1 #define GL_GLEXT_PROTOTYPES 1
17 #include "alpha_division_effect.h"
18 #include "alpha_multiplication_effect.h"
19 #include "colorspace_conversion_effect.h"
20 #include "dither_effect.h"
22 #include "effect_chain.h"
23 #include "effect_util.h"
24 #include "gamma_compression_effect.h"
25 #include "gamma_expansion_effect.h"
28 #include "resource_pool.h"
30 #include "ycbcr_conversion_effect.h"
32 using namespace Eigen;
37 EffectChain::EffectChain(float aspect_nom, float aspect_denom, ResourcePool *resource_pool)
38 : aspect_nom(aspect_nom),
39 aspect_denom(aspect_denom),
42 output_origin(OUTPUT_ORIGIN_BOTTOM_LEFT),
44 resource_pool(resource_pool),
45 do_phase_timing(false) {
46 if (resource_pool == NULL) {
47 this->resource_pool = new ResourcePool();
48 owns_resource_pool = true;
50 owns_resource_pool = false;
54 EffectChain::~EffectChain()
56 for (unsigned i = 0; i < nodes.size(); ++i) {
57 delete nodes[i]->effect;
60 for (unsigned i = 0; i < phases.size(); ++i) {
61 resource_pool->release_glsl_program(phases[i]->glsl_program_num);
64 if (owns_resource_pool) {
69 Input *EffectChain::add_input(Input *input)
72 inputs.push_back(input);
77 void EffectChain::add_output(const ImageFormat &format, OutputAlphaFormat alpha_format)
80 output_format = format;
81 output_alpha_format = alpha_format;
82 output_color_type = OUTPUT_COLOR_RGB;
85 void EffectChain::add_ycbcr_output(const ImageFormat &format, OutputAlphaFormat alpha_format,
86 const YCbCrFormat &ycbcr_format, YCbCrOutputSplitting output_splitting)
89 output_format = format;
90 output_alpha_format = alpha_format;
91 output_color_type = OUTPUT_COLOR_YCBCR;
92 output_ycbcr_format = ycbcr_format;
93 output_ycbcr_splitting = output_splitting;
95 assert(ycbcr_format.chroma_subsampling_x == 1);
96 assert(ycbcr_format.chroma_subsampling_y == 1);
99 Node *EffectChain::add_node(Effect *effect)
101 for (unsigned i = 0; i < nodes.size(); ++i) {
102 assert(nodes[i]->effect != effect);
105 Node *node = new Node;
106 node->effect = effect;
107 node->disabled = false;
108 node->output_color_space = COLORSPACE_INVALID;
109 node->output_gamma_curve = GAMMA_INVALID;
110 node->output_alpha_type = ALPHA_INVALID;
111 node->needs_mipmaps = false;
112 node->one_to_one_sampling = false;
114 nodes.push_back(node);
115 node_map[effect] = node;
116 effect->inform_added(this);
120 void EffectChain::connect_nodes(Node *sender, Node *receiver)
122 sender->outgoing_links.push_back(receiver);
123 receiver->incoming_links.push_back(sender);
126 void EffectChain::replace_receiver(Node *old_receiver, Node *new_receiver)
128 new_receiver->incoming_links = old_receiver->incoming_links;
129 old_receiver->incoming_links.clear();
131 for (unsigned i = 0; i < new_receiver->incoming_links.size(); ++i) {
132 Node *sender = new_receiver->incoming_links[i];
133 for (unsigned j = 0; j < sender->outgoing_links.size(); ++j) {
134 if (sender->outgoing_links[j] == old_receiver) {
135 sender->outgoing_links[j] = new_receiver;
141 void EffectChain::replace_sender(Node *old_sender, Node *new_sender)
143 new_sender->outgoing_links = old_sender->outgoing_links;
144 old_sender->outgoing_links.clear();
146 for (unsigned i = 0; i < new_sender->outgoing_links.size(); ++i) {
147 Node *receiver = new_sender->outgoing_links[i];
148 for (unsigned j = 0; j < receiver->incoming_links.size(); ++j) {
149 if (receiver->incoming_links[j] == old_sender) {
150 receiver->incoming_links[j] = new_sender;
156 void EffectChain::insert_node_between(Node *sender, Node *middle, Node *receiver)
158 for (unsigned i = 0; i < sender->outgoing_links.size(); ++i) {
159 if (sender->outgoing_links[i] == receiver) {
160 sender->outgoing_links[i] = middle;
161 middle->incoming_links.push_back(sender);
164 for (unsigned i = 0; i < receiver->incoming_links.size(); ++i) {
165 if (receiver->incoming_links[i] == sender) {
166 receiver->incoming_links[i] = middle;
167 middle->outgoing_links.push_back(receiver);
171 assert(middle->incoming_links.size() == middle->effect->num_inputs());
174 GLenum EffectChain::get_input_sampler(Node *node, unsigned input_num) const
176 assert(node->effect->needs_texture_bounce());
177 assert(input_num < node->incoming_links.size());
178 assert(node->incoming_links[input_num]->bound_sampler_num >= 0);
179 assert(node->incoming_links[input_num]->bound_sampler_num < 8);
180 return GL_TEXTURE0 + node->incoming_links[input_num]->bound_sampler_num;
183 void EffectChain::find_all_nonlinear_inputs(Node *node, vector<Node *> *nonlinear_inputs)
185 if (node->output_gamma_curve == GAMMA_LINEAR &&
186 node->effect->effect_type_id() != "GammaCompressionEffect") {
189 if (node->effect->num_inputs() == 0) {
190 nonlinear_inputs->push_back(node);
192 assert(node->effect->num_inputs() == node->incoming_links.size());
193 for (unsigned i = 0; i < node->incoming_links.size(); ++i) {
194 find_all_nonlinear_inputs(node->incoming_links[i], nonlinear_inputs);
199 Effect *EffectChain::add_effect(Effect *effect, const vector<Effect *> &inputs)
202 assert(inputs.size() == effect->num_inputs());
203 Node *node = add_node(effect);
204 for (unsigned i = 0; i < inputs.size(); ++i) {
205 assert(node_map.count(inputs[i]) != 0);
206 connect_nodes(node_map[inputs[i]], node);
211 // ESSL doesn't support token pasting. Replace PREFIX(x) with <effect_id>_x.
212 string replace_prefix(const string &text, const string &prefix)
217 while (start < text.size()) {
218 size_t pos = text.find("PREFIX(", start);
219 if (pos == string::npos) {
220 output.append(text.substr(start, string::npos));
224 output.append(text.substr(start, pos - start));
225 output.append(prefix);
228 pos += strlen("PREFIX(");
230 // Output stuff until we find the matching ), which we then eat.
232 size_t end_arg_pos = pos;
233 while (end_arg_pos < text.size()) {
234 if (text[end_arg_pos] == '(') {
236 } else if (text[end_arg_pos] == ')') {
244 output.append(text.substr(pos, end_arg_pos - pos));
255 void extract_uniform_declarations(const vector<Uniform<T> > &effect_uniforms,
256 const string &type_specifier,
257 const string &effect_id,
258 vector<Uniform<T> > *phase_uniforms,
261 for (unsigned i = 0; i < effect_uniforms.size(); ++i) {
262 phase_uniforms->push_back(effect_uniforms[i]);
263 phase_uniforms->back().prefix = effect_id;
265 *glsl_string += string("uniform ") + type_specifier + " " + effect_id
266 + "_" + effect_uniforms[i].name + ";\n";
271 void extract_uniform_array_declarations(const vector<Uniform<T> > &effect_uniforms,
272 const string &type_specifier,
273 const string &effect_id,
274 vector<Uniform<T> > *phase_uniforms,
277 for (unsigned i = 0; i < effect_uniforms.size(); ++i) {
278 phase_uniforms->push_back(effect_uniforms[i]);
279 phase_uniforms->back().prefix = effect_id;
282 snprintf(buf, sizeof(buf), "uniform %s %s_%s[%d];\n",
283 type_specifier.c_str(), effect_id.c_str(),
284 effect_uniforms[i].name.c_str(),
285 int(effect_uniforms[i].num_values));
291 void collect_uniform_locations(GLuint glsl_program_num, vector<Uniform<T> > *phase_uniforms)
293 for (unsigned i = 0; i < phase_uniforms->size(); ++i) {
294 Uniform<T> &uniform = (*phase_uniforms)[i];
295 uniform.location = get_uniform_location(glsl_program_num, uniform.prefix, uniform.name);
301 void EffectChain::compile_glsl_program(Phase *phase)
303 string frag_shader_header = read_version_dependent_file("header", "frag");
304 string frag_shader = "";
306 // Create functions and uniforms for all the texture inputs that we need.
