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 // Propagate input texture sizes throughout, and inform effects downstream.
454 // (Like a lot of other code, we depend on effects being in topological order.)
455 void EffectChain::inform_input_sizes(Phase *phase)
457 // All effects that have a defined size (inputs and RTT inputs)
458 // get that. Reset all others.
459 for (unsigned i = 0; i < phase->effects.size(); ++i) {
460 Node *node = phase->effects[i];
461 if (node->effect->num_inputs() == 0) {
462 Input *input = static_cast<Input *>(node->effect);
463 node->output_width = input->get_width();
464 node->output_height = input->get_height();
465 assert(node->output_width != 0);
466 assert(node->output_height != 0);
468 node->output_width = node->output_height = 0;
471 for (unsigned i = 0; i < phase->inputs.size(); ++i) {
472 Node *input = phase->inputs[i];
473 input->output_width = input->phase->output_width;
474 input->output_height = input->phase->output_height;
475 assert(input->output_width != 0);
476 assert(input->output_height != 0);
479 // Now propagate from the inputs towards the end, and inform as we go.
480 // The rules are simple:
482 // 1. Don't touch effects that already have given sizes (ie., inputs).
483 // 2. If all of your inputs have the same size, that will be your output size.
484 // 3. Otherwise, your output size is 0x0.
485 for (unsigned i = 0; i < phase->effects.size(); ++i) {
486 Node *node = phase->effects[i];
487 if (node->effect->num_inputs() == 0) {
490 unsigned this_output_width = 0;
491 unsigned this_output_height = 0;
492 for (unsigned j = 0; j < node->incoming_links.size(); ++j) {
493 Node *input = node->incoming_links[j];
494 node->effect->inform_input_size(j, input->output_width, input->output_height);
496 this_output_width = input->output_width;
497 this_output_height = input->output_height;
498 } else if (input->output_width != this_output_width || input->output_height != this_output_height) {
500 this_output_width = 0;
501 this_output_height = 0;
504 node->output_width = this_output_width;
505 node->output_height = this_output_height;
509 // Note: You should call inform_input_sizes() before this, as the last effect's
510 // desired output size might change based on the inputs.
511 void EffectChain::find_output_size(Phase *phase)
513 Node *output_node = phase->effects.back();
515 // If the last effect explicitly sets an output size, use that.
516 if (output_node->effect->changes_output_size()) {
517 output_node->effect->get_output_size(&phase->output_width, &phase->output_height);
521 // If not, look at the input phases and textures.
522 // We select the largest one (by fit into the current aspect).
523 unsigned best_width = 0;
524 for (unsigned i = 0; i < phase->inputs.size(); ++i) {
525 Node *input = phase->inputs[i];
526 assert(input->phase->output_width != 0);
527 assert(input->phase->output_height != 0);
528 unsigned width = fit_rectangle_to_aspect(input->phase->output_width, input->phase->output_height);
529 if (width > best_width) {
533 for (unsigned i = 0; i < phase->effects.size(); ++i) {
534 Effect *effect = phase->effects[i]->effect;
535 if (effect->num_inputs() != 0) {
539 Input *input = static_cast<Input *>(effect);
540 unsigned width = fit_rectangle_to_aspect(input->get_width(), input->get_height());
541 if (width > best_width) {
545 assert(best_width != 0);
546 phase->output_width = best_width;
547 phase->output_height = best_width * aspect_denom / aspect_nom;
550 void EffectChain::sort_nodes_topologically()
552 std::set<Node *> visited_nodes;
553 std::vector<Node *> sorted_list;
554 for (unsigned i = 0; i < nodes.size(); ++i) {
555 if (nodes[i]->incoming_links.size() == 0) {
556 topological_sort_visit_node(nodes[i], &visited_nodes, &sorted_list);
559 reverse(sorted_list.begin(), sorted_list.end());
563 void EffectChain::topological_sort_visit_node(Node *node, std::set<Node *> *visited_nodes, std::vector<Node *> *sorted_list)
565 if (visited_nodes->count(node) != 0) {
568 visited_nodes->insert(node);
569 for (unsigned i = 0; i < node->outgoing_links.size(); ++i) {
570 topological_sort_visit_node(node->outgoing_links[i], visited_nodes, sorted_list);
572 sorted_list->push_back(node);
575 // Propagate gamma and color space information as far as we can in the graph.
