1 #define GL_GLEXT_PROTOTYPES 1
14 #include "effect_chain.h"
15 #include "gamma_expansion_effect.h"
16 #include "gamma_compression_effect.h"
17 #include "colorspace_conversion_effect.h"
21 EffectChain::EffectChain(float aspect_nom, float aspect_denom)
22 : aspect_nom(aspect_nom),
23 aspect_denom(aspect_denom),
26 Input *EffectChain::add_input(Input *input)
28 inputs.push_back(input);
30 Node *node = add_node(input);
31 node->output_color_space = input->get_color_space();
32 node->output_gamma_curve = input->get_gamma_curve();
36 void EffectChain::add_output(const ImageFormat &format)
38 output_format = format;
41 Node *EffectChain::add_node(Effect *effect)
44 sprintf(effect_id, "eff%u", (unsigned)nodes.size());
46 Node *node = new Node;
47 node->effect = effect;
48 node->disabled = false;
49 node->effect_id = effect_id;
50 node->output_color_space = COLORSPACE_INVALID;
51 node->output_gamma_curve = GAMMA_INVALID;
53 nodes.push_back(node);
54 node_map[effect] = node;
58 void EffectChain::connect_nodes(Node *sender, Node *receiver)
60 sender->outgoing_links.push_back(receiver);
61 receiver->incoming_links.push_back(sender);
64 void EffectChain::replace_receiver(Node *old_receiver, Node *new_receiver)
66 new_receiver->incoming_links = old_receiver->incoming_links;
67 old_receiver->incoming_links.clear();
69 for (unsigned i = 0; i < new_receiver->incoming_links.size(); ++i) {
70 Node *sender = new_receiver->incoming_links[i];
71 for (unsigned j = 0; j < sender->outgoing_links.size(); ++j) {
72 if (sender->outgoing_links[j] == old_receiver) {
73 sender->outgoing_links[j] = new_receiver;
79 void EffectChain::replace_sender(Node *old_sender, Node *new_sender)
81 new_sender->outgoing_links = old_sender->outgoing_links;
82 old_sender->outgoing_links.clear();
84 for (unsigned i = 0; i < new_sender->outgoing_links.size(); ++i) {
85 Node *receiver = new_sender->outgoing_links[i];
86 for (unsigned j = 0; j < receiver->incoming_links.size(); ++j) {
87 if (receiver->incoming_links[j] == old_sender) {
88 receiver->incoming_links[j] = new_sender;
94 void EffectChain::insert_node_between(Node *sender, Node *middle, Node *receiver)
96 for (unsigned i = 0; i < sender->outgoing_links.size(); ++i) {
97 if (sender->outgoing_links[i] == receiver) {
98 sender->outgoing_links[i] = middle;
99 middle->incoming_links.push_back(sender);
102 for (unsigned i = 0; i < receiver->incoming_links.size(); ++i) {
103 if (receiver->incoming_links[i] == sender) {
104 receiver->incoming_links[i] = middle;
105 middle->outgoing_links.push_back(receiver);
109 assert(middle->incoming_links.size() == middle->effect->num_inputs());
112 void EffectChain::find_all_nonlinear_inputs(Node *node, std::vector<Node *> *nonlinear_inputs)
114 if (node->output_gamma_curve == GAMMA_LINEAR) {
117 if (node->effect->num_inputs() == 0) {
118 nonlinear_inputs->push_back(node);
120 assert(node->effect->num_inputs() == node->incoming_links.size());
121 for (unsigned i = 0; i < node->incoming_links.size(); ++i) {
122 find_all_nonlinear_inputs(node->incoming_links[i], nonlinear_inputs);
127 Effect *EffectChain::add_effect(Effect *effect, const std::vector<Effect *> &inputs)
129 assert(inputs.size() == effect->num_inputs());
130 Node *node = add_node(effect);
131 for (unsigned i = 0; i < inputs.size(); ++i) {
132 assert(node_map.count(inputs[i]) != 0);
133 connect_nodes(node_map[inputs[i]], node);
138 // GLSL pre-1.30 doesn't support token pasting. Replace PREFIX(x) with <effect_id>_x.
