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 num_output_color_ycbcr(0),
41 ycbcr_conversion_effect_node(NULL),
42 intermediate_format(GL_RGBA16F),
43 intermediate_transformation(NO_FRAMEBUFFER_TRANSFORMATION),
45 output_origin(OUTPUT_ORIGIN_BOTTOM_LEFT),
47 resource_pool(resource_pool),
48 do_phase_timing(false) {
49 if (resource_pool == NULL) {
50 this->resource_pool = new ResourcePool();
51 owns_resource_pool = true;
53 owns_resource_pool = false;
56 // Generate a VBO with some data in (shared position and texture coordinate data).
62 vbo = generate_vbo(2, GL_FLOAT, sizeof(vertices), vertices);
65 EffectChain::~EffectChain()
67 for (unsigned i = 0; i < nodes.size(); ++i) {
68 delete nodes[i]->effect;
71 for (unsigned i = 0; i < phases.size(); ++i) {
72 resource_pool->release_glsl_program(phases[i]->glsl_program_num);
75 if (owns_resource_pool) {
78 glDeleteBuffers(1, &vbo);
82 Input *EffectChain::add_input(Input *input)
85 inputs.push_back(input);
90 void EffectChain::add_output(const ImageFormat &format, OutputAlphaFormat alpha_format)
93 assert(!output_color_rgba);
94 output_format = format;
95 output_alpha_format = alpha_format;
96 output_color_rgba = true;
99 void EffectChain::add_ycbcr_output(const ImageFormat &format, OutputAlphaFormat alpha_format,
100 const YCbCrFormat &ycbcr_format, YCbCrOutputSplitting output_splitting)
103 assert(num_output_color_ycbcr < 2);
104 output_format = format;
105 output_alpha_format = alpha_format;
107 if (num_output_color_ycbcr == 1) {
108 // Check that the format is the same.
109 assert(output_ycbcr_format.luma_coefficients == ycbcr_format.luma_coefficients);
110 assert(output_ycbcr_format.full_range == ycbcr_format.full_range);
111 assert(output_ycbcr_format.num_levels == ycbcr_format.num_levels);
112 assert(output_ycbcr_format.chroma_subsampling_x == ycbcr_format.chroma_subsampling_x);
113 assert(output_ycbcr_format.chroma_subsampling_y == ycbcr_format.chroma_subsampling_y);
114 assert(fabs(output_ycbcr_format.cb_x_position - ycbcr_format.cb_x_position) < 1e-3);
115 assert(fabs(output_ycbcr_format.cb_y_position - ycbcr_format.cb_y_position) < 1e-3);
116 assert(fabs(output_ycbcr_format.cr_x_position - ycbcr_format.cr_x_position) < 1e-3);
117 assert(fabs(output_ycbcr_format.cr_y_position - ycbcr_format.cr_y_position) < 1e-3);
119 output_ycbcr_format = ycbcr_format;
121 output_ycbcr_splitting[num_output_color_ycbcr++] = output_splitting;
123 assert(ycbcr_format.chroma_subsampling_x == 1);
124 assert(ycbcr_format.chroma_subsampling_y == 1);
127 void EffectChain::change_ycbcr_output_format(const YCbCrFormat &ycbcr_format)
129 assert(num_output_color_ycbcr > 0);
130 assert(output_ycbcr_format.chroma_subsampling_x == ycbcr_format.chroma_subsampling_x);
131 assert(output_ycbcr_format.chroma_subsampling_y == ycbcr_format.chroma_subsampling_y);
132 assert(fabs(output_ycbcr_format.cb_x_position - ycbcr_format.cb_x_position) < 1e-3);
133 assert(fabs(output_ycbcr_format.cb_y_position - ycbcr_format.cb_y_position) < 1e-3);
134 assert(fabs(output_ycbcr_format.cr_x_position - ycbcr_format.cr_x_position) < 1e-3);
135 assert(fabs(output_ycbcr_format.cr_y_position - ycbcr_format.cr_y_position) < 1e-3);
137 output_ycbcr_format = ycbcr_format;
139 YCbCrConversionEffect *effect = (YCbCrConversionEffect *)(ycbcr_conversion_effect_node->effect);
140 effect->change_output_format(ycbcr_format);
144 Node *EffectChain::add_node(Effect *effect)
146 for (unsigned i = 0; i < nodes.size(); ++i) {
147 assert(nodes[i]->effect != effect);
150 Node *node = new Node;
151 node->effect = effect;
152 node->disabled = false;
153 node->output_color_space = COLORSPACE_INVALID;
154 node->output_gamma_curve = GAMMA_INVALID;
155 node->output_alpha_type = ALPHA_INVALID;
156 node->needs_mipmaps = false;
157 node->one_to_one_sampling = false;
159 nodes.push_back(node);
160 node_map[effect] = node;
161 effect->inform_added(this);
165 void EffectChain::connect_nodes(Node *sender, Node *receiver)
167 sender->outgoing_links.push_back(receiver);
168 receiver->incoming_links.push_back(sender);
171 void EffectChain::replace_receiver(Node *old_receiver, Node *new_receiver)
173 new_receiver->incoming_links = old_receiver->incoming_links;
174 old_receiver->incoming_links.clear();
176 for (unsigned i = 0; i < new_receiver->incoming_links.size(); ++i) {
177 Node *sender = new_receiver->incoming_links[i];
178 for (unsigned j = 0; j < sender->outgoing_links.size(); ++j) {
179 if (sender->outgoing_links[j] == old_receiver) {
180 sender->outgoing_links[j] = new_receiver;
186 void EffectChain::replace_sender(Node *old_sender, Node *new_sender)
188 new_sender->outgoing_links = old_sender->outgoing_links;
189 old_sender->outgoing_links.clear();
191 for (unsigned i = 0; i < new_sender->outgoing_links.size(); ++i) {
192 Node *receiver = new_sender->outgoing_links[i];
193 for (unsigned j = 0; j < receiver->incoming_links.size(); ++j) {
194 if (receiver->incoming_links[j] == old_sender) {
195 receiver->incoming_links[j] = new_sender;
201 void EffectChain::insert_node_between(Node *sender, Node *middle, Node *receiver)
203 for (unsigned i = 0; i < sender->outgoing_links.size(); ++i) {
204 if (sender->outgoing_links[i] == receiver) {
205 sender->outgoing_links[i] = middle;
206 middle->incoming_links.push_back(sender);
209 for (unsigned i = 0; i < receiver->incoming_links.size(); ++i) {
210 if (receiver->incoming_links[i] == sender) {
211 receiver->incoming_links[i] = middle;
212 middle->outgoing_links.push_back(receiver);
216 assert(middle->incoming_links.size() == middle->effect->num_inputs());
219 GLenum EffectChain::get_input_sampler(Node *node, unsigned input_num) const
221 assert(node->effect->needs_texture_bounce());
222 assert(input_num < node->incoming_links.size());
223 assert(node->incoming_links[input_num]->bound_sampler_num >= 0);
224 assert(node->incoming_links[input_num]->bound_sampler_num < 8);
225 return GL_TEXTURE0 + node->incoming_links[input_num]->bound_sampler_num;
228 GLenum EffectChain::has_input_sampler(Node *node, unsigned input_num) const
230 assert(input_num < node->incoming_links.size());
231 return node->incoming_links[input_num]->bound_sampler_num >= 0 &&
232 node->incoming_links[input_num]->bound_sampler_num < 8;
235 void EffectChain::find_all_nonlinear_inputs(Node *node, vector<Node *> *nonlinear_inputs)
237 if (node->output_gamma_curve == GAMMA_LINEAR &&
238 node->effect->effect_type_id() != "GammaCompressionEffect") {
241 if (node->effect->num_inputs() == 0) {
242 nonlinear_inputs->push_back(node);
244 assert(node->effect->num_inputs() == node->incoming_links.size());
245 for (unsigned i = 0; i < node->incoming_links.size(); ++i) {
246 find_all_nonlinear_inputs(node->incoming_links[i], nonlinear_inputs);
251 Effect *EffectChain::add_effect(Effect *effect, const vector<Effect *> &inputs)
254 assert(inputs.size() == effect->num_inputs());
255 Node *node = add_node(effect);
256 for (unsigned i = 0; i < inputs.size(); ++i) {
257 assert(node_map.count(inputs[i]) != 0);
258 connect_nodes(node_map[inputs[i]], node);
263 // ESSL doesn't support token pasting. Replace PREFIX(x) with <effect_id>_x.
264 string replace_prefix(const string &text, const string &prefix)
269 while (start < text.size()) {
270 size_t pos = text.find("PREFIX(", start);
271 if (pos == string::npos) {
272 output.append(text.substr(start, string::npos));
276 output.append(text.substr(start, pos - start));
277 output.append(prefix);
280 pos += strlen("PREFIX(");
282 // Output stuff until we find the matching ), which we then eat.
