1 #ifndef _MOVIT_EFFECT_H
2 #define _MOVIT_EFFECT_H 1
4 // Effect is the base class for every effect. It basically represents a single
5 // GLSL function, with an optional set of user-settable parameters.
7 // A note on naming: Since all effects run in the same GLSL namespace,
8 // you can't use any name you want for global variables (e.g. uniforms).
9 // The framework assigns a prefix to you which will be unique for each
10 // effect instance; use the macro PREFIX() around your identifiers to
11 // automatically prepend that prefix.
28 // Can alias on a float[2].
31 Point2D(float x, float y)
37 // Can alias on a float[3].
40 RGBTriplet(float r, float g, float b)
46 // Can alias on a float[4].
49 RGBATuple(float r, float g, float b, float a)
50 : r(r), g(g), b(b), a(a) {}
55 // Represents a registered uniform.
58 std::string name; // Without prefix.
59 const T *value; // Owner by the effect.
60 size_t num_values; // Number of elements; for arrays only. _Not_ the vector length.
61 std::string prefix; // Filled in only after phases have been constructed.
62 GLint location; // Filled in only after phases have been constructed. -1 if no location.
69 // An identifier for this type of effect, mostly used for debug output
70 // (but some special names, like "ColorspaceConversionEffect", holds special
71 // meaning). Same as the class name is fine.
72 virtual std::string effect_type_id() const = 0;
74 // Whether this effects expects its input (and output) to be in
75 // linear gamma, ie. without an applied gamma curve. Most effects
76 // will want this, although the ones that never actually look at
77 // the pixels, e.g. mirror, won't need to care, and can set this
78 // to false. If so, the input gamma will be undefined.
80 // Also see the note on needs_texture_bounce(), below.
81 virtual bool needs_linear_light() const { return true; }
83 // Whether this effect expects its input to be in the sRGB
84 // color space, ie. use the sRGB/Rec. 709 RGB primaries.
85 // (If not, it would typically come in as some slightly different
86 // set of RGB primaries; you would currently not get YCbCr
87 // or something similar).
89 // Again, most effects will want this, but you can set it to false
90 // if you process each channel independently, equally _and_
91 // in a linear fashion.
92 virtual bool needs_srgb_primaries() const { return true; }
94 // How this effect handles alpha, ie. what it outputs in its
95 // alpha channel. The choices are basically blank (alpha is always 1.0),
96 // premultiplied and postmultiplied.
98 // Premultiplied alpha is when the alpha value has been be multiplied
99 // into the three color components, so e.g. 100% red at 50% alpha
100 // would be (0.5, 0.0, 0.0, 0.5) instead of (1.0, 0.0, 0.0, 0.5)
101 // as it is stored in most image formats (postmultiplied alpha).
102 // The multiplication is taken to have happened in linear light.
103 // This is the most natural format for processing, and the default in
104 // most of Movit (just like linear light is).
106 // If you set INPUT_AND_OUTPUT_PREMULTIPLIED_ALPHA or
107 // INPUT_PREMULTIPLIED_ALPHA_KEEP_BLANK, all of your inputs
108 // (if any) are guaranteed to also be in premultiplied alpha.
109 // Otherwise, you can get postmultiplied or premultiplied alpha;
110 // you won't know. If you have multiple inputs, you will get the same
111 // (pre- or postmultiplied) for all inputs, although most likely,
112 // you will want to combine them in a premultiplied fashion anyway
115 // Always outputs blank alpha (ie. alpha=1.0). Only appropriate
116 // for inputs that do not output an alpha channel.
117 // Blank alpha is special in that it can be treated as both
118 // pre- and postmultiplied.
121 // Always outputs postmultiplied alpha. Only appropriate for inputs.
122 OUTPUT_POSTMULTIPLIED_ALPHA,
124 // Always outputs premultiplied alpha. As noted above,
125 // you will then also get all inputs in premultiplied alpha.
126 // If you set this, you should also set needs_linear_light().
127 INPUT_AND_OUTPUT_PREMULTIPLIED_ALPHA,
129 // Like INPUT_AND_OUTPUT_PREMULTIPLIED_ALPHA, but also guarantees
130 // that if you get blank alpha in, you also keep blank alpha out.
131 // This is a somewhat weaker guarantee than DONT_CARE_ALPHA_TYPE,
132 // but is still useful in many situations, and appropriate when
133 // e.g. you don't touch alpha at all.
135 // Does not make sense for inputs.
136 INPUT_PREMULTIPLIED_ALPHA_KEEP_BLANK,
138 // Keeps the type of alpha (premultiplied, postmultiplied, blank)
139 // unchanged from input to output. Usually appropriate if you
140 // process all color channels in a linear fashion, do not change
141 // alpha, and do not produce any new pixels that have alpha != 1.0.
