#define GL_GLEXT_PROTOTYPES 1
#include <stdio.h>
+#include <math.h>
#include <string.h>
+#include <locale.h>
#include <assert.h>
+#include <GL/glew.h>
#include <algorithm>
#include <set>
#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 "dither_effect.h"
#include "input.h"
-#include "opengl.h"
-
-EffectChain::EffectChain(unsigned width, unsigned height)
- : width(width),
- height(height),
+#include "init.h"
+
+EffectChain::EffectChain(float aspect_nom, float aspect_denom)
+ : aspect_nom(aspect_nom),
+ aspect_denom(aspect_denom),
+ dither_effect(NULL),
+ fbo(0),
+ num_dither_bits(0),
finalized(false) {}
-Input *EffectChain::add_input(Input *input)
+EffectChain::~EffectChain()
{
- char eff_id[256];
- sprintf(eff_id, "src_image%u", (unsigned)inputs.size());
+ for (unsigned i = 0; i < nodes.size(); ++i) {
+ if (nodes[i]->output_texture != 0) {
+ glDeleteTextures(1, &nodes[i]->output_texture);
+ }
+ delete nodes[i]->effect;
+ delete nodes[i];
+ }
+ for (unsigned i = 0; i < phases.size(); ++i) {
+ glDeleteProgram(phases[i]->glsl_program_num);
+ glDeleteShader(phases[i]->vertex_shader);
+ glDeleteShader(phases[i]->fragment_shader);
+ delete phases[i];
+ }
+ if (fbo != 0) {
+ glDeleteFramebuffers(1, &fbo);
+ }
+}
+Input *EffectChain::add_input(Input *input)
+{
inputs.push_back(input);
-
- Node *node = new Node;
- node->effect = input;
- node->effect_id = eff_id;
- node->output_color_space = input->get_color_space();
- node->output_gamma_curve = input->get_gamma_curve();
-
- nodes.push_back(node);
- node_map[input] = node;
-
+ add_node(input);
return input;
}
-void EffectChain::add_output(const ImageFormat &format)
+void EffectChain::add_output(const ImageFormat &format, OutputAlphaFormat alpha_format)
{
output_format = format;
+ output_alpha_format = alpha_format;
}
-void EffectChain::add_effect_raw(Effect *effect, const std::vector<Effect *> &inputs)
+Node *EffectChain::add_node(Effect *effect)
{
char effect_id[256];
sprintf(effect_id, "eff%u", (unsigned)nodes.size());
Node *node = new Node;
node->effect = effect;
+ node->disabled = false;
node->effect_id = effect_id;
-
- assert(inputs.size() == effect->num_inputs());
- assert(inputs.size() >= 1);
- for (unsigned i = 0; i < inputs.size(); ++i) {
- assert(node_map.count(inputs[i]) != 0);
- node_map[inputs[i]]->outgoing_links.push_back(node);
- node->incoming_links.push_back(node_map[inputs[i]]);
- if (i == 0) {
- node->output_gamma_curve = node_map[inputs[i]]->output_gamma_curve;
- node->output_color_space = node_map[inputs[i]]->output_color_space;
- } else {
- assert(node->output_gamma_curve == node_map[inputs[i]]->output_gamma_curve);
- assert(node->output_color_space == node_map[inputs[i]]->output_color_space);
- }
- }
+ node->output_color_space = COLORSPACE_INVALID;
+ node->output_gamma_curve = GAMMA_INVALID;
+ node->output_alpha_type = ALPHA_INVALID;
+ node->output_texture = 0;
nodes.push_back(node);
node_map[effect] = node;
+ return node;
}
-void EffectChain::find_all_nonlinear_inputs(Node *node,
- std::vector<Node *> *nonlinear_inputs,
- std::vector<Node *> *intermediates)
+void EffectChain::connect_nodes(Node *sender, Node *receiver)
{
- if (node->output_gamma_curve == GAMMA_LINEAR) {
- return;
- }
- if (node->effect->num_inputs() == 0) {
- nonlinear_inputs->push_back(node);
- } else {
- intermediates->push_back(node);
- assert(node->effect->num_inputs() == node->incoming_links.size());
- for (unsigned i = 0; i < node->incoming_links.size(); ++i) {
- find_all_nonlinear_inputs(node->incoming_links[i], nonlinear_inputs, intermediates);
- }
- }
+ sender->outgoing_links.push_back(receiver);
+ receiver->incoming_links.push_back(sender);
}
-Node *EffectChain::normalize_to_linear_gamma(Node *input)
+void EffectChain::replace_receiver(Node *old_receiver, Node *new_receiver)
{
- // Find out if all the inputs can be set to deliver sRGB inputs.
- // If so, we can just ask them to do that instead of inserting a
- // (possibly expensive) conversion operation.
- //
- // NOTE: We assume that effects generally don't mess with the gamma
- // curve (except GammaCompressionEffect, which should never be
- // inserted into a chain when this is called), so that we can just
- // update the output gamma as we go.
- //
- // TODO: Setting this flag for one source might confuse a different
- // part of the pipeline using the same source.
- std::vector<Node *> nonlinear_inputs;
- std::vector<Node *> intermediates;
- find_all_nonlinear_inputs(input, &nonlinear_inputs, &intermediates);
+ new_receiver->incoming_links = old_receiver->incoming_links;
+ old_receiver->incoming_links.clear();
+
+ for (unsigned i = 0; i < new_receiver->incoming_links.size(); ++i) {
+ Node *sender = new_receiver->incoming_links[i];
+ for (unsigned j = 0; j < sender->outgoing_links.size(); ++j) {
+ if (sender->outgoing_links[j] == old_receiver) {
+ sender->outgoing_links[j] = new_receiver;
+ }
+ }
+ }
+}
- bool all_ok = true;
- for (unsigned i = 0; i < nonlinear_inputs.size(); ++i) {
- Input *input = static_cast<Input *>(nonlinear_inputs[i]->effect);
- all_ok &= input->can_output_linear_gamma();
- }
+void EffectChain::replace_sender(Node *old_sender, Node *new_sender)
+{
+ new_sender->outgoing_links = old_sender->outgoing_links;
+ old_sender->outgoing_links.clear();
+
+ for (unsigned i = 0; i < new_sender->outgoing_links.size(); ++i) {
+ Node *receiver = new_sender->outgoing_links[i];
+ for (unsigned j = 0; j < receiver->incoming_links.size(); ++j) {
+ if (receiver->incoming_links[j] == old_sender) {
+ receiver->incoming_links[j] = new_sender;
+ }
+ }
+ }
+}
- if (all_ok) {
- for (unsigned i = 0; i < nonlinear_inputs.size(); ++i) {
- bool ok = nonlinear_inputs[i]->effect->set_int("output_linear_gamma", 1);
- assert(ok);
- nonlinear_inputs[i]->output_gamma_curve = GAMMA_LINEAR;
+void EffectChain::insert_node_between(Node *sender, Node *middle, Node *receiver)
+{
+ for (unsigned i = 0; i < sender->outgoing_links.size(); ++i) {
+ if (sender->outgoing_links[i] == receiver) {
+ sender->outgoing_links[i] = middle;
+ middle->incoming_links.push_back(sender);
}
- for (unsigned i = 0; i < intermediates.size(); ++i) {
- intermediates[i]->output_gamma_curve = GAMMA_LINEAR;
+ }
+ for (unsigned i = 0; i < receiver->incoming_links.size(); ++i) {
+ if (receiver->incoming_links[i] == sender) {
+ receiver->incoming_links[i] = middle;
+ middle->outgoing_links.push_back(receiver);
}
- return input;
}
- // OK, that didn't work. Insert a conversion effect.
