1 #define GL_GLEXT_PROTOTYPES 1
17 #include "alpha_division_effect.h"
18 #include "alpha_multiplication_effect.h"
19 #include "colorspace_conversion_effect.h"
20 #include "dither_effect.h"
22 #include "effect_chain.h"
23 #include "gamma_compression_effect.h"
24 #include "gamma_expansion_effect.h"
27 #include "resource_pool.h"
34 EffectChain::EffectChain(float aspect_nom, float aspect_denom, ResourcePool *resource_pool)
35 : aspect_nom(aspect_nom),
36 aspect_denom(aspect_denom),
40 resource_pool(resource_pool) {
41 if (resource_pool == NULL) {
42 this->resource_pool = new ResourcePool();
43 owns_resource_pool = true;
45 owns_resource_pool = false;
49 EffectChain::~EffectChain()
51 for (unsigned i = 0; i < nodes.size(); ++i) {
52 delete nodes[i]->effect;
55 for (unsigned i = 0; i < phases.size(); ++i) {
56 resource_pool->release_glsl_program(phases[i]->glsl_program_num);
59 if (owns_resource_pool) {
64 Input *EffectChain::add_input(Input *input)
67 inputs.push_back(input);
72 void EffectChain::add_output(const ImageFormat &format, OutputAlphaFormat alpha_format)
75 output_format = format;
76 output_alpha_format = alpha_format;
79 Node *EffectChain::add_node(Effect *effect)
81 for (unsigned i = 0; i < nodes.size(); ++i) {
82 assert(nodes[i]->effect != effect);
85 Node *node = new Node;
86 node->effect = effect;
87 node->disabled = false;
88 node->output_color_space = COLORSPACE_INVALID;
89 node->output_gamma_curve = GAMMA_INVALID;
90 node->output_alpha_type = ALPHA_INVALID;
92 nodes.push_back(node);
93 node_map[effect] = node;
94 effect->inform_added(this);
98 void EffectChain::connect_nodes(Node *sender, Node *receiver)
100 sender->outgoing_links.push_back(receiver);
101 receiver->incoming_links.push_back(sender);
104 void EffectChain::replace_receiver(Node *old_receiver, Node *new_receiver)
106 new_receiver->incoming_links = old_receiver->incoming_links;
107 old_receiver->incoming_links.clear();
109 for (unsigned i = 0; i < new_receiver->incoming_links.size(); ++i) {
110 Node *sender = new_receiver->incoming_links[i];
111 for (unsigned j = 0; j < sender->outgoing_links.size(); ++j) {
112 if (sender->outgoing_links[j] == old_receiver) {
113 sender->outgoing_links[j] = new_receiver;
119 void EffectChain::replace_sender(Node *old_sender, Node *new_sender)
121 new_sender->outgoing_links = old_sender->outgoing_links;
122 old_sender->outgoing_links.clear();
124 for (unsigned i = 0; i < new_sender->outgoing_links.size(); ++i) {
125 Node *receiver = new_sender->outgoing_links[i];
126 for (unsigned j = 0; j < receiver->incoming_links.size(); ++j) {
127 if (receiver->incoming_links[j] == old_sender) {
128 receiver->incoming_links[j] = new_sender;
134 void EffectChain::insert_node_between(Node *sender, Node *middle, Node *receiver)
136 for (unsigned i = 0; i < sender->outgoing_links.size(); ++i) {
137 if (sender->outgoing_links[i] == receiver) {
138 sender->outgoing_links[i] = middle;
139 middle->incoming_links.push_back(sender);
142 for (unsigned i = 0; i < receiver->incoming_links.size(); ++i) {
143 if (receiver->incoming_links[i] == sender) {
144 receiver->incoming_links[i] = middle;
145 middle->outgoing_links.push_back(receiver);
149 assert(middle->incoming_links.size() == middle->effect->num_inputs());
152 void EffectChain::find_all_nonlinear_inputs(Node *node, vector<Node *> *nonlinear_inputs)
154 if (node->output_gamma_curve == GAMMA_LINEAR &&
155 node->effect->effect_type_id() != "GammaCompressionEffect") {
158 if (node->effect->num_inputs() == 0) {
159 nonlinear_inputs->push_back(node);
161 assert(node->effect->num_inputs() == node->incoming_links.size());
162 for (unsigned i = 0; i < node->incoming_links.size(); ++i) {
163 find_all_nonlinear_inputs(node->incoming_links[i], nonlinear_inputs);
168 Effect *EffectChain::add_effect(Effect *effect, const vector<Effect *> &inputs)
171 assert(inputs.size() == effect->num_inputs());
172 Node *node = add_node(effect);
173 for (unsigned i = 0; i < inputs.size(); ++i) {
174 assert(node_map.count(inputs[i]) != 0);
175 connect_nodes(node_map[inputs[i]], node);
180 // GLSL pre-1.30 doesn't support token pasting. Replace PREFIX(x) with <effect_id>_x.
181 string replace_prefix(const string &text, const string &prefix)
186 while (start < text.size()) {
187 size_t pos = text.find("PREFIX(", start);
188 if (pos == string::npos) {
189 output.append(text.substr(start, string::npos));
193 output.append(text.substr(start, pos - start));
194 output.append(prefix);
197 pos += strlen("PREFIX(");
199 // Output stuff until we find the matching ), which we then eat.
201 size_t end_arg_pos = pos;
202 while (end_arg_pos < text.size()) {
203 if (text[end_arg_pos] == '(') {
205 } else if (text[end_arg_pos] == ')') {
213 output.append(text.substr(pos, end_arg_pos - pos));
221 Phase *EffectChain::compile_glsl_program(
222 const vector<Node *> &inputs,
223 const vector<Node *> &effects)
225 Phase *phase = new Phase;
226 assert(!effects.empty());
228 // Deduplicate the inputs.
229 vector<Node *> true_inputs = inputs;
230 sort(true_inputs.begin(), true_inputs.end());
231 true_inputs.erase(unique(true_inputs.begin(), true_inputs.end()), true_inputs.end());
233 bool input_needs_mipmaps = false;
234 string frag_shader = read_file("header.frag");
236 // Create functions for all the texture inputs that we need.
