15 #include "alpha_division_effect.h"
16 #include "alpha_multiplication_effect.h"
17 #include "colorspace_conversion_effect.h"
18 #include "dither_effect.h"
20 #include "effect_chain.h"
21 #include "effect_util.h"
22 #include "gamma_compression_effect.h"
23 #include "gamma_expansion_effect.h"
26 #include "resource_pool.h"
28 #include "ycbcr_conversion_effect.h"
30 using namespace Eigen;
35 EffectChain::EffectChain(float aspect_nom, float aspect_denom, ResourcePool *resource_pool)
36 : aspect_nom(aspect_nom),
37 aspect_denom(aspect_denom),
38 output_color_rgba(false),
39 output_color_ycbcr(false),
41 intermediate_format(GL_RGBA16F),
42 intermediate_transformation(NO_FRAMEBUFFER_TRANSFORMATION),
44 output_origin(OUTPUT_ORIGIN_BOTTOM_LEFT),
46 resource_pool(resource_pool),
47 do_phase_timing(false) {
48 if (resource_pool == NULL) {
49 this->resource_pool = new ResourcePool();
50 owns_resource_pool = true;
52 owns_resource_pool = false;
55 // Generate a VBO with some data in (shared position and texture coordinate data).
61 vbo = generate_vbo(2, GL_FLOAT, sizeof(vertices), vertices);
64 EffectChain::~EffectChain()
66 for (unsigned i = 0; i < nodes.size(); ++i) {
67 delete nodes[i]->effect;
70 for (unsigned i = 0; i < phases.size(); ++i) {
71 resource_pool->release_glsl_program(phases[i]->glsl_program_num);
74 if (owns_resource_pool) {
77 glDeleteBuffers(1, &vbo);
81 Input *EffectChain::add_input(Input *input)
84 inputs.push_back(input);
89 void EffectChain::add_output(const ImageFormat &format, OutputAlphaFormat alpha_format)
92 assert(!output_color_rgba);
93 output_format = format;
94 output_alpha_format = alpha_format;
95 output_color_rgba = true;
98 void EffectChain::add_ycbcr_output(const ImageFormat &format, OutputAlphaFormat alpha_format,
99 const YCbCrFormat &ycbcr_format, YCbCrOutputSplitting output_splitting)
102 assert(!output_color_ycbcr);
103 output_format = format;
104 output_alpha_format = alpha_format;
105 output_color_ycbcr = true;
106 output_ycbcr_format = ycbcr_format;
107 output_ycbcr_splitting = output_splitting;
109 assert(ycbcr_format.chroma_subsampling_x == 1);
110 assert(ycbcr_format.chroma_subsampling_y == 1);
113 void EffectChain::change_ycbcr_output_format(const YCbCrFormat &ycbcr_format)
115 assert(output_color_ycbcr);
116 assert(output_ycbcr_format.chroma_subsampling_x == ycbcr_format.chroma_subsampling_x);
117 assert(output_ycbcr_format.chroma_subsampling_y == ycbcr_format.chroma_subsampling_y);
118 assert(fabs(output_ycbcr_format.cb_x_position - ycbcr_format.cb_x_position) < 1e-3);
119 assert(fabs(output_ycbcr_format.cb_y_position - ycbcr_format.cb_y_position) < 1e-3);
120 assert(fabs(output_ycbcr_format.cr_x_position - ycbcr_format.cr_x_position) < 1e-3);
121 assert(fabs(output_ycbcr_format.cr_y_position - ycbcr_format.cr_y_position) < 1e-3);
123 output_ycbcr_format = ycbcr_format;
125 // Find the YCbCrConversionEffect node. We don't store it to avoid
126 // an unneeded ABI break (this can be fixed on next break).
127 for (Node *node : nodes) {
128 if (node->effect->effect_type_id() == "YCbCrConversionEffect") {
129 YCbCrConversionEffect *effect = (YCbCrConversionEffect *)(node->effect);
130 effect->change_output_format(ycbcr_format);
136 Node *EffectChain::add_node(Effect *effect)
138 for (unsigned i = 0; i < nodes.size(); ++i) {
139 assert(nodes[i]->effect != effect);
142 Node *node = new Node;
143 node->effect = effect;
144 node->disabled = false;
145 node->output_color_space = COLORSPACE_INVALID;
146 node->output_gamma_curve = GAMMA_INVALID;
147 node->output_alpha_type = ALPHA_INVALID;
148 node->needs_mipmaps = false;
149 node->one_to_one_sampling = false;
151 nodes.push_back(node);
152 node_map[effect] = node;
153 effect->inform_added(this);
157 void EffectChain::connect_nodes(Node *sender, Node *receiver)
159 sender->outgoing_links.push_back(receiver);
160 receiver->incoming_links.push_back(sender);
163 void EffectChain::replace_receiver(Node *old_receiver, Node *new_receiver)
165 new_receiver->incoming_links = old_receiver->incoming_links;
166 old_receiver->incoming_links.clear();
168 for (unsigned i = 0; i < new_receiver->incoming_links.size(); ++i) {
169 Node *sender = new_receiver->incoming_links[i];
170 for (unsigned j = 0; j < sender->outgoing_links.size(); ++j) {
171 if (sender->outgoing_links[j] == old_receiver) {
172 sender->outgoing_links[j] = new_receiver;
178 void EffectChain::replace_sender(Node *old_sender, Node *new_sender)
180 new_sender->outgoing_links = old_sender->outgoing_links;
181 old_sender->outgoing_links.clear();
183 for (unsigned i = 0; i < new_sender->outgoing_links.size(); ++i) {
184 Node *receiver = new_sender->outgoing_links[i];
185 for (unsigned j = 0; j < receiver->incoming_links.size(); ++j) {
186 if (receiver->incoming_links[j] == old_sender) {
187 receiver->incoming_links[j] = new_sender;
193 void EffectChain::insert_node_between(Node *sender, Node *middle, Node *receiver)
195 for (unsigned i = 0; i < sender->outgoing_links.size(); ++i) {
196 if (sender->outgoing_links[i] == receiver) {
197 sender->outgoing_links[i] = middle;
198 middle->incoming_links.push_back(sender);
201 for (unsigned i = 0; i < receiver->incoming_links.size(); ++i) {
202 if (receiver->incoming_links[i] == sender) {
203 receiver->incoming_links[i] = middle;
204 middle->outgoing_links.push_back(receiver);
208 assert(middle->incoming_links.size() == middle->effect->num_inputs());
211 GLenum EffectChain::get_input_sampler(Node *node, unsigned input_num) const
213 assert(node->effect->needs_texture_bounce());
214 assert(input_num < node->incoming_links.size());
215 assert(node->incoming_links[input_num]->bound_sampler_num >= 0);
216 assert(node->incoming_links[input_num]->bound_sampler_num < 8);
217 return GL_TEXTURE0 + node->incoming_links[input_num]->bound_sampler_num;
220 GLenum EffectChain::has_input_sampler(Node *node, unsigned input_num) const
222 assert(input_num < node->incoming_links.size());
223 return node->incoming_links[input_num]->bound_sampler_num >= 0 &&
224 node->incoming_links[input_num]->bound_sampler_num < 8;
227 void EffectChain::find_all_nonlinear_inputs(Node *node, vector<Node *> *nonlinear_inputs)
229 if (node->output_gamma_curve == GAMMA_LINEAR &&
230 node->effect->effect_type_id() != "GammaCompressionEffect") {
233 if (node->effect->num_inputs() == 0) {
234 nonlinear_inputs->push_back(node);
236 assert(node->effect->num_inputs() == node->incoming_links.size());
237 for (unsigned i = 0; i < node->incoming_links.size(); ++i) {
238 find_all_nonlinear_inputs(node->incoming_links[i], nonlinear_inputs);
243 Effect *EffectChain::add_effect(Effect *effect, const vector<Effect *> &inputs)
246 assert(inputs.size() == effect->num_inputs());
247 Node *node = add_node(effect);
248 for (unsigned i = 0; i < inputs.size(); ++i) {
249 assert(node_map.count(inputs[i]) != 0);
250 connect_nodes(node_map[inputs[i]], node);
255 // ESSL doesn't support token pasting. Replace PREFIX(x) with <effect_id>_x.
256 string replace_prefix(const string &text, const string &prefix)
261 while (start < text.size()) {
262 size_t pos = text.find("PREFIX(", start);
263 if (pos == string::npos) {
264 output.append(text.substr(start, string::npos));
268 output.append(text.substr(start, pos - start));
269 output.append(prefix);
272 pos += strlen("PREFIX(");
274 // Output stuff until we find the matching ), which we then eat.