- GammaExpansionEffect *gamma_conversion = new GammaExpansionEffect();
- gamma_conversion->set_int("source_curve", input->output_gamma_curve);
- std::vector<Effect *> inputs;
- inputs.push_back(input->effect);
- gamma_conversion->add_self_to_effect_chain(this, inputs);
-
- assert(node_map.count(gamma_conversion) != 0);
- Node *node = node_map[gamma_conversion];
- node->output_gamma_curve = GAMMA_LINEAR;
- return node;
+ assert(middle->incoming_links.size() == middle->effect->num_inputs());
}
-Node *EffectChain::normalize_to_srgb(Node *input)
+void EffectChain::find_all_nonlinear_inputs(Node *node, std::vector<Node *> *nonlinear_inputs)
{
- assert(input->output_gamma_curve == GAMMA_LINEAR);
- ColorSpaceConversionEffect *colorspace_conversion = new ColorSpaceConversionEffect();
- colorspace_conversion->set_int("source_space", input->output_color_space);
- colorspace_conversion->set_int("destination_space", COLORSPACE_sRGB);
- std::vector<Effect *> inputs;
- inputs.push_back(input->effect);
- colorspace_conversion->add_self_to_effect_chain(this, inputs);
-
- assert(node_map.count(colorspace_conversion) != 0);
- Node *node = node_map[colorspace_conversion];
- node->output_color_space = COLORSPACE_sRGB;
- return node;
+ if (node->output_gamma_curve == GAMMA_LINEAR &&
+ node->effect->effect_type_id() != "GammaCompressionEffect") {
+ return;
+ }
+ if (node->effect->num_inputs() == 0) {
+ nonlinear_inputs->push_back(node);
+ } else {
+ assert(node->effect->num_inputs() == node->incoming_links.size());
+ for (unsigned i = 0; i < node->incoming_links.size(); ++i) {
+ find_all_nonlinear_inputs(node->incoming_links[i], nonlinear_inputs);
+ }
+ }
}
Effect *EffectChain::add_effect(Effect *effect, const std::vector<Effect *> &inputs)
{
assert(inputs.size() == effect->num_inputs());
-
- std::vector<Effect *> normalized_inputs = inputs;
- for (unsigned i = 0; i < normalized_inputs.size(); ++i) {
- assert(node_map.count(normalized_inputs[i]) != 0);
- Node *input = node_map[normalized_inputs[i]];
- if (effect->needs_linear_light() && input->output_gamma_curve != GAMMA_LINEAR) {
- input = normalize_to_linear_gamma(input);
- }
- if (effect->needs_srgb_primaries() && input->output_color_space != COLORSPACE_sRGB) {
- input = normalize_to_srgb(input);
- }
- normalized_inputs[i] = input->effect;
+ Node *node = add_node(effect);
+ for (unsigned i = 0; i < inputs.size(); ++i) {
+ assert(node_map.count(inputs[i]) != 0);
+ connect_nodes(node_map[inputs[i]], node);
}
-
- effect->add_self_to_effect_chain(this, normalized_inputs);
return effect;
}
frag_shader += "\n";
}
- for (unsigned i = 0; i < effects.size(); ++i) {
- Node *node = effects[i];
+ std::vector<Node *> sorted_effects = topological_sort(effects);
+
+ for (unsigned i = 0; i < sorted_effects.size(); ++i) {
+ Node *node = sorted_effects[i];
if (node->incoming_links.size() == 1) {
frag_shader += std::string("#define INPUT ") + node->incoming_links[0]->effect_id + "\n";
input_needs_mipmaps |= node->effect->needs_mipmaps();
}
- for (unsigned i = 0; i < effects.size(); ++i) {
- Node *node = effects[i];
+ for (unsigned i = 0; i < sorted_effects.size(); ++i) {
+ Node *node = sorted_effects[i];
if (node->effect->num_inputs() == 0) {
- node->effect->set_int("needs_mipmaps", input_needs_mipmaps);
+ CHECK(node->effect->set_int("needs_mipmaps", input_needs_mipmaps));
}
}
- frag_shader += std::string("#define INPUT ") + effects.back()->effect_id + "\n";
+ frag_shader += std::string("#define INPUT ") + sorted_effects.back()->effect_id + "\n";
frag_shader.append(read_file("footer.frag"));
- printf("%s\n", frag_shader.c_str());
+
+ if (movit_debug_level == MOVIT_DEBUG_ON) {
+ // Output shader to a temporary file, for easier debugging.
+ static int compiled_shader_num = 0;
+ char filename[256];
+ sprintf(filename, "chain-%03d.frag", compiled_shader_num++);
+ FILE *fp = fopen(filename, "w");
+ if (fp == NULL) {
+ perror(filename);
+ exit(1);
+ }
+ fprintf(fp, "%s\n", frag_shader.c_str());
+ fclose(fp);
+ }
GLuint glsl_program_num = glCreateProgram();
GLuint vs_obj = compile_shader(read_file("vs.vert"), GL_VERTEX_SHADER);
Phase *phase = new Phase;
phase->glsl_program_num = glsl_program_num;
+ phase->vertex_shader = vs_obj;
+ phase->fragment_shader = fs_obj;
phase->input_needs_mipmaps = input_needs_mipmaps;
phase->inputs = true_inputs;
- phase->effects = effects;
+ phase->effects = sorted_effects;
return phase;
}
// without any explicit recursion.
void EffectChain::construct_glsl_programs(Node *output)
{
- // Which effects have already been completed in this phase?
