Mercurial > mplayer.hg
view libvo/gl_common.c @ 29779:282ea4fbe87d
ad_ffmpeg: Fix channel layout for ffvorbis and ffaac
Patch submitted by Nicolas George, nicolas.george normalesup org
The layout exceptions removed by this patch were rendered unnecessary by
changes in ffmpeg which normalize channel layout for aac (r20067) and vorbis
(r20148).
author | tack |
---|---|
date | Wed, 04 Nov 2009 00:54:46 +0000 |
parents | 465247b46e39 |
children | ac3e6e27f2c7 |
line wrap: on
line source
/* * common OpenGL routines * * copyleft (C) 2005 Reimar Döffinger <Reimar.Doeffinger@stud.uni-karlsruhe.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. */ /** * \file gl_common.c * \brief OpenGL helper functions used by vo_gl.c and vo_gl2.c */ #include <stdlib.h> #include <stdio.h> #include <string.h> #include <ctype.h> #include <math.h> #include "gl_common.h" #include "libavutil/common.h" /** * \defgroup glextfunctions OpenGL extension functions * * the pointers to these functions are acquired when the OpenGL * context is created * \{ */ void (APIENTRY *GenBuffers)(GLsizei, GLuint *); void (APIENTRY *DeleteBuffers)(GLsizei, const GLuint *); void (APIENTRY *BindBuffer)(GLenum, GLuint); GLvoid* (APIENTRY *MapBuffer)(GLenum, GLenum); GLboolean (APIENTRY *UnmapBuffer)(GLenum); void (APIENTRY *BufferData)(GLenum, intptr_t, const GLvoid *, GLenum); void (APIENTRY *CombinerParameterfv)(GLenum, const GLfloat *); void (APIENTRY *CombinerParameteri)(GLenum, GLint); void (APIENTRY *CombinerInput)(GLenum, GLenum, GLenum, GLenum, GLenum, GLenum); void (APIENTRY *CombinerOutput)(GLenum, GLenum, GLenum, GLenum, GLenum, GLenum, GLenum, GLboolean, GLboolean, GLboolean); void (APIENTRY *BeginFragmentShader)(void); void (APIENTRY *EndFragmentShader)(void); void (APIENTRY *SampleMap)(GLuint, GLuint, GLenum); void (APIENTRY *ColorFragmentOp2)(GLenum, GLuint, GLuint, GLuint, GLuint, GLuint, GLuint, GLuint, GLuint, GLuint); void (APIENTRY *ColorFragmentOp3)(GLenum, GLuint, GLuint, GLuint, GLuint, GLuint, GLuint, GLuint, GLuint, GLuint, GLuint, GLuint, GLuint); void (APIENTRY *SetFragmentShaderConstant)(GLuint, const GLfloat *); void (APIENTRY *ActiveTexture)(GLenum); void (APIENTRY *BindTexture)(GLenum, GLuint); void (APIENTRY *MultiTexCoord2f)(GLenum, GLfloat, GLfloat); void (APIENTRY *GenPrograms)(GLsizei, GLuint *); void (APIENTRY *DeletePrograms)(GLsizei, const GLuint *); void (APIENTRY *BindProgram)(GLenum, GLuint); void (APIENTRY *ProgramString)(GLenum, GLenum, GLsizei, const GLvoid *); void (APIENTRY *GetProgramiv)(GLenum, GLenum, GLint *); void (APIENTRY *ProgramEnvParameter4f)(GLenum, GLuint, GLfloat, GLfloat, GLfloat, GLfloat); int (APIENTRY *SwapInterval)(int); void (APIENTRY *TexImage3D)(GLenum, GLint, GLenum, GLsizei, GLsizei, GLsizei, GLint, GLenum, GLenum, const GLvoid *); void* (APIENTRY *AllocateMemoryMESA)(void *, int, size_t, float, float, float); void (APIENTRY *FreeMemoryMESA)(void *, int, void *); /** \} */ // end of glextfunctions group //! \defgroup glgeneral OpenGL general helper functions //! \defgroup glcontext OpenGL context management helper functions //! \defgroup gltexture OpenGL texture handling helper functions //! \defgroup glconversion OpenGL conversion helper functions static GLint hqtexfmt; /** * \brief adjusts the GL_UNPACK_ALIGNMENT to fit the stride. * \param stride number of bytes per line for which alignment should fit. * \ingroup glgeneral */ void glAdjustAlignment(int stride) { GLint gl_alignment; if (stride % 8 == 0) gl_alignment=8; else if (stride % 4 == 0) gl_alignment=4; else if (stride % 2 == 0) gl_alignment=2; else gl_alignment=1; glPixelStorei (GL_UNPACK_ALIGNMENT, gl_alignment); } struct gl_name_map_struct { GLint value; const char *name; }; #undef MAP #define MAP(a) {a, #a} //! mapping table for the glValName function static const struct gl_name_map_struct gl_name_map[] = { // internal format MAP(GL_R3_G3_B2), MAP(GL_RGB4), MAP(GL_RGB5), MAP(GL_RGB8), MAP(GL_RGB10), MAP(GL_RGB12), MAP(GL_RGB16), MAP(GL_RGBA2), MAP(GL_RGBA4), MAP(GL_RGB5_A1), MAP(GL_RGBA8), MAP(GL_RGB10_A2), MAP(GL_RGBA12), MAP(GL_RGBA16), MAP(GL_LUMINANCE8), // format MAP(GL_RGB), MAP(GL_RGBA), MAP(GL_RED), MAP(GL_GREEN), MAP(GL_BLUE), MAP(GL_ALPHA), MAP(GL_LUMINANCE), MAP(GL_LUMINANCE_ALPHA), MAP(GL_COLOR_INDEX), // rest 1.2 only MAP(GL_BGR), MAP(GL_BGRA), //type MAP(GL_BYTE), MAP(GL_UNSIGNED_BYTE), MAP(GL_SHORT), MAP(GL_UNSIGNED_SHORT), MAP(GL_INT), MAP(GL_UNSIGNED_INT), MAP(GL_FLOAT), MAP(GL_DOUBLE), MAP(GL_2_BYTES), MAP(GL_3_BYTES), MAP(GL_4_BYTES), // rest 1.2 only MAP(GL_UNSIGNED_BYTE_3_3_2), MAP(GL_UNSIGNED_BYTE_2_3_3_REV), MAP(GL_UNSIGNED_SHORT_5_6_5), MAP(GL_UNSIGNED_SHORT_5_6_5_REV), MAP(GL_UNSIGNED_SHORT_4_4_4_4), MAP(GL_UNSIGNED_SHORT_4_4_4_4_REV), MAP(GL_UNSIGNED_SHORT_5_5_5_1), MAP(GL_UNSIGNED_SHORT_1_5_5_5_REV), MAP(GL_UNSIGNED_INT_8_8_8_8), MAP(GL_UNSIGNED_INT_8_8_8_8_REV), MAP(GL_UNSIGNED_INT_10_10_10_2), MAP(GL_UNSIGNED_INT_2_10_10_10_REV), {0, 0} }; #undef MAP /** * \brief return the name of an OpenGL constant * \param value the constant * \return name of the constant or "Unknown format!" * \ingroup glgeneral */ const char *glValName(GLint value) { int i = 0; while (gl_name_map[i].name) { if (gl_name_map[i].value == value) return gl_name_map[i].name; i++; } return "Unknown format!"; } //! always return this format as internal texture format in glFindFormat #define TEXTUREFORMAT_ALWAYS GL_RGB8 #undef TEXTUREFORMAT_ALWAYS /** * \brief find the OpenGL settings coresponding to format. * * All parameters may be NULL. * \param fmt MPlayer format to analyze. * \param bpp [OUT] bits per pixel of that format. * \param