15 #include "alpha_division_effect.h"
16 #include "alpha_multiplication_effect.h"
17 #include "colorspace_conversion_effect.h"
18 #include "dither_effect.h"
20 #include "effect_chain.h"
21 #include "effect_util.h"
22 #include "gamma_compression_effect.h"
23 #include "gamma_expansion_effect.h"
26 #include "resource_pool.h"
28 #include "ycbcr_conversion_effect.h"
30 using namespace Eigen;
35 EffectChain::EffectChain(float aspect_nom, float aspect_denom, ResourcePool *resource_pool)
36 : aspect_nom(aspect_nom),
37 aspect_denom(aspect_denom),
38 output_color_rgba(false),
39 output_color_ycbcr(false),
41 intermediate_format(GL_RGBA16F),
42 intermediate_transformation(NO_FRAMEBUFFER_TRANSFORMATION),
44 output_origin(OUTPUT_ORIGIN_BOTTOM_LEFT),
46 resource_pool(resource_pool),
47 do_phase_timing(false) {
48 if (resource_pool == NULL) {
49 this->resource_pool = new ResourcePool();
50 owns_resource_pool = true;
52 owns_resource_pool = false;
55 // Generate a VBO with some data in (shared position and texture coordinate data).
61 vbo = generate_vbo(2, GL_FLOAT, sizeof(vertices), vertices);
64 EffectChain::~EffectChain()
66 for (unsigned i = 0; i < nodes.size(); ++i) {
67 delete nodes[i]->effect;
70 for (unsigned i = 0; i < phases.size(); ++i) {
71 resource_pool->release_glsl_program(phases[i]->glsl_program_num);
74 if (owns_resource_pool) {
77 glDeleteBuffers(1, &vbo);
81 Input *EffectChain::add_input(Input *input)
84 inputs.push_back(input);
89 void EffectChain::add_output(const ImageFormat &format, OutputAlphaFormat alpha_format)
92 assert(!output_color_rgba);
93 output_format = format;
94 output_alpha_format = alpha_format;
95 output_color_rgba = true;
98 void EffectChain::add_ycbcr_output(const ImageFormat &format, OutputAlphaFormat alpha_format,
99 const YCbCrFormat &ycbcr_format, YCbCrOutputSplitting output_splitting)
102 assert(!output_color_ycbcr);
103 output_format = format;
104 output_alpha_format = alpha_format;
105 output_color_ycbcr = true;
106 output_ycbcr_format = ycbcr_format;
107 output_ycbcr_splitting = output_splitting;
109 assert(ycbcr_format.chroma_subsampling_x == 1);
110 assert(ycbcr_format.chroma_subsampling_y == 1);
113 Node *EffectChain::add_node(Effect *effect)
115 for (unsigned i = 0; i < nodes.size(); ++i) {
116 assert(nodes[i]->effect != effect);
119 Node *node = new Node;
120 node->effect = effect;
121 node->disabled = false;
122 node->output_color_space = COLORSPACE_INVALID;
123 node->output_gamma_curve = GAMMA_INVALID;
124 node->output_alpha_type = ALPHA_INVALID;
125 node->needs_mipmaps = false;
126 node->one_to_one_sampling = false;
128 nodes.push_back(node);
129 node_map[effect] = node;
130 effect->inform_added(this);
134 void EffectChain::connect_nodes(Node *sender, Node *receiver)
136 sender->outgoing_links.push_back(receiver);
137 receiver->incoming_links.push_back(sender);
140 void EffectChain::replace_receiver(Node *old_receiver, Node *new_receiver)
142 new_receiver->incoming_links = old_receiver->incoming_links;
143 old_receiver->incoming_links.clear();
145 for (unsigned i = 0; i < new_receiver->incoming_links.size(); ++i) {
146 Node *sender = new_receiver->incoming_links[i];
147 for (unsigned j = 0; j < sender->outgoing_links.size(); ++j) {
148 if (sender->outgoing_links[j] == old_receiver) {
149 sender->outgoing_links[j] = new_receiver;
155 void EffectChain::replace_sender(Node *old_sender, Node *new_sender)
157 new_sender->outgoing_links = old_sender->outgoing_links;
158 old_sender->outgoing_links.clear();
160 for (unsigned i = 0; i < new_sender->outgoing_links.size(); ++i) {
161 Node *receiver = new_sender->outgoing_links[i];
162 for (unsigned j = 0; j < receiver->incoming_links.size(); ++j) {
163 if (receiver->incoming_links[j] == old_sender) {
164 receiver->incoming_links[j] = new_sender;
170 void EffectChain::insert_node_between(Node *sender, Node *middle, Node *receiver)
172 for (unsigned i = 0; i < sender->outgoing_links.size(); ++i) {
173 if (sender->outgoing_links[i] == receiver) {
174 sender->outgoing_links[i] = middle;
175 middle->incoming_links.push_back(sender);
178 for (unsigned i = 0; i < receiver->incoming_links.size(); ++i) {
179 if (receiver->incoming_links[i] == sender) {
180 receiver->incoming_links[i] = middle;
181 middle->outgoing_links.push_back(receiver);
185 assert(middle->incoming_links.size() == middle->effect->num_inputs());
188 GLenum EffectChain::get_input_sampler(Node *node, unsigned input_num) const
190 assert(node->effect->needs_texture_bounce());
191 assert(input_num < node->incoming_links.size());
192 assert(node->incoming_links[input_num]->bound_sampler_num >= 0);
193 assert(node->incoming_links[input_num]->bound_sampler_num < 8);
194 return GL_TEXTURE0 + node->incoming_links[input_num]->bound_sampler_num;
197 GLenum EffectChain::has_input_sampler(Node *node, unsigned input_num) const
199 assert(input_num < node->incoming_links.size());
200 return node->incoming_links[input_num]->bound_sampler_num >= 0 &&
201 node->incoming_links[input_num]->bound_sampler_num < 8;
204 void EffectChain::find_all_nonlinear_inputs(Node *node, vector<Node *> *nonlinear_inputs)
206 if (node->output_gamma_curve == GAMMA_LINEAR &&
207 node->effect->effect_type_id() != "GammaCompressionEffect") {
210 if (node->effect->num_inputs() == 0) {
211 nonlinear_inputs->push_back(node);
213 assert(node->effect->num_inputs() == node->incoming_links.size());
214 for (unsigned i = 0; i < node->incoming_links.size(); ++i) {
215 find_all_nonlinear_inputs(node->incoming_links[i], nonlinear_inputs);
220 Effect *EffectChain::add_effect(Effect *effect, const vector<Effect *> &inputs)
223 assert(inputs.size() == effect->num_inputs());
224 Node *node = add_node(effect);
225 for (unsigned i = 0; i < inputs.size(); ++i) {
226 assert(node_map.count(inputs[i]) != 0);
227 connect_nodes(node_map[inputs[i]], node);
232 // ESSL doesn't support token pasting. Replace PREFIX(x) with <effect_id>_x.
233 string replace_prefix(const string &text, const string &prefix)
238 while (start < text.size()) {
239 size_t pos = text.find("PREFIX(", start);
240 if (pos == string::npos) {
241 output.append(text.substr(start, string::npos));
245 output.append(text.substr(start, pos - start));
246 output.append(prefix);
249 pos += strlen("PREFIX(");
251 // Output stuff until we find the matching ), which we then eat.
253 size_t end_arg_pos = pos;
254 while (end_arg_pos < text.size()) {
255 if (text[end_arg_pos] == '(') {
257 } else if (text[end_arg_pos] == ')') {
265 output.append(text.substr(pos, end_arg_pos - pos));
276 void extract_uniform_declarations(const vector<Uniform<T> > &effect_uniforms,
277 const string &type_specifier,
278 const string &effect_id,
279 vector<Uniform<T> > *phase_uniforms,
282 for (unsigned i = 0; i < effect_uniforms.size(); ++i) {
283 phase_uniforms->push_back(effect_uniforms[i]);
284 phase_uniforms->back().prefix = effect_id;
286 *glsl_string += string("uniform ") + type_specifier + " " + effect_id
287 + "_" + effect_uniforms[i].name + ";\n";
292 void extract_uniform_array_declarations(const vector<Uniform<T> > &effect_uniforms,
293 const string &type_specifier,
294 const string &effect_id,
295 vector<Uniform<T> > *phase_uniforms,
298 for (unsigned i = 0; i < effect_uniforms.size(); ++i) {
299 phase_uniforms->push_back(effect_uniforms[i]);
300 phase_uniforms->back().prefix = effect_id;
303 snprintf(buf, sizeof(buf), "uniform %s %s_%s[%d];\n",
304 type_specifier.c_str(), effect_id.c_str(),
305 effect_uniforms[i].name.c_str(),
306 int(effect_uniforms[i].num_values));
312 void collect_uniform_locations(GLuint glsl_program_num, vector<Uniform<T> > *phase_uniforms)
314 for (unsigned i = 0; i < phase_uniforms->size(); ++i) {
315 Uniform<T> &uniform = (*phase_uniforms)[i];
316 uniform.location = get_uniform_location(glsl_program_num, uniform.prefix, uniform.name);
322 void EffectChain::compile_glsl_program(Phase *phase)
324 string frag_shader_header = read_version_dependent_file("header", "frag");
325 string frag_shader = "";
327 // Create functions and uniforms for all the texture inputs that we need.
