Mercurial > mplayer.hg
view libvo/gl_common.c @ 16892:3470c810527b
libvo input cleanup: remove the dependency on libinput,
remove most of the crappy mappings (like O->o or ESC->q).
author | albeu |
---|---|
date | Wed, 02 Nov 2005 21:50:55 +0000 |
parents | 6ea220b10e8e |
children | 179a7a2857a8 |
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/** * \file gl_common.c * \brief OpenGL helper functions used by vo_gl.c and vo_gl2.c * * Common OpenGL routines. * Copyleft (C) Reimar Döffinger <Reimar.Doeffinger@stud.uni-karlsruhe.de>, 2005 * Licensend under the GNU GPL v2. * Special thanks go to the xine team and Matthias Hopf, whose video_out_opengl.c * gave me lots of good ideas. */ #include <stdlib.h> #include <stdio.h> #include <string.h> #include <ctype.h> #include <math.h> #include "gl_common.h" /** * \defgroup glextfunctions OpenGL extension functions * * the pointers to these functions are acquired when the OpenGL * context is created * \{ */ void (APIENTRY *GenBuffers)(GLsizei, GLuint *); void (APIENTRY *DeleteBuffers)(GLsizei, const GLuint *); void (APIENTRY *BindBuffer)(GLenum, GLuint); GLvoid* (APIENTRY *MapBuffer)(GLenum, GLenum); GLboolean (APIENTRY *UnmapBuffer)(GLenum); void (APIENTRY *BufferData)(GLenum, intptr_t, const GLvoid *, GLenum); void (APIENTRY *CombinerParameterfv)(GLenum, const GLfloat *); void (APIENTRY *CombinerParameteri)(GLenum, GLint); void (APIENTRY *CombinerInput)(GLenum, GLenum, GLenum, GLenum, GLenum, GLenum); void (APIENTRY *CombinerOutput)(GLenum, GLenum, GLenum, GLenum, GLenum, GLenum, GLenum, GLboolean, GLboolean, GLboolean); void (APIENTRY *BeginFragmentShader)(void); void (APIENTRY *EndFragmentShader)(void); void (APIENTRY *SampleMap)(GLuint, GLuint, GLenum); void (APIENTRY *ColorFragmentOp2)(GLenum, GLuint, GLuint, GLuint, GLuint, GLuint, GLuint, GLuint, GLuint, GLuint); void (APIENTRY *ColorFragmentOp3)(GLenum, GLuint, GLuint, GLuint, GLuint, GLuint, GLuint, GLuint, GLuint, GLuint, GLuint, GLuint, GLuint); void (APIENTRY *SetFragmentShaderConstant)(GLuint, const GLfloat *); void (APIENTRY *ActiveTexture)(GLenum); void (APIENTRY *BindTexture)(GLenum, GLuint); void (APIENTRY *MultiTexCoord2f)(GLenum, GLfloat, GLfloat); void (APIENTRY *GenPrograms)(GLsizei, GLuint *); void (APIENTRY *DeletePrograms)(GLsizei, const GLuint *); void (APIENTRY *BindProgram)(GLenum, GLuint); void (APIENTRY *ProgramString)(GLenum, GLenum, GLsizei, const GLvoid *); void (APIENTRY *ProgramEnvParameter4f)(GLenum, GLuint, GLfloat, GLfloat, GLfloat, GLfloat); int (APIENTRY *SwapInterval)(int); /** \} */ // end of glextfunctions group //! \defgroup glgeneral OpenGL general helper functions //! \defgroup glcontext OpenGL context management helper functions //! \defgroup gltexture OpenGL texture handling helper functions //! \defgroup glconversion OpenGL conversion helper functions /** * \brief adjusts the GL_UNPACK_ALIGNMENT to fit the stride. * \param stride number of bytes per line for which alignment should fit. * \ingroup glgeneral */ void glAdjustAlignment(int stride) { GLint gl_alignment; if (stride % 8 == 0) gl_alignment=8; else if (stride % 4 == 0) gl_alignment=4; else if (stride % 2 == 0) gl_alignment=2; else gl_alignment=1; glPixelStorei (GL_UNPACK_ALIGNMENT, gl_alignment); } struct gl_name_map_struct { GLint value; char *name; }; #undef MAP #define MAP(a) {a, #a} //! mapping table for the glValName function static const struct gl_name_map_struct gl_name_map[] = { // internal format MAP(GL_R3_G3_B2), MAP(GL_RGB4), MAP(GL_RGB5), MAP(GL_RGB8), MAP(GL_RGB10), MAP(GL_RGB12), MAP(GL_RGB16), MAP(GL_RGBA2), MAP(GL_RGBA4), MAP(GL_RGB5_A1), MAP(GL_RGBA8), MAP(GL_RGB10_A2), MAP(GL_RGBA12), MAP(GL_RGBA16), MAP(GL_LUMINANCE8), // format MAP(GL_RGB), MAP(GL_RGBA), MAP(GL_RED), MAP(GL_GREEN), MAP(GL_BLUE), MAP(GL_ALPHA), MAP(GL_LUMINANCE), MAP(GL_LUMINANCE_ALPHA), MAP(GL_COLOR_INDEX), // rest 1.2 only MAP(GL_BGR), MAP(GL_BGRA), //type MAP(GL_BYTE), MAP(GL_UNSIGNED_BYTE), MAP(GL_SHORT), MAP(GL_UNSIGNED_SHORT), MAP(GL_INT), MAP(GL_UNSIGNED_INT), MAP(GL_FLOAT), MAP(GL_DOUBLE), MAP(GL_2_BYTES), MAP(GL_3_BYTES), MAP(GL_4_BYTES), // rest 1.2 only MAP(GL_UNSIGNED_BYTE_3_3_2), MAP(GL_UNSIGNED_BYTE_2_3_3_REV), MAP(GL_UNSIGNED_SHORT_5_6_5), MAP(GL_UNSIGNED_SHORT_5_6_5_REV), MAP(GL_UNSIGNED_SHORT_4_4_4_4), MAP(GL_UNSIGNED_SHORT_4_4_4_4_REV), MAP(GL_UNSIGNED_SHORT_5_5_5_1), MAP(GL_UNSIGNED_SHORT_1_5_5_5_REV), MAP(GL_UNSIGNED_INT_8_8_8_8), MAP(GL_UNSIGNED_INT_8_8_8_8_REV), MAP(GL_UNSIGNED_INT_10_10_10_2), MAP(GL_UNSIGNED_INT_2_10_10_10_REV), {0, 