#define GL_GLEXT_PROTOTYPES 1
-#include <stdio.h>
+#include <GL/glew.h>
+#include <assert.h>
+#include <locale.h>
#include <math.h>
+#include <stddef.h>
+#include <stdio.h>
+#include <stdlib.h>
#include <string.h>
-#include <assert.h>
-#include <GL/glew.h>
-
#include <algorithm>
#include <set>
#include <stack>
+#include <utility>
#include <vector>
-#include "util.h"
-#include "effect_chain.h"
-#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 "alpha_multiplication_effect.h"
+#include "colorspace_conversion_effect.h"
#include "dither_effect.h"
-#include "input.h"
+#include "effect.h"
+#include "effect_chain.h"
+#include "gamma_compression_effect.h"
+#include "gamma_expansion_effect.h"
#include "init.h"
+#include "input.h"
+#include "resource_pool.h"
+#include "util.h"
-EffectChain::EffectChain(float aspect_nom, float aspect_denom)
+using namespace std;
+
+namespace movit {
+
+EffectChain::EffectChain(float aspect_nom, float aspect_denom, ResourcePool *resource_pool)
: aspect_nom(aspect_nom),
aspect_denom(aspect_denom),
dither_effect(NULL),
- fbo(0),
num_dither_bits(0),
- finalized(false) {}
+ finalized(false),
+ resource_pool(resource_pool) {
+ if (resource_pool == NULL) {
+ this->resource_pool = new ResourcePool();
+ owns_resource_pool = true;
+ } else {
+ owns_resource_pool = false;
+ }
+}
EffectChain::~EffectChain()
{
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);
+ resource_pool->release_glsl_program(phases[i]->glsl_program_num);
delete phases[i];
}
- if (fbo != 0) {
- glDeleteFramebuffers(1, &fbo);
+ if (owns_resource_pool) {
+ delete resource_pool;
}
}
Input *EffectChain::add_input(Input *input)
{
+ assert(!finalized);
inputs.push_back(input);
add_node(input);
return input;
void EffectChain::add_output(const ImageFormat &format, OutputAlphaFormat alpha_format)
{
+ assert(!finalized);
output_format = format;
output_alpha_format = alpha_format;
}
Node *EffectChain::add_node(Effect *effect)
{
- char effect_id[256];
- sprintf(effect_id, "eff%u", (unsigned)nodes.size());
+ for (unsigned i = 0; i < nodes.size(); ++i) {
+ assert(nodes[i]->effect != effect);
+ }
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;
node->output_alpha_type = ALPHA_INVALID;
- node->output_texture = 0;
nodes.push_back(node);
node_map[effect] = node;
+ effect->inform_added(this);
return node;
}
assert(middle->incoming_links.size() == middle->effect->num_inputs());
}
-void EffectChain::find_all_nonlinear_inputs(Node *node, std::vector<Node *> *nonlinear_inputs)
+GLenum EffectChain::get_input_sampler(Node *node, unsigned input_num) const
+{
+ assert(node->effect->needs_texture_bounce());
+ assert(input_num < node->incoming_links.size());
+ assert(node->incoming_links[input_num]->bound_sampler_num >= 0);
+ assert(node->incoming_links[input_num]->bound_sampler_num < 8);
+ return GL_TEXTURE0 + node->incoming_links[input_num]->bound_sampler_num;
+}
+
+void EffectChain::find_all_nonlinear_inputs(Node *node, vector<Node *> *nonlinear_inputs)
{
if (node->output_gamma_curve == GAMMA_LINEAR &&
node->effect->effect_type_id() != "GammaCompressionEffect") {
}
}
-Effect *EffectChain::add_effect(Effect *effect, const std::vector<Effect *> &inputs)
+Effect *EffectChain::add_effect(Effect *effect, const vector<Effect *> &inputs)
{
+ assert(!finalized);
assert(inputs.size() == effect->num_inputs());
Node *node = add_node(effect);
for (unsigned i = 0; i < inputs.size(); ++i) {
}
// GLSL pre-1.30 doesn't support token pasting. Replace PREFIX(x) with <effect_id>_x.
