-#define GL_GLEXT_PROTOTYPES 1
-
-#include <GL/glew.h>
+#include <epoxy/gl.h>
#include <assert.h>
-#include <locale.h>
#include <math.h>
#include <stddef.h>
#include <stdio.h>
#include <stack>
#include <utility>
#include <vector>
+#include <Eigen/Core>
#include "alpha_division_effect.h"
#include "alpha_multiplication_effect.h"
#include "dither_effect.h"
#include "effect.h"
#include "effect_chain.h"
+#include "effect_util.h"
#include "gamma_compression_effect.h"
#include "gamma_expansion_effect.h"
#include "init.h"
#include "input.h"
#include "resource_pool.h"
#include "util.h"
+#include "ycbcr_conversion_effect.h"
+using namespace Eigen;
using namespace std;
namespace movit {
EffectChain::EffectChain(float aspect_nom, float aspect_denom, ResourcePool *resource_pool)
: aspect_nom(aspect_nom),
aspect_denom(aspect_denom),
+ output_color_rgba(false),
+ output_color_ycbcr(false),
dither_effect(NULL),
+ intermediate_format(GL_RGBA16F),
+ intermediate_transformation(NO_FRAMEBUFFER_TRANSFORMATION),
num_dither_bits(0),
+ output_origin(OUTPUT_ORIGIN_BOTTOM_LEFT),
finalized(false),
- resource_pool(resource_pool) {
+ resource_pool(resource_pool),
+ do_phase_timing(false) {
if (resource_pool == NULL) {
this->resource_pool = new ResourcePool();
owns_resource_pool = true;
} else {
owns_resource_pool = false;
}
+
+ // Generate a VBO with some data in (shared position and texture coordinate data).
+ float vertices[] = {
+ 0.0f, 2.0f,
+ 0.0f, 0.0f,
+ 2.0f, 0.0f
+ };
+ vbo = generate_vbo(2, GL_FLOAT, sizeof(vertices), vertices);
}
EffectChain::~EffectChain()
if (owns_resource_pool) {
delete resource_pool;
}
+ glDeleteBuffers(1, &vbo);
+ check_error();
}
Input *EffectChain::add_input(Input *input)
void EffectChain::add_output(const ImageFormat &format, OutputAlphaFormat alpha_format)
{
assert(!finalized);
+ assert(!output_color_rgba);
+ output_format = format;
+ output_alpha_format = alpha_format;
+ output_color_rgba = true;
+}
+
+void EffectChain::add_ycbcr_output(const ImageFormat &format, OutputAlphaFormat alpha_format,
+ const YCbCrFormat &ycbcr_format, YCbCrOutputSplitting output_splitting)
+{
+ assert(!finalized);
+ assert(!output_color_ycbcr);
output_format = format;
output_alpha_format = alpha_format;
+ output_color_ycbcr = true;
+ output_ycbcr_format = ycbcr_format;
+ output_ycbcr_splitting = output_splitting;
+
+ assert(ycbcr_format.chroma_subsampling_x == 1);
+ assert(ycbcr_format.chroma_subsampling_y == 1);
}
Node *EffectChain::add_node(Effect *effect)
node->output_color_space = COLORSPACE_INVALID;
node->output_gamma_curve = GAMMA_INVALID;
node->output_alpha_type = ALPHA_INVALID;
+ node->needs_mipmaps = false;
+ node->one_to_one_sampling = false;
nodes.push_back(node);
node_map[effect] = node;
return GL_TEXTURE0 + node->incoming_links[input_num]->bound_sampler_num;
}
+GLenum EffectChain::has_input_sampler(Node *node, unsigned input_num) const
+{
+ assert(input_num < node->incoming_links.size());
+ return node->incoming_links[input_num]->bound_sampler_num >= 0 &&
+ node->incoming_links[input_num]->bound_sampler_num < 8;
+}
+
void EffectChain::find_all_nonlinear_inputs(Node *node, vector<Node *> *nonlinear_inputs)
{
if (node->output_gamma_curve == GAMMA_LINEAR &&
return effect;
}
-// GLSL pre-1.30 doesn't support token pasting. Replace PREFIX(x) with <effect_id>_x.
