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//
// Copyright 2002 The ANGLE Project Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
//
// ResourceManager.h : Defines the ResourceManager classes, which handle allocation and lifetime of
// GL objects.
#ifndef LIBANGLE_RESOURCEMANAGER_H_
#define LIBANGLE_RESOURCEMANAGER_H_
#include "angle_gl.h"
#include "common/angleutils.h"
#include "libANGLE/Error.h"
#include "libANGLE/HandleAllocator.h"
#include "libANGLE/ResourceMap.h"
namespace rx
{
class GLImplFactory;
} // namespace rx
namespace egl
{
class ShareGroup;
} // namespace egl
namespace gl
{
class Buffer;
struct Caps;
class Context;
class Framebuffer;
struct Limitations;
class MemoryObject;
class Path;
class Program;
class ProgramPipeline;
class Renderbuffer;
class Sampler;
class Semaphore;
class Shader;
class Sync;
class Texture;
class ResourceManagerBase : angle::NonCopyable
{
public:
ResourceManagerBase();
void addRef();
void release(const Context *context);
protected:
virtual void reset(const Context *context) = 0;
virtual ~ResourceManagerBase();
HandleAllocator mHandleAllocator;
private:
size_t mRefCount;
};
template <typename ResourceType, typename ImplT, typename IDType>
class TypedResourceManager : public ResourceManagerBase
{
public:
TypedResourceManager() {}
void deleteObject(const Context *context, IDType handle);
ANGLE_INLINE bool isHandleGenerated(IDType handle) const
{
// Zero is always assumed to have been generated implicitly.
return GetIDValue(handle) == 0 || mObjectMap.contains(handle);
}
typename ResourceMap<ResourceType, IDType>::Iterator begin() const
{
return mObjectMap.begin();
}
typename ResourceMap<ResourceType, IDType>::Iterator end() const { return mObjectMap.end(); }
protected:
~TypedResourceManager() override;
// Inlined in the header for performance.
template <typename... ArgTypes>
ANGLE_INLINE ResourceType *checkObjectAllocation(rx::GLImplFactory *factory,
IDType handle,
ArgTypes... args)
{
ResourceType *value = mObjectMap.query(handle);
if (value)
{
return value;
}
if (GetIDValue(handle) == 0)
{
return nullptr;
}
return checkObjectAllocationImpl(factory, handle, args...);
}
void reset(const Context *context) override;
ResourceMap<ResourceType, IDType> mObjectMap;
private:
template <typename... ArgTypes>
ResourceType *checkObjectAllocationImpl(rx::GLImplFactory *factory,
IDType handle,
ArgTypes... args)
{
ResourceType *object = ImplT::AllocateNewObject(factory, handle, args...);
if (!mObjectMap.contains(handle))
{
this->mHandleAllocator.reserve(GetIDValue(handle));
}
mObjectMap.assign(handle, object);
return object;
}
};
class BufferManager : public TypedResourceManager<Buffer, BufferManager, BufferID>
{
public:
BufferID createBuffer();
Buffer *getBuffer(BufferID handle) const;
ANGLE_INLINE Buffer *checkBufferAllocation(rx::GLImplFactory *factory, BufferID handle)
{
return checkObjectAllocation(factory, handle);
}
// TODO(jmadill): Investigate design which doesn't expose these methods publicly.
static Buffer *AllocateNewObject(rx::GLImplFactory *factory, BufferID handle);
static void DeleteObject(const Context *context, Buffer *buffer);
protected:
~BufferManager() override;
};
class ShaderProgramManager : public ResourceManagerBase
{
public:
ShaderProgramManager();
ShaderProgramID createShader(rx::GLImplFactory *factory,
const Limitations &rendererLimitations,
ShaderType type);
void deleteShader(const Context *context, ShaderProgramID shader);
Shader *getShader(ShaderProgramID handle) const;
ShaderProgramID createProgram(rx::GLImplFactory *factory);
void deleteProgram(const Context *context, ShaderProgramID program);
ANGLE_INLINE Program *getProgram(ShaderProgramID handle) const
{
return mPrograms.query(handle);
}
// For capture and performance counters only.