139 std::string replace_prefix(const std::string &text, const std::string &prefix)
144 while (start < text.size()) {
145 size_t pos = text.find("PREFIX(", start);
146 if (pos == std::string::npos) {
147 output.append(text.substr(start, std::string::npos));
151 output.append(text.substr(start, pos - start));
152 output.append(prefix);
155 pos += strlen("PREFIX(");
157 // Output stuff until we find the matching ), which we then eat.
159 size_t end_arg_pos = pos;
160 while (end_arg_pos < text.size()) {
161 if (text[end_arg_pos] == '(') {
163 } else if (text[end_arg_pos] == ')') {
171 output.append(text.substr(pos, end_arg_pos - pos));
179 Phase *EffectChain::compile_glsl_program(
180 const std::vector<Node *> &inputs,
181 const std::vector<Node *> &effects)
183 assert(!effects.empty());
185 // Deduplicate the inputs.
186 std::vector<Node *> true_inputs = inputs;
187 std::sort(true_inputs.begin(), true_inputs.end());
188 true_inputs.erase(std::unique(true_inputs.begin(), true_inputs.end()), true_inputs.end());
190 bool input_needs_mipmaps = false;
191 std::string frag_shader = read_file("header.frag");
193 // Create functions for all the texture inputs that we need.
194 for (unsigned i = 0; i < true_inputs.size(); ++i) {
195 Node *input = true_inputs[i];
197 frag_shader += std::string("uniform sampler2D tex_") + input->effect_id + ";\n";
198 frag_shader += std::string("vec4 ") + input->effect_id + "(vec2 tc) {\n";
199 frag_shader += "\treturn texture2D(tex_" + input->effect_id + ", tc);\n";
200 frag_shader += "}\n";
204 for (unsigned i = 0; i < effects.size(); ++i) {
205 Node *node = effects[i];
207 if (node->incoming_links.size() == 1) {
208 frag_shader += std::string("#define INPUT ") + node->incoming_links[0]->effect_id + "\n";
210 for (unsigned j = 0; j < node->incoming_links.size(); ++j) {
212 sprintf(buf, "#define INPUT%d %s\n", j + 1, node->incoming_links[j]->effect_id.c_str());
218 frag_shader += std::string("#define FUNCNAME ") + node->effect_id + "\n";
219 frag_shader += replace_prefix(node->effect->output_convenience_uniforms(), node->effect_id);
220 frag_shader += replace_prefix(node->effect->output_fragment_shader(), node->effect_id);
221 frag_shader += "#undef PREFIX\n";
222 frag_shader += "#undef FUNCNAME\n";
223 if (node->incoming_links.size() == 1) {
224 frag_shader += "#undef INPUT\n";
226 for (unsigned j = 0; j < node->incoming_links.size(); ++j) {
228 sprintf(buf, "#undef INPUT%d\n", j + 1);
234 input_needs_mipmaps |= node->effect->needs_mipmaps();
236 for (unsigned i = 0; i < effects.size(); ++i) {
237 Node *node = effects[i];
238 if (node->effect->num_inputs() == 0) {
239 node->effect->set_int("needs_mipmaps", input_needs_mipmaps);
242 frag_shader += std::string("#define INPUT ") + effects.back()->effect_id + "\n";
243 frag_shader.append(read_file("footer.frag"));
244 printf("%s\n", frag_shader.c_str());
246 GLuint glsl_program_num = glCreateProgram();
247 GLuint vs_obj = compile_shader(read_file("vs.vert"), GL_VERTEX_SHADER);
248 GLuint fs_obj = compile_shader(frag_shader, GL_FRAGMENT_SHADER);
249 glAttachShader(glsl_program_num, vs_obj);
251 glAttachShader(glsl_program_num, fs_obj);
253 glLinkProgram(glsl_program_num);
256 Phase *phase = new Phase;
257 phase->glsl_program_num = glsl_program_num;
258 phase->input_needs_mipmaps = input_needs_mipmaps;
259 phase->inputs = true_inputs;
260 phase->effects = effects;
265 // Construct GLSL programs, starting at the given effect and following
266 // the chain from there. We end a program every time we come to an effect
267 // marked as "needs texture bounce", one that is used by multiple other
268 // effects, every time an effect wants to change the output size,
269 // and of course at the end.