0} }; #undef MAP /** * \brief return the name of an OpenGL constant * \param value the constant * \return name of the constant or "Unknown format!" * \ingroup glgeneral */ const char *glValName(GLint value) { int i = 0; while (gl_name_map[i].name) { if (gl_name_map[i].value == value) return gl_name_map[i].name; i++; } return "Unknown format!"; } //! always return this format as internal texture format in glFindFormat #define TEXTUREFORMAT_ALWAYS GL_RGB8 #undef TEXTUREFORMAT_ALWAYS /** * \brief find the OpenGL settings coresponding to format. * * All parameters may be NULL. * \param fmt MPlayer format to analyze. * \param bpp [OUT] bits per pixel of that format. * \param gl_texfmt [OUT] internal texture format that fits the * image format, not necessarily the best for performance. * \param gl_format [OUT] OpenGL format for this image format. * \param gl_type [OUT] OpenGL type for this image format. * \return 1 if format is supported by OpenGL, 0 if not. * \ingroup gltexture */ int glFindFormat(uint32_t fmt, int *bpp, GLint *gl_texfmt, GLenum *gl_format, GLenum *gl_type) { int supported = 1; int dummy1; GLenum dummy2; GLint dummy3; if (bpp == NULL) bpp = &dummy1; if (gl_texfmt == NULL) gl_texfmt = &dummy3; if (gl_format == NULL) gl_format = &dummy2; if (gl_type == NULL) gl_type = &dummy2; *bpp = IMGFMT_IS_BGR(fmt)?IMGFMT_BGR_DEPTH(fmt):IMGFMT_RGB_DEPTH(fmt); *gl_texfmt = 3; switch (fmt) { case IMGFMT_RGB24: *gl_format = GL_RGB; *gl_type = GL_UNSIGNED_BYTE; break; case IMGFMT_RGBA: *gl_texfmt = 4; *gl_format = GL_RGBA; *gl_type = GL_UNSIGNED_BYTE; break; case IMGFMT_YV12: supported = 0; // no native YV12 support case IMGFMT_Y800: case IMGFMT_Y8: *gl_texfmt = 1; *bpp = 8; *gl_format = GL_LUMINANCE; *gl_type = GL_UNSIGNED_BYTE; break; #if 0 // we do not support palettized formats, although the format the // swscale produces works case IMGFMT_RGB8: gl_format = GL_RGB; gl_type = GL_UNSIGNED_BYTE_2_3_3_REV; break; #endif case IMGFMT_RGB15: *gl_format = GL_RGBA; *gl_type = GL_UNSIGNED_SHORT_1_5_5_5_REV; break; case IMGFMT_RGB16: *gl_format = GL_RGB; *gl_type = GL_UNSIGNED_SHORT_5_6_5_REV; break; #if 0 case IMGFMT_BGR8: // special case as red and blue have a differen number of bits. // GL_BGR and GL_UNSIGNED_BYTE_3_3_2 isn't supported at least // by nVidia drivers, and in addition would give more bits to // blue than to red, which isn't wanted gl_format = GL_RGB; gl_type = GL_UNSIGNED_BYTE_3_3_2; break; #endif case IMGFMT_BGR15: *gl_format = GL_BGRA; *gl_type = GL_UNSIGNED_SHORT_1_5_5_5_REV; break; case IMGFMT_BGR16: *gl_format = GL_RGB; *gl_type = GL_UNSIGNED_SHORT_5_6_5; break; case IMGFMT_BGR24: *gl_format = GL_BGR; *gl_type = GL_UNSIGNED_BYTE; break; case IMGFMT_BGRA: *gl_texfmt = 4; *gl_format = GL_BGRA; *gl_type = GL_UNSIGNED_BYTE; break; default: *gl_texfmt = 4; *gl_format = GL_RGBA; *gl_type = GL_UNSIGNED_BYTE; supported = 0; } #ifdef TEXTUREFORMAT_ALWAYS *gl_texfmt = TEXTUREFORMAT_ALWAYS; #endif return supported; } static void *setNull(const GLubyte *s) { return NULL; } /** * \brief find the function pointers of some useful OpenGL extensions * \param getProcAddress function to resolve function names, may be NULL */ static void getFunctions(void *(*getProcAddress)(const GLubyte *)) { if (!getProcAddress) getProcAddress = setNull; GenBuffers = getProcAddress("glGenBuffers"); if (!GenBuffers) GenBuffers = getProcAddress("glGenBuffersARB"); DeleteBuffers = getProcAddress("glDeleteBuffers"); if (!DeleteBuffers) DeleteBuffers = getProcAddress("glDeleteBuffersARB"); BindBuffer = getProcAddress("glBindBuffer"); if (!BindBuffer) BindBuffer = getProcAddress("glBindBufferARB"); MapBuffer = getProcAddress("glMapBuffer"); if (!MapBuffer) MapBuffer = getProcAddress("glMapBufferARB"); UnmapBuffer = getProcAddress("glUnmapBuffer"); if (!UnmapBuffer) UnmapBuffer = getProcAddress("glUnmapBufferARB"); BufferData = getProcAddress("glBufferData"); if (!BufferData) BufferData = getProcAddress("glBufferDataARB"); CombinerParameterfv = getProcAddress("glCombinerParameterfv"); if (!CombinerParameterfv) CombinerParameterfv = getProcAddress("glCombinerParameterfvNV"); CombinerParameteri = getProcAddress("glCombinerParameteri"); if (!CombinerParameteri) CombinerParameteri = getProcAddress("glCombinerParameteriNV"); CombinerInput = getProcAddress("glCombinerInput"); if (!CombinerInput) CombinerInput = getProcAddress("glCombinerInputNV"); CombinerOutput = getProcAddress("glCombinerOutput"); if (!CombinerOutput) CombinerOutput = getProcAddress("glCombinerOutputNV"); BeginFragmentShader = getProcAddress("glBeginFragmentShaderATI"); EndFragmentShader = getProcAddress("glEndFragmentShaderATI"); SampleMap = getProcAddress("glSampleMapATI"); ColorFragmentOp2 = getProcAddress("glColorFragmentOp2ATI"); ColorFragmentOp3 = getProcAddress("glColorFragmentOp3ATI"); SetFragmentShaderConstant = getProcAddress("glSetFragmentShaderConstantATI"); ActiveTexture = getProcAddress("glActiveTexture"); if (!ActiveTexture) ActiveTexture = getProcAddress("glActiveTextureARB"); BindTexture = getProcAddress("glBindTexture"); if (!BindTexture) BindTexture = getProcAddress("glBindTextureARB"); MultiTexCoord2f = getProcAddress("glMultiTexCoord2f"); if (!MultiTexCoord2f) MultiTexCoord2f = getProcAddress("glMultiTexCoord2fARB"); GenPrograms = getProcAddress("glGenPrograms"); if (!GenPrograms) GenPrograms = getProcAddress("glGenProgramsARB"); if (!GenPrograms) GenPrograms = getProcAddress("glGenProgramsNV"); DeletePrograms = getProcAddress("glDeletePrograms"); if (!DeletePrograms) DeletePrograms = getProcAddress("glDeleteProgramsARB"); if (!DeletePrograms) DeletePrograms = getProcAddress("glDeleteProgramsNV"); BindProgram = getProcAddress("glBindProgram"); if (!BindProgram) BindProgram = getProcAddress("glBindProgramARB"); if (!BindProgram) BindProgram = getProcAddress("glBindProgramNV"); ProgramString = getProcAddress("glProgramString"); if (!ProgramString) ProgramString = getProcAddress("glProgramStringARB"); if (!ProgramString) ProgramString = getProcAddress("glProgramStringNV"); ProgramEnvParameter4f = getProcAddress("glProgramEnvParameter4f"); if (!ProgramEnvParameter4f) ProgramEnvParameter4f = getProcAddress("glProgramEnvParameter4fARB"); if (!ProgramEnvParameter4f) ProgramEnvParameter4f = getProcAddress("glProgramEnvParameter4fNV"); SwapInterval = getProcAddress("glXSwapInterval"); if (!SwapInterval) SwapInterval = getProcAddress("glXSwapIntervalEXT"); if (!SwapInterval) SwapInterval = getProcAddress("glXSwapIntervalSGI"); if (!SwapInterval) SwapInterval = getProcAddress("wglSwapInterval"); if (!SwapInterval) SwapInterval = getProcAddress("wglSwapIntervalEXT"); if (!SwapInterval) SwapInterval = getProcAddress("wglSwapIntervalSGI"); } /** * \brief create a texture and set some defaults * \param target texture taget, usually GL_TEXTURE_2D * \param fmt internal texture format * \param filter filter used for scaling, e.g. GL_LINEAR * \param w texture width * \param h texture height * \param val luminance value to fill texture with * \ingroup gltexture */ void glCreateClearTex(GLenum target, GLenum fmt, GLint filter, int w, int h, unsigned char val) { GLfloat fval = (GLfloat)val / 255.0; GLfloat border[4] = {fval, fval, fval, fval}; GLenum clrfmt = (fmt == GL_ALPHA) ? GL_ALPHA : GL_LUMINANCE; char *init = (char *)malloc(w * h); memset(init, val, w * h); glAdjustAlignment(w); glPixelStorei(GL_UNPACK_ROW_LENGTH, w); glTexImage2D(target, 0, fmt, w, h, 0, clrfmt, GL_UNSIGNED_BYTE, init); glTexParameterf(target, GL_TEXTURE_PRIORITY, 1.0); glTexParameteri(target, GL_TEXTURE_MIN_FILTER, filter); glTexParameteri(target, GL_TEXTURE_MAG_FILTER, filter); glTexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); // Border texels should not be used with CLAMP_TO_EDGE // We set a sane default anyway. glTexParameterfv(target, GL_TEXTURE_BORDER_COLOR, border); free(init); } /** * \brief skips whitespace and comments * \param f file to read from */ static void ppm_skip(FILE *f) { int c, comment = 0; do { c = fgetc(f); if (c == '#') comment = 1; if (c == '\n') comment = 0; } while (c != EOF && (isspace(c) || comment)); if (c != EOF) ungetc(c, f); } /** * \brief creates a texture from a PPM file * \param target texture taget, usually GL_TEXTURE_2D * \param fmt internal texture format * \param filter filter used for scaling, e.g. GL_LINEAR * \param f file to read PPM from * \param width [out] width of texture * \param height [out] height of texture * \param maxval [out] maxval value from PPM file * \return 0 on error, 1 otherwise * \ingroup gltexture */ int glCreatePPMTex(GLenum target, GLenum fmt, GLint filter, FILE *f, int *width, int *height, int *maxval) { int w, h, m, val; char *data; ppm_skip(f); if (fgetc(f) != 'P' || fgetc(f) != '6') return 