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 "dither_effect.h"
23 EffectChain::EffectChain(float aspect_nom, float aspect_denom)
24 : aspect_nom(aspect_nom),
25 aspect_denom(aspect_denom),
31 EffectChain::~EffectChain()
33 for (unsigned i = 0; i < nodes.size(); ++i) {
34 if (nodes[i]->output_texture != 0) {
35 glDeleteTextures(1, &nodes[i]->output_texture);
37 delete nodes[i]->effect;
40 for (unsigned i = 0; i < phases.size(); ++i) {
41 glDeleteProgram(phases[i]->glsl_program_num);
42 glDeleteShader(phases[i]->vertex_shader);
43 glDeleteShader(phases[i]->fragment_shader);
47 glDeleteFramebuffers(1, &fbo);
51 Input *EffectChain::add_input(Input *input)
53 inputs.push_back(input);
55 Node *node = add_node(input);
56 node->output_color_space = input->get_color_space();
57 node->output_gamma_curve = input->get_gamma_curve();
61 void EffectChain::add_output(const ImageFormat &format)
63 output_format = 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_texture = 0;
79 nodes.push_back(node);
80 node_map[effect] = node;
84 void EffectChain::connect_nodes(Node *sender, Node *receiver)
86 sender->outgoing_links.push_back(receiver);
87 receiver->incoming_links.push_back(sender);
90 void EffectChain::replace_receiver(Node *old_receiver, Node *new_receiver)
92 new_receiver->incoming_links = old_receiver->incoming_links;
93 old_receiver->incoming_links.clear();
95 for (unsigned i = 0; i < new_receiver->incoming_links.size(); ++i) {
96 Node *sender = new_receiver->incoming_links[i];
97 for (unsigned j = 0; j < sender->outgoing_links.size(); ++j) {
98 if (sender->outgoing_links[j] == old_receiver) {
99 sender->outgoing_links[j] = new_receiver;
105 void EffectChain::replace_sender(Node *old_sender, Node *new_sender)
107 new_sender->outgoing_links = old_sender->outgoing_links;
108 old_sender->outgoing_links.clear();
110 for (unsigned i = 0; i < new_sender->outgoing_links.size(); ++i) {
111 Node *receiver = new_sender->outgoing_links[i];
112 for (unsigned j = 0; j < receiver->incoming_links.size(); ++j) {
113 if (receiver->incoming_links[j] == old_sender) {
114 receiver->incoming_links[j] = new_sender;
120 void EffectChain::insert_node_between(Node *sender, Node *middle, Node *receiver)
122 for (unsigned i = 0; i < sender->outgoing_links.size(); ++i) {
123 if (sender->outgoing_links[i] == receiver) {
124 sender->outgoing_links[i] = middle;
125 middle->incoming_links.push_back(sender);
128 for (unsigned i = 0; i < receiver->incoming_links.size(); ++i) {
129 if (receiver->incoming_links[i] == sender) {
130 receiver->incoming_links[i] = middle;
131 middle->outgoing_links.push_back(receiver);
135 assert(middle->incoming_links.size() == middle->effect->num_inputs());
138 void EffectChain::find_all_nonlinear_inputs(Node *node, std::vector<Node *> *nonlinear_inputs)
140 if (node->output_gamma_curve == GAMMA_LINEAR &&
141 node->effect->effect_type_id() != "GammaCompressionEffect") {
144 if (node->effect->num_inputs() == 0) {
145 nonlinear_inputs->push_back(node);
147 assert(node->effect->num_inputs() == node->incoming_links.size());
148 for (unsigned i = 0; i < node->incoming_links.size(); ++i) {
149 find_all_nonlinear_inputs(node->incoming_links[i], nonlinear_inputs);
154 Effect *EffectChain::add_effect(Effect *effect, const std::vector<Effect *> &inputs)
156 assert(inputs.size() == effect->num_inputs());
157 Node *node = add_node(effect);
158 for (unsigned i = 0; i < inputs.size(); ++i) {
159 assert(node_map.count(inputs[i]) != 0);
160 connect_nodes(node_map[inputs[i]], node);
165 // GLSL pre-1.30 doesn't support token pasting. Replace PREFIX(x) with <effect_id>_x.
166 std::string replace_prefix(const std::string &text, const std::string &prefix)
171 while (start < text.size()) {
172 size_t pos = text.find("PREFIX(", start);
173 if (pos == std::string::npos) {
174 output.append(text.substr(start, std::string::npos));
178 output.append(text.substr(start, pos - start));
179 output.append(prefix);
182 pos += strlen("PREFIX(");
184 // Output stuff until we find the matching ), which we then eat.
