X-Git-Url: https://git.sesse.net/?p=movit;a=blobdiff_plain;f=effect_chain.cpp;h=05deb76226deecb081d8953c3fc65287ff0f438a;hp=64e3decdd5f5ac4403fe8afd1d8c6eeb73c44fcd;hb=29072985d0a00a53e5b578a1444cee61a0c9e1f2;hpb=72764bef4a33d18d4282887a188946261937ca8e diff --git a/effect_chain.cpp b/effect_chain.cpp index 64e3dec..05deb76 100644 --- a/effect_chain.cpp +++ b/effect_chain.cpp @@ -4,6 +4,7 @@ #include #include #include +#include #include #include @@ -15,14 +16,37 @@ #include "gamma_expansion_effect.h" #include "gamma_compression_effect.h" #include "colorspace_conversion_effect.h" +#include "dither_effect.h" #include "input.h" -#include "opengl.h" EffectChain::EffectChain(float aspect_nom, float aspect_denom) : aspect_nom(aspect_nom), aspect_denom(aspect_denom), + dither_effect(NULL), + fbo(0), + num_dither_bits(0), finalized(false) {} +EffectChain::~EffectChain() +{ + for (unsigned i = 0; i < nodes.size(); ++i) { + if (nodes[i]->output_texture != 0) { + glDeleteTextures(1, &nodes[i]->output_texture); + } + delete nodes[i]->effect; + delete nodes[i]; + } + for (unsigned i = 0; i < phases.size(); ++i) { + glDeleteProgram(phases[i]->glsl_program_num); + glDeleteShader(phases[i]->vertex_shader); + glDeleteShader(phases[i]->fragment_shader); + delete phases[i]; + } + if (fbo != 0) { + glDeleteFramebuffers(1, &fbo); + } +} + Input *EffectChain::add_input(Input *input) { inputs.push_back(input); @@ -49,6 +73,7 @@ Node *EffectChain::add_node(Effect *effect) node->effect_id = effect_id; node->output_color_space = COLORSPACE_INVALID; node->output_gamma_curve = GAMMA_INVALID; + node->output_texture = 0; nodes.push_back(node); node_map[effect] = node; @@ -237,7 +262,7 @@ Phase *EffectChain::compile_glsl_program( for (unsigned i = 0; i < effects.size(); ++i) { Node *node = effects[i]; if (node->effect->num_inputs() == 0) { - node->effect->set_int("needs_mipmaps", input_needs_mipmaps); + CHECK(node->effect->set_int("needs_mipmaps", input_needs_mipmaps)); } } frag_shader += std::string("#define INPUT ") + effects.back()->effect_id + "\n"; @@ -267,6 +292,8 @@ Phase *EffectChain::compile_glsl_program( Phase *phase = new Phase; phase->glsl_program_num = glsl_program_num; + phase->vertex_shader = vs_obj; + phase->fragment_shader = fs_obj; phase->input_needs_mipmaps = input_needs_mipmaps; phase->inputs = true_inputs; phase->effects = effects; @@ -330,13 +357,27 @@ void EffectChain::construct_glsl_programs(Node *output) start_new_phase = true; } - if (deps[i]->outgoing_links.size() > 1 && deps[i]->effect->num_inputs() > 0) { - // More than one effect uses this as the input, - // and it is not a texture itself. - // The easiest thing to do (and probably also the safest - // performance-wise in most cases) is to bounce it to a texture - // and then let the next passes read from that. - start_new_phase = true; + if (deps[i]->outgoing_links.size() > 1) { + if (deps[i]->effect->num_inputs() > 0) { + // More than one effect uses this as the input, + // and it is not a texture itself. + // The easiest thing to do (and probably also the safest + // performance-wise in most cases) is to bounce it to a texture + // and then let the next passes read from that. + start_new_phase = true; + } else { + // For textures, we try to be slightly more clever; + // if none of our outputs need a bounce, we don't bounce + // but instead simply use the effect many times. + // + // Strictly speaking, we could bounce it for some outputs + // and use it directly for others, but the processing becomes + // somewhat simpler if the effect is only used in one such way. + for (unsigned j = 0; j < deps[i]->outgoing_links.size(); ++j) { + Node *rdep = deps[i]->outgoing_links[j]; + start_new_phase |= rdep->effect->needs_texture_bounce(); + } + } } if (deps[i]->effect->changes_output_size()) { @@ -620,7 +661,7 @@ void EffectChain::propagate_gamma_and_color_space() continue; } - ColorSpace color_space = node->incoming_links[0]->output_color_space; + Colorspace color_space = node->incoming_links[0]->output_color_space; GammaCurve gamma_curve = node->incoming_links[0]->output_gamma_curve; for (unsigned j = 1; j < node->incoming_links.size(); ++j) { if (node->incoming_links[j]->output_color_space != color_space) { @@ -633,7 +674,7 @@ void EffectChain::propagate_gamma_and_color_space() // The conversion effects already have their outputs set correctly, // so leave them alone. - if (node->effect->effect_type_id() != "ColorSpaceConversionEffect") { + if (node->effect->effect_type_id() != "ColorspaceConversionEffect") { node->output_color_space = color_space; } if (node->effect->effect_type_id() != "GammaCompressionEffect" && @@ -687,9 +728,9 @@ void EffectChain::fix_internal_color_spaces() if (input->output_color_space == COLORSPACE_sRGB) { continue; } - Node *conversion = add_node(new ColorSpaceConversionEffect()); - conversion->effect->set_int("source_space", input->output_color_space); - conversion->effect->set_int("destination_space", COLORSPACE_sRGB); + Node *conversion = add_node(new ColorspaceConversionEffect()); + CHECK(conversion->effect->set_int("source_space", input->output_color_space)); + CHECK(conversion->effect->set_int("destination_space", COLORSPACE_sRGB)); conversion->output_color_space = COLORSPACE_sRGB; insert_node_between(input, conversion, node); } @@ -721,11 +762,12 @@ void EffectChain::fix_output_color_space() { Node *output = find_output_node(); if (output->output_color_space != output_format.color_space) { - Node *conversion = add_node(new ColorSpaceConversionEffect()); - conversion->effect->set_int("source_space", output->output_color_space); - conversion->effect->set_int("destination_space", output_format.color_space); + Node *conversion = add_node(new ColorspaceConversionEffect()); + CHECK(conversion->effect->set_int("source_space", output->output_color_space)); + CHECK(conversion->effect->set_int("destination_space", output_format.color_space)); conversion->output_color_space = output_format.color_space; connect_nodes(output, conversion); + propagate_gamma_and_color_space(); } } @@ -802,7 +844,7 @@ void EffectChain::fix_internal_gamma_by_asking_inputs(unsigned step) } for (unsigned i = 0; i < nonlinear_inputs.size(); ++i) { - nonlinear_inputs[i]->effect->set_int("output_linear_gamma", 1); + CHECK(nonlinear_inputs[i]->effect->set_int("output_linear_gamma", 1)); nonlinear_inputs[i]->output_gamma_curve = GAMMA_LINEAR; } @@ -840,7 +882,7 @@ void EffectChain::fix_internal_gamma_by_inserting_nodes(unsigned step) if (node->incoming_links.empty()) { assert(node->outgoing_links.empty()); Node *conversion = add_node(new GammaExpansionEffect()); - conversion->effect->set_int("source_curve", node->output_gamma_curve); + CHECK(conversion->effect->set_int("source_curve", node->output_gamma_curve)); conversion->output_gamma_curve = GAMMA_LINEAR; connect_nodes(node, conversion); } @@ -854,7 +896,7 @@ void EffectChain::fix_internal_gamma_by_inserting_nodes(unsigned step) continue; } Node *conversion = add_node(new GammaExpansionEffect()); - conversion->effect->set_int("source_curve", input->output_gamma_curve); + CHECK(conversion->effect->set_int("source_curve", input->output_gamma_curve)); conversion->output_gamma_curve = GAMMA_LINEAR; insert_node_between(input, conversion, node); } @@ -889,11 +931,27 @@ void EffectChain::fix_output_gamma() Node *output = find_output_node(); if (output->output_gamma_curve != output_format.gamma_curve) { Node *conversion = add_node(new GammaCompressionEffect()); - conversion->effect->set_int("destination_curve", output_format.gamma_curve); + CHECK(conversion->effect->set_int("destination_curve", output_format.gamma_curve)); conversion->output_gamma_curve = output_format.gamma_curve; connect_nodes(output, conversion); } } + +// If the user has requested dither, add a DitherEffect right at the end +// (after GammaCompressionEffect etc.). This needs to be done after everything else, +// since dither is about the only effect that can _not_ be done in linear space. +void EffectChain::add_dither_if_needed() +{ + if (num_dither_bits == 0) { + return; + } + Node *output = find_output_node(); + Node *dither = add_node(new DitherEffect()); + CHECK(dither->effect->set_int("num_bits", num_dither_bits)); + connect_nodes(output, dither); + + dither_effect = dither->effect; +} // Find the output node. This is, simply, one that has no outgoing links. // If there are multiple ones, the graph is malformed (we do not support @@ -945,12 +1003,16 @@ void EffectChain::finalize() fix_internal_gamma_by_asking_inputs(8); fix_internal_gamma_by_inserting_nodes(9); - output_dot("step10-final.dot"); + output_dot("step10-before-dither.dot"); + + add_dither_if_needed(); + + output_dot("step11-final.dot"); // Construct all needed GLSL programs, starting at the output. construct_glsl_programs(find_output_node()); - output_dot("step11-split-to-phases.dot"); + output_dot("step12-split-to-phases.dot"); // If we have more than one phase, we need intermediate render-to-texture. // Construct an FBO, and then as many textures as we need. @@ -1087,6 +1149,10 @@ void EffectChain::render_to_fbo(GLuint dest_fbo, unsigned width, unsigned height glBindFramebuffer(GL_FRAMEBUFFER, dest_fbo); check_error(); glViewport(x, y, width, height); + if (dither_effect != NULL) { + CHECK(dither_effect->set_int("output_width", width)); + CHECK(dither_effect->set_int("output_height", height)); + } } else { Node *output_node = phases[phase]->effects.back(); glFramebufferTexture2D(