X-Git-Url: https://git.sesse.net/?p=movit;a=blobdiff_plain;f=effect_chain.cpp;h=82e9c5d705e09b2b1ff5552baf13f1996b8e4e50;hp=2144bfd705526440b8aba2b44c7c00b6b24f8f36;hb=0dc1dfe6444a700ebd2c9f006cba000b90c3a7b0;hpb=a93b0c94f68bf897adfdca95b292494497fa4f7f diff --git a/effect_chain.cpp b/effect_chain.cpp index 2144bfd..82e9c5d 100644 --- a/effect_chain.cpp +++ b/effect_chain.cpp @@ -9,32 +9,33 @@ #include #include +#include +#include #include "util.h" #include "effect_chain.h" #include "gamma_expansion_effect.h" #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" -#include "diffusion_effect.h" +#include "input.h" EffectChain::EffectChain(unsigned width, unsigned height) : width(width), height(height), - use_srgb_texture_format(false), finalized(false) {} -void EffectChain::add_input(const ImageFormat &format) +Input *EffectChain::add_input(Input *input) { - input_format = format; - output_color_space.insert(std::make_pair(static_cast(NULL), format.color_space)); - output_gamma_curve.insert(std::make_pair(static_cast(NULL), format.gamma_curve)); - effect_ids.insert(std::make_pair(static_cast(NULL), "src_image")); + char eff_id[256]; + sprintf(eff_id, "src_image%u", (unsigned)inputs.size()); + + effects.push_back(input); + inputs.push_back(input); + output_color_space.insert(std::make_pair(input, input->get_color_space())); + output_gamma_curve.insert(std::make_pair(input, input->get_gamma_curve())); + effect_ids.insert(std::make_pair(input, eff_id)); + incoming_links.insert(std::make_pair(input, std::vector())); + return input; } void EffectChain::add_output(const ImageFormat &format) @@ -51,9 +52,7 @@ void EffectChain::add_effect_raw(Effect *effect, const std::vector &in effect_ids.insert(std::make_pair(effect, effect_id)); assert(inputs.size() == effect->num_inputs()); for (unsigned i = 0; i < inputs.size(); ++i) { - if (inputs[i] != NULL) { - assert(std::find(effects.begin(), effects.end(), inputs[i]) != effects.end()); - } + assert(std::find(effects.begin(), effects.end(), inputs[i]) != effects.end()); outgoing_links[inputs[i]].push_back(effect); } incoming_links.insert(std::make_pair(effect, inputs)); @@ -61,31 +60,29 @@ void EffectChain::add_effect_raw(Effect *effect, const std::vector &in output_color_space[effect] = output_color_space[last_added_effect()]; } -Effect *instantiate_effect(EffectId effect) +// Set the "use_srgb_texture_format" option on all inputs that feed into this node, +// and update the output_gamma_curve[] map as we go. +// +// NOTE: We assume that the only way we could actually get GAMMA_sRGB from an +// effect (except from GammaCompressionCurve, which should never be inserted +// into a chain when this is called) is by pass-through from a texture. +// Thus, we can simply feed the flag up towards all inputs. +void EffectChain::set_use_srgb_texture_format(Effect *effect) { - switch (effect) { - case EFFECT_GAMMA_EXPANSION: - return new GammaExpansionEffect(); - case EFFECT_GAMMA_COMPRESSION: - 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: - return new SaturationEffect(); - case EFFECT_MIRROR: - return new MirrorEffect(); - case EFFECT_VIGNETTE: - return new VignetteEffect(); - case EFFECT_BLUR: - return new BlurEffect(); - case EFFECT_DIFFUSION: - return new DiffusionEffect(); + assert(output_gamma_curve.count(effect) != 0); + assert(output_gamma_curve[effect] == GAMMA_sRGB); + if (effect->num_inputs() == 0) { + effect->set_int("use_srgb_texture_format", 1); + } else { + assert(incoming_links.count(effect) == 1); + std::vector deps = incoming_links[effect]; + assert(effect->num_inputs() == deps.size()); + for (unsigned i = 0; i < deps.size(); ++i) { + set_use_srgb_texture_format(deps[i]); + assert(output_gamma_curve[deps[i]] == GAMMA_LINEAR); + } } - assert(false); + output_gamma_curve[effect] = GAMMA_LINEAR; } Effect *EffectChain::normalize_to_linear_gamma(Effect *input) @@ -93,7 +90,7 @@ Effect *EffectChain::normalize_to_linear_gamma(Effect *input) assert(output_gamma_curve.count(input) != 0); if (output_gamma_curve[input] == GAMMA_sRGB) { // TODO: check if the extension exists - use_srgb_texture_format = true; + set_use_srgb_texture_format(input); output_gamma_curve[input] = GAMMA_LINEAR; return input; } else { @@ -122,10 +119,8 @@ Effect *EffectChain::normalize_to_srgb(Effect *input) return colorspace_conversion; } -Effect *EffectChain::add_effect(EffectId effect_id, const std::vector &inputs) +Effect *EffectChain::add_effect(Effect *effect, const std::vector &inputs) { - Effect *effect = instantiate_effect(effect_id); - assert(inputs.size() == effect->num_inputs()); std::vector normalized_inputs = inputs; @@ -187,17 +182,12 @@ std::string replace_prefix(const std::string &text, const std::string &prefix) EffectChain::Phase EffectChain::compile_glsl_program(const std::vector &inputs, const std::vector &effects) { - assert(!inputs.empty()); assert(!effects.empty()); - // Figure out the true set of inputs to this phase. These are the ones - // that we need somehow but don't calculate ourselves. - std::set effect_set(effects.begin(), effects.end()); - std::set input_set(inputs.begin(), inputs.end()); - std::vector true_inputs; - std::set_difference(input_set.begin(), input_set.end(), - effect_set.begin(), effect_set.end(), - std::back_inserter(true_inputs)); + // Deduplicate the inputs. + std::vector true_inputs = inputs; + std::sort(true_inputs.begin(), true_inputs.end()); + true_inputs.erase(std::unique(true_inputs.begin(), true_inputs.end()), true_inputs.end()); bool input_needs_mipmaps = false; std::string frag_shader = read_file("header.frag"); @@ -210,7 +200,7 @@ EffectChain::Phase EffectChain::compile_glsl_program(const std::vector frag_shader += std::string("uniform sampler2D tex_") + effect_id + ";\n"; frag_shader += std::string("vec4 ") + effect_id + "(vec2 tc) {\n"; - if (effect == NULL) { + if (effect->num_inputs() == 0) { // OpenGL's origin is bottom-left, but most graphics software assumes // a top-left origin. Thus, for inputs that come from the user, // we flip the y coordinate. However, for FBOs, the origin @@ -259,6 +249,12 @@ EffectChain::Phase EffectChain::compile_glsl_program(const std::vector input_needs_mipmaps |= effect->needs_mipmaps(); } + for (unsigned i = 0; i < effects.size(); ++i) { + Effect *effect = effects[i]; + if (effect->num_inputs() == 0) { + effect->set_int("needs_mipmaps", input_needs_mipmaps); + } + } assert(!last_effect_id.empty()); frag_shader += std::string("#define INPUT ") + last_effect_id + "\n"; frag_shader.append(read_file("footer.frag")); @@ -287,114 +283,153 @@ EffectChain::Phase EffectChain::compile_glsl_program(const std::vector // the chain from there. We end a program every time we come to an effect // marked as "needs texture bounce", one that is used by multiple other // effects, and of course at the end. -void EffectChain::construct_glsl_programs(Effect *start, std::set *completed_effects) +// +// We follow a quite simple depth-first search from the output, although +// without any explicit recursion. +void EffectChain::construct_glsl_programs(Effect *output) { - if (completed_effects->count(start) != 0) { - // This has already been done for us. - return; - } + // Which effects have already been completed in this phase? + // We need to keep track of it, as an effect with multiple outputs + // could otherwise be calculate multiple times. + std::set completed_effects; - std::vector this_phase_inputs; // Also includes all intermediates; these will be filtered away later. + // Effects in the current phase, as well as inputs (outputs from other phases + // that we depend on). Note that since we start iterating from the end, + // the effect list will be in the reverse order. + std::vector this_phase_inputs; std::vector this_phase_effects; - Effect *node = start; + + // Effects that we have yet to calculate, but that we know should + // be in the current phase. + std::stack effects_todo_this_phase; + + // Effects that we have yet to calculate, but that come from other phases. + // We delay these until we have this phase done in its entirety, + // at which point we pick any of them and start a new phase from that. + std::stack effects_todo_other_phases; + + effects_todo_this_phase.push(output); + for ( ;; ) { // Termination condition within loop. - if (node == NULL) { - this_phase_inputs.push_back(node); - } else { - // Check that we have all the inputs we need for this effect. - // If not, we end the phase here right away; the other side - // of the input chain will eventually come and pick the effect up. - assert(incoming_links.count(node) != 0); - std::vector deps = incoming_links[node]; - assert(!deps.empty()); - bool have_all_deps = true; + if (!effects_todo_this_phase.empty()) { + // OK, we have more to do this phase. + Effect *effect = effects_todo_this_phase.top(); + effects_todo_this_phase.pop(); + + // This should currently only happen for effects that are phase outputs, + // and we throw those out separately below. + assert(completed_effects.count(effect) == 0); + + this_phase_effects.push_back(effect); + completed_effects.insert(effect); + + // Find all the dependencies of this effect, and add them to the stack. + assert(incoming_links.count(effect) == 1); + std::vector deps = incoming_links[effect]; + assert(effect->num_inputs() == deps.size()); for (unsigned i = 0; i < deps.size(); ++i) { - if (completed_effects->count(deps[i]) == 0) { - have_all_deps = false; - break; + bool start_new_phase = false; + + if (effect->needs_texture_bounce()) { + start_new_phase = true; } - } - - if (!have_all_deps) { - if (!this_phase_effects.empty()) { - phases.push_back(compile_glsl_program(this_phase_inputs, this_phase_effects)); + + assert(outgoing_links.count(deps[i]) == 1); + if (outgoing_links[deps[i]].size() > 1 && deps[i]->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 (start_new_phase) { + effects_todo_other_phases.push(deps[i]); + this_phase_inputs.push_back(deps[i]); + } else { + effects_todo_this_phase.push(deps[i]); } - return; } - this_phase_inputs.insert(this_phase_inputs.end(), deps.begin(), deps.end()); - this_phase_effects.push_back(node); + continue; } - completed_effects->insert(node); - // Find all the effects that use this one as a direct input. - if (outgoing_links.count(node) == 0) { - // End of the line; output. + // No more effects to do this phase. Take all the ones we have, + // and create a GLSL program for it. + if (!this_phase_effects.empty()) { + reverse(this_phase_effects.begin(), this_phase_effects.end()); phases.push_back(compile_glsl_program(this_phase_inputs, this_phase_effects)); - return; + this_phase_inputs.clear(); + this_phase_effects.clear(); } + assert(this_phase_inputs.empty()); + assert(this_phase_effects.empty()); - std::vector next = outgoing_links[node]; - assert(!next.empty()); - if (next.size() > 1) { - // More than one effect uses this as the input. - // 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. - if (node != NULL) { - phases.push_back(compile_glsl_program(this_phase_inputs, this_phase_effects)); - } - - // Start phases for all the effects that need us (in arbitrary order). - for (unsigned i = 0; i < next.size(); ++i) { - construct_glsl_programs(next[i], completed_effects); - } - return; + // If we have no effects left, exit. + if (effects_todo_other_phases.empty()) { + break; } - - // OK, only one effect uses this as the input. Keep iterating, - // but first see if it requires a texture bounce; if so, give it - // one by starting a new phase. - node = next[0]; - if (node->needs_texture_bounce()) { - phases.push_back(compile_glsl_program(this_phase_inputs, this_phase_effects)); - this_phase_inputs.clear(); - this_phase_effects.clear(); + + Effect *effect = effects_todo_other_phases.top(); + effects_todo_other_phases.pop(); + + if (completed_effects.count(effect) == 0) { + // Start a new phase, calculating from this effect. + effects_todo_this_phase.push(effect); } } + + // Finally, since the phases are found from the output but must be executed + // from the input(s), reverse them, too. + std::reverse(phases.begin(), phases.end()); } void EffectChain::finalize() { + // Find the output effect. This is, simply, one that has no outgoing links. + // If there are multiple ones, the graph is malformed (we do not support + // multiple outputs right now). + std::vector output_effects; + for (unsigned i = 0; i < effects.size(); ++i) { + Effect *effect = effects[i]; + if (outgoing_links.count(effect) == 0 || outgoing_links[effect].size() == 0) { + output_effects.push_back(effect); + } + } + assert(output_effects.size() == 1); + Effect *output_effect = output_effects[0]; + // Add normalizers to get the output format right. - assert(output_gamma_curve.count(last_added_effect()) != 0); - assert(output_color_space.count(last_added_effect()) != 0); - ColorSpace current_color_space = output_color_space[last_added_effect()]; // FIXME + assert(output_gamma_curve.count(output_effect) != 0); + assert(output_color_space.count(output_effect) != 0); + ColorSpace current_color_space = output_color_space[output_effect]; if (current_color_space != output_format.color_space) { ColorSpaceConversionEffect *colorspace_conversion = new ColorSpaceConversionEffect(); colorspace_conversion->set_int("source_space", current_color_space); colorspace_conversion->set_int("destination_space", output_format.color_space); std::vector inputs; - inputs.push_back(last_added_effect()); + inputs.push_back(output_effect); colorspace_conversion->add_self_to_effect_chain(this, inputs); output_color_space[colorspace_conversion] = output_format.color_space; + output_effect = colorspace_conversion; } - GammaCurve current_gamma_curve = output_gamma_curve[last_added_effect()]; // FIXME + GammaCurve current_gamma_curve = output_gamma_curve[output_effect]; if (current_gamma_curve != output_format.gamma_curve) { if (current_gamma_curve != GAMMA_LINEAR) { - normalize_to_linear_gamma(last_added_effect()); // FIXME + output_effect = normalize_to_linear_gamma(output_effect); + current_gamma_curve = GAMMA_LINEAR; } - assert(current_gamma_curve == GAMMA_LINEAR); GammaCompressionEffect *gamma_conversion = new GammaCompressionEffect(); gamma_conversion->set_int("destination_curve", output_format.gamma_curve); std::vector inputs; - inputs.push_back(last_added_effect()); + inputs.push_back(output_effect); gamma_conversion->add_self_to_effect_chain(this, inputs); output_gamma_curve[gamma_conversion] = output_format.gamma_curve; + output_effect = gamma_conversion; } - // Construct all needed GLSL programs, starting at the input. - std::set completed_effects; - construct_glsl_programs(NULL, &completed_effects); + // Construct all needed GLSL programs, starting at the output. + construct_glsl_programs(output_effect); // If we have more than one phase, we need intermediate render-to-texture. // Construct an FBO, and then as many textures as we need. @@ -420,79 +455,18 @@ void EffectChain::finalize() effect_output_textures.insert(std::make_pair(output_effect, temp_texture)); } } - - // Translate the input format to OpenGL's enums. - GLenum internal_format; - if (use_srgb_texture_format) { - internal_format = GL_SRGB8; - } else { - internal_format = GL_RGBA8; - } - if (input_format.pixel_format == FORMAT_RGB) { - format = GL_RGB; - bytes_per_pixel = 3; - } else if (input_format.pixel_format == FORMAT_RGBA) { - format = GL_RGBA; - bytes_per_pixel = 4; - } else if (input_format.pixel_format == FORMAT_BGR) { - format = GL_BGR; - bytes_per_pixel = 3; - } else if (input_format.pixel_format == FORMAT_BGRA) { - format = GL_BGRA; - bytes_per_pixel = 4; - } else { - assert(false); + + for (unsigned i = 0; i < inputs.size(); ++i) { + inputs[i]->finalize(); } - - // Create PBO to hold the texture holding the input image, and then the texture itself. - glBindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB, 2); - check_error(); - glBufferData(GL_PIXEL_UNPACK_BUFFER_ARB, width * height * bytes_per_pixel, NULL, GL_STREAM_DRAW); - check_error(); - glBindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB, 0); - check_error(); - glGenTextures(1, &source_image_num); - check_error(); - glBindTexture(GL_TEXTURE_2D, source_image_num); - check_error(); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); - check_error(); - // 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(); - glTexImage2D(GL_TEXTURE_2D, 0, internal_format, width, height, 0, format, GL_UNSIGNED_BYTE, NULL); - check_error(); - finalized = true; } -void EffectChain::render_to_screen(unsigned char *src) +void EffectChain::render_to_screen() { assert(finalized); - // Copy the pixel data into the PBO. - glBindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB, 2); - check_error(); - void *mapped_pbo = glMapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, GL_WRITE_ONLY); - memcpy(mapped_pbo, src, width * height * bytes_per_pixel); - glUnmapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB); - check_error(); - - // Re-upload the texture from the PBO. - glActiveTexture(GL_TEXTURE0); - check_error(); - glBindTexture(GL_TEXTURE_2D, source_image_num); - check_error(); - glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, format, GL_UNSIGNED_BYTE, BUFFER_OFFSET(0)); - check_error(); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); - check_error(); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); - check_error(); - glBindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB, 0); - check_error(); - // Basic state. glDisable(GL_BLEND); check_error(); @@ -514,25 +488,23 @@ void EffectChain::render_to_screen(unsigned char *src) } std::set generated_mipmaps; - generated_mipmaps.insert(NULL); // Already done further up. + for (unsigned i = 0; i < inputs.size(); ++i) { + // Inputs generate their own mipmaps if they need to + // (see input.cpp). + generated_mipmaps.insert(inputs[i]); + } for (unsigned phase = 0; phase < phases.size(); ++phase) { glUseProgram(phases[phase].glsl_program_num); check_error(); - // Set up inputs for this phase. - assert(!phases[phase].inputs.empty()); + // Set up RTT inputs for this phase. for (unsigned sampler = 0; sampler < phases[phase].inputs.size(); ++sampler) { glActiveTexture(GL_TEXTURE0 + sampler); Effect *input = phases[phase].inputs[sampler]; - if (input == NULL) { - glBindTexture(GL_TEXTURE_2D, source_image_num); - check_error(); - } else { - assert(effect_output_textures.count(input) != 0); - glBindTexture(GL_TEXTURE_2D, effect_output_textures[input]); - check_error(); - } + assert(effect_output_textures.count(input) != 0); + glBindTexture(GL_TEXTURE_2D, effect_output_textures[input]); + check_error(); if (phases[phase].input_needs_mipmaps) { if (generated_mipmaps.count(input) == 0) { glGenerateMipmap(GL_TEXTURE_2D);