#include <algorithm>
#include <set>
#include <stack>
+#include <utility>
#include <vector>
#include "alpha_division_effect.h"
#include "resource_pool.h"
#include "util.h"
+using namespace std;
+
+namespace movit {
+
EffectChain::EffectChain(float aspect_nom, float aspect_denom, ResourcePool *resource_pool)
: aspect_nom(aspect_nom),
aspect_denom(aspect_denom),
EffectChain::~EffectChain()
{
for (unsigned i = 0; i < nodes.size(); ++i) {
- if (nodes[i]->output_texture != 0) {
- glDeleteTextures(1, &nodes[i]->output_texture);
- }
delete nodes[i]->effect;
delete nodes[i];
}
node->output_color_space = COLORSPACE_INVALID;
node->output_gamma_curve = GAMMA_INVALID;
node->output_alpha_type = ALPHA_INVALID;
- node->output_texture = 0;
nodes.push_back(node);
node_map[effect] = node;
+ effect->inform_added(this);
return node;
}
assert(middle->incoming_links.size() == middle->effect->num_inputs());
}
-void EffectChain::find_all_nonlinear_inputs(Node *node, std::vector<Node *> *nonlinear_inputs)
+GLenum EffectChain::get_input_sampler(Node *node, unsigned input_num) const
+{
+ assert(node->effect->needs_texture_bounce());
+ assert(input_num < node->incoming_links.size());
+ assert(node->incoming_links[input_num]->bound_sampler_num >= 0);
+ assert(node->incoming_links[input_num]->bound_sampler_num < 8);
+ return GL_TEXTURE0 + node->incoming_links[input_num]->bound_sampler_num;
+}
+
+void EffectChain::find_all_nonlinear_inputs(Node *node, vector<Node *> *nonlinear_inputs)
{
if (node->output_gamma_curve == GAMMA_LINEAR &&
node->effect->effect_type_id() != "GammaCompressionEffect") {
}
}
-Effect *EffectChain::add_effect(Effect *effect, const std::vector<Effect *> &inputs)
+Effect *EffectChain::add_effect(Effect *effect, const vector<Effect *> &inputs)
{
assert(!finalized);
assert(inputs.size() == effect->num_inputs());
}
// GLSL pre-1.30 doesn't support token pasting. Replace PREFIX(x) with <effect_id>_x.
-std::string replace_prefix(const std::string &text, const std::string &prefix)
+string replace_prefix(const string &text, const string &prefix)
{
- std::string output;
+ string output;
size_t start = 0;
while (start < text.size()) {
size_t pos = text.find("PREFIX(", start);
- if (pos == std::string::npos) {
- output.append(text.substr(start, std::string::npos));
+ if (pos == string::npos) {
+ output.append(text.substr(start, string::npos));
break;
}
}
Phase *EffectChain::compile_glsl_program(
- const std::vector<Node *> &inputs,
- const std::vector<Node *> &effects)
+ const vector<Node *> &inputs,
+ const vector<Node *> &effects)
{
Phase *phase = new Phase;
assert(!effects.empty());
// Deduplicate the inputs.
- std::vector<Node *> true_inputs = inputs;
- std::sort(true_inputs.begin(), true_inputs.end());
- true_inputs.erase(std::unique(true_inputs.begin(), true_inputs.end()), true_inputs.end());
+ vector<Node *> true_inputs = inputs;
+ sort(true_inputs.begin(), true_inputs.end());
+ true_inputs.erase(unique(true_inputs.begin(), true_inputs.end()), true_inputs.end());
bool input_needs_mipmaps = false;
- std::string frag_shader = read_file("header.frag");
+ string frag_shader = read_file("header.frag");
// Create functions for all the texture inputs that we need.
