1 #define GL_GLEXT_PROTOTYPES 1
16 #include "effect_chain.h"
17 #include "gamma_expansion_effect.h"
18 #include "gamma_compression_effect.h"
19 #include "colorspace_conversion_effect.h"
20 #include "alpha_multiplication_effect.h"
21 #include "alpha_division_effect.h"
22 #include "dither_effect.h"
26 EffectChain::EffectChain(float aspect_nom, float aspect_denom)
27 : aspect_nom(aspect_nom),
28 aspect_denom(aspect_denom),
34 EffectChain::~EffectChain()
36 for (unsigned i = 0; i < nodes.size(); ++i) {
37 if (nodes[i]->output_texture != 0) {
38 glDeleteTextures(1, &nodes[i]->output_texture);
40 delete nodes[i]->effect;
43 for (unsigned i = 0; i < phases.size(); ++i) {
44 glDeleteProgram(phases[i]->glsl_program_num);
45 glDeleteShader(phases[i]->vertex_shader);
46 glDeleteShader(phases[i]->fragment_shader);
50 glDeleteFramebuffers(1, &fbo);
54 Input *EffectChain::add_input(Input *input)
56 inputs.push_back(input);
61 void EffectChain::add_output(const ImageFormat &format, OutputAlphaFormat alpha_format)
63 output_format = format;
64 output_alpha_format = alpha_format;
67 Node *EffectChain::add_node(Effect *effect)
70 sprintf(effect_id, "eff%u", (unsigned)nodes.size());
72 Node *node = new Node;
73 node->effect = effect;
74 node->disabled = false;
75 node->effect_id = effect_id;
76 node->output_color_space = COLORSPACE_INVALID;
77 node->output_gamma_curve = GAMMA_INVALID;
78 node->output_alpha_type = ALPHA_INVALID;
79 node->output_texture = 0;
81 nodes.push_back(node);
82 node_map[effect] = node;
86 void EffectChain::connect_nodes(Node *sender, Node *receiver)
88 sender->outgoing_links.push_back(receiver);
89 receiver->incoming_links.push_back(sender);
92 void EffectChain::replace_receiver(Node *old_receiver, Node *new_receiver)
94 new_receiver->incoming_links = old_receiver->incoming_links;
95 old_receiver->incoming_links.clear();
97 for (unsigned i = 0; i < new_receiver->incoming_links.size(); ++i) {
98 Node *sender = new_receiver->incoming_links[i];
99 for (unsigned j = 0; j < sender->outgoing_links.size(); ++j) {
100 if (sender->outgoing_links[j] == old_receiver) {
101 sender->outgoing_links[j] = new_receiver;
107 void EffectChain::replace_sender(Node *old_sender, Node *new_sender)
109 new_sender->outgoing_links = old_sender->outgoing_links;
110 old_sender->outgoing_links.clear();
112 for (unsigned i = 0; i < new_sender->outgoing_links.size(); ++i) {
113 Node *receiver = new_sender->outgoing_links[i];
114 for (unsigned j = 0; j < receiver->incoming_links.size(); ++j) {
115 if (receiver->incoming_links[j] == old_sender) {
116 receiver->incoming_links[j] = new_sender;
122 void EffectChain::insert_node_between(Node *sender, Node *middle, Node *receiver)
124 for (unsigned i = 0; i < sender->outgoing_links.size(); ++i) {
125 if (sender->outgoing_links[i] == receiver) {
126 sender->outgoing_links[i] = middle;
127 middle->incoming_links.push_back(sender);
130 for (unsigned i = 0; i < receiver->incoming_links.size(); ++i) {
131 if (receiver->incoming_links[i] == sender) {
132 receiver->incoming_links[i] = middle;
133 middle->outgoing_links.push_back(receiver);
137 assert(middle->incoming_links.size() == middle->effect->num_inputs());
140 void EffectChain::find_all_nonlinear_inputs(Node *node, std::vector<Node *> *nonlinear_inputs)
142 if (node->output_gamma_curve == GAMMA_LINEAR &&
143 node->effect->effect_type_id() != "GammaCompressionEffect") {
146 if (node->effect->num_inputs() == 0) {
147 nonlinear_inputs->push_back(node);
149 assert(node->effect->num_inputs() == node->incoming_links.size());
150 for (unsigned i = 0; i < node->incoming_links.size(); ++i) {
151 find_all_nonlinear_inputs(node->incoming_links[i], nonlinear_inputs);
156 Effect *EffectChain::add_effect(Effect *effect, const std::vector<Effect *> &inputs)
158 assert(inputs.size() == effect->num_inputs());
159 Node *node = add_node(effect);
160 for (unsigned i = 0; i < inputs.size(); ++i) {
161 assert(node_map.count(inputs[i]) != 0);
162 connect_nodes(node_map[inputs[i]], node);
167 // GLSL pre-1.30 doesn't support token pasting. Replace PREFIX(x) with <effect_id>_x.
168 std::string replace_prefix(const std::string &text, const std::string &prefix)
173 while (start < text.size()) {
174 size_t pos = text.find("PREFIX(", start);
175 if (pos == std::string::npos) {
176 output.append(text.substr(start, std::string::npos));
180 output.append(text.substr(start, pos - start));
181 output.append(prefix);
184 pos += strlen("PREFIX(");
186 // Output stuff until we find the matching ), which we then eat.
188 size_t end_arg_pos = pos;
189 while (end_arg_pos < text.size()) {
190 if (text[end_arg_pos] == '(') {
192 } else if (text[end_arg_pos] == ')') {
200 output.append(text.substr(pos, end_arg_pos - pos));
208 Phase *EffectChain::compile_glsl_program(
209 const std::vector<Node *> &inputs,
210 const std::vector<Node *> &effects)
212 assert(!effects.empty());
214 // Deduplicate the inputs.
215 std::vector<Node *> true_inputs = inputs;
216 std::sort(true_inputs.begin(), true_inputs.end());
217 true_inputs.erase(std::unique(true_inputs.begin(), true_inputs.end()), true_inputs.end());
219 bool input_needs_mipmaps = false;
220 std::string frag_shader = read_file("header.frag");
222 // Create functions for all the texture inputs that we need.
