]> git.sesse.net Git - movit/blobdiff - effect_chain.cpp
Disable dither explicitly per frame; fixes some weird artifacts I found.
[movit] / effect_chain.cpp
index 446061433ea375422af5ba245c07d7b15399bdb5..b6b5f59925df18b83ea75100e276e6d153076310 100644 (file)
@@ -37,8 +37,11 @@ namespace movit {
 EffectChain::EffectChain(float aspect_nom, float aspect_denom, ResourcePool *resource_pool)
        : aspect_nom(aspect_nom),
          aspect_denom(aspect_denom),
+         output_color_rgba(false),
+         output_color_ycbcr(false),
          dither_effect(NULL),
          num_dither_bits(0),
+         output_origin(OUTPUT_ORIGIN_BOTTOM_LEFT),
          finalized(false),
          resource_pool(resource_pool),
          do_phase_timing(false) {
@@ -76,19 +79,22 @@ Input *EffectChain::add_input(Input *input)
 void EffectChain::add_output(const ImageFormat &format, OutputAlphaFormat alpha_format)
 {
        assert(!finalized);
+       assert(!output_color_rgba);
        output_format = format;
        output_alpha_format = alpha_format;
-       output_color_type = OUTPUT_COLOR_RGB;
+       output_color_rgba = true;
 }
 
 void EffectChain::add_ycbcr_output(const ImageFormat &format, OutputAlphaFormat alpha_format,
-                                   const YCbCrFormat &ycbcr_format)
+                                   const YCbCrFormat &ycbcr_format, YCbCrOutputSplitting output_splitting)
 {
        assert(!finalized);
+       assert(!output_color_ycbcr);
        output_format = format;
        output_alpha_format = alpha_format;
-       output_color_type = OUTPUT_COLOR_YCBCR;
+       output_color_ycbcr = true;
        output_ycbcr_format = ycbcr_format;
+       output_ycbcr_splitting = output_splitting;
 
        assert(ycbcr_format.chroma_subsampling_x == 1);
        assert(ycbcr_format.chroma_subsampling_y == 1);
@@ -206,7 +212,7 @@ Effect *EffectChain::add_effect(Effect *effect, const vector<Effect *> &inputs)
        return effect;
 }
 
-// GLSL pre-1.30 doesn't support token pasting. Replace PREFIX(x) with <effect_id>_x.
+// ESSL doesn't support token pasting. Replace PREFIX(x) with <effect_id>_x.
 string replace_prefix(const string &text, const string &prefix)
 {
        string output;
@@ -247,12 +253,61 @@ string replace_prefix(const string &text, const string &prefix)
        return output;
 }
 
+namespace {
+
+template<class T>
+void extract_uniform_declarations(const vector<Uniform<T> > &effect_uniforms,
+                                  const string &type_specifier,
+                                  const string &effect_id,
+                                  vector<Uniform<T> > *phase_uniforms,
+                                  string *glsl_string)
+{
+       for (unsigned i = 0; i < effect_uniforms.size(); ++i) {
+               phase_uniforms->push_back(effect_uniforms[i]);
+               phase_uniforms->back().prefix = effect_id;
+
+               *glsl_string += string("uniform ") + type_specifier + " " + effect_id
+                       + "_" + effect_uniforms[i].name + ";\n";
+       }
+}
+
+template<class T>
+void extract_uniform_array_declarations(const vector<Uniform<T> > &effect_uniforms,
+                                        const string &type_specifier,
+                                        const string &effect_id,
+                                        vector<Uniform<T> > *phase_uniforms,
+                                        string *glsl_string)
+{
+       for (unsigned i = 0; i < effect_uniforms.size(); ++i) {
+               phase_uniforms->push_back(effect_uniforms[i]);
+               phase_uniforms->back().prefix = effect_id;
+
+               char buf[256];
+               snprintf(buf, sizeof(buf), "uniform %s %s_%s[%d];\n",
+                       type_specifier.c_str(), effect_id.c_str(),
+                       effect_uniforms[i].name.c_str(),
+                       int(effect_uniforms[i].num_values));
+               *glsl_string += buf;
+       }
+}
+
+template<class T>
+void collect_uniform_locations(GLuint glsl_program_num, vector<Uniform<T> > *phase_uniforms)
+{
+       for (unsigned i = 0; i < phase_uniforms->size(); ++i) {
+               Uniform<T> &uniform = (*phase_uniforms)[i];
+               uniform.location = get_uniform_location(glsl_program_num, uniform.prefix, uniform.name);
+       }
+}
+
+}  // namespace
+
 void EffectChain::compile_glsl_program(Phase *phase)
 {
        string frag_shader_header = read_version_dependent_file("header", "frag");
        string frag_shader = "";
 
