1 #define GL_GLEXT_PROTOTYPES 1
15 #include "effect_chain.h"
16 #include "gamma_expansion_effect.h"
17 #include "gamma_compression_effect.h"
18 #include "colorspace_conversion_effect.h"
19 #include "alpha_multiplication_effect.h"
20 #include "alpha_division_effect.h"
21 #include "dither_effect.h"
25 EffectChain::EffectChain(float aspect_nom, float aspect_denom)
26 : aspect_nom(aspect_nom),
27 aspect_denom(aspect_denom),
33 EffectChain::~EffectChain()
35 for (unsigned i = 0; i < nodes.size(); ++i) {
36 if (nodes[i]->output_texture != 0) {
37 glDeleteTextures(1, &nodes[i]->output_texture);
39 delete nodes[i]->effect;
42 for (unsigned i = 0; i < phases.size(); ++i) {
43 glDeleteProgram(phases[i]->glsl_program_num);
44 glDeleteShader(phases[i]->vertex_shader);
45 glDeleteShader(phases[i]->fragment_shader);
49 glDeleteFramebuffers(1, &fbo);
53 Input *EffectChain::add_input(Input *input)
55 inputs.push_back(input);
60 void EffectChain::add_output(const ImageFormat &format, OutputAlphaFormat alpha_format)
62 output_format = format;
63 output_alpha_format = alpha_format;
66 Node *EffectChain::add_node(Effect *effect)
69 sprintf(effect_id, "eff%u", (unsigned)nodes.size());
71 Node *node = new Node;
72 node->effect = effect;
73 node->disabled = false;
74 node->effect_id = effect_id;
75 node->output_color_space = COLORSPACE_INVALID;
76 node->output_gamma_curve = GAMMA_INVALID;
77 node->output_alpha_type = ALPHA_INVALID;
78 node->output_texture = 0;
80 nodes.push_back(node);
81 node_map[effect] = node;
85 void EffectChain::connect_nodes(Node *sender, Node *receiver)
87 sender->outgoing_links.push_back(receiver);
88 receiver->incoming_links.push_back(sender);
91 void EffectChain::replace_receiver(Node *old_receiver, Node *new_receiver)
93 new_receiver->incoming_links = old_receiver->incoming_links;
94 old_receiver->incoming_links.clear();
96 for (unsigned i = 0; i < new_receiver->incoming_links.size(); ++i) {
97 Node *sender = new_receiver->incoming_links[i];
98 for (unsigned j = 0; j < sender->outgoing_links.size(); ++j) {
99 if (sender->outgoing_links[j] == old_receiver) {
100 sender->outgoing_links[j] = new_receiver;
106 void EffectChain::replace_sender(Node *old_sender, Node *new_sender)
108 new_sender->outgoing_links = old_sender->outgoing_links;
109 old_sender->outgoing_links.clear();
111 for (unsigned i = 0; i < new_sender->outgoing_links.size(); ++i) {
112 Node *receiver = new_sender->outgoing_links[i];
113 for (unsigned j = 0; j < receiver->incoming_links.size(); ++j) {
114 if (receiver->incoming_links[j] == old_sender) {
115 receiver->incoming_links[j] = new_sender;
121 void EffectChain::insert_node_between(Node *sender, Node *middle, Node *receiver)
123 for (unsigned i = 0; i < sender->outgoing_links.size(); ++i) {
124 if (sender->outgoing_links[i] == receiver) {
125 sender->outgoing_links[i] = middle;
126 middle->incoming_links.push_back(sender);
129 for (unsigned i = 0; i < receiver->incoming_links.size(); ++i) {
130 if (receiver->incoming_links[i] == sender) {
131 receiver->incoming_links[i] = middle;
132 middle->outgoing_links.push_back(receiver);
136 assert(middle->incoming_links.size() == middle->effect->num_inputs());
139 void EffectChain::find_all_nonlinear_inputs(Node *node, std::vector<Node *> *nonlinear_inputs)
141 if (node->output_gamma_curve == GAMMA_LINEAR &&
142 node->effect->effect_type_id() != "GammaCompressionEffect") {
145 if (node->effect->num_inputs() == 0) {
146 nonlinear_inputs->push_back(node);
148 assert(node->effect->num_inputs() == node->incoming_links.size());
149 for (unsigned i = 0; i < node->incoming_links.size(); ++i) {
150 find_all_nonlinear_inputs(node->incoming_links[i], nonlinear_inputs);
155 Effect *EffectChain::add_effect(Effect *effect, const std::vector<Effect *> &inputs)
157 assert(inputs.size() == effect->num_inputs());
158 Node *node = add_node(effect);
159 for (unsigned i = 0; i < inputs.size(); ++i) {
160 assert(node_map.count(inputs[i]) != 0);
161 connect_nodes(node_map[inputs[i]], node);
166 // GLSL pre-1.30 doesn't support token pasting. Replace PREFIX(x) with <effect_id>_x.
167 std::string replace_prefix(const std::string &text, const std::string &prefix)
172 while (start < text.size()) {
173 size_t pos = text.find("PREFIX(", start);
174 if (pos == std::string::npos) {
175 output.append(text.substr(start, std::string::npos));
179 output.append(text.substr(start, pos - start));
180 output.append(prefix);
183 pos += strlen("PREFIX(");
185 // Output stuff until we find the matching ), which we then eat.
187 size_t end_arg_pos = pos;
188 while (end_arg_pos < text.size()) {
189 if (text[end_arg_pos] == '(') {
191 } else if (text[end_arg_pos] == ')') {
199 output.append(text.substr(pos, end_arg_pos - pos));
207 Phase *EffectChain::compile_glsl_program(
208 const std::vector<Node *> &inputs,
209 const std::vector<Node *> &effects)
211 assert(!effects.empty());
213 // Deduplicate the inputs.
214 std::vector<Node *> true_inputs = inputs;
215 std::sort(true_inputs.begin(), true_inputs.end());
216 true_inputs.erase(std::unique(true_inputs.begin(), true_inputs.end()), true_inputs.end());
218 bool input_needs_mipmaps = false;
219 std::string frag_shader = read_file("header.frag");
221 // Create functions for all the texture inputs that we need.
