2015-01-28 18:40:46 +00:00
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/*
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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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vo_opengl: refactor shader generation (part 1)
The basic idea is to use dynamically generated shaders instead of a
single monolithic file + a ton of ifdefs. Instead of having to setup
every aspect of it separately (like compiling shaders, setting uniforms,
perfoming the actual rendering steps, the GLSL parts), we generate the
GLSL on the fly, and perform the rendering at the same time. The GLSL
is regenerated every frame, but the actual compiled OpenGL-level shaders
are cached, which makes it fast again. Almost all logic can be in a
single place.
The new code is significantly more flexible, which allows us to improve
the code clarity, performance and add more features easily.
This commit is incomplete. It drops almost all previous code, and
readds only the most important things (some of them actually buggy).
The next commit will complete it - it's separate to preserve authorship
information.
2015-03-12 20:57:54 +00:00
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#include <stdarg.h>
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2015-01-28 21:22:29 +00:00
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#include <assert.h>
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2015-01-28 18:40:46 +00:00
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2015-03-27 12:27:40 +00:00
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#include "stream/stream.h"
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2015-01-28 18:40:46 +00:00
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#include "common/common.h"
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#include "gl_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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2015-01-28 21:22:29 +00:00
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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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2015-01-29 20:13:06 +00:00
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vao->stride, (void *)(intptr_t)e->offset);
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2015-01-28 21:22:29 +00:00
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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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2015-01-29 16:19:01 +00:00
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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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2015-01-29 13:58:26 +00:00
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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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vo_opengl: refactor shader generation (part 1)
The basic idea is to use dynamically generated shaders instead of a
single monolithic file + a ton of ifdefs. Instead of having to setup
every aspect of it separately (like compiling shaders, setting uniforms,
perfoming the actual rendering steps, the GLSL parts), we generate the
GLSL on the fly, and perform the rendering at the same time. The GLSL
is regenerated every frame, but the actual compiled OpenGL-level shaders
are cached, which makes it fast again. Almost all logic can be in a
single place.
The new code is significantly more flexible, which allows us to improve
the code clarity, performance and add more features easily.
This commit is incomplete. It drops almost all previous code, and
readds only the most important things (some of them actually buggy).
The next commit will complete it - it's separate to preserve authorship
information.
2015-03-12 20:57:54 +00:00
|
|
|
GLenum iformat)
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2015-01-29 13:58:26 +00:00
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|
|
{
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assert(!fbo->fbo);
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assert(!fbo->texture);
|
vo_opengl: refactor shader generation (part 1)
The basic idea is to use dynamically generated shaders instead of a
single monolithic file + a ton of ifdefs. Instead of having to setup
every aspect of it separately (like compiling shaders, setting uniforms,
perfoming the actual rendering steps, the GLSL parts), we generate the
GLSL on the fly, and perform the rendering at the same time. The GLSL
is regenerated every frame, but the actual compiled OpenGL-level shaders
are cached, which makes it fast again. Almost all logic can be in a
single place.
The new code is significantly more flexible, which allows us to improve
the code clarity, performance and add more features easily.
This commit is incomplete. It drops almost all previous code, and
readds only the most important things (some of them actually buggy).
The next commit will complete it - it's separate to preserve authorship
information.
2015-03-12 20:57:54 +00:00
|
|
|
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->tex_w)
|
|
|
|
cw = fbo->tex_w;
|
|
|
|
if ((flags & FBOTEX_FUZZY_H) && ch < fbo->tex_h)
|
|
|
|
ch = fbo->tex_h;
|
|
|
|
|
|
|
|
if (fbo->tex_w == cw && fbo->tex_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;
|
2015-01-29 13:58:26 +00:00
|
|
|
|
|
|
|
*fbo = (struct fbotex) {
|
|
|
|
.gl = gl,
|
|
|
|
.tex_w = w,
|
|
|
|
.tex_h = h,
|
vo_opengl: refactor shader generation (part 1)
The basic idea is to use dynamically generated shaders instead of a
single monolithic file + a ton of ifdefs. Instead of having to setup
every aspect of it separately (like compiling shaders, setting uniforms,
perfoming the actual rendering steps, the GLSL parts), we generate the
GLSL on the fly, and perform the rendering at the same time. The GLSL
is regenerated every frame, but the actual compiled OpenGL-level shaders
are cached, which makes it fast again. Almost all logic can be in a
single place.
