1 #define GL_GLEXT_PROTOTYPES 1
14 #include "effect_chain.h"
15 #include "gamma_expansion_effect.h"
16 #include "gamma_compression_effect.h"
17 #include "colorspace_conversion_effect.h"
21 EffectChain::EffectChain(float aspect_nom, float aspect_denom)
22 : aspect_nom(aspect_nom),
23 aspect_denom(aspect_denom),
26 Input *EffectChain::add_input(Input *input)
28 inputs.push_back(input);
30 Node *node = add_node(input);
31 node->output_color_space = input->get_color_space();
32 node->output_gamma_curve = input->get_gamma_curve();
36 void EffectChain::add_output(const ImageFormat &format)
38 output_format = format;
41 Node *EffectChain::add_node(Effect *effect)
44 sprintf(effect_id, "eff%u", (unsigned)nodes.size());
46 Node *node = new Node;
47 node->effect = effect;
48 node->disabled = false;
49 node->effect_id = effect_id;
50 node->output_color_space = COLORSPACE_INVALID;
51 node->output_gamma_curve = GAMMA_INVALID;
53 nodes.push_back(node);
54 node_map[effect] = node;
58 void EffectChain::connect_nodes(Node *sender, Node *receiver)
60 sender->outgoing_links.push_back(receiver);
61 receiver->incoming_links.push_back(sender);
64 void EffectChain::replace_receiver(Node *old_receiver, Node *new_receiver)
66 new_receiver->incoming_links = old_receiver->incoming_links;
67 old_receiver->incoming_links.clear();
69 for (unsigned i = 0; i < new_receiver->incoming_links.size(); ++i) {
70 Node *sender = new_receiver->incoming_links[i];
71 for (unsigned j = 0; j < sender->outgoing_links.size(); ++j) {
72 if (sender->outgoing_links[j] == old_receiver) {
73 sender->outgoing_links[j] = new_receiver;
79 void EffectChain::replace_sender(Node *old_sender, Node *new_sender)
81 new_sender->outgoing_links = old_sender->outgoing_links;
82 old_sender->outgoing_links.clear();
84 for (unsigned i = 0; i < new_sender->outgoing_links.size(); ++i) {
85 Node *receiver = new_sender->outgoing_links[i];
86 for (unsigned j = 0; j < receiver->incoming_links.size(); ++j) {
87 if (receiver->incoming_links[j] == old_sender) {
88 receiver->incoming_links[j] = new_sender;
94 void EffectChain::insert_node_between(Node *sender, Node *middle, Node *receiver)
96 for (unsigned i = 0; i < sender->outgoing_links.size(); ++i) {
97 if (sender->outgoing_links[i] == receiver) {
98 sender->outgoing_links[i] = middle;
99 middle->incoming_links.push_back(sender);
102 for (unsigned i = 0; i < receiver->incoming_links.size(); ++i) {
103 if (receiver->incoming_links[i] == sender) {
104 receiver->incoming_links[i] = middle;
105 middle->outgoing_links.push_back(receiver);
109 assert(middle->incoming_links.size() == middle->effect->num_inputs());
112 void EffectChain::find_all_nonlinear_inputs(Node *node, std::vector<Node *> *nonlinear_inputs)
114 if (node->output_gamma_curve == GAMMA_LINEAR &&
115 node->effect->effect_type_id() != "GammaCompressionEffect") {
118 if (node->effect->num_inputs() == 0) {
119 nonlinear_inputs->push_back(node);
121 assert(node->effect->num_inputs() == node->incoming_links.size());
122 for (unsigned i = 0; i < node->incoming_links.size(); ++i) {
123 find_all_nonlinear_inputs(node->incoming_links[i], nonlinear_inputs);
128 Effect *EffectChain::add_effect(Effect *effect, const std::vector<Effect *> &inputs)
130 assert(inputs.size() == effect->num_inputs());
131 Node *node = add_node(effect);
132 for (unsigned i = 0; i < inputs.size(); ++i) {
133 assert(node_map.count(inputs[i]) != 0);
134 connect_nodes(node_map[inputs[i]], node);
139 // GLSL pre-1.30 doesn't support token pasting. Replace PREFIX(x) with <effect_id>_x.
140 std::string replace_prefix(const std::string &text, const std::string &prefix)
145 while (start < text.size()) {
146 size_t pos = text.find("PREFIX(", start);
147 if (pos == std::string::npos) {
148 output.append(text.substr(start, std::string::npos));
152 output.append(text.substr(start, pos - start));
153 output.append(prefix);
156 pos += strlen("PREFIX(");
158 // Output stuff until we find the matching ), which we then eat.
