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?
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) {
352 if (find(this_phase_effects.begin(), this_phase_effects.end(), node) != this_phase_effects.end()) {
356 assert(completed_effects.count(node) == 0);
359 this_phase_effects.push_back(node);
360 completed_effects.insert(node);
362 // Find all the dependencies of this effect, and add them to the stack.
363 std::vector<Node *> deps = node->incoming_links;
364 assert(node->effect->num_inputs() == deps.size());
365 for (unsigned i = 0; i < deps.size(); ++i) {
366 bool start_new_phase = false;
368 // FIXME: If we sample directly from a texture, we won't need this.
369 if (node->effect->needs_texture_bounce()) {
370 start_new_phase = true;
373 if (deps[i]->outgoing_links.size() > 1) {
374 if (deps[i]->effect->num_inputs() > 0) {
375 // More than one effect uses this as the input,
376 // and it is not a texture itself.
377 // The easiest thing to do (and probably also the safest
378 // performance-wise in most cases) is to bounce it to a texture
379 // and then let the next passes read from that.
380 start_new_phase = true;
382 // For textures, we try to be slightly more clever;
383 // if none of our outputs need a bounce, we don't bounce
384 // but instead simply use the effect many times.
386 // Strictly speaking, we could bounce it for some outputs
387 // and use it directly for others, but the processing becomes
388 // somewhat simpler if the effect is only used in one such way.
389 for (unsigned j = 0; j < deps[i]->outgoing_links.size(); ++j) {
390 Node *rdep = deps[i]->outgoing_links[j];
391 start_new_phase |= rdep->effect->needs_texture_bounce();
396 if (deps[i]->effect->changes_output_size()) {
397 start_new_phase = true;
400 if (start_new_phase) {
401 effects_todo_other_phases.push(deps[i]);
402 this_phase_inputs.push_back(deps[i]);
404 effects_todo_this_phase.push(deps[i]);
410 // No more effects to do this phase. Take all the ones we have,
411 // and create a GLSL program for it.
412 if (!this_phase_effects.empty()) {
413 reverse(this_phase_effects.begin(), this_phase_effects.end());
414 phases.push_back(compile_glsl_program(this_phase_inputs, this_phase_effects));
415 this_phase_effects.back()->phase = phases.back();
416 this_phase_inputs.clear();
417 this_phase_effects.clear();
419 assert(this_phase_inputs.empty());
420 assert(this_phase_effects.empty());
422 // If we have no effects left, exit.
423 if (effects_todo_other_phases.empty()) {
427 Node *node = effects_todo_other_phases.top();
428 effects_todo_other_phases.pop();
430 if (completed_effects.count(node) == 0) {
431 // Start a new phase, calculating from this effect.
432 effects_todo_this_phase.push(node);
436 // Finally, since the phases are found from the output but must be executed
437 // from the input(s), reverse them, too.
438 std::reverse(phases.begin(), phases.end());
441 void EffectChain::output_dot(const char *filename)
443 if (movit_debug_level != MOVIT_DEBUG_ON) {
447 FILE *fp = fopen(filename, "w");
453 fprintf(fp, "digraph G {\n");
454 fprintf(fp, " output [shape=box label=\"(output)\"];\n");
455 for (unsigned i = 0; i < nodes.size(); ++i) {
456 // Find out which phase this event belongs to.
457 std::vector<int> in_phases;
458 for (unsigned j = 0; j < phases.size(); ++j) {
459 const Phase* p = phases[j];
460 if (std::find(p->effects.begin(), p->effects.end(), nodes[i]) != p->effects.end()) {
461 in_phases.push_back(j);
465 if (in_phases.empty()) {
466 fprintf(fp, " n%ld [label=\"%s\"];\n", (long)nodes[i], nodes[i]->effect->effect_type_id().c_str());
467 } else if (in_phases.size() == 1) {
468 fprintf(fp, " n%ld [label=\"%s\" style=\"filled\" fillcolor=\"/accent8/%d\"];\n",
469 (long)nodes[i], nodes[i]->effect->effect_type_id().c_str(),
470 (in_phases[0] % 8) + 1);
472 // If we had new enough Graphviz, style="wedged" would probably be ideal here.
