1 #define GL_GLEXT_PROTOTYPES 1
15 #include "effect_chain.h"
16 #include "gamma_expansion_effect.h"
17 #include "gamma_compression_effect.h"
18 #include "colorspace_conversion_effect.h"
19 #include "dither_effect.h"
22 EffectChain::EffectChain(float aspect_nom, float aspect_denom)
23 : aspect_nom(aspect_nom),
24 aspect_denom(aspect_denom),
30 EffectChain::~EffectChain()
32 for (unsigned i = 0; i < nodes.size(); ++i) {
33 if (nodes[i]->output_texture != 0) {
34 glDeleteTextures(1, &nodes[i]->output_texture);
36 delete nodes[i]->effect;
39 for (unsigned i = 0; i < phases.size(); ++i) {
40 glDeleteProgram(phases[i]->glsl_program_num);
41 glDeleteShader(phases[i]->vertex_shader);
42 glDeleteShader(phases[i]->fragment_shader);
46 glDeleteFramebuffers(1, &fbo);
50 Input *EffectChain::add_input(Input *input)
52 inputs.push_back(input);
54 Node *node = add_node(input);
55 node->output_color_space = input->get_color_space();
56 node->output_gamma_curve = input->get_gamma_curve();
60 void EffectChain::add_output(const ImageFormat &format)
62 output_format = format;
65 Node *EffectChain::add_node(Effect *effect)
68 sprintf(effect_id, "eff%u", (unsigned)nodes.size());
70 Node *node = new Node;
71 node->effect = effect;
72 node->disabled = false;
73 node->effect_id = effect_id;
74 node->output_color_space = COLORSPACE_INVALID;
75 node->output_gamma_curve = GAMMA_INVALID;
76 node->output_texture = 0;
78 nodes.push_back(node);
79 node_map[effect] = node;
83 void EffectChain::connect_nodes(Node *sender, Node *receiver)
85 sender->outgoing_links.push_back(receiver);
86 receiver->incoming_links.push_back(sender);
89 void EffectChain::replace_receiver(Node *old_receiver, Node *new_receiver)
91 new_receiver->incoming_links = old_receiver->incoming_links;
92 old_receiver->incoming_links.clear();
94 for (unsigned i = 0; i < new_receiver->incoming_links.size(); ++i) {
95 Node *sender = new_receiver->incoming_links[i];
96 for (unsigned j = 0; j < sender->outgoing_links.size(); ++j) {
97 if (sender->outgoing_links[j] == old_receiver) {
98 sender->outgoing_links[j] = new_receiver;
104 void EffectChain::replace_sender(Node *old_sender, Node *new_sender)
106 new_sender->outgoing_links = old_sender->outgoing_links;
107 old_sender->outgoing_links.clear();
109 for (unsigned i = 0; i < new_sender->outgoing_links.size(); ++i) {
110 Node *receiver = new_sender->outgoing_links[i];
111 for (unsigned j = 0; j < receiver->incoming_links.size(); ++j) {
112 if (receiver->incoming_links[j] == old_sender) {
113 receiver->incoming_links[j] = new_sender;
119 void EffectChain::insert_node_between(Node *sender, Node *middle, Node *receiver)
121 for (unsigned i = 0; i < sender->outgoing_links.size(); ++i) {
122 if (sender->outgoing_links[i] == receiver) {
123 sender->outgoing_links[i] = middle;
124 middle->incoming_links.push_back(sender);
127 for (unsigned i = 0; i < receiver->incoming_links.size(); ++i) {
128 if (receiver->incoming_links[i] == sender) {
129 receiver->incoming_links[i] = middle;
130 middle->outgoing_links.push_back(receiver);
134 assert(middle->incoming_links.size() == middle->effect->num_inputs());
137 void EffectChain::find_all_nonlinear_inputs(Node *node, std::vector<Node *> *nonlinear_inputs)
139 if (node->output_gamma_curve == GAMMA_LINEAR &&
140 node->effect->effect_type_id() != "GammaCompressionEffect") {
143 if (node->effect->num_inputs() == 0) {
144 nonlinear_inputs->push_back(node);
146 assert(node->effect->num_inputs() == node->incoming_links.size());
147 for (unsigned i = 0; i < node->incoming_links.size(); ++i) {
148 find_all_nonlinear_inputs(node->incoming_links[i], nonlinear_inputs);
153 Effect *EffectChain::add_effect(Effect *effect, const std::vector<Effect *> &inputs)
155 assert(inputs.size() == effect->num_inputs());
156 Node *node = add_node(effect);
157 for (unsigned i = 0; i < inputs.size(); ++i) {
158 assert(node_map.count(inputs[i]) != 0);
159 connect_nodes(node_map[inputs[i]], node);
164 // GLSL pre-1.30 doesn't support token pasting. Replace PREFIX(x) with <effect_id>_x.
