]> git.sesse.net Git - movit/blobdiff - effect_chain.cpp
Make the blur use the resize functionality, which also unbreaks the in-between sampli...
[movit] / effect_chain.cpp
index 2144bfd705526440b8aba2b44c7c00b6b24f8f36..7dd19ccd634e0cd51999a6c5cdb0fc306e13bf22 100644 (file)
@@ -4,37 +4,36 @@
 #include <string.h>
 #include <assert.h>
 
-#include <GL/gl.h>
-#include <GL/glext.h>
-
 #include <algorithm>
 #include <set>
+#include <stack>
+#include <vector>
 
 #include "util.h"
 #include "effect_chain.h"
 #include "gamma_expansion_effect.h"
 #include "gamma_compression_effect.h"
-#include "lift_gamma_gain_effect.h"
 #include "colorspace_conversion_effect.h"
-#include "sandbox_effect.h"
-#include "saturation_effect.h"
-#include "mirror_effect.h"
-#include "vignette_effect.h"
-#include "blur_effect.h"
-#include "diffusion_effect.h"
+#include "input.h"
+#include "opengl.h"
 
 EffectChain::EffectChain(unsigned width, unsigned height)
        : width(width),
          height(height),
-         use_srgb_texture_format(false),
          finalized(false) {}
 
-void EffectChain::add_input(const ImageFormat &format)
+Input *EffectChain::add_input(Input *input)
 {
-       input_format = format;
-       output_color_space.insert(std::make_pair(static_cast<Effect *>(NULL), format.color_space));
-       output_gamma_curve.insert(std::make_pair(static_cast<Effect *>(NULL), format.gamma_curve));
-       effect_ids.insert(std::make_pair(static_cast<Effect *>(NULL), "src_image"));
+       char eff_id[256];
+       sprintf(eff_id, "src_image%u", (unsigned)inputs.size());
+
+       effects.push_back(input);
+       inputs.push_back(input);
+       output_color_space.insert(std::make_pair(input, input->get_color_space()));
+       output_gamma_curve.insert(std::make_pair(input, input->get_gamma_curve()));
+       effect_ids.insert(std::make_pair(input, eff_id));
+       incoming_links.insert(std::make_pair(input, std::vector<Effect *>()));
+       return input;
 }
 
 void EffectChain::add_output(const ImageFormat &format)
@@ -51,9 +50,7 @@ void EffectChain::add_effect_raw(Effect *effect, const std::vector<Effect *> &in
        effect_ids.insert(std::make_pair(effect, effect_id));
        assert(inputs.size() == effect->num_inputs());
        for (unsigned i = 0; i < inputs.size(); ++i) {
-               if (inputs[i] != NULL) {
-                       assert(std::find(effects.begin(), effects.end(), inputs[i]) != effects.end());
-               }
+               assert(std::find(effects.begin(), effects.end(), inputs[i]) != effects.end());
                outgoing_links[inputs[i]].push_back(effect);
        }
        incoming_links.insert(std::make_pair(effect, inputs));
@@ -61,50 +58,70 @@ void EffectChain::add_effect_raw(Effect *effect, const std::vector<Effect *> &in
        output_color_space[effect] = output_color_space[last_added_effect()];
 }
 
