X-Git-Url: https://git.sesse.net/?p=movit;a=blobdiff_plain;f=effect_chain.cpp;h=f11a5e45a3ada2ccbbaf38a5b76630ceb2f41915;hp=ca6905bf53c177f3f5988dc2f08173b3b495584a;hb=eff011224abc5dc81f801f3ea44572287a55bcac;hpb=983fe15061b6e199877577b363a9f2fa102cf107 diff --git a/effect_chain.cpp b/effect_chain.cpp index ca6905b..f11a5e4 100644 --- a/effect_chain.cpp +++ b/effect_chain.cpp @@ -1,8 +1,5 @@ -#define GL_GLEXT_PROTOTYPES 1 - -#include +#include #include -#include #include #include #include @@ -13,6 +10,7 @@ #include #include #include +#include #include "alpha_division_effect.h" #include "alpha_multiplication_effect.h" @@ -20,30 +18,63 @@ #include "dither_effect.h" #include "effect.h" #include "effect_chain.h" +#include "effect_util.h" #include "gamma_compression_effect.h" #include "gamma_expansion_effect.h" #include "init.h" #include "input.h" #include "resource_pool.h" #include "util.h" +#include "ycbcr_conversion_effect.h" +using namespace Eigen; using namespace std; namespace movit { +namespace { + +// 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: + 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 + EffectChain::EffectChain(float aspect_nom, float aspect_denom, ResourcePool *resource_pool) : aspect_nom(aspect_nom), aspect_denom(aspect_denom), - dither_effect(NULL), + output_color_rgba(false), + num_output_color_ycbcr(0), + dither_effect(nullptr), + ycbcr_conversion_effect_node(nullptr), + intermediate_format(GL_RGBA16F), + intermediate_transformation(NO_FRAMEBUFFER_TRANSFORMATION), num_dither_bits(0), + output_origin(OUTPUT_ORIGIN_BOTTOM_LEFT), finalized(false), - resource_pool(resource_pool) { - if (resource_pool == NULL) { + resource_pool(resource_pool), + do_phase_timing(false) { + if (resource_pool == nullptr) { this->resource_pool = new ResourcePool(); owns_resource_pool = true; } else { owns_resource_pool = false; } + + // Generate a VBO with some data in (shared position and texture coordinate data). + float vertices[] = { + 0.0f, 2.0f, + 0.0f, 0.0f, + 2.0f, 0.0f + }; + vbo = generate_vbo(2, GL_FLOAT, sizeof(vertices), vertices); } EffectChain::~EffectChain() @@ -59,6 +90,8 @@ EffectChain::~EffectChain() if (owns_resource_pool) { delete resource_pool; } + glDeleteBuffers(1, &vbo); + check_error(); } Input *EffectChain::add_input(Input *input) @@ -72,8 +105,50 @@ 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_rgba = true; +} + +void EffectChain::add_ycbcr_output(const ImageFormat &format, OutputAlphaFormat alpha_format, + const YCbCrFormat &ycbcr_format, YCbCrOutputSplitting output_splitting, + GLenum output_type) +{ + assert(!finalized); + assert(num_output_color_ycbcr < 2); + output_format = format; + output_alpha_format = alpha_format; + + if (num_output_color_ycbcr == 1) { + // Check that the format is the same. + assert(output_ycbcr_format.luma_coefficients == ycbcr_format.luma_coefficients); + assert(output_ycbcr_format.full_range == ycbcr_format.full_range); + assert(output_ycbcr_format.num_levels == ycbcr_format.num_levels); + assert(output_ycbcr_format.chroma_subsampling_x == 1); + assert(output_ycbcr_format.chroma_subsampling_y == 1); + assert(output_ycbcr_type == output_type); + } else { + output_ycbcr_format = ycbcr_format; + output_ycbcr_type = output_type; + } + output_ycbcr_splitting[num_output_color_ycbcr++] = output_splitting; + + assert(ycbcr_format.chroma_subsampling_x == 1); + assert(ycbcr_format.chroma_subsampling_y == 1); +} + +void EffectChain::change_ycbcr_output_format(const YCbCrFormat &ycbcr_format) +{ + assert(num_output_color_ycbcr > 0); + assert(output_ycbcr_format.chroma_subsampling_x == 1); + assert(output_ycbcr_format.chroma_subsampling_y == 1); + + output_ycbcr_format = ycbcr_format; + if (finalized) { + YCbCrConversionEffect *effect = (YCbCrConversionEffect *)(ycbcr_conversion_effect_node->effect); + effect->change_output_format(ycbcr_format); + } } Node *EffectChain::add_node(Effect *effect) @@ -88,6 +163,9 @@ Node *EffectChain::add_node(Effect *effect) node->output_color_space = COLORSPACE_INVALID; node->output_gamma_curve = GAMMA_INVALID; node->output_alpha_type = ALPHA_INVALID; + node->needs_mipmaps = Effect::DOES_NOT_NEED_MIPMAPS; + node->one_to_one_sampling = false; + node->strong_one_to_one_sampling = false; nodes.push_back(node); node_map[effect] = node; @@ -158,6 +236,13 @@ GLenum EffectChain::get_input_sampler(Node *node, unsigned input_num) const return GL_TEXTURE0 + node->incoming_links[input_num]->bound_sampler_num; } +GLenum EffectChain::has_input_sampler(Node *node, unsigned input_num) const +{ + assert(input_num < node->incoming_links.size()); + return node->incoming_links[input_num]->bound_sampler_num >= 0 && + node->incoming_links[input_num]->bound_sampler_num < 8; +} + void EffectChain::find_all_nonlinear_inputs(Node *node, vector *nonlinear_inputs) { if (node->output_gamma_curve == GAMMA_LINEAR && @@ -186,7 +271,7 @@ 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; @@ -227,45 +312,137 @@ 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 = read_file("header.frag"); + string frag_shader_header; + if (phase->is_compute_shader) { + frag_shader_header = read_file("header.comp"); + } else { + 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]; sprintf(effect_id, "in%u", i); - phase->effect_ids.insert(make_pair(input, effect_id)); + phase->effect_ids.insert(make_pair(make_pair(input, IN_ANOTHER_PHASE), effect_id)); 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 += "\tvec4 tmp = tex2D(tex_" + string(effect_id) + ", tc);\n"; + + if (intermediate_transformation == SQUARE_ROOT_FRAMEBUFFER_TRANSFORMATION && + phase->inputs[i]->output_node->output_gamma_curve == GAMMA_LINEAR) { + frag_shader += "\ttmp.rgb *= tmp.rgb;\n"; + } + + frag_shader += "\treturn tmp;\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. 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)); + bool inserted = phase->effect_ids.insert(make_pair(make_pair(node, IN_SAME_PHASE), effect_id)).second; + assert(inserted); + } - if (node->incoming_links.size() == 1) { - frag_shader += string("#define INPUT ") + phase->effect_ids[node->incoming_links[0]] + "\n"; - } else { - for (unsigned j = 0; j < node->incoming_links.size(); ++j) { + for (unsigned i = 0; i < phase->effects.size(); ++i) { + Node *node = phase->effects[i]; + const string effect_id = phase->effect_ids[make_pair(node, IN_SAME_PHASE)]; + for (unsigned j = 0; j < node->incoming_links.size(); ++j) { + if (node->incoming_links.size() == 1) { + frag_shader += "#define INPUT"; + } else { char buf[256]; - sprintf(buf, "#define INPUT%d %s\n", j + 1, phase->effect_ids[node->incoming_links[j]].c_str()); + sprintf(buf, "#define INPUT%d", j + 1); frag_shader += buf; } + + Node *input = node->incoming_links[j]; + NodeLinkType link_type = node->incoming_link_type[j]; + if (i != 0 && + input->effect->is_compute_shader() && + node->incoming_link_type[j] == IN_SAME_PHASE) { + // First effect after the compute shader reads the value + // that cs_output() wrote to a global variable, + // ignoring the tc (since all such effects have to be + // strong one-to-one). + frag_shader += "(tc) CS_OUTPUT_VAL\n"; + } else { + assert(phase->effect_ids.count(make_pair(input, link_type))); + frag_shader += string(" ") + phase->effect_ids[make_pair(input, link_type)] + "\n"; + } } frag_shader += "\n"; frag_shader += string("#define FUNCNAME ") + effect_id + "\n"; - frag_shader += replace_prefix(node->effect->output_convenience_uniforms(), effect_id); + if (node->effect->is_compute_shader()) { + frag_shader += string("#define NORMALIZE_TEXTURE_COORDS(tc) ((tc) * ") + effect_id + "_inv_output_size + " + effect_id + "_output_texcoord_adjust)\n"; + } frag_shader += replace_prefix(node->effect->output_fragment_shader(), effect_id); - frag_shader += "#undef PREFIX\n"; frag_shader += "#undef FUNCNAME\n"; if (node->incoming_links.size() == 1) { frag_shader += "#undef INPUT\n"; @@ -278,17 +455,183 @@ 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")); + if (phase->is_compute_shader) { + assert(phase->effect_ids.count(make_pair(phase->compute_shader_node, IN_SAME_PHASE))); + frag_shader += string("#define INPUT ") + phase->effect_ids[make_pair(phase->compute_shader_node, IN_SAME_PHASE)] + "\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[make_pair(phase->effects.back(), IN_SAME_PHASE)] + "\n"; + } + } else { + assert(phase->effect_ids.count(make_pair(phase->effects.back(), IN_SAME_PHASE))); + frag_shader += string("#define INPUT ") + phase->effect_ids[make_pair(phase->effects.back(), IN_SAME_PHASE)] + "\n"; + } + + // If we're the last phase, add the right #defines for Y'CbCr multi-output as needed. + vector frag_shader_outputs; // In order. + if (phase->output_node->outgoing_links.empty() && num_output_color_ycbcr > 0) { + switch (output_ycbcr_splitting[0]) { + case YCBCR_OUTPUT_INTERLEAVED: + // No #defines set. + frag_shader_outputs.push_back("FragColor"); + break; + case YCBCR_OUTPUT_SPLIT_Y_AND_CBCR: + frag_shader += "#define YCBCR_OUTPUT_SPLIT_Y_AND_CBCR 1\n"; + frag_shader_outputs.push_back("Y"); + frag_shader_outputs.push_back("Chroma"); + break; + case YCBCR_OUTPUT_PLANAR: + frag_shader += "#define YCBCR_OUTPUT_PLANAR 1\n"; + frag_shader_outputs.push_back("Y"); + frag_shader_outputs.push_back("Cb"); + frag_shader_outputs.push_back("Cr"); + break; + default: + assert(false); + } + + if (num_output_color_ycbcr > 1) { + switch (output_ycbcr_splitting[1]) { + case YCBCR_OUTPUT_INTERLEAVED: + frag_shader += "#define SECOND_YCBCR_OUTPUT_INTERLEAVED 1\n"; + frag_shader_outputs.push_back("YCbCr2"); + break; + case YCBCR_OUTPUT_SPLIT_Y_AND_CBCR: + frag_shader += "#define SECOND_YCBCR_OUTPUT_SPLIT_Y_AND_CBCR 1\n"; + frag_shader_outputs.push_back("Y2"); + frag_shader_outputs.push_back("Chroma2"); + break; + case YCBCR_OUTPUT_PLANAR: + frag_shader += "#define SECOND_YCBCR_OUTPUT_PLANAR 1\n"; + frag_shader_outputs.push_back("Y2"); + frag_shader_outputs.push_back("Cb2"); + frag_shader_outputs.push_back("Cr2"); + 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_outputs.push_back("RGBA"); + } + } - phase->glsl_program_num = resource_pool->compile_glsl_program(read_file("vs.vert"), frag_shader); + // If we're bouncing to a temporary texture, signal transformation if desired. + if (!phase->output_node->outgoing_links.empty()) { + if (intermediate_transformation == SQUARE_ROOT_FRAMEBUFFER_TRANSFORMATION && + phase->output_node->output_gamma_curve == GAMMA_LINEAR) { + frag_shader += "#define SQUARE_ROOT_TRANSFORMATION 1\n"; + } + } + + if (phase->is_compute_shader) { + frag_shader.append(read_file("footer.comp")); + phase->compute_shader_node->effect->register_uniform_ivec2("output_size", phase->uniform_output_size); + 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")); + } + + // Collect uniforms from all effects and output them. Note that this needs + // to happen after output_fragment_shader(), even though the uniforms come + // before in the output source, since output_fragment_shader() is allowed + // to register new uniforms (e.g. arrays that are of unknown length until + // finalization time). + // TODO: Make a uniform block for platforms that support it. + string frag_shader_uniforms = ""; + for (unsigned i = 0; i < phase->effects.size(); ++i) { + Node *node = phase->effects[i]; + Effect *effect = node->effect; + const string effect_id = phase->effect_ids[make_pair(node, IN_SAME_PHASE)]; + extract_uniform_declarations(effect->uniforms_image2d, "image2D", effect_id, &phase->uniforms_image2d, &frag_shader_uniforms); + 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_ivec2, "ivec2", effect_id, &phase->uniforms_ivec2, &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_float_array, "float", effect_id, &phase->uniforms_float, &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_vec3_array, "vec3", effect_id, &phase->uniforms_vec3, &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); + } + + 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 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'; + } + } + + 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); + + Uniform uniform; + uniform.name = "outbuf"; + uniform.value = &phase->outbuf_image_unit; + uniform.prefix = "tex"; + uniform.num_values = 1; + uniform.location = -1; + phase->uniforms_image2d.push_back(uniform); + } else { + phase->glsl_program_num = resource_pool->compile_glsl_program(vert_shader, frag_shader, frag_shader_outputs); + } + GLint position_attribute_index = glGetAttribLocation(phase->glsl_program_num, "position"); + GLint texcoord_attribute_index = glGetAttribLocation(phase->glsl_program_num, "texcoord"); + if (position_attribute_index != -1) { + phase->attribute_indexes.insert(position_attribute_index); + } + if (texcoord_attribute_index != -1) { + phase->attribute_indexes.insert(texcoord_attribute_index); + } + + // Collect the resulting location numbers for each uniform. + collect_uniform_locations(phase->glsl_program_num, &phase->uniforms_image2d); + 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_ivec2); + 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 // the chain from there. We end a program every time we come to an effect // marked as "needs texture bounce", one that is used by multiple other -// effects, every time an effect wants to change the output size, -// and of course at the end. +// effects, every time we need to bounce due to output size change +// (not all size changes require ending), and of course at the end. // // We follow a quite simple depth-first search from the output, although // without recursing explicitly within each phase. @@ -300,6 +643,16 @@ Phase *EffectChain::construct_phase(Node *output, map *complete Phase *phase = new Phase; phase->output_node = output; + 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 + // we hit an effect that changes output size (and not sets a virtual + // 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. @@ -310,6 +663,16 @@ 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() != Effect::DOES_NOT_NEED_MIPMAPS) { + // Can't have incompatible requirements imposed on us from a dependent effect; + // if so, it should have started a new phase instead. + assert(node->needs_mipmaps == Effect::DOES_NOT_NEED_MIPMAPS || + node->needs_mipmaps == node->effect->needs_mipmaps()); + node->needs_mipmaps = node->effect->needs_mipmaps(); + } + // 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. @@ -322,20 +685,60 @@ Phase *EffectChain::construct_phase(Node *output, map *complete } phase->effects.push_back(node); + if (node->effect->is_compute_shader()) { + assert(phase->compute_shader_node == nullptr || + phase->compute_shader_node == node); + 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; - assert(node->effect->num_inputs() == deps.size()); - for (unsigned i = 0; i < deps.size(); ++i) { + assert(node->effect->num_inputs() == node->incoming_links.size()); + for (Node *dep : node->incoming_links) { bool start_new_phase = false; + Effect::MipmapRequirements save_needs_mipmaps = dep->needs_mipmaps; + if (node->effect->needs_texture_bounce() && - !deps[i]->effect->is_single_texture()) { + !dep->effect->is_single_texture() && + !dep->effect->override_disable_bounce()) { start_new_phase = true; } - if (deps[i]->outgoing_links.size() > 1) { - if (!deps[i]->effect->is_single_texture()) { + // Propagate information about needing mipmaps down the chain, + // breaking the phase if we notice an incompatibility. + // + // Note that we cannot do this propagation as a normal pass, + // because it needs information about where the phases end + // (we should not propagate the flag across phases). + if (node->needs_mipmaps != Effect::DOES_NOT_NEED_MIPMAPS) { + // The node can have a value set (ie. not DOES_NOT_NEED_MIPMAPS) + // if we have diamonds in the graph; if so, choose that. + // If not, the effect on the node can also decide (this is the + // more common case). + Effect::MipmapRequirements dep_mipmaps = dep->needs_mipmaps; + if (dep_mipmaps == Effect::DOES_NOT_NEED_MIPMAPS) { + if (dep->effect->num_inputs() == 0) { + Input *input = static_cast(dep->effect); + dep_mipmaps = input->can_supply_mipmaps() ? Effect::DOES_NOT_NEED_MIPMAPS : Effect::CANNOT_ACCEPT_MIPMAPS; + } else { + dep_mipmaps = dep->effect->needs_mipmaps(); + } + } + if (dep_mipmaps == Effect::DOES_NOT_NEED_MIPMAPS) { + dep->needs_mipmaps = node->needs_mipmaps; + } else if (dep_mipmaps != node->needs_mipmaps) { + // The dependency cannot supply our mipmap demands + // (either because it's an input that can't do mipmaps, + // or because there's a conflict between mipmap-needing + // and mipmap-refusing effects somewhere in the graph), + // so they cannot be in the same phase. + start_new_phase = true; + } + } + + if (dep->outgoing_links.size() > 1) { + if (!dep->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 @@ -343,7 +746,7 @@ Phase *EffectChain::construct_phase(Node *output, map *complete // and then let the next passes read from that. start_new_phase = true; } else { - assert(deps[i]->effect->num_inputs() == 0); + assert(dep->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 @@ -352,22 +755,54 @@ Phase *EffectChain::construct_phase(Node *output, map *complete // 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]; + for (unsigned j = 0; j < dep->outgoing_links.size(); ++j) { + Node *rdep = dep->outgoing_links[j]; start_new_phase |= rdep->effect->needs_texture_bounce(); } } } - if (deps[i]->effect->changes_output_size()) { + if (dep->effect->is_compute_shader()) { + if (phase->is_compute_shader) { + // Only one compute shader per phase. + start_new_phase = true; + } else if (!node->strong_one_to_one_sampling) { + // 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 = true; + } else if (!start_new_phase) { + phase->is_compute_shader = true; + phase->compute_shader_node = dep; + } + } else if (dep->effect->sets_virtual_output_size()) { + assert(dep->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. + start_new_phase = true; + } else if (dep->effect->changes_output_size() && !node->one_to_one_sampling) { + // If the next effect changes size and we don't have one-to-one sampling, + // we also need to break here. start_new_phase = true; } if (start_new_phase) { - phase->inputs.push_back(construct_phase(deps[i], completed_effects)); + // Since we're starting a new phase here, we don't need to impose any + // new demands on this effect. Restore the status we had before we + // started looking at it. + dep->needs_mipmaps = save_needs_mipmaps; + + phase->inputs.push_back(construct_phase(dep, completed_effects)); } else { - effects_todo_this_phase.push(deps[i]); + effects_todo_this_phase.push(dep); + + // Propagate the one-to-one status down through the dependency. + dep->one_to_one_sampling = node->one_to_one_sampling && + dep->effect->one_to_one_sampling(); + dep->strong_one_to_one_sampling = node->strong_one_to_one_sampling && + dep->effect->strong_one_to_one_sampling(); } + + node->incoming_link_type.push_back(start_new_phase ? IN_ANOTHER_PHASE : IN_SAME_PHASE); } } @@ -375,30 +810,53 @@ Phase *EffectChain::construct_phase(Node *output, map *complete // and create a GLSL program for it. assert(!phase->effects.empty()); - // Deduplicate the