#include <map>
#include <string>
#include <utility>
+#include <epoxy/gl.h>
-#include "glew.h"
#include "init.h"
#include "resource_pool.h"
#include "util.h"
using namespace std;
+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);
+
+ void *context = get_gl_context_identifier();
+ cleanup_unlinked_fbos(context);
+
+ for (map<void *, std::list<FBOFormatIterator> >::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<FBOFormatIterator>::const_iterator freelist_it = context_it->second.begin();
+ freelist_it != context_it->second.end();
+ ++freelist_it) {
+ FBOFormatIterator fbo_it = *freelist_it;
+ glDeleteFramebuffers(1, &fbo_it->second.fbo_num);
+ check_error();
+ fbo_formats.erase(fbo_it);
+ }
+ }
+
+ assert(fbo_formats.empty());
}
void ResourcePool::delete_program(GLuint glsl_program_num)
program_shaders.erase(shader_it);
}
-GLuint ResourcePool::compile_glsl_program(const string& vertex_shader, const string& fragment_shader)
+GLuint ResourcePool::compile_glsl_program(const string& vertex_shader,
+ const string& fragment_shader,
+ const vector<string>& fragment_shader_outputs)
{
GLuint glsl_program_num;
pthread_mutex_lock(&lock);
- const pair<string, string> key(vertex_shader, fragment_shader);
+
+ // Augment the fragment shader program text with the outputs, so that they become
+ // part of the key. Also potentially useful for debugging.
+ string fragment_shader_processed = fragment_shader;
+ for (unsigned output_index = 0; output_index < fragment_shader_outputs.size(); ++output_index) {
+ char buf[256];
+ snprintf(buf, sizeof(buf), "// Bound output: %s\n", fragment_shader_outputs[output_index].c_str());
+ fragment_shader_processed += buf;
+ }
+
+ const pair<string, string> key(vertex_shader, fragment_shader_processed);
if (programs.count(key)) {
// Already in the cache. Increment the refcount, or take it off the freelist
// if it's zero.
} else {
// Not in the cache. Compile the shaders.
glsl_program_num = glCreateProgram();
+ check_error();
GLuint vs_obj = compile_shader(vertex_shader, GL_VERTEX_SHADER);
- GLuint fs_obj = compile_shader(fragment_shader, GL_FRAGMENT_SHADER);
+ check_error();
+ GLuint fs_obj = compile_shader(fragment_shader_processed, GL_FRAGMENT_SHADER);
+ check_error();
glAttachShader(glsl_program_num, vs_obj);
check_error();
glAttachShader(glsl_program_num, fs_obj);
check_error();
+
+ // Bind the outputs, if we have multiple ones.
+ if (fragment_shader_outputs.size() > 1) {
+ for (unsigned output_index = 0; output_index < fragment_shader_outputs.size(); ++output_index) {
+ glBindFragDataLocation(glsl_program_num, output_index,
+ fragment_shader_outputs[output_index].c_str());
+ }
+ }
+
glLinkProgram(glsl_program_num);
check_error();
+ GLint success;
+ glGetProgramiv(glsl_program_num, GL_LINK_STATUS, &success);
+ if (success == GL_FALSE) {
+ GLchar error_log[1024] = {0};
+ glGetProgramInfoLog(glsl_program_num, 1024, NULL, error_log);
+ fprintf(stderr, "Error linking program: %s\n", error_log);
+ exit(1);
+ }
+
if (movit_debug_level == MOVIT_DEBUG_ON) {
// Output shader to a temporary file, for easier debugging.
static int compiled_shader_num = 0;
perror(filename);
exit(1);
}
- fprintf(fp, "%s\n", fragment_shader.c_str());
+ fprintf(fp, "%s\n", fragment_shader_processed.c_str());
fclose(fp);
}
GLuint ResourcePool::create_2d_texture(GLint internal_format, GLsizei width, GLsizei height)
{
+ assert(width > 0);
+ assert(height > 0);
+
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();
case GL_RGBA32F_ARB:
case GL_RGBA16F_ARB:
case GL_RGBA8:
+ case GL_RGB10_A2:
case GL_SRGB8_ALPHA8:
format = GL_RGBA;
break;
+ case GL_RGB32F:
+ case GL_RGB16F:
+ case GL_R11F_G11F_B10F:
+ case GL_RGB8:
+ case GL_RGB10:
+ case GL_SRGB8:
+ case GL_RGB565:
+ case GL_RGB9_E5:
+ format = GL_RGB;
+ break;
case GL_RG32F:
case GL_RG16F:
+ case GL_RG8:
format = GL_RG;
break;
- case GL_LUMINANCE8:
- format = GL_LUMINANCE;
+ case GL_R32F:
+ case GL_R16F:
+ case GL_R8:
+ format = GL_RED;
+ break;
+ default:
+ // TODO: Add more here as needed.
