X-Git-Url: https://git.sesse.net/?p=movit;a=blobdiff_plain;f=effect_chain.cpp;h=ca6a7775eb56de0aab5b2e43dbe53a8003c34aaf;hp=c886155a19dc96324fbbca76ec1cc7d5e571b53d;hb=0cdd6e9e30a807056699ed9b3fa023a23ce83af9;hpb=e9f0fb5e6ae193a5a853ac5aef82927b6a81267a diff --git a/effect_chain.cpp b/effect_chain.cpp index c886155..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]; } @@ -227,24 +236,13 @@ string replace_prefix(const string &text, const string &prefix) return output; } -Phase *EffectChain::compile_glsl_program( - const vector &inputs, - const vector &effects) +void EffectChain::compile_glsl_program(Phase *phase) { - Phase *phase = new Phase; - assert(!effects.empty()); - - // Deduplicate the inputs. - vector true_inputs = inputs; - sort(true_inputs.begin(), true_inputs.end()); - true_inputs.erase(unique(true_inputs.begin(), true_inputs.end()), true_inputs.end()); - - bool input_needs_mipmaps = false; string frag_shader = read_file("header.frag"); // Create functions for all the texture inputs that we need. - for (unsigned i = 0; i < true_inputs.size(); ++i) { - Node *input = true_inputs[i]; + for (unsigned i = 0; i < phase->inputs.size(); ++i) { + Node *input = phase->inputs[i]->output_node; char effect_id[256]; sprintf(effect_id, "in%u", i); phase->effect_ids.insert(make_pair(input, effect_id)); @@ -256,10 +254,8 @@ Phase *EffectChain::compile_glsl_program( frag_shader += "\n"; } - vector sorted_effects = topological_sort(effects); - - for (unsigned i = 0; i < sorted_effects.size(); ++i) { - Node *node = sorted_effects[i]; + for (unsigned i = 0; i < phase->effects.size(); ++i) { + Node *node = phase->effects[i]; char effect_id[256]; sprintf(effect_id, "eff%u", i); phase->effect_ids.insert(make_pair(node, effect_id)); @@ -290,24 +286,32 @@ Phase *EffectChain::compile_glsl_program( } } frag_shader += "\n"; - - input_needs_mipmaps |= node->effect->needs_mipmaps(); - } - for (unsigned i = 0; i < sorted_effects.size(); ++i) { - Node *node = sorted_effects[i]; - if (node->effect->num_inputs() == 0) { - CHECK(node->effect->set_int("needs_mipmaps", input_needs_mipmaps)); - } } - frag_shader += string("#define INPUT ") + phase->effect_ids[sorted_effects.back()] + "\n"; + frag_shader += string("#define INPUT ") + phase->effect_ids[phase->effects.back()] + "\n"; frag_shader.append(read_file("footer.frag")); phase->glsl_program_num = resource_pool->compile_glsl_program(read_file("vs.vert"), frag_shader); - phase->input_needs_mipmaps = input_needs_mipmaps; - phase->inputs = true_inputs; - phase->effects = sorted_effects; - return phase; + // 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 @@ -317,130 +321,118 @@ Phase *EffectChain::compile_glsl_program( // and of course at the end. // // We follow a quite simple depth-first search from the output, although -// without any explicit recursion. -void EffectChain::construct_glsl_programs(Node *output) +// without recursing explicitly within each phase. +Phase *EffectChain::construct_phase(Node *output, map *completed_effects) { - // Which effects have already been completed? - // We need to keep track of it, as an effect with multiple outputs - // could otherwise be calculated multiple times. - set completed_effects; + if (completed_effects->count(output)) { + return (*completed_effects)[output]; + } - // Effects in the current phase, as well as inputs (outputs from other phases - // that we depend on). Note that since we start iterating from the end, - // the effect list will be in the reverse order. - vector this_phase_inputs; - vector this_phase_effects; + Phase *phase = new Phase; + phase->output_node = output; // Effects that we have yet to calculate, but that we know should // be in the current phase. stack effects_todo_this_phase; - - // Effects that we have yet to calculate, but that come from other phases. - // We delay these until we have this phase done in its entirety, - // at which point we pick any of them and start a new phase from that. - stack effects_todo_other_phases; - effects_todo_this_phase.push(output); - for ( ;; ) { // Termination condition within loop. - if (!effects_todo_this_phase.empty()) { - // OK, we have more to do this phase. - Node *node = effects_todo_this_phase.top(); - effects_todo_this_phase.pop(); - - // This should currently only happen for effects that are inputs - // (either true inputs or phase outputs). We special-case inputs, - // and then deduplicate phase outputs in compile_glsl_program(). - if (node->effect->num_inputs() == 0) { - if (find(this_phase_effects.begin(), this_phase_effects.end(), node) != this_phase_effects.end()) { - continue; - } - } else { - assert(completed_effects.count(node) == 