mpv/video/out/gl_common.c

2654 lines
89 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.
*
* You can alternatively redistribute this file and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
*/
/**
* \file gl_common.c
* \brief OpenGL helper functions used by vo_gl.c and vo_gl2.c
*/
#include <stddef.h>
#include <stdlib.h>
#include <stdio.h>
#include <string.h>
#include <ctype.h>
#include <stdbool.h>
#include <math.h>
#include <assert.h>
#include "talloc.h"
#include "gl_common.h"
#include "aspect.h"
#include "pnm_loader.h"
#include "core/options.h"
#include "sub/sub.h"
#include "bitmap_packer.h"
//! \defgroup glgeneral OpenGL general helper functions
// GLU has this as gluErrorString (we don't use GLU, as it is legacy-OpenGL)
static const char *gl_error_to_string(GLenum error)
{
switch (error) {
case GL_INVALID_ENUM: return "INVALID_ENUM";
case GL_INVALID_VALUE: return "INVALID_VALUE";
case GL_INVALID_OPERATION: return "INVALID_OPERATION";
case GL_INVALID_FRAMEBUFFER_OPERATION:
return "INVALID_FRAMEBUFFER_OPERATION";
case GL_OUT_OF_MEMORY: return "OUT_OF_MEMORY";
default: return "unknown";
}
}
void glCheckError(GL *gl, const char *info)
{
for (;;) {
GLenum error = gl->GetError();
if (error == GL_NO_ERROR)
break;
mp_msg(MSGT_VO, MSGL_ERR, "[gl] %s: OpenGL error %s.\n", info,
gl_error_to_string(error));
}
}
//! \defgroup glcontext OpenGL context management helper functions
//! \defgroup gltexture OpenGL texture handling helper functions
//! \defgroup glconversion OpenGL conversion helper functions
/**
* \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(GL *gl, 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;
gl->PixelStorei(GL_UNPACK_ALIGNMENT, gl_alignment);
gl->PixelStorei(GL_PACK_ALIGNMENT, gl_alignment);
}
//! 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 have_texture_rg, 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, 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 = have_texture_rg ? GL_R16 : GL_LUMINANCE16;
*bpp = 16;
*gl_format = have_texture_rg ? GL_RED : 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:
// IMGFMT_YUY2 would be more logical for the _REV format,
// but gives clearly swapped colors.
case IMGFMT_YVYU:
*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 different 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;
}
struct feature {
int id;
const char *name;
};
static const struct feature features[] = {
{MPGL_CAP_GL, "Basic OpenGL"},
{MPGL_CAP_GL_LEGACY, "Legacy OpenGL"},
{MPGL_CAP_GL2, "OpenGL 2.0"},
{MPGL_CAP_GL21, "OpenGL 2.1"},
{MPGL_CAP_GL3, "OpenGL 3.0"},
{MPGL_CAP_FB, "Framebuffers"},
{MPGL_CAP_VAO, "VAOs"},
{MPGL_CAP_SRGB_TEX, "sRGB textures"},
{MPGL_CAP_SRGB_FB, "sRGB framebuffers"},
{MPGL_CAP_FLOAT_TEX, "Float textures"},
{MPGL_CAP_TEX_RG, "RG textures"},
{MPGL_CAP_NO_SW, "NO_SW"},
{0},
};
static void list_features(int set, int msgl, bool invert)
{
for (const struct feature *f = &features[0]; f->id; f++) {
if (invert == !(f->id & set))
mp_msg(MSGT_VO, msgl, " [%s]", f->name);
}
mp_msg(MSGT_VO, msgl, "\n");
}
// This guesses if the current GL context is a suspected software renderer.
static bool is_software_gl(GL *gl)
{
const char *renderer = gl->GetString(GL_RENDERER);
const char *vendor = gl->GetString(GL_VENDOR);
return !(renderer && vendor) ||
strcmp(renderer, "Software Rasterizer") == 0 ||
strstr(renderer, "llvmpipe") ||
strcmp(vendor, "Microsoft Corporation") == 0 ||
strcmp(renderer, "Mesa X11") == 0;
}
#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;
}
#define FN_OFFS(name) offsetof(GL, name)
// Define the function with a "hard" reference to the function as fallback.
// (This requires linking with a compatible OpenGL library.)
#define DEF_FN_HARD(name) {FN_OFFS(name), {"gl" # name}, gl ## name}
#define DEF_FN(name) {FN_OFFS(name), {"gl" # name}}
#define DEF_FN_NAMES(name, ...) {FN_OFFS(name), {__VA_ARGS__}}
struct gl_function {
ptrdiff_t offset;
char *funcnames[7];
void *fallback;
};
struct gl_functions {
const char *extension; // introduced with this extension in any version
int provides; // bitfield of MPGL_CAP_* constants
int ver_core; // introduced as required function
int ver_removed; // removed as required function (no replacement)
bool partial_ok; // loading only some functions is ok
struct gl_function *functions;
};
#define MAX_FN_COUNT 50 // max functions per gl_functions section
struct gl_functions gl_functions[] = {
// GL functions which are always available anywhere at least since 1.1
{
.ver_core = MPGL_VER(1, 1),
.provides = MPGL_CAP_GL,
.functions = (struct gl_function[]) {
DEF_FN_HARD(Viewport),
DEF_FN_HARD(Clear),
DEF_FN_HARD(GenTextures),
DEF_FN_HARD(DeleteTextures),
DEF_FN_HARD(TexEnvi),
DEF_FN_HARD(ClearColor),
DEF_FN_HARD(Enable),
DEF_FN_HARD(Disable),
DEF_FN_HARD(DrawBuffer),
DEF_FN_HARD(DepthMask),
DEF_FN_HARD(BlendFunc),
DEF_FN_HARD(Flush),
DEF_FN_HARD(Finish),
DEF_FN_HARD(PixelStorei),
DEF_FN_HARD(TexImage1D),
DEF_FN_HARD(TexImage2D),
DEF_FN_HARD(TexSubImage2D),
DEF_FN_HARD(GetTexImage),
DEF_FN_HARD(TexParameteri),
DEF_FN_HARD(TexParameterf),
DEF_FN_HARD(TexParameterfv),
DEF_FN_HARD(GetIntegerv),
DEF_FN_HARD(GetBooleanv),
DEF_FN_HARD(ColorMask),
DEF_FN_HARD(ReadPixels),
DEF_FN_HARD(ReadBuffer),
DEF_FN_HARD(DrawArrays),
DEF_FN_HARD(GetString),
DEF_FN_HARD(GetError),
{0}
},
},
// GL 2.0-3.x functions
{
.ver_core = MPGL_VER(2, 0),
.provides = MPGL_CAP_GL2,
.functions = (struct gl_function[]) {
DEF_FN(GenBuffers),
DEF_FN(DeleteBuffers),
DEF_FN(BindBuffer),
DEF_FN(MapBuffer),
DEF_FN(UnmapBuffer),
DEF_FN(BufferData),
DEF_FN(ActiveTexture),
DEF_FN(BindTexture),
DEF_FN(GetAttribLocation),
DEF_FN(EnableVertexAttribArray),
DEF_FN(DisableVertexAttribArray),
DEF_FN(VertexAttribPointer),
DEF_FN(UseProgram),
DEF_FN(GetUniformLocation),
DEF_FN(CompileShader),
DEF_FN(CreateProgram),
DEF_FN(CreateShader),
DEF_FN(ShaderSource),
DEF_FN(LinkProgram),
DEF_FN(AttachShader),
DEF_FN(DeleteShader),
DEF_FN(DeleteProgram),
DEF_FN(GetShaderInfoLog),
DEF_FN(GetShaderiv),
DEF_FN(GetProgramInfoLog),
DEF_FN(GetProgramiv),
DEF_FN(BindAttribLocation),
DEF_FN(Uniform1f),
DEF_FN(Uniform2f),
DEF_FN(Uniform3f),
DEF_FN(Uniform1i),
DEF_FN(UniformMatrix3fv),
DEF_FN(TexImage3D),
{0},
},
},
// GL 2.1-3.x functions (also: GLSL 120 shaders)
{
.ver_core = MPGL_VER(2, 1),
.provides = MPGL_CAP_GL21,
.functions = (struct gl_function[]) {
DEF_FN(UniformMatrix4x3fv),
{0}
},
},
// GL 3.x core only functions.
{
.ver_core = MPGL_VER(3, 0),
.provides = MPGL_CAP_GL3 | MPGL_CAP_SRGB_TEX | MPGL_CAP_SRGB_FB,
.functions = (struct gl_function[]) {
DEF_FN(GetStringi),
{0}
},
},
// Framebuffers, extension in GL 2.x, core in GL 3.x core.
{
.ver_core = MPGL_VER(3, 0),
.extension = "GL_ARB_framebuffer_object",
.provides = MPGL_CAP_FB,
.functions = (struct gl_function[]) {
DEF_FN(BindFramebuffer),
DEF_FN(GenFramebuffers),
DEF_FN(DeleteFramebuffers),
DEF_FN(CheckFramebufferStatus),
DEF_FN(FramebufferTexture2D),
{0}
},
},
// Framebuffers, alternative extension name.
{
.ver_removed = MPGL_VER(3, 0), // don't touch these fn names in 3.x
.extension = "GL_EXT_framebuffer_object",
.provides = MPGL_CAP_FB,
.functions = (struct gl_function[]) {
DEF_FN_NAMES(BindFramebuffer, "glBindFramebufferEXT"),
DEF_FN_NAMES(GenFramebuffers, "glGenFramebuffersEXT"),
DEF_FN_NAMES(DeleteFramebuffers, "glDeleteFramebuffersEXT"),
DEF_FN_NAMES(CheckFramebufferStatus, "glCheckFramebufferStatusEXT"),
DEF_FN_NAMES(FramebufferTexture2D, "glFramebufferTexture2DEXT"),
{0}
},
},
// VAOs, extension in GL 2.x, core in GL 3.x core.
