1 #include <epoxy/gl.h>
2 #include <assert.h>
3 #include <math.h>
4 #include <stddef.h>
5 #include <stdio.h>
6 #include <stdlib.h>
7 #include <string.h>
8 #include <algorithm>
9 #include <set>
10 #include <stack>
11 #include <utility>
12 #include <vector>
13 #include <Eigen/Core>
14
15 #include "alpha_division_effect.h"
16 #include "alpha_multiplication_effect.h"
17 #include "colorspace_conversion_effect.h"
18 #include "dither_effect.h"
19 #include "effect.h"
20 #include "effect_chain.h"
21 #include "effect_util.h"
22 #include "gamma_compression_effect.h"
23 #include "gamma_expansion_effect.h"
24 #include "init.h"
25 #include "input.h"
26 #include "resource_pool.h"
27 #include "util.h"
28 #include "ycbcr_conversion_effect.h"
29
30 using namespace Eigen;
31 using namespace std;
32
33 namespace movit {
34
35 namespace {
36
37 // An effect whose only purpose is to sit in a phase on its own and take the
38 // texture output from a compute shader and display it to the normal backbuffer
39 // (or any FBO). That phase can be skipped when rendering using render_to_textures().
40 class ComputeShaderOutputDisplayEffect : public Effect {
41 public:
ComputeShaderOutputDisplayEffect()42 ComputeShaderOutputDisplayEffect() {}
effect_type_id() const43 string effect_type_id() const override { return "ComputeShaderOutputDisplayEffect"; }
output_fragment_shader()44 string output_fragment_shader() override { return read_file("identity.frag"); }
needs_texture_bounce() const45 bool needs_texture_bounce() const override { return true; }
46 };
47
48 } // namespace
49
EffectChain(float aspect_nom,float aspect_denom,ResourcePool * resource_pool)50 EffectChain::EffectChain(float aspect_nom, float aspect_denom, ResourcePool *resource_pool)
51 : aspect_nom(aspect_nom),
52 aspect_denom(aspect_denom),
53 output_color_rgba(false),
54 num_output_color_ycbcr(0),
55 dither_effect(nullptr),
56 ycbcr_conversion_effect_node(nullptr),
57 intermediate_format(GL_RGBA16F),
58 intermediate_transformation(NO_FRAMEBUFFER_TRANSFORMATION),
59 num_dither_bits(0),
60 output_origin(OUTPUT_ORIGIN_BOTTOM_LEFT),
61 finalized(false),
62 resource_pool(resource_pool),
63 do_phase_timing(false) {
64 if (resource_pool == nullptr) {
65 this->resource_pool = new ResourcePool();
66 owns_resource_pool = true;
67 } else {
68 owns_resource_pool = false;
69 }
70
71 // Generate a VBO with some data in (shared position and texture coordinate data).
72 float vertices[] = {
73 0.0f, 2.0f,
74 0.0f, 0.0f,
75 2.0f, 0.0f
76 };
77 vbo = generate_vbo(2, GL_FLOAT, sizeof(vertices), vertices);
78 }
79
~EffectChain()80 EffectChain::~EffectChain()
81 {
82 for (unsigned i = 0; i < nodes.size(); ++i) {
83 delete nodes[i]->effect;
84 delete nodes[i];
85 }
86 for (unsigned i = 0; i < phases.size(); ++i) {
87 resource_pool->release_glsl_program(phases[i]->glsl_program_num);
88 delete phases[i];
89 }
90 if (owns_resource_pool) {
91 delete resource_pool;
92 }
93 glDeleteBuffers(1, &vbo);
94 check_error();
95 }
96
add_input(Input * input)97 Input *EffectChain::add_input(Input *input)
98 {
99 assert(!finalized);
100 inputs.push_back(input);
101 add_node(input);
102 return input;
103 }
104
add_output(const ImageFormat & format,OutputAlphaFormat alpha_format)105 void EffectChain::add_output(const ImageFormat &format, OutputAlphaFormat alpha_format)
106 {
107 assert(!finalized);
108 assert(!output_color_rgba);
109 output_format = format;
110 output_alpha_format = alpha_format;
111 output_color_rgba = true;
112 }
113
add_ycbcr_output(const ImageFormat & format,OutputAlphaFormat alpha_format,const YCbCrFormat & ycbcr_format,YCbCrOutputSplitting output_splitting,GLenum output_type)114 void EffectChain::add_ycbcr_output(const ImageFormat &format, OutputAlphaFormat alpha_format,
115 const YCbCrFormat &ycbcr_format, YCbCrOutputSplitting output_splitting,
116 GLenum output_type)
117 {
118 assert(!finalized);
119 assert(num_output_color_ycbcr < 2);
120 output_format = format;
121 output_alpha_format = alpha_format;
122
123 if (num_output_color_ycbcr == 1) {
124 // Check that the format is the same.
125 assert(output_ycbcr_format.luma_coefficients == ycbcr_format.luma_coefficients);
126 assert(output_ycbcr_format.full_range == ycbcr_format.full_range);
127 assert(output_ycbcr_format.num_levels == ycbcr_format.num_levels);
128 assert(output_ycbcr_format.chroma_subsampling_x == 1);
129 assert(output_ycbcr_format.chroma_subsampling_y == 1);
130 assert(output_ycbcr_type == output_type);
131 } else {
132 output_ycbcr_format = ycbcr_format;
133 output_ycbcr_type = output_type;
134 }
135 output_ycbcr_splitting[num_output_color_ycbcr++] = output_splitting;
136
137 assert(ycbcr_format.chroma_subsampling_x == 1);
138 assert(ycbcr_format.chroma_subsampling_y == 1);
139 }
140
change_ycbcr_output_format(const YCbCrFormat & ycbcr_format)141 void EffectChain::change_ycbcr_output_format(const YCbCrFormat &ycbcr_format)
142 {
143 assert(num_output_color_ycbcr > 0);
144 assert(output_ycbcr_format.chroma_subsampling_x == 1);
145 assert(output_ycbcr_format.chroma_subsampling_y == 1);
146
147 output_ycbcr_format = ycbcr_format;
148 if (finalized) {
149 YCbCrConversionEffect *effect = (YCbCrConversionEffect *)(ycbcr_conversion_effect_node->effect);
150 effect->change_output_format(ycbcr_format);
151 }
152 }
153
add_node(Effect * effect)154 Node *EffectChain::add_node(Effect *effect)
155 {
156 for (unsigned i = 0; i < nodes.size(); ++i) {
157 assert(nodes[i]->effect != effect);
158 }
159
160 Node *node = new Node;
161 node->effect = effect;
162 node->disabled = false;
163 node->output_color_space = COLORSPACE_INVALID;
164 node->output_gamma_curve = GAMMA_INVALID;
165 node->output_alpha_type = ALPHA_INVALID;
166 node->needs_mipmaps = Effect::DOES_NOT_NEED_MIPMAPS;
167 node->one_to_one_sampling = false;
168 node->strong_one_to_one_sampling = false;
169
170 nodes.push_back(node);
171 node_map[effect] = node;
172 effect->inform_added(this);
173 return node;
174 }
175
connect_nodes(Node * sender,Node * receiver)176 void EffectChain::connect_nodes(Node *sender, Node *receiver)
177 {
178 sender->outgoing_links.push_back(receiver);
179 receiver->incoming_links.push_back(sender);
180 }
181
replace_receiver(Node * old_receiver,Node * new_receiver)182 void EffectChain::replace_receiver(Node *old_receiver, Node *new_receiver)
183 {
184 new_receiver->incoming_links = old_receiver->incoming_links;
185 old_receiver->incoming_links.clear();
186
187 for (unsigned i = 0; i < new_receiver->incoming_links.size(); ++i) {
188 Node *sender = new_receiver->incoming_links[i];
189 for (unsigned j = 0; j < sender->outgoing_links.size(); ++j) {
190 if (sender->outgoing_links[j] == old_receiver) {
191 sender->outgoing_links[j] = new_receiver;
192 }
193 }
194 }
195 }
196
replace_sender(Node * old_sender,Node * new_sender)197 void EffectChain::replace_sender(Node *old_sender, Node *new_sender)
198 {
199 new_sender->outgoing_links = old_sender->outgoing_links;
200 old_sender->outgoing_links.clear();
201
202 for (unsigned i = 0; i < new_sender->outgoing_links.size(); ++i) {
203 Node *receiver = new_sender->outgoing_links[i];
204 for (unsigned j = 0; j < receiver->incoming_links.size(); ++j) {
205 if (receiver->incoming_links[j] == old_sender) {
206 receiver->incoming_links[j] = new_sender;
207 }
208 }
209 }
210 }
211
insert_node_between(Node * sender,Node * middle,Node * receiver)212 void EffectChain::insert_node_between(Node *sender, Node *middle, Node *receiver)
213 {
214 for (unsigned i = 0; i < sender->outgoing_links.size(); ++i) {
215 if (sender->outgoing_links[i] == receiver) {
216 sender->outgoing_links[i] = middle;
217 middle->incoming_links.push_back(sender);
218 }
219 }
220 for (unsigned i = 0; i < receiver->incoming_links.size(); ++i) {
221 if (receiver->incoming_links[i] == sender) {
222 receiver->incoming_links[i] = middle;
223 middle->outgoing_links.push_back(receiver);
224 }
225 }
226
227 assert(middle->incoming_links.size() == middle->effect->num_inputs());
228 }
229
get_input_sampler(Node * node,unsigned input_num) const230 GLenum EffectChain::get_input_sampler(Node *node, unsigned input_num) const
231 {
232 assert(node->effect->needs_texture_bounce());
233 assert(input_num < node->incoming_links.size());
234 assert(node->incoming_links[input_num]->bound_sampler_num >= 0);
235 assert(node->incoming_links[input_num]->bound_sampler_num < 8);
236 return GL_TEXTURE0 + node->incoming_links[input_num]->bound_sampler_num;
237 }
238
has_input_sampler(Node * node,unsigned input_num) const239 GLenum EffectChain::has_input_sampler(Node *node, unsigned input_num) const
240 {
241 assert(input_num < node->incoming_links.size());
242 return node->incoming_links[input_num]->bound_sampler_num >= 0 &&
243 node->incoming_links[input_num]->bound_sampler_num < 8;
244 }
245
find_all_nonlinear_inputs(Node * node,vector<Node * > * nonlinear_inputs)246 void EffectChain::find_all_nonlinear_inputs(Node *node, vector<Node *> *nonlinear_inputs)
247 {
248 if (node->output_gamma_curve == GAMMA_LINEAR &&
249 node->effect->effect_type_id() != "GammaCompressionEffect") {
250 return;
251 }
252 if (node->effect->num_inputs() == 0) {
253 nonlinear_inputs->push_back(node);
254 } else {
255 assert(node->effect->num_inputs() == node->incoming_links.size());
256 for (unsigned i = 0; i < node->incoming_links.size(); ++i) {
257 find_all_nonlinear_inputs(node->incoming_links[i], nonlinear_inputs);
258 }
259 }
260 }
261
add_effect(Effect * effect,const vector<Effect * > & inputs)262 Effect *EffectChain::add_effect(Effect *effect, const vector<Effect *> &inputs)
263 {
264 assert(!finalized);
265 assert(inputs.size() == effect->num_inputs());
266 Node *node = add_node(effect);
267 for (unsigned i = 0; i < inputs.size(); ++i) {
268 assert(node_map.count(inputs[i]) != 0);
269 connect_nodes(node_map[inputs[i]], node);
270 }
271 return effect;
272 }
273
274 // ESSL doesn't support token pasting. Replace PREFIX(x) with <effect_id>_x.
replace_prefix(const string & text,const string & prefix)275 string replace_prefix(const string &text, const string &prefix)
276 {
277 string output;
278 size_t start = 0;
279
280 while (start < text.size()) {
281 size_t pos = text.find("PREFIX(", start);
282 if (pos == string::npos) {
283 output.append(text.substr(start, string::npos));
284 break;
285 }
286
287 output.append(text.substr(start, pos - start));
288 output.append(prefix);
289 output.append("_");
290
291 pos += strlen("PREFIX(");
292
293 // Output stuff until we find the matching ), which we then eat.