328 for (unsigned i = 0; i < phase->inputs.size(); ++i) {
329 Node *input = phase->inputs[i]->output_node;
331 sprintf(effect_id, "in%u", i);
332 phase->effect_ids.insert(make_pair(input, effect_id));
334 frag_shader += string("uniform sampler2D tex_") + effect_id + ";\n";
335 frag_shader += string("vec4 ") + effect_id + "(vec2 tc) {\n";
336 frag_shader += "\tvec4 tmp = tex2D(tex_" + string(effect_id) + ", tc);\n";
338 if (intermediate_transformation == SQUARE_ROOT_FRAMEBUFFER_TRANSFORMATION &&
339 phase->inputs[i]->output_node->output_gamma_curve == GAMMA_LINEAR) {
340 frag_shader += "\ttmp.rgb *= tmp.rgb;\n";
343 frag_shader += "\treturn tmp;\n";
344 frag_shader += "}\n";
347 Uniform<int> uniform;
348 uniform.name = effect_id;
349 uniform.value = &phase->input_samplers[i];
350 uniform.prefix = "tex";
351 uniform.num_values = 1;
352 uniform.location = -1;
353 phase->uniforms_sampler2d.push_back(uniform);
356 // Give each effect in the phase its own ID.
357 for (unsigned i = 0; i < phase->effects.size(); ++i) {
358 Node *node = phase->effects[i];
360 sprintf(effect_id, "eff%u", i);
361 phase->effect_ids.insert(make_pair(node, effect_id));
364 for (unsigned i = 0; i < phase->effects.size(); ++i) {
365 Node *node = phase->effects[i];
366 const string effect_id = phase->effect_ids[node];
367 if (node->incoming_links.size() == 1) {
368 frag_shader += string("#define INPUT ") + phase->effect_ids[node->incoming_links[0]] + "\n";
370 for (unsigned j = 0; j < node->incoming_links.size(); ++j) {
372 sprintf(buf, "#define INPUT%d %s\n", j + 1, phase->effect_ids[node->incoming_links[j]].c_str());
378 frag_shader += string("#define FUNCNAME ") + effect_id + "\n";
379 frag_shader += replace_prefix(node->effect->output_fragment_shader(), effect_id);
380 frag_shader += "#undef PREFIX\n";
381 frag_shader += "#undef FUNCNAME\n";
382 if (node->incoming_links.size() == 1) {
383 frag_shader += "#undef INPUT\n";
385 for (unsigned j = 0; j < node->incoming_links.size(); ++j) {
387 sprintf(buf, "#undef INPUT%d\n", j + 1);
393 frag_shader += string("#define INPUT ") + phase->effect_ids[phase->effects.back()] + "\n";
395 // If we're the last phase, add the right #defines for Y'CbCr multi-output as needed.
396 vector<string> frag_shader_outputs; // In order.
397 if (phase->output_node->outgoing_links.empty() && output_color_ycbcr) {
398 switch (output_ycbcr_splitting) {
399 case YCBCR_OUTPUT_INTERLEAVED:
401 frag_shader_outputs.push_back("FragColor");
403 case YCBCR_OUTPUT_SPLIT_Y_AND_CBCR:
404 frag_shader += "#define YCBCR_OUTPUT_SPLIT_Y_AND_CBCR 1\n";
405 frag_shader_outputs.push_back("Y");
406 frag_shader_outputs.push_back("Chroma");
408 case YCBCR_OUTPUT_PLANAR:
409 frag_shader += "#define YCBCR_OUTPUT_PLANAR 1\n";
410 frag_shader_outputs.push_back("Y");
411 frag_shader_outputs.push_back("Cb");
412 frag_shader_outputs.push_back("Cr");
418 if (output_color_rgba) {
419 // Note: Needs to come in the header, because not only the
420 // output needs to see it (YCbCrConversionEffect and DitherEffect
422 frag_shader_header += "#define YCBCR_ALSO_OUTPUT_RGBA 1\n";
423 frag_shader_outputs.push_back("RGBA");
427 // If we're bouncing to a temporary texture, signal transformation if desired.
428 if (!phase->output_node->outgoing_links.empty()) {
429 if (intermediate_transformation == SQUARE_ROOT_FRAMEBUFFER_TRANSFORMATION &&
430 phase->output_node->output_gamma_curve == GAMMA_LINEAR) {
431 frag_shader += "#define SQUARE_ROOT_TRANSFORMATION 1\n";
435 frag_shader.append(read_file("footer.frag"));
437 // Collect uniforms from all effects and output them. Note that this needs
438 // to happen after output_fragment_shader(), even though the uniforms come
439 // before in the output source, since output_fragment_shader() is allowed
440 // to register new uniforms (e.g. arrays that are of unknown length until
441 // finalization time).
442 // TODO: Make a uniform block for platforms that support it.
443 string frag_shader_uniforms = "";
444 for (unsigned i = 0; i < phase->effects.size(); ++i) {
445 Node *node = phase->effects[i];
446 Effect *effect = node->effect;
447 const string effect_id = phase->effect_ids[node];
448 extract_uniform_declarations(effect->uniforms_sampler2d, "sampler2D", effect_id, &phase->uniforms_sampler2d, &frag_shader_uniforms);
449 extract_uniform_declarations(effect->uniforms_bool, "bool", effect_id, &phase->uniforms_bool, &frag_shader_uniforms);
450 extract_uniform_declarations(effect->uniforms_int, "int", effect_id, &phase->uniforms_int, &frag_shader_uniforms);
451 extract_uniform_declarations(effect->uniforms_float, "float", effect_id, &phase->uniforms_float, &frag_shader_uniforms);
452 extract_uniform_declarations(effect->uniforms_vec2, "vec2", effect_id, &phase->uniforms_vec2, &frag_shader_uniforms);
453 extract_uniform_declarations(effect->uniforms_vec3, "vec3", effect_id, &phase->uniforms_vec3, &frag_shader_uniforms);
454 extract_uniform_declarations(effect->uniforms_vec4, "vec4", effect_id, &phase->uniforms_vec4, &frag_shader_uniforms);
455 extract_uniform_array_declarations(effect->uniforms_float_array, "float", effect_id, &phase->uniforms_float, &frag_shader_uniforms);
456 extract_uniform_array_declarations(effect->uniforms_vec2_array, "vec2", effect_id, &phase->uniforms_vec2, &frag_shader_uniforms);
457 extract_uniform_array_declarations(effect->uniforms_vec3_array, "vec3", effect_id, &phase->uniforms_vec3, &frag_shader_uniforms);
458 extract_uniform_array_declarations(effect->uniforms_vec4_array, "vec4", effect_id, &phase->uniforms_vec4, &frag_shader_uniforms);
459 extract_uniform_declarations(effect->uniforms_mat3, "mat3", effect_id, &phase->uniforms_mat3, &frag_shader_uniforms);
462 frag_shader = frag_shader_header + frag_shader_uniforms + frag_shader;
464 string vert_shader = read_version_dependent_file("vs", "vert");
466 // If we're the last phase and need to flip the picture to compensate for
467 // the origin, tell the vertex shader so.
468 if (phase->output_node->outgoing_links.empty() && output_origin == OUTPUT_ORIGIN_TOP_LEFT) {
469 const string needle = "#define FLIP_ORIGIN 0";
470 size_t pos = vert_shader.find(needle);
471 assert(pos != string::npos);
473 vert_shader[pos + needle.size() - 1] = '1';
476 phase->glsl_program_num = resource_pool->compile_glsl_program(vert_shader, frag_shader, frag_shader_outputs);
477 GLint position_attribute_index = glGetAttribLocation(phase->glsl_program_num, "position");
478 GLint texcoord_attribute_index = glGetAttribLocation(phase->glsl_program_num, "texcoord");
479 if (position_attribute_index != -1) {
480 phase->attribute_indexes.insert(position_attribute_index);
482 if (texcoord_attribute_index != -1) {
483 phase->attribute_indexes.insert(texcoord_attribute_index);
486 // Collect the resulting location numbers for each uniform.
487 collect_uniform_locations(phase->glsl_program_num, &phase->uniforms_sampler2d);
488 collect_uniform_locations(phase->glsl_program_num, &phase->uniforms_bool);
489 collect_uniform_locations(phase->glsl_program_num, &phase->uniforms_int);
490 collect_uniform_locations(phase->glsl_program_num, &phase->uniforms_float);
491 collect_uniform_locations(phase->glsl_program_num, &phase->uniforms_vec2);
492 collect_uniform_locations(phase->glsl_program_num, &phase->uniforms_vec3);
493 collect_uniform_locations(phase->glsl_program_num, &phase->uniforms_vec4);
494 collect_uniform_locations(phase->glsl_program_num, &phase->uniforms_mat3);
497 // Construct GLSL programs, starting at the given effect and following
498 // the chain from there. We end a program every time we come to an effect
499 // marked as "needs texture bounce", one that is used by multiple other
500 // effects, every time we need to bounce due to output size change
501 // (not all size changes require ending), and of course at the end.