307 for (unsigned i = 0; i < phase->inputs.size(); ++i) {
308 Node *input = phase->inputs[i]->output_node;
310 sprintf(effect_id, "in%u", i);
311 phase->effect_ids.insert(make_pair(input, effect_id));
313 frag_shader += string("uniform sampler2D tex_") + effect_id + ";\n";
314 frag_shader += string("vec4 ") + effect_id + "(vec2 tc) {\n";
315 frag_shader += "\treturn tex2D(tex_" + string(effect_id) + ", tc);\n";
316 frag_shader += "}\n";
319 Uniform<int> uniform;
320 uniform.name = effect_id;
321 uniform.value = &phase->input_samplers[i];
322 uniform.prefix = "tex";
323 uniform.num_values = 1;
324 uniform.location = -1;
325 phase->uniforms_sampler2d.push_back(uniform);
328 // Give each effect in the phase its own ID.
329 for (unsigned i = 0; i < phase->effects.size(); ++i) {
330 Node *node = phase->effects[i];
332 sprintf(effect_id, "eff%u", i);
333 phase->effect_ids.insert(make_pair(node, effect_id));
336 for (unsigned i = 0; i < phase->effects.size(); ++i) {
337 Node *node = phase->effects[i];
338 const string effect_id = phase->effect_ids[node];
339 if (node->incoming_links.size() == 1) {
340 frag_shader += string("#define INPUT ") + phase->effect_ids[node->incoming_links[0]] + "\n";
342 for (unsigned j = 0; j < node->incoming_links.size(); ++j) {
344 sprintf(buf, "#define INPUT%d %s\n", j + 1, phase->effect_ids[node->incoming_links[j]].c_str());
350 frag_shader += string("#define FUNCNAME ") + effect_id + "\n";
351 frag_shader += replace_prefix(node->effect->output_fragment_shader(), effect_id);
352 frag_shader += "#undef PREFIX\n";
353 frag_shader += "#undef FUNCNAME\n";
354 if (node->incoming_links.size() == 1) {
355 frag_shader += "#undef INPUT\n";
357 for (unsigned j = 0; j < node->incoming_links.size(); ++j) {
359 sprintf(buf, "#undef INPUT%d\n", j + 1);
365 frag_shader += string("#define INPUT ") + phase->effect_ids[phase->effects.back()] + "\n";
367 // If we're the last phase, add the right #defines for Y'CbCr multi-output as needed.
368 if (phase->output_node->outgoing_links.empty() && output_color_type == OUTPUT_COLOR_YCBCR) {
369 switch (output_ycbcr_splitting) {
370 case YCBCR_OUTPUT_INTERLEAVED:
373 case YCBCR_OUTPUT_SPLIT_Y_AND_CBCR:
374 frag_shader += "#define YCBCR_OUTPUT_SPLIT_Y_AND_CBCR 1\n";
376 case YCBCR_OUTPUT_PLANAR:
377 frag_shader += "#define YCBCR_OUTPUT_PLANAR 1\n";
383 frag_shader.append(read_version_dependent_file("footer", "frag"));
385 // Collect uniforms from all effects and output them. Note that this needs
386 // to happen after output_fragment_shader(), even though the uniforms come
387 // before in the output source, since output_fragment_shader() is allowed
388 // to register new uniforms (e.g. arrays that are of unknown length until
389 // finalization time).
390 // TODO: Make a uniform block for platforms that support it.
391 string frag_shader_uniforms = "";
392 for (unsigned i = 0; i < phase->effects.size(); ++i) {
393 Node *node = phase->effects[i];
394 Effect *effect = node->effect;
395 const string effect_id = phase->effect_ids[node];
396 extract_uniform_declarations(effect->uniforms_sampler2d, "sampler2D", effect_id, &phase->uniforms_sampler2d, &frag_shader_uniforms);
397 extract_uniform_declarations(effect->uniforms_bool, "bool", effect_id, &phase->uniforms_bool, &frag_shader_uniforms);
398 extract_uniform_declarations(effect->uniforms_int, "int", effect_id, &phase->uniforms_int, &frag_shader_uniforms);
399 extract_uniform_declarations(effect->uniforms_float, "float", effect_id, &phase->uniforms_float, &frag_shader_uniforms);
400 extract_uniform_declarations(effect->uniforms_vec2, "vec2", effect_id, &phase->uniforms_vec2, &frag_shader_uniforms);
401 extract_uniform_declarations(effect->uniforms_vec3, "vec3", effect_id, &phase->uniforms_vec3, &frag_shader_uniforms);
402 extract_uniform_declarations(effect->uniforms_vec4, "vec4", effect_id, &phase->uniforms_vec4, &frag_shader_uniforms);
403 extract_uniform_array_declarations(effect->uniforms_vec2_array, "vec2", effect_id, &phase->uniforms_vec2, &frag_shader_uniforms);
404 extract_uniform_array_declarations(effect->uniforms_vec4_array, "vec4", effect_id, &phase->uniforms_vec4, &frag_shader_uniforms);
405 extract_uniform_declarations(effect->uniforms_mat3, "mat3", effect_id, &phase->uniforms_mat3, &frag_shader_uniforms);
408 frag_shader = frag_shader_header + frag_shader_uniforms + frag_shader;
410 string vert_shader = read_version_dependent_file("vs", "vert");
412 // If we're the last phase and need to flip the picture to compensate for
413 // the origin, tell the vertex shader so.
414 if (phase->output_node->outgoing_links.empty() && output_origin == OUTPUT_ORIGIN_TOP_LEFT) {
415 const string needle = "#define FLIP_ORIGIN 0";
416 size_t pos = vert_shader.find(needle);
417 assert(pos != string::npos);
419 vert_shader[pos + needle.size() - 1] = '1';
422 phase->glsl_program_num = resource_pool->compile_glsl_program(vert_shader, frag_shader);
424 // Collect the resulting location numbers for each uniform.
425 collect_uniform_locations(phase->glsl_program_num, &phase->uniforms_sampler2d);
426 collect_uniform_locations(phase->glsl_program_num, &phase->uniforms_bool);
427 collect_uniform_locations(phase->glsl_program_num, &phase->uniforms_int);
428 collect_uniform_locations(phase->glsl_program_num, &phase->uniforms_float);
429 collect_uniform_locations(phase->glsl_program_num, &phase->uniforms_vec2);
430 collect_uniform_locations(phase->glsl_program_num, &phase->uniforms_vec3);
431 collect_uniform_locations(phase->glsl_program_num, &phase->uniforms_vec4);
432 collect_uniform_locations(phase->glsl_program_num, &phase->uniforms_mat3);
435 // Construct GLSL programs, starting at the given effect and following
436 // the chain from there. We end a program every time we come to an effect
437 // marked as "needs texture bounce", one that is used by multiple other
438 // effects, every time we need to bounce due to output size change
439 // (not all size changes require ending), and of course at the end.
441 // We follow a quite simple depth-first search from the output, although
442 // without recursing explicitly within each phase.
443 Phase *EffectChain::construct_phase(Node *output, map<Node *, Phase *> *completed_effects)
445 if (completed_effects->count(output)) {
446 return (*completed_effects)[output];
449 Phase *phase = new Phase;
450 phase->output_node = output;
452 // If the output effect has one-to-one sampling, we try to trace this
453 // status down through the dependency chain. This is important in case
454 // we hit an effect that changes output size (and not sets a virtual
455 // output size); if we have one-to-one sampling, we don't have to break
457 output->one_to_one_sampling = output->effect->one_to_one_sampling();
459 // Effects that we have yet to calculate, but that we know should
460 // be in the current phase.
461 stack<Node *> effects_todo_this_phase;
462 effects_todo_this_phase.push(output);
464 while (!effects_todo_this_phase.empty()) {
465 Node *node = effects_todo_this_phase.top();
466 effects_todo_this_phase.pop();
468 if (node->effect->needs_mipmaps()) {
469 node->needs_mipmaps = true;
472 // This should currently only happen for effects that are inputs
473 // (either true inputs or phase outputs). We special-case inputs,
474 // and then deduplicate phase outputs below.
475 if (node->effect->num_inputs() == 0) {
476 if (find(phase->effects.begin(), phase->effects.end(), node) != phase->effects.end()) {
480 assert(completed_effects->count(node) == 0);
483 phase->effects.push_back(node);
485 // Find all the dependencies of this effect, and add them to the stack.
