]> git.sesse.net Git - movit/blobdiff - effect_chain.cpp
Cleanup: Make uniforms for RTT samplers like all other uniforms.
[movit] / effect_chain.cpp
index c5e10e84a39c2315773315c8ae871e05342e012c..4e3f322bfe68cc5a68f2530ac1b5a5ef8a0d285f 100644 (file)
@@ -1,8 +1,7 @@
 #define GL_GLEXT_PROTOTYPES 1
 
-#include <GL/glew.h>
+#include <epoxy/gl.h>
 #include <assert.h>
-#include <locale.h>
 #include <math.h>
 #include <stddef.h>
 #include <stdio.h>
@@ -13,6 +12,7 @@
 #include <stack>
 #include <utility>
 #include <vector>
+#include <Eigen/Core>
 
 #include "alpha_division_effect.h"
 #include "alpha_multiplication_effect.h"
 #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"
 #include "input.h"
 #include "resource_pool.h"
 #include "util.h"
+#include "ycbcr_conversion_effect.h"
 
+using namespace Eigen;
 using namespace std;
 
 namespace movit {
@@ -37,7 +40,8 @@ EffectChain::EffectChain(float aspect_nom, float aspect_denom, ResourcePool *res
          dither_effect(NULL),
          num_dither_bits(0),
          finalized(false),
-         resource_pool(resource_pool) {
+         resource_pool(resource_pool),
+         do_phase_timing(false) {
        if (resource_pool == NULL) {
                this->resource_pool = new ResourcePool();
                owns_resource_pool = true;
@@ -74,6 +78,20 @@ void EffectChain::add_output(const ImageFormat &format, OutputAlphaFormat alpha_
        assert(!finalized);
        output_format = format;
        output_alpha_format = alpha_format;
+       output_color_type = OUTPUT_COLOR_RGB;
+}
+
+void EffectChain::add_ycbcr_output(const ImageFormat &format, OutputAlphaFormat alpha_format,
+                                   const YCbCrFormat &ycbcr_format)
+{
+       assert(!finalized);
+       output_format = format;
+       output_alpha_format = alpha_format;
+       output_color_type = OUTPUT_COLOR_YCBCR;
+       output_ycbcr_format = ycbcr_format;
+
+       assert(ycbcr_format.chroma_subsampling_x == 1);
+       assert(ycbcr_format.chroma_subsampling_y == 1);
 }
 
 Node *EffectChain::add_node(Effect *effect)
@@ -88,6 +106,8 @@ Node *EffectChain::add_node(Effect *effect)
        node->output_color_space = COLORSPACE_INVALID;
        node->output_gamma_curve = GAMMA_INVALID;
        node->output_alpha_type = ALPHA_INVALID;
+       node->needs_mipmaps = false;
+       node->one_to_one_sampling = false;
 
        nodes.push_back(node);
        node_map[effect] = node;
@@ -229,9 +249,10 @@ string replace_prefix(const string &text, const string &prefix)
 
 void EffectChain::compile_glsl_program(Phase *phase)
 {
-       string frag_shader = read_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.
+       // Create functions and uniforms for all the texture inputs that we need.
        for (unsigned i = 0; i < phase->inputs.size(); ++i) {
                Node *input = phase->inputs[i]->output_node;
                char effect_id[256];
@@ -240,17 +261,30 @@ void EffectChain::compile_glsl_program(Phase *phase)
        
                frag_shader += string("uniform sampler2D tex_") + effect_id + ";\n";
                frag_shader += string("vec4 ") + effect_id + "(vec2 tc) {\n";
-               frag_shader += "\treturn texture2D(tex_" + string(effect_id) + ", tc);\n";
+               frag_shader += "\treturn tex2D(tex_" + string(effect_id) + ", tc);\n";
                frag_shader += "}\n";
                frag_shader += "\n";
+
+               Uniform<int> uniform;
+               uniform.name = effect_id;
+               uniform.value = &phase->input_samplers[i];
+               uniform.prefix = "tex";
+               uniform.num_values = 1;
+               uniform.location = -1;
+               phase->uniforms_sampler2d.push_back(uniform);
        }
 
