Mercurial > mplayer.hg
view libvo/gl_common.c @ 36739:690ca924c15a
Remove condition that was already checked a few lines above.
author | reimar |
---|---|
date | Fri, 14 Feb 2014 22:29:35 +0000 |
parents | 61a9df2e25d0 |
children |
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/* * 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 * \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 "mp_msg.h" #include "gl_common.h" #include "csputils.h" #include "aspect.h" #include "pnm_loader.h" GLenum (GLAPIENTRY *mpglGetError)(void); void (GLAPIENTRY *mpglBegin)(GLenum); void (GLAPIENTRY *mpglEnd)(void); void (GLAPIENTRY *mpglViewport)(GLint, GLint, GLsizei, GLsizei); void (GLAPIENTRY *mpglLoadMatrixf)(const float *); void (GLAPIENTRY *mpglClear)(GLbitfield); GLuint (GLAPIENTRY *mpglGenLists)(GLsizei); void (GLAPIENTRY *mpglDeleteLists)(GLuint, GLsizei); void (GLAPIENTRY *mpglNewList)(GLuint, GLenum); void (GLAPIENTRY *mpglEndList)(void); void (GLAPIENTRY *mpglCallList)(GLuint); void (GLAPIENTRY *mpglCallLists)(GLsizei, GLenum, const GLvoid *); void (GLAPIENTRY *mpglGenTextures)(GLsizei, GLuint *); void (GLAPIENTRY *mpglDeleteTextures)(GLsizei, const GLuint *); void (GLAPIENTRY *mpglTexEnvi)(GLenum, GLenum, GLint); void (GLAPIENTRY *mpglColor4ub)(GLubyte, GLubyte, GLubyte, GLubyte); void (GLAPIENTRY *mpglClearColor)(GLclampf, GLclampf, GLclampf, GLclampf); void (GLAPIENTRY *mpglClearDepth)(double); void (GLAPIENTRY *mpglDepthFunc)(GLenum); void (GLAPIENTRY *mpglEnable)(GLenum); void (GLAPIENTRY *mpglDisable)(GLenum); const GLubyte *(GLAPIENTRY *mpglGetString)(GLenum); void (GLAPIENTRY *mpglDrawBuffer)(GLenum); void (GLAPIENTRY *mpglDepthMask)(GLboolean); void (GLAPIENTRY *mpglBlendFunc)(GLenum, GLenum); void (GLAPIENTRY *mpglFlush)(void); void (GLAPIENTRY *mpglFinish)(void); void (GLAPIENTRY *mpglPixelStorei)(GLenum, GLint); void (GLAPIENTRY *mpglTexImage1D)(GLenum, GLint, GLint, GLsizei, GLint, GLenum, GLenum, const GLvoid *); void (GLAPIENTRY *mpglTexImage2D)(GLenum, GLint, GLint, GLsizei, GLsizei, GLint, GLenum, GLenum, const GLvoid *); void (GLAPIENTRY *mpglTexSubImage2D)(GLenum, GLint, GLint, GLint, GLsizei, GLsizei, GLenum, GLenum, const GLvoid *); void (GLAPIENTRY *mpglTexParameteri)(GLenum, GLenum, GLint); void (GLAPIENTRY *mpglTexParameterf)(GLenum, GLenum, GLfloat); void (GLAPIENTRY *mpglTexParameterfv)(GLenum, GLenum, const GLfloat *); void (GLAPIENTRY *mpglTexCoord2f)(GLfloat, GLfloat); void (GLAPIENTRY *mpglVertex2f)(GLfloat, GLfloat); void (GLAPIENTRY *mpglVertex3f)(GLfloat, GLfloat, GLfloat); void (GLAPIENTRY *mpglNormal3f)(GLfloat, GLfloat, GLfloat); void (GLAPIENTRY *mpglLightfv)(GLenum, GLenum, const GLfloat *); void (GLAPIENTRY *mpglColorMaterial)(GLenum, GLenum); void (GLAPIENTRY *mpglShadeModel)(GLenum); void (GLAPIENTRY *mpglGetIntegerv)(GLenum, GLint *); static void (GLAPIENTRY *mpglGetTexLevelParameteriv)(GLenum, GLint, GLenum, GLint *); void (GLAPIENTRY *mpglColorMask)(GLboolean, GLboolean, GLboolean, GLboolean); /** * \defgroup glextfunctions OpenGL extension functions * * the pointers to these functions are acquired when the OpenGL * context is created * \{ */ void (GLAPIENTRY *mpglGenBuffers)(GLsizei, GLuint *); void (GLAPIENTRY *mpglDeleteBuffers)(GLsizei, const GLuint *); void (GLAPIENTRY *mpglBindBuffer)(GLenum, GLuint); static GLvoid* (GLAPIENTRY *mpglMapBuffer)(GLenum, GLenum); GLvoid* (GLAPIENTRY *mpglMapBufferRange)(GLenum, ptrdiff_t, ptrdiff_t, unsigned); GLboolean (GLAPIENTRY *mpglUnmapBuffer)(GLenum); void (GLAPIENTRY *mpglBufferData)(GLenum, intptr_t, const GLvoid *, GLenum); void (GLAPIENTRY *mpglCombinerParameterfv)(GLenum, const GLfloat *); void (GLAPIENTRY *mpglCombinerParameteri)(GLenum, GLint); void (GLAPIENTRY *mpglCombinerInput)(GLenum, GLenum, GLenum, GLenum, GLenum, GLenum); void (GLAPIENTRY *mpglCombinerOutput)(GLenum, GLenum, GLenum, GLenum, GLenum, GLenum, GLenum, GLboolean, GLboolean, GLboolean); void (GLAPIENTRY *mpglBeginFragmentShader)(void); void (GLAPIENTRY *mpglEndFragmentShader)(void); void (GLAPIENTRY *mpglSampleMap)(GLuint, GLuint, GLenum); void (GLAPIENTRY *mpglColorFragmentOp2)(GLenum, GLuint, GLuint, GLuint, GLuint, GLuint, GLuint, GLuint, GLuint, GLuint); void (GLAPIENTRY *mpglColorFragmentOp3)(GLenum, GLuint, GLuint, GLuint, GLuint, GLuint, GLuint, GLuint, GLuint, GLuint, GLuint, GLuint, GLuint); void (GLAPIENTRY *mpglSetFragmentShaderConstant)(GLuint, const GLfloat *); void (GLAPIENTRY *mpglActiveTexture)(GLenum); void (GLAPIENTRY *mpglBindTexture)(GLenum, GLuint); void (GLAPIENTRY *mpglMultiTexCoord2f)(GLenum, GLfloat, GLfloat); void (GLAPIENTRY *mpglGenPrograms)(GLsizei, GLuint *); void (GLAPIENTRY *mpglDeletePrograms)(GLsizei, const GLuint *); void (GLAPIENTRY *mpglBindProgram)(GLenum, GLuint); void (GLAPIENTRY *mpglProgramString)(GLenum, GLenum, GLsizei, const GLvoid *); void (GLAPIENTRY *mpglGetProgramiv)(GLenum, GLenum, GLint *); void (GLAPIENTRY *mpglProgramEnvParameter4f)(GLenum, GLuint, GLfloat, GLfloat, GLfloat, GLfloat); int (GLAPIENTRY *mpglSwapInterval)(int); void (GLAPIENTRY *mpglTexImage3D)(GLenum, GLint, GLenum, GLsizei, GLsizei, GLsizei, GLint, GLenum, GLenum, const GLvoid *); void* (GLAPIENTRY *mpglAllocateMemoryMESA)(void *, int, size_t, float, float, float); void (GLAPIENTRY *mpglFreeMemoryMESA)(void *, int, void *); /** \} */ // end of glextfunctions group void (GLAPIENTRY *mpglVertexPointer)(GLint, GLenum, GLsizei, const GLvoid *); void (GLAPIENTRY *mpglTexCoordPointer)(GLint, GLenum, GLsizei, const GLvoid *); void (GLAPIENTRY *mpglClientActiveTexture)(GLenum); void (GLAPIENTRY *mpglEnableClientState)(GLenum); void (GLAPIENTRY *mpglDisableClientState)(GLenum); void (GLAPIENTRY *mpglVertexAttribPointer)(GLuint, GLint, GLenum, GLboolean, GLsizei, const void *); void (GLAPIENTRY *mpglEnableVertexAttribArray)(GLuint); void (GLAPIENTRY *mpglDrawArrays)(GLenum, GLint, GLsizei); GLuint (GLAPIENTRY *mpglCreateProgram)(void); GLuint (GLAPIENTRY *mpglCreateShader)(GLenum); void (GLAPIENTRY *mpglShaderSource)(GLuint, GLsizei, const char **, const GLint *); void (GLAPIENTRY *mpglCompileShader)(GLuint); void (GLAPIENTRY *mpglGetShaderiv)(GLuint, GLenum, GLint *); void (GLAPIENTRY *mpglGetShaderInfoLog)(GLuint, GLsizei, GLsizei *, char *); void (GLAPIENTRY *mpglGetAttachedShaders)(GLuint, GLsizei, GLsizei *, GLuint *); void (GLAPIENTRY *mpglAttachShader)(GLuint, GLuint); void (GLAPIENTRY *mpglDetachShader)(GLuint, GLuint); void (GLAPIENTRY *mpglDeleteShader)(GLuint); void (GLAPIENTRY *mpglBindAttribLocation)(GLuint, GLuint, const char *); void (GLAPIENTRY *mpglLinkProgram)(GLuint); void (GLAPIENTRY *mpglGetProgramInfoLog)(GLuint, GLsizei, GLsizei *, char *); void (GLAPIENTRY *mpglUseProgram)(GLuint); GLint (GLAPIENTRY *mpglGetUniformLocation)(GLuint, const char *); void (GLAPIENTRY *mpglUniform1iv)(GLint, GLsizei, const GLint *); void (GLAPIENTRY *mpglUniformMatrix4fv)(GLint, GLsizei, GLboolean, const float *); //! \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; static int use_depth_l16; static GLenum l16_format; static GLuint gpu_def_sl_program; static GLuint gpu_yuv_sl_program; static GLuint gpu_cur_sl_program; static float transform_matrix[16]; /** * \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; mpglPixelStorei(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), MAP(GL_LUMINANCE16), // 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; 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); if (IMGFMT_IS_XYZ(fmt)) { supported = 0; // no native