#define GL_GLEXT_PROTOTYPES 1
#include <stdio.h>
+#include <math.h>
#include <string.h>
#include <assert.h>
#include "input.h"
#include "opengl.h"
-EffectChain::EffectChain(unsigned width, unsigned height)
- : width(width),
- height(height),
+EffectChain::EffectChain(float aspect_nom, float aspect_denom)
+ : aspect_nom(aspect_nom),
+ aspect_denom(aspect_denom),
finalized(false) {}
Input *EffectChain::add_input(Input *input)
{
- char eff_id[256];
- sprintf(eff_id, "src_image%u", (unsigned)inputs.size());
-
- effects.push_back(input);
inputs.push_back(input);
- output_color_space.insert(std::make_pair(input, input->get_color_space()));
- output_gamma_curve.insert(std::make_pair(input, input->get_gamma_curve()));
- effect_ids.insert(std::make_pair(input, eff_id));
- incoming_links.insert(std::make_pair(input, std::vector<Effect *>()));
+
+ Node *node = add_node(input);
+ node->output_color_space = input->get_color_space();
+ node->output_gamma_curve = input->get_gamma_curve();
return input;
}
output_format = 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)effects.size());
-
- effects.push_back(effect);
- effect_ids.insert(std::make_pair(effect, effect_id));
- assert(inputs.size() == effect->num_inputs());
- for (unsigned i = 0; i < inputs.size(); ++i) {
- assert(std::find(effects.begin(), effects.end(), inputs[i]) != effects.end());
- outgoing_links[inputs[i]].push_back(effect);
- }
- incoming_links.insert(std::make_pair(effect, inputs));
- output_gamma_curve[effect] = output_gamma_curve[last_added_effect()];
- output_color_space[effect] = output_color_space[last_added_effect()];
+ sprintf(effect_id, "eff%u", (unsigned)nodes.size());
+
+ Node *node = new Node;
+ node->effect = effect;
+ node->disabled = false;
+ node->effect_id = effect_id;
+ node->output_color_space = COLORSPACE_INVALID;
+ node->output_gamma_curve = GAMMA_INVALID;
+
+ nodes.push_back(node);
+ node_map[effect] = node;
+ return node;
}
-void EffectChain::find_all_nonlinear_inputs(Effect *effect,
- std::vector<Input *> *nonlinear_inputs,
- std::vector<Effect *> *intermediates)
+void EffectChain::connect_nodes(Node *sender, Node *receiver)
{
- assert(output_gamma_curve.count(effect) != 0);
- if (output_gamma_curve[effect] == GAMMA_LINEAR) {
- return;
- }
- if (effect->num_inputs() == 0) {
- nonlinear_inputs->push_back(static_cast<Input *>(effect));
- } else {
- intermediates->push_back(effect);
+ sender->outgoing_links.push_back(receiver);
+ receiver->incoming_links.push_back(sender);
+}
- assert(incoming_links.count(effect) == 1);
- std::vector<Effect *> deps = incoming_links[effect];
- assert(effect->num_inputs() == deps.size());
- for (unsigned i = 0; i < deps.size(); ++i) {
- find_all_nonlinear_inputs(deps[i], nonlinear_inputs, intermediates);
+void EffectChain::replace_receiver(Node *old_receiver, Node *new_receiver)
+{
+ 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;
+ }
}
- }
+ }
}
-Effect *EffectChain::normalize_to_linear_gamma(Effect *input)
+void EffectChain::replace_sender(Node *old_sender, Node *new_sender)
{
- // 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<Input *> nonlinear_inputs;
- std::vector<Effect *> intermediates;
- find_all_nonlinear_inputs(input, &nonlinear_inputs, &intermediates);
-
- bool all_ok = true;
- for (unsigned i = 0; i < nonlinear_inputs.size(); ++i) {
- all_ok &= nonlinear_inputs[i]->can_output_linear_gamma();
- }
+ 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]->set_int("output_linear_gamma", 1);
- assert(ok);
- output_gamma_curve[nonlinear_inputs[i]] = 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) {
- output_gamma_curve[intermediates[i]] = 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", output_gamma_curve[input]);
- std::vector<Effect *> inputs;
- inputs.push_back(input);
- gamma_conversion->add_self_to_effect_chain(this, inputs);
- output_gamma_curve[gamma_conversion] = GAMMA_LINEAR;
- return gamma_conversion;
+ assert(middle->incoming_links.size() == middle->effect->num_inputs());
}
-Effect *EffectChain::normalize_to_srgb(Effect *input)
+void EffectChain::find_all_nonlinear_inputs(Node *node, std::vector<Node *> *nonlinear_inputs)
{
- assert(output_gamma_curve.count(input) != 0);
- assert(output_color_space.count(input) != 0);
- assert(output_gamma_curve[input] == GAMMA_LINEAR);
- ColorSpaceConversionEffect *colorspace_conversion = new ColorSpaceConversionEffect();