237 for (unsigned i = 0; i < true_inputs.size(); ++i) {
238 Node *input = true_inputs[i];
240 sprintf(effect_id, "in%u", i);
241 phase->effect_ids.insert(make_pair(input, effect_id));
243 frag_shader += string("uniform sampler2D tex_") + effect_id + ";\n";
244 frag_shader += string("vec4 ") + effect_id + "(vec2 tc) {\n";
245 frag_shader += "\treturn texture2D(tex_" + string(effect_id) + ", tc);\n";
246 frag_shader += "}\n";
250 vector<Node *> sorted_effects = topological_sort(effects);
252 for (unsigned i = 0; i < sorted_effects.size(); ++i) {
253 Node *node = sorted_effects[i];
255 sprintf(effect_id, "eff%u", i);
256 phase->effect_ids.insert(make_pair(node, effect_id));
258 if (node->incoming_links.size() == 1) {
259 frag_shader += string("#define INPUT ") + phase->effect_ids[node->incoming_links[0]] + "\n";
261 for (unsigned j = 0; j < node->incoming_links.size(); ++j) {
263 sprintf(buf, "#define INPUT%d %s\n", j + 1, phase->effect_ids[node->incoming_links[j]].c_str());
269 frag_shader += string("#define FUNCNAME ") + effect_id + "\n";
270 frag_shader += replace_prefix(node->effect->output_convenience_uniforms(), effect_id);
271 frag_shader += replace_prefix(node->effect->output_fragment_shader(), effect_id);
272 frag_shader += "#undef PREFIX\n";
273 frag_shader += "#undef FUNCNAME\n";
274 if (node->incoming_links.size() == 1) {
275 frag_shader += "#undef INPUT\n";
277 for (unsigned j = 0; j < node->incoming_links.size(); ++j) {
279 sprintf(buf, "#undef INPUT%d\n", j + 1);
285 input_needs_mipmaps |= node->effect->needs_mipmaps();
287 for (unsigned i = 0; i < sorted_effects.size(); ++i) {
288 Node *node = sorted_effects[i];
289 if (node->effect->num_inputs() == 0) {
290 CHECK(node->effect->set_int("needs_mipmaps", input_needs_mipmaps));
293 frag_shader += string("#define INPUT ") + phase->effect_ids[sorted_effects.back()] + "\n";
294 frag_shader.append(read_file("footer.frag"));
296 phase->glsl_program_num = resource_pool->compile_glsl_program(read_file("vs.vert"), frag_shader);
297 phase->input_needs_mipmaps = input_needs_mipmaps;
298 phase->inputs = true_inputs;
299 phase->effects = sorted_effects;
304 // Construct GLSL programs, starting at the given effect and following
305 // the chain from there. We end a program every time we come to an effect
306 // marked as "needs texture bounce", one that is used by multiple other
307 // effects, every time an effect wants to change the output size,
308 // and of course at the end.
310 // We follow a quite simple depth-first search from the output, although
311 // without any explicit recursion.
312 void EffectChain::construct_glsl_programs(Node *output)
314 // Which effects have already been completed?
315 // We need to keep track of it, as an effect with multiple outputs
316 // could otherwise be calculated multiple times.
317 set<Node *> completed_effects;
319 // Effects in the current phase, as well as inputs (outputs from other phases
320 // that we depend on). Note that since we start iterating from the end,
321 // the effect list will be in the reverse order.
322 vector<Node *> this_phase_inputs;
323 vector<Node *> this_phase_effects;
325 // Effects that we have yet to calculate, but that we know should
326 // be in the current phase.
327 stack<Node *> effects_todo_this_phase;
329 // Effects that we have yet to calculate, but that come from other phases.
330 // We delay these until we have this phase done in its entirety,
331 // at which point we pick any of them and start a new phase from that.
332 stack<Node *> effects_todo_other_phases;
334 effects_todo_this_phase.push(output);
336 for ( ;; ) { // Termination condition within loop.
337 if (!effects_todo_this_phase.empty()) {
338 // OK, we have more to do this phase.
339 Node *node = effects_todo_this_phase.top();
340 effects_todo_this_phase.pop();
342 // This should currently only happen for effects that are inputs
343 // (either true inputs or phase outputs). We special-case inputs,
344 // and then deduplicate phase outputs in compile_glsl_program().
345 if (node->effect->num_inputs() == 0) {
346 if (find(this_phase_effects.begin(), this_phase_effects.end(), node) != this_phase_effects.end()) {
350 assert(completed_effects.count(node) == 0);
353 this_phase_effects.push_back(node);
354 completed_effects.insert(node);
356 // Find all the dependencies of this effect, and add them to the stack.
357 vector<Node *> deps = node->incoming_links;
358 assert(node->effect->num_inputs() == deps.size());
359 for (unsigned i = 0; i < deps.size(); ++i) {
360 bool start_new_phase = false;
362 if (node->effect->needs_texture_bounce() &&
363 !deps[i]->effect->is_single_texture()) {
364 start_new_phase = true;
367 if (deps[i]->outgoing_links.size() > 1) {
368 if (!deps[i]->effect->is_single_texture()) {
369 // More than one effect uses this as the input,
370 // and it is not a texture itself.
371 // The easiest thing to do (and probably also the safest
372 // performance-wise in most cases) is to bounce it to a texture
373 // and then let the next passes read from that.
374 start_new_phase = true;
376 assert(deps[i]->effect->num_inputs() == 0);
378 // For textures, we try to be slightly more clever;
379 // if none of our outputs need a bounce, we don't bounce
380 // but instead simply use the effect many times.
382 // Strictly speaking, we could bounce it for some outputs
383 // and use it directly for others, but the processing becomes
384 // somewhat simpler if the effect is only used in one such way.
385 for (unsigned j = 0; j < deps[i]->outgoing_links.size(); ++j) {
386 Node *rdep = deps[i]->outgoing_links[j];
387 start_new_phase |= rdep->effect->needs_texture_bounce();
392 if (deps[i]->effect->changes_output_size()) {
393 start_new_phase = true;
396 if (start_new_phase) {
397 effects_todo_other_phases.push(deps[i]);
398 this_phase_inputs.push_back(deps[i]);
400 effects_todo_this_phase.push(deps[i]);
406 // No more effects to do this phase. Take all the ones we have,
407 // and create a GLSL program for it.
408 if (!this_phase_effects.empty()) {
409 reverse(this_phase_effects.begin(), this_phase_effects.end());
410 phases.push_back(compile_glsl_program(this_phase_inputs, this_phase_effects));
411 this_phase_effects.back()->phase = phases.back();
412 this_phase_inputs.clear();
413 this_phase_effects.clear();
415 assert(this_phase_inputs.empty());
416 assert(this_phase_effects.empty());
418 // If we have no effects left, exit.
419 if (effects_todo_other_phases.empty()) {
423 Node *node = effects_todo_other_phases.top();
424 effects_todo_other_phases.pop();
426 if (completed_effects.count(node) == 0) {
427 // Start a new phase, calculating from this effect.
428 effects_todo_this_phase.push(node);
432 // Finally, since the phases are found from the output but must be executed
433 // from the input(s), reverse them, too.