474 fprintf(fp, " n%ld [label=\"%s [in multiple phases]\" style=\"filled\" fillcolor=\"/accent8/%d\"];\n",
475 (long)nodes[i], nodes[i]->effect->effect_type_id().c_str(),
476 (in_phases[0] % 8) + 1);
479 char from_node_id[256];
480 snprintf(from_node_id, 256, "n%ld", (long)nodes[i]);
482 for (unsigned j = 0; j < nodes[i]->outgoing_links.size(); ++j) {
483 char to_node_id[256];
484 snprintf(to_node_id, 256, "n%ld", (long)nodes[i]->outgoing_links[j]);
486 std::vector<std::string> labels = get_labels_for_edge(nodes[i], nodes[i]->outgoing_links[j]);
487 output_dot_edge(fp, from_node_id, to_node_id, labels);
490 if (nodes[i]->outgoing_links.empty() && !nodes[i]->disabled) {
492 std::vector<std::string> labels = get_labels_for_edge(nodes[i], NULL);
493 output_dot_edge(fp, from_node_id, "output", labels);
501 std::vector<std::string> EffectChain::get_labels_for_edge(const Node *from, const Node *to)
503 std::vector<std::string> labels;
505 if (to != NULL && to->effect->needs_texture_bounce()) {
506 labels.push_back("needs_bounce");
508 if (from->effect->changes_output_size()) {
509 labels.push_back("resize");
512 switch (from->output_color_space) {
513 case COLORSPACE_INVALID:
514 labels.push_back("spc[invalid]");
516 case COLORSPACE_REC_601_525:
517 labels.push_back("spc[rec601-525]");
519 case COLORSPACE_REC_601_625:
520 labels.push_back("spc[rec601-625]");
526 switch (from->output_gamma_curve) {
528 labels.push_back("gamma[invalid]");
531 labels.push_back("gamma[sRGB]");
533 case GAMMA_REC_601: // and GAMMA_REC_709
534 labels.push_back("gamma[rec601/709]");
540 switch (from->output_alpha_type) {
542 labels.push_back("alpha[invalid]");
545 labels.push_back("alpha[blank]");
547 case ALPHA_POSTMULTIPLIED:
548 labels.push_back("alpha[postmult]");
557 void EffectChain::output_dot_edge(FILE *fp,
558 const std::string &from_node_id,
559 const std::string &to_node_id,
560 const std::vector<std::string> &labels)
562 if (labels.empty()) {
563 fprintf(fp, " %s -> %s;\n", from_node_id.c_str(), to_node_id.c_str());
565 std::string label = labels[0];
566 for (unsigned k = 1; k < labels.size(); ++k) {
567 label += ", " + labels[k];
569 fprintf(fp, " %s -> %s [label=\"%s\"];\n", from_node_id.c_str(), to_node_id.c_str(), label.c_str());
573 unsigned EffectChain::fit_rectangle_to_aspect(unsigned width, unsigned height)
575 if (float(width) * aspect_denom >= float(height) * aspect_nom) {
576 // Same aspect, or W/H > aspect (image is wider than the frame).
577 // In either case, keep width.
580 // W/H < aspect (image is taller than the frame), so keep height,
581 // and adjust width correspondingly.
582 return lrintf(height * aspect_nom / aspect_denom);
586 // Propagate input texture sizes throughout, and inform effects downstream.
587 // (Like a lot of other code, we depend on effects being in topological order.)
588 void EffectChain::inform_input_sizes(Phase *phase)
590 // All effects that have a defined size (inputs and RTT inputs)
591 // get that. Reset all others.
592 for (unsigned i = 0; i < phase->effects.size(); ++i) {
593 Node *node = phase->effects[i];
594 if (node->effect->num_inputs() == 0) {
595 Input *input = static_cast<Input *>(node->effect);
596 node->output_width = input->get_width();
597 node->output_height = input->get_height();
598 assert(node->output_width != 0);
599 assert(node->output_height != 0);
601 node->output_width = node->output_height = 0;
604 for (unsigned i = 0; i < phase->inputs.size(); ++i) {
605 Node *input = phase->inputs[i];
606 input->output_width = input->phase->output_width;
607 input->output_height = input->phase->output_height;
608 assert(input->output_width != 0);
609 assert(input->output_height != 0);
612 // Now propagate from the inputs towards the end, and inform as we go.
613 // The rules are simple:
615 // 1. Don't touch effects that already have given sizes (ie., inputs).
616 // 2. If all of your inputs have the same size, that will be your output size.
617 // 3. Otherwise, your output size is 0x0.
618 for (unsigned i = 0; i < phase->effects.size(); ++i) {
619 Node *node = phase->effects[i];
620 if (node->effect->num_inputs() == 0) {
623 unsigned this_output_width = 0;
624 unsigned this_output_height = 0;
625 for (unsigned j = 0; j < node->incoming_links.size(); ++j) {
626 Node *input = node->incoming_links[j];
627 node->effect->inform_input_size(j, input->output_width, input->output_height);
629 this_output_width = input->output_width;
630 this_output_height = input->output_height;
631 } else if (input->output_width != this_output_width || input->output_height != this_output_height) {
633 this_output_width = 0;
634 this_output_height = 0;
637 node->output_width = this_output_width;
638 node->output_height = this_output_height;
642 // Note: You should call inform_input_sizes() before this, as the last effect's
643 // desired output size might change based on the inputs.
644 void EffectChain::find_output_size(Phase *phase)
646 Node *output_node = phase->effects.back();
648 // If the last effect explicitly sets an output size, use that.
649 if (output_node->effect->changes_output_size()) {
650 output_node->effect->get_output_size(&phase->output_width, &phase->output_height);
654 // If not, look at the input phases and textures.
655 // We select the largest one (by fit into the current aspect).