+       // 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 {
@@ -263,7 +297,6 @@ 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";
@@ -279,16 +312,132 @@ void EffectChain::compile_glsl_program(Phase *phase)
                frag_shader += "\n";
        }
        frag_shader += string("#define INPUT ") + phase->effect_ids[phase->effects.back()] + "\n";
-       frag_shader.append(read_file("footer.frag"));
+       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_sampler2d.size(); ++j) {
+                       phase->uniforms_sampler2d.push_back(effect->uniforms_sampler2d[j]);
+                       phase->uniforms_sampler2d.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_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_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;
 
-       phase->glsl_program_num = resource_pool->compile_glsl_program(read_file("vs.vert"), 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_sampler2d.size(); ++i) {
+               Uniform<int> &uniform = phase->uniforms_sampler2d[i];
+               uniform.location = get_uniform_location(phase->glsl_program_num, uniform.prefix, uniform.name);
+       }
+       for (unsigned i = 0; i < phase->uniforms_bool.size(); ++i) {
+               Uniform<bool> &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<int> &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<float> &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<float> &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<float> &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<float> &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<Matrix3d> &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
 // the chain from there. We end a program every time we come to an effect
 // marked as "needs texture bounce", one that is used by multiple other
-// effects, every time an effect wants to change the output size,
-// and of course at the end.
+// effects, every time we need to bounce due to output size change
+// (not all size changes require ending), and of course at the end.
 //
 // We follow a quite simple depth-first search from the output, although
 // without recursing explicitly within each phase.
@@ -301,6 +450,13 @@ Phase *EffectChain::construct_phase(Node *output, map<Node *, Phase *> *complete
        Phase *phase = new Phase;
        phase->output_node = output;
 
+       // 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
+       // we hit an effect that changes output size (and not sets a virtual
+       // 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();
+
        // Effects that we have yet to calculate, but that we know should
        // be in the current phase.
        stack<Node *> effects_todo_this_phase;
@@ -310,6 +466,10 @@ Phase *EffectChain::construct_phase(Node *output, map<Node *, Phase *> *complete
                Node *node = effects_todo_this_phase.top();
                effects_todo_this_phase.pop();
 
+               if (node->effect->needs_mipmaps()) {
+                       node->needs_mipmaps = true;
+               }
+
                // This should currently only happen for effects that are inputs
                // (either true inputs or phase outputs). We special-case inputs,
                // and then deduplicate phase outputs below.
@@ -334,6 +494,21 @@ Phase *EffectChain::construct_phase(Node *output, map<Node *, Phase *> *complete
                                start_new_phase = true;
                        }
 
+                       // Propagate information about needing mipmaps down the chain,
+                       // breaking the phase if we notice an incompatibility.
+                       //
+                       // Note that we cannot do this propagation as a normal pass,
+                       // because it needs information about where the phases end
+                       // (we should not propagate the flag across phases).
+                       if (node->needs_mipmaps) {
+                               if (deps[i]->effect->num_inputs() == 0) {
+                                       Input *input = static_cast<Input *>(deps[i]->effect);
+                                       start_new_phase |= !input->can_supply_mipmaps();
+                               } else {
+                                       deps[i]->needs_mipmaps = true;
+                               }
+                       }
+
                        if (deps[i]->outgoing_links.size() > 1) {
                                if (!deps[i]->effect->is_single_texture()) {
                                        // More than one effect uses this as the input,
@@ -359,7 +534,14 @@ Phase *EffectChain::construct_phase(Node *output, map<Node *, Phase *> *complete
                                }
                        }
 
-                       if (deps[i]->effect->changes_output_size()) {
+                       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.
+                               start_new_phase = true;
+                       } else if (deps[i]->effect->changes_output_size() && !node->one_to_one_sampling) {
+                               // If the next effect changes size and we don't have one-to-one sampling,
+                               // we also need to break here.
                                start_new_phase = true;
                        }
 
