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),
27 EffectChain::~EffectChain()
29 for (unsigned i = 0; i < nodes.size(); ++i) {
30 if (nodes[i]->output_texture != 0) {
31 glDeleteTextures(1, &nodes[i]->output_texture);
33 delete nodes[i]->effect;
36 for (unsigned i = 0; i < phases.size(); ++i) {
37 glDeleteProgram(phases[i]->glsl_program_num);
38 glDeleteShader(phases[i]->vertex_shader);
39 glDeleteShader(phases[i]->fragment_shader);
43 glDeleteFramebuffers(1, &fbo);
47 Input *EffectChain::add_input(Input *input)
49 inputs.push_back(input);
51 Node *node = add_node(input);
52 node->output_color_space = input->get_color_space();
53 node->output_gamma_curve = input->get_gamma_curve();
57 void EffectChain::add_output(const ImageFormat &format)
59 output_format = format;
62 Node *EffectChain::add_node(Effect *effect)
65 sprintf(effect_id, "eff%u", (unsigned)nodes.size());
67 Node *node = new Node;
68 node->effect = effect;
69 node->disabled = false;
70 node->effect_id = effect_id;
71 node->output_color_space = COLORSPACE_INVALID;
72 node->output_gamma_curve = GAMMA_INVALID;
73 node->output_texture = 0;
75 nodes.push_back(node);
76 node_map[effect] = node;
80 void EffectChain::connect_nodes(Node *sender, Node *receiver)
82 sender->outgoing_links.push_back(receiver);
83 receiver->incoming_links.push_back(sender);
86 void EffectChain::replace_receiver(Node *old_receiver, Node *new_receiver)
88 new_receiver->incoming_links = old_receiver->incoming_links;
89 old_receiver->incoming_links.clear();
91 for (unsigned i = 0; i < new_receiver->incoming_links.size(); ++i) {
92 Node *sender = new_receiver->incoming_links[i];
93 for (unsigned j = 0; j < sender->outgoing_links.size(); ++j) {
94 if (sender->outgoing_links[j] == old_receiver) {
95 sender->outgoing_links[j] = new_receiver;
101 void EffectChain::replace_sender(Node *old_sender, Node *new_sender)
103 new_sender->outgoing_links = old_sender->outgoing_links;
104 old_sender->outgoing_links.clear();
106 for (unsigned i = 0; i < new_sender->outgoing_links.size(); ++i) {
107 Node *receiver = new_sender->outgoing_links[i];
108 for (unsigned j = 0; j < receiver->incoming_links.size(); ++j) {
109 if (receiver->incoming_links[j] == old_sender) {
110 receiver->incoming_links[j] = new_sender;
116 void EffectChain::insert_node_between(Node *sender, Node *middle, Node *receiver)
118 for (unsigned i = 0; i < sender->outgoing_links.size(); ++i) {
119 if (sender->outgoing_links[i] == receiver) {
120 sender->outgoing_links[i] = middle;
121 middle->incoming_links.push_back(sender);
124 for (unsigned i = 0; i < receiver->incoming_links.size(); ++i) {
125 if (receiver->incoming_links[i] == sender) {
126 receiver->incoming_links[i] = middle;
127 middle->outgoing_links.push_back(receiver);
131 assert(middle->incoming_links.size() == middle->effect->num_inputs());
134 void EffectChain::find_all_nonlinear_inputs(Node *node, std::vector<Node *> *nonlinear_inputs)
136 if (node->output_gamma_curve == GAMMA_LINEAR &&
137 node->effect->effect_type_id() != "GammaCompressionEffect") {
140 if (node->effect->num_inputs() == 0) {
141 nonlinear_inputs->push_back(node);
143 assert(node->effect->num_inputs() == node->incoming_links.size());
144 for (unsigned i = 0; i < node->incoming_links.size(); ++i) {
145 find_all_nonlinear_inputs(node->incoming_links[i], nonlinear_inputs);
150 Effect *EffectChain::add_effect(Effect *effect, const std::vector<Effect *> &inputs)
152 assert(inputs.size() == effect->num_inputs());
153 Node *node = add_node(effect);
154 for (unsigned i = 0; i < inputs.size(); ++i) {
155 assert(node_map.count(inputs[i]) != 0);
156 connect_nodes(node_map[inputs[i]], node);
161 // GLSL pre-1.30 doesn't support token pasting. Replace PREFIX(x) with <effect_id>_x.
162 std::string replace_prefix(const std::string &text, const std::string &prefix)
167 while (start < text.size()) {
168 size_t pos = text.find("PREFIX(", start);
169 if (pos == std::string::npos) {
170 output.append(text.substr(start, std::string::npos));
174 output.append(text.substr(start, pos - start));
175 output.append(prefix);
178 pos += strlen("PREFIX(");
180 // Output stuff until we find the matching ), which we then eat.
