vao_freelist_max_length(vao_freelist_max_length),
texture_freelist_bytes(0)
{
- pthread_mutex_init(&lock, NULL);
+ pthread_mutex_init(&lock, nullptr);
}
ResourcePool::~ResourcePool()
void *context = get_gl_context_identifier();
cleanup_unlinked_fbos(context);
- for (map<void *, std::list<FBOFormatIterator> >::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) {
break;
}
}
+ for (map<string, GLuint>::iterator program_it = compute_programs.begin();
+ program_it != compute_programs.end();
+ ++program_it) {
+ if (program_it->second == glsl_program_num) {
+ compute_programs.erase(program_it);
+ found_program = true;
+ break;
+ }
+ }
assert(found_program);
- map<GLuint, stack<GLuint> >::iterator instance_list_it = program_instances.find(glsl_program_num);
+ map<GLuint, stack<GLuint>>::iterator instance_list_it = program_instances.find(glsl_program_num);
assert(instance_list_it != program_instances.end());
while (!instance_list_it->second.empty()) {
map<GLuint, ShaderSpec>::iterator shader_it =
program_shaders.find(glsl_program_num);
- assert(shader_it != program_shaders.end());
-
- glDeleteShader(shader_it->second.vs_obj);
- glDeleteShader(shader_it->second.fs_obj);
- program_shaders.erase(shader_it);
+ if (shader_it == program_shaders.end()) {
+ // Should be a compute shader.
+ map<GLuint, ComputeShaderSpec>::iterator compute_shader_it =
+ compute_program_shaders.find(glsl_program_num);
+ assert(compute_shader_it != compute_program_shaders.end());
+
+ glDeleteShader(compute_shader_it->second.cs_obj);
+ compute_program_shaders.erase(compute_shader_it);
+ } else {
+ glDeleteShader(shader_it->second.vs_obj);
+ glDeleteShader(shader_it->second.fs_obj);
+ program_shaders.erase(shader_it);
+ }
}
GLuint ResourcePool::compile_glsl_program(const string& vertex_shader,
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);
+ glGetProgramInfoLog(glsl_program_num, 1024, nullptr, error_log);
fprintf(stderr, "Error linking program: %s\n", error_log);
exit(1);
}
pthread_mutex_unlock(&lock);
}
+GLuint ResourcePool::compile_glsl_compute_program(const string& compute_shader)
+{
+ GLuint glsl_program_num;
+ pthread_mutex_lock(&lock);
+
+ const string &key = compute_shader;
+ if (compute_programs.count(key)) {
+ // Already in the cache.
+ glsl_program_num = compute_programs[key];
+ increment_program_refcount(glsl_program_num);
+ } else {
+ // Not in the cache. Compile the shader.
+ GLuint cs_obj = compile_shader(compute_shader, GL_COMPUTE_SHADER);
+ check_error();
+ glsl_program_num = link_compute_program(cs_obj);
+
+ output_debug_shader(compute_shader, "comp");
+
+ compute_programs.insert(make_pair(key, glsl_program_num));
+ add_master_program(glsl_program_num);
+
+ ComputeShaderSpec spec;
+ spec.cs_obj = cs_obj;
+ compute_program_shaders.insert(make_pair(glsl_program_num, spec));
+ }
+ pthread_mutex_unlock(&lock);
+ return glsl_program_num;
+}
+
+GLuint ResourcePool::link_compute_program(GLuint cs_obj)
+{
+ GLuint glsl_program_num = glCreateProgram();
+ check_error();
+ glAttachShader(glsl_program_num, cs_obj);
+ check_error();
+ 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, nullptr, error_log);
+ fprintf(stderr, "Error linking program: %s\n", error_log);
+ exit(1);
+ }
+
+ return glsl_program_num;
+}
+
GLuint ResourcePool::use_glsl_program(GLuint glsl_program_num)
{
pthread_mutex_lock(&lock);
// will later put it onto the list.)
map<GLuint, ShaderSpec>::iterator shader_it =
program_shaders.find(glsl_program_num);
- assert(shader_it != program_shaders.end());
-
- instance_program_num = link_program(
- shader_it->second.vs_obj,
- shader_it->second.fs_obj,
- shader_it->second.fragment_shader_outputs);
+ if (shader_it == program_shaders.end()) {
+ // Should be a compute shader.
+ map<GLuint, ComputeShaderSpec>::iterator compute_shader_it =
+ compute_program_shaders.find(glsl_program_num);
+ instance_program_num = link_compute_program(
+ compute_shader_it->second.cs_obj);
+ } else {
+ // A regular fragment shader.
+ instance_program_num = link_program(
+ shader_it->second.vs_obj,
+ shader_it->second.fs_obj,
+ shader_it->second.fragment_shader_outputs);
+ }
program_masters.insert(make_pair(instance_program_num, glsl_program_num));
}
pthread_mutex_unlock(&lock);
}
// Find any reasonable format given the internal format; OpenGL validates it
- // even though we give NULL as pointer.
+ // even though we give nullptr as pointer.
GLenum format;
switch (internal_format) {
case GL_RGBA32F_ARB:
check_error();
glBindTexture(GL_TEXTURE_2D, texture_num);
check_error();
- glTexImage2D(GL_TEXTURE_2D, 0, internal_format, width, height, 0, format, type, NULL);
+ glTexImage2D(GL_TEXTURE_2D, 0, internal_format, width, height, 0, format, type, nullptr);
check_error();
glBindTexture(GL_TEXTURE_2D, 0);
check_error();
char filename[256];
sprintf(filename, "chain-%03d.%s", compiled_shader_num++, suffix.c_str());
FILE *fp = fopen(filename, "w");
- if (fp == NULL) {
+ if (fp == nullptr) {
perror(filename);
exit(1);
}