for (unsigned i = 0; i < true_inputs.size(); ++i) {
Node *input = true_inputs[i];
char effect_id[256];
sprintf(effect_id, "in%u", i);
- phase->effect_ids.insert(std::make_pair(input, effect_id));
+ phase->effect_ids.insert(make_pair(input, effect_id));
- frag_shader += std::string("uniform sampler2D tex_") + effect_id + ";\n";
- frag_shader += std::string("vec4 ") + effect_id + "(vec2 tc) {\n";
- frag_shader += "\treturn texture2D(tex_" + std::string(effect_id) + ", tc);\n";
+ 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 += "}\n";
frag_shader += "\n";
}
- std::vector<Node *> sorted_effects = topological_sort(effects);
+ vector<Node *> sorted_effects = topological_sort(effects);
for (unsigned i = 0; i < sorted_effects.size(); ++i) {
Node *node = sorted_effects[i];
char effect_id[256];
sprintf(effect_id, "eff%u", i);
- phase->effect_ids.insert(std::make_pair(node, effect_id));
+ phase->effect_ids.insert(make_pair(node, effect_id));
if (node->incoming_links.size() == 1) {
- frag_shader += std::string("#define INPUT ") + phase->effect_ids[node->incoming_links[0]] + "\n";
+ frag_shader += string("#define INPUT ") + phase->effect_ids[node->incoming_links[0]] + "\n";
} else {
for (unsigned j = 0; j < node->incoming_links.size(); ++j) {
char buf[256];
}
frag_shader += "\n";
- frag_shader += std::string("#define FUNCNAME ") + effect_id + "\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";
CHECK(node->effect->set_int("needs_mipmaps", input_needs_mipmaps));
}
}
- frag_shader += std::string("#define INPUT ") + phase->effect_ids[sorted_effects.back()] + "\n";
+ frag_shader += string("#define INPUT ") + phase->effect_ids[sorted_effects.back()] + "\n";
frag_shader.append(read_file("footer.frag"));
phase->glsl_program_num = resource_pool->compile_glsl_program(read_file("vs.vert"), frag_shader);
// Which effects have already been completed?
// We need to keep track of it, as an effect with multiple outputs
// could otherwise be calculated multiple times.
- std::set<Node *> completed_effects;
+ set<Node *> completed_effects;
// Effects in the current phase, as well as inputs (outputs from other phases
// that we depend on). Note that since we start iterating from the end,
// the effect list will be in the reverse order.
- std::vector<Node *> this_phase_inputs;
- std::vector<Node *> this_phase_effects;
+ vector<Node *> this_phase_inputs;
+ vector<Node *> this_phase_effects;
// Effects that we have yet to calculate, but that we know should
// be in the current phase.
- std::stack<Node *> effects_todo_this_phase;
+ stack<Node *> effects_todo_this_phase;
// Effects that we have yet to calculate, but that come from other phases.
// We delay these until we have this phase done in its entirety,
// at which point we pick any of them and start a new phase from that.
- std::stack<Node *> effects_todo_other_phases;
+ stack<Node *> effects_todo_other_phases;
effects_todo_this_phase.push(output);
completed_effects.insert(node);
// Find all the dependencies of this effect, and add them to the stack.
- std::vector<Node *> deps = node->incoming_links;
+ vector<Node *> deps = node->incoming_links;
assert(node->effect->num_inputs() == deps.size());
for (unsigned i = 0; i < deps.size(); ++i) {
bool start_new_phase = false;
- // FIXME: If we sample directly from a texture, we won't need this.
- if (node->effect->needs_texture_bounce()) {
+ if (node->effect->needs_texture_bounce() &&
+ !deps[i]->effect->is_single_texture()) {
start_new_phase = true;
}
if (deps[i]->outgoing_links.size() > 1) {
- if (deps[i]->effect->num_inputs() > 0) {
+ if (!deps[i]->effect->is_single_texture()) {
// More than one effect uses this as the input,
// and it is not a texture itself.
// The easiest thing to do (and probably also the safest
// and then let the next passes read from that.
start_new_phase = true;
} else {
+ assert(deps[i]->effect->num_inputs() == 0);
+
// For textures, we try to be slightly more clever;
// if none of our outputs need a bounce, we don't bounce
// but instead simply use the effect many times.
// Finally, since the phases are found from the output but must be executed
// from the input(s), reverse them, too.
- std::reverse(phases.begin(), phases.end());
+ reverse(phases.begin(), phases.end());
}
void EffectChain::output_dot(const char *filename)
fprintf(fp, " output [shape=box label=\"(output)\"];\n");
for (unsigned i = 0; i < nodes.size(); ++i) {
// Find out which phase this event belongs to.
- std::vector<int> in_phases;
+ vector<int> in_phases;
for (unsigned j = 0; j < phases.size(); ++j) {
const Phase* p = phases[j];
- if (std::find(p->effects.begin(), p->effects.end(), nodes[i]) != p->effects.end()) {
+ if (find(p->effects.begin(), p->effects.end(), nodes[i]) != p->effects.end()) {
in_phases.push_back(j);
}
}
char to_node_id[256];
snprintf(to_node_id, 256, "n%ld", (long)nodes[i]->outgoing_links[j]);
- std::vector<std::string> labels = get_labels_for_edge(nodes[i], nodes[i]->outgoing_links[j]);
+ vector<string> labels = get_labels_for_edge(nodes[i], nodes[i]->outgoing_links[j]);
output_dot_edge(fp, from_node_id, to_node_id, labels);
}
if (nodes[i]->outgoing_links.empty() && !nodes[i]->disabled) {
// Output node.
