15 #include "alpha_division_effect.h"
16 #include "alpha_multiplication_effect.h"
17 #include "colorspace_conversion_effect.h"
18 #include "dither_effect.h"
20 #include "effect_chain.h"
21 #include "effect_util.h"
22 #include "gamma_compression_effect.h"
23 #include "gamma_expansion_effect.h"
26 #include "resource_pool.h"
28 #include "ycbcr_conversion_effect.h"
30 using namespace Eigen;
37 // An effect whose only purpose is to sit in a phase on its own and take the
38 // texture output from a compute shader and display it to the normal backbuffer
39 // (or any FBO). That phase can be skipped when rendering using render_to_textures().
40 class ComputeShaderOutputDisplayEffect : public Effect {
42 ComputeShaderOutputDisplayEffect() {}
43 string effect_type_id() const override { return "ComputeShaderOutputDisplayEffect"; }
44 string output_fragment_shader() override { return read_file("identity.frag"); }
45 bool needs_texture_bounce() const override { return true; }
50 EffectChain::EffectChain(float aspect_nom, float aspect_denom, ResourcePool *resource_pool)
51 : aspect_nom(aspect_nom),
52 aspect_denom(aspect_denom),
53 output_color_rgba(false),
54 num_output_color_ycbcr(0),
55 dither_effect(nullptr),
56 ycbcr_conversion_effect_node(nullptr),
57 intermediate_format(GL_RGBA16F),
58 intermediate_transformation(NO_FRAMEBUFFER_TRANSFORMATION),
60 output_origin(OUTPUT_ORIGIN_BOTTOM_LEFT),
62 resource_pool(resource_pool),
63 do_phase_timing(false) {
64 if (resource_pool == nullptr) {
65 this->resource_pool = new ResourcePool();
66 owns_resource_pool = true;
68 owns_resource_pool = false;
71 // Generate a VBO with some data in (shared position and texture coordinate data).
77 vbo = generate_vbo(2, GL_FLOAT, sizeof(vertices), vertices);
80 EffectChain::~EffectChain()
82 for (unsigned i = 0; i < nodes.size(); ++i) {
83 delete nodes[i]->effect;
86 for (unsigned i = 0; i < phases.size(); ++i) {
87 resource_pool->release_glsl_program(phases[i]->glsl_program_num);
90 if (owns_resource_pool) {
93 glDeleteBuffers(1, &vbo);
97 Input *EffectChain::add_input(Input *input)
100 inputs.push_back(input);
105 void EffectChain::add_output(const ImageFormat &format, OutputAlphaFormat alpha_format)
108 assert(!output_color_rgba);
109 output_format = format;
110 output_alpha_format = alpha_format;
111 output_color_rgba = true;
114 void EffectChain::add_ycbcr_output(const ImageFormat &format, OutputAlphaFormat alpha_format,
115 const YCbCrFormat &ycbcr_format, YCbCrOutputSplitting output_splitting,
119 assert(num_output_color_ycbcr < 2);
120 output_format = format;
121 output_alpha_format = alpha_format;
123 if (num_output_color_ycbcr == 1) {
124 // Check that the format is the same.
125 assert(output_ycbcr_format.luma_coefficients == ycbcr_format.luma_coefficients);
126 assert(output_ycbcr_format.full_range == ycbcr_format.full_range);
127 assert(output_ycbcr_format.num_levels == ycbcr_format.num_levels);
128 assert(output_ycbcr_format.chroma_subsampling_x == 1);
129 assert(output_ycbcr_format.chroma_subsampling_y == 1);
130 assert(output_ycbcr_type == output_type);
132 output_ycbcr_format = ycbcr_format;
133 output_ycbcr_type = output_type;
135 output_ycbcr_splitting[num_output_color_ycbcr++] = output_splitting;
137 assert(ycbcr_format.chroma_subsampling_x == 1);
138 assert(ycbcr_format.chroma_subsampling_y == 1);
141 void EffectChain::change_ycbcr_output_format(const YCbCrFormat &ycbcr_format)
143 assert(num_output_color_ycbcr > 0);
144 assert(output_ycbcr_format.chroma_subsampling_x == 1);
145 assert(output_ycbcr_format.chroma_subsampling_y == 1);
147 output_ycbcr_format = ycbcr_format;
149 YCbCrConversionEffect *effect = (YCbCrConversionEffect *)(ycbcr_conversion_effect_node->effect);
150 effect->change_output_format(ycbcr_format);
154 Node *EffectChain::add_node(Effect *effect)
156 for (unsigned i = 0; i < nodes.size(); ++i) {
157 assert(nodes[i]->effect != effect);
160 Node *node = new Node;
161 node->effect = effect;
162 node->disabled = false;
163 node->output_color_space = COLORSPACE_INVALID;
164 node->output_gamma_curve = GAMMA_INVALID;
165 node->output_alpha_type = ALPHA_INVALID;
166 node->needs_mipmaps = Effect::DOES_NOT_NEED_MIPMAPS;
167 node->one_to_one_sampling = false;
168 node->strong_one_to_one_sampling = false;
170 nodes.push_back(node);
171 node_map[effect] = node;
172 effect->inform_added(this);
176 void EffectChain::connect_nodes(Node *sender, Node *receiver)
178 sender->outgoing_links.push_back(receiver);
179 receiver->incoming_links.push_back(sender);
182 void EffectChain::replace_receiver(Node *old_receiver, Node *new_receiver)
184 new_receiver->incoming_links = old_receiver->incoming_links;
185 old_receiver->incoming_links.clear();
187 for (unsigned i = 0; i < new_receiver->incoming_links.size(); ++i) {
188 Node *sender = new_receiver->incoming_links[i];
189 for (unsigned j = 0; j < sender->outgoing_links.size(); ++j) {
190 if (sender->outgoing_links[j] == old_receiver) {
191 sender->outgoing_links[j] = new_receiver;
197 void EffectChain::replace_sender(Node *old_sender, Node *new_sender)
199 new_sender->outgoing_links = old_sender->outgoing_links;
200 old_sender->outgoing_links.clear();
202 for (unsigned i = 0; i < new_sender->outgoing_links.size(); ++i) {
203 Node *receiver = new_sender->outgoing_links[i];
204 for (unsigned j = 0; j < receiver->incoming_links.size(); ++j) {
205 if (receiver->incoming_links[j] == old_sender) {
206 receiver->incoming_links[j] = new_sender;
212 void EffectChain::insert_node_between(Node *sender, Node *middle, Node *receiver)
214 for (unsigned i = 0; i < sender->outgoing_links.size(); ++i) {
215 if (sender->outgoing_links[i] == receiver) {
216 sender->outgoing_links[i] = middle;
217 middle->incoming_links.push_back(sender);
220 for (unsigned i = 0; i < receiver->incoming_links.size(); ++i) {
221 if (receiver->incoming_links[i] == sender) {
222 receiver->incoming_links[i] = middle;
223 middle->outgoing_links.push_back(receiver);
227 assert(middle->incoming_links.size() == middle->effect->num_inputs());
230 GLenum EffectChain::get_input_sampler(Node *node, unsigned input_num) const
232 assert(node->effect->needs_texture_bounce());
233 assert(input_num < node->incoming_links.size());
234 assert(node->incoming_links[input_num]->bound_sampler_num >= 0);
235 assert(node->incoming_links[input_num]->bound_sampler_num < 8);
236 return GL_TEXTURE0 + node->incoming_links[input_num]->bound_sampler_num;
239 GLenum EffectChain::has_input_sampler(Node *node, unsigned input_num) const
241 assert(input_num < node->incoming_links.size());
242 return node->incoming_links[input_num]->bound_sampler_num >= 0 &&
243 node->incoming_links[input_num]->bound_sampler_num < 8;
246 void EffectChain::find_all_nonlinear_inputs(Node *node, vector<Node *> *nonlinear_inputs)
248 if (node->output_gamma_curve == GAMMA_LINEAR &&
249 node->effect->effect_type_id() != "GammaCompressionEffect") {
252 if (node->effect->num_inputs() == 0) {
253 nonlinear_inputs->push_back(node);
255 assert(node->effect->num_inputs() == node->incoming_links.size());
256 for (unsigned i = 0; i < node->incoming_links.size(); ++i) {
257 find_all_nonlinear_inputs(node->incoming_links[i], nonlinear_inputs);
262 Effect *EffectChain::add_effect(Effect *effect, const vector<Effect *> &inputs)
265 assert(inputs.size() == effect->num_inputs());
266 Node *node = add_node(effect);
267 for (unsigned i = 0; i < inputs.size(); ++i) {
268 assert(node_map.count(inputs[i]) != 0);
269 connect_nodes(node_map[inputs[i]], node);
274 // ESSL doesn't support token pasting. Replace PREFIX(x) with <effect_id>_x.
275 string replace_prefix(const string &text, const string &prefix)
280 while (start < text.size()) {
281 size_t pos = text.find("PREFIX(", start);
282 if (pos == string::npos) {
283 output.append(text.substr(start, string::npos));
287 output.append(text.substr(start, pos - start));
288 output.append(prefix);
291 pos += strlen("PREFIX(");
293 // Output stuff until we find the matching ), which we then eat.
295 size_t end_arg_pos = pos;
296 while (end_arg_pos < text.size()) {
297 if (text[end_arg_pos] == '(') {
299 } else if (text[end_arg_pos] == ')') {
307 output.append(text.substr(pos, end_arg_pos - pos));
318 void extract_uniform_declarations(const vector<Uniform<T>> &effect_uniforms,
319 const string &type_specifier,
320 const string &effect_id,
321 vector<Uniform<T>> *phase_uniforms,
324 for (unsigned i = 0; i < effect_uniforms.size(); ++i) {
325 phase_uniforms->push_back(effect_uniforms[i]);
326 phase_uniforms->back().prefix = effect_id;
328 *glsl_string += string("uniform ") + type_specifier + " " + effect_id
329 + "_" + effect_uniforms[i].name + ";\n";
334 void extract_uniform_array_declarations(const vector<Uniform<T>> &effect_uniforms,
335 const string &type_specifier,
336 const string &effect_id,
337 vector<Uniform<T>> *phase_uniforms,
340 for (unsigned i = 0; i < effect_uniforms.size(); ++i) {
341 phase_uniforms->push_back(effect_uniforms[i]);
342 phase_uniforms->back().prefix = effect_id;
345 snprintf(buf, sizeof(buf), "uniform %s %s_%s[%d];\n",
346 type_specifier.c_str(), effect_id.c_str(),
347 effect_uniforms[i].name.c_str(),
348 int(effect_uniforms[i].num_values));
354 void collect_uniform_locations(GLuint glsl_program_num, vector<Uniform<T>> *phase_uniforms)
356 for (unsigned i = 0; i < phase_uniforms->size(); ++i) {
357 Uniform<T> &uniform = (*phase_uniforms)[i];
358 uniform.location = get_uniform_location(glsl_program_num, uniform.prefix, uniform.name);
364 void EffectChain::compile_glsl_program(Phase *phase)
366 string frag_shader_header;
367 if (phase->is_compute_shader) {
368 frag_shader_header = read_file("header.comp");
370 frag_shader_header = read_version_dependent_file("header", "frag");
372 string frag_shader = "";
374 // Create functions and uniforms for all the texture inputs that we need.
