This file is indexed.

/usr/include/movit/effect_chain.h is in libmovit-dev 1.4.0-1.

This file is owned by root:root, with mode 0o644.

The actual contents of the file can be viewed below.

  1
  2
  3
  4
  5
  6
  7
  8
  9
 10
 11
 12
 13
 14
 15
 16
 17
 18
 19
 20
 21
 22
 23
 24
 25
 26
 27
 28
 29
 30
 31
 32
 33
 34
 35
 36
 37
 38
 39
 40
 41
 42
 43
 44
 45
 46
 47
 48
 49
 50
 51
 52
 53
 54
 55
 56
 57
 58
 59
 60
 61
 62
 63
 64
 65
 66
 67
 68
 69
 70
 71
 72
 73
 74
 75
 76
 77
 78
 79
 80
 81
 82
 83
 84
 85
 86
 87
 88
 89
 90
 91
 92
 93
 94
 95
 96
 97
 98
 99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
#ifndef _MOVIT_EFFECT_CHAIN_H
#define _MOVIT_EFFECT_CHAIN_H 1

// An EffectChain is the largest basic entity in Movit; it contains everything
// needed to connects a series of effects, from inputs to outputs, and render
// them. Generally you set up your effect chain once and then call its render
// functions once per frame; setting one up can be relatively expensive,
// but rendering is fast.
//
// Threading considerations: EffectChain is “thread-compatible”; you can use
// different EffectChains in multiple threads at the same time (assuming the
// threads do not use the same OpenGL context, but this is a good idea anyway),
// but you may not use one EffectChain from multiple threads simultaneously.
// You _are_ allowed to use one EffectChain from multiple threads as long as
// you only use it from one at a time (possibly by doing your own locking),
// but if so, the threads' contexts need to be set up to share resources, since
// the EffectChain holds textures and other OpenGL objects that are tied to the
// context.
//
// Memory management (only relevant if you use multiple contexts):
// See corresponding comment in resource_pool.h. This holds even if you don't
// allocate your own ResourcePool, but let EffectChain hold its own.

#include <epoxy/gl.h>
#include <stdio.h>
#include <list>
#include <map>
#include <set>
#include <string>
#include <vector>
#include <Eigen/Core>

#include "effect.h"
#include "image_format.h"
#include "ycbcr.h"

namespace movit {

class Effect;
class Input;
struct Phase;
class ResourcePool;

// For internal use within Node.
enum AlphaType {
	ALPHA_INVALID = -1,
	ALPHA_BLANK,
	ALPHA_PREMULTIPLIED,
	ALPHA_POSTMULTIPLIED,
};

// Whether you want pre- or postmultiplied alpha in the output
// (see effect.h for a discussion of pre- versus postmultiplied alpha).
enum OutputAlphaFormat {
	OUTPUT_ALPHA_FORMAT_PREMULTIPLIED,
	OUTPUT_ALPHA_FORMAT_POSTMULTIPLIED,
};

// RGBA output is nearly always packed; Y'CbCr, however, is often planar
// due to chroma subsampling. This enum controls how add_ycbcr_output()
// distributes the color channels between the fragment shader outputs.
// Obviously, anything except YCBCR_OUTPUT_INTERLEAVED will be meaningless
// unless you use render_to_fbo() and have an FBO with multiple render
// targets attached (the other outputs will be discarded).
enum YCbCrOutputSplitting {
	// Only one output: Store Y'CbCr into the first three output channels,
	// respectively, plus alpha. This is also called “chunked” or
	// ”packed” mode.
	YCBCR_OUTPUT_INTERLEAVED,

	// Store Y' and alpha into the first output (in the red and alpha
	// channels; effect to the others is undefined), and Cb and Cr into
	// the first two channels of the second output. This is particularly
	// useful if you want to end up in a format like NV12, where all the
	// Y' samples come first and then Cb and Cr come interlevaed afterwards.
	// You will still need to do the chroma subsampling yourself to actually
	// get down to NV12, though.
	YCBCR_OUTPUT_SPLIT_Y_AND_CBCR,

	// Store Y' and alpha into the first output, Cb into the first channel
	// of the second output and Cr into the first channel of the third output.
	// (Effect on the other channels is undefined.) Essentially gives you
	// 4:4:4 planar, or ”yuv444p”.
	YCBCR_OUTPUT_PLANAR,
};