576 // The rules are simple: Anything where all the inputs agree, get that as
577 // output as well. Anything else keeps having *_INVALID.
578 void EffectChain::propagate_gamma_and_color_space()
580 // We depend on going through the nodes in order.
581 sort_nodes_topologically();
583 for (unsigned i = 0; i < nodes.size(); ++i) {
584 Node *node = nodes[i];
585 if (node->disabled) {
588 assert(node->incoming_links.size() == node->effect->num_inputs());
589 if (node->incoming_links.size() == 0) {
590 assert(node->output_color_space != COLORSPACE_INVALID);
591 assert(node->output_gamma_curve != GAMMA_INVALID);
595 ColorSpace color_space = node->incoming_links[0]->output_color_space;
596 GammaCurve gamma_curve = node->incoming_links[0]->output_gamma_curve;
597 for (unsigned j = 1; j < node->incoming_links.size(); ++j) {
598 if (node->incoming_links[j]->output_color_space != color_space) {
599 color_space = COLORSPACE_INVALID;
601 if (node->incoming_links[j]->output_gamma_curve != gamma_curve) {
602 gamma_curve = GAMMA_INVALID;
606 // The conversion effects already have their outputs set correctly,
607 // so leave them alone.
608 if (node->effect->effect_type_id() != "ColorSpaceConversionEffect") {
609 node->output_color_space = color_space;
611 if (node->effect->effect_type_id() != "GammaCompressionEffect" &&
612 node->effect->effect_type_id() != "GammaExpansionEffect") {
613 node->output_gamma_curve = gamma_curve;
618 bool EffectChain::node_needs_colorspace_fix(Node *node)
620 if (node->disabled) {
623 if (node->effect->num_inputs() == 0) {
627 // propagate_gamma_and_color_space() has already set our output
628 // to COLORSPACE_INVALID if the inputs differ, so we can rely on that.
629 if (node->output_color_space == COLORSPACE_INVALID) {
632 return (node->effect->needs_srgb_primaries() && node->output_color_space != COLORSPACE_sRGB);
635 // Fix up color spaces so that there are no COLORSPACE_INVALID nodes left in
636 // the graph. Our strategy is not always optimal, but quite simple:
637 // Find an effect that's as early as possible where the inputs are of
638 // unacceptable colorspaces (that is, either different, or, if the effect only
639 // wants sRGB, not sRGB.) Add appropriate conversions on all its inputs,
640 // propagate the information anew, and repeat until there are no more such
642 void EffectChain::fix_internal_color_spaces()
644 unsigned colorspace_propagation_pass = 0;
648 for (unsigned i = 0; i < nodes.size(); ++i) {
649 Node *node = nodes[i];
650 if (!node_needs_colorspace_fix(node)) {
654 // Go through each input that is not sRGB, and insert
655 // a colorspace conversion before it.
656 for (unsigned j = 0; j < node->incoming_links.size(); ++j) {
657 Node *input = node->incoming_links[j];
658 assert(input->output_color_space != COLORSPACE_INVALID);
659 if (input->output_color_space == COLORSPACE_sRGB) {
662 Node *conversion = add_node(new ColorSpaceConversionEffect());
663 conversion->effect->set_int("source_space", input->output_color_space);
664 conversion->effect->set_int("destination_space", COLORSPACE_sRGB);
665 conversion->output_color_space = COLORSPACE_sRGB;
666 insert_node_between(input, conversion, node);
669 // Re-sort topologically, and propagate the new information.