186 size_t end_arg_pos = pos;
187 while (end_arg_pos < text.size()) {
188 if (text[end_arg_pos] == '(') {
190 } else if (text[end_arg_pos] == ')') {
198 output.append(text.substr(pos, end_arg_pos - pos));
206 Phase *EffectChain::compile_glsl_program(
207 const std::vector<Node *> &inputs,
208 const std::vector<Node *> &effects)
210 assert(!effects.empty());
212 // Deduplicate the inputs.
213 std::vector<Node *> true_inputs = inputs;
214 std::sort(true_inputs.begin(), true_inputs.end());
215 true_inputs.erase(std::unique(true_inputs.begin(), true_inputs.end()), true_inputs.end());
217 bool input_needs_mipmaps = false;
218 std::string frag_shader = read_file("header.frag");
220 // Create functions for all the texture inputs that we need.
221 for (unsigned i = 0; i < true_inputs.size(); ++i) {
222 Node *input = true_inputs[i];
224 frag_shader += std::string("uniform sampler2D tex_") + input->effect_id + ";\n";
225 frag_shader += std::string("vec4 ") + input->effect_id + "(vec2 tc) {\n";
226 frag_shader += "\treturn texture2D(tex_" + input->effect_id + ", tc);\n";
227 frag_shader += "}\n";
231 for (unsigned i = 0; i < effects.size(); ++i) {
232 Node *node = effects[i];
234 if (node->incoming_links.size() == 1) {
235 frag_shader += std::string("#define INPUT ") + node->incoming_links[0]->effect_id + "\n";
237 for (unsigned j = 0; j < node->incoming_links.size(); ++j) {
239 sprintf(buf, "#define INPUT%d %s\n", j + 1, node->incoming_links[j]->effect_id.c_str());
245 frag_shader += std::string("#define FUNCNAME ") + node->effect_id + "\n";
246 frag_shader += replace_prefix(node->effect->output_convenience_uniforms(), node->effect_id);
247 frag_shader += replace_prefix(node->effect->output_fragment_shader(), node->effect_id);
248 frag_shader += "#undef PREFIX\n";
249 frag_shader += "#undef FUNCNAME\n";
250 if (node->incoming_links.size() == 1) {
251 frag_shader += "#undef INPUT\n";
253 for (unsigned j = 0; j < node->incoming_links.size(); ++j) {
255 sprintf(buf, "#undef INPUT%d\n", j + 1);
261 input_needs_mipmaps |= node->effect->needs_mipmaps();
263 for (unsigned i = 0; i < effects.size(); ++i) {
264 Node *node = effects[i];
265 if (node->effect->num_inputs() == 0) {
266 CHECK(node->effect->set_int("needs_mipmaps", input_needs_mipmaps));
269 frag_shader += std::string("#define INPUT ") + effects.back()->effect_id + "\n";
270 frag_shader.append(read_file("footer.frag"));
272 if (movit_debug_level == MOVIT_DEBUG_ON) {
273 // Output shader to a temporary file, for easier debugging.
274 static int compiled_shader_num = 0;
276 sprintf(filename, "chain-%03d.frag", compiled_shader_num++);
277 FILE *fp = fopen(filename, "w");
282 fprintf(fp, "%s\n", frag_shader.c_str());
286 GLuint glsl_program_num = glCreateProgram();
287 GLuint vs_obj = compile_shader(read_file("vs.vert"), GL_VERTEX_SHADER);
288 GLuint fs_obj = compile_shader(frag_shader, GL_FRAGMENT_SHADER);
289 glAttachShader(glsl_program_num, vs_obj);
291 glAttachShader(glsl_program_num, fs_obj);
293 glLinkProgram(glsl_program_num);
296 Phase *phase = new Phase;
297 phase->glsl_program_num = glsl_program_num;
298 phase->vertex_shader = vs_obj;
299 phase->fragment_shader = fs_obj;
300 phase->input_needs_mipmaps = input_needs_mipmaps;
301 phase->inputs = true_inputs;
302 phase->effects = effects;
307 // Construct GLSL programs, starting at the given effect and following
308 // the chain from there. We end a program every time we come to an effect
309 // marked as "needs texture bounce", one that is used by multiple other
310 // effects, every time an effect wants to change the output size,
311 // and of course at the end.
313 // We follow a quite simple depth-first search from the output, although
314 // without any explicit recursion.
315 void EffectChain::construct_glsl_programs(Node *output)
317 // Which effects have already been completed in this phase?
318 // We need to keep track of it, as an effect with multiple outputs
319 // could otherwise be calculate multiple times.
320 std::set<Node *> completed_effects;
322 // Effects in the current phase, as well as inputs (outputs from other phases
323 // that we depend on). Note that since we start iterating from the end,
324 // the effect list will be in the reverse order.
325 std::vector<Node *> this_phase_inputs;
326 std::vector<Node *> this_phase_effects;
328 // Effects that we have yet to calculate, but that we know should
329 // be in the current phase.