375 for (unsigned i = 0; i < phase->inputs.size(); ++i) {
376 Node *input = phase->inputs[i]->output_node;
378 sprintf(effect_id, "in%u", i);
379 phase->effect_ids.insert(make_pair(make_pair(input, IN_ANOTHER_PHASE), effect_id));
381 frag_shader += string("uniform sampler2D tex_") + effect_id + ";\n";
382 frag_shader += string("vec4 ") + effect_id + "(vec2 tc) {\n";
383 frag_shader += "\tvec4 tmp = tex2D(tex_" + string(effect_id) + ", tc);\n";
385 if (intermediate_transformation == SQUARE_ROOT_FRAMEBUFFER_TRANSFORMATION &&
386 phase->inputs[i]->output_node->output_gamma_curve == GAMMA_LINEAR) {
387 frag_shader += "\ttmp.rgb *= tmp.rgb;\n";
390 frag_shader += "\treturn tmp;\n";
391 frag_shader += "}\n";
394 Uniform<int> uniform;
395 uniform.name = effect_id;
396 uniform.value = &phase->input_samplers[i];
397 uniform.prefix = "tex";
398 uniform.num_values = 1;
399 uniform.location = -1;
400 phase->uniforms_sampler2d.push_back(uniform);
403 // Give each effect in the phase its own ID.
404 for (unsigned i = 0; i < phase->effects.size(); ++i) {
405 Node *node = phase->effects[i];
407 sprintf(effect_id, "eff%u", i);
408 bool inserted = phase->effect_ids.insert(make_pair(make_pair(node, IN_SAME_PHASE), effect_id)).second;
412 for (unsigned i = 0; i < phase->effects.size(); ++i) {
413 Node *node = phase->effects[i];
414 const string effect_id = phase->effect_ids[make_pair(node, IN_SAME_PHASE)];
415 for (unsigned j = 0; j < node->incoming_links.size(); ++j) {
416 if (node->incoming_links.size() == 1) {
417 frag_shader += "#define INPUT";
420 sprintf(buf, "#define INPUT%d", j + 1);
424 Node *input = node->incoming_links[j];
425 NodeLinkType link_type = node->incoming_link_type[j];
427 input->effect->is_compute_shader() &&
428 node->incoming_link_type[j] == IN_SAME_PHASE) {
429 // First effect after the compute shader reads the value
430 // that cs_output() wrote to a global variable,
431 // ignoring the tc (since all such effects have to be
432 // strong one-to-one).
433 frag_shader += "(tc) CS_OUTPUT_VAL\n";
435 assert(phase->effect_ids.count(make_pair(input, link_type)));
436 frag_shader += string(" ") + phase->effect_ids[make_pair(input, link_type)] + "\n";
441 frag_shader += string("#define FUNCNAME ") + effect_id + "\n";
442 if (node->effect->is_compute_shader()) {
443 frag_shader += string("#define NORMALIZE_TEXTURE_COORDS(tc) ((tc) * ") + effect_id + "_inv_output_size + " + effect_id + "_output_texcoord_adjust)\n";
445 frag_shader += replace_prefix(node->effect->output_fragment_shader(), effect_id);
446 frag_shader += "#undef FUNCNAME\n";
447 if (node->incoming_links.size() == 1) {
448 frag_shader += "#undef INPUT\n";
450 for (unsigned j = 0; j < node->incoming_links.size(); ++j) {
452 sprintf(buf, "#undef INPUT%d\n", j + 1);
458 if (phase->is_compute_shader) {
459 assert(phase->effect_ids.count(make_pair(phase->compute_shader_node, IN_SAME_PHASE)));
460 frag_shader += string("#define INPUT ") + phase->effect_ids[make_pair(phase->compute_shader_node, IN_SAME_PHASE)] + "\n";
461 if (phase->compute_shader_node == phase->effects.back()) {
462 // No postprocessing.
463 frag_shader += "#define CS_POSTPROC(tc) CS_OUTPUT_VAL\n";
465 frag_shader += string("#define CS_POSTPROC ") + phase->effect_ids[make_pair(phase->effects.back(), IN_SAME_PHASE)] + "\n";
468 assert(phase->effect_ids.count(make_pair(phase->effects.back(), IN_SAME_PHASE)));
469 frag_shader += string("#define INPUT ") + phase->effect_ids[make_pair(phase->effects.back(), IN_SAME_PHASE)] + "\n";
472 // If we're the last phase, add the right #defines for Y'CbCr multi-output as needed.
473 vector<string> frag_shader_outputs; // In order.
474 if (phase->output_node->outgoing_links.empty() && num_output_color_ycbcr > 0) {
475 switch (output_ycbcr_splitting[0]) {
476 case YCBCR_OUTPUT_INTERLEAVED:
478 frag_shader_outputs.push_back("FragColor");
480 case YCBCR_OUTPUT_SPLIT_Y_AND_CBCR:
481 frag_shader += "#define YCBCR_OUTPUT_SPLIT_Y_AND_CBCR 1\n";
482 frag_shader_outputs.push_back("Y");
483 frag_shader_outputs.push_back("Chroma");
485 case YCBCR_OUTPUT_PLANAR:
486 frag_shader += "#define YCBCR_OUTPUT_PLANAR 1\n";
487 frag_shader_outputs.push_back("Y");
488 frag_shader_outputs.push_back("Cb");
489 frag_shader_outputs.push_back("Cr");
495 if (num_output_color_ycbcr > 1) {
496 switch (output_ycbcr_splitting[1]) {
497 case YCBCR_OUTPUT_INTERLEAVED:
498 frag_shader += "#define SECOND_YCBCR_OUTPUT_INTERLEAVED 1\n";
499 frag_shader_outputs.push_back("YCbCr2");
501 case YCBCR_OUTPUT_SPLIT_Y_AND_CBCR:
502 frag_shader += "#define SECOND_YCBCR_OUTPUT_SPLIT_Y_AND_CBCR 1\n";
503 frag_shader_outputs.push_back("Y2");
504 frag_shader_outputs.push_back("Chroma2");
506 case YCBCR_OUTPUT_PLANAR:
507 frag_shader += "#define SECOND_YCBCR_OUTPUT_PLANAR 1\n";
508 frag_shader_outputs.push_back("Y2");
509 frag_shader_outputs.push_back("Cb2");
510 frag_shader_outputs.push_back("Cr2");
517 if (output_color_rgba) {
518 // Note: Needs to come in the header, because not only the
519 // output needs to see it (YCbCrConversionEffect and DitherEffect
521 frag_shader_header += "#define YCBCR_ALSO_OUTPUT_RGBA 1\n";
522 frag_shader_outputs.push_back("RGBA");
526 // If we're bouncing to a temporary texture, signal transformation if desired.
527 if (!phase->output_node->outgoing_links.empty()) {
528 if (intermediate_transformation == SQUARE_ROOT_FRAMEBUFFER_TRANSFORMATION &&
529 phase->output_node->output_gamma_curve == GAMMA_LINEAR) {
530 frag_shader += "#define SQUARE_ROOT_TRANSFORMATION 1\n";
534 if (phase->is_compute_shader) {
535 frag_shader.append(read_file("footer.comp"));
536 phase->compute_shader_node->effect->register_uniform_ivec2("output_size", phase->uniform_output_size);
537 phase->compute_shader_node->effect->register_uniform_vec2("inv_output_size", (float *)&phase->inv_output_size);
538 phase->compute_shader_node->effect->register_uniform_vec2("output_texcoord_adjust", (float *)&phase->output_texcoord_adjust);
540 frag_shader.append(read_file("footer.frag"));
543 // Collect uniforms from all effects and output them. Note that this needs
544 // to happen after output_fragment_shader(), even though the uniforms come
545 // before in the output source, since output_fragment_shader() is allowed
546 // to register new uniforms (e.g. arrays that are of unknown length until
547 // finalization time).
548 // TODO: Make a uniform block for platforms that support it.
549 string frag_shader_uniforms = "";
550 for (unsigned i = 0; i < phase->effects.size(); ++i) {
551 Node *node = phase->effects[i];
552 Effect *effect = node->effect;
553 const string effect_id = phase->effect_ids[make_pair(node, IN_SAME_PHASE)];
554 extract_uniform_declarations(effect->uniforms_image2d, "image2D", effect_id, &phase->uniforms_image2d, &frag_shader_uniforms);
555 extract_uniform_declarations(effect->uniforms_sampler2d, "sampler2D", effect_id, &phase->uniforms_sampler2d, &frag_shader_uniforms);
556 extract_uniform_declarations(effect->uniforms_bool, "bool", effect_id, &phase->uniforms_bool, &frag_shader_uniforms);
557 extract_uniform_declarations(effect->uniforms_int, "int", effect_id, &phase->uniforms_int, &frag_shader_uniforms);
558 extract_uniform_declarations(effect->uniforms_ivec2, "ivec2", effect_id, &phase->uniforms_ivec2, &frag_shader_uniforms);
559 extract_uniform_declarations(effect->uniforms_float, "float", effect_id, &phase->uniforms_float, &frag_shader_uniforms);
560 extract_uniform_declarations(effect->uniforms_vec2, "vec2", effect_id, &phase->uniforms_vec2, &frag_shader_uniforms);
561 extract_uniform_declarations(effect->uniforms_vec3, "vec3", effect_id, &phase->uniforms_vec3, &frag_shader_uniforms);
562 extract_uniform_declarations(effect->uniforms_vec4, "vec4", effect_id, &phase->uniforms_vec4, &frag_shader_uniforms);
563 extract_uniform_array_declarations(effect->uniforms_float_array, "float", effect_id, &phase->uniforms_float, &frag_shader_uniforms);
564 extract_uniform_array_declarations(effect->uniforms_vec2_array, "vec2", effect_id, &phase->uniforms_vec2, &frag_shader_uniforms);
565 extract_uniform_array_declarations(effect->uniforms_vec3_array, "vec3", effect_id, &phase->uniforms_vec3, &frag_shader_uniforms);
566 extract_uniform_array_declarations(effect->uniforms_vec4_array, "vec4", effect_id, &phase->uniforms_vec4, &frag_shader_uniforms);
567 extract_uniform_declarations(effect->uniforms_mat3, "mat3", effect_id, &phase->uniforms_mat3, &frag_shader_uniforms);
570 string vert_shader = read_version_dependent_file("vs", "vert");
572 // If we're the last phase and need to flip the picture to compensate for
573 // the origin, tell the vertex or compute shader so.
