-#ifndef _EFFECT_H
-#define _EFFECT_H 1
+#ifndef _MOVIT_EFFECT_H
+#define _MOVIT_EFFECT_H 1
// Effect is the base class for every effect. It basically represents a single
// GLSL function, with an optional set of user-settable parameters.
// effect instance; use the macro PREFIX() around your identifiers to
// automatically prepend that prefix.
+#include <epoxy/gl.h>
+#include <assert.h>
+#include <stddef.h>
#include <map>
#include <string>
#include <vector>
+#include <Eigen/Core>
-#include <assert.h>
+#include "defs.h"
-#include "opengl.h"
-#include "util.h"
+namespace movit {
class EffectChain;
class Node;
// Can alias on a float[2].
struct Point2D {
+ Point2D() {}
Point2D(float x, float y)
: x(x), y(y) {}
// Can alias on a float[3].
struct RGBTriplet {
+ RGBTriplet() {}
RGBTriplet(float r, float g, float b)
: r(r), g(g), b(b) {}
float r, g, b;
};
-// Convenience functions that deal with prepending the prefix.
-GLint get_uniform_location(GLuint glsl_program_num, const std::string &prefix, const std::string &key);
-void set_uniform_int(GLuint glsl_program_num, const std::string &prefix, const std::string &key, int value);
-void set_uniform_float(GLuint glsl_program_num, const std::string &prefix, const std::string &key, float value);
-void set_uniform_float_array(GLuint glsl_program_num, const std::string &prefix, const std::string &key, const float *values, size_t num_values);
-void set_uniform_vec2(GLuint glsl_program_num, const std::string &prefix, const std::string &key, const float *values);
-void set_uniform_vec3(GLuint glsl_program_num, const std::string &prefix, const std::string &key, const float *values);
-void set_uniform_vec4_array(GLuint glsl_program_num, const std::string &prefix, const std::string &key, const float *values, size_t num_values);
-void set_uniform_mat3(GLuint glsl_program_num, const std::string &prefix, const std::string &key, const Matrix3x3 matrix);
+// Can alias on a float[4].
+struct RGBATuple {
+ RGBATuple() {}
+ RGBATuple(float r, float g, float b, float a)
+ : r(r), g(g), b(b), a(a) {}
+
+ float r, g, b, a;
+};
+
+// Represents a registered uniform.
+template<class T>
+struct Uniform {
+ std::string name; // Without prefix.
+ const T *value; // Owner by the effect.
+ size_t num_values; // Number of elements; for arrays only. _Not_ the vector length.
+ std::string prefix; // Filled in only after phases have been constructed.
+ GLint location; // Filled in only after phases have been constructed. -1 if no location.
+};
class Effect {
public:
+ virtual ~Effect() {}
+
// An identifier for this type of effect, mostly used for debug output
- // (but some special names, like "ColorSpaceConversionEffect", holds special
+ // (but some special names, like "ColorspaceConversionEffect", holds special
// meaning). Same as the class name is fine.
virtual std::string effect_type_id() const = 0;
// in a linear fashion.
virtual bool needs_srgb_primaries() const { return true; }
+ // How this effect handles alpha, ie. what it outputs in its
+ // alpha channel. The choices are basically blank (alpha is always 1.0),
+ // premultiplied and postmultiplied.
+ //
+ // Premultiplied alpha is when the alpha value has been be multiplied
+ // into the three color components, so e.g. 100% red at 50% alpha
+ // would be (0.5, 0.0, 0.0, 0.5) instead of (1.0, 0.0, 0.0, 0.5)
+ // as it is stored in most image formats (postmultiplied alpha).
+ // The multiplication is taken to have happened in linear light.
+ // This is the most natural format for processing, and the default in
+ // most of Movit (just like linear light is).
+ //
+ // If you set INPUT_AND_OUTPUT_PREMULTIPLIED_ALPHA or
+ // INPUT_PREMULTIPLIED_ALPHA_KEEP_BLANK, all of your inputs
+ // (if any) are guaranteed to also be in premultiplied alpha.
+ // Otherwise, you can get postmultiplied or premultiplied alpha;
+ // you won't know. If you have multiple inputs, you will get the same
+ // (pre- or postmultiplied) for all inputs, although most likely,
+ // you will want to combine them in a premultiplied fashion anyway
+ // in that case.
