1 #define GL_GLEXT_PROTOTYPES 1
15 #include "effect_chain.h"
16 #include "gamma_expansion_effect.h"
17 #include "gamma_compression_effect.h"
18 #include "colorspace_conversion_effect.h"
19 #include "alpha_multiplication_effect.h"
20 #include "alpha_division_effect.h"
21 #include "dither_effect.h"
25 EffectChain::EffectChain(float aspect_nom, float aspect_denom)
26 : aspect_nom(aspect_nom),
27 aspect_denom(aspect_denom),
33 EffectChain::~EffectChain()
35 for (unsigned i = 0; i < nodes.size(); ++i) {
36 if (nodes[i]->output_texture != 0) {
37 glDeleteTextures(1, &nodes[i]->output_texture);
39 delete nodes[i]->effect;
42 for (unsigned i = 0; i < phases.size(); ++i) {
43 glDeleteProgram(phases[i]->glsl_program_num);
44 glDeleteShader(phases[i]->vertex_shader);
45 glDeleteShader(phases[i]->fragment_shader);
49 glDeleteFramebuffers(1, &fbo);
53 Input *EffectChain::add_input(Input *input)
55 inputs.push_back(input);
60 void EffectChain::add_output(const ImageFormat &format, OutputAlphaFormat alpha_format)
62 output_format = format;
63 output_alpha_format = alpha_format;
66 Node *EffectChain::add_node(Effect *effect)
69 sprintf(effect_id, "eff%u", (unsigned)nodes.size());
71 Node *node = new Node;
72 node->effect = effect;
73 node->disabled = false;
74 node->effect_id = effect_id;
75 node->output_color_space = COLORSPACE_INVALID;
76 node->output_gamma_curve = GAMMA_INVALID;
77 node->output_alpha_type = ALPHA_INVALID;
78 node->output_texture = 0;
80 nodes.push_back(node);
81 node_map[effect] = node;
85 void EffectChain::connect_nodes(Node *sender, Node *receiver)
87 sender->outgoing_links.push_back(receiver);
88 receiver->incoming_links.push_back(sender);
91 void EffectChain::replace_receiver(Node *old_receiver, Node *new_receiver)
93 new_receiver->incoming_links = old_receiver->incoming_links;
94 old_receiver->incoming_links.clear();
96 for (unsigned i = 0; i < new_receiver->incoming_links.size(); ++i) {
97 Node *sender = new_receiver->incoming_links[i];
98 for (unsigned j = 0; j < sender->outgoing_links.size(); ++j) {
99 if (sender->outgoing_links[j] == old_receiver) {
100 sender->outgoing_links[j] = new_receiver;
106 void EffectChain::replace_sender(Node *old_sender, Node *new_sender)
108 new_sender->outgoing_links = old_sender->outgoing_links;
109 old_sender->outgoing_links.clear();
111 for (unsigned i = 0; i < new_sender->outgoing_links.size(); ++i) {
112 Node *receiver = new_sender->outgoing_links[i];
113 for (unsigned j = 0; j < receiver->incoming_links.size(); ++j) {
114 if (receiver->incoming_links[j] == old_sender) {
115 receiver->incoming_links[j] = new_sender;
121 void EffectChain::insert_node_between(Node *sender, Node *middle, Node *receiver)
123 for (unsigned i = 0; i < sender->outgoing_links.size(); ++i) {
124 if (sender->outgoing_links[i] == receiver) {
125 sender->outgoing_links[i] = middle;
126 middle->incoming_links.push_back(sender);
129 for (unsigned i = 0; i < receiver->incoming_links.size(); ++i) {
130 if (receiver->incoming_links[i] == sender) {
131 receiver->incoming_links[i] = middle;
132 middle->outgoing_links.push_back(receiver);
136 assert(middle->incoming_links.size() == middle->effect->num_inputs());
139 void EffectChain::find_all_nonlinear_inputs(Node *node, std::vector<Node *> *nonlinear_inputs)
141 if (node->output_gamma_curve == GAMMA_LINEAR &&
142 node->effect->effect_type_id() != "GammaCompressionEffect") {
145 if (node->effect->num_inputs() == 0) {
146 nonlinear_inputs->push_back(node);
148 assert(node->effect->num_inputs() == node->incoming_links.size());
149 for (unsigned i = 0; i < node->incoming_links.size(); ++i) {
150 find_all_nonlinear_inputs(node->incoming_links[i], nonlinear_inputs);
155 Effect *EffectChain::add_effect(Effect *effect, const std::vector<Effect *> &inputs)
157 assert(inputs.size() == effect->num_inputs());
158 Node *node = add_node(effect);
159 for (unsigned i = 0; i < inputs.size(); ++i) {
160 assert(node_map.count(inputs[i]) != 0);
161 connect_nodes(node_map[inputs[i]], node);
166 // GLSL pre-1.30 doesn't support token pasting. Replace PREFIX(x) with <effect_id>_x.
167 std::string replace_prefix(const std::string &text, const std::string &prefix)
172 while (start < text.size()) {
173 size_t pos = text.find("PREFIX(", start);
174 if (pos == std::string::npos) {
175 output.append(text.substr(start, std::string::npos));
179 output.append(text.substr(start, pos - start));
180 output.append(prefix);
183 pos += strlen("PREFIX(");
185 // Output stuff until we find the matching ), which we then eat.
187 size_t end_arg_pos = pos;
188 while (end_arg_pos < text.size()) {
189 if (text[end_arg_pos] == '(') {
191 } else if (text[end_arg_pos] == ')') {
199 output.append(text.substr(pos, end_arg_pos - pos));
207 Phase *EffectChain::compile_glsl_program(
208 const std::vector<Node *> &inputs,
209 const std::vector<Node *> &effects)
211 assert(!effects.empty());
213 // Deduplicate the inputs.
214 std::vector<Node *> true_inputs = inputs;
215 std::sort(true_inputs.begin(), true_inputs.end());
216 true_inputs.erase(std::unique(true_inputs.begin(), true_inputs.end()), true_inputs.end());
218 bool input_needs_mipmaps = false;
219 std::string frag_shader = read_file("header.frag");
221 // Create functions for all the texture inputs that we need.
