From: Steinar H. Gunderson Date: Sun, 7 Oct 2012 22:16:52 +0000 (+0200) Subject: Store all the auxillary information about each Effect in a Node structure. Saves... X-Git-Tag: 1.0~347 X-Git-Url: https://git.sesse.net/?p=movit;a=commitdiff_plain;h=416abbec4dbde5ce6b05ada2b2977b18a6718190;ds=sidebyside Store all the auxillary information about each Effect in a Node structure. Saves heck of a lot of maps and asserts. --- diff --git a/effect_chain.cpp b/effect_chain.cpp index 7dd19cc..b4be148 100644 --- a/effect_chain.cpp +++ b/effect_chain.cpp @@ -27,12 +27,17 @@ Input *EffectChain::add_input(Input *input) char eff_id[256]; sprintf(eff_id, "src_image%u", (unsigned)inputs.size()); - effects.push_back(input); inputs.push_back(input); - output_color_space.insert(std::make_pair(input, input->get_color_space())); - output_gamma_curve.insert(std::make_pair(input, input->get_gamma_curve())); - effect_ids.insert(std::make_pair(input, eff_id)); - incoming_links.insert(std::make_pair(input, std::vector())); + + Node *node = new Node; + node->effect = input; + node->effect_id = eff_id; + node->output_color_space = input->get_color_space(); + node->output_gamma_curve = input->get_gamma_curve(); + + nodes.push_back(node); + node_map[input] = node; + return input; } @@ -44,43 +49,50 @@ void EffectChain::add_output(const ImageFormat &format) void EffectChain::add_effect_raw(Effect *effect, const std::vector &inputs) { char effect_id[256]; - sprintf(effect_id, "eff%u", (unsigned)effects.size()); + sprintf(effect_id, "eff%u", (unsigned)nodes.size()); + + Node *node = new Node; + node->effect = effect; + node->effect_id = effect_id; - effects.push_back(effect); - effect_ids.insert(std::make_pair(effect, effect_id)); assert(inputs.size() == effect->num_inputs()); + assert(inputs.size() >= 1); for (unsigned i = 0; i < inputs.size(); ++i) { - assert(std::find(effects.begin(), effects.end(), inputs[i]) != effects.end()); - outgoing_links[inputs[i]].push_back(effect); + assert(node_map.count(inputs[i]) != 0); + node_map[inputs[i]]->outgoing_links.push_back(node); + node->incoming_links.push_back(node_map[inputs[i]]); + if (i == 0) { + node->output_gamma_curve = node_map[inputs[i]]->output_gamma_curve; + node->output_color_space = node_map[inputs[i]]->output_color_space; + } else { + assert(node->output_gamma_curve == node_map[inputs[i]]->output_gamma_curve); + assert(node->output_color_space == node_map[inputs[i]]->output_color_space); + } } - incoming_links.insert(std::make_pair(effect, inputs)); - output_gamma_curve[effect] = output_gamma_curve[last_added_effect()]; - output_color_space[effect] = output_color_space[last_added_effect()]; + + nodes.push_back(node); + node_map[effect] = node; } -void EffectChain::find_all_nonlinear_inputs(Effect *effect, - std::vector *nonlinear_inputs, - std::vector *intermediates) +void EffectChain::find_all_nonlinear_inputs(EffectChain::Node *node, + std::vector *nonlinear_inputs, + std::vector *intermediates) { - assert(output_gamma_curve.count(effect) != 0); - if (output_gamma_curve[effect] == GAMMA_LINEAR) { + if (node->output_gamma_curve == GAMMA_LINEAR) { return; } - if (effect->num_inputs() == 0) { - nonlinear_inputs->push_back(static_cast(effect)); + if (node->effect->num_inputs() == 0) { + nonlinear_inputs->push_back(node); } else { - intermediates->push_back(effect); - - assert(incoming_links.count(effect) == 1); - std::vector deps = incoming_links[effect]; - assert(effect->num_inputs() == deps.size()); - for (unsigned i = 0; i < deps.size(); ++i) { - find_all_nonlinear_inputs(deps[i], nonlinear_inputs, intermediates); + intermediates->push_back(node); + assert(node->effect->num_inputs() == node->incoming_links.size()); + for (unsigned