X-Git-Url: https://git.sesse.net/?p=movit;a=blobdiff_plain;f=effect_chain.cpp;h=aefae8f0c908a105457d0e2416481eda6c0a4297;hp=ecf4208f7dc5cfd12adebbdb9f38f120ec47924d;hb=0323e7512fd7e3402ca6c5da7b30ce7bb007a060;hpb=79f0ebd9606956e2988d9485b9d4c701e975c7f1 diff --git a/effect_chain.cpp b/effect_chain.cpp index ecf4208..aefae8f 100644 --- a/effect_chain.cpp +++ b/effect_chain.cpp @@ -34,12 +34,15 @@ namespace movit { namespace { -// An effect that does nothing. -class IdentityEffect : public Effect { +// An effect whose only purpose is to sit in a phase on its own and take the +// texture output from a compute shader and display it to the normal backbuffer +// (or any FBO). That phase can be skipped when rendering using render_to_textures(). +class ComputeShaderOutputDisplayEffect : public Effect { public: - IdentityEffect() {} - virtual string effect_type_id() const { return "IdentityEffect"; } - string output_fragment_shader() { return read_file("identity.frag"); } + ComputeShaderOutputDisplayEffect() {} + string effect_type_id() const override { return "ComputeShaderOutputDisplayEffect"; } + string output_fragment_shader() override { return read_file("identity.frag"); } + bool needs_texture_bounce() const override { return true; } }; } // namespace @@ -162,6 +165,7 @@ Node *EffectChain::add_node(Effect *effect) node->output_alpha_type = ALPHA_INVALID; node->needs_mipmaps = false; node->one_to_one_sampling = false; + node->strong_one_to_one_sampling = false; nodes.push_back(node); node_map[effect] = node; @@ -361,7 +365,7 @@ void EffectChain::compile_glsl_program(Phase *phase) { string frag_shader_header; if (phase->is_compute_shader) { - frag_shader_header = read_file("header.compute"); + frag_shader_header = read_file("header.comp"); } else { frag_shader_header = read_version_dependent_file("header", "frag"); } @@ -408,9 +412,17 @@ void EffectChain::compile_glsl_program(Phase *phase) Node *node = phase->effects[i]; const string effect_id = phase->effect_ids[node]; if (node->incoming_links.size() == 1) { - frag_shader += string("#define INPUT ") + phase->effect_ids[node->incoming_links[0]] + "\n"; + Node *input = node->incoming_links[0]; + if (i != 0 && input->effect->is_compute_shader()) { + // First effect after the compute shader reads the value + // that cs_output() wrote to a global variable. + frag_shader += string("#define INPUT(tc) CS_OUTPUT_VAL\n"); + } else { + frag_shader += string("#define INPUT ") + phase->effect_ids[input] + "\n"; + } } else { for (unsigned j = 0; j < node->incoming_links.size(); ++j) { + assert(!node->incoming_links[j]->effect->is_compute_shader()); char buf[256]; sprintf(buf, "#define INPUT%d %s\n", j + 1, phase->effect_ids[node->incoming_links[j]].c_str()); frag_shader += buf; @@ -435,7 +447,17 @@ void EffectChain::compile_glsl_program(Phase *phase) } frag_shader += "\n"; } - frag_shader += string("#define INPUT ") + phase->effect_ids[phase->effects.back()] + "\n"; + if (phase->is_compute_shader) { + frag_shader += string("#define INPUT ") + phase->effect_ids[phase->compute_shader_node] + "\n"; + if (phase->compute_shader_node == phase->effects.back()) { + // No postprocessing. + frag_shader += "#define CS_POSTPROC(tc) CS_OUTPUT_VAL\n"; + } else { + frag_shader += string("#define CS_POSTPROC ") + phase->effect_ids[phase->effects.back()] + "\n"; + } + } else { + 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. @@ -500,9 +522,9 @@ void EffectChain::compile_glsl_program(Phase *phase) } if (phase->is_compute_shader) { - frag_shader.append(read_file("footer.compute")); - phase->output_node->effect->register_uniform_vec2("inv_output_size", (float *)&phase->inv_output_size); - phase->output_node->effect->register_uniform_vec2("output_texcoord_adjust", (float *)&phase->output_texcoord_adjust); + frag_shader.append(read_file("footer.comp")); + phase->compute_shader_node->effect->register_uniform_vec2("inv_output_size", (float *)&phase->inv_output_size); + phase->compute_shader_node->effect->register_uniform_vec2("output_texcoord_adjust", (float *)&phase->output_texcoord_adjust); } else { frag_shader.append(read_file("footer.frag")); } @@ -533,20 +555,31 @@ void EffectChain::compile_glsl_program(Phase *phase) extract_uniform_declarations(effect->uniforms_mat3, "mat3", effect_id, &phase->uniforms_mat3, &frag_shader_uniforms); } - frag_shader = frag_shader_header + frag_shader_uniforms + frag_shader; - string vert_shader = read_version_dependent_file("vs", "vert"); // If we're the last phase and need to flip the picture to compensate for - // the origin, tell the vertex shader so. - if (phase->output_node->outgoing_links.empty() && output_origin == OUTPUT_ORIGIN_TOP_LEFT) { - const string needle = "#define FLIP_ORIGIN 0"; - size_t pos = vert_shader.find(needle); - assert(pos != string::npos); + // the origin, tell the vertex or compute shader so. + bool is_last_phase; + if (has_dummy_effect) { + is_last_phase = (phase->output_node->outgoing_links.size() == 1 && + phase->output_node->outgoing_links[0]->effect->effect_type_id() == "ComputeShaderOutputDisplayEffect"); + } else { + is_last_phase = phase->output_node->outgoing_links.empty(); + } + if (is_last_phase && output_origin == OUTPUT_ORIGIN_TOP_LEFT) { + if (phase->is_compute_shader) { + frag_shader_header += "#define FLIP_ORIGIN 1\n"; + } else { + const string needle = "#define FLIP_ORIGIN 0"; + size_t pos = vert_shader.find(needle); + assert(pos != string::npos); - vert_shader[pos + needle.size() - 1] = '1'; + vert_shader[pos + needle.size() - 1] = '1'; + } } + frag_shader = frag_shader_header + frag_shader_uniforms + frag_shader; + if (phase->is_compute_shader) { phase->glsl_program_num = resource_pool->compile_glsl_compute_program(frag_shader); @@ -597,7 +630,8 @@ Phase *EffectChain::construct_phase(Node *output, map *complete Phase *phase = new Phase; phase->output_node = output; - phase->is_compute_shader = output->effect->is_compute_shader(); + phase->is_compute_shader = false; + phase->compute_shader_node = nullptr; // 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 @@ -605,6 +639,7 @@ Phase *EffectChain::construct_phase(Node *output, map *complete // 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(); + output->strong_one_to_one_sampling = output->effect->strong_one_to_one_sampling(); // Effects that we have yet to calculate, but that we know should // be in the current phase. @@ -615,6 +650,8 @@ Phase *EffectChain::construct_phase(Node *output, map *complete Node *node = effects_todo_this_phase.top(); effects_todo_this_phase.pop(); + assert(node->effect->one_to_one_sampling() >= node->effect->strong_one_to_one_sampling()); + if (node->effect->needs_mipmaps()) { node->needs_mipmaps = true; } @@ -631,6 +668,10 @@ Phase *EffectChain::construct_phase(Node *output, map *complete } phase->effects.push_back(node); + if (node->effect->is_compute_shader()) { + phase->is_compute_shader = true; + phase->compute_shader_node = node; + } // Find all the dependencies of this effect, and add them to the stack. vector deps = node->incoming_links; @@ -644,12 +685,6 @@ Phase *EffectChain::construct_phase(Node *output, map *complete start_new_phase = true; } - // Compute shaders currently always end phases. - // (We might loosen this up in some cases in the future.) - if (deps[i]->effect->is_compute_shader()) { - start_new_phase = true; - } - // Propagate information about needing mipmaps down the chain, // breaking the phase if we notice an incompatibility. // @@ -690,7 +725,15 @@ Phase *EffectChain::construct_phase(Node *output, map *complete } } - if (deps[i]->effect->sets_virtual_output_size()) { + if (deps[i]->effect->is_compute_shader()) { + // Only one compute shader per phase; we should have been stopped + // already due to the fact that compute shaders are not one-to-one. + assert(!phase->is_compute_shader); + + // If all nodes so far are strong one-to-one, we can put them after + // the compute shader (ie., process them on the output). + start_new_phase = !node->strong_one_to_one_sampling; + } else 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. @@ -709,6 +752,8 @@ Phase *EffectChain::construct_phase(Node *output, map *complete // 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(); + deps[i]->strong_one_to_one_sampling = node->strong_one_to_one_sampling && + deps[i]->effect->strong_one_to_one_sampling(); } } } @@ -1005,7 +1050,7 @@ void EffectChain::inform_input_sizes(Phase *phase) // desired output size might change based on the inputs. void EffectChain::find_output_size(Phase *phase) { - Node *output_node = phase->effects.back(); + Node *output_node = phase->is_compute_shader ? phase->compute_shader_node : phase->effects.back(); // If the last effect explicitly sets an output size, use that. if (output_node->effect->changes_output_size()) { @@ -1722,9 +1767,17 @@ void EffectChain::add_dither_if_needed() void EffectChain::add_dummy_effect_if_needed() { Node *output = find_output_node(); - if (output->effect->is_compute_shader()) { - Node *dummy = add_node(new IdentityEffect()); + + // See if the last effect that's not strong one-to-one is a compute shader. + Node *last_effect = output; + while (last_effect->effect->num_inputs() == 1 && + last_effect->effect->strong_one_to_one_sampling()) { + last_effect = last_effect->incoming_links[0]; + } + if (last_effect->effect->is_compute_shader()) { + Node *dummy = add_node(new ComputeShaderOutputDisplayEffect()); connect_nodes(output, dummy); + has_dummy_effect = true; } } @@ -1820,18 +1873,6 @@ void EffectChain::finalize() void EffectChain::render_to_fbo(GLuint dest_fbo, unsigned width, unsigned height) { - assert(finalized); - - // This needs to be set anew, in case we are coming from a different context - // from when we initialized. - check_error(); - glDisable(GL_DITHER); - check_error(); - - const bool final_srgb = glIsEnabled(GL_FRAMEBUFFER_SRGB); - check_error(); - bool current_srgb = final_srgb; - // Save original viewport. GLuint x = 0, y = 0; @@ -1844,6 +1885,44 @@ void EffectChain::render_to_fbo(GLuint dest_fbo, unsigned width, unsigned height height = viewport[3]; } + render(dest_fbo, {}, x, y, width, height); +} + +void EffectChain::render_to_texture(const vector &destinations, unsigned width, unsigned height) +{ + assert(finalized); + assert(!destinations.empty()); + + if (!has_dummy_effect) { + // We don't end in a compute shader, so there's nothing specific for us to do. + // Create an FBO for this set of textures, and just render to that. + GLuint texnums[4] = { 0, 0, 0, 0 }; + for (unsigned i = 0; i < destinations.size() && i < 4; ++i) { + texnums[i] = destinations[i].texnum; + } + GLuint dest_fbo = resource_pool->create_fbo(texnums[0], texnums[1], texnums[2], texnums[3]); + render(dest_fbo, {}, 0, 0, width, height); + resource_pool->release_fbo(dest_fbo); + } else { + render((GLuint)-1, destinations, 0, 0, width, height); + } +} + +void EffectChain::render(GLuint dest_fbo, const vector &destinations, unsigned x, unsigned y, unsigned width, unsigned height) +{ + assert(finalized); + assert(destinations.size() <= 1); + + // This needs to be set anew, in case we are coming from a different context + // from when we initialized. + check_error(); + glDisable(GL_DITHER); + check_error(); + + const bool