-Effect *instantiate_effect(EffectId effect)
+void EffectChain::find_all_nonlinear_inputs(Effect *effect,
+                                            std::vector<Input *> *nonlinear_inputs,
+                                            std::vector<Effect *> *intermediates)
 {
-       switch (effect) {
-       case EFFECT_GAMMA_EXPANSION:
-               return new GammaExpansionEffect();
-       case EFFECT_GAMMA_COMPRESSION:
-               return new GammaCompressionEffect();
-       case EFFECT_COLOR_SPACE_CONVERSION:
-               return new ColorSpaceConversionEffect();
-       case EFFECT_SANDBOX:
-               return new SandboxEffect();
-       case EFFECT_LIFT_GAMMA_GAIN:
-               return new LiftGammaGainEffect();
-       case EFFECT_SATURATION:
-               return new SaturationEffect();
-       case EFFECT_MIRROR:
-               return new MirrorEffect();
-       case EFFECT_VIGNETTE:
-               return new VignetteEffect();
-       case EFFECT_BLUR:
-               return new BlurEffect();
-       case EFFECT_DIFFUSION:
-               return new DiffusionEffect();
+       assert(output_gamma_curve.count(effect) != 0);
+       if (output_gamma_curve[effect] == GAMMA_LINEAR) {
+               return;
+       }
+       if (effect->num_inputs() == 0) {
+               nonlinear_inputs->push_back(static_cast<Input *>(effect));
+       } else {
+               intermediates->push_back(effect);
+
+               assert(incoming_links.count(effect) == 1);
+               std::vector<Effect *> deps = incoming_links[effect];
+               assert(effect->num_inputs() == deps.size());
+               for (unsigned i = 0; i < deps.size(); ++i) {
+                       find_all_nonlinear_inputs(deps[i], nonlinear_inputs, intermediates);
+               }
        }
-       assert(false);
 }
 
 Effect *EffectChain::normalize_to_linear_gamma(Effect *input)
 {
-       assert(output_gamma_curve.count(input) != 0);
-       if (output_gamma_curve[input] == GAMMA_sRGB) {
-               // TODO: check if the extension exists
-               use_srgb_texture_format = true;
-               output_gamma_curve[input] = GAMMA_LINEAR;
+       // Find out if all the inputs can be set to deliver sRGB inputs.
+       // If so, we can just ask them to do that instead of inserting a
+       // (possibly expensive) conversion operation.
+       //
+       // NOTE: We assume that effects generally don't mess with the gamma
+       // curve (except GammaCompressionEffect, which should never be
+       // inserted into a chain when this is called), so that we can just
+       // update the output gamma as we go.
+       //
+       // TODO: Setting this flag for one source might confuse a different
+       // part of the pipeline using the same source.
+       std::vector<Input *> nonlinear_inputs;
+       std::vector<Effect *> intermediates;
+       find_all_nonlinear_inputs(input, &nonlinear_inputs, &intermediates);
+
+       bool all_ok = true;
+       for (unsigned i = 0; i < nonlinear_inputs.size(); ++i) {
+               all_ok &= nonlinear_inputs[i]->can_output_linear_gamma();
+       }
+
+       if (all_ok) {
+               for (unsigned i = 0; i < nonlinear_inputs.size(); ++i) {
+                       bool ok = nonlinear_inputs[i]->set_int("output_linear_gamma", 1);
+                       assert(ok);
+                       output_gamma_curve[nonlinear_inputs[i]] = GAMMA_LINEAR;
+               }
+               for (unsigned i = 0; i < intermediates.size(); ++i) {
+                       output_gamma_curve[intermediates[i]] = GAMMA_LINEAR;
+               }
                return input;
-       } else {
-               GammaExpansionEffect *gamma_conversion = new GammaExpansionEffect();
-               gamma_conversion->set_int("source_curve", output_gamma_curve[input]);
-               std::vector<Effect *> inputs;
-               inputs.push_back(input);
-               gamma_conversion->add_self_to_effect_chain(this, inputs);
-               output_gamma_curve[gamma_conversion] = GAMMA_LINEAR;
-               return gamma_conversion;
        }
+
+       // OK, that didn't work. Insert a conversion effect.
+       GammaExpansionEffect *gamma_conversion = new GammaExpansionEffect();
+       gamma_conversion->set_int("source_curve", output_gamma_curve[input]);
+       std::vector<Effect *> inputs;
+       inputs.push_back(input);
+       gamma_conversion->add_self_to_effect_chain(this, inputs);
+       output_gamma_curve[gamma_conversion] = GAMMA_LINEAR;
+       return gamma_conversion;
 }
 
 Effect *EffectChain::normalize_to_srgb(Effect *input)
@@ -122,10 +139,8 @@ Effect *EffectChain::normalize_to_srgb(Effect *input)
        return colorspace_conversion;
 }
 
