X-Git-Url: https://git.sesse.net/?a=blobdiff_plain;ds=sidebyside;f=effect_chain.cpp;h=6e297dfeb49d44f7d0044f0c2cb46ef4eacbd6d2;hb=9c12e38b7cd88a77ef297d080b7c41e6bd6326fb;hp=e1ae832e934a0deedb482b152e4a452f99f47b17;hpb=80fc4a6e806e5638ae050c3020962137ca5fd76b;p=movit diff --git a/effect_chain.cpp b/effect_chain.cpp index e1ae832..6e297df 100644 --- a/effect_chain.cpp +++ b/effect_chain.cpp @@ -12,6 +12,7 @@ #include #include #include +#include #include "alpha_division_effect.h" #include "alpha_multiplication_effect.h" @@ -19,6 +20,7 @@ #include "dither_effect.h" #include "effect.h" #include "effect_chain.h" +#include "effect_util.h" #include "gamma_compression_effect.h" #include "gamma_expansion_effect.h" #include "init.h" @@ -27,6 +29,7 @@ #include "util.h" #include "ycbcr_conversion_effect.h" +using namespace Eigen; using namespace std; namespace movit { @@ -246,7 +249,8 @@ string replace_prefix(const string &text, const string &prefix) void EffectChain::compile_glsl_program(Phase *phase) { - string frag_shader = read_version_dependent_file("header", "frag"); + string frag_shader_header = read_version_dependent_file("header", "frag"); + string frag_shader = ""; // Create functions for all the texture inputs that we need. for (unsigned i = 0; i < phase->inputs.size(); ++i) { @@ -262,12 +266,17 @@ void EffectChain::compile_glsl_program(Phase *phase) frag_shader += "\n"; } + // Give each effect in the phase its own ID. for (unsigned i = 0; i < phase->effects.size(); ++i) { Node *node = phase->effects[i]; char effect_id[256]; sprintf(effect_id, "eff%u", i); phase->effect_ids.insert(make_pair(node, effect_id)); + } + for (unsigned i = 0; i < phase->effects.size(); ++i) { + 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"; } else { @@ -280,7 +289,6 @@ void EffectChain::compile_glsl_program(Phase *phase) frag_shader += "\n"; frag_shader += string("#define FUNCNAME ") + effect_id + "\n"; - frag_shader += replace_prefix(node->effect->output_convenience_uniforms(), effect_id); frag_shader += replace_prefix(node->effect->output_fragment_shader(), effect_id); frag_shader += "#undef PREFIX\n"; frag_shader += "#undef FUNCNAME\n"; @@ -298,8 +306,119 @@ void EffectChain::compile_glsl_program(Phase *phase) frag_shader += string("#define INPUT ") + phase->effect_ids[phase->effects.back()] + "\n"; frag_shader.append(read_version_dependent_file("footer", "frag")); + // Collect uniforms from all effects and output them. Note that this needs + // to happen after output_fragment_shader(), even though the uniforms come + // before in the output source, since output_fragment_shader() is allowed + // to register new uniforms (e.g. arrays that are of unknown length until + // finalization time). + // TODO: Make a uniform block for platforms that support it. + string frag_shader_uniforms = ""; + for (unsigned i = 0; i < phase->effects.size(); ++i) { + Node *node = phase->effects[i]; + Effect *effect = node->effect; + const string effect_id = phase->effect_ids[node]; + for (unsigned j = 0; j < effect->uniforms_bool.size(); ++j) { + phase->uniforms_bool.push_back(effect->uniforms_bool[j]); + phase->uniforms_bool.back().prefix = effect_id; + frag_shader_uniforms += string("uniform bool ") + effect_id + + "_" + effect->uniforms_bool[j].name + ";\n"; + } + for (unsigned j = 0; j < effect->uniforms_int.size(); ++j) { + phase->uniforms_int.push_back(effect->uniforms_int[j]); + phase->uniforms_int.back().prefix = effect_id; + frag_shader_uniforms += string("uniform int ") + effect_id + + "_" + effect->uniforms_int[j].name + ";\n"; + } + for (unsigned j = 0; j < effect->uniforms_sampler2d.size(); ++j) { + phase->uniforms_int.push_back(effect->uniforms_sampler2d[j]); + phase->uniforms_int.back().prefix = effect_id; + frag_shader_uniforms += string("uniform sampler2D ") + effect_id + + "_" + effect->uniforms_sampler2d[j].name + ";\n"; + } + for (unsigned j = 0; j < effect->uniforms_float.size(); ++j) { + phase->uniforms_float.push_back(effect->uniforms_float[j]); + phase->uniforms_float.back().prefix = effect_id; + frag_shader_uniforms += string("uniform float ") + effect_id + + "_" + effect->uniforms_float[j].name + ";\n"; + } + for (unsigned j = 0; j < effect->uniforms_vec2.size(); ++j) { + phase->uniforms_vec2.push_back(effect->uniforms_vec2[j]); + phase->uniforms_vec2.back().prefix = effect_id; + frag_shader_uniforms += string("uniform vec2 ") + effect_id + + "_" + effect->uniforms_vec2[j].name + ";\n"; + } + for (unsigned j = 0; j < effect->uniforms_vec3.size(); ++j) { + phase->uniforms_vec3.push_back(effect->uniforms_vec3[j]); + phase->uniforms_vec3.back().prefix = effect_id; + frag_shader_uniforms += string("uniform vec3 ") + effect_id + + "_" + effect->uniforms_vec3[j].name + ";\n"; + } + for (unsigned j = 0; j < effect->uniforms_vec4.size(); ++j) { + phase->uniforms_vec4.push_back(effect->uniforms_vec4[j]); + phase->uniforms_vec4.back().prefix = effect_id; + frag_shader_uniforms += string("uniform vec4 ") + effect_id + + "_" + effect->uniforms_vec4[j].name + ";\n"; + } + for (unsigned j = 0; j < effect->uniforms_vec2_array.size(); ++j) { + char buf[256]; + phase->uniforms_vec2.push_back(effect->uniforms_vec2_array[j]); + phase->uniforms_vec2.back().prefix = effect_id; + snprintf(buf, sizeof(buf), "uniform vec2 %s_%s[%d];\n", + effect_id.c_str(), effect->uniforms_vec2_array[j].name.c_str(), + int(effect->uniforms_vec2_array[j].num_values)); + frag_shader_uniforms += buf; + } + for (unsigned j = 0; j < effect->uniforms_vec4_array.size(); ++j) { + char buf[256]; + phase->uniforms_vec4.push_back(effect->uniforms_vec4_array[j]); + phase->uniforms_vec4.back().prefix = effect_id; + snprintf(buf, sizeof(buf), "uniform vec4 %s_%s[%d];\n", + effect_id.c_str(), effect->uniforms_vec4_array[j].name.c_str(), + int(effect->uniforms_vec4_array[j].num_values)); + frag_shader_uniforms += buf; + } + for (unsigned j = 0; j < effect->uniforms_mat3.size(); ++j) { + phase->uniforms_mat3.push_back(effect->uniforms_mat3[j]); + phase->uniforms_mat3.back().prefix = effect_id; + frag_shader_uniforms += string("uniform mat3 ") + effect_id + + "_" + effect->uniforms_mat3[j].name + ";\n"; + } + } + + frag_shader = frag_shader_header + frag_shader_uniforms + frag_shader; + string vert_shader = read_version_dependent_file("vs", "vert"); phase->glsl_program_num = resource_pool->compile_glsl_program(vert_shader, frag_shader); + + // Collect the resulting program numbers for each uniform. + for (unsigned i = 0; i < phase->uniforms_bool.size(); ++i) { + Uniform &uniform = phase->uniforms_bool[i]; + uniform.location = get_uniform_location(phase->glsl_program_num, uniform.prefix, uniform.name); + } + for (unsigned i = 