final_srgb = glIsEnabled(GL_FRAMEBUFFER_SRGB); + check_error(); + bool current_srgb = final_srgb; + // Basic state. check_error(); glDisable(GL_BLEND); @@ -1855,11 +1934,37 @@ void EffectChain::render_to_fbo(GLuint dest_fbo, unsigned width, unsigned height 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. + // We keep one texture per output, but only for as long as we actually have any + // phases that need it as an input. (We don't make any effort to reorder phases + // to minimize the number of textures in play, as register allocation can be + // complicated and we rarely have much to gain, since our graphs are typically + // pretty linear.) map output_textures; + map ref_counts; + for (Phase *phase : phases) { + for (Phase *input : phase->inputs) { + ++ref_counts[input]; + } + } - for (unsigned phase_num = 0; phase_num < phases.size(); ++phase_num) { + size_t num_phases = phases.size(); + if (destinations.empty()) { + assert(dest_fbo != (GLuint)-1); + } else { + assert(has_dummy_effect); + assert(x == 0); + assert(y == 0); + assert(num_phases >= 2); + assert(!phases.back()->is_compute_shader); + assert(phases.back()->effects.size() == 1); + assert(phases.back()->effects[0]->effect->effect_type_id() == "ComputeShaderOutputDisplayEffect"); + + // We are rendering to a set of textures, so we can run the compute shader + // directly and skip the dummy phase. + --num_phases; + } + + for (unsigned phase_num = 0; phase_num < num_phases; ++phase_num) { Phase *phase = phases[phase_num]; if (do_phase_timing) { @@ -1873,22 +1978,25 @@ void EffectChain::render_to_fbo(GLuint dest_fbo, unsigned width, unsigned height glBeginQuery(GL_TIME_ELAPSED, timer_query_object); phase->timer_query_objects_running.push_back(timer_query_object); } - if (phase_num == phases.size() - 1) { + bool last_phase = (phase_num == num_phases - 1); + if (phase_num == num_phases - 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 (!phase->is_compute_shader) { + 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 != nullptr) { CHECK(dither_effect->set_int("output_width", width)); CHECK(dither_effect->set_int("output_height", height)); } } - bool last_phase = (phase_num == phases.size() - 1); // Enable sRGB rendering for intermediates in case we are // rendering to an sRGB format. + // TODO: Support this for compute shaders. bool needs_srgb = last_phase ? final_srgb : true; if (needs_srgb && !current_srgb) { glEnable(GL_FRAMEBUFFER_SRGB); @@ -1900,16 +2008,44 @@ void EffectChain::render_to_fbo(GLuint dest_fbo, unsigned width, unsigned height current_srgb = true; } - execute_phase(phase, last_phase, &output_textures, &generated_mipmaps); + // Find a texture for this phase. + inform_input_sizes(phase); + find_output_size(phase); + vector phase_destinations; + if (!last_phase) { + GLuint tex_num = resource_pool->create_2d_texture(intermediate_format, phase->output_width, phase->output_height); + output_textures.insert(make_pair(phase, tex_num)); + phase_destinations.push_back(DestinationTexture{ tex_num, intermediate_format }); + + // The output texture needs to have valid state to be written to by a compute shader. + glActiveTexture(GL_TEXTURE0); + check_error(); + glBindTexture(GL_TEXTURE_2D, tex_num); + check_error(); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + check_error(); + } else if (phase->is_compute_shader) { + assert(!destinations.empty()); + phase_destinations = destinations; + } + + execute_phase(phase, output_textures, phase_destinations, &generated_mipmaps); if (do_phase_timing) { glEndQuery(GL_TIME_ELAPSED); } + + // Drop any input textures we don't need anymore. + for (Phase *input : phase->inputs) { + assert(ref_counts[input] > 0); + if (--ref_counts[input] == 