The new code is significantly more flexible, which allows us to improve
the code clarity, performance and add more features easily.
This commit is incomplete. It drops almost all previous code, and
readds only the most important things (some of them actually buggy).
The next commit will complete it - it's separate to preserve authorship
information.
2015-03-12 20:57:54 +00:00
|
|
|
.iformat = iformat,
|
2015-01-29 13:58:26 +00:00
|
|
|
};
|
|
|
|
|
|
|
|
mp_verbose(log, "Create FBO: %dx%d\n", fbo->tex_w, fbo->tex_h);
|
|
|
|
|
|
|
|
if (!(gl->mpgl_caps & MPGL_CAP_FB))
|
|
|
|
return false;
|
|
|
|
|
|
|
|
gl->GenFramebuffers(1, &fbo->fbo);
|
|
|
|
gl->GenTextures(1, &fbo->texture);
|
vo_opengl: refactor shader generation (part 1)
The basic idea is to use dynamically generated shaders instead of a
single monolithic file + a ton of ifdefs. Instead of having to setup
every aspect of it separately (like compiling shaders, setting uniforms,
perfoming the actual rendering steps, the GLSL parts), we generate the
GLSL on the fly, and perform the rendering at the same time. The GLSL
is regenerated every frame, but the actual compiled OpenGL-level shaders
are cached, which makes it fast again. Almost all logic can be in a
single place.
The new code is significantly more flexible, which allows us to improve
the code clarity, performance and add more features easily.
This commit is incomplete. It drops almost all previous code, and
readds only the most important things (some of them actually buggy).
The next commit will complete it - it's separate to preserve authorship
information.
2015-03-12 20:57:54 +00:00
|
|
|
gl->BindTexture(GL_TEXTURE_2D, fbo->texture);
|
|
|
|
gl->TexImage2D(GL_TEXTURE_2D, 0, iformat, fbo->tex_w, fbo->tex_h, 0,
|
2015-01-29 13:58:26 +00:00
|
|
|
GL_RGBA, GL_UNSIGNED_BYTE, NULL);
|
vo_opengl: refactor shader generation (part 1)
The basic idea is to use dynamically generated shaders instead of a
single monolithic file + a ton of ifdefs. Instead of having to setup
every aspect of it separately (like compiling shaders, setting uniforms,
perfoming the actual rendering steps, the GLSL parts), we generate the
GLSL on the fly, and perform the rendering at the same time. The GLSL
is regenerated every frame, but the actual compiled OpenGL-level shaders
are cached, which makes it fast again. Almost all logic can be in a
single place.
The new code is significantly more flexible, which allows us to improve
the code clarity, performance and add more features easily.
This commit is incomplete. It drops almost all previous code, and
readds only the most important things (some of them actually buggy).
The next commit will complete it - it's separate to preserve authorship
information.
2015-03-12 20:57:54 +00:00
|
|
|
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);
|
2015-01-29 13:58:26 +00:00
|
|
|
|
|
|
|
glCheckError(gl, log, "after creating framebuffer texture");
|
|
|
|
|
|
|
|
gl->BindFramebuffer(GL_FRAMEBUFFER, fbo->fbo);
|
|
|
|
gl->FramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
|
vo_opengl: refactor shader generation (part 1)
The basic idea is to use dynamically generated shaders instead of a
single monolithic file + a ton of ifdefs. Instead of having to setup
every aspect of it separately (like compiling shaders, setting uniforms,
perfoming the actual rendering steps, the GLSL parts), we generate the
GLSL on the fly, and perform the rendering at the same time. The GLSL
is regenerated every frame, but the actual compiled OpenGL-level shaders
are cached, which makes it fast again. Almost all logic can be in a
single place.
The new code is significantly more flexible, which allows us to improve
the code clarity, performance and add more features easily.
This commit is incomplete. It drops almost all previous code, and
readds only the most important things (some of them actually buggy).