// Where (0,0) is taken to be in the output. If you want to render to an
// OpenGL screen, you should keep the default of bottom-left, as that is
// OpenGL's natural coordinate system. However, there are cases, such as if you
// render to an FBO and read the pixels back into some other system, where
// you'd want a top-left origin; if so, an additional flip step will be added
// at the very end (but done in a vertex shader, so it will have zero extra
// cost).
//
// Note that Movit's coordinate system in general consistently puts (0,0) in
// the top left for _input_, no matter what you set as output origin.
enum OutputOrigin {
	OUTPUT_ORIGIN_BOTTOM_LEFT,
	OUTPUT_ORIGIN_TOP_LEFT,
};

// Transformation to apply (if any) to pixel data in temporary buffers.
// See set_intermediate_format() below for more information.
enum FramebufferTransformation {
	// The default; just store the value. This is what you usually want.
	NO_FRAMEBUFFER_TRANSFORMATION,

	// If the values are in linear light, store sqrt(x) to the framebuffer
	// instead of x itself, of course undoing it with x² on read. Useful as
	// a rough approximation to the sRGB curve. (If the values are not in
	// linear light, just store them as-is.)
	SQUARE_ROOT_FRAMEBUFFER_TRANSFORMATION,
};

// A node in the graph; basically an effect and some associated information.
class Node {
public:
	Effect *effect;
	bool disabled;

	// Edges in the graph (forward and backward).
	std::vector<Node *> outgoing_links;
	std::vector<Node *> incoming_links;

	// For unit tests only. Do not use from other code.
	// Will contain an arbitrary choice if the node is in multiple phases.
	Phase *containing_phase;

private:
	// Logical size of the output of this effect, ie. the resolution
	// you would get if you sampled it as a texture. If it is undefined
	// (since the inputs differ in resolution), it will be 0x0.
	// If both this and output_texture_{width,height} are set,
	// they will be equal.
	unsigned output_width, output_height;

	// If the effect has is_single_texture(), or if the output went to RTT
	// and that texture has been bound to a sampler, the sampler number
	// will be stored here.
	//
	// TODO: Can an RTT texture be used as inputs to multiple effects
	// within the same phase? If so, we have a problem with modifying
	// sampler state here.
	int bound_sampler_num;

	// Used during the building of the effect chain.
	Colorspace output_color_space;
	GammaCurve output_gamma_curve;
	AlphaType output_alpha_type;
	bool needs_mipmaps;  // Directly or indirectly.

	// Set if this effect, and all effects consuming output from this node
	// (in the same phase) have one_to_one_sampling() set.
	bool one_to_one_sampling;

	friend class EffectChain;
};

// A rendering phase; a single GLSL program rendering a single quad.
struct Phase {
	Node *output_node;

	GLuint glsl_program_num;  // Owned by the resource_pool.

	// Position and texcoord attribute indexes, although it doesn't matter
	// which is which, because they contain the same data.
	std::set<GLint> attribute_indexes;

	bool input_needs_mipmaps;

	// Inputs are only inputs from other phases (ie., those that come from RTT);
	// input textures are counted as part of <effects>.
	std::vector<Phase *> inputs;
	// Bound sampler numbers for each input. Redundant in a sense
	// (it always corresponds to the index), but we need somewhere
	// to hold the value for the uniform.
	std::vector<int> input_samplers;
	std::vector<Node *> effects;  // In order.
	unsigned output_width, output_height, virtual_output_width, virtual_output_height;

	// Identifier used to create unique variables in GLSL.
	// Unique per-phase to increase cacheability of compiled shaders.
	std::map<Node *, std::string> effect_ids;

	// Uniforms for this phase; combined from all the effects.
	std::vector<Uniform<int> > uniforms_sampler2d;
	std::vector<Uniform<bool> > uniforms_bool;
	std::vector<Uniform<int> > uniforms_int;
	std::vector<Uniform<float> > uniforms_float;
	std::vector<Uniform<float> > uniforms_vec2;
	std::vector<Uniform<float> > uniforms_vec3;
	std::vector<Uniform<float> > uniforms_vec4;
	std::vector<Uniform<Eigen::Matrix3d> > uniforms_mat3;

	// For measurement of GPU time used.
	std::list<GLuint> timer_query_objects_running;
	std::list<GLuint> timer_query_objects_free;
	uint64_t time_elapsed_ns;
	uint64_t num_measured_iterations;
};

class EffectChain {
public:
	// Aspect: e.g. 16.0f, 9.0f for 16:9.
	// resource_pool is a pointer to a ResourcePool with which to share shaders
	// and other resources (see resource_pool.h). If NULL (the default),
	// will create its own that is not shared with anything else. Does not take
	// ownership of the passed-in ResourcePool, but will naturally take ownership
	// of its own internal one if created.
	EffectChain(float aspect_nom, float aspect_denom, ResourcePool *resource_pool = NULL);
	~EffectChain();

	// User API:
	// input, effects, output, finalize need to come in that specific order.