{
.ver_core = MPGL_VER(3, 0),
.extension = "GL_ARB_vertex_array_object",
.provides = MPGL_CAP_VAO,
.functions = (struct gl_function[]) {
DEF_FN(GenVertexArrays),
DEF_FN(BindVertexArray),
DEF_FN(DeleteVertexArrays),
{0}
}
},
// sRGB textures, extension in GL 2.x, core in GL 3.x core.
{
.ver_core = MPGL_VER(3, 0),
.extension = "GL_EXT_texture_sRGB",
.provides = MPGL_CAP_SRGB_TEX,
.functions = (struct gl_function[]) {{0}},
},
// sRGB framebuffers, extension in GL 2.x, core in GL 3.x core.
{
.ver_core = MPGL_VER(3, 0),
.extension = "GL_EXT_framebuffer_sRGB",
.provides = MPGL_CAP_SRGB_FB,
.functions = (struct gl_function[]) {{0}},
},
// Float textures, extension in GL 2.x, core in GL 3.x core.
{
.ver_core = MPGL_VER(3, 0),
.extension = "GL_ARB_texture_float",
.provides = MPGL_CAP_FLOAT_TEX,
.functions = (struct gl_function[]) {{0}},
},
// GL_RED / GL_RG textures, extension in GL 2.x, core in GL 3.x core.
{
.ver_core = MPGL_VER(3, 0),
.extension = "GL_ARB_texture_rg",
.provides = MPGL_CAP_TEX_RG,
.functions = (struct gl_function[]) {{0}},
},
// Swap control, always an OS specific extension
{
.extension = "_swap_control",
.functions = (struct gl_function[]) {
DEF_FN_NAMES(SwapInterval, "glXSwapIntervalSGI", "glXSwapInterval",
"wglSwapIntervalSGI", "wglSwapInterval",
"wglSwapIntervalEXT"),
{0}
},
},
// GL legacy functions in GL 1.x - 2.x, removed from GL 3.x
{
.ver_core = MPGL_VER(1, 1),
.ver_removed = MPGL_VER(3, 0),
.provides = MPGL_CAP_GL_LEGACY,
.functions = (struct gl_function[]) {
DEF_FN_HARD(Begin),
DEF_FN_HARD(End),
DEF_FN_HARD(MatrixMode),
DEF_FN_HARD(LoadIdentity),
DEF_FN_HARD(Translated),
DEF_FN_HARD(Scaled),
DEF_FN_HARD(Ortho),
DEF_FN_HARD(PushMatrix),
DEF_FN_HARD(PopMatrix),
DEF_FN_HARD(GenLists),
DEF_FN_HARD(DeleteLists),
DEF_FN_HARD(NewList),
DEF_FN_HARD(EndList),
DEF_FN_HARD(CallList),
DEF_FN_HARD(CallLists),
DEF_FN_HARD(Color4ub),
DEF_FN_HARD(Color4f),
DEF_FN_HARD(TexCoord2f),
DEF_FN_HARD(TexCoord2fv),
DEF_FN_HARD(Vertex2f),
DEF_FN_HARD(VertexPointer),
DEF_FN_HARD(ColorPointer),
DEF_FN_HARD(TexCoordPointer),
DEF_FN_HARD(EnableClientState),
DEF_FN_HARD(DisableClientState),
{0}
},
},
// Loading of old extensions, which are later added to GL 2.0.
// NOTE: actually we should be checking the extension strings: the OpenGL
// library could provide an entry point, but not implement it.
// But the previous code didn't do that, and nobody ever complained.
{
.ver_removed = MPGL_VER(2, 1),
.partial_ok = true,
.functions = (struct gl_function[]) {
DEF_FN_NAMES(GenBuffers, "glGenBuffers", "glGenBuffersARB"),
DEF_FN_NAMES(DeleteBuffers, "glDeleteBuffers", "glDeleteBuffersARB"),
DEF_FN_NAMES(BindBuffer, "glBindBuffer", "glBindBufferARB"),
DEF_FN_NAMES(MapBuffer, "glMapBuffer", "glMapBufferARB"),
DEF_FN_NAMES(UnmapBuffer, "glUnmapBuffer", "glUnmapBufferARB"),
DEF_FN_NAMES(BufferData, "glBufferData", "glBufferDataARB"),
DEF_FN_NAMES(ActiveTexture, "glActiveTexture", "glActiveTextureARB"),
DEF_FN_NAMES(BindTexture, "glBindTexture", "glBindTextureARB", "glBindTextureEXT"),
DEF_FN_NAMES(MultiTexCoord2f, "glMultiTexCoord2f", "glMultiTexCoord2fARB"),
DEF_FN_NAMES(TexImage3D, "glTexImage3D"),
{0}
},
},
// Ancient ARB shaders.
{
.extension = "_program",
.ver_removed = MPGL_VER(3, 0),
.functions = (struct gl_function[]) {
DEF_FN_NAMES(GenPrograms, "glGenProgramsARB"),
DEF_FN_NAMES(DeletePrograms, "glDeleteProgramsARB"),
DEF_FN_NAMES(BindProgram, "glBindProgramARB"),
DEF_FN_NAMES(ProgramString, "glProgramStringARB"),
DEF_FN_NAMES(GetProgramivARB, "glGetProgramivARB"),
DEF_FN_NAMES(ProgramEnvParameter4f, "glProgramEnvParameter4fARB"),
{0}
},
},
// Ancient ATI extensions.
{
.extension = "ATI_fragment_shader",
.ver_removed = MPGL_VER(3, 0),
.functions = (struct gl_function[]) {
DEF_FN_NAMES(BeginFragmentShader, "glBeginFragmentShaderATI"),
DEF_FN_NAMES(EndFragmentShader, "glEndFragmentShaderATI"),
DEF_FN_NAMES(SampleMap, "glSampleMapATI"),
DEF_FN_NAMES(ColorFragmentOp2, "glColorFragmentOp2ATI"),
DEF_FN_NAMES(ColorFragmentOp3, "glColorFragmentOp3ATI"),
DEF_FN_NAMES(SetFragmentShaderConstant, "glSetFragmentShaderConstantATI"),
{0}
},
},
};
#undef FN_OFFS
#undef DEF_FN_HARD
#undef DEF_FN
#undef DEF_FN_NAMES
/**
* \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(GL *gl, void *(*getProcAddress)(const GLubyte *),
const char *ext2, bool gl3)
{
talloc_free_children(gl);
*gl = (GL) {
.extensions = talloc_strdup(gl, ext2 ? ext2 : ""),
};
if (!getProcAddress)
getProcAddress = (void *)getdladdr;
GLint major = 0, minor = 0;
if (gl3) {
gl->GetStringi = getProcAddress("glGetStringi");
gl->GetIntegerv = getProcAddress("glGetIntegerv");
if (!(gl->GetStringi && gl->GetIntegerv))
return;
gl->GetIntegerv(GL_MAJOR_VERSION, &major);
gl->GetIntegerv(GL_MINOR_VERSION, &minor);
GLint exts;
gl->GetIntegerv(GL_NUM_EXTENSIONS, &exts);
for (int n = 0; n < exts; n++) {
gl->extensions
= talloc_asprintf_append(gl->extensions, " %s",
gl->GetStringi(GL_EXTENSIONS, n));
}
} else {
gl->GetString = getProcAddress("glGetString");
if (!gl->GetString)
gl->GetString = glGetString;
const char *ext = (char*)gl->GetString(GL_EXTENSIONS);
gl->extensions = talloc_asprintf_append(gl->extensions, " %s", ext);
const char *version = gl->GetString(GL_VERSION);
sscanf(version, "%d.%d", &major, &minor);
}
gl->version = MPGL_VER(major, minor);
mp_msg(MSGT_VO, MSGL_V, "[gl] Detected OpenGL %d.%d.\n", major, minor);
mp_msg(MSGT_VO, MSGL_DBG2, "[gl] Combined OpenGL extensions string:\n%s\n",
gl->extensions);
for (int n = 0; n < sizeof(gl_functions) / sizeof(gl_functions[0]); n++) {
struct gl_functions *section = &gl_functions[n];
// With gl3=false, we could have a legacy context, where functionality
// is never removed. (E.g. the context could be at version >= 3.0, but
// legacy functions like glBegin still exist and work.)
if (gl3 && section->ver_removed && gl->version >= section->ver_removed)
continue;
bool must_exist = section->ver_core && gl->version >= section->ver_core
&& !section->partial_ok;
if (!must_exist && section->extension &&
!strstr(gl->extensions, section->extension))
continue;
void *loaded[MAX_FN_COUNT] = {0};
bool all_loaded = true;
for (int i = 0; section->functions[i].funcnames[0]; i++) {
struct gl_function *fn = &section->functions[i];
void *ptr = NULL;
for (int x = 0; fn->funcnames[x]; x++) {
ptr = getProcAddress((const GLubyte *)fn->funcnames[x]);
if (ptr)
break;
}
if (!ptr)
ptr = fn->fallback;
if (!ptr) {
all_loaded = false;
if (must_exist) {
// Either we or the driver are not conforming to OpenGL.
