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mpv/libvo/gl_common.c
reimar a9ff7793e3 Support for auto-selecting the OpenGL backend.
git-svn-id: svn://svn.mplayerhq.hu/mplayer/trunk@31086 b3059339-0415-0410-9bf9-f77b7e298cf2
2010-04-25 10:53:01 +00:00

1978 lines
69 KiB
C

/*
* common OpenGL routines
*
* copyleft (C) 2005-2010 Reimar Döffinger <Reimar.Doeffinger@gmx.de>
* Special thanks go to the xine team and Matthias Hopf, whose video_out_opengl.c
* gave me lots of good ideas.
*
* This file is part of MPlayer.
*
* MPlayer is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* MPlayer is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License along
* with MPlayer; if not, write to the Free Software Foundation, Inc.,
* 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/
/**
* \file gl_common.c
* \brief OpenGL helper functions used by vo_gl.c and vo_gl2.c
*/
#include <stdlib.h>
#include <stdio.h>
#include <string.h>
#include <ctype.h>
#include <math.h>
#include "gl_common.h"
#include "csputils.h"
#include "aspect.h"
void (GLAPIENTRY *mpglBegin)(GLenum);
void (GLAPIENTRY *mpglEnd)(void);
void (GLAPIENTRY *mpglViewport)(GLint, GLint, GLsizei, GLsizei);
void (GLAPIENTRY *mpglMatrixMode)(GLenum);
void (GLAPIENTRY *mpglLoadIdentity)(void);
void (GLAPIENTRY *mpglTranslated)(double, double, double);
void (GLAPIENTRY *mpglScaled)(double, double, double);
void (GLAPIENTRY *mpglOrtho)(double, double, double, double, double, double);
void (GLAPIENTRY *mpglFrustum)(double, double, double, double, double, double);
void (GLAPIENTRY *mpglPushMatrix)(void);
void (GLAPIENTRY *mpglPopMatrix)(void);
void (GLAPIENTRY *mpglClear)(GLbitfield);
GLuint (GLAPIENTRY *mpglGenLists)(GLsizei);
void (GLAPIENTRY *mpglDeleteLists)(GLuint, GLsizei);
void (GLAPIENTRY *mpglNewList)(GLuint, GLenum);
void (GLAPIENTRY *mpglEndList)(void);
void (GLAPIENTRY *mpglCallList)(GLuint);
void (GLAPIENTRY *mpglCallLists)(GLsizei, GLenum, const GLvoid *);
void (GLAPIENTRY *mpglGenTextures)(GLsizei, GLuint *);
void (GLAPIENTRY *mpglDeleteTextures)(GLsizei, const GLuint *);
void (GLAPIENTRY *mpglTexEnvf)(GLenum, GLenum, GLfloat);
void (GLAPIENTRY *mpglTexEnvi)(GLenum, GLenum, GLint);
void (GLAPIENTRY *mpglColor4ub)(GLubyte, GLubyte, GLubyte, GLubyte);
void (GLAPIENTRY *mpglColor3f)(GLfloat, GLfloat, GLfloat);
void (GLAPIENTRY *mpglColor4f)(GLfloat, GLfloat, GLfloat, GLfloat);
void (GLAPIENTRY *mpglClearColor)(GLclampf, GLclampf, GLclampf, GLclampf);
void (GLAPIENTRY *mpglClearDepth)(GLclampd);
void (GLAPIENTRY *mpglDepthFunc)(GLenum);
void (GLAPIENTRY *mpglEnable)(GLenum);
void (GLAPIENTRY *mpglDisable)(GLenum);
const GLubyte *(GLAPIENTRY *mpglGetString)(GLenum);
void (GLAPIENTRY *mpglDrawBuffer)(GLenum);
void (GLAPIENTRY *mpglDepthMask)(GLboolean);
void (GLAPIENTRY *mpglBlendFunc)(GLenum, GLenum);
void (GLAPIENTRY *mpglFlush)(void);
void (GLAPIENTRY *mpglFinish)(void);
void (GLAPIENTRY *mpglPixelStorei)(GLenum, GLint);
void (GLAPIENTRY *mpglTexImage1D)(GLenum, GLint, GLint, GLsizei, GLint, GLenum, GLenum, const GLvoid *);
void (GLAPIENTRY *mpglTexImage2D)(GLenum, GLint, GLint, GLsizei, GLsizei, GLint, GLenum, GLenum, const GLvoid *);
void (GLAPIENTRY *mpglTexSubImage2D)(GLenum, GLint, GLint, GLint, GLsizei, GLsizei, GLenum, GLenum, const GLvoid *);
void (GLAPIENTRY *mpglTexParameteri)(GLenum, GLenum, GLint);
void (GLAPIENTRY *mpglTexParameterf)(GLenum, GLenum, GLfloat);
void (GLAPIENTRY *mpglTexParameterfv)(GLenum, GLenum, const GLfloat *);
void (GLAPIENTRY *mpglTexCoord2f)(GLfloat, GLfloat);
void (GLAPIENTRY *mpglVertex2f)(GLfloat, GLfloat);
void (GLAPIENTRY *mpglVertex3f)(GLfloat, GLfloat, GLfloat);
void (GLAPIENTRY *mpglNormal3f)(GLfloat, GLfloat, GLfloat);
void (GLAPIENTRY *mpglLightfv)(GLenum, GLenum, const GLfloat *);
void (GLAPIENTRY *mpglColorMaterial)(GLenum, GLenum);
void (GLAPIENTRY *mpglShadeModel)(GLenum);
void (GLAPIENTRY *mpglGetIntegerv)(GLenum, GLint *);
/**
* \defgroup glextfunctions OpenGL extension functions
*
* the pointers to these functions are acquired when the OpenGL
* context is created
* \{
*/
void (GLAPIENTRY *mpglGenBuffers)(GLsizei, GLuint *);
void (GLAPIENTRY *mpglDeleteBuffers)(GLsizei, const GLuint *);
void (GLAPIENTRY *mpglBindBuffer)(GLenum, GLuint);
GLvoid* (GLAPIENTRY *mpglMapBuffer)(GLenum, GLenum);
GLboolean (GLAPIENTRY *mpglUnmapBuffer)(GLenum);
void (GLAPIENTRY *mpglBufferData)(GLenum, intptr_t, const GLvoid *, GLenum);
void (GLAPIENTRY *mpglCombinerParameterfv)(GLenum, const GLfloat *);
void (GLAPIENTRY *mpglCombinerParameteri)(GLenum, GLint);
void (GLAPIENTRY *mpglCombinerInput)(GLenum, GLenum, GLenum, GLenum, GLenum,
GLenum);
void (GLAPIENTRY *mpglCombinerOutput)(GLenum, GLenum, GLenum, GLenum, GLenum,
GLenum, GLenum, GLboolean, GLboolean,
GLboolean);
void (GLAPIENTRY *mpglBeginFragmentShader)(void);
void (GLAPIENTRY *mpglEndFragmentShader)(void);
void (GLAPIENTRY *mpglSampleMap)(GLuint, GLuint, GLenum);
void (GLAPIENTRY *mpglColorFragmentOp2)(GLenum, GLuint, GLuint, GLuint, GLuint,
GLuint, GLuint, GLuint, GLuint, GLuint);
void (GLAPIENTRY *mpglColorFragmentOp3)(GLenum, GLuint, GLuint, GLuint, GLuint,
GLuint, GLuint, GLuint, GLuint, GLuint,
GLuint, GLuint, GLuint);
void (GLAPIENTRY *mpglSetFragmentShaderConstant)(GLuint, const GLfloat *);
void (GLAPIENTRY *mpglActiveTexture)(GLenum);
void (GLAPIENTRY *mpglBindTexture)(GLenum, GLuint);
void (GLAPIENTRY *mpglMultiTexCoord2f)(GLenum, GLfloat, GLfloat);
void (GLAPIENTRY *mpglGenPrograms)(GLsizei, GLuint *);
void (GLAPIENTRY *mpglDeletePrograms)(GLsizei, const GLuint *);
void (GLAPIENTRY *mpglBindProgram)(GLenum, GLuint);
void (GLAPIENTRY *mpglProgramString)(GLenum, GLenum, GLsizei, const GLvoid *);
void (GLAPIENTRY *mpglGetProgramiv)(GLenum, GLenum, GLint *);
void (GLAPIENTRY *mpglProgramEnvParameter4f)(GLenum, GLuint, GLfloat, GLfloat,
GLfloat, GLfloat);
int (GLAPIENTRY *mpglSwapInterval)(int);
void (GLAPIENTRY *mpglTexImage3D)(GLenum, GLint, GLenum, GLsizei, GLsizei, GLsizei,
GLint, GLenum, GLenum, const GLvoid *);
void* (GLAPIENTRY *mpglAllocateMemoryMESA)(void *, int, size_t, float, float, float);
void (GLAPIENTRY *mpglFreeMemoryMESA)(void *, int, void *);
/** \} */ // end of glextfunctions group
//! \defgroup glgeneral OpenGL general helper functions
//! \defgroup glcontext OpenGL context management helper functions
//! \defgroup gltexture OpenGL texture handling helper functions
//! \defgroup glconversion OpenGL conversion helper functions
static GLint hqtexfmt;
/**
* \brief adjusts the GL_UNPACK_ALIGNMENT to fit the stride.
* \param stride number of bytes per line for which alignment should fit.
* \ingroup glgeneral
*/
void glAdjustAlignment(int stride) {
GLint gl_alignment;
if (stride % 8 == 0)
gl_alignment=8;
else if (stride % 4 == 0)
gl_alignment=4;
else if (stride % 2 == 0)
gl_alignment=2;
else
gl_alignment=1;
mpglPixelStorei(GL_UNPACK_ALIGNMENT, gl_alignment);
}
struct gl_name_map_struct {
GLint value;
const char *name;
};
#undef MAP
#define MAP(a) {a, #a}
//! mapping table for the glValName function
static const struct gl_name_map_struct gl_name_map[] = {
// internal format
MAP(GL_R3_G3_B2), MAP(GL_RGB4), MAP(GL_RGB5), MAP(GL_RGB8),
MAP(GL_RGB10), MAP(GL_RGB12), MAP(GL_RGB16), MAP(GL_RGBA2),
MAP(GL_RGBA4), MAP(GL_RGB5_A1), MAP(GL_RGBA8), MAP(GL_RGB10_A2),
MAP(GL_RGBA12), MAP(GL_RGBA16), MAP(GL_LUMINANCE8),
// format
MAP(GL_RGB), MAP(GL_RGBA), MAP(GL_RED), MAP(GL_GREEN), MAP(GL_BLUE),
MAP(GL_ALPHA), MAP(GL_LUMINANCE), MAP(GL_LUMINANCE_ALPHA),
MAP(GL_COLOR_INDEX),
// rest 1.2 only
MAP(GL_BGR), MAP(GL_BGRA),
//type
MAP(GL_BYTE), MAP(GL_UNSIGNED_BYTE), MAP(GL_SHORT), MAP(GL_UNSIGNED_SHORT),
MAP(GL_INT), MAP(GL_UNSIGNED_INT), MAP(GL_FLOAT), MAP(GL_DOUBLE),
MAP(GL_2_BYTES), MAP(GL_3_BYTES), MAP(GL_4_BYTES),
// rest 1.2 only
MAP(GL_UNSIGNED_BYTE_3_3_2), MAP(GL_UNSIGNED_BYTE_2_3_3_REV),
MAP(GL_UNSIGNED_SHORT_5_6_5), MAP(GL_UNSIGNED_SHORT_5_6_5_REV),
MAP(GL_UNSIGNED_SHORT_4_4_4_4), MAP(GL_UNSIGNED_SHORT_4_4_4_4_REV),
MAP(GL_UNSIGNED_SHORT_5_5_5_1), MAP(GL_UNSIGNED_SHORT_1_5_5_5_REV),
MAP(GL_UNSIGNED_INT_8_8_8_8), MAP(GL_UNSIGNED_INT_8_8_8_8_REV),
MAP(GL_UNSIGNED_INT_10_10_10_2), MAP(GL_UNSIGNED_INT_2_10_10_10_REV),
{0, 0}
};
#undef MAP
/**
* \brief return the name of an OpenGL constant
* \param value the constant
* \return name of the constant or "Unknown format!"