-std::string replace_prefix(const std::string &text, const std::string &prefix)
+string replace_prefix(const string &text, const string &prefix)
{
- std::string output;
+ string output;
size_t start = 0;
while (start < text.size()) {
size_t pos = text.find("PREFIX(", start);
- if (pos == std::string::npos) {
- output.append(text.substr(start, std::string::npos));
+ if (pos == string::npos) {
+ output.append(text.substr(start, string::npos));
break;
}
}
Phase *EffectChain::compile_glsl_program(
- const std::vector<Node *> &inputs,
- const std::vector<Node *> &effects)
+ const vector<Node *> &inputs,
+ const vector<Node *> &effects)
{
+ Phase *phase = new Phase;
assert(!effects.empty());
// 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());
+ vector<Node *> true_inputs = inputs;
+ sort(true_inputs.begin(), true_inputs.end());
+ true_inputs.erase(unique(true_inputs.begin(), true_inputs.end()), true_inputs.end());
bool input_needs_mipmaps = false;
- std::string frag_shader = read_file("header.frag");
+ 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) {
Node *input = true_inputs[i];
+ char effect_id[256];
+ sprintf(effect_id, "in%u", i);
+ phase->effect_ids.insert(make_pair(input, effect_id));
- 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 += string("uniform sampler2D tex_") + effect_id + ";\n";
+ frag_shader += string("vec4 ") + effect_id + "(vec2 tc) {\n";
+ frag_shader += "\treturn texture2D(tex_" + string(effect_id) + ", tc);\n";
frag_shader += "}\n";
frag_shader += "\n";
}
- for (unsigned i = 0; i < effects.size(); ++i) {
- Node *node = effects[i];
+ vector<Node *> sorted_effects = topological_sort(effects);
+
+ for (unsigned i = 0; i < sorted_effects.size(); ++i) {
+ Node *node = sorted_effects[i];
+ char effect_id[256];
+ sprintf(effect_id, "eff%u", i);
+ phase->effect_ids.insert(make_pair(node, effect_id));
if (node->incoming_links.size() == 1) {
- frag_shader += std::string("#define INPUT ") + node->incoming_links[0]->effect_id + "\n";
+ frag_shader += string("#define INPUT ") + phase->effect_ids[node->incoming_links[0]] + "\n";
} else {
for (unsigned j = 0; j < node->incoming_links.size(); ++j) {
char buf[256];
- sprintf(buf, "#define INPUT%d %s\n", j + 1, node->incoming_links[j]->effect_id.c_str());
+ sprintf(buf, "#define INPUT%d %s\n", j + 1, phase->effect_ids[node->incoming_links[j]].c_str());
frag_shader += buf;
}
}
frag_shader += "\n";
- 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 += string("#define FUNCNAME ") + effect_id + "\n";
+ frag_shader += replace_prefix(node->effect->output_convenience_uniforms(), effect_id);
+ frag_shader += replace_prefix(node->effect->output_fragment_shader(), effect_id);
frag_shader += "#undef PREFIX\n";
frag_shader += "#undef FUNCNAME\n";
if (node->incoming_links.size() == 1) {
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) {
CHECK(node->effect->set_int("needs_mipmaps", input_needs_mipmaps));
}
}
- frag_shader += std::string("#define INPUT ") + effects.back()->effect_id + "\n";
+ frag_shader += string("#define INPUT ") + phase->effect_ids[sorted_effects.back()] + "\n";
frag_shader.append(read_file("footer.frag"));
- 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);
- GLuint fs_obj = compile_shader(frag_shader, GL_FRAGMENT_SHADER);
- glAttachShader(glsl_program_num, vs_obj);
- check_error();
- glAttachShader(glsl_program_num, fs_obj);
- check_error();
- glLinkProgram(glsl_program_num);
- check_error();
-
- Phase *phase = new Phase;
- phase->glsl_program_num = glsl_program_num;
- phase->vertex_shader = vs_obj;
- phase->fragment_shader = fs_obj;
+ phase->glsl_program_num = resource_pool->compile_glsl_program(read_file("vs.vert"), frag_shader);
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.
- std::set<Node *> completed_effects;
+ // could otherwise be calculated multiple times.
+ 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;
+ vector<Node *> this_phase_inputs;
+ 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;
+ 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;
+ stack<Node *> effects_todo_other_phases;
effects_todo_this_phase.push(output);
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);
// Find all the dependencies of this effect, and add them to the stack.
- std::vector<Node *> deps = node->incoming_links;
+ 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 (node->effect->needs_texture_bounce()) {
+ if (node->effect->needs_texture_bounce() &&
+ !deps[i]->effect->is_single_texture()) {
start_new_phase = true;
}
if (deps[i]->outgoing_links.size() > 1) {
- if (deps[i]->effect->num_inputs() > 0) {
+ if (!deps[i]->effect->is_single_texture()) {
// 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
// and then let the next passes read from that.
start_new_phase = true;
} else {
+ assert(deps[i]->effect->num_inputs() == 0);
+
// 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.