160 size_t end_arg_pos = pos;
161 while (end_arg_pos < text.size()) {
162 if (text[end_arg_pos] == '(') {
164 } else if (text[end_arg_pos] == ')') {
172 output.append(text.substr(pos, end_arg_pos - pos));
180 Phase *EffectChain::compile_glsl_program(
181 const std::vector<Node *> &inputs,
182 const std::vector<Node *> &effects)
184 assert(!effects.empty());
186 // Deduplicate the inputs.
187 std::vector<Node *> true_inputs = inputs;
188 std::sort(true_inputs.begin(), true_inputs.end());
189 true_inputs.erase(std::unique(true_inputs.begin(), true_inputs.end()), true_inputs.end());
191 bool input_needs_mipmaps = false;
192 std::string frag_shader = read_file("header.frag");
194 // Create functions for all the texture inputs that we need.
195 for (unsigned i = 0; i < true_inputs.size(); ++i) {
196 Node *input = true_inputs[i];
198 frag_shader += std::string("uniform sampler2D tex_") + input->effect_id + ";\n";
199 frag_shader += std::string("vec4 ") + input->effect_id + "(vec2 tc) {\n";
200 frag_shader += "\treturn texture2D(tex_" + input->effect_id + ", tc);\n";
201 frag_shader += "}\n";
205 for (unsigned i = 0; i < effects.size(); ++i) {
206 Node *node = effects[i];
208 if (node->incoming_links.size() == 1) {
209 frag_shader += std::string("#define INPUT ") + node->incoming_links[0]->effect_id + "\n";
211 for (unsigned j = 0; j < node->incoming_links.size(); ++j) {
213 sprintf(buf, "#define INPUT%d %s\n", j + 1, node->incoming_links[j]->effect_id.c_str());
219 frag_shader += std::string("#define FUNCNAME ") + node->effect_id + "\n";
220 frag_shader += replace_prefix(node->effect->output_convenience_uniforms(), node->effect_id);
221 frag_shader += replace_prefix(node->effect->output_fragment_shader(), node->effect_id);
222 frag_shader += "#undef PREFIX\n";
223 frag_shader += "#undef FUNCNAME\n";
224 if (node->incoming_links.size() == 1) {
225 frag_shader += "#undef INPUT\n";
227 for (unsigned j = 0; j < node->incoming_links.size(); ++j) {
229 sprintf(buf, "#undef INPUT%d\n", j + 1);
235 input_needs_mipmaps |= node->effect->needs_mipmaps();
237 for (unsigned i = 0; i < effects.size(); ++i) {
238 Node *node = effects[i];
239 if (node->effect->num_inputs() == 0) {
240 node->effect->set_int("needs_mipmaps", input_needs_mipmaps);
243 frag_shader += std::string("#define INPUT ") + effects.back()->effect_id + "\n";
244 frag_shader.append(read_file("footer.frag"));
246 // Output shader to a temporary file, for easier debugging.
247 static int compiled_shader_num = 0;
249 sprintf(filename, "chain-%03d.frag", compiled_shader_num++);
250 FILE *fp = fopen(filename, "w");
255 fprintf(fp, "%s\n", frag_shader.c_str());
258 GLuint glsl_program_num = glCreateProgram();
259 GLuint vs_obj = compile_shader(read_file("vs.vert"), GL_VERTEX_SHADER);
260 GLuint fs_obj = compile_shader(frag_shader, GL_FRAGMENT_SHADER);
261 glAttachShader(glsl_program_num, vs_obj);
263 glAttachShader(glsl_program_num, fs_obj);
265 glLinkProgram(glsl_program_num);
268 Phase *phase = new Phase;
269 phase->glsl_program_num = glsl_program_num;
270 phase->input_needs_mipmaps = input_needs_mipmaps;
271 phase->inputs = true_inputs;
272 phase->effects = effects;
277 // Construct GLSL programs, starting at the given effect and following
278 // the chain from there. We end a program every time we come to an effect
279 // marked as "needs texture bounce", one that is used by multiple other
280 // effects, every time an effect wants to change the output size,
281 // and of course at the end.
283 // We follow a quite simple depth-first search from the output, although
284 // without any explicit recursion.
285 void EffectChain::construct_glsl_programs(Node *output)
287 // Which effects have already been completed in this phase?
288 // We need to keep track of it, as an effect with multiple outputs
289 // could otherwise be calculate multiple times.
290 std::set<Node *> completed_effects;
292 // Effects in the current phase, as well as inputs (outputs from other phases
293 // that we depend on). Note that since we start iterating from the end,
294 // the effect list will be in the reverse order.
