// parity, so all the others are implicit).
#include <epoxy/gl.h>
+#include <memory>
#include <string>
#include "effect.h"
namespace movit {
+class DeinterlaceComputeEffect;
+
class DeinterlaceEffect : public Effect {
public:
DeinterlaceEffect();
- virtual std::string effect_type_id() const { return "DeinterlaceEffect"; }
- std::string output_fragment_shader();
+ std::string effect_type_id() const override { return "DeinterlaceEffect"; }
+ std::string output_fragment_shader() override;
+
+ // Replaces itself with DeinterlaceComputeEffect if compute shaders are supported.
+ // Otherwise, does nothing.
+ void rewrite_graph(EffectChain *graph, Node *self) override;
+ bool set_int(const std::string &key, int value) override;
- void set_gl_state(GLuint glsl_program_num, const std::string &prefix, unsigned *sampler_num);
+ void set_gl_state(GLuint glsl_program_num, const std::string &prefix, unsigned *sampler_num) override;
// First = before previous, second = previous, third = current,
// fourth = next, fifth = after next. These are treated symmetrically,
//
// Note that if you have interlaced _frames_ and not _fields_, you will
// need to pull them apart first, for instance with SliceEffect.
- virtual unsigned num_inputs() const { return 5; }
- virtual bool needs_texture_bounce() const { return true; }
- virtual bool changes_output_size() const { return true; }
+ unsigned num_inputs() const override { return 5; }
+ bool needs_texture_bounce() const override { return true; }
+ bool changes_output_size() const override { return true; }
- virtual AlphaHandling alpha_handling() const { return INPUT_PREMULTIPLIED_ALPHA_KEEP_BLANK; }
+ AlphaHandling alpha_handling() const override { return INPUT_PREMULTIPLIED_ALPHA_KEEP_BLANK; }
- virtual void inform_input_size(unsigned input_num, unsigned width, unsigned height);
- virtual void get_output_size(unsigned *width, unsigned *height,
- unsigned *virtual_width, unsigned *virtual_height) const;
+ void inform_input_size(unsigned input_num, unsigned width, unsigned height) override;
+ void get_output_size(unsigned *width, unsigned *height,
+ unsigned *virtual_width, unsigned *virtual_height) const override;
enum FieldPosition { TOP = 0, BOTTOM = 1 };
private:
+ // If compute shaders are supported, contains the actual effect.
+ // If not, nullptr.
+ std::unique_ptr<DeinterlaceComputeEffect> compute_effect_owner;
+ DeinterlaceComputeEffect *compute_effect = nullptr;
+
unsigned widths[5], heights[5];
// See file-level comment for explanation of this option.
float other_offset[3];
};
+// A compute shader implementation of DeinterlaceEffect. It saves a bunch of loads
+// since it can share them between neighboring pixels (and also does not need
+// texture bounce), so it has the potential to be faster, although exactly how
+// much depends on your chain and other factors. DeinterlaceEffect will
+// automatically become a proxy to DeinterlaceComputeEffect if your system
+// supports compute shaders.
+class DeinterlaceComputeEffect : public Effect {
+public:
+ DeinterlaceComputeEffect();
+ std::string effect_type_id() const override { return "DeinterlaceComputeEffect"; }
+ std::string output_fragment_shader() override;
+
+ void set_gl_state(GLuint glsl_program_num, const std::string &prefix, unsigned *sampler_num) override;
+
+ unsigned num_inputs() const override { return 5; }
+ bool changes_output_size() const override { return true; }
+ bool is_compute_shader() const override { return true; }
+ void get_compute_dimensions(unsigned output_width, unsigned output_height,
+ unsigned *x, unsigned *y, unsigned *z) const override;
+
+ AlphaHandling alpha_handling() const override { return INPUT_PREMULTIPLIED_ALPHA_KEEP_BLANK; }
+
+ void inform_input_size(unsigned input_num, unsigned width, unsigned height) override;
+ void get_output_size(unsigned *width, unsigned *height,
+ unsigned *virtual_width, unsigned *virtual_height) const override;
+
+ enum FieldPosition { TOP = 0, BOTTOM = 1 };
+
+private:
+ unsigned widths[5], heights[5];
+
+ // See file-level comment for explanation of this option.
+ bool enable_spatial_interlacing_check;
+
+ // Which field the current input (the middle one) is.
+ FieldPosition current_field_position;
+
+ // Offset for one pixel in the horizontal and verticla direction (1/width, 1/height).
+ float inv_width, inv_height;
+
+ // For evaluating the low-pass filter (in the current field). Four taps.
+ float current_field_vertical_offset;
+};
+
} // namespace movit
#endif // !defined(_MOVIT_DEINTERLACE_EFFECT_H)