434 reverse(phases.begin(), phases.end());
437 void EffectChain::output_dot(const char *filename)
439 if (movit_debug_level != MOVIT_DEBUG_ON) {
443 FILE *fp = fopen(filename, "w");
449 fprintf(fp, "digraph G {\n");
450 fprintf(fp, " output [shape=box label=\"(output)\"];\n");
451 for (unsigned i = 0; i < nodes.size(); ++i) {
452 // Find out which phase this event belongs to.
453 vector<int> in_phases;
454 for (unsigned j = 0; j < phases.size(); ++j) {
455 const Phase* p = phases[j];
456 if (find(p->effects.begin(), p->effects.end(), nodes[i]) != p->effects.end()) {
457 in_phases.push_back(j);
461 if (in_phases.empty()) {
462 fprintf(fp, " n%ld [label=\"%s\"];\n", (long)nodes[i], nodes[i]->effect->effect_type_id().c_str());
463 } else if (in_phases.size() == 1) {
464 fprintf(fp, " n%ld [label=\"%s\" style=\"filled\" fillcolor=\"/accent8/%d\"];\n",
465 (long)nodes[i], nodes[i]->effect->effect_type_id().c_str(),
466 (in_phases[0] % 8) + 1);
468 // If we had new enough Graphviz, style="wedged" would probably be ideal here.
470 fprintf(fp, " n%ld [label=\"%s [in multiple phases]\" style=\"filled\" fillcolor=\"/accent8/%d\"];\n",
471 (long)nodes[i], nodes[i]->effect->effect_type_id().c_str(),
472 (in_phases[0] % 8) + 1);
475 char from_node_id[256];
476 snprintf(from_node_id, 256, "n%ld", (long)nodes[i]);
478 for (unsigned j = 0; j < nodes[i]->outgoing_links.size(); ++j) {
479 char to_node_id[256];
480 snprintf(to_node_id, 256, "n%ld", (long)nodes[i]->outgoing_links[j]);
482 vector<string> labels = get_labels_for_edge(nodes[i], nodes[i]->outgoing_links[j]);
483 output_dot_edge(fp, from_node_id, to_node_id, labels);
486 if (nodes[i]->outgoing_links.empty() && !nodes[i]->disabled) {
488 vector<string> labels = get_labels_for_edge(nodes[i], NULL);
489 output_dot_edge(fp, from_node_id, "output", labels);
497 vector<string> EffectChain::get_labels_for_edge(const Node *from, const Node *to)
499 vector<string> labels;
501 if (to != NULL && to->effect->needs_texture_bounce()) {
502 labels.push_back("needs_bounce");
504 if (from->effect->changes_output_size()) {
505 labels.push_back("resize");
508 switch (from->output_color_space) {
509 case COLORSPACE_INVALID:
510 labels.push_back("spc[invalid]");
512 case COLORSPACE_REC_601_525:
513 labels.push_back("spc[rec601-525]");
515 case COLORSPACE_REC_601_625:
516 labels.push_back("spc[rec601-625]");
522 switch (from->output_gamma_curve) {
524 labels.push_back("gamma[invalid]");
527 labels.push_back("gamma[sRGB]");
529 case GAMMA_REC_601: // and GAMMA_REC_709
530 labels.push_back("gamma[rec601/709]");
536 switch (from->output_alpha_type) {
538 labels.push_back("alpha[invalid]");
541 labels.push_back("alpha[blank]");
543 case ALPHA_POSTMULTIPLIED:
544 labels.push_back("alpha[postmult]");
553 void EffectChain::output_dot_edge(FILE *fp,
554 const string &from_node_id,
555 const string &to_node_id,
556 const vector<string> &labels)
558 if (labels.empty()) {
559 fprintf(fp, " %s -> %s;\n", from_node_id.c_str(), to_node_id.c_str());
561 string label = labels[0];
562 for (unsigned k = 1; k < labels.size(); ++k) {
563 label += ", " + labels[k];
565 fprintf(fp, " %s -> %s [label=\"%s\"];\n", from_node_id.c_str(), to_node_id.c_str(), label.c_str());
569 void EffectChain::size_rectangle_to_fit(unsigned width, unsigned height, unsigned *output_width, unsigned *output_height)
571 unsigned scaled_width, scaled_height;
573 if (float(width) * aspect_denom >= float(height) * aspect_nom) {
574 // Same aspect, or W/H > aspect (image is wider than the frame).
575 // In either case, keep width, and adjust height.
576 scaled_width = width;
577 scaled_height = lrintf(width * aspect_denom / aspect_nom);
579 // W/H < aspect (image is taller than the frame), so keep height,
581 scaled_width = lrintf(height * aspect_nom / aspect_denom);
582 scaled_height = height;
585 // We should be consistently larger or smaller then the existing choice,
586 // since we have the same aspect.
587 assert(!(scaled_width < *output_width && scaled_height > *output_height));
588 assert(!(scaled_height < *output_height && scaled_width > *output_width));
590 if (scaled_width >= *output_width && scaled_height >= *output_height) {
591 *output_width = scaled_width;
592 *output_height = scaled_height;
596 // Propagate input texture sizes throughout, and inform effects downstream.
597 // (Like a lot of other code, we depend on effects being in topological order.)
598 void EffectChain::inform_input_sizes(Phase *phase)
600 // All effects that have a defined size (inputs and RTT inputs)
601 // get that. Reset all others.
602 for (unsigned i = 0; i < phase->effects.size(); ++i) {
603 Node *node = phase->effects[i];
604 if (node->effect->num_inputs() == 0) {
605 Input *input = static_cast<Input *>(node->effect);
606 node->output_width = input->get_width();
607 node->output_height = input->get_height();
608 assert(node->output_width != 0);
609 assert(node->output_height != 0);
611 node->output_width = node->output_height = 0;
614 for (unsigned i = 0; i < phase->inputs.size(); ++i) {
615 Node *input = phase->inputs[i];
616 input->output_width = input->phase->virtual_output_width;
617 input->output_height = input->phase->virtual_output_height;
618 assert(input->output_width != 0);
619 assert(input->output_height != 0);
622 // Now propagate from the inputs towards the end, and inform as we go.
623 // The rules are simple:
625 // 1. Don't touch effects that already have given sizes (ie., inputs).
626 // 2. If all of your inputs have the same size, that will be your output size.
627 // 3. Otherwise, your output size is 0x0.
