1 #define GL_GLEXT_PROTOTYPES 1
14 #include "effect_chain.h"
15 #include "gamma_expansion_effect.h"
16 #include "gamma_compression_effect.h"
17 #include "colorspace_conversion_effect.h"
18 #include "dither_effect.h"
22 EffectChain::EffectChain(float aspect_nom, float aspect_denom)
23 : aspect_nom(aspect_nom),
24 aspect_denom(aspect_denom),
30 EffectChain::~EffectChain()
32 for (unsigned i = 0; i < nodes.size(); ++i) {
33 if (nodes[i]->output_texture != 0) {
34 glDeleteTextures(1, &nodes[i]->output_texture);
36 delete nodes[i]->effect;
39 for (unsigned i = 0; i < phases.size(); ++i) {
40 glDeleteProgram(phases[i]->glsl_program_num);
41 glDeleteShader(phases[i]->vertex_shader);
42 glDeleteShader(phases[i]->fragment_shader);
46 glDeleteFramebuffers(1, &fbo);
50 Input *EffectChain::add_input(Input *input)
52 inputs.push_back(input);
54 Node *node = add_node(input);
55 node->output_color_space = input->get_color_space();
56 node->output_gamma_curve = input->get_gamma_curve();
60 void EffectChain::add_output(const ImageFormat &format)
62 output_format = format;
65 Node *EffectChain::add_node(Effect *effect)
68 sprintf(effect_id, "eff%u", (unsigned)nodes.size());
70 Node *node = new Node;
71 node->effect = effect;
72 node->disabled = false;
73 node->effect_id = effect_id;
74 node->output_color_space = COLORSPACE_INVALID;
75 node->output_gamma_curve = GAMMA_INVALID;
76 node->output_texture = 0;
78 nodes.push_back(node);
79 node_map[effect] = node;
83 void EffectChain::connect_nodes(Node *sender, Node *receiver)
85 sender->outgoing_links.push_back(receiver);
86 receiver->incoming_links.push_back(sender);
89 void EffectChain::replace_receiver(Node *old_receiver, Node *new_receiver)
91 new_receiver->incoming_links = old_receiver->incoming_links;
92 old_receiver->incoming_links.clear();
94 for (unsigned i = 0; i < new_receiver->incoming_links.size(); ++i) {
95 Node *sender = new_receiver->incoming_links[i];
96 for (unsigned j = 0; j < sender->outgoing_links.size(); ++j) {
97 if (sender->outgoing_links[j] == old_receiver) {
98 sender->outgoing_links[j] = new_receiver;
104 void EffectChain::replace_sender(Node *old_sender, Node *new_sender)
106 new_sender->outgoing_links = old_sender->outgoing_links;
107 old_sender->outgoing_links.clear();
109 for (unsigned i = 0; i < new_sender->outgoing_links.size(); ++i) {
110 Node *receiver = new_sender->outgoing_links[i];
111 for (unsigned j = 0; j < receiver->incoming_links.size(); ++j) {
112 if (receiver->incoming_links[j] == old_sender) {
113 receiver->incoming_links[j] = new_sender;
119 void EffectChain::insert_node_between(Node *sender, Node *middle, Node *receiver)
121 for (unsigned i = 0; i < sender->outgoing_links.size(); ++i) {
122 if (sender->outgoing_links[i] == receiver) {
123 sender->outgoing_links[i] = middle;
124 middle->incoming_links.push_back(sender);
127 for (unsigned i = 0; i < receiver->incoming_links.size(); ++i) {
128 if (receiver->incoming_links[i] == sender) {
129 receiver->incoming_links[i] = middle;
130 middle->outgoing_links.push_back(receiver);
134 assert(middle->incoming_links.size() == middle->effect->num_inputs());
137 void EffectChain::find_all_nonlinear_inputs(Node *node, std::vector<Node *> *nonlinear_inputs)
139 if (node->output_gamma_curve == GAMMA_LINEAR &&
140 node->effect->effect_type_id() != "GammaCompressionEffect") {
143 if (node->effect->num_inputs() == 0) {
144 nonlinear_inputs->push_back(node);
146 assert(node->effect->num_inputs() == node->incoming_links.size());
147 for (unsigned i = 0; i < node->incoming_links.size(); ++i) {
148 find_all_nonlinear_inputs(node->incoming_links[i], nonlinear_inputs);
153 Effect *EffectChain::add_effect(Effect *effect, const std::vector<Effect *> &inputs)
155 assert(inputs.size() == effect->num_inputs());
156 Node *node = add_node(effect);
157 for (unsigned i = 0; i < inputs.size(); ++i) {
158 assert(node_map.count(inputs[i]) != 0);
159 connect_nodes(node_map[inputs[i]], node);
164 // GLSL pre-1.30 doesn't support token pasting. Replace PREFIX(x) with <effect_id>_x.
