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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 // ResourceManager.cpp: Implements the ResourceManager class, which tracks and
16 // retrieves objects which may be shared by multiple Contexts.
17 
18 #include "ResourceManager.h"
19 
20 #include "Buffer.h"
21 #include "Fence.h"
22 #include "Program.h"
23 #include "Renderbuffer.h"
24 #include "Sampler.h"
25 #include "Shader.h"
26 #include "Texture.h"
27 
28 namespace es2
29 {
ResourceManager()30 ResourceManager::ResourceManager()
31 {
32 	mRefCount = 1;
33 }
34 
~ResourceManager()35 ResourceManager::~ResourceManager()
36 {
37 	while(!mBufferNameSpace.empty())
38 	{
39 		deleteBuffer(mBufferNameSpace.firstName());
40 	}
41 
42 	while(!mProgramNameSpace.empty())
43 	{
44 		deleteProgram(mProgramNameSpace.firstName());
45 	}
46 
47 	while(!mShaderNameSpace.empty())
48 	{
49 		deleteShader(mShaderNameSpace.firstName());
50 	}
51 
52 	while(!mRenderbufferNameSpace.empty())
53 	{
54 		deleteRenderbuffer(mRenderbufferNameSpace.firstName());
55 	}
56 
57 	while(!mTextureNameSpace.empty())
58 	{
59 		deleteTexture(mTextureNameSpace.firstName());
60 	}
61 
62 	while(!mSamplerNameSpace.empty())
63 	{
64 		deleteSampler(mSamplerNameSpace.firstName());
65 	}
66 
67 	while(!mFenceSyncNameSpace.empty())
68 	{
69 		deleteFenceSync(mFenceSyncNameSpace.firstName());
70 	}
71 }
72 
addRef()73 void ResourceManager::addRef()
74 {
75 	mRefCount++;
76 }
77 
release()78 void ResourceManager::release()
79 {
80 	if(--mRefCount == 0)
81 	{
82 		delete this;
83 	}
84 }
85 
86 // Returns an unused buffer name
createBuffer()87 GLuint ResourceManager::createBuffer()
88 {
89 	return mBufferNameSpace.allocate();
90 }
91 
92 // Returns an unused shader name
createShader(GLenum type)93 GLuint ResourceManager::createShader(GLenum type)
94 {
95 	GLuint name = mProgramShaderNameSpace.allocate();
96 
97 	if(type == GL_VERTEX_SHADER)
98 	{
99 		mShaderNameSpace.insert(name, new VertexShader(this, name));
100 	}
101 	else if(type == GL_FRAGMENT_SHADER)
102 	{
103 		mShaderNameSpace.insert(name, new FragmentShader(this, name));
104 	}
105 	else UNREACHABLE(type);
106 
107 	return name;
108 }
109 
110 // Returns an unused program name
createProgram()111 GLuint ResourceManager::createProgram()
112 {
113 	GLuint name = mProgramShaderNameSpace.allocate();
114 
115 	mProgramNameSpace.insert(name, new Program(this, name));
116 
117 	return name;
118 }
119 
120 // Returns an unused texture name
createTexture()121 GLuint ResourceManager::createTexture()
122 {
123 	return mTextureNameSpace.allocate();
124 }
125 
126 // Returns an unused renderbuffer name
createRenderbuffer()127 GLuint ResourceManager::createRenderbuffer()
128 {
129 	return mRenderbufferNameSpace.allocate();
130 }
131 
132 // Returns an unused sampler name
createSampler()133 GLuint ResourceManager::createSampler()
134 {
135 	return mSamplerNameSpace.allocate();
136 }
137 
138 // Returns the next unused fence name, and allocates the fence
createFenceSync(GLenum condition,GLbitfield flags)139 GLuint ResourceManager::createFenceSync(GLenum condition, GLbitfield flags)
140 {
141 	GLuint name = mFenceSyncNameSpace.allocate();
142 
143 	FenceSync *fenceSync = new FenceSync(name, condition, flags);
144 	fenceSync->addRef();
145 
146 	mFenceSyncNameSpace.insert(name, fenceSync);
147 
148 	return name;
149 }
150 
deleteBuffer(GLuint buffer)151 void ResourceManager::deleteBuffer(GLuint buffer)
152 {
153 	Buffer *bufferObject = mBufferNameSpace.remove(buffer);
154 
155 	if(bufferObject)
156 	{
157 		bufferObject->release();
158 	}
159 }
160 
deleteShader(GLuint shader)161 void ResourceManager::deleteShader(GLuint shader)
162 {
163 	Shader *shaderObject = mShaderNameSpace.find(shader);
164 
165 	if(shaderObject)
166 	{
167 		if(shaderObject->getRefCount() == 0)
168 		{
169 			delete shaderObject;
170 			mShaderNameSpace.remove(shader);
171 			mProgramShaderNameSpace.remove(shader);
172 		}
173 		else
174 		{
175 			shaderObject->flagForDeletion();
176 		}
177 	}
178 }
179 
deleteProgram(GLuint program)180 void ResourceManager::deleteProgram(GLuint program)
181 {
182 	Program *programObject = mProgramNameSpace.find(program);
183 
184 	if(programObject)
185 	{
186 		if(programObject->getRefCount() == 0)
187 		{
188 			delete programObject;
189 			mProgramNameSpace.remove(program);
