]> git.sesse.net Git - movit/blobdiff - effect_chain_test.cpp
Remove some unneeded conversions from ResampleEffect. Speeds up texture generation...
[movit] / effect_chain_test.cpp
index 516dd54ea00e84eaeaac7e2afd2e58b1f545343e..97b90ed5d331386cbef60725725c8a5d9a49e09b 100644 (file)
@@ -18,6 +18,7 @@
 #include "mirror_effect.h"
 #include "multiply_effect.h"
 #include "resize_effect.h"
+#include "resource_pool.h"
 #include "test_util.h"
 #include "util.h"
 
@@ -98,6 +99,25 @@ TEST(MirrorTest, BasicTest) {
        expect_equal(expected_data, out_data, 3, 2);
 }
 
+TEST(EffectChainTest, TopLeftOrigin) {
+       float data[] = {
+               0.0f, 0.25f, 0.3f,
+               0.75f, 1.0f, 1.0f,
+       };
+       // Note that EffectChainTester assumes bottom-left origin, so by setting
+       // top-left, we will get flipped data back.
+       float expected_data[6] = {
+               0.75f, 1.0f, 1.0f,
+               0.0f, 0.25f, 0.3f,
+       };
+       float out_data[6];
+       EffectChainTester tester(data, 3, 2, FORMAT_GRAYSCALE, COLORSPACE_sRGB, GAMMA_LINEAR);
+       tester.get_chain()->set_output_origin(OUTPUT_ORIGIN_TOP_LEFT);
+       tester.run(out_data, GL_RED, COLORSPACE_sRGB, GAMMA_LINEAR);
+
+       expect_equal(expected_data, out_data, 3, 2);
+}
+
 // A dummy effect that inverts its input.
 class InvertEffect : public Effect {
 public:
@@ -932,7 +952,7 @@ TEST(EffectChainTest, SameInputsGiveSameOutputs) {
                0.0f, 0.0f,
                0.0f, 0.0f,
        };
-       float out_data[2 * 2];
+       float out_data[4 * 3];
        
        EffectChainTester tester(NULL, 4, 3);  // Note non-square aspect.
 
@@ -1003,6 +1023,38 @@ TEST(EffectChainTest, AspectRatioConversion) {
        EXPECT_EQ(7, input_store->input_height);
 }
 
+// Tests that putting a BlueInput (constant color) into its own pass,
+// which creates a phase that doesn't need texture coordinates,
+// doesn't mess up a second phase that actually does.
+TEST(EffectChainTest, FirstPhaseWithNoTextureCoordinates) {
+       const int size = 2;
+       float data[] = {
+               1.0f,
+               0.0f,
+       };
+       float expected_data[] = {
+               1.0f, 1.0f, 2.0f, 2.0f,
+               0.0f, 0.0f, 1.0f, 2.0f,
+       };
+       float out_data[size * 4];
+       // First say that we have sRGB, linear input.
+       ImageFormat format;
+       format.color_space = COLORSPACE_sRGB;
+       format.gamma_curve = GAMMA_LINEAR;
+       FlatInput *input = new FlatInput(format, FORMAT_GRAYSCALE, GL_FLOAT, 1, size);
+
+       input->set_pixel_data(data);
+       EffectChainTester tester(NULL, 1, size);
+       tester.get_chain()->add_input(new BlueInput());
+       Effect *phase1_end = tester.get_chain()->add_effect(new BouncingIdentityEffect());
+       tester.get_chain()->add_input(input);
+       tester.get_chain()->add_effect(new AddEffect(), phase1_end, input);
+
+       tester.run(out_data, GL_RGBA, COLORSPACE_sRGB, GAMMA_LINEAR, OUTPUT_ALPHA_FORMAT_POSTMULTIPLIED);
+
+       expect_equal(expected_data, out_data, 4, size);
+}
+
 // An effect that does nothing except changing its output sizes.
 class VirtualResizeEffect : public Effect {
 public:
@@ -1053,6 +1105,93 @@ TEST(EffectChainTest, VirtualSizeIsSentOnToInputs) {
        expect_equal(data, out_data, size, size);
 }
 
