15 #include "alpha_division_effect.h"
16 #include "alpha_multiplication_effect.h"
17 #include "colorspace_conversion_effect.h"
18 #include "dither_effect.h"
20 #include "effect_chain.h"
21 #include "effect_util.h"
22 #include "gamma_compression_effect.h"
23 #include "gamma_expansion_effect.h"
26 #include "resource_pool.h"
28 #include "ycbcr_conversion_effect.h"
30 using namespace Eigen;
35 EffectChain::EffectChain(float aspect_nom, float aspect_denom, ResourcePool *resource_pool)
36 : aspect_nom(aspect_nom),
37 aspect_denom(aspect_denom),
38 output_color_rgba(false),
39 num_output_color_ycbcr(0),
41 ycbcr_conversion_effect_node(NULL),
42 intermediate_format(GL_RGBA16F),
43 intermediate_transformation(NO_FRAMEBUFFER_TRANSFORMATION),
45 output_origin(OUTPUT_ORIGIN_BOTTOM_LEFT),
47 resource_pool(resource_pool),
48 do_phase_timing(false) {
49 if (resource_pool == NULL) {
50 this->resource_pool = new ResourcePool();
51 owns_resource_pool = true;
53 owns_resource_pool = false;
56 // Generate a VBO with some data in (shared position and texture coordinate data).
62 vbo = generate_vbo(2, GL_FLOAT, sizeof(vertices), vertices);
65 EffectChain::~EffectChain()
67 for (unsigned i = 0; i < nodes.size(); ++i) {
68 delete nodes[i]->effect;
71 for (unsigned i = 0; i < phases.size(); ++i) {
72 resource_pool->release_glsl_program(phases[i]->glsl_program_num);
75 if (owns_resource_pool) {
78 glDeleteBuffers(1, &vbo);
82 Input *EffectChain::add_input(Input *input)
85 inputs.push_back(input);
90 void EffectChain::add_output(const ImageFormat &format, OutputAlphaFormat alpha_format)
93 assert(!output_color_rgba);
94 output_format = format;
95 output_alpha_format = alpha_format;
96 output_color_rgba = true;
99 void EffectChain::add_ycbcr_output(const ImageFormat &format, OutputAlphaFormat alpha_format,
100 const YCbCrFormat &ycbcr_format, YCbCrOutputSplitting output_splitting)
103 assert(num_output_color_ycbcr < 2);
104 output_format = format;
105 output_alpha_format = alpha_format;
107 if (num_output_color_ycbcr == 1) {
108 // Check that the format is the same.
109 assert(output_ycbcr_format.luma_coefficients == ycbcr_format.luma_coefficients);
110 assert(output_ycbcr_format.full_range == ycbcr_format.full_range);
111 assert(output_ycbcr_format.num_levels == ycbcr_format.num_levels);
112 assert(output_ycbcr_format.chroma_subsampling_x == 1);
113 assert(output_ycbcr_format.chroma_subsampling_y == 1);
115 output_ycbcr_format = ycbcr_format;
117 output_ycbcr_splitting[num_output_color_ycbcr++] = output_splitting;
119 assert(ycbcr_format.chroma_subsampling_x == 1);
120 assert(ycbcr_format.chroma_subsampling_y == 1);
123 void EffectChain::change_ycbcr_output_format(const YCbCrFormat &ycbcr_format)
125 assert(num_output_color_ycbcr > 0);
126 assert(output_ycbcr_format.chroma_subsampling_x == 1);
127 assert(output_ycbcr_format.chroma_subsampling_y == 1);
129 output_ycbcr_format = ycbcr_format;
131 YCbCrConversionEffect *effect = (YCbCrConversionEffect *)(ycbcr_conversion_effect_node->effect);
132 effect->change_output_format(ycbcr_format);
136 Node *EffectChain::add_node(Effect *effect)
138 for (unsigned i = 0; i < nodes.size(); ++i) {
139 assert(nodes[i]->effect != effect);
142 Node *node = new Node;
143 node->effect = effect;
144 node->disabled = false;
145 node->output_color_space = COLORSPACE_INVALID;
146 node->output_gamma_curve = GAMMA_INVALID;
147 node->output_alpha_type = ALPHA_INVALID;
148 node->needs_mipmaps = false;
149 node->one_to_one_sampling = false;
151 nodes.push_back(node);
152 node_map[effect] = node;
153 effect->inform_added(this);
157 void EffectChain::connect_nodes(Node *sender, Node *receiver)
159 sender->outgoing_links.push_back(receiver);
160 receiver->incoming_links.push_back(sender);
163 void EffectChain::replace_receiver(Node *old_receiver, Node *new_receiver)
165 new_receiver->incoming_links = old_receiver->incoming_links;
166 old_receiver->incoming_links.clear();
168 for (unsigned i = 0; i < new_receiver->incoming_links.size(); ++i) {
169 Node *sender = new_receiver->incoming_links[i];
170 for (unsigned j = 0; j < sender->outgoing_links.size(); ++j) {
171 if (sender->outgoing_links[j] == old_receiver) {
172 sender->outgoing_links[j] = new_receiver;
178 void EffectChain::replace_sender(Node *old_sender, Node *new_sender)
180 new_sender->outgoing_links = old_sender->outgoing_links;
181 old_sender->outgoing_links.clear();
183 for (unsigned i = 0; i < new_sender->outgoing_links.size(); ++i) {
184 Node *receiver = new_sender->outgoing_links[i];
185 for (unsigned j = 0; j < receiver->incoming_links.size(); ++j) {
186 if (receiver->incoming_links[j] == old_sender) {
187 receiver->incoming_links[j] = new_sender;
193 void EffectChain::insert_node_between(Node *sender, Node *middle, Node *receiver)
195 for (unsigned i = 0; i < sender->outgoing_links.size(); ++i) {
196 if (sender->outgoing_links[i] == receiver) {
197 sender->outgoing_links[i] = middle;
198 middle->incoming_links.push_back(sender);
201 for (unsigned i = 0; i < receiver->incoming_links.size(); ++i) {
202 if (receiver->incoming_links[i] == sender) {
203 receiver->incoming_links[i] = middle;
204 middle->outgoing_links.push_back(receiver);
208 assert(middle->incoming_links.size() == middle->effect->num_inputs());
211 GLenum EffectChain::get_input_sampler(Node *node, unsigned input_num) const
213 assert(node->effect->needs_texture_bounce());
214 assert(input_num < node->incoming_links.size());
215 assert(node->incoming_links[input_num]->bound_sampler_num >= 0);
216 assert(node->incoming_links[input_num]->bound_sampler_num < 8);
217 return GL_TEXTURE0 + node->incoming_links[input_num]->bound_sampler_num;
220 GLenum EffectChain::has_input_sampler(Node *node, unsigned input_num) const
222 assert(input_num < node->incoming_links.size());
223 return node->incoming_links[input_num]->bound_sampler_num >= 0 &&
224 node->incoming_links[input_num]->bound_sampler_num < 8;
227 void EffectChain::find_all_nonlinear_inputs(Node *node, vector<Node *> *nonlinear_inputs)
229 if (node->output_gamma_curve == GAMMA_LINEAR &&
230 node->effect->effect_type_id() != "GammaCompressionEffect") {
233 if (node->effect->num_inputs() == 0) {
234 nonlinear_inputs->push_back(node);
236 assert(node->effect->num_inputs() == node->incoming_links.size());
237 for (unsigned i = 0; i < node->incoming_links.size(); ++i) {
238 find_all_nonlinear_inputs(node->incoming_links[i], nonlinear_inputs);
243 Effect *EffectChain::add_effect(Effect *effect, const vector<Effect *> &inputs)
246 assert(inputs.size() == effect->num_inputs());
247 Node *node = add_node(effect);
248 for (unsigned i = 0; i < inputs.size(); ++i) {
249 assert(node_map.count(inputs[i]) != 0);
250 connect_nodes(node_map[inputs[i]], node);
255 // ESSL doesn't support token pasting. Replace PREFIX(x) with <effect_id>_x.
256 string replace_prefix(const string &text, const string &prefix)
261 while (start < text.size()) {
262 size_t pos = text.find("PREFIX(", start);
263 if (pos == string::npos) {
264 output.append(text.substr(start, string::npos));
268 output.append(text.substr(start, pos - start));
269 output.append(prefix);
272 pos += strlen("PREFIX(");
274 // Output stuff until we find the matching ), which we then eat.
276 size_t end_arg_pos = pos;
277 while (end_arg_pos < text.size()) {
278 if (text[end_arg_pos] == '(') {
280 } else if (text[end_arg_pos] == ')') {
288 output.append(text.substr(pos, end_arg_pos - pos));
299 void extract_uniform_declarations(const vector<Uniform<T> > &effect_uniforms,
300 const string &type_specifier,
301 const string &effect_id,
302 vector<Uniform<T> > *phase_uniforms,
305 for (unsigned i = 0; i < effect_uniforms.size(); ++i) {
306 phase_uniforms->push_back(effect_uniforms[i]);
307 phase_uniforms->back().prefix = effect_id;
309 *glsl_string += string("uniform ") + type_specifier + " " + effect_id
310 + "_" + effect_uniforms[i].name + ";\n";
315 void extract_uniform_array_declarations(const vector<Uniform<T> > &effect_uniforms,
316 const string &type_specifier,
317 const string &effect_id,
318 vector<Uniform<T> > *phase_uniforms,
321 for (unsigned i = 0; i < effect_uniforms.size(); ++i) {
322 phase_uniforms->push_back(effect_uniforms[i]);
323 phase_uniforms->back().prefix = effect_id;
326 snprintf(buf, sizeof(buf), "uniform %s %s_%s[%d];\n",
327 type_specifier.c_str(), effect_id.c_str(),
328 effect_uniforms[i].name.c_str(),
329 int(effect_uniforms[i].num_values));
335 void collect_uniform_locations(GLuint glsl_program_num, vector<Uniform<T> > *phase_uniforms)
337 for (unsigned i = 0; i < phase_uniforms->size(); ++i) {
338 Uniform<T> &uniform = (*phase_uniforms)[i];
339 uniform.location = get_uniform_location(glsl_program_num, uniform.prefix, uniform.name);
345 void EffectChain::compile_glsl_program(Phase *phase)
347 string frag_shader_header = read_version_dependent_file("header", "frag");
348 string frag_shader = "";
350 // Create functions and uniforms for all the texture inputs that we need.
