-#define GL_GLEXT_PROTOTYPES 1
-
#include <epoxy/gl.h>
#include <assert.h>
#include <math.h>
namespace movit {
+namespace {
+
+// 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:
+ 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
+
EffectChain::EffectChain(float aspect_nom, float aspect_denom, ResourcePool *resource_pool)
: aspect_nom(aspect_nom),
aspect_denom(aspect_denom),
- dither_effect(NULL),
+ output_color_rgba(false),
+ num_output_color_ycbcr(0),
+ dither_effect(nullptr),
+ ycbcr_conversion_effect_node(nullptr),
+ intermediate_format(GL_RGBA16F),
+ intermediate_transformation(NO_FRAMEBUFFER_TRANSFORMATION),
num_dither_bits(0),
+ output_origin(OUTPUT_ORIGIN_BOTTOM_LEFT),
finalized(false),
resource_pool(resource_pool),
do_phase_timing(false) {
- if (resource_pool == NULL) {
+ if (resource_pool == nullptr) {
this->resource_pool = new ResourcePool();
owns_resource_pool = true;
} else {
owns_resource_pool = false;
}
+
+ // Generate a VBO with some data in (shared position and texture coordinate data).
+ float vertices[] = {
+ 0.0f, 2.0f,
+ 0.0f, 0.0f,
+ 2.0f, 0.0f
+ };
+ vbo = generate_vbo(2, GL_FLOAT, sizeof(vertices), vertices);
}
EffectChain::~EffectChain()
if (owns_resource_pool) {
delete resource_pool;
}
+ glDeleteBuffers(1, &vbo);
+ check_error();
}
Input *EffectChain::add_input(Input *input)
void EffectChain::add_output(const ImageFormat &format, OutputAlphaFormat alpha_format)
{
assert(!finalized);
+ assert(!output_color_rgba);
output_format = format;
output_alpha_format = alpha_format;
- output_color_type = OUTPUT_COLOR_RGB;
+ output_color_rgba = true;
}
void EffectChain::add_ycbcr_output(const ImageFormat &format, OutputAlphaFormat alpha_format,
- const YCbCrFormat &ycbcr_format)
+ const YCbCrFormat &ycbcr_format, YCbCrOutputSplitting output_splitting,
+ GLenum output_type)
{
assert(!finalized);
+ assert(num_output_color_ycbcr < 2);
output_format = format;
output_alpha_format = alpha_format;
- output_color_type = OUTPUT_COLOR_YCBCR;
- output_ycbcr_format = ycbcr_format;
+
+ if (num_output_color_ycbcr == 1) {
+ // Check that the format is the same.
+ assert(output_ycbcr_format.luma_coefficients == ycbcr_format.luma_coefficients);
+ assert(output_ycbcr_format.full_range == ycbcr_format.full_range);
+ assert(output_ycbcr_format.num_levels == ycbcr_format.num_levels);
+ assert(output_ycbcr_format.chroma_subsampling_x == 1);
+ assert(output_ycbcr_format.chroma_subsampling_y == 1);
+ assert(output_ycbcr_type == output_type);
+ } else {
+ output_ycbcr_format = ycbcr_format;
+ output_ycbcr_type = output_type;
+ }
+ output_ycbcr_splitting[num_output_color_ycbcr++] = output_splitting;
assert(ycbcr_format.chroma_subsampling_x == 1);
assert(ycbcr_format.chroma_subsampling_y == 1);
}
+void EffectChain::change_ycbcr_output_format(const YCbCrFormat &ycbcr_format)
+{
+ assert(num_output_color_ycbcr > 0);
+ assert(output_ycbcr_format.chroma_subsampling_x == 1);
+ assert(output_ycbcr_format.chroma_subsampling_y == 1);
+
+ output_ycbcr_format = ycbcr_format;
+ if (finalized) {
+ YCbCrConversionEffect *effect = (YCbCrConversionEffect *)(ycbcr_conversion_effect_node->effect);
+ effect->change_output_format(ycbcr_format);
+ }
+}
+
Node *EffectChain::add_node(Effect *effect)
{
for (unsigned i = 0; i < nodes.size(); ++i) {
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;
return GL_TEXTURE0 + node->incoming_links[input_num]->bound_sampler_num;
}
+GLenum EffectChain::has_input_sampler(Node *node, unsigned input_num) const
+{
+ assert(input_num < node->incoming_links.size());
+ return node->incoming_links[input_num]->bound_sampler_num >= 0 &&
+ node->incoming_links[input_num]->bound_sampler_num < 8;
+}
+
void EffectChain::find_all_nonlinear_inputs(Node *node, vector<Node *> *nonlinear_inputs)
{
if (node->output_gamma_curve == GAMMA_LINEAR &&
return effect;
}
-// GLSL pre-1.30 doesn't support token pasting. Replace PREFIX(x) with <effect_id>_x.
