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authorBrecht Van Lommel <brechtvanlommel@gmail.com>2018-05-31 09:26:23 +0300
committerBrecht Van Lommel <brechtvanlommel@gmail.com>2018-05-31 12:21:19 +0300
commit1e6108e97246fe544e39d5a6d9fb907847fd907b (patch)
tree69eaafb2f694ef53d1c17eeec92ffa84ef6f6f85 /intern/opencolorio
parent46cfa605c3325a2fac35fb6efbe8fb0dc8de7da6 (diff)
OpenColorIO: cache multiple shaders instead of just one.
Fixes constant shader and texture rebuilding when doing animation playback with multiple editors that use different view transforms.
Diffstat (limited to 'intern/opencolorio')
-rw-r--r--intern/opencolorio/ocio_impl_glsl.cc339
1 files changed, 190 insertions, 149 deletions
diff --git a/intern/opencolorio/ocio_impl_glsl.cc b/intern/opencolorio/ocio_impl_glsl.cc
index e20d507b470..090422ff795 100644
--- a/intern/opencolorio/ocio_impl_glsl.cc
+++ b/intern/opencolorio/ocio_impl_glsl.cc
@@ -59,13 +59,19 @@ using namespace OCIO_NAMESPACE;
#include "ocio_impl.h"
static const int LUT3D_EDGE_SIZE = 64;
+static const int SHADER_CACHE_SIZE = 4;
extern "C" char datatoc_gpu_shader_display_transform_glsl[];
extern "C" char datatoc_gpu_shader_display_transform_vertex_glsl[];
/* **** OpenGL drawing routines using GLSL for color space transform ***** */
-typedef struct OCIO_GLSLDrawState {
+typedef struct OCIO_GLSLShader {
+ /* Cache ID */
+ std::string lut3dCacheID;
+ std::string shaderCacheID;
+
+ /* LUT */
bool lut3d_texture_allocated; /* boolean flag indicating whether
* lut texture is allocated
*/
@@ -75,25 +81,29 @@ typedef struct OCIO_GLSLDrawState {
float *lut3d; /* 3D LUT table */
- bool dither_used;
+ /* Dither */
+ bool use_dither;
- bool curve_mapping_used;
+ /* Curve Mapping */
+ bool use_curve_mapping;
bool curve_mapping_texture_allocated;
bool curve_mapping_texture_valid;
GLuint curve_mapping_texture;
size_t curve_mapping_cache_id;
- bool predivide_used;
-
- /* Cache */
- std::string lut3dcacheid;
- std::string shadercacheid;
+ /* Alpha Predivide */
+ bool use_predivide;
/* GLSL stuff */
GLuint ocio_shader;
GLuint vert_shader;
GLuint program;
Gwn_ShaderInterface *shader_interface;
+} GLSLDrawState;
+
+typedef struct OCIO_GLSLDrawState {
+ /* Shader Cache */
+ OCIO_GLSLShader *shader_cache[SHADER_CACHE_SIZE];
/* Previous OpenGL state. */
GLint last_texture, last_texture_unit;
@@ -150,33 +160,24 @@ static GLuint linkShaders(GLuint ocio_shader, GLuint vert_shader)
static OCIO_GLSLDrawState *allocateOpenGLState(void)
{
- OCIO_GLSLDrawState *state;
-
- /* Allocate memory for state. */
- state = (OCIO_GLSLDrawState *) MEM_callocN(sizeof(OCIO_GLSLDrawState),
- "OCIO OpenGL State struct");
-
- /* Call constructors on new memory. */
- new (&state->lut3dcacheid) std::string("");
- new (&state->shadercacheid) std::string("");
-
- return state;
+ return (OCIO_GLSLDrawState *) MEM_callocN(sizeof(OCIO_GLSLDrawState),
+ "OCIO OpenGL State struct");
}
/* Ensure LUT texture and array are allocated */
-static bool ensureLUT3DAllocated(OCIO_GLSLDrawState *state)
+static bool ensureLUT3DAllocated(OCIO_GLSLShader *shader)
{
int num_3d_entries = 3 * LUT3D_EDGE_SIZE * LUT3D_EDGE_SIZE * LUT3D_EDGE_SIZE;
