2015-01-28 19:40:46 +01:00
|
|
|
/*
|
|
|
|
* This file is part of mpv.
|
|
|
|
* Parts based on MPlayer code by Reimar Döffinger.
|
|
|
|
*
|
2016-01-19 18:36:34 +01:00
|
|
|
* mpv is free software; you can redistribute it 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.
|
2015-01-28 19:40:46 +01:00
|
|
|
*
|
|
|
|
* 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
|
2016-01-19 18:36:34 +01:00
|
|
|
* GNU Lesser General Public License for more details.
|
2015-01-28 19:40:46 +01:00
|
|
|
*
|
2016-01-19 18:36:34 +01:00
|
|
|
* You should have received a copy of the GNU Lesser General Public
|
|
|
|
* License along with mpv. If not, see <http://www.gnu.org/licenses/>.
|
2015-01-28 19:40:46 +01:00
|
|
|
*/
|
|
|
|
|
|
|
|
#include <stddef.h>
|
|
|
|
#include <stdint.h>
|
|
|
|
#include <stdlib.h>
|
|
|
|
#include <string.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
|
|
|
#include <stdarg.h>
|
2015-01-28 22:22:29 +01:00
|
|
|
#include <assert.h>
|
2015-01-28 19:40:46 +01:00
|
|
|
|
|
|
|
#include "common/common.h"
|
2015-08-29 04:12:56 +02:00
|
|
|
#include "utils.h"
|
2015-01-28 19:40:46 +01:00
|
|
|
|
|
|
|
// GLU has this as gluErrorString (we don't use GLU, as it is legacy-OpenGL)
|
|
|
|
static const char *gl_error_to_string(GLenum error)
|
|
|
|
{
|
|
|
|
switch (error) {
|
|
|
|
case GL_INVALID_ENUM: return "INVALID_ENUM";
|
|
|
|
case GL_INVALID_VALUE: return "INVALID_VALUE";
|
|
|
|
case GL_INVALID_OPERATION: return "INVALID_OPERATION";
|
|
|
|
case GL_INVALID_FRAMEBUFFER_OPERATION: return "INVALID_FRAMEBUFFER_OPERATION";
|
|
|
|
case GL_OUT_OF_MEMORY: return "OUT_OF_MEMORY";
|
|
|
|
default: return "unknown";
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void glCheckError(GL *gl, struct mp_log *log, const char *info)
|
|
|
|
{
|
|
|
|
for (;;) {
|
|
|
|
GLenum error = gl->GetError();
|
|
|
|
if (error == GL_NO_ERROR)
|
|
|
|
break;
|
|
|
|
mp_msg(log, MSGL_ERR, "%s: OpenGL error %s.\n", info,
|
|
|
|
gl_error_to_string(error));
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// return the number of bytes per pixel for the given format
|
|
|
|
// does not handle all possible variants, just those used by mpv
|
|
|
|
int glFmt2bpp(GLenum format, GLenum type)
|
|
|
|
{
|
|
|
|
int component_size = 0;
|
|
|
|
switch (type) {
|
|
|
|
case GL_UNSIGNED_BYTE_3_3_2:
|
|
|
|
case GL_UNSIGNED_BYTE_2_3_3_REV:
|
|
|
|
return 1;
|
|
|
|
case GL_UNSIGNED_SHORT_5_5_5_1:
|
|
|
|
case GL_UNSIGNED_SHORT_1_5_5_5_REV:
|
|
|
|
case GL_UNSIGNED_SHORT_5_6_5:
|
|
|
|
case GL_UNSIGNED_SHORT_5_6_5_REV:
|
|
|
|
return 2;
|
|
|
|
case GL_UNSIGNED_BYTE:
|
|
|
|
component_size = 1;
|
|
|
|
break;
|
|
|
|
case GL_UNSIGNED_SHORT:
|
|
|
|
component_size = 2;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
switch (format) {
|
|
|
|
case GL_LUMINANCE:
|
|
|
|
case GL_ALPHA:
|
|
|
|
return component_size;
|
|
|
|
case GL_RGB_422_APPLE:
|
|
|
|
return 2;
|
|
|
|
case GL_RGB:
|
|
|
|
case GL_BGR:
|
|
|
|
case GL_RGB_INTEGER:
|
|
|
|
return 3 * component_size;
|
|
|
|
case GL_RGBA:
|
|
|
|
case GL_BGRA:
|
|
|
|
case GL_RGBA_INTEGER:
|
|
|
|
return 4 * component_size;
|
|
|
|
case GL_RED:
|
|
|
|
case GL_RED_INTEGER:
|
|
|
|
return component_size;
|
|
|
|
case GL_RG:
|
|
|
|
case GL_LUMINANCE_ALPHA:
|
|
|
|
case GL_RG_INTEGER:
|
|
|
|
return 2 * component_size;
|
|
|
|
}
|
|
|
|
abort(); // unknown
|
|
|
|
}
|
|
|
|
|
|
|
|
static int get_alignment(int stride)
|
|
|
|
{
|
|
|
|
if (stride % 8 == 0)
|
|
|
|
return 8;
|
|
|
|
if (stride % 4 == 0)
|
|
|
|
return 4;
|
|
|
|
if (stride % 2 == 0)
|
|
|
|
return 2;
|
|
|
|
return 1;
|
|
|
|
}
|
|
|
|
|
|
|
|
// upload a texture, handling things like stride and slices
|
|
|
|
// target: texture target, usually GL_TEXTURE_2D
|
|
|
|
// format, type: texture parameters
|
|
|
|
// dataptr, stride: image data
|
|
|
|
// x, y, width, height: part of the image to upload
|
|
|
|
// slice: height of an upload slice, 0 for all at once
|
|
|
|
void glUploadTex(GL *gl, GLenum target, GLenum format, GLenum type,
|
|
|
|
const void *dataptr, int stride,
|
|
|
|
int x, int y, int w, int h, int slice)
|
|
|
|
{
|
|
|
|
const uint8_t *data = dataptr;
|
|
|
|
int y_max = y + h;
|
|
|
|
if (w <= 0 || h <= 0)
|
|
|
|
return;
|
|
|
|
if (slice <= 0)
|
|
|
|
slice = h;
|
|
|
|
if (stride < 0) {
|
|
|
|
data += (h - 1) * stride;
|
|
|
|
stride = -stride;
|
|
|
|
}
|
|
|
|
gl->PixelStorei(GL_UNPACK_ALIGNMENT, get_alignment(stride));
|
|
|
|
bool use_rowlength = slice > 1 && (gl->mpgl_caps & MPGL_CAP_ROW_LENGTH);
|
|
|
|
if (use_rowlength) {
|
|
|
|
// this is not always correct, but should work for MPlayer
|
|
|
|
gl->PixelStorei(GL_UNPACK_ROW_LENGTH, stride / glFmt2bpp(format, type));
|
|
|
|
} else {
|
|
|
|
if (stride != glFmt2bpp(format, type) * w)
|
|
|
|
slice = 1; // very inefficient, but at least it works
|
|
|
|
}
|
|
|
|
for (; y + slice <= y_max; y += slice) {
|
|
|
|
gl->TexSubImage2D(target, 0, x, y, w, slice, format, type, data);
|
|
|
|
data += stride * slice;
|
|
|
|
}
|
|
|
|
if (y < y_max)
|
|
|
|
gl->TexSubImage2D(target, 0, x, y, w, y_max - y, format, type, data);
|
|
|
|
if (use_rowlength)
|
|
|
|
gl->PixelStorei(GL_UNPACK_ROW_LENGTH, 0);
|
|
|
|
gl->PixelStorei(GL_UNPACK_ALIGNMENT, 4);
|
|
|
|
}
|
|
|
|
|
|
|
|
// Like glUploadTex, but upload a byte array with all elements set to val.
|
|
|
|
// If scratch is not NULL, points to a resizeable talloc memory block than can
|
|
|
|
// be freely used by the function (for avoiding temporary memory allocations).