XYZ support *bpp = 24; fmt = IMGFMT_RGB24; if (IMGFMT_XYZ_DEPTH(fmt) > 8) { *bpp = 48; fmt = IMGFMT_RGB48NE; } } *gl_texfmt = GL_RGB; switch (fmt) { case IMGFMT_RGB64NE: *gl_texfmt = GL_RGBA16; 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 = GL_RGBA; *gl_format = GL_RGBA; *gl_type = GL_UNSIGNED_BYTE; break; case IMGFMT_420P16: supported = 0; // no native YUV support *gl_texfmt = GL_LUMINANCE16; *bpp = 16; *gl_format = GL_LUMINANCE; *gl_type = GL_UNSIGNED_SHORT; break; case IMGFMT_NV12: case IMGFMT_NV21: case IMGFMT_YV12: supported = 0; // no native YV12 support case IMGFMT_Y800: case IMGFMT_Y8: *gl_texfmt = GL_LUMINANCE; *bpp = 8; *gl_format = GL_LUMINANCE; *gl_type = GL_UNSIGNED_BYTE; break; case IMGFMT_YUY2: case IMGFMT_UYVY: *gl_texfmt = GL_RGB; *bpp = 16; *gl_format = GL_YCBCR_422_APPLE; #if HAVE_BIGENDIAN *gl_type = fmt == IMGFMT_YUY2 ? GL_UNSIGNED_SHORT_8_8 : GL_UNSIGNED_SHORT_8_8_REV; #else *gl_type = fmt == IMGFMT_UYVY ? GL_UNSIGNED_SHORT_8_8 : GL_UNSIGNED_SHORT_8_8_REV; #endif 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 = GL_RGBA; *gl_format = GL_BGRA; *gl_type = GL_UNSIGNED_BYTE; break; default: *gl_texfmt = GL_RGBA; *gl_format = GL_RGBA; *gl_type = GL_UNSIGNED_BYTE; supported = 0; } #ifdef TEXTUREFORMAT_ALWAYS *gl_texfmt = TEXTUREFORMAT_ALWAYS; #endif return supported; } #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; } typedef struct { void *funcptr; const char *extstr; const char *funcnames[7]; void *fallback; } extfunc_desc_t; #define SIMPLE_FUNC_DESC(name) {&mpgl##name, NULL, {"gl"#name, NULL}, NULL} #if !defined(CONFIG_GL_WIN32) && !defined(CONFIG_GL_X11) #define DEF_FUNC_DESC(name) SIMPLE_FUNC_DESC(name) #else #define DEF_FUNC_DESC(name) {&mpgl##name, NULL, {"gl"#name, NULL}, gl ##name} #endif static const extfunc_desc_t extfuncs[] = { // these aren't extension functions but we query them anyway to allow // different "backends" with one binary DEF_FUNC_DESC(GetError), DEF_FUNC_DESC(Begin), DEF_FUNC_DESC(End), DEF_FUNC_DESC(Viewport), DEF_FUNC_DESC(LoadMatrixf), DEF_FUNC_DESC(Clear), DEF_FUNC_DESC(GenLists), DEF_FUNC_DESC(DeleteLists), DEF_FUNC_DESC(NewList), DEF_FUNC_DESC(EndList), DEF_FUNC_DESC(CallList), DEF_FUNC_DESC(CallLists), DEF_FUNC_DESC(GenTextures), DEF_FUNC_DESC(DeleteTextures), DEF_FUNC_DESC(TexEnvi), DEF_FUNC_DESC(Color4ub), DEF_FUNC_DESC(ClearColor), DEF_FUNC_DESC(ClearDepth), DEF_FUNC_DESC(DepthFunc), DEF_FUNC_DESC(Enable), DEF_FUNC_DESC(Disable), DEF_FUNC_DESC(DrawBuffer), DEF_FUNC_DESC(DepthMask), DEF_FUNC_DESC(BlendFunc), DEF_FUNC_DESC(Flush), DEF_FUNC_DESC(Finish), DEF_FUNC_DESC(PixelStorei), DEF_FUNC_DESC(TexImage1D), DEF_FUNC_DESC(TexImage2D), DEF_FUNC_DESC(TexSubImage2D), DEF_FUNC_DESC(TexParameteri), DEF_FUNC_DESC(TexParameterf), DEF_FUNC_DESC(TexParameterfv), DEF_FUNC_DESC(TexCoord2f), DEF_FUNC_DESC(Vertex2f), DEF_FUNC_DESC(Vertex3f), DEF_FUNC_DESC(Normal3f), DEF_FUNC_DESC(Lightfv), DEF_FUNC_DESC(ColorMaterial), DEF_FUNC_DESC(ShadeModel), DEF_FUNC_DESC(GetIntegerv), DEF_FUNC_DESC(GetTexLevelParameteriv), DEF_FUNC_DESC(ColorMask), // here start the real extensions {&mpglGenBuffers, NULL, {"glGenBuffers", "glGenBuffersARB", NULL}}, {&mpglDeleteBuffers, NULL, {"glDeleteBuffers", "glDeleteBuffersARB", NULL}}, {&mpglBindBuffer, NULL, {"glBindBuffer", "glBindBufferARB", NULL}}, {&mpglMapBuffer, NULL, {"glMapBuffer", "glMapBufferARB", NULL}}, {&mpglMapBufferRange, NULL, {"glMapBufferRange", "glMapBufferRangeARB", NULL}}, {&mpglUnmapBuffer, NULL, {"glUnmapBuffer", "glUnmapBufferARB", NULL}}, {&mpglBufferData, NULL, {"glBufferData", "glBufferDataARB", NULL}}, {&mpglCombinerParameterfv, "NV_register_combiners", {"glCombinerParameterfv", "glCombinerParameterfvNV", NULL}}, {&mpglCombinerParameteri, "NV_register_combiners", {"glCombinerParameteri", "glCombinerParameteriNV", NULL}}, {&mpglCombinerInput, "NV_register_combiners", {"glCombinerInput", "glCombinerInputNV", NULL}}, {&mpglCombinerOutput, "NV_register_combiners", {"glCombinerOutput", "glCombinerOutputNV", NULL}}, {&mpglBeginFragmentShader, "ATI_fragment_shader", {"glBeginFragmentShaderATI", NULL}}, {&mpglEndFragmentShader, "ATI_fragment_shader", {"glEndFragmentShaderATI", NULL}}, {&mpglSampleMap, "ATI_fragment_shader", {"glSampleMapATI", NULL}}, {&mpglColorFragmentOp2, "ATI_fragment_shader", {"glColorFragmentOp2ATI", NULL}}, {&mpglColorFragmentOp3, "ATI_fragment_shader", {"glColorFragmentOp3ATI", NULL}}, {&mpglSetFragmentShaderConstant, "ATI_fragment_shader", {"glSetFragmentShaderConstantATI", NULL}}, {&mpglActiveTexture, NULL, {"glActiveTexture", "glActiveTextureARB", NULL}}, {&mpglBindTexture, NULL, {"glBindTexture", "glBindTextureARB", "glBindTextureEXT", NULL}}, {&mpglMultiTexCoord2f, NULL, {"glMultiTexCoord2f", "glMultiTexCoord2fARB", NULL}}, {&mpglGenPrograms, "_program", {"glGenProgramsARB", NULL}}, {&mpglDeletePrograms, "_program", {"glDeleteProgramsARB", NULL}}, {&mpglBindProgram, "_program", {"glBindProgramARB", NULL}}, {&mpglProgramString, "_program", {"glProgramStringARB", NULL}}, {&mpglGetProgramiv, "_program", {"glGetProgramivARB", NULL}}, {&mpglProgramEnvParameter4f, "_program", {"glProgramEnvParameter4fARB", NULL}}, {&mpglSwapInterval, "_swap_control", {"glXSwapIntervalSGI", "glXSwapInterval", "wglSwapIntervalSGI", "wglSwapInterval", "wglSwapIntervalEXT", NULL}}, {&mpglTexImage3D, NULL, {"glTexImage3D", NULL}}, {&mpglAllocateMemoryMESA, "GLX_MESA_allocate_memory", {"glXAllocateMemoryMESA", NULL}}, {&mpglFreeMemoryMESA, "GLX_MESA_allocate_memory", {"glXFreeMemoryMESA", NULL}}, // Things needed to run on GLES SIMPLE_FUNC_DESC(VertexPointer), SIMPLE_FUNC_DESC(TexCoordPointer), SIMPLE_FUNC_DESC(ClientActiveTexture), SIMPLE_FUNC_DESC(EnableClientState), SIMPLE_FUNC_DESC(DisableClientState), SIMPLE_FUNC_DESC(VertexAttribPointer), SIMPLE_FUNC_DESC(EnableVertexAttribArray), SIMPLE_FUNC_DESC(DrawArrays), SIMPLE_FUNC_DESC(CreateProgram), SIMPLE_FUNC_DESC(CreateShader), SIMPLE_FUNC_DESC(ShaderSource), SIMPLE_FUNC_DESC(CompileShader), SIMPLE_FUNC_DESC(GetShaderiv), SIMPLE_FUNC_DESC(GetShaderInfoLog), SIMPLE_FUNC_DESC(GetAttachedShaders), SIMPLE_FUNC_DESC(AttachShader), SIMPLE_FUNC_DESC(DetachShader), SIMPLE_FUNC_DESC(DeleteShader), SIMPLE_FUNC_DESC(BindAttribLocation), SIMPLE_FUNC_DESC(LinkProgram), SIMPLE_FUNC_DESC(GetProgramiv), SIMPLE_FUNC_DESC(GetProgramInfoLog), SIMPLE_FUNC_DESC(UseProgram), SIMPLE_FUNC_DESC(GetUniformLocation), SIMPLE_FUNC_DESC(Uniform1iv), SIMPLE_FUNC_DESC(UniformMatrix4fv), {NULL} }; static GLvoid *wrap_glMapBuffer(GLenum target, ptrdiff_t offset, ptrdiff_t range, unsigned flags) { GLenum access = GL_READ_WRITE; if (offset != 0 || range == 0 || !(flags & (GL_MAP_WRITE_BIT | GL_MAP_READ_BIT))) return NULL; if (!(flags & GL_MAP_WRITE_BIT)) access = GL_READ_ONLY; else if (!