1 #ifndef _MOVIT_EFFECT_CHAIN_H
2 #define _MOVIT_EFFECT_CHAIN_H 1
4 // An EffectChain is the largest basic entity in Movit; it contains everything
5 // needed to connects a series of effects, from inputs to outputs, and render
6 // them. Generally you set up your effect chain once and then call its render
7 // functions once per frame; setting one up can be relatively expensive,
8 // but rendering is fast.
10 // Threading considerations: EffectChain is “thread-compatible”; you can use
11 // different EffectChains in multiple threads at the same time (assuming the
12 // threads do not use the same OpenGL context, but this is a good idea anyway),
13 // but you may not use one EffectChain from multiple threads simultaneously.
14 // You _are_ allowed to use one EffectChain from multiple threads as long as
15 // you only use it from one at a time (possibly by doing your own locking),
16 // but if so, the threads' contexts need to be set up to share resources, since
17 // the EffectChain holds textures and other OpenGL objects that are tied to the
20 // Memory management (only relevant if you use multiple contexts):
21 // See corresponding comment in resource_pool.h. This holds even if you don't
22 // allocate your own ResourcePool, but let EffectChain hold its own.
33 #include "image_format.h"
43 // For internal use within Node.
51 // Whether you want pre- or postmultiplied alpha in the output
52 // (see effect.h for a discussion of pre- versus postmultiplied alpha).
53 enum OutputAlphaFormat {
54 OUTPUT_ALPHA_FORMAT_PREMULTIPLIED,
55 OUTPUT_ALPHA_FORMAT_POSTMULTIPLIED,
58 // A node in the graph; basically an effect and some associated information.
64 // Edges in the graph (forward and backward).
65 std::vector<Node *> outgoing_links;
66 std::vector<Node *> incoming_links;
68 // For unit tests only. Do not use from other code.
69 // Will contain an arbitrary choice if the node is in multiple phases.
70 Phase *containing_phase;
73 // Logical size of the output of this effect, ie. the resolution
74 // you would get if you sampled it as a texture. If it is undefined
75 // (since the inputs differ in resolution), it will be 0x0.
76 // If both this and output_texture_{width,height} are set,
77 // they will be equal.
78 unsigned output_width, output_height;
80 // If the effect has is_single_texture(), or if the output went to RTT
81 // and that texture has been bound to a sampler, the sampler number
82 // will be stored here.
84 // TODO: Can an RTT texture be used as inputs to multiple effects
85 // within the same phase? If so, we have a problem with modifying
86 // sampler state here.
87 int bound_sampler_num;
89 // Used during the building of the effect chain.
90 Colorspace output_color_space;
91 GammaCurve output_gamma_curve;
92 AlphaType output_alpha_type;
93 bool needs_mipmaps; // Directly or indirectly.
95 // Set if this effect, and all effects consuming output from this node
96 // (in the same phase) have one_to_one_sampling() set.
97 bool one_to_one_sampling;
99 friend class EffectChain;
102 // A rendering phase; a single GLSL program rendering a single quad.
106 GLuint glsl_program_num; // Owned by the resource_pool.
107 bool input_needs_mipmaps;
109 // Inputs are only inputs from other phases (ie., those that come from RTT);
110 // input textures are counted as part of <effects>.
111 std::vector<Phase *> inputs;
112 std::vector<Node *> effects; // In order.
113 unsigned output_width, output_height, virtual_output_width, virtual_output_height;
115 // Identifier used to create unique variables in GLSL.
116 // Unique per-phase to increase cacheability of compiled shaders.
117 std::map<Node *, std::string> effect_ids;
119 // Uniforms for this phase; combined from all the effects.
120 std::vector<Uniform<bool> > uniforms_bool;
121 std::vector<Uniform<int> > uniforms_int;
122 std::vector<Uniform<float> > uniforms_float;
123 std::vector<Uniform<float> > uniforms_vec2;
124 std::vector<Uniform<float> > uniforms_vec3;
125 std::vector<Uniform<float> > uniforms_vec4;
126 std::vector<Uniform<Eigen::Matrix3d> > uniforms_mat3;
128 // For measurement of GPU time used.
129 GLuint timer_query_object;
130 uint64_t time_elapsed_ns;
131 uint64_t num_measured_iterations;
136 // Aspect: e.g. 16.0f, 9.0f for 16:9.
137 // resource_pool is a pointer to a ResourcePool with which to share shaders
138 // and other resources (see resource_pool.h). If NULL (the default),
139 // will create its own that is not shared with anything else. Does not take
140 // ownership of the passed-in ResourcePool, but will naturally take ownership
141 // of its own internal one if created.