+ // Which effects have already been completed?
// We need to keep track of it, as an effect with multiple outputs
- // could otherwise be calculate multiple times.
+ // could otherwise be calculated multiple times.
std::set<Node *> completed_effects;
// Effects in the current phase, as well as inputs (outputs from other phases
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 should currently only happen for effects that are inputs
+ // (either true inputs or phase outputs). We special-case inputs,
+ // and then deduplicate phase outputs in compile_glsl_program().
+ if (node->effect->num_inputs() == 0) {
+ if (find(this_phase_effects.begin(), this_phase_effects.end(), node) != this_phase_effects.end()) {
+ continue;
+ }
+ } else {
+ assert(completed_effects.count(node) == 0);
+ }
this_phase_effects.push_back(node);
completed_effects.insert(node);
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]->outgoing_links.size() > 1) {
+ if (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;
+ } else {
+ // For textures, we try to be slightly more clever;
+ // if none of our outputs need a bounce, we don't bounce
+ // but instead simply use the effect many times.
+ //
+ // Strictly speaking, we could bounce it for some outputs
+ // and use it directly for others, but the processing becomes
+ // somewhat simpler if the effect is only used in one such way.
+ for (unsigned j = 0; j < deps[i]->outgoing_links.size(); ++j) {
+ Node *rdep = deps[i]->outgoing_links[j];
+ start_new_phase |= rdep->effect->needs_texture_bounce();
+ }
+ }
}
if (deps[i]->effect->changes_output_size()) {
std::reverse(phases.begin(), phases.end());
}
+void EffectChain::output_dot(const char *filename)
+{
+ if (movit_debug_level != MOVIT_DEBUG_ON) {
+ return;
+ }
+
+ FILE *fp = fopen(filename, "w");
+ if (fp == NULL) {
+ perror(filename);
+ exit(1);
+ }
+
+ fprintf(fp, "digraph G {\n");
+ fprintf(fp, " output [shape=box label=\"(output)\"];\n");
+ for (unsigned i = 0; i < nodes.size(); ++i) {
+ // Find out which phase this event belongs to.
+ std::vector<int> in_phases;
+ for (unsigned j = 0; j < phases.size(); ++j) {
+ const Phase* p = phases[j];
+ if (std::find(p->effects.begin(), p->effects.end(), nodes[i]) != p->effects.end()) {
+ in_phases.push_back(j);
+ }
+ }
+
+ if (in_phases.empty()) {
+ fprintf(fp, " n%ld [label=\"%s\"];\n", (long)nodes[i], nodes[i]->effect->effect_type_id().c_str());
+ } else if (in_phases.size() == 1) {
+ fprintf(fp, " n%ld [label=\"%s\" style=\"filled\" fillcolor=\"/accent8/%d\"];\n",
+ (long)nodes[i], nodes[i]->effect->effect_type_id().c_str(),
+ (in_phases[0] % 8) + 1);
+ } else {
+ // If we had new enough Graphviz, style="wedged" would probably be ideal here.
+ // But alas.
+ fprintf(fp, " n%ld [label=\"%s [in multiple phases]\" style=\"filled\" fillcolor=\"/accent8/%d\"];\n",
+ (long)nodes[i], nodes[i]->effect->effect_type_id().c_str(),
+ (in_phases[0] % 8) + 1);
+ }
+
+ char from_node_id[256];
+ snprintf(from_node_id, 256, "n%ld", (long)nodes[i]);
+
+ for (unsigned j = 0; j < nodes[i]->outgoing_links.size(); ++j) {
+ char to_node_id[256];
+ snprintf(to_node_id, 256, "n%ld", (long)nodes[i]->outgoing_links[j]);
+
+ std::vector<std::string> labels = get_labels_for_edge(nodes[i], nodes[i]->outgoing_links[j]);
+ output_dot_edge(fp, from_node_id, to_node_id, labels);
+ }
+
+ if (nodes[i]->outgoing_links.empty() && !nodes[i]->disabled) {
+ // Output node.
+ std::vector<std::string> labels = get_labels_for_edge(nodes[i], NULL);
+ output_dot_edge(fp, from_node_id, "output", labels);
+ }
+ }
+ fprintf(fp, "}\n");
+
+ fclose(fp);
+}
+
+std::vector<std::string> EffectChain::get_labels_for_edge(const Node *from, const Node *to)
+{
+ std::vector<std::string> labels;
+
+ if (to != NULL && to->effect->needs_texture_bounce()) {
+ labels.push_back("needs_bounce");
+ }
+ if (from->effect->changes_output_size()) {
+ labels.push_back("resize");
+ }
+
+ switch (from->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 (from->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;
+ }
+
+ switch (from->output_alpha_type) {
+ case ALPHA_INVALID:
+ labels.push_back("alpha[invalid]");
+ break;
+ case ALPHA_BLANK:
+ labels.push_back("alpha[blank]");
+ break;
+ case ALPHA_POSTMULTIPLIED:
+ labels.push_back("alpha[postmult]");
+ break;
+ default:
+ break;
+ }
+
+ return labels;
+}
+
+void EffectChain::output_dot_edge(FILE *fp,
+ const std::string &from_node_id,
+ const std::string &to_node_id,
+ const std::vector<std::string> &labels)
+{
+ if (labels.empty()) {
+ fprintf(fp, " %s -> %s;\n", from_node_id.c_str(), to_node_id.c_str());
+ } else {
+ std::string label = labels[0];
+ for (unsigned k = 1; k < labels.size(); ++k) {
+ label += ", " + labels[k];
+ }
+ fprintf(fp, " %s -> %s [label=\"%s\"];\n", from_node_id.c_str(), to_node_id.c_str(), label.c_str());
+ }
+}
+
+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;
+ } else {
+ // W/H < aspect (image is taller than the frame), so keep height,
+ // and adjust width correspondingly.
+ return lrintf(height * aspect_nom / aspect_denom);
+ }
+}
+
+// Propagate input texture sizes throughout, and inform effects downstream.
+// (Like a lot of other code, we depend on effects being in topological order.)
+void EffectChain::inform_input_sizes(Phase *phase)
+{
+ // All effects that have a defined size (inputs and RTT inputs)
+ // get that. Reset all others.
