#include <stddef.h>
#include <list>
#include <map>
+#include <set>
+#include <stack>
#include <string>
#include <utility>
#include <vector>
// twice this estimate or more.
ResourcePool(size_t program_freelist_max_length = 100,
size_t texture_freelist_max_bytes = 100 << 20, // 100 MB.
- size_t fbo_freelist_max_length = 100); // Per context.
+ size_t fbo_freelist_max_length = 100, // Per context.
+ size_t vao_freelist_max_length = 100); // Per context.
~ResourcePool();
// All remaining functions are intended for calls from EffectChain only.
const std::vector<std::string>& frag_shader_outputs);
void release_glsl_program(GLuint glsl_program_num);
+ // Same as the previous, but for compile shaders instead. There is currently
+ // no support for binding multiple outputs.
+ GLuint compile_glsl_compute_program(const std::string& compile_shader);
+ void release_glsl_compute_program(GLuint glsl_program_num);
+
+ // Since uniforms belong to the program and not to the context,
+ // a given GLSL program number can't be used by more than one thread
+ // at a time. Thus, if two threads want to use the same program
+ // (usually because two EffectChains share them via caching),
+ // we will need to make a clone. use_glsl_program() makes such
+ // a clone if needed, calls glUseProgram(), and returns the real
+ // program number that was used; this must be given to
+ // unuse_glsl_program() to release it. unuse_glsl_program() does not
+ // actually change any OpenGL state, though.
+ GLuint use_glsl_program(GLuint glsl_program_num);
+ void unuse_glsl_program(GLuint instance_program_num);
+
// Allocate a 2D texture of the given internal format and dimensions,
// or fetch a previous used if possible. Unbinds GL_TEXTURE_2D afterwards.
// Keeps ownership of the texture; you must call release_2d_texture() instead
GLuint texture3_num = 0);
void release_fbo(GLuint fbo_num);
+ // Create a VAO of a very specific form: All the given attribute indices
+ // are bound to start of the given VBO and contain two-component floats.
+ // Keeps ownership of the VAO; you must call release_vec2_vao() of deleting
+ // it when you no longer want it. VAOs are not sharable across contexts.
+ //
+ // These are not cached primarily for performance, but rather to work
+ // around an NVIDIA driver bug where glVertexAttribPointer() is thread-hostile
+ // (ie., simultaneous GL work in unrelated contexts can cause the driver
+ // to free() memory that was never malloc()-ed).
+ GLuint create_vec2_vao(const std::set<GLint> &attribute_indices,
+ GLuint vbo_num);
+ void release_vec2_vao(const GLuint vao_num);
+
// Informs the ResourcePool that the current context is going away soon,
// and that any resources held for it in the freelist should be deleted.
//
// is no more than <max_length> elements long.
void shrink_fbo_freelist(void *context, size_t max_length);
+ // Same, for VAOs.
+ void shrink_vao_freelist(void *context, size_t max_length);
+
+ // Increment the refcount, or take it off the freelist if it's zero.
+ void increment_program_refcount(GLuint program_num);
+
+ // If debugging is on, output shader to a temporary file, for easier debugging.
+ void output_debug_shader(const std::string &shader_src, const std::string &suffix);
+
+ // For a new program that's not a clone of anything, insert it into the right
+ // structures: Give it a refcount, and set up the program_masters / program_instances lists.
+ void add_master_program(GLuint program_num);
+
+ // Link the given vertex and fragment shaders into a full GLSL program.
+ // See compile_glsl_program() for explanation of <fragment_shader_outputs>.
+ static GLuint link_program(GLuint vs_obj,
+ GLuint fs_obj,
+ const std::vector<std::string>& fragment_shader_outputs);
+
+ static GLuint link_compute_program(GLuint cs_obj);
+
// Protects all the other elements in the class.
pthread_mutex_t lock;
- size_t program_freelist_max_length, texture_freelist_max_bytes, fbo_freelist_max_length;
+ size_t program_freelist_max_length, texture_freelist_max_bytes, fbo_freelist_max_length, vao_freelist_max_length;
// A mapping from vertex/fragment shader source strings to compiled program number.
std::map<std::pair<std::string, std::string>, GLuint> programs;
+ // A mapping from compute shader source string to compiled program number.
+ std::map<std::string, GLuint> compute_programs;
+
// A mapping from compiled program number to number of current users.
// Once this reaches zero, the program is taken out of this map and instead
// put on the freelist (after which it may be deleted).
std::map<GLuint, int> program_refcount;
// A mapping from program number to vertex and fragment shaders.
- std::map<GLuint, std::pair<GLuint, GLuint> > program_shaders;
+ // Contains everything needed to re-link the program.
+ struct ShaderSpec {
+ GLuint vs_obj, fs_obj;
+ std::vector<std::string> fragment_shader_outputs;
+ };
+ std::map<GLuint, ShaderSpec> program_shaders;
+
+ struct ComputeShaderSpec {
+ GLuint cs_obj;
+ };
+ std::map<GLuint, ComputeShaderSpec> compute_program_shaders;
+
+ // For each program, a list of other programs that are exactly like it.
+ // By default, will only contain the program itself, but due to cloning
+ // (see use_glsl_program()), may grow. Programs are taken off this list
+ // while they are in use (by use_glsl_program()).
+ std::map<GLuint, std::stack<GLuint>> program_instances;
+
+ // For each program, the master program that created it
+ // (inverse of program_instances).
+ std::map<GLuint, GLuint> program_masters;
// A list of programs that are no longer in use, most recently freed first.
// Once this reaches <program_freelist_max_length>, the last element
// the last element will be deleted.
//
// We store iterators directly into <fbo_format> for efficiency.
- std::map<void *, std::list<FBOFormatIterator> > fbo_freelist;
+ std::map<void *, std::list<FBOFormatIterator>> fbo_freelist;
+
+ // Very similar, for VAOs.
+ struct VAO {
+ GLuint vao_num;
+ std::set<GLint> attribute_indices;
+ GLuint vbo_num;
+ };
+ std::map<std::pair<void *, GLuint>, VAO> vao_formats;
+ typedef std::map<std::pair<void *, GLuint>, VAO>::iterator VAOFormatIterator;
+ std::map<void *, std::list<VAOFormatIterator>> vao_freelist;
// See the caveats at the constructor.
static size_t estimate_texture_size(const Texture2D &texture_format);