222 for (unsigned i = 0; i < true_inputs.size(); ++i) {
223 Node *input = true_inputs[i];
225 frag_shader += std::string("uniform sampler2D tex_") + input->effect_id + ";\n";
226 frag_shader += std::string("vec4 ") + input->effect_id + "(vec2 tc) {\n";
227 frag_shader += "\treturn texture2D(tex_" + input->effect_id + ", tc);\n";
228 frag_shader += "}\n";
232 std::vector<Node *> sorted_effects = topological_sort(effects);
234 for (unsigned i = 0; i < sorted_effects.size(); ++i) {
235 Node *node = sorted_effects[i];
237 if (node->incoming_links.size() == 1) {
238 frag_shader += std::string("#define INPUT ") + node->incoming_links[0]->effect_id + "\n";
240 for (unsigned j = 0; j < node->incoming_links.size(); ++j) {
242 sprintf(buf, "#define INPUT%d %s\n", j + 1, node->incoming_links[j]->effect_id.c_str());
248 frag_shader += std::string("#define FUNCNAME ") + node->effect_id + "\n";
249 frag_shader += replace_prefix(node->effect->output_convenience_uniforms(), node->effect_id);
250 frag_shader += replace_prefix(node->effect->output_fragment_shader(), node->effect_id);
251 frag_shader += "#undef PREFIX\n";
252 frag_shader += "#undef FUNCNAME\n";
253 if (node->incoming_links.size() == 1) {
254 frag_shader += "#undef INPUT\n";
256 for (unsigned j = 0; j < node->incoming_links.size(); ++j) {
258 sprintf(buf, "#undef INPUT%d\n", j + 1);
264 input_needs_mipmaps |= node->effect->needs_mipmaps();
266 for (unsigned i = 0; i < sorted_effects.size(); ++i) {
267 Node *node = sorted_effects[i];
268 if (node->effect->num_inputs() == 0) {
269 CHECK(node->effect->set_int("needs_mipmaps", input_needs_mipmaps));
272 frag_shader += std::string("#define INPUT ") + sorted_effects.back()->effect_id + "\n";
273 frag_shader.append(read_file("footer.frag"));
275 if (movit_debug_level == MOVIT_DEBUG_ON) {
276 // Output shader to a temporary file, for easier debugging.
277 static int compiled_shader_num = 0;
279 sprintf(filename, "chain-%03d.frag", compiled_shader_num++);
280 FILE *fp = fopen(filename, "w");
285 fprintf(fp, "%s\n", frag_shader.c_str());
289 GLuint glsl_program_num = glCreateProgram();
290 GLuint vs_obj = compile_shader(read_file("vs.vert"), GL_VERTEX_SHADER);
291 GLuint fs_obj = compile_shader(frag_shader, GL_FRAGMENT_SHADER);
292 glAttachShader(glsl_program_num, vs_obj);
294 glAttachShader(glsl_program_num, fs_obj);
296 glLinkProgram(glsl_program_num);
299 Phase *phase = new Phase;
300 phase->glsl_program_num = glsl_program_num;
301 phase->vertex_shader = vs_obj;
302 phase->fragment_shader = fs_obj;
303 phase->input_needs_mipmaps = input_needs_mipmaps;
304 phase->inputs = true_inputs;
305 phase->effects = sorted_effects;
310 // Construct GLSL programs, starting at the given effect and following
311 // the chain from there. We end a program every time we come to an effect
312 // marked as "needs texture bounce", one that is used by multiple other
313 // effects, every time an effect wants to change the output size,
314 // and of course at the end.
316 // We follow a quite simple depth-first search from the output, although
317 // without any explicit recursion.
318 void EffectChain::construct_glsl_programs(Node *output)
320 // Which effects have already been completed in this phase?
321 // We need to keep track of it, as an effect with multiple outputs
322 // could otherwise be calculated multiple times.
323 std::set<Node *> completed_effects;
325 // Effects in the current phase, as well as inputs (outputs from other phases
326 // that we depend on). Note that since we start iterating from the end,
327 // the effect list will be in the reverse order.
328 std::vector<Node *> this_phase_inputs;
329 std::vector<Node *> this_phase_effects;
331 // Effects that we have yet to calculate, but that we know should
332 // be in the current phase.
333 std::stack<Node *> effects_todo_this_phase;
335 // Effects that we have yet to calculate, but that come from other phases.
336 // We delay these until we have this phase done in its entirety,
337 // at which point we pick any of them and start a new phase from that.
338 std::stack<Node *> effects_todo_other_phases;
340 effects_todo_this_phase.push(output);
342 for ( ;; ) { // Termination condition within loop.
343 if (!effects_todo_this_phase.empty()) {
344 // OK, we have more to do this phase.
345 Node *node = effects_todo_this_phase.top();
346 effects_todo_this_phase.pop();
348 // This should currently only happen for effects that are inputs
349 // (either true inputs or phase outputs). We special-case inputs,
350 // and then deduplicate phase outputs in compile_glsl_program().
351 if (node->effect->num_inputs() == 0 && completed_effects.count(node)) {
354 assert(completed_effects.count(node) == 0);
356 this_phase_effects.push_back(node);
357 completed_effects.insert(node);
359 // Find all the dependencies of this effect, and add them to the stack.
360 std::vector<Node *> deps = node->incoming_links;
361 assert(node->effect->num_inputs() == deps.size());
362 for (unsigned i = 0; i < deps.size(); ++i) {
363 bool start_new_phase = false;
365 // FIXME: If we sample directly from a texture, we won't need this.
366 if (node->effect->needs_texture_bounce()) {
367 start_new_phase = true;
370 if (deps[i]->outgoing_links.size() > 1) {
371 if (deps[i]->effect->num_inputs() > 0) {
372 // More than one effect uses this as the input,
373 // and it is not a texture itself.
374 // The easiest thing to do (and probably also the safest
375 // performance-wise in most cases) is to bounce it to a texture
376 // and then let the next passes read from that.
377 start_new_phase = true;
379 // For textures, we try to be slightly more clever;
380 // if none of our outputs need a bounce, we don't bounce
381 // but instead simply use the effect many times.
383 // Strictly speaking, we could bounce it for some outputs
384 // and use it directly for others, but the processing becomes
385 // somewhat simpler if the effect is only used in one such way.
386 for (unsigned j = 0; j < deps[i]->outgoing_links.size(); ++j) {
387 Node *rdep = deps[i]->outgoing_links[j];
388 start_new_phase |= rdep->effect->needs_texture_bounce();
393 if (deps[i]->effect->changes_output_size()) {
394 start_new_phase = true;
397 if (start_new_phase) {
398 effects_todo_other_phases.push(deps[i]);
399 this_phase_inputs.push_back(deps[i]);
401 effects_todo_this_phase.push(deps[i]);
407 // No more effects to do this phase. Take all the ones we have,
408 // and create a GLSL program for it.