+// ESSL doesn't support token pasting. Replace PREFIX(x) with <effect_id>_x.
string replace_prefix(const string &text, const string &prefix)
{
string output;
return output;
}
+namespace {
+
+template<class T>
+void extract_uniform_declarations(const vector<Uniform<T> > &effect_uniforms,
+ const string &type_specifier,
+ const string &effect_id,
+ vector<Uniform<T> > *phase_uniforms,
+ string *glsl_string)
+{
+ for (unsigned i = 0; i < effect_uniforms.size(); ++i) {
+ phase_uniforms->push_back(effect_uniforms[i]);
+ phase_uniforms->back().prefix = effect_id;
+
+ *glsl_string += string("uniform ") + type_specifier + " " + effect_id
+ + "_" + effect_uniforms[i].name + ";\n";
+ }
+}
+
+template<class T>
+void extract_uniform_array_declarations(const vector<Uniform<T> > &effect_uniforms,
+ const string &type_specifier,
+ const string &effect_id,
+ vector<Uniform<T> > *phase_uniforms,
+ string *glsl_string)
+{
+ for (unsigned i = 0; i < effect_uniforms.size(); ++i) {
+ phase_uniforms->push_back(effect_uniforms[i]);
+ phase_uniforms->back().prefix = effect_id;
+
+ char buf[256];
+ snprintf(buf, sizeof(buf), "uniform %s %s_%s[%d];\n",
+ type_specifier.c_str(), effect_id.c_str(),
+ effect_uniforms[i].name.c_str(),
+ int(effect_uniforms[i].num_values));
+ *glsl_string += buf;
+ }
+}
+
+template<class T>
+void collect_uniform_locations(GLuint glsl_program_num, vector<Uniform<T> > *phase_uniforms)
+{
+ for (unsigned i = 0; i < phase_uniforms->size(); ++i) {
+ Uniform<T> &uniform = (*phase_uniforms)[i];
+ uniform.location = get_uniform_location(glsl_program_num, uniform.prefix, uniform.name);
+ }
+}
+
+} // namespace
+
void EffectChain::compile_glsl_program(Phase *phase)
{
- string frag_shader = read_file("header.frag");
+ string frag_shader_header = read_version_dependent_file("header", "frag");
+ string frag_shader = "";
- // Create functions for all the texture inputs that we need.
+ // Create functions and uniforms for all the texture inputs that we need.
for (unsigned i = 0; i < phase->inputs.size(); ++i) {
Node *input = phase->inputs[i]->output_node;
char effect_id[256];
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 += "\tvec4 tmp = tex2D(tex_" + string(effect_id) + ", tc);\n";
+
+ if (intermediate_transformation == SQUARE_ROOT_FRAMEBUFFER_TRANSFORMATION &&
+ phase->inputs[i]->output_node->output_gamma_curve == GAMMA_LINEAR) {
+ frag_shader += "\ttmp.rgb *= tmp.rgb;\n";
+ }
+
+ frag_shader += "\treturn tmp;\n";
frag_shader += "}\n";
frag_shader += "\n";
+
+ Uniform<int> uniform;
+ uniform.name = effect_id;
+ uniform.value = &phase->input_samplers[i];
+ uniform.prefix = "tex";
+ uniform.num_values = 1;
+ uniform.location = -1;
+ phase->uniforms_sampler2d.push_back(uniform);
}
+ // Give each effect in the phase its own ID.
for (unsigned i = 0; i < phase->effects.size(); ++i) {
Node *node = phase->effects[i];
char effect_id[256];
sprintf(effect_id, "eff%u", i);
phase->effect_ids.insert(make_pair(node, effect_id));
+ }
+ for (unsigned i = 0; i < phase->effects.size(); ++i) {
+ Node *node = phase->effects[i];
+ const string effect_id = phase->effect_ids[node];
if (node->incoming_links.size() == 1) {
frag_shader += string("#define INPUT ") + phase->effect_ids[node->incoming_links[0]] + "\n";
} else {
frag_shader += "\n";
frag_shader += string("#define FUNCNAME ") + effect_id + "\n";
- frag_shader += replace_prefix(node->effect->output_convenience_uniforms(), effect_id);
frag_shader += replace_prefix(node->effect->output_fragment_shader(), effect_id);
frag_shader += "#undef PREFIX\n";
frag_shader += "#undef FUNCNAME\n";
frag_shader += "\n";
}
frag_shader += string("#define INPUT ") + phase->effect_ids[phase->effects.back()] + "\n";
+
+ // If we're the last phase, add the right #defines for Y'CbCr multi-output as needed.
+ vector<string> frag_shader_outputs; // In order.
+ if (phase->output_node->outgoing_links.empty() && output_color_ycbcr) {
+ switch (output_ycbcr_splitting) {
+ case YCBCR_OUTPUT_INTERLEAVED:
+ // No #defines set.
