mpv/libvo/gl_common.c

1150 lines
38 KiB
C

/**
* \file gl_common.c
* \brief OpenGL helper functions used by vo_gl.c and vo_gl2.c
*
* Common OpenGL routines.
* Copyleft (C) Reimar Döffinger <Reimar.Doeffinger@stud.uni-karlsruhe.de>, 2005
* Licensend under the GNU GPL v2.
* Special thanks go to the xine team and Matthias Hopf, whose video_out_opengl.c
* gave me lots of good ideas.
*/
#include <stdlib.h>
#include <stdio.h>
#include <string.h>
#include <ctype.h>
#include <math.h>
#include "gl_common.h"
/**
* \defgroup glextfunctions OpenGL extension functions
*
* the pointers to these functions are acquired when the OpenGL
* context is created
* \{
*/
void (APIENTRY *GenBuffers)(GLsizei, GLuint *);
void (APIENTRY *DeleteBuffers)(GLsizei, const GLuint *);
void (APIENTRY *BindBuffer)(GLenum, GLuint);
GLvoid* (APIENTRY *MapBuffer)(GLenum, GLenum);
GLboolean (APIENTRY *UnmapBuffer)(GLenum);
void (APIENTRY *BufferData)(GLenum, intptr_t, const GLvoid *, GLenum);
void (APIENTRY *CombinerParameterfv)(GLenum, const GLfloat *);
void (APIENTRY *CombinerParameteri)(GLenum, GLint);
void (APIENTRY *CombinerInput)(GLenum, GLenum, GLenum, GLenum, GLenum,
GLenum);
void (APIENTRY *CombinerOutput)(GLenum, GLenum, GLenum, GLenum, GLenum,
GLenum, GLenum, GLboolean, GLboolean,
GLboolean);
void (APIENTRY *BeginFragmentShader)(void);
void (APIENTRY *EndFragmentShader)(void);
void (APIENTRY *SampleMap)(GLuint, GLuint, GLenum);
void (APIENTRY *ColorFragmentOp2)(GLenum, GLuint, GLuint, GLuint, GLuint,
GLuint, GLuint, GLuint, GLuint, GLuint);
void (APIENTRY *ColorFragmentOp3)(GLenum, GLuint, GLuint, GLuint, GLuint,
GLuint, GLuint, GLuint, GLuint, GLuint,
GLuint, GLuint, GLuint);
void (APIENTRY *SetFragmentShaderConstant)(GLuint, const GLfloat *);
void (APIENTRY *ActiveTexture)(GLenum);
void (APIENTRY *BindTexture)(GLenum, GLuint);
void (APIENTRY *MultiTexCoord2f)(GLenum, GLfloat, GLfloat);
void (APIENTRY *GenPrograms)(GLsizei, GLuint *);
void (APIENTRY *DeletePrograms)(GLsizei, const GLuint *);
void (APIENTRY *BindProgram)(GLenum, GLuint);
void (APIENTRY *ProgramString)(GLenum, GLenum, GLsizei, const GLvoid *);
void (APIENTRY *ProgramEnvParameter4f)(GLenum, GLuint, GLfloat, GLfloat,
GLfloat, GLfloat);
int (APIENTRY *SwapInterval)(int);
/** \} */ // 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
/**
* \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;
glPixelStorei (GL_UNPACK_ALIGNMENT, gl_alignment);
}
struct gl_name_map_struct {
GLint value;
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 == NULL) bpp = &dummy1;
if (gl_texfmt == NULL) gl_texfmt = &dummy3;
if (gl_format == NULL) gl_format = &dummy2;
if (gl_type == NULL) gl_type = &dummy2;
*bpp = IMGFMT_IS_BGR(fmt)?IMGFMT_BGR_DEPTH(fmt):IMGFMT_RGB_DEPTH(fmt);
*gl_texfmt = 3;
switch (fmt) {
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_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;
#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;
}
