]> git.sesse.net Git - movit/blobdiff - blur_effect.cpp
Fix an issue where a (cached) shader program could be used from multiple
[movit] / blur_effect.cpp
index f2d5d038e6ac57105441c71de2b60e4b8942f0e8..adffe089a6d452d5f06a2c9907710aa152ee1f6f 100644 (file)
-#define GL_GLEXT_PROTOTYPES 1
-
-#include <math.h>
-#include <GL/gl.h>
-#include <GL/glext.h>
+#include <epoxy/gl.h>
 #include <assert.h>
+#include <math.h>
+#include <algorithm>
 
 #include "blur_effect.h"
+#include "effect_chain.h"
+#include "effect_util.h"
+#include "init.h"
 #include "util.h"
 
-// Must match blur_effect.frag.
-#define NUM_TAPS 16
+using namespace std;
+
+namespace movit {
+       
+BlurEffect::BlurEffect()
+       : num_taps(16),
+         radius(3.0f),
+         input_width(1280),
+         input_height(720)
+{
+       // The first blur pass will forward resolution information to us.
+       hpass = new SingleBlurPassEffect(this);
+       CHECK(hpass->set_int("direction", SingleBlurPassEffect::HORIZONTAL));
+       vpass = new SingleBlurPassEffect(NULL);
+       CHECK(vpass->set_int("direction", SingleBlurPassEffect::VERTICAL));
+
+       update_radius();
+}
+
+void BlurEffect::rewrite_graph(EffectChain *graph, Node *self)
+{
+       Node *hpass_node = graph->add_node(hpass);
+       Node *vpass_node = graph->add_node(vpass);
+       graph->connect_nodes(hpass_node, vpass_node);
+       graph->replace_receiver(self, hpass_node);
+       graph->replace_sender(self, vpass_node);
+       self->disabled = true;
+} 
+
+// We get this information forwarded from the first blur pass,
+// since we are not part of the chain ourselves.
+void BlurEffect::inform_input_size(unsigned input_num, unsigned width, unsigned height)
+{
+       assert(input_num == 0);
+       assert(width != 0);
+       assert(height != 0);
+       input_width = width;
+       input_height = height;
+       update_radius();
+}
+               
+void BlurEffect::update_radius()
+{
+       // We only have 16 taps to work with on each side, and we want that to
+       // reach out to about 2.5*sigma. Bump up the mipmap levels (giving us
+       // box blurs) until we have what we need.
+       unsigned mipmap_width = input_width, mipmap_height = input_height;
+       float adjusted_radius = radius;
+       while ((mipmap_width > 1 || mipmap_height > 1) && adjusted_radius * 1.5f > num_taps / 2) {
+               // Find the next mipmap size (round down, minimum 1 pixel).
+               mipmap_width = max(mipmap_width / 2, 1u);
+               mipmap_height = max(mipmap_height / 2, 1u);
+
+               // Approximate when mipmap sizes are odd, but good enough.
+               adjusted_radius = radius * float(mipmap_width) / float(input_width);
+       }
        
-BlurEffect::BlurEffect() {
-       hpass = new SingleBlurPassEffect();
-       hpass->set_int("direction", SingleBlurPassEffect::HORIZONTAL);
-       vpass = new SingleBlurPassEffect();
-       vpass->set_int("direction", SingleBlurPassEffect::VERTICAL);
+       bool ok = hpass->set_float("radius", adjusted_radius);
+       ok |= hpass->set_int("width", mipmap_width);
+       ok |= hpass->set_int("height", mipmap_height);
+       ok |= hpass->set_int("virtual_width", mipmap_width);
+       ok |= hpass->set_int("virtual_height", mipmap_height);
+       ok |= hpass->set_int("num_taps", num_taps);
+
+       ok |= vpass->set_float("radius", adjusted_radius);
+       ok |= vpass->set_int("width", mipmap_width);
+       ok |= vpass->set_int("height", mipmap_height);
+       ok |= vpass->set_int("virtual_width", input_width);
+       ok |= vpass->set_int("virtual_height", input_height);
+       ok |= vpass->set_int("num_taps", num_taps);
+
+       assert(ok);
 }
 
-void BlurEffect::add_self_to_effect_chain(std::vector<Effect *> *chain) {
-       hpass->add_self_to_effect_chain(chain);
-       vpass->add_self_to_effect_chain(chain);
+bool BlurEffect::set_float(const string &key, float value) {
+       if (key == "radius") {
+               radius = value;
+               update_radius();
+               return true;
+       }
+       return false;
 }
 