276 size_t end_arg_pos = pos;
277 while (end_arg_pos < text.size()) {
278 if (text[end_arg_pos] == '(') {
280 } else if (text[end_arg_pos] == ')') {
288 output.append(text.substr(pos, end_arg_pos - pos));
299 void extract_uniform_declarations(const vector<Uniform<T> > &effect_uniforms,
300 const string &type_specifier,
301 const string &effect_id,
302 vector<Uniform<T> > *phase_uniforms,
305 for (unsigned i = 0; i < effect_uniforms.size(); ++i) {
306 phase_uniforms->push_back(effect_uniforms[i]);
307 phase_uniforms->back().prefix = effect_id;
309 *glsl_string += string("uniform ") + type_specifier + " " + effect_id
310 + "_" + effect_uniforms[i].name + ";\n";
315 void extract_uniform_array_declarations(const vector<Uniform<T> > &effect_uniforms,
316 const string &type_specifier,
317 const string &effect_id,
318 vector<Uniform<T> > *phase_uniforms,
321 for (unsigned i = 0; i < effect_uniforms.size(); ++i) {
322 phase_uniforms->push_back(effect_uniforms[i]);
323 phase_uniforms->back().prefix = effect_id;
326 snprintf(buf, sizeof(buf), "uniform %s %s_%s[%d];\n",
327 type_specifier.c_str(), effect_id.c_str(),
328 effect_uniforms[i].name.c_str(),
329 int(effect_uniforms[i].num_values));
335 void collect_uniform_locations(GLuint glsl_program_num, vector<Uniform<T> > *phase_uniforms)
337 for (unsigned i = 0; i < phase_uniforms->size(); ++i) {
338 Uniform<T> &uniform = (*phase_uniforms)[i];
339 uniform.location = get_uniform_location(glsl_program_num, uniform.prefix, uniform.name);
345 void EffectChain::compile_glsl_program(Phase *phase)
347 string frag_shader_header = read_version_dependent_file("header", "frag");
348 string frag_shader = "";
350 // Create functions and uniforms for all the texture inputs that we need.
351 for (unsigned i = 0; i < phase->inputs.size(); ++i) {
352 Node *input = phase->inputs[i]->output_node;
354 sprintf(effect_id, "in%u", i);
355 phase->effect_ids.insert(make_pair(input, effect_id));
357 frag_shader += string("uniform sampler2D tex_") + effect_id + ";\n";
358 frag_shader += string("vec4 ") + effect_id + "(vec2 tc) {\n";
359 frag_shader += "\tvec4 tmp = tex2D(tex_" + string(effect_id) + ", tc);\n";
361 if (intermediate_transformation == SQUARE_ROOT_FRAMEBUFFER_TRANSFORMATION &&
362 phase->inputs[i]->output_node->output_gamma_curve == GAMMA_LINEAR) {
363 frag_shader += "\ttmp.rgb *= tmp.rgb;\n";
366 frag_shader += "\treturn tmp;\n";
367 frag_shader += "}\n";
370 Uniform<int> uniform;
371 uniform.name = effect_id;
372 uniform.value = &phase->input_samplers[i];
373 uniform.prefix = "tex";
374 uniform.num_values = 1;
375 uniform.location = -1;
376 phase->uniforms_sampler2d.push_back(uniform);
379 // Give each effect in the phase its own ID.
380 for (unsigned i = 0; i < phase->effects.size(); ++i) {
381 Node *node = phase->effects[i];
383 sprintf(effect_id, "eff%u", i);
384 phase->effect_ids.insert(make_pair(node, effect_id));
387 for (unsigned i = 0; i < phase->effects.size(); ++i) {
388 Node *node = phase->effects[i];
389 const string effect_id = phase->effect_ids[node];
390 if (node->incoming_links.size() == 1) {
391 frag_shader += string("#define INPUT ") + phase->effect_ids[node->incoming_links[0]] + "\n";
393 for (unsigned j = 0; j < node->incoming_links.size(); ++j) {
395 sprintf(buf, "#define INPUT%d %s\n", j + 1, phase->effect_ids[node->incoming_links[j]].c_str());
401 frag_shader += string("#define FUNCNAME ") + effect_id + "\n";
402 frag_shader += replace_prefix(node->effect->output_fragment_shader(), effect_id);
403 frag_shader += "#undef PREFIX\n";
404 frag_shader += "#undef FUNCNAME\n";
405 if (node->incoming_links.size() == 1) {
406 frag_shader += "#undef INPUT\n";
408 for (unsigned j = 0; j < node->incoming_links.size(); ++j) {
410 sprintf(buf, "#undef INPUT%d\n", j + 1);
416 frag_shader += string("#define INPUT ") + phase->effect_ids[phase->effects.back()] + "\n";
418 // If we're the last phase, add the right #defines for Y'CbCr multi-output as needed.
419 vector<string> frag_shader_outputs; // In order.
420 if (phase->output_node->outgoing_links.empty() && output_color_ycbcr) {
421 switch (output_ycbcr_splitting) {
422 case YCBCR_OUTPUT_INTERLEAVED:
424 frag_shader_outputs.push_back("FragColor");
426 case YCBCR_OUTPUT_SPLIT_Y_AND_CBCR:
427 frag_shader += "#define YCBCR_OUTPUT_SPLIT_Y_AND_CBCR 1\n";
428 frag_shader_outputs.push_back("Y");
429 frag_shader_outputs.push_back("Chroma");
431 case YCBCR_OUTPUT_PLANAR:
432 frag_shader += "#define YCBCR_OUTPUT_PLANAR 1\n";
433 frag_shader_outputs.push_back("Y");
434 frag_shader_outputs.push_back("Cb");
435 frag_shader_outputs.push_back("Cr");
441 if (output_color_rgba) {
442 // Note: Needs to come in the header, because not only the
443 // output needs to see it (YCbCrConversionEffect and DitherEffect
445 frag_shader_header += "#define YCBCR_ALSO_OUTPUT_RGBA 1\n";
446 frag_shader_outputs.push_back("RGBA");
450 // If we're bouncing to a temporary texture, signal transformation if desired.
451 if (!phase->output_node->outgoing_links.empty()) {
452 if (intermediate_transformation == SQUARE_ROOT_FRAMEBUFFER_TRANSFORMATION &&
453 phase->output_node->output_gamma_curve == GAMMA_LINEAR) {
454 frag_shader += "#define SQUARE_ROOT_TRANSFORMATION 1\n";
458 frag_shader.append(read_file("footer.frag"));
460 // Collect uniforms from all effects and output them. Note that this needs
461 // to happen after output_fragment_shader(), even though the uniforms come
462 // before in the output source, since output_fragment_shader() is allowed
463 // to register new uniforms (e.g. arrays that are of unknown length until
464 // finalization time).
465 // TODO: Make a uniform block for platforms that support it.
466 string frag_shader_uniforms = "";
467 for (unsigned i = 0; i < phase->effects.size(); ++i) {
468 Node *node = phase->effects[i];
469 Effect *effect = node->effect;
470 const string effect_id = phase->effect_ids[node];
471 extract_uniform_declarations(effect->uniforms_sampler2d, "sampler2D", effect_id, &phase->uniforms_sampler2d, &frag_shader_uniforms);
472 extract_uniform_declarations(effect->uniforms_bool, "bool", effect_id, &phase->uniforms_bool, &frag_shader_uniforms);
473 extract_uniform_declarations(effect->uniforms_int, "int", effect_id, &phase->uniforms_int, &frag_shader_uniforms);
474 extract_uniform_declarations(effect->uniforms_float, "float", effect_id, &phase->uniforms_float, &frag_shader_uniforms);
475 extract_uniform_declarations(effect->uniforms_vec2, "vec2", effect_id, &phase->uniforms_vec2, &frag_shader_uniforms);
476 extract_uniform_declarations(effect->uniforms_vec3, "vec3", effect_id, &phase->uniforms_vec3, &frag_shader_uniforms);
477 extract_uniform_declarations(effect->uniforms_vec4, "vec4", effect_id, &phase->uniforms_vec4, &frag_shader_uniforms);
478 extract_uniform_array_declarations(effect->uniforms_float_array, "float", effect_id, &phase->uniforms_float, &frag_shader_uniforms);
479 extract_uniform_array_declarations(effect->uniforms_vec2_array, "vec2", effect_id, &phase->uniforms_vec2, &frag_shader_uniforms);
480 extract_uniform_array_declarations(effect->uniforms_vec3_array, "vec3", effect_id, &phase->uniforms_vec3, &frag_shader_uniforms);
481 extract_uniform_array_declarations(effect->uniforms_vec4_array, "vec4", effect_id, &phase->uniforms_vec4, &frag_shader_uniforms);
482 extract_uniform_declarations(effect->uniforms_mat3, "mat3", effect_id, &phase->uniforms_mat3, &frag_shader_uniforms);
485 frag_shader = frag_shader_header + frag_shader_uniforms + frag_shader;
487 string vert_shader = read_version_dependent_file("vs", "vert");
489 // If we're the last phase and need to flip the picture to compensate for
490 // the origin, tell the vertex shader so.
491 if (phase->output_node->outgoing_links.empty() && output_origin == OUTPUT_ORIGIN_TOP_LEFT) {
492 const string needle = "#define FLIP_ORIGIN 0";
493 size_t pos = vert_shader.find(needle);
494 assert(pos != string::npos);
496 vert_shader[pos + needle.size() - 1] = '1';
499 phase->glsl_program_num = resource_pool->compile_glsl_program(vert_shader, frag_shader, frag_shader_outputs);
500 GLint position_attribute_index = glGetAttribLocation(phase->glsl_program_num, "position");
501 GLint texcoord_attribute_index = glGetAttribLocation(phase->glsl_program_num, "texcoord");
502 if (position_attribute_index != -1) {
503 phase->attribute_indexes.insert(position_attribute_index);
505 if (texcoord_attribute_index != -1) {
506 phase->attribute_indexes.insert(texcoord_attribute_index);
509 // Collect the resulting location numbers for each uniform.
