X-Git-Url: https://git.sesse.net/?p=movit;a=blobdiff_plain;f=effect_chain.h;h=4417de912f9f979a8308f96e6291246c3c73841c;hp=ddabad959bb292b7798af46e69c6869ccca1c1c5;hb=e9f0fb5e6ae193a5a853ac5aef82927b6a81267a;hpb=ad66f9714e4a36008c341355700272a52484a785 diff --git a/effect_chain.h b/effect_chain.h index ddabad9..4417de9 100644 --- a/effect_chain.h +++ b/effect_chain.h @@ -1,5 +1,21 @@ -#ifndef _EFFECT_CHAIN_H -#define _EFFECT_CHAIN_H 1 +#ifndef _MOVIT_EFFECT_CHAIN_H +#define _MOVIT_EFFECT_CHAIN_H 1 + +// An EffectChain is the largest basic entity in Movit; it contains everything +// needed to connects a series of effects, from inputs to outputs, and render +// them. Generally you set up your effect chain once and then call its render +// functions once per frame; setting one up can be relatively expensive, +// but rendering is fast. +// +// Threading considerations: EffectChain is “thread-compatible”; you can use +// different EffectChains in multiple threads at the same time (assuming the +// threads do not use the same OpenGL context, but this is a good idea anyway), +// but you may not use one EffectChain from multiple threads simultaneously. +// You _are_ allowed to use one EffectChain from multiple threads as long as +// you only use it from one at a time (possibly by doing your own locking), +// 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. #include #include @@ -10,9 +26,12 @@ #include "image_format.h" +namespace movit { + class Effect; class Input; struct Phase; +class ResourcePool; // For internal use within Node. enum AlphaType { @@ -40,9 +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. @@ -50,13 +66,20 @@ 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; + // If output goes to RTT, which phase it is in (otherwise unset). + // This is a bit ugly; we should probably fix so that Phase takes other + // phases as inputs, instead of Node. 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; GammaCurve output_gamma_curve; @@ -67,7 +90,7 @@ private: // A rendering phase; a single GLSL program rendering a single quad. struct Phase { - GLint glsl_program_num, vertex_shader, fragment_shader; + 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); @@ -76,11 +99,21 @@ struct Phase { 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; }; class EffectChain { public: - EffectChain(float aspect_nom, float aspect_denom); // E.g., 16.0f, 9.0f for 16:9. + // Aspect: e.g. 16.0f, 9.0f for 16:9. + // resource_pool is a pointer to a ResourcePool with which to share shaders + // and other resources (see resource_pool.h). If NULL (the default), + // will create its own that is not shared with anything else. Does not take + // ownership of the passed-in ResourcePool, but will naturally take ownership + // of its own internal one if created. + EffectChain(float aspect_nom, float aspect_denom, ResourcePool *resource_pool = NULL); ~EffectChain(); // User API: @@ -149,6 +182,22 @@ 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 @@ -229,12 +278,15 @@ private: Effect *dither_effect; std::vector inputs; // Also contained in nodes. - - GLuint fbo; std::vector phases; unsigned num_dither_bits; bool finalized; + + ResourcePool *resource_pool; + bool owns_resource_pool; }; -#endif // !defined(_EFFECT_CHAIN_H) +} // namespace movit + +#endif // !defined(_MOVIT_EFFECT_CHAIN_H)