503 // We follow a quite simple depth-first search from the output, although
504 // without recursing explicitly within each phase.
505 Phase *EffectChain::construct_phase(Node *output, map<Node *, Phase *> *completed_effects)
507 if (completed_effects->count(output)) {
508 return (*completed_effects)[output];
511 Phase *phase = new Phase;
512 phase->output_node = output;
514 // If the output effect has one-to-one sampling, we try to trace this
515 // status down through the dependency chain. This is important in case
516 // we hit an effect that changes output size (and not sets a virtual
517 // output size); if we have one-to-one sampling, we don't have to break
519 output->one_to_one_sampling = output->effect->one_to_one_sampling();
521 // Effects that we have yet to calculate, but that we know should
522 // be in the current phase.
523 stack<Node *> effects_todo_this_phase;
524 effects_todo_this_phase.push(output);
526 while (!effects_todo_this_phase.empty()) {
527 Node *node = effects_todo_this_phase.top();
528 effects_todo_this_phase.pop();
530 if (node->effect->needs_mipmaps()) {
531 node->needs_mipmaps = true;
534 // This should currently only happen for effects that are inputs
535 // (either true inputs or phase outputs). We special-case inputs,
536 // and then deduplicate phase outputs below.
537 if (node->effect->num_inputs() == 0) {
538 if (find(phase->effects.begin(), phase->effects.end(), node) != phase->effects.end()) {
542 assert(completed_effects->count(node) == 0);
545 phase->effects.push_back(node);
547 // Find all the dependencies of this effect, and add them to the stack.
548 vector<Node *> deps = node->incoming_links;
549 assert(node->effect->num_inputs() == deps.size());
550 for (unsigned i = 0; i < deps.size(); ++i) {
551 bool start_new_phase = false;
553 if (node->effect->needs_texture_bounce() &&
554 !deps[i]->effect->is_single_texture() &&
555 !deps[i]->effect->override_disable_bounce()) {
556 start_new_phase = true;
559 // Propagate information about needing mipmaps down the chain,
560 // breaking the phase if we notice an incompatibility.
562 // Note that we cannot do this propagation as a normal pass,
563 // because it needs information about where the phases end
564 // (we should not propagate the flag across phases).
565 if (node->needs_mipmaps) {
566 if (deps[i]->effect->num_inputs() == 0) {
567 Input *input = static_cast<Input *>(deps[i]->effect);
568 start_new_phase |= !input->can_supply_mipmaps();
570 deps[i]->needs_mipmaps = true;
574 if (deps[i]->outgoing_links.size() > 1) {
575 if (!deps[i]->effect->is_single_texture()) {
576 // More than one effect uses this as the input,
577 // and it is not a texture itself.
578 // The easiest thing to do (and probably also the safest
579 // performance-wise in most cases) is to bounce it to a texture
580 // and then let the next passes read from that.
581 start_new_phase = true;
583 assert(deps[i]->effect->num_inputs() == 0);
585 // For textures, we try to be slightly more clever;
586 // if none of our outputs need a bounce, we don't bounce
587 // but instead simply use the effect many times.
589 // Strictly speaking, we could bounce it for some outputs
590 // and use it directly for others, but the processing becomes
591 // somewhat simpler if the effect is only used in one such way.
592 for (unsigned j = 0; j < deps[i]->outgoing_links.size(); ++j) {
593 Node *rdep = deps[i]->outgoing_links[j];
594 start_new_phase |= rdep->effect->needs_texture_bounce();
599 if (deps[i]->effect->sets_virtual_output_size()) {
600 assert(deps[i]->effect->changes_output_size());
601 // If the next effect sets a virtual size to rely on OpenGL's
602 // bilinear sampling, we'll really need to break the phase here.
603 start_new_phase = true;
604 } else if (deps[i]->effect->changes_output_size() && !node->one_to_one_sampling) {
605 // If the next effect changes size and we don't have one-to-one sampling,
606 // we also need to break here.
607 start_new_phase = true;
610 if (start_new_phase) {
611 phase->inputs.push_back(construct_phase(deps[i], completed_effects));
613 effects_todo_this_phase.push(deps[i]);
615 // Propagate the one-to-one status down through the dependency.
616 deps[i]->one_to_one_sampling = node->one_to_one_sampling &&
617 deps[i]->effect->one_to_one_sampling();
622 // No more effects to do this phase. Take all the ones we have,
623 // and create a GLSL program for it.
624 assert(!phase->effects.empty());
626 // Deduplicate the inputs, but don't change the ordering e.g. by sorting;
627 // that would be nondeterministic and thus reduce cacheability.
628 // TODO: Make this even more deterministic.
629 vector<Phase *> dedup_inputs;
630 set<Phase *> seen_inputs;
631 for (size_t i = 0; i < phase->inputs.size(); ++i) {
632 if (seen_inputs.insert(phase->inputs[i]).second) {
633 dedup_inputs.push_back(phase->inputs[i]);
636 swap(phase->inputs, dedup_inputs);
638 // Allocate samplers for each input.
639 phase->input_samplers.resize(phase->inputs.size());
641 // We added the effects from the output and back, but we need to output
642 // them in topological sort order in the shader.
643 phase->effects = topological_sort(phase->effects);
645 // Figure out if we need mipmaps or not, and if so, tell the inputs that.
646 phase->input_needs_mipmaps = false;
647 for (unsigned i = 0; i < phase->effects.size(); ++i) {
648 Node *node = phase->effects[i];
649 phase->input_needs_mipmaps |= node->effect->needs_mipmaps();
651 for (unsigned i = 0; i < phase->effects.size(); ++i) {
652 Node *node = phase->effects[i];
653 if (node->effect->num_inputs() == 0) {
654 Input *input = static_cast<Input *>(node->effect);
655 assert(!phase->input_needs_mipmaps || input->can_supply_mipmaps());
656 CHECK(input->set_int("needs_mipmaps", phase->input_needs_mipmaps));
660 // Tell each node which phase it ended up in, so that the unit test
661 // can check that the phases were split in the right place.
662 // Note that this ignores that effects may be part of multiple phases;
663 // if the unit tests need to test such cases, we'll reconsider.
664 for (unsigned i = 0; i < phase->effects.size(); ++i) {
665 phase->effects[i]->containing_phase = phase;
668 // Actually make the shader for this phase.
669 compile_glsl_program(phase);
671 // Initialize timers.
672 if (movit_timer_queries_supported) {
673 phase->time_elapsed_ns = 0;
674 phase->num_measured_iterations = 0;
677 assert(completed_effects->count(output) == 0);
678 completed_effects->insert(make_pair(output, phase));
679 phases.push_back(phase);
683 void EffectChain::output_dot(const char *filename)
685 if (movit_debug_level != MOVIT_DEBUG_ON) {
689 FILE *fp = fopen(filename, "w");
695 fprintf(fp, "digraph G {\n");
696 fprintf(fp, " output [shape=box label=\"(output)\"];\n");
697 for (unsigned i = 0; i < nodes.size(); ++i) {
698 // Find out which phase this event belongs to.
699 vector<int> in_phases;
700 for (unsigned j = 0; j < phases.size(); ++j) {
701 const Phase* p = phases[j];
702 if (find(p->effects.begin(), p->effects.end(), nodes[i]) != p->effects.end()) {
703 in_phases.push_back(j);
707 if (in_phases.empty()) {
708 fprintf(fp, " n%ld [label=\"%s\"];\n", (long)nodes[i], nodes[i]->effect->effect_type_id().c_str());
709 } else if (in_phases.size() == 1) {
710 fprintf(fp, " n%ld [label=\"%s\" style=\"filled\" fillcolor=\"/accent8/%d\"];\n",
711 (long)nodes[i], nodes[i]->effect->effect_type_id().c_str(),
712 (in_phases[0] % 8) + 1);
714 // If we had new enough Graphviz, style="wedged" would probably be ideal here.
