// 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 "Object.hpp" | |
#include "debug.h" | |
#include <map> | |
namespace gl | |
{ | |
template<class ObjectType, GLuint baseName = 1> | |
class NameSpace | |
{ | |
public: | |
NameSpace() : freeName(baseName) | |
{ | |
} | |
~NameSpace() | |
{ | |
ASSERT(empty()); | |
} | |
bool empty() | |
{ | |
return map.empty(); | |
} | |
GLuint firstName() | |
{ | |
return map.begin()->first; | |
} | |
GLuint allocate(ObjectType *object = nullptr) | |
{ | |
GLuint name = freeName; | |
while(isReserved(name)) | |
{ | |
name++; | |
} | |
map.insert({name, object}); | |
freeName = name + 1; | |
return name; | |
} | |
bool isReserved(GLuint name) const | |
{ | |
return map.find(name) != map.end(); | |
} | |
void insert(GLuint name, ObjectType *object) | |
{ | |
map[name] = object; | |
if(name == freeName) | |
{ | |
freeName++; | |
} | |
} | |
ObjectType *remove(GLuint name) | |
{ | |
auto element = map.find(name); | |
if(element != map.end()) | |
{ | |
ObjectType *object = element->second; | |
map.erase(element); | |
if(name < freeName) | |
{ | |
freeName = name; | |
} | |
return object; | |
} | |
return nullptr; | |
} | |
ObjectType *find(GLuint name) const | |
{ | |
auto element = map.find(name); | |
if(element == map.end()) | |
{ | |
return nullptr; | |
} | |
return element->second; | |
} | |
private: | |
typedef std::map<GLuint, ObjectType*> Map; | |
Map map; | |
GLuint freeName; // Lowest known potentially free name | |
}; | |
} | |
#endif // gl_NameSpace_hpp |