+ assert(false);
+ }
+
+ // Same with type; GLES is stricter than desktop OpenGL here.
+ GLenum type;
+ switch (internal_format) {
+ case GL_RGBA32F_ARB:
+ case GL_RGBA16F_ARB:
+ case GL_RGB32F:
+ case GL_RGB16F:
+ case GL_R11F_G11F_B10F:
+ case GL_RGB9_E5:
+ case GL_RG32F:
+ case GL_RG16F:
+ case GL_R32F:
+ case GL_R16F:
+ type = GL_FLOAT;
+ break;
+ case GL_SRGB8_ALPHA8:
+ case GL_SRGB8:
+ case GL_RGBA8:
+ case GL_RGB8:
+ case GL_RGB10_A2:
+ case GL_RGB10:
+ case GL_RG8:
+ case GL_R8:
+ type = GL_UNSIGNED_BYTE;
+ break;
+ case GL_RGB565:
+ type = GL_UNSIGNED_SHORT_5_6_5;
break;
default:
// TODO: Add more here as needed.
assert(false);
}
+
GLuint texture_num;
glGenTextures(1, &texture_num);
check_error();
glBindTexture(GL_TEXTURE_2D, texture_num);
check_error();
- glTexImage2D(GL_TEXTURE_2D, 0, internal_format, width, height, 0, format, GL_UNSIGNED_BYTE, NULL);
+ glTexImage2D(GL_TEXTURE_2D, 0, internal_format, width, height, 0, format, type, NULL);
check_error();
glBindTexture(GL_TEXTURE_2D, 0);
check_error();
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();
+ GLuint free_texture_num = texture_freelist.back();
+ texture_freelist.pop_back();
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();
+
+ // 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) {
+ for (unsigned i = 0; i < num_fbo_attachments; ++i) {
+ if (format_it->second.texture_num[i] == free_texture_num) {
+ format_it->second.texture_num[i] = GL_INVALID_INDEX;
+ }
+ }
+ }
}
pthread_mutex_unlock(&lock);
}
+GLuint ResourcePool::create_fbo(GLuint texture0_num, GLuint texture1_num, GLuint texture2_num, GLuint texture3_num)
+{
+ void *context = get_gl_context_identifier();
+
+ // Make sure we are filled from the bottom.
+ assert(texture0_num != 0);
+ if (texture1_num == 0) {
+ assert(texture2_num == 0);
+ }
+ if (texture2_num == 0) {
+ assert(texture3_num == 0);
+ }
+
+ pthread_mutex_lock(&lock);
+ if (fbo_freelist.count(context) != 0) {
+ // See if there's an FBO on the freelist we can use.
+ list<FBOFormatIterator>::iterator end = fbo_freelist[context].end();
+ for (list<FBOFormatIterator>::iterator freelist_it = fbo_freelist[context].begin();
+ freelist_it != end; ++freelist_it) {
+ FBOFormatIterator fbo_it = *freelist_it;
+ if (fbo_it->second.texture_num[0] == texture0_num &&
+ fbo_it->second.texture_num[1] == texture1_num &&
+ fbo_it->second.texture_num[2] == texture2_num &&
+ fbo_it->second.texture_num[3] == texture3_num) {
+ fbo_freelist[context].erase(freelist_it);
+ pthread_mutex_unlock(&lock);
+ return fbo_it->second.fbo_num;
+ }
+ }
+ }
+
+ // Create a new one.
