]> git.sesse.net Git - movit/blobdiff - effect_chain.cpp
Collapse passes more aggressively in the face of size changes.
[movit] / effect_chain.cpp
index 048cc1e0dbe878b881449af0366aa19feb2217c3..519cb2c6b9ea1c5816ead123b05260904519f96e 100644 (file)
@@ -89,6 +89,7 @@ Node *EffectChain::add_node(Effect *effect)
        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;
@@ -289,8 +290,8 @@ void EffectChain::compile_glsl_program(Phase *phase)
 // 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.
@@ -303,6 +304,13 @@ 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;
@@ -380,7 +388,14 @@ 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;
                        }
 
@@ -388,6 +403,10 @@ 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();
                        }
                }
        }
@@ -419,6 +438,14 @@ Phase *EffectChain::construct_phase(Node *output, map<Node *, Phase *> *complete
                }
        }
 
+       // 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);
 
@@ -649,9 +676,12 @@ void EffectChain::inform_input_sizes(Phase *phase)
                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_ignored, real_height_ignored;
-                       node->effect->get_output_size(&real_width_ignored, &real_height_ignored,
+                       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;
@@ -669,6 +699,9 @@ 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;
        }