mirror of
https://github.com/mpv-player/mpv
synced 2024-12-17 12:25:03 +00:00
dc804a9536
extra texture lookup git-svn-id: svn://svn.mplayerhq.hu/mplayer/trunk@24338 b3059339-0415-0410-9bf9-f77b7e298cf2
332 lines
10 KiB
C
332 lines
10 KiB
C
#ifndef GL_COMMON_H
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#define GL_COMMON_H
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#include "mp_msg.h"
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#include "config.h"
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#include <GL/gl.h>
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#include "video_out.h"
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#ifdef GL_WIN32
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#include <windows.h>
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#include <GL/glext.h>
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#include "w32_common.h"
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#else
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#include <X11/Xlib.h>
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#include <GL/glx.h>
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#include "x11_common.h"
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#endif
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// workaround for some gl.h headers
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#ifndef APIENTRY
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#ifdef GLAPIENTRY
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#define APIENTRY GLAPIENTRY
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#elif defined(GL_WIN32)
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#define APIENTRY __stdcall
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#else
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#define APIENTRY
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#endif
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#endif
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/**
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* \defgroup glextdefines OpenGL extension defines
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*
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* conditionally define all extension defines used.
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* vendor specific extensions should be marked as such
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* (e.g. _NV), _ARB is not used to ease readability.
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* \{
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*/
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#ifndef GL_REGISTER_COMBINERS_NV
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#define GL_REGISTER_COMBINERS_NV 0x8522
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#endif
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#ifndef GL_MAX_GENERAL_COMBINERS_NV
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#define GL_MAX_GENERAL_COMBINERS_NV 0x854D
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#endif
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#ifndef GL_NUM_GENERAL_COMBINERS_NV
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#define GL_NUM_GENERAL_COMBINERS_NV 0x854E
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#endif
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#ifndef GL_CONSTANT_COLOR0_NV
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#define GL_CONSTANT_COLOR0_NV 0x852A
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#endif
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#ifndef GL_CONSTANT_COLOR1_NV
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#define GL_CONSTANT_COLOR1_NV 0x852B
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#endif
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#ifndef GL_COMBINER0_NV
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#define GL_COMBINER0_NV 0x8550
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#endif
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#ifndef GL_COMBINER1_NV
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#define GL_COMBINER1_NV 0x8551
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#endif
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#ifndef GL_VARIABLE_A_NV
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#define GL_VARIABLE_A_NV 0x8523
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#endif
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#ifndef GL_VARIABLE_B_NV
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#define GL_VARIABLE_B_NV 0x8524
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#endif
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#ifndef GL_VARIABLE_C_NV
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#define GL_VARIABLE_C_NV 0x8525
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#endif
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#ifndef GL_VARIABLE_D_NV
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#define GL_VARIABLE_D_NV 0x8526
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#endif
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#ifndef GL_UNSIGNED_INVERT_NV
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#define GL_UNSIGNED_INVERT_NV 0x8537
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#endif
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#ifndef GL_HALF_BIAS_NORMAL_NV
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#define GL_HALF_BIAS_NORMAL_NV 0x853A
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#endif
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#ifndef GL_SIGNED_IDENTITY_NV
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#define GL_SIGNED_IDENTITY_NV 0x853C
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#endif
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#ifndef GL_SCALE_BY_FOUR_NV
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#define GL_SCALE_BY_FOUR_NV 0x853F
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#endif
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#ifndef GL_DISCARD_NV
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#define GL_DISCARD_NV 0x8530
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#endif
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#ifndef GL_SPARE0_NV
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#define GL_SPARE0_NV 0x852E
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#endif
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#ifndef GL_FRAGMENT_SHADER_ATI
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#define GL_FRAGMENT_SHADER_ATI 0x8920
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#endif
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#ifndef GL_NUM_FRAGMENT_REGISTERS_ATI
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#define GL_NUM_FRAGMENT_REGISTERS_ATI 0x896E
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#endif
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#ifndef GL_REG_0_ATI
