| // 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; |
| } |
| |
| } |