409 if (!this_phase_effects.empty()) {
410 reverse(this_phase_effects.begin(), this_phase_effects.end());
411 phases.push_back(compile_glsl_program(this_phase_inputs, this_phase_effects));
412 this_phase_effects.back()->phase = phases.back();
413 this_phase_inputs.clear();
414 this_phase_effects.clear();
416 assert(this_phase_inputs.empty());
417 assert(this_phase_effects.empty());
419 // If we have no effects left, exit.
420 if (effects_todo_other_phases.empty()) {
424 Node *node = effects_todo_other_phases.top();
425 effects_todo_other_phases.pop();
427 if (completed_effects.count(node) == 0) {
428 // Start a new phase, calculating from this effect.
429 effects_todo_this_phase.push(node);
433 // Finally, since the phases are found from the output but must be executed
434 // from the input(s), reverse them, too.
435 std::reverse(phases.begin(), phases.end());
438 void EffectChain::output_dot(const char *filename)
440 if (movit_debug_level != MOVIT_DEBUG_ON) {
444 FILE *fp = fopen(filename, "w");
450 fprintf(fp, "digraph G {\n");
451 fprintf(fp, " output [shape=box label=\"(output)\"];\n");
452 for (unsigned i = 0; i < nodes.size(); ++i) {
453 // Find out which phase this event belongs to.
454 std::vector<int> in_phases;
455 for (unsigned j = 0; j < phases.size(); ++j) {
456 const Phase* p = phases[j];
457 if (std::find(p->effects.begin(), p->effects.end(), nodes[i]) != p->effects.end()) {
458 in_phases.push_back(j);
462 if (in_phases.empty()) {
463 fprintf(fp, " n%ld [label=\"%s\"];\n", (long)nodes[i], nodes[i]->effect->effect_type_id().c_str());
464 } else if (in_phases.size() == 1) {
465 fprintf(fp, " n%ld [label=\"%s\" style=\"filled\" fillcolor=\"/accent8/%d\"];\n",
466 (long)nodes[i], nodes[i]->effect->effect_type_id().c_str(),
467 (in_phases[0] % 8) + 1);
469 // If we had new enough Graphviz, style="wedged" would probably be ideal here.
471 fprintf(fp, " n%ld [label=\"%s [in multiple phases]\" style=\"filled\" fillcolor=\"/accent8/%d\"];\n",
472 (long)nodes[i], nodes[i]->effect->effect_type_id().c_str(),
473 (in_phases[0] % 8) + 1);
476 char from_node_id[256];
477 snprintf(from_node_id, 256, "n%ld", (long)nodes[i]);
479 for (unsigned j = 0; j < nodes[i]->outgoing_links.size(); ++j) {
480 char to_node_id[256];
481 snprintf(to_node_id, 256, "n%ld", (long)nodes[i]->outgoing_links[j]);
483 std::vector<std::string> labels = get_labels_for_edge(nodes[i], nodes[i]->outgoing_links[j]);
484 output_dot_edge(fp, from_node_id, to_node_id, labels);
487 if (nodes[i]->outgoing_links.empty() && !nodes[i]->disabled) {
489 std::vector<std::string> labels = get_labels_for_edge(nodes[i], NULL);
490 output_dot_edge(fp, from_node_id, "output", labels);
498 std::vector<std::string> EffectChain::get_labels_for_edge(const Node *from, const Node *to)
500 std::vector<std::string> labels;
502 if (to != NULL && to->effect->needs_texture_bounce()) {
503 labels.push_back("needs_bounce");
505 if (from->effect->changes_output_size()) {
506 labels.push_back("resize");
509 switch (from->output_color_space) {
510 case COLORSPACE_INVALID:
511 labels.push_back("spc[invalid]");
513 case COLORSPACE_REC_601_525:
514 labels.push_back("spc[rec601-525]");
516 case COLORSPACE_REC_601_625:
517 labels.push_back("spc[rec601-625]");
523 switch (from->output_gamma_curve) {
525 labels.push_back("gamma[invalid]");
528 labels.push_back("gamma[sRGB]");
530 case GAMMA_REC_601: // and GAMMA_REC_709
531 labels.push_back("gamma[rec601/709]");
537 switch (from->output_alpha_type) {
539 labels.push_back("alpha[invalid]");
542 labels.push_back("alpha[blank]");
544 case ALPHA_POSTMULTIPLIED:
545 labels.push_back("alpha[postmult]");
554 void EffectChain::output_dot_edge(FILE *fp,
555 const std::string &from_node_id,
556 const std::string &to_node_id,
557 const std::vector<std::string> &labels)
559 if (labels.empty()) {
560 fprintf(fp, " %s -> %s;\n", from_node_id.c_str(), to_node_id.c_str());
562 std::string label = labels[0];
563 for (unsigned k = 1; k < labels.size(); ++k) {
564 label += ", " + labels[k];
566 fprintf(fp, " %s -> %s [label=\"%s\"];\n", from_node_id.c_str(), to_node_id.c_str(), label.c_str());
570 unsigned EffectChain::fit_rectangle_to_aspect(unsigned width, unsigned height)
572 if (float(width) * aspect_denom >= float(height) * aspect_nom) {
573 // Same aspect, or W/H > aspect (image is wider than the frame).
574 // In either case, keep width.
577 // W/H < aspect (image is taller than the frame), so keep height,
578 // and adjust width correspondingly.
579 return lrintf(height * aspect_nom / aspect_denom);
583 // Propagate input texture sizes throughout, and inform effects downstream.
584 // (Like a lot of other code, we depend on effects being in topological order.)
585 void EffectChain::inform_input_sizes(Phase *phase)
587 // All effects that have a defined size (inputs and RTT inputs)
588 // get that. Reset all others.
589 for (unsigned i = 0; i < phase->effects.size(); ++i) {
590 Node *node = phase->effects[i];
591 if (node->effect->num_inputs() == 0) {
592 Input *input = static_cast<Input *>(node->effect);
593 node->output_width = input->get_width();
594 node->output_height = input->get_height();
595 assert(node->output_width != 0);
596 assert(node->output_height != 0);
598 node->output_width = node->output_height = 0;
601 for (unsigned i = 0; i < phase->inputs.size(); ++i) {
602 Node *input = phase->inputs[i];
603 input->output_width = input->phase->output_width;
604 input->output_height = input->phase->output_height;
605 assert(input->output_width != 0);
606 assert(input->output_height != 0);
609 // Now propagate from the inputs towards the end, and inform as we go.