|
|
|
|
void glClearTex(GL *gl, GLenum target, GLenum format, GLenum type,
|
|
|
|
int x, int y, int w, int h, uint8_t val, void **scratch)
|
|
|
|
{
|
|
|
|
int bpp = glFmt2bpp(format, type);
|
|
|
|
int stride = w * bpp;
|
|
|
|
int size = h * stride;
|
|
|
|
if (size < 1)
|
|
|
|
return;
|
|
|
|
void *data = scratch ? *scratch : NULL;
|
|
|
|
if (talloc_get_size(data) < size)
|
|
|
|
data = talloc_realloc(NULL, data, char *, size);
|
|
|
|
memset(data, val, size);
|
|
|
|
gl->PixelStorei(GL_UNPACK_ALIGNMENT, get_alignment(stride));
|
|
|
|
gl->TexSubImage2D(target, 0, x, y, w, h, format, type, data);
|
|
|
|
gl->PixelStorei(GL_UNPACK_ALIGNMENT, 4);
|
|
|
|
if (scratch) {
|
|
|
|
*scratch = data;
|
|
|
|
} else {
|
|
|
|
talloc_free(data);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
mp_image_t *glGetWindowScreenshot(GL *gl)
|
|
|
|
{
|
|
|
|
if (gl->es)
|
|
|
|
return NULL; // ES can't read from front buffer
|
|
|
|
GLint vp[4]; //x, y, w, h
|
|
|
|
gl->GetIntegerv(GL_VIEWPORT, vp);
|
|
|
|
mp_image_t *image = mp_image_alloc(IMGFMT_RGB24, vp[2], vp[3]);
|
|
|
|
if (!image)
|
|
|
|
return NULL;
|
|
|
|
gl->PixelStorei(GL_PACK_ALIGNMENT, 1);
|
|
|
|
gl->ReadBuffer(GL_FRONT);
|
|
|
|
//flip image while reading (and also avoid stride-related trouble)
|
|
|
|
for (int y = 0; y < vp[3]; y++) {
|
|
|
|
gl->ReadPixels(vp[0], vp[1] + vp[3] - y - 1, vp[2], 1,
|
|
|
|
GL_RGB, GL_UNSIGNED_BYTE,
|
|
|
|
image->planes[0] + y * image->stride[0]);
|
|
|
|
}
|
|
|
|
gl->PixelStorei(GL_PACK_ALIGNMENT, 4);
|
|
|
|
return image;
|
|
|
|
}
|
|
|
|
|
|
|
|
void mp_log_source(struct mp_log *log, int lev, const char *src)
|
|
|
|
{
|
|
|
|
int line = 1;
|
|
|
|
if (!src)
|
|
|
|
return;
|
|
|
|
while (*src) {
|
|
|
|
const char *end = strchr(src, '\n');
|
|
|
|
const char *next = end + 1;
|
|
|
|
if (!end)
|
|
|
|
next = end = src + strlen(src);
|
|
|
|
mp_msg(log, lev, "[%3d] %.*s\n", line, (int)(end - src), src);
|
|
|
|
line++;
|
|
|
|
src = next;
|
|
|
|
}
|
|
|
|
}
|
2015-01-28 22:22:29 +01:00
|
|
|
|
|
|
|
static void gl_vao_enable_attribs(struct gl_vao *vao)
|
|
|
|
{
|
|
|
|
GL *gl = vao->gl;
|
|
|
|
|
|
|
|
for (int n = 0; vao->entries[n].name; n++) {
|
|
|
|
const struct gl_vao_entry *e = &vao->entries[n];
|
|
|
|
|
|
|
|
gl->EnableVertexAttribArray(n);
|
|
|
|
gl->VertexAttribPointer(n, e->num_elems, e->type, e->normalized,
|
2015-01-29 21:13:06 +01:00
|
|
|
vao->stride, (void *)(intptr_t)e->offset);
|
2015-01-28 22:22:29 +01:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void gl_vao_init(struct gl_vao *vao, GL *gl, int stride,
|
|
|
|
const struct gl_vao_entry *entries)
|
|
|
|
{
|
|
|
|
assert(!vao->vao);
|
|
|
|
assert(!vao->buffer);
|
|
|
|
|
|
|
|
*vao = (struct gl_vao){
|
|
|
|
.gl = gl,
|
|
|
|
.stride = stride,
|
|
|
|
.entries = entries,
|
|
|
|
};
|
|
|
|
|
|
|
|
gl->GenBuffers(1, &vao->buffer);
|
|
|
|
|
|
|
|
if (gl->BindVertexArray) {
|
|
|
|
gl->BindBuffer(GL_ARRAY_BUFFER, vao->buffer);
|
|
|
|
|
|
|
|
gl->GenVertexArrays(1, &vao->vao);
|
|
|
|
gl->BindVertexArray(vao->vao);
|
|
|
|
gl_vao_enable_attribs(vao);
|
|
|
|
gl->BindVertexArray(0);
|
|
|
|
|
|
|
|
gl->BindBuffer(GL_ARRAY_BUFFER, 0);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void gl_vao_uninit(struct gl_vao *vao)
|
|
|
|
{
|
|
|
|
GL *gl = vao->gl;
|
|
|
|
if (!gl)
|
|
|
|
return;
|
|
|
|
|
|
|
|
if (gl->DeleteVertexArrays)
|
|
|
|
gl->DeleteVertexArrays(1, &vao->vao);
|
|
|
|
gl->DeleteBuffers(1, &vao->buffer);
|
|
|
|
|
|
|
|
*vao = (struct gl_vao){0};
|
|
|
|
}
|
|
|
|
|
|
|
|
void gl_vao_bind(struct gl_vao *vao)
|
|
|
|
{
|
|
|
|
GL *gl = vao->gl;
|
|
|
|
|
|
|
|
if (gl->BindVertexArray) {
|
|
|
|
gl->BindVertexArray(vao->vao);
|
|
|
|
} else {
|
|
|
|
gl->BindBuffer(GL_ARRAY_BUFFER, vao->buffer);
|
|
|
|
gl_vao_enable_attribs(vao);
|
|
|
|
gl->BindBuffer(GL_ARRAY_BUFFER, 0);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void gl_vao_unbind(struct gl_vao *vao)
|
|
|
|
{
|
|
|
|
GL *gl = vao->gl;
|
|
|
|
|
|
|
|
if (gl->BindVertexArray) {
|
|
|
|
gl->BindVertexArray(0);
|
|
|
|
} else {
|
|
|
|
for (int n = 0; vao->entries[n].name; n++)
|
|
|
|
gl->DisableVertexAttribArray(n);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2015-01-29 17:19:01 +01:00
|
|
|
// Draw the vertex data (as described by the gl_vao_entry entries) in ptr
|
|
|
|
// to the screen. num is the number of vertexes. prim is usually GL_TRIANGLES.
|
|
|
|
// If ptr is NULL, then skip the upload, and use the data uploaded with the
|
|
|
|
// previous call.
|
|
|
|
void gl_vao_draw_data(struct gl_vao *vao, GLenum prim, void *ptr, size_t num)
|
|
|
|
{
|
|
|
|
GL *gl = vao->gl;
|
|
|
|
|
|
|
|
if (ptr) {
|
|
|
|
gl->BindBuffer(GL_ARRAY_BUFFER, vao->buffer);
|
|
|
|
gl->BufferData(GL_ARRAY_BUFFER, num * vao->stride, ptr, GL_DYNAMIC_DRAW);
|
|
|
|
gl->BindBuffer(GL_ARRAY_BUFFER, 0);
|
|
|
|
}
|
|
|
|
|
|
|
|
gl_vao_bind(vao);
|
|
|
|
|
|
|
|
gl->DrawArrays(prim, 0, num);
|
|
|
|
|
|
|
|
gl_vao_unbind(vao);
|
|
|
|
}
|
|
|
|
|
2015-11-19 21:17:57 +01:00
|
|
|
struct gl_format {
|
|
|
|
GLenum format;
|
|
|
|
GLenum type;
|
|
|
|
GLint internal_format;
|
|
|
|
};
|
|
|
|
|
|
|
|
static const struct gl_format gl_formats[] = {
|
|
|
|
// GLES 3.0
|
|
|
|
{GL_RGB, GL_UNSIGNED_BYTE, GL_RGB},
|
|
|
|
{GL_RGBA, GL_UNSIGNED_BYTE, GL_RGBA},
|
|
|
|
{GL_RGB, GL_UNSIGNED_BYTE, GL_RGB8},
|
|
|
|
{GL_RGBA, GL_UNSIGNED_BYTE, GL_RGBA8},
|
|
|
|
{GL_RGB, GL_UNSIGNED_SHORT, GL_RGB16},
|
|
|
|
{GL_RGBA, GL_UNSIGNED_INT_2_10_10_10_REV, GL_RGB10_A2},
|
|
|
|
// not texture filterable in GLES 3.0
|
|
|
|
{GL_RGB, GL_FLOAT, GL_RGB16F},
|
|
|
|
{GL_RGBA, GL_FLOAT, GL_RGBA16F},
|
|
|
|
{GL_RGB, GL_FLOAT, GL_RGB32F},
|
|
|
|
{GL_RGBA, GL_FLOAT, GL_RGBA32F},
|
|
|
|
// Desktop GL
|
|
|
|
{GL_RGB, GL_UNSIGNED_SHORT, GL_RGB10},
|
|
|
|
{GL_RGBA, GL_UNSIGNED_SHORT, GL_RGBA12},
|
|
|
|
{GL_RGBA, GL_UNSIGNED_SHORT, GL_RGBA16},
|
|
|
|
{0}
|
|
|
|
};
|
|
|
|
|
2015-01-29 14:58:26 +01:00
|
|
|
// Create a texture and a FBO using the texture as color attachments.
|
|
|
|
// iformat: texture internal format
|
|
|
|
// Returns success.
|
|
|
|
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
|
|
|
{
|
|
|
|
assert(!fbo->fbo);
|
|
|
|
assert(!fbo->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
|
|
|
return fbotex_change(fbo, gl, log, w, h, iformat, 0);
|
|
|
|
}
|
|
|
|
|
|
|
|
// Like fbotex_init(), except it can be called on an already initialized FBO;
|
|
|
|
// and if the parameters are the same as the previous call, do not touch it.
|
|
|
|
// flags can be 0, or a combination of FBOTEX_FUZZY_W and FBOTEX_FUZZY_H.
|
|
|
|
// Enabling FUZZY for W or H means the w or h does not need to be exact.
|
|
|
|
bool fbotex_change(struct fbotex *fbo, GL *gl, struct mp_log *log, int w, int h,
|
|
|
|
GLenum iformat, int flags)
|
|
|
|
{
|
|
|
|
bool res = true;
|
|
|
|
|
|
|
|
int cw = w, ch = h;
|
|
|
|
|
vo_opengl: refactor pass_read_video and texture binding
This is a pretty major rewrite of the internal texture binding
mechanic, which makes it more flexible.
In general, the difference between the old and current approaches is
that now, all texture description is held in a struct img_tex and only
explicitly bound with pass_bind. (Once bound, a texture unit is assumed
to be set in stone and no longer tied to the img_tex)
This approach makes the code inside pass_read_video significantly more
flexible and cuts down on the number of weird special cases and
spaghetti logic.
It also has some improvements, e.g. cutting down greatly on the number
of unnecessary conversion passes inside pass_read_video (which was
previously mostly done to cope with the fact that the alternative would
have resulted in a combinatorial explosion of code complexity).
Some other notable changes (and potential improvements):
- texture expansion is now *always* handled in pass_read_video, and the
colormatrix never does this anymore. (Which means the code could
probably be removed from the colormatrix generation logic, modulo some
other VOs)
- struct fbo_tex now stores both its "physical" and "logical"
(configured) size, which cuts down on the amount of width/height
baggage on some function calls
- vo_opengl can now technically support textures with different bit
depths (e.g. 10 bit luma, 8 bit chroma) - but the APIs it queries
inside img_format.c doesn't export this (nor does ffmpeg support it,
really) so the status quo of using the same tex_mul for all planes is
kept.
- dumb_mode is now only needed because of the indirect_fbo being in the
main rendering pipeline. If we reintroduce p->use_indirect and thread
a transform through the entire program this could be skipped where
unnecessary, allowing for the removal of dumb_mode. But I'm not sure
how to do this in a clean way. (Which is part of why it got introduced
to begin with)
- It would be trivial to resurrect source-shader now (it would just be
one extra 'if' inside pass_read_video).
2016-03-05 11:29:19 +01:00
|
|
|
if ((flags & FBOTEX_FUZZY_W) && cw < fbo->rw)
|
|
|
|
cw = fbo->rw;
|
|
|
|
if ((flags & FBOTEX_FUZZY_H) && ch < fbo->rh)
|
|
|
|
ch = fbo->rh;
|
|
|
|
|
|
|
|
if (fbo->rw == cw && fbo->rh == ch && fbo->iformat == iformat) {
|
|
|
|
fbo->lw = w;
|
|
|
|
fbo->lh = 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
|
|
|
return true;
|
vo_opengl: refactor pass_read_video and texture binding
This is a pretty major rewrite of the internal texture binding
mechanic, which makes it more flexible.
