mpv/video/out/opengl/utils.c

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/*
* This file is part of mpv.
* Parts based on MPlayer code by Reimar Döffinger.
*
* mpv is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* mpv is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License along
* with mpv. If not, see <http://www.gnu.org/licenses/>.
*
* You can alternatively redistribute this file and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
*/
#include <stddef.h>
#include <stdint.h>
#include <stdlib.h>
#include <string.h>
#include <stdarg.h>
#include <assert.h>
#include "common/common.h"
#include "utils.h"
// GLU has this as gluErrorString (we don't use GLU, as it is legacy-OpenGL)
static const char *gl_error_to_string(GLenum error)
{
switch (error) {
case GL_INVALID_ENUM: return "INVALID_ENUM";
case GL_INVALID_VALUE: return "INVALID_VALUE";
case GL_INVALID_OPERATION: return "INVALID_OPERATION";
case GL_INVALID_FRAMEBUFFER_OPERATION: return "INVALID_FRAMEBUFFER_OPERATION";
case GL_OUT_OF_MEMORY: return "OUT_OF_MEMORY";
default: return "unknown";
}
}
void glCheckError(GL *gl, struct mp_log *log, const char *info)
{
for (;;) {
GLenum error = gl->GetError();
if (error == GL_NO_ERROR)
break;
mp_msg(log, MSGL_ERR, "%s: OpenGL error %s.\n", info,
gl_error_to_string(error));
}
}
// return the number of bytes per pixel for the given format
// does not handle all possible variants, just those used by mpv
int glFmt2bpp(GLenum format, GLenum type)
{
int component_size = 0;
switch (type) {
case GL_UNSIGNED_BYTE_3_3_2:
case GL_UNSIGNED_BYTE_2_3_3_REV:
return 1;
case GL_UNSIGNED_SHORT_5_5_5_1:
case GL_UNSIGNED_SHORT_1_5_5_5_REV:
case GL_UNSIGNED_SHORT_5_6_5:
case GL_UNSIGNED_SHORT_5_6_5_REV:
return 2;
case GL_UNSIGNED_BYTE:
component_size = 1;
break;
case GL_UNSIGNED_SHORT:
component_size = 2;
break;
}
switch (format) {
case GL_LUMINANCE:
case GL_ALPHA:
return component_size;
case GL_RGB_422_APPLE:
return 2;
case GL_RGB:
case GL_BGR:
case GL_RGB_INTEGER:
return 3 * component_size;
case GL_RGBA:
case GL_BGRA:
case GL_RGBA_INTEGER:
return 4 * component_size;
case GL_RED:
case GL_RED_INTEGER:
return component_size;
case GL_RG:
case GL_LUMINANCE_ALPHA:
case GL_RG_INTEGER:
return 2 * component_size;
}
abort(); // unknown
}
static int get_alignment(int stride)
{
if (stride % 8 == 0)
return 8;
if (stride % 4 == 0)
return 4;
if (stride % 2 == 0)
return 2;
return 1;
}
// upload a texture, handling things like stride and slices
// target: texture target, usually GL_TEXTURE_2D
// format, type: texture parameters
// dataptr, stride: image data
// x, y, width, height: part of the image to upload
// slice: height of an upload slice, 0 for all at once
void glUploadTex(GL *gl, GLenum target, GLenum format, GLenum type,
const void *dataptr, int stride,
int x, int y, int w, int h, int slice)
{
const uint8_t *data = dataptr;
int y_max = y + h;
if (w <= 0 || h <= 0)
return;
if (slice <= 0)
slice = h;
if (stride < 0) {
data += (h - 1) * stride;
stride = -stride;
}
gl->PixelStorei(GL_UNPACK_ALIGNMENT, get_alignment(stride));
bool use_rowlength = slice > 1 && (gl->mpgl_caps & MPGL_CAP_ROW_LENGTH);
if (use_rowlength) {
// this is not always correct, but should work for MPlayer
gl->PixelStorei(GL_UNPACK_ROW_LENGTH, stride / glFmt2bpp(format, type));
} else {
if (stride != glFmt2bpp(format, type) * w)
slice = 1; // very inefficient, but at least it works
}
for (; y + slice <= y_max; y += slice) {
gl->TexSubImage2D(target, 0, x, y, w, slice, format, type, data);
data += stride * slice;
}
if (y < y_max)
gl->TexSubImage2D(target, 0, x, y, w, y_max - y, format, type, data);
if (use_rowlength)
gl->PixelStorei(GL_UNPACK_ROW_LENGTH, 0);
gl->PixelStorei(GL_UNPACK_ALIGNMENT, 4);
}
// Like glUploadTex, but upload a byte array with all elements set to val.
// If scratch is not NULL, points to a resizeable talloc memory block than can
// be freely used by the function (for avoiding temporary memory allocations).
