X-Git-Url: https://git.sesse.net/?p=movit;a=blobdiff_plain;f=effect_chain.cpp;h=cb7c52caa6cbd831642c1960e8bf701aca277684;hp=617d1cb007f392bf6fe816c9ccbd1ead68c9722b;hb=a616ded3842994840ce0cfa365d259f602493779;hpb=45c3b698b97bfcf4036910ee3539bd5eab4e9751 diff --git a/effect_chain.cpp b/effect_chain.cpp index 617d1cb..cb7c52c 100644 --- a/effect_chain.cpp +++ b/effect_chain.cpp @@ -4,6 +4,7 @@ #include #include #include +#include #include #include @@ -15,21 +16,42 @@ #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" +#include "init.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); - - Node *node = add_node(input); - node->output_color_space = input->get_color_space(); - node->output_gamma_curve = input->get_gamma_curve(); + add_node(input); return input; } @@ -49,6 +71,7 @@ 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; @@ -237,23 +260,25 @@ 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"; frag_shader.append(read_file("footer.frag")); - // Output shader to a temporary file, for easier debugging. - static int compiled_shader_num = 0; - char filename[256]; - sprintf(filename, "chain-%03d.frag", compiled_shader_num++); - FILE *fp = fopen(filename, "w"); - if (fp == NULL) { - perror(filename); - exit(1); + if (movit_debug_level == MOVIT_DEBUG_ON) { + // Output shader to a temporary file, for easier debugging. + static int compiled_shader_num = 0; + char filename[256]; + sprintf(filename, "chain-%03d.frag", compiled_shader_num++); + FILE *fp = fopen(filename, "w"); + if (fp == NULL) { + perror(filename); + exit(1); + } + fprintf(fp, "%s\n", frag_shader.c_str()); + fclose(fp); } - fprintf(fp, "%s\n", frag_shader.c_str()); - fclose(fp); GLuint glsl_program_num = glCreateProgram(); GLuint vs_obj = compile_shader(read_file("vs.vert"), GL_VERTEX_SHADER); @@ -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()) { @@ -386,6 +427,10 @@ void EffectChain::construct_glsl_programs(Node *output) void EffectChain::output_dot(const char *filename) { + if (movit_debug_level != MOVIT_DEBUG_ON) { + return; + } + FILE *fp = fopen(filename, "w"); if (fp == NULL) { perror(filename); @@ -394,7 +439,23 @@ void EffectChain::output_dot(const char *filename) fprintf(fp, "digraph G {\n"); for (unsigned i = 0; i < nodes.size(); ++i) { - fprintf(fp, " n%ld [label=\"%s\"];\n", (long)nodes[i], nodes[i]->effect->effect_type_id().c_str()); + // Find out which phase this event belongs to. + int in_phase = -1; + for (unsigned j = 0; j < phases.size(); ++j) { + const Phase* p = phases[j]; + if (std::find(p->effects.begin(), p->effects.end(), nodes[i]) != p->effects.end()) { + assert(in_phase == -1); + in_phase = j; + } + } + + if (in_phase == -1) { + fprintf(fp, " n%ld [label=\"%s\"];\n", (long)nodes[i], nodes[i]->effect->effect_type_id().c_str()); + } else { + fprintf(fp, " n%ld [label=\"%s\" style=\"filled\" fillcolor=\"/accent8/%d\"];\n", + (long)nodes[i], nodes[i]->effect->effect_type_id().c_str(), + (in_phase % 8) + 1); + } for (unsigned j = 0; j < nodes[i]->outgoing_links.size(); ++j) { std::vector labels; @@ -584,6 +645,21 @@ void EffectChain::topological_sort_visit_node(Node *node, std::set *visi sorted_list->push_back(node); } +void EffectChain::find_color_spaces_for_inputs() +{ + for (unsigned i = 0; i < nodes.size(); ++i) { + Node *node = nodes[i]; + if (node->disabled) { + continue; + } + if (node->incoming_links.size() == 0) { + Input *input = static_cast(node->effect); + node->output_color_space = input->get_color_space(); + node->output_gamma_curve = input->get_gamma_curve(); + } + } +} + // Propagate gamma and color space information as far as we can in the graph. // The rules are simple: Anything where all the inputs agree, get that as // output as well. Anything else keeps having *_INVALID. @@ -604,7 +680,7 @@ 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) { @@ -617,7 +693,7 @@ 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" && @@ -671,9 +747,9 @@ 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); } @@ -705,11 +781,12 @@ 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(); } } @@ -786,7 +863,7 @@ 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; } @@ -824,7 +901,7 @@ 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); } @@ -838,7 +915,7 @@ 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); } @@ -873,11 +950,27 @@ 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 @@ -911,9 +1004,12 @@ void EffectChain::finalize() } output_dot("step1-rewritten.dot"); - propagate_gamma_and_color_space(); + find_color_spaces_for_inputs(); output_dot("step2-propagated.dot"); + propagate_gamma_and_color_space(); + output_dot("step3-propagated.dot"); + fix_internal_color_spaces(); fix_output_color_space(); output_dot("step4-output-colorspacefix.dot"); @@ -929,11 +1025,17 @@ 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("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. // We choose the simplest option of having one texture per output, @@ -1069,6 +1171,10 @@ 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(