In general, the difference between the old and current approaches is
that now, all texture description is held in a struct img_tex and only
explicitly bound with pass_bind. (Once bound, a texture unit is assumed
to be set in stone and no longer tied to the img_tex)
This approach makes the code inside pass_read_video significantly more
flexible and cuts down on the number of weird special cases and
spaghetti logic.
It also has some improvements, e.g. cutting down greatly on the number
of unnecessary conversion passes inside pass_read_video (which was
previously mostly done to cope with the fact that the alternative would
have resulted in a combinatorial explosion of code complexity).
Some other notable changes (and potential improvements):
- texture expansion is now *always* handled in pass_read_video, and the
colormatrix never does this anymore. (Which means the code could
probably be removed from the colormatrix generation logic, modulo some
other VOs)
- struct fbo_tex now stores both its "physical" and "logical"
(configured) size, which cuts down on the amount of width/height
baggage on some function calls
- vo_opengl can now technically support textures with different bit
depths (e.g. 10 bit luma, 8 bit chroma) - but the APIs it queries
inside img_format.c doesn't export this (nor does ffmpeg support it,
really) so the status quo of using the same tex_mul for all planes is
kept.
- dumb_mode is now only needed because of the indirect_fbo being in the
main rendering pipeline. If we reintroduce p->use_indirect and thread
a transform through the entire program this could be skipped where
unnecessary, allowing for the removal of dumb_mode. But I'm not sure
how to do this in a clean way. (Which is part of why it got introduced
to begin with)
- It would be trivial to resurrect source-shader now (it would just be
one extra 'if' inside pass_read_video).
2016-03-05 11:29:19 +01:00
|
|
|
}
|
|
|
|
|
|
|
|
int lw = w, lh = 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
|
|
|
|
|
|
|
if (flags & FBOTEX_FUZZY_W)
|
|
|
|
w = MP_ALIGN_UP(w, 256);
|
|
|
|
if (flags & FBOTEX_FUZZY_H)
|
|
|
|
h = MP_ALIGN_UP(h, 256);
|
|
|
|
|
|
|
|
GLenum filter = fbo->tex_filter;
|
2015-01-29 14:58:26 +01:00
|
|
|
|
2015-11-19 21:17:57 +01:00
|
|
|
struct gl_format format = {
|
|
|
|
.format = GL_RGBA,
|
|
|
|
.type = GL_UNSIGNED_BYTE,
|
|
|
|
.internal_format = iformat,
|
|
|
|
};
|
|
|
|
for (int n = 0; gl_formats[n].format; n++) {
|
|
|
|
if (gl_formats[n].internal_format == format.internal_format) {
|
|
|
|
format = gl_formats[n];
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2015-01-29 14:58:26 +01:00
|
|
|
*fbo = (struct fbotex) {
|
|
|
|
.gl = gl,
|
vo_opengl: refactor pass_read_video and texture binding
This is a pretty major rewrite of the internal texture binding
mechanic, which makes it more flexible.
In general, the difference between the old and current approaches is
that now, all texture description is held in a struct img_tex and only
explicitly bound with pass_bind. (Once bound, a texture unit is assumed
to be set in stone and no longer tied to the img_tex)
This approach makes the code inside pass_read_video significantly more
flexible and cuts down on the number of weird special cases and
spaghetti logic.
It also has some improvements, e.g. cutting down greatly on the number
of unnecessary conversion passes inside pass_read_video (which was
previously mostly done to cope with the fact that the alternative would
have resulted in a combinatorial explosion of code complexity).
Some other notable changes (and potential improvements):
- texture expansion is now *always* handled in pass_read_video, and the
colormatrix never does this anymore. (Which means the code could
probably be removed from the colormatrix generation logic, modulo some
other VOs)
- struct fbo_tex now stores both its "physical" and "logical"
(configured) size, which cuts down on the amount of width/height
baggage on some function calls
- vo_opengl can now technically support textures with different bit
depths (e.g. 10 bit luma, 8 bit chroma) - but the APIs it queries
inside img_format.c doesn't export this (nor does ffmpeg support it,
really) so the status quo of using the same tex_mul for all planes is
kept.
- dumb_mode is now only needed because of the indirect_fbo being in the
main rendering pipeline. If we reintroduce p->use_indirect and thread
a transform through the entire program this could be skipped where
unnecessary, allowing for the removal of dumb_mode. But I'm not sure
how to do this in a clean way. (Which is part of why it got introduced
to begin with)
- It would be trivial to resurrect source-shader now (it would just be
one extra 'if' inside pass_read_video).
2016-03-05 11:29:19 +01:00
|
|
|
.rw = w,
|
|
|
|
.rh = h,
|
|
|
|
.lw = lw,
|
|
|
|
.lh = lh,
|
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
|
|
|
.iformat = iformat,
|
2015-01-29 14:58:26 +01:00
|
|
|
};
|
|
|
|
|
vo_opengl: refactor pass_read_video and texture binding
This is a pretty major rewrite of the internal texture binding
mechanic, which makes it more flexible.
In general, the difference between the old and current approaches is
that now, all texture description is held in a struct img_tex and only
explicitly bound with pass_bind. (Once bound, a texture unit is assumed
to be set in stone and no longer tied to the img_tex)
This approach makes the code inside pass_read_video significantly more
flexible and cuts down on the number of weird special cases and
spaghetti logic.
It also has some improvements, e.g. cutting down greatly on the number
of unnecessary conversion passes inside pass_read_video (which was
previously mostly done to cope with the fact that the alternative would
have resulted in a combinatorial explosion of code complexity).
Some other notable changes (and potential improvements):
- texture expansion is now *always* handled in pass_read_video, and the
colormatrix never does this anymore. (Which means the code could
probably be removed from the colormatrix generation logic, modulo some
other VOs)
- struct fbo_tex now stores both its "physical" and "logical"
(configured) size, which cuts down on the amount of width/height
baggage on some function calls
- vo_opengl can now technically support textures with different bit
depths (e.g. 10 bit luma, 8 bit chroma) - but the APIs it queries
inside img_format.c doesn't export this (nor does ffmpeg support it,
really) so the status quo of using the same tex_mul for all planes is
kept.
- dumb_mode is now only needed because of the indirect_fbo being in the
main rendering pipeline. If we reintroduce p->use_indirect and thread
a transform through the entire program this could be skipped where
unnecessary, allowing for the removal of dumb_mode. But I'm not sure
how to do this in a clean way. (Which is part of why it got introduced
to begin with)
- It would be trivial to resurrect source-shader now (it would just be
one extra 'if' inside pass_read_video).
2016-03-05 11:29:19 +01:00
|
|
|
mp_verbose(log, "Create FBO: %dx%d -> %dx%d\n", fbo->lw, fbo->lh,
|
|
|
|
fbo->rw, fbo->rh);
|
2015-01-29 14:58:26 +01:00
|
|
|
|
|
|
|
if (!(gl->mpgl_caps & MPGL_CAP_FB))
|
|
|
|
return false;
|
|
|
|
|
|
|
|
gl->GenFramebuffers(1, &fbo->fbo);
|
|
|
|
gl->GenTextures(1, &fbo->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
|
|
|
gl->BindTexture(GL_TEXTURE_2D, fbo->texture);
|
vo_opengl: refactor pass_read_video and texture binding
This is a pretty major rewrite of the internal texture binding
mechanic, which makes it more flexible.
In general, the difference between the old and current approaches is
that now, all texture description is held in a struct img_tex and only
explicitly bound with pass_bind. (Once bound, a texture unit is assumed
to be set in stone and no longer tied to the img_tex)
This approach makes the code inside pass_read_video significantly more
flexible and cuts down on the number of weird special cases and
spaghetti logic.
It also has some improvements, e.g. cutting down greatly on the number
of unnecessary conversion passes inside pass_read_video (which was
previously mostly done to cope with the fact that the alternative would
have resulted in a combinatorial explosion of code complexity).
Some other notable changes (and potential improvements):
- texture expansion is now *always* handled in pass_read_video, and the
colormatrix never does this anymore. (Which means the code could
probably be removed from the colormatrix generation logic, modulo some
other VOs)
- struct fbo_tex now stores both its "physical" and "logical"
(configured) size, which cuts down on the amount of width/height
baggage on some function calls
- vo_opengl can now technically support textures with different bit
depths (e.g. 10 bit luma, 8 bit chroma) - but the APIs it queries
inside img_format.c doesn't export this (nor does ffmpeg support it,
really) so the status quo of using the same tex_mul for all planes is
kept.
- dumb_mode is now only needed because of the indirect_fbo being in the
main rendering pipeline. If we reintroduce p->use_indirect and thread
a transform through the entire program this could be skipped where
unnecessary, allowing for the removal of dumb_mode. But I'm not sure
how to do this in a clean way. (Which is part of why it got introduced
to begin with)
- It would be trivial to resurrect source-shader now (it would just be
one extra 'if' inside pass_read_video).
2016-03-05 11:29:19 +01:00
|
|
|
gl->TexImage2D(GL_TEXTURE_2D, 0, format.internal_format, fbo->rw, fbo->rh, 0,
|
2015-11-19 21:17:57 +01:00
|
|
|
format.format, format.type, NULL);
|
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
|
|
|
gl->TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
|
|
|
gl->TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
|
|
|
gl->BindTexture(GL_TEXTURE_2D, 0);
|
|
|
|
|
|
|
|
fbotex_set_filter(fbo, filter ? filter : GL_LINEAR);
|
2015-01-29 14:58:26 +01:00
|
|
|
|
|
|
|
glCheckError(gl, log, "after creating framebuffer texture");
|
|
|
|
|
|
|
|
gl->BindFramebuffer(GL_FRAMEBUFFER, fbo->fbo);
|
|
|
|
gl->FramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
|
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
|
|
|
GL_TEXTURE_2D, fbo->texture, 0);
|
2015-01-29 14:58:26 +01:00
|
|
|
|
|
|
|
GLenum err = gl->CheckFramebufferStatus(GL_FRAMEBUFFER);
|
|
|
|
if (err != GL_FRAMEBUFFER_COMPLETE) {
|
|
|
|
mp_err(log, "Error: framebuffer completeness check failed (error=%d).\n",
|
|
|
|
(int)err);
|
|
|
|
res = false;
|
|
|
|
}
|
|
|
|
|
|
|
|
gl->BindFramebuffer(GL_FRAMEBUFFER, 0);
|
|
|
|
|
|
|
|
glCheckError(gl, log, "after creating framebuffer");
|
|
|
|
|
|
|
|
return res;
|
|
|
|
}
|
|
|
|
|
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 tex_filter)
|
|
|
|
{
|
|
|
|
GL *gl = fbo->gl;
|
|
|
|
|
|
|
|
if (fbo->tex_filter != tex_filter && fbo->texture) {
|
|
|
|
gl->BindTexture(GL_TEXTURE_2D, fbo->texture);
|
|
|
|
gl->TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, tex_filter);
|
|
|
|
gl->TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, tex_filter);
|
|
|
|
gl->BindTexture(GL_TEXTURE_2D, 0);
|
|
|
|
}
|
|
|
|
fbo->tex_filter = tex_filter;
|
|
|
|
}
|
|
|
|
|
2015-01-29 14:58:26 +01:00
|
|
|
void fbotex_uninit(struct fbotex *fbo)
|
|
|
|
{
|
|
|
|
GL *gl = fbo->gl;
|
|
|
|
|
|
|
|
if (gl && (gl->mpgl_caps & MPGL_CAP_FB)) {
|
|
|
|
gl->DeleteFramebuffers(1, &fbo->fbo);
|
|
|
|
gl->DeleteTextures(1, &fbo->texture);
|
|
|
|
*fbo = (struct fbotex) {0};
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
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
|
|
|
// Standard parallel 2D projection, except y1 < y0 means that the coordinate
|
|
|
|
// system is flipped, not the projection.
