X-Git-Url: https://git.sesse.net/?p=movit;a=blobdiff_plain;f=resource_pool.cpp;h=b9adda7c337221ebbfc7764e9a93b69192e1ac95;hp=46592d09917d12fa171fb3c5167431501bb4189b;hb=65c6584f77bff0af0c8e38d1ac90298bcd55e9ac;hpb=706365ccee2ad69c5bc3608e12ca8e9ada7ce954 diff --git a/resource_pool.cpp b/resource_pool.cpp index 46592d0..b9adda7 100644 --- a/resource_pool.cpp +++ b/resource_pool.cpp @@ -210,6 +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, NULL, 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); @@ -226,12 +276,19 @@ GLuint ResourcePool::use_glsl_program(GLuint glsl_program_num) // will later put it onto the list.) map::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::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);