X-Git-Url: https://git.sesse.net/?p=movit;a=blobdiff_plain;f=effect_chain.h;h=1ecee63d660cbac4d2565e846c908cc26efad0b0;hp=1078027a7bfc3b859531ddd6932ff79c96cc1795;hb=cef6dcbc9ebaceb7b0cb47d6a519cb08a390c358;hpb=edb0700c0a8ea225ce9add1cb4f70d42af6de381 diff --git a/effect_chain.h b/effect_chain.h index 1078027..1ecee63 100644 --- a/effect_chain.h +++ b/effect_chain.h @@ -17,7 +17,7 @@ // the EffectChain holds textures and other OpenGL objects that are tied to the // context. -#include +#include #include #include #include @@ -26,6 +26,8 @@ #include "image_format.h" +namespace movit { + class Effect; class Input; struct Phase; @@ -57,9 +59,6 @@ public: std::vector incoming_links; private: - // Identifier used to create unique variables in GLSL. - std::string effect_id; - // Logical size of the output of this effect, ie. the resolution // you would get if you sampled it as a texture. If it is undefined // (since the inputs differ in resolution), it will be 0x0. @@ -67,12 +66,14 @@ private: // they will be equal. unsigned output_width, output_height; - // If output goes to RTT (otherwise, none of these are set). - // The Phase pointer is a but ugly; we should probably fix so - // that Phase takes other phases as inputs, instead of Node. - GLuint output_texture; - unsigned output_texture_width, output_texture_height; - Phase *phase; + // If the effect has is_single_texture(), or if the output went to RTT + // and that texture has been bound to a sampler, the sampler number + // will be stored here. + // + // TODO: Can an RTT texture be used as inputs to multiple effects + // within the same phase? If so, we have a problem with modifying + // sampler state here. + int bound_sampler_num; // Used during the building of the effect chain. Colorspace output_color_space; @@ -84,15 +85,27 @@ private: // A rendering phase; a single GLSL program rendering a single quad. struct Phase { + Node *output_node; + GLuint glsl_program_num; // Owned by the resource_pool. bool input_needs_mipmaps; // Inputs are only inputs from other phases (ie., those that come from RTT); - // input textures are not counted here. - std::vector inputs; - + // input textures are counted as part of . + std::vector inputs; std::vector effects; // In order. unsigned output_width, output_height, virtual_output_width, virtual_output_height; + + // Identifier used to create unique variables in GLSL. + // Unique per-phase to increase cacheability of compiled shaders. + std::map effect_ids; + + // The geometry needed to draw this quad, bound to the vertex array + // object. (Seemingly it's actually a win not to upload geometry every + // frame, even for something as small as a quad, due to fewer state + // changes.) + GLuint vao; + GLuint position_vbo, texcoord_vbo; }; class EffectChain { @@ -129,6 +142,13 @@ public: inputs.push_back(input2); return add_effect(effect, inputs); } + Effect *add_effect(Effect *effect, Effect *input1, Effect *input2, Effect *input3) { + std::vector inputs; + inputs.push_back(input1); + inputs.push_back(input2); + inputs.push_back(input3); + return add_effect(effect, inputs); + } Effect *add_effect(Effect *effect, const std::vector &inputs); void add_output(const ImageFormat &format, OutputAlphaFormat alpha_format); @@ -172,6 +192,22 @@ public: void replace_receiver(Node *old_receiver, Node *new_receiver); void replace_sender(Node *new_sender, Node *receiver); void insert_node_between(Node *sender, Node *middle, Node *receiver); + Node *find_node_for_effect(Effect *effect) { return node_map[effect]; } + + // Get the OpenGL sampler (GL_TEXTURE0, GL_TEXTURE1, etc.) for the + // input of the given node, so that one can modify the sampler state + // directly. Only valid to call during set_gl_state(). + // + // Also, for this to be allowed, 's effect must have + // needs_texture_bounce() set, so that it samples directly from a + // single-sampler input, or from an RTT texture. + GLenum get_input_sampler(Node *node, unsigned input_num) const; + + // Get the current resource pool assigned to this EffectChain. + // Primarily to let effects allocate textures as needed. + // Any resources you get from the pool must be returned to the pool + // no later than in the Effect's destructor. + ResourcePool *get_resource_pool() { return resource_pool; } private: // Make sure the output rectangle is at least large enough to hold @@ -191,13 +227,13 @@ private: // output gamma different from GAMMA_LINEAR. void find_all_nonlinear_inputs(Node *effect, std::vector *nonlinear_inputs); - // Create a GLSL program computing the given effects in order. - Phase *compile_glsl_program(const std::vector &inputs, - const std::vector &effects); + // Create a GLSL program computing the effects for this phase in order. + void compile_glsl_program(Phase *phase); // Create all GLSL programs needed to compute the given effect, and all outputs - // that depends on it (whenever possible). - void construct_glsl_programs(Node *output); + // that depend on it (whenever possible). Returns the phase that has + // as the last effect. Also pushes all phases in order onto . + Phase *construct_phase(Node *output, std::map *completed_effects); // Output the current graph to the given file in a Graphviz-compatible format; // only useful for debugging. @@ -251,6 +287,7 @@ private: std::map node_map; Effect *dither_effect; + std::map fbos; // One for each OpenGL context. std::vector inputs; // Also contained in nodes. std::vector phases; @@ -261,4 +298,6 @@ private: bool owns_resource_pool; }; +} // namespace movit + #endif // !defined(_MOVIT_EFFECT_CHAIN_H)