#include "gamma_expansion_effect.h"
#include "init.h"
#include "input.h"
+#include "resource_pool.h"
#include "util.h"
-EffectChain::EffectChain(float aspect_nom, float aspect_denom)
+EffectChain::EffectChain(float aspect_nom, float aspect_denom, ResourcePool *resource_pool)
: aspect_nom(aspect_nom),
aspect_denom(aspect_denom),
dither_effect(NULL),
- fbo(0),
num_dither_bits(0),
- finalized(false) {}
+ finalized(false),
+ resource_pool(resource_pool) {
+ if (resource_pool == NULL) {
+ this->resource_pool = new ResourcePool();
+ owns_resource_pool = true;
+ } else {
+ owns_resource_pool = false;
+ }
+}
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];
}
for (unsigned i = 0; i < phases.size(); ++i) {
- glDeleteProgram(phases[i]->glsl_program_num);
- glDeleteShader(phases[i]->vertex_shader);
- glDeleteShader(phases[i]->fragment_shader);
+ resource_pool->release_glsl_program(phases[i]->glsl_program_num);
delete phases[i];
}
- if (fbo != 0) {
- glDeleteFramebuffers(1, &fbo);
+ if (owns_resource_pool) {
+ delete resource_pool;
}
}
Node *EffectChain::add_node(Effect *effect)
{
- char effect_id[256];
- sprintf(effect_id, "eff%u", (unsigned)nodes.size());
+ for (unsigned i = 0; i < nodes.size(); ++i) {
+ assert(nodes[i]->effect != effect);
+ }
Node *node = new Node;
node->effect = effect;
node->disabled = false;
- node->effect_id = effect_id;
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;
}
const std::vector<Node *> &inputs,
const std::vector<Node *> &effects)
{
+ Phase *phase = new Phase;
assert(!effects.empty());
// Deduplicate the inputs.
// 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));
- frag_shader += std::string("uniform sampler2D tex_") + input->effect_id + ";\n";
- frag_shader += std::string("vec4 ") + input->effect_id + "(vec2 tc) {\n";
- frag_shader += "\treturn texture2D(tex_" + input->effect_id + ", tc);\n";
+ 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 += "}\n";
frag_shader += "\n";
}
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));
if (node->incoming_links.size() == 1) {
- frag_shader += std::string("#define INPUT ") + node->incoming_links[0]->effect_id + "\n";
+ frag_shader += std::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];
- sprintf(buf, "#define INPUT%d %s\n", j + 1, node->incoming_links[j]->effect_id.c_str());
+ 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 += std::string("#define FUNCNAME ") + node->effect_id + "\n";
- frag_shader += replace_prefix(node->effect->output_convenience_uniforms(), node->effect_id);
- frag_shader += replace_prefix(node->effect->output_fragment_shader(), node->effect_id);
+ frag_shader += std::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";
if (node->incoming_links.size() == 1) {
CHECK(node->effect->set_int("needs_mipmaps", input_needs_mipmaps));
}
}
- frag_shader += std::string("#define INPUT ") + sorted_effects.back()->effect_id + "\n";
+ frag_shader += std::string("#define INPUT ") + phase->effect_ids[sorted_effects.back()] + "\n";
frag_shader.append(read_file("footer.frag"));
- if (movit_debug_level == MOVIT_DEBUG_ON) {
- // Output shader to a temporary file, for easier debugging.
- static int compiled_shader_num = 0;
- char filename[256];
- sprintf(filename, "chain-%03d.frag", compiled_shader_num++);
- FILE *fp = fopen(filename, "w");
- if (fp == NULL) {
- perror(filename);
- exit(1);
- }
- fprintf(fp, "%s\n", frag_shader.c_str());
- fclose(fp);
- }
-
- GLuint glsl_program_num = glCreateProgram();
- GLuint vs_obj = compile_shader(read_file("vs.vert"), GL_VERTEX_SHADER);
- GLuint fs_obj = compile_shader(frag_shader, GL_FRAGMENT_SHADER);
- glAttachShader(glsl_program_num, vs_obj);
- check_error();
- glAttachShader(glsl_program_num, fs_obj);
- check_error();
- glLinkProgram(glsl_program_num);
- check_error();
-
- Phase *phase = new Phase;
- phase->glsl_program_num = glsl_program_num;
- phase->vertex_shader = vs_obj;
- phase->fragment_shader = fs_obj;
+ phase->glsl_program_num = resource_pool->compile_glsl_program(read_file("vs.vert"), frag_shader);
phase->input_needs_mipmaps = input_needs_mipmaps;
phase->inputs = true_inputs;
phase->effects = sorted_effects;
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) {
- glGenFramebuffers(1, &fbo);
-
- 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();
}
// Save original viewport.
GLuint x = 0, y = 0;
+ GLuint fbo = 0;
if (width == 0 && height == 0) {
GLint viewport[4];
glLoadIdentity();
if (phases.size() > 1) {
+ glGenFramebuffers(1, &fbo);
+ check_error();
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
check_error();
}
std::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.
+ std::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(std::make_pair(phases[phase], tex_num));
}
glUseProgram(phases[phase]->glsl_program_num);
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);
+ 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_") + input->effect_id;
+ std::string texture_name = std::string("tex_") + phases[phase]->effect_ids[input];
glUniform1i(glGetUniformLocation(phases[phase]->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, node->effect_id, &sampler_num);
+ node->effect->set_gl_state(phases[phase]->glsl_program_num, phases[phase]->effect_ids[node], &sampler_num);
check_error();
}
node->effect->clear_gl_state();
}
}
+
+ for (std::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();
+
+ if (fbo != 0) {
+ glDeleteFramebuffers(1, &fbo);
+ check_error();
+ }
}