510 collect_uniform_locations(phase->glsl_program_num, &phase->uniforms_sampler2d);
511 collect_uniform_locations(phase->glsl_program_num, &phase->uniforms_bool);
512 collect_uniform_locations(phase->glsl_program_num, &phase->uniforms_int);
513 collect_uniform_locations(phase->glsl_program_num, &phase->uniforms_float);
514 collect_uniform_locations(phase->glsl_program_num, &phase->uniforms_vec2);
515 collect_uniform_locations(phase->glsl_program_num, &phase->uniforms_vec3);
516 collect_uniform_locations(phase->glsl_program_num, &phase->uniforms_vec4);
517 collect_uniform_locations(phase->glsl_program_num, &phase->uniforms_mat3);
520 // Construct GLSL programs, starting at the given effect and following
521 // the chain from there. We end a program every time we come to an effect
522 // marked as "needs texture bounce", one that is used by multiple other
523 // effects, every time we need to bounce due to output size change
524 // (not all size changes require ending), and of course at the end.
526 // We follow a quite simple depth-first search from the output, although
527 // without recursing explicitly within each phase.
528 Phase *EffectChain::construct_phase(Node *output, map<Node *, Phase *> *completed_effects)
530 if (completed_effects->count(output)) {
531 return (*completed_effects)[output];
534 Phase *phase = new Phase;
535 phase->output_node = output;
537 // If the output effect has one-to-one sampling, we try to trace this
538 // status down through the dependency chain. This is important in case
539 // we hit an effect that changes output size (and not sets a virtual
540 // output size); if we have one-to-one sampling, we don't have to break
542 output->one_to_one_sampling = output->effect->one_to_one_sampling();
544 // Effects that we have yet to calculate, but that we know should
545 // be in the current phase.
546 stack<Node *> effects_todo_this_phase;
547 effects_todo_this_phase.push(output);
549 while (!effects_todo_this_phase.empty()) {
550 Node *node = effects_todo_this_phase.top();
551 effects_todo_this_phase.pop();
553 if (node->effect->needs_mipmaps()) {
554 node->needs_mipmaps = true;
557 // This should currently only happen for effects that are inputs
558 // (either true inputs or phase outputs). We special-case inputs,
559 // and then deduplicate phase outputs below.
560 if (node->effect->num_inputs() == 0) {
561 if (find(phase->effects.begin(), phase->effects.end(), node) != phase->effects.end()) {
565 assert(completed_effects->count(node) == 0);
568 phase->effects.push_back(node);
570 // Find all the dependencies of this effect, and add them to the stack.
571 vector<Node *> deps = node->incoming_links;
572 assert(node->effect->num_inputs() == deps.size());
573 for (unsigned i = 0; i < deps.size(); ++i) {
574 bool start_new_phase = false;
576 if (node->effect->needs_texture_bounce() &&
577 !deps[i]->effect->is_single_texture() &&
578 !deps[i]->effect->override_disable_bounce()) {
579 start_new_phase = true;
582 // Propagate information about needing mipmaps down the chain,
583 // breaking the phase if we notice an incompatibility.
585 // Note that we cannot do this propagation as a normal pass,
586 // because it needs information about where the phases end
587 // (we should not propagate the flag across phases).
588 if (node->needs_mipmaps) {
589 if (deps[i]->effect->num_inputs() == 0) {
590 Input *input = static_cast<Input *>(deps[i]->effect);
591 start_new_phase |= !input->can_supply_mipmaps();
593 deps[i]->needs_mipmaps = true;
597 if (deps[i]->outgoing_links.size() > 1) {
598 if (!deps[i]->effect->is_single_texture()) {
599 // More than one effect uses this as the input,
600 // and it is not a texture itself.
601 // The easiest thing to do (and probably also the safest
602 // performance-wise in most cases) is to bounce it to a texture
603 // and then let the next passes read from that.
604 start_new_phase = true;
606 assert(deps[i]->effect->num_inputs() == 0);
608 // For textures, we try to be slightly more clever;
609 // if none of our outputs need a bounce, we don't bounce
610 // but instead simply use the effect many times.
612 // Strictly speaking, we could bounce it for some outputs
613 // and use it directly for others, but the processing becomes
614 // somewhat simpler if the effect is only used in one such way.
615 for (unsigned j = 0; j < deps[i]->outgoing_links.size(); ++j) {
616 Node *rdep = deps[i]->outgoing_links[j];
617 start_new_phase |= rdep->effect->needs_texture_bounce();
622 if (deps[i]->effect->sets_virtual_output_size()) {
623 assert(deps[i]->effect->changes_output_size());
624 // If the next effect sets a virtual size to rely on OpenGL's
625 // bilinear sampling, we'll really need to break the phase here.
626 start_new_phase = true;
627 } else if (deps[i]->effect->changes_output_size() && !node->one_to_one_sampling) {
628 // If the next effect changes size and we don't have one-to-one sampling,
629 // we also need to break here.
630 start_new_phase = true;
633 if (start_new_phase) {
634 phase->inputs.push_back(construct_phase(deps[i], completed_effects));
636 effects_todo_this_phase.push(deps[i]);
638 // Propagate the one-to-one status down through the dependency.
639 deps[i]->one_to_one_sampling = node->one_to_one_sampling &&
640 deps[i]->effect->one_to_one_sampling();
645 // No more effects to do this phase. Take all the ones we have,
646 // and create a GLSL program for it.
647 assert(!phase->effects.empty());
649 // Deduplicate the inputs, but don't change the ordering e.g. by sorting;
650 // that would be nondeterministic and thus reduce cacheability.
651 // TODO: Make this even more deterministic.
652 vector<Phase *> dedup_inputs;
653 set<Phase *> seen_inputs;
654 for (size_t i = 0; i < phase->inputs.size(); ++i) {
655 if (seen_inputs.insert(phase->inputs[i]).second) {
656 dedup_inputs.push_back(phase->inputs[i]);
659 swap(phase->inputs, dedup_inputs);
661 // Allocate samplers for each input.
662 phase->input_samplers.resize(phase->inputs.size());
664 // We added the effects from the output and back, but we need to output
665 // them in topological sort order in the shader.
666 phase->effects = topological_sort(phase->effects);
668 // Figure out if we need mipmaps or not, and if so, tell the inputs that.
669 phase->input_needs_mipmaps = false;
670 for (unsigned i = 0; i < phase->effects.size(); ++i) {
671 Node *node = phase->effects[i];
672 phase->input_needs_mipmaps |= node->effect->needs_mipmaps();
674 for (unsigned i = 0; i < phase->effects.size(); ++i) {
675 Node *node = phase->effects[i];
676 if (node->effect->num_inputs() == 0) {
677 Input *input = static_cast<Input *>(node->effect);
678 assert(!phase->input_needs_mipmaps || input->can_supply_mipmaps());
679 CHECK(input->set_int("needs_mipmaps", phase->input_needs_mipmaps));
683 // Tell each node which phase it ended up in, so that the unit test
684 // can check that the phases were split in the right place.
685 // Note that this ignores that effects may be part of multiple phases;
686 // if the unit tests need to test such cases, we'll reconsider.
687 for (unsigned i = 0; i < phase->effects.size(); ++i) {
688 phase->effects[i]->containing_phase = phase;
691 // Actually make the shader for this phase.
692 compile_glsl_program(phase);
694 // Initialize timers.
695 if (movit_timer_queries_supported) {
696 phase->time_elapsed_ns = 0;
697 phase->num_measured_iterations = 0;
700 assert(completed_effects->count(output) == 0);
701 completed_effects->insert(make_pair(output, phase));
702 phases.push_back(phase);
706 void EffectChain::output_dot(const char *filename)
708 if (movit_debug_level != MOVIT_DEBUG_ON) {
712 FILE *fp = fopen(filename, "w");
718 fprintf(fp, "digraph G {\n");
719 fprintf(fp, " output [shape=box label=\"(output)\"];\n");
720 for (unsigned i = 0; i < nodes.size(); ++i) {
721 // Find out which phase this event belongs to.
722 vector<int> in_phases;
723 for (unsigned j = 0; j < phases.size(); ++j) {
724 const Phase* p = phases[j];
725 if (find(p->effects.begin(), p->effects.end(), nodes[i]) != p->effects.end()) {
726 in_phases.push_back(j);
730 if (in_phases.empty()) {
731 fprintf(fp, " n%ld [label=\"%s\"];\n", (long)nodes[i], nodes[i]->effect->effect_type_id().c_str());
732 } else if (in_phases.size() == 1) {
733 fprintf(fp, " n%ld [label=\"%s\" style=\"filled\" fillcolor=\"/accent8/%d\"];\n",
734 (long)nodes[i], nodes[i]->effect->effect_type_id().c_str(),
735 (in_phases[0] % 8) + 1);
737 // If we had new enough Graphviz, style="wedged" would probably be ideal here.