// 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());
+ reverse(phases.begin(), phases.end());
}
void EffectChain::output_dot(const char *filename)
}
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.
- int in_phase = -1;
+ 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()) {
- assert(in_phase == -1);
- in_phase = j;
+ if (find(p->effects.begin(), p->effects.end(), nodes[i]) != p->effects.end()) {
+ in_phases.push_back(j);
}
}
- if (in_phase == -1) {
+ if (in_phases.empty()) {
fprintf(fp, " n%ld [label=\"%s\"];\n", (long)nodes[i], nodes[i]->effect->effect_type_id().c_str());
- } else {
+ } 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_phase % 8) + 1);
+ (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);
}
- 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;
- }
+ char from_node_id[256];
+ snprintf(from_node_id, 256, "n%ld", (long)nodes[i]);
- 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;
- }
+ 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]);
- switch (nodes[i]->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;
- }
+ vector<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 (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());
- }
+ if (nodes[i]->outgoing_links.empty() && !nodes[i]->disabled) {
+ // Output node.
+ vector<string> labels = get_labels_for_edge(nodes[i], NULL);
+ output_dot_edge(fp, from_node_id, "output", labels);
}
}
fprintf(fp, "}\n");
fclose(fp);
}
-unsigned EffectChain::fit_rectangle_to_aspect(unsigned width, unsigned height)
+vector<string> EffectChain::get_labels_for_edge(const Node *from, const Node *to)
{
+ vector<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 string &from_node_id,
+ const string &to_node_id,
+ const vector<string> &labels)
+{
+ if (labels.empty()) {
+ fprintf(fp, " %s -> %s;\n", from_node_id.c_str(), to_node_id.c_str());
+ } else {
+ 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());
+ }
+}
+
+void EffectChain::size_rectangle_to_fit(unsigned width, unsigned height, unsigned *output_width, unsigned *output_height)
+{
+ unsigned scaled_width, scaled_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;
+ // In either case, keep width, and adjust height.
+ scaled_width = width;
+ scaled_height = lrintf(width * aspect_denom / aspect_nom);
} else {
// W/H < aspect (image is taller than the frame), so keep height,
- // and adjust width correspondingly.
- return lrintf(height * aspect_nom / aspect_denom);
+ // and adjust width.
+ scaled_width = lrintf(height * aspect_nom / aspect_denom);
+ scaled_height = height;
+ }
+
+ // We should be consistently larger or smaller then the existing choice,
+ // since we have the same aspect.
+ assert(!(scaled_width < *output_width && scaled_height > *output_height));
+ assert(!(scaled_height < *output_height && scaled_width > *output_width));
+
+ if (scaled_width >= *output_width && scaled_height >= *output_height) {
+ *output_width = scaled_width;
+ *output_height = scaled_height;
}
}
}
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;
+ input->output_width = input->phase->virtual_output_width;
+ input->output_height = input->phase->virtual_output_height;
assert(input->output_width != 0);
assert(input->output_height != 0);
}
// 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);
+ output_node->effect->get_output_size(&phase->output_width, &phase->output_height,
+ &phase->virtual_output_width, &phase->virtual_output_height);
return;
}
- // If not, look at the input phases and textures.
- // We select the largest one (by fit into the current aspect).
- unsigned best_width = 0;
+ // If all effects have the same size, use that.
+ unsigned output_width = 0, output_height = 0;
+ bool all_inputs_same_size = true;
+
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;
+ if (output_width == 0 && output_height == 0) {
+ output_width = input->phase->virtual_output_width;
+ output_height = input->phase->virtual_output_height;
+ } else if (output_width != input->phase->virtual_output_width ||
+ output_height != input->phase->virtual_output_height) {
+ all_inputs_same_size = false;
}
}
for (unsigned i = 0; i < phase->effects.size(); ++i) {
}
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;
+ if (output_width == 0 && output_height == 0) {
+ output_width = input->get_width();
+ output_height = input->get_height();
+ } else if (output_width != input->get_width() ||
+ output_height != input->get_height()) {
+ all_inputs_same_size = false;
}
}
- assert(best_width != 0);
- phase->output_width = best_width;
- phase->output_height = best_width * aspect_denom / aspect_nom;
+
+ if (all_inputs_same_size) {
+ assert(output_width != 0);
+ assert(output_height != 0);
+ phase->virtual_output_width = phase->output_width = output_width;
+ phase->virtual_output_height = phase->output_height = output_height;
+ return;
+ }
+
+ // If not, fit all the inputs into the current aspect, and select the largest one.
