#include <set>
#include <string>
#include <vector>
+#include <Eigen/Core>
+#include "effect.h"
#include "image_format.h"
+#include "ycbcr.h"
namespace movit {
std::vector<Node *> outgoing_links;
std::vector<Node *> incoming_links;
+ // For unit tests only. Do not use from other code.
+ // Will contain an arbitrary choice if the node is in multiple phases.
+ Phase *containing_phase;
+
private:
// Logical size of the output of this effect, ie. the resolution
// you would get if you sampled it as a texture. If it is undefined
AlphaType output_alpha_type;
bool needs_mipmaps; // Directly or indirectly.
+ // Set if this effect, and all effects consuming output from this node
+ // (in the same phase) have one_to_one_sampling() set.
+ bool one_to_one_sampling;
+
friend class EffectChain;
};
// Unique per-phase to increase cacheability of compiled shaders.
std::map<Node *, std::string> effect_ids;
+ // Uniforms for this phase; combined from all the effects.
+ std::vector<Uniform<bool> > uniforms_bool;
+ std::vector<Uniform<int> > uniforms_int;
+ std::vector<Uniform<float> > uniforms_float;
+ std::vector<Uniform<float> > uniforms_vec2;
+ std::vector<Uniform<float> > uniforms_vec3;
+ std::vector<Uniform<float> > uniforms_vec4;
+ std::vector<Uniform<Eigen::Matrix3d> > uniforms_mat3;
+
// For measurement of GPU time used.
GLuint timer_query_object;
uint64_t time_elapsed_ns;
}
Effect *add_effect(Effect *effect, const std::vector<Effect *> &inputs);
+ // Adds an RGB output. Note that you can only have one output.
void add_output(const ImageFormat &format, OutputAlphaFormat alpha_format);
+ // Adds an YCbCr output. Note that you can only have one output.
+ // Currently, only chunked packed output is supported, and only 4:4:4
+ // (so chroma_subsampling_x and chroma_subsampling_y must both be 1).
+ void add_ycbcr_output(const ImageFormat &format, OutputAlphaFormat alpha_format,
+ const YCbCrFormat &ycbcr_format);
+
// Set number of output bits, to scale the dither.
// 8 is the right value for most outputs.
// The default, 0, is a special value that means no dither.
// Execute one phase, ie. set up all inputs, effects and outputs, and render the quad.
void execute_phase(Phase *phase, bool last_phase, std::map<Phase *, GLuint> *output_textures, std::set<Phase *> *generated_mipmaps);
+ // Set up uniforms for one phase. The program must already be bound.
+ void setup_uniforms(Phase *phase);
+
// Set up the given sampler number for sampling from an RTT texture,
// and bind it to "tex_" plus the given GLSL variable.
void setup_rtt_sampler(GLuint glsl_program_num, int sampler_num, const std::string &effect_id, bool use_mipmaps);
void fix_internal_gamma_by_asking_inputs(unsigned step);
void fix_internal_gamma_by_inserting_nodes(unsigned step);
void fix_output_gamma();
+ void add_ycbcr_conversion_if_needed();
void add_dither_if_needed();
float aspect_nom, aspect_denom;
ImageFormat output_format;
OutputAlphaFormat output_alpha_format;
+ enum OutputColorType { OUTPUT_COLOR_RGB, OUTPUT_COLOR_YCBCR };
+ OutputColorType output_color_type;
+ YCbCrFormat output_ycbcr_format; // If output_color_type == OUTPUT_COLOR_YCBCR.
+
std::vector<Node *> nodes;
std::map<Effect *, Node *> node_map;
Effect *dither_effect;