AlphaDivisionEffect() {}
std::string effect_type_id() const override { return "AlphaDivisionEffect"; }
std::string output_fragment_shader() override;
- bool one_to_one_sampling() const override { return true; }
+ bool strong_one_to_one_sampling() const override { return true; }
};
} // namespace movit
AlphaMultiplicationEffect() {}
std::string effect_type_id() const override { return "AlphaMultiplicationEffect"; }
std::string output_fragment_shader() override;
- bool one_to_one_sampling() const override { return true; }
+ bool strong_one_to_one_sampling() const override { return true; }
};
} // namespace movit
bool needs_srgb_primaries() const override { return false; }
AlphaHandling alpha_handling() const override { return DONT_CARE_ALPHA_TYPE; }
- bool one_to_one_sampling() const override { return true; }
+ bool strong_one_to_one_sampling() const override { return true; }
// Get a conversion matrix from the given color space to XYZ.
static Eigen::Matrix3d get_xyz_matrix(Colorspace space);
AlphaHandling alpha_handling() const override { return INPUT_PREMULTIPLIED_ALPHA_KEEP_BLANK; }
unsigned num_inputs() const override { return 2; }
- bool one_to_one_sampling() const override { return true; }
+ bool strong_one_to_one_sampling() const override { return true; }
private:
float blurred_mix_amount;
// premultiplied error. However, we need to do dithering in the same
// space as quantization, whether that be pre- or postmultiply.
AlphaHandling alpha_handling() const override { return DONT_CARE_ALPHA_TYPE; }
- bool one_to_one_sampling() const override { return true; }
+ bool strong_one_to_one_sampling() const override { return true; }
void set_gl_state(GLuint glsl_program_num, const std::string &prefix, unsigned *sampler_num) override;
// set sets_virtual_output_size(), though.
//
// Does not make a lot of sense together with needs_texture_bounce().
- virtual bool one_to_one_sampling() const { return false; }
+ // Cannot be set for compute shaders.
+ virtual bool one_to_one_sampling() const { return strong_one_to_one_sampling(); }
+
+ // Similar in use to one_to_one_sampling(), but even stricter:
+ // The effect must not use texture coordinate in any way beyond
+ // giving it unmodified to its (single) input. This allows it to
+ // also be used after a compute shader, in the same phase.
+ //
+ // An effect that it strong one-to-one must also be one-to-one.
+ virtual bool strong_one_to_one_sampling() const { return false; }
// Whether this effect wants to output to a different size than
// its input(s) (see inform_input_size(), below). See also
namespace {
-// An effect that does nothing.
-class IdentityEffect : public Effect {
+// An effect whose only purpose is to sit in a phase on its own and take the
+// texture output from a compute shader and display it to the normal backbuffer
+// (or any FBO). That phase can be skipped when rendering using render_to_textures().
+class ComputeShaderOutputDisplayEffect : public Effect {
public:
- IdentityEffect() {}
- string effect_type_id() const override { return "IdentityEffect"; }
+ ComputeShaderOutputDisplayEffect() {}
+ string effect_type_id() const override { return "ComputeShaderOutputDisplayEffect"; }
string output_fragment_shader() override { return read_file("identity.frag"); }
+ bool needs_texture_bounce() const override { return true; }
};
} // namespace
node->output_alpha_type = ALPHA_INVALID;
node->needs_mipmaps = false;
node->one_to_one_sampling = false;
+ node->strong_one_to_one_sampling = false;
nodes.push_back(node);
node_map[effect] = node;
Node *node = phase->effects[i];
const string effect_id = phase->effect_ids[node];
if (node->incoming_links.size() == 1) {
- frag_shader += string("#define INPUT ") + phase->effect_ids[node->incoming_links[0]] + "\n";
+ Node *input = node->incoming_links[0];
+ if (i != 0 && input->effect->is_compute_shader()) {
+ // First effect after the compute shader reads the value
+ // that cs_output() wrote to a global variable.
+ frag_shader += string("#define INPUT(tc) CS_OUTPUT_VAL\n");
+ } else {
+ frag_shader += string("#define INPUT ") + phase->effect_ids[input] + "\n";
+ }
} else {
for (unsigned j = 0; j < node->incoming_links.size(); ++j) {
+ assert(!node->incoming_links[j]->effect->is_compute_shader());
char buf[256];
sprintf(buf, "#define INPUT%d %s\n", j + 1, phase->effect_ids[node->incoming_links[j]].c_str());
frag_shader += buf;
}
frag_shader += "\n";
}
- frag_shader += string("#define INPUT ") + phase->effect_ids[phase->effects.back()] + "\n";
+ if (phase->is_compute_shader) {
+ frag_shader += string("#define INPUT ") + phase->effect_ids[phase->compute_shader_node] + "\n";
+ if (phase->compute_shader_node == phase->effects.back()) {
+ // No postprocessing.
