datadir = @datadir@
top_builddir = @top_builddir@
with_demo_app = @with_demo_app@
+with_SDL2 = @with_SDL2@
CC=@CC@
CXX=@CXX@
-CXXFLAGS=-Wall @CXXFLAGS@ -I$(GTEST_DIR)/include @Eigen3_CFLAGS@ @GLEW_CFLAGS@
-LDFLAGS=@GLEW_LIBS@ @SDL_LIBS@ -lpthread
-DEMO_LDLIBS=@SDL_image_LIBS@ -lrt -lpthread @libpng_LIBS@
+CXXFLAGS=-Wall @CXXFLAGS@ -I$(GTEST_DIR)/include @SDL2_CFLAGS@ @SDL_CFLAGS@ @Eigen3_CFLAGS@ @epoxy_CFLAGS@
+ifeq ($(with_SDL2),yes)
+CXXFLAGS += -DHAVE_SDL2
+endif
+LDFLAGS=@epoxy_LIBS@ @SDL2_LIBS@ @SDL_LIBS@ -lpthread
+DEMO_LDLIBS=@SDL2_image_LIBS@ @SDL_image_LIBS@ -lrt -lpthread @libpng_LIBS@
SHELL=@SHELL@
LIBTOOL=@LIBTOOL@ --tag=CXX
RANLIB=ranlib
TESTED_EFFECTS += fft_pass_effect
TESTED_EFFECTS += vignette_effect
TESTED_EFFECTS += slice_effect
+ TESTED_EFFECTS += complex_modulate_effect
UNTESTED_EFFECTS = sandbox_effect
UNTESTED_EFFECTS += mirror_effect
--- /dev/null
-#include <GL/glew.h>
++#include <epoxy/gl.h>
+
+ #include "complex_modulate_effect.h"
+ #include "effect_chain.h"
+ #include "effect_util.h"
+ #include "util.h"
+
+ using namespace std;
+
+ namespace movit {
+
+ ComplexModulateEffect::ComplexModulateEffect()
+ : num_repeats_x(1), num_repeats_y(1)
+ {
+ register_int("num_repeats_x", &num_repeats_x);
+ register_int("num_repeats_y", &num_repeats_y);
+ }
+
+ string ComplexModulateEffect::output_fragment_shader()
+ {
+ return read_file("complex_modulate_effect.frag");
+ }
+
+ void ComplexModulateEffect::set_gl_state(GLuint glsl_program_num, const string &prefix, unsigned *sampler_num)
+ {
+ Effect::set_gl_state(glsl_program_num, prefix, sampler_num);
+
+ float num_repeats[] = { num_repeats_x, num_repeats_y };
+ set_uniform_vec2(glsl_program_num, prefix, "num_repeats", num_repeats);
+
+ // Set the secondary input to repeat (and nearest while we're at it).
+ Node *self = chain->find_node_for_effect(this);
+ glActiveTexture(chain->get_input_sampler(self, 1));
+ check_error();
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+ check_error();
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+ check_error();
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
+ check_error();
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
+ check_error();
+ }
+
+ void ComplexModulateEffect::inform_input_size(unsigned input_num, unsigned width, unsigned height)
+ {
+ if (input_num == 0) {
+ primary_input_width = width;
+ primary_input_height = height;
+ }
+ }
+
+ void ComplexModulateEffect::get_output_size(unsigned *width, unsigned *height,
+ unsigned *virtual_width, unsigned *virtual_height) const
+ {
+ *width = *virtual_width = primary_input_width;
+ *height = *virtual_height = primary_input_height;
+ }
+
+ } // namespace movit
--- /dev/null
-#include <GL/glew.h>
+ #ifndef _MOVIT_COMPLEX_MODULATE_EFFECT_H
+ #define _MOVIT_COMPLEX_MODULATE_EFFECT_H 1
+
+ // An effect that treats each pixel as two complex numbers (xy and zw),
+ // and multiplies it with some other complex number (xy and xy, so the
+ // same in both cases). The latter can be repeated both horizontally and
+ // vertically if desired.
