X-Git-Url: https://git.sesse.net/?p=movit;a=blobdiff_plain;f=effect_chain.cpp;h=a5c3bbdcb08fc29700119c1625892519da73b39a;hp=c5e10e84a39c2315773315c8ae871e05342e012c;hb=041500231054441f851b7c7260ab815dae6fb368;hpb=407d90be3e45ddb7f5a53c16728bfa791998cb72 diff --git a/effect_chain.cpp b/effect_chain.cpp index c5e10e8..a5c3bbd 100644 --- a/effect_chain.cpp +++ b/effect_chain.cpp @@ -1,6 +1,6 @@ #define GL_GLEXT_PROTOTYPES 1 -#include +#include #include #include #include @@ -229,7 +229,7 @@ string replace_prefix(const string &text, const string &prefix) void EffectChain::compile_glsl_program(Phase *phase) { - string frag_shader = read_file("header.frag"); + string frag_shader = read_version_dependent_file("header", "frag"); // Create functions for all the texture inputs that we need. for (unsigned i = 0; i < phase->inputs.size(); ++i) { @@ -240,7 +240,7 @@ 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 texture2D(tex_" + string(effect_id) + ", tc);\n"; + frag_shader += "\treturn tex2D(tex_" + string(effect_id) + ", tc);\n"; frag_shader += "}\n"; frag_shader += "\n"; } @@ -279,9 +279,10 @@ void EffectChain::compile_glsl_program(Phase *phase) frag_shader += "\n"; } frag_shader += string("#define INPUT ") + phase->effect_ids[phase->effects.back()] + "\n"; - frag_shader.append(read_file("footer.frag")); + frag_shader.append(read_version_dependent_file("footer", "frag")); - phase->glsl_program_num = resource_pool->compile_glsl_program(read_file("vs.vert"), frag_shader); + string vert_shader = read_version_dependent_file("vs", "vert"); + phase->glsl_program_num = resource_pool->compile_glsl_program(vert_shader, frag_shader); } // Construct GLSL programs, starting at the given effect and following @@ -1331,7 +1332,11 @@ 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"); + // Note that the OpenGL driver might call setlocale() behind-the-scenes, + // and that might corrupt the returned pointer, so we need to take our own + // copy of it here. + char *saved_locale = strdup(setlocale(LC_NUMERIC, NULL)); + setlocale(LC_NUMERIC, "C"); // Output the graph as it is before we do any conversions on it. output_dot("step0-start.dot"); @@ -1396,6 +1401,7 @@ void EffectChain::finalize() finalized = true; setlocale(LC_NUMERIC, saved_locale); + free(saved_locale); } void EffectChain::render_to_fbo(GLuint dest_fbo, unsigned width, unsigned height) @@ -1404,7 +1410,6 @@ void EffectChain::render_to_fbo(GLuint dest_fbo, unsigned width, unsigned height // Save original viewport. GLuint x = 0, y = 0; - GLuint fbo = 0; if (width == 0 && height == 0) { GLint viewport[4]; @@ -1423,65 +1428,16 @@ void EffectChain::render_to_fbo(GLuint dest_fbo, unsigned width, unsigned height glDepthMask(GL_FALSE); check_error(); - if (phases.size() > 1) { - glGenFramebuffers(1, &fbo); - check_error(); - glBindFramebuffer(GL_FRAMEBUFFER, fbo); - check_error(); - } - 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. map output_textures; - for (unsigned phase = 0; phase < phases.size(); ++phase) { - // Find a texture for this phase. - inform_input_sizes(phases[phase]); - if (phase != phases.size() - 1) { - 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(make_pair(phases[phase], tex_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. - for (unsigned sampler = 0; sampler < phases[phase]->inputs.size(); ++sampler) { - glActiveTexture(GL_TEXTURE0 + sampler); - Phase *input = phases[phase]->inputs[sampler]; - input->output_node->bound_sampler_num = sampler; - glBindTexture(GL_TEXTURE_2D, output_textures[input]); - 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(); - } - 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(); - - string texture_name = string("tex_") + phases[phase]->effect_ids[input->output_node]; - glUniform1i(glGetUniformLocation(glsl_program_num, texture_name.c_str()), sampler); - check_error(); - } + for (unsigned phase_num = 0; phase_num < phases.size(); ++phase_num) { + Phase *phase = phases[phase_num]; - // And now the output. - if (phase == phases.size() - 1) { + if (phase_num == phases.size() - 1) { // Last phase goes to the output the user