mirror of https://github.com/mpv-player/mpv
960 lines
29 KiB
C
960 lines
29 KiB
C
/*
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* This file is part of mpv.
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* Parts based on MPlayer code by Reimar Döffinger.
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*
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* mpv is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or
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* (at your option) any later version.
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*
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* mpv is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License along
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* with mpv. If not, see <http://www.gnu.org/licenses/>.
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*
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* You can alternatively redistribute this file and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2.1 of the License, or (at your option) any later version.
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*/
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#include <stddef.h>
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#include <stdint.h>
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#include <stdlib.h>
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#include <string.h>
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#include <stdarg.h>
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#include <assert.h>
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#include "common/common.h"
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#include "utils.h"
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// GLU has this as gluErrorString (we don't use GLU, as it is legacy-OpenGL)
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static const char *gl_error_to_string(GLenum error)
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{
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switch (error) {
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case GL_INVALID_ENUM: return "INVALID_ENUM";
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case GL_INVALID_VALUE: return "INVALID_VALUE";
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case GL_INVALID_OPERATION: return "INVALID_OPERATION";
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case GL_INVALID_FRAMEBUFFER_OPERATION: return "INVALID_FRAMEBUFFER_OPERATION";
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case GL_OUT_OF_MEMORY: return "OUT_OF_MEMORY";
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default: return "unknown";
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}
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}
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void glCheckError(GL *gl, struct mp_log *log, const char *info)
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{
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for (;;) {
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GLenum error = gl->GetError();
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if (error == GL_NO_ERROR)
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break;
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mp_msg(log, MSGL_ERR, "%s: OpenGL error %s.\n", info,
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gl_error_to_string(error));
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}
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}
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// return the number of bytes per pixel for the given format
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// does not handle all possible variants, just those used by mpv
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int glFmt2bpp(GLenum format, GLenum type)
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{
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int component_size = 0;
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switch (type) {
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case GL_UNSIGNED_BYTE_3_3_2:
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case GL_UNSIGNED_BYTE_2_3_3_REV:
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return 1;
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case GL_UNSIGNED_SHORT_5_5_5_1:
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case GL_UNSIGNED_SHORT_1_5_5_5_REV:
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case GL_UNSIGNED_SHORT_5_6_5:
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case GL_UNSIGNED_SHORT_5_6_5_REV:
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return 2;
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case GL_UNSIGNED_BYTE:
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component_size = 1;
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break;
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case GL_UNSIGNED_SHORT:
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component_size = 2;
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break;
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}
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switch (format) {
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case GL_LUMINANCE:
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case GL_ALPHA:
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return component_size;
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case GL_RGB_422_APPLE:
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return 2;
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case GL_RGB:
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case GL_BGR:
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case GL_RGB_INTEGER:
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return 3 * component_size;
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case GL_RGBA:
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case GL_BGRA:
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case GL_RGBA_INTEGER:
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return 4 * component_size;
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case GL_RED:
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case GL_RED_INTEGER:
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return component_size;
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case GL_RG:
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case GL_LUMINANCE_ALPHA:
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case GL_RG_INTEGER:
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return 2 * component_size;
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}
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abort(); // unknown
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}
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static int get_alignment(int stride)
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{
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if (stride % 8 == 0)
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return 8;
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if (stride % 4 == 0)
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return 4;
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if (stride % 2 == 0)
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return 2;
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return 1;
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}
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// upload a texture, handling things like stride and slices
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// target: texture target, usually GL_TEXTURE_2D
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// format, type: texture parameters
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// dataptr, stride: image data
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// x, y, width, height: part of the image to upload
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// slice: height of an upload slice, 0 for all at once
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void glUploadTex(GL *gl, GLenum target, GLenum format, GLenum type,
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const void *dataptr, int stride,
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int x, int y, int w, int h, int slice)
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{
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const uint8_t *data = dataptr;
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int y_max = y + h;
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if (w <= 0 || h <= 0)
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return;
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if (slice <= 0)
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slice = h;
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if (stride < 0) {
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data += (h - 1) * stride;
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stride = -stride;
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}
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gl->PixelStorei(GL_UNPACK_ALIGNMENT, get_alignment(stride));
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bool use_rowlength = slice > 1 && (gl->mpgl_caps & MPGL_CAP_ROW_LENGTH);
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if (use_rowlength) {
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// this is not always correct, but should work for MPlayer
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gl->PixelStorei(GL_UNPACK_ROW_LENGTH, stride / glFmt2bpp(format, type));
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} else {
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if (stride != glFmt2bpp(format, type) * w)
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slice = 1; // very inefficient, but at least it works
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}
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for (; y + slice <= y_max; y += slice) {
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gl->TexSubImage2D(target, 0, x, y, w, slice, format, type, data);
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data += stride * slice;
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}
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if (y < y_max)
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gl->TexSubImage2D(target, 0, x, y, w, y_max - y, format, type, data);
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if (use_rowlength)
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gl->PixelStorei(GL_UNPACK_ROW_LENGTH, 0);
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gl->PixelStorei(GL_UNPACK_ALIGNMENT, 4);
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}
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// Like glUploadTex, but upload a byte array with all elements set to val.