* \ingroup glgeneral
*/
const char *glValName(GLint value)
{
int i = 0;
while (gl_name_map[i].name) {
if (gl_name_map[i].value == value)
return gl_name_map[i].name;
i++;
}
return "Unknown format!";
}
//! always return this format as internal texture format in glFindFormat
#define TEXTUREFORMAT_ALWAYS GL_RGB8
#undef TEXTUREFORMAT_ALWAYS
/**
* \brief find the OpenGL settings coresponding to format.
*
* All parameters may be NULL.
* \param fmt MPlayer format to analyze.
* \param bpp [OUT] bits per pixel of that format.
* \param gl_texfmt [OUT] internal texture format that fits the
* image format, not necessarily the best for performance.
* \param gl_format [OUT] OpenGL format for this image format.
* \param gl_type [OUT] OpenGL type for this image format.
* \return 1 if format is supported by OpenGL, 0 if not.
* \ingroup gltexture
*/
int glFindFormat(uint32_t fmt, int *bpp, GLint *gl_texfmt,
GLenum *gl_format, GLenum *gl_type)
{
int supported = 1;
int dummy1;
GLenum dummy2;
GLint dummy3;
if (!bpp) bpp = &dummy1;
if (!gl_texfmt) gl_texfmt = &dummy3;
if (!gl_format) gl_format = &dummy2;
if (!gl_type) gl_type = &dummy2;
if (mp_get_chroma_shift(fmt, NULL, NULL)) {
// reduce the possible cases a bit
if (IMGFMT_IS_YUVP16_LE(fmt))
fmt = IMGFMT_420P16_LE;
else if (IMGFMT_IS_YUVP16_BE(fmt))
fmt = IMGFMT_420P16_BE;
else
fmt = IMGFMT_YV12;
}
*bpp = IMGFMT_IS_BGR(fmt)?IMGFMT_BGR_DEPTH(fmt):IMGFMT_RGB_DEPTH(fmt);
*gl_texfmt = 3;
switch (fmt) {
case IMGFMT_RGB48NE:
*gl_format = GL_RGB;
*gl_type = GL_UNSIGNED_SHORT;
break;
case IMGFMT_RGB24:
*gl_format = GL_RGB;
*gl_type = GL_UNSIGNED_BYTE;
break;
case IMGFMT_RGBA:
*gl_texfmt = 4;
*gl_format = GL_RGBA;
*gl_type = GL_UNSIGNED_BYTE;
break;
case IMGFMT_420P16:
supported = 0; // no native YUV support
*gl_texfmt = 1;
*bpp = 16;
*gl_format = GL_LUMINANCE;
*gl_type = GL_UNSIGNED_SHORT;
break;
case IMGFMT_YV12:
supported = 0; // no native YV12 support
case IMGFMT_Y800:
case IMGFMT_Y8:
*gl_texfmt = 1;
*bpp = 8;
*gl_format = GL_LUMINANCE;
*gl_type = GL_UNSIGNED_BYTE;
break;
case IMGFMT_UYVY:
case IMGFMT_YUY2:
*gl_texfmt = GL_YCBCR_MESA;
*bpp = 16;
*gl_format = GL_YCBCR_MESA;
*gl_type = fmt == IMGFMT_UYVY ? GL_UNSIGNED_SHORT_8_8 : GL_UNSIGNED_SHORT_8_8_REV;
break;
#if 0
// we do not support palettized formats, although the format the
// swscale produces works
case IMGFMT_RGB8:
gl_format = GL_RGB;
gl_type = GL_UNSIGNED_BYTE_2_3_3_REV;
break;
#endif
case IMGFMT_RGB15:
*gl_format = GL_RGBA;
*gl_type = GL_UNSIGNED_SHORT_1_5_5_5_REV;
break;
case IMGFMT_RGB16:
*gl_format = GL_RGB;
*gl_type = GL_UNSIGNED_SHORT_5_6_5_REV;
break;
#if 0
case IMGFMT_BGR8:
// special case as red and blue have a differen number of bits.
// GL_BGR and GL_UNSIGNED_BYTE_3_3_2 isn't supported at least
// by nVidia drivers, and in addition would give more bits to
// blue than to red, which isn't wanted
gl_format = GL_RGB;
gl_type = GL_UNSIGNED_BYTE_3_3_2;
break;
#endif
case IMGFMT_BGR15:
*gl_format = GL_BGRA;
*gl_type = GL_UNSIGNED_SHORT_1_5_5_5_REV;
break;
case IMGFMT_BGR16:
*gl_format = GL_RGB;
*gl_type = GL_UNSIGNED_SHORT_5_6_5;
break;
case IMGFMT_BGR24:
*gl_format = GL_BGR;
*gl_type = GL_UNSIGNED_BYTE;
break;
case IMGFMT_BGRA:
*gl_texfmt = 4;
*gl_format = GL_BGRA;
*gl_type = GL_UNSIGNED_BYTE;
break;
default:
*gl_texfmt = 4;
*gl_format = GL_RGBA;
*gl_type = GL_UNSIGNED_BYTE;
supported = 0;
}
#ifdef TEXTUREFORMAT_ALWAYS
*gl_texfmt = TEXTUREFORMAT_ALWAYS;
#endif
return supported;
}
#ifdef HAVE_LIBDL
#include <dlfcn.h>
#endif
/**
* \brief find address of a linked function
* \param s name of function to find
* \return address of function or NULL if not found
*/
static void *getdladdr(const char *s) {
void *ret = NULL;
#ifdef HAVE_LIBDL
void *handle = dlopen(NULL, RTLD_LAZY);
if (!handle)
return NULL;
ret = dlsym(handle, s);
dlclose(handle);
#endif
return ret;
}
typedef struct {
void *funcptr;
const char *extstr;
const char *funcnames[7];
void *fallback;
} extfunc_desc_t;
#define DEF_FUNC_DESC(name) {&mpgl##name, NULL, {"gl"#name, NULL}, gl ##name}
static const extfunc_desc_t extfuncs[] = {
// these aren't extension functions but we query them anyway to allow
// different "backends" with one binary
DEF_FUNC_DESC(Begin),
DEF_FUNC_DESC(End),
DEF_FUNC_DESC(Viewport),
DEF_FUNC_DESC(MatrixMode),
DEF_FUNC_DESC(LoadIdentity),
DEF_FUNC_DESC(Translated),
DEF_FUNC_DESC(Scaled),
DEF_FUNC_DESC(Ortho),
DEF_FUNC_DESC(Frustum),
DEF_FUNC_DESC(PushMatrix),
DEF_FUNC_DESC(PopMatrix),
DEF_FUNC_DESC(Clear),
DEF_FUNC_DESC(GenLists),
DEF_FUNC_DESC(DeleteLists),
DEF_FUNC_DESC(NewList),
DEF_FUNC_DESC(EndList),
DEF_FUNC_DESC(CallList),
DEF_FUNC_DESC(CallLists),
DEF_FUNC_DESC(GenTextures),
DEF_FUNC_DESC(DeleteTextures),
DEF_FUNC_DESC(TexEnvf),
DEF_FUNC_DESC(TexEnvi),
DEF_FUNC_DESC(Color4ub),
DEF_FUNC_DESC(Color3f),
DEF_FUNC_DESC(Color4f),
DEF_FUNC_DESC(ClearColor),
DEF_FUNC_DESC(ClearDepth),
DEF_FUNC_DESC(DepthFunc),
DEF_FUNC_DESC(Enable),
DEF_FUNC_DESC(Disable),
DEF_FUNC_DESC(DrawBuffer),
DEF_FUNC_DESC(DepthMask),
DEF_FUNC_DESC(BlendFunc),
DEF_FUNC_DESC(Flush),
DEF_FUNC_DESC(Finish),
DEF_FUNC_DESC(PixelStorei),
DEF_FUNC_DESC(TexImage1D),
DEF_FUNC_DESC(TexImage2D),
DEF_FUNC_DESC(TexSubImage2D),
DEF_FUNC_DESC(TexParameteri),
DEF_FUNC_DESC(TexParameterf),
DEF_FUNC_DESC(TexParameterfv),
DEF_FUNC_DESC(TexCoord2f),
DEF_FUNC_DESC(Vertex2f),
DEF_FUNC_DESC(Vertex3f),
DEF_FUNC_DESC(Normal3f),
DEF_FUNC_DESC(Lightfv),
DEF_FUNC_DESC(ColorMaterial),
DEF_FUNC_DESC(ShadeModel),
DEF_FUNC_DESC(GetIntegerv),
// here start the real extensions
{&mpglGenBuffers, NULL, {"glGenBuffers", "glGenBuffersARB", NULL}},
{&mpglDeleteBuffers, NULL, {"glDeleteBuffers", "glDeleteBuffersARB", NULL}},
{&mpglBindBuffer, NULL, {"glBindBuffer", "glBindBufferARB", NULL}},
{&mpglMapBuffer, NULL, {"glMapBuffer", "glMapBufferARB", NULL}},
{&mpglUnmapBuffer, NULL, {"glUnmapBuffer", "glUnmapBufferARB", NULL}},
{&mpglBufferData, NULL, {"glBufferData", "glBufferDataARB", NULL}},
{&mpglCombinerParameterfv, "NV_register_combiners", {"glCombinerParameterfv", "glCombinerParameterfvNV", NULL}},
{&mpglCombinerParameteri, "NV_register_combiners", {"glCombinerParameteri", "glCombinerParameteriNV", NULL}},
{&mpglCombinerInput, "NV_register_combiners", {"glCombinerInput", "glCombinerInputNV", NULL}},
{&mpglCombinerOutput, "NV_register_combiners", {"glCombinerOutput", "glCombinerOutputNV", NULL}},
{&mpglBeginFragmentShader, "ATI_fragment_shader", {"glBeginFragmentShaderATI", NULL}},
{&mpglEndFragmentShader, "ATI_fragment_shader", {"glEndFragmentShaderATI", NULL}},
{&mpglSampleMap, "ATI_fragment_shader", {"glSampleMapATI", NULL}},
{&mpglColorFragmentOp2, "ATI_fragment_shader", {"glColorFragmentOp2ATI", NULL}},
{&mpglColorFragmentOp3, "ATI_fragment_shader", {"glColorFragmentOp3ATI", NULL}},
{&mpglSetFragmentShaderConstant, "ATI_fragment_shader", {"glSetFragmentShaderConstantATI", NULL}},
{&mpglActiveTexture, NULL, {"glActiveTexture", "glActiveTextureARB", NULL}},
{&mpglBindTexture, NULL, {"glBindTexture", "glBindTextureARB", "glBindTextureEXT", NULL}},
{&mpglMultiTexCoord2f, NULL, {"glMultiTexCoord2f", "glMultiTexCoord2fARB", NULL}},
{&mpglGenPrograms, "_program", {"glGenProgramsARB", NULL}},
{&mpglDeletePrograms, "_program", {"glDeleteProgramsARB", NULL}},
{&mpglBindProgram, "_program", {"glBindProgramARB", NULL}},
{&mpglProgramString, "_program", {"glProgramStringARB", NULL}},
{&mpglGetProgramiv, "_program", {"glGetProgramivARB", NULL}},
{&mpglProgramEnvParameter4f, "_program", {"glProgramEnvParameter4fARB", NULL}},
{&mpglSwapInterval, "_swap_control", {"glXSwapIntervalSGI", "glXSwapInterval", "wglSwapIntervalSGI", "wglSwapInterval", "wglSwapIntervalEXT", NULL}},
