X-Git-Url: https://git.sesse.net/?p=movit;a=blobdiff_plain;f=effect_chain.cpp;h=ca6a7775eb56de0aab5b2e43dbe53a8003c34aaf;hp=c5e10e84a39c2315773315c8ae871e05342e012c;hb=0cdd6e9e30a807056699ed9b3fa023a23ce83af9;hpb=407d90be3e45ddb7f5a53c16728bfa791998cb72 diff --git a/effect_chain.cpp b/effect_chain.cpp index c5e10e8..ca6a777 100644 --- a/effect_chain.cpp +++ b/effect_chain.cpp @@ -53,6 +53,15 @@ EffectChain::~EffectChain() delete nodes[i]; } for (unsigned i = 0; i < phases.size(); ++i) { + glBindVertexArray(phases[i]->vao); + check_error(); + + cleanup_vertex_attribute(phases[i]->glsl_program_num, "position", phases[i]->position_vbo); + cleanup_vertex_attribute(phases[i]->glsl_program_num, "texcoord", phases[i]->texcoord_vbo); + + glBindVertexArray(0); + check_error(); + resource_pool->release_glsl_program(phases[i]->glsl_program_num); delete phases[i]; } @@ -282,6 +291,27 @@ void EffectChain::compile_glsl_program(Phase *phase) frag_shader.append(read_file("footer.frag")); phase->glsl_program_num = resource_pool->compile_glsl_program(read_file("vs.vert"), frag_shader); + + // Prepare the geometry for the fullscreen quad used in this phase. + // (We have separate VAOs per shader, since the bindings can in theory + // be different.) + float vertices[] = { + 0.0f, 1.0f, + 0.0f, 0.0f, + 1.0f, 1.0f, + 1.0f, 0.0f + }; + + glGenVertexArrays(1, &phase->vao); + check_error(); + glBindVertexArray(phase->vao); + check_error(); + + phase->position_vbo = fill_vertex_attribute(phase->glsl_program_num, "position", 2, GL_FLOAT, sizeof(vertices), vertices); + phase->texcoord_vbo = fill_vertex_attribute(phase->glsl_program_num, "texcoord", 2, GL_FLOAT, sizeof(vertices), vertices); // Same as vertices. + + glBindVertexArray(0); + check_error(); } // Construct GLSL programs, starting at the given effect and following @@ -1405,6 +1435,7 @@ void EffectChain::render_to_fbo(GLuint dest_fbo, unsigned width, unsigned height // Save original viewport. GLuint x = 0, y = 0; GLuint fbo = 0; + void *context = get_gl_context_identifier(); if (width == 0 && height == 0) { GLint viewport[4]; @@ -1423,42 +1454,37 @@ 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) { + for (unsigned phase_num = 0; phase_num < phases.size(); ++phase_num) { + Phase *phase = phases[phase_num]; + // Find a texture for this phase. - inform_input_sizes(phases[phase]); - if (phase != phases.size() - 1) { - find_output_size(phases[phase]); + inform_input_sizes(phase); + if (phase_num != phases.size() - 1) { + find_output_size(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)); + GLuint tex_num = resource_pool->create_2d_texture(GL_RGBA16F, phase->output_width, phase->output_height); + output_textures.insert(make_pair(phase, tex_num)); } - const GLuint glsl_program_num = phases[phase]->glsl_program_num; + 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 < phases[phase]->inputs.size(); ++sampler) { + for (unsigned sampler = 0; sampler < phase->inputs.size(); ++sampler) { glActiveTexture(GL_TEXTURE0 + sampler); - Phase *input = phases[phase]->inputs[sampler]; + Phase *input = 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 (phase->input_needs_mipmaps) { if (generated_mipmaps.count(input) == 0) { glGenerateMipmap(GL_TEXTURE_2D); check_error(); @@ -1475,13 +1501,13 @@ void EffectChain::render_to_fbo(GLuint dest_fbo, unsigned width, unsigned height 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]; + string texture_name = string("tex_") + phase->effect_ids[input->output_node]; glUniform1i(glGetUniformLocation(glsl_program_num, texture_name.c_str()), sampler); check_error(); } // 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(); @@ -1493,24 +1519,17 @@ void EffectChain::render_to_fbo(GLuint dest_fbo, unsigned width, unsigned height 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); + fbo = resource_pool->create_fbo(context, 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 = phases[phase]->inputs.size(); - for (unsigned i = 0; i < phases[phase]->effects.size(); ++i) { - Node *node = phases[phase]->effects[i]; + 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, phases[phase]->effect_ids[node], &sampler_num); + node->effect->set_gl_state(glsl_program_num, phase->effect_ids[node], &sampler_num); check_error(); if (node->effect->is_single_texture()) { @@ -1521,39 +1540,18 @@ void EffectChain::render_to_fbo(GLuint dest_fbo, unsigned width, unsigned height } } - // 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); + glBindVertexArray(phase->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 < phases[phase]->effects.size(); ++i) { - Node *node = phases[phase]->effects[i]; + for (unsigned i = 0; i < phase->effects.size(); ++i) { + Node *node = phase->effects[i]; node->effect->clear_gl_state(); } - - glDeleteVertexArrays(1, &vao); - check_error(); + if (phase_num != phases.size() - 1) { + resource_pool->release_fbo(fbo); + } } for (map::const_iterator texture_it = output_textures.begin(); @@ -1564,11 +1562,10 @@ void EffectChain::render_to_fbo(GLuint dest_fbo, unsigned width, unsigned height glBindFramebuffer(GL_FRAMEBUFFER, 0); check_error(); - - if (fbo != 0) { - glDeleteFramebuffers(1, &fbo); - check_error(); - } + glBindVertexArray(0); + check_error(); + glUseProgram(0); + check_error(); } } // namespace movit