X-Git-Url: https://git.sesse.net/?p=movit;a=blobdiff_plain;f=effect_chain.cpp;h=fdc08cfa2ffcbfa30714f4030de96b2d2ce4ae77;hp=d45c2fc4f86ba5c76bad0aa0da52129f05f25b3d;hb=05ae48a62f4a507c1eef75b9220f88f2b9fda563;hpb=91c70600f2d0a6a42420ee98949cf182859b798f diff --git a/effect_chain.cpp b/effect_chain.cpp index d45c2fc..fdc08cf 100644 --- a/effect_chain.cpp +++ b/effect_chain.cpp @@ -7,32 +7,60 @@ #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 "texture_enum.h" +#include "blur_effect.h" +#include "diffusion_effect.h" EffectChain::EffectChain(unsigned width, unsigned height) - : width(width), height(height), use_srgb_texture_format(false), finalized(false) {} + : width(width), + height(height), + last_added_effect(NULL), + use_srgb_texture_format(false), + finalized(false) {} void EffectChain::add_input(const ImageFormat &format) { input_format = format; - current_color_space = format.color_space; - current_gamma_curve = format.gamma_curve; + 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")); } void EffectChain::add_output(const ImageFormat &format) { output_format = format; } - + +void EffectChain::add_effect_raw(Effect *effect, const std::vector &inputs) +{ + char effect_id[256]; + sprintf(effect_id, "eff%u", (unsigned)effects.size()); + + effects.push_back(effect); + 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()); + } + outgoing_links[inputs[i]].push_back(effect); + } + incoming_links.insert(std::make_pair(effect, inputs)); + last_added_effect = effect; +} + Effect *instantiate_effect(EffectId effect) { switch (effect) { @@ -42,6 +70,8 @@ Effect *instantiate_effect(EffectId effect) 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: @@ -50,50 +80,65 @@ Effect *instantiate_effect(EffectId effect) return new MirrorEffect(); case EFFECT_VIGNETTE: return new VignetteEffect(); + case EFFECT_BLUR: + return new BlurEffect(); + case EFFECT_DIFFUSION: + return new DiffusionEffect(); } assert(false); } -void EffectChain::normalize_to_linear_gamma() +Effect *EffectChain::normalize_to_linear_gamma(Effect *input) { + GammaCurve current_gamma_curve = output_gamma_curve[input]; if (current_gamma_curve == GAMMA_sRGB) { // TODO: check if the extension exists use_srgb_texture_format = true; + current_gamma_curve = GAMMA_LINEAR; + return input; } else { GammaExpansionEffect *gamma_conversion = new GammaExpansionEffect(); gamma_conversion->set_int("source_curve", current_gamma_curve); - effects.push_back(gamma_conversion); + std::vector inputs; + inputs.push_back(input); + gamma_conversion->add_self_to_effect_chain(this, inputs); + current_gamma_curve = GAMMA_LINEAR; + return gamma_conversion; } - current_gamma_curve = GAMMA_LINEAR; } -void EffectChain::normalize_to_srgb() +Effect *EffectChain::normalize_to_srgb(Effect *input) { + GammaCurve current_gamma_curve = output_gamma_curve[input]; + ColorSpace current_color_space = output_color_space[input]; assert(current_gamma_curve == GAMMA_LINEAR); ColorSpaceConversionEffect *colorspace_conversion = new ColorSpaceConversionEffect(); colorspace_conversion->set_int("source_space", current_color_space); colorspace_conversion->set_int("destination_space", COLORSPACE_sRGB); - effects.push_back(colorspace_conversion); + std::vector inputs; + inputs.push_back(input); + colorspace_conversion->add_self_to_effect_chain(this, inputs); current_color_space = COLORSPACE_sRGB; + return colorspace_conversion; } -Effect *EffectChain::add_effect(EffectId effect_id) +Effect *EffectChain::add_effect(EffectId effect_id, const std::vector &inputs) { Effect *effect = instantiate_effect(effect_id); - if (effect->needs_linear_light() && current_gamma_curve != GAMMA_LINEAR) { - normalize_to_linear_gamma(); - } + assert(inputs.size() == effect->num_inputs()); - if (effect->needs_srgb_primaries() && current_color_space != COLORSPACE_sRGB) { - normalize_to_srgb(); + std::vector normalized_inputs = inputs; + for (unsigned i = 0; i < normalized_inputs.size(); ++i) { + if (effect->needs_linear_light() && output_gamma_curve[normalized_inputs[i]] != GAMMA_LINEAR) { + normalized_inputs[i] = normalize_to_linear_gamma(normalized_inputs[i]); + } + if (effect->needs_srgb_primaries() && output_color_space[normalized_inputs[i]] != COLORSPACE_sRGB) { + normalized_inputs[i] = normalize_to_srgb(normalized_inputs[i]); + } } - // not handled yet - assert(!effect->needs_many_samples()); - assert(!effect->needs_mipmaps()); - - effects.push_back(effect); + effect->add_self_to_effect_chain(this, normalized_inputs); return effect; } @@ -138,46 +183,86 @@ std::string replace_prefix(const std::string &text, const std::string &prefix) return output; } -void EffectChain::finalize() +EffectChain::Phase EffectChain::compile_glsl_program(const std::vector &inputs, const std::vector &effects) { - 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); - effects.push_back(colorspace_conversion); - current_color_space = output_format.color_space; - } + 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)); + + bool input_needs_mipmaps = false; + std::string frag_shader = read_file("header.frag"); - if (current_gamma_curve != output_format.gamma_curve) { - if (current_gamma_curve != GAMMA_LINEAR) { - normalize_to_linear_gamma(); + // Create functions for all the texture inputs that we need. + for (unsigned i = 0; i < true_inputs.size(); ++i) { + Effect *effect = true_inputs[i]; + assert(effect_ids.count(effect) != 0); + std::string effect_id = effect_ids[effect]; + + frag_shader += std::string("uniform sampler2D tex_") + effect_id + ";\n"; + frag_shader += std::string("vec4 ") + effect_id + "(vec2 tc) {\n"; + if (effect == NULL) { + // 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 + // is all correct, so don't do anything. + frag_shader += "\ttc.y = 1.0f - tc.y;\n"; } - assert(current_gamma_curve == GAMMA_LINEAR); - GammaCompressionEffect *gamma_conversion = new GammaCompressionEffect(); - gamma_conversion->set_int("destination_curve", output_format.gamma_curve); - effects.push_back(gamma_conversion); - current_gamma_curve = output_format.gamma_curve; + frag_shader += "\treturn texture2D(tex_" + effect_id + ", tc);\n"; + frag_shader += "}\n"; + frag_shader += "\n"; } - - std::string frag_shader = read_file("header.frag"); + + std::string last_effect_id; for (unsigned i = 0; i < effects.size(); ++i) { - char effect_id[256]; - sprintf(effect_id, "eff%d", i); + Effect *effect = effects[i]; + assert(effect != NULL); + assert(effect_ids.count(effect) != 0); + std::string effect_id = effect_ids[effect]; + last_effect_id = effect_id; + + if (incoming_links[effect].size() == 1) { + frag_shader += std::string("#define INPUT ") + effect_ids[incoming_links[effect][0]] + "\n"; + } else { + for (unsigned j = 0; j < incoming_links[effect].size(); ++j) { + char buf[256]; + sprintf(buf, "#define INPUT%d %s\n", j + 1, effect_ids[incoming_links[effect][j]].c_str()); + frag_shader += buf; + } + } frag_shader += "\n"; frag_shader += std::string("#define FUNCNAME ") + effect_id + "\n"; - frag_shader += replace_prefix(effects[i]->output_convenience_uniforms(), effect_id); - frag_shader += replace_prefix(effects[i]->output_fragment_shader(), effect_id); + frag_shader += replace_prefix(effect->output_convenience_uniforms(), effect_id); + frag_shader += replace_prefix(effect->output_fragment_shader(), effect_id); frag_shader += "#undef PREFIX\n"; frag_shader += "#undef FUNCNAME\n"; - frag_shader += "#undef LAST_INPUT\n"; - frag_shader += std::string("#define LAST_INPUT ") + effect_id + "\n"; + if (incoming_links[effect].size() == 1) { + frag_shader += "#undef INPUT\n"; + } else { + for (unsigned j = 0; j < incoming_links[effect].size(); ++j) { + char buf[256]; + sprintf(buf, "#undef INPUT%d\n", j + 1); + frag_shader += buf; + } + } frag_shader += "\n"; + + input_needs_mipmaps |= effect->needs_mipmaps(); } + assert(!last_effect_id.empty()); + frag_shader += std::string("#define