1
0
mirror of https://github.com/mpv-player/mpv synced 2024-12-25 00:02:13 +00:00
mpv/video/out/gl_common.c
wm4 670a4a85a9 gl_common: improve Mesa compatibility for GL3 context creation
Don't request CONTEXT_FORWARD_COMPATIBLE when creating a GL3 context on
X11. This improves compatibility with some Mesa drivers.

Setting this bit was originally intended to make the code compatible
to newer (future, possibly not yet existing) OpenGL implementations.
These implementations wouldn't have to support deprecated legacy GL
features, which we know that we don't use, and could return a context
with a higher OpenGL version than requested.

In practice, this didn't work out. CONTEXT_FORWARD_COMPATIBLE requires
the driver to explicitly disable deprecated functionality. If it doesn't
do that, it has to reject context creation with that flag set. And it
turns out there are Mesa drivers which suffer from this caveat. See [1].

This probably also means that a GL application with a fixed set of
required GL features (such as a subset of GL 3.2 core, like vo_opengl.c)
may need to probe several GL versions if drivers really start dropping
legacy GL.

On Windows, CONTEXT_FORWARD_COMPATIBLE is still set. It is not known
if this is ideal, but fortunately there is no Mesa on Windows.

CONTEXT_CORE_PROFILE is still always set. For requested GL versions
lower than 3.2, this flag is ignored. Should we requires higher versions
later, we want it to be set, so don't remove it.

[1] https://bugs.freedesktop.org/show_bug.cgi?id=57241
2012-11-20 18:00:16 +01:00

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;
}
}