(flags & GL_MAP_READ_BIT)) access = GL_WRITE_ONLY; return mpglMapBuffer(target, access); } /** * \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 = NULL; char *allexts; if (!getProcAddress) getProcAddress = (void *)getdladdr; // special case, we need glGetString before starting to find the other functions mpglGetString = getProcAddress("glGetString"); #if defined(CONFIG_GL_WIN32) || defined(CONFIG_GL_X11) if (!mpglGetString) mpglGetString = glGetString; #endif if (mpglGetString) extensions = (const char *)mpglGetString(GL_EXTENSIONS); 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_DBG2, "OpenGL extensions string:\n%s\n", allexts); 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]); } if (!ptr) ptr = dsc->fallback; *(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; use_depth_l16 = !!strstr(allexts, "GL_EXT_shadow") || !!strstr(allexts, "GL_ARB_shadow") || !!strstr(allexts, "GL_OES_depth_texture"); free(allexts); // replacement functions if (!mpglMapBufferRange && mpglMapBuffer) mpglMapBufferRange = wrap_glMapBuffer; } /** * \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; char *init; if (w == 0) w = 1; if (h == 0) h = 1; stride = w * glFmt2bpp(format, type); if (!stride) return; // For BGRA internal format must be BGRA for GLES and RGBA for GL... if (format == GL_BGRA && !mpglBegin) fmt = GL_BGRA; init = malloc(stride * h); memset(init, val, stride * h); glAdjustAlignment(stride); mpglPixelStorei(GL_UNPACK_ROW_LENGTH, w); // This needs to be here before the very first TexImage call to get // best performance on PPC Mac Mini running OSX 10.5 mpglTexParameteri(target, GL_TEXTURE_STORAGE_HINT_APPLE, GL_STORAGE_CACHED_APPLE); mpglTexImage2D(target, 0, fmt, w, h, 0, format, type, init); if (format == GL_LUMINANCE && type == GL_UNSIGNED_SHORT) { // ensure we get enough bits GLint bits = 0; if (mpglGetTexLevelParameteriv) mpglGetTexLevelParameteriv(target, 0, GL_TEXTURE_LUMINANCE_SIZE, &bits); if (bits >= 0 && bits < 14 && (use_depth_l16 || HAVE_BIGENDIAN)) { fmt = GL_DEPTH_COMPONENT; format = GL_DEPTH_COMPONENT; if (!use_depth_l16) { // if we cannot get 16 bit anyway, we can fall back // to L8A8 on big-endian, which is at least faster... fmt = format = GL_LUMINANCE_ALPHA; type = GL_UNSIGNED_BYTE; } mpglTexImage2D(target, 0, fmt, w, h, 0, format, type, init); } l16_format = format; } mpglTexParameterf(target, GL_TEXTURE_PRIORITY, 1.0); mpglTexParameteri(target, GL_TEXTURE_MIN_FILTER, filter); mpglTexParameteri(target, GL_TEXTURE_MAG_FILTER, filter); mpglTexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); mpglTexParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); if (format == GL_DEPTH_COMPONENT) { mpglTexParameteri(target, GL_TEXTURE_COMPARE_MODE, GL_NONE); mpglTexParameteri(target, GL_DEPTH_TEXTURE_MODE, GL_LUMINANCE); } // Border texels should not be used with CLAMP_TO_EDGE // We set a sane default anyway. mpglTexParameterfv(target, GL_TEXTURE_BORDER_COLOR, border); free(init); } /** * \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) { int w, h, m, bpp; GLenum type; uint8_t *data = read_pnm(f, &w, &h, &bpp, &m); 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(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: case GL_UNSIGNED_SHORT_8_8: case GL_UNSIGNED_SHORT_8_8_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: case GL_DEPTH_COMPONENT: return component_size; case GL_LUMINANCE_ALPHA: return 2 * component_size; case GL_YCBCR_422_APPLE: 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, -1 forces use of * TexImage instead of TexSubImage * \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) { int bpp; 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; } if (format == GL_LUMINANCE && type == GL_UNSIGNED_SHORT) { format = l16_format; if (l16_format == GL_LUMINANCE_ALPHA) type = GL_UNSIGNED_BYTE; } bpp = glFmt2bpp(format, type); if (!mpglBegin) { // we have to copy line-by-line for GLES if (stride != w*bpp) slice = 1; } // this is not always correct, but should work for MPlayer glAdjustAlignment(stride); mpglPixelStorei(GL_UNPACK_ROW_LENGTH, stride / bpp); if (slice < 0) { mpglPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE); mpglTexImage2D(target, 0, GL_RGB, w, h, 0, format, type, data); mpglPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE); return; } for (; y + slice <= y_max; y += slice) { mpglTexSubImage2D(target, 0, x, y, w, slice, format, type, data); data += stride * slice; } if (y < y_max) mpglTexSubImage2D(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 (!mpglCombinerInput || !mpglCombinerOutput || !mpglCombinerParameterfv || !mpglCombinerParameteri) { mp_msg(MSGT_VO, MSGL_FATAL, "[gl] Combiner functions missing!\n"); return; } mpglGetIntegerv(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); mpglGetIntegerv(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); mpglCombinerParameterfv(GL_CONSTANT_COLOR0_NV, ucoef); mpglCombinerParameterfv(GL_CONSTANT_COLOR1_NV, vcoef); // UV first, like this green component cannot overflow mpglCombinerInput(GL_COMBINER0_NV, GL_RGB, GL_VARIABLE_A_NV, GL_TEXTURE1, GL_HALF_BIAS_NORMAL_NV, GL_RGB); mpglCombinerInput(GL_COMBINER0_NV, GL_RGB, GL_VARIABLE_B_NV, GL_CONSTANT_COLOR0_NV, GL_HALF_BIAS_NORMAL_NV, GL_RGB); mpglCombinerInput(GL_COMBINER0_NV, GL_RGB, GL_VARIABLE_C_NV, GL_TEXTURE2, GL_HALF_BIAS_NORMAL_NV, GL_RGB); mpglCombinerInput(GL_COMBINER0_NV, GL_RGB, GL_VARIABLE_D_NV, GL_CONSTANT_COLOR1_NV, GL_HALF_BIAS_NORMAL_NV, GL_RGB); mpglCombinerOutput(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 mpglCombinerInput(GL_COMBINER1_NV, GL_RGB, GL_VARIABLE_A_NV, GL_SPARE0_NV, GL_SIGNED_IDENTITY_NV, GL_RGB); mpglCombinerInput(GL_COMBINER1_NV, GL_RGB, GL_VARIABLE_B_NV, GL_ZERO, GL_UNSIGNED_INVERT_NV, GL_RGB); mpglCombinerInput(GL_COMBINER1_NV, GL_RGB, GL_VARIABLE_C_NV, GL_TEXTURE0, GL_SIGNED_IDENTITY_NV, GL_RGB); mpglCombinerInput(GL_COMBINER1_NV, GL_RGB, GL_VARIABLE_D_NV, GL_ZERO, GL_UNSIGNED_INVERT_NV, GL_RGB); mpglCombinerOutput(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 mpglCombinerParameteri(GL_NUM_GENERAL_COMBINERS_NV, 2); } /** * \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(struct mp_csp_params *csp_params, int text) { GLint i; float yuv2rgb[3][4]; mpglGetIntegerv (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 (!mpglBeginFragmentShader || !mpglEndFragmentShader || !mpglSetFragmentShaderConstant || !mpglSampleMap || !mpglColorFragmentOp2 || !mpglColorFragmentOp3) { mp_msg(MSGT_VO, MSGL_FATAL, "[gl] Combiner (ATI) functions missing!\n"); return; } mpglGetIntegerv(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); mpglBeginFragmentShader(); mpglSetFragmentShaderConstant(GL_CON_0_ATI, c0); mpglSetFragmentShaderConstant(GL_CON_1_ATI, c1); mpglSetFragmentShaderConstant(GL_CON_2_ATI, c2); mpglSetFragmentShaderConstant(GL_CON_3_ATI, c3); mpglSampleMap(GL_REG_0_ATI, GL_TEXTURE0, GL_SWIZZLE_STR_ATI); mpglSampleMap(GL_REG_1_ATI, GL_TEXTURE1, GL_SWIZZLE_STR_ATI); mpglSampleMap(GL_REG_2_ATI, GL_TEXTURE2, GL_SWIZZLE_STR_ATI); mpglColorFragmentOp2(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); mpglColorFragmentOp3(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); mpglColorFragmentOp3(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); mpglColorFragmentOp2(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); mpglEndFragmentShader(); } 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_TEXT_FRAGMENT_SHADER_ATI, buffer); } } /** * \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 = 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)]); mpglActiveTexture(unit); mpglTexImage1D(GL_TEXTURE_1D, 0, GL_RGBA16, LOOKUP_BSPLINE_RES, 0, GL_RGBA, GL_FLOAT, tex); mpglTexParameterf(GL_TEXTURE_1D, GL_TEXTURE_PRIORITY, 1.0); mpglTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); mpglTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); mpglTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_REPEAT); mpglActiveTexture(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(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; } mpglActiveTexture(unit); mpglTexImage1D(GL_TEXTURE_1D, 0, 1, NOISE_RES, 0, GL_RED, GL_FLOAT, tex); mpglTexParameterf(GL_TEXTURE_1D, GL_TEXTURE_PRIORITY, 1.0); mpglTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); mpglTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); mpglTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_REPEAT); mpglActiveTexture(GL_TEXTURE0); free(tex); } static const char bilin_filt_template[] = "TEX yuv.