222 for (unsigned i = 0; i < true_inputs.size(); ++i) {
223 Node *input = true_inputs[i];
225 frag_shader += std::string("uniform sampler2D tex_") + input->effect_id + ";\n";
226 frag_shader += std::string("vec4 ") + input->effect_id + "(vec2 tc) {\n";
227 frag_shader += "\treturn texture2D(tex_" + input->effect_id + ", tc);\n";
228 frag_shader += "}\n";
232 std::vector<Node *> sorted_effects = topological_sort(effects);
234 for (unsigned i = 0; i < sorted_effects.size(); ++i) {
235 Node *node = sorted_effects[i];
237 if (node->incoming_links.size() == 1) {
238 frag_shader += std::string("#define INPUT ") + node->incoming_links[0]->effect_id + "\n";
240 for (unsigned j = 0; j < node->incoming_links.size(); ++j) {
242 sprintf(buf, "#define INPUT%d %s\n", j + 1, node->incoming_links[j]->effect_id.c_str());
248 frag_shader += std::string("#define FUNCNAME ") + node->effect_id + "\n";
249 frag_shader += replace_prefix(node->effect->output_convenience_uniforms(), node->effect_id);
250 frag_shader += replace_prefix(node->effect->output_fragment_shader(), node->effect_id);
251 frag_shader += "#undef PREFIX\n";
252 frag_shader += "#undef FUNCNAME\n";
253 if (node->incoming_links.size() == 1) {
254 frag_shader += "#undef INPUT\n";
256 for (unsigned j = 0; j < node->incoming_links.size(); ++j) {
258 sprintf(buf, "#undef INPUT%d\n", j + 1);
264 input_needs_mipmaps |= node->effect->needs_mipmaps();
266 for (unsigned i = 0; i < sorted_effects.size(); ++i) {
267 Node *node = sorted_effects[i];
268 if (node->effect->num_inputs() == 0) {
269 CHECK(node->effect->set_int("needs_mipmaps", input_needs_mipmaps));
272 frag_shader += std::string("#define INPUT ") + sorted_effects.back()->effect_id + "\n";
273 frag_shader.append(read_file("footer.frag"));
275 if (movit_debug_level == MOVIT_DEBUG_ON) {
276 // Output shader to a temporary file, for easier debugging.
277 static int compiled_shader_num = 0;
279 sprintf(filename, "chain-%03d.frag", compiled_shader_num++);
280 FILE *fp = fopen(filename, "w");
285 fprintf(fp, "%s\n", frag_shader.c_str());
289 GLuint glsl_program_num = glCreateProgram();
290 GLuint vs_obj = compile_shader(read_file("vs.vert"), GL_VERTEX_SHADER);
291 GLuint fs_obj = compile_shader(frag_shader, GL_FRAGMENT_SHADER);
292 glAttachShader(glsl_program_num, vs_obj);
294 glAttachShader(glsl_program_num, fs_obj);
296 glLinkProgram(glsl_program_num);
299 Phase *phase = new Phase;
300 phase->glsl_program_num = glsl_program_num;
301 phase->vertex_shader = vs_obj;
302 phase->fragment_shader = fs_obj;
303 phase->input_needs_mipmaps = input_needs_mipmaps;
304 phase->inputs = true_inputs;
305 phase->effects = sorted_effects;
310 // Construct GLSL programs, starting at the given effect and following
311 // the chain from there. We end a program every time we come to an effect
312 // marked as "needs texture bounce", one that is used by multiple other
313 // effects, every time an effect wants to change the output size,
314 // and of course at the end.
316 // We follow a quite simple depth-first search from the output, although
317 // without any explicit recursion.
318 void EffectChain::construct_glsl_programs(Node *output)
320 // Which effects have already been completed in this phase?
321 // We need to keep track of it, as an effect with multiple outputs
322 // could otherwise be calculated multiple times.
323 std::set<Node *> completed_effects;
325 // Effects in the current phase, as well as inputs (outputs from other phases
326 // that we depend on). Note that since we start iterating from the end,
327 // the effect list will be in the reverse order.
328 std::vector<Node *> this_phase_inputs;
329 std::vector<Node *> this_phase_effects;
331 // Effects that we have yet to calculate, but that we know should
332 // be in the current phase.
333 std::stack<Node *> effects_todo_this_phase;
335 // Effects that we have yet to calculate, but that come from other phases.
336 // We delay these until we have this phase done in its entirety,
337 // at which point we pick any of them and start a new phase from that.
338 std::stack<Node *> effects_todo_other_phases;
340 effects_todo_this_phase.push(output);
342 for ( ;; ) { // Termination condition within loop.
343 if (!effects_todo_this_phase.empty()) {
344 // OK, we have more to do this phase.
345 Node *node = effects_todo_this_phase.top();
346 effects_todo_this_phase.pop();
348 // This should currently only happen for effects that are inputs
349 // (either true inputs or phase outputs). We special-case inputs,
350 // and then deduplicate phase outputs in compile_glsl_program().
351 if (node->effect->num_inputs() == 0 && completed_effects.count(node)) {
354 assert(completed_effects.count(node) == 0);
356 this_phase_effects.push_back(node);
357 completed_effects.insert(node);
359 // Find all the dependencies of this effect, and add them to the stack.
360 std::vector<Node *> deps = node->incoming_links;
361 assert(node->effect->num_inputs() == deps.size());
362 for (unsigned i = 0; i < deps.size(); ++i) {
363 bool start_new_phase = false;
365 // FIXME: If we sample directly from a texture, we won't need this.
366 if (node->effect->needs_texture_bounce()) {
367 start_new_phase = true;
370 if (deps[i]->outgoing_links.size() > 1) {
371 if (deps[i]->effect->num_inputs() > 0) {
372 // More than one effect uses this as the input,
373 // and it is not a texture itself.
374 // The easiest thing to do (and probably also the safest
375 // performance-wise in most cases) is to bounce it to a texture
376 // and then let the next passes read from that.
377 start_new_phase = true;
379 // For textures, we try to be slightly more clever;
380 // if none of our outputs need a bounce, we don't bounce
381 // but instead simply use the effect many times.
383 // Strictly speaking, we could bounce it for some outputs
384 // and use it directly for others, but the processing becomes
385 // somewhat simpler if the effect is only used in one such way.
