From: Steinar H. Gunderson Date: Sat, 22 Mar 2014 13:57:53 +0000 (+0100) Subject: Merge branch 'master' into epoxy X-Git-Tag: 1.1~12^2~5 X-Git-Url: https://git.sesse.net/?a=commitdiff_plain;h=ddf71f853e64c3912eed4ab98bfe7503826ce8e1;hp=-c;p=movit Merge branch 'master' into epoxy Conflicts: flat_input.cpp --- ddf71f853e64c3912eed4ab98bfe7503826ce8e1 diff --combined effect_chain.cpp index 82f1b29,ca6a777..4793845 --- a/effect_chain.cpp +++ b/effect_chain.cpp @@@ -1,6 -1,6 +1,6 @@@ #define GL_GLEXT_PROTOTYPES 1 -#include +#include #include #include #include @@@ -68,11 -68,6 +68,6 @@@ EffectChain::~EffectChain( if (owns_resource_pool) { delete resource_pool; } - for (map::const_iterator fbo_it = fbos.begin(); - fbo_it != fbos.end(); ++fbo_it) { - glDeleteFramebuffers(1, &fbo_it->second); - check_error(); - } } Input *EffectChain::add_input(Input *input) @@@ -243,7 -238,7 +238,7 @@@ string replace_prefix(const string &tex void EffectChain::compile_glsl_program(Phase *phase) { - string frag_shader = read_file("header.frag"); + string frag_shader = read_version_dependent_file("header", "frag"); // Create functions for all the texture inputs that we need. for (unsigned i = 0; i < phase->inputs.size(); ++i) { @@@ -254,7 -249,7 +249,7 @@@ frag_shader += string("uniform sampler2D tex_") + effect_id + ";\n"; frag_shader += string("vec4 ") + effect_id + "(vec2 tc) {\n"; - frag_shader += "\treturn texture2D(tex_" + string(effect_id) + ", tc);\n"; + frag_shader += "\treturn tex2D(tex_" + string(effect_id) + ", tc);\n"; frag_shader += "}\n"; frag_shader += "\n"; } @@@ -293,10 -288,9 +288,10 @@@ frag_shader += "\n"; } frag_shader += string("#define INPUT ") + phase->effect_ids[phase->effects.back()] + "\n"; - frag_shader.append(read_file("footer.frag")); + frag_shader.append(read_version_dependent_file("footer", "frag")); - phase->glsl_program_num = resource_pool->compile_glsl_program(read_file("vs.vert"), frag_shader); + string vert_shader = read_version_dependent_file("vs", "vert"); + phase->glsl_program_num = resource_pool->compile_glsl_program(vert_shader, frag_shader); // Prepare the geometry for the fullscreen quad used in this phase. // (We have separate VAOs per shader, since the bindings can in theory @@@ -1460,47 -1454,37 +1455,37 @@@ void EffectChain::render_to_fbo(GLuint glDepthMask(GL_FALSE); check_error(); - if (phases.size() > 1) { - if (fbos.count(context) == 0) { - glGenFramebuffers(1, &fbo); - check_error(); - fbos.insert(make_pair(context, fbo)); - } else { - fbo = fbos[context]; - } - glBindFramebuffer(GL_FRAMEBUFFER, fbo); - check_error(); - } - set generated_mipmaps; // We choose the simplest option of having one texture per output, // since otherwise this turns into an (albeit simple) register allocation problem. map output_textures; - for (unsigned phase = 0; phase < phases.size(); ++phase) { + for (unsigned phase_num = 0; phase_num < phases.size(); ++phase_num) { + Phase *phase = phases[phase_num]; + // Find a texture for this phase. - inform_input_sizes(phases[phase]); - if (phase != phases.size() - 1) { - find_output_size(phases[phase]); + inform_input_sizes(phase); + if (phase_num != phases.size() - 1) { + find_output_size(phase); - GLuint tex_num = resource_pool->create_2d_texture(GL_RGBA16F_ARB, phases[phase]->output_width, phases[phase]->output_height); - output_textures.insert(make_pair(phases[phase], tex_num)); + GLuint tex_num = resource_pool->create_2d_texture(GL_RGBA16F, phase->output_width, phase->output_height); + output_textures.insert(make_pair(phase, tex_num)); } - const GLuint