1 #define GL_GLEXT_PROTOTYPES 1
15 #include "effect_chain.h"
16 #include "gamma_expansion_effect.h"
17 #include "gamma_compression_effect.h"
18 #include "colorspace_conversion_effect.h"
19 #include "dither_effect.h"
23 EffectChain::EffectChain(float aspect_nom, float aspect_denom)
24 : aspect_nom(aspect_nom),
25 aspect_denom(aspect_denom),
31 EffectChain::~EffectChain()
33 for (unsigned i = 0; i < nodes.size(); ++i) {
34 if (nodes[i]->output_texture != 0) {
35 glDeleteTextures(1, &nodes[i]->output_texture);
37 delete nodes[i]->effect;
40 for (unsigned i = 0; i < phases.size(); ++i) {
41 glDeleteProgram(phases[i]->glsl_program_num);
42 glDeleteShader(phases[i]->vertex_shader);
43 glDeleteShader(phases[i]->fragment_shader);
47 glDeleteFramebuffers(1, &fbo);
51 Input *EffectChain::add_input(Input *input)
53 inputs.push_back(input);
58 void EffectChain::add_output(const ImageFormat &format)
60 output_format = format;
63 Node *EffectChain::add_node(Effect *effect)
66 sprintf(effect_id, "eff%u", (unsigned)nodes.size());
68 Node *node = new Node;
69 node->effect = effect;
70 node->disabled = false;
71 node->effect_id = effect_id;
72 node->output_color_space = COLORSPACE_INVALID;
73 node->output_gamma_curve = GAMMA_INVALID;
74 node->output_texture = 0;
76 nodes.push_back(node);
77 node_map[effect] = node;
81 void EffectChain::connect_nodes(Node *sender, Node *receiver)
83 sender->outgoing_links.push_back(receiver);
84 receiver->incoming_links.push_back(sender);
87 void EffectChain::replace_receiver(Node *old_receiver, Node *new_receiver)
89 new_receiver->incoming_links = old_receiver->incoming_links;
90 old_receiver->incoming_links.clear();
92 for (unsigned i = 0; i < new_receiver->incoming_links.size(); ++i) {
93 Node *sender = new_receiver->incoming_links[i];
94 for (unsigned j = 0; j < sender->outgoing_links.size(); ++j) {
95 if (sender->outgoing_links[j] == old_receiver) {
96 sender->outgoing_links[j] = new_receiver;
102 void EffectChain::replace_sender(Node *old_sender, Node *new_sender)
104 new_sender->outgoing_links = old_sender->outgoing_links;
105 old_sender->outgoing_links.clear();
107 for (unsigned i = 0; i < new_sender->outgoing_links.size(); ++i) {
108 Node *receiver = new_sender->outgoing_links[i];
109 for (unsigned j = 0; j < receiver->incoming_links.size(); ++j) {
110 if (receiver->incoming_links[j] == old_sender) {
111 receiver->incoming_links[j] = new_sender;
117 void EffectChain::insert_node_between(Node *sender, Node *middle, Node *receiver)
119 for (unsigned i = 0; i < sender->outgoing_links.size(); ++i) {
120 if (sender->outgoing_links[i] == receiver) {
121 sender->outgoing_links[i] = middle;
122 middle->incoming_links.push_back(sender);
125 for (unsigned i = 0; i < receiver->incoming_links.size(); ++i) {
126 if (receiver->incoming_links[i] == sender) {
127 receiver->incoming_links[i] = middle;
128 middle->outgoing_links.push_back(receiver);
132 assert(middle->incoming_links.size() == middle->effect->num_inputs());
135 void EffectChain::find_all_nonlinear_inputs(Node *node, std::vector<Node *> *nonlinear_inputs)
137 if (node->output_gamma_curve == GAMMA_LINEAR &&
138 node->effect->effect_type_id() != "GammaCompressionEffect") {
141 if (node->effect->num_inputs() == 0) {
142 nonlinear_inputs->push_back(node);
144 assert(node->effect->num_inputs() == node->incoming_links.size());
145 for (unsigned i = 0; i < node->incoming_links.size(); ++i) {
146 find_all_nonlinear_inputs(node->incoming_links[i], nonlinear_inputs);
151 Effect *EffectChain::add_effect(Effect *effect, const std::vector<Effect *> &inputs)
153 assert(inputs.size() == effect->num_inputs());
154 Node *node = add_node(effect);
155 for (unsigned i = 0; i < inputs.size(); ++i) {
156 assert(node_map.count(inputs[i]) != 0);
157 connect_nodes(node_map[inputs[i]], node);
162 // GLSL pre-1.30 doesn't support token pasting. Replace PREFIX(x) with <effect_id>_x.
163 std::string replace_prefix(const std::string &text, const std::string &prefix)
168 while (start < text.size()) {
169 size_t pos = text.find("PREFIX(", start);
170 if (pos == std::string::npos) {
171 output.append(text.substr(start, std::string::npos));
175 output.append(text.substr(start, pos - start));
176 output.append(prefix);
179 pos += strlen("PREFIX(");
181 // Output stuff until we find the matching ), which we then eat.
