blob: d9d88ac3329eaf8a09ae0aa767e5d3c5e1b4b022 [file] [log] [blame]
// SwiftShader Software Renderer
//
// Copyright(c) 2005-2012 TransGaming Inc.
//
// All rights reserved. No part of this software may be copied, distributed, transmitted,
// transcribed, stored in a retrieval system, translated into any human or computer
// language by any means, or disclosed to third parties without the explicit written
// agreement of TransGaming Inc. Without such an agreement, no rights or licenses, express
// or implied, including but not limited to any patent rights, are granted to you.
//
// RefCountObject.cpp: Defines the RefCountObject 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.
// (Concretely, textures, buffers and renderbuffers.)
#include "RefCountObject.h"
#include <windows.h>
namespace gl
{
RefCountObject::RefCountObject(GLuint id)
{
mId = id;
referenceCount = 0;
bindCount = 0;
}
RefCountObject::~RefCountObject()
{
ASSERT(referenceCount == 0);
ASSERT(bindCount == 0);
}
void RefCountObject::addRef()
{
InterlockedIncrement(&referenceCount);
}
void RefCountObject::release()
{
ASSERT(referenceCount > 0);
if(referenceCount > 0)
{
InterlockedDecrement(&referenceCount);
}
if(referenceCount == 0 && bindCount == 0)
{
delete this;
}
}
void RefCountObject::bind()
{
InterlockedIncrement(&bindCount);
}
void RefCountObject::unbind()
{
ASSERT(bindCount > 0);
InterlockedDecrement(&bindCount);
if(referenceCount == 0 && bindCount == 0)
{
delete this;
}
}
void RefCountObjectBindingPointer::set(RefCountObject *newObject)
{
// addRef first in case newObject == mObject and this is the last reference to it.
if(newObject != NULL) newObject->addRef();
if(mObject != NULL) mObject->release();
mObject = newObject;
}
}