mirror of
https://github.com/mpv-player/mpv
synced 2024-11-14 22:48:35 +01:00
24dc91907a
Seems like I really like this C99 idiom. No reason not to generalize it do snprintf(). Introduce mp_tprintf(), which basically this idiom to snprintf(). This macro looks like it returns a string that was allocated with alloca() on the caller site, except it's portable C99/C11. (And unlike alloca(), the result is valid only within block scope.) Use it in 2 places in the vo_opengl code. But it has the potential to make a whole bunch of weird looking code look slightly nicer.
1433 lines
44 KiB
C
1433 lines
44 KiB
C
/*
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* This file is part of mpv.
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* Parts based on MPlayer code by Reimar Döffinger.
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*
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* mpv is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2.1 of the License, or (at your option) any later version.
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*
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* mpv is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with mpv. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include <stddef.h>
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#include <stdint.h>
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#include <stdlib.h>
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#include <string.h>
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#include <stdarg.h>
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#include <assert.h>
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#include <libavutil/sha.h>
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#include <libavutil/intreadwrite.h>
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#include <libavutil/mem.h>
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#include "osdep/io.h"
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#include "common/common.h"
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#include "options/path.h"
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#include "stream/stream.h"
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#include "formats.h"
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#include "utils.h"
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// GLU has this as gluErrorString (we don't use GLU, as it is legacy-OpenGL)
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static const char *gl_error_to_string(GLenum error)
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{
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switch (error) {
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case GL_INVALID_ENUM: return "INVALID_ENUM";
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case GL_INVALID_VALUE: return "INVALID_VALUE";
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case GL_INVALID_OPERATION: return "INVALID_OPERATION";
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case GL_INVALID_FRAMEBUFFER_OPERATION: return "INVALID_FRAMEBUFFER_OPERATION";
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case GL_OUT_OF_MEMORY: return "OUT_OF_MEMORY";
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default: return "unknown";
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}
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}
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void gl_check_error(GL *gl, struct mp_log *log, const char *info)
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{
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for (;;) {
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GLenum error = gl->GetError();
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if (error == GL_NO_ERROR)
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break;
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mp_msg(log, MSGL_ERR, "%s: OpenGL error %s.\n", info,
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gl_error_to_string(error));
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}
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}
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static int get_alignment(int stride)
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{
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if (stride % 8 == 0)
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return 8;
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if (stride % 4 == 0)
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return 4;
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if (stride % 2 == 0)
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return 2;
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return 1;
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}
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// upload a texture, handling things like stride and slices
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// target: texture target, usually GL_TEXTURE_2D
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// format, type: texture parameters
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// dataptr, stride: image data
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// x, y, width, height: part of the image to upload
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void gl_upload_tex(GL *gl, GLenum target, GLenum format, GLenum type,
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const void *dataptr, int stride,
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int x, int y, int w, int h)
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{
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int bpp = gl_bytes_per_pixel(format, type);
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const uint8_t *data = dataptr;
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int y_max = y + h;
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if (w <= 0 || h <= 0 || !bpp)
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return;
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if (stride < 0) {
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data += (h - 1) * stride;
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stride = -stride;
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}
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gl->PixelStorei(GL_UNPACK_ALIGNMENT, get_alignment(stride));
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int slice = h;
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if (gl->mpgl_caps & MPGL_CAP_ROW_LENGTH) {
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// this is not always correct, but should work for MPlayer
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gl->PixelStorei(GL_UNPACK_ROW_LENGTH, stride / bpp);
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} else {
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if (stride != bpp * w)
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slice = 1; // very inefficient, but at least it works
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}
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for (; y + slice <= y_max; y += slice) {
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gl->TexSubImage2D(target, 0, x, y, w, slice, format, type, data);
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data += stride * slice;
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}
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if (y < y_max)
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gl->TexSubImage2D(target, 0, x, y, w, y_max - y, format, type, data);
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if (gl->mpgl_caps & MPGL_CAP_ROW_LENGTH)
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gl->PixelStorei(GL_UNPACK_ROW_LENGTH, 0);
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gl->PixelStorei(GL_UNPACK_ALIGNMENT, 4);
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}
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mp_image_t *gl_read_fbo_contents(GL *gl, int fbo, int w, int h)
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{
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if (gl->es)
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return NULL; // ES can't read from front buffer
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mp_image_t *image = mp_image_alloc(IMGFMT_RGB24, w, h);
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if (!image)
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return NULL;
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gl->BindFramebuffer(GL_FRAMEBUFFER, fbo);
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GLenum obj = fbo ? GL_COLOR_ATTACHMENT0 : GL_FRONT;
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gl->PixelStorei(GL_PACK_ALIGNMENT, 1);
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gl->ReadBuffer(obj);
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//flip image while reading (and also avoid stride-related trouble)
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for (int y = 0; y < h; y++) {
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gl->ReadPixels(0, h - y - 1, w, 1, GL_RGB, GL_UNSIGNED_BYTE,
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image->planes[0] + y * image->stride[0]);
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}
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gl->PixelStorei(GL_PACK_ALIGNMENT, 4);
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gl->BindFramebuffer(GL_FRAMEBUFFER, 0);
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return image;
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}
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void mp_log_source(struct mp_log *log, int lev, const char *src)
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{
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int line = 1;
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if (!src)
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return;
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while (*src) {
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const char *end = strchr(src, '\n');
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const char *next = end + 1;
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if (!end)
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next = end = src + strlen(src);
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mp_msg(log, lev, "[%3d] %.*s\n", line, (int)(end - src), src);
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line++;
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src = next;
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}
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}
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struct gl_vao {
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GL *gl;
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GLuint vao; // the VAO object, or 0 if unsupported by driver
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GLuint buffer; // GL_ARRAY_BUFFER used for the data
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int stride; // size of each element (interleaved elements are assumed)
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const struct gl_vao_entry *entries;
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};
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static void gl_vao_enable_attribs(struct gl_vao *vao)
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{
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GL *gl = vao->gl;
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for (int n = 0; vao->entries[n].name; n++) {
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const struct gl_vao_entry *e = &vao->entries[n];
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gl->EnableVertexAttribArray(n);
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gl->VertexAttribPointer(n, e->num_elems, e->type, e->normalized,
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vao->stride, (void *)(intptr_t)e->offset);
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}
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}
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static void gl_vao_init(struct gl_vao *vao, GL *gl, int stride,
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const struct gl_vao_entry *entries)
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{
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assert(!vao->vao);
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assert(!vao->buffer);
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*vao = (struct gl_vao){
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.gl = gl,
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.stride = stride,
