SQUARE_ROOT_FRAMEBUFFER_TRANSFORMATION,
};
+// Whether a link is into another phase or not; see Node::incoming_link_type.
+enum NodeLinkType {
+ IN_ANOTHER_PHASE,
+ IN_SAME_PHASE
+};
+
// A node in the graph; basically an effect and some associated information.
class Node {
public:
// sampler state here.
int bound_sampler_num;
+ // For each node in incoming_links, whether it comes from another phase
+ // or not. This is required because in some rather obscure cases,
+ // it is possible to have an input twice in the same phase; both by
+ // itself and as a bounced input.
+ //
+ // TODO: It is possible that we might even need to bounce multiple
+ // times and thus disambiguate also between different external phases,
+ // but we'll deal with that when we need to care about it, if ever.
+ std::vector<NodeLinkType> incoming_link_type;
+
// Used during the building of the effect chain.
Colorspace output_color_space;
GammaCurve output_gamma_curve;
AlphaType output_alpha_type;
- bool needs_mipmaps; // Directly or indirectly.
+ Effect::MipmapRequirements needs_mipmaps; // Directly or indirectly.
// Set if this effect, and all effects consuming output from this node
// (in the same phase) have one_to_one_sampling() set.
bool one_to_one_sampling;
+ // Same, for strong_one_to_one_sampling().
+ bool strong_one_to_one_sampling;
+
friend class EffectChain;
};
// which is which, because they contain the same data.
std::set<GLint> attribute_indexes;
- bool input_needs_mipmaps;
-
// Inputs are only inputs from other phases (ie., those that come from RTT);
// input textures are counted as part of <effects>.
std::vector<Phase *> inputs;
std::vector<Node *> effects; // In order.
unsigned output_width, output_height, virtual_output_width, virtual_output_height;
+ // Whether this phase is compiled as a compute shader, ie., the last effect is
+ // marked as one.
+ bool is_compute_shader;
+ Node *compute_shader_node;
+
+ // If <is_compute_shader>, which image unit the output buffer is bound to.
+ // This is used as source for a Uniform<int> below.
+ int outbuf_image_unit;
+
+ // These are used in transforming from unnormalized to normalized coordinates
+ // in compute shaders.
+ int uniform_output_size[2];
+ Point2D inv_output_size, output_texcoord_adjust;
+
// Identifier used to create unique variables in GLSL.
// Unique per-phase to increase cacheability of compiled shaders.
- std::map<Node *, std::string> effect_ids;
+ std::map<std::pair<Node *, NodeLinkType>, std::string> effect_ids;
// Uniforms for this phase; combined from all the effects.
- std::vector<Uniform<int> > uniforms_sampler2d;
- std::vector<Uniform<bool> > uniforms_bool;
- std::vector<Uniform<int> > uniforms_int;
- std::vector<Uniform<float> > uniforms_float;
- std::vector<Uniform<float> > uniforms_vec2;
- std::vector<Uniform<float> > uniforms_vec3;
- std::vector<Uniform<float> > uniforms_vec4;
- std::vector<Uniform<Eigen::Matrix3d> > uniforms_mat3;
+ std::vector<Uniform<int>> uniforms_image2d;
+ std::vector<Uniform<int>> uniforms_sampler2d;
+ std::vector<Uniform<bool>> uniforms_bool;
+ std::vector<Uniform<int>> uniforms_int;
+ std::vector<Uniform<int>> uniforms_ivec2;
+ std::vector<Uniform<float>> uniforms_float;
+ std::vector<Uniform<float>> uniforms_vec2;
+ std::vector<Uniform<float>> uniforms_vec3;
+ std::vector<Uniform<float>> uniforms_vec4;
+ std::vector<Uniform<Eigen::Matrix3d>> uniforms_mat3;
// For measurement of GPU time used.
std::list<GLuint> timer_query_objects_running;
public:
// Aspect: e.g. 16.0f, 9.0f for 16:9.
// resource_pool is a pointer to a ResourcePool with which to share shaders
- // and other resources (see resource_pool.h). If NULL (the default),
+ // and other resources (see resource_pool.h). If nullptr (the default),
// will create its own that is not shared with anything else. Does not take
// ownership of the passed-in ResourcePool, but will naturally take ownership
// of its own internal one if created.