0; ppm_skip(f); if (fscanf(f, "%i", &w) != 1) return 0; ppm_skip(f); if (fscanf(f, "%i", &h) != 1) return 0; ppm_skip(f); if (fscanf(f, "%i", &m) != 1) return 0; val = fgetc(f); if (!isspace(val)) return 0; data = (char *)malloc(w * h * 3); if (fread(data, w * 3, h, f) != h) return 0; glCreateClearTex(target, fmt, filter, w, h, 0); glUploadTex(target, GL_RGB, GL_UNSIGNED_BYTE, data, w * 3, 0, 0, w, h, 0); free(data); if (width) *width = w; if (height) *height = h; if (maxval) *maxval = m; return 1; } /** * \brief return the number of bytes per pixel for the given format * \param format OpenGL format * \param type OpenGL type * \return bytes per pixel * \ingroup glgeneral * * Does not handle all possible variants, just those used by MPlayer */ int glFmt2bpp(GLenum format, GLenum type) { switch (type) { case GL_UNSIGNED_BYTE_3_3_2: case GL_UNSIGNED_BYTE_2_3_3_REV: return 1; case GL_UNSIGNED_SHORT_5_5_5_1: case GL_UNSIGNED_SHORT_1_5_5_5_REV: case GL_UNSIGNED_SHORT_5_6_5: case GL_UNSIGNED_SHORT_5_6_5_REV: return 2; } if (type != GL_UNSIGNED_BYTE) return 0; //not implemented switch (format) { case GL_LUMINANCE: case GL_ALPHA: return 1; case GL_RGB: case GL_BGR: return 3; case GL_RGBA: case GL_BGRA: return 4; } return 0; // unknown } /** * \brief upload a texture, handling things like stride and slices * \param target texture target, usually GL_TEXTURE_2D * \param format OpenGL format of data * \param type OpenGL type of data * \param data data to upload * \param stride data stride * \param x x offset in texture * \param y y offset in texture * \param w width of the texture part to upload * \param h height of the texture part to upload * \param slice height of an upload slice, 0 for all at once * \ingroup gltexture */ void glUploadTex(GLenum target, GLenum format, GLenum type, const void *data, int stride, int x, int y, int w, int h, int slice) { int y_max = y + h; if (w <= 0 || h <= 0) return; if (slice <= 0) slice = h; // this is not always correct, but should work for MPlayer glAdjustAlignment(stride); glPixelStorei(GL_UNPACK_ROW_LENGTH, stride / glFmt2bpp(format, type)); for (; y + slice <= y_max; y += slice) { glTexSubImage2D(target, 0, x, y, w, slice, format, type, data); data += stride * slice; } if (y < y_max) glTexSubImage2D(target, 0, x, y, w, y_max - y, format, type, data); } static void fillUVcoeff(GLfloat *ucoef, GLfloat *vcoef, float uvcos, float uvsin) { int i; ucoef[0] = 0 * uvcos + 1.403 * uvsin; vcoef[0] = 0 * uvsin + 1.403 * uvcos; ucoef[1] = -0.344 * uvcos + -0.714 * uvsin; vcoef[1] = -0.344 * uvsin + -0.714 * uvcos; ucoef[2] = 1.770 * uvcos + 0 * uvsin; vcoef[2] = 1.770 * uvsin + 0 * uvcos; ucoef[3] = 0; vcoef[3] = 0; // Coefficients (probably) must be in [0, 1] range, whereas they originally // are in [-2, 2] range, so here comes the trick: // First put them in the [-0.5, 0.5] range, then add 0.5. // This can be undone with the HALF_BIAS and SCALE_BY_FOUR arguments // for CombinerInput and CombinerOutput (or the respective ATI variants) for (i = 0; i < 4; i++) { ucoef[i] = ucoef[i] * 0.25 + 0.5; vcoef[i] = vcoef[i] * 0.25 + 0.5; } } /** * \brief Setup register combiners for YUV to RGB conversion. * \param uvcos used for saturation and hue adjustment * \param uvsin used for saturation and hue adjustment */ static void glSetupYUVCombiners(float uvcos, float uvsin) { GLfloat ucoef[4]; GLfloat vcoef[4]; GLint i; glGetIntegerv(GL_MAX_GENERAL_COMBINERS_NV, &i); if (i < 2) mp_msg(MSGT_VO, MSGL_ERR, "[gl] 2 general combiners needed for YUV combiner support (found %i)\n", i); glGetIntegerv (GL_MAX_TEXTURE_UNITS, &i); if (i < 3) mp_msg(MSGT_VO, MSGL_ERR, "[gl] 3 texture units needed for YUV combiner support (found %i)\n", i); if (!CombinerInput || !CombinerOutput || !CombinerParameterfv || !CombinerParameteri) { mp_msg(MSGT_VO, MSGL_FATAL, "[gl] Combiner functions missing!