i = 0; i < node->incoming_links.size(); ++i) { + find_all_nonlinear_inputs(node->incoming_links[i], nonlinear_inputs, intermediates); } } } -Effect *EffectChain::normalize_to_linear_gamma(Effect *input) +EffectChain::Node *EffectChain::normalize_to_linear_gamma(EffectChain::Node *input) { // Find out if all the inputs can be set to deliver sRGB inputs. // If so, we can just ask them to do that instead of inserting a @@ -93,50 +105,55 @@ Effect *EffectChain::normalize_to_linear_gamma(Effect *input) // // TODO: Setting this flag for one source might confuse a different // part of the pipeline using the same source. - std::vector nonlinear_inputs; - std::vector intermediates; + std::vector nonlinear_inputs; + std::vector intermediates; find_all_nonlinear_inputs(input, &nonlinear_inputs, &intermediates); bool all_ok = true; for (unsigned i = 0; i < nonlinear_inputs.size(); ++i) { - all_ok &= nonlinear_inputs[i]->can_output_linear_gamma(); + Input *input = static_cast(nonlinear_inputs[i]->effect); + all_ok &= input->can_output_linear_gamma(); } if (all_ok) { for (unsigned i = 0; i < nonlinear_inputs.size(); ++i) { - bool ok = nonlinear_inputs[i]->set_int("output_linear_gamma", 1); + bool ok = nonlinear_inputs[i]->effect->set_int("output_linear_gamma", 1); assert(ok); - output_gamma_curve[nonlinear_inputs[i]] = GAMMA_LINEAR; + nonlinear_inputs[i]->output_gamma_curve = GAMMA_LINEAR; } for (unsigned i = 0; i < intermediates.size(); ++i) { - output_gamma_curve[intermediates[i]] = GAMMA_LINEAR; + intermediates[i]->output_gamma_curve = GAMMA_LINEAR; } return input; } // OK, that didn't work. Insert a conversion effect. GammaExpansionEffect *gamma_conversion = new GammaExpansionEffect(); - gamma_conversion->set_int("source_curve", output_gamma_curve[input]); + gamma_conversion->set_int("source_curve", input->output_gamma_curve); std::vector inputs; - inputs.push_back(input); + inputs.push_back(input->effect); gamma_conversion->add_self_to_effect_chain(this, inputs); - output_gamma_curve[gamma_conversion] = GAMMA_LINEAR; - return gamma_conversion; + + assert(node_map.count(gamma_conversion) != 0); + Node *node = node_map[gamma_conversion]; + node->output_gamma_curve = GAMMA_LINEAR; + return node; } -Effect *EffectChain::normalize_to_srgb(Effect *input) +EffectChain::Node *EffectChain::normalize_to_srgb(EffectChain::Node *input) { - assert(output_gamma_curve.count(input) != 0); - assert(output_color_space.count(input) != 0); - assert(output_gamma_curve[input] == GAMMA_LINEAR); + assert(input->output_gamma_curve == GAMMA_LINEAR); ColorSpaceConversionEffect *colorspace_conversion = new ColorSpaceConversionEffect(); - colorspace_conversion->set_int("source_space", output_color_space[input]); + colorspace_conversion->set_int("source_space", input->output_color_space); colorspace_conversion->set_int("destination_space", COLORSPACE_sRGB); std::vector inputs; - inputs.push_back(input); + inputs.push_back(input->effect); colorspace_conversion->add_self_to_effect_chain(this, inputs); - output_color_space[colorspace_conversion] = COLORSPACE_sRGB; - return colorspace_conversion; + + assert(node_map.count(colorspace_conversion) != 0); + Node *node = node_map[colorspace_conversion]; + node->output_color_space = COLORSPACE_sRGB; + return node; } Effect *EffectChain::add_effect(Effect *effect, const std::vector &inputs) @@ -145,14 +162,15 @@ Effect *EffectChain::add_effect(Effect *effect, const std::vector &inp std::vector normalized_inputs = inputs; for (unsigned i = 0; i < normalized_inputs.size(); ++i) { - assert(output_gamma_curve.count(normalized_inputs[i]) != 0); - if (effect->needs_linear_light() && output_gamma_curve[normalized_inputs[i]] != GAMMA_LINEAR) { - normalized_inputs[i] = normalize_to_linear_gamma(normalized_inputs[i]); + assert(node_map.count(normalized_inputs[i]) != 