- std::vector<std::string> labels = get_labels_for_edge(nodes[i], NULL);
+ vector<string> labels = get_labels_for_edge(nodes[i], NULL);
output_dot_edge(fp, from_node_id, "output", labels);
}
}
fclose(fp);
}
-std::vector<std::string> EffectChain::get_labels_for_edge(const Node *from, const Node *to)
+vector<string> EffectChain::get_labels_for_edge(const Node *from, const Node *to)
{
- std::vector<std::string> labels;
+ vector<string> labels;
if (to != NULL && to->effect->needs_texture_bounce()) {
labels.push_back("needs_bounce");
}
void EffectChain::output_dot_edge(FILE *fp,
- const std::string &from_node_id,
- const std::string &to_node_id,
- const std::vector<std::string> &labels)
+ const string &from_node_id,
+ const string &to_node_id,
+ const vector<string> &labels)
{
if (labels.empty()) {
fprintf(fp, " %s -> %s;\n", from_node_id.c_str(), to_node_id.c_str());
} else {
- std::string label = labels[0];
+ string label = labels[0];
for (unsigned k = 1; k < labels.size(); ++k) {
label += ", " + labels[k];
}
nodes = topological_sort(nodes);
}
-std::vector<Node *> EffectChain::topological_sort(const std::vector<Node *> &nodes)
+vector<Node *> EffectChain::topological_sort(const vector<Node *> &nodes)
{
- std::set<Node *> nodes_left_to_visit(nodes.begin(), nodes.end());
- std::vector<Node *> sorted_list;
+ set<Node *> nodes_left_to_visit(nodes.begin(), nodes.end());
+ vector<Node *> sorted_list;
for (unsigned i = 0; i < nodes.size(); ++i) {
topological_sort_visit_node(nodes[i], &nodes_left_to_visit, &sorted_list);
}
return sorted_list;
}
-void EffectChain::topological_sort_visit_node(Node *node, std::set<Node *> *nodes_left_to_visit, std::vector<Node *> *sorted_list)
+void EffectChain::topological_sort_visit_node(Node *node, set<Node *> *nodes_left_to_visit, vector<Node *> *sorted_list)
{
if (nodes_left_to_visit->count(node) == 0) {
return;
}
// See if all inputs can give us linear gamma. If not, leave it.
- std::vector<Node *> nonlinear_inputs;
+ vector<Node *> nonlinear_inputs;
find_all_nonlinear_inputs(node, &nonlinear_inputs);
assert(!nonlinear_inputs.empty());
// multiple outputs right now).
Node *EffectChain::find_output_node()
{
- std::vector<Node *> output_nodes;
+ vector<Node *> output_nodes;
for (unsigned i = 0; i < nodes.size(); ++i) {
Node *node = nodes[i];
if (node->disabled) {
output_dot("step19-split-to-phases.dot");
- // If we have more than one phase, we need intermediate render-to-texture.
- // Construct an FBO, and then as many textures as we need.
- // We choose the simplest option of having one texture per output,
- // since otherwise this turns into an (albeit simple)
- // register allocation problem.
- if (phases.size() > 1) {
- for (unsigned i = 0; i < phases.size() - 1; ++i) {
- inform_input_sizes(phases[i]);
- find_output_size(phases[i]);
-
- Node *output_node = phases[i]->effects.back();
- glGenTextures(1, &output_node->output_texture);
- check_error();
- glBindTexture(GL_TEXTURE_2D, output_node->output_texture);
- 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();
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F_ARB, phases[i]->output_width, phases[i]->output_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
- check_error();
-
- output_node->output_texture_width = phases[i]->output_width;
- output_node->output_texture_height = phases[i]->output_height;
- }
- inform_input_sizes(phases.back());
- }
-
- for (unsigned i = 0; i < inputs.size(); ++i) {
- inputs[i]->finalize();
- }
-
assert(phases[0]->inputs.empty());
finalized = true;
glDepthMask(GL_FALSE);
check_error();
- glMatrixMode(GL_PROJECTION);
- glLoadIdentity();
- glOrtho(0.0, 1.0, 0.0, 1.0, 0.0, 1.0);
-
- glMatrixMode(GL_MODELVIEW);
- glLoadIdentity();
-
if (phases.size() > 1) {
glGenFramebuffers(1, &fbo);
check_error();
check_error();
}
- std::set<Node *> generated_mipmaps;
+ set<Node *> generated_mipmaps;
+
+ // We choose the simplest option of having one texture per output,
+ // since otherwise this turns into an (albeit simple) register allocation problem.
+ map<Phase *, GLuint> output_textures;
for (unsigned phase = 0; phase < phases.size(); ++phase) {
- // See if the requested output size has changed. If so, we need to recreate
- // the texture (and before we start setting up inputs).
