]> git.sesse.net Git - movit/blobdiff - effect_chain.cpp
Support chaining certain effects after compute shaders.
[movit] / effect_chain.cpp
index 091bda89ddf7d5f7c70fa1109861566cb3a626f4..c6bac8078e13b10ed9af621e9b00e80f9cfa8361 100644 (file)
@@ -34,12 +34,15 @@ namespace movit {
 
 namespace {
 
-// An effect that does nothing.
-class IdentityEffect : public Effect {
+// An effect whose only purpose is to sit in a phase on its own and take the
+// texture output from a compute shader and display it to the normal backbuffer
+// (or any FBO). That phase can be skipped when rendering using render_to_textures().
+class ComputeShaderOutputDisplayEffect : public Effect {
 public:
-       IdentityEffect() {}
-       virtual string effect_type_id() const { return "IdentityEffect"; }
-       string output_fragment_shader() { return read_file("identity.frag"); }
+       ComputeShaderOutputDisplayEffect() {}
+       string effect_type_id() const override { return "ComputeShaderOutputDisplayEffect"; }
+       string output_fragment_shader() override { return read_file("identity.frag"); }
+       bool needs_texture_bounce() const override { return true; }
 };
 
 }  // namespace
@@ -162,6 +165,7 @@ Node *EffectChain::add_node(Effect *effect)
        node->output_alpha_type = ALPHA_INVALID;
        node->needs_mipmaps = false;
        node->one_to_one_sampling = false;
+       node->strong_one_to_one_sampling = false;
 
        nodes.push_back(node);
        node_map[effect] = node;
@@ -408,9 +412,17 @@ void EffectChain::compile_glsl_program(Phase *phase)
                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";
+                       Node *input = node->incoming_links[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");
+                       } else {
+                               frag_shader += string("#define INPUT ") + phase->effect_ids[input] + "\n";
+                       }
                } else {
                        for (unsigned j = 0; j < node->incoming_links.size(); ++j) {
+                               assert(!node->incoming_links[j]->effect->is_compute_shader());
                                char buf[256];
                                sprintf(buf, "#define INPUT%d %s\n", j + 1, phase->effect_ids[node->incoming_links[j]].c_str());
                                frag_shader += buf;
@@ -435,7 +447,17 @@ void EffectChain::compile_glsl_program(Phase *phase)
                }
                frag_shader += "\n";
        }
-       frag_shader += string("#define INPUT ") + phase->effect_ids[phase->effects.back()] + "\n";
+       if (phase->is_compute_shader) {
+               frag_shader += string("#define INPUT ") + phase->effect_ids[phase->compute_shader_node] + "\n";
+               if (phase->compute_shader_node == phase->effects.back()) {
+                       // No postprocessing.
+                       frag_shader += "#define CS_POSTPROC(tc) CS_OUTPUT_VAL\n";
+               } else {
+                       frag_shader += string("#define CS_POSTPROC ") + phase->effect_ids[phase->effects.back()] + "\n";
+               }
+       } else {
+               frag_shader += string("#define INPUT ") + phase->effect_ids[phase->effects.back()] + "\n";
+       }
 
        // If we're the last phase, add the right #defines for Y'CbCr multi-output as needed.
        vector<string> frag_shader_outputs;  // In order.
@@ -500,9 +522,9 @@ void EffectChain::compile_glsl_program(Phase *phase)
        }
 
        if (phase->is_compute_shader) {
-               frag_shader.append(read_file("footer.compute"));
-               phase->output_node->effect->register_uniform_vec2("inv_output_size", (float *)&phase->inv_output_size);
-               phase->output_node->effect->register_uniform_vec2("output_texcoord_adjust", (float *)&phase->output_texcoord_adjust);
+               frag_shader.append(read_file("footer.comp"));
+               phase->compute_shader_node->effect->register_uniform_vec2("inv_output_size", (float *)&phase->inv_output_size);
+               phase->compute_shader_node->effect->register_uniform_vec2("output_texcoord_adjust", (float *)&phase->output_texcoord_adjust);
        } else {
                frag_shader.append(read_file("footer.frag"));
        }
@@ -597,7 +619,8 @@ Phase *EffectChain::construct_phase(Node *output, map<Node *, Phase *> *complete
 
