+ 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);