]> git.sesse.net Git - movit/blobdiff - resource_pool.cpp
Convert a loop to range-based for.
[movit] / resource_pool.cpp
index b515769e4e8d49a6664e418d02745a171df1fb86..af8380f47a884201176622c535e84bd8bdb87b77 100644 (file)
@@ -17,29 +17,29 @@ 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,
+                           size_t vao_freelist_max_length)
        : program_freelist_max_length(program_freelist_max_length),
          texture_freelist_max_bytes(texture_freelist_max_bytes),
-         texture_freelist_bytes(0) {
-       pthread_mutex_init(&lock, NULL);
+         fbo_freelist_max_length(fbo_freelist_max_length),
+         vao_freelist_max_length(vao_freelist_max_length),
+         texture_freelist_bytes(0)
+{
+       pthread_mutex_init(&lock, nullptr);
 }
 
 ResourcePool::~ResourcePool()
 {
        assert(program_refcount.empty());
 
-       for (list<GLuint>::const_iterator freelist_it = program_freelist.begin();
-            freelist_it != program_freelist.end();
-            ++freelist_it) {
-               delete_program(*freelist_it);
+       for (GLuint program : program_freelist) {
+               delete_program(program);
        }
        assert(programs.empty());
        assert(program_shaders.empty());
 
-       for (list<GLuint>::const_iterator freelist_it = texture_freelist.begin();
-            freelist_it != texture_freelist.end();
-            ++freelist_it) {
-               GLuint free_texture_num = *freelist_it;
+       for (GLuint free_texture_num : texture_freelist) {
                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);
@@ -48,6 +48,24 @@ ResourcePool::~ResourcePool()
        }
        assert(texture_formats.empty());
        assert(texture_freelist_bytes == 0);
+
+       void *context = get_gl_context_identifier();
+       cleanup_unlinked_fbos(context);
+
+       for (const auto &context_and_fbos : fbo_freelist) {
+               if (context_and_fbos.first != context) {
+                       // If this does not hold, the client should have called clean_context() earlier.
+                       assert(context_and_fbos.second.empty());
+                       continue;
+               }
+               for (FBOFormatIterator fbo_it : context_and_fbos.second) {
+                       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)
@@ -62,80 +80,123 @@ void ResourcePool::delete_program(GLuint glsl_program_num)
                        break;
                }
        }
+       for (map<string, GLuint>::iterator program_it = compute_programs.begin();
+            program_it != compute_programs.end();
+            ++program_it) {
+               if (program_it->second == glsl_program_num) {
+                       compute_programs.erase(program_it);
+                       found_program = true;
+                       break;
+               }
+       }
        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());
+       if (shader_it == program_shaders.end()) {
+               // Should be a compute shader.
+               map<GLuint, ComputeShaderSpec>::iterator compute_shader_it =
+                       compute_program_shaders.find(glsl_program_num);
+               assert(compute_shader_it != compute_program_shaders.end());
 
-       glDeleteShader(shader_it->second.first);
-       glDeleteShader(shader_it->second.second);
-       program_shaders.erase(shader_it);
+               glDeleteShader(compute_shader_it->second.cs_obj);
+               compute_program_shaders.erase(compute_shader_it);
+       } else {
+               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.
+               // Already in the cache.
                glsl_program_num = programs[key];
-               map<GLuint, int>::iterator refcount_it = program_refcount.find(glsl_program_num);
-               if (refcount_it != program_refcount.end()) {
-                       ++refcount_it->second;
-               } else {
-                       list<GLuint>::iterator freelist_it =
-                               find(program_freelist.begin(), program_freelist.end(), glsl_program_num);
-                       assert(freelist_it != program_freelist.end());
-                       program_freelist.erase(freelist_it);
-                       program_refcount.insert(make_pair(glsl_program_num, 1));
-               }
+               increment_program_refcount(glsl_program_num);
        } 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();
+               glsl_program_num = link_program(vs_obj, fs_obj, fragment_shader_outputs);
 
-               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);
-               }
-
-               if (movit_debug_level == MOVIT_DEBUG_ON) {
-                       // Output shader to a temporary file, for easier debugging.
-                       static int compiled_shader_num = 0;
-                       char filename[256];
-                       sprintf(filename, "chain-%03d.frag", compiled_shader_num++);
-                       FILE *fp = fopen(filename, "w");
-                       if (fp == NULL) {
-                               perror(filename);
-                               exit(1);
-                       }
-                       fprintf(fp, "%s\n", fragment_shader.c_str());
-                       fclose(fp);
-               }
+               output_debug_shader(fragment_shader_processed, "frag");
 