165 std::string replace_prefix(const std::string &text, const std::string &prefix)
170 while (start < text.size()) {
171 size_t pos = text.find("PREFIX(", start);
172 if (pos == std::string::npos) {
173 output.append(text.substr(start, std::string::npos));
177 output.append(text.substr(start, pos - start));
178 output.append(prefix);
181 pos += strlen("PREFIX(");
183 // Output stuff until we find the matching ), which we then eat.
185 size_t end_arg_pos = pos;
186 while (end_arg_pos < text.size()) {
187 if (text[end_arg_pos] == '(') {
189 } else if (text[end_arg_pos] == ')') {
197 output.append(text.substr(pos, end_arg_pos - pos));
205 Phase *EffectChain::compile_glsl_program(
206 const std::vector<Node *> &inputs,
207 const std::vector<Node *> &effects)
209 assert(!effects.empty());
211 // Deduplicate the inputs.
212 std::vector<Node *> true_inputs = inputs;
213 std::sort(true_inputs.begin(), true_inputs.end());
214 true_inputs.erase(std::unique(true_inputs.begin(), true_inputs.end()), true_inputs.end());
216 bool input_needs_mipmaps = false;
217 std::string frag_shader = read_file("header.frag");
219 // Create functions for all the texture inputs that we need.
220 for (unsigned i = 0; i < true_inputs.size(); ++i) {
221 Node *input = true_inputs[i];
223 frag_shader += std::string("uniform sampler2D tex_") + input->effect_id + ";\n";
224 frag_shader += std::string("vec4 ") + input->effect_id + "(vec2 tc) {\n";
225 frag_shader += "\treturn texture2D(tex_" + input->effect_id + ", tc);\n";
226 frag_shader += "}\n";
230 for (unsigned i = 0; i < effects.size(); ++i) {
231 Node *node = effects[i];
233 if (node->incoming_links.size() == 1) {
234 frag_shader += std::string("#define INPUT ") + node->incoming_links[0]->effect_id + "\n";
236 for (unsigned j = 0; j < node->incoming_links.size(); ++j) {
238 sprintf(buf, "#define INPUT%d %s\n", j + 1, node->incoming_links[j]->effect_id.c_str());
244 frag_shader += std::string("#define FUNCNAME ") + node->effect_id + "\n";
245 frag_shader += replace_prefix(node->effect->output_convenience_uniforms(), node->effect_id);
246 frag_shader += replace_prefix(node->effect->output_fragment_shader(), node->effect_id);
247 frag_shader += "#undef PREFIX\n";
248 frag_shader += "#undef FUNCNAME\n";
249 if (node->incoming_links.size() == 1) {
250 frag_shader += "#undef INPUT\n";
252 for (unsigned j = 0; j < node->incoming_links.size(); ++j) {
254 sprintf(buf, "#undef INPUT%d\n", j + 1);
260 input_needs_mipmaps |= node->effect->needs_mipmaps();
262 for (unsigned i = 0; i < effects.size(); ++i) {
263 Node *node = effects[i];
264 if (node->effect->num_inputs() == 0) {
265 CHECK(node->effect->set_int("needs_mipmaps", input_needs_mipmaps));
268 frag_shader += std::string("#define INPUT ") + effects.back()->effect_id + "\n";
269 frag_shader.append(read_file("footer.frag"));
271 // Output shader to a temporary file, for easier debugging.
272 static int compiled_shader_num = 0;
274 sprintf(filename, "chain-%03d.frag", compiled_shader_num++);
275 FILE *fp = fopen(filename, "w");
280 fprintf(fp, "%s\n", frag_shader.c_str());
283 GLuint glsl_program_num = glCreateProgram();
284 GLuint vs_obj = compile_shader(read_file("vs.vert"), GL_VERTEX_SHADER);
285 GLuint fs_obj = compile_shader(frag_shader, GL_FRAGMENT_SHADER);
286 glAttachShader(glsl_program_num, vs_obj);
288 glAttachShader(glsl_program_num, fs_obj);
290 glLinkProgram(glsl_program_num);
293 Phase *phase = new Phase;
294 phase->glsl_program_num = glsl_program_num;
295 phase->vertex_shader = vs_obj;
296 phase->fragment_shader = fs_obj;
297 phase->input_needs_mipmaps = input_needs_mipmaps;
298 phase->inputs = true_inputs;
299 phase->effects = effects;
304 // Construct GLSL programs, starting at the given effect and following
305 // the chain from there. We end a program every time we come to an effect
306 // marked as "needs texture bounce", one that is used by multiple other
307 // effects, every time an effect wants to change the output size,
308 // and of course at the end.
310 // We follow a quite simple depth-first search from the output, although
311 // without any explicit recursion.
312 void EffectChain::construct_glsl_programs(Node *output)
314 // Which effects have already been completed in this phase?
315 // We need to keep track of it, as an effect with multiple outputs
316 // could otherwise be calculate multiple times.
