#ifndef _MOVIT_EFFECT_CHAIN_H
#define _MOVIT_EFFECT_CHAIN_H 1
-#include <GL/glew.h>
+// An EffectChain is the largest basic entity in Movit; it contains everything
+// needed to connects a series of effects, from inputs to outputs, and render
+// them. Generally you set up your effect chain once and then call its render
+// functions once per frame; setting one up can be relatively expensive,
+// but rendering is fast.
+//
+// Threading considerations: EffectChain is “thread-compatible”; you can use
+// different EffectChains in multiple threads at the same time (assuming the
+// threads do not use the same OpenGL context, but this is a good idea anyway),
+// but you may not use one EffectChain from multiple threads simultaneously.
+// You _are_ allowed to use one EffectChain from multiple threads as long as
+// you only use it from one at a time (possibly by doing your own locking),
+// 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 <epoxy/gl.h>
#include <stdio.h>
#include <map>
#include <set>
#include "image_format.h"
+namespace movit {
+
class Effect;
class Input;
struct Phase;
+class ResourcePool;
// For internal use within Node.
enum AlphaType {
std::vector<Node *> incoming_links;
private:
- // Identifier used to create unique variables in GLSL.
- std::string effect_id;
-
// 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
// (since the inputs differ in resolution), it will be 0x0.
// they will be equal.
unsigned output_width, output_height;
- // If output goes to RTT (otherwise, none of these are set).
- // The Phase 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;
+ // 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;
// A rendering phase; a single GLSL program rendering a single quad.
struct Phase {
- GLint glsl_program_num, vertex_shader, fragment_shader;
+ 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;
};
class EffectChain {
public:
- EffectChain(float aspect_nom, float aspect_denom); // E.g., 16.0f, 9.0f for 16:9.
+ // Aspect: e.g. 16.0f, 9.0f for 16:9.
+ // resource_pool is a pointer to a ResourcePool with which to share shaders
+ // and other resources (see resource_pool.h). If NULL (the default),
+ // will create its own that is not shared with anything else. Does not take
+ // ownership of the passed-in ResourcePool, but will naturally take ownership
+ // of its own internal one if created.
+ EffectChain(float aspect_nom, float aspect_denom, ResourcePool *resource_pool = NULL);
~EffectChain();
// User API:
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 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.
+ // Any resources you get from the pool must be returned to the pool
+ // no later than in the Effect's destructor.
+ ResourcePool *get_resource_pool() { return resource_pool; }
private:
// Make sure the output rectangle is at least large enough to hold
// 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.
Effect *dither_effect;
std::vector<Input *> inputs; // Also contained in nodes.
-
- GLuint fbo;
std::vector<Phase *> phases;
unsigned num_dither_bits;
bool finalized;
+
+ ResourcePool *resource_pool;
+ bool owns_resource_pool;
};
+} // namespace movit
+
#endif // !defined(_MOVIT_EFFECT_CHAIN_H)