223 for (unsigned i = 0; i < true_inputs.size(); ++i) {
224 Node *input = true_inputs[i];
226 frag_shader += std::string("uniform sampler2D tex_") + input->effect_id + ";\n";
227 frag_shader += std::string("vec4 ") + input->effect_id + "(vec2 tc) {\n";
228 frag_shader += "\treturn texture2D(tex_" + input->effect_id + ", tc);\n";
229 frag_shader += "}\n";
233 std::vector<Node *> sorted_effects = topological_sort(effects);
235 for (unsigned i = 0; i < sorted_effects.size(); ++i) {
236 Node *node = sorted_effects[i];
238 if (node->incoming_links.size() == 1) {
239 frag_shader += std::string("#define INPUT ") + node->incoming_links[0]->effect_id + "\n";
241 for (unsigned j = 0; j < node->incoming_links.size(); ++j) {
243 sprintf(buf, "#define INPUT%d %s\n", j + 1, node->incoming_links[j]->effect_id.c_str());
249 frag_shader += std::string("#define FUNCNAME ") + node->effect_id + "\n";
250 frag_shader += replace_prefix(node->effect->output_convenience_uniforms(), node->effect_id);
251 frag_shader += replace_prefix(node->effect->output_fragment_shader(), node->effect_id);
252 frag_shader += "#undef PREFIX\n";
253 frag_shader += "#undef FUNCNAME\n";
254 if (node->incoming_links.size() == 1) {
255 frag_shader += "#undef INPUT\n";
257 for (unsigned j = 0; j < node->incoming_links.size(); ++j) {
259 sprintf(buf, "#undef INPUT%d\n", j + 1);
265 input_needs_mipmaps |= node->effect->needs_mipmaps();
267 for (unsigned i = 0; i < sorted_effects.size(); ++i) {
268 Node *node = sorted_effects[i];
269 if (node->effect->num_inputs() == 0) {
270 CHECK(node->effect->set_int("needs_mipmaps", input_needs_mipmaps));
273 frag_shader += std::string("#define INPUT ") + sorted_effects.back()->effect_id + "\n";
274 frag_shader.append(read_file("footer.frag"));
276 if (movit_debug_level == MOVIT_DEBUG_ON) {
277 // Output shader to a temporary file, for easier debugging.
278 static int compiled_shader_num = 0;
280 sprintf(filename, "chain-%03d.frag", compiled_shader_num++);
281 FILE *fp = fopen(filename, "w");
286 fprintf(fp, "%s\n", frag_shader.c_str());
290 GLuint glsl_program_num = glCreateProgram();
291 GLuint vs_obj = compile_shader(read_file("vs.vert"), GL_VERTEX_SHADER);
292 GLuint fs_obj = compile_shader(frag_shader, GL_FRAGMENT_SHADER);
293 glAttachShader(glsl_program_num, vs_obj);
295 glAttachShader(glsl_program_num, fs_obj);
297 glLinkProgram(glsl_program_num);
300 Phase *phase = new Phase;
301 phase->glsl_program_num = glsl_program_num;
302 phase->vertex_shader = vs_obj;
303 phase->fragment_shader = fs_obj;
304 phase->input_needs_mipmaps = input_needs_mipmaps;
305 phase->inputs = true_inputs;
306 phase->effects = sorted_effects;
311 // Construct GLSL programs, starting at the given effect and following
312 // the chain from there. We end a program every time we come to an effect
313 // marked as "needs texture bounce", one that is used by multiple other
314 // effects, every time an effect wants to change the output size,
315 // and of course at the end.
317 // We follow a quite simple depth-first search from the output, although
318 // without any explicit recursion.
319 void EffectChain::construct_glsl_programs(Node *output)
321 // Which effects have already been completed?
322 // We need to keep track of it, as an effect with multiple outputs
323 // could otherwise be calculated multiple times.
324 std::set<Node *> completed_effects;
326 // Effects in the current phase, as well as inputs (outputs from other phases
327 // that we depend on). Note that since we start iterating from the end,
328 // the effect list will be in the reverse order.
329 std::vector<Node *> this_phase_inputs;
330 std::vector<Node *> this_phase_effects;
332 // Effects that we have yet to calculate, but that we know should
333 // be in the current phase.
334 std::stack<Node *> effects_todo_this_phase;
336 // Effects that we have yet to calculate, but that come from other phases.
337 // We delay these until we have this phase done in its entirety,
338 // at which point we pick any of them and start a new phase from that.
339 std::stack<Node *> effects_todo_other_phases;
341 effects_todo_this_phase.push(output);
343 for ( ;; ) { // Termination condition within loop.
344 if (!effects_todo_this_phase.empty()) {
345 // OK, we have more to do this phase.
346 Node *node = effects_todo_this_phase.top();
347 effects_todo_this_phase.pop();
349 // This should currently only happen for effects that are inputs
350 // (either true inputs or phase outputs). We special-case inputs,
351 // and then deduplicate phase outputs in compile_glsl_program().
352 if (node->effect->num_inputs() == 0) {
353 if (find(this_phase_effects.begin(), this_phase_effects.end(), node) != this_phase_effects.end()) {
357 assert(completed_effects.count(node) == 0);
360 this_phase_effects.push_back(node);
361 completed_effects.insert(node);
363 // Find all the dependencies of this effect, and add them to the stack.
364 std::vector<Node *> deps = node->incoming_links;
365 assert(node->effect->num_inputs() == deps.size());
366 for (unsigned i = 0; i < deps.size(); ++i) {
367 bool start_new_phase = false;
369 // FIXME: If we sample directly from a texture, we won't need this.
370 if (node->effect->needs_texture_bounce()) {
371 start_new_phase = true;
374 if (deps[i]->outgoing_links.size() > 1) {
375 if (deps[i]->effect->num_inputs() > 0) {
376 // More than one effect uses this as the input,
377 // and it is not a texture itself.
378 // The easiest thing to do (and probably also the safest
379 // performance-wise in most cases) is to bounce it to a texture
380 // and then let the next passes read from that.
381 start_new_phase = true;
383 // For textures, we try to be slightly more clever;
384 // if none of our outputs need a bounce, we don't bounce
385 // but instead simply use the effect many times.
387 // Strictly speaking, we could bounce it for some outputs
388 // and use it directly for others, but the processing becomes
389 // somewhat simpler if the effect is only used in one such way.
390 for (unsigned j = 0; j < deps[i]->outgoing_links.size(); ++j) {
391 Node *rdep = deps[i]->outgoing_links[j];
392 start_new_phase |= rdep->effect->needs_texture_bounce();
397 if (deps[i]->effect->changes_output_size()) {
398 start_new_phase = true;
401 if (start_new_phase) {
402 effects_todo_other_phases.push(deps[i]);
403 this_phase_inputs.push_back(deps[i]);
405 effects_todo_this_phase.push(deps[i]);
411 // No more effects to do this phase. Take all the ones we have,
412 // and create a GLSL program for it.