+// ESSL doesn't support token pasting. Replace PREFIX(x) with <effect_id>_x.
string replace_prefix(const string &text, const string &prefix)
{
string output;
namespace {
template<class T>
-void extract_uniform_declarations(const vector<Uniform<T> > &effect_uniforms,
+void extract_uniform_declarations(const vector<Uniform<T>> &effect_uniforms,
const string &type_specifier,
const string &effect_id,
- vector<Uniform<T> > *phase_uniforms,
+ vector<Uniform<T>> *phase_uniforms,
string *glsl_string)
{
for (unsigned i = 0; i < effect_uniforms.size(); ++i) {
}
template<class T>
-void extract_uniform_array_declarations(const vector<Uniform<T> > &effect_uniforms,
+void extract_uniform_array_declarations(const vector<Uniform<T>> &effect_uniforms,
const string &type_specifier,
const string &effect_id,
- vector<Uniform<T> > *phase_uniforms,
+ vector<Uniform<T>> *phase_uniforms,
string *glsl_string)
{
for (unsigned i = 0; i < effect_uniforms.size(); ++i) {
}
template<class T>
-void collect_uniform_locations(GLuint glsl_program_num, vector<Uniform<T> > *phase_uniforms)
+void collect_uniform_locations(GLuint glsl_program_num, vector<Uniform<T>> *phase_uniforms)
{
for (unsigned i = 0; i < phase_uniforms->size(); ++i) {
Uniform<T> &uniform = (*phase_uniforms)[i];
void EffectChain::compile_glsl_program(Phase *phase)
{
- string frag_shader_header = read_version_dependent_file("header", "frag");
+ string frag_shader_header;
+ if (phase->is_compute_shader) {
+ frag_shader_header = read_file("header.comp");
+ } else {
+ frag_shader_header = read_version_dependent_file("header", "frag");
+ }
string frag_shader = "";
// Create functions and uniforms for all the texture inputs that we need.
frag_shader += string("uniform sampler2D tex_") + effect_id + ";\n";
frag_shader += string("vec4 ") + effect_id + "(vec2 tc) {\n";
- frag_shader += "\treturn tex2D(tex_" + string(effect_id) + ", tc);\n";
+ frag_shader += "\tvec4 tmp = tex2D(tex_" + string(effect_id) + ", tc);\n";
+
+ if (intermediate_transformation == SQUARE_ROOT_FRAMEBUFFER_TRANSFORMATION &&
+ phase->inputs[i]->output_node->output_gamma_curve == GAMMA_LINEAR) {
+ frag_shader += "\ttmp.rgb *= tmp.rgb;\n";
+ }
+
+ frag_shader += "\treturn tmp;\n";
frag_shader += "}\n";
frag_shader += "\n";
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;
frag_shader += "\n";
frag_shader += string("#define FUNCNAME ") + effect_id + "\n";
+ if (node->effect->is_compute_shader()) {
+ frag_shader += string("#define NORMALIZE_TEXTURE_COORDS(tc) ((tc) * ") + effect_id + "_inv_output_size + " + effect_id + "_output_texcoord_adjust)\n";
+ }
frag_shader += replace_prefix(node->effect->output_fragment_shader(), effect_id);
- frag_shader += "#undef PREFIX\n";
frag_shader += "#undef FUNCNAME\n";
if (node->incoming_links.size() == 1) {
frag_shader += "#undef INPUT\n";
}
frag_shader += "\n";
}
- frag_shader += string("#define INPUT ") + phase->effect_ids[phase->effects.back()] + "\n";
- frag_shader.append(read_version_dependent_file("footer", "frag"));
+ 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.
+ if (phase->output_node->outgoing_links.empty() && num_output_color_ycbcr > 0) {
+ switch (output_ycbcr_splitting[0]) {
+ case YCBCR_OUTPUT_INTERLEAVED:
+ // No #defines set.