-Effect *EffectChain::add_effect(EffectId effect_id, const std::vector<Effect *> &inputs)
+Effect *EffectChain::add_effect(Effect *effect, const std::vector<Effect *> &inputs)
 {
-       Effect *effect = instantiate_effect(effect_id);
-
        assert(inputs.size() == effect->num_inputs());
 
        std::vector<Effect *> normalized_inputs = inputs;
@@ -185,19 +200,14 @@ std::string replace_prefix(const std::string &text, const std::string &prefix)
        return output;
 }
 
-EffectChain::Phase EffectChain::compile_glsl_program(const std::vector<Effect *> &inputs, const std::vector<Effect *> &effects)
+EffectChain::Phase *EffectChain::compile_glsl_program(const std::vector<Effect *> &inputs, const std::vector<Effect *> &effects)
 {
-       assert(!inputs.empty());
        assert(!effects.empty());
 
-       // Figure out the true set of inputs to this phase. These are the ones
-       // that we need somehow but don't calculate ourselves.
-       std::set<Effect *> effect_set(effects.begin(), effects.end());
-       std::set<Effect *> input_set(inputs.begin(), inputs.end());
-       std::vector<Effect *> true_inputs;
-       std::set_difference(input_set.begin(), input_set.end(),
-               effect_set.begin(), effect_set.end(),
-               std::back_inserter(true_inputs));
+       // Deduplicate the inputs.
+       std::vector<Effect *> true_inputs = inputs;
+       std::sort(true_inputs.begin(), true_inputs.end());
+       true_inputs.erase(std::unique(true_inputs.begin(), true_inputs.end()), true_inputs.end());
 
        bool input_needs_mipmaps = false;
        std::string frag_shader = read_file("header.frag");
@@ -210,13 +220,6 @@ EffectChain::Phase EffectChain::compile_glsl_program(const std::vector<Effect *>
        
                frag_shader += std::string("uniform sampler2D tex_") + effect_id + ";\n";       
                frag_shader += std::string("vec4 ") + effect_id + "(vec2 tc) {\n";
-               if (effect == NULL) {
-                       // OpenGL's origin is bottom-left, but most graphics software assumes
-                       // a top-left origin. Thus, for inputs that come from the user,
-                       // we flip the y coordinate. However, for FBOs, the origin
-                       // is all correct, so don't do anything.
-                       frag_shader += "\ttc.y = 1.0f - tc.y;\n";
-               }
                frag_shader += "\treturn texture2D(tex_" + effect_id + ", tc);\n";
                frag_shader += "}\n";
                frag_shader += "\n";
@@ -259,6 +262,12 @@ EffectChain::Phase EffectChain::compile_glsl_program(const std::vector<Effect *>
 
                input_needs_mipmaps |= effect->needs_mipmaps();
        }
+       for (unsigned i = 0; i < effects.size(); ++i) {
+               Effect *effect = effects[i];
+               if (effect->num_inputs() == 0) {
+                       effect->set_int("needs_mipmaps", input_needs_mipmaps);
+               }
+       }
        assert(!last_effect_id.empty());
        frag_shader += std::string("#define INPUT ") + last_effect_id + "\n";
        frag_shader.append(read_file("footer.frag"));
@@ -274,11 +283,11 @@ EffectChain::Phase EffectChain::compile_glsl_program(const std::vector<Effect *>
        glLinkProgram(glsl_program_num);
        check_error();
 
-       Phase phase;
-       phase.glsl_program_num = glsl_program_num;
-       phase.input_needs_mipmaps = input_needs_mipmaps;
-       phase.inputs = true_inputs;
-       phase.effects = effects;
+       Phase *phase = new Phase;
+       phase->glsl_program_num = glsl_program_num;
+       phase->input_needs_mipmaps = input_needs_mipmaps;
+       phase->inputs = true_inputs;
+       phase->effects = effects;
 