void glClearTex(GL *gl, GLenum target, GLenum format, GLenum type,
int x, int y, int w, int h, uint8_t val, void **scratch)
{
int bpp = glFmt2bpp(format, type);
int stride = w * bpp;
int size = h * stride;
if (size < 1)
return;
void *data = scratch ? *scratch : NULL;
if (talloc_get_size(data) < size)
data = talloc_realloc(NULL, data, char *, size);
memset(data, val, size);
gl->PixelStorei(GL_UNPACK_ALIGNMENT, get_alignment(stride));
gl->TexSubImage2D(target, 0, x, y, w, h, format, type, data);
gl->PixelStorei(GL_UNPACK_ALIGNMENT, 4);
if (scratch) {
*scratch = data;
} else {
talloc_free(data);
}
}
mp_image_t *glGetWindowScreenshot(GL *gl)
{
if (gl->es)
return NULL; // ES can't read from front buffer
GLint vp[4]; //x, y, w, h
gl->GetIntegerv(GL_VIEWPORT, vp);
mp_image_t *image = mp_image_alloc(IMGFMT_RGB24, vp[2], vp[3]);
if (!image)
return NULL;
gl->PixelStorei(GL_PACK_ALIGNMENT, 1);
gl->ReadBuffer(GL_FRONT);
//flip image while reading (and also avoid stride-related trouble)
for (int y = 0; y < vp[3]; y++) {
gl->ReadPixels(vp[0], vp[1] + vp[3] - y - 1, vp[2], 1,
GL_RGB, GL_UNSIGNED_BYTE,
image->planes[0] + y * image->stride[0]);
}
gl->PixelStorei(GL_PACK_ALIGNMENT, 4);
return image;
}
void mp_log_source(struct mp_log *log, int lev, const char *src)
{
int line = 1;
if (!src)
return;
while (*src) {
const char *end = strchr(src, '\n');
const char *next = end + 1;
if (!end)
next = end = src + strlen(src);
mp_msg(log, lev, "[%3d] %.*s\n", line, (int)(end - src), src);
line++;
src = next;
}
}
static void gl_vao_enable_attribs(struct gl_vao *vao)
{
GL *gl = vao->gl;
for (int n = 0; vao->entries[n].name; n++) {
const struct gl_vao_entry *e = &vao->entries[n];
gl->EnableVertexAttribArray(n);
gl->VertexAttribPointer(n, e->num_elems, e->type, e->normalized,
vao->stride, (void *)(intptr_t)e->offset);
}
}
void gl_vao_init(struct gl_vao *vao, GL *gl, int stride,
const struct gl_vao_entry *entries)
{
assert(!vao->vao);
assert(!vao->buffer);
*vao = (struct gl_vao){
.gl = gl,
.stride = stride,
.entries = entries,
};
gl->GenBuffers(1, &vao->buffer);
if (gl->BindVertexArray) {
gl->BindBuffer(GL_ARRAY_BUFFER, vao->buffer);
gl->GenVertexArrays(1, &vao->vao);
gl->BindVertexArray(vao->vao);
gl_vao_enable_attribs(vao);
gl->BindVertexArray(0);
gl->BindBuffer(GL_ARRAY_BUFFER, 0);
}
}
void gl_vao_uninit(struct gl_vao *vao)
{
GL *gl = vao->gl;
if (!gl)
return;
if (gl->DeleteVertexArrays)
gl->DeleteVertexArrays(1, &vao->vao);
gl->DeleteBuffers(1, &vao->buffer);
*vao = (struct gl_vao){0};
}
void gl_vao_bind(struct gl_vao *vao)
{
GL *gl = vao->gl;
if (gl->BindVertexArray) {
gl->BindVertexArray(vao->vao);
} else {
gl->BindBuffer(GL_ARRAY_BUFFER, vao->buffer);
gl_vao_enable_attribs(vao);
gl->BindBuffer(GL_ARRAY_BUFFER, 0);
}
}
void gl_vao_unbind(struct gl_vao *vao)
{
GL *gl = vao->gl;
if (gl->BindVertexArray) {
gl->BindVertexArray(0);
} else {
for (int n = 0; vao->entries[n].name; n++)
gl->DisableVertexAttribArray(n);
}
}
// Draw the vertex data (as described by the gl_vao_entry entries) in ptr
// to the screen. num is the number of vertexes. prim is usually GL_TRIANGLES.
// If ptr is NULL, then skip the upload, and use the data uploaded with the
// previous call.
void gl_vao_draw_data(struct gl_vao *vao, GLenum prim, void *ptr, size_t num)
{
GL *gl = vao->gl;
if (ptr) {
gl->BindBuffer(GL_ARRAY_BUFFER, vao->buffer);
gl->BufferData(GL_ARRAY_BUFFER, num * vao->stride, ptr, GL_DYNAMIC_DRAW);
gl->BindBuffer(GL_ARRAY_BUFFER, 0);
}
gl_vao_bind(vao);
gl->DrawArrays(prim, 0, num);
gl_vao_unbind(vao);
}
// Create a texture and a FBO using the texture as color attachments.
// iformat: texture internal format
// Returns success.
bool fbotex_init(struct fbotex *fbo, GL *gl, struct mp_log *log, int w, int h,
GLenum iformat)
{
assert(!fbo->fbo);
assert(!fbo->texture);
return fbotex_change(fbo, gl, log, w, h, iformat, 0);
}
// Like fbotex_init(), except it can be called on an already initialized FBO;
// and if the parameters are the same as the previous call, do not touch it.
// flags can be 0, or a combination of FBOTEX_FUZZY_W and FBOTEX_FUZZY_H.
// Enabling FUZZY for W or H means the w or h does not need to be exact.