+ frag_shader_outputs.push_back("FragColor");
+ break;
+ case YCBCR_OUTPUT_SPLIT_Y_AND_CBCR:
+ frag_shader += "#define YCBCR_OUTPUT_SPLIT_Y_AND_CBCR 1\n";
+ frag_shader_outputs.push_back("Y");
+ frag_shader_outputs.push_back("Chroma");
+ break;
+ case YCBCR_OUTPUT_PLANAR:
+ frag_shader += "#define YCBCR_OUTPUT_PLANAR 1\n";
+ frag_shader_outputs.push_back("Y");
+ frag_shader_outputs.push_back("Cb");
+ frag_shader_outputs.push_back("Cr");
+ break;
+ default:
+ assert(false);
+ }
+
+ if (output_color_rgba) {
+ // Note: Needs to come in the header, because not only the
+ // output needs to see it (YCbCrConversionEffect and DitherEffect
+ // do, too).
+ frag_shader_header += "#define YCBCR_ALSO_OUTPUT_RGBA 1\n";
+ frag_shader_outputs.push_back("RGBA");
+ }
+ }
+
+ // If we're bouncing to a temporary texture, signal transformation if desired.
+ if (!phase->output_node->outgoing_links.empty()) {
+ if (intermediate_transformation == SQUARE_ROOT_FRAMEBUFFER_TRANSFORMATION &&
+ phase->output_node->output_gamma_curve == GAMMA_LINEAR) {
+ frag_shader += "#define SQUARE_ROOT_TRANSFORMATION 1\n";
+ }
+ }
+
frag_shader.append(read_file("footer.frag"));
- phase->glsl_program_num = resource_pool->compile_glsl_program(read_file("vs.vert"), frag_shader);
+ // Collect uniforms from all effects and output them. Note that this needs
+ // to happen after output_fragment_shader(), even though the uniforms come
+ // before in the output source, since output_fragment_shader() is allowed
+ // to register new uniforms (e.g. arrays that are of unknown length until
+ // finalization time).
+ // TODO: Make a uniform block for platforms that support it.
+ string frag_shader_uniforms = "";
+ for (unsigned i = 0; i < phase->effects.size(); ++i) {
+ Node *node = phase->effects[i];
+ Effect *effect = node->effect;
+ const string effect_id = phase->effect_ids[node];
+ extract_uniform_declarations(effect->uniforms_sampler2d, "sampler2D", effect_id, &phase->uniforms_sampler2d, &frag_shader_uniforms);
+ extract_uniform_declarations(effect->uniforms_bool, "bool", effect_id, &phase->uniforms_bool, &frag_shader_uniforms);
+ extract_uniform_declarations(effect->uniforms_int, "int", effect_id, &phase->uniforms_int, &frag_shader_uniforms);
+ extract_uniform_declarations(effect->uniforms_float, "float", effect_id, &phase->uniforms_float, &frag_shader_uniforms);
+ extract_uniform_declarations(effect->uniforms_vec2, "vec2", effect_id, &phase->uniforms_vec2, &frag_shader_uniforms);
+ extract_uniform_declarations(effect->uniforms_vec3, "vec3", effect_id, &phase->uniforms_vec3, &frag_shader_uniforms);
+ extract_uniform_declarations(effect->uniforms_vec4, "vec4", effect_id, &phase->uniforms_vec4, &frag_shader_uniforms);
+ extract_uniform_array_declarations(effect->uniforms_float_array, "float", effect_id, &phase->uniforms_float, &frag_shader_uniforms);
+ extract_uniform_array_declarations(effect->uniforms_vec2_array, "vec2", effect_id, &phase->uniforms_vec2, &frag_shader_uniforms);
+ extract_uniform_array_declarations(effect->uniforms_vec3_array, "vec3", effect_id, &phase->uniforms_vec3, &frag_shader_uniforms);
+ extract_uniform_array_declarations(effect->uniforms_vec4_array, "vec4", effect_id, &phase->uniforms_vec4, &frag_shader_uniforms);
+ extract_uniform_declarations(effect->uniforms_mat3, "mat3", effect_id, &phase->uniforms_mat3, &frag_shader_uniforms);
+ }
+
+ frag_shader = frag_shader_header + frag_shader_uniforms + frag_shader;
+
+ string vert_shader = read_version_dependent_file("vs", "vert");
+
+ // If we're the last phase and need to flip the picture to compensate for
+ // the origin, tell the vertex shader so.