165 std::string replace_prefix(const std::string &text, const std::string &prefix)
170 while (start < text.size()) {
171 size_t pos = text.find("PREFIX(", start);
172 if (pos == std::string::npos) {
173 output.append(text.substr(start, std::string::npos));
177 output.append(text.substr(start, pos - start));
178 output.append(prefix);
181 pos += strlen("PREFIX(");
183 // Output stuff until we find the matching ), which we then eat.
185 size_t end_arg_pos = pos;
186 while (end_arg_pos < text.size()) {
187 if (text[end_arg_pos] == '(') {
189 } else if (text[end_arg_pos] == ')') {
197 output.append(text.substr(pos, end_arg_pos - pos));
205 Phase *EffectChain::compile_glsl_program(
206 const std::vector<Node *> &inputs,
207 const std::vector<Node *> &effects)
209 assert(!effects.empty());
211 // Deduplicate the inputs.
212 std::vector<Node *> true_inputs = inputs;
213 std::sort(true_inputs.begin(), true_inputs.end());
214 true_inputs.erase(std::unique(true_inputs.begin(), true_inputs.end()), true_inputs.end());
216 bool input_needs_mipmaps = false;
217 std::string frag_shader = read_file("header.frag");
219 // Create functions for all the texture inputs that we need.
220 for (unsigned i = 0; i < true_inputs.size(); ++i) {
221 Node *input = true_inputs[i];
223 frag_shader += std::string("uniform sampler2D tex_") + input->effect_id + ";\n";
224 frag_shader += std::string("vec4 ") + input->effect_id + "(vec2 tc) {\n";
225 frag_shader += "\treturn texture2D(tex_" + input->effect_id + ", tc);\n";
226 frag_shader += "}\n";
230 for (unsigned i = 0; i < effects.size(); ++i) {
231 Node *node = effects[i];
233 if (node->incoming_links.size() == 1) {
234 frag_shader += std::string("#define INPUT ") + node->incoming_links[0]->effect_id + "\n";
236 for (unsigned j = 0; j < node->incoming_links.size(); ++j) {
238 sprintf(buf, "#define INPUT%d %s\n", j + 1, node->incoming_links[j]->effect_id.c_str());
244 frag_shader += std::string("#define FUNCNAME ") + node->effect_id + "\n";
245 frag_shader += replace_prefix(node->effect->output_convenience_uniforms(), node->effect_id);
246 frag_shader += replace_prefix(node->effect->output_fragment_shader(), node->effect_id);
247 frag_shader += "#undef PREFIX\n";
248 frag_shader += "#undef FUNCNAME\n";
249 if (node->incoming_links.size() == 1) {
250 frag_shader += "#undef INPUT\n";
252 for (unsigned j = 0; j < node->incoming_links.size(); ++j) {
254 sprintf(buf, "#undef INPUT%d\n", j + 1);
260 input_needs_mipmaps |= node->effect->needs_mipmaps();
262 for (unsigned i = 0; i < effects.size(); ++i) {
263 Node *node = effects[i];
264 if (node->effect->num_inputs() == 0) {
265 CHECK(node->effect->set_int("needs_mipmaps", input_needs_mipmaps));
268 frag_shader += std::string("#define INPUT ") + effects.back()->effect_id + "\n";
269 frag_shader.append(read_file("footer.frag"));
272 // Output shader to a temporary file, for easier debugging.
273 static int compiled_shader_num = 0;
275 sprintf(filename, "chain-%03d.frag", compiled_shader_num++);
276 FILE *fp = fopen(filename, "w");
281 fprintf(fp, "%s\n", frag_shader.c_str());
285 GLuint glsl_program_num = glCreateProgram();
286 GLuint vs_obj = compile_shader(read_file("vs.vert"), GL_VERTEX_SHADER);
287 GLuint fs_obj = compile_shader(frag_shader, GL_FRAGMENT_SHADER);
288 glAttachShader(glsl_program_num, vs_obj);
290 glAttachShader(glsl_program_num, fs_obj);
292 glLinkProgram(glsl_program_num);
295 Phase *phase = new Phase;
296 phase->glsl_program_num = glsl_program_num;
297 phase->vertex_shader = vs_obj;
298 phase->fragment_shader = fs_obj;
299 phase->input_needs_mipmaps = input_needs_mipmaps;
300 phase->inputs = true_inputs;
301 phase->effects = effects;
306 // Construct GLSL programs, starting at the given effect and following
307 // the chain from there. We end a program every time we come to an effect
308 // marked as "needs texture bounce", one that is used by multiple other
309 // effects, every time an effect wants to change the output size,
310 // and of course at the end.
312 // We follow a quite simple depth-first search from the output, although
313 // without any explicit recursion.
314 void EffectChain::construct_glsl_programs(Node *output)
316 // Which effects have already been completed in this phase?
317 // We need to keep track of it, as an effect with multiple outputs
318 // could otherwise be calculate multiple times.