610 // The rules are simple:
612 // 1. Don't touch effects that already have given sizes (ie., inputs).
613 // 2. If all of your inputs have the same size, that will be your output size.
614 // 3. Otherwise, your output size is 0x0.
615 for (unsigned i = 0; i < phase->effects.size(); ++i) {
616 Node *node = phase->effects[i];
617 if (node->effect->num_inputs() == 0) {
620 unsigned this_output_width = 0;
621 unsigned this_output_height = 0;
622 for (unsigned j = 0; j < node->incoming_links.size(); ++j) {
623 Node *input = node->incoming_links[j];
624 node->effect->inform_input_size(j, input->output_width, input->output_height);
626 this_output_width = input->output_width;
627 this_output_height = input->output_height;
628 } else if (input->output_width != this_output_width || input->output_height != this_output_height) {
630 this_output_width = 0;
631 this_output_height = 0;
634 node->output_width = this_output_width;
635 node->output_height = this_output_height;
639 // Note: You should call inform_input_sizes() before this, as the last effect's
640 // desired output size might change based on the inputs.
641 void EffectChain::find_output_size(Phase *phase)
643 Node *output_node = phase->effects.back();
645 // If the last effect explicitly sets an output size, use that.
646 if (output_node->effect->changes_output_size()) {
647 output_node->effect->get_output_size(&phase->output_width, &phase->output_height);
651 // If not, look at the input phases and textures.
652 // We select the largest one (by fit into the current aspect).
653 unsigned best_width = 0;
654 for (unsigned i = 0; i < phase->inputs.size(); ++i) {
655 Node *input = phase->inputs[i];
656 assert(input->phase->output_width != 0);
657 assert(input->phase->output_height != 0);
658 unsigned width = fit_rectangle_to_aspect(input->phase->output_width, input->phase->output_height);
659 if (width > best_width) {
663 for (unsigned i = 0; i < phase->effects.size(); ++i) {
664 Effect *effect = phase->effects[i]->effect;
665 if (effect->num_inputs() != 0) {
669 Input *input = static_cast<Input *>(effect);
670 unsigned width = fit_rectangle_to_aspect(input->get_width(), input->get_height());
671 if (width > best_width) {
675 assert(best_width != 0);
676 phase->output_width = best_width;
677 phase->output_height = best_width * aspect_denom / aspect_nom;
680 void EffectChain::sort_all_nodes_topologically()
682 nodes = topological_sort(nodes);
685 std::vector<Node *> EffectChain::topological_sort(const std::vector<Node *> &nodes)
687 std::set<Node *> nodes_left_to_visit(nodes.begin(), nodes.end());
688 std::vector<Node *> sorted_list;
689 for (unsigned i = 0; i < nodes.size(); ++i) {
690 topological_sort_visit_node(nodes[i], &nodes_left_to_visit, &sorted_list);
692 reverse(sorted_list.begin(), sorted_list.end());
696 void EffectChain::topological_sort_visit_node(Node *node, std::set<Node *> *nodes_left_to_visit, std::vector<Node *> *sorted_list)
698 if (nodes_left_to_visit->count(node) == 0) {
701 nodes_left_to_visit->erase(node);
702 for (unsigned i = 0; i < node->outgoing_links.size(); ++i) {
703 topological_sort_visit_node(node->outgoing_links[i], nodes_left_to_visit, sorted_list);
705 sorted_list->push_back(node);
708 void EffectChain::find_color_spaces_for_inputs()
710 for (unsigned i = 0; i < nodes.size(); ++i) {
711 Node *node = nodes[i];
712 if (node->disabled) {
715 if (node->incoming_links.size() == 0) {
716 Input *input = static_cast<Input *>(node->effect);
717 node->output_color_space = input->get_color_space();
718 node->output_gamma_curve = input->get_gamma_curve();
720 Effect::AlphaHandling alpha_handling = input->alpha_handling();
721 switch (alpha_handling) {
722 case Effect::OUTPUT_BLANK_ALPHA:
723 node->output_alpha_type = ALPHA_BLANK;
725 case Effect::INPUT_AND_OUTPUT_ALPHA_PREMULTIPLIED:
726 node->output_alpha_type = ALPHA_PREMULTIPLIED;
728 case Effect::OUTPUT_ALPHA_POSTMULTIPLIED:
729 node->output_alpha_type = ALPHA_POSTMULTIPLIED;
731 case Effect::DONT_CARE_ALPHA_TYPE:
736 if (node->output_alpha_type == ALPHA_PREMULTIPLIED) {
737 assert(node->output_gamma_curve == GAMMA_LINEAR);
743 // Propagate gamma and color space information as far as we can in the graph.
744 // The rules are simple: Anything where all the inputs agree, get that as
745 // output as well. Anything else keeps having *_INVALID.
746 void EffectChain::propagate_gamma_and_color_space()
748 // We depend on going through the nodes in order.
749 sort_all_nodes_topologically();
751 for (unsigned i = 0; i < nodes.size(); ++i) {
752 Node *node = nodes[i];
753 if (node->disabled) {
756 assert(node->incoming_links.size() == node->effect->num_inputs());
757 if (node->incoming_links.size() == 0) {
758 assert(node->output_color_space != COLORSPACE_INVALID);
759 assert(node->output_gamma_curve != GAMMA_INVALID);
763 Colorspace color_space = node->incoming_links[0]->output_color_space;
764 GammaCurve gamma_curve = node->incoming_links[0]->output_gamma_curve;
765 for (unsigned j = 1; j < node->incoming_links.size(); ++j) {
766 if (node->incoming_links[j]->output_color_space != color_space) {
767 color_space = COLORSPACE_INVALID;
769 if (node->incoming_links[j]->output_gamma_curve != gamma_curve) {
770 gamma_curve = GAMMA_INVALID;
774 // The conversion effects already have their outputs set correctly,
775 // so leave them alone.
776 if (node->effect->effect_type_id() != "ColorspaceConversionEffect") {
777 node->output_color_space = color_space;
779 if (node->effect->effect_type_id() != "GammaCompressionEffect" &&
780 node->effect->effect_type_id() != "GammaExpansionEffect") {
781 node->output_gamma_curve = gamma_curve;
786 // Propagate alpha information as far as we can in the graph.
787 // Similar to propagate_gamma_and_color_space().