+ frag_shader += "#define CS_POSTPROC(tc) CS_OUTPUT_VAL\n";
+ } else {
+ frag_shader += string("#define CS_POSTPROC ") + phase->effect_ids[phase->effects.back()] + "\n";
+ }
+ } else {
+ frag_shader += string("#define INPUT ") + phase->effect_ids[phase->effects.back()] + "\n";
+ }
// If we're the last phase, add the right #defines for Y'CbCr multi-output as needed.
vector<string> frag_shader_outputs; // In order.
if (phase->is_compute_shader) {
frag_shader.append(read_file("footer.comp"));
- phase->output_node->effect->register_uniform_vec2("inv_output_size", (float *)&phase->inv_output_size);
- phase->output_node->effect->register_uniform_vec2("output_texcoord_adjust", (float *)&phase->output_texcoord_adjust);
+ phase->compute_shader_node->effect->register_uniform_vec2("inv_output_size", (float *)&phase->inv_output_size);
+ phase->compute_shader_node->effect->register_uniform_vec2("output_texcoord_adjust", (float *)&phase->output_texcoord_adjust);
} else {
frag_shader.append(read_file("footer.frag"));
}
Phase *phase = new Phase;
phase->output_node = output;
- phase->is_compute_shader = output->effect->is_compute_shader();
+ phase->is_compute_shader = false;
+ phase->compute_shader_node = nullptr;
// If the output effect has one-to-one sampling, we try to trace this
// status down through the dependency chain. This is important in case
// output size); if we have one-to-one sampling, we don't have to break
// the phase.
output->one_to_one_sampling = output->effect->one_to_one_sampling();
+ output->strong_one_to_one_sampling = output->effect->strong_one_to_one_sampling();
// Effects that we have yet to calculate, but that we know should
// be in the current phase.
Node *node = effects_todo_this_phase.top();
effects_todo_this_phase.pop();
+ assert(node->effect->one_to_one_sampling() >= node->effect->strong_one_to_one_sampling());
+
if (node->effect->needs_mipmaps()) {
node->needs_mipmaps = true;
}
}
phase->effects.push_back(node);
+ if (node->effect->is_compute_shader()) {
+ phase->is_compute_shader = true;
+ phase->compute_shader_node = node;
+ }
// Find all the dependencies of this effect, and add them to the stack.
vector<Node *> deps = node->incoming_links;
start_new_phase = true;
}
- // Compute shaders currently always end phases.
- // (We might loosen this up in some cases in the future.)
- if (deps[i]->effect->is_compute_shader()) {
- start_new_phase = true;
- }
-
// Propagate information about needing mipmaps down the chain,
// breaking the phase if we notice an incompatibility.
//
}
}
- if (deps[i]->effect->sets_virtual_output_size()) {
+ if (deps[i]->effect->is_compute_shader()) {
+ // Only one compute shader per phase; we should have been stopped
+ // already due to the fact that compute shaders are not one-to-one.
+ assert(!phase->is_compute_shader);
+
+ // If all nodes so far are strong one-to-one, we can put them after
+ // the compute shader (ie., process them on the output).
+ start_new_phase = !node->strong_one_to_one_sampling;
+ } else if (deps[i]->effect->sets_virtual_output_size()) {
assert(deps[i]->effect->changes_output_size());
// If the next effect sets a virtual size to rely on OpenGL's
// bilinear sampling, we'll really need to break the phase here.
// Propagate the one-to-one status down through the dependency.
deps[i]->one_to_one_sampling = node->one_to_one_sampling &&
deps[i]->effect->one_to_one_sampling();
+ deps[i]->strong_one_to_one_sampling = node->strong_one_to_one_sampling &&
+ deps[i]->effect->strong_one_to_one_sampling();
}
}
}
void EffectChain::add_dummy_effect_if_needed()
{
Node *output = find_output_node();
- if (output->effect->is_compute_shader()) {
- Node *dummy = add_node(new IdentityEffect());
+
+ // See if the last effect that's not strong one-to-one is a compute shader.
+ Node *last_effect = output;
+ while (last_effect->effect->num_inputs() == 1 &&
+ last_effect->effect->strong_one_to_one_sampling()) {
+ last_effect = last_effect->incoming_links[0];
+ }
+ if (last_effect->effect->is_compute_shader()) {
+ Node *dummy = add_node(new ComputeShaderOutputDisplayEffect());
connect_nodes(output, dummy);
has_dummy_effect = true;
}
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");
+ assert(phases.back()->effects[0]->effect->effect_type_id() == "ComputeShaderOutputDisplayEffect");
// We are rendering to a set of textures, so we can run the compute shader
// directly and skip the dummy phase.