716 fprintf(fp, " n%ld [label=\"%s [in multiple phases]\" style=\"filled\" fillcolor=\"/accent8/%d\"];\n",
717 (long)nodes[i], nodes[i]->effect->effect_type_id().c_str(),
718 (in_phases[0] % 8) + 1);
721 char from_node_id[256];
722 snprintf(from_node_id, 256, "n%ld", (long)nodes[i]);
724 for (unsigned j = 0; j < nodes[i]->outgoing_links.size(); ++j) {
725 char to_node_id[256];
726 snprintf(to_node_id, 256, "n%ld", (long)nodes[i]->outgoing_links[j]);
728 vector<string> labels = get_labels_for_edge(nodes[i], nodes[i]->outgoing_links[j]);
729 output_dot_edge(fp, from_node_id, to_node_id, labels);
732 if (nodes[i]->outgoing_links.empty() && !nodes[i]->disabled) {
734 vector<string> labels = get_labels_for_edge(nodes[i], NULL);
735 output_dot_edge(fp, from_node_id, "output", labels);
743 vector<string> EffectChain::get_labels_for_edge(const Node *from, const Node *to)
745 vector<string> labels;
747 if (to != NULL && to->effect->needs_texture_bounce()) {
748 labels.push_back("needs_bounce");
750 if (from->effect->changes_output_size()) {
751 labels.push_back("resize");
754 switch (from->output_color_space) {
755 case COLORSPACE_INVALID:
756 labels.push_back("spc[invalid]");
758 case COLORSPACE_REC_601_525:
759 labels.push_back("spc[rec601-525]");
761 case COLORSPACE_REC_601_625:
762 labels.push_back("spc[rec601-625]");
768 switch (from->output_gamma_curve) {
770 labels.push_back("gamma[invalid]");
773 labels.push_back("gamma[sRGB]");
775 case GAMMA_REC_601: // and GAMMA_REC_709
776 labels.push_back("gamma[rec601/709]");
782 switch (from->output_alpha_type) {
784 labels.push_back("alpha[invalid]");
787 labels.push_back("alpha[blank]");
789 case ALPHA_POSTMULTIPLIED:
790 labels.push_back("alpha[postmult]");
799 void EffectChain::output_dot_edge(FILE *fp,
800 const string &from_node_id,
801 const string &to_node_id,
802 const vector<string> &labels)
804 if (labels.empty()) {
805 fprintf(fp, " %s -> %s;\n", from_node_id.c_str(), to_node_id.c_str());
807 string label = labels[0];
808 for (unsigned k = 1; k < labels.size(); ++k) {
809 label += ", " + labels[k];
811 fprintf(fp, " %s -> %s [label=\"%s\"];\n", from_node_id.c_str(), to_node_id.c_str(), label.c_str());
815 void EffectChain::size_rectangle_to_fit(unsigned width, unsigned height, unsigned *output_width, unsigned *output_height)
817 unsigned scaled_width, scaled_height;
819 if (float(width) * aspect_denom >= float(height) * aspect_nom) {
820 // Same aspect, or W/H > aspect (image is wider than the frame).
821 // In either case, keep width, and adjust height.
822 scaled_width = width;
823 scaled_height = lrintf(width * aspect_denom / aspect_nom);
825 // W/H < aspect (image is taller than the frame), so keep height,
827 scaled_width = lrintf(height * aspect_nom / aspect_denom);
828 scaled_height = height;
831 // We should be consistently larger or smaller then the existing choice,
832 // since we have the same aspect.
833 assert(!(scaled_width < *output_width && scaled_height > *output_height));
834 assert(!(scaled_height < *output_height && scaled_width > *output_width));
836 if (scaled_width >= *output_width && scaled_height >= *output_height) {
837 *output_width = scaled_width;
838 *output_height = scaled_height;
842 // Propagate input texture sizes throughout, and inform effects downstream.
843 // (Like a lot of other code, we depend on effects being in topological order.)
844 void EffectChain::inform_input_sizes(Phase *phase)
846 // All effects that have a defined size (inputs and RTT inputs)
847 // get that. Reset all others.
848 for (unsigned i = 0; i < phase->effects.size(); ++i) {
849 Node *node = phase->effects[i];
850 if (node->effect->num_inputs() == 0) {
851 Input *input = static_cast<Input *>(node->effect);
852 node->output_width = input->get_width();
853 node->output_height = input->get_height();
854 assert(node->output_width != 0);
855 assert(node->output_height != 0);
857 node->output_width = node->output_height = 0;
860 for (unsigned i = 0; i < phase->inputs.size(); ++i) {
861 Phase *input = phase->inputs[i];
862 input->output_node->output_width = input->virtual_output_width;
863 input->output_node->output_height = input->virtual_output_height;
864 assert(input->output_node->output_width != 0);
865 assert(input->output_node->output_height != 0);
868 // Now propagate from the inputs towards the end, and inform as we go.
869 // The rules are simple:
871 // 1. Don't touch effects that already have given sizes (ie., inputs
872 // or effects that change the output size).
873 // 2. If all of your inputs have the same size, that will be your output size.
874 // 3. Otherwise, your output size is 0x0.
875 for (unsigned i = 0; i < phase->effects.size(); ++i) {
876 Node *node = phase->effects[i];
877 if (node->effect->num_inputs() == 0) {
880 unsigned this_output_width = 0;
881 unsigned this_output_height = 0;
882 for (unsigned j = 0; j < node->incoming_links.size(); ++j) {
883 Node *input = node->incoming_links[j];
884 node->effect->inform_input_size(j, input->output_width, input->output_height);
886 this_output_width = input->output_width;
887 this_output_height = input->output_height;
888 } else if (input->output_width != this_output_width || input->output_height != this_output_height) {
890 this_output_width = 0;
891 this_output_height = 0;
894 if (node->effect->changes_output_size()) {
895 // We cannot call get_output_size() before we've done inform_input_size()
897 unsigned real_width, real_height;
898 node->effect->get_output_size(&real_width, &real_height,
899 &node->output_width, &node->output_height);
900 assert(node->effect->sets_virtual_output_size() ||
901 (real_width == node->output_width &&
902 real_height == node->output_height));
904 node->output_width = this_output_width;
905 node->output_height = this_output_height;
910 // Note: You should call inform_input_sizes() before this, as the last effect's
911 // desired output size might change based on the inputs.
912 void EffectChain::find_output_size(Phase *phase)
914 Node *output_node = phase->effects.back();
916 // If the last effect explicitly sets an output size, use that.
917 if (output_node->effect->changes_output_size()) {
918 output_node->effect->get_output_size(&phase->output_width, &phase->output_height,
919 &phase->virtual_output_width, &phase->virtual_output_height);
920 assert(output_node->effect->sets_virtual_output_size() ||
921 (phase->output_width == phase->virtual_output_width &&
922 phase->output_height == phase->virtual_output_height));
926 // If all effects have the same size, use that.
927 unsigned output_width = 0, output_height = 0;
928 bool all_inputs_same_size = true;
930 for (unsigned i = 0; i < phase->inputs.size(); ++i) {
931 Phase *input = phase->inputs[i];
932 assert(input->output_width != 0);
933 assert(input->output_height != 0);
934 if (output_width == 0 && output_height == 0) {
935 output_width = input->virtual_output_width;
936 output_height = input->virtual_output_height;
937 } else if (output_width != input->virtual_output_width ||
938 output_height != input->virtual_output_height) {
939 all_inputs_same_size = false;
942 for (unsigned i = 0; i < phase->effects.size(); ++i) {
943 Effect *effect = phase->effects[i]->effect;
944 if (effect->num_inputs() != 0) {
948 Input *input = static_cast<Input *>(effect);
949 if (output_width == 0 && output_height == 0) {
950 output_width = input->get_width();
951 output_height = input->get_height();
952 } else if (output_width != input->get_width() ||
953 output_height != input->get_height()) {
954 all_inputs_same_size = false;
958 if (all_inputs_same_size) {
959 assert(output_width != 0);
960 assert(output_height != 0);
961 phase->virtual_output_width = phase->output_width = output_width;
962 phase->virtual_output_height = phase->output_height = output_height;
966 // If not, fit all the inputs into the current aspect, and select the largest one.
969 for (unsigned i = 0; i < phase->inputs.size(); ++i) {
970 Phase *input = phase->inputs[i];
971 assert(input->output_width != 0);
972 assert(input->output_height != 0);
973 size_rectangle_to_fit(input->output_width, input->output_height, &output_width, &output_height);
975 for (unsigned i = 0; i < phase->effects.size(); ++i) {
976 Effect *effect = phase->effects[i]->effect;
977 if (effect->num_inputs() != 0) {
981 Input *input = static_cast<Input *>(effect);
982 size_rectangle_to_fit(input->get_width(), input->get_height(), &output_width, &output_height);
984 assert(output_width != 0);
985 assert(output_height != 0);
986 phase->virtual_output_width = phase->output_width = output_width;
987 phase->virtual_output_height = phase->output_height = output_height;
990 void EffectChain::sort_all_nodes_topologically()
992 nodes = topological_sort(nodes);
995 vector<Node *> EffectChain::topological_sort(const vector<Node *> &nodes)
997 set<Node *> nodes_left_to_visit(nodes.begin(), nodes.end());
998 vector<Node *> sorted_list;
999 for (unsigned i = 0; i < nodes.size(); ++i) {
1000 topological_sort_visit_node(nodes[i], &nodes_left_to_visit, &sorted_list);
1002 reverse(sorted_list.begin(), sorted_list.end());
1006 void EffectChain::topological_sort_visit_node(Node *node, set<Node *> *nodes_left_to_visit, vector<Node *> *sorted_list)
1008 if (nodes_left_to_visit->count(node) == 0) {
1011 nodes_left_to_visit->erase(node);
1012 for (unsigned i = 0; i < node->outgoing_links.size(); ++i) {
1013 topological_sort_visit_node(node->outgoing_links[i], nodes_left_to_visit, sorted_list);
1015 sorted_list->push_back(node);
1018 void EffectChain::find_color_spaces_for_inputs()
1020 for (unsigned i = 0; i < nodes.size(); ++i) {
1021 Node *node = nodes[i];
1022 if (node->disabled) {
1025 if (node->incoming_links.size() == 0) {
1026 Input *input = static_cast<Input *>(node->effect);
1027 node->output_color_space = input->get_color_space();
1028 node->output_gamma_curve = input->get_gamma_curve();
1030 Effect::AlphaHandling alpha_handling = input->alpha_handling();
1031 switch (alpha_handling) {
1032 case Effect::OUTPUT_BLANK_ALPHA:
1033 node->output_alpha_type = ALPHA_BLANK;
1035 case Effect::INPUT_AND_OUTPUT_PREMULTIPLIED_ALPHA:
1036 node->output_alpha_type = ALPHA_PREMULTIPLIED;
1038 case Effect::OUTPUT_POSTMULTIPLIED_ALPHA:
1039 node->output_alpha_type = ALPHA_POSTMULTIPLIED;
1041 case Effect::INPUT_PREMULTIPLIED_ALPHA_KEEP_BLANK:
1042 case Effect::DONT_CARE_ALPHA_TYPE:
1047 if (node->output_alpha_type == ALPHA_PREMULTIPLIED) {
1048 assert(node->output_gamma_curve == GAMMA_LINEAR);
1054 // Propagate gamma and color space information as far as we can in the graph.