0); + while (!effects_todo_this_phase.empty()) { + Node *node = effects_todo_this_phase.top(); + effects_todo_this_phase.pop(); + + // This should currently only happen for effects that are inputs + // (either true inputs or phase outputs). We special-case inputs, + // and then deduplicate phase outputs below. + if (node->effect->num_inputs() == 0) { + if (find(phase->effects.begin(), phase->effects.end(), node) != phase->effects.end()) { + continue; } + } else { + assert(completed_effects->count(node) == 0); + } - this_phase_effects.push_back(node); - completed_effects.insert(node); + phase->effects.push_back(node); - // Find all the dependencies of this effect, and add them to the stack. - vector deps = node->incoming_links; - assert(node->effect->num_inputs() == deps.size()); - for (unsigned i = 0; i < deps.size(); ++i) { - bool start_new_phase = false; + // Find all the dependencies of this effect, and add them to the stack. + vector deps = node->incoming_links; + assert(node->effect->num_inputs() == deps.size()); + for (unsigned i = 0; i < deps.size(); ++i) { + bool start_new_phase = false; - if (node->effect->needs_texture_bounce() && - !deps[i]->effect->is_single_texture()) { - start_new_phase = true; - } + if (node->effect->needs_texture_bounce() && + !deps[i]->effect->is_single_texture()) { + start_new_phase = true; + } - if (deps[i]->outgoing_links.size() > 1) { - if (!deps[i]->effect->is_single_texture()) { - // More than one effect uses this as the input, - // and it is not a texture itself. - // The easiest thing to do (and probably also the safest - // performance-wise in most cases) is to bounce it to a texture - // and then let the next passes read from that. - start_new_phase = true; - } else { - assert(deps[i]->effect->num_inputs() == 0); - - // For textures, we try to be slightly more clever; - // if none of our outputs need a bounce, we don't bounce - // but instead simply use the effect many times. - // - // Strictly speaking, we could bounce it for some outputs - // and use it directly for others, but the processing becomes - // somewhat simpler if the effect is only used in one such way. - for (unsigned j = 0; j < deps[i]->outgoing_links.size(); ++j) { - Node *rdep = deps[i]->outgoing_links[j]; - start_new_phase |= rdep->effect->needs_texture_bounce(); - } + if (deps[i]->outgoing_links.size() > 1) { + if (!deps[i]->effect->is_single_texture()) { + // More than one effect uses this as the input, + // and it is not a texture itself. + // The easiest thing to do (and probably also the safest + // performance-wise in most cases) is to bounce it to a texture + // and then let the next passes read from that. + start_new_phase = true; + } else { + assert(deps[i]->effect->num_inputs() == 0); + + // For textures, we try to be slightly more clever; + // if none of our outputs need a bounce, we don't bounce + // but instead simply use the effect many times. + // + // Strictly speaking, we could bounce it for some outputs + // and use it directly for others, but the processing becomes + // somewhat simpler if the effect is only used in one such way. + for (unsigned j = 0; j < deps[i]->outgoing_links.size(); ++j) { + Node *rdep = deps[i]->outgoing_links[j]; + start_new_phase |= rdep->effect->needs_texture_bounce(); } } + } - if (deps[i]->effect->changes_output_size()) { - start_new_phase = true; - } + if (deps[i]->effect->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]); - } else { - effects_todo_this_phase.push(deps[i]); - } + if (start_new_phase) { + phase->inputs.push_back(construct_phase(deps[i], completed_effects)); + } else { + effects_todo_this_phase.push(deps[i]); } - continue; } + } - // No more effects to do this phase. Take all the ones we have, - // and create a GLSL program for it. - 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)); - this_phase_effects.back()->phase = phases.back(); - this_phase_inputs.clear(); - this_phase_effects.clear(); - } - assert(this_phase_inputs.empty()); - assert(this_phase_effects.empty()); + // No more effects to do this phase. Take all the ones we have, + // and create a GLSL program for it. + assert(!phase->effects.empty()); - // If we have no effects left, exit. - if (effects_todo_other_phases.empty()) { - break; - } + // Deduplicate the inputs. + sort(phase->inputs.begin(), phase->inputs.end()); + phase->inputs.erase(unique(phase->inputs.begin(), phase->inputs.end()), phase->inputs.end()); - Node *node = effects_todo_other_phases.top(); - effects_todo_other_phases.pop(); + // 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); - if (completed_effects.count(node) == 0) { - // Start a