namespace {
template<class T>
-void extract_uniform_declarations(const vector<Uniform<T> > &effect_uniforms,
+void extract_uniform_declarations(const vector<Uniform<T>> &effect_uniforms,
const string &type_specifier,
const string &effect_id,
- vector<Uniform<T> > *phase_uniforms,
+ vector<Uniform<T>> *phase_uniforms,
string *glsl_string)
{
for (unsigned i = 0; i < effect_uniforms.size(); ++i) {
}
template<class T>
-void extract_uniform_array_declarations(const vector<Uniform<T> > &effect_uniforms,
+void extract_uniform_array_declarations(const vector<Uniform<T>> &effect_uniforms,
const string &type_specifier,
const string &effect_id,
- vector<Uniform<T> > *phase_uniforms,
+ vector<Uniform<T>> *phase_uniforms,
string *glsl_string)
{
for (unsigned i = 0; i < effect_uniforms.size(); ++i) {
}
template<class T>
-void collect_uniform_locations(GLuint glsl_program_num, vector<Uniform<T> > *phase_uniforms)
+void collect_uniform_locations(GLuint glsl_program_num, vector<Uniform<T>> *phase_uniforms)
{
for (unsigned i = 0; i < phase_uniforms->size(); ++i) {
Uniform<T> &uniform = (*phase_uniforms)[i];
{
string frag_shader_header;
if (phase->is_compute_shader) {
- frag_shader_header = read_file("header.compute");
+ frag_shader_header = read_file("header.comp");
} else {
frag_shader_header = read_version_dependent_file("header", "frag");
}
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;
+ }
+
+ for (unsigned phase_num = 0; phase_num < num_phases; ++phase_num) {
Phase *phase = phases[phase_num];
if (do_phase_timing) {
glBeginQuery(GL_TIME_ELAPSED, timer_query_object);
phase->timer_query_objects_running.push_back(timer_query_object);
}
- if (phase_num == phases.size() - 1) {
+ bool last_phase = (phase_num == num_phases - 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);
+ 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);
+ }
if (dither_effect != nullptr) {
CHECK(dither_effect->set_int("output_width", width));
CHECK(dither_effect->set_int("output_height", height));
}
}
- bool last_phase = (phase_num == phases.size() - 1);
// Enable sRGB rendering for intermediates in case we are
// rendering to an sRGB format.
+ // TODO: Support this for compute shaders.
bool needs_srgb = last_phase ? final_srgb : true;
if (needs_srgb && !current_srgb) {
glEnable(GL_FRAMEBUFFER_SRGB);
current_srgb = true;
}
- execute_phase(phase, last_phase, &output_textures, &generated_mipmaps);
+ // Find a texture for this phase.
+ inform_input_sizes(phase);
+ find_output_size(phase);
+ vector<DestinationTexture> phase_destinations;
+ if (!last_phase) {
+ GLuint tex_num = resource_pool->create_2d_texture(intermediate_format, phase->output_width, phase->output_height);
+ output_textures.insert(make_pair(phase, tex_num));
+ phase_destinations.push_back(DestinationTexture{ tex_num, intermediate_format });
+
+ // The output texture needs to have valid state to be written to by a compute shader.
+ glActiveTexture(GL_TEXTURE0);
+ check_error();
+ glBindTexture(GL_TEXTURE_2D, tex_num);
+ check_error();
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ check_error();
+ } else if (phase->is_compute_shader) {
+ assert(!destinations.empty());
+ phase_destinations = destinations;
+ }
+
+ execute_phase(phase, output_textures, phase_destinations, &generated_mipmaps);
if (do_phase_timing) {
glEndQuery(GL_TIME_ELAPSED);
}
}
- for (map<Phase *, GLuint>::const_iterator texture_it = output_textures.begin();
- texture_it != output_textures.end();
- ++texture_it) {
- resource_pool->release_2d_texture(texture_it->second);
+ for (const auto &phase_and_texnum : output_textures) {
+ resource_pool->release_2d_texture(phase_and_texnum.second);
}
glBindFramebuffer(GL_FRAMEBUFFER, 0);
// Get back the timer queries.