|
2015-03-13 21:14:18 +01:00
|
|
|
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 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
|
|
|
if (y1 < y0) {
|
2015-03-13 21:14:18 +01:00
|
|
|
float tmp = y0;
|
|
|
|
y0 = tmp - y1;
|
|
|
|
y1 = tmp;
|
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
|
|
|
}
|
|
|
|
|
2015-03-13 21:14:18 +01:00
|
|
|
t->m[0][0] = 2.0f / (x1 - x0);
|
|
|
|
t->m[0][1] = 0.0f;
|
|
|
|
t->m[1][0] = 0.0f;
|
|
|
|
t->m[1][1] = 2.0f / (y1 - y0);
|
|
|
|
t->t[0] = -(x1 + x0) / (x1 - x0);
|
|
|
|
t->t[1] = -(y1 + y0) / (y1 - y0);
|
2015-01-29 14:58:26 +01:00
|
|
|
}
|
2015-01-29 15:50:21 +01:00
|
|
|
|
2015-10-26 23:43:48 +01:00
|
|
|
// Apply the effects of one transformation to another, transforming it in the
|
|
|
|
// process. In other words: post-composes t onto x
|
|
|
|
void gl_transform_trans(struct gl_transform t, struct gl_transform *x)
|
|
|
|
{
|
2016-03-28 18:07:18 +02:00
|
|
|
struct gl_transform xt = *x;
|
|
|
|
x->m[0][0] = t.m[0][0] * xt.m[0][0] + t.m[0][1] * xt.m[1][0];
|
|
|
|
x->m[1][0] = t.m[1][0] * xt.m[0][0] + t.m[1][1] * xt.m[1][0];
|
|
|
|
x->m[0][1] = t.m[0][0] * xt.m[0][1] + t.m[0][1] * xt.m[1][1];
|
|
|
|
x->m[1][1] = t.m[1][0] * xt.m[0][1] + t.m[1][1] * xt.m[1][1];
|
2015-10-26 23:43:48 +01:00
|
|
|
gl_transform_vec(t, &x->t[0], &x->t[1]);
|
|
|
|
}
|
|
|
|
|
2015-01-29 15:50:21 +01:00
|
|
|
static void GLAPIENTRY gl_debug_cb(GLenum source, GLenum type, GLuint id,
|
|
|
|
GLenum severity, GLsizei length,
|
|
|
|
const GLchar *message, const void *userParam)
|
|
|
|
{
|
|
|
|
// keep in mind that the debug callback can be asynchronous
|
|
|
|
struct mp_log *log = (void *)userParam;
|
|
|
|
int level = MSGL_ERR;
|
|
|
|
switch (severity) {
|
|
|
|
case GL_DEBUG_SEVERITY_NOTIFICATION:level = MSGL_V; break;
|
|
|
|
case GL_DEBUG_SEVERITY_LOW: level = MSGL_INFO; break;
|
|
|
|
case GL_DEBUG_SEVERITY_MEDIUM: level = MSGL_WARN; break;
|
|
|
|
case GL_DEBUG_SEVERITY_HIGH: level = MSGL_ERR; break;
|
|
|
|
}
|
|
|
|
mp_msg(log, level, "GL: %s\n", message);
|
|
|
|
}
|
|
|
|
|
|
|
|
void gl_set_debug_logger(GL *gl, struct mp_log *log)
|
|
|
|
{
|
|
|
|
if (gl->DebugMessageCallback) {
|
|
|
|
if (log) {
|
|
|
|
gl->DebugMessageCallback(gl_debug_cb, log);
|
|
|
|
} else {
|
|
|
|
gl->DebugMessageCallback(NULL, NULL);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
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
|
|
|
|
2015-10-26 23:43:48 +01:00
|
|
|
#define SC_ENTRIES 32
|
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
|
|
|
#define SC_UNIFORM_ENTRIES 20
|
|
|
|
|
|
|
|
enum uniform_type {
|
|
|
|
UT_invalid,
|
|
|
|
UT_i,
|
|
|
|
UT_f,
|
|
|
|
UT_m,
|
vo_opengl: implement NNEDI3 prescaler
Implement NNEDI3, a neural network based deinterlacer.
The shader is reimplemented in GLSL and supports both 8x4 and 8x6
sampling window now. This allows the shader to be licensed
under LGPL2.1 so that it can be used in mpv.
The current implementation supports uploading the NN weights (up to
51kb with placebo setting) in two different way, via uniform buffer
object or hard coding into shader source. UBO requires OpenGL 3.1,
which only guarantee 16kb per block. But I find that 64kb seems to be
a default setting for recent card/driver (which nnedi3 is targeting),
so I think we're fine here (with default nnedi3 setting the size of
weights is 9kb). Hard-coding into shader requires OpenGL 3.3, for the
"intBitsToFloat()" built-in function. This is necessary to precisely
represent these weights in GLSL. I tried several human readable
floating point number format (with really high precision as for
single precision float), but for some reason they are not working
nicely, bad pixels (with NaN value) could be produced with some
weights set.
We could also add support to upload these weights with texture, just
for compatibility reason (etc. upscaling a still image with a low end
graphics card). But as I tested, it's rather slow even with 1D
texture (we probably had to use 2D texture due to dimension size
limitation). Since there is always better choice to do NNEDI3
upscaling for still image (vapoursynth plugin), it's not implemented
in this commit. If this turns out to be a popular demand from the
user, it should be easy to add it later.
For those who wants to optimize the performance a bit further, the
bottleneck seems to be:
1. overhead to upload and access these weights, (in particular,
the shader code will be regenerated for each frame, it's on CPU
though).
2. "dot()" performance in the main loop.
3. "exp()" performance in the main loop, there are various fast
implementation with some bit tricks (probably with the help of the
intBitsToFloat function).
The code is tested with nvidia card and driver (355.11), on Linux.
Closes #2230
2015-10-28 02:37:55 +01:00
|
|
|
UT_buffer,
|
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
|
|
|
};
|
|
|
|
|
2016-03-10 22:42:20 +01:00
|
|
|
union uniform_val {
|
|
|
|
GLfloat f[9];
|
|
|
|
GLint i[4];
|
|
|
|
struct {
|
|
|
|
char* text;
|
|
|
|
GLint binding;
|
|
|
|
} buffer;
|
|
|
|
};
|
|
|
|
|
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 sc_uniform {
|
|
|
|
char *name;
|
|
|
|
enum uniform_type type;
|
|
|
|
const char *glsl_type;
|
|
|
|
int size;
|
|
|
|
GLint loc;
|
2016-03-10 22:42:20 +01:00
|
|
|
union uniform_val v;
|
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 sc_entry {
|
|
|
|
GLuint gl_shader;
|
2016-03-02 20:18:01 +01:00
|
|
|
GLint uniform_locs[SC_UNIFORM_ENTRIES];
|
2016-03-10 22:42:20 +01:00
|
|
|
union uniform_val cached_v[SC_UNIFORM_ENTRIES];
|
2016-03-24 21:22:10 +01:00
|
|
|
bstr frag;
|
|
|
|
bstr vert;
|
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_vao *vao;
|
|
|
|
};
|
|
|
|
|
|
|
|
struct gl_shader_cache {
|
|
|
|
GL *gl;
|
|
|
|
struct mp_log *log;
|
|
|
|
|
|
|
|
// this is modified during use (gl_sc_add() etc.)
|
2016-03-23 22:03:53 +01:00
|
|
|
bstr prelude_text;
|
|
|
|
bstr header_text;
|
|
|
|
bstr text;
|
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_vao *vao;
|
|
|
|
|
|
|
|
struct sc_entry entries[SC_ENTRIES];
|
|
|
|
int num_entries;
|
|
|
|
|
|
|
|
struct sc_uniform uniforms[SC_UNIFORM_ENTRIES];
|
|
|
|
int num_uniforms;
|
2016-03-24 21:22:10 +01:00
|
|
|
|
|
|
|
// temporary buffers (avoids frequent reallocations)
|
|
|
|
bstr tmp[5];
|
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
|
|
|
};
|
|
|
|
|
2015-09-23 22:13:03 +02:00
|
|
|
struct gl_shader_cache *gl_sc_create(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 *sc = talloc_ptrtype(NULL, sc);
|
|
|
|
*sc = (struct gl_shader_cache){
|
|
|
|
.gl = gl,
|
|
|
|
.log = log,
|
|
|
|
};
|
|
|
|
return sc;
|
|
|
|
}
|
|
|
|
|
|
|
|
void gl_sc_reset(struct gl_shader_cache *sc)
|
|
|
|
{
|
2016-03-23 22:03:53 +01:00
|
|
|
sc->prelude_text.len = 0;
|
|
|
|
sc->header_text.len = 0;
|
|
|
|
sc->text.len = 0;
|
vo_opengl: implement NNEDI3 prescaler
Implement NNEDI3, a neural network based deinterlacer.
The shader is reimplemented in GLSL and supports both 8x4 and 8x6
sampling window now. This allows the shader to be licensed
under LGPL2.1 so that it can be used in mpv.