486 vector<Node *> deps = node->incoming_links;
487 assert(node->effect->num_inputs() == deps.size());
488 for (unsigned i = 0; i < deps.size(); ++i) {
489 bool start_new_phase = false;
491 if (node->effect->needs_texture_bounce() &&
492 !deps[i]->effect->is_single_texture()) {
493 start_new_phase = true;
496 // Propagate information about needing mipmaps down the chain,
497 // breaking the phase if we notice an incompatibility.
499 // Note that we cannot do this propagation as a normal pass,
500 // because it needs information about where the phases end
501 // (we should not propagate the flag across phases).
502 if (node->needs_mipmaps) {
503 if (deps[i]->effect->num_inputs() == 0) {
504 Input *input = static_cast<Input *>(deps[i]->effect);
505 start_new_phase |= !input->can_supply_mipmaps();
507 deps[i]->needs_mipmaps = true;
511 if (deps[i]->outgoing_links.size() > 1) {
512 if (!deps[i]->effect->is_single_texture()) {
513 // More than one effect uses this as the input,
514 // and it is not a texture itself.
515 // The easiest thing to do (and probably also the safest
516 // performance-wise in most cases) is to bounce it to a texture
517 // and then let the next passes read from that.
518 start_new_phase = true;
520 assert(deps[i]->effect->num_inputs() == 0);
522 // For textures, we try to be slightly more clever;
523 // if none of our outputs need a bounce, we don't bounce
524 // but instead simply use the effect many times.
526 // Strictly speaking, we could bounce it for some outputs
527 // and use it directly for others, but the processing becomes
528 // somewhat simpler if the effect is only used in one such way.
529 for (unsigned j = 0; j < deps[i]->outgoing_links.size(); ++j) {
530 Node *rdep = deps[i]->outgoing_links[j];
531 start_new_phase |= rdep->effect->needs_texture_bounce();
536 if (deps[i]->effect->sets_virtual_output_size()) {
537 assert(deps[i]->effect->changes_output_size());
538 // If the next effect sets a virtual size to rely on OpenGL's
539 // bilinear sampling, we'll really need to break the phase here.
540 start_new_phase = true;
541 } else if (deps[i]->effect->changes_output_size() && !node->one_to_one_sampling) {
542 // If the next effect changes size and we don't have one-to-one sampling,
543 // we also need to break here.
544 start_new_phase = true;
547 if (start_new_phase) {
548 phase->inputs.push_back(construct_phase(deps[i], completed_effects));
550 effects_todo_this_phase.push(deps[i]);
552 // Propagate the one-to-one status down through the dependency.
553 deps[i]->one_to_one_sampling = node->one_to_one_sampling &&
554 deps[i]->effect->one_to_one_sampling();
559 // No more effects to do this phase. Take all the ones we have,
560 // and create a GLSL program for it.
561 assert(!phase->effects.empty());
563 // Deduplicate the inputs.
564 sort(phase->inputs.begin(), phase->inputs.end());
565 phase->inputs.erase(unique(phase->inputs.begin(), phase->inputs.end()), phase->inputs.end());
567 // Allocate samplers for each input.
568 phase->input_samplers.resize(phase->inputs.size());
570 // We added the effects from the output and back, but we need to output
571 // them in topological sort order in the shader.
572 phase->effects = topological_sort(phase->effects);
574 // Figure out if we need mipmaps or not, and if so, tell the inputs that.
575 phase->input_needs_mipmaps = false;
576 for (unsigned i = 0; i < phase->effects.size(); ++i) {
577 Node *node = phase->effects[i];
578 phase->input_needs_mipmaps |= node->effect->needs_mipmaps();
580 for (unsigned i = 0; i < phase->effects.size(); ++i) {
581 Node *node = phase->effects[i];
582 if (node->effect->num_inputs() == 0) {
583 Input *input = static_cast<Input *>(node->effect);
584 assert(!phase->input_needs_mipmaps || input->can_supply_mipmaps());
585 CHECK(input->set_int("needs_mipmaps", phase->input_needs_mipmaps));
589 // Tell each node which phase it ended up in, so that the unit test
590 // can check that the phases were split in the right place.
591 // Note that this ignores that effects may be part of multiple phases;
592 // if the unit tests need to test such cases, we'll reconsider.
593 for (unsigned i = 0; i < phase->effects.size(); ++i) {
594 phase->effects[i]->containing_phase = phase;
597 // Actually make the shader for this phase.
598 compile_glsl_program(phase);
600 // Initialize timer objects.
601 if (movit_timer_queries_supported) {
602 glGenQueries(1, &phase->timer_query_object);
603 phase->time_elapsed_ns = 0;
604 phase->num_measured_iterations = 0;
607 assert(completed_effects->count(output) == 0);
608 completed_effects->insert(make_pair(output, phase));
609 phases.push_back(phase);
613 void EffectChain::output_dot(const char *filename)
615 if (movit_debug_level != MOVIT_DEBUG_ON) {
619 FILE *fp = fopen(filename, "w");
625 fprintf(fp, "digraph G {\n");
626 fprintf(fp, " output [shape=box label=\"(output)\"];\n");
627 for (unsigned i = 0; i < nodes.size(); ++i) {
628 // Find out which phase this event belongs to.
629 vector<int> in_phases;
630 for (unsigned j = 0; j < phases.size(); ++j) {
631 const Phase* p = phases[j];
632 if (find(p->effects.begin(), p->effects.end(), nodes[i]) != p->effects.end()) {
633 in_phases.push_back(j);
637 if (in_phases.empty()) {
638 fprintf(fp, " n%ld [label=\"%s\"];\n", (long)nodes[i], nodes[i]->effect->effect_type_id().c_str());
639 } else if (in_phases.size() == 1) {
640 fprintf(fp, " n%ld [label=\"%s\" style=\"filled\" fillcolor=\"/accent8/%d\"];\n",
641 (long)nodes[i], nodes[i]->effect->effect_type_id().c_str(),
642 (in_phases[0] % 8) + 1);
644 // If we had new enough Graphviz, style="wedged" would probably be ideal here.
646 fprintf(fp, " n%ld [label=\"%s [in multiple phases]\" style=\"filled\" fillcolor=\"/accent8/%d\"];\n",
647 (long)nodes[i], nodes[i]->effect->effect_type_id().c_str(),
648 (in_phases[0] % 8) + 1);
651 char from_node_id[256];
652 snprintf(from_node_id, 256, "n%ld", (long)nodes[i]);
654 for (unsigned j = 0; j < nodes[i]->outgoing_links.size(); ++j) {
655 char to_node_id[256];
656 snprintf(to_node_id, 256, "n%ld", (long)nodes[i]->outgoing_links[j]);
658 vector<string> labels = get_labels_for_edge(nodes[i], nodes[i]->outgoing_links[j]);
659 output_dot_edge(fp, from_node_id, to_node_id, labels);
662 if (nodes[i]->outgoing_links.empty() && !nodes[i]->disabled) {
664 vector<string> labels = get_labels_for_edge(nodes[i], NULL);
665 output_dot_edge(fp, from_node_id, "output", labels);
673 vector<string> EffectChain::get_labels_for_edge(const Node *from, const Node *to)
675 vector<string> labels;
677 if (to != NULL && to->effect->needs_texture_bounce()) {
678 labels.push_back("needs_bounce");
680 if (from->effect->changes_output_size()) {
681 labels.push_back("resize");
684 switch (from->output_color_space) {
685 case COLORSPACE_INVALID:
686 labels.push_back("spc[invalid]");
688 case COLORSPACE_REC_601_525:
689 labels.push_back("spc[rec601-525]");
691 case COLORSPACE_REC_601_625:
692 labels.push_back("spc[rec601-625]");
698 switch (from->output_gamma_curve) {
700 labels.push_back("gamma[invalid]");
703 labels.push_back("gamma[sRGB]");
705 case GAMMA_REC_601: // and GAMMA_REC_709
706 labels.push_back("gamma[rec601/709]");
712 switch (from->output_alpha_type) {
714 labels.push_back("alpha[invalid]");
717 labels.push_back("alpha[blank]");
719 case ALPHA_POSTMULTIPLIED:
720 labels.push_back("alpha[postmult]");
729 void EffectChain::output_dot_edge(FILE *fp,
730 const string &from_node_id,
731 const string &to_node_id,
732 const vector<string> &labels)
734 if (labels.empty()) {
735 fprintf(fp, " %s -> %s;\n", from_node_id.c_str(), to_node_id.c_str());
737 string label = labels[0];
738 for (unsigned k = 1; k < labels.size(); ++k) {
739 label += ", " + labels[k];
741 fprintf(fp, " %s -> %s [label=\"%s\"];\n", from_node_id.c_str(), to_node_id.c_str(), label.c_str());
745 void EffectChain::size_rectangle_to_fit(unsigned width, unsigned height, unsigned *output_width, unsigned *output_height)
747 unsigned scaled_width, scaled_height;
749 if (float(width) * aspect_denom >= float(height) * aspect_nom) {
750 // Same aspect, or W/H > aspect (image is wider than the frame).