- if (state->lut3d_texture_allocated)
- return state->lut3d_texture_valid;
+ if (shader->lut3d_texture_allocated)
+ return shader->lut3d_texture_valid;
- glGenTextures(1, &state->lut3d_texture);
+ glGenTextures(1, &shader->lut3d_texture);
- state->lut3d = (float *) MEM_callocN(sizeof(float) * num_3d_entries, "OCIO GPU 3D LUT");
+ shader->lut3d = (float *) MEM_callocN(sizeof(float) * num_3d_entries, "OCIO GPU 3D LUT");
glActiveTexture(GL_TEXTURE1);
- glBindTexture(GL_TEXTURE_3D, state->lut3d_texture);
+ glBindTexture(GL_TEXTURE_3D, shader->lut3d_texture);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
@@ -188,27 +189,27 @@ static bool ensureLUT3DAllocated(OCIO_GLSLDrawState *state)
glTexImage3D(GL_TEXTURE_3D, 0, GL_RGB16F_ARB,
LUT3D_EDGE_SIZE, LUT3D_EDGE_SIZE, LUT3D_EDGE_SIZE,
- 0, GL_RGB, GL_FLOAT, state->lut3d);
+ 0, GL_RGB, GL_FLOAT, shader->lut3d);
- state->lut3d_texture_allocated = true;
+ shader->lut3d_texture_allocated = true;
/* GL_RGB16F_ARB could be not supported at some drivers
* in this case we could not use GLSL display
*/
- state->lut3d_texture_valid = glGetError() == GL_NO_ERROR;
+ shader->lut3d_texture_valid = glGetError() == GL_NO_ERROR;
- return state->lut3d_texture_valid;
+ return shader->lut3d_texture_valid;
}
-static bool ensureCurveMappingAllocated(OCIO_GLSLDrawState *state, OCIO_CurveMappingSettings *curve_mapping_settings)
+static bool ensureCurveMappingAllocated(OCIO_GLSLShader *shader, OCIO_CurveMappingSettings *curve_mapping_settings)
{
- if (state->curve_mapping_texture_allocated)
- return state->curve_mapping_texture_valid;
+ if (shader->curve_mapping_texture_allocated)
+ return shader->curve_mapping_texture_valid;
- glGenTextures(1, &state->curve_mapping_texture);
+ glGenTextures(1, &shader->curve_mapping_texture);
glActiveTexture(GL_TEXTURE2);
- glBindTexture(GL_TEXTURE_1D, state->curve_mapping_texture);
+ glBindTexture(GL_TEXTURE_1D, shader->curve_mapping_texture);
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
@@ -221,16 +222,51 @@ static bool ensureCurveMappingAllocated(OCIO_GLSLDrawState *state, OCIO_CurveMap
glTexImage1D(GL_TEXTURE_1D, 0, GL_RGBA16F, curve_mapping_settings->lut_size,
0, GL_RGBA, GL_FLOAT, curve_mapping_settings->lut);
- state->curve_mapping_texture_allocated = true;
+ shader->curve_mapping_texture_allocated = true;
/* GL_RGB16F_ARB could be not supported at some drivers
* in this case we could not use GLSL display
*/
- state->curve_mapping_texture_valid = glGetError() == GL_NO_ERROR;
+ shader->curve_mapping_texture_valid = glGetError() == GL_NO_ERROR;
- return state->curve_mapping_texture_valid;
+ return shader->curve_mapping_texture_valid;
}
+static void freeGLSLShader(OCIO_GLSLShader *shader)
+{
+ if (shader->curve_mapping_texture_allocated) {
+ glDeleteTextures(1, &shader->curve_mapping_texture);
+ }
+
+ if (shader->lut3d_texture_allocated) {
+ glDeleteTextures(1, &shader->lut3d_texture);
+ }
+
+ if (shader->lut3d) {
+ MEM_freeN(shader->lut3d);
+ }
+
+ if (shader->program) {
+ glDeleteProgram(shader->program);
+ }
+
+ if (shader->shader_interface) {
+ GWN_shaderinterface_discard(shader->shader_interface);
+ }
+
+ if (shader->ocio_shader) {
+ glDeleteShader(shader->ocio_shader);
