]> git.sesse.net Git - movit/blobdiff - effect_chain.cpp
Fix a bug where find_nonlinear_inputs() would choke on GammaCompressionEffect and...
[movit] / effect_chain.cpp
index 4eda18d7afc166eddb0f126f921b3a98ce215d3e..1dcc463bf5028ef6e4363d34973a82cbd353f92d 100644 (file)
@@ -111,7 +111,8 @@ void EffectChain::insert_node_between(Node *sender, Node *middle, Node *receiver
 
 void EffectChain::find_all_nonlinear_inputs(Node *node, std::vector<Node *> *nonlinear_inputs)
 {
-       if (node->output_gamma_curve == GAMMA_LINEAR) {
+       if (node->output_gamma_curve == GAMMA_LINEAR &&
+           node->effect->effect_type_id() != "GammaCompressionEffect") {
                return;
        }
        if (node->effect->num_inputs() == 0) {
@@ -744,6 +745,7 @@ void EffectChain::fix_internal_gamma_by_asking_inputs(unsigned step)
                        // See if all inputs can give us linear gamma. If not, leave it.
                        std::vector<Node *> nonlinear_inputs;
                        find_all_nonlinear_inputs(node, &nonlinear_inputs);
+                       assert(!nonlinear_inputs.empty());
 
                        bool all_ok = true;
                        for (unsigned i = 0; i < nonlinear_inputs.size(); ++i) {
@@ -795,7 +797,7 @@ void EffectChain::fix_internal_gamma_by_inserting_nodes(unsigned step)
                                        continue;
                                }
                                Node *conversion = add_node(new GammaExpansionEffect());
-                               conversion->effect->set_int("destination_curve", GAMMA_LINEAR);
+                               conversion->effect->set_int("source_curve", input->output_gamma_curve);
                                conversion->output_gamma_curve = GAMMA_LINEAR;
                                insert_node_between(input, conversion, node);
                        }
@@ -918,6 +920,7 @@ void EffectChain::finalize()
                        output_node->output_texture_width = phases[i]->output_width;
                        output_node->output_texture_height = phases[i]->output_height;
                }
+               inform_input_sizes(phases.back());
        }
                
        for (unsigned i = 0; i < inputs.size(); ++i) {
@@ -962,8 +965,8 @@ void EffectChain::render_to_screen()
        for (unsigned phase = 0; phase < phases.size(); ++phase) {
                // See if the requested output size has changed. If so, we need to recreate
                // the texture (and before we start setting up inputs).
+               inform_input_sizes(phases[phase]);
                if (phase != phases.size() - 1) {
-                       inform_input_sizes(phases[phase]);
                        find_output_size(phases[phase]);
 
                        Node *output_node = phases[phase]->effects.back();