#include <math.h>
#include <string.h>
#include <assert.h>
+#include <GL/glew.h>
#include <algorithm>
#include <set>
#include "gamma_expansion_effect.h"
#include "gamma_compression_effect.h"
#include "colorspace_conversion_effect.h"
+#include "dither_effect.h"
#include "input.h"
-#include "opengl.h"
+#include "init.h"
EffectChain::EffectChain(float aspect_nom, float aspect_denom)
: aspect_nom(aspect_nom),
aspect_denom(aspect_denom),
+ dither_effect(NULL),
+ fbo(0),
+ num_dither_bits(0),
finalized(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);
+ delete phases[i];
+ }
+ if (fbo != 0) {
+ glDeleteFramebuffers(1, &fbo);
+ }
+}
+
Input *EffectChain::add_input(Input *input)
{
inputs.push_back(input);
node->effect_id = effect_id;
node->output_color_space = COLORSPACE_INVALID;
node->output_gamma_curve = GAMMA_INVALID;
+ node->output_texture = 0;
nodes.push_back(node);
node_map[effect] = node;
void EffectChain::find_all_nonlinear_inputs(Node *node, std::vector<Node *> *nonlinear_inputs)
{
- if (node->output_gamma_curve == GAMMA_LINEAR) {
+ if (node->output_gamma_curve == GAMMA_LINEAR &&
+ node->effect->effect_type_id() != "GammaCompressionEffect") {
return;
}
if (node->effect->num_inputs() == 0) {
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);
+ CHECK(node->effect->set_int("needs_mipmaps", input_needs_mipmaps));
}
}
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());
+
+ 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);
Phase *phase = new Phase;
phase->glsl_program_num = glsl_program_num;
+ phase->vertex_shader = vs_obj;
+ phase->fragment_shader = fs_obj;
phase->input_needs_mipmaps = input_needs_mipmaps;
phase->inputs = true_inputs;
phase->effects = effects;
start_new_phase = true;
}
- 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]->outgoing_links.size() > 1) {
+ if (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;
+ } else {
+ // 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.
+ //
+ // Strictly speaking, we could bounce it for some outputs
+ // and use it directly for others, but the processing becomes
+ // somewhat simpler if the effect is only used in one such way.
+ for (unsigned j = 0; j < deps[i]->outgoing_links.size(); ++j) {
+ Node *rdep = deps[i]->outgoing_links[j];
+ start_new_phase |= rdep->effect->needs_texture_bounce();
+ }
+ }
}
if (deps[i]->effect->changes_output_size()) {
void EffectChain::output_dot(const char *filename)
{
+ if (movit_debug_level != MOVIT_DEBUG_ON) {
+ return;
+ }
+
FILE *fp = fopen(filename, "w");
if (fp == NULL) {
perror(filename);
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());
+ // Find out which phase this event belongs to.
+ int in_phase = -1;
+ 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 (in_phase == -1) {
+ fprintf(fp, " n%ld [label=\"%s\"];\n", (long)nodes[i], nodes[i]->effect->effect_type_id().c_str());
+ } else {
+ 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);
+ }
for (unsigned j = 0; j < nodes[i]->outgoing_links.size(); ++j) {
std::vector<std::string> labels;
continue;
}
- ColorSpace color_space = node->incoming_links[0]->output_color_space;
+ 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) {
// The conversion effects already have their outputs set correctly,
// so leave them alone.
- if (node->effect->effect_type_id() != "ColorSpaceConversionEffect") {
+ if (node->effect->effect_type_id() != "ColorspaceConversionEffect") {
node->output_color_space = color_space;
}
if (node->effect->effect_type_id() != "GammaCompressionEffect" &&
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);
+ Node *conversion = add_node(new ColorspaceConversionEffect());
+ 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);
}
{
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);
+ Node *conversion = add_node(new ColorspaceConversionEffect());
+ CHECK(conversion->effect->set_int("source_space", output->output_color_space));
+ CHECK(conversion->effect->set_int("destination_space", output_format.color_space));
conversion->output_color_space = output_format.color_space;
connect_nodes(output, conversion);
+ propagate_gamma_and_color_space();
}
}
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 &&
+ node->output_gamma_curve != GAMMA_LINEAR) {
+ return true;
+ }
+
if (node->effect->num_inputs() == 0) {
return false;
}
assert(node->incoming_links.size() == 1);
return node->incoming_links[0]->output_gamma_curve != GAMMA_LINEAR;
}
+
return (node->effect->needs_linear_light() && node->output_gamma_curve != GAMMA_LINEAR);
}
// See if all inputs can give us linear gamma. If not, leave it.