182 size_t end_arg_pos = pos;
183 while (end_arg_pos < text.size()) {
184 if (text[end_arg_pos] == '(') {
186 } else if (text[end_arg_pos] == ')') {
194 output.append(text.substr(pos, end_arg_pos - pos));
202 Phase *EffectChain::compile_glsl_program(
203 const std::vector<Node *> &inputs,
204 const std::vector<Node *> &effects)
206 assert(!effects.empty());
208 // Deduplicate the inputs.
209 std::vector<Node *> true_inputs = inputs;
210 std::sort(true_inputs.begin(), true_inputs.end());
211 true_inputs.erase(std::unique(true_inputs.begin(), true_inputs.end()), true_inputs.end());
213 bool input_needs_mipmaps = false;
214 std::string frag_shader = read_file("header.frag");
216 // Create functions for all the texture inputs that we need.
217 for (unsigned i = 0; i < true_inputs.size(); ++i) {
218 Node *input = true_inputs[i];
220 frag_shader += std::string("uniform sampler2D tex_") + input->effect_id + ";\n";
221 frag_shader += std::string("vec4 ") + input->effect_id + "(vec2 tc) {\n";
222 frag_shader += "\treturn texture2D(tex_" + input->effect_id + ", tc);\n";
223 frag_shader += "}\n";
227 for (unsigned i = 0; i < effects.size(); ++i) {
228 Node *node = effects[i];
230 if (node->incoming_links.size() == 1) {
231 frag_shader += std::string("#define INPUT ") + node->incoming_links[0]->effect_id + "\n";
233 for (unsigned j = 0; j < node->incoming_links.size(); ++j) {
235 sprintf(buf, "#define INPUT%d %s\n", j + 1, node->incoming_links[j]->effect_id.c_str());
241 frag_shader += std::string("#define FUNCNAME ") + node->effect_id + "\n";
242 frag_shader += replace_prefix(node->effect->output_convenience_uniforms(), node->effect_id);
243 frag_shader += replace_prefix(node->effect->output_fragment_shader(), node->effect_id);
244 frag_shader += "#undef PREFIX\n";
245 frag_shader += "#undef FUNCNAME\n";
246 if (node->incoming_links.size() == 1) {
247 frag_shader += "#undef INPUT\n";
249 for (unsigned j = 0; j < node->incoming_links.size(); ++j) {
251 sprintf(buf, "#undef INPUT%d\n", j + 1);
257 input_needs_mipmaps |= node->effect->needs_mipmaps();
259 for (unsigned i = 0; i < effects.size(); ++i) {
260 Node *node = effects[i];
261 if (node->effect->num_inputs() == 0) {
262 node->effect->set_int("needs_mipmaps", input_needs_mipmaps);
265 frag_shader += std::string("#define INPUT ") + effects.back()->effect_id + "\n";
266 frag_shader.append(read_file("footer.frag"));
268 // Output shader to a temporary file, for easier debugging.
269 static int compiled_shader_num = 0;
271 sprintf(filename, "chain-%03d.frag", compiled_shader_num++);
272 FILE *fp = fopen(filename, "w");
277 fprintf(fp, "%s\n", frag_shader.c_str());
280 GLuint glsl_program_num = glCreateProgram();
281 GLuint vs_obj = compile_shader(read_file("vs.vert"), GL_VERTEX_SHADER);
282 GLuint fs_obj = compile_shader(frag_shader, GL_FRAGMENT_SHADER);
283 glAttachShader(glsl_program_num, vs_obj);
285 glAttachShader(glsl_program_num, fs_obj);
287 glLinkProgram(glsl_program_num);
290 Phase *phase = new Phase;
291 phase->glsl_program_num = glsl_program_num;
292 phase->vertex_shader = vs_obj;
293 phase->fragment_shader = fs_obj;
294 phase->input_needs_mipmaps = input_needs_mipmaps;
295 phase->inputs = true_inputs;
296 phase->effects = effects;
301 // Construct GLSL programs, starting at the given effect and following
302 // the chain from there. We end a program every time we come to an effect
303 // marked as "needs texture bounce", one that is used by multiple other
304 // effects, every time an effect wants to change the output size,
305 // and of course at the end.
307 // We follow a quite simple depth-first search from the output, although
308 // without any explicit recursion.
309 void EffectChain::construct_glsl_programs(Node *output)
311 // Which effects have already been completed in this phase?
312 // We need to keep track of it, as an effect with multiple outputs
313 // could otherwise be calculate multiple times.