	// EffectChain takes ownership of the given input.
	// input is returned back for convenience.
	Input *add_input(Input *input);

	// EffectChain takes ownership of the given effect.
	// effect is returned back for convenience.
	Effect *add_effect(Effect *effect) {
		return add_effect(effect, last_added_effect());
	}
	Effect *add_effect(Effect *effect, Effect *input) {
		std::vector<Effect *> inputs;
		inputs.push_back(input);
		return add_effect(effect, inputs);
	}
	Effect *add_effect(Effect *effect, Effect *input1, Effect *input2) {
		std::vector<Effect *> inputs;
		inputs.push_back(input1);
		inputs.push_back(input2);
		return add_effect(effect, inputs);
	}
	Effect *add_effect(Effect *effect, Effect *input1, Effect *input2, Effect *input3) {
		std::vector<Effect *> inputs;
		inputs.push_back(input1);
		inputs.push_back(input2);
		inputs.push_back(input3);
		return add_effect(effect, inputs);
	}
	Effect *add_effect(Effect *effect, Effect *input1, Effect *input2, Effect *input3, Effect *input4) {
		std::vector<Effect *> inputs;
		inputs.push_back(input1);
		inputs.push_back(input2);
		inputs.push_back(input3);
		inputs.push_back(input4);
		return add_effect(effect, inputs);
	}
	Effect *add_effect(Effect *effect, Effect *input1, Effect *input2, Effect *input3, Effect *input4, Effect *input5) {
		std::vector<Effect *> inputs;
		inputs.push_back(input1);
		inputs.push_back(input2);
		inputs.push_back(input3);
		inputs.push_back(input4);
		inputs.push_back(input5);
		return add_effect(effect, inputs);
	}
	Effect *add_effect(Effect *effect, const std::vector<Effect *> &inputs);

	// Adds an RGBA output. Note that you can have at most one RGBA output and one
	// Y'CbCr output (see below for details).
	void add_output(const ImageFormat &format, OutputAlphaFormat alpha_format);

	// Adds an YCbCr output. Note that you can only have one output.
	// Currently, only chunked packed output is supported, and only 4:4:4
	// (so chroma_subsampling_x and chroma_subsampling_y must both be 1).
	//
	// If you have both RGBA and Y'CbCr output, the RGBA output will come
	// in the last draw buffer. Also, <format> and <alpha_format> must be
	// identical between the two.
	void add_ycbcr_output(const ImageFormat &format, OutputAlphaFormat alpha_format,
	                      const YCbCrFormat &ycbcr_format,
			      YCbCrOutputSplitting output_splitting = YCBCR_OUTPUT_INTERLEAVED);

	// Set number of output bits, to scale the dither.
	// 8 is the right value for most outputs.
	// The default, 0, is a special value that means no dither.
	void set_dither_bits(unsigned num_bits)
	{
		this->num_dither_bits = num_bits;
	}

	// Set where (0,0) is taken to be in the output. The default is
	// OUTPUT_ORIGIN_BOTTOM_LEFT, which is usually what you want
	// (see OutputOrigin above for more details).
	void set_output_origin(OutputOrigin output_origin)
	{
		this->output_origin = output_origin;
	}