{&mpglTexImage3D, NULL, {"glTexImage3D", NULL}},
{&mpglAllocateMemoryMESA, "GLX_MESA_allocate_memory", {"glXAllocateMemoryMESA", NULL}},
{&mpglFreeMemoryMESA, "GLX_MESA_allocate_memory", {"glXFreeMemoryMESA", NULL}},
{NULL}
};
/**
* \brief find the function pointers of some useful OpenGL extensions
* \param getProcAddress function to resolve function names, may be NULL
* \param ext2 an extra extension string
*/
static void getFunctions(void *(*getProcAddress)(const GLubyte *),
const char *ext2) {
const extfunc_desc_t *dsc;
const char *extensions;
char *allexts;
if (!getProcAddress)
getProcAddress = (void *)getdladdr;
// special case, we need glGetString before starting to find the other functions
mpglGetString = getProcAddress("glGetString");
if (!mpglGetString)
mpglGetString = glGetString;
extensions = (const char *)mpglGetString(GL_EXTENSIONS);
if (!extensions) extensions = "";
if (!ext2) ext2 = "";
allexts = malloc(strlen(extensions) + strlen(ext2) + 2);
strcpy(allexts, extensions);
strcat(allexts, " ");
strcat(allexts, ext2);
mp_msg(MSGT_VO, MSGL_DBG2, "OpenGL extensions string:\n%s\n", allexts);
for (dsc = extfuncs; dsc->funcptr; dsc++) {
void *ptr = NULL;
int i;
if (!dsc->extstr || strstr(allexts, dsc->extstr)) {
for (i = 0; !ptr && dsc->funcnames[i]; i++)
ptr = getProcAddress((const GLubyte *)dsc->funcnames[i]);
}
if (!ptr)
ptr = dsc->fallback;
*(void **)dsc->funcptr = ptr;
}
if (strstr(allexts, "_texture_float"))
hqtexfmt = GL_RGB32F;
else if (strstr(allexts, "NV_float_buffer"))
hqtexfmt = GL_FLOAT_RGB32_NV;
else
hqtexfmt = GL_RGB16;
free(allexts);
}
/**
* \brief create a texture and set some defaults
* \param target texture taget, usually GL_TEXTURE_2D
* \param fmt internal texture format
* \param format texture host data format
* \param type texture host data type
* \param filter filter used for scaling, e.g. GL_LINEAR
* \param w texture width
* \param h texture height
* \param val luminance value to fill texture with
* \ingroup gltexture
*/
void glCreateClearTex(GLenum target, GLenum fmt, GLenum format, GLenum type, GLint filter,
int w, int h, unsigned char val) {
GLfloat fval = (GLfloat)val / 255.0;
GLfloat border[4] = {fval, fval, fval, fval};
int stride = w * glFmt2bpp(format, type);
char *init;
if (!stride) return;
init = malloc(stride * h);
memset(init, val, stride * h);
glAdjustAlignment(stride);
mpglPixelStorei(GL_UNPACK_ROW_LENGTH, w);
mpglTexImage2D(target, 0, fmt, w, h, 0, format, type, init);
mpglTexParameterf(target, GL_TEXTURE_PRIORITY, 1.0);
mpglTexParameteri(target, GL_TEXTURE_MIN_FILTER, filter);
mpglTexParameteri(target, GL_TEXTURE_MAG_FILTER, filter);
mpglTexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
mpglTexParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
// Border texels should not be used with CLAMP_TO_EDGE
// We set a sane default anyway.
mpglTexParameterfv(target, GL_TEXTURE_BORDER_COLOR, border);
free(init);
}
/**
* \brief skips whitespace and comments
* \param f file to read from
*/
static void ppm_skip(FILE *f) {
int c, comment = 0;
do {
c = fgetc(f);
if (c == '#')
comment = 1;
if (c == '\n')
comment = 0;
} while (c != EOF && (isspace(c) || comment));
if (c != EOF)
ungetc(c, f);
}
#define MAXDIM (16 * 1024)
/**
* \brief creates a texture from a PPM file
* \param target texture taget, usually GL_TEXTURE_2D
* \param fmt internal texture format, 0 for default
* \param filter filter used for scaling, e.g. GL_LINEAR
* \param f file to read PPM from
* \param width [out] width of texture
* \param height [out] height of texture
* \param maxval [out] maxval value from PPM file
* \return 0 on error, 1 otherwise
* \ingroup gltexture
*/
int glCreatePPMTex(GLenum target, GLenum fmt, GLint filter,
FILE *f, int *width, int *height, int *maxval) {
unsigned w, h, m, val, bpp;
char *data;
GLenum type;
ppm_skip(f);
if (fgetc(f) != 'P' || fgetc(f) != '6')
return 0;
ppm_skip(f);
if (fscanf(f, "%u", &w) != 1)
return 0;
ppm_skip(f);
if (fscanf(f, "%u", &h) != 1)
return 0;
ppm_skip(f);
if (fscanf(f, "%u", &m) != 1)
return 0;
val = fgetc(f);
if (!isspace(val))
return 0;
if (w > MAXDIM || h > MAXDIM)
return 0;
bpp = (m > 255) ? 6 : 3;
data = malloc(w * h * bpp);
if (fread(data, w * bpp, h, f) != h)
return 0;
if (!fmt) {
fmt = (m > 255) ? hqtexfmt : 3;
if (fmt == GL_FLOAT_RGB32_NV && target != GL_TEXTURE_RECTANGLE)
fmt = GL_RGB16;
}
type = m > 255 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_BYTE;
glCreateClearTex(target, fmt, GL_RGB, type, filter, w, h, 0);
glUploadTex(target, GL_RGB, type,
data, w * bpp, 0, 0, w, h, 0);
free(data);
if (width) *width = w;
if (height) *height = h;
if (maxval) *maxval = m;
return 1;
}
/**
* \brief return the number of bytes per pixel for the given format
* \param format OpenGL format
* \param type OpenGL type
* \return bytes per pixel
* \ingroup glgeneral
*
* Does not handle all possible variants, just those used by MPlayer
*/
int glFmt2bpp(GLenum format, GLenum type) {
int component_size = 0;
switch (type) {
case GL_UNSIGNED_BYTE_3_3_2:
case GL_UNSIGNED_BYTE_2_3_3_REV:
return 1;
case GL_UNSIGNED_SHORT_5_5_5_1:
case GL_UNSIGNED_SHORT_1_5_5_5_REV:
case GL_UNSIGNED_SHORT_5_6_5:
case GL_UNSIGNED_SHORT_5_6_5_REV:
return 2;
case GL_UNSIGNED_BYTE:
component_size = 1;
break;
case GL_UNSIGNED_SHORT:
component_size = 2;
break;
}
switch (format) {
case GL_LUMINANCE:
case GL_ALPHA:
return component_size;
case GL_YCBCR_MESA:
return 2;
case GL_RGB:
case GL_BGR:
return 3 * component_size;
case GL_RGBA:
case GL_BGRA:
return 4 * component_size;
}
return 0; // unknown
}
/**
* \brief upload a texture, handling things like stride and slices
* \param target texture target, usually GL_TEXTURE_2D
* \param format OpenGL format of data
* \param type OpenGL type of data
* \param dataptr data to upload
* \param stride data stride
* \param x x offset in texture
* \param y y offset in texture
* \param w width of the texture part to upload
* \param h height of the texture part to upload
* \param slice height of an upload slice, 0 for all at once
* \ingroup gltexture
*/
void glUploadTex(GLenum target, GLenum format, GLenum type,
const void *dataptr, int stride,
int x, int y, int w, int h, int slice) {
const uint8_t *data = dataptr;
int y_max = y + h;
if (w <= 0 || h <= 0) return;
if (slice <= 0)
slice = h;
if (stride < 0) {
data += (h - 1) * stride;
stride = -stride;
}
// this is not always correct, but should work for MPlayer
glAdjustAlignment(stride);
mpglPixelStorei(GL_UNPACK_ROW_LENGTH, stride / glFmt2bpp(format, type));
for (; y + slice <= y_max; y += slice) {
mpglTexSubImage2D(target, 0, x, y, w, slice, format, type, data);
data += stride * slice;
}
if (y < y_max)
mpglTexSubImage2D(target, 0, x, y, w, y_max - y, format, type, data);
}
static void fillUVcoeff(GLfloat *ucoef, GLfloat *vcoef,
float uvcos, float uvsin) {
int i;
ucoef[0] = 0 * uvcos + 1.403 * uvsin;
vcoef[0] = 0 * uvsin + 1.403 * uvcos;
ucoef[1] = -0.344 * uvcos + -0.714 * uvsin;
vcoef[1] = -0.344 * uvsin + -0.714 * uvcos;
ucoef[2] = 1.770 * uvcos + 0 * uvsin;
vcoef[2] = 1.770 * uvsin + 0 * uvcos;
ucoef[3] = 0;
vcoef[3] = 0;
// Coefficients (probably) must be in [0, 1] range, whereas they originally
// are in [-2, 2] range, so here comes the trick:
// First put them in the [-0.5, 0.5] range, then add 0.5.
// This can be undone with the HALF_BIAS and SCALE_BY_FOUR arguments
// for CombinerInput and CombinerOutput (or the respective ATI variants)
for (i = 0; i < 4; i++) {
ucoef[i] = ucoef[i] * 0.25 + 0.5;
vcoef[i] = vcoef[i] * 0.25 + 0.5;
}
}
/**
* \brief Setup register combiners for YUV to RGB conversion.
