1 #include "resource_pool.h"
16 ResourcePool::ResourcePool(size_t program_freelist_max_length,
17 size_t texture_freelist_max_bytes)
18 : program_freelist_max_length(program_freelist_max_length),
19 texture_freelist_max_bytes(texture_freelist_max_bytes),
20 texture_freelist_bytes(0) {
21 pthread_mutex_init(&lock, NULL);
24 ResourcePool::~ResourcePool()
26 assert(program_refcount.empty());
28 for (list<GLuint>::const_iterator freelist_it = program_freelist.begin();
29 freelist_it != program_freelist.end();
31 delete_program(*freelist_it);
33 assert(programs.empty());
34 assert(program_shaders.empty());
36 for (list<GLuint>::const_iterator freelist_it = texture_freelist.begin();
37 freelist_it != texture_freelist.end();
39 GLuint free_texture_num = *freelist_it;
40 assert(texture_formats.count(free_texture_num) != 0);
41 texture_freelist_bytes -= estimate_texture_size(texture_formats[free_texture_num]);
42 texture_formats.erase(free_texture_num);
43 glDeleteTextures(1, &free_texture_num);
46 assert(texture_formats.empty());
47 assert(texture_freelist_bytes == 0);
50 void ResourcePool::delete_program(GLuint glsl_program_num)
52 bool found_program = false;
53 for (map<pair<string, string>, GLuint>::iterator program_it = programs.begin();
54 program_it != programs.end();
56 if (program_it->second == glsl_program_num) {
57 programs.erase(program_it);
62 assert(found_program);
63 glDeleteProgram(glsl_program_num);
65 map<GLuint, pair<GLuint, GLuint> >::iterator shader_it =
66 program_shaders.find(glsl_program_num);
67 assert(shader_it != program_shaders.end());
69 glDeleteShader(shader_it->second.first);
70 glDeleteShader(shader_it->second.second);
71 program_shaders.erase(shader_it);
74 GLuint ResourcePool::compile_glsl_program(const string& vertex_shader, const string& fragment_shader)
76 GLuint glsl_program_num;
77 pthread_mutex_lock(&lock);
78 const pair<string, string> key(vertex_shader, fragment_shader);
79 if (programs.count(key)) {
80 // Already in the cache. Increment the refcount, or take it off the freelist
82 glsl_program_num = programs[key];
83 map<GLuint, int>::iterator refcount_it = program_refcount.find(glsl_program_num);
84 if (refcount_it != program_refcount.end()) {
85 ++refcount_it->second;
87 list<GLuint>::iterator freelist_it =
88 find(program_freelist.begin(), program_freelist.end(), glsl_program_num);
89 assert(freelist_it != program_freelist.end());
90 program_freelist.erase(freelist_it);
91 program_refcount.insert(make_pair(glsl_program_num, 1));
94 // Not in the cache. Compile the shaders.
95 glsl_program_num = glCreateProgram();
96 GLuint vs_obj = compile_shader(vertex_shader, GL_VERTEX_SHADER);
97 GLuint fs_obj = compile_shader(fragment_shader, GL_FRAGMENT_SHADER);
98 glAttachShader(glsl_program_num, vs_obj);
100 glAttachShader(glsl_program_num, fs_obj);
102 glLinkProgram(glsl_program_num);
105 if (movit_debug_level == MOVIT_DEBUG_ON) {
106 // Output shader to a temporary file, for easier debugging.
107 static int compiled_shader_num = 0;
109 sprintf(filename, "chain-%03d.frag", compiled_shader_num++);
110 FILE *fp = fopen(filename, "w");
115 fprintf(fp, "%s\n", fragment_shader.c_str());
119 programs.insert(make_pair(key, glsl_program_num));
120 program_refcount.insert(make_pair(glsl_program_num, 1));
121 program_shaders.insert(make_pair(glsl_program_num, make_pair(vs_obj, fs_obj)));
123 pthread_mutex_unlock(&lock);
124 return glsl_program_num;
127 void ResourcePool::release_glsl_program(GLuint glsl_program_num)
129 pthread_mutex_lock(&lock);
130 map<GLuint, int>::iterator refcount_it = program_refcount.find(glsl_program_num);
131 assert(refcount_it != program_refcount.end());
133 if (--refcount_it->second == 0) {
134 program_refcount.erase(refcount_it);
135 assert(find(program_freelist.begin(), program_freelist.end(), glsl_program_num)
136 == program_freelist.end());
137 program_freelist.push_front(glsl_program_num);
138 if (program_freelist.size() > program_freelist_max_length) {
139 delete_program(program_freelist.back());
140 program_freelist.pop_back();
144 pthread_mutex_unlock(&lock);
147 GLuint ResourcePool::create_2d_texture(GLint internal_format, GLsizei width, GLsizei height)
149 pthread_mutex_lock(&lock);
150 // See if there's a texture on the freelist we can use.
151 for (list<GLuint>::iterator freelist_it = texture_freelist.begin();
152 freelist_it != texture_freelist.end();
154 GLuint texture_num = *freelist_it;
155 map<GLuint, Texture2D>::const_iterator format_it = texture_formats.find(texture_num);
156 assert(format_it != texture_formats.end());
157 if (format_it->second.internal_format == internal_format &&
158 format_it->second.width == width &&
159 format_it->second.height == height) {
160 texture_freelist_bytes -= estimate_texture_size(format_it->second);
161 texture_freelist.erase(freelist_it);
162 pthread_mutex_unlock(&lock);
167 // Find any reasonable format given the internal format; OpenGL validates it
168 // even though we give NULL as pointer.
170 switch (internal_format) {
174 case GL_SRGB8_ALPHA8:
182 format = GL_LUMINANCE;
185 // TODO: Add more here as needed.
190 glGenTextures(1, &texture_num);
192 glBindTexture(GL_TEXTURE_2D, texture_num);
194 glTexImage2D(GL_TEXTURE_2D, 0, internal_format, width, height, 0, format, GL_UNSIGNED_BYTE, NULL);
196 glBindTexture(GL_TEXTURE_2D, 0);
199 Texture2D texture_format;
200 texture_format.internal_format = internal_format;
201 texture_format.width = width;
202 texture_format.height = height;
203 assert(texture_formats.count(texture_num) == 0);
204 texture_formats.insert(make_pair(texture_num, texture_format));
206 pthread_mutex_unlock(&lock);
210 void ResourcePool::release_2d_texture(GLuint texture_num)
212 pthread_mutex_lock(&lock);
213 texture_freelist.push_front(texture_num);
214 assert(texture_formats.count(texture_num) != 0);
215 texture_freelist_bytes += estimate_texture_size(texture_formats[texture_num]);
217 while (texture_freelist_bytes > texture_freelist_max_bytes) {
218 GLuint free_texture_num = texture_freelist.front();
219 texture_freelist.pop_front();
220 assert(texture_formats.count(free_texture_num) != 0);
221 texture_freelist_bytes -= estimate_texture_size(texture_formats[free_texture_num]);
222 texture_formats.erase(free_texture_num);
223 glDeleteTextures(1, &free_texture_num);
226 pthread_mutex_unlock(&lock);
229 size_t ResourcePool::estimate_texture_size(const Texture2D &texture_format)
231 size_t bytes_per_pixel;
233 switch (texture_format.internal_format) {
235 bytes_per_pixel = 16;
241 case GL_SRGB8_ALPHA8:
254 // TODO: Add more here as needed.
258 return texture_format.width * texture_format.height * bytes_per_pixel;