%c, fragment.texcoord[%c], texture[%c], %s;\n"; #define BICUB_FILT_MAIN(textype) \ /* first y-interpolation */ \ "ADD coord, fragment.texcoord[%c].xyxy, cdelta.xyxw;\n" \ "ADD coord2, fragment.texcoord[%c].xyxy, cdelta.zyzw;\n" \ "TEX a.r, coord.xyxy, texture[%c], "textype";\n" \ "TEX a.g, coord.zwzw, texture[%c], "textype";\n" \ /* second y-interpolation */ \ "TEX b.r, coord2.xyxy, texture[%c], "textype";\n" \ "TEX b.g, coord2.zwzw, texture[%c], "textype";\n" \ "LRP a.b, parmy.b, a.rrrr, a.gggg;\n" \ "LRP a.a, parmy.b, b.rrrr, b.gggg;\n" \ /* x-interpolation */ \ "LRP yuv.%c, parmx.b, a.bbbb, a.aaaa;\n" static const char bicub_filt_template_2D[] = "MAD coord.xy, fragment.texcoord[%c], {%e, %e}, {0.5, 0.5};\n" "TEX parmx, coord.x, texture[%c], 1D;\n" "MUL cdelta.xz, parmx.rrgg, {-%e, 0, %e, 0};\n" "TEX parmy, coord.y, texture[%c], 1D;\n" "MUL cdelta.yw, parmy.rrgg, {0, -%e, 0, %e};\n" BICUB_FILT_MAIN("2D"); static const char bicub_filt_template_RECT[] = "ADD coord, fragment.texcoord[%c], {0.5, 0.5};\n" "TEX parmx, coord.x, texture[%c], 1D;\n" "MUL cdelta.xz, parmx.rrgg, {-1, 0, 1, 0};\n" "TEX parmy, coord.y, texture[%c], 1D;\n" "MUL cdelta.yw, parmy.rrgg, {0, -1, 0, 1};\n" 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};\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[%c], {%e, %e}, {0.5, 0.5};\n" "FRC coord.xy, coord.xyxy;\n" CALCWEIGHTS("parmx", "coord.xxxx") "MUL cdelta.xz, parmx.rrgg, {-%e, 0, %e, 0};\n" CALCWEIGHTS("parmy", "coord.yyyy") "MUL cdelta.yw, parmy.rrgg, {0, -%e, 0, %e};\n" BICUB_FILT_MAIN("2D"); static const char bicub_notex_filt_template_RECT[] = "ADD coord, fragment.texcoord[%c], {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("RECT"); #define BICUB_X_FILT_MAIN(textype) \ "ADD coord.xy, fragment.texcoord[%c].xyxy, cdelta.xyxy;\n" \ "ADD coord2.xy, fragment.texcoord[%c].xyxy, cdelta.zyzy;\n" \ "TEX a.r, coord, texture[%c], "textype";\n" \ "TEX b.r, coord2, texture[%c], "textype";\n" \ /* x-interpolation */ \ "LRP yuv.%c, parmx.b, a.rrrr, b.rrrr;\n" static const char bicub_x_filt_template_2D[] = "MAD coord.x, fragment.texcoord[%c], {%e}, {0.5};\n" "TEX parmx, coord, texture[%c], 1D;\n" "MUL cdelta.xyz, parmx.rrgg, {-%e, 0, %e};\n" BICUB_X_FILT_MAIN("2D"); static const char bicub_x_filt_template_RECT[] = "ADD coord.x, fragment.texcoord[%c], {0.5};\n" "TEX parmx, coord, texture[%c], 1D;\n" "MUL cdelta.xyz, parmx.rrgg, {-1, 0, 1};\n" BICUB_X_FILT_MAIN("RECT"); static const char unsharp_filt_template[] = "PARAM dcoord%c = {%e, %e, %e, %e};\n" "ADD coord, fragment.texcoord[%c].xyxy, dcoord%c;\n" "SUB coord2, fragment.texcoord[%c].xyxy, dcoord%c;\n" "TEX a.r, fragment.texcoord[%c], texture[%c], %s;\n" "TEX b.r, coord.xyxy, texture[%c], %s;\n" "TEX b.g, coord.zwzw, texture[%c], %s;\n" "ADD b.r, b.r, b.g;\n" "TEX b.b, coord2.xyxy, texture[%c], %s;\n" "TEX b.g, coord2.zwzw, texture[%c], %s;\n" "DP3 b, b, {0.25, 0.25, 0.25};\n" "SUB b.r, a.r, b.r;\n" // NOTE: destination component is only write mask, not swizzle // so calculate result in all three components "MAD yuv.%c, b.rrrr, {%e, %e, %e}, a.rrrr;\n"; static const char unsharp_filt_template2[] = "PARAM dcoord%c = {%e, %e, %e, %e};\n" "PARAM dcoord2%c = {%e, 0, 0, %e};\n" "ADD coord, fragment.texcoord[%c].xyxy, dcoord%c;\n" "SUB coord2, fragment.texcoord[%c].xyxy, dcoord%c;\n" "TEX a.r, fragment.texcoord[%c], texture[%c], %s;\n" "TEX b.r, coord.xyxy, texture[%c], %s;\n" "TEX b.g, coord.zwzw, texture[%c], %s;\n" "ADD b.r, b.r, b.g;\n" "TEX b.b, coord2.xyxy, texture[%c], %s;\n" "TEX b.g, coord2.zwzw, texture[%c], %s;\n" "ADD b.r, b.r, b.b;\n" "ADD b.a, b.r, b.g;\n" "ADD coord, fragment.texcoord[%c].xyxy, dcoord2%c;\n" "SUB coord2, fragment.texcoord[%c].xyxy, dcoord2%c;\n" "TEX b.r, coord.xyxy, texture[%c], %s;\n" "TEX b.g, coord.zwzw, texture[%c], %s;\n" "ADD b.r, b.r, b.g;\n" "TEX b.b, coord2.xyxy, texture[%c], %s;\n" "TEX b.g, coord2.zwzw, texture[%c], %s;\n" "DP4 b.r, b, {-0.1171875, -0.1171875, -0.1171875, -0.09765625};\n" "MAD b.r, a.r, {0.859375}, b.r;\n" // NOTE: destination component is only write mask, not swizzle // so calculate result in all three components "MAD yuv.%c, b.rrrr, {%e, %e, %e}, a.rrrr;\n"; static const char yuv_prog_template[] = "PARAM ycoef = {%e, %e, %e};\n" "PARAM ucoef = {%e, %e, %e};\n" "PARAM vcoef = {%e, %e, %e};\n" "PARAM offsets = {%e, %e, %e};\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 = {%e, %e, %e};\n" "PARAM ucoef = {%e, %e, %e};\n" "PARAM vcoef = {%e, %e, %e};\n" "PARAM offsets = {%e, %e, %e};\n" "PARAM gamma = {%e, %e, %e};\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 = {%e, %e, %e, 0};\n" "PARAM ucoef = {%e, %e, %e, 0};\n" "PARAM vcoef = {%e, %e, %e, 0};\n" "PARAM offsets = {%e, %e, %e, 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[%c], 2D;\n" "ADD res.a, res.a, 0.25;\n" "TEX res.g, res.gaaa, texture[%c], 2D;\n" "ADD res.a, res.a, 0.25;\n" "TEX res.b, res.baaa, texture[%c], 2D;\n"; static const char yuv_lookup3d_prog_template[] = "TEMP res;\n" "TEX res, yuv, texture[%c], 3D;\n"; static const char noise_filt_template[] = "MUL coord.xy, fragment.texcoord[0], {%e, %e};\n" "TEMP rand;\n" "TEX rand.r, coord.x, texture[%c], 1D;\n" "ADD rand.r, rand.r, coord.y;\n" "TEX rand.r, rand.r, texture[%c], 1D;\n" "MAD res.rgb, rand.rrrr, {%e, %e, %e}, 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(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); } } //! 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)++; mpglActiveTexture(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_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); mpglActiveTexture(GL_TEXTURE0); texs[0] += '0'; break; case YUV_CONVERSION_FRAGMENT_LOOKUP3D: { int sz = LOOKUP_3DRES; // texture size if (!mpglTexImage3D) { mp_msg(MSGT_VO, MSGL_ERR, "[gl] Missing 3D texture function!\n"); break; } texs[0] = (*texu)++; mpglActiveTexture(GL_TEXTURE0 + texs[0]); lookup_data = malloc(3 * sz * sz * sz); mp_gen_yuv2rgb_map(¶ms->csp_params, lookup_data, LOOKUP_3DRES); glAdjustAlignment(sz); mpglPixelStorei(GL_UNPACK_ROW_LENGTH, 0); mpglTexImage3D(GL_TEXTURE_3D, 0, 3, sz, sz, sz, 0, GL_RGB, GL_UNSIGNED_BYTE, lookup_data); mpglTexParameterf(GL_TEXTURE_3D, GL_TEXTURE_PRIORITY, 1.0); mpglTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); mpglTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); mpglTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); mpglTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); mpglTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE); mpglActiveTexture(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_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, strength, 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, strength, 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 (!mpglProgramString) { mp_msg(MSGT_VO, MSGL_ERR, "[gl] Missing GPU program function\n"); return 0; } mpglProgramString(target, GL_PROGRAM_FORMAT_ASCII, strlen(prog), prog); mpglGetIntegerv(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", mpglGetString(GL_PROGRAM_ERROR_STRING), &prog[err]); return 0; } if (!mpglGetProgramiv || !