inputs. - sort(phase->inputs.begin(), phase->inputs.end()); - phase->inputs.erase(unique(phase->inputs.begin(), phase->inputs.end()), phase->inputs.end()); + // Deduplicate the inputs, but don't change the ordering e.g. by sorting; + // that would be nondeterministic and thus reduce cacheability. + // TODO: Make this even more deterministic. + vector dedup_inputs; + set seen_inputs; + for (size_t i = 0; i < phase->inputs.size(); ++i) { + if (seen_inputs.insert(phase->inputs[i]).second) { + dedup_inputs.push_back(phase->inputs[i]); + } + } + swap(phase->inputs, dedup_inputs); + + // 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); // 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(); - } + // (RTT inputs have different logic, which is checked in execute_phase().) 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)); + Input *input = static_cast(node->effect); + assert(node->needs_mipmaps != Effect::NEEDS_MIPMAPS || input->can_supply_mipmaps()); + CHECK(input->set_int("needs_mipmaps", node->needs_mipmaps == Effect::NEEDS_MIPMAPS)); } } + // Tell each node which phase it ended up in, so that the unit test + // can check that the phases were split in the right place. + // Note that this ignores that effects may be part of multiple phases; + // if the unit tests need to test such cases, we'll reconsider. + for (unsigned i = 0; i < phase->effects.size(); ++i) { + phase->effects[i]->containing_phase = phase; + } + // Actually make the shader for this phase. compile_glsl_program(phase); + // Initialize timers. + if (movit_timer_queries_supported) { + phase->time_elapsed_ns = 0; + phase->num_measured_iterations = 0; + } + assert(completed_effects->count(output) == 0); completed_effects->insert(make_pair(output, phase)); phases.push_back(phase); @@ -412,7 +870,7 @@ void EffectChain::output_dot(const char *filename) } FILE *fp = fopen(filename, "w"); - if (fp == NULL) { + if (fp == nullptr) { perror(filename); exit(1); } @@ -456,7 +914,7 @@ void EffectChain::output_dot(const char *filename) if (nodes[i]->outgoing_links.empty() && !nodes[i]->disabled) { // Output node. - vector labels = get_labels_for_edge(nodes[i], NULL); + vector labels = get_labels_for_edge(nodes[i], nullptr); output_dot_edge(fp, from_node_id, "output", labels); } } @@ -469,7 +927,7 @@ vector EffectChain::get_labels_for_edge(const Node *from, const Node *to { vector labels; - if (to != NULL && to->effect->needs_texture_bounce()) { + if (to != nullptr && to->effect->needs_texture_bounce()) { labels.push_back("needs_bounce"); } if (from->effect->changes_output_size()) { @@ -593,7 +1051,8 @@ void EffectChain::inform_input_sizes(Phase *phase) // Now propagate from the inputs towards the end, and inform as we go. // The rules are simple: // - // 1. Don't touch effects that already have given sizes (ie., inputs). + // 1. Don't touch effects that already have given sizes (ie., inputs + // or effects that change the output size). // 2. If all of your inputs have the same size, that will be your output size. // 3. Otherwise, your output size is 0x0. for (unsigned i = 0; i < phase->effects.size(); ++i) { @@ -615,8 +1074,19 @@ void EffectChain::inform_input_sizes(Phase *phase) this_output_height = 0; } } - node->output_width = this_output_width; - node->output_height = this_output_height; + if (node->effect->changes_output_size()) { + // We cannot call get_output_size() before we've done inform_input_size() + // on all inputs. + unsigned real_width, real_height; + node->effect->get_output_size(&real_width, &real_height, + &node->output_width, &node->output_height); + assert(node->effect->sets_virtual_output_size() || + (real_width == node->output_width && + real_height == node->output_height)); + } else { + node->output_width = this_output_width; + node->output_height = this_output_height; + } } } @@ -624,12 +1094,15 @@ 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()) { output_node->effect->get_output_size(&phase->output_width, &phase->output_height, &phase->virtual_output_width, &phase->virtual_output_height); + assert(output_node->effect->sets_virtual_output_size() || + (phase->output_width == phase->virtual_output_width && + phase->output_height == phase->virtual_output_height)); return; } @@ -903,6 +1376,11 @@ void EffectChain::propagate_alpha() if (alpha_handling == Effect::INPUT_AND_OUTPUT_PREMULTIPLIED_ALPHA || alpha_handling == Effect::INPUT_PREMULTIPLIED_ALPHA_KEEP_BLANK) { + // This combination (requiring premultiplied alpha, but _not_ requiring + // linear light) is illegal, since the combination of premultiplied alpha + // and nonlinear inputs is meaningless. + assert(node->effect->needs_linear_light()); + // If the effect has asked for premultiplied alpha, check that it has got it. if (any_postmultiplied) { node->output_alpha_type = ALPHA_INVALID; @@ -1291,6 +1769,22 @@ void EffectChain::fix_output_gamma() connect_nodes(output, conversion); } } + +// If the user has requested Y'CbCr output, we need to do this conversion +// _after_ GammaCompressionEffect etc., but before dither (see below). +// This is because Y'CbCr, with the exception of a special optional mode +// in Rec. 2020 (which we currently don't support), is defined to work on +// gamma-encoded data. +void EffectChain::add_ycbcr_conversion_if_needed() +{ + assert(output_color_rgba || num_output_color_ycbcr > 0); + if (num_output_color_ycbcr == 0) { + return; + } + Node *output = find_output_node(); + ycbcr_conversion_effect_node = add_node(new YCbCrConversionEffect(output_ycbcr_format, output_ycbcr_type)); + connect_nodes(output, ycbcr_conversion_effect_node); +} // If the user has requested dither, add a DitherEffect right at the end // (after GammaCompressionEffect etc.). This needs to be done after everything else, @@ -1308,6 +1802,44 @@ void EffectChain::add_dither_if_needed() dither_effect = dither->effect; } +namespace { + +// Whether this effect will cause the phase it is in to become a compute shader phase. +bool induces_compute_shader(Node *node) +{ + if (node->effect->is_compute_shader()) { + return true; + } + if (!node->effect->strong_one_to_one_sampling()) { + // This effect can't be chained after a compute shader. + return false; + } + // If at least one of the effects we depend on is a compute shader, + // one of them will be put in the same phase as us (the other ones, + // if any, will be bounced). + for (Node *dep : node->incoming_links) { + if (induces_compute_shader(dep)) { + return true; + } + } + return false; +} + +} // namespace + +// Compute shaders can't output to the framebuffer, so if the last +// phase ends in a compute shader, add a dummy phase at the end that +// only blits directly from the temporary texture. +void EffectChain::add_dummy_effect_if_needed() +{ + Node *output = find_output_node(); + if (induces_compute_shader(output)) { + Node *dummy = add_node(new ComputeShaderOutputDisplayEffect()); + connect_nodes(output, dummy); + has_dummy_effect = true; + } +} + // Find the output node. This is, simply, one that has no outgoing links. // If there are multiple ones, the graph is malformed (we do not support // multiple outputs right now). @@ -1329,10 +1861,6 @@ Node *EffectChain::find_output_node() 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"); - // Output the graph as it is before we do any conversions on it. output_dot("step0-start.dot"); @@ -1377,11 +1905,16 @@ void EffectChain::finalize() fix_internal_gamma_by_asking_inputs(15); fix_internal_gamma_by_inserting_nodes(16); - output_dot("step17-before-dither.dot"); + output_dot("step17-before-ycbcr.dot"); + add_ycbcr_conversion_if_needed(); + output_dot("step18-before-dither.dot"); add_dither_if_needed(); - output_dot("step18-final.dot"); + output_dot("step19-before-dummy-effect.dot"); + add_dummy_effect_if_needed(); + + output_dot("step20-final.dot"); // Construct all needed GLSL programs, starting at the output. // We need to keep track of which effects have already been computed, @@ -1390,18 +1923,31 @@ void EffectChain::finalize() map completed_effects; construct_phase(find_output_node(), &completed_effects); - output_dot("step19-split-to-phases.dot"); + output_dot("step21-split-to-phases.dot"); + + // There are some corner cases where we thought we needed to add a dummy + // effect, but then it turned out later we didn't (e.g. induces_compute_shader() + // didn't see a mipmap conflict coming, which would cause the compute shader + // to be split off from the inal phase); if so, remove the extra phase + // at the end, since it will give us some trouble during execution. + // + // TODO: Remove induces_compute_shader() and replace it with precise tracking. + if (has_dummy_effect && !phases[phases.size() - 2]->is_compute_shader) { + resource_pool->release_glsl_program(phases.back()->glsl_program_num); + delete phases.back(); + phases.pop_back(); + has_dummy_effect = false; + } + + output_dot("step22-dummy-phase-removal.dot"); assert(phases[0]->inputs.empty()); finalized = true; - setlocale(LC_NUMERIC, saved_locale); } void EffectChain::render_to_fbo(GLuint dest_fbo, unsigned width, unsigned height) { - assert(finalized); - // Save original viewport. GLuint x = 0, y = 0; @@ -1414,7 +1960,46 @@ 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); check_error(); glDisable(GL_DEPTH_TEST); @@ -1424,77 +2009,261 @@ 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[phases.size() - 2]->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 (phase_num == phases.size() - 1) { + if (do_phase_timing) { + GLuint timer_query_object; + if (phase->timer_query_objects_free.empty()) { + glGenQueries(1, &timer_query_object); + } else { + timer_query_object = phase->timer_query_objects_free.front(); + phase->timer_query_objects_free.pop_front(); + } + glBeginQuery(GL_TIME_ELAPSED, timer_query_object); + phase->timer_query_objects_running.push_back(timer_query_object); + } + bool last_phase = (phase_num == num_phases - 1); + if (last_phase) { // 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 (dither_effect != NULL) { + if (!phase->is_compute_shader) { + assert(dest_fbo != (GLuint)-1); + 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)); } } - execute_phase(phase, phase_num == phases.size() - 1, &output_textures, &generated_mipmaps); + + // 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); + check_error(); + current_srgb = true; + } else if (!needs_srgb && current_srgb) { + glDisable(GL_FRAMEBUFFER_SRGB); + check_error(); + current_srgb = true; + } + + // 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); check_error(); glUseProgram(0); check_error(); + + glBindBuffer(GL_ARRAY_BUFFER, 0); + check_error(); + glBindVertexArray(0); + check_error(); + + if (do_phase_timing) { + // Get back the timer queries. + for (unsigned phase_num = 0; phase_num < phases.size(); ++phase_num) { + Phase *phase = phases[phase_num]; + 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); + if (available) { + GLuint64 time_elapsed; + glGetQueryObjectui64v(timer_query_object, GL_QUERY_RESULT, &time_elapsed); + phase->time_elapsed_ns += time_elapsed; + ++phase->num_measured_iterations; + phase->timer_query_objects_free.push_back(timer_query_object); + phase->timer_query_objects_running.erase(timer_it++); + } else { + ++timer_it; + } + } + } + } } -void EffectChain::execute_phase(Phase *phase, bool last_phase, map *output_textures, set *generated_mipmaps) +void EffectChain::enable_phase_timing(bool enable) { - GLuint fbo = 0; - - // Find a texture for this phase. - inform_input_sizes(phase); - if (!last_phase) { - find_output_size(phase); + if (enable) { + assert(movit_timer_queries_supported); + } + this->do_phase_timing = enable; +} - GLuint tex_num = resource_pool->create_2d_texture(GL_RGBA16F, phase->output_width, phase->output_height); - output_textures->insert(make_pair(phase, tex_num)); +void EffectChain::reset_phase_timing() +{ + for (unsigned phase_num = 0; phase_num < phases.size(); ++phase_num) { + Phase *phase = phases[phase_num]; + phase->time_elapsed_ns = 0; + phase->num_measured_iterations = 0; } +} - const GLuint glsl_program_num = phase->glsl_program_num; - check_error(); - glUseProgram(glsl_program_num); - check_error(); +void EffectChain::print_phase_timing() +{ + double total_time_ms = 0.0; + for (unsigned phase_num = 0; phase_num < phases.size(); ++phase_num) { + Phase *phase = phases[phase_num]; + double avg_time_ms = phase->time_elapsed_ns * 1e-6 / phase->num_measured_iterations; + printf("Phase %d: %5.1f ms [", phase_num, avg_time_ms); + for (unsigned effect_num = 0; effect_num < phase->effects.size(); ++effect_num) { + if (effect_num != 0) { + printf(", "); + } + printf("%s", phase->effects[effect_num]->effect->effect_type_id().c_str()); + } + printf("]\n"); + total_time_ms += avg_time_ms; + } + printf("Total: %5.1f ms\n", total_time_ms); +} +void EffectChain::execute_phase(Phase *phase, + const map &output_textures, + const vector &destinations, + set *generated_mipmaps) +{ // 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) { + + // See if anything using this RTT input (in this phase) needs mipmaps. + // TODO: It could be that we get conflicting logic here, if we have + // multiple effects with incompatible mipmaps using the same + // RTT input. However, that is obscure enough that we can deal + // with it at some future point (preferably when we have + // universal support for separate sampler objects!). For now, + // an assert is good enough. See also the TODO at bound_sampler_num. + bool any_needs_mipmaps = false, any_refuses_mipmaps = false; + for (Node *node : phase->effects) { + assert(node->incoming_links.size() == node->incoming_link_type.size()); + for (size_t i = 0; i < node->incoming_links.size(); ++i) { + if (node->incoming_links[i] == input->output_node && + node->incoming_link_type[i] == IN_ANOTHER_PHASE) { + if (node->needs_mipmaps == Effect::NEEDS_MIPMAPS) { + any_needs_mipmaps = true; + } else if (node->needs_mipmaps == Effect::CANNOT_ACCEPT_MIPMAPS) { + any_refuses_mipmaps = true; + } + } + } + } + assert(!