284 size_t end_arg_pos = pos;
285 while (end_arg_pos < text.size()) {
286 if (text[end_arg_pos] == '(') {
288 } else if (text[end_arg_pos] == ')') {
296 output.append(text.substr(pos, end_arg_pos - pos));
307 void extract_uniform_declarations(const vector<Uniform<T> > &effect_uniforms,
308 const string &type_specifier,
309 const string &effect_id,
310 vector<Uniform<T> > *phase_uniforms,
313 for (unsigned i = 0; i < effect_uniforms.size(); ++i) {
314 phase_uniforms->push_back(effect_uniforms[i]);
315 phase_uniforms->back().prefix = effect_id;
317 *glsl_string += string("uniform ") + type_specifier + " " + effect_id
318 + "_" + effect_uniforms[i].name + ";\n";
323 void extract_uniform_array_declarations(const vector<Uniform<T> > &effect_uniforms,
324 const string &type_specifier,
325 const string &effect_id,
326 vector<Uniform<T> > *phase_uniforms,
329 for (unsigned i = 0; i < effect_uniforms.size(); ++i) {
330 phase_uniforms->push_back(effect_uniforms[i]);
331 phase_uniforms->back().prefix = effect_id;
334 snprintf(buf, sizeof(buf), "uniform %s %s_%s[%d];\n",
335 type_specifier.c_str(), effect_id.c_str(),
336 effect_uniforms[i].name.c_str(),
337 int(effect_uniforms[i].num_values));
343 void collect_uniform_locations(GLuint glsl_program_num, vector<Uniform<T> > *phase_uniforms)
345 for (unsigned i = 0; i < phase_uniforms->size(); ++i) {
346 Uniform<T> &uniform = (*phase_uniforms)[i];
347 uniform.location = get_uniform_location(glsl_program_num, uniform.prefix, uniform.name);
353 void EffectChain::compile_glsl_program(Phase *phase)
355 string frag_shader_header = read_version_dependent_file("header", "frag");
356 string frag_shader = "";
358 // Create functions and uniforms for all the texture inputs that we need.
359 for (unsigned i = 0; i < phase->inputs.size(); ++i) {
360 Node *input = phase->inputs[i]->output_node;
362 sprintf(effect_id, "in%u", i);
363 phase->effect_ids.insert(make_pair(input, effect_id));
365 frag_shader += string("uniform sampler2D tex_") + effect_id + ";\n";
366 frag_shader += string("vec4 ") + effect_id + "(vec2 tc) {\n";
367 frag_shader += "\tvec4 tmp = tex2D(tex_" + string(effect_id) + ", tc);\n";
369 if (intermediate_transformation == SQUARE_ROOT_FRAMEBUFFER_TRANSFORMATION &&
370 phase->inputs[i]->output_node->output_gamma_curve == GAMMA_LINEAR) {
371 frag_shader += "\ttmp.rgb *= tmp.rgb;\n";
374 frag_shader += "\treturn tmp;\n";
375 frag_shader += "}\n";
378 Uniform<int> uniform;
379 uniform.name = effect_id;
380 uniform.value = &phase->input_samplers[i];
381 uniform.prefix = "tex";
382 uniform.num_values = 1;
383 uniform.location = -1;
384 phase->uniforms_sampler2d.push_back(uniform);
387 // Give each effect in the phase its own ID.
388 for (unsigned i = 0; i < phase->effects.size(); ++i) {
389 Node *node = phase->effects[i];
391 sprintf(effect_id, "eff%u", i);
392 phase->effect_ids.insert(make_pair(node, effect_id));
395 for (unsigned i = 0; i < phase->effects.size(); ++i) {
396 Node *node = phase->effects[i];
397 const string effect_id = phase->effect_ids[node];
398 if (node->incoming_links.size() == 1) {
399 frag_shader += string("#define INPUT ") + phase->effect_ids[node->incoming_links[0]] + "\n";
401 for (unsigned j = 0; j < node->incoming_links.size(); ++j) {
403 sprintf(buf, "#define INPUT%d %s\n", j + 1, phase->effect_ids[node->incoming_links[j]].c_str());
409 frag_shader += string("#define FUNCNAME ") + effect_id + "\n";
410 frag_shader += replace_prefix(node->effect->output_fragment_shader(), effect_id);
411 frag_shader += "#undef PREFIX\n";
412 frag_shader += "#undef FUNCNAME\n";
413 if (node->incoming_links.size() == 1) {
414 frag_shader += "#undef INPUT\n";
416 for (unsigned j = 0; j < node->incoming_links.size(); ++j) {
418 sprintf(buf, "#undef INPUT%d\n", j + 1);
424 frag_shader += string("#define INPUT ") + phase->effect_ids[phase->effects.back()] + "\n";
426 // If we're the last phase, add the right #defines for Y'CbCr multi-output as needed.
427 vector<string> frag_shader_outputs; // In order.
428 if (phase->output_node->outgoing_links.empty() && num_output_color_ycbcr > 0) {
429 switch (output_ycbcr_splitting[0]) {
430 case YCBCR_OUTPUT_INTERLEAVED:
432 frag_shader_outputs.push_back("FragColor");
434 case YCBCR_OUTPUT_SPLIT_Y_AND_CBCR:
435 frag_shader += "#define YCBCR_OUTPUT_SPLIT_Y_AND_CBCR 1\n";
436 frag_shader_outputs.push_back("Y");
437 frag_shader_outputs.push_back("Chroma");
439 case YCBCR_OUTPUT_PLANAR:
440 frag_shader += "#define YCBCR_OUTPUT_PLANAR 1\n";
441 frag_shader_outputs.push_back("Y");
442 frag_shader_outputs.push_back("Cb");
443 frag_shader_outputs.push_back("Cr");
449 if (num_output_color_ycbcr > 1) {
450 switch (output_ycbcr_splitting[1]) {
451 case YCBCR_OUTPUT_INTERLEAVED:
452 frag_shader += "#define SECOND_YCBCR_OUTPUT_INTERLEAVED 1\n";
453 frag_shader_outputs.push_back("YCbCr2");
455 case YCBCR_OUTPUT_SPLIT_Y_AND_CBCR:
456 frag_shader += "#define SECOND_YCBCR_OUTPUT_SPLIT_Y_AND_CBCR 1\n";
457 frag_shader_outputs.push_back("Y2");
458 frag_shader_outputs.push_back("Chroma2");
460 case YCBCR_OUTPUT_PLANAR:
461 frag_shader += "#define SECOND_YCBCR_OUTPUT_PLANAR 1\n";
462 frag_shader_outputs.push_back("Y2");
463 frag_shader_outputs.push_back("Cb2");
464 frag_shader_outputs.push_back("Cr2");
471 if (output_color_rgba) {
472 // Note: Needs to come in the header, because not only the
473 // output needs to see it (YCbCrConversionEffect and DitherEffect
475 frag_shader_header += "#define YCBCR_ALSO_OUTPUT_RGBA 1\n";
476 frag_shader_outputs.push_back("RGBA");
480 // If we're bouncing to a temporary texture, signal transformation if desired.
481 if (!phase->output_node->outgoing_links.empty()) {
482 if (intermediate_transformation == SQUARE_ROOT_FRAMEBUFFER_TRANSFORMATION &&
483 phase->output_node->output_gamma_curve == GAMMA_LINEAR) {
484 frag_shader += "#define SQUARE_ROOT_TRANSFORMATION 1\n";
488 frag_shader.append(read_file("footer.frag"));
490 // Collect uniforms from all effects and output them. Note that this needs
491 // to happen after output_fragment_shader(), even though the uniforms come
492 // before in the output source, since output_fragment_shader() is allowed
493 // to register new uniforms (e.g. arrays that are of unknown length until
494 // finalization time).
495 // TODO: Make a uniform block for platforms that support it.
496 string frag_shader_uniforms = "";
497 for (unsigned i = 0; i < phase->effects.size(); ++i) {
498 Node *node = phase->effects[i];
499 Effect *effect = node->effect;
500 const string effect_id = phase->effect_ids[node];
501 extract_uniform_declarations(effect->uniforms_sampler2d, "sampler2D", effect_id, &phase->uniforms_sampler2d, &frag_shader_uniforms);
502 extract_uniform_declarations(effect->uniforms_bool, "bool", effect_id, &phase->uniforms_bool, &frag_shader_uniforms);
503 extract_uniform_declarations(effect->uniforms_int, "int", effect_id, &phase->uniforms_int, &frag_shader_uniforms);
504 extract_uniform_declarations(effect->uniforms_float, "float", effect_id, &phase->uniforms_float, &frag_shader_uniforms);
505 extract_uniform_declarations(effect->uniforms_vec2, "vec2", effect_id, &phase->uniforms_vec2, &frag_shader_uniforms);
506 extract_uniform_declarations(effect->uniforms_vec3, "vec3", effect_id, &phase->uniforms_vec3, &frag_shader_uniforms);
507 extract_uniform_declarations(effect->uniforms_vec4, "vec4", effect_id, &phase->uniforms_vec4, &frag_shader_uniforms);
508 extract_uniform_array_declarations(effect->uniforms_float_array, "float", effect_id, &phase->uniforms_float, &frag_shader_uniforms);
509 extract_uniform_array_declarations(effect->uniforms_vec2_array, "vec2", effect_id, &phase->uniforms_vec2, &frag_shader_uniforms);
510 extract_uniform_array_declarations(effect->uniforms_vec3_array, "vec3", effect_id, &phase->uniforms_vec3, &frag_shader_uniforms);
511 extract_uniform_array_declarations(effect->uniforms_vec4_array, "vec4", effect_id, &phase->uniforms_vec4, &frag_shader_uniforms);
512 extract_uniform_declarations(effect->uniforms_mat3, "mat3", effect_id, &phase->uniforms_mat3, &frag_shader_uniforms);
515 frag_shader = frag_shader_header + frag_shader_uniforms + frag_shader;
517 string vert_shader = read_version_dependent_file("vs", "vert");
519 // If we're the last phase and need to flip the picture to compensate for
520 // the origin, tell the vertex shader so.