314 std::set<Node *> completed_effects;
316 // Effects in the current phase, as well as inputs (outputs from other phases
317 // that we depend on). Note that since we start iterating from the end,
318 // the effect list will be in the reverse order.
319 std::vector<Node *> this_phase_inputs;
320 std::vector<Node *> this_phase_effects;
322 // Effects that we have yet to calculate, but that we know should
323 // be in the current phase.
324 std::stack<Node *> effects_todo_this_phase;
326 // Effects that we have yet to calculate, but that come from other phases.
327 // We delay these until we have this phase done in its entirety,
328 // at which point we pick any of them and start a new phase from that.
329 std::stack<Node *> effects_todo_other_phases;
331 effects_todo_this_phase.push(output);
333 for ( ;; ) { // Termination condition within loop.
334 if (!effects_todo_this_phase.empty()) {
335 // OK, we have more to do this phase.
336 Node *node = effects_todo_this_phase.top();
337 effects_todo_this_phase.pop();
339 // This should currently only happen for effects that are phase outputs,
340 // and we throw those out separately below.
341 assert(completed_effects.count(node) == 0);
343 this_phase_effects.push_back(node);
344 completed_effects.insert(node);
346 // Find all the dependencies of this effect, and add them to the stack.
347 std::vector<Node *> deps = node->incoming_links;
348 assert(node->effect->num_inputs() == deps.size());
349 for (unsigned i = 0; i < deps.size(); ++i) {
350 bool start_new_phase = false;
352 // FIXME: If we sample directly from a texture, we won't need this.
353 if (node->effect->needs_texture_bounce()) {
354 start_new_phase = true;
357 if (deps[i]->outgoing_links.size() > 1) {
358 if (deps[i]->effect->num_inputs() > 0) {
359 // More than one effect uses this as the input,
360 // and it is not a texture itself.
361 // The easiest thing to do (and probably also the safest
362 // performance-wise in most cases) is to bounce it to a texture
363 // and then let the next passes read from that.
364 start_new_phase = true;
366 // For textures, we try to be slightly more clever;
367 // if none of our outputs need a bounce, we don't bounce
368 // but instead simply use the effect many times.
370 // Strictly speaking, we could bounce it for some outputs
371 // and use it directly for others, but the processing becomes
372 // somewhat simpler if the effect is only used in one such way.
373 for (unsigned j = 0; j < deps[i]->outgoing_links.size(); ++j) {
374 Node *rdep = deps[i]->outgoing_links[j];
375 start_new_phase |= rdep->effect->needs_texture_bounce();
380 if (deps[i]->effect->changes_output_size()) {
381 start_new_phase = true;
384 if (start_new_phase) {
385 effects_todo_other_phases.push(deps[i]);
386 this_phase_inputs.push_back(deps[i]);
388 effects_todo_this_phase.push(deps[i]);
394 // No more effects to do this phase. Take all the ones we have,
395 // and create a GLSL program for it.
396 if (!this_phase_effects.empty()) {
397 reverse(this_phase_effects.begin(), this_phase_effects.end());
398 phases.push_back(compile_glsl_program(this_phase_inputs, this_phase_effects));
399 this_phase_effects.back()->phase = phases.back();
400 this_phase_inputs.clear();
401 this_phase_effects.clear();
403 assert(this_phase_inputs.empty());
404 assert(this_phase_effects.empty());
406 // If we have no effects left, exit.
407 if (effects_todo_other_phases.empty()) {
411 Node *node = effects_todo_other_phases.top();
412 effects_todo_other_phases.pop();
414 if (completed_effects.count(node) == 0) {
415 // Start a new phase, calculating from this effect.
416 effects_todo_this_phase.push(node);
420 // Finally, since the phases are found from the output but must be executed
421 // from the input(s), reverse them, too.
422 std::reverse(phases.begin(), phases.end());
425 void EffectChain::output_dot(const char *filename)
427 FILE *fp = fopen(filename, "w");
433 fprintf(fp, "digraph G {\n");
434 for (unsigned i = 0; i < nodes.size(); ++i) {
435 // Find out which phase this event belongs to.
