-#define GL_GLEXT_PROTOTYPES 1
-
-#include <stdio.h>
+#include <epoxy/gl.h>
+#include <assert.h>
#include <math.h>
+#include <stddef.h>
+#include <stdio.h>
+#include <stdlib.h>
#include <string.h>
-#include <assert.h>
-#include <GL/glew.h>
-
#include <algorithm>
#include <set>
#include <stack>
+#include <utility>
#include <vector>
+#include <Eigen/Core>
-#include "util.h"
-#include "effect_chain.h"
-#include "gamma_expansion_effect.h"
-#include "gamma_compression_effect.h"
+#include "alpha_division_effect.h"
+#include "alpha_multiplication_effect.h"
#include "colorspace_conversion_effect.h"
#include "dither_effect.h"
-#include "input.h"
+#include "effect.h"
+#include "effect_chain.h"
+#include "effect_util.h"
+#include "gamma_compression_effect.h"
+#include "gamma_expansion_effect.h"
#include "init.h"
+#include "input.h"
+#include "resource_pool.h"
+#include "util.h"
+#include "ycbcr_conversion_effect.h"
-EffectChain::EffectChain(float aspect_nom, float aspect_denom)
+using namespace Eigen;
+using namespace std;
+
+namespace movit {
+
+namespace {
+
+// An effect that does nothing.
+class IdentityEffect : public Effect {
+public:
+ IdentityEffect() {}
+ virtual string effect_type_id() const { return "IdentityEffect"; }
+ string output_fragment_shader() { return read_file("identity.frag"); }
+};
+
+} // namespace
+
+EffectChain::EffectChain(float aspect_nom, float aspect_denom, ResourcePool *resource_pool)
: aspect_nom(aspect_nom),
aspect_denom(aspect_denom),
- dither_effect(NULL),
- fbo(0),
+ 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),
- finalized(false) {}
+ output_origin(OUTPUT_ORIGIN_BOTTOM_LEFT),
+ finalized(false),
+ resource_pool(resource_pool),
+ do_phase_timing(false) {
+ 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()
{
for (unsigned i = 0; i < nodes.size(); ++i) {
- if (nodes[i]->output_texture != 0) {
- glDeleteTextures(1, &nodes[i]->output_texture);
- }
delete nodes[i]->effect;
delete nodes[i];
}
for (unsigned i = 0; i < phases.size(); ++i) {
- glDeleteProgram(phases[i]->glsl_program_num);
- glDeleteShader(phases[i]->vertex_shader);
- glDeleteShader(phases[i]->fragment_shader);
+ resource_pool->release_glsl_program(phases[i]->glsl_program_num);
delete phases[i];
}
- if (fbo != 0) {
- glDeleteFramebuffers(1, &fbo);
+ if (owns_resource_pool) {
+ delete resource_pool;
}
+ glDeleteBuffers(1, &vbo);
+ check_error();
}
Input *EffectChain::add_input(Input *input)
{
+ assert(!finalized);
inputs.push_back(input);
add_node(input);
return input;
}
-void EffectChain::add_output(const ImageFormat &format)
+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_rgba = true;
+}
+
+void EffectChain::add_ycbcr_output(const ImageFormat &format, OutputAlphaFormat alpha_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;
+
+ 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)
{
- char effect_id[256];
- sprintf(effect_id, "eff%u", (unsigned)nodes.size());
+ for (unsigned i = 0; i < nodes.size(); ++i) {
+ assert(nodes[i]->effect != effect);
+ }
Node *node = new Node;
node->effect = effect;
node->disabled = false;
- node->effect_id = effect_id;
node->output_color_space = COLORSPACE_INVALID;
node->output_gamma_curve = GAMMA_INVALID;
- node->output_texture = 0;
+ node->output_alpha_type = ALPHA_INVALID;
+ node->needs_mipmaps = false;
+ node->one_to_one_sampling = false;
nodes.push_back(node);
node_map[effect] = node;
+ effect->inform_added(this);
return node;
}
assert(middle->incoming_links.size() == middle->effect->num_inputs());
}
-void EffectChain::find_all_nonlinear_inputs(Node *node, std::vector<Node *> *nonlinear_inputs)
+GLenum EffectChain::get_input_sampler(Node *node, unsigned input_num) const
+{
+ assert(node->effect->needs_texture_bounce());
+ assert(input_num < node->incoming_links.size());
+ assert(node->incoming_links[input_num]->bound_sampler_num >= 0);
+ assert(node->incoming_links[input_num]->bound_sampler_num < 8);
+ 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 &&
node->effect->effect_type_id() != "GammaCompressionEffect") {
}
}
-Effect *EffectChain::add_effect(Effect *effect, const std::vector<Effect *> &inputs)
+Effect *EffectChain::add_effect(Effect *effect, const vector<Effect *> &inputs)
{
+ assert(!finalized);
assert(inputs.size() == effect->num_inputs());
Node *node = add_node(effect);
for (unsigned i = 0; i < inputs.size(); ++i) {
return effect;
}
-// GLSL pre-1.30 doesn't support token pasting. Replace PREFIX(x) with <effect_id>_x.
-std::string replace_prefix(const std::string &text, const std::string &prefix)
+// ESSL doesn't support token pasting. Replace PREFIX(x) with <effect_id>_x.
+string replace_prefix(const string &text, const string &prefix)
{
- std::string output;
+ string output;
size_t start = 0;
while (start < text.size()) {
size_t pos = text.find("PREFIX(", start);
- if (pos == std::string::npos) {
- output.append(text.substr(start, std::string::npos));
+ if (pos == string::npos) {
+ output.append(text.substr(start, string::npos));
break;
}
return output;
}
-Phase *EffectChain::compile_glsl_program(
- const std::vector<Node *> &inputs,
- const std::vector<Node *> &effects)
+namespace {
+
+template<class T>
+void extract_uniform_declarations(const vector<Uniform<T>> &effect_uniforms,
+ const string &type_specifier,
+ const string &effect_id,
+ vector<Uniform<T>> *phase_uniforms,
+ string *glsl_string)
+{
+ for (unsigned i = 0; i < effect_uniforms.size(); ++i) {
+ phase_uniforms->push_back(effect_uniforms[i]);
+ phase_uniforms->back().prefix = effect_id;
+
+ *glsl_string += string("uniform ") + type_specifier + " " + effect_id
+ + "_" + effect_uniforms[i].name + ";\n";
+ }
+}
+
+template<class T>
+void extract_uniform_array_declarations(const vector<Uniform<T>> &effect_uniforms,
+ const string &type_specifier,
+ const string &effect_id,
+ vector<Uniform<T>> *phase_uniforms,
+ string *glsl_string)
+{
+ for (unsigned i = 0; i < effect_uniforms.size(); ++i) {
+ phase_uniforms->push_back(effect_uniforms[i]);
+ phase_uniforms->back().prefix = effect_id;
+
+ char buf[256];
+ snprintf(buf, sizeof(buf), "uniform %s %s_%s[%d];\n",
+ type_specifier.c_str(), effect_id.c_str(),
+ effect_uniforms[i].name.c_str(),
+ int(effect_uniforms[i].num_values));
+ *glsl_string += buf;
+ }
+}
+
+template<class T>
+void collect_uniform_locations(GLuint glsl_program_num, vector<Uniform<T>> *phase_uniforms)
{
- assert(!effects.empty());
+ for (unsigned i = 0; i < phase_uniforms->size(); ++i) {
+ Uniform<T> &uniform = (*phase_uniforms)[i];
+ uniform.location = get_uniform_location(glsl_program_num, uniform.prefix, uniform.name);
+ }
+}
- // Deduplicate the inputs.
- std::vector<Node *> true_inputs = inputs;
- std::sort(true_inputs.begin(), true_inputs.end());
- true_inputs.erase(std::unique(true_inputs.begin(), true_inputs.end()), true_inputs.end());
+} // namespace
- bool input_needs_mipmaps = false;
- std::string frag_shader = read_file("header.frag");
+void EffectChain::compile_glsl_program(Phase *phase)
+{
+ 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 for all the texture inputs that we need.
- for (unsigned i = 0; i < true_inputs.size(); ++i) {
- Node *input = true_inputs[i];
+ // Create functions and uniforms for all the texture inputs that we need.
