]> git.sesse.net Git - movit/blobdiff - resource_pool.cpp
Fix compiling without C++11.
[movit] / resource_pool.cpp
index eba79237678611bf474c065f81111e49531cfb94..5b0499972121934a643c5351f8b62cf4a94bc1d1 100644 (file)
@@ -55,7 +55,7 @@ ResourcePool::~ResourcePool()
        void *context = get_gl_context_identifier();
        cleanup_unlinked_fbos(context);
 
-       for (map<void *, std::list<GLuint> >::iterator context_it = fbo_freelist.begin();
+       for (map<void *, std::list<FBOFormatIterator> >::iterator context_it = fbo_freelist.begin();
             context_it != fbo_freelist.end();
             ++context_it) {
                if (context_it->first != context) {
@@ -63,15 +63,13 @@ ResourcePool::~ResourcePool()
                        assert(context_it->second.empty());
                        continue;
                }
-               for (list<GLuint>::const_iterator freelist_it = context_it->second.begin();
+               for (list<FBOFormatIterator>::const_iterator freelist_it = context_it->second.begin();
                     freelist_it != context_it->second.end();
                     ++freelist_it) {
-                       pair<void *, GLuint> key(context, *freelist_it);
-                       GLuint free_fbo_num = *freelist_it;
-                       assert(fbo_formats.count(key) != 0);
-                       fbo_formats.erase(key);
-                       glDeleteFramebuffers(1, &free_fbo_num);
+                       FBOFormatIterator fbo_it = *freelist_it;
+                       glDeleteFramebuffers(1, &fbo_it->second.fbo_num);
                        check_error();
+                       fbo_formats.erase(fbo_it);
                }
        }
 
@@ -91,22 +89,44 @@ void ResourcePool::delete_program(GLuint glsl_program_num)
                }
        }
        assert(found_program);
-       glDeleteProgram(glsl_program_num);
 
-       map<GLuint, pair<GLuint, GLuint> >::iterator shader_it =
+       map<GLuint, stack<GLuint> >::iterator instance_list_it = program_instances.find(glsl_program_num);
+       assert(instance_list_it != program_instances.end());
+
+       while (!instance_list_it->second.empty()) {
+               GLuint instance_program_num = instance_list_it->second.top();
+               instance_list_it->second.pop();
+               glDeleteProgram(instance_program_num);
+               program_masters.erase(instance_program_num);
+       }
+       program_instances.erase(instance_list_it);
+
+       map<GLuint, ShaderSpec>::iterator shader_it =
                program_shaders.find(glsl_program_num);
        assert(shader_it != program_shaders.end());
 
-       glDeleteShader(shader_it->second.first);
-       glDeleteShader(shader_it->second.second);
+       glDeleteShader(shader_it->second.vs_obj);
+       glDeleteShader(shader_it->second.fs_obj);
        program_shaders.erase(shader_it);
 }
 
-GLuint ResourcePool::compile_glsl_program(const string& vertex_shader, const string& fragment_shader)
+GLuint ResourcePool::compile_glsl_program(const string& vertex_shader,
+                                          const string& fragment_shader,
+                                          const vector<string>& fragment_shader_outputs)
 {
        GLuint glsl_program_num;
        pthread_mutex_lock(&lock);
-       const pair<string, string> key(vertex_shader, fragment_shader);
+
+       // Augment the fragment shader program text with the outputs, so that they become
+       // part of the key. Also potentially useful for debugging.
+       string fragment_shader_processed = fragment_shader;
+       for (unsigned output_index = 0; output_index < fragment_shader_outputs.size(); ++output_index) {
+               char buf[256];
+               snprintf(buf, sizeof(buf), "// Bound output: %s\n", fragment_shader_outputs[output_index].c_str());
+               fragment_shader_processed += buf;
+       }
+
+       const pair<string, string> key(vertex_shader, fragment_shader_processed);
        if (programs.count(key)) {
                // Already in the cache. Increment the refcount, or take it off the freelist
                // if it's zero.
@@ -123,24 +143,11 @@ GLuint ResourcePool::compile_glsl_program(const string& vertex_shader, const str
                }
        } else {
                // Not in the cache. Compile the shaders.
-               glsl_program_num = glCreateProgram();
                GLuint vs_obj = compile_shader(vertex_shader, GL_VERTEX_SHADER);
-               GLuint fs_obj = compile_shader(fragment_shader, GL_FRAGMENT_SHADER);
-               glAttachShader(glsl_program_num, vs_obj);
-               check_error();
-               glAttachShader(glsl_program_num, fs_obj);
                check_error();
-               glLinkProgram(glsl_program_num);
+               GLuint fs_obj = compile_shader(fragment_shader_processed, GL_FRAGMENT_SHADER);
                check_error();
-
-               GLint success;
-               glGetProgramiv(glsl_program_num, GL_LINK_STATUS, &success);
-               if (success == GL_FALSE) {
-                       GLchar error_log[1024] = {0};
-                       glGetProgramInfoLog(glsl_program_num, 1024, NULL, error_log);
-                       fprintf(stderr, "Error linking program: %s\n", error_log);
-                       exit(1);
-               }
+               glsl_program_num = link_program(vs_obj, fs_obj, fragment_shader_outputs);
 