739 fprintf(fp, " n%ld [label=\"%s [in multiple phases]\" style=\"filled\" fillcolor=\"/accent8/%d\"];\n",
740 (long)nodes[i], nodes[i]->effect->effect_type_id().c_str(),
741 (in_phases[0] % 8) + 1);
744 char from_node_id[256];
745 snprintf(from_node_id, 256, "n%ld", (long)nodes[i]);
747 for (unsigned j = 0; j < nodes[i]->outgoing_links.size(); ++j) {
748 char to_node_id[256];
749 snprintf(to_node_id, 256, "n%ld", (long)nodes[i]->outgoing_links[j]);
751 vector<string> labels = get_labels_for_edge(nodes[i], nodes[i]->outgoing_links[j]);
752 output_dot_edge(fp, from_node_id, to_node_id, labels);
755 if (nodes[i]->outgoing_links.empty() && !nodes[i]->disabled) {
757 vector<string> labels = get_labels_for_edge(nodes[i], NULL);
758 output_dot_edge(fp, from_node_id, "output", labels);
766 vector<string> EffectChain::get_labels_for_edge(const Node *from, const Node *to)
768 vector<string> labels;
770 if (to != NULL && to->effect->needs_texture_bounce()) {
771 labels.push_back("needs_bounce");
773 if (from->effect->changes_output_size()) {
774 labels.push_back("resize");
777 switch (from->output_color_space) {
778 case COLORSPACE_INVALID:
779 labels.push_back("spc[invalid]");
781 case COLORSPACE_REC_601_525:
782 labels.push_back("spc[rec601-525]");
784 case COLORSPACE_REC_601_625:
785 labels.push_back("spc[rec601-625]");
791 switch (from->output_gamma_curve) {
793 labels.push_back("gamma[invalid]");
796 labels.push_back("gamma[sRGB]");
798 case GAMMA_REC_601: // and GAMMA_REC_709
799 labels.push_back("gamma[rec601/709]");
805 switch (from->output_alpha_type) {
807 labels.push_back("alpha[invalid]");
810 labels.push_back("alpha[blank]");
812 case ALPHA_POSTMULTIPLIED:
813 labels.push_back("alpha[postmult]");
822 void EffectChain::output_dot_edge(FILE *fp,
823 const string &from_node_id,
824 const string &to_node_id,
825 const vector<string> &labels)
827 if (labels.empty()) {
828 fprintf(fp, " %s -> %s;\n", from_node_id.c_str(), to_node_id.c_str());
830 string label = labels[0];
831 for (unsigned k = 1; k < labels.size(); ++k) {
832 label += ", " + labels[k];
834 fprintf(fp, " %s -> %s [label=\"%s\"];\n", from_node_id.c_str(), to_node_id.c_str(), label.c_str());
838 void EffectChain::size_rectangle_to_fit(unsigned width, unsigned height, unsigned *output_width, unsigned *output_height)
840 unsigned scaled_width, scaled_height;
842 if (float(width) * aspect_denom >= float(height) * aspect_nom) {
843 // Same aspect, or W/H > aspect (image is wider than the frame).
844 // In either case, keep width, and adjust height.
845 scaled_width = width;
846 scaled_height = lrintf(width * aspect_denom / aspect_nom);
848 // W/H < aspect (image is taller than the frame), so keep height,
850 scaled_width = lrintf(height * aspect_nom / aspect_denom);
851 scaled_height = height;
854 // We should be consistently larger or smaller then the existing choice,
855 // since we have the same aspect.
856 assert(!(scaled_width < *output_width && scaled_height > *output_height));
857 assert(!(scaled_height < *output_height && scaled_width > *output_width));
859 if (scaled_width >= *output_width && scaled_height >= *output_height) {
860 *output_width = scaled_width;
861 *output_height = scaled_height;
865 // Propagate input texture sizes throughout, and inform effects downstream.
866 // (Like a lot of other code, we depend on effects being in topological order.)
867 void EffectChain::inform_input_sizes(Phase *phase)
869 // All effects that have a defined size (inputs and RTT inputs)
870 // get that. Reset all others.
871 for (unsigned i = 0; i < phase->effects.size(); ++i) {
872 Node *node = phase->effects[i];
873 if (node->effect->num_inputs() == 0) {
874 Input *input = static_cast<Input *>(node->effect);
875 node->output_width = input->get_width();
876 node->output_height = input->get_height();
877 assert(node->output_width != 0);
878 assert(node->output_height != 0);
880 node->output_width = node->output_height = 0;
883 for (unsigned i = 0; i < phase->inputs.size(); ++i) {
884 Phase *input = phase->inputs[i];
885 input->output_node->output_width = input->virtual_output_width;
886 input->output_node->output_height = input->virtual_output_height;
887 assert(input->output_node->output_width != 0);
888 assert(input->output_node->output_height != 0);
891 // Now propagate from the inputs towards the end, and inform as we go.
892 // The rules are simple:
894 // 1. Don't touch effects that already have given sizes (ie., inputs
895 // or effects that change the output size).
896 // 2. If all of your inputs have the same size, that will be your output size.
897 // 3. Otherwise, your output size is 0x0.
898 for (unsigned i = 0; i < phase->effects.size(); ++i) {
899 Node *node = phase->effects[i];
900 if (node->effect->num_inputs() == 0) {
903 unsigned this_output_width = 0;
904 unsigned this_output_height = 0;
905 for (unsigned j = 0; j < node->incoming_links.size(); ++j) {
906 Node *input = node->incoming_links[j];
907 node->effect->inform_input_size(j, input->output_width, input->output_height);
909 this_output_width = input->output_width;
910 this_output_height = input->output_height;
911 } else if (input->output_width != this_output_width || input->output_height != this_output_height) {
913 this_output_width = 0;
914 this_output_height = 0;
917 if (node->effect->changes_output_size()) {
918 // We cannot call get_output_size() before we've done inform_input_size()
920 unsigned real_width, real_height;
921 node->effect->get_output_size(&real_width, &real_height,
922 &node->output_width, &node->output_height);
923 assert(node->effect->sets_virtual_output_size() ||
924 (real_width == node->output_width &&
925 real_height == node->output_height));
927 node->output_width = this_output_width;
928 node->output_height = this_output_height;
933 // Note: You should call inform_input_sizes() before this, as the last effect's
934 // desired output size might change based on the inputs.
935 void EffectChain::find_output_size(Phase *phase)
937 Node *output_node = phase->effects.back();
939 // If the last effect explicitly sets an output size, use that.
940 if (output_node->effect->changes_output_size()) {
941 output_node->effect->get_output_size(&phase->output_width, &phase->output_height,
942 &phase->virtual_output_width, &phase->virtual_output_height);
943 assert(output_node->effect->sets_virtual_output_size() ||
944 (phase->output_width == phase->virtual_output_width &&
945 phase->output_height == phase->virtual_output_height));
949 // If all effects have the same size, use that.
950 unsigned output_width = 0, output_height = 0;
951 bool all_inputs_same_size = true;
953 for (unsigned i = 0; i < phase->inputs.size(); ++i) {
954 Phase *input = phase->inputs[i];
955 assert(input->output_width != 0);
956 assert(input->output_height != 0);
957 if (output_width == 0 && output_height == 0) {
958 output_width = input->virtual_output_width;
959 output_height = input->virtual_output_height;
960 } else if (output_width != input->virtual_output_width ||
961 output_height != input->virtual_output_height) {
962 all_inputs_same_size = false;
965 for (unsigned i = 0; i < phase->effects.size(); ++i) {
966 Effect *effect = phase->effects[i]->effect;
967 if (effect->num_inputs() != 0) {
971 Input *input = static_cast<Input *>(effect);
972 if (output_width == 0 && output_height == 0) {
973 output_width = input->get_width();
974 output_height = input->get_height();
975 } else if (output_width != input->get_width() ||
976 output_height != input->get_height()) {
977 all_inputs_same_size = false;
981 if (all_inputs_same_size) {
982 assert(output_width != 0);
983 assert(output_height != 0);
984 phase->virtual_output_width = phase->output_width = output_width;
985 phase->virtual_output_height = phase->output_height = output_height;
989 // If not, fit all the inputs into the current aspect, and select the largest one.