521 if (phase->output_node->outgoing_links.empty() && output_origin == OUTPUT_ORIGIN_TOP_LEFT) {
522 const string needle = "#define FLIP_ORIGIN 0";
523 size_t pos = vert_shader.find(needle);
524 assert(pos != string::npos);
526 vert_shader[pos + needle.size() - 1] = '1';
529 phase->glsl_program_num = resource_pool->compile_glsl_program(vert_shader, frag_shader, frag_shader_outputs);
530 GLint position_attribute_index = glGetAttribLocation(phase->glsl_program_num, "position");
531 GLint texcoord_attribute_index = glGetAttribLocation(phase->glsl_program_num, "texcoord");
532 if (position_attribute_index != -1) {
533 phase->attribute_indexes.insert(position_attribute_index);
535 if (texcoord_attribute_index != -1) {
536 phase->attribute_indexes.insert(texcoord_attribute_index);
539 // Collect the resulting location numbers for each uniform.
540 collect_uniform_locations(phase->glsl_program_num, &phase->uniforms_sampler2d);
541 collect_uniform_locations(phase->glsl_program_num, &phase->uniforms_bool);
542 collect_uniform_locations(phase->glsl_program_num, &phase->uniforms_int);
543 collect_uniform_locations(phase->glsl_program_num, &phase->uniforms_float);
544 collect_uniform_locations(phase->glsl_program_num, &phase->uniforms_vec2);
545 collect_uniform_locations(phase->glsl_program_num, &phase->uniforms_vec3);
546 collect_uniform_locations(phase->glsl_program_num, &phase->uniforms_vec4);
547 collect_uniform_locations(phase->glsl_program_num, &phase->uniforms_mat3);
550 // Construct GLSL programs, starting at the given effect and following
551 // the chain from there. We end a program every time we come to an effect
552 // marked as "needs texture bounce", one that is used by multiple other
553 // effects, every time we need to bounce due to output size change
554 // (not all size changes require ending), and of course at the end.
556 // We follow a quite simple depth-first search from the output, although
557 // without recursing explicitly within each phase.
558 Phase *EffectChain::construct_phase(Node *output, map<Node *, Phase *> *completed_effects)
560 if (completed_effects->count(output)) {
561 return (*completed_effects)[output];
564 Phase *phase = new Phase;
565 phase->output_node = output;
567 // If the output effect has one-to-one sampling, we try to trace this
568 // status down through the dependency chain. This is important in case
569 // we hit an effect that changes output size (and not sets a virtual
570 // output size); if we have one-to-one sampling, we don't have to break
572 output->one_to_one_sampling = output->effect->one_to_one_sampling();
574 // Effects that we have yet to calculate, but that we know should
575 // be in the current phase.
576 stack<Node *> effects_todo_this_phase;
577 effects_todo_this_phase.push(output);
579 while (!effects_todo_this_phase.empty()) {
580 Node *node = effects_todo_this_phase.top();
581 effects_todo_this_phase.pop();
583 if (node->effect->needs_mipmaps()) {
584 node->needs_mipmaps = true;
587 // This should currently only happen for effects that are inputs
588 // (either true inputs or phase outputs). We special-case inputs,
589 // and then deduplicate phase outputs below.
590 if (node->effect->num_inputs() == 0) {
591 if (find(phase->effects.begin(), phase->effects.end(), node) != phase->effects.end()) {
595 assert(completed_effects->count(node) == 0);
598 phase->effects.push_back(node);
600 // Find all the dependencies of this effect, and add them to the stack.
601 vector<Node *> deps = node->incoming_links;
602 assert(node->effect->num_inputs() == deps.size());
603 for (unsigned i = 0; i < deps.size(); ++i) {
604 bool start_new_phase = false;
606 if (node->effect->needs_texture_bounce() &&
607 !deps[i]->effect->is_single_texture() &&
608 !deps[i]->effect->override_disable_bounce()) {
609 start_new_phase = true;
612 // Propagate information about needing mipmaps down the chain,
613 // breaking the phase if we notice an incompatibility.
615 // Note that we cannot do this propagation as a normal pass,
616 // because it needs information about where the phases end
617 // (we should not propagate the flag across phases).
618 if (node->needs_mipmaps) {
619 if (deps[i]->effect->num_inputs() == 0) {
620 Input *input = static_cast<Input *>(deps[i]->effect);
621 start_new_phase |= !input->can_supply_mipmaps();
623 deps[i]->needs_mipmaps = true;
627 if (deps[i]->outgoing_links.size() > 1) {
628 if (!deps[i]->effect->is_single_texture()) {
629 // More than one effect uses this as the input,
630 // and it is not a texture itself.
631 // The easiest thing to do (and probably also the safest
632 // performance-wise in most cases) is to bounce it to a texture
633 // and then let the next passes read from that.
634 start_new_phase = true;
636 assert(deps[i]->effect->num_inputs() == 0);
638 // For textures, we try to be slightly more clever;
639 // if none of our outputs need a bounce, we don't bounce
640 // but instead simply use the effect many times.
642 // Strictly speaking, we could bounce it for some outputs
643 // and use it directly for others, but the processing becomes
644 // somewhat simpler if the effect is only used in one such way.
645 for (unsigned j = 0; j < deps[i]->outgoing_links.size(); ++j) {
646 Node *rdep = deps[i]->outgoing_links[j];
647 start_new_phase |= rdep->effect->needs_texture_bounce();
652 if (deps[i]->effect->sets_virtual_output_size()) {
653 assert(deps[i]->effect->changes_output_size());
654 // If the next effect sets a virtual size to rely on OpenGL's
655 // bilinear sampling, we'll really need to break the phase here.
656 start_new_phase = true;
657 } else if (deps[i]->effect->changes_output_size() && !node->one_to_one_sampling) {
658 // If the next effect changes size and we don't have one-to-one sampling,
659 // we also need to break here.
660 start_new_phase = true;
663 if (start_new_phase) {
664 phase->inputs.push_back(construct_phase(deps[i], completed_effects));
666 effects_todo_this_phase.push(deps[i]);
668 // Propagate the one-to-one status down through the dependency.
669 deps[i]->one_to_one_sampling = node->one_to_one_sampling &&
670 deps[i]->effect->one_to_one_sampling();
675 // No more effects to do this phase. Take all the ones we have,
676 // and create a GLSL program for it.
677 assert(!phase->effects.empty());
679 // Deduplicate the inputs, but don't change the ordering e.g. by sorting;
680 // that would be nondeterministic and thus reduce cacheability.
681 // TODO: Make this even more deterministic.
682 vector<Phase *> dedup_inputs;
683 set<Phase *> seen_inputs;
684 for (size_t i = 0; i < phase->inputs.size(); ++i) {
685 if (seen_inputs.insert(phase->inputs[i]).second) {
686 dedup_inputs.push_back(phase->inputs[i]);
689 swap(phase->inputs, dedup_inputs);
691 // Allocate samplers for each input.
692 phase->input_samplers.resize(phase->inputs.size());
694 // We added the effects from the output and back, but we need to output
695 // them in topological sort order in the shader.
696 phase->effects = topological_sort(phase->effects);
698 // Figure out if we need mipmaps or not, and if so, tell the inputs that.
699 phase->input_needs_mipmaps = false;
700 for (unsigned i = 0; i < phase->effects.size(); ++i) {
701 Node *node = phase->effects[i];
702 phase->input_needs_mipmaps |= node->effect->needs_mipmaps();
704 for (unsigned i = 0; i < phase->effects.size(); ++i) {
705 Node *node = phase->effects[i];
706 if (node->effect->num_inputs() == 0) {
707 Input *input = static_cast<Input *>(node->effect);
708 assert(!phase->input_needs_mipmaps || input->can_supply_mipmaps());
709 CHECK(input->set_int("needs_mipmaps", phase->input_needs_mipmaps));
713 // Tell each node which phase it ended up in, so that the unit test
714 // can check that the phases were split in the right place.
715 // Note that this ignores that effects may be part of multiple phases;
716 // if the unit tests need to test such cases, we'll reconsider.
717 for (unsigned i = 0; i < phase->effects.size(); ++i) {
718 phase->effects[i]->containing_phase = phase;
721 // Actually make the shader for this phase.
722 compile_glsl_program(phase);
724 // Initialize timers.
725 if (movit_timer_queries_supported) {
726 phase->time_elapsed_ns = 0;
727 phase->num_measured_iterations = 0;
730 assert(completed_effects->count(output) == 0);
731 completed_effects->insert(make_pair(output, phase));
732 phases.push_back(phase);
736 void EffectChain::output_dot(const char *filename)
738 if (movit_debug_level != MOVIT_DEBUG_ON) {
742 FILE *fp = fopen(filename, "w");
748 fprintf(fp, "digraph G {\n");
749 fprintf(fp, " output [shape=box label=\"(output)\"];\n");
750 for (unsigned i = 0; i < nodes.size(); ++i) {
751 // Find out which phase this event belongs to.
752 vector<int> in_phases;
753 for (unsigned j = 0; j < phases.size(); ++j) {
754 const Phase* p = phases[j];
755 if (find(p->effects.begin(), p->effects.end(), nodes[i]) != p->effects.end()) {
756 in_phases.push_back(j);
760 if (in_phases.empty()) {
761 fprintf(fp, " n%ld [label=\"%s\"];\n", (long)nodes[i], nodes[i]->effect->effect_type_id().c_str());
762 } else if (in_phases.size() == 1) {
763 fprintf(fp, " n%ld [label=\"%s\" style=\"filled\" fillcolor=\"/accent8/%d\"];\n",
764 (long)nodes[i], nodes[i]->effect->effect_type_id().c_str(),
765 (in_phases[0] % 8) + 1);
767 // If we had new enough Graphviz, style="wedged" would probably be ideal here.