@@ -367,6 +549,10 @@ Phase *EffectChain::construct_phase(Node *output, map<Node *, Phase *> *complete
                                phase->inputs.push_back(construct_phase(deps[i], completed_effects));
                        } else {
                                effects_todo_this_phase.push(deps[i]);
+
+                               // 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();
                        }
                }
        }
@@ -379,6 +565,9 @@ Phase *EffectChain::construct_phase(Node *output, map<Node *, Phase *> *complete
        sort(phase->inputs.begin(), phase->inputs.end());
        phase->inputs.erase(unique(phase->inputs.begin(), phase->inputs.end()), phase->inputs.end());
 
+       // Allocate samplers for each input.
+       phase->input_samplers.resize(phase->inputs.size());
+
        // We added the effects from the output and back, but we need to output
        // them in topological sort order in the shader.
        phase->effects = topological_sort(phase->effects);
@@ -392,13 +581,30 @@ Phase *EffectChain::construct_phase(Node *output, map<Node *, Phase *> *complete
        for (unsigned i = 0; i < phase->effects.size(); ++i) {
                Node *node = phase->effects[i];
                if (node->effect->num_inputs() == 0) {
-                       CHECK(node->effect->set_int("needs_mipmaps", phase->input_needs_mipmaps));
+                       Input *input = static_cast<Input *>(node->effect);
+                       assert(!phase->input_needs_mipmaps || input->can_supply_mipmaps());
+                       CHECK(input->set_int("needs_mipmaps", phase->input_needs_mipmaps));
                }
        }
 
+       // Tell each node which phase it ended up in, so that the unit test
+       // can check that the phases were split in the right place.
+       // Note that this ignores that effects may be part of multiple phases;
+       // if the unit tests need to test such cases, we'll reconsider.
+       for (unsigned i = 0; i < phase->effects.size(); ++i) {
+               phase->effects[i]->containing_phase = phase;
+       }
+
        // Actually make the shader for this phase.
        compile_glsl_program(phase);
 
+       // Initialize timer objects.
+       if (movit_timer_queries_supported) {
+               glGenQueries(1, &phase->timer_query_object);
+               phase->time_elapsed_ns = 0;
+               phase->num_measured_iterations = 0;
+       }
+
        assert(completed_effects->count(output) == 0);
        completed_effects->insert(make_pair(output, phase));
        phases.push_back(phase);
@@ -593,7 +799,8 @@ void EffectChain::inform_input_sizes(Phase *phase)
        // Now propagate from the inputs towards the end, and inform as we go.
        // The rules are simple:
        //
-       //   1. Don't touch effects that already have given sizes (ie., inputs).
+       //   1. Don't touch effects that already have given sizes (ie., inputs
+       //      or effects that change the output size).
        //   2. If all of your inputs have the same size, that will be your output size.
        //   3. Otherwise, your output size is 0x0.
        for (unsigned i = 0; i < phase->effects.size(); ++i) {
@@ -615,8 +822,19 @@ void EffectChain::inform_input_sizes(Phase *phase)
                                this_output_height = 0;
                        }
                }
-               node->output_width = this_output_width;
-               node->output_height = this_output_height;
+               if (node->effect->changes_output_size()) {
+                       // We cannot call get_output_size() before we've done inform_input_size()
+                       // on all inputs.
+                       unsigned real_width, real_height;
+                       node->effect->get_output_size(&real_width, &real_height,
+                                                     &node->output_width, &node->output_height);
+                       assert(node->effect->sets_virtual_output_size() ||
+                              (real_width == node->output_width &&
+                               real_height == node->output_height));
+               } else {
+                       node->output_width = this_output_width;
+                       node->output_height = this_output_height;
+               }
        }
 }
 
