// // Copyright 2002 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 classes, which handle allocation and lifetime of // GL objects. #ifndef LIBANGLE_RESOURCEMANAGER_H_ #define LIBANGLE_RESOURCEMANAGER_H_ #include "angle_gl.h" #include "common/angleutils.h" #include "libANGLE/Error.h" #include "libANGLE/HandleAllocator.h" #include "libANGLE/ResourceMap.h" namespace rx { class GLImplFactory; } // namespace rx namespace egl { class ShareGroup; } // namespace egl namespace gl { class Buffer; struct Caps; class Context; class Framebuffer; struct Limitations; class MemoryObject; class Path; class Program; class ProgramPipeline; class Renderbuffer; class Sampler; class Semaphore; class Shader; class Sync; class Texture; class ResourceManagerBase : angle::NonCopyable { public: ResourceManagerBase(); void addRef(); void release(const Context *context); protected: virtual void reset(const Context *context) = 0; virtual ~ResourceManagerBase(); HandleAllocator mHandleAllocator; private: size_t mRefCount; }; template class TypedResourceManager : public ResourceManagerBase { public: TypedResourceManager() {} void deleteObject(const Context *context, IDType handle); ANGLE_INLINE bool isHandleGenerated(IDType handle) const { // Zero is always assumed to have been generated implicitly. return GetIDValue(handle) == 0 || mObjectMap.contains(handle); } typename ResourceMap::Iterator begin() const { return mObjectMap.begin(); } typename ResourceMap::Iterator end() const { return mObjectMap.end(); } protected: ~TypedResourceManager() override; // Inlined in the header for performance. template ANGLE_INLINE ResourceType *checkObjectAllocation(rx::GLImplFactory *factory, IDType handle, ArgTypes... args) { ResourceType *value = mObjectMap.query(handle); if (value) { return value; } if (GetIDValue(handle) == 0) { return nullptr; } return checkObjectAllocationImpl(factory, handle, args...); } void reset(const Context *context) override; ResourceMap mObjectMap; private: template ResourceType *checkObjectAllocationImpl(rx::GLImplFactory *factory, IDType handle, ArgTypes... args) { ResourceType *object = ImplT::AllocateNewObject(factory, handle, args...); if (!mObjectMap.contains(handle)) { this->mHandleAllocator.reserve(GetIDValue(handle)); } mObjectMap.assign(handle, object); return object; } }; class BufferManager : public TypedResourceManager { public: BufferID createBuffer(); Buffer *getBuffer(BufferID handle) const; ANGLE_INLINE Buffer *checkBufferAllocation(rx::GLImplFactory *factory, BufferID handle) { return checkObjectAllocation(factory, handle); } // TODO(jmadill): Investigate design which doesn't expose these methods publicly. static Buffer *AllocateNewObject(rx::GLImplFactory *factory, BufferID handle); static void DeleteObject(const Context *context, Buffer *buffer); protected: ~BufferManager() override; }; class ShaderProgramManager : public ResourceManagerBase { public: ShaderProgramManager(); ShaderProgramID createShader(rx::GLImplFactory *factory, const Limitations &rendererLimitations, ShaderType type); void deleteShader(const Context *context, ShaderProgramID shader); Shader *getShader(ShaderProgramID handle) const; ShaderProgramID createProgram(rx::GLImplFactory *factory); void deleteProgram(const Context *context, ShaderProgramID program); ANGLE_INLINE Program *getProgram(ShaderProgramID handle) const { return mPrograms.query(handle); } // For capture and performance counters only. const ResourceMap &getShadersForCapture() const { return mShaders; } const ResourceMap &getProgramsForCaptureAndPerf() const { return mPrograms; } protected: ~ShaderProgramManager() override; private: template void deleteObject(const Context *context, ResourceMap *objectMap, IDType id); void reset(const Context *context) override; ResourceMap mShaders; ResourceMap mPrograms; }; class TextureManager : public TypedResourceManager { public: TextureID createTexture(); ANGLE_INLINE Texture *getTexture(TextureID handle) const { ASSERT(mObjectMap.query({0}) == nullptr); return mObjectMap.query(handle); } void signalAllTexturesDirty() const; ANGLE_INLINE Texture *checkTextureAllocation(rx::GLImplFactory *factory, TextureID handle, TextureType type) { return checkObjectAllocation(factory, handle, type); } static Texture *AllocateNewObject(rx::GLImplFactory *factory, TextureID handle, TextureType type); static void DeleteObject(const Context *context, Texture *texture); void enableHandleAllocatorLogging(); protected: ~TextureManager() override; }; class RenderbufferManager : public TypedResourceManager { public: RenderbufferID createRenderbuffer(); Renderbuffer *getRenderbuffer(RenderbufferID handle) const; Renderbuffer *checkRenderbufferAllocation(rx::GLImplFactory *factory, RenderbufferID handle) { return checkObjectAllocation(factory, handle); } static Renderbuffer *AllocateNewObject(rx::GLImplFactory *factory, RenderbufferID handle); static void DeleteObject(const Context *context, Renderbuffer *renderbuffer); protected: ~RenderbufferManager() override; }; class SamplerManager : public TypedResourceManager { public: SamplerID createSampler(); Sampler *getSampler(SamplerID handle) const; bool isSampler(SamplerID sampler) const; Sampler *checkSamplerAllocation(rx::GLImplFactory *factory, SamplerID handle) { return checkObjectAllocation(factory, handle); } static Sampler *AllocateNewObject(rx::GLImplFactory *factory, SamplerID handle); static void DeleteObject(const Context *context, Sampler *sampler); protected: ~SamplerManager() override; }; class SyncManager : public TypedResourceManager { public: GLuint createSync(rx::GLImplFactory *factory); Sync *getSync(GLuint handle) const; static void DeleteObject(const Context *context, Sync *sync); protected: ~SyncManager() override; }; class FramebufferManager : public TypedResourceManager { public: FramebufferID createFramebuffer(); Framebuffer *getFramebuffer(FramebufferID handle) const; void setDefaultFramebuffer(Framebuffer *framebuffer); Framebuffer *getDefaultFramebuffer() const; void invalidateFramebufferCompletenessCache() const; Framebuffer *checkFramebufferAllocation(rx::GLImplFactory *factory, const Context *context, FramebufferID handle) { return checkObjectAllocation(factory, handle, context); } static Framebuffer *AllocateNewObject(rx::GLImplFactory *factory, FramebufferID handle, const Context *context); static void DeleteObject(const Context *context, Framebuffer *framebuffer); protected: ~FramebufferManager() override; }; class ProgramPipelineManager : public TypedResourceManager { public: ProgramPipelineID createProgramPipeline(); ProgramPipeline *getProgramPipeline(ProgramPipelineID handle) const; ProgramPipeline *checkProgramPipelineAllocation(rx::GLImplFactory *factory, ProgramPipelineID handle) { return checkObjectAllocation(factory, handle); } static ProgramPipeline *AllocateNewObject(rx::GLImplFactory *factory, ProgramPipelineID handle); static void DeleteObject(const Context *context, ProgramPipeline *pipeline); protected: ~ProgramPipelineManager() override; }; class MemoryObjectManager : public ResourceManagerBase { public: MemoryObjectManager(); MemoryObjectID createMemoryObject(rx::GLImplFactory *factory); void deleteMemoryObject(const Context *context, MemoryObjectID handle); MemoryObject *getMemoryObject(MemoryObjectID handle) const; protected: ~MemoryObjectManager() override; private: void reset(const Context *context) override; ResourceMap mMemoryObjects; }; class SemaphoreManager : public ResourceManagerBase { public: SemaphoreManager(); SemaphoreID createSemaphore(rx::GLImplFactory *factory); void deleteSemaphore(const Context *context, SemaphoreID handle); Semaphore *getSemaphore(SemaphoreID handle) const; protected: ~SemaphoreManager() override; private: void reset(const Context *context) override; ResourceMap mSemaphores; }; } // namespace gl #endif // LIBANGLE_RESOURCEMANAGER_H_