Add some asserts.
[movit] / resource_pool.cpp
index b515769..db449dd 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 +51,31 @@ 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<GLuint> >::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<GLuint>::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);
+                       check_error();
+               }
+       }
+
+       assert(fbo_formats.empty());
 }
 
 void ResourcePool::delete_program(GLuint glsl_program_num)
@@ -158,6 +186,9 @@ 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();
@@ -186,10 +217,19 @@ GLuint ResourcePool::create_2d_texture(GLint internal_format, GLsizei width, GLs
        case GL_SRGB8_ALPHA8:
                format = GL_RGBA;
                break;
+       case GL_RGB32F:
+       case GL_RGB16F:
+       case GL_RGB8:
+       case GL_SRGB8:
+               format = GL_RGB;
+               break;
        case GL_RG32F:
        case GL_RG16F:
+       case GL_RG8:
                format = GL_RG;
                break;
+       case GL_R32F:
+       case GL_R16F:
        case GL_R8:
                format = GL_RED;
                break;
@@ -198,12 +238,39 @@ 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_RG32F:
+       case GL_RG16F:
+       case GL_R32F:
+       case GL_R16F:
+               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;
+       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, NULL);
        check_error();
        glBindTexture(GL_TEXTURE_2D, 0);
        check_error();
@@ -234,10 +301,128 @@ void ResourcePool::release_2d_texture(GLuint 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) {
+                       if (format_it->second.texture_num == free_texture_num) {
+                               format_it->second.texture_num = 0;
+                       }
+               }
        }
        pthread_mutex_unlock(&lock);
 }
 
+GLuint ResourcePool::create_fbo(GLuint texture_num)
+{
+       void *context = get_gl_context_identifier();
+
+       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) {
+                               fbo_freelist[context].erase(freelist_it);
+                               pthread_mutex_unlock(&lock);
+                               return fbo_num;
+                       }
+               }
+       }
+
+       // Create a new one.
+       GLuint fbo_num;
+       glGenFramebuffers(1, &fbo_num);
+       check_error();
+       glBindFramebuffer(GL_FRAMEBUFFER, fbo_num);
+       check_error();
+       glFramebufferTexture2D(
+               GL_FRAMEBUFFER,
+               GL_COLOR_ATTACHMENT0,
+               GL_TEXTURE_2D,
+               texture_num,
+               0);
+       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);
+       assert(fbo_formats.count(key) == 0);
+       fbo_formats.insert(make_pair(key, fbo_format));
+
+       pthread_mutex_unlock(&lock);
+       return fbo_num;
+}
+
+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);
+
+       // 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)
+{
+       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) {
+                       glDeleteFramebuffers(1, &fbo_num);
+                       check_error();
+                       fbo_freelist[context].erase(freelist_it++);
+               } else {
+                       freelist_it++;
+               }
+       }
+}
+
+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);
+               check_error();
+       }
+}
+
 size_t ResourcePool::estimate_texture_size(const Texture2D &texture_format)
 {
        size_t bytes_per_pixel;
@@ -249,16 +434,32 @@ 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_RGBA8:
        case GL_SRGB8_ALPHA8:
                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_R8:
                bytes_per_pixel = 1;
                break;