413 if (!this_phase_effects.empty()) {
414 reverse(this_phase_effects.begin(), this_phase_effects.end());
415 phases.push_back(compile_glsl_program(this_phase_inputs, this_phase_effects));
416 this_phase_effects.back()->phase = phases.back();
417 this_phase_inputs.clear();
418 this_phase_effects.clear();
420 assert(this_phase_inputs.empty());
421 assert(this_phase_effects.empty());
423 // If we have no effects left, exit.
424 if (effects_todo_other_phases.empty()) {
428 Node *node = effects_todo_other_phases.top();
429 effects_todo_other_phases.pop();
431 if (completed_effects.count(node) == 0) {
432 // Start a new phase, calculating from this effect.
433 effects_todo_this_phase.push(node);
437 // Finally, since the phases are found from the output but must be executed
438 // from the input(s), reverse them, too.
439 std::reverse(phases.begin(), phases.end());
442 void EffectChain::output_dot(const char *filename)
444 if (movit_debug_level != MOVIT_DEBUG_ON) {
448 FILE *fp = fopen(filename, "w");
454 fprintf(fp, "digraph G {\n");
455 fprintf(fp, " output [shape=box label=\"(output)\"];\n");
456 for (unsigned i = 0; i < nodes.size(); ++i) {
457 // Find out which phase this event belongs to.
458 std::vector<int> in_phases;
459 for (unsigned j = 0; j < phases.size(); ++j) {
460 const Phase* p = phases[j];
461 if (std::find(p->effects.begin(), p->effects.end(), nodes[i]) != p->effects.end()) {
462 in_phases.push_back(j);
466 if (in_phases.empty()) {
467 fprintf(fp, " n%ld [label=\"%s\"];\n", (long)nodes[i], nodes[i]->effect->effect_type_id().c_str());
468 } else if (in_phases.size() == 1) {
469 fprintf(fp, " n%ld [label=\"%s\" style=\"filled\" fillcolor=\"/accent8/%d\"];\n",
470 (long)nodes[i], nodes[i]->effect->effect_type_id().c_str(),
471 (in_phases[0] % 8) + 1);
473 // If we had new enough Graphviz, style="wedged" would probably be ideal here.
475 fprintf(fp, " n%ld [label=\"%s [in multiple phases]\" style=\"filled\" fillcolor=\"/accent8/%d\"];\n",
476 (long)nodes[i], nodes[i]->effect->effect_type_id().c_str(),
477 (in_phases[0] % 8) + 1);
480 char from_node_id[256];
481 snprintf(from_node_id, 256, "n%ld", (long)nodes[i]);
483 for (unsigned j = 0; j < nodes[i]->outgoing_links.size(); ++j) {
484 char to_node_id[256];
485 snprintf(to_node_id, 256, "n%ld", (long)nodes[i]->outgoing_links[j]);
487 std::vector<std::string> labels = get_labels_for_edge(nodes[i], nodes[i]->outgoing_links[j]);
488 output_dot_edge(fp, from_node_id, to_node_id, labels);
491 if (nodes[i]->outgoing_links.empty() && !nodes[i]->disabled) {
493 std::vector<std::string> labels = get_labels_for_edge(nodes[i], NULL);
494 output_dot_edge(fp, from_node_id, "output", labels);
502 std::vector<std::string> EffectChain::get_labels_for_edge(const Node *from, const Node *to)
504 std::vector<std::string> labels;
506 if (to != NULL && to->effect->needs_texture_bounce()) {
507 labels.push_back("needs_bounce");
509 if (from->effect->changes_output_size()) {
510 labels.push_back("resize");
513 switch (from->output_color_space) {
514 case COLORSPACE_INVALID:
515 labels.push_back("spc[invalid]");
517 case COLORSPACE_REC_601_525:
518 labels.push_back("spc[rec601-525]");
520 case COLORSPACE_REC_601_625:
521 labels.push_back("spc[rec601-625]");
527 switch (from->output_gamma_curve) {
529 labels.push_back("gamma[invalid]");
532 labels.push_back("gamma[sRGB]");
534 case GAMMA_REC_601: // and GAMMA_REC_709
535 labels.push_back("gamma[rec601/709]");
541 switch (from->output_alpha_type) {
543 labels.push_back("alpha[invalid]");
546 labels.push_back("alpha[blank]");
548 case ALPHA_POSTMULTIPLIED:
549 labels.push_back("alpha[postmult]");
558 void EffectChain::output_dot_edge(FILE *fp,
559 const std::string &from_node_id,
560 const std::string &to_node_id,
561 const std::vector<std::string> &labels)
563 if (labels.empty()) {
564 fprintf(fp, " %s -> %s;\n", from_node_id.c_str(), to_node_id.c_str());
566 std::string label = labels[0];
567 for (unsigned k = 1; k < labels.size(); ++k) {
568 label += ", " + labels[k];
570 fprintf(fp, " %s -> %s [label=\"%s\"];\n", from_node_id.c_str(), to_node_id.c_str(), label.c_str());
574 void EffectChain::size_rectangle_to_fit(unsigned width, unsigned height, unsigned *output_width, unsigned *output_height)
576 unsigned scaled_width, scaled_height;
578 if (float(width) * aspect_denom >= float(height) * aspect_nom) {
579 // Same aspect, or W/H > aspect (image is wider than the frame).
580 // In either case, keep width, and adjust height.
581 scaled_width = width;
582 scaled_height = lrintf(width * aspect_denom / aspect_nom);
584 // W/H < aspect (image is taller than the frame), so keep height,
586 scaled_width = lrintf(height * aspect_nom / aspect_denom);
587 scaled_height = height;
590 // We should be consistently larger or smaller then the existing choice,
591 // since we have the same aspect.
592 assert(!(scaled_width < *output_width && scaled_height > *output_height));
593 assert(!(scaled_height < *output_height && scaled_width > *output_width));
595 if (scaled_width >= *output_width && scaled_height >= *output_height) {
596 *output_width = scaled_width;
597 *output_height = scaled_height;
601 // Propagate input texture sizes throughout, and inform effects downstream.
602 // (Like a lot of other code, we depend on effects being in topological order.)
603 void EffectChain::inform_input_sizes(Phase *phase)
605 // All effects that have a defined size (inputs and RTT inputs)
606 // get that. Reset all others.
