namespace movit {
+namespace {
+
+// An effect that does nothing.
+class IdentityEffect : public Effect {
+public:
+ IdentityEffect() {}
+ virtual string effect_type_id() const { return "IdentityEffect"; }
+ string output_fragment_shader() { return read_file("identity.frag"); }
+};
+
+} // namespace
+
EffectChain::EffectChain(float aspect_nom, float aspect_denom, ResourcePool *resource_pool)
: aspect_nom(aspect_nom),
aspect_denom(aspect_denom),
output_color_rgba(false),
num_output_color_ycbcr(0),
- dither_effect(NULL),
- ycbcr_conversion_effect_node(NULL),
+ dither_effect(nullptr),
+ ycbcr_conversion_effect_node(nullptr),
intermediate_format(GL_RGBA16F),
intermediate_transformation(NO_FRAMEBUFFER_TRANSFORMATION),
num_dither_bits(0),
finalized(false),
resource_pool(resource_pool),
do_phase_timing(false) {
- if (resource_pool == NULL) {
+ if (resource_pool == nullptr) {
this->resource_pool = new ResourcePool();
owns_resource_pool = true;
} else {
namespace {
template<class T>
-void extract_uniform_declarations(const vector<Uniform<T> > &effect_uniforms,
+void extract_uniform_declarations(const vector<Uniform<T>> &effect_uniforms,
const string &type_specifier,
const string &effect_id,
- vector<Uniform<T> > *phase_uniforms,
+ vector<Uniform<T>> *phase_uniforms,
string *glsl_string)
{
for (unsigned i = 0; i < effect_uniforms.size(); ++i) {
}
template<class T>
-void extract_uniform_array_declarations(const vector<Uniform<T> > &effect_uniforms,
+void extract_uniform_array_declarations(const vector<Uniform<T>> &effect_uniforms,
const string &type_specifier,
const string &effect_id,
- vector<Uniform<T> > *phase_uniforms,
+ vector<Uniform<T>> *phase_uniforms,
string *glsl_string)
{
for (unsigned i = 0; i < effect_uniforms.size(); ++i) {
}
template<class T>
-void collect_uniform_locations(GLuint glsl_program_num, vector<Uniform<T> > *phase_uniforms)
+void collect_uniform_locations(GLuint glsl_program_num, vector<Uniform<T>> *phase_uniforms)
{
for (unsigned i = 0; i < phase_uniforms->size(); ++i) {
Uniform<T> &uniform = (*phase_uniforms)[i];
void EffectChain::compile_glsl_program(Phase *phase)
{
- string frag_shader_header = read_version_dependent_file("header", "frag");
+ string frag_shader_header;
+ if (phase->is_compute_shader) {
+ frag_shader_header = read_file("header.compute");
+ } else {
+ frag_shader_header = read_version_dependent_file("header", "frag");
+ }
string frag_shader = "";
// Create functions and uniforms for all the texture inputs that we need.
frag_shader += "\n";
frag_shader += string("#define FUNCNAME ") + effect_id + "\n";
+ if (node->effect->is_compute_shader()) {
+ frag_shader += string("#define NORMALIZE_TEXTURE_COORDS(tc) ((tc) * ") + effect_id + "_inv_output_size + " + effect_id + "_output_texcoord_adjust)\n";
+ }
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) {
frag_shader += "#undef INPUT\n";
}
}
- frag_shader.append(read_file("footer.frag"));
+ if (phase->is_compute_shader) {
+ frag_shader.append(read_file("footer.compute"));
+ 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);
+ } else {
+ frag_shader.append(read_file("footer.frag"));
+ }
// Collect uniforms from all effects and output them. Note that this needs
// to happen after output_fragment_shader(), even though the uniforms come
Node *node = phase->effects[i];
Effect *effect = node->effect;
const string effect_id = phase->effect_ids[node];
+ extract_uniform_declarations(effect->uniforms_image2d, "image2D", effect_id, &phase->uniforms_image2d, &frag_shader_uniforms);
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);
vert_shader[pos + needle.size() - 1] = '1';
}
- phase->glsl_program_num = resource_pool->compile_glsl_program(vert_shader, frag_shader, frag_shader_outputs);
+ if (phase->is_compute_shader) {
+ phase->glsl_program_num = resource_pool->compile_glsl_compute_program(frag_shader);
+
+ Uniform<int> uniform;
+ uniform.name = "outbuf";
+ uniform.value = &phase->outbuf_image_unit;
+ uniform.prefix = "tex";
+ uniform.num_values = 1;
+ uniform.location = -1;
+ phase->uniforms_image2d.push_back(uniform);
+ } else {
+ phase->glsl_program_num = resource_pool->compile_glsl_program(vert_shader, frag_shader, frag_shader_outputs);
+ }
GLint position_attribute_index = glGetAttribLocation(phase->glsl_program_num, "position");
GLint texcoord_attribute_index = glGetAttribLocation(phase->glsl_program_num, "texcoord");
if (position_attribute_index != -1) {
}
// Collect the resulting location numbers for each uniform.
+ collect_uniform_locations(phase->glsl_program_num, &phase->uniforms_image2d);
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);
Phase *phase = new Phase;
phase->output_node = output;
+ phase->is_compute_shader = output->effect->is_compute_shader();
// 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
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.
//
}
FILE *fp = fopen(filename, "w");
- if (fp == NULL) {
+ if (fp == nullptr) {
perror(filename);
exit(1);
}
if (nodes[i]->outgoing_links.empty() && !nodes[i]->disabled) {
// Output node.