std::vector<Node *> nonlinear_inputs;
find_all_nonlinear_inputs(node, &nonlinear_inputs);
+ assert(!nonlinear_inputs.empty());
bool all_ok = true;
for (unsigned i = 0; i < nonlinear_inputs.size(); ++i) {
}
for (unsigned i = 0; i < nonlinear_inputs.size(); ++i) {
- nonlinear_inputs[i]->effect->set_int("output_linear_gamma", 1);
+ CHECK(nonlinear_inputs[i]->effect->set_int("output_linear_gamma", 1));
nonlinear_inputs[i]->output_gamma_curve = GAMMA_LINEAR;
}
continue;
}
- // Go through each input that is not linear gamma, and insert
- // a gamma conversion before it.
+ // Special case: We could be an input and still be asked to
+ // fix our gamma; if so, we should be the only node
+ // (as node_needs_gamma_fix() would only return true in
+ // for an input in that case). That means we should insert
+ // a conversion node _after_ ourselves.
+ if (node->incoming_links.empty()) {
+ assert(node->outgoing_links.empty());
+ Node *conversion = add_node(new GammaExpansionEffect());
+ CHECK(conversion->effect->set_int("source_curve", node->output_gamma_curve));
+ conversion->output_gamma_curve = GAMMA_LINEAR;
+ connect_nodes(node, conversion);
+ }
+
+ // If not, go through each input that is not linear gamma,
+ // and insert a gamma conversion before it.
for (unsigned j = 0; j < node->incoming_links.size(); ++j) {
Node *input = node->incoming_links[j];
assert(input->output_gamma_curve != GAMMA_INVALID);
continue;
}
Node *conversion = add_node(new GammaExpansionEffect());
- conversion->effect->set_int("destination_curve", GAMMA_LINEAR);
+ CHECK(conversion->effect->set_int("source_curve", input->output_gamma_curve));
conversion->output_gamma_curve = GAMMA_LINEAR;
insert_node_between(input, conversion, node);
}
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);
+ CHECK(conversion->effect->set_int("destination_curve", output_format.gamma_curve));
conversion->output_gamma_curve = output_format.gamma_curve;
connect_nodes(output, conversion);
}
}
+
+// If the user has requested dither, add a DitherEffect right at the end
+// (after GammaCompressionEffect etc.). This needs to be done after everything else,
+// since dither is about the only effect that can _not_ be done in linear space.
+void EffectChain::add_dither_if_needed()
+{
+ if (num_dither_bits == 0) {
+ return;
+ }
+ Node *output = find_output_node();
+ Node *dither = add_node(new DitherEffect());
+ CHECK(dither->effect->set_int("num_bits", num_dither_bits));
+ connect_nodes(output, dither);
+
+ dither_effect = dither->effect;
+}
// 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
fix_internal_gamma_by_asking_inputs(5);
fix_internal_gamma_by_inserting_nodes(6);
fix_output_gamma();
- output_dot("step8-output-gammafix.dot");
- fix_internal_gamma_by_asking_inputs(9);
- fix_internal_gamma_by_inserting_nodes(10);
+ output_dot("step7-output-gammafix.dot");
+ fix_internal_gamma_by_asking_inputs(8);
+ fix_internal_gamma_by_inserting_nodes(9);
+
+ output_dot("step10-before-dither.dot");
+
+ add_dither_if_needed();
output_dot("step11-final.dot");
// Construct all needed GLSL programs, starting at the output.
construct_glsl_programs(find_output_node());
+ output_dot("step12-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,
finalized = true;
}
-void EffectChain::render_to_screen()
+void EffectChain::render_to_fbo(GLuint dest_fbo, unsigned width, unsigned height)
{
assert(finalized);
// Save original viewport.
- GLint viewport[4];
- glGetIntegerv(GL_VIEWPORT, viewport);
+ GLuint x = 0, y = 0;
+
+ if (width == 0 && height == 0) {
+ GLint viewport[4];
+ glGetIntegerv(GL_VIEWPORT, viewport);
+ x = viewport[0];
+ y = viewport[1];
+ width = viewport[2];
+ height = viewport[3];
+ }
// Basic state.
glDisable(GL_BLEND);
// 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, dest_fbo);
check_error();
- glViewport(viewport[0], viewport[1], viewport[2], viewport[3]);
+ 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(