271 // We follow a quite simple depth-first search from the output, although
272 // without any explicit recursion.
273 void EffectChain::construct_glsl_programs(Node *output)
275 // Which effects have already been completed in this phase?
276 // We need to keep track of it, as an effect with multiple outputs
277 // could otherwise be calculate multiple times.
278 std::set<Node *> completed_effects;
280 // Effects in the current phase, as well as inputs (outputs from other phases
281 // that we depend on). Note that since we start iterating from the end,
282 // the effect list will be in the reverse order.
283 std::vector<Node *> this_phase_inputs;
284 std::vector<Node *> this_phase_effects;
286 // Effects that we have yet to calculate, but that we know should
287 // be in the current phase.
288 std::stack<Node *> effects_todo_this_phase;
290 // Effects that we have yet to calculate, but that come from other phases.
291 // We delay these until we have this phase done in its entirety,
292 // at which point we pick any of them and start a new phase from that.
293 std::stack<Node *> effects_todo_other_phases;
295 effects_todo_this_phase.push(output);
297 for ( ;; ) { // Termination condition within loop.
298 if (!effects_todo_this_phase.empty()) {
299 // OK, we have more to do this phase.
300 Node *node = effects_todo_this_phase.top();
301 effects_todo_this_phase.pop();
303 // This should currently only happen for effects that are phase outputs,
304 // and we throw those out separately below.
305 assert(completed_effects.count(node) == 0);
307 this_phase_effects.push_back(node);
308 completed_effects.insert(node);
310 // Find all the dependencies of this effect, and add them to the stack.
311 std::vector<Node *> deps = node->incoming_links;
312 assert(node->effect->num_inputs() == deps.size());
313 for (unsigned i = 0; i < deps.size(); ++i) {
314 bool start_new_phase = false;
316 // FIXME: If we sample directly from a texture, we won't need this.
317 if (node->effect->needs_texture_bounce()) {
318 start_new_phase = true;
321 if (deps[i]->outgoing_links.size() > 1 && deps[i]->effect->num_inputs() > 0) {
322 // More than one effect uses this as the input,
323 // and it is not a texture itself.
324 // The easiest thing to do (and probably also the safest
325 // performance-wise in most cases) is to bounce it to a texture
326 // and then let the next passes read from that.
327 start_new_phase = true;
330 if (deps[i]->effect->changes_output_size()) {
331 start_new_phase = true;
334 if (start_new_phase) {
335 effects_todo_other_phases.push(deps[i]);
336 this_phase_inputs.push_back(deps[i]);
338 effects_todo_this_phase.push(deps[i]);
344 // No more effects to do this phase. Take all the ones we have,
345 // and create a GLSL program for it.
346 if (!this_phase_effects.empty()) {
347 reverse(this_phase_effects.begin(), this_phase_effects.end());
348 phases.push_back(compile_glsl_program(this_phase_inputs, this_phase_effects));
349 this_phase_effects.back()->phase = phases.back();
350 this_phase_inputs.clear();
351 this_phase_effects.clear();
353 assert(this_phase_inputs.empty());
354 assert(this_phase_effects.empty());
356 // If we have no effects left, exit.
357 if (effects_todo_other_phases.empty()) {
361 Node *node = effects_todo_other_phases.top();
362 effects_todo_other_phases.pop();
364 if (completed_effects.count(node) == 0) {
365 // Start a new phase, calculating from this effect.
366 effects_todo_this_phase.push(node);
370 // Finally, since the phases are found from the output but must be executed
371 // from the input(s), reverse them, too.