mp_msg(MSGT_VO, MSGL_ERR, "[gl] Required function '%s' not "
"found.\n", fn->funcnames[0]);
talloc_free_children(gl);
*gl = (GL) {0};
return;
}
}
assert(i < MAX_FN_COUNT);
loaded[i] = ptr;
}
if (all_loaded || section->partial_ok) {
gl->mpgl_caps |= section->provides;
for (int i = 0; section->functions[i].funcnames[0]; i++) {
struct gl_function *fn = &section->functions[i];
void **funcptr = (void**)(((char*)gl) + fn->offset);
if (loaded[i])
*funcptr = loaded[i];
}
}
}
gl->glsl_version = 0;
if (gl->version >= MPGL_VER(2, 0))
gl->glsl_version = 110;
if (gl->version >= MPGL_VER(2, 1))
gl->glsl_version = 120;
if (gl->version >= MPGL_VER(3, 0))
gl->glsl_version = 130;
// Specifically needed for OSX (normally we request 3.0 contexts only, but
// OSX always creates 3.2 contexts when requesting a core context).
if (gl->version >= MPGL_VER(3, 2))
gl->glsl_version = 150;
if (!is_software_gl(gl))
gl->mpgl_caps |= MPGL_CAP_NO_SW;
mp_msg(MSGT_VO, MSGL_V, "[gl] Detected OpenGL features:");
list_features(gl->mpgl_caps, MSGL_V, false);
}
/**
* \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(GL *gl, 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;
char *init;
if (w == 0)
w = 1;
if (h == 0)
h = 1;
stride = w * glFmt2bpp(format, type);
if (!stride)
return;
init = malloc(stride * h);
memset(init, val, stride * h);
glAdjustAlignment(gl, stride);
gl->PixelStorei(GL_UNPACK_ROW_LENGTH, w);
gl->TexImage2D(target, 0, fmt, w, h, 0, format, type, init);
gl->TexParameterf(target, GL_TEXTURE_PRIORITY, 1.0);
gl->TexParameteri(target, GL_TEXTURE_MIN_FILTER, filter);
gl->TexParameteri(target, GL_TEXTURE_MAG_FILTER, filter);
gl->TexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
gl->TexParameteri(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.
gl->TexParameterfv(target, GL_TEXTURE_BORDER_COLOR, border);
free(init);
}
static GLint detect_hqtexfmt(GL *gl)
{
const char *extensions = (const char *)gl->GetString(GL_EXTENSIONS);
if (strstr(extensions, "_texture_float"))
return GL_RGB32F;
else if (strstr(extensions, "NV_float_buffer"))
return GL_FLOAT_RGB32_NV;
return GL_RGB16;
}
/**
* \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(GL *gl, GLenum target, GLenum fmt, GLint filter,
FILE *f, int *width, int *height, int *maxval)
{
int w, h, m, bpp;
GLenum type;
uint8_t *data = read_pnm(f, &w, &h, &bpp, &m);
GLint hqtexfmt = detect_hqtexfmt(gl);
if (!data || (bpp != 3 && bpp != 6)) {
free(data);
return 0;
}
if (!fmt) {
fmt = bpp == 6 ? hqtexfmt : 3;
if (fmt == GL_FLOAT_RGB32_NV && target != GL_TEXTURE_RECTANGLE)
fmt = GL_RGB16;
}
type = bpp == 6 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_BYTE;
glCreateClearTex(gl, target, fmt, GL_RGB, type, filter, w, h, 0);
glUploadTex(gl, 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;
case GL_RED:
return component_size;
case GL_RG:
case GL_LUMINANCE_ALPHA:
return 2 * component_size;
}
abort(); // 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(GL *gl, GLenum target, GLenum format, GLenum type,
const void *dataptr, int stride,
int x, int y, int w, int h, int slice)
{
const uint8_t *data = dataptr;
int y_max = y + h;
if (w <= 0 || h <= 0)
return;
if (slice <= 0)
slice = h;
if (stride < 0) {
data += (h - 1) * stride;
stride = -stride;
}
// this is not always correct, but should work for MPlayer
glAdjustAlignment(gl, stride);
gl->PixelStorei(GL_UNPACK_ROW_LENGTH, stride / glFmt2bpp(format, type));
for (; y + slice <= y_max; y += slice) {
gl->TexSubImage2D(target, 0, x, y, w, slice, format, type, data);
data += stride * slice;
}
if (y < y_max)
gl->TexSubImage2D(target, 0, x, y, w, y_max - y, format, type, data);
}
// Like glUploadTex, but upload a byte array with all elements set to val.
// If scratch is not NULL, points to a resizeable talloc memory block than can
// be freely used by the function (for avoiding temporary memory allocations).
void glClearTex(GL *gl, GLenum target, GLenum format, GLenum type,
int x, int y, int w, int h, uint8_t val, void **scratch)
{
int bpp = glFmt2bpp(format, type);
int stride = w * bpp;
int size = h * stride;
if (size < 1)
return;
void *data = scratch ? *scratch : NULL;
if (talloc_get_size(data) < size)
data = talloc_realloc(NULL, data, char *, size);
memset(data, val, size);
glAdjustAlignment(gl, stride);
gl->PixelStorei(GL_UNPACK_ROW_LENGTH, w);
gl->TexSubImage2D(target, 0, x, y, w, h, format, type, data);
if (scratch) {
*scratch = data;
} else {
talloc_free(data);
}
}
/**
* \brief download 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 destination memory for download
* \param stride data stride (must be positive)
* \ingroup gltexture
*/
void glDownloadTex(GL *gl, GLenum target, GLenum format, GLenum type,
void *dataptr, int stride)
{
// this is not always correct, but should work for MPlayer
glAdjustAlignment(gl, stride);
gl->PixelStorei(GL_PACK_ROW_LENGTH, stride / glFmt2bpp(format, type));
gl->GetTexImage(target, 0, format, type, dataptr);
}
/**
* \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(GL *gl, struct mp_csp_params *csp_params,
int text)
{
GLint i;
float yuv2rgb[3][4];
gl->GetIntegerv(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 (!gl->BeginFragmentShader || !gl->EndFragmentShader ||
!gl->SetFragmentShaderConstant || !gl->SampleMap ||
!gl->ColorFragmentOp2 || !gl->ColorFragmentOp3) {
mp_msg(MSGT_VO, MSGL_FATAL, "[gl] Combiner (ATI) functions missing!\n");
return;
}
gl->GetIntegerv(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);
gl->BeginFragmentShader();
gl->SetFragmentShaderConstant(GL_CON_0_ATI, c0);
gl->SetFragmentShaderConstant(GL_CON_1_ATI, c1);
gl->SetFragmentShaderConstant(GL_CON_2_ATI, c2);
gl->SetFragmentShaderConstant(GL_CON_3_ATI, c3);
gl->SampleMap(GL_REG_0_ATI, GL_TEXTURE0, GL_SWIZZLE_STR_ATI);
gl->SampleMap(GL_REG_1_ATI, GL_TEXTURE1, GL_SWIZZLE_STR_ATI);
gl->SampleMap(GL_REG_2_ATI, GL_TEXTURE2, GL_SWIZZLE_STR_ATI);
gl->ColorFragmentOp2(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);
gl->ColorFragmentOp3(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);
gl->ColorFragmentOp3(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);
gl->ColorFragmentOp2(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);
gl->EndFragmentShader();
} 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, GL_TEXT_FRAGMENT_SHADER_ATI, buffer);
}
}
// Replace all occurances of variables named "$"+name (e.g. $foo) in *text with
// replace, and return the result. *text must have been allocated with talloc.
static void replace_var_str(char **text, const char *name, const char *replace)
{
size_t namelen = strlen(name);
char *nextvar = *text;
void *parent = talloc_parent(*text);
for (;;) {
nextvar = strchr(nextvar, '$');
if (!nextvar)
break;
char *until = nextvar;
nextvar++;
if (strncmp(nextvar, name, namelen) != 0)
continue;
nextvar += namelen;
// try not to replace prefixes of other vars (e.g. $foo vs. $foo_bar)
char term = nextvar[0];
if (isalnum(term) || term == '_')
continue;
int prelength = until - *text;
int postlength = nextvar - *text;
char *n = talloc_asprintf(parent, "%.*s%s%s", prelength, *text, replace,
nextvar);
talloc_free(*text);
*text = n;
nextvar = *text + postlength;
}
}
static void replace_var_float(char **text, const char *name, float replace)
{
char *s = talloc_asprintf(NULL, "%e", replace);
replace_var_str(text, name, s);
talloc_free(s);
}
static void replace_var_char(char **text, const char *name, char replace)
{
char s[2] = { replace, '\0' };
replace_var_str(text, name, s);
}
// Append template to *text. Possibly initialize *text if it's NULL.
static void append_template(char **text, const char* template)
{
if (!text)
*text = talloc_strdup(NULL, template);
else
*text = talloc_strdup_append(*text, template);
}
/**
* \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(GL *gl, 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)]);
gl->ActiveTexture(unit);
gl->TexImage1D(GL_TEXTURE_1D, 0, GL_RGBA16, LOOKUP_BSPLINE_RES, 0, GL_RGBA,
GL_FLOAT, tex);
gl->TexParameterf(GL_TEXTURE_1D, GL_TEXTURE_PRIORITY, 1.0);
gl->TexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
gl->TexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
gl->TexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_REPEAT);
gl->ActiveTexture(GL_TEXTURE0);
free(tex);
}
#define NOISE_RES 2048
/**
* \brief creates the 1D lookup texture needed to generate pseudo-random numbers.
