X-Git-Url: https://git.sesse.net/?p=movit;a=blobdiff_plain;f=effect_chain.h;h=2f088b607feeec92fd3bb98c69be5cafde2329dd;hp=6452d14952dbbda0a67fe879e45c4b96cd86d37f;hb=b564238fa1293c01c77bcabe7b2de267f146ab24;hpb=983fe15061b6e199877577b363a9f2fa102cf107 diff --git a/effect_chain.h b/effect_chain.h index 6452d14..2f088b6 100644 --- a/effect_chain.h +++ b/effect_chain.h @@ -16,8 +16,12 @@ // but if so, the threads' contexts need to be set up to share resources, since // the EffectChain holds textures and other OpenGL objects that are tied to the // context. +// +// Memory management (only relevant if you use multiple contexts): +// See corresponding comment in resource_pool.h. This holds even if you don't +// allocate your own ResourcePool, but let EffectChain hold its own. -#include +#include #include #include #include @@ -58,6 +62,10 @@ public: std::vector outgoing_links; std::vector incoming_links; + // For unit tests only. Do not use from other code. + // Will contain an arbitrary choice if the node is in multiple phases. + Phase *containing_phase; + private: // 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 @@ -79,6 +87,11 @@ private: Colorspace output_color_space; GammaCurve output_gamma_curve; AlphaType output_alpha_type; + bool needs_mipmaps; // Directly or indirectly. + + // Set if this effect, and all effects consuming output from this node + // (in the same phase) have one_to_one_sampling() set. + bool one_to_one_sampling; friend class EffectChain; }; @@ -99,6 +112,11 @@ struct Phase { // Identifier used to create unique variables in GLSL. // Unique per-phase to increase cacheability of compiled shaders. std::map effect_ids; + + // For measurement of GPU time used. + GLuint timer_query_object; + uint64_t time_elapsed_ns; + uint64_t num_measured_iterations; }; class EffectChain { @@ -156,6 +174,14 @@ public: void finalize(); + // Measure the GPU time used for each actual phase during rendering. + // Note that this is only available if GL_ARB_timer_query + // (or, equivalently, OpenGL 3.3) is available. Also note that measurement + // will incur a performance cost, as we wait for the measurements to + // complete at the end of rendering. + void enable_phase_timing(bool enable); + void reset_phase_timing(); + void print_phase_timing(); //void render(unsigned char *src, unsigned char *dst); void render_to_screen() @@ -295,6 +321,8 @@ private: ResourcePool *resource_pool; bool owns_resource_pool; + + bool do_phase_timing; }; } // namespace movit