#define GL_GLEXT_PROTOTYPES 1
-#include <stdio.h>
+#include <GL/glew.h>
+#include <assert.h>
+#include <locale.h>
#include <math.h>
+#include <stddef.h>
+#include <stdio.h>
+#include <stdlib.h>
#include <string.h>
-#include <locale.h>
-#include <assert.h>
-#include <GL/glew.h>
-
#include <algorithm>
#include <set>
#include <stack>
#include <vector>
-#include "util.h"
-#include "effect_chain.h"
-#include "gamma_expansion_effect.h"
-#include "gamma_compression_effect.h"
-#include "colorspace_conversion_effect.h"
-#include "alpha_multiplication_effect.h"
#include "alpha_division_effect.h"
+#include "alpha_multiplication_effect.h"
+#include "colorspace_conversion_effect.h"
#include "dither_effect.h"
-#include "input.h"
+#include "effect.h"
+#include "effect_chain.h"
+#include "gamma_compression_effect.h"
+#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)
{
- 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;
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) {
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;
// 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();
}
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();
}
// Last phase goes to the output the user specified.
glBindFramebuffer(GL_FRAMEBUFFER, dest_fbo);
check_error();
+ GLenum status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
+ assert(status == GL_FRAMEBUFFER_COMPLETE);
glViewport(x, y, width, height);
if (dither_effect != NULL) {
CHECK(dither_effect->set_int("output_width", width));
output_node->output_texture,
0);
check_error();
+ GLenum status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
+ assert(status == GL_FRAMEBUFFER_COMPLETE);
glViewport(0, 0, phases[phase]->output_width, phases[phase]->output_height);
}
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();
}
}
+
+ glBindFramebuffer(GL_FRAMEBUFFER, 0);
+ check_error();
+
+ if (fbo != 0) {
+ glDeleteFramebuffers(1, &fbo);
+ check_error();
+ }
}