751 // In either case, keep width, and adjust height.
752 scaled_width = width;
753 scaled_height = lrintf(width * aspect_denom / aspect_nom);
755 // W/H < aspect (image is taller than the frame), so keep height,
757 scaled_width = lrintf(height * aspect_nom / aspect_denom);
758 scaled_height = height;
761 // We should be consistently larger or smaller then the existing choice,
762 // since we have the same aspect.
763 assert(!(scaled_width < *output_width && scaled_height > *output_height));
764 assert(!(scaled_height < *output_height && scaled_width > *output_width));
766 if (scaled_width >= *output_width && scaled_height >= *output_height) {
767 *output_width = scaled_width;
768 *output_height = scaled_height;
772 // Propagate input texture sizes throughout, and inform effects downstream.
773 // (Like a lot of other code, we depend on effects being in topological order.)
774 void EffectChain::inform_input_sizes(Phase *phase)
776 // All effects that have a defined size (inputs and RTT inputs)
777 // get that. Reset all others.
778 for (unsigned i = 0; i < phase->effects.size(); ++i) {
779 Node *node = phase->effects[i];
780 if (node->effect->num_inputs() == 0) {
781 Input *input = static_cast<Input *>(node->effect);
782 node->output_width = input->get_width();
783 node->output_height = input->get_height();
784 assert(node->output_width != 0);
785 assert(node->output_height != 0);
787 node->output_width = node->output_height = 0;
790 for (unsigned i = 0; i < phase->inputs.size(); ++i) {
791 Phase *input = phase->inputs[i];
792 input->output_node->output_width = input->virtual_output_width;
793 input->output_node->output_height = input->virtual_output_height;
794 assert(input->output_node->output_width != 0);
795 assert(input->output_node->output_height != 0);
798 // Now propagate from the inputs towards the end, and inform as we go.
799 // The rules are simple:
801 // 1. Don't touch effects that already have given sizes (ie., inputs
802 // or effects that change the output size).
803 // 2. If all of your inputs have the same size, that will be your output size.
804 // 3. Otherwise, your output size is 0x0.
805 for (unsigned i = 0; i < phase->effects.size(); ++i) {
806 Node *node = phase->effects[i];
807 if (node->effect->num_inputs() == 0) {
810 unsigned this_output_width = 0;
811 unsigned this_output_height = 0;
812 for (unsigned j = 0; j < node->incoming_links.size(); ++j) {
813 Node *input = node->incoming_links[j];
814 node->effect->inform_input_size(j, input->output_width, input->output_height);
816 this_output_width = input->output_width;
817 this_output_height = input->output_height;
818 } else if (input->output_width != this_output_width || input->output_height != this_output_height) {
820 this_output_width = 0;
821 this_output_height = 0;
824 if (node->effect->changes_output_size()) {
825 // We cannot call get_output_size() before we've done inform_input_size()
827 unsigned real_width, real_height;
828 node->effect->get_output_size(&real_width, &real_height,
829 &node->output_width, &node->output_height);
830 assert(node->effect->sets_virtual_output_size() ||
831 (real_width == node->output_width &&
832 real_height == node->output_height));
834 node->output_width = this_output_width;
835 node->output_height = this_output_height;
840 // Note: You should call inform_input_sizes() before this, as the last effect's
841 // desired output size might change based on the inputs.
842 void EffectChain::find_output_size(Phase *phase)
844 Node *output_node = phase->effects.back();
846 // If the last effect explicitly sets an output size, use that.
847 if (output_node->effect->changes_output_size()) {
848 output_node->effect->get_output_size(&phase->output_width, &phase->output_height,
849 &phase->virtual_output_width, &phase->virtual_output_height);
850 assert(output_node->effect->sets_virtual_output_size() ||
851 (phase->output_width == phase->virtual_output_width &&
852 phase->output_height == phase->virtual_output_height));
856 // If all effects have the same size, use that.
857 unsigned output_width = 0, output_height = 0;
858 bool all_inputs_same_size = true;
860 for (unsigned i = 0; i < phase->inputs.size(); ++i) {
861 Phase *input = phase->inputs[i];
862 assert(input->output_width != 0);
863 assert(input->output_height != 0);
864 if (output_width == 0 && output_height == 0) {
865 output_width = input->virtual_output_width;
866 output_height = input->virtual_output_height;
867 } else if (output_width != input->virtual_output_width ||
868 output_height != input->virtual_output_height) {
869 all_inputs_same_size = false;
872 for (unsigned i = 0; i < phase->effects.size(); ++i) {
873 Effect *effect = phase->effects[i]->effect;
874 if (effect->num_inputs() != 0) {
878 Input *input = static_cast<Input *>(effect);
879 if (output_width == 0 && output_height == 0) {
880 output_width = input->get_width();
881 output_height = input->get_height();
882 } else if (output_width != input->get_width() ||
883 output_height != input->get_height()) {
884 all_inputs_same_size = false;
888 if (all_inputs_same_size) {
889 assert(output_width != 0);
890 assert(output_height != 0);
891 phase->virtual_output_width = phase->output_width = output_width;
892 phase->virtual_output_height = phase->output_height = output_height;
896 // If not, fit all the inputs into the current aspect, and select the largest one.
899 for (unsigned i = 0; i < phase->inputs.size(); ++i) {
900 Phase *input = phase->inputs[i];
901 assert(input->output_width != 0);
902 assert(input->output_height != 0);
903 size_rectangle_to_fit(input->output_width, input->output_height, &output_width, &output_height);
905 for (unsigned i = 0; i < phase->effects.size(); ++i) {
906 Effect *effect = phase->effects[i]->effect;
907 if (effect->num_inputs() != 0) {
911 Input *input = static_cast<Input *>(effect);
912 size_rectangle_to_fit(input->get_width(), input->get_height(), &output_width, &output_height);
914 assert(output_width != 0);
915 assert(output_height != 0);
916 phase->virtual_output_width = phase->output_width = output_width;
917 phase->virtual_output_height = phase->output_height = output_height;
920 void EffectChain::sort_all_nodes_topologically()
922 nodes = topological_sort(nodes);
925 vector<Node *> EffectChain::topological_sort(const vector<Node *> &nodes)
927 set<Node *> nodes_left_to_visit(nodes.begin(), nodes.end());
928 vector<Node *> sorted_list;
929 for (unsigned i = 0; i < nodes.size(); ++i) {
930 topological_sort_visit_node(nodes[i], &nodes_left_to_visit, &sorted_list);
932 reverse(sorted_list.begin(), sorted_list.end());
936 void EffectChain::topological_sort_visit_node(Node *node, set<Node *> *nodes_left_to_visit, vector<Node *> *sorted_list)
938 if (nodes_left_to_visit->count(node) == 0) {
941 nodes_left_to_visit->erase(node);
942 for (unsigned i = 0; i < node->outgoing_links.size(); ++i) {
943 topological_sort_visit_node(node->outgoing_links[i], nodes_left_to_visit, sorted_list);
945 sorted_list->push_back(node);
948 void EffectChain::find_color_spaces_for_inputs()
950 for (unsigned i = 0; i < nodes.size(); ++i) {
951 Node *node = nodes[i];
952 if (node->disabled) {
955 if (node->incoming_links.size() == 0) {
956 Input *input = static_cast<Input *>(node->effect);
957 node->output_color_space = input->get_color_space();
958 node->output_gamma_curve = input->get_gamma_curve();
960 Effect::AlphaHandling alpha_handling = input->alpha_handling();
961 switch (alpha_handling) {
962 case Effect::OUTPUT_BLANK_ALPHA:
963 node->output_alpha_type = ALPHA_BLANK;
965 case Effect::INPUT_AND_OUTPUT_PREMULTIPLIED_ALPHA:
966 node->output_alpha_type = ALPHA_PREMULTIPLIED;
968 case Effect::OUTPUT_POSTMULTIPLIED_ALPHA:
969 node->output_alpha_type = ALPHA_POSTMULTIPLIED;
971 case Effect::INPUT_PREMULTIPLIED_ALPHA_KEEP_BLANK:
972 case Effect::DONT_CARE_ALPHA_TYPE:
977 if (node->output_alpha_type == ALPHA_PREMULTIPLIED) {
978 assert(node->output_gamma_curve == GAMMA_LINEAR);
984 // Propagate gamma and color space information as far as we can in the graph.