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.entries = entries,
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};
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gl->GenBuffers(1, &vao->buffer);
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if (gl->BindVertexArray) {
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gl->BindBuffer(GL_ARRAY_BUFFER, vao->buffer);
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gl->GenVertexArrays(1, &vao->vao);
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gl->BindVertexArray(vao->vao);
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gl_vao_enable_attribs(vao);
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gl->BindVertexArray(0);
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gl->BindBuffer(GL_ARRAY_BUFFER, 0);
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}
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}
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static void gl_vao_uninit(struct gl_vao *vao)
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{
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GL *gl = vao->gl;
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if (!gl)
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return;
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if (gl->DeleteVertexArrays)
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gl->DeleteVertexArrays(1, &vao->vao);
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gl->DeleteBuffers(1, &vao->buffer);
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*vao = (struct gl_vao){0};
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}
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static void gl_vao_bind(struct gl_vao *vao)
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{
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GL *gl = vao->gl;
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if (gl->BindVertexArray) {
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gl->BindVertexArray(vao->vao);
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} else {
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gl->BindBuffer(GL_ARRAY_BUFFER, vao->buffer);
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gl_vao_enable_attribs(vao);
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gl->BindBuffer(GL_ARRAY_BUFFER, 0);
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}
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}
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static void gl_vao_unbind(struct gl_vao *vao)
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{
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GL *gl = vao->gl;
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if (gl->BindVertexArray) {
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gl->BindVertexArray(0);
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} else {
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for (int n = 0; vao->entries[n].name; n++)
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gl->DisableVertexAttribArray(n);
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}
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}
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// Draw the vertex data (as described by the gl_vao_entry entries) in ptr
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// to the screen. num is the number of vertexes. prim is usually GL_TRIANGLES.
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// If ptr is NULL, then skip the upload, and use the data uploaded with the
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// previous call.
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static void gl_vao_draw_data(struct gl_vao *vao, GLenum prim, void *ptr, size_t num)
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{
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GL *gl = vao->gl;
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if (ptr) {
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gl->BindBuffer(GL_ARRAY_BUFFER, vao->buffer);
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gl->BufferData(GL_ARRAY_BUFFER, num * vao->stride, ptr, GL_STREAM_DRAW);
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gl->BindBuffer(GL_ARRAY_BUFFER, 0);
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}
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gl_vao_bind(vao);
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gl->DrawArrays(prim, 0, num);
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gl_vao_unbind(vao);
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}
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// Create a texture and a FBO using the texture as color attachments.
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// iformat: texture internal format
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// Returns success.
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bool fbotex_init(struct fbotex *fbo, GL *gl, struct mp_log *log, int w, int h,
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GLenum iformat)
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{
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assert(!fbo->fbo);
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assert(!fbo->texture);
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return fbotex_change(fbo, gl, log, w, h, iformat, 0);
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}
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// Like fbotex_init(), except it can be called on an already initialized FBO;
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// and if the parameters are the same as the previous call, do not touch it.
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// flags can be 0, or a combination of FBOTEX_FUZZY_W and FBOTEX_FUZZY_H.
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// Enabling FUZZY for W or H means the w or h does not need to be exact.
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bool fbotex_change(struct fbotex *fbo, GL *gl, struct mp_log *log, int w, int h,
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GLenum iformat, int flags)
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{
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bool res = true;
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int cw = w, ch = h;
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if ((flags & FBOTEX_FUZZY_W) && cw < fbo->rw)
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cw = fbo->rw;
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if ((flags & FBOTEX_FUZZY_H) && ch < fbo->rh)
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ch = fbo->rh;
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if (fbo->rw == cw && fbo->rh == ch && fbo->iformat == iformat) {
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fbo->lw = w;
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fbo->lh = h;
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fbotex_invalidate(fbo);
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return true;
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}
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int lw = w, lh = h;
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if (flags & FBOTEX_FUZZY_W)
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w = MP_ALIGN_UP(w, 256);
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if (flags & FBOTEX_FUZZY_H)
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h = MP_ALIGN_UP(h, 256);
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mp_verbose(log, "Create FBO: %dx%d (%dx%d)\n", lw, lh, w, h);
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const struct gl_format *format = gl_find_internal_format(gl, iformat);
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if (!format || (format->flags & F_CF) != F_CF) {
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mp_verbose(log, "Format 0x%x not supported.\n", (unsigned)iformat);
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return false;
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}
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assert(gl->mpgl_caps & MPGL_CAP_FB);
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GLenum filter = fbo->tex_filter;
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fbotex_uninit(fbo);
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*fbo = (struct fbotex) {
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.gl = gl,
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.rw = w,
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.rh = h,
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.lw = lw,
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.lh = lh,
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.iformat = iformat,
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};
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gl->GenFramebuffers(1, &fbo->fbo);
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gl->GenTextures(1, &fbo->texture);
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gl->BindTexture(GL_TEXTURE_2D, fbo->texture);
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gl->TexImage2D(GL_TEXTURE_2D, 0, format->internal_format, fbo->rw, fbo->rh, 0,
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format->format, format->type, NULL);
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gl->TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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gl->TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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gl->BindTexture(GL_TEXTURE_2D, 0);
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fbotex_set_filter(fbo, filter ? filter : GL_LINEAR);
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gl_check_error(gl, log, "after creating framebuffer texture");
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gl->BindFramebuffer(GL_FRAMEBUFFER, fbo->fbo);
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gl->FramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
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GL_TEXTURE_2D, fbo->texture, 0);
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GLenum err = gl->CheckFramebufferStatus(GL_FRAMEBUFFER);
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if (err != GL_FRAMEBUFFER_COMPLETE) {
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mp_err(log, "Error: framebuffer completeness check failed (error=%d).\n",
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(int)err);
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res = false;
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}
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gl->BindFramebuffer(GL_FRAMEBUFFER, 0);
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gl_check_error(gl, log, "after creating framebuffer");
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return res;
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}
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void fbotex_set_filter(struct fbotex *fbo, GLenum tex_filter)
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{
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GL *gl = fbo->gl;
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if (fbo->tex_filter != tex_filter && fbo->texture) {
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gl->BindTexture(GL_TEXTURE_2D, fbo->texture);
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gl->TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, tex_filter);
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gl->TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, tex_filter);
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gl->BindTexture(GL_TEXTURE_2D, 0);
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}
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fbo->tex_filter = tex_filter;
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}
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void fbotex_uninit(struct fbotex *fbo)
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{
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GL *gl = fbo->gl;
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if (gl && (gl->mpgl_caps & MPGL_CAP_FB)) {
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gl->DeleteFramebuffers(1, &fbo->fbo);
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gl->DeleteTextures(1, &fbo->texture);
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*fbo = (struct fbotex) {0};
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}
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}
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// Mark framebuffer contents as unneeded.
