// 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. // Object.cpp: Defines the Object base class that provides // lifecycle support for GL objects using the traditional BindObject scheme, but // that need to be reference counted for correct cross-context deletion. #include "Object.hpp" #include "Common/Thread.hpp" namespace gl { #ifndef NDEBUG sw::MutexLock Object::instances_mutex; std::set Object::instances; #endif Object::Object() { referenceCount = 0; #ifndef NDEBUG LockGuard instances_lock(instances_mutex); instances.insert(this); #endif } Object::~Object() { ASSERT(referenceCount == 0); #ifndef NDEBUG LockGuard instances_lock(instances_mutex); ASSERT(instances.find(this) != instances.end()); // Check for double deletion instances.erase(this); #endif } void Object::addRef() { sw::atomicIncrement(&referenceCount); } void Object::release() { if(dereference() == 0) { delete this; } } int Object::dereference() { ASSERT(referenceCount > 0); if(referenceCount > 0) { return sw::atomicDecrement(&referenceCount); } return 0; } void Object::destroy() { referenceCount = 0; delete this; } NamedObject::NamedObject(GLuint name) : name(name) { } NamedObject::~NamedObject() { } #ifndef NDEBUG struct ObjectLeakCheck { ~ObjectLeakCheck() { LockGuard instances_lock(Object::instances_mutex); ASSERT(Object::instances.empty()); // Check for GL object leak at termination } }; static ObjectLeakCheck objectLeakCheck; #endif }