656 unsigned best_width = 0;
657 for (unsigned i = 0; i < phase->inputs.size(); ++i) {
658 Node *input = phase->inputs[i];
659 assert(input->phase->output_width != 0);
660 assert(input->phase->output_height != 0);
661 unsigned width = fit_rectangle_to_aspect(input->phase->output_width, input->phase->output_height);
662 if (width > best_width) {
666 for (unsigned i = 0; i < phase->effects.size(); ++i) {
667 Effect *effect = phase->effects[i]->effect;
668 if (effect->num_inputs() != 0) {
672 Input *input = static_cast<Input *>(effect);
673 unsigned width = fit_rectangle_to_aspect(input->get_width(), input->get_height());
674 if (width > best_width) {
678 assert(best_width != 0);
679 phase->output_width = best_width;
680 phase->output_height = best_width * aspect_denom / aspect_nom;
683 void EffectChain::sort_all_nodes_topologically()
685 nodes = topological_sort(nodes);
688 std::vector<Node *> EffectChain::topological_sort(const std::vector<Node *> &nodes)
690 std::set<Node *> nodes_left_to_visit(nodes.begin(), nodes.end());
691 std::vector<Node *> sorted_list;
692 for (unsigned i = 0; i < nodes.size(); ++i) {
693 topological_sort_visit_node(nodes[i], &nodes_left_to_visit, &sorted_list);
695 reverse(sorted_list.begin(), sorted_list.end());
699 void EffectChain::topological_sort_visit_node(Node *node, std::set<Node *> *nodes_left_to_visit, std::vector<Node *> *sorted_list)
701 if (nodes_left_to_visit->count(node) == 0) {
704 nodes_left_to_visit->erase(node);
705 for (unsigned i = 0; i < node->outgoing_links.size(); ++i) {
706 topological_sort_visit_node(node->outgoing_links[i], nodes_left_to_visit, sorted_list);
708 sorted_list->push_back(node);
711 void EffectChain::find_color_spaces_for_inputs()
713 for (unsigned i = 0; i < nodes.size(); ++i) {
714 Node *node = nodes[i];
715 if (node->disabled) {
718 if (node->incoming_links.size() == 0) {
719 Input *input = static_cast<Input *>(node->effect);
720 node->output_color_space = input->get_color_space();
721 node->output_gamma_curve = input->get_gamma_curve();
723 Effect::AlphaHandling alpha_handling = input->alpha_handling();
724 switch (alpha_handling) {
725 case Effect::OUTPUT_BLANK_ALPHA:
726 node->output_alpha_type = ALPHA_BLANK;
728 case Effect::INPUT_AND_OUTPUT_ALPHA_PREMULTIPLIED:
729 node->output_alpha_type = ALPHA_PREMULTIPLIED;
731 case Effect::OUTPUT_ALPHA_POSTMULTIPLIED:
732 node->output_alpha_type = ALPHA_POSTMULTIPLIED;
734 case Effect::DONT_CARE_ALPHA_TYPE:
739 if (node->output_alpha_type == ALPHA_PREMULTIPLIED) {
740 assert(node->output_gamma_curve == GAMMA_LINEAR);
746 // Propagate gamma and color space information as far as we can in the graph.
747 // The rules are simple: Anything where all the inputs agree, get that as
748 // output as well. Anything else keeps having *_INVALID.
749 void EffectChain::propagate_gamma_and_color_space()
751 // We depend on going through the nodes in order.
752 sort_all_nodes_topologically();
754 for (unsigned i = 0; i < nodes.size(); ++i) {
755 Node *node = nodes[i];
756 if (node->disabled) {
759 assert(node->incoming_links.size() == node->effect->num_inputs());
760 if (node->incoming_links.size() == 0) {
761 assert(node->output_color_space != COLORSPACE_INVALID);
762 assert(node->output_gamma_curve != GAMMA_INVALID);
766 Colorspace color_space = node->incoming_links[0]->output_color_space;
767 GammaCurve gamma_curve = node->incoming_links[0]->output_gamma_curve;
768 for (unsigned j = 1; j < node->incoming_links.size(); ++j) {
769 if (node->incoming_links[j]->output_color_space != color_space) {
770 color_space = COLORSPACE_INVALID;
772 if (node->incoming_links[j]->output_gamma_curve != gamma_curve) {
773 gamma_curve = GAMMA_INVALID;
777 // The conversion effects already have their outputs set correctly,
778 // so leave them alone.
779 if (node->effect->effect_type_id() != "ColorspaceConversionEffect") {
780 node->output_color_space = color_space;
782 if (node->effect->effect_type_id() != "GammaCompressionEffect" &&
783 node->effect->effect_type_id() != "GammaExpansionEffect") {
784 node->output_gamma_curve = gamma_curve;
789 // Propagate alpha information as far as we can in the graph.
790 // Similar to propagate_gamma_and_color_space().
791 void EffectChain::propagate_alpha()
793 // We depend on going through the nodes in order.
794 sort_all_nodes_topologically();
796 for (unsigned i = 0; i < nodes.size(); ++i) {
797 Node *node = nodes[i];
798 if (node->disabled) {
801 assert(node->incoming_links.size() == node->effect->num_inputs());
802 if (node->incoming_links.size() == 0) {
803 assert(node->output_alpha_type != ALPHA_INVALID);
807 // The alpha multiplication/division effects are special cases.