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// If scratch is not NULL, points to a resizeable talloc memory block than can
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// be freely used by the function (for avoiding temporary memory allocations).
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void glClearTex(GL *gl, GLenum target, GLenum format, GLenum type,
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int x, int y, int w, int h, uint8_t val, void **scratch)
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{
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int bpp = glFmt2bpp(format, type);
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int stride = w * bpp;
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int size = h * stride;
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if (size < 1)
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return;
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void *data = scratch ? *scratch : NULL;
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if (talloc_get_size(data) < size)
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data = talloc_realloc(NULL, data, char *, size);
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memset(data, val, size);
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gl->PixelStorei(GL_UNPACK_ALIGNMENT, get_alignment(stride));
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gl->TexSubImage2D(target, 0, x, y, w, h, format, type, data);
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gl->PixelStorei(GL_UNPACK_ALIGNMENT, 4);
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if (scratch) {
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*scratch = data;
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} else {
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talloc_free(data);
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}
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}
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mp_image_t *glGetWindowScreenshot(GL *gl)
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{
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if (gl->es)
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return NULL; // ES can't read from front buffer
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GLint vp[4]; //x, y, w, h
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gl->GetIntegerv(GL_VIEWPORT, vp);
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mp_image_t *image = mp_image_alloc(IMGFMT_RGB24, vp[2], vp[3]);
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if (!image)
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return NULL;
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gl->PixelStorei(GL_PACK_ALIGNMENT, 1);
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gl->ReadBuffer(GL_FRONT);
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//flip image while reading (and also avoid stride-related trouble)
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for (int y = 0; y < vp[3]; y++) {
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gl->ReadPixels(vp[0], vp[1] + vp[3] - y - 1, vp[2], 1,
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GL_RGB, GL_UNSIGNED_BYTE,
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image->planes[0] + y * image->stride[0]);
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}
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gl->PixelStorei(GL_PACK_ALIGNMENT, 4);
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return image;
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}
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void mp_log_source(struct mp_log *log, int lev, const char *src)
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{
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int line = 1;
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if (!src)
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return;
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while (*src) {
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const char *end = strchr(src, '\n');
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const char *next = end + 1;
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if (!end)
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next = end = src + strlen(src);
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mp_msg(log, lev, "[%3d] %.*s\n", line, (int)(end - src), src);
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line++;
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src = next;
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}
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}
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static void gl_vao_enable_attribs(struct gl_vao *vao)
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{
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GL *gl = vao->gl;
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for (int n = 0; vao->entries[n].name; n++) {
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const struct gl_vao_entry *e = &vao->entries[n];
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gl->EnableVertexAttribArray(n);
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gl->VertexAttribPointer(n, e->num_elems, e->type, e->normalized,
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vao->stride, (void *)(intptr_t)e->offset);
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}
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}
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void gl_vao_init(struct gl_vao *vao, GL *gl, int stride,
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const struct gl_vao_entry *entries)
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{
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assert(!vao->vao);
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assert(!vao->buffer);
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*vao = (struct gl_vao){
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.gl = gl,
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.stride = stride,
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.entries = entries,
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};
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gl->GenBuffers(1, &vao->buffer);
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if (gl->BindVertexArray) {
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gl->BindBuffer(GL_ARRAY_BUFFER, vao->buffer);
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gl->GenVertexArrays(1, &vao->vao);
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gl->BindVertexArray(vao->vao);
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gl_vao_enable_attribs(vao);
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gl->BindVertexArray(0);
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gl->BindBuffer(GL_ARRAY_BUFFER, 0);
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}
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}
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void gl_vao_uninit(struct gl_vao *vao)
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{
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GL *gl = vao->gl;
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if (!gl)
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return;
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if (gl->DeleteVertexArrays)
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gl->DeleteVertexArrays(1, &vao->vao);
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gl->DeleteBuffers(1, &vao->buffer);
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*vao = (struct gl_vao){0};
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}
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void gl_vao_bind(struct gl_vao *vao)
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{
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GL *gl = vao->gl;
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if (gl->BindVertexArray) {
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gl->BindVertexArray(vao->vao);
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} else {
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gl->BindBuffer(GL_ARRAY_BUFFER, vao->buffer);
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gl_vao_enable_attribs(vao);
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gl->BindBuffer(GL_ARRAY_BUFFER, 0);
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}
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}
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void gl_vao_unbind(struct gl_vao *vao)
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{
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GL *gl = vao->gl;
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if (gl->BindVertexArray) {
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gl->BindVertexArray(0);
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} else {
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for (int n = 0; vao->entries[n].name; n++)
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gl->DisableVertexAttribArray(n);
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}
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}
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// Draw the vertex data (as described by the gl_vao_entry entries) in ptr
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// to the screen. num is the number of vertexes. prim is usually GL_TRIANGLES.