992 for (unsigned i = 0; i < phase->inputs.size(); ++i) {
993 Phase *input = phase->inputs[i];
994 assert(input->output_width != 0);
995 assert(input->output_height != 0);
996 size_rectangle_to_fit(input->output_width, input->output_height, &output_width, &output_height);
998 for (unsigned i = 0; i < phase->effects.size(); ++i) {
999 Effect *effect = phase->effects[i]->effect;
1000 if (effect->num_inputs() != 0) {
1004 Input *input = static_cast<Input *>(effect);
1005 size_rectangle_to_fit(input->get_width(), input->get_height(), &output_width, &output_height);
1007 assert(output_width != 0);
1008 assert(output_height != 0);
1009 phase->virtual_output_width = phase->output_width = output_width;
1010 phase->virtual_output_height = phase->output_height = output_height;
1013 void EffectChain::sort_all_nodes_topologically()
1015 nodes = topological_sort(nodes);
1018 vector<Node *> EffectChain::topological_sort(const vector<Node *> &nodes)
1020 set<Node *> nodes_left_to_visit(nodes.begin(), nodes.end());
1021 vector<Node *> sorted_list;
1022 for (unsigned i = 0; i < nodes.size(); ++i) {
1023 topological_sort_visit_node(nodes[i], &nodes_left_to_visit, &sorted_list);
1025 reverse(sorted_list.begin(), sorted_list.end());
1029 void EffectChain::topological_sort_visit_node(Node *node, set<Node *> *nodes_left_to_visit, vector<Node *> *sorted_list)
1031 if (nodes_left_to_visit->count(node) == 0) {
1034 nodes_left_to_visit->erase(node);
1035 for (unsigned i = 0; i < node->outgoing_links.size(); ++i) {
1036 topological_sort_visit_node(node->outgoing_links[i], nodes_left_to_visit, sorted_list);
1038 sorted_list->push_back(node);
1041 void EffectChain::find_color_spaces_for_inputs()
1043 for (unsigned i = 0; i < nodes.size(); ++i) {
1044 Node *node = nodes[i];
1045 if (node->disabled) {
1048 if (node->incoming_links.size() == 0) {
1049 Input *input = static_cast<Input *>(node->effect);
1050 node->output_color_space = input->get_color_space();
1051 node->output_gamma_curve = input->get_gamma_curve();
1053 Effect::AlphaHandling alpha_handling = input->alpha_handling();
1054 switch (alpha_handling) {
1055 case Effect::OUTPUT_BLANK_ALPHA:
1056 node->output_alpha_type = ALPHA_BLANK;
1058 case Effect::INPUT_AND_OUTPUT_PREMULTIPLIED_ALPHA:
1059 node->output_alpha_type = ALPHA_PREMULTIPLIED;
1061 case Effect::OUTPUT_POSTMULTIPLIED_ALPHA:
1062 node->output_alpha_type = ALPHA_POSTMULTIPLIED;
1064 case Effect::INPUT_PREMULTIPLIED_ALPHA_KEEP_BLANK:
1065 case Effect::DONT_CARE_ALPHA_TYPE:
1070 if (node->output_alpha_type == ALPHA_PREMULTIPLIED) {
1071 assert(node->output_gamma_curve == GAMMA_LINEAR);
1077 // Propagate gamma and color space information as far as we can in the graph.
1078 // The rules are simple: Anything where all the inputs agree, get that as
1079 // output as well. Anything else keeps having *_INVALID.
1080 void EffectChain::propagate_gamma_and_color_space()
1082 // We depend on going through the nodes in order.
1083 sort_all_nodes_topologically();
1085 for (unsigned i = 0; i < nodes.size(); ++i) {
1086 Node *node = nodes[i];
1087 if (node->disabled) {
1090 assert(node->incoming_links.size() == node->effect->num_inputs());
1091 if (node->incoming_links.size() == 0) {
1092 assert(node->output_color_space != COLORSPACE_INVALID);
1093 assert(node->output_gamma_curve != GAMMA_INVALID);
1097 Colorspace color_space = node->incoming_links[0]->output_color_space;
1098 GammaCurve gamma_curve = node->incoming_links[0]->output_gamma_curve;
1099 for (unsigned j = 1; j < node->incoming_links.size(); ++j) {
1100 if (node->incoming_links[j]->output_color_space != color_space) {
1101 color_space = COLORSPACE_INVALID;
1103 if (node->incoming_links[j]->output_gamma_curve != gamma_curve) {
1104 gamma_curve = GAMMA_INVALID;
1108 // The conversion effects already have their outputs set correctly,
1109 // so leave them alone.
1110 if (node->effect->effect_type_id() != "ColorspaceConversionEffect") {
1111 node->output_color_space = color_space;
1113 if (node->effect->effect_type_id() != "GammaCompressionEffect" &&
1114 node->effect->effect_type_id() != "GammaExpansionEffect") {
1115 node->output_gamma_curve = gamma_curve;
1120 // Propagate alpha information as far as we can in the graph.
1121 // Similar to propagate_gamma_and_color_space().
1122 void EffectChain::propagate_alpha()
1124 // We depend on going through the nodes in order.
1125 sort_all_nodes_topologically();
1127 for (unsigned i = 0; i < nodes.size(); ++i) {
1128 Node *node = nodes[i];
1129 if (node->disabled) {
1132 assert(node->incoming_links.size() == node->effect->num_inputs());
1133 if (node->incoming_links.size() == 0) {
1134 assert(node->output_alpha_type != ALPHA_INVALID);
1138 // The alpha multiplication/division effects are special cases.
1139 if (node->effect->effect_type_id() == "AlphaMultiplicationEffect") {
1140 assert(node->incoming_links.size() == 1);
1141 assert(node->incoming_links[0]->output_alpha_type == ALPHA_POSTMULTIPLIED);
1142 node->output_alpha_type = ALPHA_PREMULTIPLIED;
1145 if (node->effect->effect_type_id() == "AlphaDivisionEffect") {
1146 assert(node->incoming_links.size() == 1);
1147 assert(node->incoming_links[0]->output_alpha_type == ALPHA_PREMULTIPLIED);
1148 node->output_alpha_type = ALPHA_POSTMULTIPLIED;
1152 // GammaCompressionEffect and GammaExpansionEffect are also a special case,
1153 // because they are the only one that _need_ postmultiplied alpha.
1154 if (node->effect->effect_type_id() == "GammaCompressionEffect" ||
1155 node->effect->effect_type_id() == "GammaExpansionEffect") {
1156 assert(node->incoming_links.size() == 1);
1157 if (node->incoming_links[0]->output_alpha_type == ALPHA_BLANK) {
1158 node->output_alpha_type = ALPHA_BLANK;
1159 } else if (node->incoming_links[0]->output_alpha_type == ALPHA_POSTMULTIPLIED) {
1160 node->output_alpha_type = ALPHA_POSTMULTIPLIED;
1162 node->output_alpha_type = ALPHA_INVALID;
1167 // Only inputs can have unconditional alpha output (OUTPUT_BLANK_ALPHA
1168 // or OUTPUT_POSTMULTIPLIED_ALPHA), and they have already been
1169 // taken care of above. Rationale: Even if you could imagine
1170 // e.g. an effect that took in an image and set alpha=1.0
1171 // unconditionally, it wouldn't make any sense to have it as
1172 // e.g. OUTPUT_BLANK_ALPHA, since it wouldn't know whether it
1173 // got its input pre- or postmultiplied, so it wouldn't know
1174 // whether to divide away the old alpha or not.
1175 Effect::AlphaHandling alpha_handling = node->effect->alpha_handling();
1176 assert(alpha_handling == Effect::INPUT_AND_OUTPUT_PREMULTIPLIED_ALPHA ||
1177 alpha_handling == Effect::INPUT_PREMULTIPLIED_ALPHA_KEEP_BLANK ||
1178 alpha_handling == Effect::DONT_CARE_ALPHA_TYPE);
1180 // If the node has multiple inputs, check that they are all valid and
1182 bool any_invalid = false;
1183 bool any_premultiplied = false;
1184 bool any_postmultiplied = false;
1186 for (unsigned j = 0; j < node->incoming_links.size(); ++j) {
1187 switch (node->incoming_links[j]->output_alpha_type) {
1192 // Blank is good as both pre- and postmultiplied alpha,
1193 // so just ignore it.
1195 case ALPHA_PREMULTIPLIED:
1196 any_premultiplied = true;
1198 case ALPHA_POSTMULTIPLIED:
1199 any_postmultiplied = true;
1207 node->output_alpha_type = ALPHA_INVALID;
1211 // Inputs must be of the same type.
1212 if (any_premultiplied && any_postmultiplied) {
1213 node->output_alpha_type = ALPHA_INVALID;
1217 if (alpha_handling == Effect::INPUT_AND_OUTPUT_PREMULTIPLIED_ALPHA ||
1218 alpha_handling == Effect::INPUT_PREMULTIPLIED_ALPHA_KEEP_BLANK) {
1219 // This combination (requiring premultiplied alpha, but _not_ requiring
1220 // linear light) is illegal, since the combination of premultiplied alpha
1221 // and nonlinear inputs is meaningless.
1222 assert(node->effect->needs_linear_light());
1224 // If the effect has asked for premultiplied alpha, check that it has got it.
1225 if (any_postmultiplied) {
1226 node->output_alpha_type = ALPHA_INVALID;
1227 } else if (!any_premultiplied &&
1228 alpha_handling == Effect::INPUT_PREMULTIPLIED_ALPHA_KEEP_BLANK) {
1229 // Blank input alpha, and the effect preserves blank alpha.
1230 node->output_alpha_type = ALPHA_BLANK;
1232 node->output_alpha_type = ALPHA_PREMULTIPLIED;
1235 // OK, all inputs are the same, and this effect is not going
1237 assert(alpha_handling == Effect::DONT_CARE_ALPHA_TYPE);
1238 if (any_premultiplied) {
1239 node->output_alpha_type = ALPHA_PREMULTIPLIED;
1240 } else if (any_postmultiplied) {
1241 node->output_alpha_type = ALPHA_POSTMULTIPLIED;
1243 node->output_alpha_type = ALPHA_BLANK;
1249 bool EffectChain::node_needs_colorspace_fix(Node *node)
1251 if (node->disabled) {
1254 if (node->effect->num_inputs() == 0) {
1258 // propagate_gamma_and_color_space() has already set our output
1259 // to COLORSPACE_INVALID if the inputs differ, so we can rely on that.
