blob: 900131563530b1254620217ef8e824870a957dbf [file] [log] [blame]
//
// 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.h : Defines the ResourceManager class, which tracks objects
// shared by multiple GL contexts.
#ifndef LIBANGLE_RESOURCEMANAGER_H_
#define LIBANGLE_RESOURCEMANAGER_H_
#include "angle_gl.h"
#include "common/angleutils.h"
#include "libANGLE/angletypes.h"
#include "libANGLE/HandleAllocator.h"
namespace rx
{
class GLImplFactory;
}
namespace gl
{
class Buffer;
class FenceSync;
struct Limitations;
class Program;
class Renderbuffer;
class Sampler;
class Shader;
class Texture;
class ResourceManager : angle::NonCopyable
{
public:
ResourceManager();
~ResourceManager();
void addRef();
void release();
GLuint createBuffer();
GLuint createShader(rx::GLImplFactory *factory,
const gl::Limitations &rendererLimitations,
GLenum type);
GLuint createProgram(rx::GLImplFactory *factory);
GLuint createTexture();
GLuint createRenderbuffer();
GLuint createSampler();
GLuint createFenceSync(rx::GLImplFactory *factory);
void deleteBuffer(GLuint buffer);
void deleteShader(GLuint shader);
void deleteProgram(GLuint program);
void deleteTexture(GLuint texture);
void deleteRenderbuffer(GLuint renderbuffer);
void deleteSampler(GLuint sampler);
void deleteFenceSync(GLuint fenceSync);
Buffer *getBuffer(GLuint handle);
Shader *getShader(GLuint handle);
Program *getProgram(GLuint handle) const;
Texture *getTexture(GLuint handle);
Renderbuffer *getRenderbuffer(GLuint handle);
Sampler *getSampler(GLuint handle);
FenceSync *getFenceSync(GLuint handle);
void setRenderbuffer(GLuint handle, Renderbuffer *renderbuffer);
Buffer *checkBufferAllocation(rx::GLImplFactory *factory, GLuint handle);
Texture *checkTextureAllocation(rx::GLImplFactory *factory, GLuint handle, GLenum type);
Renderbuffer *checkRenderbufferAllocation(rx::GLImplFactory *factory, GLuint handle);
Sampler *checkSamplerAllocation(rx::GLImplFactory *factory, GLuint samplerHandle);
bool isSampler(GLuint sampler);
private:
void createTextureInternal(GLuint handle);
;
std::size_t mRefCount;
ResourceMap<Buffer> mBufferMap;
HandleAllocator mBufferHandleAllocator;
ResourceMap<Shader> mShaderMap;
ResourceMap<Program> mProgramMap;
HandleAllocator mProgramShaderHandleAllocator;
ResourceMap<Texture> mTextureMap;
HandleAllocator mTextureHandleAllocator;
ResourceMap<Renderbuffer> mRenderbufferMap;
HandleAllocator mRenderbufferHandleAllocator;
ResourceMap<Sampler> mSamplerMap;
HandleAllocator mSamplerHandleAllocator;
ResourceMap<FenceSync> mFenceSyncMap;
HandleAllocator mFenceSyncHandleAllocator;
};
} // namespace gl
#endif // LIBANGLE_RESOURCEMANAGER_H_