183 size_t end_arg_pos = pos;
184 while (end_arg_pos < text.size()) {
185 if (text[end_arg_pos] == '(') {
187 } else if (text[end_arg_pos] == ')') {
195 output.append(text.substr(pos, end_arg_pos - pos));
203 Phase *EffectChain::compile_glsl_program(
204 const std::vector<Node *> &inputs,
205 const std::vector<Node *> &effects)
207 assert(!effects.empty());
209 // Deduplicate the inputs.
210 std::vector<Node *> true_inputs = inputs;
211 std::sort(true_inputs.begin(), true_inputs.end());
212 true_inputs.erase(std::unique(true_inputs.begin(), true_inputs.end()), true_inputs.end());
214 bool input_needs_mipmaps = false;
215 std::string frag_shader = read_file("header.frag");
217 // Create functions for all the texture inputs that we need.
218 for (unsigned i = 0; i < true_inputs.size(); ++i) {
219 Node *input = true_inputs[i];
221 frag_shader += std::string("uniform sampler2D tex_") + input->effect_id + ";\n";
222 frag_shader += std::string("vec4 ") + input->effect_id + "(vec2 tc) {\n";
223 frag_shader += "\treturn texture2D(tex_" + input->effect_id + ", tc);\n";
224 frag_shader += "}\n";
228 for (unsigned i = 0; i < effects.size(); ++i) {
229 Node *node = effects[i];
231 if (node->incoming_links.size() == 1) {
232 frag_shader += std::string("#define INPUT ") + node->incoming_links[0]->effect_id + "\n";
234 for (unsigned j = 0; j < node->incoming_links.size(); ++j) {
236 sprintf(buf, "#define INPUT%d %s\n", j + 1, node->incoming_links[j]->effect_id.c_str());
242 frag_shader += std::string("#define FUNCNAME ") + node->effect_id + "\n";
243 frag_shader += replace_prefix(node->effect->output_convenience_uniforms(), node->effect_id);
244 frag_shader += replace_prefix(node->effect->output_fragment_shader(), node->effect_id);
245 frag_shader += "#undef PREFIX\n";
246 frag_shader += "#undef FUNCNAME\n";
247 if (node->incoming_links.size() == 1) {
248 frag_shader += "#undef INPUT\n";
250 for (unsigned j = 0; j < node->incoming_links.size(); ++j) {
252 sprintf(buf, "#undef INPUT%d\n", j + 1);
258 input_needs_mipmaps |= node->effect->needs_mipmaps();
260 for (unsigned i = 0; i < effects.size(); ++i) {
261 Node *node = effects[i];
262 if (node->effect->num_inputs() == 0) {
263 CHECK(node->effect->set_int("needs_mipmaps", input_needs_mipmaps));
266 frag_shader += std::string("#define INPUT ") + effects.back()->effect_id + "\n";
267 frag_shader.append(read_file("footer.frag"));
269 if (movit_debug_level == MOVIT_DEBUG_ON) {
270 // Output shader to a temporary file, for easier debugging.
271 static int compiled_shader_num = 0;
273 sprintf(filename, "chain-%03d.frag", compiled_shader_num++);
274 FILE *fp = fopen(filename, "w");
279 fprintf(fp, "%s\n", frag_shader.c_str());
283 GLuint glsl_program_num = glCreateProgram();
284 GLuint vs_obj = compile_shader(read_file("vs.vert"), GL_VERTEX_SHADER);
285 GLuint fs_obj = compile_shader(frag_shader, GL_FRAGMENT_SHADER);
286 glAttachShader(glsl_program_num, vs_obj);
288 glAttachShader(glsl_program_num, fs_obj);
290 glLinkProgram(glsl_program_num);
293 Phase *phase = new Phase;
294 phase->glsl_program_num = glsl_program_num;
295 phase->vertex_shader = vs_obj;
296 phase->fragment_shader = fs_obj;
297 phase->input_needs_mipmaps = input_needs_mipmaps;
298 phase->inputs = true_inputs;
299 phase->effects = effects;
304 // Construct GLSL programs, starting at the given effect and following
305 // the chain from there. We end a program every time we come to an effect
306 // marked as "needs texture bounce", one that is used by multiple other
307 // effects, every time an effect wants to change the output size,
308 // and of course at the end.
310 // We follow a quite simple depth-first search from the output, although
311 // without any explicit recursion.
312 void EffectChain::construct_glsl_programs(Node *output)
314 // Which effects have already been completed in this phase?
315 // We need to keep track of it, as an effect with multiple outputs
316 // could otherwise be calculate multiple times.
317 std::set<Node *> completed_effects;
319 // Effects in the current phase, as well as inputs (outputs from other phases
320 // that we depend on). Note that since we start iterating from the end,
321 // the effect list will be in the reverse order.
