#include <string.h>
#include <assert.h>
-#include <GL/gl.h>
-#include <GL/glext.h>
-
#include <algorithm>
#include <set>
+#include <stack>
+#include <vector>
#include "util.h"
#include "effect_chain.h"
#include "gamma_expansion_effect.h"
#include "gamma_compression_effect.h"
-#include "lift_gamma_gain_effect.h"
#include "colorspace_conversion_effect.h"
-#include "sandbox_effect.h"
-#include "saturation_effect.h"
-#include "mirror_effect.h"
-#include "vignette_effect.h"
-#include "blur_effect.h"
-#include "diffusion_effect.h"
+#include "input.h"
+#include "opengl.h"
EffectChain::EffectChain(unsigned width, unsigned height)
: width(width),
height(height),
- use_srgb_texture_format(false),
finalized(false) {}
-void EffectChain::add_input(const ImageFormat &format)
+Input *EffectChain::add_input(Input *input)
{
- input_format = format;
- output_color_space.insert(std::make_pair(static_cast<Effect *>(NULL), format.color_space));
- output_gamma_curve.insert(std::make_pair(static_cast<Effect *>(NULL), format.gamma_curve));
- effect_ids.insert(std::make_pair(static_cast<Effect *>(NULL), "src_image"));
+ char eff_id[256];
+ sprintf(eff_id, "src_image%u", (unsigned)inputs.size());
+
+ 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;
+
+ return input;
}
void EffectChain::add_output(const ImageFormat &format)
void EffectChain::add_effect_raw(Effect *effect, const std::vector<Effect *> &inputs)
{
char effect_id[256];
- sprintf(effect_id, "eff%u", (unsigned)effects.size());
+ sprintf(effect_id, "eff%u", (unsigned)nodes.size());
+
+ Node *node = new Node;
+ node->effect = effect;
+ node->effect_id = effect_id;
- effects.push_back(effect);
- effect_ids.insert(std::make_pair(effect, effect_id));
assert(inputs.size() == effect->num_inputs());
+ assert(inputs.size() >= 1);
for (unsigned i = 0; i < inputs.size(); ++i) {
- if (inputs[i] != NULL) {
- assert(std::find(effects.begin(), effects.end(), inputs[i]) != effects.end());
+ 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);
}
- 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()];
+
+ nodes.push_back(node);
+ node_map[effect] = node;
}
-Effect *instantiate_effect(EffectId effect)
+void EffectChain::find_all_nonlinear_inputs(EffectChain::Node *node,
+ std::vector<EffectChain::Node *> *nonlinear_inputs,
+ std::vector<EffectChain::Node *> *intermediates)
{
- switch (effect) {
- case EFFECT_GAMMA_EXPANSION:
- return new GammaExpansionEffect();
- case EFFECT_GAMMA_COMPRESSION:
- return new GammaCompressionEffect();
- case EFFECT_COLOR_SPACE_CONVERSION:
- return new ColorSpaceConversionEffect();
- case EFFECT_SANDBOX:
- return new SandboxEffect();
- case EFFECT_LIFT_GAMMA_GAIN:
- return new LiftGammaGainEffect();
- case EFFECT_SATURATION:
- return new SaturationEffect();
- case EFFECT_MIRROR:
- return new MirrorEffect();
- case EFFECT_VIGNETTE:
- return new VignetteEffect();
- case EFFECT_BLUR:
- return new BlurEffect();
- case EFFECT_DIFFUSION:
- return new DiffusionEffect();
+ 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);
+ }
}
- assert(false);
}
-Effect *EffectChain::normalize_to_linear_gamma(Effect *input)
+EffectChain::Node *EffectChain::normalize_to_linear_gamma(EffectChain::Node *input)
{
- assert(output_gamma_curve.count(input) != 0);
- if (output_gamma_curve[input] == GAMMA_sRGB) {
- // TODO: check if the extension exists
- use_srgb_texture_format = true;
- output_gamma_curve[input] = GAMMA_LINEAR;
+ // 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);
+
+ 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) {
+ 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;
+ }
+ for (unsigned i = 0; i < intermediates.size(); ++i) {
+ intermediates[i]->output_gamma_curve = GAMMA_LINEAR;
+ }
return input;
- } else {
- 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;
}
+
+ // 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;
}
-Effect *EffectChain::normalize_to_srgb(Effect *input)
+EffectChain::Node *EffectChain::normalize_to_srgb(EffectChain::Node *input)
{
- assert(output_gamma_curve.count(input) != 0);
- assert(output_color_space.count(input) != 0);
- assert(output_gamma_curve[input] == GAMMA_LINEAR);
+ assert(input->output_gamma_curve == GAMMA_LINEAR);
ColorSpaceConversionEffect *colorspace_conversion = new ColorSpaceConversionEffect();
- colorspace_conversion->set_int("source_space", output_color_space[input]);
+ 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);
