#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()
{
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;
}
}
Input *EffectChain::add_input(Input *input)
{
+ assert(!finalized);
inputs.push_back(input);
add_node(input);
return input;
void EffectChain::add_output(const ImageFormat &format, OutputAlphaFormat alpha_format)
{
+ assert(!finalized);
output_format = format;
output_alpha_format = alpha_format;
}
Node *EffectChain::add_node(Effect *effect)
{
+ for (unsigned i = 0; i < nodes.size(); ++i) {
+ assert(nodes[i]->effect != effect);
+ }
+
char effect_id[256];
sprintf(effect_id, "eff%u", (unsigned)nodes.size());
Effect *EffectChain::add_effect(Effect *effect, const std::vector<Effect *> &inputs)
{
+ assert(!finalized);
assert(inputs.size() == effect->num_inputs());
Node *node = add_node(effect);
for (unsigned i = 0; i < inputs.size(); ++i) {
frag_shader += std::string("#define INPUT ") + sorted_effects.back()->effect_id + "\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;
// 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]);
// 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();
}
node->effect->clear_gl_state();
}
}
+
+ glBindFramebuffer(GL_FRAMEBUFFER, 0);
+ check_error();
+
+ if (fbo != 0) {
+ glDeleteFramebuffers(1, &fbo);
+ check_error();
+ }
}