* \param unit texture unit to attach texture to
*/
static void gen_noise_lookup_tex(GL *gl, GLenum unit) {
GLfloat *tex = calloc(NOISE_RES, sizeof(*tex));
uint32_t lcg = 0x79381c11;
int i;
for (i = 0; i < NOISE_RES; i++)
tex[i] = (double)i / (NOISE_RES - 1);
for (i = 0; i < NOISE_RES - 1; i++) {
int remain = NOISE_RES - i;
int idx = i + (lcg >> 16) % remain;
GLfloat tmp = tex[i];
tex[i] = tex[idx];
tex[idx] = tmp;
lcg = lcg * 1664525 + 1013904223;
}
gl->ActiveTexture(unit);
gl->TexImage1D(GL_TEXTURE_1D, 0, 1, NOISE_RES, 0, GL_RED, GL_FLOAT, tex);
gl->TexParameterf(GL_TEXTURE_1D, GL_TEXTURE_PRIORITY, 1.0);
gl->TexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
gl->TexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
gl->TexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_REPEAT);
gl->ActiveTexture(GL_TEXTURE0);
free(tex);
}
#define SAMPLE(dest, coord, texture) \
"TEX textemp, " coord ", " texture ", $tex_type;\n" \
"MOV " dest ", textemp.r;\n"
static const char bilin_filt_template[] =
SAMPLE("yuv.$out_comp","fragment.texcoord[$in_tex]","texture[$in_tex]");
#define BICUB_FILT_MAIN \
/* first y-interpolation */ \
"ADD coord, fragment.texcoord[$in_tex].xyxy, cdelta.xyxw;\n" \
"ADD coord2, fragment.texcoord[$in_tex].xyxy, cdelta.zyzw;\n" \
SAMPLE("a.r","coord.xyxy","texture[$in_tex]") \
SAMPLE("a.g","coord.zwzw","texture[$in_tex]") \
/* second y-interpolation */ \
SAMPLE("b.r","coord2.xyxy","texture[$in_tex]") \
SAMPLE("b.g","coord2.zwzw","texture[$in_tex]") \
"LRP a.b, parmy.b, a.rrrr, a.gggg;\n" \
"LRP a.a, parmy.b, b.rrrr, b.gggg;\n" \
/* x-interpolation */ \
"LRP yuv.$out_comp, parmx.b, a.bbbb, a.aaaa;\n"
static const char bicub_filt_template_2D[] =
"MAD coord.xy, fragment.texcoord[$in_tex], {$texw, $texh}, {0.5, 0.5};\n"
"TEX parmx, coord.x, texture[$texs], 1D;\n"
"MUL cdelta.xz, parmx.rrgg, {-$ptw, 0, $ptw, 0};\n"
"TEX parmy, coord.y, texture[$texs], 1D;\n"
"MUL cdelta.yw, parmy.rrgg, {0, -$pth, 0, $pth};\n"
BICUB_FILT_MAIN;
static const char bicub_filt_template_RECT[] =
"ADD coord, fragment.texcoord[$in_tex], {0.5, 0.5};\n"
"TEX parmx, coord.x, texture[$texs], 1D;\n"
"MUL cdelta.xz, parmx.rrgg, {-1, 0, 1, 0};\n"
"TEX parmy, coord.y, texture[$texs], 1D;\n"
"MUL cdelta.yw, parmy.rrgg, {0, -1, 0, 1};\n"
BICUB_FILT_MAIN;
#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[$in_tex], {$texw, $texh}, {0.5, 0.5};\n"
"FRC coord.xy, coord.xyxy;\n"
CALCWEIGHTS("parmx", "coord.xxxx")
"MUL cdelta.xz, parmx.rrgg, {-$ptw, 0, $ptw, 0};\n"
CALCWEIGHTS("parmy", "coord.yyyy")
"MUL cdelta.yw, parmy.rrgg, {0, -$pth, 0, $pth};\n"
BICUB_FILT_MAIN;
static const char bicub_notex_filt_template_RECT[] =
"ADD coord, fragment.texcoord[$in_tex], {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;
#define BICUB_X_FILT_MAIN \
"ADD coord.xy, fragment.texcoord[$in_tex].xyxy, cdelta.xyxy;\n" \
"ADD coord2.xy, fragment.texcoord[$in_tex].xyxy, cdelta.zyzy;\n" \
SAMPLE("a.r","coord","texture[$in_tex]") \
SAMPLE("b.r","coord2","texture[$in_tex]") \
/* x-interpolation */ \
"LRP yuv.$out_comp, parmx.b, a.rrrr, b.rrrr;\n"
static const char bicub_x_filt_template_2D[] =
"MAD coord.x, fragment.texcoord[$in_tex], {$texw}, {0.5};\n"
"TEX parmx, coord, texture[$texs], 1D;\n"
"MUL cdelta.xyz, parmx.rrgg, {-$ptw, 0, $ptw};\n"
BICUB_X_FILT_MAIN;
static const char bicub_x_filt_template_RECT[] =
"ADD coord.x, fragment.texcoord[$in_tex], {0.5};\n"
"TEX parmx, coord, texture[$texs], 1D;\n"
"MUL cdelta.xyz, parmx.rrgg, {-1, 0, 1};\n"
BICUB_X_FILT_MAIN;
static const char unsharp_filt_template[] =
"PARAM dcoord$out_comp = {$ptw_05, $pth_05, $ptw_05, -$pth_05};\n"
"ADD coord, fragment.texcoord[$in_tex].xyxy, dcoord$out_comp;\n"
"SUB coord2, fragment.texcoord[$in_tex].xyxy, dcoord$out_comp;\n"
SAMPLE("a.r","fragment.texcoord[$in_tex]","texture[$in_tex]")
SAMPLE("b.r","coord.xyxy","texture[$in_tex]")
SAMPLE("b.g","coord.zwzw","texture[$in_tex]")
"ADD b.r, b.r, b.g;\n"
SAMPLE("b.b","coord2.xyxy","texture[$in_tex]")
SAMPLE("b.g","coord2.zwzw","texture[$in_tex]")
"DP3 b, b, {0.25, 0.25, 0.25};\n"
"SUB b.r, a.r, b.r;\n"
"MAD textemp.r, b.r, {$strength}, a.r;\n"
"MOV yuv.$out_comp, textemp.r;\n";
static const char unsharp_filt_template2[] =
"PARAM dcoord$out_comp = {$ptw_12, $pth_12, $ptw_12, -$pth_12};\n"
"PARAM dcoord2$out_comp = {$ptw_15, 0, 0, $pth_15};\n"
"ADD coord, fragment.texcoord[$in_tex].xyxy, dcoord$out_comp;\n"
"SUB coord2, fragment.texcoord[$in_tex].xyxy, dcoord$out_comp;\n"
SAMPLE("a.r","fragment.texcoord[$in_tex]","texture[$in_tex]")
SAMPLE("b.r","coord.xyxy","texture[$in_tex]")
SAMPLE("b.g","coord.zwzw","texture[$in_tex]")
"ADD b.r, b.r, b.g;\n"
SAMPLE("b.b","coord2.xyxy","texture[$in_tex]")
SAMPLE("b.g","coord2.zwzw","texture[$in_tex]")
"ADD b.r, b.r, b.b;\n"
"ADD b.a, b.r, b.g;\n"
"ADD coord, fragment.texcoord[$in_tex].xyxy, dcoord2$out_comp;\n"
"SUB coord2, fragment.texcoord[$in_tex].xyxy, dcoord2$out_comp;\n"
SAMPLE("b.r","coord.xyxy","texture[$in_tex]")
SAMPLE("b.g","coord.zwzw","texture[$in_tex]")
"ADD b.r, b.r, b.g;\n"
SAMPLE("b.b","coord2.xyxy","texture[$in_tex]")
SAMPLE("b.g","coord2.zwzw","texture[$in_tex]")
"DP4 b.r, b, {-0.1171875, -0.1171875, -0.1171875, -0.09765625};\n"
"MAD b.r, a.r, {0.859375}, b.r;\n"
"MAD textemp.r, b.r, {$strength}, a.r;\n"
"MOV yuv.$out_comp, textemp.r;\n";
static const char yuv_prog_template[] =
"PARAM ycoef = {$cm11, $cm21, $cm31};\n"
"PARAM ucoef = {$cm12, $cm22, $cm32};\n"
"PARAM vcoef = {$cm13, $cm23, $cm33};\n"
"PARAM offsets = {$cm14, $cm24, $cm34};\n"
"TEMP res;\n"
"MAD res.rgb, yuv.rrrr, ycoef, offsets;\n"
"MAD res.rgb, yuv.gggg, ucoef, res;\n"
"MAD res.rgb, yuv.bbbb, vcoef, res;\n";
static const char yuv_pow_prog_template[] =
"PARAM ycoef = {$cm11, $cm21, $cm31};\n"
"PARAM ucoef = {$cm12, $cm22, $cm32};\n"
"PARAM vcoef = {$cm13, $cm23, $cm33};\n"
"PARAM offsets = {$cm14, $cm24, $cm34};\n"
"PARAM gamma = {$gamma_r, $gamma_g, $gamma_b};\n"
"TEMP res;\n"
"MAD res.rgb, yuv.rrrr, ycoef, offsets;\n"
"MAD res.rgb, yuv.gggg, ucoef, res;\n"
"MAD_SAT res.rgb, yuv.bbbb, vcoef, res;\n"
"POW res.r, res.r, gamma.r;\n"
"POW res.g, res.g, gamma.g;\n"
"POW res.b, res.b, gamma.b;\n";
static const char yuv_lookup_prog_template[] =
"PARAM ycoef = {$cm11, $cm21, $cm31, 0};\n"
"PARAM ucoef = {$cm12, $cm22, $cm32, 0};\n"
"PARAM vcoef = {$cm13, $cm23, $cm33, 0};\n"
"PARAM offsets = {$cm14, $cm24, $cm34, 0.125};\n"
"TEMP res;\n"
"MAD res, yuv.rrrr, ycoef, offsets;\n"
"MAD res.rgb, yuv.gggg, ucoef, res;\n"
"MAD res.rgb, yuv.bbbb, vcoef, res;\n"
"TEX res.r, res.raaa, texture[$conv_tex0], 2D;\n"
"ADD res.a, res.a, 0.25;\n"
"TEX res.g, res.gaaa, texture[$conv_tex0], 2D;\n"
"ADD res.a, res.a, 0.25;\n"
"TEX res.b, res.baaa, texture[$conv_tex0], 2D;\n";
static const char yuv_lookup3d_prog_template[] =
"TEMP res;\n"
"TEX res, yuv, texture[$conv_tex0], 3D;\n";
static const char noise_filt_template[] =
"MUL coord.xy, fragment.texcoord[0], {$noise_sx, $noise_sy};\n"
"TEMP rand;\n"
"TEX rand.r, coord.x, texture[$noise_filt_tex], 1D;\n"
"ADD rand.r, rand.r, coord.y;\n"
"TEX rand.r, rand.r, texture[$noise_filt_tex], 1D;\n"
"MAD res.rgb, rand.rrrr, {$noise_str, $noise_str, $noise_str}, res;\n";
/**
* \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(GL *gl, 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, 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 *gl, 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)++;
gl->ActiveTexture(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, GL_TEXTURE_2D, GL_LUMINANCE8, GL_LUMINANCE,
GL_UNSIGNED_BYTE, GL_LINEAR, LOOKUP_RES, 4, 0);
glUploadTex(gl, GL_TEXTURE_2D, GL_LUMINANCE, GL_UNSIGNED_BYTE,
lookup_data, LOOKUP_RES, 0, 0, LOOKUP_RES, 4, 0);
gl->ActiveTexture(GL_TEXTURE0);
texs[0] += '0';
break;
case YUV_CONVERSION_FRAGMENT_LOOKUP3D:
{
int sz = LOOKUP_3DRES + 2; // texture size including borders
if (!gl->TexImage3D) {
