X-Git-Url: https://git.sesse.net/?p=movit;a=blobdiff_plain;f=resource_pool.h;h=8503b29b6e0020d0111e83c459905a57694e9cd3;hp=d8d8ceca3ca1deb2b50dfd2b45fa256af908beeb;hb=f216b7bef5a968c89f6fc78e83cc26a91e504a8a;hpb=8c7e53028a3ef4805d2608643041a5d7e6bd1b6e diff --git a/resource_pool.h b/resource_pool.h index d8d8cec..8503b29 100644 --- a/resource_pool.h +++ b/resource_pool.h @@ -15,14 +15,22 @@ // 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 namespace movit { @@ -40,7 +48,8 @@ public: // This means you should be prepared for actual memory usage of the freelist being // 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 texture_freelist_max_bytes = 100 << 20, // 100 MB. + size_t fbo_freelist_max_length = 100); // Per context. ~ResourcePool(); // All remaining functions are intended for calls from EffectChain only. @@ -49,26 +58,81 @@ 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 // of deleting it when you no longer want it. - // - // Note: Currently we do not actually have a freelist, but this will change soon. 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(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. + // + // 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, 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); + + // 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; - size_t program_freelist_max_length, texture_freelist_max_bytes; + size_t program_freelist_max_length, texture_freelist_max_bytes, fbo_freelist_max_length; // A mapping from vertex/fragment shader source strings to compiled program number. std::map, GLuint> programs; @@ -79,7 +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 @@ -104,6 +183,27 @@ private: std::list texture_freelist; size_t texture_freelist_bytes; + static const unsigned num_fbo_attachments = 4; + struct FBO { + 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. + // + // 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); };