+ for (unsigned i = 0; i < phase->effects.size(); ++i) {
+ Node *node = phase->effects[i];
+ if (node->effect->num_inputs() == 0) {
+ Input *input = static_cast<Input *>(node->effect);
+ node->output_width = input->get_width();
+ node->output_height = input->get_height();
+ assert(node->output_width != 0);
+ assert(node->output_height != 0);
+ } else {
+ node->output_width = node->output_height = 0;
+ }
+ }
+ 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;
+ assert(input->output_width != 0);
+ assert(input->output_height != 0);
+ }
+
+ // Now propagate from the inputs towards the end, and inform as we go.
+ // The rules are simple:
+ //
+ // 1. Don't touch effects that already have given sizes (ie., inputs).
+ // 2. If all of your inputs have the same size, that will be your output size.
+ // 3. Otherwise, your output size is 0x0.
+ for (unsigned i = 0; i < phase->effects.size(); ++i) {
+ Node *node = phase->effects[i];
+ if (node->effect->num_inputs() == 0) {
+ continue;
+ }
+ unsigned this_output_width = 0;
+ unsigned this_output_height = 0;
+ for (unsigned j = 0; j < node->incoming_links.size(); ++j) {
+ Node *input = node->incoming_links[j];
+ node->effect->inform_input_size(j, input->output_width, input->output_height);
+ if (j == 0) {
+ this_output_width = input->output_width;
+ this_output_height = input->output_height;
+ } else if (input->output_width != this_output_width || input->output_height != this_output_height) {
+ // Inputs disagree.
+ this_output_width = 0;
+ this_output_height = 0;
+ }
+ }
+ node->output_width = this_output_width;
+ node->output_height = this_output_height;
+ }
+}
+
+// Note: You should call inform_input_sizes() before this, as the last effect's
+// desired output size might change based on the inputs.
void EffectChain::find_output_size(Phase *phase)
{
Node *output_node = phase->effects.back();
- // If the last effect explicitly sets an output size,
- // use that.
+ // 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);
return;
}
- // If not, look at the input phases, if any. We select the largest one
- // (really assuming they all have the same aspect currently), by pixel count.
- if (!phase->inputs.empty()) {
- unsigned best_width = 0, best_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);
- if (input->phase->output_width * input->phase->output_height > best_width * best_height) {
- best_width = input->phase->output_width;
- best_height = input->phase->output_height;
+ // If not, look at the input phases and textures.
+ // We select the largest one (by fit into the current aspect).
+ unsigned best_width = 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);
+ unsigned width = fit_rectangle_to_aspect(input->phase->output_width, input->phase->output_height);
+ if (width > best_width) {
+ best_width = width;
+ }
+ }
+ 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);
+ unsigned width = fit_rectangle_to_aspect(input->get_width(), input->get_height());
+ if (width > best_width) {
+ best_width = width;
+ }
+ }
+ assert(best_width != 0);
+ phase->output_width = best_width;
+ phase->output_height = best_width * aspect_denom / aspect_nom;
+}
+
+void EffectChain::sort_all_nodes_topologically()
+{
+ nodes = topological_sort(nodes);
+}
+
+std::vector<Node *> EffectChain::topological_sort(const std::vector<Node *> &nodes)
+{
+ std::set<Node *> nodes_left_to_visit(nodes.begin(), nodes.end());
+ std::vector<Node *> sorted_list;
+ for (unsigned i = 0; i < nodes.size(); ++i) {
+ topological_sort_visit_node(nodes[i], &nodes_left_to_visit, &sorted_list);
+ }
+ reverse(sorted_list.begin(), sorted_list.end());
+ return sorted_list;
+}
+
+void EffectChain::topological_sort_visit_node(Node *node, std::set<Node *> *nodes_left_to_visit, std::vector<Node *> *sorted_list)
+{
+ if (nodes_left_to_visit->count(node) == 0) {
+ return;
+ }
+ nodes_left_to_visit->erase(node);
+ for (unsigned i = 0; i < node->outgoing_links.size(); ++i) {
+ topological_sort_visit_node(node->outgoing_links[i], nodes_left_to_visit, sorted_list);
+ }
+ sorted_list->push_back(node);
+}
+
+void EffectChain::find_color_spaces_for_inputs()
+{
+ for (unsigned i = 0; i < nodes.size(); ++i) {
+ Node *node = nodes[i];
+ if (node->disabled) {
+ continue;
+ }
+ if (node->incoming_links.size() == 0) {
+ Input *input = static_cast<Input *>(node->effect);
+ node->output_color_space = input->get_color_space();
+ node->output_gamma_curve = input->get_gamma_curve();
+
+ Effect::AlphaHandling alpha_handling = input->alpha_handling();
+ switch (alpha_handling) {
+ case Effect::OUTPUT_BLANK_ALPHA:
+ node->output_alpha_type = ALPHA_BLANK;
+ break;
+ case Effect::INPUT_AND_OUTPUT_ALPHA_PREMULTIPLIED:
+ node->output_alpha_type = ALPHA_PREMULTIPLIED;
+ break;
+ case Effect::OUTPUT_ALPHA_POSTMULTIPLIED:
+ node->output_alpha_type = ALPHA_POSTMULTIPLIED;
+ break;
+ case Effect::DONT_CARE_ALPHA_TYPE:
+ default:
+ assert(false);
}
+
+ if (node->output_alpha_type == ALPHA_PREMULTIPLIED) {
+ assert(node->output_gamma_curve == GAMMA_LINEAR);
+ }
+ }
+ }
+}
+
+// Propagate gamma and color space information as far as we can in the graph.
+// The rules are simple: Anything where all the inputs agree, get that as
+// output as well. Anything else keeps having *_INVALID.
+void EffectChain::propagate_gamma_and_color_space()
+{
+ // We depend on going through the nodes in order.
+ sort_all_nodes_topologically();
+
+ for (unsigned i = 0; i < nodes.size(); ++i) {
+ Node *node = nodes[i];
+ if (node->disabled) {
+ continue;
}
- assert(best_width != 0);
- assert(best_height != 0);
- phase->output_width = best_width;
- phase->output_height = best_height;
+ assert(node->incoming_links.size() == node->effect->num_inputs());
+ if (node->incoming_links.size() == 0) {
+ assert(node->output_color_space != COLORSPACE_INVALID);
+ assert(node->output_gamma_curve != GAMMA_INVALID);
+ continue;
+ }
+
+ Colorspace color_space = node->incoming_links[0]->output_color_space;
+ GammaCurve gamma_curve = node->incoming_links[0]->output_gamma_curve;
+ for (unsigned j = 1; j < node->incoming_links.size(); ++j) {
+ if (node->incoming_links[j]->output_color_space != color_space) {
+ color_space = COLORSPACE_INVALID;
+ }
+ if (node->incoming_links[j]->output_gamma_curve != gamma_curve) {
+ gamma_curve = GAMMA_INVALID;
+ }
+ }
+
+ // The conversion effects already have their outputs set correctly,
+ // so leave them alone.