788 void EffectChain::propagate_alpha()
790 // We depend on going through the nodes in order.
791 sort_all_nodes_topologically();
793 for (unsigned i = 0; i < nodes.size(); ++i) {
794 Node *node = nodes[i];
795 if (node->disabled) {
798 assert(node->incoming_links.size() == node->effect->num_inputs());
799 if (node->incoming_links.size() == 0) {
800 assert(node->output_alpha_type != ALPHA_INVALID);
804 // The alpha multiplication/division effects are special cases.
805 if (node->effect->effect_type_id() == "AlphaMultiplicationEffect") {
806 assert(node->incoming_links.size() == 1);
807 assert(node->incoming_links[0]->output_alpha_type == ALPHA_POSTMULTIPLIED);
808 node->output_alpha_type = ALPHA_PREMULTIPLIED;
811 if (node->effect->effect_type_id() == "AlphaDivisionEffect") {
812 assert(node->incoming_links.size() == 1);
813 assert(node->incoming_links[0]->output_alpha_type == ALPHA_PREMULTIPLIED);
814 node->output_alpha_type = ALPHA_POSTMULTIPLIED;
818 // GammaCompressionEffect and GammaExpansionEffect are also a special case,
819 // because they are the only one that _need_ postmultiplied alpha.
820 if (node->effect->effect_type_id() == "GammaCompressionEffect" ||
821 node->effect->effect_type_id() == "GammaExpansionEffect") {
822 assert(node->incoming_links.size() == 1);
823 if (node->incoming_links[0]->output_alpha_type == ALPHA_BLANK) {
824 node->output_alpha_type = ALPHA_BLANK;
825 } else if (node->incoming_links[0]->output_alpha_type == ALPHA_POSTMULTIPLIED) {
826 node->output_alpha_type = ALPHA_POSTMULTIPLIED;
828 node->output_alpha_type = ALPHA_INVALID;
833 // Only inputs can have unconditional alpha output (OUTPUT_BLANK_ALPHA
834 // or OUTPUT_ALPHA_POSTMULTIPLIED), and they have already been
835 // taken care of above. Rationale: Even if you could imagine
836 // e.g. an effect that took in an image and set alpha=1.0
837 // unconditionally, it wouldn't make any sense to have it as
838 // e.g. OUTPUT_BLANK_ALPHA, since it wouldn't know whether it
839 // got its input pre- or postmultiplied, so it wouldn't know
840 // whether to divide away the old alpha or not.
841 Effect::AlphaHandling alpha_handling = node->effect->alpha_handling();
842 assert(alpha_handling == Effect::INPUT_AND_OUTPUT_ALPHA_PREMULTIPLIED ||
843 alpha_handling == Effect::DONT_CARE_ALPHA_TYPE);
845 // If the node has multiple inputs, check that they are all valid and
847 bool any_invalid = false;
848 bool any_premultiplied = false;
849 bool any_postmultiplied = false;
851 for (unsigned j = 0; j < node->incoming_links.size(); ++j) {
852 switch (node->incoming_links[j]->output_alpha_type) {
857 // Blank is good as both pre- and postmultiplied alpha,
858 // so just ignore it.
860 case ALPHA_PREMULTIPLIED:
861 any_premultiplied = true;
863 case ALPHA_POSTMULTIPLIED:
864 any_postmultiplied = true;
872 node->output_alpha_type = ALPHA_INVALID;
876 // Inputs must be of the same type.
877 if (any_premultiplied && any_postmultiplied) {
878 node->output_alpha_type = ALPHA_INVALID;
882 if (alpha_handling == Effect::INPUT_AND_OUTPUT_ALPHA_PREMULTIPLIED) {
883 // If the effect has asked for premultiplied alpha, check that it has got it.
884 if (any_postmultiplied) {
885 node->output_alpha_type = ALPHA_INVALID;
887 // In some rare cases, it might be advantageous to say
888 // that blank input alpha yields blank output alpha.
889 // However, this would cause a more complex Effect interface
890 // an effect would need to guarantee that it doesn't mess with
891 // blank alpha), so this is the simplest.
892 node->output_alpha_type = ALPHA_PREMULTIPLIED;
895 // OK, all inputs are the same, and this effect is not going
897 assert(alpha_handling == Effect::DONT_CARE_ALPHA_TYPE);
898 if (any_premultiplied) {
899 node->output_alpha_type = ALPHA_PREMULTIPLIED;
900 } else if (any_postmultiplied) {
901 node->output_alpha_type = ALPHA_POSTMULTIPLIED;
903 node->output_alpha_type = ALPHA_BLANK;
909 bool EffectChain::node_needs_colorspace_fix(Node *node)
911 if (node->disabled) {
914 if (node->effect->num_inputs() == 0) {
918 // propagate_gamma_and_color_space() has already set our output
919 // to COLORSPACE_INVALID if the inputs differ, so we can rely on that.
920 if (node->output_color_space == COLORSPACE_INVALID) {
923 return (node->effect->needs_srgb_primaries() && node->output_color_space != COLORSPACE_sRGB);
926 // Fix up color spaces so that there are no COLORSPACE_INVALID nodes left in
927 // the graph. Our strategy is not always optimal, but quite simple:
928 // Find an effect that's as early as possible where the inputs are of
929 // unacceptable colorspaces (that is, either different, or, if the effect only
930 // wants sRGB, not sRGB.) Add appropriate conversions on all its inputs,
931 // propagate the information anew, and repeat until there are no more such
933 void EffectChain::fix_internal_color_spaces()
935 unsigned colorspace_propagation_pass = 0;
939 for (unsigned i = 0; i < nodes.size(); ++i) {
940 Node *node = nodes[i];
941 if (!node_needs_colorspace_fix(node)) {
945 // Go through each input that is not sRGB, and insert
946 // a colorspace conversion before it.
947 for (unsigned j = 0; j < node->incoming_links.size(); ++j) {
948 Node *input = node->incoming_links[j];
949 assert(input->output_color_space != COLORSPACE_INVALID);
950 if (input->output_color_space == COLORSPACE_sRGB) {
953 Node *conversion = add_node(new ColorspaceConversionEffect());
954 CHECK(conversion->effect->set_int("source_space", input->output_color_space));
955 CHECK(conversion->effect->set_int("destination_space", COLORSPACE_sRGB));
956 conversion->output_color_space = COLORSPACE_sRGB;
957 insert_node_between(input, conversion, node);
960 // Re-sort topologically, and propagate the new information.
