--- /dev/null
+#ifndef _MOVIT_FFT_PASS_EFFECT_H
+#define _MOVIT_FFT_PASS_EFFECT_H 1
+
+// One pass of a radix-2, in-order, decimation-in-time 1D FFT/IFFT. If you
+// connect multiple ones of these together, you will eventually have a complete
+// FFT or IFFT. The FFTed data is not so useful for video effects in itself,
+// but enables faster convolutions (especially non-separable 2D convolutions)
+// than can be done directly, by doing FFT -> multiply -> IFFT. The utilities
+// for doing this efficiently will probably be added to Movit at a later date;
+// for now, this effect isn't the most useful.
+//
+// An introduction to FFTs is outside the scope of a file-level comment; see
+// http://en.wikipedia.org/wiki/Cooley%E2%80%93Tukey_FFT_algorithm#The_radix-2_DIT_case .
+//
+// The pixels are not really interpreted as pixels, but are interpreted as two
+// complex numbers with (real,imaginary) parts stored in (R,G) and (B,A).
+// On top of this two-way parallelism, many FFTs are done in parallel (see below).
+//
+// Implementing a high-performance FFT on the GPU is not easy, especially
+// within the demands of Movit filters. (This is one of the places where
+// using CUDA or D3D would be easier, as both ship with pre-made and highly
+// tuned FFTs.) We don't go to great lengths to get an optimal implementation,
+// but rather stay with someting simple. I'll conveniently enough refer to
+// my own report on this topic from 2007, namely
+//
+// Steinar H. Gunderson: “GPUwave: An implementation of the split-step
+// Fourier method for the GPU”, http://gpuwave.sesse.net/gpuwave.pdf
+//
+// Chapter 5 contains the details of the FFT. We follow this rather closely,
+// with the exception that in Movit, we only ever draw a single quad,
+// so the strategy used in GPUwave with drawing multiple quads with constant
+// twiddle factors on them will not be in use here. (It requires some
+// benchmarking to find the optimal crossover point anyway.)
+//
+// Also, we support doing many FFTs along the same axis, so e.g. if you
+// have a 128x128 image and ask for a horizontal FFT of size 64, you will
+// actually get 256 of them (two wide, 128 high). This is in contrast with
+// GPUwave, which only supports them one wide; in a picture setting,
+// moving blocks around to create only one block wide FFTs would rapidly
+// lead to way too slender textures to be practical (e.g., 1280x720
+// with an FFT of size 64 would be 64x14400 rearranged, and many GPUs
+// have limits of 8192 pixels or even 2048 along one dimension).
+//
+// Note that this effect produces an _unnormalized_ FFT, which means that a
+// FFT -> IFFT chain will end up not returning the original data (even modulo
+// precision errors) but rather the original data with each element multiplied
+// by N, the FFT size. As the FFT and IFFT contribute equally to this energy
+// gain, it is recommended that you do the division by N after the FFT but
+// before the IFFT. This way, you use the least range possible (for one
+// scaling), and as fp16 has quite limited range at times, this can be relevant
+// on some GPUs for larger sizes.
+
+#include <stdio.h>
+#include <GL/glew.h>
+#include <string>
+
+#include "effect.h"
+
+class FFTPassEffect : public Effect {
+public:
+ FFTPassEffect();
+ ~FFTPassEffect();
+ virtual std::string effect_type_id() const {
+ char buf[256];
+ if (inverse) {
+ snprintf(buf, sizeof(buf), "IFFTPassEffect[%d]", (1 << pass_number));
+ } else {
+ snprintf(buf, sizeof(buf), "FFTPassEffect[%d]", (1 << pass_number));
+ }
+ return buf;
+ }
+ std::string output_fragment_shader();
+
+ void set_gl_state(GLuint glsl_program_num, const std::string &prefix, unsigned *sampler_num);
+
+ // We don't actually change the output size, but this flag makes sure
+ // that no other effect is chained after us. This is important since
+ // we cannot deliver filtered results; any attempt at sampling in-between
+ // pixels would necessarily give garbage. In addition, we set our sampling
+ // mode to GL_NEAREST, which other effects are not ready for; so, the
+ // combination of these two flags guarantee that we're run entirely alone
+ // in our own phase, which is exactly what we want.
+ virtual bool needs_texture_bounce() const { return true; }
+ virtual bool changes_output_size() const { return true; }
+
+ virtual void inform_input_size(unsigned input_num, unsigned width, unsigned height)
+ {
+ assert(input_num == 0);
+ input_width = width;
+ input_height = height;
+ }
+
+ virtual void get_output_size(unsigned *width, unsigned *height,
+ unsigned *virtual_width, unsigned *virtual_height) const {
+ *width = *virtual_width = input_width;
+ *height = *virtual_height = input_height;
+ }
+
+ enum Direction { HORIZONTAL = 0, VERTICAL = 1 };
+
+private:
+ int input_width, input_height;
+ GLuint tex;
+ int fft_size;
+ Direction direction;
+ int pass_number; // From 1..n.
+ int inverse; // 0 = forward (FFT), 1 = reverse (IFFT).
+};
+
+#endif // !defined(_MOVIT_FFT_PASS_EFFECT_H)