X-Git-Url: https://git.sesse.net/?a=blobdiff_plain;f=effect_chain.h;h=071f9ebe51b33b511facbba7d7c2a68d8c542863;hb=2d3b64d51be3e8f38a8c224f558de4ceb222e799;hp=718d5ff7830cde86c7fb192b77417278dd68f7cf;hpb=34776d3ed2565ee834405e575bf3bfc7f7933e36;p=movit diff --git a/effect_chain.h b/effect_chain.h index 718d5ff..071f9eb 100644 --- a/effect_chain.h +++ b/effect_chain.h @@ -99,6 +99,19 @@ enum OutputOrigin { OUTPUT_ORIGIN_TOP_LEFT, }; +// Transformation to apply (if any) to pixel data in temporary buffers. +// See set_intermediate_format() below for more information. +enum FramebufferTransformation { + // The default; just store the value. This is what you usually want. + NO_FRAMEBUFFER_TRANSFORMATION, + + // If the values are in linear light, store sqrt(x) to the framebuffer + // instead of x itself, of course undoing it with x² on read. Useful as + // a rough approximation to the sRGB curve. (If the values are not in + // linear light, just store them as-is.) + SQUARE_ROOT_FRAMEBUFFER_TRANSFORMATION, +}; + // A node in the graph; basically an effect and some associated information. class Node { public: @@ -194,7 +207,7 @@ public: // will create its own that is not shared with anything else. Does not take // ownership of the passed-in ResourcePool, but will naturally take ownership // of its own internal one if created. - EffectChain(float aspect_nom, float aspect_denom, ResourcePool *resource_pool = NULL, GLenum intermediate_format = GL_RGBA16F); + EffectChain(float aspect_nom, float aspect_denom, ResourcePool *resource_pool = NULL); ~EffectChain(); // User API: @@ -277,6 +290,43 @@ public: this->output_origin = output_origin; } + // Set intermediate format for framebuffers used when we need to bounce + // to a temporary texture. The default, GL_RGBA16F, is good for most uses; + // it is precise, has good range, and is relatively efficient. However, + // if you need even more speed and your chain can do with some loss of + // accuracy, you can change the format here (before calling finalize). + // Calculations between bounce buffers are still in 32-bit floating-point + // no matter what you specify. + // + // Of special interest is GL_SRGB8_ALPHA8, which stores sRGB-encoded RGB + // and linear alpha; this is half the memory bandwidth og GL_RGBA16F, + // while retaining reasonable precision for typical image data. It will, + // however, cause some gamut clipping if your colorspace is far from sRGB, + // as it cannot represent values outside [0,1]. NOTE: If you construct + // a chain where you end up bouncing pixels in non-linear light this + // will not do the wrong thing. However, it's hard to see how this + // could happen in a non-contrived chain; few effects ever need texture + // bounce or resizing without also combining multiple pixels, which + // really needs linear light and thus triggers a conversion before the + // bounce. + // + // If you don't need alpha (or can do with very little of it), GL_RGB10_A2 + // is even better, as it has two more bits for each color component. There + // is no GL_SRGB10, unfortunately, so on its own, it is somewhat worse than + // GL_SRGB8, but you can set to SQUARE_ROOT_FRAMEBUFFER_TRANSFORMATION, + // and sqrt(x) will be stored instead of x. This is a rough approximation to + // the sRGB curve, and reduces maximum error (in sRGB distance) by almost an + // order of magnitude, well below what you can get from 8-bit true sRGB. + // (Note that this strategy avoids the problem with bounced non-linear data + // above, since the square root is turned off in that case.) + void set_intermediate_format( + GLenum intermediate_format, + FramebufferTransformation transformation = NO_FRAMEBUFFER_TRANSFORMATION) + { + this->intermediate_format = intermediate_format; + this->intermediate_transformation = transformation; + } + void finalize(); // Measure the GPU time used for each actual phase during rendering. @@ -439,6 +489,7 @@ private: std::vector phases; GLenum intermediate_format; + FramebufferTransformation intermediate_transformation; unsigned num_dither_bits; OutputOrigin output_origin; bool finalized;