607 for (unsigned i = 0; i < phase->effects.size(); ++i) {
608 Node *node = phase->effects[i];
609 if (node->effect->num_inputs() == 0) {
610 Input *input = static_cast<Input *>(node->effect);
611 node->output_width = input->get_width();
612 node->output_height = input->get_height();
613 assert(node->output_width != 0);
614 assert(node->output_height != 0);
616 node->output_width = node->output_height = 0;
619 for (unsigned i = 0; i < phase->inputs.size(); ++i) {
620 Node *input = phase->inputs[i];
621 input->output_width = input->phase->output_width;
622 input->output_height = input->phase->output_height;
623 assert(input->output_width != 0);
624 assert(input->output_height != 0);
627 // Now propagate from the inputs towards the end, and inform as we go.
628 // The rules are simple:
630 // 1. Don't touch effects that already have given sizes (ie., inputs).
631 // 2. If all of your inputs have the same size, that will be your output size.
632 // 3. Otherwise, your output size is 0x0.
633 for (unsigned i = 0; i < phase->effects.size(); ++i) {
634 Node *node = phase->effects[i];
635 if (node->effect->num_inputs() == 0) {
638 unsigned this_output_width = 0;
639 unsigned this_output_height = 0;
640 for (unsigned j = 0; j < node->incoming_links.size(); ++j) {
641 Node *input = node->incoming_links[j];
642 node->effect->inform_input_size(j, input->output_width, input->output_height);
644 this_output_width = input->output_width;
645 this_output_height = input->output_height;
646 } else if (input->output_width != this_output_width || input->output_height != this_output_height) {
648 this_output_width = 0;
649 this_output_height = 0;
652 node->output_width = this_output_width;
653 node->output_height = this_output_height;
657 // Note: You should call inform_input_sizes() before this, as the last effect's
658 // desired output size might change based on the inputs.
659 void EffectChain::find_output_size(Phase *phase)
661 Node *output_node = phase->effects.back();
663 // If the last effect explicitly sets an output size, use that.
664 if (output_node->effect->changes_output_size()) {
665 output_node->effect->get_output_size(&phase->output_width, &phase->output_height);
669 unsigned output_width = 0, output_height = 0;
671 // If not, look at the input phases and textures.
672 // We select the largest one (by fit into the current aspect).
673 for (unsigned i = 0; i < phase->inputs.size(); ++i) {
674 Node *input = phase->inputs[i];
675 assert(input->phase->output_width != 0);
676 assert(input->phase->output_height != 0);
677 size_rectangle_to_fit(input->phase->output_width, input->phase->output_height, &output_width, &output_height);
679 for (unsigned i = 0; i < phase->effects.size(); ++i) {
680 Effect *effect = phase->effects[i]->effect;
681 if (effect->num_inputs() != 0) {
685 Input *input = static_cast<Input *>(effect);
686 size_rectangle_to_fit(input->get_width(), input->get_height(), &output_width, &output_height);
688 assert(output_width != 0);
689 assert(output_height != 0);
690 phase->output_width = output_width;
691 phase->output_height = output_height;
694 void EffectChain::sort_all_nodes_topologically()
696 nodes = topological_sort(nodes);
699 std::vector<Node *> EffectChain::topological_sort(const std::vector<Node *> &nodes)
701 std::set<Node *> nodes_left_to_visit(nodes.begin(), nodes.end());
702 std::vector<Node *> sorted_list;
703 for (unsigned i = 0; i < nodes.size(); ++i) {
704 topological_sort_visit_node(nodes[i], &nodes_left_to_visit, &sorted_list);
706 reverse(sorted_list.begin(), sorted_list.end());
710 void EffectChain::topological_sort_visit_node(Node *node, std::set<Node *> *nodes_left_to_visit, std::vector<Node *> *sorted_list)
712 if (nodes_left_to_visit->count(node) == 0) {
715 nodes_left_to_visit->erase(node);
716 for (unsigned i = 0; i < node->outgoing_links.size(); ++i) {
717 topological_sort_visit_node(node->outgoing_links[i], nodes_left_to_visit, sorted_list);
719 sorted_list->push_back(node);
722 void EffectChain::find_color_spaces_for_inputs()
724 for (unsigned i = 0; i < nodes.size(); ++i) {
725 Node *node = nodes[i];
726 if (node->disabled) {
729 if (node->incoming_links.size() == 0) {
730 Input *input = static_cast<Input *>(node->effect);
731 node->output_color_space = input->get_color_space();
732 node->output_gamma_curve = input->get_gamma_curve();
734 Effect::AlphaHandling alpha_handling = input->alpha_handling();
735 switch (alpha_handling) {
736 case Effect::OUTPUT_BLANK_ALPHA:
737 node->output_alpha_type = ALPHA_BLANK;
739 case Effect::INPUT_AND_OUTPUT_ALPHA_PREMULTIPLIED:
740 node->output_alpha_type = ALPHA_PREMULTIPLIED;
742 case Effect::OUTPUT_ALPHA_POSTMULTIPLIED:
743 node->output_alpha_type = ALPHA_POSTMULTIPLIED;
745 case Effect::DONT_CARE_ALPHA_TYPE:
750 if (node->output_alpha_type == ALPHA_PREMULTIPLIED) {
751 assert(node->output_gamma_curve == GAMMA_LINEAR);
757 // Propagate gamma and color space information as far as we can in the graph.
758 // The rules are simple: Anything where all the inputs agree, get that as
759 // output as well. Anything else keeps having *_INVALID.
760 void EffectChain::propagate_gamma_and_color_space()
762 // We depend on going through the nodes in order.
763 sort_all_nodes_topologically();
765 for (unsigned i = 0; i < nodes.size(); ++i) {
766 Node *node = nodes[i];
767 if (node->disabled) {
770 assert(node->incoming_links.size() == node->effect->num_inputs());
771 if (node->incoming_links.size() == 0) {
772 assert(node->output_color_space != COLORSPACE_INVALID);
773 assert(node->output_gamma_curve != GAMMA_INVALID);
777 Colorspace color_space = node->incoming_links[0]->output_color_space;
778 GammaCurve gamma_curve = node->incoming_links[0]->output_gamma_curve;
779 for (unsigned j = 1; j < node->incoming_links.size(); ++j) {
780 if (node->incoming_links[j]->output_color_space != color_space) {
781 color_space = COLORSPACE_INVALID;
783 if (node->incoming_links[j]->output_gamma_curve != gamma_curve) {
784 gamma_curve = GAMMA_INVALID;
788 // The conversion effects already have their outputs set correctly,
789 // so leave them alone.
790 if (node->effect->effect_type_id() != "ColorspaceConversionEffect") {
791 node->output_color_space = color_space;
793 if (node->effect->effect_type_id() != "GammaCompressionEffect" &&
794 node->effect->effect_type_id() != "GammaExpansionEffect") {
795 node->output_gamma_curve = gamma_curve;
800 // Propagate alpha information as far as we can in the graph.