+ //
+ // The typical use is to implement convolution by way of FFT; since
+ // FFT(A ⊙ B) = FFT(A) * FFT(B), you can FFT both inputs (where B
+ // would often even be a constant, so you'd only need to do FFT once),
+ // multiply them together and then IFFT the result to get a convolution.
+ //
+ // It is in a sense “wrong” to do this directly on pixels, since the color
+ // channels are independent and real-valued (ie., not complex numbers), but
+ // since convolution is a linear operation, it's unproblematic to treat R + Gi
+ // as a single complex number and B + Ai and another one; barring numerical
+ // errors, there should be no leakage between the channels as long as you're
+ // convolving with a real quantity. (There are more sophisticated ways of doing
+ // two real FFTs with a single complex one, but we won't need them, as we
+ // don't care about the actual FFT result, just that the convolution property
+ // holds.)
+
++#include <epoxy/gl.h>
+ #include <string>
+
+ #include "effect.h"
+
+ namespace movit {
+
+ class EffectChain;
+
+ class ComplexModulateEffect : public Effect {
+ public:
+ ComplexModulateEffect();
+ virtual std::string effect_type_id() const { return "ComplexModulateEffect"; }
+ std::string output_fragment_shader();
+
+ // Technically we only need texture bounce for the second input
+ // (to be allowed to mess with its sampler state), but there's
+ // no way of expressing that currently.
+ virtual bool needs_texture_bounce() const { return true; }
+ virtual bool changes_output_size() const { return true; }
+
+ virtual void inform_input_size(unsigned input_num, unsigned width, unsigned height);
+ virtual void get_output_size(unsigned *width, unsigned *height,
+ unsigned *virtual_width, unsigned *virtual_height) const;
+ virtual unsigned num_inputs() const { return 2; }
+ virtual void inform_added(EffectChain *chain) { this->chain = chain; }
+
+ void set_gl_state(GLuint glsl_program_num, const std::string &prefix, unsigned *sampler_num);
+
+ private:
+ EffectChain *chain;
+ int primary_input_width, primary_input_height;
+ int num_repeats_x, num_repeats_y;
+ };
+
+ } // namespace movit
+
+ #endif // !defined(_MOVIT_COMPLEX_MODULATE_EFFECT_H)
--- /dev/null
-#include <GL/glew.h>
+ // Unit tests for ComplexModulateEffect.
+
++#include <epoxy/gl.h>
+
+ #include "effect_chain.h"
+ #include "gtest/gtest.h"
+ #include "complex_modulate_effect.h"
+ #include "image_format.h"
+ #include "input.h"
+ #include "test_util.h"
+
+ namespace movit {
+
+ TEST(ComplexModulateEffectTest, Identity) {
+ const int size = 3;
+ float data_a[size * 4] = {
+ 0.0f, 0.1f, 0.2f, 0.1f,
+ 0.4f, 0.3f, 0.8f, 2.0f,
+ 0.5f, 0.2f, 0.1f, 0.0f,
+ };
+ float data_b[size * 2] = {
+ 1.0f, 0.0f,
+ 1.0f, 0.0f,
+ 1.0f, 0.0f,
+ };
+ float out_data[size * 4];
+
+ EffectChainTester tester(data_a, 1, size, FORMAT_RGBA_PREMULTIPLIED_ALPHA, COLORSPACE_sRGB, GAMMA_LINEAR);
+ Effect *input1 = tester.get_chain()->last_added_effect();
+ Effect *input2 = tester.add_input(data_b, FORMAT_RG, COLORSPACE_sRGB, GAMMA_LINEAR);
+
+ tester.get_chain()->add_effect(new ComplexModulateEffect(), input1, input2);
+ tester.run(out_data, GL_RGBA, COLORSPACE_sRGB, GAMMA_LINEAR, OUTPUT_ALPHA_FORMAT_PREMULTIPLIED);
+
+ expect_equal(data_a, out_data, 4, size);
+ }
+
+ TEST(ComplexModulateEffectTest, ComplexMultiplication) {
+ const int size = 2;
+ float data_a[size * 4] = {
+ 0.0f, 0.1f, 0.2f, 0.1f,
+ 0.4f, 0.3f, 0.8f, 2.0f,
+ };
