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#include <mbgl/gl/gl_object_store.hpp>
#include <cassert>
namespace mbgl {
namespace gl {
void ProgramHolder::create(GLObjectStore& objectStore_) {
if (id) return;
objectStore = &objectStore_;
id = MBGL_CHECK_ERROR(glCreateProgram());
}
void ProgramHolder::reset() {
if (!id) return;
objectStore->abandonedPrograms.push_back(id);
id = 0;
}
void ShaderHolder::create(GLObjectStore& objectStore_) {
if (id) return;
objectStore = &objectStore_;
id = MBGL_CHECK_ERROR(glCreateShader(type));
}
void ShaderHolder::reset() {
if (!id) return;
objectStore->abandonedShaders.push_back(id);
id = 0;
}
void BufferHolder::create(GLObjectStore& objectStore_) {
if (id) return;
objectStore = &objectStore_;
MBGL_CHECK_ERROR(glGenBuffers(1, &id));
}
void BufferHolder::reset() {
if (!id) return;
objectStore->abandonedBuffers.push_back(id);
id = 0;
}
void TextureHolder::create(GLObjectStore& objectStore_) {
if (id) return;
objectStore = &objectStore_;
MBGL_CHECK_ERROR(glGenTextures(1, &id));
}
void TextureHolder::reset() {
if (!id) return;
objectStore->abandonedTextures.push_back(id);
id = 0;
}
void TexturePoolHolder::create(GLObjectStore& objectStore_) {
if (bool()) return;
objectStore = &objectStore_;
MBGL_CHECK_ERROR(glGenTextures(TextureMax, ids.data()));
}
void TexturePoolHolder::reset() {
if (!bool()) return;
for (GLuint& id : ids) {
if (id == 0) continue;
objectStore->abandonedTextures.push_back(id);
id = 0;
};
}
void VAOHolder::create(GLObjectStore& objectStore_) {
if (id) return;
objectStore = &objectStore_;
MBGL_CHECK_ERROR(gl::GenVertexArrays(1, &id));
}
void VAOHolder::reset() {
if (!id) return;
objectStore->abandonedVAOs.push_back(id);
id = 0;
}
GLObjectStore::~GLObjectStore() {
assert(abandonedPrograms.empty());
assert(abandonedShaders.empty());
assert(abandonedBuffers.empty());
assert(abandonedTextures.empty());
assert(abandonedVAOs.empty());
}
void GLObjectStore::performCleanup() {
for (GLuint id : abandonedPrograms) {
MBGL_CHECK_ERROR(glDeleteProgram(id));
}
abandonedPrograms.clear();
for (GLuint id : abandonedShaders) {
MBGL_CHECK_ERROR(glDeleteShader(id));
}
abandonedShaders.clear();
if (!abandonedBuffers.empty()) {
MBGL_CHECK_ERROR(glDeleteBuffers(int(abandonedBuffers.size()), abandonedBuffers.data()));
abandonedBuffers.clear();
}
if (!abandonedTextures.empty()) {
MBGL_CHECK_ERROR(glDeleteTextures(int(abandonedTextures.size()), abandonedTextures.data()));
abandonedTextures.clear();
}
if (!abandonedVAOs.empty()) {
MBGL_CHECK_ERROR(gl::DeleteVertexArrays(int(abandonedVAOs.size()), abandonedVAOs.data()));
abandonedVAOs.clear();
}
}
} // namespace gl
} // namespace mbgl
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