1055 // The rules are simple: Anything where all the inputs agree, get that as
1056 // output as well. Anything else keeps having *_INVALID.
1057 void EffectChain::propagate_gamma_and_color_space()
1059 // We depend on going through the nodes in order.
1060 sort_all_nodes_topologically();
1062 for (unsigned i = 0; i < nodes.size(); ++i) {
1063 Node *node = nodes[i];
1064 if (node->disabled) {
1067 assert(node->incoming_links.size() == node->effect->num_inputs());
1068 if (node->incoming_links.size() == 0) {
1069 assert(node->output_color_space != COLORSPACE_INVALID);
1070 assert(node->output_gamma_curve != GAMMA_INVALID);
1074 Colorspace color_space = node->incoming_links[0]->output_color_space;
1075 GammaCurve gamma_curve = node->incoming_links[0]->output_gamma_curve;
1076 for (unsigned j = 1; j < node->incoming_links.size(); ++j) {
1077 if (node->incoming_links[j]->output_color_space != color_space) {
1078 color_space = COLORSPACE_INVALID;
1080 if (node->incoming_links[j]->output_gamma_curve != gamma_curve) {
1081 gamma_curve = GAMMA_INVALID;
1085 // The conversion effects already have their outputs set correctly,
1086 // so leave them alone.
1087 if (node->effect->effect_type_id() != "ColorspaceConversionEffect") {
1088 node->output_color_space = color_space;
1090 if (node->effect->effect_type_id() != "GammaCompressionEffect" &&
1091 node->effect->effect_type_id() != "GammaExpansionEffect") {
1092 node->output_gamma_curve = gamma_curve;
1097 // Propagate alpha information as far as we can in the graph.
1098 // Similar to propagate_gamma_and_color_space().
1099 void EffectChain::propagate_alpha()
1101 // We depend on going through the nodes in order.
1102 sort_all_nodes_topologically();
1104 for (unsigned i = 0; i < nodes.size(); ++i) {
1105 Node *node = nodes[i];
1106 if (node->disabled) {
1109 assert(node->incoming_links.size() == node->effect->num_inputs());
1110 if (node->incoming_links.size() == 0) {
1111 assert(node->output_alpha_type != ALPHA_INVALID);
1115 // The alpha multiplication/division effects are special cases.
1116 if (node->effect->effect_type_id() == "AlphaMultiplicationEffect") {
1117 assert(node->incoming_links.size() == 1);
1118 assert(node->incoming_links[0]->output_alpha_type == ALPHA_POSTMULTIPLIED);
1119 node->output_alpha_type = ALPHA_PREMULTIPLIED;
1122 if (node->effect->effect_type_id() == "AlphaDivisionEffect") {
1123 assert(node->incoming_links.size() == 1);
1124 assert(node->incoming_links[0]->output_alpha_type == ALPHA_PREMULTIPLIED);
1125 node->output_alpha_type = ALPHA_POSTMULTIPLIED;
1129 // GammaCompressionEffect and GammaExpansionEffect are also a special case,
1130 // because they are the only one that _need_ postmultiplied alpha.
1131 if (node->effect->effect_type_id() == "GammaCompressionEffect" ||
1132 node->effect->effect_type_id() == "GammaExpansionEffect") {
1133 assert(node->incoming_links.size() == 1);
1134 if (node->incoming_links[0]->output_alpha_type == ALPHA_BLANK) {
1135 node->output_alpha_type = ALPHA_BLANK;
1136 } else if (node->incoming_links[0]->output_alpha_type == ALPHA_POSTMULTIPLIED) {
1137 node->output_alpha_type = ALPHA_POSTMULTIPLIED;
1139 node->output_alpha_type = ALPHA_INVALID;
1144 // Only inputs can have unconditional alpha output (OUTPUT_BLANK_ALPHA
1145 // or OUTPUT_POSTMULTIPLIED_ALPHA), and they have already been
1146 // taken care of above. Rationale: Even if you could imagine
1147 // e.g. an effect that took in an image and set alpha=1.0
1148 // unconditionally, it wouldn't make any sense to have it as
1149 // e.g. OUTPUT_BLANK_ALPHA, since it wouldn't know whether it
1150 // got its input pre- or postmultiplied, so it wouldn't know
1151 // whether to divide away the old alpha or not.
1152 Effect::AlphaHandling alpha_handling = node->effect->alpha_handling();
1153 assert(alpha_handling == Effect::INPUT_AND_OUTPUT_PREMULTIPLIED_ALPHA ||
1154 alpha_handling == Effect::INPUT_PREMULTIPLIED_ALPHA_KEEP_BLANK ||
1155 alpha_handling == Effect::DONT_CARE_ALPHA_TYPE);
1157 // If the node has multiple inputs, check that they are all valid and
1159 bool any_invalid = false;
1160 bool any_premultiplied = false;
1161 bool any_postmultiplied = false;
1163 for (unsigned j = 0; j < node->incoming_links.size(); ++j) {
1164 switch (node->incoming_links[j]->output_alpha_type) {
1169 // Blank is good as both pre- and postmultiplied alpha,
1170 // so just ignore it.
1172 case ALPHA_PREMULTIPLIED:
1173 any_premultiplied = true;
1175 case ALPHA_POSTMULTIPLIED:
1176 any_postmultiplied = true;
1184 node->output_alpha_type = ALPHA_INVALID;
1188 // Inputs must be of the same type.
1189 if (any_premultiplied && any_postmultiplied) {
1190 node->output_alpha_type = ALPHA_INVALID;
1194 if (alpha_handling == Effect::INPUT_AND_OUTPUT_PREMULTIPLIED_ALPHA ||
1195 alpha_handling == Effect::INPUT_PREMULTIPLIED_ALPHA_KEEP_BLANK) {
1196 // This combination (requiring premultiplied alpha, but _not_ requiring
1197 // linear light) is illegal, since the combination of premultiplied alpha
1198 // and nonlinear inputs is meaningless.
1199 assert(node->effect->needs_linear_light());
1201 // If the effect has asked for premultiplied alpha, check that it has got it.
1202 if (any_postmultiplied) {
1203 node->output_alpha_type = ALPHA_INVALID;
1204 } else if (!any_premultiplied &&
1205 alpha_handling == Effect::INPUT_PREMULTIPLIED_ALPHA_KEEP_BLANK) {
1206 // Blank input alpha, and the effect preserves blank alpha.
1207 node->output_alpha_type = ALPHA_BLANK;
1209 node->output_alpha_type = ALPHA_PREMULTIPLIED;
1212 // OK, all inputs are the same, and this effect is not going
1214 assert(alpha_handling == Effect::DONT_CARE_ALPHA_TYPE);
1215 if (any_premultiplied) {
1216 node->output_alpha_type = ALPHA_PREMULTIPLIED;
1217 } else if (any_postmultiplied) {
1218 node->output_alpha_type = ALPHA_POSTMULTIPLIED;
1220 node->output_alpha_type = ALPHA_BLANK;
1226 bool EffectChain::node_needs_colorspace_fix(Node *node)
1228 if (node->disabled) {
1231 if (node->effect->num_inputs() == 0) {
1235 // propagate_gamma_and_color_space() has already set our output
1236 // to COLORSPACE_INVALID if the inputs differ, so we can rely on that.
1237 if (node->output_color_space == COLORSPACE_INVALID) {
1240 return (node->effect->needs_srgb_primaries() && node->output_color_space != COLORSPACE_sRGB);
1243 // Fix up color spaces so that there are no COLORSPACE_INVALID nodes left in
1244 // the graph. Our strategy is not always optimal, but quite simple:
1245 // Find an effect that's as early as possible where the inputs are of
1246 // unacceptable colorspaces (that is, either different, or, if the effect only
1247 // wants sRGB, not sRGB.) Add appropriate conversions on all its inputs,
1248 // propagate the information anew, and repeat until there are no more such
1250 void EffectChain::fix_internal_color_spaces()
1252 unsigned colorspace_propagation_pass = 0;
1256 for (unsigned i = 0; i < nodes.size(); ++i) {
1257 Node *node = nodes[i];
1258 if (!node_needs_colorspace_fix(node)) {
1262 // Go through each input that is not sRGB, and insert
1263 // a colorspace conversion after it.