628 for (unsigned i = 0; i < phase->effects.size(); ++i) {
629 Node *node = phase->effects[i];
630 if (node->effect->num_inputs() == 0) {
633 unsigned this_output_width = 0;
634 unsigned this_output_height = 0;
635 for (unsigned j = 0; j < node->incoming_links.size(); ++j) {
636 Node *input = node->incoming_links[j];
637 node->effect->inform_input_size(j, input->output_width, input->output_height);
639 this_output_width = input->output_width;
640 this_output_height = input->output_height;
641 } else if (input->output_width != this_output_width || input->output_height != this_output_height) {
643 this_output_width = 0;
644 this_output_height = 0;
647 node->output_width = this_output_width;
648 node->output_height = this_output_height;
652 // Note: You should call inform_input_sizes() before this, as the last effect's
653 // desired output size might change based on the inputs.
654 void EffectChain::find_output_size(Phase *phase)
656 Node *output_node = phase->effects.back();
658 // If the last effect explicitly sets an output size, use that.
659 if (output_node->effect->changes_output_size()) {
660 output_node->effect->get_output_size(&phase->output_width, &phase->output_height,
661 &phase->virtual_output_width, &phase->virtual_output_height);
665 // If all effects have the same size, use that.
666 unsigned output_width = 0, output_height = 0;
667 bool all_inputs_same_size = true;
669 for (unsigned i = 0; i < phase->inputs.size(); ++i) {
670 Node *input = phase->inputs[i];
671 assert(input->phase->output_width != 0);
672 assert(input->phase->output_height != 0);
673 if (output_width == 0 && output_height == 0) {
674 output_width = input->phase->virtual_output_width;
675 output_height = input->phase->virtual_output_height;
676 } else if (output_width != input->phase->virtual_output_width ||
677 output_height != input->phase->virtual_output_height) {
678 all_inputs_same_size = false;
681 for (unsigned i = 0; i < phase->effects.size(); ++i) {
682 Effect *effect = phase->effects[i]->effect;
683 if (effect->num_inputs() != 0) {
687 Input *input = static_cast<Input *>(effect);
688 if (output_width == 0 && output_height == 0) {
689 output_width = input->get_width();
690 output_height = input->get_height();
691 } else if (output_width != input->get_width() ||
692 output_height != input->get_height()) {
693 all_inputs_same_size = false;
697 if (all_inputs_same_size) {
698 assert(output_width != 0);
699 assert(output_height != 0);
700 phase->virtual_output_width = phase->output_width = output_width;
701 phase->virtual_output_height = phase->output_height = output_height;
705 // If not, fit all the inputs into the current aspect, and select the largest one.
708 for (unsigned i = 0; i < phase->inputs.size(); ++i) {
709 Node *input = phase->inputs[i];
710 assert(input->phase->output_width != 0);
711 assert(input->phase->output_height != 0);
712 size_rectangle_to_fit(input->phase->output_width, input->phase->output_height, &output_width, &output_height);
714 for (unsigned i = 0; i < phase->effects.size(); ++i) {
715 Effect *effect = phase->effects[i]->effect;
716 if (effect->num_inputs() != 0) {
720 Input *input = static_cast<Input *>(effect);
721 size_rectangle_to_fit(input->get_width(), input->get_height(), &output_width, &output_height);
723 assert(output_width != 0);
724 assert(output_height != 0);
725 phase->virtual_output_width = phase->output_width = output_width;
726 phase->virtual_output_height = phase->output_height = output_height;
729 void EffectChain::sort_all_nodes_topologically()
731 nodes = topological_sort(nodes);
734 vector<Node *> EffectChain::topological_sort(const vector<Node *> &nodes)
736 set<Node *> nodes_left_to_visit(nodes.begin(), nodes.end());
737 vector<Node *> sorted_list;
738 for (unsigned i = 0; i < nodes.size(); ++i) {
739 topological_sort_visit_node(nodes[i], &nodes_left_to_visit, &sorted_list);
741 reverse(sorted_list.begin(), sorted_list.end());
745 void EffectChain::topological_sort_visit_node(Node *node, set<Node *> *nodes_left_to_visit, vector<Node *> *sorted_list)
747 if (nodes_left_to_visit->count(node) == 0) {
750 nodes_left_to_visit->erase(node);
751 for (unsigned i = 0; i < node->outgoing_links.size(); ++i) {
752 topological_sort_visit_node(node->outgoing_links[i], nodes_left_to_visit, sorted_list);
754 sorted_list->push_back(node);
757 void EffectChain::find_color_spaces_for_inputs()
759 for (unsigned i = 0; i < nodes.size(); ++i) {
760 Node *node = nodes[i];
761 if (node->disabled) {
764 if (node->incoming_links.size() == 0) {
765 Input *input = static_cast<Input *>(node->effect);
766 node->output_color_space = input->get_color_space();
767 node->output_gamma_curve = input->get_gamma_curve();
769 Effect::AlphaHandling alpha_handling = input->alpha_handling();
770 switch (alpha_handling) {
771 case Effect::OUTPUT_BLANK_ALPHA:
772 node->output_alpha_type = ALPHA_BLANK;
774 case Effect::INPUT_AND_OUTPUT_PREMULTIPLIED_ALPHA:
775 node->output_alpha_type = ALPHA_PREMULTIPLIED;
777 case Effect::OUTPUT_POSTMULTIPLIED_ALPHA:
778 node->output_alpha_type = ALPHA_POSTMULTIPLIED;
780 case Effect::INPUT_PREMULTIPLIED_ALPHA_KEEP_BLANK:
781 case Effect::DONT_CARE_ALPHA_TYPE:
786 if (node->output_alpha_type == ALPHA_PREMULTIPLIED) {
787 assert(node->output_gamma_curve == GAMMA_LINEAR);
793 // Propagate gamma and color space information as far as we can in the graph.
794 // The rules are simple: Anything where all the inputs agree, get that as
795 // output as well. Anything else keeps having *_INVALID.
796 void EffectChain::propagate_gamma_and_color_space()
798 // We depend on going through the nodes in order.
799 sort_all_nodes_topologically();
801 for (unsigned i = 0; i < nodes.size(); ++i) {
802 Node *node = nodes[i];
803 if (node->disabled) {
806 assert(node->incoming_links.size() == node->effect->num_inputs());
807 if (node->incoming_links.size() == 0) {
808 assert(node->output_color_space != COLORSPACE_INVALID);
809 assert(node->output_gamma_curve != GAMMA_INVALID);
813 Colorspace color_space = node->incoming_links[0]->output_color_space;
814 GammaCurve gamma_curve = node->incoming_links[0]->output_gamma_curve;
815 for (unsigned j = 1; j < node->incoming_links.size(); ++j) {
816 if (node->incoming_links[j]->output_color_space != color_space) {
817 color_space = COLORSPACE_INVALID;
819 if (node->incoming_links[j]->output_gamma_curve != gamma_curve) {
820 gamma_curve = GAMMA_INVALID;
824 // The conversion effects already have their outputs set correctly,
825 // so leave them alone.