+ // Find a texture for this phase.
inform_input_sizes(phases[phase]);
if (phase != phases.size() - 1) {
find_output_size(phases[phase]);
- Node *output_node = phases[phase]->effects.back();
-
- if (output_node->output_texture_width != phases[phase]->output_width ||
- output_node->output_texture_height != phases[phase]->output_height) {
- glActiveTexture(GL_TEXTURE0);
- check_error();
- glBindTexture(GL_TEXTURE_2D, output_node->output_texture);
- check_error();
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F_ARB, phases[phase]->output_width, phases[phase]->output_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
- check_error();
- glBindTexture(GL_TEXTURE_2D, 0);
- check_error();
-
- output_node->output_texture_width = phases[phase]->output_width;
- output_node->output_texture_height = phases[phase]->output_height;
- }
+ GLuint tex_num = resource_pool->create_2d_texture(GL_RGBA16F_ARB, phases[phase]->output_width, phases[phase]->output_height);
+ output_textures.insert(make_pair(phases[phase], tex_num));
}
- glUseProgram(phases[phase]->glsl_program_num);
+ const GLuint glsl_program_num = phases[phase]->glsl_program_num;
+ check_error();
+ glUseProgram(glsl_program_num);
check_error();
// Set up RTT inputs for this phase.
for (unsigned sampler = 0; sampler < phases[phase]->inputs.size(); ++sampler) {
glActiveTexture(GL_TEXTURE0 + sampler);
Node *input = phases[phase]->inputs[sampler];
- glBindTexture(GL_TEXTURE_2D, input->output_texture);
+ input->bound_sampler_num = sampler;
+ glBindTexture(GL_TEXTURE_2D, output_textures[input->phase]);
check_error();
if (phases[phase]->input_needs_mipmaps) {
if (generated_mipmaps.count(input) == 0) {
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();
- std::string texture_name = std::string("tex_") + phases[phase]->effect_ids[input];
- glUniform1i(glGetUniformLocation(phases[phase]->glsl_program_num, texture_name.c_str()), sampler);
+ string texture_name = string("tex_") + phases[phase]->effect_ids[input];
+ glUniform1i(glGetUniformLocation(glsl_program_num, texture_name.c_str()), sampler);
check_error();
}
CHECK(dither_effect->set_int("output_height", height));
}
} else {
- Node *output_node = phases[phase]->effects.back();
glFramebufferTexture2D(
GL_FRAMEBUFFER,
GL_COLOR_ATTACHMENT0,
GL_TEXTURE_2D,
- output_node->output_texture,
+ output_textures[phases[phase]],
0);
check_error();
GLenum status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
unsigned sampler_num = phases[phase]->inputs.size();
for (unsigned i = 0; i < phases[phase]->effects.size(); ++i) {
Node *node = phases[phase]->effects[i];
- node->effect->set_gl_state(phases[phase]->glsl_program_num, phases[phase]->effect_ids[node], &sampler_num);
+ unsigned old_sampler_num = sampler_num;
+ node->effect->set_gl_state(glsl_program_num, phases[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;
+ }
}
// Now draw!
- glBegin(GL_QUADS);
-
- glTexCoord2f(0.0f, 0.0f);
- glVertex2f(0.0f, 0.0f);
+ float vertices[] = {
+ 0.0f, 1.0f,
+ 0.0f, 0.0f,
+ 1.0f, 1.0f,
+ 1.0f, 0.0f
+ };
+
+ GLuint vao;
+ glGenVertexArrays(1, &vao);
+ check_error();
+ glBindVertexArray(vao);
+ check_error();
- glTexCoord2f(1.0f, 0.0f);
- glVertex2f(1.0f, 0.0f);
+ 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.
- glTexCoord2f(1.0f, 1.0f);
- glVertex2f(1.0f, 1.0f);
+ glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
+ check_error();
- glTexCoord2f(0.0f, 1.0f);
- glVertex2f(0.0f, 1.0f);
+ cleanup_vertex_attribute(glsl_program_num, "position", position_vbo);
+ cleanup_vertex_attribute(glsl_program_num, "texcoord", texcoord_vbo);
- glEnd();
+ glUseProgram(0);
check_error();
for (unsigned i = 0; i < phases[phase]->effects.size(); ++i) {
Node *node = phases[phase]->effects[i];
node->effect->clear_gl_state();
}
+
+ glDeleteVertexArrays(1, &vao);
+ check_error();
+ }
+
+ for (map<Phase *, GLuint>::const_iterator texture_it = output_textures.begin();
+ texture_it != output_textures.end();
+ ++texture_it) {
+ resource_pool->release_2d_texture(texture_it->second);
}
glBindFramebuffer(GL_FRAMEBUFFER, 0);
check_error();
}
}
+
+} // namespace movit