* \param uvcos used for saturation and hue adjustment
* \param uvsin used for saturation and hue adjustment
*/
static void glSetupYUVCombiners(float uvcos, float uvsin) {
GLfloat ucoef[4];
GLfloat vcoef[4];
GLint i;
if (!mpglCombinerInput || !mpglCombinerOutput ||
!mpglCombinerParameterfv || !mpglCombinerParameteri) {
mp_msg(MSGT_VO, MSGL_FATAL, "[gl] Combiner functions missing!\n");
return;
}
mpglGetIntegerv(GL_MAX_GENERAL_COMBINERS_NV, &i);
if (i < 2)
mp_msg(MSGT_VO, MSGL_ERR,
"[gl] 2 general combiners needed for YUV combiner support (found %i)\n", i);
mpglGetIntegerv(GL_MAX_TEXTURE_UNITS, &i);
if (i < 3)
mp_msg(MSGT_VO, MSGL_ERR,
"[gl] 3 texture units needed for YUV combiner support (found %i)\n", i);
fillUVcoeff(ucoef, vcoef, uvcos, uvsin);
mpglCombinerParameterfv(GL_CONSTANT_COLOR0_NV, ucoef);
mpglCombinerParameterfv(GL_CONSTANT_COLOR1_NV, vcoef);
// UV first, like this green component cannot overflow
mpglCombinerInput(GL_COMBINER0_NV, GL_RGB, GL_VARIABLE_A_NV,
GL_TEXTURE1, GL_HALF_BIAS_NORMAL_NV, GL_RGB);
mpglCombinerInput(GL_COMBINER0_NV, GL_RGB, GL_VARIABLE_B_NV,
GL_CONSTANT_COLOR0_NV, GL_HALF_BIAS_NORMAL_NV, GL_RGB);
mpglCombinerInput(GL_COMBINER0_NV, GL_RGB, GL_VARIABLE_C_NV,
GL_TEXTURE2, GL_HALF_BIAS_NORMAL_NV, GL_RGB);
mpglCombinerInput(GL_COMBINER0_NV, GL_RGB, GL_VARIABLE_D_NV,
GL_CONSTANT_COLOR1_NV, GL_HALF_BIAS_NORMAL_NV, GL_RGB);
mpglCombinerOutput(GL_COMBINER0_NV, GL_RGB, GL_DISCARD_NV, GL_DISCARD_NV,
GL_SPARE0_NV, GL_SCALE_BY_FOUR_NV, GL_NONE, GL_FALSE,
GL_FALSE, GL_FALSE);
// stage 2
mpglCombinerInput(GL_COMBINER1_NV, GL_RGB, GL_VARIABLE_A_NV, GL_SPARE0_NV,
GL_SIGNED_IDENTITY_NV, GL_RGB);
mpglCombinerInput(GL_COMBINER1_NV, GL_RGB, GL_VARIABLE_B_NV, GL_ZERO,
GL_UNSIGNED_INVERT_NV, GL_RGB);
mpglCombinerInput(GL_COMBINER1_NV, GL_RGB, GL_VARIABLE_C_NV,
GL_TEXTURE0, GL_SIGNED_IDENTITY_NV, GL_RGB);
mpglCombinerInput(GL_COMBINER1_NV, GL_RGB, GL_VARIABLE_D_NV, GL_ZERO,
GL_UNSIGNED_INVERT_NV, GL_RGB);
mpglCombinerOutput(GL_COMBINER1_NV, GL_RGB, GL_DISCARD_NV, GL_DISCARD_NV,
GL_SPARE0_NV, GL_NONE, GL_NONE, GL_FALSE,
GL_FALSE, GL_FALSE);
// leave final combiner stage in default mode
mpglCombinerParameteri(GL_NUM_GENERAL_COMBINERS_NV, 2);
}
/**
* \brief Setup ATI version of register combiners for YUV to RGB conversion.
* \param csp_params parameters used for colorspace conversion
* \param text if set use the GL_ATI_text_fragment_shader API as
* used on OS X.
*/
static void glSetupYUVFragmentATI(struct mp_csp_params *csp_params,
int text) {
GLint i;
float yuv2rgb[3][4];
mpglGetIntegerv (GL_MAX_TEXTURE_UNITS, &i);
if (i < 3)
mp_msg(MSGT_VO, MSGL_ERR,
"[gl] 3 texture units needed for YUV combiner (ATI) support (found %i)\n", i);
mp_get_yuv2rgb_coeffs(csp_params, yuv2rgb);
for (i = 0; i < 3; i++) {
int j;
yuv2rgb[i][3] -= -0.5 * (yuv2rgb[i][1] + yuv2rgb[i][2]);
for (j = 0; j < 4; j++) {
yuv2rgb[i][j] *= 0.125;
yuv2rgb[i][j] += 0.5;
if (yuv2rgb[i][j] > 1)
yuv2rgb[i][j] = 1;
if (yuv2rgb[i][j] < 0)
yuv2rgb[i][j] = 0;
}
}
if (text == 0) {
GLfloat c0[4] = {yuv2rgb[0][0], yuv2rgb[1][0], yuv2rgb[2][0]};
GLfloat c1[4] = {yuv2rgb[0][1], yuv2rgb[1][1], yuv2rgb[2][1]};
GLfloat c2[4] = {yuv2rgb[0][2], yuv2rgb[1][2], yuv2rgb[2][2]};
GLfloat c3[4] = {yuv2rgb[0][3], yuv2rgb[1][3], yuv2rgb[2][3]};
if (!mpglBeginFragmentShader || !mpglEndFragmentShader ||
!mpglSetFragmentShaderConstant || !mpglSampleMap ||
!mpglColorFragmentOp2 || !mpglColorFragmentOp3) {
mp_msg(MSGT_VO, MSGL_FATAL, "[gl] Combiner (ATI) functions missing!\n");
return;
}
mpglGetIntegerv(GL_NUM_FRAGMENT_REGISTERS_ATI, &i);
if (i < 3)
mp_msg(MSGT_VO, MSGL_ERR,
"[gl] 3 registers needed for YUV combiner (ATI) support (found %i)\n", i);
mpglBeginFragmentShader();
mpglSetFragmentShaderConstant(GL_CON_0_ATI, c0);
mpglSetFragmentShaderConstant(GL_CON_1_ATI, c1);
mpglSetFragmentShaderConstant(GL_CON_2_ATI, c2);
mpglSetFragmentShaderConstant(GL_CON_3_ATI, c3);
mpglSampleMap(GL_REG_0_ATI, GL_TEXTURE0, GL_SWIZZLE_STR_ATI);
mpglSampleMap(GL_REG_1_ATI, GL_TEXTURE1, GL_SWIZZLE_STR_ATI);
mpglSampleMap(GL_REG_2_ATI, GL_TEXTURE2, GL_SWIZZLE_STR_ATI);
mpglColorFragmentOp2(GL_MUL_ATI, GL_REG_1_ATI, GL_NONE, GL_NONE,
GL_REG_1_ATI, GL_NONE, GL_BIAS_BIT_ATI,
GL_CON_1_ATI, GL_NONE, GL_BIAS_BIT_ATI);
mpglColorFragmentOp3(GL_MAD_ATI, GL_REG_2_ATI, GL_NONE, GL_NONE,
GL_REG_2_ATI, GL_NONE, GL_BIAS_BIT_ATI,
GL_CON_2_ATI, GL_NONE, GL_BIAS_BIT_ATI,
GL_REG_1_ATI, GL_NONE, GL_NONE);
mpglColorFragmentOp3(GL_MAD_ATI, GL_REG_0_ATI, GL_NONE, GL_NONE,
GL_REG_0_ATI, GL_NONE, GL_NONE,
GL_CON_0_ATI, GL_NONE, GL_BIAS_BIT_ATI,
GL_REG_2_ATI, GL_NONE, GL_NONE);
mpglColorFragmentOp2(GL_ADD_ATI, GL_REG_0_ATI, GL_NONE, GL_8X_BIT_ATI,
GL_REG_0_ATI, GL_NONE, GL_NONE,
GL_CON_3_ATI, GL_NONE, GL_BIAS_BIT_ATI);
mpglEndFragmentShader();
} else {
static const char template[] =
"!!ATIfs1.0\n"
"StartConstants;\n"
" CONSTANT c0 = {%e, %e, %e};\n"
" CONSTANT c1 = {%e, %e, %e};\n"
" CONSTANT c2 = {%e, %e, %e};\n"
" CONSTANT c3 = {%e, %e, %e};\n"
"EndConstants;\n"
"StartOutputPass;\n"
" SampleMap r0, t0.str;\n"
" SampleMap r1, t1.str;\n"
" SampleMap r2, t2.str;\n"
" MUL r1.rgb, r1.bias, c1.bias;\n"
" MAD r2.rgb, r2.bias, c2.bias, r1;\n"
" MAD r0.rgb, r0, c0.bias, r2;\n"
" ADD r0.rgb.8x, r0, c3.bias;\n"
"EndPass;\n";
char buffer[512];
snprintf(buffer, sizeof(buffer), template,
yuv2rgb[0][0], yuv2rgb[1][0], yuv2rgb[2][0],
yuv2rgb[0][1], yuv2rgb[1][1], yuv2rgb[2][1],
yuv2rgb[0][2], yuv2rgb[1][2], yuv2rgb[2][2],
yuv2rgb[0][3], yuv2rgb[1][3], yuv2rgb[2][3]);
mp_msg(MSGT_VO, MSGL_DBG2, "[gl] generated fragment program:\n%s\n", buffer);
loadGPUProgram(GL_TEXT_FRAGMENT_SHADER_ATI, buffer);
}
}
/**
* \brief helper function for gen_spline_lookup_tex
* \param x subpixel-position ((0,1) range) to calculate weights for
* \param dst where to store transformed weights, must provide space for 4 GLfloats
*
* calculates the weights and stores them after appropriate transformation
* for the scaler fragment program.