0); + Node *input = node_map[normalized_inputs[i]]; + if (effect->needs_linear_light() && input->output_gamma_curve != GAMMA_LINEAR) { + input = normalize_to_linear_gamma(input); } - assert(output_color_space.count(normalized_inputs[i]) != 0); - if (effect->needs_srgb_primaries() && output_color_space[normalized_inputs[i]] != COLORSPACE_sRGB) { - normalized_inputs[i] = normalize_to_srgb(normalized_inputs[i]); + if (effect->needs_srgb_primaries() && input->output_color_space != COLORSPACE_sRGB) { + input = normalize_to_srgb(input); } + normalized_inputs[i] = input->effect; } effect->add_self_to_effect_chain(this, normalized_inputs); @@ -200,12 +218,14 @@ std::string replace_prefix(const std::string &text, const std::string &prefix) return output; } -EffectChain::Phase *EffectChain::compile_glsl_program(const std::vector &inputs, const std::vector &effects) +EffectChain::Phase *EffectChain::compile_glsl_program( + const std::vector &inputs, + const std::vector &effects) { assert(!effects.empty()); // Deduplicate the inputs. - std::vector true_inputs = inputs; + std::vector true_inputs = inputs; std::sort(true_inputs.begin(), true_inputs.end()); true_inputs.erase(std::unique(true_inputs.begin(), true_inputs.end()), true_inputs.end()); @@ -214,45 +234,38 @@ EffectChain::Phase *EffectChain::compile_glsl_program(const std::vectoreffect_id + ";\n"; + frag_shader += std::string("vec4 ") + input->effect_id + "(vec2 tc) {\n"; + frag_shader += "\treturn texture2D(tex_" + input->effect_id + ", tc);\n"; frag_shader += "}\n"; frag_shader += "\n"; } - std::string last_effect_id; for (unsigned i = 0; i < effects.size(); ++i) { - Effect *effect = effects[i]; - assert(effect != NULL); - assert(effect_ids.count(effect) != 0); - std::string effect_id = effect_ids[effect]; - last_effect_id = effect_id; - - if (incoming_links[effect].size() == 1) { - frag_shader += std::string("#define INPUT ") + effect_ids[incoming_links[effect][0]] + "\n"; + Node *node = effects[i]; + + if (node->incoming_links.size() == 1) { + frag_shader += std::string("#define INPUT ") + node->incoming_links[0]->effect_id + "\n"; } else { - for (unsigned j = 0; j < incoming_links[effect].size(); ++j) { + for (unsigned j = 0; j < node->incoming_links.size(); ++j) { char buf[256]; - sprintf(buf, "#define INPUT%d %s\n", j + 1, effect_ids[incoming_links[effect][j]].c_str()); + sprintf(buf, "#define INPUT%d %s\n", j + 1, node->incoming_links[j]->effect_id.c_str()); frag_shader += buf; } } frag_shader += "\n"; - frag_shader += std::string("#define FUNCNAME ") + effect_id + "\n"; - frag_shader += replace_prefix(effect->output_convenience_uniforms(), effect_id); - frag_shader += replace_prefix(effect->output_fragment_shader(), effect_id); + frag_shader += std::string("#define FUNCNAME ") + node->effect_id + "\n"; + frag_shader += replace_prefix(node->effect->output_convenience_uniforms(), node->effect_id); + frag_shader += replace_prefix(node->effect->output_fragment_shader(), node->effect_id); frag_shader += "#undef PREFIX\n"; frag_shader += "#undef FUNCNAME\n"; - if (incoming_links[effect].size() == 1) { + if (node->incoming_links.size() == 1) { frag_shader += "#undef INPUT\n"; } else { - for (unsigned j = 0; j < incoming_links[effect].size(); ++j) { + for (unsigned j = 0; j < node->incoming_links.size(); ++j) { char buf[256]; sprintf(buf, "#undef INPUT%d\n", j + 1); frag_shader += buf; @@ -260,16 +273,15 @@ EffectChain::Phase *EffectChain::compile_glsl_program(const std::vectorneeds_mipmaps(); + input_needs_mipmaps |= node->effect->needs_mipmaps(); } for (unsigned i = 0; i < effects.size(); ++i) { - Effect *effect = effects[i]; - if (effect->num_inputs() == 0) { - effect->set_int("needs_mipmaps", input_needs_mipmaps); + Node *node = effects[i]; + if (node->effect->num_inputs() == 0) { + node->effect->set_int("needs_mipmaps", input_needs_mipmaps); } } - assert(!last_effect_id.empty()); - frag_shader += std::string("#define INPUT ") + last_effect_id + "\n"; + frag_shader += std::string("#define INPUT ") + effects.back()->effect_id + "\n"; frag_shader.append(read_file("footer.frag")); printf("%s\n", frag_shader.c_str()); @@ -300,57 +312,55 @@ EffectChain::Phase *EffectChain::compile_glsl_program(const std::vector completed_effects; + std::set completed_effects; // Effects in the current phase, as well as inputs (outputs from other phases // that we depend on). Note that since we start iterating from the end, // the effect list will be in the reverse order. - std::vector this_phase_inputs; - std::vector this_phase_effects; + std::vector this_phase_inputs; + std::vector this_phase_effects; // Effects that we have yet to calculate, but that we know should // be in the current phase. - std::stack effects_todo_this_phase; + std::stack effects_todo_this_phase; // Effects that we have yet to calculate, but that come from other phases. // We delay these until we have this phase done in its entirety, // at which point we pick any of them and start a new phase from that. - std::stack effects_todo_other_phases; + std::stack effects_todo_other_phases; effects_todo_this_phase.push(output); for ( ;; ) { // Termination condition within loop. if (!effects_todo_this_phase.empty()) { // OK, we have more to do this phase. - Effect *effect = effects_todo_this_phase.top(); + Node *node = effects_todo_this_phase.top(); effects_todo_this_phase.pop(); // This should currently only happen for effects that are phase outputs, // and we throw those out separately below. - assert(completed_effects.count(effect) == 0); + assert(completed_effects.count(node) == 0); - this_phase_effects.push_back(effect); - completed_effects.insert(effect); + this_phase_effects.push_back(node); + completed_effects.insert(node); // Find all the dependencies of this effect, and add them to the stack. - assert(incoming_links.count(effect) == 1); - std::vector deps = incoming_links[effect]; - assert(effect->num_inputs() == deps.size()); + std::vector deps = node->incoming_links; + assert(node->effect->num_inputs() == deps.size()); for (unsigned i = 0; i < deps.size(); ++i) { bool start_new_phase = false; // FIXME: If we sample directly from a texture, we won't need this. - if (effect->needs_texture_bounce()) { + if (node->effect->needs_texture_bounce()) { start_new_phase = true; } - assert(outgoing_links.count(deps[i]) == 1); - if (outgoing_links[deps[i]].size() > 1 && deps[i]->num_inputs() > 0) { + if (deps[i]->outgoing_links.size() > 1 && deps[i]->effect->num_inputs() > 0) { // More than one effect uses this as the input, // and it is not a texture itself. // The easiest thing to do (and probably also the safest @@ -359,7 +369,7 @@ void EffectChain::construct_glsl_programs(Effect *output) start_new_phase = true; } - if (deps[i]->changes_output_size()) { + if (deps[i]->effect->changes_output_size()) { start_new_phase = true; } @@ -378,7 +388,7 @@ void EffectChain::construct_glsl_programs(Effect *output) 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_effects.back()->phase = phases.back(); this_phase_inputs.clear(); this_phase_effects.clear(); } @@ -390,12 +400,12 @@ void EffectChain::construct_glsl_programs(Effect *output) break; } - Effect *effect = effects_todo_other_phases.top(); + Node *node = effects_todo_other_phases.top(); effects_todo_other_phases.pop(); - if (completed_effects.count(effect) == 