769 fprintf(fp, " n%ld [label=\"%s [in multiple phases]\" style=\"filled\" fillcolor=\"/accent8/%d\"];\n",
770 (long)nodes[i], nodes[i]->effect->effect_type_id().c_str(),
771 (in_phases[0] % 8) + 1);
774 char from_node_id[256];
775 snprintf(from_node_id, 256, "n%ld", (long)nodes[i]);
777 for (unsigned j = 0; j < nodes[i]->outgoing_links.size(); ++j) {
778 char to_node_id[256];
779 snprintf(to_node_id, 256, "n%ld", (long)nodes[i]->outgoing_links[j]);
781 vector<string> labels = get_labels_for_edge(nodes[i], nodes[i]->outgoing_links[j]);
782 output_dot_edge(fp, from_node_id, to_node_id, labels);
785 if (nodes[i]->outgoing_links.empty() && !nodes[i]->disabled) {
787 vector<string> labels = get_labels_for_edge(nodes[i], NULL);
788 output_dot_edge(fp, from_node_id, "output", labels);
796 vector<string> EffectChain::get_labels_for_edge(const Node *from, const Node *to)
798 vector<string> labels;
800 if (to != NULL && to->effect->needs_texture_bounce()) {
801 labels.push_back("needs_bounce");
803 if (from->effect->changes_output_size()) {
804 labels.push_back("resize");
807 switch (from->output_color_space) {
808 case COLORSPACE_INVALID:
809 labels.push_back("spc[invalid]");
811 case COLORSPACE_REC_601_525:
812 labels.push_back("spc[rec601-525]");
814 case COLORSPACE_REC_601_625:
815 labels.push_back("spc[rec601-625]");
821 switch (from->output_gamma_curve) {
823 labels.push_back("gamma[invalid]");
826 labels.push_back("gamma[sRGB]");
828 case GAMMA_REC_601: // and GAMMA_REC_709
829 labels.push_back("gamma[rec601/709]");
835 switch (from->output_alpha_type) {
837 labels.push_back("alpha[invalid]");
840 labels.push_back("alpha[blank]");
842 case ALPHA_POSTMULTIPLIED:
843 labels.push_back("alpha[postmult]");
852 void EffectChain::output_dot_edge(FILE *fp,
853 const string &from_node_id,
854 const string &to_node_id,
855 const vector<string> &labels)
857 if (labels.empty()) {
858 fprintf(fp, " %s -> %s;\n", from_node_id.c_str(), to_node_id.c_str());
860 string label = labels[0];
861 for (unsigned k = 1; k < labels.size(); ++k) {
862 label += ", " + labels[k];
864 fprintf(fp, " %s -> %s [label=\"%s\"];\n", from_node_id.c_str(), to_node_id.c_str(), label.c_str());
868 void EffectChain::size_rectangle_to_fit(unsigned width, unsigned height, unsigned *output_width, unsigned *output_height)
870 unsigned scaled_width, scaled_height;
872 if (float(width) * aspect_denom >= float(height) * aspect_nom) {
873 // Same aspect, or W/H > aspect (image is wider than the frame).
874 // In either case, keep width, and adjust height.
875 scaled_width = width;
876 scaled_height = lrintf(width * aspect_denom / aspect_nom);
878 // W/H < aspect (image is taller than the frame), so keep height,
880 scaled_width = lrintf(height * aspect_nom / aspect_denom);
881 scaled_height = height;
884 // We should be consistently larger or smaller then the existing choice,
885 // since we have the same aspect.
886 assert(!(scaled_width < *output_width && scaled_height > *output_height));
887 assert(!(scaled_height < *output_height && scaled_width > *output_width));
889 if (scaled_width >= *output_width && scaled_height >= *output_height) {
890 *output_width = scaled_width;
891 *output_height = scaled_height;
895 // Propagate input texture sizes throughout, and inform effects downstream.
896 // (Like a lot of other code, we depend on effects being in topological order.)
897 void EffectChain::inform_input_sizes(Phase *phase)
899 // All effects that have a defined size (inputs and RTT inputs)
900 // get that. Reset all others.
901 for (unsigned i = 0; i < phase->effects.size(); ++i) {
902 Node *node = phase->effects[i];
903 if (node->effect->num_inputs() == 0) {
904 Input *input = static_cast<Input *>(node->effect);
905 node->output_width = input->get_width();
906 node->output_height = input->get_height();
907 assert(node->output_width != 0);
908 assert(node->output_height != 0);
910 node->output_width = node->output_height = 0;
913 for (unsigned i = 0; i < phase->inputs.size(); ++i) {
914 Phase *input = phase->inputs[i];
915 input->output_node->output_width = input->virtual_output_width;
916 input->output_node->output_height = input->virtual_output_height;
917 assert(input->output_node->output_width != 0);
918 assert(input->output_node->output_height != 0);
921 // Now propagate from the inputs towards the end, and inform as we go.
922 // The rules are simple:
924 // 1. Don't touch effects that already have given sizes (ie., inputs
925 // or effects that change the output size).
926 // 2. If all of your inputs have the same size, that will be your output size.
927 // 3. Otherwise, your output size is 0x0.
928 for (unsigned i = 0; i < phase->effects.size(); ++i) {
929 Node *node = phase->effects[i];
930 if (node->effect->num_inputs() == 0) {
933 unsigned this_output_width = 0;
934 unsigned this_output_height = 0;
935 for (unsigned j = 0; j < node->incoming_links.size(); ++j) {
936 Node *input = node->incoming_links[j];
937 node->effect->inform_input_size(j, input->output_width, input->output_height);
939 this_output_width = input->output_width;
940 this_output_height = input->output_height;
941 } else if (input->output_width != this_output_width || input->output_height != this_output_height) {
943 this_output_width = 0;
944 this_output_height = 0;
947 if (node->effect->changes_output_size()) {
948 // We cannot call get_output_size() before we've done inform_input_size()
950 unsigned real_width, real_height;
951 node->effect->get_output_size(&real_width, &real_height,
952 &node->output_width, &node->output_height);
953 assert(node->effect->sets_virtual_output_size() ||
954 (real_width == node->output_width &&
955 real_height == node->output_height));
957 node->output_width = this_output_width;
958 node->output_height = this_output_height;
963 // Note: You should call inform_input_sizes() before this, as the last effect's
964 // desired output size might change based on the inputs.
965 void EffectChain::find_output_size(Phase *phase)
967 Node *output_node = phase->effects.back();
969 // If the last effect explicitly sets an output size, use that.
970 if (output_node->effect->changes_output_size()) {
971 output_node->effect->get_output_size(&phase->output_width, &phase->output_height,
972 &phase->virtual_output_width, &phase->virtual_output_height);
973 assert(output_node->effect->sets_virtual_output_size() ||
974 (phase->output_width == phase->virtual_output_width &&
975 phase->output_height == phase->virtual_output_height));
979 // If all effects have the same size, use that.
980 unsigned output_width = 0, output_height = 0;
981 bool all_inputs_same_size = true;
983 for (unsigned i = 0; i < phase->inputs.size(); ++i) {
984 Phase *input = phase->inputs[i];
985 assert(input->output_width != 0);
986 assert(input->output_height != 0);
987 if (output_width == 0 && output_height == 0) {
988 output_width = input->virtual_output_width;
989 output_height = input->virtual_output_height;
990 } else if (output_width != input->virtual_output_width ||
991 output_height != input->virtual_output_height) {
992 all_inputs_same_size = false;
995 for (unsigned i = 0; i < phase->effects.size(); ++i) {
996 Effect *effect = phase->effects[i]->effect;
997 if (effect->num_inputs() != 0) {
1001 Input *input = static_cast<Input *>(effect);
1002 if (output_width == 0 && output_height == 0) {
1003 output_width = input->get_width();
1004 output_height = input->get_height();
1005 } else if (output_width != input->get_width() ||
1006 output_height != input->get_height()) {
1007 all_inputs_same_size = false;
1011 if (all_inputs_same_size) {
1012 assert(output_width != 0);
1013 assert(output_height != 0);
1014 phase->virtual_output_width = phase->output_width = output_width;
1015 phase->virtual_output_height = phase->output_height = output_height;
1019 // If not, fit all the inputs into the current aspect, and select the largest one.
