#define GL_GLEXT_PROTOTYPES 1
-#include <stdio.h>
+#include <GL/glew.h>
+#include <assert.h>
+#include <locale.h>
#include <math.h>
+#include <stddef.h>
+#include <stdio.h>
+#include <stdlib.h>
#include <string.h>
-#include <locale.h>
-#include <assert.h>
-#include <GL/glew.h>
-
#include <algorithm>
#include <set>
#include <stack>
#include <vector>
-#include "util.h"
-#include "effect_chain.h"
-#include "gamma_expansion_effect.h"
-#include "gamma_compression_effect.h"
-#include "colorspace_conversion_effect.h"
-#include "alpha_multiplication_effect.h"
#include "alpha_division_effect.h"
+#include "alpha_multiplication_effect.h"
+#include "colorspace_conversion_effect.h"
#include "dither_effect.h"
-#include "input.h"
+#include "effect.h"
+#include "effect_chain.h"
+#include "gamma_compression_effect.h"
+#include "gamma_expansion_effect.h"
#include "init.h"
+#include "input.h"
+#include "util.h"
EffectChain::EffectChain(float aspect_nom, float aspect_denom)
: aspect_nom(aspect_nom),
Input *EffectChain::add_input(Input *input)
{
+ assert(!finalized);
inputs.push_back(input);
add_node(input);
return input;
void EffectChain::add_output(const ImageFormat &format, OutputAlphaFormat alpha_format)
{
+ assert(!finalized);
output_format = format;
output_alpha_format = alpha_format;
}
Effect *EffectChain::add_effect(Effect *effect, const std::vector<Effect *> &inputs)
{
+ assert(!finalized);
assert(inputs.size() == effect->num_inputs());
Node *node = add_node(effect);
for (unsigned i = 0; i < inputs.size(); ++i) {
}
}
-unsigned EffectChain::fit_rectangle_to_aspect(unsigned width, unsigned height)
+void EffectChain::size_rectangle_to_fit(unsigned width, unsigned height, unsigned *output_width, unsigned *output_height)
{
+ unsigned scaled_width, scaled_height;
+
if (float(width) * aspect_denom >= float(height) * aspect_nom) {
// Same aspect, or W/H > aspect (image is wider than the frame).
- // In either case, keep width.
- return width;
+ // In either case, keep width, and adjust height.
+ scaled_width = width;
+ scaled_height = lrintf(width * aspect_denom / aspect_nom);
} else {
// W/H < aspect (image is taller than the frame), so keep height,
- // and adjust width correspondingly.
- return lrintf(height * aspect_nom / aspect_denom);
+ // and adjust width.
+ scaled_width = lrintf(height * aspect_nom / aspect_denom);
+ scaled_height = height;
+ }
+
+ // We should be consistently larger or smaller then the existing choice,
+ // since we have the same aspect.
+ assert(!(scaled_width < *output_width && scaled_height > *output_height));
+ assert(!(scaled_height < *output_height && scaled_width > *output_width));
+
+ if (scaled_width >= *output_width && scaled_height >= *output_height) {
+ *output_width = scaled_width;
+ *output_height = scaled_height;
}
}
}
for (unsigned i = 0; i < phase->inputs.size(); ++i) {
Node *input = phase->inputs[i];
- input->output_width = input->phase->output_width;
- input->output_height = input->phase->output_height;
+ input->output_width = input->phase->virtual_output_width;
+ input->output_height = input->phase->virtual_output_height;
assert(input->output_width != 0);
assert(input->output_height != 0);
}
// If the last effect explicitly sets an output size, use that.
if (output_node->effect->changes_output_size()) {
- output_node->effect->get_output_size(&phase->output_width, &phase->output_height);
+ output_node->effect->get_output_size(&phase->output_width, &phase->output_height,
+ &phase->virtual_output_width, &phase->virtual_output_height);
return;
}
- // If not, look at the input phases and textures.
- // We select the largest one (by fit into the current aspect).
- unsigned best_width = 0;
+ // If all effects have the same size, use that.
+ unsigned output_width = 0, output_height = 0;
+ bool all_inputs_same_size = true;
+
for (unsigned i = 0; i < phase->inputs.size(); ++i) {
Node *input = phase->inputs[i];
assert(input->phase->output_width != 0);
assert(input->phase->output_height != 0);
- unsigned width = fit_rectangle_to_aspect(input->phase->output_width, input->phase->output_height);
- if (width > best_width) {
- best_width = width;
+ if (output_width == 0 && output_height == 0) {
+ output_width = input->phase->virtual_output_width;
+ output_height = input->phase->virtual_output_height;
+ } else if (output_width != input->phase->virtual_output_width ||
+ output_height != input->phase->virtual_output_height) {
+ all_inputs_same_size = false;
}
}
for (unsigned i = 0; i < phase->effects.size(); ++i) {
}
Input *input = static_cast<Input *>(effect);
- unsigned width = fit_rectangle_to_aspect(input->get_width(), input->get_height());
- if (width > best_width) {
- best_width = width;
+ if (output_width == 0 && output_height == 0) {
+ output_width = input->get_width();
+ output_height = input->get_height();
+ } else if (output_width != input->get_width() ||
+ output_height != input->get_height()) {
+ all_inputs_same_size = false;
}
}
- assert(best_width != 0);
- phase->output_width = best_width;
- phase->output_height = best_width * aspect_denom / aspect_nom;
+
+ if (all_inputs_same_size) {
+ assert(output_width != 0);
+ assert(output_height != 0);
+ phase->virtual_output_width = phase->output_width = output_width;
+ phase->virtual_output_height = phase->output_height = output_height;
+ return;
+ }
+
+ // If not, fit all the inputs into the current aspect, and select the largest one.
