From: Steinar H. Gunderson Date: Sat, 22 Mar 2014 14:53:11 +0000 (+0100) Subject: Merge branch 'master' into epoxy X-Git-Tag: 1.1~12^2~4 X-Git-Url: https://git.sesse.net/?p=movit;a=commitdiff_plain;h=5ee3e6bb0bf100d57a06911b89c3a0a0dc49e2be;hp=-c Merge branch 'master' into epoxy --- 5ee3e6bb0bf100d57a06911b89c3a0a0dc49e2be diff --combined effect_chain.cpp index 4793845,e4ab719..7bce60f --- a/effect_chain.cpp +++ b/effect_chain.cpp @@@ -1,6 -1,6 +1,6 @@@ #define GL_GLEXT_PROTOTYPES 1 -#include +#include #include #include #include @@@ -238,7 -238,7 +238,7 @@@ string replace_prefix(const string &tex void EffectChain::compile_glsl_program(Phase *phase) { - string frag_shader = read_file("header.frag"); + string frag_shader = read_version_dependent_file("header", "frag"); // Create functions for all the texture inputs that we need. for (unsigned i = 0; i < phase->inputs.size(); ++i) { @@@ -249,7 -249,7 +249,7 @@@ frag_shader += string("uniform sampler2D tex_") + effect_id + ";\n"; frag_shader += string("vec4 ") + effect_id + "(vec2 tc) {\n"; - frag_shader += "\treturn texture2D(tex_" + string(effect_id) + ", tc);\n"; + frag_shader += "\treturn tex2D(tex_" + string(effect_id) + ", tc);\n"; frag_shader += "}\n"; frag_shader += "\n"; } @@@ -288,10 -288,9 +288,10 @@@ frag_shader += "\n"; } frag_shader += string("#define INPUT ") + phase->effect_ids[phase->effects.back()] + "\n"; - frag_shader.append(read_file("footer.frag")); + frag_shader.append(read_version_dependent_file("footer", "frag")); - phase->glsl_program_num = resource_pool->compile_glsl_program(read_file("vs.vert"), frag_shader); + string vert_shader = read_version_dependent_file("vs", "vert"); + phase->glsl_program_num = resource_pool->compile_glsl_program(vert_shader, frag_shader); // Prepare the geometry for the fullscreen quad used in this phase. // (We have separate VAOs per shader, since the bindings can in theory @@@ -1435,8 -1434,6 +1435,6 @@@ void EffectChain::render_to_fbo(GLuint // Save original viewport. GLuint x = 0, y = 0; - GLuint fbo = 0; - void *context = get_gl_context_identifier(); if (width == 0 && height == 0) { GLint viewport[4]; @@@ -1464,50 -1461,6 +1462,6 @@@ for (unsigned phase_num = 0; phase_num < phases.size(); ++phase_num) { Phase *phase = phases[phase_num]; - // Find a texture for this phase. - inform_input_sizes(phase); - if (phase_num != phases.size() - 1) { - find_output_size(phase); - - GLuint tex_num = resource_pool->create_2d_texture(GL_RGBA16F, phase->output_width, phase->output_height); - output_textures.insert(make_pair(phase, tex_num)); - } - - const GLuint glsl_program_num = phase->glsl_program_num; - check_error(); - glUseProgram(glsl_program_num); - check_error(); - - // Set up RTT inputs for this phase. - for (unsigned sampler = 0; sampler < phase->inputs.size(); ++sampler) { - glActiveTexture(GL_TEXTURE0 + sampler); - Phase *input = phase->inputs[sampler]; - input->output_node->bound_sampler_num = sampler; - glBindTexture(GL_TEXTURE_2D, output_textures[input]); - check_error(); - if (phase->input_needs_mipmaps) { - if (generated_mipmaps.count(input) == 0) { - glGenerateMipmap(GL_TEXTURE_2D); - check_error(); - generated_mipmaps.insert(input); - } - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST); - check_error(); - } else { - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); - check_error(); - } - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); - check_error(); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); - check_error(); - - string texture_name = string("tex_") + phase->effect_ids[input->output_node]; - glUniform1i(glGetUniformLocation(glsl_program_num, texture_name.c_str()), sampler); - check_error(); - } - - // And now the output. if (phase_num == phases.size() - 1) { // Last phase goes to the output the user specified. glBindFramebuffer(GL_FRAMEBUFFER, dest_fbo); @@@ -1519,40 -1472,8 +1473,8 @@@ CHECK(dither_effect->set_int("output_width", width)); CHECK(dither_effect->set_int("output_height", height)); } - } else { - fbo = resource_pool->create_fbo(context, output_textures[phase]); - glBindFramebuffer(GL_FRAMEBUFFER, fbo); - glViewport(0, 0, phase->output_width, phase->output_height); - } - - // Give the required parameters to all the effects. - unsigned sampler_num = phase->inputs.size(); - for (unsigned i = 0; i < phase->effects.size(); ++i) { - Node *node = phase->effects[i]; - unsigned old_sampler_num = sampler_num; - node->effect->set_gl_state(glsl_program_num, phase->effect_ids[node], &sampler_num); - check_error(); - - if (node->effect->is_single_texture()) { - assert(sampler_num - old_sampler_num == 1); - node->bound_sampler_num = old_sampler_num; - } else { - node->bound_sampler_num = -1; - } - } - - glBindVertexArray(phase->vao); - check_error(); - glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); - check_error(); - - for (unsigned i = 0; i < phase->effects.size(); ++i) { - Node *node = phase->effects[i]; - node->effect->clear_gl_state(); - } - if (phase_num != phases.size() - 1) { - resource_pool->release_fbo(fbo); } + execute_phase(phase, phase_num == phases.size() - 1, &output_textures, &generated_mipmaps); } for (map::const_iterator texture_it = output_textures.begin(); @@@ -1569,4 -1490,97 +1491,97 @@@ check_error(); } + void EffectChain::execute_phase(Phase *phase, bool last_phase, map *output_textures, set *generated_mipmaps) + { + GLuint fbo = 0; + + // Find a texture for this phase. + inform_input_sizes(phase); + if (!last_phase) { + find_output_size(phase); + + GLuint tex_num = resource_pool->create_2d_texture(GL_RGBA16F, phase->output_width, phase->output_height); + output_textures->insert(make_pair(phase, tex_num)); + } + + const GLuint glsl_program_num = phase->glsl_program_num; + check_error(); + glUseProgram(glsl_program_num); + check_error(); + + // Set up RTT inputs for this phase. + for (unsigned sampler = 0; sampler < phase->inputs.size(); ++sampler) { + glActiveTexture(GL_TEXTURE0 + sampler); + Phase *input = phase->inputs[sampler]; + input->output_node->bound_sampler_num = sampler; + glBindTexture(GL_TEXTURE_2D, (*output_textures)[input]); + check_error(); + if (phase->input_needs_mipmaps && generated_mipmaps->count(input) == 0) { + glGenerateMipmap(GL_TEXTURE_2D); + check_error(); + generated_mipmaps->insert(input); + } + setup_rtt_sampler(glsl_program_num, sampler, phase->effect_ids[input->output_node], phase->input_needs_mipmaps); + } + + // And now the output. (Already set up for us if it is the last phase.) + if (!last_phase) { + void *context = get_gl_context_identifier(); + fbo = resource_pool->create_fbo(context, (*output_textures)[phase]); + glBindFramebuffer(GL_FRAMEBUFFER, fbo); + glViewport(0, 0, phase->output_width, phase->output_height); + } + + // Give the required parameters to all the effects. + unsigned sampler_num = phase->inputs.size(); + for (unsigned i = 0; i < phase->effects.size(); ++i) { + Node *node = phase->effects[i]; + unsigned old_sampler_num = sampler_num; + node->effect->set_gl_state(glsl_program_num, phase->effect_ids[node], &sampler_num); + check_error(); + + if (node->effect->is_single_texture()) { + assert(sampler_num - old_sampler_num == 1); + node->bound_sampler_num = old_sampler_num; + } else { + node->bound_sampler_num = -1; + } + } + + glBindVertexArray(phase->vao); + check_error(); + glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); + check_error(); + + for (unsigned i = 0; i < phase->effects.size(); ++i) { + Node *node = phase->effects[i]; + node->effect->clear_gl_state(); + } + + if (!last_phase) { + resource_pool->release_fbo(fbo); + } + } + + void EffectChain::setup_rtt_sampler(GLuint glsl_program_num, int sampler_num, const string &effect_id, bool use_mipmaps) + { + glActiveTexture(GL_TEXTURE0 + sampler_num); + check_error(); + if (use_mipmaps) { + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST); + check_error(); + } else { + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + check_error(); + } + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); + check_error(); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); + check_error(); + + string texture_name = string("tex_") + effect_id; + glUniform1i(glGetUniformLocation(glsl_program_num, texture_name.c_str()), sampler_num); + check_error(); + } + } // namespace movit diff --combined effect_chain.h index a1bf3cb,903018b..e7d99d5 --- a/effect_chain.h +++ b/effect_chain.h @@@ -17,7 -17,7 +17,7 @@@ // the EffectChain holds textures and other OpenGL objects that are tied to the // context. -#include +#include #include #include #include @@@ -235,6 -235,13 +235,13 @@@ 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);