X-Git-Url: https://git.sesse.net/?p=movit;a=blobdiff_plain;f=resource_pool.h;h=5cc2e829e8f836635b04980978372973d3618639;hp=7029fbfd5e795cbd405a099ddd0b1450ccf187c2;hb=825c90789c229f502520bf0b665596d473f2636d;hpb=5ee3e6bb0bf100d57a06911b89c3a0a0dc49e2be diff --git a/resource_pool.h b/resource_pool.h index 7029fbf..5cc2e82 100644 --- a/resource_pool.h +++ b/resource_pool.h @@ -15,6 +15,12 @@ // 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 @@ -23,6 +29,7 @@ #include #include #include +#include namespace movit { @@ -41,7 +48,7 @@ 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. ~ResourcePool(); // All remaining functions are intended for calls from EffectChain only. @@ -50,7 +57,14 @@ 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); // Allocate a 2D texture of the given internal format and dimensions, @@ -60,24 +74,42 @@ 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); + // 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); + // Protects all the other elements in the class. pthread_mutex_t lock; @@ -117,20 +149,26 @@ 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; // See the caveats at the constructor. static size_t estimate_texture_size(const Texture2D &texture_format);