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//
// 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.
//
// RefCountObject.h: Defines the gl::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.)
#ifndef LIBANGLE_REFCOUNTOBJECT_H_
#define LIBANGLE_REFCOUNTOBJECT_H_
#include "angle_gl.h"
#include "common/PackedEnums.h"
#include "common/debug.h"
#include "libANGLE/Error.h"
#include "libANGLE/Observer.h"
#include "libANGLE/renderer/serial_utils.h"
#include <cstddef>
namespace angle
{
template <typename ContextT, typename ErrorT>
class RefCountObject : angle::NonCopyable
{
public:
using ContextType = ContextT;
using ErrorType = ErrorT;
RefCountObject() : mRefCount(0) {}
virtual void onDestroy(const ContextType *context) {}
void addRef() const { ++mRefCount; }
ANGLE_INLINE void release(const ContextType *context)
{
ASSERT(mRefCount > 0);
if (--mRefCount == 0)
{
onDestroy(context);
delete this;
}
}
size_t getRefCount() const { return mRefCount; }
protected:
virtual ~RefCountObject() { ASSERT(mRefCount == 0); }
mutable size_t mRefCount;
};
template <class ObjectType, typename ContextT, typename ErrorT = angle::Result>
class BindingPointer
{
public:
using ContextType = ContextT;
using ErrorType = ErrorT;
BindingPointer() : mObject(nullptr) {}
BindingPointer(ObjectType *object) : mObject(object)
{
if (mObject)
{
mObject->addRef();
}
}
BindingPointer(const BindingPointer &other) : mObject(other.mObject)
{
if (mObject)
{
mObject->addRef();
}
}
BindingPointer &operator=(BindingPointer &&other)
{
std::swap(mObject, other.mObject);
return *this;
}
virtual ~BindingPointer()
{
// Objects have to be released before the resource manager is destroyed, so they must be
// explicitly cleaned up.
ASSERT(mObject == nullptr);
}
void set(const ContextType *context, ObjectType *newObject)
{
// addRef first in case newObject == mObject and this is the last reference to it.
if (newObject != nullptr)
{
reinterpret_cast<RefCountObject<ContextType, ErrorType> *>(newObject)->addRef();
}
// Store the old pointer in a temporary so we can set the pointer before calling release.
// Otherwise the object could still be referenced when its destructor is called.
ObjectType *oldObject = mObject;
mObject = newObject;
if (oldObject != nullptr)
{
reinterpret_cast<RefCountObject<ContextType, ErrorType> *>(oldObject)->release(context);
}
}
void assign(ObjectType *object) { mObject = object; }
ObjectType *get() const { return mObject; }
ObjectType *operator->() const { return mObject; }
bool operator==(const BindingPointer &other) const { return mObject == other.mObject; }
bool operator!=(const BindingPointer &other) const { return !(*this == other); }
protected:
ANGLE_INLINE void setImpl(ObjectType *obj) { mObject = obj; }
private:
ObjectType *mObject;
};
} // namespace angle
namespace gl
{
class Context;
template <class ObjectType>
class BindingPointer;
using RefCountObjectNoID = angle::RefCountObject<Context, angle::Result>;
template <typename IDType>
class RefCountObject : public gl::RefCountObjectNoID
{
public:
explicit RefCountObject(rx::Serial serial, IDType id) : mSerial(serial), mId(id) {}
rx::Serial serial() const { return mSerial; }
IDType id() const { return mId; }
protected:
~RefCountObject() override {}
private:
// Unique serials are used to identify resources for frame capture.
rx::Serial mSerial;
IDType mId;
};
template <class ObjectType>
class BindingPointer : public angle::BindingPointer<ObjectType, Context>
{
public:
using ContextType = typename angle::BindingPointer<ObjectType, Context>::ContextType;
using ErrorType = typename angle::BindingPointer<ObjectType, Context>::ErrorType;
BindingPointer() {}
BindingPointer(ObjectType *object) : angle::BindingPointer<ObjectType, Context>(object) {}
typename ResourceTypeToID<ObjectType>::IDType id() const
{
ObjectType *obj = this->get();
if (obj)
return obj->id();
return {0};
}
};
template <class ObjectType>
class OffsetBindingPointer : public BindingPointer<ObjectType>
{
public:
using ContextType = typename BindingPointer<ObjectType>::ContextType;
using ErrorType = typename BindingPointer<ObjectType>::ErrorType;
OffsetBindingPointer() : mOffset(0), mSize(0) {}
void set(const ContextType *context, ObjectType *newObject, GLintptr offset, GLsizeiptr size)
{
set(context, newObject);
mOffset = offset;
mSize = size;
}
GLintptr getOffset() const { return mOffset; }
GLsizeiptr getSize() const { return mSize; }
bool operator==(const OffsetBindingPointer<ObjectType> &other) const
{
return this->get() == other.get() && mOffset == other.mOffset && mSize == other.mSize;
}
bool operator!=(const OffsetBindingPointer<ObjectType> &other) const
{
return !(*this == other);
}
void assign(ObjectType *object, GLintptr offset, GLsizeiptr size)
{
assign(object);
if (object)
{
mOffset = offset;
mSize = size;
}
else
{
mOffset = 0;
mSize = 0;
}
}
private:
// Delete the unparameterized functions. This forces an explicit offset and size.
using BindingPointer<ObjectType>::set;
using BindingPointer<ObjectType>::assign;
GLintptr mOffset;
GLsizeiptr mSize;
};
template <typename SubjectT>
class SubjectBindingPointer : protected BindingPointer<SubjectT>, public angle::ObserverBindingBase
{
public:
SubjectBindingPointer(angle::ObserverInterface *observer, angle::SubjectIndex index)
: ObserverBindingBase(observer, index)
{}
~SubjectBindingPointer() {}
SubjectBindingPointer(const SubjectBindingPointer &other) = default;
SubjectBindingPointer &operator=(const SubjectBindingPointer &other) = default;
void bind(const Context *context, SubjectT *subject)
{
// AddRef first in case subject == get()
if (subject)
{
subject->addObserver(this);
subject->addRef();
}
if (get())
{
get()->removeObserver(this);
get()->release(context);
}
this->setImpl(subject);
}
using BindingPointer<SubjectT>::get;
using BindingPointer<SubjectT>::operator->;
friend class State;
};
} // namespace gl
namespace egl
{
class Display;
using RefCountObject = angle::RefCountObject<Display, Error>;
template <class ObjectType>
using BindingPointer = angle::BindingPointer<ObjectType, Display, Error>;
} // namespace egl
#endif // LIBANGLE_REFCOUNTOBJECT_H_