bool fbotex_change(struct fbotex *fbo, GL *gl, struct mp_log *log, int w, int h,
GLenum iformat, int flags)
{
bool res = true;
int cw = w, ch = h;
if ((flags & FBOTEX_FUZZY_W) && cw < fbo->w)
cw = fbo->w;
if ((flags & FBOTEX_FUZZY_H) && ch < fbo->h)
ch = fbo->h;
if (fbo->w == cw && fbo->h == ch && fbo->iformat == iformat)
return true;
if (flags & FBOTEX_FUZZY_W)
w = MP_ALIGN_UP(w, 256);
if (flags & FBOTEX_FUZZY_H)
h = MP_ALIGN_UP(h, 256);
GLenum filter = fbo->tex_filter;
*fbo = (struct fbotex) {
.gl = gl,
.w = w,
.h = h,
.iformat = iformat,
};
mp_verbose(log, "Create FBO: %dx%d\n", fbo->w, fbo->h);
if (!(gl->mpgl_caps & MPGL_CAP_FB))
return false;
gl->GenFramebuffers(1, &fbo->fbo);
gl->GenTextures(1, &fbo->texture);
gl->BindTexture(GL_TEXTURE_2D, fbo->texture);
gl->TexImage2D(GL_TEXTURE_2D, 0, iformat, fbo->w, fbo->h, 0,
GL_RGBA, GL_UNSIGNED_BYTE, NULL);
gl->TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
gl->TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
gl->BindTexture(GL_TEXTURE_2D, 0);
fbotex_set_filter(fbo, filter ? filter : GL_LINEAR);
glCheckError(gl, log, "after creating framebuffer texture");
gl->BindFramebuffer(GL_FRAMEBUFFER, fbo->fbo);
gl->FramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
GL_TEXTURE_2D, fbo->texture, 0);
GLenum err = gl->CheckFramebufferStatus(GL_FRAMEBUFFER);
if (err != GL_FRAMEBUFFER_COMPLETE) {
mp_err(log, "Error: framebuffer completeness check failed (error=%d).\n",
(int)err);
res = false;
}
gl->BindFramebuffer(GL_FRAMEBUFFER, 0);
glCheckError(gl, log, "after creating framebuffer");
return res;
}
void fbotex_set_filter(struct fbotex *fbo, GLenum tex_filter)
{
GL *gl = fbo->gl;
if (fbo->tex_filter != tex_filter && fbo->texture) {
gl->BindTexture(GL_TEXTURE_2D, fbo->texture);
gl->TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, tex_filter);
gl->TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, tex_filter);
gl->BindTexture(GL_TEXTURE_2D, 0);
}
fbo->tex_filter = tex_filter;
}
void fbotex_uninit(struct fbotex *fbo)
{
GL *gl = fbo->gl;
if (gl && (gl->mpgl_caps & MPGL_CAP_FB)) {
gl->DeleteFramebuffers(1, &fbo->fbo);
gl->DeleteTextures(1, &fbo->texture);
*fbo = (struct fbotex) {0};
}
}
// Standard parallel 2D projection, except y1 < y0 means that the coordinate
// system is flipped, not the projection.
void gl_transform_ortho(struct gl_transform *t, float x0, float x1,
float y0, float y1)
{
if (y1 < y0) {
float tmp = y0;
y0 = tmp - y1;
y1 = tmp;
}
t->m[0][0] = 2.0f / (x1 - x0);
t->m[0][1] = 0.0f;
t->m[1][0] = 0.0f;
t->m[1][1] = 2.0f / (y1 - y0);
t->t[0] = -(x1 + x0) / (x1 - x0);
t->t[1] = -(y1 + y0) / (y1 - y0);
}
// Apply the effects of one transformation to another, transforming it in the
// process. In other words: post-composes t onto x
void gl_transform_trans(struct gl_transform t, struct gl_transform *x)
{
float x00 = x->m[0][0], x01 = x->m[0][1], x10 = x->m[1][0], x11 = x->m[1][1];
x->m[0][0] = t.m[0][0] * x00 + t.m[0][1] * x10;
x->m[1][0] = t.m[0][0] * x01 + t.m[0][1] * x11;
x->m[0][1] = t.m[1][0] * x00 + t.m[1][1] * x10;
x->m[1][1] = t.m[1][0] * x01 + t.m[1][1] * x11;
gl_transform_vec(t, &x->t[0], &x->t[1]);
}
static void GLAPIENTRY gl_debug_cb(GLenum source, GLenum type, GLuint id,
GLenum severity, GLsizei length,
const GLchar *message, const void *userParam)
{
// keep in mind that the debug callback can be asynchronous
struct mp_log *log = (void *)userParam;
int level = MSGL_ERR;
switch (severity) {
case GL_DEBUG_SEVERITY_NOTIFICATION:level = MSGL_V; break;
case GL_DEBUG_SEVERITY_LOW: level = MSGL_INFO; break;
case GL_DEBUG_SEVERITY_MEDIUM: level = MSGL_WARN; break;
case GL_DEBUG_SEVERITY_HIGH: level = MSGL_ERR; break;
}
mp_msg(log, level, "GL: %s\n", message);
}
void gl_set_debug_logger(GL *gl, struct mp_log *log)
{
if (gl->DebugMessageCallback) {
if (log) {
gl->DebugMessageCallback(gl_debug_cb, log);
} else {
gl->DebugMessageCallback(NULL, NULL);
}
}
}
#define SC_ENTRIES 32
#define SC_UNIFORM_ENTRIES 20
enum uniform_type {
UT_invalid,
UT_i,
UT_f,
UT_m,
vo_opengl: implement NNEDI3 prescaler Implement NNEDI3, a neural network based deinterlacer. The shader is reimplemented in GLSL and supports both 8x4 and 8x6 sampling window now. This allows the shader to be licensed under LGPL2.1 so that it can be used in mpv. The current implementation supports uploading the NN weights (up to 51kb with placebo setting) in two different way, via uniform buffer object or hard coding into shader source. UBO requires OpenGL 3.1, which only guarantee 16kb per block. But I find that 64kb seems to be a default setting for recent card/driver (which nnedi3 is targeting), so I think we're fine here (with default nnedi3 setting the size of weights is 9kb). Hard-coding into shader requires OpenGL 3.3, for the "intBitsToFloat()" built-in function. This is necessary to precisely represent these weights in GLSL. I tried several human readable floating point number format (with really high precision as for single precision float), but for some reason they are not working nicely, bad pixels (with NaN value) could be produced with some weights set. We could also add support to upload these weights with texture, just for compatibility reason (etc. upscaling a still image with a low end graphics card). But as I tested, it's rather slow even with 1D texture (we probably had to use 2D texture due to dimension size limitation). Since there is always better choice to do NNEDI3 upscaling for still image (vapoursynth plugin), it's not implemented in this commit. If this turns out to be a popular demand from the user, it should be easy to add it later. For those who wants to optimize the performance a bit further, the bottleneck seems to be: 1. overhead to upload and access these weights, (in particular, the shader code will be regenerated for each frame, it's on CPU though). 