+ if (phase->output_node->outgoing_links.empty() && output_origin == OUTPUT_ORIGIN_TOP_LEFT) {
+ const string needle = "#define FLIP_ORIGIN 0";
+ size_t pos = vert_shader.find(needle);
+ assert(pos != string::npos);
+
+ vert_shader[pos + needle.size() - 1] = '1';
+ }
+
+ phase->glsl_program_num = resource_pool->compile_glsl_program(vert_shader, frag_shader, frag_shader_outputs);
+ GLint position_attribute_index = glGetAttribLocation(phase->glsl_program_num, "position");
+ GLint texcoord_attribute_index = glGetAttribLocation(phase->glsl_program_num, "texcoord");
+ if (position_attribute_index != -1) {
+ phase->attribute_indexes.insert(position_attribute_index);
+ }
+ if (texcoord_attribute_index != -1) {
+ phase->attribute_indexes.insert(texcoord_attribute_index);
+ }
+
+ // Collect the resulting location numbers for each uniform.
+ collect_uniform_locations(phase->glsl_program_num, &phase->uniforms_sampler2d);
+ collect_uniform_locations(phase->glsl_program_num, &phase->uniforms_bool);
+ collect_uniform_locations(phase->glsl_program_num, &phase->uniforms_int);
+ collect_uniform_locations(phase->glsl_program_num, &phase->uniforms_float);
+ collect_uniform_locations(phase->glsl_program_num, &phase->uniforms_vec2);
+ collect_uniform_locations(phase->glsl_program_num, &phase->uniforms_vec3);
+ collect_uniform_locations(phase->glsl_program_num, &phase->uniforms_vec4);
+ collect_uniform_locations(phase->glsl_program_num, &phase->uniforms_mat3);
}
// 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, every time an effect wants to change the output size,
-// and of course at the end.
+// effects, every time we need to bounce due to output size change
+// (not all size changes require ending), and of course at the end.
//
// We follow a quite simple depth-first search from the output, although
// without recursing explicitly within each phase.
Phase *phase = new Phase;
phase->output_node = output;
+ // If the output effect has one-to-one sampling, we try to trace this
+ // status down through the dependency chain. This is important in case
+ // we hit an effect that changes output size (and not sets a virtual
+ // output size); if we have one-to-one sampling, we don't have to break
+ // the phase.
+ output->one_to_one_sampling = output->effect->one_to_one_sampling();
+
// Effects that we have yet to calculate, but that we know should
// be in the current phase.
stack<Node *> effects_todo_this_phase;
Node *node = effects_todo_this_phase.top();
effects_todo_this_phase.pop();
+ if (node->effect->needs_mipmaps()) {
+ node->needs_mipmaps = true;
+ }
+
// This should currently only happen for effects that are inputs
// (either true inputs or phase outputs). We special-case inputs,
// and then deduplicate phase outputs below.
bool start_new_phase = false;
if (node->effect->needs_texture_bounce() &&
- !deps[i]->effect->is_single_texture()) {
+ !deps[i]->effect->is_single_texture() &&
+ !deps[i]->effect->override_disable_bounce()) {
start_new_phase = true;
}
+ // Propagate information about needing mipmaps down the chain,
+ // breaking the phase if we notice an incompatibility.
+ //
+ // Note that we cannot do this propagation as a normal pass,
+ // because it needs information about where the phases end
+ // (we should not propagate the flag across phases).
+ if (node->needs_mipmaps) {
+ if (deps[i]->effect->num_inputs() == 0) {
+ Input *input = static_cast<Input *>(deps[i]->effect);
+ start_new_phase |= !input->can_supply_mipmaps();
+ } else {
+ deps[i]->needs_mipmaps = true;
+ }
+ }
+
if (deps[i]->outgoing_links.size() > 1) {
if (!deps[i]->effect->is_single_texture()) {
// More than one effect uses this as the input,
}
}
- if (deps[i]->effect->changes_output_size()) {
+ if (deps[i]->effect->sets_virtual_output_size()) {
+ assert(deps[i]->effect->changes_output_size());
+ // If the next effect sets a virtual size to rely on OpenGL's
+ // bilinear sampling, we'll really need to break the phase here.
+ start_new_phase = true;
+ } else if (deps[i]->effect->changes_output_size() && !node->one_to_one_sampling) {
+ // If the next effect changes size and we don't have one-to-one sampling,
+ // we also need to break here.
start_new_phase = true;
}
phase->inputs.push_back(construct_phase(deps[i], completed_effects));
} else {
effects_todo_this_phase.push(deps[i]);
+
+ // Propagate the one-to-one status down through the dependency.