317 std::set<Node *> completed_effects;
319 // Effects in the current phase, as well as inputs (outputs from other phases
320 // that we depend on). Note that since we start iterating from the end,
321 // the effect list will be in the reverse order.
322 std::vector<Node *> this_phase_inputs;
323 std::vector<Node *> this_phase_effects;
325 // Effects that we have yet to calculate, but that we know should
326 // be in the current phase.
327 std::stack<Node *> effects_todo_this_phase;
329 // Effects that we have yet to calculate, but that come from other phases.
330 // We delay these until we have this phase done in its entirety,
331 // at which point we pick any of them and start a new phase from that.
332 std::stack<Node *> effects_todo_other_phases;
334 effects_todo_this_phase.push(output);
336 for ( ;; ) { // Termination condition within loop.
337 if (!effects_todo_this_phase.empty()) {
338 // OK, we have more to do this phase.
339 Node *node = effects_todo_this_phase.top();
340 effects_todo_this_phase.pop();
342 // This should currently only happen for effects that are phase outputs,
343 // and we throw those out separately below.
344 assert(completed_effects.count(node) == 0);
346 this_phase_effects.push_back(node);
347 completed_effects.insert(node);
349 // Find all the dependencies of this effect, and add them to the stack.
350 std::vector<Node *> deps = node->incoming_links;
351 assert(node->effect->num_inputs() == deps.size());
352 for (unsigned i = 0; i < deps.size(); ++i) {
353 bool start_new_phase = false;
355 // FIXME: If we sample directly from a texture, we won't need this.
356 if (node->effect->needs_texture_bounce()) {
357 start_new_phase = true;
360 if (deps[i]->outgoing_links.size() > 1) {
361 if (deps[i]->effect->num_inputs() > 0) {
362 // More than one effect uses this as the input,
363 // and it is not a texture itself.
364 // The easiest thing to do (and probably also the safest
365 // performance-wise in most cases) is to bounce it to a texture
366 // and then let the next passes read from that.
367 start_new_phase = true;
369 // For textures, we try to be slightly more clever;
370 // if none of our outputs need a bounce, we don't bounce
371 // but instead simply use the effect many times.
373 // Strictly speaking, we could bounce it for some outputs
374 // and use it directly for others, but the processing becomes
375 // somewhat simpler if the effect is only used in one such way.
376 for (unsigned j = 0; j < deps[i]->outgoing_links.size(); ++j) {
377 Node *rdep = deps[i]->outgoing_links[j];
378 start_new_phase |= rdep->effect->needs_texture_bounce();
383 if (deps[i]->effect->changes_output_size()) {
384 start_new_phase = true;
387 if (start_new_phase) {
388 effects_todo_other_phases.push(deps[i]);
389 this_phase_inputs.push_back(deps[i]);
391 effects_todo_this_phase.push(deps[i]);
397 // No more effects to do this phase. Take all the ones we have,
398 // and create a GLSL program for it.
399 if (!this_phase_effects.empty()) {
400 reverse(this_phase_effects.begin(), this_phase_effects.end());
401 phases.push_back(compile_glsl_program(this_phase_inputs, this_phase_effects));
402 this_phase_effects.back()->phase = phases.back();
403 this_phase_inputs.clear();
404 this_phase_effects.clear();
406 assert(this_phase_inputs.empty());
407 assert(this_phase_effects.empty());
409 // If we have no effects left, exit.
410 if (effects_todo_other_phases.empty()) {
414 Node *node = effects_todo_other_phases.top();
415 effects_todo_other_phases.pop();
417 if (completed_effects.count(node) == 0) {
418 // Start a new phase, calculating from this effect.
419 effects_todo_this_phase.push(node);
423 // Finally, since the phases are found from the output but must be executed
424 // from the input(s), reverse them, too.
425 std::reverse(phases.begin(), phases.end());
428 void EffectChain::output_dot(const char *filename)
430 FILE *fp = fopen(filename, "w");
436 fprintf(fp, "digraph G {\n");
437 for (unsigned i = 0; i < nodes.size(); ++i) {
438 // Find out which phase this event belongs to.
