| // 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. | |
| // Object.cpp: Defines the Object 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. | |
| #include "Object.hpp" | |
| #include "Common/Thread.hpp" | |
| namespace gl | |
| { | |
| #ifndef NDEBUG | |
| sw::MutexLock Object::instances_mutex; | |
| std::set<Object*> Object::instances; | |
| #endif | |
| Object::Object() | |
| { | |
| referenceCount = 0; | |
| #ifndef NDEBUG | |
| LockGuard instances_lock(instances_mutex); | |
| instances.insert(this); | |
| #endif | |
| } | |
| Object::~Object() | |
| { | |
| ASSERT(referenceCount == 0); | |
| #ifndef NDEBUG | |
| LockGuard instances_lock(instances_mutex); | |
| ASSERT(instances.find(this) != instances.end()); // Check for double deletion | |
| instances.erase(this); | |
| #endif | |
| } | |
| void Object::addRef() | |
| { | |
| sw::atomicIncrement(&referenceCount); | |
| } | |
| void Object::release() | |
| { | |
| if(dereference() == 0) | |
| { | |
| delete this; | |
| } | |
| } | |
| int Object::dereference() | |
| { | |
| ASSERT(referenceCount > 0); | |
| if(referenceCount > 0) | |
| { | |
| return sw::atomicDecrement(&referenceCount); | |
| } | |
| return 0; | |
| } | |
| void Object::destroy() | |
| { | |
| referenceCount = 0; | |
| delete this; | |
| } | |
| NamedObject::NamedObject(GLuint name) : name(name) | |
| { | |
| } | |
| NamedObject::~NamedObject() | |
| { | |
| } | |
| #ifndef NDEBUG | |
| struct ObjectLeakCheck | |
| { | |
| ~ObjectLeakCheck() | |
| { | |
| LockGuard instances_lock(Object::instances_mutex); | |
| ASSERT(Object::instances.empty()); // Check for GL object leak at termination | |
| } | |
| }; | |
| static ObjectLeakCheck objectLeakCheck; | |
| #endif | |
| } |