@@ -630,6 +848,9 @@ void EffectChain::find_output_size(Phase *phase)
        if (output_node->effect->changes_output_size()) {
                output_node->effect->get_output_size(&phase->output_width, &phase->output_height,
                                                     &phase->virtual_output_width, &phase->virtual_output_height);
+               assert(output_node->effect->sets_virtual_output_size() ||
+                      (phase->output_width == phase->virtual_output_width &&
+                       phase->output_height == phase->virtual_output_height));
                return;
        }
 
@@ -1291,6 +1512,22 @@ void EffectChain::fix_output_gamma()
                connect_nodes(output, conversion);
        }
 }
+
+// If the user has requested Y'CbCr output, we need to do this conversion
+// _after_ GammaCompressionEffect etc., but before dither (see below).
+// This is because Y'CbCr, with the exception of a special optional mode
+// in Rec. 2020 (which we currently don't support), is defined to work on
+// gamma-encoded data.
+void EffectChain::add_ycbcr_conversion_if_needed()
+{
+       assert(output_color_type == OUTPUT_COLOR_RGB || output_color_type == OUTPUT_COLOR_YCBCR);
+       if (output_color_type != OUTPUT_COLOR_YCBCR) {
+               return;
+       }
+       Node *output = find_output_node();
+       Node *ycbcr = add_node(new YCbCrConversionEffect(output_ycbcr_format));
+       connect_nodes(output, ycbcr);
+}
        
 // If the user has requested dither, add a DitherEffect right at the end
 // (after GammaCompressionEffect etc.). This needs to be done after everything else,
@@ -1329,10 +1566,6 @@ Node *EffectChain::find_output_node()
 
 void EffectChain::finalize()
 {
-       // Save the current locale, and set it to C, so that we can output decimal
-       // numbers with printf and be sure to get them in the format mandated by GLSL.
-       char *saved_locale = setlocale(LC_NUMERIC, "C");
-
        // Output the graph as it is before we do any conversions on it.
        output_dot("step0-start.dot");
 
@@ -1377,11 +1610,13 @@ void EffectChain::finalize()
        fix_internal_gamma_by_asking_inputs(15);
        fix_internal_gamma_by_inserting_nodes(16);
 
-       output_dot("step17-before-dither.dot");
+       output_dot("step17-before-ycbcr.dot");
+       add_ycbcr_conversion_if_needed();
 
+       output_dot("step18-before-dither.dot");
        add_dither_if_needed();
 
-       output_dot("step18-final.dot");
+       output_dot("step19-final.dot");
        
        // Construct all needed GLSL programs, starting at the output.
        // We need to keep track of which effects have already been computed,
@@ -1390,12 +1625,11 @@ void EffectChain::finalize()
        map<Node *, Phase *> completed_effects;
        construct_phase(find_output_node(), &completed_effects);
 
-       output_dot("step19-split-to-phases.dot");
+       output_dot("step20-split-to-phases.dot");
 
        assert(phases[0]->inputs.empty());
        
        finalized = true;
-       setlocale(LC_NUMERIC, saved_locale);
 }
 
 void EffectChain::render_to_fbo(GLuint dest_fbo, unsigned width, unsigned height)
@@ -1404,7 +1638,6 @@ void EffectChain::render_to_fbo(GLuint dest_fbo, unsigned width, unsigned height
 
        // Save original viewport.
        GLuint x = 0, y = 0;
-       GLuint fbo = 0;
 
        if (width == 0 && height == 0) {
                GLint viewport[4];
@@ -1423,65 +1656,19 @@ void EffectChain::render_to_fbo(GLuint dest_fbo, unsigned width, unsigned height
        glDepthMask(GL_FALSE);
        check_error();
 
-       if (phases.size() > 1) {
-               glGenFramebuffers(1, &fbo);
-               check_error();
-               glBindFramebuffer(GL_FRAMEBUFFER, fbo);
-               check_error();
-       }
-
        set<Phase *> generated_mipmaps;
 
        // We choose the simplest option of having one texture per output,
        // since otherwise this turns into an (albeit simple) register allocation problem.
        map<Phase *, GLuint> output_textures;
 