+ deps[i]->one_to_one_sampling = node->one_to_one_sampling &&
+ deps[i]->effect->one_to_one_sampling();
}
}
}
// and create a GLSL program for it.
assert(!phase->effects.empty());
- // Deduplicate the inputs.
- sort(phase->inputs.begin(), phase->inputs.end());
- phase->inputs.erase(unique(phase->inputs.begin(), phase->inputs.end()), phase->inputs.end());
+ // Deduplicate the inputs, but don't change the ordering e.g. by sorting;
+ // that would be nondeterministic and thus reduce cacheability.
+ // TODO: Make this even more deterministic.
+ vector<Phase *> dedup_inputs;
+ set<Phase *> seen_inputs;
+ for (size_t i = 0; i < phase->inputs.size(); ++i) {
+ if (seen_inputs.insert(phase->inputs[i]).second) {
+ dedup_inputs.push_back(phase->inputs[i]);
+ }
+ }
+ swap(phase->inputs, dedup_inputs);
+
+ // Allocate samplers for each input.
+ phase->input_samplers.resize(phase->inputs.size());
// We added the effects from the output and back, but we need to output
// them in topological sort order in the shader.
for (unsigned i = 0; i < phase->effects.size(); ++i) {
Node *node = phase->effects[i];
if (node->effect->num_inputs() == 0) {
- CHECK(node->effect->set_int("needs_mipmaps", phase->input_needs_mipmaps));
+ Input *input = static_cast<Input *>(node->effect);
+ assert(!phase->input_needs_mipmaps || input->can_supply_mipmaps());
+ CHECK(input->set_int("needs_mipmaps", phase->input_needs_mipmaps));
}
}
+ // Tell each node which phase it ended up in, so that the unit test
+ // can check that the phases were split in the right place.
+ // Note that this ignores that effects may be part of multiple phases;
+ // if the unit tests need to test such cases, we'll reconsider.
+ for (unsigned i = 0; i < phase->effects.size(); ++i) {
+ phase->effects[i]->containing_phase = phase;
+ }
+
// Actually make the shader for this phase.
compile_glsl_program(phase);
+ // Initialize timers.
+ if (movit_timer_queries_supported) {
+ phase->time_elapsed_ns = 0;
+ phase->num_measured_iterations = 0;
+ }
+
assert(completed_effects->count(output) == 0);
completed_effects->insert(make_pair(output, phase));
phases.push_back(phase);
// Now propagate from the inputs towards the end, and inform as we go.
// The rules are simple:
//
- // 1. Don't touch effects that already have given sizes (ie., inputs).
+ // 1. Don't touch effects that already have given sizes (ie., inputs
+ // or effects that change the output size).
// 2. If all of your inputs have the same size, that will be your output size.
// 3. Otherwise, your output size is 0x0.
for (unsigned i = 0; i < phase->effects.size(); ++i) {
this_output_height = 0;
}
}
- node->output_width = this_output_width;
- node->output_height = this_output_height;
+ if (node->effect->changes_output_size()) {
+ // We cannot call get_output_size() before we've done inform_input_size()
+ // on all inputs.
+ unsigned real_width, real_height;
+ node->effect->get_output_size(&real_width, &real_height,
+ &node->output_width, &node->output_height);
+ assert(node->effect->sets_virtual_output_size() ||
+ (real_width == node->output_width &&
+ real_height == node->output_height));
+ } else {
+ node->output_width = this_output_width;
+ node->output_height = this_output_height;
+ }
}
}
if (output_node->effect->changes_output_size()) {
output_node->effect->get_output_size(&phase->output_width, &phase->output_height,
&phase->virtual_output_width, &phase->virtual_output_height);
+ assert(output_node->effect->sets_virtual_output_size() ||
+ (phase->output_width == phase->virtual_output_width &&
+ phase->output_height == phase->virtual_output_height));
return;
}
if (alpha_handling == Effect::INPUT_AND_OUTPUT_PREMULTIPLIED_ALPHA ||
alpha_handling == Effect::INPUT_PREMULTIPLIED_ALPHA_KEEP_BLANK) {
+ // This combination (requiring premultiplied alpha, but _not_ requiring
+ // linear light) is illegal, since the combination of premultiplied alpha
+ // and nonlinear inputs is meaningless.
+ assert(node->effect->needs_linear_light());
+
// If the effect has asked for premultiplied alpha, check that it has got it.
if (any_postmultiplied) {
node->output_alpha_type = ALPHA_INVALID;
connect_nodes(output, conversion);
}
}
+
+// If the user has requested Y'CbCr output, we need to do this conversion
+// _after_ GammaCompressionEffect etc., but before dither (see below).