-       // Create functions for all the texture inputs that we need.
+       // Create functions and uniforms for all the texture inputs that we need.
        for (unsigned i = 0; i < phase->inputs.size(); ++i) {
                Node *input = phase->inputs[i]->output_node;
                char effect_id[256];
@@ -264,6 +319,14 @@ void EffectChain::compile_glsl_program(Phase *phase)
                frag_shader += "\treturn tex2D(tex_" + string(effect_id) + ", tc);\n";
                frag_shader += "}\n";
                frag_shader += "\n";
+
+               Uniform<int> uniform;
+               uniform.name = effect_id;
+               uniform.value = &phase->input_samplers[i];
+               uniform.prefix = "tex";
+               uniform.num_values = 1;
+               uniform.location = -1;
+               phase->uniforms_sampler2d.push_back(uniform);
        }
 
        // Give each effect in the phase its own ID.
@@ -304,7 +367,31 @@ void EffectChain::compile_glsl_program(Phase *phase)
                frag_shader += "\n";
        }
        frag_shader += string("#define INPUT ") + phase->effect_ids[phase->effects.back()] + "\n";
-       frag_shader.append(read_version_dependent_file("footer", "frag"));
+
+       // If we're the last phase, add the right #defines for Y'CbCr multi-output as needed.
+       if (phase->output_node->outgoing_links.empty() && output_color_ycbcr) {
+               switch (output_ycbcr_splitting) {
+               case YCBCR_OUTPUT_INTERLEAVED:
+                       // No #defines set.
+                       break;
+               case YCBCR_OUTPUT_SPLIT_Y_AND_CBCR:
+                       frag_shader += "#define YCBCR_OUTPUT_SPLIT_Y_AND_CBCR 1\n";
+                       break;
+               case YCBCR_OUTPUT_PLANAR:
+                       frag_shader += "#define YCBCR_OUTPUT_PLANAR 1\n";
+                       break;
+               default:
+                       assert(false);
+               }
+
+               if (output_color_rgba) {
+                       // Note: Needs to come in the header, because not only the
+                       // output needs to see it (YCbCrConversionEffect and DitherEffect
+                       // do, too).
+                       frag_shader_header += "#define YCBCR_ALSO_OUTPUT_RGBA 1\n";
+               }
+       }
+       frag_shader.append(read_file("footer.frag"));
 
