]> git.sesse.net Git - movit/blobdiff - effect_chain.cpp
Prepare for a more DAG-like effect graph. Does not actually do anything differently...
[movit] / effect_chain.cpp
index 0985ee4ef185432a959472b149daf29dc8249d2f..a0e4b5a581fbb3a4636d154e6be74e3ee4d0d1f2 100644 (file)
 #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"
 
 EffectChain::EffectChain(unsigned width, unsigned height)
-       : width(width), height(height), use_srgb_texture_format(false), finalized(false) {}
+       : width(width),
+         height(height),
+         last_added_effect(NULL),
+         use_srgb_texture_format(false),
+         finalized(false) {}
 
 void EffectChain::add_input(const ImageFormat &format)
 {
@@ -32,7 +37,15 @@ void EffectChain::add_output(const ImageFormat &format)
 {
        output_format = format;
 }
-       
+
+void EffectChain::add_effect_raw(Effect *effect, Effect *input)
+{
+       effects.push_back(effect);
+       outgoing_links.insert(std::make_pair(input, effect));
+       incoming_links.insert(std::make_pair(effect, input));
+       last_added_effect = effect;
+}
+
 Effect *instantiate_effect(EffectId effect)
 {
        switch (effect) {
@@ -42,6 +55,8 @@ Effect *instantiate_effect(EffectId effect)
                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:
@@ -56,42 +71,46 @@ Effect *instantiate_effect(EffectId effect)
        assert(false);
 }
 
-void EffectChain::normalize_to_linear_gamma()
+Effect *EffectChain::normalize_to_linear_gamma(Effect *input)
 {
        if (current_gamma_curve == GAMMA_sRGB) {
                // TODO: check if the extension exists
                use_srgb_texture_format = true;
+               current_gamma_curve = GAMMA_LINEAR;
+               return input;
        } else {
                GammaExpansionEffect *gamma_conversion = new GammaExpansionEffect();
                gamma_conversion->set_int("source_curve", current_gamma_curve);
-               effects.push_back(gamma_conversion);
+               gamma_conversion->add_self_to_effect_chain(this, input);
+               current_gamma_curve = GAMMA_LINEAR;
+               return gamma_conversion;
        }
-       current_gamma_curve = GAMMA_LINEAR;
 }
 
-void EffectChain::normalize_to_srgb()
+Effect *EffectChain::normalize_to_srgb(Effect *input)
 {
        assert(current_gamma_curve == GAMMA_LINEAR);
        ColorSpaceConversionEffect *colorspace_conversion = new ColorSpaceConversionEffect();
        colorspace_conversion->set_int("source_space", current_color_space);
        colorspace_conversion->set_int("destination_space", COLORSPACE_sRGB);
-       effects.push_back(colorspace_conversion);
+       colorspace_conversion->add_self_to_effect_chain(this, input);
        current_color_space = COLORSPACE_sRGB;
+       return colorspace_conversion;
 }
 
-Effect *EffectChain::add_effect(EffectId effect_id)
+Effect *EffectChain::add_effect(EffectId effect_id, Effect *input)
 {
        Effect *effect = instantiate_effect(effect_id);
 
        if (effect->needs_linear_light() && current_gamma_curve != GAMMA_LINEAR) {
-               normalize_to_linear_gamma();
+               input = normalize_to_linear_gamma(input);
        }
 
        if (effect->needs_srgb_primaries() && current_color_space != COLORSPACE_sRGB) {
-               normalize_to_srgb();
+               input = normalize_to_srgb(input);
        }
 
-       effects.push_back(effect);
+       effect->add_self_to_effect_chain(this, input);
        return effect;
 }
 
