]> git.sesse.net Git - movit/blobdiff - effect_chain.cpp
Convert a loop to range-based for.
[movit] / effect_chain.cpp
index 5cbb7f9208ad9a375df716d23820f1dd8deb87a0..f11a5e45a3ada2ccbbaf38a5b76630ceb2f41915 100644 (file)
@@ -412,24 +412,29 @@ void EffectChain::compile_glsl_program(Phase *phase)
        for (unsigned i = 0; i < phase->effects.size(); ++i) {
                Node *node = phase->effects[i];
                const string effect_id = phase->effect_ids[make_pair(node, IN_SAME_PHASE)];
-               if (node->incoming_links.size() == 1) {
-                       Node *input = node->incoming_links[0];
-                       NodeLinkType link_type = node->incoming_link_type[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");
+               for (unsigned j = 0; j < node->incoming_links.size(); ++j) {
+                       if (node->incoming_links.size() == 1) {
+                               frag_shader += "#define INPUT";
                        } else {
-                               frag_shader += string("#define INPUT ") + phase->effect_ids[make_pair(input, link_type)] + "\n";
-                       }
-               } else {
-                       for (unsigned j = 0; j < node->incoming_links.size(); ++j) {
-                               assert(!node->incoming_links[j]->effect->is_compute_shader());
                                char buf[256];
-                               string effect_id = phase->effect_ids[make_pair(node->incoming_links[j], node->incoming_link_type[j])];
-                               sprintf(buf, "#define INPUT%d %s\n", j + 1, effect_id.c_str());
+                               sprintf(buf, "#define INPUT%d", j + 1);
                                frag_shader += buf;
                        }
+
+                       Node *input = node->incoming_links[j];
+                       NodeLinkType link_type = node->incoming_link_type[j];
+                       if (i != 0 &&
+                           input->effect->is_compute_shader() &&
+                           node->incoming_link_type[j] == IN_SAME_PHASE) {
+                               // First effect after the compute shader reads the value
+                               // that cs_output() wrote to a global variable,
+                               // ignoring the tc (since all such effects have to be
+                               // strong one-to-one).
+                               frag_shader += "(tc) CS_OUTPUT_VAL\n";
+                       } else {
+                               assert(phase->effect_ids.count(make_pair(input, link_type)));
+                               frag_shader += string(" ") + phase->effect_ids[make_pair(input, link_type)] + "\n";
+                       }
                }
        
                frag_shader += "\n";
@@ -451,6 +456,7 @@ void EffectChain::compile_glsl_program(Phase *phase)
                frag_shader += "\n";
        }
        if (phase->is_compute_shader) {
+               assert(phase->effect_ids.count(make_pair(phase->compute_shader_node, IN_SAME_PHASE)));
                frag_shader += string("#define INPUT ") + phase->effect_ids[make_pair(phase->compute_shader_node, IN_SAME_PHASE)] + "\n";
                if (phase->compute_shader_node == phase->effects.back()) {
                        // No postprocessing.
@@ -459,6 +465,7 @@ void EffectChain::compile_glsl_program(Phase *phase)
                        frag_shader += string("#define CS_POSTPROC ") + phase->effect_ids[make_pair(phase->effects.back(), IN_SAME_PHASE)] + "\n";
                }
        } else {
+               assert(phase->effect_ids.count(make_pair(phase->effects.back(), IN_SAME_PHASE)));
                frag_shader += string("#define INPUT ") + phase->effect_ids[make_pair(phase->effects.back(), IN_SAME_PHASE)] + "\n";
        }
 
@@ -679,19 +686,22 @@ Phase *EffectChain::construct_phase(Node *output, map<Node *, Phase *> *complete
 
                phase->effects.push_back(node);
                if (node->effect->is_compute_shader()) {
+                       assert(phase->compute_shader_node == nullptr ||
+                              phase->compute_shader_node == node);
                        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;
-               assert(node->effect->num_inputs() == deps.size());
-               for (unsigned i = 0; i < deps.size(); ++i) {
+               assert(node->effect->num_inputs() == node->incoming_links.size());
+               for (Node *dep : node->incoming_links) {
                        bool start_new_phase = false;
 