        // Collect uniforms from all effects and output them. Note that this needs
        // to happen after output_fragment_shader(), even though the uniforms come
@@ -317,112 +404,43 @@ void EffectChain::compile_glsl_program(Phase *phase)
                Node *node = phase->effects[i];
                Effect *effect = node->effect;
                const string effect_id = phase->effect_ids[node];
-               for (unsigned j = 0; j < effect->uniforms_sampler2d.size(); ++j) {
-                       phase->uniforms_sampler2d.push_back(effect->uniforms_sampler2d[j]);
-                       phase->uniforms_sampler2d.back().prefix = effect_id;
-                       frag_shader_uniforms += string("uniform sampler2D ") + effect_id
-                               + "_" + effect->uniforms_sampler2d[j].name + ";\n";
-               }
-               for (unsigned j = 0; j < effect->uniforms_bool.size(); ++j) {
-                       phase->uniforms_bool.push_back(effect->uniforms_bool[j]);
-                       phase->uniforms_bool.back().prefix = effect_id;
-                       frag_shader_uniforms += string("uniform bool ") + effect_id
-                               + "_" + effect->uniforms_bool[j].name + ";\n";
-               }
-               for (unsigned j = 0; j < effect->uniforms_int.size(); ++j) {
-                       phase->uniforms_int.push_back(effect->uniforms_int[j]);
-                       phase->uniforms_int.back().prefix = effect_id;
-                       frag_shader_uniforms += string("uniform int ") + effect_id
-                               + "_" + effect->uniforms_int[j].name + ";\n";
-               }
-               for (unsigned j = 0; j < effect->uniforms_float.size(); ++j) {
-                       phase->uniforms_float.push_back(effect->uniforms_float[j]);
-                       phase->uniforms_float.back().prefix = effect_id;
-                       frag_shader_uniforms += string("uniform float ") + effect_id
-                               + "_" + effect->uniforms_float[j].name + ";\n";
-               }
-               for (unsigned j = 0; j < effect->uniforms_vec2.size(); ++j) {
-                       phase->uniforms_vec2.push_back(effect->uniforms_vec2[j]);
-                       phase->uniforms_vec2.back().prefix = effect_id;
-                       frag_shader_uniforms += string("uniform vec2 ") + effect_id
-                               + "_" + effect->uniforms_vec2[j].name + ";\n";
-               }
-               for (unsigned j = 0; j < effect->uniforms_vec3.size(); ++j) {
-                       phase->uniforms_vec3.push_back(effect->uniforms_vec3[j]);
-                       phase->uniforms_vec3.back().prefix = effect_id;
-                       frag_shader_uniforms += string("uniform vec3 ") + effect_id
-                               + "_" + effect->uniforms_vec3[j].name + ";\n";
-               }
-               for (unsigned j = 0; j < effect->uniforms_vec4.size(); ++j) {
-                       phase->uniforms_vec4.push_back(effect->uniforms_vec4[j]);
-                       phase->uniforms_vec4.back().prefix = effect_id;
-                       frag_shader_uniforms += string("uniform vec4 ") + effect_id
-                               + "_" + effect->uniforms_vec4[j].name + ";\n";
-               }
-               for (unsigned j = 0; j < effect->uniforms_vec2_array.size(); ++j) {
-                       char buf[256];
-                       phase->uniforms_vec2.push_back(effect->uniforms_vec2_array[j]);
-                       phase->uniforms_vec2.back().prefix = effect_id;
-                       snprintf(buf, sizeof(buf), "uniform vec2 %s_%s[%d];\n",
-                               effect_id.c_str(), effect->uniforms_vec2_array[j].name.c_str(),
-                               int(effect->uniforms_vec2_array[j].num_values));
-                       frag_shader_uniforms += buf;
-               }
-               for (unsigned j = 0; j < effect->uniforms_vec4_array.size(); ++j) {
-                       char buf[256];
-                       phase->uniforms_vec4.push_back(effect->uniforms_vec4_array[j]);
-                       phase->uniforms_vec4.back().prefix = effect_id;
-                       snprintf(buf, sizeof(buf), "uniform vec4 %s_%s[%d];\n",
-                               effect_id.c_str(), effect->uniforms_vec4_array[j].name.c_str(),
-                               int(effect->uniforms_vec4_array[j].num_values));
-                       frag_shader_uniforms += buf;
-               }
-               for (unsigned j = 0; j < effect->uniforms_mat3.size(); ++j) {
-                       phase->uniforms_mat3.push_back(effect->uniforms_mat3[j]);
-                       phase->uniforms_mat3.back().prefix = effect_id;
-                       frag_shader_uniforms += string("uniform mat3 ") + effect_id
-                               + "_" + effect->uniforms_mat3[j].name + ";\n";
-               }
+               extract_uniform_declarations(effect->uniforms_sampler2d, "sampler2D", effect_id, &phase->uniforms_sampler2d, &frag_shader_uniforms);
+               extract_uniform_declarations(effect->uniforms_bool, "bool", effect_id, &phase->uniforms_bool, &frag_shader_uniforms);
+               extract_uniform_declarations(effect->uniforms_int, "int", effect_id, &phase->uniforms_int, &frag_shader_uniforms);
+               extract_uniform_declarations(effect->uniforms_float, "float", effect_id, &phase->uniforms_float, &frag_shader_uniforms);
+               extract_uniform_declarations(effect->uniforms_vec2, "vec2", effect_id, &phase->uniforms_vec2, &frag_shader_uniforms);
+               extract_uniform_declarations(effect->uniforms_vec3, "vec3", effect_id, &phase->uniforms_vec3, &frag_shader_uniforms);
+               extract_uniform_declarations(effect->uniforms_vec4, "vec4", effect_id, &phase->uniforms_vec4, &frag_shader_uniforms);
+               extract_uniform_array_declarations(effect->uniforms_vec2_array, "vec2", effect_id, &phase->uniforms_vec2, &frag_shader_uniforms);
+               extract_uniform_array_declarations(effect->uniforms_vec4_array, "vec4", effect_id, &phase->uniforms_vec4, &frag_shader_uniforms);
+               extract_uniform_declarations(effect->uniforms_mat3, "mat3", effect_id, &phase->uniforms_mat3, &frag_shader_uniforms);
        }
 