- colorspace_conversion->set_int("source_space", output_color_space[input]);
- colorspace_conversion->set_int("destination_space", COLORSPACE_sRGB);
- std::vector<Effect *> inputs;
- inputs.push_back(input);
- colorspace_conversion->add_self_to_effect_chain(this, inputs);
- output_color_space[colorspace_conversion] = COLORSPACE_sRGB;
- return colorspace_conversion;
+ 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(output_gamma_curve.count(normalized_inputs[i]) != 0);
- if (effect->needs_linear_light() && output_gamma_curve[normalized_inputs[i]] != GAMMA_LINEAR) {
- normalized_inputs[i] = normalize_to_linear_gamma(normalized_inputs[i]);
- }
- assert(output_color_space.count(normalized_inputs[i]) != 0);
- if (effect->needs_srgb_primaries() && output_color_space[normalized_inputs[i]] != COLORSPACE_sRGB) {
- normalized_inputs[i] = normalize_to_srgb(normalized_inputs[i]);
- }
+ 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;
}
return output;
}
-EffectChain::Phase *EffectChain::compile_glsl_program(const std::vector<Effect *> &inputs, const std::vector<Effect *> &effects)
+Phase *EffectChain::compile_glsl_program(
+ const std::vector<Node *> &inputs,
+ const std::vector<Node *> &effects)
{
assert(!effects.empty());
// Deduplicate the inputs.
- std::vector<Effect *> true_inputs = inputs;
+ std::vector<Node *> true_inputs = inputs;
std::sort(true_inputs.begin(), true_inputs.end());
true_inputs.erase(std::unique(true_inputs.begin(), true_inputs.end()), true_inputs.end());
// Create functions for all the texture inputs that we need.
for (unsigned i = 0; i < true_inputs.size(); ++i) {
- Effect *effect = true_inputs[i];
- assert(effect_ids.count(effect) != 0);
- std::string effect_id = effect_ids[effect];
+ Node *input = true_inputs[i];
- frag_shader += std::string("uniform sampler2D tex_") + effect_id + ";\n";
- frag_shader += std::string("vec4 ") + effect_id + "(vec2 tc) {\n";
- frag_shader += "\treturn texture2D(tex_" + effect_id + ", tc);\n";
+ frag_shader += std::string("uniform sampler2D tex_") + input->effect_id + ";\n";
+ frag_shader += std::string("vec4 ") + input->effect_id + "(vec2 tc) {\n";
+ frag_shader += "\treturn texture2D(tex_" + input->effect_id + ", tc);\n";
frag_shader += "}\n";
frag_shader += "\n";
}
- std::string last_effect_id;
for (unsigned i = 0; i < effects.size(); ++i) {
- Effect *effect = effects[i];
- assert(effect != NULL);
- assert(effect_ids.count(effect) != 0);
- std::string effect_id = effect_ids[effect];
- last_effect_id = effect_id;
-
- if (incoming_links[effect].size() == 1) {
- frag_shader += std::string("#define INPUT ") + effect_ids[incoming_links[effect][0]] + "\n";
+ Node *node = effects[i];
+
+ if (node->incoming_links.size() == 1) {
+ frag_shader += std::string("#define INPUT ") + node->incoming_links[0]->effect_id + "\n";
} else {
- for (unsigned j = 0; j < incoming_links[effect].size(); ++j) {
+ for (unsigned j = 0; j < node->incoming_links.size(); ++j) {
char buf[256];
- sprintf(buf, "#define INPUT%d %s\n", j + 1, effect_ids[incoming_links[effect][j]].c_str());
+ sprintf(buf, "#define INPUT%d %s\n", j + 1, node->incoming_links[j]->effect_id.c_str());
frag_shader += buf;
}
}
frag_shader += "\n";
- frag_shader += std::string("#define FUNCNAME ") + effect_id + "\n";
- frag_shader += replace_prefix(effect->output_convenience_uniforms(), effect_id);
- frag_shader += replace_prefix(effect->output_fragment_shader(), effect_id);
+ frag_shader += std::string("#define FUNCNAME ") + node->effect_id + "\n";
+ frag_shader += replace_prefix(node->effect->output_convenience_uniforms(), node->effect_id);
+ frag_shader += replace_prefix(node->effect->output_fragment_shader(), node->effect_id);
frag_shader += "#undef PREFIX\n";
frag_shader += "#undef FUNCNAME\n";
- if (incoming_links[effect].size() == 1) {
+ if (node->incoming_links.size() == 1) {
frag_shader += "#undef INPUT\n";
} else {
- for (unsigned j = 0; j < incoming_links[effect].size(); ++j) {
+ for (unsigned j = 0; j < node->incoming_links.size(); ++j) {
char buf[256];
sprintf(buf, "#undef INPUT%d\n", j + 1);
frag_shader += buf;
}
frag_shader += "\n";
- input_needs_mipmaps |= effect->needs_mipmaps();
+ input_needs_mipmaps |= node->effect->needs_mipmaps();
}
for (unsigned i = 0; i < effects.size(); ++i) {
- Effect *effect = effects[i];
- if (effect->num_inputs() == 0) {
- effect->set_int("needs_mipmaps", input_needs_mipmaps);
+ Node *node = effects[i];