+ frag_shader_outputs.push_back("FragColor");
+ break;
+ case YCBCR_OUTPUT_SPLIT_Y_AND_CBCR:
+ frag_shader += "#define YCBCR_OUTPUT_SPLIT_Y_AND_CBCR 1\n";
+ frag_shader_outputs.push_back("Y");
+ frag_shader_outputs.push_back("Chroma");
+ break;
+ case YCBCR_OUTPUT_PLANAR:
+ frag_shader += "#define YCBCR_OUTPUT_PLANAR 1\n";
+ frag_shader_outputs.push_back("Y");
+ frag_shader_outputs.push_back("Cb");
+ frag_shader_outputs.push_back("Cr");
+ break;
+ default:
+ assert(false);
+ }
+
+ if (num_output_color_ycbcr > 1) {
+ switch (output_ycbcr_splitting[1]) {
+ case YCBCR_OUTPUT_INTERLEAVED:
+ frag_shader += "#define SECOND_YCBCR_OUTPUT_INTERLEAVED 1\n";
+ frag_shader_outputs.push_back("YCbCr2");
+ break;
+ case YCBCR_OUTPUT_SPLIT_Y_AND_CBCR:
+ frag_shader += "#define SECOND_YCBCR_OUTPUT_SPLIT_Y_AND_CBCR 1\n";
+ frag_shader_outputs.push_back("Y2");
+ frag_shader_outputs.push_back("Chroma2");
+ break;
+ case YCBCR_OUTPUT_PLANAR:
+ frag_shader += "#define SECOND_YCBCR_OUTPUT_PLANAR 1\n";
+ frag_shader_outputs.push_back("Y2");
+ frag_shader_outputs.push_back("Cb2");
+ frag_shader_outputs.push_back("Cr2");
+ break;
+ default:
+ assert(false);
+ }
+ }
+
+ if (output_color_rgba) {
+ // Note: Needs to come in the header, because not only the
+ // output needs to see it (YCbCrConversionEffect and DitherEffect
+ // do, too).
+ frag_shader_header += "#define YCBCR_ALSO_OUTPUT_RGBA 1\n";
+ frag_shader_outputs.push_back("RGBA");
+ }
+ }
+
+ // If we're bouncing to a temporary texture, signal transformation if desired.
+ if (!phase->output_node->outgoing_links.empty()) {
+ if (intermediate_transformation == SQUARE_ROOT_FRAMEBUFFER_TRANSFORMATION &&
+ phase->output_node->output_gamma_curve == GAMMA_LINEAR) {
+ frag_shader += "#define SQUARE_ROOT_TRANSFORMATION 1\n";
+ }
+ }
+
+ if (phase->is_compute_shader) {
+ 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"));
+ }
// Collect uniforms from all effects and output them. Note that this needs
// to happen after output_fragment_shader(), even though the uniforms come
Node *node = phase->effects[i];
Effect *effect = node->effect;
const string effect_id = phase->effect_ids[node];
+ extract_uniform_declarations(effect->uniforms_image2d, "image2D", effect_id, &phase->uniforms_image2d, &frag_shader_uniforms);
extract_uniform_declarations(effect->uniforms_sampler2d, "sampler2D", effect_id, &phase->uniforms_sampler2d, &frag_shader_uniforms);
extract_uniform_declarations(effect->uniforms_bool, "bool", effect_id, &phase->uniforms_bool, &frag_shader_uniforms);
extract_uniform_declarations(effect->uniforms_int, "int", effect_id, &phase->uniforms_int, &frag_shader_uniforms);
extract_uniform_declarations(effect->uniforms_vec2, "vec2", effect_id, &phase->uniforms_vec2, &frag_shader_uniforms);
extract_uniform_declarations(effect->uniforms_vec3, "vec3", effect_id, &phase->uniforms_vec3, &frag_shader_uniforms);
extract_uniform_declarations(effect->uniforms_vec4, "vec4", effect_id, &phase->uniforms_vec4, &frag_shader_uniforms);
+ extract_uniform_array_declarations(effect->uniforms_float_array, "float", effect_id, &phase->uniforms_float, &frag_shader_uniforms);
extract_uniform_array_declarations(effect->uniforms_vec2_array, "vec2", effect_id, &phase->uniforms_vec2, &frag_shader_uniforms);
+ extract_uniform_array_declarations(effect->uniforms_vec3_array, "vec3", effect_id, &phase->uniforms_vec3, &frag_shader_uniforms);
extract_uniform_array_declarations(effect->uniforms_vec4_array, "vec4", effect_id, &phase->uniforms_vec4, &frag_shader_uniforms);
extract_uniform_declarations(effect->uniforms_mat3, "mat3", effect_id, &phase->uniforms_mat3, &frag_shader_uniforms);
}
frag_shader = frag_shader_header + frag_shader_uniforms + frag_shader;
string vert_shader = read_version_dependent_file("vs", "vert");
- phase->glsl_program_num = resource_pool->compile_glsl_program(vert_shader, frag_shader);
+
+ // If we're the last phase and need to flip the picture to compensate for
+ // the origin, tell the vertex shader so.