1260 if (node->output_color_space == COLORSPACE_INVALID) {
1263 return (node->effect->needs_srgb_primaries() && node->output_color_space != COLORSPACE_sRGB);
1266 // Fix up color spaces so that there are no COLORSPACE_INVALID nodes left in
1267 // the graph. Our strategy is not always optimal, but quite simple:
1268 // Find an effect that's as early as possible where the inputs are of
1269 // unacceptable colorspaces (that is, either different, or, if the effect only
1270 // wants sRGB, not sRGB.) Add appropriate conversions on all its inputs,
1271 // propagate the information anew, and repeat until there are no more such
1273 void EffectChain::fix_internal_color_spaces()
1275 unsigned colorspace_propagation_pass = 0;
1279 for (unsigned i = 0; i < nodes.size(); ++i) {
1280 Node *node = nodes[i];
1281 if (!node_needs_colorspace_fix(node)) {
1285 // Go through each input that is not sRGB, and insert
1286 // a colorspace conversion after it.
1287 for (unsigned j = 0; j < node->incoming_links.size(); ++j) {
1288 Node *input = node->incoming_links[j];
1289 assert(input->output_color_space != COLORSPACE_INVALID);
1290 if (input->output_color_space == COLORSPACE_sRGB) {
1293 Node *conversion = add_node(new ColorspaceConversionEffect());
1294 CHECK(conversion->effect->set_int("source_space", input->output_color_space));
1295 CHECK(conversion->effect->set_int("destination_space", COLORSPACE_sRGB));
1296 conversion->output_color_space = COLORSPACE_sRGB;
1297 replace_sender(input, conversion);
1298 connect_nodes(input, conversion);
1301 // Re-sort topologically, and propagate the new information.
1302 propagate_gamma_and_color_space();
1309 sprintf(filename, "step5-colorspacefix-iter%u.dot", ++colorspace_propagation_pass);
1310 output_dot(filename);
1311 assert(colorspace_propagation_pass < 100);
1312 } while (found_any);
1314 for (unsigned i = 0; i < nodes.size(); ++i) {
1315 Node *node = nodes[i];
1316 if (node->disabled) {
1319 assert(node->output_color_space != COLORSPACE_INVALID);
1323 bool EffectChain::node_needs_alpha_fix(Node *node)
1325 if (node->disabled) {
1329 // propagate_alpha() has already set our output to ALPHA_INVALID if the
1330 // inputs differ or we are otherwise in mismatch, so we can rely on that.
1331 return (node->output_alpha_type == ALPHA_INVALID);
1334 // Fix up alpha so that there are no ALPHA_INVALID nodes left in
1335 // the graph. Similar to fix_internal_color_spaces().
1336 void EffectChain::fix_internal_alpha(unsigned step)
1338 unsigned alpha_propagation_pass = 0;
1342 for (unsigned i = 0; i < nodes.size(); ++i) {
1343 Node *node = nodes[i];
1344 if (!node_needs_alpha_fix(node)) {
1348 // If we need to fix up GammaExpansionEffect, then clearly something
1349 // is wrong, since the combination of premultiplied alpha and nonlinear inputs
1351 assert(node->effect->effect_type_id() != "GammaExpansionEffect");
1353 AlphaType desired_type = ALPHA_PREMULTIPLIED;
1355 // GammaCompressionEffect is special; it needs postmultiplied alpha.
1356 if (node->effect->effect_type_id() == "GammaCompressionEffect") {
1357 assert(node->incoming_links.size() == 1);
1358 assert(node->incoming_links[0]->output_alpha_type == ALPHA_PREMULTIPLIED);
1359 desired_type = ALPHA_POSTMULTIPLIED;
1362 // Go through each input that is not premultiplied alpha, and insert
1363 // a conversion before it.
1364 for (unsigned j = 0; j < node->incoming_links.size(); ++j) {
1365 Node *input = node->incoming_links[j];
1366 assert(input->output_alpha_type != ALPHA_INVALID);
1367 if (input->output_alpha_type == desired_type ||
1368 input->output_alpha_type == ALPHA_BLANK) {
1372 if (desired_type == ALPHA_PREMULTIPLIED) {
1373 conversion = add_node(new AlphaMultiplicationEffect());
1375 conversion = add_node(new AlphaDivisionEffect());
1377 conversion->output_alpha_type = desired_type;
1378 replace_sender(input, conversion);
1379 connect_nodes(input, conversion);
1382 // Re-sort topologically, and propagate the new information.
1383 propagate_gamma_and_color_space();
1391 sprintf(filename, "step%u-alphafix-iter%u.dot", step, ++alpha_propagation_pass);
1392 output_dot(filename);
1393 assert(alpha_propagation_pass < 100);
1394 } while (found_any);
1396 for (unsigned i = 0; i < nodes.size(); ++i) {
1397 Node *node = nodes[i];
1398 if (node->disabled) {
1401 assert(node->output_alpha_type != ALPHA_INVALID);
1405 // Make so that the output is in the desired color space.
1406 void EffectChain::fix_output_color_space()
1408 Node *output = find_output_node();
1409 if (output->output_color_space != output_format.color_space) {
1410 Node *conversion = add_node(new ColorspaceConversionEffect());
1411 CHECK(conversion->effect->set_int("source_space", output->output_color_space));
1412 CHECK(conversion->effect->set_int("destination_space", output_format.color_space));
1413 conversion->output_color_space = output_format.color_space;
1414 connect_nodes(output, conversion);
1416 propagate_gamma_and_color_space();
1420 // Make so that the output is in the desired pre-/postmultiplication alpha state.
1421 void EffectChain::fix_output_alpha()
1423 Node *output = find_output_node();
1424 assert(output->output_alpha_type != ALPHA_INVALID);
1425 if (output->output_alpha_type == ALPHA_BLANK) {
1426 // No alpha output, so we don't care.
1429 if (output->output_alpha_type == ALPHA_PREMULTIPLIED &&
1430 output_alpha_format == OUTPUT_ALPHA_FORMAT_POSTMULTIPLIED) {
1431 Node *conversion = add_node(new AlphaDivisionEffect());
1432 connect_nodes(output, conversion);
1434 propagate_gamma_and_color_space();
1436 if (output->output_alpha_type == ALPHA_POSTMULTIPLIED &&
1437 output_alpha_format == OUTPUT_ALPHA_FORMAT_PREMULTIPLIED) {
1438 Node *conversion = add_node(new AlphaMultiplicationEffect());
1439 connect_nodes(output, conversion);
1441 propagate_gamma_and_color_space();
1445 bool EffectChain::node_needs_gamma_fix(Node *node)
1447 if (node->disabled) {
1451 // Small hack since the output is not an explicit node:
1452 // If we are the last node and our output is in the wrong
1453 // space compared to EffectChain's output, we need to fix it.
1454 // This will only take us to linear, but fix_output_gamma()
1455 // will come and take us to the desired output gamma
1458 // This needs to be before everything else, since it could
1459 // even apply to inputs (if they are the only effect).
1460 if (node->outgoing_links.empty() &&
1461 node->output_gamma_curve != output_format.gamma_curve &&
1462 node->output_gamma_curve != GAMMA_LINEAR) {
1466 if (node->effect->num_inputs() == 0) {
1470 // propagate_gamma_and_color_space() has already set our output
1471 // to GAMMA_INVALID if the inputs differ, so we can rely on that,
1472 // except for GammaCompressionEffect.
1473 if (node->output_gamma_curve == GAMMA_INVALID) {
1476 if (node->effect->effect_type_id() == "GammaCompressionEffect") {
1477 assert(node->incoming_links.size() == 1);
1478 return node->incoming_links[0]->output_gamma_curve != GAMMA_LINEAR;
1481 return (node->effect->needs_linear_light() && node->output_gamma_curve != GAMMA_LINEAR);
1484 // Very similar to fix_internal_color_spaces(), but for gamma.
1485 // There is one difference, though; before we start adding conversion nodes,
1486 // we see if we can get anything out of asking the sources to deliver
1487 // linear gamma directly. fix_internal_gamma_by_asking_inputs()
1488 // does that part, while fix_internal_gamma_by_inserting_nodes()
1489 // inserts nodes as needed afterwards.
1490 void EffectChain::fix_internal_gamma_by_asking_inputs(unsigned step)
1492 unsigned gamma_propagation_pass = 0;
1496 for (unsigned i = 0; i < nodes.size(); ++i) {
1497 Node *node = nodes[i];
1498 if (!node_needs_gamma_fix(node)) {
1502 // See if all inputs can give us linear gamma. If not, leave it.
1503 vector<Node *> nonlinear_inputs;
1504 find_all_nonlinear_inputs(node, &nonlinear_inputs);
1505 assert(!nonlinear_inputs.empty());
1508 for (unsigned i = 0; i < nonlinear_inputs.size(); ++i) {
1509 Input *input = static_cast<Input *>(nonlinear_inputs[i]->effect);
1510 all_ok &= input->can_output_linear_gamma();
1517 for (unsigned i = 0; i < nonlinear_inputs.size(); ++i) {
1518 CHECK(nonlinear_inputs[i]->effect->set_int("output_linear_gamma", 1));
1519 nonlinear_inputs[i]->output_gamma_curve = GAMMA_LINEAR;
1522 // Re-sort topologically, and propagate the new information.
