X-Git-Url: https://git.sesse.net/?p=movit;a=blobdiff_plain;f=resource_pool.cpp;h=944910bde3829320abcbdd859b861c3995b3da4f;hp=a83add2a7117ccfb99bea2cce3afcdb1ed062cdb;hb=refs%2Fheads%2F1.3.x-release;hpb=0cdd6e9e30a807056699ed9b3fa023a23ce83af9 diff --git a/resource_pool.cpp b/resource_pool.cpp index a83add2..944910b 100644 --- a/resource_pool.cpp +++ b/resource_pool.cpp @@ -6,8 +6,8 @@ #include #include #include +#include -#include "glew.h" #include "init.h" #include "resource_pool.h" #include "util.h" @@ -52,15 +52,27 @@ ResourcePool::~ResourcePool() assert(texture_formats.empty()); assert(texture_freelist_bytes == 0); - for (list::const_iterator freelist_it = fbo_freelist.begin(); - freelist_it != fbo_freelist.end(); - ++freelist_it) { - GLuint free_fbo_num = *freelist_it; - assert(fbo_formats.count(free_fbo_num) != 0); - fbo_formats.erase(free_fbo_num); - glDeleteFramebuffers(1, &free_fbo_num); - check_error(); + void *context = get_gl_context_identifier(); + cleanup_unlinked_fbos(context); + + for (map >::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::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()); } @@ -88,11 +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& fragment_shader_outputs) { GLuint glsl_program_num; pthread_mutex_lock(&lock); - const pair 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 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. @@ -110,12 +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(); @@ -138,7 +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); } @@ -172,6 +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::iterator freelist_it = texture_freelist.begin(); @@ -200,10 +239,20 @@ 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: + case GL_RGB565: + 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; @@ -212,12 +261,42 @@ 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; + 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, NULL); check_error(); glBindTexture(GL_TEXTURE_2D, 0); check_error(); @@ -241,92 +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(); - // Delete any FBO related to this texture. - for (list::iterator fbo_freelist_it = fbo_freelist.begin(); - fbo_freelist_it != fbo_freelist.end(); ) { - GLuint fbo_num = *fbo_freelist_it; - map::const_iterator format_it = fbo_formats.find(fbo_num); - assert(format_it != fbo_formats.end()); - if (format_it->second.texture_num == free_texture_num) { - glDeleteFramebuffers(1, &fbo_num); - fbo_freelist.erase(fbo_freelist_it++); - } else { - ++fbo_freelist_it; + // 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, 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(void *context, GLuint texture_num) +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); - // See if there's an FBO on the freelist we can use. - for (list::iterator freelist_it = fbo_freelist.begin(); - freelist_it != fbo_freelist.end(); - ++freelist_it) { - GLuint fbo_num = *freelist_it; - map::const_iterator format_it = fbo_formats.find(fbo_num); - assert(format_it != fbo_formats.end()); - if (format_it->second.context == context && - format_it->second.texture_num == texture_num) { - fbo_freelist.erase(freelist_it); - pthread_mutex_unlock(&lock); - return fbo_num; + if (fbo_freelist.count(context) != 0) { + // See if there's an FBO on the freelist we can use. + list::iterator end = fbo_freelist[context].end(); + for (list::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. - GLuint fbo_num; - glGenFramebuffers(1, &fbo_num); + 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_num); + glBindFramebuffer(GL_FRAMEBUFFER, fbo_format.fbo_num); check_error(); - glFramebufferTexture2D( - GL_FRAMEBUFFER, - GL_COLOR_ATTACHMENT0, - GL_TEXTURE_2D, - texture_num, - 0); + + 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(); - FBO fbo_format; - fbo_format.context = context; - fbo_format.texture_num = texture_num; - assert(fbo_formats.count(fbo_num) == 0); - fbo_formats.insert(make_pair(fbo_num, fbo_format)); + pair 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_num; + return fbo_format.fbo_num; } void ResourcePool::release_fbo(GLuint fbo_num) { + void *context = get_gl_context_identifier(); + pthread_mutex_lock(&lock); - fbo_freelist.push_front(fbo_num); - assert(fbo_formats.count(fbo_num) != 0); - - while (fbo_freelist.size() > fbo_freelist_max_length) { - GLuint free_fbo_num = fbo_freelist.front(); - fbo_freelist.pop_front(); - assert(fbo_formats.count(free_fbo_num) != 0); - fbo_formats.erase(free_fbo_num); - glDeleteFramebuffers(1, &free_fbo_num); + 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::iterator end = fbo_freelist[context].end(); + for (list::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 &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(); } - pthread_mutex_unlock(&lock); } size_t ResourcePool::estimate_texture_size(const Texture2D &texture_format) @@ -340,19 +495,41 @@ 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_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);