+ inputs.push_back(input->effect);
colorspace_conversion->add_self_to_effect_chain(this, inputs);
- output_color_space[colorspace_conversion] = COLORSPACE_sRGB;
- return colorspace_conversion;
+
+ assert(node_map.count(colorspace_conversion) != 0);
+ Node *node = node_map[colorspace_conversion];
+ node->output_color_space = COLORSPACE_sRGB;
+ return node;
}
-Effect *EffectChain::add_effect(EffectId effect_id, const std::vector<Effect *> &inputs)
+Effect *EffectChain::add_effect(Effect *effect, const std::vector<Effect *> &inputs)
{
- Effect *effect = instantiate_effect(effect_id);
-
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(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);
}
- 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]);
+ if (effect->needs_srgb_primaries() && input->output_color_space != COLORSPACE_sRGB) {
+ input = normalize_to_srgb(input);
}
+ normalized_inputs[i] = input->effect;
}
effect->add_self_to_effect_chain(this, normalized_inputs);
return output;
}
-EffectChain::Phase EffectChain::compile_glsl_program(const std::vector<Effect *> &inputs, const std::vector<Effect *> &effects)
+EffectChain::Phase *EffectChain::compile_glsl_program(
+ const std::vector<EffectChain::Node *> &inputs,
+ const std::vector<EffectChain::Node *> &effects)
{
- assert(!inputs.empty());
assert(!effects.empty());
- // Figure out the true set of inputs to this phase. These are the ones
- // that we need somehow but don't calculate ourselves.
- std::set<Effect *> effect_set(effects.begin(), effects.end());
- std::set<Effect *> input_set(inputs.begin(), inputs.end());
- std::vector<Effect *> true_inputs;
- std::set_difference(input_set.begin(), input_set.end(),
- effect_set.begin(), effect_set.end(),
- std::back_inserter(true_inputs));
+ // Deduplicate the 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());
bool input_needs_mipmaps = false;
std::string frag_shader = read_file("header.frag");
// 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";
- if (effect == NULL) {
- // OpenGL's origin is bottom-left, but most graphics software assumes
- // a top-left origin. Thus, for inputs that come from the user,
- // we flip the y coordinate. However, for FBOs, the origin
- // is all correct, so don't do anything.
- frag_shader += "\ttc.y = 1.0f - tc.y;\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) {
+ 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());
glLinkProgram(glsl_program_num);
check_error();
- Phase phase;
- phase.glsl_program_num = glsl_program_num;
- phase.input_needs_mipmaps = input_needs_mipmaps;
- phase.inputs = true_inputs;
- phase.effects = effects;
+ Phase *phase = new Phase;
+ phase->glsl_program_num = glsl_program_num;
+ phase->input_needs_mipmaps = input_needs_mipmaps;
+ phase->inputs = true_inputs;
+ phase->effects = effects;
return phase;
}
// Construct GLSL programs, starting at the given effect and following
// the chain from there. We end a program every time we come to an effect
// marked as "needs texture bounce", one that is used by multiple other
-// effects, and of course at the end.
-void EffectChain::construct_glsl_programs(Effect *start, std::set<Effect *> *completed_effects)
+// effects, every time an effect wants to change the output size,
+// and of course at the end.
+//
+// We follow a quite simple depth-first search from the output, although
+// without any explicit recursion.
+void EffectChain::construct_glsl_programs(EffectChain::Node *output)
{
- if (completed_effects->count(start) != 0) {
- // This has already been done for us.
- return;
- }
+ // Which effects have already been completed in this phase?
+ // We need to keep track of it, as an effect with multiple outputs
+ // could otherwise be calculate multiple times.
+ std::set<Node *> completed_effects;
+
+ // Effects in the current phase, as well as inputs (outputs from other phases
+ // that we depend on). Note that since we start iterating from the end,
+ // the effect list will be in the reverse order.
+ std::vector<Node *> this_phase_inputs;
+ std::vector<Node *> this_phase_effects;
+
+ // Effects that we have yet to calculate, but that we know should
+ // be in the current phase.
+ std::stack<Node *> effects_todo_this_phase;
+
+ // Effects that we have yet to calculate, but that come from other phases.
+ // We delay these until we have this phase done in its entirety,
+ // at which point we pick any of them and start a new phase from that.