575 if (has_dummy_effect) {
576 is_last_phase = (phase->output_node->outgoing_links.size() == 1 &&
577 phase->output_node->outgoing_links[0]->effect->effect_type_id() == "ComputeShaderOutputDisplayEffect");
579 is_last_phase = phase->output_node->outgoing_links.empty();
581 if (is_last_phase && output_origin == OUTPUT_ORIGIN_TOP_LEFT) {
582 if (phase->is_compute_shader) {
583 frag_shader_header += "#define FLIP_ORIGIN 1\n";
585 const string needle = "#define FLIP_ORIGIN 0";
586 size_t pos = vert_shader.find(needle);
587 assert(pos != string::npos);
589 vert_shader[pos + needle.size() - 1] = '1';
593 frag_shader = frag_shader_header + frag_shader_uniforms + frag_shader;
595 if (phase->is_compute_shader) {
596 phase->glsl_program_num = resource_pool->compile_glsl_compute_program(frag_shader);
598 Uniform<int> uniform;
599 uniform.name = "outbuf";
600 uniform.value = &phase->outbuf_image_unit;
601 uniform.prefix = "tex";
602 uniform.num_values = 1;
603 uniform.location = -1;
604 phase->uniforms_image2d.push_back(uniform);
606 phase->glsl_program_num = resource_pool->compile_glsl_program(vert_shader, frag_shader, frag_shader_outputs);
608 GLint position_attribute_index = glGetAttribLocation(phase->glsl_program_num, "position");
609 GLint texcoord_attribute_index = glGetAttribLocation(phase->glsl_program_num, "texcoord");
610 if (position_attribute_index != -1) {
611 phase->attribute_indexes.insert(position_attribute_index);
613 if (texcoord_attribute_index != -1) {
614 phase->attribute_indexes.insert(texcoord_attribute_index);
617 // Collect the resulting location numbers for each uniform.
618 collect_uniform_locations(phase->glsl_program_num, &phase->uniforms_image2d);
619 collect_uniform_locations(phase->glsl_program_num, &phase->uniforms_sampler2d);
620 collect_uniform_locations(phase->glsl_program_num, &phase->uniforms_bool);
621 collect_uniform_locations(phase->glsl_program_num, &phase->uniforms_int);
622 collect_uniform_locations(phase->glsl_program_num, &phase->uniforms_ivec2);
623 collect_uniform_locations(phase->glsl_program_num, &phase->uniforms_float);
624 collect_uniform_locations(phase->glsl_program_num, &phase->uniforms_vec2);
625 collect_uniform_locations(phase->glsl_program_num, &phase->uniforms_vec3);
626 collect_uniform_locations(phase->glsl_program_num, &phase->uniforms_vec4);
627 collect_uniform_locations(phase->glsl_program_num, &phase->uniforms_mat3);
630 // Construct GLSL programs, starting at the given effect and following
631 // the chain from there. We end a program every time we come to an effect
632 // marked as "needs texture bounce", one that is used by multiple other
633 // effects, every time we need to bounce due to output size change
634 // (not all size changes require ending), and of course at the end.
636 // We follow a quite simple depth-first search from the output, although
637 // without recursing explicitly within each phase.
638 Phase *EffectChain::construct_phase(Node *output, map<Node *, Phase *> *completed_effects)
640 if (completed_effects->count(output)) {
641 return (*completed_effects)[output];
644 Phase *phase = new Phase;
645 phase->output_node = output;
646 phase->is_compute_shader = false;
647 phase->compute_shader_node = nullptr;
649 // If the output effect has one-to-one sampling, we try to trace this
650 // status down through the dependency chain. This is important in case
651 // we hit an effect that changes output size (and not sets a virtual
652 // output size); if we have one-to-one sampling, we don't have to break
654 output->one_to_one_sampling = output->effect->one_to_one_sampling();
655 output->strong_one_to_one_sampling = output->effect->strong_one_to_one_sampling();
657 // Effects that we have yet to calculate, but that we know should
658 // be in the current phase.
659 stack<Node *> effects_todo_this_phase;
660 effects_todo_this_phase.push(output);
662 while (!effects_todo_this_phase.empty()) {
663 Node *node = effects_todo_this_phase.top();
664 effects_todo_this_phase.pop();
666 assert(node->effect->one_to_one_sampling() >= node->effect->strong_one_to_one_sampling());
668 if (node->effect->needs_mipmaps() != Effect::DOES_NOT_NEED_MIPMAPS) {
669 // Can't have incompatible requirements imposed on us from a dependent effect;
670 // if so, it should have started a new phase instead.
671 assert(node->needs_mipmaps == Effect::DOES_NOT_NEED_MIPMAPS ||
672 node->needs_mipmaps == node->effect->needs_mipmaps());
673 node->needs_mipmaps = node->effect->needs_mipmaps();
676 // This should currently only happen for effects that are inputs
677 // (either true inputs or phase outputs). We special-case inputs,
678 // and then deduplicate phase outputs below.
679 if (node->effect->num_inputs() == 0) {
680 if (find(phase->effects.begin(), phase->effects.end(), node) != phase->effects.end()) {
684 assert(completed_effects->count(node) == 0);
687 phase->effects.push_back(node);
688 if (node->effect->is_compute_shader()) {
689 assert(phase->compute_shader_node == nullptr ||
690 phase->compute_shader_node == node);
691 phase->is_compute_shader = true;
692 phase->compute_shader_node = node;
695 // Find all the dependencies of this effect, and add them to the stack.
696 assert(node->effect->num_inputs() == node->incoming_links.size());
697 for (Node *dep : node->incoming_links) {
698 bool start_new_phase = false;
700 Effect::MipmapRequirements save_needs_mipmaps = dep->needs_mipmaps;
702 if (node->effect->needs_texture_bounce() &&
703 !dep->effect->is_single_texture() &&
704 !dep->effect->override_disable_bounce()) {
705 start_new_phase = true;
708 // Propagate information about needing mipmaps down the chain,
709 // breaking the phase if we notice an incompatibility.
711 // Note that we cannot do this propagation as a normal pass,
712 // because it needs information about where the phases end
713 // (we should not propagate the flag across phases).
714 if (node->needs_mipmaps != Effect::DOES_NOT_NEED_MIPMAPS) {
715 // The node can have a value set (ie. not DOES_NOT_NEED_MIPMAPS)
716 // if we have diamonds in the graph; if so, choose that.
717 // If not, the effect on the node can also decide (this is the
718 // more common case).
719 Effect::MipmapRequirements dep_mipmaps = dep->needs_mipmaps;
720 if (dep_mipmaps == Effect::DOES_NOT_NEED_MIPMAPS) {
721 if (dep->effect->num_inputs() == 0) {
722 Input *input = static_cast<Input *>(dep->effect);
723 dep_mipmaps = input->can_supply_mipmaps() ? Effect::DOES_NOT_NEED_MIPMAPS : Effect::CANNOT_ACCEPT_MIPMAPS;
725 dep_mipmaps = dep->effect->needs_mipmaps();
728 if (dep_mipmaps == Effect::DOES_NOT_NEED_MIPMAPS) {
729 dep->needs_mipmaps = node->needs_mipmaps;
730 } else if (dep_mipmaps != node->needs_mipmaps) {
731 // The dependency cannot supply our mipmap demands
732 // (either because it's an input that can't do mipmaps,
733 // or because there's a conflict between mipmap-needing
734 // and mipmap-refusing effects somewhere in the graph),
735 // so they cannot be in the same phase.
736 start_new_phase = true;
740 if (dep->outgoing_links.size() > 1) {
741 if (!dep->effect->is_single_texture()) {
742 // More than one effect uses this as the input,
743 // and it is not a texture itself.
744 // The easiest thing to do (and probably also the safest
745 // performance-wise in most cases) is to bounce it to a texture
746 // and then let the next passes read from that.
747 start_new_phase = true;
749 assert(dep->effect->num_inputs() == 0);
751 // For textures, we try to be slightly more clever;
752 // if none of our outputs need a bounce, we don't bounce
753 // but instead simply use the effect many times.
755 // Strictly speaking, we could bounce it for some outputs
756 // and use it directly for others, but the processing becomes
757 // somewhat simpler if the effect is only used in one such way.
758 for (unsigned j = 0; j < dep->outgoing_links.size(); ++j) {
759 Node *rdep = dep->outgoing_links[j];
760 start_new_phase |= rdep->effect->needs_texture_bounce();
765 if (dep->effect->is_compute_shader()) {
766 if (phase->is_compute_shader) {
767 // Only one compute shader per phase.
768 start_new_phase = true;
769 } else if (!node->strong_one_to_one_sampling) {
770 // If all nodes so far are strong one-to-one, we can put them after
771 // the compute shader (ie., process them on the output).
772 start_new_phase = true;
773 } else if (!start_new_phase) {
774 phase->is_compute_shader = true;
775 phase->compute_shader_node = dep;
777 } else if (dep->effect->sets_virtual_output_size()) {
778 assert(dep->effect->changes_output_size());
779 // If the next effect sets a virtual size to rely on OpenGL's
780 // bilinear sampling, we'll really need to break the phase here.
781 start_new_phase = true;
782 } else if (dep->effect->changes_output_size() && !node->one_to_one_sampling) {
783 // If the next effect changes size and we don't have one-to-one sampling,
784 // we also need to break here.
785 start_new_phase = true;
788 if (start_new_phase) {
789 // Since we're starting a new phase here, we don't need to impose any
790 // new demands on this effect. Restore the status we had before we
791 // started looking at it.
792 dep->needs_mipmaps = save_needs_mipmaps;
794 phase->inputs.push_back(construct_phase(dep, completed_effects));
796 effects_todo_this_phase.push(dep);
798 // Propagate the one-to-one status down through the dependency.
799 dep->one_to_one_sampling = node->one_to_one_sampling &&
800 dep->effect->one_to_one_sampling();
801 dep->strong_one_to_one_sampling = node->strong_one_to_one_sampling &&
802 dep->effect->strong_one_to_one_sampling();
805 node->incoming_link_type.push_back(start_new_phase ? IN_ANOTHER_PHASE : IN_SAME_PHASE);
809 // No more effects to do this phase. Take all the ones we have,
810 // and create a GLSL program for it.
811 assert(!phase->effects.empty());
813 // Deduplicate the inputs, but don't change the ordering e.g. by sorting;
814 // that would be nondeterministic and thus reduce cacheability.
815 // TODO: Make this even more deterministic.
816 vector<Phase *> dedup_inputs;
817 set<Phase *> seen_inputs;
818 for (size_t i = 0; i < phase->inputs.size(); ++i) {
819 if (seen_inputs.insert(phase->inputs[i]).second) {
820 dedup_inputs.push_back(phase->inputs[i]);
823 swap(phase->inputs, dedup_inputs);
825 // Allocate samplers for each input.
826 phase->input_samplers.resize(phase->inputs.size());
828 // We added the effects from the output and back, but we need to output
829 // them in topological sort order in the shader.
830 phase->effects = topological_sort(phase->effects);
832 // Figure out if we need mipmaps or not, and if so, tell the inputs that.
833 // (RTT inputs have different logic, which is checked in execute_phase().)
834 for (unsigned i = 0; i < phase->effects.size(); ++i) {
835 Node *node = phase->effects[i];
836 if (node->effect->num_inputs() == 0) {
837 Input *input = static_cast<Input *>(node->effect);
838 assert(node->needs_mipmaps != Effect::NEEDS_MIPMAPS || input->can_supply_mipmaps());
839 CHECK(input->set_int("needs_mipmaps", node->needs_mipmaps == Effect::NEEDS_MIPMAPS));
843 // Tell each node which phase it ended up in, so that the unit test
844 // can check that the phases were split in the right place.
845 // Note that this ignores that effects may be part of multiple phases;
846 // if the unit tests need to test such cases, we'll reconsider.
847 for (unsigned i = 0; i < phase->effects.size(); ++i) {
848 phase->effects[i]->containing_phase = phase;
851 // Actually make the shader for this phase.