295 std::vector<Node *> this_phase_inputs;
296 std::vector<Node *> this_phase_effects;
298 // Effects that we have yet to calculate, but that we know should
299 // be in the current phase.
300 std::stack<Node *> effects_todo_this_phase;
302 // Effects that we have yet to calculate, but that come from other phases.
303 // We delay these until we have this phase done in its entirety,
304 // at which point we pick any of them and start a new phase from that.
305 std::stack<Node *> effects_todo_other_phases;
307 effects_todo_this_phase.push(output);
309 for ( ;; ) { // Termination condition within loop.
310 if (!effects_todo_this_phase.empty()) {
311 // OK, we have more to do this phase.
312 Node *node = effects_todo_this_phase.top();
313 effects_todo_this_phase.pop();
315 // This should currently only happen for effects that are phase outputs,
316 // and we throw those out separately below.
317 assert(completed_effects.count(node) == 0);
319 this_phase_effects.push_back(node);
320 completed_effects.insert(node);
322 // Find all the dependencies of this effect, and add them to the stack.
323 std::vector<Node *> deps = node->incoming_links;
324 assert(node->effect->num_inputs() == deps.size());
325 for (unsigned i = 0; i < deps.size(); ++i) {
326 bool start_new_phase = false;
328 // FIXME: If we sample directly from a texture, we won't need this.
329 if (node->effect->needs_texture_bounce()) {
330 start_new_phase = true;
333 if (deps[i]->outgoing_links.size() > 1 && deps[i]->effect->num_inputs() > 0) {
334 // More than one effect uses this as the input,
335 // and it is not a texture itself.
336 // The easiest thing to do (and probably also the safest
337 // performance-wise in most cases) is to bounce it to a texture
338 // and then let the next passes read from that.
339 start_new_phase = true;
342 if (deps[i]->effect->changes_output_size()) {
343 start_new_phase = true;
346 if (start_new_phase) {
347 effects_todo_other_phases.push(deps[i]);
348 this_phase_inputs.push_back(deps[i]);
350 effects_todo_this_phase.push(deps[i]);
356 // No more effects to do this phase. Take all the ones we have,
357 // and create a GLSL program for it.
358 if (!this_phase_effects.empty()) {
359 reverse(this_phase_effects.begin(), this_phase_effects.end());
360 phases.push_back(compile_glsl_program(this_phase_inputs, this_phase_effects));
361 this_phase_effects.back()->phase = phases.back();
362 this_phase_inputs.clear();
363 this_phase_effects.clear();
365 assert(this_phase_inputs.empty());
366 assert(this_phase_effects.empty());
368 // If we have no effects left, exit.
369 if (effects_todo_other_phases.empty()) {
373 Node *node = effects_todo_other_phases.top();
374 effects_todo_other_phases.pop();
376 if (completed_effects.count(node) == 0) {
377 // Start a new phase, calculating from this effect.
378 effects_todo_this_phase.push(node);
382 // Finally, since the phases are found from the output but must be executed
383 // from the input(s), reverse them, too.
384 std::reverse(phases.begin(), phases.end());
387 void EffectChain::output_dot(const char *filename)
389 FILE *fp = fopen(filename, "w");
395 fprintf(fp, "digraph G {\n");
396 for (unsigned i = 0; i < nodes.size(); ++i) {
397 // Find out which phase this event belongs to.
399 for (unsigned j = 0; j < phases.size(); ++j) {
400 const Phase* p = phases[j];
401 if (std::find(p->effects.begin(), p->effects.end(), nodes[i]) != p->effects.end()) {
402 assert(in_phase == -1);
407 if (in_phase == -1) {
408 fprintf(fp, " n%ld [label=\"%s\"];\n", (long)nodes[i], nodes[i]->effect->effect_type_id().c_str());
410 fprintf(fp, " n%ld [label=\"%s\" style=\"filled\" fillcolor=\"/accent8/%d\"];\n",
411 (long)nodes[i], nodes[i]->effect->effect_type_id().c_str(),
414 for (unsigned j = 0; j < nodes[i]->outgoing_links.size(); ++j) {
415 std::vector<std::string> labels;
417 if (nodes[i]->outgoing_links[j]->effect->needs_texture_bounce()) {
418 labels.push_back("needs_bounce");
420 if (nodes[i]->effect->changes_output_size()) {
421 labels.push_back("resize");
424 switch (nodes[i]->output_color_space) {
425 case COLORSPACE_INVALID:
426 labels.push_back("spc[invalid]");
428 case COLORSPACE_REC_601_525:
429 labels.push_back("spc[rec601-525]");
431 case COLORSPACE_REC_601_625:
432 labels.push_back("spc[rec601-625]");
438 switch (nodes[i]->output_gamma_curve) {
440 labels.push_back("gamma[invalid]");
443 labels.push_back("gamma[sRGB]");
445 case GAMMA_REC_601: // and GAMMA_REC_709
446 labels.push_back("gamma[rec601/709]");
452 if (labels.empty()) {
453 fprintf(fp, " n%ld -> n%ld;\n", (long)nodes[i], (long)nodes[i]->outgoing_links[j]);
455 std::string label = labels[0];
456 for (unsigned k = 1; k < labels.size(); ++k) {
457 label += ", " + labels[k];
459 fprintf(fp, " n%ld -> n%ld [label=\"%s\"];\n", (long)nodes[i], (long)nodes[i]->outgoing_links[j], label.c_str());
468 unsigned EffectChain::fit_rectangle_to_aspect(unsigned width, unsigned height)
470 if (float(width) * aspect_denom >= float(height) * aspect_nom) {
471 // Same aspect, or W/H > aspect (image is wider than the frame).
