From: Steinar H. Gunderson Date: Mon, 10 Mar 2014 23:40:00 +0000 (+0100) Subject: Merge branch 'master' into epoxy X-Git-Tag: 1.1~12^2~37 X-Git-Url: https://git.sesse.net/?p=movit;a=commitdiff_plain;h=15daf781e6ce00ec37ca806a16e490d59dcb4e24;hp=-c Merge branch 'master' into epoxy --- 15daf781e6ce00ec37ca806a16e490d59dcb4e24 diff --combined Makefile.in index 660bf7a,3a1674b..ea76465 --- a/Makefile.in +++ b/Makefile.in @@@ -8,16 -8,12 +8,16 @@@ datarootdir = @datarootdir 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 @@@ -60,6 -56,7 +60,7 @@@ TESTED_EFFECTS += deconvolution_sharpen 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 diff --combined complex_modulate_effect.cpp index 0000000,7048608..656de3a mode 000000,100644..100644 --- a/complex_modulate_effect.cpp +++ b/complex_modulate_effect.cpp @@@ -1,0 -1,60 +1,60 @@@ -#include ++#include + + #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 diff --combined complex_modulate_effect.h index 0000000,52de229..fd4eb8b mode 000000,100644..100644 --- a/complex_modulate_effect.h +++ b/complex_modulate_effect.h @@@ -1,0 -1,61 +1,61 @@@ + #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 ++#include + #include + + #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) diff --combined complex_modulate_effect_test.cpp index 0000000,8c49d8a..b505d86 mode 000000,100644..100644 --- a/complex_modulate_effect_test.cpp +++ b/complex_modulate_effect_test.cpp @@@ -1,0 -1,99 +1,99 @@@ + // Unit tests for ComplexModulateEffect. + -#include ++#include + + #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 diff --combined effect_chain.cpp index 0cd4802,c886155..ef44024 --- a/effect_chain.cpp +++ b/effect_chain.cpp @@@ -1,6 -1,6 +1,6 @@@ #define GL_GLEXT_PROTOTYPES 1 -#include +#include #include #include #include @@@ -149,6 -149,15 +149,15 @@@ void EffectChain::insert_node_between(N 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 *nonlinear_inputs) { if (node->output_gamma_curve == GAMMA_LINEAR && @@@ -1480,6 -1489,7 +1489,7 @@@ void EffectChain::render_to_fbo(GLuint 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) { @@@ -1533,8 -1543,16 +1543,16 @@@ 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! diff --combined effect_chain.h index 4c3232b,4417de9..549fa60 --- a/effect_chain.h +++ b/effect_chain.h @@@ -17,7 -17,7 +17,7 @@@ // the EffectChain holds textures and other OpenGL objects that are tied to the // context. -#include +#include #include #include #include @@@ -71,6 -71,15 +71,15 @@@ private // 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; @@@ -173,6 -182,16 +182,16 @@@ public 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, '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. diff --combined effect_chain_test.cpp index 67b3dfc,b1f0815..aabcc33 --- a/effect_chain_test.cpp +++ b/effect_chain_test.cpp @@@ -2,7 -2,7 +2,7 @@@ // // Note that this also contains the tests for some of the simpler effects. -#include +#include #include #include "effect.h" @@@ -522,17 -522,27 +522,27 @@@ class MipmapNeedingEffect : public Effe 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) { diff --combined fft_pass_effect.cpp index ec550b2,9c8aeb0..0ffaa9e --- a/fft_pass_effect.cpp +++ b/fft_pass_effect.cpp @@@ -1,6 -1,7 +1,7 @@@ -#include +#include #include + #include "effect_chain.h" #include "effect_util.h" #include "fp16.h" #include "fft_pass_effect.h" @@@ -40,15 -41,13 +41,13 @@@ void FFTPassEffect::set_gl_state(GLuin 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(); diff --combined fft_pass_effect.h index 501c562,460a946..90e88bc --- a/fft_pass_effect.h +++ b/fft_pass_effect.h @@@ -50,7 -50,7 +50,7 @@@ // scaling), and as fp16 has quite limited range at times, this can be relevant // on some GPUs for larger sizes. -#include +#include #include #include #include @@@ -98,10 -98,13 +98,13 @@@ public *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; diff --combined resample_effect.cpp index b988e5a,a677487..50b7c6b --- a/resample_effect.cpp +++ b/resample_effect.cpp @@@ -1,7 -1,7 +1,7 @@@ // Three-lobed Lanczos, the most common choice. #define LANCZOS_RADIUS 3.0 -#include +#include #include #include #include @@@ -413,7 -413,8 +413,8 @@@ void SingleResamplePassEffect::set_gl_s // 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(); diff --combined resample_effect.h index 24e6372,44587bf..f0112b3 --- a/resample_effect.h +++ b/resample_effect.h @@@ -15,7 -15,7 +15,7 @@@ // which is what the user is intended to use, instantiates two copies of // SingleResamplePassEffect behind the scenes). -#include +#include #include #include #include @@@ -73,6 -73,7 +73,7 @@@ public 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); @@@ -93,6 -94,7 +94,7 @@@ private 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; diff --combined slice_effect.cpp index 3cdd415,15f5392..3a88465 --- a/slice_effect.cpp +++ b/slice_effect.cpp @@@ -1,5 -1,6 +1,6 @@@ -#include +#include + #include "effect_chain.h" #include "slice_effect.h" #include "effect_util.h" #include "util.h" @@@ -60,12 -61,10 +61,10 @@@ void SliceEffect::set_gl_state(GLuint g 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(); diff --combined slice_effect.h index 3448941,17202d7..1c363ea --- a/slice_effect.h +++ b/slice_effect.h @@@ -10,7 -10,7 +10,7 @@@ // Note that vertical slices happen from the bottom, not the top, due to the // OpenGL coordinate system. -#include +#include #include #include "effect.h" @@@ -29,10 -29,12 +29,12 @@@ public 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;