372 std::reverse(phases.begin(), phases.end());
375 void EffectChain::output_dot(const char *filename)
377 FILE *fp = fopen(filename, "w");
383 fprintf(fp, "digraph G {\n");
384 for (unsigned i = 0; i < nodes.size(); ++i) {
385 fprintf(fp, " n%ld [label=\"%s\"];\n", (long)nodes[i], nodes[i]->effect->effect_type_id().c_str());
386 for (unsigned j = 0; j < nodes[i]->outgoing_links.size(); ++j) {
387 std::vector<std::string> labels;
389 if (nodes[i]->outgoing_links[j]->effect->needs_texture_bounce()) {
390 labels.push_back("needs_bounce");
392 if (nodes[i]->effect->changes_output_size()) {
393 labels.push_back("resize");
396 switch (nodes[i]->output_color_space) {
397 case COLORSPACE_INVALID:
398 labels.push_back("spc[invalid]");
400 case COLORSPACE_REC_601_525:
401 labels.push_back("spc[rec601-525]");
403 case COLORSPACE_REC_601_625:
404 labels.push_back("spc[rec601-625]");
410 switch (nodes[i]->output_gamma_curve) {
412 labels.push_back("gamma[invalid]");
415 labels.push_back("gamma[sRGB]");
417 case GAMMA_REC_601: // and GAMMA_REC_709
418 labels.push_back("gamma[rec601/709]");
424 if (labels.empty()) {
425 fprintf(fp, " n%ld -> n%ld;\n", (long)nodes[i], (long)nodes[i]->outgoing_links[j]);
427 std::string label = labels[0];
428 for (unsigned k = 1; k < labels.size(); ++k) {
429 label += ", " + labels[k];
431 fprintf(fp, " n%ld -> n%ld [label=\"%s\"];\n", (long)nodes[i], (long)nodes[i]->outgoing_links[j], label.c_str());
440 unsigned EffectChain::fit_rectangle_to_aspect(unsigned width, unsigned height)
442 if (float(width) * aspect_denom >= float(height) * aspect_nom) {
443 // Same aspect, or W/H > aspect (image is wider than the frame).
444 // In either case, keep width.
447 // W/H < aspect (image is taller than the frame), so keep height,
448 // and adjust width correspondingly.
449 return lrintf(height * aspect_nom / aspect_denom);
453 void EffectChain::find_output_size(Phase *phase)
455 Node *output_node = phase->effects.back();
457 // If the last effect explicitly sets an output size,
459 if (output_node->effect->changes_output_size()) {
460 output_node->effect->get_output_size(&phase->output_width, &phase->output_height);
464 // If not, look at the input phases and textures.
465 // We select the largest one (by fit into the current aspect).
466 unsigned best_width = 0;
467 for (unsigned i = 0; i < phase->inputs.size(); ++i) {
468 Node *input = phase->inputs[i];
469 assert(input->phase->output_width != 0);
470 assert(input->phase->output_height != 0);
471 unsigned width = fit_rectangle_to_aspect(input->phase->output_width, input->phase->output_height);
472 if (width > best_width) {
476 for (unsigned i = 0; i < phase->effects.size(); ++i) {
477 Effect *effect = phase->effects[i]->effect;
478 if (effect->num_inputs() != 0) {
482 Input *input = static_cast<Input *>(effect);
483 unsigned width = fit_rectangle_to_aspect(input->get_width(), input->get_height());
484 if (width > best_width) {
488 assert(best_width != 0);
489 phase->output_width = best_width;
490 phase->output_height = best_width * aspect_denom / aspect_nom;
493 void EffectChain::sort_nodes_topologically()
495 std::set<Node *> visited_nodes;
496 std::vector<Node *> sorted_list;
497 for (unsigned i = 0; i < nodes.size(); ++i) {
498 if (nodes[i]->incoming_links.size() == 0) {
499 topological_sort_visit_node(nodes[i], &visited_nodes, &sorted_list);
502 reverse(sorted_list.begin(), sorted_list.end());
506 void EffectChain::topological_sort_visit_node(Node *node, std::set<Node *> *visited_nodes, std::vector<Node *> *sorted_list)
508 if (visited_nodes->count(node) != 0) {
511 visited_nodes->insert(node);
512 for (unsigned i = 0; i < node->outgoing_links.size(); ++i) {
513 topological_sort_visit_node(node->outgoing_links[i], visited_nodes, sorted_list);
515 sorted_list->push_back(node);
518 // Propagate gamma and color space information as far as we can in the graph.