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++) { mpglGetProgramiv(target, progstats[i].cur, &cur); mpglGetProgramiv(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; int convtype = YUV_CONVERSION(type); int has_gamma = params->csp_params.rgamma != 1 || params->csp_params.bgamma != 1 || params->csp_params.bgamma != 1; 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;\n"; int prog_remain; char *yuv_prog, *prog_pos; int cur_texu = 3 + params->has_alpha_tex; char lum_scale_texs[1]; char chrom_scale_texs[1]; 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(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); if (noise) { gen_noise_lookup_tex(cur_texu); filt_texs[0] = '0' + cur_texu++; } mpglGetIntegerv(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 (!mpglProgramString) { 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); if (!params->is_planar) { // interleaved snprintf(prog_pos, prog_remain, "TEX yuv.rgb, fragment.texcoord[0], texture[0], %s;\n", rect ? "RECT" : "2D"); prog_remain -= strlen(prog_pos); prog_pos += strlen(prog_pos); } else { 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, params->chrom_texw, params->chrom_texh, params->filter_strength); add_scaler(YUV_CHROM_SCALER(type), &prog_pos, &prog_remain, chrom_scale_texs, '2', 'b', rect, params->chrom_texw, params->chrom_texh, params->filter_strength); } if (params->csp_params.format == MP_CSP_XYZ) { snprintf(prog_pos, prog_remain, "PARAM xyzgamma = {2.6};\nPOW yuv.r, yuv.r, xyzgamma.r;\nPOW yuv.g, yuv.g, xyzgamma.r;\nPOW yuv.b, yuv.b, xyzgamma.r;\n"); prog_remain -= strlen(prog_pos); prog_pos += strlen(prog_pos); } mp_get_yuv2rgb_coeffs(¶ms->csp_params, yuv2rgb); // enable/disable gamma on demand if (has_gamma && convtype == YUV_CONVERSION_FRAGMENT) convtype = YUV_CONVERSION_FRAGMENT_POW; else if (!has_gamma && (convtype == YUV_CONVERSION_FRAGMENT_POW || convtype == YUV_CONVERSION_FRAGMENT_LOOKUP)) convtype = YUV_CONVERSION_FRAGMENT; switch (convtype) { 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->csp_params.rgamma, (float)1.0 / params->csp_params.bgamma, (float)1.0 / params->csp_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; } prog_remain -= strlen(prog_pos); prog_pos += strlen(prog_pos); 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; } snprintf(prog_pos, prog_remain, noise_filt_template, scale_x, scale_y, filt_texs[0], filt_texs[0], str, str, str); prog_remain -= strlen(prog_pos); prog_pos += strlen(prog_pos); } if (params->has_alpha_tex) { snprintf(prog_pos, prog_remain, "TEX result.color.a, fragment.texcoord[3], texture[3], 2D;\n"); prog_remain -= strlen(prog_pos); prog_pos += strlen(prog_pos); } snprintf(prog_pos, prog_remain, "MOV result.color.rgb, res;\nEND"); mp_msg(MSGT_VO, MSGL_DBG2, "[gl] generated fragment program:\n%s\n", yuv_prog); loadGPUProgram(GL_FRAGMENT_PROGRAM, yuv_prog); free(yuv_prog); } static void print_result(int link, GLuint obj) { char msgtmp[500]; GLint status; (link ? mpglGetProgramiv : mpglGetShaderiv)(obj, link ? GL_LINK_STATUS : GL_COMPILE_STATUS, &status); if (!status) mp_msg(MSGT_VO, MSGL_ERR, "[gl] Shader %s failed.\n", link ? "linking" : "compilation"); msgtmp[0] = 0; (link ? mpglGetProgramInfoLog : mpglGetShaderInfoLog)(obj, sizeof(msgtmp), NULL, msgtmp); mp_msg(MSGT_VO, status ? MSGL_V : MSGL_ERR, "[gl] %s messages:\n%s\n", link ? "Linker" : "Compiler", msgtmp); } static GLuint compile_shader(GLenum type, const char *source) { GLuint shader = mpglCreateShader(type); mp_msg(MSGT_VO, MSGL_DBG2, "[gl] Compiling shader:\n%s\n", source); mpglShaderSource(shader, 1, &source, NULL); mpglCompileShader(shader); print_result(0, shader); return shader; } static const char vertex_shader[] = "uniform mat4 matrix;\n" "attribute vec4 vPos;\n" "attribute vec2 tca, tca2, tca3;\n" "varying vec2 tcv, tcv2, tcv3;\n" "void main() {\n" "#ifdef GL_ES\n" " gl_Position = matrix * vPos;\n" " tcv = tca; tcv2 = tca2; tcv3 = tca3;\n" "#else\n" " gl_Position = gl_ModelViewProjectionMatrix * vPos;\n" " tcv = vec2(gl_MultiTexCoord0);\n" " tcv2 = vec2(gl_MultiTexCoord1);\n" " tcv3 = vec2(gl_MultiTexCoord2);\n" "#endif\n" "}\n"; static GLuint new_gpu_program(void) { GLuint program = mpglCreateProgram(); GLuint shader = compile_shader(GL_VERTEX_SHADER, vertex_shader); mpglAttachShader(program, shader); mpglDeleteShader(shader); return program; } static const char def_frag_shader[] = "#ifdef GL_ES\n" "precision mediump float;\n" "#endif\n" "uniform sampler2D texs[4];\n" "varying vec2 tcv;\n" "void main() {\n" " gl_FragColor = texture2D(texs[0], tcv);\n" "}\n"; static const char yuv_frag_shader_template[] = "#ifdef GL_ES\n" "precision mediump float;\n" "#endif\n" "uniform sampler2D texs[4];\n" "varying vec2 tcv, tcv2, tcv3;\n" "void main() {\n" " const vec3 gamma = vec3(%e, %e, %e);\n" " const float xyz_gamma = %e;\n" " const mat4 yuv_conv = mat4(\n" " %e, %e, %e, 0,\n" " %e, %e, %e, 0,\n" " %e, %e, %e, 0,\n" " %e, %e, %e, 1\n" " );\n" " vec4 yuv = vec4(0.0, 0.5, 0.5, 1.0);\n" " if (%i == 0) {\n" " yuv = texture2D(texs[0], tcv);\n" " } else {\n" " yuv.r = texture2D(texs[0], tcv).r;\n" " yuv.g = texture2D(texs[1], tcv2).r;\n" " yuv.b = texture2D(texs[2], tcv2).r;\n" " }\n" " if (xyz_gamma != 1.0)\n" " yuv.rgb = pow(yuv.rgb, vec3(xyz_gamma, xyz_gamma, xyz_gamma));\n" " vec4 rgb = yuv_conv * yuv;\n" " if (gamma != vec3(1.0, 1.0, 1.0))\n" " rgb.rgb = pow(rgb.rgb, gamma);\n" " rgb.a = %i == 0 ? 1.0 : texture2D(texs[3], tcv3).r;\n" " gl_FragColor = rgb;\n" "}\n"; static void detach_shader(GLuint prog, GLenum type) { GLuint attached[4]; GLsizei num_attached; mpglGetAttachedShaders(prog, 4, &num_attached, attached); while (num_attached--) { GLint cur_type; mpglGetShaderiv(attached[num_attached], GL_SHADER_TYPE, &cur_type); if (cur_type == type) mpglDetachShader(prog, attached[num_attached]); } } static void set_frag_shader(GLuint prog, GLuint shader) { detach_shader(prog, GL_FRAGMENT_SHADER); mpglAttachShader(prog, shader); mpglBindAttribLocation(prog, 0, "vPos"); mpglBindAttribLocation(prog, 1, "tca"); mpglBindAttribLocation(prog, 2, "tca2"); mpglBindAttribLocation(prog, 3, "tca3"); mpglLinkProgram(prog); print_result(1, prog); } static void set_frag_src(GLuint prog, const char *src) { GLuint shader = compile_shader(GL_FRAGMENT_SHADER, src); set_frag_shader(prog, shader); mpglDeleteShader(shader); } static void update_yuv_frag_src(const gl_conversion_params_t *params) { char buffer[2000]; float yuv2rgb[3][4]; mp_get_yuv2rgb_coeffs(¶ms->csp_params, yuv2rgb); snprintf(buffer, sizeof(buffer), yuv_frag_shader_template, 1.0 / params->csp_params.rgamma, 1.0 / params->csp_params.ggamma, 1.0 / params->csp_params.bgamma, params->csp_params.format == MP_CSP_XYZ ? 