+ }
+
+ using std::string;
+ shader->lut3dCacheID.~string();
+ shader->shaderCacheID.~string();
+
+ MEM_freeN(shader);
+}
+
+
+
/* Detect if we can support GLSL drawing */
bool OCIOImpl::supportGLSLDraw()
{
@@ -265,135 +301,154 @@ bool OCIOImpl::setupGLSLDraw(OCIO_GLSLDrawState **state_r, OCIO_ConstProcessorRc
glGetIntegerv(GL_TEXTURE_BINDING_2D, &state->last_texture);
glGetIntegerv(GL_ACTIVE_TEXTURE, &state->last_texture_unit);
- if (!ensureLUT3DAllocated(state)) {
- glActiveTexture(state->last_texture_unit);
- glBindTexture(GL_TEXTURE_2D, state->last_texture);
+ /* Compute cache IDs. */
+ GpuShaderDesc shaderDesc;
+ shaderDesc.setLanguage(GPU_LANGUAGE_GLSL_1_3);
+ shaderDesc.setFunctionName("OCIODisplay");
+ shaderDesc.setLut3DEdgeLen(LUT3D_EDGE_SIZE);
- return false;
- }
+ std::string lut3dCacheID = ocio_processor->getGpuLut3DCacheID(shaderDesc);
+ std::string shaderCacheID = ocio_processor->getGpuShaderTextCacheID(shaderDesc);
- if (use_curve_mapping) {
- if (!ensureCurveMappingAllocated(state, curve_mapping_settings)) {
- glActiveTexture(state->last_texture_unit);
- glBindTexture(GL_TEXTURE_2D, state->last_texture);
+ /* Find matching cached shader. */
+ OCIO_GLSLShader *shader = NULL;
+ for (int i = 0; i < SHADER_CACHE_SIZE; i++) {
+ OCIO_GLSLShader *cached_shader = state->shader_cache[i];
+ if (cached_shader == NULL) {
+ continue;
+ }
+
+ if (cached_shader->lut3dCacheID == lut3dCacheID &&
+ cached_shader->shaderCacheID == shaderCacheID &&
+ cached_shader->use_predivide == use_predivide &&
+ cached_shader->use_curve_mapping == use_curve_mapping &&
+ cached_shader->use_dither == use_dither)
+ {
+ /* LRU cache, so move to front. */
+ for (int j = i; j > 0; j--) {
+ state->shader_cache[j] = state->shader_cache[j - 1];
+ }
+ state->shader_cache[0] = cached_shader;
- return false;
+ shader = cached_shader;
+ break;
}
}
- else {
- if (state->curve_mapping_texture_allocated) {
- glDeleteTextures(1, &state->curve_mapping_texture);
- state->curve_mapping_texture_allocated = false;
+
+ if (shader == NULL) {
+ /* LRU cache, shift other items back so we can insert at the front. */
+ OCIO_GLSLShader *last_shader = state->shader_cache[SHADER_CACHE_SIZE - 1];
+ if (last_shader) {
+ freeGLSLShader(last_shader);
+ }
+ for (int j = SHADER_CACHE_SIZE - 1; j > 0; j--) {
+ state->shader_cache[j] = state->shader_cache[j - 1];
}
- }
- /* Step 1: Create a GPU Shader Description */
- GpuShaderDesc shaderDesc;
- shaderDesc.setLanguage(GPU_LANGUAGE_GLSL_1_3);
- shaderDesc.setFunctionName("OCIODisplay");
- shaderDesc.setLut3DEdgeLen(LUT3D_EDGE_SIZE);
+ /* Allocate memory for shader. */
+ shader = (OCIO_GLSLShader *) MEM_callocN(sizeof(OCIO_GLSLShader),
+ "OCIO GLSL Shader");
+ state->shader_cache[0] = shader;
- if (use_curve_mapping) {
- if (state->curve_mapping_cache_id != curve_mapping_settings->cache_id) {
- glActiveTexture(GL_TEXTURE2);
- glBindTexture(GL_TEXTURE_1D, state->curve_mapping_texture);
- glTexSubImage1D(GL_TEXTURE_1D, 0, 0, curve_mapping_settings->lut_size,
- GL_RGBA, GL_FLOAT, curve_mapping_settings->lut);
- }
- }
+ new (&shader->lut3dCacheID) std::string();
+ new (&shader->shaderCacheID) std::string();
