]> git.sesse.net Git - movit/blobdiff - effect_chain.cpp
Fix the name of the .dot file for the newly created colorspace input pass.
[movit] / effect_chain.cpp
index c3776e85f605568a51ca61e221e826b87dbc2231..1832b9ee7ce6364980eef747ae2d19d6411083ae 100644 (file)
@@ -4,6 +4,7 @@
 #include <math.h>
 #include <string.h>
 #include <assert.h>
+#include <GL/glew.h>
 
 #include <algorithm>
 #include <set>
 #include "gamma_expansion_effect.h"
 #include "gamma_compression_effect.h"
 #include "colorspace_conversion_effect.h"
+#include "dither_effect.h"
 #include "input.h"
-#include "opengl.h"
+#include "init.h"
 
 EffectChain::EffectChain(float aspect_nom, float aspect_denom)
        : aspect_nom(aspect_nom),
          aspect_denom(aspect_denom),
+         dither_effect(NULL),
+         fbo(0),
+         num_dither_bits(0),
          finalized(false) {}
 
+EffectChain::~EffectChain()
+{
+       for (unsigned i = 0; i < nodes.size(); ++i) {
+               if (nodes[i]->output_texture != 0) {
+                       glDeleteTextures(1, &nodes[i]->output_texture);
+               }
+               delete nodes[i]->effect;
+               delete nodes[i];
+       }
+       for (unsigned i = 0; i < phases.size(); ++i) {
+               glDeleteProgram(phases[i]->glsl_program_num);
+               glDeleteShader(phases[i]->vertex_shader);
+               glDeleteShader(phases[i]->fragment_shader);
+               delete phases[i];
+       }
+       if (fbo != 0) {
+               glDeleteFramebuffers(1, &fbo);
+       }
+}
+
 Input *EffectChain::add_input(Input *input)
 {
        inputs.push_back(input);
-
-       Node *node = add_node(input);
-       node->output_color_space = input->get_color_space();
-       node->output_gamma_curve = input->get_gamma_curve();
+       add_node(input);
        return input;
 }
 
@@ -49,6 +71,7 @@ Node *EffectChain::add_node(Effect *effect)
        node->effect_id = effect_id;
        node->output_color_space = COLORSPACE_INVALID;
        node->output_gamma_curve = GAMMA_INVALID;
+       node->output_texture = 0;
 
        nodes.push_back(node);
        node_map[effect] = node;
@@ -237,12 +260,25 @@ Phase *EffectChain::compile_glsl_program(
        for (unsigned i = 0; i < effects.size(); ++i) {
                Node *node = effects[i];
                if (node->effect->num_inputs() == 0) {
-                       node->effect->set_int("needs_mipmaps", input_needs_mipmaps);
+                       CHECK(node->effect->set_int("needs_mipmaps", input_needs_mipmaps));
                }
        }
        frag_shader += std::string("#define INPUT ") + effects.back()->effect_id + "\n";
        frag_shader.append(read_file("footer.frag"));
-       printf("%s\n", frag_shader.c_str());
+
+       if (movit_debug_level == MOVIT_DEBUG_ON) {
+               // Output shader to a temporary file, for easier debugging.
+               static int compiled_shader_num = 0;
+               char filename[256];
+               sprintf(filename, "chain-%03d.frag", compiled_shader_num++);
+               FILE *fp = fopen(filename, "w");
+               if (fp == NULL) {
+                       perror(filename);
+                       exit(1);
+               }
+               fprintf(fp, "%s\n", frag_shader.c_str());
+               fclose(fp);
+       }
        
        GLuint glsl_program_num = glCreateProgram();
        GLuint vs_obj = compile_shader(read_file("vs.vert"), GL_VERTEX_SHADER);
@@ -256,6 +292,8 @@ Phase *EffectChain::compile_glsl_program(
 
        Phase *phase = new Phase;
        phase->glsl_program_num = glsl_program_num;
+       phase->vertex_shader = vs_obj;
+       phase->fragment_shader = fs_obj;
        phase->input_needs_mipmaps = input_needs_mipmaps;
        phase->inputs = true_inputs;
        phase->effects = effects;
@@ -319,13 +357,27 @@ void EffectChain::construct_glsl_programs(Node *output)
                                        start_new_phase = true;
                                }
 