mp_msg(MSGT_VO, MSGL_ERR, "[gl] Missing 3D texture function!\n");
break;
}
texs[0] = (*texu)++;
gl->ActiveTexture(GL_TEXTURE0 + texs[0]);
lookup_data = malloc(3 * sz * sz * sz);
mp_gen_yuv2rgb_map(&params->csp_params, lookup_data, LOOKUP_3DRES);
glAdjustAlignment(gl, sz);
gl->PixelStorei(GL_UNPACK_ROW_LENGTH, 0);
gl->TexImage3D(GL_TEXTURE_3D, 0, 3, sz, sz, sz, 1,
GL_RGB, GL_UNSIGNED_BYTE, lookup_data);
gl->TexParameterf(GL_TEXTURE_3D, GL_TEXTURE_PRIORITY, 1.0);
gl->TexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
gl->TexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
gl->TexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_S, GL_CLAMP);
gl->TexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_T, GL_CLAMP);
gl->TexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_R, GL_CLAMP);
gl->ActiveTexture(GL_TEXTURE0);
texs[0] += '0';
}
break;
default:
mp_msg(MSGT_VO, MSGL_ERR, "[gl] unknown conversion type %i\n", conv);
}
free(lookup_data);
}
/**
* \brief adds a scaling texture read at the current fragment program position
* \param scaler type of scaler to insert
* \param prog pointer to fragment program so far
* \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, 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:
append_template(prog, bilin_filt_template);
break;
case YUV_SCALER_BICUB:
if (rect)
append_template(prog, bicub_filt_template_RECT);
else
append_template(prog, bicub_filt_template_2D);
break;
case YUV_SCALER_BICUB_X:
if (rect)
append_template(prog, bicub_x_filt_template_RECT);
else
append_template(prog, bicub_x_filt_template_2D);
break;
case YUV_SCALER_BICUB_NOTEX:
if (rect)
append_template(prog, bicub_notex_filt_template_RECT);
else
append_template(prog, bicub_notex_filt_template_2D);
break;
case YUV_SCALER_UNSHARP:
append_template(prog, unsharp_filt_template);
break;
case YUV_SCALER_UNSHARP2:
append_template(prog, unsharp_filt_template2);
break;
}
replace_var_char(prog, "texs", texs[0]);
replace_var_char(prog, "in_tex", in_tex);
replace_var_char(prog, "out_comp", out_comp);
replace_var_str(prog, "tex_type", ttype);
replace_var_float(prog, "texw", texw);
replace_var_float(prog, "texh", texh);
replace_var_float(prog, "ptw", ptw);
replace_var_float(prog, "pth", pth);
// this is silly, not sure if that couldn't be in the shader source instead
replace_var_float(prog, "ptw_05", ptw * 0.5);
replace_var_float(prog, "pth_05", pth * 0.5);
replace_var_float(prog, "ptw_15", ptw * 1.5);
replace_var_float(prog, "pth_15", pth * 1.5);
replace_var_float(prog, "ptw_12", ptw * 1.2);
replace_var_float(prog, "pth_12", pth * 1.2);
replace_var_float(prog, "strength", strength);
}
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(GL *gl, GLenum target, char *prog)
{
int i;
GLint cur = 0, max = 0, err = 0;
if (!gl->ProgramString) {
mp_msg(MSGT_VO, MSGL_ERR, "[gl] Missing GPU program function\n");
return 0;
}
gl->ProgramString(target, GL_PROGRAM_FORMAT_ASCII, strlen(prog), prog);
gl->GetIntegerv(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",
gl->GetString(GL_PROGRAM_ERROR_STRING), &prog[err]);
return 0;
}
if (!gl->GetProgramivARB || !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++) {
gl->GetProgramivARB(target, progstats[i].cur, &cur);
gl->GetProgramivARB(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 *gl, 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, textemp;\n";
char *yuv_prog = NULL;
char **prog = &yuv_prog;
int cur_texu = 3;
char lum_scale_texs[1] = {0};
char chrom_scale_texs[1] = {0};
char conv_texs[1];
char filt_texs[1] = {0};
GLint i;
// this is the conversion matrix, with y, u, v factors
// for red, green, blue and the constant offsets
float yuv2rgb[3][4];
int noise = params->noise_strength != 0;
create_conv_textures(gl, params, &cur_texu, conv_texs);
create_scaler_textures(gl, 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(gl, YUV_CHROM_SCALER(type), &cur_texu,
chrom_scale_texs);
if (noise) {
gen_noise_lookup_tex(gl, cur_texu);
filt_texs[0] = '0' + cur_texu++;
}
gl->GetIntegerv(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 (!gl->ProgramString) {
mp_msg(MSGT_VO, MSGL_FATAL, "[gl] ProgramString function missing!\n");
return;
}
append_template(prog, prog_hdr);
add_scaler(YUV_LUM_SCALER(type), prog, lum_scale_texs,
'0', 'r', rect, texw, texh, params->filter_strength);
add_scaler(YUV_CHROM_SCALER(type), prog,
chrom_scale_texs, '1', 'g', rect, params->chrom_texw,
params->chrom_texh, params->filter_strength);
add_scaler(YUV_CHROM_SCALER(type), prog,
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:
append_template(prog, yuv_prog_template);
break;
case YUV_CONVERSION_FRAGMENT_POW:
append_template(prog, yuv_pow_prog_template);
break;
case YUV_CONVERSION_FRAGMENT_LOOKUP:
append_template(prog, yuv_lookup_prog_template);
break;
case YUV_CONVERSION_FRAGMENT_LOOKUP3D:
append_template(prog, yuv_lookup3d_prog_template);
break;
default:
mp_msg(MSGT_VO, MSGL_ERR, "[gl] unknown conversion type %i\n",
YUV_CONVERSION(type));
break;
}
for (int r = 0; r < 3; r++) {
for (int c = 0; c < 4; c++) {
// "cmRC"
char var[] = { 'c', 'm', '1' + r, '1' + c, '\0' };
replace_var_float(prog, var, yuv2rgb[r][c]);
}
}
replace_var_float(prog, "gamma_r", (float)1.0 / params->csp_params.rgamma);
replace_var_float(prog, "gamma_g", (float)1.0 / params->csp_params.ggamma);
replace_var_float(prog, "gamma_b", (float)1.0 / params->csp_params.bgamma);
replace_var_char(prog, "conv_tex0", conv_texs[0]);
if (noise) {
// 1.0 strength is suitable for dithering 8 to 6 bit
double str = params->noise_strength * (1.0 / 64);
double scale_x = (double)NOISE_RES / texw;
double scale_y = (double)NOISE_RES / texh;
if (rect) {
scale_x /= texw;
scale_y /= texh;
}
append_template(prog, noise_filt_template);
replace_var_float(prog, "noise_sx", scale_x);
replace_var_float(prog, "noise_sy", scale_y);
replace_var_char(prog, "noise_filt_tex", filt_texs[0]);
replace_var_float(prog, "noise_str", str);
}
append_template(prog, "MOV result.color.rgb, res;\nEND");
mp_msg(MSGT_VO, MSGL_DBG2, "[gl] generated fragment program:\n%s\n",
yuv_prog);
loadGPUProgram(gl, GL_FRAGMENT_PROGRAM, yuv_prog);
talloc_free(yuv_prog);
}
/**
* \brief detect the best YUV->RGB conversion method available
*/
int glAutodetectYUVConversion(GL *gl)
{
const char *extensions = gl->GetString(GL_EXTENSIONS);
if (!extensions || !gl->MultiTexCoord2f)
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 *gl, gl_conversion_params_t *params)
{
if (params->chrom_texw == 0)
params->chrom_texw = 1;
if (params->chrom_texh == 0)
params->chrom_texh = 1;
switch (YUV_CONVERSION(params->type)) {
case YUV_CONVERSION_COMBINERS_ATI:
glSetupYUVFragmentATI(gl, &params->csp_params, 0);
break;
case YUV_CONVERSION_TEXT_FRAGMENT:
glSetupYUVFragmentATI(gl, &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(gl, 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(GL *gl, GLenum target, int type)
{
switch (YUV_CONVERSION(type)) {
case YUV_CONVERSION_COMBINERS_ATI:
gl->ActiveTexture(GL_TEXTURE1);
gl->Enable(target);
gl->ActiveTexture(GL_TEXTURE2);
gl->Enable(target);
gl->ActiveTexture(GL_TEXTURE0);
gl->Enable(GL_FRAGMENT_SHADER_ATI);
break;
case YUV_CONVERSION_TEXT_FRAGMENT:
gl->ActiveTexture(GL_TEXTURE1);
gl->Enable(target);
gl->ActiveTexture(GL_TEXTURE2);
gl->Enable(target);
gl->ActiveTexture(GL_TEXTURE0);
gl->Enable(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:
gl->Enable(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(GL *gl, GLenum target, int type)
{
switch (YUV_CONVERSION(type)) {
case YUV_CONVERSION_COMBINERS_ATI:
gl->ActiveTexture(GL_TEXTURE1);
gl->Disable(target);
gl->ActiveTexture(GL_TEXTURE2);
gl->Disable(target);
gl->ActiveTexture(GL_TEXTURE0);
gl->Disable(GL_FRAGMENT_SHADER_ATI);
break;
case YUV_CONVERSION_TEXT_FRAGMENT:
gl->Disable(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).
