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#include <mbgl/gl/texture_pool.hpp>
#include <mbgl/gl/object_store.hpp>
#include <algorithm>
#include <cassert>
#include <vector>
namespace mbgl {
namespace gl {
class TexturePool::Impl : private util::noncopyable {
public:
class Pool : private util::noncopyable {
public:
Pool(gl::ObjectStore& store) : pool(store.createTexturePool()), availableIDs(gl::TextureMax) {
std::copy(pool.get().begin(), pool.get().end(), availableIDs.begin());
}
Pool(Pool&& o) : pool(std::move(o.pool)), availableIDs(std::move(o.availableIDs)) {}
Pool& operator=(Pool&& o) { pool = std::move(o.pool); availableIDs = std::move(o.availableIDs); return *this; }
gl::UniqueTexturePool pool;
std::vector<GLuint> availableIDs;
};
GLuint acquireTexture(gl::ObjectStore& store) {
auto nextAvailableID = [](auto& pool_) {
auto it = pool_.availableIDs.begin();
GLuint id = *it;
pool_.availableIDs.erase(it);
return id;
};
for (auto& pool : pools) {
if (pool.availableIDs.empty()) continue;
return nextAvailableID(pool);
}
// All texture IDs are in use.
pools.emplace_back(Pool { store });
return nextAvailableID(pools.back());
}
void releaseTexture(GLuint id) {
for (auto it = pools.begin(); it != pools.end(); ++it) {
if (std::find(it->pool.get().begin(), it->pool.get().end(), id) != it->pool.get().end()) {
it->availableIDs.push_back(id);
if (GLsizei(it->availableIDs.size()) == gl::TextureMax) {
pools.erase(it);
}
return;
}
}
}
private:
std::vector<Pool> pools;
};
void TextureReleaser::operator()(GLuint id) const {
assert(pool);
pool->impl->releaseTexture(id);
}
TexturePool::TexturePool() : impl(std::make_unique<Impl>()) {
}
TexturePool::~TexturePool() = default;
PooledTexture TexturePool::acquireTexture(gl::ObjectStore& store) {
return PooledTexture { impl->acquireTexture(store) , { this } };
}
} // namespace gl
} // namespace mbgl
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