2. "dot()" performance in the main loop. 3. "exp()" performance in the main loop, there are various fast implementation with some bit tricks (probably with the help of the intBitsToFloat function). The code is tested with nvidia card and driver (355.11), on Linux. Closes #2230
2015-10-28 01:37:55 +00:00
UT_buffer,
};
struct sc_uniform {
char *name;
enum uniform_type type;
const char *glsl_type;
int size;
GLint loc;
union {
GLfloat f[9];
GLint i[4];
vo_opengl: implement NNEDI3 prescaler Implement NNEDI3, a neural network based deinterlacer. The shader is reimplemented in GLSL and supports both 8x4 and 8x6 sampling window now. This allows the shader to be licensed under LGPL2.1 so that it can be used in mpv. The current implementation supports uploading the NN weights (up to 51kb with placebo setting) in two different way, via uniform buffer object or hard coding into shader source. UBO requires OpenGL 3.1, which only guarantee 16kb per block. But I find that 64kb seems to be a default setting for recent card/driver (which nnedi3 is targeting), so I think we're fine here (with default nnedi3 setting the size of weights is 9kb). Hard-coding into shader requires OpenGL 3.3, for the "intBitsToFloat()" built-in function. This is necessary to precisely represent these weights in GLSL. I tried several human readable floating point number format (with really high precision as for single precision float), but for some reason they are not working nicely, bad pixels (with NaN value) could be produced with some weights set. We could also add support to upload these weights with texture, just for compatibility reason (etc. upscaling a still image with a low end graphics card). But as I tested, it's rather slow even with 1D texture (we probably had to use 2D texture due to dimension size limitation). Since there is always better choice to do NNEDI3 upscaling for still image (vapoursynth plugin), it's not implemented in this commit. If this turns out to be a popular demand from the user, it should be easy to add it later. For those who wants to optimize the performance a bit further, the bottleneck seems to be: 1. overhead to upload and access these weights, (in particular, the shader code will be regenerated for each frame, it's on CPU though). 2. "dot()" performance in the main loop. 3. "exp()" performance in the main loop, there are various fast implementation with some bit tricks (probably with the help of the intBitsToFloat function). The code is tested with nvidia card and driver (355.11), on Linux. Closes #2230
2015-10-28 01:37:55 +00:00
struct {
char* text;
GLint binding;
} buffer;
} v;
};
struct sc_entry {
GLuint gl_shader;
// the following fields define the shader's contents
char *key; // vertex+frag shader (mangled)
struct gl_vao *vao;
};
struct gl_shader_cache {
GL *gl;
struct mp_log *log;
// this is modified during use (gl_sc_add() etc.)
char *prelude_text;
char *header_text;
char *text;
struct gl_vao *vao;
struct sc_entry entries[SC_ENTRIES];
int num_entries;
struct sc_uniform uniforms[SC_UNIFORM_ENTRIES];
int num_uniforms;
};
struct gl_shader_cache *gl_sc_create(GL *gl, struct mp_log *log)
{
struct gl_shader_cache *sc = talloc_ptrtype(NULL, sc);
*sc = (struct gl_shader_cache){
.gl = gl,
.log = log,
.prelude_text = talloc_strdup(sc, ""),
.header_text = talloc_strdup(sc, ""),
.text = talloc_strdup(sc, ""),
};
return sc;
}
void gl_sc_reset(struct gl_shader_cache *sc)
{
sc->prelude_text[0] = '\0';
sc->header_text[0] = '\0';
sc->text[0] = '\0';
vo_opengl: implement NNEDI3 prescaler Implement NNEDI3, a neural network based deinterlacer. The shader is reimplemented in GLSL and supports both 8x4 and 8x6 sampling window now. This allows the shader to be licensed under LGPL2.1 so that it can be used in mpv. The current implementation supports uploading the NN weights (up to 51kb with placebo setting) in two different way, via uniform buffer object or hard coding into shader source. UBO requires OpenGL 3.1, which only guarantee 16kb per block. But I find that 64kb seems to be a default setting for recent card/driver (which nnedi3 is targeting), so I think we're fine here (with default nnedi3 setting the size of weights is 9kb). Hard-coding into shader requires OpenGL 3.3, for the "intBitsToFloat()" built-in function. This is necessary to precisely represent these weights in GLSL. I tried several human readable floating point number format (with really high precision as for single precision