- /* Step 2: Compute the 3D LUT */
- std::string lut3dCacheID = ocio_processor->getGpuLut3DCacheID(shaderDesc);
- if (lut3dCacheID != state->lut3dcacheid) {
- state->lut3dcacheid = lut3dCacheID;
- ocio_processor->getGpuLut3D(state->lut3d, shaderDesc);
+ shader->lut3dCacheID = lut3dCacheID;
+ shader->shaderCacheID = shaderCacheID;
+ shader->use_curve_mapping = use_curve_mapping;
+ shader->use_dither = use_dither;
+ shader->use_predivide = use_predivide;
- glActiveTexture(GL_TEXTURE1);
- glBindTexture(GL_TEXTURE_3D, state->lut3d_texture);
- glTexSubImage3D(GL_TEXTURE_3D, 0, 0, 0, 0,
- LUT3D_EDGE_SIZE, LUT3D_EDGE_SIZE, LUT3D_EDGE_SIZE,
- GL_RGB, GL_FLOAT, state->lut3d);
- }
+ bool valid = true;
- /* Step 3: Compute the Shader */
- std::string shaderCacheID = ocio_processor->getGpuShaderTextCacheID(shaderDesc);
- if (state->program == 0 ||
- shaderCacheID != state->shadercacheid ||
- use_predivide != state->predivide_used ||
- use_curve_mapping != state->curve_mapping_used ||
- use_dither != state->dither_used)
- {
- state->shadercacheid = shaderCacheID;
+ /* Compute 3D LUT. */
+ if (valid && ensureLUT3DAllocated(shader)) {
+ ocio_processor->getGpuLut3D(shader->lut3d, shaderDesc);
- if (state->program) {
- glDeleteProgram(state->program);
+ glActiveTexture(GL_TEXTURE1);
+ glBindTexture(GL_TEXTURE_3D, shader->lut3d_texture);
+ glTexSubImage3D(GL_TEXTURE_3D, 0, 0, 0, 0,
+ LUT3D_EDGE_SIZE, LUT3D_EDGE_SIZE, LUT3D_EDGE_SIZE,
+ GL_RGB, GL_FLOAT, shader->lut3d);
}
-
- if (state->ocio_shader) {
- glDeleteShader(state->ocio_shader);
+ else {
+ valid = false;
}
- if (state->vert_shader) {
- glDeleteShader(state->vert_shader);
+ /* Allocate curve mapping texture. */
+ if (valid && use_curve_mapping) {
+ if (!ensureCurveMappingAllocated(shader, curve_mapping_settings)) {
+ valid = false;
+ }
}
- /* Vertex shader */
- std::ostringstream osv;
+ if (valid) {
+ /* Vertex shader */
+ std::ostringstream osv;
- osv << "#version 330\n";
- osv << datatoc_gpu_shader_display_transform_vertex_glsl;
+ osv << "#version 330\n";
+ osv << datatoc_gpu_shader_display_transform_vertex_glsl;
- state->vert_shader = compileShaderText(GL_VERTEX_SHADER, osv.str().c_str());
+ shader->vert_shader = compileShaderText(GL_VERTEX_SHADER, osv.str().c_str());
- /* Fragment shader */
- std::ostringstream os;
+ /* Fragment shader */
+ std::ostringstream os;
- os << "#version 330\n";
+ os << "#version 330\n";
- /* Work around OpenColorIO not supporting latest GLSL yet. */
- os << "#define texture2D texture\n";
- os << "#define texture3D texture\n";
+ /* Work around OpenColorIO not supporting latest GLSL yet. */
+ os << "#define texture2D texture\n";
+ os << "#define texture3D texture\n";
- if (use_predivide) {
- os << "#define USE_PREDIVIDE\n";
- }
+ if (use_predivide) {
+ os << "#define USE_PREDIVIDE\n";
+ }
- if (use_dither) {
- os << "#define USE_DITHER\n";
- }
+ if (use_dither) {
+ os << "#define USE_DITHER\n";
+ }
- if (use_curve_mapping) {
- os << "#define USE_CURVE_MAPPING\n";
- }
+ if (use_curve_mapping) {
+ os << "#define USE_CURVE_MAPPING\n";
+ }
- os << ocio_processor->getGpuShaderText(shaderDesc) << "\n";
- os << datatoc_gpu_shader_display_transform_glsl;
