#ifndef _MOVIT_EFFECT_CHAIN_H
#define _MOVIT_EFFECT_CHAIN_H 1
-#include <GL/glew.h>
+// An EffectChain is the largest basic entity in Movit; it contains everything
+// needed to connects a series of effects, from inputs to outputs, and render
+// them. Generally you set up your effect chain once and then call its render
+// functions once per frame; setting one up can be relatively expensive,
+// but rendering is fast.
+//
+// Threading considerations: EffectChain is “thread-compatible”; you can use
+// different EffectChains in multiple threads at the same time (assuming the
+// threads do not use the same OpenGL context, but this is a good idea anyway),
+// but you may not use one EffectChain from multiple threads simultaneously.
+// You _are_ allowed to use one EffectChain from multiple threads as long as
+// you only use it from one at a time (possibly by doing your own locking),
+// but if so, the threads' contexts need to be set up to share resources, since
+// the EffectChain holds textures and other OpenGL objects that are tied to the
+// context.
+
+#include <epoxy/gl.h>
#include <stdio.h>
#include <map>
#include <set>
#include "image_format.h"
+namespace movit {
+
class Effect;
class Input;
struct Phase;
+class ResourcePool;
// For internal use within Node.
enum AlphaType {
std::vector<Node *> incoming_links;
private:
- // Identifier used to create unique variables in GLSL.
- std::string effect_id;
-
// Logical size of the output of this effect, ie. the resolution
// you would get if you sampled it as a texture. If it is undefined
// (since the inputs differ in resolution), it will be 0x0.
// they will be equal.
unsigned output_width, output_height;
- // If output goes to RTT (otherwise, none of these are set).
- // The Phase pointer is a but ugly; we should probably fix so
- // that Phase takes other phases as inputs, instead of Node.
- GLuint output_texture;
- unsigned output_texture_width, output_texture_height;
+ // If output goes to RTT, which phase it is in (otherwise unset).
+ // This is a bit ugly; we should probably fix so that Phase takes other
+ // phases as inputs, instead of Node.
Phase *phase;
+ // If the effect has is_single_texture(), or if the output went to RTT
+ // and that texture has been bound to a sampler, the sampler number
+ // will be stored here.
+ //
+ // TODO: Can an RTT texture be used as inputs to multiple effects
+ // within the same phase? If so, we have a problem with modifying
+ // sampler state here.
+ int bound_sampler_num;
+
// Used during the building of the effect chain.
Colorspace output_color_space;
GammaCurve output_gamma_curve;
// A rendering phase; a single GLSL program rendering a single quad.
struct Phase {
- GLint glsl_program_num, vertex_shader, fragment_shader;
+ GLuint glsl_program_num; // Owned by the resource_pool.
bool input_needs_mipmaps;
// Inputs are only inputs from other phases (ie., those that come from RTT);
std::vector<Node *> effects; // In order.
unsigned output_width, output_height, virtual_output_width, virtual_output_height;
+
+ // Identifier used to create unique variables in GLSL.
+ // Unique per-phase to increase cacheability of compiled shaders.
+ std::map<Node *, std::string> effect_ids;
};
class EffectChain {
public:
- EffectChain(float aspect_nom, float aspect_denom); // E.g., 16.0f, 9.0f for 16:9.
+ // 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),
+ // 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();
// User API:
void replace_receiver(Node *old_receiver, Node *new_receiver);
void replace_sender(Node *new_sender, Node *receiver);
void insert_node_between(Node *sender, Node *middle, Node *receiver);
+ Node *find_node_for_effect(Effect *effect) { return node_map[effect]; }
+
+ // Get the OpenGL sampler (GL_TEXTURE0, GL_TEXTURE1, etc.) for the
+ // input of the given node, so that one can modify the sampler state
+ // directly. Only valid to call during set_gl_state().
+ //
+ // Also, for this to be allowed, <node>'s effect must have
+ // needs_texture_bounce() set, so that it samples directly from a
+ // single-sampler input, or from an RTT texture.
+ GLenum get_input_sampler(Node *node, unsigned input_num) const;
+
+ // Get the current resource pool assigned to this EffectChain.
+ // Primarily to let effects allocate textures as needed.
+ // Any resources you get from the pool must be returned to the pool
+ // no later than in the Effect's destructor.
+ ResourcePool *get_resource_pool() { return resource_pool; }
private:
// Make sure the output rectangle is at least large enough to hold
unsigned num_dither_bits;
bool finalized;
+
+ ResourcePool *resource_pool;
+ bool owns_resource_pool;
};
+} // namespace movit
+
#endif // !defined(_MOVIT_EFFECT_CHAIN_H)