new phase, calculating from this effect. - effects_todo_this_phase.push(node); + // Figure out if we need mipmaps or not, and if so, tell the inputs that. + phase->input_needs_mipmaps = false; + for (unsigned i = 0; i < phase->effects.size(); ++i) { + Node *node = phase->effects[i]; + phase->input_needs_mipmaps |= node->effect->needs_mipmaps(); + } + for (unsigned i = 0; i < phase->effects.size(); ++i) { + Node *node = phase->effects[i]; + if (node->effect->num_inputs() == 0) { + CHECK(node->effect->set_int("needs_mipmaps", phase->input_needs_mipmaps)); } } - // Finally, since the phases are found from the output but must be executed - // from the input(s), reverse them, too. - reverse(phases.begin(), phases.end()); + // Actually make the shader for this phase. + compile_glsl_program(phase); + + assert(completed_effects->count(output) == 0); + completed_effects->insert(make_pair(output, phase)); + phases.push_back(phase); + return phase; } void EffectChain::output_dot(const char *filename) @@ -621,11 +613,11 @@ void EffectChain::inform_input_sizes(Phase *phase) } } for (unsigned i = 0; i < phase->inputs.size(); ++i) { - Node *input = phase->inputs[i]; - input->output_width = input->phase->virtual_output_width; - input->output_height = input->phase->virtual_output_height; - assert(input->output_width != 0); - assert(input->output_height != 0); + Phase *input = phase->inputs[i]; + input->output_node->output_width = input->virtual_output_width; + input->output_node->output_height = input->virtual_output_height; + assert(input->output_node->output_width != 0); + assert(input->output_node->output_height != 0); } // Now propagate from the inputs towards the end, and inform as we go. @@ -676,14 +668,14 @@ void EffectChain::find_output_size(Phase *phase) bool all_inputs_same_size = true; for (unsigned i = 0; i < phase->inputs.size(); ++i) { - Node *input = phase->inputs[i]; - assert(input->phase->output_width != 0); - assert(input->phase->output_height != 0); + Phase *input = phase->inputs[i]; + assert(input->output_width != 0); + assert(input->output_height != 0); if (output_width == 0 && output_height == 0) { - output_width = input->phase->virtual_output_width; - output_height = input->phase->virtual_output_height; - } else if (output_width != input->phase->virtual_output_width || - output_height != input->phase->virtual_output_height) { + output_width = input->virtual_output_width; + output_height = input->virtual_output_height; + } else if (output_width != input->virtual_output_width || + output_height != input->virtual_output_height) { all_inputs_same_size = false; } } @@ -715,10 +707,10 @@ void EffectChain::find_output_size(Phase *phase) output_width = 0; output_height = 0; for (unsigned i = 0; i < phase->inputs.size(); ++i) { - Node *input = phase->inputs[i]; - assert(input->phase->output_width != 0); - assert(input->phase->output_height != 0); - size_rectangle_to_fit(input->phase->output_width, input->phase->output_height, &output_width, &output_height); + Phase *input = phase->inputs[i]; + assert(input->output_width != 0); + assert(input->output_height != 0); + size_rectangle_to_fit(input->output_width, input->output_height, &output_width, &output_height); } for (unsigned i = 0; i < phase->effects.size(); ++i) { Effect *effect = phase->effects[i]->effect; @@ -1422,7 +1414,11 @@ void EffectChain::finalize() output_dot("step18-final.dot"); // Construct all needed GLSL programs, starting at the output. - construct_glsl_programs(find_output_node()); + // We need to keep track of which effects have already been computed, + // as an effect with multiple users could otherwise be calculated + // multiple times. + map completed_effects; + construct_phase(find_output_node(), &completed_effects); output_dot("step19-split-to-phases.dot"); @@ -1439,6 +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]; @@ -1457,42 +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; + 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); - Node *input = phases[phase]->inputs[sampler]; - input->bound_sampler_num = sampler; - glBindTexture(GL_TEXTURE_2D, output_textures[input->phase]); + 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(); @@ -1509,13 +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]; + 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(); @@ -1527,24 +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()) { @@ -1555,39 +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); - check_error(); - glBindVertexArray(vao); + glBindVertexArray(phase->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(); @@ -1598,11 +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