static void *setNull(const GLubyte *s) {
return NULL;
}
/**
* \brief find the function pointers of some useful OpenGL extensions
* \param getProcAddress function to resolve function names, may be NULL
*/
static void getFunctions(void *(*getProcAddress)(const GLubyte *)) {
if (!getProcAddress)
getProcAddress = setNull;
GenBuffers = getProcAddress("glGenBuffers");
if (!GenBuffers)
GenBuffers = getProcAddress("glGenBuffersARB");
DeleteBuffers = getProcAddress("glDeleteBuffers");
if (!DeleteBuffers)
DeleteBuffers = getProcAddress("glDeleteBuffersARB");
BindBuffer = getProcAddress("glBindBuffer");
if (!BindBuffer)
BindBuffer = getProcAddress("glBindBufferARB");
MapBuffer = getProcAddress("glMapBuffer");
if (!MapBuffer)
MapBuffer = getProcAddress("glMapBufferARB");
UnmapBuffer = getProcAddress("glUnmapBuffer");
if (!UnmapBuffer)
UnmapBuffer = getProcAddress("glUnmapBufferARB");
BufferData = getProcAddress("glBufferData");
if (!BufferData)
BufferData = getProcAddress("glBufferDataARB");
CombinerParameterfv = getProcAddress("glCombinerParameterfv");
if (!CombinerParameterfv)
CombinerParameterfv = getProcAddress("glCombinerParameterfvNV");
CombinerParameteri = getProcAddress("glCombinerParameteri");
if (!CombinerParameteri)
CombinerParameteri = getProcAddress("glCombinerParameteriNV");
CombinerInput = getProcAddress("glCombinerInput");
if (!CombinerInput)
CombinerInput = getProcAddress("glCombinerInputNV");
CombinerOutput = getProcAddress("glCombinerOutput");
if (!CombinerOutput)
CombinerOutput = getProcAddress("glCombinerOutputNV");
BeginFragmentShader = getProcAddress("glBeginFragmentShaderATI");
EndFragmentShader = getProcAddress("glEndFragmentShaderATI");
SampleMap = getProcAddress("glSampleMapATI");
ColorFragmentOp2 = getProcAddress("glColorFragmentOp2ATI");
ColorFragmentOp3 = getProcAddress("glColorFragmentOp3ATI");
SetFragmentShaderConstant = getProcAddress("glSetFragmentShaderConstantATI");
ActiveTexture = getProcAddress("glActiveTexture");
if (!ActiveTexture)
ActiveTexture = getProcAddress("glActiveTextureARB");
BindTexture = getProcAddress("glBindTexture");
if (!BindTexture)
BindTexture = getProcAddress("glBindTextureARB");
MultiTexCoord2f = getProcAddress("glMultiTexCoord2f");
if (!MultiTexCoord2f)
MultiTexCoord2f = getProcAddress("glMultiTexCoord2fARB");
GenPrograms = getProcAddress("glGenPrograms");
if (!GenPrograms)
GenPrograms = getProcAddress("glGenProgramsARB");
if (!GenPrograms)
GenPrograms = getProcAddress("glGenProgramsNV");
DeletePrograms = getProcAddress("glDeletePrograms");
if (!DeletePrograms)
DeletePrograms = getProcAddress("glDeleteProgramsARB");
if (!DeletePrograms)
DeletePrograms = getProcAddress("glDeleteProgramsNV");
BindProgram = getProcAddress("glBindProgram");
if (!BindProgram)
BindProgram = getProcAddress("glBindProgramARB");
if (!BindProgram)
BindProgram = getProcAddress("glBindProgramNV");
ProgramString = getProcAddress("glProgramString");
if (!ProgramString)