142 EffectChain(float aspect_nom, float aspect_denom, ResourcePool *resource_pool = NULL);
146 // input, effects, output, finalize need to come in that specific order.
148 // EffectChain takes ownership of the given input.
149 // input is returned back for convenience.
150 Input *add_input(Input *input);
152 // EffectChain takes ownership of the given effect.
153 // effect is returned back for convenience.
154 Effect *add_effect(Effect *effect) {
155 return add_effect(effect, last_added_effect());
157 Effect *add_effect(Effect *effect, Effect *input) {
158 std::vector<Effect *> inputs;
159 inputs.push_back(input);
160 return add_effect(effect, inputs);
162 Effect *add_effect(Effect *effect, Effect *input1, Effect *input2) {
163 std::vector<Effect *> inputs;
164 inputs.push_back(input1);
165 inputs.push_back(input2);
166 return add_effect(effect, inputs);
168 Effect *add_effect(Effect *effect, Effect *input1, Effect *input2, Effect *input3) {
169 std::vector<Effect *> inputs;
170 inputs.push_back(input1);
171 inputs.push_back(input2);
172 inputs.push_back(input3);
173 return add_effect(effect, inputs);
175 Effect *add_effect(Effect *effect, const std::vector<Effect *> &inputs);
177 // Adds an RGB output. Note that you can only have one output.
178 void add_output(const ImageFormat &format, OutputAlphaFormat alpha_format);
180 // Adds an YCbCr output. Note that you can only have one output.
181 // Currently, only chunked packed output is supported, and only 4:4:4
182 // (so chroma_subsampling_x and chroma_subsampling_y must both be 1).
183 void add_ycbcr_output(const ImageFormat &format, OutputAlphaFormat alpha_format,
184 const YCbCrFormat &ycbcr_format);
186 // Set number of output bits, to scale the dither.
187 // 8 is the right value for most outputs.
188 // The default, 0, is a special value that means no dither.
189 void set_dither_bits(unsigned num_bits)
191 this->num_dither_bits = num_bits;
196 // Measure the GPU time used for each actual phase during rendering.
197 // Note that this is only available if GL_ARB_timer_query
198 // (or, equivalently, OpenGL 3.3) is available. Also note that measurement
199 // will incur a performance cost, as we wait for the measurements to
200 // complete at the end of rendering.
201 void enable_phase_timing(bool enable);
202 void reset_phase_timing();
203 void print_phase_timing();
205 //void render(unsigned char *src, unsigned char *dst);
206 void render_to_screen()
208 render_to_fbo(0, 0, 0);
211 // Render the effect chain to the given FBO. If width=height=0, keeps
212 // the current viewport.
213 void render_to_fbo(GLuint fbo, unsigned width, unsigned height);
215 Effect *last_added_effect() {
219 return nodes.back()->effect;
223 // API for manipulating the graph directly. Intended to be used from
224 // effects and by EffectChain itself.
226 // Note that for nodes with multiple inputs, the order of calls to
227 // connect_nodes() will matter.
228 Node *add_node(Effect *effect);
229 void connect_nodes(Node *sender, Node *receiver);
230 void replace_receiver(Node *old_receiver, Node *new_receiver);
231 void replace_sender(Node *new_sender, Node *receiver);
232 void insert_node_between(Node *sender, Node *middle, Node *receiver);
233 Node *find_node_for_effect(Effect *effect) { return node_map[effect]; }
235 // Get the OpenGL sampler (GL_TEXTURE0, GL_TEXTURE1, etc.) for the
236 // input of the given node, so that one can modify the sampler state
237 // directly. Only valid to call during set_gl_state().
239 // Also, for this to be allowed, <node>'s effect must have
240 // needs_texture_bounce() set, so that it samples directly from a
241 // single-sampler input, or from an RTT texture.
242 GLenum get_input_sampler(Node *node, unsigned input_num) const;
244 // Get the current resource pool assigned to this EffectChain.
245 // Primarily to let effects allocate textures as needed.
246 // Any resources you get from the pool must be returned to the pool
247 // no later than in the Effect's destructor.
248 ResourcePool *get_resource_pool() { return resource_pool; }
251 // Make sure the output rectangle is at least large enough to hold
252 // the given input rectangle in both dimensions, and is of the
253 // current aspect ratio (aspect_nom/aspect_denom).