808 if (node->effect->effect_type_id() == "AlphaMultiplicationEffect") {
809 assert(node->incoming_links.size() == 1);
810 assert(node->incoming_links[0]->output_alpha_type == ALPHA_POSTMULTIPLIED);
811 node->output_alpha_type = ALPHA_PREMULTIPLIED;
814 if (node->effect->effect_type_id() == "AlphaDivisionEffect") {
815 assert(node->incoming_links.size() == 1);
816 assert(node->incoming_links[0]->output_alpha_type == ALPHA_PREMULTIPLIED);
817 node->output_alpha_type = ALPHA_POSTMULTIPLIED;
821 // GammaCompressionEffect and GammaExpansionEffect are also a special case,
822 // because they are the only one that _need_ postmultiplied alpha.
823 if (node->effect->effect_type_id() == "GammaCompressionEffect" ||
824 node->effect->effect_type_id() == "GammaExpansionEffect") {
825 assert(node->incoming_links.size() == 1);
826 if (node->incoming_links[0]->output_alpha_type == ALPHA_BLANK) {
827 node->output_alpha_type = ALPHA_BLANK;
828 } else if (node->incoming_links[0]->output_alpha_type == ALPHA_POSTMULTIPLIED) {
829 node->output_alpha_type = ALPHA_POSTMULTIPLIED;
831 node->output_alpha_type = ALPHA_INVALID;
836 // Only inputs can have unconditional alpha output (OUTPUT_BLANK_ALPHA
837 // or OUTPUT_ALPHA_POSTMULTIPLIED), and they have already been
838 // taken care of above. Rationale: Even if you could imagine
839 // e.g. an effect that took in an image and set alpha=1.0
840 // unconditionally, it wouldn't make any sense to have it as
841 // e.g. OUTPUT_BLANK_ALPHA, since it wouldn't know whether it
842 // got its input pre- or postmultiplied, so it wouldn't know
843 // whether to divide away the old alpha or not.
844 Effect::AlphaHandling alpha_handling = node->effect->alpha_handling();
845 assert(alpha_handling == Effect::INPUT_AND_OUTPUT_ALPHA_PREMULTIPLIED ||
846 alpha_handling == Effect::DONT_CARE_ALPHA_TYPE);
848 // If the node has multiple inputs, check that they are all valid and
850 bool any_invalid = false;
851 bool any_premultiplied = false;
852 bool any_postmultiplied = false;
854 for (unsigned j = 0; j < node->incoming_links.size(); ++j) {
855 switch (node->incoming_links[j]->output_alpha_type) {
860 // Blank is good as both pre- and postmultiplied alpha,
861 // so just ignore it.
863 case ALPHA_PREMULTIPLIED:
864 any_premultiplied = true;
866 case ALPHA_POSTMULTIPLIED:
867 any_postmultiplied = true;
875 node->output_alpha_type = ALPHA_INVALID;
879 // Inputs must be of the same type.
880 if (any_premultiplied && any_postmultiplied) {
881 node->output_alpha_type = ALPHA_INVALID;
885 if (alpha_handling == Effect::INPUT_AND_OUTPUT_ALPHA_PREMULTIPLIED) {
886 // If the effect has asked for premultiplied alpha, check that it has got it.
887 if (any_postmultiplied) {
888 node->output_alpha_type = ALPHA_INVALID;
890 // In some rare cases, it might be advantageous to say
891 // that blank input alpha yields blank output alpha.
892 // However, this would cause a more complex Effect interface
893 // an effect would need to guarantee that it doesn't mess with
894 // blank alpha), so this is the simplest.
895 node->output_alpha_type = ALPHA_PREMULTIPLIED;
898 // OK, all inputs are the same, and this effect is not going
900 assert(alpha_handling == Effect::DONT_CARE_ALPHA_TYPE);
901 if (any_premultiplied) {
902 node->output_alpha_type = ALPHA_PREMULTIPLIED;
903 } else if (any_postmultiplied) {
904 node->output_alpha_type = ALPHA_POSTMULTIPLIED;
906 node->output_alpha_type = ALPHA_BLANK;
912 bool EffectChain::node_needs_colorspace_fix(Node *node)
914 if (node->disabled) {
917 if (node->effect->num_inputs() == 0) {
921 // propagate_gamma_and_color_space() has already set our output
922 // to COLORSPACE_INVALID if the inputs differ, so we can rely on that.
923 if (node->output_color_space == COLORSPACE_INVALID) {
926 return (node->effect->needs_srgb_primaries() && node->output_color_space != COLORSPACE_sRGB);
929 // Fix up color spaces so that there are no COLORSPACE_INVALID nodes left in
930 // the graph. Our strategy is not always optimal, but quite simple:
931 // Find an effect that's as early as possible where the inputs are of
932 // unacceptable colorspaces (that is, either different, or, if the effect only
933 // wants sRGB, not sRGB.) Add appropriate conversions on all its inputs,
934 // propagate the information anew, and repeat until there are no more such
936 void EffectChain::fix_internal_color_spaces()
938 unsigned colorspace_propagation_pass = 0;
942 for (unsigned i = 0; i < nodes.size(); ++i) {
943 Node *node = nodes[i];
944 if (!node_needs_colorspace_fix(node)) {
948 // Go through each input that is not sRGB, and insert
949 // a colorspace conversion before it.
