namespace {
-// An effect that does nothing.
-class IdentityEffect : public Effect {
+// An effect whose only purpose is to sit in a phase on its own and take the
+// texture output from a compute shader and display it to the normal backbuffer
+// (or any FBO). That phase can be skipped when rendering using render_to_textures().
+class ComputeShaderOutputDisplayEffect : public Effect {
public:
- IdentityEffect() {}
- virtual string effect_type_id() const { return "IdentityEffect"; }
- string output_fragment_shader() { return read_file("identity.frag"); }
+ ComputeShaderOutputDisplayEffect() {}
+ string effect_type_id() const override { return "ComputeShaderOutputDisplayEffect"; }
+ string output_fragment_shader() override { return read_file("identity.frag"); }
+ bool needs_texture_bounce() const override { return true; }
};
} // namespace
node->output_alpha_type = ALPHA_INVALID;
node->needs_mipmaps = false;
node->one_to_one_sampling = false;
+ node->strong_one_to_one_sampling = false;
nodes.push_back(node);
node_map[effect] = node;
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";
+ Node *input = node->incoming_links[0];
+ if (i != 0 && input->effect->is_compute_shader()) {
+ // First effect after the compute shader reads the value
+ // that cs_output() wrote to a global variable.
+ frag_shader += string("#define INPUT(tc) CS_OUTPUT_VAL\n");
+ } else {
+ frag_shader += string("#define INPUT ") + phase->effect_ids[input] + "\n";
+ }
} else {
for (unsigned j = 0; j < node->incoming_links.size(); ++j) {
+ assert(!node->incoming_links[j]->effect->is_compute_shader());
char buf[256];
sprintf(buf, "#define INPUT%d %s\n", j + 1, phase->effect_ids[node->incoming_links[j]].c_str());
frag_shader += buf;
}
frag_shader += "\n";
}
- frag_shader += string("#define INPUT ") + phase->effect_ids[phase->effects.back()] + "\n";
+ if (phase->is_compute_shader) {
+ frag_shader += string("#define INPUT ") + phase->effect_ids[phase->compute_shader_node] + "\n";
+ if (phase->compute_shader_node == phase->effects.back()) {
+ // No postprocessing.
+ frag_shader += "#define CS_POSTPROC(tc) CS_OUTPUT_VAL\n";
+ } else {
+ frag_shader += string("#define CS_POSTPROC ") + phase->effect_ids[phase->effects.back()] + "\n";
+ }
+ } else {
+ 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->is_compute_shader) {
frag_shader.append(read_file("footer.comp"));
- phase->output_node->effect->register_uniform_vec2("inv_output_size", (float *)&phase->inv_output_size);
- phase->output_node->effect->register_uniform_vec2("output_texcoord_adjust", (float *)&phase->output_texcoord_adjust);
+ phase->compute_shader_node->effect->register_uniform_ivec2("output_size", phase->uniform_output_size);
+ phase->compute_shader_node->effect->register_uniform_vec2("inv_output_size", (float *)&phase->inv_output_size);
+ phase->compute_shader_node->effect->register_uniform_vec2("output_texcoord_adjust", (float *)&phase->output_texcoord_adjust);
} else {
frag_shader.append(read_file("footer.frag"));
}
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_ivec2, "ivec2", effect_id, &phase->uniforms_ivec2, &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_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);
+ // the origin, tell the vertex or compute shader so.
+ bool is_last_phase;
+ if (has_dummy_effect) {
+ is_last_phase = (phase->output_node->outgoing_links.size() == 1 &&
+ phase->output_node->outgoing_links[0]->effect->effect_type_id() == "ComputeShaderOutputDisplayEffect");
+ } else {
+ is_last_phase = phase->output_node->outgoing_links.empty();
+ }
+ if (is_last_phase && output_origin == OUTPUT_ORIGIN_TOP_LEFT) {
+ if (phase->is_compute_shader) {
+ frag_shader_header += "#define FLIP_ORIGIN 1\n";
+ } else {
+ 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';
+ vert_shader[pos + needle.size() - 1] = '1';
+ }
}
+ frag_shader = frag_shader_header + frag_shader_uniforms + frag_shader;
+
if (phase->is_compute_shader) {
phase->glsl_program_num = resource_pool->compile_glsl_compute_program(frag_shader);
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_ivec2);
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);
Phase *phase = new Phase;
phase->output_node = output;
- phase->is_compute_shader = output->effect->is_compute_shader();
+ phase->is_compute_shader = false;
+ phase->compute_shader_node = nullptr;
// 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
// 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();
+ output->strong_one_to_one_sampling = output->effect->strong_one_to_one_sampling();
// Effects that we have yet to calculate, but that we know should
// be in the current phase.