472 // In either case, keep width.
475 // W/H < aspect (image is taller than the frame), so keep height,
476 // and adjust width correspondingly.
477 return lrintf(height * aspect_nom / aspect_denom);
481 // Propagate input texture sizes throughout, and inform effects downstream.
482 // (Like a lot of other code, we depend on effects being in topological order.)
483 void EffectChain::inform_input_sizes(Phase *phase)
485 // All effects that have a defined size (inputs and RTT inputs)
486 // get that. Reset all others.
487 for (unsigned i = 0; i < phase->effects.size(); ++i) {
488 Node *node = phase->effects[i];
489 if (node->effect->num_inputs() == 0) {
490 Input *input = static_cast<Input *>(node->effect);
491 node->output_width = input->get_width();
492 node->output_height = input->get_height();
493 assert(node->output_width != 0);
494 assert(node->output_height != 0);
496 node->output_width = node->output_height = 0;
499 for (unsigned i = 0; i < phase->inputs.size(); ++i) {
500 Node *input = phase->inputs[i];
501 input->output_width = input->phase->output_width;
502 input->output_height = input->phase->output_height;
503 assert(input->output_width != 0);
504 assert(input->output_height != 0);
507 // Now propagate from the inputs towards the end, and inform as we go.
508 // The rules are simple:
510 // 1. Don't touch effects that already have given sizes (ie., inputs).
511 // 2. If all of your inputs have the same size, that will be your output size.
512 // 3. Otherwise, your output size is 0x0.
513 for (unsigned i = 0; i < phase->effects.size(); ++i) {
514 Node *node = phase->effects[i];
515 if (node->effect->num_inputs() == 0) {
518 unsigned this_output_width = 0;
519 unsigned this_output_height = 0;
520 for (unsigned j = 0; j < node->incoming_links.size(); ++j) {
521 Node *input = node->incoming_links[j];
522 node->effect->inform_input_size(j, input->output_width, input->output_height);
524 this_output_width = input->output_width;
525 this_output_height = input->output_height;
526 } else if (input->output_width != this_output_width || input->output_height != this_output_height) {
528 this_output_width = 0;
529 this_output_height = 0;
532 node->output_width = this_output_width;
533 node->output_height = this_output_height;
537 // Note: You should call inform_input_sizes() before this, as the last effect's
538 // desired output size might change based on the inputs.
539 void EffectChain::find_output_size(Phase *phase)
541 Node *output_node = phase->effects.back();
543 // If the last effect explicitly sets an output size, use that.
544 if (output_node->effect->changes_output_size()) {
545 output_node->effect->get_output_size(&phase->output_width, &phase->output_height);
549 // If not, look at the input phases and textures.
550 // We select the largest one (by fit into the current aspect).