437 for (unsigned j = 0; j < phases.size(); ++j) {
438 const Phase* p = phases[j];
439 if (std::find(p->effects.begin(), p->effects.end(), nodes[i]) != p->effects.end()) {
440 assert(in_phase == -1);
445 if (in_phase == -1) {
446 fprintf(fp, " n%ld [label=\"%s\"];\n", (long)nodes[i], nodes[i]->effect->effect_type_id().c_str());
448 fprintf(fp, " n%ld [label=\"%s\" style=\"filled\" fillcolor=\"/accent8/%d\"];\n",
449 (long)nodes[i], nodes[i]->effect->effect_type_id().c_str(),
452 for (unsigned j = 0; j < nodes[i]->outgoing_links.size(); ++j) {
453 std::vector<std::string> labels;
455 if (nodes[i]->outgoing_links[j]->effect->needs_texture_bounce()) {
456 labels.push_back("needs_bounce");
458 if (nodes[i]->effect->changes_output_size()) {
459 labels.push_back("resize");
462 switch (nodes[i]->output_color_space) {
463 case COLORSPACE_INVALID:
464 labels.push_back("spc[invalid]");
466 case COLORSPACE_REC_601_525:
467 labels.push_back("spc[rec601-525]");
469 case COLORSPACE_REC_601_625:
470 labels.push_back("spc[rec601-625]");
476 switch (nodes[i]->output_gamma_curve) {
478 labels.push_back("gamma[invalid]");
481 labels.push_back("gamma[sRGB]");
483 case GAMMA_REC_601: // and GAMMA_REC_709
484 labels.push_back("gamma[rec601/709]");
490 if (labels.empty()) {
491 fprintf(fp, " n%ld -> n%ld;\n", (long)nodes[i], (long)nodes[i]->outgoing_links[j]);
493 std::string label = labels[0];
494 for (unsigned k = 1; k < labels.size(); ++k) {
495 label += ", " + labels[k];
497 fprintf(fp, " n%ld -> n%ld [label=\"%s\"];\n", (long)nodes[i], (long)nodes[i]->outgoing_links[j], label.c_str());
506 unsigned EffectChain::fit_rectangle_to_aspect(unsigned width, unsigned height)
508 if (float(width) * aspect_denom >= float(height) * aspect_nom) {
509 // Same aspect, or W/H > aspect (image is wider than the frame).
510 // In either case, keep width.
513 // W/H < aspect (image is taller than the frame), so keep height,
514 // and adjust width correspondingly.
515 return lrintf(height * aspect_nom / aspect_denom);
519 // Propagate input texture sizes throughout, and inform effects downstream.
520 // (Like a lot of other code, we depend on effects being in topological order.)
521 void EffectChain::inform_input_sizes(Phase *phase)
523 // All effects that have a defined size (inputs and RTT inputs)
524 // get that. Reset all others.
525 for (unsigned i = 0; i < phase->effects.size(); ++i) {
526 Node *node = phase->effects[i];
527 if (node->effect->num_inputs() == 0) {
528 Input *input = static_cast<Input *>(node->effect);
529 node->output_width = input->get_width();
530 node->output_height = input->get_height();
531 assert(node->output_width != 0);
532 assert(node->output_height != 0);
534 node->output_width = node->output_height = 0;
537 for (unsigned i = 0; i < phase->inputs.size(); ++i) {
538 Node *input = phase->inputs[i];
539 input->output_width = input->phase->output_width;
540 input->output_height = input->phase->output_height;
541 assert(input->output_width != 0);
542 assert(input->output_height != 0);
545 // Now propagate from the inputs towards the end, and inform as we go.
546 // The rules are simple:
548 // 1. Don't touch effects that already have given sizes (ie., inputs).
549 // 2. If all of your inputs have the same size, that will be your output size.
550 // 3. Otherwise, your output size is 0x0.
551 for (unsigned i = 0; i < phase->effects.size(); ++i) {
552 Node *node = phase->effects[i];
553 if (node->effect->num_inputs() == 0) {
556 unsigned this_output_width = 0;
557 unsigned this_output_height = 0;
558 for (unsigned j = 0; j < node->incoming_links.size(); ++j) {
559 Node *input = node->incoming_links[j];
560 node->effect->inform_input_size(j, input->output_width, input->output_height);
562 this_output_width = input->output_width;
563 this_output_height = input->output_height;
564 } else if (input->output_width != this_output_width || input->output_height != this_output_height) {
566 this_output_width = 0;
567 this_output_height = 0;
570 node->output_width = this_output_width;
571 node->output_height = this_output_height;
575 // Note: You should call inform_input_sizes() before this, as the last effect's
576 // desired output size might change based on the inputs.
577 void EffectChain::find_output_size(Phase *phase)
579 Node *output_node = phase->effects.back();
581 // If the last effect explicitly sets an output size, use that.
582 if (output_node->effect->changes_output_size()) {
583 output_node->effect->get_output_size(&phase->output_width, &phase->output_height);
587 // If not, look at the input phases and textures.
588 // We select the largest one (by fit into the current aspect).