330 std::stack<Node *> effects_todo_this_phase;
332 // Effects that we have yet to calculate, but that come from other phases.
333 // We delay these until we have this phase done in its entirety,
334 // at which point we pick any of them and start a new phase from that.
335 std::stack<Node *> effects_todo_other_phases;
337 effects_todo_this_phase.push(output);
339 for ( ;; ) { // Termination condition within loop.
340 if (!effects_todo_this_phase.empty()) {
341 // OK, we have more to do this phase.
342 Node *node = effects_todo_this_phase.top();
343 effects_todo_this_phase.pop();
345 // This should currently only happen for effects that are phase outputs,
346 // and we throw those out separately below.
347 assert(completed_effects.count(node) == 0);
349 this_phase_effects.push_back(node);
350 completed_effects.insert(node);
352 // Find all the dependencies of this effect, and add them to the stack.
353 std::vector<Node *> deps = node->incoming_links;
354 assert(node->effect->num_inputs() == deps.size());
355 for (unsigned i = 0; i < deps.size(); ++i) {
356 bool start_new_phase = false;
358 // FIXME: If we sample directly from a texture, we won't need this.
359 if (node->effect->needs_texture_bounce()) {
360 start_new_phase = true;
363 if (deps[i]->outgoing_links.size() > 1) {
364 if (deps[i]->effect->num_inputs() > 0) {
365 // More than one effect uses this as the input,
366 // and it is not a texture itself.
367 // The easiest thing to do (and probably also the safest
368 // performance-wise in most cases) is to bounce it to a texture
369 // and then let the next passes read from that.
370 start_new_phase = true;
372 // For textures, we try to be slightly more clever;
373 // if none of our outputs need a bounce, we don't bounce
374 // but instead simply use the effect many times.
376 // Strictly speaking, we could bounce it for some outputs
377 // and use it directly for others, but the processing becomes
378 // somewhat simpler if the effect is only used in one such way.
379 for (unsigned j = 0; j < deps[i]->outgoing_links.size(); ++j) {
380 Node *rdep = deps[i]->outgoing_links[j];
381 start_new_phase |= rdep->effect->needs_texture_bounce();
386 if (deps[i]->effect->changes_output_size()) {
387 start_new_phase = true;
390 if (start_new_phase) {
391 effects_todo_other_phases.push(deps[i]);
392 this_phase_inputs.push_back(deps[i]);
394 effects_todo_this_phase.push(deps[i]);
400 // No more effects to do this phase. Take all the ones we have,
401 // and create a GLSL program for it.
402 if (!this_phase_effects.empty()) {
403 reverse(this_phase_effects.begin(), this_phase_effects.end());
404 phases.push_back(compile_glsl_program(this_phase_inputs, this_phase_effects));
405 this_phase_effects.back()->phase = phases.back();
406 this_phase_inputs.clear();
407 this_phase_effects.clear();
409 assert(this_phase_inputs.empty());
410 assert(this_phase_effects.empty());
412 // If we have no effects left, exit.
413 if (effects_todo_other_phases.empty()) {
417 Node *node = effects_todo_other_phases.top();
418 effects_todo_other_phases.pop();
420 if (completed_effects.count(node) == 0) {
421 // Start a new phase, calculating from this effect.
422 effects_todo_this_phase.push(node);
426 // Finally, since the phases are found from the output but must be executed
427 // from the input(s), reverse them, too.
428 std::reverse(phases.begin(), phases.end());
431 void EffectChain::output_dot(const char *filename)
433 if (movit_debug_level != MOVIT_DEBUG_ON) {
437 FILE *fp = fopen(filename, "w");
443 fprintf(fp, "digraph G {\n");
444 for (unsigned i = 0; i < nodes.size(); ++i) {
445 // Find out which phase this event belongs to.