+ for (unsigned i = 0; i < phase->inputs.size(); ++i) {
+ Node *input = phase->inputs[i]->output_node;
+ char effect_id[256];
+ sprintf(effect_id, "in%u", i);
+ phase->effect_ids.insert(make_pair(input, effect_id));
- frag_shader += std::string("uniform sampler2D tex_") + input->effect_id + ";\n";
- frag_shader += std::string("vec4 ") + input->effect_id + "(vec2 tc) {\n";
- frag_shader += "\treturn texture2D(tex_" + input->effect_id + ", tc);\n";
+ frag_shader += string("uniform sampler2D tex_") + effect_id + ";\n";
+ frag_shader += string("vec4 ") + effect_id + "(vec2 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";
+
+ Uniform<int> uniform;
+ uniform.name = effect_id;
+ uniform.value = &phase->input_samplers[i];
+ uniform.prefix = "tex";
+ uniform.num_values = 1;
+ uniform.location = -1;
+ phase->uniforms_sampler2d.push_back(uniform);
}
- for (unsigned i = 0; i < effects.size(); ++i) {
- Node *node = effects[i];
+ // Give each effect in the phase its own ID.
+ for (unsigned i = 0; i < phase->effects.size(); ++i) {
+ Node *node = phase->effects[i];
+ char effect_id[256];
+ sprintf(effect_id, "eff%u", i);
+ phase->effect_ids.insert(make_pair(node, effect_id));
+ }
+ for (unsigned i = 0; i < phase->effects.size(); ++i) {
+ Node *node = phase->effects[i];
+ const string effect_id = phase->effect_ids[node];
if (node->incoming_links.size() == 1) {
- frag_shader += std::string("#define INPUT ") + node->incoming_links[0]->effect_id + "\n";
+ frag_shader += string("#define INPUT ") + phase->effect_ids[node->incoming_links[0]] + "\n";
} else {
for (unsigned j = 0; j < node->incoming_links.size(); ++j) {
char buf[256];
- sprintf(buf, "#define INPUT%d %s\n", j + 1, node->incoming_links[j]->effect_id.c_str());
+ 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 += std::string("#define FUNCNAME ") + node->effect_id + "\n";
- frag_shader += replace_prefix(node->effect->output_convenience_uniforms(), node->effect_id);
- frag_shader += replace_prefix(node->effect->output_fragment_shader(), node->effect_id);
- frag_shader += "#undef PREFIX\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 FUNCNAME\n";
if (node->incoming_links.size() == 1) {
frag_shader += "#undef INPUT\n";
}
}
frag_shader += "\n";
-
- input_needs_mipmaps |= node->effect->needs_mipmaps();
}
- for (unsigned i = 0; i < effects.size(); ++i) {
- Node *node = effects[i];
- if (node->effect->num_inputs() == 0) {
- CHECK(node->effect->set_int("needs_mipmaps", input_needs_mipmaps));
+ 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");
}
}
- frag_shader += std::string("#define INPUT ") + effects.back()->effect_id + "\n";
- frag_shader.append(read_file("footer.frag"));
- if (movit_debug_level == MOVIT_DEBUG_ON) {
- // Output shader to a temporary file, for easier debugging.
- static int compiled_shader_num = 0;
- char filename[256];
- sprintf(filename, "chain-%03d.frag", compiled_shader_num++);
- FILE *fp = fopen(filename, "w");
- if (fp == NULL) {
- perror(filename);
- exit(1);
+ // 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";
}
- fprintf(fp, "%s\n", frag_shader.c_str());
- fclose(fp);
}
-
- GLuint glsl_program_num = glCreateProgram();
- GLuint vs_obj = compile_shader(read_file("vs.vert"), GL_VERTEX_SHADER);
- GLuint fs_obj = compile_shader(frag_shader, GL_FRAGMENT_SHADER);
- glAttachShader(glsl_program_num, vs_obj);
- check_error();
- glAttachShader(glsl_program_num, fs_obj);
- check_error();
- glLinkProgram(glsl_program_num);
- check_error();
- Phase *phase = new Phase;
- phase->glsl_program_num = glsl_program_num;
- phase->vertex_shader = vs_obj;
- phase->fragment_shader = fs_obj;
- phase->input_needs_mipmaps = input_needs_mipmaps;
- phase->inputs = true_inputs;
- phase->effects = effects;
+ if (phase->is_compute_shader) {
+ frag_shader.append(read_file("footer.comp"));
+ 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);
+ } else {
+ frag_shader.append(read_file("footer.frag"));
+ }
- return phase;
+ // Collect uniforms from all effects and output them. Note that this needs
+ // to happen after output_fragment_shader(), even though the uniforms come
+ // before in the output source, since output_fragment_shader() is allowed
+ // to register new uniforms (e.g. arrays that are of unknown length until
+ // finalization time).
+ // TODO: Make a uniform block for platforms that support it.
+ string frag_shader_uniforms = "";
+ for (unsigned i = 0; i < phase->effects.size(); ++i) {
+ 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_float, "float", effect_id, &phase->uniforms_float, &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");
+
+ // 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);
+ collect_uniform_locations(phase->glsl_program_num, &phase->uniforms_float);
+ collect_uniform_locations(phase->glsl_program_num, &phase->uniforms_vec2);
+ collect_uniform_locations(phase->glsl_program_num, &phase->uniforms_vec3);
+ collect_uniform_locations(phase->glsl_program_num, &phase->uniforms_vec4);
+ collect_uniform_locations(phase->glsl_program_num, &phase->uniforms_mat3);
}
// 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 any explicit recursion.
-void EffectChain::construct_glsl_programs(Node *output)
+// without recursing explicitly within each phase.
+Phase *EffectChain::construct_phase(Node *output, map<Node *, Phase *> *completed_effects)
{
- // Which effects have already been completed in this phase?
- // We need to keep track of it, as an effect with multiple outputs
- // could otherwise be calculate multiple times.
- std::set<Node *> completed_effects;
+ if (completed_effects->count(output)) {
+ return (*completed_effects)[output];
+ }
- // Effects in the current phase, as well as inputs (outputs from other phases
- // that we depend on). Note that since we start iterating from the end,
- // the effect list will be in the reverse order.
- std::vector<Node *> this_phase_inputs;
- std::vector<Node *> this_phase_effects;
+ Phase *phase = new Phase;
+ phase->output_node = output;
+ phase->is_compute_shader = output->effect->is_compute_shader();
+
+ // 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.
- std::stack<Node *> effects_todo_this_phase;
+ stack<Node *> effects_todo_this_phase;
+ effects_todo_this_phase.push(output);
- // Effects that we have yet to calculate, but that come from other phases.
- // We delay these until we have this phase done in its entirety,
- // at which point we pick any of them and start a new phase from that.
- std::stack<Node *> effects_todo_other_phases;
+ while (!effects_todo_this_phase.empty()) {
+ Node *node = effects_todo_this_phase.top();
+ effects_todo_this_phase.pop();
- effects_todo_this_phase.push(output);
+ if (node->effect->needs_mipmaps()) {
+ node->needs_mipmaps = true;
+ }
- for ( ;; ) { // Termination condition within loop.
- if (!effects_todo_this_phase.empty()) {
- // OK, we have more to do this phase.
- Node *node = effects_todo_this_phase.top();
- effects_todo_this_phase.pop();
+ // This should currently only happen for effects that are inputs
+ // (either true inputs or phase outputs). We special-case inputs,
+ // and then deduplicate phase outputs below.
+ if (node->effect->num_inputs() == 0) {
+ if (find(phase->effects.begin(), phase->effects.end(), node) != phase->effects.end()) {
+ continue;
+ }
+ } else {
+ assert(completed_effects->count(node) == 0);
+ }
- // This should currently only happen for effects that are phase outputs,
- // and we throw those out separately below.
- assert(completed_effects.count(node) == 0);
+ phase->effects.push_back(node);
- this_phase_effects.push_back(node);
- completed_effects.insert(node);
+ // Find all the dependencies of this effect, and add them to the stack.
+ vector<Node *> deps = node->incoming_links;
+ assert(node->effect->num_inputs() == deps.size());
+ for (unsigned i = 0; i < deps.size(); ++i) {
+ bool start_new_phase = false;
- // Find all the dependencies of this effect, and add them to the stack.