589 unsigned best_width = 0;
590 for (unsigned i = 0; i < phase->inputs.size(); ++i) {
591 Node *input = phase->inputs[i];
592 assert(input->phase->output_width != 0);
593 assert(input->phase->output_height != 0);
594 unsigned width = fit_rectangle_to_aspect(input->phase->output_width, input->phase->output_height);
595 if (width > best_width) {
599 for (unsigned i = 0; i < phase->effects.size(); ++i) {
600 Effect *effect = phase->effects[i]->effect;
601 if (effect->num_inputs() != 0) {
605 Input *input = static_cast<Input *>(effect);
606 unsigned width = fit_rectangle_to_aspect(input->get_width(), input->get_height());
607 if (width > best_width) {
611 assert(best_width != 0);
612 phase->output_width = best_width;
613 phase->output_height = best_width * aspect_denom / aspect_nom;
616 void EffectChain::sort_nodes_topologically()
618 std::set<Node *> visited_nodes;
619 std::vector<Node *> sorted_list;
620 for (unsigned i = 0; i < nodes.size(); ++i) {
621 if (nodes[i]->incoming_links.size() == 0) {
622 topological_sort_visit_node(nodes[i], &visited_nodes, &sorted_list);
625 reverse(sorted_list.begin(), sorted_list.end());
629 void EffectChain::topological_sort_visit_node(Node *node, std::set<Node *> *visited_nodes, std::vector<Node *> *sorted_list)
631 if (visited_nodes->count(node) != 0) {
634 visited_nodes->insert(node);
635 for (unsigned i = 0; i < node->outgoing_links.size(); ++i) {
636 topological_sort_visit_node(node->outgoing_links[i], visited_nodes, sorted_list);
638 sorted_list->push_back(node);
641 // Propagate gamma and color space information as far as we can in the graph.
642 // The rules are simple: Anything where all the inputs agree, get that as
643 // output as well. Anything else keeps having *_INVALID.
644 void EffectChain::propagate_gamma_and_color_space()
646 // We depend on going through the nodes in order.
647 sort_nodes_topologically();
649 for (unsigned i = 0; i < nodes.size(); ++i) {
650 Node *node = nodes[i];
651 if (node->disabled) {
654 assert(node->incoming_links.size() == node->effect->num_inputs());
655 if (node->incoming_links.size() == 0) {
656 assert(node->output_color_space != COLORSPACE_INVALID);
657 assert(node->output_gamma_curve != GAMMA_INVALID);
661 Colorspace color_space = node->incoming_links[0]->output_color_space;
662 GammaCurve gamma_curve = node->incoming_links[0]->output_gamma_curve;
663 for (unsigned j = 1; j < node->incoming_links.size(); ++j) {
664 if (node->incoming_links[j]->output_color_space != color_space) {
665 color_space = COLORSPACE_INVALID;
667 if (node->incoming_links[j]->output_gamma_curve != gamma_curve) {
668 gamma_curve = GAMMA_INVALID;
672 // The conversion effects already have their outputs set correctly,
673 // so leave them alone.
674 if (node->effect->effect_type_id() != "ColorspaceConversionEffect") {
675 node->output_color_space = color_space;
677 if (node->effect->effect_type_id() != "GammaCompressionEffect" &&
678 node->effect->effect_type_id() != "GammaExpansionEffect") {
679 node->output_gamma_curve = gamma_curve;
684 bool EffectChain::node_needs_colorspace_fix(Node *node)
686 if (node->disabled) {
689 if (node->effect->num_inputs() == 0) {
693 // propagate_gamma_and_color_space() has already set our output
694 // to COLORSPACE_INVALID if the inputs differ, so we can rely on that.
695 if (node->output_color_space == COLORSPACE_INVALID) {
698 return (node->effect->needs_srgb_primaries() && node->output_color_space != COLORSPACE_sRGB);
701 // Fix up color spaces so that there are no COLORSPACE_INVALID nodes left in
702 // the graph. Our strategy is not always optimal, but quite simple:
703 // Find an effect that's as early as possible where the inputs are of
704 // unacceptable colorspaces (that is, either different, or, if the effect only
705 // wants sRGB, not sRGB.) Add appropriate conversions on all its inputs,
706 // propagate the information anew, and repeat until there are no more such
708 void EffectChain::fix_internal_color_spaces()
710 unsigned colorspace_propagation_pass = 0;
714 for (unsigned i = 0; i < nodes.size(); ++i) {
715 Node *node = nodes[i];
716 if (!node_needs_colorspace_fix(node)) {
720 // Go through each input that is not sRGB, and insert
721 // a colorspace conversion before it.
722 for (unsigned j = 0; j < node->incoming_links.size(); ++j) {
723 Node *input = node->incoming_links[j];
724 assert(input->output_color_space != COLORSPACE_INVALID);
725 if (input->output_color_space == COLORSPACE_sRGB) {
728 Node *conversion = add_node(new ColorspaceConversionEffect());
729 conversion->effect->set_int("source_space", input->output_color_space);
730 conversion->effect->set_int("destination_space", COLORSPACE_sRGB);
731 conversion->output_color_space = COLORSPACE_sRGB;
732 insert_node_between(input, conversion, node);
735 // Re-sort topologically, and propagate the new information.