        return phase;
 }
@@ -286,115 +295,200 @@ EffectChain::Phase EffectChain::compile_glsl_program(const std::vector<Effect *>
 // Construct GLSL programs, starting at the given effect and following
 // the chain from there. We end a program every time we come to an effect
 // marked as "needs texture bounce", one that is used by multiple other
-// effects, and of course at the end.
-void EffectChain::construct_glsl_programs(Effect *start, std::set<Effect *> *completed_effects)
+// effects, every time an effect wants to change the output size,
+// and of course at the end.
+//
+// We follow a quite simple depth-first search from the output, although
+// without any explicit recursion.
+void EffectChain::construct_glsl_programs(Effect *output)
 {
-       if (completed_effects->count(start) != 0) {
-               // This has already been done for us.
-               return;
-       }
+       // Which effects have already been completed in this phase?
+       // We need to keep track of it, as an effect with multiple outputs
+       // could otherwise be calculate multiple times.
+       std::set<Effect *> completed_effects;
 
-       std::vector<Effect *> this_phase_inputs;  // Also includes all intermediates; these will be filtered away later.
+       // Effects in the current phase, as well as inputs (outputs from other phases
+       // that we depend on). Note that since we start iterating from the end,
+       // the effect list will be in the reverse order.
+       std::vector<Effect *> this_phase_inputs;
        std::vector<Effect *> this_phase_effects;
-       Effect *node = start;
+
+       // Effects that we have yet to calculate, but that we know should
+       // be in the current phase.
+       std::stack<Effect *> effects_todo_this_phase;
+
+       // Effects that we have yet to calculate, but that come from other phases.
+       // We delay these until we have this phase done in its entirety,
+       // at which point we pick any of them and start a new phase from that.
+       std::stack<Effect *> effects_todo_other_phases;
+
+       effects_todo_this_phase.push(output);
+
        for ( ;; ) {  // Termination condition within loop.
-               if (node == NULL) {
-                       this_phase_inputs.push_back(node);
-               } else {
-                       // Check that we have all the inputs we need for this effect.
-                       // If not, we end the phase here right away; the other side
-                       // of the input chain will eventually come and pick the effect up.
-                       assert(incoming_links.count(node) != 0);
-                       std::vector<Effect *> deps = incoming_links[node];
-                       assert(!deps.empty());
-                       bool have_all_deps = true;
+               if (!effects_todo_this_phase.empty()) {
+                       // OK, we have more to do this phase.
+                       Effect *effect = effects_todo_this_phase.top();
+                       effects_todo_this_phase.pop();
+
+                       // This should currently only happen for effects that are phase outputs,
+                       // and we throw those out separately below.
+                       assert(completed_effects.count(effect) == 0);
+
+                       this_phase_effects.push_back(effect);
+                       completed_effects.insert(effect);
+
+                       // Find all the dependencies of this effect, and add them to the stack.
+                       assert(incoming_links.count(effect) == 1);
+                       std::vector<Effect *> deps = incoming_links[effect];
+                       assert(effect->num_inputs() == deps.size());
                        for (unsigned i = 0; i < deps.size(); ++i) {
-                               if (completed_effects->count(deps[i]) == 0) {
-                                       have_all_deps = false;
-                                       break;
+                               bool start_new_phase = false;
+
+                               // FIXME: If we sample directly from a texture, we won't need this.
+                               if (effect->needs_texture_bounce()) {
+                                       start_new_phase = true;
                                }
-                       }
-               
-                       if (!have_all_deps) {
-                               if (!this_phase_effects.empty()) {
-                                       phases.push_back(compile_glsl_program(this_phase_inputs, this_phase_effects));
+
+                               assert(outgoing_links.count(deps[i]) == 1);
+                               if (outgoing_links[deps[i]].size() > 1 && deps[i]->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]->changes_output_size()) {
+                                       start_new_phase = true;
+                               }
+
+                               if (start_new_phase) {
+                                       effects_todo_other_phases.push(deps[i]);
+                                       this_phase_inputs.push_back(deps[i]);
+                               } else {
+                                       effects_todo_this_phase.push(deps[i]);
                                }
-                               return;
                        }
-                       this_phase_inputs.insert(this_phase_inputs.end(), deps.begin(), deps.end());    
-                       this_phase_effects.push_back(node);
+                       continue;
                }
-               completed_effects->insert(node);        
 