+ std::stack<Node *> effects_todo_other_phases;
+
+ effects_todo_this_phase.push(output);
- std::vector<Effect *> this_phase_inputs; // Also includes all intermediates; these will be filtered away later.
- std::vector<Effect *> this_phase_effects;
- Effect *node = start;
for ( ;; ) { // Termination condition within loop.
- if (node == NULL) {
- this_phase_inputs.push_back(node);
- } else {
- // Check that we have all the inputs we need for this effect.
- // If not, we end the phase here right away; the other side
- // of the input chain will eventually come and pick the effect up.
- assert(incoming_links.count(node) != 0);
- std::vector<Effect *> deps = incoming_links[node];
- assert(!deps.empty());
- bool have_all_deps = true;
+ if (!effects_todo_this_phase.empty()) {
+ // OK, we have more to do this phase.
+ Node *node = effects_todo_this_phase.top();
+ effects_todo_this_phase.pop();
+
+ // This should currently only happen for effects that are phase outputs,
+ // and we throw those out separately below.
+ assert(completed_effects.count(node) == 0);
+
+ this_phase_effects.push_back(node);
+ completed_effects.insert(node);
+
+ // Find all the dependencies of this effect, and add them to the stack.
+ std::vector<Node *> deps = node->incoming_links;
+ assert(node->effect->num_inputs() == deps.size());
for (unsigned i = 0; i < deps.size(); ++i) {
- if (completed_effects->count(deps[i]) == 0) {
- have_all_deps = false;
- break;
+ bool start_new_phase = false;
+
+ // FIXME: If we sample directly from a texture, we won't need this.
+ if (node->effect->needs_texture_bounce()) {
+ start_new_phase = true;
}
- }
-
- if (!have_all_deps) {
- if (!this_phase_effects.empty()) {
- phases.push_back(compile_glsl_program(this_phase_inputs, this_phase_effects));
+
+ if (deps[i]->outgoing_links.size() > 1 && deps[i]->effect->num_inputs() > 0) {
+ // More than one effect uses this as the input,
+ // and it is not a texture itself.
+ // The easiest thing to do (and probably also the safest
+ // performance-wise in most cases) is to bounce it to a texture
+ // and then let the next passes read from that.
+ start_new_phase = true;
+ }
+
+ if (deps[i]->effect->changes_output_size()) {
+ start_new_phase = true;
+ }
+
+ if (start_new_phase) {
+ effects_todo_other_phases.push(deps[i]);
+ this_phase_inputs.push_back(deps[i]);
+ } else {
+ effects_todo_this_phase.push(deps[i]);
}
- return;
}
- this_phase_inputs.insert(this_phase_inputs.end(), deps.begin(), deps.end());
- this_phase_effects.push_back(node);
+ continue;
}
- completed_effects->insert(node);
- // Find all the effects that use this one as a direct input.
- if (outgoing_links.count(node) == 0) {
- // End of the line; output.
+ // No more effects to do this phase. Take all the ones we have,
+ // and create a GLSL program for it.
+ if (!this_phase_effects.empty()) {
+ reverse(this_phase_effects.begin(), this_phase_effects.end());
phases.push_back(compile_glsl_program(this_phase_inputs, this_phase_effects));
- return;
+ this_phase_effects.back()->phase = phases.back();
+ this_phase_inputs.clear();
+ this_phase_effects.clear();
}
+ assert(this_phase_inputs.empty());
+ assert(this_phase_effects.empty());
- std::vector<Effect *> next = outgoing_links[node];
- assert(!next.empty());
- if (next.size() > 1) {
- // More than one effect uses this as the input.
- // 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.
- if (node != NULL) {
- phases.push_back(compile_glsl_program(this_phase_inputs, this_phase_effects));
- }
+ // If we have no effects left, exit.
+ if (effects_todo_other_phases.empty()) {
+ break;
+ }
- // Start phases for all the effects that need us (in arbitrary order).
- for (unsigned i = 0; i < next.size(); ++i) {
- construct_glsl_programs(next[i], completed_effects);
- }
- return;
+ Node *node = effects_todo_other_phases.top();
+ effects_todo_other_phases.pop();
+
+ if (completed_effects.count(node) == 0) {
+ // Start a new phase, calculating from this effect.
+ effects_todo_this_phase.push(node);
}
-
- // OK, only one effect uses this as the input. Keep iterating,
- // but first see if it requires a texture bounce; if so, give it
- // one by starting a new phase.
- node = next[0];
- if (node->needs_texture_bounce()) {
- phases.push_back(compile_glsl_program(this_phase_inputs, this_phase_effects));
- this_phase_inputs.clear();
- this_phase_effects.clear();
+ }
+
+ // Finally, since the phases are found from the output but must be executed
+ // from the input(s), reverse them, too.
