void *context = get_gl_context_identifier();
cleanup_unlinked_fbos(context);
- for (map<void *, std::list<GLuint> >::iterator context_it = fbo_freelist.begin();
+ for (map<void *, std::list<FBOFormatIterator> >::iterator context_it = fbo_freelist.begin();
context_it != fbo_freelist.end();
++context_it) {
if (context_it->first != context) {
assert(context_it->second.empty());
continue;
}
- for (list<GLuint>::const_iterator freelist_it = context_it->second.begin();
+ for (list<FBOFormatIterator>::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);
+ FBOFormatIterator fbo_it = *freelist_it;
+ glDeleteFramebuffers(1, &fbo_it->second.fbo_num);
check_error();
+ fbo_formats.erase(fbo_it);
}
}
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.
check_error();
GLuint vs_obj = compile_shader(vertex_shader, GL_VERTEX_SHADER);
check_error();
- GLuint fs_obj = compile_shader(fragment_shader, GL_FRAGMENT_SHADER);
+ 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();
perror(filename);
exit(1);
}
- fprintf(fp, "%s\n", fragment_shader.c_str());
+ fprintf(fp, "%s\n", fragment_shader_processed.c_str());
fclose(fp);
}
pthread_mutex_lock(&lock);
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[0] == texture0_num &&
- format_it->second.texture_num[1] == texture1_num &&
- format_it->second.texture_num[2] == texture2_num &&
- format_it->second.texture_num[3] == texture3_num) {
+ 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_num;
+ return fbo_it->second.fbo_num;
}
}
}
fbo_format.texture_num[2] = texture2_num;
fbo_format.texture_num[3] = texture3_num;
- GLuint fbo_num;
- glGenFramebuffers(1, &fbo_num);
+ glGenFramebuffers(1, &fbo_format.fbo_num);
check_error();
- glBindFramebuffer(GL_FRAMEBUFFER, fbo_num);
+ glBindFramebuffer(GL_FRAMEBUFFER, fbo_format.fbo_num);
check_error();
GLenum bufs[num_fbo_attachments];
glBindFramebuffer(GL_FRAMEBUFFER, 0);
check_error();
- pair<void *, GLuint> key(context, fbo_num);
+ 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_num;
+ return fbo_format.fbo_num;
}
void ResourcePool::release_fbo(GLuint fbo_num)
void *context = get_gl_context_identifier();
pthread_mutex_lock(&lock);
- fbo_freelist[context].push_front(fbo_num);
- assert(fbo_formats.count(make_pair(context, fbo_num)) != 0);
+ 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).
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);
+ 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_formats[key].texture_num[i] != 0 &&
- fbo_formats[key].texture_num[i] != GL_INVALID_INDEX) {
+ if (fbo_it->second.texture_num[i] != 0 &&
+ fbo_it->second.texture_num[i] != GL_INVALID_INDEX) {
all_unlinked = false;
break;
}
}
if (all_unlinked) {
- fbo_formats.erase(key);
- glDeleteFramebuffers(1, &fbo_num);
+ 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)
{
- 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);
+ 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();
}
}