#include <map>
#include <string>
#include <utility>
+#include <epoxy/gl.h>
-#include "glew.h"
#include "init.h"
#include "resource_pool.h"
#include "util.h"
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();
+ 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());
}
} else {
// Not in the cache. Compile the shaders.
glsl_program_num = glCreateProgram();
+ check_error();
GLuint vs_obj = compile_shader(vertex_shader, GL_VERTEX_SHADER);
+ check_error();
GLuint fs_obj = compile_shader(fragment_shader, GL_FRAGMENT_SHADER);
+ check_error();
glAttachShader(glsl_program_num, vs_obj);
check_error();
glAttachShader(glsl_program_num, fs_obj);
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();
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_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();
+ GLuint free_texture_num = texture_freelist.back();
+ texture_freelist.pop_back();
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();
- // 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;
+ // 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) {
+ for (unsigned i = 0; i < num_fbo_attachments; ++i) {
+ if (format_it->second.texture_num[i] == free_texture_num) {
+ format_it->second.texture_num[i] = GL_INVALID_INDEX;
+ }
}
}
}
pthread_mutex_unlock(&lock);
}
-GLuint ResourcePool::create_fbo(void *context, GLuint texture_num)
+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);
- // 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;
+ 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[0] == texture0_num &&
+ format_it->second.texture_num[1] == texture1_num &&
+ format_it->second.texture_num[2] == texture2_num &&
+ format_it->second.texture_num[3] == texture3_num) {
+ fbo_freelist[context].erase(freelist_it);
+ pthread_mutex_unlock(&lock);
+ return 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;
+
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);
+
+ 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();
- 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));
+ 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.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);
+ 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);
+
+ bool all_unlinked = true;
+ for (unsigned i = 0; i < num_fbo_attachments; ++i) {
+ if (fbo_formats[key].texture_num[i] != 0 &&
+ fbo_formats[key].texture_num[i] != GL_INVALID_INDEX) {
+ all_unlinked = false;
+ break;
+ }
+ }
+ if (all_unlinked) {
+ fbo_formats.erase(key);
+ 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();
}
- pthread_mutex_unlock(&lock);
}
size_t ResourcePool::estimate_texture_size(const Texture2D &texture_format)
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_RG8:
+ bytes_per_pixel = 2;
+ break;
case GL_R8:
bytes_per_pixel = 1;
break;