551 unsigned best_width = 0;
552 for (unsigned i = 0; i < phase->inputs.size(); ++i) {
553 Node *input = phase->inputs[i];
554 assert(input->phase->output_width != 0);
555 assert(input->phase->output_height != 0);
556 unsigned width = fit_rectangle_to_aspect(input->phase->output_width, input->phase->output_height);
557 if (width > best_width) {
561 for (unsigned i = 0; i < phase->effects.size(); ++i) {
562 Effect *effect = phase->effects[i]->effect;
563 if (effect->num_inputs() != 0) {
567 Input *input = static_cast<Input *>(effect);
568 unsigned width = fit_rectangle_to_aspect(input->get_width(), input->get_height());
569 if (width > best_width) {
573 assert(best_width != 0);
574 phase->output_width = best_width;
575 phase->output_height = best_width * aspect_denom / aspect_nom;
578 void EffectChain::sort_nodes_topologically()
580 std::set<Node *> visited_nodes;
581 std::vector<Node *> sorted_list;
582 for (unsigned i = 0; i < nodes.size(); ++i) {
583 if (nodes[i]->incoming_links.size() == 0) {
584 topological_sort_visit_node(nodes[i], &visited_nodes, &sorted_list);
587 reverse(sorted_list.begin(), sorted_list.end());
591 void EffectChain::topological_sort_visit_node(Node *node, std::set<Node *> *visited_nodes, std::vector<Node *> *sorted_list)
593 if (visited_nodes->count(node) != 0) {
596 visited_nodes->insert(node);
597 for (unsigned i = 0; i < node->outgoing_links.size(); ++i) {
598 topological_sort_visit_node(node->outgoing_links[i], visited_nodes, sorted_list);
600 sorted_list->push_back(node);
603 // Propagate gamma and color space information as far as we can in the graph.
604 // The rules are simple: Anything where all the inputs agree, get that as
605 // output as well. Anything else keeps having *_INVALID.
606 void EffectChain::propagate_gamma_and_color_space()
608 // We depend on going through the nodes in order.
609 sort_nodes_topologically();
611 for (unsigned i = 0; i < nodes.size(); ++i) {
612 Node *node = nodes[i];
613 if (node->disabled) {
616 assert(node->incoming_links.size() == node->effect->num_inputs());
617 if (node->incoming_links.size() == 0) {
618 assert(node->output_color_space != COLORSPACE_INVALID);
619 assert(node->output_gamma_curve != GAMMA_INVALID);
623 ColorSpace color_space = node->incoming_links[0]->output_color_space;
624 GammaCurve gamma_curve = node->incoming_links[0]->output_gamma_curve;
625 for (unsigned j = 1; j < node->incoming_links.size(); ++j) {
626 if (node->incoming_links[j]->output_color_space != color_space) {
627 color_space = COLORSPACE_INVALID;
629 if (node->incoming_links[j]->output_gamma_curve != gamma_curve) {
630 gamma_curve = GAMMA_INVALID;
634 // The conversion effects already have their outputs set correctly,
635 // so leave them alone.
636 if (node->effect->effect_type_id() != "ColorSpaceConversionEffect") {
637 node->output_color_space = color_space;
639 if (node->effect->effect_type_id() != "GammaCompressionEffect" &&
640 node->effect->effect_type_id() != "GammaExpansionEffect") {
641 node->output_gamma_curve = gamma_curve;
646 bool EffectChain::node_needs_colorspace_fix(Node *node)
648 if (node->disabled) {
651 if (node->effect->num_inputs() == 0) {
655 // propagate_gamma_and_color_space() has already set our output
656 // to COLORSPACE_INVALID if the inputs differ, so we can rely on that.
657 if (node->output_color_space == COLORSPACE_INVALID) {
660 return (node->effect->needs_srgb_primaries() && node->output_color_space != COLORSPACE_sRGB);
663 // Fix up color spaces so that there are no COLORSPACE_INVALID nodes left in
664 // the graph. Our strategy is not always optimal, but quite simple:
665 // Find an effect that's as early as possible where the inputs are of
666 // unacceptable colorspaces (that is, either different, or, if the effect only
667 // wants sRGB, not sRGB.) Add appropriate conversions on all its inputs,
668 // propagate the information anew, and repeat until there are no more such
670 void EffectChain::fix_internal_color_spaces()
672 unsigned colorspace_propagation_pass = 0;
676 for (unsigned i = 0; i < nodes.size(); ++i) {
677 Node *node = nodes[i];
678 if (!node_needs_colorspace_fix(node)) {
682 // Go through each input that is not sRGB, and insert
683 // a colorspace conversion before it.
684 for (unsigned j = 0; j < node->incoming_links.size(); ++j) {
685 Node *input = node->incoming_links[j];
686 assert(input->output_color_space != COLORSPACE_INVALID);
687 if (input->output_color_space == COLORSPACE_sRGB) {
690 Node *conversion = add_node(new ColorSpaceConversionEffect());
691 conversion->effect->set_int("source_space", input->output_color_space);
692 conversion->effect->set_int("destination_space", COLORSPACE_sRGB);
693 conversion->output_color_space = COLORSPACE_sRGB;
694 insert_node_between(input, conversion, node);
697 // Re-sort topologically, and propagate the new information.