1264 for (unsigned j = 0; j < node->incoming_links.size(); ++j) {
1265 Node *input = node->incoming_links[j];
1266 assert(input->output_color_space != COLORSPACE_INVALID);
1267 if (input->output_color_space == COLORSPACE_sRGB) {
1270 Node *conversion = add_node(new ColorspaceConversionEffect());
1271 CHECK(conversion->effect->set_int("source_space", input->output_color_space));
1272 CHECK(conversion->effect->set_int("destination_space", COLORSPACE_sRGB));
1273 conversion->output_color_space = COLORSPACE_sRGB;
1274 replace_sender(input, conversion);
1275 connect_nodes(input, conversion);
1278 // Re-sort topologically, and propagate the new information.
1279 propagate_gamma_and_color_space();
1286 sprintf(filename, "step5-colorspacefix-iter%u.dot", ++colorspace_propagation_pass);
1287 output_dot(filename);
1288 assert(colorspace_propagation_pass < 100);
1289 } while (found_any);
1291 for (unsigned i = 0; i < nodes.size(); ++i) {
1292 Node *node = nodes[i];
1293 if (node->disabled) {
1296 assert(node->output_color_space != COLORSPACE_INVALID);
1300 bool EffectChain::node_needs_alpha_fix(Node *node)
1302 if (node->disabled) {
1306 // propagate_alpha() has already set our output to ALPHA_INVALID if the
1307 // inputs differ or we are otherwise in mismatch, so we can rely on that.
1308 return (node->output_alpha_type == ALPHA_INVALID);
1311 // Fix up alpha so that there are no ALPHA_INVALID nodes left in
1312 // the graph. Similar to fix_internal_color_spaces().
1313 void EffectChain::fix_internal_alpha(unsigned step)
1315 unsigned alpha_propagation_pass = 0;
1319 for (unsigned i = 0; i < nodes.size(); ++i) {
1320 Node *node = nodes[i];
1321 if (!node_needs_alpha_fix(node)) {
1325 // If we need to fix up GammaExpansionEffect, then clearly something
1326 // is wrong, since the combination of premultiplied alpha and nonlinear inputs
1328 assert(node->effect->effect_type_id() != "GammaExpansionEffect");
1330 AlphaType desired_type = ALPHA_PREMULTIPLIED;
1332 // GammaCompressionEffect is special; it needs postmultiplied alpha.
1333 if (node->effect->effect_type_id() == "GammaCompressionEffect") {
1334 assert(node->incoming_links.size() == 1);
1335 assert(node->incoming_links[0]->output_alpha_type == ALPHA_PREMULTIPLIED);
1336 desired_type = ALPHA_POSTMULTIPLIED;
1339 // Go through each input that is not premultiplied alpha, and insert
1340 // a conversion before it.
1341 for (unsigned j = 0; j < node->incoming_links.size(); ++j) {
1342 Node *input = node->incoming_links[j];
1343 assert(input->output_alpha_type != ALPHA_INVALID);
1344 if (input->output_alpha_type == desired_type ||
1345 input->output_alpha_type == ALPHA_BLANK) {
1349 if (desired_type == ALPHA_PREMULTIPLIED) {
1350 conversion = add_node(new AlphaMultiplicationEffect());
1352 conversion = add_node(new AlphaDivisionEffect());
1354 conversion->output_alpha_type = desired_type;
1355 replace_sender(input, conversion);
1356 connect_nodes(input, conversion);
1359 // Re-sort topologically, and propagate the new information.
1360 propagate_gamma_and_color_space();
1368 sprintf(filename, "step%u-alphafix-iter%u.dot", step, ++alpha_propagation_pass);
1369 output_dot(filename);
1370 assert(alpha_propagation_pass < 100);
1371 } while (found_any);
1373 for (unsigned i = 0; i < nodes.size(); ++i) {
1374 Node *node = nodes[i];
1375 if (node->disabled) {
1378 assert(node->output_alpha_type != ALPHA_INVALID);
1382 // Make so that the output is in the desired color space.
1383 void EffectChain::fix_output_color_space()
1385 Node *output = find_output_node();
1386 if (output->output_color_space != output_format.color_space) {
1387 Node *conversion = add_node(new ColorspaceConversionEffect());
1388 CHECK(conversion->effect->set_int("source_space", output->output_color_space));
1389 CHECK(conversion->effect->set_int("destination_space", output_format.color_space));
1390 conversion->output_color_space = output_format.color_space;
1391 connect_nodes(output, conversion);
1393 propagate_gamma_and_color_space();
1397 // Make so that the output is in the desired pre-/postmultiplication alpha state.
1398 void EffectChain::fix_output_alpha()
1400 Node *output = find_output_node();
1401 assert(output->output_alpha_type != ALPHA_INVALID);
1402 if (output->output_alpha_type == ALPHA_BLANK) {
1403 // No alpha output, so we don't care.
1406 if (output->output_alpha_type == ALPHA_PREMULTIPLIED &&
1407 output_alpha_format == OUTPUT_ALPHA_FORMAT_POSTMULTIPLIED) {
1408 Node *conversion = add_node(new AlphaDivisionEffect());
1409 connect_nodes(output, conversion);
1411 propagate_gamma_and_color_space();
1413 if (output->output_alpha_type == ALPHA_POSTMULTIPLIED &&
1414 output_alpha_format == OUTPUT_ALPHA_FORMAT_PREMULTIPLIED) {
1415 Node *conversion = add_node(new AlphaMultiplicationEffect());
1416 connect_nodes(output, conversion);
1418 propagate_gamma_and_color_space();
1422 bool EffectChain::node_needs_gamma_fix(Node *node)
1424 if (node->disabled) {
1428 // Small hack since the output is not an explicit node:
1429 // If we are the last node and our output is in the wrong
1430 // space compared to EffectChain's output, we need to fix it.
1431 // This will only take us to linear, but fix_output_gamma()
1432 // will come and take us to the desired output gamma
1435 // This needs to be before everything else, since it could
1436 // even apply to inputs (if they are the only effect).
1437 if (node->outgoing_links.empty() &&
1438 node->output_gamma_curve != output_format.gamma_curve &&
1439 node->output_gamma_curve != GAMMA_LINEAR) {
1443 if (node->effect->num_inputs() == 0) {
1447 // propagate_gamma_and_color_space() has already set our output
1448 // to GAMMA_INVALID if the inputs differ, so we can rely on that,
1449 // except for GammaCompressionEffect.
1450 if (node->output_gamma_curve == GAMMA_INVALID) {
1453 if (node->effect->effect_type_id() == "GammaCompressionEffect") {
1454 assert(node->incoming_links.size() == 1);
1455 return node->incoming_links[0]->output_gamma_curve != GAMMA_LINEAR;
1458 return (node->effect->needs_linear_light() && node->output_gamma_curve != GAMMA_LINEAR);
1461 // Very similar to fix_internal_color_spaces(), but for gamma.
1462 // There is one difference, though; before we start adding conversion nodes,
1463 // we see if we can get anything out of asking the sources to deliver
1464 // linear gamma directly. fix_internal_gamma_by_asking_inputs()
1465 // does that part, while fix_internal_gamma_by_inserting_nodes()
1466 // inserts nodes as needed afterwards.
1467 void EffectChain::fix_internal_gamma_by_asking_inputs(unsigned step)
1469 unsigned gamma_propagation_pass = 0;
1473 for (unsigned i = 0; i < nodes.size(); ++i) {
1474 Node *node = nodes[i];
1475 if (!node_needs_gamma_fix(node)) {
1479 // See if all inputs can give us linear gamma. If not, leave it.
1480 vector<Node *> nonlinear_inputs;
1481 find_all_nonlinear_inputs(node, &nonlinear_inputs);
1482 assert(!nonlinear_inputs.empty());
1485 for (unsigned i = 0; i < nonlinear_inputs.size(); ++i) {
1486 Input *input = static_cast<Input *>(nonlinear_inputs[i]->effect);
1487 all_ok &= input->can_output_linear_gamma();
1494 for (unsigned i = 0; i < nonlinear_inputs.size(); ++i) {
1495 CHECK(nonlinear_inputs[i]->effect->set_int("output_linear_gamma", 1));
1496 nonlinear_inputs[i]->output_gamma_curve = GAMMA_LINEAR;
1499 // Re-sort topologically, and propagate the new information.
1500 propagate_gamma_and_color_space();
1507 sprintf(filename, "step%u-gammafix-iter%u.dot", step, ++gamma_propagation_pass);
1508 output_dot(filename);
1509 assert(gamma_propagation_pass < 100);
1510 } while (found_any);
1513 void EffectChain::fix_internal_gamma_by_inserting_nodes(unsigned step)
1515 unsigned gamma_propagation_pass = 0;
1519 for (unsigned i = 0; i < nodes.size(); ++i) {
1520 Node *node = nodes[i];
1521 if (!node_needs_gamma_fix(node)) {
1525 // Special case: We could be an input and still be asked to
1526 // fix our gamma; if so, we should be the only node
1527 // (as node_needs_gamma_fix() would only return true in
1528 // for an input in that case). That means we should insert
1529 // a conversion node _after_ ourselves.
