X-Git-Url: https://git.sesse.net/?p=movit;a=blobdiff_plain;f=effect_chain.cpp;h=4e3f322bfe68cc5a68f2530ac1b5a5ef8a0d285f;hp=8a7ea9ac9e3a40900bc903c2a0bdef9b13b7d782;hb=ddbe6136a25fddc14c7b70c9d76857313b8f9957;hpb=2322070a3dbeb6b46b39cca07a0fbf20e95f5468 diff --git a/effect_chain.cpp b/effect_chain.cpp index 8a7ea9a..4e3f322 100644 --- a/effect_chain.cpp +++ b/effect_chain.cpp @@ -1,58 +1,73 @@ #define GL_GLEXT_PROTOTYPES 1 -#include +#include +#include #include +#include +#include +#include #include -#include -#include -#include - #include #include #include +#include #include +#include -#include "util.h" -#include "effect_chain.h" -#include "gamma_expansion_effect.h" -#include "gamma_compression_effect.h" -#include "colorspace_conversion_effect.h" -#include "alpha_multiplication_effect.h" #include "alpha_division_effect.h" +#include "alpha_multiplication_effect.h" +#include "colorspace_conversion_effect.h" #include "dither_effect.h" -#include "input.h" +#include "effect.h" +#include "effect_chain.h" +#include "effect_util.h" +#include "gamma_compression_effect.h" +#include "gamma_expansion_effect.h" #include "init.h" +#include "input.h" +#include "resource_pool.h" +#include "util.h" +#include "ycbcr_conversion_effect.h" + +using namespace Eigen; +using namespace std; + +namespace movit { -EffectChain::EffectChain(float aspect_nom, float aspect_denom) +EffectChain::EffectChain(float aspect_nom, float aspect_denom, ResourcePool *resource_pool) : aspect_nom(aspect_nom), aspect_denom(aspect_denom), dither_effect(NULL), - fbo(0), num_dither_bits(0), - finalized(false) {} + finalized(false), + resource_pool(resource_pool), + do_phase_timing(false) { + if (resource_pool == NULL) { + this->resource_pool = new ResourcePool(); + owns_resource_pool = true; + } else { + owns_resource_pool = false; + } +} EffectChain::~EffectChain() { for (unsigned i = 0; i < nodes.size(); ++i) { - if (nodes[i]->output_texture != 0) { - glDeleteTextures(1, &nodes[i]->output_texture); - } delete nodes[i]->effect; delete nodes[i]; } for (unsigned i = 0; i < phases.size(); ++i) { - glDeleteProgram(phases[i]->glsl_program_num); - glDeleteShader(phases[i]->vertex_shader); - glDeleteShader(phases[i]->fragment_shader); + resource_pool->release_glsl_program(phases[i]->glsl_program_num); delete phases[i]; } - if (fbo != 0) { - glDeleteFramebuffers(1, &fbo); + if (owns_resource_pool) { + delete resource_pool; } } Input *EffectChain::add_input(Input *input) { + assert(!finalized); inputs.push_back(input); add_node(input); return input; @@ -60,26 +75,43 @@ Input *EffectChain::add_input(Input *input) void EffectChain::add_output(const ImageFormat &format, OutputAlphaFormat alpha_format) { + assert(!finalized); output_format = format; output_alpha_format = alpha_format; + output_color_type = OUTPUT_COLOR_RGB; +} + +void EffectChain::add_ycbcr_output(const ImageFormat &format, OutputAlphaFormat alpha_format, + const YCbCrFormat &ycbcr_format) +{ + assert(!finalized); + output_format = format; + output_alpha_format = alpha_format; + output_color_type = OUTPUT_COLOR_YCBCR; + output_ycbcr_format = ycbcr_format; + + assert(ycbcr_format.chroma_subsampling_x == 1); + assert(ycbcr_format.chroma_subsampling_y == 1); } Node *EffectChain::add_node(Effect *effect) { - char effect_id[256]; - sprintf(effect_id, "eff%u", (unsigned)nodes.size()); + for (unsigned i = 0; i < nodes.size(); ++i) { + assert(nodes[i]->effect != effect); + } Node *node = new Node; node->effect = effect; node->disabled = false; - node->effect_id = effect_id; node->output_color_space = COLORSPACE_INVALID; node->output_gamma_curve = GAMMA_INVALID; node->output_alpha_type = ALPHA_INVALID; - node->output_texture = 0; + node->needs_mipmaps = false; + node->one_to_one_sampling = false; nodes.push_back(node); node_map[effect] = node; + effect->inform_added(this); return node; } @@ -137,7 +169,16 @@ 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) +GLenum EffectChain::get_input_sampler(Node *node, unsigned input_num) const +{ + assert(node->effect->needs_texture_bounce()); + assert(input_num < node->incoming_links.size()); + assert(node->incoming_links[input_num]->bound_sampler_num >= 0); + assert(node->incoming_links[input_num]->bound_sampler_num < 8); + return GL_TEXTURE0 + node->incoming_links[input_num]->bound_sampler_num; +} + +void EffectChain::find_all_nonlinear_inputs(Node *node, vector *nonlinear_inputs) { if (node->output_gamma_curve == GAMMA_LINEAR && node->effect->effect_type_id() != "GammaCompressionEffect") { @@ -153,8 +194,9 @@ 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()); Node *node = add_node(effect); for (unsigned i = 0; i < inputs.size(); ++i) { @@ -165,15 +207,15 @@ 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; } @@ -205,50 +247,57 @@ std::string replace_prefix(const std::string &text, const std::string &prefix) return output; } -Phase *EffectChain::compile_glsl_program( - const std::vector &inputs, - const std::vector &effects) +void EffectChain::compile_glsl_program(Phase *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()); + string frag_shader_header = read_version_dependent_file("header", "frag"); + string frag_shader = ""; - bool input_needs_mipmaps = false; - std::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]; + // Create functions and uniforms for all the texture inputs that we need. + for (unsigned i = 0; i < phase->inputs.size(); ++i) { + Node *input = phase->inputs[i]->output_node; + char effect_id[256]; + sprintf(effect_id, "in%u", i); + phase->effect_ids.insert(make_pair(input, effect_id)); - frag_shader += std::string("uniform