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video-shader-toys/apps/LoopThroughWithOpenGLCompositing/gl/shader/ShaderTextureBindings.cpp
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added new layer input pass
2026-05-10 21:00:34 +10:00

257 lines
9.9 KiB
C++

#include "ShaderTextureBindings.h"
#include "GlRenderConstants.h"
#include "TextRasterizer.h"
#include "TextureAssetLoader.h"
#include <algorithm>
#include <filesystem>
namespace
{
std::string TextValueForBinding(const RuntimeRenderState& state, const std::string& parameterId)
{
auto valueIt = state.parameterValues.find(parameterId);
return valueIt == state.parameterValues.end() ? std::string() : valueIt->second.textValue;
}
const ShaderFontAsset* FindFontAssetForParameter(const RuntimeRenderState& state, const ShaderParameterDefinition& definition)
{
if (!definition.fontId.empty())
{
for (const ShaderFontAsset& fontAsset : state.fontAssets)
{
if (fontAsset.id == definition.fontId)
return &fontAsset;
}
}
return state.fontAssets.empty() ? nullptr : &state.fontAssets.front();
}
}
bool ShaderTextureBindings::LoadTextureAsset(const ShaderTextureAsset& textureAsset, GLuint& textureId, std::string& error)
{
return ::LoadTextureAsset(textureAsset, textureId, error);
}
void ShaderTextureBindings::CreateTextBindings(const RuntimeRenderState& state, std::vector<LayerProgram::TextBinding>& textBindings)
{
for (const ShaderParameterDefinition& definition : state.parameterDefinitions)
{
if (definition.type != ShaderParameterType::Text)
continue;
LayerProgram::TextBinding textBinding;
textBinding.parameterId = definition.id;
textBinding.samplerName = definition.id + "Texture";
textBinding.fontId = definition.fontId;
glGenTextures(1, &textBinding.texture);
glBindTexture(GL_TEXTURE_2D, textBinding.texture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
std::vector<unsigned char> empty(static_cast<std::size_t>(kTextTextureWidth) * kTextTextureHeight * 4, 0);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, kTextTextureWidth, kTextTextureHeight, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, empty.data());
glBindTexture(GL_TEXTURE_2D, 0);
textBindings.push_back(textBinding);
}
}
bool ShaderTextureBindings::UpdateTextBindingTexture(const RuntimeRenderState& state, LayerProgram::TextBinding& textBinding, std::string& error)
{
const std::string text = TextValueForBinding(state, textBinding.parameterId);
if (text == textBinding.renderedText && textBinding.renderedWidth == kTextTextureWidth && textBinding.renderedHeight == kTextTextureHeight)
return true;
auto definitionIt = std::find_if(state.parameterDefinitions.begin(), state.parameterDefinitions.end(),
[&textBinding](const ShaderParameterDefinition& definition) { return definition.id == textBinding.parameterId; });
if (definitionIt == state.parameterDefinitions.end())
return true;
const ShaderFontAsset* fontAsset = FindFontAssetForParameter(state, *definitionIt);
std::filesystem::path fontPath;
if (fontAsset)
fontPath = fontAsset->path;
std::vector<unsigned char> sdf;
if (!RasterizeTextSdf(text, fontPath, sdf, error))
return false;
GLint previousActiveTexture = 0;
GLint previousUnpackBuffer = 0;
glGetIntegerv(GL_ACTIVE_TEXTURE, &previousActiveTexture);
glGetIntegerv(GL_PIXEL_UNPACK_BUFFER_BINDING, &previousUnpackBuffer);
glActiveTexture(GL_TEXTURE0);
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
glBindTexture(GL_TEXTURE_2D, textBinding.texture);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, kTextTextureWidth, kTextTextureHeight, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, sdf.data());
glBindTexture(GL_TEXTURE_2D, 0);
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, static_cast<GLuint>(previousUnpackBuffer));
glActiveTexture(static_cast<GLenum>(previousActiveTexture));
textBinding.renderedText = text;
textBinding.renderedWidth = kTextTextureWidth;
textBinding.renderedHeight = kTextTextureHeight;
return true;
}
GLint ShaderTextureBindings::FindSamplerUniformLocation(GLuint program, const std::string& samplerName) const
{
GLint location = glGetUniformLocation(program, samplerName.c_str());
if (location >= 0)
return location;
return glGetUniformLocation(program, (samplerName + "_0").c_str());
}
GLuint ShaderTextureBindings::ResolveFeedbackTextureUnit(const RuntimeRenderState& state, unsigned historyCap) const
{
return state.isTemporal ? kSourceHistoryTextureUnitBase + historyCap + historyCap : kSourceHistoryTextureUnitBase;
}
GLuint ShaderTextureBindings::ResolveShaderTextureBase(const RuntimeRenderState& state, unsigned historyCap) const
{
return ResolveFeedbackTextureUnit(state, historyCap) + (state.feedback.enabled ? 1u : 0u);
}
void ShaderTextureBindings::AssignLayerSamplerUniforms(GLuint program, const RuntimeRenderState& state, const PassProgram& passProgram, unsigned historyCap) const
{
const GLuint shaderTextureBase = ResolveShaderTextureBase(state, historyCap);
const GLint layerInputLocation = FindSamplerUniformLocation(program, "gLayerInput");