1530 if (node->incoming_links.empty()) {
1531 assert(node->outgoing_links.empty());
1532 Node *conversion = add_node(new GammaExpansionEffect());
1533 CHECK(conversion->effect->set_int("source_curve", node->output_gamma_curve));
1534 conversion->output_gamma_curve = GAMMA_LINEAR;
1535 connect_nodes(node, conversion);
1538 // If not, go through each input that is not linear gamma,
1539 // and insert a gamma conversion after it.
1540 for (unsigned j = 0; j < node->incoming_links.size(); ++j) {
1541 Node *input = node->incoming_links[j];
1542 assert(input->output_gamma_curve != GAMMA_INVALID);
1543 if (input->output_gamma_curve == GAMMA_LINEAR) {
1546 Node *conversion = add_node(new GammaExpansionEffect());
1547 CHECK(conversion->effect->set_int("source_curve", input->output_gamma_curve));
1548 conversion->output_gamma_curve = GAMMA_LINEAR;
1549 replace_sender(input, conversion);
1550 connect_nodes(input, conversion);
1553 // Re-sort topologically, and propagate the new information.
1555 propagate_gamma_and_color_space();
1562 sprintf(filename, "step%u-gammafix-iter%u.dot", step, ++gamma_propagation_pass);
1563 output_dot(filename);
1564 assert(gamma_propagation_pass < 100);
1565 } while (found_any);
1567 for (unsigned i = 0; i < nodes.size(); ++i) {
1568 Node *node = nodes[i];
1569 if (node->disabled) {
1572 assert(node->output_gamma_curve != GAMMA_INVALID);
1576 // Make so that the output is in the desired gamma.
1577 // Note that this assumes linear input gamma, so it might create the need
1578 // for another pass of fix_internal_gamma().
1579 void EffectChain::fix_output_gamma()
1581 Node *output = find_output_node();
1582 if (output->output_gamma_curve != output_format.gamma_curve) {
1583 Node *conversion = add_node(new GammaCompressionEffect());
1584 CHECK(conversion->effect->set_int("destination_curve", output_format.gamma_curve));
1585 conversion->output_gamma_curve = output_format.gamma_curve;
1586 connect_nodes(output, conversion);
1590 // If the user has requested Y'CbCr output, we need to do this conversion
1591 // _after_ GammaCompressionEffect etc., but before dither (see below).
1592 // This is because Y'CbCr, with the exception of a special optional mode
1593 // in Rec. 2020 (which we currently don't support), is defined to work on
1594 // gamma-encoded data.
1595 void EffectChain::add_ycbcr_conversion_if_needed()
1597 assert(output_color_rgba || output_color_ycbcr);
1598 if (!output_color_ycbcr) {
1601 Node *output = find_output_node();
1602 Node *ycbcr = add_node(new YCbCrConversionEffect(output_ycbcr_format));
1603 connect_nodes(output, ycbcr);
1606 // If the user has requested dither, add a DitherEffect right at the end
1607 // (after GammaCompressionEffect etc.). This needs to be done after everything else,
1608 // since dither is about the only effect that can _not_ be done in linear space.
1609 void EffectChain::add_dither_if_needed()
1611 if (num_dither_bits == 0) {
1614 Node *output = find_output_node();
1615 Node *dither = add_node(new DitherEffect());
1616 CHECK(dither->effect->set_int("num_bits", num_dither_bits));
1617 connect_nodes(output, dither);
1619 dither_effect = dither->effect;
1622 // Find the output node. This is, simply, one that has no outgoing links.
1623 // If there are multiple ones, the graph is malformed (we do not support
1624 // multiple outputs right now).
1625 Node *EffectChain::find_output_node()
1627 vector<Node *> output_nodes;
1628 for (unsigned i = 0; i < nodes.size(); ++i) {
1629 Node *node = nodes[i];
1630 if (node->disabled) {
1633 if (node->outgoing_links.empty()) {
1634 output_nodes.push_back(node);
1637 assert(output_nodes.size() == 1);
1638 return output_nodes[0];
1641 void EffectChain::finalize()
1643 // Output the graph as it is before we do any conversions on it.
1644 output_dot("step0-start.dot");
1646 // Give each effect in turn a chance to rewrite its own part of the graph.
1647 // Note that if more effects are added as part of this, they will be
1648 // picked up as part of the same for loop, since they are added at the end.
1649 for (unsigned i = 0; i < nodes.size(); ++i) {
1650 nodes[i]->effect->rewrite_graph(this, nodes[i]);
1652 output_dot("step1-rewritten.dot");
1654 find_color_spaces_for_inputs();
1655 output_dot("step2-input-colorspace.dot");
1658 output_dot("step3-propagated-alpha.dot");
1660 propagate_gamma_and_color_space();
1661 output_dot("step4-propagated-all.dot");
1663 fix_internal_color_spaces();
1664 fix_internal_alpha(6);
1665 fix_output_color_space();
1666 output_dot("step7-output-colorspacefix.dot");
1668 output_dot("step8-output-alphafix.dot");
1670 // Note that we need to fix gamma after colorspace conversion,
1671 // because colorspace conversions might create needs for gamma conversions.
1672 // Also, we need to run an extra pass of fix_internal_gamma() after
1673 // fixing the output gamma, as we only have conversions to/from linear,
1674 // and fix_internal_alpha() since GammaCompressionEffect needs
1675 // postmultiplied input.
1676 fix_internal_gamma_by_asking_inputs(9);
1677 fix_internal_gamma_by_inserting_nodes(10);
1679 output_dot("step11-output-gammafix.dot");
1681 output_dot("step12-output-alpha-propagated.dot");
1682 fix_internal_alpha(13);
1683 output_dot("step14-output-alpha-fixed.dot");
1684 fix_internal_gamma_by_asking_inputs(15);
1685 fix_internal_gamma_by_inserting_nodes(16);
1687 output_dot("step17-before-ycbcr.dot");
1688 add_ycbcr_conversion_if_needed();
1690 output_dot("step18-before-dither.dot");
1691 add_dither_if_needed();
1693 output_dot("step19-final.dot");
1695 // Construct all needed GLSL programs, starting at the output.
1696 // We need to keep track of which effects have already been computed,
1697 // as an effect with multiple users could otherwise be calculated
1699 map<Node *, Phase *> completed_effects;
1700 construct_phase(find_output_node(), &completed_effects);
1702 output_dot("step20-split-to-phases.dot");
1704 assert(phases[0]->inputs.empty());
1709 void EffectChain::render_to_fbo(GLuint dest_fbo, unsigned width, unsigned height)
1713 // This needs to be set anew, in case we are coming from a different context
1714 // from when we initialized.
1716 glDisable(GL_DITHER);
1718 glEnable(GL_FRAMEBUFFER_SRGB);
1721 // Save original viewport.
1722 GLuint x = 0, y = 0;
1724 if (width == 0 && height == 0) {
1726 glGetIntegerv(GL_VIEWPORT, viewport);
1729 width = viewport[2];
1730 height = viewport[3];
1735 glDisable(GL_BLEND);
1737 glDisable(GL_DEPTH_TEST);
1739 glDepthMask(GL_FALSE);
1742 // Generate a VAO that will be used during the entire execution,
1743 // and bind the VBO, since it contains all the data.
1745 glGenVertexArrays(1, &vao);
1747 glBindVertexArray(vao);
1749 glBindBuffer(GL_ARRAY_BUFFER, vbo);
1751 set<GLint> bound_attribute_indices;
1753 set<Phase *> generated_mipmaps;
1755 // We choose the simplest option of having one texture per output,
1756 // since otherwise this turns into an (albeit simple) register allocation problem.
1757 map<Phase *, GLuint> output_textures;
1759 for (unsigned phase_num = 0; phase_num < phases.size(); ++phase_num) {
1760 Phase *phase = phases[phase_num];
1762 if (do_phase_timing) {
1763 GLuint timer_query_object;
1764 if (phase->timer_query_objects_free.empty()) {
1765 glGenQueries(1, &timer_query_object);
1767 timer_query_object = phase->timer_query_objects_free.front();
1768 phase->timer_query_objects_free.pop_front();
1770 glBeginQuery(GL_TIME_ELAPSED, timer_query_object);
1771 phase->timer_query_objects_running.push_back(timer_query_object);
1773 if (phase_num == phases.size() - 1) {
1774 // Last phase goes to the output the user specified.
1775 glBindFramebuffer(GL_FRAMEBUFFER, dest_fbo);
1777 GLenum status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
1778 assert(status == GL_FRAMEBUFFER_COMPLETE);
1779 glViewport(x, y, width, height);
1780 if (dither_effect != NULL) {
1781 CHECK(dither_effect->set_int("output_width", width));
1782 CHECK(dither_effect->set_int("output_height", height));
1785 execute_phase(phase, phase_num == phases.size() - 1, &bound_attribute_indices, &output_textures, &generated_mipmaps);
1786 if (do_phase_timing) {
1787 glEndQuery(GL_TIME_ELAPSED);
1791 for (map<Phase *, GLuint>::const_iterator texture_it = output_textures.begin();
1792 texture_it != output_textures.end();
1794 resource_pool->release_2d_texture(texture_it->second);
1797 glBindFramebuffer(GL_FRAMEBUFFER, 0);
1802 glBindBuffer(GL_ARRAY_BUFFER, 0);
1804 glBindVertexArray(0);
1806 glDeleteVertexArrays(1, &vao);
1809 if (do_phase_timing) {
1810 // Get back the timer queries.