sampler2D tex_") + input->effect_id + ";\n"; - frag_shader += std::string("vec4 ") + input->effect_id + "(vec2 tc) {\n"; - frag_shader += "\treturn texture2D(tex_" + input->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 tex2D(tex_" + string(effect_id) + ", tc);\n"; frag_shader += "}\n"; frag_shader += "\n"; - } - std::vector sorted_effects = topological_sort(effects); + Uniform uniform; + uniform.name = effect_id; + uniform.value = &phase->input_samplers[i]; + uniform.prefix = "tex"; + uniform.num_values = 1; + uniform.location = -1; + phase->uniforms_sampler2d.push_back(uniform); + } - for (unsigned i = 0; i < sorted_effects.size(); ++i) { - Node *node = sorted_effects[i]; + // Give each effect in the phase its own ID. + for (unsigned i = 0; i < phase->effects.size(); ++i) { + Node *node = phase->effects[i]; + char effect_id[256]; + sprintf(effect_id, "eff%u", i); + phase->effect_ids.insert(make_pair(node, effect_id)); + } + for (unsigned i = 0; i < phase->effects.size(); ++i) { + Node *node = phase->effects[i]; + const string effect_id = phase->effect_ids[node]; if (node->incoming_links.size() == 1) { - frag_shader += std::string("#define INPUT ") + node->incoming_links[0]->effect_id + "\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]; - sprintf(buf, "#define INPUT%d %s\n", j + 1, node->incoming_links[j]->effect_id.c_str()); + sprintf(buf, "#define INPUT%d %s\n", j + 1, phase->effect_ids[node->incoming_links[j]].c_str()); frag_shader += buf; } } frag_shader += "\n"; - frag_shader += std::string("#define FUNCNAME ") + node->effect_id + "\n"; - frag_shader += replace_prefix(node->effect->output_convenience_uniforms(), node->effect_id); - frag_shader += replace_prefix(node->effect->output_fragment_shader(), node->effect_id); + frag_shader += string("#define FUNCNAME ") + effect_id + "\n"; + frag_shader += replace_prefix(node->effect->output_fragment_shader(), effect_id); frag_shader += "#undef PREFIX\n"; frag_shader += "#undef FUNCNAME\n"; if (node->incoming_links.size() == 1) { @@ -261,182 +310,305 @@ Phase *EffectChain::compile_glsl_program( } } frag_shader += "\n"; - - input_needs_mipmaps |= node->effect->needs_mipmaps(); } - for (unsigned i = 0; i < sorted_effects.size(); ++i) { - Node *node = sorted_effects[i]; - if (node->effect->num_inputs() == 0) { - CHECK(node->effect->set_int("needs_mipmaps", input_needs_mipmaps)); - } - } - frag_shader += std::string("#define INPUT ") + sorted_effects.back()->effect_id + "\n"; - frag_shader.append(read_file("footer.frag")); + frag_shader += string("#define INPUT ") + phase->effect_ids[phase->effects.back()] + "\n"; + frag_shader.append(read_version_dependent_file("footer", "frag")); - if (movit_debug_level == MOVIT_DEBUG_ON) { - // Output shader to a temporary file, for easier debugging. - static int compiled_shader_num = 0; - char filename[256]; - sprintf(filename, "chain-%03d.frag", compiled_shader_num++); - FILE *fp = fopen(filename, "w"); - if (fp == NULL) { - perror(filename); - exit(1); + // Collect uniforms from all effects and output them. Note that this needs + // to happen after output_fragment_shader(), even though the uniforms come + // before in the output source, since output_fragment_shader() is allowed + // to register new uniforms (e.g. arrays that are of unknown length until + // finalization time). + // TODO: Make a uniform block for platforms that support it. + string frag_shader_uniforms = ""; + for (unsigned i = 0; i < phase->effects.size(); ++i) { + Node *node = phase->effects[i]; + Effect *effect = node->effect; + const string effect_id = phase->effect_ids[node]; + for (unsigned j = 0; j < effect->uniforms_sampler2d.size(); ++j) { + phase->uniforms_sampler2d.push_back(effect->uniforms_sampler2d[j]); + phase->uniforms_sampler2d.back().prefix = effect_id; + frag_shader_uniforms += string("uniform sampler2D ") + effect_id + + "_" + effect->uniforms_sampler2d[j].name + ";\n"; + } + for (unsigned j = 0; j < effect->uniforms_bool.size(); ++j) { + phase->uniforms_bool.push_back(effect->uniforms_bool[j]); + phase->uniforms_bool.back().prefix = effect_id; + frag_shader_uniforms += string("uniform bool ") + effect_id + + "_" + effect->uniforms_bool[j].name + ";\n"; + } + for (unsigned j = 0; j < effect->uniforms_int.size(); ++j) { + phase->uniforms_int.push_back(effect->uniforms_int[j]); + phase->uniforms_int.back().prefix = effect_id; + frag_shader_uniforms += string("uniform int ") + effect_id + + "_" + effect->uniforms_int[j].name + ";\n"; + } + for (unsigned j = 0; j < effect->uniforms_float.size(); ++j) { + phase->uniforms_float.push_back(effect->uniforms_float[j]); + phase->uniforms_float.back().prefix = effect_id; + frag_shader_uniforms += string("uniform float ") + effect_id + + "_" + effect->uniforms_float[j].name + ";\n"; + } + for (unsigned j = 0; j < effect->uniforms_vec2.size(); ++j) { + phase->uniforms_vec2.push_back(effect->uniforms_vec2[j]); + phase->uniforms_vec2.back().prefix = effect_id; + frag_shader_uniforms += string("uniform vec2 ") + effect_id + + "_" + effect->uniforms_vec2[j].name + ";\n"; + } + for (unsigned j = 0; j < effect->uniforms_vec3.size(); ++j) { + phase->uniforms_vec3.push_back(effect->uniforms_vec3[j]); + phase->uniforms_vec3.back().prefix = effect_id; + frag_shader_uniforms += string("uniform vec3 ") + effect_id + + "_" + effect->uniforms_vec3[j].name + ";\n"; + } + for (unsigned j = 0; j < effect->uniforms_vec4.size(); ++j) { + phase->uniforms_vec4.push_back(effect->uniforms_vec4[j]); + phase->uniforms_vec4.back().prefix = effect_id; + frag_shader_uniforms += string("uniform vec4 ") + effect_id + + "_" + effect->uniforms_vec4[j].name + ";\n"; + } + for (unsigned j = 0; j < effect->uniforms_vec2_array.size(); ++j) { + char buf[256]; + phase->uniforms_vec2.push_back(effect->uniforms_vec2_array[j]); + phase->uniforms_vec2.back().prefix = effect_id; + snprintf(buf, sizeof(buf), "uniform vec2 %s_%s[%d];\n", + effect_id.c_str(), effect->uniforms_vec2_array[j].name.c_str(), + int(effect->uniforms_vec2_array[j].num_values)); + frag_shader_uniforms += buf; + } + for (unsigned j = 0; j < effect->uniforms_vec4_array.size(); ++j) { + char buf[256]; + phase->uniforms_vec4.push_back(effect->uniforms_vec4_array[j]); + phase->uniforms_vec4.back().prefix = effect_id; + snprintf(buf, sizeof(buf), "uniform vec4 %s_%s[%d];\n", + effect_id.c_str(), effect->uniforms_vec4_array[j].name.c_str(), + int(effect->uniforms_vec4_array[j].num_values)); + frag_shader_uniforms += buf; + } + for (unsigned j = 0; j < effect->uniforms_mat3.size(); ++j) { + phase->uniforms_mat3.push_back(effect->uniforms_mat3[j]); + phase->uniforms_mat3.back().prefix = effect_id; + frag_shader_uniforms += string("uniform mat3 ") + effect_id + + "_" + effect->uniforms_mat3[j].name + ";\n"; } - fprintf(fp, "%s\n", frag_shader.c_str()); - fclose(fp); } - - GLuint glsl_program_num = glCreateProgram(); - GLuint vs_obj = compile_shader(read_file("vs.vert"), GL_VERTEX_SHADER); - GLuint fs_obj = compile_shader(frag_shader, GL_FRAGMENT_SHADER); - glAttachShader(glsl_program_num, vs_obj); - check_error(); - glAttachShader(glsl_program_num, fs_obj); - check_error(); - glLinkProgram(glsl_program_num); - check_error(); - Phase *phase = new Phase; - phase->glsl_program_num = glsl_program_num; - phase->vertex_shader = vs_obj; - phase->fragment_shader = fs_obj; - phase->input_needs_mipmaps = input_needs_mipmaps; - phase->inputs = true_inputs; - phase->effects = sorted_effects; + frag_shader = frag_shader_header + frag_shader_uniforms + frag_shader; - return phase; + string vert_shader = read_version_dependent_file("vs", "vert"); + phase->glsl_program_num = resource_pool->compile_glsl_program(vert_shader, frag_shader); + + // Collect the resulting program numbers for each uniform. + for (unsigned i = 0; i < phase->uniforms_sampler2d.size(); ++i) { + Uniform &uniform = phase->uniforms_sampler2d[i]; + uniform.location = get_uniform_location(phase->glsl_program_num, uniform.prefix, uniform.name); + } + for (unsigned i = 0; i < phase->uniforms_bool.size(); ++i) { + Uniform &uniform = phase->uniforms_bool[i]; + uniform.location = get_uniform_location(phase->glsl_program_num, uniform.prefix, uniform.name); + } + for (unsigned i = 0; i < phase->uniforms_int.size(); ++i) { + Uniform &uniform = phase->uniforms_int[i]; + uniform.location = get_uniform_location(phase->glsl_program_num, uniform.prefix, uniform.name); + } + for (unsigned i = 0; i < phase->uniforms_float.size(); ++i) { + Uniform &uniform = phase->uniforms_float[i]; + uniform.location = get_uniform_location(phase->glsl_program_num, uniform.prefix, uniform.name); + } + for (unsigned i = 0; i < phase->uniforms_vec2.size(); ++i) { + Uniform &uniform = phase->uniforms_vec2[i]; + uniform.location = get_uniform_location(phase->glsl_program_num, uniform.prefix, uniform.name); + } + for (unsigned i = 0; i < phase->uniforms_vec3.size(); ++i) { + Uniform &uniform = phase->uniforms_vec3[i]; + uniform.location = get_uniform_location(phase->glsl_program_num, uniform.prefix, uniform.name); + } + for (unsigned i = 0; i < phase->uniforms_vec4.size(); ++i) { + Uniform &uniform = phase->uniforms_vec4[i]; + uniform.location = get_uniform_location(phase->glsl_program_num, uniform.prefix, uniform.name); + } + for (unsigned i = 0; i < phase->uniforms_mat3.size(); ++i) { + Uniform &uniform = phase->uniforms_mat3[i]; + uniform.location = get_uniform_location(phase->glsl_program_num, uniform.prefix, uniform.name); + } } // Construct GLSL programs, starting at the given effect and following // the chain from there. We end a program every time we come to an effect // marked as "needs texture bounce", one that is used by multiple other -// effects, every time an effect wants to change the output size, -// and of course at the end. +// effects, every time we need to bounce due to output size change +// (not all size changes require ending), and of course at the end. // // We follow a quite simple depth-first search from the output, although -// without any explicit recursion. -void EffectChain::construct_glsl_programs(Node *output) +// without recursing explicitly within each phase. +Phase *EffectChain::construct_phase(Node *output, map *completed_effects) { - // 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; + if (completed_effects->count(output)) { + return (*completed_effects)[output]; + } - // 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; + Phase *phase = new Phase; + phase->output_node = output; + + // If the output effect has one-to-one sampling, we try to trace this + // status down through the dependency chain. This is important in case + // we hit an effect that changes output size (and not sets a virtual + // output size); if we have one-to-one sampling, we don't have to break + // the phase. + output->one_to_one_sampling = output->effect->one_to_one_sampling(); // 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_todo_this_phase.push(output); - // 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; + while (!effects_todo_this_phase.empty()) { + Node *node = effects_todo_this_phase.top(); + effects_todo_this_phase.pop(); - effects_todo_this_phase.push(output); + if (node->effect->needs_mipmaps()) { + node->needs_mipmaps = true; + } - for ( ;; ) { // Termination condition within loop. - if (!effects_todo_this_phase.empty()) { - // OK, we have more to do this phase. - Node *node = effects_todo_this_phase.top(); - effects_todo_this_phase.pop(); - - // This should currently only happen for effects that are inputs - // (either true inputs or phase outputs). We special-case inputs, - // and then deduplicate phase outputs in compile_glsl_program(). - if (node->effect->num_inputs() == 0) { - if (find(this_phase_effects.begin(), this_phase_effects.end(), node) != this_phase_effects.end()) { - continue; - } - } else { - assert(completed_effects.count(node) == 0); + // This should currently only happen for effects that are inputs + // (either true inputs or phase outputs). We special-case inputs, + // and then deduplicate phase outputs below. + if (node->effect->num_inputs() == 0) { + if (find(phase->effects.begin(), phase->effects.end(), node) != phase->effects.end()) { + continue; } + } else { + assert(completed_effects->count(node) == 0); + } - this_phase_effects.push_back(node); - completed_effects.insert(node); + phase->effects.push_back(node); - // Find all the dependencies of this effect, and add them to the stack. - std::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; + // Find all the dependencies of this effect, and add them to the stack. + 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()) { - start_new_phase = true; - } + 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) { - // 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 - // performance-wise in most cases) is to bounce it to a texture - // and then let the next passes read from that. - start_new_phase = true; - } else { - // 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. - // - // 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]; - start_new_phase |= rdep->effect->needs_texture_bounce(); - } - } + // Propagate information about needing mipmaps down the chain, + // breaking the phase if we notice an incompatibility. + // + // Note that we cannot do this propagation as a normal pass, + // because it needs information about where the phases end + // (we should not propagate the flag across phases). + if (node->needs_mipmaps) { + if (deps[i]->effect->num_inputs() == 0) { + Input *input = static_cast(deps[i]->effect); + start_new_phase |= !input->can_supply_mipmaps(); + } else { + deps[i]->needs_mipmaps = true; } + } - if (deps[i]->effect->changes_output_size()) { + if (deps[i]->outgoing_links.size() > 1) { + 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 + // performance-wise in most cases) is to bounce it to a texture + // and then let the next passes read from that. start_new_phase = true; - } - - if (start_new_phase) { - effects_todo_other_phases.push(deps[i]); - this_phase_inputs.push_back(deps[i]); } else { - effects_todo_this_phase.push(deps[i]); + 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. + // + // 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]; + start_new_phase |= rdep->effect->needs_texture_bounce(); + } } } - continue; - } - // No more effects to do this phase. Take all the ones we have, - // and create a GLSL program for it. - if (!this_phase_effects.empty()) { - reverse(this_phase_effects.begin(), this_phase_effects.end()); - phases.push_back(compile_glsl_program(this_phase_inputs, this_phase_effects)); - this_phase_effects.back()->phase = phases.back(); - this_phase_inputs.clear(); - this_phase_effects.clear(); - } - assert(this_phase_inputs.empty()); - assert(this_phase_effects.empty()); + if (deps[i]->effect->sets_virtual_output_size()) { + assert(deps[i]->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) { + // 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 we have no effects left, exit. - if (effects_todo_other_phases.empty()) { - break; + if (start_new_phase) { + phase->inputs.push_back(construct_phase(deps[i], completed_effects)); + } else { + effects_todo_this_phase.push(deps[i]); + + // 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(); + } } + } + + // No more effects to do this phase. Take all the ones we have, + // 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()); - Node *node = effects_todo_other_phases.top(); - effects_todo_other_phases.pop(); + // Allocate samplers for each input. + phase->input_samplers.resize(phase->inputs.size()); - if (completed_effects.count(node) == 0) { - // Start a new phase, calculating from this effect. - effects_todo_this_phase.push(node); + // We added the effects from the output and back, but we need to output + // them in topological sort order in the shader. + phase->effects = topological_sort(phase->effects); + + // Figure out if we need mipmaps or not, and if so, tell the inputs that. + phase->input_needs_mipmaps = false; + for (unsigned i = 0; i < phase->effects.size(); ++i) { + Node *node = phase->effects[i]; + phase->input_needs_mipmaps |= node->effect->needs_mipmaps(); + } + for (unsigned i = 0; i < phase->effects.size(); ++i) { + Node *node = phase->effects[i]; + if (node->effect->num_inputs() == 0) { + Input *input = static_cast(node->effect); + assert(!phase->input_needs_mipmaps || input->can_supply_mipmaps()); + CHECK(input->set_int("needs_mipmaps", phase->input_needs_mipmaps)); } } - // 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()); + // Tell each node which phase it ended up in, so that the unit test + // can check that the phases were split in the right place. + // Note that this ignores that effects may be part of multiple phases; + // if the unit tests need