+ std::reverse(phases.begin(), phases.end());
+}
+
+void EffectChain::find_output_size(EffectChain::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;
+ }
+
+ // 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;
+ }
}
+ assert(best_width != 0);
+ assert(best_height != 0);
+ phase->output_width = best_width;
+ phase->output_height = best_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;
}
void EffectChain::finalize()
{
+ // 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->outgoing_links.empty()) {
+ output_nodes.push_back(node);
+ }
+ }
+ assert(output_nodes.size() == 1);
+ Node *output_node = output_nodes[0];
+
// Add normalizers to get the output format right.
- assert(output_gamma_curve.count(last_added_effect()) != 0);
- assert(output_color_space.count(last_added_effect()) != 0);
- ColorSpace current_color_space = output_color_space[last_added_effect()]; // FIXME
- if (current_color_space != output_format.color_space) {
+ if (output_node->output_color_space != output_format.color_space) {
ColorSpaceConversionEffect *colorspace_conversion = new ColorSpaceConversionEffect();
- colorspace_conversion->set_int("source_space", current_color_space);
+ 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(last_added_effect());
+ inputs.push_back(output_node->effect);
colorspace_conversion->add_self_to_effect_chain(this, inputs);
- output_color_space[colorspace_conversion] = output_format.color_space;
+
+ assert(node_map.count(colorspace_conversion) != 0);
+ output_node = node_map[colorspace_conversion];
+ output_node->output_color_space = output_format.color_space;
}
- GammaCurve current_gamma_curve = output_gamma_curve[last_added_effect()]; // FIXME
- if (current_gamma_curve != output_format.gamma_curve) {
- if (current_gamma_curve != GAMMA_LINEAR) {
- normalize_to_linear_gamma(last_added_effect()); // FIXME
+ 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);
}
- assert(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(last_added_effect());
+ inputs.push_back(output_node->effect);
gamma_conversion->add_self_to_effect_chain(this, inputs);
- output_gamma_curve[gamma_conversion] = output_format.gamma_curve;
+
+ assert(node_map.count(gamma_conversion) != 0);
+ output_node = node_map[gamma_conversion];
+ output_node->output_gamma_curve = output_format.gamma_curve;
}
- // Construct all needed GLSL programs, starting at the input.
- std::set<Effect *> completed_effects;
- construct_glsl_programs(NULL, &completed_effects);
+ // Construct all needed GLSL programs, starting at the output.
+ construct_glsl_programs(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) {
- Effect *output_effect = phases[i].effects.back();
- GLuint temp_texture;
- glGenTextures(1, &temp_texture);
+ find_output_size(phases[i]);
+
+ 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();
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
check_error();
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F_ARB, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
+ 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));
+
+ output_node->output_texture_width = phases[i]->output_width;
+ output_node->output_texture_height = phases[i]->output_height;
}
}
-
- // Translate the input format to OpenGL's enums.
- GLenum internal_format;
- if (use_srgb_texture_format) {
- internal_format = GL_SRGB8;
- } else {
- internal_format = GL_RGBA8;
- }
- if (input_format.pixel_format == FORMAT_RGB) {
- format = GL_RGB;
- bytes_per_pixel = 3;
- } else if (input_format.pixel_format == FORMAT_RGBA) {
- format = GL_RGBA;
- bytes_per_pixel = 4;
- } else if (input_format.pixel_format == FORMAT_BGR) {
- format = GL_BGR;
- bytes_per_pixel = 3;
- } else if (input_format.pixel_format == FORMAT_BGRA) {
- format = GL_BGRA;
- bytes_per_pixel = 4;
- } else {
- assert(false);
+
+ for (unsigned i = 0; i < inputs.size(); ++i) {
+ inputs[i]->finalize();
}
- // Create PBO to hold the texture holding the input image, and then the texture itself.
- glBindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB, 2);
- check_error();
- glBufferData(GL_PIXEL_UNPACK_BUFFER_ARB, width * height * bytes_per_pixel, NULL, GL_STREAM_DRAW);
- check_error();
- glBindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB, 0);
- check_error();
+ assert(phases[0]->inputs.empty());
- glGenTextures(1, &source_image_num);
- check_error();
- glBindTexture(GL_TEXTURE_2D, source_image_num);
- check_error();
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- check_error();
- // Intel/Mesa seems to have a broken glGenerateMipmap() for non-FBO textures, so do it here.
- glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP, phases[0].input_needs_mipmaps ? GL_TRUE : GL_FALSE);
- check_error();
- glTexImage2D(GL_TEXTURE_2D, 0, internal_format, width, height, 0, format, GL_UNSIGNED_BYTE, NULL);
- check_error();
-
finalized = true;
}
-void EffectChain::render_to_screen(unsigned char *src)
+void EffectChain::render_to_screen()
{
assert(finalized);
- // Copy the pixel data into the PBO.
- glBindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB, 2);
- check_error();
- void *mapped_pbo = glMapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, GL_WRITE_ONLY);
- memcpy(mapped_pbo, src, width * height * bytes_per_pixel);
- glUnmapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB);
- check_error();
-
- // Re-upload the texture from the PBO.
- glActiveTexture(GL_TEXTURE0);
- check_error();
- glBindTexture(GL_TEXTURE_2D, source_image_num);
- check_error();
- glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, format, GL_UNSIGNED_BYTE, BUFFER_OFFSET(0));
- check_error();
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
- check_error();
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
- check_error();
- glBindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB, 0);
- check_error();
-
// Basic state.
glDisable(GL_BLEND);
check_error();
check_error();
}
- std::set<Effect *> generated_mipmaps;
- generated_mipmaps.insert(NULL); // Already done further up.
+ std::set<Node *> generated_mipmaps;
for (unsigned phase = 0; phase < phases.size(); ++phase) {
- glUseProgram(phases[phase].glsl_program_num);
- check_error();
+ // See if the requested output size has changed. If so, we need to recreate
+ // the texture (and before we start setting up inputs).
+ if (phase != phases.size() - 1) {
+ find_output_size(phases[phase]);
- // Set up inputs for this phase.
- assert(!phases[phase].inputs.empty());
- for (unsigned sampler = 0; sampler < phases[phase].inputs.size(); ++sampler) {
- glActiveTexture(GL_TEXTURE0 + sampler);
- Effect *input = phases[phase].inputs[sampler];
- if (input == NULL) {
- glBindTexture(GL_TEXTURE_2D, source_image_num);
+ Node *output_node = phases[phase]->effects.back();
+
+ if (output_node->output_texture_width != phases[phase]->output_width ||
+ output_node->output_texture_height != phases[phase]->output_height) {
+ glActiveTexture(GL_TEXTURE0);
check_error();
- } else {
- assert(effect_output_textures.count(input) != 0);
- glBindTexture(GL_TEXTURE_2D, effect_output_textures[input]);
+ 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();
+ 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;
}
- if (phases[phase].input_needs_mipmaps) {
+ }
+
+ glUseProgram(phases[phase]->glsl_program_num);
+ check_error();
+
+ // Set up RTT inputs for this phase.
+ for (unsigned sampler = 0; sampler < phases[phase]->inputs.size(); ++sampler) {
+ glActiveTexture(GL_TEXTURE0 + sampler);
+ 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) {
glGenerateMipmap(GL_TEXTURE_2D);
check_error();
check_error();
}
- assert(effect_ids.count(input));
- std::string texture_name = std::string("tex_") + effect_ids[input];
- glUniform1i(glGetUniformLocation(phases[phase].glsl_program_num, texture_name.c_str()), sampler);
+ std::string texture_name = std::string("tex_") + input->effect_id;
+ glUniform1i(glGetUniformLocation(phases[phase]->glsl_program_num, texture_name.c_str()), sampler);
check_error();
}
// Last phase goes directly to the screen.
glBindFramebuffer(GL_FRAMEBUFFER, 0);
check_error();
+ glViewport(0, 0, width, height);
} else {
- Effect *last_effect = phases[phase].effects.back();
- assert(effect_output_textures.count(last_effect) != 0);
+ Node *output_node = phases[phase]->effects.back();
glFramebufferTexture2D(
GL_FRAMEBUFFER,
GL_COLOR_ATTACHMENT0,
GL_TEXTURE_2D,
- effect_output_textures[last_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_uniforms(phases[phase].glsl_program_num, effect_ids[effect], &sampler_num);
+ unsigned sampler_num = phases[phase]->inputs.size();
+ for (unsigned i = 0; i < phases[phase]->effects.size(); ++i) {
+ Node *node = phases[phase]->effects[i];
+ node->effect->set_gl_state(phases[phase]->glsl_program_num, node->effect_id, &sampler_num);
+ check_error();
}
// Now draw!
glEnd();
check_error();
- // HACK
- glActiveTexture(GL_TEXTURE0);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
- check_error();
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 1000);
- check_error();
+ for (unsigned i = 0; i < phases[phase]->effects.size(); ++i) {
+ Node *node = phases[phase]->effects[i];
+ node->effect->clear_gl_state();
+ }
}
}