]> git.sesse.net Git - movit/blobdiff - effect_chain.cpp
Loosen up some restrictions on strong one-to-one-effects.
[movit] / effect_chain.cpp
index 5cbb7f9208ad9a375df716d23820f1dd8deb87a0..6d6886cc0d881b95a4ac9972e2b4629d406a385c 100644 (file)
@@ -412,24 +412,28 @@ void EffectChain::compile_glsl_program(Phase *phase)
        for (unsigned i = 0; i < phase->effects.size(); ++i) {
                Node *node = phase->effects[i];
                const string effect_id = phase->effect_ids[make_pair(node, IN_SAME_PHASE)];
-               if (node->incoming_links.size() == 1) {
-                       Node *input = node->incoming_links[0];
-                       NodeLinkType link_type = node->incoming_link_type[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");
+               for (unsigned j = 0; j < node->incoming_links.size(); ++j) {
+                       if (node->incoming_links.size() == 1) {
+                               frag_shader += "#define INPUT";
                        } else {
-                               frag_shader += string("#define INPUT ") + phase->effect_ids[make_pair(input, link_type)] + "\n";
-                       }
-               } else {
-                       for (unsigned j = 0; j < node->incoming_links.size(); ++j) {
-                               assert(!node->incoming_links[j]->effect->is_compute_shader());
                                char buf[256];
-                               string effect_id = phase->effect_ids[make_pair(node->incoming_links[j], node->incoming_link_type[j])];
-                               sprintf(buf, "#define INPUT%d %s\n", j + 1, effect_id.c_str());
+                               sprintf(buf, "#define INPUT%d", j + 1);
                                frag_shader += buf;
                        }
+
+                       Node *input = node->incoming_links[j];
+                       NodeLinkType link_type = node->incoming_link_type[j];
+                       if (i != 0 &&
+                           input->effect->is_compute_shader() &&
+                           node->incoming_link_type[j] == IN_SAME_PHASE) {
+                               // First effect after the compute shader reads the value
+                               // that cs_output() wrote to a global variable,
+                               // ignoring the tc (since all such effects have to be
+                               // strong one-to-one).
+                               frag_shader += "(tc) CS_OUTPUT_VAL\n";
+                       } else {
+                               frag_shader += string(" ") + phase->effect_ids[make_pair(input, link_type)] + "\n";
+                       }
                }
        
                frag_shader += "\n";
@@ -679,6 +683,8 @@ Phase *EffectChain::construct_phase(Node *output, map<Node *, Phase *> *complete
 
                phase->effects.push_back(node);
                if (node->effect->is_compute_shader()) {
+                       assert(phase->compute_shader_node == nullptr ||
+                              phase->compute_shader_node == node);
                        phase->is_compute_shader = true;
                        phase->compute_shader_node = node;
                }
@@ -753,13 +759,17 @@ Phase *EffectChain::construct_phase(Node *output, map<Node *, Phase *> *complete
                        }
 
                        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;
+                               if (phase->is_compute_shader) {
+                                       // Only one compute shader per phase.
+                                       start_new_phase = true;
+                               } else if (!node->strong_one_to_one_sampling) {
+                                       // 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 {
+                                       phase->is_compute_shader = true;
+                                       phase->compute_shader_node = deps[i];
+                               }
                        } 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
@@ -1783,20 +1793,38 @@ void EffectChain::add_dither_if_needed()
        dither_effect = dither->effect;
 }
 
+namespace {
+
+// Whether this effect will cause the phase it is in to become a compute shader phase.
+bool induces_compute_shader(Node *node)
+{
+       if (node->effect->is_compute_shader()) {
+               return true;
+       }
+       if (!node->effect->strong_one_to_one_sampling()) {
+               // This effect can't be chained after a compute shader.
+               return false;
+       }
+       // If at least one of the effects we depend on is a compute shader,
+       // one of them will be put in the same phase as us (the other ones,
+       // if any, will be bounced).
+       for (Node *dep : node->incoming_links) {
+               if (induces_compute_shader(dep)) {
+                       return true;
+               }
+       }
+       return false;
+}
+
+}  // namespace
+
 // Compute shaders can't output to the framebuffer, so if the last
 // phase ends in a compute shader, add a dummy phase at the end that
 // only blits directly from the temporary texture.
 void EffectChain::add_dummy_effect_if_needed()
 {
        Node *output = find_output_node();
-
-       // 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()) {
+       if (induces_compute_shader(output)) {
                Node *dummy = add_node(new ComputeShaderOutputDisplayEffect());
                connect_nodes(output, dummy);
                has_dummy_effect = true;