]> git.sesse.net Git - movit/blobdiff - resource_pool.cpp
Explicitly bind fragment shader outputs in order.
[movit] / resource_pool.cpp
index 9beae1b507bd623fe7c9e6e93038f9b713cc5619..944910bde3829320abcbdd859b861c3995b3da4f 100644 (file)
@@ -17,10 +17,13 @@ using namespace std;
 namespace movit {
 
 ResourcePool::ResourcePool(size_t program_freelist_max_length,
-                           size_t texture_freelist_max_bytes)
+                           size_t texture_freelist_max_bytes,
+                           size_t fbo_freelist_max_length)
        : program_freelist_max_length(program_freelist_max_length),
          texture_freelist_max_bytes(texture_freelist_max_bytes),
-         texture_freelist_bytes(0) {
+         fbo_freelist_max_length(fbo_freelist_max_length),
+         texture_freelist_bytes(0)
+{
        pthread_mutex_init(&lock, NULL);
 }
 
@@ -48,6 +51,29 @@ ResourcePool::~ResourcePool()
        }
        assert(texture_formats.empty());
        assert(texture_freelist_bytes == 0);
+
+       void *context = get_gl_context_identifier();
+       cleanup_unlinked_fbos(context);
+
+       for (map<void *, std::list<FBOFormatIterator> >::iterator context_it = fbo_freelist.begin();
+            context_it != fbo_freelist.end();
+            ++context_it) {
+               if (context_it->first != context) {
+                       // If this does not hold, the client should have called clean_context() earlier.
+                       assert(context_it->second.empty());
+                       continue;
+               }
+               for (list<FBOFormatIterator>::const_iterator freelist_it = context_it->second.begin();
+                    freelist_it != context_it->second.end();
+                    ++freelist_it) {
+                       FBOFormatIterator fbo_it = *freelist_it;
+                       glDeleteFramebuffers(1, &fbo_it->second.fbo_num);
+                       check_error();
+                       fbo_formats.erase(fbo_it);
+               }
+       }
+
+       assert(fbo_formats.empty());
 }
 
 void ResourcePool::delete_program(GLuint glsl_program_num)
@@ -74,11 +100,23 @@ void ResourcePool::delete_program(GLuint glsl_program_num)
        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.
@@ -96,12 +134,24 @@ GLuint ResourcePool::compile_glsl_program(const string& vertex_shader, const str
        } else {
                // Not in the cache. Compile the shaders.
                glsl_program_num = glCreateProgram();
+               check_error();
                GLuint vs_obj = compile_shader(vertex_shader, GL_VERTEX_SHADER);
-               GLuint fs_obj = compile_shader(fragment_shader, GL_FRAGMENT_SHADER);
+               check_error();
+               GLuint fs_obj = compile_shader(fragment_shader_processed, GL_FRAGMENT_SHADER);
+               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();
 
@@ -124,7 +174,7 @@ 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);
                }
 
@@ -158,6 +208,9 @@ void ResourcePool::release_glsl_program(GLuint glsl_program_num)
 
 GLuint ResourcePool::create_2d_texture(GLint internal_format, GLsizei width, GLsizei height)
 {
+       assert(width > 0);
+       assert(height > 0);
+
        pthread_mutex_lock(&lock);
        // See if there's a texture on the freelist we can use.
        for (list<GLuint>::iterator freelist_it = texture_freelist.begin();
@@ -189,6 +242,8 @@ GLuint ResourcePool::create_2d_texture(GLint internal_format, GLsizei width, GLs
        case GL_RGB32F:
        case GL_RGB16F:
        case GL_RGB8:
+       case GL_SRGB8:
+       case GL_RGB565:
                format = GL_RGB;
                break;
        case GL_RG32F:
@@ -220,12 +275,16 @@ GLuint ResourcePool::create_2d_texture(GLint internal_format, GLsizei width, GLs
                type = GL_FLOAT;
                break;
        case GL_SRGB8_ALPHA8:
+       case GL_SRGB8:
        case GL_RGBA8:
        case GL_RGB8:
        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);
@@ -261,15 +320,168 @@ void ResourcePool::release_2d_texture(GLuint texture_num)
        texture_freelist_bytes += estimate_texture_size(texture_formats[texture_num]);
 
        while (texture_freelist_bytes > texture_freelist_max_bytes) {
-               GLuint free_texture_num = texture_freelist.front();
-               texture_freelist.pop_front();
+               GLuint free_texture_num = texture_freelist.back();
+               texture_freelist.pop_back();
                assert(texture_formats.count(free_texture_num) != 0);
                texture_freelist_bytes -= estimate_texture_size(texture_formats[free_texture_num]);
                texture_formats.erase(free_texture_num);
                glDeleteTextures(1, &free_texture_num);
                check_error();
+
+               // Unlink any lingering FBO related to this texture. We might
+               // not be in the right context, so don't delete it right away;
+               // the cleanup in release_fbo() (which calls cleanup_unlinked_fbos())
+               // will take care of actually doing that later.
+               for (map<pair<void *, GLuint>, FBO>::iterator format_it = fbo_formats.begin();
+                    format_it != fbo_formats.end();
+                    ++format_it) {
+                       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 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.
+               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_it->second.fbo_num;
+                       }
+               }
+       }
+
+       // Create a new one.
+       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_format.fbo_num);
+       check_error();
+
+       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();
+
+       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_format.fbo_num;
+}
+
+void ResourcePool::release_fbo(GLuint fbo_num)
+{
+       void *context = get_gl_context_identifier();
+
+       pthread_mutex_lock(&lock);
+       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).
+       cleanup_unlinked_fbos(context);
+
+       shrink_fbo_freelist(context, fbo_freelist_max_length);
+       pthread_mutex_unlock(&lock);
+}
+
+void ResourcePool::clean_context()
+{
+       void *context = get_gl_context_identifier();
+
+       // Currently, we only need to worry about FBOs, as they are the only
+       // non-shareable resource we hold.
+       shrink_fbo_freelist(context, 0);
+       fbo_freelist.erase(context);
+}
+
+void ResourcePool::cleanup_unlinked_fbos(void *context)
+{
+       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++;
+               }
+       }
+}
+
+void ResourcePool::shrink_fbo_freelist(void *context, size_t max_length)
+{
+       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();
+       }
 }
 
 size_t ResourcePool::estimate_texture_size(const Texture2D &texture_format)
@@ -309,9 +521,15 @@ 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;
        default:
                // TODO: Add more here as needed.
                assert(false);