# Unit tests.
TESTS=effect_chain_test $(TESTED_INPUTS:=_test) $(TESTED_EFFECTS:=_test)
-LIB_OBJS=effect_util.o util.o widgets.o effect.o effect_chain.o init.o $(INPUTS:=.o) $(EFFECTS:=.o)
+LIB_OBJS=effect_util.o util.o widgets.o effect.o effect_chain.o init.o resource_pool.o $(INPUTS:=.o) $(EFFECTS:=.o)
# Default target:
all: libmovit.a $(TESTS)
lcov --remove movit.info '*_test.cpp' '*/test_util.{cpp,h}' -o movit.info
genhtml -o coverage movit.info
-HDRS = effect_chain.h effect_util.h effect.h input.h image_format.h init.h util.h defs.h
+HDRS = effect_chain.h effect_util.h effect.h input.h image_format.h init.h util.h defs.h resource_pool.h
HDRS += $(INPUTS:=.h)
HDRS += $(EFFECTS:=.h)
#include "gamma_expansion_effect.h"
#include "init.h"
#include "input.h"
+#include "resource_pool.h"
#include "util.h"
-EffectChain::EffectChain(float aspect_nom, float aspect_denom)
+EffectChain::EffectChain(float aspect_nom, float aspect_denom, ResourcePool *resource_pool)
: aspect_nom(aspect_nom),
aspect_denom(aspect_denom),
dither_effect(NULL),
num_dither_bits(0),
- finalized(false) {}
+ finalized(false),
+ resource_pool(resource_pool) {
+ if (resource_pool == NULL) {
+ this->resource_pool = new ResourcePool();
+ owns_resource_pool = true;
+ } else {
+ owns_resource_pool = false;
+ }
+}
EffectChain::~EffectChain()
{
delete nodes[i];
}
for (unsigned i = 0; i < phases.size(); ++i) {
- glDeleteProgram(phases[i]->glsl_program_num);
- glDeleteShader(phases[i]->vertex_shader);
- glDeleteShader(phases[i]->fragment_shader);
+ resource_pool->release_glsl_program(phases[i]->glsl_program_num);
delete phases[i];
}
+ if (owns_resource_pool) {
+ delete resource_pool;
+ }
}
Input *EffectChain::add_input(Input *input)
frag_shader += std::string("#define INPUT ") + sorted_effects.back()->effect_id + "\n";
frag_shader.append(read_file("footer.frag"));
- if (movit_debug_level == MOVIT_DEBUG_ON) {
- // Output shader to a temporary file, for easier debugging.
- static int compiled_shader_num = 0;
- char filename[256];
- sprintf(filename, "chain-%03d.frag", compiled_shader_num++);
- FILE *fp = fopen(filename, "w");
- if (fp == NULL) {
- perror(filename);
- exit(1);
- }
- fprintf(fp, "%s\n", frag_shader.c_str());
- fclose(fp);
- }
-
- GLuint glsl_program_num = glCreateProgram();
- GLuint vs_obj = compile_shader(read_file("vs.vert"), GL_VERTEX_SHADER);
- GLuint fs_obj = compile_shader(frag_shader, GL_FRAGMENT_SHADER);
- glAttachShader(glsl_program_num, vs_obj);
- check_error();
- glAttachShader(glsl_program_num, fs_obj);
- check_error();
- glLinkProgram(glsl_program_num);
- check_error();
-
Phase *phase = new Phase;
- phase->glsl_program_num = glsl_program_num;
- phase->vertex_shader = vs_obj;
- phase->fragment_shader = fs_obj;
+ phase->glsl_program_num = resource_pool->compile_glsl_program(read_file("vs.vert"), frag_shader);
phase->input_needs_mipmaps = input_needs_mipmaps;
phase->inputs = true_inputs;
phase->effects = sorted_effects;
class Effect;
class Input;
struct Phase;
+class ResourcePool;
// For internal use within Node.
enum AlphaType {
// A rendering phase; a single GLSL program rendering a single quad.
struct Phase {
- GLint glsl_program_num, vertex_shader, fragment_shader;
+ GLuint glsl_program_num; // Owned by the resource_pool.
bool input_needs_mipmaps;
// Inputs are only inputs from other phases (ie., those that come from RTT);
class EffectChain {
public:
- EffectChain(float aspect_nom, float aspect_denom); // E.g., 16.0f, 9.0f for 16:9.