ProgramString = getProcAddress("glProgramStringARB");
if (!ProgramString)
ProgramString = getProcAddress("glProgramStringNV");
ProgramEnvParameter4f = getProcAddress("glProgramEnvParameter4f");
if (!ProgramEnvParameter4f)
ProgramEnvParameter4f = getProcAddress("glProgramEnvParameter4fARB");
if (!ProgramEnvParameter4f)
ProgramEnvParameter4f = getProcAddress("glProgramEnvParameter4fNV");
SwapInterval = getProcAddress("glXSwapInterval");
if (!SwapInterval)
SwapInterval = getProcAddress("glXSwapIntervalEXT");
if (!SwapInterval)
SwapInterval = getProcAddress("glXSwapIntervalSGI");
if (!SwapInterval)
SwapInterval = getProcAddress("wglSwapInterval");
if (!SwapInterval)
SwapInterval = getProcAddress("wglSwapIntervalEXT");
if (!SwapInterval)
SwapInterval = getProcAddress("wglSwapIntervalSGI");
}
/**
* \brief create a texture and set some defaults
* \param target texture taget, usually GL_TEXTURE_2D
* \param fmt internal texture format
* \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, GLint filter,
int w, int h, unsigned char val) {
GLfloat fval = (GLfloat)val / 255.0;
GLfloat border[4] = {fval, fval, fval, fval};
GLenum clrfmt = (fmt == GL_ALPHA) ? GL_ALPHA : GL_LUMINANCE;
char *init = (char *)malloc(w * h);
memset(init, val, w * h);
glAdjustAlignment(w);
glPixelStorei(GL_UNPACK_ROW_LENGTH, w);
glTexImage2D(target, 0, fmt, w, h, 0, clrfmt, GL_UNSIGNED_BYTE, init);
glTexParameterf(target, GL_TEXTURE_PRIORITY, 1.0);
glTexParameteri(target, GL_TEXTURE_MIN_FILTER, filter);
glTexParameteri(target, GL_TEXTURE_MAG_FILTER, filter);
glTexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(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.
glTexParameterfv(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);
}
/**
* \brief creates a texture from a PPM file
* \param target texture taget, usually GL_TEXTURE_2D
* \param fmt internal texture format
* \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) {
int w, h, m, val;
char *data;
ppm_skip(f);
if (fgetc(f) != 'P' || fgetc(f) != '6')
return 0;
ppm_skip(f);
if (fscanf(f, "%i", &w) != 1)
return 0;
ppm_skip(f);
if (fscanf(f, "%i", &h) != 1)
return 0;
ppm_skip(f);
if (fscanf(f, "%i", &m) != 1)
return 0;
val = fgetc(f);
if (!isspace(val))
return 0;
data = (char *)malloc(w * h * 3);
if (fread(data, w * 3, h, f) != h)
return 0;
glCreateClearTex(target, fmt, filter, w, h, 0);
glUploadTex(target, GL_RGB, GL_UNSIGNED_BYTE, data, w * 3, 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) {
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;
}
if (type != GL_UNSIGNED_BYTE)
return 0; //not implemented
switch (format) {
case GL_LUMINANCE:
case GL_ALPHA:
return 1;
case GL_RGB:
case GL_BGR:
return 3;
case GL_RGBA:
case GL_BGRA:
return 4;
}
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 data 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 *data, int stride,
int x, int y, int w, int h, int slice) {
int y_max = y + h;
if (w <= 0 || h <= 0) return;