- std::vector<Node *> deps = node->incoming_links;
- assert(node->effect->num_inputs() == deps.size());
- for (unsigned i = 0; i < deps.size(); ++i) {
- bool start_new_phase = false;
+ if (node->effect->needs_texture_bounce() &&
+ !deps[i]->effect->is_single_texture() &&
+ !deps[i]->effect->override_disable_bounce()) {
+ start_new_phase = true;
+ }
- // FIXME: If we sample directly from a texture, we won't need this.
- if (node->effect->needs_texture_bounce()) {
- 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;
+ }
- if (deps[i]->outgoing_links.size() > 1) {
- if (deps[i]->effect->num_inputs() > 0) {
- // More than one effect uses this as the input,
- // and it is not a texture itself.
- // The easiest thing to do (and probably also the safest
- // performance-wise in most cases) is to bounce it to a texture
- // and then let the next passes read from that.
- start_new_phase = true;
- } else {
- // For textures, we try to be slightly more clever;
- // if none of our outputs need a bounce, we don't bounce
- // but instead simply use the effect many times.
- //
- // Strictly speaking, we could bounce it for some outputs
- // and use it directly for others, but the processing becomes
- // somewhat simpler if the effect is only used in one such way.
- for (unsigned j = 0; j < deps[i]->outgoing_links.size(); ++j) {
- Node *rdep = deps[i]->outgoing_links[j];
- start_new_phase |= rdep->effect->needs_texture_bounce();
- }
- }
+ // Propagate information about needing mipmaps down the chain,
+ // breaking the phase if we notice an incompatibility.
+ //
+ // Note that we cannot do this propagation as a normal pass,
+ // because it needs information about where the phases end
+ // (we should not propagate the flag across phases).
+ if (node->needs_mipmaps) {
+ if (deps[i]->effect->num_inputs() == 0) {
+ Input *input = static_cast<Input *>(deps[i]->effect);
+ start_new_phase |= !input->can_supply_mipmaps();
+ } else {
+ deps[i]->needs_mipmaps = true;
}
+ }
- if (deps[i]->effect->changes_output_size()) {
+ if (deps[i]->outgoing_links.size() > 1) {
+ if (!deps[i]->effect->is_single_texture()) {
+ // More than one effect uses this as the input,
+ // and it is not a texture itself.
+ // The easiest thing to do (and probably also the safest
+ // performance-wise in most cases) is to bounce it to a texture
+ // and then let the next passes read from that.
start_new_phase = true;
- }
-
- if (start_new_phase) {
- effects_todo_other_phases.push(deps[i]);
- this_phase_inputs.push_back(deps[i]);
} else {
- effects_todo_this_phase.push(deps[i]);
+ assert(deps[i]->effect->num_inputs() == 0);
+
+ // For textures, we try to be slightly more clever;
+ // if none of our outputs need a bounce, we don't bounce
+ // but instead simply use the effect many times.
+ //
+ // Strictly speaking, we could bounce it for some outputs
+ // and use it directly for others, but the processing becomes
+ // somewhat simpler if the effect is only used in one such way.
+ for (unsigned j = 0; j < deps[i]->outgoing_links.size(); ++j) {
+ Node *rdep = deps[i]->outgoing_links[j];
+ start_new_phase |= rdep->effect->needs_texture_bounce();
+ }
}
}
- continue;
- }
- // No more effects to do this phase. Take all the ones we have,
- // and create a GLSL program for it.
- if (!this_phase_effects.empty()) {
- reverse(this_phase_effects.begin(), this_phase_effects.end());
- phases.push_back(compile_glsl_program(this_phase_inputs, this_phase_effects));
- this_phase_effects.back()->phase = phases.back();
- this_phase_inputs.clear();
- this_phase_effects.clear();
+ 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;
+ }
+
+ if (start_new_phase) {
+ 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();
+ }
}
- assert(this_phase_inputs.empty());
- assert(this_phase_effects.empty());
+ }
- // If we have no effects left, exit.
- if (effects_todo_other_phases.empty()) {
- break;
+ // No more effects to do this phase. Take all the ones we have,
+ // and create a GLSL program for it.
+ assert(!phase->effects.empty());
+
+ // 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);
- Node *node = effects_todo_other_phases.top();
- effects_todo_other_phases.pop();
+ // Allocate samplers for each input.
+ phase->input_samplers.resize(phase->inputs.size());
- if (completed_effects.count(node) == 0) {
- // Start a new phase, calculating from this effect.
- effects_todo_this_phase.push(node);
+ // We added the effects from the output and back, but we need to output
+ // them in topological sort order in the shader.
+ phase->effects = topological_sort(phase->effects);
+
+ // Figure out if we need mipmaps or not, and if so, tell the inputs that.
+ phase->input_needs_mipmaps = false;
+ for (unsigned i = 0; i < phase->effects.size(); ++i) {
+ Node *node = phase->effects[i];
+ phase->input_needs_mipmaps |= node->effect->needs_mipmaps();
+ }
+ for (unsigned i = 0; i < phase->effects.size(); ++i) {
+ Node *node = phase->effects[i];
+ if (node->effect->num_inputs() == 0) {
+ Input *input = static_cast<Input *>(node->effect);
+ assert(!phase->input_needs_mipmaps || input->can_supply_mipmaps());
+ CHECK(input->set_int("needs_mipmaps", phase->input_needs_mipmaps));
}
}
- // Finally, since the phases are found from the output but must be executed
- // from the input(s), reverse them, too.
- std::reverse(phases.begin(), phases.end());
+ // 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);
+
+ // Initialize timers.
+ if (movit_timer_queries_supported) {
+ phase->time_elapsed_ns = 0;
+ phase->num_measured_iterations = 0;
+ }
+
+ assert(completed_effects->count(output) == 0);
+ completed_effects->insert(make_pair(output, phase));
+ phases.push_back(phase);
+ return phase;
}
void EffectChain::output_dot(const char *filename)
}
FILE *fp = fopen(filename, "w");
- if (fp == NULL) {
+ if (fp == nullptr) {
perror(filename);
exit(1);
}
fprintf(fp, "digraph G {\n");
+ fprintf(fp, " output [shape=box label=\"(output)\"];\n");
for (unsigned i = 0; i < nodes.size(); ++i) {
// Find out which phase this event belongs to.
- int in_phase = -1;
+ vector<int> in_phases;
for (unsigned j = 0; j < phases.size(); ++j) {
const Phase* p = phases[j];
- if (std::find(p->effects.begin(), p->effects.end(), nodes[i]) != p->effects.end()) {
- assert(in_phase == -1);
- in_phase = j;
+ if (find(p->effects.begin(), p->effects.end(), nodes[i]) != p->effects.end()) {
+ in_phases.push_back(j);
}
}
- if (in_phase == -1) {
+ if (in_phases.empty()) {
fprintf(fp, " n%ld [label=\"%s\"];\n", (long)nodes[i], nodes[i]->effect->effect_type_id().c_str());
- } else {
+ } else if (in_phases.size() == 1) {
fprintf(fp, " n%ld [label=\"%s\" style=\"filled\" fillcolor=\"/accent8/%d\"];\n",
(long)nodes[i], nodes[i]->effect->effect_type_id().c_str(),
- (in_phase % 8) + 1);
+ (in_phases[0] % 8) + 1);
+ } else {
+ // If we had new enough Graphviz, style="wedged" would probably be ideal here.
+ // But alas.
