EffectChain::EffectChain(float aspect_nom, float aspect_denom, ResourcePool *resource_pool)
: aspect_nom(aspect_nom),
aspect_denom(aspect_denom),
+ output_color_rgba(false),
+ output_color_ycbcr(false),
dither_effect(NULL),
num_dither_bits(0),
+ output_origin(OUTPUT_ORIGIN_BOTTOM_LEFT),
finalized(false),
resource_pool(resource_pool),
do_phase_timing(false) {
void EffectChain::add_output(const ImageFormat &format, OutputAlphaFormat alpha_format)
{
assert(!finalized);
+ assert(!output_color_rgba);
output_format = format;
output_alpha_format = alpha_format;
- output_color_type = OUTPUT_COLOR_RGB;
+ output_color_rgba = true;
}
void EffectChain::add_ycbcr_output(const ImageFormat &format, OutputAlphaFormat alpha_format,
const YCbCrFormat &ycbcr_format, YCbCrOutputSplitting output_splitting)
{
assert(!finalized);
+ assert(!output_color_ycbcr);
output_format = format;
output_alpha_format = alpha_format;
- output_color_type = OUTPUT_COLOR_YCBCR;
+ output_color_ycbcr = true;
output_ycbcr_format = ycbcr_format;
output_ycbcr_splitting = output_splitting;
return effect;
}
-// GLSL pre-1.30 doesn't support token pasting. Replace PREFIX(x) with <effect_id>_x.
+// ESSL doesn't support token pasting. Replace PREFIX(x) with <effect_id>_x.
string replace_prefix(const string &text, const string &prefix)
{
string output;
frag_shader += string("#define INPUT ") + phase->effect_ids[phase->effects.back()] + "\n";
// If we're the last phase, add the right #defines for Y'CbCr multi-output as needed.
- if (phase->output_node->outgoing_links.empty() && output_color_type == OUTPUT_COLOR_YCBCR) {
+ if (phase->output_node->outgoing_links.empty() && output_color_ycbcr) {
switch (output_ycbcr_splitting) {
case YCBCR_OUTPUT_INTERLEAVED:
// No #defines set.
default:
assert(false);
}
+
+ if (output_color_rgba) {
+ // Note: Needs to come in the header, because not only the
+ // output needs to see it (YCbCrConversionEffect and DitherEffect
+ // do, too).
+ frag_shader_header += "#define YCBCR_ALSO_OUTPUT_RGBA 1\n";
+ }
}
- frag_shader.append(read_version_dependent_file("footer", "frag"));
+ frag_shader.append(read_file("footer.frag"));
// Collect uniforms from all effects and output them. Note that this needs
// to happen after output_fragment_shader(), even though the uniforms come
frag_shader = frag_shader_header + frag_shader_uniforms + frag_shader;
string vert_shader = read_version_dependent_file("vs", "vert");
+
+ // If we're the last phase and need to flip the picture to compensate for
+ // the origin, tell the vertex shader so.
+ if (phase->output_node->outgoing_links.empty() && output_origin == OUTPUT_ORIGIN_TOP_LEFT) {
+ const string needle = "#define FLIP_ORIGIN 0";
+ size_t pos = vert_shader.find(needle);
+ assert(pos != string::npos);
+
+ vert_shader[pos + needle.size() - 1] = '1';
+ }
+
phase->glsl_program_num = resource_pool->compile_glsl_program(vert_shader, frag_shader);
// Collect the resulting location numbers for each uniform.
// gamma-encoded data.
void EffectChain::add_ycbcr_conversion_if_needed()
{
- assert(output_color_type == OUTPUT_COLOR_RGB || output_color_type == OUTPUT_COLOR_YCBCR);
- if (output_color_type != OUTPUT_COLOR_YCBCR) {
+ assert(output_color_rgba || output_color_ycbcr);
+ if (!output_color_ycbcr) {
return;
}
Node *output = find_output_node();