glsl_program_num = phases[phase]->glsl_program_num; + const GLuint glsl_program_num = phase->glsl_program_num; check_error(); glUseProgram(glsl_program_num); check_error(); // Set up RTT inputs for this phase. - for (unsigned sampler = 0; sampler < phases[phase]->inputs.size(); ++sampler) { + for (unsigned sampler = 0; sampler < phase->inputs.size(); ++sampler) { glActiveTexture(GL_TEXTURE0 + sampler); - Phase *input = phases[phase]->inputs[sampler]; + Phase *input = phase->inputs[sampler]; input->output_node->bound_sampler_num = sampler; glBindTexture(GL_TEXTURE_2D, output_textures[input]); check_error(); - if (phases[phase]->input_needs_mipmaps) { + if (phase->input_needs_mipmaps) { if (generated_mipmaps.count(input) == 0) { glGenerateMipmap(GL_TEXTURE_2D); check_error(); @@@ -1517,13 -1501,13 +1502,13 @@@ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); check_error(); - string texture_name = string("tex_") + phases[phase]->effect_ids[input->output_node]; + string texture_name = string("tex_") + phase->effect_ids[input->output_node]; glUniform1i(glGetUniformLocation(glsl_program_num, texture_name.c_str()), sampler); check_error(); } // And now the output. - if (phase == phases.size() - 1) { + if (phase_num == phases.size() - 1) { // Last phase goes to the output the user specified. glBindFramebuffer(GL_FRAMEBUFFER, dest_fbo); check_error(); @@@ -1535,24 -1519,17 +1520,17 @@@ CHECK(dither_effect->set_int("output_height", height)); } } else { - glFramebufferTexture2D( - GL_FRAMEBUFFER, - GL_COLOR_ATTACHMENT0, - GL_TEXTURE_2D, - output_textures[phases[phase]], - 0); - check_error(); - GLenum status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT); - assert(status == GL_FRAMEBUFFER_COMPLETE); - glViewport(0, 0, phases[phase]->output_width, phases[phase]->output_height); + fbo = resource_pool->create_fbo(context, output_textures[phase]); + glBindFramebuffer(GL_FRAMEBUFFER, fbo); + glViewport(0, 0, phase->output_width, phase->output_height); } // Give the required parameters to all the effects. - unsigned sampler_num = phases[phase]->inputs.size(); - for (unsigned i = 0; i < phases[phase]->effects.size(); ++i) { - Node *node = phases[phase]->effects[i]; + unsigned sampler_num = phase->inputs.size(); + for (unsigned i = 0; i < phase->effects.size(); ++i) { + Node *node = phase->effects[i]; unsigned old_sampler_num = sampler_num; - node->effect->set_gl_state(glsl_program_num, phases[phase]->effect_ids[node], &sampler_num); + node->effect->set_gl_state(glsl_program_num, phase->effect_ids[node], &sampler_num); check_error(); if (node->effect->is_single_texture()) { @@@ -1563,15 -1540,18 +1541,18 @@@ } } - glBindVertexArray(phases[phase]->vao); + glBindVertexArray(phase->vao); check_error(); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); check_error(); - for (unsigned i = 0; i < phases[phase]->effects.size(); ++i) { - Node *node = phases[phase]->effects[i]; + for (unsigned i = 0; i < phase->effects.size(); ++i) { + Node *node = phase->effects[i]; node->effect->clear_gl_state(); } + if (phase_num != phases.size() - 1) { + resource_pool->release_fbo(fbo); + } } for (map::const_iterator texture_it = output_textures.begin(); diff --combined effect_chain.h index 1ecee63,6ce2332..a1bf3cb --- a/effect_chain.h +++ b/effect_chain.h @@@ -17,7 -17,7 +17,7 @@@ // the EffectChain holds textures and other OpenGL objects that are tied to the // context. -#include +#include #include #include #include @@@ -287,7 -287,6 +287,6 @@@ private std::map node_map; Effect *dither_effect; - std::map fbos; // One