826 if (node->effect->effect_type_id() != "ColorspaceConversionEffect") {
827 node->output_color_space = color_space;
829 if (node->effect->effect_type_id() != "GammaCompressionEffect" &&
830 node->effect->effect_type_id() != "GammaExpansionEffect") {
831 node->output_gamma_curve = gamma_curve;
836 // Propagate alpha information as far as we can in the graph.
837 // Similar to propagate_gamma_and_color_space().
838 void EffectChain::propagate_alpha()
840 // We depend on going through the nodes in order.
841 sort_all_nodes_topologically();
843 for (unsigned i = 0; i < nodes.size(); ++i) {
844 Node *node = nodes[i];
845 if (node->disabled) {
848 assert(node->incoming_links.size() == node->effect->num_inputs());
849 if (node->incoming_links.size() == 0) {
850 assert(node->output_alpha_type != ALPHA_INVALID);
854 // The alpha multiplication/division effects are special cases.
855 if (node->effect->effect_type_id() == "AlphaMultiplicationEffect") {
856 assert(node->incoming_links.size() == 1);
857 assert(node->incoming_links[0]->output_alpha_type == ALPHA_POSTMULTIPLIED);
858 node->output_alpha_type = ALPHA_PREMULTIPLIED;
861 if (node->effect->effect_type_id() == "AlphaDivisionEffect") {
862 assert(node->incoming_links.size() == 1);
863 assert(node->incoming_links[0]->output_alpha_type == ALPHA_PREMULTIPLIED);
864 node->output_alpha_type = ALPHA_POSTMULTIPLIED;
868 // GammaCompressionEffect and GammaExpansionEffect are also a special case,
869 // because they are the only one that _need_ postmultiplied alpha.
870 if (node->effect->effect_type_id() == "GammaCompressionEffect" ||
871 node->effect->effect_type_id() == "GammaExpansionEffect") {
872 assert(node->incoming_links.size() == 1);
873 if (node->incoming_links[0]->output_alpha_type == ALPHA_BLANK) {
874 node->output_alpha_type = ALPHA_BLANK;
875 } else if (node->incoming_links[0]->output_alpha_type == ALPHA_POSTMULTIPLIED) {
876 node->output_alpha_type = ALPHA_POSTMULTIPLIED;
878 node->output_alpha_type = ALPHA_INVALID;
883 // Only inputs can have unconditional alpha output (OUTPUT_BLANK_ALPHA
884 // or OUTPUT_POSTMULTIPLIED_ALPHA), and they have already been
885 // taken care of above. Rationale: Even if you could imagine
886 // e.g. an effect that took in an image and set alpha=1.0
887 // unconditionally, it wouldn't make any sense to have it as
888 // e.g. OUTPUT_BLANK_ALPHA, since it wouldn't know whether it
889 // got its input pre- or postmultiplied, so it wouldn't know
890 // whether to divide away the old alpha or not.
891 Effect::AlphaHandling alpha_handling = node->effect->alpha_handling();
892 assert(alpha_handling == Effect::INPUT_AND_OUTPUT_PREMULTIPLIED_ALPHA ||
893 alpha_handling == Effect::INPUT_PREMULTIPLIED_ALPHA_KEEP_BLANK ||
894 alpha_handling == Effect::DONT_CARE_ALPHA_TYPE);
896 // If the node has multiple inputs, check that they are all valid and
898 bool any_invalid = false;
899 bool any_premultiplied = false;
900 bool any_postmultiplied = false;
902 for (unsigned j = 0; j < node->incoming_links.size(); ++j) {
903 switch (node->incoming_links[j]->output_alpha_type) {
908 // Blank is good as both pre- and postmultiplied alpha,
909 // so just ignore it.
911 case ALPHA_PREMULTIPLIED:
912 any_premultiplied = true;
914 case ALPHA_POSTMULTIPLIED:
915 any_postmultiplied = true;
923 node->output_alpha_type = ALPHA_INVALID;
927 // Inputs must be of the same type.
928 if (any_premultiplied && any_postmultiplied) {
929 node->output_alpha_type = ALPHA_INVALID;
933 if (alpha_handling == Effect::INPUT_AND_OUTPUT_PREMULTIPLIED_ALPHA ||
934 alpha_handling == Effect::INPUT_PREMULTIPLIED_ALPHA_KEEP_BLANK) {
935 // If the effect has asked for premultiplied alpha, check that it has got it.
936 if (any_postmultiplied) {
937 node->output_alpha_type = ALPHA_INVALID;
938 } else if (!any_premultiplied &&
939 alpha_handling == Effect::INPUT_PREMULTIPLIED_ALPHA_KEEP_BLANK) {
940 // Blank input alpha, and the effect preserves blank alpha.
941 node->output_alpha_type = ALPHA_BLANK;
943 node->output_alpha_type = ALPHA_PREMULTIPLIED;
946 // OK, all inputs are the same, and this effect is not going
948 assert(alpha_handling == Effect::DONT_CARE_ALPHA_TYPE);
949 if (any_premultiplied) {
950 node->output_alpha_type = ALPHA_PREMULTIPLIED;
951 } else if (any_postmultiplied) {
952 node->output_alpha_type = ALPHA_POSTMULTIPLIED;
954 node->output_alpha_type = ALPHA_BLANK;
960 bool EffectChain::node_needs_colorspace_fix(Node *node)
962 if (node->disabled) {
965 if (node->effect->num_inputs() == 0) {
969 // propagate_gamma_and_color_space() has already set our output
970 // to COLORSPACE_INVALID if the inputs differ, so we can rely on that.
971 if (node->output_color_space == COLORSPACE_INVALID) {
974 return (node->effect->needs_srgb_primaries() && node->output_color_space != COLORSPACE_sRGB);
977 // Fix up color spaces so that there are no COLORSPACE_INVALID nodes left in
978 // the graph. Our strategy is not always optimal, but quite simple:
979 // Find an effect that's as early as possible where the inputs are of
980 // unacceptable colorspaces (that is, either different, or, if the effect only
981 // wants sRGB, not sRGB.) Add appropriate conversions on all its inputs,
982 // propagate the information anew, and repeat until there are no more such
984 void EffectChain::fix_internal_color_spaces()
986 unsigned colorspace_propagation_pass = 0;
990 for (unsigned i = 0; i < nodes.size(); ++i) {
991 Node *node = nodes[i];
992 if (!node_needs_colorspace_fix(node)) {
996 // Go through each input that is not sRGB, and insert
997 // a colorspace conversion after it.