319 std::set<Node *> completed_effects;
321 // Effects in the current phase, as well as inputs (outputs from other phases
322 // that we depend on). Note that since we start iterating from the end,
323 // the effect list will be in the reverse order.
324 std::vector<Node *> this_phase_inputs;
325 std::vector<Node *> this_phase_effects;
327 // Effects that we have yet to calculate, but that we know should
328 // be in the current phase.
329 std::stack<Node *> effects_todo_this_phase;
331 // Effects that we have yet to calculate, but that come from other phases.
332 // We delay these until we have this phase done in its entirety,
333 // at which point we pick any of them and start a new phase from that.
334 std::stack<Node *> effects_todo_other_phases;
336 effects_todo_this_phase.push(output);
338 for ( ;; ) { // Termination condition within loop.
339 if (!effects_todo_this_phase.empty()) {
340 // OK, we have more to do this phase.
341 Node *node = effects_todo_this_phase.top();
342 effects_todo_this_phase.pop();
344 // This should currently only happen for effects that are phase outputs,
345 // and we throw those out separately below.
346 assert(completed_effects.count(node) == 0);
348 this_phase_effects.push_back(node);
349 completed_effects.insert(node);
351 // Find all the dependencies of this effect, and add them to the stack.
352 std::vector<Node *> deps = node->incoming_links;
353 assert(node->effect->num_inputs() == deps.size());
354 for (unsigned i = 0; i < deps.size(); ++i) {
355 bool start_new_phase = false;
357 // FIXME: If we sample directly from a texture, we won't need this.
358 if (node->effect->needs_texture_bounce()) {
359 start_new_phase = true;
362 if (deps[i]->outgoing_links.size() > 1) {
363 if (deps[i]->effect->num_inputs() > 0) {
364 // More than one effect uses this as the input,
365 // and it is not a texture itself.
366 // The easiest thing to do (and probably also the safest
367 // performance-wise in most cases) is to bounce it to a texture
368 // and then let the next passes read from that.
369 start_new_phase = true;
371 // For textures, we try to be slightly more clever;
372 // if none of our outputs need a bounce, we don't bounce
373 // but instead simply use the effect many times.
375 // Strictly speaking, we could bounce it for some outputs
376 // and use it directly for others, but the processing becomes
377 // somewhat simpler if the effect is only used in one such way.
378 for (unsigned j = 0; j < deps[i]->outgoing_links.size(); ++j) {
379 Node *rdep = deps[i]->outgoing_links[j];
380 start_new_phase |= rdep->effect->needs_texture_bounce();
385 if (deps[i]->effect->changes_output_size()) {
386 start_new_phase = true;
389 if (start_new_phase) {
390 effects_todo_other_phases.push(deps[i]);
391 this_phase_inputs.push_back(deps[i]);
393 effects_todo_this_phase.push(deps[i]);
399 // No more effects to do this phase. Take all the ones we have,
400 // and create a GLSL program for it.
401 if (!this_phase_effects.empty()) {
402 reverse(this_phase_effects.begin(), this_phase_effects.end());
403 phases.push_back(compile_glsl_program(this_phase_inputs, this_phase_effects));
404 this_phase_effects.back()->phase = phases.back();
405 this_phase_inputs.clear();
406 this_phase_effects.clear();
408 assert(this_phase_inputs.empty());
409 assert(this_phase_effects.empty());
411 // If we have no effects left, exit.
412 if (effects_todo_other_phases.empty()) {
416 Node *node = effects_todo_other_phases.top();
417 effects_todo_other_phases.pop();
419 if (completed_effects.count(node) == 0) {
420 // Start a new phase, calculating from this effect.
421 effects_todo_this_phase.push(node);
425 // Finally, since the phases are found from the output but must be executed
426 // from the input(s), reverse them, too.
427 std::reverse(phases.begin(), phases.end());
430 void EffectChain::output_dot(const char *filename)
436 FILE *fp = fopen(filename, "w");
442 fprintf(fp, "digraph G {\n");
443 for (unsigned i = 0; i < nodes.size(); ++i) {
444 // Find out which phase this event belongs to.