+ if (phase->output_node->outgoing_links.empty() && output_origin == OUTPUT_ORIGIN_TOP_LEFT) {
+ const string needle = "#define FLIP_ORIGIN 0";
+ size_t pos = vert_shader.find(needle);
+ assert(pos != string::npos);
+
+ vert_shader[pos + needle.size() - 1] = '1';
+ }
+
+ if (phase->is_compute_shader) {
+ phase->glsl_program_num = resource_pool->compile_glsl_compute_program(frag_shader);
+
+ Uniform<int> uniform;
+ uniform.name = "outbuf";
+ uniform.value = &phase->outbuf_image_unit;
+ uniform.prefix = "tex";
+ uniform.num_values = 1;
+ uniform.location = -1;
+ phase->uniforms_image2d.push_back(uniform);
+ } else {
+ phase->glsl_program_num = resource_pool->compile_glsl_program(vert_shader, frag_shader, frag_shader_outputs);
+ }
+ GLint position_attribute_index = glGetAttribLocation(phase->glsl_program_num, "position");
+ GLint texcoord_attribute_index = glGetAttribLocation(phase->glsl_program_num, "texcoord");
+ if (position_attribute_index != -1) {
+ phase->attribute_indexes.insert(position_attribute_index);
+ }
+ if (texcoord_attribute_index != -1) {
+ phase->attribute_indexes.insert(texcoord_attribute_index);
+ }
// Collect the resulting location numbers for each uniform.
+ collect_uniform_locations(phase->glsl_program_num, &phase->uniforms_image2d);
collect_uniform_locations(phase->glsl_program_num, &phase->uniforms_sampler2d);
collect_uniform_locations(phase->glsl_program_num, &phase->uniforms_bool);
collect_uniform_locations(phase->glsl_program_num, &phase->uniforms_int);
Phase *phase = new Phase;
phase->output_node = output;
+ 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
// 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.
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;
}
}
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;
bool start_new_phase = false;
if (node->effect->needs_texture_bounce() &&
- !deps[i]->effect->is_single_texture()) {
+ !deps[i]->effect->is_single_texture() &&
+ !deps[i]->effect->override_disable_bounce()) {
start_new_phase = true;
}
}
}
- 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.
// 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();
}
}
}
// and create a GLSL program for it.
assert(!phase->effects.empty());
- // Deduplicate the inputs.
- sort(phase->inputs.begin(), phase->inputs.end());
- phase->inputs.erase(unique(phase->inputs.begin(), phase->inputs.end()), phase->inputs.end());
+ // Deduplicate the inputs, but don't change the ordering e.g. by sorting;
+ // that would be nondeterministic and thus reduce cacheability.
+ // TODO: Make this even more deterministic.
+ vector<Phase *> dedup_inputs;
+ set<Phase *> seen_inputs;
+ for (size_t i = 0; i < phase->inputs.size(); ++i) {
+ if (seen_inputs.insert(phase->inputs[i]).second) {
+ dedup_inputs.push_back(phase->inputs[i]);
+ }
+ }
+ swap(phase->inputs, dedup_inputs);
// Allocate samplers for each input.
phase->input_samplers.resize(phase->inputs.size());
// Actually make the shader for this phase.
compile_glsl_program(phase);
- // Initialize timer objects.
+ // Initialize timers.
if (movit_timer_queries_supported) {
- glGenQueries(1, &phase->timer_query_object);
phase->time_elapsed_ns = 0;
phase->num_measured_iterations = 0;
}
}
FILE *fp = fopen(filename, "w");
- if (fp == NULL) {
+ if (fp == nullptr) {
perror(filename);
exit(1);
}
if (nodes[i]->outgoing_links.empty() && !nodes[i]->disabled) {
// Output node.
