// but if so, the threads' contexts need to be set up to share resources, since
// the EffectChain holds textures and other OpenGL objects that are tied to the
// context.
+//
+// Memory management (only relevant if you use multiple contexts):
+// See corresponding comment in resource_pool.h. This holds even if you don't
+// allocate your own ResourcePool, but let EffectChain hold its own.
-#include <GL/glew.h>
+#include <epoxy/gl.h>
#include <stdio.h>
#include <map>
#include <set>
std::vector<Node *> outgoing_links;
std::vector<Node *> incoming_links;
+ // For unit tests only. Do not use from other code.
+ // Will contain an arbitrary choice if the node is in multiple phases.
+ Phase *containing_phase;
+
private:
// Logical size of the output of this effect, ie. the resolution
// you would get if you sampled it as a texture. If it is undefined
// 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.
+ //
+ // TODO: Can an RTT texture be used as inputs to multiple effects
+ // within the same phase? If so, we have a problem with modifying
+ // sampler state here.
+ int bound_sampler_num;
// Used during the building of the effect chain.
Colorspace output_color_space;
GammaCurve output_gamma_curve;
AlphaType output_alpha_type;
+ bool needs_mipmaps; // Directly or indirectly.
+
+ // Set if this effect, and all effects consuming output from this node
+ // (in the same phase) have one_to_one_sampling() set.
+ bool one_to_one_sampling;
friend class EffectChain;
};
// 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<Node *> inputs;
-
+ // input textures are counted as part of <effects>.
+ std::vector<Phase *> inputs;
std::vector<Node *> 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<Node *, std::string> effect_ids;
+
+ // For measurement of GPU time used.
+ GLuint timer_query_object;
+ uint64_t time_elapsed_ns;
+ uint64_t num_measured_iterations;
};
class EffectChain {
inputs.push_back(input2);
return add_effect(effect, inputs);
}
+ Effect *add_effect(Effect *effect, Effect *input1, Effect *input2, Effect *input3) {
+ std::vector<Effect *> inputs;
+ inputs.push_back(input1);
+ inputs.push_back(input2);
+ inputs.push_back(input3);
+ return add_effect(effect, inputs);
+ }
Effect *add_effect(Effect *effect, const std::vector<Effect *> &inputs);
void add_output(const ImageFormat &format, OutputAlphaFormat alpha_format);
void finalize();
+ // Measure the GPU time used for each actual phase during rendering.
+ // Note that this is only available if GL_ARB_timer_query
+ // (or, equivalently, OpenGL 3.3) is available. Also note that measurement
+ // will incur a performance cost, as we wait for the measurements to
+ // complete at the end of rendering.
+ void enable_phase_timing(bool enable);
+ void reset_phase_timing();
+ void print_phase_timing();
//void render(unsigned char *src, unsigned char *dst);
void render_to_screen()
void replace_receiver(Node *old_receiver, Node *new_receiver);
void replace_sender(Node *new_sender, Node *receiver);
void insert_node_between(Node *sender, Node *middle, Node *receiver);
+ Node *find_node_for_effect(Effect *effect) { return node_map[effect]; }
+
+ // Get the OpenGL sampler (GL_TEXTURE0, GL_TEXTURE1, etc.) for the
+ // input of the given node, so that one can modify the sampler state
+ // directly. Only valid to call during set_gl_state().
+ //
+ // Also, for this to be allowed, <node>'s effect must have
+ // needs_texture_bounce() set, so that it samples directly from a
+ // single-sampler input, or from an RTT texture.
+ GLenum get_input_sampler(Node *node, unsigned input_num) const;
// Get the current resource pool assigned to this EffectChain.
// Primarily to let effects allocate textures as needed.
// output gamma different from GAMMA_LINEAR.
void find_all_nonlinear_inputs(Node *effect, std::vector<Node *> *nonlinear_inputs);
- // Create a GLSL program computing the given effects in order.
- Phase *compile_glsl_program(const std::vector<Node *> &inputs,
- const std::vector<Node *> &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 <output>
+ // as the last effect. Also pushes all phases in order onto <phases>.
+ Phase *construct_phase(Node *output, std::map<Node *, Phase *> *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<Phase *, GLuint> *output_textures, std::set<Phase *> *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.
ResourcePool *resource_pool;
bool owns_resource_pool;
+
+ bool do_phase_timing;
};
} // namespace movit