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void fbotex_invalidate(struct fbotex *fbo)
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{
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GL *gl = fbo->gl;
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if (!fbo->fbo || !gl->InvalidateFramebuffer)
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return;
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gl->BindFramebuffer(GL_FRAMEBUFFER, fbo->fbo);
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gl->InvalidateFramebuffer(GL_FRAMEBUFFER, 1,
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(GLenum[]){GL_COLOR_ATTACHMENT0});
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gl->BindFramebuffer(GL_FRAMEBUFFER, 0);
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}
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// Standard parallel 2D projection, except y1 < y0 means that the coordinate
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// system is flipped, not the projection.
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void gl_transform_ortho(struct gl_transform *t, float x0, float x1,
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float y0, float y1)
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{
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if (y1 < y0) {
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float tmp = y0;
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y0 = tmp - y1;
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y1 = tmp;
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}
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t->m[0][0] = 2.0f / (x1 - x0);
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t->m[0][1] = 0.0f;
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t->m[1][0] = 0.0f;
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t->m[1][1] = 2.0f / (y1 - y0);
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t->t[0] = -(x1 + x0) / (x1 - x0);
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t->t[1] = -(y1 + y0) / (y1 - y0);
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}
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// Apply the effects of one transformation to another, transforming it in the
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// process. In other words: post-composes t onto x
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void gl_transform_trans(struct gl_transform t, struct gl_transform *x)
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{
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struct gl_transform xt = *x;
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x->m[0][0] = t.m[0][0] * xt.m[0][0] + t.m[0][1] * xt.m[1][0];
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x->m[1][0] = t.m[1][0] * xt.m[0][0] + t.m[1][1] * xt.m[1][0];
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x->m[0][1] = t.m[0][0] * xt.m[0][1] + t.m[0][1] * xt.m[1][1];
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x->m[1][1] = t.m[1][0] * xt.m[0][1] + t.m[1][1] * xt.m[1][1];
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gl_transform_vec(t, &x->t[0], &x->t[1]);
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}
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static void GLAPIENTRY gl_debug_cb(GLenum source, GLenum type, GLuint id,
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GLenum severity, GLsizei length,
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const GLchar *message, const void *userParam)
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{
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// keep in mind that the debug callback can be asynchronous
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struct mp_log *log = (void *)userParam;
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int level = MSGL_ERR;
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switch (severity) {
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case GL_DEBUG_SEVERITY_NOTIFICATION:level = MSGL_V; break;
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case GL_DEBUG_SEVERITY_LOW: level = MSGL_INFO; break;
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case GL_DEBUG_SEVERITY_MEDIUM: level = MSGL_WARN; break;
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case GL_DEBUG_SEVERITY_HIGH: level = MSGL_ERR; break;
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}
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mp_msg(log, level, "GL: %s\n", message);
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}
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void gl_set_debug_logger(GL *gl, struct mp_log *log)
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{
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if (gl->DebugMessageCallback)
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gl->DebugMessageCallback(log ? gl_debug_cb : NULL, log);
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}
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// Force cache flush if more than this number of shaders is created.
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#define SC_MAX_ENTRIES 48
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enum uniform_type {
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UT_invalid,
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UT_i,
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UT_f,
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UT_m,
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};
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union uniform_val {
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GLfloat f[9];
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GLint i[4];
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};
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struct sc_uniform {
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char *name;
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enum uniform_type type;
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const char *glsl_type;
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int size;
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GLint loc;
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union uniform_val v;
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// Set for sampler uniforms.
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GLenum tex_target;
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GLuint tex_handle;
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};
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struct sc_cached_uniform {
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GLint loc;
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union uniform_val v;
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};
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struct sc_entry {
|
|
GLuint gl_shader;
|
|
struct sc_cached_uniform *uniforms;
|
|
int num_uniforms;
|
|
bstr frag;
|
|
bstr vert;
|
|
struct gl_timer *timer;
|
|
struct gl_vao vao;
|
|
};
|
|
|
|
struct gl_shader_cache {
|
|
GL *gl;
|
|
struct mp_log *log;
|
|
|
|
// permanent
|
|
char **exts;
|
|
int num_exts;
|
|
|
|
// this is modified during use (gl_sc_add() etc.) and reset for each shader
|
|
bstr prelude_text;
|
|
bstr header_text;
|
|
bstr text;
|
|
int next_texture_unit;
|
|
struct gl_vao *vao; // deprecated
|
|
|
|
struct sc_entry *entries;
|
|
int num_entries;
|
|
|
|
struct sc_entry *current_shader; // set by gl_sc_generate()
|
|
|
|
struct sc_uniform *uniforms;
|
|
int num_uniforms;
|
|
|
|
const struct gl_vao_entry *vertex_entries;
|
|
size_t vertex_size;
|
|
|
|
// For checking that the user is calling gl_sc_reset() properly.
|
|
bool needs_reset;
|
|
|
|
bool error_state; // true if an error occurred
|
|
|
|
// temporary buffers (avoids frequent reallocations)
|
|
bstr tmp[5];
|
|
|
|
// For the disk-cache.
|
|
char *cache_dir;
|
|
struct mpv_global *global; // can be NULL
|
|
};
|
|
|
|
struct gl_shader_cache *gl_sc_create(GL *gl, struct mp_log *log)
|
|
{
|
|
struct gl_shader_cache *sc = talloc_ptrtype(NULL, sc);
|
|
*sc = (struct gl_shader_cache){
|
|
.gl = gl,
|
|
.log = log,
|
|
};
|
|
gl_sc_reset(sc);
|
|
return sc;
|
|
}
|
|
|
|
// Reset the previous pass. This must be called after
|
|
// Unbind all GL state managed by sc - the current program and texture units.
