X-Git-Url: https://git.sesse.net/?p=movit;a=blobdiff_plain;f=effect_chain.cpp;h=4d13d3f8d30c6f24c0520f4c4633e864b9d12904;hp=4a333ea7c94ea32af0f86e7194c0631427d4be52;hb=98f458e22ce732e6c50a9856d7fd636dca49b4c3;hpb=15b0642fb679aabc45e6ef778d99494152f233b2 diff --git a/effect_chain.cpp b/effect_chain.cpp index 4a333ea..4d13d3f 100644 --- a/effect_chain.cpp +++ b/effect_chain.cpp @@ -1,5 +1,3 @@ -#define GL_GLEXT_PROTOTYPES 1 - #include #include #include @@ -40,6 +38,8 @@ EffectChain::EffectChain(float aspect_nom, float aspect_denom, ResourcePool *res output_color_rgba(false), output_color_ycbcr(false), dither_effect(NULL), + intermediate_format(GL_RGBA16F), + intermediate_transformation(NO_FRAMEBUFFER_TRANSFORMATION), num_dither_bits(0), output_origin(OUTPUT_ORIGIN_BOTTOM_LEFT), finalized(false), @@ -51,6 +51,14 @@ EffectChain::EffectChain(float aspect_nom, float aspect_denom, ResourcePool *res } else { owns_resource_pool = false; } + + // Generate a VBO with some data in (shared position and texture coordinate data). + float vertices[] = { + 0.0f, 2.0f, + 0.0f, 0.0f, + 2.0f, 0.0f + }; + vbo = generate_vbo(2, GL_FLOAT, sizeof(vertices), vertices); } EffectChain::~EffectChain() @@ -66,6 +74,8 @@ EffectChain::~EffectChain() if (owns_resource_pool) { delete resource_pool; } + glDeleteBuffers(1, &vbo); + check_error(); } Input *EffectChain::add_input(Input *input) @@ -100,6 +110,29 @@ void EffectChain::add_ycbcr_output(const ImageFormat &format, OutputAlphaFormat assert(ycbcr_format.chroma_subsampling_y == 1); } +void EffectChain::change_ycbcr_output_format(const YCbCrFormat &ycbcr_format) +{ + assert(output_color_ycbcr); + assert(output_ycbcr_format.chroma_subsampling_x == ycbcr_format.chroma_subsampling_x); + assert(output_ycbcr_format.chroma_subsampling_y == ycbcr_format.chroma_subsampling_y); + assert(fabs(output_ycbcr_format.cb_x_position - ycbcr_format.cb_x_position) < 1e-3); + assert(fabs(output_ycbcr_format.cb_y_position - ycbcr_format.cb_y_position) < 1e-3); + assert(fabs(output_ycbcr_format.cr_x_position - ycbcr_format.cr_x_position) < 1e-3); + assert(fabs(output_ycbcr_format.cr_y_position - ycbcr_format.cr_y_position) < 1e-3); + + output_ycbcr_format = ycbcr_format; + if (finalized) { + // Find the YCbCrConversionEffect node. We don't store it to avoid + // an unneeded ABI break (this can be fixed on next break). + for (Node *node : nodes) { + if (node->effect->effect_type_id() == "YCbCrConversionEffect") { + YCbCrConversionEffect *effect = (YCbCrConversionEffect *)(node->effect); + effect->change_output_format(ycbcr_format); + } + } + } +} + Node *EffectChain::add_node(Effect *effect) { for (unsigned i = 0; i < nodes.size(); ++i) { @@ -184,6 +217,13 @@ GLenum EffectChain::get_input_sampler(Node *node, unsigned input_num) const return GL_TEXTURE0 + node->incoming_links[input_num]->bound_sampler_num; } +GLenum EffectChain::has_input_sampler(Node *node, unsigned input_num) const +{ + assert(input_num < node->incoming_links.size()); + return node->incoming_links[input_num]->bound_sampler_num >= 0 && + node->incoming_links[input_num]->bound_sampler_num < 8; +} + void EffectChain::find_all_nonlinear_inputs(Node *node, vector *nonlinear_inputs) { if (node->output_gamma_curve == GAMMA_LINEAR && @@ -316,7 +356,14 @@ void EffectChain::compile_glsl_program(Phase *phase) frag_shader += string("uniform sampler2D tex_") + effect_id + ";\n"; frag_shader += string("vec4 ") + effect_id + "(vec2 tc) {\n"; - frag_shader += "\treturn tex2D(tex_" + string(effect_id) + ", tc);\n"; + frag_shader += "\tvec4 tmp = tex2D(tex_" + string(effect_id) + ", tc);\n"; + + if (intermediate_transformation == SQUARE_ROOT_FRAMEBUFFER_TRANSFORMATION && + phase->inputs[i]->output_node->output_gamma_curve == GAMMA_LINEAR) { + frag_shader += "\ttmp.rgb *= tmp.rgb;\n"; + } + + frag_shader += "\treturn tmp;\n"; frag_shader += "}\n"; frag_shader += "\n"; @@ -369,16 +416,23 @@ void EffectChain::compile_glsl_program(Phase *phase) frag_shader += string("#define INPUT ") + phase->effect_ids[phase->effects.back()] + "\n"; // If we're the last phase, add the right #defines for Y'CbCr multi-output as needed. + vector frag_shader_outputs; // In order. if (phase->output_node->outgoing_links.empty() && output_color_ycbcr) { switch (output_ycbcr_splitting) { case YCBCR_OUTPUT_INTERLEAVED: // No #defines set. + frag_shader_outputs.push_back("FragColor"); break; case YCBCR_OUTPUT_SPLIT_Y_AND_CBCR: frag_shader += "#define YCBCR_OUTPUT_SPLIT_Y_AND_CBCR 1\n"; + frag_shader_outputs.push_back("Y"); + frag_shader_outputs.push_back("Chroma"); break; case YCBCR_OUTPUT_PLANAR: frag_shader += "#define YCBCR_OUTPUT_PLANAR 1\n"; + frag_shader_outputs.push_back("Y"); + frag_shader_outputs.push_back("Cb"); + frag_shader_outputs.push_back("Cr"); break; default: assert(false); @@ -389,8 +443,18 @@ void EffectChain::compile_glsl_program(Phase *phase) // output needs to see it (YCbCrConversionEffect and DitherEffect // do, too). frag_shader_header += "#define YCBCR_ALSO_OUTPUT_RGBA 1\n"; + frag_shader_outputs.push_back("RGBA"); } } + + // If we're bouncing to a temporary texture, signal transformation if desired. + if (!phase->output_node->outgoing_links.empty()) { + if (intermediate_transformation == SQUARE_ROOT_FRAMEBUFFER_TRANSFORMATION && + phase->output_node->output_gamma_curve == GAMMA_LINEAR) { + frag_shader += "#define SQUARE_ROOT_TRANSFORMATION 1\n"; + } + } + frag_shader.append(read_file("footer.frag")); // Collect uniforms from all effects and output them. Note that this needs @@ -411,7 +475,9 @@ void EffectChain::compile_glsl_program(Phase *phase) extract_uniform_declarations(effect->uniforms_vec2, "vec2", effect_id, &phase->uniforms_vec2, &frag_shader_uniforms); extract_uniform_declarations(effect->uniforms_vec3, "vec3", effect_id, &phase->uniforms_vec3, &frag_shader_uniforms); extract_uniform_declarations(effect->uniforms_vec4, "vec4", effect_id, &phase->uniforms_vec4, &frag_shader_uniforms); + extract_uniform_array_declarations(effect->uniforms_float_array, "float", effect_id, &phase->uniforms_float, &frag_shader_uniforms); extract_uniform_array_declarations(effect->uniforms_vec2_array, "vec2", effect_id, &phase->uniforms_vec2, &frag_shader_uniforms); + extract_uniform_array_declarations(effect->uniforms_vec3_array, "vec3", effect_id, &phase->uniforms_vec3, &frag_shader_uniforms); extract_uniform_array_declarations(effect->uniforms_vec4_array, "vec4", effect_id, &phase->uniforms_vec4, &frag_shader_uniforms); extract_uniform_declarations(effect->uniforms_mat3, "mat3", effect_id, &phase->uniforms_mat3, &frag_shader_uniforms); } @@ -430,7 +496,15 @@ void EffectChain::compile_glsl_program(Phase *phase) vert_shader[pos + needle.size() - 1] = '1'; } - phase->glsl_program_num = resource_pool->compile_glsl_program(vert_shader, frag_shader); + phase->glsl_program_num = resource_pool->compile_glsl_program(vert_shader, frag_shader, frag_shader_outputs); + GLint position_attribute_index = glGetAttribLocation(phase->glsl_program_num, "position"); + GLint texcoord_attribute_index = glGetAttribLocation(phase->glsl_program_num, "texcoord"); + if (position_attribute_index != -1) { + phase->attribute_indexes.insert(position_attribute_index); + } + if (texcoord_attribute_index != -1) { + phase->attribute_indexes.insert(texcoord_attribute_index); + } // Collect the resulting location numbers for each uniform. collect_uniform_locations(phase->glsl_program_num, &phase->uniforms_sampler2d); @@ -500,7 +574,8 @@ Phase *EffectChain::construct_phase(Node *output, map *complete bool start_new_phase = false; if (node->effect->needs_texture_bounce() && - !deps[i]->effect->is_single_texture()) { + !deps[i]->effect->is_single_texture() && + !deps[i]->effect->override_disable_bounce()) { start_new_phase = true; } @@ -571,9 +646,17 @@ Phase *EffectChain::construct_phase(Node *output, map *complete // and create a GLSL program for it. assert(!phase->effects.empty()); - // Deduplicate the inputs. - sort(phase->inputs.begin(), phase->inputs.end()); - phase->inputs.erase(unique(phase->inputs.begin(), phase->inputs.end()), phase->inputs.end()); + // Deduplicate the inputs, but don't change the ordering e.g. by sorting; + // that would be nondeterministic and thus reduce cacheability. + // TODO: Make this even more deterministic. + vector dedup_inputs; + set seen_inputs; + for (size_t i = 0; i < phase->inputs.size(); ++i) { + if (seen_inputs.insert(phase->inputs[i]).second) { + dedup_inputs.push_back(phase->inputs[i]); + } + } + swap(phase->inputs, dedup_inputs); // Allocate samplers for each input. phase->input_samplers.resize(phase->inputs.size()); @@ -608,9 +691,8 @@ Phase *EffectChain::construct_phase(Node *output, map *complete // Actually make the shader for this phase. compile_glsl_program(phase); - // Initialize timer objects. + // Initialize timers. if (movit_timer_queries_supported) { - glGenQueries(1, &phase->timer_query_object); phase->time_elapsed_ns = 0; phase->num_measured_iterations = 0; } @@ -1134,6 +1216,11 @@ void EffectChain::propagate_alpha() if (alpha_handling == Effect::INPUT_AND_OUTPUT_PREMULTIPLIED_ALPHA || alpha_handling == Effect::INPUT_PREMULTIPLIED_ALPHA_KEEP_BLANK) { + // This combination (requiring premultiplied alpha, but _not_ requiring + // linear light) is illegal, since the combination of premultiplied alpha + // and nonlinear inputs is meaningless. + assert(node->effect->needs_linear_light()); + // If the effect has asked for premultiplied alpha, check that it has got it. if (any_postmultiplied) { node->output_alpha_type = ALPHA_INVALID; @@ -1651,6 +1738,8 @@ void EffectChain::render_to_fbo(GLuint dest_fbo, unsigned width, unsigned height check_error(); glDisable(GL_DITHER); check_error(); + glEnable(GL_FRAMEBUFFER_SRGB); + check_error(); // Save original viewport. GLuint x = 0, y = 0; @@ -1673,22 +1762,16 @@ void EffectChain::render_to_fbo(GLuint dest_fbo, unsigned width, unsigned height glDepthMask(GL_FALSE); check_error(); - // Generate a VAO. All the phases should have exactly the same vertex attributes, - // so it's safe to reuse this. - float vertices[] = { - 0.0f, 2.0f, - 0.0f, 0.0f, - 2.0f, 0.0f - }; - + // Generate a VAO that will be used during the entire execution, + // and bind the VBO, since it contains all the data. GLuint vao; glGenVertexArrays(1, &vao); check_error(); glBindVertexArray(vao); check_error(); - - GLuint position_vbo = fill_vertex_attribute(phases[0]->glsl_program_num, "position", 2, GL_FLOAT, sizeof(vertices), vertices); - GLuint texcoord_vbo = fill_vertex_attribute(phases[0]->glsl_program_num, "texcoord", 2, GL_FLOAT, sizeof(vertices), vertices); // Same as vertices. + glBindBuffer(GL_ARRAY_BUFFER, vbo); + check_error(); + set bound_attribute_indices; set generated_mipmaps; @@ -1700,7 +1783,15 @@ void EffectChain::render_to_fbo(GLuint dest_fbo, unsigned width, unsigned height Phase *phase = phases[phase_num]; if (do_phase_timing) { - glBeginQuery(GL_TIME_ELAPSED, phase->timer_query_object); + GLuint timer_query_object; + if (phase->timer_query_objects_free.empty()) { + glGenQueries(1, &timer_query_object); + } else { + timer_query_object = phase->timer_query_objects_free.front(); + phase->timer_query_objects_free.pop_front(); + } + glBeginQuery(GL_TIME_ELAPSED, timer_query_object); + phase->timer_query_objects_running.push_back(timer_query_object); } if (phase_num == phases.size() - 1) { // Last phase goes to the output the user specified. @@ -1714,7 +1805,7 @@ void EffectChain::render_to_fbo(GLuint dest_fbo, unsigned width, unsigned height CHECK(dither_effect->set_int("output_height", height)); } } - execute_phase(phase, phase_num == phases.size() - 1, &output_textures, &generated_mipmaps); + execute_phase(phase, phase_num == phases.size() - 1, &bound_attribute_indices, &output_textures, &generated_mipmaps); if (do_phase_timing) { glEndQuery(GL_TIME_ELAPSED); } @@ -1731,9 +1822,10 @@ void EffectChain::render_to_fbo(GLuint dest_fbo, unsigned width, unsigned height glUseProgram(0); check_error(); - cleanup_vertex_attribute(phases[0]->glsl_program_num, "position", position_vbo); - cleanup_vertex_attribute(phases[0]->glsl_program_num, "texcoord", texcoord_vbo); - + glBindBuffer(GL_ARRAY_BUFFER, 0); + check_error(); + glBindVertexArray(0); + check_error(); glDeleteVertexArrays(1, &vao); check_error(); @@ -1741,14 +1833,22 @@ void EffectChain::render_to_fbo(GLuint dest_fbo, unsigned width, unsigned height // Get back the timer queries. for (unsigned phase_num = 0; phase_num < phases.size(); ++phase_num) { Phase *phase = phases[phase_num]; - GLint available = 0; - while (!available) { - glGetQueryObjectiv(phase->timer_query_object, GL_QUERY_RESULT_AVAILABLE, &available); + for (std::list::iterator timer_it = phase->timer_query_objects_running.begin(); + timer_it != phase->timer_query_objects_running.end(); ) { + GLint timer_query_object = *timer_it; + GLint available; + glGetQueryObjectiv(timer_query_object, GL_QUERY_RESULT_AVAILABLE, &available); + if (available) { + GLuint64 time_elapsed; + glGetQueryObjectui64v(timer_query_object, GL_QUERY_RESULT, &time_elapsed); + phase->time_elapsed_ns += time_elapsed; + ++phase->num_measured_iterations; + phase->timer_query_objects_free.push_back(timer_query_object); + phase->timer_query_objects_running.erase(timer_it++); + } else { + ++timer_it; + } } - GLuint64 time_elapsed; - glGetQueryObjectui64v(phase->timer_query_object, GL_QUERY_RESULT, &time_elapsed); - phase->time_elapsed_ns += time_elapsed; - ++phase->num_measured_iterations; } } } @@ -1789,7 +1889,10 @@ void EffectChain::print_phase_timing() printf("Total: %5.1f ms\n", total_time_ms); } -void EffectChain::execute_phase(Phase *phase, bool last_phase, map *output_textures, set *generated_mipmaps) +void EffectChain::execute_phase(Phase *phase, bool last_phase, + set *bound_attribute_indices, + map *output_textures, + set *generated_mipmaps) { GLuint fbo = 0; @@ -1798,15 +1901,10 @@ void EffectChain::execute_phase(Phase *phase, bool last_phase, mapcreate_2d_texture(GL_RGBA16F, phase->output_width, phase->output_height); + GLuint tex_num = resource_pool->create_2d_texture(intermediate_format, phase->output_width, phase->output_height); output_textures->insert(make_pair(phase, tex_num)); } - const GLuint glsl_program_num = phase->glsl_program_num; - check_error(); - glUseProgram(glsl_program_num); - check_error(); - // Set up RTT inputs for this phase. for (unsigned sampler = 0; sampler < phase->inputs.size(); ++sampler) { glActiveTexture(GL_TEXTURE0 + sampler); @@ -1830,12 +1928,15 @@ void EffectChain::execute_phase(Phase *phase, bool last_phase, mapoutput_width, phase->output_height); } + GLuint instance_program_num = resource_pool->use_glsl_program(phase->glsl_program_num); + check_error(); + // Give the required parameters to all the effects. unsigned sampler_num = phase->inputs.size(); for (unsigned i = 0; i < phase->effects.size(); ++i) { Node *node = phase->effects[i]; unsigned old_sampler_num = sampler_num; - node->effect->set_gl_state(glsl_program_num, phase->effect_ids[node], &sampler_num); + node->effect->set_gl_state(instance_program_num, phase->effect_ids[node], &sampler_num); check_error(); if (node->effect->is_single_texture()) { @@ -1850,17 +1951,41 @@ void EffectChain::execute_phase(Phase *phase, bool last_phase, map::iterator attr_it = bound_attribute_indices->begin(); + attr_it != bound_attribute_indices->end(); ) { + if (phase->attribute_indexes.count(*attr_it) == 0) { + glDisableVertexAttribArray(*attr_it); + check_error(); + bound_attribute_indices->erase(attr_it++); + } else { + ++attr_it; + } + } - glUseProgram(0); - check_error(); + // Set up the new attributes, if needed. + for (set::iterator attr_it = phase->attribute_indexes.begin(); + attr_it != phase->attribute_indexes.end(); + ++attr_it) { + if (bound_attribute_indices->count(*attr_it) == 0) { + glEnableVertexAttribArray(*attr_it); + check_error(); + glVertexAttribPointer(*attr_it, 2, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(0)); + check_error(); + bound_attribute_indices->insert(*attr_it); + } + } + glDrawArrays(GL_TRIANGLES, 0, 3); + check_error(); + for (unsigned i = 0; i < phase->effects.size(); ++i) { Node *node = phase->effects[i]; node->effect->clear_gl_state(); } + resource_pool->unuse_glsl_program(instance_program_num); + if (!last_phase) { resource_pool->release_fbo(fbo); }