+ if (node->effect->num_inputs() == 0) {
+ node->effect->set_int("needs_mipmaps", input_needs_mipmaps);
}
}
- assert(!last_effect_id.empty());
- frag_shader += std::string("#define INPUT ") + last_effect_id + "\n";
+ 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);
//
// We follow a quite simple depth-first search from the output, although
// without any explicit recursion.
-void EffectChain::construct_glsl_programs(Effect *output)
+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<Effect *> completed_effects;
+ 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<Effect *> this_phase_inputs;
- std::vector<Effect *> this_phase_effects;
+ 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<Effect *> effects_todo_this_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<Effect *> effects_todo_other_phases;
+ 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.
- Effect *effect = effects_todo_this_phase.top();
+ 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(effect) == 0);
+ assert(completed_effects.count(node) == 0);
- this_phase_effects.push_back(effect);
- completed_effects.insert(effect);
+ this_phase_effects.push_back(node);
+ completed_effects.insert(node);
// Find all the dependencies of this effect, and add them to the stack.
- assert(incoming_links.count(effect) == 1);
- std::vector<Effect *> deps = incoming_links[effect];
- assert(effect->num_inputs() == deps.size());
+ 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 (effect->needs_texture_bounce()) {
+ if (node->effect->needs_texture_bounce()) {
start_new_phase = true;
}
- assert(outgoing_links.count(deps[i]) == 1);
- if (outgoing_links[deps[i]].size() > 1 && deps[i]->num_inputs() > 0) {
+ 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
start_new_phase = true;
}
- if (deps[i]->changes_output_size()) {
+ if (deps[i]->effect->changes_output_size()) {
start_new_phase = true;
}
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));
- output_effects_to_phase.insert(std::make_pair(this_phase_effects.back(), phases.back()));
+ this_phase_effects.back()->phase = phases.back();
this_phase_inputs.clear();
this_phase_effects.clear();
}
break;
}
- Effect *effect = effects_todo_other_phases.top();
+ Node *node = effects_todo_other_phases.top();
effects_todo_other_phases.pop();
- if (completed_effects.count(effect) == 0) {
+ if (completed_effects.count(node) == 0) {
// Start a new phase, calculating from this effect.
- effects_todo_this_phase.push(effect);
+ effects_todo_this_phase.push(node);
}
}
std::reverse(phases.begin(), phases.end());
}
-void EffectChain::find_output_size(EffectChain::Phase *phase)
+void EffectChain::output_dot(const char *filename)
{
- Effect *output_effect = phase->effects.back();
+ FILE *fp = fopen(filename, "w");
+ if (fp == NULL) {
+ perror(filename);
+ exit(1);
+ }
- // If the last effect explicitly sets an output size,
- // use that.
- if (output_effect->changes_output_size()) {
- output_effect->get_output_size(&phase->output_width, &phase->output_height);
- return;
+ 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;
+ } 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);
}
- // 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) {
- Effect *input = phase->inputs[i];
- assert(output_effects_to_phase.count(input) != 0);
- const Phase *input_phase = output_effects_to_phase[input];
- 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;
+ // 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;
}
}
- assert(best_width != 0);
- assert(best_height != 0);
- phase->output_width = best_width;
- phase->output_height = best_height;
+ 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 (output_node->effect->changes_output_size()) {
+ output_node->effect->get_output_size(&phase->output_width, &phase->output_height);
return;
}
- // 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;
+ // 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::finalize()
+void EffectChain::sort_nodes_topologically()
{
- // 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<Effect *> output_effects;
- for (unsigned i = 0; i < effects.size(); ++i) {
- Effect *effect = effects[i];
- if (outgoing_links.count(effect) == 0 || outgoing_links[effect].size() == 0) {
- output_effects.push_back(effect);
- }
- }
- assert(output_effects.size() == 1);
- Effect *output_effect = output_effects[0];
-
- // Add normalizers to get the output format right.