446 for (unsigned j = 0; j < phases.size(); ++j) {
447 const Phase* p = phases[j];
448 if (std::find(p->effects.begin(), p->effects.end(), nodes[i]) != p->effects.end()) {
449 assert(in_phase == -1);
454 if (in_phase == -1) {
455 fprintf(fp, " n%ld [label=\"%s\"];\n", (long)nodes[i], nodes[i]->effect->effect_type_id().c_str());
457 fprintf(fp, " n%ld [label=\"%s\" style=\"filled\" fillcolor=\"/accent8/%d\"];\n",
458 (long)nodes[i], nodes[i]->effect->effect_type_id().c_str(),
461 for (unsigned j = 0; j < nodes[i]->outgoing_links.size(); ++j) {
462 std::vector<std::string> labels;
464 if (nodes[i]->outgoing_links[j]->effect->needs_texture_bounce()) {
465 labels.push_back("needs_bounce");
467 if (nodes[i]->effect->changes_output_size()) {
468 labels.push_back("resize");
471 switch (nodes[i]->output_color_space) {
472 case COLORSPACE_INVALID:
473 labels.push_back("spc[invalid]");
475 case COLORSPACE_REC_601_525:
476 labels.push_back("spc[rec601-525]");
478 case COLORSPACE_REC_601_625:
479 labels.push_back("spc[rec601-625]");
485 switch (nodes[i]->output_gamma_curve) {
487 labels.push_back("gamma[invalid]");
490 labels.push_back("gamma[sRGB]");
492 case GAMMA_REC_601: // and GAMMA_REC_709
493 labels.push_back("gamma[rec601/709]");
499 if (labels.empty()) {
500 fprintf(fp, " n%ld -> n%ld;\n", (long)nodes[i], (long)nodes[i]->outgoing_links[j]);
502 std::string label = labels[0];
503 for (unsigned k = 1; k < labels.size(); ++k) {
504 label += ", " + labels[k];
506 fprintf(fp, " n%ld -> n%ld [label=\"%s\"];\n", (long)nodes[i], (long)nodes[i]->outgoing_links[j], label.c_str());
515 unsigned EffectChain::fit_rectangle_to_aspect(unsigned width, unsigned height)
517 if (float(width) * aspect_denom >= float(height) * aspect_nom) {
518 // Same aspect, or W/H > aspect (image is wider than the frame).
519 // In either case, keep width.
522 // W/H < aspect (image is taller than the frame), so keep height,
523 // and adjust width correspondingly.
524 return lrintf(height * aspect_nom / aspect_denom);
528 // Propagate input texture sizes throughout, and inform effects downstream.
529 // (Like a lot of other code, we depend on effects being in topological order.)
530 void EffectChain::inform_input_sizes(Phase *phase)
532 // All effects that have a defined size (inputs and RTT inputs)
533 // get that. Reset all others.
534 for (unsigned i = 0; i < phase->effects.size(); ++i) {
535 Node *node = phase->effects[i];
536 if (node->effect->num_inputs() == 0) {
537 Input *input = static_cast<Input *>(node->effect);
538 node->output_width = input->get_width();
539 node->output_height = input->get_height();
540 assert(node->output_width != 0);
541 assert(node->output_height != 0);
543 node->output_width = node->output_height = 0;
546 for (unsigned i = 0; i < phase->inputs.size(); ++i) {
547 Node *input = phase->inputs[i];
548 input->output_width = input->phase->output_width;
549 input->output_height = input->phase->output_height;
550 assert(input->output_width != 0);
551 assert(input->output_height != 0);
554 // Now propagate from the inputs towards the end, and inform as we go.
555 // The rules are simple:
557 // 1. Don't touch effects that already have given sizes (ie., inputs).
558 // 2. If all of your inputs have the same size, that will be your output size.
559 // 3. Otherwise, your output size is 0x0.
560 for (unsigned i = 0; i < phase->effects.size(); ++i) {
561 Node *node = phase->effects[i];
562 if (node->effect->num_inputs() == 0) {
565 unsigned this_output_width = 0;
566 unsigned this_output_height = 0;
567 for (unsigned j = 0; j < node->incoming_links.size(); ++j) {
568 Node *input = node->incoming_links[j];
569 node->effect->inform_input_size(j, input->output_width, input->output_height);
571 this_output_width = input->output_width;
572 this_output_height = input->output_height;
573 } else if (input->output_width != this_output_width || input->output_height != this_output_height) {
575 this_output_width = 0;
576 this_output_height = 0;
579 node->output_width = this_output_width;
580 node->output_height = this_output_height;
584 // Note: You should call inform_input_sizes() before this, as the last effect's
585 // desired output size might change based on the inputs.
586 void EffectChain::find_output_size(Phase *phase)
588 Node *output_node = phase->effects.back();
590 // If the last effect explicitly sets an output size, use that.
591 if (output_node->effect->changes_output_size()) {
592 output_node->effect->get_output_size(&phase->output_width, &phase->output_height);
596 // If not, look at the input phases and textures.
597 // We select the largest one (by fit into the current aspect).