- EffectChain(float aspect_nom, float aspect_denom, ResourcePool *resource_pool = NULL);
+ EffectChain(float aspect_nom, float aspect_denom, ResourcePool *resource_pool = nullptr);
~EffectChain();
// User API:
}
Effect *add_effect(Effect *effect, const std::vector<Effect *> &inputs);
- // Adds an RGBA output. Note that you can have at most one RGBA output and one
- // Y'CbCr output (see below for details).
+ // Adds an RGBA output. Note that you can have at most one RGBA output and two
+ // Y'CbCr outputs (see below for details).
void add_output(const ImageFormat &format, OutputAlphaFormat alpha_format);
- // Adds an YCbCr output. Note that you can only have one output.
- // Currently, only chunked packed output is supported, and only 4:4:4
- // (so chroma_subsampling_x and chroma_subsampling_y must both be 1).
+ // Adds an YCbCr output. Note that you can only have at most two Y'CbCr
+ // outputs, and they must have the same <ycbcr_format> and <type>.
+ // (This limitation may be lifted in the future, to allow e.g. simultaneous
+ // 8- and 10-bit output. Currently, multiple Y'CbCr outputs are only
+ // useful in some very limited circumstances, like if one texture goes
+ // to some place you cannot easily read from later.)
+ //
+ // Only 4:4:4 output is supported due to fragment shader limitations,
+ // so chroma_subsampling_x and chroma_subsampling_y must both be 1.
+ // <type> should match the data type of the FBO you are rendering to,
+ // so that if you use 16-bit output (GL_UNSIGNED_SHORT), you will get
+ // 8-, 10- or 12-bit output correctly as determined by <ycbcr_format.num_levels>.
+ // Using e.g. ycbcr_format.num_levels == 1024 with GL_UNSIGNED_BYTE is
+ // nonsensical and invokes undefined behavior.
//
- // If you have both RGBA and Y'CbCr output, the RGBA output will come
+ // If you have both RGBA and Y'CbCr output(s), the RGBA output will come
// in the last draw buffer. Also, <format> and <alpha_format> must be
// identical between the two.
void add_ycbcr_output(const ImageFormat &format, OutputAlphaFormat alpha_format,
const YCbCrFormat &ycbcr_format,
- YCbCrOutputSplitting output_splitting = YCBCR_OUTPUT_INTERLEAVED);
+ YCbCrOutputSplitting output_splitting = YCBCR_OUTPUT_INTERLEAVED,
+ GLenum output_type = GL_UNSIGNED_BYTE);
+
+ // Change Y'CbCr output format. (This can be done also after finalize()).
+ // Note that you are not allowed to change subsampling parameters;
+ // however, you can change the color space parameters, ie.,
+ // luma_coefficients, full_range and num_levels.
+ void change_ycbcr_output_format(const YCbCrFormat &ycbcr_format);
// Set number of output bits, to scale the dither.
// 8 is the right value for most outputs.
+ //
+ // Special note for 10- and 12-bit Y'CbCr packed into GL_UNSIGNED_SHORT:
+ // This is relative to the actual output, not the logical one, so you should
+ // specify 16 here, not 10 or 12.
+ //
// The default, 0, is a special value that means no dither.
void set_dither_bits(unsigned num_bits)
{
// no matter what you specify.
//
// Of special interest is GL_SRGB8_ALPHA8, which stores sRGB-encoded RGB
- // and linear alpha; this is half the memory bandwidth og GL_RGBA16F,
+ // and linear alpha; this is half the memory bandwidth of GL_RGBA16F,
// while retaining reasonable precision for typical image data. It will,
// however, cause some gamut clipping if your colorspace is far from sRGB,
// as it cannot represent values outside [0,1]. NOTE: If you construct
void reset_phase_timing();
void print_phase_timing();
+ // Note: If you already know the width and height of the viewport,
+ // calling render_to_fbo() directly will be slightly more efficient,
+ // as it saves it from getting it from OpenGL.
void render_to_screen()
{
render_to_fbo(0, 0, 0);
// the current viewport.
void render_to_fbo(GLuint fbo, unsigned width, unsigned height);
+ // Render the effect chain to the given set of textures. This is equivalent
+ // to render_to_fbo() with a freshly created FBO bound to the given textures,
+ // except that it is more efficient if the last phase contains a compute shader.