801 // Similar to propagate_gamma_and_color_space().
802 void EffectChain::propagate_alpha()
804 // We depend on going through the nodes in order.
805 sort_all_nodes_topologically();
807 for (unsigned i = 0; i < nodes.size(); ++i) {
808 Node *node = nodes[i];
809 if (node->disabled) {
812 assert(node->incoming_links.size() == node->effect->num_inputs());
813 if (node->incoming_links.size() == 0) {
814 assert(node->output_alpha_type != ALPHA_INVALID);
818 // The alpha multiplication/division effects are special cases.
819 if (node->effect->effect_type_id() == "AlphaMultiplicationEffect") {
820 assert(node->incoming_links.size() == 1);
821 assert(node->incoming_links[0]->output_alpha_type == ALPHA_POSTMULTIPLIED);
822 node->output_alpha_type = ALPHA_PREMULTIPLIED;
825 if (node->effect->effect_type_id() == "AlphaDivisionEffect") {
826 assert(node->incoming_links.size() == 1);
827 assert(node->incoming_links[0]->output_alpha_type == ALPHA_PREMULTIPLIED);
828 node->output_alpha_type = ALPHA_POSTMULTIPLIED;
832 // GammaCompressionEffect and GammaExpansionEffect are also a special case,
833 // because they are the only one that _need_ postmultiplied alpha.
834 if (node->effect->effect_type_id() == "GammaCompressionEffect" ||
835 node->effect->effect_type_id() == "GammaExpansionEffect") {
836 assert(node->incoming_links.size() == 1);
837 if (node->incoming_links[0]->output_alpha_type == ALPHA_BLANK) {
838 node->output_alpha_type = ALPHA_BLANK;
839 } else if (node->incoming_links[0]->output_alpha_type == ALPHA_POSTMULTIPLIED) {
840 node->output_alpha_type = ALPHA_POSTMULTIPLIED;
842 node->output_alpha_type = ALPHA_INVALID;
847 // Only inputs can have unconditional alpha output (OUTPUT_BLANK_ALPHA
848 // or OUTPUT_ALPHA_POSTMULTIPLIED), and they have already been
849 // taken care of above. Rationale: Even if you could imagine
850 // e.g. an effect that took in an image and set alpha=1.0
851 // unconditionally, it wouldn't make any sense to have it as
852 // e.g. OUTPUT_BLANK_ALPHA, since it wouldn't know whether it
853 // got its input pre- or postmultiplied, so it wouldn't know
854 // whether to divide away the old alpha or not.
855 Effect::AlphaHandling alpha_handling = node->effect->alpha_handling();
856 assert(alpha_handling == Effect::INPUT_AND_OUTPUT_ALPHA_PREMULTIPLIED ||
857 alpha_handling == Effect::DONT_CARE_ALPHA_TYPE);
859 // If the node has multiple inputs, check that they are all valid and
861 bool any_invalid = false;
862 bool any_premultiplied = false;
863 bool any_postmultiplied = false;
865 for (unsigned j = 0; j < node->incoming_links.size(); ++j) {
866 switch (node->incoming_links[j]->output_alpha_type) {
871 // Blank is good as both pre- and postmultiplied alpha,
872 // so just ignore it.
874 case ALPHA_PREMULTIPLIED:
875 any_premultiplied = true;
877 case ALPHA_POSTMULTIPLIED:
878 any_postmultiplied = true;
886 node->output_alpha_type = ALPHA_INVALID;
890 // Inputs must be of the same type.
891 if (any_premultiplied && any_postmultiplied) {
892 node->output_alpha_type = ALPHA_INVALID;
896 if (alpha_handling == Effect::INPUT_AND_OUTPUT_ALPHA_PREMULTIPLIED) {
897 // If the effect has asked for premultiplied alpha, check that it has got it.
898 if (any_postmultiplied) {
899 node->output_alpha_type = ALPHA_INVALID;
901 // In some rare cases, it might be advantageous to say
902 // that blank input alpha yields blank output alpha.
903 // However, this would cause a more complex Effect interface
904 // an effect would need to guarantee that it doesn't mess with
905 // blank alpha), so this is the simplest.
906 node->output_alpha_type = ALPHA_PREMULTIPLIED;
909 // OK, all inputs are the same, and this effect is not going
911 assert(alpha_handling == Effect::DONT_CARE_ALPHA_TYPE);
912 if (any_premultiplied) {
913 node->output_alpha_type = ALPHA_PREMULTIPLIED;
914 } else if (any_postmultiplied) {
915 node->output_alpha_type = ALPHA_POSTMULTIPLIED;
917 node->output_alpha_type = ALPHA_BLANK;
923 bool EffectChain::node_needs_colorspace_fix(Node *node)
925 if (node->disabled) {
928 if (node->effect->num_inputs() == 0) {
932 // propagate_gamma_and_color_space() has already set our output
933 // to COLORSPACE_INVALID if the inputs differ, so we can rely on that.
934 if (node->output_color_space == COLORSPACE_INVALID) {
937 return (node->effect->needs_srgb_primaries() && node->output_color_space != COLORSPACE_sRGB);
940 // Fix up color spaces so that there are no COLORSPACE_INVALID nodes left in
941 // the graph. Our strategy is not always optimal, but quite simple:
942 // Find an effect that's as early as possible where the inputs are of
943 // unacceptable colorspaces (that is, either different, or, if the effect only
944 // wants sRGB, not sRGB.) Add appropriate conversions on all its inputs,
945 // propagate the information anew, and repeat until there are no more such
947 void EffectChain::fix_internal_color_spaces()
949 unsigned colorspace_propagation_pass = 0;
953 for (unsigned i = 0; i < nodes.size(); ++i) {
954 Node *node = nodes[i];
955 if (!node_needs_colorspace_fix(node)) {
959 // Go through each input that is not sRGB, and insert
960 // a colorspace conversion after it.
961 for (unsigned j = 0; j < node->incoming_links.size(); ++j) {
962 Node *input = node->incoming_links[j];
963 assert(input->output_color_space != COLORSPACE_INVALID);
964 if (input->output_color_space == COLORSPACE_sRGB) {
967 Node *conversion = add_node(new ColorspaceConversionEffect());
968 CHECK(conversion->effect->set_int("source_space", input->output_color_space));
969 CHECK(conversion->effect->set_int("destination_space", COLORSPACE_sRGB));
970 conversion->output_color_space = COLORSPACE_sRGB;
971 replace_sender(input, conversion);
972 connect_nodes(input, conversion);
975 // Re-sort topologically, and propagate the new information.