598 unsigned best_width = 0;
599 for (unsigned i = 0; i < phase->inputs.size(); ++i) {
600 Node *input = phase->inputs[i];
601 assert(input->phase->output_width != 0);
602 assert(input->phase->output_height != 0);
603 unsigned width = fit_rectangle_to_aspect(input->phase->output_width, input->phase->output_height);
604 if (width > best_width) {
608 for (unsigned i = 0; i < phase->effects.size(); ++i) {
609 Effect *effect = phase->effects[i]->effect;
610 if (effect->num_inputs() != 0) {
614 Input *input = static_cast<Input *>(effect);
615 unsigned width = fit_rectangle_to_aspect(input->get_width(), input->get_height());
616 if (width > best_width) {
620 assert(best_width != 0);
621 phase->output_width = best_width;
622 phase->output_height = best_width * aspect_denom / aspect_nom;
625 void EffectChain::sort_nodes_topologically()
627 std::set<Node *> visited_nodes;
628 std::vector<Node *> sorted_list;
629 for (unsigned i = 0; i < nodes.size(); ++i) {
630 if (nodes[i]->incoming_links.size() == 0) {
631 topological_sort_visit_node(nodes[i], &visited_nodes, &sorted_list);
634 reverse(sorted_list.begin(), sorted_list.end());
638 void EffectChain::topological_sort_visit_node(Node *node, std::set<Node *> *visited_nodes, std::vector<Node *> *sorted_list)
640 if (visited_nodes->count(node) != 0) {
643 visited_nodes->insert(node);
644 for (unsigned i = 0; i < node->outgoing_links.size(); ++i) {
645 topological_sort_visit_node(node->outgoing_links[i], visited_nodes, sorted_list);
647 sorted_list->push_back(node);
650 // Propagate gamma and color space information as far as we can in the graph.
651 // The rules are simple: Anything where all the inputs agree, get that as
652 // output as well. Anything else keeps having *_INVALID.
653 void EffectChain::propagate_gamma_and_color_space()
655 // We depend on going through the nodes in order.
656 sort_nodes_topologically();
658 for (unsigned i = 0; i < nodes.size(); ++i) {
659 Node *node = nodes[i];
660 if (node->disabled) {
663 assert(node->incoming_links.size() == node->effect->num_inputs());
664 if (node->incoming_links.size() == 0) {
665 assert(node->output_color_space != COLORSPACE_INVALID);
666 assert(node->output_gamma_curve != GAMMA_INVALID);
670 Colorspace color_space = node->incoming_links[0]->output_color_space;
671 GammaCurve gamma_curve = node->incoming_links[0]->output_gamma_curve;
672 for (unsigned j = 1; j < node->incoming_links.size(); ++j) {
673 if (node->incoming_links[j]->output_color_space != color_space) {
674 color_space = COLORSPACE_INVALID;
676 if (node->incoming_links[j]->output_gamma_curve != gamma_curve) {
677 gamma_curve = GAMMA_INVALID;
681 // The conversion effects already have their outputs set correctly,
682 // so leave them alone.
683 if (node->effect->effect_type_id() != "ColorspaceConversionEffect") {
684 node->output_color_space = color_space;
686 if (node->effect->effect_type_id() != "GammaCompressionEffect" &&
687 node->effect->effect_type_id() != "GammaExpansionEffect") {
688 node->output_gamma_curve = gamma_curve;
693 bool EffectChain::node_needs_colorspace_fix(Node *node)
695 if (node->disabled) {
698 if (node->effect->num_inputs() == 0) {
702 // propagate_gamma_and_color_space() has already set our output
703 // to COLORSPACE_INVALID if the inputs differ, so we can rely on that.
704 if (node->output_color_space == COLORSPACE_INVALID) {
707 return (node->effect->needs_srgb_primaries() && node->output_color_space != COLORSPACE_sRGB);
710 // Fix up color spaces so that there are no COLORSPACE_INVALID nodes left in
711 // the graph. Our strategy is not always optimal, but quite simple:
712 // Find an effect that's as early as possible where the inputs are of
713 // unacceptable colorspaces (that is, either different, or, if the effect only
714 // wants sRGB, not sRGB.) Add appropriate conversions on all its inputs,
715 // propagate the information anew, and repeat until there are no more such
717 void EffectChain::fix_internal_color_spaces()
719 unsigned colorspace_propagation_pass = 0;
723 for (unsigned i = 0; i < nodes.size(); ++i) {
724 Node *node = nodes[i];
725 if (!node_needs_colorspace_fix(node)) {
729 // Go through each input that is not sRGB, and insert
730 // a colorspace conversion before it.
731 for (unsigned j = 0; j < node->incoming_links.size(); ++j) {
732 Node *input = node->incoming_links[j];
733 assert(input->output_color_space != COLORSPACE_INVALID);
734 if (input->output_color_space == COLORSPACE_sRGB) {
737 Node *conversion = add_node(new ColorspaceConversionEffect());
738 CHECK(conversion->effect->set_int("source_space", input->output_color_space));
739 CHECK(conversion->effect->set_int("destination_space", COLORSPACE_sRGB));
740 conversion->output_color_space = COLORSPACE_sRGB;
741 insert_node_between(input, conversion, node);
744 // Re-sort topologically, and propagate the new information.
