return output;
}
-EffectChain::Phase EffectChain::compile_glsl_program(const std::vector<Effect *> &inputs, const std::vector<Effect *> &effects)
+EffectChain::Phase *EffectChain::compile_glsl_program(const std::vector<Effect *> &inputs, const std::vector<Effect *> &effects)
{
assert(!effects.empty());
glLinkProgram(glsl_program_num);
check_error();
- Phase phase;
- phase.glsl_program_num = glsl_program_num;
- phase.input_needs_mipmaps = input_needs_mipmaps;
- phase.inputs = true_inputs;
- phase.effects = effects;
+ Phase *phase = new Phase;
+ phase->glsl_program_num = glsl_program_num;
+ phase->input_needs_mipmaps = input_needs_mipmaps;
+ phase->inputs = true_inputs;
+ phase->effects = effects;
return phase;
}
// Construct GLSL programs, starting at the given effect and following
// the chain from there. We end a program every time we come to an effect
// marked as "needs texture bounce", one that is used by multiple other
-// effects, and of course at the end.
+// effects, every time an effect wants to change the output size,
+// and of course at the end.
//
// We follow a quite simple depth-first search from the output, although
// without any explicit recursion.
start_new_phase = true;
}
+ if (deps[i]->changes_output_size()) {
+ start_new_phase = true;
+ }
+
if (start_new_phase) {
effects_todo_other_phases.push(deps[i]);
this_phase_inputs.push_back(deps[i]);
if (!this_phase_effects.empty()) {
reverse(this_phase_effects.begin(), this_phase_effects.end());
phases.push_back(compile_glsl_program(this_phase_inputs, this_phase_effects));
+ output_effects_to_phase.insert(std::make_pair(this_phase_effects.back(), phases.back()));
this_phase_inputs.clear();
this_phase_effects.clear();
}
std::reverse(phases.begin(), phases.end());
}
+void EffectChain::find_output_size(EffectChain::Phase *phase)
+{
+ Effect *output_effect = phase->effects.back();
+
+ // If the last effect explicitly sets an output size,
+ // use that.
+ if (output_effect->changes_output_size()) {
+ output_effect->get_output_size(&phase->output_width, &phase->output_height);
+ return;
+ }
+
+ // If not, look at the input phases, if any. We select the largest one
+ // (really assuming they all have the same aspect currently), by pixel count.
+ if (!phase->inputs.empty()) {
+ unsigned best_width = 0, best_height = 0;
+ for (unsigned i = 0; i < phase->inputs.size(); ++i) {
+ Effect *input = phase->inputs[i];
+ assert(output_effects_to_phase.count(input) != 0);
+ const Phase *input_phase = output_effects_to_phase[input];
+ assert(input_phase->output_width != 0);
+ assert(input_phase->output_height != 0);
+ if (input_phase->output_width * input_phase->output_height > best_width * best_height) {
+ best_width = input_phase->output_width;
+ best_height = input_phase->output_height;
+ }
+ }
+ assert(best_width != 0);
+ assert(best_height != 0);
+ phase->output_width = best_width;
+ phase->output_height = best_height;
+ return;
+ }
+
+ // OK, no inputs. Just use the global width/height.
+ // TODO: We probably want to use the texture's size eventually.
+ phase->output_width = width;
+ phase->output_height = height;
+}
+
void EffectChain::finalize()
{
// Find the output effect. This is, simply, one that has no outgoing links.
glGenFramebuffers(1, &fbo);
for (unsigned i = 0; i < phases.size() - 1; ++i) {
- Effect *output_effect = phases[i].effects.back();
+ find_output_size(phases[i]);
+
+ Effect *output_effect = phases[i]->effects.back();
GLuint temp_texture;
glGenTextures(1, &temp_texture);
check_error();
check_error();
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
check_error();
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F_ARB, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F_ARB, phases[i]->output_width, phases[i]->output_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
check_error();
effect_output_textures.insert(std::make_pair(output_effect, temp_texture));
+ effect_output_texture_sizes.insert(std::make_pair(output_effect, std::make_pair(phases[i]->output_width, phases[i]->output_height)));
}
}
}
for (unsigned phase = 0; phase < phases.size(); ++phase) {
- glUseProgram(phases[phase].glsl_program_num);
+ // See if the requested output size has changed. If so, we need to recreate
+ // the texture (and before we start setting up inputs).
+ if (phase != phases.size() - 1) {
+ find_output_size(phases[phase]);
+
+ Effect *output_effect = phases[phase]->effects.back();
+ assert(effect_output_texture_sizes.count(output_effect) != 0);
+ std::pair<GLuint, GLuint> old_size = effect_output_texture_sizes[output_effect];
+
+ if (old_size.first != phases[phase]->output_width ||
+ old_size.second != phases[phase]->output_height) {
+ glActiveTexture(GL_TEXTURE0);
+ check_error();
+ assert(effect_output_textures.count(output_effect) != 0);
+ glBindTexture(GL_TEXTURE_2D, effect_output_textures[output_effect]);
+ check_error();
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F_ARB, phases[phase]->output_width, phases[phase]->output_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
+ check_error();
+ effect_output_texture_sizes[output_effect] = std::make_pair(phases[phase]->output_width, phases[phase]->output_height);
+ glBindTexture(GL_TEXTURE_2D, 0);
+ check_error();
+ }
+ }
+
+ glUseProgram(phases[phase]->glsl_program_num);
check_error();
// Set up RTT inputs for this phase.
