X-Git-Url: https://git.sesse.net/?p=movit;a=blobdiff_plain;f=effect_chain.h;h=2e89c3bcc38717473c10f8b05cfffe80a68b9689;hp=d1ab0a205148bd9d8a22e285a448d758a5fd7e00;hb=6f1efa8348a90a393187c12d70fd10d81bbd2c99;hpb=80fc4a6e806e5638ae050c3020962137ca5fd76b diff --git a/effect_chain.h b/effect_chain.h index d1ab0a2..2e89c3b 100644 --- a/effect_chain.h +++ b/effect_chain.h @@ -27,7 +27,9 @@ #include #include #include +#include +#include "effect.h" #include "image_format.h" #include "ycbcr.h" @@ -53,6 +55,49 @@ enum OutputAlphaFormat { OUTPUT_ALPHA_FORMAT_POSTMULTIPLIED, }; +// RGBA output is nearly always packed; Y'CbCr, however, is often planar +// due to chroma subsampling. This enum controls how add_ycbcr_output() +// distributes the color channels between the fragment shader outputs. +// Obviously, anything except YCBCR_OUTPUT_INTERLEAVED will be meaningless +// unless you use render_to_fbo() and have an FBO with multiple render +// targets attached (the other outputs will be discarded). +enum YCbCrOutputSplitting { + // Only one output: Store Y'CbCr into the first three output channels, + // respectively, plus alpha. This is also called “chunked” or + // ”packed” mode. + YCBCR_OUTPUT_INTERLEAVED, + + // Store Y' and alpha into the first output (in the red and alpha + // channels; effect to the others is undefined), and Cb and Cr into + // the first two channels of the second output. This is particularly + // useful if you want to end up in a format like NV12, where all the + // Y' samples come first and then Cb and Cr come interlevaed afterwards. + // You will still need to do the chroma subsampling yourself to actually + // get down to NV12, though. + YCBCR_OUTPUT_SPLIT_Y_AND_CBCR, + + // Store Y' and alpha into the first output, Cb into the first channel + // of the second output and Cr into the first channel of the third output. + // (Effect on the other channels is undefined.) Essentially gives you + // 4:4:4 planar, or ”yuv444p”. + YCBCR_OUTPUT_PLANAR, +}; + +// Where (0,0) is taken to be in the output. If you want to render to an +// OpenGL screen, you should keep the default of bottom-left, as that is +// OpenGL's natural coordinate system. However, there are cases, such as if you +// render to an FBO and read the pixels back into some other system, where +// you'd want a top-left origin; if so, an additional flip step will be added +// at the very end (but done in a vertex shader, so it will have zero extra +// cost). +// +// Note that Movit's coordinate system in general consistently puts (0,0) in +// the top left for _input_, no matter what you set as output origin. +enum OutputOrigin { + OUTPUT_ORIGIN_BOTTOM_LEFT, + OUTPUT_ORIGIN_TOP_LEFT, +}; + // A node in the graph; basically an effect and some associated information. class Node { public: @@ -107,6 +152,10 @@ struct Phase { // Inputs are only inputs from other phases (ie., those that come from RTT); // input textures are counted as part of . std::vector inputs; + // Bound sampler numbers for each input. Redundant in a sense + // (it always corresponds to the index), but we need somewhere + // to hold the value for the uniform. + std::vector input_samplers; std::vector effects; // In order. unsigned output_width, output_height, virtual_output_width, virtual_output_height; @@ -114,6 +163,16 @@ struct Phase { // Unique per-phase to increase cacheability of compiled shaders. std::map effect_ids; + // Uniforms for this phase; combined from all the effects. + std::vector > uniforms_sampler2d; + std::vector > uniforms_bool; + std::vector > uniforms_int; + std::vector > uniforms_float; + std::vector > uniforms_vec2; + std::vector > uniforms_vec3; + std::vector > uniforms_vec4; + std::vector > uniforms_mat3; + // For measurement of GPU time used. GLuint timer_query_object; uint64_t time_elapsed_ns; @@ -170,7 +229,8 @@ public: // Currently, only chunked packed output is supported, and only 4:4:4 // (so chroma_subsampling_x and chroma_subsampling_y must both be 1). void add_ycbcr_output(const ImageFormat &format, OutputAlphaFormat alpha_format, - const YCbCrFormat &ycbcr_format); + const YCbCrFormat &ycbcr_format, + YCbCrOutputSplitting output_splitting = YCBCR_OUTPUT_INTERLEAVED); // Set number of output bits, to scale the dither. // 8 is the right value for most outputs. @@ -180,6 +240,14 @@ public: this->num_dither_bits = num_bits; } + // Set where (0,0) is taken to be in the output. The default is + // OUTPUT_ORIGIN_BOTTOM_LEFT, which is usually what you want + // (see OutputOrigin above for more details). + void set_output_origin(OutputOrigin output_origin) + { + this->output_origin = output_origin; + } + void finalize(); // Measure the GPU time used for each actual phase during rendering. @@ -265,9 +333,11 @@ private: // Execute one phase, ie. set up all inputs, effects and outputs, and render the quad. void execute_phase(Phase *phase, bool last_phase, std::map *output_textures, std::set *generated_mipmaps); - // Set up the given sampler number for sampling from an RTT texture, - // and bind it to "tex_" plus the given GLSL variable. - void setup_rtt_sampler(GLuint glsl_program_num, int sampler_num, const std::string &effect_id, bool use_mipmaps); + // Set up uniforms for one phase. The program must already be bound. + void setup_uniforms(Phase *phase); + + // Set up the given sampler number for sampling from an RTT texture. + void setup_rtt_sampler(int sampler_num, bool use_mipmaps); // Output the current graph to the given file in a Graphviz-compatible format; // only useful for debugging. @@ -320,7 +390,8 @@ private: enum OutputColorType { OUTPUT_COLOR_RGB, OUTPUT_COLOR_YCBCR }; OutputColorType output_color_type; - YCbCrFormat output_ycbcr_format; // If output_color_type == OUTPUT_COLOR_YCBCR. + YCbCrFormat output_ycbcr_format; // If output_color_type == OUTPUT_COLOR_YCBCR. + YCbCrOutputSplitting output_ycbcr_splitting; // If output_color_type == OUTPUT_COLOR_YCBCR. std::vector nodes; std::map node_map; @@ -330,6 +401,7 @@ private: std::vector phases; unsigned num_dither_bits; + OutputOrigin output_origin; bool finalized; ResourcePool *resource_pool;