+                       Effect::MipmapRequirements save_needs_mipmaps = dep->needs_mipmaps;
+
                        if (node->effect->needs_texture_bounce() &&
-                           !deps[i]->effect->is_single_texture() &&
-                           !deps[i]->effect->override_disable_bounce()) {
+                           !dep->effect->is_single_texture() &&
+                           !dep->effect->override_disable_bounce()) {
                                start_new_phase = true;
                        }
 
@@ -706,17 +716,17 @@ Phase *EffectChain::construct_phase(Node *output, map<Node *, Phase *> *complete
                                // if we have diamonds in the graph; if so, choose that.
                                // If not, the effect on the node can also decide (this is the
                                // more common case).
-                               Effect::MipmapRequirements dep_mipmaps = deps[i]->needs_mipmaps;
+                               Effect::MipmapRequirements dep_mipmaps = dep->needs_mipmaps;
                                if (dep_mipmaps == Effect::DOES_NOT_NEED_MIPMAPS) {
-                                       if (deps[i]->effect->num_inputs() == 0) {
-                                               Input *input = static_cast<Input *>(deps[i]->effect);
+                                       if (dep->effect->num_inputs() == 0) {
+                                               Input *input = static_cast<Input *>(dep->effect);
                                                dep_mipmaps = input->can_supply_mipmaps() ? Effect::DOES_NOT_NEED_MIPMAPS : Effect::CANNOT_ACCEPT_MIPMAPS;
                                        } else {
-                                               dep_mipmaps = deps[i]->effect->needs_mipmaps();
+                                               dep_mipmaps = dep->effect->needs_mipmaps();
                                        }
                                }
                                if (dep_mipmaps == Effect::DOES_NOT_NEED_MIPMAPS) {
-                                       deps[i]->needs_mipmaps = node->needs_mipmaps;
+                                       dep->needs_mipmaps = node->needs_mipmaps;
                                } else if (dep_mipmaps != node->needs_mipmaps) {
                                        // The dependency cannot supply our mipmap demands
                                        // (either because it's an input that can't do mipmaps,
@@ -727,8 +737,8 @@ Phase *EffectChain::construct_phase(Node *output, map<Node *, Phase *> *complete
                                }
                        }
 
-                       if (deps[i]->outgoing_links.size() > 1) {
-                               if (!deps[i]->effect->is_single_texture()) {
+                       if (dep->outgoing_links.size() > 1) {
+                               if (!dep->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
@@ -736,7 +746,7 @@ Phase *EffectChain::construct_phase(Node *output, map<Node *, Phase *> *complete
                                        // and then let the next passes read from that.
                                        start_new_phase = true;
                                } else {
-                                       assert(deps[i]->effect->num_inputs() == 0);
+                                       assert(dep->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
@@ -745,42 +755,51 @@ Phase *EffectChain::construct_phase(Node *output, map<Node *, Phase *> *complete
                                        // 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];
+                                       for (unsigned j = 0; j < dep->outgoing_links.size(); ++j) {
+                                               Node *rdep = dep->outgoing_links[j];
                                                start_new_phase |= rdep->effect->needs_texture_bounce();
                                        }
                                }
                        }
 
-                       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 (dep->effect->is_compute_shader()) {
+                               if (phase->is_compute_shader) {
+                                       // Only one compute shader per phase.
+                                       start_new_phase = true;
+                               } else if (!node->strong_one_to_one_sampling) {
+                                       // 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 = true;
+                               } else if (!start_new_phase) {
+                                       phase->is_compute_shader = true;
+                                       phase->compute_shader_node = dep;
+                               }
+                       } else if (dep->effect->sets_virtual_output_size()) {
+                               assert(dep->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) {
+                       } else if (dep->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));
+                               // Since we're starting a new phase here, we don't need to impose any
+                               // new demands on this effect. Restore the status we had before we
+                               // started looking at it.
+                               dep->needs_mipmaps = save_needs_mipmaps;
+
+                               phase->inputs.push_back(construct_phase(dep, completed_effects));
                        } else {
-                               effects_todo_this_phase.push(deps[i]);
+                               effects_todo_this_phase.push(dep);
 
