X-Git-Url: https://git.sesse.net/?p=movit;a=blobdiff_plain;f=resource_pool.cpp;h=af8380f47a884201176622c535e84bd8bdb87b77;hp=05577517f3420dc34029d4017898d3c3a197d01c;hb=eff011224abc5dc81f801f3ea44572287a55bcac;hpb=170b02a372c38467af877eaab08fa3ad639607d4 diff --git a/resource_pool.cpp b/resource_pool.cpp index 0557751..af8380f 100644 --- a/resource_pool.cpp +++ b/resource_pool.cpp @@ -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::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::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::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 >::iterator shader_it = + map>::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::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::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& 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. + // Already in the cache. glsl_program_num = programs[key]; - map::iterator refcount_it = program_refcount.find(glsl_program_num); - if (refcount_it != program_refcount.end()) { - ++refcount_it->second; - } else { - list::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& 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 &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::iterator shader_it = + program_shaders.find(glsl_program_num); + if (shader_it == program_shaders.end()) { + // Should be a compute shader. + map::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 &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::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; @@ -177,21 +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; @@ -205,17 +387,35 @@ GLuint ResourcePool::create_2d_texture(GLint internal_format, GLsizei width, GLs 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_RGBA8: + 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); @@ -227,7 +427,7 @@ 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(); @@ -251,17 +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 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 &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 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 &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 &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::iterator refcount_it = program_refcount.find(program_num); + if (refcount_it != program_refcount.end()) { + ++refcount_it->second; + } else { + list::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 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; @@ -273,10 +742,28 @@ 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; @@ -289,9 +776,27 @@ size_t ResourcePool::estimate_texture_size(const Texture2D &texture_format) 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);