|
|
void gl_sc_reset(struct gl_shader_cache *sc)
|
|
{
|
|
GL *gl = sc->gl;
|
|
|
|
if (sc->needs_reset) {
|
|
gl_timer_stop(gl);
|
|
gl->UseProgram(0);
|
|
|
|
for (int n = 0; n < sc->num_uniforms; n++) {
|
|
struct sc_uniform *u = &sc->uniforms[n];
|
|
if (u->type == UT_i && u->tex_target) {
|
|
gl->ActiveTexture(GL_TEXTURE0 + u->v.i[0]);
|
|
gl->BindTexture(u->tex_target, 0);
|
|
}
|
|
}
|
|
gl->ActiveTexture(GL_TEXTURE0);
|
|
}
|
|
|
|
sc->prelude_text.len = 0;
|
|
sc->header_text.len = 0;
|
|
sc->text.len = 0;
|
|
for (int n = 0; n < sc->num_uniforms; n++)
|
|
talloc_free(sc->uniforms[n].name);
|
|
sc->num_uniforms = 0;
|
|
sc->next_texture_unit = 1; // not 0, as 0 is "free for use"
|
|
sc->vertex_entries = NULL;
|
|
sc->vertex_size = 0;
|
|
sc->current_shader = NULL;
|
|
sc->needs_reset = false;
|
|
}
|
|
|
|
static void sc_flush_cache(struct gl_shader_cache *sc)
|
|
{
|
|
MP_VERBOSE(sc, "flushing shader cache\n");
|
|
|
|
for (int n = 0; n < sc->num_entries; n++) {
|
|
struct sc_entry *e = &sc->entries[n];
|
|
sc->gl->DeleteProgram(e->gl_shader);
|
|
talloc_free(e->vert.start);
|
|
talloc_free(e->frag.start);
|
|
talloc_free(e->uniforms);
|
|
gl_timer_free(e->timer);
|
|
gl_vao_uninit(&e->vao);
|
|
}
|
|
sc->num_entries = 0;
|
|
}
|
|
|
|
void gl_sc_destroy(struct gl_shader_cache *sc)
|
|
{
|
|
if (!sc)
|
|
return;
|
|
gl_sc_reset(sc);
|
|
sc_flush_cache(sc);
|
|
talloc_free(sc);
|
|
}
|
|
|
|
bool gl_sc_error_state(struct gl_shader_cache *sc)
|
|
{
|
|
return sc->error_state;
|
|
}
|
|
|
|
void gl_sc_reset_error(struct gl_shader_cache *sc)
|
|
{
|
|
sc->error_state = false;
|
|
}
|
|
|
|
void gl_sc_enable_extension(struct gl_shader_cache *sc, char *name)
|
|
{
|
|
for (int n = 0; n < sc->num_exts; n++) {
|
|
if (strcmp(sc->exts[n], name) == 0)
|
|
return;
|
|
}
|
|
MP_TARRAY_APPEND(sc, sc->exts, sc->num_exts, talloc_strdup(sc, name));
|
|
}
|
|
|
|
#define bstr_xappend0(sc, b, s) bstr_xappend(sc, b, bstr0(s))
|
|
|
|
void gl_sc_add(struct gl_shader_cache *sc, const char *text)
|
|
{
|
|
bstr_xappend0(sc, &sc->text, text);
|
|
}
|
|
|
|
void gl_sc_addf(struct gl_shader_cache *sc, const char *textf, ...)
|
|
{
|
|
va_list ap;
|
|
va_start(ap, textf);
|
|
bstr_xappend_vasprintf(sc, &sc->text, textf, ap);
|
|
va_end(ap);
|
|
}
|
|
|
|
void gl_sc_hadd(struct gl_shader_cache *sc, const char *text)
|
|
{
|
|
bstr_xappend0(sc, &sc->header_text, text);
|
|
}
|
|
|
|
void gl_sc_haddf(struct gl_shader_cache *sc, const char *textf, ...)
|
|
{
|
|
va_list ap;
|
|
va_start(ap, textf);
|
|
bstr_xappend_vasprintf(sc, &sc->header_text, textf, ap);
|
|
va_end(ap);
|
|
}
|
|
|
|
void gl_sc_hadd_bstr(struct gl_shader_cache *sc, struct bstr text)
|
|
{
|
|
bstr_xappend(sc, &sc->header_text, text);
|
|
}
|
|
|
|
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
|
|
struct sc_uniform new = {
|
|
.loc = -1,
|
|
.name = talloc_strdup(NULL, name),
|
|
};
|
|
MP_TARRAY_APPEND(sc, sc->uniforms, sc->num_uniforms, new);
|
|
return &sc->uniforms[sc->num_uniforms - 1];
|
|
}
|
|
|
|
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_EXTERNAL_OES: return "samplerExternalOES";
|
|
case GL_TEXTURE_3D: return "sampler3D";
|
|
default: abort();
|
|
}
|
|
}
|
|
|
|
void gl_sc_uniform_tex(struct gl_shader_cache *sc, char *name, GLenum target,
|
|
GLuint texture)
|
|
{
|
|
struct sc_uniform *u = find_uniform(sc, name);
|
|
u->type = UT_i;
|
|
u->size = 1;
|
|
u->glsl_type = mp_sampler_type(target);
|
|
u->v.i[0] = sc->next_texture_unit++;
|
|
u->tex_target = target;
|
|
u->tex_handle = texture;
|
|
}
|
|
|
|
void gl_sc_uniform_tex_ui(struct gl_shader_cache *sc, char *name, GLuint texture)
|
|
{
|
|
struct sc_uniform *u = find_uniform(sc, name);
|
|
u->type = UT_i;
|
|
u->size = 1;
|
|
u->glsl_type = sc->gl->es ? "highp usampler2D" : "usampler2D";
|
|
u->v.i[0] = sc->next_texture_unit++;
|
|
u->tex_target = GL_TEXTURE_2D;
|
|
u->tex_handle = texture;
|
|
}
|
|
|
|
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;
|
|
}
|
|
|
|
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;
|
|
}
|
|
|
|
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]);
|
|
}
|
|
|
|
// Tell the shader generator (and later gl_sc_draw_data()) about the vertex
|
|
// data layout and attribute names. The entries array is terminated with a {0}
|
|
// entry. The array memory must remain valid indefinitely (for now).