1523 propagate_gamma_and_color_space();
1530 sprintf(filename, "step%u-gammafix-iter%u.dot", step, ++gamma_propagation_pass);
1531 output_dot(filename);
1532 assert(gamma_propagation_pass < 100);
1533 } while (found_any);
1536 void EffectChain::fix_internal_gamma_by_inserting_nodes(unsigned step)
1538 unsigned gamma_propagation_pass = 0;
1542 for (unsigned i = 0; i < nodes.size(); ++i) {
1543 Node *node = nodes[i];
1544 if (!node_needs_gamma_fix(node)) {
1548 // Special case: We could be an input and still be asked to
1549 // fix our gamma; if so, we should be the only node
1550 // (as node_needs_gamma_fix() would only return true in
1551 // for an input in that case). That means we should insert
1552 // a conversion node _after_ ourselves.
1553 if (node->incoming_links.empty()) {
1554 assert(node->outgoing_links.empty());
1555 Node *conversion = add_node(new GammaExpansionEffect());
1556 CHECK(conversion->effect->set_int("source_curve", node->output_gamma_curve));
1557 conversion->output_gamma_curve = GAMMA_LINEAR;
1558 connect_nodes(node, conversion);
1561 // If not, go through each input that is not linear gamma,
1562 // and insert a gamma conversion after it.
1563 for (unsigned j = 0; j < node->incoming_links.size(); ++j) {
1564 Node *input = node->incoming_links[j];
1565 assert(input->output_gamma_curve != GAMMA_INVALID);
1566 if (input->output_gamma_curve == GAMMA_LINEAR) {
1569 Node *conversion = add_node(new GammaExpansionEffect());
1570 CHECK(conversion->effect->set_int("source_curve", input->output_gamma_curve));
1571 conversion->output_gamma_curve = GAMMA_LINEAR;
1572 replace_sender(input, conversion);
1573 connect_nodes(input, conversion);
1576 // Re-sort topologically, and propagate the new information.
1578 propagate_gamma_and_color_space();
1585 sprintf(filename, "step%u-gammafix-iter%u.dot", step, ++gamma_propagation_pass);
1586 output_dot(filename);
1587 assert(gamma_propagation_pass < 100);
1588 } while (found_any);
1590 for (unsigned i = 0; i < nodes.size(); ++i) {
1591 Node *node = nodes[i];
1592 if (node->disabled) {
1595 assert(node->output_gamma_curve != GAMMA_INVALID);
1599 // Make so that the output is in the desired gamma.
1600 // Note that this assumes linear input gamma, so it might create the need
1601 // for another pass of fix_internal_gamma().
1602 void EffectChain::fix_output_gamma()
1604 Node *output = find_output_node();
1605 if (output->output_gamma_curve != output_format.gamma_curve) {
1606 Node *conversion = add_node(new GammaCompressionEffect());
1607 CHECK(conversion->effect->set_int("destination_curve", output_format.gamma_curve));
1608 conversion->output_gamma_curve = output_format.gamma_curve;
1609 connect_nodes(output, conversion);
1613 // If the user has requested Y'CbCr output, we need to do this conversion
1614 // _after_ GammaCompressionEffect etc., but before dither (see below).
1615 // This is because Y'CbCr, with the exception of a special optional mode
1616 // in Rec. 2020 (which we currently don't support), is defined to work on
1617 // gamma-encoded data.
1618 void EffectChain::add_ycbcr_conversion_if_needed()
1620 assert(output_color_rgba || output_color_ycbcr);
1621 if (!output_color_ycbcr) {
1624 Node *output = find_output_node();
1625 Node *ycbcr = add_node(new YCbCrConversionEffect(output_ycbcr_format));
1626 connect_nodes(output, ycbcr);
1629 // If the user has requested dither, add a DitherEffect right at the end
1630 // (after GammaCompressionEffect etc.). This needs to be done after everything else,
1631 // since dither is about the only effect that can _not_ be done in linear space.
1632 void EffectChain::add_dither_if_needed()
1634 if (num_dither_bits == 0) {
1637 Node *output = find_output_node();
1638 Node *dither = add_node(new DitherEffect());
1639 CHECK(dither->effect->set_int("num_bits", num_dither_bits));
1640 connect_nodes(output, dither);
1642 dither_effect = dither->effect;
1645 // Find the output node. This is, simply, one that has no outgoing links.
1646 // If there are multiple ones, the graph is malformed (we do not support
1647 // multiple outputs right now).
1648 Node *EffectChain::find_output_node()
1650 vector<Node *> output_nodes;
1651 for (unsigned i = 0; i < nodes.size(); ++i) {
1652 Node *node = nodes[i];
1653 if (node->disabled) {
1656 if (node->outgoing_links.empty()) {
1657 output_nodes.push_back(node);
1660 assert(output_nodes.size() == 1);
1661 return output_nodes[0];
1664 void EffectChain::finalize()
1666 // Output the graph as it is before we do any conversions on it.
1667 output_dot("step0-start.dot");
1669 // Give each effect in turn a chance to rewrite its own part of the graph.
1670 // Note that if more effects are added as part of this, they will be
1671 // picked up as part of the same for loop, since they are added at the end.
1672 for (unsigned i = 0; i < nodes.size(); ++i) {
1673 nodes[i]->effect->rewrite_graph(this, nodes[i]);
1675 output_dot("step1-rewritten.dot");
1677 find_color_spaces_for_inputs();
1678 output_dot("step2-input-colorspace.dot");
1681 output_dot("step3-propagated-alpha.dot");
1683 propagate_gamma_and_color_space();
1684 output_dot("step4-propagated-all.dot");
1686 fix_internal_color_spaces();
1687 fix_internal_alpha(6);
1688 fix_output_color_space();
1689 output_dot("step7-output-colorspacefix.dot");
1691 output_dot("step8-output-alphafix.dot");
1693 // Note that we need to fix gamma after colorspace conversion,
1694 // because colorspace conversions might create needs for gamma conversions.
1695 // Also, we need to run an extra pass of fix_internal_gamma() after
1696 // fixing the output gamma, as we only have conversions to/from linear,
1697 // and fix_internal_alpha() since GammaCompressionEffect needs
1698 // postmultiplied input.
1699 fix_internal_gamma_by_asking_inputs(9);
1700 fix_internal_gamma_by_inserting_nodes(10);
1702 output_dot("step11-output-gammafix.dot");
1704 output_dot("step12-output-alpha-propagated.dot");
1705 fix_internal_alpha(13);
1706 output_dot("step14-output-alpha-fixed.dot");
1707 fix_internal_gamma_by_asking_inputs(15);
1708 fix_internal_gamma_by_inserting_nodes(16);
1710 output_dot("step17-before-ycbcr.dot");
1711 add_ycbcr_conversion_if_needed();
1713 output_dot("step18-before-dither.dot");
1714 add_dither_if_needed();
1716 output_dot("step19-final.dot");
1718 // Construct all needed GLSL programs, starting at the output.
1719 // We need to keep track of which effects have already been computed,
1720 // as an effect with multiple users could otherwise be calculated
1722 map<Node *, Phase *> completed_effects;
1723 construct_phase(find_output_node(), &completed_effects);
1725 output_dot("step20-split-to-phases.dot");
1727 assert(phases[0]->inputs.empty());
1732 void EffectChain::render_to_fbo(GLuint dest_fbo, unsigned width, unsigned height)
1736 // This needs to be set anew, in case we are coming from a different context
1737 // from when we initialized.
1739 glDisable(GL_DITHER);
1741 glEnable(GL_FRAMEBUFFER_SRGB);
1744 // Save original viewport.
1745 GLuint x = 0, y = 0;
1747 if (width == 0 && height == 0) {
1749 glGetIntegerv(GL_VIEWPORT, viewport);
1752 width = viewport[2];
1753 height = viewport[3];
1758 glDisable(GL_BLEND);
1760 glDisable(GL_DEPTH_TEST);
1762 glDepthMask(GL_FALSE);
1765 // Generate a VAO that will be used during the entire execution,
1766 // and bind the VBO, since it contains all the data.
1768 glGenVertexArrays(1, &vao);
1770 glBindVertexArray(vao);
1772 glBindBuffer(GL_ARRAY_BUFFER, vbo);
1774 set<GLint> bound_attribute_indices;
1776 set<Phase *> generated_mipmaps;
1778 // We choose the simplest option of having one texture per output,
1779 // since otherwise this turns into an (albeit simple) register allocation problem.
1780 map<Phase *, GLuint> output_textures;
1782 for (unsigned phase_num = 0; phase_num < phases.size(); ++phase_num) {
1783 Phase *phase = phases[phase_num];
1785 if (do_phase_timing) {
1786 GLuint timer_query_object;
1787 if (phase->timer_query_objects_free.empty()) {
1788 glGenQueries(1, &timer_query_object);
1790 timer_query_object = phase->timer_query_objects_free.front();
1791 phase->timer_query_objects_free.pop_front();
1793 glBeginQuery(GL_TIME_ELAPSED, timer_query_object);
1794 phase->timer_query_objects_running.push_back(timer_query_object);
1796 if (phase_num == phases.size() - 1) {
1797 // Last phase goes to the output the user specified.