        frag_shader = frag_shader_header + frag_shader_uniforms + frag_shader;
 
        string vert_shader = read_version_dependent_file("vs", "vert");
-       phase->glsl_program_num = resource_pool->compile_glsl_program(vert_shader, frag_shader);
 
-       // Collect the resulting program numbers for each uniform.
-       for (unsigned i = 0; i < phase->uniforms_sampler2d.size(); ++i) {
-               Uniform<int> &uniform = phase->uniforms_sampler2d[i];
-               uniform.location = get_uniform_location(phase->glsl_program_num, uniform.prefix, uniform.name);
-       }
-       for (unsigned i = 0; i < phase->uniforms_bool.size(); ++i) {
-               Uniform<bool> &uniform = phase->uniforms_bool[i];
-               uniform.location = get_uniform_location(phase->glsl_program_num, uniform.prefix, uniform.name);
-       }
-       for (unsigned i = 0; i < phase->uniforms_int.size(); ++i) {
-               Uniform<int> &uniform = phase->uniforms_int[i];
-               uniform.location = get_uniform_location(phase->glsl_program_num, uniform.prefix, uniform.name);
-       }
-       for (unsigned i = 0; i < phase->uniforms_float.size(); ++i) {
-               Uniform<float> &uniform = phase->uniforms_float[i];
-               uniform.location = get_uniform_location(phase->glsl_program_num, uniform.prefix, uniform.name);
-       }
-       for (unsigned i = 0; i < phase->uniforms_vec2.size(); ++i) {
-               Uniform<float> &uniform = phase->uniforms_vec2[i];
-               uniform.location = get_uniform_location(phase->glsl_program_num, uniform.prefix, uniform.name);
-       }
-       for (unsigned i = 0; i < phase->uniforms_vec3.size(); ++i) {
-               Uniform<float> &uniform = phase->uniforms_vec3[i];
-               uniform.location = get_uniform_location(phase->glsl_program_num, uniform.prefix, uniform.name);
-       }
-       for (unsigned i = 0; i < phase->uniforms_vec4.size(); ++i) {
-               Uniform<float> &uniform = phase->uniforms_vec4[i];
-               uniform.location = get_uniform_location(phase->glsl_program_num, uniform.prefix, uniform.name);
-       }
-       for (unsigned i = 0; i < phase->uniforms_mat3.size(); ++i) {
-               Uniform<Matrix3d> &uniform = phase->uniforms_mat3[i];
-               uniform.location = get_uniform_location(phase->glsl_program_num, uniform.prefix, uniform.name);
+       // If we're the last phase and need to flip the picture to compensate for
+       // the origin, tell the vertex shader so.
+       if (phase->output_node->outgoing_links.empty() && output_origin == OUTPUT_ORIGIN_TOP_LEFT) {
+               const string needle = "#define FLIP_ORIGIN 0";
+               size_t pos = vert_shader.find(needle);
+               assert(pos != string::npos);
+
+               vert_shader[pos + needle.size() - 1] = '1';
        }
+
+       phase->glsl_program_num = resource_pool->compile_glsl_program(vert_shader, frag_shader);
+
+       // Collect the resulting location numbers for each uniform.
+       collect_uniform_locations(phase->glsl_program_num, &phase->uniforms_sampler2d);
+       collect_uniform_locations(phase->glsl_program_num, &phase->uniforms_bool);
+       collect_uniform_locations(phase->glsl_program_num, &phase->uniforms_int);
+       collect_uniform_locations(phase->glsl_program_num, &phase->uniforms_float);
+       collect_uniform_locations(phase->glsl_program_num, &phase->uniforms_vec2);
+       collect_uniform_locations(phase->glsl_program_num, &phase->uniforms_vec3);
+       collect_uniform_locations(phase->glsl_program_num, &phase->uniforms_vec4);
+       collect_uniform_locations(phase->glsl_program_num, &phase->uniforms_mat3);
 }
 