736 propagate_gamma_and_color_space();
743 sprintf(filename, "step3-colorspacefix-iter%u.dot", ++colorspace_propagation_pass);
744 output_dot(filename);
745 assert(colorspace_propagation_pass < 100);
748 for (unsigned i = 0; i < nodes.size(); ++i) {
749 Node *node = nodes[i];
750 if (node->disabled) {
753 assert(node->output_color_space != COLORSPACE_INVALID);
757 // Make so that the output is in the desired color space.
758 void EffectChain::fix_output_color_space()
760 Node *output = find_output_node();
761 if (output->output_color_space != output_format.color_space) {
762 Node *conversion = add_node(new ColorspaceConversionEffect());
763 conversion->effect->set_int("source_space", output->output_color_space);
764 conversion->effect->set_int("destination_space", output_format.color_space);
765 conversion->output_color_space = output_format.color_space;
766 connect_nodes(output, conversion);
767 propagate_gamma_and_color_space();
771 bool EffectChain::node_needs_gamma_fix(Node *node)
773 if (node->disabled) {
777 // Small hack since the output is not an explicit node:
778 // If we are the last node and our output is in the wrong
779 // space compared to EffectChain's output, we need to fix it.
780 // This will only take us to linear, but fix_output_gamma()
781 // will come and take us to the desired output gamma
784 // This needs to be before everything else, since it could
785 // even apply to inputs (if they are the only effect).
786 if (node->outgoing_links.empty() &&
787 node->output_gamma_curve != output_format.gamma_curve &&
788 node->output_gamma_curve != GAMMA_LINEAR) {
792 if (node->effect->num_inputs() == 0) {
796 // propagate_gamma_and_color_space() has already set our output
797 // to GAMMA_INVALID if the inputs differ, so we can rely on that,
798 // except for GammaCompressionEffect.
799 if (node->output_gamma_curve == GAMMA_INVALID) {
802 if (node->effect->effect_type_id() == "GammaCompressionEffect") {
803 assert(node->incoming_links.size() == 1);
804 return node->incoming_links[0]->output_gamma_curve != GAMMA_LINEAR;
807 return (node->effect->needs_linear_light() && node->output_gamma_curve != GAMMA_LINEAR);
810 // Very similar to fix_internal_color_spaces(), but for gamma.
811 // There is one difference, though; before we start adding conversion nodes,
812 // we see if we can get anything out of asking the sources to deliver
813 // linear gamma directly. fix_internal_gamma_by_asking_inputs()
814 // does that part, while fix_internal_gamma_by_inserting_nodes()
815 // inserts nodes as needed afterwards.
816 void EffectChain::fix_internal_gamma_by_asking_inputs(unsigned step)
818 unsigned gamma_propagation_pass = 0;
822 for (unsigned i = 0; i < nodes.size(); ++i) {
823 Node *node = nodes[i];
824 if (!node_needs_gamma_fix(node)) {
828 // See if all inputs can give us linear gamma. If not, leave it.
829 std::vector<Node *> nonlinear_inputs;
830 find_all_nonlinear_inputs(node, &nonlinear_inputs);
831 assert(!nonlinear_inputs.empty());
834 for (unsigned i = 0; i < nonlinear_inputs.size(); ++i) {
835 Input *input = static_cast<Input *>(nonlinear_inputs[i]->effect);
836 all_ok &= input->can_output_linear_gamma();
843 for (unsigned i = 0; i < nonlinear_inputs.size(); ++i) {
844 nonlinear_inputs[i]->effect->set_int("output_linear_gamma", 1);
845 nonlinear_inputs[i]->output_gamma_curve = GAMMA_LINEAR;
848 // Re-sort topologically, and propagate the new information.
849 propagate_gamma_and_color_space();
856 sprintf(filename, "step%u-gammafix-iter%u.dot", step, ++gamma_propagation_pass);
857 output_dot(filename);
858 assert(gamma_propagation_pass < 100);
862 void EffectChain::fix_internal_gamma_by_inserting_nodes(unsigned step)
864 unsigned gamma_propagation_pass = 0;
868 for (unsigned i = 0; i < nodes.size(); ++i) {
869 Node *node = nodes[i];
870 if (!node_needs_gamma_fix(node)) {
874 // Special case: We could be an input and still be asked to
875 // fix our gamma; if so, we should be the only node
876 // (as node_needs_gamma_fix() would only return true in
877 // for an input in that case). That means we should insert
878 // a conversion node _after_ ourselves.