+ enum AlphaHandling {
+ // Always outputs blank alpha (ie. alpha=1.0). Only appropriate
+ // for inputs that do not output an alpha channel.
+ // Blank alpha is special in that it can be treated as both
+ // pre- and postmultiplied.
+ OUTPUT_BLANK_ALPHA,
+
+ // Always outputs postmultiplied alpha. Only appropriate for inputs.
+ OUTPUT_POSTMULTIPLIED_ALPHA,
+
+ // Always outputs premultiplied alpha. As noted above,
+ // you will then also get all inputs in premultiplied alpha.
+ // If you set this, you should also set needs_linear_light().
+ INPUT_AND_OUTPUT_PREMULTIPLIED_ALPHA,
+
+ // Like INPUT_AND_OUTPUT_PREMULTIPLIED_ALPHA, but also guarantees
+ // that if you get blank alpha in, you also keep blank alpha out.
+ // This is a somewhat weaker guarantee than DONT_CARE_ALPHA_TYPE,
+ // but is still useful in many situations, and appropriate when
+ // e.g. you don't touch alpha at all.
+ //
+ // Does not make sense for inputs.
+ INPUT_PREMULTIPLIED_ALPHA_KEEP_BLANK,
+
+ // Keeps the type of alpha (premultiplied, postmultiplied, blank)
+ // unchanged from input to output. Usually appropriate if you
+ // process all color channels in a linear fashion, do not change
+ // alpha, and do not produce any new pixels that have alpha != 1.0.
+ //
+ // Does not make sense for inputs.
+ DONT_CARE_ALPHA_TYPE,
+ };
+ virtual AlphaHandling alpha_handling() const { return INPUT_AND_OUTPUT_PREMULTIPLIED_ALPHA; }
+
// Whether this effect expects its input to come directly from
// a texture. If this is true, the framework will not chain the
// input from other effects, but will store the results of the
// 2. You rely on previous effects, possibly including gamma
// expansion, to happen pre-filtering instead of post-filtering.
// (This is only relevant if you actually need the filtering; if
- // you sample on whole input pixels only, it makes no difference.)
+ // you sample 1:1 between pixels and texels, it makes no difference.)
//
// Note that in some cases, you might get post-filtered gamma expansion
// even when setting this option. More specifically, if you are the
// needs mipmaps, you will also get them).
virtual bool needs_mipmaps() const { return false; }
+ // Whether there is a direct correspondence between input and output
+ // texels. Specifically, the effect must not:
+ //
+ // 1. Try to sample in the border (ie., outside the 0.0 to 1.0 area).
+ // 2. Try to sample between texels.
+ // 3. Sample with an x- or y-derivative different from -1 or 1.
+ // (This also means needs_mipmaps() and one_to_one_sampling()
+ // together would make no sense.)
+ //
+ // The most common case for this would be an effect that has an exact
+ // 1:1-correspondence between input and output texels, e.g. SaturationEffect.
+ // However, more creative things, like mirroring/flipping or padding,
+ // would also be allowed.
+ //
+ // The primary gain from setting this is that you can sample directly
+ // from an effect that changes output size (see changes_output_size() below),
+ // without going through a bounce texture. It won't work for effects that
+ // set sets_virtual_output_size(), though.
+ //
+ // Does not make a lot of sense together with needs_texture_bounce().
+ virtual bool one_to_one_sampling() const { return false; }
+
// Whether this effect wants to output to a different size than
- // its input(s). If you set this to true, the output will be
- // bounced to a texture (similarly to if the next effect set
- // needs_texture_bounce()).
+ // its input(s) (see inform_input_size(), below). See also
+ // sets_virtual_output_size() below.
virtual bool changes_output_size() const { return false; }
+ // Whether your get_output_size() function (see below) intends to ever set
+ // virtual_width different from width, or similar for height.
+ // It does not make sense to set this to true if changes_output_size() is false.
+ virtual bool sets_virtual_output_size() const { return changes_output_size(); }
+
+ // Whether this effect is effectively sampling from a a single texture.
+ // If so, it will override needs_texture_bounce(); however, there are also
+ // two demands it needs to fulfill:
+ //
+ // 1. It needs to be an Input, ie. num_inputs() == 0.
+ // 2. It needs to allocate exactly one sampler in set_gl_state(),
+ // and allow dependent effects to change that sampler state.