                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)));
+               add_master_program(glsl_program_num);
+
+               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));
        }
        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, nullptr, 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);
@@ -156,11 +217,116 @@ void ResourcePool::release_glsl_program(GLuint glsl_program_num)
        pthread_mutex_unlock(&lock);
 }
 
+GLuint ResourcePool::compile_glsl_compute_program(const string& compute_shader)
+{
+       GLuint glsl_program_num;
+       pthread_mutex_lock(&lock);
+
+       const string &key = compute_shader;
+       if (compute_programs.count(key)) {
+               // Already in the cache.
+               glsl_program_num = compute_programs[key];
+               increment_program_refcount(glsl_program_num);
+       } else {
+               // Not in the cache. Compile the shader.
+               GLuint cs_obj = compile_shader(compute_shader, GL_COMPUTE_SHADER);
+               check_error();
+               glsl_program_num = link_compute_program(cs_obj);
+
+               output_debug_shader(compute_shader, "comp");
+
+               compute_programs.insert(make_pair(key, glsl_program_num));
+               add_master_program(glsl_program_num);
+
+               ComputeShaderSpec spec;
+               spec.cs_obj = cs_obj;
+               compute_program_shaders.insert(make_pair(glsl_program_num, spec));
+       }
+       pthread_mutex_unlock(&lock);
+       return glsl_program_num;
+}
+
+GLuint ResourcePool::link_compute_program(GLuint cs_obj)
+{
+       GLuint glsl_program_num = glCreateProgram();
+       check_error();
+       glAttachShader(glsl_program_num, cs_obj);
+       check_error();
+       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, nullptr, error_log);
+               fprintf(stderr, "Error linking program: %s\n", error_log);
+               exit(1);
+       }
+
+       return glsl_program_num;
+}
+
+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);
+               if (shader_it == program_shaders.end()) {
+                       // Should be a compute shader.
+                       map<GLuint, ComputeShaderSpec>::iterator compute_shader_it =
+                               compute_program_shaders.find(glsl_program_num);
+                       instance_program_num = link_compute_program(
+                               compute_shader_it->second.cs_obj);
+               } else {
+                       // A regular fragment shader.
+                       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);
+
+       auto 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);
+       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();
+       for (auto freelist_it = texture_freelist.begin();
             freelist_it != texture_freelist.end();
             ++freelist_it) {
                GLuint texture_num = *freelist_it;
@@ -177,19 +343,37 @@ GLuint ResourcePool::create_2d_texture(GLint internal_format, GLsizei width, GLs
        }
 
        // Find any reasonable format given the internal format; OpenGL validates it
-       // even though we give NULL as pointer.
+       // even though we give nullptr as pointer.
        GLenum format;
        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;
@@ -198,12 +382,52 @@ GLuint ResourcePool::create_2d_texture(GLint internal_format, GLsizei width, GLs
                assert(false);
        }
 
