X-Git-Url: https://git.sesse.net/?p=movit;a=blobdiff_plain;f=effect_chain.h;h=6cd689d7c38f0b8386deb007d88ad1449a0f18cf;hp=f0d0003e9c87bf0fcfc83da512c6a6dbd2f62998;hb=d4f00f9f47a0efaefabaf1efa1a0e214eeecca67;hpb=ba6838ec8b6fb972ccda17b3e6be6e793a4157a3 diff --git a/effect_chain.h b/effect_chain.h index f0d0003..6cd689d 100644 --- a/effect_chain.h +++ b/effect_chain.h @@ -1,15 +1,35 @@ -#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 +#include #include +#include #include -#include "effect.h" #include "image_format.h" -#include "input.h" -class EffectChain; -class Phase; +class Effect; +class Input; +struct Phase; +class ResourcePool; // For internal use within Node. enum AlphaType { @@ -22,8 +42,8 @@ enum AlphaType { // Whether you want pre- or postmultiplied alpha in the output // (see effect.h for a discussion of pre- versus postmultiplied alpha). enum OutputAlphaFormat { - OUTPUT_ALPHA_PREMULTIPLIED, - OUTPUT_ALPHA_POSTMULTIPLIED, + OUTPUT_ALPHA_FORMAT_PREMULTIPLIED, + OUTPUT_ALPHA_FORMAT_POSTMULTIPLIED, }; // A node in the graph; basically an effect and some associated information. @@ -37,9 +57,6 @@ 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. @@ -64,7 +81,7 @@ 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); @@ -72,12 +89,22 @@ struct Phase { std::vector inputs; std::vector effects; // In order. - unsigned output_width, output_height; + 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: @@ -148,9 +175,10 @@ public: void insert_node_between(Node *sender, Node *middle, Node *receiver); private: - // Fits a rectangle of the given size to the current aspect ratio - // (aspect_nom/aspect_denom) and returns the new width and height. - unsigned fit_rectangle_to_aspect(unsigned width, unsigned height); + // Make sure the output rectangle is at least large enough to hold + // the given input rectangle in both dimensions, and is of the + // current aspect ratio (aspect_nom/aspect_denom). + void size_rectangle_to_fit(unsigned width, unsigned height, unsigned *output_width, unsigned *output_height); // Compute the input sizes for all inputs for all effects in a given phase, // and inform the effects about the results. @@ -225,13 +253,13 @@ private: Effect *dither_effect; std::vector inputs; // Also contained in nodes. - - GLuint fbo; std::vector phases; - GLenum format; - unsigned bytes_per_pixel, num_dither_bits; + unsigned num_dither_bits; bool finalized; + + ResourcePool *resource_pool; + bool owns_resource_pool; }; -#endif // !defined(_EFFECT_CHAIN_H) +#endif // !defined(_MOVIT_EFFECT_CHAIN_H)