1022 for (unsigned i = 0; i < phase->inputs.size(); ++i) {
1023 Phase *input = phase->inputs[i];
1024 assert(input->output_width != 0);
1025 assert(input->output_height != 0);
1026 size_rectangle_to_fit(input->output_width, input->output_height, &output_width, &output_height);
1028 for (unsigned i = 0; i < phase->effects.size(); ++i) {
1029 Effect *effect = phase->effects[i]->effect;
1030 if (effect->num_inputs() != 0) {
1034 Input *input = static_cast<Input *>(effect);
1035 size_rectangle_to_fit(input->get_width(), input->get_height(), &output_width, &output_height);
1037 assert(output_width != 0);
1038 assert(output_height != 0);
1039 phase->virtual_output_width = phase->output_width = output_width;
1040 phase->virtual_output_height = phase->output_height = output_height;
1043 void EffectChain::sort_all_nodes_topologically()
1045 nodes = topological_sort(nodes);
1048 vector<Node *> EffectChain::topological_sort(const vector<Node *> &nodes)
1050 set<Node *> nodes_left_to_visit(nodes.begin(), nodes.end());
1051 vector<Node *> sorted_list;
1052 for (unsigned i = 0; i < nodes.size(); ++i) {
1053 topological_sort_visit_node(nodes[i], &nodes_left_to_visit, &sorted_list);
1055 reverse(sorted_list.begin(), sorted_list.end());
1059 void EffectChain::topological_sort_visit_node(Node *node, set<Node *> *nodes_left_to_visit, vector<Node *> *sorted_list)
1061 if (nodes_left_to_visit->count(node) == 0) {
1064 nodes_left_to_visit->erase(node);
1065 for (unsigned i = 0; i < node->outgoing_links.size(); ++i) {
1066 topological_sort_visit_node(node->outgoing_links[i], nodes_left_to_visit, sorted_list);
1068 sorted_list->push_back(node);
1071 void EffectChain::find_color_spaces_for_inputs()
1073 for (unsigned i = 0; i < nodes.size(); ++i) {
1074 Node *node = nodes[i];
1075 if (node->disabled) {
1078 if (node->incoming_links.size() == 0) {
1079 Input *input = static_cast<Input *>(node->effect);
1080 node->output_color_space = input->get_color_space();
1081 node->output_gamma_curve = input->get_gamma_curve();
1083 Effect::AlphaHandling alpha_handling = input->alpha_handling();
1084 switch (alpha_handling) {
1085 case Effect::OUTPUT_BLANK_ALPHA:
1086 node->output_alpha_type = ALPHA_BLANK;
1088 case Effect::INPUT_AND_OUTPUT_PREMULTIPLIED_ALPHA:
1089 node->output_alpha_type = ALPHA_PREMULTIPLIED;
1091 case Effect::OUTPUT_POSTMULTIPLIED_ALPHA:
1092 node->output_alpha_type = ALPHA_POSTMULTIPLIED;
1094 case Effect::INPUT_PREMULTIPLIED_ALPHA_KEEP_BLANK:
1095 case Effect::DONT_CARE_ALPHA_TYPE:
1100 if (node->output_alpha_type == ALPHA_PREMULTIPLIED) {
1101 assert(node->output_gamma_curve == GAMMA_LINEAR);
1107 // Propagate gamma and color space information as far as we can in the graph.
1108 // The rules are simple: Anything where all the inputs agree, get that as
1109 // output as well. Anything else keeps having *_INVALID.
1110 void EffectChain::propagate_gamma_and_color_space()
1112 // We depend on going through the nodes in order.
1113 sort_all_nodes_topologically();
1115 for (unsigned i = 0; i < nodes.size(); ++i) {
1116 Node *node = nodes[i];
1117 if (node->disabled) {
1120 assert(node->incoming_links.size() == node->effect->num_inputs());
1121 if (node->incoming_links.size() == 0) {
1122 assert(node->output_color_space != COLORSPACE_INVALID);
1123 assert(node->output_gamma_curve != GAMMA_INVALID);
1127 Colorspace color_space = node->incoming_links[0]->output_color_space;
1128 GammaCurve gamma_curve = node->incoming_links[0]->output_gamma_curve;
1129 for (unsigned j = 1; j < node->incoming_links.size(); ++j) {
1130 if (node->incoming_links[j]->output_color_space != color_space) {
1131 color_space = COLORSPACE_INVALID;
1133 if (node->incoming_links[j]->output_gamma_curve != gamma_curve) {
1134 gamma_curve = GAMMA_INVALID;
1138 // The conversion effects already have their outputs set correctly,
1139 // so leave them alone.
1140 if (node->effect->effect_type_id() != "ColorspaceConversionEffect") {
1141 node->output_color_space = color_space;
1143 if (node->effect->effect_type_id() != "GammaCompressionEffect" &&
1144 node->effect->effect_type_id() != "GammaExpansionEffect") {
1145 node->output_gamma_curve = gamma_curve;
1150 // Propagate alpha information as far as we can in the graph.
1151 // Similar to propagate_gamma_and_color_space().
1152 void EffectChain::propagate_alpha()
1154 // We depend on going through the nodes in order.
1155 sort_all_nodes_topologically();
1157 for (unsigned i = 0; i < nodes.size(); ++i) {
1158 Node *node = nodes[i];
1159 if (node->disabled) {
1162 assert(node->incoming_links.size() == node->effect->num_inputs());
1163 if (node->incoming_links.size() == 0) {
1164 assert(node->output_alpha_type != ALPHA_INVALID);
1168 // The alpha multiplication/division effects are special cases.
1169 if (node->effect->effect_type_id() == "AlphaMultiplicationEffect") {
1170 assert(node->incoming_links.size() == 1);
1171 assert(node->incoming_links[0]->output_alpha_type == ALPHA_POSTMULTIPLIED);
1172 node->output_alpha_type = ALPHA_PREMULTIPLIED;
1175 if (node->effect->effect_type_id() == "AlphaDivisionEffect") {
1176 assert(node->incoming_links.size() == 1);
1177 assert(node->incoming_links[0]->output_alpha_type == ALPHA_PREMULTIPLIED);
1178 node->output_alpha_type = ALPHA_POSTMULTIPLIED;
1182 // GammaCompressionEffect and GammaExpansionEffect are also a special case,
1183 // because they are the only one that _need_ postmultiplied alpha.
1184 if (node->effect->effect_type_id() == "GammaCompressionEffect" ||
1185 node->effect->effect_type_id() == "GammaExpansionEffect") {
1186 assert(node->incoming_links.size() == 1);
1187 if (node->incoming_links[0]->output_alpha_type == ALPHA_BLANK) {
1188 node->output_alpha_type = ALPHA_BLANK;
1189 } else if (node->incoming_links[0]->output_alpha_type == ALPHA_POSTMULTIPLIED) {
1190 node->output_alpha_type = ALPHA_POSTMULTIPLIED;
1192 node->output_alpha_type = ALPHA_INVALID;
1197 // Only inputs can have unconditional alpha output (OUTPUT_BLANK_ALPHA
1198 // or OUTPUT_POSTMULTIPLIED_ALPHA), and they have already been
1199 // taken care of above. Rationale: Even if you could imagine
1200 // e.g. an effect that took in an image and set alpha=1.0
1201 // unconditionally, it wouldn't make any sense to have it as
1202 // e.g. OUTPUT_BLANK_ALPHA, since it wouldn't know whether it
1203 // got its input pre- or postmultiplied, so it wouldn't know
1204 // whether to divide away the old alpha or not.
1205 Effect::AlphaHandling alpha_handling = node->effect->alpha_handling();
1206 assert(alpha_handling == Effect::INPUT_AND_OUTPUT_PREMULTIPLIED_ALPHA ||
1207 alpha_handling == Effect::INPUT_PREMULTIPLIED_ALPHA_KEEP_BLANK ||
1208 alpha_handling == Effect::DONT_CARE_ALPHA_TYPE);
1210 // If the node has multiple inputs, check that they are all valid and
1212 bool any_invalid = false;
1213 bool any_premultiplied = false;
1214 bool any_postmultiplied = false;
1216 for (unsigned j = 0; j < node->incoming_links.size(); ++j) {
1217 switch (node->incoming_links[j]->output_alpha_type) {
1222 // Blank is good as both pre- and postmultiplied alpha,
1223 // so just ignore it.
1225 case ALPHA_PREMULTIPLIED:
1226 any_premultiplied = true;
1228 case ALPHA_POSTMULTIPLIED:
1229 any_postmultiplied = true;
1237 node->output_alpha_type = ALPHA_INVALID;
1241 // Inputs must be of the same type.
1242 if (any_premultiplied && any_postmultiplied) {
1243 node->output_alpha_type = ALPHA_INVALID;
1247 if (alpha_handling == Effect::INPUT_AND_OUTPUT_PREMULTIPLIED_ALPHA ||
1248 alpha_handling == Effect::INPUT_PREMULTIPLIED_ALPHA_KEEP_BLANK) {
1249 // This combination (requiring premultiplied alpha, but _not_ requiring
1250 // linear light) is illegal, since the combination of premultiplied alpha
1251 // and nonlinear inputs is meaningless.
1252 assert(node->effect->needs_linear_light());
1254 // If the effect has asked for premultiplied alpha, check that it has got it.
1255 if (any_postmultiplied) {
1256 node->output_alpha_type = ALPHA_INVALID;
1257 } else if (!any_premultiplied &&
1258 alpha_handling == Effect::INPUT_PREMULTIPLIED_ALPHA_KEEP_BLANK) {
1259 // Blank input alpha, and the effect preserves blank alpha.
1260 node->output_alpha_type = ALPHA_BLANK;
1262 node->output_alpha_type = ALPHA_PREMULTIPLIED;
1265 // OK, all inputs are the same, and this effect is not going
1267 assert(alpha_handling == Effect::DONT_CARE_ALPHA_TYPE);
1268 if (any_premultiplied) {
1269 node->output_alpha_type = ALPHA_PREMULTIPLIED;
1270 } else if (any_postmultiplied) {
1271 node->output_alpha_type = ALPHA_POSTMULTIPLIED;
1273 node->output_alpha_type = ALPHA_BLANK;
1279 bool EffectChain::node_needs_colorspace_fix(Node *node)
1281 if (node->disabled) {
1284 if (node->effect->num_inputs() == 0) {
1288 // propagate_gamma_and_color_space() has already set our output
1289 // to COLORSPACE_INVALID if the inputs differ, so we can rely on that.