698 propagate_gamma_and_color_space();
705 sprintf(filename, "step3-colorspacefix-iter%u.dot", ++colorspace_propagation_pass);
706 output_dot(filename);
707 assert(colorspace_propagation_pass < 100);
710 for (unsigned i = 0; i < nodes.size(); ++i) {
711 Node *node = nodes[i];
712 if (node->disabled) {
715 assert(node->output_color_space != COLORSPACE_INVALID);
719 // Make so that the output is in the desired color space.
720 void EffectChain::fix_output_color_space()
722 Node *output = find_output_node();
723 if (output->output_color_space != output_format.color_space) {
724 Node *conversion = add_node(new ColorSpaceConversionEffect());
725 conversion->effect->set_int("source_space", output->output_color_space);
726 conversion->effect->set_int("destination_space", output_format.color_space);
727 conversion->output_color_space = output_format.color_space;
728 connect_nodes(output, conversion);
732 bool EffectChain::node_needs_gamma_fix(Node *node)
734 if (node->disabled) {
738 // Small hack since the output is not an explicit node:
739 // If we are the last node and our output is in the wrong
740 // space compared to EffectChain's output, we need to fix it.
741 // This will only take us to linear, but fix_output_gamma()
742 // will come and take us to the desired output gamma
745 // This needs to be before everything else, since it could
746 // even apply to inputs (if they are the only effect).
747 if (node->outgoing_links.empty() &&
748 node->output_gamma_curve != output_format.gamma_curve &&
749 node->output_gamma_curve != GAMMA_LINEAR) {
753 if (node->effect->num_inputs() == 0) {
757 // propagate_gamma_and_color_space() has already set our output
758 // to GAMMA_INVALID if the inputs differ, so we can rely on that,
759 // except for GammaCompressionEffect.
760 if (node->output_gamma_curve == GAMMA_INVALID) {
763 if (node->effect->effect_type_id() == "GammaCompressionEffect") {
764 assert(node->incoming_links.size() == 1);
765 return node->incoming_links[0]->output_gamma_curve != GAMMA_LINEAR;
768 return (node->effect->needs_linear_light() && node->output_gamma_curve != GAMMA_LINEAR);
771 // Very similar to fix_internal_color_spaces(), but for gamma.
772 // There is one difference, though; before we start adding conversion nodes,
773 // we see if we can get anything out of asking the sources to deliver
774 // linear gamma directly. fix_internal_gamma_by_asking_inputs()
775 // does that part, while fix_internal_gamma_by_inserting_nodes()
776 // inserts nodes as needed afterwards.
777 void EffectChain::fix_internal_gamma_by_asking_inputs(unsigned step)
779 unsigned gamma_propagation_pass = 0;
783 for (unsigned i = 0; i < nodes.size(); ++i) {
784 Node *node = nodes[i];
785 if (!node_needs_gamma_fix(node)) {
789 // See if all inputs can give us linear gamma. If not, leave it.
790 std::vector<Node *> nonlinear_inputs;
791 find_all_nonlinear_inputs(node, &nonlinear_inputs);
792 assert(!nonlinear_inputs.empty());
795 for (unsigned i = 0; i < nonlinear_inputs.size(); ++i) {
796 Input *input = static_cast<Input *>(nonlinear_inputs[i]->effect);
797 all_ok &= input->can_output_linear_gamma();
804 for (unsigned i = 0; i < nonlinear_inputs.size(); ++i) {
805 nonlinear_inputs[i]->effect->set_int("output_linear_gamma", 1);
806 nonlinear_inputs[i]->output_gamma_curve = GAMMA_LINEAR;
809 // Re-sort topologically, and propagate the new information.
810 propagate_gamma_and_color_space();
817 sprintf(filename, "step%u-gammafix-iter%u.dot", step, ++gamma_propagation_pass);
818 output_dot(filename);
819 assert(gamma_propagation_pass < 100);
823 void EffectChain::fix_internal_gamma_by_inserting_nodes(unsigned step)
825 unsigned gamma_propagation_pass = 0;
829 for (unsigned i = 0; i < nodes.size(); ++i) {
830 Node *node = nodes[i];
831 if (!node_needs_gamma_fix(node)) {
835 // Special case: We could be an input and still be asked to
836 // fix our gamma; if so, we should be the only node
837 // (as node_needs_gamma_fix() would only return true in
838 // for an input in that case). That means we should insert
839 // a conversion node _after_ ourselves.