852 compile_glsl_program(phase);
854 // Initialize timers.
855 if (movit_timer_queries_supported) {
856 phase->time_elapsed_ns = 0;
857 phase->num_measured_iterations = 0;
860 assert(completed_effects->count(output) == 0);
861 completed_effects->insert(make_pair(output, phase));
862 phases.push_back(phase);
866 void EffectChain::output_dot(const char *filename)
868 if (movit_debug_level != MOVIT_DEBUG_ON) {
872 FILE *fp = fopen(filename, "w");
878 fprintf(fp, "digraph G {\n");
879 fprintf(fp, " output [shape=box label=\"(output)\"];\n");
880 for (unsigned i = 0; i < nodes.size(); ++i) {
881 // Find out which phase this event belongs to.
882 vector<int> in_phases;
883 for (unsigned j = 0; j < phases.size(); ++j) {
884 const Phase* p = phases[j];
885 if (find(p->effects.begin(), p->effects.end(), nodes[i]) != p->effects.end()) {
886 in_phases.push_back(j);
890 if (in_phases.empty()) {
891 fprintf(fp, " n%ld [label=\"%s\"];\n", (long)nodes[i], nodes[i]->effect->effect_type_id().c_str());
892 } else if (in_phases.size() == 1) {
893 fprintf(fp, " n%ld [label=\"%s\" style=\"filled\" fillcolor=\"/accent8/%d\"];\n",
894 (long)nodes[i], nodes[i]->effect->effect_type_id().c_str(),
895 (in_phases[0] % 8) + 1);
897 // If we had new enough Graphviz, style="wedged" would probably be ideal here.
899 fprintf(fp, " n%ld [label=\"%s [in multiple phases]\" style=\"filled\" fillcolor=\"/accent8/%d\"];\n",
900 (long)nodes[i], nodes[i]->effect->effect_type_id().c_str(),
901 (in_phases[0] % 8) + 1);
904 char from_node_id[256];
905 snprintf(from_node_id, 256, "n%ld", (long)nodes[i]);
907 for (unsigned j = 0; j < nodes[i]->outgoing_links.size(); ++j) {
908 char to_node_id[256];
909 snprintf(to_node_id, 256, "n%ld", (long)nodes[i]->outgoing_links[j]);
911 vector<string> labels = get_labels_for_edge(nodes[i], nodes[i]->outgoing_links[j]);
912 output_dot_edge(fp, from_node_id, to_node_id, labels);
915 if (nodes[i]->outgoing_links.empty() && !nodes[i]->disabled) {
917 vector<string> labels = get_labels_for_edge(nodes[i], nullptr);
918 output_dot_edge(fp, from_node_id, "output", labels);
926 vector<string> EffectChain::get_labels_for_edge(const Node *from, const Node *to)
928 vector<string> labels;
930 if (to != nullptr && to->effect->needs_texture_bounce()) {
931 labels.push_back("needs_bounce");
933 if (from->effect->changes_output_size()) {
934 labels.push_back("resize");
937 switch (from->output_color_space) {
938 case COLORSPACE_INVALID:
939 labels.push_back("spc[invalid]");
941 case COLORSPACE_REC_601_525:
942 labels.push_back("spc[rec601-525]");
944 case COLORSPACE_REC_601_625:
945 labels.push_back("spc[rec601-625]");
951 switch (from->output_gamma_curve) {
953 labels.push_back("gamma[invalid]");
956 labels.push_back("gamma[sRGB]");
958 case GAMMA_REC_601: // and GAMMA_REC_709
959 labels.push_back("gamma[rec601/709]");
965 switch (from->output_alpha_type) {
967 labels.push_back("alpha[invalid]");
970 labels.push_back("alpha[blank]");
972 case ALPHA_POSTMULTIPLIED:
973 labels.push_back("alpha[postmult]");
982 void EffectChain::output_dot_edge(FILE *fp,
983 const string &from_node_id,
984 const string &to_node_id,
985 const vector<string> &labels)
987 if (labels.empty()) {
988 fprintf(fp, " %s -> %s;\n", from_node_id.c_str(), to_node_id.c_str());
990 string label = labels[0];
991 for (unsigned k = 1; k < labels.size(); ++k) {
992 label += ", " + labels[k];
994 fprintf(fp, " %s -> %s [label=\"%s\"];\n", from_node_id.c_str(), to_node_id.c_str(), label.c_str());
998 void EffectChain::size_rectangle_to_fit(unsigned width, unsigned height, unsigned *output_width, unsigned *output_height)
1000 unsigned scaled_width, scaled_height;
1002 if (float(width) * aspect_denom >= float(height) * aspect_nom) {
1003 // Same aspect, or W/H > aspect (image is wider than the frame).
1004 // In either case, keep width, and adjust height.
1005 scaled_width = width;
1006 scaled_height = lrintf(width * aspect_denom / aspect_nom);
1008 // W/H < aspect (image is taller than the frame), so keep height,
1009 // and adjust width.
1010 scaled_width = lrintf(height * aspect_nom / aspect_denom);
1011 scaled_height = height;
1014 // We should be consistently larger or smaller then the existing choice,
1015 // since we have the same aspect.
1016 assert(!(scaled_width < *output_width && scaled_height > *output_height));
1017 assert(!(scaled_height < *output_height && scaled_width > *output_width));
1019 if (scaled_width >= *output_width && scaled_height >= *output_height) {
1020 *output_width = scaled_width;
1021 *output_height = scaled_height;
1025 // Propagate input texture sizes throughout, and inform effects downstream.
1026 // (Like a lot of other code, we depend on effects being in topological order.)
1027 void EffectChain::inform_input_sizes(Phase *phase)
1029 // All effects that have a defined size (inputs and RTT inputs)
1030 // get that. Reset all others.
1031 for (unsigned i = 0; i < phase->effects.size(); ++i) {
1032 Node *node = phase->effects[i];
1033 if (node->effect->num_inputs() == 0) {
1034 Input *input = static_cast<Input *>(node->effect);
1035 node->output_width = input->get_width();
1036 node->output_height = input->get_height();
1037 assert(node->output_width != 0);
1038 assert(node->output_height != 0);
1040 node->output_width = node->output_height = 0;
1043 for (unsigned i = 0; i < phase->inputs.size(); ++i) {
1044 Phase *input = phase->inputs[i];
1045 input->output_node->output_width = input->virtual_output_width;
1046 input->output_node->output_height = input->virtual_output_height;
1047 assert(input->output_node->output_width != 0);
1048 assert(input->output_node->output_height != 0);
1051 // Now propagate from the inputs towards the end, and inform as we go.
1052 // The rules are simple:
1054 // 1. Don't touch effects that already have given sizes (ie., inputs
1055 // or effects that change the output size).
1056 // 2. If all of your inputs have the same size, that will be your output size.
1057 // 3. Otherwise, your output size is 0x0.
1058 for (unsigned i = 0; i < phase->effects.size(); ++i) {
1059 Node *node = phase->effects[i];
1060 if (node->effect->num_inputs() == 0) {
1063 unsigned this_output_width = 0;
1064 unsigned this_output_height = 0;
1065 for (unsigned j = 0; j < node->incoming_links.size(); ++j) {
1066 Node *input = node->incoming_links[j];
1067 node->effect->inform_input_size(j, input->output_width, input->output_height);
1069 this_output_width = input->output_width;
1070 this_output_height = input->output_height;
1071 } else if (input->output_width != this_output_width || input->output_height != this_output_height) {
1073 this_output_width = 0;
1074 this_output_height = 0;
1077 if (node->effect->changes_output_size()) {
1078 // We cannot call get_output_size() before we've done inform_input_size()
1080 unsigned real_width, real_height;
1081 node->effect->get_output_size(&real_width, &real_height,
1082 &node->output_width, &node->output_height);
1083 assert(node->effect->sets_virtual_output_size() ||
1084 (real_width == node->output_width &&
1085 real_height == node->output_height));
1087 node->output_width = this_output_width;
1088 node->output_height = this_output_height;
1093 // Note: You should call inform_input_sizes() before this, as the last effect's
1094 // desired output size might change based on the inputs.
1095 void EffectChain::find_output_size(Phase *phase)
1097 Node *output_node = phase->is_compute_shader ? phase->compute_shader_node : phase->effects.back();
1099 // If the last effect explicitly sets an output size, use that.
1100 if (output_node->effect->changes_output_size()) {
1101 output_node->effect->get_output_size(&phase->output_width, &phase->output_height,
1102 &phase->virtual_output_width, &phase->virtual_output_height);
1103 assert(output_node->effect->sets_virtual_output_size() ||
1104 (phase->output_width == phase->virtual_output_width &&
1105 phase->output_height == phase->virtual_output_height));
1109 // If all effects have the same size, use that.
1110 unsigned output_width = 0, output_height = 0;
1111 bool all_inputs_same_size = true;
1113 for (unsigned i = 0; i < phase->inputs.size(); ++i) {
1114 Phase *input = phase->inputs[i];
1115 assert(input->output_width != 0);
1116 assert(input->output_height != 0);
1117 if (output_width == 0 && output_height == 0) {
1118 output_width = input->virtual_output_width;
1119 output_height = input->virtual_output_height;
1120 } else if (output_width != input->virtual_output_width ||
1121 output_height != input->virtual_output_height) {
1122 all_inputs_same_size = false;
1125 for (unsigned i = 0; i < phase->effects.size(); ++i) {
1126 Effect *effect = phase->effects[i]->effect;
1127 if (effect->num_inputs() != 0) {
1131 Input *input = static_cast<Input *>(effect);
1132 if (output_width == 0 && output_height == 0) {
1133 output_width = input->get_width();
1134 output_height = input->get_height();
1135 } else if (output_width != input->get_width() ||
1136 output_height != input->get_height()) {
1137 all_inputs_same_size = false;
1141 if (all_inputs_same_size) {
1142 assert(output_width != 0);
1143 assert(output_height != 0);
1144 phase->virtual_output_width = phase->output_width = output_width;
1145 phase->virtual_output_height = phase->output_height = output_height;
1149 // If not, fit all the inputs into the current aspect, and select the largest one.
