X-Git-Url: https://git.sesse.net/?p=movit;a=blobdiff_plain;f=effect_chain.cpp;fp=effect_chain.cpp;h=c6bac8078e13b10ed9af621e9b00e80f9cfa8361;hp=23156cb2db604422a7b3ecf66f24f345cac36a8c;hb=e683d4e49549b2d4c6906d2ebc4184904f4fe9f8;hpb=f909bfe0621e8c844695ef327b71457893633cae diff --git a/effect_chain.cpp b/effect_chain.cpp index 23156cb..c6bac80 100644 --- a/effect_chain.cpp +++ b/effect_chain.cpp @@ -34,12 +34,15 @@ namespace movit { namespace { -// An effect that does nothing. -class IdentityEffect : public Effect { +// An effect whose only purpose is to sit in a phase on its own and take the +// texture output from a compute shader and display it to the normal backbuffer +// (or any FBO). That phase can be skipped when rendering using render_to_textures(). +class ComputeShaderOutputDisplayEffect : public Effect { public: - IdentityEffect() {} - string effect_type_id() const override { return "IdentityEffect"; } + ComputeShaderOutputDisplayEffect() {} + string effect_type_id() const override { return "ComputeShaderOutputDisplayEffect"; } string output_fragment_shader() override { return read_file("identity.frag"); } + bool needs_texture_bounce() const override { return true; } }; } // namespace @@ -162,6 +165,7 @@ Node *EffectChain::add_node(Effect *effect) node->output_alpha_type = ALPHA_INVALID; node->needs_mipmaps = false; node->one_to_one_sampling = false; + node->strong_one_to_one_sampling = false; nodes.push_back(node); node_map[effect] = node; @@ -408,9 +412,17 @@ void EffectChain::compile_glsl_program(Phase *phase) Node *node = phase->effects[i]; const string effect_id = phase->effect_ids[node]; if (node->incoming_links.size() == 1) { - frag_shader += string("#define INPUT ") + phase->effect_ids[node->incoming_links[0]] + "\n"; + Node *input = node->incoming_links[0]; + if (i != 0 && input->effect->is_compute_shader()) { + // First effect after the compute shader reads the value + // that cs_output() wrote to a global variable. + frag_shader += string("#define INPUT(tc) CS_OUTPUT_VAL\n"); + } else { + frag_shader += string("#define INPUT ") + phase->effect_ids[input] + "\n"; + } } else { for (unsigned j = 0; j < node->incoming_links.size(); ++j) { + assert(!node->incoming_links[j]->effect->is_compute_shader()); char buf[256]; sprintf(buf, "#define INPUT%d %s\n", j + 1, phase->effect_ids[node->incoming_links[j]].c_str()); frag_shader += buf; @@ -435,7 +447,17 @@ void EffectChain::compile_glsl_program(Phase *phase) } frag_shader += "\n"; } - frag_shader += string("#define INPUT ") + phase->effect_ids[phase->effects.back()] + "\n"; + if (phase->is_compute_shader) { + frag_shader += string("#define INPUT ") + phase->effect_ids[phase->compute_shader_node] + "\n"; + if (phase->compute_shader_node == phase->effects.back()) { + // No postprocessing. + frag_shader += "#define CS_POSTPROC(tc) CS_OUTPUT_VAL\n"; + } else { + frag_shader += string("#define CS_POSTPROC ") + phase->effect_ids[phase->effects.back()] + "\n"; + } + } else { + frag_shader += string("#define INPUT ") + phase->effect_ids[phase->effects.back()] + "\n"; + } // If we're the last phase, add the right #defines for Y'CbCr multi-output as needed. vector frag_shader_outputs; // In order. @@ -501,8 +523,8 @@ void EffectChain::compile_glsl_program(Phase *phase) if (phase->is_compute_shader) { frag_shader.append(read_file("footer.comp")); - phase->output_node->effect->register_uniform_vec2("inv_output_size", (float *)&phase->inv_output_size); - phase->output_node->effect->register_uniform_vec2("output_texcoord_adjust", (float *)&phase->output_texcoord_adjust); + phase->compute_shader_node->effect->register_uniform_vec2("inv_output_size", (float *)&phase->inv_output_size); + phase->compute_shader_node->effect->register_uniform_vec2("output_texcoord_adjust", (float *)&phase->output_texcoord_adjust); } else { frag_shader.append(read_file("footer.frag")); } @@ -597,7 +619,8 @@ Phase *EffectChain::construct_phase(Node *output, map *complete Phase *phase = new Phase; phase->output_node = output; - phase->is_compute_shader = output->effect->is_compute_shader(); + phase->is_compute_shader = false; + phase->compute_shader_node = nullptr; // If the output effect has one-to-one sampling, we try to trace this // status down through the dependency chain. This is important in case @@ -605,6 +628,7 @@ Phase *EffectChain::construct_phase(Node *output, map *complete // output size); if we have one-to-one sampling, we don't have to break // the phase. output->one_to_one_sampling = output->effect->one_to_one_sampling(); + output->strong_one_to_one_sampling = output->effect->strong_one_to_one_sampling(); // Effects that we have yet to calculate, but that we know should // be in the current phase. @@ -615,6 +639,8 @@ Phase *EffectChain::construct_phase(Node *output, map *complete Node *node = effects_todo_this_phase.top(); effects_todo_this_phase.pop(); + assert(node->effect->one_to_one_sampling() >= node->effect->strong_one_to_one_sampling()); + if (node->effect->needs_mipmaps()) { node->needs_mipmaps = true; } @@ -631,6 +657,10 @@ Phase *EffectChain::construct_phase(Node *output, map *complete } phase->effects.push_back(node); + if (node->effect->is_compute_shader()) { + phase->is_compute_shader = true; + phase->compute_shader_node = node; + } // Find all the dependencies of this effect, and add them to the stack. vector deps = node->incoming_links; @@ -644,12 +674,6 @@ Phase *EffectChain::construct_phase(Node *output, map *complete start_new_phase = true; } - // Compute shaders currently always end phases. - // (We might loosen this up in some cases in the future.) - if (deps[i]->effect->is_compute_shader()) { - start_new_phase = true; - } - // Propagate information about needing mipmaps down the chain, // breaking the phase if we notice an incompatibility. // @@ -690,7 +714,15 @@ Phase *EffectChain::construct_phase(Node *output, map *complete } } - if (deps[i]->effect->sets_virtual_output_size()) { + if (deps[i]->effect->is_compute_shader()) { + // Only one compute shader per phase; we should have been stopped + // already due to the fact that compute shaders are not one-to-one. + assert(!phase->is_compute_shader); + + // If all nodes so far are strong one-to-one, we can put them after + // the compute shader (ie., process them on the output). + start_new_phase = !node->strong_one_to_one_sampling; + } else if (deps[i]->effect->sets_virtual_output_size()) { assert(deps[i]->effect->changes_output_size()); // If the next effect sets a virtual size to rely on OpenGL's // bilinear sampling, we'll really need to break the phase here. @@ -709,6 +741,8 @@ Phase *EffectChain::construct_phase(Node *output, map *complete // Propagate the one-to-one status down through the dependency. deps[i]->one_to_one_sampling = node->one_to_one_sampling && deps[i]->effect->one_to_one_sampling(); + deps[i]->strong_one_to_one_sampling = node->strong_one_to_one_sampling && + deps[i]->effect->strong_one_to_one_sampling(); } } } @@ -1722,8 +1756,15 @@ void EffectChain::add_dither_if_needed() void EffectChain::add_dummy_effect_if_needed() { Node *output = find_output_node(); - if (output->effect->is_compute_shader()) { - Node *dummy = add_node(new IdentityEffect()); + + // See if the last effect that's not strong one-to-one is a compute shader. + Node *last_effect = output; + while (last_effect->effect->num_inputs() == 1 && + last_effect->effect->strong_one_to_one_sampling()) { + last_effect = last_effect->incoming_links[0]; + } + if (last_effect->effect->is_compute_shader()) { + Node *dummy = add_node(new ComputeShaderOutputDisplayEffect()); connect_nodes(output, dummy); has_dummy_effect = true; } @@ -1905,7 +1946,7 @@ void EffectChain::render(GLuint dest_fbo, const vector &dest assert(num_phases >= 2); assert(!phases.back()->is_compute_shader); assert(phases.back()->effects.size() == 1); - assert(phases.back()->effects[0]->effect->effect_type_id() == "IdentityEffect"); + assert(phases.back()->effects[0]->effect->effect_type_id() == "ComputeShaderOutputDisplayEffect"); // We are rendering to a set of textures, so we can run the compute shader // directly and skip the dummy phase.