if (slice <= 0)
slice = h;
// this is not always correct, but should work for MPlayer
glAdjustAlignment(stride);
glPixelStorei(GL_UNPACK_ROW_LENGTH, stride / glFmt2bpp(format, type));
for (; y + slice <= y_max; y += slice) {
glTexSubImage2D(target, 0, x, y, w, slice, format, type, data);
data += stride * slice;
}
if (y < y_max)
glTexSubImage2D(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;
glGetIntegerv(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);
glGetIntegerv (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);
if (!CombinerInput || !CombinerOutput ||
!CombinerParameterfv || !CombinerParameteri) {
mp_msg(MSGT_VO, MSGL_FATAL, "[gl] Combiner functions missing!\n");
return;
}
fillUVcoeff(ucoef, vcoef, uvcos, uvsin);
CombinerParameterfv(GL_CONSTANT_COLOR0_NV, ucoef);
CombinerParameterfv(GL_CONSTANT_COLOR1_NV, vcoef);
// UV first, like this green component cannot overflow
CombinerInput(GL_COMBINER0_NV, GL_RGB, GL_VARIABLE_A_NV,
GL_TEXTURE1, GL_HALF_BIAS_NORMAL_NV, GL_RGB);
CombinerInput(GL_COMBINER0_NV, GL_RGB, GL_VARIABLE_B_NV,
GL_CONSTANT_COLOR0_NV, GL_HALF_BIAS_NORMAL_NV, GL_RGB);
CombinerInput(GL_COMBINER0_NV, GL_RGB, GL_VARIABLE_C_NV,
GL_TEXTURE2, GL_HALF_BIAS_NORMAL_NV, GL_RGB);
CombinerInput(GL_COMBINER0_NV, GL_RGB, GL_VARIABLE_D_NV,
GL_CONSTANT_COLOR1_NV, GL_HALF_BIAS_NORMAL_NV, GL_RGB);
CombinerOutput(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
CombinerInput(GL_COMBINER1_NV, GL_RGB, GL_VARIABLE_A_NV, GL_SPARE0_NV,
GL_SIGNED_IDENTITY_NV, GL_RGB);
CombinerInput(GL_COMBINER1_NV, GL_RGB, GL_VARIABLE_B_NV, GL_ZERO,
GL_UNSIGNED_INVERT_NV, GL_RGB);
CombinerInput(GL_COMBINER1_NV, GL_RGB, GL_VARIABLE_C_NV,
GL_TEXTURE0, GL_SIGNED_IDENTITY_NV, GL_RGB);
CombinerInput(GL_COMBINER1_NV, GL_RGB, GL_VARIABLE_D_NV, GL_ZERO,
GL_UNSIGNED_INVERT_NV, GL_RGB);
CombinerOutput(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
CombinerParameteri(GL_NUM_GENERAL_COMBINERS_NV, 2);
}
/**
* \brief Setup ATI version of register combiners for YUV to RGB conversion.
* \param uvcos used for saturation and hue adjustment
* \param uvsin used for saturation and hue adjustment
*
* ATI called this fragment shader, but the name is confusing in the
* light of a very different OpenGL 2.0 extension with the same name
*/
static void glSetupYUVCombinersATI(float uvcos, float uvsin) {
GLfloat ucoef[4];
GLfloat vcoef[4];
GLint i;
glGetIntegerv(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);
glGetIntegerv (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);
if (!BeginFragmentShader || !EndFragmentShader ||
!SetFragmentShaderConstant || !SampleMap ||
!ColorFragmentOp2 || !ColorFragmentOp3) {
mp_msg(MSGT_VO, MSGL_FATAL, "[gl] Combiner (ATI) functions missing!\n");
return;
}
fillUVcoeff(ucoef, vcoef, uvcos, uvsin);
BeginFragmentShader();
SetFragmentShaderConstant(GL_CON_0_ATI, ucoef);
SetFragmentShaderConstant(GL_CON_1_ATI, vcoef);
SampleMap(GL_REG_0_ATI, GL_TEXTURE0, GL_SWIZZLE_STR_ATI);