447 for (unsigned j = 0; j < phases.size(); ++j) {
448 const Phase* p = phases[j];
449 if (std::find(p->effects.begin(), p->effects.end(), nodes[i]) != p->effects.end()) {
450 assert(in_phase == -1);
455 if (in_phase == -1) {
456 fprintf(fp, " n%ld [label=\"%s\"];\n", (long)nodes[i], nodes[i]->effect->effect_type_id().c_str());
458 fprintf(fp, " n%ld [label=\"%s\" style=\"filled\" fillcolor=\"/accent8/%d\"];\n",
459 (long)nodes[i], nodes[i]->effect->effect_type_id().c_str(),
462 for (unsigned j = 0; j < nodes[i]->outgoing_links.size(); ++j) {
463 std::vector<std::string> labels;
465 if (nodes[i]->outgoing_links[j]->effect->needs_texture_bounce()) {
466 labels.push_back("needs_bounce");
468 if (nodes[i]->effect->changes_output_size()) {
469 labels.push_back("resize");
472 switch (nodes[i]->output_color_space) {
473 case COLORSPACE_INVALID:
474 labels.push_back("spc[invalid]");
476 case COLORSPACE_REC_601_525:
477 labels.push_back("spc[rec601-525]");
479 case COLORSPACE_REC_601_625:
480 labels.push_back("spc[rec601-625]");
486 switch (nodes[i]->output_gamma_curve) {
488 labels.push_back("gamma[invalid]");
491 labels.push_back("gamma[sRGB]");
493 case GAMMA_REC_601: // and GAMMA_REC_709
494 labels.push_back("gamma[rec601/709]");
500 if (labels.empty()) {
501 fprintf(fp, " n%ld -> n%ld;\n", (long)nodes[i], (long)nodes[i]->outgoing_links[j]);
503 std::string label = labels[0];
504 for (unsigned k = 1; k < labels.size(); ++k) {
505 label += ", " + labels[k];
507 fprintf(fp, " n%ld -> n%ld [label=\"%s\"];\n", (long)nodes[i], (long)nodes[i]->outgoing_links[j], label.c_str());
516 unsigned EffectChain::fit_rectangle_to_aspect(unsigned width, unsigned height)
518 if (float(width) * aspect_denom >= float(height) * aspect_nom) {
519 // Same aspect, or W/H > aspect (image is wider than the frame).
520 // In either case, keep width.
523 // W/H < aspect (image is taller than the frame), so keep height,
524 // and adjust width correspondingly.
525 return lrintf(height * aspect_nom / aspect_denom);
529 // Propagate input texture sizes throughout, and inform effects downstream.
530 // (Like a lot of other code, we depend on effects being in topological order.)
531 void EffectChain::inform_input_sizes(Phase *phase)
533 // All effects that have a defined size (inputs and RTT inputs)
534 // get that. Reset all others.
535 for (unsigned i = 0; i < phase->effects.size(); ++i) {
536 Node *node = phase->effects[i];
537 if (node->effect->num_inputs() == 0) {
538 Input *input = static_cast<Input *>(node->effect);
539 node->output_width = input->get_width();
540 node->output_height = input->get_height();
541 assert(node->output_width != 0);
542 assert(node->output_height != 0);
544 node->output_width = node->output_height = 0;
547 for (unsigned i = 0; i < phase->inputs.size(); ++i) {
548 Node *input = phase->inputs[i];
549 input->output_width = input->phase->output_width;
550 input->output_height = input->phase->output_height;
551 assert(input->output_width != 0);
552 assert(input->output_height != 0);
555 // Now propagate from the inputs towards the end, and inform as we go.
556 // The rules are simple:
558 // 1. Don't touch effects that already have given sizes (ie., inputs).
559 // 2. If all of your inputs have the same size, that will be your output size.
560 // 3. Otherwise, your output size is 0x0.
561 for (unsigned i = 0; i < phase->effects.size(); ++i) {
562 Node *node = phase->effects[i];
563 if (node->effect->num_inputs() == 0) {
566 unsigned this_output_width = 0;
567 unsigned this_output_height = 0;
568 for (unsigned j = 0; j < node->incoming_links.size(); ++j) {
569 Node *input = node->incoming_links[j];
570 node->effect->inform_input_size(j, input->output_width, input->output_height);
572 this_output_width = input->output_width;
573 this_output_height = input->output_height;
574 } else if (input->output_width != this_output_width || input->output_height != this_output_height) {
576 this_output_width = 0;
577 this_output_height = 0;
580 node->output_width = this_output_width;
581 node->output_height = this_output_height;
585 // Note: You should call inform_input_sizes() before this, as the last effect's
586 // desired output size might change based on the inputs.
587 void EffectChain::find_output_size(Phase *phase)
589 Node *output_node = phase->effects.back();
591 // If the last effect explicitly sets an output size, use that.
592 if (output_node->effect->changes_output_size()) {
593 output_node->effect->get_output_size(&phase->output_width, &phase->output_height);
597 // If not, look at the input phases and textures.
598 // We select the largest one (by fit into the current aspect).