950 for (unsigned j = 0; j < node->incoming_links.size(); ++j) {
951 Node *input = node->incoming_links[j];
952 assert(input->output_color_space != COLORSPACE_INVALID);
953 if (input->output_color_space == COLORSPACE_sRGB) {
956 Node *conversion = add_node(new ColorspaceConversionEffect());
957 CHECK(conversion->effect->set_int("source_space", input->output_color_space));
958 CHECK(conversion->effect->set_int("destination_space", COLORSPACE_sRGB));
959 conversion->output_color_space = COLORSPACE_sRGB;
960 insert_node_between(input, conversion, node);
963 // Re-sort topologically, and propagate the new information.
964 propagate_gamma_and_color_space();
971 sprintf(filename, "step5-colorspacefix-iter%u.dot", ++colorspace_propagation_pass);
972 output_dot(filename);
973 assert(colorspace_propagation_pass < 100);
976 for (unsigned i = 0; i < nodes.size(); ++i) {
977 Node *node = nodes[i];
978 if (node->disabled) {
981 assert(node->output_color_space != COLORSPACE_INVALID);
985 bool EffectChain::node_needs_alpha_fix(Node *node)
987 if (node->disabled) {
991 // propagate_alpha() has already set our output to ALPHA_INVALID if the
992 // inputs differ or we are otherwise in mismatch, so we can rely on that.
993 return (node->output_alpha_type == ALPHA_INVALID);
996 // Fix up alpha so that there are no ALPHA_INVALID nodes left in
997 // the graph. Similar to fix_internal_color_spaces().
998 void EffectChain::fix_internal_alpha(unsigned step)
1000 unsigned alpha_propagation_pass = 0;
1004 for (unsigned i = 0; i < nodes.size(); ++i) {
1005 Node *node = nodes[i];
1006 if (!node_needs_alpha_fix(node)) {
1010 // If we need to fix up GammaExpansionEffect, then clearly something
1011 // is wrong, since the combination of premultiplied alpha and nonlinear inputs
1013 assert(node->effect->effect_type_id() != "GammaExpansionEffect");
1015 AlphaType desired_type = ALPHA_PREMULTIPLIED;
1017 // GammaCompressionEffect is special; it needs postmultiplied alpha.
1018 if (node->effect->effect_type_id() == "GammaCompressionEffect") {
1019 assert(node->incoming_links.size() == 1);
1020 assert(node->incoming_links[0]->output_alpha_type == ALPHA_PREMULTIPLIED);
1021 desired_type = ALPHA_POSTMULTIPLIED;
1024 // Go through each input that is not premultiplied alpha, and insert
1025 // a conversion before it.
1026 for (unsigned j = 0; j < node->incoming_links.size(); ++j) {
1027 Node *input = node->incoming_links[j];
1028 assert(input->output_alpha_type != ALPHA_INVALID);
1029 if (input->output_alpha_type == desired_type ||
1030 input->output_alpha_type == ALPHA_BLANK) {
1034 if (desired_type == ALPHA_PREMULTIPLIED) {
1035 conversion = add_node(new AlphaMultiplicationEffect());
1037 conversion = add_node(new AlphaDivisionEffect());
1039 conversion->output_alpha_type = desired_type;
1040 insert_node_between(input, conversion, node);
1043 // Re-sort topologically, and propagate the new information.
1044 propagate_gamma_and_color_space();
1052 sprintf(filename, "step%u-alphafix-iter%u.dot", step, ++alpha_propagation_pass);
1053 output_dot(filename);
1054 assert(alpha_propagation_pass < 100);
1055 } while (found_any);
1057 for (unsigned i = 0; i < nodes.size(); ++i) {
1058 Node *node = nodes[i];
1059 if (node->disabled) {
1062 assert(node->output_alpha_type != ALPHA_INVALID);
1066 // Make so that the output is in the desired color space.
1067 void EffectChain::fix_output_color_space()
1069 Node *output = find_output_node();
1070 if (output->output_color_space != output_format.color_space) {
1071 Node *conversion = add_node(new ColorspaceConversionEffect());
1072 CHECK(conversion->effect->set_int("source_space", output->output_color_space));
1073 CHECK(conversion->effect->set_int("destination_space", output_format.color_space));
1074 conversion->output_color_space = output_format.color_space;
1075 connect_nodes(output, conversion);
1077 propagate_gamma_and_color_space();
1081 // Make so that the output is in the desired pre-/postmultiplication alpha state.
1082 void EffectChain::fix_output_alpha()
1084 Node *output = find_output_node();
1085 assert(output->output_alpha_type != ALPHA_INVALID);
1086 if (output->output_alpha_type == ALPHA_BLANK) {
1087 // No alpha output, so we don't care.