gl_texfmt [OUT] internal texture format that fits the * image format, not necessarily the best for performance. * \param gl_format [OUT] OpenGL format for this image format. * \param gl_type [OUT] OpenGL type for this image format. * \return 1 if format is supported by OpenGL, 0 if not. * \ingroup gltexture */ int glFindFormat(uint32_t fmt, int *bpp, GLint *gl_texfmt, GLenum *gl_format, GLenum *gl_type) { int supported = 1; int dummy1; GLenum dummy2; GLint dummy3; if (!bpp) bpp = &dummy1; if (!gl_texfmt) gl_texfmt = &dummy3; if (!gl_format) gl_format = &dummy2; if (!gl_type) gl_type = &dummy2; *bpp = IMGFMT_IS_BGR(fmt)?IMGFMT_BGR_DEPTH(fmt):IMGFMT_RGB_DEPTH(fmt); *gl_texfmt = 3; switch (fmt) { case IMGFMT_RGB24: *gl_format = GL_RGB; *gl_type = GL_UNSIGNED_BYTE; break; case IMGFMT_RGBA: *gl_texfmt = 4; *gl_format = GL_RGBA; *gl_type = GL_UNSIGNED_BYTE; break; case IMGFMT_YV12: supported = 0; // no native YV12 support case IMGFMT_Y800: case IMGFMT_Y8: *gl_texfmt = 1; *bpp = 8; *gl_format = GL_LUMINANCE; *gl_type = GL_UNSIGNED_BYTE; break; case IMGFMT_UYVY: case IMGFMT_YUY2: *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 differen number of bits. // GL_BGR and GL_UNSIGNED_BYTE_3_3_2 isn't supported at least // by nVidia drivers, and in addition would give more bits to // blue than to red, which isn't wanted gl_format = GL_RGB; gl_type = GL_UNSIGNED_BYTE_3_3_2; break; #endif case IMGFMT_BGR15: *gl_format = GL_BGRA; *gl_type = GL_UNSIGNED_SHORT_1_5_5_5_REV; break; case IMGFMT_BGR16: *gl_format = GL_RGB; *gl_type = GL_UNSIGNED_SHORT_5_6_5; break; case IMGFMT_BGR24: *gl_format = GL_BGR; *gl_type = GL_UNSIGNED_BYTE; break; case IMGFMT_BGRA: *gl_texfmt = 4; *gl_format = GL_BGRA; *gl_type = GL_UNSIGNED_BYTE; break; default: *gl_texfmt = 4; *gl_format = GL_RGBA; *gl_type = GL_UNSIGNED_BYTE; supported = 0; } #ifdef TEXTUREFORMAT_ALWAYS *gl_texfmt = TEXTUREFORMAT_ALWAYS; #endif return supported; } static void *setNull(const GLubyte *s) { return NULL; } typedef struct { void *funcptr; const char *extstr; const char *funcnames[7]; } extfunc_desc_t; static const extfunc_desc_t extfuncs[] = { {&GenBuffers, NULL, {"glGenBuffers", "glGenBuffersARB", NULL}}, {&DeleteBuffers, NULL, {"glDeleteBuffers", "glDeleteBuffersARB", NULL}}, {&BindBuffer, NULL, {"glBindBuffer", "glBindBufferARB", NULL}}, {&MapBuffer, NULL, {"glMapBuffer", "glMapBufferARB", NULL}}, {&UnmapBuffer, NULL, {"glUnmapBuffer", "glUnmapBufferARB", NULL}}, {&BufferData, NULL, {"glBufferData", "glBufferDataARB", NULL}}, {&CombinerParameterfv, "NV_register_combiners", {"glCombinerParameterfv", "glCombinerParameterfvNV", NULL}}, {&CombinerParameteri, "NV_register_combiners", {"glCombinerParameteri", "glCombinerParameteriNV", NULL}}, {&CombinerInput, "NV_register_combiners", {"glCombinerInput", "glCombinerInputNV", NULL}}, {&CombinerOutput, "NV_register_combiners", {"glCombinerOutput", "glCombinerOutputNV", NULL}}, {&BeginFragmentShader, "ATI_fragment_shader", {"glBeginFragmentShaderATI", NULL}}, {&EndFragmentShader, "ATI_fragment_shader", {"glEndFragmentShaderATI", NULL}}, {&SampleMap, "ATI_fragment_shader", {"glSampleMapATI", NULL}}, {&ColorFragmentOp2, "ATI_fragment_shader", {"glColorFragmentOp2ATI", NULL}}, {&ColorFragmentOp3, "ATI_fragment_shader", {"glColorFragmentOp3ATI", NULL}}, {&SetFragmentShaderConstant, "ATI_fragment_shader", {"glSetFragmentShaderConstantATI", NULL}}, {&ActiveTexture, NULL, {"glActiveTexture", "glActiveTextureARB", NULL}}, {&BindTexture, NULL, {"glBindTexture", "glBindTextureARB", "glBindTextureEXT", NULL}}, {&MultiTexCoord2f, NULL, {"glMultiTexCoord2f", "glMultiTexCoord2fARB", NULL}}, {&GenPrograms, "_program", {"glGenProgramsARB", NULL}}, {&DeletePrograms, "_program", {"glDeleteProgramsARB", NULL}}, {&BindProgram, "_program", {"glBindProgramARB", NULL}}, {&ProgramString, "_program", {"glProgramStringARB", NULL}}, {&GetProgramiv, "_program", {"glGetProgramivARB", NULL}}, {&ProgramEnvParameter4f, "_program", {"glProgramEnvParameter4fARB", NULL}}, {&SwapInterval, "_swap_control", {"glXSwapInterval", "glXSwapIntervalEXT", "glXSwapIntervalSGI", "wglSwapInterval", "wglSwapIntervalEXT", "wglSwapIntervalSGI", NULL}}, {&TexImage3D, NULL, {"glTexImage3D", NULL}}, {&AllocateMemoryMESA, "GLX_MESA_allocate_memory", {"glXAllocateMemoryMESA", NULL}}, {&FreeMemoryMESA, "GLX_MESA_allocate_memory", {"glXFreeMemoryMESA", NULL}}, {NULL} }; /** * \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(void *(*getProcAddress)(const GLubyte *), const char *ext2) { const extfunc_desc_t *dsc; const char *extensions = (const char *)glGetString(GL_EXTENSIONS); char *allexts; if (!extensions) extensions = ""; if (!ext2) ext2 = ""; allexts = malloc(strlen(extensions) + strlen(ext2) + 2); strcpy(allexts, extensions); strcat(allexts, " "); strcat(allexts, ext2); mp_msg(MSGT_VO, MSGL_V, "OpenGL extensions string:\n%s\n", allexts); if (!getProcAddress) getProcAddress = setNull; for (dsc = extfuncs; dsc->funcptr; dsc++) { void *ptr = NULL; int i; if (!dsc->extstr || strstr(allexts, dsc->extstr)) { for (i = 0; !ptr && dsc->funcnames[i]; i++) ptr = getProcAddress((const GLubyte *)dsc->funcnames[i]); } *(void **)dsc->funcptr = ptr; } if (strstr(allexts, "_texture_float")) hqtexfmt = GL_RGB32F; else if (strstr(allexts, "NV_float_buffer")) hqtexfmt = GL_FLOAT_RGB32_NV; else hqtexfmt = GL_RGB16; free(allexts); } /** * \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(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 = w * glFmt2bpp(format, type); char *init; if (!stride) return; init = malloc(stride * h); memset(init, val, stride * h); glAdjustAlignment(stride); glPixelStorei(GL_UNPACK_ROW_LENGTH, w); glTexImage2D(target, 0, fmt, w, h, 0, format, type, init); glTexParameterf(target, GL_TEXTURE_PRIORITY, 1.0); glTexParameteri(target, GL_TEXTURE_MIN_FILTER, filter); glTexParameteri(target, GL_TEXTURE_MAG_FILTER, filter); glTexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); // Border texels should not be used with CLAMP_TO_EDGE // We set a sane default anyway. glTexParameterfv(target, GL_TEXTURE_BORDER_COLOR, border); free(init); } /** * \brief skips whitespace and comments * \param f file to read from */ static void ppm_skip(FILE *f) { int c, comment = 0; do { c = fgetc(f); if (c == '#') comment = 1; if (c == '\n') comment = 0; } while (c != EOF && (isspace(c) || comment)); if (c != EOF) ungetc(c, f); } #define MAXDIM (16 * 1024) /** * \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(GLenum target, GLenum fmt, GLint filter, FILE *f, int *width, int *height, int *maxval) { unsigned w, h, m, val, bpp; char *data; GLenum type; ppm_skip(f); if (fgetc(f) != 'P' || fgetc(f) != '6') return 0; ppm_skip(f); if (fscanf(f, "%u", &w) != 1) return 0; ppm_skip(f); if (fscanf(f, "%u", &h) != 1) return 0; ppm_skip(f); if (fscanf(f, "%u", &m) != 1) return 0; val = fgetc(f); if (!isspace(val)) return 0; if (w > MAXDIM || h > MAXDIM) return 0; bpp = (m > 255) ? 6 : 3; data = malloc(w * h * bpp); if (fread(data, w * bpp, h, f) != h) return 0; if (!fmt) { fmt = (m > 255) ? hqtexfmt : 3; if (fmt == GL_FLOAT_RGB32_NV && target != GL_TEXTURE_RECTANGLE) fmt = GL_RGB16; } type = m > 255 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_BYTE; glCreateClearTex(target, fmt, GL_RGB, type, filter, w, h, 0); glUploadTex(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; } return 0; // unknown } /** * \brief upload a texture, handling things like stride and slices * \param target texture target, usually GL_TEXTURE_2D * \param format OpenGL format of data * \param type OpenGL type of data * \param 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(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(stride); glPixelStorei(GL_UNPACK_ROW_LENGTH, stride / glFmt2bpp(format, type)); for (; y + slice <= y_max; y += slice) { glTexSubImage2D(target, 0, x, y, w, slice, format, type, data); data += stride * slice; } if (y < y_max) glTexSubImage2D(target, 0, x, y, w, y_max - y, format, type, data); } static void fillUVcoeff(GLfloat *ucoef, GLfloat *vcoef, float uvcos, float uvsin) { int i; ucoef[0] = 0 * uvcos + 1.403 * uvsin; vcoef[0] = 0 * uvsin + 1.403 * uvcos; ucoef[1] = -0.344 * uvcos + -0.714 * uvsin; vcoef[1] = -0.344 * uvsin + -0.714 * uvcos; ucoef[2] = 1.770 * uvcos + 0 * uvsin; vcoef[2] = 1.770 * uvsin + 0 * uvcos; ucoef[3] = 0; vcoef[3] = 0; // Coefficients (probably) must be in [0, 1] range, whereas they originally // are in [-2, 2] range, so here comes the trick: // First put them in the [-0.5, 0.5] range, then add 0.5. // This can be undone with the HALF_BIAS and SCALE_BY_FOUR arguments // for CombinerInput and CombinerOutput (or the respective ATI variants) for (i = 0; i < 4; i++) { ucoef[i] = ucoef[i] * 0.25 + 0.5; vcoef[i] = vcoef[i] * 0.25 + 0.5; } } /** * \brief Setup register combiners for YUV to RGB conversion. * \param uvcos used for saturation and hue adjustment * \param uvsin used for saturation and hue adjustment */ static void glSetupYUVCombiners(float uvcos, float uvsin) { GLfloat ucoef[4]; GLfloat vcoef[4]; GLint i; if (!CombinerInput || !CombinerOutput || !CombinerParameterfv || !CombinerParameteri) { mp_msg(MSGT_VO, MSGL_FATAL, "[gl] Combiner functions missing!\n"); return; } glGetIntegerv(GL_MAX_GENERAL_COMBINERS_NV, &i); if (i < 2) mp_msg(MSGT_VO, MSGL_ERR, "[gl] 2 general combiners needed for YUV combiner support (found %i)\n", i); glGetIntegerv(GL_MAX_TEXTURE_UNITS, &i); if (i < 3) mp_msg(MSGT_VO, MSGL_ERR, "[gl] 3 texture units needed for YUV combiner support (found %i)\n", i); fillUVcoeff(ucoef, vcoef, uvcos, uvsin); CombinerParameterfv(GL_CONSTANT_COLOR0_NV, ucoef); CombinerParameterfv(GL_CONSTANT_COLOR1_NV, vcoef); // UV first, like this green component cannot overflow CombinerInput(GL_COMBINER0_NV, GL_RGB, GL_VARIABLE_A_NV, GL_TEXTURE1, GL_HALF_BIAS_NORMAL_NV, GL_RGB); CombinerInput(GL_COMBINER0_NV, GL_RGB, GL_VARIABLE_B_NV, GL_CONSTANT_COLOR0_NV, GL_HALF_BIAS_NORMAL_NV, GL_RGB); CombinerInput(GL_COMBINER0_NV, GL_RGB, GL_VARIABLE_C_NV, GL_TEXTURE2, GL_HALF_BIAS_NORMAL_NV, GL_RGB); CombinerInput(GL_COMBINER0_NV, GL_RGB, GL_VARIABLE_D_NV, GL_CONSTANT_COLOR1_NV, GL_HALF_BIAS_NORMAL_NV, GL_RGB); CombinerOutput(GL_COMBINER0_NV, GL_RGB, GL_DISCARD_NV, GL_DISCARD_NV, GL_SPARE0_NV, GL_SCALE_BY_FOUR_NV, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE); // stage 2 CombinerInput(GL_COMBINER1_NV, GL_RGB, GL_VARIABLE_A_NV, GL_SPARE0_NV, GL_SIGNED_IDENTITY_NV, GL_RGB); CombinerInput(GL_COMBINER1_NV, GL_RGB, GL_VARIABLE_B_NV, GL_ZERO, GL_UNSIGNED_INVERT_NV, GL_RGB); CombinerInput(GL_COMBINER1_NV, GL_RGB, GL_VARIABLE_C_NV, GL_TEXTURE0, GL_SIGNED_IDENTITY_NV, GL_RGB); CombinerInput(GL_COMBINER1_NV, GL_RGB, GL_VARIABLE_D_NV, GL_ZERO, GL_UNSIGNED_INVERT_NV, GL_RGB); CombinerOutput(GL_COMBINER1_NV, GL_RGB, GL_DISCARD_NV, GL_DISCARD_NV, GL_SPARE0_NV, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE); // leave final combiner stage in default mode CombinerParameteri(GL_NUM_GENERAL_COMBINERS_NV, 2); } /** * \brief Setup ATI version of register combiners for YUV to RGB conversion. * \param uvcos used for saturation and hue adjustment * \param uvsin used for saturation and hue adjustment * * ATI called this fragment shader, but the name is confusing in the * light of a very different OpenGL 2.0 extension with the same name */ static void glSetupYUVCombinersATI(float uvcos, float uvsin) { GLfloat ucoef[4]; GLfloat vcoef[4]; GLint i; if (!BeginFragmentShader || !EndFragmentShader || !SetFragmentShaderConstant || !SampleMap || !ColorFragmentOp2 || !ColorFragmentOp3) { mp_msg(MSGT_VO, MSGL_FATAL, "[gl] Combiner (ATI) functions missing!