+ output_width = 0;
+ output_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);
+ size_rectangle_to_fit(input->phase->output_width, input->phase->output_height, &output_width, &output_height);
+ }
+ 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);
+ size_rectangle_to_fit(input->get_width(), input->get_height(), &output_width, &output_height);
+ }
+ assert(output_width != 0);
+ assert(output_height != 0);
+ phase->virtual_output_width = phase->output_width = output_width;
+ phase->virtual_output_height = phase->output_height = output_height;
}
-void EffectChain::sort_nodes_topologically()
+void EffectChain::sort_all_nodes_topologically()
{
- std::set<Node *> visited_nodes;
- std::vector<Node *> sorted_list;
+ nodes = topological_sort(nodes);
+}
+
+vector<Node *> EffectChain::topological_sort(const vector<Node *> &nodes)
+{
+ set<Node *> nodes_left_to_visit(nodes.begin(), nodes.end());
+ 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);
- }
+ topological_sort_visit_node(nodes[i], &nodes_left_to_visit, &sorted_list);
}
reverse(sorted_list.begin(), sorted_list.end());
- nodes = sorted_list;
+ return sorted_list;
}
-void EffectChain::topological_sort_visit_node(Node *node, std::set<Node *> *visited_nodes, std::vector<Node *> *sorted_list)
+void EffectChain::topological_sort_visit_node(Node *node, set<Node *> *nodes_left_to_visit, vector<Node *> *sorted_list)
{
- if (visited_nodes->count(node) != 0) {
+ if (nodes_left_to_visit->count(node) == 0) {
return;
}
- visited_nodes->insert(node);
+ nodes_left_to_visit->erase(node);
for (unsigned i = 0; i < node->outgoing_links.size(); ++i) {
- topological_sort_visit_node(node->outgoing_links[i], visited_nodes, sorted_list);
+ topological_sort_visit_node(node->outgoing_links[i], nodes_left_to_visit, sorted_list);
}
sorted_list->push_back(node);
}
case Effect::OUTPUT_BLANK_ALPHA:
node->output_alpha_type = ALPHA_BLANK;
break;
- case Effect::INPUT_AND_OUTPUT_ALPHA_PREMULTIPLIED:
+ case Effect::INPUT_AND_OUTPUT_PREMULTIPLIED_ALPHA:
node->output_alpha_type = ALPHA_PREMULTIPLIED;
break;
- case Effect::OUTPUT_ALPHA_POSTMULTIPLIED:
+ case Effect::OUTPUT_POSTMULTIPLIED_ALPHA:
node->output_alpha_type = ALPHA_POSTMULTIPLIED;
break;
+ case Effect::INPUT_PREMULTIPLIED_ALPHA_KEEP_BLANK:
case Effect::DONT_CARE_ALPHA_TYPE:
default:
assert(false);
}
+
+ if (node->output_alpha_type == ALPHA_PREMULTIPLIED) {
+ assert(node->output_gamma_curve == GAMMA_LINEAR);
+ }
}
}
}
void EffectChain::propagate_gamma_and_color_space()
{
// We depend on going through the nodes in order.
- sort_nodes_topologically();
+ sort_all_nodes_topologically();
for (unsigned i = 0; i < nodes.size(); ++i) {
Node *node = nodes[i];
void EffectChain::propagate_alpha()
{
// We depend on going through the nodes in order.
- sort_nodes_topologically();
+ sort_all_nodes_topologically();
for (unsigned i = 0; i < nodes.size(); ++i) {
Node *node = nodes[i];
}
// Only inputs can have unconditional alpha output (OUTPUT_BLANK_ALPHA
- // or OUTPUT_ALPHA_POSTMULTIPLIED), and they have already been
+ // or OUTPUT_POSTMULTIPLIED_ALPHA), 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
// 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 ||
+ assert(alpha_handling == Effect::INPUT_AND_OUTPUT_PREMULTIPLIED_ALPHA ||
+ alpha_handling == Effect::INPUT_PREMULTIPLIED_ALPHA_KEEP_BLANK ||
alpha_handling == Effect::DONT_CARE_ALPHA_TYPE);
// If the node has multiple inputs, check that they are all valid and
continue;
}
- if (alpha_handling == Effect::INPUT_AND_OUTPUT_ALPHA_PREMULTIPLIED) {
+ if (alpha_handling == Effect::INPUT_AND_OUTPUT_PREMULTIPLIED_ALPHA ||
+ alpha_handling == Effect::INPUT_PREMULTIPLIED_ALPHA_KEEP_BLANK) {
// If the effect has asked for premultiplied alpha, check that it has got it.
if (any_postmultiplied) {
node->output_alpha_type = ALPHA_INVALID;
+ } else if (!any_premultiplied &&
+ alpha_handling == Effect::INPUT_PREMULTIPLIED_ALPHA_KEEP_BLANK) {
+ // Blank input alpha, and the effect preserves blank alpha.