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// If ptr is NULL, then skip the upload, and use the data uploaded with the
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// previous call.
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void gl_vao_draw_data(struct gl_vao *vao, GLenum prim, void *ptr, size_t num)
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{
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GL *gl = vao->gl;
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if (ptr) {
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gl->BindBuffer(GL_ARRAY_BUFFER, vao->buffer);
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gl->BufferData(GL_ARRAY_BUFFER, num * vao->stride, ptr, GL_DYNAMIC_DRAW);
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gl->BindBuffer(GL_ARRAY_BUFFER, 0);
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}
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gl_vao_bind(vao);
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gl->DrawArrays(prim, 0, num);
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gl_vao_unbind(vao);
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}
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// Create a texture and a FBO using the texture as color attachments.
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// iformat: texture internal format
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// Returns success.
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bool fbotex_init(struct fbotex *fbo, GL *gl, struct mp_log *log, int w, int h,
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GLenum iformat)
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{
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assert(!fbo->fbo);
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assert(!fbo->texture);
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return fbotex_change(fbo, gl, log, w, h, iformat, 0);
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}
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// Like fbotex_init(), except it can be called on an already initialized FBO;
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// and if the parameters are the same as the previous call, do not touch it.
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// flags can be 0, or a combination of FBOTEX_FUZZY_W and FBOTEX_FUZZY_H.
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// Enabling FUZZY for W or H means the w or h does not need to be exact.
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bool fbotex_change(struct fbotex *fbo, GL *gl, struct mp_log *log, int w, int h,
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GLenum iformat, int flags)
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{
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bool res = true;
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int cw = w, ch = h;
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if ((flags & FBOTEX_FUZZY_W) && cw < fbo->w)
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cw = fbo->w;
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if ((flags & FBOTEX_FUZZY_H) && ch < fbo->h)
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ch = fbo->h;
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if (fbo->w == cw && fbo->h == ch && fbo->iformat == iformat)
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return true;
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if (flags & FBOTEX_FUZZY_W)
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w = MP_ALIGN_UP(w, 256);
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if (flags & FBOTEX_FUZZY_H)
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h = MP_ALIGN_UP(h, 256);
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GLenum filter = fbo->tex_filter;
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*fbo = (struct fbotex) {
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.gl = gl,
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.w = w,
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.h = h,
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.iformat = iformat,
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};
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mp_verbose(log, "Create FBO: %dx%d\n", fbo->w, fbo->h);
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if (!(gl->mpgl_caps & MPGL_CAP_FB))
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return false;
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gl->GenFramebuffers(1, &fbo->fbo);
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gl->GenTextures(1, &fbo->texture);
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gl->BindTexture(GL_TEXTURE_2D, fbo->texture);
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gl->TexImage2D(GL_TEXTURE_2D, 0, iformat, fbo->w, fbo->h, 0,
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GL_RGBA, GL_UNSIGNED_BYTE, NULL);
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gl->TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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gl->TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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gl->BindTexture(GL_TEXTURE_2D, 0);
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fbotex_set_filter(fbo, filter ? filter : GL_LINEAR);
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glCheckError(gl, log, "after creating framebuffer texture");
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gl->BindFramebuffer(GL_FRAMEBUFFER, fbo->fbo);
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gl->FramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
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GL_TEXTURE_2D, fbo->texture, 0);
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GLenum err = gl->CheckFramebufferStatus(GL_FRAMEBUFFER);
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if (err != GL_FRAMEBUFFER_COMPLETE) {
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mp_err(log, "Error: framebuffer completeness check failed (error=%d).\n",
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(int)err);
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res = false;
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}
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gl->BindFramebuffer(GL_FRAMEBUFFER, 0);
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glCheckError(gl, log, "after creating framebuffer");
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return res;
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}
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void fbotex_set_filter(struct fbotex *fbo, GLenum tex_filter)