+ float data_b[size * 2] = {
+ 0.0f, 1.0f,
+ 0.5f, -0.8f,
+ };
+ float expected_data[size * 4] = {
+ -0.1f, 0.0f, -0.1f, 0.2f,
+ 0.44f, -0.17f, 2.0f, 0.36f,
+ };
+ float out_data[size * 4];
+
+ EffectChainTester tester(data_a, 1, size, FORMAT_RGBA_PREMULTIPLIED_ALPHA, COLORSPACE_sRGB, GAMMA_LINEAR);
+ Effect *input1 = tester.get_chain()->last_added_effect();
+ Effect *input2 = tester.add_input(data_b, FORMAT_RG, COLORSPACE_sRGB, GAMMA_LINEAR);
+
+ tester.get_chain()->add_effect(new ComplexModulateEffect(), input1, input2);
+ tester.run(out_data, GL_RGBA, COLORSPACE_sRGB, GAMMA_LINEAR, OUTPUT_ALPHA_FORMAT_PREMULTIPLIED);
+
+ expect_equal(expected_data, out_data, 4, size);
+ }
+
+ TEST(ComplexModulateEffectTest, Repeat) {
+ const int size = 2, repeats = 3;
+ float data_a[size * repeats * 4] = {
+ 0.0f, 0.1f, 0.2f, 0.3f,
+ 1.0f, 1.1f, 1.2f, 1.3f,
+ 2.0f, 2.1f, 2.2f, 2.3f,
+ 3.0f, 3.1f, 3.2f, 3.3f,
+ 4.0f, 4.1f, 4.2f, 4.3f,
+ 5.0f, 5.1f, 5.2f, 5.3f,
+ };
+ float data_b[size * 2] = {
+ 1.0f, 0.0f,
+ 0.0f, -1.0f,
+ };
+ float expected_data[size * repeats * 4] = {
+ 0.0f, 0.1f, 0.2f, 0.3f,
+ 1.1f, -1.0f, 1.3f, -1.2f,
+ 2.0f, 2.1f, 2.2f, 2.3f,
+ 3.1f, -3.0f, 3.3f, -3.2f,
+ 4.0f, 4.1f, 4.2f, 4.3f,
+ 5.1f, -5.0f, 5.3f, -5.2f,
+ };
+ float out_data[size * repeats * 4];
+
+ EffectChainTester tester(data_a, 1, repeats * size, FORMAT_RGBA_PREMULTIPLIED_ALPHA, COLORSPACE_sRGB, GAMMA_LINEAR);
+ Effect *input1 = tester.get_chain()->last_added_effect();
+ Effect *input2 = tester.add_input(data_b, FORMAT_RG, COLORSPACE_sRGB, GAMMA_LINEAR, 1, size);
+
+ Effect *effect = tester.get_chain()->add_effect(new ComplexModulateEffect(), input1, input2);
+ ASSERT_TRUE(effect->set_int("num_repeats_y", repeats));
+ tester.run(out_data, GL_RGBA, COLORSPACE_sRGB, GAMMA_LINEAR, OUTPUT_ALPHA_FORMAT_PREMULTIPLIED);
+
+ expect_equal(expected_data, out_data, 4, size * repeats);
+ }
+
+ } // namespace movit
#define GL_GLEXT_PROTOTYPES 1
-#include <GL/glew.h>
+#include <epoxy/gl.h>
#include <assert.h>
#include <locale.h>
#include <math.h>
assert(middle->incoming_links.size() == middle->effect->num_inputs());
}
+ GLenum EffectChain::get_input_sampler(Node *node, unsigned input_num) const
+ {
+ assert(node->effect->needs_texture_bounce());
+ assert(input_num < node->incoming_links.size());
+ assert(node->incoming_links[input_num]->bound_sampler_num >= 0);
+ assert(node->incoming_links[input_num]->bound_sampler_num < 8);
+ return GL_TEXTURE0 + node->incoming_links[input_num]->bound_sampler_num;
+ }
+
void EffectChain::find_all_nonlinear_inputs(Node *node, vector<Node *> *nonlinear_inputs)
{
if (node->output_gamma_curve == GAMMA_LINEAR &&
for (unsigned sampler = 0; sampler < phases[phase]->inputs.size(); ++sampler) {
glActiveTexture(GL_TEXTURE0 + sampler);
Node *input = phases[phase]->inputs[sampler];
+ input->bound_sampler_num = sampler;
glBindTexture(GL_TEXTURE_2D, output_textures[input->phase]);
check_error();
if (phases[phase]->input_needs_mipmaps) {
unsigned sampler_num = phases[phase]->inputs.size();
for (unsigned i = 0; i < phases[phase]->effects.size(); ++i) {
Node *node = phases[phase]->effects[i];
+ unsigned old_sampler_num = sampler_num;
node->effect->set_gl_state(glsl_program_num, phases[phase]->effect_ids[node], &sampler_num);
check_error();
+
+ if (node->effect->is_single_texture()) {
+ assert(sampler_num - old_sampler_num == 1);
+ node->bound_sampler_num = old_sampler_num;
+ } else {
+ node->bound_sampler_num = -1;
+ }
}
// Now draw!