- vector<string> labels = get_labels_for_edge(nodes[i], NULL);
+ vector<string> labels = get_labels_for_edge(nodes[i], nullptr);
output_dot_edge(fp, from_node_id, "output", labels);
}
}
{
vector<string> labels;
- if (to != NULL && to->effect->needs_texture_bounce()) {
+ if (to != nullptr && to->effect->needs_texture_bounce()) {
labels.push_back("needs_bounce");
}
if (from->effect->changes_output_size()) {
if (alpha_handling == Effect::INPUT_AND_OUTPUT_PREMULTIPLIED_ALPHA ||
alpha_handling == Effect::INPUT_PREMULTIPLIED_ALPHA_KEEP_BLANK) {
+ // This combination (requiring premultiplied alpha, but _not_ requiring
+ // linear light) is illegal, since the combination of premultiplied alpha
+ // and nonlinear inputs is meaningless.
+ assert(node->effect->needs_linear_light());
+
// If the effect has asked for premultiplied alpha, check that it has got it.
if (any_postmultiplied) {
node->output_alpha_type = ALPHA_INVALID;
// 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) {
+ assert(output_color_rgba || num_output_color_ycbcr > 0);
+ if (num_output_color_ycbcr == 0) {
return;
}
Node *output = find_output_node();
- Node *ycbcr = add_node(new YCbCrConversionEffect(output_ycbcr_format));
- connect_nodes(output, ycbcr);
+ ycbcr_conversion_effect_node = add_node(new YCbCrConversionEffect(output_ycbcr_format, output_ycbcr_type));
+ connect_nodes(output, ycbcr_conversion_effect_node);
}
// If the user has requested dither, add a DitherEffect right at the end
dither_effect = dither->effect;
}
+// 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.
+//
+// TODO: Add an API for rendering directly to textures, for the cases
+// where we're only rendering to an FBO anyway.
+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()) {
+ Node *dummy = add_node(new ComputeShaderOutputDisplayEffect());
+ connect_nodes(output, dummy);
+ has_dummy_effect = true;
+ }
+}
+
// Find the output node. This is, simply, one that has no outgoing links.
// If there are multiple ones, the graph is malformed (we do not support
// multiple outputs right now).
output_dot("step18-before-dither.dot");
add_dither_if_needed();
- output_dot("step19-final.dot");
+ output_dot("step19-before-dummy-effect.dot");
+ add_dummy_effect_if_needed();
+
+ output_dot("step20-final.dot");
// Construct all needed GLSL programs, starting at the output.
// We need to keep track of which effects have already been computed,
map<Node *, Phase *> completed_effects;
construct_phase(find_output_node(), &completed_effects);
- output_dot("step20-split-to-phases.dot");
+ output_dot("step21-split-to-phases.dot");
assert(phases[0]->inputs.empty());
void EffectChain::render_to_fbo(GLuint dest_fbo, unsigned width, unsigned height)
{
- assert(finalized);
-
// Save original viewport.
GLuint x = 0, y = 0;
height = viewport[3];
}
+ render(dest_fbo, {}, x, y, width, height);
+}
+
+void EffectChain::render_to_texture(const vector<DestinationTexture> &destinations, unsigned width, unsigned height)
+{
+ assert(finalized);
+ assert(!destinations.empty());
+
+ if (!has_dummy_effect) {
+ // We don't end in a compute shader, so there's nothing specific for us to do.
+ // Create an FBO for this set of textures, and just render to that.
+ GLuint texnums[4] = { 0, 0, 0, 0 };
+ for (unsigned i = 0; i < destinations.size() && i < 4; ++i) {
+ texnums[i] = destinations[i].texnum;
+ }
+ GLuint dest_fbo = resource_pool->create_fbo(texnums[0], texnums[1], texnums[2], texnums[3]);
+ render(dest_fbo, {}, 0, 0, width, height);
+ resource_pool->release_fbo(dest_fbo);
+ } else {
+ render((GLuint)-1, destinations, 0, 0, width, height);
+ }
+}
+
+void EffectChain::render(GLuint dest_fbo, const vector<DestinationTexture> &destinations, unsigned x, unsigned y, unsigned width, unsigned height)
+{
+ assert(finalized);
+ assert(destinations.size() <= 1);
+
+ // This needs to be set anew, in case we are coming from a different context
+ // from when we initialized.