0) { + if (completed_effects.count(node) == 0) { // Start a new phase, calculating from this effect. - effects_todo_this_phase.push(effect); + effects_todo_this_phase.push(node); } } @@ -406,12 +416,12 @@ void EffectChain::construct_glsl_programs(Effect *output) void EffectChain::find_output_size(EffectChain::Phase *phase) { - Effect *output_effect = phase->effects.back(); + Node *output_node = 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); + if (output_node->effect->changes_output_size()) { + output_node->effect->get_output_size(&phase->output_width, &phase->output_height); return; } @@ -420,14 +430,12 @@ void EffectChain::find_output_size(EffectChain::Phase *phase) 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; + Node *input = phase->inputs[i]; + 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); @@ -448,47 +456,46 @@ void EffectChain::finalize() // Find the output effect. This is, simply, one that has no outgoing links. // If there are multiple ones, the graph is malformed (we do not support // multiple outputs right now). - std::vector output_effects; - for (unsigned i = 0; i < effects.size(); ++i) { - Effect *effect = effects[i]; - if (outgoing_links.count(effect) == 0 || outgoing_links[effect].size() == 0) { - output_effects.push_back(effect); + std::vector output_nodes; + for (unsigned i = 0; i < nodes.size(); ++i) { + Node *node = nodes[i]; + if (node->outgoing_links.empty()) { + output_nodes.push_back(node); } } - assert(output_effects.size() == 1); - Effect *output_effect = output_effects[0]; + assert(output_nodes.size() == 1); + Node *output_node = output_nodes[0]; // Add normalizers to get the output format right. - assert(output_gamma_curve.count(output_effect) != 0); - assert(output_color_space.count(output_effect) != 0); - ColorSpace current_color_space = output_color_space[output_effect]; - if (current_color_space != output_format.color_space) { + if (output_node->output_color_space != output_format.color_space) { ColorSpaceConversionEffect *colorspace_conversion = new ColorSpaceConversionEffect(); - colorspace_conversion->set_int("source_space", current_color_space); + colorspace_conversion->set_int("source_space", output_node->output_color_space); colorspace_conversion->set_int("destination_space", output_format.color_space); std::vector inputs; - inputs.push_back(output_effect); + inputs.push_back(output_node->effect); colorspace_conversion->add_self_to_effect_chain(this, inputs); - output_color_space[colorspace_conversion] = output_format.color_space; - output_effect = colorspace_conversion; + + assert(node_map.count(colorspace_conversion) != 0); + output_node = node_map[colorspace_conversion]; + output_node->output_color_space = output_format.color_space; } - GammaCurve current_gamma_curve = output_gamma_curve[output_effect]; - if (current_gamma_curve != output_format.gamma_curve) { - if (current_gamma_curve != GAMMA_LINEAR) { - output_effect = normalize_to_linear_gamma(output_effect); - current_gamma_curve = GAMMA_LINEAR; + if (output_node->output_gamma_curve != output_format.gamma_curve) { + if (output_node->output_gamma_curve != GAMMA_LINEAR) { + output_node = normalize_to_linear_gamma(output_node); } GammaCompressionEffect *gamma_conversion = new GammaCompressionEffect(); gamma_conversion->set_int("destination_curve", output_format.gamma_curve); std::vector inputs; - inputs.push_back(output_effect); + inputs.push_back(output_node->effect); gamma_conversion->add_self_to_effect_chain(this, inputs); - output_gamma_curve[gamma_conversion] = output_format.gamma_curve; - output_effect = gamma_conversion; + + assert(node_map.count(gamma_conversion) != 0); + output_node = node_map[gamma_conversion]; + output_node->output_gamma_curve = output_format.gamma_curve; } // Construct all needed GLSL programs, starting at the output. - construct_glsl_programs(output_effect); + construct_glsl_programs(output_node); // If we have more than one phase, we need intermediate render-to-texture. // Construct an FBO, and then as many textures as we need. @@ -501,11 +508,10 @@ void EffectChain::finalize() for (unsigned i = 0; i < phases.size() - 1; ++i) { find_output_size(phases[i]); - Effect *output_effect = phases[i]->effects.back(); - GLuint temp_texture; - glGenTextures(1, &temp_texture); + Node *output_node = phases[i]->effects.back(); + glGenTextures(1, &output_node->output_texture); check_error(); - glBindTexture(GL_TEXTURE_2D, temp_texture); + glBindTexture(GL_TEXTURE_2D, output_node->output_texture); check_error(); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); check_error(); @@ -513,8 +519,9 @@ void EffectChain::finalize() check_error(); 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))); + + output_node->output_texture_width = phases[i]->output_width; + output_node->output_texture_height = phases[i]->output_height; } } @@ -551,7 +558,7 @@ void EffectChain::render_to_screen() check_error(); } - std::set generated_mipmaps; + std::set generated_mipmaps; for (unsigned phase = 0; phase < phases.size(); ++phase) { // See if the requested output size has changed. If so, we need to recreate @@ -559,22 +566,21 @@ void EffectChain::render_to_screen() 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 old_size = effect_output_texture_sizes[output_effect]; + Node *output_node = phases[phase]->effects.back(); - if (old_size.first != phases[phase]->output_width || - old_size.second != phases[phase]->output_height) { + if (output_node->output_texture_width != phases[phase]->output_width || + output_node->output_texture_height != 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]); + glBindTexture(GL_TEXTURE_2D, output_node->output_texture); 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(); + + output_node->output_texture_width = phases[phase]->output_width; + output_node->output_texture_height = phases[phase]->output_height; } } @@ -584,9 +590,8 @@ void EffectChain::render_to_screen() // Set up RTT inputs for this phase. for (unsigned sampler = 0; sampler < phases[phase]->inputs.size(); ++sampler) { glActiveTexture(GL_TEXTURE0 + sampler); - Effect *input = phases[phase]->inputs[sampler]; - assert(effect_output_textures.count(input) != 0); - glBindTexture(GL_TEXTURE_2D, effect_output_textures[input]); + Node *input = phases[phase]->inputs[sampler]; + glBindTexture(GL_TEXTURE_2D, input->output_texture); check_error(); if (phases[phase]->input_needs_mipmaps) { if (generated_mipmaps.count(input) == 0) { @@ -601,8 +606,7 @@ void EffectChain::render_to_screen() check_error(); } - assert(effect_ids.count(input)); - std::string texture_name = std::string("tex_") + effect_ids[input]; + std::string texture_name = std::string("tex_") + input->effect_id; glUniform1i(glGetUniformLocation(phases[phase]->glsl_program_num, texture_name.c_str()), sampler); check_error(); } @@ -614,13 +618,12 @@ void EffectChain::render_to_screen() check_error(); glViewport(0, 0, width, height); } else { - Effect *output_effect = phases[phase]->effects.back(); - assert(effect_output_textures.count(output_effect) != 0); + Node *output_node = phases[phase]->effects.back(); glFramebufferTexture2D( GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, - effect_output_textures[output_effect], + output_node->output_texture, 0); check_error(); glViewport(0, 0, phases[phase]->output_width, phases[phase]->output_height); @@ -629,8 +632,8 @@ void EffectChain::render_to_screen() // 