12 #include "resource_pool.h"
19 ResourcePool::ResourcePool(size_t program_freelist_max_length,
20 size_t texture_freelist_max_bytes,
21 size_t fbo_freelist_max_length)
22 : program_freelist_max_length(program_freelist_max_length),
23 texture_freelist_max_bytes(texture_freelist_max_bytes),
24 fbo_freelist_max_length(fbo_freelist_max_length),
25 texture_freelist_bytes(0)
27 pthread_mutex_init(&lock, NULL);
30 ResourcePool::~ResourcePool()
32 assert(program_refcount.empty());
34 for (list<GLuint>::const_iterator freelist_it = program_freelist.begin();
35 freelist_it != program_freelist.end();
37 delete_program(*freelist_it);
39 assert(programs.empty());
40 assert(program_shaders.empty());
42 for (list<GLuint>::const_iterator freelist_it = texture_freelist.begin();
43 freelist_it != texture_freelist.end();
45 GLuint free_texture_num = *freelist_it;
46 assert(texture_formats.count(free_texture_num) != 0);
47 texture_freelist_bytes -= estimate_texture_size(texture_formats[free_texture_num]);
48 texture_formats.erase(free_texture_num);
49 glDeleteTextures(1, &free_texture_num);
52 assert(texture_formats.empty());
53 assert(texture_freelist_bytes == 0);
55 void *context = get_gl_context_identifier();
56 cleanup_unlinked_fbos(context);
58 for (map<void *, std::list<FBOFormatIterator> >::iterator context_it = fbo_freelist.begin();
59 context_it != fbo_freelist.end();
61 if (context_it->first != context) {
62 // If this does not hold, the client should have called clean_context() earlier.
63 assert(context_it->second.empty());
66 for (list<FBOFormatIterator>::const_iterator freelist_it = context_it->second.begin();
67 freelist_it != context_it->second.end();
69 FBOFormatIterator fbo_it = *freelist_it;
70 glDeleteFramebuffers(1, &fbo_it->second.fbo_num);
72 fbo_formats.erase(fbo_it);
76 assert(fbo_formats.empty());
79 void ResourcePool::delete_program(GLuint glsl_program_num)
81 bool found_program = false;
82 for (map<pair<string, string>, GLuint>::iterator program_it = programs.begin();
83 program_it != programs.end();
85 if (program_it->second == glsl_program_num) {
86 programs.erase(program_it);
91 assert(found_program);
92 glDeleteProgram(glsl_program_num);
94 map<GLuint, pair<GLuint, GLuint> >::iterator shader_it =
95 program_shaders.find(glsl_program_num);
96 assert(shader_it != program_shaders.end());
98 glDeleteShader(shader_it->second.first);
99 glDeleteShader(shader_it->second.second);
100 program_shaders.erase(shader_it);
103 GLuint ResourcePool::compile_glsl_program(const string& vertex_shader, const string& fragment_shader)
105 GLuint glsl_program_num;
106 pthread_mutex_lock(&lock);
107 const pair<string, string> key(vertex_shader, fragment_shader);
108 if (programs.count(key)) {
109 // Already in the cache. Increment the refcount, or take it off the freelist
111 glsl_program_num = programs[key];
112 map<GLuint, int>::iterator refcount_it = program_refcount.find(glsl_program_num);
113 if (refcount_it != program_refcount.end()) {
114 ++refcount_it->second;
116 list<GLuint>::iterator freelist_it =
117 find(program_freelist.begin(), program_freelist.end(), glsl_program_num);
118 assert(freelist_it != program_freelist.end());
119 program_freelist.erase(freelist_it);
120 program_refcount.insert(make_pair(glsl_program_num, 1));
123 // Not in the cache. Compile the shaders.
124 glsl_program_num = glCreateProgram();
126 GLuint vs_obj = compile_shader(vertex_shader, GL_VERTEX_SHADER);
128 GLuint fs_obj = compile_shader(fragment_shader, GL_FRAGMENT_SHADER);
130 glAttachShader(glsl_program_num, vs_obj);
132 glAttachShader(glsl_program_num, fs_obj);
134 glLinkProgram(glsl_program_num);
138 glGetProgramiv(glsl_program_num, GL_LINK_STATUS, &success);
139 if (success == GL_FALSE) {
140 GLchar error_log[1024] = {0};
141 glGetProgramInfoLog(glsl_program_num, 1024, NULL, error_log);
142 fprintf(stderr, "Error linking program: %s\n", error_log);
146 if (movit_debug_level == MOVIT_DEBUG_ON) {
147 // Output shader to a temporary file, for easier debugging.