322 std::vector<Node *> this_phase_inputs;
323 std::vector<Node *> this_phase_effects;
325 // Effects that we have yet to calculate, but that we know should
326 // be in the current phase.
327 std::stack<Node *> effects_todo_this_phase;
329 // Effects that we have yet to calculate, but that come from other phases.
330 // We delay these until we have this phase done in its entirety,
331 // at which point we pick any of them and start a new phase from that.
332 std::stack<Node *> effects_todo_other_phases;
334 effects_todo_this_phase.push(output);
336 for ( ;; ) { // Termination condition within loop.
337 if (!effects_todo_this_phase.empty()) {
338 // OK, we have more to do this phase.
339 Node *node = effects_todo_this_phase.top();
340 effects_todo_this_phase.pop();
342 // This should currently only happen for effects that are phase outputs,
343 // and we throw those out separately below.
344 assert(completed_effects.count(node) == 0);
346 this_phase_effects.push_back(node);
347 completed_effects.insert(node);
349 // Find all the dependencies of this effect, and add them to the stack.
350 std::vector<Node *> deps = node->incoming_links;
351 assert(node->effect->num_inputs() == deps.size());
352 for (unsigned i = 0; i < deps.size(); ++i) {
353 bool start_new_phase = false;
355 // FIXME: If we sample directly from a texture, we won't need this.
356 if (node->effect->needs_texture_bounce()) {
357 start_new_phase = true;
360 if (deps[i]->outgoing_links.size() > 1) {
361 if (deps[i]->effect->num_inputs() > 0) {
362 // More than one effect uses this as the input,
363 // and it is not a texture itself.
364 // The easiest thing to do (and probably also the safest
365 // performance-wise in most cases) is to bounce it to a texture
366 // and then let the next passes read from that.
367 start_new_phase = true;
369 // For textures, we try to be slightly more clever;
370 // if none of our outputs need a bounce, we don't bounce
371 // but instead simply use the effect many times.
373 // Strictly speaking, we could bounce it for some outputs
374 // and use it directly for others, but the processing becomes
375 // somewhat simpler if the effect is only used in one such way.
376 for (unsigned j = 0; j < deps[i]->outgoing_links.size(); ++j) {
377 Node *rdep = deps[i]->outgoing_links[j];
378 start_new_phase |= rdep->effect->needs_texture_bounce();
383 if (deps[i]->effect->changes_output_size()) {
384 start_new_phase = true;
387 if (start_new_phase) {
388 effects_todo_other_phases.push(deps[i]);
389 this_phase_inputs.push_back(deps[i]);
391 effects_todo_this_phase.push(deps[i]);
397 // No more effects to do this phase. Take all the ones we have,
398 // and create a GLSL program for it.
399 if (!this_phase_effects.empty()) {
400 reverse(this_phase_effects.begin(), this_phase_effects.end());
401 phases.push_back(compile_glsl_program(this_phase_inputs, this_phase_effects));
402 this_phase_effects.back()->phase = phases.back();
403 this_phase_inputs.clear();
404 this_phase_effects.clear();
406 assert(this_phase_inputs.empty());
407 assert(this_phase_effects.empty());
409 // If we have no effects left, exit.
410 if (effects_todo_other_phases.empty()) {
414 Node *node = effects_todo_other_phases.top();
415 effects_todo_other_phases.pop();
417 if (completed_effects.count(node) == 0) {
418 // Start a new phase, calculating from this effect.
419 effects_todo_this_phase.push(node);
423 // Finally, since the phases are found from the output but must be executed
424 // from the input(s), reverse them, too.
425 std::reverse(phases.begin(), phases.end());
428 void EffectChain::output_dot(const char *filename)
430 if (movit_debug_level != MOVIT_DEBUG_ON) {
434 FILE *fp = fopen(filename, "w");
440 fprintf(fp, "digraph G {\n");
441 for (unsigned i = 0; i < nodes.size(); ++i) {
442 // Find out which phase this event belongs to.