1090 if (output->output_alpha_type == ALPHA_PREMULTIPLIED &&
1091 output_alpha_format == OUTPUT_ALPHA_POSTMULTIPLIED) {
1092 Node *conversion = add_node(new AlphaDivisionEffect());
1093 connect_nodes(output, conversion);
1095 propagate_gamma_and_color_space();
1097 if (output->output_alpha_type == ALPHA_POSTMULTIPLIED &&
1098 output_alpha_format == OUTPUT_ALPHA_PREMULTIPLIED) {
1099 Node *conversion = add_node(new AlphaMultiplicationEffect());
1100 connect_nodes(output, conversion);
1102 propagate_gamma_and_color_space();
1106 bool EffectChain::node_needs_gamma_fix(Node *node)
1108 if (node->disabled) {
1112 // Small hack since the output is not an explicit node:
1113 // If we are the last node and our output is in the wrong
1114 // space compared to EffectChain's output, we need to fix it.
1115 // This will only take us to linear, but fix_output_gamma()
1116 // will come and take us to the desired output gamma
1119 // This needs to be before everything else, since it could
1120 // even apply to inputs (if they are the only effect).
1121 if (node->outgoing_links.empty() &&
1122 node->output_gamma_curve != output_format.gamma_curve &&
1123 node->output_gamma_curve != GAMMA_LINEAR) {
1127 if (node->effect->num_inputs() == 0) {
1131 // propagate_gamma_and_color_space() has already set our output
1132 // to GAMMA_INVALID if the inputs differ, so we can rely on that,
1133 // except for GammaCompressionEffect.
1134 if (node->output_gamma_curve == GAMMA_INVALID) {
1137 if (node->effect->effect_type_id() == "GammaCompressionEffect") {
1138 assert(node->incoming_links.size() == 1);
1139 return node->incoming_links[0]->output_gamma_curve != GAMMA_LINEAR;
1142 return (node->effect->needs_linear_light() && node->output_gamma_curve != GAMMA_LINEAR);
1145 // Very similar to fix_internal_color_spaces(), but for gamma.
1146 // There is one difference, though; before we start adding conversion nodes,
1147 // we see if we can get anything out of asking the sources to deliver
1148 // linear gamma directly. fix_internal_gamma_by_asking_inputs()
1149 // does that part, while fix_internal_gamma_by_inserting_nodes()
1150 // inserts nodes as needed afterwards.
1151 void EffectChain::fix_internal_gamma_by_asking_inputs(unsigned step)
1153 unsigned gamma_propagation_pass = 0;
1157 for (unsigned i = 0; i < nodes.size(); ++i) {
1158 Node *node = nodes[i];
1159 if (!node_needs_gamma_fix(node)) {
1163 // See if all inputs can give us linear gamma. If not, leave it.
1164 std::vector<Node *> nonlinear_inputs;
1165 find_all_nonlinear_inputs(node, &nonlinear_inputs);
1166 assert(!nonlinear_inputs.empty());
1169 for (unsigned i = 0; i < nonlinear_inputs.size(); ++i) {
1170 Input *input = static_cast<Input *>(nonlinear_inputs[i]->effect);
1171 all_ok &= input->can_output_linear_gamma();
1178 for (unsigned i = 0; i < nonlinear_inputs.size(); ++i) {
1179 CHECK(nonlinear_inputs[i]->effect->set_int("output_linear_gamma", 1));
1180 nonlinear_inputs[i]->output_gamma_curve = GAMMA_LINEAR;
1183 // Re-sort topologically, and propagate the new information.
1184 propagate_gamma_and_color_space();
1191 sprintf(filename, "step%u-gammafix-iter%u.dot", step, ++gamma_propagation_pass);
1192 output_dot(filename);
1193 assert(gamma_propagation_pass < 100);
1194 } while (found_any);
1197 void EffectChain::fix_internal_gamma_by_inserting_nodes(unsigned step)
1199 unsigned gamma_propagation_pass = 0;
1203 for (unsigned i = 0; i < nodes.size(); ++i) {
1204 Node *node = nodes[i];
1205 if (!node_needs_gamma_fix(node)) {
1209 // Special case: We could be an input and still be asked to
1210 // fix our gamma; if so, we should be the only node
1211 // (as node_needs_gamma_fix() would only return true in
1212 // for an input in that case). That means we should insert
1213 // a conversion node _after_ ourselves.
1214 if (node->incoming_links.empty()) {
1215 assert(node->outgoing_links.empty());
1216 Node *conversion = add_node(new GammaExpansionEffect());
1217 CHECK(conversion->effect->set_int("source_curve", node->output_gamma_curve));
1218 conversion->output_gamma_curve = GAMMA_LINEAR;
1219 connect_nodes(node, conversion);
1222 // If not, go through each input that is not linear gamma,
1223 // and insert a gamma conversion before it.
1224 for (unsigned j = 0; j < node->incoming_links.size(); ++j) {
1225 Node *input = node->incoming_links[j];
1226 assert(input->output_gamma_curve != GAMMA_INVALID);
1227 if (input->output_gamma_curve == GAMMA_LINEAR) {
1230 Node *conversion = add_node(new GammaExpansionEffect());
1231 CHECK(conversion->effect->set_int("source_curve", input->output_gamma_curve));
1232 conversion->output_gamma_curve = GAMMA_LINEAR;
1233 insert_node_between(input, conversion, node);
1236 // Re-sort topologically, and propagate the new information.