745 propagate_gamma_and_color_space();
752 sprintf(filename, "step3-colorspacefix-iter%u.dot", ++colorspace_propagation_pass);
753 output_dot(filename);
754 assert(colorspace_propagation_pass < 100);
757 for (unsigned i = 0; i < nodes.size(); ++i) {
758 Node *node = nodes[i];
759 if (node->disabled) {
762 assert(node->output_color_space != COLORSPACE_INVALID);
766 // Make so that the output is in the desired color space.
767 void EffectChain::fix_output_color_space()
769 Node *output = find_output_node();
770 if (output->output_color_space != output_format.color_space) {
771 Node *conversion = add_node(new ColorspaceConversionEffect());
772 CHECK(conversion->effect->set_int("source_space", output->output_color_space));
773 CHECK(conversion->effect->set_int("destination_space", output_format.color_space));
774 conversion->output_color_space = output_format.color_space;
775 connect_nodes(output, conversion);
776 propagate_gamma_and_color_space();
780 bool EffectChain::node_needs_gamma_fix(Node *node)
782 if (node->disabled) {
786 // Small hack since the output is not an explicit node:
787 // If we are the last node and our output is in the wrong
788 // space compared to EffectChain's output, we need to fix it.
789 // This will only take us to linear, but fix_output_gamma()
790 // will come and take us to the desired output gamma
793 // This needs to be before everything else, since it could
794 // even apply to inputs (if they are the only effect).
795 if (node->outgoing_links.empty() &&
796 node->output_gamma_curve != output_format.gamma_curve &&
797 node->output_gamma_curve != GAMMA_LINEAR) {
801 if (node->effect->num_inputs() == 0) {
805 // propagate_gamma_and_color_space() has already set our output
806 // to GAMMA_INVALID if the inputs differ, so we can rely on that,
807 // except for GammaCompressionEffect.
808 if (node->output_gamma_curve == GAMMA_INVALID) {
811 if (node->effect->effect_type_id() == "GammaCompressionEffect") {
812 assert(node->incoming_links.size() == 1);
813 return node->incoming_links[0]->output_gamma_curve != GAMMA_LINEAR;
816 return (node->effect->needs_linear_light() && node->output_gamma_curve != GAMMA_LINEAR);
819 // Very similar to fix_internal_color_spaces(), but for gamma.
820 // There is one difference, though; before we start adding conversion nodes,
821 // we see if we can get anything out of asking the sources to deliver
822 // linear gamma directly. fix_internal_gamma_by_asking_inputs()
823 // does that part, while fix_internal_gamma_by_inserting_nodes()
824 // inserts nodes as needed afterwards.
825 void EffectChain::fix_internal_gamma_by_asking_inputs(unsigned step)
827 unsigned gamma_propagation_pass = 0;
831 for (unsigned i = 0; i < nodes.size(); ++i) {
832 Node *node = nodes[i];
833 if (!node_needs_gamma_fix(node)) {
837 // See if all inputs can give us linear gamma. If not, leave it.
838 std::vector<Node *> nonlinear_inputs;
839 find_all_nonlinear_inputs(node, &nonlinear_inputs);
840 assert(!nonlinear_inputs.empty());
843 for (unsigned i = 0; i < nonlinear_inputs.size(); ++i) {
844 Input *input = static_cast<Input *>(nonlinear_inputs[i]->effect);
845 all_ok &= input->can_output_linear_gamma();
852 for (unsigned i = 0; i < nonlinear_inputs.size(); ++i) {
853 CHECK(nonlinear_inputs[i]->effect->set_int("output_linear_gamma", 1));
854 nonlinear_inputs[i]->output_gamma_curve = GAMMA_LINEAR;
857 // Re-sort topologically, and propagate the new information.
858 propagate_gamma_and_color_space();
865 sprintf(filename, "step%u-gammafix-iter%u.dot", step, ++gamma_propagation_pass);
866 output_dot(filename);
867 assert(gamma_propagation_pass < 100);
871 void EffectChain::fix_internal_gamma_by_inserting_nodes(unsigned step)
873 unsigned gamma_propagation_pass = 0;
877 for (unsigned i = 0; i < nodes.size(); ++i) {
878 Node *node = nodes[i];
879 if (!node_needs_gamma_fix(node)) {
883 // Special case: We could be an input and still be asked to
884 // fix our gamma; if so, we should be the only node
885 // (as node_needs_gamma_fix() would only return true in
886 // for an input in that case). That means we should insert
887 // a conversion node _after_ ourselves.
888 if (node->incoming_links.empty()) {
889 assert(node->outgoing_links.empty());
890 Node *conversion = add_node(new GammaExpansionEffect());
891 CHECK(conversion->effect->set_int("source_curve", node->output_gamma_curve));
892 conversion->output_gamma_curve = GAMMA_LINEAR;
893 connect_nodes(node, conversion);
896 // If not, go through each input that is not linear gamma,
897 // and insert a gamma conversion before it.