|
|
void gl_sc_set_vertex_format(struct gl_shader_cache *sc,
|
|
const struct gl_vao_entry *entries,
|
|
size_t vertex_size)
|
|
{
|
|
sc->vertex_entries = entries;
|
|
sc->vertex_size = vertex_size;
|
|
}
|
|
|
|
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)).
|
|
static void update_uniform(GL *gl, struct sc_entry *e, struct sc_uniform *u, int n)
|
|
{
|
|
struct sc_cached_uniform *un = &e->uniforms[n];
|
|
GLint loc = un->loc;
|
|
if (loc < 0)
|
|
return;
|
|
switch (u->type) {
|
|
case UT_i:
|
|
assert(u->size == 1);
|
|
if (memcmp(un->v.i, u->v.i, sizeof(u->v.i)) != 0) {
|
|
memcpy(un->v.i, u->v.i, sizeof(u->v.i));
|
|
gl->Uniform1i(loc, u->v.i[0]);
|
|
}
|
|
// For samplers: set the actual texture.
|
|
if (u->tex_target) {
|
|
gl->ActiveTexture(GL_TEXTURE0 + u->v.i[0]);
|
|
gl->BindTexture(u->tex_target, u->tex_handle);
|
|
}
|
|
break;
|
|
case UT_f:
|
|
if (memcmp(un->v.f, u->v.f, sizeof(u->v.f)) != 0) {
|
|
memcpy(un->v.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();
|
|
}
|
|
}
|
|
break;
|
|
case UT_m:
|
|
if (memcmp(un->v.f, u->v.f, sizeof(u->v.f)) != 0) {
|
|
memcpy(un->v.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();
|
|
}
|
|
}
|
|
break;
|
|
default:
|
|
abort();
|
|
}
|
|
}
|
|
|
|
void gl_sc_set_cache_dir(struct gl_shader_cache *sc, struct mpv_global *global,
|
|
const char *dir)
|
|
{
|
|
talloc_free(sc->cache_dir);
|
|
sc->cache_dir = talloc_strdup(sc, dir);
|
|
sc->global = global;
|
|
}
|
|
|
|
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 = 0;
|
|
gl->GetShaderiv(shader, GL_COMPILE_STATUS, &status);
|
|
GLint log_length = 0;
|
|
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);
|
|
}
|
|
if (gl->GetTranslatedShaderSourceANGLE && mp_msg_test(sc->log, MSGL_DEBUG)) {
|
|
GLint len = 0;
|
|
gl->GetShaderiv(shader, GL_TRANSLATED_SHADER_SOURCE_LENGTH_ANGLE, &len);
|
|
if (len > 0) {
|
|
GLchar *sstr = talloc_zero_size(NULL, len + 1);
|
|
gl->GetTranslatedShaderSourceANGLE(shader, len, NULL, sstr);
|
|
MP_DBG(sc, "Translated shader:\n");
|
|
mp_log_source(sc->log, MSGL_DEBUG, sstr);
|
|
}
|
|
}
|
|
|
|
gl->AttachShader(program, shader);
|
|
gl->DeleteShader(shader);
|
|
|
|
if (!status)
|
|
sc->error_state = true;
|
|
}
|
|
|
|
static void link_shader(struct gl_shader_cache *sc, GLuint program)
|
|
{
|
|
GL *gl = sc->gl;
|
|
gl->LinkProgram(program);
|
|
GLint status = 0;
|
|
gl->GetProgramiv(program, GL_LINK_STATUS, &status);
|
|
GLint log_length = 0;
|
|
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);
|
|
}
|
|
|
|
if (!status)
|
|
sc->error_state = true;
|
|
}
|
|
|
|
static GLuint compile_program(struct gl_shader_cache *sc, const char *vertex,
|
|
const char *frag)
|
|
{
|
|
GL *gl = sc->gl;
|
|
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->vertex_entries[n].name; n++) {
|
|
char *vname = mp_tprintf(80, "vertex_%s", sc->vertex_entries[n].name);
|
|
gl->BindAttribLocation(prog, n, vname);
|
|
}
|
|
link_shader(sc, prog);
|
|
return prog;
|
|
}
|
|
|
|
static GLuint load_program(struct gl_shader_cache *sc, const char *vertex,
|
|
const char *frag)
|
|
{
|
|
GL *gl = sc->gl;
|
|
|
|
MP_VERBOSE(sc, "new shader program:\n");
|
|
if (sc->header_text.len) {
|
|
MP_VERBOSE(sc, "header:\n");
|
|
mp_log_source(sc->log, MSGL_V, sc->header_text.start);
|
|
MP_VERBOSE(sc, "body:\n");
|
|
}
|
|
if (sc->text.len)
|
|
mp_log_source(sc->log, MSGL_V, sc->text.start);
|
|
|
|
if (!sc->cache_dir || !sc->cache_dir[0] || !gl->ProgramBinary)
|
|
return compile_program(sc, vertex, frag);
|
|
|
|
// Try to load it from a disk cache, or compiling + saving it.
|
|
|
|
GLuint prog = 0;
|
|
void *tmp = talloc_new(NULL);
|
|
char *dir = mp_get_user_path(tmp, sc->global, sc->cache_dir);
|
|
|
|
struct AVSHA *sha = av_sha_alloc();
|
|
if (!sha)
|
|
abort();
|
|
av_sha_init(sha, 256);
|
|
|
|
av_sha_update(sha, vertex, strlen(vertex) + 1);
|
|
av_sha_update(sha, frag, strlen(frag) + 1);
|
|
|
|
// In theory, the array could change order, breaking old binaries.
