]> git.sesse.net Git - movit/blobdiff - effect_chain.cpp
Remove a very old and outdated comment.
[movit] / effect_chain.cpp
index 19d89f823c313b6faca3bcdd3c1aef505f762f8d..60c65f81b743fe48148080d21a829aa16eb4163a 100644 (file)
@@ -38,6 +38,8 @@ EffectChain::EffectChain(float aspect_nom, float aspect_denom, ResourcePool *res
          output_color_rgba(false),
          output_color_ycbcr(false),
          dither_effect(NULL),
+         intermediate_format(GL_RGBA16F),
+         intermediate_transformation(NO_FRAMEBUFFER_TRANSFORMATION),
          num_dither_bits(0),
          output_origin(OUTPUT_ORIGIN_BOTTOM_LEFT),
          finalized(false),
@@ -331,7 +333,14 @@ void EffectChain::compile_glsl_program(Phase *phase)
        
                frag_shader += string("uniform sampler2D tex_") + effect_id + ";\n";
                frag_shader += string("vec4 ") + effect_id + "(vec2 tc) {\n";
-               frag_shader += "\treturn tex2D(tex_" + string(effect_id) + ", tc);\n";
+               frag_shader += "\tvec4 tmp = tex2D(tex_" + string(effect_id) + ", tc);\n";
+
+               if (intermediate_transformation == SQUARE_ROOT_FRAMEBUFFER_TRANSFORMATION &&
+                   phase->inputs[i]->output_node->output_gamma_curve == GAMMA_LINEAR) {
+                       frag_shader += "\ttmp.rgb *= tmp.rgb;\n";
+               }
+
+               frag_shader += "\treturn tmp;\n";
                frag_shader += "}\n";
                frag_shader += "\n";
 
@@ -414,6 +423,15 @@ void EffectChain::compile_glsl_program(Phase *phase)
                        frag_shader_outputs.push_back("RGBA");
                }
        }
+
+       // If we're bouncing to a temporary texture, signal transformation if desired.
+       if (!phase->output_node->outgoing_links.empty()) {
+               if (intermediate_transformation == SQUARE_ROOT_FRAMEBUFFER_TRANSFORMATION &&
+                   phase->output_node->output_gamma_curve == GAMMA_LINEAR) {
+                       frag_shader += "#define SQUARE_ROOT_TRANSFORMATION 1\n";
+               }
+       }
+
        frag_shader.append(read_file("footer.frag"));
 
        // Collect uniforms from all effects and output them. Note that this needs
@@ -1175,6 +1193,11 @@ void EffectChain::propagate_alpha()
 
                if (alpha_handling == Effect::INPUT_AND_OUTPUT_PREMULTIPLIED_ALPHA ||
                    alpha_handling == Effect::INPUT_PREMULTIPLIED_ALPHA_KEEP_BLANK) {
+                       // This combination (requiring premultiplied alpha, but _not_ requiring
+                       // linear light) is illegal, since the combination of premultiplied alpha
+                       // and nonlinear inputs is meaningless.
+                       assert(node->effect->needs_linear_light());
+
                        // If the effect has asked for premultiplied alpha, check that it has got it.
                        if (any_postmultiplied) {
                                node->output_alpha_type = ALPHA_INVALID;
@@ -1692,6 +1715,8 @@ void EffectChain::render_to_fbo(GLuint dest_fbo, unsigned width, unsigned height
        check_error();
        glDisable(GL_DITHER);
        check_error();
+       glEnable(GL_FRAMEBUFFER_SRGB);
+       check_error();
 
        // Save original viewport.
        GLuint x = 0, y = 0;
@@ -1853,7 +1878,7 @@ void EffectChain::execute_phase(Phase *phase, bool last_phase,
        if (!last_phase) {
                find_output_size(phase);
 
-               GLuint tex_num = resource_pool->create_2d_texture(GL_RGBA16F, phase->output_width, phase->output_height);
+               GLuint tex_num = resource_pool->create_2d_texture(intermediate_format, phase->output_width, phase->output_height);
                output_textures->insert(make_pair(phase, tex_num));
        }