(any_needs_mipmaps && any_refuses_mipmaps)); + + if (any_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); + setup_rtt_sampler(sampler, any_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.) - if (!last_phase) { - void *context = get_gl_context_identifier(); - fbo = resource_pool->create_fbo(context, (*output_textures)[phase]); + GLuint instance_program_num = resource_pool->use_glsl_program(phase->glsl_program_num); + 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 start at 0. TODO: Support multiple destinations. + phase->outbuf_image_unit = 0; + glBindImageTexture(phase->outbuf_image_unit, destinations[0].texnum, 0, GL_FALSE, 0, GL_WRITE_ONLY, destinations[0].format); + check_error(); + phase->uniform_output_size[0] = phase->output_width; + phase->uniform_output_size[1] = phase->output_height; + 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 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); } @@ -1504,7 +2273,7 @@ void EffectChain::execute_phase(Phase *phase, bool last_phase, mapeffects.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); + node->effect->set_gl_state(instance_program_num, phase->effect_ids[make_pair(node, IN_SAME_PHASE)], &sampler_num); check_error(); if (node->effect->is_single_texture()) { @@ -1515,46 +2284,119 @@ void EffectChain::execute_phase(Phase *phase, bool last_phase, mapis_compute_shader) { + unsigned x, y, z; + phase->compute_shader_node->effect->get_compute_dimensions(phase->output_width, phase->output_height, &x, &y, &z); - GLuint vao; - glGenVertexArrays(1, &vao); - check_error(); - glBindVertexArray(vao); - check_error(); + // 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. + setup_uniforms(phase); - 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. + // Bind the vertex data. + GLuint vao = resource_pool->create_vec2_vao(phase->attribute_indexes, vbo); + glBindVertexArray(vao); - glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); - check_error(); + glDrawArrays(GL_TRIANGLES, 0, 3); + check_error(); - cleanup_vertex_attribute(glsl_program_num, "position", position_vbo); - cleanup_vertex_attribute(glsl_program_num, "texcoord", texcoord_vbo); + resource_pool->release_vec2_vao(vao); + } - glUseProgram(0); - check_error(); - for (unsigned i = 0; i < phase->effects.size(); ++i) { Node *node = phase->effects[i]; node->effect->clear_gl_state(); } - if (!last_phase) { + resource_pool->unuse_glsl_program(instance_program_num); + + if (fbo != 0) { resource_pool->release_fbo(fbo); } +} - glDeleteVertexArrays(1, &vao); - check_error(); +void EffectChain::setup_uniforms(Phase *phase) +{ + // TODO: Use UBO blocks. + for (size_t i = 0; i < phase->uniforms_image2d.size(); ++i) { + const Uniform &uniform = phase->uniforms_image2d[i]; + if (uniform.location != -1) { + glUniform1iv(uniform.location, uniform.num_values, uniform.value); + } + } + for (size_t i = 0; i < phase->uniforms_sampler2d.size(); ++i) { + const Uniform &uniform = phase->uniforms_sampler2d[i]; + if (uniform.location != -1) { + glUniform1iv(uniform.location, uniform.num_values, uniform.value); + } + } + for (size_t i = 0; i < phase->uniforms_bool.size(); ++i) { + const Uniform &uniform = phase->uniforms_bool[i]; + assert(uniform.num_values == 1); + if (uniform.location != -1) { + glUniform1i(uniform.location, *uniform.value); + } + } + for (size_t i = 0; i < phase->uniforms_int.size(); ++i) { + const Uniform &uniform = phase->uniforms_int[i]; + if (uniform.location != -1) { + glUniform1iv(uniform.location, uniform.num_values, uniform.value); + } + } + for (size_t i = 0; i < phase->uniforms_ivec2.size(); ++i) { + const Uniform &uniform = phase->uniforms_ivec2[i]; + if (uniform.location != -1) { + glUniform2iv(uniform.location, uniform.num_values, uniform.value); + } + } + for (size_t i = 0; i < phase->uniforms_float.size(); ++i) { + const Uniform &uniform = phase->uniforms_float[i]; + if (uniform.location != -1) { + glUniform1fv(uniform.location, uniform.num_values, uniform.value); + } + } + for (size_t i = 0; i < phase->uniforms_vec2.size(); ++i) { + const Uniform &uniform = phase->uniforms_vec2[i]; + if (uniform.location != -1) { + glUniform2fv(uniform.location, uniform.num_values, uniform.value); + } + } + for (size_t i = 0; i < phase->uniforms_vec3.size(); ++i) { + const Uniform &uniform = phase->uniforms_vec3[i]; + if (uniform.location != -1) { + glUniform3fv(uniform.location, uniform.num_values, uniform.value); + } + } + for (size_t i = 0; i < phase->uniforms_vec4.size(); ++i) { + const Uniform &uniform = phase->uniforms_vec4[i]; + if (uniform.location != -1) { + glUniform4fv(uniform.location, uniform.num_values, uniform.value); + } + } + for (size_t i = 0; i < phase->uniforms_mat3.size(); ++i) { + const Uniform &uniform = phase->uniforms_mat3[i]; + assert(uniform.num_values == 1); + if (uniform.location != -1) { + // Convert to float (GLSL has no double matrices). + float matrixf[9]; + for (unsigned y = 0; y < 3; ++y) { + for (unsigned x = 0; x < 3; ++x) { + matrixf[y + x * 3] = (*uniform.value)(y, x); + } + } + glUniformMatrix3fv(uniform.location, 1, GL_FALSE, matrixf); + } + } } -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(); @@ -1569,10 +2411,6 @@ 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