*/
static void store_weights(float x, GLfloat *dst) {
float w0 = (((-1 * x + 3) * x - 3) * x + 1) / 6;
float w1 = ((( 3 * x - 6) * x + 0) * x + 4) / 6;
float w2 = (((-3 * x + 3) * x + 3) * x + 1) / 6;
float w3 = ((( 1 * x + 0) * x + 0) * x + 0) / 6;
*dst++ = 1 + x - w1 / (w0 + w1);
*dst++ = 1 - x + w3 / (w2 + w3);
*dst++ = w0 + w1;
*dst++ = 0;
}
//! to avoid artefacts this should be rather large
#define LOOKUP_BSPLINE_RES (2 * 1024)
/**
* \brief creates the 1D lookup texture needed for fast higher-order filtering
* \param unit texture unit to attach texture to
*/
static void gen_spline_lookup_tex(GLenum unit) {
GLfloat *tex = calloc(4 * LOOKUP_BSPLINE_RES, sizeof(*tex));
GLfloat *tp = tex;
int i;
for (i = 0; i < LOOKUP_BSPLINE_RES; i++) {
float x = (float)(i + 0.5) / LOOKUP_BSPLINE_RES;
store_weights(x, tp);
tp += 4;
}
store_weights(0, tex);
store_weights(1, &tex[4 * (LOOKUP_BSPLINE_RES - 1)]);
mpglActiveTexture(unit);
mpglTexImage1D(GL_TEXTURE_1D, 0, GL_RGBA16, LOOKUP_BSPLINE_RES, 0, GL_RGBA, GL_FLOAT, tex);
mpglTexParameterf(GL_TEXTURE_1D, GL_TEXTURE_PRIORITY, 1.0);
mpglTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
mpglTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
mpglTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_REPEAT);
mpglActiveTexture(GL_TEXTURE0);
free(tex);
}
static const char *bilin_filt_template =
"TEX yuv.%c, fragment.texcoord[%c], texture[%c], %s;\n";
#define BICUB_FILT_MAIN(textype) \
/* first y-interpolation */ \
"ADD coord, fragment.texcoord[%c].xyxy, cdelta.xyxw;\n" \
"ADD coord2, fragment.texcoord[%c].xyxy, cdelta.zyzw;\n" \
"TEX a.r, coord.xyxy, texture[%c], "textype";\n" \
"TEX a.g, coord.zwzw, texture[%c], "textype";\n" \
/* second y-interpolation */ \
"TEX b.r, coord2.xyxy, texture[%c], "textype";\n" \
"TEX b.g, coord2.zwzw, texture[%c], "textype";\n" \
"LRP a.b, parmy.b, a.rrrr, a.gggg;\n" \
"LRP a.a, parmy.b, b.rrrr, b.gggg;\n" \
/* x-interpolation */ \
"LRP yuv.%c, parmx.b, a.bbbb, a.aaaa;\n"
static const char *bicub_filt_template_2D =
"MAD coord.xy, fragment.texcoord[%c], {%e, %e}, {0.5, 0.5};\n"
"TEX parmx, coord.x, texture[%c], 1D;\n"
"MUL cdelta.xz, parmx.rrgg, {-%e, 0, %e, 0};\n"
"TEX parmy, coord.y, texture[%c], 1D;\n"
"MUL cdelta.yw, parmy.rrgg, {0, -%e, 0, %e};\n"
BICUB_FILT_MAIN("2D");
static const char *bicub_filt_template_RECT =
"ADD coord, fragment.texcoord[%c], {0.5, 0.5};\n"
"TEX parmx, coord.x, texture[%c], 1D;\n"
"MUL cdelta.xz, parmx.rrgg, {-1, 0, 1, 0};\n"
"TEX parmy, coord.y, texture[%c], 1D;\n"
"MUL cdelta.yw, parmy.rrgg, {0, -1, 0, 1};\n"
BICUB_FILT_MAIN("RECT");
#define CALCWEIGHTS(t, s) \
"MAD "t", {-0.5, 0.1666, 0.3333, -0.3333}, "s", {1, 0, -0.5, 0.5};\n" \
"MAD "t", "t", "s", {0, 0, -0.5, 0.5};\n" \
"MAD "t", "t", "s", {-0.6666, 0, 0.8333, 0.1666};\n" \
"RCP a.x, "t".z;\n" \
"RCP a.y, "t".w;\n" \
"MAD "t".xy, "t".xyxy, a.xyxy, {1, 1, 0, 0};\n" \
"ADD "t".x, "t".xxxx, "s";\n" \
"SUB "t".y, "t".yyyy, "s";\n"
static const char *bicub_notex_filt_template_2D =
"MAD coord.xy, fragment.texcoord[%c], {%e, %e}, {0.5, 0.5};\n"
"FRC coord.xy, coord.xyxy;\n"
CALCWEIGHTS("parmx", "coord.xxxx")
"MUL cdelta.xz, parmx.rrgg, {-%e, 0, %e, 0};\n"
CALCWEIGHTS("parmy", "coord.yyyy")
"MUL cdelta.yw, parmy.rrgg, {0, -%e, 0, %e};\n"
BICUB_FILT_MAIN("2D");
static const char *bicub_notex_filt_template_RECT =
"ADD coord, fragment.texcoord[%c], {0.5, 0.5};\n"
"FRC coord.xy, coord.xyxy;\n"
CALCWEIGHTS("parmx", "coord.xxxx")
"MUL cdelta.xz, parmx.rrgg, {-1, 0, 1, 0};\n"
CALCWEIGHTS("parmy", "coord.yyyy")
"MUL cdelta.yw, parmy.rrgg, {0, -1, 0, 1};\n"
BICUB_FILT_MAIN("RECT");
#define BICUB_X_FILT_MAIN(textype) \
"ADD coord.xy, fragment.texcoord[%c].xyxy, cdelta.xyxy;\n" \
"ADD coord2.xy, fragment.texcoord[%c].xyxy, cdelta.zyzy;\n" \
"TEX a.r, coord, texture[%c], "textype";\n" \
"TEX b.r, coord2, texture[%c], "textype";\n" \
/* x-interpolation */ \
"LRP yuv.%c, parmx.b, a.rrrr, b.rrrr;\n"
static const char *bicub_x_filt_template_2D =
"MAD coord.x, fragment.texcoord[%c], {%e}, {0.5};\n"
"TEX parmx, coord, texture[%c], 1D;\n"
"MUL cdelta.xyz, parmx.rrgg, {-%e, 0, %e};\n"
BICUB_X_FILT_MAIN("2D");
static const char *bicub_x_filt_template_RECT =
"ADD coord.x, fragment.texcoord[%c], {0.5};\n"
"TEX parmx, coord, texture[%c], 1D;\n"
"MUL cdelta.xyz, parmx.rrgg, {-1, 0, 1};\n"
BICUB_X_FILT_MAIN("RECT");
static const char *unsharp_filt_template =
"PARAM dcoord%c = {%e, %e, %e, %e};\n"
"ADD coord, fragment.texcoord[%c].xyxy, dcoord%c;\n"
"SUB coord2, fragment.texcoord[%c].xyxy, dcoord%c;\n"
"TEX a.r, fragment.texcoord[%c], texture[%c], %s;\n"
"TEX b.r, coord.xyxy, texture[%c], %s;\n"
"TEX b.g, coord.zwzw, texture[%c], %s;\n"
"ADD b.r, b.r, b.g;\n"
"TEX b.b, coord2.xyxy, texture[%c], %s;\n"
"TEX b.g, coord2.zwzw, texture[%c], %s;\n"
"DP3 b, b, {0.25, 0.25, 0.25};\n"
"SUB b.r, a.r, b.r;\n"
"MAD yuv.%c, b.r, {%e}, a.r;\n";
static const char *unsharp_filt_template2 =
"PARAM dcoord%c = {%e, %e, %e, %e};\n"
"PARAM dcoord2%c = {%e, 0, 0, %e};\n"
"ADD coord, fragment.texcoord[%c].xyxy, dcoord%c;\n"
"SUB coord2, fragment.texcoord[%c].xyxy, dcoord%c;\n"
"TEX a.r, fragment.texcoord[%c], texture[%c], %s;\n"
"TEX b.r, coord.xyxy, texture[%c], %s;\n"
"TEX b.g, coord.zwzw, texture[%c], %s;\n"
"ADD b.r, b.r, b.g;\n"
"TEX b.b, coord2.xyxy, texture[%c], %s;\n"
"TEX b.g, coord2.zwzw, texture[%c], %s;\n"
"ADD b.r, b.r, b.b;\n"
"ADD b.a, b.r, b.g;\n"
"ADD coord, fragment.texcoord[%c].xyxy, dcoord2%c;\n"
"SUB coord2, fragment.texcoord[%c].xyxy, dcoord2%c;\n"
"TEX b.r, coord.xyxy, texture[%c], %s;\n"
"TEX b.g, coord.zwzw, texture[%c], %s;\n"
"ADD b.r, b.r, b.g;\n"
"TEX b.b, coord2.xyxy, texture[%c], %s;\n"
"TEX b.g, coord2.zwzw, texture[%c], %s;\n"
"DP4 b.r, b, {-0.1171875, -0.1171875, -0.1171875, -0.09765625};\n"
"MAD b.r, a.r, {0.859375}, b.r;\n"
"MAD yuv.%c, b.r, {%e}, a.r;\n";
static const char *yuv_prog_template =
"PARAM ycoef = {%e, %e, %e};\n"
"PARAM ucoef = {%e, %e, %e};\n"
"PARAM vcoef = {%e, %e, %e};\n"
"PARAM offsets = {%e, %e, %e};\n"
"TEMP res;\n"
"MAD res.rgb, yuv.rrrr, ycoef, offsets;\n"
"MAD res.rgb, yuv.gggg, ucoef, res;\n"
"MAD result.color.rgb, yuv.bbbb, vcoef, res;\n"
"END";
static const char *yuv_pow_prog_template =
"PARAM ycoef = {%e, %e, %e};\n"
"PARAM ucoef = {%e, %e, %e};\n"
"PARAM vcoef = {%e, %e, %e};\n"
"PARAM offsets = {%e, %e, %e};\n"
"PARAM gamma = {%e, %e, %e};\n"
"TEMP res;\n"
"MAD res.rgb, yuv.rrrr, ycoef, offsets;\n"
"MAD res.rgb, yuv.gggg, ucoef, res;\n"
"MAD_SAT res.rgb, yuv.bbbb, vcoef, res;\n"
"POW result.color.r, res.r, gamma.r;\n"
"POW result.color.g, res.g, gamma.g;\n"
"POW result.color.b, res.b, gamma.b;\n"
"END";
static const char *yuv_lookup_prog_template =
"PARAM ycoef = {%e, %e, %e, 0};\n"
"PARAM ucoef = {%e, %e, %e, 0};\n"
"PARAM vcoef = {%e, %e, %e, 0};\n"
"PARAM offsets = {%e, %e, %e, 0.125};\n"
"TEMP res;\n"
"MAD res, yuv.rrrr, ycoef, offsets;\n"
"MAD res.rgb, yuv.gggg, ucoef, res;\n"
"MAD res.rgb, yuv.bbbb, vcoef, res;\n"
"TEX result.color.r, res.raaa, texture[%c], 2D;\n"
"ADD res.a, res.a, 0.25;\n"
"TEX result.color.g, res.gaaa, texture[%c], 2D;\n"
"ADD res.a, res.a, 0.25;\n"
"TEX result.color.b, res.baaa, texture[%c], 2D;\n"
"END";
static const char *yuv_lookup3d_prog_template =
"TEX result.color, yuv, texture[%c], 3D;\n"
"END";
/**
* \brief creates and initializes helper textures needed for scaling texture read
* \param scaler scaler type to create texture for
* \param texu contains next free texture unit number
* \param texs texture unit ids for the scaler are stored in this array
*/
static void create_scaler_textures(int scaler, int *texu, char *texs) {
switch (scaler) {
case YUV_SCALER_BILIN:
case YUV_SCALER_BICUB_NOTEX:
case YUV_SCALER_UNSHARP:
case YUV_SCALER_UNSHARP2:
break;
case YUV_SCALER_BICUB:
case YUV_SCALER_BICUB_X:
texs[0] = (*texu)++;
gen_spline_lookup_tex(GL_TEXTURE0 + texs[0]);
texs[0] += '0';
break;
default:
mp_msg(MSGT_VO, MSGL_ERR, "[gl] unknown scaler type %i\n", scaler);
}
}
//! resolution of texture for gamma lookup table
#define LOOKUP_RES 512
//! resolution for 3D yuv->rgb conversion lookup table
#define LOOKUP_3DRES 32
/**
* \brief creates and initializes helper textures needed for yuv conversion
* \param params struct containing parameters like brightness, gamma, ...