The next commit will complete it - it's separate to preserve authorship
information.
2015-03-12 20:57:54 +00:00
|
|
|
GL_TEXTURE_2D, fbo->texture, 0);
|
2015-01-29 13:58:26 +00:00
|
|
|
|
|
|
|
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;
|
|
|
|
}
|
|
|
|
|
vo_opengl: refactor shader generation (part 1)
The basic idea is to use dynamically generated shaders instead of a
single monolithic file + a ton of ifdefs. Instead of having to setup
every aspect of it separately (like compiling shaders, setting uniforms,
perfoming the actual rendering steps, the GLSL parts), we generate the
GLSL on the fly, and perform the rendering at the same time. The GLSL
is regenerated every frame, but the actual compiled OpenGL-level shaders
are cached, which makes it fast again. Almost all logic can be in a
single place.
The new code is significantly more flexible, which allows us to improve
the code clarity, performance and add more features easily.
This commit is incomplete. It drops almost all previous code, and
readds only the most important things (some of them actually buggy).
The next commit will complete it - it's separate to preserve authorship
information.
2015-03-12 20:57:54 +00:00
|
|
|
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;
|
|
|
|
}
|
|
|
|
|
2015-01-29 13:58:26 +00:00
|
|
|
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};
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
vo_opengl: refactor shader generation (part 1)
The basic idea is to use dynamically generated shaders instead of a
single monolithic file + a ton of ifdefs. Instead of having to setup
every aspect of it separately (like compiling shaders, setting uniforms,
perfoming the actual rendering steps, the GLSL parts), we generate the
GLSL on the fly, and perform the rendering at the same time. The GLSL
is regenerated every frame, but the actual compiled OpenGL-level shaders
are cached, which makes it fast again. Almost all logic can be in a
single place.
The new code is significantly more flexible, which allows us to improve
the code clarity, performance and add more features easily.
This commit is incomplete. It drops almost all previous code, and
readds only the most important things (some of them actually buggy).
The next commit will complete it - it's separate to preserve authorship
information.
2015-03-12 20:57:54 +00:00
|
|
|
// Standard parallel 2D projection, except y1 < y0 means that the coordinate
|
|
|
|
// system is flipped, not the projection.
|
2015-03-13 20:14:18 +00:00
|
|
|
void gl_transform_ortho(struct gl_transform *t, float x0, float x1,
|
|
|
|
float y0, float y1)
|
2015-01-29 13:58:26 +00:00
|
|
|
{
|
vo_opengl: refactor shader generation (part 1)
The basic idea is to use dynamically generated shaders instead of a
single monolithic file + a ton of ifdefs. Instead of having to setup
every aspect of it separately (like compiling shaders, setting uniforms,
perfoming the actual rendering steps, the GLSL parts), we generate the
GLSL on the fly, and perform the rendering at the same time. The GLSL
is regenerated every frame, but the actual compiled OpenGL-level shaders
are cached, which makes it fast again. Almost all logic can be in a
single place.
The new code is significantly more flexible, which allows us to improve
the code clarity, performance and add more features easily.
This commit is incomplete. It drops almost all previous code, and
readds only the most important things (some of them actually buggy).
The next commit will complete it - it's separate to preserve authorship
information.
2015-03-12 20:57:54 +00:00
|
|
|
if (y1 < y0) {
|
2015-03-13 20:14:18 +00:00
|
|
|
float tmp = y0;
|
|
|
|
y0 = tmp - y1;
|
|
|
|
y1 = tmp;
|
vo_opengl: refactor shader generation (part 1)
The basic idea is to use dynamically generated shaders instead of a
single monolithic file + a ton of ifdefs. Instead of having to setup
every aspect of it separately (like compiling shaders, setting uniforms,
perfoming the actual rendering steps, the GLSL parts), we generate the
GLSL on the fly, and perform the rendering at the same time. The GLSL
is regenerated every frame, but the actual compiled OpenGL-level shaders
are cached, which makes it fast again. Almost all logic can be in a
single place.
The new code is significantly more flexible, which allows us to improve
the code clarity, performance and add more features easily.