+// An effect that is like VirtualResizeEffect, but always has virtual and real
+// sizes the same (and promises this).
+class NonVirtualResizeEffect : public VirtualResizeEffect {
+public:
+       NonVirtualResizeEffect(int width, int height)
+               : VirtualResizeEffect(width, height, width, height) {}
+       virtual string effect_type_id() const { return "NonVirtualResizeEffect"; }
+       virtual bool sets_virtual_output_size() const { return false; }
+};
+
+// An effect that promises one-to-one sampling (unlike IdentityEffect).
+class OneToOneEffect : public Effect {
+public:
+       OneToOneEffect() {}
+       virtual string effect_type_id() const { return "OneToOneEffect"; }
+       string output_fragment_shader() { return read_file("identity.frag"); }
+       virtual bool one_to_one_sampling() const { return true; }
+};
+
+TEST(EffectChainTest, NoBounceWithOneToOneSampling) {
+       const int size = 2;
+       float data[size * size] = {
+               1.0f, 0.0f,
+               0.0f, 1.0f,
+       };
+       float out_data[size * size];
+
+       EffectChainTester tester(data, size, size, FORMAT_GRAYSCALE, COLORSPACE_sRGB, GAMMA_LINEAR);
+
+       RewritingEffect<OneToOneEffect> *effect1 = new RewritingEffect<OneToOneEffect>();
+       RewritingEffect<OneToOneEffect> *effect2 = new RewritingEffect<OneToOneEffect>();
+
+       tester.get_chain()->add_effect(new NonVirtualResizeEffect(size, size));
+       tester.get_chain()->add_effect(effect1);
+       tester.get_chain()->add_effect(effect2);
+       tester.run(out_data, GL_RED, COLORSPACE_sRGB, GAMMA_LINEAR);
+
+       expect_equal(data, out_data, size, size);
+
+       // The first OneToOneEffect should be in the same phase as its input.
+       ASSERT_EQ(1, effect1->replaced_node->incoming_links.size());
+       EXPECT_EQ(effect1->replaced_node->incoming_links[0]->containing_phase,
+                 effect1->replaced_node->containing_phase);
+
+       // The second OneToOneEffect, too.
+       EXPECT_EQ(effect1->replaced_node->containing_phase,
+                 effect2->replaced_node->containing_phase);
+}
+
+TEST(EffectChainTest, BounceWhenOneToOneIsBroken) {
+       const int size = 2;
+       float data[size * size] = {
+               1.0f, 0.0f,
+               0.0f, 1.0f,
+       };
+       float out_data[size * size];
+
+       EffectChainTester tester(data, size, size, FORMAT_GRAYSCALE, COLORSPACE_sRGB, GAMMA_LINEAR);
+
+       RewritingEffect<OneToOneEffect> *effect1 = new RewritingEffect<OneToOneEffect>();
+       RewritingEffect<OneToOneEffect> *effect2 = new RewritingEffect<OneToOneEffect>();
+       RewritingEffect<IdentityEffect> *effect3 = new RewritingEffect<IdentityEffect>();
+       RewritingEffect<OneToOneEffect> *effect4 = new RewritingEffect<OneToOneEffect>();
+
+       tester.get_chain()->add_effect(new NonVirtualResizeEffect(size, size));
+       tester.get_chain()->add_effect(effect1);
+       tester.get_chain()->add_effect(effect2);
+       tester.get_chain()->add_effect(effect3);
+       tester.get_chain()->add_effect(effect4);
+       tester.run(out_data, GL_RED, COLORSPACE_sRGB, GAMMA_LINEAR);
+
+       expect_equal(data, out_data, size, size);
+
+       // The NonVirtualResizeEffect should be in a different phase from
+       // the IdentityEffect (since the latter is not one-to-one),
+       // ie., the chain should be broken somewhere between them, but exactly
+       // where doesn't matter.
+       ASSERT_EQ(1, effect1->replaced_node->incoming_links.size());
+       EXPECT_NE(effect1->replaced_node->incoming_links[0]->containing_phase,
+                 effect3->replaced_node->containing_phase);
+
+       // The last OneToOneEffect should also be in the same phase as the
+       // IdentityEffect (the phase was already broken).
+       EXPECT_EQ(effect3->replaced_node->containing_phase,
+                 effect4->replaced_node->containing_phase);
+}
+
 // Does not use EffectChainTest, so that it can construct an EffectChain without
 // a shared ResourcePool (which is also properly destroyed afterwards).
 // Also turns on debugging to test that code path.
@@ -1142,7 +1281,12 @@ TEST(EffectChainTest, StringStreamLocalesWork) {
        // the test will always succeed. Note that the OpenGL driver might call
        // setlocale() behind-the-scenes, and that might corrupt the returned
        // pointer, so we need to take our own copy of it here.
-       char *saved_locale = strdup(setlocale(LC_ALL, "nb_NO.UTF_8"));
+       char *saved_locale = setlocale(LC_ALL, "nb_NO.UTF_8");
+       if (saved_locale == NULL) {
+               // The locale wasn't available.
+               return;
+       }
+       saved_locale = strdup(saved_locale);
        float data[] = {
                0.0f, 0.0f, 0.0f, 0.0f,
        };
@@ -1160,5 +1304,167 @@ TEST(EffectChainTest, StringStreamLocalesWork) {
        free(saved_locale);
 }
 