INPUT ") + last_effect_id + "\n"; frag_shader.append(read_file("footer.frag")); printf("%s\n", frag_shader.c_str()); - glsl_program_num = glCreateProgram(); + GLuint glsl_program_num = glCreateProgram(); GLuint vs_obj = compile_shader(read_file("vs.vert"), GL_VERTEX_SHADER); GLuint fs_obj = compile_shader(frag_shader, GL_FRAGMENT_SHADER); glAttachShader(glsl_program_num, vs_obj); @@ -187,7 +272,148 @@ void EffectChain::finalize() glLinkProgram(glsl_program_num); check_error(); - // Translate the format to OpenGL's enums. + Phase phase; + phase.glsl_program_num = glsl_program_num; + phase.input_needs_mipmaps = input_needs_mipmaps; + phase.inputs = true_inputs; + phase.effects = effects; + + return phase; +} + +// Construct GLSL programs, starting at the given effect and following +// 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) +{ + if (completed_effects->count(start) != 0) { + // This has already been done for us. + return; + } + + std::vector this_phase_inputs; // Also includes all intermediates; these will be filtered away later. + 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()); + bool have_all_deps = true; + for (unsigned i = 0; i < deps.size(); ++i) { + if (completed_effects->count(deps[i]) == 0) { + have_all_deps = false; + break; + } + } + + if (!have_all_deps) { + if (!this_phase_effects.empty()) { + phases.push_back(compile_glsl_program(this_phase_inputs, this_phase_effects)); + } + return; + } + this_phase_inputs.insert(this_phase_inputs.end(), deps.begin(), deps.end()); + this_phase_effects.push_back(node); + } + 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. + phases.push_back(compile_glsl_program(this_phase_inputs, this_phase_effects)); + return; + } + + 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; + } + + // 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(); + } + } +} + +void EffectChain::finalize() +{ + // Add normalizers to get the output format right. + GammaCurve current_gamma_curve = output_gamma_curve[last_added_effect]; // FIXME + ColorSpace current_color_space = output_color_space[last_added_effect]; // FIXME + 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); + effects.push_back(colorspace_conversion); + current_color_space = output_format.color_space; + } + if (current_gamma_curve != output_format.gamma_curve) { + if (current_gamma_curve != GAMMA_LINEAR) { + normalize_to_linear_gamma(last_added_effect); // FIXME + } + assert(current_gamma_curve == GAMMA_LINEAR); + GammaCompressionEffect *gamma_conversion = new GammaCompressionEffect(); + gamma_conversion->set_int("destination_curve", output_format.gamma_curve); + effects.push_back(gamma_conversion); + current_gamma_curve = output_format.gamma_curve; + } + + // Construct all needed GLSL programs, starting at the input. + std::set completed_effects; + construct_glsl_programs(NULL, &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. + // We choose the simplest option of having one texture per output, + // since otherwise this turns into an (albeit simple) + // register allocation problem. + if (phases.size() > 1) { + glGenFramebuffers(1, &fbo); + + for (unsigned i = 0; i < phases.size() - 1; ++i) { + Effect *output_effect = phases[i].effects.back(); + GLuint temp_texture; + glGenTextures(1, &temp_texture); + check_error(); + glBindTexture(GL_TEXTURE_2D, temp_texture); + 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(); + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F_ARB, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); + check_error(); + 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; @@ -210,21 +436,24 @@ void EffectChain::finalize() assert(false); } - // Create PBO to hold the texture, and then the texture itself. + // 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(); - - void *mapped_pbo = glMapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, GL_WRITE_ONLY); - memset(mapped_pbo, 0, width * height * bytes_per_pixel); - glUnmapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB); + glBindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB, 0); + check_error(); - glBindTexture(GL_TEXTURE_2D, SOURCE_IMAGE); + glGenTextures(1, &source_image_num); check_error(); - glTexImage2D(GL_TEXTURE_2D, 0, internal_format, width, height, 0, format, GL_UNSIGNED_BYTE, BUFFER_OFFSET(0)); + glBindTexture(GL_TEXTURE_2D, source_image_num); check_error(); - glBindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB, 0); + 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; @@ -245,25 +474,18 @@ void EffectChain::render_to_screen(unsigned char *src) // Re-upload the texture from the PBO. glActiveTexture(GL_TEXTURE0); check_error(); - glBindTexture(GL_TEXTURE_2D, SOURCE_IMAGE); + 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(); - glBindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB, 0); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); check_error(); - - glUseProgram(glsl_program_num); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); check_error(); - + glBindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB, 0); check_error(); - glUniform1i(glGetUniformLocation(glsl_program_num, "input_tex"), 0); - - for (unsigned i = 0; i < effects.size(); ++i) { - char effect_id[256]; - sprintf(effect_id, "eff%d", i); - effects[i]->set_uniforms(glsl_program_num, effect_id); - } + // Basic state. glDisable(GL_BLEND); check_error(); glDisable(GL_DEPTH_TEST); @@ -278,20 +500,97 @@ void EffectChain::render_to_screen(unsigned char *src) glMatrixMode(GL_MODELVIEW); glLoadIdentity(); - glBegin(GL_QUADS); + if (phases.size() > 1) { + glBindFramebuffer(GL_FRAMEBUFFER, fbo); + check_error(); + } - glTexCoord2f(0.0f, 1.0f); - glVertex2f(0.0f, 0.0f); + std::set generated_mipmaps; + generated_mipmaps.insert(NULL); // 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()); + 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(); + } + if (phases[phase].input_needs_mipmaps) { + if (generated_mipmaps.count(input) == 0) { + glGenerateMipmap(GL_TEXTURE_2D); + check_error(); + generated_mipmaps.insert(input); + } + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST); + check_error(); + } else { + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + check_error(); + } - glTexCoord2f(1.0f, 1.0f); - glVertex2f(1.0f, 0.0f); + assert(effect_ids.count(input)); + std::string texture_name = std::string("tex_") + effect_ids[input]; + glUniform1i(glGetUniformLocation(phases[phase].glsl_program_num, texture_name.c_str()), sampler); + check_error(); + } - glTexCoord2f(1.0f, 0.0f); - glVertex2f(1.0f, 1.0f); + // And now the output. + if (phase == phases.size() - 1) { + // Last phase goes directly to the screen. + glBindFramebuffer(GL_FRAMEBUFFER, 0); + check_error(); + } else { + Effect *last_effect = phases[phase].effects.back(); + assert(effect_output_textures.count(last_effect) != 0); + glFramebufferTexture2D( + GL_FRAMEBUFFER, + GL_COLOR_ATTACHMENT0, + GL_TEXTURE_2D, + effect_output_textures[last_effect], + 0); + check_error(); + } - glTexCoord2f(0.0f, 0.0f); - glVertex2f(0.0f, 1.0f); + // Give the required parameters to all the effects. + unsigned sampler_num = phases[phase].inputs.size(); + for (unsigned i = 0; i < phases[phase].effects.size(); ++i) { + Effect *effect = phases[phase].effects[i]; + effect->set_uniforms(phases[phase].glsl_program_num, effect_ids[effect], &sampler_num); + } - glEnd(); - check_error(); + // Now draw! + glBegin(GL_QUADS); + + glTexCoord2f(0.0f, 0.0f); + glVertex2f(0.0f, 0.0f); + + glTexCoord2f(1.0f, 0.0f); + glVertex2f(1.0f, 0.0f); + + glTexCoord2f(1.0f, 1.0f); + glVertex2f(1.0f, 1.0f); + + glTexCoord2f(0.0f, 1.0f); + glVertex2f(0.0f, 1.0f); + + glEnd(); + check_error(); + + // HACK + glActiveTexture(GL_TEXTURE0); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0); + check_error(); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 1000); + check_error(); + } }