- assert(output_gamma_curve.count(output_effect) != 0);
- assert(output_color_space.count(output_effect) != 0);
- ColorSpace current_color_space = output_color_space[output_effect];
- if (current_color_space != output_format.color_space) {
- ColorSpaceConversionEffect *colorspace_conversion = new ColorSpaceConversionEffect();
- colorspace_conversion->set_int("source_space", current_color_space);
- colorspace_conversion->set_int("destination_space", output_format.color_space);
- std::vector<Effect *> inputs;
- inputs.push_back(output_effect);
- colorspace_conversion->add_self_to_effect_chain(this, inputs);
- output_color_space[colorspace_conversion] = output_format.color_space;
- output_effect = colorspace_conversion;
- }
- GammaCurve current_gamma_curve = output_gamma_curve[output_effect];
- if (current_gamma_curve != output_format.gamma_curve) {
- if (current_gamma_curve != GAMMA_LINEAR) {
- output_effect = normalize_to_linear_gamma(output_effect);
- current_gamma_curve = GAMMA_LINEAR;
- }
- GammaCompressionEffect *gamma_conversion = new GammaCompressionEffect();
- gamma_conversion->set_int("destination_curve", output_format.gamma_curve);
- std::vector<Effect *> inputs;
- inputs.push_back(output_effect);
- gamma_conversion->add_self_to_effect_chain(this, inputs);
- output_gamma_curve[gamma_conversion] = output_format.gamma_curve;
- output_effect = gamma_conversion;
+ std::set<Node *> visited_nodes;
+ std::vector<Node *> sorted_list;
+ for (unsigned i = 0; i < nodes.size(); ++i) {
+ if (nodes[i]->incoming_links.size() == 0) {
+ topological_sort_visit_node(nodes[i], &visited_nodes, &sorted_list);
+ }
+ }
+ reverse(sorted_list.begin(), sorted_list.end());
+ nodes = sorted_list;
+}
+
+void EffectChain::topological_sort_visit_node(Node *node, std::set<Node *> *visited_nodes, std::vector<Node *> *sorted_list)
+{
+ if (visited_nodes->count(node) != 0) {
+ return;
+ }
+ visited_nodes->insert(node);
+ for (unsigned i = 0; i < node->outgoing_links.size(); ++i) {
+ topological_sort_visit_node(node->outgoing_links[i], visited_nodes, sorted_list);
+ }
+ sorted_list->push_back(node);
+}
+
+// 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_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_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;
+ }
}
+}
+
+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());
+ conversion->effect->set_int("source_space", input->output_color_space);
+ 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, "step3-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);
+ }
+}
+
+// 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());
+ conversion->effect->set_int("source_space", output->output_color_space);
+ conversion->effect->set_int("destination_space", output_format.color_space);
+ conversion->output_color_space = output_format.color_space;
+ connect_nodes(output, conversion);
+ }
+}
+
+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) {
+ 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);
+}
+
+// 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) {
+ 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());
+ 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());
+ 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_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());
+ conversion->effect->set_int("destination_curve", output_format.gamma_curve);
+ conversion->output_gamma_curve = output_format.gamma_curve;
+ connect_nodes(output, conversion);
+ }
+}
+
+// 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()
+{
+ 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);
+ return output_nodes[0];
+}
+
+void EffectChain::finalize()
+{
+ // Output the graph as it is before we do any conversions on it.
+ output_dot("step0-start.dot");
+
+ // 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");
+
+ propagate_gamma_and_color_space();
+ output_dot("step2-propagated.dot");
+
+ fix_internal_color_spaces();
+ fix_output_color_space();
+ output_dot("step4-output-colorspacefix.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.
+ fix_internal_gamma_by_asking_inputs(5);
+ fix_internal_gamma_by_inserting_nodes(6);
+ fix_output_gamma();
+ output_dot("step7-output-gammafix.dot");
+ fix_internal_gamma_by_asking_inputs(8);
+ fix_internal_gamma_by_inserting_nodes(9);
+
+ output_dot("step10-final.dot");
+
// Construct all needed GLSL programs, starting at the output.
