X-Git-Url: https://git.sesse.net/?p=movit;a=blobdiff_plain;f=effect_chain.cpp;h=0775042c5ccb114c2f0ed2e4bf7d1a023e061ec2;hp=7389efdcb18f14eaee9e6f0b94aefeb44136b154;hb=c79d94d05d560fa59b23d542bca6d7a94b907b6f;hpb=39474abd238b7c3b27ed08cfbf695caa0cca91dd diff --git a/effect_chain.cpp b/effect_chain.cpp index 7389efd..0775042 100644 --- a/effect_chain.cpp +++ b/effect_chain.cpp @@ -432,6 +432,7 @@ void EffectChain::compile_glsl_program(Phase *phase) // 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"; } } @@ -455,6 +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. @@ -463,6 +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"; } @@ -695,6 +698,8 @@ Phase *EffectChain::construct_phase(Node *output, map *complete for (unsigned i = 0; i < deps.size(); ++i) { bool start_new_phase = false; + Effect::MipmapRequirements save_needs_mipmaps = deps[i]->needs_mipmaps; + if (node->effect->needs_texture_bounce() && !deps[i]->effect->is_single_texture() && !deps[i]->effect->override_disable_bounce()) { @@ -766,7 +771,7 @@ Phase *EffectChain::construct_phase(Node *output, map *complete // 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 { + } else if (!start_new_phase) { phase->is_compute_shader = true; phase->compute_shader_node = deps[i]; } @@ -782,6 +787,11 @@ Phase *EffectChain::construct_phase(Node *output, map *complete } if (start_new_phase) { + // 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. + deps[i]->needs_mipmaps = save_needs_mipmaps; + phase->inputs.push_back(construct_phase(deps[i], completed_effects)); } else { effects_todo_this_phase.push(deps[i]); @@ -1916,6 +1926,22 @@ 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; @@ -2006,6 +2032,7 @@ void EffectChain::render(GLuint dest_fbo, const vector &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"); @@ -2032,6 +2059,7 @@ void EffectChain::render(GLuint dest_fbo, const vector &dest 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);