\n"); return; } glGetIntegerv(GL_NUM_FRAGMENT_REGISTERS_ATI, &i); if (i < 3) mp_msg(MSGT_VO, MSGL_ERR, "[gl] 3 registers needed for YUV combiner (ATI) support (found %i)\n", i); glGetIntegerv (GL_MAX_TEXTURE_UNITS, &i); if (i < 3) mp_msg(MSGT_VO, MSGL_ERR, "[gl] 3 texture units needed for YUV combiner (ATI) support (found %i)\n", i); fillUVcoeff(ucoef, vcoef, uvcos, uvsin); BeginFragmentShader(); SetFragmentShaderConstant(GL_CON_0_ATI, ucoef); SetFragmentShaderConstant(GL_CON_1_ATI, vcoef); SampleMap(GL_REG_0_ATI, GL_TEXTURE0, GL_SWIZZLE_STR_ATI); SampleMap(GL_REG_1_ATI, GL_TEXTURE1, GL_SWIZZLE_STR_ATI); SampleMap(GL_REG_2_ATI, GL_TEXTURE2, GL_SWIZZLE_STR_ATI); // UV first, like this green component cannot overflow ColorFragmentOp2(GL_MUL_ATI, GL_REG_1_ATI, GL_NONE, GL_NONE, GL_REG_1_ATI, GL_NONE, GL_BIAS_BIT_ATI, GL_CON_0_ATI, GL_NONE, GL_BIAS_BIT_ATI); ColorFragmentOp3(GL_MAD_ATI, GL_REG_2_ATI, GL_NONE, GL_4X_BIT_ATI, GL_REG_2_ATI, GL_NONE, GL_BIAS_BIT_ATI, GL_CON_1_ATI, GL_NONE, GL_BIAS_BIT_ATI, GL_REG_1_ATI, GL_NONE, GL_NONE); ColorFragmentOp2(GL_ADD_ATI, GL_REG_0_ATI, GL_NONE, GL_NONE, GL_REG_0_ATI, GL_NONE, GL_NONE, GL_REG_2_ATI, GL_NONE, GL_NONE); EndFragmentShader(); } /** * \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(GLenum unit) { GLfloat tex[4 * LOOKUP_BSPLINE_RES]; 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)]); ActiveTexture(unit); glTexImage1D(GL_TEXTURE_1D, 0, GL_RGBA16, LOOKUP_BSPLINE_RES, 0, GL_RGBA, GL_FLOAT, tex); glTexParameterf(GL_TEXTURE_1D, GL_TEXTURE_PRIORITY, 1.0); glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_REPEAT); ActiveTexture(GL_TEXTURE0); } static const char *bilin_filt_template = "TEX yuv.%c, fragment.texcoord[%c], texture[%c], %s;"; #define BICUB_FILT_MAIN(textype) \ /* first y-interpolation */ \ "ADD coord, fragment.texcoord[%c].xyxy, cdelta.xyxw;" \ "ADD coord2, fragment.texcoord[%c].xyxy, cdelta.zyzw;" \ "TEX a.r, coord.xyxy, texture[%c], "textype";" \ "TEX a.g, coord.zwzw, texture[%c], "textype";" \ /* second y-interpolation */ \ "TEX b.r, coord2.xyxy, texture[%c], "textype";" \ "TEX b.g, coord2.zwzw, texture[%c], "textype";" \ "LRP a.b, parmy.b, a.rrrr, a.gggg;" \ "LRP a.a, parmy.b, b.rrrr, b.gggg;" \ /* x-interpolation */ \ "LRP yuv.%c, parmx.b, a.bbbb, a.aaaa;" static const char *bicub_filt_template_2D = "MAD coord.xy, fragment.texcoord[%c], {%f, %f}, {0.5, 0.5};" "TEX parmx, coord.x, texture[%c], 1D;" "MUL cdelta.xz, parmx.rrgg, {-%f, 0, %f, 0};" "TEX parmy, coord.y, texture[%c], 1D;" "MUL cdelta.yw, parmy.rrgg, {0, -%f, 0, %f};" BICUB_FILT_MAIN("2D"); static const char *bicub_filt_template_RECT = "ADD coord, fragment.texcoord[%c], {0.5, 0.5};" "TEX parmx, coord.x, texture[%c], 1D;" "MUL cdelta.xz, parmx.rrgg, {-1, 0, 1, 0};" "TEX parmy, coord.y, texture[%c], 1D;" "MUL cdelta.yw, parmy.rrgg, {0, -1, 0, 1};" BICUB_FILT_MAIN("RECT"); #define CALCWEIGHTS(t, s) \ "MAD "t", {-0.5, 0.1666, 0.3333, -0.3333}, "s", {1, 0, -0.5, 0.5};" \ "MAD "t", "t", "s", {0, 0, -0.5, 0.5};" \ "MAD "t", "t", "s", {-0.6666, 0, 0.8333, 0.1666};" \ "RCP a.x, "t".z;" \ "RCP a.y, "t".w;" \ "MAD "t".xy, "t".xyxy, a.xyxy, {1, 1, 0, 0};" \ "ADD "t".x, "t".xxxx, "s";" \ "SUB "t".y, "t".yyyy, "s";" static const char *bicub_notex_filt_template_2D = "MAD coord.xy, fragment.texcoord[%c], {%f, %f}, {0.5, 0.5};" "FRC coord.xy, coord.xyxy;" CALCWEIGHTS("parmx", "coord.xxxx") "MUL cdelta.xz, parmx.rrgg, {-%f, 0, %f, 0};" CALCWEIGHTS("parmy", "coord.yyyy") "MUL cdelta.yw, parmy.rrgg, {0, -%f, 0, %f};" BICUB_FILT_MAIN("2D"); static const char *bicub_notex_filt_template_RECT = "ADD coord, fragment.texcoord[%c], {0.5, 0.5};" "FRC coord.xy, coord.xyxy;" CALCWEIGHTS("parmx", "coord.xxxx") "MUL cdelta.xz, parmx.rrgg, {-1, 0, 1, 0};" CALCWEIGHTS("parmy", "coord.yyyy") "MUL cdelta.yw, parmy.rrgg, {0, -1, 0, 1};" BICUB_FILT_MAIN("RECT"); #define BICUB_X_FILT_MAIN(textype) \ "ADD coord.xy, fragment.texcoord[%c].xyxy, cdelta.xyxy;" \ "ADD coord2.xy, fragment.texcoord[%c].xyxy, cdelta.zyzy;" \ "TEX a.r, coord, texture[%c], "textype";" \ "TEX b.r, coord2, texture[%c], "textype";" \ /* x-interpolation */ \ "LRP yuv.%c, parmx.b, a.rrrr, b.rrrr;" static const char *bicub_x_filt_template_2D = "MAD coord.x, fragment.texcoord[%c], {%f}, {0.5};" "TEX parmx, coord, texture[%c], 1D;" "MUL cdelta.xyz, parmx.rrgg, {-%f, 0, %f};" BICUB_X_FILT_MAIN("2D"); static const char *bicub_x_filt_template_RECT = "ADD coord.x, fragment.texcoord[%c], {0.5};" "TEX parmx, coord, texture[%c], 1D;" "MUL cdelta.xyz, parmx.rrgg, {-1, 0, 1};" BICUB_X_FILT_MAIN("RECT"); static const char *unsharp_filt_template = "PARAM dcoord%c = {%f, %f, %f, %f};" "ADD coord, fragment.texcoord[%c].xyxy, dcoord%c;" "SUB coord2, fragment.texcoord[%c].xyxy, dcoord%c;" "TEX a.r, fragment.texcoord[%c], texture[%c], %s;" "TEX b.r, coord.xyxy, texture[%c], %s;" "TEX b.g, coord.zwzw, texture[%c], %s;" "ADD b.r, b.r, b.g;" "TEX b.b, coord2.xyxy, texture[%c], %s;" "TEX b.g, coord2.zwzw, texture[%c], %s;" "DP3 b, b, {0.25, 0.25, 0.25};" "SUB b.r, a.r, b.r;" "MAD yuv.