998 for (unsigned j = 0; j < node->incoming_links.size(); ++j) {
999 Node *input = node->incoming_links[j];
1000 assert(input->output_color_space != COLORSPACE_INVALID);
1001 if (input->output_color_space == COLORSPACE_sRGB) {
1004 Node *conversion = add_node(new ColorspaceConversionEffect());
1005 CHECK(conversion->effect->set_int("source_space", input->output_color_space));
1006 CHECK(conversion->effect->set_int("destination_space", COLORSPACE_sRGB));
1007 conversion->output_color_space = COLORSPACE_sRGB;
1008 replace_sender(input, conversion);
1009 connect_nodes(input, conversion);
1012 // Re-sort topologically, and propagate the new information.
1013 propagate_gamma_and_color_space();
1020 sprintf(filename, "step5-colorspacefix-iter%u.dot", ++colorspace_propagation_pass);
1021 output_dot(filename);
1022 assert(colorspace_propagation_pass < 100);
1023 } while (found_any);
1025 for (unsigned i = 0; i < nodes.size(); ++i) {
1026 Node *node = nodes[i];
1027 if (node->disabled) {
1030 assert(node->output_color_space != COLORSPACE_INVALID);
1034 bool EffectChain::node_needs_alpha_fix(Node *node)
1036 if (node->disabled) {
1040 // propagate_alpha() has already set our output to ALPHA_INVALID if the
1041 // inputs differ or we are otherwise in mismatch, so we can rely on that.
1042 return (node->output_alpha_type == ALPHA_INVALID);
1045 // Fix up alpha so that there are no ALPHA_INVALID nodes left in
1046 // the graph. Similar to fix_internal_color_spaces().
1047 void EffectChain::fix_internal_alpha(unsigned step)
1049 unsigned alpha_propagation_pass = 0;
1053 for (unsigned i = 0; i < nodes.size(); ++i) {
1054 Node *node = nodes[i];
1055 if (!node_needs_alpha_fix(node)) {
1059 // If we need to fix up GammaExpansionEffect, then clearly something
1060 // is wrong, since the combination of premultiplied alpha and nonlinear inputs
1062 assert(node->effect->effect_type_id() != "GammaExpansionEffect");
1064 AlphaType desired_type = ALPHA_PREMULTIPLIED;
1066 // GammaCompressionEffect is special; it needs postmultiplied alpha.
1067 if (node->effect->effect_type_id() == "GammaCompressionEffect") {
1068 assert(node->incoming_links.size() == 1);
1069 assert(node->incoming_links[0]->output_alpha_type == ALPHA_PREMULTIPLIED);
1070 desired_type = ALPHA_POSTMULTIPLIED;
1073 // Go through each input that is not premultiplied alpha, and insert
1074 // a conversion before it.
1075 for (unsigned j = 0; j < node->incoming_links.size(); ++j) {
1076 Node *input = node->incoming_links[j];
1077 assert(input->output_alpha_type != ALPHA_INVALID);
1078 if (input->output_alpha_type == desired_type ||
1079 input->output_alpha_type == ALPHA_BLANK) {
1083 if (desired_type == ALPHA_PREMULTIPLIED) {
1084 conversion = add_node(new AlphaMultiplicationEffect());
1086 conversion = add_node(new AlphaDivisionEffect());
1088 conversion->output_alpha_type = desired_type;
1089 replace_sender(input, conversion);
1090 connect_nodes(input, conversion);
1093 // Re-sort topologically, and propagate the new information.
1094 propagate_gamma_and_color_space();
1102 sprintf(filename, "step%u-alphafix-iter%u.dot", step, ++alpha_propagation_pass);
1103 output_dot(filename);
1104 assert(alpha_propagation_pass < 100);
1105 } while (found_any);
1107 for (unsigned i = 0; i < nodes.size(); ++i) {
1108 Node *node = nodes[i];
1109 if (node->disabled) {
1112 assert(node->output_alpha_type != ALPHA_INVALID);
1116 // Make so that the output is in the desired color space.
1117 void EffectChain::fix_output_color_space()
1119 Node *output = find_output_node();
1120 if (output->output_color_space != output_format.color_space) {
1121 Node *conversion = add_node(new ColorspaceConversionEffect());
1122 CHECK(conversion->effect->set_int("source_space", output->output_color_space));
1123 CHECK(conversion->effect->set_int("destination_space", output_format.color_space));
1124 conversion->output_color_space = output_format.color_space;
1125 connect_nodes(output, conversion);
1127 propagate_gamma_and_color_space();
1131 // Make so that the output is in the desired pre-/postmultiplication alpha state.
1132 void EffectChain::fix_output_alpha()
1134 Node *output = find_output_node();
1135 assert(output->output_alpha_type != ALPHA_INVALID);
1136 if (output->output_alpha_type == ALPHA_BLANK) {
1137 // No alpha output, so we don't care.
1140 if (output->output_alpha_type == ALPHA_PREMULTIPLIED &&
1141 output_alpha_format == OUTPUT_ALPHA_FORMAT_POSTMULTIPLIED) {
1142 Node *conversion = add_node(new AlphaDivisionEffect());
1143 connect_nodes(output, conversion);
1145 propagate_gamma_and_color_space();
1147 if (output->output_alpha_type == ALPHA_POSTMULTIPLIED &&
1148 output_alpha_format == OUTPUT_ALPHA_FORMAT_PREMULTIPLIED) {
1149 Node *conversion = add_node(new AlphaMultiplicationEffect());
1150 connect_nodes(output, conversion);
1152 propagate_gamma_and_color_space();
1156 bool EffectChain::node_needs_gamma_fix(Node *node)
1158 if (node->disabled) {
1162 // Small hack since the output is not an explicit node:
1163 // If we are the last node and our output is in the wrong
1164 // space compared to EffectChain's output, we need to fix it.
1165 // This will only take us to linear, but fix_output_gamma()
1166 // will come and take us to the desired output gamma
1169 // This needs to be before everything else, since it could
1170 // even apply to inputs (if they are the only effect).
1171 if (node->outgoing_links.empty() &&
1172 node->output_gamma_curve != output_format.gamma_curve &&
1173 node->output_gamma_curve != GAMMA_LINEAR) {
1177 if (node->effect->num_inputs() == 0) {
1181 // propagate_gamma_and_color_space() has already set our output
1182 // to GAMMA_INVALID if the inputs differ, so we can rely on that,
1183 // except for GammaCompressionEffect.
