X-Git-Url: https://git.sesse.net/?p=movit;a=blobdiff_plain;f=resource_pool.h;h=ae89d9f517e5c09a36bd0ea0eba99777990b0c56;hp=a6e4327b2e953ca5747f6b6dfac8d6e8811426f3;hb=88ee2edc41d536c7057424df185fc6b49f993896;hpb=edb0700c0a8ea225ce9add1cb4f70d42af6de381 diff --git a/resource_pool.h b/resource_pool.h index a6e4327..ae89d9f 100644 --- a/resource_pool.h +++ b/resource_pool.h @@ -16,12 +16,13 @@ // safely called from multiple threads at the same time, provided they have // separate (but sharing) OpenGL contexts. +#include +#include +#include #include #include #include #include -#include -#include class ResourcePool { public: @@ -29,7 +30,15 @@ public: // around after they are no longer in use (in case another EffectChain // wants that exact program later). Shaders are expensive to compile and do not // need a lot of resources to keep around, so this should be a reasonable number. - ResourcePool(size_t program_freelist_max_length = 100); + // + // texture_freelist_max_bytes is how many bytes of unused textures to keep around + // after they are no longer in use (in case a new texture of the same dimensions + // and format is needed). Note that the size estimate is very coarse; it does not + // take into account padding, metadata, and most importantly mipmapping. + // 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. ~ResourcePool(); // All remaining functions are intended for calls from EffectChain only. @@ -41,6 +50,15 @@ public: GLuint compile_glsl_program(const std::string& vertex_shader, const std::string& fragment_shader); void release_glsl_program(GLuint glsl_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); + private: // Delete the given program and both its shaders. void delete_program(GLuint program_num); @@ -48,7 +66,7 @@ private: // Protects all the other elements in the class. pthread_mutex_t lock; - size_t program_freelist_max_length; + size_t program_freelist_max_length, texture_freelist_max_bytes; // A mapping from vertex/fragment shader source strings to compiled program number. std::map, GLuint> programs; @@ -62,8 +80,30 @@ private: std::map > program_shaders; // A list of programs that are no longer in use, most recently freed first. - // Once this reaches , + // Once this reaches , the last element + // will be deleted. std::list program_freelist; + + struct Texture2D { + GLint internal_format; + GLsizei width, height; + }; + + // A mapping from texture number to format details. This is filled if the + // texture is given out to a client or on the freelist, but not if it is + // deleted from the freelist. + std::map texture_formats; + + // A list of all textures that are release but not freed (most recently freed + // first), and an estimate of their current memory usage. Once + // goes above , + // elements are deleted off the end of the list until we are under the limit + // again. + std::list texture_freelist; + size_t texture_freelist_bytes; + + // See the caveats at the constructor. + static size_t estimate_texture_size(const Texture2D &texture_format); }; #endif // !defined(_MOVIT_RESOURCE_POOL_H)