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https://github.com/RGBCube/serenity
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LibGL: Refactor TextureNameAllocator to a more general NameAllocator
This functionality can also be used for other types of objects.
This commit is contained in:
parent
9a0bb8212a
commit
892006218a
7 changed files with 67 additions and 61 deletions
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@ -8,8 +8,8 @@ set(SOURCES
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Lighting.cpp
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Lighting.cpp
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List.cpp
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List.cpp
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Matrix.cpp
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Matrix.cpp
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NameAllocator.cpp
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Stencil.cpp
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Stencil.cpp
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Tex/NameAllocator.cpp
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Tex/Texture2D.cpp
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Tex/Texture2D.cpp
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Texture.cpp
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Texture.cpp
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Vertex.cpp
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Vertex.cpp
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@ -15,7 +15,7 @@
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#include <AK/Tuple.h>
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#include <AK/Tuple.h>
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#include <AK/Variant.h>
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#include <AK/Variant.h>
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#include <AK/Vector.h>
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#include <AK/Vector.h>
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#include <LibGL/Tex/NameAllocator.h>
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#include <LibGL/NameAllocator.h>
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#include <LibGL/Tex/Texture.h>
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#include <LibGL/Tex/Texture.h>
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#include <LibGL/Tex/TextureUnit.h>
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#include <LibGL/Tex/TextureUnit.h>
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#include <LibGPU/Device.h>
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#include <LibGPU/Device.h>
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@ -373,7 +373,7 @@ private:
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return static_cast<T*>(default_texture.value());
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return static_cast<T*>(default_texture.value());
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}
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}
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TextureNameAllocator m_name_allocator;
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NameAllocator m_texture_name_allocator;
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HashMap<GLuint, RefPtr<Texture>> m_allocated_textures;
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HashMap<GLuint, RefPtr<Texture>> m_allocated_textures;
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HashMap<GLenum, RefPtr<Texture>> m_default_textures;
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HashMap<GLenum, RefPtr<Texture>> m_default_textures;
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Vector<TextureUnit> m_texture_units;
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Vector<TextureUnit> m_texture_units;
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35
Userland/Libraries/LibGL/NameAllocator.cpp
Normal file
35
Userland/Libraries/LibGL/NameAllocator.cpp
Normal file
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@ -0,0 +1,35 @@
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/*
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* Copyright (c) 2021, Jesse Buhagiar <jooster669@gmail.com>
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*
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* SPDX-License-Identifier: BSD-2-Clause
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*/
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#include <LibGL/NameAllocator.h>
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namespace GL {
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void NameAllocator::allocate(GLsizei count, GLuint* names)
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{
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for (auto i = 0; i < count; ++i) {
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if (!m_free_names.is_empty()) {
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names[i] = m_free_names.top();
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m_free_names.pop();
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} else {
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// We're out of free previously allocated names. Let's allocate a new contiguous amount from the
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// last known texture name
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names[i] = m_last_id++;
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}
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}
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}
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void NameAllocator::free(GLuint name)
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{
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m_free_names.push(name);
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}
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bool NameAllocator::has_allocated_name(GLuint name) const
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{
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return name < m_last_id && !m_free_names.contains_slow(name);
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}
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}
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27
Userland/Libraries/LibGL/NameAllocator.h
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27
Userland/Libraries/LibGL/NameAllocator.h
Normal file
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@ -0,0 +1,27 @@
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/*
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* Copyright (c) 2021, Jesse Buhagiar <jooster669@gmail.com>
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*
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* SPDX-License-Identifier: BSD-2-Clause
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*/
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#pragma once
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#include <AK/Stack.h>
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#include <LibGL/GL/gl.h>
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namespace GL {
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class NameAllocator {
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public:
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NameAllocator() = default;
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void allocate(GLsizei count, GLuint* names);
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void free(GLuint name);
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bool has_allocated_name(GLuint name) const;
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private:
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Stack<GLuint, 512> m_free_names;
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GLuint m_last_id { 1 };
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};
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}
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@ -1,30 +0,0 @@
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/*
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* Copyright (c) 2021, Jesse Buhagiar <jooster669@gmail.com>
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*
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* SPDX-License-Identifier: BSD-2-Clause
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*/
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#include <LibGL/Tex/NameAllocator.h>
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namespace GL {
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void TextureNameAllocator::allocate(GLsizei count, GLuint* textures)
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{
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for (auto i = 0; i < count; ++i) {
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if (!m_free_texture_names.is_empty()) {
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textures[i] = m_free_texture_names.top();
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m_free_texture_names.pop();
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} else {
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// We're out of free previously allocated names. Let's allocate a new contiguous amount from the
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// last known texture name
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textures[i] = m_last_texture_id++;
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}
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}
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}
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void TextureNameAllocator::free(GLuint texture)
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{
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m_free_texture_names.push(texture);
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}
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}
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@ -1,26 +0,0 @@
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/*
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* Copyright (c) 2021, Jesse Buhagiar <jooster669@gmail.com>
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*
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* SPDX-License-Identifier: BSD-2-Clause
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*/
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#pragma once
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#include <AK/Stack.h>
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#include <LibGL/GL/gl.h>
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namespace GL {
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class TextureNameAllocator {
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public:
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TextureNameAllocator() = default;
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void allocate(GLsizei count, GLuint* textures);
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void free(GLuint texture);
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private:
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Stack<GLuint, 512> m_free_texture_names;
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GLuint m_last_texture_id { 1 };
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};
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}
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@ -190,7 +190,7 @@ void GLContext::gl_delete_textures(GLsizei n, GLuint const* textures)
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if (texture_object == m_allocated_textures.end() || texture_object->value.is_null())
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if (texture_object == m_allocated_textures.end() || texture_object->value.is_null())
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continue;
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continue;
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m_name_allocator.free(name);
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m_texture_name_allocator.free(name);
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auto texture = texture_object->value;
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auto texture = texture_object->value;
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@ -211,7 +211,7 @@ void GLContext::gl_gen_textures(GLsizei n, GLuint* textures)
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RETURN_WITH_ERROR_IF(n < 0, GL_INVALID_VALUE);
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RETURN_WITH_ERROR_IF(n < 0, GL_INVALID_VALUE);
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RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
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RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
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m_name_allocator.allocate(n, textures);
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m_texture_name_allocator.allocate(n, textures);
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// Initialize all texture names with a nullptr
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// Initialize all texture names with a nullptr
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for (auto i = 0; i < n; ++i) {
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for (auto i = 0; i < n; ++i) {
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