\n"); return; } fillUVcoeff(ucoef, vcoef, uvcos, uvsin); CombinerParameterfv(GL_CONSTANT_COLOR0_NV, ucoef); CombinerParameterfv(GL_CONSTANT_COLOR1_NV, vcoef); // UV first, like this green component cannot overflow CombinerInput(GL_COMBINER0_NV, GL_RGB, GL_VARIABLE_A_NV, GL_TEXTURE1, GL_HALF_BIAS_NORMAL_NV, GL_RGB); CombinerInput(GL_COMBINER0_NV, GL_RGB, GL_VARIABLE_B_NV, GL_CONSTANT_COLOR0_NV, GL_HALF_BIAS_NORMAL_NV, GL_RGB); CombinerInput(GL_COMBINER0_NV, GL_RGB, GL_VARIABLE_C_NV, GL_TEXTURE2, GL_HALF_BIAS_NORMAL_NV, GL_RGB); CombinerInput(GL_COMBINER0_NV, GL_RGB, GL_VARIABLE_D_NV, GL_CONSTANT_COLOR1_NV, GL_HALF_BIAS_NORMAL_NV, GL_RGB); CombinerOutput(GL_COMBINER0_NV, GL_RGB, GL_DISCARD_NV, GL_DISCARD_NV, GL_SPARE0_NV, GL_SCALE_BY_FOUR_NV, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE); // stage 2 CombinerInput(GL_COMBINER1_NV, GL_RGB, GL_VARIABLE_A_NV, GL_SPARE0_NV, GL_SIGNED_IDENTITY_NV, GL_RGB); CombinerInput(GL_COMBINER1_NV, GL_RGB, GL_VARIABLE_B_NV, GL_ZERO, GL_UNSIGNED_INVERT_NV, GL_RGB); CombinerInput(GL_COMBINER1_NV, GL_RGB, GL_VARIABLE_C_NV, GL_TEXTURE0, GL_SIGNED_IDENTITY_NV, GL_RGB); CombinerInput(GL_COMBINER1_NV, GL_RGB, GL_VARIABLE_D_NV, GL_ZERO, GL_UNSIGNED_INVERT_NV, GL_RGB); CombinerOutput(GL_COMBINER1_NV, GL_RGB, GL_DISCARD_NV, GL_DISCARD_NV, GL_SPARE0_NV, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE); // leave final combiner stage in default mode CombinerParameteri(GL_NUM_GENERAL_COMBINERS_NV, 2); } /** * \brief Setup ATI version of register combiners for YUV to RGB conversion. * \param uvcos used for saturation and hue adjustment * \param uvsin used for saturation and hue adjustment * * ATI called this fragment shader, but the name is confusing in the * light of a very different OpenGL 2.0 extension with the same name */ static void glSetupYUVCombinersATI(float uvcos, float uvsin) { GLfloat ucoef[4]; GLfloat vcoef[4]; GLint i; glGetIntegerv(GL_NUM_FRAGMENT_REGISTERS_ATI, &i); if (i < 3) mp_msg(MSGT_VO, MSGL_ERR, "[gl] 3 registers needed for YUV combiner (ATI) support (found %i)\n", i); glGetIntegerv (GL_MAX_TEXTURE_UNITS, &i); if (i < 3) mp_msg(MSGT_VO, MSGL_ERR, "[gl] 3 texture units needed for YUV combiner (ATI) support (found %i)\n", i); if (!BeginFragmentShader || !EndFragmentShader || !SetFragmentShaderConstant || !SampleMap || !ColorFragmentOp2 || !ColorFragmentOp3) { mp_msg(MSGT_VO, MSGL_FATAL, "[gl] Combiner (ATI) functions missing!\n"); return; } fillUVcoeff(ucoef, vcoef, uvcos, uvsin); BeginFragmentShader(); SetFragmentShaderConstant(GL_CON_0_ATI, ucoef); SetFragmentShaderConstant(GL_CON_1_ATI, vcoef); SampleMap(GL_REG_0_ATI, GL_TEXTURE0, GL_SWIZZLE_STR_ATI); SampleMap(GL_REG_1_ATI, GL_TEXTURE1, GL_SWIZZLE_STR_ATI); SampleMap(GL_REG_2_ATI, GL_TEXTURE2, GL_SWIZZLE_STR_ATI); // UV first, like this green component cannot overflow ColorFragmentOp2(GL_MUL_ATI, GL_REG_1_ATI, GL_NONE, GL_NONE, GL_REG_1_ATI, GL_NONE, GL_BIAS_BIT_ATI, GL_CON_0_ATI, GL_NONE, GL_BIAS_BIT_ATI); ColorFragmentOp3(GL_MAD_ATI, GL_REG_2_ATI, GL_NONE, GL_4X_BIT_ATI, GL_REG_2_ATI, GL_NONE, GL_BIAS_BIT_ATI, GL_CON_1_ATI, GL_NONE, GL_BIAS_BIT_ATI, GL_REG_1_ATI, GL_NONE, GL_NONE); ColorFragmentOp2(GL_ADD_ATI, GL_REG_0_ATI, GL_NONE, GL_NONE, GL_REG_0_ATI, GL_NONE, GL_NONE, GL_REG_2_ATI, GL_NONE, GL_NONE); EndFragmentShader(); } static const char *yuv_prog_template = "!!ARBfp1.0\n" "OPTION ARB_precision_hint_fastest;" "PARAM ycoef = {%.4f, %.4f, %.4f};" "PARAM ucoef = {%.4f, %.4f, %.4f};" "PARAM vcoef = {%.4f, %.4f, %.4f};" "PARAM offsets = {%.4f, %.4f, %.4f};" "PARAM gamma = {%.4f, %.4f, %.4f};" "TEMP res, y, u, v;" "TEX y, fragment.texcoord[0], texture[0], %s;" "MAD res, y, ycoef, offsets;" "TEX u, fragment.texcoord[1], texture[1], %s;" "MAD res, u, ucoef, res;" "TEX v, fragment.texcoord[2], texture[2], %s;" "MAD result.color, v, vcoef, res;" "END"; static const char *yuv_pow_prog_template = "!!ARBfp1.0\n" "OPTION ARB_precision_hint_fastest;" "PARAM ycoef = {%.4f, %.4f, %.4f};" "PARAM ucoef = {%.4f, %.4f, %.4f};" "PARAM vcoef = {%.4f, %.4f, %.4f};" "PARAM offsets = {%.4f, %.4f, %.4f};" "PARAM gamma = {%.4f, %.4f, %.4f};" "TEMP res, y, u, v;" "TEX y, fragment.texcoord[0], texture[0], %s;" "MAD res, y, ycoef, offsets;" "TEX u, fragment.texcoord[1], texture[1], %s;" "MAD res, u, ucoef, res;" "TEX v, fragment.texcoord[2], texture[2], %s;" "MAD_SAT res, v, vcoef, res;" "POW result.color.r, res.r, gamma.r;" "POW result.color.g, res.g, gamma.g;" "POW result.color.b, res.b, gamma.b;" "END"; static const char *yuv_lookup_prog_template = "!!ARBfp1.0\n" "OPTION ARB_precision_hint_fastest;" "PARAM ycoef = {%.4f, %.4f, %.4f, 0};" "PARAM ucoef = {%.4f, %.4f, %.4f, 0};" "PARAM vcoef = {%.4f, %.4f, %.4f, 0};" "PARAM offsets = {%.4f, %.4f, %.4f, 0.125};" "PARAM gamma = {%.4f, %.4f, %.4f};" "TEMP res, y, u, v;" "TEX y, fragment.texcoord[0], texture[0], %s;" "MAD res, y, ycoef, offsets;" "TEX u, fragment.texcoord[1], texture[1], %s;" "MAD res, u, ucoef, res;" "TEX v, fragment.texcoord[2], texture[2], %s;" "MAD