440 for (unsigned j = 0; j < phases.size(); ++j) {
441 const Phase* p = phases[j];
442 if (std::find(p->effects.begin(), p->effects.end(), nodes[i]) != p->effects.end()) {
443 assert(in_phase == -1);
448 if (in_phase == -1) {
449 fprintf(fp, " n%ld [label=\"%s\"];\n", (long)nodes[i], nodes[i]->effect->effect_type_id().c_str());
451 fprintf(fp, " n%ld [label=\"%s\" style=\"filled\" fillcolor=\"/accent8/%d\"];\n",
452 (long)nodes[i], nodes[i]->effect->effect_type_id().c_str(),
455 for (unsigned j = 0; j < nodes[i]->outgoing_links.size(); ++j) {
456 std::vector<std::string> labels;
458 if (nodes[i]->outgoing_links[j]->effect->needs_texture_bounce()) {
459 labels.push_back("needs_bounce");
461 if (nodes[i]->effect->changes_output_size()) {
462 labels.push_back("resize");
465 switch (nodes[i]->output_color_space) {
466 case COLORSPACE_INVALID:
467 labels.push_back("spc[invalid]");
469 case COLORSPACE_REC_601_525:
470 labels.push_back("spc[rec601-525]");
472 case COLORSPACE_REC_601_625:
473 labels.push_back("spc[rec601-625]");
479 switch (nodes[i]->output_gamma_curve) {
481 labels.push_back("gamma[invalid]");
484 labels.push_back("gamma[sRGB]");
486 case GAMMA_REC_601: // and GAMMA_REC_709
487 labels.push_back("gamma[rec601/709]");
493 if (labels.empty()) {
494 fprintf(fp, " n%ld -> n%ld;\n", (long)nodes[i], (long)nodes[i]->outgoing_links[j]);
496 std::string label = labels[0];
497 for (unsigned k = 1; k < labels.size(); ++k) {
498 label += ", " + labels[k];
500 fprintf(fp, " n%ld -> n%ld [label=\"%s\"];\n", (long)nodes[i], (long)nodes[i]->outgoing_links[j], label.c_str());
509 unsigned EffectChain::fit_rectangle_to_aspect(unsigned width, unsigned height)
511 if (float(width) * aspect_denom >= float(height) * aspect_nom) {
512 // Same aspect, or W/H > aspect (image is wider than the frame).
513 // In either case, keep width.
516 // W/H < aspect (image is taller than the frame), so keep height,
517 // and adjust width correspondingly.
518 return lrintf(height * aspect_nom / aspect_denom);
522 // Propagate input texture sizes throughout, and inform effects downstream.
523 // (Like a lot of other code, we depend on effects being in topological order.)
524 void EffectChain::inform_input_sizes(Phase *phase)
526 // All effects that have a defined size (inputs and RTT inputs)
527 // get that. Reset all others.
528 for (unsigned i = 0; i < phase->effects.size(); ++i) {
529 Node *node = phase->effects[i];
530 if (node->effect->num_inputs() == 0) {
531 Input *input = static_cast<Input *>(node->effect);
532 node->output_width = input->get_width();
533 node->output_height = input->get_height();
534 assert(node->output_width != 0);
535 assert(node->output_height != 0);
537 node->output_width = node->output_height = 0;
540 for (unsigned i = 0; i < phase->inputs.size(); ++i) {
541 Node *input = phase->inputs[i];
542 input->output_width = input->phase->output_width;
543 input->output_height = input->phase->output_height;
544 assert(input->output_width != 0);
545 assert(input->output_height != 0);
548 // Now propagate from the inputs towards the end, and inform as we go.
549 // The rules are simple:
551 // 1. Don't touch effects that already have given sizes (ie., inputs).
552 // 2. If all of your inputs have the same size, that will be your output size.
553 // 3. Otherwise, your output size is 0x0.
554 for (unsigned i = 0; i < phase->effects.size(); ++i) {
555 Node *node = phase->effects[i];
556 if (node->effect->num_inputs() == 0) {
559 unsigned this_output_width = 0;
560 unsigned this_output_height = 0;
561 for (unsigned j = 0; j < node->incoming_links.size(); ++j) {
562 Node *input = node->incoming_links[j];
563 node->effect->inform_input_size(j, input->output_width, input->output_height);
565 this_output_width = input->output_width;
566 this_output_height = input->output_height;
567 } else if (input->output_width != this_output_width || input->output_height != this_output_height) {
569 this_output_width = 0;
570 this_output_height = 0;
573 node->output_width = this_output_width;
574 node->output_height = this_output_height;
578 // Note: You should call inform_input_sizes() before this, as the last effect's
579 // desired output size might change based on the inputs.
580 void EffectChain::find_output_size(Phase *phase)
582 Node *output_node = phase->effects.back();
584 // If the last effect explicitly sets an output size, use that.
585 if (output_node->effect->changes_output_size()) {
586 output_node->effect->get_output_size(&phase->output_width, &phase->output_height);
590 // If not, look at the input phases and textures.
591 // We select the largest one (by fit into the current aspect).
