12 #include "resource_pool.h"
19 ResourcePool::ResourcePool(size_t program_freelist_max_length,
20 size_t texture_freelist_max_bytes)
21 : program_freelist_max_length(program_freelist_max_length),
22 texture_freelist_max_bytes(texture_freelist_max_bytes),
23 texture_freelist_bytes(0) {
24 pthread_mutex_init(&lock, NULL);
27 ResourcePool::~ResourcePool()
29 assert(program_refcount.empty());
31 for (list<GLuint>::const_iterator freelist_it = program_freelist.begin();
32 freelist_it != program_freelist.end();
34 delete_program(*freelist_it);
36 assert(programs.empty());
37 assert(program_shaders.empty());
39 for (list<GLuint>::const_iterator freelist_it = texture_freelist.begin();
40 freelist_it != texture_freelist.end();
42 GLuint free_texture_num = *freelist_it;
43 assert(texture_formats.count(free_texture_num) != 0);
44 texture_freelist_bytes -= estimate_texture_size(texture_formats[free_texture_num]);
45 texture_formats.erase(free_texture_num);
46 glDeleteTextures(1, &free_texture_num);
49 assert(texture_formats.empty());
50 assert(texture_freelist_bytes == 0);
53 void ResourcePool::delete_program(GLuint glsl_program_num)
55 bool found_program = false;
56 for (map<pair<string, string>, GLuint>::iterator program_it = programs.begin();
57 program_it != programs.end();
59 if (program_it->second == glsl_program_num) {
60 programs.erase(program_it);
65 assert(found_program);
66 glDeleteProgram(glsl_program_num);
68 map<GLuint, pair<GLuint, GLuint> >::iterator shader_it =
69 program_shaders.find(glsl_program_num);
70 assert(shader_it != program_shaders.end());
72 glDeleteShader(shader_it->second.first);
73 glDeleteShader(shader_it->second.second);
74 program_shaders.erase(shader_it);
77 GLuint ResourcePool::compile_glsl_program(const string& vertex_shader, const string& fragment_shader)
79 GLuint glsl_program_num;
80 pthread_mutex_lock(&lock);
81 const pair<string, string> key(vertex_shader, fragment_shader);
82 if (programs.count(key)) {
83 // Already in the cache. Increment the refcount, or take it off the freelist
85 glsl_program_num = programs[key];
86 map<GLuint, int>::iterator refcount_it = program_refcount.find(glsl_program_num);
87 if (refcount_it != program_refcount.end()) {
88 ++refcount_it->second;
90 list<GLuint>::iterator freelist_it =
91 find(program_freelist.begin(), program_freelist.end(), glsl_program_num);
92 assert(freelist_it != program_freelist.end());
93 program_freelist.erase(freelist_it);
94 program_refcount.insert(make_pair(glsl_program_num, 1));
97 // Not in the cache. Compile the shaders.
98 glsl_program_num = glCreateProgram();
99 GLuint vs_obj = compile_shader(vertex_shader, GL_VERTEX_SHADER);
100 GLuint fs_obj = compile_shader(fragment_shader, GL_FRAGMENT_SHADER);
101 glAttachShader(glsl_program_num, vs_obj);
103 glAttachShader(glsl_program_num, fs_obj);
105 glLinkProgram(glsl_program_num);
108 if (movit_debug_level == MOVIT_DEBUG_ON) {
109 // Output shader to a temporary file, for easier debugging.
110 static int compiled_shader_num = 0;
112 sprintf(filename, "chain-%03d.frag", compiled_shader_num++);
113 FILE *fp = fopen(filename, "w");
118 fprintf(fp, "%s\n", fragment_shader.c_str());
122 programs.insert(make_pair(key, glsl_program_num));
123 program_refcount.insert(make_pair(glsl_program_num, 1));
124 program_shaders.insert(make_pair(glsl_program_num, make_pair(vs_obj, fs_obj)));
126 pthread_mutex_unlock(&lock);
127 return glsl_program_num;
130 void ResourcePool::release_glsl_program(GLuint glsl_program_num)
132 pthread_mutex_lock(&lock);
133 map<GLuint, int>::iterator refcount_it = program_refcount.find(glsl_program_num);
134 assert(refcount_it != program_refcount.end());
136 if (--refcount_it->second == 0) {
137 program_refcount.erase(refcount_it);
138 assert(find(program_freelist.begin(), program_freelist.end(), glsl_program_num)
139 == program_freelist.end());
140 program_freelist.push_front(glsl_program_num);
141 if (program_freelist.size() > program_freelist_max_length) {
142 delete_program(program_freelist.back());
143 program_freelist.pop_back();
147 pthread_mutex_unlock(&lock);
150 GLuint ResourcePool::create_2d_texture(GLint internal_format, GLsizei width, GLsizei height)
152 pthread_mutex_lock(&lock);
153 // See if there's a texture on the freelist we can use.
154 for (list<GLuint>::iterator freelist_it = texture_freelist.begin();
155 freelist_it != texture_freelist.end();
157 GLuint texture_num = *freelist_it;
158 map<GLuint, Texture2D>::const_iterator format_it = texture_formats.find(texture_num);
159 assert(format_it != texture_formats.end());
160 if (format_it->second.internal_format == internal_format &&
161 format_it->second.width == width &&
162 format_it->second.height == height) {
163 texture_freelist_bytes -= estimate_texture_size(format_it->second);
164 texture_freelist.erase(freelist_it);
165 pthread_mutex_unlock(&lock);
170 // Find any reasonable format given the internal format; OpenGL validates it
171 // even though we give NULL as pointer.
173 switch (internal_format) {
177 case GL_SRGB8_ALPHA8:
185 format = GL_LUMINANCE;
188 // TODO: Add more here as needed.
193 glGenTextures(1, &texture_num);
195 glBindTexture(GL_TEXTURE_2D, texture_num);
197 glTexImage2D(GL_TEXTURE_2D, 0, internal_format, width, height, 0, format, GL_UNSIGNED_BYTE, NULL);
199 glBindTexture(GL_TEXTURE_2D, 0);
202 Texture2D texture_format;
203 texture_format.internal_format = internal_format;
204 texture_format.width = width;
205 texture_format.height = height;
206 assert(texture_formats.count(texture_num) == 0);
207 texture_formats.insert(make_pair(texture_num, texture_format));
209 pthread_mutex_unlock(&lock);
213 void ResourcePool::release_2d_texture(GLuint texture_num)
215 pthread_mutex_lock(&lock);
216 texture_freelist.push_front(texture_num);
217 assert(texture_formats.count(texture_num) != 0);
218 texture_freelist_bytes += estimate_texture_size(texture_formats[texture_num]);
220 while (texture_freelist_bytes > texture_freelist_max_bytes) {
221 GLuint free_texture_num = texture_freelist.front();
222 texture_freelist.pop_front();
223 assert(texture_formats.count(free_texture_num) != 0);
224 texture_freelist_bytes -= estimate_texture_size(texture_formats[free_texture_num]);
225 texture_formats.erase(free_texture_num);
226 glDeleteTextures(1, &free_texture_num);
229 pthread_mutex_unlock(&lock);
232 size_t ResourcePool::estimate_texture_size(const Texture2D &texture_format)
234 size_t bytes_per_pixel;
236 switch (texture_format.internal_format) {
238 bytes_per_pixel = 16;
244 case GL_SRGB8_ALPHA8:
257 // TODO: Add more here as needed.
261 return texture_format.width * texture_format.height * bytes_per_pixel;