- construct_glsl_programs(output_effect);
+ construct_glsl_programs(find_output_node());
// 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]);
- Effect *output_effect = phases[i]->effects.back();
- GLuint temp_texture;
- glGenTextures(1, &temp_texture);
+ Node *output_node = phases[i]->effects.back();
+ glGenTextures(1, &output_node->output_texture);
check_error();
- glBindTexture(GL_TEXTURE_2D, temp_texture);
+ glBindTexture(GL_TEXTURE_2D, output_node->output_texture);
check_error();
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
check_error();
check_error();
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F_ARB, phases[i]->output_width, phases[i]->output_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
check_error();
- effect_output_textures.insert(std::make_pair(output_effect, temp_texture));
- effect_output_texture_sizes.insert(std::make_pair(output_effect, std::make_pair(phases[i]->output_width, phases[i]->output_height)));
+
+ 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.
+ 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();
check_error();
}
- std::set<Effect *> generated_mipmaps;
+ std::set<Node *> generated_mipmaps;
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]);
- Effect *output_effect = phases[phase]->effects.back();
- assert(effect_output_texture_sizes.count(output_effect) != 0);
- std::pair<GLuint, GLuint> old_size = effect_output_texture_sizes[output_effect];
+ Node *output_node = phases[phase]->effects.back();
- if (old_size.first != phases[phase]->output_width ||
- old_size.second != phases[phase]->output_height) {
+ if (output_node->output_texture_width != phases[phase]->output_width ||
+ output_node->output_texture_height != phases[phase]->output_height) {
glActiveTexture(GL_TEXTURE0);
check_error();
- assert(effect_output_textures.count(output_effect) != 0);
- glBindTexture(GL_TEXTURE_2D, effect_output_textures[output_effect]);
+ glBindTexture(GL_TEXTURE_2D, output_node->output_texture);
check_error();
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F_ARB, phases[phase]->output_width, phases[phase]->output_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
check_error();
- effect_output_texture_sizes[output_effect] = std::make_pair(phases[phase]->output_width, phases[phase]->output_height);
glBindTexture(GL_TEXTURE_2D, 0);
check_error();
+
+ output_node->output_texture_width = phases[phase]->output_width;
+ output_node->output_texture_height = phases[phase]->output_height;
}
}
// Set up RTT inputs for this phase.
for (unsigned sampler = 0; sampler < phases[phase]->inputs.size(); ++sampler) {
glActiveTexture(GL_TEXTURE0 + sampler);
- Effect *input = phases[phase]->inputs[sampler];
- assert(effect_output_textures.count(input) != 0);
- glBindTexture(GL_TEXTURE_2D, effect_output_textures[input]);
+ Node *input = phases[phase]->inputs[sampler];
+ glBindTexture(GL_TEXTURE_2D, input->output_texture);
check_error();
if (phases[phase]->input_needs_mipmaps) {
if (generated_mipmaps.count(input) == 0) {
check_error();
}
- assert(effect_ids.count(input));
- std::string texture_name = std::string("tex_") + effect_ids[input];
+ std::string texture_name = std::string("tex_") + input->effect_id;
glUniform1i(glGetUniformLocation(phases[phase]->glsl_program_num, texture_name.c_str()), sampler);
check_error();
}
// 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(0, 0, width, height);
+ glViewport(x, y, width, height);
} else {
- Effect *output_effect = phases[phase]->effects.back();
- assert(effect_output_textures.count(output_effect) != 0);
+ Node *output_node = phases[phase]->effects.back();
glFramebufferTexture2D(
GL_FRAMEBUFFER,
GL_COLOR_ATTACHMENT0,
GL_TEXTURE_2D,
- effect_output_textures[output_effect],
+ output_node->output_texture,
0);
check_error();
glViewport(0, 0, phases[phase]->output_width, phases[phase]->output_height);
// Give the required parameters to all the effects.
unsigned sampler_num = phases[phase]->inputs.size();
for (unsigned i = 0; i < phases[phase]->effects.size(); ++i) {
- Effect *effect = phases[phase]->effects[i];
- effect->set_gl_state(phases[phase]->glsl_program_num, effect_ids[effect], &sampler_num);
+ Node *node = phases[phase]->effects[i];
+ node->effect->set_gl_state(phases[phase]->glsl_program_num, node->effect_id, &sampler_num);
check_error();
}
check_error();
for (unsigned i = 0; i < phases[phase]->effects.size(); ++i) {
- Effect *effect = phases[phase]->effects[i];
- effect->clear_gl_state();
+ Node *node = phases[phase]->effects[i];
+ node->effect->clear_gl_state();
}
}
}