float), but for some reason they are not working nicely, bad pixels (with NaN value) could be produced with some weights set. We could also add support to upload these weights with texture, just for compatibility reason (etc. upscaling a still image with a low end graphics card). But as I tested, it's rather slow even with 1D texture (we probably had to use 2D texture due to dimension size limitation). Since there is always better choice to do NNEDI3 upscaling for still image (vapoursynth plugin), it's not implemented in this commit. If this turns out to be a popular demand from the user, it should be easy to add it later. For those who wants to optimize the performance a bit further, the bottleneck seems to be: 1. overhead to upload and access these weights, (in particular, the shader code will be regenerated for each frame, it's on CPU though). 2. "dot()" performance in the main loop. 3. "exp()" performance in the main loop, there are various fast implementation with some bit tricks (probably with the help of the intBitsToFloat function). The code is tested with nvidia card and driver (355.11), on Linux. Closes #2230
2015-10-28 01:37:55 +00:00
for (int n = 0; n < sc->num_uniforms; n++) {
talloc_free(sc->uniforms[n].name);
vo_opengl: implement NNEDI3 prescaler Implement NNEDI3, a neural network based deinterlacer. The shader is reimplemented in GLSL and supports both 8x4 and 8x6 sampling window now. This allows the shader to be licensed under LGPL2.1 so that it can be used in mpv. The current implementation supports uploading the NN weights (up to 51kb with placebo setting) in two different way, via uniform buffer object or hard coding into shader source. UBO requires OpenGL 3.1, which only guarantee 16kb per block. But I find that 64kb seems to be a default setting for recent card/driver (which nnedi3 is targeting), so I think we're fine here (with default nnedi3 setting the size of weights is 9kb). Hard-coding into shader requires OpenGL 3.3, for the "intBitsToFloat()" built-in function. This is necessary to precisely represent these weights in GLSL. I tried several human readable floating point number format (with really high precision as for single precision float), but for some reason they are not working nicely, bad pixels (with NaN value) could be produced with some weights set. We could also add support to upload these weights with texture, just for compatibility reason (etc. upscaling a still image with a low end graphics card). But as I tested, it's rather slow even with 1D texture (we probably had to use 2D texture due to dimension size limitation). Since there is always better choice to do NNEDI3 upscaling for still image (vapoursynth plugin), it's not implemented in this commit. If this turns out to be a popular demand from the user, it should be easy to add it later. For those who wants to optimize the performance a bit further, the bottleneck seems to be: 1. overhead to upload and access these weights, (in particular, the shader code will be regenerated for each frame, it's on CPU though). 2. "dot()" performance in the main loop. 3. "exp()" performance in the main loop, there are various fast implementation with some bit tricks (probably with the help of the intBitsToFloat function). The code is tested with nvidia card and driver (355.11), on Linux. Closes #2230
2015-10-28 01:37:55 +00:00
if (sc->uniforms[n].type == UT_buffer)
talloc_free(sc->uniforms[n].v.buffer.text);
}
sc->num_uniforms = 0;
}
static void sc_flush_cache(struct gl_shader_cache *sc)
{
for (int n = 0; n < sc->num_entries; n++) {
struct sc_entry *e = &sc->entries[n];
sc->gl->DeleteProgram(e->gl_shader);
talloc_free(e->key);
}
sc->num_entries = 0;
}
void gl_sc_destroy(struct gl_shader_cache *sc)
{
if (!sc)
return;
gl_sc_reset(sc);
sc_flush_cache(sc);
talloc_free(sc);
}
void gl_sc_enable_extension(struct gl_shader_cache *sc, char *name)
{
sc->prelude_text = talloc_asprintf_append(sc->prelude_text,
"#extension %s : enable\n", name);
}
void gl_sc_add(struct gl_shader_cache *sc, const char *text)
{
sc->text = talloc_strdup_append(sc->text, text);
}
void gl_sc_addf(struct gl_shader_cache *sc, const char *textf, ...)
{
va_list ap;
va_start(ap, textf);
ta_xvasprintf_append(&sc->text, textf, ap);
va_end(ap);
}
void gl_sc_hadd(struct gl_shader_cache *sc, const char *text)
{
sc->header_text = talloc_strdup_append(sc->header_text, text);
}
void gl_sc_haddf(struct gl_shader_cache *sc, const char *textf, ...)
{
va_list ap;
va_start(ap, textf);
ta_xvasprintf_append(&sc->header_text, textf, ap);
va_end(ap);
}
static struct sc_uniform *find_uniform(struct gl_shader_cache *sc,
const char *name)
{
for (int n = 0; n < sc->num_uniforms; n++) {
if (strcmp(sc->uniforms[n].name, name) == 0)
return &sc->uniforms[n];
}
// not found -> add it
assert(sc->num_uniforms < SC_UNIFORM_ENTRIES); // just don't have too many
struct sc_uniform *new = &sc->uniforms[sc->num_uniforms++];
*new = (struct sc_uniform) { .loc = -1, .name = talloc_strdup(NULL, name) };
return new;
}
const char* mp_sampler_type(GLenum texture_target)
{
switch (texture_target) {
case GL_TEXTURE_1D: return "sampler1D";