351 for (unsigned i = 0; i < phase->inputs.size(); ++i) {
352 Node *input = phase->inputs[i]->output_node;
354 sprintf(effect_id, "in%u", i);
355 phase->effect_ids.insert(make_pair(input, effect_id));
357 frag_shader += string("uniform sampler2D tex_") + effect_id + ";\n";
358 frag_shader += string("vec4 ") + effect_id + "(vec2 tc) {\n";
359 frag_shader += "\tvec4 tmp = tex2D(tex_" + string(effect_id) + ", tc);\n";
361 if (intermediate_transformation == SQUARE_ROOT_FRAMEBUFFER_TRANSFORMATION &&
362 phase->inputs[i]->output_node->output_gamma_curve == GAMMA_LINEAR) {
363 frag_shader += "\ttmp.rgb *= tmp.rgb;\n";
366 frag_shader += "\treturn tmp;\n";
367 frag_shader += "}\n";
370 Uniform<int> uniform;
371 uniform.name = effect_id;
372 uniform.value = &phase->input_samplers[i];
373 uniform.prefix = "tex";
374 uniform.num_values = 1;
375 uniform.location = -1;
376 phase->uniforms_sampler2d.push_back(uniform);
379 // Give each effect in the phase its own ID.
380 for (unsigned i = 0; i < phase->effects.size(); ++i) {
381 Node *node = phase->effects[i];
383 sprintf(effect_id, "eff%u", i);
384 phase->effect_ids.insert(make_pair(node, effect_id));
387 for (unsigned i = 0; i < phase->effects.size(); ++i) {
388 Node *node = phase->effects[i];
389 const string effect_id = phase->effect_ids[node];
390 if (node->incoming_links.size() == 1) {
391 frag_shader += string("#define INPUT ") + phase->effect_ids[node->incoming_links[0]] + "\n";
393 for (unsigned j = 0; j < node->incoming_links.size(); ++j) {
395 sprintf(buf, "#define INPUT%d %s\n", j + 1, phase->effect_ids[node->incoming_links[j]].c_str());
401 frag_shader += string("#define FUNCNAME ") + effect_id + "\n";
402 frag_shader += replace_prefix(node->effect->output_fragment_shader(), effect_id);
403 frag_shader += "#undef PREFIX\n";
404 frag_shader += "#undef FUNCNAME\n";
405 if (node->incoming_links.size() == 1) {
406 frag_shader += "#undef INPUT\n";
408 for (unsigned j = 0; j < node->incoming_links.size(); ++j) {
410 sprintf(buf, "#undef INPUT%d\n", j + 1);
416 frag_shader += string("#define INPUT ") + phase->effect_ids[phase->effects.back()] + "\n";
418 // If we're the last phase, add the right #defines for Y'CbCr multi-output as needed.
419 vector<string> frag_shader_outputs; // In order.
420 if (phase->output_node->outgoing_links.empty() && num_output_color_ycbcr > 0) {
421 switch (output_ycbcr_splitting[0]) {
422 case YCBCR_OUTPUT_INTERLEAVED:
424 frag_shader_outputs.push_back("FragColor");
426 case YCBCR_OUTPUT_SPLIT_Y_AND_CBCR:
427 frag_shader += "#define YCBCR_OUTPUT_SPLIT_Y_AND_CBCR 1\n";
428 frag_shader_outputs.push_back("Y");
429 frag_shader_outputs.push_back("Chroma");
431 case YCBCR_OUTPUT_PLANAR:
432 frag_shader += "#define YCBCR_OUTPUT_PLANAR 1\n";
433 frag_shader_outputs.push_back("Y");
434 frag_shader_outputs.push_back("Cb");
435 frag_shader_outputs.push_back("Cr");
441 if (num_output_color_ycbcr > 1) {
442 switch (output_ycbcr_splitting[1]) {
443 case YCBCR_OUTPUT_INTERLEAVED:
444 frag_shader += "#define SECOND_YCBCR_OUTPUT_INTERLEAVED 1\n";
445 frag_shader_outputs.push_back("YCbCr2");
447 case YCBCR_OUTPUT_SPLIT_Y_AND_CBCR:
448 frag_shader += "#define SECOND_YCBCR_OUTPUT_SPLIT_Y_AND_CBCR 1\n";
449 frag_shader_outputs.push_back("Y2");
450 frag_shader_outputs.push_back("Chroma2");
452 case YCBCR_OUTPUT_PLANAR:
453 frag_shader += "#define SECOND_YCBCR_OUTPUT_PLANAR 1\n";
454 frag_shader_outputs.push_back("Y2");
455 frag_shader_outputs.push_back("Cb2");
456 frag_shader_outputs.push_back("Cr2");
463 if (output_color_rgba) {
464 // Note: Needs to come in the header, because not only the
465 // output needs to see it (YCbCrConversionEffect and DitherEffect
467 frag_shader_header += "#define YCBCR_ALSO_OUTPUT_RGBA 1\n";
468 frag_shader_outputs.push_back("RGBA");
472 // If we're bouncing to a temporary texture, signal transformation if desired.
473 if (!phase->output_node->outgoing_links.empty()) {
474 if (intermediate_transformation == SQUARE_ROOT_FRAMEBUFFER_TRANSFORMATION &&
475 phase->output_node->output_gamma_curve == GAMMA_LINEAR) {
476 frag_shader += "#define SQUARE_ROOT_TRANSFORMATION 1\n";
480 frag_shader.append(read_file("footer.frag"));
482 // Collect uniforms from all effects and output them. Note that this needs
483 // to happen after output_fragment_shader(), even though the uniforms come
484 // before in the output source, since output_fragment_shader() is allowed
485 // to register new uniforms (e.g. arrays that are of unknown length until
486 // finalization time).
487 // TODO: Make a uniform block for platforms that support it.
488 string frag_shader_uniforms = "";
489 for (unsigned i = 0; i < phase->effects.size(); ++i) {
490 Node *node = phase->effects[i];
491 Effect *effect = node->effect;
492 const string effect_id = phase->effect_ids[node];
493 extract_uniform_declarations(effect->uniforms_sampler2d, "sampler2D", effect_id, &phase->uniforms_sampler2d, &frag_shader_uniforms);
494 extract_uniform_declarations(effect->uniforms_bool, "bool", effect_id, &phase->uniforms_bool, &frag_shader_uniforms);
495 extract_uniform_declarations(effect->uniforms_int, "int", effect_id, &phase->uniforms_int, &frag_shader_uniforms);
496 extract_uniform_declarations(effect->uniforms_float, "float", effect_id, &phase->uniforms_float, &frag_shader_uniforms);
497 extract_uniform_declarations(effect->uniforms_vec2, "vec2", effect_id, &phase->uniforms_vec2, &frag_shader_uniforms);
498 extract_uniform_declarations(effect->uniforms_vec3, "vec3", effect_id, &phase->uniforms_vec3, &frag_shader_uniforms);
499 extract_uniform_declarations(effect->uniforms_vec4, "vec4", effect_id, &phase->uniforms_vec4, &frag_shader_uniforms);
500 extract_uniform_array_declarations(effect->uniforms_float_array, "float", effect_id, &phase->uniforms_float, &frag_shader_uniforms);
501 extract_uniform_array_declarations(effect->uniforms_vec2_array, "vec2", effect_id, &phase->uniforms_vec2, &frag_shader_uniforms);
502 extract_uniform_array_declarations(effect->uniforms_vec3_array, "vec3", effect_id, &phase->uniforms_vec3, &frag_shader_uniforms);
503 extract_uniform_array_declarations(effect->uniforms_vec4_array, "vec4", effect_id, &phase->uniforms_vec4, &frag_shader_uniforms);
504 extract_uniform_declarations(effect->uniforms_mat3, "mat3", effect_id, &phase->uniforms_mat3, &frag_shader_uniforms);
507 frag_shader = frag_shader_header + frag_shader_uniforms + frag_shader;
509 string vert_shader = read_version_dependent_file("vs", "vert");
511 // If we're the last phase and need to flip the picture to compensate for
512 // the origin, tell the vertex shader so.
513 if (phase->output_node->outgoing_links.empty() && output_origin == OUTPUT_ORIGIN_TOP_LEFT) {
514 const string needle = "#define FLIP_ORIGIN 0";
515 size_t pos = vert_shader.find(needle);
516 assert(pos != string::npos);
518 vert_shader[pos + needle.size() - 1] = '1';
521 phase->glsl_program_num = resource_pool->compile_glsl_program(vert_shader, frag_shader, frag_shader_outputs);
522 GLint position_attribute_index = glGetAttribLocation(phase->glsl_program_num, "position");
523 GLint texcoord_attribute_index = glGetAttribLocation(phase->glsl_program_num, "texcoord");
524 if (position_attribute_index != -1) {
525 phase->attribute_indexes.insert(position_attribute_index);
527 if (texcoord_attribute_index != -1) {
528 phase->attribute_indexes.insert(texcoord_attribute_index);
531 // Collect the resulting location numbers for each uniform.