1152 for (unsigned i = 0; i < phase->inputs.size(); ++i) {
1153 Phase *input = phase->inputs[i];
1154 assert(input->output_width != 0);
1155 assert(input->output_height != 0);
1156 size_rectangle_to_fit(input->output_width, input->output_height, &output_width, &output_height);
1158 for (unsigned i = 0; i < phase->effects.size(); ++i) {
1159 Effect *effect = phase->effects[i]->effect;
1160 if (effect->num_inputs() != 0) {
1164 Input *input = static_cast<Input *>(effect);
1165 size_rectangle_to_fit(input->get_width(), input->get_height(), &output_width, &output_height);
1167 assert(output_width != 0);
1168 assert(output_height != 0);
1169 phase->virtual_output_width = phase->output_width = output_width;
1170 phase->virtual_output_height = phase->output_height = output_height;
1173 void EffectChain::sort_all_nodes_topologically()
1175 nodes = topological_sort(nodes);
1178 vector<Node *> EffectChain::topological_sort(const vector<Node *> &nodes)
1180 set<Node *> nodes_left_to_visit(nodes.begin(), nodes.end());
1181 vector<Node *> sorted_list;
1182 for (unsigned i = 0; i < nodes.size(); ++i) {
1183 topological_sort_visit_node(nodes[i], &nodes_left_to_visit, &sorted_list);
1185 reverse(sorted_list.begin(), sorted_list.end());
1189 void EffectChain::topological_sort_visit_node(Node *node, set<Node *> *nodes_left_to_visit, vector<Node *> *sorted_list)
1191 if (nodes_left_to_visit->count(node) == 0) {
1194 nodes_left_to_visit->erase(node);
1195 for (unsigned i = 0; i < node->outgoing_links.size(); ++i) {
1196 topological_sort_visit_node(node->outgoing_links[i], nodes_left_to_visit, sorted_list);
1198 sorted_list->push_back(node);
1201 void EffectChain::find_color_spaces_for_inputs()
1203 for (unsigned i = 0; i < nodes.size(); ++i) {
1204 Node *node = nodes[i];
1205 if (node->disabled) {
1208 if (node->incoming_links.size() == 0) {
1209 Input *input = static_cast<Input *>(node->effect);
1210 node->output_color_space = input->get_color_space();
1211 node->output_gamma_curve = input->get_gamma_curve();
1213 Effect::AlphaHandling alpha_handling = input->alpha_handling();
1214 switch (alpha_handling) {
1215 case Effect::OUTPUT_BLANK_ALPHA:
1216 node->output_alpha_type = ALPHA_BLANK;
1218 case Effect::INPUT_AND_OUTPUT_PREMULTIPLIED_ALPHA:
1219 node->output_alpha_type = ALPHA_PREMULTIPLIED;
1221 case Effect::OUTPUT_POSTMULTIPLIED_ALPHA:
1222 node->output_alpha_type = ALPHA_POSTMULTIPLIED;
1224 case Effect::INPUT_PREMULTIPLIED_ALPHA_KEEP_BLANK:
1225 case Effect::DONT_CARE_ALPHA_TYPE:
1230 if (node->output_alpha_type == ALPHA_PREMULTIPLIED) {
1231 assert(node->output_gamma_curve == GAMMA_LINEAR);
1237 // Propagate gamma and color space information as far as we can in the graph.
1238 // The rules are simple: Anything where all the inputs agree, get that as
1239 // output as well. Anything else keeps having *_INVALID.
1240 void EffectChain::propagate_gamma_and_color_space()
1242 // We depend on going through the nodes in order.
1243 sort_all_nodes_topologically();
1245 for (unsigned i = 0; i < nodes.size(); ++i) {
1246 Node *node = nodes[i];
1247 if (node->disabled) {
1250 assert(node->incoming_links.size() == node->effect->num_inputs());
1251 if (node->incoming_links.size() == 0) {
1252 assert(node->output_color_space != COLORSPACE_INVALID);
1253 assert(node->output_gamma_curve != GAMMA_INVALID);
1257 Colorspace color_space = node->incoming_links[0]->output_color_space;
1258 GammaCurve gamma_curve = node->incoming_links[0]->output_gamma_curve;
1259 for (unsigned j = 1; j < node->incoming_links.size(); ++j) {
1260 if (node->incoming_links[j]->output_color_space != color_space) {
1261 color_space = COLORSPACE_INVALID;
1263 if (node->incoming_links[j]->output_gamma_curve != gamma_curve) {
1264 gamma_curve = GAMMA_INVALID;
1268 // The conversion effects already have their outputs set correctly,
1269 // so leave them alone.
1270 if (node->effect->effect_type_id() != "ColorspaceConversionEffect") {
1271 node->output_color_space = color_space;
1273 if (node->effect->effect_type_id() != "GammaCompressionEffect" &&
1274 node->effect->effect_type_id() != "GammaExpansionEffect") {
1275 node->output_gamma_curve = gamma_curve;
1280 // Propagate alpha information as far as we can in the graph.
1281 // Similar to propagate_gamma_and_color_space().
1282 void EffectChain::propagate_alpha()
1284 // We depend on going through the nodes in order.
1285 sort_all_nodes_topologically();
1287 for (unsigned i = 0; i < nodes.size(); ++i) {
1288 Node *node = nodes[i];
1289 if (node->disabled) {
1292 assert(node->incoming_links.size() == node->effect->num_inputs());
1293 if (node->incoming_links.size() == 0) {
1294 assert(node->output_alpha_type != ALPHA_INVALID);
1298 // The alpha multiplication/division effects are special cases.
1299 if (node->effect->effect_type_id() == "AlphaMultiplicationEffect") {
1300 assert(node->incoming_links.size() == 1);
1301 assert(node->incoming_links[0]->output_alpha_type == ALPHA_POSTMULTIPLIED);
1302 node->output_alpha_type = ALPHA_PREMULTIPLIED;
1305 if (node->effect->effect_type_id() == "AlphaDivisionEffect") {
1306 assert(node->incoming_links.size() == 1);
1307 assert(node->incoming_links[0]->output_alpha_type == ALPHA_PREMULTIPLIED);
1308 node->output_alpha_type = ALPHA_POSTMULTIPLIED;
1312 // GammaCompressionEffect and GammaExpansionEffect are also a special case,
1313 // because they are the only one that _need_ postmultiplied alpha.
1314 if (node->effect->effect_type_id() == "GammaCompressionEffect" ||
1315 node->effect->effect_type_id() == "GammaExpansionEffect") {
1316 assert(node->incoming_links.size() == 1);
1317 if (node->incoming_links[0]->output_alpha_type == ALPHA_BLANK) {
1318 node->output_alpha_type = ALPHA_BLANK;
1319 } else if (node->incoming_links[0]->output_alpha_type == ALPHA_POSTMULTIPLIED) {
1320 node->output_alpha_type = ALPHA_POSTMULTIPLIED;
1322 node->output_alpha_type = ALPHA_INVALID;
1327 // Only inputs can have unconditional alpha output (OUTPUT_BLANK_ALPHA
1328 // or OUTPUT_POSTMULTIPLIED_ALPHA), and they have already been
1329 // taken care of above. Rationale: Even if you could imagine
1330 // e.g. an effect that took in an image and set alpha=1.0
1331 // unconditionally, it wouldn't make any sense to have it as
1332 // e.g. OUTPUT_BLANK_ALPHA, since it wouldn't know whether it
1333 // got its input pre- or postmultiplied, so it wouldn't know
1334 // whether to divide away the old alpha or not.
1335 Effect::AlphaHandling alpha_handling = node->effect->alpha_handling();
1336 assert(alpha_handling == Effect::INPUT_AND_OUTPUT_PREMULTIPLIED_ALPHA ||
1337 alpha_handling == Effect::INPUT_PREMULTIPLIED_ALPHA_KEEP_BLANK ||
1338 alpha_handling == Effect::DONT_CARE_ALPHA_TYPE);
1340 // If the node has multiple inputs, check that they are all valid and
1342 bool any_invalid = false;
1343 bool any_premultiplied = false;
1344 bool any_postmultiplied = false;
1346 for (unsigned j = 0; j < node->incoming_links.size(); ++j) {
1347 switch (node->incoming_links[j]->output_alpha_type) {
1352 // Blank is good as both pre- and postmultiplied alpha,
1353 // so just ignore it.
1355 case ALPHA_PREMULTIPLIED:
1356 any_premultiplied = true;
1358 case ALPHA_POSTMULTIPLIED:
1359 any_postmultiplied = true;
1367 node->output_alpha_type = ALPHA_INVALID;
1371 // Inputs must be of the same type.
1372 if (any_premultiplied && any_postmultiplied) {
1373 node->output_alpha_type = ALPHA_INVALID;
1377 if (alpha_handling == Effect::INPUT_AND_OUTPUT_PREMULTIPLIED_ALPHA ||
1378 alpha_handling == Effect::INPUT_PREMULTIPLIED_ALPHA_KEEP_BLANK) {
1379 // This combination (requiring premultiplied alpha, but _not_ requiring
1380 // linear light) is illegal, since the combination of premultiplied alpha
1381 // and nonlinear inputs is meaningless.
1382 assert(node->effect->needs_linear_light());
1384 // If the effect has asked for premultiplied alpha, check that it has got it.
1385 if (any_postmultiplied) {
1386 node->output_alpha_type = ALPHA_INVALID;
1387 } else if (!any_premultiplied &&
1388 alpha_handling == Effect::INPUT_PREMULTIPLIED_ALPHA_KEEP_BLANK) {
1389 // Blank input alpha, and the effect preserves blank alpha.
1390 node->output_alpha_type = ALPHA_BLANK;
1392 node->output_alpha_type = ALPHA_PREMULTIPLIED;
1395 // OK, all inputs are the same, and this effect is not going
1397 assert(alpha_handling == Effect::DONT_CARE_ALPHA_TYPE);
1398 if (any_premultiplied) {
1399 node->output_alpha_type = ALPHA_PREMULTIPLIED;
1400 } else if (any_postmultiplied) {
1401 node->output_alpha_type = ALPHA_POSTMULTIPLIED;
1403 node->output_alpha_type = ALPHA_BLANK;
1409 bool EffectChain::node_needs_colorspace_fix(Node *node)
1411 if (node->disabled) {
1414 if (node->effect->num_inputs() == 0) {
1418 // propagate_gamma_and_color_space() has already set our output
1419 // to COLORSPACE_INVALID if the inputs differ, so we can rely on that.
1420 if (node->output_color_space == COLORSPACE_INVALID) {
1423 return (node->effect->needs_srgb_primaries() && node->output_color_space != COLORSPACE_sRGB);
1426 // Fix up color spaces so that there are no COLORSPACE_INVALID nodes left in
1427 // the graph. Our strategy is not always optimal, but quite simple:
1428 // Find an effect that's as early as possible where the inputs are of
1429 // unacceptable colorspaces (that is, either different, or, if the effect only
1430 // wants sRGB, not sRGB.) Add appropriate conversions on all its inputs,
1431 // propagate the information anew, and repeat until there are no more such
1433 void EffectChain::fix_internal_color_spaces()
1435 unsigned colorspace_propagation_pass = 0;
1439 for (unsigned i = 0; i < nodes.size(); ++i) {
1440 Node *node = nodes[i];
1441 if (!node_needs_colorspace_fix(node)) {
1445 // Go through each input that is not sRGB, and insert
1446 // a colorspace conversion after it.
1447 for (unsigned j = 0; j < node->incoming_links.size(); ++j) {
1448 Node *input = node->incoming_links[j];
1449 assert(input->output_color_space != COLORSPACE_INVALID);
1450 if (input->output_color_space == COLORSPACE_sRGB) {
1453 Node *conversion = add_node(new ColorspaceConversionEffect());
1454 CHECK(conversion->effect->set_int("source_space", input->output_color_space));
1455 CHECK(conversion->effect->set_int("destination_space", COLORSPACE_sRGB));
1456 conversion->output_color_space = COLORSPACE_sRGB;
1457 replace_sender(input, conversion);
1458 connect_nodes(input, conversion);
1461 // Re-sort topologically, and propagate the new information.