+ node->output_alpha_type = ALPHA_BLANK;
} 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 {
}
// Go through each input that is not sRGB, and insert
- // a colorspace conversion before it.
+ // a colorspace conversion after it.
for (unsigned j = 0; j < node->incoming_links.size(); ++j) {
Node *input = node->incoming_links[j];
assert(input->output_color_space != COLORSPACE_INVALID);
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);
+ replace_sender(input, conversion);
+ connect_nodes(input, conversion);
}
// Re-sort topologically, and propagate the new information.
conversion = add_node(new AlphaDivisionEffect());
}
conversion->output_alpha_type = desired_type;
- insert_node_between(input, conversion, node);
+ replace_sender(input, conversion);
+ connect_nodes(input, conversion);
}
// Re-sort topologically, and propagate the new information.
return;
}
if (output->output_alpha_type == ALPHA_PREMULTIPLIED &&
- output_alpha_format == OUTPUT_ALPHA_POSTMULTIPLIED) {
+ output_alpha_format == OUTPUT_ALPHA_FORMAT_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) {
+ output_alpha_format == OUTPUT_ALPHA_FORMAT_PREMULTIPLIED) {
Node *conversion = add_node(new AlphaMultiplicationEffect());
connect_nodes(output, conversion);
propagate_alpha();
}
// See if all inputs can give us linear gamma. If not, leave it.
- std::vector<Node *> nonlinear_inputs;
+ vector<Node *> nonlinear_inputs;
find_all_nonlinear_inputs(node, &nonlinear_inputs);
assert(!nonlinear_inputs.empty());
}
// If not, go through each input that is not linear gamma,
- // and insert a gamma conversion before it.
+ // and insert a gamma conversion after it.
for (unsigned j = 0; j < node->incoming_links.size(); ++j) {
Node *input = node->incoming_links[j];
assert(input->output_gamma_curve != GAMMA_INVALID);
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);
+ replace_sender(input, conversion);
+ connect_nodes(input, conversion);
}
// Re-sort topologically, and propagate the new information.
// multiple outputs right now).
Node *EffectChain::find_output_node()
{
- std::vector<Node *> output_nodes;
+ vector<Node *> output_nodes;
for (unsigned i = 0; i < nodes.size(); ++i) {
Node *node = nodes[i];
if (node->disabled) {
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");
+
// Output the graph as it is before we do any conversions on it.
output_dot("step0-start.dot");
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.
- // We choose the simplest option of having one texture per output,
- // since otherwise this turns into an (albeit simple)
- // register allocation problem.
- if (phases.size() > 1) {
- 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();
- glGenTextures(1, &output_node->output_texture);
- check_error();
- 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, phases[i]->output_width, phases[i]->output_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
- check_error();
-
- 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) {
- inputs[i]->finalize();
- }
-
assert(phases[0]->inputs.empty());
finalized = true;
+ setlocale(LC_NUMERIC, saved_locale);
}
void EffectChain::render_to_fbo(GLuint dest_fbo, unsigned width, unsigned height)
// Save original viewport.
GLuint x = 0, y = 0;
+ GLuint fbo = 0;
if (width == 0 && height == 0) {
GLint viewport[4];
glDepthMask(GL_FALSE);
check_error();
- glMatrixMode(GL_PROJECTION);
- glLoadIdentity();
- glOrtho(0.0, 1.0, 0.0, 1.0, 0.0, 1.0);
-
- glMatrixMode(GL_MODELVIEW);
- glLoadIdentity();
-
if (phases.size() > 1) {
+ glGenFramebuffers(1, &fbo);
+ check_error();
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
check_error();
}
- std::set<Node *> generated_mipmaps;
+ set<Node *> generated_mipmaps;
+
+ // We choose the simplest option of having one texture per output,
+ // since otherwise this turns into an (albeit simple) register allocation problem.
+ map<Phase *, GLuint> output_textures;
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).