* \param texu contains next free texture unit number
* \param texs texture unit ids for the conversion are stored in this array
*/
static void create_conv_textures(gl_conversion_params_t *params, int *texu, char *texs) {
unsigned char *lookup_data = NULL;
int conv = YUV_CONVERSION(params->type);
switch (conv) {
case YUV_CONVERSION_FRAGMENT:
case YUV_CONVERSION_FRAGMENT_POW:
break;
case YUV_CONVERSION_FRAGMENT_LOOKUP:
texs[0] = (*texu)++;
mpglActiveTexture(GL_TEXTURE0 + texs[0]);
lookup_data = malloc(4 * LOOKUP_RES);
mp_gen_gamma_map(lookup_data, LOOKUP_RES, params->csp_params.rgamma);
mp_gen_gamma_map(&lookup_data[LOOKUP_RES], LOOKUP_RES, params->csp_params.ggamma);
mp_gen_gamma_map(&lookup_data[2 * LOOKUP_RES], LOOKUP_RES, params->csp_params.bgamma);
glCreateClearTex(GL_TEXTURE_2D, GL_LUMINANCE8, GL_LUMINANCE, GL_UNSIGNED_BYTE, GL_LINEAR,
LOOKUP_RES, 4, 0);
glUploadTex(GL_TEXTURE_2D, GL_LUMINANCE, GL_UNSIGNED_BYTE, lookup_data,
LOOKUP_RES, 0, 0, LOOKUP_RES, 4, 0);
mpglActiveTexture(GL_TEXTURE0);
texs[0] += '0';
break;
case YUV_CONVERSION_FRAGMENT_LOOKUP3D:
{
int sz = LOOKUP_3DRES + 2; // texture size including borders
if (!mpglTexImage3D) {
mp_msg(MSGT_VO, MSGL_ERR, "[gl] Missing 3D texture function!\n");
break;
}
texs[0] = (*texu)++;
mpglActiveTexture(GL_TEXTURE0 + texs[0]);
lookup_data = malloc(3 * sz * sz * sz);
mp_gen_yuv2rgb_map(&params->csp_params, lookup_data, LOOKUP_3DRES);
glAdjustAlignment(sz);
mpglPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
mpglTexImage3D(GL_TEXTURE_3D, 0, 3, sz, sz, sz, 1,
GL_RGB, GL_UNSIGNED_BYTE, lookup_data);
mpglTexParameterf(GL_TEXTURE_3D, GL_TEXTURE_PRIORITY, 1.0);
mpglTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
mpglTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
mpglTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_S, GL_CLAMP);
mpglTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_T, GL_CLAMP);
mpglTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_R, GL_CLAMP);
mpglActiveTexture(GL_TEXTURE0);
texs[0] += '0';
}
break;
default:
mp_msg(MSGT_VO, MSGL_ERR, "[gl] unknown conversion type %i\n", conv);
}
if (lookup_data)
free(lookup_data);
}
/**
* \brief adds a scaling texture read at the current fragment program position
* \param scaler type of scaler to insert
* \param prog_pos current position in fragment program
* \param remain how many bytes remain in the buffer given by prog_pos
* \param texs array containing the texture unit identifiers for this scaler
* \param in_tex texture unit the scaler should read from
* \param out_comp component of the yuv variable the scaler stores the result in
* \param rect if rectangular (pixel) adressing should be used for in_tex
* \param texw width of the in_tex texture
* \param texh height of the in_tex texture
* \param strength strength of filter effect if the scaler does some kind of filtering
*/
static void add_scaler(int scaler, char **prog_pos, int *remain, char *texs,
char in_tex, char out_comp, int rect, int texw, int texh,
double strength) {
const char *ttype = rect ? "RECT" : "2D";
const float ptw = rect ? 1.0 : 1.0 / texw;
const float pth = rect ? 1.0 : 1.0 / texh;
switch (scaler) {
case YUV_SCALER_BILIN:
snprintf(*prog_pos, *remain, bilin_filt_template, out_comp, in_tex,
in_tex, ttype);
break;
case YUV_SCALER_BICUB:
if (rect)
snprintf(*prog_pos, *remain, bicub_filt_template_RECT,
in_tex, texs[0], texs[0],
in_tex, in_tex, in_tex, in_tex, in_tex, in_tex, out_comp);
else
snprintf(*prog_pos, *remain, bicub_filt_template_2D,
in_tex, (float)texw, (float)texh,
texs[0], ptw, ptw, texs[0], pth, pth,
in_tex, in_tex, in_tex, in_tex, in_tex, in_tex, out_comp);
break;
case YUV_SCALER_BICUB_X:
if (rect)
snprintf(*prog_pos, *remain, bicub_x_filt_template_RECT,
in_tex, texs[0],
in_tex, in_tex, in_tex, in_tex, out_comp);
else
snprintf(*prog_pos, *remain, bicub_x_filt_template_2D,
in_tex, (float)texw,
texs[0], ptw, ptw,
in_tex, in_tex, in_tex, in_tex, out_comp);
break;
case YUV_SCALER_BICUB_NOTEX:
if (rect)
snprintf(*prog_pos, *remain, bicub_notex_filt_template_RECT,
in_tex,
in_tex, in_tex, in_tex, in_tex, in_tex, in_tex, out_comp);
else
snprintf(*prog_pos, *remain, bicub_notex_filt_template_2D,
in_tex, (float)texw, (float)texh, ptw, ptw, pth, pth,
in_tex, in_tex, in_tex, in_tex, in_tex, in_tex, out_comp);
break;
case YUV_SCALER_UNSHARP:
snprintf(*prog_pos, *remain, unsharp_filt_template,
out_comp, 0.5 * ptw, 0.5 * pth, 0.5 * ptw, -0.5 * pth,
in_tex, out_comp, in_tex, out_comp, in_tex,
in_tex, ttype, in_tex, ttype, in_tex, ttype, in_tex, ttype,
in_tex, ttype, out_comp, strength);
break;
case YUV_SCALER_UNSHARP2:
snprintf(*prog_pos, *remain, unsharp_filt_template2,
out_comp, 1.2 * ptw, 1.2 * pth, 1.2 * ptw, -1.2 * pth,
out_comp, 1.5 * ptw, 1.5 * pth,
in_tex, out_comp, in_tex, out_comp, in_tex,
in_tex, ttype, in_tex, ttype, in_tex, ttype, in_tex, ttype,
in_tex, ttype, in_tex, out_comp, in_tex, out_comp,
in_tex, ttype, in_tex, ttype, in_tex, ttype,
in_tex, ttype, out_comp, strength);
break;
}
*remain -= strlen(*prog_pos);
*prog_pos += strlen(*prog_pos);
}
static const struct {
const char *name;
GLenum cur;
GLenum max;
} progstats[] = {
{"instructions", 0x88A0, 0x88A1},
{"native instructions", 0x88A2, 0x88A3},
{"temporaries", 0x88A4, 0x88A5},
{"native temporaries", 0x88A6, 0x88A7},
{"parameters", 0x88A8, 0x88A9},
{"native parameters", 0x88AA, 0x88AB},
{"attribs", 0x88AC, 0x88AD},
{"native attribs", 0x88AE, 0x88AF},
{"ALU instructions", 0x8805, 0x880B},
{"TEX instructions", 0x8806, 0x880C},
{"TEX indirections", 0x8807, 0x880D},
{"native ALU instructions", 0x8808, 0x880E},
{"native TEX instructions", 0x8809, 0x880F},
{"native TEX indirections", 0x880A, 0x8810},
{NULL, 0, 0}
};
/**
* \brief load the specified GPU Program
* \param target program target to load into, only GL_FRAGMENT_PROGRAM is tested
* \param prog program string
* \return 1 on success, 0 otherwise
*/
int loadGPUProgram(GLenum target, char *prog) {
int i;
GLint cur = 0, max = 0, err = 0;
if (!mpglProgramString) {
mp_msg(MSGT_VO, MSGL_ERR, "[gl] Missing GPU program function\n");
return 0;
}
mpglProgramString(target, GL_PROGRAM_FORMAT_ASCII, strlen(prog), prog);
mpglGetIntegerv(GL_PROGRAM_ERROR_POSITION, &err);
if (err != -1) {
mp_msg(MSGT_VO, MSGL_ERR,
"[gl] Error compiling fragment program, make sure your card supports\n"
"[gl] GL_ARB_fragment_program (use glxinfo to check).\n"
"[gl] Error message:\n %s at %.10s\n",
mpglGetString(GL_PROGRAM_ERROR_STRING), &prog[err]);
return 0;
}
if (!mpglGetProgramiv || !mp_msg_test(MSGT_VO, MSGL_DBG2))
return 1;
mp_msg(MSGT_VO, MSGL_V, "[gl] Program statistics:\n");
for (i = 0; progstats[i].name; i++) {
mpglGetProgramiv(target, progstats[i].cur, &cur);
mpglGetProgramiv(target, progstats[i].max, &max);
mp_msg(MSGT_VO, MSGL_V, "[gl] %s: %i/%i\n", progstats[i].name, cur, max);
}
return 1;
}
#define MAX_PROGSZ (1024*1024)
/**
* \brief setup a fragment program that will do YUV->RGB conversion
* \param parms struct containing parameters like conversion and scaler type,
* brightness, ...
*/
static void glSetupYUVFragprog(gl_conversion_params_t *params) {
int type = params->type;
int texw = params->texw;
int texh = params->texh;
int rect = params->target == GL_TEXTURE_RECTANGLE;
static const char prog_hdr[] =
"!!ARBfp1.0\n"
"OPTION ARB_precision_hint_fastest;\n"
// all scaler variables must go here so they aren't defined
// multiple times when the same scaler is used more than once
"TEMP coord, coord2, cdelta, parmx, parmy, a, b, yuv;\n";
int prog_remain;
char *yuv_prog, *prog_pos;
int cur_texu = 3;
char lum_scale_texs[1];
char chrom_scale_texs[1];
char conv_texs[1];
GLint i;
// this is the conversion matrix, with y, u, v factors
// for red, green, blue and the constant offsets
float yuv2rgb[3][4];
create_conv_textures(params, &cur_texu, conv_texs);
create_scaler_textures(YUV_LUM_SCALER(type), &cur_texu, lum_scale_texs);
if (YUV_CHROM_SCALER(type) == YUV_LUM_SCALER(type))
memcpy(chrom_scale_texs, lum_scale_texs, sizeof(chrom_scale_texs));
else
create_scaler_textures(YUV_CHROM_SCALER(type), &cur_texu, chrom_scale_texs);
mpglGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &i);
if (i < cur_texu)
mp_msg(MSGT_VO, MSGL_ERR,
"[gl] %i texture units needed for this type of YUV fragment support (found %i)\n",
cur_texu, i);
if (!mpglProgramString) {
mp_msg(MSGT_VO, MSGL_FATAL, "[gl] ProgramString function missing!\n");
return;
}
yuv_prog = malloc(MAX_PROGSZ);
strcpy(yuv_prog, prog_hdr);
prog_pos = yuv_prog + sizeof(prog_hdr) - 1;
prog_remain = MAX_PROGSZ - sizeof(prog_hdr);
add_scaler(YUV_LUM_SCALER(type), &prog_pos, &prog_remain, lum_scale_texs,
'0', 'r', rect, texw, texh, params->filter_strength);
add_scaler(YUV_CHROM_SCALER(type), &prog_pos, &prog_remain, chrom_scale_texs,
'1', 'g', rect, params->chrom_texw, params->chrom_texh, params->filter_strength);
add_scaler(YUV_CHROM_SCALER(type), &prog_pos, &prog_remain, chrom_scale_texs,
'2', 'b', rect, params->chrom_texw, params->chrom_texh, params->filter_strength);
mp_get_yuv2rgb_coeffs(&params->csp_params, yuv2rgb);
switch (YUV_CONVERSION(type)) {
case YUV_CONVERSION_FRAGMENT:
snprintf(prog_pos, prog_remain, yuv_prog_template,
yuv2rgb[ROW_R][COL_Y], yuv2rgb[ROW_G][COL_Y], yuv2rgb[ROW_B][COL_Y],
yuv2rgb[ROW_R][COL_U], yuv2rgb[ROW_G][COL_U], yuv2rgb[ROW_B][COL_U],
yuv2rgb[ROW_R][COL_V], yuv2rgb[ROW_G][COL_V], yuv2rgb[ROW_B][COL_V],
yuv2rgb[ROW_R][COL_C], yuv2rgb[ROW_G][COL_C], yuv2rgb[ROW_B][COL_C]);
break;
case YUV_CONVERSION_FRAGMENT_POW:
snprintf(prog_pos, prog_remain, yuv_pow_prog_template,
yuv2rgb[ROW_R][COL_Y], yuv2rgb[ROW_G][COL_Y], yuv2rgb[ROW_B][COL_Y],
yuv2rgb[ROW_R][COL_U], yuv2rgb[ROW_G][COL_U], yuv2rgb[ROW_B][COL_U],
yuv2rgb[ROW_R][COL_V], yuv2rgb[ROW_G][COL_V], yuv2rgb[ROW_B][COL_V],
yuv2rgb[ROW_R][COL_C], yuv2rgb[ROW_G][COL_C], yuv2rgb[ROW_B][COL_C],
(float)1.0 / params->csp_params.rgamma, (float)1.0 / params->csp_params.bgamma, (float)1.0 / params->csp_params.bgamma);
break;
case YUV_CONVERSION_FRAGMENT_LOOKUP:
snprintf(prog_pos, prog_remain, yuv_lookup_prog_template,
yuv2rgb[ROW_R][COL_Y], yuv2rgb[ROW_G][COL_Y], yuv2rgb[ROW_B][COL_Y],
yuv2rgb[ROW_R][COL_U], yuv2rgb[ROW_G][COL_U], yuv2rgb[ROW_B][COL_U],
yuv2rgb[ROW_R][COL_V], yuv2rgb[ROW_G][COL_V], yuv2rgb[ROW_B][COL_V],
yuv2rgb[ROW_R][COL_C], yuv2rgb[ROW_G][COL_C], yuv2rgb[ROW_B][COL_C],
conv_texs[0], conv_texs[0], conv_texs[0]);
break;
case YUV_CONVERSION_FRAGMENT_LOOKUP3D:
snprintf(prog_pos, prog_remain, yuv_lookup3d_prog_template, conv_texs[0]);
break;
default:
mp_msg(MSGT_VO, MSGL_ERR, "[gl] unknown conversion type %i\n", YUV_CONVERSION(type));
break;
}
mp_msg(MSGT_VO, MSGL_DBG2, "[gl] generated fragment program:\n%s\n", yuv_prog);
loadGPUProgram(GL_FRAGMENT_PROGRAM, yuv_prog);
free(yuv_prog);
}
/**
* \brief detect the best YUV->RGB conversion method available
*/
int glAutodetectYUVConversion(void) {
const char *extensions = mpglGetString(GL_EXTENSIONS);
if (!extensions || !mpglMultiTexCoord2f)
return YUV_CONVERSION_NONE;
if (strstr(extensions, "GL_ARB_fragment_program"))
return YUV_CONVERSION_FRAGMENT;
if (strstr(extensions, "GL_ATI_text_fragment_shader"))
return YUV_CONVERSION_TEXT_FRAGMENT;
if (strstr(extensions, "GL_ATI_fragment_shader"))
return YUV_CONVERSION_COMBINERS_ATI;
return YUV_CONVERSION_NONE;
}
/**
* \brief setup YUV->RGB conversion
* \param parms struct containing parameters like conversion and scaler type,
* brightness, ...