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); + Node *node = phases[phase]->effects[i]; + node->effect->set_gl_state(phases[phase]->glsl_program_num, node->effect_id, &sampler_num); check_error(); } @@ -653,8 +656,8 @@ void EffectChain::render_to_screen() check_error(); for (unsigned i = 0; i < phases[phase]->effects.size(); ++i) { - Effect *effect = phases[phase]->effects[i]; - effect->clear_gl_state(); + Node *node = phases[phase]->effects[i]; + node->effect->clear_gl_state(); } } } diff --git a/effect_chain.h b/effect_chain.h index dcfb7a1..9d389d5 100644 --- a/effect_chain.h +++ b/effect_chain.h @@ -54,19 +54,49 @@ public: void render_to_screen(); Effect *last_added_effect() { - if (effects.empty()) { + if (nodes.empty()) { return NULL; } else { - return effects.back(); + return nodes.back()->effect; } } private: + struct Phase; + + // A node in the graph; basically an effect and some associated information. + struct Node { + Effect *effect; + + // Identifier used to create unique variables in GLSL. + std::string effect_id; + + // Edges in the graph (forward and backward). + std::vector outgoing_links; + std::vector incoming_links; + + // If output goes to RTT (otherwise, none of these are set). + // The Phsae pointer is a but ugly; we should probably fix so + // that Phase takes other phases as inputs, instead of Node. + GLuint output_texture; + unsigned output_texture_width, output_texture_height; + Phase *phase; + + // Used during the building of the effect chain. + ColorSpace output_color_space; + GammaCurve output_gamma_curve; + }; + + // A rendering phase; a single GLSL program rendering a single quad. struct Phase { GLint glsl_program_num; bool input_needs_mipmaps; - std::vector inputs; // Only from other phases; input textures are not counted here. - std::vector effects; // In order. + + // Inputs are only inputs from other phases (ie., those that come from RTT); + // input textures are not counted here. + std::vector inputs; + + std::vector effects; // In order. unsigned output_width, output_height; }; @@ -74,44 +104,35 @@ private: // 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 *nonlinear_inputs, - std::vector *intermediates); - Effect *normalize_to_linear_gamma(Effect *input); - Effect *normalize_to_srgb(Effect *input); + void find_all_nonlinear_inputs(Node *effect, + std::vector *nonlinear_inputs, + std::vector *intermediates); + Node *normalize_to_linear_gamma(Node *input); + Node *normalize_to_srgb(Node *input); void draw_vertex(float x, float y, const std::vector &inputs); // Create a GLSL program computing the given effects in order. - Phase *compile_glsl_program(const std::vector &inputs, const std::vector &effects); + Phase *compile_glsl_program(const std::vector &inputs, + const std::vector &effects); // Create all GLSL programs needed to compute the given effect, and all outputs // that depends on it (whenever possible). - void construct_glsl_programs(Effect *output); + void construct_glsl_programs(Node *output); unsigned width, height; ImageFormat output_format; - std::vector effects; - std::vector inputs; // Also contained in effects. - std::map effect_ids; - std::map effect_output_textures; - std::map > effect_output_texture_sizes; - std::map > outgoing_links; - std::map > incoming_links; + + std::vector nodes; + std::map node_map; + + std::vector inputs; // Also contained in nodes. GLuint fbo; std::vector phases; - // This is a bit ugly; we should probably fix so that Phase takes other phases - // as inputs, instead of Effect. - std::map output_effects_to_phase; - GLenum format, bytes_per_pixel; bool finalized; - - // Used during the building of the effect chain. - std::map output_color_space; - std::map output_gamma_curve; };