X-Git-Url: https://git.sesse.net/?p=movit;a=blobdiff_plain;f=effect_chain.h;h=e7d99d54821928c1248f6456c461ba1f63525eed;hp=02906fe0b9885b0263db412a16b3b4d0fd540031;hb=refs%2Fheads%2Fepoxy;hpb=5b6ab865efa692b25590f302c111b30680fbacdd diff --git a/effect_chain.h b/effect_chain.h index 02906fe..e7d99d5 100644 --- a/effect_chain.h +++ b/effect_chain.h @@ -66,11 +66,6 @@ private: // they will be equal. unsigned output_width, output_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. @@ -90,19 +85,27 @@ private: // A rendering phase; a single GLSL program rendering a single quad. struct Phase { + Node *output_node; + 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); - // input textures are not counted here. - std::vector inputs; - + // input textures are counted as part of . + std::vector inputs; 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; + + // 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; }; class EffectChain { @@ -224,13 +227,20 @@ private: // output gamma different from GAMMA_LINEAR. void find_all_nonlinear_inputs(Node *effect, std::vector *nonlinear_inputs); - // Create a GLSL program computing the given effects in order. - Phase *compile_glsl_program(const std::vector &inputs, - const std::vector &effects); + // Create a GLSL program computing the effects for this phase in order. + void compile_glsl_program(Phase *phase); // Create all GLSL programs needed to compute the given effect, and all outputs - // that depends on it (whenever possible). - void construct_glsl_programs(Node *output); + // that depend on it (whenever possible). Returns the phase that has + // 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.