1238 propagate_gamma_and_color_space();
1245 sprintf(filename, "step%u-gammafix-iter%u.dot", step, ++gamma_propagation_pass);
1246 output_dot(filename);
1247 assert(gamma_propagation_pass < 100);
1248 } while (found_any);
1250 for (unsigned i = 0; i < nodes.size(); ++i) {
1251 Node *node = nodes[i];
1252 if (node->disabled) {
1255 assert(node->output_gamma_curve != GAMMA_INVALID);
1259 // Make so that the output is in the desired gamma.
1260 // Note that this assumes linear input gamma, so it might create the need
1261 // for another pass of fix_internal_gamma().
1262 void EffectChain::fix_output_gamma()
1264 Node *output = find_output_node();
1265 if (output->output_gamma_curve != output_format.gamma_curve) {
1266 Node *conversion = add_node(new GammaCompressionEffect());
1267 CHECK(conversion->effect->set_int("destination_curve", output_format.gamma_curve));
1268 conversion->output_gamma_curve = output_format.gamma_curve;
1269 connect_nodes(output, conversion);
1273 // If the user has requested dither, add a DitherEffect right at the end
1274 // (after GammaCompressionEffect etc.). This needs to be done after everything else,
1275 // since dither is about the only effect that can _not_ be done in linear space.
1276 void EffectChain::add_dither_if_needed()
1278 if (num_dither_bits == 0) {
1281 Node *output = find_output_node();
1282 Node *dither = add_node(new DitherEffect());
1283 CHECK(dither->effect->set_int("num_bits", num_dither_bits));
1284 connect_nodes(output, dither);
1286 dither_effect = dither->effect;
1289 // Find the output node. This is, simply, one that has no outgoing links.
1290 // If there are multiple ones, the graph is malformed (we do not support
1291 // multiple outputs right now).
1292 Node *EffectChain::find_output_node()
1294 std::vector<Node *> output_nodes;
1295 for (unsigned i = 0; i < nodes.size(); ++i) {
1296 Node *node = nodes[i];
1297 if (node->disabled) {
1300 if (node->outgoing_links.empty()) {
1301 output_nodes.push_back(node);
1304 assert(output_nodes.size() == 1);
1305 return output_nodes[0];
1308 void EffectChain::finalize()
1310 // Output the graph as it is before we do any conversions on it.
1311 output_dot("step0-start.dot");
1313 // Give each effect in turn a chance to rewrite its own part of the graph.
1314 // Note that if more effects are added as part of this, they will be
1315 // picked up as part of the same for loop, since they are added at the end.
1316 for (unsigned i = 0; i < nodes.size(); ++i) {
1317 nodes[i]->effect->rewrite_graph(this, nodes[i]);
1319 output_dot("step1-rewritten.dot");
1321 find_color_spaces_for_inputs();
1322 output_dot("step2-input-colorspace.dot");
1325 output_dot("step3-propagated-alpha.dot");
1327 propagate_gamma_and_color_space();
1328 output_dot("step4-propagated-all.dot");
1330 fix_internal_color_spaces();
1331 fix_internal_alpha(6);
1332 fix_output_color_space();
1333 output_dot("step7-output-colorspacefix.dot");
1335 output_dot("step8-output-alphafix.dot");
1337 // Note that we need to fix gamma after colorspace conversion,
1338 // because colorspace conversions might create needs for gamma conversions.
1339 // Also, we need to run an extra pass of fix_internal_gamma() after
1340 // fixing the output gamma, as we only have conversions to/from linear,
1341 // and fix_internal_alpha() since GammaCompressionEffect needs
1342 // postmultiplied input.
1343 fix_internal_gamma_by_asking_inputs(9);
1344 fix_internal_gamma_by_inserting_nodes(10);
1346 output_dot("step11-output-gammafix.dot");
1348 output_dot("step12-output-alpha-propagated.dot");
1349 fix_internal_alpha(13);
1350 output_dot("step14-output-alpha-fixed.dot");
1351 fix_internal_gamma_by_asking_inputs(15);
1352 fix_internal_gamma_by_inserting_nodes(16);
1354 output_dot("step17-before-dither.dot");
1356 add_dither_if_needed();
1358 output_dot("step18-final.dot");
1360 // Construct all needed GLSL programs, starting at the output.
1361 construct_glsl_programs(find_output_node());
1363 output_dot("step19-split-to-phases.dot");
1365 // If we have more than one phase, we need intermediate render-to-texture.
1366 // Construct an FBO, and then as many textures as we need.
1367 // We choose the simplest option of having one texture per output,
1368 // since otherwise this turns into an (albeit simple)
1369 // register allocation problem.
