2015-01-28 19:40:46 +01:00
|
|
|
/*
|
|
|
|
* This file is part of mpv.
|
|
|
|
* Parts based on MPlayer code by Reimar Döffinger.
|
|
|
|
*
|
|
|
|
* mpv 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.
|
|
|
|
*
|
|
|
|
* mpv 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 mpv. If not, see <http://www.gnu.org/licenses/>.
|
|
|
|
*
|
|
|
|
* 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.
|
|
|
|
*/
|
|
|
|
|
|
|
|
#ifndef MP_GL_UTILS_
|
|
|
|
#define MP_GL_UTILS_
|
|
|
|
|
2015-08-29 04:12:56 +02:00
|
|
|
#include "common.h"
|
2015-01-28 19:40:46 +01:00
|
|
|
|
|
|
|
struct mp_log;
|
|
|
|
|
|
|
|
void glCheckError(GL *gl, struct mp_log *log, const char *info);
|
|
|
|
|
|
|
|
int glFmt2bpp(GLenum format, GLenum type);
|
|
|
|
void glUploadTex(GL *gl, GLenum target, GLenum format, GLenum type,
|
|
|
|
const void *dataptr, int stride,
|
|
|
|
int x, int y, int w, int h, int slice);
|
|
|
|
void glClearTex(GL *gl, GLenum target, GLenum format, GLenum type,
|
|
|
|
int x, int y, int w, int h, uint8_t val, void **scratch);
|
|
|
|
|
|
|
|
mp_image_t *glGetWindowScreenshot(GL *gl);
|
|
|
|
|
|
|
|
// print a multi line string with line numbers (e.g. for shader sources)
|
|
|
|
// log, lev: module and log level, as in mp_msg()
|
|
|
|
void mp_log_source(struct mp_log *log, int lev, const char *src);
|
|
|
|
|
2015-01-28 22:22:29 +01:00
|
|
|
struct gl_vao_entry {
|
2015-01-29 17:19:01 +01:00
|
|
|
// used for shader / glBindAttribLocation
|
2015-01-28 22:22:29 +01:00
|
|
|
const char *name;
|
2015-01-29 17:19:01 +01:00
|
|
|
// glVertexAttribPointer() arguments
|
|
|
|
int num_elems; // size (number of elements)
|
2015-01-28 22:22:29 +01:00
|
|
|
GLenum type;
|
|
|
|
bool normalized;
|
|
|
|
int offset;
|
|
|
|
};
|
|
|
|
|
|
|
|
struct gl_vao {
|
|
|
|
GL *gl;
|
2015-01-29 17:19:01 +01:00
|
|
|
GLuint vao; // the VAO object, or 0 if unsupported by driver
|
|
|
|
GLuint buffer; // GL_ARRAY_BUFFER used for the data
|
|
|
|
int stride; // size of each element (interleaved elements are assumed)
|
2015-01-28 22:22:29 +01:00
|
|
|
const struct gl_vao_entry *entries;
|
|
|
|
};
|
|
|
|
|
|
|
|
void gl_vao_init(struct gl_vao *vao, GL *gl, int stride,
|
|
|
|
const struct gl_vao_entry *entries);
|
|
|
|
void gl_vao_uninit(struct gl_vao *vao);
|
|
|
|
void gl_vao_bind(struct gl_vao *vao);
|
|
|
|
void gl_vao_unbind(struct gl_vao *vao);
|
2015-01-29 17:19:01 +01:00
|
|
|
void gl_vao_draw_data(struct gl_vao *vao, GLenum prim, void *ptr, size_t num);
|
2015-01-28 22:22:29 +01:00
|
|
|
|
2015-01-29 14:58:26 +01:00
|
|
|
struct fbotex {
|
|
|
|
GL *gl;
|
|
|
|
GLuint fbo;
|
|
|
|
GLuint texture;
|
vo_opengl: refactor shader generation (part 1)
The basic idea is to use dynamically generated shaders instead of a
single monolithic file + a ton of ifdefs. Instead of having to setup
every aspect of it separately (like compiling shaders, setting uniforms,
perfoming the actual rendering steps, the GLSL parts), we generate the
GLSL on the fly, and perform the rendering at the same time. The GLSL
is regenerated every frame, but the actual compiled OpenGL-level shaders
are cached, which makes it fast again. Almost all logic can be in a
single place.