898 for (unsigned j = 0; j < node->incoming_links.size(); ++j) {
899 Node *input = node->incoming_links[j];
900 assert(input->output_gamma_curve != GAMMA_INVALID);
901 if (input->output_gamma_curve == GAMMA_LINEAR) {
904 Node *conversion = add_node(new GammaExpansionEffect());
905 CHECK(conversion->effect->set_int("source_curve", input->output_gamma_curve));
906 conversion->output_gamma_curve = GAMMA_LINEAR;
907 insert_node_between(input, conversion, node);
910 // Re-sort topologically, and propagate the new information.
911 propagate_gamma_and_color_space();
918 sprintf(filename, "step%u-gammafix-iter%u.dot", step, ++gamma_propagation_pass);
919 output_dot(filename);
920 assert(gamma_propagation_pass < 100);
923 for (unsigned i = 0; i < nodes.size(); ++i) {
924 Node *node = nodes[i];
925 if (node->disabled) {
928 assert(node->output_gamma_curve != GAMMA_INVALID);
932 // Make so that the output is in the desired gamma.
933 // Note that this assumes linear input gamma, so it might create the need
934 // for another pass of fix_internal_gamma().
935 void EffectChain::fix_output_gamma()
937 Node *output = find_output_node();
938 if (output->output_gamma_curve != output_format.gamma_curve) {
939 Node *conversion = add_node(new GammaCompressionEffect());
940 CHECK(conversion->effect->set_int("destination_curve", output_format.gamma_curve));
941 conversion->output_gamma_curve = output_format.gamma_curve;
942 connect_nodes(output, conversion);
946 // If the user has requested dither, add a DitherEffect right at the end
947 // (after GammaCompressionEffect etc.). This needs to be done after everything else,
948 // since dither is about the only effect that can _not_ be done in linear space.
949 void EffectChain::add_dither_if_needed()
951 if (num_dither_bits == 0) {
954 Node *output = find_output_node();
955 Node *dither = add_node(new DitherEffect());
956 CHECK(dither->effect->set_int("num_bits", num_dither_bits));
957 connect_nodes(output, dither);
959 dither_effect = dither->effect;
962 // Find the output node. This is, simply, one that has no outgoing links.
963 // If there are multiple ones, the graph is malformed (we do not support
964 // multiple outputs right now).
965 Node *EffectChain::find_output_node()
967 std::vector<Node *> output_nodes;
968 for (unsigned i = 0; i < nodes.size(); ++i) {
969 Node *node = nodes[i];
970 if (node->disabled) {
973 if (node->outgoing_links.empty()) {
974 output_nodes.push_back(node);
977 assert(output_nodes.size() == 1);
978 return output_nodes[0];
981 void EffectChain::finalize()
983 // Output the graph as it is before we do any conversions on it.
984 output_dot("step0-start.dot");
986 // Give each effect in turn a chance to rewrite its own part of the graph.
987 // Note that if more effects are added as part of this, they will be
988 // picked up as part of the same for loop, since they are added at the end.
989 for (unsigned i = 0; i < nodes.size(); ++i) {
990 nodes[i]->effect->rewrite_graph(this, nodes[i]);
992 output_dot("step1-rewritten.dot");
994 propagate_gamma_and_color_space();
995 output_dot("step2-propagated.dot");
997 fix_internal_color_spaces();
998 fix_output_color_space();
999 output_dot("step4-output-colorspacefix.dot");
1001 // Note that we need to fix gamma after colorspace conversion,
1002 // because colorspace conversions might create needs for gamma conversions.
1003 // Also, we need to run an extra pass of fix_internal_gamma() after
1004 // fixing the output gamma, as we only have conversions to/from linear.
1005 fix_internal_gamma_by_asking_inputs(5);
1006 fix_internal_gamma_by_inserting_nodes(6);
1008 output_dot("step7-output-gammafix.dot");
1009 fix_internal_gamma_by_asking_inputs(8);
1010 fix_internal_gamma_by_inserting_nodes(9);
1012 output_dot("step10-before-dither.dot");
1014 add_dither_if_needed();
1016 output_dot("step11-final.dot");
1018 // Construct all needed GLSL programs, starting at the output.
1019 construct_glsl_programs(find_output_node());
1021 output_dot("step12-split-to-phases.dot");
1023 // If we have more than one phase, we need intermediate render-to-texture.
1024 // Construct an FBO, and then as many textures as we need.
1025 // We choose the simplest option of having one texture per output,
1026 // since otherwise this turns into an (albeit simple)
1027 // register allocation problem.
