1 // Copyright 2016 The SwiftShader Authors. All Rights Reserved. 2 // 3 // Licensed under the Apache License, Version 2.0 (the "License"); 4 // you may not use this file except in compliance with the License. 5 // You may obtain a copy of the License at 6 // 7 // http://www.apache.org/licenses/LICENSE-2.0 8 // 9 // Unless required by applicable law or agreed to in writing, software 10 // distributed under the License is distributed on an "AS IS" BASIS, 11 // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. 12 // See the License for the specific language governing permissions and 13 // limitations under the License. 14 15 // Object.hpp: Defines the Object base class that provides 16 // lifecycle support for GL objects using the traditional BindObject scheme, but 17 // that need to be reference counted for correct cross-context deletion. 18 19 #ifndef gl_Object_hpp 20 #define gl_Object_hpp 21 22 #include "common/debug.h" 23 #include "Common/MutexLock.hpp" 24 25 #include <set> 26 27 typedef unsigned int GLuint; 28 29 namespace gl 30 { 31 32 class [[clang::lto_visibility_public]] Object 33 { 34 public: 35 Object(); 36 37 virtual void addRef(); 38 virtual void release(); 39 hasSingleReference() const40 inline bool hasSingleReference() const 41 { 42 return referenceCount == 1; 43 } 44 45 protected: 46 virtual ~Object(); 47 48 int dereference(); 49 void destroy(); 50 51 volatile int referenceCount; 52 53 #ifndef NDEBUG 54 public: 55 static sw::MutexLock instances_mutex; 56 static std::set<Object*> instances; // For leak checking 57 #endif 58 }; 59 60 class NamedObject : public Object 61 { 62 public: 63 explicit NamedObject(GLuint name); 64 virtual ~NamedObject(); 65 66 const GLuint name; 67 }; 68 69 template<class ObjectType> 70 class BindingPointer 71 { 72 public: BindingPointer()73 BindingPointer() : object(nullptr) { } 74 BindingPointer(const BindingPointer<ObjectType> & other)75 BindingPointer(const BindingPointer<ObjectType> &other) : object(nullptr) 76 { 77 operator=(other.object); 78 } 79 ~BindingPointer()80 ~BindingPointer() 81 { 82 ASSERT(!object); // Objects have to be released before the resource manager is destroyed, so they must be explicitly cleaned up. Assign null to all binding pointers to make the reference count go to zero. 83 } 84 operator =(ObjectType * newObject)85 ObjectType *operator=(ObjectType *newObject) 86 { 87 if(newObject) newObject->addRef(); 88 if(object) object->release(); 89 90 object = newObject; 91 92 return object; 93 } 94 operator =(const BindingPointer<ObjectType> & other)95 ObjectType *operator=(const BindingPointer<ObjectType> &other) 96 { 97 return operator=(other.object); 98 } 99 operator ObjectType*() const100 operator ObjectType*() const { return object; } operator ->() const101 ObjectType *operator->() const { return object; } name() const102 GLuint name() const { return object ? object->name : 0; } operator !() const103 bool operator!() const { return !object; } 104 105 private: 106 ObjectType *object; 107 }; 108 109 } 110 111 #endif // gl_Object_hpp 112