+TEST(EffectChainTest, sRGBIntermediate) {
+       float data[] = {
+               0.0f, 0.5f, 0.0f, 1.0f,
+       };
+       float out_data[4];
+       EffectChainTester tester(data, 1, 1, FORMAT_RGBA_PREMULTIPLIED_ALPHA, COLORSPACE_sRGB, GAMMA_LINEAR);
+       tester.get_chain()->set_intermediate_format(GL_SRGB8);
+       tester.get_chain()->add_effect(new IdentityEffect());
+       tester.get_chain()->add_effect(new BouncingIdentityEffect());
+       tester.run(out_data, GL_RGBA, COLORSPACE_sRGB, GAMMA_LINEAR);
+
+       EXPECT_GE(fabs(out_data[1] - data[1]), 1e-3)
+           << "Expected sRGB not to be able to represent 0.5 exactly (got " << out_data[1] << ")";
+       EXPECT_LT(fabs(out_data[1] - data[1]), 0.1f)
+           << "Expected sRGB to be able to represent 0.5 approximately (got " << out_data[1] << ")";
+
+       // This state should have been preserved.
+       EXPECT_FALSE(glIsEnabled(GL_FRAMEBUFFER_SRGB));
+}
+
+// An effect that is like IdentityEffect, but also does not require linear light.
+class PassThroughEffect : public IdentityEffect {
+public:
+       PassThroughEffect() {}
+       virtual string effect_type_id() const { return "PassThroughEffect"; }
+       virtual bool needs_linear_light() const { return false; }
+       AlphaHandling alpha_handling() const { return DONT_CARE_ALPHA_TYPE; }
+};
+
+// Same, just also bouncing.
+class BouncingPassThroughEffect : public BouncingIdentityEffect {
+public:
+       BouncingPassThroughEffect() {}
+       virtual string effect_type_id() const { return "BouncingPassThroughEffect"; }
+       virtual bool needs_linear_light() const { return false; }
+       bool needs_texture_bounce() const { return true; }
+       AlphaHandling alpha_handling() const { return DONT_CARE_ALPHA_TYPE; }
+};
+
+TEST(EffectChainTest, Linear10bitIntermediateAccuracy) {
+       // Note that we do the comparison in sRGB space, which is what we
+       // typically would want; however, we do the sRGB conversion ourself
+       // to avoid compounding errors from shader conversions into the
+       // analysis.
+       const int size = 4096;  // 12-bit.
+       float linear_data[size], data[size], out_data[size];
+
+       for (int i = 0; i < size; ++i) {
+               linear_data[i] = i / double(size - 1);
+               data[i] = srgb_to_linear(linear_data[i]);
+       }
+
+       EffectChainTester tester(data, size, 1, FORMAT_GRAYSCALE, COLORSPACE_sRGB, GAMMA_LINEAR, GL_RGBA32F);
+       tester.get_chain()->set_intermediate_format(GL_RGB10_A2);
+       tester.get_chain()->add_effect(new IdentityEffect());
+       tester.get_chain()->add_effect(new BouncingIdentityEffect());
+       tester.run(out_data, GL_RED, COLORSPACE_sRGB, GAMMA_LINEAR);
+
+       for (int i = 0; i < size; ++i) {
+               out_data[i] = linear_to_srgb(out_data[i]);
+       }
+
+       // This maximum error is pretty bad; about 6.5 levels of a 10-bit sRGB
+       // framebuffer. (Slightly more on NVIDIA cards.)
+       expect_equal(linear_data, out_data, size, 1, 7.5e-3, 2e-5);
+}
+
+TEST(EffectChainTest, SquareRoot10bitIntermediateAccuracy) {
+       // Note that we do the comparison in sRGB space, which is what we
+       // typically would want; however, we do the sRGB conversion ourself
+       // to avoid compounding errors from shader conversions into the
+       // analysis.
+       const int size = 4096;  // 12-bit.
+       float linear_data[size], data[size], out_data[size];
+
+       for (int i = 0; i < size; ++i) {
+               linear_data[i] = i / double(size - 1);
+               data[i] = srgb_to_linear(linear_data[i]);
+       }
+
+       EffectChainTester tester(data, size, 1, FORMAT_GRAYSCALE, COLORSPACE_sRGB, GAMMA_LINEAR, GL_RGBA32F);