+ // Find a texture for this phase.
inform_input_sizes(phases[phase]);
if (phase != phases.size() - 1) {
find_output_size(phases[phase]);
- 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();
- 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;
- }
+ GLuint tex_num = resource_pool->create_2d_texture(GL_RGBA16F_ARB, phases[phase]->output_width, phases[phase]->output_height);
+ output_textures.insert(make_pair(phases[phase], tex_num));
}
- glUseProgram(phases[phase]->glsl_program_num);
+ const GLuint glsl_program_num = phases[phase]->glsl_program_num;
+ check_error();
+ glUseProgram(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);
+ input->bound_sampler_num = sampler;
+ glBindTexture(GL_TEXTURE_2D, output_textures[input->phase]);
check_error();
if (phases[phase]->input_needs_mipmaps) {
if (generated_mipmaps.count(input) == 0) {
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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();
- std::string texture_name = std::string("tex_") + input->effect_id;
- glUniform1i(glGetUniformLocation(phases[phase]->glsl_program_num, texture_name.c_str()), sampler);
+ string texture_name = string("tex_") + phases[phase]->effect_ids[input];
+ glUniform1i(glGetUniformLocation(glsl_program_num, texture_name.c_str()), sampler);
check_error();
}
// Last phase goes to the output the user specified.
glBindFramebuffer(GL_FRAMEBUFFER, dest_fbo);
check_error();
+ GLenum status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
+ assert(status == GL_FRAMEBUFFER_COMPLETE);
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(
GL_FRAMEBUFFER,
GL_COLOR_ATTACHMENT0,
GL_TEXTURE_2D,
- output_node->output_texture,
+ output_textures[phases[phase]],
0);
check_error();
+ GLenum status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
+ assert(status == GL_FRAMEBUFFER_COMPLETE);
glViewport(0, 0, phases[phase]->output_width, phases[phase]->output_height);
}
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);
+ unsigned old_sampler_num = sampler_num;
+ node->effect->set_gl_state(glsl_program_num, phases[phase]->effect_ids[node], &sampler_num);
check_error();
+
+ if (node->effect->is_single_texture()) {
+ assert(sampler_num - old_sampler_num == 1);
+ node->bound_sampler_num = old_sampler_num;
+ } else {
+ node->bound_sampler_num = -1;
+ }
}
// Now draw!
- glBegin(GL_QUADS);
-
- glTexCoord2f(0.0f, 0.0f);
- glVertex2f(0.0f, 0.0f);
+ float vertices[] = {
+ 0.0f, 1.0f,
+ 0.0f, 0.0f,
+ 1.0f, 1.0f,
+ 1.0f, 0.0f
+ };
+
+ GLuint vao;
+ glGenVertexArrays(1, &vao);
+ check_error();
+ glBindVertexArray(vao);
+ check_error();
- glTexCoord2f(1.0f, 0.0f);
- glVertex2f(1.0f, 0.0f);
+ GLuint position_vbo = fill_vertex_attribute(glsl_program_num, "position", 2, GL_FLOAT, sizeof(vertices), vertices);
+ GLuint texcoord_vbo = fill_vertex_attribute(glsl_program_num, "texcoord", 2, GL_FLOAT, sizeof(vertices), vertices); // Same as vertices.
- glTexCoord2f(1.0f, 1.0f);
- glVertex2f(1.0f, 1.0f);
+ glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
+ check_error();
- glTexCoord2f(0.0f, 1.0f);
- glVertex2f(0.0f, 1.0f);
+ cleanup_vertex_attribute(glsl_program_num, "position", position_vbo);
+ cleanup_vertex_attribute(glsl_program_num, "texcoord", texcoord_vbo);
- glEnd();
+ glUseProgram(0);
check_error();
for (unsigned i = 0; i < phases[phase]->effects.size(); ++i) {
Node *node = phases[phase]->effects[i];
node->effect->clear_gl_state();
}
+
+ glDeleteVertexArrays(1, &vao);
+ check_error();
+ }
+
+ for (map<Phase *, GLuint>::const_iterator texture_it = output_textures.begin();
+ texture_it != output_textures.end();
+ ++texture_it) {
+ resource_pool->release_2d_texture(texture_it->second);
+ }
+
+ glBindFramebuffer(GL_FRAMEBUFFER, 0);
+ check_error();
+
+ if (fbo != 0) {
+ glDeleteFramebuffers(1, &fbo);
+ check_error();
}
}
+
+} // namespace movit