to test such cases, we'll reconsider. + for (unsigned i = 0; i < phase->effects.size(); ++i) { + phase->effects[i]->containing_phase = phase; + } + + // Actually make the shader for this phase. + compile_glsl_program(phase); + + // Initialize timer objects. + if (movit_timer_queries_supported) { + glGenQueries(1, &phase->timer_query_object); + phase->time_elapsed_ns = 0; + phase->num_measured_iterations = 0; + } + + assert(completed_effects->count(output) == 0); + completed_effects->insert(make_pair(output, phase)); + phases.push_back(phase); + return phase; } void EffectChain::output_dot(const char *filename) @@ -455,10 +627,10 @@ 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); } } @@ -484,13 +656,13 @@ 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); } } @@ -499,9 +671,9 @@ 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"); @@ -556,14 +728,14 @@ 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]; } @@ -617,17 +789,18 @@ void EffectChain::inform_input_sizes(Phase *phase) } } for (unsigned i = 0; i < phase->inputs.size(); ++i) { - Node *input = phase->inputs[i]; - input->output_width = input->phase->virtual_output_width; - input->output_height = input->phase->virtual_output_height; - assert(input->output_width != 0); - assert(input->output_height != 0); + Phase *input = phase->inputs[i]; + input->output_node->output_width = input->virtual_output_width; + input->output_node->output_height = input->virtual_output_height; + assert(input->output_node->output_width != 0); + assert(input->output_node->output_height != 0); } // Now propagate from the inputs towards the end, and inform as we go. // The rules are simple: // - // 1. Don't touch effects that already have given sizes (ie., inputs). + // 1. Don't touch effects that already have given sizes (ie., inputs + // or effects that change the output size). // 2. If all of your inputs have the same size, that will be your output size. // 3. Otherwise, your output size is 0x0. for (unsigned i = 0; i < phase->effects.size(); ++i) { @@ -649,8 +822,19 @@ void EffectChain::inform_input_sizes(Phase *phase) this_output_height = 0; } } - node->output_width = this_output_width; - node->output_height = this_output_height; + if (node->effect->changes_output_size()) { + // We cannot call get_output_size() before we've done inform_input_size() + // on all inputs. + unsigned real_width, real_height; + node->effect->get_output_size(&real_width, &real_height, + &node->output_width, &node->output_height); + assert(node->effect->sets_virtual_output_size() || + (real_width == node->output_width && + real_height == node->output_height)); + } else { + node->output_width = this_output_width; + node->output_height = this_output_height; + } } } @@ -664,6 +848,9 @@ void EffectChain::find_output_size(Phase *phase) if (output_node->effect->changes_output_size()) { output_node->effect->get_output_size(&phase->output_width, &phase->output_height, &phase->virtual_output_width, &phase->virtual_output_height); + assert(output_node->effect->sets_virtual_output_size() || + (phase->output_width == phase->virtual_output_width && + phase->output_height == phase->virtual_output_height)); return; } @@ -672,14 +859,14 @@ void EffectChain::find_output_size(Phase *phase) bool all_inputs_same_size = true; for (unsigned i = 0; i < phase->inputs.size(); ++i) { - Node *input = phase->inputs[i]; - assert(input->phase->output_width != 0); - assert(input->phase->output_height != 0); + Phase *input = phase->inputs[i]; + assert(input->output_width != 0); + assert(input->output_height != 0); if (output_width == 0 && output_height == 0) { - output_width = input->phase->virtual_output_width; - output_height = input->phase->virtual_output_height; - } else if (output_width != input->phase->virtual_output_width || - output_height != input->phase->virtual_output_height) { + output_width = input->virtual_output_width; + output_height = input->virtual_output_height; + } else if (output_width != input->virtual_output_width || + output_height != input->virtual_output_height) { all_inputs_same_size = false; } } @@ -711,10 +898,10 @@ void EffectChain::find_output_size(Phase *phase) output_width = 0; output_height = 0; for (unsigned i = 0; i < phase->inputs.size(); ++i) { - Node *input = phase->inputs[i]; - assert(input->phase->output_width != 0); - assert(input->phase->output_height != 0); - size_rectangle_to_fit(input->phase->output_width, input->phase->output_height, &output_width, &output_height); + Phase *input = phase->inputs[i]; + assert(input->output_width != 0); + assert(input->output_height != 0); + size_rectangle_to_fit(input->output_width, input->output_height, &output_width, &output_height); } for (unsigned i = 0; i < phase->effects.size(); ++i) { Effect *effect = phase->effects[i]->effect; @@ -736,10 +923,10 @@ 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); } @@ -747,7 +934,7 @@ 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; @@ -776,12 +963,13 @@ void EffectChain::find_color_spaces_for_inputs() case Effect::OUTPUT_BLANK_ALPHA: node->output_alpha_type = ALPHA_BLANK; break; - case Effect::INPUT_AND_OUTPUT_ALPHA_PREMULTIPLIED: + case Effect::INPUT_AND_OUTPUT_PREMULTIPLIED_ALPHA: node->output_alpha_type = ALPHA_PREMULTIPLIED; break; - case Effect::OUTPUT_ALPHA_POSTMULTIPLIED: + case Effect::OUTPUT_POSTMULTIPLIED_ALPHA: node->output_alpha_type = ALPHA_POSTMULTIPLIED; break; + case Effect::INPUT_PREMULTIPLIED_ALPHA_KEEP_BLANK: case Effect::DONT_CARE_ALPHA_TYPE: default: assert(false); @@ -885,7 +1073,7 @@ void EffectChain::propagate_alpha() } // Only inputs can have