// Copyright (c) 2012 The Chromium Authors. All rights reserved. // Use of this source code is governed by a BSD-style license that can be // found in the LICENSE file. // This file contains the definition of the IdAllocator class. #ifndef GPU_COMMAND_BUFFER_CLIENT_ID_ALLOCATOR_H_ #define GPU_COMMAND_BUFFER_CLIENT_ID_ALLOCATOR_H_ #include #include #include "base/compiler_specific.h" #include "../../gpu_export.h" #include "../common/types.h" namespace gpu { // A resource ID, key to the resource maps. typedef uint32 ResourceId; // Invalid resource ID. static const ResourceId kInvalidResource = 0u; class GPU_EXPORT IdAllocatorInterface { public: virtual ~IdAllocatorInterface(); // Allocates a new resource ID. virtual ResourceId AllocateID() = 0; // Allocates an Id starting at or above desired_id. // Note: may wrap if it starts near limit. virtual ResourceId AllocateIDAtOrAbove(ResourceId desired_id) = 0; // Marks an id as used. Returns false if id was already used. virtual bool MarkAsUsed(ResourceId id) = 0; // Frees a resource ID. virtual void FreeID(ResourceId id) = 0; // Checks whether or not a resource ID is in use. virtual bool InUse(ResourceId id) const = 0; }; // A class to manage the allocation of resource IDs. class GPU_EXPORT IdAllocator : public IdAllocatorInterface { public: IdAllocator(); virtual ~IdAllocator(); // Implement IdAllocatorInterface. virtual ResourceId AllocateID() OVERRIDE; virtual ResourceId AllocateIDAtOrAbove(ResourceId desired_id) OVERRIDE; virtual bool MarkAsUsed(ResourceId id) OVERRIDE; virtual void FreeID(ResourceId id) OVERRIDE; virtual bool InUse(ResourceId id) const OVERRIDE; private: // TODO(gman): This would work much better with ranges or a hash table. typedef std::set ResourceIdSet; // The highest ID on the used list. ResourceId LastUsedId() const; // Lowest ID that isn't on the used list. This is slow, use as a last resort. ResourceId FindFirstUnusedId() const; ResourceIdSet used_ids_; ResourceIdSet free_ids_; DISALLOW_COPY_AND_ASSIGN(IdAllocator); }; // A class to manage the allocation of resource IDs that are never reused. This // implementation does not track which IDs are currently used. It is useful for // shared and programs which cannot be implicitly created by binding a // previously unused ID. class NonReusedIdAllocator : public IdAllocatorInterface { public: NonReusedIdAllocator(); virtual ~NonReusedIdAllocator(); // Implement IdAllocatorInterface. virtual ResourceId AllocateID() OVERRIDE; virtual ResourceId AllocateIDAtOrAbove(ResourceId desired_id) OVERRIDE; virtual bool MarkAsUsed(ResourceId id) OVERRIDE; virtual void FreeID(ResourceId id) OVERRIDE; virtual bool InUse(ResourceId id) const OVERRIDE; private: ResourceId last_id_; DISALLOW_COPY_AND_ASSIGN(NonReusedIdAllocator); }; } // namespace gpu #endif // GPU_COMMAND_BUFFER_CLIENT_ID_ALLOCATOR_H_