444 for (unsigned j = 0; j < phases.size(); ++j) {
445 const Phase* p = phases[j];
446 if (std::find(p->effects.begin(), p->effects.end(), nodes[i]) != p->effects.end()) {
447 assert(in_phase == -1);
452 if (in_phase == -1) {
453 fprintf(fp, " n%ld [label=\"%s\"];\n", (long)nodes[i], nodes[i]->effect->effect_type_id().c_str());
455 fprintf(fp, " n%ld [label=\"%s\" style=\"filled\" fillcolor=\"/accent8/%d\"];\n",
456 (long)nodes[i], nodes[i]->effect->effect_type_id().c_str(),
459 for (unsigned j = 0; j < nodes[i]->outgoing_links.size(); ++j) {
460 std::vector<std::string> labels;
462 if (nodes[i]->outgoing_links[j]->effect->needs_texture_bounce()) {
463 labels.push_back("needs_bounce");
465 if (nodes[i]->effect->changes_output_size()) {
466 labels.push_back("resize");
469 switch (nodes[i]->output_color_space) {
470 case COLORSPACE_INVALID:
471 labels.push_back("spc[invalid]");
473 case COLORSPACE_REC_601_525:
474 labels.push_back("spc[rec601-525]");
476 case COLORSPACE_REC_601_625:
477 labels.push_back("spc[rec601-625]");
483 switch (nodes[i]->output_gamma_curve) {
485 labels.push_back("gamma[invalid]");
488 labels.push_back("gamma[sRGB]");
490 case GAMMA_REC_601: // and GAMMA_REC_709
491 labels.push_back("gamma[rec601/709]");
497 if (labels.empty()) {
498 fprintf(fp, " n%ld -> n%ld;\n", (long)nodes[i], (long)nodes[i]->outgoing_links[j]);
500 std::string label = labels[0];
501 for (unsigned k = 1; k < labels.size(); ++k) {
502 label += ", " + labels[k];
504 fprintf(fp, " n%ld -> n%ld [label=\"%s\"];\n", (long)nodes[i], (long)nodes[i]->outgoing_links[j], label.c_str());
513 unsigned EffectChain::fit_rectangle_to_aspect(unsigned width, unsigned height)
515 if (float(width) * aspect_denom >= float(height) * aspect_nom) {
516 // Same aspect, or W/H > aspect (image is wider than the frame).
517 // In either case, keep width.
520 // W/H < aspect (image is taller than the frame), so keep height,
521 // and adjust width correspondingly.
522 return lrintf(height * aspect_nom / aspect_denom);
526 // Propagate input texture sizes throughout, and inform effects downstream.
527 // (Like a lot of other code, we depend on effects being in topological order.)
528 void EffectChain::inform_input_sizes(Phase *phase)
530 // All effects that have a defined size (inputs and RTT inputs)
531 // get that. Reset all others.
532 for (unsigned i = 0; i < phase->effects.size(); ++i) {
533 Node *node = phase->effects[i];
534 if (node->effect->num_inputs() == 0) {
535 Input *input = static_cast<Input *>(node->effect);
536 node->output_width = input->get_width();
537 node->output_height = input->get_height();
538 assert(node->output_width != 0);
539 assert(node->output_height != 0);
541 node->output_width = node->output_height = 0;
544 for (unsigned i = 0; i < phase->inputs.size(); ++i) {
545 Node *input = phase->inputs[i];
546 input->output_width = input->phase->output_width;
547 input->output_height = input->phase->output_height;
548 assert(input->output_width != 0);
549 assert(input->output_height != 0);
552 // Now propagate from the inputs towards the end, and inform as we go.
553 // The rules are simple:
555 // 1. Don't touch effects that already have given sizes (ie., inputs).
556 // 2. If all of your inputs have the same size, that will be your output size.
557 // 3. Otherwise, your output size is 0x0.
558 for (unsigned i = 0; i < phase->effects.size(); ++i) {
559 Node *node = phase->effects[i];
560 if (node->effect->num_inputs() == 0) {
563 unsigned this_output_width = 0;
564 unsigned this_output_height = 0;
565 for (unsigned j = 0; j < node->incoming_links.size(); ++j) {
566 Node *input = node->incoming_links[j];
567 node->effect->inform_input_size(j, input->output_width, input->output_height);
569 this_output_width = input->output_width;
570 this_output_height = input->output_height;
571 } else if (input->output_width != this_output_width || input->output_height != this_output_height) {
573 this_output_width = 0;
574 this_output_height = 0;
577 node->output_width = this_output_width;
578 node->output_height = this_output_height;
582 // Note: You should call inform_input_sizes() before this, as the last effect's
583 // desired output size might change based on the inputs.
584 void EffectChain::find_output_size(Phase *phase)
586 Node *output_node = phase->effects.back();
588 // If the last effect explicitly sets an output size, use that.
589 if (output_node->effect->changes_output_size()) {
590 output_node->effect->get_output_size(&phase->output_width, &phase->output_height);
594 // If not, look at the input phases and textures.
595 // We select the largest one (by fit into the current aspect).