%c, b.r, {%f}, a.r;"; static const char *unsharp_filt_template2 = "PARAM dcoord%c = {%f, %f, %f, %f};" "PARAM dcoord2%c = {%f, 0, 0, %f};" "ADD coord, fragment.texcoord[%c].xyxy, dcoord%c;" "SUB coord2, fragment.texcoord[%c].xyxy, dcoord%c;" "TEX a.r, fragment.texcoord[%c], texture[%c], %s;" "TEX b.r, coord.xyxy, texture[%c], %s;" "TEX b.g, coord.zwzw, texture[%c], %s;" "ADD b.r, b.r, b.g;" "TEX b.b, coord2.xyxy, texture[%c], %s;" "TEX b.g, coord2.zwzw, texture[%c], %s;" "ADD b.r, b.r, b.b;" "ADD b.a, b.r, b.g;" "ADD coord, fragment.texcoord[%c].xyxy, dcoord2%c;" "SUB coord2, fragment.texcoord[%c].xyxy, dcoord2%c;" "TEX b.r, coord.xyxy, texture[%c], %s;" "TEX b.g, coord.zwzw, texture[%c], %s;" "ADD b.r, b.r, b.g;" "TEX b.b, coord2.xyxy, texture[%c], %s;" "TEX b.g, coord2.zwzw, texture[%c], %s;" "DP4 b.r, b, {-0.1171875, -0.1171875, -0.1171875, -0.09765625};" "MAD b.r, a.r, {0.859375}, b.r;" "MAD yuv.%c, b.r, {%f}, a.r;"; static const char *yuv_prog_template = "PARAM ycoef = {%.4f, %.4f, %.4f};" "PARAM ucoef = {%.4f, %.4f, %.4f};" "PARAM vcoef = {%.4f, %.4f, %.4f};" "PARAM offsets = {%.4f, %.4f, %.4f};" "TEMP res;" "MAD res.rgb, yuv.rrrr, ycoef, offsets;" "MAD res.rgb, yuv.gggg, ucoef, res;" "MAD result.color.rgb, yuv.bbbb, vcoef, res;" "END"; static const char *yuv_pow_prog_template = "PARAM ycoef = {%.4f, %.4f, %.4f};" "PARAM ucoef = {%.4f, %.4f, %.4f};" "PARAM vcoef = {%.4f, %.4f, %.4f};" "PARAM offsets = {%.4f, %.4f, %.4f};" "PARAM gamma = {%.4f, %.4f, %.4f};" "TEMP res;" "MAD res.rgb, yuv.rrrr, ycoef, offsets;" "MAD res.rgb, yuv.gggg, ucoef, res;" "MAD_SAT res.rgb, yuv.bbbb, vcoef, res;" "POW result.color.r, res.r, gamma.r;" "POW result.color.g, res.g, gamma.g;" "POW result.color.b, res.b, gamma.b;" "END"; static const char *yuv_lookup_prog_template = "PARAM ycoef = {%.4f, %.4f, %.4f, 0};" "PARAM ucoef = {%.4f, %.4f, %.4f, 0};" "PARAM vcoef = {%.4f, %.4f, %.4f, 0};" "PARAM offsets = {%.4f, %.4f, %.4f, 0.125};" "TEMP res;" "MAD res, yuv.rrrr, ycoef, offsets;" "MAD res.rgb, yuv.gggg, ucoef, res;" "MAD res.rgb, yuv.bbbb, vcoef, res;" "TEX result.color.r, res.raaa, texture[%c], 2D;" "ADD res.a, res.a, 0.25;" "TEX result.color.g, res.gaaa, texture[%c], 2D;" "ADD res.a, res.a, 0.25;" "TEX result.color.b, res.baaa, texture[%c], 2D;" "END"; static const char *yuv_lookup3d_prog_template = "TEX result.color, yuv, texture[%c], 3D;" "END"; /** * \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(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_TEXTURE0 + texs[0]); texs[0] += '0'; break; default: mp_msg(MSGT_VO, MSGL_ERR, "[gl] unknown scaler type %i\n", scaler); } } static void gen_gamma_map(unsigned char *map, int size, float gamma); #define ROW_R 0 #define ROW_G 1 #define ROW_B 2 #define COL_Y 0 #define COL_U 1 #define COL_V 2 #define COL_C 3 static void get_yuv2rgb_coeffs(gl_conversion_params_t *params, float yuv2rgb[3][4]) { float uvcos = params->saturation * cos(params->hue); float uvsin = params->saturation * sin(params->hue); int i; float uv_coeffs[3][2] = { { 0.000, 1.596}, {-0.391, -0.813}, { 2.018, 0.000} }; for (i = 0; i < 3; i++) { yuv2rgb[i][COL_C] = params->brightness; yuv2rgb[i][COL_Y] = 1.164 * params->contrast; yuv2rgb[i][COL_C] += (-16 / 255.0) * yuv2rgb[i][COL_Y]; yuv2rgb[i][COL_U] = uv_coeffs[i][0] * uvcos + uv_coeffs[i][1] * uvsin; yuv2rgb[i][COL_C] += (-128 / 255.0) * yuv2rgb[i][COL_U]; yuv2rgb[i][COL_V] = uv_coeffs[i][0] * uvsin + uv_coeffs[i][1] * uvcos; yuv2rgb[i][COL_C] += (-128 / 255.0) * yuv2rgb[i][COL_V]; // this "centers" contrast control so that e.g. a contrast of 0 // leads to a grey image, not a black one yuv2rgb[i][COL_C] += 0.5 - params->contrast / 2.0; } } //! size of gamma map use to avoid slow exp function in gen_yuv2rgb_map #define GMAP_SIZE (1024) /** * \brief generate a 3D YUV -> RGB map * \param params struct containing parameters like brightness, gamma, ... * \param map where to store map. Must provide space for (size + 2)^3 elements * \param size size of the map, excluding border */ static void gen_yuv2rgb_map(gl_conversion_params_t *params, unsigned char *map, int size) { int i, j, k, l; float step = 1.0 / size; float y, u, v; float yuv2rgb[3][4]; unsigned char gmaps[3][GMAP_SIZE]; gen_gamma_map(gmaps[0], GMAP_SIZE, params->rgamma); gen_gamma_map(gmaps[1], GMAP_SIZE, params->ggamma); gen_gamma_map(gmaps[2], GMAP_SIZE, params->bgamma); get_yuv2rgb_coeffs(params, yuv2rgb); for (i = 0; i < 3; i++) for (j = 0; j < 4; j++) yuv2rgb[i][j] *= GMAP_SIZE - 1; v = 0; for (i = -1; i <= size; i++) { u = 0; for (j = -1; j <= size; j++) { y = 0; for (k = -1; k <= size; k++) { for (l = 0; l < 3; l++) { float rgb = yuv2rgb[l][COL_Y] * y + yuv2rgb[l][COL_U] * u + yuv2rgb[l][COL_V] * v + yuv2rgb[l][COL_C]; *map++ = gmaps[l][av_clip(rgb, 0, GMAP_SIZE - 1)]; } y += (k == -1 || k == size - 1) ? step / 2 : step; } u += (j == -1 || j == size - 1) ? step / 2 : step; } v += (i == -1 || i == size - 1) ? step / 2 : step; } } //! 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_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)++; ActiveTexture(GL_TEXTURE0 + texs[0]); lookup_data = malloc(4 * LOOKUP_RES); gen_gamma_map(lookup_data, LOOKUP_RES, params->rgamma); gen_gamma_map(&lookup_data[LOOKUP_RES], LOOKUP_RES, params->ggamma); gen_gamma_map(&lookup_data[2 * LOOKUP_RES], LOOKUP_RES, params->bgamma); glCreateClearTex(GL_TEXTURE_2D, GL_LUMINANCE8, GL_LUMINANCE, GL_UNSIGNED_BYTE, GL_LINEAR, LOOKUP_RES, 4, 0); glUploadTex(GL_TEXTURE_2D, GL_LUMINANCE, GL_UNSIGNED_BYTE, lookup_data, LOOKUP_RES, 0, 0, LOOKUP_RES, 4, 0); ActiveTexture(GL_TEXTURE0); texs[0] += '0'; break; case YUV_CONVERSION_FRAGMENT_LOOKUP3D: { int sz = LOOKUP_3DRES + 2; // texture size including borders if (!TexImage3D) { mp_msg(MSGT_VO, MSGL_ERR, "[gl] Missing 3D texture function!