if (layerInputLocation >= 0)
glUniform1i(layerInputLocation, static_cast<GLint>(kLayerInputTextureUnit));
const GLint videoInputLocation = FindSamplerUniformLocation(program, "gVideoInput");
if (videoInputLocation >= 0)
glUniform1i(videoInputLocation, static_cast<GLint>(kDecodedVideoTextureUnit));
for (unsigned index = 0; index < historyCap; ++index)
{
const std::string sourceSamplerName = "gSourceHistory" + std::to_string(index);
const GLint sourceSamplerLocation = glGetUniformLocation(program, sourceSamplerName.c_str());
if (sourceSamplerLocation >= 0)
glUniform1i(sourceSamplerLocation, static_cast<GLint>(kSourceHistoryTextureUnitBase + index));
const std::string temporalSamplerName = "gTemporalHistory" + std::to_string(index);
const GLint temporalSamplerLocation = glGetUniformLocation(program, temporalSamplerName.c_str());
if (temporalSamplerLocation >= 0)
glUniform1i(temporalSamplerLocation, static_cast<GLint>(kSourceHistoryTextureUnitBase + historyCap + index));
}
if (state.feedback.enabled)
{
const GLint feedbackSamplerLocation = FindSamplerUniformLocation(program, "gFeedbackState");
if (feedbackSamplerLocation >= 0)
glUniform1i(feedbackSamplerLocation, static_cast<GLint>(ResolveFeedbackTextureUnit(state, historyCap)));
}
for (std::size_t index = 0; index < passProgram.textureBindings.size(); ++index)
{
const GLint textureSamplerLocation = FindSamplerUniformLocation(program, passProgram.textureBindings[index].samplerName);
if (textureSamplerLocation >= 0)
glUniform1i(textureSamplerLocation, static_cast<GLint>(shaderTextureBase + static_cast<GLuint>(index)));
}
const GLuint textTextureBase = shaderTextureBase + static_cast<GLuint>(passProgram.textureBindings.size());
for (std::size_t index = 0; index < passProgram.textBindings.size(); ++index)
{
const GLint textSamplerLocation = FindSamplerUniformLocation(program, passProgram.textBindings[index].samplerName);
if (textSamplerLocation >= 0)
glUniform1i(textSamplerLocation, static_cast<GLint>(textTextureBase + static_cast<GLuint>(index)));
}
}
ShaderTextureBindings::RuntimeTextureBindingPlan ShaderTextureBindings::BuildLayerRuntimeBindingPlan(
const PassProgram& passProgram,
GLuint layerInputTexture,
GLuint originalLayerInputTexture,
const RuntimeRenderState& state,
GLuint feedbackTexture,
const std::vector<GLuint>& sourceHistoryTextures,
const std::vector<GLuint>& temporalHistoryTextures) const
{
RuntimeTextureBindingPlan plan;
plan.bindings.push_back({ "originalLayerInput", "gLayerInput", originalLayerInputTexture, kLayerInputTextureUnit });
plan.bindings.push_back({ "layerInput", "gVideoInput", layerInputTexture, kDecodedVideoTextureUnit });
for (std::size_t index = 0; index < sourceHistoryTextures.size(); ++index)
{
plan.bindings.push_back({
"sourceHistory",
"gSourceHistory" + std::to_string(index),
sourceHistoryTextures[index],
kSourceHistoryTextureUnitBase + static_cast<GLuint>(index)
});
}
const GLuint temporalBase = kSourceHistoryTextureUnitBase + static_cast<GLuint>(sourceHistoryTextures.size());
for (std::size_t index = 0; index < temporalHistoryTextures.size(); ++index)
{
plan.bindings.push_back({
"temporalHistory",
"gTemporalHistory" + std::to_string(index),
temporalHistoryTextures[index],
temporalBase + static_cast<GLuint>(index)
});
}
const GLuint feedbackTextureUnit = ResolveFeedbackTextureUnit(state, static_cast<unsigned>(sourceHistoryTextures.size()));
if (state.feedback.enabled)
{
plan.bindings.push_back({
"feedbackState",
"gFeedbackState",
feedbackTexture,
feedbackTextureUnit
});
}
const GLuint shaderTextureBase = passProgram.shaderTextureBase != 0
? passProgram.shaderTextureBase
: feedbackTextureUnit + (state.feedback.enabled ? 1u : 0u);
for (std::size_t index = 0; index < passProgram.textureBindings.size(); ++index)
{
const LayerProgram::TextureBinding& textureBinding = passProgram.textureBindings[index];
plan.bindings.push_back({
"shaderTexture",
textureBinding.samplerName,
textureBinding.texture,
shaderTextureBase + static_cast<GLuint>(index)
});
}
const GLuint textTextureBase = shaderTextureBase + static_cast<GLuint>(passProgram.textureBindings.size());
for (std::size_t index = 0; index < passProgram.textBindings.size(); ++index)
{
const LayerProgram::TextBinding& textBinding = passProgram.textBindings[index];
plan.bindings.push_back({
"textTexture",
textBinding.samplerName,
textBinding.texture,
textTextureBase + static_cast<GLuint>(index)
});
}
return plan;
}
void ShaderTextureBindings::BindRuntimeTexturePlan(const RuntimeTextureBindingPlan& plan) const
{
for (const RuntimeTextureBinding& binding : plan.bindings)
{
glActiveTexture(GL_TEXTURE0 + binding.textureUnit);
glBindTexture(GL_TEXTURE_2D, binding.texture);
}
glActiveTexture(GL_TEXTURE0);
}
void ShaderTextureBindings::UnbindRuntimeTexturePlan(const RuntimeTextureBindingPlan& plan) const
{
for (const RuntimeTextureBinding& binding : plan.bindings)
{
glActiveTexture(GL_TEXTURE0 + binding.textureUnit);
glBindTexture(GL_TEXTURE_2D, 0);
}
glActiveTexture(GL_TEXTURE0);
}