519 // The rules are simple: Anything where all the inputs agree, get that as
520 // output as well. Anything else keeps having *_INVALID.
521 void EffectChain::propagate_gamma_and_color_space()
523 // We depend on going through the nodes in order.
524 sort_nodes_topologically();
526 for (unsigned i = 0; i < nodes.size(); ++i) {
527 Node *node = nodes[i];
528 if (node->disabled) {
531 assert(node->incoming_links.size() == node->effect->num_inputs());
532 if (node->incoming_links.size() == 0) {
533 assert(node->output_color_space != COLORSPACE_INVALID);
534 assert(node->output_gamma_curve != GAMMA_INVALID);
538 ColorSpace color_space = node->incoming_links[0]->output_color_space;
539 GammaCurve gamma_curve = node->incoming_links[0]->output_gamma_curve;
540 for (unsigned j = 1; j < node->incoming_links.size(); ++j) {
541 if (node->incoming_links[j]->output_color_space != color_space) {
542 color_space = COLORSPACE_INVALID;
544 if (node->incoming_links[j]->output_gamma_curve != gamma_curve) {
545 gamma_curve = GAMMA_INVALID;
549 // The conversion effects already have their outputs set correctly,
550 // so leave them alone.
551 if (node->effect->effect_type_id() != "ColorSpaceConversionEffect") {
552 node->output_color_space = color_space;
554 if (node->effect->effect_type_id() != "GammaCompressionEffect" &&
555 node->effect->effect_type_id() != "GammaExpansionEffect") {
556 node->output_gamma_curve = gamma_curve;
561 bool EffectChain::node_needs_colorspace_fix(Node *node)
563 if (node->disabled) {
566 if (node->effect->num_inputs() == 0) {
570 // propagate_gamma_and_color_space() has already set our output
571 // to COLORSPACE_INVALID if the inputs differ, so we can rely on that.
572 if (node->output_color_space == COLORSPACE_INVALID) {
575 return (node->effect->needs_srgb_primaries() && node->output_color_space != COLORSPACE_sRGB);
578 // Fix up color spaces so that there are no COLORSPACE_INVALID nodes left in
579 // the graph. Our strategy is not always optimal, but quite simple:
580 // Find an effect that's as early as possible where the inputs are of
581 // unacceptable colorspaces (that is, either different, or, if the effect only
582 // wants sRGB, not sRGB.) Add appropriate conversions on all its inputs,
583 // propagate the information anew, and repeat until there are no more such
585 void EffectChain::fix_internal_color_spaces()
587 unsigned colorspace_propagation_pass = 0;
591 for (unsigned i = 0; i < nodes.size(); ++i) {
592 Node *node = nodes[i];
593 if (!node_needs_colorspace_fix(node)) {
597 // Go through each input that is not sRGB, and insert
598 // a colorspace conversion before it.
599 for (unsigned j = 0; j < node->incoming_links.size(); ++j) {
600 Node *input = node->incoming_links[j];
601 assert(input->output_color_space != COLORSPACE_INVALID);
602 if (input->output_color_space == COLORSPACE_sRGB) {
605 Node *conversion = add_node(new ColorSpaceConversionEffect());
606 conversion->effect->set_int("source_space", input->output_color_space);
607 conversion->effect->set_int("destination_space", COLORSPACE_sRGB);
608 conversion->output_color_space = COLORSPACE_sRGB;
609 insert_node_between(input, conversion, node);
612 // Re-sort topologically, and propagate the new information.