386 for (unsigned j = 0; j < deps[i]->outgoing_links.size(); ++j) {
387 Node *rdep = deps[i]->outgoing_links[j];
388 start_new_phase |= rdep->effect->needs_texture_bounce();
393 if (deps[i]->effect->changes_output_size()) {
394 start_new_phase = true;
397 if (start_new_phase) {
398 effects_todo_other_phases.push(deps[i]);
399 this_phase_inputs.push_back(deps[i]);
401 effects_todo_this_phase.push(deps[i]);
407 // No more effects to do this phase. Take all the ones we have,
408 // and create a GLSL program for it.
409 if (!this_phase_effects.empty()) {
410 reverse(this_phase_effects.begin(), this_phase_effects.end());
411 phases.push_back(compile_glsl_program(this_phase_inputs, this_phase_effects));
412 this_phase_effects.back()->phase = phases.back();
413 this_phase_inputs.clear();
414 this_phase_effects.clear();
416 assert(this_phase_inputs.empty());
417 assert(this_phase_effects.empty());
419 // If we have no effects left, exit.
420 if (effects_todo_other_phases.empty()) {
424 Node *node = effects_todo_other_phases.top();
425 effects_todo_other_phases.pop();
427 if (completed_effects.count(node) == 0) {
428 // Start a new phase, calculating from this effect.
429 effects_todo_this_phase.push(node);
433 // Finally, since the phases are found from the output but must be executed
434 // from the input(s), reverse them, too.
435 std::reverse(phases.begin(), phases.end());
438 void EffectChain::output_dot(const char *filename)
440 if (movit_debug_level != MOVIT_DEBUG_ON) {
444 FILE *fp = fopen(filename, "w");
450 fprintf(fp, "digraph G {\n");
451 fprintf(fp, " output [shape=box label=\"(output)\"];\n");
452 for (unsigned i = 0; i < nodes.size(); ++i) {
453 // Find out which phase this event belongs to.
455 for (unsigned j = 0; j < phases.size(); ++j) {
456 const Phase* p = phases[j];
457 if (std::find(p->effects.begin(), p->effects.end(), nodes[i]) != p->effects.end()) {
458 assert(in_phase == -1);
463 if (in_phase == -1) {
464 fprintf(fp, " n%ld [label=\"%s\"];\n", (long)nodes[i], nodes[i]->effect->effect_type_id().c_str());
466 fprintf(fp, " n%ld [label=\"%s\" style=\"filled\" fillcolor=\"/accent8/%d\"];\n",
467 (long)nodes[i], nodes[i]->effect->effect_type_id().c_str(),
471 char from_node_id[256];
472 snprintf(from_node_id, 256, "n%ld", (long)nodes[i]);
474 for (unsigned j = 0; j < nodes[i]->outgoing_links.size(); ++j) {
475 char to_node_id[256];
476 snprintf(to_node_id, 256, "n%ld", (long)nodes[i]->outgoing_links[j]);
478 std::vector<std::string> labels = get_labels_for_edge(nodes[i], nodes[i]->outgoing_links[j]);
479 output_dot_edge(fp, from_node_id, to_node_id, labels);
482 if (nodes[i]->outgoing_links.empty() && !nodes[i]->disabled) {
484 std::vector<std::string> labels = get_labels_for_edge(nodes[i], NULL);
485 output_dot_edge(fp, from_node_id, "output", labels);
493 std::vector<std::string> EffectChain::get_labels_for_edge(const Node *from, const Node *to)
495 std::vector<std::string> labels;
497 if (to != NULL && to->effect->needs_texture_bounce()) {
498 labels.push_back("needs_bounce");
500 if (from->effect->changes_output_size()) {
501 labels.push_back("resize");
504 switch (from->output_color_space) {
505 case COLORSPACE_INVALID:
506 labels.push_back("spc[invalid]");
508 case COLORSPACE_REC_601_525:
509 labels.push_back("spc[rec601-525]");
511 case COLORSPACE_REC_601_625:
512 labels.push_back("spc[rec601-625]");
518 switch (from->output_gamma_curve) {
520 labels.push_back("gamma[invalid]");
523 labels.push_back("gamma[sRGB]");
525 case GAMMA_REC_601: // and GAMMA_REC_709
526 labels.push_back("gamma[rec601/709]");
532 switch (from->output_alpha_type) {
534 labels.push_back("alpha[invalid]");
537 labels.push_back("alpha[blank]");
539 case ALPHA_POSTMULTIPLIED:
540 labels.push_back("alpha[postmult]");
549 void EffectChain::output_dot_edge(FILE *fp,
550 const std::string &from_node_id,
551 const std::string &to_node_id,
552 const std::vector<std::string> &labels)
554 if (labels.empty()) {
555 fprintf(fp, " %s -> %s;\n", from_node_id.c_str(), to_node_id.c_str());
557 std::string label = labels[0];
558 for (unsigned k = 1; k < labels.size(); ++k) {
559 label += ", " + labels[k];
561 fprintf(fp, " %s -> %s [label=\"%s\"];\n", from_node_id.c_str(), to_node_id.c_str(), label.c_str());
565 unsigned EffectChain::fit_rectangle_to_aspect(unsigned width, unsigned height)
567 if (float(width) * aspect_denom >= float(height) * aspect_nom) {
568 // Same aspect, or W/H > aspect (image is wider than the frame).
569 // In either case, keep width.
572 // W/H < aspect (image is taller than the frame), so keep height,
573 // and adjust width correspondingly.
574 return lrintf(height * aspect_nom / aspect_denom);
578 // Propagate input texture sizes throughout, and inform effects downstream.
579 // (Like a lot of other code, we depend on effects being in topological order.)
580 void EffectChain::inform_input_sizes(Phase *phase)
582 // All effects that have a defined size (inputs and RTT inputs)
583 // get that. Reset all others.
584 for (unsigned i = 0; i < phase->effects.size(); ++i) {
585 Node *node = phase->effects[i];
586 if (node->effect->num_inputs() == 0) {
587 Input *input = static_cast<Input *>(node->effect);
588 node->output_width = input->get_width();
589 node->output_height = input->get_height();
590 assert(node->output_width != 0);
591 assert(node->output_height != 0);
593 node->output_width = node->output_height = 0;
596 for (unsigned i = 0; i < phase->inputs.size(); ++i) {
597 Node *input = phase->inputs[i];
598 input->output_width = input->phase->output_width;
599 input->output_height = input->phase->output_height;
600 assert(input->output_width != 0);
601 assert(input->output_height != 0);
604 // Now propagate from the inputs towards the end, and inform as we go.
605 // The rules are simple:
607 // 1. Don't touch effects that already have given sizes (ie., inputs).