SampleMap(GL_REG_1_ATI, GL_TEXTURE1, GL_SWIZZLE_STR_ATI);
SampleMap(GL_REG_2_ATI, GL_TEXTURE2, GL_SWIZZLE_STR_ATI);
// UV first, like this green component cannot overflow
ColorFragmentOp2(GL_MUL_ATI, GL_REG_1_ATI, GL_NONE, GL_NONE,
GL_REG_1_ATI, GL_NONE, GL_BIAS_BIT_ATI,
GL_CON_0_ATI, GL_NONE, GL_BIAS_BIT_ATI);
ColorFragmentOp3(GL_MAD_ATI, GL_REG_2_ATI, GL_NONE, GL_4X_BIT_ATI,
GL_REG_2_ATI, GL_NONE, GL_BIAS_BIT_ATI,
GL_CON_1_ATI, GL_NONE, GL_BIAS_BIT_ATI,
GL_REG_1_ATI, GL_NONE, GL_NONE);
ColorFragmentOp2(GL_ADD_ATI, GL_REG_0_ATI, GL_NONE, GL_NONE,
GL_REG_0_ATI, GL_NONE, GL_NONE,
GL_REG_2_ATI, GL_NONE, GL_NONE);
EndFragmentShader();
}
static const char *yuv_prog_template =
"!!ARBfp1.0\n"
"OPTION ARB_precision_hint_fastest;"
"PARAM ycoef = {%.4f, %.4f, %.4f};"
"PARAM ucoef = {%.4f, %.4f, %.4f};"
"PARAM vcoef = {%.4f, %.4f, %.4f};"
"PARAM offsets = {%.4f, %.4f, %.4f};"
"PARAM gamma = {%.4f, %.4f, %.4f};"
"TEMP res, y, u, v;"
"TEX y, fragment.texcoord[0], texture[0], %s;"
"MAD res, y, ycoef, offsets;"
"TEX u, fragment.texcoord[1], texture[1], %s;"
"MAD res, u, ucoef, res;"
"TEX v, fragment.texcoord[2], texture[2], %s;"
"MAD result.color, v, vcoef, res;"
"END";
static const char *yuv_pow_prog_template =
"!!ARBfp1.0\n"
"OPTION ARB_precision_hint_fastest;"
"PARAM ycoef = {%.4f, %.4f, %.4f};"
"PARAM ucoef = {%.4f, %.4f, %.4f};"
"PARAM vcoef = {%.4f, %.4f, %.4f};"
"PARAM offsets = {%.4f, %.4f, %.4f};"
"PARAM gamma = {%.4f, %.4f, %.4f};"
"TEMP res, y, u, v;"
"TEX y, fragment.texcoord[0], texture[0], %s;"
"MAD res, y, ycoef, offsets;"
"TEX u, fragment.texcoord[1], texture[1], %s;"
"MAD res, u, ucoef, res;"
"TEX v, fragment.texcoord[2], texture[2], %s;"
"MAD_SAT res, v, vcoef, res;"
"POW result.color.r, res.r, gamma.r;"
"POW result.color.g, res.g, gamma.g;"
"POW result.color.b, res.b, gamma.b;"
"END";
static const char *yuv_lookup_prog_template =
"!!ARBfp1.0\n"
"OPTION ARB_precision_hint_fastest;"
"PARAM ycoef = {%.4f, %.4f, %.4f, 0};"
"PARAM ucoef = {%.4f, %.4f, %.4f, 0};"
"PARAM vcoef = {%.4f, %.4f, %.4f, 0};"
"PARAM offsets = {%.4f, %.4f, %.4f, 0.125};"
"PARAM gamma = {%.4f, %.4f, %.4f};"
"TEMP res, y, u, v;"
"TEX y, fragment.texcoord[0], texture[0], %s;"
"MAD res, y, ycoef, offsets;"
"TEX u, fragment.texcoord[1], texture[1], %s;"
"MAD res, u, ucoef, res;"
"TEX v, fragment.texcoord[2], texture[2], %s;"
"MAD res, v, vcoef, res;"
"TEX result.color.r, res.raaa, texture[3], 2D;"
"ADD res.a, res.a, 0.25;"
"TEX result.color.g, res.gaaa, texture[3], 2D;"
"ADD res.a, res.a, 0.25;"
"TEX result.color.b, res.baaa, texture[3], 2D;"
"END";
/**
* \brief setup a fragment program that will do YUV->RGB conversion
* \param brightness brightness adjustment offset
* \param contrast contrast adjustment factor
* \param uvcos used for saturation and hue adjustment
* \param uvsin used for saturation and hue adjustment
* \param lookup use fragment program that uses texture unit 4 to
* do additional conversion via lookup.