148 static int compiled_shader_num = 0;
150 sprintf(filename, "chain-%03d.frag", compiled_shader_num++);
151 FILE *fp = fopen(filename, "w");
156 fprintf(fp, "%s\n", fragment_shader.c_str());
160 programs.insert(make_pair(key, glsl_program_num));
161 program_refcount.insert(make_pair(glsl_program_num, 1));
162 program_shaders.insert(make_pair(glsl_program_num, make_pair(vs_obj, fs_obj)));
164 pthread_mutex_unlock(&lock);
165 return glsl_program_num;
168 void ResourcePool::release_glsl_program(GLuint glsl_program_num)
170 pthread_mutex_lock(&lock);
171 map<GLuint, int>::iterator refcount_it = program_refcount.find(glsl_program_num);
172 assert(refcount_it != program_refcount.end());
174 if (--refcount_it->second == 0) {
175 program_refcount.erase(refcount_it);
176 assert(find(program_freelist.begin(), program_freelist.end(), glsl_program_num)
177 == program_freelist.end());
178 program_freelist.push_front(glsl_program_num);
179 if (program_freelist.size() > program_freelist_max_length) {
180 delete_program(program_freelist.back());
181 program_freelist.pop_back();
185 pthread_mutex_unlock(&lock);
188 GLuint ResourcePool::create_2d_texture(GLint internal_format, GLsizei width, GLsizei height)
193 pthread_mutex_lock(&lock);
194 // See if there's a texture on the freelist we can use.
195 for (list<GLuint>::iterator freelist_it = texture_freelist.begin();
196 freelist_it != texture_freelist.end();
198 GLuint texture_num = *freelist_it;
199 map<GLuint, Texture2D>::const_iterator format_it = texture_formats.find(texture_num);
200 assert(format_it != texture_formats.end());
201 if (format_it->second.internal_format == internal_format &&
202 format_it->second.width == width &&
203 format_it->second.height == height) {
204 texture_freelist_bytes -= estimate_texture_size(format_it->second);
205 texture_freelist.erase(freelist_it);
206 pthread_mutex_unlock(&lock);
211 // Find any reasonable format given the internal format; OpenGL validates it
212 // even though we give NULL as pointer.
214 switch (internal_format) {
218 case GL_SRGB8_ALPHA8:
239 // TODO: Add more here as needed.
243 // Same with type; GLES is stricter than desktop OpenGL here.
245 switch (internal_format) {
256 case GL_SRGB8_ALPHA8:
262 type = GL_UNSIGNED_BYTE;
265 type = GL_UNSIGNED_SHORT_5_6_5;
268 // TODO: Add more here as needed.
274 glGenTextures(1, &texture_num);
276 glBindTexture(GL_TEXTURE_2D, texture_num);
278 glTexImage2D(GL_TEXTURE_2D, 0, internal_format, width, height, 0, format, type, NULL);
280 glBindTexture(GL_TEXTURE_2D, 0);
283 Texture2D texture_format;
284 texture_format.internal_format = internal_format;
285 texture_format.width = width;
286 texture_format.height = height;
287 assert(texture_formats.count(texture_num) == 0);
288 texture_formats.insert(make_pair(texture_num, texture_format));
290 pthread_mutex_unlock(&lock);
294 void ResourcePool::release_2d_texture(GLuint texture_num)
296 pthread_mutex_lock(&lock);
297 texture_freelist.push_front(texture_num);
298 assert(texture_formats.count(texture_num) != 0);
299 texture_freelist_bytes += estimate_texture_size(texture_formats[texture_num]);
301 while (texture_freelist_bytes > texture_freelist_max_bytes) {
302 GLuint free_texture_num = texture_freelist.back();
303 texture_freelist.pop_back();
304 assert(texture_formats.count(free_texture_num) != 0);
305 texture_freelist_bytes -= estimate_texture_size(texture_formats[free_texture_num]);
306 texture_formats.erase(free_texture_num);
307 glDeleteTextures(1, &free_texture_num);
310 // Unlink any lingering FBO related to this texture. We might
311 // not be in the right context, so don't delete it right away;
312 // the cleanup in release_fbo() (which calls cleanup_unlinked_fbos())
313 // will take care of actually doing that later.
314 for (map<pair<void *, GLuint>, FBO>::iterator format_it = fbo_formats.begin();
315 format_it != fbo_formats.end();
317 for (unsigned i = 0; i < num_fbo_attachments; ++i) {
318 if (format_it->second.texture_num[i] == free_texture_num) {
319 format_it->second.texture_num[i] = GL_INVALID_INDEX;
324 pthread_mutex_unlock(&lock);
327 GLuint ResourcePool::create_fbo(GLuint texture0_num, GLuint texture1_num, GLuint texture2_num, GLuint texture3_num)
329 void *context = get_gl_context_identifier();
331 // Make sure we are filled from the bottom.
332 assert(texture0_num != 0);
333 if (texture1_num == 0) {
334 assert(texture2_num == 0);
336 if (texture2_num == 0) {
337 assert(texture3_num == 0);
340 pthread_mutex_lock(&lock);
341 if (fbo_freelist.count(context) != 0) {
342 // See if there's an FBO on the freelist we can use.