// (in the same phase) have one_to_one_sampling() set.
bool one_to_one_sampling;
+ // Same, for strong_one_to_one_sampling().
+ bool strong_one_to_one_sampling;
+
friend class EffectChain;
};
// Whether this phase is compiled as a compute shader, ie., the last effect is
// marked as one.
bool is_compute_shader;
+ Node *compute_shader_node;
// If <is_compute_shader>, which image unit the output buffer is bound to.
// This is used as source for a Uniform<int> below.
bool sets_virtual_output_size() const override { return false; }
};
+class WithAndWithoutComputeShaderTest : public testing::TestWithParam<string> {
+};
+INSTANTIATE_TEST_CASE_P(WithAndWithoutComputeShaderTest,
+ WithAndWithoutComputeShaderTest,
+ testing::Values("fragment", "compute"));
+
+// An effect that does nothing, but as a compute shader.
+class IdentityComputeEffect : public Effect {
+public:
+ IdentityComputeEffect() {}
+ virtual string effect_type_id() const { return "IdentityComputeEffect"; }
+ virtual bool is_compute_shader() const { return true; }
+ string output_fragment_shader() { return read_file("identity.comp"); }
+};
+
// An effect that promises one-to-one sampling (unlike IdentityEffect).
class OneToOneEffect : public Effect {
public:
OneToOneEffect() {}
string effect_type_id() const override { return "OneToOneEffect"; }
string output_fragment_shader() override { return read_file("identity.frag"); }
- bool one_to_one_sampling() const override { return true; }
+ bool strong_one_to_one_sampling() const override { return true; }
};
-TEST(EffectChainTest, NoBounceWithOneToOneSampling) {
+TEST_P(WithAndWithoutComputeShaderTest, NoBounceWithOneToOneSampling) {
const int size = 2;
float data[size * size] = {
1.0f, 0.0f,
RewritingEffect<OneToOneEffect> *effect1 = new RewritingEffect<OneToOneEffect>();
RewritingEffect<OneToOneEffect> *effect2 = new RewritingEffect<OneToOneEffect>();
- tester.get_chain()->add_effect(new NonVirtualResizeEffect(size, size));
+ if (GetParam() == "compute") {
+ tester.get_chain()->add_effect(new IdentityComputeEffect());
+ } else {
+ tester.get_chain()->add_effect(new NonVirtualResizeEffect(size, size));
+ }
tester.get_chain()->add_effect(effect1);
tester.get_chain()->add_effect(effect2);
tester.run(out_data, GL_RED, COLORSPACE_sRGB, GAMMA_LINEAR);
free(saved_locale);
}
-// An effect that does nothing, but as a compute shader.
-class IdentityComputeEffect : public Effect {
-public:
- IdentityComputeEffect() {}
- string effect_type_id() const override { return "IdentityComputeEffect"; }
- bool is_compute_shader() const override { return true; }
- string output_fragment_shader() override { return read_file("identity.comp"); }
-};
-
-class WithAndWithoutComputeShaderTest : public testing::TestWithParam<string> {
-};
-INSTANTIATE_TEST_CASE_P(WithAndWithoutComputeShaderTest,
- WithAndWithoutComputeShaderTest,
- testing::Values("fragment", "compute"));
-
TEST(EffectChainTest, sRGBIntermediate) {
float data[] = {
0.0f, 0.5f, 0.0f, 1.0f,
void cs_output(ivec2 coord, vec4 val)
{
+ // Run the value through any preprocessing steps we might have.
+ CS_OUTPUT_VAL = val;
+ val = CS_POSTPROC(vec2(0.0, 0.0));
+
#if SQUARE_ROOT_TRANSFORMATION
// Make sure we don't give negative values to sqrt.
val.rgb = sqrt(max(val.rgb, 0.0));
void set_gl_state(GLuint glsl_program_num, const std::string &prefix, unsigned *sampler_num) override;
bool needs_srgb_primaries() const override { return false; }
- bool one_to_one_sampling() const override { return true; }
+ bool strong_one_to_one_sampling() const override { return true; }
// Actually needs postmultiplied input as well as outputting it.
