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// 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.
//
// ResourceManager.h : Defines the ResourceManager class, which tracks objects
// shared by multiple GL contexts.
#ifndef LIBGLESV2_RESOURCEMANAGER_H_
#define LIBGLESV2_RESOURCEMANAGER_H_
#include "HandleAllocator.h"
#define GL_APICALL
#include <GLES2/gl2.h>
#include <map>
namespace gl
{
class Buffer;
class Shader;
class Program;
class Texture;
class Renderbuffer;
enum TextureType
{
TEXTURE_2D,
TEXTURE_CUBE,
TEXTURE_TYPE_COUNT,
TEXTURE_UNKNOWN
};
class ResourceManager
{
public:
ResourceManager();
~ResourceManager();
void addRef();
void release();
GLuint createBuffer();
GLuint createShader(GLenum type);
GLuint createProgram();
GLuint createTexture();
GLuint createRenderbuffer();
void deleteBuffer(GLuint buffer);
void deleteShader(GLuint shader);
void deleteProgram(GLuint program);
void deleteTexture(GLuint texture);
void deleteRenderbuffer(GLuint renderbuffer);
Buffer *getBuffer(GLuint handle);
Shader *getShader(GLuint handle);
Program *getProgram(GLuint handle);
Texture *getTexture(GLuint handle);
Renderbuffer *getRenderbuffer(GLuint handle);
void setRenderbuffer(GLuint handle, Renderbuffer *renderbuffer);
void checkBufferAllocation(unsigned int buffer);
void checkTextureAllocation(GLuint texture, TextureType type);
void checkRenderbufferAllocation(GLuint renderbuffer);
private:
std::size_t mRefCount;
typedef std::map<GLint, Buffer*> BufferMap;
BufferMap mBufferMap;
HandleAllocator mBufferHandleAllocator;
typedef std::map<GLint, Shader*> ShaderMap;
ShaderMap mShaderMap;
typedef std::map<GLint, Program*> ProgramMap;
ProgramMap mProgramMap;
HandleAllocator mProgramShaderHandleAllocator;
typedef std::map<GLint, Texture*> TextureMap;
TextureMap mTextureMap;
HandleAllocator mTextureHandleAllocator;
typedef std::map<GLint, Renderbuffer*> RenderbufferMap;
RenderbufferMap mRenderbufferMap;
HandleAllocator mRenderbufferHandleAllocator;
};
}
#endif // LIBGLESV2_RESOURCEMANAGER_H_