X-Git-Url: https://git.sesse.net/?p=movit;a=blobdiff_plain;f=effect_chain.cpp;h=b6b5f59925df18b83ea75100e276e6d153076310;hp=446061433ea375422af5ba245c07d7b15399bdb5;hb=236a0ad8b604d5b3bff53f40b600991168f76800;hpb=c6c3847558f3724f2b8973aa503de0e6c3de5816 diff --git a/effect_chain.cpp b/effect_chain.cpp index 4460614..b6b5f59 100644 --- a/effect_chain.cpp +++ b/effect_chain.cpp @@ -37,8 +37,11 @@ namespace movit { EffectChain::EffectChain(float aspect_nom, float aspect_denom, ResourcePool *resource_pool) : aspect_nom(aspect_nom), aspect_denom(aspect_denom), + output_color_rgba(false), + output_color_ycbcr(false), dither_effect(NULL), num_dither_bits(0), + output_origin(OUTPUT_ORIGIN_BOTTOM_LEFT), finalized(false), resource_pool(resource_pool), do_phase_timing(false) { @@ -76,19 +79,22 @@ Input *EffectChain::add_input(Input *input) void EffectChain::add_output(const ImageFormat &format, OutputAlphaFormat alpha_format) { assert(!finalized); + assert(!output_color_rgba); output_format = format; output_alpha_format = alpha_format; - output_color_type = OUTPUT_COLOR_RGB; + output_color_rgba = true; } void EffectChain::add_ycbcr_output(const ImageFormat &format, OutputAlphaFormat alpha_format, - const YCbCrFormat &ycbcr_format) + const YCbCrFormat &ycbcr_format, YCbCrOutputSplitting output_splitting) { assert(!finalized); + assert(!output_color_ycbcr); output_format = format; output_alpha_format = alpha_format; - output_color_type = OUTPUT_COLOR_YCBCR; + output_color_ycbcr = true; output_ycbcr_format = ycbcr_format; + output_ycbcr_splitting = output_splitting; assert(ycbcr_format.chroma_subsampling_x == 1); assert(ycbcr_format.chroma_subsampling_y == 1); @@ -206,7 +212,7 @@ Effect *EffectChain::add_effect(Effect *effect, const vector &inputs) return effect; } -// GLSL pre-1.30 doesn't support token pasting. Replace PREFIX(x) with _x. +// ESSL doesn't support token pasting. Replace PREFIX(x) with _x. string replace_prefix(const string &text, const string &prefix) { string output; @@ -247,12 +253,61 @@ string replace_prefix(const string &text, const string &prefix) return output; } +namespace { + +template +void extract_uniform_declarations(const vector > &effect_uniforms, + const string &type_specifier, + const string &effect_id, + vector > *phase_uniforms, + string *glsl_string) +{ + for (unsigned i = 0; i < effect_uniforms.size(); ++i) { + phase_uniforms->push_back(effect_uniforms[i]); + phase_uniforms->back().prefix = effect_id; + + *glsl_string += string("uniform ") + type_specifier + " " + effect_id + + "_" + effect_uniforms[i].name + ";\n"; + } +} + +template +void extract_uniform_array_declarations(const vector > &effect_uniforms, + const string &type_specifier, + const string &effect_id, + vector > *phase_uniforms, + string *glsl_string) +{ + for (unsigned i = 0; i < effect_uniforms.size(); ++i) { + phase_uniforms->push_back(effect_uniforms[i]); + phase_uniforms->back().prefix = effect_id; + + char buf[256]; + snprintf(buf, sizeof(buf), "uniform %s %s_%s[%d];\n", + type_specifier.c_str(), effect_id.c_str(), + effect_uniforms[i].name.c_str(), + int(effect_uniforms[i].num_values)); + *glsl_string += buf; + } +} + +template +void collect_uniform_locations(GLuint glsl_program_num, vector > *phase_uniforms) +{ + for (unsigned i = 0; i < phase_uniforms->size(); ++i) { + Uniform &uniform = (*phase_uniforms)[i]; + uniform.location = get_uniform_location(glsl_program_num, uniform.prefix, uniform.name); + } +} + +} // namespace + void EffectChain::compile_glsl_program(Phase *phase) { string frag_shader_header = read_version_dependent_file("header", "frag"); string frag_shader = ""; - // Create functions for all the texture inputs that we need. + // 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]; @@ -264,6 +319,14 @@ void EffectChain::compile_glsl_program(Phase *phase) frag_shader += "\treturn tex2D(tex_" + string(effect_id) + ", tc);\n"; frag_shader += "}\n"; frag_shader += "\n"; + + 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); } // Give each effect in the phase its own ID. @@ -304,7 +367,31 @@ 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_version_dependent_file("footer", "frag")); + + // If we're the last phase, add the right #defines for Y'CbCr multi-output as needed. + if (phase->output_node->outgoing_links.empty() && output_color_ycbcr) { + switch (output_ycbcr_splitting) { + case YCBCR_OUTPUT_INTERLEAVED: + // No #defines set. + break; + case YCBCR_OUTPUT_SPLIT_Y_AND_CBCR: + frag_shader += "#define YCBCR_OUTPUT_SPLIT_Y_AND_CBCR 1\n"; + break; + case YCBCR_OUTPUT_PLANAR: + frag_shader += "#define YCBCR_OUTPUT_PLANAR 1\n"; + break; + default: + assert(false); + } + + if (output_color_rgba) { + // Note: Needs to come in the header, because not only the + // output needs to see it (YCbCrConversionEffect and DitherEffect + // do, too). + frag_shader_header += "#define YCBCR_ALSO_OUTPUT_RGBA 1\n"; + } + } + frag_shader.append(read_file("footer.frag")); // Collect uniforms from all effects and output them. Note that this needs // to happen after output_fragment_shader(), even though the uniforms come @@ -317,112 +404,43 @@ void EffectChain::compile_glsl_program(Phase *phase) 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"; - } + extract_uniform_declarations(effect->uniforms_sampler2d, "sampler2D", effect_id, &phase->uniforms_sampler2d, &frag_shader_uniforms); + extract_uniform_declarations(effect->uniforms_bool, "bool", effect_id, &phase->uniforms_bool, &frag_shader_uniforms); + extract_uniform_declarations(effect->uniforms_int, "int", effect_id, &phase->uniforms_int, &frag_shader_uniforms); + extract_uniform_declarations(effect->uniforms_float, "float", effect_id, &phase->uniforms_float, &frag_shader_uniforms); + extract_uniform_declarations(effect->uniforms_vec2, "vec2", effect_id, &phase->uniforms_vec2, &frag_shader_uniforms); + extract_uniform_declarations(effect->uniforms_vec3, "vec3", effect_id, &phase->uniforms_vec3, &frag_shader_uniforms); + extract_uniform_declarations(effect->uniforms_vec4, "vec4", effect_id, &phase->uniforms_vec4, &frag_shader_uniforms); + extract_uniform_array_declarations(effect->uniforms_vec2_array, "vec2", effect_id, &phase->uniforms_vec2, &frag_shader_uniforms); + extract_uniform_array_declarations(effect->uniforms_vec4_array, "vec4", effect_id, &phase->uniforms_vec4, &frag_shader_uniforms); + extract_uniform_declarations(effect->uniforms_mat3, "mat3", effect_id, &phase->uniforms_mat3, &frag_shader_uniforms); } frag_shader = frag_shader_header + frag_shader_uniforms + frag_shader; 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); + // 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); + + vert_shader[pos + needle.size() - 1] = '1'; } + + phase->glsl_program_num = resource_pool->compile_glsl_program(vert_shader, frag_shader); + + // Collect the resulting location numbers for each