                if (movit_debug_level == MOVIT_DEBUG_ON) {
                        // Output shader to a temporary file, for easier debugging.
@@ -152,18 +159,60 @@ GLuint ResourcePool::compile_glsl_program(const string& vertex_shader, const str
                                perror(filename);
                                exit(1);
                        }
-                       fprintf(fp, "%s\n", fragment_shader.c_str());
+                       fprintf(fp, "%s\n", fragment_shader_processed.c_str());
                        fclose(fp);
                }
 
                programs.insert(make_pair(key, glsl_program_num));
                program_refcount.insert(make_pair(glsl_program_num, 1));
-               program_shaders.insert(make_pair(glsl_program_num, make_pair(vs_obj, fs_obj)));
+               ShaderSpec spec;
+               spec.vs_obj = vs_obj;
+               spec.fs_obj = fs_obj;
+               spec.fragment_shader_outputs = fragment_shader_outputs;
+               program_shaders.insert(make_pair(glsl_program_num, spec));
+               stack<GLuint> instances;
+               instances.push(glsl_program_num);
+               program_instances.insert(make_pair(glsl_program_num, instances));
+               program_masters.insert(make_pair(glsl_program_num, glsl_program_num));
        }
        pthread_mutex_unlock(&lock);
        return glsl_program_num;
 }
 
+GLuint ResourcePool::link_program(GLuint vs_obj,
+                                  GLuint fs_obj,
+                                  const vector<string>& fragment_shader_outputs)
+{
+       GLuint glsl_program_num = glCreateProgram();
+       check_error();
+       glAttachShader(glsl_program_num, vs_obj);
+       check_error();
+       glAttachShader(glsl_program_num, fs_obj);
+       check_error();
+
+       // Bind the outputs, if we have multiple ones.
+       if (fragment_shader_outputs.size() > 1) {
+               for (unsigned output_index = 0; output_index < fragment_shader_outputs.size(); ++output_index) {
+                       glBindFragDataLocation(glsl_program_num, output_index,
+                                              fragment_shader_outputs[output_index].c_str());
+               }
+       }
+
+       glLinkProgram(glsl_program_num);
+       check_error();
+
+       GLint success;
+       glGetProgramiv(glsl_program_num, GL_LINK_STATUS, &success);
+       if (success == GL_FALSE) {
+               GLchar error_log[1024] = {0};
+               glGetProgramInfoLog(glsl_program_num, 1024, NULL, error_log);
+               fprintf(stderr, "Error linking program: %s\n", error_log);
+               exit(1);
+       }
+
+       return glsl_program_num;
+}
+
 void ResourcePool::release_glsl_program(GLuint glsl_program_num)
 {
        pthread_mutex_lock(&lock);
@@ -184,6 +233,51 @@ void ResourcePool::release_glsl_program(GLuint glsl_program_num)
        pthread_mutex_unlock(&lock);
 }
 