599 unsigned best_width = 0;
600 for (unsigned i = 0; i < phase->inputs.size(); ++i) {
601 Node *input = phase->inputs[i];
602 assert(input->phase->output_width != 0);
603 assert(input->phase->output_height != 0);
604 unsigned width = fit_rectangle_to_aspect(input->phase->output_width, input->phase->output_height);
605 if (width > best_width) {
609 for (unsigned i = 0; i < phase->effects.size(); ++i) {
610 Effect *effect = phase->effects[i]->effect;
611 if (effect->num_inputs() != 0) {
615 Input *input = static_cast<Input *>(effect);
616 unsigned width = fit_rectangle_to_aspect(input->get_width(), input->get_height());
617 if (width > best_width) {
621 assert(best_width != 0);
622 phase->output_width = best_width;
623 phase->output_height = best_width * aspect_denom / aspect_nom;
626 void EffectChain::sort_nodes_topologically()
628 std::set<Node *> visited_nodes;
629 std::vector<Node *> sorted_list;
630 for (unsigned i = 0; i < nodes.size(); ++i) {
631 if (nodes[i]->incoming_links.size() == 0) {
632 topological_sort_visit_node(nodes[i], &visited_nodes, &sorted_list);
635 reverse(sorted_list.begin(), sorted_list.end());
639 void EffectChain::topological_sort_visit_node(Node *node, std::set<Node *> *visited_nodes, std::vector<Node *> *sorted_list)
641 if (visited_nodes->count(node) != 0) {
644 visited_nodes->insert(node);
645 for (unsigned i = 0; i < node->outgoing_links.size(); ++i) {
646 topological_sort_visit_node(node->outgoing_links[i], visited_nodes, sorted_list);
648 sorted_list->push_back(node);
651 // Propagate gamma and color space information as far as we can in the graph.
652 // The rules are simple: Anything where all the inputs agree, get that as
653 // output as well. Anything else keeps having *_INVALID.
654 void EffectChain::propagate_gamma_and_color_space()
656 // We depend on going through the nodes in order.
657 sort_nodes_topologically();
659 for (unsigned i = 0; i < nodes.size(); ++i) {
660 Node *node = nodes[i];
661 if (node->disabled) {
664 assert(node->incoming_links.size() == node->effect->num_inputs());
665 if (node->incoming_links.size() == 0) {
666 assert(node->output_color_space != COLORSPACE_INVALID);
667 assert(node->output_gamma_curve != GAMMA_INVALID);
671 Colorspace color_space = node->incoming_links[0]->output_color_space;
672 GammaCurve gamma_curve = node->incoming_links[0]->output_gamma_curve;
673 for (unsigned j = 1; j < node->incoming_links.size(); ++j) {
674 if (node->incoming_links[j]->output_color_space != color_space) {
675 color_space = COLORSPACE_INVALID;
677 if (node->incoming_links[j]->output_gamma_curve != gamma_curve) {
678 gamma_curve = GAMMA_INVALID;
682 // The conversion effects already have their outputs set correctly,
683 // so leave them alone.
684 if (node->effect->effect_type_id() != "ColorspaceConversionEffect") {
685 node->output_color_space = color_space;
687 if (node->effect->effect_type_id() != "GammaCompressionEffect" &&
688 node->effect->effect_type_id() != "GammaExpansionEffect") {
689 node->output_gamma_curve = gamma_curve;
694 bool EffectChain::node_needs_colorspace_fix(Node *node)
696 if (node->disabled) {
699 if (node->effect->num_inputs() == 0) {
703 // propagate_gamma_and_color_space() has already set our output
704 // to COLORSPACE_INVALID if the inputs differ, so we can rely on that.
705 if (node->output_color_space == COLORSPACE_INVALID) {
708 return (node->effect->needs_srgb_primaries() && node->output_color_space != COLORSPACE_sRGB);
711 // Fix up color spaces so that there are no COLORSPACE_INVALID nodes left in
712 // the graph. Our strategy is not always optimal, but quite simple:
713 // Find an effect that's as early as possible where the inputs are of
714 // unacceptable colorspaces (that is, either different, or, if the effect only
715 // wants sRGB, not sRGB.) Add appropriate conversions on all its inputs,
716 // propagate the information anew, and repeat until there are no more such
718 void EffectChain::fix_internal_color_spaces()
720 unsigned colorspace_propagation_pass = 0;
724 for (unsigned i = 0; i < nodes.size(); ++i) {
725 Node *node = nodes[i];
726 if (!node_needs_colorspace_fix(node)) {
730 // Go through each input that is not sRGB, and insert
731 // a colorspace conversion before it.
732 for (unsigned j = 0; j < node->incoming_links.size(); ++j) {
733 Node *input = node->incoming_links[j];
734 assert(input->output_color_space != COLORSPACE_INVALID);
735 if (input->output_color_space == COLORSPACE_sRGB) {
738 Node *conversion = add_node(new ColorspaceConversionEffect());
739 CHECK(conversion->effect->set_int("source_space", input->output_color_space));
740 CHECK(conversion->effect->set_int("destination_space", COLORSPACE_sRGB));
741 conversion->output_color_space = COLORSPACE_sRGB;
742 insert_node_between(input, conversion, node);
745 // Re-sort topologically, and propagate the new information.
746 propagate_gamma_and_color_space();
753 sprintf(filename, "step3-colorspacefix-iter%u.dot", ++colorspace_propagation_pass);
754 output_dot(filename);
755 assert(colorspace_propagation_pass < 100);
758 for (unsigned i = 0; i < nodes.size(); ++i) {
759 Node *node = nodes[i];
760 if (node->disabled) {
763 assert(node->output_color_space != COLORSPACE_INVALID);
767 // Make so that the output is in the desired color space.