* \ingroup glconversion
*/
void glSetupYUVConversion(gl_conversion_params_t *params) {
float uvcos = params->csp_params.saturation * cos(params->csp_params.hue);
float uvsin = params->csp_params.saturation * sin(params->csp_params.hue);
switch (YUV_CONVERSION(params->type)) {
case YUV_CONVERSION_COMBINERS:
glSetupYUVCombiners(uvcos, uvsin);
break;
case YUV_CONVERSION_COMBINERS_ATI:
glSetupYUVFragmentATI(&params->csp_params, 0);
break;
case YUV_CONVERSION_TEXT_FRAGMENT:
glSetupYUVFragmentATI(&params->csp_params, 1);
break;
case YUV_CONVERSION_FRAGMENT_LOOKUP:
case YUV_CONVERSION_FRAGMENT_LOOKUP3D:
case YUV_CONVERSION_FRAGMENT:
case YUV_CONVERSION_FRAGMENT_POW:
glSetupYUVFragprog(params);
break;
case YUV_CONVERSION_NONE:
break;
default:
mp_msg(MSGT_VO, MSGL_ERR, "[gl] unknown conversion type %i\n", YUV_CONVERSION(params->type));
}
}
/**
* \brief enable the specified YUV conversion
* \param target texture target for Y, U and V textures (e.g. GL_TEXTURE_2D)
* \param type type of YUV conversion
* \ingroup glconversion
*/
void glEnableYUVConversion(GLenum target, int type) {
switch (YUV_CONVERSION(type)) {
case YUV_CONVERSION_COMBINERS:
mpglActiveTexture(GL_TEXTURE1);
mpglEnable(target);
mpglActiveTexture(GL_TEXTURE2);
mpglEnable(target);
mpglActiveTexture(GL_TEXTURE0);
mpglEnable(GL_REGISTER_COMBINERS_NV);
break;
case YUV_CONVERSION_COMBINERS_ATI:
mpglActiveTexture(GL_TEXTURE1);
mpglEnable(target);
mpglActiveTexture(GL_TEXTURE2);
mpglEnable(target);
mpglActiveTexture(GL_TEXTURE0);
mpglEnable(GL_FRAGMENT_SHADER_ATI);
break;
case YUV_CONVERSION_TEXT_FRAGMENT:
mpglActiveTexture(GL_TEXTURE1);
mpglEnable(target);
mpglActiveTexture(GL_TEXTURE2);
mpglEnable(target);
mpglActiveTexture(GL_TEXTURE0);
mpglEnable(GL_TEXT_FRAGMENT_SHADER_ATI);
break;
case YUV_CONVERSION_FRAGMENT_LOOKUP3D:
case YUV_CONVERSION_FRAGMENT_LOOKUP:
case YUV_CONVERSION_FRAGMENT_POW:
case YUV_CONVERSION_FRAGMENT:
case YUV_CONVERSION_NONE:
mpglEnable(GL_FRAGMENT_PROGRAM);
break;
}
}
/**
* \brief disable the specified YUV conversion
* \param target texture target for Y, U and V textures (e.g. GL_TEXTURE_2D)
* \param type type of YUV conversion
* \ingroup glconversion
*/
void glDisableYUVConversion(GLenum target, int type) {
switch (YUV_CONVERSION(type)) {
case YUV_CONVERSION_COMBINERS:
mpglActiveTexture(GL_TEXTURE1);
mpglDisable(target);
mpglActiveTexture(GL_TEXTURE2);
mpglDisable(target);
mpglActiveTexture(GL_TEXTURE0);
mpglDisable(GL_REGISTER_COMBINERS_NV);
break;
case YUV_CONVERSION_COMBINERS_ATI:
mpglActiveTexture(GL_TEXTURE1);
mpglDisable(target);
mpglActiveTexture(GL_TEXTURE2);
mpglDisable(target);
mpglActiveTexture(GL_TEXTURE0);
mpglDisable(GL_FRAGMENT_SHADER_ATI);
break;
case YUV_CONVERSION_TEXT_FRAGMENT:
mpglDisable(GL_TEXT_FRAGMENT_SHADER_ATI);
// HACK: at least the Mac OS X 10.5 PPC Radeon drivers are broken and
// without this disable the texture units while the program is still
// running (10.4 PPC seems to work without this though).
mpglFlush();
mpglActiveTexture(GL_TEXTURE1);
mpglDisable(target);
mpglActiveTexture(GL_TEXTURE2);
mpglDisable(target);
mpglActiveTexture(GL_TEXTURE0);
break;
case YUV_CONVERSION_FRAGMENT_LOOKUP3D:
case YUV_CONVERSION_FRAGMENT_LOOKUP:
case YUV_CONVERSION_FRAGMENT_POW:
case YUV_CONVERSION_FRAGMENT:
case YUV_CONVERSION_NONE:
mpglDisable(GL_FRAGMENT_PROGRAM);
break;
}
}
/**
* \brief draw a texture part at given 2D coordinates
* \param x screen top coordinate
* \param y screen left coordinate
* \param w screen width coordinate
* \param h screen height coordinate
* \param tx texture top coordinate in pixels
* \param ty texture left coordinate in pixels
* \param tw texture part width in pixels
* \param th texture part height in pixels
* \param sx width of texture in pixels
* \param sy height of texture in pixels
* \param rect_tex whether this texture uses texture_rectangle extension
* \param is_yv12 if != 0, also draw the textures from units 1 and 2,
* bits 8 - 15 and 16 - 23 specify the x and y scaling of those textures
* \param flip flip the texture upside down
* \ingroup gltexture
*/
void glDrawTex(GLfloat x, GLfloat y, GLfloat w, GLfloat h,
GLfloat tx, GLfloat ty, GLfloat tw, GLfloat th,
int sx, int sy, int rect_tex, int is_yv12, int flip) {
int chroma_x_shift = (is_yv12 >> 8) & 31;
int chroma_y_shift = (is_yv12 >> 16) & 31;
GLfloat xscale = 1 << chroma_x_shift;
GLfloat yscale = 1 << chroma_y_shift;
GLfloat tx2 = tx / xscale, ty2 = ty / yscale, tw2 = tw / xscale, th2 = th / yscale;
if (!rect_tex) {
tx /= sx; ty /= sy; tw /= sx; th /= sy;
tx2 = tx, ty2 = ty, tw2 = tw, th2 = th;
}
if (flip) {
y += h;
h = -h;
}
mpglBegin(GL_QUADS);
mpglTexCoord2f(tx, ty);
if (is_yv12) {
mpglMultiTexCoord2f(GL_TEXTURE1, tx2, ty2);
mpglMultiTexCoord2f(GL_TEXTURE2, tx2, ty2);
}
mpglVertex2f(x, y);
mpglTexCoord2f(tx, ty + th);
if (is_yv12) {
mpglMultiTexCoord2f(GL_TEXTURE1, tx2, ty2 + th2);
mpglMultiTexCoord2f(GL_TEXTURE2, tx2, ty2 + th2);
}
mpglVertex2f(x, y + h);
mpglTexCoord2f(tx + tw, ty + th);
if (is_yv12) {
mpglMultiTexCoord2f(GL_TEXTURE1, tx2 + tw2, ty2 + th2);
mpglMultiTexCoord2f(GL_TEXTURE2, tx2 + tw2, ty2 + th2);
}
mpglVertex2f(x + w, y + h);
mpglTexCoord2f(tx + tw, ty);
if (is_yv12) {
mpglMultiTexCoord2f(GL_TEXTURE1, tx2 + tw2, ty2);
mpglMultiTexCoord2f(GL_TEXTURE2, tx2 + tw2, ty2);
}
mpglVertex2f(x + w, y);
mpglEnd();
}
#ifdef CONFIG_GL_WIN32
#include "w32_common.h"
/**
* \brief little helper since wglGetProcAddress definition does not fit our
* getProcAddress
* \param procName name of function to look up
* \return function pointer returned by wglGetProcAddress
*/
static void *w32gpa(const GLubyte *procName) {
HMODULE oglmod;
void *res = wglGetProcAddress(procName);
if (res) return res;
oglmod = GetModuleHandle("opengl32.dll");
return GetProcAddress(oglmod, procName);
}
static int setGlWindow_w32(MPGLContext *ctx)
{
HWND win = vo_w32_window;
int *vinfo = &ctx->vinfo.w32;
HGLRC *context = &ctx->context.w32;
int new_vinfo;
HDC windc = vo_w32_get_dc(win);
HGLRC new_context = 0;
int keep_context = 0;
int res = SET_WINDOW_FAILED;
// should only be needed when keeping context, but not doing glFinish
// can cause flickering even when we do not keep it.