+ if (node->effect->effect_type_id() != "ColorspaceConversionEffect") {
+ node->output_color_space = color_space;
+ }
+ if (node->effect->effect_type_id() != "GammaCompressionEffect" &&
+ node->effect->effect_type_id() != "GammaExpansionEffect") {
+ node->output_gamma_curve = gamma_curve;
+ }
+ }
+}
+
+// Propagate alpha information as far as we can in the graph.
+// Similar to propagate_gamma_and_color_space().
+void EffectChain::propagate_alpha()
+{
+ // We depend on going through the nodes in order.
+ sort_all_nodes_topologically();
+
+ for (unsigned i = 0; i < nodes.size(); ++i) {
+ Node *node = nodes[i];
+ if (node->disabled) {
+ continue;
+ }
+ assert(node->incoming_links.size() == node->effect->num_inputs());
+ if (node->incoming_links.size() == 0) {
+ assert(node->output_alpha_type != ALPHA_INVALID);
+ continue;
+ }
+
+ // The alpha multiplication/division effects are special cases.
+ if (node->effect->effect_type_id() == "AlphaMultiplicationEffect") {
+ assert(node->incoming_links.size() == 1);
+ assert(node->incoming_links[0]->output_alpha_type == ALPHA_POSTMULTIPLIED);
+ node->output_alpha_type = ALPHA_PREMULTIPLIED;
+ continue;
+ }
+ if (node->effect->effect_type_id() == "AlphaDivisionEffect") {
+ assert(node->incoming_links.size() == 1);
+ assert(node->incoming_links[0]->output_alpha_type == ALPHA_PREMULTIPLIED);
+ node->output_alpha_type = ALPHA_POSTMULTIPLIED;
+ continue;
+ }
+
+ // GammaCompressionEffect and GammaExpansionEffect are also a special case,
+ // because they are the only one that _need_ postmultiplied alpha.
+ if (node->effect->effect_type_id() == "GammaCompressionEffect" ||
+ node->effect->effect_type_id() == "GammaExpansionEffect") {
+ assert(node->incoming_links.size() == 1);
+ if (node->incoming_links[0]->output_alpha_type == ALPHA_BLANK) {
+ node->output_alpha_type = ALPHA_BLANK;
+ } else if (node->incoming_links[0]->output_alpha_type == ALPHA_POSTMULTIPLIED) {
+ node->output_alpha_type = ALPHA_POSTMULTIPLIED;
+ } else {
+ node->output_alpha_type = ALPHA_INVALID;
+ }
+ continue;
+ }
+
+ // Only inputs can have unconditional alpha output (OUTPUT_BLANK_ALPHA
+ // or OUTPUT_ALPHA_POSTMULTIPLIED), 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
+ // e.g. OUTPUT_BLANK_ALPHA, since it wouldn't know whether it
+ // 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 ||
+ alpha_handling == Effect::DONT_CARE_ALPHA_TYPE);
+
+ // If the node has multiple inputs, check that they are all valid and
+ // the same.
+ bool any_invalid = false;
+ bool any_premultiplied = false;
+ bool any_postmultiplied = false;
+
+ for (unsigned j = 0; j < node->incoming_links.size(); ++j) {
+ switch (node->incoming_links[j]->output_alpha_type) {
+ case ALPHA_INVALID:
+ any_invalid = true;
+ break;
+ case ALPHA_BLANK:
+ // Blank is good as both pre- and postmultiplied alpha,
+ // so just ignore it.
+ break;
+ case ALPHA_PREMULTIPLIED:
+ any_premultiplied = true;
+ break;
+ case ALPHA_POSTMULTIPLIED:
+ any_postmultiplied = true;
+ break;
+ default:
+ assert(false);
+ }
+ }
+
+ if (any_invalid) {
+ node->output_alpha_type = ALPHA_INVALID;
+ continue;
+ }
+
+ // Inputs must be of the same type.
+ if (any_premultiplied && any_postmultiplied) {
+ node->output_alpha_type = ALPHA_INVALID;
+ continue;
+ }
+
+ if (alpha_handling == Effect::INPUT_AND_OUTPUT_ALPHA_PREMULTIPLIED) {
+ // If the effect has asked for premultiplied alpha, check that it has got it.
+ if (any_postmultiplied) {
+ node->output_alpha_type = ALPHA_INVALID;
+ } 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 {
+ // OK, all inputs are the same, and this effect is not going
+ // to change it.
+ assert(alpha_handling == Effect::DONT_CARE_ALPHA_TYPE);
+ if (any_premultiplied) {
+ node->output_alpha_type = ALPHA_PREMULTIPLIED;
+ } else if (any_postmultiplied) {
+ node->output_alpha_type = ALPHA_POSTMULTIPLIED;
+ } else {
+ node->output_alpha_type = ALPHA_BLANK;
+ }
+ }
+ }
+}
+
+bool EffectChain::node_needs_colorspace_fix(Node *node)
+{
+ if (node->disabled) {
+ return false;
+ }
+ if (node->effect->num_inputs() == 0) {
+ return false;
+ }
+
+ // propagate_gamma_and_color_space() has already set our output
+ // to COLORSPACE_INVALID if the inputs differ, so we can rely on that.
+ if (node->output_color_space == COLORSPACE_INVALID) {
+ return true;
+ }
+ return (node->effect->needs_srgb_primaries() && node->output_color_space != COLORSPACE_sRGB);
+}
+
+// Fix up color spaces so that there are no COLORSPACE_INVALID nodes left in
+// the graph. Our strategy is not always optimal, but quite simple:
+// Find an effect that's as early as possible where the inputs are of
+// unacceptable colorspaces (that is, either different, or, if the effect only
+// wants sRGB, not sRGB.) Add appropriate conversions on all its inputs,
+// propagate the information anew, and repeat until there are no more such
+// effects.
+void EffectChain::fix_internal_color_spaces()
+{
+ unsigned colorspace_propagation_pass = 0;
+ bool found_any;
+ do {
+ found_any = false;
+ for (unsigned i = 0; i < nodes.size(); ++i) {
+ Node *node = nodes[i];
+ if (!node_needs_colorspace_fix(node)) {
+ continue;
+ }
+
+ // Go through each input that is not sRGB, and insert
+ // a colorspace conversion before it.