0; i < phase->uniforms_int.size(); ++i) { + Uniform &uniform = phase->uniforms_int[i]; + uniform.location = get_uniform_location(phase->glsl_program_num, uniform.prefix, uniform.name); + } + for (unsigned i = 0; i < phase->uniforms_float.size(); ++i) { + Uniform &uniform = phase->uniforms_float[i]; + uniform.location = get_uniform_location(phase->glsl_program_num, uniform.prefix, uniform.name); + } + for (unsigned i = 0; i < phase->uniforms_vec2.size(); ++i) { + Uniform &uniform = phase->uniforms_vec2[i]; + uniform.location = get_uniform_location(phase->glsl_program_num, uniform.prefix, uniform.name); + } + for (unsigned i = 0; i < phase->uniforms_vec3.size(); ++i) { + Uniform &uniform = phase->uniforms_vec3[i]; + uniform.location = get_uniform_location(phase->glsl_program_num, uniform.prefix, uniform.name); + } + for (unsigned i = 0; i < phase->uniforms_vec4.size(); ++i) { + Uniform &uniform = phase->uniforms_vec4[i]; + uniform.location = get_uniform_location(phase->glsl_program_num, uniform.prefix, uniform.name); + } + for (unsigned i = 0; i < phase->uniforms_mat3.size(); ++i) { + Uniform &uniform = phase->uniforms_mat3[i]; + uniform.location = get_uniform_location(phase->glsl_program_num, uniform.prefix, uniform.name); + } } // Construct GLSL programs, starting at the given effect and following @@ -1671,6 +1790,10 @@ void EffectChain::execute_phase(Phase *phase, bool last_phase, mapuniforms_bool.size(); ++i) { + const Uniform &uniform = phase->uniforms_bool[i]; + assert(uniform.num_values == 1); + if (uniform.location != -1) { + glUniform1i(uniform.location, *uniform.value); + } + } + for (size_t i = 0; i < phase->uniforms_int.size(); ++i) { + const Uniform &uniform = phase->uniforms_int[i]; + if (uniform.location != -1) { + glUniform1iv(uniform.location, uniform.num_values, uniform.value); + } + } + for (size_t i = 0; i < phase->uniforms_float.size(); ++i) { + const Uniform &uniform = phase->uniforms_float[i]; + if (uniform.location != -1) { + glUniform1fv(uniform.location, uniform.num_values, uniform.value); + } + } + for (size_t i = 0; i < phase->uniforms_vec2.size(); ++i) { + const Uniform &uniform = phase->uniforms_vec2[i]; + if (uniform.location != -1) { + glUniform2fv(uniform.location, uniform.num_values, uniform.value); + } + } + for (size_t i = 0; i < phase->uniforms_vec3.size(); ++i) { + const Uniform &uniform = phase->uniforms_vec3[i]; + if (uniform.location != -1) { + glUniform3fv(uniform.location, uniform.num_values, uniform.value); + } + } + for (size_t i = 0; i < phase->uniforms_vec4.size(); ++i) { + const Uniform &uniform = phase->uniforms_vec4[i]; + if (uniform.location != -1) { + glUniform4fv(uniform.location, uniform.num_values, uniform.value); + } + } + for (size_t i = 0; i < phase->uniforms_mat3.size(); ++i) { + const Uniform &uniform = phase->uniforms_mat3[i]; + assert(uniform.num_values == 1); + if (uniform.location != -1) { + // Convert to float (GLSL has no double matrices). + float matrixf[9]; + for (unsigned y = 0; y < 3; ++y) { + for (unsigned x = 0; x < 3; ++x) { + matrixf[y + x * 3] = (*uniform.value)(y, x); + } + } + glUniformMatrix3fv(uniform.location, 1, GL_FALSE, matrixf); + } + } +} + void EffectChain::setup_rtt_sampler(GLuint glsl_program_num, int sampler_num, const string &effect_id, bool use_mipmaps) { glActiveTexture(GL_TEXTURE0 + sampler_num);