+ // Thus, prefer this to render_to_fbo() where possible.
+ //
+ // Only one destination texture is supported. This restriction will be lifted
+ // in the future.
+ //
+ // All destination textures must be exactly of size <width> x <height>,
+ // and must either come from the same ResourcePool the effect uses, or outlive
+ // the EffectChain (otherwise, we could be allocating FBOs that end up being
+ // stale). Textures must also have valid state; in particular, they must either
+ // be mipmap complete or have a non-mipmapped minification mode.
+ //
+ // width and height can not be zero.
+ struct DestinationTexture {
+ GLuint texnum;
+ GLenum format;
+ };
+ void render_to_texture(const std::vector<DestinationTexture> &destinations, unsigned width, unsigned height);
+
Effect *last_added_effect() {
if (nodes.empty()) {
- return NULL;
+ return nullptr;
} else {
return nodes.back()->effect;
}
// as the last effect. Also pushes all phases in order onto <phases>.
Phase *construct_phase(Node *output, std::map<Node *, Phase *> *completed_effects);
+ // Do the actual rendering of the chain. If <dest_fbo> is not (GLuint)-1,
+ // renders to that FBO. If <destinations> is non-empty, render to that set
+ // of textures (last phase, save for the dummy phase, must be a compute shader),
+ // with x/y ignored. Having both set is an error.
+ void render(GLuint dest_fbo, const std::vector<DestinationTexture> &destinations,
+ unsigned x, unsigned y, unsigned width, unsigned height);
+
// Execute one phase, ie. set up all inputs, effects and outputs, and render the quad.
- void execute_phase(Phase *phase, bool last_phase,
- std::set<GLint> *bound__attribute_indices,
- std::map<Phase *, GLuint> *output_textures,
+ // If <destinations> is empty, uses whatever output is current (and the phase must not be
+ // a compute shader).
+ void execute_phase(Phase *phase,
+ const std::map<Phase *, GLuint> &output_textures,
+ const std::vector<DestinationTexture> &destinations,
std::set<Phase *> *generated_mipmaps);
// Set up uniforms for one phase. The program must already be bound.
void fix_output_gamma();
void add_ycbcr_conversion_if_needed();
void add_dither_if_needed();
+ void add_dummy_effect_if_needed();
float aspect_nom, aspect_denom;
ImageFormat output_format;
OutputAlphaFormat output_alpha_format;
- bool output_color_rgba, output_color_ycbcr;
- YCbCrFormat output_ycbcr_format; // If output_color_ycbcr is true.
- YCbCrOutputSplitting output_ycbcr_splitting; // If output_color_ycbcr is true.
+ bool output_color_rgba;
+ int num_output_color_ycbcr; // Max 2.
+ YCbCrFormat output_ycbcr_format; // If num_output_color_ycbcr is > 0.
+ GLenum output_ycbcr_type; // If num_output_color_ycbcr is > 0.
+ YCbCrOutputSplitting output_ycbcr_splitting[2]; // If num_output_color_ycbcr is > N.
std::vector<Node *> nodes;
std::map<Effect *, Node *> node_map;
Effect *dither_effect;
+ Node *ycbcr_conversion_effect_node;
std::vector<Input *> inputs; // Also contained in nodes.
std::vector<Phase *> phases;
bool finalized;
GLuint vbo; // Contains vertex and texture coordinate data.
+ // Whether the last effect (which will then be in a phase all by itself)
+ // is a dummy effect that is only added because the last phase uses a compute
+ // shader, which cannot output directly to the backbuffer. This means that
+ // the phase can be skipped if we are _not_ rendering to the backbuffer.
+ bool has_dummy_effect = false;
+
ResourcePool *resource_pool;
bool owns_resource_pool;