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{
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GL *gl = fbo->gl;
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if (fbo->tex_filter != tex_filter && fbo->texture) {
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gl->BindTexture(GL_TEXTURE_2D, fbo->texture);
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gl->TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, tex_filter);
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gl->TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, tex_filter);
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gl->BindTexture(GL_TEXTURE_2D, 0);
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}
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fbo->tex_filter = tex_filter;
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}
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void fbotex_uninit(struct fbotex *fbo)
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{
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GL *gl = fbo->gl;
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if (gl && (gl->mpgl_caps & MPGL_CAP_FB)) {
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gl->DeleteFramebuffers(1, &fbo->fbo);
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gl->DeleteTextures(1, &fbo->texture);
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*fbo = (struct fbotex) {0};
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}
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}
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// Standard parallel 2D projection, except y1 < y0 means that the coordinate
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// system is flipped, not the projection.
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void gl_transform_ortho(struct gl_transform *t, float x0, float x1,
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float y0, float y1)
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{
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if (y1 < y0) {
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float tmp = y0;
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y0 = tmp - y1;
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y1 = tmp;
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}
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t->m[0][0] = 2.0f / (x1 - x0);
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t->m[0][1] = 0.0f;
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t->m[1][0] = 0.0f;
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t->m[1][1] = 2.0f / (y1 - y0);
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t->t[0] = -(x1 + x0) / (x1 - x0);
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t->t[1] = -(y1 + y0) / (y1 - y0);
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}
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// Apply the effects of one transformation to another, transforming it in the
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// process. In other words: post-composes t onto x
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void gl_transform_trans(struct gl_transform t, struct gl_transform *x)
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{
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float x00 = x->m[0][0], x01 = x->m[0][1], x10 = x->m[1][0], x11 = x->m[1][1];
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x->m[0][0] = t.m[0][0] * x00 + t.m[0][1] * x10;
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x->m[1][0] = t.m[0][0] * x01 + t.m[0][1] * x11;
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x->m[0][1] = t.m[1][0] * x00 + t.m[1][1] * x10;
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x->m[1][1] = t.m[1][0] * x01 + t.m[1][1] * x11;
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gl_transform_vec(t, &x->t[0], &x->t[1]);
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}
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static void GLAPIENTRY gl_debug_cb(GLenum source, GLenum type, GLuint id,
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GLenum severity, GLsizei length,
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const GLchar *message, const void *userParam)
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{
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// keep in mind that the debug callback can be asynchronous
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struct mp_log *log = (void *)userParam;
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int level = MSGL_ERR;
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switch (severity) {
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case GL_DEBUG_SEVERITY_NOTIFICATION:level = MSGL_V; break;
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case GL_DEBUG_SEVERITY_LOW: level = MSGL_INFO; break;
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case GL_DEBUG_SEVERITY_MEDIUM: level = MSGL_WARN; break;
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case GL_DEBUG_SEVERITY_HIGH: level = MSGL_ERR; break;
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}
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mp_msg(log, level, "GL: %s\n", message);
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}
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void gl_set_debug_logger(GL *gl, struct mp_log *log)
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{
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if (gl->DebugMessageCallback) {
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if (log) {
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gl->DebugMessageCallback(gl_debug_cb, log);
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|
} 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,
|
|
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];
|
|
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 *text;
|
|
char *header_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,
|
|
.text = talloc_strdup(sc, ""),
|
|
.header_text = talloc_strdup(sc, ""),
|
|
};
|
|
return sc;
|
|
}
|
|
|
|
void gl_sc_reset(struct gl_shader_cache *sc)
|
|
{
|
|
sc->text[0] = '\0';
|
|
sc->header_text[0] = '\0';
|
|
for (int n = 0; n < sc->num_uniforms; n++) {
|
|
talloc_free(sc->uniforms[n].name);
|
|
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_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]);
|
|
}
|
|
|
|
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)
|
|
{
|
|
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");
|
|
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];
|
|
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);
|
|
}
|