1811 for (unsigned phase_num = 0; phase_num < phases.size(); ++phase_num) {
1812 Phase *phase = phases[phase_num];
1813 for (std::list<GLuint>::iterator timer_it = phase->timer_query_objects_running.begin();
1814 timer_it != phase->timer_query_objects_running.end(); ) {
1815 GLint timer_query_object = *timer_it;
1817 glGetQueryObjectiv(timer_query_object, GL_QUERY_RESULT_AVAILABLE, &available);
1819 GLuint64 time_elapsed;
1820 glGetQueryObjectui64v(timer_query_object, GL_QUERY_RESULT, &time_elapsed);
1821 phase->time_elapsed_ns += time_elapsed;
1822 ++phase->num_measured_iterations;
1823 phase->timer_query_objects_free.push_back(timer_query_object);
1824 phase->timer_query_objects_running.erase(timer_it++);
1833 void EffectChain::enable_phase_timing(bool enable)
1836 assert(movit_timer_queries_supported);
1838 this->do_phase_timing = enable;
1841 void EffectChain::reset_phase_timing()
1843 for (unsigned phase_num = 0; phase_num < phases.size(); ++phase_num) {
1844 Phase *phase = phases[phase_num];
1845 phase->time_elapsed_ns = 0;
1846 phase->num_measured_iterations = 0;
1850 void EffectChain::print_phase_timing()
1852 double total_time_ms = 0.0;
1853 for (unsigned phase_num = 0; phase_num < phases.size(); ++phase_num) {
1854 Phase *phase = phases[phase_num];
1855 double avg_time_ms = phase->time_elapsed_ns * 1e-6 / phase->num_measured_iterations;
1856 printf("Phase %d: %5.1f ms [", phase_num, avg_time_ms);
1857 for (unsigned effect_num = 0; effect_num < phase->effects.size(); ++effect_num) {
1858 if (effect_num != 0) {
1861 printf("%s", phase->effects[effect_num]->effect->effect_type_id().c_str());
1864 total_time_ms += avg_time_ms;
1866 printf("Total: %5.1f ms\n", total_time_ms);
1869 void EffectChain::execute_phase(Phase *phase, bool last_phase,
1870 set<GLint> *bound_attribute_indices,
1871 map<Phase *, GLuint> *output_textures,
1872 set<Phase *> *generated_mipmaps)
1876 // Find a texture for this phase.
1877 inform_input_sizes(phase);
1879 find_output_size(phase);
1881 GLuint tex_num = resource_pool->create_2d_texture(intermediate_format, phase->output_width, phase->output_height);
1882 output_textures->insert(make_pair(phase, tex_num));
1885 // Set up RTT inputs for this phase.
1886 for (unsigned sampler = 0; sampler < phase->inputs.size(); ++sampler) {
1887 glActiveTexture(GL_TEXTURE0 + sampler);
1888 Phase *input = phase->inputs[sampler];
1889 input->output_node->bound_sampler_num = sampler;
1890 glBindTexture(GL_TEXTURE_2D, (*output_textures)[input]);
1892 if (phase->input_needs_mipmaps && generated_mipmaps->count(input) == 0) {
1893 glGenerateMipmap(GL_TEXTURE_2D);
1895 generated_mipmaps->insert(input);
1897 setup_rtt_sampler(sampler, phase->input_needs_mipmaps);
1898 phase->input_samplers[sampler] = sampler; // Bind the sampler to the right uniform.
1901 // And now the output. (Already set up for us if it is the last phase.)
1903 fbo = resource_pool->create_fbo((*output_textures)[phase]);
1904 glBindFramebuffer(GL_FRAMEBUFFER, fbo);
1905 glViewport(0, 0, phase->output_width, phase->output_height);
1908 GLuint instance_program_num = resource_pool->use_glsl_program(phase->glsl_program_num);
1911 // Give the required parameters to all the effects.
1912 unsigned sampler_num = phase->inputs.size();
1913 for (unsigned i = 0; i < phase->effects.size(); ++i) {
1914 Node *node = phase->effects[i];
1915 unsigned old_sampler_num = sampler_num;
1916 node->effect->set_gl_state(instance_program_num, phase->effect_ids[node], &sampler_num);
1919 if (node->effect->is_single_texture()) {
1920 assert(sampler_num - old_sampler_num == 1);
1921 node->bound_sampler_num = old_sampler_num;
1923 node->bound_sampler_num = -1;
1927 // Uniforms need to come after set_gl_state(), since they can be updated
1929 setup_uniforms(phase);
1931 // Clean up old attributes if they are no longer needed.
1932 for (set<GLint>::iterator attr_it = bound_attribute_indices->begin();
1933 attr_it != bound_attribute_indices->end(); ) {
1934 if (phase->attribute_indexes.count(*attr_it) == 0) {
1935 glDisableVertexAttribArray(*attr_it);
1937 bound_attribute_indices->erase(attr_it++);
1943 // Set up the new attributes, if needed.
1944 for (set<GLint>::iterator attr_it = phase->attribute_indexes.begin();
1945 attr_it != phase->attribute_indexes.end();
1947 if (bound_attribute_indices->count(*attr_it) == 0) {
1948 glEnableVertexAttribArray(*attr_it);
1950 glVertexAttribPointer(*attr_it, 2, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(0));
1952 bound_attribute_indices->insert(*attr_it);
1956 glDrawArrays(GL_TRIANGLES, 0, 3);
1959 for (unsigned i = 0; i < phase->effects.size(); ++i) {
1960 Node *node = phase->effects[i];
1961 node->effect->clear_gl_state();
1964 resource_pool->unuse_glsl_program(instance_program_num);
1967 resource_pool->release_fbo(fbo);
1971 void EffectChain::setup_uniforms(Phase *phase)
1973 // TODO: Use UBO blocks.
1974 for (size_t i = 0; i < phase->uniforms_sampler2d.size(); ++i) {
1975 const Uniform<int> &uniform = phase->uniforms_sampler2d[i];
1976 if (uniform.location != -1) {
1977 glUniform1iv(uniform.location, uniform.num_values, uniform.value);
1980 for (size_t i = 0; i < phase->uniforms_bool.size(); ++i) {
1981 const Uniform<bool> &uniform = phase->uniforms_bool[i];
1982 assert(uniform.num_values == 1);
1983 if (uniform.location != -1) {
1984 glUniform1i(uniform.location, *uniform.value);
1987 for (size_t i = 0; i < phase->uniforms_int.size(); ++i) {
1988 const Uniform<int> &uniform = phase->uniforms_int[i];
1989 if (uniform.location != -1) {
1990 glUniform1iv(uniform.location, uniform.num_values, uniform.value);
1993 for (size_t i = 0; i < phase->uniforms_float.size(); ++i) {
1994 const Uniform<float> &uniform = phase->uniforms_float[i];
1995 if (uniform.location != -1) {
1996 glUniform1fv(uniform.location, uniform.num_values, uniform.value);
1999 for (size_t i = 0; i < phase->uniforms_vec2.size(); ++i) {
2000 const Uniform<float> &uniform = phase->uniforms_vec2[i];
2001 if (uniform.location != -1) {
2002 glUniform2fv(uniform.location, uniform.num_values, uniform.value);
2005 for (size_t i = 0; i < phase->uniforms_vec3.size(); ++i) {
2006 const Uniform<float> &uniform = phase->uniforms_vec3[i];
2007 if (uniform.location != -1) {
2008 glUniform3fv(uniform.location, uniform.num_values, uniform.value);
2011 for (size_t i = 0; i < phase->uniforms_vec4.size(); ++i) {
2012 const Uniform<float> &uniform = phase->uniforms_vec4[i];
2013 if (uniform.location != -1) {
2014 glUniform4fv(uniform.location, uniform.num_values, uniform.value);
2017 for (size_t i = 0; i < phase->uniforms_mat3.size(); ++i) {
2018 const Uniform<Matrix3d> &uniform = phase->uniforms_mat3[i];
2019 assert(uniform.num_values == 1);
2020 if (uniform.location != -1) {
2021 // Convert to float (GLSL has no double matrices).
2023 for (unsigned y = 0; y < 3; ++y) {
2024 for (unsigned x = 0; x < 3; ++x) {
2025 matrixf[y + x * 3] = (*uniform.value)(y, x);
2028 glUniformMatrix3fv(uniform.location, 1, GL_FALSE, matrixf);
2033 void EffectChain::setup_rtt_sampler(int sampler_num, bool use_mipmaps)
2035 glActiveTexture(GL_TEXTURE0 + sampler_num);
2038 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
2041 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
2044 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
2046 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
2050 } // namespace movit