294 int depth = 1;
295 size_t end_arg_pos = pos;
296 while (end_arg_pos < text.size()) {
297 if (text[end_arg_pos] == '(') {
298 ++depth;
299 } else if (text[end_arg_pos] == ')') {
300 --depth;
301 if (depth == 0) {
302 break;
303 }
304 }
305 ++end_arg_pos;
306 }
307 output.append(text.substr(pos, end_arg_pos - pos));
308 ++end_arg_pos;
309 assert(depth == 0);
310 start = end_arg_pos;
311 }
312 return output;
313 }
314
315 namespace {
316
317 template<class T>
extract_uniform_declarations(const vector<Uniform<T>> & effect_uniforms,const string & type_specifier,const string & effect_id,vector<Uniform<T>> * phase_uniforms,string * glsl_string)318 void extract_uniform_declarations(const vector<Uniform<T>> &effect_uniforms,
319 const string &type_specifier,
320 const string &effect_id,
321 vector<Uniform<T>> *phase_uniforms,
322 string *glsl_string)
323 {
324 for (unsigned i = 0; i < effect_uniforms.size(); ++i) {
325 phase_uniforms->push_back(effect_uniforms[i]);
326 phase_uniforms->back().prefix = effect_id;
327
328 *glsl_string += string("uniform ") + type_specifier + " " + effect_id
329 + "_" + effect_uniforms[i].name + ";\n";
330 }
331 }
332
333 template<class T>
extract_uniform_array_declarations(const vector<Uniform<T>> & effect_uniforms,const string & type_specifier,const string & effect_id,vector<Uniform<T>> * phase_uniforms,string * glsl_string)334 void extract_uniform_array_declarations(const vector<Uniform<T>> &effect_uniforms,
335 const string &type_specifier,
336 const string &effect_id,
337 vector<Uniform<T>> *phase_uniforms,
338 string *glsl_string)
339 {
340 for (unsigned i = 0; i < effect_uniforms.size(); ++i) {
341 phase_uniforms->push_back(effect_uniforms[i]);
342 phase_uniforms->back().prefix = effect_id;
343
344 char buf[256];
345 snprintf(buf, sizeof(buf), "uniform %s %s_%s[%d];\n",
346 type_specifier.c_str(), effect_id.c_str(),
347 effect_uniforms[i].name.c_str(),
348 int(effect_uniforms[i].num_values));
349 *glsl_string += buf;
350 }
351 }
352
353 template<class T>
collect_uniform_locations(GLuint glsl_program_num,vector<Uniform<T>> * phase_uniforms)354 void collect_uniform_locations(GLuint glsl_program_num, vector<Uniform<T>> *phase_uniforms)
355 {
356 for (unsigned i = 0; i < phase_uniforms->size(); ++i) {
357 Uniform<T> &uniform = (*phase_uniforms)[i];
358 uniform.location = get_uniform_location(glsl_program_num, uniform.prefix, uniform.name);
359 }
360 }
361
362 } // namespace
363
compile_glsl_program(Phase * phase)364 void EffectChain::compile_glsl_program(Phase *phase)
365 {
366 string frag_shader_header;
367 if (phase->is_compute_shader) {
368 frag_shader_header = read_file("header.comp");
369 } else {
370 frag_shader_header = read_version_dependent_file("header", "frag");
371 }
372 string frag_shader = "";
373
374 // Create functions and uniforms for all the texture inputs that we need.
375 for (unsigned i = 0; i < phase->inputs.size(); ++i) {
376 Node *input = phase->inputs[i]->output_node;
377 char effect_id[256];
378 sprintf(effect_id, "in%u", i);
379 phase->effect_ids.insert(make_pair(make_pair(input, IN_ANOTHER_PHASE), effect_id));
380
381 frag_shader += string("uniform sampler2D tex_") + effect_id + ";\n";
382 frag_shader += string("vec4 ") + effect_id + "(vec2 tc) {\n";
383 frag_shader += "\tvec4 tmp = tex2D(tex_" + string(effect_id) + ", tc);\n";
384
385 if (intermediate_transformation == SQUARE_ROOT_FRAMEBUFFER_TRANSFORMATION &&
386 phase->inputs[i]->output_node->output_gamma_curve == GAMMA_LINEAR) {
387 frag_shader += "\ttmp.rgb *= tmp.rgb;\n";
388 }
389
390 frag_shader += "\treturn tmp;\n";
391 frag_shader += "}\n";
392 frag_shader += "\n";
393
394 Uniform<int> uniform;
395 uniform.name = effect_id;
396 uniform.value = &phase->input_samplers[i];
397 uniform.prefix = "tex";
398 uniform.num_values = 1;
399 uniform.location = -1;
400 phase->uniforms_sampler2d.push_back(uniform);
401 }
402
403 // Give each effect in the phase its own ID.
404 for (unsigned i = 0; i < phase->effects.size(); ++i) {
405 Node *node = phase->effects[i];
406 char effect_id[256];
407 sprintf(effect_id, "eff%u", i);
408 bool inserted = phase->effect_ids.insert(make_pair(make_pair(node, IN_SAME_PHASE), effect_id)).second;
409 assert(inserted);
410 }
411
412 for (unsigned i = 0; i < phase->effects.size(); ++i) {
413 Node *node = phase->effects[i];
414 const string effect_id = phase->effect_ids[make_pair(node, IN_SAME_PHASE)];
415 for (unsigned j = 0; j < node->incoming_links.size(); ++j) {
416 if (node->incoming_links.size() == 1) {
417 frag_shader += "#define INPUT";
418 } else {
419 char buf[256];
420 sprintf(buf, "#define INPUT%d", j + 1);
421 frag_shader += buf;
422 }
423
424 Node *input = node->incoming_links[j];
425 NodeLinkType link_type = node->incoming_link_type[j];
426 if (i != 0 &&
427 input->effect->is_compute_shader() &&
428 node->incoming_link_type[j] == IN_SAME_PHASE) {
429 // First effect after the compute shader reads the value
430 // that cs_output() wrote to a global variable,
431 // ignoring the tc (since all such effects have to be
432 // strong one-to-one).
433 frag_shader += "(tc) CS_OUTPUT_VAL\n";
434 } else {
435 assert(phase->effect_ids.count(make_pair(input, link_type)));
436 frag_shader += string(" ") + phase->effect_ids[make_pair(input, link_type)] + "\n";
437 }
438 }
439
440 frag_shader += "\n";
441 frag_shader += string("#define FUNCNAME ") + effect_id + "\n";
442 if (node->effect->is_compute_shader()) {
443 frag_shader += string("#define NORMALIZE_TEXTURE_COORDS(tc) ((tc) * ") + effect_id + "_inv_output_size + " + effect_id + "_output_texcoord_adjust)\n";
444 }
445 frag_shader += replace_prefix(node->effect->output_fragment_shader(), effect_id);
446 frag_shader += "#undef FUNCNAME\n";
447 if (node->incoming_links.size() == 1) {
448 frag_shader += "#undef INPUT\n";
449 } else {
450 for (unsigned j = 0; j < node->incoming_links.size(); ++j) {
451 char buf[256];
452 sprintf(buf, "#undef INPUT%d\n", j + 1);
453 frag_shader += buf;
454 }
455 }
456 frag_shader += "\n";
457 }
458 if (phase->is_compute_shader) {
459 assert(phase->effect_ids.count(make_pair(phase->compute_shader_node, IN_SAME_PHASE)));
460 frag_shader += string("#define INPUT ") + phase->effect_ids[make_pair(phase->compute_shader_node, IN_SAME_PHASE)] + "\n";
461 if (phase->compute_shader_node == phase->effects.back()) {
462 // No postprocessing.
463 frag_shader += "#define CS_POSTPROC(tc) CS_OUTPUT_VAL\n";
464 } else {
465 frag_shader += string("#define CS_POSTPROC ") + phase->effect_ids[make_pair(phase->effects.back(), IN_SAME_PHASE)] + "\n";
466 }
467 } else {
468 assert(phase->effect_ids.count(make_pair(phase->effects.back(), IN_SAME_PHASE)));
469 frag_shader += string("#define INPUT ") + phase->effect_ids[make_pair(phase->effects.back(), IN_SAME_PHASE)] + "\n";
470 }
471
472 // If we're the last phase, add the right #defines for Y'CbCr multi-output as needed.
473 vector<string> frag_shader_outputs; // In order.
474 if (phase->output_node->outgoing_links.empty() && num_output_color_ycbcr > 0) {
475 switch (output_ycbcr_splitting[0]) {
476 case YCBCR_OUTPUT_INTERLEAVED:
477 // No #defines set.
478 frag_shader_outputs.push_back("FragColor");
479 break;
480 case YCBCR_OUTPUT_SPLIT_Y_AND_CBCR:
481 frag_shader += "#define YCBCR_OUTPUT_SPLIT_Y_AND_CBCR 1\n";
482 frag_shader_outputs.push_back("Y");
483 frag_shader_outputs.push_back("Chroma");
484 break;
485 case YCBCR_OUTPUT_PLANAR:
486 frag_shader += "#define YCBCR_OUTPUT_PLANAR 1\n";
487 frag_shader_outputs.push_back("Y");
488 frag_shader_outputs.push_back("Cb");
489 frag_shader_outputs.push_back("Cr");
490 break;
491 default:
492 assert(false);
493 }
494
495 if (num_output_color_ycbcr > 1) {
496 switch (output_ycbcr_splitting[1]) {
497 case YCBCR_OUTPUT_INTERLEAVED:
498 frag_shader += "#define SECOND_YCBCR_OUTPUT_INTERLEAVED 1\n";
499 frag_shader_outputs.push_back("YCbCr2");
500 break;
501 case YCBCR_OUTPUT_SPLIT_Y_AND_CBCR:
502 frag_shader += "#define SECOND_YCBCR_OUTPUT_SPLIT_Y_AND_CBCR 1\n";
503 frag_shader_outputs.push_back("Y2");
504 frag_shader_outputs.push_back("Chroma2");
505 break;
506 case YCBCR_OUTPUT_PLANAR:
507 frag_shader += "#define SECOND_YCBCR_OUTPUT_PLANAR 1\n";
508 frag_shader_outputs.push_back("Y2");
509 frag_shader_outputs.push_back("Cb2");
510 frag_shader_outputs.push_back("Cr2");
511 break;
512 default:
513 assert(false);
514 }
515 }
516
517 if (output_color_rgba) {
518 // Note: Needs to come in the header, because not only the
519 // output needs to see it (YCbCrConversionEffect and DitherEffect
520 // do, too).
521 frag_shader_header += "#define YCBCR_ALSO_OUTPUT_RGBA 1\n";
522 frag_shader_outputs.push_back("RGBA");
523 }
524 }
525
526 // If we're bouncing to a temporary texture, signal transformation if desired.
527 if (!phase->output_node->outgoing_links.empty()) {
528 if (intermediate_transformation == SQUARE_ROOT_FRAMEBUFFER_TRANSFORMATION &&
529 phase->output_node->output_gamma_curve == GAMMA_LINEAR) {
530 frag_shader += "#define SQUARE_ROOT_TRANSFORMATION 1\n";
531 }
532 }
533
534 if (phase->is_compute_shader) {
535 frag_shader.append(read_file("footer.comp"));
536 phase->compute_shader_node->effect->register_uniform_ivec2("output_size", phase->uniform_output_size);
537 phase->compute_shader_node->effect->register_uniform_vec2("inv_output_size", (float *)&phase->inv_output_size);
538 phase->compute_shader_node->effect->register_uniform_vec2("output_texcoord_adjust", (float *)&phase->output_texcoord_adjust);
539 } else {
540 frag_shader.append(read_file("footer.frag"));
541 }
542
543 // Collect uniforms from all effects and output them. Note that this needs
544 // to happen after output_fragment_shader(), even though the uniforms come
545 // before in the output source, since output_fragment_shader() is allowed
546 // to register new uniforms (e.g. arrays that are of unknown length until
547 // finalization time).
548 // TODO: Make a uniform block for platforms that support it.
549 string frag_shader_uniforms = "";
550 for (unsigned i = 0; i < phase->effects.size(); ++i) {
551 Node *node = phase->effects[i];
552 Effect *effect = node->effect;
553 const string effect_id = phase->effect_ids[make_pair(node, IN_SAME_PHASE)];
554 extract_uniform_declarations(effect->uniforms_image2d, "image2D", effect_id, &phase->uniforms_image2d, &frag_shader_uniforms);
555 extract_uniform_declarations(effect->uniforms_sampler2d, "sampler2D", effect_id, &phase->uniforms_sampler2d, &frag_shader_uniforms);
556 extract_uniform_declarations(effect->uniforms_bool, "bool", effect_id, &phase->uniforms_bool, &frag_shader_uniforms);
557 extract_uniform_declarations(effect->uniforms_int, "int", effect_id, &phase->uniforms_int, &frag_shader_uniforms);
558 extract_uniform_declarations(effect->uniforms_ivec2, "ivec2", effect_id, &phase->uniforms_ivec2, &frag_shader_uniforms);
559 extract_uniform_declarations(effect->uniforms_float, "float", effect_id, &phase->uniforms_float, &frag_shader_uniforms);
560 extract_uniform_declarations(effect->uniforms_vec2, "vec2", effect_id, &phase->uniforms_vec2, &frag_shader_uniforms);
561 extract_uniform_declarations(effect->uniforms_vec3, "vec3", effect_id, &phase->uniforms_vec3, &frag_shader_uniforms);
562 extract_uniform_declarations(effect->uniforms_vec4, "vec4", effect_id, &phase->uniforms_vec4, &frag_shader_uniforms);
563 extract_uniform_array_declarations(effect->uniforms_float_array, "float", effect_id, &phase->uniforms_float, &frag_shader_uniforms);
564 extract_uniform_array_declarations(effect->uniforms_vec2_array, "vec2", effect_id, &phase->uniforms_vec2, &frag_shader_uniforms);
565 extract_uniform_array_declarations(effect->uniforms_vec3_array, "vec3", effect_id, &phase->uniforms_vec3, &frag_shader_uniforms);
566 extract_uniform_array_declarations(effect->uniforms_vec4_array, "vec4", effect_id, &phase->uniforms_vec4, &frag_shader_uniforms);
567 extract_uniform_declarations(effect->uniforms_mat3, "mat3", effect_id, &phase->uniforms_mat3, &frag_shader_uniforms);
568 }
569
570 string vert_shader = read_version_dependent_file("vs", "vert");
571
572 // If we're the last phase and need to flip the picture to compensate for
573 // the origin, tell the vertex or compute shader so.
