X-Git-Url: https://git.sesse.net/?a=blobdiff_plain;f=flow.cpp;h=5125d26b53a5d2f09bde21132136d2a6ec333b5c;hb=92cca212dad5e4b968c052d8200a534473929674;hp=e672fe6f6d8fefb8ecc97935b73af79ee3495f8e;hpb=ff8f778bde4b477263088abc4755094d5bad32ce;p=nageru diff --git a/flow.cpp b/flow.cpp index e672fe6..5125d26 100644 --- a/flow.cpp +++ b/flow.cpp @@ -2,12 +2,14 @@ #include "flow.h" +#include "embedded_files.h" #include "gpu_timers.h" #include "util.h" #include #include #include +#include #include #include #include @@ -48,10 +50,18 @@ int find_num_levels(int width, int height) return levels; } -string read_file(const string &filename) +string read_file(const string &filename, const unsigned char *start = nullptr, const size_t size = 0) { FILE *fp = fopen(filename.c_str(), "r"); if (fp == nullptr) { + // Fall back to the version we compiled in. (We prefer disk if we can, + // since that makes it possible to work on shaders without recompiling + // all the time.) + if (start != nullptr) { + return string(reinterpret_cast(start), + reinterpret_cast(start) + size); + } + perror(filename.c_str()); exit(1); } @@ -62,7 +72,7 @@ string read_file(const string &filename) exit(1); } - int size = ftell(fp); + int disk_size = ftell(fp); ret = fseek(fp, 0, SEEK_SET); if (ret == -1) { @@ -71,15 +81,15 @@ string read_file(const string &filename) } string str; - str.resize(size); - ret = fread(&str[0], size, 1, fp); + str.resize(disk_size); + ret = fread(&str[0], disk_size, 1, fp); if (ret == -1) { perror("fread"); exit(1); } if (ret == 0) { fprintf(stderr, "Short read when trying to read %d bytes from %s\n", - size, filename.c_str()); + disk_size, filename.c_str()); exit(1); } fclose(fp); @@ -202,8 +212,8 @@ void PersistentFBOSetWithDepth::render_to(GLuint depth_rb, const a GrayscaleConversion::GrayscaleConversion() { - gray_vs_obj = compile_shader(read_file("vs.vert"), GL_VERTEX_SHADER); - gray_fs_obj = compile_shader(read_file("gray.frag"), GL_FRAGMENT_SHADER); + gray_vs_obj = compile_shader(read_file("vs.vert", _binary_vs_vert_data, _binary_vs_vert_size), GL_VERTEX_SHADER); + gray_fs_obj = compile_shader(read_file("gray.frag", _binary_gray_frag_data, _binary_gray_frag_size), GL_FRAGMENT_SHADER); gray_program = link_program(gray_vs_obj, gray_fs_obj); // Set up the VAO containing all the required position/texcoord data. @@ -231,8 +241,8 @@ void GrayscaleConversion::exec(GLint tex, GLint gray_tex, int width, int height, Sobel::Sobel() { - sobel_vs_obj = compile_shader(read_file("vs.vert"), GL_VERTEX_SHADER); - sobel_fs_obj = compile_shader(read_file("sobel.frag"), GL_FRAGMENT_SHADER); + sobel_vs_obj = compile_shader(read_file("vs.vert", _binary_vs_vert_data, _binary_vs_vert_size), GL_VERTEX_SHADER); + sobel_fs_obj = compile_shader(read_file("sobel.frag", _binary_sobel_frag_data, _binary_sobel_frag_size), GL_FRAGMENT_SHADER); sobel_program = link_program(sobel_vs_obj, sobel_fs_obj); uniform_tex = glGetUniformLocation(sobel_program, "tex"); @@ -252,8 +262,8 @@ void Sobel::exec(GLint tex_view, GLint grad_tex, int level_width, int level_heig MotionSearch::MotionSearch(const OperatingPoint &op) : op(op) { - motion_vs_obj = compile_shader(read_file("motion_search.vert"), GL_VERTEX_SHADER); - motion_fs_obj = compile_shader(read_file("motion_search.frag"), GL_FRAGMENT_SHADER); + motion_vs_obj = compile_shader(read_file("motion_search.vert", _binary_motion_search_vert_data, _binary_motion_search_vert_size), GL_VERTEX_SHADER); + motion_fs_obj = compile_shader(read_file("motion_search.frag", _binary_motion_search_frag_data, _binary_motion_search_frag_size), GL_FRAGMENT_SHADER); motion_search_program = link_program(motion_vs_obj, motion_fs_obj); uniform_inv_image_size = glGetUniformLocation(motion_search_program, "inv_image_size"); @@ -288,8 +298,8 @@ void MotionSearch::exec(GLuint tex_view, GLuint grad_tex, GLuint flow_tex, GLuin Densify::Densify(const OperatingPoint &op) : op(op) { - densify_vs_obj = compile_shader(read_file("densify.vert"), GL_VERTEX_SHADER); - densify_fs_obj = compile_shader(read_file("densify.frag"), GL_FRAGMENT_SHADER); + densify_vs_obj = compile_shader(read_file("densify.vert", _binary_densify_vert_data, _binary_densify_vert_size), GL_VERTEX_SHADER); + densify_fs_obj = compile_shader(read_file("densify.frag", _binary_densify_frag_data, _binary_densify_frag_size), GL_FRAGMENT_SHADER); densify_program = link_program(densify_vs_obj, densify_fs_obj); uniform_patch_size = glGetUniformLocation(densify_program, "patch_size"); @@ -319,8 +329,8 @@ void Densify::exec(GLuint tex_view, GLuint flow_tex, GLuint dense_flow_tex, int Prewarp::Prewarp() { - prewarp_vs_obj = compile_shader(read_file("vs.vert"), GL_VERTEX_SHADER); - prewarp_fs_obj = compile_shader(read_file("prewarp.frag"), GL_FRAGMENT_SHADER); + prewarp_vs_obj = compile_shader(read_file("vs.vert", _binary_vs_vert_data, _binary_vs_vert_size), GL_VERTEX_SHADER); + prewarp_fs_obj = compile_shader(read_file("prewarp.frag", _binary_prewarp_frag_data, _binary_prewarp_frag_size), GL_FRAGMENT_SHADER); prewarp_program = link_program(prewarp_vs_obj, prewarp_fs_obj); uniform_image_tex = glGetUniformLocation(prewarp_program, "image_tex"); @@ -342,8 +352,8 @@ void Prewarp::exec(GLuint tex_view, GLuint flow_tex, GLuint I_tex, GLuint I_t_te Derivatives::Derivatives() { - derivatives_vs_obj = compile_shader(read_file("vs.vert"), GL_VERTEX_SHADER); - derivatives_fs_obj = compile_shader(read_file("derivatives.frag"), GL_FRAGMENT_SHADER); + derivatives_vs_obj = compile_shader(read_file("vs.vert", _binary_vs_vert_data, _binary_vs_vert_size), GL_VERTEX_SHADER); + derivatives_fs_obj = compile_shader(read_file("derivatives.frag", _binary_derivatives_frag_data, _binary_derivatives_frag_size), GL_FRAGMENT_SHADER); derivatives_program = link_program(derivatives_vs_obj, derivatives_fs_obj); uniform_tex = glGetUniformLocation(derivatives_program, "tex"); @@ -363,8 +373,8 @@ void Derivatives::exec(GLuint input_tex, GLuint I_x_y_tex, GLuint beta_0_tex, in ComputeDiffusivity::ComputeDiffusivity() { - diffusivity_vs_obj = compile_shader(read_file("vs.vert"), GL_VERTEX_SHADER); - diffusivity_fs_obj = compile_shader(read_file("diffusivity.frag"), GL_FRAGMENT_SHADER); + diffusivity_vs_obj = compile_shader(read_file("vs.vert", _binary_vs_vert_data, _binary_vs_vert_size), GL_VERTEX_SHADER); + diffusivity_fs_obj = compile_shader(read_file("diffusivity.frag", _binary_diffusivity_frag_data, _binary_diffusivity_frag_size), GL_FRAGMENT_SHADER); diffusivity_program = link_program(diffusivity_vs_obj, diffusivity_fs_obj); uniform_flow_tex = glGetUniformLocation(diffusivity_program, "flow_tex"); @@ -391,8 +401,8 @@ void ComputeDiffusivity::exec(GLuint flow_tex, GLuint diff_flow_tex, GLuint diff SetupEquations::SetupEquations() { - equations_vs_obj = compile_shader(read_file("equations.vert"), GL_VERTEX_SHADER); - equations_fs_obj = compile_shader(read_file("equations.frag"), GL_FRAGMENT_SHADER); + equations_vs_obj = compile_shader(read_file("equations.vert", _binary_equations_vert_data, _binary_equations_vert_size), GL_VERTEX_SHADER); + equations_fs_obj = compile_shader(read_file("equations.frag", _binary_equations_frag_data, _binary_equations_frag_size), GL_FRAGMENT_SHADER); equations_program = link_program(equations_vs_obj, equations_fs_obj); uniform_I_x_y_tex = glGetUniformLocation(equations_program, "I_x_y_tex"); @@ -428,8 +438,8 @@ void SetupEquations::exec(GLuint I_x_y_tex, GLuint I_t_tex, GLuint diff_flow_tex SOR::SOR() { - sor_vs_obj = compile_shader(read_file("sor.vert"), GL_VERTEX_SHADER); - sor_fs_obj = compile_shader(read_file("sor.frag"), GL_FRAGMENT_SHADER); + sor_vs_obj = compile_shader(read_file("sor.vert", _binary_sor_vert_data, _binary_sor_vert_size), GL_VERTEX_SHADER); + sor_fs_obj = compile_shader(read_file("sor.frag", _binary_sor_frag_data, _binary_sor_frag_size), GL_FRAGMENT_SHADER); sor_program = link_program(sor_vs_obj, sor_fs_obj); uniform_diff_flow_tex = glGetUniformLocation(sor_program, "diff_flow_tex"); @@ -490,8 +500,8 @@ void SOR::exec(GLuint diff_flow_tex, GLuint equation_red_tex, GLuint equation_bl AddBaseFlow::AddBaseFlow() { - add_flow_vs_obj = compile_shader(read_file("vs.vert"), GL_VERTEX_SHADER); - add_flow_fs_obj = compile_shader(read_file("add_base_flow.frag"), GL_FRAGMENT_SHADER); + add_flow_vs_obj = compile_shader(read_file("vs.vert", _binary_vs_vert_data, _binary_vs_vert_size), GL_VERTEX_SHADER); + add_flow_fs_obj = compile_shader(read_file("add_base_flow.frag", _binary_add_base_flow_frag_data, _binary_add_base_flow_frag_size), GL_FRAGMENT_SHADER); add_flow_program = link_program(add_flow_vs_obj, add_flow_fs_obj); uniform_diff_flow_tex = glGetUniformLocation(add_flow_program, "diff_flow_tex"); @@ -513,8 +523,8 @@ void AddBaseFlow::exec(GLuint base_flow_tex, GLuint diff_flow_tex, int level_wid ResizeFlow::ResizeFlow() { - resize_flow_vs_obj = compile_shader(read_file("vs.vert"), GL_VERTEX_SHADER); - resize_flow_fs_obj = compile_shader(read_file("resize_flow.frag"), GL_FRAGMENT_SHADER); + resize_flow_vs_obj = compile_shader(read_file("vs.vert", _binary_vs_vert_data, _binary_vs_vert_size), GL_VERTEX_SHADER); + resize_flow_fs_obj = compile_shader(read_file("resize_flow.frag", _binary_resize_flow_frag_data, _binary_resize_flow_frag_size), GL_FRAGMENT_SHADER); resize_flow_program = link_program(resize_flow_vs_obj, resize_flow_fs_obj); uniform_flow_tex = glGetUniformLocation(resize_flow_program, "flow_tex"); @@ -770,8 +780,8 @@ GLuint DISComputeFlow::exec(GLuint tex, FlowDirection flow_direction, ResizeStra Splat::Splat(const OperatingPoint &op) : op(op) { - splat_vs_obj = compile_shader(read_file("splat.vert"), GL_VERTEX_SHADER); - splat_fs_obj = compile_shader(read_file("splat.frag"), GL_FRAGMENT_SHADER); + splat_vs_obj = compile_shader(read_file("splat.vert", _binary_splat_vert_data, _binary_splat_vert_size), GL_VERTEX_SHADER); + splat_fs_obj = compile_shader(read_file("splat.frag", _binary_splat_frag_data, _binary_splat_frag_size), GL_FRAGMENT_SHADER); splat_program = link_program(splat_vs_obj, splat_fs_obj); uniform_splat_size = glGetUniformLocation(splat_program, "splat_size"); @@ -813,8 +823,8 @@ void Splat::exec(GLuint gray_tex, GLuint bidirectional_flow_tex, GLuint flow_tex HoleFill::HoleFill() { - fill_vs_obj = compile_shader(read_file("hole_fill.vert"), GL_VERTEX_SHADER); - fill_fs_obj = compile_shader(read_file("hole_fill.frag"), GL_FRAGMENT_SHADER); + fill_vs_obj = compile_shader(read_file("hole_fill.vert", _binary_hole_fill_vert_data, _binary_hole_fill_vert_size), GL_VERTEX_SHADER); + fill_fs_obj = compile_shader(read_file("hole_fill.frag", _binary_hole_fill_frag_data, _binary_hole_fill_frag_size), GL_FRAGMENT_SHADER); fill_program = link_program(fill_vs_obj, fill_fs_obj); uniform_tex = glGetUniformLocation(fill_program, "tex"); @@ -877,8 +887,8 @@ void HoleFill::exec(GLuint flow_tex, GLuint depth_rb, GLuint temp_tex[3], int wi HoleBlend::HoleBlend() { - blend_vs_obj = compile_shader(read_file("hole_fill.vert"), GL_VERTEX_SHADER); // Reuse the vertex shader from the fill. - blend_fs_obj = compile_shader(read_file("hole_blend.frag"), GL_FRAGMENT_SHADER); + blend_vs_obj = compile_shader(read_file("hole_fill.vert", _binary_hole_fill_vert_data, _binary_hole_fill_vert_size), GL_VERTEX_SHADER); // Reuse the vertex shader from the fill. + blend_fs_obj = compile_shader(read_file("hole_blend.frag", _binary_hole_blend_frag_data, _binary_hole_blend_frag_size), GL_FRAGMENT_SHADER); blend_program = link_program(blend_vs_obj, blend_fs_obj); uniform_left_tex = glGetUniformLocation(blend_program, "left_tex"); @@ -916,7 +926,7 @@ void HoleBlend::exec(GLuint flow_tex, GLuint depth_rb, GLuint temp_tex[3], int w Blend::Blend(bool split_ycbcr_output) : split_ycbcr_output(split_ycbcr_output) { - string frag_shader = read_file("blend.frag"); + string frag_shader = read_file("blend.frag", _binary_blend_frag_data, _binary_blend_frag_size); if (split_ycbcr_output) { // Insert after the first #version line. size_t offset = frag_shader.find('\n'); @@ -924,7 +934,7 @@ Blend::Blend(bool split_ycbcr_output) frag_shader = frag_shader.substr(0, offset + 1) + "#define SPLIT_YCBCR_OUTPUT 1\n" + frag_shader.substr(offset + 1); } - blend_vs_obj = compile_shader(read_file("vs.vert"), GL_VERTEX_SHADER); + blend_vs_obj = compile_shader(read_file("vs.vert", _binary_vs_vert_data, _binary_vs_vert_size), GL_VERTEX_SHADER); blend_fs_obj = compile_shader(frag_shader, GL_FRAGMENT_SHADER); blend_program = link_program(blend_vs_obj, blend_fs_obj);