/* * Copyright 2014 Google Inc. * * Use of this source code is governed by a BSD-style license that can be * found in the LICENSE file. */ #ifndef GrGLNameAllocator_DEFINED #define GrGLNameAllocator_DEFINED #include "SkRefCnt.h" #include "gl/GrGLFunctions.h" /** * This class assumes ownership of an explicit range of OpenGL object names and * manages allocations within that range. This allows the app to generate new * objects on the client side without making round trips to the GL server. */ class GrGLNameAllocator { public: /** * Constructs a name allocator that produces names within the explicit * half-open range [firstName, end). Note that the caller will most likely * need to call glGen* beforehand to reserve a range within the GL driver, * and then invoke this constructor with that range. * * @param firstName The first name in the range owned by this class. Must be greater than zero. * @param endName The first past-the-end name beyond the range owned by this class. Must be >= firstName. */ GrGLNameAllocator(GrGLuint firstName, GrGLuint endName); /** * Destructs the name allocator. The caller is responsible for calling the * appropriate glDelete* on the range if necessary. */ ~GrGLNameAllocator(); /** * Return the beginning of this class's range. * * @return The first name in the range owned by this class. */ GrGLuint firstName() const { return fFirstName; } /** * Return the end of this class's range. Note that endName() is not owned by * this class. * * @return One plus the final name in the range owned by this class. */ GrGLuint endName() const { return fEndName; } /** * Allocate an OpenGL object name from within this class's range. * * @return The name if one was available, 0 if all the names in the range were already in use. */ GrGLuint allocateName(); /** * Free an OpenGL object name, allowing it to be returned by a future call * to allocateName(). Note that the caller should most likely redefine the * object as empty to deallocate any underlying GPU memory before calling * this method (but not call glDelete*, since that would free up the name * within the driver itself). * * @param name The object name to free. Not-allocated names are silently * ignored the same way they are in the OpenGL spec. */ void free(GrGLuint name); private: class SparseNameRange; class SparseNameTree; class ContiguousNameRange; const GrGLuint fFirstName; const GrGLuint fEndName; SkAutoTUnref<SparseNameRange> fAllocatedNames; }; #endif