+ os << ocio_processor->getGpuShaderText(shaderDesc) << "\n";
+ os << datatoc_gpu_shader_display_transform_glsl;
- state->ocio_shader = compileShaderText(GL_FRAGMENT_SHADER, os.str().c_str());
+ shader->ocio_shader = compileShaderText(GL_FRAGMENT_SHADER, os.str().c_str());
- if (state->ocio_shader && state->vert_shader) {
- state->program = linkShaders(state->ocio_shader, state->vert_shader);
- }
+ /* Program */
+ if (shader->ocio_shader && shader->vert_shader) {
+ shader->program = linkShaders(shader->ocio_shader, shader->vert_shader);
+ }
- if (state->program) {
- if (state->shader_interface) {
- GWN_shaderinterface_discard(state->shader_interface);
+ if (shader->program) {
+ if (shader->shader_interface) {
+ GWN_shaderinterface_discard(shader->shader_interface);
+ }
+ shader->shader_interface = GWN_shaderinterface_create(shader->program);
}
- state->shader_interface = GWN_shaderinterface_create(state->program);
}
+ }
- state->curve_mapping_used = use_curve_mapping;
- state->dither_used = use_dither;
- state->predivide_used = use_predivide;
+ /* Update curve mapping texture. */
+ if (use_curve_mapping && shader->curve_mapping_texture_allocated) {
+ if (shader->curve_mapping_cache_id != curve_mapping_settings->cache_id) {
+ glActiveTexture(GL_TEXTURE2);
+ glBindTexture(GL_TEXTURE_1D, shader->curve_mapping_texture);
+ glTexSubImage1D(GL_TEXTURE_1D, 0, 0, curve_mapping_settings->lut_size,
+ GL_RGBA, GL_FLOAT, curve_mapping_settings->lut);
+ }
}
- if (state->program) {
+ /* Bind Shader. */
+ if (shader->program) {
glActiveTexture(GL_TEXTURE1);
- glBindTexture(GL_TEXTURE_3D, state->lut3d_texture);
+ glBindTexture(GL_TEXTURE_3D, shader->lut3d_texture);
if (use_curve_mapping) {
glActiveTexture(GL_TEXTURE2);
- glBindTexture(GL_TEXTURE_1D, state->curve_mapping_texture);
+ glBindTexture(GL_TEXTURE_1D, shader->curve_mapping_texture);
}
glActiveTexture(GL_TEXTURE0);
@@ -409,7 +464,7 @@ bool OCIOImpl::setupGLSLDraw(OCIO_GLSLDrawState **state_r, OCIO_ConstProcessorRc
Gwn_VertFormat *format = immVertexFormat();
GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
GWN_vertformat_attr_add(format, "texCoord", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
- immBindProgram(state->program, state->shader_interface);
+ immBindProgram(shader->program, shader->shader_interface);
immUniform1i("image_texture", 0);
immUniform1i("lut3d_texture", 1);
@@ -453,27 +508,13 @@ void OCIOImpl::finishGLSLDraw(OCIO_GLSLDrawState *state)
immUnbindProgram();
}
-void OCIOImpl::freeGLState(struct OCIO_GLSLDrawState *state)
+void OCIOImpl::freeGLState(OCIO_GLSLDrawState *state)
{
- using std::string;
-
- if (state->lut3d_texture_allocated)
- glDeleteTextures(1, &state->lut3d_texture);
-
- if (state->lut3d)
- MEM_freeN(state->lut3d);
-
- if (state->program)
- glDeleteProgram(state->program);
-
- if (state->shader_interface)
- GWN_shaderinterface_discard(state->shader_interface);
-
- if (state->ocio_shader)
- glDeleteShader(state->ocio_shader);
-
- state->lut3dcacheid.~string();
- state->shadercacheid.~string();
+ for (int i = 0; i < SHADER_CACHE_SIZE; i++) {
+ if (state->shader_cache[i]) {
+ freeGLSLShader(state->shader_cache[i]);
+ }
+ }
MEM_freeN(state);
}