The current implementation supports uploading the NN weights (up to
51kb with placebo setting) in two different way, via uniform buffer
object or hard coding into shader source. UBO requires OpenGL 3.1,
which only guarantee 16kb per block. But I find that 64kb seems to be
a default setting for recent card/driver (which nnedi3 is targeting),
so I think we're fine here (with default nnedi3 setting the size of
weights is 9kb). Hard-coding into shader requires OpenGL 3.3, for the
"intBitsToFloat()" built-in function. This is necessary to precisely
represent these weights in GLSL. I tried several human readable
floating point number format (with really high precision as for
single precision float), but for some reason they are not working
nicely, bad pixels (with NaN value) could be produced with some
weights set.
We could also add support to upload these weights with texture, just
for compatibility reason (etc. upscaling a still image with a low end
graphics card). But as I tested, it's rather slow even with 1D
texture (we probably had to use 2D texture due to dimension size
limitation). Since there is always better choice to do NNEDI3
upscaling for still image (vapoursynth plugin), it's not implemented
in this commit. If this turns out to be a popular demand from the
user, it should be easy to add it later.
For those who wants to optimize the performance a bit further, the
bottleneck seems to be:
1. overhead to upload and access these weights, (in particular,
the shader code will be regenerated for each frame, it's on CPU
though).
2. "dot()" performance in the main loop.
3. "exp()" performance in the main loop, there are various fast
implementation with some bit tricks (probably with the help of the
intBitsToFloat function).
The code is tested with nvidia card and driver (355.11), on Linux.
Closes #2230
2015-10-28 02:37:55 +01:00
|
|
|
for (int n = 0; n < sc->num_uniforms; n++) {
|
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
|
|
|
talloc_free(sc->uniforms[n].name);
|
vo_opengl: implement NNEDI3 prescaler
Implement NNEDI3, a neural network based deinterlacer.
The shader is reimplemented in GLSL and supports both 8x4 and 8x6
sampling window now. This allows the shader to be licensed
under LGPL2.1 so that it can be used in mpv.
The current implementation supports uploading the NN weights (up to
51kb with placebo setting) in two different way, via uniform buffer
object or hard coding into shader source. UBO requires OpenGL 3.1,
which only guarantee 16kb per block. But I find that 64kb seems to be
a default setting for recent card/driver (which nnedi3 is targeting),
so I think we're fine here (with default nnedi3 setting the size of
weights is 9kb). Hard-coding into shader requires OpenGL 3.3, for the
"intBitsToFloat()" built-in function. This is necessary to precisely
represent these weights in GLSL. I tried several human readable
floating point number format (with really high precision as for
single precision float), but for some reason they are not working
nicely, bad pixels (with NaN value) could be produced with some
weights set.
We could also add support to upload these weights with texture, just
for compatibility reason (etc. upscaling a still image with a low end
graphics card). But as I tested, it's rather slow even with 1D
texture (we probably had to use 2D texture due to dimension size
limitation). Since there is always better choice to do NNEDI3
upscaling for still image (vapoursynth plugin), it's not implemented
in this commit. If this turns out to be a popular demand from the
user, it should be easy to add it later.
For those who wants to optimize the performance a bit further, the
bottleneck seems to be:
1. overhead to upload and access these weights, (in particular,
the shader code will be regenerated for each frame, it's on CPU
though).
2. "dot()" performance in the main loop.
3. "exp()" performance in the main loop, there are various fast
implementation with some bit tricks (probably with the help of the
intBitsToFloat function).
The code is tested with nvidia card and driver (355.11), on Linux.
Closes #2230
2015-10-28 02:37:55 +01:00
|
|
|
if (sc->uniforms[n].type == UT_buffer)
|
|
|
|
talloc_free(sc->uniforms[n].v.buffer.text);
|
|
|
|
}
|
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
|
|
|
sc->num_uniforms = 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
static void sc_flush_cache(struct gl_shader_cache *sc)
|
|
|
|
{
|
|
|
|
for (int n = 0; n < sc->num_entries; n++) {
|
|
|
|
struct sc_entry *e = &sc->entries[n];
|
|
|
|
sc->gl->DeleteProgram(e->gl_shader);
|
2016-03-24 21:22:10 +01:00
|
|
|
talloc_free(e->vert.start);
|
|
|
|
talloc_free(e->frag.start);
|
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
|
|
|
}
|
|
|
|
sc->num_entries = 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
void gl_sc_destroy(struct gl_shader_cache *sc)
|
|
|
|
{
|
2015-08-18 22:35:33 +02:00
|
|
|
if (!sc)
|
|
|
|
return;
|
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
|
|
|
gl_sc_reset(sc);
|
|
|
|
sc_flush_cache(sc);
|
|
|
|
talloc_free(sc);
|
|
|
|
}
|
|
|
|
|
2015-11-09 16:24:01 +01:00
|
|
|
void gl_sc_enable_extension(struct gl_shader_cache *sc, char *name)
|
|
|
|
{
|
2016-03-23 22:03:53 +01:00
|
|
|
bstr_xappend_asprintf(sc, &sc->prelude_text, "#extension %s : enable\n", name);
|
2015-11-09 16:24:01 +01:00
|
|
|
}
|
|
|
|
|
2016-03-23 22:03:53 +01:00
|
|
|
#define bstr_xappend0(sc, b, s) bstr_xappend(sc, b, bstr0(s))
|
|
|
|
|
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_add(struct gl_shader_cache *sc, const char *text)
|
|
|
|
{
|
2016-03-23 22:03:53 +01:00
|
|
|
bstr_xappend0(sc, &sc->text, text);
|
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_addf(struct gl_shader_cache *sc, const char *textf, ...)
|
|
|
|
{
|
|
|
|
va_list ap;
|
|
|
|
va_start(ap, textf);
|
2016-03-23 22:03:53 +01:00
|
|
|
bstr_xappend_vasprintf(sc, &sc->text, textf, ap);
|
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
|
|
|
va_end(ap);
|
|
|
|
}
|
|
|
|
|
2015-03-27 13:27:40 +01:00
|
|
|
void gl_sc_hadd(struct gl_shader_cache *sc, const char *text)
|
|
|
|
{
|
2016-03-23 22:03:53 +01:00
|
|
|
bstr_xappend0(sc, &sc->header_text, text);
|
2015-03-27 13:27:40 +01:00
|
|
|
}
|
|
|
|
|
2015-09-05 17:39:27 +02:00
|
|
|
void gl_sc_haddf(struct gl_shader_cache *sc, const char *textf, ...)
|
|
|
|
{
|
|
|
|
va_list ap;
|
|
|
|
va_start(ap, textf);
|
2016-03-23 22:03:53 +01:00
|
|
|
bstr_xappend_vasprintf(sc, &sc->header_text, textf, ap);
|
2015-09-05 17:39:27 +02:00
|
|
|
va_end(ap);
|
|
|
|
}
|
|
|
|
|
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
|
|
|
static struct sc_uniform *find_uniform(struct gl_shader_cache *sc,
|
|
|
|
const char *name)
|
|
|
|
{
|
|
|
|
for (int n = 0; n < sc->num_uniforms; n++) {
|
|
|
|
if (strcmp(sc->uniforms[n].name, name) == 0)
|
|
|
|
return &sc->uniforms[n];
|
|
|
|
}
|
|
|
|
// not found -> add it
|
|
|
|
assert(sc->num_uniforms < SC_UNIFORM_ENTRIES); // just don't have too many
|
|
|
|
struct sc_uniform *new = &sc->uniforms[sc->num_uniforms++];
|
|
|
|
*new = (struct sc_uniform) { .loc = -1, .name = talloc_strdup(NULL, name) };
|
|
|
|
return new;
|
|
|
|
}
|
|
|
|
|
2015-09-10 20:52:50 +02:00
|
|
|
const char* mp_sampler_type(GLenum texture_target)
|
|
|
|
{
|
|
|
|
switch (texture_target) {
|
|
|
|
case GL_TEXTURE_1D: return "sampler1D";
|
|
|
|
case GL_TEXTURE_2D: return "sampler2D";
|
|
|
|
case GL_TEXTURE_RECTANGLE: return "sampler2DRect";
|
|
|
|
case GL_TEXTURE_3D: return "sampler3D";
|
|
|
|
default: abort();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
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)
|
|
|
|
{
|
|
|
|
struct sc_uniform *u = find_uniform(sc, name);
|
|
|
|
u->type = UT_i;
|
|
|
|
u->size = 1;
|
2015-09-10 20:52:50 +02:00
|
|
|
u->glsl_type = mp_sampler_type(target);
|
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
|
|
|
u->v.i[0] = unit;
|
|
|
|
}
|
|
|
|
|
2016-01-26 20:47:32 +01:00
|
|
|
void gl_sc_uniform_sampler_ui(struct gl_shader_cache *sc, char *name, int unit)
|
|
|
|
{
|
|
|
|
struct sc_uniform *u = find_uniform(sc, name);
|
|
|
|
u->type = UT_i;
|
|
|
|
u->size = 1;
|
2016-01-27 21:07:57 +01:00
|
|
|
u->glsl_type = sc->gl->es ? "highp usampler2D" : "usampler2D";
|
2016-01-26 20:47:32 +01:00
|
|
|
u->v.i[0] = unit;
|
|
|
|
}
|
|
|
|
|
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_f(struct gl_shader_cache *sc, char *name, GLfloat f)
|
|
|
|
{
|
|
|
|
struct sc_uniform *u = find_uniform(sc, name);
|
|
|
|
u->type = UT_f;
|
|
|
|
u->size = 1;
|
|
|
|
u->glsl_type = "float";
|
|
|
|
u->v.f[0] = f;
|
|
|
|
}
|
|
|
|
|
2015-03-27 13:27:40 +01:00
|
|
|
void gl_sc_uniform_i(struct gl_shader_cache *sc, char *name, GLint i)
|
|
|
|
{
|
|
|
|
struct sc_uniform *u = find_uniform(sc, name);
|
|
|
|
u->type = UT_i;
|
|
|
|
u->size = 1;
|
|
|
|
u->glsl_type = "int";
|
|
|
|
u->v.i[0] = i;
|
|
|
|
}
|
|
|
|
|
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])
|
|
|
|
{
|
|
|
|
struct sc_uniform *u = find_uniform(sc, name);
|
|
|
|
u->type = UT_f;
|
|
|
|
u->size = 2;
|
|
|
|
u->glsl_type = "vec2";
|
|
|
|
u->v.f[0] = f[0];
|
|
|
|
u->v.f[1] = f[1];
|
|
|
|
}
|
|
|
|
|
|
|
|
void gl_sc_uniform_vec3(struct gl_shader_cache *sc, char *name, GLfloat f[3])
|
|
|
|
{
|
|
|
|
struct sc_uniform *u = find_uniform(sc, name);
|
|
|
|
u->type = UT_f;
|
|
|
|
u->size = 3;
|
|
|
|
u->glsl_type = "vec3";
|
|
|
|
u->v.f[0] = f[0];
|
|
|
|
u->v.f[1] = f[1];
|
|
|
|
u->v.f[2] = f[2];
|
|
|
|
}
|
|
|
|
|
|
|
|
static void transpose2x2(float r[2 * 2])
|
|
|
|
{
|
|
|
|
MPSWAP(float, r[0+2*1], r[1+2*0]);
|
|
|
|
}
|
|
|
|
|
|
|
|
void gl_sc_uniform_mat2(struct gl_shader_cache *sc, char *name,
|
|
|
|
bool transpose, GLfloat *v)
|
|
|
|
{
|
|
|
|
struct sc_uniform *u = find_uniform(sc, name);
|
|
|
|
u->type = UT_m;
|
|
|
|
u->size = 2;
|
|
|
|
u->glsl_type = "mat2";
|
|
|
|
for (int n = 0; n < 4; n++)
|
|
|
|
u->v.f[n] = v[n];
|
|
|
|
if (transpose)
|
|
|
|
transpose2x2(&u->v.f[0]);
|
|
|
|
}
|
|
|
|
|
|
|
|
static void transpose3x3(float r[3 * 3])
|
|
|
|
{
|
|
|
|
MPSWAP(float, r[0+3*1], r[1+3*0]);
|
|
|
|
MPSWAP(float, r[0+3*2], r[2+3*0]);
|
|
|
|
MPSWAP(float, r[1+3*2], r[2+3*1]);
|
|
|
|
}
|
|
|
|
|
|
|
|
void gl_sc_uniform_mat3(struct gl_shader_cache *sc, char *name,
|
|
|
|
bool transpose, GLfloat *v)
|
|
|
|
{
|
|
|
|
struct sc_uniform *u = find_uniform(sc, name);
|
|
|
|
u->type = UT_m;
|
|
|
|
u->size = 3;
|
|
|
|
u->glsl_type = "mat3";
|
|
|
|
for (int n = 0; n < 9; n++)
|
|
|
|
u->v.f[n] = v[n];
|
|
|
|
if (transpose)
|
|
|
|
transpose3x3(&u->v.f[0]);
|
|
|
|
}
|
|
|
|
|
vo_opengl: implement NNEDI3 prescaler
Implement NNEDI3, a neural network based deinterlacer.