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#define GL_REG_0_ATI 0x8921
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#endif
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#ifndef GL_REG_1_ATI
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#define GL_REG_1_ATI 0x8922
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#endif
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#ifndef GL_REG_2_ATI
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#define GL_REG_2_ATI 0x8923
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#endif
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#ifndef GL_CON_0_ATI
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#define GL_CON_0_ATI 0x8941
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#endif
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#ifndef GL_CON_1_ATI
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#define GL_CON_1_ATI 0x8942
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#endif
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#ifndef GL_ADD_ATI
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#define GL_ADD_ATI 0x8963
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#endif
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#ifndef GL_MUL_ATI
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#define GL_MUL_ATI 0x8964
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#endif
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#ifndef GL_MAD_ATI
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#define GL_MAD_ATI 0x8968
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#endif
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#ifndef GL_SWIZZLE_STR_ATI
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#define GL_SWIZZLE_STR_ATI 0x8976
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#endif
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#ifndef GL_4X_BIT_ATI
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#define GL_4X_BIT_ATI 2
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#endif
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#ifndef GL_BIAS_BIT_ATI
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#define GL_BIAS_BIT_ATI 8
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#endif
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#ifndef GL_MAX_TEXTURE_UNITS
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#define GL_MAX_TEXTURE_UNITS 0x84E2
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#endif
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#ifndef GL_TEXTURE0
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#define GL_TEXTURE0 0x84C0
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#endif
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#ifndef GL_TEXTURE1
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#define GL_TEXTURE1 0x84C1
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#endif
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#ifndef GL_TEXTURE2
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#define GL_TEXTURE2 0x84C2
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#endif
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#ifndef GL_TEXTURE3
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#define GL_TEXTURE3 0x84C3
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#endif
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#ifndef GL_TEXTURE_RECTANGLE
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#define GL_TEXTURE_RECTANGLE 0x84F5
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#endif
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#ifndef GL_PIXEL_UNPACK_BUFFER
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#define GL_PIXEL_UNPACK_BUFFER 0x88EC
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#endif
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#ifndef GL_STREAM_DRAW
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#define GL_STREAM_DRAW 0x88E0
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#endif
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#ifndef GL_DYNAMIC_DRAW
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#define GL_DYNAMIC_DRAW 0x88E8
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#endif
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#ifndef GL_WRITE_ONLY
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#define GL_WRITE_ONLY 0x88B9
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#endif
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#ifndef GL_BGR
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#define GL_BGR 0x80E0
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#endif
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#ifndef GL_BGRA
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#define GL_BGRA 0x80E1
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#endif
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#ifndef GL_UNSIGNED_BYTE_3_3_2
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#define GL_UNSIGNED_BYTE_3_3_2 0x8032
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#endif
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#ifndef GL_UNSIGNED_BYTE_2_3_3_REV
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#define GL_UNSIGNED_BYTE_2_3_3_REV 0x8362
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#endif
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#ifndef GL_UNSIGNED_SHORT_5_6_5
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#define GL_UNSIGNED_SHORT_5_6_5 0x8363
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#endif
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#ifndef GL_UNSIGNED_SHORT_5_6_5_REV
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#define GL_UNSIGNED_SHORT_5_6_5_REV 0x8364
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#endif
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#ifndef GL_UNSIGNED_SHORT_5_5_5_1
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#define GL_UNSIGNED_SHORT_5_5_5_1 0x8034
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#endif
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#ifndef GL_UNSIGNED_SHORT_1_5_5_5_REV
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#define GL_UNSIGNED_SHORT_1_5_5_5_REV 0x8366
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#endif
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#ifndef GL_RGB32F
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#define GL_RGB32F 0x8815
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#endif
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#ifndef GL_FLOAT_RGB32_NV
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#define GL_FLOAT_RGB32_NV 0x8889
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#endif
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#ifndef GL_FRAGMENT_PROGRAM
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#define GL_FRAGMENT_PROGRAM 0x8804
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#endif