1370 if (phases.size() > 1) {
1371 glGenFramebuffers(1, &fbo);
1373 for (unsigned i = 0; i < phases.size() - 1; ++i) {
1374 inform_input_sizes(phases[i]);
1375 find_output_size(phases[i]);
1377 Node *output_node = phases[i]->effects.back();
1378 glGenTextures(1, &output_node->output_texture);
1380 glBindTexture(GL_TEXTURE_2D, output_node->output_texture);
1382 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
1384 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
1386 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F_ARB, phases[i]->output_width, phases[i]->output_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
1389 output_node->output_texture_width = phases[i]->output_width;
1390 output_node->output_texture_height = phases[i]->output_height;
1392 inform_input_sizes(phases.back());
1395 for (unsigned i = 0; i < inputs.size(); ++i) {
1396 inputs[i]->finalize();
1399 assert(phases[0]->inputs.empty());
1404 void EffectChain::render_to_fbo(GLuint dest_fbo, unsigned width, unsigned height)
1408 // Save original viewport.
1409 GLuint x = 0, y = 0;
1411 if (width == 0 && height == 0) {
1413 glGetIntegerv(GL_VIEWPORT, viewport);
1416 width = viewport[2];
1417 height = viewport[3];
1421 glDisable(GL_BLEND);
1423 glDisable(GL_DEPTH_TEST);
1425 glDepthMask(GL_FALSE);
1428 glMatrixMode(GL_PROJECTION);
1430 glOrtho(0.0, 1.0, 0.0, 1.0, 0.0, 1.0);
1432 glMatrixMode(GL_MODELVIEW);
1435 if (phases.size() > 1) {
1436 glBindFramebuffer(GL_FRAMEBUFFER, fbo);
1440 std::set<Node *> generated_mipmaps;
1442 for (unsigned phase = 0; phase < phases.size(); ++phase) {
1443 // See if the requested output size has changed. If so, we need to recreate
1444 // the texture (and before we start setting up inputs).
1445 inform_input_sizes(phases[phase]);
1446 if (phase != phases.size() - 1) {
1447 find_output_size(phases[phase]);
1449 Node *output_node = phases[phase]->effects.back();
1451 if (output_node->output_texture_width != phases[phase]->output_width ||
1452 output_node->output_texture_height != phases[phase]->output_height) {
1453 glActiveTexture(GL_TEXTURE0);
1455 glBindTexture(GL_TEXTURE_2D, output_node->output_texture);
1457 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F_ARB, phases[phase]->output_width, phases[phase]->output_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
1459 glBindTexture(GL_TEXTURE_2D, 0);
1462 output_node->output_texture_width = phases[phase]->output_width;
1463 output_node->output_texture_height = phases[phase]->output_height;
1467 glUseProgram(phases[phase]->glsl_program_num);
1470 // Set up RTT inputs for this phase.
1471 for (unsigned sampler = 0; sampler < phases[phase]->inputs.size(); ++sampler) {
1472 glActiveTexture(GL_TEXTURE0 + sampler);
1473 Node *input = phases[phase]->inputs[sampler];
1474 glBindTexture(GL_TEXTURE_2D, input->output_texture);
1476 if (phases[phase]->input_needs_mipmaps) {
1477 if (generated_mipmaps.count(input) == 0) {
1478 glGenerateMipmap(GL_TEXTURE_2D);
1480 generated_mipmaps.insert(input);
1482 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
1485 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
1489 std::string texture_name = std::string("tex_") + input->effect_id;
1490 glUniform1i(glGetUniformLocation(phases[phase]->glsl_program_num, texture_name.c_str()), sampler);
1494 // And now the output.
1495 if (phase == phases.size() - 1) {
1496 // Last phase goes to the output the user specified.
1497 glBindFramebuffer(GL_FRAMEBUFFER, dest_fbo);
1499 glViewport(x, y, width, height);
1500 if (dither_effect != NULL) {
1501 CHECK(dither_effect->set_int("output_width", width));
1502 CHECK(dither_effect->set_int("output_height", height));
1505 Node *output_node = phases[phase]->effects.back();
1506 glFramebufferTexture2D(
1508 GL_COLOR_ATTACHMENT0,
1510 output_node->output_texture,
1513 glViewport(0, 0, phases[phase]->output_width, phases[phase]->output_height);
1516 // Give the required parameters to all the effects.
1517 unsigned sampler_num = phases[phase]->inputs.size();
1518 for (unsigned i = 0; i < phases[phase]->effects.size(); ++i) {
1519 Node *node = phases[phase]->effects[i];
1520 node->effect->set_gl_state(phases[phase]->glsl_program_num, node->effect_id, &sampler_num);
1527 glTexCoord2f(0.0f, 0.0f);
1528 glVertex2f(0.0f, 0.0f);
1530 glTexCoord2f(1.0f, 0.0f);
1531 glVertex2f(1.0f, 0.0f);
1533 glTexCoord2f(1.0f, 1.0f);
1534 glVertex2f(1.0f, 1.0f);
1536 glTexCoord2f(0.0f, 1.0f);
1537 glVertex2f(0.0f, 1.0f);
1542 for (unsigned i = 0; i < phases[phase]->effects.size(); ++i) {
1543 Node *node = phases[phase]->effects[i];
1544 node->effect->clear_gl_state();