X-Git-Url: https://git.sesse.net/?p=movit;a=blobdiff_plain;f=effect_chain.h;h=b87fce7e5bf651d811bd424d6386ec848c764a7a;hp=6ce2332848e658a16e66068634987fd1b696adca;hb=7878253d0d7b5aaa6b701499e588b31f2c5edca2;hpb=09c983894685554b41f622dadd40ac1a4efc527d diff --git a/effect_chain.h b/effect_chain.h index 6ce2332..b87fce7 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 @@ -79,6 +83,7 @@ private: Colorspace output_color_space; GammaCurve output_gamma_curve; AlphaType output_alpha_type; + bool needs_mipmaps; // Directly or indirectly. friend class EffectChain; }; @@ -100,12 +105,10 @@ struct Phase { // 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; + // For measurement of GPU time used. + GLuint timer_query_object; + uint64_t time_elapsed_ns; + uint64_t num_measured_iterations; }; class EffectChain { @@ -163,6 +166,14 @@ 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() @@ -235,6 +246,13 @@ private: // as the last effect. Also pushes all phases in order onto . Phase *construct_phase(Node *output, std::map *completed_effects); + // 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); + // Output the current graph to the given file in a Graphviz-compatible format; // only useful for debugging. void output_dot(const char *filename); @@ -295,6 +313,8 @@ private: ResourcePool *resource_pool; bool owns_resource_pool; + + bool do_phase_timing; }; } // namespace movit