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#ifndef GL_PROGRAM_FORMAT_ASCII
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#define GL_PROGRAM_FORMAT_ASCII 0x8875
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#endif
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#ifndef GL_PROGRAM_ERROR_POSITION
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#define GL_PROGRAM_ERROR_POSITION 0x864B
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#endif
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#ifndef GL_PROGRAM_ERROR_STRING
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#define GL_PROGRAM_ERROR_STRING 0x8874
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#endif
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/** \} */ // end of glextdefines group
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void glAdjustAlignment(int stride);
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const char *glValName(GLint value);
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int glFindFormat(uint32_t format, int *bpp, GLint *gl_texfmt,
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GLenum *gl_format, GLenum *gl_type);
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int glFmt2bpp(GLenum format, GLenum type);
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void glCreateClearTex(GLenum target, GLenum fmt, GLint filter,
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int w, int h, unsigned char val);
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int glCreatePPMTex(GLenum target, GLenum fmt, GLint filter,
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FILE *f, int *width, int *height, int *maxval);
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void glUploadTex(GLenum target, GLenum format, GLenum type,
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const void *dataptr, int stride,
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int x, int y, int w, int h, int slice);
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void glDrawTex(GLfloat x, GLfloat y, GLfloat w, GLfloat h,
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GLfloat tx, GLfloat ty, GLfloat tw, GLfloat th,
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int sx, int sy, int rect_tex, int is_yv12, int flip);
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int loadGPUProgram(GLenum target, char *prog);
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/** \addtogroup glconversion
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* \{ */
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//! do not use YUV conversion, this should always stay 0
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#define YUV_CONVERSION_NONE 0
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//! use nVidia specific register combiners for YUV conversion
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#define YUV_CONVERSION_COMBINERS 1
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//! use a fragment program for YUV conversion
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#define YUV_CONVERSION_FRAGMENT 2
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//! use a fragment program for YUV conversion with gamma using POW
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#define YUV_CONVERSION_FRAGMENT_POW 3
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//! use a fragment program with additional table lookup for YUV conversion
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#define YUV_CONVERSION_FRAGMENT_LOOKUP 4
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//! use ATI specific register combiners ("fragment program")
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#define YUV_CONVERSION_COMBINERS_ATI 5
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//! use a fragment program with 3D table lookup for YUV conversion
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#define YUV_CONVERSION_FRAGMENT_LOOKUP3D 6
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//! use normal bilinear scaling for textures
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#define YUV_SCALER_BILIN 0
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//! use higher quality bicubic scaling for textures
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#define YUV_SCALER_BICUB 1
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//! use cubic scaling in X and normal linear scaling in Y direction
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#define YUV_SCALER_BICUB_X 2
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//! use cubic scaling without additional lookup texture
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#define YUV_SCALER_BICUB_NOTEX 3
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//! mask for conversion type
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#define YUV_CONVERSION_MASK 0xF
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//! mask for scaler type
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#define YUV_SCALER_MASK 0xF
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//! shift value for luminance scaler type
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#define YUV_LUM_SCALER_SHIFT 8
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//! shift value for chrominance scaler type
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#define YUV_CHROM_SCALER_SHIFT 12
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//! extract conversion out of type
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#define YUV_CONVERSION(t) (t & YUV_CONVERSION_MASK)
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//! extract luminance scaler out of type
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#define YUV_LUM_SCALER(t) ((t >> YUV_LUM_SCALER_SHIFT) & YUV_SCALER_MASK)
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//! extract chrominance scaler out of type
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#define YUV_CHROM_SCALER(t) ((t >> YUV_CHROM_SCALER_SHIFT) & YUV_SCALER_MASK)
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/** \} */
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void glSetupYUVConversion(GLenum target, int type,
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float brightness, float contrast,
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float hue, float saturation,
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float rgamma, float ggamma, float bgamma,
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int texw, int texh);
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void glEnableYUVConversion(GLenum target, int type);
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void glDisableYUVConversion(GLenum target, int type);
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/** \addtogroup glcontext
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* \{ */
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//! could not set new window, will continue drawing into the old one.
