vo_opengl: move some init_gl code to utility functions

This commit is contained in:
wm4 2017-03-20 13:20:35 +01:00
parent 80b89cef61
commit 03fe50651b
3 changed files with 60 additions and 49 deletions

View File

@ -1249,3 +1249,49 @@ void gl_pbo_upload_uninit(struct gl_pbo_upload *pbo)
pbo->gl->DeleteBuffers(NUM_PBO_BUFFERS, &pbo->buffers[0]);
*pbo = (struct gl_pbo_upload){0};
}
// The intention is to return the actual depth of any fixed point 16 bit
// textures. (Actually tests only 1 format - hope that is good enough.)
int gl_determine_16bit_tex_depth(GL *gl)
{
const struct gl_format *fmt = gl_find_unorm_format(gl, 2, 1);
if (!gl->GetTexLevelParameteriv || !fmt)
return -1;
GLuint tex;
gl->GenTextures(1, &tex);
gl->BindTexture(GL_TEXTURE_2D, tex);
gl->TexImage2D(GL_TEXTURE_2D, 0, fmt->internal_format, 64, 64, 0,
fmt->format, fmt->type, NULL);
GLenum pname = 0;
switch (fmt->format) {
case GL_RED: pname = GL_TEXTURE_RED_SIZE; break;
case GL_LUMINANCE: pname = GL_TEXTURE_LUMINANCE_SIZE; break;
}
GLint param = -1;
if (pname)
gl->GetTexLevelParameteriv(GL_TEXTURE_2D, 0, pname, &param);
gl->DeleteTextures(1, &tex);
return param;
}
int gl_get_fb_depth(GL *gl, int fbo)
{
if ((gl->es < 300 && !gl->version) || !(gl->mpgl_caps & MPGL_CAP_FB))
return -1;
gl->BindFramebuffer(GL_FRAMEBUFFER, fbo);
GLenum obj = gl->version ? GL_BACK_LEFT : GL_BACK;
if (fbo)
obj = GL_COLOR_ATTACHMENT0;
GLint depth_g = -1;
gl->GetFramebufferAttachmentParameteriv(GL_FRAMEBUFFER, obj,
GL_FRAMEBUFFER_ATTACHMENT_GREEN_SIZE, &depth_g);
gl->BindFramebuffer(GL_FRAMEBUFFER, 0);
return depth_g > 0 ? depth_g : -1;
}

View File

@ -200,4 +200,7 @@ void gl_pbo_upload_tex(struct gl_pbo_upload *pbo, GL *gl, bool use_pbo,
int x, int y, int w, int h);
void gl_pbo_upload_uninit(struct gl_pbo_upload *pbo);
int gl_determine_16bit_tex_depth(GL *gl);
int gl_get_fb_depth(GL *gl, int fbo);
#endif

View File

@ -3122,56 +3122,18 @@ static void init_gl(struct gl_video *p)
gl_video_set_gl_state(p);
// Test whether we can use 10 bit. Hope that testing a single format/channel
// is good enough (instead of testing all 1-4 channels variants etc.).
const struct gl_format *fmt = gl_find_unorm_format(gl, 2, 1);
if (gl->GetTexLevelParameteriv && fmt) {
GLuint tex;
gl->GenTextures(1, &tex);
gl->BindTexture(GL_TEXTURE_2D, tex);
gl->TexImage2D(GL_TEXTURE_2D, 0, fmt->internal_format, 64, 64, 0,
fmt->format, fmt->type, NULL);
GLenum pname = 0;
switch (fmt->format) {
case GL_RED: pname = GL_TEXTURE_RED_SIZE; break;
case GL_LUMINANCE: pname = GL_TEXTURE_LUMINANCE_SIZE; break;
}
GLint param = 0;
if (pname)
gl->GetTexLevelParameteriv(GL_TEXTURE_2D, 0, pname, &param);
if (param) {
MP_VERBOSE(p, "16 bit texture depth: %d.\n", (int)param);
p->texture_16bit_depth = param;
}
gl->DeleteTextures(1, &tex);
}
// Test whether we can use 10 bit.
p->texture_16bit_depth = gl_determine_16bit_tex_depth(gl);
if (p->texture_16bit_depth > 0)
MP_VERBOSE(p, "16 bit texture depth: %d.\n", p->texture_16bit_depth);
if ((gl->es >= 300 || gl->version) && (gl->mpgl_caps & MPGL_CAP_FB)) {
gl->BindFramebuffer(GL_FRAMEBUFFER, gl->main_fb);
debug_check_gl(p, "before retrieving framebuffer depth");
GLenum obj = gl->version ? GL_BACK_LEFT : GL_BACK;
if (gl->main_fb)
obj = GL_COLOR_ATTACHMENT0;
GLint depth_r = -1, depth_g = -1, depth_b = -1;
gl->GetFramebufferAttachmentParameteriv(GL_FRAMEBUFFER, obj,
GL_FRAMEBUFFER_ATTACHMENT_RED_SIZE, &depth_r);
gl->GetFramebufferAttachmentParameteriv(GL_FRAMEBUFFER, obj,
GL_FRAMEBUFFER_ATTACHMENT_GREEN_SIZE, &depth_g);
gl->GetFramebufferAttachmentParameteriv(GL_FRAMEBUFFER, obj,
GL_FRAMEBUFFER_ATTACHMENT_BLUE_SIZE, &depth_b);
debug_check_gl(p, "retrieving framebuffer depth");
MP_VERBOSE(p, "Reported display depth: R=%d, G=%d, B=%d\n",
depth_r, depth_g, depth_b);
p->fb_depth = depth_g > 0 ? depth_g : 8;
gl->BindFramebuffer(GL_FRAMEBUFFER, 0);
debug_check_gl(p, "before retrieving framebuffer depth");
p->fb_depth = gl_get_fb_depth(gl, gl->main_fb);
debug_check_gl(p, "retrieving framebuffer depth");
if (p->fb_depth > 0) {
MP_VERBOSE(p, "Reported display depth: %d\n", p->fb_depth);
} else {
p->fb_depth = 8;
}
p->upload_timer = gl_timer_create(p->gl);