574 bool is_last_phase;
575 if (has_dummy_effect) {
576 is_last_phase = (phase->output_node->outgoing_links.size() == 1 &&
577 phase->output_node->outgoing_links[0]->effect->effect_type_id() == "ComputeShaderOutputDisplayEffect");
578 } else {
579 is_last_phase = phase->output_node->outgoing_links.empty();
580 }
581 if (is_last_phase && output_origin == OUTPUT_ORIGIN_TOP_LEFT) {
582 if (phase->is_compute_shader) {
583 frag_shader_header += "#define FLIP_ORIGIN 1\n";
584 } else {
585 const string needle = "#define FLIP_ORIGIN 0";
586 size_t pos = vert_shader.find(needle);
587 assert(pos != string::npos);
588
589 vert_shader[pos + needle.size() - 1] = '1';
590 }
591 }
592
593 frag_shader = frag_shader_header + frag_shader_uniforms + frag_shader;
594
595 if (phase->is_compute_shader) {
596 phase->glsl_program_num = resource_pool->compile_glsl_compute_program(frag_shader);
597
598 Uniform<int> uniform;
599 uniform.name = "outbuf";
600 uniform.value = &phase->outbuf_image_unit;
601 uniform.prefix = "tex";
602 uniform.num_values = 1;
603 uniform.location = -1;
604 phase->uniforms_image2d.push_back(uniform);
605 } else {
606 phase->glsl_program_num = resource_pool->compile_glsl_program(vert_shader, frag_shader, frag_shader_outputs);
607 }
608 GLint position_attribute_index = glGetAttribLocation(phase->glsl_program_num, "position");
609 GLint texcoord_attribute_index = glGetAttribLocation(phase->glsl_program_num, "texcoord");
610 if (position_attribute_index != -1) {
611 phase->attribute_indexes.insert(position_attribute_index);
612 }
613 if (texcoord_attribute_index != -1) {
614 phase->attribute_indexes.insert(texcoord_attribute_index);
615 }
616
617 // Collect the resulting location numbers for each uniform.
618 collect_uniform_locations(phase->glsl_program_num, &phase->uniforms_image2d);
619 collect_uniform_locations(phase->glsl_program_num, &phase->uniforms_sampler2d);
620 collect_uniform_locations(phase->glsl_program_num, &phase->uniforms_bool);
621 collect_uniform_locations(phase->glsl_program_num, &phase->uniforms_int);
622 collect_uniform_locations(phase->glsl_program_num, &phase->uniforms_ivec2);
623 collect_uniform_locations(phase->glsl_program_num, &phase->uniforms_float);
624 collect_uniform_locations(phase->glsl_program_num, &phase->uniforms_vec2);
625 collect_uniform_locations(phase->glsl_program_num, &phase->uniforms_vec3);
626 collect_uniform_locations(phase->glsl_program_num, &phase->uniforms_vec4);
627 collect_uniform_locations(phase->glsl_program_num, &phase->uniforms_mat3);
628 }
629
630 // Construct GLSL programs, starting at the given effect and following
631 // the chain from there. We end a program every time we come to an effect
632 // marked as "needs texture bounce", one that is used by multiple other
633 // effects, every time we need to bounce due to output size change
634 // (not all size changes require ending), and of course at the end.
635 //
636 // We follow a quite simple depth-first search from the output, although
637 // without recursing explicitly within each phase.
construct_phase(Node * output,map<Node *,Phase * > * completed_effects)638 Phase *EffectChain::construct_phase(Node *output, map<Node *, Phase *> *completed_effects)
639 {
640 if (completed_effects->count(output)) {
641 return (*completed_effects)[output];
642 }
643
644 Phase *phase = new Phase;
645 phase->output_node = output;
646 phase->is_compute_shader = false;
647 phase->compute_shader_node = nullptr;
648
649 // If the output effect has one-to-one sampling, we try to trace this
650 // status down through the dependency chain. This is important in case
651 // we hit an effect that changes output size (and not sets a virtual
652 // output size); if we have one-to-one sampling, we don't have to break
653 // the phase.
654 output->one_to_one_sampling = output->effect->one_to_one_sampling();
655 output->strong_one_to_one_sampling = output->effect->strong_one_to_one_sampling();
656
657 // Effects that we have yet to calculate, but that we know should
658 // be in the current phase.
659 stack<Node *> effects_todo_this_phase;
660 effects_todo_this_phase.push(output);
661
662 while (!effects_todo_this_phase.empty()) {
663 Node *node = effects_todo_this_phase.top();
664 effects_todo_this_phase.pop();
665
666 assert(node->effect->one_to_one_sampling() >= node->effect->strong_one_to_one_sampling());
667
668 if (node->effect->needs_mipmaps() != Effect::DOES_NOT_NEED_MIPMAPS) {
669 // Can't have incompatible requirements imposed on us from a dependent effect;
670 // if so, it should have started a new phase instead.
671 assert(node->needs_mipmaps == Effect::DOES_NOT_NEED_MIPMAPS ||
672 node->needs_mipmaps == node->effect->needs_mipmaps());
673 node->needs_mipmaps = node->effect->needs_mipmaps();
674 }
675
676 // This should currently only happen for effects that are inputs
677 // (either true inputs or phase outputs). We special-case inputs,
678 // and then deduplicate phase outputs below.
679 if (node->effect->num_inputs() == 0) {
680 if (find(phase->effects.begin(), phase->effects.end(), node) != phase->effects.end()) {
681 continue;
682 }
683 } else {
684 assert(completed_effects->count(node) == 0);
685 }
686
687 phase->effects.push_back(node);
688 if (node->effect->is_compute_shader()) {
689 assert(phase->compute_shader_node == nullptr ||
690 phase->compute_shader_node == node);
691 phase->is_compute_shader = true;
692 phase->compute_shader_node = node;
693 }
694
695 // Find all the dependencies of this effect, and add them to the stack.
696 assert(node->effect->num_inputs() == node->incoming_links.size());
697 for (Node *dep : node->incoming_links) {
698 bool start_new_phase = false;
699
700 Effect::MipmapRequirements save_needs_mipmaps = dep->needs_mipmaps;
701
702 if (node->effect->needs_texture_bounce() &&
703 !dep->effect->is_single_texture() &&
704 !dep->effect->override_disable_bounce()) {
705 start_new_phase = true;
706 }
707
708 // Propagate information about needing mipmaps down the chain,
709 // breaking the phase if we notice an incompatibility.
710 //
711 // Note that we cannot do this propagation as a normal pass,
712 // because it needs information about where the phases end
713 // (we should not propagate the flag across phases).
714 if (node->needs_mipmaps != Effect::DOES_NOT_NEED_MIPMAPS) {
715 // The node can have a value set (ie. not DOES_NOT_NEED_MIPMAPS)
716 // if we have diamonds in the graph; if so, choose that.
717 // If not, the effect on the node can also decide (this is the
718 // more common case).
719 Effect::MipmapRequirements dep_mipmaps = dep->needs_mipmaps;
720 if (dep_mipmaps == Effect::DOES_NOT_NEED_MIPMAPS) {
721 if (dep->effect->num_inputs() == 0) {
722 Input *input = static_cast<Input *>(dep->effect);
723 dep_mipmaps = input->can_supply_mipmaps() ? Effect::DOES_NOT_NEED_MIPMAPS : Effect::CANNOT_ACCEPT_MIPMAPS;
724 } else {
725 dep_mipmaps = dep->effect->needs_mipmaps();
726 }
727 }
728 if (dep_mipmaps == Effect::DOES_NOT_NEED_MIPMAPS) {
729 dep->needs_mipmaps = node->needs_mipmaps;
730 } else if (dep_mipmaps != node->needs_mipmaps) {
731 // The dependency cannot supply our mipmap demands
732 // (either because it's an input that can't do mipmaps,
733 // or because there's a conflict between mipmap-needing
734 // and mipmap-refusing effects somewhere in the graph),
735 // so they cannot be in the same phase.
736 start_new_phase = true;
737 }
738 }
739
740 if (dep->outgoing_links.size() > 1) {
741 if (!dep->effect->is_single_texture()) {
742 // More than one effect uses this as the input,
743 // and it is not a texture itself.
744 // The easiest thing to do (and probably also the safest
745 // performance-wise in most cases) is to bounce it to a texture
746 // and then let the next passes read from that.
747 start_new_phase = true;
748 } else {
749 assert(dep->effect->num_inputs() == 0);
750
751 // For textures, we try to be slightly more clever;
752 // if none of our outputs need a bounce, we don't bounce
753 // but instead simply use the effect many times.
754 //
755 // Strictly speaking, we could bounce it for some outputs
756 // and use it directly for others, but the processing becomes
757 // somewhat simpler if the effect is only used in one such way.
758 for (unsigned j = 0; j < dep->outgoing_links.size(); ++j) {
759 Node *rdep = dep->outgoing_links[j];
760 start_new_phase |= rdep->effect->needs_texture_bounce();
761 }
762 }
763 }
764
765 if (dep->effect->is_compute_shader()) {
766 if (phase->is_compute_shader) {
767 // Only one compute shader per phase.
768 start_new_phase = true;
769 } else if (!node->strong_one_to_one_sampling) {
770 // If all nodes so far are strong one-to-one, we can put them after
771 // the compute shader (ie., process them on the output).
772 start_new_phase = true;
773 } else if (!start_new_phase) {
774 phase->is_compute_shader = true;
775 phase->compute_shader_node = dep;
776 }
777 } else if (dep->effect->sets_virtual_output_size()) {
778 assert(dep->effect->changes_output_size());
779 // If the next effect sets a virtual size to rely on OpenGL's
780 // bilinear sampling, we'll really need to break the phase here.
781 start_new_phase = true;
782 } else if (dep->effect->changes_output_size() && !node->one_to_one_sampling) {
783 // If the next effect changes size and we don't have one-to-one sampling,
784 // we also need to break here.
785 start_new_phase = true;
786 }
787
788 if (start_new_phase) {
789 // Since we're starting a new phase here, we don't need to impose any
790 // new demands on this effect. Restore the status we had before we
791 // started looking at it.
792 dep->needs_mipmaps = save_needs_mipmaps;
793
794 phase->inputs.push_back(construct_phase(dep, completed_effects));
795 } else {
796 effects_todo_this_phase.push(dep);
797
798 // Propagate the one-to-one status down through the dependency.
799 dep->one_to_one_sampling = node->one_to_one_sampling &&
800 dep->effect->one_to_one_sampling();
801 dep->strong_one_to_one_sampling = node->strong_one_to_one_sampling &&
802 dep->effect->strong_one_to_one_sampling();
803 }
804
805 node->incoming_link_type.push_back(start_new_phase ? IN_ANOTHER_PHASE : IN_SAME_PHASE);
806 }
807 }
808
809 // No more effects to do this phase. Take all the ones we have,
810 // and create a GLSL program for it.
811 assert(!phase->effects.empty());
812
813 // Deduplicate the inputs, but don't change the ordering e.g. by sorting;
814 // that would be nondeterministic and thus reduce cacheability.
815 // TODO: Make this even more deterministic.
816 vector<Phase *> dedup_inputs;
817 set<Phase *> seen_inputs;
818 for (size_t i = 0; i < phase->inputs.size(); ++i) {
819 if (seen_inputs.insert(phase->inputs[i]).second) {
820 dedup_inputs.push_back(phase->inputs[i]);
821 }
822 }
823 swap(phase->inputs, dedup_inputs);
824
825 // Allocate samplers for each input.
826 phase->input_samplers.resize(phase->inputs.size());
827
828 // We added the effects from the output and back, but we need to output
829 // them in topological sort order in the shader.
830 phase->effects = topological_sort(phase->effects);
831
832 // Figure out if we need mipmaps or not, and if so, tell the inputs that.
833 // (RTT inputs have different logic, which is checked in execute_phase().)
834 for (unsigned i = 0; i < phase->effects.size(); ++i) {
835 Node *node = phase->effects[i];
836 if (node->effect->num_inputs() == 0) {
837 Input *input = static_cast<Input *>(node->effect);
838 assert(node->needs_mipmaps != Effect::NEEDS_MIPMAPS || input->can_supply_mipmaps());
839 CHECK(input->set_int("needs_mipmaps", node->needs_mipmaps == Effect::NEEDS_MIPMAPS));
840 }
841 }
842
843 // Tell each node which phase it ended up in, so that the unit test
844 // can check that the phases were split in the right place.
845 // Note that this ignores that effects may be part of multiple phases;
846 // if the unit tests need to test such cases, we'll reconsider.
847 for (unsigned i = 0; i < phase->effects.size(); ++i) {
848 phase->effects[i]->containing_phase = phase;
849 }
850
851 // Actually make the shader for this phase.
852 compile_glsl_program(phase);
853
854 // Initialize timers.