        Phase *phase = new Phase;
        phase->output_node = output;
-       phase->is_compute_shader = output->effect->is_compute_shader();
+       phase->is_compute_shader = false;
+       phase->compute_shader_node = nullptr;
 
        // 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
@@ -605,6 +628,7 @@ Phase *EffectChain::construct_phase(Node *output, map<Node *, Phase *> *complete
        // 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();
+       output->strong_one_to_one_sampling = output->effect->strong_one_to_one_sampling();
 
        // Effects that we have yet to calculate, but that we know should
        // be in the current phase.
@@ -615,6 +639,8 @@ Phase *EffectChain::construct_phase(Node *output, map<Node *, Phase *> *complete
                Node *node = effects_todo_this_phase.top();
                effects_todo_this_phase.pop();
 
+               assert(node->effect->one_to_one_sampling() >= node->effect->strong_one_to_one_sampling());
+
                if (node->effect->needs_mipmaps()) {
                        node->needs_mipmaps = true;
                }
@@ -631,6 +657,10 @@ Phase *EffectChain::construct_phase(Node *output, map<Node *, Phase *> *complete
                }
 
                phase->effects.push_back(node);
+               if (node->effect->is_compute_shader()) {
+                       phase->is_compute_shader = true;
+                       phase->compute_shader_node = node;
+               }
 
                // Find all the dependencies of this effect, and add them to the stack.
                vector<Node *> deps = node->incoming_links;
@@ -644,12 +674,6 @@ Phase *EffectChain::construct_phase(Node *output, map<Node *, Phase *> *complete
                                start_new_phase = true;
                        }
 
-                       // Compute shaders currently always end phases.
-                       // (We might loosen this up in some cases in the future.)
-                       if (deps[i]->effect->is_compute_shader()) {
-                               start_new_phase = true;
-                       }
-
                        // Propagate information about needing mipmaps down the chain,
                        // breaking the phase if we notice an incompatibility.
                        //
@@ -690,7 +714,15 @@ Phase *EffectChain::construct_phase(Node *output, map<Node *, Phase *> *complete
                                }
                        }
 
-                       if (deps[i]->effect->sets_virtual_output_size()) {
+                       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;
+                       } 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
                                // bilinear sampling, we'll really need to break the phase here.
@@ -709,6 +741,8 @@ Phase *EffectChain::construct_phase(Node *output, map<Node *, Phase *> *complete
                                // 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();
+                               deps[i]->strong_one_to_one_sampling = node->strong_one_to_one_sampling &&
+                                       deps[i]->effect->strong_one_to_one_sampling();
                        }
                }
        }
@@ -1722,8 +1756,15 @@ void EffectChain::add_dither_if_needed()
 void EffectChain::add_dummy_effect_if_needed()
 {
        Node *output = find_output_node();
-       if (output->effect->is_compute_shader()) {
-               Node *dummy = add_node(new IdentityEffect());
+
+       // 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()) {
+               Node *dummy = add_node(new ComputeShaderOutputDisplayEffect());
                connect_nodes(output, dummy);
                has_dummy_effect = true;
        }
@@ -1882,9 +1923,18 @@ void EffectChain::render(GLuint dest_fbo, const vector<DestinationTexture> &dest
 
        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.
+       // We keep one texture per output, but only for as long as we actually have any
+       // phases that need it as an input. (We don't make any effort to reorder phases
+       // to minimize the number of textures in play, as register allocation can be
+       // complicated and we rarely have much to gain, since our graphs are typically
+       // pretty linear.)
        map<Phase *, GLuint> output_textures;
+       map<Phase *, int> ref_counts;
+       for (Phase *phase : phases) {
+               for (Phase *input : phase->inputs) {
+                       ++ref_counts[input];
+               }
+       }
 
        size_t num_phases = phases.size();
        if (destinations.empty()) {
@@ -1896,7 +1946,7 @@ void EffectChain::render(GLuint dest_fbo, const vector<DestinationTexture> &dest
                assert(num_phases >= 2);
                assert(!phases.back()->is_compute_shader);
                assert(phases.back()->effects.size() == 1);
-               assert(phases.back()->effects[0]->effect->effect_type_id() == "IdentityEffect");
+               assert(phases.back()->effects[0]->effect->effect_type_id() == "ComputeShaderOutputDisplayEffect");
 