+ fprintf(fp, " n%ld [label=\"%s [in multiple phases]\" style=\"filled\" fillcolor=\"/accent8/%d\"];\n",
+ (long)nodes[i], nodes[i]->effect->effect_type_id().c_str(),
+ (in_phases[0] % 8) + 1);
}
- for (unsigned j = 0; j < nodes[i]->outgoing_links.size(); ++j) {
- std::vector<std::string> labels;
- if (nodes[i]->outgoing_links[j]->effect->needs_texture_bounce()) {
- labels.push_back("needs_bounce");
- }
- if (nodes[i]->effect->changes_output_size()) {
- labels.push_back("resize");
- }
+ char from_node_id[256];
+ snprintf(from_node_id, 256, "n%ld", (long)nodes[i]);
- switch (nodes[i]->output_color_space) {
- case COLORSPACE_INVALID:
- labels.push_back("spc[invalid]");
- break;
- case COLORSPACE_REC_601_525:
- labels.push_back("spc[rec601-525]");
- break;
- case COLORSPACE_REC_601_625:
- labels.push_back("spc[rec601-625]");
- break;
- default:
- break;
- }
+ for (unsigned j = 0; j < nodes[i]->outgoing_links.size(); ++j) {
+ char to_node_id[256];
+ snprintf(to_node_id, 256, "n%ld", (long)nodes[i]->outgoing_links[j]);
- switch (nodes[i]->output_gamma_curve) {
- case GAMMA_INVALID:
- labels.push_back("gamma[invalid]");
- break;
- case GAMMA_sRGB:
- labels.push_back("gamma[sRGB]");
- break;
- case GAMMA_REC_601: // and GAMMA_REC_709
- labels.push_back("gamma[rec601/709]");
- break;
- default:
- break;
- }
+ vector<string> labels = get_labels_for_edge(nodes[i], nodes[i]->outgoing_links[j]);
+ output_dot_edge(fp, from_node_id, to_node_id, labels);
+ }
- if (labels.empty()) {
- fprintf(fp, " n%ld -> n%ld;\n", (long)nodes[i], (long)nodes[i]->outgoing_links[j]);
- } else {
- std::string label = labels[0];
- for (unsigned k = 1; k < labels.size(); ++k) {
- label += ", " + labels[k];
- }
- fprintf(fp, " n%ld -> n%ld [label=\"%s\"];\n", (long)nodes[i], (long)nodes[i]->outgoing_links[j], label.c_str());
- }
+ if (nodes[i]->outgoing_links.empty() && !nodes[i]->disabled) {
+ // Output node.
+ vector<string> labels = get_labels_for_edge(nodes[i], nullptr);
+ output_dot_edge(fp, from_node_id, "output", labels);
}
}
fprintf(fp, "}\n");
fclose(fp);
}
-unsigned EffectChain::fit_rectangle_to_aspect(unsigned width, unsigned height)
+vector<string> EffectChain::get_labels_for_edge(const Node *from, const Node *to)
+{
+ vector<string> labels;
+
+ if (to != nullptr && to->effect->needs_texture_bounce()) {
+ labels.push_back("needs_bounce");
+ }
+ if (from->effect->changes_output_size()) {
+ labels.push_back("resize");
+ }
+
+ switch (from->output_color_space) {
+ case COLORSPACE_INVALID:
+ labels.push_back("spc[invalid]");
+ break;
+ case COLORSPACE_REC_601_525:
+ labels.push_back("spc[rec601-525]");
+ break;
+ case COLORSPACE_REC_601_625:
+ labels.push_back("spc[rec601-625]");
+ break;
+ default:
+ break;
+ }
+
+ switch (from->output_gamma_curve) {
+ case GAMMA_INVALID:
+ labels.push_back("gamma[invalid]");
+ break;
+ case GAMMA_sRGB:
+ labels.push_back("gamma[sRGB]");
+ break;
+ case GAMMA_REC_601: // and GAMMA_REC_709
+ labels.push_back("gamma[rec601/709]");
+ break;
+ default:
+ break;
+ }
+
+ switch (from->output_alpha_type) {
+ case ALPHA_INVALID:
+ labels.push_back("alpha[invalid]");
+ break;
+ case ALPHA_BLANK:
+ labels.push_back("alpha[blank]");
+ break;
+ case ALPHA_POSTMULTIPLIED:
+ labels.push_back("alpha[postmult]");
+ break;
+ default:
+ break;
+ }
+
+ return labels;
+}
+
+void EffectChain::output_dot_edge(FILE *fp,
+ const string &from_node_id,
+ const string &to_node_id,
+ const vector<string> &labels)
+{
+ if (labels.empty()) {
+ fprintf(fp, " %s -> %s;\n", from_node_id.c_str(), to_node_id.c_str());
+ } else {
+ string label = labels[0];
+ for (unsigned k = 1; k < labels.size(); ++k) {
+ label += ", " + labels[k];
+ }
+ fprintf(fp, " %s -> %s [label=\"%s\"];\n", from_node_id.c_str(), to_node_id.c_str(), label.c_str());
+ }
+}
+
+void EffectChain::size_rectangle_to_fit(unsigned width, unsigned height, unsigned *output_width, unsigned *output_height)
{
+ unsigned scaled_width, scaled_height;
+
if (float(width) * aspect_denom >= float(height) * aspect_nom) {
// Same aspect, or W/H > aspect (image is wider than the frame).
- // In either case, keep width.
- return width;
+ // In either case, keep width, and adjust height.
+ scaled_width = width;
+ scaled_height = lrintf(width * aspect_denom / aspect_nom);
} else {
// W/H < aspect (image is taller than the frame), so keep height,
- // and adjust width correspondingly.
- return lrintf(height * aspect_nom / aspect_denom);
+ // and adjust width.
+ scaled_width = lrintf(height * aspect_nom / aspect_denom);
+ scaled_height = height;
+ }
+
+ // We should be consistently larger or smaller then the existing choice,
+ // since we have the same aspect.
+ assert(!(scaled_width < *output_width && scaled_height > *output_height));
+ assert(!(scaled_height < *output_height && scaled_width > *output_width));
+
+ if (scaled_width >= *output_width && scaled_height >= *output_height) {
+ *output_width = scaled_width;
+ *output_height = scaled_height;
}
}
}
}
for (unsigned i = 0; i < phase->inputs.size(); ++i) {
- Node *input = phase->inputs[i];
- input->output_width = input->phase->output_width;
- input->output_height = input->phase->output_height;
- assert(input->output_width != 0);
- assert(input->output_height != 0);
+ Phase *input = phase->inputs[i];
+ input->output_node->output_width = input->virtual_output_width;
+ input->output_node->output_height = input->virtual_output_height;
+ assert(input->output_node->output_width != 0);
+ assert(input->output_node->output_height != 0);
}
// Now propagate from the inputs towards the end, and inform as we go.
// The rules are simple:
//
- // 1. Don't touch effects that already have given sizes (ie., inputs).
+ // 1. Don't touch effects that already have given sizes (ie., inputs
+ // or effects that change the output size).
// 2. If all of your inputs have the same size, that will be your output size.
// 3. Otherwise, your output size is 0x0.
for (unsigned i = 0; i < phase->effects.size(); ++i) {
this_output_height = 0;
}
}
- node->output_width = this_output_width;
- node->output_height = this_output_height;
+ 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, 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;
+ }
}
}
// If the last effect explicitly sets an output size, use that.
if (output_node->effect->changes_output_size()) {
- output_node->effect->get_output_size(&phase->output_width, &phase->output_height);
+ 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;
}
- // If not, look at the input phases and textures.
- // We select the largest one (by fit into the current aspect).
- unsigned best_width = 0;
+ // If all effects have the same size, use that.
+ unsigned output_width = 0, output_height = 0;
+ bool all_inputs_same_size = true;
+
for (unsigned i = 0; i < phase->inputs.size(); ++i) {
- Node *input = phase->inputs[i];
- assert(input->phase->output_width != 0);
- assert(input->phase->output_height != 0);
- unsigned width = fit_rectangle_to_aspect(input->phase->output_width, input->phase->output_height);
- if (width > best_width) {
- best_width = width;
+ Phase *input = phase->inputs[i];
+ assert(input->output_width != 0);
+ assert(input->output_height != 0);
+ if (output_width == 0 && output_height == 0) {
+ output_width = input->virtual_output_width;
+ output_height = input->virtual_output_height;
+ } else if (output_width != input->virtual_output_width ||
+ output_height != input->virtual_output_height) {
+ all_inputs_same_size = false;
}
}
for (unsigned i = 0; i < phase->effects.size(); ++i) {
}
Input *input = static_cast<Input *>(effect);
- unsigned width = fit_rectangle_to_aspect(input->get_width(), input->get_height());
- if (width > best_width) {
- best_width = width;
+ if (output_width == 0 && output_height == 0) {
+ output_width = input->get_width();
+ output_height = input->get_height();
+ } else if (output_width != input->get_width() ||
+ output_height != input->get_height()) {
+ all_inputs_same_size = false;
+ }
+ }
+
+ if (all_inputs_same_size) {
+ assert(output_width != 0);
+ assert(output_height != 0);
+ phase->virtual_output_width = phase->output_width = output_width;
+ phase->virtual_output_height = phase->output_height = output_height;
+ return;
+ }
+
+ // If not, fit all the inputs into the current aspect, and select the largest one.