uniform. + collect_uniform_locations(phase->glsl_program_num, &phase->uniforms_sampler2d); + collect_uniform_locations(phase->glsl_program_num, &phase->uniforms_bool); + collect_uniform_locations(phase->glsl_program_num, &phase->uniforms_int); + collect_uniform_locations(phase->glsl_program_num, &phase->uniforms_float); + collect_uniform_locations(phase->glsl_program_num, &phase->uniforms_vec2); + collect_uniform_locations(phase->glsl_program_num, &phase->uniforms_vec3); + collect_uniform_locations(phase->glsl_program_num, &phase->uniforms_vec4); + collect_uniform_locations(phase->glsl_program_num, &phase->uniforms_mat3); } // Construct GLSL programs, starting at the given effect and following @@ -557,6 +575,9 @@ Phase *EffectChain::construct_phase(Node *output, map *complete sort(phase->inputs.begin(), phase->inputs.end()); phase->inputs.erase(unique(phase->inputs.begin(), phase->inputs.end()), phase->inputs.end()); + // Allocate samplers for each input. + phase->input_samplers.resize(phase->inputs.size()); + // 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); @@ -1509,8 +1530,8 @@ void EffectChain::fix_output_gamma() // 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) { + assert(output_color_rgba || output_color_ycbcr); + if (!output_color_ycbcr) { return; } Node *output = find_output_node(); @@ -1625,6 +1646,10 @@ 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. + glDisable(GL_DITHER); + // Save original viewport. GLuint x = 0, y = 0; @@ -1645,6 +1670,23 @@ void EffectChain::render_to_fbo(GLuint dest_fbo, unsigned width, unsigned height glDepthMask(GL_FALSE); check_error(); + // Generate a VAO. All the phases should have exactly the same vertex attributes, + // so it's safe to reuse this. + float vertices[] = { + 0.0f, 2.0f, + 0.0f, 0.0f, + 2.0f, 0.0f + }; + + GLuint vao; + glGenVertexArrays(1, &vao); + check_error(); + glBindVertexArray(vao); + check_error(); + + GLuint position_vbo = fill_vertex_attribute(phases[0]->glsl_program_num, "position", 2, GL_FLOAT, sizeof(vertices), vertices); + GLuint texcoord_vbo = fill_vertex_attribute(phases[0]->glsl_program_num, "texcoord", 2, GL_FLOAT, sizeof(vertices), vertices); // Same as vertices. + set generated_mipmaps; // We choose the simplest option of having one texture per output, @@ -1686,6 +1728,12 @@ void EffectChain::render_to_fbo(GLuint dest_fbo, unsigned width, unsigned height glUseProgram(0); check_error(); + cleanup_vertex_attribute(phases[0]->glsl_program_num, "position", position_vbo); + cleanup_vertex_attribute(phases[0]->glsl_program_num, "texcoord", texcoord_vbo); + + glDeleteVertexArrays(1, &vao); + check_error(); + if (do_phase_timing) { // Get back the timer queries. for (unsigned phase_num = 0; phase_num < phases.size(); ++phase_num) { @@ -1768,7 +1816,8 @@ void EffectChain::execute_phase(Phase *phase, bool last_phase, mapinsert(input); } - setup_rtt_sampler(glsl_program_num, sampler, phase->effect_ids[input->output_node], phase->input_needs_mipmaps); + setup_rtt_sampler(sampler, phase->input_needs_mipmaps); + phase->input_samplers[sampler] = sampler; // Bind the sampler to the right uniform. } // And now the output. (Already set up for us if it is the last phase.) @@ -1798,28 +1847,9 @@ void EffectChain::execute_phase(Phase *phase, bool last_phase, maprelease_fbo(fbo); } - - glDeleteVertexArrays(1, &vao); - check_error(); } void EffectChain::setup_uniforms(Phase *phase) @@ -1898,7 +1925,7 @@ void EffectChain::setup_uniforms(Phase *phase) } } -void EffectChain::setup_rtt_sampler(GLuint glsl_program_num, int sampler_num, const string &effect_id, bool use_mipmaps) +void EffectChain::setup_rtt_sampler(int sampler_num, bool use_mipmaps) { glActiveTexture(GL_TEXTURE0 + sampler_num); check_error(); @@ -1913,10 +1940,6 @@ void EffectChain::setup_rtt_sampler(GLuint glsl_program_num, int sampler_num, co 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