res, v, vcoef, res;" "TEX result.color.r, res.raaa, texture[3], 2D;" "ADD res.a, res.a, 0.25;" "TEX result.color.g, res.gaaa, texture[3], 2D;" "ADD res.a, res.a, 0.25;" "TEX result.color.b, res.baaa, texture[3], 2D;" "END"; /** * \brief setup a fragment program that will do YUV->RGB conversion * \param brightness brightness adjustment offset * \param contrast contrast adjustment factor * \param uvcos used for saturation and hue adjustment * \param uvsin used for saturation and hue adjustment * \param lookup use fragment program that uses texture unit 4 to * do additional conversion via lookup. */ static void glSetupYUVFragprog(float brightness, float contrast, float uvcos, float uvsin, float rgamma, float ggamma, float bgamma, int type, int rect) { char yuv_prog[1000]; const char *prog_template = yuv_prog_template; char *tex_type = rect ? "RECT" : "2D"; int lookup = 0; GLint i; // this is the conversion matrix, with y, u, v factors // for red, green, blue and the constant offsets float ry, ru, rv, rc; float gy, gu, gv, gc; float by, bu, bv, bc; switch (type) { case YUV_CONVERSION_FRAGMENT_POW: prog_template = yuv_pow_prog_template; break; case YUV_CONVERSION_FRAGMENT_LOOKUP: prog_template = yuv_lookup_prog_template; lookup = 1; break; } glGetIntegerv (GL_MAX_TEXTURE_UNITS, &i); if (i < 3) mp_msg(MSGT_VO, MSGL_ERR, "[gl] 3 texture units needed for YUV fragment support (found %i)\n", i); if (lookup && i < 4) mp_msg(MSGT_VO, MSGL_ERR, "[gl] 4 texture units needed for YUV fragment support with lookup (found %i)\n", i); if (!ProgramString) { mp_msg(MSGT_VO, MSGL_FATAL, "[gl] ProgramString function missing!\n"); return; } ry = 1.164 * contrast; gy = 1.164 * contrast; by = 1.164 * contrast; ru = 0 * uvcos + 1.596 * uvsin; rv = 0 * uvsin + 1.596 * uvcos; gu = -0.391 * uvcos + -0.813 * uvsin; gv = -0.391 * uvsin + -0.813 * uvcos; bu = 2.018 * uvcos + 0 * uvsin; bv = 2.018 * uvsin + 0 * uvcos; rc = (-16 * ry + (-128) * ru + (-128) * rv) / 255.0 + brightness; gc = (-16 * gy + (-128) * gu + (-128) * gv) / 255.0 + brightness; bc = (-16 * by + (-128) * bu + (-128) * bv) / 255.0 + brightness; // these "center" contrast control so that e.g. a contrast of 0 // leads to a grey image, not a black one rc += 0.5 - contrast / 2.0; gc += 0.5 - contrast / 2.0; bc += 0.5 - contrast / 2.0; rgamma = 1.0 / rgamma; ggamma = 1.0 / ggamma; bgamma = 1.0 / bgamma; snprintf(yuv_prog, 1000, prog_template, ry, gy, by, ru, gu, bu, rv, gv, bv, rc, gc, bc, rgamma, bgamma, bgamma, tex_type, tex_type, tex_type); ProgramString(GL_FRAGMENT_PROGRAM, GL_PROGRAM_FORMAT_ASCII, strlen(yuv_prog), yuv_prog); glGetIntegerv(GL_PROGRAM_ERROR_POSITION, &i); if (i != -1) mp_msg(MSGT_VO, MSGL_ERR, "[gl] Error compiling fragment program, make sure your card supports\n" "GL_ARB_fragment_program (use glxinfo to check).%.10s\n", &yuv_prog[i]); } /** * \brief little helper function to create a lookup table for gamma * \param map buffer to create map into * \param size size of buffer * \param gamma gamma value */ static void gen_gamma_map(unsigned char *map, int size, float gamma) { int i; gamma = 1.0 / gamma; for (i = 0; i < size; i++) { float tmp = (float)i / (size - 1.0); tmp = pow(tmp, gamma); if (tmp > 1.0) tmp = 1.0; if (tmp < 0.0) tmp = 0.0; map[i] = 255 * tmp; } } //! resolution of texture for gamma lookup table #define LOOKUP_RES 512 /** * \brief setup YUV->RGB conversion * \param target texture target for Y, U and V textures (e.g. GL_TEXTURE_2D) * \param type YUV conversion type * \param brightness brightness adjustment offset * \param contrast contrast adjustment factor * \param hue hue adjustment angle * \param saturation saturation adjustment factor * \param rgamma gamma value for red channel * \param ggamma gamma value for green channel * \param bgamma gamma value for blue channel * \ingroup glconversion */ void glSetupYUVConversion(GLenum target, int type, float brightness, float contrast, float hue, float saturation, float rgamma, float ggamma, float bgamma) { float uvcos = saturation * cos(hue); float uvsin = saturation * sin(hue); switch (type) { case YUV_CONVERSION_COMBINERS: glSetupYUVCombiners(uvcos, uvsin); break; case YUV_CONVERSION_COMBINERS_ATI: glSetupYUVCombinersATI(uvcos, uvsin); break; case YUV_CONVERSION_FRAGMENT_LOOKUP: { unsigned char lookup_data[4 * LOOKUP_RES]; gen_gamma_map(lookup_data, LOOKUP_RES, rgamma); gen_gamma_map(&lookup_data[LOOKUP_RES], LOOKUP_RES, ggamma); gen_gamma_map(&lookup_data[2 * LOOKUP_RES], LOOKUP_RES, bgamma); ActiveTexture(GL_TEXTURE3); glCreateClearTex(GL_TEXTURE_2D, GL_LUMINANCE8, GL_LINEAR, LOOKUP_RES, 4, 0); glUploadTex(GL_TEXTURE_2D, GL_LUMINANCE, GL_UNSIGNED_BYTE, lookup_data, LOOKUP_RES, 0, 0, LOOKUP_RES, 4, 0); ActiveTexture(GL_TEXTURE0); } case YUV_CONVERSION_FRAGMENT: case YUV_CONVERSION_FRAGMENT_POW: glSetupYUVFragprog(brightness, contrast, uvcos, uvsin, rgamma, ggamma, bgamma, type, target == GL_TEXTURE_RECTANGLE); break; } } /** * \brief enable the specified YUV conversion * \param target texture target for Y, U and V textures (e.g. GL_TEXTURE_2D) * \param type type of YUV conversion * \ingroup glconversion */ void inline glEnableYUVConversion(GLenum target, int type) { if (type <= 0) return; switch (type) { case YUV_CONVERSION_COMBINERS: ActiveTexture(GL_TEXTURE1); glEnable(target); ActiveTexture(GL_TEXTURE2); glEnable(target); ActiveTexture(GL_TEXTURE0); glEnable(GL_REGISTER_COMBINERS_NV); break; case YUV_CONVERSION_COMBINERS_ATI: ActiveTexture(GL_TEXTURE1); glEnable(target); ActiveTexture(GL_TEXTURE2); glEnable(target); ActiveTexture(GL_TEXTURE0); glEnable(GL_FRAGMENT_SHADER_ATI); break; case YUV_CONVERSION_FRAGMENT_LOOKUP: case YUV_CONVERSION_FRAGMENT_POW: case YUV_CONVERSION_FRAGMENT: glEnable(GL_FRAGMENT_PROGRAM); break; } } /** * \brief disable the specified YUV conversion * \param target texture target for Y, U and V textures (e.g. GL_TEXTURE_2D) * \param type type of YUV conversion * \ingroup glconversion */ void inline glDisableYUVConversion(GLenum target, int type) { if (type <= 0) return; switch (type) { case YUV_CONVERSION_COMBINERS: ActiveTexture(GL_TEXTURE1); glDisable(target); ActiveTexture(GL_TEXTURE2); glDisable(target); ActiveTexture(GL_TEXTURE0); glDisable(GL_REGISTER_COMBINERS_NV); break; case YUV_CONVERSION_COMBINERS_ATI: ActiveTexture(GL_TEXTURE1); glDisable(target); ActiveTexture(GL_TEXTURE2); glDisable(target); ActiveTexture(GL_TEXTURE0); glDisable(GL_FRAGMENT_SHADER_ATI); break; case YUV_CONVERSION_FRAGMENT_LOOKUP: case YUV_CONVERSION_FRAGMENT_POW: case YUV_CONVERSION_FRAGMENT: glDisable(GL_FRAGMENT_PROGRAM); break; } } /** * \brief draw a texture part at given 2D coordinates * \param x screen top coordinate * \param y screen left coordinate * \param w screen width coordinate * \param h screen height coordinate * \param tx texture top coordinate in pixels * \param ty texture left coordinate in pixels * \param tw texture part width in pixels * \param th texture part height in pixels * \param sx width of texture in pixels * \param sy height of texture in pixels * \param rect_tex whether this texture uses texture_rectangle extension * \param is_yv12 if set, also draw the textures from units 1 and 2 * \ingroup gltexture */ void glDrawTex(GLfloat x, GLfloat y, GLfloat w, GLfloat h, GLfloat tx, GLfloat ty, GLfloat tw, GLfloat th, int sx, int sy, int rect_tex, int is_yv12) { GLfloat tx2 = tx / 2, ty2 = ty / 2, tw2 = tw / 2, th2 = th / 2; if (!rect_tex) { tx /= sx; ty /= sy; tw /= sx; th /= sy; tx2 = tx, ty2 = ty, tw2 = tw, th2 = th; } glBegin(GL_QUADS); glTexCoord2f(tx, ty); if (is_yv12) { MultiTexCoord2f(GL_TEXTURE1, tx2, ty2); MultiTexCoord2f(GL_TEXTURE2, tx2, ty2); } glVertex2f(x, y); glTexCoord2f(tx, ty + th); if (is_yv12) { MultiTexCoord2f(GL_TEXTURE1, tx2, ty2 + th2); MultiTexCoord2f(GL_TEXTURE2, tx2, ty2 + th2); } glVertex2f(x, y + h); glTexCoord2f(tx + tw, ty + th); if (is_yv12) { MultiTexCoord2f(GL_TEXTURE1, tx2 + tw2, ty2 + th2); MultiTexCoord2f(GL_TEXTURE2, tx2 + tw2, ty2 + th2); } glVertex2f(x + w, y + h); glTexCoord2f(tx + tw, ty); if (is_yv12) { MultiTexCoord2f(GL_TEXTURE1, tx2 + tw2, ty2); MultiTexCoord2f(GL_TEXTURE2, tx2 + tw2, ty2); } glVertex2f(x + w, y); glEnd(); } #ifdef GL_WIN32 /** * \brief little helper since wglGetProcAddress definition does not fit our * getProcAddress * \param procName name of function to look up * \return function pointer returned by wglGetProcAddress */ static void *w32gpa(const GLubyte *procName) { return wglGetProcAddress(procName); } int setGlWindow(int *vinfo, HGLRC *context, HWND win) { int new_vinfo; HDC windc = GetDC(win); HGLRC new_context = 0; int keep_context = 0; // should only be needed when keeping context, but not doing glFinish // can cause flickering even when we do not keep it. glFinish(); new_vinfo = GetPixelFormat(windc); if (*context && *vinfo && new_vinfo && *vinfo == new_vinfo) { // we can keep the wglContext new_context = *context; keep_context = 1; } else { // create a context new_context = wglCreateContext(windc); if (!new_context) { mp_msg(MSGT_VO, MSGL_FATAL, "[gl] Could not create GL context!