*/
static void glSetupYUVFragprog(float brightness, float contrast,
float uvcos, float uvsin, float rgamma,
float ggamma, float bgamma, int type, int rect) {
char yuv_prog[1000];
const char *prog_template = yuv_prog_template;
char *tex_type = rect ? "RECT" : "2D";
int lookup = 0;
GLint i;
// this is the conversion matrix, with y, u, v factors
// for red, green, blue and the constant offsets
float ry, ru, rv, rc;
float gy, gu, gv, gc;
float by, bu, bv, bc;
switch (type) {
case YUV_CONVERSION_FRAGMENT_POW:
prog_template = yuv_pow_prog_template;
break;
case YUV_CONVERSION_FRAGMENT_LOOKUP:
prog_template = yuv_lookup_prog_template;
lookup = 1;
break;
}
glGetIntegerv (GL_MAX_TEXTURE_UNITS, &i);
if (i < 3)
mp_msg(MSGT_VO, MSGL_ERR,
"[gl] 3 texture units needed for YUV fragment support (found %i)\n", i);
if (lookup && i < 4)
mp_msg(MSGT_VO, MSGL_ERR,
"[gl] 4 texture units needed for YUV fragment support with lookup (found %i)\n", i);
if (!ProgramString) {
mp_msg(MSGT_VO, MSGL_FATAL, "[gl] ProgramString function missing!\n");
return;
}
ry = 1.164 * contrast;
gy = 1.164 * contrast;
by = 1.164 * contrast;
ru = 0 * uvcos + 1.596 * uvsin;
rv = 0 * uvsin + 1.596 * uvcos;
gu = -0.391 * uvcos + -0.813 * uvsin;
gv = -0.391 * uvsin + -0.813 * uvcos;
bu = 2.018 * uvcos + 0 * uvsin;
bv = 2.018 * uvsin + 0 * uvcos;
rc = (-16 * ry + (-128) * ru + (-128) * rv) / 255.0 + brightness;
gc = (-16 * gy + (-128) * gu + (-128) * gv) / 255.0 + brightness;
bc = (-16 * by + (-128) * bu + (-128) * bv) / 255.0 + brightness;
// these "center" contrast control so that e.g. a contrast of 0
// leads to a grey image, not a black one
rc += 0.5 - contrast / 2.0;
gc += 0.5 - contrast / 2.0;
bc += 0.5 - contrast / 2.0;
rgamma = 1.0 / rgamma;
ggamma = 1.0 / ggamma;
bgamma = 1.0 / bgamma;
snprintf(yuv_prog, 1000, prog_template, ry, gy, by, ru, gu, bu, rv, gv, bv,
rc, gc, bc, rgamma, bgamma, bgamma, tex_type, tex_type, tex_type);
ProgramString(GL_FRAGMENT_PROGRAM, GL_PROGRAM_FORMAT_ASCII,
strlen(yuv_prog), yuv_prog);
glGetIntegerv(GL_PROGRAM_ERROR_POSITION, &i);
if (i != -1)
mp_msg(MSGT_VO, MSGL_ERR,
"[gl] Error compiling fragment program, make sure your card supports\n"
"GL_ARB_fragment_program (use glxinfo to check).%.10s\n", &yuv_prog[i]);
}
/**
* \brief little helper function to create a lookup table for gamma
* \param map buffer to create map into
* \param size size of buffer
* \param gamma gamma value
*/
static void gen_gamma_map(unsigned char *map, int size, float gamma) {
int i;
gamma = 1.0 / gamma;
for (i = 0; i < size; i++) {
float tmp = (float)i / (size - 1.0);
tmp = pow(tmp, gamma);
if (tmp > 1.0) tmp = 1.0;
if (tmp < 0.0) tmp = 0.0;
map[i] = 255 * tmp;
}
}
//! resolution of texture for gamma lookup table
#define LOOKUP_RES 512
/**
* \brief setup YUV->RGB conversion
* \param target texture target for Y, U and V textures (e.g. GL_TEXTURE_2D)
* \param type YUV conversion type
* \param brightness brightness adjustment offset