0) { + resource_pool->release_2d_texture(output_textures[input]); + output_textures.erase(input); + } + } } - 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 (const auto &phase_and_texnum : output_textures) { + resource_pool->release_2d_texture(phase_and_texnum.second); } glBindFramebuffer(GL_FRAMEBUFFER, 0); @@ -1926,8 +2062,8 @@ 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]; - for (std::list::iterator timer_it = phase->timer_query_objects_running.begin(); - timer_it != phase->timer_query_objects_running.end(); ) { + for (auto timer_it = phase->timer_query_objects_running.cbegin(); + timer_it != phase->timer_query_objects_running.cend(); ) { GLint timer_query_object = *timer_it; GLint available; glGetQueryObjectiv(timer_query_object, GL_QUERY_RESULT_AVAILABLE, &available); @@ -1982,27 +2118,19 @@ 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, +void EffectChain::execute_phase(Phase *phase, + const map &output_textures, + const std::vector &destinations, set *generated_mipmaps) { - GLuint fbo = 0; - - // 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(intermediate_format, phase->output_width, phase->output_height); - output_textures->insert(make_pair(phase, tex_num)); - } - // 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]); + const auto it = output_textures.find(input); + assert(it != output_textures.end()); + glBindTexture(GL_TEXTURE_2D, it->second); check_error(); if (phase->input_needs_mipmaps && generated_mipmaps->count(input) == 0) { glGenerateMipmap(GL_TEXTURE_2D); @@ -2017,23 +2145,24 @@ void EffectChain::execute_phase(Phase *phase, bool last_phase, check_error(); // And now the output. + GLuint fbo = 0; if (phase->is_compute_shader) { + assert(!destinations.empty()); + // This is currently the only place where we use image units, - // so we can always use 0. + // so we can always start at 0. TODO: Support multiple destinations. phase->outbuf_image_unit = 0; - glBindImageTexture(phase->outbuf_image_unit, (*output_textures)[phase], 0, GL_FALSE, 0, GL_WRITE_ONLY, GL_RGBA16F); + glBindImageTexture(phase->outbuf_image_unit, destinations[0].texnum, 0, GL_FALSE, 0, GL_WRITE_ONLY, destinations[0].format); check_error(); phase->inv_output_size.x = 1.0f / phase->output_width; phase->inv_output_size.y = 1.0f / phase->output_height; phase->output_texcoord_adjust.x = 0.5f / phase->output_width; phase->output_texcoord_adjust.y = 0.5f / phase->output_height; - } else { - // (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); - } + } else if (!destinations.empty()) { + assert(destinations.size() == 1); + fbo = resource_pool->create_fbo(destinations[0].texnum); + glBindFramebuffer(GL_FRAMEBUFFER, fbo); + glViewport(0, 0, phase->output_width, phase->output_height); } // Give the required parameters to all the effects. @@ -2052,15 +2181,17 @@ void EffectChain::execute_phase(Phase *phase, bool last_phase, } } - if (phase->is_compute_shader) { unsigned x, y, z; - phase->output_node->effect->get_compute_dimensions(phase->output_width, phase->output_height, &x, &y, &z); + phase->compute_shader_node->effect->get_compute_dimensions(phase->output_width, phase->output_height, &x, &y, &z); // Uniforms need to come after set_gl_state() _and_ get_compute_dimensions(), // since they can be updated from there. setup_uniforms(phase); glDispatchCompute(x, y, z); + check_error(); + glMemoryBarrier(GL_TEXTURE_FETCH_BARRIER_BIT | GL_TEXTURE_UPDATE_BARRIER_BIT); + check_error(); } else { // Uniforms need to come after set_gl_state(), since they can be updated // from there. @@ -2083,7 +2214,7 @@ void EffectChain::execute_phase(Phase *phase, bool last_phase, resource_pool->unuse_glsl_program(instance_program_num); - if (!last_phase && !phase->is_compute_shader) { + if (fbo != 0) { resource_pool->release_fbo(fbo); } }