void EffectChain::find_all_nonlinear_inputs(Node *node, std::vector<Node *> *nonlinear_inputs)
{
- if (node->output_gamma_curve == GAMMA_LINEAR) {
+ if (node->output_gamma_curve == GAMMA_LINEAR &&
+ node->effect->effect_type_id() != "GammaCompressionEffect") {
return;
}
if (node->effect->num_inputs() == 0) {
}
frag_shader += std::string("#define INPUT ") + effects.back()->effect_id + "\n";
frag_shader.append(read_file("footer.frag"));
- printf("%s\n", frag_shader.c_str());
+
+ // 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);
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) {
+ return true;
+ }
+
if (node->effect->num_inputs() == 0) {
return false;
}
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);
}
// 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) {
continue;
}
- // Go through each input that is not linear gamma, and insert
- // a gamma conversion before it.
+ // 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());
+ 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);
continue;
}
Node *conversion = add_node(new GammaExpansionEffect());
- conversion->effect->set_int("destination_curve", GAMMA_LINEAR);
+ conversion->effect->set_int("source_curve", input->output_gamma_curve);
conversion->output_gamma_curve = GAMMA_LINEAR;
insert_node_between(input, conversion, node);
}
fix_internal_gamma_by_asking_inputs(5);
fix_internal_gamma_by_inserting_nodes(6);
fix_output_gamma();
- output_dot("step8-output-gammafix.dot");
- fix_internal_gamma_by_asking_inputs(9);
- fix_internal_gamma_by_inserting_nodes(10);
+ output_dot("step7-output-gammafix.dot");
+ fix_internal_gamma_by_asking_inputs(8);
+ fix_internal_gamma_by_inserting_nodes(9);
- output_dot("step11-final.dot");
+ output_dot("step10-final.dot");
// Construct all needed GLSL programs, starting at the output.
construct_glsl_programs(find_output_node());
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) {
finalized = true;
}
-void EffectChain::render_to_screen()
+void EffectChain::render_to_fbo(GLuint fbo, unsigned width, unsigned height)
{
assert(finalized);
// Save original viewport.
- GLint viewport[4];
- glGetIntegerv(GL_VIEWPORT, 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);
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) {
- inform_input_sizes(phases[phase]);
find_output_size(phases[phase]);
Node *output_node = phases[phase]->effects.back();
// 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, fbo);
check_error();
- glViewport(viewport[0], viewport[1], viewport[2], viewport[3]);
+ glViewport(x, y, width, height);
} else {
Node *output_node = phases[phase]->effects.back();
glFramebufferTexture2D(