-       for (unsigned phase = 0; phase < phases.size(); ++phase) {
-               // Find a texture for this phase.
-               inform_input_sizes(phases[phase]);
-               if (phase != phases.size() - 1) {
-                       find_output_size(phases[phase]);
-
-                       GLuint tex_num = resource_pool->create_2d_texture(GL_RGBA16F_ARB, phases[phase]->output_width, phases[phase]->output_height);
-                       output_textures.insert(make_pair(phases[phase], tex_num));
-               }
-
-               const GLuint glsl_program_num = phases[phase]->glsl_program_num;
-               check_error();
-               glUseProgram(glsl_program_num);
-               check_error();
-
-               // Set up RTT inputs for this phase.
-               for (unsigned sampler = 0; sampler < phases[phase]->inputs.size(); ++sampler) {
-                       glActiveTexture(GL_TEXTURE0 + sampler);
-                       Phase *input = phases[phase]->inputs[sampler];
-                       input->output_node->bound_sampler_num = sampler;
-                       glBindTexture(GL_TEXTURE_2D, output_textures[input]);
-                       check_error();
-                       if (phases[phase]->input_needs_mipmaps) {
-                               if (generated_mipmaps.count(input) == 0) {
-                                       glGenerateMipmap(GL_TEXTURE_2D);
-                                       check_error();
-                                       generated_mipmaps.insert(input);
-                               }
-                               glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
-                               check_error();
-                       } else {
-                               glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
-                               check_error();
-                       }
-                       glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
-                       check_error();
-                       glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
-                       check_error();
+       for (unsigned phase_num = 0; phase_num < phases.size(); ++phase_num) {
+               Phase *phase = phases[phase_num];
 
-                       string texture_name = string("tex_") + phases[phase]->effect_ids[input->output_node];
-                       glUniform1i(glGetUniformLocation(glsl_program_num, texture_name.c_str()), sampler);
-                       check_error();
+               if (do_phase_timing) {
+                       glBeginQuery(GL_TIME_ELAPSED, phase->timer_query_object);
                }
-
-               // And now the output.
-               if (phase == phases.size() - 1) {
+               if (phase_num == phases.size() - 1) {
                        // Last phase goes to the output the user specified.
                        glBindFramebuffer(GL_FRAMEBUFFER, dest_fbo);
                        check_error();
@@ -1492,83 +1679,252 @@ void EffectChain::render_to_fbo(GLuint dest_fbo, unsigned width, unsigned height
                                CHECK(dither_effect->set_int("output_width", width));
                                CHECK(dither_effect->set_int("output_height", height));
                        }
-               } else {
-                       glFramebufferTexture2D(
-                               GL_FRAMEBUFFER,
-                               GL_COLOR_ATTACHMENT0,
-                               GL_TEXTURE_2D,
-                               output_textures[phases[phase]],
-                               0);
-                       check_error();
-                       GLenum status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
-                       assert(status == GL_FRAMEBUFFER_COMPLETE);
-                       glViewport(0, 0, phases[phase]->output_width, phases[phase]->output_height);
                }
+               execute_phase(phase, phase_num == phases.size() - 1, &output_textures, &generated_mipmaps);
+               if (do_phase_timing) {
+                       glEndQuery(GL_TIME_ELAPSED);
+               }
+       }
 
-               // Give the required parameters to all the effects.
-               unsigned sampler_num = phases[phase]->inputs.size();
-               for (unsigned i = 0; i < phases[phase]->effects.size(); ++i) {
-                       Node *node = phases[phase]->effects[i];
-                       unsigned old_sampler_num = sampler_num;
-                       node->effect->set_gl_state(glsl_program_num, phases[phase]->effect_ids[node], &sampler_num);
-                       check_error();
+       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);
+       }
 