This commit is incomplete. It drops almost all previous code, and
readds only the most important things (some of them actually buggy).
The next commit will complete it - it's separate to preserve authorship
information.
2015-03-12 20:57:54 +00:00
|
|
|
}
|
|
|
|
|
2015-03-13 20:14:18 +00:00
|
|
|
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);
|
2015-01-29 13:58:26 +00:00
|
|
|
}
|
2015-01-29 14:50:21 +00:00
|
|
|
|
|
|
|
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);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
vo_opengl: refactor shader generation (part 1)
The basic idea is to use dynamically generated shaders instead of a
single monolithic file + a ton of ifdefs. Instead of having to setup
every aspect of it separately (like compiling shaders, setting uniforms,
perfoming the actual rendering steps, the GLSL parts), we generate the
GLSL on the fly, and perform the rendering at the same time. The GLSL
is regenerated every frame, but the actual compiled OpenGL-level shaders
are cached, which makes it fast again. Almost all logic can be in a
single place.
The new code is significantly more flexible, which allows us to improve
the code clarity, performance and add more features easily.
This commit is incomplete. It drops almost all previous code, and
readds only the most important things (some of them actually buggy).
The next commit will complete it - it's separate to preserve authorship
information.
2015-03-12 20:57:54 +00:00
|
|
|
|
2015-03-23 04:04:42 +00:00
|
|
|
#define SC_ENTRIES 16
|
vo_opengl: refactor shader generation (part 1)
The basic idea is to use dynamically generated shaders instead of a
single monolithic file + a ton of ifdefs. Instead of having to setup
every aspect of it separately (like compiling shaders, setting uniforms,
perfoming the actual rendering steps, the GLSL parts), we generate the
GLSL on the fly, and perform the rendering at the same time. The GLSL
is regenerated every frame, but the actual compiled OpenGL-level shaders
are cached, which makes it fast again. Almost all logic can be in a
single place.
The new code is significantly more flexible, which allows us to improve
the code clarity, performance and add more features easily.
This commit is incomplete. It drops almost all previous code, and
readds only the most important things (some of them actually buggy).
The next commit will complete it - it's separate to preserve authorship
information.
2015-03-12 20:57:54 +00:00
|
|
|
#define SC_UNIFORM_ENTRIES 20
|
2015-03-27 12:27:40 +00:00
|
|
|
#define SC_FILE_ENTRIES 10
|
vo_opengl: refactor shader generation (part 1)
The basic idea is to use dynamically generated shaders instead of a
single monolithic file + a ton of ifdefs. Instead of having to setup
every aspect of it separately (like compiling shaders, setting uniforms,
perfoming the actual rendering steps, the GLSL parts), we generate the
GLSL on the fly, and perform the rendering at the same time. The GLSL
is regenerated every frame, but the actual compiled OpenGL-level shaders
are cached, which makes it fast again. Almost all logic can be in a
single place.
The new code is significantly more flexible, which allows us to improve
the code clarity, performance and add more features easily.
This commit is incomplete. It drops almost all previous code, and
readds only the most important things (some of them actually buggy).
The next commit will complete it - it's separate to preserve authorship
information.
2015-03-12 20:57:54 +00:00
|
|
|
|
|
|
|
enum uniform_type {
|
|
|
|
UT_invalid,
|
|
|
|
UT_i,
|
|
|
|
UT_f,
|
|
|
|
UT_m,
|
|
|
|
};
|
|
|
|
|
|
|
|
struct sc_uniform {
|
|
|
|
char *name;
|
|
|
|
enum uniform_type type;
|
|
|
|
const char *glsl_type;
|
|
|
|
int size;
|
|
|
|
GLint loc;
|
|
|
|
union {
|
|
|
|
GLfloat f[9];
|
|
|
|
GLint i[4];
|
|
|
|
} v;
|
|
|
|
};
|
|
|
|
|
2015-03-27 12:27:40 +00:00
|
|
|
struct sc_file {
|
|
|
|
char *path;
|
|
|
|
char *body;
|
|
|
|
};
|
|
|
|
|
vo_opengl: refactor shader generation (part 1)
The basic idea is to use dynamically generated shaders instead of a
single monolithic file + a ton of ifdefs. Instead of having to setup
every aspect of it separately (like compiling shaders, setting uniforms,
perfoming the actual rendering steps, the GLSL parts), we generate the
GLSL on the fly, and perform the rendering at the same time. The GLSL
is regenerated every frame, but the actual compiled OpenGL-level shaders
are cached, which makes it fast again. Almost all logic can be in a
single place.
