X-Git-Url: https://git.sesse.net/?p=movit;a=blobdiff_plain;f=resource_pool.h;h=2324abc48749993f8a79a276f40081a958ef3d56;hp=4ae4110851387cd7dcfe21eb67f3f3f0e71cd695;hb=65c6584f77bff0af0c8e38d1ac90298bcd55e9ac;hpb=0cdd6e9e30a807056699ed9b3fa023a23ce83af9 diff --git a/resource_pool.h b/resource_pool.h index 4ae4110..2324abc 100644 --- a/resource_pool.h +++ b/resource_pool.h @@ -15,14 +15,23 @@ // Thread-safety: All functions except the constructor and destructor can be // safely called from multiple threads at the same time, provided they have // separate (but sharing) OpenGL contexts. +// +// Memory management (only relevant if you use multiple contexts): Some objects, +// like FBOs, are not shareable across contexts, and can only be deleted from +// the context they were created in. Thus, you will need to tell the +// ResourcePool explicitly if you delete a context, or they will leak (and the +// ResourcePool destructor will assert-fail). See clean_context(). -#include +#include #include #include #include #include +#include +#include #include #include +#include namespace movit { @@ -41,7 +50,8 @@ public: // twice this estimate or more. ResourcePool(size_t program_freelist_max_length = 100, size_t texture_freelist_max_bytes = 100 << 20, // 100 MB. - size_t fbo_freelist_max_length = 100); + size_t fbo_freelist_max_length = 100, // Per context. + size_t vao_freelist_max_length = 100); // Per context. ~ResourcePool(); // All remaining functions are intended for calls from EffectChain only. @@ -50,9 +60,33 @@ public: // compiled program from the cache if possible. Keeps ownership of the // program; you must call release_glsl_program() instead of deleting it // when you no longer want it. - GLuint compile_glsl_program(const std::string& vertex_shader, const std::string& fragment_shader); + // + // If contains more than one value, the given + // outputs will be bound to fragment shader output colors in the order + // they appear in the vector. Otherwise, output order is undefined and + // determined by the OpenGL driver. + GLuint compile_glsl_program(const std::string& vertex_shader, + const std::string& fragment_shader, + const std::vector& frag_shader_outputs); void release_glsl_program(GLuint glsl_program_num); + // Same as the previous, but for compile shaders instead. There is currently + // no support for binding multiple outputs. + GLuint compile_glsl_compute_program(const std::string& compile_shader); + void release_glsl_compute_program(GLuint glsl_program_num); + + // Since uniforms belong to the program and not to the context, + // a given GLSL program number can't be used by more than one thread + // at a time. Thus, if two threads want to use the same program + // (usually because two EffectChains share them via caching), + // we will need to make a clone. use_glsl_program() makes such + // a clone if needed, calls glUseProgram(), and returns the real + // program number that was used; this must be given to + // unuse_glsl_program() to release it. unuse_glsl_program() does not + // actually change any OpenGL state, though. + GLuint use_glsl_program(GLuint glsl_program_num); + void unuse_glsl_program(GLuint instance_program_num); + // Allocate a 2D texture of the given internal format and dimensions, // or fetch a previous used if possible. Unbinds GL_TEXTURE_2D afterwards. // Keeps ownership of the texture; you must call release_2d_texture() instead @@ -60,39 +94,114 @@ public: GLuint create_2d_texture(GLint internal_format, GLsizei width, GLsizei height); void release_2d_texture(GLuint texture_num); - // Allocate an FBO with the the given texture bound as a framebuffer attachment, + // Allocate an FBO with the the given texture(s) bound as framebuffer attachment(s), // or fetch a previous used if possible. Unbinds GL_FRAMEBUFFER afterwards. // Keeps ownership of the FBO; you must call release_fbo() of deleting - // it when you no longer want it. You can get an appropriate context - // pointer from get_gl_context_identifier(). + // it when you no longer want it. // // NOTE: In principle, the FBO doesn't have a resolution or pixel format; // you can bind almost whatever texture you want to it. However, changing // textures can have an adverse effect on performance due to validation, // in particular on NVidia cards. Also, keep in mind that FBOs are not - // shareable across contexts. - GLuint create_fbo(void *context, GLuint texture_num); + // shareable across contexts, so you must have the context that's supposed + // to own the FBO current when you create or release it. + GLuint create_fbo(GLuint texture0_num, + GLuint texture1_num = 0, + GLuint texture2_num = 0, + GLuint texture3_num = 0); void release_fbo(GLuint fbo_num); + // Create a VAO of a very specific form: All the given attribute indices + // are bound to start of the given VBO and contain two-component floats. + // Keeps ownership of the VAO; you must call release_vec2_vao() of deleting + // it when you no longer want it. VAOs are not sharable across contexts. + // + // These are not cached primarily for performance, but rather to work + // around an NVIDIA driver bug where glVertexAttribPointer() is thread-hostile + // (ie., simultaneous GL work in unrelated contexts can cause the driver + // to free() memory that was never malloc()-ed). + GLuint create_vec2_vao(const std::set &attribute_indices, + GLuint vbo_num); + void release_vec2_vao(const GLuint vao_num); + + // Informs the ResourcePool that the current context is going away soon, + // and that any resources held for it in the freelist should be deleted. + // + // You do not need to do this for the last context; the regular destructor + // will take care of that. This means that if you only ever use one + // thread/context, you never need to call this function. + void clean_context(); + private: // Delete the given program and both its shaders. void delete_program(GLuint program_num); + // Deletes all FBOs for the given context that belong to deleted textures. + void cleanup_unlinked_fbos(void *context); + + // Remove FBOs off the end of the freelist for , until it + // is no more than elements long. + void shrink_fbo_freelist(void *context, size_t max_length); + + // Same, for VAOs. + void shrink_vao_freelist(void *context, size_t max_length); + + // Increment the refcount, or take it off the freelist if it's zero. + void increment_program_refcount(GLuint program_num); + + // If debugging is on, output shader to a temporary file, for easier debugging. + void output_debug_shader(const std::string &shader_src, const std::string &suffix); + + // For a new program that's not a clone of anything, insert it into the right + // structures: Give it a refcount, and set up the program_masters / program_instances lists. + void add_master_program(GLuint program_num); + + // Link the given vertex and fragment shaders into a full GLSL program. + // See compile_glsl_program() for explanation of . + static GLuint link_program(GLuint vs_obj, + GLuint fs_obj, + const std::vector& fragment_shader_outputs); + + static GLuint link_compute_program(GLuint cs_obj); + // Protects all the other elements in the class. pthread_mutex_t lock; - size_t program_freelist_max_length, texture_freelist_max_bytes, fbo_freelist_max_length; + size_t program_freelist_max_length, texture_freelist_max_bytes, fbo_freelist_max_length, vao_freelist_max_length; // A mapping from vertex/fragment shader source strings to compiled program number. std::map, GLuint> programs; + // A mapping from compute shader source string to compiled program number. + std::map compute_programs; + // A mapping from compiled program number to number of current users. // Once this reaches zero, the program is taken out of this map and instead // put on the freelist (after which it may be deleted). std::map program_refcount; // A mapping from program number to vertex and fragment shaders. - std::map > program_shaders; + // Contains everything needed to re-link the program. + struct ShaderSpec { + GLuint vs_obj, fs_obj; + std::vector fragment_shader_outputs; + }; + std::map program_shaders; + + struct ComputeShaderSpec { + GLuint cs_obj; + }; + std::map compute_program_shaders; + + // For each program, a list of other programs that are exactly like it. + // By default, will only contain the program itself, but due to cloning + // (see use_glsl_program()), may grow. Programs are taken off this list + // while they are in use (by use_glsl_program()). + std::map > program_instances; + + // For each program, the master program that created it + // (inverse of program_instances). + std::map program_masters; // A list of programs that are no longer in use, most recently freed first. // Once this reaches , the last element @@ -117,20 +226,36 @@ private: std::list texture_freelist; size_t texture_freelist_bytes; + static const unsigned num_fbo_attachments = 4; struct FBO { - void *context; - GLuint texture_num; + GLuint fbo_num; + // GL_INVALID_INDEX means associated to a texture that has since been deleted. + // 0 means the output isn't bound. + GLuint texture_num[num_fbo_attachments]; }; - // A mapping from FBO number to format details. This is filled if the - // FBO is given out to a client or on the freelist, but not if it is - // deleted from the freelist. - std::map fbo_formats; + // For each context, a mapping from FBO number to format details. This is + // filled if the FBO is given out to a client or on the freelist, but + // not if it is deleted from the freelist. + std::map, FBO> fbo_formats; + typedef std::map, FBO>::iterator FBOFormatIterator; - // A list of all FBOs that are release but not freed (most recently freed - // first). Once this reaches , the last element - // will be deleted. - std::list fbo_freelist; + // For each context, a list of all FBOs that are released but not freed + // (most recently freed first). Once this reaches , + // the last element will be deleted. + // + // We store iterators directly into for efficiency. + std::map > fbo_freelist; + + // Very similar, for VAOs. + struct VAO { + GLuint vao_num; + std::set attribute_indices; + GLuint vbo_num; + }; + std::map, VAO> vao_formats; + typedef std::map, VAO>::iterator VAOFormatIterator; + std::map > vao_freelist; // See the caveats at the constructor. static size_t estimate_texture_size(const Texture2D &texture_format);