-                               if (deps[i]->outgoing_links.size() > 1 && deps[i]->effect->num_inputs() > 0) {
-                                       // More than one effect uses this as the input,
-                                       // and it is not a texture itself.
-                                       // The easiest thing to do (and probably also the safest
-                                       // performance-wise in most cases) is to bounce it to a texture
-                                       // and then let the next passes read from that.
-                                       start_new_phase = true;
+                               if (deps[i]->outgoing_links.size() > 1) {
+                                       if (deps[i]->effect->num_inputs() > 0) {
+                                               // More than one effect uses this as the input,
+                                               // and it is not a texture itself.
+                                               // The easiest thing to do (and probably also the safest
+                                               // performance-wise in most cases) is to bounce it to a texture
+                                               // and then let the next passes read from that.
+                                               start_new_phase = true;
+                                       } else {
+                                               // For textures, we try to be slightly more clever;
+                                               // if none of our outputs need a bounce, we don't bounce
+                                               // but instead simply use the effect many times.
+                                               //
+                                               // Strictly speaking, we could bounce it for some outputs
+                                               // and use it directly for others, but the processing becomes
+                                               // somewhat simpler if the effect is only used in one such way.
+                                               for (unsigned j = 0; j < deps[i]->outgoing_links.size(); ++j) {
+                                                       Node *rdep = deps[i]->outgoing_links[j];
+                                                       start_new_phase |= rdep->effect->needs_texture_bounce();
+                                               }
+                                       }
                                }
 
                                if (deps[i]->effect->changes_output_size()) {
@@ -375,6 +427,10 @@ void EffectChain::construct_glsl_programs(Node *output)
 
 void EffectChain::output_dot(const char *filename)
 {
+       if (movit_debug_level != MOVIT_DEBUG_ON) {
+               return;
+       }
+
        FILE *fp = fopen(filename, "w");
        if (fp == NULL) {
                perror(filename);
@@ -383,7 +439,23 @@ void EffectChain::output_dot(const char *filename)
 
        fprintf(fp, "digraph G {\n");
        for (unsigned i = 0; i < nodes.size(); ++i) {
-               fprintf(fp, "  n%ld [label=\"%s\"];\n", (long)nodes[i], nodes[i]->effect->effect_type_id().c_str());
+               // Find out which phase this event belongs to.
+               int in_phase = -1;
+               for (unsigned j = 0; j < phases.size(); ++j) {
+                       const Phase* p = phases[j];
+                       if (std::find(p->effects.begin(), p->effects.end(), nodes[i]) != p->effects.end()) {
+                               assert(in_phase == -1);
+                               in_phase = j;
+                       }
+               }
+
+               if (in_phase == -1) {
+                       fprintf(fp, "  n%ld [label=\"%s\"];\n", (long)nodes[i], nodes[i]->effect->effect_type_id().c_str());
+               } else {
+                       fprintf(fp, "  n%ld [label=\"%s\" style=\"filled\" fillcolor=\"/accent8/%d\"];\n",
+                               (long)nodes[i], nodes[i]->effect->effect_type_id().c_str(),
+                               (in_phase % 8) + 1);
+               }
                for (unsigned j = 0; j < nodes[i]->outgoing_links.size(); ++j) {
                        std::vector<std::string> labels;
 
@@ -573,6 +645,21 @@ void EffectChain::topological_sort_visit_node(Node *node, std::set<Node *> *visi
        sorted_list->push_back(node);
 }
 
+void EffectChain::find_color_spaces_for_inputs()
+{
+       for (unsigned i = 0; i < nodes.size(); ++i) {
+               Node *node = nodes[i];
+               if (node->disabled) {
+                       continue;
+               }
+               if (node->incoming_links.size() == 0) {
+                       Input *input = static_cast<Input *>(node->effect);
+                       node->output_color_space = input->get_color_space();
+                       node->output_gamma_curve = input->get_gamma_curve();
+               }
+       }
+}
+
 // Propagate gamma and color space information as far as we can in the graph.
 // The rules are simple: Anything where all the inputs agree, get that as
 // output as well. Anything else keeps having *_INVALID.
@@ -593,7 +680,7 @@ void EffectChain::propagate_gamma_and_color_space()
                        continue;
                }
 
