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;
// 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.
// 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_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;
// 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 nullptr;
// 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::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.
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;