The shader is reimplemented in GLSL and supports both 8x4 and 8x6
sampling window now. This allows the shader to be licensed
under LGPL2.1 so that it can be used in mpv.
The current implementation supports uploading the NN weights (up to
51kb with placebo setting) in two different way, via uniform buffer
object or hard coding into shader source. UBO requires OpenGL 3.1,
which only guarantee 16kb per block. But I find that 64kb seems to be
a default setting for recent card/driver (which nnedi3 is targeting),
so I think we're fine here (with default nnedi3 setting the size of
weights is 9kb). Hard-coding into shader requires OpenGL 3.3, for the
"intBitsToFloat()" built-in function. This is necessary to precisely
represent these weights in GLSL. I tried several human readable
floating point number format (with really high precision as for
single precision float), but for some reason they are not working
nicely, bad pixels (with NaN value) could be produced with some
weights set.
We could also add support to upload these weights with texture, just
for compatibility reason (etc. upscaling a still image with a low end
graphics card). But as I tested, it's rather slow even with 1D
texture (we probably had to use 2D texture due to dimension size
limitation). Since there is always better choice to do NNEDI3
upscaling for still image (vapoursynth plugin), it's not implemented
in this commit. If this turns out to be a popular demand from the
user, it should be easy to add it later.
For those who wants to optimize the performance a bit further, the
bottleneck seems to be:
1. overhead to upload and access these weights, (in particular,
the shader code will be regenerated for each frame, it's on CPU
though).
2. "dot()" performance in the main loop.
3. "exp()" performance in the main loop, there are various fast
implementation with some bit tricks (probably with the help of the
intBitsToFloat function).
The code is tested with nvidia card and driver (355.11), on Linux.
Closes #2230
2015-10-28 02:37:55 +01:00
|
|
|
void gl_sc_uniform_buffer(struct gl_shader_cache *sc, char *name,
|
|
|
|
const char *text, int binding)
|
|
|
|
{
|
|
|
|
struct sc_uniform *u = find_uniform(sc, name);
|
|
|
|
u->type = UT_buffer;
|
|
|
|
u->v.buffer.text = talloc_strdup(sc, text);
|
|
|
|
u->v.buffer.binding = binding;
|
|
|
|
}
|
|
|
|
|
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
|
|
|
// This will call glBindAttribLocation() on the shader before it's linked
|
|
|
|
// (OpenGL requires this to happen before linking). Basically, it associates
|
|
|
|
// the input variable names with the fields in the vao.
|
|
|
|
// The vertex shader is setup such that the elements are available as fragment
|
|
|
|
// shader variables using the names in the vao entries, which "position" being
|
|
|
|
// set to gl_Position.
|
|
|
|
void gl_sc_set_vao(struct gl_shader_cache *sc, struct gl_vao *vao)
|
|
|
|
{
|
|
|
|
sc->vao = vao;
|
|
|
|
}
|
|
|
|
|
|
|
|
static const char *vao_glsl_type(const struct gl_vao_entry *e)
|
|
|
|
{
|
|
|
|
// pretty dumb... too dumb, but works for us
|
|
|
|
switch (e->num_elems) {
|
|
|
|
case 1: return "float";
|
|
|
|
case 2: return "vec2";
|
|
|
|
case 3: return "vec3";
|
|
|
|
case 4: return "vec4";
|
|
|
|
default: abort();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// Assumes program is current (gl->UseProgram(program)).
|
2016-03-10 19:00:35 +01:00
|
|
|
static void update_uniform(GL *gl, struct sc_entry *e, struct sc_uniform *u, int n)
|
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: implement NNEDI3 prescaler
Implement NNEDI3, a neural network based deinterlacer.
The shader is reimplemented in GLSL and supports both 8x4 and 8x6
sampling window now. This allows the shader to be licensed
under LGPL2.1 so that it can be used in mpv.
The current implementation supports uploading the NN weights (up to
51kb with placebo setting) in two different way, via uniform buffer
object or hard coding into shader source. UBO requires OpenGL 3.1,
which only guarantee 16kb per block. But I find that 64kb seems to be
a default setting for recent card/driver (which nnedi3 is targeting),
so I think we're fine here (with default nnedi3 setting the size of
weights is 9kb). Hard-coding into shader requires OpenGL 3.3, for the
"intBitsToFloat()" built-in function. This is necessary to precisely
represent these weights in GLSL. I tried several human readable
floating point number format (with really high precision as for
single precision float), but for some reason they are not working
nicely, bad pixels (with NaN value) could be produced with some
weights set.
We could also add support to upload these weights with texture, just
for compatibility reason (etc. upscaling a still image with a low end
graphics card). But as I tested, it's rather slow even with 1D
texture (we probably had to use 2D texture due to dimension size
limitation). Since there is always better choice to do NNEDI3
upscaling for still image (vapoursynth plugin), it's not implemented
in this commit. If this turns out to be a popular demand from the
user, it should be easy to add it later.
For those who wants to optimize the performance a bit further, the
bottleneck seems to be:
1. overhead to upload and access these weights, (in particular,
the shader code will be regenerated for each frame, it's on CPU
though).
2. "dot()" performance in the main loop.
3. "exp()" performance in the main loop, there are various fast
implementation with some bit tricks (probably with the help of the
intBitsToFloat function).
The code is tested with nvidia card and driver (355.11), on Linux.
Closes #2230
2015-10-28 02:37:55 +01:00
|
|
|
if (u->type == UT_buffer) {
|
2016-03-10 19:00:35 +01:00
|
|
|
GLuint idx = gl->GetUniformBlockIndex(e->gl_shader, u->name);
|
|
|
|
gl->UniformBlockBinding(e->gl_shader, idx, u->v.buffer.binding);
|
vo_opengl: implement NNEDI3 prescaler
Implement NNEDI3, a neural network based deinterlacer.
The shader is reimplemented in GLSL and supports both 8x4 and 8x6
sampling window now. This allows the shader to be licensed
under LGPL2.1 so that it can be used in mpv.
The current implementation supports uploading the NN weights (up to
51kb with placebo setting) in two different way, via uniform buffer
object or hard coding into shader source. UBO requires OpenGL 3.1,
which only guarantee 16kb per block. But I find that 64kb seems to be
a default setting for recent card/driver (which nnedi3 is targeting),
so I think we're fine here (with default nnedi3 setting the size of
weights is 9kb). Hard-coding into shader requires OpenGL 3.3, for the
"intBitsToFloat()" built-in function. This is necessary to precisely
represent these weights in GLSL. I tried several human readable
floating point number format (with really high precision as for
single precision float), but for some reason they are not working
nicely, bad pixels (with NaN value) could be produced with some
weights set.
We could also add support to upload these weights with texture, just
for compatibility reason (etc. upscaling a still image with a low end
graphics card). But as I tested, it's rather slow even with 1D
texture (we probably had to use 2D texture due to dimension size
limitation). Since there is always better choice to do NNEDI3
upscaling for still image (vapoursynth plugin), it's not implemented
in this commit. If this turns out to be a popular demand from the
user, it should be easy to add it later.
For those who wants to optimize the performance a bit further, the
bottleneck seems to be:
1. overhead to upload and access these weights, (in particular,
the shader code will be regenerated for each frame, it's on CPU
though).
2. "dot()" performance in the main loop.
3. "exp()" performance in the main loop, there are various fast
implementation with some bit tricks (probably with the help of the
intBitsToFloat function).
The code is tested with nvidia card and driver (355.11), on Linux.