961 propagate_gamma_and_color_space();
968 sprintf(filename, "step5-colorspacefix-iter%u.dot", ++colorspace_propagation_pass);
969 output_dot(filename);
970 assert(colorspace_propagation_pass < 100);
973 for (unsigned i = 0; i < nodes.size(); ++i) {
974 Node *node = nodes[i];
975 if (node->disabled) {
978 assert(node->output_color_space != COLORSPACE_INVALID);
982 bool EffectChain::node_needs_alpha_fix(Node *node)
984 if (node->disabled) {
988 // propagate_alpha() has already set our output to ALPHA_INVALID if the
989 // inputs differ or we are otherwise in mismatch, so we can rely on that.
990 return (node->output_alpha_type == ALPHA_INVALID);
993 // Fix up alpha so that there are no ALPHA_INVALID nodes left in
994 // the graph. Similar to fix_internal_color_spaces().
995 void EffectChain::fix_internal_alpha(unsigned step)
997 unsigned alpha_propagation_pass = 0;
1001 for (unsigned i = 0; i < nodes.size(); ++i) {
1002 Node *node = nodes[i];
1003 if (!node_needs_alpha_fix(node)) {
1007 // If we need to fix up GammaExpansionEffect, then clearly something
1008 // is wrong, since the combination of premultiplied alpha and nonlinear inputs
1010 assert(node->effect->effect_type_id() != "GammaExpansionEffect");
1012 AlphaType desired_type = ALPHA_PREMULTIPLIED;
1014 // GammaCompressionEffect is special; it needs postmultiplied alpha.
1015 if (node->effect->effect_type_id() == "GammaCompressionEffect") {
1016 assert(node->incoming_links.size() == 1);
1017 assert(node->incoming_links[0]->output_alpha_type == ALPHA_PREMULTIPLIED);
1018 desired_type = ALPHA_POSTMULTIPLIED;
1021 // Go through each input that is not premultiplied alpha, and insert
1022 // a conversion before it.
1023 for (unsigned j = 0; j < node->incoming_links.size(); ++j) {
1024 Node *input = node->incoming_links[j];
1025 assert(input->output_alpha_type != ALPHA_INVALID);
1026 if (input->output_alpha_type == desired_type ||
1027 input->output_alpha_type == ALPHA_BLANK) {
1031 if (desired_type == ALPHA_PREMULTIPLIED) {
1032 conversion = add_node(new AlphaMultiplicationEffect());
1034 conversion = add_node(new AlphaDivisionEffect());
1036 conversion->output_alpha_type = desired_type;
1037 insert_node_between(input, conversion, node);
1040 // Re-sort topologically, and propagate the new information.
1041 propagate_gamma_and_color_space();
1049 sprintf(filename, "step%u-alphafix-iter%u.dot", step, ++alpha_propagation_pass);
1050 output_dot(filename);
1051 assert(alpha_propagation_pass < 100);
1052 } while (found_any);
1054 for (unsigned i = 0; i < nodes.size(); ++i) {
1055 Node *node = nodes[i];
1056 if (node->disabled) {
1059 assert(node->output_alpha_type != ALPHA_INVALID);
1063 // Make so that the output is in the desired color space.
1064 void EffectChain::fix_output_color_space()
1066 Node *output = find_output_node();
1067 if (output->output_color_space != output_format.color_space) {
1068 Node *conversion = add_node(new ColorspaceConversionEffect());
1069 CHECK(conversion->effect->set_int("source_space", output->output_color_space));
1070 CHECK(conversion->effect->set_int("destination_space", output_format.color_space));
1071 conversion->output_color_space = output_format.color_space;
1072 connect_nodes(output, conversion);
1074 propagate_gamma_and_color_space();
1078 // Make so that the output is in the desired pre-/postmultiplication alpha state.
1079 void EffectChain::fix_output_alpha()
1081 Node *output = find_output_node();
1082 assert(output->output_alpha_type != ALPHA_INVALID);
1083 if (output->output_alpha_type == ALPHA_BLANK) {
1084 // No alpha output, so we don't care.
1087 if (output->output_alpha_type == ALPHA_PREMULTIPLIED &&
1088 output_alpha_format == OUTPUT_ALPHA_POSTMULTIPLIED) {
1089 Node *conversion = add_node(new AlphaDivisionEffect());
1090 connect_nodes(output, conversion);
1092 propagate_gamma_and_color_space();
1094 if (output->output_alpha_type == ALPHA_POSTMULTIPLIED &&
1095 output_alpha_format == OUTPUT_ALPHA_PREMULTIPLIED) {
1096 Node *conversion = add_node(new AlphaMultiplicationEffect());
1097 connect_nodes(output, conversion);
1099 propagate_gamma_and_color_space();
1103 bool EffectChain::node_needs_gamma_fix(Node *node)
1105 if (node->disabled) {
1109 // Small hack since the output is not an explicit node:
1110 // If we are the last node and our output is in the wrong
1111 // space compared to EffectChain's output, we need to fix it.
1112 // This will only take us to linear, but fix_output_gamma()
1113 // will come and take us to the desired output gamma
1116 // This needs to be before everything else, since it could
1117 // even apply to inputs (if they are the only effect).
1118 if (node->outgoing_links.empty() &&
1119 node->output_gamma_curve != output_format.gamma_curve &&
1120 node->output_gamma_curve != GAMMA_LINEAR) {
1124 if (node->effect->num_inputs() == 0) {
1128 // propagate_gamma_and_color_space() has already set our output
1129 // to GAMMA_INVALID if the inputs differ, so we can rely on that,
1130 // except for GammaCompressionEffect.
1131 if (node->output_gamma_curve == GAMMA_INVALID) {
1134 if (node->effect->effect_type_id() == "GammaCompressionEffect") {
1135 assert(node->incoming_links.size() == 1);
1136 return node->incoming_links[0]->output_gamma_curve != GAMMA_LINEAR;
1139 return (node->effect->needs_linear_light() && node->output_gamma_curve != GAMMA_LINEAR);
1142 // Very similar to fix_internal_color_spaces(), but for gamma.
1143 // There is one difference, though; before we start adding conversion nodes,
1144 // we see if we can get anything out of asking the sources to deliver
1145 // linear gamma directly. fix_internal_gamma_by_asking_inputs()
1146 // does that part, while fix_internal_gamma_by_inserting_nodes()
1147 // inserts nodes as needed afterwards.