+GLuint ResourcePool::use_glsl_program(GLuint glsl_program_num)
+{
+       pthread_mutex_lock(&lock);
+       assert(program_instances.count(glsl_program_num));
+       stack<GLuint> &instances = program_instances[glsl_program_num];
+
+       GLuint instance_program_num;
+       if (!instances.empty()) {
+               // There's an unused instance of this program; just return it.
+               instance_program_num = instances.top();
+               instances.pop();
+       } else {
+               // We need to clone this program. (unuse_glsl_program()
+               // will later put it onto the list.)
+               map<GLuint, ShaderSpec>::iterator shader_it =
+                       program_shaders.find(glsl_program_num);
+               assert(shader_it != program_shaders.end());
+
+               instance_program_num = link_program(
+                       shader_it->second.vs_obj,
+                       shader_it->second.fs_obj,
+                       shader_it->second.fragment_shader_outputs);
+               program_masters.insert(make_pair(instance_program_num, glsl_program_num));
+       }
+       pthread_mutex_unlock(&lock);
+
+       glUseProgram(instance_program_num);
+       return instance_program_num;
+}
+
+void ResourcePool::unuse_glsl_program(GLuint instance_program_num)
+{
+       pthread_mutex_lock(&lock);
+
+       map<GLuint, GLuint>::const_iterator master_it = program_masters.find(instance_program_num);
+       assert(master_it != program_masters.end());
+
+       assert(program_instances.count(master_it->second));
+       stack<GLuint> &instances = program_instances[master_it->second];
+
+       instances.push(instance_program_num);
+
+       pthread_mutex_unlock(&lock);
+}
+
 GLuint ResourcePool::create_2d_texture(GLint internal_format, GLsizei width, GLsizei height)
 {
        assert(width > 0);
@@ -213,23 +307,32 @@ GLuint ResourcePool::create_2d_texture(GLint internal_format, GLsizei width, GLs
        switch (internal_format) {
        case GL_RGBA32F_ARB:
        case GL_RGBA16F_ARB:
+       case GL_RGBA16:
        case GL_RGBA8:
+       case GL_RGB10_A2:
        case GL_SRGB8_ALPHA8:
                format = GL_RGBA;
                break;
        case GL_RGB32F:
        case GL_RGB16F:
+       case GL_RGB16:
+       case GL_R11F_G11F_B10F:
        case GL_RGB8:
+       case GL_RGB10:
        case GL_SRGB8:
+       case GL_RGB565:
+       case GL_RGB9_E5:
                format = GL_RGB;
                break;
        case GL_RG32F:
        case GL_RG16F:
+       case GL_RG16:
        case GL_RG8:
                format = GL_RG;
                break;
        case GL_R32F:
        case GL_R16F:
+       case GL_R16:
        case GL_R8:
                format = GL_RED;
                break;
@@ -245,20 +348,33 @@ GLuint ResourcePool::create_2d_texture(GLint internal_format, GLsizei width, GLs
        case GL_RGBA16F_ARB:
        case GL_RGB32F:
        case GL_RGB16F:
+       case GL_R11F_G11F_B10F:
+       case GL_RGB9_E5:
        case GL_RG32F:
        case GL_RG16F:
        case GL_R32F:
        case GL_R16F:
                type = GL_FLOAT;
                break;
+       case GL_RGBA16:
+       case GL_RGB16:
+       case GL_RG16:
+       case GL_R16:
+               type = GL_UNSIGNED_SHORT;
+               break;
        case GL_SRGB8_ALPHA8:
        case GL_SRGB8:
        case GL_RGBA8:
        case GL_RGB8:
+       case GL_RGB10_A2:
+       case GL_RGB10:
        case GL_RG8:
        case GL_R8:
                type = GL_UNSIGNED_BYTE;
                break;
+       case GL_RGB565:
+               type = GL_UNSIGNED_SHORT_5_6_5;
+               break;
        default:
                // TODO: Add more here as needed.
                assert(false);
@@ -309,62 +425,89 @@ void ResourcePool::release_2d_texture(GLuint texture_num)
                for (map<pair<void *, GLuint>, FBO>::iterator format_it = fbo_formats.begin();
                     format_it != fbo_formats.end();
                     ++format_it) {
-                       if (format_it->second.texture_num == free_texture_num) {
-                               format_it->second.texture_num = 0;
+                       for (unsigned i = 0; i < num_fbo_attachments; ++i) {
+                               if (format_it->second.texture_num[i] == free_texture_num) {
+                                       format_it->second.texture_num[i] = GL_INVALID_INDEX;
+                               }
                        }
                }
        }
        pthread_mutex_unlock(&lock);
 }
 
-GLuint ResourcePool::create_fbo(GLuint texture_num)
+GLuint ResourcePool::create_fbo(GLuint texture0_num, GLuint texture1_num, GLuint texture2_num, GLuint texture3_num)
 {
        void *context = get_gl_context_identifier();
 