The new code is significantly more flexible, which allows us to improve
the code clarity, performance and add more features easily.
This commit is incomplete. It drops almost all previous code, and
readds only the most important things (some of them actually buggy).
The next commit will complete it - it's separate to preserve authorship
information.
2015-03-12 20:57:54 +00:00
|
|
|
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;
|
2015-03-27 12:27:40 +00:00
|
|
|
struct mpv_global *global;
|
vo_opengl: refactor shader generation (part 1)
The basic idea is to use dynamically generated shaders instead of a
single monolithic file + a ton of ifdefs. Instead of having to setup
every aspect of it separately (like compiling shaders, setting uniforms,
perfoming the actual rendering steps, the GLSL parts), we generate the
GLSL on the fly, and perform the rendering at the same time. The GLSL
is regenerated every frame, but the actual compiled OpenGL-level shaders
are cached, which makes it fast again. Almost all logic can be in a
single place.
The new code is significantly more flexible, which allows us to improve
the code clarity, performance and add more features easily.
This commit is incomplete. It drops almost all previous code, and
readds only the most important things (some of them actually buggy).
The next commit will complete it - it's separate to preserve authorship
information.
2015-03-12 20:57:54 +00:00
|
|
|
|
|
|
|
// this is modified during use (gl_sc_add() etc.)
|
|
|
|
char *text;
|
2015-03-27 12:27:40 +00:00
|
|
|
char *header_text;
|
vo_opengl: refactor shader generation (part 1)
The basic idea is to use dynamically generated shaders instead of a
single monolithic file + a ton of ifdefs. Instead of having to setup
every aspect of it separately (like compiling shaders, setting uniforms,
perfoming the actual rendering steps, the GLSL parts), we generate the
GLSL on the fly, and perform the rendering at the same time. The GLSL
is regenerated every frame, but the actual compiled OpenGL-level shaders
are cached, which makes it fast again. Almost all logic can be in a
single place.
The new code is significantly more flexible, which allows us to improve
the code clarity, performance and add more features easily.
This commit is incomplete. It drops almost all previous code, and
readds only the most important things (some of them actually buggy).
The next commit will complete it - it's separate to preserve authorship
information.
2015-03-12 20:57:54 +00:00
|
|
|
struct gl_vao *vao;
|
|
|
|
|
|
|
|
struct sc_entry entries[SC_ENTRIES];
|
|
|
|
int num_entries;
|
|
|
|
|
|
|
|
struct sc_uniform uniforms[SC_UNIFORM_ENTRIES];
|
|
|
|
int num_uniforms;
|
2015-03-27 12:27:40 +00:00
|
|
|
|
|
|
|
struct sc_file files[SC_FILE_ENTRIES];
|
|
|
|
int num_files;
|
vo_opengl: refactor shader generation (part 1)
The basic idea is to use dynamically generated shaders instead of a
single monolithic file + a ton of ifdefs. Instead of having to setup
every aspect of it separately (like compiling shaders, setting uniforms,
perfoming the actual rendering steps, the GLSL parts), we generate the
GLSL on the fly, and perform the rendering at the same time. The GLSL
is regenerated every frame, but the actual compiled OpenGL-level shaders
are cached, which makes it fast again. Almost all logic can be in a
single place.
The new code is significantly more flexible, which allows us to improve
the code clarity, performance and add more features easily.
This commit is incomplete. It drops almost all previous code, and
readds only the most important things (some of them actually buggy).
The next commit will complete it - it's separate to preserve authorship
information.