-               // Find all the effects that use this one as a direct input.
-               if (outgoing_links.count(node) == 0) {
-                       // End of the line; output.
+               // No more effects to do this phase. Take all the ones we have,
+               // and create a GLSL program for it.
+               if (!this_phase_effects.empty()) {
+                       reverse(this_phase_effects.begin(), this_phase_effects.end());
                        phases.push_back(compile_glsl_program(this_phase_inputs, this_phase_effects));
-                       return;
+                       output_effects_to_phase.insert(std::make_pair(this_phase_effects.back(), phases.back()));
+                       this_phase_inputs.clear();
+                       this_phase_effects.clear();
                }
+               assert(this_phase_inputs.empty());
+               assert(this_phase_effects.empty());
 
-               std::vector<Effect *> next = outgoing_links[node];
-               assert(!next.empty());
-               if (next.size() > 1) {
-                       // More than one effect uses this as the input.
-                       // 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.
-                       if (node != NULL) {
-                               phases.push_back(compile_glsl_program(this_phase_inputs, this_phase_effects));
-                       }
+               // If we have no effects left, exit.
+               if (effects_todo_other_phases.empty()) {
+                       break;
+               }
 
-                       // Start phases for all the effects that need us (in arbitrary order).
-                       for (unsigned i = 0; i < next.size(); ++i) {
-                               construct_glsl_programs(next[i], completed_effects);
-                       }
-                       return;
+               Effect *effect = effects_todo_other_phases.top();
+               effects_todo_other_phases.pop();
+
+               if (completed_effects.count(effect) == 0) {
+                       // Start a new phase, calculating from this effect.
+                       effects_todo_this_phase.push(effect);
                }
-       
-               // OK, only one effect uses this as the input. Keep iterating,
-               // but first see if it requires a texture bounce; if so, give it
-               // one by starting a new phase.
-               node = next[0];
-               if (node->needs_texture_bounce()) {
-                       phases.push_back(compile_glsl_program(this_phase_inputs, this_phase_effects));
-                       this_phase_inputs.clear();
-                       this_phase_effects.clear();
+       }
+
+       // Finally, since the phases are found from the output but must be executed
+       // from the input(s), reverse them, too.
+       std::reverse(phases.begin(), phases.end());
+}
+
+void EffectChain::find_output_size(EffectChain::Phase *phase)
+{
+       Effect *output_effect = phase->effects.back();
+
+       // If the last effect explicitly sets an output size,
+       // use that.
+       if (output_effect->changes_output_size()) {
+               output_effect->get_output_size(&phase->output_width, &phase->output_height);
+               return;
+       }
+
+       // If not, look at the input phases, if any. We select the largest one
+       // (really assuming they all have the same aspect currently), by pixel count.
+       if (!phase->inputs.empty()) {
+               unsigned best_width = 0, best_height = 0;
+               for (unsigned i = 0; i < phase->inputs.size(); ++i) {
+                       Effect *input = phase->inputs[i];
+                       assert(output_effects_to_phase.count(input) != 0);
+                       const Phase *input_phase = output_effects_to_phase[input];
+                       assert(input_phase->output_width != 0);
+                       assert(input_phase->output_height != 0);
+                       if (input_phase->output_width * input_phase->output_height > best_width * best_height) {
+                               best_width = input_phase->output_width;
+                               best_height = input_phase->output_height;
+                       }
                }
+               assert(best_width != 0);
+               assert(best_height != 0);
+               phase->output_width = best_width;
+               phase->output_height = best_height;
+               return;
        }
+
+       // OK, no inputs. Just use the global width/height.
+       // TODO: We probably want to use the texture's size eventually.
+       phase->output_width = width;
+       phase->output_height = height;
 }
 
