]> git.sesse.net Git - movit/blobdiff - effect_chain.cpp
Fix step numbering.
[movit] / effect_chain.cpp
index 87d0663e098be1920fe1419144ccaf6f99f0756e..b8361fef97ec1f79e65ecd71e5ef1896bd11ad7d 100644 (file)
@@ -111,7 +111,8 @@ void EffectChain::insert_node_between(Node *sender, Node *middle, Node *receiver
 
 void EffectChain::find_all_nonlinear_inputs(Node *node, std::vector<Node *> *nonlinear_inputs)
 {
-       if (node->output_gamma_curve == GAMMA_LINEAR) {
+       if (node->output_gamma_curve == GAMMA_LINEAR &&
+           node->effect->effect_type_id() != "GammaCompressionEffect") {
                return;
        }
        if (node->effect->num_inputs() == 0) {
@@ -450,12 +451,69 @@ unsigned EffectChain::fit_rectangle_to_aspect(unsigned width, unsigned height)
        }
 }
 
+// Propagate input texture sizes throughout, and inform effects downstream.
+// (Like a lot of other code, we depend on effects being in topological order.)
+void EffectChain::inform_input_sizes(Phase *phase)
+{
+       // All effects that have a defined size (inputs and RTT inputs)
+       // get that. Reset all others.
+       for (unsigned i = 0; i < phase->effects.size(); ++i) {
+               Node *node = phase->effects[i];
+               if (node->effect->num_inputs() == 0) {
+                       Input *input = static_cast<Input *>(node->effect);
+                       node->output_width = input->get_width();
+                       node->output_height = input->get_height();
+                       assert(node->output_width != 0);
+                       assert(node->output_height != 0);
+               } else {
+                       node->output_width = node->output_height = 0;
+               }
+       }
+       for (unsigned i = 0; i < phase->inputs.size(); ++i) {
+               Node *input = phase->inputs[i];
+               input->output_width = input->phase->output_width;
+               input->output_height = input->phase->output_height;
+               assert(input->output_width != 0);
+               assert(input->output_height != 0);
+       }
+
+       // Now propagate from the inputs towards the end, and inform as we go.
+       // The rules are simple:
+       //
+       //   1. Don't touch effects that already have given sizes (ie., inputs).
+       //   2. If all of your inputs have the same size, that will be your output size.
+       //   3. Otherwise, your output size is 0x0.
+       for (unsigned i = 0; i < phase->effects.size(); ++i) {
+               Node *node = phase->effects[i];
+               if (node->effect->num_inputs() == 0) {
+                       continue;
+               }
+               unsigned this_output_width = 0;
+               unsigned this_output_height = 0;
+               for (unsigned j = 0; j < node->incoming_links.size(); ++j) {
+                       Node *input = node->incoming_links[j];
+                       node->effect->inform_input_size(j, input->output_width, input->output_height);
+                       if (j == 0) {
+                               this_output_width = input->output_width;
+                               this_output_height = input->output_height;
+                       } else if (input->output_width != this_output_width || input->output_height != this_output_height) {
+                               // Inputs disagree.
+                               this_output_width = 0;
+                               this_output_height = 0;
+                       }
+               }
+               node->output_width = this_output_width;
+               node->output_height = this_output_height;
+       }
+}
+
+// Note: You should call inform_input_sizes() before this, as the last effect's
+// desired output size might change based on the inputs.
 void EffectChain::find_output_size(Phase *phase)
 {
        Node *output_node = phase->effects.back();
 
-       // If the last effect explicitly sets an output size,
-       // use that.
+       // If the last effect explicitly sets an output size, use that.
        if (output_node->effect->changes_output_size()) {
                output_node->effect->get_output_size(&phase->output_width, &phase->output_height);
                return;
@@ -687,6 +745,7 @@ void EffectChain::fix_internal_gamma_by_asking_inputs(unsigned step)
                        // See if all inputs can give us linear gamma. If not, leave it.
                        std::vector<Node *> nonlinear_inputs;
                        find_all_nonlinear_inputs(node, &nonlinear_inputs);
+                       assert(!nonlinear_inputs.empty());
 
                        bool all_ok = true;
                        for (unsigned i = 0; i < nonlinear_inputs.size(); ++i) {
@@ -738,7 +797,7 @@ void EffectChain::fix_internal_gamma_by_inserting_nodes(unsigned step)
                                        continue;
                                }
                                Node *conversion = add_node(new GammaExpansionEffect());
-                               conversion->effect->set_int("destination_curve", GAMMA_LINEAR);
+                               conversion->effect->set_int("source_curve", input->output_gamma_curve);
                                conversion->output_gamma_curve = GAMMA_LINEAR;
                                insert_node_between(input, conversion, node);
                        }
@@ -825,11 +884,11 @@ void EffectChain::finalize()
        fix_internal_gamma_by_asking_inputs(5);
        fix_internal_gamma_by_inserting_nodes(6);
        fix_output_gamma();
-       output_dot("step8-output-gammafix.dot");
-       fix_internal_gamma_by_asking_inputs(9);
-       fix_internal_gamma_by_inserting_nodes(10);
+       output_dot("step7-output-gammafix.dot");
+       fix_internal_gamma_by_asking_inputs(8);
+       fix_internal_gamma_by_inserting_nodes(9);
 
-       output_dot("step11-final.dot");
+       output_dot("step10-final.dot");
        
        // Construct all needed GLSL programs, starting at the output.
        construct_glsl_programs(find_output_node());
@@ -843,6 +902,7 @@ void EffectChain::finalize()
                glGenFramebuffers(1, &fbo);
 
                for (unsigned i = 0; i < phases.size() - 1; ++i) {
+                       inform_input_sizes(phases[i]);
                        find_output_size(phases[i]);
 
                        Node *output_node = phases[i]->effects.back();
@@ -860,6 +920,7 @@ void EffectChain::finalize()
                        output_node->output_texture_width = phases[i]->output_width;
                        output_node->output_texture_height = phases[i]->output_height;
                }
+               inform_input_sizes(phases.back());
        }
                
        for (unsigned i = 0; i < inputs.size(); ++i) {
@@ -904,6 +965,7 @@ void EffectChain::render_to_screen()
        for (unsigned phase = 0; phase < phases.size(); ++phase) {
                // See if the requested output size has changed. If so, we need to recreate
                // the texture (and before we start setting up inputs).
+               inform_input_sizes(phases[phase]);
                if (phase != phases.size() - 1) {
                        find_output_size(phases[phase]);