592 unsigned best_width = 0;
593 for (unsigned i = 0; i < phase->inputs.size(); ++i) {
594 Node *input = phase->inputs[i];
595 assert(input->phase->output_width != 0);
596 assert(input->phase->output_height != 0);
597 unsigned width = fit_rectangle_to_aspect(input->phase->output_width, input->phase->output_height);
598 if (width > best_width) {
602 for (unsigned i = 0; i < phase->effects.size(); ++i) {
603 Effect *effect = phase->effects[i]->effect;
604 if (effect->num_inputs() != 0) {
608 Input *input = static_cast<Input *>(effect);
609 unsigned width = fit_rectangle_to_aspect(input->get_width(), input->get_height());
610 if (width > best_width) {
614 assert(best_width != 0);
615 phase->output_width = best_width;
616 phase->output_height = best_width * aspect_denom / aspect_nom;
619 void EffectChain::sort_nodes_topologically()
621 std::set<Node *> visited_nodes;
622 std::vector<Node *> sorted_list;
623 for (unsigned i = 0; i < nodes.size(); ++i) {
624 if (nodes[i]->incoming_links.size() == 0) {
625 topological_sort_visit_node(nodes[i], &visited_nodes, &sorted_list);
628 reverse(sorted_list.begin(), sorted_list.end());
632 void EffectChain::topological_sort_visit_node(Node *node, std::set<Node *> *visited_nodes, std::vector<Node *> *sorted_list)
634 if (visited_nodes->count(node) != 0) {
637 visited_nodes->insert(node);
638 for (unsigned i = 0; i < node->outgoing_links.size(); ++i) {
639 topological_sort_visit_node(node->outgoing_links[i], visited_nodes, sorted_list);
641 sorted_list->push_back(node);
644 // Propagate gamma and color space information as far as we can in the graph.
645 // The rules are simple: Anything where all the inputs agree, get that as
646 // output as well. Anything else keeps having *_INVALID.
647 void EffectChain::propagate_gamma_and_color_space()
649 // We depend on going through the nodes in order.
650 sort_nodes_topologically();
652 for (unsigned i = 0; i < nodes.size(); ++i) {
653 Node *node = nodes[i];
654 if (node->disabled) {
657 assert(node->incoming_links.size() == node->effect->num_inputs());
658 if (node->incoming_links.size() == 0) {
659 assert(node->output_color_space != COLORSPACE_INVALID);
660 assert(node->output_gamma_curve != GAMMA_INVALID);
664 Colorspace color_space = node->incoming_links[0]->output_color_space;
665 GammaCurve gamma_curve = node->incoming_links[0]->output_gamma_curve;
666 for (unsigned j = 1; j < node->incoming_links.size(); ++j) {
667 if (node->incoming_links[j]->output_color_space != color_space) {
668 color_space = COLORSPACE_INVALID;
670 if (node->incoming_links[j]->output_gamma_curve != gamma_curve) {
671 gamma_curve = GAMMA_INVALID;
675 // The conversion effects already have their outputs set correctly,
676 // so leave them alone.
677 if (node->effect->effect_type_id() != "ColorspaceConversionEffect") {
678 node->output_color_space = color_space;
680 if (node->effect->effect_type_id() != "GammaCompressionEffect" &&
681 node->effect->effect_type_id() != "GammaExpansionEffect") {
682 node->output_gamma_curve = gamma_curve;
687 bool EffectChain::node_needs_colorspace_fix(Node *node)
689 if (node->disabled) {
692 if (node->effect->num_inputs() == 0) {
696 // propagate_gamma_and_color_space() has already set our output
697 // to COLORSPACE_INVALID if the inputs differ, so we can rely on that.
698 if (node->output_color_space == COLORSPACE_INVALID) {
701 return (node->effect->needs_srgb_primaries() && node->output_color_space != COLORSPACE_sRGB);
704 // Fix up color spaces so that there are no COLORSPACE_INVALID nodes left in
705 // the graph. Our strategy is not always optimal, but quite simple:
706 // Find an effect that's as early as possible where the inputs are of
707 // unacceptable colorspaces (that is, either different, or, if the effect only
708 // wants sRGB, not sRGB.) Add appropriate conversions on all its inputs,
709 // propagate the information anew, and repeat until there are no more such
711 void EffectChain::fix_internal_color_spaces()
713 unsigned colorspace_propagation_pass = 0;
717 for (unsigned i = 0; i < nodes.size(); ++i) {
718 Node *node = nodes[i];
719 if (!node_needs_colorspace_fix(node)) {
723 // Go through each input that is not sRGB, and insert
724 // a colorspace conversion before it.
725 for (unsigned j = 0; j < node->incoming_links.size(); ++j) {
726 Node *input = node->incoming_links[j];
727 assert(input->output_color_space != COLORSPACE_INVALID);
728 if (input->output_color_space == COLORSPACE_sRGB) {
731 Node *conversion = add_node(new ColorspaceConversionEffect());
732 CHECK(conversion->effect->set_int("source_space", input->output_color_space));
733 CHECK(conversion->effect->set_int("destination_space", COLORSPACE_sRGB));
734 conversion->output_color_space = COLORSPACE_sRGB;
735 insert_node_between(input, conversion, node);
738 // Re-sort topologically, and propagate the new information.