 void EffectChain::finalize()
 {
+       // Find the output effect. This is, simply, one that has no outgoing links.
+       // If there are multiple ones, the graph is malformed (we do not support
+       // multiple outputs right now).
+       std::vector<Effect *> output_effects;
+       for (unsigned i = 0; i < effects.size(); ++i) {
+               Effect *effect = effects[i];
+               if (outgoing_links.count(effect) == 0 || outgoing_links[effect].size() == 0) {
+                       output_effects.push_back(effect);
+               }
+       }
+       assert(output_effects.size() == 1);
+       Effect *output_effect = output_effects[0];
+
        // Add normalizers to get the output format right.
-       assert(output_gamma_curve.count(last_added_effect()) != 0);
-       assert(output_color_space.count(last_added_effect()) != 0);
-       ColorSpace current_color_space = output_color_space[last_added_effect()];  // FIXME
+       assert(output_gamma_curve.count(output_effect) != 0);
+       assert(output_color_space.count(output_effect) != 0);
+       ColorSpace current_color_space = output_color_space[output_effect];
        if (current_color_space != output_format.color_space) {
                ColorSpaceConversionEffect *colorspace_conversion = new ColorSpaceConversionEffect();
                colorspace_conversion->set_int("source_space", current_color_space);
                colorspace_conversion->set_int("destination_space", output_format.color_space);
                std::vector<Effect *> inputs;
-               inputs.push_back(last_added_effect());
+               inputs.push_back(output_effect);
                colorspace_conversion->add_self_to_effect_chain(this, inputs);
                output_color_space[colorspace_conversion] = output_format.color_space;
+               output_effect = colorspace_conversion;
        }
-       GammaCurve current_gamma_curve = output_gamma_curve[last_added_effect()];  // FIXME
+       GammaCurve current_gamma_curve = output_gamma_curve[output_effect];
        if (current_gamma_curve != output_format.gamma_curve) {
                if (current_gamma_curve != GAMMA_LINEAR) {
-                       normalize_to_linear_gamma(last_added_effect());  // FIXME
+                       output_effect = normalize_to_linear_gamma(output_effect);
+                       current_gamma_curve = GAMMA_LINEAR;
                }
-               assert(current_gamma_curve == GAMMA_LINEAR);
                GammaCompressionEffect *gamma_conversion = new GammaCompressionEffect();
                gamma_conversion->set_int("destination_curve", output_format.gamma_curve);
                std::vector<Effect *> inputs;
-               inputs.push_back(last_added_effect());
+               inputs.push_back(output_effect);
                gamma_conversion->add_self_to_effect_chain(this, inputs);
                output_gamma_curve[gamma_conversion] = output_format.gamma_curve;
+               output_effect = gamma_conversion;
        }
 
-       // Construct all needed GLSL programs, starting at the input.
-       std::set<Effect *> completed_effects;
-       construct_glsl_programs(NULL, &completed_effects);
+       // Construct all needed GLSL programs, starting at the output.
+       construct_glsl_programs(output_effect);
 
        // If we have more than one phase, we need intermediate render-to-texture.
        // Construct an FBO, and then as many textures as we need.
@@ -405,7 +499,9 @@ void EffectChain::finalize()
                glGenFramebuffers(1, &fbo);
 
                for (unsigned i = 0; i < phases.size() - 1; ++i) {
-                       Effect *output_effect = phases[i].effects.back();
+                       find_output_size(phases[i]);
+
+                       Effect *output_effect = phases[i]->effects.back();
                        GLuint temp_texture;
                        glGenTextures(1, &temp_texture);
                        check_error();
@@ -415,84 +511,26 @@ void EffectChain::finalize()
                        check_error();
                        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
                        check_error();
-                       glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F_ARB, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
+                       glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F_ARB, phases[i]->output_width, phases[i]->output_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
                        check_error();
                        effect_output_textures.insert(std::make_pair(output_effect, temp_texture));
+                       effect_output_texture_sizes.insert(std::make_pair(output_effect, std::make_pair(phases[i]->output_width, phases[i]->output_height)));
                }
        }
-       
-       // Translate the input format to OpenGL's enums.
-       GLenum internal_format;
-       if (use_srgb_texture_format) {
-               internal_format = GL_SRGB8;
-       } else {
-               internal_format = GL_RGBA8;
-       }
-       if (input_format.pixel_format == FORMAT_RGB) {
-               format = GL_RGB;
-               bytes_per_pixel = 3;
-       } else if (input_format.pixel_format == FORMAT_RGBA) {
-               format = GL_RGBA;
-               bytes_per_pixel = 4;
-       } else if (input_format.pixel_format == FORMAT_BGR) {
-               format = GL_BGR;
-               bytes_per_pixel = 3;
-       } else if (input_format.pixel_format == FORMAT_BGRA) {
-               format = GL_BGRA;
-               bytes_per_pixel = 4;
-       } else {
-               assert(false);
+               
+       for (unsigned i = 0; i < inputs.size(); ++i) {
+               inputs[i]->finalize();
        }
 