unconditional alpha output (OUTPUT_BLANK_ALPHA - // or OUTPUT_ALPHA_POSTMULTIPLIED), and they have already been + // or OUTPUT_POSTMULTIPLIED_ALPHA), and they have already been // taken care of above. Rationale: Even if you could imagine // e.g. an effect that took in an image and set alpha=1.0 // unconditionally, it wouldn't make any sense to have it as @@ -893,7 +1081,8 @@ void EffectChain::propagate_alpha() // got its input pre- or postmultiplied, so it wouldn't know // whether to divide away the old alpha or not. Effect::AlphaHandling alpha_handling = node->effect->alpha_handling(); - assert(alpha_handling == Effect::INPUT_AND_OUTPUT_ALPHA_PREMULTIPLIED || + assert(alpha_handling == Effect::INPUT_AND_OUTPUT_PREMULTIPLIED_ALPHA || + alpha_handling == Effect::INPUT_PREMULTIPLIED_ALPHA_KEEP_BLANK || alpha_handling == Effect::DONT_CARE_ALPHA_TYPE); // If the node has multiple inputs, check that they are all valid and @@ -933,16 +1122,16 @@ void EffectChain::propagate_alpha() continue; } - if (alpha_handling == Effect::INPUT_AND_OUTPUT_ALPHA_PREMULTIPLIED) { + if (alpha_handling == Effect::INPUT_AND_OUTPUT_PREMULTIPLIED_ALPHA || + alpha_handling == Effect::INPUT_PREMULTIPLIED_ALPHA_KEEP_BLANK) { // If the effect has asked for premultiplied alpha, check that it has got it. if (any_postmultiplied) { node->output_alpha_type = ALPHA_INVALID; + } else if (!any_premultiplied && + alpha_handling == Effect::INPUT_PREMULTIPLIED_ALPHA_KEEP_BLANK) { + // Blank input alpha, and the effect preserves blank alpha. + node->output_alpha_type = ALPHA_BLANK; } else { - // In some rare cases, it might be advantageous to say - // that blank input alpha yields blank output alpha. - // However, this would cause a more complex Effect interface - // an effect would need to guarantee that it doesn't mess with - // blank alpha), so this is the simplest. node->output_alpha_type = ALPHA_PREMULTIPLIED; } } else { @@ -1141,14 +1330,14 @@ void EffectChain::fix_output_alpha() return; } if (output->output_alpha_type == ALPHA_PREMULTIPLIED && - output_alpha_format == OUTPUT_ALPHA_POSTMULTIPLIED) { + output_alpha_format == OUTPUT_ALPHA_FORMAT_POSTMULTIPLIED) { Node *conversion = add_node(new AlphaDivisionEffect()); connect_nodes(output, conversion); propagate_alpha(); propagate_gamma_and_color_space(); } if (output->output_alpha_type == ALPHA_POSTMULTIPLIED && - output_alpha_format == OUTPUT_ALPHA_PREMULTIPLIED) { + output_alpha_format == OUTPUT_ALPHA_FORMAT_PREMULTIPLIED) { Node *conversion = add_node(new AlphaMultiplicationEffect()); connect_nodes(output, conversion); propagate_alpha(); @@ -1214,7 +1403,7 @@ 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()); @@ -1323,6 +1512,22 @@ void EffectChain::fix_output_gamma() connect_nodes(output, conversion); } } + +// If the user has requested Y'CbCr output, we need to do this conversion +// _after_ GammaCompressionEffect etc., but before dither (see below). +// This is because Y'CbCr, with the exception of a special optional mode +// in Rec. 2020 (which we currently don't support), is defined to work on +// gamma-encoded data. +void EffectChain::add_ycbcr_conversion_if_needed() +{ + assert(output_color_type == OUTPUT_COLOR_RGB || output_color_type == OUTPUT_COLOR_YCBCR); + if (output_color_type != OUTPUT_COLOR_YCBCR) { + return; + } + Node *output = find_output_node(); + Node *ycbcr = add_node(new YCbCrConversionEffect(output_ycbcr_format)); + connect_nodes(output, ycbcr); +} // If the user has requested dither, add a DitherEffect right at the end // (after GammaCompressionEffect etc.). This needs to be done after everything else, @@ -1345,7 +1550,7 @@ 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) { @@ -1361,10 +1566,6 @@ Node *EffectChain::find_output_node() void EffectChain::finalize() { - // Save the current locale, and set it to C, so that we can output decimal - // numbers with printf and be sure to get them in the format mandated by GLSL. - char *saved_locale = setlocale(LC_NUMERIC, "C"); - // Output the graph as it is before we do any conversions on it. output_dot("step0-start.dot"); @@ -1409,55 +1610,26 @@ void EffectChain::finalize() fix_internal_gamma_by_asking_inputs(15); fix_internal_gamma_by_inserting_nodes(16); - output_dot("step17-before-dither.dot"); + output_dot("step17-before-ycbcr.dot"); + add_ycbcr_conversion_if_needed(); + output_dot("step18-before-dither.dot"); add_dither_if_needed(); - output_dot("step18-final.dot"); + output_dot("step19-final.dot"); // Construct all needed GLSL programs, starting at the output. - construct_glsl_programs(find_output_node()); - - output_dot("step19-split-to-phases.dot"); - - // If we have more than one phase, we need intermediate render-to-texture. - // Construct an FBO, and then as many textures as we need. - // We choose the simplest option of having one texture per output, - // since otherwise this turns into an (albeit simple) - // register allocation problem. - if (phases.size() > 1) { - glGenFramebuffers(1, &fbo); + // We need to keep track of which effects have already been computed, + // as an effect with multiple users could otherwise be calculated + // multiple times. + map completed_effects; + construct_phase(find_output_node(), &completed_effects); - for (unsigned i = 0; i < phases.size() - 1; ++i) { - inform_input_sizes(phases[i]); - find_output_size(phases[i]); - - Node *output_node = phases[i]->effects.back(); - glGenTextures(1, &output_node->output_texture); - check_error(); - glBindTexture(GL_TEXTURE_2D, output_node->output_texture); - check_error(); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); - check_error(); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); - check_error(); - glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F_ARB, phases[i]->output_width, phases[i]->output_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); - check_error(); - - output_node->output_texture_width = phases[i]->output_width; - output_node->output_texture_height = phases[i]->output_height; - } - inform_input_sizes(phases.back()); - } - - for (unsigned i = 0; i < inputs.size(); ++i) { - inputs[i]->finalize(); - } + output_dot("step20-split-to-phases.dot"); assert(phases[0]->inputs.empty()); finalized = true; - setlocale(LC_NUMERIC, saved_locale); } void EffectChain::render_to_fbo(GLuint dest_fbo, unsigned width, unsigned height) @@ -1484,123 +1656,275 @@ 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); + set generated_mipmaps; - glMatrixMode(GL_MODELVIEW); - glLoadIdentity(); + // We choose the simplest option of having one texture per output, + // since otherwise this turns into an (albeit simple) register allocation problem. + map output_textures; - if (phases.size() > 1) { - glBindFramebuffer(GL_FRAMEBUFFER, fbo); - check_error(); + for (unsigned phase_num = 0; phase_num < phases.size(); ++phase_num) { + Phase *phase = phases[phase_num]; + + if (do_phase_timing) { + glBeginQuery(GL_TIME_ELAPSED, phase->timer_query_object); + } + if (phase_num == phases.size() - 1) { + // Last phase goes to the output the user specified. + glBindFramebuffer(GL_FRAMEBUFFER, dest_fbo); + check_error(); + GLenum status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT); + assert(status == GL_FRAMEBUFFER_COMPLETE); + glViewport(x, y, width, height); + if (dither_effect != NULL) { + CHECK(dither_effect->set_int("output_width", width)); + CHECK(dither_effect->set_int("output_height", height)); + } + } + execute_phase(phase, phase_num == phases.size() - 1, &output_textures, &generated_mipmaps); + if (do_phase_timing) { + glEndQuery(GL_TIME_ELAPSED); + } } - std::set generated_mipmaps; + for (map::const_iterator texture_it = output_textures.begin(); + texture_it != output_textures.end(); + ++texture_it) { + resource_pool->release_2d_texture(texture_it->second); + } - for (unsigned phase = 0; phase < phases.size(); ++phase) { - // See if the requested output size has changed. If so, we need to recreate - // the texture (and before we start setting up inputs). - inform_input_sizes(phases[phase]); - if (phase != phases.size() - 1) { - find_output_size(phases[phase]); + glBindFramebuffer(GL_FRAMEBUFFER, 0); + check_error(); + glUseProgram(0); + check_error(); - Node *output_node = phases[phase]->effects.back(); + if (do_phase_timing) { + // 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); + } + GLuint64 time_elapsed; + glGetQueryObjectui64v(phase->timer_query_object, GL_QUERY_RESULT, &time_elapsed); + phase->time_elapsed_ns += time_elapsed; + ++phase->num_measured_iterations; + } + } +} - if (output_node->output_texture_width != phases[phase]->output_width || - output_node->output_texture_height != phases[phase]->output_height) { - glActiveTexture(GL_TEXTURE0); - check_error(); - glBindTexture(GL_TEXTURE_2D, output_node->output_texture); - check_error(); - glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F_ARB, phases[phase]->output_width, phases[phase]->output_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); - check_error(); - glBindTexture(GL_TEXTURE_2D, 0); - check_error(); +void EffectChain::enable_phase_timing(bool enable) +{ + if (enable) { + assert(movit_timer_queries_supported); + } + this->do_phase_timing = enable; +} - output_node->output_texture_width = phases[phase]->output_width; - output_node->output_texture_height = phases[phase]->output_height; +void EffectChain::reset_phase_timing() +{ + for (unsigned phase_num = 0; phase_num < phases.size(); ++phase_num) { + Phase *phase = phases[phase_num]; + phase->time_elapsed_ns = 0; + phase->num_measured_iterations = 0; + } +} + +void EffectChain::print_phase_timing() +{ + double total_time_ms = 0.0; + for (unsigned phase_num = 0; phase_num < phases.size(); ++phase_num) { + Phase *phase = phases[phase_num]; + double avg_time_ms = phase->time_elapsed_ns * 1e-6 / phase->num_measured_iterations; + printf("Phase %d: %5.1f ms [", phase_num, avg_time_ms); + for (unsigned effect_num = 0; effect_num < phase->effects.size(); ++effect_num) { + if (effect_num != 0) { + printf(", "); } + printf("%s", phase->effects[effect_num]->effect->effect_type_id().c_str()); } + printf("]\n"); + total_time_ms += avg_time_ms; + } + printf("Total: %5.1f ms\n", total_time_ms); +} - glUseProgram(phases[phase]->glsl_program_num); - check_error(); +void EffectChain::execute_phase(Phase *phase, bool last_phase, map *output_textures, set *generated_mipmaps) +{ + GLuint fbo = 0; - // Set up RTT inputs for this phase. - for (unsigned sampler = 0; sampler < phases[phase]->inputs.size(); ++sampler) { - glActiveTexture(GL_TEXTURE0 + sampler); - Node *input = phases[phase]->inputs[sampler]; - glBindTexture(GL_TEXTURE_2D, input->output_texture); - check_error(); - if (phases[phase]->input_needs_mipmaps) { - if (generated_mipmaps.count(input) == 0) { - glGenerateMipmap(GL_TEXTURE_2D); - check_error(); - generated_mipmaps.insert(input); - } - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST); - check_error(); - } else { - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); - check_error(); - } + // Find a texture for this phase. + inform_input_sizes(phase); + if (!last_phase) { + find_output_size(phase); + + GLuint tex_num = resource_pool->create_2d_texture(GL_RGBA16F, phase->output_width, phase->output_height); + output_textures->insert(make_pair(phase, tex_num)); + } - std::string texture_name = std::string("tex_") + input->effect_id; - glUniform1i(glGetUniformLocation(phases[phase]->glsl_program_num, texture_name.c_str()), sampler); + 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); + Phase *input = phase->inputs[sampler]; + input->output_node->bound_sampler_num = sampler; + glBindTexture(GL_TEXTURE_2D, (*output_textures)[input]); + check_error(); + if (phase->input_needs_mipmaps && generated_mipmaps->count(input) == 0) { + glGenerateMipmap(GL_TEXTURE_2D); check_error(); + generated_mipmaps->insert(input); } + setup_rtt_sampler(sampler, phase->input_needs_mipmaps); + phase->input_samplers[sampler] = sampler; // Bind the sampler to the right uniform. + } - // And now the output. - if (phase == phases.size() - 1) { - // Last phase goes to the output the user specified. - glBindFramebuffer(GL_FRAMEBUFFER, dest_fbo); - check_error(); - glViewport(x, y, width, height); - if (dither_effect != NULL) { - CHECK(dither_effect->set_int("output_width", width)); - CHECK(dither_effect->set_int("output_height", height)); - } + // And now the output. (Already set up for us if it is the last phase.) + if (!last_phase) { + fbo = resource_pool->create_fbo((*output_textures)[phase]); + glBindFramebuffer(GL_FRAMEBUFFER, fbo); + glViewport(0, 0, phase->output_width, phase->output_height); + } + + // 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); + check_error(); + + if (node->effect->is_single_texture()) { + assert(sampler_num - old_sampler_num == 1); + node->bound_sampler_num = old_sampler_num; } else { - Node *output_node = phases[phase]->effects.back(); - glFramebufferTexture2D( - GL_FRAMEBUFFER, - GL_COLOR_ATTACHMENT0, - GL_TEXTURE_2D, - output_node->output_texture, - 0); - check_error(); - glViewport(0, 0, phases[phase]->output_width, phases[phase]->output_height); + node->bound_sampler_num = -1; } + } - // Give the required parameters to all the effects. - 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, node->effect_id, &sampler_num); - check_error(); - } + // Uniforms need to come after set_gl_state(), since they can be updated + // from there. + setup_uniforms(phase); - // Now draw! - glBegin(GL_QUADS); + // Now draw! + float vertices[] = { + 0.0f, 2.0f, + 0.0f, 0.0f, + 2.0f, 0.0f + }; - glTexCoord2f(0.0f, 0.0f); - glVertex2f(0.0f, 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_TRIANGLES, 0, 3); + 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); + + glUseProgram(0); + check_error(); - glEnd(); - check_error(); + for (unsigned i = 0; i < phase->effects.size(); ++i) { + Node *node = phase->effects[i]; + node->effect->clear_gl_state(); + } - for (unsigned i = 0; i < phases[phase]->effects.size(); ++i) { - Node *node = phases[phase]->effects[i]; - node->effect->clear_gl_state(); + if (!last_phase) { + resource_pool->release_fbo(fbo); + } + + glDeleteVertexArrays(1, &vao); + check_error(); +} + +void EffectChain::setup_uniforms(Phase *phase) +{ + // TODO: Use UBO blocks. + for (size_t i = 0; i < phase->uniforms_sampler2d.size(); ++i) { + const Uniform &uniform = phase->uniforms_sampler2d[i]; + if (uniform.location != -1) { + glUniform1iv(uniform.location, uniform.num_values, uniform.value); + } + } + for (size_t i = 0; i < phase->uniforms_bool.size(); ++i) { + const Uniform &uniform = phase->uniforms_bool[i]; + assert(uniform.num_values == 1); + if (uniform.location != -1) { + glUniform1i(uniform.location, *uniform.value); + } + } + for (size_t i = 0; i < phase->uniforms_int.size(); ++i) { + const Uniform &uniform = phase->uniforms_int[i]; + if (uniform.location != -1) { + glUniform1iv(uniform.location, uniform.num_values, uniform.value); + } + } + for (size_t i = 0; i < phase->uniforms_float.size(); ++i) { + const Uniform &uniform = phase->uniforms_float[i]; + if (uniform.location != -1) { + glUniform1fv(uniform.location, uniform.num_values, uniform.value); + } + } + for (size_t i = 0; i < phase->uniforms_vec2.size(); ++i) { + const Uniform &uniform = phase->uniforms_vec2[i]; + if (uniform.location != -1) { + glUniform2fv(uniform.location, uniform.num_values, uniform.value); + } + } + for (size_t i = 0; i < phase->uniforms_vec3.size(); ++i) { + const Uniform &uniform = phase->uniforms_vec3[i]; + if (uniform.location != -1) { + glUniform3fv(uniform.location, uniform.num_values, uniform.value); + } + } + for (size_t i = 0; i < phase->uniforms_vec4.size(); ++i) { + const Uniform &uniform = phase->uniforms_vec4[i]; + if (uniform.location != -1) { + glUniform4fv(uniform.location, uniform.num_values, uniform.value); + } + } + for (size_t i = 0; i < phase->uniforms_mat3.size(); ++i) { + const Uniform &uniform = phase->uniforms_mat3[i]; + assert(uniform.num_values == 1); + if (uniform.location != -1) { + // Convert to float (GLSL has no double matrices). + float matrixf[9]; + for (unsigned y = 0; y < 3; ++y) { + for (unsigned x = 0; x < 3; ++x) { + matrixf[y + x * 3] = (*uniform.value)(y, x); + } + } + glUniformMatrix3fv(uniform.location, 1, GL_FALSE, matrixf); } } } + +void EffectChain::setup_rtt_sampler(int sampler_num, bool use_mipmaps) +{ + glActiveTexture(GL_TEXTURE0 + sampler_num); + check_error(); + if (use_mipmaps) { + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST); + check_error(); + } else { + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + check_error(); + } + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); + check_error(); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); + check_error(); +} + +} // namespace movit