* \param contrast contrast adjustment factor
* \param hue hue adjustment angle
* \param saturation saturation adjustment factor
* \param rgamma gamma value for red channel
* \param ggamma gamma value for green channel
* \param bgamma gamma value for blue channel
* \ingroup glconversion
*/
void glSetupYUVConversion(GLenum target, int type,
float brightness, float contrast,
float hue, float saturation,
float rgamma, float ggamma, float bgamma) {
float uvcos = saturation * cos(hue);
float uvsin = saturation * sin(hue);
switch (type) {
case YUV_CONVERSION_COMBINERS:
glSetupYUVCombiners(uvcos, uvsin);
break;
case YUV_CONVERSION_COMBINERS_ATI:
glSetupYUVCombinersATI(uvcos, uvsin);
break;
case YUV_CONVERSION_FRAGMENT_LOOKUP:
{
unsigned char lookup_data[4 * LOOKUP_RES];
gen_gamma_map(lookup_data, LOOKUP_RES, rgamma);
gen_gamma_map(&lookup_data[LOOKUP_RES], LOOKUP_RES, ggamma);
gen_gamma_map(&lookup_data[2 * LOOKUP_RES], LOOKUP_RES, bgamma);
ActiveTexture(GL_TEXTURE3);
glCreateClearTex(GL_TEXTURE_2D, GL_LUMINANCE8, 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);
ActiveTexture(GL_TEXTURE0);
}
case YUV_CONVERSION_FRAGMENT:
case YUV_CONVERSION_FRAGMENT_POW:
glSetupYUVFragprog(brightness, contrast, uvcos, uvsin,
rgamma, ggamma, bgamma, type,
target == GL_TEXTURE_RECTANGLE);
break;
}
}
/**
* \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 inline glEnableYUVConversion(GLenum target, int type) {
if (type <= 0) return;
switch (type) {
case YUV_CONVERSION_COMBINERS:
ActiveTexture(GL_TEXTURE1);
glEnable(target);
ActiveTexture(GL_TEXTURE2);
glEnable(target);
ActiveTexture(GL_TEXTURE0);
glEnable(GL_REGISTER_COMBINERS_NV);
break;
case YUV_CONVERSION_COMBINERS_ATI:
ActiveTexture(GL_TEXTURE1);
glEnable(target);
ActiveTexture(GL_TEXTURE2);
glEnable(target);
ActiveTexture(GL_TEXTURE0);
glEnable(GL_FRAGMENT_SHADER_ATI);
break;
case YUV_CONVERSION_FRAGMENT_LOOKUP:
case YUV_CONVERSION_FRAGMENT_POW:
case YUV_CONVERSION_FRAGMENT:
glEnable(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 inline glDisableYUVConversion(GLenum target, int type) {
if (type <= 0) return;
switch (type) {
case YUV_CONVERSION_COMBINERS:
ActiveTexture(GL_TEXTURE1);
glDisable(target);
ActiveTexture(GL_TEXTURE2);
glDisable(target);
ActiveTexture(GL_TEXTURE0);
glDisable(GL_REGISTER_COMBINERS_NV);
break;
case YUV_CONVERSION_COMBINERS_ATI:
ActiveTexture(GL_TEXTURE1);
glDisable(target);
ActiveTexture(GL_TEXTURE2);
glDisable(target);
ActiveTexture(GL_TEXTURE0);
glDisable(GL_FRAGMENT_SHADER_ATI);
break;
case YUV_CONVERSION_FRAGMENT_LOOKUP:
case YUV_CONVERSION_FRAGMENT_POW:
case YUV_CONVERSION_FRAGMENT:
glDisable(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 set, also draw the textures from units 1 and 2
* \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) {
GLfloat tx2 = tx / 2, ty2 = ty / 2, tw2 = tw / 2, th2 = th / 2;
if (!rect_tex) {
tx /= sx; ty /= sy; tw /= sx; th /= sy;
tx2 = tx, ty2 = ty, tw2 = tw, th2 = th;