-       // Create PBO to hold the texture holding the input image, and then the texture itself.
-       glBindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB, 2);
-       check_error();
-       glBufferData(GL_PIXEL_UNPACK_BUFFER_ARB, width * height * bytes_per_pixel, NULL, GL_STREAM_DRAW);
-       check_error();
-       glBindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB, 0);
-       check_error();
+       assert(phases[0]->inputs.empty());
        
-       glGenTextures(1, &source_image_num);
-       check_error();
-       glBindTexture(GL_TEXTURE_2D, source_image_num);
-       check_error();
-       glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
-       check_error();
-       // Intel/Mesa seems to have a broken glGenerateMipmap() for non-FBO textures, so do it here.
-       glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP, phases[0].input_needs_mipmaps ? GL_TRUE : GL_FALSE);
-       check_error();
-       glTexImage2D(GL_TEXTURE_2D, 0, internal_format, width, height, 0, format, GL_UNSIGNED_BYTE, NULL);
-       check_error();
-
        finalized = true;
 }
 
-void EffectChain::render_to_screen(unsigned char *src)
+void EffectChain::render_to_screen()
 {
        assert(finalized);
 
-       // Copy the pixel data into the PBO.
-       glBindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB, 2);
-       check_error();
-       void *mapped_pbo = glMapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, GL_WRITE_ONLY);
-       memcpy(mapped_pbo, src, width * height * bytes_per_pixel);
-       glUnmapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB);
-       check_error();
-
-       // Re-upload the texture from the PBO.
-       glActiveTexture(GL_TEXTURE0);
-       check_error();
-       glBindTexture(GL_TEXTURE_2D, source_image_num);
-       check_error();
-       glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, format, GL_UNSIGNED_BYTE, BUFFER_OFFSET(0));
-       check_error();
-       glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
-       check_error();
-       glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
-       check_error();
-       glBindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB, 0);
-       check_error();
-
        // Basic state.
        glDisable(GL_BLEND);
        check_error();
@@ -514,26 +552,43 @@ void EffectChain::render_to_screen(unsigned char *src)
        }
 
        std::set<Effect *> generated_mipmaps;
-       generated_mipmaps.insert(NULL);  // Already done further up.
 