+ output_width = 0;
+ output_height = 0;
+ for (unsigned i = 0; i < phase->inputs.size(); ++i) {
+ Node *input = phase->inputs[i];
+ assert(input->phase->output_width != 0);
+ assert(input->phase->output_height != 0);
+ size_rectangle_to_fit(input->phase->output_width, input->phase->output_height, &output_width, &output_height);
+ }
+ for (unsigned i = 0; i < phase->effects.size(); ++i) {
+ Effect *effect = phase->effects[i]->effect;
+ if (effect->num_inputs() != 0) {
+ continue;
+ }
+
+ Input *input = static_cast<Input *>(effect);
+ size_rectangle_to_fit(input->get_width(), input->get_height(), &output_width, &output_height);
+ }
+ assert(output_width != 0);
+ assert(output_height != 0);
+ phase->virtual_output_width = phase->output_width = output_width;
+ phase->virtual_output_height = phase->output_height = output_height;
}
void EffectChain::sort_all_nodes_topologically()
case Effect::OUTPUT_BLANK_ALPHA:
node->output_alpha_type = ALPHA_BLANK;
break;
- case Effect::INPUT_AND_OUTPUT_ALPHA_PREMULTIPLIED:
+ case Effect::INPUT_AND_OUTPUT_PREMULTIPLIED_ALPHA:
node->output_alpha_type = ALPHA_PREMULTIPLIED;
break;
- case Effect::OUTPUT_ALPHA_POSTMULTIPLIED:
+ case Effect::OUTPUT_POSTMULTIPLIED_ALPHA:
node->output_alpha_type = ALPHA_POSTMULTIPLIED;
break;
+ case Effect::INPUT_PREMULTIPLIED_ALPHA_KEEP_BLANK:
case Effect::DONT_CARE_ALPHA_TYPE:
default:
assert(false);
}
// Only inputs can have unconditional alpha output (OUTPUT_BLANK_ALPHA
- // or OUTPUT_ALPHA_POSTMULTIPLIED), and they have already been
+ // or OUTPUT_POSTMULTIPLIED_ALPHA), and they have already been
// taken care of above. Rationale: Even if you could imagine
// e.g. an effect that took in an image and set alpha=1.0
// unconditionally, it wouldn't make any sense to have it as
// got its input pre- or postmultiplied, so it wouldn't know
// whether to divide away the old alpha or not.
Effect::AlphaHandling alpha_handling = node->effect->alpha_handling();
- assert(alpha_handling == Effect::INPUT_AND_OUTPUT_ALPHA_PREMULTIPLIED ||
+ assert(alpha_handling == Effect::INPUT_AND_OUTPUT_PREMULTIPLIED_ALPHA ||
+ alpha_handling == Effect::INPUT_PREMULTIPLIED_ALPHA_KEEP_BLANK ||
alpha_handling == Effect::DONT_CARE_ALPHA_TYPE);
// If the node has multiple inputs, check that they are all valid and
continue;
}
- if (alpha_handling == Effect::INPUT_AND_OUTPUT_ALPHA_PREMULTIPLIED) {
+ if (alpha_handling == Effect::INPUT_AND_OUTPUT_PREMULTIPLIED_ALPHA ||
+ alpha_handling == Effect::INPUT_PREMULTIPLIED_ALPHA_KEEP_BLANK) {
// If the effect has asked for premultiplied alpha, check that it has got it.
if (any_postmultiplied) {
node->output_alpha_type = ALPHA_INVALID;
+ } else if (!any_premultiplied &&
+ alpha_handling == Effect::INPUT_PREMULTIPLIED_ALPHA_KEEP_BLANK) {
+ // Blank input alpha, and the effect preserves blank alpha.
+ node->output_alpha_type = ALPHA_BLANK;
} else {
- // In some rare cases, it might be advantageous to say
- // that blank input alpha yields blank output alpha.
- // However, this would cause a more complex Effect interface
- // an effect would need to guarantee that it doesn't mess with
- // blank alpha), so this is the simplest.
node->output_alpha_type = ALPHA_PREMULTIPLIED;
}
} else {
return;
}
if (output->output_alpha_type == ALPHA_PREMULTIPLIED &&
- output_alpha_format == OUTPUT_ALPHA_POSTMULTIPLIED) {
+ output_alpha_format == OUTPUT_ALPHA_FORMAT_POSTMULTIPLIED) {
Node *conversion = add_node(new AlphaDivisionEffect());
connect_nodes(output, conversion);
propagate_alpha();
propagate_gamma_and_color_space();
}
if (output->output_alpha_type == ALPHA_POSTMULTIPLIED &&
- output_alpha_format == OUTPUT_ALPHA_PREMULTIPLIED) {
+ output_alpha_format == OUTPUT_ALPHA_FORMAT_PREMULTIPLIED) {
Node *conversion = add_node(new AlphaMultiplicationEffect());
connect_nodes(output, conversion);
propagate_alpha();
// Last phase goes to the output the user specified.
glBindFramebuffer(GL_FRAMEBUFFER, dest_fbo);
check_error();
+ GLenum status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
+ assert(status == GL_FRAMEBUFFER_COMPLETE);
glViewport(x, y, width, height);
if (dither_effect != NULL) {
CHECK(dither_effect->set_int("output_width", width));
output_node->output_texture,
0);
check_error();
+ GLenum status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
+ assert(status == GL_FRAMEBUFFER_COMPLETE);
glViewport(0, 0, phases[phase]->output_width, phases[phase]->output_height);
}