1290 if (node->output_color_space == COLORSPACE_INVALID) {
1293 return (node->effect->needs_srgb_primaries() && node->output_color_space != COLORSPACE_sRGB);
1296 // Fix up color spaces so that there are no COLORSPACE_INVALID nodes left in
1297 // the graph. Our strategy is not always optimal, but quite simple:
1298 // Find an effect that's as early as possible where the inputs are of
1299 // unacceptable colorspaces (that is, either different, or, if the effect only
1300 // wants sRGB, not sRGB.) Add appropriate conversions on all its inputs,
1301 // propagate the information anew, and repeat until there are no more such
1303 void EffectChain::fix_internal_color_spaces()
1305 unsigned colorspace_propagation_pass = 0;
1309 for (unsigned i = 0; i < nodes.size(); ++i) {
1310 Node *node = nodes[i];
1311 if (!node_needs_colorspace_fix(node)) {
1315 // Go through each input that is not sRGB, and insert
1316 // a colorspace conversion after it.
1317 for (unsigned j = 0; j < node->incoming_links.size(); ++j) {
1318 Node *input = node->incoming_links[j];
1319 assert(input->output_color_space != COLORSPACE_INVALID);
1320 if (input->output_color_space == COLORSPACE_sRGB) {
1323 Node *conversion = add_node(new ColorspaceConversionEffect());
1324 CHECK(conversion->effect->set_int("source_space", input->output_color_space));
1325 CHECK(conversion->effect->set_int("destination_space", COLORSPACE_sRGB));
1326 conversion->output_color_space = COLORSPACE_sRGB;
1327 replace_sender(input, conversion);
1328 connect_nodes(input, conversion);
1331 // Re-sort topologically, and propagate the new information.
1332 propagate_gamma_and_color_space();
1339 sprintf(filename, "step5-colorspacefix-iter%u.dot", ++colorspace_propagation_pass);
1340 output_dot(filename);
1341 assert(colorspace_propagation_pass < 100);
1342 } while (found_any);
1344 for (unsigned i = 0; i < nodes.size(); ++i) {
1345 Node *node = nodes[i];
1346 if (node->disabled) {
1349 assert(node->output_color_space != COLORSPACE_INVALID);
1353 bool EffectChain::node_needs_alpha_fix(Node *node)
1355 if (node->disabled) {
1359 // propagate_alpha() has already set our output to ALPHA_INVALID if the
1360 // inputs differ or we are otherwise in mismatch, so we can rely on that.
1361 return (node->output_alpha_type == ALPHA_INVALID);
1364 // Fix up alpha so that there are no ALPHA_INVALID nodes left in
1365 // the graph. Similar to fix_internal_color_spaces().
1366 void EffectChain::fix_internal_alpha(unsigned step)
1368 unsigned alpha_propagation_pass = 0;
1372 for (unsigned i = 0; i < nodes.size(); ++i) {
1373 Node *node = nodes[i];
1374 if (!node_needs_alpha_fix(node)) {
1378 // If we need to fix up GammaExpansionEffect, then clearly something
1379 // is wrong, since the combination of premultiplied alpha and nonlinear inputs
1381 assert(node->effect->effect_type_id() != "GammaExpansionEffect");
1383 AlphaType desired_type = ALPHA_PREMULTIPLIED;
1385 // GammaCompressionEffect is special; it needs postmultiplied alpha.
1386 if (node->effect->effect_type_id() == "GammaCompressionEffect") {
1387 assert(node->incoming_links.size() == 1);
1388 assert(node->incoming_links[0]->output_alpha_type == ALPHA_PREMULTIPLIED);
1389 desired_type = ALPHA_POSTMULTIPLIED;
1392 // Go through each input that is not premultiplied alpha, and insert
1393 // a conversion before it.
1394 for (unsigned j = 0; j < node->incoming_links.size(); ++j) {
1395 Node *input = node->incoming_links[j];
1396 assert(input->output_alpha_type != ALPHA_INVALID);
1397 if (input->output_alpha_type == desired_type ||
1398 input->output_alpha_type == ALPHA_BLANK) {
1402 if (desired_type == ALPHA_PREMULTIPLIED) {
1403 conversion = add_node(new AlphaMultiplicationEffect());
1405 conversion = add_node(new AlphaDivisionEffect());
1407 conversion->output_alpha_type = desired_type;
1408 replace_sender(input, conversion);
1409 connect_nodes(input, conversion);
1412 // Re-sort topologically, and propagate the new information.
1413 propagate_gamma_and_color_space();
1421 sprintf(filename, "step%u-alphafix-iter%u.dot", step, ++alpha_propagation_pass);
1422 output_dot(filename);
1423 assert(alpha_propagation_pass < 100);
1424 } while (found_any);
1426 for (unsigned i = 0; i < nodes.size(); ++i) {
1427 Node *node = nodes[i];
1428 if (node->disabled) {
1431 assert(node->output_alpha_type != ALPHA_INVALID);
1435 // Make so that the output is in the desired color space.
1436 void EffectChain::fix_output_color_space()
1438 Node *output = find_output_node();
1439 if (output->output_color_space != output_format.color_space) {
1440 Node *conversion = add_node(new ColorspaceConversionEffect());
1441 CHECK(conversion->effect->set_int("source_space", output->output_color_space));
1442 CHECK(conversion->effect->set_int("destination_space", output_format.color_space));
1443 conversion->output_color_space = output_format.color_space;
1444 connect_nodes(output, conversion);
1446 propagate_gamma_and_color_space();
1450 // Make so that the output is in the desired pre-/postmultiplication alpha state.
1451 void EffectChain::fix_output_alpha()
1453 Node *output = find_output_node();
1454 assert(output->output_alpha_type != ALPHA_INVALID);
1455 if (output->output_alpha_type == ALPHA_BLANK) {
1456 // No alpha output, so we don't care.
1459 if (output->output_alpha_type == ALPHA_PREMULTIPLIED &&
1460 output_alpha_format == OUTPUT_ALPHA_FORMAT_POSTMULTIPLIED) {
1461 Node *conversion = add_node(new AlphaDivisionEffect());
1462 connect_nodes(output, conversion);
1464 propagate_gamma_and_color_space();
1466 if (output->output_alpha_type == ALPHA_POSTMULTIPLIED &&
1467 output_alpha_format == OUTPUT_ALPHA_FORMAT_PREMULTIPLIED) {
1468 Node *conversion = add_node(new AlphaMultiplicationEffect());
1469 connect_nodes(output, conversion);
1471 propagate_gamma_and_color_space();
1475 bool EffectChain::node_needs_gamma_fix(Node *node)
1477 if (node->disabled) {
1481 // Small hack since the output is not an explicit node:
1482 // If we are the last node and our output is in the wrong
1483 // space compared to EffectChain's output, we need to fix it.
1484 // This will only take us to linear, but fix_output_gamma()
1485 // will come and take us to the desired output gamma
1488 // This needs to be before everything else, since it could
1489 // even apply to inputs (if they are the only effect).
1490 if (node->outgoing_links.empty() &&
1491 node->output_gamma_curve != output_format.gamma_curve &&
1492 node->output_gamma_curve != GAMMA_LINEAR) {
1496 if (node->effect->num_inputs() == 0) {
1500 // propagate_gamma_and_color_space() has already set our output
1501 // to GAMMA_INVALID if the inputs differ, so we can rely on that,
1502 // except for GammaCompressionEffect.
1503 if (node->output_gamma_curve == GAMMA_INVALID) {
1506 if (node->effect->effect_type_id() == "GammaCompressionEffect") {
1507 assert(node->incoming_links.size() == 1);
1508 return node->incoming_links[0]->output_gamma_curve != GAMMA_LINEAR;
1511 return (node->effect->needs_linear_light() && node->output_gamma_curve != GAMMA_LINEAR);
1514 // Very similar to fix_internal_color_spaces(), but for gamma.
1515 // There is one difference, though; before we start adding conversion nodes,
1516 // we see if we can get anything out of asking the sources to deliver
1517 // linear gamma directly. fix_internal_gamma_by_asking_inputs()
1518 // does that part, while fix_internal_gamma_by_inserting_nodes()
1519 // inserts nodes as needed afterwards.
1520 void EffectChain::fix_internal_gamma_by_asking_inputs(unsigned step)
1522 unsigned gamma_propagation_pass = 0;
1526 for (unsigned i = 0; i < nodes.size(); ++i) {
1527 Node *node = nodes[i];
1528 if (!node_needs_gamma_fix(node)) {
1532 // See if all inputs can give us linear gamma. If not, leave it.
1533 vector<Node *> nonlinear_inputs;
1534 find_all_nonlinear_inputs(node, &nonlinear_inputs);
1535 assert(!nonlinear_inputs.empty());
1538 for (unsigned i = 0; i < nonlinear_inputs.size(); ++i) {
1539 Input *input = static_cast<Input *>(nonlinear_inputs[i]->effect);
1540 all_ok &= input->can_output_linear_gamma();
1547 for (unsigned i = 0; i < nonlinear_inputs.size(); ++i) {
1548 CHECK(nonlinear_inputs[i]->effect->set_int("output_linear_gamma", 1));
1549 nonlinear_inputs[i]->output_gamma_curve = GAMMA_LINEAR;
1552 // Re-sort topologically, and propagate the new information.
1553 propagate_gamma_and_color_space();
1560 sprintf(filename, "step%u-gammafix-iter%u.dot", step, ++gamma_propagation_pass);
1561 output_dot(filename);
1562 assert(gamma_propagation_pass < 100);
1563 } while (found_any);
1566 void EffectChain::fix_internal_gamma_by_inserting_nodes(unsigned step)
1568 unsigned gamma_propagation_pass = 0;
1572 for (unsigned i = 0; i < nodes.size(); ++i) {
1573 Node *node = nodes[i];
1574 if (!node_needs_gamma_fix(node)) {
1578 // Special case: We could be an input and still be asked to
1579 // fix our gamma; if so, we should be the only node
1580 // (as node_needs_gamma_fix() would only return true in
1581 // for an input in that case). That means we should insert
1582 // a conversion node _after_ ourselves.