+// This is because Y'CbCr, with the exception of a special optional mode
+// in Rec. 2020 (which we currently don't support), is defined to work on
+// gamma-encoded data.
+void EffectChain::add_ycbcr_conversion_if_needed()
+{
+ assert(output_color_rgba || output_color_ycbcr);
+ if (!output_color_ycbcr) {
+ return;
+ }
+ Node *output = find_output_node();
+ Node *ycbcr = add_node(new YCbCrConversionEffect(output_ycbcr_format));
+ connect_nodes(output, ycbcr);
+}
// If the user has requested dither, add a DitherEffect right at the end
// (after GammaCompressionEffect etc.). This needs to be done after everything else,
void EffectChain::finalize()
{
- // Save the current locale, and set it to C, so that we can output decimal
- // numbers with printf and be sure to get them in the format mandated by GLSL.
- char *saved_locale = setlocale(LC_NUMERIC, "C");
-
// Output the graph as it is before we do any conversions on it.
output_dot("step0-start.dot");
fix_internal_gamma_by_asking_inputs(15);
fix_internal_gamma_by_inserting_nodes(16);
- output_dot("step17-before-dither.dot");
+ output_dot("step17-before-ycbcr.dot");
+ add_ycbcr_conversion_if_needed();
+ output_dot("step18-before-dither.dot");
add_dither_if_needed();
- output_dot("step18-final.dot");
+ output_dot("step19-final.dot");
// Construct all needed GLSL programs, starting at the output.
// We need to keep track of which effects have already been computed,
map<Node *, Phase *> completed_effects;
construct_phase(find_output_node(), &completed_effects);
- output_dot("step19-split-to-phases.dot");
+ output_dot("step20-split-to-phases.dot");
assert(phases[0]->inputs.empty());
finalized = true;
- setlocale(LC_NUMERIC, saved_locale);
}
void EffectChain::render_to_fbo(GLuint dest_fbo, unsigned width, unsigned height)
{
assert(finalized);
+ // This needs to be set anew, in case we are coming from a different context
+ // from when we initialized.
+ check_error();
+ glDisable(GL_DITHER);
+ check_error();
+ glEnable(GL_FRAMEBUFFER_SRGB);
+ check_error();
+
// Save original viewport.
GLuint x = 0, y = 0;
}
// Basic state.
+ check_error();
glDisable(GL_BLEND);
check_error();
glDisable(GL_DEPTH_TEST);
glDepthMask(GL_FALSE);
check_error();
+ // Generate a VAO that will be used during the entire execution,
+ // and bind the VBO, since it contains all the data.
+ GLuint vao;
+ glGenVertexArrays(1, &vao);
+ check_error();
+ glBindVertexArray(vao);
+ check_error();
+ glBindBuffer(GL_ARRAY_BUFFER, vbo);
+ check_error();
+ set<GLint> bound_attribute_indices;
+
set<Phase *> generated_mipmaps;
// We choose the simplest option of having one texture per output,
for (unsigned phase_num = 0; phase_num < phases.size(); ++phase_num) {
Phase *phase = phases[phase_num];
+ if (do_phase_timing) {
+ GLuint timer_query_object;
+ if (phase->timer_query_objects_free.empty()) {
+ glGenQueries(1, &timer_query_object);
+ } else {
+ timer_query_object = phase->timer_query_objects_free.front();
+ phase->timer_query_objects_free.pop_front();
+ }
+ glBeginQuery(GL_TIME_ELAPSED, timer_query_object);
+ phase->timer_query_objects_running.push_back(timer_query_object);
+ }
if (phase_num == phases.size() - 1) {
// Last phase goes to the output the user specified.
glBindFramebuffer(GL_FRAMEBUFFER, dest_fbo);
CHECK(dither_effect->set_int("output_height", height));
}
}
- execute_phase(phase, phase_num == phases.size() - 1, &output_textures, &generated_mipmaps);
+ execute_phase(phase, phase_num == phases.size() - 1, &bound_attribute_indices, &output_textures, &generated_mipmaps);
+ if (do_phase_timing) {
+ glEndQuery(GL_TIME_ELAPSED);
+ }
}
for (map<Phase *, GLuint>::const_iterator texture_it = output_textures.begin();
check_error();
glUseProgram(0);
check_error();
+
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
+ check_error();
+ glBindVertexArray(0);
+ check_error();
+ glDeleteVertexArrays(1, &vao);
+ check_error();
+
+ if (do_phase_timing) {
+ // Get back the timer queries.
