X-Git-Url: https://git.sesse.net/?p=movit;a=blobdiff_plain;f=effect_chain.h;h=de50512f204b7f15fd67f9620307026c44fad528;hp=2e89c3bcc38717473c10f8b05cfffe80a68b9689;hb=abd6d031918db487e0724218dc604d4a51e5f650;hpb=419bbfe5e46add3df115882dbf489ccfe080d2f9 diff --git a/effect_chain.h b/effect_chain.h index 2e89c3b..de50512 100644 --- a/effect_chain.h +++ b/effect_chain.h @@ -23,6 +23,7 @@ #include #include +#include #include #include #include @@ -147,6 +148,11 @@ struct Phase { Node *output_node; GLuint glsl_program_num; // Owned by the resource_pool. + + // Position and texcoord attribute indexes, although it doesn't matter + // which is which, because they contain the same data. + std::set attribute_indexes; + bool input_needs_mipmaps; // Inputs are only inputs from other phases (ie., those that come from RTT); @@ -173,8 +179,13 @@ struct Phase { std::vector > uniforms_vec4; std::vector > uniforms_mat3; + GLuint ubo; // GL_INVALID_INDEX if not using UBOs. + GLuint uniform_block_index; + std::vector ubo_data; + // For measurement of GPU time used. - GLuint timer_query_object; + std::list timer_query_objects_running; + std::list timer_query_objects_free; uint64_t time_elapsed_ns; uint64_t num_measured_iterations; }; @@ -187,7 +198,7 @@ public: // 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(float aspect_nom, float aspect_denom, ResourcePool *resource_pool = NULL, GLenum intermediate_format = GL_RGBA16F); ~EffectChain(); // User API: @@ -220,14 +231,36 @@ public: inputs.push_back(input3); return add_effect(effect, inputs); } + Effect *add_effect(Effect *effect, Effect *input1, Effect *input2, Effect *input3, Effect *input4) { + std::vector inputs; + inputs.push_back(input1); + inputs.push_back(input2); + inputs.push_back(input3); + inputs.push_back(input4); + return add_effect(effect, inputs); + } + Effect *add_effect(Effect *effect, Effect *input1, Effect *input2, Effect *input3, Effect *input4, Effect *input5) { + std::vector inputs; + inputs.push_back(input1); + inputs.push_back(input2); + inputs.push_back(input3); + inputs.push_back(input4); + inputs.push_back(input5); + return add_effect(effect, inputs); + } Effect *add_effect(Effect *effect, const std::vector &inputs); - // Adds an RGB output. Note that you can only have one output. + // Adds an RGBA output. Note that you can have at most one RGBA output and one + // Y'CbCr output (see below for details). void add_output(const ImageFormat &format, OutputAlphaFormat alpha_format); // Adds an YCbCr output. Note that you can only have one output. // Currently, only chunked packed output is supported, and only 4:4:4 // (so chroma_subsampling_x and chroma_subsampling_y must both be 1). + // + // If you have both RGBA and Y'CbCr output, the RGBA output will come + // in the last draw buffer. Also, and must be + // identical between the two. void add_ycbcr_output(const ImageFormat &format, OutputAlphaFormat alpha_format, const YCbCrFormat &ycbcr_format, YCbCrOutputSplitting output_splitting = YCBCR_OUTPUT_INTERLEAVED); @@ -298,6 +331,13 @@ public: // single-sampler input, or from an RTT texture. GLenum get_input_sampler(Node *node, unsigned input_num) const; + // Whether input of corresponds to a single sampler + // (see get_input_sampler()). Normally, you should not need to call this; + // however, if the input Effect has set override_texture_bounce(), + // this will return false, and you could be flexible and check it first + // if you want. + GLenum has_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 @@ -331,7 +371,10 @@ private: 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); + void execute_phase(Phase *phase, bool last_phase, + std::set *bound__attribute_indices, + std::map *output_textures, + std::set *generated_mipmaps); // Set up uniforms for one phase. The program must already be bound. void setup_uniforms(Phase *phase); @@ -388,10 +431,9 @@ private: ImageFormat output_format; OutputAlphaFormat output_alpha_format; - enum OutputColorType { OUTPUT_COLOR_RGB, OUTPUT_COLOR_YCBCR }; - OutputColorType output_color_type; - YCbCrFormat output_ycbcr_format; // If output_color_type == OUTPUT_COLOR_YCBCR. - YCbCrOutputSplitting output_ycbcr_splitting; // If output_color_type == OUTPUT_COLOR_YCBCR. + bool output_color_rgba, output_color_ycbcr; + YCbCrFormat output_ycbcr_format; // If output_color_ycbcr is true. + YCbCrOutputSplitting output_ycbcr_splitting; // If output_color_ycbcr is true. std::vector nodes; std::map node_map; @@ -400,9 +442,11 @@ private: std::vector inputs; // Also contained in nodes. std::vector phases; + GLenum intermediate_format; unsigned num_dither_bits; OutputOrigin output_origin; bool finalized; + GLuint vbo; // Contains vertex and texture coordinate data. ResourcePool *resource_pool; bool owns_resource_pool;