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// SwiftShader Software Renderer
//
// Copyright(c) 2005-2012 TransGaming Inc.
//
// All rights reserved. No part of this software may be copied, distributed, transmitted,
// transcribed, stored in a retrieval system, translated into any human or computer
// language by any means, or disclosed to third parties without the explicit written
// agreement of TransGaming Inc. Without such an agreement, no rights or licenses, express
// or implied, including but not limited to any patent rights, are granted to you.
//
// NameSpace.h: Defines the NameSpace class, which is used to
// allocate GL object names.
#ifndef gl_NameSpace_hpp
#define gl_NameSpace_hpp
#include <vector>
typedef unsigned int GLuint;
namespace gl
{
template<class ObjectType, GLuint baseName = 1>
class NameSpace
{
public:
NameSpace() : baseValue(baseName), nextValue(baseName)
{
}
GLuint allocate()
{
if(freeValues.size())
{
GLuint handle = freeValues.back();
freeValues.pop_back();
return handle;
}
return nextValue++;
}
void release(GLuint handle)
{
if(handle == nextValue - 1)
{
// Don't drop below base value
if(nextValue > baseValue)
{
nextValue--;
}
}
else
{
// Only free handles that we own - don't drop below the base value
if(handle >= baseValue)
{
freeValues.push_back(handle);
}
}
}
private:
GLuint baseValue;
GLuint nextValue;
typedef std::vector<GLuint> HandleList;
HandleList freeValues;
};
}
#endif // gl_NameSpace_hpp