|
|
for (int n = 0; sc->vertex_entries[n].name; n++) {
|
|
av_sha_update(sha, sc->vertex_entries[n].name,
|
|
strlen(sc->vertex_entries[n].name) + 1);
|
|
}
|
|
|
|
uint8_t hash[256 / 8];
|
|
av_sha_final(sha, hash);
|
|
av_free(sha);
|
|
|
|
char hashstr[256 / 8 * 2 + 1];
|
|
for (int n = 0; n < 256 / 8; n++)
|
|
snprintf(hashstr + n * 2, sizeof(hashstr) - n * 2, "%02X", hash[n]);
|
|
|
|
const char *header = "mpv shader cache v1\n";
|
|
size_t header_size = strlen(header) + 4;
|
|
|
|
char *filename = mp_path_join(tmp, dir, hashstr);
|
|
if (stat(filename, &(struct stat){0}) == 0) {
|
|
MP_VERBOSE(sc, "Trying to load shader from disk...\n");
|
|
struct bstr cachedata = stream_read_file(filename, tmp, sc->global,
|
|
1000000000); // 1 GB
|
|
if (cachedata.len > header_size) {
|
|
GLenum format = AV_RL32(cachedata.start + header_size - 4);
|
|
prog = gl->CreateProgram();
|
|
gl_check_error(gl, sc->log, "before loading program");
|
|
gl->ProgramBinary(prog, format, cachedata.start + header_size,
|
|
cachedata.len - header_size);
|
|
gl->GetError(); // discard potential useless error
|
|
GLint status = 0;
|
|
gl->GetProgramiv(prog, GL_LINK_STATUS, &status);
|
|
if (!status) {
|
|
gl->DeleteProgram(prog);
|
|
prog = 0;
|
|
}
|
|
}
|
|
MP_VERBOSE(sc, "Loading cached shader %s.\n", prog ? "ok" : "failed");
|
|
}
|
|
|
|
if (!prog) {
|
|
prog = compile_program(sc, vertex, frag);
|
|
|
|
GLint size = 0;
|
|
gl->GetProgramiv(prog, GL_PROGRAM_BINARY_LENGTH, &size);
|
|
uint8_t *buffer = talloc_size(tmp, size + header_size);
|
|
GLsizei actual_size = 0;
|
|
GLenum binary_format = 0;
|
|
gl->GetProgramBinary(prog, size, &actual_size, &binary_format,
|
|
buffer + header_size);
|
|
memcpy(buffer, header, header_size - 4);
|
|
AV_WL32(buffer + header_size - 4, binary_format);
|
|
|
|
if (actual_size) {
|
|
mp_mkdirp(dir);
|
|
|
|
MP_VERBOSE(sc, "Writing shader cache file: %s\n", filename);
|
|
FILE *out = fopen(filename, "wb");
|
|
if (out) {
|
|
fwrite(buffer, header_size + actual_size, 1, out);
|
|
fclose(out);
|
|
}
|
|
}
|
|
}
|
|
|
|
talloc_free(tmp);
|
|
return prog;
|
|
}
|
|
|
|
#define ADD(x, ...) bstr_xappend_asprintf(sc, (x), __VA_ARGS__)
|
|
#define ADD_BSTR(x, s) bstr_xappend(sc, (x), (s))
|
|
|
|
// 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 and textures set with gl_sc_uniform_*.
|
|
// 3. Make the new shader program current (glUseProgram()).
|
|
// After that, you render, and then you call gc_sc_reset(), which does:
|
|
// 1. Unbind the program and all textures.
|
|
// 2. 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.)
|
|
// The return value is a mp_pass_perf containing performance metrics for the
|
|
// execution of the generated shader. (Note: execution is measured up until
|
|
// the corresponding gl_sc_reset call)
|
|
struct mp_pass_perf gl_sc_generate(struct gl_shader_cache *sc)
|
|
{
|
|
GL *gl = sc->gl;
|
|
|
|
// gl_sc_reset() must be called after ending the previous render process,
|
|
// and before starting a new one.
|
|
assert(!sc->needs_reset);
|
|
|
|
// gl_sc_set_vertex_format() must always be called
|
|
assert(sc->vertex_entries);
|
|
|
|
for (int n = 0; n < MP_ARRAY_SIZE(sc->tmp); n++)
|
|
sc->tmp[n].len = 0;
|
|
|
|
// set up shader text (header + uniforms + body)
|
|
bstr *header = &sc->tmp[0];
|
|
ADD(header, "#version %d%s\n", gl->glsl_version, gl->es >= 300 ? " es" : "");
|
|
for (int n = 0; n < sc->num_exts; n++)
|
|
ADD(header, "#extension %s : enable\n", sc->exts[n]);
|
|
if (gl->es) {
|
|
ADD(header, "precision mediump float;\n");
|
|
ADD(header, "precision mediump sampler2D;\n");
|
|
if (gl->mpgl_caps & MPGL_CAP_3D_TEX)
|
|
ADD(header, "precision mediump sampler3D;\n");
|
|
}
|
|
ADD_BSTR(header, sc->prelude_text);
|
|
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.
|
|
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];
|
|
for (int n = 0; sc->vertex_entries[n].name; n++) {
|
|
const struct gl_vao_entry *e = &sc->vertex_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);
|
|
ADD(vert_head, "%s vec2 vertex_position;\n", vert_in);
|
|
ADD(vert_body, "gl_Position = vec4(vertex_position, 1.0, 1.0);\n");
|
|
} 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");
|
|
bstr *vert = vert_head;
|
|
ADD_BSTR(vert, *vert_body);
|
|
|
|
// fragment shader; still requires adding used uniforms and VAO elements
|
|
bstr *frag = &sc->tmp[4];
|
|
ADD_BSTR(frag, *header);
|
|
if (gl->glsl_version >= 130) {
|
|
ADD(frag, "#define texture1D texture\n");
|
|
ADD(frag, "#define texture3D texture\n");
|
|
ADD(frag, "out vec4 out_color;\n");
|
|
} else {
|
|
ADD(frag, "#define texture texture2D\n");
|
|
}
|
|
ADD_BSTR(frag, *frag_vaos);
|
|
for (int n = 0; n < sc->num_uniforms; n++) {
|
|
struct sc_uniform *u = &sc->uniforms[n];
|
|
ADD(frag, "uniform %s %s;\n", u->glsl_type, u->name);
|
|
}
|
|
|
|
// Additional helpers.