739 propagate_gamma_and_color_space();
746 sprintf(filename, "step3-colorspacefix-iter%u.dot", ++colorspace_propagation_pass);
747 output_dot(filename);
748 assert(colorspace_propagation_pass < 100);
751 for (unsigned i = 0; i < nodes.size(); ++i) {
752 Node *node = nodes[i];
753 if (node->disabled) {
756 assert(node->output_color_space != COLORSPACE_INVALID);
760 // Make so that the output is in the desired color space.
761 void EffectChain::fix_output_color_space()
763 Node *output = find_output_node();
764 if (output->output_color_space != output_format.color_space) {
765 Node *conversion = add_node(new ColorspaceConversionEffect());
766 CHECK(conversion->effect->set_int("source_space", output->output_color_space));
767 CHECK(conversion->effect->set_int("destination_space", output_format.color_space));
768 conversion->output_color_space = output_format.color_space;
769 connect_nodes(output, conversion);
770 propagate_gamma_and_color_space();
774 bool EffectChain::node_needs_gamma_fix(Node *node)
776 if (node->disabled) {
780 // Small hack since the output is not an explicit node:
781 // If we are the last node and our output is in the wrong
782 // space compared to EffectChain's output, we need to fix it.
783 // This will only take us to linear, but fix_output_gamma()
784 // will come and take us to the desired output gamma
787 // This needs to be before everything else, since it could
788 // even apply to inputs (if they are the only effect).
789 if (node->outgoing_links.empty() &&
790 node->output_gamma_curve != output_format.gamma_curve &&
791 node->output_gamma_curve != GAMMA_LINEAR) {
795 if (node->effect->num_inputs() == 0) {
799 // propagate_gamma_and_color_space() has already set our output
800 // to GAMMA_INVALID if the inputs differ, so we can rely on that,
801 // except for GammaCompressionEffect.
802 if (node->output_gamma_curve == GAMMA_INVALID) {
805 if (node->effect->effect_type_id() == "GammaCompressionEffect") {
806 assert(node->incoming_links.size() == 1);
807 return node->incoming_links[0]->output_gamma_curve != GAMMA_LINEAR;
810 return (node->effect->needs_linear_light() && node->output_gamma_curve != GAMMA_LINEAR);
813 // Very similar to fix_internal_color_spaces(), but for gamma.
814 // There is one difference, though; before we start adding conversion nodes,
815 // we see if we can get anything out of asking the sources to deliver
816 // linear gamma directly. fix_internal_gamma_by_asking_inputs()
817 // does that part, while fix_internal_gamma_by_inserting_nodes()
818 // inserts nodes as needed afterwards.
819 void EffectChain::fix_internal_gamma_by_asking_inputs(unsigned step)
821 unsigned gamma_propagation_pass = 0;
825 for (unsigned i = 0; i < nodes.size(); ++i) {
826 Node *node = nodes[i];
827 if (!node_needs_gamma_fix(node)) {
831 // See if all inputs can give us linear gamma. If not, leave it.
832 std::vector<Node *> nonlinear_inputs;
833 find_all_nonlinear_inputs(node, &nonlinear_inputs);
834 assert(!nonlinear_inputs.empty());
837 for (unsigned i = 0; i < nonlinear_inputs.size(); ++i) {
838 Input *input = static_cast<Input *>(nonlinear_inputs[i]->effect);
839 all_ok &= input->can_output_linear_gamma();
846 for (unsigned i = 0; i < nonlinear_inputs.size(); ++i) {
847 CHECK(nonlinear_inputs[i]->effect->set_int("output_linear_gamma", 1));
848 nonlinear_inputs[i]->output_gamma_curve = GAMMA_LINEAR;
851 // Re-sort topologically, and propagate the new information.
852 propagate_gamma_and_color_space();
859 sprintf(filename, "step%u-gammafix-iter%u.dot", step, ++gamma_propagation_pass);
860 output_dot(filename);
861 assert(gamma_propagation_pass < 100);
865 void EffectChain::fix_internal_gamma_by_inserting_nodes(unsigned step)
867 unsigned gamma_propagation_pass = 0;
871 for (unsigned i = 0; i < nodes.size(); ++i) {
872 Node *node = nodes[i];
873 if (!node_needs_gamma_fix(node)) {
877 // Special case: We could be an input and still be asked to
878 // fix our gamma; if so, we should be the only node
879 // (as node_needs_gamma_fix() would only return true in
880 // for an input in that case). That means we should insert
881 // a conversion node _after_ ourselves.
882 if (node->incoming_links.empty()) {
883 assert(node->outgoing_links.empty());
884 Node *conversion = add_node(new GammaExpansionEffect());
885 CHECK(conversion->effect->set_int("source_curve", node->output_gamma_curve));
886 conversion->output_gamma_curve = GAMMA_LINEAR;
887 connect_nodes(node, conversion);
890 // If not, go through each input that is not linear gamma,
891 // and insert a gamma conversion before it.
