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);
+
+ for (list<GLuint>::const_iterator freelist_it = fbo_freelist.begin();
+ freelist_it != fbo_freelist.end();
+ ++freelist_it) {
+ GLuint free_fbo_num = *freelist_it;
+ assert(fbo_formats.count(free_fbo_num) != 0);
+ fbo_formats.erase(free_fbo_num);
+ glDeleteFramebuffers(1, &free_fbo_num);
+ check_error();
+ }
+ assert(fbo_formats.empty());
}
void ResourcePool::delete_program(GLuint glsl_program_num)
case GL_SRGB8_ALPHA8:
format = GL_RGBA;
break;
+ case GL_RGB32F:
+ case GL_RGB16F:
+ case GL_RGB8:
+ case GL_SRGB8:
+ format = GL_RGB;
+ break;
case GL_RG32F:
case GL_RG16F:
+ case GL_RG8:
format = GL_RG;
break;
+ case GL_R32F:
+ case GL_R16F:
case GL_R8:
format = GL_RED;
break;
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_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_RG8:
+ case GL_R8:
+ type = GL_UNSIGNED_BYTE;
+ 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_formats.erase(free_texture_num);
glDeleteTextures(1, &free_texture_num);
check_error();
+
+ // Delete any FBO related to this texture.
+ for (list<GLuint>::iterator fbo_freelist_it = fbo_freelist.begin();
+ fbo_freelist_it != fbo_freelist.end(); ) {
+ GLuint fbo_num = *fbo_freelist_it;
+ map<GLuint, FBO>::const_iterator format_it = fbo_formats.find(fbo_num);
+ assert(format_it != fbo_formats.end());
+ if (format_it->second.texture_num == free_texture_num) {
+ glDeleteFramebuffers(1, &fbo_num);
+ fbo_freelist.erase(fbo_freelist_it++);
+ } else {
+ ++fbo_freelist_it;
+ }
+ }
+ }
+ pthread_mutex_unlock(&lock);
+}
+
+GLuint ResourcePool::create_fbo(void *context, GLuint texture_num)
+{
+ pthread_mutex_lock(&lock);
+ // See if there's an FBO on the freelist we can use.
+ for (list<GLuint>::iterator freelist_it = fbo_freelist.begin();
+ freelist_it != fbo_freelist.end();
+ ++freelist_it) {
+ GLuint fbo_num = *freelist_it;
+ map<GLuint, FBO>::const_iterator format_it = fbo_formats.find(fbo_num);
+ assert(format_it != fbo_formats.end());
+ if (format_it->second.context == context &&
+ format_it->second.texture_num == texture_num) {
+ fbo_freelist.erase(freelist_it);
+ pthread_mutex_unlock(&lock);
+ return fbo_num;
+ }
+ }
+
+ // Create a new one.
+ GLuint fbo_num;
+ glGenFramebuffers(1, &fbo_num);
+ check_error();
+ glBindFramebuffer(GL_FRAMEBUFFER, fbo_num);
+ check_error();
+ glFramebufferTexture2D(
+ GL_FRAMEBUFFER,
+ GL_COLOR_ATTACHMENT0,
+ GL_TEXTURE_2D,
+ texture_num,
+ 0);
+ check_error();
+ GLenum status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
+ assert(status == GL_FRAMEBUFFER_COMPLETE);
+ glBindFramebuffer(GL_FRAMEBUFFER, 0);
+ check_error();
+
+ FBO fbo_format;
+ fbo_format.context = context;
+ fbo_format.texture_num = texture_num;
+ assert(fbo_formats.count(fbo_num) == 0);
+ fbo_formats.insert(make_pair(fbo_num, fbo_format));
+
+ pthread_mutex_unlock(&lock);
+ return fbo_num;
+}
+
+void ResourcePool::release_fbo(GLuint fbo_num)
+{
+ pthread_mutex_lock(&lock);
+ fbo_freelist.push_front(fbo_num);
+ assert(fbo_formats.count(fbo_num) != 0);
+
+ while (fbo_freelist.size() > fbo_freelist_max_length) {
+ GLuint free_fbo_num = fbo_freelist.front();
+ fbo_freelist.pop_front();
+ assert(fbo_formats.count(free_fbo_num) != 0);
+ fbo_formats.erase(free_fbo_num);
+ glDeleteFramebuffers(1, &free_fbo_num);
+ check_error();
}
pthread_mutex_unlock(&lock);
}
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_RGBA8:
case GL_SRGB8_ALPHA8:
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_R32F:
+ bytes_per_pixel = 4;
+ break;
+ case GL_R16F:
+ bytes_per_pixel = 2;
+ break;
case GL_R8:
bytes_per_pixel = 1;
break;