+ output_width = 0;
+ output_height = 0;
+ for (unsigned i = 0; i < phase->inputs.size(); ++i) {
+ Phase *input = phase->inputs[i];
+ assert(input->output_width != 0);
+ assert(input->output_height != 0);
+ size_rectangle_to_fit(input->output_width, input->output_height, &output_width, &output_height);
+ }
+ for (unsigned i = 0; i < phase->effects.size(); ++i) {
+ Effect *effect = phase->effects[i]->effect;
+ if (effect->num_inputs() != 0) {
+ continue;
}
+
+ Input *input = static_cast<Input *>(effect);
+ size_rectangle_to_fit(input->get_width(), input->get_height(), &output_width, &output_height);
}
- assert(best_width != 0);
- phase->output_width = best_width;
- phase->output_height = best_width * aspect_denom / aspect_nom;
+ assert(output_width != 0);
+ assert(output_height != 0);
+ phase->virtual_output_width = phase->output_width = output_width;
+ phase->virtual_output_height = phase->output_height = output_height;
+}
+
+void EffectChain::sort_all_nodes_topologically()
+{
+ nodes = topological_sort(nodes);
}
-void EffectChain::sort_nodes_topologically()
+vector<Node *> EffectChain::topological_sort(const vector<Node *> &nodes)
{
- std::set<Node *> visited_nodes;
- std::vector<Node *> sorted_list;
+ set<Node *> nodes_left_to_visit(nodes.begin(), nodes.end());
+ vector<Node *> sorted_list;
for (unsigned i = 0; i < nodes.size(); ++i) {
- if (nodes[i]->incoming_links.size() == 0) {
- topological_sort_visit_node(nodes[i], &visited_nodes, &sorted_list);
- }
+ topological_sort_visit_node(nodes[i], &nodes_left_to_visit, &sorted_list);
}
reverse(sorted_list.begin(), sorted_list.end());
- nodes = sorted_list;
+ return sorted_list;
}
-void EffectChain::topological_sort_visit_node(Node *node, std::set<Node *> *visited_nodes, std::vector<Node *> *sorted_list)
+void EffectChain::topological_sort_visit_node(Node *node, set<Node *> *nodes_left_to_visit, vector<Node *> *sorted_list)
{
- if (visited_nodes->count(node) != 0) {
+ if (nodes_left_to_visit->count(node) == 0) {
return;
}
- visited_nodes->insert(node);
+ nodes_left_to_visit->erase(node);
for (unsigned i = 0; i < node->outgoing_links.size(); ++i) {
- topological_sort_visit_node(node->outgoing_links[i], visited_nodes, sorted_list);
+ topological_sort_visit_node(node->outgoing_links[i], nodes_left_to_visit, sorted_list);
}
sorted_list->push_back(node);
}
Input *input = static_cast<Input *>(node->effect);
node->output_color_space = input->get_color_space();
node->output_gamma_curve = input->get_gamma_curve();
+
+ Effect::AlphaHandling alpha_handling = input->alpha_handling();
+ switch (alpha_handling) {
+ case Effect::OUTPUT_BLANK_ALPHA:
+ node->output_alpha_type = ALPHA_BLANK;
+ break;
+ case Effect::INPUT_AND_OUTPUT_PREMULTIPLIED_ALPHA:
+ node->output_alpha_type = ALPHA_PREMULTIPLIED;
+ break;
+ case Effect::OUTPUT_POSTMULTIPLIED_ALPHA:
+ node->output_alpha_type = ALPHA_POSTMULTIPLIED;
+ break;
+ case Effect::INPUT_PREMULTIPLIED_ALPHA_KEEP_BLANK:
+ case Effect::DONT_CARE_ALPHA_TYPE:
+ default:
+ assert(false);
+ }
+
+ if (node->output_alpha_type == ALPHA_PREMULTIPLIED) {
+ assert(node->output_gamma_curve == GAMMA_LINEAR);
+ }
}
}
}
void EffectChain::propagate_gamma_and_color_space()
{
// We depend on going through the nodes in order.
- sort_nodes_topologically();
+ sort_all_nodes_topologically();
for (unsigned i = 0; i < nodes.size(); ++i) {
Node *node = nodes[i];
}
}
-bool EffectChain::node_needs_colorspace_fix(Node *node)
+// Propagate alpha information as far as we can in the graph.
+// Similar to propagate_gamma_and_color_space().
+void EffectChain::propagate_alpha()
{
- if (node->disabled) {
- return false;
- }
- if (node->effect->num_inputs() == 0) {
- return false;
- }
-
- // propagate_gamma_and_color_space() has already set our output
- // to COLORSPACE_INVALID if the inputs differ, so we can rely on that.
- if (node->output_color_space == COLORSPACE_INVALID) {
- return true;
- }
- return (node->effect->needs_srgb_primaries() && node->output_color_space != COLORSPACE_sRGB);
-}
+ // We depend on going through the nodes in order.
+ sort_all_nodes_topologically();
-// Fix up color spaces so that there are no COLORSPACE_INVALID nodes left in
-// the graph. Our strategy is not always optimal, but quite simple:
+ for (unsigned i = 0; i < nodes.size(); ++i) {
+ Node *node = nodes[i];
+ if (node->disabled) {
+ continue;
+ }
+ assert(node->incoming_links.size() == node->effect->num_inputs());
+ if (node->incoming_links.size() == 0) {
+ assert(node->output_alpha_type != ALPHA_INVALID);
+ continue;
+ }
+
+ // The alpha multiplication/division effects are special cases.
+ if (node->effect->effect_type_id() == "AlphaMultiplicationEffect") {
+ assert(node->incoming_links.size() == 1);
+ assert(node->incoming_links[0]->output_alpha_type == ALPHA_POSTMULTIPLIED);
+ node->output_alpha_type = ALPHA_PREMULTIPLIED;
+ continue;
+ }
+ if (node->effect->effect_type_id() == "AlphaDivisionEffect") {
+ assert(node->incoming_links.size() == 1);
+ assert(node->incoming_links[0]->output_alpha_type == ALPHA_PREMULTIPLIED);
+ node->output_alpha_type = ALPHA_POSTMULTIPLIED;
+ continue;
+ }
+
+ // GammaCompressionEffect and GammaExpansionEffect are also a special case,
+ // because they are the only one that _need_ postmultiplied alpha.
+ if (node->effect->effect_type_id() == "GammaCompressionEffect" ||
+ node->effect->effect_type_id() == "GammaExpansionEffect") {
+ assert(node->incoming_links.size() == 1);
+ if (node->incoming_links[0]->output_alpha_type == ALPHA_BLANK) {
+ node->output_alpha_type = ALPHA_BLANK;
+ } else if (node->incoming_links[0]->output_alpha_type == ALPHA_POSTMULTIPLIED) {
+ node->output_alpha_type = ALPHA_POSTMULTIPLIED;
+ } else {
+ node->output_alpha_type = ALPHA_INVALID;
+ }
+ continue;
+ }
+
+ // Only inputs can have unconditional alpha output (OUTPUT_BLANK_ALPHA
+ // or OUTPUT_POSTMULTIPLIED_ALPHA), and they have already been
+ // taken care of above. Rationale: Even if you could imagine
+ // e.g. an effect that took in an image and set alpha=1.0
+ // unconditionally, it wouldn't make any sense to have it as
+ // e.g. OUTPUT_BLANK_ALPHA, since it wouldn't know whether it
+ // got its input pre- or postmultiplied, so it wouldn't know
+ // whether to divide away the old alpha or not.
+ Effect::AlphaHandling alpha_handling = node->effect->alpha_handling();
+ assert(alpha_handling == Effect::INPUT_AND_OUTPUT_PREMULTIPLIED_ALPHA ||
+ alpha_handling == Effect::INPUT_PREMULTIPLIED_ALPHA_KEEP_BLANK ||
+ alpha_handling == Effect::DONT_CARE_ALPHA_TYPE);
+
+ // If the node has multiple inputs, check that they are all valid and
+ // the same.
+ bool any_invalid = false;
+ bool any_premultiplied = false;
+ bool any_postmultiplied = false;
+
+ for (unsigned j = 0; j < node->incoming_links.size(); ++j) {
+ switch (node->incoming_links[j]->output_alpha_type) {
+ case ALPHA_INVALID:
+ any_invalid = true;
+ break;
+ case ALPHA_BLANK:
+ // Blank is good as both pre- and postmultiplied alpha,
+ // so just ignore it.
