// Copyright 2016 The SwiftShader Authors. All Rights Reserved.
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
// ResourceManager.h : Defines the ResourceManager class, which tracks objects
// shared by multiple GL contexts.
#ifndef LIBGLESV2_RESOURCEMANAGER_H_
#define LIBGLESV2_RESOURCEMANAGER_H_
#include "common/NameSpace.hpp"
#include "Common/MutexLock.hpp"
#include <GLES2/gl2.h>
#include <map>
namespace es2
{
class Buffer;
class Shader;
class Program;
class Texture;
class Renderbuffer;
class Sampler;
class FenceSync;
enum TextureType
{
TEXTURE_2D,
TEXTURE_3D,
TEXTURE_2D_ARRAY,
TEXTURE_CUBE,
TEXTURE_2D_RECT,
TEXTURE_EXTERNAL,
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();
GLuint createSampler();
GLuint createFenceSync(GLenum condition, GLbitfield flags);
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);
Texture *getTexture(GLuint handle);
Renderbuffer *getRenderbuffer(GLuint handle);
Sampler *getSampler(GLuint handle);
FenceSync *getFenceSync(GLuint handle);
void checkBufferAllocation(unsigned int buffer);
void checkTextureAllocation(GLuint texture, TextureType type);
void checkRenderbufferAllocation(GLuint handle);
void checkSamplerAllocation(GLuint sampler);
bool isSampler(GLuint sampler);
sw::MutexLock *getLock() { return &mMutex; }
private:
std::size_t mRefCount;
sw::MutexLock mMutex;
gl::NameSpace<Buffer> mBufferNameSpace;
gl::NameSpace<Program> mProgramNameSpace;
gl::NameSpace<Shader> mShaderNameSpace;
gl::NameSpace<void> mProgramShaderNameSpace; // Shaders and programs share a namespace
gl::NameSpace<Texture> mTextureNameSpace;
gl::NameSpace<Renderbuffer> mRenderbufferNameSpace;
gl::NameSpace<Sampler> mSamplerNameSpace;
gl::NameSpace<FenceSync> mFenceSyncNameSpace;
};
}
#endif // LIBGLESV2_RESOURCEMANAGER_H_