X-Git-Url: https://git.sesse.net/?p=movit;a=blobdiff_plain;f=effect_chain.cpp;h=f4706a4324239e3e34b300423f9c6204e22e9fac;hp=2144bfd705526440b8aba2b44c7c00b6b24f8f36;hb=fe785e6f62ab58ef05972850d9275005794505b7;hpb=a93b0c94f68bf897adfdca95b292494497fa4f7f diff --git a/effect_chain.cpp b/effect_chain.cpp index 2144bfd..f4706a4 100644 --- a/effect_chain.cpp +++ b/effect_chain.cpp @@ -22,19 +22,22 @@ #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(const ImageFormat &format) { - 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")); + Input *input = new Input(format, width, height); + effects.push_back(input); + output_color_space.insert(std::make_pair(input, format.color_space)); + output_gamma_curve.insert(std::make_pair(input, format.gamma_curve)); + effect_ids.insert(std::make_pair(input, "src_image")); + incoming_links.insert(std::make_pair(input, std::vector())); + return input; } void EffectChain::add_output(const ImageFormat &format) @@ -51,9 +54,7 @@ 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)); @@ -93,7 +94,7 @@ 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; + effects[0]->set_int("use_srgb_texture_format", 1); output_gamma_curve[input] = GAMMA_LINEAR; return input; } else { @@ -210,7 +211,7 @@ 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 +260,12 @@ 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")); @@ -289,6 +296,7 @@ EffectChain::Phase EffectChain::compile_glsl_program(const std::vector // effects, and of course at the end. void EffectChain::construct_glsl_programs(Effect *start, std::set *completed_effects) { + assert(start != NULL); if (completed_effects->count(start) != 0) { // This has already been done for us. return; @@ -298,15 +306,15 @@ void EffectChain::construct_glsl_programs(Effect *start, std::set *com std::vector this_phase_effects; Effect *node = start; 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()); + assert(node != NULL); + + // 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) == 1); + std::vector deps = incoming_links[node]; + assert(node->num_inputs() == deps.size()); + if (!deps.empty()) { bool have_all_deps = true; for (unsigned i = 0; i < deps.size(); ++i) { if (completed_effects->count(deps[i]) == 0) { @@ -322,8 +330,8 @@ void EffectChain::construct_glsl_programs(Effect *start, std::set *com return; } this_phase_inputs.insert(this_phase_inputs.end(), deps.begin(), deps.end()); - this_phase_effects.push_back(node); } + this_phase_effects.push_back(node); completed_effects->insert(node); // Find all the effects that use this one as a direct input. @@ -336,11 +344,11 @@ void EffectChain::construct_glsl_programs(Effect *start, std::set *com 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) { + if (node->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. phases.push_back(compile_glsl_program(this_phase_inputs, this_phase_effects)); } @@ -394,7 +402,7 @@ void EffectChain::finalize() // Construct all needed GLSL programs, starting at the input. std::set completed_effects; - construct_glsl_programs(NULL, &completed_effects); + construct_glsl_programs(effects[0], &completed_effects); // 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 +428,16 @@ void EffectChain::finalize() effect_output_textures.insert(std::make_pair(output_effect, temp_texture)); } } + + (static_cast(effects[0]))->finalize(); - // 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); - } - - // 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 +459,19 @@ void EffectChain::render_to_screen(unsigned char *src) } std::set generated_mipmaps; - generated_mipmaps.insert(NULL); // Already done further up. + generated_mipmaps.insert(effects[0]); // Already done further up. 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);