608 // 2. If all of your inputs have the same size, that will be your output size.
609 // 3. Otherwise, your output size is 0x0.
610 for (unsigned i = 0; i < phase->effects.size(); ++i) {
611 Node *node = phase->effects[i];
612 if (node->effect->num_inputs() == 0) {
615 unsigned this_output_width = 0;
616 unsigned this_output_height = 0;
617 for (unsigned j = 0; j < node->incoming_links.size(); ++j) {
618 Node *input = node->incoming_links[j];
619 node->effect->inform_input_size(j, input->output_width, input->output_height);
621 this_output_width = input->output_width;
622 this_output_height = input->output_height;
623 } else if (input->output_width != this_output_width || input->output_height != this_output_height) {
625 this_output_width = 0;
626 this_output_height = 0;
629 node->output_width = this_output_width;
630 node->output_height = this_output_height;
634 // Note: You should call inform_input_sizes() before this, as the last effect's
635 // desired output size might change based on the inputs.
636 void EffectChain::find_output_size(Phase *phase)
638 Node *output_node = phase->effects.back();
640 // If the last effect explicitly sets an output size, use that.
641 if (output_node->effect->changes_output_size()) {
642 output_node->effect->get_output_size(&phase->output_width, &phase->output_height);
646 // If not, look at the input phases and textures.
647 // We select the largest one (by fit into the current aspect).
648 unsigned best_width = 0;
649 for (unsigned i = 0; i < phase->inputs.size(); ++i) {
650 Node *input = phase->inputs[i];
651 assert(input->phase->output_width != 0);
652 assert(input->phase->output_height != 0);
653 unsigned width = fit_rectangle_to_aspect(input->phase->output_width, input->phase->output_height);
654 if (width > best_width) {
658 for (unsigned i = 0; i < phase->effects.size(); ++i) {
659 Effect *effect = phase->effects[i]->effect;
660 if (effect->num_inputs() != 0) {
664 Input *input = static_cast<Input *>(effect);
665 unsigned width = fit_rectangle_to_aspect(input->get_width(), input->get_height());
666 if (width > best_width) {
670 assert(best_width != 0);
671 phase->output_width = best_width;
672 phase->output_height = best_width * aspect_denom / aspect_nom;
675 void EffectChain::sort_all_nodes_topologically()
677 nodes = topological_sort(nodes);
680 std::vector<Node *> EffectChain::topological_sort(const std::vector<Node *> &nodes)
682 std::set<Node *> nodes_left_to_visit(nodes.begin(), nodes.end());
683 std::vector<Node *> sorted_list;
684 for (unsigned i = 0; i < nodes.size(); ++i) {
685 topological_sort_visit_node(nodes[i], &nodes_left_to_visit, &sorted_list);
687 reverse(sorted_list.begin(), sorted_list.end());
691 void EffectChain::topological_sort_visit_node(Node *node, std::set<Node *> *nodes_left_to_visit, std::vector<Node *> *sorted_list)
693 if (nodes_left_to_visit->count(node) == 0) {
696 nodes_left_to_visit->erase(node);
697 for (unsigned i = 0; i < node->outgoing_links.size(); ++i) {
698 topological_sort_visit_node(node->outgoing_links[i], nodes_left_to_visit, sorted_list);
700 sorted_list->push_back(node);
703 void EffectChain::find_color_spaces_for_inputs()
705 for (unsigned i = 0; i < nodes.size(); ++i) {
706 Node *node = nodes[i];
707 if (node->disabled) {
710 if (node->incoming_links.size() == 0) {
711 Input *input = static_cast<Input *>(node->effect);
712 node->output_color_space = input->get_color_space();
713 node->output_gamma_curve = input->get_gamma_curve();
715 Effect::AlphaHandling alpha_handling = input->alpha_handling();
716 switch (alpha_handling) {
717 case Effect::OUTPUT_BLANK_ALPHA:
718 node->output_alpha_type = ALPHA_BLANK;
720 case Effect::INPUT_AND_OUTPUT_ALPHA_PREMULTIPLIED:
721 node->output_alpha_type = ALPHA_PREMULTIPLIED;
723 case Effect::OUTPUT_ALPHA_POSTMULTIPLIED:
724 node->output_alpha_type = ALPHA_POSTMULTIPLIED;
726 case Effect::DONT_CARE_ALPHA_TYPE:
734 // Propagate gamma and color space information as far as we can in the graph.
735 // The rules are simple: Anything where all the inputs agree, get that as
736 // output as well. Anything else keeps having *_INVALID.
737 void EffectChain::propagate_gamma_and_color_space()
739 // We depend on going through the nodes in order.
740 sort_all_nodes_topologically();
742 for (unsigned i = 0; i < nodes.size(); ++i) {
743 Node *node = nodes[i];
744 if (node->disabled) {
747 assert(node->incoming_links.size() == node->effect->num_inputs());
748 if (node->incoming_links.size() == 0) {
749 assert(node->output_color_space != COLORSPACE_INVALID);
750 assert(node->output_gamma_curve != GAMMA_INVALID);
754 Colorspace color_space = node->incoming_links[0]->output_color_space;
755 GammaCurve gamma_curve = node->incoming_links[0]->output_gamma_curve;
756 for (unsigned j = 1; j < node->incoming_links.size(); ++j) {
757 if (node->incoming_links[j]->output_color_space != color_space) {
758 color_space = COLORSPACE_INVALID;
760 if (node->incoming_links[j]->output_gamma_curve != gamma_curve) {
761 gamma_curve = GAMMA_INVALID;
765 // The conversion effects already have their outputs set correctly,
766 // so leave them alone.
767 if (node->effect->effect_type_id() != "ColorspaceConversionEffect") {
768 node->output_color_space = color_space;
770 if (node->effect->effect_type_id() != "GammaCompressionEffect" &&
771 node->effect->effect_type_id() != "GammaExpansionEffect") {
772 node->output_gamma_curve = gamma_curve;
777 // Propagate alpha information as far as we can in the graph.
778 // Similar to propagate_gamma_and_color_space().
779 void EffectChain::propagate_alpha()
781 // We depend on going through the nodes in order.
782 sort_all_nodes_topologically();
784 for (unsigned i = 0; i < nodes.size(); ++i) {
785 Node *node = nodes[i];
786 if (node->disabled) {
789 assert(node->incoming_links.size() == node->effect->num_inputs());
790 if (node->incoming_links.size() == 0) {
791 assert(node->output_alpha_type != ALPHA_INVALID);
795 // The alpha multiplication/division effects are special cases.