@@ -150,8 +169,8 @@ EffectChain::Phase EffectChain::compile_glsl_program(unsigned start_index, unsig
                frag_shader += replace_prefix(effects[i]->output_fragment_shader(), effect_id);
                frag_shader += "#undef PREFIX\n";
                frag_shader += "#undef FUNCNAME\n";
-               frag_shader += "#undef LAST_INPUT\n";
-               frag_shader += std::string("#define LAST_INPUT ") + effect_id + "\n";
+               frag_shader += "#undef INPUT\n";
+               frag_shader += std::string("#define INPUT ") + effect_id + "\n";
                frag_shader += "\n";
 
                input_needs_mipmaps |= effects[i]->needs_mipmaps();
@@ -190,7 +209,7 @@ void EffectChain::finalize()
        }
        if (current_gamma_curve != output_format.gamma_curve) {
                if (current_gamma_curve != GAMMA_LINEAR) {
-                       normalize_to_linear_gamma();
+                       normalize_to_linear_gamma(last_added_effect);  // FIXME
                }
                assert(current_gamma_curve == GAMMA_LINEAR);
                GammaCompressionEffect *gamma_conversion = new GammaCompressionEffect();
@@ -205,7 +224,7 @@ void EffectChain::finalize()
        // and of course at the end.
        unsigned start = 0;
        for (unsigned i = 0; i < effects.size(); ++i) {
-               if (effects[i]->needs_many_samples() && i != start) {
+               if (effects[i]->needs_texture_bounce() && i != start) {
                        phases.push_back(compile_glsl_program(start, i));
                        start = i;
                }
@@ -220,8 +239,6 @@ void EffectChain::finalize()
                unsigned num_textures = std::max<int>(phases.size() - 1, 2);
                glGenTextures(num_textures, temp_textures);
 
-               unsigned char *empty = new unsigned char[width * height * 4];
-               memset(empty, 0, width * height * 4);
                for (unsigned i = 0; i < num_textures; ++i) {
                        glBindTexture(GL_TEXTURE_2D, temp_textures[i]);
                        check_error();
@@ -229,10 +246,9 @@ 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, empty);
+                       glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F_ARB, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
                        check_error();
                }
-               delete[] empty;
        }
        
        // Translate the input format to OpenGL's enums.
@@ -263,10 +279,8 @@ void EffectChain::finalize()
        check_error();
        glBufferData(GL_PIXEL_UNPACK_BUFFER_ARB, width * height * bytes_per_pixel, NULL, GL_STREAM_DRAW);
        check_error();
-
-       void *mapped_pbo = glMapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, GL_WRITE_ONLY);
-       memset(mapped_pbo, 0, width * height * bytes_per_pixel);
-       glUnmapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB);
+       glBindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB, 0);
+       check_error();
        
        glGenTextures(1, &source_image_num);
        check_error();
@@ -274,9 +288,10 @@ void EffectChain::finalize()
        check_error();
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
        check_error();
-       glTexImage2D(GL_TEXTURE_2D, 0, internal_format, width, height, 0, format, GL_UNSIGNED_BYTE, BUFFER_OFFSET(0));
+       // 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();
-       glBindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB, 0);
+       glTexImage2D(GL_TEXTURE_2D, 0, internal_format, width, height, 0, format, GL_UNSIGNED_BYTE, NULL);
        check_error();
 
        finalized = true;
@@ -330,6 +345,7 @@ void EffectChain::render_to_screen(unsigned char *src)
 
        for (unsigned phase = 0; phase < phases.size(); ++phase) {
                // Set up inputs and outputs for this phase.
+               glActiveTexture(GL_TEXTURE0);
                if (phase == 0) {
                        // First phase reads from the input texture (which is already bound).
                } else {
@@ -337,8 +353,11 @@ void EffectChain::render_to_screen(unsigned char *src)
                        check_error();
                }
                if (phases[phase].input_needs_mipmaps) {
-                       glGenerateMipmap(GL_TEXTURE_2D);
-                       check_error();
+                       if (phase != 0) {
+                               // For phase 0, it's done further up.
+                               glGenerateMipmap(GL_TEXTURE_2D);
+                               check_error();
+                       }
                        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
                        check_error();
                } else {
@@ -357,6 +376,7 @@ void EffectChain::render_to_screen(unsigned char *src)
                                GL_TEXTURE_2D,
                                temp_textures[phase % 2],
                                0);
+                       check_error();
                }
 
                // We have baked an upside-down transform into the quad coordinates,