-bool BlurEffect::set_float(const std::string &key, float value) {
-       if (!hpass->set_float(key, value)) {
-               return false;
+bool BlurEffect::set_int(const string &key, int value) {
+       if (key == "num_taps") {
+               if (value < 2 || value % 2 != 0) {
+                       return false;
+               }
+               num_taps = value;
+               update_radius();
+               return true;
        }
-       return vpass->set_float(key, value);
+       return false;
 }
 
-SingleBlurPassEffect::SingleBlurPassEffect()
-       : radius(3.0f),
-         direction(HORIZONTAL)
+SingleBlurPassEffect::SingleBlurPassEffect(BlurEffect *parent)
+       : parent(parent),
+         num_taps(16),
+         radius(3.0f),
+         direction(HORIZONTAL),
+         width(1280),
+         height(720),
+         uniform_samples(NULL)
 {
-       register_float("radius", (float *)&radius);
+       register_float("radius", &radius);
        register_int("direction", (int *)&direction);
+       register_int("width", &width);
+       register_int("height", &height);
+       register_int("virtual_width", &virtual_width);
+       register_int("virtual_height", &virtual_height);
+       register_int("num_taps", &num_taps);
 }
 
-std::string SingleBlurPassEffect::output_fragment_shader()
+SingleBlurPassEffect::~SingleBlurPassEffect()
 {
-       return read_file("blur_effect.frag");
+       delete[] uniform_samples;
 }
 
-void SingleBlurPassEffect::set_uniforms(GLuint glsl_program_num, const std::string &prefix, unsigned *sampler_num)
+string SingleBlurPassEffect::output_fragment_shader()
 {
-       Effect::set_uniforms(glsl_program_num, prefix, sampler_num);
-
-       int base_texture_size, texture_size;
-       if (direction == HORIZONTAL) {
-               base_texture_size = texture_size = 1280;  // FIXME
-       } else if (direction == VERTICAL) {
-               base_texture_size = texture_size = 720;  // FIXME
-       } else {
-               assert(false);
-       }
-
-       // We only have 16 taps to work with on each side, and we want that to
-       // reach out to about 2.5*sigma.  Bump up the mipmap levels (giving us
-       // box blurs) until we have what we need.
-       //
-       // FIXME: we really need to pick the same mipmap level for both horizontal and vertical!
-       unsigned base_mipmap_level = 0;
-       float adjusted_radius = radius;
-       while (texture_size > 1 && adjusted_radius * 2.5f > NUM_TAPS / 2) {
-               ++base_mipmap_level;
-               texture_size /= 2;  // Rounding down.
-               adjusted_radius = radius * float(texture_size) / float(base_texture_size);
-       }
-
-       // In the second pass, we do the same, but don't sample from a mipmap;
-       // that would re-blur the other direction in an ugly fashion, and we already
-       // have the vertical box blur we need from that pass.
-       //
-       // TODO: We really need to present horizontal+vertical as a unit;
-       // currently, there's really no guarantee vertical blur is the second pass.
-       if (direction == VERTICAL) {
-               base_mipmap_level = 0;
-       }
+       char buf[256];
+       sprintf(buf, "#define DIRECTION_VERTICAL %d\n#define NUM_TAPS %d\n",
+               (direction == VERTICAL), num_taps);
+       uniform_samples = new float[2 * (num_taps / 2 + 1)];
+       register_uniform_vec2_array("samples", uniform_samples, num_taps / 2 + 1);
+       return buf + read_file("blur_effect.frag");
+}
 
-       glActiveTexture(GL_TEXTURE0);
-       check_error();
-       glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, base_mipmap_level);
-       check_error();
-       glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, base_mipmap_level);
-       check_error();
+void SingleBlurPassEffect::set_gl_state(GLuint glsl_program_num, const string &prefix, unsigned *sampler_num)
+{
+       Effect::set_gl_state(glsl_program_num, prefix, sampler_num);
 
        // Compute the weights; they will be symmetrical, so we only compute
        // the right side.
-       float weight[NUM_TAPS + 1];
+       float* weight = new float[num_taps + 1];
        if (radius < 1e-3) {
                weight[0] = 1.0f;
-               for (unsigned i = 1; i < NUM_TAPS + 1; ++i) {
+               for (int i = 1; i < num_taps + 1; ++i) {
                        weight[i] = 0.0f;
                }
        } else {
                float sum = 0.0f;
-               for (unsigned i = 0; i < NUM_TAPS + 1; ++i) {
-                       float z = i / adjusted_radius;
-
+               for (int i = 0; i < num_taps + 1; ++i) {
                        // Gaussian blur is a common, but maybe not the prettiest choice;
                        // it can feel a bit too blurry in the fine detail and too little
                        // long-tail. This is a simple logistic distribution, which has
                        // a narrower peak but longer tails.
+                       //
+                       // We interpret the radius as sigma, similar to Gaussian blur.
+                       // Wikipedia says that sigma² = pi² s² / 3, which yields:
+                       const float s = (sqrt(3.0) / M_PI) * radius;
+                       float z = i / (2.0 * s);
+
                        weight[i] = 1.0f / (cosh(z) * cosh(z));
 
