X-Git-Url: https://git.sesse.net/?p=movit;a=blobdiff_plain;f=effect_chain.cpp;h=0cd480287e5672eb0f09812535153ac500697d02;hp=cb807720b09de0620a09cac6a75fdfc95f507d6b;hb=56ff92c5828a143595eeb7a1906418cc30668f9d;hpb=18fdebc534adc6b7a4c36b290b01d598bcb671bc diff --git a/effect_chain.cpp b/effect_chain.cpp index cb80772..0cd4802 100644 --- a/effect_chain.cpp +++ b/effect_chain.cpp @@ -1,6 +1,6 @@ #define GL_GLEXT_PROTOTYPES 1 -#include +#include #include #include #include @@ -11,6 +11,7 @@ #include #include #include +#include #include #include "alpha_division_effect.h" @@ -26,6 +27,10 @@ #include "resource_pool.h" #include "util.h" +using namespace std; + +namespace movit { + EffectChain::EffectChain(float aspect_nom, float aspect_denom, ResourcePool *resource_pool) : aspect_nom(aspect_nom), aspect_denom(aspect_denom), @@ -144,7 +149,7 @@ void EffectChain::insert_node_between(Node *sender, Node *middle, Node *receiver assert(middle->incoming_links.size() == middle->effect->num_inputs()); } -void EffectChain::find_all_nonlinear_inputs(Node *node, std::vector *nonlinear_inputs) +void EffectChain::find_all_nonlinear_inputs(Node *node, vector *nonlinear_inputs) { if (node->output_gamma_curve == GAMMA_LINEAR && node->effect->effect_type_id() != "GammaCompressionEffect") { @@ -160,7 +165,7 @@ void EffectChain::find_all_nonlinear_inputs(Node *node, std::vector *non } } -Effect *EffectChain::add_effect(Effect *effect, const std::vector &inputs) +Effect *EffectChain::add_effect(Effect *effect, const vector &inputs) { assert(!finalized); assert(inputs.size() == effect->num_inputs()); @@ -173,15 +178,15 @@ Effect *EffectChain::add_effect(Effect *effect, const std::vector &inp } // GLSL pre-1.30 doesn't support token pasting. Replace PREFIX(x) with _x. -std::string replace_prefix(const std::string &text, const std::string &prefix) +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; } @@ -214,44 +219,44 @@ std::string replace_prefix(const std::string &text, const std::string &prefix) } Phase *EffectChain::compile_glsl_program( - const std::vector &inputs, - const std::vector &effects) + const vector &inputs, + const vector &effects) { Phase *phase = new Phase; assert(!effects.empty()); // Deduplicate the inputs. - std::vector 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()); + vector true_inputs = inputs; + sort(true_inputs.begin(), true_inputs.end()); + true_inputs.erase(unique(true_inputs.begin(), true_inputs.end()), true_inputs.end()); bool input_needs_mipmaps = false; - std::string frag_shader = read_file("header.frag"); + string frag_shader = read_file("header.frag"); // Create functions for all the texture inputs that we need. for (unsigned i = 0; i < true_inputs.size(); ++i) { Node *input = true_inputs[i]; char effect_id[256]; sprintf(effect_id, "in%u", i); - phase->effect_ids.insert(std::make_pair(input, effect_id)); + phase->effect_ids.insert(make_pair(input, effect_id)); - frag_shader += std::string("uniform sampler2D tex_") + effect_id + ";\n"; - frag_shader += std::string("vec4 ") + effect_id + "(vec2 tc) {\n"; - frag_shader += "\treturn texture2D(tex_" + std::string(effect_id) + ", tc);\n"; + frag_shader += string("uniform sampler2D tex_") + effect_id + ";\n"; + frag_shader += string("vec4 ") + effect_id + "(vec2 tc) {\n"; + frag_shader += "\treturn texture2D(tex_" + string(effect_id) + ", tc);\n"; frag_shader += "}\n"; frag_shader += "\n"; } - std::vector sorted_effects = topological_sort(effects); + vector sorted_effects = topological_sort(effects); for (unsigned i = 0; i < sorted_effects.size(); ++i) { Node *node = sorted_effects[i]; char effect_id[256]; sprintf(effect_id, "eff%u", i); - phase->effect_ids.insert(std::make_pair(node, effect_id)); + phase->effect_ids.insert(make_pair(node, effect_id)); if (node->incoming_links.size() == 1) { - frag_shader += std::string("#define INPUT ") + phase->effect_ids[node->incoming_links[0]] + "\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]; @@ -261,7 +266,7 @@ Phase *EffectChain::compile_glsl_program( } frag_shader += "\n"; - frag_shader += std::string("#define FUNCNAME ") + effect_id + "\n"; + frag_shader += string("#define FUNCNAME ") + effect_id + "\n"; frag_shader += replace_prefix(node->effect->output_convenience_uniforms(), effect_id); frag_shader += replace_prefix(node->effect->output_fragment_shader(), effect_id); frag_shader += "#undef PREFIX\n"; @@ -285,7 +290,7 @@ Phase *EffectChain::compile_glsl_program( CHECK(node->effect->set_int("needs_mipmaps", input_needs_mipmaps)); } } - frag_shader += std::string("#define INPUT ") + phase->effect_ids[sorted_effects.back()] + "\n"; + frag_shader += string("#define INPUT ") + phase->effect_ids[sorted_effects.back()] + "\n"; frag_shader.append(read_file("footer.frag")); phase->glsl_program_num = resource_pool->compile_glsl_program(read_file("vs.vert"), frag_shader); @@ -309,22 +314,22 @@ void EffectChain::construct_glsl_programs(Node *output) // Which effects have already been completed? // We need to keep track of it, as an effect with multiple outputs // could otherwise be calculated multiple times. - std::set completed_effects; + set completed_effects; // 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 this_phase_inputs; - std::vector this_phase_effects; + vector this_phase_inputs; + vector this_phase_effects; // Effects that we have yet to calculate, but that we know should // be in the current phase. - std::stack effects_todo_this_phase; + stack effects_todo_this_phase; // 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 effects_todo_other_phases; + stack effects_todo_other_phases; effects_todo_this_phase.push(output); @@ -349,18 +354,18 @@ void EffectChain::construct_glsl_programs(Node *output) completed_effects.insert(node); // Find all the dependencies of this effect, and add them to the stack. - std::vector deps = node->incoming_links; + vector deps = node->incoming_links; assert(node->effect->num_inputs() == deps.size()); for (unsigned i = 0; i < deps.size(); ++i) { bool start_new_phase = false; - // FIXME: If we sample directly from a texture, we won't need this. - if (node->effect->needs_texture_bounce()) { + if (node->effect->needs_texture_bounce() && + !deps[i]->effect->is_single_texture()) { start_new_phase = true; } if (deps[i]->outgoing_links.size() > 1) { - if (deps[i]->effect->num_inputs() > 0) { + 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 @@ -368,6 +373,8 @@ void EffectChain::construct_glsl_programs(Node *output) // and then let the next passes read from that. start_new_phase = true; } else { + 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. @@ -424,7 +431,7 @@ void EffectChain::construct_glsl_programs(Node *output) // 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()); + reverse(phases.begin(), phases.end()); } void EffectChain::output_dot(const char *filename) @@ -443,10 +450,10 @@ void EffectChain::output_dot(const char *filename) fprintf(fp, " output [shape=box label=\"(output)\"];\n"); for (unsigned i = 0; i < nodes.size(); ++i) { // Find out which phase this event belongs to. - std::vector in_phases; + vector 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()) { + if (find(p->effects.begin(), p->effects.end(), nodes[i]) != p->effects.end()) { in_phases.push_back(j); } } @@ -472,13 +479,13 @@ void EffectChain::output_dot(const char *filename) char to_node_id[256]; snprintf(to_node_id, 256, "n%ld", (long)nodes[i]->outgoing_links[j]); - std::vector labels = get_labels_for_edge(nodes[i], nodes[i]->outgoing_links[j]); + vector labels = get_labels_for_edge(nodes[i], nodes[i]->outgoing_links[j]); output_dot_edge(fp, from_node_id, to_node_id, labels); } if (nodes[i]->outgoing_links.empty() && !nodes[i]->disabled) { // Output node. - std::vector labels = get_labels_for_edge(nodes[i], NULL); + vector labels = get_labels_for_edge(nodes[i], NULL); output_dot_edge(fp, from_node_id, "output", labels); } } @@ -487,9 +494,9 @@ void EffectChain::output_dot(const char *filename) fclose(fp); } -std::vector EffectChain::get_labels_for_edge(const Node *from, const Node *to) +vector EffectChain::get_labels_for_edge(const Node *from, const Node *to) { - std::vector labels; + vector labels; if (to != NULL && to->effect->needs_texture_bounce()) { labels.push_back("needs_bounce"); @@ -544,14 +551,14 @@ std::vector EffectChain::get_labels_for_edge(const Node *from, cons } void EffectChain::output_dot_edge(FILE *fp, - const std::string &from_node_id, - const std::string &to_node_id, - const std::vector &labels) + const string &from_node_id, + const string &to_node_id, + const vector &labels) { if (labels.empty()) { fprintf(fp, " %s -> %s;\n", from_node_id.c_str(), to_node_id.c_str()); } else { - std::string label = labels[0]; + string label = labels[0]; for (unsigned k = 1; k < labels.size(); ++k) { label += ", " + labels[k]; } @@ -724,10 +731,10 @@ void EffectChain::sort_all_nodes_topologically() nodes = topological_sort(nodes); } -std::vector EffectChain::topological_sort(const std::vector &nodes) +vector EffectChain::topological_sort(const vector &nodes) { - std::set nodes_left_to_visit(nodes.begin(), nodes.end()); - std::vector sorted_list; + set nodes_left_to_visit(nodes.begin(), nodes.end()); + vector