X-Git-Url: https://git.sesse.net/?p=movit;a=blobdiff_plain;f=effect_chain.h;h=918769b3872451576f329a5252568fc214889a03;hp=22f0b96c6e4eabc807c8bf57a75b70516c3a8cda;hb=dd74f9c467529f2bf68c97c1b8f2336f7abd7ff6;hpb=88003f99c7ef12ed895e504d41c6d528c3fda78d diff --git a/effect_chain.h b/effect_chain.h index 22f0b96..918769b 100644 --- a/effect_chain.h +++ b/effect_chain.h @@ -99,6 +99,19 @@ enum OutputOrigin { OUTPUT_ORIGIN_TOP_LEFT, }; +// Transformation to apply (if any) to pixel data in temporary buffers. +// See set_intermediate_format() below for more information. +enum FramebufferTransformation { + // The default; just store the value. This is what you usually want. + NO_FRAMEBUFFER_TRANSFORMATION, + + // If the values are in linear light, store sqrt(x) to the framebuffer + // instead of x itself, of course undoing it with x² on read. Useful as + // a rough approximation to the sRGB curve. (If the values are not in + // linear light, just store them as-is.) + SQUARE_ROOT_FRAMEBUFFER_TRANSFORMATION, +}; + // A node in the graph; basically an effect and some associated information. class Node { public: @@ -277,6 +290,46 @@ public: this->output_origin = output_origin; } + // Set intermediate format for framebuffers used when we need to bounce + // to a temporary texture. The default, GL_RGBA16F, is good for most uses; + // it is precise, has good range, and is relatively efficient. However, + // if you need even more speed and your chain can do with some loss of + // accuracy, you can change the format here (before calling finalize). + // Calculations between bounce buffers are still in 32-bit floating-point + // no matter what you specify. + // + // Of special interest is GL_SRGB8_ALPHA8, which stores sRGB-encoded RGB + // and linear alpha; this is half the memory bandwidth og GL_RGBA16F, + // while retaining reasonable precision for typical image data. It will, + // however, cause some gamut clipping if your colorspace is far from sRGB, + // as it cannot represent values outside [0,1]. NOTE: If you construct + // a chain where you end up bouncing pixels in non-linear light + // (gamma different from GAMMA_LINEAR), this will be the wrong thing. + // However, it's hard to see how this could happen in a non-contrived + // chain; few effects ever need texture bounce or resizing without also + // combining multiple pixels, which really needs linear light and thus + // triggers a conversion before the bounce. + // + // If you don't need alpha (or can do with very little of it), GL_RGB10_A2 + // is even better, as it has two more bits for each color component. There + // is no GL_SRGB10, unfortunately, so on its own, it is somewhat worse than + // GL_SRGB8, but you can set to SQUARE_ROOT_FRAMEBUFFER_TRANSFORMATION, + // and sqrt(x) will be stored instead of x. This is a rough approximation to + // the sRGB curve, and reduces maximum error (in sRGB distance) by almost an + // order of magnitude, well below what you can get from 8-bit true sRGB. + // (Note that this strategy avoids the problem with bounced non-linear data + // above, since the square root is turned off in that case.) However, texture + // filtering will happen on the transformed values, so if you have heavy + // downscaling or the likes (e.g. mipmaps), you could get subtly bad results. + // You'll need to see which of the two that works the best for you in practice. + void set_intermediate_format( + GLenum intermediate_format, + FramebufferTransformation transformation = NO_FRAMEBUFFER_TRANSFORMATION) + { + this->intermediate_format = intermediate_format; + this->intermediate_transformation = transformation; + } + void finalize(); // Measure the GPU time used for each actual phase during rendering. @@ -288,7 +341,6 @@ public: void reset_phase_timing(); void print_phase_timing(); - //void render(unsigned char *src, unsigned char *dst); void render_to_screen() { render_to_fbo(0, 0, 0); @@ -438,6 +490,8 @@ private: std::vector inputs; // Also contained in nodes. std::vector phases; + GLenum intermediate_format; + FramebufferTransformation intermediate_transformation; unsigned num_dither_bits; OutputOrigin output_origin; bool finalized;