532 collect_uniform_locations(phase->glsl_program_num, &phase->uniforms_sampler2d);
533 collect_uniform_locations(phase->glsl_program_num, &phase->uniforms_bool);
534 collect_uniform_locations(phase->glsl_program_num, &phase->uniforms_int);
535 collect_uniform_locations(phase->glsl_program_num, &phase->uniforms_float);
536 collect_uniform_locations(phase->glsl_program_num, &phase->uniforms_vec2);
537 collect_uniform_locations(phase->glsl_program_num, &phase->uniforms_vec3);
538 collect_uniform_locations(phase->glsl_program_num, &phase->uniforms_vec4);
539 collect_uniform_locations(phase->glsl_program_num, &phase->uniforms_mat3);
542 // Construct GLSL programs, starting at the given effect and following
543 // the chain from there. We end a program every time we come to an effect
544 // marked as "needs texture bounce", one that is used by multiple other
545 // effects, every time we need to bounce due to output size change
546 // (not all size changes require ending), and of course at the end.
548 // We follow a quite simple depth-first search from the output, although
549 // without recursing explicitly within each phase.
550 Phase *EffectChain::construct_phase(Node *output, map<Node *, Phase *> *completed_effects)
552 if (completed_effects->count(output)) {
553 return (*completed_effects)[output];
556 Phase *phase = new Phase;
557 phase->output_node = output;
559 // If the output effect has one-to-one sampling, we try to trace this
560 // status down through the dependency chain. This is important in case
561 // we hit an effect that changes output size (and not sets a virtual
562 // output size); if we have one-to-one sampling, we don't have to break
564 output->one_to_one_sampling = output->effect->one_to_one_sampling();
566 // Effects that we have yet to calculate, but that we know should
567 // be in the current phase.
568 stack<Node *> effects_todo_this_phase;
569 effects_todo_this_phase.push(output);
571 while (!effects_todo_this_phase.empty()) {
572 Node *node = effects_todo_this_phase.top();
573 effects_todo_this_phase.pop();
575 if (node->effect->needs_mipmaps()) {
576 node->needs_mipmaps = true;
579 // This should currently only happen for effects that are inputs
580 // (either true inputs or phase outputs). We special-case inputs,
581 // and then deduplicate phase outputs below.
582 if (node->effect->num_inputs() == 0) {
583 if (find(phase->effects.begin(), phase->effects.end(), node) != phase->effects.end()) {
587 assert(completed_effects->count(node) == 0);
590 phase->effects.push_back(node);
592 // Find all the dependencies of this effect, and add them to the stack.
593 vector<Node *> deps = node->incoming_links;
594 assert(node->effect->num_inputs() == deps.size());
595 for (unsigned i = 0; i < deps.size(); ++i) {
596 bool start_new_phase = false;
598 if (node->effect->needs_texture_bounce() &&
599 !deps[i]->effect->is_single_texture() &&
600 !deps[i]->effect->override_disable_bounce()) {
601 start_new_phase = true;
604 // Propagate information about needing mipmaps down the chain,
605 // breaking the phase if we notice an incompatibility.
607 // Note that we cannot do this propagation as a normal pass,
608 // because it needs information about where the phases end
609 // (we should not propagate the flag across phases).
610 if (node->needs_mipmaps) {
611 if (deps[i]->effect->num_inputs() == 0) {
612 Input *input = static_cast<Input *>(deps[i]->effect);
613 start_new_phase |= !input->can_supply_mipmaps();
615 deps[i]->needs_mipmaps = true;
619 if (deps[i]->outgoing_links.size() > 1) {
620 if (!deps[i]->effect->is_single_texture()) {
621 // More than one effect uses this as the input,
622 // and it is not a texture itself.
623 // The easiest thing to do (and probably also the safest
624 // performance-wise in most cases) is to bounce it to a texture
625 // and then let the next passes read from that.
626 start_new_phase = true;
628 assert(deps[i]->effect->num_inputs() == 0);
630 // For textures, we try to be slightly more clever;
631 // if none of our outputs need a bounce, we don't bounce
632 // but instead simply use the effect many times.
634 // Strictly speaking, we could bounce it for some outputs
635 // and use it directly for others, but the processing becomes
636 // somewhat simpler if the effect is only used in one such way.
637 for (unsigned j = 0; j < deps[i]->outgoing_links.size(); ++j) {
638 Node *rdep = deps[i]->outgoing_links[j];
639 start_new_phase |= rdep->effect->needs_texture_bounce();
644 if (deps[i]->effect->sets_virtual_output_size()) {
645 assert(deps[i]->effect->changes_output_size());
646 // If the next effect sets a virtual size to rely on OpenGL's
647 // bilinear sampling, we'll really need to break the phase here.
648 start_new_phase = true;
649 } else if (deps[i]->effect->changes_output_size() && !node->one_to_one_sampling) {
650 // If the next effect changes size and we don't have one-to-one sampling,
651 // we also need to break here.
652 start_new_phase = true;
655 if (start_new_phase) {
656 phase->inputs.push_back(construct_phase(deps[i], completed_effects));
658 effects_todo_this_phase.push(deps[i]);
660 // Propagate the one-to-one status down through the dependency.
661 deps[i]->one_to_one_sampling = node->one_to_one_sampling &&
662 deps[i]->effect->one_to_one_sampling();
667 // No more effects to do this phase. Take all the ones we have,
668 // and create a GLSL program for it.
669 assert(!phase->effects.empty());
671 // Deduplicate the inputs, but don't change the ordering e.g. by sorting;
672 // that would be nondeterministic and thus reduce cacheability.
673 // TODO: Make this even more deterministic.
674 vector<Phase *> dedup_inputs;
675 set<Phase *> seen_inputs;
676 for (size_t i = 0; i < phase->inputs.size(); ++i) {
677 if (seen_inputs.insert(phase->inputs[i]).second) {
678 dedup_inputs.push_back(phase->inputs[i]);
681 swap(phase->inputs, dedup_inputs);
683 // Allocate samplers for each input.
684 phase->input_samplers.resize(phase->inputs.size());
686 // We added the effects from the output and back, but we need to output
687 // them in topological sort order in the shader.
688 phase->effects = topological_sort(phase->effects);
690 // Figure out if we need mipmaps or not, and if so, tell the inputs that.
691 phase->input_needs_mipmaps = false;
692 for (unsigned i = 0; i < phase->effects.size(); ++i) {
693 Node *node = phase->effects[i];
694 phase->input_needs_mipmaps |= node->effect->needs_mipmaps();
696 for (unsigned i = 0; i < phase->effects.size(); ++i) {
697 Node *node = phase->effects[i];
698 if (node->effect->num_inputs() == 0) {
699 Input *input = static_cast<Input *>(node->effect);
700 assert(!phase->input_needs_mipmaps || input->can_supply_mipmaps());
701 CHECK(input->set_int("needs_mipmaps", phase->input_needs_mipmaps));
705 // Tell each node which phase it ended up in, so that the unit test
706 // can check that the phases were split in the right place.
707 // Note that this ignores that effects may be part of multiple phases;
708 // if the unit tests need to test such cases, we'll reconsider.
709 for (unsigned i = 0; i < phase->effects.size(); ++i) {
710 phase->effects[i]->containing_phase = phase;
713 // Actually make the shader for this phase.
714 compile_glsl_program(phase);
716 // Initialize timers.
717 if (movit_timer_queries_supported) {
718 phase->time_elapsed_ns = 0;
719 phase->num_measured_iterations = 0;
722 assert(completed_effects->count(output) == 0);
723 completed_effects->insert(make_pair(output, phase));
724 phases.push_back(phase);
728 void EffectChain::output_dot(const char *filename)
730 if (movit_debug_level != MOVIT_DEBUG_ON) {
734 FILE *fp = fopen(filename, "w");
740 fprintf(fp, "digraph G {\n");
741 fprintf(fp, " output [shape=box label=\"(output)\"];\n");
742 for (unsigned i = 0; i < nodes.size(); ++i) {
743 // Find out which phase this event belongs to.
744 vector<int> in_phases;
745 for (unsigned j = 0; j < phases.size(); ++j) {
746 const Phase* p = phases[j];
747 if (find(p->effects.begin(), p->effects.end(), nodes[i]) != p->effects.end()) {
748 in_phases.push_back(j);
752 if (in_phases.empty()) {
753 fprintf(fp, " n%ld [label=\"%s\"];\n", (long)nodes[i], nodes[i]->effect->effect_type_id().c_str());
754 } else if (in_phases.size() == 1) {
755 fprintf(fp, " n%ld [label=\"%s\" style=\"filled\" fillcolor=\"/accent8/%d\"];\n",
756 (long)nodes[i], nodes[i]->effect->effect_type_id().c_str(),
757 (in_phases[0] % 8) + 1);
759 // If we had new enough Graphviz, style="wedged" would probably be ideal here.