1184 if (node->output_gamma_curve == GAMMA_INVALID) {
1187 if (node->effect->effect_type_id() == "GammaCompressionEffect") {
1188 assert(node->incoming_links.size() == 1);
1189 return node->incoming_links[0]->output_gamma_curve != GAMMA_LINEAR;
1192 return (node->effect->needs_linear_light() && node->output_gamma_curve != GAMMA_LINEAR);
1195 // Very similar to fix_internal_color_spaces(), but for gamma.
1196 // There is one difference, though; before we start adding conversion nodes,
1197 // we see if we can get anything out of asking the sources to deliver
1198 // linear gamma directly. fix_internal_gamma_by_asking_inputs()
1199 // does that part, while fix_internal_gamma_by_inserting_nodes()
1200 // inserts nodes as needed afterwards.
1201 void EffectChain::fix_internal_gamma_by_asking_inputs(unsigned step)
1203 unsigned gamma_propagation_pass = 0;
1207 for (unsigned i = 0; i < nodes.size(); ++i) {
1208 Node *node = nodes[i];
1209 if (!node_needs_gamma_fix(node)) {
1213 // See if all inputs can give us linear gamma. If not, leave it.
1214 vector<Node *> nonlinear_inputs;
1215 find_all_nonlinear_inputs(node, &nonlinear_inputs);
1216 assert(!nonlinear_inputs.empty());
1219 for (unsigned i = 0; i < nonlinear_inputs.size(); ++i) {
1220 Input *input = static_cast<Input *>(nonlinear_inputs[i]->effect);
1221 all_ok &= input->can_output_linear_gamma();
1228 for (unsigned i = 0; i < nonlinear_inputs.size(); ++i) {
1229 CHECK(nonlinear_inputs[i]->effect->set_int("output_linear_gamma", 1));
1230 nonlinear_inputs[i]->output_gamma_curve = GAMMA_LINEAR;
1233 // Re-sort topologically, and propagate the new information.
1234 propagate_gamma_and_color_space();
1241 sprintf(filename, "step%u-gammafix-iter%u.dot", step, ++gamma_propagation_pass);
1242 output_dot(filename);
1243 assert(gamma_propagation_pass < 100);
1244 } while (found_any);
1247 void EffectChain::fix_internal_gamma_by_inserting_nodes(unsigned step)
1249 unsigned gamma_propagation_pass = 0;
1253 for (unsigned i = 0; i < nodes.size(); ++i) {
1254 Node *node = nodes[i];
1255 if (!node_needs_gamma_fix(node)) {
1259 // Special case: We could be an input and still be asked to
1260 // fix our gamma; if so, we should be the only node
1261 // (as node_needs_gamma_fix() would only return true in
1262 // for an input in that case). That means we should insert
1263 // a conversion node _after_ ourselves.
1264 if (node->incoming_links.empty()) {
1265 assert(node->outgoing_links.empty());
1266 Node *conversion = add_node(new GammaExpansionEffect());
1267 CHECK(conversion->effect->set_int("source_curve", node->output_gamma_curve));
1268 conversion->output_gamma_curve = GAMMA_LINEAR;
1269 connect_nodes(node, conversion);
1272 // If not, go through each input that is not linear gamma,
1273 // and insert a gamma conversion after it.
1274 for (unsigned j = 0; j < node->incoming_links.size(); ++j) {
1275 Node *input = node->incoming_links[j];
1276 assert(input->output_gamma_curve != GAMMA_INVALID);
1277 if (input->output_gamma_curve == GAMMA_LINEAR) {
1280 Node *conversion = add_node(new GammaExpansionEffect());
1281 CHECK(conversion->effect->set_int("source_curve", input->output_gamma_curve));
1282 conversion->output_gamma_curve = GAMMA_LINEAR;
1283 replace_sender(input, conversion);
1284 connect_nodes(input, conversion);
1287 // Re-sort topologically, and propagate the new information.
1289 propagate_gamma_and_color_space();
1296 sprintf(filename, "step%u-gammafix-iter%u.dot", step, ++gamma_propagation_pass);
1297 output_dot(filename);
1298 assert(gamma_propagation_pass < 100);
1299 } while (found_any);
1301 for (unsigned i = 0; i < nodes.size(); ++i) {
1302 Node *node = nodes[i];
1303 if (node->disabled) {
1306 assert(node->output_gamma_curve != GAMMA_INVALID);
1310 // Make so that the output is in the desired gamma.
1311 // Note that this assumes linear input gamma, so it might create the need
1312 // for another pass of fix_internal_gamma().
1313 void EffectChain::fix_output_gamma()
1315 Node *output = find_output_node();
1316 if (output->output_gamma_curve != output_format.gamma_curve) {
1317 Node *conversion = add_node(new GammaCompressionEffect());
1318 CHECK(conversion->effect->set_int("destination_curve", output_format.gamma_curve));
1319 conversion->output_gamma_curve = output_format.gamma_curve;
1320 connect_nodes(output, conversion);
1324 // If the user has requested dither, add a DitherEffect right at the end
1325 // (after GammaCompressionEffect etc.). This needs to be done after everything else,
1326 // since dither is about the only effect that can _not_ be done in linear space.
1327 void EffectChain::add_dither_if_needed()
1329 if (num_dither_bits == 0) {
1332 Node *output = find_output_node();
1333 Node *dither = add_node(new DitherEffect());
1334 CHECK(dither->effect->set_int("num_bits", num_dither_bits));
1335 connect_nodes(output, dither);
1337 dither_effect = dither->effect;
1340 // Find the output node. This is, simply, one that has no outgoing links.
1341 // If there are multiple ones, the graph is malformed (we do not support
1342 // multiple outputs right now).
1343 Node *EffectChain::find_output_node()
1345 vector<Node *> output_nodes;
1346 for (unsigned i = 0; i < nodes.size(); ++i) {
1347 Node *node = nodes[i];
1348 if (node->disabled) {
1351 if (node->outgoing_links.empty()) {
1352 output_nodes.push_back(node);
1355 assert(output_nodes.size() == 1);
1356 return output_nodes[0];
1359 void EffectChain::finalize()
1361 // Save the current locale, and set it to C, so that we can output decimal
1362 // numbers with printf and be sure to get them in the format mandated by GLSL.
1363 char *saved_locale = setlocale(LC_NUMERIC, "C");
1365 // Output the graph as it is before we do any conversions on it.
1366 output_dot("step0-start.dot");
1368 // Give each effect in turn a chance to rewrite its own part of the graph.
1369 // Note that if more effects are added as part of this, they will be
1370 // picked up as part of the same for loop, since they are added at the end.
