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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.
//
// ResourceManager.h : Defines the ResourceManager class, which tracks objects
// shared by multiple GL contexts.
#ifndef LIBGLESV2_RESOURCEMANAGER_H_
#define LIBGLESV2_RESOURCEMANAGER_H_
#include "common/NameSpace.hpp"
#include <GLES2/gl2.h>
#include <map>
namespace es2
{
class Buffer;
class Shader;
class Program;
class Texture;
class Renderbuffer;
class Sampler;
class FenceSync;
enum TextureType
{
TEXTURE_2D,
TEXTURE_3D,
TEXTURE_2D_ARRAY,
TEXTURE_CUBE,
TEXTURE_EXTERNAL,
TEXTURE_TYPE_COUNT,
TEXTURE_UNKNOWN
};
class ResourceManager
{
public:
ResourceManager();
~ResourceManager();
void addRef();
void release();
GLuint createBuffer();
GLuint createShader(GLenum type);
GLuint createProgram();
GLuint createTexture();
GLuint createRenderbuffer();
GLuint createSampler();
GLuint createFenceSync(GLenum condition, GLbitfield flags);
void deleteBuffer(GLuint buffer);
void deleteShader(GLuint shader);
void deleteProgram(GLuint program);
void deleteTexture(GLuint texture);
void deleteRenderbuffer(GLuint renderbuffer);
void deleteSampler(GLuint sampler);
void deleteFenceSync(GLuint fenceSync);
Buffer *getBuffer(GLuint handle);
Shader *getShader(GLuint handle);
Program *getProgram(GLuint handle);
Texture *getTexture(GLuint handle);
Renderbuffer *getRenderbuffer(GLuint handle);
Sampler *getSampler(GLuint handle);
FenceSync *getFenceSync(GLuint handle);
void checkBufferAllocation(unsigned int buffer);
void checkTextureAllocation(GLuint texture, TextureType type);
void checkRenderbufferAllocation(GLuint handle);
void checkSamplerAllocation(GLuint sampler);
bool isSampler(GLuint sampler);
private:
std::size_t mRefCount;
gl::NameSpace<Buffer> mBufferNameSpace;
gl::NameSpace<Program> mProgramNameSpace;
gl::NameSpace<Shader> mShaderNameSpace;
gl::NameSpace<void> mProgramShaderNameSpace; // Shaders and programs share a namespace
gl::NameSpace<Texture> mTextureNameSpace;
gl::NameSpace<Renderbuffer> mRenderbufferNameSpace;
gl::NameSpace<Sampler> mSamplerNameSpace;
gl::NameSpace<FenceSync> mFenceSyncNameSpace;
};
}
#endif // LIBGLESV2_RESOURCEMANAGER_H_