+ for (unsigned phase_num = 0; phase_num < phases.size(); ++phase_num) {
+ Phase *phase = phases[phase_num];
+ for (std::list<GLuint>::iterator timer_it = phase->timer_query_objects_running.begin();
+ timer_it != phase->timer_query_objects_running.end(); ) {
+ GLint timer_query_object = *timer_it;
+ GLint available;
+ glGetQueryObjectiv(timer_query_object, GL_QUERY_RESULT_AVAILABLE, &available);
+ if (available) {
+ GLuint64 time_elapsed;
+ glGetQueryObjectui64v(timer_query_object, GL_QUERY_RESULT, &time_elapsed);
+ phase->time_elapsed_ns += time_elapsed;
+ ++phase->num_measured_iterations;
+ phase->timer_query_objects_free.push_back(timer_query_object);
+ phase->timer_query_objects_running.erase(timer_it++);
+ } else {
+ ++timer_it;
+ }
+ }
+ }
+ }
+}
+
+void EffectChain::enable_phase_timing(bool enable)
+{
+ if (enable) {
+ assert(movit_timer_queries_supported);
+ }
+ this->do_phase_timing = enable;
+}
+
+void EffectChain::reset_phase_timing()
+{
+ for (unsigned phase_num = 0; phase_num < phases.size(); ++phase_num) {
+ Phase *phase = phases[phase_num];
+ phase->time_elapsed_ns = 0;
+ phase->num_measured_iterations = 0;
+ }
}
-void EffectChain::execute_phase(Phase *phase, bool last_phase, map<Phase *, GLuint> *output_textures, set<Phase *> *generated_mipmaps)
+void EffectChain::print_phase_timing()
+{
+ double total_time_ms = 0.0;
+ for (unsigned phase_num = 0; phase_num < phases.size(); ++phase_num) {
+ Phase *phase = phases[phase_num];
+ double avg_time_ms = phase->time_elapsed_ns * 1e-6 / phase->num_measured_iterations;
+ printf("Phase %d: %5.1f ms [", phase_num, avg_time_ms);
+ for (unsigned effect_num = 0; effect_num < phase->effects.size(); ++effect_num) {
+ if (effect_num != 0) {
+ printf(", ");
+ }
+ printf("%s", phase->effects[effect_num]->effect->effect_type_id().c_str());
+ }
+ printf("]\n");
+ total_time_ms += avg_time_ms;
+ }
+ printf("Total: %5.1f ms\n", total_time_ms);
+}
+
+void EffectChain::execute_phase(Phase *phase, bool last_phase,
+ set<GLint> *bound_attribute_indices,
+ map<Phase *, GLuint> *output_textures,
+ set<Phase *> *generated_mipmaps)
{
GLuint fbo = 0;
if (!last_phase) {
find_output_size(phase);
- GLuint tex_num = resource_pool->create_2d_texture(GL_RGBA16F, phase->output_width, phase->output_height);
+ GLuint tex_num = resource_pool->create_2d_texture(intermediate_format, 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);
+ glUseProgram(phase->glsl_program_num);
check_error();
// Set up RTT inputs for this phase.
check_error();
generated_mipmaps->insert(input);
}
- setup_rtt_sampler(glsl_program_num, sampler, phase->effect_ids[input->output_node], phase->input_needs_mipmaps);
+ setup_rtt_sampler(sampler, phase->input_needs_mipmaps);
+ phase->input_samplers[sampler] = sampler; // Bind the sampler to the right uniform.
}
// 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]);
+ fbo = resource_pool->create_fbo((*output_textures)[phase]);
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glViewport(0, 0, phase->output_width, phase->output_height);
}
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);
+ node->effect->set_gl_state(phase->glsl_program_num, phase->effect_ids[node], &sampler_num);
check_error();
if (node->effect->is_single_texture()) {
}
}
- // Now draw!
- float vertices[] = {
- 0.0f, 1.0f,
- 0.0f, 0.0f,
- 1.0f, 1.0f,
- 1.0f, 0.0f
- };
+ // Uniforms need to come after set_gl_state(), since they can be updated
+ // from there.
+ setup_uniforms(phase);
- GLuint vao;
- glGenVertexArrays(1, &vao);
- check_error();
- glBindVertexArray(vao);
- check_error();
+ // Clean up old attributes if they are no longer needed.