// EffectChain will take care of that.
bool needs_linear_light() const override { return false; }
bool needs_srgb_primaries() const override { return false; }
- bool one_to_one_sampling() const override { return true; }
+ bool strong_one_to_one_sampling() const override { return true; }
// Actually processes its input in a nonlinear fashion,
// but does not touch alpha, and we are a special case anyway.
std::string output_fragment_shader() override;
AlphaHandling alpha_handling() const override { return INPUT_PREMULTIPLIED_ALPHA_KEEP_BLANK; }
- bool one_to_one_sampling() const override { return true; }
+ bool strong_one_to_one_sampling() const override { return true; }
private:
float cutoff;
void cs_output(uvec2 coord, vec4 val);
void cs_output(ivec2 coord, vec4 val);
+// Used if there are any steps used to postprocess compute shader output.
+// Initialized due to https://bugs.freedesktop.org/show_bug.cgi?id=103895.
+vec4 CS_OUTPUT_VAL = vec4(0.0);
+
#define OUTPUT(tc, val) cs_output(tc, val)
LiftGammaGainEffect();
std::string effect_type_id() const override { return "LiftGammaGainEffect"; }
AlphaHandling alpha_handling() const override { return INPUT_PREMULTIPLIED_ALPHA_KEEP_BLANK; }
- bool one_to_one_sampling() const override { return true; }
+ bool strong_one_to_one_sampling() const override { return true; }
std::string output_fragment_shader() override;
void set_gl_state(GLuint glsl_program_num, const std::string &prefix, unsigned *sampler_num) override;
bool needs_srgb_primaries() const override { return false; }
unsigned num_inputs() const override { return 3; }
- bool one_to_one_sampling() const override { return true; }
+ bool strong_one_to_one_sampling() const override { return true; }
AlphaHandling alpha_handling() const override { return INPUT_PREMULTIPLIED_ALPHA_KEEP_BLANK; }
private:
bool needs_srgb_primaries() const override { return false; }
unsigned num_inputs() const override { return 2; }
- bool one_to_one_sampling() const override { return true; }
+ bool strong_one_to_one_sampling() const override { return true; }
// TODO: In the common case where a+b=1, it would be useful to be able to set
// alpha_handling() to INPUT_PREMULTIPLIED_ALPHA_KEEP_BLANK. However, right now
MultiplyEffect();
std::string effect_type_id() const override { return "MultiplyEffect"; }
std::string output_fragment_shader() override;
- bool one_to_one_sampling() const override { return true; }
+ bool strong_one_to_one_sampling() const override { return true; }
private:
RGBATuple factor;
bool needs_srgb_primaries() const override { return false; }
unsigned num_inputs() const override { return 2; }
- bool one_to_one_sampling() const override { return true; }
+ bool strong_one_to_one_sampling() const override { return true; }
// Actually, if _either_ image has blank alpha, our output will have
// blank alpha, too (this only tells the framework that having _both_
SaturationEffect();
std::string effect_type_id() const override { return "SaturationEffect"; }
AlphaHandling alpha_handling() const override { return DONT_CARE_ALPHA_TYPE; }
- bool one_to_one_sampling() const override { return true; }
+ bool strong_one_to_one_sampling() const override { return true; }
std::string output_fragment_shader() override;
private:
// changes, even within git versions. There is no specific version
// documentation outside the regular changelogs, though.
-#define MOVIT_VERSION 33
+#define MOVIT_VERSION 34
#endif // !defined(_MOVIT_VERSION_H)
bool needs_srgb_primaries() const override { return false; }
AlphaHandling alpha_handling() const override { return DONT_CARE_ALPHA_TYPE; }
- bool one_to_one_sampling() const override { return true; }
+ bool strong_one_to_one_sampling() const override { return true; }
void inform_input_size(unsigned input_num, unsigned width, unsigned height) override;
void set_gl_state(GLuint glsl_program_num, const std::string &prefix, unsigned *sampler_num) override;
WhiteBalanceEffect();
std::string effect_type_id() const override { return "WhiteBalanceEffect"; }
AlphaHandling alpha_handling() const override { return DONT_CARE_ALPHA_TYPE; }
- bool one_to_one_sampling() const override { return true; }
+ bool strong_one_to_one_sampling() const override { return true; }
std::string output_fragment_shader() override;
void set_gl_state(GLuint glsl_program_num, const std::string &prefix, unsigned *sampler_num) override;
std::string output_fragment_shader() override;
void set_gl_state(GLuint glsl_program_num, const std::string &prefix, unsigned *sampler_num) override;
AlphaHandling alpha_handling() const override { return DONT_CARE_ALPHA_TYPE; }
- bool one_to_one_sampling() const override { return true; }
+ bool strong_one_to_one_sampling() const override { return true; }
// Should not be called by end users; call
// EffectChain::change_ycbcr_output_format() instead.