LibGL: Refactor TextureNameAllocator to a more general NameAllocator

This functionality can also be used for other types of objects.
This commit is contained in:
cflip 2022-11-13 15:04:55 -07:00 committed by Andreas Kling
parent 9a0bb8212a
commit 892006218a
7 changed files with 67 additions and 61 deletions

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@ -8,8 +8,8 @@ set(SOURCES
Lighting.cpp
List.cpp
Matrix.cpp
NameAllocator.cpp
Stencil.cpp
Tex/NameAllocator.cpp
Tex/Texture2D.cpp
Texture.cpp
Vertex.cpp

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@ -15,7 +15,7 @@
#include <AK/Tuple.h>
#include <AK/Variant.h>
#include <AK/Vector.h>
#include <LibGL/Tex/NameAllocator.h>
#include <LibGL/NameAllocator.h>
#include <LibGL/Tex/Texture.h>
#include <LibGL/Tex/TextureUnit.h>
#include <LibGPU/Device.h>
@ -373,7 +373,7 @@ private:
return static_cast<T*>(default_texture.value());
}
TextureNameAllocator m_name_allocator;
NameAllocator m_texture_name_allocator;
HashMap<GLuint, RefPtr<Texture>> m_allocated_textures;
HashMap<GLenum, RefPtr<Texture>> m_default_textures;
Vector<TextureUnit> m_texture_units;

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@ -0,0 +1,35 @@
/*
* Copyright (c) 2021, Jesse Buhagiar <jooster669@gmail.com>
*
* SPDX-License-Identifier: BSD-2-Clause
*/
#include <LibGL/NameAllocator.h>
namespace GL {
void NameAllocator::allocate(GLsizei count, GLuint* names)
{
for (auto i = 0; i < count; ++i) {
if (!m_free_names.is_empty()) {
names[i] = m_free_names.top();
m_free_names.pop();
} else {
// We're out of free previously allocated names. Let's allocate a new contiguous amount from the
// last known texture name
names[i] = m_last_id++;
}
}
}
void NameAllocator::free(GLuint name)
{
m_free_names.push(name);
}
bool NameAllocator::has_allocated_name(GLuint name) const
{
return name < m_last_id && !m_free_names.contains_slow(name);
}
}

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@ -0,0 +1,27 @@
/*
* Copyright (c) 2021, Jesse Buhagiar <jooster669@gmail.com>
*
* SPDX-License-Identifier: BSD-2-Clause
*/
#pragma once
#include <AK/Stack.h>
#include <LibGL/GL/gl.h>
namespace GL {
class NameAllocator {
public:
NameAllocator() = default;
void allocate(GLsizei count, GLuint* names);
void free(GLuint name);
bool has_allocated_name(GLuint name) const;
private:
Stack<GLuint, 512> m_free_names;
GLuint m_last_id { 1 };
};
}

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@ -1,30 +0,0 @@
/*
* Copyright (c) 2021, Jesse Buhagiar <jooster669@gmail.com>
*
* SPDX-License-Identifier: BSD-2-Clause
*/
#include <LibGL/Tex/NameAllocator.h>
namespace GL {
void TextureNameAllocator::allocate(GLsizei count, GLuint* textures)
{
for (auto i = 0; i < count; ++i) {
if (!m_free_texture_names.is_empty()) {
textures[i] = m_free_texture_names.top();
m_free_texture_names.pop();
} else {
// We're out of free previously allocated names. Let's allocate a new contiguous amount from the
// last known texture name
textures[i] = m_last_texture_id++;
}
}
}
void TextureNameAllocator::free(GLuint texture)
{
m_free_texture_names.push(texture);
}
}

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@ -1,26 +0,0 @@
/*
* Copyright (c) 2021, Jesse Buhagiar <jooster669@gmail.com>
*
* SPDX-License-Identifier: BSD-2-Clause
*/
#pragma once
#include <AK/Stack.h>
#include <LibGL/GL/gl.h>
namespace GL {
class TextureNameAllocator {
public:
TextureNameAllocator() = default;
void allocate(GLsizei count, GLuint* textures);
void free(GLuint texture);
private:
Stack<GLuint, 512> m_free_texture_names;
GLuint m_last_texture_id { 1 };
};
}

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@ -190,7 +190,7 @@ void GLContext::gl_delete_textures(GLsizei n, GLuint const* textures)
if (texture_object == m_allocated_textures.end() || texture_object->value.is_null())
continue;
m_name_allocator.free(name);
m_texture_name_allocator.free(name);
auto texture = texture_object->value;
@ -211,7 +211,7 @@ void GLContext::gl_gen_textures(GLsizei n, GLuint* textures)
RETURN_WITH_ERROR_IF(n < 0, GL_INVALID_VALUE);
RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
m_name_allocator.allocate(n, textures);
m_texture_name_allocator.allocate(n, textures);
// Initialize all texture names with a nullptr
for (auto i = 0; i < n; ++i) {