343 list<FBOFormatIterator>::iterator end = fbo_freelist[context].end();
344 for (list<FBOFormatIterator>::iterator freelist_it = fbo_freelist[context].begin();
345 freelist_it != end; ++freelist_it) {
346 FBOFormatIterator fbo_it = *freelist_it;
347 if (fbo_it->second.texture_num[0] == texture0_num &&
348 fbo_it->second.texture_num[1] == texture1_num &&
349 fbo_it->second.texture_num[2] == texture2_num &&
350 fbo_it->second.texture_num[3] == texture3_num) {
351 fbo_freelist[context].erase(freelist_it);
352 pthread_mutex_unlock(&lock);
353 return fbo_it->second.fbo_num;
360 fbo_format.texture_num[0] = texture0_num;
361 fbo_format.texture_num[1] = texture1_num;
362 fbo_format.texture_num[2] = texture2_num;
363 fbo_format.texture_num[3] = texture3_num;
365 glGenFramebuffers(1, &fbo_format.fbo_num);
367 glBindFramebuffer(GL_FRAMEBUFFER, fbo_format.fbo_num);
370 GLenum bufs[num_fbo_attachments];
371 unsigned num_active_attachments = 0;
372 for (unsigned i = 0; i < num_fbo_attachments; ++i, ++num_active_attachments) {
373 if (fbo_format.texture_num[i] == 0) {
376 glFramebufferTexture2D(
378 GL_COLOR_ATTACHMENT0 + i,
380 fbo_format.texture_num[i],
383 bufs[i] = GL_COLOR_ATTACHMENT0 + i;
386 glDrawBuffers(num_active_attachments, bufs);
389 GLenum status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
390 assert(status == GL_FRAMEBUFFER_COMPLETE);
391 glBindFramebuffer(GL_FRAMEBUFFER, 0);
394 pair<void *, GLuint> key(context, fbo_format.fbo_num);
395 assert(fbo_formats.count(key) == 0);
396 fbo_formats.insert(make_pair(key, fbo_format));
398 pthread_mutex_unlock(&lock);
399 return fbo_format.fbo_num;
402 void ResourcePool::release_fbo(GLuint fbo_num)
404 void *context = get_gl_context_identifier();
406 pthread_mutex_lock(&lock);
407 FBOFormatIterator fbo_it = fbo_formats.find(make_pair(context, fbo_num));
408 assert(fbo_it != fbo_formats.end());
409 fbo_freelist[context].push_front(fbo_it);
411 // Now that we're in this context, free up any FBOs that are connected
412 // to deleted textures (in release_2d_texture).
413 cleanup_unlinked_fbos(context);
415 shrink_fbo_freelist(context, fbo_freelist_max_length);
416 pthread_mutex_unlock(&lock);
419 void ResourcePool::clean_context()
421 void *context = get_gl_context_identifier();
423 // Currently, we only need to worry about FBOs, as they are the only
424 // non-shareable resource we hold.
425 shrink_fbo_freelist(context, 0);
426 fbo_freelist.erase(context);
429 void ResourcePool::cleanup_unlinked_fbos(void *context)
431 list<FBOFormatIterator>::iterator end = fbo_freelist[context].end();
432 for (list<FBOFormatIterator>::iterator freelist_it = fbo_freelist[context].begin(); freelist_it != end; ) {
433 FBOFormatIterator fbo_it = *freelist_it;
435 bool all_unlinked = true;
436 for (unsigned i = 0; i < num_fbo_attachments; ++i) {
437 if (fbo_it->second.texture_num[i] != 0 &&
438 fbo_it->second.texture_num[i] != GL_INVALID_INDEX) {
439 all_unlinked = false;
444 glDeleteFramebuffers(1, &fbo_it->second.fbo_num);
446 fbo_formats.erase(fbo_it);
447 fbo_freelist[context].erase(freelist_it++);
454 void ResourcePool::shrink_fbo_freelist(void *context, size_t max_length)
456 list<FBOFormatIterator> &freelist = fbo_freelist[context];
457 while (freelist.size() > max_length) {
458 FBOFormatIterator free_fbo_it = freelist.back();
459 glDeleteFramebuffers(1, &free_fbo_it->second.fbo_num);
461 fbo_formats.erase(free_fbo_it);
466 size_t ResourcePool::estimate_texture_size(const Texture2D &texture_format)
468 size_t bytes_per_pixel;
470 switch (texture_format.internal_format) {
472 bytes_per_pixel = 16;
478 bytes_per_pixel = 12;
484 case GL_SRGB8_ALPHA8:
513 // TODO: Add more here as needed.
517 return texture_format.width * texture_format.height * bytes_per_pixel;