#include <stddef.h>
#include <list>
#include <map>
+#include <set>
#include <stack>
#include <string>
#include <utility>
// 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.
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);
+
// 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,
// 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;
// We store iterators directly into <fbo_format> for efficiency.
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);
};