+ break;
+ case ALPHA_PREMULTIPLIED:
+ any_premultiplied = true;
+ break;
+ case ALPHA_POSTMULTIPLIED:
+ any_postmultiplied = true;
+ break;
+ default:
+ assert(false);
+ }
+ }
+
+ if (any_invalid) {
+ node->output_alpha_type = ALPHA_INVALID;
+ continue;
+ }
+
+ // Inputs must be of the same type.
+ if (any_premultiplied && any_postmultiplied) {
+ node->output_alpha_type = ALPHA_INVALID;
+ continue;
+ }
+
+ 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;
+ } else if (!any_premultiplied &&
+ alpha_handling == Effect::INPUT_PREMULTIPLIED_ALPHA_KEEP_BLANK) {
+ // Blank input alpha, and the effect preserves blank alpha.
+ node->output_alpha_type = ALPHA_BLANK;
+ } else {
+ node->output_alpha_type = ALPHA_PREMULTIPLIED;
+ }
+ } else {
+ // OK, all inputs are the same, and this effect is not going
+ // to change it.
+ assert(alpha_handling == Effect::DONT_CARE_ALPHA_TYPE);
+ if (any_premultiplied) {
+ node->output_alpha_type = ALPHA_PREMULTIPLIED;
+ } else if (any_postmultiplied) {
+ node->output_alpha_type = ALPHA_POSTMULTIPLIED;
+ } else {
+ node->output_alpha_type = ALPHA_BLANK;
+ }
+ }
+ }
+}
+
+bool EffectChain::node_needs_colorspace_fix(Node *node)
+{
+ if (node->disabled) {
+ return false;
+ }
+ if (node->effect->num_inputs() == 0) {
+ return false;
+ }
+
+ // propagate_gamma_and_color_space() has already set our output
+ // to COLORSPACE_INVALID if the inputs differ, so we can rely on that.
+ if (node->output_color_space == COLORSPACE_INVALID) {
+ return true;
+ }
+ return (node->effect->needs_srgb_primaries() && node->output_color_space != COLORSPACE_sRGB);
+}
+
+// Fix up color spaces so that there are no COLORSPACE_INVALID nodes left in
+// the graph. Our strategy is not always optimal, but quite simple:
// Find an effect that's as early as possible where the inputs are of
// unacceptable colorspaces (that is, either different, or, if the effect only
// wants sRGB, not sRGB.) Add appropriate conversions on all its inputs,
}
// Go through each input that is not sRGB, and insert
- // a colorspace conversion before it.
+ // a colorspace conversion after it.
for (unsigned j = 0; j < node->incoming_links.size(); ++j) {
Node *input = node->incoming_links[j];
assert(input->output_color_space != COLORSPACE_INVALID);
CHECK(conversion->effect->set_int("source_space", input->output_color_space));
CHECK(conversion->effect->set_int("destination_space", COLORSPACE_sRGB));
conversion->output_color_space = COLORSPACE_sRGB;
- insert_node_between(input, conversion, node);
+ replace_sender(input, conversion);
+ connect_nodes(input, conversion);
}
// Re-sort topologically, and propagate the new information.
}
char filename[256];
- sprintf(filename, "step3-colorspacefix-iter%u.dot", ++colorspace_propagation_pass);
+ sprintf(filename, "step5-colorspacefix-iter%u.dot", ++colorspace_propagation_pass);
output_dot(filename);
assert(colorspace_propagation_pass < 100);
} while (found_any);
}
}
+bool EffectChain::node_needs_alpha_fix(Node *node)
+{
+ if (node->disabled) {
+ return false;
+ }
+
+ // propagate_alpha() has already set our output to ALPHA_INVALID if the
+ // inputs differ or we are otherwise in mismatch, so we can rely on that.
+ return (node->output_alpha_type == ALPHA_INVALID);
+}
+
+// Fix up alpha so that there are no ALPHA_INVALID nodes left in
+// the graph. Similar to fix_internal_color_spaces().
+void EffectChain::fix_internal_alpha(unsigned step)
+{
+ unsigned alpha_propagation_pass = 0;
+ bool found_any;
+ do {
+ found_any = false;
+ for (unsigned i = 0; i < nodes.size(); ++i) {
+ Node *node = nodes[i];
+ if (!node_needs_alpha_fix(node)) {
+ continue;
+ }
+
+ // If we need to fix up GammaExpansionEffect, then clearly something
+ // is wrong, since the combination of premultiplied alpha and nonlinear inputs
+ // is meaningless.
+ assert(node->effect->effect_type_id() != "GammaExpansionEffect");
+
+ AlphaType desired_type = ALPHA_PREMULTIPLIED;
+
+ // GammaCompressionEffect is special; it needs postmultiplied alpha.
+ if (node->effect->effect_type_id() == "GammaCompressionEffect") {
+ assert(node->incoming_links.size() == 1);
+ assert(node->incoming_links[0]->output_alpha_type == ALPHA_PREMULTIPLIED);
+ desired_type = ALPHA_POSTMULTIPLIED;
+ }
+
+ // Go through each input that is not premultiplied alpha, and insert
+ // a conversion before it.
+ for (unsigned j = 0; j < node->incoming_links.size(); ++j) {
+ Node *input = node->incoming_links[j];
+ assert(input->output_alpha_type != ALPHA_INVALID);
+ if (input->output_alpha_type == desired_type ||
+ input->output_alpha_type == ALPHA_BLANK) {
+ continue;
+ }
+ Node *conversion;
+ if (desired_type == ALPHA_PREMULTIPLIED) {
+ conversion = add_node(new AlphaMultiplicationEffect());
+ } else {
+ conversion = add_node(new AlphaDivisionEffect());
+ }
+ conversion->output_alpha_type = desired_type;
+ replace_sender(input, conversion);
+ connect_nodes(input, conversion);
+ }
+
+ // Re-sort topologically, and propagate the new information.
+ propagate_gamma_and_color_space();
+ propagate_alpha();
+
+ found_any = true;
+ break;
+ }
+
+ char filename[256];
+ sprintf(filename, "step%u-alphafix-iter%u.dot", step, ++alpha_propagation_pass);
+ output_dot(filename);
+ assert(alpha_propagation_pass < 100);
+ } while (found_any);
+
+ for (unsigned i = 0; i < nodes.size(); ++i) {
+ Node *node = nodes[i];
+ if (node->disabled) {
+ continue;
+ }
+ assert(node->output_alpha_type != ALPHA_INVALID);
+ }
+}
+
// Make so that the output is in the desired color space.
void EffectChain::fix_output_color_space()
{
CHECK(conversion->effect->set_int("destination_space", output_format.color_space));
conversion->output_color_space = output_format.color_space;
connect_nodes(output, conversion);
+ propagate_alpha();
+ propagate_gamma_and_color_space();
+ }
+}
+
+// Make so that the output is in the desired pre-/postmultiplication alpha state.
+void EffectChain::fix_output_alpha()
+{
+ Node *output = find_output_node();
+ assert(output->output_alpha_type != ALPHA_INVALID);
+ if (output->output_alpha_type == ALPHA_BLANK) {
+ // No alpha output, so we don't care.
+ return;
+ }
+ if (output->output_alpha_type == ALPHA_PREMULTIPLIED &&
+ output_alpha_format == OUTPUT_ALPHA_FORMAT_POSTMULTIPLIED) {
+ Node *conversion = add_node(new AlphaDivisionEffect());
+ connect_nodes(output, conversion);
+ propagate_alpha();
+ propagate_gamma_and_color_space();
+ }
+ if (output->output_alpha_type == ALPHA_POSTMULTIPLIED &&
+ output_alpha_format == OUTPUT_ALPHA_FORMAT_PREMULTIPLIED) {
+ Node *conversion = add_node(new AlphaMultiplicationEffect());
+ connect_nodes(output, conversion);
+ propagate_alpha();
propagate_gamma_and_color_space();
}
}
}
// See if all inputs can give us linear gamma. If not, leave it.
- std::vector<Node *> nonlinear_inputs;
+ vector<Node *> nonlinear_inputs;
find_all_nonlinear_inputs(node, &nonlinear_inputs);
assert(!nonlinear_inputs.empty());
}
// If not, go through each input that is not linear gamma,
- // and insert a gamma conversion before it.