796 if (node->effect->effect_type_id() == "AlphaMultiplicationEffect") {
797 assert(node->incoming_links.size() == 1);
798 assert(node->incoming_links[0]->output_alpha_type == ALPHA_POSTMULTIPLIED);
799 node->output_alpha_type = ALPHA_PREMULTIPLIED;
802 if (node->effect->effect_type_id() == "AlphaDivisionEffect") {
803 assert(node->incoming_links.size() == 1);
804 assert(node->incoming_links[0]->output_alpha_type == ALPHA_PREMULTIPLIED);
805 node->output_alpha_type = ALPHA_POSTMULTIPLIED;
809 // GammaCompressionEffect and GammaExpansionEffect are also a special case,
810 // because they are the only one that _need_ postmultiplied alpha.
811 if (node->effect->effect_type_id() == "GammaCompressionEffect" ||
812 node->effect->effect_type_id() == "GammaExpansionEffect") {
813 assert(node->incoming_links.size() == 1);
814 if (node->incoming_links[0]->output_alpha_type == ALPHA_BLANK) {
815 node->output_alpha_type = ALPHA_BLANK;
816 } else if (node->incoming_links[0]->output_alpha_type == ALPHA_POSTMULTIPLIED) {
817 node->output_alpha_type = ALPHA_POSTMULTIPLIED;
819 node->output_alpha_type = ALPHA_INVALID;
824 // Only inputs can have unconditional alpha output (OUTPUT_BLANK_ALPHA
825 // or OUTPUT_ALPHA_POSTMULTIPLIED), and they have already been
826 // taken care of above. Rationale: Even if you could imagine
827 // e.g. an effect that took in an image and set alpha=1.0
828 // unconditionally, it wouldn't make any sense to have it as
829 // e.g. OUTPUT_BLANK_ALPHA, since it wouldn't know whether it
830 // got its input pre- or postmultiplied, so it wouldn't know
831 // whether to divide away the old alpha or not.
832 Effect::AlphaHandling alpha_handling = node->effect->alpha_handling();
833 assert(alpha_handling == Effect::INPUT_AND_OUTPUT_ALPHA_PREMULTIPLIED ||
834 alpha_handling == Effect::DONT_CARE_ALPHA_TYPE);
836 // If the node has multiple inputs, check that they are all valid and
838 bool any_invalid = false;
839 bool any_premultiplied = false;
840 bool any_postmultiplied = false;
842 for (unsigned j = 0; j < node->incoming_links.size(); ++j) {
843 switch (node->incoming_links[j]->output_alpha_type) {
848 // Blank is good as both pre- and postmultiplied alpha,
849 // so just ignore it.
851 case ALPHA_PREMULTIPLIED:
852 any_premultiplied = true;
854 case ALPHA_POSTMULTIPLIED:
855 any_postmultiplied = true;
863 node->output_alpha_type = ALPHA_INVALID;
867 // Inputs must be of the same type.
868 if (any_premultiplied && any_postmultiplied) {
869 node->output_alpha_type = ALPHA_INVALID;
873 if (alpha_handling == Effect::INPUT_AND_OUTPUT_ALPHA_PREMULTIPLIED) {
874 // If the effect has asked for premultiplied alpha, check that it has got it.
875 if (any_postmultiplied) {
876 node->output_alpha_type = ALPHA_INVALID;
878 // In some rare cases, it might be advantageous to say
879 // that blank input alpha yields blank output alpha.
880 // However, this would cause a more complex Effect interface
881 // an effect would need to guarantee that it doesn't mess with
882 // blank alpha), so this is the simplest.
883 node->output_alpha_type = ALPHA_PREMULTIPLIED;
886 // OK, all inputs are the same, and this effect is not going
888 assert(alpha_handling == Effect::DONT_CARE_ALPHA_TYPE);
889 if (any_premultiplied) {
890 node->output_alpha_type = ALPHA_PREMULTIPLIED;
891 } else if (any_postmultiplied) {
892 node->output_alpha_type = ALPHA_POSTMULTIPLIED;
894 node->output_alpha_type = ALPHA_BLANK;
900 bool EffectChain::node_needs_colorspace_fix(Node *node)
902 if (node->disabled) {
905 if (node->effect->num_inputs() == 0) {
909 // propagate_gamma_and_color_space() has already set our output
910 // to COLORSPACE_INVALID if the inputs differ, so we can rely on that.
911 if (node->output_color_space == COLORSPACE_INVALID) {
914 return (node->effect->needs_srgb_primaries() && node->output_color_space != COLORSPACE_sRGB);
917 // Fix up color spaces so that there are no COLORSPACE_INVALID nodes left in
918 // the graph. Our strategy is not always optimal, but quite simple:
919 // Find an effect that's as early as possible where the inputs are of
920 // unacceptable colorspaces (that is, either different, or, if the effect only
921 // wants sRGB, not sRGB.) Add appropriate conversions on all its inputs,
922 // propagate the information anew, and repeat until there are no more such
924 void EffectChain::fix_internal_color_spaces()
926 unsigned colorspace_propagation_pass = 0;
930 for (unsigned i = 0; i < nodes.size(); ++i) {
931 Node *node = nodes[i];
932 if (!node_needs_colorspace_fix(node)) {
936 // Go through each input that is not sRGB, and insert
937 // a colorspace conversion before it.
938 for (unsigned j = 0; j < node->incoming_links.size(); ++j) {
939 Node *input = node->incoming_links[j];
940 assert(input->output_color_space != COLORSPACE_INVALID);
941 if (input->output_color_space == COLORSPACE_sRGB) {
944 Node *conversion = add_node(new ColorspaceConversionEffect());
945 CHECK(conversion->effect->set_int("source_space", input->output_color_space));
946 CHECK(conversion->effect->set_int("destination_space", COLORSPACE_sRGB));
947 conversion->output_color_space = COLORSPACE_sRGB;
948 insert_node_between(input, conversion, node);
951 // Re-sort topologically, and propagate the new information.