-               ColorSpace color_space = node->incoming_links[0]->output_color_space;
+               Colorspace color_space = node->incoming_links[0]->output_color_space;
                GammaCurve gamma_curve = node->incoming_links[0]->output_gamma_curve;
                for (unsigned j = 1; j < node->incoming_links.size(); ++j) {
                        if (node->incoming_links[j]->output_color_space != color_space) {
@@ -606,7 +693,7 @@ void EffectChain::propagate_gamma_and_color_space()
 
                // The conversion effects already have their outputs set correctly,
                // so leave them alone.
-               if (node->effect->effect_type_id() != "ColorSpaceConversionEffect") {
+               if (node->effect->effect_type_id() != "ColorspaceConversionEffect") {
                        node->output_color_space = color_space;
                }               
                if (node->effect->effect_type_id() != "GammaCompressionEffect" &&
@@ -660,9 +747,9 @@ void EffectChain::fix_internal_color_spaces()
                                if (input->output_color_space == COLORSPACE_sRGB) {
                                        continue;
                                }
-                               Node *conversion = add_node(new ColorSpaceConversionEffect());
-                               conversion->effect->set_int("source_space", input->output_color_space);
-                               conversion->effect->set_int("destination_space", COLORSPACE_sRGB);
+                               Node *conversion = add_node(new ColorspaceConversionEffect());
+                               CHECK(conversion->effect->set_int("source_space", input->output_color_space));
+                               CHECK(conversion->effect->set_int("destination_space", COLORSPACE_sRGB));
                                conversion->output_color_space = COLORSPACE_sRGB;
                                insert_node_between(input, conversion, node);
                        }
@@ -694,11 +781,12 @@ void EffectChain::fix_output_color_space()
 {
        Node *output = find_output_node();
        if (output->output_color_space != output_format.color_space) {
-               Node *conversion = add_node(new ColorSpaceConversionEffect());
-               conversion->effect->set_int("source_space", output->output_color_space);
-               conversion->effect->set_int("destination_space", output_format.color_space);
+               Node *conversion = add_node(new ColorspaceConversionEffect());
+               CHECK(conversion->effect->set_int("source_space", output->output_color_space));
+               CHECK(conversion->effect->set_int("destination_space", output_format.color_space));
                conversion->output_color_space = output_format.color_space;
                connect_nodes(output, conversion);
+               propagate_gamma_and_color_space();
        }
 }
 
@@ -718,7 +806,8 @@ bool EffectChain::node_needs_gamma_fix(Node *node)
        // This needs to be before everything else, since it could
        // even apply to inputs (if they are the only effect).
        if (node->outgoing_links.empty() &&
-           node->output_gamma_curve != output_format.gamma_curve) {
+           node->output_gamma_curve != output_format.gamma_curve &&
+           node->output_gamma_curve != GAMMA_LINEAR) {
                return true;
        }
 
@@ -774,7 +863,7 @@ void EffectChain::fix_internal_gamma_by_asking_inputs(unsigned step)
                        }
 
                        for (unsigned i = 0; i < nonlinear_inputs.size(); ++i) {
-                               nonlinear_inputs[i]->effect->set_int("output_linear_gamma", 1);
+                               CHECK(nonlinear_inputs[i]->effect->set_int("output_linear_gamma", 1));
                                nonlinear_inputs[i]->output_gamma_curve = GAMMA_LINEAR;
                        }
 