+ // and insert a gamma conversion after it.
for (unsigned j = 0; j < node->incoming_links.size(); ++j) {
Node *input = node->incoming_links[j];
assert(input->output_gamma_curve != GAMMA_INVALID);
Node *conversion = add_node(new GammaExpansionEffect());
CHECK(conversion->effect->set_int("source_curve", input->output_gamma_curve));
conversion->output_gamma_curve = GAMMA_LINEAR;
- insert_node_between(input, conversion, node);
+ replace_sender(input, conversion);
+ connect_nodes(input, conversion);
}
// Re-sort topologically, and propagate the new information.
+ propagate_alpha();
propagate_gamma_and_color_space();
found_any = true;
connect_nodes(output, conversion);
}
}
+
+// If the user has requested Y'CbCr output, we need to do this conversion
+// _after_ GammaCompressionEffect etc., but before dither (see below).
+// This is because Y'CbCr, with the exception of a special optional mode
+// in Rec. 2020 (which we currently don't support), is defined to work on
+// gamma-encoded data.
+void EffectChain::add_ycbcr_conversion_if_needed()
+{
+ assert(output_color_rgba || num_output_color_ycbcr > 0);
+ if (num_output_color_ycbcr == 0) {
+ return;
+ }
+ Node *output = find_output_node();
+ 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
// (after GammaCompressionEffect etc.). This needs to be done after everything else,
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();
+ if (output->effect->is_compute_shader()) {
+ Node *dummy = add_node(new IdentityEffect());
+ 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).
Node *EffectChain::find_output_node()
{
- std::vector<Node *> output_nodes;
+ vector<Node *> output_nodes;
for (unsigned i = 0; i < nodes.size(); ++i) {
Node *node = nodes[i];
if (node->disabled) {
find_color_spaces_for_inputs();
output_dot("step2-input-colorspace.dot");
+ propagate_alpha();
+ output_dot("step3-propagated-alpha.dot");
+
propagate_gamma_and_color_space();
- output_dot("step3-propagated.dot");
+ output_dot("step4-propagated-all.dot");
fix_internal_color_spaces();
+ fix_internal_alpha(6);
fix_output_color_space();
- output_dot("step4-output-colorspacefix.dot");
+ output_dot("step7-output-colorspacefix.dot");
+ fix_output_alpha();
+ output_dot("step8-output-alphafix.dot");
// Note that we need to fix gamma after colorspace conversion,
// because colorspace conversions might create needs for gamma conversions.
// Also, we need to run an extra pass of fix_internal_gamma() after
- // fixing the output gamma, as we only have conversions to/from linear.
- fix_internal_gamma_by_asking_inputs(5);
- fix_internal_gamma_by_inserting_nodes(6);
+ // fixing the output gamma, as we only have conversions to/from linear,
+ // and fix_internal_alpha() since GammaCompressionEffect needs
+ // postmultiplied input.
+ fix_internal_gamma_by_asking_inputs(9);
+ fix_internal_gamma_by_inserting_nodes(10);
fix_output_gamma();
- output_dot("step7-output-gammafix.dot");
- fix_internal_gamma_by_asking_inputs(8);
- fix_internal_gamma_by_inserting_nodes(9);
-
- output_dot("step10-before-dither.dot");
-
+ output_dot("step11-output-gammafix.dot");
+ propagate_alpha();
+ output_dot("step12-output-alpha-propagated.dot");
+ fix_internal_alpha(13);
+ output_dot("step14-output-alpha-fixed.dot");
+ fix_internal_gamma_by_asking_inputs(15);
+ fix_internal_gamma_by_inserting_nodes(16);
+
+ output_dot("step17-before-ycbcr.dot");
+ add_ycbcr_conversion_if_needed();
+
+ output_dot("step18-before-dither.dot");
add_dither_if_needed();
- output_dot("step11-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.
- construct_glsl_programs(find_output_node());
-
- output_dot("step12-split-to-phases.dot");
-
- // If we have more than one phase, we need intermediate render-to-texture.
- // Construct an FBO, and then as many textures as we need.
- // We choose the simplest option of having one texture per output,
- // since otherwise this turns into an (albeit simple)
- // register allocation problem.
- if (phases.size() > 1) {
- glGenFramebuffers(1, &fbo);
-
- for (unsigned i = 0; i < phases.size() - 1; ++i) {
- inform_input_sizes(phases[i]);
- find_output_size(phases[i]);
-
- Node *output_node = phases[i]->effects.back();
- glGenTextures(1, &output_node->output_texture);
- check_error();
- glBindTexture(GL_TEXTURE_2D, output_node->output_texture);
- check_error();
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
- check_error();
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
- check_error();
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F_ARB, phases[i]->output_width, phases[i]->output_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
- check_error();
+ // We need to keep track of which effects have already been computed,
+ // as an effect with multiple users could otherwise be calculated
+ // multiple times.
+ map<Node *, Phase *> completed_effects;
+ construct_phase(find_output_node(), &completed_effects);
- output_node->output_texture_width = phases[i]->output_width;
- output_node->output_texture_height = phases[i]->output_height;
- }
- inform_input_sizes(phases.back());
- }
-
- for (unsigned i = 0; i < inputs.size(); ++i) {
- inputs[i]->finalize();
- }
+ 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);
glDepthMask(GL_FALSE);
check_error();
- glMatrixMode(GL_PROJECTION);
- glLoadIdentity();
- glOrtho(0.0, 1.0, 0.0, 1.0, 0.0, 1.0);
-
- glMatrixMode(GL_MODELVIEW);
- glLoadIdentity();
+ set<Phase *> generated_mipmaps;
+
+ // 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];
+ }
+ }
- if (phases.size() > 1) {
- glBindFramebuffer(GL_FRAMEBUFFER, fbo);
- check_error();
+ 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() == "IdentityEffect");
+
+ // We are rendering to a set of textures, so we can run the compute shader
+ // directly and skip the dummy phase.
+ --num_phases;
}
- std::set<Node *> generated_mipmaps;
+ for (unsigned phase_num = 0; phase_num < num_phases; ++phase_num) {
+ Phase *phase = phases[phase_num];
+
+ if (do_phase_timing) {
+ 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);
+ }
+ bool last_phase = (phase_num == num_phases - 1);
+ if (phase_num == num_phases - 1) {
+ // Last phase goes to the output the user specified.
+ 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));
+ }
+ }
- for (unsigned phase = 0; phase < phases.size(); ++phase) {
- // See if the requested output size has changed. If so, we need to recreate
- // the texture (and before we start setting up inputs).
- inform_input_sizes(phases[phase]);
- if (phase != phases.size() - 1) {
- find_output_size(phases[phase]);
+ // 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;
+ }
- Node *output_node = phases[phase]->effects.back();
+ // 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;
+ }
- if (output_node->output_texture_width != phases[phase]->output_width ||
- output_node->output_texture_height != phases[phase]->output_height) {
- glActiveTexture(GL_TEXTURE0);
- check_error();
- glBindTexture(GL_TEXTURE_2D, output_node->output_texture);
- check_error();
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F_ARB, phases[phase]->output_width, phases[phase]->output_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
- check_error();
- glBindTexture(GL_TEXTURE_2D, 0);
- check_error();
+ execute_phase(phase, output_textures, phase_destinations, &generated_mipmaps);
+ if (do_phase_timing) {
+ glEndQuery(GL_TIME_ELAPSED);
+ }
- output_node->output_texture_width = phases[phase]->output_width;
- output_node->output_texture_height = phases[phase]->output_height;
+ // 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);
}
}
+ }
- glUseProgram(phases[phase]->glsl_program_num);
- check_error();
+ for (const auto &phase_and_texnum : output_textures) {
+ resource_pool->release_2d_texture(phase_and_texnum.second);
+ }
- // Set up RTT inputs for this phase.