+ virtual bool is_single_texture() const { return false; }
+
+ // If set, this effect should never be bounced to an output, even if a
+ // dependent effect demands texture bounce.
+ //
+ // Note that setting this can invoke undefined behavior, up to and including crashing,
+ // so you should only use it if you have deep understanding of your entire chain
+ // and Movit's processing of it. The most likely use case is if you have an input
+ // that's cheap to compute but not a single texture (e.g. YCbCrInput), and want
+ // to run a ResampleEffect directly from it. Normally, this would require a bounce,
+ // but it's faster not to. (However, also note that in this case, effective texel
+ // subpixel precision will be too optimistic, since chroma is already subsampled.)
+ //
+ // Has no effect if is_single_texture() is set.
+ virtual bool override_disable_bounce() const { return false; }
+
// If changes_output_size() is true, you must implement this to tell
- // the framework what output size you want.
+ // the framework what output size you want. Also, you can set a
+ // virtual width/height, which is the size the next effect (if any)
+ // will _think_ your data is in. This is primarily useful if you are
+ // relying on getting OpenGL's bilinear resizing for free; otherwise,
+ // your virtual_width/virtual_height should be the same as width/height.
//
// Note that it is explicitly allowed to change width and height
// from frame to frame; EffectChain will reallocate textures as needed.
- virtual void get_output_size(unsigned *width, unsigned *height) const {
+ virtual void get_output_size(unsigned *width, unsigned *height,
+ unsigned *virtual_width, unsigned *virtual_height) const {
assert(false);
}
+ // Tells the effect the resolution of each of its input.
+ // This will be called every frame, and always before get_output_size(),
+ // so you can change your output size based on the input if so desired.
+ //
+ // Note that in some cases, an input might not have a single well-defined
+ // resolution (for instance if you fade between two inputs with
+ // different resolutions). In this case, you will get width=0 and height=0
+ // for that input. If you cannot handle that, you will need to set
+ // needs_texture_bounce() to true, which will force a render to a single
+ // given resolution before you get the input.
+ virtual void inform_input_size(unsigned input_num, unsigned width, unsigned height) {}
+
// How many inputs this effect will take (a fixed number).
// If you have only one input, it will be called INPUT() in GLSL;
// if you have several, they will be INPUT1(), INPUT2(), and so on.
virtual unsigned num_inputs() const { return 1; }
+ // Inform the effect that it has been just added to the EffectChain.
+ // The primary use for this is to store the ResourcePool uesd by
+ // the chain; for modifications to it, rewrite_graph() below
+ // is probably a better fit.
+ virtual void inform_added(EffectChain *chain) {}
+
// Let the effect rewrite the effect chain as it sees fit.
// Most effects won't need to do this, but this is very useful
// if you have an effect that consists of multiple sub-effects
// itself from all other effects.
virtual void rewrite_graph(EffectChain *graph, Node *self) {}
- // Outputs one GLSL uniform declaration for each registered parameter
- // (see below), with the right prefix prepended to each uniform name.
- // If you do not want this behavior, you can override this function.
- virtual std::string output_convenience_uniforms() const;
-
// Returns the GLSL fragment shader string for this effect.
virtual std::string output_fragment_shader() = 0;
// Set a parameter; intended to be called from user code.
// Neither of these take ownership of the pointer.
- virtual bool set_int(const std::string&, int value);
- virtual bool set_float(const std::string &key, float value);
- virtual bool set_vec2(const std::string &key, const float *values);
- virtual bool set_vec3(const std::string &key, const float *values);
+ virtual bool set_int(const std::string&, int value) MUST_CHECK_RESULT;
+ virtual bool set_float(const std::string &key, float value) MUST_CHECK_RESULT;
+ virtual bool set_vec2(const std::string &key, const float *values) MUST_CHECK_RESULT;
+ virtual bool set_vec3(const std::string &key, const float *values) MUST_CHECK_RESULT;
+ virtual bool set_vec4(const std::string &key, const float *values) MUST_CHECK_RESULT;
protected:
// Register a parameter. Whenever set_*() is called with the same key,
// it will update the value in the given pointer (typically a pointer
- // to some private member variable in your effect).
+ // to some private member variable in your effect). It will also
+ // register a uniform of the same name (plus an arbitrary prefix
+ // which you can access using the PREFIX macro) that you can access.
//
// Neither of these take ownership of the pointer.
- // int is special since GLSL pre-1.30 doesn't have integer uniforms.