2015-03-12 20:57:54 +00:00
|
|
|
};
|
|
|
|
|
2015-03-27 12:27:40 +00:00
|
|
|
struct gl_shader_cache *gl_sc_create(GL *gl, struct mp_log *log,
|
|
|
|
struct mpv_global *global)
|
vo_opengl: refactor shader generation (part 1)
The basic idea is to use dynamically generated shaders instead of a
single monolithic file + a ton of ifdefs. Instead of having to setup
every aspect of it separately (like compiling shaders, setting uniforms,
perfoming the actual rendering steps, the GLSL parts), we generate the
GLSL on the fly, and perform the rendering at the same time. The GLSL
is regenerated every frame, but the actual compiled OpenGL-level shaders
are cached, which makes it fast again. Almost all logic can be in a
single place.
The new code is significantly more flexible, which allows us to improve
the code clarity, performance and add more features easily.
This commit is incomplete. It drops almost all previous code, and
readds only the most important things (some of them actually buggy).
The next commit will complete it - it's separate to preserve authorship
information.
2015-03-12 20:57:54 +00:00
|
|
|
{
|
|
|
|
struct gl_shader_cache *sc = talloc_ptrtype(NULL, sc);
|
|
|
|
*sc = (struct gl_shader_cache){
|
|
|
|
.gl = gl,
|
|
|
|
.log = log,
|
2015-03-27 12:27:40 +00:00
|
|
|
.global = global,
|
vo_opengl: refactor shader generation (part 1)
The basic idea is to use dynamically generated shaders instead of a
single monolithic file + a ton of ifdefs. Instead of having to setup
every aspect of it separately (like compiling shaders, setting uniforms,
perfoming the actual rendering steps, the GLSL parts), we generate the
GLSL on the fly, and perform the rendering at the same time. The GLSL
is regenerated every frame, but the actual compiled OpenGL-level shaders
are cached, which makes it fast again. Almost all logic can be in a
single place.
The new code is significantly more flexible, which allows us to improve
the code clarity, performance and add more features easily.
This commit is incomplete. It drops almost all previous code, and
readds only the most important things (some of them actually buggy).
The next commit will complete it - it's separate to preserve authorship
information.
2015-03-12 20:57:54 +00:00
|
|
|
.text = talloc_strdup(sc, ""),
|
2015-03-27 12:27:40 +00:00
|
|
|
.header_text = talloc_strdup(sc, ""),
|
vo_opengl: refactor shader generation (part 1)
The basic idea is to use dynamically generated shaders instead of a
single monolithic file + a ton of ifdefs. Instead of having to setup
every aspect of it separately (like compiling shaders, setting uniforms,
perfoming the actual rendering steps, the GLSL parts), we generate the
GLSL on the fly, and perform the rendering at the same time. The GLSL
is regenerated every frame, but the actual compiled OpenGL-level shaders
are cached, which makes it fast again. Almost all logic can be in a
single place.
The new code is significantly more flexible, which allows us to improve
the code clarity, performance and add more features easily.
This commit is incomplete. It drops almost all previous code, and
readds only the most important things (some of them actually buggy).
The next commit will complete it - it's separate to preserve authorship
information.
2015-03-12 20:57:54 +00:00
|
|
|
};
|
|
|
|
return sc;
|
|
|
|
}
|
|
|
|
|
|
|
|
void gl_sc_reset(struct gl_shader_cache *sc)
|
|
|
|
{
|
|
|
|
sc->text[0] = '\0';
|
2015-03-27 12:27:40 +00:00
|
|
|
sc->header_text[0] = '\0';
|
vo_opengl: refactor shader generation (part 1)
The basic idea is to use dynamically generated shaders instead of a
single monolithic file + a ton of ifdefs. Instead of having to setup
every aspect of it separately (like compiling shaders, setting uniforms,
perfoming the actual rendering steps, the GLSL parts), we generate the
GLSL on the fly, and perform the rendering at the same time. The GLSL
is regenerated every frame, but the actual compiled OpenGL-level shaders
are cached, which makes it fast again. Almost all logic can be in a
single place.
The new code is significantly more flexible, which allows us to improve
the code clarity, performance and add more features easily.
This commit is incomplete. It drops almost all previous code, and
readds only the most important things (some of them actually buggy).
The next commit will complete it - it's separate to preserve authorship
information.