                        if (i == 0) {
@@ -111,14 +170,11 @@ void SingleBlurPassEffect::set_uniforms(GLuint glsl_program_num, const std::stri
                                sum += 2.0f * weight[i];
                        }
                }
-               for (unsigned i = 0; i < NUM_TAPS + 1; ++i) {
+               for (int i = 0; i < num_taps + 1; ++i) {
                        weight[i] /= sum;
                }
        }
 
-#if 0
-       // NOTE: This is currently broken.
-
        // Since the GPU gives us bilinear sampling for free, we can get two
        // samples for the price of one (for every but the center sample,
        // in which case this trick doesn't buy us anything). Simply sample
@@ -129,72 +185,42 @@ void SingleBlurPassEffect::set_uniforms(GLuint glsl_program_num, const std::stri
        //
        // We pack the parameters into a float4: The relative sample coordinates
        // in (x,y), and the weight in z. w is unused.
-       float samples[4 * (NUM_TAPS / 2 + 1)];
 
        // Center sample.
-       samples[4 * 0 + 0] = 0.0f;
-       samples[4 * 0 + 1] = 0.0f;
-       samples[4 * 0 + 2] = weight[0];
-       samples[4 * 0 + 3] = 0.0f;
+       uniform_samples[2 * 0 + 0] = 0.0f;
+       uniform_samples[2 * 0 + 1] = weight[0];
+
+       int size;
+       if (direction == HORIZONTAL) {
+               size = width;
+       } else if (direction == VERTICAL) {
+               size = height;
+       } else {
+               assert(false);
+       }
+       float num_subtexels = size / movit_texel_subpixel_precision;
+       float inv_num_subtexels = movit_texel_subpixel_precision / size;
 
        // All other samples.
-       for (unsigned i = 1; i < NUM_TAPS / 2 + 1; ++i) {
+       for (int i = 1; i < num_taps / 2 + 1; ++i) {
                unsigned base_pos = i * 2 - 1;
                float w1 = weight[base_pos];
                float w2 = weight[base_pos + 1];
 
-               float offset, total_weight;
-               if (w1 + w2 < 1e-6) {
-                       offset = 0.5f;
-                       total_weight = 0.0f;
-               } else {
-                       offset = w2 / (w1 + w2);
-                       total_weight = w1 + w2;
-               }
-#if 0
-               // hack for easier visualization
-               offset = 0.5f;
-               total_weight = 8.0f;
-#endif
-               float x = 0.0f, y = 0.0f;
-
-               if (direction == HORIZONTAL) {
-                       x = (base_pos + offset) / (float)texture_size;
-               } else if (direction == VERTICAL) {
-                       y = (base_pos + offset) / (float)texture_size;
-               } else {
-                       assert(false);
-               }
+               float pos1 = base_pos / (float)size;
+               float pos2 = (base_pos + 1) / (float)size;
+               float pos, total_weight;
+               combine_two_samples(w1, w2, pos1, pos2, num_subtexels, inv_num_subtexels, &pos, &total_weight, NULL);
 
-               samples[4 * i + 0] = x;
-               samples[4 * i + 1] = y;
-               samples[4 * i + 2] = total_weight;
-               samples[4 * i + 3] = 0.0f;
+               uniform_samples[2 * i + 0] = pos;
+               uniform_samples[2 * i + 1] = total_weight;
        }
 
-       set_uniform_vec4_array(glsl_program_num, prefix, "samples", samples, NUM_TAPS / 2 + 1);
-#else
-       // Boring, at-whole-pixels sampling.
-       float samples[4 * NUM_TAPS];
-
-       // All other samples.
-       for (unsigned i = 0; i < NUM_TAPS + 1; ++i) {
-               float x = 0.0f, y = 0.0f;
-
-               if (direction == HORIZONTAL) {
-                       x = i / (float)texture_size;
-               } else if (direction == VERTICAL) {
-                       y = i / (float)texture_size;
-               } else {
-                       assert(false);
-               }
-
-               samples[4 * i + 0] = x;
-               samples[4 * i + 1] = y;
-               samples[4 * i + 2] = weight[i];
-               samples[4 * i + 3] = 0.0f;
-       }
+       delete[] weight;
+}
 
-       set_uniform_vec4_array(glsl_program_num, prefix, "samples", samples, NUM_TAPS + 1);
-#endif
+void SingleBlurPassEffect::clear_gl_state()
+{
 }
+
+}  // namespace movit