190 			mProgramShaderNameSpace.remove(program);
191 		}
192 		else
193 		{
194 			programObject->flagForDeletion();
195 		}
196 	}
197 }
198 
deleteTexture(GLuint texture)199 void ResourceManager::deleteTexture(GLuint texture)
200 {
201 	Texture *textureObject = mTextureNameSpace.remove(texture);
202 
203 	if(textureObject)
204 	{
205 		textureObject->release();
206 	}
207 }
208 
deleteRenderbuffer(GLuint renderbuffer)209 void ResourceManager::deleteRenderbuffer(GLuint renderbuffer)
210 {
211 	Renderbuffer *renderbufferObject = mRenderbufferNameSpace.remove(renderbuffer);
212 
213 	if(renderbufferObject)
214 	{
215 		renderbufferObject->release();
216 	}
217 }
218 
deleteSampler(GLuint sampler)219 void ResourceManager::deleteSampler(GLuint sampler)
220 {
221 	Sampler *samplerObject = mSamplerNameSpace.remove(sampler);
222 
223 	if(samplerObject)
224 	{
225 		samplerObject->release();
226 	}
227 }
228 
deleteFenceSync(GLuint fenceSync)229 void ResourceManager::deleteFenceSync(GLuint fenceSync)
230 {
231 	FenceSync *fenceObject = mFenceSyncNameSpace.remove(fenceSync);
232 
233 	if(fenceObject)
234 	{
235 		fenceObject->release();
236 	}
237 }
238 
getBuffer(unsigned int handle)239 Buffer *ResourceManager::getBuffer(unsigned int handle)
240 {
241 	return mBufferNameSpace.find(handle);
242 }
243 
getShader(unsigned int handle)244 Shader *ResourceManager::getShader(unsigned int handle)
245 {
246 	return mShaderNameSpace.find(handle);
247 }
248 
getTexture(unsigned int handle)249 Texture *ResourceManager::getTexture(unsigned int handle)
250 {
251 	return mTextureNameSpace.find(handle);
252 }
253 
getProgram(unsigned int handle)254 Program *ResourceManager::getProgram(unsigned int handle)
255 {
256 	return mProgramNameSpace.find(handle);
257 }
258 
getRenderbuffer(unsigned int handle)259 Renderbuffer *ResourceManager::getRenderbuffer(unsigned int handle)
260 {
261 	return mRenderbufferNameSpace.find(handle);
262 }
263 
getSampler(unsigned int handle)264 Sampler *ResourceManager::getSampler(unsigned int handle)
265 {
266 	return mSamplerNameSpace.find(handle);
267 }
268 
getFenceSync(unsigned int handle)269 FenceSync *ResourceManager::getFenceSync(unsigned int handle)
270 {
271 	return mFenceSyncNameSpace.find(handle);
272 }
273 
checkBufferAllocation(unsigned int buffer)274 void ResourceManager::checkBufferAllocation(unsigned int buffer)
275 {
276 	if(buffer != 0 && !getBuffer(buffer))
277 	{
278 		Buffer *bufferObject = new Buffer(buffer);
279 		bufferObject->addRef();
280 
281 		mBufferNameSpace.insert(buffer, bufferObject);
282 	}
283 }
284 
checkTextureAllocation(GLuint texture,TextureType type)285 void ResourceManager::checkTextureAllocation(GLuint texture, TextureType type)
286 {
287 	if(!getTexture(texture) && texture != 0)
288 	{
289 		Texture *textureObject;
290 
291 		if(type == TEXTURE_2D)
292 		{
293 			textureObject = new Texture2D(texture);
294 		}
295 		else if(type == TEXTURE_CUBE)
296 		{
297 			textureObject = new TextureCubeMap(texture);
298 		}
299 		else if(type == TEXTURE_EXTERNAL)
300 		{
301 			textureObject = new TextureExternal(texture);
302 		}
303 		else if(type == TEXTURE_3D)
304 		{
305 			textureObject = new Texture3D(texture);
306 		}
307 		else if(type == TEXTURE_2D_ARRAY)
308 		{
309 			textureObject = new Texture2DArray(texture);
310 		}
311 		else
312 		{
313 			UNREACHABLE(type);
314 			return;
315 		}
316 
317 		textureObject->addRef();
318 
319 		mTextureNameSpace.insert(texture, textureObject);
320 	}
321 }
322 
checkRenderbufferAllocation(GLuint handle)323 void ResourceManager::checkRenderbufferAllocation(GLuint handle)
324 {
325 	if(handle != 0 && !getRenderbuffer(handle))
326 	{
327 		Renderbuffer *renderbufferObject = new Renderbuffer(handle, new Colorbuffer(0, 0, GL_RGBA4_OES, 0));
328 		renderbufferObject->addRef();
329 
330 		mRenderbufferNameSpace.insert(handle, renderbufferObject);
331 	}
332 }
333 
checkSamplerAllocation(GLuint sampler)334 void ResourceManager::checkSamplerAllocation(GLuint sampler)
335 {
336 	if(sampler != 0 && !getSampler(sampler))
337 	{
338 		Sampler *samplerObject = new Sampler(sampler);
339 		samplerObject->addRef();
340 
341 		mSamplerNameSpace.insert(sampler, samplerObject);
342 	}
343 }
344 
isSampler(GLuint sampler)345 bool ResourceManager::isSampler(GLuint sampler)
346 {
347 	return mSamplerNameSpace.isReserved(sampler);
348 }
349 
350 }
351