X-Git-Url: https://git.sesse.net/?p=movit;a=blobdiff_plain;f=resource_pool.h;h=85a5e52cd0de92a040bbd4f79f8e5e305aef5bf0;hp=f919536ec0cbdacd3a652f6ebed8f21756fab8e1;hb=b4ec29a251e118f463ce940ffaf0945188bf6894;hpb=2d8043bb837b45c9ae509450b3e1b1eb545e44b9 diff --git a/resource_pool.h b/resource_pool.h index f919536..85a5e52 100644 --- a/resource_pool.h +++ b/resource_pool.h @@ -70,6 +70,11 @@ public: 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 @@ -141,12 +146,24 @@ private: // 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; @@ -155,6 +172,9 @@ private: // 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). @@ -168,11 +188,16 @@ private: }; 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; + std::map> program_instances; // For each program, the master program that created it // (inverse of program_instances). @@ -220,7 +245,7 @@ private: // the last element will be deleted. // // We store iterators directly into for efficiency. - std::map > fbo_freelist; + std::map> fbo_freelist; // Very similar, for VAOs. struct VAO { @@ -230,7 +255,7 @@ private: }; std::map, VAO> vao_formats; typedef std::map, VAO>::iterator VAOFormatIterator; - std::map > vao_freelist; + std::map> vao_freelist; // See the caveats at the constructor. static size_t estimate_texture_size(const Texture2D &texture_format);