+ // Aspect: e.g. 16.0f, 9.0f for 16:9.
+ // resource_pool is a pointer to a ResourcePool with which to share shaders
+ // and other resources (see resource_pool.h). If NULL (the default),
+ // will create its own that is not shared with anything else. Does not take
+ // ownership of the passed-in ResourcePool, but will naturally take ownership
+ // of its own internal one if created.
+ EffectChain(float aspect_nom, float aspect_denom, ResourcePool *resource_pool = NULL);
~EffectChain();
// User API:
unsigned num_dither_bits;
bool finalized;
+
+ ResourcePool *resource_pool;
+ bool owns_resource_pool;
};
#endif // !defined(_MOVIT_EFFECT_CHAIN_H)
--- /dev/null
+#include "resource_pool.h"
+
+#include <stdio.h>
+#include <pthread.h>
+
+#include <algorithm>
+#include <map>
+#include <string>
+#include <utility>
+
+#include "init.h"
+#include "util.h"
+
+using namespace std;
+
+ResourcePool::ResourcePool(size_t program_freelist_max_length)
+ : program_freelist_max_length(program_freelist_max_length) {
+ pthread_mutex_init(&lock, NULL);
+}
+
+ResourcePool::~ResourcePool()
+{
+ assert(program_refcount.empty());
+
+ for (list<GLuint>::const_iterator freelist_it = program_freelist.begin();
+ freelist_it != program_freelist.end();
+ ++freelist_it) {
+ delete_program(*freelist_it);
+ }
+ assert(programs.empty());
+ assert(program_shaders.empty());
+}
+
+void ResourcePool::delete_program(GLuint glsl_program_num)
+{
+ bool found_program = false;
+ for (std::map<std::pair<std::string, std::string>, GLuint>::iterator program_it = programs.begin();
+ program_it != programs.end();
+ ++program_it) {
+ if (program_it->second == glsl_program_num) {
+ programs.erase(program_it);
+ found_program = true;
+ break;
+ }
+ }
+ assert(found_program);
+ glDeleteProgram(glsl_program_num);
+
+ std::map<GLuint, std::pair<GLuint, GLuint> >::iterator shader_it =
+ program_shaders.find(glsl_program_num);
+ assert(shader_it != program_shaders.end());
+
+ glDeleteShader(shader_it->second.first);
+ glDeleteShader(shader_it->second.second);
+ program_shaders.erase(shader_it);
+}
+
+GLuint ResourcePool::compile_glsl_program(const string& vertex_shader, const string& fragment_shader)
+{
+ GLuint glsl_program_num;
+ pthread_mutex_lock(&lock);
+ const pair<string, string> key(vertex_shader, fragment_shader);
+ if (programs.count(key)) {
+ // Already in the cache. Increment the refcount, or take it off the freelist
+ // if it's zero.
+ glsl_program_num = programs[key];
+ map<GLuint, int>::iterator refcount_it = program_refcount.find(glsl_program_num);
+ if (refcount_it != program_refcount.end()) {
+ ++refcount_it->second;
+ } else {
+ list<GLuint>::iterator freelist_it =
+ find(program_freelist.begin(), program_freelist.end(), glsl_program_num);
+ assert(freelist_it != program_freelist.end());
+ program_freelist.erase(freelist_it);
+ program_refcount.insert(make_pair(glsl_program_num, 1));
+ }
+ } else {
+ // Not in the cache. Compile the shaders.
+ glsl_program_num = glCreateProgram();
+ GLuint vs_obj = compile_shader(vertex_shader, GL_VERTEX_SHADER);
+ GLuint fs_obj = compile_shader(fragment_shader, GL_FRAGMENT_SHADER);
+ glAttachShader(glsl_program_num, vs_obj);
+ check_error();
+ glAttachShader(glsl_program_num, fs_obj);
+ check_error();
+ glLinkProgram(glsl_program_num);
+ check_error();
+
+ if (movit_debug_level == MOVIT_DEBUG_ON) {
+ // Output shader to a temporary file, for easier debugging.
