if (output->effect->is_compute_shader()) {
Node *dummy = add_node(new IdentityEffect());
connect_nodes(output, dummy);
+ has_dummy_effect = true;
}
}
void EffectChain::render_to_fbo(GLuint dest_fbo, unsigned width, unsigned height)
{
- assert(finalized);
-
- // This needs to be set anew, in case we are coming from a different context
- // from when we initialized.
- check_error();
- glDisable(GL_DITHER);
- check_error();
-
- const bool final_srgb = glIsEnabled(GL_FRAMEBUFFER_SRGB);
- check_error();
- bool current_srgb = final_srgb;
-
// Save original viewport.
GLuint x = 0, y = 0;
height = viewport[3];
}
+ render(dest_fbo, {}, x, y, width, height);
+}
+
+void EffectChain::render_to_texture(const vector<DestinationTexture> &destinations, unsigned width, unsigned height)
+{
+ assert(finalized);
+ assert(!destinations.empty());
+
+ if (!has_dummy_effect) {
+ // We don't end in a compute shader, so there's nothing specific for us to do.
+ // Create an FBO for this set of textures, and just render to that.
+ GLuint texnums[4] = { 0, 0, 0, 0 };
+ for (unsigned i = 0; i < destinations.size() && i < 4; ++i) {
+ texnums[i] = destinations[i].texnum;
+ }
+ GLuint dest_fbo = resource_pool->create_fbo(texnums[0], texnums[1], texnums[2], texnums[3]);
+ render(dest_fbo, {}, 0, 0, width, height);
+ resource_pool->release_fbo(dest_fbo);
+ } else {
+ render((GLuint)-1, destinations, 0, 0, width, height);
+ }
+}
+
+void EffectChain::render(GLuint dest_fbo, const vector<DestinationTexture> &destinations, unsigned x, unsigned y, unsigned width, unsigned height)
+{
+ assert(finalized);
+ assert(destinations.size() <= 1);
+
+ // This needs to be set anew, in case we are coming from a different context
+ // from when we initialized.
+ check_error();
+ glDisable(GL_DITHER);
+ check_error();
+
+ const bool final_srgb = glIsEnabled(GL_FRAMEBUFFER_SRGB);
+ check_error();
+ bool current_srgb = final_srgb;
+
// Basic state.
check_error();
glDisable(GL_BLEND);
// since otherwise this turns into an (albeit simple) register allocation problem.
map<Phase *, GLuint> output_textures;
- for (unsigned phase_num = 0; phase_num < phases.size(); ++phase_num) {
+ size_t num_phases = phases.size();
+ if (destinations.empty()) {
+ assert(dest_fbo != (GLuint)-1);
+ } else {
+ assert(has_dummy_effect);
+ assert(x == 0);
+ assert(y == 0);
+ assert(num_phases >= 2);
+ assert(!phases.back()->is_compute_shader);
+ assert(phases.back()->effects.size() == 1);
+ assert(phases.back()->effects[0]->effect->effect_type_id() == "IdentityEffect");
+
+ // We are rendering to a set of textures, so we can run the compute shader
+ // directly and skip the dummy phase.
+ --num_phases;
+
+ // TODO: Support more than one destination.
+ output_textures[phases[num_phases - 1]] = destinations[0].texnum;
+ assert(destinations[0].format == GL_RGBA16F);
+ assert(destinations[0].texnum != 0);
+ }
+
+ for (unsigned phase_num = 0; phase_num < num_phases; ++phase_num) {
Phase *phase = phases[phase_num];
if (do_phase_timing) {
phase->timer_query_objects_running.push_back(timer_query_object);
}
bool render_to_texture = true;
- if (phase_num == phases.size() - 1) {
+ if (phase_num == num_phases - 1) {
// Last phase goes to the output the user specified.
- glBindFramebuffer(GL_FRAMEBUFFER, dest_fbo);
- check_error();
- GLenum status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
- assert(status == GL_FRAMEBUFFER_COMPLETE);
- glViewport(x, y, width, height);
- render_to_texture = false;
+ if (!phase->is_compute_shader) {
+ glBindFramebuffer(GL_FRAMEBUFFER, dest_fbo);
+ check_error();
+ GLenum status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
+ assert(status == GL_FRAMEBUFFER_COMPLETE);
+ glViewport(x, y, width, height);
+ render_to_texture = false;
+ }
if (dither_effect != nullptr) {
CHECK(dither_effect->set_int("output_width", width));
CHECK(dither_effect->set_int("output_height", height));
// Enable sRGB rendering for intermediates in case we are
// rendering to an sRGB format.
+ // TODO: Support this for compute shaders.
bool needs_srgb = render_to_texture ? true : final_srgb;
if (needs_srgb && !current_srgb) {
glEnable(GL_FRAMEBUFFER_SRGB);
}
}
+ // Take out the destination textures from the list of temporary textures to be freed.
+ if (has_dummy_effect && !destinations.empty()) {
+ output_textures.erase(phases[num_phases - 1]);
+ }
for (const auto &phase_and_texnum : output_textures) {
resource_pool->release_2d_texture(phase_and_texnum.second);
}
find_output_size(phase);
GLuint tex_num = resource_pool->create_2d_texture(intermediate_format, phase->output_width, phase->output_height);
+ assert(tex_num != 0);
output_textures->insert(make_pair(phase, tex_num));
// The output texture needs to have valid state to be written to by a compute shader.
glActiveTexture(GL_TEXTURE0 + sampler);
Phase *input = phase->inputs[sampler];
input->output_node->bound_sampler_num = sampler;
+ assert(output_textures->count(input));
glBindTexture(GL_TEXTURE_2D, (*output_textures)[input]);
check_error();
if (phase->input_needs_mipmaps && generated_mipmaps->count(input) == 0) {
// This is currently the only place where we use image units,
// so we can always use 0.
phase->outbuf_image_unit = 0;
+ assert(output_textures->count(phase));
glBindImageTexture(phase->outbuf_image_unit, (*output_textures)[phase], 0, GL_FALSE, 0, GL_WRITE_ONLY, GL_RGBA16F);
check_error();
phase->inv_output_size.x = 1.0f / phase->output_width;
// since they can be updated from there.
setup_uniforms(phase);
glDispatchCompute(x, y, z);
+ check_error();
+ glMemoryBarrier(GL_TEXTURE_FETCH_BARRIER_BIT | GL_TEXTURE_UPDATE_BARRIER_BIT);
+ check_error();
} else {
// Uniforms need to come after set_gl_state(), since they can be updated
// from there.