976 propagate_gamma_and_color_space();
983 sprintf(filename, "step5-colorspacefix-iter%u.dot", ++colorspace_propagation_pass);
984 output_dot(filename);
985 assert(colorspace_propagation_pass < 100);
988 for (unsigned i = 0; i < nodes.size(); ++i) {
989 Node *node = nodes[i];
990 if (node->disabled) {
993 assert(node->output_color_space != COLORSPACE_INVALID);
997 bool EffectChain::node_needs_alpha_fix(Node *node)
999 if (node->disabled) {
1003 // propagate_alpha() has already set our output to ALPHA_INVALID if the
1004 // inputs differ or we are otherwise in mismatch, so we can rely on that.
1005 return (node->output_alpha_type == ALPHA_INVALID);
1008 // Fix up alpha so that there are no ALPHA_INVALID nodes left in
1009 // the graph. Similar to fix_internal_color_spaces().
1010 void EffectChain::fix_internal_alpha(unsigned step)
1012 unsigned alpha_propagation_pass = 0;
1016 for (unsigned i = 0; i < nodes.size(); ++i) {
1017 Node *node = nodes[i];
1018 if (!node_needs_alpha_fix(node)) {
1022 // If we need to fix up GammaExpansionEffect, then clearly something
1023 // is wrong, since the combination of premultiplied alpha and nonlinear inputs
1025 assert(node->effect->effect_type_id() != "GammaExpansionEffect");
1027 AlphaType desired_type = ALPHA_PREMULTIPLIED;
1029 // GammaCompressionEffect is special; it needs postmultiplied alpha.
1030 if (node->effect->effect_type_id() == "GammaCompressionEffect") {
1031 assert(node->incoming_links.size() == 1);
1032 assert(node->incoming_links[0]->output_alpha_type == ALPHA_PREMULTIPLIED);
1033 desired_type = ALPHA_POSTMULTIPLIED;
1036 // Go through each input that is not premultiplied alpha, and insert
1037 // a conversion before it.
1038 for (unsigned j = 0; j < node->incoming_links.size(); ++j) {
1039 Node *input = node->incoming_links[j];
1040 assert(input->output_alpha_type != ALPHA_INVALID);
1041 if (input->output_alpha_type == desired_type ||
1042 input->output_alpha_type == ALPHA_BLANK) {
1046 if (desired_type == ALPHA_PREMULTIPLIED) {
1047 conversion = add_node(new AlphaMultiplicationEffect());
1049 conversion = add_node(new AlphaDivisionEffect());
1051 conversion->output_alpha_type = desired_type;
1052 replace_sender(input, conversion);
1053 connect_nodes(input, conversion);
1056 // Re-sort topologically, and propagate the new information.
1057 propagate_gamma_and_color_space();
1065 sprintf(filename, "step%u-alphafix-iter%u.dot", step, ++alpha_propagation_pass);
1066 output_dot(filename);
1067 assert(alpha_propagation_pass < 100);
1068 } while (found_any);
1070 for (unsigned i = 0; i < nodes.size(); ++i) {
1071 Node *node = nodes[i];
1072 if (node->disabled) {
1075 assert(node->output_alpha_type != ALPHA_INVALID);
1079 // Make so that the output is in the desired color space.
1080 void EffectChain::fix_output_color_space()
1082 Node *output = find_output_node();
1083 if (output->output_color_space != output_format.color_space) {
1084 Node *conversion = add_node(new ColorspaceConversionEffect());
1085 CHECK(conversion->effect->set_int("source_space", output->output_color_space));
1086 CHECK(conversion->effect->set_int("destination_space", output_format.color_space));
1087 conversion->output_color_space = output_format.color_space;
1088 connect_nodes(output, conversion);
1090 propagate_gamma_and_color_space();
1094 // Make so that the output is in the desired pre-/postmultiplication alpha state.
1095 void EffectChain::fix_output_alpha()
1097 Node *output = find_output_node();
1098 assert(output->output_alpha_type != ALPHA_INVALID);
1099 if (output->output_alpha_type == ALPHA_BLANK) {
1100 // No alpha output, so we don't care.
1103 if (output->output_alpha_type == ALPHA_PREMULTIPLIED &&
1104 output_alpha_format == OUTPUT_ALPHA_POSTMULTIPLIED) {
1105 Node *conversion = add_node(new AlphaDivisionEffect());
1106 connect_nodes(output, conversion);
1108 propagate_gamma_and_color_space();
1110 if (output->output_alpha_type == ALPHA_POSTMULTIPLIED &&
1111 output_alpha_format == OUTPUT_ALPHA_PREMULTIPLIED) {
1112 Node *conversion = add_node(new AlphaMultiplicationEffect());
1113 connect_nodes(output, conversion);
1115 propagate_gamma_and_color_space();
1119 bool EffectChain::node_needs_gamma_fix(Node *node)
1121 if (node->disabled) {
1125 // Small hack since the output is not an explicit node:
1126 // If we are the last node and our output is in the wrong
1127 // space compared to EffectChain's output, we need to fix it.
1128 // This will only take us to linear, but fix_output_gamma()
1129 // will come and take us to the desired output gamma
1132 // This needs to be before everything else, since it could
1133 // even apply to inputs (if they are the only effect).
1134 if (node->outgoing_links.empty() &&
1135 node->output_gamma_curve != output_format.gamma_curve &&
1136 node->output_gamma_curve != GAMMA_LINEAR) {
1140 if (node->effect->num_inputs() == 0) {
1144 // propagate_gamma_and_color_space() has already set our output
1145 // to GAMMA_INVALID if the inputs differ, so we can rely on that,
1146 // except for GammaCompressionEffect.
1147 if (node->output_gamma_curve == GAMMA_INVALID) {
1150 if (node->effect->effect_type_id() == "GammaCompressionEffect") {
1151 assert(node->incoming_links.size() == 1);
1152 return node->incoming_links[0]->output_gamma_curve != GAMMA_LINEAR;
1155 return (node->effect->needs_linear_light() && node->output_gamma_curve != GAMMA_LINEAR);
1158 // Very similar to fix_internal_color_spaces(), but for gamma.
1159 // There is one difference, though; before we start adding conversion nodes,
1160 // we see if we can get anything out of asking the sources to deliver
1161 // linear gamma directly. fix_internal_gamma_by_asking_inputs()
1162 // does that part, while fix_internal_gamma_by_inserting_nodes()
1163 // inserts nodes as needed afterwards.