- for (unsigned sampler = 0; sampler < phases[phase]->inputs.size(); ++sampler) {
- glActiveTexture(GL_TEXTURE0 + sampler);
- Node *input = phases[phase]->inputs[sampler];
- glBindTexture(GL_TEXTURE_2D, input->output_texture);
- check_error();
- if (phases[phase]->input_needs_mipmaps) {
- if (generated_mipmaps.count(input) == 0) {
- glGenerateMipmap(GL_TEXTURE_2D);
- check_error();
- generated_mipmaps.insert(input);
+ glBindFramebuffer(GL_FRAMEBUFFER, 0);
+ check_error();
+ 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];
+ 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;
}
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
- check_error();
- } else {
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- check_error();
}
-
- std::string texture_name = std::string("tex_") + input->effect_id;
- glUniform1i(glGetUniformLocation(phases[phase]->glsl_program_num, texture_name.c_str()), sampler);
- check_error();
}
+ }
+}
- // And now the output.
- if (phase == phases.size() - 1) {
- // Last phase goes to the output the user specified.
- glBindFramebuffer(GL_FRAMEBUFFER, dest_fbo);
- check_error();
- glViewport(x, y, width, height);
- if (dither_effect != NULL) {
- CHECK(dither_effect->set_int("output_width", width));
- CHECK(dither_effect->set_int("output_height", height));
+void EffectChain::enable_phase_timing(bool enable)
+{
+ if (enable) {
+ assert(movit_timer_queries_supported);
+ }
+ this->do_phase_timing = enable;
+}
+
+void EffectChain::reset_phase_timing()
+{
+ for (unsigned phase_num = 0; phase_num < phases.size(); ++phase_num) {
+ Phase *phase = phases[phase_num];
+ phase->time_elapsed_ns = 0;
+ phase->num_measured_iterations = 0;
+ }
+}
+
+void EffectChain::print_phase_timing()
+{
+ double total_time_ms = 0.0;
+ for (unsigned phase_num = 0; phase_num < phases.size(); ++phase_num) {
+ Phase *phase = phases[phase_num];
+ double avg_time_ms = phase->time_elapsed_ns * 1e-6 / phase->num_measured_iterations;
+ printf("Phase %d: %5.1f ms [", phase_num, avg_time_ms);
+ for (unsigned effect_num = 0; effect_num < phase->effects.size(); ++effect_num) {
+ if (effect_num != 0) {
+ printf(", ");
}
- } else {
- Node *output_node = phases[phase]->effects.back();
- glFramebufferTexture2D(
- GL_FRAMEBUFFER,
- GL_COLOR_ATTACHMENT0,
- GL_TEXTURE_2D,
- output_node->output_texture,
- 0);
- check_error();
- glViewport(0, 0, phases[phase]->output_width, phases[phase]->output_height);
+ printf("%s", phase->effects[effect_num]->effect->effect_type_id().c_str());
}
+ printf("]\n");
+ total_time_ms += avg_time_ms;
+ }
+ printf("Total: %5.1f ms\n", total_time_ms);
+}
- // Give the required parameters to all the effects.
- unsigned sampler_num = phases[phase]->inputs.size();
- for (unsigned i = 0; i < phases[phase]->effects.size(); ++i) {
- Node *node = phases[phase]->effects[i];
- node->effect->set_gl_state(phases[phase]->glsl_program_num, node->effect_id, &sampler_num);
+void EffectChain::execute_phase(Phase *phase,
+ const map<Phase *, GLuint> &output_textures,
+ const std::vector<DestinationTexture> &destinations,
+ set<Phase *> *generated_mipmaps)
+{
+ // 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;
+ 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);
check_error();
+ generated_mipmaps->insert(input);
}
+ setup_rtt_sampler(sampler, phase->input_needs_mipmaps);
+ phase->input_samplers[sampler] = sampler; // Bind the sampler to the right uniform.
+ }
- // Now draw!
- glBegin(GL_QUADS);
+ GLuint instance_program_num = resource_pool->use_glsl_program(phase->glsl_program_num);
+ check_error();
- glTexCoord2f(0.0f, 0.0f);
- glVertex2f(0.0f, 0.0f);
+ // And now the output.
+ GLuint fbo = 0;
+ if (phase->is_compute_shader) {
+ assert(!destinations.empty());
- glTexCoord2f(1.0f, 0.0f);
- glVertex2f(1.0f, 0.0f);
+ // 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);
+ }
+
+ // Give the required parameters to all the effects.
+ unsigned sampler_num = phase->inputs.size();
+ 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(instance_program_num, phase->effect_ids[node], &sampler_num);
+ check_error();
+
+ if (node->effect->is_single_texture()) {
+ assert(sampler_num - old_sampler_num == 1);
+ node->bound_sampler_num = old_sampler_num;
+ } else {
+ node->bound_sampler_num = -1;
+ }
+ }
+
+ 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);
- glTexCoord2f(1.0f, 1.0f);
- glVertex2f(1.0f, 1.0f);
+ // 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);
- glTexCoord2f(0.0f, 1.0f);
- glVertex2f(0.0f, 1.0f);
+ // Bind the vertex data.
+ GLuint vao = resource_pool->create_vec2_vao(phase->attribute_indexes, vbo);
+ glBindVertexArray(vao);
- glEnd();
+ glDrawArrays(GL_TRIANGLES, 0, 3);
check_error();
- for (unsigned i = 0; i < phases[phase]->effects.size(); ++i) {
- Node *node = phases[phase]->effects[i];
- node->effect->clear_gl_state();
+ resource_pool->release_vec2_vao(vao);
+ }
+
+ for (unsigned i = 0; i < phase->effects.size(); ++i) {
+ Node *node = phase->effects[i];
+ node->effect->clear_gl_state();
+ }
+
+ resource_pool->unuse_glsl_program(instance_program_num);
+
+ if (fbo != 0) {
+ resource_pool->release_fbo(fbo);
+ }
+}
+
+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) {
+ glUniform1iv(uniform.location, uniform.num_values, uniform.value);
}
}
+ for (size_t i = 0; i < phase->uniforms_bool.size(); ++i) {
+ const Uniform<bool> &uniform = phase->uniforms_bool[i];
+ assert(uniform.num_values == 1);
+ if (uniform.location != -1) {
+ glUniform1i(uniform.location, *uniform.value);
+ }
+ }
+ for (size_t i = 0; i < phase->uniforms_int.size(); ++i) {
+ const Uniform<int> &uniform = phase->uniforms_int[i];
+ if (uniform.location != -1) {
+ glUniform1iv(uniform.location, uniform.num_values, uniform.value);
+ }
+ }
+ for (size_t i = 0; i < phase->uniforms_float.size(); ++i) {
+ const Uniform<float> &uniform = phase->uniforms_float[i];
+ if (uniform.location != -1) {
+ glUniform1fv(uniform.location, uniform.num_values, uniform.value);
+ }
+ }
+ for (size_t i = 0; i < phase->uniforms_vec2.size(); ++i) {
+ const Uniform<float> &uniform = phase->uniforms_vec2[i];
+ if (uniform.location != -1) {
+ glUniform2fv(uniform.location, uniform.num_values, uniform.value);
+ }
+ }
+ for (size_t i = 0; i < phase->uniforms_vec3.size(); ++i) {
+ const Uniform<float> &uniform = phase->uniforms_vec3[i];
+ if (uniform.location != -1) {
+ glUniform3fv(uniform.location, uniform.num_values, uniform.value);
+ }
+ }
+ for (size_t i = 0; i < phase->uniforms_vec4.size(); ++i) {
+ const Uniform<float> &uniform = phase->uniforms_vec4[i];
+ if (uniform.location != -1) {
+ glUniform4fv(uniform.location, uniform.num_values, uniform.value);
+ }
+ }
+ for (size_t i = 0; i < phase->uniforms_mat3.size(); ++i) {
+ const Uniform<Matrix3d> &uniform = phase->uniforms_mat3[i];
+ assert(uniform.num_values == 1);
+ if (uniform.location != -1) {
+ // Convert to float (GLSL has no double matrices).
+ float matrixf[9];
+ for (unsigned y = 0; y < 3; ++y) {
+ for (unsigned x = 0; x < 3; ++x) {
+ matrixf[y + x * 3] = (*uniform.value)(y, x);
+ }
+ }
+ glUniformMatrix3fv(uniform.location, 1, GL_FALSE, matrixf);
+ }
+ }
+}
+
+void EffectChain::setup_rtt_sampler(int sampler_num, bool use_mipmaps)
+{
+ glActiveTexture(GL_TEXTURE0 + sampler_num);
+ check_error();
+ if (use_mipmaps) {
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
+ check_error();
+ } else {
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ check_error();
+ }
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ check_error();
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+ check_error();
}
+
+} // namespace movit