-                       if (node->effect->is_single_texture()) {
-                               assert(sampler_num - old_sampler_num == 1);
-                               node->bound_sampler_num = old_sampler_num;
-                       } else {
-                               node->bound_sampler_num = -1;
+       glBindFramebuffer(GL_FRAMEBUFFER, 0);
+       check_error();
+       glUseProgram(0);
+       check_error();
+
+       if (do_phase_timing) {
+               // Get back the timer queries.
+               for (unsigned phase_num = 0; phase_num < phases.size(); ++phase_num) {
+                       Phase *phase = phases[phase_num];
+                       GLint available = 0;
+                       while (!available) {
+                               glGetQueryObjectiv(phase->timer_query_object, GL_QUERY_RESULT_AVAILABLE, &available);
                        }
+                       GLuint64 time_elapsed;
+                       glGetQueryObjectui64v(phase->timer_query_object, GL_QUERY_RESULT, &time_elapsed);
+                       phase->time_elapsed_ns += time_elapsed;
+                       ++phase->num_measured_iterations;
                }
+       }
+}
+
+void EffectChain::enable_phase_timing(bool enable)
+{
+       if (enable) {
+               assert(movit_timer_queries_supported);
+       }
+       this->do_phase_timing = enable;
+}
 
-               // Now draw!
-               float vertices[] = {
-                       0.0f, 1.0f,
-                       0.0f, 0.0f,
-                       1.0f, 1.0f,
-                       1.0f, 0.0f
-               };
+void EffectChain::reset_phase_timing()
+{
+       for (unsigned phase_num = 0; phase_num < phases.size(); ++phase_num) {
+               Phase *phase = phases[phase_num];
+               phase->time_elapsed_ns = 0;
+               phase->num_measured_iterations = 0;
+       }
+}
 
-               GLuint vao;
-               glGenVertexArrays(1, &vao);
-               check_error();
-               glBindVertexArray(vao);
-               check_error();
+void EffectChain::print_phase_timing()
+{
+       double total_time_ms = 0.0;
+       for (unsigned phase_num = 0; phase_num < phases.size(); ++phase_num) {
+               Phase *phase = phases[phase_num];
+               double avg_time_ms = phase->time_elapsed_ns * 1e-6 / phase->num_measured_iterations;
+               printf("Phase %d: %5.1f ms  [", phase_num, avg_time_ms);
+               for (unsigned effect_num = 0; effect_num < phase->effects.size(); ++effect_num) {
+                       if (effect_num != 0) {
+                               printf(", ");
+                       }
+                       printf("%s", phase->effects[effect_num]->effect->effect_type_id().c_str());
+               }
+               printf("]\n");
+               total_time_ms += avg_time_ms;
+       }
+       printf("Total:   %5.1f ms\n", total_time_ms);
+}
+
+void EffectChain::execute_phase(Phase *phase, bool last_phase, map<Phase *, GLuint> *output_textures, set<Phase *> *generated_mipmaps)
+{
+       GLuint fbo = 0;
 
-               GLuint position_vbo = fill_vertex_attribute(glsl_program_num, "position", 2, GL_FLOAT, sizeof(vertices), vertices);
-               GLuint texcoord_vbo = fill_vertex_attribute(glsl_program_num, "texcoord", 2, GL_FLOAT, sizeof(vertices), vertices);  // Same as vertices.
+       // Find a texture for this phase.
+       inform_input_sizes(phase);
+       if (!last_phase) {
+               find_output_size(phase);
 
-               glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
+               GLuint tex_num = resource_pool->create_2d_texture(GL_RGBA16F, phase->output_width, phase->output_height);
+               output_textures->insert(make_pair(phase, tex_num));
+       }
+
+       const GLuint glsl_program_num = phase->glsl_program_num;
+       check_error();
+       glUseProgram(glsl_program_num);
+       check_error();
+
+       // 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]);
                check_error();
+               if (phase->input_needs_mipmaps && generated_mipmaps->count(input) == 0) {
+                       glGenerateMipmap(GL_TEXTURE_2D);
+                       check_error();
+                       generated_mipmaps->insert(input);
+               }
+               setup_rtt_sampler(sampler, phase->input_needs_mipmaps);
+               phase->input_samplers[sampler] = sampler;  // Bind the sampler to the right uniform.
+       }
 
