]> git.sesse.net Git - movit/blobdiff - effect_chain.cpp
Support chaining certain effects after compute shaders.
[movit] / effect_chain.cpp
index a6aa0b7db07ca1e14fd167dd79110231a89690f9..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();
                        }
                }
        }
@@ -1722,9 +1756,17 @@ 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;
        }
 }
 
@@ -1820,18 +1862,6 @@ void EffectChain::finalize()
 
 void EffectChain::render_to_fbo(GLuint dest_fbo, unsigned width, unsigned height)
 {
-       assert(finalized);
-
-       // 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;
-
        // Save original viewport.
        GLuint x = 0, y = 0;
 
@@ -1844,6 +1874,44 @@ void EffectChain::render_to_fbo(GLuint dest_fbo, unsigned width, unsigned height
                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);
@@ -1855,11 +1923,37 @@ void EffectChain::render_to_fbo(GLuint dest_fbo, unsigned width, unsigned height
 
        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) {
@@ -1873,15 +1967,16 @@ void EffectChain::render_to_fbo(GLuint dest_fbo, unsigned width, unsigned height
                        glBeginQuery(GL_TIME_ELAPSED, timer_query_object);
                        phase->timer_query_objects_running.push_back(timer_query_object);
                }
-               bool render_to_texture = true;
-               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);
-                       render_to_texture = false;
+                       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));
@@ -1890,7 +1985,8 @@ void EffectChain::render_to_fbo(GLuint dest_fbo, unsigned width, unsigned height
 
                // Enable sRGB rendering for intermediates in case we are
                // rendering to an sRGB format.
-               bool needs_srgb = render_to_texture ? true : final_srgb;
+               // 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();
@@ -1901,10 +1997,40 @@ void EffectChain::render_to_fbo(GLuint dest_fbo, unsigned width, unsigned height
                        current_srgb = true;
                }
 
-               execute_phase(phase, render_to_texture, &output_textures, &generated_mipmaps);
+               // 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 (const auto &phase_and_texnum : output_textures) {
@@ -1981,39 +2107,19 @@ void EffectChain::print_phase_timing()
        printf("Total:   %5.1f ms\n", total_time_ms);
 }
 
-void EffectChain::execute_phase(Phase *phase, bool render_to_texture,
-                                map<Phase *, GLuint> *output_textures,
+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 (render_to_texture) {
-               find_output_size(phase);
-
-               GLuint tex_num = resource_pool->create_2d_texture(intermediate_format, phase->output_width, phase->output_height);
-               assert(tex_num != 0);
-               output_textures->insert(make_pair(phase, tex_num));
-
-               // The output texture needs to have valid state to be written to by a compute shader.
-               if (phase->is_compute_shader) {
-                       glActiveTexture(GL_TEXTURE0);
-                       check_error();
-                       glBindTexture(GL_TEXTURE_2D, (*output_textures)[phase]);
-                       check_error();
-                       glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
-                       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;
-               assert(output_textures->count(input));
-               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);
@@ -2028,24 +2134,24 @@ void EffectChain::execute_phase(Phase *phase, bool render_to_texture,
        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 use 0.
+               // so we can always start at 0. TODO: Support multiple destinations.
                phase->outbuf_image_unit = 0;
-               assert(output_textures->count(phase));
-               glBindImageTexture(phase->outbuf_image_unit, (*output_textures)[phase], 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 {
-               // (Already set up for us if we are outputting to the user's FBO.)
-               if (render_to_texture) {
-                       fbo = resource_pool->create_fbo((*output_textures)[phase]);
-                       glBindFramebuffer(GL_FRAMEBUFFER, fbo);
-                       glViewport(0, 0, phase->output_width, 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);
        }
 
        // Give the required parameters to all the effects.
@@ -2064,7 +2170,6 @@ void EffectChain::execute_phase(Phase *phase, bool render_to_texture,
                }
        }
 
-
        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);
@@ -2073,6 +2178,9 @@ void EffectChain::execute_phase(Phase *phase, bool render_to_texture,
                // 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.
@@ -2095,7 +2203,7 @@ void EffectChain::execute_phase(Phase *phase, bool render_to_texture,
 
        resource_pool->unuse_glsl_program(instance_program_num);
 
-       if (render_to_texture && !phase->is_compute_shader) {
+       if (fbo != 0) {
                resource_pool->release_fbo(fbo);
        }
 }