855 if (movit_timer_queries_supported) {
856 phase->time_elapsed_ns = 0;
857 phase->num_measured_iterations = 0;
858 }
859
860 assert(completed_effects->count(output) == 0);
861 completed_effects->insert(make_pair(output, phase));
862 phases.push_back(phase);
863 return phase;
864 }
865
output_dot(const char * filename)866 void EffectChain::output_dot(const char *filename)
867 {
868 if (movit_debug_level != MOVIT_DEBUG_ON) {
869 return;
870 }
871
872 FILE *fp = fopen(filename, "w");
873 if (fp == nullptr) {
874 perror(filename);
875 exit(1);
876 }
877
878 fprintf(fp, "digraph G {\n");
879 fprintf(fp, " output [shape=box label=\"(output)\"];\n");
880 for (unsigned i = 0; i < nodes.size(); ++i) {
881 // Find out which phase this event belongs to.
882 vector<int> in_phases;
883 for (unsigned j = 0; j < phases.size(); ++j) {
884 const Phase* p = phases[j];
885 if (find(p->effects.begin(), p->effects.end(), nodes[i]) != p->effects.end()) {
886 in_phases.push_back(j);
887 }
888 }
889
890 if (in_phases.empty()) {
891 fprintf(fp, " n%ld [label=\"%s\"];\n", (long)nodes[i], nodes[i]->effect->effect_type_id().c_str());
892 } else if (in_phases.size() == 1) {
893 fprintf(fp, " n%ld [label=\"%s\" style=\"filled\" fillcolor=\"/accent8/%d\"];\n",
894 (long)nodes[i], nodes[i]->effect->effect_type_id().c_str(),
895 (in_phases[0] % 8) + 1);
896 } else {
897 // If we had new enough Graphviz, style="wedged" would probably be ideal here.
898 // But alas.
899 fprintf(fp, " n%ld [label=\"%s [in multiple phases]\" style=\"filled\" fillcolor=\"/accent8/%d\"];\n",
900 (long)nodes[i], nodes[i]->effect->effect_type_id().c_str(),
901 (in_phases[0] % 8) + 1);
902 }
903
904 char from_node_id[256];
905 snprintf(from_node_id, 256, "n%ld", (long)nodes[i]);
906
907 for (unsigned j = 0; j < nodes[i]->outgoing_links.size(); ++j) {
908 char to_node_id[256];
909 snprintf(to_node_id, 256, "n%ld", (long)nodes[i]->outgoing_links[j]);
910
911 vector<string> labels = get_labels_for_edge(nodes[i], nodes[i]->outgoing_links[j]);
912 output_dot_edge(fp, from_node_id, to_node_id, labels);
913 }
914
915 if (nodes[i]->outgoing_links.empty() && !nodes[i]->disabled) {
916 // Output node.
917 vector<string> labels = get_labels_for_edge(nodes[i], nullptr);
918 output_dot_edge(fp, from_node_id, "output", labels);
919 }
920 }
921 fprintf(fp, "}\n");
922
923 fclose(fp);
924 }
925
get_labels_for_edge(const Node * from,const Node * to)926 vector<string> EffectChain::get_labels_for_edge(const Node *from, const Node *to)
927 {
928 vector<string> labels;
929
930 if (to != nullptr && to->effect->needs_texture_bounce()) {
931 labels.push_back("needs_bounce");
932 }
933 if (from->effect->changes_output_size()) {
934 labels.push_back("resize");
935 }
936
937 switch (from->output_color_space) {
938 case COLORSPACE_INVALID:
939 labels.push_back("spc[invalid]");
940 break;
941 case COLORSPACE_REC_601_525:
942 labels.push_back("spc[rec601-525]");
943 break;
944 case COLORSPACE_REC_601_625:
945 labels.push_back("spc[rec601-625]");
946 break;
947 default:
948 break;
949 }
950
951 switch (from->output_gamma_curve) {
952 case GAMMA_INVALID:
953 labels.push_back("gamma[invalid]");
954 break;
955 case GAMMA_sRGB:
956 labels.push_back("gamma[sRGB]");
957 break;
958 case GAMMA_REC_601: // and GAMMA_REC_709
959 labels.push_back("gamma[rec601/709]");
960 break;
961 default:
962 break;
963 }
964
965 switch (from->output_alpha_type) {
966 case ALPHA_INVALID:
967 labels.push_back("alpha[invalid]");
968 break;
969 case ALPHA_BLANK:
970 labels.push_back("alpha[blank]");
971 break;
972 case ALPHA_POSTMULTIPLIED:
973 labels.push_back("alpha[postmult]");
974 break;
975 default:
976 break;
977 }
978
979 return labels;
980 }
981
output_dot_edge(FILE * fp,const string & from_node_id,const string & to_node_id,const vector<string> & labels)982 void EffectChain::output_dot_edge(FILE *fp,
983 const string &from_node_id,
984 const string &to_node_id,
985 const vector<string> &labels)
986 {
987 if (labels.empty()) {
988 fprintf(fp, " %s -> %s;\n", from_node_id.c_str(), to_node_id.c_str());
989 } else {
990 string label = labels[0];
991 for (unsigned k = 1; k < labels.size(); ++k) {
992 label += ", " + labels[k];
993 }
994 fprintf(fp, " %s -> %s [label=\"%s\"];\n", from_node_id.c_str(), to_node_id.c_str(), label.c_str());
995 }
996 }
997
size_rectangle_to_fit(unsigned width,unsigned height,unsigned * output_width,unsigned * output_height)998 void EffectChain::size_rectangle_to_fit(unsigned width, unsigned height, unsigned *output_width, unsigned *output_height)
999 {
1000 unsigned scaled_width, scaled_height;
1001
1002 if (float(width) * aspect_denom >= float(height) * aspect_nom) {
1003 // Same aspect, or W/H > aspect (image is wider than the frame).
1004 // In either case, keep width, and adjust height.
1005 scaled_width = width;
1006 scaled_height = lrintf(width * aspect_denom / aspect_nom);
1007 } else {
1008 // W/H < aspect (image is taller than the frame), so keep height,
1009 // and adjust width.
1010 scaled_width = lrintf(height * aspect_nom / aspect_denom);
1011 scaled_height = height;
1012 }
1013
1014 // We should be consistently larger or smaller then the existing choice,
1015 // since we have the same aspect.
1016 assert(!(scaled_width < *output_width && scaled_height > *output_height));
1017 assert(!(scaled_height < *output_height && scaled_width > *output_width));
1018
1019 if (scaled_width >= *output_width && scaled_height >= *output_height) {
1020 *output_width = scaled_width;
1021 *output_height = scaled_height;
1022 }
1023 }
1024
1025 // Propagate input texture sizes throughout, and inform effects downstream.
1026 // (Like a lot of other code, we depend on effects being in topological order.)
inform_input_sizes(Phase * phase)1027 void EffectChain::inform_input_sizes(Phase *phase)
1028 {
1029 // All effects that have a defined size (inputs and RTT inputs)
1030 // get that. Reset all others.
1031 for (unsigned i = 0; i < phase->effects.size(); ++i) {
1032 Node *node = phase->effects[i];
1033 if (node->effect->num_inputs() == 0) {
1034 Input *input = static_cast<Input *>(node->effect);
1035 node->output_width = input->get_width();
1036 node->output_height = input->get_height();
1037 assert(node->output_width != 0);
1038 assert(node->output_height != 0);
1039 } else {
1040 node->output_width = node->output_height = 0;
1041 }
1042 }
1043 for (unsigned i = 0; i < phase->inputs.size(); ++i) {
1044 Phase *input = phase->inputs[i];
1045 input->output_node->output_width = input->virtual_output_width;
1046 input->output_node->output_height = input->virtual_output_height;
1047 assert(input->output_node->output_width != 0);
1048 assert(input->output_node->output_height != 0);
1049 }
1050
1051 // Now propagate from the inputs towards the end, and inform as we go.
1052 // The rules are simple:
1053 //
1054 // 1. Don't touch effects that already have given sizes (ie., inputs
1055 // or effects that change the output size).
1056 // 2. If all of your inputs have the same size, that will be your output size.
1057 // 3. Otherwise, your output size is 0x0.
1058 for (unsigned i = 0; i < phase->effects.size(); ++i) {
1059 Node *node = phase->effects[i];
1060 if (node->effect->num_inputs() == 0) {
1061 continue;
1062 }
1063 unsigned this_output_width = 0;
1064 unsigned this_output_height = 0;
1065 for (unsigned j = 0; j < node->incoming_links.size(); ++j) {
1066 Node *input = node->incoming_links[j];
1067 node->effect->inform_input_size(j, input->output_width, input->output_height);
1068 if (j == 0) {
1069 this_output_width = input->output_width;
1070 this_output_height = input->output_height;
1071 } else if (input->output_width != this_output_width || input->output_height != this_output_height) {
1072 // Inputs disagree.
1073 this_output_width = 0;
1074 this_output_height = 0;
1075 }
1076 }
1077 if (node->effect->changes_output_size()) {
1078 // We cannot call get_output_size() before we've done inform_input_size()
1079 // on all inputs.
1080 unsigned real_width, real_height;
1081 node->effect->get_output_size(&real_width, &real_height,
1082 &node->output_width, &node->output_height);
1083 assert(node->effect->sets_virtual_output_size() ||
1084 (real_width == node->output_width &&
1085 real_height == node->output_height));
1086 } else {
1087 node->output_width = this_output_width;
1088 node->output_height = this_output_height;
1089 }
1090 }
1091 }
1092
1093 // Note: You should call inform_input_sizes() before this, as the last effect's
1094 // desired output size might change based on the inputs.
find_output_size(Phase * phase)1095 void EffectChain::find_output_size(Phase *phase)
1096 {
1097 Node *output_node = phase->is_compute_shader ? phase->compute_shader_node : phase->effects.back();
1098
1099 // If the last effect explicitly sets an output size, use that.
1100 if (output_node->effect->changes_output_size()) {
1101 output_node->effect->get_output_size(&phase->output_width, &phase->output_height,
1102 &phase->virtual_output_width, &phase->virtual_output_height);
1103 assert(output_node->effect->sets_virtual_output_size() ||
1104 (phase->output_width == phase->virtual_output_width &&
1105 phase->output_height == phase->virtual_output_height));
1106 return;
1107 }
1108
1109 // If all effects have the same size, use that.
1110 unsigned output_width = 0, output_height = 0;
1111 bool all_inputs_same_size = true;
1112
1113 for (unsigned i = 0; i < phase->inputs.size(); ++i) {
1114 Phase *input = phase->inputs[i];
1115 assert(input->output_width != 0);
1116 assert(input->output_height != 0);
1117 if (output_width == 0 && output_height == 0) {
1118 output_width = input->virtual_output_width;
1119 output_height = input->virtual_output_height;
1120 } else if (output_width != input->virtual_output_width ||
1121 output_height != input->virtual_output_height) {
1122 all_inputs_same_size = false;
1123 }
1124 }
1125 for (unsigned i = 0; i < phase->effects.size(); ++i) {
1126 Effect *effect = phase->effects[i]->effect;
1127 if (effect->num_inputs() != 0) {
1128 continue;
1129 }
1130
1131 Input *input = static_cast<Input *>(effect);
1132 if (output_width == 0 && output_height == 0) {
1133 output_width = input->get_width();
1134 output_height = input->get_height();
1135 } else if (output_width != input->get_width() ||
1136 output_height != input->get_height()) {
1137 all_inputs_same_size = false;
1138 }
1139 }
1140
1141 if (all_inputs_same_size) {
1142 assert(output_width != 0);
1143 assert(output_height != 0);
1144 phase->virtual_output_width = phase->output_width = output_width;
1145 phase->virtual_output_height = phase->output_height = output_height;
1146 return;
1147 }
1148
1149 // If not, fit all the inputs into the current aspect, and select the largest one.