768 void EffectChain::fix_output_color_space()
770 Node *output = find_output_node();
771 if (output->output_color_space != output_format.color_space) {
772 Node *conversion = add_node(new ColorspaceConversionEffect());
773 CHECK(conversion->effect->set_int("source_space", output->output_color_space));
774 CHECK(conversion->effect->set_int("destination_space", output_format.color_space));
775 conversion->output_color_space = output_format.color_space;
776 connect_nodes(output, conversion);
777 propagate_gamma_and_color_space();
781 bool EffectChain::node_needs_gamma_fix(Node *node)
783 if (node->disabled) {
787 // Small hack since the output is not an explicit node:
788 // If we are the last node and our output is in the wrong
789 // space compared to EffectChain's output, we need to fix it.
790 // This will only take us to linear, but fix_output_gamma()
791 // will come and take us to the desired output gamma
794 // This needs to be before everything else, since it could
795 // even apply to inputs (if they are the only effect).
796 if (node->outgoing_links.empty() &&
797 node->output_gamma_curve != output_format.gamma_curve &&
798 node->output_gamma_curve != GAMMA_LINEAR) {
802 if (node->effect->num_inputs() == 0) {
806 // propagate_gamma_and_color_space() has already set our output
807 // to GAMMA_INVALID if the inputs differ, so we can rely on that,
808 // except for GammaCompressionEffect.
809 if (node->output_gamma_curve == GAMMA_INVALID) {
812 if (node->effect->effect_type_id() == "GammaCompressionEffect") {
813 assert(node->incoming_links.size() == 1);
814 return node->incoming_links[0]->output_gamma_curve != GAMMA_LINEAR;
817 return (node->effect->needs_linear_light() && node->output_gamma_curve != GAMMA_LINEAR);
820 // Very similar to fix_internal_color_spaces(), but for gamma.
821 // There is one difference, though; before we start adding conversion nodes,
822 // we see if we can get anything out of asking the sources to deliver
823 // linear gamma directly. fix_internal_gamma_by_asking_inputs()
824 // does that part, while fix_internal_gamma_by_inserting_nodes()
825 // inserts nodes as needed afterwards.
826 void EffectChain::fix_internal_gamma_by_asking_inputs(unsigned step)
828 unsigned gamma_propagation_pass = 0;
832 for (unsigned i = 0; i < nodes.size(); ++i) {
833 Node *node = nodes[i];
834 if (!node_needs_gamma_fix(node)) {
838 // See if all inputs can give us linear gamma. If not, leave it.
839 std::vector<Node *> nonlinear_inputs;
840 find_all_nonlinear_inputs(node, &nonlinear_inputs);
841 assert(!nonlinear_inputs.empty());
844 for (unsigned i = 0; i < nonlinear_inputs.size(); ++i) {
845 Input *input = static_cast<Input *>(nonlinear_inputs[i]->effect);
846 all_ok &= input->can_output_linear_gamma();
853 for (unsigned i = 0; i < nonlinear_inputs.size(); ++i) {
854 CHECK(nonlinear_inputs[i]->effect->set_int("output_linear_gamma", 1));
855 nonlinear_inputs[i]->output_gamma_curve = GAMMA_LINEAR;
858 // Re-sort topologically, and propagate the new information.
859 propagate_gamma_and_color_space();
866 sprintf(filename, "step%u-gammafix-iter%u.dot", step, ++gamma_propagation_pass);
867 output_dot(filename);
868 assert(gamma_propagation_pass < 100);
872 void EffectChain::fix_internal_gamma_by_inserting_nodes(unsigned step)
874 unsigned gamma_propagation_pass = 0;
878 for (unsigned i = 0; i < nodes.size(); ++i) {
879 Node *node = nodes[i];
880 if (!node_needs_gamma_fix(node)) {
884 // Special case: We could be an input and still be asked to
885 // fix our gamma; if so, we should be the only node
886 // (as node_needs_gamma_fix() would only return true in
887 // for an input in that case). That means we should insert
888 // a conversion node _after_ ourselves.
889 if (node->incoming_links.empty()) {
890 assert(node->outgoing_links.empty());
891 Node *conversion = add_node(new GammaExpansionEffect());
892 CHECK(conversion->effect->set_int("source_curve", node->output_gamma_curve));
893 conversion->output_gamma_curve = GAMMA_LINEAR;
894 connect_nodes(node, conversion);
897 // If not, go through each input that is not linear gamma,
898 // and insert a gamma conversion before it.
