+ Phase *phase = new Phase;
+ phase->glsl_program_num = glsl_program_num;
+ phase->input_needs_mipmaps = input_needs_mipmaps;
+ phase->inputs = true_inputs;
+ phase->effects = effects;
+
+ return phase;
+}
+
+// Construct GLSL programs, starting at the given effect and following
+// the chain from there. We end a program every time we come to an effect
+// marked as "needs texture bounce", one that is used by multiple other
+// effects, every time an effect wants to change the output size,
+// and of course at the end.
+//
+// We follow a quite simple depth-first search from the output, although
+// without any explicit recursion.
+void EffectChain::construct_glsl_programs(Node *output)
+{
+ // Which effects have already been completed in this phase?
+ // We need to keep track of it, as an effect with multiple outputs
+ // could otherwise be calculate multiple times.
+ std::set<Node *> completed_effects;
+
+ // Effects in the current phase, as well as inputs (outputs from other phases
+ // that we depend on). Note that since we start iterating from the end,
+ // the effect list will be in the reverse order.
+ std::vector<Node *> this_phase_inputs;
+ std::vector<Node *> this_phase_effects;
+
+ // Effects that we have yet to calculate, but that we know should
+ // be in the current phase.
+ std::stack<Node *> effects_todo_this_phase;
+
+ // Effects that we have yet to calculate, but that come from other phases.
+ // We delay these until we have this phase done in its entirety,
+ // at which point we pick any of them and start a new phase from that.
+ std::stack<Node *> effects_todo_other_phases;
+
+ effects_todo_this_phase.push(output);
+
+ for ( ;; ) { // Termination condition within loop.
+ if (!effects_todo_this_phase.empty()) {
+ // OK, we have more to do this phase.
+ Node *node = effects_todo_this_phase.top();
+ effects_todo_this_phase.pop();
+
+ // This should currently only happen for effects that are phase outputs,
+ // and we throw those out separately below.
+ assert(completed_effects.count(node) == 0);
+
+ this_phase_effects.push_back(node);
+ completed_effects.insert(node);
+
+ // Find all the dependencies of this effect, and add them to the stack.
+ std::vector<Node *> deps = node->incoming_links;
+ assert(node->effect->num_inputs() == deps.size());
+ for (unsigned i = 0; i < deps.size(); ++i) {
+ bool start_new_phase = false;
+
+ // FIXME: If we sample directly from a texture, we won't need this.
+ if (node->effect->needs_texture_bounce()) {
+ start_new_phase = true;
+ }
+
+ if (deps[i]->outgoing_links.size() > 1 && deps[i]->effect->num_inputs() > 0) {
+ // More than one effect uses this as the input,
+ // and it is not a texture itself.
+ // The easiest thing to do (and probably also the safest
+ // performance-wise in most cases) is to bounce it to a texture
+ // and then let the next passes read from that.
+ start_new_phase = true;
+ }
+
+ if (deps[i]->effect->changes_output_size()) {
+ start_new_phase = true;
+ }
+
+ if (start_new_phase) {
+ effects_todo_other_phases.push(deps[i]);
+ this_phase_inputs.push_back(deps[i]);
+ } else {
+ effects_todo_this_phase.push(deps[i]);
+ }
+ }
+ continue;
+ }
+
+ // No more effects to do this phase. Take all the ones we have,
+ // and create a GLSL program for it.
+ if (!this_phase_effects.empty()) {
+ reverse(this_phase_effects.begin(), this_phase_effects.end());
+ phases.push_back(compile_glsl_program(this_phase_inputs, this_phase_effects));
+ this_phase_effects.back()->phase = phases.back();
+ this_phase_inputs.clear();
+ this_phase_effects.clear();
+ }
+ assert(this_phase_inputs.empty());
+ assert(this_phase_effects.empty());
+
+ // If we have no effects left, exit.
+ if (effects_todo_other_phases.empty()) {
+ break;
+ }
+
+ Node *node = effects_todo_other_phases.top();
+ effects_todo_other_phases.pop();
+
+ if (completed_effects.count(node) == 0) {
+ // Start a new phase, calculating from this effect.
+ effects_todo_this_phase.push(node);
+ }
+ }
+
+ // Finally, since the phases are found from the output but must be executed
+ // from the input(s), reverse them, too.
+ std::reverse(phases.begin(), phases.end());
+}
+
+void EffectChain::output_dot(const char *filename)
+{
+ FILE *fp = fopen(filename, "w");
+ if (fp == NULL) {
+ perror(filename);
+ exit(1);
+ }
+
+ fprintf(fp, "digraph G {\n");
+ for (unsigned i = 0; i < nodes.size(); ++i) {
+ fprintf(fp, " n%ld [label=\"%s\"];\n", (long)nodes[i], nodes[i]->effect->effect_type_id().c_str());
+ for (unsigned j = 0; j < nodes[i]->outgoing_links.size(); ++j) {
+ std::vector<std::string> labels;
+
+ if (nodes[i]->outgoing_links[j]->effect->needs_texture_bounce()) {
+ labels.push_back("needs_bounce");
+ }
+ if (nodes[i]->effect->changes_output_size()) {
+ labels.push_back("resize");
+ }
+
+ switch (nodes[i]->output_color_space) {
+ case COLORSPACE_INVALID:
+ labels.push_back("spc[invalid]");
+ break;
+ case COLORSPACE_REC_601_525:
+ labels.push_back("spc[rec601-525]");
+ break;
+ case COLORSPACE_REC_601_625:
+ labels.push_back("spc[rec601-625]");
+ break;
+ default:
+ break;
+ }
+
+ switch (nodes[i]->output_gamma_curve) {
+ case GAMMA_INVALID:
+ labels.push_back("gamma[invalid]");
+ break;
+ case GAMMA_sRGB:
+ labels.push_back("gamma[sRGB]");
+ break;
+ case GAMMA_REC_601: // and GAMMA_REC_709
+ labels.push_back("gamma[rec601/709]");
+ break;
+ default:
+ break;
+ }
+
+ if (labels.empty()) {
+ fprintf(fp, " n%ld -> n%ld;\n", (long)nodes[i], (long)nodes[i]->outgoing_links[j]);
+ } else {
+ std::string label = labels[0];
+ for (unsigned k = 1; k < labels.size(); ++k) {
+ label += ", " + labels[k];
+ }
+ fprintf(fp, " n%ld -> n%ld [label=\"%s\"];\n", (long)nodes[i], (long)nodes[i]->outgoing_links[j], label.c_str());
+ }
+ }
+ }
+ fprintf(fp, "}\n");
+
+ fclose(fp);
+}
+
+unsigned EffectChain::fit_rectangle_to_aspect(unsigned width, unsigned 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;