2015-03-12 20:57:54 +00:00
|
|
|
for (int n = 0; n < sc->num_uniforms; n++)
|
|
|
|
talloc_free(sc->uniforms[n].name);
|
|
|
|
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)
|
|
|
|
{
|
|
|
|
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);
|
|
|
|
}
|
|
|
|
|
2015-03-27 12:27:40 +00:00
|
|
|
void gl_sc_hadd(struct gl_shader_cache *sc, const char *text)
|
|
|
|
{
|
|
|
|
sc->header_text = talloc_strdup_append(sc->header_text, text);
|
|
|
|
}
|
|
|
|
|
|
|
|
const char *gl_sc_loadfile(struct gl_shader_cache *sc, const char *path)
|
|
|
|
{
|
|
|
|
if (!path || !path[0] || !sc->global)
|
|
|
|
return NULL;
|
|
|
|
for (int n = 0; n < sc->num_files; n++) {
|
|
|
|
if (strcmp(sc->files[n].path, path) == 0)
|
|
|
|
return sc->files[n].body;
|
|
|
|
}
|
|
|
|
// not found -> load it
|
|
|
|
if (sc->num_files == SC_FILE_ENTRIES) {
|
|
|
|
// empty cache when it overflows
|
|
|
|
for (int n = 0; n < sc->num_files; n++) {
|
|
|
|
talloc_free(sc->files[n].path);
|
|
|
|
talloc_free(sc->files[n].body);
|
|
|
|
}
|
|
|
|
sc->num_files = 0;
|
|
|
|
}
|
|
|
|
struct bstr s = stream_read_file(path, sc, sc->global, 100000); // 100 kB
|
|
|
|
if (s.len) {
|
|
|
|
struct sc_file *new = &sc->files[sc->num_files++];
|
|
|
|
*new = (struct sc_file) {
|
2015-06-09 20:42:03 +00:00
|
|
|
.path = talloc_strdup(sc, path),
|
2015-03-27 12:27:40 +00:00
|
|
|
.body = s.start
|
|
|
|
};
|
|
|
|
return new->body;
|
|
|
|
}
|
|
|
|
return NULL;
|
|
|
|
}
|
|
|
|
|
vo_opengl: refactor shader generation (part 1)
The basic idea is to use dynamically generated shaders instead of a
single monolithic file + a ton of ifdefs. Instead of having to setup
every aspect of it separately (like compiling shaders, setting uniforms,
perfoming the actual rendering steps, the GLSL parts), we generate the
GLSL on the fly, and perform the rendering at the same time. The GLSL
is regenerated every frame, but the actual compiled OpenGL-level shaders
are cached, which makes it fast again. Almost all logic can be in a
single place.
The new code is significantly more flexible, which allows us to improve
the code clarity, performance and add more features easily.
This commit is incomplete. It drops almost all previous code, and
readds only the most important things (some of them actually buggy).
The next commit will complete it - it's separate to preserve authorship
information.
2015-03-12 20:57:54 +00:00
|
|
|
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;
|
|
|
|
}
|
|
|
|
|
|
|
|
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;
|
|
|
|
switch (target) {
|
|
|
|
case GL_TEXTURE_1D: u->glsl_type = "sampler1D"; break;
|
|
|
|
case GL_TEXTURE_2D: u->glsl_type = "sampler2D"; break;
|
|
|
|
case GL_TEXTURE_RECTANGLE: u->glsl_type = "sampler2DRect"; break;
|
|
|
|
case GL_TEXTURE_3D: u->glsl_type = "sampler3D"; break;
|
|
|
|
default: abort();
|
|
|
|
}
|
|
|
|
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;
|
|
|
|
}
|
|
|
|
|
2015-03-27 12:27:40 +00:00
|
|
|
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;
|
|
|
|
}
|
|
|
|
|
vo_opengl: refactor shader generation (part 1)
The basic idea is to use dynamically generated shaders instead of a
single monolithic file + a ton of ifdefs. Instead of having to setup
every aspect of it separately (like compiling shaders, setting uniforms,
perfoming the actual rendering steps, the GLSL parts), we generate the
GLSL on the fly, and perform the rendering at the same time. The GLSL
is regenerated every frame, but the actual compiled OpenGL-level shaders
are cached, which makes it fast again. Almost all logic can be in a
single place.