gl->Flush();
gl->ActiveTexture(GL_TEXTURE1);
gl->Disable(target);
gl->ActiveTexture(GL_TEXTURE2);
gl->Disable(target);
gl->ActiveTexture(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:
gl->Disable(GL_FRAGMENT_PROGRAM);
break;
}
}
void glEnable3DLeft(GL *gl, int type)
{
GLint buffer;
switch (type) {
case GL_3D_RED_CYAN:
gl->ColorMask(GL_TRUE, GL_FALSE, GL_FALSE, GL_FALSE);
break;
case GL_3D_GREEN_MAGENTA:
gl->ColorMask(GL_FALSE, GL_TRUE, GL_FALSE, GL_FALSE);
break;
case GL_3D_QUADBUFFER:
gl->GetIntegerv(GL_DRAW_BUFFER, &buffer);
switch (buffer) {
case GL_FRONT:
case GL_FRONT_LEFT:
case GL_FRONT_RIGHT:
buffer = GL_FRONT_LEFT;
break;
case GL_BACK:
case GL_BACK_LEFT:
case GL_BACK_RIGHT:
buffer = GL_BACK_LEFT;
break;
}
gl->DrawBuffer(buffer);
break;
}
}
void glEnable3DRight(GL *gl, int type)
{
GLint buffer;
switch (type) {
case GL_3D_RED_CYAN:
gl->ColorMask(GL_FALSE, GL_TRUE, GL_TRUE, GL_FALSE);
break;
case GL_3D_GREEN_MAGENTA:
gl->ColorMask(GL_TRUE, GL_FALSE, GL_TRUE, GL_FALSE);
break;
case GL_3D_QUADBUFFER:
gl->GetIntegerv(GL_DRAW_BUFFER, &buffer);
switch (buffer) {
case GL_FRONT:
case GL_FRONT_LEFT:
case GL_FRONT_RIGHT:
buffer = GL_FRONT_RIGHT;
break;
case GL_BACK:
case GL_BACK_LEFT:
case GL_BACK_RIGHT:
buffer = GL_BACK_RIGHT;
break;
}
gl->DrawBuffer(buffer);
break;
}
}
void glDisable3D(GL *gl, int type)
{
GLint buffer;
switch (type) {
case GL_3D_RED_CYAN:
case GL_3D_GREEN_MAGENTA:
gl->ColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
break;
case GL_3D_QUADBUFFER:
gl->DrawBuffer(GL_BACK);
gl->GetIntegerv(GL_DRAW_BUFFER, &buffer);
switch (buffer) {
case GL_FRONT:
case GL_FRONT_LEFT:
case GL_FRONT_RIGHT:
buffer = GL_FRONT;
break;
case GL_BACK:
case GL_BACK_LEFT:
case GL_BACK_RIGHT:
buffer = GL_BACK;
break;
}
gl->DrawBuffer(buffer);
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(GL *gl, 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;
}
gl->Begin(GL_QUADS);
gl->TexCoord2f(tx, ty);
if (is_yv12) {
gl->MultiTexCoord2f(GL_TEXTURE1, tx2, ty2);
gl->MultiTexCoord2f(GL_TEXTURE2, tx2, ty2);
}
gl->Vertex2f(x, y);
gl->TexCoord2f(tx, ty + th);
if (is_yv12) {
gl->MultiTexCoord2f(GL_TEXTURE1, tx2, ty2 + th2);
gl->MultiTexCoord2f(GL_TEXTURE2, tx2, ty2 + th2);
}
gl->Vertex2f(x, y + h);
gl->TexCoord2f(tx + tw, ty + th);
if (is_yv12) {
gl->MultiTexCoord2f(GL_TEXTURE1, tx2 + tw2, ty2 + th2);
gl->MultiTexCoord2f(GL_TEXTURE2, tx2 + tw2, ty2 + th2);
}
gl->Vertex2f(x + w, y + h);
gl->TexCoord2f(tx + tw, ty);
if (is_yv12) {
gl->MultiTexCoord2f(GL_TEXTURE1, tx2 + tw2, ty2);
gl->MultiTexCoord2f(GL_TEXTURE2, tx2 + tw2, ty2);
}
gl->Vertex2f(x + w, y);
gl->End();
}
mp_image_t *glGetWindowScreenshot(GL *gl)
{
GLint vp[4]; //x, y, w, h
gl->GetIntegerv(GL_VIEWPORT, vp);
mp_image_t *image = alloc_mpi(vp[2], vp[3], IMGFMT_RGB24);
gl->BindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
gl->PixelStorei(GL_PACK_ALIGNMENT, 0);
gl->PixelStorei(GL_PACK_ROW_LENGTH, 0);
gl->ReadBuffer(GL_FRONT);
//flip image while reading
for (int y = 0; y < vp[3]; y++) {
gl->ReadPixels(vp[0], vp[1] + vp[3] - y - 1, vp[2], 1,
GL_RGB, GL_UNSIGNED_BYTE,
image->planes[0] + y * image->stride[0]);
}
return image;
}
#ifdef CONFIG_GL_COCOA
#include "cocoa_common.h"
static bool create_window_cocoa(struct MPGLContext *ctx, uint32_t d_width,
uint32_t d_height, uint32_t flags, bool gl3)
{
int rv = vo_cocoa_create_window(ctx->vo, d_width, d_height, flags, gl3);
if (rv != 0)
return false;
getFunctions(ctx->gl, (void *)vo_cocoa_glgetaddr, NULL, gl3);
if (gl3) {
ctx->depth_r = vo_cocoa_cgl_color_size(ctx->vo);
ctx->depth_g = vo_cocoa_cgl_color_size(ctx->vo);
ctx->depth_b = vo_cocoa_cgl_color_size(ctx->vo);
}
if (!ctx->gl->SwapInterval)
ctx->gl->SwapInterval = vo_cocoa_swap_interval;
return true;
}
static bool create_window_cocoa_old(struct MPGLContext *ctx, uint32_t d_width,
uint32_t d_height, uint32_t flags)
{
return create_window_cocoa(ctx, d_width, d_height, flags, false);
}
static bool create_window_cocoa_gl3(struct MPGLContext *ctx, uint32_t d_width,
uint32_t d_height, uint32_t flags)
{
return create_window_cocoa(ctx, d_width, d_height, flags, true);
}
static void releaseGlContext_cocoa(MPGLContext *ctx)
{
}
static void swapGlBuffers_cocoa(MPGLContext *ctx)
{
vo_cocoa_swap_buffers(ctx->vo);
}
#endif
#ifdef CONFIG_GL_WIN32
#include <windows.h>
#include "w32_common.h"
struct w32_context {
HGLRC context;
};
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 bool create_window_w32_old(struct MPGLContext *ctx, uint32_t d_width,
uint32_t d_height, uint32_t flags)
{
GL *gl = ctx->gl;
if (!vo_w32_config(ctx->vo, d_width, d_height, flags))
return false;
struct w32_context *w32_ctx = ctx->priv;
HGLRC *context = &w32_ctx->context;
if (*context) {
gl->Finish(); // supposedly to prevent flickering
return true;
}
HWND win = ctx->vo->w32->window;
HDC windc = GetDC(win);
bool res = false;
HGLRC new_context = wglCreateContext(windc);
if (!new_context) {
mp_msg(MSGT_VO, MSGL_FATAL, "[gl] Could not create GL context!\n");
goto out;
}
if (!wglMakeCurrent(windc, new_context)) {
mp_msg(MSGT_VO, MSGL_FATAL, "[gl] Could not set GL context!\n");
wglDeleteContext(new_context);
goto out;
}
*context = new_context;
getFunctions(ctx->gl, w32gpa, NULL, false);
res = true;
out:
ReleaseDC(win, windc);
return res;
}
static bool create_window_w32_gl3(struct MPGLContext *ctx, uint32_t d_width,
uint32_t d_height, uint32_t flags)
{
if (!vo_w32_config(ctx->vo, d_width, d_height, flags))
return false;
struct w32_context *w32_ctx = ctx->priv;
HGLRC *context = &w32_ctx->context;
if (*context) // reuse existing context
return true; // not reusing it breaks gl3!