-               cleanup_vertex_attribute(glsl_program_num, "position", position_vbo);
-               cleanup_vertex_attribute(glsl_program_num, "texcoord", texcoord_vbo);
+       // And now the output. (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);
+       }
 
-               glUseProgram(0);
+       // Give the required parameters to all the effects.
+       unsigned sampler_num = phase->inputs.size();
+       for (unsigned i = 0; i < phase->effects.size(); ++i) {
+               Node *node = phase->effects[i];
+               unsigned old_sampler_num = sampler_num;
+               node->effect->set_gl_state(glsl_program_num, phase->effect_ids[node], &sampler_num);
                check_error();
 
-               for (unsigned i = 0; i < phases[phase]->effects.size(); ++i) {
-                       Node *node = phases[phase]->effects[i];
-                       node->effect->clear_gl_state();
+               if (node->effect->is_single_texture()) {
+                       assert(sampler_num - old_sampler_num == 1);
+                       node->bound_sampler_num = old_sampler_num;
+               } else {
+                       node->bound_sampler_num = -1;
                }
+       }
 
-               glDeleteVertexArrays(1, &vao);
-               check_error();
+       // Uniforms need to come after set_gl_state(), since they can be updated
+       // from there.
+       setup_uniforms(phase);
+
+       // Now draw!
+       float vertices[] = {
+               0.0f, 2.0f,
+               0.0f, 0.0f,
+               2.0f, 0.0f
+       };
+
+       GLuint vao;
+       glGenVertexArrays(1, &vao);
+       check_error();
+       glBindVertexArray(vao);
+       check_error();
+
+       GLuint position_vbo = fill_vertex_attribute(glsl_program_num, "position", 2, GL_FLOAT, sizeof(vertices), vertices);
+       GLuint texcoord_vbo = fill_vertex_attribute(glsl_program_num, "texcoord", 2, GL_FLOAT, sizeof(vertices), vertices);  // Same as vertices.
+
+       glDrawArrays(GL_TRIANGLES, 0, 3);
+       check_error();
+
+       cleanup_vertex_attribute(glsl_program_num, "position", position_vbo);
+       cleanup_vertex_attribute(glsl_program_num, "texcoord", texcoord_vbo);
+       
+       glUseProgram(0);
+       check_error();
+
+       for (unsigned i = 0; i < phase->effects.size(); ++i) {
+               Node *node = phase->effects[i];
+               node->effect->clear_gl_state();
        }
 
-       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);
+       if (!last_phase) {
+               resource_pool->release_fbo(fbo);
        }
 
-       glBindFramebuffer(GL_FRAMEBUFFER, 0);
+       glDeleteVertexArrays(1, &vao);
        check_error();
+}
+
+void EffectChain::setup_uniforms(Phase *phase)
+{
+       // TODO: Use UBO blocks.
+       for (size_t i = 0; i < phase->uniforms_sampler2d.size(); ++i) {
+               const Uniform<int> &uniform = phase->uniforms_sampler2d[i];
+               if (uniform.location != -1) {
+                       glUniform1iv(uniform.location, uniform.num_values, uniform.value);
+               }
+       }
+       for (size_t i = 0; i < phase->uniforms_bool.size(); ++i) {
+               const Uniform<bool> &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<int> &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<float> &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<float> &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<float> &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<float> &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<Matrix3d> &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);
+               }
+       }
+}
 
-       if (fbo != 0) {
-               glDeleteFramebuffers(1, &fbo);
+void EffectChain::setup_rtt_sampler(int sampler_num, bool use_mipmaps)
+{
+       glActiveTexture(GL_TEXTURE0 + sampler_num);
+       check_error();
+       if (use_mipmaps) {
+               glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
+               check_error();
+       } else {
+               glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
                check_error();
        }
+       glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+       check_error();
+       glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+       check_error();
 }
 
 }  // namespace movit