Node *node = effects_todo_this_phase.top();
effects_todo_this_phase.pop();
+ assert(node->effect->one_to_one_sampling() >= node->effect->strong_one_to_one_sampling());
+
if (node->effect->needs_mipmaps()) {
node->needs_mipmaps = true;
}
}
phase->effects.push_back(node);
+ if (node->effect->is_compute_shader()) {
+ phase->is_compute_shader = true;
+ phase->compute_shader_node = node;
+ }
// Find all the dependencies of this effect, and add them to the stack.
vector<Node *> deps = node->incoming_links;
start_new_phase = true;
}
- // Compute shaders currently always end phases.
- // (We might loosen this up in some cases in the future.)
- if (deps[i]->effect->is_compute_shader()) {
- start_new_phase = true;
- }
-
// Propagate information about needing mipmaps down the chain,
// breaking the phase if we notice an incompatibility.
//
}
}
- if (deps[i]->effect->sets_virtual_output_size()) {
+ if (deps[i]->effect->is_compute_shader()) {
+ // Only one compute shader per phase; we should have been stopped
+ // already due to the fact that compute shaders are not one-to-one.
+ assert(!phase->is_compute_shader);
+
+ // If all nodes so far are strong one-to-one, we can put them after
+ // the compute shader (ie., process them on the output).
+ start_new_phase = !node->strong_one_to_one_sampling;
+ } else 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.
// 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();
+ deps[i]->strong_one_to_one_sampling = node->strong_one_to_one_sampling &&
+ deps[i]->effect->strong_one_to_one_sampling();
}
}
}
// desired output size might change based on the inputs.
void EffectChain::find_output_size(Phase *phase)
{
- Node *output_node = phase->effects.back();
+ Node *output_node = phase->is_compute_shader ? phase->compute_shader_node : phase->effects.back();
// If the last effect explicitly sets an output size, use that.
if (output_node->effect->changes_output_size()) {
void EffectChain::add_dummy_effect_if_needed()
{
Node *output = find_output_node();
- if (output->effect->is_compute_shader()) {
- Node *dummy = add_node(new IdentityEffect());
+
+ // See if the last effect that's not strong one-to-one is a compute shader.
+ Node *last_effect = output;
+ while (last_effect->effect->num_inputs() == 1 &&
+ last_effect->effect->strong_one_to_one_sampling()) {
+ last_effect = last_effect->incoming_links[0];
+ }
+ if (last_effect->effect->is_compute_shader()) {
+ Node *dummy = add_node(new ComputeShaderOutputDisplayEffect());
connect_nodes(output, dummy);
has_dummy_effect = true;
}
assert(num_phases >= 2);
assert(!phases.back()->is_compute_shader);
assert(phases.back()->effects.size() == 1);
- assert(phases.back()->effects[0]->effect->effect_type_id() == "IdentityEffect");
+ assert(phases.back()->effects[0]->effect->effect_type_id() == "ComputeShaderOutputDisplayEffect");
// We are rendering to a set of textures, so we can run the compute shader
// directly and skip the dummy phase.
phase->outbuf_image_unit = 0;
glBindImageTexture(phase->outbuf_image_unit, destinations[0].texnum, 0, GL_FALSE, 0, GL_WRITE_ONLY, destinations[0].format);
check_error();
+ phase->uniform_output_size[0] = phase->output_width;
+ phase->uniform_output_size[1] = phase->output_height;
phase->inv_output_size.x = 1.0f / phase->output_width;
phase->inv_output_size.y = 1.0f / phase->output_height;
phase->output_texcoord_adjust.x = 0.5f / phase->output_width;
if (phase->is_compute_shader) {
unsigned x, y, z;
- phase->output_node->effect->get_compute_dimensions(phase->output_width, phase->output_height, &x, &y, &z);
+ phase->compute_shader_node->effect->get_compute_dimensions(phase->output_width, phase->output_height, &x, &y, &z);
// Uniforms need to come after set_gl_state() _and_ get_compute_dimensions(),
// since they can be updated from there.
glUniform1iv(uniform.location, uniform.num_values, uniform.value);
}
}
+ for (size_t i = 0; i < phase->uniforms_ivec2.size(); ++i) {
+ const Uniform<int> &uniform = phase->uniforms_ivec2[i];
+ if (uniform.location != -1) {
+ glUniform2iv(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) {