]> git.sesse.net Git - movit/blobdiff - effect_chain.cpp
Use the ResourcePool to allocate RTT textures in EffectChain.
[movit] / effect_chain.cpp
index c3c23b6680764cac983aeaff2b1537fb4f029af5..cb807720b09de0620a09cac6a75fdfc95f507d6b 100644 (file)
@@ -44,9 +44,6 @@ EffectChain::EffectChain(float aspect_nom, float aspect_denom, ResourcePool *res
 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];
        }
@@ -86,7 +83,6 @@ Node *EffectChain::add_node(Effect *effect)
        node->output_color_space = COLORSPACE_INVALID;
        node->output_gamma_curve = GAMMA_INVALID;
        node->output_alpha_type = ALPHA_INVALID;
-       node->output_texture = 0;
 
        nodes.push_back(node);
        node_map[effect] = node;
@@ -1414,32 +1410,6 @@ void EffectChain::finalize()
 
        output_dot("step19-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) {
-               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();
-                       output_node->output_texture = resource_pool->create_2d_texture(GL_RGBA16F_ARB, phases[i]->output_width, phases[i]->output_height);
-                       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();
-
-                       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();
        }
@@ -1491,29 +1461,18 @@ void EffectChain::render_to_fbo(GLuint dest_fbo, unsigned width, unsigned height
 
        std::set<Node *> generated_mipmaps;
 
+       // We choose the simplest option of having one texture per output,
+       // since otherwise this turns into an (albeit simple) register allocation problem.
+       std::map<Phase *, GLuint> output_textures;
+
        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).
+               // Find a texture for this phase.
                inform_input_sizes(phases[phase]);
                if (phase != phases.size() - 1) {
                        find_output_size(phases[phase]);
 
-                       Node *output_node = phases[phase]->effects.back();
-
-                       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();
-
-                               output_node->output_texture_width = phases[phase]->output_width;
-                               output_node->output_texture_height = phases[phase]->output_height;
-                       }
+                       GLuint tex_num = resource_pool->create_2d_texture(GL_RGBA16F_ARB, phases[phase]->output_width, phases[phase]->output_height);
+                       output_textures.insert(std::make_pair(phases[phase], tex_num));
                }
 
                glUseProgram(phases[phase]->glsl_program_num);
@@ -1523,7 +1482,7 @@ void EffectChain::render_to_fbo(GLuint dest_fbo, unsigned width, unsigned height
                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);
+                       glBindTexture(GL_TEXTURE_2D, output_textures[input->phase]);
                        check_error();
                        if (phases[phase]->input_needs_mipmaps) {
                                if (generated_mipmaps.count(input) == 0) {
@@ -1537,6 +1496,10 @@ void EffectChain::render_to_fbo(GLuint dest_fbo, unsigned width, unsigned height
                                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();
 
                        std::string texture_name = std::string("tex_") + phases[phase]->effect_ids[input];
                        glUniform1i(glGetUniformLocation(phases[phase]->glsl_program_num, texture_name.c_str()), sampler);
@@ -1556,12 +1519,11 @@ void EffectChain::render_to_fbo(GLuint dest_fbo, unsigned width, unsigned height
                                CHECK(dither_effect->set_int("output_height", height));
                        }
                } else {
-                       Node *output_node = phases[phase]->effects.back();
                        glFramebufferTexture2D(
                                GL_FRAMEBUFFER,
                                GL_COLOR_ATTACHMENT0,
                                GL_TEXTURE_2D,
-                               output_node->output_texture,
+                               output_textures[phases[phase]],
                                0);
                        check_error();
                        GLenum status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
@@ -1601,6 +1563,12 @@ void EffectChain::render_to_fbo(GLuint dest_fbo, unsigned width, unsigned height
                }
        }
 
+       for (std::map<Phase *, GLuint>::const_iterator texture_it = output_textures.begin();
+            texture_it != output_textures.end();
+            ++texture_it) {
+               resource_pool->release_2d_texture(texture_it->second);
+       }
+
        glBindFramebuffer(GL_FRAMEBUFFER, 0);
        check_error();