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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.
//
// 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
std::set<Object*> Object::instances;
#endif
Object::Object()
{
referenceCount = 0;
#ifndef NDEBUG
instances.insert(this);
#endif
}
Object::~Object()
{
ASSERT(referenceCount == 0);
#ifndef NDEBUG
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()
{
ASSERT(Object::instances.empty()); // Check for GL object leak at termination
}
};
static ObjectLeakCheck objectLeakCheck;
#endif
}