+       tester.get_chain()->set_intermediate_format(GL_RGB10_A2, SQUARE_ROOT_FRAMEBUFFER_TRANSFORMATION);
+       tester.get_chain()->add_effect(new IdentityEffect());
+       tester.get_chain()->add_effect(new BouncingIdentityEffect());
+       tester.run(out_data, GL_RED, COLORSPACE_sRGB, GAMMA_LINEAR);
+
+       for (int i = 0; i < size; ++i) {
+               out_data[i] = linear_to_srgb(out_data[i]);
+       }
+
+       // This maximum error is much better; about 0.7 levels of a 10-bit sRGB
+       // framebuffer (ideal would be 0.5). That is an order of magnitude better
+       // than in the linear test above. The RMS error is much better, too.
+       expect_equal(linear_data, out_data, size, 1, 7.5e-4, 5e-6);
+}
+
+TEST(EffectChainTest, SquareRootIntermediateIsTurnedOffForNonLinearData) {
+       const int size = 256;  // 8-bit.
+       float data[size], out_data[size];
+
+       for (int i = 0; i < size; ++i) {
+               data[i] = i / double(size - 1);
+       }
+
+       EffectChainTester tester(data, size, 1, FORMAT_GRAYSCALE, COLORSPACE_sRGB, GAMMA_REC_601, GL_RGBA32F);
+       tester.get_chain()->set_intermediate_format(GL_RGB8, SQUARE_ROOT_FRAMEBUFFER_TRANSFORMATION);
+       tester.get_chain()->add_effect(new PassThroughEffect());
+       tester.get_chain()->add_effect(new BouncingPassThroughEffect());
+       tester.run(out_data, GL_RED, COLORSPACE_sRGB, GAMMA_REC_601);
+
+       // The data should be passed through nearly exactly, since there is no effect
+       // on the path that requires linear light. (Actually, it _is_ exact modulo
+       // fp32 errors, but the error bounds is strictly _less than_, not zero.)
+       expect_equal(data, out_data, size, 1, 1e-6, 1e-6);
+}
+
+// An effect that stores which program number was last run under.
+class RecordingIdentityEffect : public Effect {
+public:
+       RecordingIdentityEffect() {}
+       virtual string effect_type_id() const { return "RecordingIdentityEffect"; }
+       string output_fragment_shader() { return read_file("identity.frag"); }
+
+       GLuint last_glsl_program_num;
+       void set_gl_state(GLuint glsl_program_num, const std::string& prefix, unsigned *sampler_num)
+       {
+               last_glsl_program_num = glsl_program_num;
+       }
+};
+
+TEST(EffectChainTest, ProgramsAreClonedForMultipleThreads) {
+       float data[] = {
+               0.0f, 0.25f, 0.3f,
+               0.75f, 1.0f, 1.0f,
+       };
+       float out_data[6];
+       EffectChainTester tester(data, 3, 2, FORMAT_GRAYSCALE, COLORSPACE_sRGB, GAMMA_LINEAR);
+       RecordingIdentityEffect *effect = new RecordingIdentityEffect();
+       tester.get_chain()->add_effect(effect);
+       tester.run(out_data, GL_RED, COLORSPACE_sRGB, GAMMA_LINEAR);
+
+       expect_equal(data, out_data, 3, 2);
+
+       ASSERT_NE(0, effect->last_glsl_program_num);
+
+       // Now pretend some other effect is using this program number;
+       // ResourcePool will then need to clone it.
+       ResourcePool *resource_pool = tester.get_chain()->get_resource_pool();
+       GLuint master_program_num = resource_pool->use_glsl_program(effect->last_glsl_program_num);
+       EXPECT_EQ(effect->last_glsl_program_num, master_program_num);
+
+       // Re-run should still give the correct data, but it should have run
+       // with a different program.
+       tester.run(out_data, GL_RED, COLORSPACE_sRGB, GAMMA_LINEAR);
+       expect_equal(data, out_data, 3, 2);
+       EXPECT_NE(effect->last_glsl_program_num, master_program_num);
+
+       // Release the program, and check one final time.
+       resource_pool->unuse_glsl_program(master_program_num);
+       tester.run(out_data, GL_RED, COLORSPACE_sRGB, GAMMA_LINEAR);
+       expect_equal(data, out_data, 3, 2);
+}
 
 }  // namespace movit