using namespace std;
-ResourcePool::ResourcePool(size_t program_freelist_max_length)
- : program_freelist_max_length(program_freelist_max_length) {
+ResourcePool::ResourcePool(size_t program_freelist_max_length,
+ size_t texture_freelist_max_bytes)
+ : program_freelist_max_length(program_freelist_max_length),
+ texture_freelist_max_bytes(texture_freelist_max_bytes),
+ texture_freelist_bytes(0) {
pthread_mutex_init(&lock, NULL);
}
}
assert(programs.empty());
assert(program_shaders.empty());
+
+ for (list<GLuint>::const_iterator freelist_it = texture_freelist.begin();
+ freelist_it != texture_freelist.end();
+ ++freelist_it) {
+ GLuint free_texture_num = program_freelist.front();
+ program_freelist.pop_front();
+ assert(texture_formats.count(free_texture_num) != 0);
+ texture_freelist_bytes -= estimate_texture_size(texture_formats[free_texture_num]);
+ texture_formats.erase(free_texture_num);
+ glDeleteTextures(1, &free_texture_num);
+ check_error();
+ }
+ assert(texture_formats.empty());
+ assert(texture_freelist_bytes == 0);
}
void ResourcePool::delete_program(GLuint glsl_program_num)
GLuint ResourcePool::create_2d_texture(GLint internal_format, GLsizei width, GLsizei height)
{
+ pthread_mutex_lock(&lock);
+ // See if there's a texture on the freelist we can use.
+ for (list<GLuint>::iterator freelist_it = texture_freelist.begin();
+ freelist_it != texture_freelist.end();
+ ++freelist_it) {
+ GLuint texture_num = *freelist_it;
+ map<GLuint, Texture2D>::const_iterator format_it = texture_formats.find(texture_num);
+ assert(format_it != texture_formats.end());
+ if (format_it->second.internal_format == internal_format &&
+ format_it->second.width == width &&
+ format_it->second.height == height) {
+ texture_freelist_bytes -= estimate_texture_size(format_it->second);
+ texture_freelist.erase(freelist_it);
+ pthread_mutex_unlock(&lock);
+ return texture_num;
+ }
+ }
+
// Find any reasonable format given the internal format; OpenGL validates it
// even though we give NULL as pointer.
GLenum format;
glBindTexture(GL_TEXTURE_2D, 0);
check_error();
+ Texture2D texture_format;
+ texture_format.internal_format = internal_format;
+ texture_format.width = width;
+ texture_format.height = height;
+ assert(texture_formats.count(texture_num) == 0);
+ texture_formats.insert(make_pair(texture_num, texture_format));
+
+ pthread_mutex_unlock(&lock);
return texture_num;
}
void ResourcePool::release_2d_texture(GLuint texture_num)
{
- glDeleteTextures(1, &texture_num);
- check_error();
+ pthread_mutex_lock(&lock);
+ texture_freelist.push_front(texture_num);
+ assert(texture_formats.count(texture_num) != 0);
+ texture_freelist_bytes += estimate_texture_size(texture_formats[texture_num]);
+
+ while (texture_freelist_bytes > texture_freelist_max_bytes) {
+ GLuint free_texture_num = texture_freelist.front();
+ texture_freelist.pop_front();
+ assert(texture_formats.count(free_texture_num) != 0);
+ texture_freelist_bytes -= estimate_texture_size(texture_formats[free_texture_num]);
+ texture_formats.erase(free_texture_num);
+ glDeleteTextures(1, &free_texture_num);
+ check_error();
+ }
+ pthread_mutex_unlock(&lock);
+}
+
+size_t ResourcePool::estimate_texture_size(const Texture2D &texture_format)
+{
+ size_t bytes_per_pixel;
+
+ switch (texture_format.internal_format) {
+ case GL_RGBA32F_ARB:
+ bytes_per_pixel = 16;
+ break;
+ case GL_RGBA16F_ARB:
+ bytes_per_pixel = 8;
+ break;
+ case GL_RGBA8:
+ case GL_SRGB8_ALPHA8:
+ bytes_per_pixel = 4;
+ break;
+ case GL_RG32F:
+ bytes_per_pixel = 8;
+ break;
+ case GL_RG16F:
+ bytes_per_pixel = 4;
+ break;
+ case GL_LUMINANCE8:
+ bytes_per_pixel = 1;
+ break;
+ default:
+ // TODO: Add more here as needed.
+ assert(false);
+ }
+
+ return texture_format.width * texture_format.height * bytes_per_pixel;
}
// 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.
// 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<std::pair<std::string, std::string>, GLuint> programs;
// Once this reaches <program_freelist_max_length>, the last element
// will be deleted.
std::list<GLuint> 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<GLuint, Texture2D> 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
+ // <texture_freelist_bytes> goes above <texture_freelist_max_bytes>,
+ // elements are deleted off the end of the list until we are under the limit
+ // again.
+ std::list<GLuint> 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)