+ for (unsigned j = 0; j < node->incoming_links.size(); ++j) {
+ Node *input = node->incoming_links[j];
+ assert(input->output_color_space != COLORSPACE_INVALID);
+ if (input->output_color_space == COLORSPACE_sRGB) {
+ continue;
+ }
+ Node *conversion = add_node(new ColorspaceConversionEffect());
+ CHECK(conversion->effect->set_int("source_space", input->output_color_space));
+ CHECK(conversion->effect->set_int("destination_space", COLORSPACE_sRGB));
+ conversion->output_color_space = COLORSPACE_sRGB;
+ insert_node_between(input, conversion, node);
+ }
+
+ // Re-sort topologically, and propagate the new information.
+ propagate_gamma_and_color_space();
+
+ found_any = true;
+ break;
+ }
+
+ char filename[256];
+ sprintf(filename, "step5-colorspacefix-iter%u.dot", ++colorspace_propagation_pass);
+ output_dot(filename);
+ assert(colorspace_propagation_pass < 100);
+ } while (found_any);
+
+ for (unsigned i = 0; i < nodes.size(); ++i) {
+ Node *node = nodes[i];
+ if (node->disabled) {
+ continue;
+ }
+ assert(node->output_color_space != COLORSPACE_INVALID);
+ }
+}
+
+bool EffectChain::node_needs_alpha_fix(Node *node)
+{
+ if (node->disabled) {
+ return false;
+ }
+
+ // propagate_alpha() has already set our output to ALPHA_INVALID if the
+ // inputs differ or we are otherwise in mismatch, so we can rely on that.
+ return (node->output_alpha_type == ALPHA_INVALID);
+}
+
+// Fix up alpha so that there are no ALPHA_INVALID nodes left in
+// the graph. Similar to fix_internal_color_spaces().
+void EffectChain::fix_internal_alpha(unsigned step)
+{
+ unsigned alpha_propagation_pass = 0;
+ bool found_any;
+ do {
+ found_any = false;
+ for (unsigned i = 0; i < nodes.size(); ++i) {
+ Node *node = nodes[i];
+ if (!node_needs_alpha_fix(node)) {
+ continue;
+ }
+
+ // If we need to fix up GammaExpansionEffect, then clearly something
+ // is wrong, since the combination of premultiplied alpha and nonlinear inputs
+ // is meaningless.
+ assert(node->effect->effect_type_id() != "GammaExpansionEffect");
+
+ AlphaType desired_type = ALPHA_PREMULTIPLIED;
+
+ // GammaCompressionEffect is special; it needs postmultiplied alpha.
+ if (node->effect->effect_type_id() == "GammaCompressionEffect") {
+ assert(node->incoming_links.size() == 1);
+ assert(node->incoming_links[0]->output_alpha_type == ALPHA_PREMULTIPLIED);
+ desired_type = ALPHA_POSTMULTIPLIED;
+ }
+
+ // Go through each input that is not premultiplied alpha, and insert
+ // a conversion before it.
+ for (unsigned j = 0; j < node->incoming_links.size(); ++j) {
+ Node *input = node->incoming_links[j];
+ assert(input->output_alpha_type != ALPHA_INVALID);
+ if (input->output_alpha_type == desired_type ||
+ input->output_alpha_type == ALPHA_BLANK) {
+ continue;
+ }
+ Node *conversion;
+ if (desired_type == ALPHA_PREMULTIPLIED) {
+ conversion = add_node(new AlphaMultiplicationEffect());
+ } else {
+ conversion = add_node(new AlphaDivisionEffect());
+ }
+ conversion->output_alpha_type = desired_type;
+ insert_node_between(input, conversion, node);
+ }
+
+ // Re-sort topologically, and propagate the new information.
+ propagate_gamma_and_color_space();
+ propagate_alpha();
+
+ found_any = true;
+ break;
+ }
+
+ char filename[256];
+ sprintf(filename, "step%u-alphafix-iter%u.dot", step, ++alpha_propagation_pass);
+ output_dot(filename);
+ assert(alpha_propagation_pass < 100);
+ } while (found_any);
+
+ for (unsigned i = 0; i < nodes.size(); ++i) {
+ Node *node = nodes[i];
+ if (node->disabled) {
+ continue;
+ }
+ assert(node->output_alpha_type != ALPHA_INVALID);
+ }
+}
+
+// Make so that the output is in the desired color space.
+void EffectChain::fix_output_color_space()
+{
+ Node *output = find_output_node();
+ if (output->output_color_space != output_format.color_space) {
+ Node *conversion = add_node(new ColorspaceConversionEffect());
+ CHECK(conversion->effect->set_int("source_space", output->output_color_space));
+ CHECK(conversion->effect->set_int("destination_space", output_format.color_space));
+ conversion->output_color_space = output_format.color_space;
+ connect_nodes(output, conversion);
+ propagate_alpha();
+ propagate_gamma_and_color_space();
+ }
+}
+
+// Make so that the output is in the desired pre-/postmultiplication alpha state.
+void EffectChain::fix_output_alpha()
+{
+ Node *output = find_output_node();
+ assert(output->output_alpha_type != ALPHA_INVALID);
+ if (output->output_alpha_type == ALPHA_BLANK) {
+ // No alpha output, so we don't care.
return;
}
+ if (output->output_alpha_type == ALPHA_PREMULTIPLIED &&
+ output_alpha_format == OUTPUT_ALPHA_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) {
+ Node *conversion = add_node(new AlphaMultiplicationEffect());
+ connect_nodes(output, conversion);
+ propagate_alpha();
+ propagate_gamma_and_color_space();
+ }
+}
- // OK, no inputs. Just use the global width/height.
- // TODO: We probably want to use the texture's size eventually.
- phase->output_width = width;
- phase->output_height = height;
+bool EffectChain::node_needs_gamma_fix(Node *node)
+{
+ if (node->disabled) {
+ return false;
+ }
+
+ // Small hack since the output is not an explicit node:
+ // If we are the last node and our output is in the wrong
+ // space compared to EffectChain's output, we need to fix it.
+ // This will only take us to linear, but fix_output_gamma()
+ // will come and take us to the desired output gamma
+ // if it is needed.
+ //
+ // This needs to be before everything else, since it could
+ // even apply to inputs (if they are the only effect).