1462 propagate_gamma_and_color_space();
1469 sprintf(filename, "step5-colorspacefix-iter%u.dot", ++colorspace_propagation_pass);
1470 output_dot(filename);
1471 assert(colorspace_propagation_pass < 100);
1472 } while (found_any);
1474 for (unsigned i = 0; i < nodes.size(); ++i) {
1475 Node *node = nodes[i];
1476 if (node->disabled) {
1479 assert(node->output_color_space != COLORSPACE_INVALID);
1483 bool EffectChain::node_needs_alpha_fix(Node *node)
1485 if (node->disabled) {
1489 // propagate_alpha() has already set our output to ALPHA_INVALID if the
1490 // inputs differ or we are otherwise in mismatch, so we can rely on that.
1491 return (node->output_alpha_type == ALPHA_INVALID);
1494 // Fix up alpha so that there are no ALPHA_INVALID nodes left in
1495 // the graph. Similar to fix_internal_color_spaces().
1496 void EffectChain::fix_internal_alpha(unsigned step)
1498 unsigned alpha_propagation_pass = 0;
1502 for (unsigned i = 0; i < nodes.size(); ++i) {
1503 Node *node = nodes[i];
1504 if (!node_needs_alpha_fix(node)) {
1508 // If we need to fix up GammaExpansionEffect, then clearly something
1509 // is wrong, since the combination of premultiplied alpha and nonlinear inputs
1511 assert(node->effect->effect_type_id() != "GammaExpansionEffect");
1513 AlphaType desired_type = ALPHA_PREMULTIPLIED;
1515 // GammaCompressionEffect is special; it needs postmultiplied alpha.
1516 if (node->effect->effect_type_id() == "GammaCompressionEffect") {
1517 assert(node->incoming_links.size() == 1);
1518 assert(node->incoming_links[0]->output_alpha_type == ALPHA_PREMULTIPLIED);
1519 desired_type = ALPHA_POSTMULTIPLIED;
1522 // Go through each input that is not premultiplied alpha, and insert
1523 // a conversion before it.
1524 for (unsigned j = 0; j < node->incoming_links.size(); ++j) {
1525 Node *input = node->incoming_links[j];
1526 assert(input->output_alpha_type != ALPHA_INVALID);
1527 if (input->output_alpha_type == desired_type ||
1528 input->output_alpha_type == ALPHA_BLANK) {
1532 if (desired_type == ALPHA_PREMULTIPLIED) {
1533 conversion = add_node(new AlphaMultiplicationEffect());
1535 conversion = add_node(new AlphaDivisionEffect());
1537 conversion->output_alpha_type = desired_type;
1538 replace_sender(input, conversion);
1539 connect_nodes(input, conversion);
1542 // Re-sort topologically, and propagate the new information.
1543 propagate_gamma_and_color_space();
1551 sprintf(filename, "step%u-alphafix-iter%u.dot", step, ++alpha_propagation_pass);
1552 output_dot(filename);
1553 assert(alpha_propagation_pass < 100);
1554 } while (found_any);
1556 for (unsigned i = 0; i < nodes.size(); ++i) {
1557 Node *node = nodes[i];
1558 if (node->disabled) {
1561 assert(node->output_alpha_type != ALPHA_INVALID);
1565 // Make so that the output is in the desired color space.
1566 void EffectChain::fix_output_color_space()
1568 Node *output = find_output_node();
1569 if (output->output_color_space != output_format.color_space) {
1570 Node *conversion = add_node(new ColorspaceConversionEffect());
1571 CHECK(conversion->effect->set_int("source_space", output->output_color_space));
1572 CHECK(conversion->effect->set_int("destination_space", output_format.color_space));
1573 conversion->output_color_space = output_format.color_space;
1574 connect_nodes(output, conversion);
1576 propagate_gamma_and_color_space();
1580 // Make so that the output is in the desired pre-/postmultiplication alpha state.
1581 void EffectChain::fix_output_alpha()
1583 Node *output = find_output_node();
1584 assert(output->output_alpha_type != ALPHA_INVALID);
1585 if (output->output_alpha_type == ALPHA_BLANK) {
1586 // No alpha output, so we don't care.
1589 if (output->output_alpha_type == ALPHA_PREMULTIPLIED &&
1590 output_alpha_format == OUTPUT_ALPHA_FORMAT_POSTMULTIPLIED) {
1591 Node *conversion = add_node(new AlphaDivisionEffect());
1592 connect_nodes(output, conversion);
1594 propagate_gamma_and_color_space();
1596 if (output->output_alpha_type == ALPHA_POSTMULTIPLIED &&
1597 output_alpha_format == OUTPUT_ALPHA_FORMAT_PREMULTIPLIED) {
1598 Node *conversion = add_node(new AlphaMultiplicationEffect());
1599 connect_nodes(output, conversion);
1601 propagate_gamma_and_color_space();
1605 bool EffectChain::node_needs_gamma_fix(Node *node)
1607 if (node->disabled) {
1611 // Small hack since the output is not an explicit node:
1612 // If we are the last node and our output is in the wrong
1613 // space compared to EffectChain's output, we need to fix it.
1614 // This will only take us to linear, but fix_output_gamma()
1615 // will come and take us to the desired output gamma
1618 // This needs to be before everything else, since it could
1619 // even apply to inputs (if they are the only effect).
1620 if (node->outgoing_links.empty() &&
1621 node->output_gamma_curve != output_format.gamma_curve &&
1622 node->output_gamma_curve != GAMMA_LINEAR) {
1626 if (node->effect->num_inputs() == 0) {
1630 // propagate_gamma_and_color_space() has already set our output
1631 // to GAMMA_INVALID if the inputs differ, so we can rely on that,
1632 // except for GammaCompressionEffect.
1633 if (node->output_gamma_curve == GAMMA_INVALID) {
1636 if (node->effect->effect_type_id() == "GammaCompressionEffect") {
1637 assert(node->incoming_links.size() == 1);
1638 return node->incoming_links[0]->output_gamma_curve != GAMMA_LINEAR;
1641 return (node->effect->needs_linear_light() && node->output_gamma_curve != GAMMA_LINEAR);
1644 // Very similar to fix_internal_color_spaces(), but for gamma.
1645 // There is one difference, though; before we start adding conversion nodes,
1646 // we see if we can get anything out of asking the sources to deliver
1647 // linear gamma directly. fix_internal_gamma_by_asking_inputs()
1648 // does that part, while fix_internal_gamma_by_inserting_nodes()
1649 // inserts nodes as needed afterwards.
1650 void EffectChain::fix_internal_gamma_by_asking_inputs(unsigned step)
1652 unsigned gamma_propagation_pass = 0;
1656 for (unsigned i = 0; i < nodes.size(); ++i) {
1657 Node *node = nodes[i];
1658 if (!node_needs_gamma_fix(node)) {
1662 // See if all inputs can give us linear gamma. If not, leave it.
1663 vector<Node *> nonlinear_inputs;
1664 find_all_nonlinear_inputs(node, &nonlinear_inputs);
1665 assert(!nonlinear_inputs.empty());
1668 for (unsigned i = 0; i < nonlinear_inputs.size(); ++i) {
1669 Input *input = static_cast<Input *>(nonlinear_inputs[i]->effect);
1670 all_ok &= input->can_output_linear_gamma();
1677 for (unsigned i = 0; i < nonlinear_inputs.size(); ++i) {
1678 CHECK(nonlinear_inputs[i]->effect->set_int("output_linear_gamma", 1));
1679 nonlinear_inputs[i]->output_gamma_curve = GAMMA_LINEAR;
1682 // Re-sort topologically, and propagate the new information.
1683 propagate_gamma_and_color_space();
1690 sprintf(filename, "step%u-gammafix-iter%u.dot", step, ++gamma_propagation_pass);
1691 output_dot(filename);
1692 assert(gamma_propagation_pass < 100);
1693 } while (found_any);
1696 void EffectChain::fix_internal_gamma_by_inserting_nodes(unsigned step)
1698 unsigned gamma_propagation_pass = 0;
1702 for (unsigned i = 0; i < nodes.size(); ++i) {
1703 Node *node = nodes[i];
1704 if (!node_needs_gamma_fix(node)) {
1708 // Special case: We could be an input and still be asked to
1709 // fix our gamma; if so, we should be the only node
1710 // (as node_needs_gamma_fix() would only return true in
1711 // for an input in that case). That means we should insert
1712 // a conversion node _after_ ourselves.
1713 if (node->incoming_links.empty()) {
1714 assert(node->outgoing_links.empty());
1715 Node *conversion = add_node(new GammaExpansionEffect());
1716 CHECK(conversion->effect->set_int("source_curve", node->output_gamma_curve));
1717 conversion->output_gamma_curve = GAMMA_LINEAR;
1718 connect_nodes(node, conversion);
1721 // If not, go through each input that is not linear gamma,
1722 // and insert a gamma conversion after it.
1723 for (unsigned j = 0; j < node->incoming_links.size(); ++j) {
1724 Node *input = node->incoming_links[j];
1725 assert(input->output_gamma_curve != GAMMA_INVALID);
1726 if (input->output_gamma_curve == GAMMA_LINEAR) {
1729 Node *conversion = add_node(new GammaExpansionEffect());
1730 CHECK(conversion->effect->set_int("source_curve", input->output_gamma_curve));
1731 conversion->output_gamma_curve = GAMMA_LINEAR;
1732 replace_sender(input, conversion);
1733 connect_nodes(input, conversion);
1736 // Re-sort topologically, and propagate the new information.
1738 propagate_gamma_and_color_space();
1745 sprintf(filename, "step%u-gammafix-iter%u.dot", step, ++gamma_propagation_pass);
1746 output_dot(filename);
1747 assert(gamma_propagation_pass < 100);
1748 } while (found_any);
1750 for (unsigned i = 0; i < nodes.size(); ++i) {
1751 Node *node = nodes[i];
1752 if (node->disabled) {
1755 assert(node->output_gamma_curve != GAMMA_INVALID);
1759 // Make so that the output is in the desired gamma.
1760 // Note that this assumes linear input gamma, so it might create the need
1761 // for another pass of fix_internal_gamma().
1762 void EffectChain::fix_output_gamma()
1764 Node *output = find_output_node();
1765 if (output->output_gamma_curve != output_format.gamma_curve) {
1766 Node *conversion = add_node(new GammaCompressionEffect());
1767 CHECK(conversion->effect->set_int("destination_curve", output_format.gamma_curve));
1768 conversion->output_gamma_curve = output_format.gamma_curve;
1769 connect_nodes(output, conversion);
1773 // If the user has requested Y'CbCr output, we need to do this conversion
1774 // _after_ GammaCompressionEffect etc., but before dither (see below).
1775 // This is because Y'CbCr, with the exception of a special optional mode
1776 // in Rec. 2020 (which we currently don't support), is defined to work on
1777 // gamma-encoded data.
1778 void EffectChain::add_ycbcr_conversion_if_needed()
1780 assert(output_color_rgba || num_output_color_ycbcr > 0);
1781 if (num_output_color_ycbcr == 0) {
1784 Node *output = find_output_node();
1785 ycbcr_conversion_effect_node = add_node(new YCbCrConversionEffect(output_ycbcr_format, output_ycbcr_type));
1786 connect_nodes(output, ycbcr_conversion_effect_node);
1789 // If the user has requested dither, add a DitherEffect right at the end
1790 // (after GammaCompressionEffect etc.). This needs to be done after everything else,
1791 // since dither is about the only effect that can _not_ be done in linear space.