+ check_error();
+ glDisable(GL_DITHER);
+ check_error();
+
+ const bool final_srgb = glIsEnabled(GL_FRAMEBUFFER_SRGB);
+ check_error();
+ bool current_srgb = final_srgb;
+
// Basic state.
+ check_error();
glDisable(GL_BLEND);
check_error();
glDisable(GL_DEPTH_TEST);
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];
+ }
+ }
- for (unsigned phase_num = 0; phase_num < phases.size(); ++phase_num) {
+ size_t num_phases = phases.size();
+ if (destinations.empty()) {
+ assert(dest_fbo != (GLuint)-1);
+ } else {
+ assert(has_dummy_effect);
+ assert(x == 0);
+ assert(y == 0);
+ 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() == "ComputeShaderOutputDisplayEffect");
+
+ // We are rendering to a set of textures, so we can run the compute shader
+ // directly and skip the dummy phase.
+ --num_phases;
+ }
+
+ for (unsigned phase_num = 0; phase_num < num_phases; ++phase_num) {
Phase *phase = phases[phase_num];
if (do_phase_timing) {
- glBeginQuery(GL_TIME_ELAPSED, phase->timer_query_object);
+ GLuint timer_query_object;
+ if (phase->timer_query_objects_free.empty()) {
+ glGenQueries(1, &timer_query_object);
+ } else {
+ timer_query_object = phase->timer_query_objects_free.front();
+ phase->timer_query_objects_free.pop_front();
+ }
+ glBeginQuery(GL_TIME_ELAPSED, timer_query_object);
+ phase->timer_query_objects_running.push_back(timer_query_object);
}
- if (phase_num == phases.size() - 1) {
+ bool last_phase = (phase_num == num_phases - 1);
+ if (phase_num == num_phases - 1) {
// Last phase goes to the output the user specified.
- glBindFramebuffer(GL_FRAMEBUFFER, dest_fbo);
- check_error();
- GLenum status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
- assert(status == GL_FRAMEBUFFER_COMPLETE);
- glViewport(x, y, width, height);
- if (dither_effect != NULL) {
+ if (!phase->is_compute_shader) {
+ glBindFramebuffer(GL_FRAMEBUFFER, dest_fbo);
+ check_error();
+ GLenum status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
+ assert(status == GL_FRAMEBUFFER_COMPLETE);
+ glViewport(x, y, width, height);
+ }
+ if (dither_effect != nullptr) {
CHECK(dither_effect->set_int("output_width", width));
CHECK(dither_effect->set_int("output_height", height));
}
}
- execute_phase(phase, phase_num == phases.size() - 1, &output_textures, &generated_mipmaps);
+
+ // Enable sRGB rendering for intermediates in case we are
+ // rendering to an sRGB format.
+ // TODO: Support this for compute shaders.
+ bool needs_srgb = last_phase ? final_srgb : true;
+ if (needs_srgb && !current_srgb) {
+ glEnable(GL_FRAMEBUFFER_SRGB);
+ check_error();
+ current_srgb = true;
+ } else if (!needs_srgb && current_srgb) {
+ glDisable(GL_FRAMEBUFFER_SRGB);
+ check_error();
+ current_srgb = true;
+ }
+
+ // Find a texture for this phase.
+ inform_input_sizes(phase);
+ find_output_size(phase);
+ vector<DestinationTexture> phase_destinations;
+ if (!last_phase) {
+ 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);
+ check_error();
+ glBindTexture(GL_TEXTURE_2D, tex_num);
+ check_error();
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ check_error();
+ } else if (phase->is_compute_shader) {
+ assert(!destinations.empty());
+ phase_destinations = destinations;
+ }
+
+ 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 (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);
+ for (const auto &phase_and_texnum : output_textures) {
+ resource_pool->release_2d_texture(phase_and_texnum.second);
}
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glUseProgram(0);
check_error();
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
+ check_error();
+ glBindVertexArray(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);
+ for (auto timer_it = phase->timer_query_objects_running.cbegin();
+ timer_it != phase->timer_query_objects_running.cend(); ) {
+ GLint timer_query_object = *timer_it;
+ GLint available;
+ glGetQueryObjectiv(timer_query_object, GL_QUERY_RESULT_AVAILABLE, &available);
+ if (available) {
+ GLuint64 time_elapsed;
+ glGetQueryObjectui64v(timer_query_object, GL_QUERY_RESULT, &time_elapsed);
+ phase->time_elapsed_ns += time_elapsed;
+ ++phase->num_measured_iterations;
+ phase->timer_query_objects_free.push_back(timer_query_object);
+ phase->timer_query_objects_running.erase(timer_it++);
+ } else {
+ ++timer_it;
+ }
}
- GLuint64 time_elapsed;
- glGetQueryObjectui64v(phase->timer_query_object, GL_QUERY_RESULT, &time_elapsed);
- phase->time_elapsed_ns += time_elapsed;
- ++phase->num_measured_iterations;
}
}
}
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)
+void EffectChain::execute_phase(Phase *phase,
+ const map<Phase *, GLuint> &output_textures,
+ const std::vector<DestinationTexture> &destinations,
+ set<Phase *> *generated_mipmaps)
{
- GLuint fbo = 0;
-
- // Find a texture for this phase.