for each OpenGL context. std::vector inputs; // Also contained in nodes. std::vector phases; diff --combined effect_chain_test.cpp index 2552b6f,673e9cc..50d004d --- a/effect_chain_test.cpp +++ b/effect_chain_test.cpp @@@ -2,7 -2,7 +2,7 @@@ // // Note that this also contains the tests for some of the simpler effects. -#include +#include #include #include "effect.h" @@@ -152,23 -152,19 +152,23 @@@ TEST(EffectChainTest, RewritingWorksAnd TEST(EffectChainTest, RewritingWorksAndTexturesAreAskedForsRGB) { unsigned char data[] = { - 0, 64, - 128, 255, + 0, 0, 0, 255, + 64, 64, 64, 255, + 128, 128, 128, 255, + 255, 255, 255, 255, }; - float expected_data[4] = { - 1.0f, 0.9771f, - 0.8983f, 0.0f, + float expected_data[] = { + 1.0000f, 1.0000f, 1.0000f, 1.0000f, + 0.9771f, 0.9771f, 0.9771f, 1.0000f, + 0.8983f, 0.8983f, 0.8983f, 1.0000f, + 0.0000f, 0.0000f, 0.0000f, 1.0000f }; - float out_data[4]; - EffectChainTester tester(NULL, 2, 2); - tester.add_input(data, FORMAT_GRAYSCALE, COLORSPACE_sRGB, GAMMA_sRGB); + float out_data[4 * 4]; + EffectChainTester tester(NULL, 1, 4); + tester.add_input(data, FORMAT_RGBA_POSTMULTIPLIED_ALPHA, COLORSPACE_sRGB, GAMMA_sRGB); RewritingEffect *effect = new RewritingEffect(); tester.get_chain()->add_effect(effect); - tester.run(out_data, GL_RED, COLORSPACE_sRGB, GAMMA_sRGB); + tester.run(out_data, GL_RGBA, COLORSPACE_sRGB, GAMMA_sRGB); Node *node = effect->replaced_node; ASSERT_EQ(1, node->incoming_links.size()); @@@ -176,7 -172,7 +176,7 @@@ EXPECT_EQ("FlatInput", node->incoming_links[0]->effect->effect_type_id()); EXPECT_EQ("GammaCompressionEffect", node->outgoing_links[0]->effect->effect_type_id()); - expect_equal(expected_data, out_data, 2, 2); + expect_equal(expected_data, out_data, 4, 4); } TEST(EffectChainTest, RewritingWorksAndColorspaceConversionsAreInserted) { @@@ -227,7 -223,7 +227,7 @@@ private GammaCurve overridden_gamma_curve; }; - TEST(EffectChainTester, HandlesInputChangingColorspace) { + TEST(EffectChainTest, HandlesInputChangingColorspace) { const int size = 4; float data[size] = { diff --combined resource_pool.cpp index 9beae1b,a83add2..10eeb9b --- a/resource_pool.cpp +++ b/resource_pool.cpp @@@ -6,8 -6,8 +6,8 @@@ #include #include #include +#include -#include "glew.h" #include "init.h" #include "resource_pool.h" #include "util.h" @@@ -17,10 -17,13 +17,13 @@@ using namespace std namespace movit { ResourcePool::ResourcePool(size_t program_freelist_max_length, - size_t texture_freelist_max_bytes) + size_t texture_freelist_max_bytes, + size_t fbo_freelist_max_length) : program_freelist_max_length(program_freelist_max_length), texture_freelist_max_bytes(texture_freelist_max_bytes), - texture_freelist_bytes(0) { + fbo_freelist_max_length(fbo_freelist_max_length), + texture_freelist_bytes(0) + { pthread_mutex_init(&lock, NULL); } @@@ -48,6 -51,17 +51,17 @@@ ResourcePool::~ResourcePool( } assert(texture_formats.empty()); assert(texture_freelist_bytes == 0); + + for (list::const_iterator freelist_it = fbo_freelist.begin(); + freelist_it != fbo_freelist.end(); + ++freelist_it) { + GLuint free_fbo_num = *freelist_it; + assert(fbo_formats.count(free_fbo_num) != 0); + fbo_formats.erase(free_fbo_num); + glDeleteFramebuffers(1, &free_fbo_num); + check_error(); + } + assert(fbo_formats.empty()); } void ResourcePool::delete_program(GLuint glsl_program_num) @@@ -186,18 -200,10 +200,18 @@@ GLuint ResourcePool::create_2d_texture( case GL_SRGB8_ALPHA8: format = GL_RGBA; break; + case GL_RGB32F: + case GL_RGB16F: + case GL_RGB8: + format = GL_RGB; + break; case GL_RG32F: case