1164 void EffectChain::fix_internal_gamma_by_asking_inputs(unsigned step)
1166 unsigned gamma_propagation_pass = 0;
1170 for (unsigned i = 0; i < nodes.size(); ++i) {
1171 Node *node = nodes[i];
1172 if (!node_needs_gamma_fix(node)) {
1176 // See if all inputs can give us linear gamma. If not, leave it.
1177 std::vector<Node *> nonlinear_inputs;
1178 find_all_nonlinear_inputs(node, &nonlinear_inputs);
1179 assert(!nonlinear_inputs.empty());
1182 for (unsigned i = 0; i < nonlinear_inputs.size(); ++i) {
1183 Input *input = static_cast<Input *>(nonlinear_inputs[i]->effect);
1184 all_ok &= input->can_output_linear_gamma();
1191 for (unsigned i = 0; i < nonlinear_inputs.size(); ++i) {
1192 CHECK(nonlinear_inputs[i]->effect->set_int("output_linear_gamma", 1));
1193 nonlinear_inputs[i]->output_gamma_curve = GAMMA_LINEAR;
1196 // Re-sort topologically, and propagate the new information.
1197 propagate_gamma_and_color_space();
1204 sprintf(filename, "step%u-gammafix-iter%u.dot", step, ++gamma_propagation_pass);
1205 output_dot(filename);
1206 assert(gamma_propagation_pass < 100);
1207 } while (found_any);
1210 void EffectChain::fix_internal_gamma_by_inserting_nodes(unsigned step)
1212 unsigned gamma_propagation_pass = 0;
1216 for (unsigned i = 0; i < nodes.size(); ++i) {
1217 Node *node = nodes[i];
1218 if (!node_needs_gamma_fix(node)) {
1222 // Special case: We could be an input and still be asked to
1223 // fix our gamma; if so, we should be the only node
1224 // (as node_needs_gamma_fix() would only return true in
1225 // for an input in that case). That means we should insert
1226 // a conversion node _after_ ourselves.
1227 if (node->incoming_links.empty()) {
1228 assert(node->outgoing_links.empty());
1229 Node *conversion = add_node(new GammaExpansionEffect());
1230 CHECK(conversion->effect->set_int("source_curve", node->output_gamma_curve));
1231 conversion->output_gamma_curve = GAMMA_LINEAR;
1232 connect_nodes(node, conversion);
1235 // If not, go through each input that is not linear gamma,
1236 // and insert a gamma conversion after it.
1237 for (unsigned j = 0; j < node->incoming_links.size(); ++j) {
1238 Node *input = node->incoming_links[j];
1239 assert(input->output_gamma_curve != GAMMA_INVALID);
1240 if (input->output_gamma_curve == GAMMA_LINEAR) {
1243 Node *conversion = add_node(new GammaExpansionEffect());
1244 CHECK(conversion->effect->set_int("source_curve", input->output_gamma_curve));
1245 conversion->output_gamma_curve = GAMMA_LINEAR;
1246 replace_sender(input, conversion);
1247 connect_nodes(input, conversion);
1250 // Re-sort topologically, and propagate the new information.
1252 propagate_gamma_and_color_space();
1259 sprintf(filename, "step%u-gammafix-iter%u.dot", step, ++gamma_propagation_pass);
1260 output_dot(filename);
1261 assert(gamma_propagation_pass < 100);
1262 } while (found_any);
1264 for (unsigned i = 0; i < nodes.size(); ++i) {
1265 Node *node = nodes[i];
1266 if (node->disabled) {
1269 assert(node->output_gamma_curve != GAMMA_INVALID);
1273 // Make so that the output is in the desired gamma.
1274 // Note that this assumes linear input gamma, so it might create the need
1275 // for another pass of fix_internal_gamma().
1276 void EffectChain::fix_output_gamma()
1278 Node *output = find_output_node();
1279 if (output->output_gamma_curve != output_format.gamma_curve) {
1280 Node *conversion = add_node(new GammaCompressionEffect());
1281 CHECK(conversion->effect->set_int("destination_curve", output_format.gamma_curve));
1282 conversion->output_gamma_curve = output_format.gamma_curve;
1283 connect_nodes(output, conversion);
1287 // If the user has requested dither, add a DitherEffect right at the end
1288 // (after GammaCompressionEffect etc.). This needs to be done after everything else,
1289 // since dither is about the only effect that can _not_ be done in linear space.
1290 void EffectChain::add_dither_if_needed()
1292 if (num_dither_bits == 0) {
1295 Node *output = find_output_node();
1296 Node *dither = add_node(new DitherEffect());
1297 CHECK(dither->effect->set_int("num_bits", num_dither_bits));
1298 connect_nodes(output, dither);
1300 dither_effect = dither->effect;
1303 // Find the output node. This is, simply, one that has no outgoing links.
1304 // If there are multiple ones, the graph is malformed (we do not support
1305 // multiple outputs right now).
1306 Node *EffectChain::find_output_node()
1308 std::vector<Node *> output_nodes;
1309 for (unsigned i = 0; i < nodes.size(); ++i) {
1310 Node *node = nodes[i];
1311 if (node->disabled) {
1314 if (node->outgoing_links.empty()) {
1315 output_nodes.push_back(node);
1318 assert(output_nodes.size() == 1);
1319 return output_nodes[0];
1322 void EffectChain::finalize()
1324 // Save the current locale, and set it to C, so that we can output decimal
1325 // numbers with printf and be sure to get them in the format mandated by GLSL.
1326 char *saved_locale = setlocale(LC_NUMERIC, "C");
1328 // Output the graph as it is before we do any conversions on it.
1329 output_dot("step0-start.dot");
1331 // Give each effect in turn a chance to rewrite its own part of the graph.
1332 // Note that if more effects are added as part of this, they will be
1333 // picked up as part of the same for loop, since they are added at the end.
1334 for (unsigned i = 0; i < nodes.size(); ++i) {
1335 nodes[i]->effect->rewrite_graph(this, nodes[i]);
1337 output_dot("step1-rewritten.dot");
1339 find_color_spaces_for_inputs();
1340 output_dot("step2-input-colorspace.dot");
1343 output_dot("step3-propagated-alpha.dot");
1345 propagate_gamma_and_color_space();
1346 output_dot("step4-propagated-all.dot");
1348 fix_internal_color_spaces();
1349 fix_internal_alpha(6);
1350 fix_output_color_space();
1351 output_dot("step7-output-colorspacefix.dot");
1353 output_dot("step8-output-alphafix.dot");
1355 // Note that we need to fix gamma after colorspace conversion,
1356 // because colorspace conversions might create needs for gamma conversions.
