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);
- // TODO: We currently leak due to FBO sharability issues.
- // glDeleteFramebuffers(1, &free_fbo_num);
- // check_error();
+ void *context = get_gl_context_identifier();
+ cleanup_unlinked_fbos(context);
+
+ for (map<void *, std::list<GLuint> >::iterator context_it = fbo_freelist.begin();
+ context_it != fbo_freelist.end();
+ ++context_it) {
+ if (context_it->first != context) {
+ // If this does not hold, the client should have called clean_context() earlier.
+ assert(context_it->second.empty());
+ continue;
+ }
+ for (list<GLuint>::const_iterator freelist_it = context_it->second.begin();
+ freelist_it != context_it->second.end();
+ ++freelist_it) {
+ pair<void *, GLuint> key(context, *freelist_it);
+ GLuint free_fbo_num = *freelist_it;
+ assert(fbo_formats.count(key) != 0);
+ fbo_formats.erase(key);
+ glDeleteFramebuffers(1, &free_fbo_num);
+ check_error();
+ }
}
+
assert(fbo_formats.empty());
}
glDeleteTextures(1, &free_texture_num);
check_error();
- // Delete any FBO related to this texture.
- for (list<GLuint>::iterator fbo_freelist_it = fbo_freelist.begin();
- fbo_freelist_it != fbo_freelist.end(); ) {
- GLuint fbo_num = *fbo_freelist_it;
- map<GLuint, FBO>::const_iterator format_it = fbo_formats.find(fbo_num);
- assert(format_it != fbo_formats.end());
+ // Unlink any lingering FBO related to this texture. We might
+ // not be in the right context, so don't delete it right away;
+ // the cleanup in release_fbo() (which calls cleanup_unlinked_fbos())
+ // will take care of actually doing that later.
+ for (map<pair<void *, GLuint>, FBO>::iterator format_it = fbo_formats.begin();
+ format_it != fbo_formats.end();
+ ++format_it) {
if (format_it->second.texture_num == free_texture_num) {
- fbo_formats.erase(fbo_num);
- // TODO: We currently leak due to FBO sharability issues.
- // glDeleteFramebuffers(1, &fbo_num);
- fbo_freelist.erase(fbo_freelist_it++);
- } else {
- ++fbo_freelist_it;
+ format_it->second.texture_num = 0;
}
}
}
pthread_mutex_unlock(&lock);
}
-GLuint ResourcePool::create_fbo(void *context, GLuint texture_num)
+GLuint ResourcePool::create_fbo(GLuint texture_num)
{
+ void *context = get_gl_context_identifier();
+
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.texture_num == texture_num) {
- fbo_freelist.erase(freelist_it);
- pthread_mutex_unlock(&lock);
- return fbo_num;
+ if (fbo_freelist.count(context) != 0) {
+ // See if there's an FBO on the freelist we can use.
+ for (list<GLuint>::iterator freelist_it = fbo_freelist[context].begin();
+ freelist_it != fbo_freelist[context].end();
+ ++freelist_it) {
+ GLuint fbo_num = *freelist_it;
+ map<pair<void *, GLuint>, FBO>::const_iterator format_it =
+ fbo_formats.find(make_pair(context, fbo_num));
+ assert(format_it != fbo_formats.end());
+ if (format_it->second.texture_num == texture_num) {
+ fbo_freelist[context].erase(freelist_it);
+ pthread_mutex_unlock(&lock);
+ return fbo_num;
+ }
}
}
check_error();
FBO fbo_format;
- fbo_format.context = context;
fbo_format.texture_num = texture_num;
- assert(fbo_formats.count(fbo_num) == 0);
- fbo_formats.insert(make_pair(fbo_num, fbo_format));
+ pair<void *, GLuint> key(context, fbo_num);
+ assert(fbo_formats.count(key) == 0);
+ fbo_formats.insert(make_pair(key, fbo_format));
pthread_mutex_unlock(&lock);
return fbo_num;
void ResourcePool::release_fbo(GLuint fbo_num)
{
+ void *context = get_gl_context_identifier();
+
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);
- // TODO: We currently leak due to FBO sharability issues.
- // glDeleteFramebuffers(1, &free_fbo_num);
- // check_error();
- }
+ fbo_freelist[context].push_front(fbo_num);
+ assert(fbo_formats.count(make_pair(context, fbo_num)) != 0);
+
+ // Now that we're in this context, free up any FBOs that are connected
+ // to deleted textures (in release_2d_texture).
+ cleanup_unlinked_fbos(context);
+
+ shrink_fbo_freelist(context, fbo_freelist_max_length);
pthread_mutex_unlock(&lock);
}
+void ResourcePool::clean_context()
+{
+ void *context = get_gl_context_identifier();
+
+ // Currently, we only need to worry about FBOs, as they are the only
+ // non-shareable resource we hold.
+ shrink_fbo_freelist(context, 0);
+ fbo_freelist.erase(context);
+}
+
+void ResourcePool::cleanup_unlinked_fbos(void *context)
+{
+ for (list<GLuint>::iterator freelist_it = fbo_freelist[context].begin();
+ freelist_it != fbo_freelist[context].end(); ) {
+ GLuint fbo_num = *freelist_it;
+ pair<void *, GLuint> key(context, fbo_num);
+ assert(fbo_formats.count(key) != 0);
+ if (fbo_formats[key].texture_num == 0) {
+ glDeleteFramebuffers(1, &fbo_num);
+ check_error();
+ fbo_freelist[context].erase(freelist_it++);
+ } else {
+ freelist_it++;
+ }
+ }
+}
+
+void ResourcePool::shrink_fbo_freelist(void *context, size_t max_length)
+{
+ while (fbo_freelist[context].size() > max_length) {
+ GLuint free_fbo_num = fbo_freelist[context].back();
+ pair<void *, GLuint> key(context, free_fbo_num);
+ fbo_freelist[context].pop_back();
+ assert(fbo_formats.count(key) != 0);
+ fbo_formats.erase(key);
+ glDeleteFramebuffers(1, &free_fbo_num);
+ check_error();
+ }
+}
+
size_t ResourcePool::estimate_texture_size(const Texture2D &texture_format)
{
size_t bytes_per_pixel;
// 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 <GL/glew.h>
#include <pthread.h>
// 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 fbo_freelist_max_length = 100);
+ size_t fbo_freelist_max_length = 100); // Per context.
~ResourcePool();
// All remaining functions are intended for calls from EffectChain only.
// Allocate an FBO with the the given texture bound as a framebuffer attachment,
// 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. You can get an appropriate context
- // pointer from get_gl_context_identifier().
+ // 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.
- GLuint create_fbo(void *context, GLuint texture_num);
+ // 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 texture_num);
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 <context>, until it
+ // is no more than <max_length> elements long.
+ void shrink_fbo_freelist(void *context, size_t max_length);
+
// Protects all the other elements in the class.
pthread_mutex_t lock;
size_t texture_freelist_bytes;
struct FBO {
- void *context;
- GLuint texture_num;
+ GLuint texture_num; // 0 means associated to a texture that has since been deleted.
};
- // 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;
+ // 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<std::pair<void *, 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;
+ // For each context, a list of all FBOs that are released but not freed
+ // (most recently freed first). Once this reaches <fbo_freelist_max_length>,
+ // the last element will be deleted.
+ std::map<void *, std::list<GLuint> > fbo_freelist;
// See the caveats at the constructor.
static size_t estimate_texture_size(const Texture2D &texture_format);