|
|
ADD(frag, "#define LUT_POS(x, lut_size)"
|
|
" mix(0.5 / (lut_size), 1.0 - 0.5 / (lut_size), (x))\n");
|
|
|
|
// custom shader header
|
|
if (sc->header_text.len) {
|
|
ADD(frag, "// header\n");
|
|
ADD_BSTR(frag, sc->header_text);
|
|
ADD(frag, "// body\n");
|
|
}
|
|
ADD(frag, "void main() {\n");
|
|
// we require _all_ frag shaders to write to a "vec4 color"
|
|
ADD(frag, "vec4 color = vec4(0.0, 0.0, 0.0, 1.0);\n");
|
|
ADD_BSTR(frag, sc->text);
|
|
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++) {
|
|
struct sc_entry *cur = &sc->entries[n];
|
|
if (bstr_equals(cur->frag, *frag) && bstr_equals(cur->vert, *vert)) {
|
|
entry = cur;
|
|
break;
|
|
}
|
|
}
|
|
if (!entry) {
|
|
if (sc->num_entries == SC_MAX_ENTRIES)
|
|
sc_flush_cache(sc);
|
|
MP_TARRAY_GROW(sc, sc->entries, sc->num_entries);
|
|
entry = &sc->entries[sc->num_entries++];
|
|
*entry = (struct sc_entry){
|
|
.vert = bstrdup(NULL, *vert),
|
|
.frag = bstrdup(NULL, *frag),
|
|
.timer = gl_timer_create(gl),
|
|
};
|
|
}
|
|
// build vertex shader from vao and cache the locations of the uniform variables
|
|
if (!entry->gl_shader) {
|
|
entry->gl_shader = load_program(sc, vert->start, frag->start);
|
|
entry->num_uniforms = 0;
|
|
for (int n = 0; n < sc->num_uniforms; n++) {
|
|
struct sc_cached_uniform un = {
|
|
.loc = gl->GetUniformLocation(entry->gl_shader,
|
|
sc->uniforms[n].name),
|
|
};
|
|
MP_TARRAY_APPEND(sc, entry->uniforms, entry->num_uniforms, un);
|
|
}
|
|
assert(!entry->vao.vao);
|
|
gl_vao_init(&entry->vao, gl, sc->vertex_size, sc->vertex_entries);
|
|
}
|
|
|
|
gl->UseProgram(entry->gl_shader);
|
|
|
|
assert(sc->num_uniforms == entry->num_uniforms);
|
|
|
|
for (int n = 0; n < sc->num_uniforms; n++)
|
|
update_uniform(gl, entry, &sc->uniforms[n], n);
|
|
|
|
gl->ActiveTexture(GL_TEXTURE0);
|
|
|
|
gl_timer_start(entry->timer);
|
|
sc->needs_reset = true;
|
|
sc->current_shader = entry;
|
|
|
|
return gl_timer_measure(entry->timer);
|
|
}
|
|
|
|
// 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.
|
|
// gl_sc_generate() must have been called before this. Some additional setup
|
|
// might be needed (like setting the viewport).
|
|
void gl_sc_draw_data(struct gl_shader_cache *sc, GLenum prim, void *ptr,
|
|
size_t num)
|
|
{
|
|
assert(ptr);
|
|
assert(sc->current_shader);
|
|
|
|
gl_vao_draw_data(&sc->current_shader->vao, prim, ptr, num);
|
|
}
|
|
|
|
// Maximum number of simultaneous query objects to keep around. Reducing this
|
|
// number might cause rendering to block until the result of a previous query is
|
|
// available
|
|
#define QUERY_OBJECT_NUM 8
|
|
|
|
struct gl_timer {
|
|
GL *gl;
|
|
GLuint query[QUERY_OBJECT_NUM];
|
|
int query_idx;
|
|
|
|
// these numbers are all in nanoseconds
|
|
uint64_t samples[PERF_SAMPLE_COUNT];
|
|
int sample_idx;
|
|
int sample_count;
|
|
|
|
uint64_t avg_sum;
|
|
uint64_t peak;
|
|
};
|
|
|
|
struct mp_pass_perf gl_timer_measure(struct gl_timer *timer)
|
|
{
|
|
assert(timer);
|
|
struct mp_pass_perf res = {
|
|
.count = timer->sample_count,
|
|
.index = (timer->sample_idx - timer->sample_count) % PERF_SAMPLE_COUNT,
|
|
.peak = timer->peak,
|
|
.samples = timer->samples,
|
|
};
|
|
|
|
res.last = timer->samples[(timer->sample_idx - 1) % PERF_SAMPLE_COUNT];
|
|
|
|
if (timer->sample_count > 0) {
|
|
res.avg = timer->avg_sum / timer->sample_count;
|
|
}
|
|
|
|
return res;
|
|
}
|
|
|
|
struct gl_timer *gl_timer_create(GL *gl)
|
|
{
|
|
struct gl_timer *timer = talloc_ptrtype(NULL, timer);
|
|
*timer = (struct gl_timer){ .gl = gl };
|
|
|
|
if (gl->GenQueries)
|
|
gl->GenQueries(QUERY_OBJECT_NUM, timer->query);
|
|
|
|
return timer;
|
|
}
|
|
|
|
void gl_timer_free(struct gl_timer *timer)
|
|
{
|
|
if (!timer)
|
|
return;
|
|
|
|
GL *gl = timer->gl;
|
|
if (gl && gl->DeleteQueries) {
|
|
// this is a no-op on already uninitialized queries
|
|
gl->DeleteQueries(QUERY_OBJECT_NUM, timer->query);
|
|
}
|
|
|
|
talloc_free(timer);
|
|
}
|
|
|
|
static void gl_timer_record(struct gl_timer *timer, GLuint64 new)
|
|
{
|
|
// Input res into the buffer and grab the previous value
|
|
uint64_t old = timer->samples[timer->sample_idx];
|
|
timer->samples[timer->sample_idx++] = new;
|
|
timer->sample_idx %= PERF_SAMPLE_COUNT;
|
|
|
|
// Update average and sum
|
|
timer->avg_sum = timer->avg_sum + new - old;
|
|
timer->sample_count = MPMIN(timer->sample_count + 1, PERF_SAMPLE_COUNT);
|
|
|
|
// Update peak if necessary
|
|
if (new >= timer->peak) {
|
|
timer->peak = new;
|
|
} else if (timer->peak == old) {
|
|
// It's possible that the last peak was the value we just removed,
|
|
// if so we need to scan for the new peak
|
|
uint64_t peak = new;
|
|
for (int i = 0; i < PERF_SAMPLE_COUNT; i++)
|
|
peak = MPMAX(peak, timer->samples[i]);
|
|
timer->peak = peak;
|
|
}
|
|
}
|
|
|
|
// If no free query is available, this can block. Shouldn't ever happen in
|
|
// practice, though. (If it does, consider increasing QUERY_OBJECT_NUM)
|
|
// IMPORTANT: only one gl_timer object may ever be active at a single time.