613 propagate_gamma_and_color_space();
620 sprintf(filename, "step3-colorspacefix-iter%u.dot", ++colorspace_propagation_pass);
621 output_dot(filename);
622 assert(colorspace_propagation_pass < 100);
625 for (unsigned i = 0; i < nodes.size(); ++i) {
626 Node *node = nodes[i];
627 if (node->disabled) {
630 assert(node->output_color_space != COLORSPACE_INVALID);
634 // Make so that the output is in the desired color space.
635 void EffectChain::fix_output_color_space()
637 Node *output = find_output_node();
638 if (output->output_color_space != output_format.color_space) {
639 Node *conversion = add_node(new ColorSpaceConversionEffect());
640 conversion->effect->set_int("source_space", output->output_color_space);
641 conversion->effect->set_int("destination_space", output_format.color_space);
642 conversion->output_color_space = output_format.color_space;
643 connect_nodes(output, conversion);
647 bool EffectChain::node_needs_gamma_fix(Node *node)
649 if (node->disabled) {
652 if (node->effect->num_inputs() == 0) {
656 // propagate_gamma_and_color_space() has already set our output
657 // to GAMMA_INVALID if the inputs differ, so we can rely on that,
658 // except for GammaCompressionEffect.
659 if (node->output_gamma_curve == GAMMA_INVALID) {
662 if (node->effect->effect_type_id() == "GammaCompressionEffect") {
663 assert(node->incoming_links.size() == 1);
664 return node->incoming_links[0]->output_gamma_curve != GAMMA_LINEAR;
666 return (node->effect->needs_linear_light() && node->output_gamma_curve != GAMMA_LINEAR);
669 // Very similar to fix_internal_color_spaces(), but for gamma.
670 // There is one difference, though; before we start adding conversion nodes,
671 // we see if we can get anything out of asking the sources to deliver
672 // linear gamma directly. fix_internal_gamma_by_asking_inputs()
673 // does that part, while fix_internal_gamma_by_inserting_nodes()
674 // inserts nodes as needed afterwards.
675 void EffectChain::fix_internal_gamma_by_asking_inputs(unsigned step)
677 unsigned gamma_propagation_pass = 0;
681 for (unsigned i = 0; i < nodes.size(); ++i) {
682 Node *node = nodes[i];
683 if (!node_needs_gamma_fix(node)) {
687 // See if all inputs can give us linear gamma. If not, leave it.
688 std::vector<Node *> nonlinear_inputs;
689 find_all_nonlinear_inputs(node, &nonlinear_inputs);
692 for (unsigned i = 0; i < nonlinear_inputs.size(); ++i) {
693 Input *input = static_cast<Input *>(nonlinear_inputs[i]->effect);
694 all_ok &= input->can_output_linear_gamma();
701 for (unsigned i = 0; i < nonlinear_inputs.size(); ++i) {
702 nonlinear_inputs[i]->effect->set_int("output_linear_gamma", 1);
703 nonlinear_inputs[i]->output_gamma_curve = GAMMA_LINEAR;
706 // Re-sort topologically, and propagate the new information.
707 propagate_gamma_and_color_space();
714 sprintf(filename, "step%u-gammafix-iter%u.dot", step, ++gamma_propagation_pass);
715 output_dot(filename);
716 assert(gamma_propagation_pass < 100);
720 void EffectChain::fix_internal_gamma_by_inserting_nodes(unsigned step)
722 unsigned gamma_propagation_pass = 0;
726 for (unsigned i = 0; i < nodes.size(); ++i) {
727 Node *node = nodes[i];
728 if (!node_needs_gamma_fix(node)) {
732 // Go through each input that is not linear gamma, and insert
733 // a gamma conversion before it.
734 for (unsigned j = 0; j < node->incoming_links.size(); ++j) {
735 Node *input = node->incoming_links[j];
736 assert(input->output_gamma_curve != GAMMA_INVALID);
737 if (input->output_gamma_curve == GAMMA_LINEAR) {
740 Node *conversion = add_node(new GammaExpansionEffect());
741 conversion->effect->set_int("destination_curve", GAMMA_LINEAR);
742 conversion->output_gamma_curve = GAMMA_LINEAR;
743 insert_node_between(input, conversion, node);
746 // Re-sort topologically, and propagate the new information.