1150 output_width = 0;
1151 output_height = 0;
1152 for (unsigned i = 0; i < phase->inputs.size(); ++i) {
1153 Phase *input = phase->inputs[i];
1154 assert(input->output_width != 0);
1155 assert(input->output_height != 0);
1156 size_rectangle_to_fit(input->output_width, input->output_height, &output_width, &output_height);
1157 }
1158 for (unsigned i = 0; i < phase->effects.size(); ++i) {
1159 Effect *effect = phase->effects[i]->effect;
1160 if (effect->num_inputs() != 0) {
1161 continue;
1162 }
1163
1164 Input *input = static_cast<Input *>(effect);
1165 size_rectangle_to_fit(input->get_width(), input->get_height(), &output_width, &output_height);
1166 }
1167 assert(output_width != 0);
1168 assert(output_height != 0);
1169 phase->virtual_output_width = phase->output_width = output_width;
1170 phase->virtual_output_height = phase->output_height = output_height;
1171 }
1172
sort_all_nodes_topologically()1173 void EffectChain::sort_all_nodes_topologically()
1174 {
1175 nodes = topological_sort(nodes);
1176 }
1177
topological_sort(const vector<Node * > & nodes)1178 vector<Node *> EffectChain::topological_sort(const vector<Node *> &nodes)
1179 {
1180 set<Node *> nodes_left_to_visit(nodes.begin(), nodes.end());
1181 vector<Node *> sorted_list;
1182 for (unsigned i = 0; i < nodes.size(); ++i) {
1183 topological_sort_visit_node(nodes[i], &nodes_left_to_visit, &sorted_list);
1184 }
1185 reverse(sorted_list.begin(), sorted_list.end());
1186 return sorted_list;
1187 }
1188
topological_sort_visit_node(Node * node,set<Node * > * nodes_left_to_visit,vector<Node * > * sorted_list)1189 void EffectChain::topological_sort_visit_node(Node *node, set<Node *> *nodes_left_to_visit, vector<Node *> *sorted_list)
1190 {
1191 if (nodes_left_to_visit->count(node) == 0) {
1192 return;
1193 }
1194 nodes_left_to_visit->erase(node);
1195 for (unsigned i = 0; i < node->outgoing_links.size(); ++i) {
1196 topological_sort_visit_node(node->outgoing_links[i], nodes_left_to_visit, sorted_list);
1197 }
1198 sorted_list->push_back(node);
1199 }
1200
find_color_spaces_for_inputs()1201 void EffectChain::find_color_spaces_for_inputs()
1202 {
1203 for (unsigned i = 0; i < nodes.size(); ++i) {
1204 Node *node = nodes[i];
1205 if (node->disabled) {
1206 continue;
1207 }
1208 if (node->incoming_links.size() == 0) {
1209 Input *input = static_cast<Input *>(node->effect);
1210 node->output_color_space = input->get_color_space();
1211 node->output_gamma_curve = input->get_gamma_curve();
1212
1213 Effect::AlphaHandling alpha_handling = input->alpha_handling();
1214 switch (alpha_handling) {
1215 case Effect::OUTPUT_BLANK_ALPHA:
1216 node->output_alpha_type = ALPHA_BLANK;
1217 break;
1218 case Effect::INPUT_AND_OUTPUT_PREMULTIPLIED_ALPHA:
1219 node->output_alpha_type = ALPHA_PREMULTIPLIED;
1220 break;
1221 case Effect::OUTPUT_POSTMULTIPLIED_ALPHA:
1222 node->output_alpha_type = ALPHA_POSTMULTIPLIED;
1223 break;
1224 case Effect::INPUT_PREMULTIPLIED_ALPHA_KEEP_BLANK:
1225 case Effect::DONT_CARE_ALPHA_TYPE:
1226 default:
1227 assert(false);
1228 }
1229
1230 if (node->output_alpha_type == ALPHA_PREMULTIPLIED) {
1231 assert(node->output_gamma_curve == GAMMA_LINEAR);
1232 }
1233 }
1234 }
1235 }
1236
1237 // Propagate gamma and color space information as far as we can in the graph.
1238 // The rules are simple: Anything where all the inputs agree, get that as
1239 // output as well. Anything else keeps having *_INVALID.
propagate_gamma_and_color_space()1240 void EffectChain::propagate_gamma_and_color_space()
1241 {
1242 // We depend on going through the nodes in order.
1243 sort_all_nodes_topologically();
1244
1245 for (unsigned i = 0; i < nodes.size(); ++i) {
1246 Node *node = nodes[i];
1247 if (node->disabled) {
1248 continue;
1249 }
1250 assert(node->incoming_links.size() == node->effect->num_inputs());
1251 if (node->incoming_links.size() == 0) {
1252 assert(node->output_color_space != COLORSPACE_INVALID);
1253 assert(node->output_gamma_curve != GAMMA_INVALID);
1254 continue;
1255 }
1256
1257 Colorspace color_space = node->incoming_links[0]->output_color_space;
1258 GammaCurve gamma_curve = node->incoming_links[0]->output_gamma_curve;
1259 for (unsigned j = 1; j < node->incoming_links.size(); ++j) {
1260 if (node->incoming_links[j]->output_color_space != color_space) {
1261 color_space = COLORSPACE_INVALID;
1262 }
1263 if (node->incoming_links[j]->output_gamma_curve != gamma_curve) {
1264 gamma_curve = GAMMA_INVALID;
1265 }
1266 }
1267
1268 // The conversion effects already have their outputs set correctly,
1269 // so leave them alone.
1270 if (node->effect->effect_type_id() != "ColorspaceConversionEffect") {
1271 node->output_color_space = color_space;
1272 }
1273 if (node->effect->effect_type_id() != "GammaCompressionEffect" &&
1274 node->effect->effect_type_id() != "GammaExpansionEffect") {
1275 node->output_gamma_curve = gamma_curve;
1276 }
1277 }
1278 }
1279
1280 // Propagate alpha information as far as we can in the graph.
1281 // Similar to propagate_gamma_and_color_space().
propagate_alpha()1282 void EffectChain::propagate_alpha()
1283 {
1284 // We depend on going through the nodes in order.
1285 sort_all_nodes_topologically();
1286
1287 for (unsigned i = 0; i < nodes.size(); ++i) {
1288 Node *node = nodes[i];
1289 if (node->disabled) {
1290 continue;
1291 }
1292 assert(node->incoming_links.size() == node->effect->num_inputs());
1293 if (node->incoming_links.size() == 0) {
1294 assert(node->output_alpha_type != ALPHA_INVALID);
1295 continue;
1296 }
1297
1298 // The alpha multiplication/division effects are special cases.
1299 if (node->effect->effect_type_id() == "AlphaMultiplicationEffect") {
1300 assert(node->incoming_links.size() == 1);
1301 assert(node->incoming_links[0]->output_alpha_type == ALPHA_POSTMULTIPLIED);
1302 node->output_alpha_type = ALPHA_PREMULTIPLIED;
1303 continue;
1304 }
1305 if (node->effect->effect_type_id() == "AlphaDivisionEffect") {
1306 assert(node->incoming_links.size() == 1);
1307 assert(node->incoming_links[0]->output_alpha_type == ALPHA_PREMULTIPLIED);
1308 node->output_alpha_type = ALPHA_POSTMULTIPLIED;
1309 continue;
1310 }
1311
1312 // GammaCompressionEffect and GammaExpansionEffect are also a special case,
1313 // because they are the only one that _need_ postmultiplied alpha.
1314 if (node->effect->effect_type_id() == "GammaCompressionEffect" ||
1315 node->effect->effect_type_id() == "GammaExpansionEffect") {
1316 assert(node->incoming_links.size() == 1);
1317 if (node->incoming_links[0]->output_alpha_type == ALPHA_BLANK) {
1318 node->output_alpha_type = ALPHA_BLANK;
1319 } else if (node->incoming_links[0]->output_alpha_type == ALPHA_POSTMULTIPLIED) {
1320 node->output_alpha_type = ALPHA_POSTMULTIPLIED;
1321 } else {
1322 node->output_alpha_type = ALPHA_INVALID;
1323 }
1324 continue;
1325 }
1326
1327 // Only inputs can have unconditional alpha output (OUTPUT_BLANK_ALPHA
1328 // or OUTPUT_POSTMULTIPLIED_ALPHA), and they have already been
1329 // taken care of above. Rationale: Even if you could imagine
1330 // e.g. an effect that took in an image and set alpha=1.0
1331 // unconditionally, it wouldn't make any sense to have it as
1332 // e.g. OUTPUT_BLANK_ALPHA, since it wouldn't know whether it
1333 // got its input pre- or postmultiplied, so it wouldn't know
1334 // whether to divide away the old alpha or not.
1335 Effect::AlphaHandling alpha_handling = node->effect->alpha_handling();
1336 assert(alpha_handling == Effect::INPUT_AND_OUTPUT_PREMULTIPLIED_ALPHA ||
1337 alpha_handling == Effect::INPUT_PREMULTIPLIED_ALPHA_KEEP_BLANK ||
1338 alpha_handling == Effect::DONT_CARE_ALPHA_TYPE);
1339
1340 // If the node has multiple inputs, check that they are all valid and
1341 // the same.
1342 bool any_invalid = false;
1343 bool any_premultiplied = false;
1344 bool any_postmultiplied = false;
1345
1346 for (unsigned j = 0; j < node->incoming_links.size(); ++j) {
1347 switch (node->incoming_links[j]->output_alpha_type) {
1348 case ALPHA_INVALID:
1349 any_invalid = true;
1350 break;
1351 case ALPHA_BLANK:
1352 // Blank is good as both pre- and postmultiplied alpha,
1353 // so just ignore it.
1354 break;
1355 case ALPHA_PREMULTIPLIED:
1356 any_premultiplied = true;
1357 break;
1358 case ALPHA_POSTMULTIPLIED:
1359 any_postmultiplied = true;
1360 break;
1361 default:
1362 assert(false);
1363 }
1364 }
1365
1366 if (any_invalid) {
1367 node->output_alpha_type = ALPHA_INVALID;
1368 continue;
1369 }
1370
1371 // Inputs must be of the same type.
1372 if (any_premultiplied && any_postmultiplied) {
1373 node->output_alpha_type = ALPHA_INVALID;
1374 continue;
1375 }
1376
1377 if (alpha_handling == Effect::INPUT_AND_OUTPUT_PREMULTIPLIED_ALPHA ||
1378 alpha_handling == Effect::INPUT_PREMULTIPLIED_ALPHA_KEEP_BLANK) {
1379 // This combination (requiring premultiplied alpha, but _not_ requiring
1380 // linear light) is illegal, since the combination of premultiplied alpha
1381 // and nonlinear inputs is meaningless.
1382 assert(node->effect->needs_linear_light());
1383
1384 // If the effect has asked for premultiplied alpha, check that it has got it.
1385 if (any_postmultiplied) {
1386 node->output_alpha_type = ALPHA_INVALID;
1387 } else if (!any_premultiplied &&
1388 alpha_handling == Effect::INPUT_PREMULTIPLIED_ALPHA_KEEP_BLANK) {
1389 // Blank input alpha, and the effect preserves blank alpha.
1390 node->output_alpha_type = ALPHA_BLANK;
1391 } else {
1392 node->output_alpha_type = ALPHA_PREMULTIPLIED;
1393 }
1394 } else {
1395 // OK, all inputs are the same, and this effect is not going
1396 // to change it.
1397 assert(alpha_handling == Effect::DONT_CARE_ALPHA_TYPE);
1398 if (any_premultiplied) {
1399 node->output_alpha_type = ALPHA_PREMULTIPLIED;
1400 } else if (any_postmultiplied) {
1401 node->output_alpha_type = ALPHA_POSTMULTIPLIED;
1402 } else {
1403 node->output_alpha_type = ALPHA_BLANK;
1404 }
1405 }
1406 }
1407 }
1408
node_needs_colorspace_fix(Node * node)1409 bool EffectChain::node_needs_colorspace_fix(Node *node)
1410 {
1411 if (node->disabled) {
1412 return false;
1413 }
1414 if (node->effect->num_inputs() == 0) {
1415 return false;
1416 }
1417
1418 // propagate_gamma_and_color_space() has already set our output
1419 // to COLORSPACE_INVALID if the inputs differ, so we can rely on that.
1420 if (node->output_color_space == COLORSPACE_INVALID) {
1421 return true;
1422 }
1423 return (node->effect->needs_srgb_primaries() && node->output_color_space != COLORSPACE_sRGB);
1424 }
1425
1426 // Fix up color spaces so that there are no COLORSPACE_INVALID nodes left in
1427 // the graph. Our strategy is not always optimal, but quite simple:
1428 // Find an effect that's as early as possible where the inputs are of
1429 // unacceptable colorspaces (that is, either different, or, if the effect only
1430 // wants sRGB, not sRGB.) Add appropriate conversions on all its inputs,
1431 // propagate the information anew, and repeat until there are no more such
1432 // effects.
fix_internal_color_spaces()1433 void EffectChain::fix_internal_color_spaces()
1434 {
1435 unsigned colorspace_propagation_pass = 0;
1436 bool found_any;
1437 do {
1438 found_any = false;
1439 for (unsigned i = 0; i < nodes.size(); ++i) {
1440 Node *node = nodes[i];
1441 if (!node_needs_colorspace_fix(node)) {
1442 continue;
1443 }
1444
1445 // Go through each input that is not sRGB, and insert
1446 // a colorspace conversion after it.
1447 for (unsigned j = 0; j < node->incoming_links.size(); ++j) {
1448 Node *input = node->incoming_links[j];
1449 assert(input->output_color_space != COLORSPACE_INVALID);
1450 if (input->output_color_space == COLORSPACE_sRGB) {
1451 continue;
1452 }
1453 Node *conversion = add_node(new ColorspaceConversionEffect());
1454 CHECK(conversion->effect->set_int("source_space", input->output_color_space));
1455 CHECK(conversion->effect->set_int("destination_space", COLORSPACE_sRGB));
1456 conversion->output_color_space = COLORSPACE_sRGB;
1457 replace_sender(input, conversion);
1458 connect_nodes(input, conversion);
1459 }
1460
1461 // Re-sort topologically, and propagate the new information.
1462 propagate_gamma_and_color_space();
1463
1464 found_any = true;
1465 break;
1466 }
1467
1468 char filename[256];
1469 sprintf(filename, "step5-colorspacefix-iter%u.dot", ++colorspace_propagation_pass);
1470 output_dot(filename);
1471 assert(colorspace_propagation_pass < 100);
1472 } while (found_any);
1473
1474 for (unsigned i = 0; i < nodes.size(); ++i) {
1475 Node *node = nodes[i];
1476 if (node->disabled) {
1477 continue;
1478 }
1479 assert(node->output_color_space != COLORSPACE_INVALID);
1480 }
1481 }
1482
node_needs_alpha_fix(Node * node)1483 bool EffectChain::node_needs_alpha_fix(Node *node)
1484 {
1485 if (node->disabled) {
1486 return false;
1487 }
1488
1489 // propagate_alpha() has already set our output to ALPHA_INVALID if the
1490 // inputs differ or we are otherwise in mismatch, so we can rely on that.