        for (unsigned phase = 0; phase < phases.size(); ++phase) {
-               glUseProgram(phases[phase].glsl_program_num);
-               check_error();
-
-               // Set up inputs for this phase.
-               assert(!phases[phase].inputs.empty());
-               for (unsigned sampler = 0; sampler < phases[phase].inputs.size(); ++sampler) {
-                       glActiveTexture(GL_TEXTURE0 + sampler);
-                       Effect *input = phases[phase].inputs[sampler];
-                       if (input == NULL) {
-                               glBindTexture(GL_TEXTURE_2D, source_image_num);
+               // See if the requested output size has changed. If so, we need to recreate
+               // the texture (and before we start setting up inputs).
+               if (phase != phases.size() - 1) {
+                       find_output_size(phases[phase]);
+
+                       Effect *output_effect = phases[phase]->effects.back();
+                       assert(effect_output_texture_sizes.count(output_effect) != 0);
+                       std::pair<GLuint, GLuint> old_size = effect_output_texture_sizes[output_effect];
+
+                       if (old_size.first != phases[phase]->output_width ||
+                           old_size.second != phases[phase]->output_height) {
+                               glActiveTexture(GL_TEXTURE0);
                                check_error();
-                       } else {
-                               assert(effect_output_textures.count(input) != 0);
-                               glBindTexture(GL_TEXTURE_2D, effect_output_textures[input]);
+                               assert(effect_output_textures.count(output_effect) != 0);
+                               glBindTexture(GL_TEXTURE_2D, effect_output_textures[output_effect]);
+                               check_error();
+                               glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F_ARB, phases[phase]->output_width, phases[phase]->output_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
+                               check_error();
+                               effect_output_texture_sizes[output_effect] = std::make_pair(phases[phase]->output_width, phases[phase]->output_height);
+                               glBindTexture(GL_TEXTURE_2D, 0);
                                check_error();
                        }
-                       if (phases[phase].input_needs_mipmaps) {
+               }
+
+               glUseProgram(phases[phase]->glsl_program_num);
+               check_error();
+
+               // Set up RTT inputs for this phase.
+               for (unsigned sampler = 0; sampler < phases[phase]->inputs.size(); ++sampler) {
+                       glActiveTexture(GL_TEXTURE0 + sampler);
+                       Effect *input = phases[phase]->inputs[sampler];
+                       assert(effect_output_textures.count(input) != 0);
+                       glBindTexture(GL_TEXTURE_2D, effect_output_textures[input]);
+                       check_error();
+                       if (phases[phase]->input_needs_mipmaps) {
                                if (generated_mipmaps.count(input) == 0) {
                                        glGenerateMipmap(GL_TEXTURE_2D);
                                        check_error();
@@ -548,7 +603,7 @@ void EffectChain::render_to_screen(unsigned char *src)
 
                        assert(effect_ids.count(input));
                        std::string texture_name = std::string("tex_") + effect_ids[input];
-                       glUniform1i(glGetUniformLocation(phases[phase].glsl_program_num, texture_name.c_str()), sampler);
+                       glUniform1i(glGetUniformLocation(phases[phase]->glsl_program_num, texture_name.c_str()), sampler);
                        check_error();
                }
 
@@ -557,23 +612,26 @@ void EffectChain::render_to_screen(unsigned char *src)
                        // Last phase goes directly to the screen.
                        glBindFramebuffer(GL_FRAMEBUFFER, 0);
                        check_error();
+                       glViewport(0, 0, width, height);
                } else {
-                       Effect *last_effect = phases[phase].effects.back();
-                       assert(effect_output_textures.count(last_effect) != 0);
+                       Effect *output_effect = phases[phase]->effects.back();
+                       assert(effect_output_textures.count(output_effect) != 0);
                        glFramebufferTexture2D(
                                GL_FRAMEBUFFER,
                                GL_COLOR_ATTACHMENT0,
                                GL_TEXTURE_2D,
-                               effect_output_textures[last_effect],
+                               effect_output_textures[output_effect],
                                0);
                        check_error();
+                       glViewport(0, 0, phases[phase]->output_width, phases[phase]->output_height);
                }
 
                // Give the required parameters to all the effects.
-               unsigned sampler_num = phases[phase].inputs.size();
-               for (unsigned i = 0; i < phases[phase].effects.size(); ++i) {
-                       Effect *effect = phases[phase].effects[i];
-                       effect->set_gl_state(phases[phase].glsl_program_num, effect_ids[effect], &sampler_num);
+               unsigned sampler_num = phases[phase]->inputs.size();
+               for (unsigned i = 0; i < phases[phase]->effects.size(); ++i) {
+                       Effect *effect = phases[phase]->effects[i];
+                       effect->set_gl_state(phases[phase]->glsl_program_num, effect_ids[effect], &sampler_num);
+                       check_error();
                }
 
                // Now draw!
@@ -594,8 +652,8 @@ void EffectChain::render_to_screen(unsigned char *src)
                glEnd();
                check_error();
 
-               for (unsigned i = 0; i < phases[phase].effects.size(); ++i) {
-                       Effect *effect = phases[phase].effects[i];
+               for (unsigned i = 0; i < phases[phase]->effects.size(); ++i) {
+                       Effect *effect = phases[phase]->effects[i];
                        effect->clear_gl_state();
                }
        }