1792 void EffectChain::add_dither_if_needed()
1794 if (num_dither_bits == 0) {
1797 Node *output = find_output_node();
1798 Node *dither = add_node(new DitherEffect());
1799 CHECK(dither->effect->set_int("num_bits", num_dither_bits));
1800 connect_nodes(output, dither);
1802 dither_effect = dither->effect;
1807 // Whether this effect will cause the phase it is in to become a compute shader phase.
1808 bool induces_compute_shader(Node *node)
1810 if (node->effect->is_compute_shader()) {
1813 if (!node->effect->strong_one_to_one_sampling()) {
1814 // This effect can't be chained after a compute shader.
1817 // If at least one of the effects we depend on is a compute shader,
1818 // one of them will be put in the same phase as us (the other ones,
1819 // if any, will be bounced).
1820 for (Node *dep : node->incoming_links) {
1821 if (induces_compute_shader(dep)) {
1830 // Compute shaders can't output to the framebuffer, so if the last
1831 // phase ends in a compute shader, add a dummy phase at the end that
1832 // only blits directly from the temporary texture.
1833 void EffectChain::add_dummy_effect_if_needed()
1835 Node *output = find_output_node();
1836 if (induces_compute_shader(output)) {
1837 Node *dummy = add_node(new ComputeShaderOutputDisplayEffect());
1838 connect_nodes(output, dummy);
1839 has_dummy_effect = true;
1843 // Find the output node. This is, simply, one that has no outgoing links.
1844 // If there are multiple ones, the graph is malformed (we do not support
1845 // multiple outputs right now).
1846 Node *EffectChain::find_output_node()
1848 vector<Node *> output_nodes;
1849 for (unsigned i = 0; i < nodes.size(); ++i) {
1850 Node *node = nodes[i];
1851 if (node->disabled) {
1854 if (node->outgoing_links.empty()) {
1855 output_nodes.push_back(node);
1858 assert(output_nodes.size() == 1);
1859 return output_nodes[0];
1862 void EffectChain::finalize()
1864 // Output the graph as it is before we do any conversions on it.
1865 output_dot("step0-start.dot");
1867 // Give each effect in turn a chance to rewrite its own part of the graph.
1868 // Note that if more effects are added as part of this, they will be
1869 // picked up as part of the same for loop, since they are added at the end.
1870 for (unsigned i = 0; i < nodes.size(); ++i) {
1871 nodes[i]->effect->rewrite_graph(this, nodes[i]);
1873 output_dot("step1-rewritten.dot");
1875 find_color_spaces_for_inputs();
1876 output_dot("step2-input-colorspace.dot");
1879 output_dot("step3-propagated-alpha.dot");
1881 propagate_gamma_and_color_space();
1882 output_dot("step4-propagated-all.dot");
1884 fix_internal_color_spaces();
1885 fix_internal_alpha(6);
1886 fix_output_color_space();
1887 output_dot("step7-output-colorspacefix.dot");
1889 output_dot("step8-output-alphafix.dot");
1891 // Note that we need to fix gamma after colorspace conversion,
1892 // because colorspace conversions might create needs for gamma conversions.
1893 // Also, we need to run an extra pass of fix_internal_gamma() after
1894 // fixing the output gamma, as we only have conversions to/from linear,
1895 // and fix_internal_alpha() since GammaCompressionEffect needs
1896 // postmultiplied input.
1897 fix_internal_gamma_by_asking_inputs(9);
1898 fix_internal_gamma_by_inserting_nodes(10);
1900 output_dot("step11-output-gammafix.dot");
1902 output_dot("step12-output-alpha-propagated.dot");
1903 fix_internal_alpha(13);
1904 output_dot("step14-output-alpha-fixed.dot");
1905 fix_internal_gamma_by_asking_inputs(15);
1906 fix_internal_gamma_by_inserting_nodes(16);
1908 output_dot("step17-before-ycbcr.dot");
1909 add_ycbcr_conversion_if_needed();
1911 output_dot("step18-before-dither.dot");
1912 add_dither_if_needed();
1914 output_dot("step19-before-dummy-effect.dot");
1915 add_dummy_effect_if_needed();
1917 output_dot("step20-final.dot");
1919 // Construct all needed GLSL programs, starting at the output.
1920 // We need to keep track of which effects have already been computed,
1921 // as an effect with multiple users could otherwise be calculated
1923 map<Node *, Phase *> completed_effects;
1924 construct_phase(find_output_node(), &completed_effects);
1926 output_dot("step21-split-to-phases.dot");
1928 // There are some corner cases where we thought we needed to add a dummy
1929 // effect, but then it turned out later we didn't (e.g. induces_compute_shader()
1930 // didn't see a mipmap conflict coming, which would cause the compute shader
1931 // to be split off from the inal phase); if so, remove the extra phase
1932 // at the end, since it will give us some trouble during execution.
1934 // TODO: Remove induces_compute_shader() and replace it with precise tracking.
1935 if (has_dummy_effect && !phases[phases.size() - 2]->is_compute_shader) {
1936 resource_pool->release_glsl_program(phases.back()->glsl_program_num);
1937 delete phases.back();
1939 has_dummy_effect = false;
1942 output_dot("step22-dummy-phase-removal.dot");
1944 assert(phases[0]->inputs.empty());
1949 void EffectChain::render_to_fbo(GLuint dest_fbo, unsigned width, unsigned height)
1951 // Save original viewport.
1952 GLuint x = 0, y = 0;
1954 if (width == 0 && height == 0) {
1956 glGetIntegerv(GL_VIEWPORT, viewport);
1959 width = viewport[2];
1960 height = viewport[3];
1963 render(dest_fbo, {}, x, y, width, height);
1966 void EffectChain::render_to_texture(const vector<DestinationTexture> &destinations, unsigned width, unsigned height)
1969 assert(!destinations.empty());
1971 if (!has_dummy_effect) {
1972 // We don't end in a compute shader, so there's nothing specific for us to do.
1973 // Create an FBO for this set of textures, and just render to that.
1974 GLuint texnums[4] = { 0, 0, 0, 0 };
1975 for (unsigned i = 0; i < destinations.size() && i < 4; ++i) {
1976 texnums[i] = destinations[i].texnum;
1978 GLuint dest_fbo = resource_pool->create_fbo(texnums[0], texnums[1], texnums[2], texnums[3]);
1979 render(dest_fbo, {}, 0, 0, width, height);
1980 resource_pool->release_fbo(dest_fbo);
1982 render((GLuint)-1, destinations, 0, 0, width, height);
1986 void EffectChain::render(GLuint dest_fbo, const vector<DestinationTexture> &destinations, unsigned x, unsigned y, unsigned width, unsigned height)
1989 assert(destinations.size() <= 1);
1991 // This needs to be set anew, in case we are coming from a different context
1992 // from when we initialized.
1994 glDisable(GL_DITHER);
1997 const bool final_srgb = glIsEnabled(GL_FRAMEBUFFER_SRGB);
1999 bool current_srgb = final_srgb;
2003 glDisable(GL_BLEND);
2005 glDisable(GL_DEPTH_TEST);
2007 glDepthMask(GL_FALSE);
2010 set<Phase *> generated_mipmaps;
2012 // We keep one texture per output, but only for as long as we actually have any
2013 // phases that need it as an input. (We don't make any effort to reorder phases
2014 // to minimize the number of textures in play, as register allocation can be
2015 // complicated and we rarely have much to gain, since our graphs are typically
2017 map<Phase *, GLuint> output_textures;
2018 map<Phase *, int> ref_counts;
2019 for (Phase *phase : phases) {
2020 for (Phase *input : phase->inputs) {
2021 ++ref_counts[input];
2025 size_t num_phases = phases.size();
2026 if (destinations.empty()) {
2027 assert(dest_fbo != (GLuint)-1);
2029 assert(has_dummy_effect);
2032 assert(num_phases >= 2);
2033 assert(!phases.back()->is_compute_shader);
2034 assert(phases[phases.size() - 2]->is_compute_shader);
2035 assert(phases.back()->effects.size() == 1);
2036 assert(phases.back()->effects[0]->effect->effect_type_id() == "ComputeShaderOutputDisplayEffect");
2038 // We are rendering to a set of textures, so we can run the compute shader
2039 // directly and skip the dummy phase.
2043 for (unsigned phase_num = 0; phase_num < num_phases; ++phase_num) {
2044 Phase *phase = phases[phase_num];
2046 if (do_phase_timing) {
2047 GLuint timer_query_object;
2048 if (phase->timer_query_objects_free.empty()) {
2049 glGenQueries(1, &timer_query_object);
2051 timer_query_object = phase->timer_query_objects_free.front();
2052 phase->timer_query_objects_free.pop_front();
2054 glBeginQuery(GL_TIME_ELAPSED, timer_query_object);
2055 phase->timer_query_objects_running.push_back(timer_query_object);
2057 bool last_phase = (phase_num == num_phases - 1);
2059 // Last phase goes to the output the user specified.
2060 if (!phase->is_compute_shader) {
2061 assert(dest_fbo != (GLuint)-1);
2062 glBindFramebuffer(GL_FRAMEBUFFER, dest_fbo);
2064 GLenum status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
2065 assert(status == GL_FRAMEBUFFER_COMPLETE);
2066 glViewport(x, y, width, height);
2068 if (dither_effect != nullptr) {
2069 CHECK(dither_effect->set_int("output_width", width));
2070 CHECK(dither_effect->set_int("output_height", height));
2074 // Enable sRGB rendering for intermediates in case we are
2075 // rendering to an sRGB format.
2076 // TODO: Support this for compute shaders.
2077 bool needs_srgb = last_phase ? final_srgb : true;
2078 if (needs_srgb && !current_srgb) {
2079 glEnable(GL_FRAMEBUFFER_SRGB);
2081 current_srgb = true;
2082 } else if (!needs_srgb && current_srgb) {
2083 glDisable(GL_FRAMEBUFFER_SRGB);
2085 current_srgb = true;
2088 // Find a texture for this phase.
2089 inform_input_sizes(phase);
2090 find_output_size(phase);
2091 vector<DestinationTexture> phase_destinations;
2093 GLuint tex_num = resource_pool->create_2d_texture(intermediate_format, phase->output_width, phase->output_height);
2094 output_textures.insert(make_pair(phase, tex_num));
2095 phase_destinations.push_back(DestinationTexture{ tex_num, intermediate_format });
2097 // The output texture needs to have valid state to be written to by a compute shader.
2098 glActiveTexture(GL_TEXTURE0);
2100 glBindTexture(GL_TEXTURE_2D, tex_num);
2102 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
2104 } else if (phase->is_compute_shader) {
2105 assert(!destinations.empty());
2106 phase_destinations = destinations;
2109 execute_phase(phase, output_textures, phase_destinations, &generated_mipmaps);
2110 if (do_phase_timing) {
2111 glEndQuery(GL_TIME_ELAPSED);
2114 // Drop any input textures we don't need anymore.
2115 for (Phase *input : phase->inputs) {
2116 assert(ref_counts[input] > 0);
2117 if (--ref_counts[input] == 0) {
2118 resource_pool->release_2d_texture(output_textures[input]);
2119 output_textures.erase(input);
2124 for (const auto &phase_and_texnum : output_textures) {
2125 resource_pool->release_2d_texture(phase_and_texnum.second);
2128 glBindFramebuffer(GL_FRAMEBUFFER, 0);
2133 glBindBuffer(GL_ARRAY_BUFFER, 0);
2135 glBindVertexArray(0);
2138 if (do_phase_timing) {
2139 // Get back the timer queries.