\n"); return SET_WINDOW_FAILED; } } // set context if (!wglMakeCurrent(windc, new_context)) { mp_msg (MSGT_VO, MSGL_FATAL, "[gl] Could not set GL context!\n"); if (!keep_context) { wglDeleteContext(new_context); } return SET_WINDOW_FAILED; } // set new values vo_window = win; vo_hdc = windc; { RECT rect; GetClientRect(win, &rect); vo_dwidth = rect.right; vo_dheight = rect.bottom; } if (!keep_context) { if (*context) wglDeleteContext(*context); *context = new_context; *vinfo = new_vinfo; getFunctions(w32gpa); // and inform that reinit is neccessary return SET_WINDOW_REINIT; } return SET_WINDOW_OK; } void releaseGlContext(int *vinfo, HGLRC *context) { *vinfo = 0; if (*context) { wglMakeCurrent(0, 0); wglDeleteContext(*context); } *context = 0; } #else #ifdef HAVE_LIBDL #include <dlfcn.h> #endif /** * \brief find address of a linked function * \param s name of function to find * \return address of function or NULL if not found * * Copied from xine */ static void *getdladdr(const GLubyte *s) { #ifdef HAVE_LIBDL #if defined(__sun) || defined(__sgi) static void *handle = dlopen(NULL, RTLD_LAZY); return dlsym(handle, s); #else return dlsym(0, s); #endif #else return NULL; #endif } /** * \brief Returns the XVisualInfo associated with Window win. * \param win Window whose XVisualInfo is returne. * \return XVisualInfo of the window. Caller must use XFree to free it. */ static XVisualInfo *getWindowVisualInfo(Window win) { XWindowAttributes xw_attr; XVisualInfo vinfo_template; int tmp; XGetWindowAttributes(mDisplay, win, &xw_attr); vinfo_template.visualid = XVisualIDFromVisual(xw_attr.visual); return XGetVisualInfo(mDisplay, VisualIDMask, &vinfo_template, &tmp); } /** * \brief Changes the window in which video is displayed. * If possible only transfers the context to the new window, otherwise * creates a new one, which must be initialized by the caller. * \param vinfo Currently used visual. * \param context Currently used context. * \param win window that should be used for drawing. * \return one of SET_WINDOW_FAILED, SET_WINDOW_OK or SET_WINDOW_REINIT. * In case of SET_WINDOW_REINIT the context could not be transfered * and the caller must initialize it correctly. * \ingroup glcontext */ int setGlWindow(XVisualInfo **vinfo, GLXContext *context, Window win) { XVisualInfo *new_vinfo; GLXContext new_context = NULL; int keep_context = 0; // should only be needed when keeping context, but not doing glFinish // can cause flickering even when we do not keep it. glFinish(); new_vinfo = getWindowVisualInfo(win); if (*context && *vinfo && new_vinfo && (*vinfo)->visualid == new_vinfo->visualid) { // we can keep the GLXContext new_context = *context; XFree(new_vinfo); new_vinfo = *vinfo; keep_context = 1; } else { // create a context new_context = glXCreateContext(mDisplay, new_vinfo, NULL, True); if (!new_context) { mp_msg(MSGT_VO, MSGL_FATAL, "[gl] Could not create GLX context!\n"); XFree(new_vinfo); return SET_WINDOW_FAILED; } } // set context if (!glXMakeCurrent(mDisplay, vo_window, new_context)) { mp_msg (MSGT_VO, MSGL_FATAL, "[gl] Could not set GLX context!\n"); if (!keep_context) { glXDestroyContext (mDisplay, new_context); XFree(new_vinfo); } return SET_WINDOW_FAILED; } // set new values vo_window = win; { Window root; int tmp; XGetGeometry(mDisplay, vo_window, &root, &tmp, &tmp, &vo_dwidth, &vo_dheight, &tmp, &tmp); } if (!keep_context) { void *(*getProcAddress)(const GLubyte *); if (*context) glXDestroyContext(mDisplay, *context); *context = new_context; if (*vinfo) XFree(*vinfo); *vinfo = new_vinfo; getProcAddress = getdladdr("glXGetProcAddress"); if (!getProcAddress) getProcAddress = getdladdr("glXGetProcAddressARB"); if (!getProcAddress) getProcAddress = getdladdr; getFunctions(getProcAddress); // and inform that reinit is neccessary return SET_WINDOW_REINIT; } return SET_WINDOW_OK; } /** * \brief free the VisualInfo and GLXContext of an OpenGL context. * \ingroup glcontext */ void releaseGlContext(XVisualInfo **vinfo, GLXContext *context) { if (*vinfo) XFree(*vinfo); *vinfo = NULL; if (*context) { glFinish(); glXMakeCurrent(mDisplay, None, NULL); glXDestroyContext(mDisplay, *context); } *context = 0; } #endif