case GL_TEXTURE_2D: return "sampler2D";
case GL_TEXTURE_RECTANGLE: return "sampler2DRect";
case GL_TEXTURE_3D: return "sampler3D";
default: abort();
}
}
void gl_sc_uniform_sampler(struct gl_shader_cache *sc, char *name, GLenum target,
int unit)
{
struct sc_uniform *u = find_uniform(sc, name);
u->type = UT_i;
u->size = 1;
u->glsl_type = mp_sampler_type(target);
u->v.i[0] = unit;
}
void gl_sc_uniform_f(struct gl_shader_cache *sc, char *name, GLfloat f)
{
struct sc_uniform *u = find_uniform(sc, name);
u->type = UT_f;
u->size = 1;
u->glsl_type = "float";
u->v.f[0] = f;
}
void gl_sc_uniform_i(struct gl_shader_cache *sc, char *name, GLint i)
{
struct sc_uniform *u = find_uniform(sc, name);
u->type = UT_i;
u->size = 1;
u->glsl_type = "int";
u->v.i[0] = i;
}
void gl_sc_uniform_vec2(struct gl_shader_cache *sc, char *name, GLfloat f[2])
{
struct sc_uniform *u = find_uniform(sc, name);
u->type = UT_f;
u->size = 2;
u->glsl_type = "vec2";
u->v.f[0] = f[0];
u->v.f[1] = f[1];
}
void gl_sc_uniform_vec3(struct gl_shader_cache *sc, char *name, GLfloat f[3])
{
struct sc_uniform *u = find_uniform(sc, name);
u->type = UT_f;
u->size = 3;
u->glsl_type = "vec3";
u->v.f[0] = f[0];
u->v.f[1] = f[1];
u->v.f[2] = f[2];
}
static void transpose2x2(float r[2 * 2])
{
MPSWAP(float, r[0+2*1], r[1+2*0]);
}
void gl_sc_uniform_mat2(struct gl_shader_cache *sc, char *name,
bool transpose, GLfloat *v)
{
struct sc_uniform *u = find_uniform(sc, name);
u->type = UT_m;
u->size = 2;
u->glsl_type = "mat2";
for (int n = 0; n < 4; n++)
u->v.f[n] = v[n];
if (transpose)
transpose2x2(&u->v.f[0]);
}
static void transpose3x3(float r[3 * 3])
{
MPSWAP(float, r[0+3*1], r[1+3*0]);
MPSWAP(float, r[0+3*2], r[2+3*0]);
MPSWAP(float, r[1+3*2], r[2+3*1]);
}
void gl_sc_uniform_mat3(struct gl_shader_cache *sc, char *name,
bool transpose, GLfloat *v)
{
struct sc_uniform *u = find_uniform(sc, name);
u->type = UT_m;
u->size = 3;
u->glsl_type = "mat3";
for (int n = 0; n < 9; n++)
u->v.f[n] = v[n];
if (transpose)
transpose3x3(&u->v.f[0]);
}
vo_opengl: implement NNEDI3 prescaler Implement NNEDI3, a neural network based deinterlacer. The shader is reimplemented in GLSL and supports both 8x4 and 8x6 sampling window now. This allows the shader to be licensed under LGPL2.1 so that it can be used in mpv. The current implementation supports uploading the NN weights (up to 51kb with placebo setting) in two different way, via uniform buffer object or hard coding into shader source. UBO requires OpenGL 3.1, which only guarantee 16kb per block. But I find that 64kb seems to be a default setting for recent card/driver (which nnedi3 is targeting), so I think we're fine here (with default nnedi3 setting the size of weights is 9kb). Hard-coding into shader requires OpenGL 3.3, for the "intBitsToFloat()" built-in function. This is necessary to precisely represent these weights in GLSL. I tried several human readable floating point number format (with really high precision as for single precision float), but for some reason they are not working nicely, bad pixels (with NaN value) could be produced with some weights set. We could also add support to upload these weights with texture, just for compatibility reason (etc. upscaling a still image with a low end graphics card). But as I tested, it's rather slow even with 1D texture (we probably had to use 2D texture due to dimension size limitation). Since there is always better choice to do NNEDI3 upscaling for still image (vapoursynth plugin), it's not implemented in this commit. If this turns out to be a popular demand from the user, it should be easy to add it later. For those who wants to optimize the performance a bit further, the bottleneck seems to be: 1. overhead to upload and access these weights, (in particular, the shader code will be regenerated for each frame, it's on CPU though). 2. "dot()" performance in the main loop. 3. "exp()" performance in the main loop, there are various fast implementation with some bit tricks (probably with the help of the intBitsToFloat function). The code is tested with nvidia card and driver (355.11), on Linux. Closes #2230
2015-10-28 01:37:55 +00:00
void gl_sc_uniform_buffer(struct gl_shader_cache *sc, char *name,
const char *text, int binding)
{
struct sc_uniform *u = find_uniform(sc, name);
u->type = UT_buffer;
u->v.buffer.text = talloc_strdup(sc, text);
u->v.buffer.binding = binding;
}
// This will call glBindAttribLocation() on the shader before it's linked
// (OpenGL requires this to happen before linking). Basically, it associates
// the input variable names with the fields in the vao.
// The vertex shader is setup such that the elements are available as fragment
// shader variables using the names in the vao entries, which "position" being
// set to gl_Position.
void gl_sc_set_vao(struct gl_shader_cache *sc, struct gl_vao *vao)
{
sc->vao = vao;
}
static const char *vao_glsl_type(const struct gl_vao_entry *e)
{
// pretty dumb... too dumb, but works for us
switch (e->num_elems) {
case 1: return "float";
case 2: return "vec2";
case 3: return "vec3";
case 4: return "vec4";
default: abort();
}
}
// Assumes program is current (gl->UseProgram(program)).