+ for (set<GLint>::iterator attr_it = bound_attribute_indices->begin();
+ attr_it != bound_attribute_indices->end(); ) {
+ if (phase->attribute_indexes.count(*attr_it) == 0) {
+ glDisableVertexAttribArray(*attr_it);
+ check_error();
+ bound_attribute_indices->erase(attr_it++);
+ } else {
+ ++attr_it;
+ }
+ }
- GLuint position_vbo = fill_vertex_attribute(glsl_program_num, "position", 2, GL_FLOAT, sizeof(vertices), vertices);
- GLuint texcoord_vbo = fill_vertex_attribute(glsl_program_num, "texcoord", 2, GL_FLOAT, sizeof(vertices), vertices); // Same as vertices.
+ // Set up the new attributes, if needed.
+ for (set<GLint>::iterator attr_it = phase->attribute_indexes.begin();
+ attr_it != phase->attribute_indexes.end();
+ ++attr_it) {
+ if (bound_attribute_indices->count(*attr_it) == 0) {
+ glEnableVertexAttribArray(*attr_it);
+ check_error();
+ glVertexAttribPointer(*attr_it, 2, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(0));
+ check_error();
+ bound_attribute_indices->insert(*attr_it);
+ }
+ }
- glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
+ glDrawArrays(GL_TRIANGLES, 0, 3);
check_error();
-
- cleanup_vertex_attribute(glsl_program_num, "position", position_vbo);
- cleanup_vertex_attribute(glsl_program_num, "texcoord", texcoord_vbo);
- glUseProgram(0);
- 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);
}
+}
- glDeleteVertexArrays(1, &vao);
- check_error();
+void EffectChain::setup_uniforms(Phase *phase)
+{
+ // TODO: Use UBO blocks.
+ for (size_t i = 0; i < phase->uniforms_sampler2d.size(); ++i) {
+ const Uniform<int> &uniform = phase->uniforms_sampler2d[i];
+ if (uniform.location != -1) {
+ glUniform1iv(uniform.location, uniform.num_values, uniform.value);
+ }
+ }
+ for (size_t i = 0; i < phase->uniforms_bool.size(); ++i) {
+ const Uniform<bool> &uniform = phase->uniforms_bool[i];
+ assert(uniform.num_values == 1);
+ if (uniform.location != -1) {
+ glUniform1i(uniform.location, *uniform.value);
+ }
+ }
+ for (size_t i = 0; i < phase->uniforms_int.size(); ++i) {
+ const Uniform<int> &uniform = phase->uniforms_int[i];
+ if (uniform.location != -1) {
+ glUniform1iv(uniform.location, uniform.num_values, uniform.value);
+ }
+ }
+ for (size_t i = 0; i < phase->uniforms_float.size(); ++i) {
+ const Uniform<float> &uniform = phase->uniforms_float[i];
+ if (uniform.location != -1) {
+ glUniform1fv(uniform.location, uniform.num_values, uniform.value);
+ }
+ }
+ for (size_t i = 0; i < phase->uniforms_vec2.size(); ++i) {
+ const Uniform<float> &uniform = phase->uniforms_vec2[i];
+ if (uniform.location != -1) {
+ glUniform2fv(uniform.location, uniform.num_values, uniform.value);
+ }
+ }
+ for (size_t i = 0; i < phase->uniforms_vec3.size(); ++i) {
+ const Uniform<float> &uniform = phase->uniforms_vec3[i];
+ if (uniform.location != -1) {
+ glUniform3fv(uniform.location, uniform.num_values, uniform.value);
+ }
+ }
+ for (size_t i = 0; i < phase->uniforms_vec4.size(); ++i) {
+ const Uniform<float> &uniform = phase->uniforms_vec4[i];
+ if (uniform.location != -1) {
+ glUniform4fv(uniform.location, uniform.num_values, uniform.value);
+ }
+ }
+ for (size_t i = 0; i < phase->uniforms_mat3.size(); ++i) {
+ const Uniform<Matrix3d> &uniform = phase->uniforms_mat3[i];
+ assert(uniform.num_values == 1);
+ if (uniform.location != -1) {
+ // Convert to float (GLSL has no double matrices).
+ float matrixf[9];
+ for (unsigned y = 0; y < 3; ++y) {
+ for (unsigned x = 0; x < 3; ++x) {
+ matrixf[y + x * 3] = (*uniform.value)(y, x);
+ }
+ }
+ glUniformMatrix3fv(uniform.location, 1, GL_FALSE, matrixf);
+ }
+ }
}
-void EffectChain::setup_rtt_sampler(GLuint glsl_program_num, int sampler_num, const string &effect_id, bool use_mipmaps)
+void EffectChain::setup_rtt_sampler(int sampler_num, bool use_mipmaps)
{
glActiveTexture(GL_TEXTURE0 + sampler_num);
check_error();
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