	// Set intermediate format for framebuffers used when we need to bounce
	// to a temporary texture. The default, GL_RGBA16F, is good for most uses;
	// it is precise, has good range, and is relatively efficient. However,
	// if you need even more speed and your chain can do with some loss of
	// accuracy, you can change the format here (before calling finalize).
	// Calculations between bounce buffers are still in 32-bit floating-point
	// no matter what you specify.
	//
	// Of special interest is GL_SRGB8_ALPHA8, which stores sRGB-encoded RGB
	// and linear alpha; this is half the memory bandwidth of GL_RGBA16F,
	// while retaining reasonable precision for typical image data. It will,
	// however, cause some gamut clipping if your colorspace is far from sRGB,
	// as it cannot represent values outside [0,1]. NOTE: If you construct
	// a chain where you end up bouncing pixels in non-linear light
	// (gamma different from GAMMA_LINEAR), this will be the wrong thing.
	// However, it's hard to see how this could happen in a non-contrived
	// chain; few effects ever need texture bounce or resizing without also
	// combining multiple pixels, which really needs linear light and thus
	// triggers a conversion before the bounce.
	//
	// If you don't need alpha (or can do with very little of it), GL_RGB10_A2
	// is even better, as it has two more bits for each color component. There
	// is no GL_SRGB10, unfortunately, so on its own, it is somewhat worse than
	// GL_SRGB8, but you can set <transformation> to SQUARE_ROOT_FRAMEBUFFER_TRANSFORMATION,
	// and sqrt(x) will be stored instead of x. This is a rough approximation to
	// the sRGB curve, and reduces maximum error (in sRGB distance) by almost an
	// order of magnitude, well below what you can get from 8-bit true sRGB.
	// (Note that this strategy avoids the problem with bounced non-linear data
	// above, since the square root is turned off in that case.) However, texture
	// filtering will happen on the transformed values, so if you have heavy
	// downscaling or the likes (e.g. mipmaps), you could get subtly bad results.
	// You'll need to see which of the two that works the best for you in practice.
	void set_intermediate_format(
		GLenum intermediate_format,
		FramebufferTransformation transformation = NO_FRAMEBUFFER_TRANSFORMATION)
	{
		this->intermediate_format = intermediate_format;
		this->intermediate_transformation = transformation;
	}

	void finalize();

	// Measure the GPU time used for each actual phase during rendering.
	// Note that this is only available if GL_ARB_timer_query
	// (or, equivalently, OpenGL 3.3) is available. Also note that measurement
	// will incur a performance cost, as we wait for the measurements to
	// complete at the end of rendering.
	void enable_phase_timing(bool enable);
	void reset_phase_timing();
	void print_phase_timing();

	void render_to_screen()
	{
		render_to_fbo(0, 0, 0);
	}

	// Render the effect chain to the given FBO. If width=height=0, keeps
	// the current viewport.
	void render_to_fbo(GLuint fbo, unsigned width, unsigned height);

	Effect *last_added_effect() {
		if (nodes.empty()) {
			return NULL;
		} else {
			return nodes.back()->effect;
		}	
	}

	// API for manipulating the graph directly. Intended to be used from
	// effects and by EffectChain itself.
	//
	// Note that for nodes with multiple inputs, the order of calls to
	// connect_nodes() will matter.
	Node *add_node(Effect *effect);
	void connect_nodes(Node *sender, Node *receiver);
	void replace_receiver(Node *old_receiver, Node *new_receiver);
	void replace_sender(Node *new_sender, Node *receiver);
	void insert_node_between(Node *sender, Node *middle, Node *receiver);
	Node *find_node_for_effect(Effect *effect) { return node_map[effect]; }

	// Get the OpenGL sampler (GL_TEXTURE0, GL_TEXTURE1, etc.) for the
	// input of the given node, so that one can modify the sampler state
	// directly. Only valid to call during set_gl_state().
	//
	// Also, for this to be allowed, <node>'s effect must have
	// needs_texture_bounce() set, so that it samples directly from a
	// single-sampler input, or from an RTT texture.
	GLenum get_input_sampler(Node *node, unsigned input_num) const;

	// Whether input <input_num> of <node> corresponds to a single sampler
	// (see get_input_sampler()). Normally, you should not need to call this;
	// however, if the input Effect has set override_texture_bounce(),
	// this will return false, and you could be flexible and check it first
	// if you want.
	GLenum has_input_sampler(Node *node, unsigned input_num) const;

	// Get the current resource pool assigned to this EffectChain.
	// Primarily to let effects allocate textures as needed.
	// Any resources you get from the pool must be returned to the pool
	// no later than in the Effect's destructor.
	ResourcePool *get_resource_pool() { return resource_pool; }

private:
	// Make sure the output rectangle is at least large enough to hold
	// the given input rectangle in both dimensions, and is of the
	// current aspect ratio (aspect_nom/aspect_denom).
	void size_rectangle_to_fit(unsigned width, unsigned height, unsigned *output_width, unsigned *output_height);