1148 void EffectChain::fix_internal_gamma_by_asking_inputs(unsigned step)
1150 unsigned gamma_propagation_pass = 0;
1154 for (unsigned i = 0; i < nodes.size(); ++i) {
1155 Node *node = nodes[i];
1156 if (!node_needs_gamma_fix(node)) {
1160 // See if all inputs can give us linear gamma. If not, leave it.
1161 std::vector<Node *> nonlinear_inputs;
1162 find_all_nonlinear_inputs(node, &nonlinear_inputs);
1163 assert(!nonlinear_inputs.empty());
1166 for (unsigned i = 0; i < nonlinear_inputs.size(); ++i) {
1167 Input *input = static_cast<Input *>(nonlinear_inputs[i]->effect);
1168 all_ok &= input->can_output_linear_gamma();
1175 for (unsigned i = 0; i < nonlinear_inputs.size(); ++i) {
1176 CHECK(nonlinear_inputs[i]->effect->set_int("output_linear_gamma", 1));
1177 nonlinear_inputs[i]->output_gamma_curve = GAMMA_LINEAR;
1180 // Re-sort topologically, and propagate the new information.
1181 propagate_gamma_and_color_space();
1188 sprintf(filename, "step%u-gammafix-iter%u.dot", step, ++gamma_propagation_pass);
1189 output_dot(filename);
1190 assert(gamma_propagation_pass < 100);
1191 } while (found_any);
1194 void EffectChain::fix_internal_gamma_by_inserting_nodes(unsigned step)
1196 unsigned gamma_propagation_pass = 0;
1200 for (unsigned i = 0; i < nodes.size(); ++i) {
1201 Node *node = nodes[i];
1202 if (!node_needs_gamma_fix(node)) {
1206 // Special case: We could be an input and still be asked to
1207 // fix our gamma; if so, we should be the only node
1208 // (as node_needs_gamma_fix() would only return true in
1209 // for an input in that case). That means we should insert
1210 // a conversion node _after_ ourselves.
1211 if (node->incoming_links.empty()) {
1212 assert(node->outgoing_links.empty());
1213 Node *conversion = add_node(new GammaExpansionEffect());
1214 CHECK(conversion->effect->set_int("source_curve", node->output_gamma_curve));
1215 conversion->output_gamma_curve = GAMMA_LINEAR;
1216 connect_nodes(node, conversion);
1219 // If not, go through each input that is not linear gamma,
1220 // and insert a gamma conversion before it.
1221 for (unsigned j = 0; j < node->incoming_links.size(); ++j) {
1222 Node *input = node->incoming_links[j];
1223 assert(input->output_gamma_curve != GAMMA_INVALID);
1224 if (input->output_gamma_curve == GAMMA_LINEAR) {
1227 Node *conversion = add_node(new GammaExpansionEffect());
1228 CHECK(conversion->effect->set_int("source_curve", input->output_gamma_curve));
1229 conversion->output_gamma_curve = GAMMA_LINEAR;
1230 insert_node_between(input, conversion, node);
1233 // Re-sort topologically, and propagate the new information.
1235 propagate_gamma_and_color_space();
1242 sprintf(filename, "step%u-gammafix-iter%u.dot", step, ++gamma_propagation_pass);
1243 output_dot(filename);
1244 assert(gamma_propagation_pass < 100);
1245 } while (found_any);
1247 for (unsigned i = 0; i < nodes.size(); ++i) {
1248 Node *node = nodes[i];
1249 if (node->disabled) {
1252 assert(node->output_gamma_curve != GAMMA_INVALID);
1256 // Make so that the output is in the desired gamma.
1257 // Note that this assumes linear input gamma, so it might create the need
1258 // for another pass of fix_internal_gamma().
1259 void EffectChain::fix_output_gamma()
1261 Node *output = find_output_node();
1262 if (output->output_gamma_curve != output_format.gamma_curve) {
1263 Node *conversion = add_node(new GammaCompressionEffect());
1264 CHECK(conversion->effect->set_int("destination_curve", output_format.gamma_curve));
1265 conversion->output_gamma_curve = output_format.gamma_curve;
1266 connect_nodes(output, conversion);
1270 // If the user has requested dither, add a DitherEffect right at the end
1271 // (after GammaCompressionEffect etc.). This needs to be done after everything else,
1272 // since dither is about the only effect that can _not_ be done in linear space.
1273 void EffectChain::add_dither_if_needed()
1275 if (num_dither_bits == 0) {
1278 Node *output = find_output_node();
1279 Node *dither = add_node(new DitherEffect());
1280 CHECK(dither->effect->set_int("num_bits", num_dither_bits));
1281 connect_nodes(output, dither);
1283 dither_effect = dither->effect;
1286 // Find the output node. This is, simply, one that has no outgoing links.
1287 // If there are multiple ones, the graph is malformed (we do not support
1288 // multiple outputs right now).
1289 Node *EffectChain::find_output_node()
1291 std::vector<Node *> output_nodes;
1292 for (unsigned i = 0; i < nodes.size(); ++i) {
1293 Node *node = nodes[i];
1294 if (node->disabled) {
1297 if (node->outgoing_links.empty()) {
1298 output_nodes.push_back(node);
1301 assert(output_nodes.size() == 1);
1302 return output_nodes[0];
1305 void EffectChain::finalize()
1307 // Output the graph as it is before we do any conversions on it.
1308 output_dot("step0-start.dot");
1310 // Give each effect in turn a chance to rewrite its own part of the graph.
1311 // Note that if more effects are added as part of this, they will be
1312 // picked up as part of the same for loop, since they are added at the end.
1313 for (unsigned i = 0; i < nodes.size(); ++i) {
1314 nodes[i]->effect->rewrite_graph(this, nodes[i]);
1316 output_dot("step1-rewritten.dot");
1318 find_color_spaces_for_inputs();
1319 output_dot("step2-input-colorspace.dot");
1322 output_dot("step3-propagated-alpha.dot");
1324 propagate_gamma_and_color_space();
1325 output_dot("step4-propagated-all.dot");
1327 fix_internal_color_spaces();
1328 fix_internal_alpha(6);
1329 fix_output_color_space();
1330 output_dot("step7-output-colorspacefix.dot");
1332 output_dot("step8-output-alphafix.dot");
1334 // Note that we need to fix gamma after colorspace conversion,
1335 // because colorspace conversions might create needs for gamma conversions.
