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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.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