164 lines
5.3 KiB
C++
164 lines
5.3 KiB
C++
//
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// Copyright 2016 The ANGLE Project Authors. All rights reserved.
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// Use of this source code is governed by a BSD-style license that can be
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// found in the LICENSE file.
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//
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// Observer:
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// Implements the Observer pattern for sending state change notifications
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// from Subject objects to dependent Observer objects.
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//
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// See design document:
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// https://docs.google.com/document/d/15Edfotqg6_l1skTEL8ADQudF_oIdNa7i8Po43k6jMd4/
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#ifndef LIBANGLE_OBSERVER_H_
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#define LIBANGLE_OBSERVER_H_
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#include "common/FastVector.h"
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#include "common/angleutils.h"
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namespace angle
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{
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template <typename HaystackT, typename NeedleT>
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bool IsInContainer(const HaystackT &haystack, const NeedleT &needle)
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{
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return std::find(haystack.begin(), haystack.end(), needle) != haystack.end();
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}
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using SubjectIndex = size_t;
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// Messages are used to distinguish different Subject events that get sent to a single Observer.
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// It could be possible to improve the handling by using different callback functions instead
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// of a single handler function. But in some cases we want to share a single binding between
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// Observer and Subject and handle different types of events.
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enum class SubjectMessage
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{
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// Used by gl::VertexArray to notify gl::Context of a gl::Buffer binding count change. Triggers
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// a validation cache update. Also used by gl::Texture to notify gl::Framebuffer of loops.
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BindingChanged,
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// Only the contents (pixels, bytes, etc) changed in this Subject. Distinct from the object
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// storage.
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ContentsChanged,
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// Sent by gl::Sampler, gl::Texture, gl::Framebuffer and others to notifiy gl::Context. This
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// flag indicates to call syncState before next use.
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DirtyBitsFlagged,
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// Generic state change message. Used in multiple places for different purposes.
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SubjectChanged,
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// Indicates a bound gl::Buffer is now mapped or unmapped. Passed from gl::Buffer, through
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// gl::VertexArray, into gl::Context. Used to track validation.
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SubjectMapped,
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SubjectUnmapped,
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// Indicates a bound buffer was reallocated when it was mapped, to prevent having to flush
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// pending commands and waiting for the GPU to become idle.
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InternalMemoryAllocationChanged,
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// Indicates that a buffer's storage has changed. Used to prevent use-after-free error. (Vulkan)
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BufferVkStorageChanged,
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// Indicates an external change to the default framebuffer.
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SurfaceChanged,
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// Indicates a separable program's textures or images changed in the ProgramExecutable.
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ProgramTextureOrImageBindingChanged,
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// Indicates a separable program was successfully re-linked.
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ProgramRelinked,
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// Indicates a separable program's sampler uniforms were updated.
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SamplerUniformsUpdated,
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// Other types of uniform change.
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ProgramUniformUpdated,
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// Indicates a Storage of back-end in gl::Texture has been released.
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StorageReleased,
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// Indicates that all pending updates are complete in the subject.
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InitializationComplete,
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};
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// The observing class inherits from this interface class.
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class ObserverInterface
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{
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public:
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virtual ~ObserverInterface();
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virtual void onSubjectStateChange(SubjectIndex index, SubjectMessage message) = 0;
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};
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class ObserverBindingBase
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{
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public:
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ObserverBindingBase(ObserverInterface *observer, SubjectIndex subjectIndex)
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: mObserver(observer), mIndex(subjectIndex)
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{}
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virtual ~ObserverBindingBase() {}
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ObserverInterface *getObserver() const { return mObserver; }
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SubjectIndex getSubjectIndex() const { return mIndex; }
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virtual void onSubjectReset() {}
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private:
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ObserverInterface *mObserver;
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SubjectIndex mIndex;
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};
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constexpr size_t kMaxFixedObservers = 8;
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// Maintains a list of observer bindings. Sends update messages to the observer.
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class Subject : NonCopyable
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{
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public:
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Subject();
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virtual ~Subject();
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void onStateChange(SubjectMessage message) const;
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bool hasObservers() const;
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void resetObservers();
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ANGLE_INLINE void addObserver(ObserverBindingBase *observer)
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{
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ASSERT(!IsInContainer(mObservers, observer));
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mObservers.push_back(observer);
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}
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ANGLE_INLINE void removeObserver(ObserverBindingBase *observer)
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{
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ASSERT(IsInContainer(mObservers, observer));
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mObservers.remove_and_permute(observer);
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}
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private:
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// Keep a short list of observers so we can allocate/free them quickly. But since we support
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// unlimited bindings, have a spill-over list of that uses dynamic allocation.
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angle::FastVector<ObserverBindingBase *, kMaxFixedObservers> mObservers;
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};
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// Keeps a binding between a Subject and Observer, with a specific subject index.
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class ObserverBinding final : public ObserverBindingBase
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{
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public:
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ObserverBinding(ObserverInterface *observer, SubjectIndex index);
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~ObserverBinding() override;
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ObserverBinding(const ObserverBinding &other);
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ObserverBinding &operator=(const ObserverBinding &other);
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void bind(Subject *subject);
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ANGLE_INLINE void reset() { bind(nullptr); }
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void onStateChange(SubjectMessage message) const;
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void onSubjectReset() override;
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ANGLE_INLINE const Subject *getSubject() const { return mSubject; }
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ANGLE_INLINE void assignSubject(Subject *subject) { mSubject = subject; }
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private:
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Subject *mSubject;
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};
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} // namespace angle
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#endif // LIBANGLE_OBSERVER_H_
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