1336 // Also, we need to run an extra pass of fix_internal_gamma() after
1337 // fixing the output gamma, as we only have conversions to/from linear,
1338 // and fix_internal_alpha() since GammaCompressionEffect needs
1339 // postmultiplied input.
1340 fix_internal_gamma_by_asking_inputs(9);
1341 fix_internal_gamma_by_inserting_nodes(10);
1343 output_dot("step11-output-gammafix.dot");
1345 output_dot("step12-output-alpha-propagated.dot");
1346 fix_internal_alpha(13);
1347 output_dot("step14-output-alpha-fixed.dot");
1348 fix_internal_gamma_by_asking_inputs(15);
1349 fix_internal_gamma_by_inserting_nodes(16);
1351 output_dot("step17-before-dither.dot");
1353 add_dither_if_needed();
1355 output_dot("step18-final.dot");
1357 // Construct all needed GLSL programs, starting at the output.
1358 construct_glsl_programs(find_output_node());
1360 output_dot("step19-split-to-phases.dot");
1362 // If we have more than one phase, we need intermediate render-to-texture.
1363 // Construct an FBO, and then as many textures as we need.
1364 // We choose the simplest option of having one texture per output,
1365 // since otherwise this turns into an (albeit simple)
1366 // register allocation problem.
1367 if (phases.size() > 1) {
1368 glGenFramebuffers(1, &fbo);
1370 for (unsigned i = 0; i < phases.size() - 1; ++i) {
1371 inform_input_sizes(phases[i]);
1372 find_output_size(phases[i]);
1374 Node *output_node = phases[i]->effects.back();
1375 glGenTextures(1, &output_node->output_texture);
1377 glBindTexture(GL_TEXTURE_2D, output_node->output_texture);
1379 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
1381 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
1383 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F_ARB, phases[i]->output_width, phases[i]->output_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
1386 output_node->output_texture_width = phases[i]->output_width;
1387 output_node->output_texture_height = phases[i]->output_height;
1389 inform_input_sizes(phases.back());
1392 for (unsigned i = 0; i < inputs.size(); ++i) {
1393 inputs[i]->finalize();
1396 assert(phases[0]->inputs.empty());
1401 void EffectChain::render_to_fbo(GLuint dest_fbo, unsigned width, unsigned height)
1405 // Save original viewport.
1406 GLuint x = 0, y = 0;
1408 if (width == 0 && height == 0) {
1410 glGetIntegerv(GL_VIEWPORT, viewport);
1413 width = viewport[2];
1414 height = viewport[3];
1418 glDisable(GL_BLEND);
1420 glDisable(GL_DEPTH_TEST);
1422 glDepthMask(GL_FALSE);
1425 glMatrixMode(GL_PROJECTION);
1427 glOrtho(0.0, 1.0, 0.0, 1.0, 0.0, 1.0);
1429 glMatrixMode(GL_MODELVIEW);
1432 if (phases.size() > 1) {
1433 glBindFramebuffer(GL_FRAMEBUFFER, fbo);
1437 std::set<Node *> generated_mipmaps;
1439 for (unsigned phase = 0; phase < phases.size(); ++phase) {
1440 // See if the requested output size has changed. If so, we need to recreate
1441 // the texture (and before we start setting up inputs).
1442 inform_input_sizes(phases[phase]);
1443 if (phase != phases.size() - 1) {
1444 find_output_size(phases[phase]);
1446 Node *output_node = phases[phase]->effects.back();
1448 if (output_node->output_texture_width != phases[phase]->output_width ||
1449 output_node->output_texture_height != phases[phase]->output_height) {
1450 glActiveTexture(GL_TEXTURE0);
1452 glBindTexture(GL_TEXTURE_2D, output_node->output_texture);
1454 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F_ARB, phases[phase]->output_width, phases[phase]->output_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
1456 glBindTexture(GL_TEXTURE_2D, 0);
1459 output_node->output_texture_width = phases[phase]->output_width;
1460 output_node->output_texture_height = phases[phase]->output_height;
1464 glUseProgram(phases[phase]->glsl_program_num);
1467 // Set up RTT inputs for this phase.
1468 for (unsigned sampler = 0; sampler < phases[phase]->inputs.size(); ++sampler) {
1469 glActiveTexture(GL_TEXTURE0 + sampler);
1470 Node *input = phases[phase]->inputs[sampler];
1471 glBindTexture(GL_TEXTURE_2D, input->output_texture);
1473 if (phases[phase]->input_needs_mipmaps) {
1474 if (generated_mipmaps.count(input) == 0) {
1475 glGenerateMipmap(GL_TEXTURE_2D);
1477 generated_mipmaps.insert(input);
1479 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
1482 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
1486 std::string texture_name = std::string("tex_") + input->effect_id;
1487 glUniform1i(glGetUniformLocation(phases[phase]->glsl_program_num, texture_name.c_str()), sampler);
1491 // And now the output.
1492 if (phase == phases.size() - 1) {
1493 // Last phase goes to the output the user specified.
1494 glBindFramebuffer(GL_FRAMEBUFFER, dest_fbo);
1496 glViewport(x, y, width, height);
1497 if (dither_effect != NULL) {
1498 CHECK(dither_effect->set_int("output_width", width));
1499 CHECK(dither_effect->set_int("output_height", height));
1502 Node *output_node = phases[phase]->effects.back();
1503 glFramebufferTexture2D(
1505 GL_COLOR_ATTACHMENT0,
1507 output_node->output_texture,
1510 glViewport(0, 0, phases[phase]->output_width, phases[phase]->output_height);
1513 // Give the required parameters to all the effects.
1514 unsigned sampler_num = phases[phase]->inputs.size();
1515 for (unsigned i = 0; i < phases[phase]->effects.size(); ++i) {
1516 Node *node = phases[phase]->effects[i];
1517 node->effect->set_gl_state(phases[phase]->glsl_program_num, node->effect_id, &sampler_num);
1524 glTexCoord2f(0.0f, 0.0f);
1525 glVertex2f(0.0f, 0.0f);
1527 glTexCoord2f(1.0f, 0.0f);
1528 glVertex2f(1.0f, 0.0f);
1530 glTexCoord2f(1.0f, 1.0f);
1531 glVertex2f(1.0f, 1.0f);
1533 glTexCoord2f(0.0f, 1.0f);
1534 glVertex2f(0.0f, 1.0f);
1539 for (unsigned i = 0; i < phases[phase]->effects.size(); ++i) {
1540 Node *node = phases[phase]->effects[i];
1541 node->effect->clear_gl_state();