| // 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.hpp: 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. |
| |
| #ifndef gl_Object_hpp |
| #define gl_Object_hpp |
| |
| #include "common/debug.h" |
| |
| typedef unsigned int GLuint; |
| |
| namespace gl |
| { |
| |
| class Object |
| { |
| public: |
| Object(); |
| virtual ~Object(); |
| |
| virtual void addRef(); |
| virtual void release(); |
| |
| private: |
| volatile int referenceCount; |
| }; |
| |
| class NamedObject : public Object |
| { |
| public: |
| explicit NamedObject(GLuint name); |
| virtual ~NamedObject(); |
| |
| const GLuint name; |
| }; |
| |
| template<class ObjectType> |
| class BindingPointer |
| { |
| public: |
| BindingPointer() : object(nullptr) { } |
| |
| ~BindingPointer() { ASSERT(!object); } // Objects have to be released before the resource manager is destroyed, so they must be explicitly cleaned up. |
| |
| ObjectType *operator=(ObjectType *newObject) |
| { |
| if(newObject) newObject->addRef(); |
| if(object) object->release(); |
| |
| object = newObject; |
| |
| return object; |
| } |
| operator ObjectType*() const { return object; } |
| ObjectType *operator->() const { return object; } |
| GLuint name() const { return object ? object->name : 0; } |
| bool operator!() const { return !object; } |
| |
| private: |
| ObjectType *object; |
| }; |
| |
| } |
| |
| #endif // gl_Object_hpp |