GL_RG16F: + case GL_RG8: format = GL_RG; break; + case GL_R32F: + case GL_R16F: case GL_R8: format = GL_RED; break; @@@ -206,38 -212,12 +220,38 @@@ assert(false); } + // Same with type; GLES is stricter than desktop OpenGL here. + GLenum type; + switch (internal_format) { + case GL_RGBA32F_ARB: + case GL_RGBA16F_ARB: + case GL_RGB32F: + case GL_RGB16F: + case GL_RG32F: + case GL_RG16F: + case GL_R32F: + case GL_R16F: + type = GL_FLOAT; + break; + case GL_SRGB8_ALPHA8: + case GL_RGBA8: + case GL_RGB8: + case GL_RG8: + case GL_R8: + type = GL_UNSIGNED_BYTE; + break; + default: + // TODO: Add more here as needed. + assert(false); + } + + GLuint texture_num; glGenTextures(1, &texture_num); check_error(); glBindTexture(GL_TEXTURE_2D, texture_num); check_error(); - glTexImage2D(GL_TEXTURE_2D, 0, internal_format, width, height, 0, format, GL_UNSIGNED_BYTE, NULL); + glTexImage2D(GL_TEXTURE_2D, 0, internal_format, width, height, 0, format, type, NULL); check_error(); glBindTexture(GL_TEXTURE_2D, 0); check_error(); @@@ -268,6 -248,83 +282,83 @@@ void ResourcePool::release_2d_texture(G texture_formats.erase(free_texture_num); glDeleteTextures(1, &free_texture_num); check_error(); + + // Delete any FBO related to this texture. + for (list::iterator fbo_freelist_it = fbo_freelist.begin(); + fbo_freelist_it != fbo_freelist.end(); ) { + GLuint fbo_num = *fbo_freelist_it; + map::const_iterator format_it = fbo_formats.find(fbo_num); + assert(format_it != fbo_formats.end()); + if (format_it->second.texture_num == free_texture_num) { + glDeleteFramebuffers(1, &fbo_num); + fbo_freelist.erase(fbo_freelist_it++); + } else { + ++fbo_freelist_it; + } + } + } + pthread_mutex_unlock(&lock); + } + + GLuint ResourcePool::create_fbo(void *context, GLuint texture_num) + { + pthread_mutex_lock(&lock); + // See if there's an FBO on the freelist we can use. + for (list::iterator freelist_it = fbo_freelist.begin(); + freelist_it != fbo_freelist.end(); + ++freelist_it) { + GLuint fbo_num = *freelist_it; + map::const_iterator format_it = fbo_formats.find(fbo_num); + assert(format_it != fbo_formats.end()); + if (format_it->second.context == context && + format_it->second.texture_num == texture_num) { + fbo_freelist.erase(freelist_it); + pthread_mutex_unlock(&lock); + return fbo_num; + } + } + + // Create a new one. + GLuint fbo_num; + glGenFramebuffers(1, &fbo_num); + check_error(); + glBindFramebuffer(GL_FRAMEBUFFER, fbo_num); + check_error(); + glFramebufferTexture2D( + GL_FRAMEBUFFER, + GL_COLOR_ATTACHMENT0, + GL_TEXTURE_2D, + texture_num, + 0); + check_error(); + GLenum status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT); + assert(status == GL_FRAMEBUFFER_COMPLETE); + glBindFramebuffer(GL_FRAMEBUFFER, 0); + check_error(); + + FBO fbo_format; + fbo_format.context = context; + fbo_format.texture_num = texture_num; + assert(fbo_formats.count(fbo_num) == 0); + fbo_formats.insert(make_pair(fbo_num, fbo_format)); + + pthread_mutex_unlock(&lock); + return fbo_num; + } + + void ResourcePool::release_fbo(GLuint fbo_num) + { + pthread_mutex_lock(&lock); + fbo_freelist.push_front(fbo_num); + assert(fbo_formats.count(fbo_num) != 0); + + while (fbo_freelist.size() > fbo_freelist_max_length) { + GLuint free_fbo_num = fbo_freelist.front(); + fbo_freelist.pop_front(); + assert(fbo_formats.count(free_fbo_num) != 0); + fbo_formats.erase(free_fbo_num); + glDeleteFramebuffers(1, &free_fbo_num); + check_error(); } pthread_mutex_unlock(&lock); } @@@ -283,32 -340,16 +374,32 @@@ size_t ResourcePool::estimate_texture_s case GL_RGBA16F_ARB: bytes_per_pixel = 8; break; + case GL_RGB32F_ARB: + bytes_per_pixel = 12; + break; + case GL_RGB16F_ARB: + bytes_per_pixel = 6; + break; case GL_RGBA8: case GL_SRGB8_ALPHA8: bytes_per_pixel = 4; break; + case GL_RGB8: + case GL_SRGB8: + bytes_per_pixel = 3; + break; case GL_RG32F: bytes_per_pixel = 8; break; case GL_RG16F: bytes_per_pixel = 4; break; + case GL_R32F: + bytes_per_pixel = 4; + break; + case GL_R16F: + bytes_per_pixel = 2; + break; case GL_R8: bytes_per_pixel = 1; break; diff --combined resource_pool.h index d8d8cec,4ae4110..7029fbf --- a/resource_pool.h +++ b/resource_pool.h @@@ -16,7 -16,7 +16,7 @@@ // safely called from multiple threads at the same time, provided they have // separate (but sharing) OpenGL contexts. -#include +#include #include #include #include @@@ -40,7 -40,8 +40,8 @@@ public // This means you should be prepared for actual memory usage of the freelist being // twice this estimate or more. ResourcePool(size_t program_freelist_max_length = 100, - size_t texture_freelist_max_bytes = 100 << 20); // 100 MB. + size_t texture_freelist_max_bytes = 100 << 20, // 100 MB. + size_t fbo_freelist_max_length = 100); ~ResourcePool(); // All remaining functions are intended for calls from EffectChain only. @@@ -56,11 -57,23 +57,23 @@@ // or fetch a previous used if possible. Unbinds GL_TEXTURE_2D afterwards. // Keeps ownership of the texture; you must call release_2d_texture() instead // of deleting it when you no longer want it. - // - // Note: Currently we do not actually have a freelist, but this will change soon. GLuint create_2d_texture(GLint internal_format, GLsizei width, GLsizei height); void release_2d_texture(GLuint texture_num); + // Allocate an FBO with the the given texture bound as a framebuffer attachment, + // or fetch a previous used if possible. Unbinds GL_FRAMEBUFFER afterwards. + // Keeps ownership of the FBO; you must call release_fbo() of deleting + // it when you no longer want it. You can get an appropriate context + // pointer from get_gl_context_identifier(). + // + // NOTE: In principle, the FBO doesn't have a resolution or pixel format; + // you can bind almost whatever texture you want to it. However, changing + // textures can have an adverse effect on performance due to validation, + // in particular on NVidia cards. Also, keep in mind that FBOs are not + // shareable across contexts. + GLuint create_fbo(void *context, GLuint texture_num); + void release_fbo(GLuint fbo_num); + private: // Delete the given program and both its shaders. void delete_program(GLuint program_num); @@@ -68,7 -81,7 +81,7 @@@ // Protects all the other elements in the class. pthread_mutex_t lock; - size_t program_freelist_max_length, texture_freelist_max_bytes; + size_t program_freelist_max_length, texture_freelist_max_bytes, fbo_freelist_max_length; // A mapping from vertex/fragment shader source strings to compiled program number. std::map, GLuint> programs; @@@ -104,6 -117,21 +117,21 @@@ std::list texture_freelist; size_t texture_freelist_bytes; + struct FBO { + void *context; + GLuint texture_num; + }; + + // A mapping from FBO number to format details. This is filled if the + // FBO is given out to a client or on the freelist, but not if it is + // deleted from the freelist. + std::map fbo_formats; + + // A list of all FBOs that are release but not freed (most recently freed + // first). Once this reaches , the last element + // will be deleted. + std::list fbo_freelist; + // See the caveats at the constructor. static size_t estimate_texture_size(const Texture2D &texture_format); };