- for (unsigned sampler = 0; sampler < phases[phase].inputs.size(); ++sampler) {
+ for (unsigned sampler = 0; sampler < phases[phase]->inputs.size(); ++sampler) {
glActiveTexture(GL_TEXTURE0 + sampler);
- Effect *input = phases[phase].inputs[sampler];
+ Effect *input = phases[phase]->inputs[sampler];
assert(effect_output_textures.count(input) != 0);
glBindTexture(GL_TEXTURE_2D, effect_output_textures[input]);
check_error();
- if (phases[phase].input_needs_mipmaps) {
+ if (phases[phase]->input_needs_mipmaps) {
if (generated_mipmaps.count(input) == 0) {
glGenerateMipmap(GL_TEXTURE_2D);
check_error();
assert(effect_ids.count(input));
std::string texture_name = std::string("tex_") + effect_ids[input];
- glUniform1i(glGetUniformLocation(phases[phase].glsl_program_num, texture_name.c_str()), sampler);
+ glUniform1i(glGetUniformLocation(phases[phase]->glsl_program_num, texture_name.c_str()), sampler);
check_error();
}
// Last phase goes directly to the screen.
glBindFramebuffer(GL_FRAMEBUFFER, 0);
check_error();
+ glViewport(0, 0, width, height);
} else {
- Effect *last_effect = phases[phase].effects.back();
- assert(effect_output_textures.count(last_effect) != 0);
+ Effect *output_effect = phases[phase]->effects.back();
+ assert(effect_output_textures.count(output_effect) != 0);
glFramebufferTexture2D(
GL_FRAMEBUFFER,
GL_COLOR_ATTACHMENT0,
GL_TEXTURE_2D,
- effect_output_textures[last_effect],
+ effect_output_textures[output_effect],
0);
check_error();
+ glViewport(0, 0, phases[phase]->output_width, phases[phase]->output_height);
}
// Give the required parameters to all the effects.
- unsigned sampler_num = phases[phase].inputs.size();
- for (unsigned i = 0; i < phases[phase].effects.size(); ++i) {
- Effect *effect = phases[phase].effects[i];
- effect->set_gl_state(phases[phase].glsl_program_num, effect_ids[effect], &sampler_num);
+ unsigned sampler_num = phases[phase]->inputs.size();
+ for (unsigned i = 0; i < phases[phase]->effects.size(); ++i) {
+ Effect *effect = phases[phase]->effects[i];
+ effect->set_gl_state(phases[phase]->glsl_program_num, effect_ids[effect], &sampler_num);
+ check_error();
}
// Now draw!
glEnd();
check_error();
- for (unsigned i = 0; i < phases[phase].effects.size(); ++i) {
- Effect *effect = phases[phase].effects[i];
+ for (unsigned i = 0; i < phases[phase]->effects.size(); ++i) {
+ Effect *effect = phases[phase]->effects[i];
effect->clear_gl_state();
}
}
bool input_needs_mipmaps;
std::vector<Effect *> inputs; // Only from other phases; input textures are not counted here.
std::vector<Effect *> effects; // In order.
+ unsigned output_width, output_height;
};
+ // Determine the preferred output size of a given phase.
+ // Requires that all input phases (if any) already have output sizes set.
+ void find_output_size(Phase *phase);
+
void find_all_nonlinear_inputs(Effect *effect,
std::vector<Input *> *nonlinear_inputs,
std::vector<Effect *> *intermediates);
void draw_vertex(float x, float y, const std::vector<Effect *> &inputs);
// Create a GLSL program computing the given effects in order.
- Phase compile_glsl_program(const std::vector<Effect *> &inputs, const std::vector<Effect *> &effects);
+ Phase *compile_glsl_program(const std::vector<Effect *> &inputs, const std::vector<Effect *> &effects);
// Create all GLSL programs needed to compute the given effect, and all outputs
// that depends on it (whenever possible).
std::vector<Input *> inputs; // Also contained in effects.
std::map<Effect *, std::string> effect_ids;
std::map<Effect *, GLuint> effect_output_textures;
+ std::map<Effect *, std::pair<GLuint, GLuint> > effect_output_texture_sizes;
std::map<Effect *, std::vector<Effect *> > outgoing_links;
std::map<Effect *, std::vector<Effect *> > incoming_links;
GLuint fbo;
- std::vector<Phase> phases;
+ std::vector<Phase *> phases;
+
+ // This is a bit ugly; we should probably fix so that Phase takes other phases
+ // as inputs, instead of Effect.
+ std::map<Effect *, Phase *> output_effects_to_phase;
GLenum format, bytes_per_pixel;
bool finalized;