143 // Does not make sense for inputs.
144 DONT_CARE_ALPHA_TYPE,
146 virtual AlphaHandling alpha_handling() const { return INPUT_AND_OUTPUT_PREMULTIPLIED_ALPHA; }
148 // Whether this effect expects its input to come directly from
149 // a texture. If this is true, the framework will not chain the
150 // input from other effects, but will store the results of the
151 // chain to a temporary (RGBA fp16) texture and let this effect
152 // sample directly from that.
154 // There are two good reasons why you might want to set this:
156 // 1. You are sampling more than once from the input,
157 // in which case computing all the previous steps might
158 // be more expensive than going to a memory intermediate.
159 // 2. You rely on previous effects, possibly including gamma
160 // expansion, to happen pre-filtering instead of post-filtering.
161 // (This is only relevant if you actually need the filtering; if
162 // you sample 1:1 between pixels and texels, it makes no difference.)
164 // Note that in some cases, you might get post-filtered gamma expansion
165 // even when setting this option. More specifically, if you are the
166 // first effect in the chain, and the GPU is doing sRGB gamma
167 // expansion, it is undefined (from OpenGL's side) whether expansion
168 // happens pre- or post-filtering. For most uses, however,
169 // either will be fine.
170 virtual bool needs_texture_bounce() const { return false; }
172 // Whether this effect expects mipmaps or not. If you set this to
173 // true, you will be sampling with bilinear filtering; if not,
174 // you could be sampling with simple linear filtering and no mipmaps
175 // (although there is no guarantee; if a different effect in the chain
176 // needs mipmaps, you will also get them).
177 virtual bool needs_mipmaps() const { return false; }
179 // Whether there is a direct correspondence between input and output
180 // texels. Specifically, the effect must not:
182 // 1. Try to sample in the border (ie., outside the 0.0 to 1.0 area).
183 // 2. Try to sample between texels.
184 // 3. Sample with an x- or y-derivative different from -1 or 1.
185 // (This also means needs_mipmaps() and one_to_one_sampling()
186 // together would make no sense.)
188 // The most common case for this would be an effect that has an exact
189 // 1:1-correspondence between input and output texels, e.g. SaturationEffect.
190 // However, more creative things, like mirroring/flipping or padding,
191 // would also be allowed.
193 // The primary gain from setting this is that you can sample directly
194 // from an effect that changes output size (see changes_output_size() below),
195 // without going through a bounce texture. It won't work for effects that
196 // set sets_virtual_output_size(), though.
198 // Does not make a lot of sense together with needs_texture_bounce().
199 virtual bool one_to_one_sampling() const { return false; }
201 // Whether this effect wants to output to a different size than
202 // its input(s) (see inform_input_size(), below). See also
203 // sets_virtual_output_size() below.
204 virtual bool changes_output_size() const { return false; }
206 // Whether your get_output_size() function (see below) intends to ever set
207 // virtual_width different from width, or similar for height.
208 // It does not make sense to set this to true if changes_output_size() is false.
209 virtual bool sets_virtual_output_size() const { return changes_output_size(); }
211 // Whether this effect is effectively sampling from a a single texture.
212 // If so, it will override needs_texture_bounce(); however, there are also
213 // two demands it needs to fulfill:
215 // 1. It needs to be an Input, ie. num_inputs() == 0.
216 // 2. It needs to allocate exactly one sampler in set_gl_state(),
217 // and allow dependent effects to change that sampler state.
218 virtual bool is_single_texture() const { return false; }
220 // If set, this effect should never be bounced to an output, even if a
221 // dependent effect demands texture bounce.
223 // Note that setting this can invoke undefined behavior, up to and including crashing,
224 // so you should only use it if you have deep understanding of your entire chain
225 // and Movit's processing of it. The most likely use case is if you have an input
226 // that's cheap to compute but not a single texture (e.g. YCbCrInput), and want
227 // to run a ResampleEffect directly from it. Normally, this would require a bounce,
228 // but it's faster not to. (However, also note that in this case, effective texel
229 // subpixel precision will be too optimistic, since chroma is already subsampled.)
231 // Has no effect if is_single_texture() is set.
232 virtual bool override_disable_bounce() const { return false; }
234 // If changes_output_size() is true, you must implement this to tell
235 // the framework what output size you want. Also, you can set a
236 // virtual width/height, which is the size the next effect (if any)
237 // will _think_ your data is in. This is primarily useful if you are
238 // relying on getting OpenGL's bilinear resizing for free; otherwise,
239 // your virtual_width/virtual_height should be the same as width/height.