670 propagate_gamma_and_color_space();
677 sprintf(filename, "step3-colorspacefix-iter%u.dot", ++colorspace_propagation_pass);
678 output_dot(filename);
679 assert(colorspace_propagation_pass < 100);
682 for (unsigned i = 0; i < nodes.size(); ++i) {
683 Node *node = nodes[i];
684 if (node->disabled) {
687 assert(node->output_color_space != COLORSPACE_INVALID);
691 // Make so that the output is in the desired color space.
692 void EffectChain::fix_output_color_space()
694 Node *output = find_output_node();
695 if (output->output_color_space != output_format.color_space) {
696 Node *conversion = add_node(new ColorSpaceConversionEffect());
697 conversion->effect->set_int("source_space", output->output_color_space);
698 conversion->effect->set_int("destination_space", output_format.color_space);
699 conversion->output_color_space = output_format.color_space;
700 connect_nodes(output, conversion);
704 bool EffectChain::node_needs_gamma_fix(Node *node)
706 if (node->disabled) {
709 if (node->effect->num_inputs() == 0) {
713 // propagate_gamma_and_color_space() has already set our output
714 // to GAMMA_INVALID if the inputs differ, so we can rely on that,
715 // except for GammaCompressionEffect.
716 if (node->output_gamma_curve == GAMMA_INVALID) {
719 if (node->effect->effect_type_id() == "GammaCompressionEffect") {
720 assert(node->incoming_links.size() == 1);
721 return node->incoming_links[0]->output_gamma_curve != GAMMA_LINEAR;
723 return (node->effect->needs_linear_light() && node->output_gamma_curve != GAMMA_LINEAR);
726 // Very similar to fix_internal_color_spaces(), but for gamma.
727 // There is one difference, though; before we start adding conversion nodes,
728 // we see if we can get anything out of asking the sources to deliver
729 // linear gamma directly. fix_internal_gamma_by_asking_inputs()
730 // does that part, while fix_internal_gamma_by_inserting_nodes()
731 // inserts nodes as needed afterwards.
732 void EffectChain::fix_internal_gamma_by_asking_inputs(unsigned step)
734 unsigned gamma_propagation_pass = 0;
738 for (unsigned i = 0; i < nodes.size(); ++i) {
739 Node *node = nodes[i];
740 if (!node_needs_gamma_fix(node)) {
744 // See if all inputs can give us linear gamma. If not, leave it.
745 std::vector<Node *> nonlinear_inputs;
746 find_all_nonlinear_inputs(node, &nonlinear_inputs);
749 for (unsigned i = 0; i < nonlinear_inputs.size(); ++i) {
750 Input *input = static_cast<Input *>(nonlinear_inputs[i]->effect);
751 all_ok &= input->can_output_linear_gamma();
758 for (unsigned i = 0; i < nonlinear_inputs.size(); ++i) {
759 nonlinear_inputs[i]->effect->set_int("output_linear_gamma", 1);
760 nonlinear_inputs[i]->output_gamma_curve = GAMMA_LINEAR;
763 // Re-sort topologically, and propagate the new information.
764 propagate_gamma_and_color_space();
771 sprintf(filename, "step%u-gammafix-iter%u.dot", step, ++gamma_propagation_pass);
772 output_dot(filename);
773 assert(gamma_propagation_pass < 100);
777 void EffectChain::fix_internal_gamma_by_inserting_nodes(unsigned step)
779 unsigned gamma_propagation_pass = 0;
783 for (unsigned i = 0; i < nodes.size(); ++i) {
784 Node *node = nodes[i];
785 if (!node_needs_gamma_fix(node)) {
789 // Go through each input that is not linear gamma, and insert
790 // a gamma conversion before it.
791 for (unsigned j = 0; j < node->incoming_links.size(); ++j) {
792 Node *input = node->incoming_links[j];
793 assert(input->output_gamma_curve != GAMMA_INVALID);
794 if (input->output_gamma_curve == GAMMA_LINEAR) {
797 Node *conversion = add_node(new GammaExpansionEffect());
798 conversion->effect->set_int("source_curve", input->output_gamma_curve);
799 conversion->output_gamma_curve = GAMMA_LINEAR;
800 insert_node_between(input, conversion, node);
803 // Re-sort topologically, and propagate the new information.