1583 if (node->incoming_links.empty()) {
1584 assert(node->outgoing_links.empty());
1585 Node *conversion = add_node(new GammaExpansionEffect());
1586 CHECK(conversion->effect->set_int("source_curve", node->output_gamma_curve));
1587 conversion->output_gamma_curve = GAMMA_LINEAR;
1588 connect_nodes(node, conversion);
1591 // If not, go through each input that is not linear gamma,
1592 // and insert a gamma conversion after it.
1593 for (unsigned j = 0; j < node->incoming_links.size(); ++j) {
1594 Node *input = node->incoming_links[j];
1595 assert(input->output_gamma_curve != GAMMA_INVALID);
1596 if (input->output_gamma_curve == GAMMA_LINEAR) {
1599 Node *conversion = add_node(new GammaExpansionEffect());
1600 CHECK(conversion->effect->set_int("source_curve", input->output_gamma_curve));
1601 conversion->output_gamma_curve = GAMMA_LINEAR;
1602 replace_sender(input, conversion);
1603 connect_nodes(input, conversion);
1606 // Re-sort topologically, and propagate the new information.
1608 propagate_gamma_and_color_space();
1615 sprintf(filename, "step%u-gammafix-iter%u.dot", step, ++gamma_propagation_pass);
1616 output_dot(filename);
1617 assert(gamma_propagation_pass < 100);
1618 } while (found_any);
1620 for (unsigned i = 0; i < nodes.size(); ++i) {
1621 Node *node = nodes[i];
1622 if (node->disabled) {
1625 assert(node->output_gamma_curve != GAMMA_INVALID);
1629 // Make so that the output is in the desired gamma.
1630 // Note that this assumes linear input gamma, so it might create the need
1631 // for another pass of fix_internal_gamma().
1632 void EffectChain::fix_output_gamma()
1634 Node *output = find_output_node();
1635 if (output->output_gamma_curve != output_format.gamma_curve) {
1636 Node *conversion = add_node(new GammaCompressionEffect());
1637 CHECK(conversion->effect->set_int("destination_curve", output_format.gamma_curve));
1638 conversion->output_gamma_curve = output_format.gamma_curve;
1639 connect_nodes(output, conversion);
1643 // If the user has requested Y'CbCr output, we need to do this conversion
1644 // _after_ GammaCompressionEffect etc., but before dither (see below).
1645 // This is because Y'CbCr, with the exception of a special optional mode
1646 // in Rec. 2020 (which we currently don't support), is defined to work on
1647 // gamma-encoded data.
1648 void EffectChain::add_ycbcr_conversion_if_needed()
1650 assert(output_color_rgba || num_output_color_ycbcr > 0);
1651 if (num_output_color_ycbcr == 0) {
1654 Node *output = find_output_node();
1655 ycbcr_conversion_effect_node = add_node(new YCbCrConversionEffect(output_ycbcr_format));
1656 connect_nodes(output, ycbcr_conversion_effect_node);
1659 // If the user has requested dither, add a DitherEffect right at the end
1660 // (after GammaCompressionEffect etc.). This needs to be done after everything else,
1661 // since dither is about the only effect that can _not_ be done in linear space.
1662 void EffectChain::add_dither_if_needed()
1664 if (num_dither_bits == 0) {
1667 Node *output = find_output_node();
1668 Node *dither = add_node(new DitherEffect());
1669 CHECK(dither->effect->set_int("num_bits", num_dither_bits));
1670 connect_nodes(output, dither);
1672 dither_effect = dither->effect;
1675 // Find the output node. This is, simply, one that has no outgoing links.
1676 // If there are multiple ones, the graph is malformed (we do not support
1677 // multiple outputs right now).
1678 Node *EffectChain::find_output_node()
1680 vector<Node *> output_nodes;
1681 for (unsigned i = 0; i < nodes.size(); ++i) {
1682 Node *node = nodes[i];
1683 if (node->disabled) {
1686 if (node->outgoing_links.empty()) {
1687 output_nodes.push_back(node);
1690 assert(output_nodes.size() == 1);
1691 return output_nodes[0];
1694 void EffectChain::finalize()
1696 // Output the graph as it is before we do any conversions on it.
1697 output_dot("step0-start.dot");
1699 // Give each effect in turn a chance to rewrite its own part of the graph.
1700 // Note that if more effects are added as part of this, they will be
1701 // picked up as part of the same for loop, since they are added at the end.
1702 for (unsigned i = 0; i < nodes.size(); ++i) {
1703 nodes[i]->effect->rewrite_graph(this, nodes[i]);
1705 output_dot("step1-rewritten.dot");
1707 find_color_spaces_for_inputs();
1708 output_dot("step2-input-colorspace.dot");
1711 output_dot("step3-propagated-alpha.dot");
1713 propagate_gamma_and_color_space();
1714 output_dot("step4-propagated-all.dot");
1716 fix_internal_color_spaces();
1717 fix_internal_alpha(6);
1718 fix_output_color_space();
1719 output_dot("step7-output-colorspacefix.dot");
1721 output_dot("step8-output-alphafix.dot");
1723 // Note that we need to fix gamma after colorspace conversion,
1724 // because colorspace conversions might create needs for gamma conversions.
1725 // Also, we need to run an extra pass of fix_internal_gamma() after
1726 // fixing the output gamma, as we only have conversions to/from linear,
1727 // and fix_internal_alpha() since GammaCompressionEffect needs
1728 // postmultiplied input.
1729 fix_internal_gamma_by_asking_inputs(9);
1730 fix_internal_gamma_by_inserting_nodes(10);
1732 output_dot("step11-output-gammafix.dot");
1734 output_dot("step12-output-alpha-propagated.dot");
1735 fix_internal_alpha(13);
1736 output_dot("step14-output-alpha-fixed.dot");
1737 fix_internal_gamma_by_asking_inputs(15);
1738 fix_internal_gamma_by_inserting_nodes(16);
1740 output_dot("step17-before-ycbcr.dot");
1741 add_ycbcr_conversion_if_needed();
1743 output_dot("step18-before-dither.dot");
1744 add_dither_if_needed();
1746 output_dot("step19-final.dot");
1748 // Construct all needed GLSL programs, starting at the output.
1749 // We need to keep track of which effects have already been computed,
1750 // as an effect with multiple users could otherwise be calculated
1752 map<Node *, Phase *> completed_effects;
1753 construct_phase(find_output_node(), &completed_effects);
1755 output_dot("step20-split-to-phases.dot");
1757 assert(phases[0]->inputs.empty());
1762 void EffectChain::render_to_fbo(GLuint dest_fbo, unsigned width, unsigned height)
1766 // This needs to be set anew, in case we are coming from a different context
1767 // from when we initialized.
1769 glDisable(GL_DITHER);
1772 const bool final_srgb = glIsEnabled(GL_FRAMEBUFFER_SRGB);
1774 bool current_srgb = final_srgb;
1776 // Save original viewport.
1777 GLuint x = 0, y = 0;
1779 if (width == 0 && height == 0) {
1781 glGetIntegerv(GL_VIEWPORT, viewport);
1784 width = viewport[2];
1785 height = viewport[3];
1790 glDisable(GL_BLEND);
1792 glDisable(GL_DEPTH_TEST);
1794 glDepthMask(GL_FALSE);
1797 // Generate a VAO that will be used during the entire execution,
1798 // and bind the VBO, since it contains all the data.
1800 glGenVertexArrays(1, &vao);
1802 glBindVertexArray(vao);
1804 glBindBuffer(GL_ARRAY_BUFFER, vbo);
1806 set<GLint> bound_attribute_indices;
1808 set<Phase *> generated_mipmaps;
1810 // We choose the simplest option of having one texture per output,
1811 // since otherwise this turns into an (albeit simple) register allocation problem.
1812 map<Phase *, GLuint> output_textures;
1814 for (unsigned phase_num = 0; phase_num < phases.size(); ++phase_num) {
1815 Phase *phase = phases[phase_num];
1817 if (do_phase_timing) {
1818 GLuint timer_query_object;
1819 if (phase->timer_query_objects_free.empty()) {
1820 glGenQueries(1, &timer_query_object);
1822 timer_query_object = phase->timer_query_objects_free.front();
1823 phase->timer_query_objects_free.pop_front();
1825 glBeginQuery(GL_TIME_ELAPSED, timer_query_object);
1826 phase->timer_query_objects_running.push_back(timer_query_object);
1828 if (phase_num == phases.size() - 1) {
1829 // Last phase goes to the output the user specified.
1830 glBindFramebuffer(GL_FRAMEBUFFER, dest_fbo);
1832 GLenum status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
1833 assert(status == GL_FRAMEBUFFER_COMPLETE);
1834 glViewport(x, y, width, height);
1835 if (dither_effect != NULL) {
1836 CHECK(dither_effect->set_int("output_width", width));
1837 CHECK(dither_effect->set_int("output_height", height));
1840 bool last_phase = (phase_num == phases.size() - 1);
1842 // Enable sRGB rendering for intermediates in case we are
1843 // rendering to an sRGB format.