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#define SET_WINDOW_FAILED -1
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//! new window is set, could even transfer the OpenGL context.
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#define SET_WINDOW_OK 0
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//! new window is set, but the OpenGL context needs to be reinitialized.
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#define SET_WINDOW_REINIT 1
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/** \} */
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#ifdef GL_WIN32
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#define vo_check_events() vo_w32_check_events()
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#define vo_fullscreen() vo_w32_fullscreen()
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#define vo_ontop() vo_w32_ontop()
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#define vo_uninit() vo_w32_uninit()
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int setGlWindow(int *vinfo, HGLRC *context, HWND win);
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void releaseGlContext(int *vinfo, HGLRC *context);
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#else
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#define vo_check_events() vo_x11_check_events(mDisplay)
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#define vo_fullscreen() vo_x11_fullscreen()
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#define vo_ontop() vo_x11_ontop()
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#define vo_uninit() vo_x11_uninit()
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int setGlWindow(XVisualInfo **vinfo, GLXContext *context, Window win);
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void releaseGlContext(XVisualInfo **vinfo, GLXContext *context);
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#endif
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void swapGlBuffers(void);
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extern void (APIENTRY *GenBuffers)(GLsizei, GLuint *);
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extern void (APIENTRY *DeleteBuffers)(GLsizei, const GLuint *);
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extern void (APIENTRY *BindBuffer)(GLenum, GLuint);
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extern GLvoid* (APIENTRY *MapBuffer)(GLenum, GLenum);
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extern GLboolean (APIENTRY *UnmapBuffer)(GLenum);
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extern void (APIENTRY *BufferData)(GLenum, intptr_t, const GLvoid *, GLenum);
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extern void (APIENTRY *CombinerParameterfv)(GLenum, const GLfloat *);
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extern void (APIENTRY *CombinerParameteri)(GLenum, GLint);
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extern void (APIENTRY *CombinerInput)(GLenum, GLenum, GLenum, GLenum, GLenum,
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GLenum);
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extern void (APIENTRY *CombinerOutput)(GLenum, GLenum, GLenum, GLenum, GLenum,
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GLenum, GLenum, GLboolean, GLboolean,
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GLboolean);
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extern void (APIENTRY *BeginFragmentShader)(void);
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extern void (APIENTRY *EndFragmentShader)(void);
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extern void (APIENTRY *SampleMap)(GLuint, GLuint, GLenum);
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extern void (APIENTRY *ColorFragmentOp2)(GLenum, GLuint, GLuint, GLuint, GLuint,
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GLuint, GLuint, GLuint, GLuint, GLuint);
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extern void (APIENTRY *ColorFragmentOp3)(GLenum, GLuint, GLuint, GLuint, GLuint,
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GLuint, GLuint, GLuint, GLuint, GLuint,
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GLuint, GLuint, GLuint);
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extern void (APIENTRY *SetFragmentShaderConstant)(GLuint, const GLfloat *);
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extern void (APIENTRY *ActiveTexture)(GLenum);
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extern void (APIENTRY *BindTexture)(GLenum, GLuint);
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extern void (APIENTRY *MultiTexCoord2f)(GLenum, GLfloat, GLfloat);
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extern void (APIENTRY *GenPrograms)(GLsizei, GLuint *);
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extern void (APIENTRY *DeletePrograms)(GLsizei, const GLuint *);
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extern void (APIENTRY *BindProgram)(GLenum, GLuint);
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extern void (APIENTRY *ProgramString)(GLenum, GLenum, GLsizei, const GLvoid *);
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extern void (APIENTRY *ProgramEnvParameter4f)(GLenum, GLuint, GLfloat, GLfloat,
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GLfloat, GLfloat);
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extern int (APIENTRY *SwapInterval)(int);
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extern void (APIENTRY *TexImage3D)(GLenum, GLint, GLenum, GLsizei, GLsizei,
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GLsizei, GLint, GLenum, GLenum, const GLvoid *);
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#endif
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