879 if (node->incoming_links.empty()) {
880 assert(node->outgoing_links.empty());
881 Node *conversion = add_node(new GammaExpansionEffect());
882 conversion->effect->set_int("source_curve", node->output_gamma_curve);
883 conversion->output_gamma_curve = GAMMA_LINEAR;
884 connect_nodes(node, conversion);
887 // If not, go through each input that is not linear gamma,
888 // and insert a gamma conversion before it.
889 for (unsigned j = 0; j < node->incoming_links.size(); ++j) {
890 Node *input = node->incoming_links[j];
891 assert(input->output_gamma_curve != GAMMA_INVALID);
892 if (input->output_gamma_curve == GAMMA_LINEAR) {
895 Node *conversion = add_node(new GammaExpansionEffect());
896 conversion->effect->set_int("source_curve", input->output_gamma_curve);
897 conversion->output_gamma_curve = GAMMA_LINEAR;
898 insert_node_between(input, conversion, node);
901 // Re-sort topologically, and propagate the new information.
902 propagate_gamma_and_color_space();
909 sprintf(filename, "step%u-gammafix-iter%u.dot", step, ++gamma_propagation_pass);
910 output_dot(filename);
911 assert(gamma_propagation_pass < 100);
914 for (unsigned i = 0; i < nodes.size(); ++i) {
915 Node *node = nodes[i];
916 if (node->disabled) {
919 assert(node->output_gamma_curve != GAMMA_INVALID);
923 // Make so that the output is in the desired gamma.
924 // Note that this assumes linear input gamma, so it might create the need
925 // for another pass of fix_internal_gamma().
926 void EffectChain::fix_output_gamma()
928 Node *output = find_output_node();
929 if (output->output_gamma_curve != output_format.gamma_curve) {
930 Node *conversion = add_node(new GammaCompressionEffect());
931 conversion->effect->set_int("destination_curve", output_format.gamma_curve);
932 conversion->output_gamma_curve = output_format.gamma_curve;
933 connect_nodes(output, conversion);
937 // Find the output node. This is, simply, one that has no outgoing links.
938 // If there are multiple ones, the graph is malformed (we do not support
939 // multiple outputs right now).
940 Node *EffectChain::find_output_node()
942 std::vector<Node *> output_nodes;
943 for (unsigned i = 0; i < nodes.size(); ++i) {
944 Node *node = nodes[i];
945 if (node->disabled) {
948 if (node->outgoing_links.empty()) {
949 output_nodes.push_back(node);
952 assert(output_nodes.size() == 1);
953 return output_nodes[0];
956 void EffectChain::finalize()
958 // Output the graph as it is before we do any conversions on it.
959 output_dot("step0-start.dot");
961 // Give each effect in turn a chance to rewrite its own part of the graph.
962 // Note that if more effects are added as part of this, they will be
963 // picked up as part of the same for loop, since they are added at the end.
964 for (unsigned i = 0; i < nodes.size(); ++i) {
965 nodes[i]->effect->rewrite_graph(this, nodes[i]);
967 output_dot("step1-rewritten.dot");
969 propagate_gamma_and_color_space();
970 output_dot("step2-propagated.dot");
972 fix_internal_color_spaces();
973 fix_output_color_space();
974 output_dot("step4-output-colorspacefix.dot");
976 // Note that we need to fix gamma after colorspace conversion,
977 // because colorspace conversions might create needs for gamma conversions.
978 // Also, we need to run an extra pass of fix_internal_gamma() after
979 // fixing the output gamma, as we only have conversions to/from linear.
980 fix_internal_gamma_by_asking_inputs(5);
981 fix_internal_gamma_by_inserting_nodes(6);
983 output_dot("step7-output-gammafix.dot");
984 fix_internal_gamma_by_asking_inputs(8);
985 fix_internal_gamma_by_inserting_nodes(9);
987 output_dot("step10-final.dot");
989 // Construct all needed GLSL programs, starting at the output.
990 construct_glsl_programs(find_output_node());
992 output_dot("step11-split-to-phases.dot");
994 // If we have more than one phase, we need intermediate render-to-texture.
995 // Construct an FBO, and then as many textures as we need.
996 // We choose the simplest option of having one texture per output,
997 // since otherwise this turns into an (albeit simple)
998 // register allocation problem.