}
glBegin(GL_QUADS);
glTexCoord2f(tx, ty);
if (is_yv12) {
MultiTexCoord2f(GL_TEXTURE1, tx2, ty2);
MultiTexCoord2f(GL_TEXTURE2, tx2, ty2);
}
glVertex2f(x, y);
glTexCoord2f(tx, ty + th);
if (is_yv12) {
MultiTexCoord2f(GL_TEXTURE1, tx2, ty2 + th2);
MultiTexCoord2f(GL_TEXTURE2, tx2, ty2 + th2);
}
glVertex2f(x, y + h);
glTexCoord2f(tx + tw, ty + th);
if (is_yv12) {
MultiTexCoord2f(GL_TEXTURE1, tx2 + tw2, ty2 + th2);
MultiTexCoord2f(GL_TEXTURE2, tx2 + tw2, ty2 + th2);
}
glVertex2f(x + w, y + h);
glTexCoord2f(tx + tw, ty);
if (is_yv12) {
MultiTexCoord2f(GL_TEXTURE1, tx2 + tw2, ty2);
MultiTexCoord2f(GL_TEXTURE2, tx2 + tw2, ty2);
}
glVertex2f(x + w, y);
glEnd();
}
#ifdef GL_WIN32
/**
* \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) {
return wglGetProcAddress(procName);
}
int setGlWindow(int *vinfo, HGLRC *context, HWND win)
{
int new_vinfo;
HDC windc = GetDC(win);
HGLRC new_context = 0;
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.
glFinish();
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");
return SET_WINDOW_FAILED;
}
}
// 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);
}
return SET_WINDOW_FAILED;
}
// set new values
vo_window = win;
vo_hdc = windc;
{
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);
// and inform that reinit is neccessary
return SET_WINDOW_REINIT;
}
return SET_WINDOW_OK;
}
void releaseGlContext(int *vinfo, HGLRC *context) {
*vinfo = 0;
if (*context) {
wglMakeCurrent(0, 0);
wglDeleteContext(*context);
}
*context = 0;
}
#else
#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
*
* Copied from xine
*/
static void *getdladdr(const GLubyte *s) {
#ifdef HAVE_LIBDL
#if defined(__sun) || defined(__sgi)
static void *handle = dlopen(NULL, RTLD_LAZY);
return dlsym(handle, s);
#else
return dlsym(0, s);
#endif
#else
return NULL;
#endif
}
/**
* \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);
}
/**
* \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
*/
int setGlWindow(XVisualInfo **vinfo, GLXContext *context, Window win)
{
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.
glFinish();
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;
{
Window root;
int tmp;
XGetGeometry(mDisplay, vo_window, &root, &tmp, &tmp,
&vo_dwidth, &vo_dheight, &tmp, &tmp);
}
if (!keep_context) {
void *(*getProcAddress)(const GLubyte *);
if (*context)
glXDestroyContext(mDisplay, *context);
*context = new_context;
if (*vinfo)
XFree(*vinfo);
*vinfo = new_vinfo;
getProcAddress = getdladdr("glXGetProcAddress");
if (!getProcAddress)
getProcAddress = getdladdr("glXGetProcAddressARB");
if (!getProcAddress)
getProcAddress = getdladdr;
getFunctions(getProcAddress);
// 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
*/
void releaseGlContext(XVisualInfo **vinfo, GLXContext *context) {
if (*vinfo)
XFree(*vinfo);
*vinfo = NULL;
if (*context)
{
glFinish();
glXMakeCurrent(mDisplay, None, NULL);
glXDestroyContext(mDisplay, *context);
}
*context = 0;
}
#endif