985 // The rules are simple: Anything where all the inputs agree, get that as
986 // output as well. Anything else keeps having *_INVALID.
987 void EffectChain::propagate_gamma_and_color_space()
989 // We depend on going through the nodes in order.
990 sort_all_nodes_topologically();
992 for (unsigned i = 0; i < nodes.size(); ++i) {
993 Node *node = nodes[i];
994 if (node->disabled) {
997 assert(node->incoming_links.size() == node->effect->num_inputs());
998 if (node->incoming_links.size() == 0) {
999 assert(node->output_color_space != COLORSPACE_INVALID);
1000 assert(node->output_gamma_curve != GAMMA_INVALID);
1004 Colorspace color_space = node->incoming_links[0]->output_color_space;
1005 GammaCurve gamma_curve = node->incoming_links[0]->output_gamma_curve;
1006 for (unsigned j = 1; j < node->incoming_links.size(); ++j) {
1007 if (node->incoming_links[j]->output_color_space != color_space) {
1008 color_space = COLORSPACE_INVALID;
1010 if (node->incoming_links[j]->output_gamma_curve != gamma_curve) {
1011 gamma_curve = GAMMA_INVALID;
1015 // The conversion effects already have their outputs set correctly,
1016 // so leave them alone.
1017 if (node->effect->effect_type_id() != "ColorspaceConversionEffect") {
1018 node->output_color_space = color_space;
1020 if (node->effect->effect_type_id() != "GammaCompressionEffect" &&
1021 node->effect->effect_type_id() != "GammaExpansionEffect") {
1022 node->output_gamma_curve = gamma_curve;
1027 // Propagate alpha information as far as we can in the graph.
1028 // Similar to propagate_gamma_and_color_space().
1029 void EffectChain::propagate_alpha()
1031 // We depend on going through the nodes in order.
1032 sort_all_nodes_topologically();
1034 for (unsigned i = 0; i < nodes.size(); ++i) {
1035 Node *node = nodes[i];
1036 if (node->disabled) {
1039 assert(node->incoming_links.size() == node->effect->num_inputs());
1040 if (node->incoming_links.size() == 0) {
1041 assert(node->output_alpha_type != ALPHA_INVALID);
1045 // The alpha multiplication/division effects are special cases.
1046 if (node->effect->effect_type_id() == "AlphaMultiplicationEffect") {
1047 assert(node->incoming_links.size() == 1);
1048 assert(node->incoming_links[0]->output_alpha_type == ALPHA_POSTMULTIPLIED);
1049 node->output_alpha_type = ALPHA_PREMULTIPLIED;
1052 if (node->effect->effect_type_id() == "AlphaDivisionEffect") {
1053 assert(node->incoming_links.size() == 1);
1054 assert(node->incoming_links[0]->output_alpha_type == ALPHA_PREMULTIPLIED);
1055 node->output_alpha_type = ALPHA_POSTMULTIPLIED;
1059 // GammaCompressionEffect and GammaExpansionEffect are also a special case,
1060 // because they are the only one that _need_ postmultiplied alpha.
1061 if (node->effect->effect_type_id() == "GammaCompressionEffect" ||
1062 node->effect->effect_type_id() == "GammaExpansionEffect") {
1063 assert(node->incoming_links.size() == 1);
1064 if (node->incoming_links[0]->output_alpha_type == ALPHA_BLANK) {
1065 node->output_alpha_type = ALPHA_BLANK;
1066 } else if (node->incoming_links[0]->output_alpha_type == ALPHA_POSTMULTIPLIED) {
1067 node->output_alpha_type = ALPHA_POSTMULTIPLIED;
1069 node->output_alpha_type = ALPHA_INVALID;
1074 // Only inputs can have unconditional alpha output (OUTPUT_BLANK_ALPHA
1075 // or OUTPUT_POSTMULTIPLIED_ALPHA), and they have already been
1076 // taken care of above. Rationale: Even if you could imagine
1077 // e.g. an effect that took in an image and set alpha=1.0
1078 // unconditionally, it wouldn't make any sense to have it as
1079 // e.g. OUTPUT_BLANK_ALPHA, since it wouldn't know whether it
1080 // got its input pre- or postmultiplied, so it wouldn't know
1081 // whether to divide away the old alpha or not.
1082 Effect::AlphaHandling alpha_handling = node->effect->alpha_handling();
1083 assert(alpha_handling == Effect::INPUT_AND_OUTPUT_PREMULTIPLIED_ALPHA ||
1084 alpha_handling == Effect::INPUT_PREMULTIPLIED_ALPHA_KEEP_BLANK ||
1085 alpha_handling == Effect::DONT_CARE_ALPHA_TYPE);
1087 // If the node has multiple inputs, check that they are all valid and
1089 bool any_invalid = false;
1090 bool any_premultiplied = false;
1091 bool any_postmultiplied = false;
1093 for (unsigned j = 0; j < node->incoming_links.size(); ++j) {
1094 switch (node->incoming_links[j]->output_alpha_type) {
1099 // Blank is good as both pre- and postmultiplied alpha,
1100 // so just ignore it.
1102 case ALPHA_PREMULTIPLIED:
1103 any_premultiplied = true;
1105 case ALPHA_POSTMULTIPLIED:
1106 any_postmultiplied = true;
1114 node->output_alpha_type = ALPHA_INVALID;
1118 // Inputs must be of the same type.
1119 if (any_premultiplied && any_postmultiplied) {
1120 node->output_alpha_type = ALPHA_INVALID;
1124 if (alpha_handling == Effect::INPUT_AND_OUTPUT_PREMULTIPLIED_ALPHA ||
1125 alpha_handling == Effect::INPUT_PREMULTIPLIED_ALPHA_KEEP_BLANK) {
1126 // If the effect has asked for premultiplied alpha, check that it has got it.
1127 if (any_postmultiplied) {
1128 node->output_alpha_type = ALPHA_INVALID;
1129 } else if (!any_premultiplied &&
1130 alpha_handling == Effect::INPUT_PREMULTIPLIED_ALPHA_KEEP_BLANK) {
1131 // Blank input alpha, and the effect preserves blank alpha.
1132 node->output_alpha_type = ALPHA_BLANK;
1134 node->output_alpha_type = ALPHA_PREMULTIPLIED;
1137 // OK, all inputs are the same, and this effect is not going
1139 assert(alpha_handling == Effect::DONT_CARE_ALPHA_TYPE);
1140 if (any_premultiplied) {
1141 node->output_alpha_type = ALPHA_PREMULTIPLIED;
1142 } else if (any_postmultiplied) {
1143 node->output_alpha_type = ALPHA_POSTMULTIPLIED;
1145 node->output_alpha_type = ALPHA_BLANK;
1151 bool EffectChain::node_needs_colorspace_fix(Node *node)
1153 if (node->disabled) {
1156 if (node->effect->num_inputs() == 0) {
1160 // propagate_gamma_and_color_space() has already set our output
1161 // to COLORSPACE_INVALID if the inputs differ, so we can rely on that.
1162 if (node->output_color_space == COLORSPACE_INVALID) {
1165 return (node->effect->needs_srgb_primaries() && node->output_color_space != COLORSPACE_sRGB);
1168 // Fix up color spaces so that there are no COLORSPACE_INVALID nodes left in
1169 // the graph. Our strategy is not always optimal, but quite simple:
1170 // Find an effect that's as early as possible where the inputs are of
1171 // unacceptable colorspaces (that is, either different, or, if the effect only
1172 // wants sRGB, not sRGB.) Add appropriate conversions on all its inputs,
1173 // propagate the information anew, and repeat until there are no more such
1175 void EffectChain::fix_internal_color_spaces()
1177 unsigned colorspace_propagation_pass = 0;
1181 for (unsigned i = 0; i < nodes.size(); ++i) {
1182 Node *node = nodes[i];
1183 if (!node_needs_colorspace_fix(node)) {
1187 // Go through each input that is not sRGB, and insert
1188 // a colorspace conversion after it.