 // Construct GLSL programs, starting at the given effect and following
@@ -557,6 +575,9 @@ Phase *EffectChain::construct_phase(Node *output, map<Node *, Phase *> *complete
        sort(phase->inputs.begin(), phase->inputs.end());
        phase->inputs.erase(unique(phase->inputs.begin(), phase->inputs.end()), phase->inputs.end());
 
+       // Allocate samplers for each input.
+       phase->input_samplers.resize(phase->inputs.size());
+
        // We added the effects from the output and back, but we need to output
        // them in topological sort order in the shader.
        phase->effects = topological_sort(phase->effects);
@@ -1509,8 +1530,8 @@ void EffectChain::fix_output_gamma()
 // gamma-encoded data.
 void EffectChain::add_ycbcr_conversion_if_needed()
 {
-       assert(output_color_type == OUTPUT_COLOR_RGB || output_color_type == OUTPUT_COLOR_YCBCR);
-       if (output_color_type != OUTPUT_COLOR_YCBCR) {
+       assert(output_color_rgba || output_color_ycbcr);
+       if (!output_color_ycbcr) {
                return;
        }
        Node *output = find_output_node();
@@ -1625,6 +1646,10 @@ void EffectChain::render_to_fbo(GLuint dest_fbo, unsigned width, unsigned height
 {
        assert(finalized);
 
+       // This needs to be set anew, in case we are coming from a different context
+       // from when we initialized.
+       glDisable(GL_DITHER);
+
        // Save original viewport.
        GLuint x = 0, y = 0;
 
@@ -1645,6 +1670,23 @@ void EffectChain::render_to_fbo(GLuint dest_fbo, unsigned width, unsigned height
        glDepthMask(GL_FALSE);
        check_error();
 
+       // Generate a VAO. All the phases should have exactly the same vertex attributes,
+       // so it's safe to reuse this.
+       float vertices[] = {
+               0.0f, 2.0f,
+               0.0f, 0.0f,
+               2.0f, 0.0f
+       };
+
+       GLuint vao;
+       glGenVertexArrays(1, &vao);
+       check_error();
+       glBindVertexArray(vao);
+       check_error();
+
+       GLuint position_vbo = fill_vertex_attribute(phases[0]->glsl_program_num, "position", 2, GL_FLOAT, sizeof(vertices), vertices);
+       GLuint texcoord_vbo = fill_vertex_attribute(phases[0]->glsl_program_num, "texcoord", 2, GL_FLOAT, sizeof(vertices), vertices);  // Same as vertices.
+
        set<Phase *> generated_mipmaps;
 