+       // Make sure we are filled from the bottom.
+       assert(texture0_num != 0);
+       if (texture1_num == 0) {
+               assert(texture2_num == 0);
+       }
+       if (texture2_num == 0) {
+               assert(texture3_num == 0);
+       }
+
        pthread_mutex_lock(&lock);
        if (fbo_freelist.count(context) != 0) {
                // See if there's an FBO on the freelist we can use.
-               for (list<GLuint>::iterator freelist_it = fbo_freelist[context].begin();
-                    freelist_it != fbo_freelist[context].end();
-                    ++freelist_it) {
-                       GLuint fbo_num = *freelist_it;
-                       map<pair<void *, GLuint>, FBO>::const_iterator format_it =
-                               fbo_formats.find(make_pair(context, fbo_num));
-                       assert(format_it != fbo_formats.end());
-                       if (format_it->second.texture_num == texture_num) {
+               list<FBOFormatIterator>::iterator end = fbo_freelist[context].end();
+               for (list<FBOFormatIterator>::iterator freelist_it = fbo_freelist[context].begin();
+                    freelist_it != end; ++freelist_it) {
+                       FBOFormatIterator fbo_it = *freelist_it;
+                       if (fbo_it->second.texture_num[0] == texture0_num &&
+                           fbo_it->second.texture_num[1] == texture1_num &&
+                           fbo_it->second.texture_num[2] == texture2_num &&
+                           fbo_it->second.texture_num[3] == texture3_num) {
                                fbo_freelist[context].erase(freelist_it);
                                pthread_mutex_unlock(&lock);
-                               return fbo_num;
+                               return fbo_it->second.fbo_num;
                        }
                }
        }
 
        // Create a new one.
-       GLuint fbo_num;
-       glGenFramebuffers(1, &fbo_num);
+       FBO fbo_format;
+       fbo_format.texture_num[0] = texture0_num;
+       fbo_format.texture_num[1] = texture1_num;
+       fbo_format.texture_num[2] = texture2_num;
+       fbo_format.texture_num[3] = texture3_num;
+
+       glGenFramebuffers(1, &fbo_format.fbo_num);
        check_error();
-       glBindFramebuffer(GL_FRAMEBUFFER, fbo_num);
+       glBindFramebuffer(GL_FRAMEBUFFER, fbo_format.fbo_num);
        check_error();
-       glFramebufferTexture2D(
-               GL_FRAMEBUFFER,
-               GL_COLOR_ATTACHMENT0,
-               GL_TEXTURE_2D,
-               texture_num,
-               0);
+
+       GLenum bufs[num_fbo_attachments];
+       unsigned num_active_attachments = 0;
+       for (unsigned i = 0; i < num_fbo_attachments; ++i, ++num_active_attachments) {
+               if (fbo_format.texture_num[i] == 0) {
+                       break;
+               }
+               glFramebufferTexture2D(
+                       GL_FRAMEBUFFER,
+                       GL_COLOR_ATTACHMENT0 + i,
+                       GL_TEXTURE_2D,
+                       fbo_format.texture_num[i],
+                       0);
+               check_error();
+               bufs[i] = GL_COLOR_ATTACHMENT0 + i;
+       }
+
+       glDrawBuffers(num_active_attachments, bufs);
        check_error();
+
        GLenum status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
        assert(status == GL_FRAMEBUFFER_COMPLETE);
        glBindFramebuffer(GL_FRAMEBUFFER, 0);
        check_error();
 
-       FBO fbo_format;
-       fbo_format.texture_num = texture_num;
-       pair<void *, GLuint> key(context, fbo_num);
+       pair<void *, GLuint> key(context, fbo_format.fbo_num);
        assert(fbo_formats.count(key) == 0);
        fbo_formats.insert(make_pair(key, fbo_format));
 
        pthread_mutex_unlock(&lock);
-       return fbo_num;
+       return fbo_format.fbo_num;
 }
 
 void ResourcePool::release_fbo(GLuint fbo_num)
@@ -372,8 +515,9 @@ void ResourcePool::release_fbo(GLuint fbo_num)
        void *context = get_gl_context_identifier();
 
        pthread_mutex_lock(&lock);
-       fbo_freelist[context].push_front(fbo_num);
-       assert(fbo_formats.count(make_pair(context, fbo_num)) != 0);
+       FBOFormatIterator fbo_it = fbo_formats.find(make_pair(context, fbo_num));
+       assert(fbo_it != fbo_formats.end());
+       fbo_freelist[context].push_front(fbo_it);
 