- // Thus, ints that you register will _not_ be converted to GLSL uniforms.
+ // These correspond directly to int/float/vec2/vec3/vec4 in GLSL.
void register_int(const std::string &key, int *value);
-
- // These correspond directly to float/vec2/vec3 in GLSL.
void register_float(const std::string &key, float *value);
void register_vec2(const std::string &key, float *values);
void register_vec3(const std::string &key, float *values);
+ void register_vec4(const std::string &key, float *values);
- // This will register a 1D texture, which will be bound to a sampler
- // when your GLSL code runs (so it corresponds 1:1 to a sampler2D uniform
- // in GLSL).
- //
- // Note that if you change the contents of <values>, you will need to
- // call invalidate_1d_texture() to have the picture re-uploaded on the
- // next frame. This is in contrast to all the other parameters, which are
- // set anew every frame.
- void register_1d_texture(const std::string &key, float *values, size_t size);
- void invalidate_1d_texture(const std::string &key);
-
-private:
- struct Texture1D {
- float *values;
- size_t size;
- bool needs_update;
- GLuint texture_num;
- };
+ // Register uniforms, such that they will automatically be set
+ // before the shader runs. This is more efficient than set_uniform_*
+ // in effect_util.h, because it doesn't need to do name lookups
+ // every time. Also, in the future, it will use uniform buffer objects
+ // (UBOs) if available to reduce the number of calls into the driver.
+ //
+ // May not be called after output_fragment_shader() has returned.
+ // The pointer must be valid for the entire lifetime of the Effect,
+ // since the value is pulled from it each execution. The value is
+ // guaranteed to be read after set_gl_state() for the effect has
+ // returned, so you can safely update its value from there.
+ //
+ // Note that this will also declare the uniform in the shader for you,
+ // so you should not do that yourself. (This is so it can be part of
+ // the right uniform block.) However, it is probably a good idea to
+ // have a commented-out declaration so that it is easier to see the
+ // type and thus understand the shader on its own.
+ //
+ // Calling register_* will automatically imply register_uniform_*,
+ // except for register_int as noted above.
+ void register_uniform_sampler2d(const std::string &key, const int *value);
+ void register_uniform_bool(const std::string &key, const bool *value);
+ void register_uniform_int(const std::string &key, const int *value); // Note: Requires GLSL 1.30 or newer.
+ void register_uniform_float(const std::string &key, const float *value);
+ void register_uniform_vec2(const std::string &key, const float *values);
+ void register_uniform_vec3(const std::string &key, const float *values);
+ void register_uniform_vec4(const std::string &key, const float *values);
+ void register_uniform_float_array(const std::string &key, const float *values, size_t num_values);
+ void register_uniform_vec2_array(const std::string &key, const float *values, size_t num_values);
+ void register_uniform_vec3_array(const std::string &key, const float *values, size_t num_values);
+ void register_uniform_vec4_array(const std::string &key, const float *values, size_t num_values);
+ void register_uniform_mat3(const std::string &key, const Eigen::Matrix3d *matrix);
+private:
std::map<std::string, int *> params_int;
std::map<std::string, float *> params_float;
std::map<std::string, float *> params_vec2;
std::map<std::string, float *> params_vec3;
- std::map<std::string, Texture1D> params_tex_1d;
+ std::map<std::string, float *> params_vec4;
+
+ // Picked out by EffectChain during finalization.
+ std::vector<Uniform<int> > uniforms_sampler2d;
+ std::vector<Uniform<bool> > uniforms_bool;
+ std::vector<Uniform<int> > uniforms_int;
+ std::vector<Uniform<float> > uniforms_float;
+ std::vector<Uniform<float> > uniforms_vec2;
+ std::vector<Uniform<float> > uniforms_vec3;
+ std::vector<Uniform<float> > uniforms_vec4;
+ std::vector<Uniform<float> > uniforms_float_array;
+ std::vector<Uniform<float> > uniforms_vec2_array;
+ std::vector<Uniform<float> > uniforms_vec3_array;
+ std::vector<Uniform<float> > uniforms_vec4_array;
+ std::vector<Uniform<Eigen::Matrix3d> > uniforms_mat3;
+ friend class EffectChain;
};
-#endif // !defined(_EFFECT_H)
+} // namespace movit
+
+#endif // !defined(_MOVIT_EFFECT_H)