+
+ // 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 (auto &key_and_fbo : fbo_formats) {
+ for (unsigned i = 0; i < num_fbo_attachments; ++i) {
+ if (key_and_fbo.second.texture_num[i] == free_texture_num) {
+ key_and_fbo.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.
+ auto end = fbo_freelist[context].end();
+ for (auto 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);
+}
+
+GLuint ResourcePool::create_vec2_vao(const set<GLint> &attribute_indices, GLuint vbo_num)
+{
+ void *context = get_gl_context_identifier();
+
+ pthread_mutex_lock(&lock);
+ if (vao_freelist.count(context) != 0) {
+ // See if there's a VAO the freelist we can use.
+ auto end = vao_freelist[context].end();
+ for (auto freelist_it = vao_freelist[context].begin(); freelist_it != end; ++freelist_it) {
+ VAOFormatIterator vao_it = *freelist_it;
+ if (vao_it->second.vbo_num == vbo_num &&
+ vao_it->second.attribute_indices == attribute_indices) {
+ vao_freelist[context].erase(freelist_it);
+ pthread_mutex_unlock(&lock);
+ return vao_it->second.vao_num;
+ }
+ }
+ }
+
+ // Create a new one.
+ VAO vao_format;
+ vao_format.attribute_indices = attribute_indices;
+ vao_format.vbo_num = vbo_num;
+
+ glGenVertexArrays(1, &vao_format.vao_num);
+ check_error();
+ glBindVertexArray(vao_format.vao_num);
+ check_error();
+ glBindBuffer(GL_ARRAY_BUFFER, vbo_num);
+ check_error();
+
+ for (GLint attr : attribute_indices) {
+ glEnableVertexAttribArray(attr);
+ check_error();
+ glVertexAttribPointer(attr, 2, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(0));
+ check_error();