+ static int compiled_shader_num = 0;
+ char filename[256];
+ sprintf(filename, "chain-%03d.frag", compiled_shader_num++);
+ FILE *fp = fopen(filename, "w");
+ if (fp == NULL) {
+ perror(filename);
+ exit(1);
+ }
+ fprintf(fp, "%s\n", fragment_shader.c_str());
+ fclose(fp);
+ }
+
+ programs.insert(make_pair(key, glsl_program_num));
+ program_refcount.insert(make_pair(glsl_program_num, 1));
+ program_shaders.insert(make_pair(glsl_program_num, make_pair(vs_obj, fs_obj)));
+ }
+ pthread_mutex_unlock(&lock);
+ return glsl_program_num;
+}
+
+void ResourcePool::release_glsl_program(GLuint glsl_program_num)
+{
+ pthread_mutex_lock(&lock);
+ map<GLuint, int>::iterator refcount_it = program_refcount.find(glsl_program_num);
+ assert(refcount_it != program_refcount.end());
+
+ if (--refcount_it->second == 0) {
+ program_refcount.erase(refcount_it);
+ assert(find(program_freelist.begin(), program_freelist.end(), glsl_program_num)
+ == program_freelist.end());
+ program_freelist.push_front(glsl_program_num);
+ if (program_freelist.size() > program_freelist_max_length) {
+ delete_program(program_freelist.back());
+ program_freelist.pop_back();
+ }
+ }
+
+ pthread_mutex_unlock(&lock);
+}
--- /dev/null
+#ifndef _MOVIT_RESOURCE_POOL_H
+#define _MOVIT_RESOURCE_POOL_H 1
+
+// A ResourcePool governs resources that are shared between multiple EffectChains;
+// in particular, resources that might be expensive to acquire or hold. Thus,
+// if you have many EffectChains, hooking them up to the same ResourcePool is
+// probably a good idea.
+//
+// However, hooking an EffectChain to a ResourcePool extends the OpenGL context
+// demands (see effect_chain.h) to that of the ResourcePool; all chains must then
+// only be used in OpenGL contexts sharing resources with each other. This is
+// the reason why there isn't just one global ResourcePool singleton (although
+// most practical users will just want one).
+//
+// 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.
+
+#include <list>
+#include <map>
+#include <string>
+#include <utility>
+#include <GL/glew.h>
+#include <pthread.h>
+
+class ResourcePool {
+public:
+ // program_freelist_max_length is how many compiled programs that are unused to keep
+ // 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);
+ ~ResourcePool();
+
+ // All remaining functions are intended for calls from EffectChain only.
+
+ // Compile the given vertex+fragment shader pair, or fetch an already
+ // compiled program from the cache if possible. Keeps ownership of the
+ // program; you must call release_glsl_program() instead of deleting it
+ // when you no longer want it.
+ GLuint compile_glsl_program(const std::string& vertex_shader, const std::string& fragment_shader);
+ void release_glsl_program(GLuint glsl_program_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;
+
+ // A mapping from vertex/fragment shader source strings to compiled program number.
+ std::map<std::pair<std::string, std::string>, GLuint> 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).
+ std::map<GLuint, int> program_refcount;
+
+ // A mapping from program number to vertex and fragment shaders.
+ std::map<GLuint, std::pair<GLuint, GLuint> > program_shaders;
+
+ // A list of programs that are no longer in use, most recently freed first.
+ // Once this reaches <program_freelist_max_length>,
+ std::list<GLuint> program_freelist;
+};
+
+#endif // !defined(_MOVIT_RESOURCE_POOL_H)
#include "flat_input.h"
#include "gtest/gtest.h"
#include "init.h"
+#include "resource_pool.h"
#include "test_util.h"
#include "util.h"
namespace {
+// Not thread-safe, but this isn't a big problem for testing.
+ResourcePool *get_static_pool()
+{
+ static ResourcePool *resource_pool = NULL;
+ if (!resource_pool) {
+ resource_pool = new ResourcePool();
+ }
+ return resource_pool;
+}
+
// Flip upside-down to compensate for different origin.
template<class T>
void vertical_flip(T *data, unsigned width, unsigned height)
EffectChainTester::EffectChainTester(const float *data, unsigned width, unsigned height,
MovitPixelFormat pixel_format, Colorspace color_space, GammaCurve gamma_curve,
GLenum framebuffer_format)
- : chain(width, height), width(width), height(height), finalized(false)
+ : chain(width, height, get_static_pool()), width(width), height(height), finalized(false)
{
init_movit(".", MOVIT_DEBUG_ON);