Add some asserts.
[movit] / resource_pool.cpp
index e5f8988..db449dd 100644 (file)
@@ -1,20 +1,29 @@
-#include "resource_pool.h"
-
-#include <stdio.h>
+#include <assert.h>
 #include <pthread.h>
-
+#include <stdio.h>
+#include <stdlib.h>
 #include <algorithm>
 #include <map>
 #include <string>
 #include <utility>
+#include <epoxy/gl.h>
 
 #include "init.h"
+#include "resource_pool.h"
 #include "util.h"
 
 using namespace std;
 
-ResourcePool::ResourcePool(size_t program_freelist_max_length)
-       : program_freelist_max_length(program_freelist_max_length) {
+namespace movit {
+
+ResourcePool::ResourcePool(size_t program_freelist_max_length,
+                           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),
+         fbo_freelist_max_length(fbo_freelist_max_length),
+         texture_freelist_bytes(0)
+{
        pthread_mutex_init(&lock, NULL);
 }
 
@@ -29,12 +38,50 @@ ResourcePool::~ResourcePool()
        }
        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;
+               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();
+       }
+       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)
 {
        bool found_program = false;
-       for (std::map<std::pair<std::string, std::string>, GLuint>::iterator program_it = programs.begin();
+       for (map<pair<string, string>, GLuint>::iterator program_it = programs.begin();
             program_it != programs.end();
             ++program_it) {
                if (program_it->second == glsl_program_num) {
@@ -46,7 +93,7 @@ void ResourcePool::delete_program(GLuint glsl_program_num)
        assert(found_program);
        glDeleteProgram(glsl_program_num);
 
-       std::map<GLuint, std::pair<GLuint, GLuint> >::iterator shader_it =
+       map<GLuint, pair<GLuint, GLuint> >::iterator shader_it =
                program_shaders.find(glsl_program_num);
        assert(shader_it != program_shaders.end());
 
@@ -86,6 +133,15 @@ GLuint ResourcePool::compile_glsl_program(const string& vertex_shader, const 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);
+               }
+
                if (movit_debug_level == MOVIT_DEBUG_ON) {
                        // Output shader to a temporary file, for easier debugging.
                        static int compiled_shader_num = 0;
@@ -130,6 +186,27 @@ 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();
+            freelist_it != texture_freelist.end();
+            ++freelist_it) {
+               GLuint texture_num = *freelist_it;
+               map<GLuint, Texture2D>::const_iterator format_it = texture_formats.find(texture_num);
+               assert(format_it != texture_formats.end());
+               if (format_it->second.internal_format == internal_format &&
+                   format_it->second.width == width &&
+                   format_it->second.height == height) {
+                       texture_freelist_bytes -= estimate_texture_size(format_it->second);
+                       texture_freelist.erase(freelist_it);
+                       pthread_mutex_unlock(&lock);
+                       return texture_num;
+               }
+       }
+
        // Find any reasonable format given the internal format; OpenGL validates it
        // even though we give NULL as pointer.
        GLenum format;
@@ -140,33 +217,258 @@ 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_LUMINANCE8:
-               format = GL_LUMINANCE;
+       case GL_R32F:
+       case GL_R16F:
+       case GL_R8:
+               format = GL_RED;
                break;
        default:
                // TODO: Add more here as needed.
                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();
 
+       Texture2D texture_format;
+       texture_format.internal_format = internal_format;
+       texture_format.width = width;
+       texture_format.height = height;
+       assert(texture_formats.count(texture_num) == 0);
+       texture_formats.insert(make_pair(texture_num, texture_format));
+
+       pthread_mutex_unlock(&lock);
        return texture_num;
 }
 
 void ResourcePool::release_2d_texture(GLuint texture_num)
 {
-       glDeleteTextures(1, &texture_num);
+       pthread_mutex_lock(&lock);
+       texture_freelist.push_front(texture_num);
+       assert(texture_formats.count(texture_num) != 0);
+       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();
+               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) {
+                       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;
+
+       switch (texture_format.internal_format) {
+       case GL_RGBA32F_ARB:
+               bytes_per_pixel = 16;
+               break;
+       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;
+       default:
+               // TODO: Add more here as needed.
+               assert(false);
+       }
+
+       return texture_format.width * texture_format.height * bytes_per_pixel;
+}
+
+}  // namespace movit