1357 // Also, we need to run an extra pass of fix_internal_gamma() after
1358 // fixing the output gamma, as we only have conversions to/from linear,
1359 // and fix_internal_alpha() since GammaCompressionEffect needs
1360 // postmultiplied input.
1361 fix_internal_gamma_by_asking_inputs(9);
1362 fix_internal_gamma_by_inserting_nodes(10);
1364 output_dot("step11-output-gammafix.dot");
1366 output_dot("step12-output-alpha-propagated.dot");
1367 fix_internal_alpha(13);
1368 output_dot("step14-output-alpha-fixed.dot");
1369 fix_internal_gamma_by_asking_inputs(15);
1370 fix_internal_gamma_by_inserting_nodes(16);
1372 output_dot("step17-before-dither.dot");
1374 add_dither_if_needed();
1376 output_dot("step18-final.dot");
1378 // Construct all needed GLSL programs, starting at the output.
1379 construct_glsl_programs(find_output_node());
1381 output_dot("step19-split-to-phases.dot");
1383 // If we have more than one phase, we need intermediate render-to-texture.
1384 // Construct an FBO, and then as many textures as we need.
1385 // We choose the simplest option of having one texture per output,
1386 // since otherwise this turns into an (albeit simple)
1387 // register allocation problem.
1388 if (phases.size() > 1) {
1389 glGenFramebuffers(1, &fbo);
1391 for (unsigned i = 0; i < phases.size() - 1; ++i) {
1392 inform_input_sizes(phases[i]);
1393 find_output_size(phases[i]);
1395 Node *output_node = phases[i]->effects.back();
1396 glGenTextures(1, &output_node->output_texture);
1398 glBindTexture(GL_TEXTURE_2D, output_node->output_texture);
1400 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
1402 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
1404 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F_ARB, phases[i]->output_width, phases[i]->output_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
1407 output_node->output_texture_width = phases[i]->output_width;
1408 output_node->output_texture_height = phases[i]->output_height;
1410 inform_input_sizes(phases.back());
1413 for (unsigned i = 0; i < inputs.size(); ++i) {
1414 inputs[i]->finalize();
1417 assert(phases[0]->inputs.empty());
1420 setlocale(LC_NUMERIC, saved_locale);
1423 void EffectChain::render_to_fbo(GLuint dest_fbo, unsigned width, unsigned height)
1427 // Save original viewport.
1428 GLuint x = 0, y = 0;
1430 if (width == 0 && height == 0) {
1432 glGetIntegerv(GL_VIEWPORT, viewport);
1435 width = viewport[2];
1436 height = viewport[3];
1440 glDisable(GL_BLEND);
1442 glDisable(GL_DEPTH_TEST);
1444 glDepthMask(GL_FALSE);
1447 glMatrixMode(GL_PROJECTION);
1449 glOrtho(0.0, 1.0, 0.0, 1.0, 0.0, 1.0);
1451 glMatrixMode(GL_MODELVIEW);
1454 if (phases.size() > 1) {
1455 glBindFramebuffer(GL_FRAMEBUFFER, fbo);
1459 std::set<Node *> generated_mipmaps;
1461 for (unsigned phase = 0; phase < phases.size(); ++phase) {
1462 // See if the requested output size has changed. If so, we need to recreate
1463 // the texture (and before we start setting up inputs).
1464 inform_input_sizes(phases[phase]);
1465 if (phase != phases.size() - 1) {
1466 find_output_size(phases[phase]);
1468 Node *output_node = phases[phase]->effects.back();
1470 if (output_node->output_texture_width != phases[phase]->output_width ||
1471 output_node->output_texture_height != phases[phase]->output_height) {
1472 glActiveTexture(GL_TEXTURE0);
1474 glBindTexture(GL_TEXTURE_2D, output_node->output_texture);
1476 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F_ARB, phases[phase]->output_width, phases[phase]->output_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
1478 glBindTexture(GL_TEXTURE_2D, 0);
1481 output_node->output_texture_width = phases[phase]->output_width;
1482 output_node->output_texture_height = phases[phase]->output_height;
1486 glUseProgram(phases[phase]->glsl_program_num);
1489 // Set up RTT inputs for this phase.
1490 for (unsigned sampler = 0; sampler < phases[phase]->inputs.size(); ++sampler) {
1491 glActiveTexture(GL_TEXTURE0 + sampler);
1492 Node *input = phases[phase]->inputs[sampler];
1493 glBindTexture(GL_TEXTURE_2D, input->output_texture);
1495 if (phases[phase]->input_needs_mipmaps) {
1496 if (generated_mipmaps.count(input) == 0) {
1497 glGenerateMipmap(GL_TEXTURE_2D);
1499 generated_mipmaps.insert(input);
1501 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
1504 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
1508 std::string texture_name = std::string("tex_") + input->effect_id;
1509 glUniform1i(glGetUniformLocation(phases[phase]->glsl_program_num, texture_name.c_str()), sampler);
1513 // And now the output.
1514 if (phase == phases.size() - 1) {
1515 // Last phase goes to the output the user specified.
1516 glBindFramebuffer(GL_FRAMEBUFFER, dest_fbo);
1518 glViewport(x, y, width, height);
1519 if (dither_effect != NULL) {
1520 CHECK(dither_effect->set_int("output_width", width));
1521 CHECK(dither_effect->set_int("output_height", height));
1524 Node *output_node = phases[phase]->effects.back();
1525 glFramebufferTexture2D(
1527 GL_COLOR_ATTACHMENT0,
1529 output_node->output_texture,
1532 glViewport(0, 0, phases[phase]->output_width, phases[phase]->output_height);
1535 // Give the required parameters to all the effects.
1536 unsigned sampler_num = phases[phase]->inputs.size();
1537 for (unsigned i = 0; i < phases[phase]->effects.size(); ++i) {
1538 Node *node = phases[phase]->effects[i];
1539 node->effect->set_gl_state(phases[phase]->glsl_program_num, node->effect_id, &sampler_num);
1546 glTexCoord2f(0.0f, 0.0f);
1547 glVertex2f(0.0f, 0.0f);
1549 glTexCoord2f(1.0f, 0.0f);
1550 glVertex2f(1.0f, 0.0f);
1552 glTexCoord2f(1.0f, 1.0f);
1553 glVertex2f(1.0f, 1.0f);
1555 glTexCoord2f(0.0f, 1.0f);
1556 glVertex2f(0.0f, 1.0f);
1561 for (unsigned i = 0; i < phases[phase]->effects.size(); ++i) {
1562 Node *node = phases[phase]->effects[i];
1563 node->effect->clear_gl_state();