1491 return (node->output_alpha_type == ALPHA_INVALID);
1492 }
1493
1494 // Fix up alpha so that there are no ALPHA_INVALID nodes left in
1495 // the graph. Similar to fix_internal_color_spaces().
fix_internal_alpha(unsigned step)1496 void EffectChain::fix_internal_alpha(unsigned step)
1497 {
1498 unsigned alpha_propagation_pass = 0;
1499 bool found_any;
1500 do {
1501 found_any = false;
1502 for (unsigned i = 0; i < nodes.size(); ++i) {
1503 Node *node = nodes[i];
1504 if (!node_needs_alpha_fix(node)) {
1505 continue;
1506 }
1507
1508 // If we need to fix up GammaExpansionEffect, then clearly something
1509 // is wrong, since the combination of premultiplied alpha and nonlinear inputs
1510 // is meaningless.
1511 assert(node->effect->effect_type_id() != "GammaExpansionEffect");
1512
1513 AlphaType desired_type = ALPHA_PREMULTIPLIED;
1514
1515 // GammaCompressionEffect is special; it needs postmultiplied alpha.
1516 if (node->effect->effect_type_id() == "GammaCompressionEffect") {
1517 assert(node->incoming_links.size() == 1);
1518 assert(node->incoming_links[0]->output_alpha_type == ALPHA_PREMULTIPLIED);
1519 desired_type = ALPHA_POSTMULTIPLIED;
1520 }
1521
1522 // Go through each input that is not premultiplied alpha, and insert
1523 // a conversion before it.
1524 for (unsigned j = 0; j < node->incoming_links.size(); ++j) {
1525 Node *input = node->incoming_links[j];
1526 assert(input->output_alpha_type != ALPHA_INVALID);
1527 if (input->output_alpha_type == desired_type ||
1528 input->output_alpha_type == ALPHA_BLANK) {
1529 continue;
1530 }
1531 Node *conversion;
1532 if (desired_type == ALPHA_PREMULTIPLIED) {
1533 conversion = add_node(new AlphaMultiplicationEffect());
1534 } else {
1535 conversion = add_node(new AlphaDivisionEffect());
1536 }
1537 conversion->output_alpha_type = desired_type;
1538 replace_sender(input, conversion);
1539 connect_nodes(input, conversion);
1540 }
1541
1542 // Re-sort topologically, and propagate the new information.
1543 propagate_gamma_and_color_space();
1544 propagate_alpha();
1545
1546 found_any = true;
1547 break;
1548 }
1549
1550 char filename[256];
1551 sprintf(filename, "step%u-alphafix-iter%u.dot", step, ++alpha_propagation_pass);
1552 output_dot(filename);
1553 assert(alpha_propagation_pass < 100);
1554 } while (found_any);
1555
1556 for (unsigned i = 0; i < nodes.size(); ++i) {
1557 Node *node = nodes[i];
1558 if (node->disabled) {
1559 continue;
1560 }
1561 assert(node->output_alpha_type != ALPHA_INVALID);
1562 }
1563 }
1564
1565 // Make so that the output is in the desired color space.
fix_output_color_space()1566 void EffectChain::fix_output_color_space()
1567 {
1568 Node *output = find_output_node();
1569 if (output->output_color_space != output_format.color_space) {
1570 Node *conversion = add_node(new ColorspaceConversionEffect());
1571 CHECK(conversion->effect->set_int("source_space", output->output_color_space));
1572 CHECK(conversion->effect->set_int("destination_space", output_format.color_space));
1573 conversion->output_color_space = output_format.color_space;
1574 connect_nodes(output, conversion);
1575 propagate_alpha();
1576 propagate_gamma_and_color_space();
1577 }
1578 }
1579
1580 // Make so that the output is in the desired pre-/postmultiplication alpha state.
fix_output_alpha()1581 void EffectChain::fix_output_alpha()
1582 {
1583 Node *output = find_output_node();
1584 assert(output->output_alpha_type != ALPHA_INVALID);
1585 if (output->output_alpha_type == ALPHA_BLANK) {
1586 // No alpha output, so we don't care.
1587 return;
1588 }
1589 if (output->output_alpha_type == ALPHA_PREMULTIPLIED &&
1590 output_alpha_format == OUTPUT_ALPHA_FORMAT_POSTMULTIPLIED) {
1591 Node *conversion = add_node(new AlphaDivisionEffect());
1592 connect_nodes(output, conversion);
1593 propagate_alpha();
1594 propagate_gamma_and_color_space();
1595 }
1596 if (output->output_alpha_type == ALPHA_POSTMULTIPLIED &&
1597 output_alpha_format == OUTPUT_ALPHA_FORMAT_PREMULTIPLIED) {
1598 Node *conversion = add_node(new AlphaMultiplicationEffect());
1599 connect_nodes(output, conversion);
1600 propagate_alpha();
1601 propagate_gamma_and_color_space();
1602 }
1603 }
1604
node_needs_gamma_fix(Node * node)1605 bool EffectChain::node_needs_gamma_fix(Node *node)
1606 {
1607 if (node->disabled) {
1608 return false;
1609 }
1610
1611 // Small hack since the output is not an explicit node:
1612 // If we are the last node and our output is in the wrong
1613 // space compared to EffectChain's output, we need to fix it.
1614 // This will only take us to linear, but fix_output_gamma()
1615 // will come and take us to the desired output gamma
1616 // if it is needed.
1617 //
1618 // This needs to be before everything else, since it could
1619 // even apply to inputs (if they are the only effect).
1620 if (node->outgoing_links.empty() &&
1621 node->output_gamma_curve != output_format.gamma_curve &&
1622 node->output_gamma_curve != GAMMA_LINEAR) {
1623 return true;
1624 }
1625
1626 if (node->effect->num_inputs() == 0) {
1627 return false;
1628 }
1629
1630 // propagate_gamma_and_color_space() has already set our output
1631 // to GAMMA_INVALID if the inputs differ, so we can rely on that,
1632 // except for GammaCompressionEffect.
1633 if (node->output_gamma_curve == GAMMA_INVALID) {
1634 return true;
1635 }
1636 if (node->effect->effect_type_id() == "GammaCompressionEffect") {
1637 assert(node->incoming_links.size() == 1);
1638 return node->incoming_links[0]->output_gamma_curve != GAMMA_LINEAR;
1639 }
1640
1641 return (node->effect->needs_linear_light() && node->output_gamma_curve != GAMMA_LINEAR);
1642 }
1643
1644 // Very similar to fix_internal_color_spaces(), but for gamma.
1645 // There is one difference, though; before we start adding conversion nodes,
1646 // we see if we can get anything out of asking the sources to deliver
1647 // linear gamma directly. fix_internal_gamma_by_asking_inputs()
1648 // does that part, while fix_internal_gamma_by_inserting_nodes()
1649 // inserts nodes as needed afterwards.
fix_internal_gamma_by_asking_inputs(unsigned step)1650 void EffectChain::fix_internal_gamma_by_asking_inputs(unsigned step)
1651 {
1652 unsigned gamma_propagation_pass = 0;
1653 bool found_any;
1654 do {
1655 found_any = false;
1656 for (unsigned i = 0; i < nodes.size(); ++i) {
1657 Node *node = nodes[i];
1658 if (!node_needs_gamma_fix(node)) {
1659 continue;
1660 }
1661
1662 // See if all inputs can give us linear gamma. If not, leave it.
1663 vector<Node *> nonlinear_inputs;
1664 find_all_nonlinear_inputs(node, &nonlinear_inputs);
1665 assert(!nonlinear_inputs.empty());
1666
1667 bool all_ok = true;
1668 for (unsigned i = 0; i < nonlinear_inputs.size(); ++i) {
1669 Input *input = static_cast<Input *>(nonlinear_inputs[i]->effect);
1670 all_ok &= input->can_output_linear_gamma();
1671 }
1672
1673 if (!all_ok) {
1674 continue;
1675 }
1676
1677 for (unsigned i = 0; i < nonlinear_inputs.size(); ++i) {
1678 CHECK(nonlinear_inputs[i]->effect->set_int("output_linear_gamma", 1));
1679 nonlinear_inputs[i]->output_gamma_curve = GAMMA_LINEAR;
1680 }
1681
1682 // Re-sort topologically, and propagate the new information.
1683 propagate_gamma_and_color_space();
1684
1685 found_any = true;
1686 break;
1687 }
1688
1689 char filename[256];
1690 sprintf(filename, "step%u-gammafix-iter%u.dot", step, ++gamma_propagation_pass);
1691 output_dot(filename);
1692 assert(gamma_propagation_pass < 100);
1693 } while (found_any);
1694 }
1695
fix_internal_gamma_by_inserting_nodes(unsigned step)1696 void EffectChain::fix_internal_gamma_by_inserting_nodes(unsigned step)
1697 {
1698 unsigned gamma_propagation_pass = 0;
1699 bool found_any;
1700 do {
1701 found_any = false;
1702 for (unsigned i = 0; i < nodes.size(); ++i) {
1703 Node *node = nodes[i];
1704 if (!node_needs_gamma_fix(node)) {
1705 continue;
1706 }
1707
1708 // Special case: We could be an input and still be asked to
1709 // fix our gamma; if so, we should be the only node
1710 // (as node_needs_gamma_fix() would only return true in
1711 // for an input in that case). That means we should insert
1712 // a conversion node _after_ ourselves.
1713 if (node->incoming_links.empty()) {
1714 assert(node->outgoing_links.empty());
1715 Node *conversion = add_node(new GammaExpansionEffect());
1716 CHECK(conversion->effect->set_int("source_curve", node->output_gamma_curve));
1717 conversion->output_gamma_curve = GAMMA_LINEAR;
1718 connect_nodes(node, conversion);
1719 }
1720
1721 // If not, go through each input that is not linear gamma,
1722 // and insert a gamma conversion after it.
1723 for (unsigned j = 0; j < node->incoming_links.size(); ++j) {
1724 Node *input = node->incoming_links[j];
1725 assert(input->output_gamma_curve != GAMMA_INVALID);
1726 if (input->output_gamma_curve == GAMMA_LINEAR) {
1727 continue;
1728 }
1729 Node *conversion = add_node(new GammaExpansionEffect());
1730 CHECK(conversion->effect->set_int("source_curve", input->output_gamma_curve));
1731 conversion->output_gamma_curve = GAMMA_LINEAR;
1732 replace_sender(input, conversion);
1733 connect_nodes(input, conversion);
1734 }
1735
1736 // Re-sort topologically, and propagate the new information.
1737 propagate_alpha();
1738 propagate_gamma_and_color_space();
1739
1740 found_any = true;
1741 break;
1742 }
1743
1744 char filename[256];
1745 sprintf(filename, "step%u-gammafix-iter%u.dot", step, ++gamma_propagation_pass);
1746 output_dot(filename);
1747 assert(gamma_propagation_pass < 100);
1748 } while (found_any);
1749
1750 for (unsigned i = 0; i < nodes.size(); ++i) {
1751 Node *node = nodes[i];
1752 if (node->disabled) {
1753 continue;
1754 }
1755 assert(node->output_gamma_curve != GAMMA_INVALID);
1756 }
1757 }
1758
1759 // Make so that the output is in the desired gamma.
1760 // Note that this assumes linear input gamma, so it might create the need
1761 // for another pass of fix_internal_gamma().
fix_output_gamma()1762 void EffectChain::fix_output_gamma()
1763 {
1764 Node *output = find_output_node();
1765 if (output->output_gamma_curve != output_format.gamma_curve) {
1766 Node *conversion = add_node(new GammaCompressionEffect());
1767 CHECK(conversion->effect->set_int("destination_curve", output_format.gamma_curve));
1768 conversion->output_gamma_curve = output_format.gamma_curve;
1769 connect_nodes(output, conversion);
1770 }
1771 }
1772
1773 // If the user has requested Y'CbCr output, we need to do this conversion
1774 // _after_ GammaCompressionEffect etc., but before dither (see below).
1775 // This is because Y'CbCr, with the exception of a special optional mode
1776 // in Rec. 2020 (which we currently don't support), is defined to work on
1777 // gamma-encoded data.
add_ycbcr_conversion_if_needed()1778 void EffectChain::add_ycbcr_conversion_if_needed()
1779 {
1780 assert(output_color_rgba || num_output_color_ycbcr > 0);
1781 if (num_output_color_ycbcr == 0) {
1782 return;
1783 }
1784 Node *output = find_output_node();
1785 ycbcr_conversion_effect_node = add_node(new YCbCrConversionEffect(output_ycbcr_format, output_ycbcr_type));
1786 connect_nodes(output, ycbcr_conversion_effect_node);
1787 }
1788
1789 // If the user has requested dither, add a DitherEffect right at the end
1790 // (after GammaCompressionEffect etc.). This needs to be done after everything else,
1791 // since dither is about the only effect that can _not_ be done in linear space.
add_dither_if_needed()1792 void EffectChain::add_dither_if_needed()
1793 {
1794 if (num_dither_bits == 0) {
1795 return;
1796 }
1797 Node *output = find_output_node();
1798 Node *dither = add_node(new DitherEffect());
1799 CHECK(dither->effect->set_int("num_bits", num_dither_bits));
1800 connect_nodes(output, dither);
1801
1802 dither_effect = dither->effect;
1803 }
1804
1805 namespace {
1806
1807 // Whether this effect will cause the phase it is in to become a compute shader phase.
induces_compute_shader(Node * node)1808 bool induces_compute_shader(Node *node)
1809 {
1810 if (node->effect->is_compute_shader()) {
1811 return true;
1812 }
1813 if (!node->effect->strong_one_to_one_sampling()) {
1814 // This effect can't be chained after a compute shader.