2.6 : 1.0, 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], params->is_planar, 0); set_frag_src(gpu_yuv_sl_program, buffer); } static void GLAPIENTRY matrix_uniform(const float *matrix) { GLint loc; if (matrix != transform_matrix) memcpy(transform_matrix, matrix, sizeof(transform_matrix)); loc = mpglGetUniformLocation(gpu_cur_sl_program, "matrix"); mpglUniformMatrix4fv(loc, 1, GL_FALSE, transform_matrix); } static void use_program(GLuint prog) { GLint loc; static const GLint texs[] = {0, 1, 2, 3, 4}; mpglUseProgram(prog); gpu_cur_sl_program = prog; if (!prog) return; loc = mpglGetUniformLocation(prog, "texs"); mpglUniform1iv(loc, sizeof(texs)/sizeof(texs[0]), texs); matrix_uniform(transform_matrix); } /** * \brief detect the best YUV->RGB conversion method available */ int glAutodetectYUVConversion(void) { const char *extensions = mpglGetString(GL_EXTENSIONS); const char *vendor = mpglGetString(GL_VENDOR); // Imagination cannot parse floats in exponential representation (%e) int is_img = vendor && strstr(vendor, "Imagination") != NULL; if (!mpglBegin) return YUV_CONVERSION_SL_PROGRAM; if (!extensions || !mpglMultiTexCoord2f) return YUV_CONVERSION_NONE; if (strstr(extensions, "GL_ARB_fragment_program") && !is_img) return YUV_CONVERSION_FRAGMENT_LOOKUP; if (strstr(extensions, "GL_ATI_text_fragment_shader") && !is_img) 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_conversion_params_t *params) { float uvcos = params->csp_params.saturation * cos(params->csp_params.hue); float uvsin = params->csp_params.saturation * sin(params->csp_params.hue); 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: glSetupYUVCombiners(uvcos, uvsin); break; case YUV_CONVERSION_COMBINERS_ATI: glSetupYUVFragmentATI(¶ms->csp_params, 0); break; case YUV_CONVERSION_TEXT_FRAGMENT: glSetupYUVFragmentATI(¶ms->csp_params, 1); break; case YUV_CONVERSION_FRAGMENT_LOOKUP: case YUV_CONVERSION_FRAGMENT_LOOKUP3D: case YUV_CONVERSION_FRAGMENT: case YUV_CONVERSION_FRAGMENT_POW: glSetupYUVFragprog(params); break; case YUV_CONVERSION_SL_PROGRAM: if (!gpu_yuv_sl_program) gpu_yuv_sl_program = new_gpu_program(); update_yuv_frag_src(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(GLenum target, int type) { switch (YUV_CONVERSION(type)) { case YUV_CONVERSION_COMBINERS: mpglActiveTexture(GL_TEXTURE1); mpglEnable(target); mpglActiveTexture(GL_TEXTURE2); mpglEnable(target); mpglActiveTexture(GL_TEXTURE0); mpglEnable(GL_REGISTER_COMBINERS_NV); break; case YUV_CONVERSION_COMBINERS_ATI: mpglActiveTexture(GL_TEXTURE1); mpglEnable(target); mpglActiveTexture(GL_TEXTURE2); mpglEnable(target); mpglActiveTexture(GL_TEXTURE0); mpglEnable(GL_FRAGMENT_SHADER_ATI); break; case YUV_CONVERSION_TEXT_FRAGMENT: mpglActiveTexture(GL_TEXTURE1); mpglEnable(target); mpglActiveTexture(GL_TEXTURE2); mpglEnable(target); mpglActiveTexture(GL_TEXTURE0); mpglEnable(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: mpglEnable(GL_FRAGMENT_PROGRAM); break; case YUV_CONVERSION_SL_PROGRAM: use_program(gpu_yuv_sl_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) { switch (YUV_CONVERSION(type)) { case YUV_CONVERSION_COMBINERS: mpglActiveTexture(GL_TEXTURE1); mpglDisable(target); mpglActiveTexture(GL_TEXTURE2); mpglDisable(target); mpglActiveTexture(GL_TEXTURE0); mpglDisable(GL_REGISTER_COMBINERS_NV); break; case YUV_CONVERSION_COMBINERS_ATI: mpglActiveTexture(GL_TEXTURE1); mpglDisable(target); mpglActiveTexture(GL_TEXTURE2); mpglDisable(target); mpglActiveTexture(GL_TEXTURE0); mpglDisable(GL_FRAGMENT_SHADER_ATI); break; case YUV_CONVERSION_TEXT_FRAGMENT: mpglDisable(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). mpglFlush(); mpglActiveTexture(GL_TEXTURE1); mpglDisable(target); mpglActiveTexture(GL_TEXTURE2); mpglDisable(target); mpglActiveTexture(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: mpglDisable(GL_FRAGMENT_PROGRAM); break; case YUV_CONVERSION_SL_PROGRAM: use_program(gpu_def_sl_program); break; } } void glSetupAlphaStippleTex(unsigned pattern) { int i; uint8_t stipple[16]; for (i = 0; i < 16; i++) { stipple[i] = (pattern & 1) * 0xff; pattern >>= 1; } mpglActiveTexture(GL_TEXTURE3); glAdjustAlignment(2); mpglPixelStorei(GL_UNPACK_ROW_LENGTH, 0); mpglTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, 4, 4, 0, GL_ALPHA, GL_UNSIGNED_BYTE, stipple); mpglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); mpglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); mpglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); mpglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); mpglActiveTexture(GL_TEXTURE0); } void glEnable3DLeft(int type) { GLint buffer; if (type & GL_3D_SWAP) return glEnable3DRight(type & ~GL_3D_SWAP); switch (type) { case GL_3D_RED_CYAN: mpglColorMask(GL_TRUE, GL_FALSE, GL_FALSE, GL_FALSE); break; case GL_3D_GREEN_MAGENTA: mpglColorMask(GL_FALSE, GL_TRUE, GL_FALSE, GL_FALSE); break; case GL_3D_QUADBUFFER: mpglGetIntegerv(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; } mpglDrawBuffer(buffer); break; case GL_3D_STIPPLE: mpglActiveTexture(GL_TEXTURE3); mpglEnable(GL_TEXTURE_2D); mpglActiveTexture(GL_TEXTURE0); mpglEnable(GL_BLEND); mpglBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); break; } } void glEnable3DRight(int type) { GLint buffer; if (type & GL_3D_SWAP) return glEnable3DLeft(type & ~GL_3D_SWAP); switch (type) { case GL_3D_RED_CYAN: mpglColorMask(GL_FALSE, GL_TRUE, GL_TRUE, GL_FALSE); break; case GL_3D_GREEN_MAGENTA: mpglColorMask(GL_TRUE, GL_FALSE, GL_TRUE, GL_FALSE); break; case GL_3D_QUADBUFFER: mpglGetIntegerv(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; } mpglDrawBuffer(buffer); break; case GL_3D_STIPPLE: mpglActiveTexture(GL_TEXTURE3); mpglEnable(GL_TEXTURE_2D); mpglActiveTexture(GL_TEXTURE0); mpglEnable(GL_BLEND); mpglBlendFunc(GL_ONE_MINUS_SRC_ALPHA, GL_SRC_ALPHA); break; } } void glDisable3D(int type) { GLint buffer; switch (type) { case GL_3D_RED_CYAN: case GL_3D_GREEN_MAGENTA: mpglColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); break; case GL_3D_QUADBUFFER: mpglDrawBuffer(vo_doublebuffering ? GL_BACK : GL_FRONT); mpglGetIntegerv(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; } mpglDrawBuffer(buffer); break; case GL_3D_STIPPLE: mpglActiveTexture(GL_TEXTURE3); mpglDisable(GL_TEXTURE_2D); mpglActiveTexture(GL_TEXTURE0); mpglDisable(GL_BLEND); break; } } static void draw_vertices(GLfloat x, GLfloat y, GLfloat w, GLfloat h, GLfloat tx, GLfloat ty, GLfloat tw, GLfloat th, GLfloat tx2, GLfloat ty2, GLfloat tw2, GLfloat th2, int is_yv12, int use_stipple) { int i; GLfloat vertices [8] = { x, y, x, y + h, x + w, y, x + w, y + h}; GLfloat texcoords [8] = {tx, ty, tx, ty + th, tx + tw, ty, tx + tw, ty + th}; GLfloat texcoords2[8] = {tx2, ty2, tx2, ty2 + th2, tx2 + tw2, ty2, tx2 + tw2, ty2 + th2}; GLfloat texcoords3[8] = {vo_dx / 4.0, vo_dy / 4.0, vo_dx / 4.0, (vo_dy + vo_dheight) / 4.0, (vo_dx + vo_dwidth) / 4.0, vo_dy / 4.0, (vo_dx + vo_dwidth) / 4.0, (vo_dy + vo_dheight) / 4.0}; if (!mpglBegin) { mpglVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, vertices); mpglEnableVertexAttribArray(0); mpglVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 0, texcoords); mpglEnableVertexAttribArray(1); mpglVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 0, texcoords2); mpglEnableVertexAttribArray(2); mpglVertexAttribPointer(3, 2, GL_FLOAT, GL_FALSE, 0, texcoords3); mpglEnableVertexAttribArray(3); mpglDrawArrays(GL_TRIANGLE_STRIP, 0, 4); return; } mpglBegin(GL_TRIANGLE_STRIP); for (i = 0; i < 4; i++) { int px = 2*i; int py = 2*i + 1; mpglTexCoord2f(texcoords[px], texcoords[py]); if (is_yv12) { mpglMultiTexCoord2f(GL_TEXTURE1, texcoords2[px], texcoords2[py]); mpglMultiTexCoord2f(GL_TEXTURE2, texcoords2[px], texcoords2[py]); } if (use_stipple) mpglMultiTexCoord2f(GL_TEXTURE3, texcoords3[px], texcoords3[py]); mpglVertex2f(vertices[px], vertices[py]); } mpglEnd(); } /** * \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 * \param use_stipple overlay texture 3 as 4x4 alpha stipple * \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, int use_stipple) { 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; } draw_vertices(x, y, w, h, tx, ty, tw, th, tx2, ty2, tw2, th2, is_yv12, use_stipple); } #ifdef CONFIG_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); } static int setGlWindow_w32(MPGLContext *ctx) { int *vinfo = &ctx->vinfo.w32; HGLRC *context = &ctx->context.w32; int new_vinfo; HDC