The new code is significantly more flexible, which allows us to improve
the code clarity, performance and add more features easily.
This commit is incomplete. It drops almost all previous code, and
readds only the most important things (some of them actually buggy).
The next commit will complete it - it's separate to preserve authorship
information.
2015-03-12 20:57:54 +00:00
|
|
|
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]);
|
|
|
|
}
|
|
|
|
|
|
|
|
// 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)
|
|
|
|
{
|
|
|
|
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");
|
2015-03-27 12:27:40 +00:00
|
|
|
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");
|
|
|
|
}
|
vo_opengl: refactor shader generation (part 1)
The basic idea is to use dynamically generated shaders instead of a
single monolithic file + a ton of ifdefs. Instead of having to setup
every aspect of it separately (like compiling shaders, setting uniforms,
perfoming the actual rendering steps, the GLSL parts), we generate the
GLSL on the fly, and perform the rendering at the same time. The GLSL
is regenerated every frame, but the actual compiled OpenGL-level shaders
are cached, which makes it fast again. Almost all logic can be in a
single place.
The new code is significantly more flexible, which allows us to improve
the code clarity, performance and add more features easily.
This commit is incomplete. It drops almost all previous code, and
readds only the most important things (some of them actually buggy).
The next commit will complete it - it's separate to preserve authorship
information.
2015-03-12 20:57:54 +00:00
|
|
|
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 position;\n", vert_in);
|
|
|
|
ADD(vert_body, "gl_Position = vec4(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");
|
2015-03-13 11:22:18 +00:00
|
|
|
} else {
|
|
|
|
ADD(frag, "#define texture texture2D\n");
|
vo_opengl: refactor shader generation (part 1)
The basic idea is to use dynamically generated shaders instead of a
single monolithic file + a ton of ifdefs. Instead of having to setup
every aspect of it separately (like compiling shaders, setting uniforms,
perfoming the actual rendering steps, the GLSL parts), we generate the
GLSL on the fly, and perform the rendering at the same time. The GLSL
is regenerated every frame, but the actual compiled OpenGL-level shaders
are cached, which makes it fast again. Almost all logic can be in a
single place.
The new code is significantly more flexible, which allows us to improve
the code clarity, performance and add more features easily.
This commit is incomplete. It drops almost all previous code, and
readds only the most important things (some of them actually buggy).
The next commit will complete it - it's separate to preserve authorship
information.
2015-03-12 20:57:54 +00:00
|
|
|
}
|
|
|
|
ADD(frag, "%s", frag_vaos);
|
|
|
|
for (int n = 0; n < sc->num_uniforms; n++) {
|
|
|
|
struct sc_uniform *u = &sc->uniforms[n];
|
|
|
|
ADD(frag, "uniform %s %s;\n", u->glsl_type, u->name);
|
|
|
|
}
|
2015-03-27 12:27:40 +00:00
|
|
|
// custom shader header
|
|
|
|
if (sc->header_text[0]) {
|
|
|
|
ADD(frag, "// header\n");
|
|
|
|
ADD(frag, "%s\n", sc->header_text);
|
|
|
|
ADD(frag, "// body\n");
|
|
|
|
}
|
vo_opengl: refactor shader generation (part 1)
The basic idea is to use dynamically generated shaders instead of a
single monolithic file + a ton of ifdefs. Instead of having to setup
every aspect of it separately (like compiling shaders, setting uniforms,
perfoming the actual rendering steps, the GLSL parts), we generate the
GLSL on the fly, and perform the rendering at the same time. The GLSL
is regenerated every frame, but the actual compiled OpenGL-level shaders
are cached, which makes it fast again. Almost all logic can be in a
single place.
The new code is significantly more flexible, which allows us to improve
the code clarity, performance and add more features easily.
This commit is incomplete. It drops almost all previous code, and
readds only the most important things (some of them actually buggy).
The next commit will complete it - it's separate to preserve authorship
information.
2015-03-12 20:57:54 +00:00
|
|
|
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);
|
|
|
|
}
|