840 if (node->incoming_links.empty()) {
841 assert(node->outgoing_links.empty());
842 Node *conversion = add_node(new GammaExpansionEffect());
843 conversion->effect->set_int("source_curve", node->output_gamma_curve);
844 conversion->output_gamma_curve = GAMMA_LINEAR;
845 connect_nodes(node, conversion);
848 // If not, go through each input that is not linear gamma,
849 // and insert a gamma conversion before it.
850 for (unsigned j = 0; j < node->incoming_links.size(); ++j) {
851 Node *input = node->incoming_links[j];
852 assert(input->output_gamma_curve != GAMMA_INVALID);
853 if (input->output_gamma_curve == GAMMA_LINEAR) {
856 Node *conversion = add_node(new GammaExpansionEffect());
857 conversion->effect->set_int("source_curve", input->output_gamma_curve);
858 conversion->output_gamma_curve = GAMMA_LINEAR;
859 insert_node_between(input, conversion, node);
862 // Re-sort topologically, and propagate the new information.
863 propagate_gamma_and_color_space();
870 sprintf(filename, "step%u-gammafix-iter%u.dot", step, ++gamma_propagation_pass);
871 output_dot(filename);
872 assert(gamma_propagation_pass < 100);
875 for (unsigned i = 0; i < nodes.size(); ++i) {
876 Node *node = nodes[i];
877 if (node->disabled) {
880 assert(node->output_gamma_curve != GAMMA_INVALID);
884 // Make so that the output is in the desired gamma.
885 // Note that this assumes linear input gamma, so it might create the need
886 // for another pass of fix_internal_gamma().
887 void EffectChain::fix_output_gamma()
889 Node *output = find_output_node();
890 if (output->output_gamma_curve != output_format.gamma_curve) {
891 Node *conversion = add_node(new GammaCompressionEffect());
892 conversion->effect->set_int("destination_curve", output_format.gamma_curve);
893 conversion->output_gamma_curve = output_format.gamma_curve;
894 connect_nodes(output, conversion);
898 // Find the output node. This is, simply, one that has no outgoing links.
899 // If there are multiple ones, the graph is malformed (we do not support
900 // multiple outputs right now).
901 Node *EffectChain::find_output_node()
903 std::vector<Node *> output_nodes;
904 for (unsigned i = 0; i < nodes.size(); ++i) {
905 Node *node = nodes[i];
906 if (node->disabled) {
909 if (node->outgoing_links.empty()) {
910 output_nodes.push_back(node);
913 assert(output_nodes.size() == 1);
914 return output_nodes[0];
917 void EffectChain::finalize()
919 // Output the graph as it is before we do any conversions on it.
920 output_dot("step0-start.dot");
922 // Give each effect in turn a chance to rewrite its own part of the graph.
923 // Note that if more effects are added as part of this, they will be
924 // picked up as part of the same for loop, since they are added at the end.
925 for (unsigned i = 0; i < nodes.size(); ++i) {
926 nodes[i]->effect->rewrite_graph(this, nodes[i]);
928 output_dot("step1-rewritten.dot");
930 propagate_gamma_and_color_space();
931 output_dot("step2-propagated.dot");
933 fix_internal_color_spaces();
934 fix_output_color_space();
935 output_dot("step4-output-colorspacefix.dot");
937 // Note that we need to fix gamma after colorspace conversion,
938 // because colorspace conversions might create needs for gamma conversions.
939 // Also, we need to run an extra pass of fix_internal_gamma() after
940 // fixing the output gamma, as we only have conversions to/from linear.
941 fix_internal_gamma_by_asking_inputs(5);
942 fix_internal_gamma_by_inserting_nodes(6);
944 output_dot("step7-output-gammafix.dot");
945 fix_internal_gamma_by_asking_inputs(8);
946 fix_internal_gamma_by_inserting_nodes(9);
948 output_dot("step10-final.dot");
950 // Construct all needed GLSL programs, starting at the output.
951 construct_glsl_programs(find_output_node());
953 output_dot("step11-split-to-phases.dot");
955 // If we have more than one phase, we need intermediate render-to-texture.
956 // Construct an FBO, and then as many textures as we need.
957 // We choose the simplest option of having one texture per output,
958 // since otherwise this turns into an (albeit simple)
959 // register allocation problem.
