Seemingly this _also_ costs on NVidia; the demo app is down 0.9 ms/frame or so.
This rapidly started approaching complexity worthy of the ResourcePool,
so I moved the functionality in there even though it's not context-shareable.
if (owns_resource_pool) {
delete resource_pool;
}
- for (map<void *, GLuint>::const_iterator fbo_it = fbos.begin();
- fbo_it != fbos.end(); ++fbo_it) {
- glDeleteFramebuffers(1, &fbo_it->second);
- check_error();
- }
}
Input *EffectChain::add_input(Input *input)
glDepthMask(GL_FALSE);
check_error();
- if (phases.size() > 1) {
- if (fbos.count(context) == 0) {
- glGenFramebuffers(1, &fbo);
- check_error();
- fbos.insert(make_pair(context, fbo));
- } else {
- fbo = fbos[context];
- }
- glBindFramebuffer(GL_FRAMEBUFFER, fbo);
- check_error();
- }
-
set<Phase *> generated_mipmaps;
// We choose the simplest option of having one texture per output,
if (phase_num != phases.size() - 1) {
find_output_size(phase);
- GLuint tex_num = resource_pool->create_2d_texture(GL_RGBA16F_ARB, phase->output_width, phase->output_height);
+ GLuint tex_num = resource_pool->create_2d_texture(GL_RGBA16F, phase->output_width, phase->output_height);
output_textures.insert(make_pair(phase, tex_num));
}
CHECK(dither_effect->set_int("output_height", height));
}
} else {
+ fbo = resource_pool->create_fbo(context, GL_RGBA16F, phase->output_width, phase->output_height);
+ glBindFramebuffer(GL_FRAMEBUFFER, fbo);
+ check_error();
glFramebufferTexture2D(
GL_FRAMEBUFFER,
GL_COLOR_ATTACHMENT0,
Node *node = phase->effects[i];
node->effect->clear_gl_state();
}
+ if (phase_num != phases.size() - 1) {
+ resource_pool->release_fbo(fbo);
+ }
}
for (map<Phase *, GLuint>::const_iterator texture_it = output_textures.begin();
std::map<Effect *, Node *> node_map;
Effect *dither_effect;
- std::map<void *, GLuint> fbos; // One for each OpenGL context.
std::vector<Input *> inputs; // Also contained in nodes.
std::vector<Phase *> phases;
namespace movit {
ResourcePool::ResourcePool(size_t program_freelist_max_length,
- size_t texture_freelist_max_bytes)
+ size_t texture_freelist_max_bytes,
+ size_t fbo_freelist_max_length)
: program_freelist_max_length(program_freelist_max_length),
texture_freelist_max_bytes(texture_freelist_max_bytes),
- texture_freelist_bytes(0) {
+ fbo_freelist_max_length(fbo_freelist_max_length),
+ texture_freelist_bytes(0)
+{
pthread_mutex_init(&lock, NULL);
}
}
assert(texture_formats.empty());
assert(texture_freelist_bytes == 0);
+
+ for (list<GLuint>::const_iterator freelist_it = fbo_freelist.begin();
+ freelist_it != fbo_freelist.end();
+ ++freelist_it) {
+ GLuint free_fbo_num = *freelist_it;
+ assert(fbo_formats.count(free_fbo_num) != 0);
+ fbo_formats.erase(free_fbo_num);
+ glDeleteFramebuffers(1, &free_fbo_num);
+ check_error();
+ }
+ assert(fbo_formats.empty());
}
void ResourcePool::delete_program(GLuint glsl_program_num)
pthread_mutex_unlock(&lock);
}
+GLuint ResourcePool::create_fbo(void *context, GLint internal_format, GLsizei width, GLsizei height)
+{
+ pthread_mutex_lock(&lock);
+ // See if there's an FBO on the freelist we can use.
+ for (list<GLuint>::iterator freelist_it = fbo_freelist.begin();
+ freelist_it != fbo_freelist.end();
+ ++freelist_it) {
+ GLuint fbo_num = *freelist_it;
+ map<GLuint, FBO>::const_iterator format_it = fbo_formats.find(fbo_num);
+ assert(format_it != fbo_formats.end());
+ if (format_it->second.context == context &&
+ format_it->second.internal_format == internal_format &&
+ format_it->second.width == width &&
+ format_it->second.height == height) {
+ fbo_freelist.erase(freelist_it);
+ pthread_mutex_unlock(&lock);
+ return fbo_num;
+ }
+ }
+
+ // Create a new one.
+ GLuint fbo_num;
+ glGenFramebuffers(1, &fbo_num);
+ check_error();
+
+ FBO fbo_format;
+ fbo_format.context = context;
+ fbo_format.internal_format = internal_format;
+ fbo_format.width = width;
+ fbo_format.height = height;
+ assert(fbo_formats.count(fbo_num) == 0);
+ fbo_formats.insert(make_pair(fbo_num, fbo_format));
+
+ pthread_mutex_unlock(&lock);
+ return fbo_num;
+}
+
+void ResourcePool::release_fbo(GLuint fbo_num)
+{
+ pthread_mutex_lock(&lock);
+ fbo_freelist.push_front(fbo_num);
+ assert(fbo_formats.count(fbo_num) != 0);
+
+ while (fbo_freelist.size() > fbo_freelist_max_length) {
+ GLuint free_fbo_num = fbo_freelist.front();
+ fbo_freelist.pop_front();
+ assert(fbo_formats.count(free_fbo_num) != 0);
+ fbo_formats.erase(free_fbo_num);
+ glDeleteFramebuffers(1, &free_fbo_num);
+ check_error();
+ }
+ pthread_mutex_unlock(&lock);
+}
+
size_t ResourcePool::estimate_texture_size(const Texture2D &texture_format)
{
size_t bytes_per_pixel;
// 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);
~ResourcePool();
// All remaining functions are intended for calls from EffectChain only.
GLuint create_2d_texture(GLint internal_format, GLsizei width, GLsizei height);
void release_2d_texture(GLuint texture_num);
+ // Allocate an FBO used for the given internal format and dimensions,
+ // or fetch a previous used if possible. 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().
+ //
+ // 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
+ // resolution or pixel formats can have an adverse effect on performance,
+ // in particular on NVidia cards. Also, keep in mind that FBOs are not
+ // shareable across contexts.
+ GLuint create_fbo(void *context, GLint internal_format, GLsizei width, GLsizei height);
+ void release_fbo(GLuint fbo_num);
+
private:
// Delete the given program and both its shaders.
void delete_program(GLuint program_num);
// 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<std::pair<std::string, std::string>, GLuint> programs;
std::list<GLuint> texture_freelist;
size_t texture_freelist_bytes;
+ struct FBO {
+ void *context;
+ GLint internal_format;
+ GLsizei width, height;
+ };
+
+ // 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<GLuint, FBO> fbo_formats;
+
+ // A list of all FBOs that are release but not freed (most recently freed
+ // first). Once this reaches <fbo_freelist_max_length>, the last element
+ // will be deleted.
+ std::list<GLuint> fbo_freelist;
+
// See the caveats at the constructor.
static size_t estimate_texture_size(const Texture2D &texture_format);
};