761 fprintf(fp, " n%ld [label=\"%s [in multiple phases]\" style=\"filled\" fillcolor=\"/accent8/%d\"];\n",
762 (long)nodes[i], nodes[i]->effect->effect_type_id().c_str(),
763 (in_phases[0] % 8) + 1);
766 char from_node_id[256];
767 snprintf(from_node_id, 256, "n%ld", (long)nodes[i]);
769 for (unsigned j = 0; j < nodes[i]->outgoing_links.size(); ++j) {
770 char to_node_id[256];
771 snprintf(to_node_id, 256, "n%ld", (long)nodes[i]->outgoing_links[j]);
773 vector<string> labels = get_labels_for_edge(nodes[i], nodes[i]->outgoing_links[j]);
774 output_dot_edge(fp, from_node_id, to_node_id, labels);
777 if (nodes[i]->outgoing_links.empty() && !nodes[i]->disabled) {
779 vector<string> labels = get_labels_for_edge(nodes[i], NULL);
780 output_dot_edge(fp, from_node_id, "output", labels);
788 vector<string> EffectChain::get_labels_for_edge(const Node *from, const Node *to)
790 vector<string> labels;
792 if (to != NULL && to->effect->needs_texture_bounce()) {
793 labels.push_back("needs_bounce");
795 if (from->effect->changes_output_size()) {
796 labels.push_back("resize");
799 switch (from->output_color_space) {
800 case COLORSPACE_INVALID:
801 labels.push_back("spc[invalid]");
803 case COLORSPACE_REC_601_525:
804 labels.push_back("spc[rec601-525]");
806 case COLORSPACE_REC_601_625:
807 labels.push_back("spc[rec601-625]");
813 switch (from->output_gamma_curve) {
815 labels.push_back("gamma[invalid]");
818 labels.push_back("gamma[sRGB]");
820 case GAMMA_REC_601: // and GAMMA_REC_709
821 labels.push_back("gamma[rec601/709]");
827 switch (from->output_alpha_type) {
829 labels.push_back("alpha[invalid]");
832 labels.push_back("alpha[blank]");
834 case ALPHA_POSTMULTIPLIED:
835 labels.push_back("alpha[postmult]");
844 void EffectChain::output_dot_edge(FILE *fp,
845 const string &from_node_id,
846 const string &to_node_id,
847 const vector<string> &labels)
849 if (labels.empty()) {
850 fprintf(fp, " %s -> %s;\n", from_node_id.c_str(), to_node_id.c_str());
852 string label = labels[0];
853 for (unsigned k = 1; k < labels.size(); ++k) {
854 label += ", " + labels[k];
856 fprintf(fp, " %s -> %s [label=\"%s\"];\n", from_node_id.c_str(), to_node_id.c_str(), label.c_str());
860 void EffectChain::size_rectangle_to_fit(unsigned width, unsigned height, unsigned *output_width, unsigned *output_height)
862 unsigned scaled_width, scaled_height;
864 if (float(width) * aspect_denom >= float(height) * aspect_nom) {
865 // Same aspect, or W/H > aspect (image is wider than the frame).
866 // In either case, keep width, and adjust height.
867 scaled_width = width;
868 scaled_height = lrintf(width * aspect_denom / aspect_nom);
870 // W/H < aspect (image is taller than the frame), so keep height,
872 scaled_width = lrintf(height * aspect_nom / aspect_denom);
873 scaled_height = height;
876 // We should be consistently larger or smaller then the existing choice,
877 // since we have the same aspect.
878 assert(!(scaled_width < *output_width && scaled_height > *output_height));
879 assert(!(scaled_height < *output_height && scaled_width > *output_width));
881 if (scaled_width >= *output_width && scaled_height >= *output_height) {
882 *output_width = scaled_width;
883 *output_height = scaled_height;
887 // Propagate input texture sizes throughout, and inform effects downstream.
888 // (Like a lot of other code, we depend on effects being in topological order.)
889 void EffectChain::inform_input_sizes(Phase *phase)
891 // All effects that have a defined size (inputs and RTT inputs)
892 // get that. Reset all others.
893 for (unsigned i = 0; i < phase->effects.size(); ++i) {
894 Node *node = phase->effects[i];
895 if (node->effect->num_inputs() == 0) {
896 Input *input = static_cast<Input *>(node->effect);
897 node->output_width = input->get_width();
898 node->output_height = input->get_height();
899 assert(node->output_width != 0);
900 assert(node->output_height != 0);
902 node->output_width = node->output_height = 0;
905 for (unsigned i = 0; i < phase->inputs.size(); ++i) {
906 Phase *input = phase->inputs[i];
907 input->output_node->output_width = input->virtual_output_width;
908 input->output_node->output_height = input->virtual_output_height;
909 assert(input->output_node->output_width != 0);
910 assert(input->output_node->output_height != 0);
913 // Now propagate from the inputs towards the end, and inform as we go.
914 // The rules are simple:
916 // 1. Don't touch effects that already have given sizes (ie., inputs
917 // or effects that change the output size).
918 // 2. If all of your inputs have the same size, that will be your output size.
919 // 3. Otherwise, your output size is 0x0.
920 for (unsigned i = 0; i < phase->effects.size(); ++i) {
921 Node *node = phase->effects[i];
922 if (node->effect->num_inputs() == 0) {
925 unsigned this_output_width = 0;
926 unsigned this_output_height = 0;
927 for (unsigned j = 0; j < node->incoming_links.size(); ++j) {
928 Node *input = node->incoming_links[j];
929 node->effect->inform_input_size(j, input->output_width, input->output_height);
931 this_output_width = input->output_width;
932 this_output_height = input->output_height;
933 } else if (input->output_width != this_output_width || input->output_height != this_output_height) {
935 this_output_width = 0;
936 this_output_height = 0;
939 if (node->effect->changes_output_size()) {
940 // We cannot call get_output_size() before we've done inform_input_size()
942 unsigned real_width, real_height;
943 node->effect->get_output_size(&real_width, &real_height,
944 &node->output_width, &node->output_height);
945 assert(node->effect->sets_virtual_output_size() ||
946 (real_width == node->output_width &&
947 real_height == node->output_height));
949 node->output_width = this_output_width;
950 node->output_height = this_output_height;
955 // Note: You should call inform_input_sizes() before this, as the last effect's
956 // desired output size might change based on the inputs.
957 void EffectChain::find_output_size(Phase *phase)
959 Node *output_node = phase->effects.back();
961 // If the last effect explicitly sets an output size, use that.
962 if (output_node->effect->changes_output_size()) {
963 output_node->effect->get_output_size(&phase->output_width, &phase->output_height,
964 &phase->virtual_output_width, &phase->virtual_output_height);
965 assert(output_node->effect->sets_virtual_output_size() ||
966 (phase->output_width == phase->virtual_output_width &&
967 phase->output_height == phase->virtual_output_height));
971 // If all effects have the same size, use that.
972 unsigned output_width = 0, output_height = 0;
973 bool all_inputs_same_size = true;
975 for (unsigned i = 0; i < phase->inputs.size(); ++i) {
976 Phase *input = phase->inputs[i];
977 assert(input->output_width != 0);
978 assert(input->output_height != 0);
979 if (output_width == 0 && output_height == 0) {
980 output_width = input->virtual_output_width;
981 output_height = input->virtual_output_height;
982 } else if (output_width != input->virtual_output_width ||
983 output_height != input->virtual_output_height) {
984 all_inputs_same_size = false;
987 for (unsigned i = 0; i < phase->effects.size(); ++i) {
988 Effect *effect = phase->effects[i]->effect;
989 if (effect->num_inputs() != 0) {
993 Input *input = static_cast<Input *>(effect);
994 if (output_width == 0 && output_height == 0) {
995 output_width = input->get_width();
996 output_height = input->get_height();
997 } else if (output_width != input->get_width() ||
998 output_height != input->get_height()) {
999 all_inputs_same_size = false;
1003 if (all_inputs_same_size) {
1004 assert(output_width != 0);
1005 assert(output_height != 0);
1006 phase->virtual_output_width = phase->output_width = output_width;
1007 phase->virtual_output_height = phase->output_height = output_height;
1011 // If not, fit all the inputs into the current aspect, and select the largest one.