Closes #2230
2015-10-28 02:37:55 +01:00
|
|
|
return;
|
|
|
|
}
|
2016-03-10 19:00:35 +01:00
|
|
|
GLint loc = e->uniform_locs[n];
|
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
|
|
|
if (loc < 0)
|
|
|
|
return;
|
|
|
|
switch (u->type) {
|
|
|
|
case UT_i:
|
|
|
|
assert(u->size == 1);
|
2016-03-10 19:00:35 +01:00
|
|
|
if (memcmp(e->cached_v[n].i, u->v.i, sizeof(u->v.i)) != 0) {
|
|
|
|
memcpy(e->cached_v[n].i, u->v.i, sizeof(u->v.i));
|
|
|
|
gl->Uniform1i(loc, u->v.i[0]);
|
|
|
|
}
|
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
|
|
|
break;
|
|
|
|
case UT_f:
|
2016-03-10 19:00:35 +01:00
|
|
|
if (memcmp(e->cached_v[n].f, u->v.f, sizeof(u->v.f)) != 0) {
|
|
|
|
memcpy(e->cached_v[n].f, u->v.f, sizeof(u->v.f));
|
|
|
|
switch (u->size) {
|
|
|
|
case 1: gl->Uniform1f(loc, u->v.f[0]); break;
|
|
|
|
case 2: gl->Uniform2f(loc, u->v.f[0], u->v.f[1]); break;
|
|
|
|
case 3: gl->Uniform3f(loc, u->v.f[0], u->v.f[1], u->v.f[2]); break;
|
|
|
|
case 4: gl->Uniform4f(loc, u->v.f[0], u->v.f[1], u->v.f[2],
|
|
|
|
u->v.f[3]); break;
|
|
|
|
default: abort();
|
|
|
|
}
|
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
|
|
|
}
|
|
|
|
break;
|
|
|
|
case UT_m:
|
2016-03-10 19:00:35 +01:00
|
|
|
if (memcmp(e->cached_v[n].f, u->v.f, sizeof(u->v.f)) != 0) {
|
|
|
|
memcpy(e->cached_v[n].f, u->v.f, sizeof(u->v.f));
|
|
|
|
switch (u->size) {
|
|
|
|
case 2: gl->UniformMatrix2fv(loc, 1, GL_FALSE, &u->v.f[0]); break;
|
|
|
|
case 3: gl->UniformMatrix3fv(loc, 1, GL_FALSE, &u->v.f[0]); break;
|
|
|
|
default: abort();
|
|
|
|
}
|
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
|
|
|
}
|
|
|
|
break;
|
|
|
|
default:
|
|
|
|
abort();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
static void compile_attach_shader(struct gl_shader_cache *sc, GLuint program,
|
|
|
|
GLenum type, const char *source)
|
|
|
|
{
|
|
|
|
GL *gl = sc->gl;
|
|
|
|
|
|
|
|
GLuint shader = gl->CreateShader(type);
|
|
|
|
gl->ShaderSource(shader, 1, &source, NULL);
|
|
|
|
gl->CompileShader(shader);
|
|
|
|
GLint status;
|
|
|
|
gl->GetShaderiv(shader, GL_COMPILE_STATUS, &status);
|
|
|
|
GLint log_length;
|
|
|
|
gl->GetShaderiv(shader, GL_INFO_LOG_LENGTH, &log_length);
|
|
|
|
|
|
|
|
int pri = status ? (log_length > 1 ? MSGL_V : MSGL_DEBUG) : MSGL_ERR;
|
|
|
|
const char *typestr = type == GL_VERTEX_SHADER ? "vertex" : "fragment";
|
|
|
|
if (mp_msg_test(sc->log, pri)) {
|
|
|
|
MP_MSG(sc, pri, "%s shader source:\n", typestr);
|
|
|
|
mp_log_source(sc->log, pri, source);
|
|
|
|
}
|
|
|
|
if (log_length > 1) {
|
|
|
|
GLchar *logstr = talloc_zero_size(NULL, log_length + 1);
|
|
|
|
gl->GetShaderInfoLog(shader, log_length, NULL, logstr);
|
|
|
|
MP_MSG(sc, pri, "%s shader compile log (status=%d):\n%s\n",
|
|
|
|
typestr, status, logstr);
|
|
|
|
talloc_free(logstr);
|
|
|
|
}
|
|
|
|
|
|
|
|
gl->AttachShader(program, shader);
|
|
|
|
gl->DeleteShader(shader);
|
|
|
|
}
|
|
|
|
|
|
|
|
static void link_shader(struct gl_shader_cache *sc, GLuint program)
|
|
|
|
{
|
|
|
|
GL *gl = sc->gl;
|
|
|
|
gl->LinkProgram(program);
|
|
|
|
GLint status;
|
|
|
|
gl->GetProgramiv(program, GL_LINK_STATUS, &status);
|
|
|
|
GLint log_length;
|
|
|
|
gl->GetProgramiv(program, GL_INFO_LOG_LENGTH, &log_length);
|
|
|
|
|
|
|
|
int pri = status ? (log_length > 1 ? MSGL_V : MSGL_DEBUG) : MSGL_ERR;
|
|
|
|
if (mp_msg_test(sc->log, pri)) {
|
|
|
|
GLchar *logstr = talloc_zero_size(NULL, log_length + 1);
|
|
|
|
gl->GetProgramInfoLog(program, log_length, NULL, logstr);
|
|
|
|
MP_MSG(sc, pri, "shader link log (status=%d): %s\n", status, logstr);
|
|
|
|
talloc_free(logstr);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
static GLuint create_program(struct gl_shader_cache *sc, const char *vertex,
|
|
|
|
const char *frag)
|
|
|
|
{
|
|
|
|
GL *gl = sc->gl;
|
|
|
|
MP_VERBOSE(sc, "recompiling a shader program:\n");
|
2016-03-23 22:03:53 +01:00
|
|
|
if (sc->header_text.len) {
|
2015-03-27 13:27:40 +01:00
|
|
|
MP_VERBOSE(sc, "header:\n");
|
2016-03-23 22:03:53 +01:00
|
|
|
mp_log_source(sc->log, MSGL_V, sc->header_text.start);
|
2015-03-27 13:27:40 +01:00
|
|
|
MP_VERBOSE(sc, "body:\n");
|
|
|
|
}
|
2016-03-23 22:03:53 +01:00
|
|
|
if (sc->text.len)
|
|
|
|
mp_log_source(sc->log, MSGL_V, sc->text.start);
|
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
|
|
|
GLuint prog = gl->CreateProgram();
|
|
|
|
compile_attach_shader(sc, prog, GL_VERTEX_SHADER, vertex);
|
|
|
|
compile_attach_shader(sc, prog, GL_FRAGMENT_SHADER, frag);
|
|
|
|
for (int n = 0; sc->vao->entries[n].name; n++) {
|
|
|
|
char vname[80];
|
|
|
|
snprintf(vname, sizeof(vname), "vertex_%s", sc->vao->entries[n].name);
|
|
|
|
gl->BindAttribLocation(prog, n, vname);
|
|
|
|
}
|
|
|
|
link_shader(sc, prog);
|
|
|
|
return prog;
|
|
|
|
}
|
|
|
|
|
2016-03-24 21:22:10 +01:00
|
|
|
#define ADD(x, ...) bstr_xappend_asprintf(sc, (x), __VA_ARGS__)
|
|
|
|
#define ADD_BSTR(x, s) bstr_xappend(sc, (x), (s))
|
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
|
|
|
|
|
|
|
// 1. Generate vertex and fragment shaders from the fragment shader text added
|
|
|
|
// with gl_sc_add(). The generated shader program is cached (based on the
|
|
|
|
// text), so actual compilation happens only the first time.
|
|
|
|
// 2. Update the uniforms set with gl_sc_uniform_*.
|
|
|
|
// 3. Make the new shader program current (glUseProgram()).
|
|
|
|
// 4. Reset the sc state and prepare for a new shader program. (All uniforms
|
|
|
|
// and fragment operations needed for the next program have to be re-added.)
|
|
|
|
void gl_sc_gen_shader_and_reset(struct gl_shader_cache *sc)
|
|
|
|
{
|
|
|
|
GL *gl = sc->gl;
|
|
|
|
|
|
|
|
assert(sc->vao);
|
|
|
|
|
2016-03-24 21:22:10 +01:00
|
|
|
for (int n = 0; n < MP_ARRAY_SIZE(sc->tmp); n++)
|
|
|
|
sc->tmp[n].len = 0;
|
|
|
|
|
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
|
|
|
// set up shader text (header + uniforms + body)
|
2016-03-24 21:22:10 +01:00
|
|
|
bstr *header = &sc->tmp[0];
|
|
|
|
ADD(header, "#version %d%s\n", gl->glsl_version, gl->es >= 300 ? " es" : "");
|
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
|
|
|
if (gl->es)
|
|
|
|
ADD(header, "precision mediump float;\n");
|
2016-03-24 21:22:10 +01:00
|
|
|
ADD_BSTR(header, sc->prelude_text);
|
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
|
|
|
char *vert_in = gl->glsl_version >= 130 ? "in" : "attribute";
|
|
|
|
char *vert_out = gl->glsl_version >= 130 ? "out" : "varying";
|
|
|
|
char *frag_in = gl->glsl_version >= 130 ? "in" : "varying";
|
|
|
|
|
|
|
|
// vertex shader: we don't use the vertex shader, so just setup a dummy,
|
|
|
|
// which passes through the vertex array attributes.
|
2016-03-24 21:22:10 +01:00
|
|
|
bstr *vert_head = &sc->tmp[1];
|
|
|
|
ADD_BSTR(vert_head, *header);
|
|
|
|
bstr *vert_body = &sc->tmp[2];
|
|
|
|
ADD(vert_body, "void main() {\n");
|
|
|
|
bstr *frag_vaos = &sc->tmp[3];
|
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
|
|
|
for (int n = 0; sc->vao->entries[n].name; n++) {
|
|
|
|
const struct gl_vao_entry *e = &sc->vao->entries[n];
|
|
|
|
const char *glsl_type = vao_glsl_type(e);
|
|
|
|
if (strcmp(e->name, "position") == 0) {
|
|
|
|
// setting raster pos. requires setting gl_Position magic variable
|
|
|
|
assert(e->num_elems == 2 && e->type == GL_FLOAT);
|
2015-09-04 12:34:00 +02:00
|
|
|
ADD(vert_head, "%s vec2 vertex_position;\n", vert_in);
|
|
|
|
ADD(vert_body, "gl_Position = vec4(vertex_position, 1.0, 1.0);\n");
|
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
|
|
|
} else {
|
|
|
|
ADD(vert_head, "%s %s vertex_%s;\n", vert_in, glsl_type, e->name);
|
|
|
|
ADD(vert_head, "%s %s %s;\n", vert_out, glsl_type, e->name);
|
|
|
|
ADD(vert_body, "%s = vertex_%s;\n", e->name, e->name);
|
|
|
|
ADD(frag_vaos, "%s %s %s;\n", frag_in, glsl_type, e->name);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
ADD(vert_body, "}\n");
|
2016-03-24 21:22:10 +01:00
|
|
|
bstr *vert = vert_head;
|
|
|
|
ADD_BSTR(vert, *vert_body);
|
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
|
|
|
|
|
|
|
// fragment shader; still requires adding used uniforms and VAO elements
|
2016-03-24 21:22:10 +01:00
|
|
|
bstr *frag = &sc->tmp[4];
|
|
|
|
ADD_BSTR(frag, *header);
|
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
|
|
|
ADD(frag, "#define RG %s\n", gl->mpgl_caps & MPGL_CAP_TEX_RG ? "rg" : "ra");
|
|
|
|
if (gl->glsl_version >= 130) {
|
|
|
|
ADD(frag, "#define texture1D texture\n");
|
|
|
|
ADD(frag, "#define texture3D texture\n");
|
|
|
|
ADD(frag, "out vec4 out_color;\n");
|
2015-03-13 12:22:18 +01:00
|
|
|
} else {
|
|
|
|
ADD(frag, "#define texture texture2D\n");
|
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
|
|
|
}
|
2016-03-24 21:22:10 +01:00
|
|
|
ADD_BSTR(frag, *frag_vaos);
|
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
|
|
|
for (int n = 0; n < sc->num_uniforms; n++) {
|
|
|
|
struct sc_uniform *u = &sc->uniforms[n];
|
2016-03-24 21:23:22 +01:00
|
|
|
if (u->type == UT_buffer) {
|
vo_opengl: implement NNEDI3 prescaler
Implement NNEDI3, a neural network based deinterlacer.