const ResourceMap<Shader, ShaderProgramID> &getShadersForCapture() const { return mShaders; }
const ResourceMap<Program, ShaderProgramID> &getProgramsForCaptureAndPerf() const
{
return mPrograms;
}
protected:
~ShaderProgramManager() override;
private:
template <typename ObjectType, typename IDType>
void deleteObject(const Context *context,
ResourceMap<ObjectType, IDType> *objectMap,
IDType id);
void reset(const Context *context) override;
ResourceMap<Shader, ShaderProgramID> mShaders;
ResourceMap<Program, ShaderProgramID> mPrograms;
};
class TextureManager : public TypedResourceManager<Texture, TextureManager, TextureID>
{
public:
TextureID createTexture();
ANGLE_INLINE Texture *getTexture(TextureID handle) const
{
ASSERT(mObjectMap.query({0}) == nullptr);
return mObjectMap.query(handle);
}
void signalAllTexturesDirty() const;
ANGLE_INLINE Texture *checkTextureAllocation(rx::GLImplFactory *factory,
TextureID handle,
TextureType type)
{
return checkObjectAllocation(factory, handle, type);
}
static Texture *AllocateNewObject(rx::GLImplFactory *factory,
TextureID handle,
TextureType type);
static void DeleteObject(const Context *context, Texture *texture);
void enableHandleAllocatorLogging();
protected:
~TextureManager() override;
};
class RenderbufferManager
: public TypedResourceManager<Renderbuffer, RenderbufferManager, RenderbufferID>
{
public:
RenderbufferID createRenderbuffer();
Renderbuffer *getRenderbuffer(RenderbufferID handle) const;
Renderbuffer *checkRenderbufferAllocation(rx::GLImplFactory *factory, RenderbufferID handle)
{
return checkObjectAllocation(factory, handle);
}
static Renderbuffer *AllocateNewObject(rx::GLImplFactory *factory, RenderbufferID handle);
static void DeleteObject(const Context *context, Renderbuffer *renderbuffer);
protected:
~RenderbufferManager() override;
};
class SamplerManager : public TypedResourceManager<Sampler, SamplerManager, SamplerID>
{
public:
SamplerID createSampler();
Sampler *getSampler(SamplerID handle) const;
bool isSampler(SamplerID sampler) const;
Sampler *checkSamplerAllocation(rx::GLImplFactory *factory, SamplerID handle)
{
return checkObjectAllocation(factory, handle);
}
static Sampler *AllocateNewObject(rx::GLImplFactory *factory, SamplerID handle);
static void DeleteObject(const Context *context, Sampler *sampler);
protected:
~SamplerManager() override;
};
class SyncManager : public TypedResourceManager<Sync, SyncManager, GLuint>
{
public:
GLuint createSync(rx::GLImplFactory *factory);
Sync *getSync(GLuint handle) const;
static void DeleteObject(const Context *context, Sync *sync);
protected:
~SyncManager() override;
};
class FramebufferManager
: public TypedResourceManager<Framebuffer, FramebufferManager, FramebufferID>
{
public:
FramebufferID createFramebuffer();
Framebuffer *getFramebuffer(FramebufferID handle) const;
void setDefaultFramebuffer(Framebuffer *framebuffer);
Framebuffer *getDefaultFramebuffer() const;
void invalidateFramebufferCompletenessCache() const;
Framebuffer *checkFramebufferAllocation(rx::GLImplFactory *factory,
const Context *context,
FramebufferID handle)
{
return checkObjectAllocation(factory, handle, context);
}
static Framebuffer *AllocateNewObject(rx::GLImplFactory *factory,
FramebufferID handle,
const Context *context);
static void DeleteObject(const Context *context, Framebuffer *framebuffer);
protected:
~FramebufferManager() override;
};
class ProgramPipelineManager
: public TypedResourceManager<ProgramPipeline, ProgramPipelineManager, ProgramPipelineID>
{
public:
ProgramPipelineID createProgramPipeline();
ProgramPipeline *getProgramPipeline(ProgramPipelineID handle) const;
ProgramPipeline *checkProgramPipelineAllocation(rx::GLImplFactory *factory,
ProgramPipelineID handle)
{
return checkObjectAllocation(factory, handle);
}
static ProgramPipeline *AllocateNewObject(rx::GLImplFactory *factory, ProgramPipelineID handle);
static void DeleteObject(const Context *context, ProgramPipeline *pipeline);
protected:
~ProgramPipelineManager() override;
};
class MemoryObjectManager : public ResourceManagerBase
{
public:
MemoryObjectManager();
MemoryObjectID createMemoryObject(rx::GLImplFactory *factory);
void deleteMemoryObject(const Context *context, MemoryObjectID handle);
MemoryObject *getMemoryObject(MemoryObjectID handle) const;
protected:
~MemoryObjectManager() override;
private:
void reset(const Context *context) override;
ResourceMap<MemoryObject, MemoryObjectID> mMemoryObjects;
};
class SemaphoreManager : public ResourceManagerBase
{
public:
SemaphoreManager();
SemaphoreID createSemaphore(rx::GLImplFactory *factory);
void deleteSemaphore(const Context *context, SemaphoreID handle);
Semaphore *getSemaphore(SemaphoreID handle) const;
protected:
~SemaphoreManager() override;
private:
void reset(const Context *context) override;
ResourceMap<Semaphore, SemaphoreID> mSemaphores;
};
} // namespace gl
#endif // LIBANGLE_RESOURCEMANAGER_H_