1014 for (unsigned i = 0; i < phase->inputs.size(); ++i) {
1015 Phase *input = phase->inputs[i];
1016 assert(input->output_width != 0);
1017 assert(input->output_height != 0);
1018 size_rectangle_to_fit(input->output_width, input->output_height, &output_width, &output_height);
1020 for (unsigned i = 0; i < phase->effects.size(); ++i) {
1021 Effect *effect = phase->effects[i]->effect;
1022 if (effect->num_inputs() != 0) {
1026 Input *input = static_cast<Input *>(effect);
1027 size_rectangle_to_fit(input->get_width(), input->get_height(), &output_width, &output_height);
1029 assert(output_width != 0);
1030 assert(output_height != 0);
1031 phase->virtual_output_width = phase->output_width = output_width;
1032 phase->virtual_output_height = phase->output_height = output_height;
1035 void EffectChain::sort_all_nodes_topologically()
1037 nodes = topological_sort(nodes);
1040 vector<Node *> EffectChain::topological_sort(const vector<Node *> &nodes)
1042 set<Node *> nodes_left_to_visit(nodes.begin(), nodes.end());
1043 vector<Node *> sorted_list;
1044 for (unsigned i = 0; i < nodes.size(); ++i) {
1045 topological_sort_visit_node(nodes[i], &nodes_left_to_visit, &sorted_list);
1047 reverse(sorted_list.begin(), sorted_list.end());
1051 void EffectChain::topological_sort_visit_node(Node *node, set<Node *> *nodes_left_to_visit, vector<Node *> *sorted_list)
1053 if (nodes_left_to_visit->count(node) == 0) {
1056 nodes_left_to_visit->erase(node);
1057 for (unsigned i = 0; i < node->outgoing_links.size(); ++i) {
1058 topological_sort_visit_node(node->outgoing_links[i], nodes_left_to_visit, sorted_list);
1060 sorted_list->push_back(node);
1063 void EffectChain::find_color_spaces_for_inputs()
1065 for (unsigned i = 0; i < nodes.size(); ++i) {
1066 Node *node = nodes[i];
1067 if (node->disabled) {
1070 if (node->incoming_links.size() == 0) {
1071 Input *input = static_cast<Input *>(node->effect);
1072 node->output_color_space = input->get_color_space();
1073 node->output_gamma_curve = input->get_gamma_curve();
1075 Effect::AlphaHandling alpha_handling = input->alpha_handling();
1076 switch (alpha_handling) {
1077 case Effect::OUTPUT_BLANK_ALPHA:
1078 node->output_alpha_type = ALPHA_BLANK;
1080 case Effect::INPUT_AND_OUTPUT_PREMULTIPLIED_ALPHA:
1081 node->output_alpha_type = ALPHA_PREMULTIPLIED;
1083 case Effect::OUTPUT_POSTMULTIPLIED_ALPHA:
1084 node->output_alpha_type = ALPHA_POSTMULTIPLIED;
1086 case Effect::INPUT_PREMULTIPLIED_ALPHA_KEEP_BLANK:
1087 case Effect::DONT_CARE_ALPHA_TYPE:
1092 if (node->output_alpha_type == ALPHA_PREMULTIPLIED) {
1093 assert(node->output_gamma_curve == GAMMA_LINEAR);
1099 // Propagate gamma and color space information as far as we can in the graph.
1100 // The rules are simple: Anything where all the inputs agree, get that as
1101 // output as well. Anything else keeps having *_INVALID.
1102 void EffectChain::propagate_gamma_and_color_space()
1104 // We depend on going through the nodes in order.
1105 sort_all_nodes_topologically();
1107 for (unsigned i = 0; i < nodes.size(); ++i) {
1108 Node *node = nodes[i];
1109 if (node->disabled) {
1112 assert(node->incoming_links.size() == node->effect->num_inputs());
1113 if (node->incoming_links.size() == 0) {
1114 assert(node->output_color_space != COLORSPACE_INVALID);
1115 assert(node->output_gamma_curve != GAMMA_INVALID);
1119 Colorspace color_space = node->incoming_links[0]->output_color_space;
1120 GammaCurve gamma_curve = node->incoming_links[0]->output_gamma_curve;
1121 for (unsigned j = 1; j < node->incoming_links.size(); ++j) {
1122 if (node->incoming_links[j]->output_color_space != color_space) {
1123 color_space = COLORSPACE_INVALID;
1125 if (node->incoming_links[j]->output_gamma_curve != gamma_curve) {
1126 gamma_curve = GAMMA_INVALID;
1130 // The conversion effects already have their outputs set correctly,
1131 // so leave them alone.
1132 if (node->effect->effect_type_id() != "ColorspaceConversionEffect") {
1133 node->output_color_space = color_space;
1135 if (node->effect->effect_type_id() != "GammaCompressionEffect" &&
1136 node->effect->effect_type_id() != "GammaExpansionEffect") {
1137 node->output_gamma_curve = gamma_curve;
1142 // Propagate alpha information as far as we can in the graph.
1143 // Similar to propagate_gamma_and_color_space().
1144 void EffectChain::propagate_alpha()
1146 // We depend on going through the nodes in order.
1147 sort_all_nodes_topologically();
1149 for (unsigned i = 0; i < nodes.size(); ++i) {
1150 Node *node = nodes[i];
1151 if (node->disabled) {
1154 assert(node->incoming_links.size() == node->effect->num_inputs());
1155 if (node->incoming_links.size() == 0) {
1156 assert(node->output_alpha_type != ALPHA_INVALID);
1160 // The alpha multiplication/division effects are special cases.
1161 if (node->effect->effect_type_id() == "AlphaMultiplicationEffect") {
1162 assert(node->incoming_links.size() == 1);
1163 assert(node->incoming_links[0]->output_alpha_type == ALPHA_POSTMULTIPLIED);
1164 node->output_alpha_type = ALPHA_PREMULTIPLIED;
1167 if (node->effect->effect_type_id() == "AlphaDivisionEffect") {
1168 assert(node->incoming_links.size() == 1);
1169 assert(node->incoming_links[0]->output_alpha_type == ALPHA_PREMULTIPLIED);
1170 node->output_alpha_type = ALPHA_POSTMULTIPLIED;
1174 // GammaCompressionEffect and GammaExpansionEffect are also a special case,
1175 // because they are the only one that _need_ postmultiplied alpha.
1176 if (node->effect->effect_type_id() == "GammaCompressionEffect" ||
1177 node->effect->effect_type_id() == "GammaExpansionEffect") {
1178 assert(node->incoming_links.size() == 1);
1179 if (node->incoming_links[0]->output_alpha_type == ALPHA_BLANK) {
1180 node->output_alpha_type = ALPHA_BLANK;
1181 } else if (node->incoming_links[0]->output_alpha_type == ALPHA_POSTMULTIPLIED) {
1182 node->output_alpha_type = ALPHA_POSTMULTIPLIED;
1184 node->output_alpha_type = ALPHA_INVALID;
1189 // Only inputs can have unconditional alpha output (OUTPUT_BLANK_ALPHA
1190 // or OUTPUT_POSTMULTIPLIED_ALPHA), and they have already been
1191 // taken care of above. Rationale: Even if you could imagine
1192 // e.g. an effect that took in an image and set alpha=1.0
1193 // unconditionally, it wouldn't make any sense to have it as
1194 // e.g. OUTPUT_BLANK_ALPHA, since it wouldn't know whether it
1195 // got its input pre- or postmultiplied, so it wouldn't know
1196 // whether to divide away the old alpha or not.
1197 Effect::AlphaHandling alpha_handling = node->effect->alpha_handling();
1198 assert(alpha_handling == Effect::INPUT_AND_OUTPUT_PREMULTIPLIED_ALPHA ||
1199 alpha_handling == Effect::INPUT_PREMULTIPLIED_ALPHA_KEEP_BLANK ||
1200 alpha_handling == Effect::DONT_CARE_ALPHA_TYPE);
1202 // If the node has multiple inputs, check that they are all valid and
1204 bool any_invalid = false;
1205 bool any_premultiplied = false;
1206 bool any_postmultiplied = false;
1208 for (unsigned j = 0; j < node->incoming_links.size(); ++j) {
1209 switch (node->incoming_links[j]->output_alpha_type) {
1214 // Blank is good as both pre- and postmultiplied alpha,
1215 // so just ignore it.
1217 case ALPHA_PREMULTIPLIED:
1218 any_premultiplied = true;
1220 case ALPHA_POSTMULTIPLIED:
1221 any_postmultiplied = true;
1229 node->output_alpha_type = ALPHA_INVALID;
1233 // Inputs must be of the same type.
1234 if (any_premultiplied && any_postmultiplied) {
1235 node->output_alpha_type = ALPHA_INVALID;
1239 if (alpha_handling == Effect::INPUT_AND_OUTPUT_PREMULTIPLIED_ALPHA ||
1240 alpha_handling == Effect::INPUT_PREMULTIPLIED_ALPHA_KEEP_BLANK) {
1241 // This combination (requiring premultiplied alpha, but _not_ requiring
1242 // linear light) is illegal, since the combination of premultiplied alpha
1243 // and nonlinear inputs is meaningless.
1244 assert(node->effect->needs_linear_light());
1246 // If the effect has asked for premultiplied alpha, check that it has got it.
1247 if (any_postmultiplied) {
1248 node->output_alpha_type = ALPHA_INVALID;
1249 } else if (!any_premultiplied &&
1250 alpha_handling == Effect::INPUT_PREMULTIPLIED_ALPHA_KEEP_BLANK) {
1251 // Blank input alpha, and the effect preserves blank alpha.
1252 node->output_alpha_type = ALPHA_BLANK;
1254 node->output_alpha_type = ALPHA_PREMULTIPLIED;
1257 // OK, all inputs are the same, and this effect is not going
1259 assert(alpha_handling == Effect::DONT_CARE_ALPHA_TYPE);
1260 if (any_premultiplied) {
1261 node->output_alpha_type = ALPHA_PREMULTIPLIED;
1262 } else if (any_postmultiplied) {
1263 node->output_alpha_type = ALPHA_POSTMULTIPLIED;
1265 node->output_alpha_type = ALPHA_BLANK;
1271 bool EffectChain::node_needs_colorspace_fix(Node *node)
1273 if (node->disabled) {
1276 if (node->effect->num_inputs() == 0) {
1280 // propagate_gamma_and_color_space() has already set our output
1281 // to COLORSPACE_INVALID if the inputs differ, so we can rely on that.