804 propagate_gamma_and_color_space();
811 sprintf(filename, "step%u-gammafix-iter%u.dot", step, ++gamma_propagation_pass);
812 output_dot(filename);
813 assert(gamma_propagation_pass < 100);
816 for (unsigned i = 0; i < nodes.size(); ++i) {
817 Node *node = nodes[i];
818 if (node->disabled) {
821 assert(node->output_gamma_curve != GAMMA_INVALID);
825 // Make so that the output is in the desired gamma.
826 // Note that this assumes linear input gamma, so it might create the need
827 // for another pass of fix_internal_gamma().
828 void EffectChain::fix_output_gamma()
830 Node *output = find_output_node();
831 if (output->output_gamma_curve != output_format.gamma_curve) {
832 Node *conversion = add_node(new GammaCompressionEffect());
833 conversion->effect->set_int("destination_curve", output_format.gamma_curve);
834 conversion->output_gamma_curve = output_format.gamma_curve;
835 connect_nodes(output, conversion);
839 // Find the output node. This is, simply, one that has no outgoing links.
840 // If there are multiple ones, the graph is malformed (we do not support
841 // multiple outputs right now).
842 Node *EffectChain::find_output_node()
844 std::vector<Node *> output_nodes;
845 for (unsigned i = 0; i < nodes.size(); ++i) {
846 Node *node = nodes[i];
847 if (node->disabled) {
850 if (node->outgoing_links.empty()) {
851 output_nodes.push_back(node);
854 assert(output_nodes.size() == 1);
855 return output_nodes[0];
858 void EffectChain::finalize()
860 // Output the graph as it is before we do any conversions on it.
861 output_dot("step0-start.dot");
863 // Give each effect in turn a chance to rewrite its own part of the graph.
864 // Note that if more effects are added as part of this, they will be
865 // picked up as part of the same for loop, since they are added at the end.
866 for (unsigned i = 0; i < nodes.size(); ++i) {
867 nodes[i]->effect->rewrite_graph(this, nodes[i]);
869 output_dot("step1-rewritten.dot");
871 propagate_gamma_and_color_space();
872 output_dot("step2-propagated.dot");
874 fix_internal_color_spaces();
875 fix_output_color_space();
876 output_dot("step4-output-colorspacefix.dot");
878 // Note that we need to fix gamma after colorspace conversion,
879 // because colorspace conversions might create needs for gamma conversions.
880 // Also, we need to run an extra pass of fix_internal_gamma() after
881 // fixing the output gamma, as we only have conversions to/from linear.
882 fix_internal_gamma_by_asking_inputs(5);
883 fix_internal_gamma_by_inserting_nodes(6);
885 output_dot("step8-output-gammafix.dot");
886 fix_internal_gamma_by_asking_inputs(9);
887 fix_internal_gamma_by_inserting_nodes(10);
889 output_dot("step11-final.dot");
891 // Construct all needed GLSL programs, starting at the output.
892 construct_glsl_programs(find_output_node());
894 // If we have more than one phase, we need intermediate render-to-texture.
895 // Construct an FBO, and then as many textures as we need.
896 // We choose the simplest option of having one texture per output,
897 // since otherwise this turns into an (albeit simple)
898 // register allocation problem.
899 if (phases.size() > 1) {
900 glGenFramebuffers(1, &fbo);
902 for (unsigned i = 0; i < phases.size() - 1; ++i) {
903 inform_input_sizes(phases[i]);
904 find_output_size(phases[i]);
906 Node *output_node = phases[i]->effects.back();
907 glGenTextures(1, &output_node->output_texture);
909 glBindTexture(GL_TEXTURE_2D, output_node->output_texture);
911 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
913 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
915 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F_ARB, phases[i]->output_width, phases[i]->output_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
918 output_node->output_texture_width = phases[i]->output_width;
919 output_node->output_texture_height = phases[i]->output_height;
921 inform_input_sizes(phases.back());
924 for (unsigned i = 0; i < inputs.size(); ++i) {
925 inputs[i]->finalize();
928 assert(phases[0]->inputs.empty());
933 void EffectChain::render_to_screen()
937 // Save original viewport.
