// 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.
+//
+// Memory management (only relevant if you use multiple contexts):
+// See corresponding comment in resource_pool.h. This holds even if you don't
+// allocate your own ResourcePool, but let EffectChain hold its own.
-#include <GL/glew.h>
+#include <epoxy/gl.h>
#include <stdio.h>
#include <map>
#include <set>
#include <vector>
#include "image_format.h"
+#include "ycbcr.h"
namespace movit {
std::vector<Node *> outgoing_links;
std::vector<Node *> incoming_links;
+ // For unit tests only. Do not use from other code.
+ // Will contain an arbitrary choice if the node is in multiple phases.
+ Phase *containing_phase;
+
private:
// 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
Colorspace output_color_space;
GammaCurve output_gamma_curve;
AlphaType output_alpha_type;
+ bool 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;
friend class EffectChain;
};
// Identifier used to create unique variables in GLSL.
// Unique per-phase to increase cacheability of compiled shaders.
std::map<Node *, std::string> effect_ids;
+
+ // For measurement of GPU time used.
+ GLuint timer_query_object;
+ uint64_t time_elapsed_ns;
+ uint64_t num_measured_iterations;
};
class EffectChain {
}
Effect *add_effect(Effect *effect, const std::vector<Effect *> &inputs);
+ // Adds an RGB output. Note that you can only have one output.
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).
+ void add_ycbcr_output(const ImageFormat &format, OutputAlphaFormat alpha_format,
+ const YCbCrFormat &ycbcr_format);
+
// Set number of output bits, to scale the dither.
// 8 is the right value for most outputs.
// The default, 0, is a special value that means no dither.
void finalize();
+ // Measure the GPU time used for each actual phase during rendering.
+ // Note that this is only available if GL_ARB_timer_query
+ // (or, equivalently, OpenGL 3.3) is available. Also note that measurement
+ // will incur a performance cost, as we wait for the measurements to
+ // complete at the end of rendering.
+ void enable_phase_timing(bool enable);
+ void reset_phase_timing();
+ void print_phase_timing();
//void render(unsigned char *src, unsigned char *dst);
void render_to_screen()
// as the last effect. Also pushes all phases in order onto <phases>.
Phase *construct_phase(Node *output, std::map<Node *, Phase *> *completed_effects);
+ // 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, std::set<Phase *> *generated_mipmaps);
+
+ // Set up the given sampler number for sampling from an RTT texture,
+ // and bind it to "tex_" plus the given GLSL variable.
+ void setup_rtt_sampler(GLuint glsl_program_num, int sampler_num, const std::string &effect_id, bool use_mipmaps);
+
// Output the current graph to the given file in a Graphviz-compatible format;
// only useful for debugging.
void output_dot(const char *filename);
void fix_internal_gamma_by_asking_inputs(unsigned step);
void fix_internal_gamma_by_inserting_nodes(unsigned step);
void fix_output_gamma();
+ void add_ycbcr_conversion_if_needed();
void add_dither_if_needed();
float aspect_nom, aspect_denom;
ImageFormat output_format;
OutputAlphaFormat output_alpha_format;
+ enum OutputColorType { OUTPUT_COLOR_RGB, OUTPUT_COLOR_YCBCR };
+ OutputColorType output_color_type;
+ YCbCrFormat output_ycbcr_format; // If output_color_type == OUTPUT_COLOR_YCBCR.
+
std::vector<Node *> nodes;
std::map<Effect *, Node *> node_map;
Effect *dither_effect;
- std::map<void *, GLuint> fbos; // One for each OpenGL context.
std::vector<Input *> inputs; // Also contained in nodes.
std::vector<Phase *> phases;
ResourcePool *resource_pool;
bool owns_resource_pool;
+
+ bool do_phase_timing;
};
} // namespace movit