\n"); break; } texs[0] = (*texu)++; ActiveTexture(GL_TEXTURE0 + texs[0]); lookup_data = malloc(3 * sz * sz * sz); gen_yuv2rgb_map(params, lookup_data, LOOKUP_3DRES); glAdjustAlignment(sz); glPixelStorei(GL_UNPACK_ROW_LENGTH, 0); TexImage3D(GL_TEXTURE_3D, 0, 3, sz, sz, sz, 1, GL_RGB, GL_UNSIGNED_BYTE, lookup_data); glTexParameterf(GL_TEXTURE_3D, GL_TEXTURE_PRIORITY, 1.0); glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_S, GL_CLAMP); glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_T, GL_CLAMP); glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_R, GL_CLAMP); ActiveTexture(GL_TEXTURE0); texs[0] += '0'; } break; default: mp_msg(MSGT_VO, MSGL_ERR, "[gl] unknown conversion type %i\n", conv); } if (lookup_data) free(lookup_data); } /** * \brief adds a scaling texture read at the current fragment program position * \param scaler type of scaler to insert * \param prog_pos current position in fragment program * \param remain how many bytes remain in the buffer given by prog_pos * \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_pos, int *remain, 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: snprintf(*prog_pos, *remain, bilin_filt_template, out_comp, in_tex, in_tex, ttype); break; case YUV_SCALER_BICUB: if (rect) snprintf(*prog_pos, *remain, bicub_filt_template_RECT, in_tex, texs[0], texs[0], in_tex, in_tex, in_tex, in_tex, in_tex, in_tex, out_comp); else snprintf(*prog_pos, *remain, bicub_filt_template_2D, in_tex, (float)texw, (float)texh, texs[0], ptw, ptw, texs[0], pth, pth, in_tex, in_tex, in_tex, in_tex, in_tex, in_tex, out_comp); break; case YUV_SCALER_BICUB_X: if (rect) snprintf(*prog_pos, *remain, bicub_x_filt_template_RECT, in_tex, texs[0], in_tex, in_tex, in_tex, in_tex, out_comp); else snprintf(*prog_pos, *remain, bicub_x_filt_template_2D, in_tex, (float)texw, texs[0], ptw, ptw, in_tex, in_tex, in_tex, in_tex, out_comp); break; case YUV_SCALER_BICUB_NOTEX: if (rect) snprintf(*prog_pos, *remain, bicub_notex_filt_template_RECT, in_tex, in_tex, in_tex, in_tex, in_tex, in_tex, in_tex, out_comp); else snprintf(*prog_pos, *remain, bicub_notex_filt_template_2D, in_tex, (float)texw, (float)texh, ptw, ptw, pth, pth, in_tex, in_tex, in_tex, in_tex, in_tex, in_tex, out_comp); break; case YUV_SCALER_UNSHARP: snprintf(*prog_pos, *remain, unsharp_filt_template, out_comp, 0.5 * ptw, 0.5 * pth, 0.5 * ptw, -0.5 * pth, in_tex, out_comp, in_tex, out_comp, in_tex, in_tex, ttype, in_tex, ttype, in_tex, ttype, in_tex, ttype, in_tex, ttype, out_comp, strength); break; case YUV_SCALER_UNSHARP2: snprintf(*prog_pos, *remain, unsharp_filt_template2, out_comp, 1.2 * ptw, 1.2 * pth, 1.2 * ptw, -1.2 * pth, out_comp, 1.5 * ptw, 1.5 * pth, in_tex, out_comp, in_tex, out_comp, in_tex, in_tex, ttype, in_tex, ttype, in_tex, ttype, in_tex, ttype, in_tex, ttype, in_tex, out_comp, in_tex, out_comp, in_tex, ttype, in_tex, ttype, in_tex, ttype, in_tex, ttype, out_comp, strength); break; } *remain -= strlen(*prog_pos); *prog_pos += strlen(*prog_pos); } 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(GLenum target, char *prog) { int i; GLint cur = 0, max = 0, err = 0; if (!ProgramString) { mp_msg(MSGT_VO, MSGL_ERR, "[gl] Missing GPU program function\n"); return 0; } ProgramString(target, GL_PROGRAM_FORMAT_ASCII, strlen(prog), prog); glGetIntegerv(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", glGetString(GL_PROGRAM_ERROR_STRING), &prog[err]); return 0; } if (!GetProgramiv || !mp_msg_test(MSGT_VO, MSGL_V)) return 1; mp_msg(MSGT_VO, MSGL_V, "[gl] Program statistics:\n"); for (i = 0; progstats[i].name; i++) { GetProgramiv(target, progstats[i].cur, &cur); GetProgramiv(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_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;" // 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;"; int prog_remain; char *yuv_prog, *prog_pos; int cur_texu = 3; char lum_scale_texs[1]; char chrom_scale_texs[1]; char conv_texs[1]; GLint i; // this is the conversion matrix, with y, u, v factors // for red, green, blue and the constant offsets float yuv2rgb[3][4]; create_conv_textures(params, &cur_texu, conv_texs); create_scaler_textures(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(YUV_CHROM_SCALER(type), &cur_texu, chrom_scale_texs); glGetIntegerv(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 (!ProgramString) { mp_msg(MSGT_VO, MSGL_FATAL, "[gl] ProgramString function missing!\n"); return; } yuv_prog = malloc(MAX_PROGSZ); strcpy(yuv_prog, prog_hdr); prog_pos = yuv_prog + sizeof(prog_hdr) - 1; prog_remain = MAX_PROGSZ - sizeof(prog_hdr); add_scaler(YUV_LUM_SCALER(type), &prog_pos, &prog_remain, lum_scale_texs, '0', 'r', rect, texw, texh, params->filter_strength); add_scaler(YUV_CHROM_SCALER(type), &prog_pos, &prog_remain, chrom_scale_texs, '1', 'g', rect, texw / 2, texh / 2, params->filter_strength); add_scaler(YUV_CHROM_SCALER(type), &prog_pos, &prog_remain, chrom_scale_texs, '2', 'b', rect, texw / 2, texh / 2, params->filter_strength); get_yuv2rgb_coeffs(params, yuv2rgb); switch (YUV_CONVERSION(type)) { case YUV_CONVERSION_FRAGMENT: snprintf(prog_pos, prog_remain, yuv_prog_template, yuv2rgb[ROW_R][COL_Y], yuv2rgb[ROW_G][COL_Y], yuv2rgb[ROW_B][COL_Y], yuv2rgb[ROW_R][COL_U], yuv2rgb[ROW_G][COL_U], yuv2rgb[ROW_B][COL_U], yuv2rgb[ROW_R][COL_V], yuv2rgb[ROW_G][COL_V], yuv2rgb[ROW_B][COL_V], yuv2rgb[ROW_R][COL_C], yuv2rgb[ROW_G][COL_C], yuv2rgb[ROW_B][COL_C]); break; case YUV_CONVERSION_FRAGMENT_POW: snprintf(prog_pos, prog_remain, yuv_pow_prog_template, yuv2rgb[ROW_R][COL_Y], yuv2rgb[ROW_G][COL_Y], yuv2rgb[ROW_B][COL_Y], yuv2rgb[ROW_R][COL_U], yuv2rgb[ROW_G][COL_U], yuv2rgb[ROW_B][COL_U], yuv2rgb[ROW_R][COL_V], yuv2rgb[ROW_G][COL_V], yuv2rgb[ROW_B][COL_V], yuv2rgb[ROW_R][COL_C], yuv2rgb[ROW_G][COL_C], yuv2rgb[ROW_B][COL_C], (float)1.0 / params->rgamma, (float)1.0 / params->bgamma, (float)1.0 / params->bgamma); break; case YUV_CONVERSION_FRAGMENT_LOOKUP: snprintf(prog_pos, prog_remain, yuv_lookup_prog_template, yuv2rgb[ROW_R][COL_Y], yuv2rgb[ROW_G][COL_Y], yuv2rgb[ROW_B][COL_Y], yuv2rgb[ROW_R][COL_U], yuv2rgb[ROW_G][COL_U], yuv2rgb[ROW_B][COL_U], yuv2rgb[ROW_R][COL_V], yuv2rgb[ROW_G][COL_V], yuv2rgb[ROW_B][COL_V], yuv2rgb[ROW_R][COL_C], yuv2rgb[ROW_G][COL_C], yuv2rgb[ROW_B][COL_C], conv_texs[0], conv_texs[0], conv_texs[0]); break; case YUV_CONVERSION_FRAGMENT_LOOKUP3D: snprintf(prog_pos, prog_remain, yuv_lookup3d_prog_template, conv_texs[0]); break; default: mp_msg(MSGT_VO, MSGL_ERR, "[gl] unknown conversion type %i\n", YUV_CONVERSION(type)); break; } mp_msg(MSGT_VO, MSGL_V, "[gl] generated fragment program:\n%s\n", yuv_prog); loadGPUProgram(GL_FRAGMENT_PROGRAM, yuv_prog); free(yuv_prog); } /** * \brief little helper function to create a lookup table for gamma * \param map buffer to create map into * \param size size of buffer * \param gamma gamma value */ static void gen_gamma_map(unsigned char *map, int size, float gamma) { int i; if (gamma == 1.0) { for (i = 0; i < size; i++) map[i] = 255 * i / (size - 1); return; } gamma = 1.0 / gamma; for (i = 0; i < size; i++) { float tmp = (float)i / (size - 1.0); tmp = pow(tmp, gamma); if (tmp > 1.0) tmp = 1.0; if (tmp < 0.0) tmp = 0.0; map[i] = 255 * tmp; } } /** * \brief setup YUV->RGB conversion * \param parms struct containing parameters like conversion and scaler type, * brightness, ... * \ingroup glconversion */ void glSetupYUVConversion(gl_conversion_params_t *params) { float uvcos = params->saturation * cos(params->hue); float uvsin = params->saturation * sin(params->hue); switch (YUV_CONVERSION(params->type)) { case YUV_CONVERSION_COMBINERS: glSetupYUVCombiners(uvcos, uvsin); break; case YUV_CONVERSION_COMBINERS_ATI: glSetupYUVCombinersATI(uvcos, uvsin); break; case YUV_CONVERSION_FRAGMENT_LOOKUP: case YUV_CONVERSION_FRAGMENT_LOOKUP3D: case YUV_CONVERSION_FRAGMENT: case YUV_CONVERSION_FRAGMENT_POW: glSetupYUVFragprog(params); 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(GLenum target, int type) { if (type <= 0) return; switch (YUV_CONVERSION(type)) { case YUV_CONVERSION_COMBINERS: ActiveTexture(GL_TEXTURE1); glEnable(target); ActiveTexture(GL_TEXTURE2); glEnable(target); ActiveTexture(GL_TEXTURE0); glEnable(GL_REGISTER_COMBINERS_NV); break; case YUV_CONVERSION_COMBINERS_ATI: ActiveTexture(GL_TEXTURE1); glEnable(target); ActiveTexture(GL_TEXTURE2); glEnable(target); ActiveTexture(GL_TEXTURE0); glEnable(GL_FRAGMENT_SHADER_ATI); break; case YUV_CONVERSION_FRAGMENT_LOOKUP3D: case YUV_CONVERSION_FRAGMENT_LOOKUP: case YUV_CONVERSION_FRAGMENT_POW: case YUV_CONVERSION_FRAGMENT: glEnable(GL_FRAGMENT_PROGRAM); break; } } /** * \brief disable the specified YUV conversion * \param target texture target for Y, U and V textures (e.g. GL_TEXTURE_2D) * \param type type of YUV conversion * \ingroup glconversion */ void glDisableYUVConversion(GLenum target, int type) { if (type <= 0) return; switch (YUV_CONVERSION(type)) { case YUV_CONVERSION_COMBINERS: ActiveTexture(GL_TEXTURE1); glDisable(target); ActiveTexture(GL_TEXTURE2); glDisable(target); ActiveTexture(GL_TEXTURE0); glDisable(GL_REGISTER_COMBINERS_NV); break; case YUV_CONVERSION_COMBINERS_ATI: ActiveTexture(GL_TEXTURE1); glDisable(target); ActiveTexture(GL_TEXTURE2); glDisable(target); ActiveTexture(GL_TEXTURE0); glDisable(GL_FRAGMENT_SHADER_ATI); break; case YUV_CONVERSION_FRAGMENT_LOOKUP3D: case YUV_CONVERSION_FRAGMENT_LOOKUP: case YUV_CONVERSION_FRAGMENT_POW: case YUV_CONVERSION_FRAGMENT: glDisable(GL_FRAGMENT_PROGRAM); break; } } /** * \brief draw a texture part at given 2D coordinates * \param x screen top coordinate * \param y screen left coordinate * \param w screen width coordinate * \param h screen height coordinate * \param tx texture top coordinate in pixels * \param ty texture left coordinate in pixels * \param tw texture part width in pixels * \param th texture part height in pixels * \param sx width of texture in pixels * \param sy height of texture in pixels * \param rect_tex whether this texture uses texture_rectangle extension * \param is_yv12 if set, also draw the textures from units 1 and 2 * \param flip flip the texture upside down * \ingroup gltexture */ void glDrawTex(GLfloat x, GLfloat y, GLfloat w, GLfloat h, GLfloat tx, GLfloat ty, GLfloat tw, GLfloat th, int sx, int sy, int rect_tex, int is_yv12, int flip) { GLfloat tx2 = tx / 2, ty2 = ty / 2, tw2 = tw / 2, th2 = th / 2; if (!rect_tex) { tx /= sx; ty /= sy; tw /= sx; th /= sy; tx2 = tx, ty2 = ty, tw2 = tw, th2 = th; } if (flip) { y += h; h = -h; } glBegin(GL_QUADS); glTexCoord2f(tx, ty); if (is_yv12) { MultiTexCoord2f(GL_TEXTURE1, tx2, ty2); MultiTexCoord2f(GL_TEXTURE2, tx2, ty2); } glVertex2f(x, y); glTexCoord2f(tx, ty + th); if (is_yv12) { MultiTexCoord2f(GL_TEXTURE1, tx2, ty2 + th2); MultiTexCoord2f(GL_TEXTURE2, tx2, ty2 + th2); } glVertex2f(x, y + h); glTexCoord2f(tx + tw, ty + th); if (is_yv12) { MultiTexCoord2f(GL_TEXTURE1, tx2 + tw2, ty2 + th2); MultiTexCoord2f(GL_TEXTURE2, tx2 + tw2, ty2 + th2); } glVertex2f(x + w, y + h); glTexCoord2f(tx + tw, ty); if (is_yv12) { MultiTexCoord2f(GL_TEXTURE1, tx2 + tw2, ty2); MultiTexCoord2f(GL_TEXTURE2, tx2 + tw2, ty2); } glVertex2f(x + w, y); glEnd(); } #ifdef GL_WIN32 #include "w32_common.h" /** * \brief little helper since wglGetProcAddress definition does not fit our * getProcAddress * \param procName name of function to look