1371 for (unsigned i = 0; i < nodes.size(); ++i) {
1372 nodes[i]->effect->rewrite_graph(this, nodes[i]);
1374 output_dot("step1-rewritten.dot");
1376 find_color_spaces_for_inputs();
1377 output_dot("step2-input-colorspace.dot");
1380 output_dot("step3-propagated-alpha.dot");
1382 propagate_gamma_and_color_space();
1383 output_dot("step4-propagated-all.dot");
1385 fix_internal_color_spaces();
1386 fix_internal_alpha(6);
1387 fix_output_color_space();
1388 output_dot("step7-output-colorspacefix.dot");
1390 output_dot("step8-output-alphafix.dot");
1392 // Note that we need to fix gamma after colorspace conversion,
1393 // because colorspace conversions might create needs for gamma conversions.
1394 // Also, we need to run an extra pass of fix_internal_gamma() after
1395 // fixing the output gamma, as we only have conversions to/from linear,
1396 // and fix_internal_alpha() since GammaCompressionEffect needs
1397 // postmultiplied input.
1398 fix_internal_gamma_by_asking_inputs(9);
1399 fix_internal_gamma_by_inserting_nodes(10);
1401 output_dot("step11-output-gammafix.dot");
1403 output_dot("step12-output-alpha-propagated.dot");
1404 fix_internal_alpha(13);
1405 output_dot("step14-output-alpha-fixed.dot");
1406 fix_internal_gamma_by_asking_inputs(15);
1407 fix_internal_gamma_by_inserting_nodes(16);
1409 output_dot("step17-before-dither.dot");
1411 add_dither_if_needed();
1413 output_dot("step18-final.dot");
1415 // Construct all needed GLSL programs, starting at the output.
1416 construct_glsl_programs(find_output_node());
1418 output_dot("step19-split-to-phases.dot");
1420 assert(phases[0]->inputs.empty());
1423 setlocale(LC_NUMERIC, saved_locale);
1426 void EffectChain::render_to_fbo(GLuint dest_fbo, unsigned width, unsigned height)
1430 // Save original viewport.
1431 GLuint x = 0, y = 0;
1434 if (width == 0 && height == 0) {
1436 glGetIntegerv(GL_VIEWPORT, viewport);
1439 width = viewport[2];
1440 height = viewport[3];
1444 glDisable(GL_BLEND);
1446 glDisable(GL_DEPTH_TEST);
1448 glDepthMask(GL_FALSE);
1451 if (phases.size() > 1) {
1452 glGenFramebuffers(1, &fbo);
1454 glBindFramebuffer(GL_FRAMEBUFFER, fbo);
1458 set<Node *> generated_mipmaps;
1460 // We choose the simplest option of having one texture per output,
1461 // since otherwise this turns into an (albeit simple) register allocation problem.
1462 map<Phase *, GLuint> output_textures;
1464 for (unsigned phase = 0; phase < phases.size(); ++phase) {
1465 // Find a texture for this phase.
1466 inform_input_sizes(phases[phase]);
1467 if (phase != phases.size() - 1) {
1468 find_output_size(phases[phase]);
1470 GLuint tex_num = resource_pool->create_2d_texture(GL_RGBA16F_ARB, phases[phase]->output_width, phases[phase]->output_height);
1471 output_textures.insert(make_pair(phases[phase], tex_num));
1474 const GLuint glsl_program_num = phases[phase]->glsl_program_num;
1476 glUseProgram(glsl_program_num);
1479 // Set up RTT inputs for this phase.
1480 for (unsigned sampler = 0; sampler < phases[phase]->inputs.size(); ++sampler) {
1481 glActiveTexture(GL_TEXTURE0 + sampler);
1482 Node *input = phases[phase]->inputs[sampler];
1483 glBindTexture(GL_TEXTURE_2D, output_textures[input->phase]);
1485 if (phases[phase]->input_needs_mipmaps) {
1486 if (generated_mipmaps.count(input) == 0) {
1487 glGenerateMipmap(GL_TEXTURE_2D);
1489 generated_mipmaps.insert(input);
1491 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
1494 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
1497 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
1499 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
1502 string texture_name = string("tex_") + phases[phase]->effect_ids[input];
1503 glUniform1i(glGetUniformLocation(glsl_program_num, texture_name.c_str()), sampler);
1507 // And now the output.
1508 if (phase == phases.size() - 1) {
1509 // Last phase goes to the output the user specified.
1510 glBindFramebuffer(GL_FRAMEBUFFER, dest_fbo);
1512 GLenum status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
1513 assert(status == GL_FRAMEBUFFER_COMPLETE);
1514 glViewport(x, y, width, height);
1515 if (dither_effect != NULL) {
1516 CHECK(dither_effect->set_int("output_width", width));
1517 CHECK(dither_effect->set_int("output_height", height));
1520 glFramebufferTexture2D(
1522 GL_COLOR_ATTACHMENT0,
1524 output_textures[phases[phase]],
1527 GLenum status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
1528 assert(status == GL_FRAMEBUFFER_COMPLETE);
1529 glViewport(0, 0, phases[phase]->output_width, phases[phase]->output_height);
1532 // Give the required parameters to all the effects.
1533 unsigned sampler_num = phases[phase]->inputs.size();
1534 for (unsigned i = 0; i < phases[phase]->effects.size(); ++i) {
1535 Node *node = phases[phase]->effects[i];
1536 node->effect->set_gl_state(glsl_program_num, phases[phase]->effect_ids[node], &sampler_num);
1541 float vertices[] = {
1549 glGenVertexArrays(1, &vao);
1551 glBindVertexArray(vao);
1554 GLuint position_vbo = fill_vertex_attribute(glsl_program_num, "position", 2, GL_FLOAT, sizeof(vertices), vertices);
1555 GLuint texcoord_vbo = fill_vertex_attribute(glsl_program_num, "texcoord", 2, GL_FLOAT, sizeof(vertices), vertices); // Same as vertices.
1557 glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
1560 cleanup_vertex_attribute(glsl_program_num, "position", position_vbo);
1561 cleanup_vertex_attribute(glsl_program_num, "texcoord", texcoord_vbo);
1566 for (unsigned i = 0; i < phases[phase]->effects.size(); ++i) {
1567 Node *node = phases[phase]->effects[i];
1568 node->effect->clear_gl_state();
1571 glDeleteVertexArrays(1, &vao);
1575 for (map<Phase *, GLuint>::const_iterator texture_it = output_textures.begin();
1576 texture_it != output_textures.end();
1578 resource_pool->release_2d_texture(texture_it->second);
1581 glBindFramebuffer(GL_FRAMEBUFFER, 0);
1585 glDeleteFramebuffers(1, &fbo);
1590 } // namespace movit