specified. glBindFramebuffer(GL_FRAMEBUFFER, dest_fbo); check_error(); @@ -1492,83 +1448,136 @@ void EffectChain::render_to_fbo(GLuint dest_fbo, unsigned width, unsigned height CHECK(dither_effect->set_int("output_width", width)); CHECK(dither_effect->set_int("output_height", height)); } - } else { - glFramebufferTexture2D( - GL_FRAMEBUFFER, - GL_COLOR_ATTACHMENT0, - GL_TEXTURE_2D, - output_textures[phases[phase]], - 0); - check_error(); - GLenum status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT); - assert(status == GL_FRAMEBUFFER_COMPLETE); - glViewport(0, 0, phases[phase]->output_width, phases[phase]->output_height); } + execute_phase(phase, phase_num == phases.size() - 1, &output_textures, &generated_mipmaps); + } - // 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]; - unsigned old_sampler_num = sampler_num; - node->effect->set_gl_state(glsl_program_num, phases[phase]->effect_ids[node], &sampler_num); - check_error(); + for (map::const_iterator texture_it = output_textures.begin(); + texture_it != output_textures.end(); + ++texture_it) { + resource_pool->release_2d_texture(texture_it->second); + } - if (node->effect->is_single_texture()) { - assert(sampler_num - old_sampler_num == 1); - node->bound_sampler_num = old_sampler_num; - } else { - node->bound_sampler_num = -1; - } - } + glBindFramebuffer(GL_FRAMEBUFFER, 0); + check_error(); + glUseProgram(0); + check_error(); +} - // Now draw! - float vertices[] = { - 0.0f, 1.0f, - 0.0f, 0.0f, - 1.0f, 1.0f, - 1.0f, 0.0f - }; +void EffectChain::execute_phase(Phase *phase, bool last_phase, map *output_textures, set *generated_mipmaps) +{ + GLuint fbo = 0; - GLuint vao; - glGenVertexArrays(1, &vao); - check_error(); - glBindVertexArray(vao); - 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)); + } - 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. + const GLuint glsl_program_num = phase->glsl_program_num; + check_error(); + glUseProgram(glsl_program_num); + check_error(); - glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); + // 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(glsl_program_num, sampler, phase->effect_ids[input->output_node], phase->input_needs_mipmaps); + } - cleanup_vertex_attribute(glsl_program_num, "position", position_vbo); - cleanup_vertex_attribute(glsl_program_num, "texcoord", texcoord_vbo); + // 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); + } - glUseProgram(0); + // 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(); - for (unsigned i = 0; i < phases[phase]->effects.size(); ++i) { - Node *node = phases[phase]->effects[i]; - node->effect->clear_gl_state(); + if (node->effect->is_single_texture()) { + assert(sampler_num - old_sampler_num == 1); + node->bound_sampler_num = old_sampler_num; + } else { + node->bound_sampler_num = -1; } + } - glDeleteVertexArrays(1, &vao); - check_error(); + // Now draw! + 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(); + + 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. + + glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); + check_error(); + + cleanup_vertex_attribute(glsl_program_num, "position", position_vbo); + cleanup_vertex_attribute(glsl_program_num, "texcoord", texcoord_vbo); + + glUseProgram(0); + check_error(); + + for (unsigned i = 0; i < phase->effects.size(); ++i) { + Node *node = phase->effects[i]; + node->effect->clear_gl_state(); } - for (map::const_iterator texture_it = output_textures.begin(); - texture_it != output_textures.end(); - ++texture_it) { - resource_pool->release_2d_texture(texture_it->second); + if (!last_phase) { + resource_pool->release_fbo(fbo); } - glBindFramebuffer(GL_FRAMEBUFFER, 0); + glDeleteVertexArrays(1, &vao); check_error(); +} - if (fbo != 0) { - glDeleteFramebuffers(1, &fbo); +void EffectChain::setup_rtt_sampler(GLuint glsl_program_num, int sampler_num, const string &effect_id, 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(); + + string texture_name = string("tex_") + effect_id; + glUniform1i(glGetUniformLocation(glsl_program_num, texture_name.c_str()), sampler_num); + check_error(); } } // namespace movit