899 for (unsigned j = 0; j < node->incoming_links.size(); ++j) {
900 Node *input = node->incoming_links[j];
901 assert(input->output_gamma_curve != GAMMA_INVALID);
902 if (input->output_gamma_curve == GAMMA_LINEAR) {
905 Node *conversion = add_node(new GammaExpansionEffect());
906 CHECK(conversion->effect->set_int("source_curve", input->output_gamma_curve));
907 conversion->output_gamma_curve = GAMMA_LINEAR;
908 insert_node_between(input, conversion, node);
911 // Re-sort topologically, and propagate the new information.
912 propagate_gamma_and_color_space();
919 sprintf(filename, "step%u-gammafix-iter%u.dot", step, ++gamma_propagation_pass);
920 output_dot(filename);
921 assert(gamma_propagation_pass < 100);
924 for (unsigned i = 0; i < nodes.size(); ++i) {
925 Node *node = nodes[i];
926 if (node->disabled) {
929 assert(node->output_gamma_curve != GAMMA_INVALID);
933 // Make so that the output is in the desired gamma.
934 // Note that this assumes linear input gamma, so it might create the need
935 // for another pass of fix_internal_gamma().
936 void EffectChain::fix_output_gamma()
938 Node *output = find_output_node();
939 if (output->output_gamma_curve != output_format.gamma_curve) {
940 Node *conversion = add_node(new GammaCompressionEffect());
941 CHECK(conversion->effect->set_int("destination_curve", output_format.gamma_curve));
942 conversion->output_gamma_curve = output_format.gamma_curve;
943 connect_nodes(output, conversion);
947 // If the user has requested dither, add a DitherEffect right at the end
948 // (after GammaCompressionEffect etc.). This needs to be done after everything else,
949 // since dither is about the only effect that can _not_ be done in linear space.
950 void EffectChain::add_dither_if_needed()
952 if (num_dither_bits == 0) {
955 Node *output = find_output_node();
956 Node *dither = add_node(new DitherEffect());
957 CHECK(dither->effect->set_int("num_bits", num_dither_bits));
958 connect_nodes(output, dither);
960 dither_effect = dither->effect;
963 // Find the output node. This is, simply, one that has no outgoing links.
964 // If there are multiple ones, the graph is malformed (we do not support
965 // multiple outputs right now).
966 Node *EffectChain::find_output_node()
968 std::vector<Node *> output_nodes;
969 for (unsigned i = 0; i < nodes.size(); ++i) {
970 Node *node = nodes[i];
971 if (node->disabled) {
974 if (node->outgoing_links.empty()) {
975 output_nodes.push_back(node);
978 assert(output_nodes.size() == 1);
979 return output_nodes[0];
982 void EffectChain::finalize()
984 // Output the graph as it is before we do any conversions on it.
985 output_dot("step0-start.dot");
987 // Give each effect in turn a chance to rewrite its own part of the graph.
988 // Note that if more effects are added as part of this, they will be
989 // picked up as part of the same for loop, since they are added at the end.
990 for (unsigned i = 0; i < nodes.size(); ++i) {
991 nodes[i]->effect->rewrite_graph(this, nodes[i]);
993 output_dot("step1-rewritten.dot");
995 propagate_gamma_and_color_space();
996 output_dot("step2-propagated.dot");
998 fix_internal_color_spaces();
999 fix_output_color_space();
1000 output_dot("step4-output-colorspacefix.dot");
1002 // Note that we need to fix gamma after colorspace conversion,
1003 // because colorspace conversions might create needs for gamma conversions.
1004 // Also, we need to run an extra pass of fix_internal_gamma() after
1005 // fixing the output gamma, as we only have conversions to/from linear.
1006 fix_internal_gamma_by_asking_inputs(5);
1007 fix_internal_gamma_by_inserting_nodes(6);
1009 output_dot("step7-output-gammafix.dot");
1010 fix_internal_gamma_by_asking_inputs(8);
1011 fix_internal_gamma_by_inserting_nodes(9);
1013 output_dot("step10-before-dither.dot");
1015 add_dither_if_needed();
1017 output_dot("step11-final.dot");
1019 // Construct all needed GLSL programs, starting at the output.
1020 construct_glsl_programs(find_output_node());
1022 output_dot("step12-split-to-phases.dot");
1024 // If we have more than one phase, we need intermediate render-to-texture.
1025 // Construct an FBO, and then as many textures as we need.
1026 // We choose the simplest option of having one texture per output,
1027 // since otherwise this turns into an (albeit simple)
1028 // register allocation problem.
