1 // Copyright 2016 The SwiftShader Authors. All Rights Reserved. 2 // 3 // Licensed under the Apache License, Version 2.0 (the "License"); 4 // you may not use this file except in compliance with the License. 5 // You may obtain a copy of the License at 6 // 7 // http://www.apache.org/licenses/LICENSE-2.0 8 // 9 // Unless required by applicable law or agreed to in writing, software 10 // distributed under the License is distributed on an "AS IS" BASIS, 11 // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. 12 // See the License for the specific language governing permissions and 13 // limitations under the License. 14 15 // Object.hpp: Defines the Object base class that provides 16 // lifecycle support for GL objects using the traditional BindObject scheme, but 17 // that need to be reference counted for correct cross-context deletion. 18 19 #ifndef gl_Object_hpp 20 #define gl_Object_hpp 21 22 #include "common/debug.h" 23 24 #include <set> 25 26 typedef unsigned int GLuint; 27 28 namespace gl 29 { 30 31 class Object 32 { 33 public: 34 Object(); 35 36 virtual void addRef(); 37 virtual void release(); 38 39 inline bool hasSingleReference() const 40 { 41 return referenceCount == 1; 42 } 43 44 protected: 45 virtual ~Object(); 46 47 int dereference(); 48 void destroy(); 49 50 volatile int referenceCount; 51 52 #ifndef NDEBUG 53 public: 54 static std::set<Object*> instances; // For leak checking 55 #endif 56 }; 57 58 class NamedObject : public Object 59 { 60 public: 61 explicit NamedObject(GLuint name); 62 virtual ~NamedObject(); 63 64 const GLuint name; 65 }; 66 67 template<class ObjectType> 68 class BindingPointer 69 { 70 public: 71 BindingPointer() : object(nullptr) { } 72 73 BindingPointer(const BindingPointer<ObjectType> &other) : object(nullptr) 74 { 75 operator=(other.object); 76 } 77 78 ~BindingPointer() 79 { 80 ASSERT(!object); // Objects have to be released before the resource manager is destroyed, so they must be explicitly cleaned up. Assign null to all binding pointers to make the reference count go to zero. 81 } 82 83 ObjectType *operator=(ObjectType *newObject) 84 { 85 if(newObject) newObject->addRef(); 86 if(object) object->release(); 87 88 object = newObject; 89 90 return object; 91 } 92 93 ObjectType *operator=(const BindingPointer<ObjectType> &other) 94 { 95 return operator=(other.object); 96 } 97 98 operator ObjectType*() const { return object; } 99 ObjectType *operator->() const { return object; } 100 GLuint name() const { return object ? object->name : 0; } 101 bool operator!() const { return !object; } 102 103 private: 104 ObjectType *object; 105 }; 106 107 } 108 109 #endif // gl_Object_hpp 110