The new code is significantly more flexible, which allows us to improve
the code clarity, performance and add more features easily.
This commit is incomplete. It drops almost all previous code, and
readds only the most important things (some of them actually buggy).
The next commit will complete it - it's separate to preserve authorship
information.
2015-03-12 21:57:54 +01:00
|
|
|
GLenum iformat;
|
|
|
|
GLenum tex_filter;
|
2015-09-02 12:52:11 +02:00
|
|
|
int w, h; // size of .texture
|
2015-01-29 14:58:26 +01:00
|
|
|
};
|
|
|
|
|
|
|
|
bool fbotex_init(struct fbotex *fbo, GL *gl, struct mp_log *log, int w, int h,
|
vo_opengl: refactor shader generation (part 1)
The basic idea is to use dynamically generated shaders instead of a
single monolithic file + a ton of ifdefs. Instead of having to setup
every aspect of it separately (like compiling shaders, setting uniforms,
perfoming the actual rendering steps, the GLSL parts), we generate the
GLSL on the fly, and perform the rendering at the same time. The GLSL
is regenerated every frame, but the actual compiled OpenGL-level shaders
are cached, which makes it fast again. Almost all logic can be in a
single place.
The new code is significantly more flexible, which allows us to improve
the code clarity, performance and add more features easily.
This commit is incomplete. It drops almost all previous code, and
readds only the most important things (some of them actually buggy).
The next commit will complete it - it's separate to preserve authorship
information.
2015-03-12 21:57:54 +01:00
|
|
|
GLenum iformat);
|
2015-01-29 14:58:26 +01:00
|
|
|
void fbotex_uninit(struct fbotex *fbo);
|
vo_opengl: refactor shader generation (part 1)
The basic idea is to use dynamically generated shaders instead of a
single monolithic file + a ton of ifdefs. Instead of having to setup
every aspect of it separately (like compiling shaders, setting uniforms,
perfoming the actual rendering steps, the GLSL parts), we generate the
GLSL on the fly, and perform the rendering at the same time. The GLSL
is regenerated every frame, but the actual compiled OpenGL-level shaders
are cached, which makes it fast again. Almost all logic can be in a
single place.
The new code is significantly more flexible, which allows us to improve
the code clarity, performance and add more features easily.
This commit is incomplete. It drops almost all previous code, and
readds only the most important things (some of them actually buggy).
The next commit will complete it - it's separate to preserve authorship
information.
2015-03-12 21:57:54 +01:00
|
|
|
bool fbotex_change(struct fbotex *fbo, GL *gl, struct mp_log *log, int w, int h,
|
|
|
|
GLenum iformat, int flags);
|
|
|
|
#define FBOTEX_FUZZY_W 1
|
|
|
|
#define FBOTEX_FUZZY_H 2
|
2015-03-25 23:06:46 +01:00
|
|
|
#define FBOTEX_FUZZY (FBOTEX_FUZZY_W | FBOTEX_FUZZY_H)
|
vo_opengl: refactor shader generation (part 1)
The basic idea is to use dynamically generated shaders instead of a
single monolithic file + a ton of ifdefs. Instead of having to setup
every aspect of it separately (like compiling shaders, setting uniforms,
perfoming the actual rendering steps, the GLSL parts), we generate the
GLSL on the fly, and perform the rendering at the same time. The GLSL
is regenerated every frame, but the actual compiled OpenGL-level shaders
are cached, which makes it fast again. Almost all logic can be in a
single place.
The new code is significantly more flexible, which allows us to improve
the code clarity, performance and add more features easily.
This commit is incomplete. It drops almost all previous code, and
readds only the most important things (some of them actually buggy).
The next commit will complete it - it's separate to preserve authorship
information.
2015-03-12 21:57:54 +01:00
|
|
|
void fbotex_set_filter(struct fbotex *fbo, GLenum gl_filter);
|
2015-01-29 14:58:26 +01:00
|
|
|
|
2015-03-13 21:14:18 +01:00
|
|
|
// A 3x2 matrix, with the translation part separate.
|
|
|
|
struct gl_transform {
|
|
|
|
float m[2][2];
|
|
|
|
float t[2];
|
|
|
|
};
|
|
|
|
|
|
|
|
void gl_transform_ortho(struct gl_transform *t, float x0, float x1,
|
|
|
|
float y0, float y1);
|
2015-01-29 14:58:26 +01:00
|
|
|
|
vo_opengl: refactor shader generation (part 2)
This adds stuff related to gamma, linear light, sigmoid, BT.2020-CL,
etc, as well as color management. Also adds a new gamma function (gamma22).
