X-Git-Url: https://git.sesse.net/?p=movit;a=blobdiff_plain;f=resource_pool.h;h=8503b29b6e0020d0111e83c459905a57694e9cd3;hp=a331f4f1708c823a076216c0023a81cf099bd802;hb=e8499e3e9892a74c7882af4be14ccdc1e3d92c2b;hpb=7ea0b3a5be9bafaa2d1fa5a17ce285a725ce132b diff --git a/resource_pool.h b/resource_pool.h index a331f4f..8503b29 100644 --- a/resource_pool.h +++ b/resource_pool.h @@ -27,8 +27,10 @@ #include #include #include +#include #include #include +#include namespace movit { @@ -56,9 +58,28 @@ 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); + // 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 @@ -66,7 +87,7 @@ 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. @@ -77,7 +98,10 @@ public: // in particular on NVidia cards. Also, keep in mind that FBOs are not // 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 texture_num); + 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, @@ -99,6 +123,12 @@ private: // is no more than elements long. void shrink_fbo_freelist(void *context, size_t max_length); + // 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); + // Protects all the other elements in the class. pthread_mutex_t lock; @@ -113,7 +143,22 @@ private: 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; + + // 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 @@ -138,19 +183,26 @@ private: std::list texture_freelist; size_t texture_freelist_bytes; + static const unsigned num_fbo_attachments = 4; struct FBO { - GLuint texture_num; // 0 means associated to a texture that has since been deleted. + 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]; }; // 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; // 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. - std::map > fbo_freelist; + // + // 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);