1029 if (phases.size() > 1) {
1030 glGenFramebuffers(1, &fbo);
1032 for (unsigned i = 0; i < phases.size() - 1; ++i) {
1033 inform_input_sizes(phases[i]);
1034 find_output_size(phases[i]);
1036 Node *output_node = phases[i]->effects.back();
1037 glGenTextures(1, &output_node->output_texture);
1039 glBindTexture(GL_TEXTURE_2D, output_node->output_texture);
1041 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
1043 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
1045 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F_ARB, phases[i]->output_width, phases[i]->output_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
1048 output_node->output_texture_width = phases[i]->output_width;
1049 output_node->output_texture_height = phases[i]->output_height;
1051 inform_input_sizes(phases.back());
1054 for (unsigned i = 0; i < inputs.size(); ++i) {
1055 inputs[i]->finalize();
1058 assert(phases[0]->inputs.empty());
1063 void EffectChain::render_to_fbo(GLuint dest_fbo, unsigned width, unsigned height)
1067 // Save original viewport.
1068 GLuint x = 0, y = 0;
1070 if (width == 0 && height == 0) {
1072 glGetIntegerv(GL_VIEWPORT, viewport);
1075 width = viewport[2];
1076 height = viewport[3];
1080 glDisable(GL_BLEND);
1082 glDisable(GL_DEPTH_TEST);
1084 glDepthMask(GL_FALSE);
1087 glMatrixMode(GL_PROJECTION);
1089 glOrtho(0.0, 1.0, 0.0, 1.0, 0.0, 1.0);
1091 glMatrixMode(GL_MODELVIEW);
1094 if (phases.size() > 1) {
1095 glBindFramebuffer(GL_FRAMEBUFFER, fbo);
1099 std::set<Node *> generated_mipmaps;
1101 for (unsigned phase = 0; phase < phases.size(); ++phase) {
1102 // See if the requested output size has changed. If so, we need to recreate
1103 // the texture (and before we start setting up inputs).
1104 inform_input_sizes(phases[phase]);
1105 if (phase != phases.size() - 1) {
1106 find_output_size(phases[phase]);
1108 Node *output_node = phases[phase]->effects.back();
1110 if (output_node->output_texture_width != phases[phase]->output_width ||
1111 output_node->output_texture_height != phases[phase]->output_height) {
1112 glActiveTexture(GL_TEXTURE0);
1114 glBindTexture(GL_TEXTURE_2D, output_node->output_texture);
1116 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F_ARB, phases[phase]->output_width, phases[phase]->output_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
1118 glBindTexture(GL_TEXTURE_2D, 0);
1121 output_node->output_texture_width = phases[phase]->output_width;
1122 output_node->output_texture_height = phases[phase]->output_height;
1126 glUseProgram(phases[phase]->glsl_program_num);
1129 // Set up RTT inputs for this phase.
1130 for (unsigned sampler = 0; sampler < phases[phase]->inputs.size(); ++sampler) {
1131 glActiveTexture(GL_TEXTURE0 + sampler);
1132 Node *input = phases[phase]->inputs[sampler];
1133 glBindTexture(GL_TEXTURE_2D, input->output_texture);
1135 if (phases[phase]->input_needs_mipmaps) {
1136 if (generated_mipmaps.count(input) == 0) {
1137 glGenerateMipmap(GL_TEXTURE_2D);
1139 generated_mipmaps.insert(input);
1141 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
1144 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
1148 std::string texture_name = std::string("tex_") + input->effect_id;
1149 glUniform1i(glGetUniformLocation(phases[phase]->glsl_program_num, texture_name.c_str()), sampler);
1153 // And now the output.
1154 if (phase == phases.size() - 1) {
1155 // Last phase goes to the output the user specified.
1156 glBindFramebuffer(GL_FRAMEBUFFER, dest_fbo);
1158 glViewport(x, y, width, height);
1159 if (dither_effect != NULL) {
1160 CHECK(dither_effect->set_int("output_width", width));
1161 CHECK(dither_effect->set_int("output_height", height));
1164 Node *output_node = phases[phase]->effects.back();
1165 glFramebufferTexture2D(
1167 GL_COLOR_ATTACHMENT0,
1169 output_node->output_texture,
1172 glViewport(0, 0, phases[phase]->output_width, phases[phase]->output_height);
1175 // Give the required parameters to all the effects.
1176 unsigned sampler_num = phases[phase]->inputs.size();
1177 for (unsigned i = 0; i < phases[phase]->effects.size(); ++i) {
1178 Node *node = phases[phase]->effects[i];
1179 node->effect->set_gl_state(phases[phase]->glsl_program_num, node->effect_id, &sampler_num);
1186 glTexCoord2f(0.0f, 0.0f);
1187 glVertex2f(0.0f, 0.0f);
1189 glTexCoord2f(1.0f, 0.0f);
1190 glVertex2f(1.0f, 0.0f);
1192 glTexCoord2f(1.0f, 1.0f);
1193 glVertex2f(1.0f, 1.0f);
1195 glTexCoord2f(0.0f, 1.0f);
1196 glVertex2f(0.0f, 1.0f);
1201 for (unsigned i = 0; i < phases[phase]->effects.size(); ++i) {
1202 Node *node = phases[phase]->effects[i];
1203 node->effect->clear_gl_state();