596 unsigned best_width = 0;
597 for (unsigned i = 0; i < phase->inputs.size(); ++i) {
598 Node *input = phase->inputs[i];
599 assert(input->phase->output_width != 0);
600 assert(input->phase->output_height != 0);
601 unsigned width = fit_rectangle_to_aspect(input->phase->output_width, input->phase->output_height);
602 if (width > best_width) {
606 for (unsigned i = 0; i < phase->effects.size(); ++i) {
607 Effect *effect = phase->effects[i]->effect;
608 if (effect->num_inputs() != 0) {
612 Input *input = static_cast<Input *>(effect);
613 unsigned width = fit_rectangle_to_aspect(input->get_width(), input->get_height());
614 if (width > best_width) {
618 assert(best_width != 0);
619 phase->output_width = best_width;
620 phase->output_height = best_width * aspect_denom / aspect_nom;
623 void EffectChain::sort_nodes_topologically()
625 std::set<Node *> visited_nodes;
626 std::vector<Node *> sorted_list;
627 for (unsigned i = 0; i < nodes.size(); ++i) {
628 if (nodes[i]->incoming_links.size() == 0) {
629 topological_sort_visit_node(nodes[i], &visited_nodes, &sorted_list);
632 reverse(sorted_list.begin(), sorted_list.end());
636 void EffectChain::topological_sort_visit_node(Node *node, std::set<Node *> *visited_nodes, std::vector<Node *> *sorted_list)
638 if (visited_nodes->count(node) != 0) {
641 visited_nodes->insert(node);
642 for (unsigned i = 0; i < node->outgoing_links.size(); ++i) {
643 topological_sort_visit_node(node->outgoing_links[i], visited_nodes, sorted_list);
645 sorted_list->push_back(node);
648 void EffectChain::find_color_spaces_for_inputs()
650 for (unsigned i = 0; i < nodes.size(); ++i) {
651 Node *node = nodes[i];
652 if (node->disabled) {
655 if (node->incoming_links.size() == 0) {
656 Input *input = static_cast<Input *>(node->effect);
657 node->output_color_space = input->get_color_space();
658 node->output_gamma_curve = input->get_gamma_curve();
663 // Propagate gamma and color space information as far as we can in the graph.
664 // The rules are simple: Anything where all the inputs agree, get that as
665 // output as well. Anything else keeps having *_INVALID.
666 void EffectChain::propagate_gamma_and_color_space()
668 // We depend on going through the nodes in order.
669 sort_nodes_topologically();
671 for (unsigned i = 0; i < nodes.size(); ++i) {
672 Node *node = nodes[i];
673 if (node->disabled) {
676 assert(node->incoming_links.size() == node->effect->num_inputs());
677 if (node->incoming_links.size() == 0) {
678 assert(node->output_color_space != COLORSPACE_INVALID);
679 assert(node->output_gamma_curve != GAMMA_INVALID);
683 Colorspace color_space = node->incoming_links[0]->output_color_space;
684 GammaCurve gamma_curve = node->incoming_links[0]->output_gamma_curve;
685 for (unsigned j = 1; j < node->incoming_links.size(); ++j) {
686 if (node->incoming_links[j]->output_color_space != color_space) {
687 color_space = COLORSPACE_INVALID;
689 if (node->incoming_links[j]->output_gamma_curve != gamma_curve) {
690 gamma_curve = GAMMA_INVALID;
694 // The conversion effects already have their outputs set correctly,
695 // so leave them alone.
696 if (node->effect->effect_type_id() != "ColorspaceConversionEffect") {
697 node->output_color_space = color_space;
699 if (node->effect->effect_type_id() != "GammaCompressionEffect" &&
700 node->effect->effect_type_id() != "GammaExpansionEffect") {
701 node->output_gamma_curve = gamma_curve;
706 bool EffectChain::node_needs_colorspace_fix(Node *node)
708 if (node->disabled) {
711 if (node->effect->num_inputs() == 0) {
715 // propagate_gamma_and_color_space() has already set our output
716 // to COLORSPACE_INVALID if the inputs differ, so we can rely on that.
717 if (node->output_color_space == COLORSPACE_INVALID) {
720 return (node->effect->needs_srgb_primaries() && node->output_color_space != COLORSPACE_sRGB);
723 // Fix up color spaces so that there are no COLORSPACE_INVALID nodes left in
724 // the graph. Our strategy is not always optimal, but quite simple:
725 // Find an effect that's as early as possible where the inputs are of
726 // unacceptable colorspaces (that is, either different, or, if the effect only
727 // wants sRGB, not sRGB.) Add appropriate conversions on all its inputs,
728 // propagate the information anew, and repeat until there are no more such
730 void EffectChain::fix_internal_color_spaces()
732 unsigned colorspace_propagation_pass = 0;
736 for (unsigned i = 0; i < nodes.size(); ++i) {
737 Node *node = nodes[i];
738 if (!node_needs_colorspace_fix(node)) {
742 // Go through each input that is not sRGB, and insert
743 // a colorspace conversion before it.
744 for (unsigned j = 0; j < node->incoming_links.size(); ++j) {
745 Node *input = node->incoming_links[j];
746 assert(input->output_color_space != COLORSPACE_INVALID);
747 if (input->output_color_space == COLORSPACE_sRGB) {
750 Node *conversion = add_node(new ColorspaceConversionEffect());
751 CHECK(conversion->effect->set_int("source_space", input->output_color_space));
752 CHECK(conversion->effect->set_int("destination_space", COLORSPACE_sRGB));
753 conversion->output_color_space = COLORSPACE_sRGB;
754 insert_node_between(input, conversion, node);
757 // Re-sort topologically, and propagate the new information.