                                // 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();
+                               dep->one_to_one_sampling = node->one_to_one_sampling &&
+                                       dep->effect->one_to_one_sampling();
+                               dep->strong_one_to_one_sampling = node->strong_one_to_one_sampling &&
+                                       dep->effect->strong_one_to_one_sampling();
                        }
 
                        node->incoming_link_type.push_back(start_new_phase ? IN_ANOTHER_PHASE : IN_SAME_PHASE);
@@ -1783,20 +1802,38 @@ void EffectChain::add_dither_if_needed()
        dither_effect = dither->effect;
 }
 
+namespace {
+
+// Whether this effect will cause the phase it is in to become a compute shader phase.
+bool induces_compute_shader(Node *node)
+{
+       if (node->effect->is_compute_shader()) {
+               return true;
+       }
+       if (!node->effect->strong_one_to_one_sampling()) {
+               // This effect can't be chained after a compute shader.
+               return false;
+       }
+       // If at least one of the effects we depend on is a compute shader,
+       // one of them will be put in the same phase as us (the other ones,
+       // if any, will be bounced).
+       for (Node *dep : node->incoming_links) {
+               if (induces_compute_shader(dep)) {
+                       return true;
+               }
+       }
+       return false;
+}
+
+}  // namespace
+
 // 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.
 void EffectChain::add_dummy_effect_if_needed()
 {
        Node *output = find_output_node();
-
-       // See if the last effect that's not strong one-to-one is a compute shader.
-       Node *last_effect = output;
-       while (last_effect->effect->num_inputs() == 1 &&
-              last_effect->effect->strong_one_to_one_sampling()) {
-               last_effect = last_effect->incoming_links[0];
-       }
-       if (last_effect->effect->is_compute_shader()) {
+       if (induces_compute_shader(output)) {
                Node *dummy = add_node(new ComputeShaderOutputDisplayEffect());
                connect_nodes(output, dummy);
                has_dummy_effect = true;
@@ -1888,6 +1925,22 @@ void EffectChain::finalize()
 
        output_dot("step21-split-to-phases.dot");
 
+       // There are some corner cases where we thought we needed to add a dummy
+       // effect, but then it turned out later we didn't (e.g. induces_compute_shader()
+       // didn't see a mipmap conflict coming, which would cause the compute shader
+       // to be split off from the inal phase); if so, remove the extra phase
+       // at the end, since it will give us some trouble during execution.
+       //
+       // TODO: Remove induces_compute_shader() and replace it with precise tracking.
+       if (has_dummy_effect && !phases[phases.size() - 2]->is_compute_shader) {
+               resource_pool->release_glsl_program(phases.back()->glsl_program_num);
+               delete phases.back();
+               phases.pop_back();
+               has_dummy_effect = false;
+       }
+
+       output_dot("step22-dummy-phase-removal.dot");
+
        assert(phases[0]->inputs.empty());
        
        finalized = true;
@@ -1978,6 +2031,7 @@ void EffectChain::render(GLuint dest_fbo, const vector<DestinationTexture> &dest
                assert(y == 0);
                assert(num_phases >= 2);
                assert(!phases.back()->is_compute_shader);
+               assert(phases[phases.size() - 2]->is_compute_shader);
                assert(phases.back()->effects.size() == 1);
                assert(phases.back()->effects[0]->effect->effect_type_id() == "ComputeShaderOutputDisplayEffect");
 
@@ -2001,9 +2055,10 @@ void EffectChain::render(GLuint dest_fbo, const vector<DestinationTexture> &dest
                        phase->timer_query_objects_running.push_back(timer_query_object);
                }
                bool last_phase = (phase_num == num_phases - 1);
-               if (phase_num == num_phases - 1) {
+               if (last_phase) {
                        // Last phase goes to the output the user specified.
                        if (!phase->is_compute_shader) {
+                               assert(dest_fbo != (GLuint)-1);
                                glBindFramebuffer(GL_FRAMEBUFFER, dest_fbo);
                                check_error();
                                GLenum status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);