747 propagate_gamma_and_color_space();
754 sprintf(filename, "step%u-gammafix-iter%u.dot", step, ++gamma_propagation_pass);
755 output_dot(filename);
756 assert(gamma_propagation_pass < 100);
759 for (unsigned i = 0; i < nodes.size(); ++i) {
760 Node *node = nodes[i];
761 if (node->disabled) {
764 assert(node->output_gamma_curve != GAMMA_INVALID);
768 // Make so that the output is in the desired gamma.
769 // Note that this assumes linear input gamma, so it might create the need
770 // for another pass of fix_internal_gamma().
771 void EffectChain::fix_output_gamma()
773 Node *output = find_output_node();
774 if (output->output_gamma_curve != output_format.gamma_curve) {
775 Node *conversion = add_node(new GammaCompressionEffect());
776 conversion->effect->set_int("destination_curve", output_format.gamma_curve);
777 conversion->output_gamma_curve = output_format.gamma_curve;
778 connect_nodes(output, conversion);
782 // Find the output node. This is, simply, one that has no outgoing links.
783 // If there are multiple ones, the graph is malformed (we do not support
784 // multiple outputs right now).
785 Node *EffectChain::find_output_node()
787 std::vector<Node *> output_nodes;
788 for (unsigned i = 0; i < nodes.size(); ++i) {
789 Node *node = nodes[i];
790 if (node->disabled) {
793 if (node->outgoing_links.empty()) {
794 output_nodes.push_back(node);
797 assert(output_nodes.size() == 1);
798 return output_nodes[0];
801 void EffectChain::finalize()
803 // Output the graph as it is before we do any conversions on it.
804 output_dot("step0-start.dot");
806 // Give each effect in turn a chance to rewrite its own part of the graph.
807 // Note that if more effects are added as part of this, they will be
808 // picked up as part of the same for loop, since they are added at the end.
809 for (unsigned i = 0; i < nodes.size(); ++i) {
810 nodes[i]->effect->rewrite_graph(this, nodes[i]);
812 output_dot("step1-rewritten.dot");
814 propagate_gamma_and_color_space();
815 output_dot("step2-propagated.dot");
817 fix_internal_color_spaces();
818 fix_output_color_space();
819 output_dot("step4-output-colorspacefix.dot");
821 // Note that we need to fix gamma after colorspace conversion,
822 // because colorspace conversions might create needs for gamma conversions.
823 // Also, we need to run an extra pass of fix_internal_gamma() after
824 // fixing the output gamma, as we only have conversions to/from linear.
825 fix_internal_gamma_by_asking_inputs(5);
826 fix_internal_gamma_by_inserting_nodes(6);
828 output_dot("step8-output-gammafix.dot");
829 fix_internal_gamma_by_asking_inputs(9);
830 fix_internal_gamma_by_inserting_nodes(10);
832 output_dot("step11-final.dot");
834 // Construct all needed GLSL programs, starting at the output.
835 construct_glsl_programs(find_output_node());
837 // If we have more than one phase, we need intermediate render-to-texture.
838 // Construct an FBO, and then as many textures as we need.
839 // We choose the simplest option of having one texture per output,
840 // since otherwise this turns into an (albeit simple)
841 // register allocation problem.
842 if (phases.size() > 1) {
843 glGenFramebuffers(1, &fbo);
845 for (unsigned i = 0; i < phases.size() - 1; ++i) {
846 find_output_size(phases[i]);
848 Node *output_node = phases[i]->effects.back();
849 glGenTextures(1, &output_node->output_texture);
851 glBindTexture(GL_TEXTURE_2D, output_node->output_texture);
853 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
855 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
857 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F_ARB, phases[i]->output_width, phases[i]->output_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
860 output_node->output_texture_width = phases[i]->output_width;
861 output_node->output_texture_height = phases[i]->output_height;
865 for (unsigned i = 0; i < inputs.size(); ++i) {
866 inputs[i]->finalize();
869 assert(phases[0]->inputs.empty());
874 void EffectChain::render_to_screen()
878 // Save original viewport.