999 if (phases.size() > 1) {
1000 glGenFramebuffers(1, &fbo);
1002 for (unsigned i = 0; i < phases.size() - 1; ++i) {
1003 inform_input_sizes(phases[i]);
1004 find_output_size(phases[i]);
1006 Node *output_node = phases[i]->effects.back();
1007 glGenTextures(1, &output_node->output_texture);
1009 glBindTexture(GL_TEXTURE_2D, output_node->output_texture);
1011 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
1013 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
1015 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F_ARB, phases[i]->output_width, phases[i]->output_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
1018 output_node->output_texture_width = phases[i]->output_width;
1019 output_node->output_texture_height = phases[i]->output_height;
1021 inform_input_sizes(phases.back());
1024 for (unsigned i = 0; i < inputs.size(); ++i) {
1025 inputs[i]->finalize();
1028 assert(phases[0]->inputs.empty());
1033 void EffectChain::render_to_fbo(GLuint dest_fbo, unsigned width, unsigned height)
1037 // Save original viewport.
1038 GLuint x = 0, y = 0;
1040 if (width == 0 && height == 0) {
1042 glGetIntegerv(GL_VIEWPORT, viewport);
1045 width = viewport[2];
1046 height = viewport[3];
1050 glDisable(GL_BLEND);
1052 glDisable(GL_DEPTH_TEST);
1054 glDepthMask(GL_FALSE);
1057 glMatrixMode(GL_PROJECTION);
1059 glOrtho(0.0, 1.0, 0.0, 1.0, 0.0, 1.0);
1061 glMatrixMode(GL_MODELVIEW);
1064 if (phases.size() > 1) {
1065 glBindFramebuffer(GL_FRAMEBUFFER, fbo);
1069 std::set<Node *> generated_mipmaps;
1071 for (unsigned phase = 0; phase < phases.size(); ++phase) {
1072 // See if the requested output size has changed. If so, we need to recreate
1073 // the texture (and before we start setting up inputs).
1074 inform_input_sizes(phases[phase]);
1075 if (phase != phases.size() - 1) {
1076 find_output_size(phases[phase]);
1078 Node *output_node = phases[phase]->effects.back();
1080 if (output_node->output_texture_width != phases[phase]->output_width ||
1081 output_node->output_texture_height != phases[phase]->output_height) {
1082 glActiveTexture(GL_TEXTURE0);
1084 glBindTexture(GL_TEXTURE_2D, output_node->output_texture);
1086 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F_ARB, phases[phase]->output_width, phases[phase]->output_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
1088 glBindTexture(GL_TEXTURE_2D, 0);
1091 output_node->output_texture_width = phases[phase]->output_width;
1092 output_node->output_texture_height = phases[phase]->output_height;
1096 glUseProgram(phases[phase]->glsl_program_num);
1099 // Set up RTT inputs for this phase.
1100 for (unsigned sampler = 0; sampler < phases[phase]->inputs.size(); ++sampler) {
1101 glActiveTexture(GL_TEXTURE0 + sampler);
1102 Node *input = phases[phase]->inputs[sampler];
1103 glBindTexture(GL_TEXTURE_2D, input->output_texture);
1105 if (phases[phase]->input_needs_mipmaps) {
1106 if (generated_mipmaps.count(input) == 0) {
1107 glGenerateMipmap(GL_TEXTURE_2D);
1109 generated_mipmaps.insert(input);
1111 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
1114 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
1118 std::string texture_name = std::string("tex_") + input->effect_id;
1119 glUniform1i(glGetUniformLocation(phases[phase]->glsl_program_num, texture_name.c_str()), sampler);
1123 // And now the output.
1124 if (phase == phases.size() - 1) {
1125 // Last phase goes to the output the user specified.
1126 glBindFramebuffer(GL_FRAMEBUFFER, dest_fbo);
1128 glViewport(x, y, width, height);
1130 Node *output_node = phases[phase]->effects.back();
1131 glFramebufferTexture2D(
1133 GL_COLOR_ATTACHMENT0,
1135 output_node->output_texture,
1138 glViewport(0, 0, phases[phase]->output_width, phases[phase]->output_height);
1141 // Give the required parameters to all the effects.
1142 unsigned sampler_num = phases[phase]->inputs.size();
1143 for (unsigned i = 0; i < phases[phase]->effects.size(); ++i) {
1144 Node *node = phases[phase]->effects[i];
1145 node->effect->set_gl_state(phases[phase]->glsl_program_num, node->effect_id, &sampler_num);
1152 glTexCoord2f(0.0f, 0.0f);
1153 glVertex2f(0.0f, 0.0f);
1155 glTexCoord2f(1.0f, 0.0f);
1156 glVertex2f(1.0f, 0.0f);
1158 glTexCoord2f(1.0f, 1.0f);
1159 glVertex2f(1.0f, 1.0f);
1161 glTexCoord2f(0.0f, 1.0f);
1162 glVertex2f(0.0f, 1.0f);
1167 for (unsigned i = 0; i < phases[phase]->effects.size(); ++i) {
1168 Node *node = phases[phase]->effects[i];
1169 node->effect->clear_gl_state();