This adds new parameters to configure the CMS settings, in particular
letting us target simple colorspaces without requiring usage of a 3DLUT.
This adds smoothmotion. Mostly working, but it's still sensitive to
timing issues. It's based on an actual queue now, but the queue size
is kept small to avoid larger amounts of latency.
Also makes “upscale before blending” the default strategy.
This is justified because the "render after blending" thing doesn't seme
to work consistently any way (introduces stutter due to the way vsync
timing works, or something), so this behavior is a bit closer to master
and makes pausing/unpausing less weird/jumpy.
This adds the remaining scalers, including bicubic_fast, sharpen3,
sharpen5, polar filters and antiringing. Apparently, sharpen3/5 also
consult scale-param1, which was undocumented in master.
This also implements cropping and chroma transformation, plus
rotation/flipping. These are inherently part of the same logic, although
it's a bit rough around the edges in some case, mainly due to the fallback
code paths (for bilinear scaling without indirection).
2015-03-12 22:18:16 +01:00
|
|
|
// This treats m as an affine transformation, in other words m[2][n] gets
|
|
|
|
// added to the output.
|
2015-03-13 21:14:18 +01:00
|
|
|
static inline void gl_transform_vec(struct gl_transform t, float *x, float *y)
|
vo_opengl: refactor shader generation (part 1)
The basic idea is to use dynamically generated shaders instead of a
single monolithic file + a ton of ifdefs. Instead of having to setup
every aspect of it separately (like compiling shaders, setting uniforms,
perfoming the actual rendering steps, the GLSL parts), we generate the
GLSL on the fly, and perform the rendering at the same time. The GLSL
is regenerated every frame, but the actual compiled OpenGL-level shaders
are cached, which makes it fast again. Almost all logic can be in a
single place.
The new code is significantly more flexible, which allows us to improve
the code clarity, performance and add more features easily.
This commit is incomplete. It drops almost all previous code, and
readds only the most important things (some of them actually buggy).
The next commit will complete it - it's separate to preserve authorship
information.
2015-03-12 21:57:54 +01:00
|
|
|
{
|
|
|
|
float vx = *x, vy = *y;
|
2015-03-13 21:14:18 +01:00
|
|
|
*x = vx * t.m[0][0] + vy * t.m[1][0] + t.t[0];
|
|
|
|
*y = vx * t.m[0][1] + vy * t.m[1][1] + t.t[1];
|
vo_opengl: refactor shader generation (part 1)
The basic idea is to use dynamically generated shaders instead of a
single monolithic file + a ton of ifdefs. Instead of having to setup
every aspect of it separately (like compiling shaders, setting uniforms,
perfoming the actual rendering steps, the GLSL parts), we generate the
GLSL on the fly, and perform the rendering at the same time. The GLSL
is regenerated every frame, but the actual compiled OpenGL-level shaders
are cached, which makes it fast again. Almost all logic can be in a
single place.
The new code is significantly more flexible, which allows us to improve
the code clarity, performance and add more features easily.
This commit is incomplete. It drops almost all previous code, and
readds only the most important things (some of them actually buggy).
The next commit will complete it - it's separate to preserve authorship
information.
2015-03-12 21:57:54 +01:00
|
|
|
}
|
|
|
|
|
vo_opengl: refactor shader generation (part 2)
This adds stuff related to gamma, linear light, sigmoid, BT.2020-CL,
etc, as well as color management. Also adds a new gamma function (gamma22).
This adds new parameters to configure the CMS settings, in particular
letting us target simple colorspaces without requiring usage of a 3DLUT.
This adds smoothmotion. Mostly working, but it's still sensitive to
timing issues. It's based on an actual queue now, but the queue size
is kept small to avoid larger amounts of latency.
Also makes “upscale before blending” the default strategy.
This is justified because the "render after blending" thing doesn't seme
to work consistently any way (introduces stutter due to the way vsync
timing works, or something), so this behavior is a bit closer to master
and makes pausing/unpausing less weird/jumpy.
This adds the remaining scalers, including bicubic_fast, sharpen3,
sharpen5, polar filters and antiringing. Apparently, sharpen3/5 also
consult scale-param1, which was undocumented in master.