        // We choose the simplest option of having one texture per output,
@@ -1686,6 +1728,12 @@ void EffectChain::render_to_fbo(GLuint dest_fbo, unsigned width, unsigned height
        glUseProgram(0);
        check_error();
 
+       cleanup_vertex_attribute(phases[0]->glsl_program_num, "position", position_vbo);
+       cleanup_vertex_attribute(phases[0]->glsl_program_num, "texcoord", texcoord_vbo);
+
+       glDeleteVertexArrays(1, &vao);
+       check_error();
+
        if (do_phase_timing) {
                // Get back the timer queries.
                for (unsigned phase_num = 0; phase_num < phases.size(); ++phase_num) {
@@ -1768,7 +1816,8 @@ void EffectChain::execute_phase(Phase *phase, bool last_phase, map<Phase *, GLui
                        check_error();
                        generated_mipmaps->insert(input);
                }
-               setup_rtt_sampler(glsl_program_num, sampler, phase->effect_ids[input->output_node], phase->input_needs_mipmaps);
+               setup_rtt_sampler(sampler, phase->input_needs_mipmaps);
+               phase->input_samplers[sampler] = sampler;  // Bind the sampler to the right uniform.
        }
 
        // And now the output. (Already set up for us if it is the last phase.)
@@ -1798,28 +1847,9 @@ void EffectChain::execute_phase(Phase *phase, bool last_phase, map<Phase *, GLui
        // from there.
        setup_uniforms(phase);
 
-       // Now draw!
-       float vertices[] = {
-               0.0f, 2.0f,
-               0.0f, 0.0f,
-               2.0f, 0.0f
-       };
-
-       GLuint vao;
-       glGenVertexArrays(1, &vao);
-       check_error();
-       glBindVertexArray(vao);
-       check_error();
-
-       GLuint position_vbo = fill_vertex_attribute(glsl_program_num, "position", 2, GL_FLOAT, sizeof(vertices), vertices);
-       GLuint texcoord_vbo = fill_vertex_attribute(glsl_program_num, "texcoord", 2, GL_FLOAT, sizeof(vertices), vertices);  // Same as vertices.
-
        glDrawArrays(GL_TRIANGLES, 0, 3);
        check_error();
 
-       cleanup_vertex_attribute(glsl_program_num, "position", position_vbo);
-       cleanup_vertex_attribute(glsl_program_num, "texcoord", texcoord_vbo);
-       
        glUseProgram(0);
        check_error();
 
@@ -1831,9 +1861,6 @@ void EffectChain::execute_phase(Phase *phase, bool last_phase, map<Phase *, GLui
        if (!last_phase) {
                resource_pool->release_fbo(fbo);
        }
-
-       glDeleteVertexArrays(1, &vao);
-       check_error();
 }
 
 void EffectChain::setup_uniforms(Phase *phase)
@@ -1898,7 +1925,7 @@ void EffectChain::setup_uniforms(Phase *phase)
        }
 }
 
-void EffectChain::setup_rtt_sampler(GLuint glsl_program_num, int sampler_num, const string &effect_id, bool use_mipmaps)
+void EffectChain::setup_rtt_sampler(int sampler_num, bool use_mipmaps)
 {
        glActiveTexture(GL_TEXTURE0 + sampler_num);
        check_error();
@@ -1913,10 +1940,6 @@ void EffectChain::setup_rtt_sampler(GLuint glsl_program_num, int sampler_num, co
        check_error();
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
        check_error();
-
-       string texture_name = string("tex_") + effect_id;
-       glUniform1i(glGetUniformLocation(glsl_program_num, texture_name.c_str()), sampler_num);
-       check_error();
 }
 
 }  // namespace movit