// // Copyright (c) 2002-2013 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.cpp: Implements the gl::ResourceManager class, which tracks and // retrieves objects which may be shared by multiple Contexts. #include "libANGLE/ResourceManager.h" #include "libANGLE/Buffer.h" #include "libANGLE/Fence.h" #include "libANGLE/Path.h" #include "libANGLE/Program.h" #include "libANGLE/Renderbuffer.h" #include "libANGLE/Sampler.h" #include "libANGLE/Shader.h" #include "libANGLE/Texture.h" #include "libANGLE/renderer/GLImplFactory.h" namespace gl { ResourceManager::ResourceManager() : mRefCount(1) { } ResourceManager::~ResourceManager() { while (!mBufferMap.empty()) { deleteBuffer(mBufferMap.begin()->first); } while (!mProgramMap.empty()) { deleteProgram(mProgramMap.begin()->first); } while (!mShaderMap.empty()) { deleteShader(mShaderMap.begin()->first); } while (!mRenderbufferMap.empty()) { deleteRenderbuffer(mRenderbufferMap.begin()->first); } while (!mTextureMap.empty()) { deleteTexture(mTextureMap.begin()->first); } while (!mSamplerMap.empty()) { deleteSampler(mSamplerMap.begin()->first); } while (!mFenceSyncMap.empty()) { deleteFenceSync(mFenceSyncMap.begin()->first); } for (auto it = mPathMap.begin(); it != mPathMap.end(); ++it) { const auto *p = it->second; delete p; } } void ResourceManager::addRef() { mRefCount++; } void ResourceManager::release() { if (--mRefCount == 0) { delete this; } } // Returns an unused buffer name GLuint ResourceManager::createBuffer() { GLuint handle = mBufferHandleAllocator.allocate(); mBufferMap[handle] = nullptr; return handle; } // Returns an unused shader/program name GLuint ResourceManager::createShader(rx::GLImplFactory *factory, const gl::Limitations &rendererLimitations, GLenum type) { ASSERT(type == GL_VERTEX_SHADER || type == GL_FRAGMENT_SHADER || type == GL_COMPUTE_SHADER); GLuint handle = mProgramShaderHandleAllocator.allocate(); mShaderMap[handle] = new Shader(this, factory, rendererLimitations, type, handle); return handle; } // Returns an unused program/shader name GLuint ResourceManager::createProgram(rx::GLImplFactory *factory) { GLuint handle = mProgramShaderHandleAllocator.allocate(); mProgramMap[handle] = new Program(factory, this, handle); return handle; } // Returns an unused texture name GLuint ResourceManager::createTexture() { GLuint handle = mTextureHandleAllocator.allocate(); mTextureMap[handle] = nullptr; return handle; } // Returns an unused renderbuffer name GLuint ResourceManager::createRenderbuffer() { GLuint handle = mRenderbufferHandleAllocator.allocate(); mRenderbufferMap[handle] = nullptr; return handle; } // Returns an unused sampler name GLuint ResourceManager::createSampler() { GLuint handle = mSamplerHandleAllocator.allocate(); mSamplerMap[handle] = nullptr; return handle; } // Returns the next unused fence name, and allocates the fence GLuint ResourceManager::createFenceSync(rx::GLImplFactory *factory) { GLuint handle = mFenceSyncHandleAllocator.allocate(); FenceSync *fenceSync = new FenceSync(factory->createFenceSync(), handle); fenceSync->addRef(); mFenceSyncMap[handle] = fenceSync; return handle; } ErrorOrResult ResourceManager::createPaths(rx::GLImplFactory *factory, GLsizei range) { // Allocate client side handles. const GLuint client = mPathHandleAllocator.allocateRange(static_cast(range)); if (client == HandleRangeAllocator::kInvalidHandle) return gl::Error(GL_OUT_OF_MEMORY, "Failed to allocate path handle range."); const auto &paths = factory->createPaths(range); if (paths.empty()) { mPathHandleAllocator.releaseRange(client, range); return gl::Error(GL_OUT_OF_MEMORY, "Failed to allocate path objects."); } auto hint = mPathMap.begin(); for (GLsizei i = 0; i < range; ++i) { const auto impl = paths[static_cast(i)]; const auto id = client + i; hint = mPathMap.insert(hint, std::make_pair(id, new Path(impl))); } return client; } void ResourceManager::deleteBuffer(GLuint buffer) { auto bufferObject = mBufferMap.find(buffer); if (bufferObject != mBufferMap.end()) { mBufferHandleAllocator.release(bufferObject->first); if (bufferObject->second) bufferObject->second->release(); mBufferMap.erase(bufferObject); } } void ResourceManager::deleteShader(GLuint shader) { auto shaderObject = mShaderMap.find(shader); if (shaderObject != mShaderMap.end()) { if (shaderObject->second->getRefCount() == 0) { mProgramShaderHandleAllocator.release(shaderObject->first); delete shaderObject->second; mShaderMap.erase(shaderObject); } else { shaderObject->second->flagForDeletion(); } } } void ResourceManager::deleteProgram(GLuint program) { auto programObject = mProgramMap.find(program); if (programObject != mProgramMap.end()) { if (programObject->second->getRefCount() == 0) { mProgramShaderHandleAllocator.release(programObject->first); delete programObject->second; mProgramMap.erase(programObject); } else { programObject->second->flagForDeletion(); } } } void ResourceManager::deleteTexture(GLuint texture) { auto textureObject = mTextureMap.find(texture); if (textureObject != mTextureMap.end()) { mTextureHandleAllocator.release(textureObject->first); if (textureObject->second) textureObject->second->release(); mTextureMap.erase(textureObject); } } void ResourceManager::deleteRenderbuffer(GLuint renderbuffer) { auto renderbufferObject = mRenderbufferMap.find(renderbuffer); if (renderbufferObject != mRenderbufferMap.end()) { mRenderbufferHandleAllocator.release(renderbufferObject->first); if (renderbufferObject->second) renderbufferObject->second->release(); mRenderbufferMap.erase(renderbufferObject); } } void ResourceManager::deleteSampler(GLuint sampler) { auto samplerObject = mSamplerMap.find(sampler); if (samplerObject != mSamplerMap.end()) { mSamplerHandleAllocator.release(samplerObject->first); if (samplerObject->second) samplerObject->second->release(); mSamplerMap.erase(samplerObject); } } void ResourceManager::deleteFenceSync(GLuint fenceSync) { auto fenceObjectIt = mFenceSyncMap.find(fenceSync); if (fenceObjectIt != mFenceSyncMap.end()) { mFenceSyncHandleAllocator.release(fenceObjectIt->first); if (fenceObjectIt->second) fenceObjectIt->second->release(); mFenceSyncMap.erase(fenceObjectIt); } } void ResourceManager::deletePaths(GLuint first, GLsizei range) { for (GLsizei i = 0; i < range; ++i) { const auto id = first + i; const auto it = mPathMap.find(id); if (it == mPathMap.end()) continue; Path *p = it->second; delete p; mPathMap.erase(it); } mPathHandleAllocator.releaseRange(first, static_cast(range)); } Buffer *ResourceManager::getBuffer(unsigned int handle) { auto buffer = mBufferMap.find(handle); if (buffer == mBufferMap.end()) { return nullptr; } else { return buffer->second; } } Shader *ResourceManager::getShader(unsigned int handle) const { auto shader = mShaderMap.find(handle); if (shader == mShaderMap.end()) { return nullptr; } else { return shader->second; } } Texture *ResourceManager::getTexture(unsigned int handle) { if (handle == 0) return nullptr; auto texture = mTextureMap.find(handle); if (texture == mTextureMap.end()) { return nullptr; } else { return texture->second; } } Program *ResourceManager::getProgram(unsigned int handle) const { auto program = mProgramMap.find(handle); if (program == mProgramMap.end()) { return nullptr; } else { return program->second; } } Renderbuffer *ResourceManager::getRenderbuffer(unsigned int handle) { auto renderbuffer = mRenderbufferMap.find(handle); if (renderbuffer == mRenderbufferMap.end()) { return nullptr; } else { return renderbuffer->second; } } Sampler *ResourceManager::getSampler(unsigned int handle) { auto sampler = mSamplerMap.find(handle); if (sampler == mSamplerMap.end()) { return nullptr; } else { return sampler->second; } } FenceSync *ResourceManager::getFenceSync(unsigned int handle) { auto fenceObjectIt = mFenceSyncMap.find(handle); if (fenceObjectIt == mFenceSyncMap.end()) { return nullptr; } else { return fenceObjectIt->second; } } const Path *ResourceManager::getPath(GLuint handle) const { auto it = mPathMap.find(handle); if (it == std::end(mPathMap)) return nullptr; return it->second; } Path *ResourceManager::getPath(GLuint handle) { auto it = mPathMap.find(handle); if (it == std::end(mPathMap)) return nullptr; return it->second; } bool ResourceManager::hasPath(GLuint handle) const { return mPathHandleAllocator.isUsed(handle); } void ResourceManager::setRenderbuffer(GLuint handle, Renderbuffer *buffer) { mRenderbufferMap[handle] = buffer; } Buffer *ResourceManager::checkBufferAllocation(rx::GLImplFactory *factory, GLuint handle) { if (handle == 0) { return nullptr; } auto bufferMapIt = mBufferMap.find(handle); bool handleAllocated = (bufferMapIt != mBufferMap.end()); if (handleAllocated && bufferMapIt->second != nullptr) { return bufferMapIt->second; } Buffer *buffer = new Buffer(factory, handle); buffer->addRef(); if (handleAllocated) { bufferMapIt->second = buffer; } else { mBufferHandleAllocator.reserve(handle); mBufferMap[handle] = buffer; } return buffer; } Texture *ResourceManager::checkTextureAllocation(rx::GLImplFactory *factory, GLuint handle, GLenum type) { if (handle == 0) { return nullptr; } auto textureMapIt = mTextureMap.find(handle); bool handleAllocated = (textureMapIt != mTextureMap.end()); if (handleAllocated && textureMapIt->second != nullptr) { return textureMapIt->second; } Texture *texture = new Texture(factory, handle, type); texture->addRef(); if (handleAllocated) { textureMapIt->second = texture; } else { mTextureHandleAllocator.reserve(handle); mTextureMap[handle] = texture; } return texture; } Renderbuffer *ResourceManager::checkRenderbufferAllocation(rx::GLImplFactory *factory, GLuint handle) { if (handle == 0) { return nullptr; } auto renderbufferMapIt = mRenderbufferMap.find(handle); bool handleAllocated = (renderbufferMapIt != mRenderbufferMap.end()); if (handleAllocated && renderbufferMapIt->second != nullptr) { return renderbufferMapIt->second; } Renderbuffer *renderbuffer = new Renderbuffer(factory->createRenderbuffer(), handle); renderbuffer->addRef(); if (handleAllocated) { renderbufferMapIt->second = renderbuffer; } else { mRenderbufferHandleAllocator.reserve(handle); mRenderbufferMap[handle] = renderbuffer; } return renderbuffer; } Sampler *ResourceManager::checkSamplerAllocation(rx::GLImplFactory *factory, GLuint samplerHandle) { // Samplers cannot be created via Bind if (samplerHandle == 0) { return nullptr; } Sampler *sampler = getSampler(samplerHandle); if (!sampler) { sampler = new Sampler(factory, samplerHandle); mSamplerMap[samplerHandle] = sampler; sampler->addRef(); } return sampler; } bool ResourceManager::isSampler(GLuint sampler) { return mSamplerMap.find(sampler) != mSamplerMap.end(); } bool ResourceManager::isTextureGenerated(GLuint texture) const { return texture == 0 || mTextureMap.find(texture) != mTextureMap.end(); } bool ResourceManager::isBufferGenerated(GLuint buffer) const { return buffer == 0 || mBufferMap.find(buffer) != mBufferMap.end(); } bool ResourceManager::isRenderbufferGenerated(GLuint renderbuffer) const { return renderbuffer == 0 || mRenderbufferMap.find(renderbuffer) != mRenderbufferMap.end(); } } // namespace gl