1844 bool needs_srgb = last_phase ? final_srgb : true;
1845 if (needs_srgb && !current_srgb) {
1846 glEnable(GL_FRAMEBUFFER_SRGB);
1848 current_srgb = true;
1849 } else if (!needs_srgb && current_srgb) {
1850 glDisable(GL_FRAMEBUFFER_SRGB);
1852 current_srgb = true;
1855 execute_phase(phase, last_phase, &bound_attribute_indices, &output_textures, &generated_mipmaps);
1856 if (do_phase_timing) {
1857 glEndQuery(GL_TIME_ELAPSED);
1861 for (map<Phase *, GLuint>::const_iterator texture_it = output_textures.begin();
1862 texture_it != output_textures.end();
1864 resource_pool->release_2d_texture(texture_it->second);
1867 glBindFramebuffer(GL_FRAMEBUFFER, 0);
1872 glBindBuffer(GL_ARRAY_BUFFER, 0);
1874 glBindVertexArray(0);
1876 glDeleteVertexArrays(1, &vao);
1879 if (do_phase_timing) {
1880 // Get back the timer queries.
1881 for (unsigned phase_num = 0; phase_num < phases.size(); ++phase_num) {
1882 Phase *phase = phases[phase_num];
1883 for (std::list<GLuint>::iterator timer_it = phase->timer_query_objects_running.begin();
1884 timer_it != phase->timer_query_objects_running.end(); ) {
1885 GLint timer_query_object = *timer_it;
1887 glGetQueryObjectiv(timer_query_object, GL_QUERY_RESULT_AVAILABLE, &available);
1889 GLuint64 time_elapsed;
1890 glGetQueryObjectui64v(timer_query_object, GL_QUERY_RESULT, &time_elapsed);
1891 phase->time_elapsed_ns += time_elapsed;
1892 ++phase->num_measured_iterations;
1893 phase->timer_query_objects_free.push_back(timer_query_object);
1894 phase->timer_query_objects_running.erase(timer_it++);
1903 void EffectChain::enable_phase_timing(bool enable)
1906 assert(movit_timer_queries_supported);
1908 this->do_phase_timing = enable;
1911 void EffectChain::reset_phase_timing()
1913 for (unsigned phase_num = 0; phase_num < phases.size(); ++phase_num) {
1914 Phase *phase = phases[phase_num];
1915 phase->time_elapsed_ns = 0;
1916 phase->num_measured_iterations = 0;
1920 void EffectChain::print_phase_timing()
1922 double total_time_ms = 0.0;
1923 for (unsigned phase_num = 0; phase_num < phases.size(); ++phase_num) {
1924 Phase *phase = phases[phase_num];
1925 double avg_time_ms = phase->time_elapsed_ns * 1e-6 / phase->num_measured_iterations;
1926 printf("Phase %d: %5.1f ms [", phase_num, avg_time_ms);
1927 for (unsigned effect_num = 0; effect_num < phase->effects.size(); ++effect_num) {
1928 if (effect_num != 0) {
1931 printf("%s", phase->effects[effect_num]->effect->effect_type_id().c_str());
1934 total_time_ms += avg_time_ms;
1936 printf("Total: %5.1f ms\n", total_time_ms);
1939 void EffectChain::execute_phase(Phase *phase, bool last_phase,
1940 set<GLint> *bound_attribute_indices,
1941 map<Phase *, GLuint> *output_textures,
1942 set<Phase *> *generated_mipmaps)
1946 // Find a texture for this phase.
1947 inform_input_sizes(phase);
1949 find_output_size(phase);
1951 GLuint tex_num = resource_pool->create_2d_texture(intermediate_format, phase->output_width, phase->output_height);
1952 output_textures->insert(make_pair(phase, tex_num));
1955 // Set up RTT inputs for this phase.
1956 for (unsigned sampler = 0; sampler < phase->inputs.size(); ++sampler) {
1957 glActiveTexture(GL_TEXTURE0 + sampler);
1958 Phase *input = phase->inputs[sampler];
1959 input->output_node->bound_sampler_num = sampler;
1960 glBindTexture(GL_TEXTURE_2D, (*output_textures)[input]);
1962 if (phase->input_needs_mipmaps && generated_mipmaps->count(input) == 0) {
1963 glGenerateMipmap(GL_TEXTURE_2D);
1965 generated_mipmaps->insert(input);
1967 setup_rtt_sampler(sampler, phase->input_needs_mipmaps);
1968 phase->input_samplers[sampler] = sampler; // Bind the sampler to the right uniform.
1971 // And now the output. (Already set up for us if it is the last phase.)
1973 fbo = resource_pool->create_fbo((*output_textures)[phase]);
1974 glBindFramebuffer(GL_FRAMEBUFFER, fbo);
1975 glViewport(0, 0, phase->output_width, phase->output_height);
1978 GLuint instance_program_num = resource_pool->use_glsl_program(phase->glsl_program_num);
1981 // Give the required parameters to all the effects.
1982 unsigned sampler_num = phase->inputs.size();
1983 for (unsigned i = 0; i < phase->effects.size(); ++i) {
1984 Node *node = phase->effects[i];
1985 unsigned old_sampler_num = sampler_num;
1986 node->effect->set_gl_state(instance_program_num, phase->effect_ids[node], &sampler_num);
1989 if (node->effect->is_single_texture()) {
1990 assert(sampler_num - old_sampler_num == 1);
1991 node->bound_sampler_num = old_sampler_num;
1993 node->bound_sampler_num = -1;
1997 // Uniforms need to come after set_gl_state(), since they can be updated
1999 setup_uniforms(phase);
2001 // Clean up old attributes if they are no longer needed.
2002 for (set<GLint>::iterator attr_it = bound_attribute_indices->begin();
2003 attr_it != bound_attribute_indices->end(); ) {
2004 if (phase->attribute_indexes.count(*attr_it) == 0) {
2005 glDisableVertexAttribArray(*attr_it);
2007 bound_attribute_indices->erase(attr_it++);
2013 // Set up the new attributes, if needed.
2014 for (set<GLint>::iterator attr_it = phase->attribute_indexes.begin();
2015 attr_it != phase->attribute_indexes.end();
2017 if (bound_attribute_indices->count(*attr_it) == 0) {
2018 glEnableVertexAttribArray(*attr_it);
2020 glVertexAttribPointer(*attr_it, 2, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(0));
2022 bound_attribute_indices->insert(*attr_it);
2026 glDrawArrays(GL_TRIANGLES, 0, 3);
2029 for (unsigned i = 0; i < phase->effects.size(); ++i) {
2030 Node *node = phase->effects[i];
2031 node->effect->clear_gl_state();
2034 resource_pool->unuse_glsl_program(instance_program_num);
2037 resource_pool->release_fbo(fbo);
2041 void EffectChain::setup_uniforms(Phase *phase)
2043 // TODO: Use UBO blocks.
2044 for (size_t i = 0; i < phase->uniforms_sampler2d.size(); ++i) {
2045 const Uniform<int> &uniform = phase->uniforms_sampler2d[i];
2046 if (uniform.location != -1) {
2047 glUniform1iv(uniform.location, uniform.num_values, uniform.value);
2050 for (size_t i = 0; i < phase->uniforms_bool.size(); ++i) {
2051 const Uniform<bool> &uniform = phase->uniforms_bool[i];
2052 assert(uniform.num_values == 1);
2053 if (uniform.location != -1) {
2054 glUniform1i(uniform.location, *uniform.value);
2057 for (size_t i = 0; i < phase->uniforms_int.size(); ++i) {
2058 const Uniform<int> &uniform = phase->uniforms_int[i];
2059 if (uniform.location != -1) {
2060 glUniform1iv(uniform.location, uniform.num_values, uniform.value);
2063 for (size_t i = 0; i < phase->uniforms_float.size(); ++i) {
2064 const Uniform<float> &uniform = phase->uniforms_float[i];
2065 if (uniform.location != -1) {
2066 glUniform1fv(uniform.location, uniform.num_values, uniform.value);
2069 for (size_t i = 0; i < phase->uniforms_vec2.size(); ++i) {
2070 const Uniform<float> &uniform = phase->uniforms_vec2[i];
2071 if (uniform.location != -1) {
2072 glUniform2fv(uniform.location, uniform.num_values, uniform.value);
2075 for (size_t i = 0; i < phase->uniforms_vec3.size(); ++i) {
2076 const Uniform<float> &uniform = phase->uniforms_vec3[i];
2077 if (uniform.location != -1) {
2078 glUniform3fv(uniform.location, uniform.num_values, uniform.value);
2081 for (size_t i = 0; i < phase->uniforms_vec4.size(); ++i) {
2082 const Uniform<float> &uniform = phase->uniforms_vec4[i];
2083 if (uniform.location != -1) {
2084 glUniform4fv(uniform.location, uniform.num_values, uniform.value);
2087 for (size_t i = 0; i < phase->uniforms_mat3.size(); ++i) {
2088 const Uniform<Matrix3d> &uniform = phase->uniforms_mat3[i];
2089 assert(uniform.num_values == 1);
2090 if (uniform.location != -1) {
2091 // Convert to float (GLSL has no double matrices).
2093 for (unsigned y = 0; y < 3; ++y) {
2094 for (unsigned x = 0; x < 3; ++x) {
2095 matrixf[y + x * 3] = (*uniform.value)(y, x);
2098 glUniformMatrix3fv(uniform.location, 1, GL_FALSE, matrixf);
2103 void EffectChain::setup_rtt_sampler(int sampler_num, bool use_mipmaps)
2105 glActiveTexture(GL_TEXTURE0 + sampler_num);
2108 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
2111 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
2114 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
2116 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
2120 } // namespace movit