1 #ifndef _MOVIT_RESOURCE_POOL_H
2 #define _MOVIT_RESOURCE_POOL_H 1
4 // A ResourcePool governs resources that are shared between multiple EffectChains;
5 // in particular, resources that might be expensive to acquire or hold. Thus,
6 // if you have many EffectChains, hooking them up to the same ResourcePool is
7 // probably a good idea.
9 // However, hooking an EffectChain to a ResourcePool extends the OpenGL context
10 // demands (see effect_chain.h) to that of the ResourcePool; all chains must then
11 // only be used in OpenGL contexts sharing resources with each other. This is
12 // the reason why there isn't just one global ResourcePool singleton (although
13 // most practical users will just want one).
15 // Thread-safety: All functions except the constructor and destructor can be
16 // safely called from multiple threads at the same time, provided they have
17 // separate (but sharing) OpenGL contexts.
31 // program_freelist_max_length is how many compiled programs that are unused to keep
32 // around after they are no longer in use (in case another EffectChain
33 // wants that exact program later). Shaders are expensive to compile and do not
34 // need a lot of resources to keep around, so this should be a reasonable number.
36 // texture_freelist_max_bytes is how many bytes of unused textures to keep around
37 // after they are no longer in use (in case a new texture of the same dimensions
38 // and format is needed). Note that the size estimate is very coarse; it does not
39 // take into account padding, metadata, and most importantly mipmapping.
40 // This means you should be prepared for actual memory usage of the freelist being
41 // twice this estimate or more.
42 ResourcePool(size_t program_freelist_max_length = 100,
43 size_t texture_freelist_max_bytes = 100 << 20, // 100 MB.
44 size_t fbo_freelist_max_length = 100);
47 // All remaining functions are intended for calls from EffectChain only.
49 // Compile the given vertex+fragment shader pair, or fetch an already
50 // compiled program from the cache if possible. Keeps ownership of the
51 // program; you must call release_glsl_program() instead of deleting it
52 // when you no longer want it.
53 GLuint compile_glsl_program(const std::string& vertex_shader, const std::string& fragment_shader);
54 void release_glsl_program(GLuint glsl_program_num);
56 // Allocate a 2D texture of the given internal format and dimensions,
57 // or fetch a previous used if possible. Unbinds GL_TEXTURE_2D afterwards.
58 // Keeps ownership of the texture; you must call release_2d_texture() instead
59 // of deleting it when you no longer want it.
60 GLuint create_2d_texture(GLint internal_format, GLsizei width, GLsizei height);
61 void release_2d_texture(GLuint texture_num);
63 // Allocate an FBO with the the given texture bound as a framebuffer attachment,
64 // or fetch a previous used if possible. Unbinds GL_FRAMEBUFFER afterwards.
65 // Keeps ownership of the FBO; you must call release_fbo() of deleting
66 // it when you no longer want it. You can get an appropriate context
67 // pointer from get_gl_context_identifier().
69 // NOTE: In principle, the FBO doesn't have a resolution or pixel format;
70 // you can bind almost whatever texture you want to it. However, changing
71 // textures can have an adverse effect on performance due to validation,
72 // in particular on NVidia cards. Also, keep in mind that FBOs are not
73 // shareable across contexts.
74 GLuint create_fbo(void *context, GLuint texture_num);
75 void release_fbo(GLuint fbo_num);
78 // Delete the given program and both its shaders.
79 void delete_program(GLuint program_num);
81 // Protects all the other elements in the class.
84 size_t program_freelist_max_length, texture_freelist_max_bytes, fbo_freelist_max_length;
86 // A mapping from vertex/fragment shader source strings to compiled program number.
87 std::map<std::pair<std::string, std::string>, GLuint> programs;
89 // A mapping from compiled program number to number of current users.
90 // Once this reaches zero, the program is taken out of this map and instead
91 // put on the freelist (after which it may be deleted).
92 std::map<GLuint, int> program_refcount;
94 // A mapping from program number to vertex and fragment shaders.
95 std::map<GLuint, std::pair<GLuint, GLuint> > program_shaders;
97 // A list of programs that are no longer in use, most recently freed first.
98 // Once this reaches <program_freelist_max_length>, the last element
100 std::list<GLuint> program_freelist;
103 GLint internal_format;
104 GLsizei width, height;
107 // A mapping from texture number to format details. This is filled if the
108 // texture is given out to a client or on the freelist, but not if it is
109 // deleted from the freelist.
110 std::map<GLuint, Texture2D> texture_formats;
112 // A list of all textures that are release but not freed (most recently freed
113 // first), and an estimate of their current memory usage. Once
114 // <texture_freelist_bytes> goes above <texture_freelist_max_bytes>,
115 // elements are deleted off the end of the list until we are under the limit
117 std::list<GLuint> texture_freelist;
118 size_t texture_freelist_bytes;
125 // A mapping from FBO number to format details. This is filled if the
126 // FBO is given out to a client or on the freelist, but not if it is
127 // deleted from the freelist.
128 std::map<GLuint, FBO> fbo_formats;
130 // A list of all FBOs that are release but not freed (most recently freed
131 // first). Once this reaches <fbo_freelist_max_length>, the last element
133 std::list<GLuint> fbo_freelist;
135 // See the caveats at the constructor.
136 static size_t estimate_texture_size(const Texture2D &texture_format);
141 #endif // !defined(_MOVIT_RESOURCE_POOL_H)