758 propagate_gamma_and_color_space();
765 sprintf(filename, "step3-colorspacefix-iter%u.dot", ++colorspace_propagation_pass);
766 output_dot(filename);
767 assert(colorspace_propagation_pass < 100);
770 for (unsigned i = 0; i < nodes.size(); ++i) {
771 Node *node = nodes[i];
772 if (node->disabled) {
775 assert(node->output_color_space != COLORSPACE_INVALID);
779 // Make so that the output is in the desired color space.
780 void EffectChain::fix_output_color_space()
782 Node *output = find_output_node();
783 if (output->output_color_space != output_format.color_space) {
784 Node *conversion = add_node(new ColorspaceConversionEffect());
785 CHECK(conversion->effect->set_int("source_space", output->output_color_space));
786 CHECK(conversion->effect->set_int("destination_space", output_format.color_space));
787 conversion->output_color_space = output_format.color_space;
788 connect_nodes(output, conversion);
789 propagate_gamma_and_color_space();
793 bool EffectChain::node_needs_gamma_fix(Node *node)
795 if (node->disabled) {
799 // Small hack since the output is not an explicit node:
800 // If we are the last node and our output is in the wrong
801 // space compared to EffectChain's output, we need to fix it.
802 // This will only take us to linear, but fix_output_gamma()
803 // will come and take us to the desired output gamma
806 // This needs to be before everything else, since it could
807 // even apply to inputs (if they are the only effect).
808 if (node->outgoing_links.empty() &&
809 node->output_gamma_curve != output_format.gamma_curve &&
810 node->output_gamma_curve != GAMMA_LINEAR) {
814 if (node->effect->num_inputs() == 0) {
818 // propagate_gamma_and_color_space() has already set our output
819 // to GAMMA_INVALID if the inputs differ, so we can rely on that,
820 // except for GammaCompressionEffect.
821 if (node->output_gamma_curve == GAMMA_INVALID) {
824 if (node->effect->effect_type_id() == "GammaCompressionEffect") {
825 assert(node->incoming_links.size() == 1);
826 return node->incoming_links[0]->output_gamma_curve != GAMMA_LINEAR;
829 return (node->effect->needs_linear_light() && node->output_gamma_curve != GAMMA_LINEAR);
832 // Very similar to fix_internal_color_spaces(), but for gamma.
833 // There is one difference, though; before we start adding conversion nodes,
834 // we see if we can get anything out of asking the sources to deliver
835 // linear gamma directly. fix_internal_gamma_by_asking_inputs()
836 // does that part, while fix_internal_gamma_by_inserting_nodes()
837 // inserts nodes as needed afterwards.
838 void EffectChain::fix_internal_gamma_by_asking_inputs(unsigned step)
840 unsigned gamma_propagation_pass = 0;
844 for (unsigned i = 0; i < nodes.size(); ++i) {
845 Node *node = nodes[i];
846 if (!node_needs_gamma_fix(node)) {
850 // See if all inputs can give us linear gamma. If not, leave it.
851 std::vector<Node *> nonlinear_inputs;
852 find_all_nonlinear_inputs(node, &nonlinear_inputs);
853 assert(!nonlinear_inputs.empty());
856 for (unsigned i = 0; i < nonlinear_inputs.size(); ++i) {
857 Input *input = static_cast<Input *>(nonlinear_inputs[i]->effect);
858 all_ok &= input->can_output_linear_gamma();
865 for (unsigned i = 0; i < nonlinear_inputs.size(); ++i) {
866 CHECK(nonlinear_inputs[i]->effect->set_int("output_linear_gamma", 1));
867 nonlinear_inputs[i]->output_gamma_curve = GAMMA_LINEAR;
870 // Re-sort topologically, and propagate the new information.
871 propagate_gamma_and_color_space();
878 sprintf(filename, "step%u-gammafix-iter%u.dot", step, ++gamma_propagation_pass);
879 output_dot(filename);
880 assert(gamma_propagation_pass < 100);
884 void EffectChain::fix_internal_gamma_by_inserting_nodes(unsigned step)
886 unsigned gamma_propagation_pass = 0;
890 for (unsigned i = 0; i < nodes.size(); ++i) {
891 Node *node = nodes[i];
892 if (!node_needs_gamma_fix(node)) {
896 // Special case: We could be an input and still be asked to
897 // fix our gamma; if so, we should be the only node
898 // (as node_needs_gamma_fix() would only return true in
899 // for an input in that case). That means we should insert
900 // a conversion node _after_ ourselves.
901 if (node->incoming_links.empty()) {
902 assert(node->outgoing_links.empty());
903 Node *conversion = add_node(new GammaExpansionEffect());
904 CHECK(conversion->effect->set_int("source_curve", node->output_gamma_curve));
905 conversion->output_gamma_curve = GAMMA_LINEAR;
906 connect_nodes(node, conversion);
909 // If not, go through each input that is not linear gamma,
910 // and insert a gamma conversion before it.