1189 for (unsigned j = 0; j < node->incoming_links.size(); ++j) {
1190 Node *input = node->incoming_links[j];
1191 assert(input->output_color_space != COLORSPACE_INVALID);
1192 if (input->output_color_space == COLORSPACE_sRGB) {
1195 Node *conversion = add_node(new ColorspaceConversionEffect());
1196 CHECK(conversion->effect->set_int("source_space", input->output_color_space));
1197 CHECK(conversion->effect->set_int("destination_space", COLORSPACE_sRGB));
1198 conversion->output_color_space = COLORSPACE_sRGB;
1199 replace_sender(input, conversion);
1200 connect_nodes(input, conversion);
1203 // Re-sort topologically, and propagate the new information.
1204 propagate_gamma_and_color_space();
1211 sprintf(filename, "step5-colorspacefix-iter%u.dot", ++colorspace_propagation_pass);
1212 output_dot(filename);
1213 assert(colorspace_propagation_pass < 100);
1214 } while (found_any);
1216 for (unsigned i = 0; i < nodes.size(); ++i) {
1217 Node *node = nodes[i];
1218 if (node->disabled) {
1221 assert(node->output_color_space != COLORSPACE_INVALID);
1225 bool EffectChain::node_needs_alpha_fix(Node *node)
1227 if (node->disabled) {
1231 // propagate_alpha() has already set our output to ALPHA_INVALID if the
1232 // inputs differ or we are otherwise in mismatch, so we can rely on that.
1233 return (node->output_alpha_type == ALPHA_INVALID);
1236 // Fix up alpha so that there are no ALPHA_INVALID nodes left in
1237 // the graph. Similar to fix_internal_color_spaces().
1238 void EffectChain::fix_internal_alpha(unsigned step)
1240 unsigned alpha_propagation_pass = 0;
1244 for (unsigned i = 0; i < nodes.size(); ++i) {
1245 Node *node = nodes[i];
1246 if (!node_needs_alpha_fix(node)) {
1250 // If we need to fix up GammaExpansionEffect, then clearly something
1251 // is wrong, since the combination of premultiplied alpha and nonlinear inputs
1253 assert(node->effect->effect_type_id() != "GammaExpansionEffect");
1255 AlphaType desired_type = ALPHA_PREMULTIPLIED;
1257 // GammaCompressionEffect is special; it needs postmultiplied alpha.
1258 if (node->effect->effect_type_id() == "GammaCompressionEffect") {
1259 assert(node->incoming_links.size() == 1);
1260 assert(node->incoming_links[0]->output_alpha_type == ALPHA_PREMULTIPLIED);
1261 desired_type = ALPHA_POSTMULTIPLIED;
1264 // Go through each input that is not premultiplied alpha, and insert
1265 // a conversion before it.
1266 for (unsigned j = 0; j < node->incoming_links.size(); ++j) {
1267 Node *input = node->incoming_links[j];
1268 assert(input->output_alpha_type != ALPHA_INVALID);
1269 if (input->output_alpha_type == desired_type ||
1270 input->output_alpha_type == ALPHA_BLANK) {
1274 if (desired_type == ALPHA_PREMULTIPLIED) {
1275 conversion = add_node(new AlphaMultiplicationEffect());
1277 conversion = add_node(new AlphaDivisionEffect());
1279 conversion->output_alpha_type = desired_type;
1280 replace_sender(input, conversion);
1281 connect_nodes(input, conversion);
1284 // Re-sort topologically, and propagate the new information.
1285 propagate_gamma_and_color_space();
1293 sprintf(filename, "step%u-alphafix-iter%u.dot", step, ++alpha_propagation_pass);
1294 output_dot(filename);
1295 assert(alpha_propagation_pass < 100);
1296 } while (found_any);
1298 for (unsigned i = 0; i < nodes.size(); ++i) {
1299 Node *node = nodes[i];
1300 if (node->disabled) {
1303 assert(node->output_alpha_type != ALPHA_INVALID);
1307 // Make so that the output is in the desired color space.
1308 void EffectChain::fix_output_color_space()
1310 Node *output = find_output_node();
1311 if (output->output_color_space != output_format.color_space) {
1312 Node *conversion = add_node(new ColorspaceConversionEffect());
1313 CHECK(conversion->effect->set_int("source_space", output->output_color_space));
1314 CHECK(conversion->effect->set_int("destination_space", output_format.color_space));
1315 conversion->output_color_space = output_format.color_space;
1316 connect_nodes(output, conversion);
1318 propagate_gamma_and_color_space();
1322 // Make so that the output is in the desired pre-/postmultiplication alpha state.
1323 void EffectChain::fix_output_alpha()
1325 Node *output = find_output_node();
1326 assert(output->output_alpha_type != ALPHA_INVALID);
1327 if (output->output_alpha_type == ALPHA_BLANK) {
1328 // No alpha output, so we don't care.
1331 if (output->output_alpha_type == ALPHA_PREMULTIPLIED &&
1332 output_alpha_format == OUTPUT_ALPHA_FORMAT_POSTMULTIPLIED) {
1333 Node *conversion = add_node(new AlphaDivisionEffect());
1334 connect_nodes(output, conversion);
1336 propagate_gamma_and_color_space();
1338 if (output->output_alpha_type == ALPHA_POSTMULTIPLIED &&
1339 output_alpha_format == OUTPUT_ALPHA_FORMAT_PREMULTIPLIED) {
1340 Node *conversion = add_node(new AlphaMultiplicationEffect());
1341 connect_nodes(output, conversion);
1343 propagate_gamma_and_color_space();
1347 bool EffectChain::node_needs_gamma_fix(Node *node)
1349 if (node->disabled) {
1353 // Small hack since the output is not an explicit node:
1354 // If we are the last node and our output is in the wrong
1355 // space compared to EffectChain's output, we need to fix it.
1356 // This will only take us to linear, but fix_output_gamma()
1357 // will come and take us to the desired output gamma
1360 // This needs to be before everything else, since it could
1361 // even apply to inputs (if they are the only effect).
1362 if (node->outgoing_links.empty() &&
1363 node->output_gamma_curve != output_format.gamma_curve &&
1364 node->output_gamma_curve != GAMMA_LINEAR) {
1368 if (node->effect->num_inputs() == 0) {
1372 // propagate_gamma_and_color_space() has already set our output
1373 // to GAMMA_INVALID if the inputs differ, so we can rely on that,
1374 // except for GammaCompressionEffect.
1375 if (node->output_gamma_curve == GAMMA_INVALID) {
1378 if (node->effect->effect_type_id() == "GammaCompressionEffect") {
1379 assert(node->incoming_links.size() == 1);
1380 return node->incoming_links[0]->output_gamma_curve != GAMMA_LINEAR;
1383 return (node->effect->needs_linear_light() && node->output_gamma_curve != GAMMA_LINEAR);
1386 // Very similar to fix_internal_color_spaces(), but for gamma.
1387 // There is one difference, though; before we start adding conversion nodes,
1388 // we see if we can get anything out of asking the sources to deliver
1389 // linear gamma directly. fix_internal_gamma_by_asking_inputs()
1390 // does that part, while fix_internal_gamma_by_inserting_nodes()
1391 // inserts nodes as needed afterwards.
1392 void EffectChain::fix_internal_gamma_by_asking_inputs(unsigned step)
1394 unsigned gamma_propagation_pass = 0;
1398 for (unsigned i = 0; i < nodes.size(); ++i) {
1399 Node *node = nodes[i];
1400 if (!node_needs_gamma_fix(node)) {
1404 // See if all inputs can give us linear gamma. If not, leave it.
1405 vector<Node *> nonlinear_inputs;
1406 find_all_nonlinear_inputs(node, &nonlinear_inputs);
1407 assert(!nonlinear_inputs.empty());
1410 for (unsigned i = 0; i < nonlinear_inputs.size(); ++i) {
1411 Input *input = static_cast<Input *>(nonlinear_inputs[i]->effect);
1412 all_ok &= input->can_output_linear_gamma();
1419 for (unsigned i = 0; i < nonlinear_inputs.size(); ++i) {
1420 CHECK(nonlinear_inputs[i]->effect->set_int("output_linear_gamma", 1));
1421 nonlinear_inputs[i]->output_gamma_curve = GAMMA_LINEAR;
1424 // Re-sort topologically, and propagate the new information.
1425 propagate_gamma_and_color_space();
1432 sprintf(filename, "step%u-gammafix-iter%u.dot", step, ++gamma_propagation_pass);
1433 output_dot(filename);
1434 assert(gamma_propagation_pass < 100);
1435 } while (found_any);
1438 void EffectChain::fix_internal_gamma_by_inserting_nodes(unsigned step)
1440 unsigned gamma_propagation_pass = 0;
1444 for (unsigned i = 0; i < nodes.size(); ++i) {
1445 Node *node = nodes[i];
1446 if (!node_needs_gamma_fix(node)) {
1450 // Special case: We could be an input and still be asked to
1451 // fix our gamma; if so, we should be the only node
1452 // (as node_needs_gamma_fix() would only return true in
1453 // for an input in that case). That means we should insert
1454 // a conversion node _after_ ourselves.