for (unsigned phase_num = 0; phase_num < phases.size(); ++phase_num) {
Phase *phase = phases[phase_num];
- for (std::list<GLuint>::iterator timer_it = phase->timer_query_objects_running.begin();
- timer_it != phase->timer_query_objects_running.end(); ) {
+ for (auto timer_it = phase->timer_query_objects_running.cbegin();
+ timer_it != phase->timer_query_objects_running.cend(); ) {
GLint timer_query_object = *timer_it;
GLint available;
glGetQueryObjectiv(timer_query_object, GL_QUERY_RESULT_AVAILABLE, &available);
printf("Total: %5.1f ms\n", total_time_ms);
}
-void EffectChain::execute_phase(Phase *phase, bool last_phase,
- map<Phase *, GLuint> *output_textures,
+void EffectChain::execute_phase(Phase *phase,
+ const map<Phase *, GLuint> &output_textures,
+ const std::vector<DestinationTexture> &destinations,
set<Phase *> *generated_mipmaps)
{
- GLuint fbo = 0;
-
- // Find a texture for this phase.
- inform_input_sizes(phase);
- if (!last_phase) {
- find_output_size(phase);
-
- GLuint tex_num = resource_pool->create_2d_texture(intermediate_format, phase->output_width, phase->output_height);
- output_textures->insert(make_pair(phase, tex_num));
- }
-
// Set up RTT inputs for this phase.
for (unsigned sampler = 0; sampler < phase->inputs.size(); ++sampler) {
glActiveTexture(GL_TEXTURE0 + sampler);
Phase *input = phase->inputs[sampler];
input->output_node->bound_sampler_num = sampler;
- glBindTexture(GL_TEXTURE_2D, (*output_textures)[input]);
+ const auto it = output_textures.find(input);
+ assert(it != output_textures.end());
+ glBindTexture(GL_TEXTURE_2D, it->second);
check_error();
if (phase->input_needs_mipmaps && generated_mipmaps->count(input) == 0) {
glGenerateMipmap(GL_TEXTURE_2D);
check_error();
// And now the output.
+ GLuint fbo = 0;
if (phase->is_compute_shader) {
+ assert(!destinations.empty());
+
// This is currently the only place where we use image units,
- // so we can always use 0.
+ // so we can always start at 0. TODO: Support multiple destinations.
phase->outbuf_image_unit = 0;
- glBindImageTexture(phase->outbuf_image_unit, (*output_textures)[phase], 0, GL_FALSE, 0, GL_WRITE_ONLY, GL_RGBA16F);
+ glBindImageTexture(phase->outbuf_image_unit, destinations[0].texnum, 0, GL_FALSE, 0, GL_WRITE_ONLY, destinations[0].format);
check_error();
phase->inv_output_size.x = 1.0f / phase->output_width;
phase->inv_output_size.y = 1.0f / phase->output_height;
phase->output_texcoord_adjust.x = 0.5f / phase->output_width;
phase->output_texcoord_adjust.y = 0.5f / phase->output_height;
- } else {
- // (Already set up for us if it is the last phase.)
- if (!last_phase) {
- fbo = resource_pool->create_fbo((*output_textures)[phase]);
- glBindFramebuffer(GL_FRAMEBUFFER, fbo);
- glViewport(0, 0, phase->output_width, phase->output_height);
- }
+ } else if (!destinations.empty()) {
+ assert(destinations.size() == 1);
+ fbo = resource_pool->create_fbo(destinations[0].texnum);
+ glBindFramebuffer(GL_FRAMEBUFFER, fbo);
+ glViewport(0, 0, phase->output_width, phase->output_height);
}
// Give the required parameters to all the effects.
}
}
-
if (phase->is_compute_shader) {
unsigned x, y, z;
phase->output_node->effect->get_compute_dimensions(phase->output_width, phase->output_height, &x, &y, &z);
// 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.
resource_pool->unuse_glsl_program(instance_program_num);
- if (!last_phase && !phase->is_compute_shader) {
+ if (fbo != 0) {
resource_pool->release_fbo(fbo);
}
}