1028 if (phases.size() > 1) {
1029 glGenFramebuffers(1, &fbo);
1031 for (unsigned i = 0; i < phases.size() - 1; ++i) {
1032 inform_input_sizes(phases[i]);
1033 find_output_size(phases[i]);
1035 Node *output_node = phases[i]->effects.back();
1036 glGenTextures(1, &output_node->output_texture);
1038 glBindTexture(GL_TEXTURE_2D, output_node->output_texture);
1040 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
1042 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
1044 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F_ARB, phases[i]->output_width, phases[i]->output_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
1047 output_node->output_texture_width = phases[i]->output_width;
1048 output_node->output_texture_height = phases[i]->output_height;
1050 inform_input_sizes(phases.back());
1053 for (unsigned i = 0; i < inputs.size(); ++i) {
1054 inputs[i]->finalize();
1057 assert(phases[0]->inputs.empty());
1062 void EffectChain::render_to_fbo(GLuint dest_fbo, unsigned width, unsigned height)
1066 // Save original viewport.
1067 GLuint x = 0, y = 0;
1069 if (width == 0 && height == 0) {
1071 glGetIntegerv(GL_VIEWPORT, viewport);
1074 width = viewport[2];
1075 height = viewport[3];
1079 glDisable(GL_BLEND);
1081 glDisable(GL_DEPTH_TEST);
1083 glDepthMask(GL_FALSE);
1086 glMatrixMode(GL_PROJECTION);
1088 glOrtho(0.0, 1.0, 0.0, 1.0, 0.0, 1.0);
1090 glMatrixMode(GL_MODELVIEW);
1093 if (phases.size() > 1) {
1094 glBindFramebuffer(GL_FRAMEBUFFER, fbo);
1098 std::set<Node *> generated_mipmaps;
1100 for (unsigned phase = 0; phase < phases.size(); ++phase) {
1101 // See if the requested output size has changed. If so, we need to recreate
1102 // the texture (and before we start setting up inputs).
1103 inform_input_sizes(phases[phase]);
1104 if (phase != phases.size() - 1) {
1105 find_output_size(phases[phase]);
1107 Node *output_node = phases[phase]->effects.back();
1109 if (output_node->output_texture_width != phases[phase]->output_width ||
1110 output_node->output_texture_height != phases[phase]->output_height) {
1111 glActiveTexture(GL_TEXTURE0);
1113 glBindTexture(GL_TEXTURE_2D, output_node->output_texture);
1115 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F_ARB, phases[phase]->output_width, phases[phase]->output_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
1117 glBindTexture(GL_TEXTURE_2D, 0);
1120 output_node->output_texture_width = phases[phase]->output_width;
1121 output_node->output_texture_height = phases[phase]->output_height;
1125 glUseProgram(phases[phase]->glsl_program_num);
1128 // Set up RTT inputs for this phase.
1129 for (unsigned sampler = 0; sampler < phases[phase]->inputs.size(); ++sampler) {
1130 glActiveTexture(GL_TEXTURE0 + sampler);
1131 Node *input = phases[phase]->inputs[sampler];
1132 glBindTexture(GL_TEXTURE_2D, input->output_texture);
1134 if (phases[phase]->input_needs_mipmaps) {
1135 if (generated_mipmaps.count(input) == 0) {
1136 glGenerateMipmap(GL_TEXTURE_2D);
1138 generated_mipmaps.insert(input);
1140 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
1143 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
1147 std::string texture_name = std::string("tex_") + input->effect_id;
1148 glUniform1i(glGetUniformLocation(phases[phase]->glsl_program_num, texture_name.c_str()), sampler);
1152 // And now the output.
1153 if (phase == phases.size() - 1) {
1154 // Last phase goes to the output the user specified.
1155 glBindFramebuffer(GL_FRAMEBUFFER, dest_fbo);
1157 glViewport(x, y, width, height);
1158 if (dither_effect != NULL) {
1159 CHECK(dither_effect->set_int("output_width", width));
1160 CHECK(dither_effect->set_int("output_height", height));
1163 Node *output_node = phases[phase]->effects.back();
1164 glFramebufferTexture2D(
1166 GL_COLOR_ATTACHMENT0,
1168 output_node->output_texture,
1171 glViewport(0, 0, phases[phase]->output_width, phases[phase]->output_height);
1174 // Give the required parameters to all the effects.
1175 unsigned sampler_num = phases[phase]->inputs.size();
1176 for (unsigned i = 0; i < phases[phase]->effects.size(); ++i) {
1177 Node *node = phases[phase]->effects[i];
1178 node->effect->set_gl_state(phases[phase]->glsl_program_num, node->effect_id, &sampler_num);
1185 glTexCoord2f(0.0f, 0.0f);
1186 glVertex2f(0.0f, 0.0f);
1188 glTexCoord2f(1.0f, 0.0f);
1189 glVertex2f(1.0f, 0.0f);
1191 glTexCoord2f(1.0f, 1.0f);
1192 glVertex2f(1.0f, 1.0f);
1194 glTexCoord2f(0.0f, 1.0f);
1195 glVertex2f(0.0f, 1.0f);
1200 for (unsigned i = 0; i < phases[phase]->effects.size(); ++i) {
1201 Node *node = phases[phase]->effects[i];
1202 node->effect->clear_gl_state();