// the EffectChain holds textures and other OpenGL objects that are tied to the
// context.
-#include <GL/glew.h>
+#include <epoxy/gl.h>
#include <stdio.h>
#include <map>
#include <set>
// phases as inputs, instead of Node.
Phase *phase;
+ // If the effect has is_single_texture(), or if the output went to RTT
+ // and that texture has been bound to a sampler, the sampler number
+ // will be stored here.
+ //
+ // TODO: Can an RTT texture be used as inputs to multiple effects
+ // within the same phase? If so, we have a problem with modifying
+ // sampler state here.
+ int bound_sampler_num;
+
// Used during the building of the effect chain.
Colorspace output_color_space;
GammaCurve output_gamma_curve;
void replace_receiver(Node *old_receiver, Node *new_receiver);
void replace_sender(Node *new_sender, Node *receiver);
void insert_node_between(Node *sender, Node *middle, Node *receiver);
+ Node *find_node_for_effect(Effect *effect) { return node_map[effect]; }
+
+ // Get the OpenGL sampler (GL_TEXTURE0, GL_TEXTURE1, etc.) for the
+ // input of the given node, so that one can modify the sampler state
+ // directly. Only valid to call during set_gl_state().
+ //
+ // Also, for this to be allowed, <node>'s effect must have
+ // needs_texture_bounce() set, so that it samples directly from a
+ // single-sampler input, or from an RTT texture.
+ GLenum get_input_sampler(Node *node, unsigned input_num) const;
// Get the current resource pool assigned to this EffectChain.
// Primarily to let effects allocate textures as needed.
//
// Note that this also contains the tests for some of the simpler effects.
-#include <GL/glew.h>
+#include <epoxy/gl.h>
#include <assert.h>
#include "effect.h"
public:
MipmapNeedingEffect() {}
virtual bool needs_mipmaps() const { return true; }
+
+ // To be allowed to mess with the sampler state.
+ virtual bool needs_texture_bounce() const { return true; }
+
virtual string effect_type_id() const { return "MipmapNeedingEffect"; }
string output_fragment_shader() { return read_file("mipmap_needing_effect.frag"); }
+ virtual void inform_added(EffectChain *chain) { this->chain = chain; }
+
void set_gl_state(GLuint glsl_program_num, const string& prefix, unsigned *sampler_num)
{
- glActiveTexture(GL_TEXTURE0);
+ Node *self = chain->find_node_for_effect(this);
+ glActiveTexture(chain->get_input_sampler(self, 0));
check_error();
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
check_error();
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
check_error();
}
+
+ private:
+ EffectChain *chain;
};
TEST(EffectChainTest, MipmapGenerationWorks) {
-#include <GL/glew.h>
+#include <epoxy/gl.h>
#include <math.h>
+ #include "effect_chain.h"
#include "effect_util.h"
#include "fp16.h"
#include "fft_pass_effect.h"
int input_size = (direction == VERTICAL) ? input_height : input_width;
- // See the comments on changes_output_size() in the .h file to see
- // why this is legal. It is _needed_ because it counteracts the
- // precision issues we get because we sample the input texture with
- // normalized coordinates (especially when the repeat count along
- // the axis is not a power of two); we very rapidly end up in narrowly
- // missing a texel center, which causes precision loss to propagate
- // throughout the FFT.