892 for (unsigned j = 0; j < node->incoming_links.size(); ++j) {
893 Node *input = node->incoming_links[j];
894 assert(input->output_gamma_curve != GAMMA_INVALID);
895 if (input->output_gamma_curve == GAMMA_LINEAR) {
898 Node *conversion = add_node(new GammaExpansionEffect());
899 CHECK(conversion->effect->set_int("source_curve", input->output_gamma_curve));
900 conversion->output_gamma_curve = GAMMA_LINEAR;
901 insert_node_between(input, conversion, node);
904 // Re-sort topologically, and propagate the new information.
905 propagate_gamma_and_color_space();
912 sprintf(filename, "step%u-gammafix-iter%u.dot", step, ++gamma_propagation_pass);
913 output_dot(filename);
914 assert(gamma_propagation_pass < 100);
917 for (unsigned i = 0; i < nodes.size(); ++i) {
918 Node *node = nodes[i];
919 if (node->disabled) {
922 assert(node->output_gamma_curve != GAMMA_INVALID);
926 // Make so that the output is in the desired gamma.
927 // Note that this assumes linear input gamma, so it might create the need
928 // for another pass of fix_internal_gamma().
929 void EffectChain::fix_output_gamma()
931 Node *output = find_output_node();
932 if (output->output_gamma_curve != output_format.gamma_curve) {
933 Node *conversion = add_node(new GammaCompressionEffect());
934 CHECK(conversion->effect->set_int("destination_curve", output_format.gamma_curve));
935 conversion->output_gamma_curve = output_format.gamma_curve;
936 connect_nodes(output, conversion);
940 // If the user has requested dither, add a DitherEffect right at the end
941 // (after GammaCompressionEffect etc.). This needs to be done after everything else,
942 // since dither is about the only effect that can _not_ be done in linear space.
943 void EffectChain::add_dither_if_needed()
945 if (num_dither_bits == 0) {
948 Node *output = find_output_node();
949 Node *dither = add_node(new DitherEffect());
950 CHECK(dither->effect->set_int("num_bits", num_dither_bits));
951 connect_nodes(output, dither);
953 dither_effect = dither->effect;
956 // Find the output node. This is, simply, one that has no outgoing links.
957 // If there are multiple ones, the graph is malformed (we do not support
958 // multiple outputs right now).
959 Node *EffectChain::find_output_node()
961 std::vector<Node *> output_nodes;
962 for (unsigned i = 0; i < nodes.size(); ++i) {
963 Node *node = nodes[i];
964 if (node->disabled) {
967 if (node->outgoing_links.empty()) {
968 output_nodes.push_back(node);
971 assert(output_nodes.size() == 1);
972 return output_nodes[0];
975 void EffectChain::finalize()
977 // Output the graph as it is before we do any conversions on it.
978 output_dot("step0-start.dot");
980 // Give each effect in turn a chance to rewrite its own part of the graph.
981 // Note that if more effects are added as part of this, they will be
982 // picked up as part of the same for loop, since they are added at the end.
983 for (unsigned i = 0; i < nodes.size(); ++i) {
984 nodes[i]->effect->rewrite_graph(this, nodes[i]);
986 output_dot("step1-rewritten.dot");
988 propagate_gamma_and_color_space();
989 output_dot("step2-propagated.dot");
991 fix_internal_color_spaces();
992 fix_output_color_space();
993 output_dot("step4-output-colorspacefix.dot");
995 // Note that we need to fix gamma after colorspace conversion,
996 // because colorspace conversions might create needs for gamma conversions.
997 // Also, we need to run an extra pass of fix_internal_gamma() after
998 // fixing the output gamma, as we only have conversions to/from linear.
999 fix_internal_gamma_by_asking_inputs(5);
1000 fix_internal_gamma_by_inserting_nodes(6);
1002 output_dot("step7-output-gammafix.dot");
1003 fix_internal_gamma_by_asking_inputs(8);
1004 fix_internal_gamma_by_inserting_nodes(9);
1006 output_dot("step10-before-dither.dot");
1008 add_dither_if_needed();
1010 output_dot("step11-final.dot");
1012 // Construct all needed GLSL programs, starting at the output.
1013 construct_glsl_programs(find_output_node());
1015 output_dot("step12-split-to-phases.dot");
1017 // If we have more than one phase, we need intermediate render-to-texture.
1018 // Construct an FBO, and then as many textures as we need.
1019 // We choose the simplest option of having one texture per output,
1020 // since otherwise this turns into an (albeit simple)
1021 // register allocation problem.