952 propagate_gamma_and_color_space();
959 sprintf(filename, "step5-colorspacefix-iter%u.dot", ++colorspace_propagation_pass);
960 output_dot(filename);
961 assert(colorspace_propagation_pass < 100);
964 for (unsigned i = 0; i < nodes.size(); ++i) {
965 Node *node = nodes[i];
966 if (node->disabled) {
969 assert(node->output_color_space != COLORSPACE_INVALID);
973 bool EffectChain::node_needs_alpha_fix(Node *node)
975 if (node->disabled) {
979 // propagate_alpha() has already set our output to ALPHA_INVALID if the
980 // inputs differ or we are otherwise in mismatch, so we can rely on that.
981 return (node->output_alpha_type == ALPHA_INVALID);
984 // Fix up alpha so that there are no ALPHA_INVALID nodes left in
985 // the graph. Similar to fix_internal_color_spaces().
986 void EffectChain::fix_internal_alpha(unsigned step)
988 unsigned alpha_propagation_pass = 0;
992 for (unsigned i = 0; i < nodes.size(); ++i) {
993 Node *node = nodes[i];
994 if (!node_needs_alpha_fix(node)) {
998 // If we need to fix up GammaExpansionEffect, then clearly something
999 // is wrong, since the combination of premultiplied alpha and nonlinear inputs
1001 assert(node->effect->effect_type_id() != "GammaExpansionEffect");
1003 AlphaType desired_type = ALPHA_PREMULTIPLIED;
1005 // GammaCompressionEffect is special; it needs postmultiplied alpha.
1006 if (node->effect->effect_type_id() == "GammaCompressionEffect") {
1007 assert(node->incoming_links.size() == 1);
1008 assert(node->incoming_links[0]->output_alpha_type == ALPHA_PREMULTIPLIED);
1009 desired_type = ALPHA_POSTMULTIPLIED;
1012 // Go through each input that is not premultiplied alpha, and insert
1013 // a conversion before it.
1014 for (unsigned j = 0; j < node->incoming_links.size(); ++j) {
1015 Node *input = node->incoming_links[j];
1016 assert(input->output_alpha_type != ALPHA_INVALID);
1017 if (input->output_alpha_type == desired_type ||
1018 input->output_alpha_type == ALPHA_BLANK) {
1022 if (desired_type == ALPHA_PREMULTIPLIED) {
1023 conversion = add_node(new AlphaMultiplicationEffect());
1025 conversion = add_node(new AlphaDivisionEffect());
1027 conversion->output_alpha_type = desired_type;
1028 insert_node_between(input, conversion, node);
1031 // Re-sort topologically, and propagate the new information.
1032 propagate_gamma_and_color_space();
1040 sprintf(filename, "step%u-alphafix-iter%u.dot", step, ++alpha_propagation_pass);
1041 output_dot(filename);
1042 assert(alpha_propagation_pass < 100);
1043 } while (found_any);
1045 for (unsigned i = 0; i < nodes.size(); ++i) {
1046 Node *node = nodes[i];
1047 if (node->disabled) {
1050 assert(node->output_alpha_type != ALPHA_INVALID);
1054 // Make so that the output is in the desired color space.
1055 void EffectChain::fix_output_color_space()
1057 Node *output = find_output_node();
1058 if (output->output_color_space != output_format.color_space) {
1059 Node *conversion = add_node(new ColorspaceConversionEffect());
1060 CHECK(conversion->effect->set_int("source_space", output->output_color_space));
1061 CHECK(conversion->effect->set_int("destination_space", output_format.color_space));
1062 conversion->output_color_space = output_format.color_space;
1063 connect_nodes(output, conversion);
1065 propagate_gamma_and_color_space();
1069 // Make so that the output is in the desired pre-/postmultiplication alpha state.
1070 void EffectChain::fix_output_alpha()
1072 Node *output = find_output_node();
1073 assert(output->output_alpha_type != ALPHA_INVALID);
1074 if (output->output_alpha_type == ALPHA_BLANK) {
1075 // No alpha output, so we don't care.
1078 if (output->output_alpha_type == ALPHA_PREMULTIPLIED &&
1079 output_alpha_format == OUTPUT_ALPHA_POSTMULTIPLIED) {
1080 Node *conversion = add_node(new AlphaDivisionEffect());
1081 connect_nodes(output, conversion);
1083 propagate_gamma_and_color_space();
1085 if (output->output_alpha_type == ALPHA_POSTMULTIPLIED &&
1086 output_alpha_format == OUTPUT_ALPHA_PREMULTIPLIED) {
1087 Node *conversion = add_node(new AlphaMultiplicationEffect());
1088 connect_nodes(output, conversion);
1090 propagate_gamma_and_color_space();
1094 bool EffectChain::node_needs_gamma_fix(Node *node)
1096 if (node->disabled) {
1100 // Small hack since the output is not an explicit node:
1101 // If we are the last node and our output is in the wrong
1102 // space compared to EffectChain's output, we need to fix it.
1103 // This will only take us to linear, but fix_output_gamma()
1104 // will come and take us to the desired output gamma
1107 // This needs to be before everything else, since it could
1108 // even apply to inputs (if they are the only effect).
1109 if (node->outgoing_links.empty() &&
1110 node->output_gamma_curve != output_format.gamma_curve &&
1111 node->output_gamma_curve != GAMMA_LINEAR) {
1115 if (node->effect->num_inputs() == 0) {
1119 // propagate_gamma_and_color_space() has already set our output
1120 // to GAMMA_INVALID if the inputs differ, so we can rely on that,
1121 // except for GammaCompressionEffect.
1122 if (node->output_gamma_curve == GAMMA_INVALID) {
1125 if (node->effect->effect_type_id() == "GammaCompressionEffect") {
1126 assert(node->incoming_links.size() == 1);
1127 return node->incoming_links[0]->output_gamma_curve != GAMMA_LINEAR;
1130 return (node->effect->needs_linear_light() && node->output_gamma_curve != GAMMA_LINEAR);
1133 // Very similar to fix_internal_color_spaces(), but for gamma.
1134 // There is one difference, though; before we start adding conversion nodes,
1135 // we see if we can get anything out of asking the sources to deliver
1136 // linear gamma directly. fix_internal_gamma_by_asking_inputs()
1137 // does that part, while fix_internal_gamma_by_inserting_nodes()
1138 // inserts nodes as needed afterwards.
1139 void EffectChain::fix_internal_gamma_by_asking_inputs(unsigned step)
1141 unsigned gamma_propagation_pass = 0;
1145 for (unsigned i = 0; i < nodes.size(); ++i) {
1146 Node *node = nodes[i];
1147 if (!node_needs_gamma_fix(node)) {
1151 // See if all inputs can give us linear gamma. If not, leave it.