+ FBO fbo_format;
+ fbo_format.texture_num[0] = texture0_num;
+ fbo_format.texture_num[1] = texture1_num;
+ fbo_format.texture_num[2] = texture2_num;
+ fbo_format.texture_num[3] = texture3_num;
+
+ glGenFramebuffers(1, &fbo_format.fbo_num);
+ check_error();
+ glBindFramebuffer(GL_FRAMEBUFFER, fbo_format.fbo_num);
+ check_error();
+
+ GLenum bufs[num_fbo_attachments];
+ unsigned num_active_attachments = 0;
+ for (unsigned i = 0; i < num_fbo_attachments; ++i, ++num_active_attachments) {
+ if (fbo_format.texture_num[i] == 0) {
+ break;
+ }
+ glFramebufferTexture2D(
+ GL_FRAMEBUFFER,
+ GL_COLOR_ATTACHMENT0 + i,
+ GL_TEXTURE_2D,
+ fbo_format.texture_num[i],
+ 0);
+ check_error();
+ bufs[i] = GL_COLOR_ATTACHMENT0 + i;
+ }
+
+ glDrawBuffers(num_active_attachments, bufs);
+ check_error();
+
+ GLenum status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
+ assert(status == GL_FRAMEBUFFER_COMPLETE);
+ glBindFramebuffer(GL_FRAMEBUFFER, 0);
+ check_error();
+
+ pair<void *, GLuint> key(context, fbo_format.fbo_num);
+ assert(fbo_formats.count(key) == 0);
+ fbo_formats.insert(make_pair(key, fbo_format));
+
+ pthread_mutex_unlock(&lock);
+ return fbo_format.fbo_num;
+}
+
+void ResourcePool::release_fbo(GLuint fbo_num)
+{
+ void *context = get_gl_context_identifier();
+
+ pthread_mutex_lock(&lock);
+ FBOFormatIterator fbo_it = fbo_formats.find(make_pair(context, fbo_num));
+ assert(fbo_it != fbo_formats.end());
+ fbo_freelist[context].push_front(fbo_it);
+
+ // 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)
+{
+ list<FBOFormatIterator>::iterator end = fbo_freelist[context].end();
+ for (list<FBOFormatIterator>::iterator freelist_it = fbo_freelist[context].begin(); freelist_it != end; ) {
+ FBOFormatIterator fbo_it = *freelist_it;
+
+ bool all_unlinked = true;
+ for (unsigned i = 0; i < num_fbo_attachments; ++i) {
+ if (fbo_it->second.texture_num[i] != 0 &&
+ fbo_it->second.texture_num[i] != GL_INVALID_INDEX) {
+ all_unlinked = false;
+ break;
+ }
+ }
+ if (all_unlinked) {
+ glDeleteFramebuffers(1, &fbo_it->second.fbo_num);
+ check_error();
+ fbo_formats.erase(fbo_it);
+ fbo_freelist[context].erase(freelist_it++);
+ } else {
+ freelist_it++;
+ }
+ }
+}
+
+void ResourcePool::shrink_fbo_freelist(void *context, size_t max_length)
+{
+ list<FBOFormatIterator> &freelist = fbo_freelist[context];
+ while (freelist.size() > max_length) {
+ FBOFormatIterator free_fbo_it = freelist.back();
+ glDeleteFramebuffers(1, &free_fbo_it->second.fbo_num);
+ check_error();
+ fbo_formats.erase(free_fbo_it);
+ freelist.pop_back();
+ }
+}
+
size_t ResourcePool::estimate_texture_size(const Texture2D &texture_format)
{
size_t bytes_per_pixel;
case GL_RGBA16F_ARB:
bytes_per_pixel = 8;
break;
+ case GL_RGB32F_ARB:
+ bytes_per_pixel = 12;
+ break;
+ case GL_RGB16F_ARB:
+ bytes_per_pixel = 6;
+ break;
+ case GL_R11F_G11F_B10F:
+ bytes_per_pixel = 4;
+ break;
+ case GL_RGB9_E5:
+ bytes_per_pixel = 4;
+ break;
case GL_RGBA8:
case GL_SRGB8_ALPHA8:
+ case GL_RGB10_A2:
+ case GL_RGB10:
bytes_per_pixel = 4;
break;
+ case GL_RGB8:
+ case GL_SRGB8:
+ bytes_per_pixel = 3;
+ break;
case GL_RG32F:
bytes_per_pixel = 8;
break;
case GL_RG16F:
bytes_per_pixel = 4;
break;
- case GL_LUMINANCE8:
+ case GL_R32F:
+ bytes_per_pixel = 4;
+ break;
+ case GL_R16F:
+ bytes_per_pixel = 2;
+ break;
+ case GL_RG8:
+ bytes_per_pixel = 2;
+ break;
+ case GL_R8:
bytes_per_pixel = 1;
break;
+ case GL_RGB565:
+ bytes_per_pixel = 2;
+ break;
default:
// TODO: Add more here as needed.
assert(false);
return texture_format.width * texture_format.height * bytes_per_pixel;
}
+
+} // namespace movit