@@ -812,7 +901,7 @@ void EffectChain::fix_internal_gamma_by_inserting_nodes(unsigned step)
                        if (node->incoming_links.empty()) {
                                assert(node->outgoing_links.empty());
                                Node *conversion = add_node(new GammaExpansionEffect());
-                               conversion->effect->set_int("source_curve", node->output_gamma_curve);
+                               CHECK(conversion->effect->set_int("source_curve", node->output_gamma_curve));
                                conversion->output_gamma_curve = GAMMA_LINEAR;
                                connect_nodes(node, conversion);
                        }
@@ -826,7 +915,7 @@ void EffectChain::fix_internal_gamma_by_inserting_nodes(unsigned step)
                                        continue;
                                }
                                Node *conversion = add_node(new GammaExpansionEffect());
-                               conversion->effect->set_int("source_curve", input->output_gamma_curve);
+                               CHECK(conversion->effect->set_int("source_curve", input->output_gamma_curve));
                                conversion->output_gamma_curve = GAMMA_LINEAR;
                                insert_node_between(input, conversion, node);
                        }
@@ -861,11 +950,27 @@ void EffectChain::fix_output_gamma()
        Node *output = find_output_node();
        if (output->output_gamma_curve != output_format.gamma_curve) {
                Node *conversion = add_node(new GammaCompressionEffect());
-               conversion->effect->set_int("destination_curve", output_format.gamma_curve);
+               CHECK(conversion->effect->set_int("destination_curve", output_format.gamma_curve));
                conversion->output_gamma_curve = output_format.gamma_curve;
                connect_nodes(output, conversion);
        }
 }
+       
+// If the user has requested dither, add a DitherEffect right at the end
+// (after GammaCompressionEffect etc.). This needs to be done after everything else,
+// since dither is about the only effect that can _not_ be done in linear space.
+void EffectChain::add_dither_if_needed()
+{
+       if (num_dither_bits == 0) {
+               return;
+       }
+       Node *output = find_output_node();
+       Node *dither = add_node(new DitherEffect());
+       CHECK(dither->effect->set_int("num_bits", num_dither_bits));
+       connect_nodes(output, dither);
+
+       dither_effect = dither->effect;
+}
 
 // Find the output node. This is, simply, one that has no outgoing links.
 // If there are multiple ones, the graph is malformed (we do not support
@@ -899,8 +1004,11 @@ void EffectChain::finalize()
        }
        output_dot("step1-rewritten.dot");
 
+       find_color_spaces_for_inputs();
+       output_dot("step2-input-colorspace.dot");
+
        propagate_gamma_and_color_space();
-       output_dot("step2-propagated.dot");
+       output_dot("step3-propagated.dot");
 
        fix_internal_color_spaces();
        fix_output_color_space();
@@ -917,11 +1025,17 @@ void EffectChain::finalize()
        fix_internal_gamma_by_asking_inputs(8);
        fix_internal_gamma_by_inserting_nodes(9);
 
-       output_dot("step10-final.dot");
+       output_dot("step10-before-dither.dot");
+
+       add_dither_if_needed();
+
+       output_dot("step11-final.dot");
        
        // Construct all needed GLSL programs, starting at the output.
        construct_glsl_programs(find_output_node());
 
+       output_dot("step12-split-to-phases.dot");
+
        // If we have more than one phase, we need intermediate render-to-texture.
        // Construct an FBO, and then as many textures as we need.
        // We choose the simplest option of having one texture per output,
@@ -961,7 +1075,7 @@ void EffectChain::finalize()
        finalized = true;
 }
 
-void EffectChain::render_to_fbo(GLuint fbo, unsigned width, unsigned height)
+void EffectChain::render_to_fbo(GLuint dest_fbo, unsigned width, unsigned height)
 {
        assert(finalized);
 
@@ -1054,9 +1168,13 @@ void EffectChain::render_to_fbo(GLuint fbo, unsigned width, unsigned height)
                // And now the output.
                if (phase == phases.size() - 1) {
                        // Last phase goes to the output the user specified.
-                       glBindFramebuffer(GL_FRAMEBUFFER, fbo);
+                       glBindFramebuffer(GL_FRAMEBUFFER, dest_fbo);
                        check_error();
                        glViewport(x, y, width, height);
+                       if (dither_effect != NULL) {
+                               CHECK(dither_effect->set_int("output_width", width));
+                               CHECK(dither_effect->set_int("output_height", height));
+                       }
                } else {
                        Node *output_node = phases[phase]->effects.back();
                        glFramebufferTexture2D(