241 // Note that it is explicitly allowed to change width and height
242 // from frame to frame; EffectChain will reallocate textures as needed.
243 virtual void get_output_size(unsigned *width, unsigned *height,
244 unsigned *virtual_width, unsigned *virtual_height) const {
248 // Whether this effect uses a compute shader instead of a regular fragment shader.
249 // Compute shaders are more flexible in that they can have multiple outputs
250 // for each invocation and also communicate between instances (by using shared
251 // memory within each group), but are not universally supported. The typical
252 // pattern would be to check movit_compute_shaders_supported and rewrite the
253 // graph to use a compute shader effect instead of a regular effect if it is
254 // available, in order to get better performance. Since compute shaders can reuse
255 // loads (again typically through shared memory), using needs_texture_bounce()
256 // is usually not needed, although it is allowed; the best candidates for compute
257 // shaders are typically those that sample many times from their input
258 // but can reuse those loads across neighboring instances.
260 // Compute shaders commonly work with unnormalized texture coordinates
261 // (where coordinates are integers [0..W) and [0..H)), whereas the rest
262 // of Movit, including any inputs you may want to sample from, works
263 // with normalized coordinates ([0..1)). Movit gives you uniforms
264 // PREFIX(inv_output_size) and PREFIX(output_texcoord_adjust) that you
265 // can use to transform unnormalized to normalized, as well as a macro
266 // NORMALIZE_TEXTURE_COORDS(vec2) that does it for you.
268 // Since compute shaders have flexible output, it is difficult to chain other
269 // effects after them in the same phase, and thus, they will always be last.
270 // (This limitation may be lifted for the special case of one-to-one effects
271 // in the future.) Furthermore, they cannot write to the framebuffer, just to
272 // textures, so Movit may have to insert an extra phase just to do the output
273 // from a texture to the screen in some cases. However, this is transparent
274 // to both the effect and the user.
275 virtual bool is_compute_shader() const { return false; }
277 // For a compute shader (see the previous member function), what dimensions
278 // it should be invoked over. Called every frame, before uniforms are set
279 // (so you are allowed to update uniforms based from this call).
280 virtual void get_compute_dimensions(unsigned output_width, unsigned output_height,
281 unsigned *x, unsigned *y, unsigned *z) const {
287 // Tells the effect the resolution of each of its input.
288 // This will be called every frame, and always before get_output_size(),
289 // so you can change your output size based on the input if so desired.
291 // Note that in some cases, an input might not have a single well-defined
292 // resolution (for instance if you fade between two inputs with
293 // different resolutions). In this case, you will get width=0 and height=0
294 // for that input. If you cannot handle that, you will need to set
295 // needs_texture_bounce() to true, which will force a render to a single
296 // given resolution before you get the input.
297 virtual void inform_input_size(unsigned input_num, unsigned width, unsigned height) {}
299 // How many inputs this effect will take (a fixed number).
300 // If you have only one input, it will be called INPUT() in GLSL;
301 // if you have several, they will be INPUT1(), INPUT2(), and so on.
302 virtual unsigned num_inputs() const { return 1; }
304 // Inform the effect that it has been just added to the EffectChain.
305 // The primary use for this is to store the ResourcePool uesd by
306 // the chain; for modifications to it, rewrite_graph() below
307 // is probably a better fit.
308 virtual void inform_added(EffectChain *chain) {}
310 // Let the effect rewrite the effect chain as it sees fit.
311 // Most effects won't need to do this, but this is very useful
312 // if you have an effect that consists of multiple sub-effects
313 // (for instance, two passes). The effect is given to its own
314 // pointer, and it can add new ones (by using add_node()
315 // and connect_node()) as it sees fit. This is called at
316 // EffectChain::finalize() time, when the entire graph is known,
317 // in the order that the effects were originally added.
319 // Note that if the effect wants to take itself entirely out
320 // of the chain, it must set “disabled” to true and then disconnect
321 // itself from all other effects.
322 virtual void rewrite_graph(EffectChain *graph, Node *self) {}
324 // Returns the GLSL fragment shader string for this effect.
325 virtual std::string output_fragment_shader() = 0;
327 // Set all OpenGL state that this effect needs before rendering.
328 // The default implementation sets one uniform per registered parameter,
329 // but no other state.
331 // <sampler_num> is the first free texture sampler. If you want to use
332 // textures, you can bind a texture to GL_TEXTURE0 + <sampler_num>,
333 // and then increment the number (so that the next effect in the chain
334 // will use a different sampler).