1455 if (node->incoming_links.empty()) {
1456 assert(node->outgoing_links.empty());
1457 Node *conversion = add_node(new GammaExpansionEffect());
1458 CHECK(conversion->effect->set_int("source_curve", node->output_gamma_curve));
1459 conversion->output_gamma_curve = GAMMA_LINEAR;
1460 connect_nodes(node, conversion);
1463 // If not, go through each input that is not linear gamma,
1464 // and insert a gamma conversion after it.
1465 for (unsigned j = 0; j < node->incoming_links.size(); ++j) {
1466 Node *input = node->incoming_links[j];
1467 assert(input->output_gamma_curve != GAMMA_INVALID);
1468 if (input->output_gamma_curve == GAMMA_LINEAR) {
1471 Node *conversion = add_node(new GammaExpansionEffect());
1472 CHECK(conversion->effect->set_int("source_curve", input->output_gamma_curve));
1473 conversion->output_gamma_curve = GAMMA_LINEAR;
1474 replace_sender(input, conversion);
1475 connect_nodes(input, conversion);
1478 // Re-sort topologically, and propagate the new information.
1480 propagate_gamma_and_color_space();
1487 sprintf(filename, "step%u-gammafix-iter%u.dot", step, ++gamma_propagation_pass);
1488 output_dot(filename);
1489 assert(gamma_propagation_pass < 100);
1490 } while (found_any);
1492 for (unsigned i = 0; i < nodes.size(); ++i) {
1493 Node *node = nodes[i];
1494 if (node->disabled) {
1497 assert(node->output_gamma_curve != GAMMA_INVALID);
1501 // Make so that the output is in the desired gamma.
1502 // Note that this assumes linear input gamma, so it might create the need
1503 // for another pass of fix_internal_gamma().
1504 void EffectChain::fix_output_gamma()
1506 Node *output = find_output_node();
1507 if (output->output_gamma_curve != output_format.gamma_curve) {
1508 Node *conversion = add_node(new GammaCompressionEffect());
1509 CHECK(conversion->effect->set_int("destination_curve", output_format.gamma_curve));
1510 conversion->output_gamma_curve = output_format.gamma_curve;
1511 connect_nodes(output, conversion);
1515 // If the user has requested Y'CbCr output, we need to do this conversion
1516 // _after_ GammaCompressionEffect etc., but before dither (see below).
1517 // This is because Y'CbCr, with the exception of a special optional mode
1518 // in Rec. 2020 (which we currently don't support), is defined to work on
1519 // gamma-encoded data.
1520 void EffectChain::add_ycbcr_conversion_if_needed()
1522 assert(output_color_type == OUTPUT_COLOR_RGB || output_color_type == OUTPUT_COLOR_YCBCR);
1523 if (output_color_type != OUTPUT_COLOR_YCBCR) {
1526 Node *output = find_output_node();
1527 Node *ycbcr = add_node(new YCbCrConversionEffect(output_ycbcr_format));
1528 connect_nodes(output, ycbcr);
1531 // If the user has requested dither, add a DitherEffect right at the end
1532 // (after GammaCompressionEffect etc.). This needs to be done after everything else,
1533 // since dither is about the only effect that can _not_ be done in linear space.
1534 void EffectChain::add_dither_if_needed()
1536 if (num_dither_bits == 0) {
1539 Node *output = find_output_node();
1540 Node *dither = add_node(new DitherEffect());
1541 CHECK(dither->effect->set_int("num_bits", num_dither_bits));
1542 connect_nodes(output, dither);
1544 dither_effect = dither->effect;
1547 // Find the output node. This is, simply, one that has no outgoing links.
1548 // If there are multiple ones, the graph is malformed (we do not support
1549 // multiple outputs right now).
1550 Node *EffectChain::find_output_node()
1552 vector<Node *> output_nodes;
1553 for (unsigned i = 0; i < nodes.size(); ++i) {
1554 Node *node = nodes[i];
1555 if (node->disabled) {
1558 if (node->outgoing_links.empty()) {
1559 output_nodes.push_back(node);
1562 assert(output_nodes.size() == 1);
1563 return output_nodes[0];
1566 void EffectChain::finalize()
1568 // Output the graph as it is before we do any conversions on it.
1569 output_dot("step0-start.dot");
1571 // Give each effect in turn a chance to rewrite its own part of the graph.
1572 // Note that if more effects are added as part of this, they will be
1573 // picked up as part of the same for loop, since they are added at the end.
1574 for (unsigned i = 0; i < nodes.size(); ++i) {
1575 nodes[i]->effect->rewrite_graph(this, nodes[i]);
1577 output_dot("step1-rewritten.dot");
1579 find_color_spaces_for_inputs();
1580 output_dot("step2-input-colorspace.dot");
1583 output_dot("step3-propagated-alpha.dot");
1585 propagate_gamma_and_color_space();
1586 output_dot("step4-propagated-all.dot");
1588 fix_internal_color_spaces();
1589 fix_internal_alpha(6);
1590 fix_output_color_space();
1591 output_dot("step7-output-colorspacefix.dot");
1593 output_dot("step8-output-alphafix.dot");
1595 // Note that we need to fix gamma after colorspace conversion,
1596 // because colorspace conversions might create needs for gamma conversions.
1597 // Also, we need to run an extra pass of fix_internal_gamma() after
1598 // fixing the output gamma, as we only have conversions to/from linear,
1599 // and fix_internal_alpha() since GammaCompressionEffect needs
1600 // postmultiplied input.
1601 fix_internal_gamma_by_asking_inputs(9);
1602 fix_internal_gamma_by_inserting_nodes(10);
1604 output_dot("step11-output-gammafix.dot");
1606 output_dot("step12-output-alpha-propagated.dot");
1607 fix_internal_alpha(13);
1608 output_dot("step14-output-alpha-fixed.dot");
1609 fix_internal_gamma_by_asking_inputs(15);
1610 fix_internal_gamma_by_inserting_nodes(16);
1612 output_dot("step17-before-ycbcr.dot");
1613 add_ycbcr_conversion_if_needed();
1615 output_dot("step18-before-dither.dot");
1616 add_dither_if_needed();
1618 output_dot("step19-final.dot");
1620 // Construct all needed GLSL programs, starting at the output.
1621 // We need to keep track of which effects have already been computed,
1622 // as an effect with multiple users could otherwise be calculated
1624 map<Node *, Phase *> completed_effects;
1625 construct_phase(find_output_node(), &completed_effects);
1627 output_dot("step20-split-to-phases.dot");
1629 assert(phases[0]->inputs.empty());
1634 void EffectChain::render_to_fbo(GLuint dest_fbo, unsigned width, unsigned height)
1638 // Save original viewport.
1639 GLuint x = 0, y = 0;
1641 if (width == 0 && height == 0) {
1643 glGetIntegerv(GL_VIEWPORT, viewport);
1646 width = viewport[2];
1647 height = viewport[3];
1651 glDisable(GL_BLEND);
1653 glDisable(GL_DEPTH_TEST);
1655 glDepthMask(GL_FALSE);
1658 // Generate a VAO. All the phases should have exactly the same vertex attributes,
1659 // so it's safe to reuse this.
1660 float vertices[] = {
1667 glGenVertexArrays(1, &vao);
1669 glBindVertexArray(vao);
1672 GLuint position_vbo = fill_vertex_attribute(phases[0]->glsl_program_num, "position", 2, GL_FLOAT, sizeof(vertices), vertices);
1673 GLuint texcoord_vbo = fill_vertex_attribute(phases[0]->glsl_program_num, "texcoord", 2, GL_FLOAT, sizeof(vertices), vertices); // Same as vertices.
1675 set<Phase *> generated_mipmaps;
1677 // We choose the simplest option of having one texture per output,
1678 // since otherwise this turns into an (albeit simple) register allocation problem.
1679 map<Phase *, GLuint> output_textures;
1681 for (unsigned phase_num = 0; phase_num < phases.size(); ++phase_num) {
1682 Phase *phase = phases[phase_num];
1684 if (do_phase_timing) {
1685 glBeginQuery(GL_TIME_ELAPSED, phase->timer_query_object);
1687 if (phase_num == phases.size() - 1) {
1688 // Last phase goes to the output the user specified.