HWND win = ctx->vo->w32->window;
HDC windc = GetDC(win);
HGLRC new_context = 0;
new_context = wglCreateContext(windc);
if (!new_context) {
mp_msg(MSGT_VO, MSGL_FATAL, "[gl] Could not create GL context!\n");
return false;
}
// set context
if (!wglMakeCurrent(windc, new_context)) {
mp_msg(MSGT_VO, MSGL_FATAL, "[gl] Could not set GL context!\n");
goto out;
}
const char *(GLAPIENTRY *wglGetExtensionsStringARB)(HDC hdc)
= w32gpa((const GLubyte*)"wglGetExtensionsStringARB");
if (!wglGetExtensionsStringARB)
goto unsupported;
const char *wgl_exts = wglGetExtensionsStringARB(windc);
if (!strstr(wgl_exts, "WGL_ARB_create_context"))
goto unsupported;
HGLRC (GLAPIENTRY *wglCreateContextAttribsARB)(HDC hDC, HGLRC hShareContext,
const int *attribList)
= w32gpa((const GLubyte*)"wglCreateContextAttribsARB");
if (!wglCreateContextAttribsARB)
goto unsupported;
int gl_version = ctx->requested_gl_version;
int attribs[] = {
WGL_CONTEXT_MAJOR_VERSION_ARB, MPGL_VER_GET_MAJOR(gl_version),
WGL_CONTEXT_MINOR_VERSION_ARB, MPGL_VER_GET_MINOR(gl_version),
WGL_CONTEXT_FLAGS_ARB, WGL_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB,
WGL_CONTEXT_PROFILE_MASK_ARB, WGL_CONTEXT_CORE_PROFILE_BIT_ARB,
0
};
*context = wglCreateContextAttribsARB(windc, 0, attribs);
if (! *context) {
// NVidia, instead of ignoring WGL_CONTEXT_FLAGS_ARB, will error out if
// it's present on pre-3.2 contexts.
// Remove it from attribs and retry the context creation.
attribs[6] = attribs[7] = 0;
*context = wglCreateContextAttribsARB(windc, 0, attribs);
}
if (! *context) {
int err = GetLastError();
mp_msg(MSGT_VO, MSGL_FATAL, "[gl] Could not create an OpenGL 3.x"
" context: error 0x%x\n", err);
goto out;
}
wglMakeCurrent(NULL, NULL);
wglDeleteContext(new_context);
if (!wglMakeCurrent(windc, *context)) {
mp_msg(MSGT_VO, MSGL_FATAL, "[gl] Could not set GL3 context!\n");
wglDeleteContext(*context);
return false;
}
/* update function pointers */
getFunctions(ctx->gl, w32gpa, NULL, true);
int pfmt = GetPixelFormat(windc);
PIXELFORMATDESCRIPTOR pfd;
if (DescribePixelFormat(windc, pfmt, sizeof(PIXELFORMATDESCRIPTOR), &pfd)) {
ctx->depth_r = pfd.cRedBits;
ctx->depth_g = pfd.cGreenBits;
ctx->depth_b = pfd.cBlueBits;
}
return true;
unsupported:
mp_msg(MSGT_VO, MSGL_ERR, "[gl] The current OpenGL implementation does"
" not support OpenGL 3.x \n");
out:
wglDeleteContext(new_context);
return false;
}
static void releaseGlContext_w32(MPGLContext *ctx)
{
struct w32_context *w32_ctx = ctx->priv;
HGLRC *context = &w32_ctx->context;
if (*context) {
wglMakeCurrent(0, 0);
wglDeleteContext(*context);
}
*context = 0;
}
static void swapGlBuffers_w32(MPGLContext *ctx)
{
HDC vo_hdc = GetDC(ctx->vo->w32->window);
SwapBuffers(vo_hdc);
ReleaseDC(ctx->vo->w32->window, vo_hdc);
}
#endif
#ifdef CONFIG_GL_X11
#include <X11/Xlib.h>
#include <GL/glx.h>
#include "x11_common.h"
struct glx_context {
XVisualInfo *vinfo;
GLXContext context;
GLXFBConfig fbc;
};
// The GL3/FBC initialization code roughly follows/copies from:
// http://www.opengl.org/wiki/Tutorial:_OpenGL_3.0_Context_Creation_(GLX)
// but also uses some of the old code.
static GLXFBConfig select_fb_config(struct vo *vo, const int *attribs)
{
int fbcount;
GLXFBConfig *fbc = glXChooseFBConfig(vo->x11->display, vo->x11->screen,
attribs, &fbcount);
if (!fbc)
return NULL;
// The list in fbc is sorted (so that the first element is the best).
GLXFBConfig fbconfig = fbc[0];
XFree(fbc);
return fbconfig;
}
static bool create_glx_window(struct MPGLContext *ctx, uint32_t d_width,
uint32_t d_height, uint32_t flags)
{
struct vo *vo = ctx->vo;
struct glx_context *glx_ctx = ctx->priv;
if (glx_ctx->context) {
// GL context and window already exist.
// Only update window geometry etc.
Colormap colormap = XCreateColormap(vo->x11->display, vo->x11->rootwin,
glx_ctx->vinfo->visual, AllocNone);
vo_x11_create_vo_window(vo, glx_ctx->vinfo, vo->dx, vo->dy, d_width,
d_height, flags, colormap, "gl");
XFreeColormap(vo->x11->display, colormap);
return true;
}
int glx_major, glx_minor;
// FBConfigs were added in GLX version 1.3.
if (!glXQueryVersion(vo->x11->display, &glx_major, &glx_minor) ||
(MPGL_VER(glx_major, glx_minor) < MPGL_VER(1, 3)))
{
mp_msg(MSGT_VO, MSGL_ERR, "[gl] GLX version older than 1.3.\n");
return false;
}
const int glx_attribs_stereo_value_idx = 1; // index of GLX_STEREO + 1
int glx_attribs[] = {
GLX_STEREO, False,
GLX_X_RENDERABLE, True,
GLX_RED_SIZE, 1,
GLX_GREEN_SIZE, 1,
GLX_BLUE_SIZE, 1,
GLX_DOUBLEBUFFER, True,
None
};
GLXFBConfig fbc = NULL;
if (flags & VOFLAG_STEREO) {
glx_attribs[glx_attribs_stereo_value_idx] = True;
fbc = select_fb_config(vo, glx_attribs);
if (!fbc) {
mp_msg(MSGT_VO, MSGL_ERR, "[gl] Could not find a stereo visual,"
" 3D will probably not work!\n");
glx_attribs[glx_attribs_stereo_value_idx] = False;
}
}
if (!fbc)
fbc = select_fb_config(vo, glx_attribs);
if (!fbc) {
mp_msg(MSGT_VO, MSGL_ERR, "[gl] no GLX support present\n");
return false;
}
glx_ctx->fbc = fbc;
glx_ctx->vinfo = glXGetVisualFromFBConfig(vo->x11->display, fbc);
mp_msg(MSGT_VO, MSGL_V, "[gl] GLX chose visual with ID 0x%x\n",
(int)glx_ctx->vinfo->visualid);
glXGetFBConfigAttrib(vo->x11->display, fbc, GLX_RED_SIZE, &ctx->depth_r);
glXGetFBConfigAttrib(vo->x11->display, fbc, GLX_GREEN_SIZE, &ctx->depth_g);
glXGetFBConfigAttrib(vo->x11->display, fbc, GLX_BLUE_SIZE, &ctx->depth_b);
Colormap colormap = XCreateColormap(vo->x11->display, vo->x11->rootwin,
glx_ctx->vinfo->visual, AllocNone);
vo_x11_create_vo_window(vo, glx_ctx->vinfo, vo->dx, vo->dy, d_width,
d_height, flags, colormap, "gl");
XFreeColormap(vo->x11->display, colormap);
return true;
}
static bool create_window_x11_old(struct MPGLContext *ctx, uint32_t d_width,
uint32_t d_height, uint32_t flags)
{
struct glx_context *glx_ctx = ctx->priv;
Display *display = ctx->vo->x11->display;
struct vo *vo = ctx->vo;
GL *gl = ctx->gl;
if (!create_glx_window(ctx, d_width, d_height, flags))
return false;
if (glx_ctx->context)
return true;
GLXContext new_context = glXCreateContext(display, glx_ctx->vinfo, NULL,
True);
if (!new_context) {
mp_msg(MSGT_VO, MSGL_FATAL, "[gl] Could not create GLX context!\n");
return false;
}
if (!glXMakeCurrent(display, ctx->vo->x11->window, new_context)) {
mp_msg(MSGT_VO, MSGL_FATAL, "[gl] Could not set GLX context!\n");
glXDestroyContext(display, new_context);
return false;
}
void *(*getProcAddress)(const GLubyte *);
getProcAddress = getdladdr("glXGetProcAddress");
if (!getProcAddress)
getProcAddress = getdladdr("glXGetProcAddressARB");
const char *glxstr = "";
const char *(*glXExtStr)(Display *, int)
= getdladdr("glXQueryExtensionsString");
if (glXExtStr)
glxstr = glXExtStr(display, ctx->vo->x11->screen);
getFunctions(gl, getProcAddress, glxstr, false);
if (!gl->GenPrograms && gl->GetString &&
gl->version < MPGL_VER(3, 0) &&
getProcAddress &&
strstr(gl->GetString(GL_EXTENSIONS), "GL_ARB_vertex_program"))
{
mp_msg(MSGT_VO, MSGL_WARN,
"Broken glXGetProcAddress detected, trying workaround\n");
getFunctions(gl, NULL, glxstr, false);
}
glx_ctx->context = new_context;
if (!glXIsDirect(vo->x11->display, new_context))
ctx->gl->mpgl_caps &= ~MPGL_CAP_NO_SW;
return true;
}
typedef GLXContext (*glXCreateContextAttribsARBProc)
(Display*, GLXFBConfig, GLXContext, Bool, const int*);
static bool create_window_x11_gl3(struct MPGLContext *ctx, uint32_t d_width,
uint32_t d_height, uint32_t flags)
{
struct glx_context *glx_ctx = ctx->priv;
struct vo *vo = ctx->vo;
if (!create_glx_window(ctx, d_width, d_height, flags))
return false;
if (glx_ctx->context)
return true;
glXCreateContextAttribsARBProc glXCreateContextAttribsARB =
(glXCreateContextAttribsARBProc)
glXGetProcAddressARB((const GLubyte *)"glXCreateContextAttribsARB");
const char *glxstr = "";
const char *(*glXExtStr)(Display *, int)
= getdladdr("glXQueryExtensionsString");
if (glXExtStr)
glxstr = glXExtStr(vo->x11->display, vo->x11->screen);
bool have_ctx_ext = glxstr && !!strstr(glxstr, "GLX_ARB_create_context");
if (!(have_ctx_ext && glXCreateContextAttribsARB)) {
return false;
}
int gl_version = ctx->requested_gl_version;
int context_attribs[] = {
GLX_CONTEXT_MAJOR_VERSION_ARB, MPGL_VER_GET_MAJOR(gl_version),
GLX_CONTEXT_MINOR_VERSION_ARB, MPGL_VER_GET_MINOR(gl_version),
GLX_CONTEXT_PROFILE_MASK_ARB, GLX_CONTEXT_CORE_PROFILE_BIT_ARB,
GLX_CONTEXT_FLAGS_ARB,
flags & VOFLAG_GL_DEBUG ? GLX_CONTEXT_DEBUG_BIT_ARB : 0,
None
};
GLXContext context = glXCreateContextAttribsARB(vo->x11->display,
glx_ctx->fbc, 0, True,
context_attribs);
if (!context) {
mp_msg(MSGT_VO, MSGL_FATAL, "[gl] Could not create GLX context!\n");
return false;
}
// set context
if (!glXMakeCurrent(vo->x11->display, vo->x11->window, context)) {
mp_msg(MSGT_VO, MSGL_FATAL, "[gl] Could not set GLX context!\n");
glXDestroyContext(vo->x11->display, context);
return false;
}
glx_ctx->context = context;
getFunctions(ctx->gl, (void *)glXGetProcAddress, glxstr, true);
if (!glXIsDirect(vo->x11->display, context))
ctx->gl->mpgl_caps &= ~MPGL_CAP_NO_SW;
return true;
}
/**
* \brief free the VisualInfo and GLXContext of an OpenGL context.