1282 if (node->output_color_space == COLORSPACE_INVALID) {
1285 return (node->effect->needs_srgb_primaries() && node->output_color_space != COLORSPACE_sRGB);
1288 // Fix up color spaces so that there are no COLORSPACE_INVALID nodes left in
1289 // the graph. Our strategy is not always optimal, but quite simple:
1290 // Find an effect that's as early as possible where the inputs are of
1291 // unacceptable colorspaces (that is, either different, or, if the effect only
1292 // wants sRGB, not sRGB.) Add appropriate conversions on all its inputs,
1293 // propagate the information anew, and repeat until there are no more such
1295 void EffectChain::fix_internal_color_spaces()
1297 unsigned colorspace_propagation_pass = 0;
1301 for (unsigned i = 0; i < nodes.size(); ++i) {
1302 Node *node = nodes[i];
1303 if (!node_needs_colorspace_fix(node)) {
1307 // Go through each input that is not sRGB, and insert
1308 // a colorspace conversion after it.
1309 for (unsigned j = 0; j < node->incoming_links.size(); ++j) {
1310 Node *input = node->incoming_links[j];
1311 assert(input->output_color_space != COLORSPACE_INVALID);
1312 if (input->output_color_space == COLORSPACE_sRGB) {
1315 Node *conversion = add_node(new ColorspaceConversionEffect());
1316 CHECK(conversion->effect->set_int("source_space", input->output_color_space));
1317 CHECK(conversion->effect->set_int("destination_space", COLORSPACE_sRGB));
1318 conversion->output_color_space = COLORSPACE_sRGB;
1319 replace_sender(input, conversion);
1320 connect_nodes(input, conversion);
1323 // Re-sort topologically, and propagate the new information.
1324 propagate_gamma_and_color_space();
1331 sprintf(filename, "step5-colorspacefix-iter%u.dot", ++colorspace_propagation_pass);
1332 output_dot(filename);
1333 assert(colorspace_propagation_pass < 100);
1334 } while (found_any);
1336 for (unsigned i = 0; i < nodes.size(); ++i) {
1337 Node *node = nodes[i];
1338 if (node->disabled) {
1341 assert(node->output_color_space != COLORSPACE_INVALID);
1345 bool EffectChain::node_needs_alpha_fix(Node *node)
1347 if (node->disabled) {
1351 // propagate_alpha() has already set our output to ALPHA_INVALID if the
1352 // inputs differ or we are otherwise in mismatch, so we can rely on that.
1353 return (node->output_alpha_type == ALPHA_INVALID);
1356 // Fix up alpha so that there are no ALPHA_INVALID nodes left in
1357 // the graph. Similar to fix_internal_color_spaces().
1358 void EffectChain::fix_internal_alpha(unsigned step)
1360 unsigned alpha_propagation_pass = 0;
1364 for (unsigned i = 0; i < nodes.size(); ++i) {
1365 Node *node = nodes[i];
1366 if (!node_needs_alpha_fix(node)) {
1370 // If we need to fix up GammaExpansionEffect, then clearly something
1371 // is wrong, since the combination of premultiplied alpha and nonlinear inputs
1373 assert(node->effect->effect_type_id() != "GammaExpansionEffect");
1375 AlphaType desired_type = ALPHA_PREMULTIPLIED;
1377 // GammaCompressionEffect is special; it needs postmultiplied alpha.
1378 if (node->effect->effect_type_id() == "GammaCompressionEffect") {
1379 assert(node->incoming_links.size() == 1);
1380 assert(node->incoming_links[0]->output_alpha_type == ALPHA_PREMULTIPLIED);
1381 desired_type = ALPHA_POSTMULTIPLIED;
1384 // Go through each input that is not premultiplied alpha, and insert
1385 // a conversion before it.
1386 for (unsigned j = 0; j < node->incoming_links.size(); ++j) {
1387 Node *input = node->incoming_links[j];
1388 assert(input->output_alpha_type != ALPHA_INVALID);
1389 if (input->output_alpha_type == desired_type ||
1390 input->output_alpha_type == ALPHA_BLANK) {
1394 if (desired_type == ALPHA_PREMULTIPLIED) {
1395 conversion = add_node(new AlphaMultiplicationEffect());
1397 conversion = add_node(new AlphaDivisionEffect());
1399 conversion->output_alpha_type = desired_type;
1400 replace_sender(input, conversion);
1401 connect_nodes(input, conversion);
1404 // Re-sort topologically, and propagate the new information.
1405 propagate_gamma_and_color_space();
1413 sprintf(filename, "step%u-alphafix-iter%u.dot", step, ++alpha_propagation_pass);
1414 output_dot(filename);
1415 assert(alpha_propagation_pass < 100);
1416 } while (found_any);
1418 for (unsigned i = 0; i < nodes.size(); ++i) {
1419 Node *node = nodes[i];
1420 if (node->disabled) {
1423 assert(node->output_alpha_type != ALPHA_INVALID);
1427 // Make so that the output is in the desired color space.
1428 void EffectChain::fix_output_color_space()
1430 Node *output = find_output_node();
1431 if (output->output_color_space != output_format.color_space) {
1432 Node *conversion = add_node(new ColorspaceConversionEffect());
1433 CHECK(conversion->effect->set_int("source_space", output->output_color_space));
1434 CHECK(conversion->effect->set_int("destination_space", output_format.color_space));
1435 conversion->output_color_space = output_format.color_space;
1436 connect_nodes(output, conversion);
1438 propagate_gamma_and_color_space();
1442 // Make so that the output is in the desired pre-/postmultiplication alpha state.
1443 void EffectChain::fix_output_alpha()
1445 Node *output = find_output_node();
1446 assert(output->output_alpha_type != ALPHA_INVALID);
1447 if (output->output_alpha_type == ALPHA_BLANK) {
1448 // No alpha output, so we don't care.
1451 if (output->output_alpha_type == ALPHA_PREMULTIPLIED &&
1452 output_alpha_format == OUTPUT_ALPHA_FORMAT_POSTMULTIPLIED) {
1453 Node *conversion = add_node(new AlphaDivisionEffect());
1454 connect_nodes(output, conversion);
1456 propagate_gamma_and_color_space();
1458 if (output->output_alpha_type == ALPHA_POSTMULTIPLIED &&
1459 output_alpha_format == OUTPUT_ALPHA_FORMAT_PREMULTIPLIED) {
1460 Node *conversion = add_node(new AlphaMultiplicationEffect());
1461 connect_nodes(output, conversion);
1463 propagate_gamma_and_color_space();
1467 bool EffectChain::node_needs_gamma_fix(Node *node)
1469 if (node->disabled) {
1473 // Small hack since the output is not an explicit node:
1474 // If we are the last node and our output is in the wrong
1475 // space compared to EffectChain's output, we need to fix it.
1476 // This will only take us to linear, but fix_output_gamma()
1477 // will come and take us to the desired output gamma
1480 // This needs to be before everything else, since it could
1481 // even apply to inputs (if they are the only effect).
1482 if (node->outgoing_links.empty() &&
1483 node->output_gamma_curve != output_format.gamma_curve &&
1484 node->output_gamma_curve != GAMMA_LINEAR) {
1488 if (node->effect->num_inputs() == 0) {
1492 // propagate_gamma_and_color_space() has already set our output
1493 // to GAMMA_INVALID if the inputs differ, so we can rely on that,
1494 // except for GammaCompressionEffect.
1495 if (node->output_gamma_curve == GAMMA_INVALID) {
1498 if (node->effect->effect_type_id() == "GammaCompressionEffect") {
1499 assert(node->incoming_links.size() == 1);
1500 return node->incoming_links[0]->output_gamma_curve != GAMMA_LINEAR;
1503 return (node->effect->needs_linear_light() && node->output_gamma_curve != GAMMA_LINEAR);
1506 // Very similar to fix_internal_color_spaces(), but for gamma.
1507 // There is one difference, though; before we start adding conversion nodes,
1508 // we see if we can get anything out of asking the sources to deliver
1509 // linear gamma directly. fix_internal_gamma_by_asking_inputs()
1510 // does that part, while fix_internal_gamma_by_inserting_nodes()
1511 // inserts nodes as needed afterwards.
1512 void EffectChain::fix_internal_gamma_by_asking_inputs(unsigned step)
1514 unsigned gamma_propagation_pass = 0;
1518 for (unsigned i = 0; i < nodes.size(); ++i) {
1519 Node *node = nodes[i];
1520 if (!node_needs_gamma_fix(node)) {
1524 // See if all inputs can give us linear gamma. If not, leave it.
1525 vector<Node *> nonlinear_inputs;
1526 find_all_nonlinear_inputs(node, &nonlinear_inputs);
1527 assert(!nonlinear_inputs.empty());
1530 for (unsigned i = 0; i < nonlinear_inputs.size(); ++i) {
1531 Input *input = static_cast<Input *>(nonlinear_inputs[i]->effect);
1532 all_ok &= input->can_output_linear_gamma();
1539 for (unsigned i = 0; i < nonlinear_inputs.size(); ++i) {
1540 CHECK(nonlinear_inputs[i]->effect->set_int("output_linear_gamma", 1));
1541 nonlinear_inputs[i]->output_gamma_curve = GAMMA_LINEAR;
1544 // Re-sort topologically, and propagate the new information.
1545 propagate_gamma_and_color_space();
1552 sprintf(filename, "step%u-gammafix-iter%u.dot", step, ++gamma_propagation_pass);
1553 output_dot(filename);
1554 assert(gamma_propagation_pass < 100);
1555 } while (found_any);
1558 void EffectChain::fix_internal_gamma_by_inserting_nodes(unsigned step)
1560 unsigned gamma_propagation_pass = 0;
1564 for (unsigned i = 0; i < nodes.size(); ++i) {
1565 Node *node = nodes[i];
1566 if (!node_needs_gamma_fix(node)) {
1570 // Special case: We could be an input and still be asked to
1571 // fix our gamma; if so, we should be the only node
1572 // (as node_needs_gamma_fix() would only return true in
1573 // for an input in that case). That means we should insert
1574 // a conversion node _after_ ourselves.