1022 if (phases.size() > 1) {
1023 glGenFramebuffers(1, &fbo);
1025 for (unsigned i = 0; i < phases.size() - 1; ++i) {
1026 inform_input_sizes(phases[i]);
1027 find_output_size(phases[i]);
1029 Node *output_node = phases[i]->effects.back();
1030 glGenTextures(1, &output_node->output_texture);
1032 glBindTexture(GL_TEXTURE_2D, output_node->output_texture);
1034 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
1036 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
1038 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F_ARB, phases[i]->output_width, phases[i]->output_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
1041 output_node->output_texture_width = phases[i]->output_width;
1042 output_node->output_texture_height = phases[i]->output_height;
1044 inform_input_sizes(phases.back());
1047 for (unsigned i = 0; i < inputs.size(); ++i) {
1048 inputs[i]->finalize();
1051 assert(phases[0]->inputs.empty());
1056 void EffectChain::render_to_fbo(GLuint dest_fbo, unsigned width, unsigned height)
1060 // Save original viewport.
1061 GLuint x = 0, y = 0;
1063 if (width == 0 && height == 0) {
1065 glGetIntegerv(GL_VIEWPORT, viewport);
1068 width = viewport[2];
1069 height = viewport[3];
1073 glDisable(GL_BLEND);
1075 glDisable(GL_DEPTH_TEST);
1077 glDepthMask(GL_FALSE);
1080 glMatrixMode(GL_PROJECTION);
1082 glOrtho(0.0, 1.0, 0.0, 1.0, 0.0, 1.0);
1084 glMatrixMode(GL_MODELVIEW);
1087 if (phases.size() > 1) {
1088 glBindFramebuffer(GL_FRAMEBUFFER, fbo);
1092 std::set<Node *> generated_mipmaps;
1094 for (unsigned phase = 0; phase < phases.size(); ++phase) {
1095 // See if the requested output size has changed. If so, we need to recreate
1096 // the texture (and before we start setting up inputs).
1097 inform_input_sizes(phases[phase]);
1098 if (phase != phases.size() - 1) {
1099 find_output_size(phases[phase]);
1101 Node *output_node = phases[phase]->effects.back();
1103 if (output_node->output_texture_width != phases[phase]->output_width ||
1104 output_node->output_texture_height != phases[phase]->output_height) {
1105 glActiveTexture(GL_TEXTURE0);
1107 glBindTexture(GL_TEXTURE_2D, output_node->output_texture);
1109 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F_ARB, phases[phase]->output_width, phases[phase]->output_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
1111 glBindTexture(GL_TEXTURE_2D, 0);
1114 output_node->output_texture_width = phases[phase]->output_width;
1115 output_node->output_texture_height = phases[phase]->output_height;
1119 glUseProgram(phases[phase]->glsl_program_num);
1122 // Set up RTT inputs for this phase.
1123 for (unsigned sampler = 0; sampler < phases[phase]->inputs.size(); ++sampler) {
1124 glActiveTexture(GL_TEXTURE0 + sampler);
1125 Node *input = phases[phase]->inputs[sampler];
1126 glBindTexture(GL_TEXTURE_2D, input->output_texture);
1128 if (phases[phase]->input_needs_mipmaps) {
1129 if (generated_mipmaps.count(input) == 0) {
1130 glGenerateMipmap(GL_TEXTURE_2D);
1132 generated_mipmaps.insert(input);
1134 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
1137 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
1141 std::string texture_name = std::string("tex_") + input->effect_id;
1142 glUniform1i(glGetUniformLocation(phases[phase]->glsl_program_num, texture_name.c_str()), sampler);
1146 // And now the output.
1147 if (phase == phases.size() - 1) {
1148 // Last phase goes to the output the user specified.
1149 glBindFramebuffer(GL_FRAMEBUFFER, dest_fbo);
1151 glViewport(x, y, width, height);
1152 if (dither_effect != NULL) {
1153 CHECK(dither_effect->set_int("output_width", width));
1154 CHECK(dither_effect->set_int("output_height", height));
1157 Node *output_node = phases[phase]->effects.back();
1158 glFramebufferTexture2D(
1160 GL_COLOR_ATTACHMENT0,
1162 output_node->output_texture,
1165 glViewport(0, 0, phases[phase]->output_width, phases[phase]->output_height);
1168 // Give the required parameters to all the effects.
1169 unsigned sampler_num = phases[phase]->inputs.size();
1170 for (unsigned i = 0; i < phases[phase]->effects.size(); ++i) {
1171 Node *node = phases[phase]->effects[i];
1172 node->effect->set_gl_state(phases[phase]->glsl_program_num, node->effect_id, &sampler_num);
1179 glTexCoord2f(0.0f, 0.0f);
1180 glVertex2f(0.0f, 0.0f);
1182 glTexCoord2f(1.0f, 0.0f);
1183 glVertex2f(1.0f, 0.0f);
1185 glTexCoord2f(1.0f, 1.0f);
1186 glVertex2f(1.0f, 1.0f);
1188 glTexCoord2f(0.0f, 1.0f);
1189 glVertex2f(0.0f, 1.0f);
1194 for (unsigned i = 0; i < phases[phase]->effects.size(); ++i) {
1195 Node *node = phases[phase]->effects[i];
1196 node->effect->clear_gl_state();