#include <string.h>
#include <assert.h>
-#include <GL/gl.h>
-#include <GL/glext.h>
-
#include <algorithm>
#include <set>
#include <stack>
#include "gamma_compression_effect.h"
#include "colorspace_conversion_effect.h"
#include "input.h"
+#include "opengl.h"
EffectChain::EffectChain(unsigned width, unsigned height)
: width(width),
output_color_space[effect] = output_color_space[last_added_effect()];
}
-// 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)
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());
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";
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;
}
// 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.
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;
}
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]);
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();
}
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.
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();
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;
}
}
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();
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();
}
// 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!
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();
}
}