X-Git-Url: https://git.sesse.net/?p=movit;a=blobdiff_plain;f=effect_chain.cpp;h=7dd19ccd634e0cd51999a6c5cdb0fc306e13bf22;hp=13f46344af85a07fb79376afa01a3d45e305b88d;hb=3d1f6c11c53cd9d3d5c1fb60f4accf050b7f135e;hpb=9dcbd93164611ea111cc29519c18193d4f571ac1 diff --git a/effect_chain.cpp b/effect_chain.cpp index 13f4634..7dd19cc 100644 --- a/effect_chain.cpp +++ b/effect_chain.cpp @@ -4,9 +4,6 @@ #include #include -#include -#include - #include #include #include @@ -18,6 +15,7 @@ #include "gamma_compression_effect.h" #include "colorspace_conversion_effect.h" #include "input.h" +#include "opengl.h" EffectChain::EffectChain(unsigned width, unsigned height) : width(width), @@ -202,7 +200,7 @@ std::string replace_prefix(const std::string &text, const std::string &prefix) return output; } -EffectChain::Phase EffectChain::compile_glsl_program(const std::vector &inputs, const std::vector &effects) +EffectChain::Phase *EffectChain::compile_glsl_program(const std::vector &inputs, const std::vector &effects) { assert(!effects.empty()); @@ -222,13 +220,6 @@ EffectChain::Phase EffectChain::compile_glsl_program(const std::vector frag_shader += std::string("uniform sampler2D tex_") + effect_id + ";\n"; frag_shader += std::string("vec4 ") + effect_id + "(vec2 tc) {\n"; - if (effect->num_inputs() == 0) { - // OpenGL's origin is bottom-left, but most graphics software assumes - // a top-left origin. Thus, for inputs that come from the user, - // we flip the y coordinate. However, for FBOs, the origin - // is all correct, so don't do anything. - frag_shader += "\ttc.y = 1.0f - tc.y;\n"; - } frag_shader += "\treturn texture2D(tex_" + effect_id + ", tc);\n"; frag_shader += "}\n"; frag_shader += "\n"; @@ -292,11 +283,11 @@ EffectChain::Phase EffectChain::compile_glsl_program(const std::vector glLinkProgram(glsl_program_num); check_error(); - Phase phase; - phase.glsl_program_num = glsl_program_num; - phase.input_needs_mipmaps = input_needs_mipmaps; - phase.inputs = true_inputs; - phase.effects = effects; + Phase *phase = new Phase; + phase->glsl_program_num = glsl_program_num; + phase->input_needs_mipmaps = input_needs_mipmaps; + phase->inputs = true_inputs; + phase->effects = effects; return phase; } @@ -304,7 +295,8 @@ EffectChain::Phase EffectChain::compile_glsl_program(const std::vector // 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, and of course at the end. +// effects, every time an effect wants to change the output size, +// and of course at the end. // // We follow a quite simple depth-first search from the output, although // without any explicit recursion. @@ -352,6 +344,7 @@ void EffectChain::construct_glsl_programs(Effect *output) 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 (effect->needs_texture_bounce()) { start_new_phase = true; } @@ -366,6 +359,10 @@ void EffectChain::construct_glsl_programs(Effect *output) start_new_phase = true; } + if (deps[i]->changes_output_size()) { + start_new_phase = true; + } + if (start_new_phase) { effects_todo_other_phases.push(deps[i]); this_phase_inputs.push_back(deps[i]); @@ -381,6 +378,7 @@ void EffectChain::construct_glsl_programs(Effect *output) 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)); + output_effects_to_phase.insert(std::make_pair(this_phase_effects.back(), phases.back())); this_phase_inputs.clear(); this_phase_effects.clear(); } @@ -406,6 +404,45 @@ void EffectChain::construct_glsl_programs(Effect *output) std::reverse(phases.begin(), phases.end()); } +void EffectChain::find_output_size(EffectChain::Phase *phase) +{ + Effect *output_effect = phase->effects.back(); + + // If the last effect explicitly sets an output size, + // use that. + if (output_effect->changes_output_size()) { + output_effect->get_output_size(&phase->output_width, &phase->output_height); + return; + } + + // If not, look at the input phases, if any. We select the largest one + // (really assuming they all have the same aspect currently), by pixel count. + if (!phase->inputs.empty()) { + unsigned best_width = 0, best_height = 0; + for (unsigned i = 0; i < phase->inputs.size(); ++i) { + Effect *input = phase->inputs[i]; + assert(output_effects_to_phase.count(input) != 0); + const Phase *input_phase = output_effects_to_phase[input]; + assert(input_phase->output_width != 0); + assert(input_phase->output_height != 0); + if (input_phase->output_width * input_phase->output_height > best_width * best_height) { + best_width = input_phase->output_width; + best_height = input_phase->output_height; + } + } + assert(best_width != 0); + assert(best_height != 0); + phase->output_width = best_width; + phase->output_height = best_height; + return; + } + + // OK, no inputs. Just use the global width/height. + // TODO: We probably want to use the texture's size eventually. + phase->output_width = width; + phase->output_height = height; +} + void EffectChain::finalize() { // Find the output effect. This