if (*context)
mpglFinish();
new_vinfo = GetPixelFormat(windc);
if (*context && *vinfo && new_vinfo && *vinfo == new_vinfo) {
// we can keep the wglContext
new_context = *context;
keep_context = 1;
} else {
// create a context
new_context = wglCreateContext(windc);
if (!new_context) {
mp_msg(MSGT_VO, MSGL_FATAL, "[gl] Could not create GL context!\n");
goto out;
}
}
// set context
if (!wglMakeCurrent(windc, new_context)) {
mp_msg(MSGT_VO, MSGL_FATAL, "[gl] Could not set GL context!\n");
if (!keep_context) {
wglDeleteContext(new_context);
}
goto out;
}
// set new values
vo_w32_window = win;
{
RECT rect;
GetClientRect(win, &rect);
vo_dwidth = rect.right;
vo_dheight = rect.bottom;
}
if (!keep_context) {
if (*context)
wglDeleteContext(*context);
*context = new_context;
*vinfo = new_vinfo;
getFunctions(w32gpa, NULL);
// and inform that reinit is neccessary
res = SET_WINDOW_REINIT;
} else
res = SET_WINDOW_OK;
out:
vo_w32_release_dc(win, windc);
return res;
}
static void releaseGlContext_w32(MPGLContext *ctx) {
int *vinfo = &ctx->vinfo.w32;
HGLRC *context = &ctx->context.w32;
*vinfo = 0;
if (*context) {
wglMakeCurrent(0, 0);
wglDeleteContext(*context);
}
*context = 0;
}
static void swapGlBuffers_w32(MPGLContext *ctx) {
HDC vo_hdc = vo_w32_get_dc(vo_w32_window);
SwapBuffers(vo_hdc);
vo_w32_release_dc(vo_w32_window, vo_hdc);
}
#endif
#ifdef CONFIG_GL_X11
#include "x11_common.h"
/**
* \brief Returns the XVisualInfo associated with Window win.
* \param win Window whose XVisualInfo is returne.
* \return XVisualInfo of the window. Caller must use XFree to free it.
*/
static XVisualInfo *getWindowVisualInfo(Window win) {
XWindowAttributes xw_attr;
XVisualInfo vinfo_template;
int tmp;
XGetWindowAttributes(mDisplay, win, &xw_attr);
vinfo_template.visualid = XVisualIDFromVisual(xw_attr.visual);
return XGetVisualInfo(mDisplay, VisualIDMask, &vinfo_template, &tmp);
}
static void appendstr(char **dst, const char *str)
{
int newsize;
char *newstr;
if (!str)
return;
newsize = strlen(*dst) + 1 + strlen(str) + 1;
newstr = realloc(*dst, newsize);
if (!newstr)
return;
*dst = newstr;
strcat(*dst, " ");
strcat(*dst, str);
}
/**
* \brief Changes the window in which video is displayed.
* If possible only transfers the context to the new window, otherwise
* creates a new one, which must be initialized by the caller.
* \param vinfo Currently used visual.
* \param context Currently used context.
* \param win window that should be used for drawing.
* \return one of SET_WINDOW_FAILED, SET_WINDOW_OK or SET_WINDOW_REINIT.
* In case of SET_WINDOW_REINIT the context could not be transfered
* and the caller must initialize it correctly.
* \ingroup glcontext
*/
static int setGlWindow_x11(MPGLContext *ctx)
{
XVisualInfo **vinfo = &ctx->vinfo.x11;
GLXContext *context = &ctx->context.x11;
Window win = vo_window;
XVisualInfo *new_vinfo;
GLXContext new_context = NULL;
int keep_context = 0;
// should only be needed when keeping context, but not doing glFinish
// can cause flickering even when we do not keep it.
if (*context)
mpglFinish();
new_vinfo = getWindowVisualInfo(win);
if (*context && *vinfo && new_vinfo &&
(*vinfo)->visualid == new_vinfo->visualid) {
// we can keep the GLXContext
new_context = *context;
XFree(new_vinfo);
new_vinfo = *vinfo;
keep_context = 1;
} else {
// create a context
new_context = glXCreateContext(mDisplay, new_vinfo, NULL, True);
if (!new_context) {
mp_msg(MSGT_VO, MSGL_FATAL, "[gl] Could not create GLX context!\n");
XFree(new_vinfo);
return SET_WINDOW_FAILED;
}
}
// set context
if (!glXMakeCurrent(mDisplay, vo_window, new_context)) {
mp_msg(MSGT_VO, MSGL_FATAL, "[gl] Could not set GLX context!\n");
if (!keep_context) {
glXDestroyContext(mDisplay, new_context);
XFree(new_vinfo);
}
return SET_WINDOW_FAILED;
}
// set new values
vo_window = win;
vo_x11_update_geometry();
if (!keep_context) {
void *(*getProcAddress)(const GLubyte *);
const char *(*glXExtStr)(Display *, int);
char *glxstr = strdup("");
if (*context)
glXDestroyContext(mDisplay, *context);
*context = new_context;
if (*vinfo)
XFree(*vinfo);
*vinfo = new_vinfo;
getProcAddress = getdladdr("glXGetProcAddress");
if (!getProcAddress)
getProcAddress = getdladdr("glXGetProcAddressARB");
glXExtStr = getdladdr("glXQueryExtensionsString");
if (glXExtStr)
appendstr(&glxstr, glXExtStr(mDisplay, DefaultScreen(mDisplay)));
glXExtStr = getdladdr("glXGetClientString");
if (glXExtStr)
appendstr(&glxstr, glXExtStr(mDisplay, GLX_EXTENSIONS));
glXExtStr = getdladdr("glXGetServerString");
if (glXExtStr)
appendstr(&glxstr, glXExtStr(mDisplay, GLX_EXTENSIONS));
getFunctions(getProcAddress, glxstr);
if (!mpglGenPrograms && mpglGetString &&
getProcAddress &&
strstr(mpglGetString(GL_EXTENSIONS), "GL_ARB_vertex_program")) {
mp_msg(MSGT_VO, MSGL_WARN, "Broken glXGetProcAddress detected, trying workaround\n");
getFunctions(NULL, glxstr);
}
free(glxstr);
// and inform that reinit is neccessary
return SET_WINDOW_REINIT;
}
return SET_WINDOW_OK;
}
/**
* \brief free the VisualInfo and GLXContext of an OpenGL context.
* \ingroup glcontext
*/
static void releaseGlContext_x11(MPGLContext *ctx) {
XVisualInfo **vinfo = &ctx->vinfo.x11;
GLXContext *context = &ctx->context.x11;
if (*vinfo)
XFree(*vinfo);
*vinfo = NULL;
if (*context)
{
mpglFinish();
glXMakeCurrent(mDisplay, None, NULL);
glXDestroyContext(mDisplay, *context);
}
*context = 0;
}
static void swapGlBuffers_x11(MPGLContext *ctx) {
glXSwapBuffers(mDisplay, vo_window);
}
static int x11_check_events(void) {
return vo_x11_check_events(mDisplay);
}
#endif
#ifdef CONFIG_GL_SDL
#include "sdl_common.h"
static void swapGlBuffers_sdl(MPGLContext *ctx) {
SDL_GL_SwapBuffers();
}
static void *sdlgpa(const GLubyte *name) {
return SDL_GL_GetProcAddress(name);
}
static int setGlWindow_sdl(MPGLContext *ctx) {
if (sdl_set_mode(0, SDL_OPENGL | SDL_RESIZABLE) < 0)
return SET_WINDOW_FAILED;
SDL_GL_LoadLibrary(NULL);
getFunctions(sdlgpa, NULL);
return SET_WINDOW_OK;
}
static int sdl_check_events(void) {
int res = 0;
SDL_Event event;
while (SDL_PollEvent(&event)) {
res |= sdl_default_handle_event(&event);
}
// poll "events" from within MPlayer code
res |= sdl_default_handle_event(NULL);
if (res & VO_EVENT_RESIZE)
sdl_set_mode(0, SDL_OPENGL | SDL_RESIZABLE);
return res;
}
#endif
static int setGlWindow_dummy(MPGLContext *ctx) {
getFunctions(NULL, NULL);
return SET_WINDOW_OK;
}
static void releaseGlContext_dummy(MPGLContext *ctx) {
}
static int dummy_check_events(void) {
return 0;
}
static void dummy_update_xinerama_info(void) {
if (vo_screenwidth <= 0 || vo_screenheight <= 0) {
mp_msg(MSGT_VO, MSGL_ERR, "You must specify the screen dimensions "
"with -screenw and -screenh\n");
vo_screenwidth = 1280;
vo_screenheight = 768;
}
aspect_save_screenres(vo_screenwidth, vo_screenheight);
}
int init_mpglcontext(MPGLContext *ctx, enum MPGLType type) {
if (type == GLTYPE_AUTO) {
int res = init_mpglcontext(ctx, GLTYPE_W32);
if (res) return res;
res = init_mpglcontext(ctx, GLTYPE_X11);
if (res) return res;
res = init_mpglcontext(ctx, GLTYPE_SDL);
return res;
}
memset(ctx, 0, sizeof(*ctx));
ctx->setGlWindow = setGlWindow_dummy;
ctx->releaseGlContext = releaseGlContext_dummy;
ctx->update_xinerama_info = dummy_update_xinerama_info;
ctx->check_events = dummy_check_events;
ctx->type = type;
switch (ctx->type) {
#ifdef CONFIG_GL_WIN32
case GLTYPE_W32:
ctx->setGlWindow = setGlWindow_w32;
ctx->releaseGlContext = releaseGlContext_w32;
ctx->swapGlBuffers = swapGlBuffers_w32;
ctx->update_xinerama_info = w32_update_xinerama_info;
ctx->border = vo_w32_border;
ctx->check_events = vo_w32_check_events;
ctx->fullscreen = vo_w32_fullscreen;
ctx->ontop = vo_w32_ontop;
return vo_w32_init();
#endif
#ifdef CONFIG_GL_X11
case GLTYPE_X11:
ctx->setGlWindow = setGlWindow_x11;
ctx->releaseGlContext = releaseGlContext_x11;
ctx->swapGlBuffers = swapGlBuffers_x11;
ctx->update_xinerama_info = update_xinerama_info;
ctx->border = vo_x11_border;
ctx->check_events = x11_check_events;
ctx->fullscreen = vo_x11_fullscreen;
ctx->ontop = vo_x11_ontop;
return vo_init();
#endif
#ifdef CONFIG_GL_SDL
case GLTYPE_SDL:
SDL_Init(SDL_INIT_VIDEO);
ctx->setGlWindow = setGlWindow_sdl;
ctx->swapGlBuffers = swapGlBuffers_sdl;
ctx->check_events = sdl_check_events;
ctx->fullscreen = vo_sdl_fullscreen;
return vo_sdl_init();
#endif
default:
return 0;
}
}
void uninit_mpglcontext(MPGLContext *ctx) {
ctx->releaseGlContext(ctx);
switch (ctx->type) {
#ifdef CONFIG_GL_WIN32
case GLTYPE_W32:
vo_w32_uninit();
break;
#endif
#ifdef CONFIG_GL_X11
case GLTYPE_X11:
vo_x11_uninit();
break;
#endif
#ifdef CONFIG_GL_SDL
case GLTYPE_SDL:
vo_sdl_uninit();
break;
#endif
}
memset(ctx, 0, sizeof(*ctx));
}