]> git.sesse.net Git - movit/blobdiff - flat_input.h
Inline combine_two_samples (and remove an obsolete assert). Helps 13–14% on ResampleE...
[movit] / flat_input.h
index 3bcdc76d61a46a4555e7f8ab1b822ff101dc6efa..06cc6ab1de270cb1476a86fdc5f27832446788c0 100644 (file)
-#ifndef _FLAT_INPUT_H
-#define _FLAT_INPUT_H 1
+#ifndef _MOVIT_FLAT_INPUT_H
+#define _MOVIT_FLAT_INPUT_H 1
 
+#include <epoxy/gl.h>
+#include <assert.h>
+#include <string>
+
+#include "effect.h"
+#include "effect_chain.h"
+#include "fp16.h"
+#include "image_format.h"
 #include "input.h"
 
+namespace movit {
+
+class ResourcePool;
+
 // A FlatInput is the normal, “classic” case of an input, where everything
 // comes from a single 2D array with chunky pixels.
 class FlatInput : public Input {
 public:
-       FlatInput(ImageFormat format, MovitPixelFormat pixel_format, unsigned width, unsigned height);
+       FlatInput(ImageFormat format, MovitPixelFormat pixel_format, GLenum type, unsigned width, unsigned height);
+       ~FlatInput();
 
        virtual std::string effect_type_id() const { return "FlatInput"; }
 
-       // Create the texture itself. We cannot do this in the constructor,
-       // because we don't necessarily know all the settings (sRGB texture,
-       // mipmap generation) at that point.
-       void finalize();
-
-       // TODO: Check that we actually have the required extension.
-       virtual bool can_output_linear_gamma() const { return true; }
+       virtual bool can_output_linear_gamma() const {
+               // On desktop OpenGL, there's also GL_SLUMINANCE8 which could give us
+               // support for single-channel sRGB decoding, but it's not supported
+               // on GLES, and we're already actively rewriting single-channel inputs
+               // to GL_RED (even on desktop), so we stick to 3- and 4-channel inputs.
+               return (type == GL_UNSIGNED_BYTE &&
+                       (pixel_format == FORMAT_RGB ||
+                        pixel_format == FORMAT_RGBA_POSTMULTIPLIED_ALPHA) &&
+                       (image_format.gamma_curve == GAMMA_LINEAR ||
+                        image_format.gamma_curve == GAMMA_sRGB));
+       }
+       virtual AlphaHandling alpha_handling() const {
+               switch (pixel_format) {
+               case FORMAT_RGBA_PREMULTIPLIED_ALPHA:
+                       return INPUT_AND_OUTPUT_PREMULTIPLIED_ALPHA;
+               case FORMAT_RGBA_POSTMULTIPLIED_ALPHA:
+                       return OUTPUT_POSTMULTIPLIED_ALPHA;
+               case FORMAT_R:
+               case FORMAT_RG:
+               case FORMAT_RGB:
+                       return OUTPUT_BLANK_ALPHA;
+               default:
+                       assert(false);
+               }
+       }
 
        std::string output_fragment_shader();
 
        // Uploads the texture if it has changed since last time.
        void set_gl_state(GLuint glsl_program_num, const std::string& prefix, unsigned *sampler_num);
 
-       ColorSpace get_color_space() const { return image_format.color_space; }
+       unsigned get_width() const { return width; }
+       unsigned get_height() const { return height; }
+       Colorspace get_color_space() const { return image_format.color_space; }
        GammaCurve get_gamma_curve() const { return image_format.gamma_curve; }
+       virtual bool is_single_texture() const { return true; }
 