- vector<string> labels = get_labels_for_edge(nodes[i], NULL);
+ vector<string> labels = get_labels_for_edge(nodes[i], nullptr);
output_dot_edge(fp, from_node_id, "output", labels);
}
}
{
vector<string> labels;
- if (to != NULL && to->effect->needs_texture_bounce()) {
+ if (to != nullptr && to->effect->needs_texture_bounce()) {
labels.push_back("needs_bounce");
}
if (from->effect->changes_output_size()) {
dither_effect = dither->effect;
}
+// Compute shaders can't output to the framebuffer, so if the last
+// phase ends in a compute shader, add a dummy phase at the end that
+// only blits directly from the temporary texture.
+//
+// TODO: Add an API for rendering directly to textures, for the cases
+// where we're only rendering to an FBO anyway.
+void EffectChain::add_dummy_effect_if_needed()
+{
+ Node *output = find_output_node();
+ if (output->effect->is_compute_shader()) {
+ Node *dummy = add_node(new IdentityEffect());
+ connect_nodes(output, dummy);
+ }
+}
+
// Find the output node. This is, simply, one that has no outgoing links.
// If there are multiple ones, the graph is malformed (we do not support
// multiple outputs right now).
output_dot("step18-before-dither.dot");
add_dither_if_needed();
- output_dot("step19-final.dot");
+ output_dot("step19-before-dummy-effect.dot");
+ add_dummy_effect_if_needed();
+
+ output_dot("step20-final.dot");
// Construct all needed GLSL programs, starting at the output.
// We need to keep track of which effects have already been computed,
map<Node *, Phase *> completed_effects;
construct_phase(find_output_node(), &completed_effects);
- output_dot("step20-split-to-phases.dot");
+ output_dot("step21-split-to-phases.dot");
assert(phases[0]->inputs.empty());
GLenum status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
assert(status == GL_FRAMEBUFFER_COMPLETE);
glViewport(x, y, width, height);
- if (dither_effect != NULL) {
+ if (dither_effect != nullptr) {
CHECK(dither_effect->set_int("output_width", width));
CHECK(dither_effect->set_int("output_height", height));
}
phase->input_samplers[sampler] = sampler; // Bind the sampler to the right uniform.
}
- // And now the output. (Already set up for us if it is the last phase.)
- if (!last_phase) {
- fbo = resource_pool->create_fbo((*output_textures)[phase]);
- glBindFramebuffer(GL_FRAMEBUFFER, fbo);
- glViewport(0, 0, phase->output_width, phase->output_height);
- }
-
GLuint instance_program_num = resource_pool->use_glsl_program(phase->glsl_program_num);
check_error();
+ // And now the output.
+ if (phase->is_compute_shader) {
+ // This is currently the only place where we use image units,
+ // so we can always use 0.
+ phase->outbuf_image_unit = 0;
+ glBindImageTexture(phase->outbuf_image_unit, (*output_textures)[phase], 0, GL_FALSE, 0, GL_WRITE_ONLY, GL_RGBA16F);
+ check_error();
+ 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;
+ phase->output_texcoord_adjust.y = 0.5f / phase->output_height;
+ } else {
+ // (Already set up for us if it is the last phase.)
+ if (!last_phase) {
+ fbo = resource_pool->create_fbo((*output_textures)[phase]);
+ glBindFramebuffer(GL_FRAMEBUFFER, fbo);
+ glViewport(0, 0, phase->output_width, phase->output_height);
+ }
+ }
+
// Give the required parameters to all the effects.
unsigned sampler_num = phase->inputs.size();
for (unsigned i = 0; i < phase->effects.size(); ++i) {
}
}
- // Uniforms need to come after set_gl_state(), since they can be updated
- // from there.
- setup_uniforms(phase);
- // Bind the vertex data.
- GLuint vao = resource_pool->create_vec2_vao(phase->attribute_indexes, vbo);
- glBindVertexArray(vao);
+ 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);
- glDrawArrays(GL_TRIANGLES, 0, 3);
- check_error();
+ // Uniforms need to come after set_gl_state() _and_ get_compute_dimensions(),
+ // since they can be updated from there.
+ setup_uniforms(phase);
+ glDispatchCompute(x, y, z);
+ } else {
+ // Uniforms need to come after set_gl_state(), since they can be updated
+ // from there.
+ setup_uniforms(phase);
+
+ // Bind the vertex data.
+ GLuint vao = resource_pool->create_vec2_vao(phase->attribute_indexes, vbo);
+ glBindVertexArray(vao);
+
+ glDrawArrays(GL_TRIANGLES, 0, 3);
+ check_error();
+
+ resource_pool->release_vec2_vao(vao);
+ }
for (unsigned i = 0; i < phase->effects.size(); ++i) {
Node *node = phase->effects[i];
}
resource_pool->unuse_glsl_program(instance_program_num);
- resource_pool->release_vec2_vao(vao);
- if (!last_phase) {
+ if (!last_phase && !phase->is_compute_shader) {
resource_pool->release_fbo(fbo);
}
}
void EffectChain::setup_uniforms(Phase *phase)
{
// TODO: Use UBO blocks.
+ for (size_t i = 0; i < phase->uniforms_image2d.size(); ++i) {
+ const Uniform<int> &uniform = phase->uniforms_image2d[i];
+ if (uniform.location != -1) {
+ glUniform1iv(uniform.location, uniform.num_values, uniform.value);
+ }
+ }
for (size_t i = 0; i < phase->uniforms_sampler2d.size(); ++i) {
const Uniform<int> &uniform = phase->uniforms_sampler2d[i];
if (uniform.location != -1) {