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mirror of https://github.com/mpv-player/mpv synced 2024-12-17 12:25:03 +00:00
mpv/libvo/gl_common.h
reimar dc804a9536 Add a bicubic scaler that needs a lot more instruction but no
extra texture lookup


git-svn-id: svn://svn.mplayerhq.hu/mplayer/trunk@24338 b3059339-0415-0410-9bf9-f77b7e298cf2
2007-09-04 10:46:31 +00:00

332 lines
10 KiB
C

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