- assert(*sampler_num == 1);
- glActiveTexture(GL_TEXTURE0);
+ // This is needed because it counteracts the precision issues we get
+ // because we sample the input texture with normalized coordinates
+ // (especially when the repeat count along the axis is not a power of
+ // two); we very rapidly end up in narrowly missing a texel center,
+ // which causes precision loss to propagate throughout the FFT.
+ Node *self = chain->find_node_for_effect(this);
+ glActiveTexture(chain->get_input_sampler(self, 0));
check_error();
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
check_error();
// scaling), and as fp16 has quite limited range at times, this can be relevant
// on some GPUs for larger sizes.
-#include <GL/glew.h>
+#include <epoxy/gl.h>
#include <assert.h>
#include <stdio.h>
#include <string>
*width = *virtual_width = input_width;
*height = *virtual_height = input_height;
}
+
+ virtual void inform_added(EffectChain *chain) { this->chain = chain; }
enum Direction { HORIZONTAL = 0, VERTICAL = 1 };
private:
+ EffectChain *chain;
int input_width, input_height;
GLuint tex;
int fft_size;
// Three-lobed Lanczos, the most common choice.
#define LANCZOS_RADIUS 3.0
-#include <GL/glew.h>
+#include <epoxy/gl.h>
#include <assert.h>
#include <limits.h>
#include <math.h>
// We specifically do not want mipmaps on the input texture;
// they break minification.
- glActiveTexture(GL_TEXTURE0);
+ Node *self = chain->find_node_for_effect(this);
+ glActiveTexture(chain->get_input_sampler(self, 0));
check_error();
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
check_error();
// which is what the user is intended to use, instantiates two copies of
// SingleResamplePassEffect behind the scenes).
-#include <GL/glew.h>
+#include <epoxy/gl.h>
#include <assert.h>
#include <stddef.h>
#include <string>
virtual bool needs_srgb_primaries() const { return false; }
virtual AlphaHandling alpha_handling() const { return INPUT_PREMULTIPLIED_ALPHA_KEEP_BLANK; }
+ virtual void inform_added(EffectChain *chain) { this->chain = chain; }
virtual void inform_input_size(unsigned input_num, unsigned width, unsigned height) {
if (parent != NULL) {
parent->inform_input_size(input_num, width, height);
void update_texture(GLuint glsl_program_num, const std::string &prefix, unsigned *sampler_num);
ResampleEffect *parent;
+ EffectChain *chain;
Direction direction;
GLuint texnum;
int input_width, input_height, output_width, output_height;
-#include <GL/glew.h>
+#include <epoxy/gl.h>
+ #include "effect_chain.h"
#include "slice_effect.h"
#include "effect_util.h"
#include "util.h"
set_uniform_float(glsl_program_num, prefix, "slice_offset_to_input_coord", float(output_slice_size) / float(input_height));
}
- // Normalized coordinates could potentially cause blurring of the
- // image; it's not critical, but we have set changes_output_size()
- // and needs_texture_bounce(), so simply turning off the interpolation
- // is allowed.
- assert(*sampler_num == 1);
- glActiveTexture(GL_TEXTURE0);
+ // Normalized coordinates could potentially cause blurring of the image.
+ // It isn't critical, but still good practice.
+ Node *self = chain->find_node_for_effect(this);
+ glActiveTexture(chain->get_input_sampler(self, 0));
check_error();
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
check_error();
// Note that vertical slices happen from the bottom, not the top, due to the
// OpenGL coordinate system.
-#include <GL/glew.h>
+#include <epoxy/gl.h>
#include <string>
#include "effect.h"
unsigned *virtual_width, unsigned *virtual_height) const;
void set_gl_state(GLuint glsl_program_num, const std::string &prefix, unsigned *sampler_num);
+ virtual void inform_added(EffectChain *chain) { this->chain = chain; }
enum Direction { HORIZONTAL = 0, VERTICAL = 1 };
private:
+ EffectChain *chain;
int input_width, input_height;
int input_slice_size, output_slice_size;
Direction direction;