* \ingroup glcontext
*/
static void releaseGlContext_x11(MPGLContext *ctx)
{
struct glx_context *glx_ctx = ctx->priv;
XVisualInfo **vinfo = &glx_ctx->vinfo;
GLXContext *context = &glx_ctx->context;
Display *display = ctx->vo->x11->display;
GL *gl = ctx->gl;
if (*vinfo)
XFree(*vinfo);
*vinfo = NULL;
if (*context) {
if (gl->Finish)
gl->Finish();
glXMakeCurrent(display, None, NULL);
glXDestroyContext(display, *context);
}
*context = 0;
}
static void swapGlBuffers_x11(MPGLContext *ctx)
{
glXSwapBuffers(ctx->vo->x11->display, ctx->vo->x11->window);
}
#endif
struct backend {
const char *name;
enum MPGLType type;
};
static struct backend backends[] = {
{"auto", GLTYPE_AUTO},
{"cocoa", GLTYPE_COCOA},
{"win", GLTYPE_W32},
{"x11", GLTYPE_X11},
// mplayer-svn aliases (note that mplayer-svn couples these with the numeric
// values of the internal GLTYPE_* constants)
{"-1", GLTYPE_AUTO},
{ "0", GLTYPE_W32},
{ "1", GLTYPE_X11},
{0}
};
int mpgl_find_backend(const char *name)
{
for (const struct backend *entry = backends; entry->name; entry++) {
if (strcmp(entry->name, name) == 0)
return entry->type;
}
return -1;
}
MPGLContext *mpgl_init(enum MPGLType type, struct vo *vo)
{
MPGLContext *ctx;
if (type == GLTYPE_AUTO) {
ctx = mpgl_init(GLTYPE_COCOA, vo);
if (ctx)
return ctx;
ctx = mpgl_init(GLTYPE_W32, vo);
if (ctx)
return ctx;
return mpgl_init(GLTYPE_X11, vo);
}
ctx = talloc_zero(NULL, MPGLContext);
*ctx = (MPGLContext) {
.gl = talloc_zero(ctx, GL),
.type = type,
.vo = vo,
.requested_gl_version = MPGL_VER(3, 0),
.vo_init_ok = true,
};
switch (ctx->type) {
#ifdef CONFIG_GL_COCOA
case GLTYPE_COCOA:
ctx->create_window_old = create_window_cocoa_old;
ctx->create_window_gl3 = create_window_cocoa_gl3;
ctx->releaseGlContext = releaseGlContext_cocoa;
ctx->swapGlBuffers = swapGlBuffers_cocoa;
ctx->check_events = vo_cocoa_check_events;
ctx->update_xinerama_info = vo_cocoa_update_xinerama_info;
ctx->fullscreen = vo_cocoa_fullscreen;
ctx->ontop = vo_cocoa_ontop;
ctx->vo_init = vo_cocoa_init;
ctx->pause = vo_cocoa_pause;
ctx->resume = vo_cocoa_resume;
ctx->vo_uninit = vo_cocoa_uninit;
break;
#endif
#ifdef CONFIG_GL_WIN32
case GLTYPE_W32:
ctx->priv = talloc_zero(ctx, struct w32_context);
ctx->create_window_old = create_window_w32_old;
ctx->create_window_gl3 = create_window_w32_gl3;
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;
ctx->vo_init = vo_w32_init;
ctx->vo_uninit = vo_w32_uninit;
break;
#endif
#ifdef CONFIG_GL_X11
case GLTYPE_X11:
ctx->priv = talloc_zero(ctx, struct glx_context);
ctx->create_window_old = create_window_x11_old;
ctx->create_window_gl3 = create_window_x11_gl3;
ctx->releaseGlContext = releaseGlContext_x11;
ctx->swapGlBuffers = swapGlBuffers_x11;
ctx->update_xinerama_info = update_xinerama_info;
ctx->border = vo_x11_border;
ctx->check_events = vo_x11_check_events;
ctx->fullscreen = vo_x11_fullscreen;
ctx->ontop = vo_x11_ontop;
ctx->vo_init = vo_init;
ctx->vo_uninit = vo_x11_uninit;
break;
#endif
}
if (ctx->vo_init && ctx->vo_init(vo))
return ctx;
talloc_free(ctx);
return NULL;
}
bool mpgl_destroy_window(struct MPGLContext *ctx)
{
ctx->releaseGlContext(ctx);
*ctx->gl = (GL) {0};
// This is a caveat. At least on X11, this will recreate the X display
// connection. Also, if vo_init() fails, unspecified things will happen.
ctx->vo_uninit(ctx->vo);
ctx->vo_init_ok = ctx->vo_init(ctx->vo);
return ctx->vo_init_ok;
}
static bool create_window(struct MPGLContext *ctx, int gl_caps,
bool (*create)(struct MPGLContext *, uint32_t,
uint32_t, uint32_t),
uint32_t d_width, uint32_t d_height, uint32_t flags)
{
if (!create || !ctx->vo_init_ok)
return false;
if (create(ctx, d_width, d_height, flags)) {
int missing = (ctx->gl->mpgl_caps & gl_caps) ^ gl_caps;
if (!missing) {
ctx->selected_create_window = create;
return true;
}
mp_msg(MSGT_VO, MSGL_WARN, "[gl] Missing OpenGL features:");
list_features(missing, MSGL_WARN, false);
if (missing & MPGL_CAP_NO_SW) {
mp_msg(MSGT_VO, MSGL_WARN, "[gl] Rejecting suspected software "
"OpenGL renderer.\n");
}
}
// If we tried to create a GL 3 context, and we're going to create a legacy
// context after this, the window should be recreated at least on X11.
mpgl_destroy_window(ctx);
return false;
}
bool mpgl_create_window(struct MPGLContext *ctx, int gl_caps, uint32_t d_width,
uint32_t d_height, uint32_t flags)
{
assert(ctx->vo_init_ok);
if (ctx->selected_create_window)
return ctx->selected_create_window(ctx, d_width, d_height, flags);
bool allow_gl3 = !(gl_caps & MPGL_CAP_GL_LEGACY);
bool allow_legacy = !(gl_caps & MPGL_CAP_GL3);
gl_caps |= MPGL_CAP_GL;
if (allow_gl3 && create_window(ctx, gl_caps, ctx->create_window_gl3,
d_width, d_height, flags))
return true;
if (allow_legacy && create_window(ctx, gl_caps, ctx->create_window_old,
d_width, d_height, flags))
return true;
mp_msg(MSGT_VO, MSGL_ERR, "[gl] OpenGL context creation failed!\n");
return false;
}
void mpgl_uninit(MPGLContext *ctx)
{
if (!ctx)
return;
if (ctx->vo_init_ok) {
ctx->releaseGlContext(ctx);
ctx->vo_uninit(ctx->vo);
}
talloc_free(ctx);
}
void mp_log_source(int mod, int lev, const char *src)
{
int line = 1;
if (!src)
return;
while (*src) {
const char *end = strchr(src, '\n');
const char *next = end + 1;
if (!end)
next = end = src + strlen(src);
mp_msg(mod, lev, "[%3d] %.*s\n", line, (int)(end - src), src);
line++;
src = next;
}
}