static void update_uniform(GL *gl, GLuint program, struct sc_uniform *u)
{
vo_opengl: implement NNEDI3 prescaler Implement NNEDI3, a neural network based deinterlacer. The shader is reimplemented in GLSL and supports both 8x4 and 8x6 sampling window now. This allows the shader to be licensed under LGPL2.1 so that it can be used in mpv. The current implementation supports uploading the NN weights (up to 51kb with placebo setting) in two different way, via uniform buffer object or hard coding into shader source. UBO requires OpenGL 3.1, which only guarantee 16kb per block. But I find that 64kb seems to be a default setting for recent card/driver (which nnedi3 is targeting), so I think we're fine here (with default nnedi3 setting the size of weights is 9kb). Hard-coding into shader requires OpenGL 3.3, for the "intBitsToFloat()" built-in function. This is necessary to precisely represent these weights in GLSL. I tried several human readable floating point number format (with really high precision as for single precision float), but for some reason they are not working nicely, bad pixels (with NaN value) could be produced with some weights set. We could also add support to upload these weights with texture, just for compatibility reason (etc. upscaling a still image with a low end graphics card). But as I tested, it's rather slow even with 1D texture (we probably had to use 2D texture due to dimension size limitation). Since there is always better choice to do NNEDI3 upscaling for still image (vapoursynth plugin), it's not implemented in this commit. If this turns out to be a popular demand from the user, it should be easy to add it later. For those who wants to optimize the performance a bit further, the bottleneck seems to be: 1. overhead to upload and access these weights, (in particular, the shader code will be regenerated for each frame, it's on CPU though). 2. "dot()" performance in the main loop. 3. "exp()" performance in the main loop, there are various fast implementation with some bit tricks (probably with the help of the intBitsToFloat function). The code is tested with nvidia card and driver (355.11), on Linux. Closes #2230
2015-10-28 01:37:55 +00:00
if (u->type == UT_buffer) {
GLuint idx = gl->GetUniformBlockIndex(program, u->name);
gl->UniformBlockBinding(program, idx, u->v.buffer.binding);
return;
}
GLint loc = gl->GetUniformLocation(program, u->name);
if (loc < 0)
return;
switch (u->type) {
case UT_i:
assert(u->size == 1);
gl->Uniform1i(loc, u->v.i[0]);
break;
case UT_f:
switch (u->size) {
case 1: gl->Uniform1f(loc, u->v.f[0]); break;
case 2: gl->Uniform2f(loc, u->v.f[0], u->v.f[1]); break;
case 3: gl->Uniform3f(loc, u->v.f[0], u->v.f[1], u->v.f[2]); break;
case 4: gl->Uniform4f(loc, u->v.f[0], u->v.f[1], u->v.f[2], u->v.f[3]); break;
default: abort();
}
break;
case UT_m:
switch (u->size) {
case 2: gl->UniformMatrix2fv(loc, 1, GL_FALSE, &u->v.f[0]); break;
case 3: gl->UniformMatrix3fv(loc, 1, GL_FALSE, &u->v.f[0]); break;
default: abort();
}
break;
default:
abort();
}
}
static void compile_attach_shader(struct gl_shader_cache *sc, GLuint program,
GLenum type, const char *source)
{
GL *gl = sc->gl;
GLuint shader = gl->CreateShader(type);
gl->ShaderSource(shader, 1, &source, NULL);
gl->CompileShader(shader);
GLint status;
gl->GetShaderiv(shader, GL_COMPILE_STATUS, &status);
GLint log_length;
gl->GetShaderiv(shader, GL_INFO_LOG_LENGTH, &log_length);
int pri = status ? (log_length > 1 ? MSGL_V : MSGL_DEBUG) : MSGL_ERR;
const char *typestr = type == GL_VERTEX_SHADER ? "vertex" : "fragment";
if (mp_msg_test(sc->log, pri)) {
MP_MSG(sc, pri, "%s shader source:\n", typestr);
mp_log_source(sc->log, pri, source);
}
if (log_length > 1) {
GLchar *logstr = talloc_zero_size(NULL, log_length + 1);
gl->GetShaderInfoLog(shader, log_length, NULL, logstr);
MP_MSG(sc, pri, "%s shader compile log (status=%d):\n%s\n",
typestr, status, logstr);
talloc_free(logstr);
}
gl->AttachShader(program, shader);
gl->DeleteShader(shader);
}
static void link_shader(struct gl_shader_cache *sc, GLuint program)
{
GL *gl = sc->gl;
gl->LinkProgram(program);
GLint status;
gl->GetProgramiv(program, GL_LINK_STATUS, &status);
GLint log_length;
gl->GetProgramiv(program, GL_INFO_LOG_LENGTH, &log_length);
int pri = status ? (log_length > 1 ? MSGL_V : MSGL_DEBUG) : MSGL_ERR;
if (mp_msg_test(sc->log, pri)) {
GLchar *logstr = talloc_zero_size(NULL, log_length + 1);
gl->GetProgramInfoLog(program, log_length, NULL, logstr);
MP_MSG(sc, pri, "shader link log (status=%d): %s\n", status, logstr);
talloc_free(logstr);
}
}
static GLuint create_program(struct gl_shader_cache *sc, const char *vertex,
const char *frag)
{
GL *gl = sc->gl;
MP_VERBOSE(sc, "recompiling a shader program:\n");
if (sc->header_text[0]) {
MP_VERBOSE(sc, "header:\n");
mp_log_source(sc->log, MSGL_V, sc->header_text);
MP_VERBOSE(sc, "body:\n");
}
mp_log_source(sc->log, MSGL_V, sc->text);
GLuint prog = gl->CreateProgram();
compile_attach_shader(sc, prog, GL_VERTEX_SHADER, vertex);
compile_attach_shader(sc, prog, GL_FRAGMENT_SHADER, frag);
for (int n = 0; sc->vao->entries[n].name; n++) {
char vname[80];
snprintf(vname, sizeof(vname), "vertex_%s", sc->vao->entries[n].name);
gl->BindAttribLocation(prog, n, vname);
}
link_shader(sc, prog);
return prog;
}
#define ADD(x, ...) (x) = talloc_asprintf_append(x, __VA_ARGS__)
// 1. Generate vertex and fragment shaders from the fragment shader text added
// with gl_sc_add(). The generated shader program is cached (based on the
// text), so actual compilation happens only the first time.
// 2. Update the uniforms set with gl_sc_uniform_*.
// 3. Make the new shader program current (glUseProgram()).