1689 glBindFramebuffer(GL_FRAMEBUFFER, dest_fbo);
1691 GLenum status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
1692 assert(status == GL_FRAMEBUFFER_COMPLETE);
1693 glViewport(x, y, width, height);
1694 if (dither_effect != NULL) {
1695 CHECK(dither_effect->set_int("output_width", width));
1696 CHECK(dither_effect->set_int("output_height", height));
1699 execute_phase(phase, phase_num == phases.size() - 1, &output_textures, &generated_mipmaps);
1700 if (do_phase_timing) {
1701 glEndQuery(GL_TIME_ELAPSED);
1705 for (map<Phase *, GLuint>::const_iterator texture_it = output_textures.begin();
1706 texture_it != output_textures.end();
1708 resource_pool->release_2d_texture(texture_it->second);
1711 glBindFramebuffer(GL_FRAMEBUFFER, 0);
1716 cleanup_vertex_attribute(phases[0]->glsl_program_num, "position", position_vbo);
1717 cleanup_vertex_attribute(phases[0]->glsl_program_num, "texcoord", texcoord_vbo);
1719 glDeleteVertexArrays(1, &vao);
1722 if (do_phase_timing) {
1723 // Get back the timer queries.
1724 for (unsigned phase_num = 0; phase_num < phases.size(); ++phase_num) {
1725 Phase *phase = phases[phase_num];
1726 GLint available = 0;
1727 while (!available) {
1728 glGetQueryObjectiv(phase->timer_query_object, GL_QUERY_RESULT_AVAILABLE, &available);
1730 GLuint64 time_elapsed;
1731 glGetQueryObjectui64v(phase->timer_query_object, GL_QUERY_RESULT, &time_elapsed);
1732 phase->time_elapsed_ns += time_elapsed;
1733 ++phase->num_measured_iterations;
1738 void EffectChain::enable_phase_timing(bool enable)
1741 assert(movit_timer_queries_supported);
1743 this->do_phase_timing = enable;
1746 void EffectChain::reset_phase_timing()
1748 for (unsigned phase_num = 0; phase_num < phases.size(); ++phase_num) {
1749 Phase *phase = phases[phase_num];
1750 phase->time_elapsed_ns = 0;
1751 phase->num_measured_iterations = 0;
1755 void EffectChain::print_phase_timing()
1757 double total_time_ms = 0.0;
1758 for (unsigned phase_num = 0; phase_num < phases.size(); ++phase_num) {
1759 Phase *phase = phases[phase_num];
1760 double avg_time_ms = phase->time_elapsed_ns * 1e-6 / phase->num_measured_iterations;
1761 printf("Phase %d: %5.1f ms [", phase_num, avg_time_ms);
1762 for (unsigned effect_num = 0; effect_num < phase->effects.size(); ++effect_num) {
1763 if (effect_num != 0) {
1766 printf("%s", phase->effects[effect_num]->effect->effect_type_id().c_str());
1769 total_time_ms += avg_time_ms;
1771 printf("Total: %5.1f ms\n", total_time_ms);
1774 void EffectChain::execute_phase(Phase *phase, bool last_phase, map<Phase *, GLuint> *output_textures, set<Phase *> *generated_mipmaps)
1778 // Find a texture for this phase.
1779 inform_input_sizes(phase);
1781 find_output_size(phase);
1783 GLuint tex_num = resource_pool->create_2d_texture(GL_RGBA16F, phase->output_width, phase->output_height);
1784 output_textures->insert(make_pair(phase, tex_num));
1787 const GLuint glsl_program_num = phase->glsl_program_num;
1789 glUseProgram(glsl_program_num);
1792 // Set up RTT inputs for this phase.
1793 for (unsigned sampler = 0; sampler < phase->inputs.size(); ++sampler) {
1794 glActiveTexture(GL_TEXTURE0 + sampler);
1795 Phase *input = phase->inputs[sampler];
1796 input->output_node->bound_sampler_num = sampler;
1797 glBindTexture(GL_TEXTURE_2D, (*output_textures)[input]);
1799 if (phase->input_needs_mipmaps && generated_mipmaps->count(input) == 0) {
1800 glGenerateMipmap(GL_TEXTURE_2D);
1802 generated_mipmaps->insert(input);
1804 setup_rtt_sampler(sampler, phase->input_needs_mipmaps);
1805 phase->input_samplers[sampler] = sampler; // Bind the sampler to the right uniform.
1808 // And now the output. (Already set up for us if it is the last phase.)
1810 fbo = resource_pool->create_fbo((*output_textures)[phase]);
1811 glBindFramebuffer(GL_FRAMEBUFFER, fbo);
1812 glViewport(0, 0, phase->output_width, phase->output_height);
1815 // Give the required parameters to all the effects.
1816 unsigned sampler_num = phase->inputs.size();
1817 for (unsigned i = 0; i < phase->effects.size(); ++i) {
1818 Node *node = phase->effects[i];
1819 unsigned old_sampler_num = sampler_num;
1820 node->effect->set_gl_state(glsl_program_num, phase->effect_ids[node], &sampler_num);
1823 if (node->effect->is_single_texture()) {
1824 assert(sampler_num - old_sampler_num == 1);
1825 node->bound_sampler_num = old_sampler_num;
1827 node->bound_sampler_num = -1;
1831 // Uniforms need to come after set_gl_state(), since they can be updated
1833 setup_uniforms(phase);
1835 glDrawArrays(GL_TRIANGLES, 0, 3);
1841 for (unsigned i = 0; i < phase->effects.size(); ++i) {
1842 Node *node = phase->effects[i];
1843 node->effect->clear_gl_state();
1847 resource_pool->release_fbo(fbo);
1851 void EffectChain::setup_uniforms(Phase *phase)
1853 // TODO: Use UBO blocks.
1854 for (size_t i = 0; i < phase->uniforms_sampler2d.size(); ++i) {
1855 const Uniform<int> &uniform = phase->uniforms_sampler2d[i];
1856 if (uniform.location != -1) {
1857 glUniform1iv(uniform.location, uniform.num_values, uniform.value);
1860 for (size_t i = 0; i < phase->uniforms_bool.size(); ++i) {
1861 const Uniform<bool> &uniform = phase->uniforms_bool[i];
1862 assert(uniform.num_values == 1);
1863 if (uniform.location != -1) {
1864 glUniform1i(uniform.location, *uniform.value);
1867 for (size_t i = 0; i < phase->uniforms_int.size(); ++i) {
1868 const Uniform<int> &uniform = phase->uniforms_int[i];
1869 if (uniform.location != -1) {
1870 glUniform1iv(uniform.location, uniform.num_values, uniform.value);
1873 for (size_t i = 0; i < phase->uniforms_float.size(); ++i) {
1874 const Uniform<float> &uniform = phase->uniforms_float[i];
1875 if (uniform.location != -1) {
1876 glUniform1fv(uniform.location, uniform.num_values, uniform.value);
1879 for (size_t i = 0; i < phase->uniforms_vec2.size(); ++i) {
1880 const Uniform<float> &uniform = phase->uniforms_vec2[i];
1881 if (uniform.location != -1) {
1882 glUniform2fv(uniform.location, uniform.num_values, uniform.value);
1885 for (size_t i = 0; i < phase->uniforms_vec3.size(); ++i) {
1886 const Uniform<float> &uniform = phase->uniforms_vec3[i];
1887 if (uniform.location != -1) {
1888 glUniform3fv(uniform.location, uniform.num_values, uniform.value);
1891 for (size_t i = 0; i < phase->uniforms_vec4.size(); ++i) {
1892 const Uniform<float> &uniform = phase->uniforms_vec4[i];
1893 if (uniform.location != -1) {
1894 glUniform4fv(uniform.location, uniform.num_values, uniform.value);
1897 for (size_t i = 0; i < phase->uniforms_mat3.size(); ++i) {
1898 const Uniform<Matrix3d> &uniform = phase->uniforms_mat3[i];
1899 assert(uniform.num_values == 1);
1900 if (uniform.location != -1) {
1901 // Convert to float (GLSL has no double matrices).
1903 for (unsigned y = 0; y < 3; ++y) {
1904 for (unsigned x = 0; x < 3; ++x) {
1905 matrixf[y + x * 3] = (*uniform.value)(y, x);
1908 glUniformMatrix3fv(uniform.location, 1, GL_FALSE, matrixf);
1913 void EffectChain::setup_rtt_sampler(int sampler_num, bool use_mipmaps)
1915 glActiveTexture(GL_TEXTURE0 + sampler_num);
1918 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
1921 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
1924 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
1926 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
1930 } // namespace movit