1815 return false;
1816 }
1817 // If at least one of the effects we depend on is a compute shader,
1818 // one of them will be put in the same phase as us (the other ones,
1819 // if any, will be bounced).
1820 for (Node *dep : node->incoming_links) {
1821 if (induces_compute_shader(dep)) {
1822 return true;
1823 }
1824 }
1825 return false;
1826 }
1827
1828 } // namespace
1829
1830 // Compute shaders can't output to the framebuffer, so if the last
1831 // phase ends in a compute shader, add a dummy phase at the end that
1832 // only blits directly from the temporary texture.
add_dummy_effect_if_needed()1833 void EffectChain::add_dummy_effect_if_needed()
1834 {
1835 Node *output = find_output_node();
1836 if (induces_compute_shader(output)) {
1837 Node *dummy = add_node(new ComputeShaderOutputDisplayEffect());
1838 connect_nodes(output, dummy);
1839 has_dummy_effect = true;
1840 }
1841 }
1842
1843 // Find the output node. This is, simply, one that has no outgoing links.
1844 // If there are multiple ones, the graph is malformed (we do not support
1845 // multiple outputs right now).
find_output_node()1846 Node *EffectChain::find_output_node()
1847 {
1848 vector<Node *> output_nodes;
1849 for (unsigned i = 0; i < nodes.size(); ++i) {
1850 Node *node = nodes[i];
1851 if (node->disabled) {
1852 continue;
1853 }
1854 if (node->outgoing_links.empty()) {
1855 output_nodes.push_back(node);
1856 }
1857 }
1858 assert(output_nodes.size() == 1);
1859 return output_nodes[0];
1860 }
1861
finalize()1862 void EffectChain::finalize()
1863 {
1864 // Output the graph as it is before we do any conversions on it.
1865 output_dot("step0-start.dot");
1866
1867 // Give each effect in turn a chance to rewrite its own part of the graph.
1868 // Note that if more effects are added as part of this, they will be
1869 // picked up as part of the same for loop, since they are added at the end.
1870 for (unsigned i = 0; i < nodes.size(); ++i) {
1871 nodes[i]->effect->rewrite_graph(this, nodes[i]);
1872 }
1873 output_dot("step1-rewritten.dot");
1874
1875 find_color_spaces_for_inputs();
1876 output_dot("step2-input-colorspace.dot");
1877
1878 propagate_alpha();
1879 output_dot("step3-propagated-alpha.dot");
1880
1881 propagate_gamma_and_color_space();
1882 output_dot("step4-propagated-all.dot");
1883
1884 fix_internal_color_spaces();
1885 fix_internal_alpha(6);
1886 fix_output_color_space();
1887 output_dot("step7-output-colorspacefix.dot");
1888 fix_output_alpha();
1889 output_dot("step8-output-alphafix.dot");
1890
1891 // Note that we need to fix gamma after colorspace conversion,
1892 // because colorspace conversions might create needs for gamma conversions.
1893 // Also, we need to run an extra pass of fix_internal_gamma() after
1894 // fixing the output gamma, as we only have conversions to/from linear,
1895 // and fix_internal_alpha() since GammaCompressionEffect needs
1896 // postmultiplied input.
1897 fix_internal_gamma_by_asking_inputs(9);
1898 fix_internal_gamma_by_inserting_nodes(10);
1899 fix_output_gamma();
1900 output_dot("step11-output-gammafix.dot");
1901 propagate_alpha();
1902 output_dot("step12-output-alpha-propagated.dot");
1903 fix_internal_alpha(13);
1904 output_dot("step14-output-alpha-fixed.dot");
1905 fix_internal_gamma_by_asking_inputs(15);
1906 fix_internal_gamma_by_inserting_nodes(16);
1907
1908 output_dot("step17-before-ycbcr.dot");
1909 add_ycbcr_conversion_if_needed();
1910
1911 output_dot("step18-before-dither.dot");
1912 add_dither_if_needed();
1913
1914 output_dot("step19-before-dummy-effect.dot");
1915 add_dummy_effect_if_needed();
1916
1917 output_dot("step20-final.dot");
1918
1919 // Construct all needed GLSL programs, starting at the output.
1920 // We need to keep track of which effects have already been computed,
1921 // as an effect with multiple users could otherwise be calculated
1922 // multiple times.
1923 map<Node *, Phase *> completed_effects;
1924 construct_phase(find_output_node(), &completed_effects);
1925
1926 output_dot("step21-split-to-phases.dot");
1927
1928 // There are some corner cases where we thought we needed to add a dummy
1929 // effect, but then it turned out later we didn't (e.g. induces_compute_shader()
1930 // didn't see a mipmap conflict coming, which would cause the compute shader
1931 // to be split off from the inal phase); if so, remove the extra phase
1932 // at the end, since it will give us some trouble during execution.
1933 //
1934 // TODO: Remove induces_compute_shader() and replace it with precise tracking.
1935 if (has_dummy_effect && !phases[phases.size() - 2]->is_compute_shader) {
1936 resource_pool->release_glsl_program(phases.back()->glsl_program_num);
1937 delete phases.back();
1938 phases.pop_back();
1939 has_dummy_effect = false;
1940 }
1941
1942 output_dot("step22-dummy-phase-removal.dot");
1943
1944 assert(phases[0]->inputs.empty());
1945
1946 finalized = true;
1947 }
1948
render_to_fbo(GLuint dest_fbo,unsigned width,unsigned height)1949 void EffectChain::render_to_fbo(GLuint dest_fbo, unsigned width, unsigned height)
1950 {
1951 // Save original viewport.
1952 GLuint x = 0, y = 0;
1953
1954 if (width == 0 && height == 0) {
1955 GLint viewport[4];
1956 glGetIntegerv(GL_VIEWPORT, viewport);
1957 x = viewport[0];
1958 y = viewport[1];
1959 width = viewport[2];
1960 height = viewport[3];
1961 }
1962
1963 render(dest_fbo, {}, x, y, width, height);
1964 }
1965
render_to_texture(const vector<DestinationTexture> & destinations,unsigned width,unsigned height)1966 void EffectChain::render_to_texture(const vector<DestinationTexture> &destinations, unsigned width, unsigned height)
1967 {
1968 assert(finalized);
1969 assert(!destinations.empty());
1970
1971 if (!has_dummy_effect) {
1972 // We don't end in a compute shader, so there's nothing specific for us to do.
1973 // Create an FBO for this set of textures, and just render to that.
1974 GLuint texnums[4] = { 0, 0, 0, 0 };
1975 for (unsigned i = 0; i < destinations.size() && i < 4; ++i) {
1976 texnums[i] = destinations[i].texnum;
1977 }
1978 GLuint dest_fbo = resource_pool->create_fbo(texnums[0], texnums[1], texnums[2], texnums[3]);
1979 render(dest_fbo, {}, 0, 0, width, height);
1980 resource_pool->release_fbo(dest_fbo);
1981 } else {
1982 render((GLuint)-1, destinations, 0, 0, width, height);
1983 }
1984 }
1985
render(GLuint dest_fbo,const vector<DestinationTexture> & destinations,unsigned x,unsigned y,unsigned width,unsigned height)1986 void EffectChain::render(GLuint dest_fbo, const vector<DestinationTexture> &destinations, unsigned x, unsigned y, unsigned width, unsigned height)
1987 {
1988 assert(finalized);
1989 assert(destinations.size() <= 1);
1990
1991 // This needs to be set anew, in case we are coming from a different context
1992 // from when we initialized.
1993 check_error();
1994 glDisable(GL_DITHER);
1995 check_error();
1996
1997 const bool final_srgb = glIsEnabled(GL_FRAMEBUFFER_SRGB);
1998 check_error();
1999 bool current_srgb = final_srgb;
2000
2001 // Basic state.
2002 check_error();
2003 glDisable(GL_BLEND);
2004 check_error();
2005 glDisable(GL_DEPTH_TEST);
2006 check_error();
2007 glDepthMask(GL_FALSE);
2008 check_error();
2009
2010 set<Phase *> generated_mipmaps;
2011
2012 // We keep one texture per output, but only for as long as we actually have any
2013 // phases that need it as an input. (We don't make any effort to reorder phases
2014 // to minimize the number of textures in play, as register allocation can be
2015 // complicated and we rarely have much to gain, since our graphs are typically
2016 // pretty linear.)
2017 map<Phase *, GLuint> output_textures;
2018 map<Phase *, int> ref_counts;
2019 for (Phase *phase : phases) {
2020 for (Phase *input : phase->inputs) {
2021 ++ref_counts[input];
2022 }
2023 }
2024
2025 size_t num_phases = phases.size();
2026 if (destinations.empty()) {
2027 assert(dest_fbo != (GLuint)-1);
2028 } else {
2029 assert(has_dummy_effect);
2030 assert(x == 0);
2031 assert(y == 0);
2032 assert(num_phases >= 2);
2033 assert(!phases.back()->is_compute_shader);
2034 assert(phases[phases.size() - 2]->is_compute_shader);
2035 assert(phases.back()->effects.size() == 1);
2036 assert(phases.back()->effects[0]->effect->effect_type_id() == "ComputeShaderOutputDisplayEffect");
2037
2038 // We are rendering to a set of textures, so we can run the compute shader
2039 // directly and skip the dummy phase.
2040 --num_phases;
2041 }
2042
2043 for (unsigned phase_num = 0; phase_num < num_phases; ++phase_num) {
2044 Phase *phase = phases[phase_num];
2045
2046 if (do_phase_timing) {
2047 GLuint timer_query_object;
2048 if (phase->timer_query_objects_free.empty()) {
2049 glGenQueries(1, &timer_query_object);
2050 } else {
2051 timer_query_object = phase->timer_query_objects_free.front();
2052 phase->timer_query_objects_free.pop_front();
2053 }
2054 glBeginQuery(GL_TIME_ELAPSED, timer_query_object);
2055 phase->timer_query_objects_running.push_back(timer_query_object);
2056 }
2057 bool last_phase = (phase_num == num_phases - 1);
2058 if (last_phase) {
2059 // Last phase goes to the output the user specified.
2060 if (!phase->is_compute_shader) {
2061 assert(dest_fbo != (GLuint)-1);
2062 glBindFramebuffer(GL_FRAMEBUFFER, dest_fbo);
2063 check_error();
2064 GLenum status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
2065 assert(status == GL_FRAMEBUFFER_COMPLETE);
2066 glViewport(x, y, width, height);
2067 }
2068 if (dither_effect != nullptr) {
2069 CHECK(dither_effect->set_int("output_width", width));
2070 CHECK(dither_effect->set_int("output_height", height));
2071 }
2072 }
2073
2074 // Enable sRGB rendering for intermediates in case we are
2075 // rendering to an sRGB format.
2076 // TODO: Support this for compute shaders.
2077 bool needs_srgb = last_phase ? final_srgb : true;
2078 if (needs_srgb && !current_srgb) {
2079 glEnable(GL_FRAMEBUFFER_SRGB);
2080 check_error();
2081 current_srgb = true;
2082 } else if (!needs_srgb && current_srgb) {
2083 glDisable(GL_FRAMEBUFFER_SRGB);
2084 check_error();
2085 current_srgb = true;
2086 }
2087
2088 // Find a texture for this phase.
2089 inform_input_sizes(phase);
2090 find_output_size(phase);
2091 vector<DestinationTexture> phase_destinations;
2092 if (!last_phase) {
2093 GLuint tex_num = resource_pool->create_2d_texture(intermediate_format, phase->output_width, phase->output_height);
2094 output_textures.insert(make_pair(phase, tex_num));
2095 phase_destinations.push_back(DestinationTexture{ tex_num, intermediate_format });
2096
2097 // The output texture needs to have valid state to be written to by a compute shader.
2098 glActiveTexture(GL_TEXTURE0);
2099 check_error();
2100 glBindTexture(GL_TEXTURE_2D, tex_num);
2101 check_error();
2102 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
2103 check_error();
2104 } else if (phase->is_compute_shader) {
2105 assert(!destinations.empty());
2106 phase_destinations = destinations;
2107 }
2108
2109 execute_phase(phase, output_textures, phase_destinations, &generated_mipmaps);
2110 if (do_phase_timing) {
2111 glEndQuery(GL_TIME_ELAPSED);
2112 }
2113
2114 // Drop any input textures we don't need anymore.