911 for (unsigned j = 0; j < node->incoming_links.size(); ++j) {
912 Node *input = node->incoming_links[j];
913 assert(input->output_gamma_curve != GAMMA_INVALID);
914 if (input->output_gamma_curve == GAMMA_LINEAR) {
917 Node *conversion = add_node(new GammaExpansionEffect());
918 CHECK(conversion->effect->set_int("source_curve", input->output_gamma_curve));
919 conversion->output_gamma_curve = GAMMA_LINEAR;
920 insert_node_between(input, conversion, node);
923 // Re-sort topologically, and propagate the new information.
924 propagate_gamma_and_color_space();
931 sprintf(filename, "step%u-gammafix-iter%u.dot", step, ++gamma_propagation_pass);
932 output_dot(filename);
933 assert(gamma_propagation_pass < 100);
936 for (unsigned i = 0; i < nodes.size(); ++i) {
937 Node *node = nodes[i];
938 if (node->disabled) {
941 assert(node->output_gamma_curve != GAMMA_INVALID);
945 // Make so that the output is in the desired gamma.
946 // Note that this assumes linear input gamma, so it might create the need
947 // for another pass of fix_internal_gamma().
948 void EffectChain::fix_output_gamma()
950 Node *output = find_output_node();
951 if (output->output_gamma_curve != output_format.gamma_curve) {
952 Node *conversion = add_node(new GammaCompressionEffect());
953 CHECK(conversion->effect->set_int("destination_curve", output_format.gamma_curve));
954 conversion->output_gamma_curve = output_format.gamma_curve;
955 connect_nodes(output, conversion);
959 // If the user has requested dither, add a DitherEffect right at the end
960 // (after GammaCompressionEffect etc.). This needs to be done after everything else,
961 // since dither is about the only effect that can _not_ be done in linear space.
962 void EffectChain::add_dither_if_needed()
964 if (num_dither_bits == 0) {
967 Node *output = find_output_node();
968 Node *dither = add_node(new DitherEffect());
969 CHECK(dither->effect->set_int("num_bits", num_dither_bits));
970 connect_nodes(output, dither);
972 dither_effect = dither->effect;
975 // Find the output node. This is, simply, one that has no outgoing links.
976 // If there are multiple ones, the graph is malformed (we do not support
977 // multiple outputs right now).
978 Node *EffectChain::find_output_node()
980 std::vector<Node *> output_nodes;
981 for (unsigned i = 0; i < nodes.size(); ++i) {
982 Node *node = nodes[i];
983 if (node->disabled) {
986 if (node->outgoing_links.empty()) {
987 output_nodes.push_back(node);
990 assert(output_nodes.size() == 1);
991 return output_nodes[0];
994 void EffectChain::finalize()
996 // Output the graph as it is before we do any conversions on it.
997 output_dot("step0-start.dot");
999 // Give each effect in turn a chance to rewrite its own part of the graph.
1000 // Note that if more effects are added as part of this, they will be
1001 // picked up as part of the same for loop, since they are added at the end.
1002 for (unsigned i = 0; i < nodes.size(); ++i) {
1003 nodes[i]->effect->rewrite_graph(this, nodes[i]);
1005 output_dot("step1-rewritten.dot");
1007 find_color_spaces_for_inputs();
1008 output_dot("step2-input-colorspace.dot");
1010 propagate_gamma_and_color_space();
1011 output_dot("step3-propagated.dot");
1013 fix_internal_color_spaces();
1014 fix_output_color_space();
1015 output_dot("step4-output-colorspacefix.dot");
1017 // Note that we need to fix gamma after colorspace conversion,
1018 // because colorspace conversions might create needs for gamma conversions.
1019 // Also, we need to run an extra pass of fix_internal_gamma() after
1020 // fixing the output gamma, as we only have conversions to/from linear.
1021 fix_internal_gamma_by_asking_inputs(5);
1022 fix_internal_gamma_by_inserting_nodes(6);
1024 output_dot("step7-output-gammafix.dot");
1025 fix_internal_gamma_by_asking_inputs(8);
1026 fix_internal_gamma_by_inserting_nodes(9);
1028 output_dot("step10-before-dither.dot");
1030 add_dither_if_needed();
1032 output_dot("step11-final.dot");
1034 // Construct all needed GLSL programs, starting at the output.
1035 construct_glsl_programs(find_output_node());
1037 output_dot("step12-split-to-phases.dot");
1039 // If we have more than one phase, we need intermediate render-to-texture.
1040 // Construct an FBO, and then as many textures as we need.
1041 // We choose the simplest option of having one texture per output,
1042 // since otherwise this turns into an (albeit simple)
1043 // register allocation problem.
