-#include "resource_pool.h"
-
-#include <stdio.h>
+#include <assert.h>
#include <pthread.h>
-
+#include <stdio.h>
+#include <stdlib.h>
#include <algorithm>
#include <map>
#include <string>
#include <utility>
+#include <epoxy/gl.h>
#include "init.h"
+#include "resource_pool.h"
#include "util.h"
using namespace std;
-ResourcePool::ResourcePool(size_t program_freelist_max_length)
- : program_freelist_max_length(program_freelist_max_length) {
+namespace movit {
+
+ResourcePool::ResourcePool(size_t program_freelist_max_length,
+ 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),
+ fbo_freelist_max_length(fbo_freelist_max_length),
+ texture_freelist_bytes(0)
+{
pthread_mutex_init(&lock, NULL);
}
}
assert(programs.empty());
assert(program_shaders.empty());
+
+ for (list<GLuint>::const_iterator freelist_it = texture_freelist.begin();
+ freelist_it != texture_freelist.end();
+ ++freelist_it) {
+ GLuint free_texture_num = *freelist_it;
+ assert(texture_formats.count(free_texture_num) != 0);
+ texture_freelist_bytes -= estimate_texture_size(texture_formats[free_texture_num]);
+ texture_formats.erase(free_texture_num);
+ glDeleteTextures(1, &free_texture_num);
+ check_error();
+ }
+ assert(texture_formats.empty());
+ assert(texture_freelist_bytes == 0);
+
+ void *context = get_gl_context_identifier();
+ cleanup_unlinked_fbos(context);
+
+ for (map<void *, std::list<GLuint> >::iterator context_it = fbo_freelist.begin();
+ context_it != fbo_freelist.end();
+ ++context_it) {
+ if (context_it->first != context) {
+ // If this does not hold, the client should have called clean_context() earlier.
+ assert(context_it->second.empty());
+ continue;
+ }
+ for (list<GLuint>::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);
+ check_error();
+ }
+ }
+
+ assert(fbo_formats.empty());
}
void ResourcePool::delete_program(GLuint glsl_program_num)
{
bool found_program = false;
- for (std::map<std::pair<std::string, std::string>, GLuint>::iterator program_it = programs.begin();
+ for (map<pair<string, string>, GLuint>::iterator program_it = programs.begin();
program_it != programs.end();
++program_it) {
if (program_it->second == glsl_program_num) {
assert(found_program);
glDeleteProgram(glsl_program_num);
- std::map<GLuint, std::pair<GLuint, GLuint> >::iterator shader_it =
+ map<GLuint, pair<GLuint, GLuint> >::iterator shader_it =
program_shaders.find(glsl_program_num);
assert(shader_it != program_shaders.end());
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, NULL, error_log);
+ fprintf(stderr, "Error linking program: %s\n", error_log);
+ exit(1);
+ }
+
if (movit_debug_level == MOVIT_DEBUG_ON) {
// Output shader to a temporary file, for easier debugging.
static int compiled_shader_num = 0;
GLuint ResourcePool::create_2d_texture(GLint internal_format, GLsizei width, GLsizei height)
{
+ assert(width > 0);
+ assert(height > 0);
+
+ pthread_mutex_lock(&lock);
+ // See if there's a texture on the freelist we can use.
+ for (list<GLuint>::iterator freelist_it = texture_freelist.begin();
+ freelist_it != texture_freelist.end();
+ ++freelist_it) {
+ GLuint texture_num = *freelist_it;
+ map<GLuint, Texture2D>::const_iterator format_it = texture_formats.find(texture_num);
+ assert(format_it != texture_formats.end());
+ if (format_it->second.internal_format == internal_format &&
+ format_it->second.width == width &&
+ format_it->second.height == height) {
+ texture_freelist_bytes -= estimate_texture_size(format_it->second);
+ texture_freelist.erase(freelist_it);
+ pthread_mutex_unlock(&lock);
+ return texture_num;
+ }
+ }
+
// Find any reasonable format given the internal format; OpenGL validates it
// even though we give NULL as pointer.
GLenum format;
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_LUMINANCE8:
- format = GL_LUMINANCE;
+ case GL_R32F:
+ case GL_R16F:
+ case GL_R8:
+ format = GL_RED;
break;
default:
// TODO: Add more here as needed.
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();
+ Texture2D texture_format;
+ texture_format.internal_format = internal_format;
+ texture_format.width = width;
+ texture_format.height = height;
+ assert(texture_formats.count(texture_num) == 0);
+ texture_formats.insert(make_pair(texture_num, texture_format));
+
+ pthread_mutex_unlock(&lock);
return texture_num;
}
void ResourcePool::release_2d_texture(GLuint texture_num)
{
- glDeleteTextures(1, &texture_num);
+ pthread_mutex_lock(&lock);
+ texture_freelist.push_front(texture_num);
+ assert(texture_formats.count(texture_num) != 0);
+ texture_freelist_bytes += estimate_texture_size(texture_formats[texture_num]);
+
+ while (texture_freelist_bytes > texture_freelist_max_bytes) {
+ GLuint free_texture_num = texture_freelist.front();
+ texture_freelist.pop_front();
+ assert(texture_formats.count(free_texture_num) != 0);
+ texture_freelist_bytes -= estimate_texture_size(texture_formats[free_texture_num]);
+ texture_formats.erase(free_texture_num);
+ glDeleteTextures(1, &free_texture_num);
+ check_error();
+
+ // 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 (map<pair<void *, GLuint>, FBO>::iterator format_it = fbo_formats.begin();
+ format_it != fbo_formats.end();
+ ++format_it) {
+ if (format_it->second.texture_num == free_texture_num) {
+ format_it->second.texture_num = 0;
+ }
+ }
+ }
+ pthread_mutex_unlock(&lock);
+}
+
+GLuint ResourcePool::create_fbo(GLuint texture_num)
+{
+ void *context = get_gl_context_identifier();
+
+ 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 == texture_num) {
+ fbo_freelist[context].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.texture_num = texture_num;
+ pair<void *, GLuint> key(context, fbo_num);
+ assert(fbo_formats.count(key) == 0);
+ fbo_formats.insert(make_pair(key, fbo_format));
+
+ pthread_mutex_unlock(&lock);
+ return 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);
+
+ // 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);
+}
+
+void ResourcePool::clean_context()
+{
+ void *context = get_gl_context_identifier();
+
+ // Currently, we only need to worry about FBOs, as they are the only
+ // non-shareable resource we hold.
+ shrink_fbo_freelist(context, 0);
+ fbo_freelist.erase(context);
+}
+
+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);
+ if (fbo_formats[key].texture_num == 0) {
+ glDeleteFramebuffers(1, &fbo_num);
+ check_error();
+ 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);
+ check_error();
+ }
}
+
+size_t ResourcePool::estimate_texture_size(const Texture2D &texture_format)
+{
+ size_t bytes_per_pixel;
+
+ switch (texture_format.internal_format) {
+ case GL_RGBA32F_ARB:
+ bytes_per_pixel = 16;
+ break;
+ 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;
+ default:
+ // TODO: Add more here as needed.
+ assert(false);
+ }
+
+ return texture_format.width * texture_format.height * bytes_per_pixel;
+}
+
+} // namespace movit