This also implements cropping and chroma transformation, plus
rotation/flipping. These are inherently part of the same logic, although
it's a bit rough around the edges in some case, mainly due to the fallback
code paths (for bilinear scaling without indirection).
2015-03-12 22:18:16 +01:00
|
|
|
struct mp_rect_f {
|
|
|
|
float x0, y0, x1, y1;
|
|
|
|
};
|
|
|
|
|
2015-03-13 21:14:18 +01:00
|
|
|
static inline void gl_transform_rect(struct gl_transform t, struct mp_rect_f *r)
|
vo_opengl: refactor shader generation (part 2)
This adds stuff related to gamma, linear light, sigmoid, BT.2020-CL,
etc, as well as color management. Also adds a new gamma function (gamma22).
This adds new parameters to configure the CMS settings, in particular
letting us target simple colorspaces without requiring usage of a 3DLUT.
This adds smoothmotion. Mostly working, but it's still sensitive to
timing issues. It's based on an actual queue now, but the queue size
is kept small to avoid larger amounts of latency.
Also makes “upscale before blending” the default strategy.
This is justified because the "render after blending" thing doesn't seme
to work consistently any way (introduces stutter due to the way vsync
timing works, or something), so this behavior is a bit closer to master
and makes pausing/unpausing less weird/jumpy.
This adds the remaining scalers, including bicubic_fast, sharpen3,
sharpen5, polar filters and antiringing. Apparently, sharpen3/5 also
consult scale-param1, which was undocumented in master.
This also implements cropping and chroma transformation, plus
rotation/flipping. These are inherently part of the same logic, although
it's a bit rough around the edges in some case, mainly due to the fallback
code paths (for bilinear scaling without indirection).
2015-03-12 22:18:16 +01:00
|
|
|
{
|
2015-03-13 21:14:18 +01:00
|
|
|
gl_transform_vec(t, &r->x0, &r->y0);
|
|
|
|
gl_transform_vec(t, &r->x1, &r->y1);
|
vo_opengl: refactor shader generation (part 2)
This adds stuff related to gamma, linear light, sigmoid, BT.2020-CL,
etc, as well as color management. Also adds a new gamma function (gamma22).
This adds new parameters to configure the CMS settings, in particular
letting us target simple colorspaces without requiring usage of a 3DLUT.
This adds smoothmotion. Mostly working, but it's still sensitive to
timing issues. It's based on an actual queue now, but the queue size
is kept small to avoid larger amounts of latency.
Also makes “upscale before blending” the default strategy.
This is justified because the "render after blending" thing doesn't seme
to work consistently any way (introduces stutter due to the way vsync
timing works, or something), so this behavior is a bit closer to master
and makes pausing/unpausing less weird/jumpy.
This adds the remaining scalers, including bicubic_fast, sharpen3,
sharpen5, polar filters and antiringing. Apparently, sharpen3/5 also
consult scale-param1, which was undocumented in master.
This also implements cropping and chroma transformation, plus
rotation/flipping. These are inherently part of the same logic, although
it's a bit rough around the edges in some case, mainly due to the fallback
code paths (for bilinear scaling without indirection).
2015-03-12 22:18:16 +01:00
|
|
|
}
|
|
|
|
|
2015-01-29 15:50:21 +01:00
|
|
|
void gl_set_debug_logger(GL *gl, struct mp_log *log);
|
|
|
|
|
vo_opengl: refactor shader generation (part 1)
The basic idea is to use dynamically generated shaders instead of a
single monolithic file + a ton of ifdefs. Instead of having to setup
every aspect of it separately (like compiling shaders, setting uniforms,
perfoming the actual rendering steps, the GLSL parts), we generate the
GLSL on the fly, and perform the rendering at the same time. The GLSL
is regenerated every frame, but the actual compiled OpenGL-level shaders
are cached, which makes it fast again. Almost all logic can be in a
single place.
The new code is significantly more flexible, which allows us to improve
the code clarity, performance and add more features easily.
This commit is incomplete. It drops almost all previous code, and
readds only the most important things (some of them actually buggy).
The next commit will complete it - it's separate to preserve authorship
information.