sorted_list; for (unsigned i = 0; i < nodes.size(); ++i) { topological_sort_visit_node(nodes[i], &nodes_left_to_visit, &sorted_list); } @@ -735,7 +742,7 @@ std::vector EffectChain::topological_sort(const std::vector &nod return sorted_list; } -void EffectChain::topological_sort_visit_node(Node *node, std::set *nodes_left_to_visit, std::vector *sorted_list) +void EffectChain::topological_sort_visit_node(Node *node, set *nodes_left_to_visit, vector *sorted_list) { if (nodes_left_to_visit->count(node) == 0) { return; @@ -1204,7 +1211,7 @@ void EffectChain::fix_internal_gamma_by_asking_inputs(unsigned step) } // See if all inputs can give us linear gamma. If not, leave it. - std::vector nonlinear_inputs; + vector nonlinear_inputs; find_all_nonlinear_inputs(node, &nonlinear_inputs); assert(!nonlinear_inputs.empty()); @@ -1335,7 +1342,7 @@ void EffectChain::add_dither_if_needed() // multiple outputs right now). Node *EffectChain::find_output_node() { - std::vector output_nodes; + vector output_nodes; for (unsigned i = 0; i < nodes.size(); ++i) { Node *node = nodes[i]; if (node->disabled) { @@ -1410,10 +1417,6 @@ void EffectChain::finalize() output_dot("step19-split-to-phases.dot"); - for (unsigned i = 0; i < inputs.size(); ++i) { - inputs[i]->finalize(); - } - assert(phases[0]->inputs.empty()); finalized = true; @@ -1445,13 +1448,6 @@ void EffectChain::render_to_fbo(GLuint dest_fbo, unsigned width, unsigned height 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(); - if (phases.size() > 1) { glGenFramebuffers(1, &fbo); check_error(); @@ -1459,11 +1455,11 @@ void EffectChain::render_to_fbo(GLuint dest_fbo, unsigned width, unsigned height check_error(); } - std::set generated_mipmaps; + set 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 output_textures; + map output_textures; for (unsigned phase = 0; phase < phases.size(); ++phase) { // Find a texture for this phase. @@ -1472,10 +1468,12 @@ void EffectChain::render_to_fbo(GLuint dest_fbo, unsigned width, unsigned height find_output_size(phases[phase]); 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)); + output_textures.insert(make_pair(phases[phase], tex_num)); } - glUseProgram(phases[phase]->glsl_program_num); + const GLuint glsl_program_num = phases[phase]->glsl_program_num; + check_error(); + glUseProgram(glsl_program_num); check_error(); // Set up RTT inputs for this phase. @@ -1501,8 +1499,8 @@ void EffectChain::render_to_fbo(GLuint dest_fbo, unsigned width, unsigned height 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); + string texture_name = string("tex_") + phases[phase]->effect_ids[input]; + glUniform1i(glGetUniformLocation(glsl_program_num, texture_name.c_str()), sampler); check_error(); } @@ -1535,35 +1533,46 @@ void EffectChain::render_to_fbo(GLuint dest_fbo, unsigned width, unsigned height 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, phases[phase]->effect_ids[node], &sampler_num); + node->effect->set_gl_state(glsl_program_num, phases[phase]->effect_ids[node], &sampler_num); check_error(); } // Now draw! - glBegin(GL_QUADS); - - glTexCoord2f(0.0f, 0.0f); - glVertex2f(0.0f, 0.0f); + float vertices[] = { + 0.0f, 1.0f, + 0.0f, 0.0f, + 1.0f, 1.0f, + 1.0f, 0.0f + }; + + GLuint vao; + glGenVertexArrays(1, &vao); + check_error(); + glBindVertexArray(vao); + check_error(); - glTexCoord2f(1.0f, 0.0f); - glVertex2f(1.0f, 0.0f); + GLuint position_vbo = fill_vertex_attribute(glsl_program_num, "position", 2, GL_FLOAT, sizeof(vertices), vertices); + GLuint texcoord_vbo = fill_vertex_attribute(glsl_program_num, "texcoord", 2, GL_FLOAT, sizeof(vertices), vertices); // Same as vertices. - glTexCoord2f(1.0f, 1.0f); - glVertex2f(1.0f, 1.0f); + glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); + check_error(); - glTexCoord2f(0.0f, 1.0f); - glVertex2f(0.0f, 1.0f); + cleanup_vertex_attribute(glsl_program_num, "position", position_vbo); + cleanup_vertex_attribute(glsl_program_num, "texcoord", texcoord_vbo); - glEnd(); + glUseProgram(0); check_error(); for (unsigned i = 0; i < phases[phase]->effects.size(); ++i) { Node *node = phases[phase]->effects[i]; node->effect->clear_gl_state(); } + + glDeleteVertexArrays(1, &vao); + check_error(); } - for (std::map::const_iterator texture_it = output_textures.begin(); + for (map::const_iterator texture_it = output_textures.begin(); texture_it != output_textures.end(); ++texture_it) { resource_pool->release_2d_texture(texture_it->second); @@ -1577,3 +1586,5 @@ void EffectChain::render_to_fbo(GLuint dest_fbo, unsigned width, unsigned height check_error(); } } + +} // namespace movit