254 void size_rectangle_to_fit(unsigned width, unsigned height, unsigned *output_width, unsigned *output_height);
256 // Compute the input sizes for all inputs for all effects in a given phase,
257 // and inform the effects about the results.
258 void inform_input_sizes(Phase *phase);
260 // Determine the preferred output size of a given phase.
261 // Requires that all input phases (if any) already have output sizes set.
262 void find_output_size(Phase *phase);
264 // Find all inputs eventually feeding into this effect that have
265 // output gamma different from GAMMA_LINEAR.
266 void find_all_nonlinear_inputs(Node *effect, std::vector<Node *> *nonlinear_inputs);
268 // Create a GLSL program computing the effects for this phase in order.
269 void compile_glsl_program(Phase *phase);
271 // Create all GLSL programs needed to compute the given effect, and all outputs
272 // that depend on it (whenever possible). Returns the phase that has <output>
273 // as the last effect. Also pushes all phases in order onto <phases>.
274 Phase *construct_phase(Node *output, std::map<Node *, Phase *> *completed_effects);
276 // Execute one phase, ie. set up all inputs, effects and outputs, and render the quad.
277 void execute_phase(Phase *phase, bool last_phase, std::map<Phase *, GLuint> *output_textures, std::set<Phase *> *generated_mipmaps);
279 // Set up uniforms for one phase. The program must already be bound.
280 void setup_uniforms(Phase *phase);
282 // Set up the given sampler number for sampling from an RTT texture,
283 // and bind it to "tex_" plus the given GLSL variable.
284 void setup_rtt_sampler(GLuint glsl_program_num, int sampler_num, const std::string &effect_id, bool use_mipmaps);
286 // Output the current graph to the given file in a Graphviz-compatible format;
287 // only useful for debugging.
288 void output_dot(const char *filename);
289 std::vector<std::string> get_labels_for_edge(const Node *from, const Node *to);
290 void output_dot_edge(FILE *fp,
291 const std::string &from_node_id,
292 const std::string &to_node_id,
293 const std::vector<std::string> &labels);
295 // Some of the graph algorithms assume that the nodes array is sorted
296 // topologically (inputs are always before outputs), but some operations
297 // (like graph rewriting) can change that. This function restores that order.
298 void sort_all_nodes_topologically();
300 // Do the actual topological sort. <nodes> must be a connected, acyclic subgraph;
301 // links that go to nodes not in the set will be ignored.
302 std::vector<Node *> topological_sort(const std::vector<Node *> &nodes);
304 // Utility function used by topological_sort() to do a depth-first search.
305 // The reason why we store nodes left to visit instead of a more conventional
306 // list of nodes to visit is that we want to be able to limit ourselves to
307 // a subgraph instead of all nodes. The set thus serves a dual purpose.
308 void topological_sort_visit_node(Node *node, std::set<Node *> *nodes_left_to_visit, std::vector<Node *> *sorted_list);
310 // Used during finalize().
311 void find_color_spaces_for_inputs();
312 void propagate_alpha();
313 void propagate_gamma_and_color_space();
314 Node *find_output_node();
316 bool node_needs_colorspace_fix(Node *node);
317 void fix_internal_color_spaces();
318 void fix_output_color_space();
320 bool node_needs_alpha_fix(Node *node);
321 void fix_internal_alpha(unsigned step);
322 void fix_output_alpha();
324 bool node_needs_gamma_fix(Node *node);
325 void fix_internal_gamma_by_asking_inputs(unsigned step);
326 void fix_internal_gamma_by_inserting_nodes(unsigned step);
327 void fix_output_gamma();
328 void add_ycbcr_conversion_if_needed();
329 void add_dither_if_needed();
331 float aspect_nom, aspect_denom;
332 ImageFormat output_format;
333 OutputAlphaFormat output_alpha_format;
335 enum OutputColorType { OUTPUT_COLOR_RGB, OUTPUT_COLOR_YCBCR };
336 OutputColorType output_color_type;
337 YCbCrFormat output_ycbcr_format; // If output_color_type == OUTPUT_COLOR_YCBCR.
339 std::vector<Node *> nodes;
340 std::map<Effect *, Node *> node_map;
341 Effect *dither_effect;
343 std::vector<Input *> inputs; // Also contained in nodes.
344 std::vector<Phase *> phases;
346 unsigned num_dither_bits;
349 ResourcePool *resource_pool;
350 bool owns_resource_pool;
352 bool do_phase_timing;
357 #endif // !defined(_MOVIT_EFFECT_CHAIN_H)