1044 if (phases.size() > 1) {
1045 glGenFramebuffers(1, &fbo);
1047 for (unsigned i = 0; i < phases.size() - 1; ++i) {
1048 inform_input_sizes(phases[i]);
1049 find_output_size(phases[i]);
1051 Node *output_node = phases[i]->effects.back();
1052 glGenTextures(1, &output_node->output_texture);
1054 glBindTexture(GL_TEXTURE_2D, output_node->output_texture);
1056 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
1058 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
1060 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F_ARB, phases[i]->output_width, phases[i]->output_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
1063 output_node->output_texture_width = phases[i]->output_width;
1064 output_node->output_texture_height = phases[i]->output_height;
1066 inform_input_sizes(phases.back());
1069 for (unsigned i = 0; i < inputs.size(); ++i) {
1070 inputs[i]->finalize();
1073 assert(phases[0]->inputs.empty());
1078 void EffectChain::render_to_fbo(GLuint dest_fbo, unsigned width, unsigned height)
1082 // Save original viewport.
1083 GLuint x = 0, y = 0;
1085 if (width == 0 && height == 0) {
1087 glGetIntegerv(GL_VIEWPORT, viewport);
1090 width = viewport[2];
1091 height = viewport[3];
1095 glDisable(GL_BLEND);
1097 glDisable(GL_DEPTH_TEST);
1099 glDepthMask(GL_FALSE);
1102 glMatrixMode(GL_PROJECTION);
1104 glOrtho(0.0, 1.0, 0.0, 1.0, 0.0, 1.0);
1106 glMatrixMode(GL_MODELVIEW);
1109 if (phases.size() > 1) {
1110 glBindFramebuffer(GL_FRAMEBUFFER, fbo);
1114 std::set<Node *> generated_mipmaps;
1116 for (unsigned phase = 0; phase < phases.size(); ++phase) {
1117 // See if the requested output size has changed. If so, we need to recreate
1118 // the texture (and before we start setting up inputs).
1119 inform_input_sizes(phases[phase]);
1120 if (phase != phases.size() - 1) {
1121 find_output_size(phases[phase]);
1123 Node *output_node = phases[phase]->effects.back();
1125 if (output_node->output_texture_width != phases[phase]->output_width ||
1126 output_node->output_texture_height != phases[phase]->output_height) {
1127 glActiveTexture(GL_TEXTURE0);
1129 glBindTexture(GL_TEXTURE_2D, output_node->output_texture);
1131 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F_ARB, phases[phase]->output_width, phases[phase]->output_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
1133 glBindTexture(GL_TEXTURE_2D, 0);
1136 output_node->output_texture_width = phases[phase]->output_width;
1137 output_node->output_texture_height = phases[phase]->output_height;
1141 glUseProgram(phases[phase]->glsl_program_num);
1144 // Set up RTT inputs for this phase.
1145 for (unsigned sampler = 0; sampler < phases[phase]->inputs.size(); ++sampler) {
1146 glActiveTexture(GL_TEXTURE0 + sampler);
1147 Node *input = phases[phase]->inputs[sampler];
1148 glBindTexture(GL_TEXTURE_2D, input->output_texture);
1150 if (phases[phase]->input_needs_mipmaps) {
1151 if (generated_mipmaps.count(input) == 0) {
1152 glGenerateMipmap(GL_TEXTURE_2D);
1154 generated_mipmaps.insert(input);
1156 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
1159 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
1163 std::string texture_name = std::string("tex_") + input->effect_id;
1164 glUniform1i(glGetUniformLocation(phases[phase]->glsl_program_num, texture_name.c_str()), sampler);
1168 // And now the output.
1169 if (phase == phases.size() - 1) {
1170 // Last phase goes to the output the user specified.
1171 glBindFramebuffer(GL_FRAMEBUFFER, dest_fbo);
1173 glViewport(x, y, width, height);
1174 if (dither_effect != NULL) {
1175 CHECK(dither_effect->set_int("output_width", width));
1176 CHECK(dither_effect->set_int("output_height", height));
1179 Node *output_node = phases[phase]->effects.back();
1180 glFramebufferTexture2D(
1182 GL_COLOR_ATTACHMENT0,
1184 output_node->output_texture,
1187 glViewport(0, 0, phases[phase]->output_width, phases[phase]->output_height);
1190 // Give the required parameters to all the effects.
1191 unsigned sampler_num = phases[phase]->inputs.size();
1192 for (unsigned i = 0; i < phases[phase]->effects.size(); ++i) {
1193 Node *node = phases[phase]->effects[i];
1194 node->effect->set_gl_state(phases[phase]->glsl_program_num, node->effect_id, &sampler_num);
1201 glTexCoord2f(0.0f, 0.0f);
1202 glVertex2f(0.0f, 0.0f);
1204 glTexCoord2f(1.0f, 0.0f);
1205 glVertex2f(1.0f, 0.0f);
1207 glTexCoord2f(1.0f, 1.0f);
1208 glVertex2f(1.0f, 1.0f);
1210 glTexCoord2f(0.0f, 1.0f);
1211 glVertex2f(0.0f, 1.0f);
1216 for (unsigned i = 0; i < phases[phase]->effects.size(); ++i) {
1217 Node *node = phases[phase]->effects[i];
1218 node->effect->clear_gl_state();