        // Now that we're in this context, free up any FBOs that are connected
        // to deleted textures (in release_2d_texture).
@@ -395,15 +539,22 @@ void ResourcePool::clean_context()
 
 void ResourcePool::cleanup_unlinked_fbos(void *context)
 {
-       for (list<GLuint>::iterator freelist_it = fbo_freelist[context].begin();
-            freelist_it != fbo_freelist[context].end(); ) {
-               GLuint fbo_num = *freelist_it;
-               pair<void *, GLuint> key(context, fbo_num);
-               assert(fbo_formats.count(key) != 0);
-               if (fbo_formats[key].texture_num == 0) {
-                       fbo_formats.erase(key);
-                       glDeleteFramebuffers(1, &fbo_num);
+       list<FBOFormatIterator>::iterator end = fbo_freelist[context].end();
+       for (list<FBOFormatIterator>::iterator freelist_it = fbo_freelist[context].begin(); freelist_it != end; ) {
+               FBOFormatIterator fbo_it = *freelist_it;
+
+               bool all_unlinked = true;
+               for (unsigned i = 0; i < num_fbo_attachments; ++i) {
+                       if (fbo_it->second.texture_num[i] != 0 &&
+                           fbo_it->second.texture_num[i] != GL_INVALID_INDEX) {
+                               all_unlinked = false;
+                               break;
+                       }
+               }
+               if (all_unlinked) {
+                       glDeleteFramebuffers(1, &fbo_it->second.fbo_num);
                        check_error();
+                       fbo_formats.erase(fbo_it);
                        fbo_freelist[context].erase(freelist_it++);
                } else {
                        freelist_it++;
@@ -413,14 +564,13 @@ void ResourcePool::cleanup_unlinked_fbos(void *context)
 
 void ResourcePool::shrink_fbo_freelist(void *context, size_t max_length)
 {
-       while (fbo_freelist[context].size() > max_length) {
-               GLuint free_fbo_num = fbo_freelist[context].back();
-               pair<void *, GLuint> key(context, free_fbo_num);
-               fbo_freelist[context].pop_back();
-               assert(fbo_formats.count(key) != 0);
-               fbo_formats.erase(key);
-               glDeleteFramebuffers(1, &free_fbo_num);
+       list<FBOFormatIterator> &freelist = fbo_freelist[context];
+       while (freelist.size() > max_length) {
+               FBOFormatIterator free_fbo_it = freelist.back();
+               glDeleteFramebuffers(1, &free_fbo_it->second.fbo_num);
                check_error();
+               fbo_formats.erase(free_fbo_it);
+               freelist.pop_back();
        }
 }
 
@@ -441,8 +591,16 @@ size_t ResourcePool::estimate_texture_size(const Texture2D &texture_format)
        case GL_RGB16F_ARB:
                bytes_per_pixel = 6;
                break;
+       case GL_R11F_G11F_B10F:
+               bytes_per_pixel = 4;
+               break;
+       case GL_RGB9_E5:
+               bytes_per_pixel = 4;
+               break;
        case GL_RGBA8:
        case GL_SRGB8_ALPHA8:
+       case GL_RGB10_A2:
+       case GL_RGB10:
                bytes_per_pixel = 4;
                break;
        case GL_RGB8:
@@ -461,9 +619,27 @@ size_t ResourcePool::estimate_texture_size(const Texture2D &texture_format)
        case GL_R16F:
                bytes_per_pixel = 2;
                break;
+       case GL_RG8:
+               bytes_per_pixel = 2;
+               break;
        case GL_R8:
                bytes_per_pixel = 1;
                break;
+       case GL_RGB565:
+               bytes_per_pixel = 2;
+               break;
+       case GL_RGBA16:
+               bytes_per_pixel = 8;
+               break;
+       case GL_RGB16:
+               bytes_per_pixel = 6;
+               break;
+       case GL_RG16:
+               bytes_per_pixel = 4;
+               break;
+       case GL_R16:
+               bytes_per_pixel = 2;
+               break;
        default:
                // TODO: Add more here as needed.
                assert(false);