windc = vo_w32_get_dc(vo_w32_window); 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) mpglFinish(); 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 { RECT rect; GetClientRect(vo_w32_window, &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); gpu_def_sl_program = 0; gpu_yuv_sl_program = 0; // and inform that reinit is neccessary res = SET_WINDOW_REINIT; } else res = SET_WINDOW_OK; out: vo_w32_release_dc(vo_w32_window, windc); return res; } static void releaseGlContext_w32(MPGLContext *ctx) { int *vinfo = &ctx->vinfo.w32; HGLRC *context = &ctx->context.w32; *vinfo = 0; if (*context) { wglMakeCurrent(0, 0); wglDeleteContext(*context); } *context = 0; } static void swapGlBuffers_w32(MPGLContext *ctx) { HDC vo_hdc = vo_w32_get_dc(vo_w32_window); SwapBuffers(vo_hdc); vo_w32_release_dc(vo_w32_window, vo_hdc); } #endif #ifdef CONFIG_GL_X11 #include "x11_common.h" /** * \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 */ static int setGlWindow_x11(MPGLContext *ctx) { XVisualInfo **vinfo = &ctx->vinfo.x11; GLXContext *context = &ctx->context.x11; Window win = vo_window; 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) mpglFinish(); 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"); 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); if (!mpglGenPrograms && mpglGetString && getProcAddress && strstr(mpglGetString(GL_EXTENSIONS), "GL_ARB_vertex_program")) { mp_msg(MSGT_VO, MSGL_WARN, "Broken glXGetProcAddress detected, trying workaround\n"); getFunctions(NULL, glxstr); } free(glxstr); gpu_def_sl_program = 0; gpu_yuv_sl_program = 0; // 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 */ static void releaseGlContext_x11(MPGLContext *ctx) { XVisualInfo **vinfo = &ctx->vinfo.x11; GLXContext *context = &ctx->context.x11; if (*vinfo) XFree(*vinfo); *vinfo = NULL; if (*context) { mpglFinish(); glXMakeCurrent(mDisplay, None, NULL); glXDestroyContext(mDisplay, *context); } *context = 0; } static void swapGlBuffers_x11(MPGLContext *ctx) { glXSwapBuffers(mDisplay, vo_window); } #endif #if defined(CONFIG_GL_X11) || defined(CONFIG_GL_EGL_X11) static int x11_check_events(void) { return vo_x11_check_events(mDisplay); } #endif #ifdef CONFIG_GL_SDL #include "sdl_common.h" static void swapGlBuffers_sdl(MPGLContext *ctx) { SDL_GL_SwapBuffers(); } static void *sdlgpa(const GLubyte *name) { return SDL_GL_GetProcAddress(name); } static int setGlWindow_sdl(MPGLContext *ctx) { if (!sdl_set_mode(0, SDL_OPENGL | SDL_RESIZABLE)) return SET_WINDOW_FAILED; SDL_GL_LoadLibrary(NULL); getFunctions(sdlgpa, NULL); gpu_def_sl_program = 0; gpu_yuv_sl_program = 0; return SET_WINDOW_OK; } static int sdl_check_events(void) { int res = 0; SDL_Event event; while (SDL_PollEvent(&event)) { res |= sdl_default_handle_event(&event); } // poll "events" from within MPlayer code res |= sdl_default_handle_event(NULL); if (res & VO_EVENT_RESIZE) sdl_set_mode(0, SDL_OPENGL | SDL_RESIZABLE); return res; } #endif #if defined(CONFIG_GL_EGL_X11) || defined(CONFIG_GL_EGL_ANDROID) static EGLDisplay eglDisplay = EGL_NO_DISPLAY; static EGLSurface eglSurface = EGL_NO_SURFACE; /* * Some genius thought it a good idea to make * eglGetProcAddress not work for core functions. * So we have to use a non-portable way that in addition * might also return symbols from a different library * that the one providing the current context, great job! * In addition the implementation of eglGetProcAddress * on Galaxy S2 Android seems to actively return wrong * pointers, it just gets better and better... */ #ifdef CONFIG_GL_EGL_ANDROID static EGLNativeWindowType vo_window; #define eglGetProcAddress(a) 0 #define mDisplay EGL_DEFAULT_DISPLAY static EGLNativeWindowType (*android_createDisplaySurface)(void); #endif static void *eglgpa(const GLubyte *name) { void *res = eglGetProcAddress(name); if (!res) { static const char * const paths[] = { "/usr/lib/libGLESv2.so", "/usr/lib/x86_64-linux-gnu/libGLESv2.so", "/usr/lib/i386-linux-gnu/libGLESv2.so", NULL}; int i; void *h = NULL; for (i = 0; !h && paths[i]; i++) h = dlopen(paths[i], RTLD_LAZY); if (!h) return NULL; res = dlsym(h, name); dlclose(h); } return res; } static void GLAPIENTRY dummy_color(GLubyte r, GLubyte g, GLubyte b, GLubyte a) { } static void GLAPIENTRY dummy_texenvi(GLenum t, GLenum p, GLint v) { } static int GLAPIENTRY SwapInterval_egl(int i) { return eglSwapInterval(eglDisplay, i); } static int setGlWindow_egl(MPGLContext *ctx) { static const EGLint cfg_attribs[] = { EGL_RENDERABLE_TYPE, EGL_OPENGL_ES2_BIT, EGL_NONE }; static const EGLint ctx_attribs[] = { EGL_CONTEXT_CLIENT_VERSION, 2, EGL_NONE }; EGLContext *context = &ctx->context.egl; EGLContext new_context = NULL; EGLConfig eglConfig; EGLint id; int num_configs; #ifdef CONFIG_GL_EGL_ANDROID EGLint w, h; if (vo_window) { eglQuerySurface(eglDisplay, eglSurface, EGL_WIDTH, &w); eglQuerySurface(eglDisplay, eglSurface, EGL_HEIGHT, &h); vo_screenwidth = vo_dwidth = w; vo_screenheight = vo_dheight = h; return SET_WINDOW_OK; } if (WinID != -1) vo_window = (EGLNativeWindowType)(intptr_t)WinID; if (!vo_window) { if (!android_createDisplaySurface) { void *handle = dlopen("libui.so", RTLD_LAZY); if (!handle) return SET_WINDOW_FAILED; android_createDisplaySurface = dlsym(handle, "android_createDisplaySurface"); if (!android_createDisplaySurface) return SET_WINDOW_FAILED; } vo_window = android_createDisplaySurface(); } if (!vo_window) return SET_WINDOW_FAILED; #endif if (eglDisplay == EGL_NO_DISPLAY) { eglDisplay = eglGetDisplay(mDisplay); if (eglDisplay == EGL_NO_DISPLAY) { mp_msg(MSGT_VO, MSGL_FATAL, "eglGetDisplay failed: 0x%x\n", eglGetError()); return SET_WINDOW_FAILED; } if (!eglInitialize(eglDisplay, NULL, NULL)) { mp_msg(MSGT_VO, MSGL_FATAL, "eglInitialize failed: 0x%x\n", eglGetError()); return SET_WINDOW_FAILED; } } if (*context != EGL_NO_CONTEXT) { eglMakeCurrent(eglDisplay, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT); eglDestroyContext(eglDisplay, *context); eglDestroySurface(eglDisplay, eglSurface); } if (mp_msg_test(MSGT_VO, MSGL_DBG2)) { EGLConfig *configs; EGLint count = 0, i; eglGetConfigs(eglDisplay, NULL, 0, &count); configs = calloc(count, sizeof(*configs)); eglGetConfigs(eglDisplay, configs, count, &count); mp_msg(MSGT_VO, MSGL_V, " ID | sizes | gl |es2| samples | caveat\n" " r g b a d s | es| vg | surfaces |\n"); for (i = 0; i < count; i++) { EGLint rs, gs, bs, as, ds, ss, samples, surfaces, renderable, caveat; const char *caveatstr = "unknown"; eglGetConfigAttrib(eglDisplay, configs[i], EGL_CONFIG_ID, &id); eglGetConfigAttrib(eglDisplay, configs[i], EGL_RED_SIZE, &rs); eglGetConfigAttrib(eglDisplay, configs[i], EGL_GREEN_SIZE, &gs); eglGetConfigAttrib(eglDisplay, configs[i], EGL_BLUE_SIZE, &bs); eglGetConfigAttrib(eglDisplay, configs[i], EGL_ALPHA_SIZE, &as); eglGetConfigAttrib(eglDisplay, configs[i], EGL_DEPTH_SIZE, &ds); eglGetConfigAttrib(eglDisplay, configs[i], EGL_STENCIL_SIZE, &ss); eglGetConfigAttrib(eglDisplay, configs[i], EGL_SAMPLES, &samples); eglGetConfigAttrib(eglDisplay, configs[i], EGL_SURFACE_TYPE, &surfaces); eglGetConfigAttrib(eglDisplay, configs[i], EGL_RENDERABLE_TYPE, &renderable); eglGetConfigAttrib(eglDisplay, configs[i], EGL_CONFIG_CAVEAT, &caveat); switch (caveat) { case EGL_SLOW_CONFIG: caveatstr = "slow"; break; case EGL_NON_CONFORMANT_CONFIG: caveatstr = "nonconf"; break; case EGL_NONE: caveatstr = "none"; break; } mp_msg(MSGT_VO, MSGL_V, "0x%03x %2i %2i %2i %2i %2i %2i %c %c %c %c %2i 0x%03x %s (0x%x)\n", id, rs, gs, bs, as, ds, ss, renderable & EGL_OPENGL_BIT ? '+' : '-', renderable & EGL_OPENGL_ES_BIT ? '+' : '-', renderable & EGL_OPENGL_ES2_BIT ? '+' : '-', renderable & EGL_OPENVG_BIT ? '+' : '-', samples, surfaces, caveatstr, caveat); } free(configs); } if (!eglChooseConfig(eglDisplay, cfg_attribs, &eglConfig, 1, &num_configs) || num_configs != 1) return SET_WINDOW_FAILED; eglGetConfigAttrib(eglDisplay, eglConfig, EGL_CONFIG_ID, &id); mp_msg(MSGT_VO, MSGL_V, "Chosen config %x\n", id); eglSurface = eglCreateWindowSurface(eglDisplay, eglConfig, vo_window, NULL); if (eglSurface == EGL_NO_SURFACE) return SET_WINDOW_FAILED; new_context = eglCreateContext(eglDisplay, eglConfig, EGL_NO_CONTEXT, ctx_attribs); if (new_context == EGL_NO_CONTEXT) return SET_WINDOW_FAILED; if (!eglMakeCurrent(eglDisplay, eglSurface, eglSurface, new_context)) return SET_WINDOW_FAILED; // set new values #ifdef CONFIG_GL_EGL_X11 vo_x11_update_geometry(); #else eglQuerySurface(eglDisplay, eglSurface, EGL_WIDTH, &w); eglQuerySurface(eglDisplay, eglSurface, EGL_HEIGHT, &h); vo_screenwidth = vo_dwidth = w; vo_screenheight = vo_dheight = h; #endif *context = new_context; getFunctions(eglgpa, eglQueryString(eglDisplay, EGL_EXTENSIONS)); mpglBegin = NULL; mpglDrawBuffer = NULL; mpglSwapInterval = SwapInterval_egl; gpu_def_sl_program = new_gpu_program(); set_frag_src(gpu_def_sl_program, def_frag_shader); mpglLoadMatrixf = matrix_uniform; mpglColor4ub = dummy_color; mpglTexEnvi = dummy_texenvi; use_program(gpu_def_sl_program); gpu_yuv_sl_program = 0; // and inform that reinit is necessary return SET_WINDOW_REINIT; } /** * \brief free the VisualInfo and GLXContext of an OpenGL context. * \ingroup glcontext */ static void releaseGlContext_egl(MPGLContext *ctx) { EGLContext *context = &ctx->context.egl; if (*context != EGL_NO_CONTEXT) { mpglFinish(); eglMakeCurrent(eglDisplay, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT); eglDestroyContext(eglDisplay, *context); } *context = EGL_NO_CONTEXT; if (eglSurface != EGL_NO_SURFACE) eglDestroySurface(eglDisplay, eglSurface); eglSurface = EGL_NO_SURFACE; if (eglDisplay != EGL_NO_DISPLAY) eglTerminate(eglDisplay); eglDisplay = EGL_NO_DISPLAY; } static void swapGlBuffers_egl(MPGLContext *ctx) { eglSwapBuffers(eglDisplay, eglSurface); } #endif static int setGlWindow_dummy(MPGLContext *ctx) { getFunctions(NULL, NULL); gpu_def_sl_program = 0; gpu_yuv_sl_program = 0; return SET_WINDOW_OK; } static void releaseGlContext_dummy(MPGLContext *ctx) { } static void swapGlBuffers_dummy(MPGLContext *ctx) { } static int dummy_check_events(void) { return 0; } static void dummy_fullscreen(void) { vo_fs = !vo_fs; } static void dummy_update_xinerama_info(void) { if (vo_screenwidth <= 0 || vo_screenheight <= 0) { mp_msg(MSGT_VO, MSGL_ERR, "You must specify the screen dimensions " "with -screenw and -screenh\n"); vo_screenwidth = 1280; vo_screenheight = 768; } aspect_save_screenres(vo_screenwidth, vo_screenheight); } int init_mpglcontext(MPGLContext *ctx, enum MPGLType type) { if (type == GLTYPE_AUTO) { int res = init_mpglcontext(ctx, GLTYPE_W32); if (res) return res; res = init_mpglcontext(ctx, GLTYPE_OSX); if (res) return res; res = init_mpglcontext(ctx, GLTYPE_X11); if (res) return res; res = init_mpglcontext(ctx, GLTYPE_SDL); if (res) return res; res = init_mpglcontext(ctx, GLTYPE_EGL_ANDROID); if (res) return res; res = init_mpglcontext(ctx, GLTYPE_EGL_X11); return res; } memset(ctx, 0, sizeof(*ctx)); ctx->setGlWindow = setGlWindow_dummy; ctx->releaseGlContext = releaseGlContext_dummy; ctx->swapGlBuffers = swapGlBuffers_dummy; ctx->update_xinerama_info = dummy_update_xinerama_info; ctx->check_events = dummy_check_events; ctx->fullscreen = dummy_fullscreen; ctx->type = type; switch (ctx->type) { #ifdef CONFIG_GL_WIN32 case GLTYPE_W32: ctx->setGlWindow = setGlWindow_w32; 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; return vo_w32_init(); #endif #ifdef CONFIG_GL_X11 case GLTYPE_X11: ctx->setGlWindow = setGlWindow_x11; ctx->releaseGlContext = releaseGlContext_x11; ctx->swapGlBuffers = swapGlBuffers_x11; ctx->update_xinerama_info = update_xinerama_info; ctx->border = vo_x11_border; ctx->check_events = x11_check_events; ctx->fullscreen = vo_x11_fullscreen; ctx->ontop = vo_x11_ontop; return vo_init(); #endif #ifdef CONFIG_GL_SDL case GLTYPE_SDL: SDL_Init(SDL_INIT_VIDEO); ctx->setGlWindow = setGlWindow_sdl; ctx->swapGlBuffers = swapGlBuffers_sdl; ctx->check_events = sdl_check_events; ctx->fullscreen = vo_sdl_fullscreen; return vo_sdl_init(); #endif #ifdef CONFIG_GL_EGL_ANDROID case GLTYPE_EGL_ANDROID: ctx->setGlWindow = setGlWindow_egl; ctx->releaseGlContext = releaseGlContext_egl; ctx->swapGlBuffers = swapGlBuffers_egl; return 1; #endif #ifdef CONFIG_GL_EGL_X11 case GLTYPE_EGL_X11: ctx->setGlWindow = setGlWindow_egl; ctx->releaseGlContext = releaseGlContext_egl; ctx->swapGlBuffers = swapGlBuffers_egl; ctx->update_xinerama_info = update_xinerama_info; ctx->border = vo_x11_border; ctx->check_events = x11_check_events; ctx->fullscreen = vo_x11_fullscreen; ctx->ontop = vo_x11_ontop; return vo_init(); #endif #ifdef CONFIG_GL_OSX case GLTYPE_OSX: ctx->swapGlBuffers = vo_osx_swap_buffers; ctx->update_xinerama_info = vo_osx_update_xinerama_info; ctx->check_events = vo_osx_check_events; ctx->fullscreen = vo_osx_fullscreen; ctx->ontop = vo_osx_ontop; return vo_osx_init(); #endif default: return 0; } } int mpglcontext_create_window(MPGLContext *ctx, uint32_t d_width, uint32_t d_height, uint32_t flags, const char *title) { #ifdef CONFIG_GL_WIN32 if (ctx->type == GLTYPE_W32 && !vo_w32_config(d_width, d_height, flags)) return -1; #endif #ifdef CONFIG_GL_OSX if (ctx->type == GLTYPE_OSX && !vo_osx_config(d_width, d_height, flags)) return -1; #endif #ifdef CONFIG_GL_EGL_X11 if (ctx->type == GLTYPE_EGL_X11) { XVisualInfo vinfo = { .visual = CopyFromParent, .depth = CopyFromParent }; vo_x11_create_vo_window(&vinfo, vo_dx, vo_dy, d_width, d_height, flags, CopyFromParent, "gl", title); } #endif #ifdef CONFIG_GL_X11 if (ctx->type == GLTYPE_X11) { int default_glx_attribs[] = { GLX_RGBA, GLX_RED_SIZE, 1, GLX_GREEN_SIZE, 1, GLX_BLUE_SIZE, 1, GLX_DOUBLEBUFFER, GLX_DEPTH_SIZE, (flags & VOFLAG_DEPTH) ? 1 : 0, None }; static const int stereo_glx_attribs[] = { GLX_RGBA, GLX_RED_SIZE, 1, GLX_GREEN_SIZE, 1, GLX_BLUE_SIZE, 1, GLX_DOUBLEBUFFER, GLX_STEREO, None }; XVisualInfo *vinfo = NULL; if (flags & VOFLAG_STEREO) { vinfo = glXChooseVisual(mDisplay, mScreen, stereo_glx_attribs); if (!vinfo) mp_msg(MSGT_VO, MSGL_ERR, "[gl] Could not find a stereo visual, " "3D will probably not work!\n"); } if (!vinfo) vinfo = glXChooseVisual(mDisplay, mScreen, default_glx_attribs); if (!vinfo) { mp_msg(MSGT_VO, MSGL_ERR, "[gl] no GLX support present\n"); return -1; } mp_msg(MSGT_VO, MSGL_V, "[gl] GLX chose visual with ID 0x%x\n", (int)vinfo->visualid); vo_x11_create_vo_window(vinfo, vo_dx, vo_dy, d_width, d_height, flags, XCreateColormap(mDisplay, mRootWin, vinfo->visual, AllocNone), "gl", title); } #endif #ifdef CONFIG_GL_SDL if (ctx->type == GLTYPE_SDL && !vo_sdl_config(d_width, d_height, flags, title)) return -1; #endif return 0; } void uninit_mpglcontext(MPGLContext *ctx) { ctx->releaseGlContext(ctx); switch (ctx->type) { #ifdef CONFIG_GL_WIN32 case GLTYPE_W32: vo_w32_uninit(); break; #endif #ifdef CONFIG_GL_X11 case GLTYPE_X11: vo_x11_uninit(); break; #endif #ifdef CONFIG_GL_SDL case GLTYPE_SDL: vo_sdl_uninit(); break; #endif #ifdef CONFIG_GL_OSX case GLTYPE_OSX: vo_osx_uninit(); break; #endif } memset(ctx, 0, sizeof(*ctx)); }