2015-03-12 21:57:54 +01:00
|
|
|
struct gl_shader_cache;
|
|
|
|
|
2015-03-27 13:27:40 +01:00
|
|
|
struct gl_shader_cache *gl_sc_create(GL *gl, struct mp_log *log,
|
|
|
|
struct mpv_global *global);
|
vo_opengl: refactor shader generation (part 1)
The basic idea is to use dynamically generated shaders instead of a
single monolithic file + a ton of ifdefs. Instead of having to setup
every aspect of it separately (like compiling shaders, setting uniforms,
perfoming the actual rendering steps, the GLSL parts), we generate the
GLSL on the fly, and perform the rendering at the same time. The GLSL
is regenerated every frame, but the actual compiled OpenGL-level shaders
are cached, which makes it fast again. Almost all logic can be in a
single place.
The new code is significantly more flexible, which allows us to improve
the code clarity, performance and add more features easily.
This commit is incomplete. It drops almost all previous code, and
readds only the most important things (some of them actually buggy).
The next commit will complete it - it's separate to preserve authorship
information.
2015-03-12 21:57:54 +01:00
|
|
|
void gl_sc_destroy(struct gl_shader_cache *sc);
|
|
|
|
void gl_sc_add(struct gl_shader_cache *sc, const char *text);
|
|
|
|
void gl_sc_addf(struct gl_shader_cache *sc, const char *textf, ...);
|
2015-03-27 13:27:40 +01:00
|
|
|
void gl_sc_hadd(struct gl_shader_cache *sc, const char *text);
|
|
|
|
const char *gl_sc_loadfile(struct gl_shader_cache *sc, const char *path);
|
vo_opengl: refactor shader generation (part 1)
The basic idea is to use dynamically generated shaders instead of a
single monolithic file + a ton of ifdefs. Instead of having to setup
every aspect of it separately (like compiling shaders, setting uniforms,
perfoming the actual rendering steps, the GLSL parts), we generate the
GLSL on the fly, and perform the rendering at the same time. The GLSL
is regenerated every frame, but the actual compiled OpenGL-level shaders
are cached, which makes it fast again. Almost all logic can be in a
single place.
The new code is significantly more flexible, which allows us to improve
the code clarity, performance and add more features easily.
This commit is incomplete. It drops almost all previous code, and
readds only the most important things (some of them actually buggy).
The next commit will complete it - it's separate to preserve authorship
information.
2015-03-12 21:57:54 +01:00
|
|
|
void gl_sc_uniform_sampler(struct gl_shader_cache *sc, char *name, GLenum target,
|
|
|
|
int unit);
|
|
|
|
void gl_sc_uniform_f(struct gl_shader_cache *sc, char *name, GLfloat f);
|
2015-03-27 13:27:40 +01:00
|
|
|
void gl_sc_uniform_i(struct gl_shader_cache *sc, char *name, GLint f);
|
vo_opengl: refactor shader generation (part 1)
The basic idea is to use dynamically generated shaders instead of a
single monolithic file + a ton of ifdefs. Instead of having to setup
every aspect of it separately (like compiling shaders, setting uniforms,
perfoming the actual rendering steps, the GLSL parts), we generate the
GLSL on the fly, and perform the rendering at the same time. The GLSL
is regenerated every frame, but the actual compiled OpenGL-level shaders
are cached, which makes it fast again. Almost all logic can be in a
single place.
The new code is significantly more flexible, which allows us to improve
the code clarity, performance and add more features easily.
This commit is incomplete. It drops almost all previous code, and
readds only the most important things (some of them actually buggy).
The next commit will complete it - it's separate to preserve authorship
information.
2015-03-12 21:57:54 +01:00
|
|
|
void gl_sc_uniform_vec2(struct gl_shader_cache *sc, char *name, GLfloat f[2]);
|
|
|
|
void gl_sc_uniform_vec3(struct gl_shader_cache *sc, char *name, GLfloat f[3]);
|
|
|
|
void gl_sc_uniform_mat2(struct gl_shader_cache *sc, char *name,
|
|
|
|
bool transpose, GLfloat *v);
|
|
|
|
void gl_sc_uniform_mat3(struct gl_shader_cache *sc, char *name,
|
|
|
|
bool transpose, GLfloat *v);
|
|
|
|
void gl_sc_set_vao(struct gl_shader_cache *sc, struct gl_vao *vao);
|
|
|
|
void gl_sc_gen_shader_and_reset(struct gl_shader_cache *sc);
|
|
|
|
void gl_sc_reset(struct gl_shader_cache *sc);
|
|
|
|
|
2015-01-28 19:40:46 +01:00
|
|
|
#endif
|