335 virtual void set_gl_state(GLuint glsl_program_num, const std::string& prefix, unsigned *sampler_num);
337 // If you set any special OpenGL state in set_gl_state(), you can clear it
338 // after rendering here. The default implementation does nothing.
339 virtual void clear_gl_state();
341 // Set a parameter; intended to be called from user code.
342 // Neither of these take ownership of the pointer.
343 virtual bool set_int(const std::string&, int value) MUST_CHECK_RESULT;
344 virtual bool set_float(const std::string &key, float value) MUST_CHECK_RESULT;
345 virtual bool set_vec2(const std::string &key, const float *values) MUST_CHECK_RESULT;
346 virtual bool set_vec3(const std::string &key, const float *values) MUST_CHECK_RESULT;
347 virtual bool set_vec4(const std::string &key, const float *values) MUST_CHECK_RESULT;
350 // Register a parameter. Whenever set_*() is called with the same key,
351 // it will update the value in the given pointer (typically a pointer
352 // to some private member variable in your effect). It will also
353 // register a uniform of the same name (plus an arbitrary prefix
354 // which you can access using the PREFIX macro) that you can access.
356 // Neither of these take ownership of the pointer.
358 // These correspond directly to int/float/vec2/vec3/vec4 in GLSL.
359 void register_int(const std::string &key, int *value);
360 void register_float(const std::string &key, float *value);
361 void register_vec2(const std::string &key, float *values);
362 void register_vec3(const std::string &key, float *values);
363 void register_vec4(const std::string &key, float *values);
365 // Register uniforms, such that they will automatically be set
366 // before the shader runs. This is more efficient than set_uniform_*
367 // in effect_util.h, because it doesn't need to do name lookups
368 // every time. Also, in the future, it will use uniform buffer objects
369 // (UBOs) if available to reduce the number of calls into the driver.
371 // May not be called after output_fragment_shader() has returned.
372 // The pointer must be valid for the entire lifetime of the Effect,
373 // since the value is pulled from it each execution. The value is
374 // guaranteed to be read after set_gl_state() for the effect has
375 // returned, so you can safely update its value from there.
377 // Note that this will also declare the uniform in the shader for you,
378 // so you should not do that yourself. (This is so it can be part of
379 // the right uniform block.) However, it is probably a good idea to
380 // have a commented-out declaration so that it is easier to see the
381 // type and thus understand the shader on its own.
383 // Calling register_* will automatically imply register_uniform_*,
384 // except for register_int as noted above.
385 void register_uniform_sampler2d(const std::string &key, const int *value);
386 void register_uniform_bool(const std::string &key, const bool *value);
387 void register_uniform_int(const std::string &key, const int *value); // Note: Requires GLSL 1.30 or newer.
388 void register_uniform_float(const std::string &key, const float *value);
389 void register_uniform_vec2(const std::string &key, const float *values);
390 void register_uniform_vec3(const std::string &key, const float *values);
391 void register_uniform_vec4(const std::string &key, const float *values);
392 void register_uniform_float_array(const std::string &key, const float *values, size_t num_values);
393 void register_uniform_vec2_array(const std::string &key, const float *values, size_t num_values);
394 void register_uniform_vec3_array(const std::string &key, const float *values, size_t num_values);
395 void register_uniform_vec4_array(const std::string &key, const float *values, size_t num_values);
396 void register_uniform_mat3(const std::string &key, const Eigen::Matrix3d *matrix);
399 std::map<std::string, int *> params_int;
400 std::map<std::string, float *> params_float;
401 std::map<std::string, float *> params_vec2;
402 std::map<std::string, float *> params_vec3;
403 std::map<std::string, float *> params_vec4;
405 // Picked out by EffectChain during finalization.
406 std::vector<Uniform<int>> uniforms_image2d;
407 std::vector<Uniform<int>> uniforms_sampler2d;
408 std::vector<Uniform<bool>> uniforms_bool;
409 std::vector<Uniform<int>> uniforms_int;
410 std::vector<Uniform<float>> uniforms_float;
411 std::vector<Uniform<float>> uniforms_vec2;
412 std::vector<Uniform<float>> uniforms_vec3;
413 std::vector<Uniform<float>> uniforms_vec4;
414 std::vector<Uniform<float>> uniforms_float_array;
415 std::vector<Uniform<float>> uniforms_vec2_array;
416 std::vector<Uniform<float>> uniforms_vec3_array;
417 std::vector<Uniform<float>> uniforms_vec4_array;
418 std::vector<Uniform<Eigen::Matrix3d>> uniforms_mat3;
419 friend class EffectChain;
424 #endif // !defined(_MOVIT_EFFECT_H)