1575 if (node->incoming_links.empty()) {
1576 assert(node->outgoing_links.empty());
1577 Node *conversion = add_node(new GammaExpansionEffect());
1578 CHECK(conversion->effect->set_int("source_curve", node->output_gamma_curve));
1579 conversion->output_gamma_curve = GAMMA_LINEAR;
1580 connect_nodes(node, conversion);
1583 // If not, go through each input that is not linear gamma,
1584 // and insert a gamma conversion after it.
1585 for (unsigned j = 0; j < node->incoming_links.size(); ++j) {
1586 Node *input = node->incoming_links[j];
1587 assert(input->output_gamma_curve != GAMMA_INVALID);
1588 if (input->output_gamma_curve == GAMMA_LINEAR) {
1591 Node *conversion = add_node(new GammaExpansionEffect());
1592 CHECK(conversion->effect->set_int("source_curve", input->output_gamma_curve));
1593 conversion->output_gamma_curve = GAMMA_LINEAR;
1594 replace_sender(input, conversion);
1595 connect_nodes(input, conversion);
1598 // Re-sort topologically, and propagate the new information.
1600 propagate_gamma_and_color_space();
1607 sprintf(filename, "step%u-gammafix-iter%u.dot", step, ++gamma_propagation_pass);
1608 output_dot(filename);
1609 assert(gamma_propagation_pass < 100);
1610 } while (found_any);
1612 for (unsigned i = 0; i < nodes.size(); ++i) {
1613 Node *node = nodes[i];
1614 if (node->disabled) {
1617 assert(node->output_gamma_curve != GAMMA_INVALID);
1621 // Make so that the output is in the desired gamma.
1622 // Note that this assumes linear input gamma, so it might create the need
1623 // for another pass of fix_internal_gamma().
1624 void EffectChain::fix_output_gamma()
1626 Node *output = find_output_node();
1627 if (output->output_gamma_curve != output_format.gamma_curve) {
1628 Node *conversion = add_node(new GammaCompressionEffect());
1629 CHECK(conversion->effect->set_int("destination_curve", output_format.gamma_curve));
1630 conversion->output_gamma_curve = output_format.gamma_curve;
1631 connect_nodes(output, conversion);
1635 // If the user has requested Y'CbCr output, we need to do this conversion
1636 // _after_ GammaCompressionEffect etc., but before dither (see below).
1637 // This is because Y'CbCr, with the exception of a special optional mode
1638 // in Rec. 2020 (which we currently don't support), is defined to work on
1639 // gamma-encoded data.
1640 void EffectChain::add_ycbcr_conversion_if_needed()
1642 assert(output_color_rgba || num_output_color_ycbcr > 0);
1643 if (num_output_color_ycbcr == 0) {
1646 Node *output = find_output_node();
1647 ycbcr_conversion_effect_node = add_node(new YCbCrConversionEffect(output_ycbcr_format));
1648 connect_nodes(output, ycbcr_conversion_effect_node);
1651 // If the user has requested dither, add a DitherEffect right at the end
1652 // (after GammaCompressionEffect etc.). This needs to be done after everything else,
1653 // since dither is about the only effect that can _not_ be done in linear space.
1654 void EffectChain::add_dither_if_needed()
1656 if (num_dither_bits == 0) {
1659 Node *output = find_output_node();
1660 Node *dither = add_node(new DitherEffect());
1661 CHECK(dither->effect->set_int("num_bits", num_dither_bits));
1662 connect_nodes(output, dither);
1664 dither_effect = dither->effect;
1667 // Find the output node. This is, simply, one that has no outgoing links.
1668 // If there are multiple ones, the graph is malformed (we do not support
1669 // multiple outputs right now).
1670 Node *EffectChain::find_output_node()
1672 vector<Node *> output_nodes;
1673 for (unsigned i = 0; i < nodes.size(); ++i) {
1674 Node *node = nodes[i];
1675 if (node->disabled) {
1678 if (node->outgoing_links.empty()) {
1679 output_nodes.push_back(node);
1682 assert(output_nodes.size() == 1);
1683 return output_nodes[0];
1686 void EffectChain::finalize()
1688 // Output the graph as it is before we do any conversions on it.
1689 output_dot("step0-start.dot");
1691 // Give each effect in turn a chance to rewrite its own part of the graph.
1692 // Note that if more effects are added as part of this, they will be
1693 // picked up as part of the same for loop, since they are added at the end.
1694 for (unsigned i = 0; i < nodes.size(); ++i) {
1695 nodes[i]->effect->rewrite_graph(this, nodes[i]);
1697 output_dot("step1-rewritten.dot");
1699 find_color_spaces_for_inputs();
1700 output_dot("step2-input-colorspace.dot");
1703 output_dot("step3-propagated-alpha.dot");
1705 propagate_gamma_and_color_space();
1706 output_dot("step4-propagated-all.dot");
1708 fix_internal_color_spaces();
1709 fix_internal_alpha(6);
1710 fix_output_color_space();
1711 output_dot("step7-output-colorspacefix.dot");
1713 output_dot("step8-output-alphafix.dot");
1715 // Note that we need to fix gamma after colorspace conversion,
1716 // because colorspace conversions might create needs for gamma conversions.
1717 // Also, we need to run an extra pass of fix_internal_gamma() after
1718 // fixing the output gamma, as we only have conversions to/from linear,
1719 // and fix_internal_alpha() since GammaCompressionEffect needs
1720 // postmultiplied input.
1721 fix_internal_gamma_by_asking_inputs(9);
1722 fix_internal_gamma_by_inserting_nodes(10);
1724 output_dot("step11-output-gammafix.dot");
1726 output_dot("step12-output-alpha-propagated.dot");
1727 fix_internal_alpha(13);
1728 output_dot("step14-output-alpha-fixed.dot");
1729 fix_internal_gamma_by_asking_inputs(15);
1730 fix_internal_gamma_by_inserting_nodes(16);
1732 output_dot("step17-before-ycbcr.dot");
1733 add_ycbcr_conversion_if_needed();
1735 output_dot("step18-before-dither.dot");
1736 add_dither_if_needed();
1738 output_dot("step19-final.dot");
1740 // Construct all needed GLSL programs, starting at the output.
1741 // We need to keep track of which effects have already been computed,
1742 // as an effect with multiple users could otherwise be calculated
1744 map<Node *, Phase *> completed_effects;
1745 construct_phase(find_output_node(), &completed_effects);
1747 output_dot("step20-split-to-phases.dot");
1749 assert(phases[0]->inputs.empty());
1754 void EffectChain::render_to_fbo(GLuint dest_fbo, unsigned width, unsigned height)
1758 // This needs to be set anew, in case we are coming from a different context
1759 // from when we initialized.
1761 glDisable(GL_DITHER);
1764 const bool final_srgb = glIsEnabled(GL_FRAMEBUFFER_SRGB);
1766 bool current_srgb = final_srgb;
1768 // Save original viewport.
1769 GLuint x = 0, y = 0;
1771 if (width == 0 && height == 0) {
1773 glGetIntegerv(GL_VIEWPORT, viewport);
1776 width = viewport[2];
1777 height = viewport[3];
1782 glDisable(GL_BLEND);
1784 glDisable(GL_DEPTH_TEST);
1786 glDepthMask(GL_FALSE);
1789 // Generate a VAO that will be used during the entire execution,
1790 // and bind the VBO, since it contains all the data.
1792 glGenVertexArrays(1, &vao);
1794 glBindVertexArray(vao);
1796 glBindBuffer(GL_ARRAY_BUFFER, vbo);
1798 set<GLint> bound_attribute_indices;
1800 set<Phase *> generated_mipmaps;
1802 // We choose the simplest option of having one texture per output,
1803 // since otherwise this turns into an (albeit simple) register allocation problem.
1804 map<Phase *, GLuint> output_textures;
1806 for (unsigned phase_num = 0; phase_num < phases.size(); ++phase_num) {
1807 Phase *phase = phases[phase_num];
1809 if (do_phase_timing) {
1810 GLuint timer_query_object;
1811 if (phase->timer_query_objects_free.empty()) {
1812 glGenQueries(1, &timer_query_object);
1814 timer_query_object = phase->timer_query_objects_free.front();
1815 phase->timer_query_objects_free.pop_front();
1817 glBeginQuery(GL_TIME_ELAPSED, timer_query_object);
1818 phase->timer_query_objects_running.push_back(timer_query_object);
1820 if (phase_num == phases.size() - 1) {
1821 // Last phase goes to the output the user specified.
1822 glBindFramebuffer(GL_FRAMEBUFFER, dest_fbo);
1824 GLenum status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
1825 assert(status == GL_FRAMEBUFFER_COMPLETE);
1826 glViewport(x, y, width, height);
1827 if (dither_effect != NULL) {
1828 CHECK(dither_effect->set_int("output_width", width));
1829 CHECK(dither_effect->set_int("output_height", height));
1832 bool last_phase = (phase_num == phases.size() - 1);
1834 // Enable sRGB rendering for intermediates in case we are
1835 // rendering to an sRGB format.