1152 std::vector<Node *> nonlinear_inputs;
1153 find_all_nonlinear_inputs(node, &nonlinear_inputs);
1154 assert(!nonlinear_inputs.empty());
1157 for (unsigned i = 0; i < nonlinear_inputs.size(); ++i) {
1158 Input *input = static_cast<Input *>(nonlinear_inputs[i]->effect);
1159 all_ok &= input->can_output_linear_gamma();
1166 for (unsigned i = 0; i < nonlinear_inputs.size(); ++i) {
1167 CHECK(nonlinear_inputs[i]->effect->set_int("output_linear_gamma", 1));
1168 nonlinear_inputs[i]->output_gamma_curve = GAMMA_LINEAR;
1171 // Re-sort topologically, and propagate the new information.
1172 propagate_gamma_and_color_space();
1179 sprintf(filename, "step%u-gammafix-iter%u.dot", step, ++gamma_propagation_pass);
1180 output_dot(filename);
1181 assert(gamma_propagation_pass < 100);
1182 } while (found_any);
1185 void EffectChain::fix_internal_gamma_by_inserting_nodes(unsigned step)
1187 unsigned gamma_propagation_pass = 0;
1191 for (unsigned i = 0; i < nodes.size(); ++i) {
1192 Node *node = nodes[i];
1193 if (!node_needs_gamma_fix(node)) {
1197 // Special case: We could be an input and still be asked to
1198 // fix our gamma; if so, we should be the only node
1199 // (as node_needs_gamma_fix() would only return true in
1200 // for an input in that case). That means we should insert
1201 // a conversion node _after_ ourselves.
1202 if (node->incoming_links.empty()) {
1203 assert(node->outgoing_links.empty());
1204 Node *conversion = add_node(new GammaExpansionEffect());
1205 CHECK(conversion->effect->set_int("source_curve", node->output_gamma_curve));
1206 conversion->output_gamma_curve = GAMMA_LINEAR;
1207 connect_nodes(node, conversion);
1210 // If not, go through each input that is not linear gamma,
1211 // and insert a gamma conversion before it.
1212 for (unsigned j = 0; j < node->incoming_links.size(); ++j) {
1213 Node *input = node->incoming_links[j];
1214 assert(input->output_gamma_curve != GAMMA_INVALID);
1215 if (input->output_gamma_curve == GAMMA_LINEAR) {
1218 Node *conversion = add_node(new GammaExpansionEffect());
1219 CHECK(conversion->effect->set_int("source_curve", input->output_gamma_curve));
1220 conversion->output_gamma_curve = GAMMA_LINEAR;
1221 insert_node_between(input, conversion, node);
1224 // Re-sort topologically, and propagate the new information.
1226 propagate_gamma_and_color_space();
1233 sprintf(filename, "step%u-gammafix-iter%u.dot", step, ++gamma_propagation_pass);
1234 output_dot(filename);
1235 assert(gamma_propagation_pass < 100);
1236 } while (found_any);
1238 for (unsigned i = 0; i < nodes.size(); ++i) {
1239 Node *node = nodes[i];
1240 if (node->disabled) {
1243 assert(node->output_gamma_curve != GAMMA_INVALID);
1247 // Make so that the output is in the desired gamma.
1248 // Note that this assumes linear input gamma, so it might create the need
1249 // for another pass of fix_internal_gamma().
1250 void EffectChain::fix_output_gamma()
1252 Node *output = find_output_node();
1253 if (output->output_gamma_curve != output_format.gamma_curve) {
1254 Node *conversion = add_node(new GammaCompressionEffect());
1255 CHECK(conversion->effect->set_int("destination_curve", output_format.gamma_curve));
1256 conversion->output_gamma_curve = output_format.gamma_curve;
1257 connect_nodes(output, conversion);
1261 // If the user has requested dither, add a DitherEffect right at the end
1262 // (after GammaCompressionEffect etc.). This needs to be done after everything else,
1263 // since dither is about the only effect that can _not_ be done in linear space.
1264 void EffectChain::add_dither_if_needed()
1266 if (num_dither_bits == 0) {
1269 Node *output = find_output_node();
1270 Node *dither = add_node(new DitherEffect());
1271 CHECK(dither->effect->set_int("num_bits", num_dither_bits));
1272 connect_nodes(output, dither);
1274 dither_effect = dither->effect;
1277 // Find the output node. This is, simply, one that has no outgoing links.
1278 // If there are multiple ones, the graph is malformed (we do not support
1279 // multiple outputs right now).
1280 Node *EffectChain::find_output_node()
1282 std::vector<Node *> output_nodes;
1283 for (unsigned i = 0; i < nodes.size(); ++i) {
1284 Node *node = nodes[i];
1285 if (node->disabled) {
1288 if (node->outgoing_links.empty()) {
1289 output_nodes.push_back(node);
1292 assert(output_nodes.size() == 1);
1293 return output_nodes[0];
1296 void EffectChain::finalize()
1298 // Output the graph as it is before we do any conversions on it.
1299 output_dot("step0-start.dot");
1301 // Give each effect in turn a chance to rewrite its own part of the graph.
1302 // Note that if more effects are added as part of this, they will be
1303 // picked up as part of the same for loop, since they are added at the end.
1304 for (unsigned i = 0; i < nodes.size(); ++i) {
1305 nodes[i]->effect->rewrite_graph(this, nodes[i]);
1307 output_dot("step1-rewritten.dot");
1309 find_color_spaces_for_inputs();
1310 output_dot("step2-input-colorspace.dot");
1313 output_dot("step3-propagated-alpha.dot");
1315 propagate_gamma_and_color_space();
1316 output_dot("step4-propagated-all.dot");
1318 fix_internal_color_spaces();
1319 fix_internal_alpha(6);
1320 fix_output_color_space();
1321 output_dot("step7-output-colorspacefix.dot");
1323 output_dot("step8-output-alphafix.dot");
1325 // Note that we need to fix gamma after colorspace conversion,
1326 // because colorspace conversions might create needs for gamma conversions.
1327 // Also, we need to run an extra pass of fix_internal_gamma() after
1328 // fixing the output gamma, as we only have conversions to/from linear,
1329 // and fix_internal_alpha() since GammaCompressionEffect needs
1330 // postmultiplied input.