The shader is reimplemented in GLSL and supports both 8x4 and 8x6
sampling window now. This allows the shader to be licensed
under LGPL2.1 so that it can be used in mpv.
The current implementation supports uploading the NN weights (up to
51kb with placebo setting) in two different way, via uniform buffer
object or hard coding into shader source. UBO requires OpenGL 3.1,
which only guarantee 16kb per block. But I find that 64kb seems to be
a default setting for recent card/driver (which nnedi3 is targeting),
so I think we're fine here (with default nnedi3 setting the size of
weights is 9kb). Hard-coding into shader requires OpenGL 3.3, for the
"intBitsToFloat()" built-in function. This is necessary to precisely
represent these weights in GLSL. I tried several human readable
floating point number format (with really high precision as for
single precision float), but for some reason they are not working
nicely, bad pixels (with NaN value) could be produced with some
weights set.
We could also add support to upload these weights with texture, just
for compatibility reason (etc. upscaling a still image with a low end
graphics card). But as I tested, it's rather slow even with 1D
texture (we probably had to use 2D texture due to dimension size
limitation). Since there is always better choice to do NNEDI3
upscaling for still image (vapoursynth plugin), it's not implemented
in this commit. If this turns out to be a popular demand from the
user, it should be easy to add it later.
For those who wants to optimize the performance a bit further, the
bottleneck seems to be:
1. overhead to upload and access these weights, (in particular,
the shader code will be regenerated for each frame, it's on CPU
though).
2. "dot()" performance in the main loop.
3. "exp()" performance in the main loop, there are various fast
implementation with some bit tricks (probably with the help of the
intBitsToFloat function).
The code is tested with nvidia card and driver (355.11), on Linux.
Closes #2230
2015-10-28 02:37:55 +01:00
|
|
|
ADD(frag, "uniform %s { %s };\n", u->name, u->v.buffer.text);
|
2016-03-24 21:23:22 +01:00
|
|
|
} else {
|
vo_opengl: implement NNEDI3 prescaler
Implement NNEDI3, a neural network based deinterlacer.
The shader is reimplemented in GLSL and supports both 8x4 and 8x6
sampling window now. This allows the shader to be licensed
under LGPL2.1 so that it can be used in mpv.
The current implementation supports uploading the NN weights (up to
51kb with placebo setting) in two different way, via uniform buffer
object or hard coding into shader source. UBO requires OpenGL 3.1,
which only guarantee 16kb per block. But I find that 64kb seems to be
a default setting for recent card/driver (which nnedi3 is targeting),
so I think we're fine here (with default nnedi3 setting the size of
weights is 9kb). Hard-coding into shader requires OpenGL 3.3, for the
"intBitsToFloat()" built-in function. This is necessary to precisely
represent these weights in GLSL. I tried several human readable
floating point number format (with really high precision as for
single precision float), but for some reason they are not working
nicely, bad pixels (with NaN value) could be produced with some
weights set.
We could also add support to upload these weights with texture, just
for compatibility reason (etc. upscaling a still image with a low end
graphics card). But as I tested, it's rather slow even with 1D
texture (we probably had to use 2D texture due to dimension size
limitation). Since there is always better choice to do NNEDI3
upscaling for still image (vapoursynth plugin), it's not implemented
in this commit. If this turns out to be a popular demand from the
user, it should be easy to add it later.
For those who wants to optimize the performance a bit further, the
bottleneck seems to be:
1. overhead to upload and access these weights, (in particular,
the shader code will be regenerated for each frame, it's on CPU
though).
2. "dot()" performance in the main loop.
3. "exp()" performance in the main loop, there are various fast
implementation with some bit tricks (probably with the help of the
intBitsToFloat function).
The code is tested with nvidia card and driver (355.11), on Linux.
Closes #2230
2015-10-28 02:37:55 +01:00
|
|
|
ADD(frag, "uniform %s %s;\n", u->glsl_type, u->name);
|
2016-03-24 21:23:22 +01:00
|
|
|
}
|
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
|
|
|
}
|
2015-12-08 03:18:47 +01:00
|
|
|
|
|
|
|
// Additional helpers.
|
2016-01-04 16:27:57 +01:00
|
|
|
ADD(frag, "#define LUT_POS(x, lut_size)"
|
|
|
|
" mix(0.5 / (lut_size), 1.0 - 0.5 / (lut_size), (x))\n");
|
2015-12-08 03:18:47 +01:00
|
|
|
|
2015-03-27 13:27:40 +01:00
|
|
|
// custom shader header
|
2016-03-23 22:03:53 +01:00
|
|
|
if (sc->header_text.len) {
|
2015-03-27 13:27:40 +01:00
|
|
|
ADD(frag, "// header\n");
|
2016-03-24 21:22:10 +01:00
|
|
|
ADD_BSTR(frag, sc->header_text);
|
2015-03-27 13:27:40 +01:00
|
|
|
ADD(frag, "// body\n");
|
|
|
|
}
|
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
|
|
|
ADD(frag, "void main() {\n");
|
|
|
|
// we require _all_ frag shaders to write to a "vec4 color"
|
vo_opengl: refactor pass_read_video and texture binding
This is a pretty major rewrite of the internal texture binding
mechanic, which makes it more flexible.
In general, the difference between the old and current approaches is
that now, all texture description is held in a struct img_tex and only
explicitly bound with pass_bind. (Once bound, a texture unit is assumed
to be set in stone and no longer tied to the img_tex)
This approach makes the code inside pass_read_video significantly more
flexible and cuts down on the number of weird special cases and
spaghetti logic.
It also has some improvements, e.g. cutting down greatly on the number
of unnecessary conversion passes inside pass_read_video (which was
previously mostly done to cope with the fact that the alternative would
have resulted in a combinatorial explosion of code complexity).
Some other notable changes (and potential improvements):
- texture expansion is now *always* handled in pass_read_video, and the
colormatrix never does this anymore. (Which means the code could
probably be removed from the colormatrix generation logic, modulo some
other VOs)
- struct fbo_tex now stores both its "physical" and "logical"
(configured) size, which cuts down on the amount of width/height
baggage on some function calls
- vo_opengl can now technically support textures with different bit
depths (e.g. 10 bit luma, 8 bit chroma) - but the APIs it queries
inside img_format.c doesn't export this (nor does ffmpeg support it,
really) so the status quo of using the same tex_mul for all planes is
kept.
- dumb_mode is now only needed because of the indirect_fbo being in the
main rendering pipeline. If we reintroduce p->use_indirect and thread
a transform through the entire program this could be skipped where
unnecessary, allowing for the removal of dumb_mode. But I'm not sure
how to do this in a clean way. (Which is part of why it got introduced
to begin with)
- It would be trivial to resurrect source-shader now (it would just be
one extra 'if' inside pass_read_video).
2016-03-05 11:29:19 +01:00
|
|
|
ADD(frag, "vec4 color = vec4(0.0, 0.0, 0.0, 1.0);\n");
|
2016-03-24 21:22:10 +01:00
|
|
|
ADD_BSTR(frag, sc->text);
|
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
|
|
|
if (gl->glsl_version >= 130) {
|
|
|
|
ADD(frag, "out_color = color;\n");
|
|
|
|
} else {
|
|
|
|
ADD(frag, "gl_FragColor = color;\n");
|
|
|
|
}
|
|
|
|
ADD(frag, "}\n");
|
|
|
|
|
|
|
|
struct sc_entry *entry = NULL;
|
|
|
|
for (int n = 0; n < sc->num_entries; n++) {
|
2016-03-24 21:22:10 +01:00
|
|
|
struct sc_entry *cur = &sc->entries[n];
|
|
|
|
if (bstr_equals(cur->frag, *frag) && bstr_equals(cur->vert, *vert)) {
|
|
|
|
entry = cur;
|
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
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if (!entry) {
|
|
|
|
if (sc->num_entries == SC_ENTRIES)
|
|
|
|
sc_flush_cache(sc);
|
|
|
|
entry = &sc->entries[sc->num_entries++];
|
2016-03-24 21:22:10 +01:00
|
|
|
*entry = (struct sc_entry){
|
|
|
|
.vert = bstrdup(NULL, *vert),
|
|
|
|
.frag = bstrdup(NULL, *frag),
|
|
|
|
};
|
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
|
|
|
}
|
2016-03-02 20:18:01 +01:00
|
|
|
// build vertex shader from vao and cache the locations of the uniform variables
|
|
|
|
if (!entry->gl_shader) {
|
2016-03-24 21:22:10 +01:00
|
|
|
entry->gl_shader = create_program(sc, vert->start, frag->start);
|
2016-03-02 20:18:01 +01:00
|
|
|
for (int n = 0; n < sc->num_uniforms; n++) {
|
|
|
|
entry->uniform_locs[n] = gl->GetUniformLocation(entry->gl_shader,
|
2016-03-24 21:23:22 +01:00
|
|
|
sc->uniforms[n].name);
|
2016-03-02 20:18:01 +01:00
|
|
|
}
|
|
|
|
}
|
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
|
|
|
|
|
|
|
gl->UseProgram(entry->gl_shader);
|
|
|
|
|
2016-03-10 19:00:35 +01:00
|
|
|
for (int n = 0; n < sc->num_uniforms; n++)
|
|
|
|
update_uniform(gl, entry, &sc->uniforms[n], n);
|
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
|
|
|
|
|
|
|
gl_sc_reset(sc);
|
|
|
|
}
|