880 glGetIntegerv(GL_VIEWPORT, viewport);
885 glDisable(GL_DEPTH_TEST);
887 glDepthMask(GL_FALSE);
890 glMatrixMode(GL_PROJECTION);
892 glOrtho(0.0, 1.0, 0.0, 1.0, 0.0, 1.0);
894 glMatrixMode(GL_MODELVIEW);
897 if (phases.size() > 1) {
898 glBindFramebuffer(GL_FRAMEBUFFER, fbo);
902 std::set<Node *> generated_mipmaps;
904 for (unsigned phase = 0; phase < phases.size(); ++phase) {
905 // See if the requested output size has changed. If so, we need to recreate
906 // the texture (and before we start setting up inputs).
907 if (phase != phases.size() - 1) {
908 find_output_size(phases[phase]);
910 Node *output_node = phases[phase]->effects.back();
912 if (output_node->output_texture_width != phases[phase]->output_width ||
913 output_node->output_texture_height != phases[phase]->output_height) {
914 glActiveTexture(GL_TEXTURE0);
916 glBindTexture(GL_TEXTURE_2D, output_node->output_texture);
918 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F_ARB, phases[phase]->output_width, phases[phase]->output_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
920 glBindTexture(GL_TEXTURE_2D, 0);
923 output_node->output_texture_width = phases[phase]->output_width;
924 output_node->output_texture_height = phases[phase]->output_height;
928 glUseProgram(phases[phase]->glsl_program_num);
931 // Set up RTT inputs for this phase.
932 for (unsigned sampler = 0; sampler < phases[phase]->inputs.size(); ++sampler) {
933 glActiveTexture(GL_TEXTURE0 + sampler);
934 Node *input = phases[phase]->inputs[sampler];
935 glBindTexture(GL_TEXTURE_2D, input->output_texture);
937 if (phases[phase]->input_needs_mipmaps) {
938 if (generated_mipmaps.count(input) == 0) {
939 glGenerateMipmap(GL_TEXTURE_2D);
941 generated_mipmaps.insert(input);
943 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
946 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
950 std::string texture_name = std::string("tex_") + input->effect_id;
951 glUniform1i(glGetUniformLocation(phases[phase]->glsl_program_num, texture_name.c_str()), sampler);
955 // And now the output.
956 if (phase == phases.size() - 1) {
957 // Last phase goes directly to the screen.
958 glBindFramebuffer(GL_FRAMEBUFFER, 0);
960 glViewport(viewport[0], viewport[1], viewport[2], viewport[3]);
962 Node *output_node = phases[phase]->effects.back();
963 glFramebufferTexture2D(
965 GL_COLOR_ATTACHMENT0,
967 output_node->output_texture,
970 glViewport(0, 0, phases[phase]->output_width, phases[phase]->output_height);
973 // Give the required parameters to all the effects.
974 unsigned sampler_num = phases[phase]->inputs.size();
975 for (unsigned i = 0; i < phases[phase]->effects.size(); ++i) {
976 Node *node = phases[phase]->effects[i];
977 node->effect->set_gl_state(phases[phase]->glsl_program_num, node->effect_id, &sampler_num);
984 glTexCoord2f(0.0f, 0.0f);
985 glVertex2f(0.0f, 0.0f);
987 glTexCoord2f(1.0f, 0.0f);
988 glVertex2f(1.0f, 0.0f);
990 glTexCoord2f(1.0f, 1.0f);
991 glVertex2f(1.0f, 1.0f);
993 glTexCoord2f(0.0f, 1.0f);
994 glVertex2f(0.0f, 1.0f);
999 for (unsigned i = 0; i < phases[phase]->effects.size(); ++i) {
1000 Node *node = phases[phase]->effects[i];
1001 node->effect->clear_gl_state();