2115 for (Phase *input : phase->inputs) {
2116 assert(ref_counts[input] > 0);
2117 if (--ref_counts[input] == 0) {
2118 resource_pool->release_2d_texture(output_textures[input]);
2119 output_textures.erase(input);
2120 }
2121 }
2122 }
2123
2124 for (const auto &phase_and_texnum : output_textures) {
2125 resource_pool->release_2d_texture(phase_and_texnum.second);
2126 }
2127
2128 glBindFramebuffer(GL_FRAMEBUFFER, 0);
2129 check_error();
2130 glUseProgram(0);
2131 check_error();
2132
2133 glBindBuffer(GL_ARRAY_BUFFER, 0);
2134 check_error();
2135 glBindVertexArray(0);
2136 check_error();
2137
2138 if (do_phase_timing) {
2139 // Get back the timer queries.
2140 for (unsigned phase_num = 0; phase_num < phases.size(); ++phase_num) {
2141 Phase *phase = phases[phase_num];
2142 for (auto timer_it = phase->timer_query_objects_running.cbegin();
2143 timer_it != phase->timer_query_objects_running.cend(); ) {
2144 GLint timer_query_object = *timer_it;
2145 GLint available;
2146 glGetQueryObjectiv(timer_query_object, GL_QUERY_RESULT_AVAILABLE, &available);
2147 if (available) {
2148 GLuint64 time_elapsed;
2149 glGetQueryObjectui64v(timer_query_object, GL_QUERY_RESULT, &time_elapsed);
2150 phase->time_elapsed_ns += time_elapsed;
2151 ++phase->num_measured_iterations;
2152 phase->timer_query_objects_free.push_back(timer_query_object);
2153 phase->timer_query_objects_running.erase(timer_it++);
2154 } else {
2155 ++timer_it;
2156 }
2157 }
2158 }
2159 }
2160 }
2161
enable_phase_timing(bool enable)2162 void EffectChain::enable_phase_timing(bool enable)
2163 {
2164 if (enable) {
2165 assert(movit_timer_queries_supported);
2166 }
2167 this->do_phase_timing = enable;
2168 }
2169
reset_phase_timing()2170 void EffectChain::reset_phase_timing()
2171 {
2172 for (unsigned phase_num = 0; phase_num < phases.size(); ++phase_num) {
2173 Phase *phase = phases[phase_num];
2174 phase->time_elapsed_ns = 0;
2175 phase->num_measured_iterations = 0;
2176 }
2177 }
2178
print_phase_timing()2179 void EffectChain::print_phase_timing()
2180 {
2181 double total_time_ms = 0.0;
2182 for (unsigned phase_num = 0; phase_num < phases.size(); ++phase_num) {
2183 Phase *phase = phases[phase_num];
2184 double avg_time_ms = phase->time_elapsed_ns * 1e-6 / phase->num_measured_iterations;
2185 printf("Phase %d: %5.1f ms [", phase_num, avg_time_ms);
2186 for (unsigned effect_num = 0; effect_num < phase->effects.size(); ++effect_num) {
2187 if (effect_num != 0) {
2188 printf(", ");
2189 }
2190 printf("%s", phase->effects[effect_num]->effect->effect_type_id().c_str());
2191 }
2192 printf("]\n");
2193 total_time_ms += avg_time_ms;
2194 }
2195 printf("Total: %5.1f ms\n", total_time_ms);
2196 }
2197
execute_phase(Phase * phase,const map<Phase *,GLuint> & output_textures,const vector<DestinationTexture> & destinations,set<Phase * > * generated_mipmaps)2198 void EffectChain::execute_phase(Phase *phase,
2199 const map<Phase *, GLuint> &output_textures,
2200 const vector<DestinationTexture> &destinations,
2201 set<Phase *> *generated_mipmaps)
2202 {
2203 // Set up RTT inputs for this phase.
2204 for (unsigned sampler = 0; sampler < phase->inputs.size(); ++sampler) {
2205 glActiveTexture(GL_TEXTURE0 + sampler);
2206 Phase *input = phase->inputs[sampler];
2207 input->output_node->bound_sampler_num = sampler;
2208 const auto it = output_textures.find(input);
2209 assert(it != output_textures.end());
2210 glBindTexture(GL_TEXTURE_2D, it->second);
2211 check_error();
2212
2213 // See if anything using this RTT input (in this phase) needs mipmaps.
2214 // TODO: It could be that we get conflicting logic here, if we have
2215 // multiple effects with incompatible mipmaps using the same
2216 // RTT input. However, that is obscure enough that we can deal
2217 // with it at some future point (preferably when we have
2218 // universal support for separate sampler objects!). For now,
2219 // an assert is good enough. See also the TODO at bound_sampler_num.
2220 bool any_needs_mipmaps = false, any_refuses_mipmaps = false;
2221 for (Node *node : phase->effects) {
2222 assert(node->incoming_links.size() == node->incoming_link_type.size());
2223 for (size_t i = 0; i < node->incoming_links.size(); ++i) {
2224 if (node->incoming_links[i] == input->output_node &&
2225 node->incoming_link_type[i] == IN_ANOTHER_PHASE) {
2226 if (node->needs_mipmaps == Effect::NEEDS_MIPMAPS) {
2227 any_needs_mipmaps = true;
2228 } else if (node->needs_mipmaps == Effect::CANNOT_ACCEPT_MIPMAPS) {
2229 any_refuses_mipmaps = true;
2230 }
2231 }
2232 }
2233 }
2234 assert(!(any_needs_mipmaps && any_refuses_mipmaps));
2235
2236 if (any_needs_mipmaps && generated_mipmaps->count(input) == 0) {
2237 glGenerateMipmap(GL_TEXTURE_2D);
2238 check_error();
2239 generated_mipmaps->insert(input);
2240 }
2241 setup_rtt_sampler(sampler, any_needs_mipmaps);
2242 phase->input_samplers[sampler] = sampler; // Bind the sampler to the right uniform.
2243 }
2244
2245 GLuint instance_program_num = resource_pool->use_glsl_program(phase->glsl_program_num);
2246 check_error();
2247
2248 // And now the output.
2249 GLuint fbo = 0;
2250 if (phase->is_compute_shader) {
2251 assert(!destinations.empty());
2252
2253 // This is currently the only place where we use image units,
2254 // so we can always start at 0. TODO: Support multiple destinations.
2255 phase->outbuf_image_unit = 0;
2256 glBindImageTexture(phase->outbuf_image_unit, destinations[0].texnum, 0, GL_FALSE, 0, GL_WRITE_ONLY, destinations[0].format);
2257 check_error();
2258 phase->uniform_output_size[0] = phase->output_width;
2259 phase->uniform_output_size[1] = phase->output_height;
2260 phase->inv_output_size.x = 1.0f / phase->output_width;
2261 phase->inv_output_size.y = 1.0f / phase->output_height;
2262 phase->output_texcoord_adjust.x = 0.5f / phase->output_width;
2263 phase->output_texcoord_adjust.y = 0.5f / phase->output_height;
2264 } else if (!destinations.empty()) {
2265 assert(destinations.size() == 1);
2266 fbo = resource_pool->create_fbo(destinations[0].texnum);
2267 glBindFramebuffer(GL_FRAMEBUFFER, fbo);
2268 glViewport(0, 0, phase->output_width, phase->output_height);
2269 }
2270
2271 // Give the required parameters to all the effects.
2272 unsigned sampler_num = phase->inputs.size();
2273 for (unsigned i = 0; i < phase->effects.size(); ++i) {
2274 Node *node = phase->effects[i];
2275 unsigned old_sampler_num = sampler_num;
2276 node->effect->set_gl_state(instance_program_num, phase->effect_ids[make_pair(node, IN_SAME_PHASE)], &sampler_num);
2277 check_error();
2278
2279 if (node->effect->is_single_texture()) {
2280 assert(sampler_num - old_sampler_num == 1);
2281 node->bound_sampler_num = old_sampler_num;
2282 } else {
2283 node->bound_sampler_num = -1;
2284 }
2285 }
2286
2287 if (phase->is_compute_shader) {
2288 unsigned x, y, z;
2289 phase->compute_shader_node->effect->get_compute_dimensions(phase->output_width, phase->output_height, &x, &y, &z);
2290
2291 // Uniforms need to come after set_gl_state() _and_ get_compute_dimensions(),
2292 // since they can be updated from there.
2293 setup_uniforms(phase);
2294 glDispatchCompute(x, y, z);
2295 check_error();
2296 glMemoryBarrier(GL_TEXTURE_FETCH_BARRIER_BIT | GL_TEXTURE_UPDATE_BARRIER_BIT);
2297 check_error();
2298 } else {
2299 // Uniforms need to come after set_gl_state(), since they can be updated
2300 // from there.
2301 setup_uniforms(phase);
2302
2303 // Bind the vertex data.
2304 GLuint vao = resource_pool->create_vec2_vao(phase->attribute_indexes, vbo);
2305 glBindVertexArray(vao);
2306
2307 glDrawArrays(GL_TRIANGLES, 0, 3);
2308 check_error();
2309
2310 resource_pool->release_vec2_vao(vao);
2311 }
2312
2313 for (unsigned i = 0; i < phase->effects.size(); ++i) {
2314 Node *node = phase->effects[i];
2315 node->effect->clear_gl_state();
2316 }
2317
2318 resource_pool->unuse_glsl_program(instance_program_num);
2319
2320 if (fbo != 0) {
2321 resource_pool->release_fbo(fbo);
2322 }
2323 }
2324
setup_uniforms(Phase * phase)2325 void EffectChain::setup_uniforms(Phase *phase)
2326 {
2327 // TODO: Use UBO blocks.
2328 for (size_t i = 0; i < phase->uniforms_image2d.size(); ++i) {
2329 const Uniform<int> &uniform = phase->uniforms_image2d[i];
2330 if (uniform.location != -1) {
2331 glUniform1iv(uniform.location, uniform.num_values, uniform.value);
2332 }
2333 }
2334 for (size_t i = 0; i < phase->uniforms_sampler2d.size(); ++i) {
2335 const Uniform<int> &uniform = phase->uniforms_sampler2d[i];
2336 if (uniform.location != -1) {
2337 glUniform1iv(uniform.location, uniform.num_values, uniform.value);
2338 }
2339 }
2340 for (size_t i = 0; i < phase->uniforms_bool.size(); ++i) {
2341 const Uniform<bool> &uniform = phase->uniforms_bool[i];
2342 assert(uniform.num_values == 1);
2343 if (uniform.location != -1) {
2344 glUniform1i(uniform.location, *uniform.value);
2345 }
2346 }
2347 for (size_t i = 0; i < phase->uniforms_int.size(); ++i) {
2348 const Uniform<int> &uniform = phase->uniforms_int[i];
2349 if (uniform.location != -1) {
2350 glUniform1iv(uniform.location, uniform.num_values, uniform.value);
2351 }
2352 }
2353 for (size_t i = 0; i < phase->uniforms_ivec2.size(); ++i) {
2354 const Uniform<int> &uniform = phase->uniforms_ivec2[i];
2355 if (uniform.location != -1) {
2356 glUniform2iv(uniform.location, uniform.num_values, uniform.value);
2357 }
2358 }
2359 for (size_t i = 0; i < phase->uniforms_float.size(); ++i) {
2360 const Uniform<float> &uniform = phase->uniforms_float[i];
2361 if (uniform.location != -1) {
2362 glUniform1fv(uniform.location, uniform.num_values, uniform.value);
2363 }
2364 }
2365 for (size_t i = 0; i < phase->uniforms_vec2.size(); ++i) {
2366 const Uniform<float> &uniform = phase->uniforms_vec2[i];
2367 if (uniform.location != -1) {
2368 glUniform2fv(uniform.location, uniform.num_values, uniform.value);
2369 }
2370 }
2371 for (size_t i = 0; i < phase->uniforms_vec3.size(); ++i) {
2372 const Uniform<float> &uniform = phase->uniforms_vec3[i];
2373 if (uniform.location != -1) {
2374 glUniform3fv(uniform.location, uniform.num_values, uniform.value);
2375 }
2376 }
2377 for (size_t i = 0; i < phase->uniforms_vec4.size(); ++i) {
2378 const Uniform<float> &uniform = phase->uniforms_vec4[i];
2379 if (uniform.location != -1) {
2380 glUniform4fv(uniform.location, uniform.num_values, uniform.value);
2381 }
2382 }
2383 for (size_t i = 0; i < phase->uniforms_mat3.size(); ++i) {
2384 const Uniform<Matrix3d> &uniform = phase->uniforms_mat3[i];
2385 assert(uniform.num_values == 1);
2386 if (uniform.location != -1) {
2387 // Convert to float (GLSL has no double matrices).
2388 float matrixf[9];
2389 for (unsigned y = 0; y < 3; ++y) {
2390 for (unsigned x = 0; x < 3; ++x) {
2391 matrixf[y + x * 3] = (*uniform.value)(y, x);
2392 }
2393 }
2394 glUniformMatrix3fv(uniform.location, 1, GL_FALSE, matrixf);
2395 }
2396 }
2397 }
2398
setup_rtt_sampler(int sampler_num,bool use_mipmaps)2399 void EffectChain::setup_rtt_sampler(int sampler_num, bool use_mipmaps)
2400 {
2401 glActiveTexture(GL_TEXTURE0 + sampler_num);
2402 check_error();
2403 if (use_mipmaps) {
2404 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
2405 check_error();
2406 } else {
2407 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
2408 check_error();
2409 }
2410 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
2411 check_error();
2412 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
2413 check_error();
2414 }
2415
2416 } // namespace movit
2417