up * \return function pointer returned by wglGetProcAddress */ static void *w32gpa(const GLubyte *procName) { HMODULE oglmod; void *res = wglGetProcAddress(procName); if (res) return res; oglmod = GetModuleHandle("opengl32.dll"); return GetProcAddress(oglmod, procName); } int setGlWindow(int *vinfo, HGLRC *context, HWND win) { int new_vinfo; HDC windc = GetDC(win); HGLRC new_context = 0; int keep_context = 0; int res = SET_WINDOW_FAILED; // should only be needed when keeping context, but not doing glFinish // can cause flickering even when we do not keep it. if (*context) glFinish(); new_vinfo = GetPixelFormat(windc); if (*context && *vinfo && new_vinfo && *vinfo == new_vinfo) { // we can keep the wglContext new_context = *context; keep_context = 1; } else { // create a context new_context = wglCreateContext(windc); if (!new_context) { mp_msg(MSGT_VO, MSGL_FATAL, "[gl] Could not create GL context!\n"); goto out; } } // set context if (!wglMakeCurrent(windc, new_context)) { mp_msg(MSGT_VO, MSGL_FATAL, "[gl] Could not set GL context!\n"); if (!keep_context) { wglDeleteContext(new_context); } goto out; } // set new values vo_w32_window = win; { RECT rect; GetClientRect(win, &rect); vo_dwidth = rect.right; vo_dheight = rect.bottom; } if (!keep_context) { if (*context) wglDeleteContext(*context); *context = new_context; *vinfo = new_vinfo; getFunctions(w32gpa, NULL); // and inform that reinit is neccessary res = SET_WINDOW_REINIT; } else res = SET_WINDOW_OK; out: ReleaseDC(win, windc); return res; } void releaseGlContext(int *vinfo, HGLRC *context) { *vinfo = 0; if (*context) { wglMakeCurrent(0, 0); wglDeleteContext(*context); } *context = 0; } void swapGlBuffers(void) { HDC vo_hdc = GetDC(vo_w32_window); SwapBuffers(vo_hdc); ReleaseDC(vo_w32_window, vo_hdc); } #else #ifdef HAVE_LIBDL #include <dlfcn.h> #endif #include "x11_common.h" /** * \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; } /** * \brief Returns the XVisualInfo associated with Window win. * \param win Window whose XVisualInfo is returne. * \return XVisualInfo of the window. Caller must use XFree to free it. */ static XVisualInfo *getWindowVisualInfo(Window win) { XWindowAttributes xw_attr; XVisualInfo vinfo_template; int tmp; XGetWindowAttributes(mDisplay, win, &xw_attr); vinfo_template.visualid = XVisualIDFromVisual(xw_attr.visual); return XGetVisualInfo(mDisplay, VisualIDMask, &vinfo_template, &tmp); } static void appendstr(char **dst, const char *str) { int newsize; char *newstr; if (!str) return; newsize = strlen(*dst) + 1 + strlen(str) + 1; newstr = realloc(*dst, newsize); if (!newstr) return; *dst = newstr; strcat(*dst, " "); strcat(*dst, str); } /** * \brief Changes the window in which video is displayed. * If possible only transfers the context to the new window, otherwise * creates a new one, which must be initialized by the caller. * \param vinfo Currently used visual. * \param context Currently used context. * \param win window that should be used for drawing. * \return one of SET_WINDOW_FAILED, SET_WINDOW_OK or SET_WINDOW_REINIT. * In case of SET_WINDOW_REINIT the context could not be transfered * and the caller must initialize it correctly. * \ingroup glcontext */ int setGlWindow(XVisualInfo **vinfo, GLXContext *context, Window win) { XVisualInfo *new_vinfo; GLXContext new_context = NULL; int keep_context = 0; // should only be needed when keeping context, but not doing glFinish // can cause flickering even when we do not keep it. if (*context) glFinish(); new_vinfo = getWindowVisualInfo(win); if (*context && *vinfo && new_vinfo && (*vinfo)->visualid == new_vinfo->visualid) { // we can keep the GLXContext new_context = *context; XFree(new_vinfo); new_vinfo = *vinfo; keep_context = 1; } else { // create a context new_context = glXCreateContext(mDisplay, new_vinfo, NULL, True); if (!new_context) { mp_msg(MSGT_VO, MSGL_FATAL, "[gl] Could not create GLX context!\n"); XFree(new_vinfo); return SET_WINDOW_FAILED; } } // set context if (!glXMakeCurrent(mDisplay, vo_window, new_context)) { mp_msg(MSGT_VO, MSGL_FATAL, "[gl] Could not set GLX context!\n"); if (!keep_context) { glXDestroyContext(mDisplay, new_context); XFree(new_vinfo); } return SET_WINDOW_FAILED; } // set new values vo_window = win; vo_x11_update_geometry(); if (!keep_context) { void *(*getProcAddress)(const GLubyte *); const char *(*glXExtStr)(Display *, int); char *glxstr = strdup(""); if (*context) glXDestroyContext(mDisplay, *context); *context = new_context; if (*vinfo) XFree(*vinfo); *vinfo = new_vinfo; getProcAddress = getdladdr("glXGetProcAddress"); if (!getProcAddress) getProcAddress = getdladdr("glXGetProcAddressARB"); if (!getProcAddress) getProcAddress = (void *)getdladdr; glXExtStr = getdladdr("glXQueryExtensionsString"); if (glXExtStr) appendstr(&glxstr, glXExtStr(mDisplay, DefaultScreen(mDisplay))); glXExtStr = getdladdr("glXGetClientString"); if (glXExtStr) appendstr(&glxstr, glXExtStr(mDisplay, GLX_EXTENSIONS)); glXExtStr = getdladdr("glXGetServerString"); if (glXExtStr) appendstr(&glxstr, glXExtStr(mDisplay, GLX_EXTENSIONS)); getFunctions(getProcAddress, glxstr); free(glxstr); // and inform that reinit is neccessary return SET_WINDOW_REINIT; } return SET_WINDOW_OK; } /** * \brief free the VisualInfo and GLXContext of an OpenGL context. * \ingroup glcontext */ void releaseGlContext(XVisualInfo **vinfo, GLXContext *context) { if (*vinfo) XFree(*vinfo); *vinfo = NULL; if (*context) { glFinish(); glXMakeCurrent(mDisplay, None, NULL); glXDestroyContext(mDisplay, *context); } *context = 0; } void swapGlBuffers(void) { glXSwapBuffers(mDisplay, vo_window); } #endif