                // We are rendering to a set of textures, so we can run the compute shader
                // directly and skip the dummy phase.
@@ -1950,11 +2000,11 @@ void EffectChain::render(GLuint dest_fbo, const vector<DestinationTexture> &dest
                // Find a texture for this phase.
                inform_input_sizes(phase);
                find_output_size(phase);
-               GLuint tex_num = 0;
+               vector<DestinationTexture> phase_destinations;
                if (!last_phase) {
-                       tex_num = resource_pool->create_2d_texture(intermediate_format, phase->output_width, phase->output_height);
-                       assert(tex_num != 0);
+                       GLuint tex_num = resource_pool->create_2d_texture(intermediate_format, phase->output_width, phase->output_height);
                        output_textures.insert(make_pair(phase, tex_num));
+                       phase_destinations.push_back(DestinationTexture{ tex_num, intermediate_format });
 
                        // The output texture needs to have valid state to be written to by a compute shader.
                        glActiveTexture(GL_TEXTURE0);
@@ -1964,17 +2014,23 @@ void EffectChain::render(GLuint dest_fbo, const vector<DestinationTexture> &dest
                        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
                        check_error();
                } else if (phase->is_compute_shader) {
-                       // TODO: Support more than one destination.
                        assert(!destinations.empty());
-                       tex_num = destinations[0].texnum;
-                       assert(destinations[0].format == GL_RGBA16F);
-                       assert(destinations[0].texnum != 0);
+                       phase_destinations = destinations;
                }
 
-               execute_phase(phase, output_textures, tex_num, &generated_mipmaps);
+               execute_phase(phase, output_textures, phase_destinations, &generated_mipmaps);
                if (do_phase_timing) {
                        glEndQuery(GL_TIME_ELAPSED);
                }
+
+               // Drop any input textures we don't need anymore.
+               for (Phase *input : phase->inputs) {
+                       assert(ref_counts[input] > 0);
+                       if (--ref_counts[input] == 0) {
+                               resource_pool->release_2d_texture(output_textures[input]);
+                               output_textures.erase(input);
+                       }
+               }
        }
 
        for (const auto &phase_and_texnum : output_textures) {
@@ -2053,7 +2109,7 @@ void EffectChain::print_phase_timing()
 
 void EffectChain::execute_phase(Phase *phase,
                                 const map<Phase *, GLuint> &output_textures,
-                                GLuint dest_texture,
+                                const std::vector<DestinationTexture> &destinations,
                                 set<Phase *> *generated_mipmaps)
 {
        // Set up RTT inputs for this phase.
@@ -2080,19 +2136,20 @@ void EffectChain::execute_phase(Phase *phase,
        // And now the output.
        GLuint fbo = 0;
        if (phase->is_compute_shader) {
-               assert(dest_texture != 0);
+               assert(!destinations.empty());
 
                // This is currently the only place where we use image units,
-               // so we can always use 0.
+               // so we can always start at 0. TODO: Support multiple destinations.
                phase->outbuf_image_unit = 0;
-               glBindImageTexture(phase->outbuf_image_unit, dest_texture, 0, GL_FALSE, 0, GL_WRITE_ONLY, GL_RGBA16F);
+               glBindImageTexture(phase->outbuf_image_unit, destinations[0].texnum, 0, GL_FALSE, 0, GL_WRITE_ONLY, destinations[0].format);
                check_error();
                phase->inv_output_size.x = 1.0f / phase->output_width;
                phase->inv_output_size.y = 1.0f / phase->output_height;
                phase->output_texcoord_adjust.x = 0.5f / phase->output_width;
                phase->output_texcoord_adjust.y = 0.5f / phase->output_height;
-       } else if (dest_texture != 0) {
-               fbo = resource_pool->create_fbo(dest_texture);
+       } else if (!destinations.empty()) {
+               assert(destinations.size() == 1);
+               fbo = resource_pool->create_fbo(destinations[0].texnum);
                glBindFramebuffer(GL_FRAMEBUFFER, fbo);
                glViewport(0, 0, phase->output_width, phase->output_height);
        }