// 4. Reset the sc state and prepare for a new shader program. (All uniforms
// and fragment operations needed for the next program have to be re-added.)
void gl_sc_gen_shader_and_reset(struct gl_shader_cache *sc)
{
GL *gl = sc->gl;
void *tmp = talloc_new(NULL);
assert(sc->vao);
// set up shader text (header + uniforms + body)
char *header = talloc_asprintf(tmp, "#version %d%s\n", gl->glsl_version,
gl->es >= 300 ? " es" : "");
if (gl->es)
ADD(header, "precision mediump float;\n");
ADD(header, "%s", sc->prelude_text);
char *vert_in = gl->glsl_version >= 130 ? "in" : "attribute";
char *vert_out = gl->glsl_version >= 130 ? "out" : "varying";
char *frag_in = gl->glsl_version >= 130 ? "in" : "varying";
// vertex shader: we don't use the vertex shader, so just setup a dummy,
// which passes through the vertex array attributes.
char *vert_head = talloc_strdup(tmp, header);
char *vert_body = talloc_strdup(tmp, "void main() {\n");
char *frag_vaos = talloc_strdup(tmp, "");
for (int n = 0; sc->vao->entries[n].name; n++) {
const struct gl_vao_entry *e = &sc->vao->entries[n];
const char *glsl_type = vao_glsl_type(e);
if (strcmp(e->name, "position") == 0) {
// setting raster pos. requires setting gl_Position magic variable
assert(e->num_elems == 2 && e->type == GL_FLOAT);
ADD(vert_head, "%s vec2 vertex_position;\n", vert_in);
ADD(vert_body, "gl_Position = vec4(vertex_position, 1.0, 1.0);\n");
} else {
ADD(vert_head, "%s %s vertex_%s;\n", vert_in, glsl_type, e->name);
ADD(vert_head, "%s %s %s;\n", vert_out, glsl_type, e->name);
ADD(vert_body, "%s = vertex_%s;\n", e->name, e->name);
ADD(frag_vaos, "%s %s %s;\n", frag_in, glsl_type, e->name);
}
}
ADD(vert_body, "}\n");
char *vert = talloc_asprintf(tmp, "%s%s", vert_head, vert_body);
// fragment shader; still requires adding used uniforms and VAO elements
char *frag = talloc_strdup(tmp, header);
ADD(frag, "#define RG %s\n", gl->mpgl_caps & MPGL_CAP_TEX_RG ? "rg" : "ra");
if (gl->glsl_version >= 130) {
ADD(frag, "#define texture1D texture\n");
ADD(frag, "#define texture3D texture\n");
ADD(frag, "out vec4 out_color;\n");
} else {
ADD(frag, "#define texture texture2D\n");
}
ADD(frag, "%s", frag_vaos);
for (int n = 0; n < sc->num_uniforms; n++) {
struct sc_uniform *u = &sc->uniforms[n];
vo_opengl: implement NNEDI3 prescaler Implement NNEDI3, a neural network based deinterlacer. The shader is reimplemented in GLSL and supports both 8x4 and 8x6 sampling window now. This allows the shader to be licensed under LGPL2.1 so that it can be used in mpv. The current implementation supports uploading the NN weights (up to 51kb with placebo setting) in two different way, via uniform buffer object or hard coding into shader source. UBO requires OpenGL 3.1, which only guarantee 16kb per block. But I find that 64kb seems to be a default setting for recent card/driver (which nnedi3 is targeting), so I think we're fine here (with default nnedi3 setting the size of weights is 9kb). Hard-coding into shader requires OpenGL 3.3, for the "intBitsToFloat()" built-in function. This is necessary to precisely represent these weights in GLSL. I tried several human readable floating point number format (with really high precision as for single precision float), but for some reason they are not working nicely, bad pixels (with NaN value) could be produced with some weights set. We could also add support to upload these weights with texture, just for compatibility reason (etc. upscaling a still image with a low end graphics card). But as I tested, it's rather slow even with 1D texture (we probably had to use 2D texture due to dimension size limitation). Since there is always better choice to do NNEDI3 upscaling for still image (vapoursynth plugin), it's not implemented in this commit. If this turns out to be a popular demand from the user, it should be easy to add it later. For those who wants to optimize the performance a bit further, the bottleneck seems to be: 1. overhead to upload and access these weights, (in particular, the shader code will be regenerated for each frame, it's on CPU though). 2. "dot()" performance in the main loop. 3. "exp()" performance in the main loop, there are various fast implementation with some bit tricks (probably with the help of the intBitsToFloat function). The code is tested with nvidia card and driver (355.11), on Linux. Closes #2230
2015-10-28 01:37:55 +00:00
if (u->type == UT_buffer)
ADD(frag, "uniform %s { %s };\n", u->name, u->v.buffer.text);
else
ADD(frag, "uniform %s %s;\n", u->glsl_type, u->name);
}
// custom shader header
if (sc->header_text[0]) {
ADD(frag, "// header\n");
ADD(frag, "%s\n", sc->header_text);
ADD(frag, "// body\n");
}
ADD(frag, "void main() {\n");
ADD(frag, "%s", sc->text);
// we require _all_ frag shaders to write to a "vec4 color"
if (gl->glsl_version >= 130) {
ADD(frag, "out_color = color;\n");
} else {
ADD(frag, "gl_FragColor = color;\n");
}
ADD(frag, "}\n");
char *key = talloc_asprintf(tmp, "%s%s", vert, frag);
struct sc_entry *entry = NULL;
for (int n = 0; n < sc->num_entries; n++) {
if (strcmp(key, sc->entries[n].key) == 0) {
entry = &sc->entries[n];
break;
}
}
if (!entry) {
if (sc->num_entries == SC_ENTRIES)
sc_flush_cache(sc);
entry = &sc->entries[sc->num_entries++];
*entry = (struct sc_entry){.key = talloc_strdup(NULL, key)};
}
// build vertex shader from vao
if (!entry->gl_shader)
entry->gl_shader = create_program(sc, vert, frag);
gl->UseProgram(entry->gl_shader);
// For now we set the uniforms every time. This is probably bad, and we
// should switch to caching them.
for (int n = 0; n < sc->num_uniforms; n++)
update_uniform(gl, entry->gl_shader, &sc->uniforms[n]);
talloc_free(tmp);
gl_sc_reset(sc);
}