is, simply, one that has no outgoing links. @@ -462,7 +499,9 @@ void EffectChain::finalize() glGenFramebuffers(1, &fbo); for (unsigned i = 0; i < phases.size() - 1; ++i) { - Effect *output_effect = phases[i].effects.back(); + find_output_size(phases[i]); + + Effect *output_effect = phases[i]->effects.back(); GLuint temp_texture; glGenTextures(1, &temp_texture); check_error(); @@ -472,15 +511,18 @@ void EffectChain::finalize() check_error(); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); check_error(); - glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F_ARB, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); + 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(); effect_output_textures.insert(std::make_pair(output_effect, temp_texture)); + effect_output_texture_sizes.insert(std::make_pair(output_effect, std::make_pair(phases[i]->output_width, phases[i]->output_height))); } } for (unsigned i = 0; i < inputs.size(); ++i) { inputs[i]->finalize(); } + + assert(phases[0]->inputs.empty()); finalized = true; } @@ -510,24 +552,43 @@ void EffectChain::render_to_screen() } std::set generated_mipmaps; - for (unsigned i = 0; i < inputs.size(); ++i) { - // Inputs generate their own mipmaps if they need to - // (see input.cpp). - generated_mipmaps.insert(inputs[i]); - } for (unsigned phase = 0; phase < phases.size(); ++phase) { - glUseProgram(phases[phase].glsl_program_num); + // See if the requested output size has changed. If so, we need to recreate + // the texture (and before we start setting up inputs). + if (phase != phases.size() - 1) { + find_output_size(phases[phase]); + + Effect *output_effect = phases[phase]->effects.back(); + assert(effect_output_texture_sizes.count(output_effect) != 0); + std::pair old_size = effect_output_texture_sizes[output_effect]; + + if (old_size.first != phases[phase]->output_width || + old_size.second != phases[phase]->output_height) { + glActiveTexture(GL_TEXTURE0); + check_error(); + assert(effect_output_textures.count(output_effect) != 0); + glBindTexture(GL_TEXTURE_2D, effect_output_textures[output_effect]); + 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(); + effect_output_texture_sizes[output_effect] = std::make_pair(phases[phase]->output_width, phases[phase]->output_height); + glBindTexture(GL_TEXTURE_2D, 0); + check_error(); + } + } + + glUseProgram(phases[phase]->glsl_program_num); check_error(); // Set up RTT inputs for this phase. - for (unsigned sampler = 0; sampler < phases[phase].inputs.size(); ++sampler) { + for (unsigned sampler = 0; sampler < phases[phase]->inputs.size(); ++sampler) { glActiveTexture(GL_TEXTURE0 + sampler); - Effect *input = phases[phase].inputs[sampler]; + Effect *input = phases[phase]->inputs[sampler]; assert(effect_output_textures.count(input) != 0); glBindTexture(GL_TEXTURE_2D, effect_output_textures[input]); check_error(); - if (phases[phase].input_needs_mipmaps) { + if (phases[phase]->input_needs_mipmaps) { if (generated_mipmaps.count(input) == 0) { glGenerateMipmap(GL_TEXTURE_2D); check_error(); @@ -542,7 +603,7 @@ void EffectChain::render_to_screen() assert(effect_ids.count(input)); std::string texture_name = std::string("tex_") + effect_ids[input]; - glUniform1i(glGetUniformLocation(phases[phase].glsl_program_num, texture_name.c_str()), sampler); + glUniform1i(glGetUniformLocation(phases[phase]->glsl_program_num, texture_name.c_str()), sampler); check_error(); } @@ -551,23 +612,26 @@ void EffectChain::render_to_screen() // Last phase goes directly to the screen. glBindFramebuffer(GL_FRAMEBUFFER, 0); check_error(); + glViewport(0, 0, width, height); } else { - Effect *last_effect = phases[phase].effects.back(); - assert(effect_output_textures.count(last_effect) != 0); + Effect *output_effect = phases[phase]->effects.back(); + assert(effect_output_textures.count(output_effect) != 0); glFramebufferTexture2D( GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, - effect_output_textures[last_effect], + effect_output_textures[output_effect], 0); check_error(); + glViewport(0, 0, phases[phase]->output_width, phases[phase]->output_height); } // 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) { - Effect *effect = phases[phase].effects[i]; - effect->set_gl_state(phases[phase].glsl_program_num, effect_ids[effect], &sampler_num); + unsigned sampler_num = phases[phase]->inputs.size(); + for (unsigned i = 0; i < phases[phase]->effects.size(); ++i) { + Effect *effect = phases[phase]->effects[i]; + effect->set_gl_state(phases[phase]->glsl_program_num, effect_ids[effect], &sampler_num); + check_error(); } // Now draw! @@ -588,8 +652,8 @@ void EffectChain::render_to_screen() glEnd(); check_error(); - for (unsigned i = 0; i < phases[phase].effects.size(); ++i) { - Effect *effect = phases[phase].effects[i]; + for (unsigned i = 0; i < phases[phase]->effects.size(); ++i) { + Effect *effect = phases[phase]->effects[i]; effect->clear_gl_state(); } }