	// Compute the input sizes for all inputs for all effects in a given phase,
	// and inform the effects about the results.	
	void inform_input_sizes(Phase *phase);

	// Determine the preferred output size of a given phase.
	// Requires that all input phases (if any) already have output sizes set.
	void find_output_size(Phase *phase);

	// Find all inputs eventually feeding into this effect that have
	// output gamma different from GAMMA_LINEAR.
	void find_all_nonlinear_inputs(Node *effect, std::vector<Node *> *nonlinear_inputs);

	// Create a GLSL program computing the effects for this phase in order.
	void compile_glsl_program(Phase *phase);

	// Create all GLSL programs needed to compute the given effect, and all outputs
	// that depend on it (whenever possible). Returns the phase that has <output>
	// as the last effect. Also pushes all phases in order onto <phases>.
	Phase *construct_phase(Node *output, std::map<Node *, Phase *> *completed_effects);

	// Execute one phase, ie. set up all inputs, effects and outputs, and render the quad.
	void execute_phase(Phase *phase, bool last_phase,
	                   std::set<GLint> *bound__attribute_indices,
	                   std::map<Phase *, GLuint> *output_textures,
	                   std::set<Phase *> *generated_mipmaps);

	// Set up uniforms for one phase. The program must already be bound.
	void setup_uniforms(Phase *phase);

	// Set up the given sampler number for sampling from an RTT texture.
	void setup_rtt_sampler(int sampler_num, bool use_mipmaps);

	// Output the current graph to the given file in a Graphviz-compatible format;
	// only useful for debugging.
	void output_dot(const char *filename);
	std::vector<std::string> get_labels_for_edge(const Node *from, const Node *to);
	void output_dot_edge(FILE *fp,
	                     const std::string &from_node_id,
	                     const std::string &to_node_id,
			     const std::vector<std::string> &labels);

	// Some of the graph algorithms assume that the nodes array is sorted
	// topologically (inputs are always before outputs), but some operations
	// (like graph rewriting) can change that. This function restores that order.
	void sort_all_nodes_topologically();

	// Do the actual topological sort. <nodes> must be a connected, acyclic subgraph;
	// links that go to nodes not in the set will be ignored.
	std::vector<Node *> topological_sort(const std::vector<Node *> &nodes);

	// Utility function used by topological_sort() to do a depth-first search.
	// The reason why we store nodes left to visit instead of a more conventional
	// list of nodes to visit is that we want to be able to limit ourselves to
	// a subgraph instead of all nodes. The set thus serves a dual purpose.
	void topological_sort_visit_node(Node *node, std::set<Node *> *nodes_left_to_visit, std::vector<Node *> *sorted_list);

	// Used during finalize().
	void find_color_spaces_for_inputs();
	void propagate_alpha();
	void propagate_gamma_and_color_space();
	Node *find_output_node();

	bool node_needs_colorspace_fix(Node *node);
	void fix_internal_color_spaces();
	void fix_output_color_space();

	bool node_needs_alpha_fix(Node *node);
	void fix_internal_alpha(unsigned step);
	void fix_output_alpha();

	bool node_needs_gamma_fix(Node *node);
	void fix_internal_gamma_by_asking_inputs(unsigned step);
	void fix_internal_gamma_by_inserting_nodes(unsigned step);
	void fix_output_gamma();
	void add_ycbcr_conversion_if_needed();
	void add_dither_if_needed();

	float aspect_nom, aspect_denom;
	ImageFormat output_format;
	OutputAlphaFormat output_alpha_format;

	bool output_color_rgba, output_color_ycbcr;
	YCbCrFormat output_ycbcr_format;              // If output_color_ycbcr is true.
	YCbCrOutputSplitting output_ycbcr_splitting;  // If output_color_ycbcr is true.

	std::vector<Node *> nodes;
	std::map<Effect *, Node *> node_map;
	Effect *dither_effect;

	std::vector<Input *> inputs;  // Also contained in nodes.
	std::vector<Phase *> phases;

	GLenum intermediate_format;
	FramebufferTransformation intermediate_transformation;
	unsigned num_dither_bits;
	OutputOrigin output_origin;
	bool finalized;
	GLuint vbo;  // Contains vertex and texture coordinate data.

	ResourcePool *resource_pool;
	bool owns_resource_pool;

	bool do_phase_timing;
};

}  // namespace movit

#endif // !defined(_MOVIT_EFFECT_CHAIN_H)