// Copyright 2016 The SwiftShader Authors. All Rights Reserved. // // Licensed under the Apache License, Version 2.0 (the "License"); // you may not use this file except in compliance with the License. // You may obtain a copy of the License at // // http://www.apache.org/licenses/LICENSE-2.0 // // Unless required by applicable law or agreed to in writing, software // distributed under the License is distributed on an "AS IS" BASIS, // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. // See the License for the specific language governing permissions and // limitations under the License. // NameSpace.h: Defines the NameSpace class, which is used to // allocate GL object names. #ifndef gl_NameSpace_hpp #define gl_NameSpace_hpp #include "Object.hpp" #include "debug.h" #include namespace gl { template class NameSpace { public: NameSpace() : freeName(baseName) { } ~NameSpace() { ASSERT(empty()); } bool empty() { return map.empty(); } GLuint firstName() { return map.begin()->first; } GLuint lastName() { return map.rbegin()->first; } GLuint allocate(ObjectType *object = nullptr) { GLuint name = freeName; while(isReserved(name)) { name++; } map.insert({name, object}); freeName = name + 1; return name; } bool isReserved(GLuint name) const { return map.find(name) != map.end(); } void insert(GLuint name, ObjectType *object) { map[name] = object; if(name == freeName) { freeName++; } } ObjectType *remove(GLuint name) { auto element = map.find(name); if(element != map.end()) { ObjectType *object = element->second; map.erase(element); if(name < freeName) { freeName = name; } return object; } return nullptr; } ObjectType *find(GLuint name) const { auto element = map.find(name); if(element == map.end()) { return nullptr; } return element->second; } private: typedef std::map Map; Map map; GLuint freeName; // Lowest known potentially free name }; } #endif // gl_NameSpace_hpp