+ if (node->outgoing_links.empty() &&
+ node->output_gamma_curve != output_format.gamma_curve &&
+ node->output_gamma_curve != GAMMA_LINEAR) {
+ return true;
+ }
+
+ if (node->effect->num_inputs() == 0) {
+ return false;
+ }
+
+ // propagate_gamma_and_color_space() has already set our output
+ // to GAMMA_INVALID if the inputs differ, so we can rely on that,
+ // except for GammaCompressionEffect.
+ if (node->output_gamma_curve == GAMMA_INVALID) {
+ return true;
+ }
+ if (node->effect->effect_type_id() == "GammaCompressionEffect") {
+ assert(node->incoming_links.size() == 1);
+ return node->incoming_links[0]->output_gamma_curve != GAMMA_LINEAR;
+ }
+
+ return (node->effect->needs_linear_light() && node->output_gamma_curve != GAMMA_LINEAR);
}
-void EffectChain::finalize()
+// Very similar to fix_internal_color_spaces(), but for gamma.
+// There is one difference, though; before we start adding conversion nodes,
+// we see if we can get anything out of asking the sources to deliver
+// linear gamma directly. fix_internal_gamma_by_asking_inputs()
+// does that part, while fix_internal_gamma_by_inserting_nodes()
+// inserts nodes as needed afterwards.
+void EffectChain::fix_internal_gamma_by_asking_inputs(unsigned step)
+{
+ unsigned gamma_propagation_pass = 0;
+ bool found_any;
+ do {
+ found_any = false;
+ for (unsigned i = 0; i < nodes.size(); ++i) {
+ Node *node = nodes[i];
+ if (!node_needs_gamma_fix(node)) {
+ continue;
+ }
+
+ // See if all inputs can give us linear gamma. If not, leave it.
+ std::vector<Node *> nonlinear_inputs;
+ find_all_nonlinear_inputs(node, &nonlinear_inputs);
+ assert(!nonlinear_inputs.empty());
+
+ bool all_ok = true;
+ for (unsigned i = 0; i < nonlinear_inputs.size(); ++i) {
+ Input *input = static_cast<Input *>(nonlinear_inputs[i]->effect);
+ all_ok &= input->can_output_linear_gamma();
+ }
+
+ if (!all_ok) {
+ continue;
+ }
+
+ for (unsigned i = 0; i < nonlinear_inputs.size(); ++i) {
+ CHECK(nonlinear_inputs[i]->effect->set_int("output_linear_gamma", 1));
+ nonlinear_inputs[i]->output_gamma_curve = GAMMA_LINEAR;
+ }
+
+ // Re-sort topologically, and propagate the new information.
+ propagate_gamma_and_color_space();
+
+ found_any = true;
+ break;
+ }
+
+ char filename[256];
+ sprintf(filename, "step%u-gammafix-iter%u.dot", step, ++gamma_propagation_pass);
+ output_dot(filename);
+ assert(gamma_propagation_pass < 100);
+ } while (found_any);
+}
+
+void EffectChain::fix_internal_gamma_by_inserting_nodes(unsigned step)
+{
+ unsigned gamma_propagation_pass = 0;
+ bool found_any;
+ do {
+ found_any = false;
+ for (unsigned i = 0; i < nodes.size(); ++i) {
+ Node *node = nodes[i];
+ if (!node_needs_gamma_fix(node)) {
+ continue;
+ }
+
+ // Special case: We could be an input and still be asked to
+ // fix our gamma; if so, we should be the only node
+ // (as node_needs_gamma_fix() would only return true in
+ // for an input in that case). That means we should insert
+ // a conversion node _after_ ourselves.
+ if (node->incoming_links.empty()) {
+ assert(node->outgoing_links.empty());
+ Node *conversion = add_node(new GammaExpansionEffect());
+ CHECK(conversion->effect->set_int("source_curve", node->output_gamma_curve));
+ conversion->output_gamma_curve = GAMMA_LINEAR;
+ connect_nodes(node, conversion);
+ }
+
+ // If not, go through each input that is not linear gamma,
+ // and insert a gamma conversion before it.
+ for (unsigned j = 0; j < node->incoming_links.size(); ++j) {
+ Node *input = node->incoming_links[j];
+ assert(input->output_gamma_curve != GAMMA_INVALID);
+ if (input->output_gamma_curve == GAMMA_LINEAR) {
+ continue;
+ }
+ Node *conversion = add_node(new GammaExpansionEffect());
+ CHECK(conversion->effect->set_int("source_curve", input->output_gamma_curve));
+ conversion->output_gamma_curve = GAMMA_LINEAR;
+ insert_node_between(input, conversion, node);
+ }
+
+ // Re-sort topologically, and propagate the new information.
+ propagate_alpha();
+ propagate_gamma_and_color_space();
+
+ found_any = true;
+ break;
+ }
+
+ char filename[256];
+ sprintf(filename, "step%u-gammafix-iter%u.dot", step, ++gamma_propagation_pass);
+ output_dot(filename);
+ assert(gamma_propagation_pass < 100);
+ } while (found_any);
+
+ for (unsigned i = 0; i < nodes.size(); ++i) {
+ Node *node = nodes[i];
+ if (node->disabled) {
+ continue;
+ }
+ assert(node->output_gamma_curve != GAMMA_INVALID);
+ }
+}
+
+// Make so that the output is in the desired gamma.
+// Note that this assumes linear input gamma, so it might create the need
+// for another pass of fix_internal_gamma().
+void EffectChain::fix_output_gamma()
+{
+ Node *output = find_output_node();
+ if (output->output_gamma_curve != output_format.gamma_curve) {
+ Node *conversion = add_node(new GammaCompressionEffect());
+ CHECK(conversion->effect->set_int("destination_curve", output_format.gamma_curve));
+ conversion->output_gamma_curve = output_format.gamma_curve;
+ connect_nodes(output, conversion);
+ }
+}
+
+// If the user has requested dither, add a DitherEffect right at the end
+// (after GammaCompressionEffect etc.). This needs to be done after everything else,
+// since dither is about the only effect that can _not_ be done in linear space.
+void EffectChain::add_dither_if_needed()
+{
+ if (num_dither_bits == 0) {
+ return;
+ }
+ Node *output = find_output_node();
+ Node *dither = add_node(new DitherEffect());
+ CHECK(dither->effect->set_int("num_bits", num_dither_bits));
+ connect_nodes(output, dither);
+
+ dither_effect = dither->effect;
+}
+
+// Find the output node. This is, simply, one that has no outgoing links.
+// If there are multiple ones, the graph is malformed (we do not support
+// multiple outputs right now).
+Node *EffectChain::find_output_node()
{
- // Find the output effect. This is, simply, one that has no outgoing links.