        // Tells the input where to fetch the actual pixel data. Note that if you change
        // this data, you must either call set_pixel_data() again (using the same pointer
        // is fine), or invalidate_pixel_data(). Otherwise, the texture won't be re-uploaded
        // on subsequent frames.
-       void set_pixel_data(const unsigned char *pixel_data)
+       //
+       // The data can either be a regular pointer (if pbo==0), or a byte offset
+       // into a PBO. The latter will allow you to start uploading the texture data
+       // asynchronously to the GPU, if you have any CPU-intensive work between the
+       // call to set_pixel_data() and the actual rendering. In either case,
+       // the pointer (and PBO, if set) has to be valid at the time of the render call.
+       void set_pixel_data(const unsigned char *pixel_data, GLuint pbo = 0)
+       {
+               assert(this->type == GL_UNSIGNED_BYTE);
+               this->pixel_data = pixel_data;
+               this->pbo = pbo;
+               invalidate_pixel_data();
+       }
+
+       void set_pixel_data(const unsigned short *pixel_data, GLuint pbo = 0)
        {
+               assert(this->type == GL_UNSIGNED_SHORT);
                this->pixel_data = pixel_data;
+               this->pbo = pbo;
                invalidate_pixel_data();
        }
 
-       void invalidate_pixel_data()
+       void set_pixel_data_fp16(const fp16_int_t *pixel_data, GLuint pbo = 0)
        {
-               needs_update = true;
+               assert(this->type == GL_HALF_FLOAT);
+               this->pixel_data = pixel_data;
+               this->pbo = pbo;
+               invalidate_pixel_data();
        }
 
-       const unsigned char *get_pixel_data() const
+       void set_pixel_data(const float *pixel_data, GLuint pbo = 0)
        {
-               return pixel_data;
+               assert(this->type == GL_FLOAT);
+               this->pixel_data = pixel_data;
+               this->pbo = pbo;
+               invalidate_pixel_data();
+       }
+
+       void invalidate_pixel_data();
+
+       // Note: Sets pitch to width, so even if your pitch is unchanged,
+       // you will need to re-set it after this call.
+       void set_width(unsigned width)
+       {
+               assert(width != 0);
+               this->pitch = this->width = width;
+               invalidate_pixel_data();
+       }
+
+       void set_height(unsigned height)
+       {
+               assert(height != 0);
+               this->height = height;
+               invalidate_pixel_data();
        }
 
        void set_pitch(unsigned pitch) {
-               assert(!finalized);
+               assert(pitch != 0);
                this->pitch = pitch;
+               invalidate_pixel_data();
        }
 
-       unsigned get_pitch() {
-               return pitch;
+       // Tells the input to use the specific OpenGL texture as pixel data.
+       // This is useful if you want to share the same texture between multiple
+       // EffectChain instances, or if you somehow can get the data into a texture more
+       // efficiently than through a normal upload (e.g. a video codec decoding straight
+       // into a texture). Note that you are responsible for setting the right sampler
+       // parameters (e.g. clamp-to-edge) yourself, as well as generate any mipmaps
+       // if they are needed.
+       //
+       // NOTE: The input does not take ownership of this texture; you are responsible
+       // for releasing it yourself. In particular, if you call invalidate_pixel_data()
+       // or anything calling it, the texture will silently be removed from the input.
+       //
+       // NOTE: Doing this in a situation where can_output_linear_gamma() is true
+       // can yield unexpected results, as the downstream effect can expect the texture
+       // to be uploaded with the sRGB flag on.
+       void set_texture_num(GLuint texture_num)
+       {
+               possibly_release_texture();
+               this->texture_num = texture_num;
+               this->owns_texture = false;
+       }
+
+       virtual void inform_added(EffectChain *chain)
+       {
+               resource_pool = chain->get_resource_pool();
        }
 
 private:
+       // Release the texture if we have any, and it is owned by us.
+       void possibly_release_texture();
+
        ImageFormat image_format;
        MovitPixelFormat pixel_format;
-       GLenum format;
+       GLenum type;
        GLuint pbo, texture_num;
-       bool needs_update, finalized;
        int output_linear_gamma, needs_mipmaps;
-       unsigned width, height, pitch, bytes_per_pixel;
-       const unsigned char *pixel_data;
+       unsigned width, height, pitch;
+       bool owns_texture;
+       const void *pixel_data;
+       ResourcePool *resource_pool;
+       bool fixup_swap_rb, fixup_red_to_grayscale;
+       GLint uniform_tex;
 };
 
-#endif // !defined(_FLAT_INPUT_H)
+}  // namespace movit
+
+#endif // !defined(_MOVIT_FLAT_INPUT_H)