]> 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 31a7c8b128041c951f99a1624c95e9402bcee0c0..7dd19ccd634e0cd51999a6c5cdb0fc306e13bf22 100644 (file)
@@ -4,9 +4,6 @@
 #include <string.h>
 #include <assert.h>
 
-#include <GL/gl.h>
-#include <GL/glext.h>
-
 #include <algorithm>
 #include <set>
 #include <stack>
 #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 "glow_effect.h"
-#include "mix_effect.h"
 #include "input.h"
+#include "opengl.h"
 
 EffectChain::EffectChain(unsigned width, unsigned height)
        : width(width),
          height(height),
          finalized(false) {}
 
-Input *EffectChain::add_input(const ImageFormat &format)
+Input *EffectChain::add_input(Input *input)
 {
        char eff_id[256];
        sprintf(eff_id, "src_image%u", (unsigned)inputs.size());
 
-       Input *input = new Input(format, width, height);
        effects.push_back(input);
        inputs.push_back(input);
-       output_color_space.insert(std::make_pair(input, format.color_space));
-       output_gamma_curve.insert(std::make_pair(input, format.gamma_curve));
+       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;
@@ -70,79 +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)
-{
-       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();
-       case EFFECT_GLOW:
-               return new GlowEffect();
-       case EFFECT_MIX:
-               return new MixEffect();
-       }
-       assert(false);
-}
-
-// Set the "use_srgb_texture_format" option on all inputs that feed into this node,
-// and update the output_gamma_curve[] map as we go.
-//
-// NOTE: We assume that the only way we could actually get GAMMA_sRGB from an
-// effect (except from GammaCompressionCurve, which should never be inserted
-// into a chain when this is called) is by pass-through from a texture.
-// Thus, we can simply feed the flag up towards all inputs.
-void EffectChain::set_use_srgb_texture_format(Effect *effect)
+void EffectChain::find_all_nonlinear_inputs(Effect *effect,
+                                            std::vector<Input *> *nonlinear_inputs,
+                                            std::vector<Effect *> *intermediates)
 {
        assert(output_gamma_curve.count(effect) != 0);
-       assert(output_gamma_curve[effect] == GAMMA_sRGB);
+       if (output_gamma_curve[effect] == GAMMA_LINEAR) {
+               return;
+       }
        if (effect->num_inputs() == 0) {
-               effect->set_int("use_srgb_texture_format", 1);
+               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) {
-                       set_use_srgb_texture_format(deps[i]);
-                       assert(output_gamma_curve[deps[i]] == GAMMA_LINEAR);
+                       find_all_nonlinear_inputs(deps[i], nonlinear_inputs, intermediates);
                }
        }
-       output_gamma_curve[effect] = GAMMA_LINEAR;
 }
 
 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
-               set_use_srgb_texture_format(input);
-               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)
@@ -160,10 +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;
@@ -223,7 +200,7 @@ 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(!effects.empty());
 
@@ -243,13 +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->num_inputs() == 0) {
-                       // 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";
@@ -313,11 +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;
 }
@@ -325,7 +295,8 @@ 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.
+// 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.
@@ -373,6 +344,7 @@ void EffectChain::construct_glsl_programs(Effect *output)
                        for (unsigned i = 0; i < deps.size(); ++i) {
                                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;
                                }
@@ -387,6 +359,10 @@ void EffectChain::construct_glsl_programs(Effect *output)
                                        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]);
@@ -402,6 +378,7 @@ void EffectChain::construct_glsl_programs(Effect *output)
                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));
+                       output_effects_to_phase.insert(std::make_pair(this_phase_effects.back(), phases.back()));
                        this_phase_inputs.clear();
                        this_phase_effects.clear();
                }
@@ -427,6 +404,45 @@ void EffectChain::construct_glsl_programs(Effect *output)
        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.
@@ -483,7 +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();
@@ -493,15 +511,18 @@ 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)));
                }
        }
                
        for (unsigned i = 0; i < inputs.size(); ++i) {
                inputs[i]->finalize();
        }
+
+       assert(phases[0]->inputs.empty());
        
        finalized = true;
 }
@@ -531,24 +552,43 @@ void EffectChain::render_to_screen()
        }
 
        std::set<Effect *> generated_mipmaps;
-       for (unsigned i = 0; i < inputs.size(); ++i) {
-               // Inputs generate their own mipmaps if they need to
-               // (see input.cpp).
-               generated_mipmaps.insert(inputs[i]);
-       }
 
        for (unsigned phase = 0; phase < phases.size(); ++phase) {
-               glUseProgram(phases[phase].glsl_program_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();
+                               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();
+                       }
+               }
+
+               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) {
+               for (unsigned sampler = 0; sampler < phases[phase]->inputs.size(); ++sampler) {
                        glActiveTexture(GL_TEXTURE0 + sampler);
-                       Effect *input = phases[phase].inputs[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 (phases[phase]->input_needs_mipmaps) {
                                if (generated_mipmaps.count(input) == 0) {
                                        glGenerateMipmap(GL_TEXTURE_2D);
                                        check_error();
@@ -563,7 +603,7 @@ void EffectChain::render_to_screen()
 
                        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();
                }
 
@@ -572,23 +612,26 @@ void EffectChain::render_to_screen()
                        // 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!
@@ -609,8 +652,8 @@ void EffectChain::render_to_screen()
                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();
                }
        }