- inform_input_sizes(phase);
- if (!last_phase) {
- find_output_size(phase);
-
- 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]);
+ const auto it = output_textures.find(input);
+ assert(it != output_textures.end());
+ glBindTexture(GL_TEXTURE_2D, it->second);
check_error();
if (phase->input_needs_mipmaps && generated_mipmaps->count(input) == 0) {
glGenerateMipmap(GL_TEXTURE_2D);
phase->input_samplers[sampler] = sampler; // Bind the sampler to the right uniform.
}
- // 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]);
+ GLuint instance_program_num = resource_pool->use_glsl_program(phase->glsl_program_num);
+ check_error();
+
+ // And now the output.
+ GLuint fbo = 0;
+ if (phase->is_compute_shader) {
+ assert(!destinations.empty());
+
+ // This is currently the only place where we use image units,
+ // so we can always start at 0. TODO: Support multiple destinations.
+ phase->outbuf_image_unit = 0;
+ 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 (!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);
}
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);
+ node->effect->set_gl_state(instance_program_num, phase->effect_ids[node], &sampler_num);
check_error();
if (node->effect->is_single_texture()) {
}
}
- // 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
- };
+ if (phase->is_compute_shader) {
+ unsigned x, y, z;
+ phase->output_node->effect->get_compute_dimensions(phase->output_width, phase->output_height, &x, &y, &z);
- GLuint vao;
- glGenVertexArrays(1, &vao);
- check_error();
- glBindVertexArray(vao);
- check_error();
+ // Uniforms need to come after set_gl_state() _and_ get_compute_dimensions(),
+ // since they can be updated from there.
+ setup_uniforms(phase);
+ glDispatchCompute(x, y, z);
+ check_error();
+ glMemoryBarrier(GL_TEXTURE_FETCH_BARRIER_BIT | GL_TEXTURE_UPDATE_BARRIER_BIT);
+ check_error();
+ } else {
+ // Uniforms need to come after set_gl_state(), since they can be updated
+ // from there.
+ setup_uniforms(phase);
- 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.
+ // Bind the vertex data.
+ GLuint vao = resource_pool->create_vec2_vao(phase->attribute_indexes, vbo);
+ glBindVertexArray(vao);
- glDrawArrays(GL_TRIANGLES, 0, 3);
- check_error();
+ 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);
+ resource_pool->release_vec2_vao(vao);
+ }
- glUseProgram(0);
- check_error();
-
for (unsigned i = 0; i < phase->effects.size(); ++i) {
Node *node = phase->effects[i];
node->effect->clear_gl_state();
}
- if (!last_phase) {
+ resource_pool->unuse_glsl_program(instance_program_num);
+
+ if (fbo != 0) {
resource_pool->release_fbo(fbo);
}
-
- glDeleteVertexArrays(1, &vao);
- check_error();
}
void EffectChain::setup_uniforms(Phase *phase)
{
// TODO: Use UBO blocks.
+ for (size_t i = 0; i < phase->uniforms_image2d.size(); ++i) {
+ const Uniform<int> &uniform = phase->uniforms_image2d[i];
+ if (uniform.location != -1) {
+ glUniform1iv(uniform.location, uniform.num_values, uniform.value);
+ }
+ }
for (size_t i = 0; i < phase->uniforms_sampler2d.size(); ++i) {
const Uniform<int> &uniform = phase->uniforms_sampler2d[i];
if (uniform.location != -1) {