X-Git-Url: https://git.sesse.net/?a=blobdiff_plain;ds=sidebyside;f=effect_chain.h;h=e07c2e9061b9b01f68d6baf753dacec03cead707;hb=06ba8d86c019208682d8883dc7187df37b027814;hp=a1bf3cb80241167b6f0bda72bf1ea3e974ed98d3;hpb=ddf71f853e64c3912eed4ab98bfe7503826ce8e1;p=movit diff --git a/effect_chain.h b/effect_chain.h index a1bf3cb..e07c2e9 100644 --- a/effect_chain.h +++ b/effect_chain.h @@ -16,6 +16,10 @@ // but if so, the threads' contexts need to be set up to share resources, since // the EffectChain holds textures and other OpenGL objects that are tied to the // context. +// +// Memory management (only relevant if you use multiple contexts): +// See corresponding comment in resource_pool.h. This holds even if you don't +// allocate your own ResourcePool, but let EffectChain hold its own. #include #include @@ -23,8 +27,11 @@ #include #include #include +#include +#include "effect.h" #include "image_format.h" +#include "ycbcr.h" namespace movit { @@ -48,6 +55,34 @@ enum OutputAlphaFormat { OUTPUT_ALPHA_FORMAT_POSTMULTIPLIED, }; +// RGBA output is nearly always packed; Y'CbCr, however, is often planar +// due to chroma subsampling. This enum controls how add_ycbcr_output() +// distributes the color channels between the fragment shader outputs. +// Obviously, anything except YCBCR_OUTPUT_INTERLEAVED will be meaningless +// unless you use render_to_fbo() and have an FBO with multiple render +// targets attached (the other outputs will be discarded). +enum YCbCrOutputSplitting { + // Only one output: Store Y'CbCr into the first three output channels, + // respectively, plus alpha. This is also called “chunked” or + // ”packed” mode. + YCBCR_OUTPUT_INTERLEAVED, + + // Store Y' and alpha into the first output (in the red and alpha + // channels; effect to the others is undefined), and Cb and Cr into + // the first two channels of the second output. This is particularly + // useful if you want to end up in a format like NV12, where all the + // Y' samples come first and then Cb and Cr come interlevaed afterwards. + // You will still need to do the chroma subsampling yourself to actually + // get down to NV12, though. + YCBCR_OUTPUT_SPLIT_Y_AND_CBCR, + + // Store Y' and alpha into the first output, Cb into the first channel + // of the second output and Cr into the first channel of the third output. + // (Effect on the other channels is undefined.) Essentially gives you + // 4:4:4 planar, or ”yuv444p”. + YCBCR_OUTPUT_PLANAR, +}; + // A node in the graph; basically an effect and some associated information. class Node { public: @@ -58,6 +93,10 @@ public: std::vector outgoing_links; std::vector incoming_links; + // For unit tests only. Do not use from other code. + // Will contain an arbitrary choice if the node is in multiple phases. + Phase *containing_phase; + private: // Logical size of the output of this effect, ie. the resolution // you would get if you sampled it as a texture. If it is undefined @@ -79,6 +118,11 @@ private: Colorspace output_color_space; GammaCurve output_gamma_curve; AlphaType output_alpha_type; + bool needs_mipmaps; // Directly or indirectly. + + // Set if this effect, and all effects consuming output from this node + // (in the same phase) have one_to_one_sampling() set. + bool one_to_one_sampling; friend class EffectChain; }; @@ -93,6 +137,10 @@ struct Phase { // Inputs are only inputs from other phases (ie., those that come from RTT); // input textures are counted as part of . std::vector inputs; + // Bound sampler numbers for each input. Redundant in a sense + // (it always corresponds to the index), but we need somewhere + // to hold the value for the uniform. + std::vector input_samplers; std::vector effects; // In order. unsigned output_width, output_height, virtual_output_width, virtual_output_height; @@ -100,12 +148,20 @@ struct Phase { // Unique per-phase to increase cacheability of compiled shaders. std::map effect_ids; - // The geometry needed to draw this quad, bound to the vertex array - // object. (Seemingly it's actually a win not to upload geometry every - // frame, even for something as small as a quad, due to fewer state - // changes.) - GLuint vao; - GLuint position_vbo, texcoord_vbo; + // Uniforms for this phase; combined from all the effects. + std::vector > uniforms_sampler2d; + std::vector > uniforms_bool; + std::vector > uniforms_int; + std::vector > uniforms_float; + std::vector > uniforms_vec2; + std::vector > uniforms_vec3; + std::vector > uniforms_vec4; + std::vector > uniforms_mat3; + + // For measurement of GPU time used. + GLuint timer_query_object; + uint64_t time_elapsed_ns; + uint64_t num_measured_iterations; }; class EffectChain { @@ -151,8 +207,16 @@ public: } Effect *add_effect(Effect *effect, const std::vector &inputs); + // Adds an RGB output. Note that you can only have one output. void add_output(const ImageFormat &format, OutputAlphaFormat alpha_format); + // Adds an YCbCr output. Note that you can only have one output. + // Currently, only chunked packed output is supported, and only 4:4:4 + // (so chroma_subsampling_x and chroma_subsampling_y must both be 1). + void add_ycbcr_output(const ImageFormat &format, OutputAlphaFormat alpha_format, + const YCbCrFormat &ycbcr_format, + YCbCrOutputSplitting output_splitting = YCBCR_OUTPUT_INTERLEAVED); + // Set number of output bits, to scale the dither. // 8 is the right value for most outputs. // The default, 0, is a special value that means no dither. @@ -163,6 +227,14 @@ public: void finalize(); + // Measure the GPU time used for each actual phase during rendering. + // Note that this is only available if GL_ARB_timer_query + // (or, equivalently, OpenGL 3.3) is available. Also note that measurement + // will incur a performance cost, as we wait for the measurements to + // complete at the end of rendering. + void enable_phase_timing(bool enable); + void reset_phase_timing(); + void print_phase_timing(); //void render(unsigned char *src, unsigned char *dst); void render_to_screen() @@ -235,6 +307,15 @@ private: // as the last effect. Also pushes all phases in order onto . Phase *construct_phase(Node *output, std::map *completed_effects); + // Execute one phase, ie. set up all inputs, effects and outputs, and render the quad. + void execute_phase(Phase *phase, bool last_phase, std::map *output_textures, std::set *generated_mipmaps); + + // Set up uniforms for one phase. The program must already be bound. + void setup_uniforms(Phase *phase); + + // Set up the given sampler number for sampling from an RTT texture. + void setup_rtt_sampler(int sampler_num, bool use_mipmaps); + // Output the current graph to the given file in a Graphviz-compatible format; // only useful for debugging. void output_dot(const char *filename); @@ -277,12 +358,18 @@ private: void fix_internal_gamma_by_asking_inputs(unsigned step); void fix_internal_gamma_by_inserting_nodes(unsigned step); void fix_output_gamma(); + void add_ycbcr_conversion_if_needed(); void add_dither_if_needed(); float aspect_nom, aspect_denom; ImageFormat output_format; OutputAlphaFormat output_alpha_format; + enum OutputColorType { OUTPUT_COLOR_RGB, OUTPUT_COLOR_YCBCR }; + OutputColorType output_color_type; + YCbCrFormat output_ycbcr_format; // If output_color_type == OUTPUT_COLOR_YCBCR. + YCbCrOutputSplitting output_ycbcr_splitting; // If output_color_type == OUTPUT_COLOR_YCBCR. + std::vector nodes; std::map node_map; Effect *dither_effect; @@ -295,6 +382,8 @@ private: ResourcePool *resource_pool; bool owns_resource_pool; + + bool do_phase_timing; }; } // namespace movit