]> git.sesse.net Git - movit/blobdiff - resource_pool.cpp
Revert "Remove C++11 dependency from ResampleEffect."
[movit] / resource_pool.cpp
index bf6d12c8982ada1d99ee5ee6289c6f5a4c31ea59..e6f9bb64655022e4fcd41ce7d77a8f2ec3734ab2 100644 (file)
@@ -26,7 +26,7 @@ ResourcePool::ResourcePool(size_t program_freelist_max_length,
          vao_freelist_max_length(vao_freelist_max_length),
          texture_freelist_bytes(0)
 {
-       pthread_mutex_init(&lock, NULL);
+       pthread_mutex_init(&lock, nullptr);
 }
 
 ResourcePool::~ResourcePool()
@@ -57,7 +57,7 @@ ResourcePool::~ResourcePool()
        void *context = get_gl_context_identifier();
        cleanup_unlinked_fbos(context);
 
-       for (map<void *, std::list<FBOFormatIterator> >::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) {
@@ -92,7 +92,7 @@ void ResourcePool::delete_program(GLuint glsl_program_num)
        }
        assert(found_program);
 
-       map<GLuint, stack<GLuint> >::iterator instance_list_it = program_instances.find(glsl_program_num);
+       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()) {
@@ -130,19 +130,9 @@ GLuint ResourcePool::compile_glsl_program(const string& vertex_shader,
 
        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.
                GLuint vs_obj = compile_shader(vertex_shader, GL_VERTEX_SHADER);
@@ -151,31 +141,16 @@ GLuint ResourcePool::compile_glsl_program(const string& vertex_shader,
                check_error();
                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.
-                       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_processed.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));
+               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));
-               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;
@@ -207,7 +182,7 @@ GLuint ResourcePool::link_program(GLuint vs_obj,
        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);
+               glGetProgramInfoLog(glsl_program_num, 1024, nullptr, error_log);
                fprintf(stderr, "Error linking program: %s\n", error_log);
                exit(1);
        }
@@ -235,6 +210,56 @@ 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, "compute");
+
+               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);
@@ -251,12 +276,19 @@ GLuint ResourcePool::use_glsl_program(GLuint glsl_program_num)
                // 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);
+               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);
@@ -304,7 +336,7 @@ 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:
@@ -388,7 +420,7 @@ GLuint ResourcePool::create_2d_texture(GLint internal_format, GLsizei width, GLs
        check_error();
        glBindTexture(GL_TEXTURE_2D, texture_num);
        check_error();
-       glTexImage2D(GL_TEXTURE_2D, 0, internal_format, width, height, 0, format, type, NULL);
+       glTexImage2D(GL_TEXTURE_2D, 0, internal_format, width, height, 0, format, type, nullptr);
        check_error();
        glBindTexture(GL_TEXTURE_2D, 0);
        check_error();
@@ -656,6 +688,46 @@ void ResourcePool::shrink_vao_freelist(void *context, size_t max_length)
        }
 }
 
+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;