2140 for (unsigned phase_num = 0; phase_num < phases.size(); ++phase_num) {
2141 Phase *phase = phases[phase_num];
2142 for (auto timer_it = phase->timer_query_objects_running.cbegin();
2143 timer_it != phase->timer_query_objects_running.cend(); ) {
2144 GLint timer_query_object = *timer_it;
2146 glGetQueryObjectiv(timer_query_object, GL_QUERY_RESULT_AVAILABLE, &available);
2148 GLuint64 time_elapsed;
2149 glGetQueryObjectui64v(timer_query_object, GL_QUERY_RESULT, &time_elapsed);
2150 phase->time_elapsed_ns += time_elapsed;
2151 ++phase->num_measured_iterations;
2152 phase->timer_query_objects_free.push_back(timer_query_object);
2153 phase->timer_query_objects_running.erase(timer_it++);
2162 void EffectChain::enable_phase_timing(bool enable)
2165 assert(movit_timer_queries_supported);
2167 this->do_phase_timing = enable;
2170 void EffectChain::reset_phase_timing()
2172 for (unsigned phase_num = 0; phase_num < phases.size(); ++phase_num) {
2173 Phase *phase = phases[phase_num];
2174 phase->time_elapsed_ns = 0;
2175 phase->num_measured_iterations = 0;
2179 void EffectChain::print_phase_timing()
2181 double total_time_ms = 0.0;
2182 for (unsigned phase_num = 0; phase_num < phases.size(); ++phase_num) {
2183 Phase *phase = phases[phase_num];
2184 double avg_time_ms = phase->time_elapsed_ns * 1e-6 / phase->num_measured_iterations;
2185 printf("Phase %d: %5.1f ms [", phase_num, avg_time_ms);
2186 for (unsigned effect_num = 0; effect_num < phase->effects.size(); ++effect_num) {
2187 if (effect_num != 0) {
2190 printf("%s", phase->effects[effect_num]->effect->effect_type_id().c_str());
2193 total_time_ms += avg_time_ms;
2195 printf("Total: %5.1f ms\n", total_time_ms);
2198 void EffectChain::execute_phase(Phase *phase,
2199 const map<Phase *, GLuint> &output_textures,
2200 const vector<DestinationTexture> &destinations,
2201 set<Phase *> *generated_mipmaps)
2203 // Set up RTT inputs for this phase.
2204 for (unsigned sampler = 0; sampler < phase->inputs.size(); ++sampler) {
2205 glActiveTexture(GL_TEXTURE0 + sampler);
2206 Phase *input = phase->inputs[sampler];
2207 input->output_node->bound_sampler_num = sampler;
2208 const auto it = output_textures.find(input);
2209 assert(it != output_textures.end());
2210 glBindTexture(GL_TEXTURE_2D, it->second);
2213 // See if anything using this RTT input (in this phase) needs mipmaps.
2214 // TODO: It could be that we get conflicting logic here, if we have
2215 // multiple effects with incompatible mipmaps using the same
2216 // RTT input. However, that is obscure enough that we can deal
2217 // with it at some future point (preferably when we have
2218 // universal support for separate sampler objects!). For now,
2219 // an assert is good enough. See also the TODO at bound_sampler_num.
2220 bool any_needs_mipmaps = false, any_refuses_mipmaps = false;
2221 for (Node *node : phase->effects) {
2222 assert(node->incoming_links.size() == node->incoming_link_type.size());
2223 for (size_t i = 0; i < node->incoming_links.size(); ++i) {
2224 if (node->incoming_links[i] == input->output_node &&
2225 node->incoming_link_type[i] == IN_ANOTHER_PHASE) {
2226 if (node->needs_mipmaps == Effect::NEEDS_MIPMAPS) {
2227 any_needs_mipmaps = true;
2228 } else if (node->needs_mipmaps == Effect::CANNOT_ACCEPT_MIPMAPS) {
2229 any_refuses_mipmaps = true;
2234 assert(!(any_needs_mipmaps && any_refuses_mipmaps));
2236 if (any_needs_mipmaps && generated_mipmaps->count(input) == 0) {
2237 glGenerateMipmap(GL_TEXTURE_2D);
2239 generated_mipmaps->insert(input);
2241 setup_rtt_sampler(sampler, any_needs_mipmaps);
2242 phase->input_samplers[sampler] = sampler; // Bind the sampler to the right uniform.
2245 GLuint instance_program_num = resource_pool->use_glsl_program(phase->glsl_program_num);
2248 // And now the output.
2250 if (phase->is_compute_shader) {
2251 assert(!destinations.empty());
2253 // This is currently the only place where we use image units,
2254 // so we can always start at 0. TODO: Support multiple destinations.
2255 phase->outbuf_image_unit = 0;
2256 glBindImageTexture(phase->outbuf_image_unit, destinations[0].texnum, 0, GL_FALSE, 0, GL_WRITE_ONLY, destinations[0].format);
2258 phase->uniform_output_size[0] = phase->output_width;
2259 phase->uniform_output_size[1] = phase->output_height;
2260 phase->inv_output_size.x = 1.0f / phase->output_width;
2261 phase->inv_output_size.y = 1.0f / phase->output_height;
2262 phase->output_texcoord_adjust.x = 0.5f / phase->output_width;
2263 phase->output_texcoord_adjust.y = 0.5f / phase->output_height;
2264 } else if (!destinations.empty()) {
2265 assert(destinations.size() == 1);
2266 fbo = resource_pool->create_fbo(destinations[0].texnum);
2267 glBindFramebuffer(GL_FRAMEBUFFER, fbo);
2268 glViewport(0, 0, phase->output_width, phase->output_height);
2271 // Give the required parameters to all the effects.
2272 unsigned sampler_num = phase->inputs.size();
2273 for (unsigned i = 0; i < phase->effects.size(); ++i) {
2274 Node *node = phase->effects[i];
2275 unsigned old_sampler_num = sampler_num;
2276 node->effect->set_gl_state(instance_program_num, phase->effect_ids[make_pair(node, IN_SAME_PHASE)], &sampler_num);
2279 if (node->effect->is_single_texture()) {
2280 assert(sampler_num - old_sampler_num == 1);
2281 node->bound_sampler_num = old_sampler_num;
2283 node->bound_sampler_num = -1;
2287 if (phase->is_compute_shader) {
2289 phase->compute_shader_node->effect->get_compute_dimensions(phase->output_width, phase->output_height, &x, &y, &z);
2291 // Uniforms need to come after set_gl_state() _and_ get_compute_dimensions(),
2292 // since they can be updated from there.
2293 setup_uniforms(phase);
2294 glDispatchCompute(x, y, z);
2296 glMemoryBarrier(GL_TEXTURE_FETCH_BARRIER_BIT | GL_TEXTURE_UPDATE_BARRIER_BIT);
2299 // Uniforms need to come after set_gl_state(), since they can be updated
2301 setup_uniforms(phase);
2303 // Bind the vertex data.
2304 GLuint vao = resource_pool->create_vec2_vao(phase->attribute_indexes, vbo);
2305 glBindVertexArray(vao);
2307 glDrawArrays(GL_TRIANGLES, 0, 3);
2310 resource_pool->release_vec2_vao(vao);
2313 for (unsigned i = 0; i < phase->effects.size(); ++i) {
2314 Node *node = phase->effects[i];
2315 node->effect->clear_gl_state();
2318 resource_pool->unuse_glsl_program(instance_program_num);
2321 resource_pool->release_fbo(fbo);
2325 void EffectChain::setup_uniforms(Phase *phase)
2327 // TODO: Use UBO blocks.
2328 for (size_t i = 0; i < phase->uniforms_image2d.size(); ++i) {
2329 const Uniform<int> &uniform = phase->uniforms_image2d[i];
2330 if (uniform.location != -1) {
2331 glUniform1iv(uniform.location, uniform.num_values, uniform.value);
2334 for (size_t i = 0; i < phase->uniforms_sampler2d.size(); ++i) {
2335 const Uniform<int> &uniform = phase->uniforms_sampler2d[i];
2336 if (uniform.location != -1) {
2337 glUniform1iv(uniform.location, uniform.num_values, uniform.value);
2340 for (size_t i = 0; i < phase->uniforms_bool.size(); ++i) {
2341 const Uniform<bool> &uniform = phase->uniforms_bool[i];
2342 assert(uniform.num_values == 1);
2343 if (uniform.location != -1) {
2344 glUniform1i(uniform.location, *uniform.value);
2347 for (size_t i = 0; i < phase->uniforms_int.size(); ++i) {
2348 const Uniform<int> &uniform = phase->uniforms_int[i];
2349 if (uniform.location != -1) {
2350 glUniform1iv(uniform.location, uniform.num_values, uniform.value);
2353 for (size_t i = 0; i < phase->uniforms_ivec2.size(); ++i) {
2354 const Uniform<int> &uniform = phase->uniforms_ivec2[i];
2355 if (uniform.location != -1) {
2356 glUniform2iv(uniform.location, uniform.num_values, uniform.value);
2359 for (size_t i = 0; i < phase->uniforms_float.size(); ++i) {
2360 const Uniform<float> &uniform = phase->uniforms_float[i];
2361 if (uniform.location != -1) {
2362 glUniform1fv(uniform.location, uniform.num_values, uniform.value);
2365 for (size_t i = 0; i < phase->uniforms_vec2.size(); ++i) {
2366 const Uniform<float> &uniform = phase->uniforms_vec2[i];
2367 if (uniform.location != -1) {
2368 glUniform2fv(uniform.location, uniform.num_values, uniform.value);
2371 for (size_t i = 0; i < phase->uniforms_vec3.size(); ++i) {
2372 const Uniform<float> &uniform = phase->uniforms_vec3[i];
2373 if (uniform.location != -1) {
2374 glUniform3fv(uniform.location, uniform.num_values, uniform.value);
2377 for (size_t i = 0; i < phase->uniforms_vec4.size(); ++i) {
2378 const Uniform<float> &uniform = phase->uniforms_vec4[i];
2379 if (uniform.location != -1) {
2380 glUniform4fv(uniform.location, uniform.num_values, uniform.value);
2383 for (size_t i = 0; i < phase->uniforms_mat3.size(); ++i) {
2384 const Uniform<Matrix3d> &uniform = phase->uniforms_mat3[i];
2385 assert(uniform.num_values == 1);
2386 if (uniform.location != -1) {
2387 // Convert to float (GLSL has no double matrices).
2389 for (unsigned y = 0; y < 3; ++y) {
2390 for (unsigned x = 0; x < 3; ++x) {
2391 matrixf[y + x * 3] = (*uniform.value)(y, x);
2394 glUniformMatrix3fv(uniform.location, 1, GL_FALSE, matrixf);
2399 void EffectChain::setup_rtt_sampler(int sampler_num, bool use_mipmaps)
2401 glActiveTexture(GL_TEXTURE0 + sampler_num);
2404 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
2407 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
2410 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
2412 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
2416 } // namespace movit