1331 fix_internal_gamma_by_asking_inputs(9);
1332 fix_internal_gamma_by_inserting_nodes(10);
1334 output_dot("step11-output-gammafix.dot");
1336 output_dot("step12-output-alpha-propagated.dot");
1337 fix_internal_alpha(13);
1338 output_dot("step14-output-alpha-fixed.dot");
1339 fix_internal_gamma_by_asking_inputs(15);
1340 fix_internal_gamma_by_inserting_nodes(16);
1342 output_dot("step17-before-dither.dot");
1344 add_dither_if_needed();
1346 output_dot("step18-final.dot");
1348 // Construct all needed GLSL programs, starting at the output.
1349 construct_glsl_programs(find_output_node());
1351 output_dot("step19-split-to-phases.dot");
1353 // If we have more than one phase, we need intermediate render-to-texture.
1354 // Construct an FBO, and then as many textures as we need.
1355 // We choose the simplest option of having one texture per output,
1356 // since otherwise this turns into an (albeit simple)
1357 // register allocation problem.
1358 if (phases.size() > 1) {
1359 glGenFramebuffers(1, &fbo);
1361 for (unsigned i = 0; i < phases.size() - 1; ++i) {
1362 inform_input_sizes(phases[i]);
1363 find_output_size(phases[i]);
1365 Node *output_node = phases[i]->effects.back();
1366 glGenTextures(1, &output_node->output_texture);
1368 glBindTexture(GL_TEXTURE_2D, output_node->output_texture);
1370 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
1372 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
1374 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F_ARB, phases[i]->output_width, phases[i]->output_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
1377 output_node->output_texture_width = phases[i]->output_width;
1378 output_node->output_texture_height = phases[i]->output_height;
1380 inform_input_sizes(phases.back());
1383 for (unsigned i = 0; i < inputs.size(); ++i) {
1384 inputs[i]->finalize();
1387 assert(phases[0]->inputs.empty());
1392 void EffectChain::render_to_fbo(GLuint dest_fbo, unsigned width, unsigned height)
1396 // Save original viewport.
1397 GLuint x = 0, y = 0;
1399 if (width == 0 && height == 0) {
1401 glGetIntegerv(GL_VIEWPORT, viewport);
1404 width = viewport[2];
1405 height = viewport[3];
1409 glDisable(GL_BLEND);
1411 glDisable(GL_DEPTH_TEST);
1413 glDepthMask(GL_FALSE);
1416 glMatrixMode(GL_PROJECTION);
1418 glOrtho(0.0, 1.0, 0.0, 1.0, 0.0, 1.0);
1420 glMatrixMode(GL_MODELVIEW);
1423 if (phases.size() > 1) {
1424 glBindFramebuffer(GL_FRAMEBUFFER, fbo);
1428 std::set<Node *> generated_mipmaps;
1430 for (unsigned phase = 0; phase < phases.size(); ++phase) {
1431 // See if the requested output size has changed. If so, we need to recreate
1432 // the texture (and before we start setting up inputs).
1433 inform_input_sizes(phases[phase]);
1434 if (phase != phases.size() - 1) {
1435 find_output_size(phases[phase]);
1437 Node *output_node = phases[phase]->effects.back();
1439 if (output_node->output_texture_width != phases[phase]->output_width ||
1440 output_node->output_texture_height != phases[phase]->output_height) {
1441 glActiveTexture(GL_TEXTURE0);
1443 glBindTexture(GL_TEXTURE_2D, output_node->output_texture);
1445 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F_ARB, phases[phase]->output_width, phases[phase]->output_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
1447 glBindTexture(GL_TEXTURE_2D, 0);
1450 output_node->output_texture_width = phases[phase]->output_width;
1451 output_node->output_texture_height = phases[phase]->output_height;
1455 glUseProgram(phases[phase]->glsl_program_num);
1458 // Set up RTT inputs for this phase.
1459 for (unsigned sampler = 0; sampler < phases[phase]->inputs.size(); ++sampler) {
1460 glActiveTexture(GL_TEXTURE0 + sampler);
1461 Node *input = phases[phase]->inputs[sampler];
1462 glBindTexture(GL_TEXTURE_2D, input->output_texture);
1464 if (phases[phase]->input_needs_mipmaps) {
1465 if (generated_mipmaps.count(input) == 0) {
1466 glGenerateMipmap(GL_TEXTURE_2D);
1468 generated_mipmaps.insert(input);
1470 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
1473 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
1477 std::string texture_name = std::string("tex_") + input->effect_id;
1478 glUniform1i(glGetUniformLocation(phases[phase]->glsl_program_num, texture_name.c_str()), sampler);
1482 // And now the output.
1483 if (phase == phases.size() - 1) {
1484 // Last phase goes to the output the user specified.
1485 glBindFramebuffer(GL_FRAMEBUFFER, dest_fbo);
1487 glViewport(x, y, width, height);
1488 if (dither_effect != NULL) {
1489 CHECK(dither_effect->set_int("output_width", width));
1490 CHECK(dither_effect->set_int("output_height", height));
1493 Node *output_node = phases[phase]->effects.back();
1494 glFramebufferTexture2D(
1496 GL_COLOR_ATTACHMENT0,
1498 output_node->output_texture,
1501 glViewport(0, 0, phases[phase]->output_width, phases[phase]->output_height);
1504 // Give the required parameters to all the effects.
1505 unsigned sampler_num = phases[phase]->inputs.size();
1506 for (unsigned i = 0; i < phases[phase]->effects.size(); ++i) {
1507 Node *node = phases[phase]->effects[i];
1508 node->effect->set_gl_state(phases[phase]->glsl_program_num, node->effect_id, &sampler_num);
1515 glTexCoord2f(0.0f, 0.0f);
1516 glVertex2f(0.0f, 0.0f);
1518 glTexCoord2f(1.0f, 0.0f);
1519 glVertex2f(1.0f, 0.0f);
1521 glTexCoord2f(1.0f, 1.0f);
1522 glVertex2f(1.0f, 1.0f);
1524 glTexCoord2f(0.0f, 1.0f);
1525 glVertex2f(0.0f, 1.0f);
1530 for (unsigned i = 0; i < phases[phase]->effects.size(); ++i) {
1531 Node *node = phases[phase]->effects[i];
1532 node->effect->clear_gl_state();