939 glGetIntegerv(GL_VIEWPORT, viewport);
944 glDisable(GL_DEPTH_TEST);
946 glDepthMask(GL_FALSE);
949 glMatrixMode(GL_PROJECTION);
951 glOrtho(0.0, 1.0, 0.0, 1.0, 0.0, 1.0);
953 glMatrixMode(GL_MODELVIEW);
956 if (phases.size() > 1) {
957 glBindFramebuffer(GL_FRAMEBUFFER, fbo);
961 std::set<Node *> generated_mipmaps;
963 for (unsigned phase = 0; phase < phases.size(); ++phase) {
964 // See if the requested output size has changed. If so, we need to recreate
965 // the texture (and before we start setting up inputs).
966 inform_input_sizes(phases[phase]);
967 if (phase != phases.size() - 1) {
968 find_output_size(phases[phase]);
970 Node *output_node = phases[phase]->effects.back();
972 if (output_node->output_texture_width != phases[phase]->output_width ||
973 output_node->output_texture_height != phases[phase]->output_height) {
974 glActiveTexture(GL_TEXTURE0);
976 glBindTexture(GL_TEXTURE_2D, output_node->output_texture);
978 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F_ARB, phases[phase]->output_width, phases[phase]->output_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
980 glBindTexture(GL_TEXTURE_2D, 0);
983 output_node->output_texture_width = phases[phase]->output_width;
984 output_node->output_texture_height = phases[phase]->output_height;
988 glUseProgram(phases[phase]->glsl_program_num);
991 // Set up RTT inputs for this phase.
992 for (unsigned sampler = 0; sampler < phases[phase]->inputs.size(); ++sampler) {
993 glActiveTexture(GL_TEXTURE0 + sampler);
994 Node *input = phases[phase]->inputs[sampler];
995 glBindTexture(GL_TEXTURE_2D, input->output_texture);
997 if (phases[phase]->input_needs_mipmaps) {
998 if (generated_mipmaps.count(input) == 0) {
999 glGenerateMipmap(GL_TEXTURE_2D);
1001 generated_mipmaps.insert(input);
1003 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
1006 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
1010 std::string texture_name = std::string("tex_") + input->effect_id;
1011 glUniform1i(glGetUniformLocation(phases[phase]->glsl_program_num, texture_name.c_str()), sampler);
1015 // And now the output.
1016 if (phase == phases.size() - 1) {
1017 // Last phase goes directly to the screen.
1018 glBindFramebuffer(GL_FRAMEBUFFER, 0);
1020 glViewport(viewport[0], viewport[1], viewport[2], viewport[3]);
1022 Node *output_node = phases[phase]->effects.back();
1023 glFramebufferTexture2D(
1025 GL_COLOR_ATTACHMENT0,
1027 output_node->output_texture,
1030 glViewport(0, 0, phases[phase]->output_width, phases[phase]->output_height);
1033 // Give the required parameters to all the effects.
1034 unsigned sampler_num = phases[phase]->inputs.size();
1035 for (unsigned i = 0; i < phases[phase]->effects.size(); ++i) {
1036 Node *node = phases[phase]->effects[i];
1037 node->effect->set_gl_state(phases[phase]->glsl_program_num, node->effect_id, &sampler_num);
1044 glTexCoord2f(0.0f, 0.0f);
1045 glVertex2f(0.0f, 0.0f);
1047 glTexCoord2f(1.0f, 0.0f);
1048 glVertex2f(1.0f, 0.0f);
1050 glTexCoord2f(1.0f, 1.0f);
1051 glVertex2f(1.0f, 1.0f);
1053 glTexCoord2f(0.0f, 1.0f);
1054 glVertex2f(0.0f, 1.0f);
1059 for (unsigned i = 0; i < phases[phase]->effects.size(); ++i) {
1060 Node *node = phases[phase]->effects[i];
1061 node->effect->clear_gl_state();