+       // Same with type; GLES is stricter than desktop OpenGL here.
+       GLenum type;
+       switch (internal_format) {
+       case GL_RGBA32F_ARB:
+       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);
+       }
+
+
        GLuint texture_num;
        glGenTextures(1, &texture_num);
        check_error();
        glBindTexture(GL_TEXTURE_2D, texture_num);
        check_error();
-       glTexImage2D(GL_TEXTURE_2D, 0, internal_format, width, height, 0, format, GL_UNSIGNED_BYTE, NULL);
+       glTexImage2D(GL_TEXTURE_2D, 0, internal_format, width, height, 0, format, type, nullptr);
        check_error();
        glBindTexture(GL_TEXTURE_2D, 0);
        check_error();
@@ -227,17 +451,286 @@ 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 (auto &key_and_fbo : fbo_formats) {
+                       for (unsigned i = 0; i < num_fbo_attachments; ++i) {
+                               if (key_and_fbo.second.texture_num[i] == free_texture_num) {
+                                       key_and_fbo.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.
+               auto end = fbo_freelist[context].end();
+               for (auto 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);
+}
+
+GLuint ResourcePool::create_vec2_vao(const set<GLint> &attribute_indices, GLuint vbo_num)
+{
+       void *context = get_gl_context_identifier();
+
+       pthread_mutex_lock(&lock);
+       if (vao_freelist.count(context) != 0) {
+               // See if there's a VAO the freelist we can use.
+               auto end = vao_freelist[context].end();
+               for (auto freelist_it = vao_freelist[context].begin(); freelist_it != end; ++freelist_it) {
+                       VAOFormatIterator vao_it = *freelist_it;
+                       if (vao_it->second.vbo_num == vbo_num &&
+                           vao_it->second.attribute_indices == attribute_indices) {
+                               vao_freelist[context].erase(freelist_it);
+                               pthread_mutex_unlock(&lock);
+                               return vao_it->second.vao_num;
+                       }
+               }
+       }
+
+       // Create a new one.
+       VAO vao_format;
+       vao_format.attribute_indices = attribute_indices;
+       vao_format.vbo_num = vbo_num;
+
+       glGenVertexArrays(1, &vao_format.vao_num);
+       check_error();
+       glBindVertexArray(vao_format.vao_num);
+       check_error();
+       glBindBuffer(GL_ARRAY_BUFFER, vbo_num);
+       check_error();
+
+       for (GLint attr : attribute_indices) {
+               glEnableVertexAttribArray(attr);
+               check_error();
+               glVertexAttribPointer(attr, 2, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(0));
+               check_error();
+       }
+
+       glBindVertexArray(0);
+       check_error();
+       glBindBuffer(GL_ARRAY_BUFFER, 0);
+       check_error();
+
+       pair<void *, GLuint> key(context, vao_format.vao_num);
+       assert(vao_formats.count(key) == 0);
+       vao_formats.insert(make_pair(key, vao_format));
+
+       pthread_mutex_unlock(&lock);
+       return vao_format.vao_num;
+}
+
+void ResourcePool::release_vec2_vao(GLuint vao_num)
+{
+       void *context = get_gl_context_identifier();
+
+       pthread_mutex_lock(&lock);
+       VAOFormatIterator vao_it = vao_formats.find(make_pair(context, vao_num));
+       assert(vao_it != vao_formats.end());
+       vao_freelist[context].push_front(vao_it);
+
+       shrink_vao_freelist(context, vao_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 and VAOs, as they are the only
+       // non-shareable resources we hold.
+       shrink_fbo_freelist(context, 0);
+       fbo_freelist.erase(context);
+
+       shrink_vao_freelist(context, 0);
+       vao_freelist.erase(context);
+}
+
+void ResourcePool::cleanup_unlinked_fbos(void *context)
+{
+       auto end = fbo_freelist[context].end();
+       for (auto 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();
+       }
+}
+
+void ResourcePool::shrink_vao_freelist(void *context, size_t max_length)
+{
+       list<VAOFormatIterator> &freelist = vao_freelist[context];
+       while (freelist.size() > max_length) {
+               VAOFormatIterator free_vao_it = freelist.back();
+               glDeleteVertexArrays(1, &free_vao_it->second.vao_num);
+               check_error();
+               vao_formats.erase(free_vao_it);
+               freelist.pop_back();
+       }
+}
+
+void ResourcePool::increment_program_refcount(GLuint program_num)
+{
+       map<GLuint, int>::iterator refcount_it = program_refcount.find(program_num);
+       if (refcount_it != program_refcount.end()) {
+               ++refcount_it->second;
+       } else {
+               list<GLuint>::iterator freelist_it =
+                       find(program_freelist.begin(), program_freelist.end(), program_num);
+               assert(freelist_it != program_freelist.end());
+               program_freelist.erase(freelist_it);
+               program_refcount.insert(make_pair(program_num, 1));
+       }
+}
+
+void ResourcePool::output_debug_shader(const string &shader_src, const string &suffix)
+{
+       if (movit_debug_level == MOVIT_DEBUG_ON) {
+               // Output shader to a temporary file, for easier debugging.
+               static int compiled_shader_num = 0;
+               char filename[256];
+               sprintf(filename, "chain-%03d.%s", compiled_shader_num++, suffix.c_str());
+               FILE *fp = fopen(filename, "w");
+               if (fp == nullptr) {
+                       perror(filename);
+                       exit(1);
+               }
+               fprintf(fp, "%s\n", shader_src.c_str());
+               fclose(fp);
+       }
+}
+
+void ResourcePool::add_master_program(GLuint program_num)
+{
+       program_refcount.insert(make_pair(program_num, 1));
+       stack<GLuint> instances;
+       instances.push(program_num);
+       program_instances.insert(make_pair(program_num, instances));
+       program_masters.insert(make_pair(program_num, program_num));
+}
+
 size_t ResourcePool::estimate_texture_size(const Texture2D &texture_format)
 {
        size_t bytes_per_pixel;
@@ -249,19 +742,61 @@ size_t ResourcePool::estimate_texture_size(const Texture2D &texture_format)
        case GL_RGBA16F_ARB:
                bytes_per_pixel = 8;
                break;
+       case GL_RGB32F_ARB:
+               bytes_per_pixel = 12;
+               break;
+       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:
+       case GL_SRGB8:
+               bytes_per_pixel = 3;
+               break;
        case GL_RG32F:
                bytes_per_pixel = 8;
                break;
        case GL_RG16F:
                bytes_per_pixel = 4;
                break;
+       case GL_R32F:
+               bytes_per_pixel = 4;
+               break;
+       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);