X-Git-Url: https://git.sesse.net/?p=movit;a=blobdiff_plain;f=flat_input.h;h=06cc6ab1de270cb1476a86fdc5f27832446788c0;hp=8ac98ba64a3b0f1dce1968d39dafe0d0350860e0;hb=919101c59390dbbe380af7cc77102819e515a632;hpb=97f04cf3de39851ba0808aace31866afa9a9f500 diff --git a/flat_input.h b/flat_input.h index 8ac98ba..06cc6ab 100644 --- a/flat_input.h +++ b/flat_input.h @@ -9,7 +9,6 @@ #include "effect_chain.h" #include "fp16.h" #include "image_format.h" -#include "init.h" #include "input.h" namespace movit { @@ -26,23 +25,25 @@ public: virtual std::string effect_type_id() const { return "FlatInput"; } virtual bool can_output_linear_gamma() const { - return (movit_srgb_textures_supported && - type == GL_UNSIGNED_BYTE && + // On desktop OpenGL, there's also GL_SLUMINANCE8 which could give us + // support for single-channel sRGB decoding, but it's not supported + // on GLES, and we're already actively rewriting single-channel inputs + // to GL_RED (even on desktop), so we stick to 3- and 4-channel inputs. + return (type == GL_UNSIGNED_BYTE && + (pixel_format == FORMAT_RGB || + pixel_format == FORMAT_RGBA_POSTMULTIPLIED_ALPHA) && (image_format.gamma_curve == GAMMA_LINEAR || image_format.gamma_curve == GAMMA_sRGB)); } virtual AlphaHandling alpha_handling() const { switch (pixel_format) { case FORMAT_RGBA_PREMULTIPLIED_ALPHA: - case FORMAT_BGRA_PREMULTIPLIED_ALPHA: return INPUT_AND_OUTPUT_PREMULTIPLIED_ALPHA; case FORMAT_RGBA_POSTMULTIPLIED_ALPHA: - case FORMAT_BGRA_POSTMULTIPLIED_ALPHA: return OUTPUT_POSTMULTIPLIED_ALPHA; + case FORMAT_R: case FORMAT_RG: case FORMAT_RGB: - case FORMAT_BGR: - case FORMAT_GRAYSCALE: return OUTPUT_BLANK_ALPHA; default: assert(false); @@ -104,25 +105,70 @@ public: void invalidate_pixel_data(); + // Note: Sets pitch to width, so even if your pitch is unchanged, + // you will need to re-set it after this call. + void set_width(unsigned width) + { + assert(width != 0); + this->pitch = this->width = width; + invalidate_pixel_data(); + } + + void set_height(unsigned height) + { + assert(height != 0); + this->height = height; + invalidate_pixel_data(); + } + void set_pitch(unsigned pitch) { + assert(pitch != 0); this->pitch = pitch; invalidate_pixel_data(); } + // Tells the input to use the specific OpenGL texture as pixel data. + // This is useful if you want to share the same texture between multiple + // EffectChain instances, or if you somehow can get the data into a texture more + // efficiently than through a normal upload (e.g. a video codec decoding straight + // into a texture). Note that you are responsible for setting the right sampler + // parameters (e.g. clamp-to-edge) yourself, as well as generate any mipmaps + // if they are needed. + // + // NOTE: The input does not take ownership of this texture; you are responsible + // for releasing it yourself. In particular, if you call invalidate_pixel_data() + // or anything calling it, the texture will silently be removed from the input. + // + // NOTE: Doing this in a situation where can_output_linear_gamma() is true + // can yield unexpected results, as the downstream effect can expect the texture + // to be uploaded with the sRGB flag on. + void set_texture_num(GLuint texture_num) + { + possibly_release_texture(); + this->texture_num = texture_num; + this->owns_texture = false; + } + virtual void inform_added(EffectChain *chain) { resource_pool = chain->get_resource_pool(); } private: + // Release the texture if we have any, and it is owned by us. + void possibly_release_texture(); + ImageFormat image_format; MovitPixelFormat pixel_format; GLenum type; GLuint pbo, texture_num; int output_linear_gamma, needs_mipmaps; unsigned width, height, pitch; + bool owns_texture; const void *pixel_data; ResourcePool *resource_pool; + bool fixup_swap_rb, fixup_red_to_grayscale; + GLint uniform_tex; }; } // namespace movit