1836 bool needs_srgb = last_phase ? final_srgb : true;
1837 if (needs_srgb && !current_srgb) {
1838 glEnable(GL_FRAMEBUFFER_SRGB);
1840 current_srgb = true;
1841 } else if (!needs_srgb && current_srgb) {
1842 glDisable(GL_FRAMEBUFFER_SRGB);
1844 current_srgb = true;
1847 execute_phase(phase, last_phase, &bound_attribute_indices, &output_textures, &generated_mipmaps);
1848 if (do_phase_timing) {
1849 glEndQuery(GL_TIME_ELAPSED);
1853 for (map<Phase *, GLuint>::const_iterator texture_it = output_textures.begin();
1854 texture_it != output_textures.end();
1856 resource_pool->release_2d_texture(texture_it->second);
1859 glBindFramebuffer(GL_FRAMEBUFFER, 0);
1864 glBindBuffer(GL_ARRAY_BUFFER, 0);
1866 glBindVertexArray(0);
1868 glDeleteVertexArrays(1, &vao);
1871 if (do_phase_timing) {
1872 // Get back the timer queries.
1873 for (unsigned phase_num = 0; phase_num < phases.size(); ++phase_num) {
1874 Phase *phase = phases[phase_num];
1875 for (std::list<GLuint>::iterator timer_it = phase->timer_query_objects_running.begin();
1876 timer_it != phase->timer_query_objects_running.end(); ) {
1877 GLint timer_query_object = *timer_it;
1879 glGetQueryObjectiv(timer_query_object, GL_QUERY_RESULT_AVAILABLE, &available);
1881 GLuint64 time_elapsed;
1882 glGetQueryObjectui64v(timer_query_object, GL_QUERY_RESULT, &time_elapsed);
1883 phase->time_elapsed_ns += time_elapsed;
1884 ++phase->num_measured_iterations;
1885 phase->timer_query_objects_free.push_back(timer_query_object);
1886 phase->timer_query_objects_running.erase(timer_it++);
1895 void EffectChain::enable_phase_timing(bool enable)
1898 assert(movit_timer_queries_supported);
1900 this->do_phase_timing = enable;
1903 void EffectChain::reset_phase_timing()
1905 for (unsigned phase_num = 0; phase_num < phases.size(); ++phase_num) {
1906 Phase *phase = phases[phase_num];
1907 phase->time_elapsed_ns = 0;
1908 phase->num_measured_iterations = 0;
1912 void EffectChain::print_phase_timing()
1914 double total_time_ms = 0.0;
1915 for (unsigned phase_num = 0; phase_num < phases.size(); ++phase_num) {
1916 Phase *phase = phases[phase_num];
1917 double avg_time_ms = phase->time_elapsed_ns * 1e-6 / phase->num_measured_iterations;
1918 printf("Phase %d: %5.1f ms [", phase_num, avg_time_ms);
1919 for (unsigned effect_num = 0; effect_num < phase->effects.size(); ++effect_num) {
1920 if (effect_num != 0) {
1923 printf("%s", phase->effects[effect_num]->effect->effect_type_id().c_str());
1926 total_time_ms += avg_time_ms;
1928 printf("Total: %5.1f ms\n", total_time_ms);
1931 void EffectChain::execute_phase(Phase *phase, bool last_phase,
1932 set<GLint> *bound_attribute_indices,
1933 map<Phase *, GLuint> *output_textures,
1934 set<Phase *> *generated_mipmaps)
1938 // Find a texture for this phase.
1939 inform_input_sizes(phase);
1941 find_output_size(phase);
1943 GLuint tex_num = resource_pool->create_2d_texture(intermediate_format, phase->output_width, phase->output_height);
1944 output_textures->insert(make_pair(phase, tex_num));
1947 // Set up RTT inputs for this phase.
1948 for (unsigned sampler = 0; sampler < phase->inputs.size(); ++sampler) {
1949 glActiveTexture(GL_TEXTURE0 + sampler);
1950 Phase *input = phase->inputs[sampler];
1951 input->output_node->bound_sampler_num = sampler;
1952 glBindTexture(GL_TEXTURE_2D, (*output_textures)[input]);
1954 if (phase->input_needs_mipmaps && generated_mipmaps->count(input) == 0) {
1955 glGenerateMipmap(GL_TEXTURE_2D);
1957 generated_mipmaps->insert(input);
1959 setup_rtt_sampler(sampler, phase->input_needs_mipmaps);
1960 phase->input_samplers[sampler] = sampler; // Bind the sampler to the right uniform.
1963 // And now the output. (Already set up for us if it is the last phase.)
1965 fbo = resource_pool->create_fbo((*output_textures)[phase]);
1966 glBindFramebuffer(GL_FRAMEBUFFER, fbo);
1967 glViewport(0, 0, phase->output_width, phase->output_height);
1970 GLuint instance_program_num = resource_pool->use_glsl_program(phase->glsl_program_num);
1973 // Give the required parameters to all the effects.
1974 unsigned sampler_num = phase->inputs.size();
1975 for (unsigned i = 0; i < phase->effects.size(); ++i) {
1976 Node *node = phase->effects[i];
1977 unsigned old_sampler_num = sampler_num;
1978 node->effect->set_gl_state(instance_program_num, phase->effect_ids[node], &sampler_num);
1981 if (node->effect->is_single_texture()) {
1982 assert(sampler_num - old_sampler_num == 1);
1983 node->bound_sampler_num = old_sampler_num;
1985 node->bound_sampler_num = -1;
1989 // Uniforms need to come after set_gl_state(), since they can be updated
1991 setup_uniforms(phase);
1993 // Clean up old attributes if they are no longer needed.
1994 for (set<GLint>::iterator attr_it = bound_attribute_indices->begin();
1995 attr_it != bound_attribute_indices->end(); ) {
1996 if (phase->attribute_indexes.count(*attr_it) == 0) {
1997 glDisableVertexAttribArray(*attr_it);
1999 bound_attribute_indices->erase(attr_it++);
2005 // Set up the new attributes, if needed.
2006 for (set<GLint>::iterator attr_it = phase->attribute_indexes.begin();
2007 attr_it != phase->attribute_indexes.end();
2009 if (bound_attribute_indices->count(*attr_it) == 0) {
2010 glEnableVertexAttribArray(*attr_it);
2012 glVertexAttribPointer(*attr_it, 2, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(0));
2014 bound_attribute_indices->insert(*attr_it);
2018 glDrawArrays(GL_TRIANGLES, 0, 3);
2021 for (unsigned i = 0; i < phase->effects.size(); ++i) {
2022 Node *node = phase->effects[i];
2023 node->effect->clear_gl_state();
2026 resource_pool->unuse_glsl_program(instance_program_num);
2029 resource_pool->release_fbo(fbo);
2033 void EffectChain::setup_uniforms(Phase *phase)
2035 // TODO: Use UBO blocks.
2036 for (size_t i = 0; i < phase->uniforms_sampler2d.size(); ++i) {
2037 const Uniform<int> &uniform = phase->uniforms_sampler2d[i];
2038 if (uniform.location != -1) {
2039 glUniform1iv(uniform.location, uniform.num_values, uniform.value);
2042 for (size_t i = 0; i < phase->uniforms_bool.size(); ++i) {
2043 const Uniform<bool> &uniform = phase->uniforms_bool[i];
2044 assert(uniform.num_values == 1);
2045 if (uniform.location != -1) {
2046 glUniform1i(uniform.location, *uniform.value);
2049 for (size_t i = 0; i < phase->uniforms_int.size(); ++i) {
2050 const Uniform<int> &uniform = phase->uniforms_int[i];
2051 if (uniform.location != -1) {
2052 glUniform1iv(uniform.location, uniform.num_values, uniform.value);
2055 for (size_t i = 0; i < phase->uniforms_float.size(); ++i) {
2056 const Uniform<float> &uniform = phase->uniforms_float[i];
2057 if (uniform.location != -1) {
2058 glUniform1fv(uniform.location, uniform.num_values, uniform.value);
2061 for (size_t i = 0; i < phase->uniforms_vec2.size(); ++i) {
2062 const Uniform<float> &uniform = phase->uniforms_vec2[i];
2063 if (uniform.location != -1) {
2064 glUniform2fv(uniform.location, uniform.num_values, uniform.value);
2067 for (size_t i = 0; i < phase->uniforms_vec3.size(); ++i) {
2068 const Uniform<float> &uniform = phase->uniforms_vec3[i];
2069 if (uniform.location != -1) {
2070 glUniform3fv(uniform.location, uniform.num_values, uniform.value);
2073 for (size_t i = 0; i < phase->uniforms_vec4.size(); ++i) {
2074 const Uniform<float> &uniform = phase->uniforms_vec4[i];
2075 if (uniform.location != -1) {
2076 glUniform4fv(uniform.location, uniform.num_values, uniform.value);
2079 for (size_t i = 0; i < phase->uniforms_mat3.size(); ++i) {
2080 const Uniform<Matrix3d> &uniform = phase->uniforms_mat3[i];
2081 assert(uniform.num_values == 1);
2082 if (uniform.location != -1) {
2083 // Convert to float (GLSL has no double matrices).
2085 for (unsigned y = 0; y < 3; ++y) {
2086 for (unsigned x = 0; x < 3; ++x) {
2087 matrixf[y + x * 3] = (*uniform.value)(y, x);
2090 glUniformMatrix3fv(uniform.location, 1, GL_FALSE, matrixf);
2095 void EffectChain::setup_rtt_sampler(int sampler_num, bool use_mipmaps)
2097 glActiveTexture(GL_TEXTURE0 + sampler_num);
2100 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
2103 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
2106 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
2108 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
2112 } // namespace movit