960 if (phases.size() > 1) {
961 glGenFramebuffers(1, &fbo);
963 for (unsigned i = 0; i < phases.size() - 1; ++i) {
964 inform_input_sizes(phases[i]);
965 find_output_size(phases[i]);
967 Node *output_node = phases[i]->effects.back();
968 glGenTextures(1, &output_node->output_texture);
970 glBindTexture(GL_TEXTURE_2D, output_node->output_texture);
972 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
974 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
976 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F_ARB, phases[i]->output_width, phases[i]->output_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
979 output_node->output_texture_width = phases[i]->output_width;
980 output_node->output_texture_height = phases[i]->output_height;
982 inform_input_sizes(phases.back());
985 for (unsigned i = 0; i < inputs.size(); ++i) {
986 inputs[i]->finalize();
989 assert(phases[0]->inputs.empty());
994 void EffectChain::render_to_fbo(GLuint dest_fbo, unsigned width, unsigned height)
998 // Save original viewport.
1001 if (width == 0 && height == 0) {
1003 glGetIntegerv(GL_VIEWPORT, viewport);
1006 width = viewport[2];
1007 height = viewport[3];
1011 glDisable(GL_BLEND);
1013 glDisable(GL_DEPTH_TEST);
1015 glDepthMask(GL_FALSE);
1018 glMatrixMode(GL_PROJECTION);
1020 glOrtho(0.0, 1.0, 0.0, 1.0, 0.0, 1.0);
1022 glMatrixMode(GL_MODELVIEW);
1025 if (phases.size() > 1) {
1026 glBindFramebuffer(GL_FRAMEBUFFER, fbo);
1030 std::set<Node *> generated_mipmaps;
1032 for (unsigned phase = 0; phase < phases.size(); ++phase) {
1033 // See if the requested output size has changed. If so, we need to recreate
1034 // the texture (and before we start setting up inputs).
1035 inform_input_sizes(phases[phase]);
1036 if (phase != phases.size() - 1) {
1037 find_output_size(phases[phase]);
1039 Node *output_node = phases[phase]->effects.back();
1041 if (output_node->output_texture_width != phases[phase]->output_width ||
1042 output_node->output_texture_height != phases[phase]->output_height) {
1043 glActiveTexture(GL_TEXTURE0);
1045 glBindTexture(GL_TEXTURE_2D, output_node->output_texture);
1047 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F_ARB, phases[phase]->output_width, phases[phase]->output_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
1049 glBindTexture(GL_TEXTURE_2D, 0);
1052 output_node->output_texture_width = phases[phase]->output_width;
1053 output_node->output_texture_height = phases[phase]->output_height;
1057 glUseProgram(phases[phase]->glsl_program_num);
1060 // Set up RTT inputs for this phase.
1061 for (unsigned sampler = 0; sampler < phases[phase]->inputs.size(); ++sampler) {
1062 glActiveTexture(GL_TEXTURE0 + sampler);
1063 Node *input = phases[phase]->inputs[sampler];
1064 glBindTexture(GL_TEXTURE_2D, input->output_texture);
1066 if (phases[phase]->input_needs_mipmaps) {
1067 if (generated_mipmaps.count(input) == 0) {
1068 glGenerateMipmap(GL_TEXTURE_2D);
1070 generated_mipmaps.insert(input);
1072 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
1075 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
1079 std::string texture_name = std::string("tex_") + input->effect_id;
1080 glUniform1i(glGetUniformLocation(phases[phase]->glsl_program_num, texture_name.c_str()), sampler);
1084 // And now the output.
1085 if (phase == phases.size() - 1) {
1086 // Last phase goes to the output the user specified.
1087 glBindFramebuffer(GL_FRAMEBUFFER, dest_fbo);
1089 glViewport(x, y, width, height);
1091 Node *output_node = phases[phase]->effects.back();
1092 glFramebufferTexture2D(
1094 GL_COLOR_ATTACHMENT0,
1096 output_node->output_texture,
1099 glViewport(0, 0, phases[phase]->output_width, phases[phase]->output_height);
1102 // Give the required parameters to all the effects.
1103 unsigned sampler_num = phases[phase]->inputs.size();
1104 for (unsigned i = 0; i < phases[phase]->effects.size(); ++i) {
1105 Node *node = phases[phase]->effects[i];
1106 node->effect->set_gl_state(phases[phase]->glsl_program_num, node->effect_id, &sampler_num);
1113 glTexCoord2f(0.0f, 0.0f);
1114 glVertex2f(0.0f, 0.0f);
1116 glTexCoord2f(1.0f, 0.0f);
1117 glVertex2f(1.0f, 0.0f);
1119 glTexCoord2f(1.0f, 1.0f);
1120 glVertex2f(1.0f, 1.0f);
1122 glTexCoord2f(0.0f, 1.0f);
1123 glVertex2f(0.0f, 1.0f);
1128 for (unsigned i = 0; i < phases[phase]->effects.size(); ++i) {
1129 Node *node = phases[phase]->effects[i];
1130 node->effect->clear_gl_state();