- // If there are multiple ones, the graph is malformed (we do not support
- // multiple outputs right now).
std::vector<Node *> output_nodes;
for (unsigned i = 0; i < nodes.size(); ++i) {
Node *node = nodes[i];
+ if (node->disabled) {
+ continue;
+ }
if (node->outgoing_links.empty()) {
output_nodes.push_back(node);
}
}
assert(output_nodes.size() == 1);
- Node *output_node = output_nodes[0];
+ return output_nodes[0];
+}
- // Add normalizers to get the output format right.
- if (output_node->output_color_space != output_format.color_space) {
- ColorSpaceConversionEffect *colorspace_conversion = new ColorSpaceConversionEffect();
- colorspace_conversion->set_int("source_space", output_node->output_color_space);
- colorspace_conversion->set_int("destination_space", output_format.color_space);
- std::vector<Effect *> inputs;
- inputs.push_back(output_node->effect);
- colorspace_conversion->add_self_to_effect_chain(this, inputs);
+void EffectChain::finalize()
+{
+ // Save the current locale, and set it to C, so that we can output decimal
+ // numbers with printf and be sure to get them in the format mandated by GLSL.
+ char *saved_locale = setlocale(LC_NUMERIC, "C");
- assert(node_map.count(colorspace_conversion) != 0);
- output_node = node_map[colorspace_conversion];
- output_node->output_color_space = output_format.color_space;
- }
- if (output_node->output_gamma_curve != output_format.gamma_curve) {
- if (output_node->output_gamma_curve != GAMMA_LINEAR) {
- output_node = normalize_to_linear_gamma(output_node);
- }
- GammaCompressionEffect *gamma_conversion = new GammaCompressionEffect();
- gamma_conversion->set_int("destination_curve", output_format.gamma_curve);
- std::vector<Effect *> inputs;
- inputs.push_back(output_node->effect);
- gamma_conversion->add_self_to_effect_chain(this, inputs);
+ // Output the graph as it is before we do any conversions on it.
+ output_dot("step0-start.dot");
- assert(node_map.count(gamma_conversion) != 0);
- output_node = node_map[gamma_conversion];
- output_node->output_gamma_curve = output_format.gamma_curve;
+ // Give each effect in turn a chance to rewrite its own part of the graph.
+ // Note that if more effects are added as part of this, they will be
+ // picked up as part of the same for loop, since they are added at the end.
+ for (unsigned i = 0; i < nodes.size(); ++i) {
+ nodes[i]->effect->rewrite_graph(this, nodes[i]);
}
-
+ output_dot("step1-rewritten.dot");
+
+ find_color_spaces_for_inputs();
+ output_dot("step2-input-colorspace.dot");
+
+ propagate_alpha();
+ output_dot("step3-propagated-alpha.dot");
+
+ propagate_gamma_and_color_space();
+ output_dot("step4-propagated-all.dot");
+
+ fix_internal_color_spaces();
+ fix_internal_alpha(6);
+ fix_output_color_space();
+ output_dot("step7-output-colorspacefix.dot");
+ fix_output_alpha();
+ output_dot("step8-output-alphafix.dot");
+
+ // Note that we need to fix gamma after colorspace conversion,
+ // because colorspace conversions might create needs for gamma conversions.
+ // Also, we need to run an extra pass of fix_internal_gamma() after
+ // fixing the output gamma, as we only have conversions to/from linear,
+ // and fix_internal_alpha() since GammaCompressionEffect needs
+ // postmultiplied input.
+ fix_internal_gamma_by_asking_inputs(9);
+ fix_internal_gamma_by_inserting_nodes(10);
+ fix_output_gamma();
+ output_dot("step11-output-gammafix.dot");
+ propagate_alpha();
+ output_dot("step12-output-alpha-propagated.dot");
+ fix_internal_alpha(13);
+ output_dot("step14-output-alpha-fixed.dot");
+ fix_internal_gamma_by_asking_inputs(15);
+ fix_internal_gamma_by_inserting_nodes(16);
+
+ output_dot("step17-before-dither.dot");
+
+ add_dither_if_needed();
+
+ output_dot("step18-final.dot");
+
// Construct all needed GLSL programs, starting at the output.
- construct_glsl_programs(output_node);
+ construct_glsl_programs(find_output_node());
+
+ output_dot("step19-split-to-phases.dot");
// If we have more than one phase, we need intermediate render-to-texture.
// Construct an FBO, and then as many textures as we need.
glGenFramebuffers(1, &fbo);
for (unsigned i = 0; i < phases.size() - 1; ++i) {
+ inform_input_sizes(phases[i]);
find_output_size(phases[i]);
Node *output_node = phases[i]->effects.back();
output_node->output_texture_width = phases[i]->output_width;
output_node->output_texture_height = phases[i]->output_height;
}
+ inform_input_sizes(phases.back());
}
for (unsigned i = 0; i < inputs.size(); ++i) {
assert(phases[0]->inputs.empty());
finalized = true;
+ setlocale(LC_NUMERIC, saved_locale);
}
-void EffectChain::render_to_screen()
+void EffectChain::render_to_fbo(GLuint dest_fbo, unsigned width, unsigned height)
{
assert(finalized);
+ // Save original viewport.
+ GLuint x = 0, y = 0;
+
+ if (width == 0 && height == 0) {
+ GLint viewport[4];
+ glGetIntegerv(GL_VIEWPORT, viewport);
+ x = viewport[0];
+ y = viewport[1];
+ width = viewport[2];
+ height = viewport[3];
+ }
+
// Basic state.
glDisable(GL_BLEND);
check_error();
for (unsigned phase = 0; phase < phases.size(); ++phase) {
// See if the requested output size has changed. If so, we need to recreate
// the texture (and before we start setting up inputs).
+ inform_input_sizes(phases[phase]);
if (phase != phases.size() - 1) {
find_output_size(phases[phase]);
// And now the output.
if (phase == phases.size() - 1) {
- // Last phase goes directly to the screen.
- glBindFramebuffer(GL_FRAMEBUFFER, 0);
+ // Last phase goes to the output the user specified.
+ glBindFramebuffer(GL_FRAMEBUFFER, dest_fbo);
check_error();
- glViewport(0, 0, width, height);
+ glViewport(x, y, width, height);
+ if (dither_effect != NULL) {
+ CHECK(dither_effect->set_int("output_width", width));
+ CHECK(dither_effect->set_int("output_height", height));
+ }
} else {
Node *output_node = phases[phase]->effects.back();
glFramebufferTexture2D(