1798 glBindFramebuffer(GL_FRAMEBUFFER, dest_fbo);
1800 GLenum status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
1801 assert(status == GL_FRAMEBUFFER_COMPLETE);
1802 glViewport(x, y, width, height);
1803 if (dither_effect != NULL) {
1804 CHECK(dither_effect->set_int("output_width", width));
1805 CHECK(dither_effect->set_int("output_height", height));
1808 execute_phase(phase, phase_num == phases.size() - 1, &bound_attribute_indices, &output_textures, &generated_mipmaps);
1809 if (do_phase_timing) {
1810 glEndQuery(GL_TIME_ELAPSED);
1814 for (map<Phase *, GLuint>::const_iterator texture_it = output_textures.begin();
1815 texture_it != output_textures.end();
1817 resource_pool->release_2d_texture(texture_it->second);
1820 glBindFramebuffer(GL_FRAMEBUFFER, 0);
1825 glBindBuffer(GL_ARRAY_BUFFER, 0);
1827 glBindVertexArray(0);
1829 glDeleteVertexArrays(1, &vao);
1832 if (do_phase_timing) {
1833 // Get back the timer queries.
1834 for (unsigned phase_num = 0; phase_num < phases.size(); ++phase_num) {
1835 Phase *phase = phases[phase_num];
1836 for (std::list<GLuint>::iterator timer_it = phase->timer_query_objects_running.begin();
1837 timer_it != phase->timer_query_objects_running.end(); ) {
1838 GLint timer_query_object = *timer_it;
1840 glGetQueryObjectiv(timer_query_object, GL_QUERY_RESULT_AVAILABLE, &available);
1842 GLuint64 time_elapsed;
1843 glGetQueryObjectui64v(timer_query_object, GL_QUERY_RESULT, &time_elapsed);
1844 phase->time_elapsed_ns += time_elapsed;
1845 ++phase->num_measured_iterations;
1846 phase->timer_query_objects_free.push_back(timer_query_object);
1847 phase->timer_query_objects_running.erase(timer_it++);
1856 void EffectChain::enable_phase_timing(bool enable)
1859 assert(movit_timer_queries_supported);
1861 this->do_phase_timing = enable;
1864 void EffectChain::reset_phase_timing()
1866 for (unsigned phase_num = 0; phase_num < phases.size(); ++phase_num) {
1867 Phase *phase = phases[phase_num];
1868 phase->time_elapsed_ns = 0;
1869 phase->num_measured_iterations = 0;
1873 void EffectChain::print_phase_timing()
1875 double total_time_ms = 0.0;
1876 for (unsigned phase_num = 0; phase_num < phases.size(); ++phase_num) {
1877 Phase *phase = phases[phase_num];
1878 double avg_time_ms = phase->time_elapsed_ns * 1e-6 / phase->num_measured_iterations;
1879 printf("Phase %d: %5.1f ms [", phase_num, avg_time_ms);
1880 for (unsigned effect_num = 0; effect_num < phase->effects.size(); ++effect_num) {
1881 if (effect_num != 0) {
1884 printf("%s", phase->effects[effect_num]->effect->effect_type_id().c_str());
1887 total_time_ms += avg_time_ms;
1889 printf("Total: %5.1f ms\n", total_time_ms);
1892 void EffectChain::execute_phase(Phase *phase, bool last_phase,
1893 set<GLint> *bound_attribute_indices,
1894 map<Phase *, GLuint> *output_textures,
1895 set<Phase *> *generated_mipmaps)
1899 // Find a texture for this phase.
1900 inform_input_sizes(phase);
1902 find_output_size(phase);
1904 GLuint tex_num = resource_pool->create_2d_texture(intermediate_format, phase->output_width, phase->output_height);
1905 output_textures->insert(make_pair(phase, tex_num));
1908 // Set up RTT inputs for this phase.
1909 for (unsigned sampler = 0; sampler < phase->inputs.size(); ++sampler) {
1910 glActiveTexture(GL_TEXTURE0 + sampler);
1911 Phase *input = phase->inputs[sampler];
1912 input->output_node->bound_sampler_num = sampler;
1913 glBindTexture(GL_TEXTURE_2D, (*output_textures)[input]);
1915 if (phase->input_needs_mipmaps && generated_mipmaps->count(input) == 0) {
1916 glGenerateMipmap(GL_TEXTURE_2D);
1918 generated_mipmaps->insert(input);
1920 setup_rtt_sampler(sampler, phase->input_needs_mipmaps);
1921 phase->input_samplers[sampler] = sampler; // Bind the sampler to the right uniform.
1924 // And now the output. (Already set up for us if it is the last phase.)
1926 fbo = resource_pool->create_fbo((*output_textures)[phase]);
1927 glBindFramebuffer(GL_FRAMEBUFFER, fbo);
1928 glViewport(0, 0, phase->output_width, phase->output_height);
1931 GLuint instance_program_num = resource_pool->use_glsl_program(phase->glsl_program_num);
1934 // Give the required parameters to all the effects.
1935 unsigned sampler_num = phase->inputs.size();
1936 for (unsigned i = 0; i < phase->effects.size(); ++i) {
1937 Node *node = phase->effects[i];
1938 unsigned old_sampler_num = sampler_num;
1939 node->effect->set_gl_state(instance_program_num, phase->effect_ids[node], &sampler_num);
1942 if (node->effect->is_single_texture()) {
1943 assert(sampler_num - old_sampler_num == 1);
1944 node->bound_sampler_num = old_sampler_num;
1946 node->bound_sampler_num = -1;
1950 // Uniforms need to come after set_gl_state(), since they can be updated
1952 setup_uniforms(phase);
1954 // Clean up old attributes if they are no longer needed.
1955 for (set<GLint>::iterator attr_it = bound_attribute_indices->begin();
1956 attr_it != bound_attribute_indices->end(); ) {
1957 if (phase->attribute_indexes.count(*attr_it) == 0) {
1958 glDisableVertexAttribArray(*attr_it);
1960 bound_attribute_indices->erase(attr_it++);
1966 // Set up the new attributes, if needed.
1967 for (set<GLint>::iterator attr_it = phase->attribute_indexes.begin();
1968 attr_it != phase->attribute_indexes.end();
1970 if (bound_attribute_indices->count(*attr_it) == 0) {
1971 glEnableVertexAttribArray(*attr_it);
1973 glVertexAttribPointer(*attr_it, 2, GL_FLOAT, GL_FALSE, 0, BUFFER_OFFSET(0));
1975 bound_attribute_indices->insert(*attr_it);
1979 glDrawArrays(GL_TRIANGLES, 0, 3);
1982 for (unsigned i = 0; i < phase->effects.size(); ++i) {
1983 Node *node = phase->effects[i];
1984 node->effect->clear_gl_state();
1987 resource_pool->unuse_glsl_program(instance_program_num);
1990 resource_pool->release_fbo(fbo);
1994 void EffectChain::setup_uniforms(Phase *phase)
1996 // TODO: Use UBO blocks.
1997 for (size_t i = 0; i < phase->uniforms_sampler2d.size(); ++i) {
1998 const Uniform<int> &uniform = phase->uniforms_sampler2d[i];
1999 if (uniform.location != -1) {
2000 glUniform1iv(uniform.location, uniform.num_values, uniform.value);
2003 for (size_t i = 0; i < phase->uniforms_bool.size(); ++i) {
2004 const Uniform<bool> &uniform = phase->uniforms_bool[i];
2005 assert(uniform.num_values == 1);
2006 if (uniform.location != -1) {
2007 glUniform1i(uniform.location, *uniform.value);
2010 for (size_t i = 0; i < phase->uniforms_int.size(); ++i) {
2011 const Uniform<int> &uniform = phase->uniforms_int[i];
2012 if (uniform.location != -1) {
2013 glUniform1iv(uniform.location, uniform.num_values, uniform.value);
2016 for (size_t i = 0; i < phase->uniforms_float.size(); ++i) {
2017 const Uniform<float> &uniform = phase->uniforms_float[i];
2018 if (uniform.location != -1) {
2019 glUniform1fv(uniform.location, uniform.num_values, uniform.value);
2022 for (size_t i = 0; i < phase->uniforms_vec2.size(); ++i) {
2023 const Uniform<float> &uniform = phase->uniforms_vec2[i];
2024 if (uniform.location != -1) {
2025 glUniform2fv(uniform.location, uniform.num_values, uniform.value);
2028 for (size_t i = 0; i < phase->uniforms_vec3.size(); ++i) {
2029 const Uniform<float> &uniform = phase->uniforms_vec3[i];
2030 if (uniform.location != -1) {
2031 glUniform3fv(uniform.location, uniform.num_values, uniform.value);
2034 for (size_t i = 0; i < phase->uniforms_vec4.size(); ++i) {
2035 const Uniform<float> &uniform = phase->uniforms_vec4[i];
2036 if (uniform.location != -1) {
2037 glUniform4fv(uniform.location, uniform.num_values, uniform.value);
2040 for (size_t i = 0; i < phase->uniforms_mat3.size(); ++i) {
2041 const Uniform<Matrix3d> &uniform = phase->uniforms_mat3[i];
2042 assert(uniform.num_values == 1);
2043 if (uniform.location != -1) {
2044 // Convert to float (GLSL has no double matrices).
2046 for (unsigned y = 0; y < 3; ++y) {
2047 for (unsigned x = 0; x < 3; ++x) {
2048 matrixf[y + x * 3] = (*uniform.value)(y, x);
2051 glUniformMatrix3fv(uniform.location, 1, GL_FALSE, matrixf);
2056 void EffectChain::setup_rtt_sampler(int sampler_num, bool use_mipmaps)
2058 glActiveTexture(GL_TEXTURE0 + sampler_num);
2061 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
2064 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
2067 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
2069 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
2073 } // namespace movit