|
|
// The caling code *MUST* ensure this
|
|
void gl_timer_start(struct gl_timer *timer)
|
|
{
|
|
assert(timer);
|
|
GL *gl = timer->gl;
|
|
if (!gl->BeginQuery)
|
|
return;
|
|
|
|
// Get the next query object
|
|
GLuint id = timer->query[timer->query_idx++];
|
|
timer->query_idx %= QUERY_OBJECT_NUM;
|
|
|
|
// If this query object already holds a result, we need to get and
|
|
// record it first
|
|
if (gl->IsQuery(id)) {
|
|
GLuint64 elapsed;
|
|
gl->GetQueryObjectui64v(id, GL_QUERY_RESULT, &elapsed);
|
|
gl_timer_record(timer, elapsed);
|
|
}
|
|
|
|
gl->BeginQuery(GL_TIME_ELAPSED, id);
|
|
}
|
|
|
|
void gl_timer_stop(GL *gl)
|
|
{
|
|
if (gl->EndQuery)
|
|
gl->EndQuery(GL_TIME_ELAPSED);
|
|
}
|
|
|
|
// Upload a texture, going through a PBO. PBO supposedly can facilitate
|
|
// asynchronous copy from CPU to GPU, so this is an optimization. Note that
|
|
// changing format/type/tex_w/tex_h or reusing the PBO in the same frame can
|
|
// ruin performance.
|
|
// This call is like gl_upload_tex(), plus PBO management/use.
|
|
// target, format, type, dataptr, stride, x, y, w, h: texture upload params
|
|
// (see gl_upload_tex())
|
|
// tex_w, tex_h: maximum size of the used texture
|
|
// use_pbo: for convenience, if false redirects the call to gl_upload_tex
|
|
void gl_pbo_upload_tex(struct gl_pbo_upload *pbo, GL *gl, bool use_pbo,
|
|
GLenum target, GLenum format, GLenum type,
|
|
int tex_w, int tex_h, const void *dataptr, int stride,
|
|
int x, int y, int w, int h)
|
|
{
|
|
assert(x >= 0 && y >= 0 && w >= 0 && h >= 0);
|
|
assert(x + w <= tex_w && y + h <= tex_h);
|
|
|
|
if (!use_pbo) {
|
|
gl_upload_tex(gl, target, format, type, dataptr, stride, x, y, w, h);
|
|
return;
|
|
}
|
|
|
|
// We align the buffer size to 4096 to avoid possible subregion
|
|
// dependencies. This is not a strict requirement (the spec requires no
|
|
// alignment), but a good precaution for performance reasons
|
|
size_t needed_size = stride * h;
|
|
size_t buffer_size = MP_ALIGN_UP(needed_size, 4096);
|
|
|
|
if (buffer_size != pbo->buffer_size)
|
|
gl_pbo_upload_uninit(pbo);
|
|
|
|
if (!pbo->buffer) {
|
|
pbo->gl = gl;
|
|
pbo->buffer_size = buffer_size;
|
|
gl->GenBuffers(1, &pbo->buffer);
|
|
gl->BindBuffer(GL_PIXEL_UNPACK_BUFFER, pbo->buffer);
|
|
// Magic time: Because we memcpy once from RAM to the buffer, and then
|
|
// the GPU needs to read from this anyway, we actually *don't* want
|
|
// this buffer to be allocated in RAM. If we allocate it in VRAM
|
|
// instead, we can reduce this to a single copy: from RAM into VRAM.
|
|
// Unfortunately, drivers e.g. nvidia will think GL_STREAM_DRAW is best
|
|
// allocated on host memory instead of device memory, so we lie about
|
|
// the usage to fool the driver into giving us a buffer in VRAM instead
|
|
// of RAM, which can be significantly faster for our use case.
|
|
// Seriously, fuck OpenGL.
|
|
gl->BufferData(GL_PIXEL_UNPACK_BUFFER, NUM_PBO_BUFFERS * buffer_size,
|
|
NULL, GL_STREAM_COPY);
|
|
}
|
|
|
|
uintptr_t offset = buffer_size * pbo->index;
|
|
pbo->index = (pbo->index + 1) % NUM_PBO_BUFFERS;
|
|
|
|
gl->BindBuffer(GL_PIXEL_UNPACK_BUFFER, pbo->buffer);
|
|
gl->BufferSubData(GL_PIXEL_UNPACK_BUFFER, offset, needed_size, dataptr);
|
|
gl_upload_tex(gl, target, format, type, (void *)offset, stride, x, y, w, h);
|
|
gl->BindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
|
|
}
|
|
|
|
void gl_pbo_upload_uninit(struct gl_pbo_upload *pbo)
|
|
{
|
|
if (pbo->gl)
|
|
pbo->gl->DeleteBuffers(1, &pbo->buffer);
|
|
|
|
*pbo = (struct gl_pbo_upload){0};
|
|
}
|
|
|
|
// The intention is to return the actual depth of any fixed point 16 bit
|
|
// textures. (Actually tests only 1 format - hope that is good enough.)
|
|
int gl_determine_16bit_tex_depth(GL *gl)
|
|
{
|
|
const struct gl_format *fmt = gl_find_unorm_format(gl, 2, 1);
|
|
if (!gl->GetTexLevelParameteriv || !fmt) {
|
|
// ANGLE supports ES 3.0 and the extension, but lacks the function above.
|
|
if (gl->mpgl_caps & MPGL_CAP_EXT16)
|
|
return 16;
|
|
return -1;
|
|
}
|
|
|
|
GLuint tex;
|
|
gl->GenTextures(1, &tex);
|
|
gl->BindTexture(GL_TEXTURE_2D, tex);
|
|
gl->TexImage2D(GL_TEXTURE_2D, 0, fmt->internal_format, 64, 64, 0,
|
|
fmt->format, fmt->type, NULL);
|
|
GLenum pname = 0;
|
|
switch (fmt->format) {
|
|
case GL_RED: pname = GL_TEXTURE_RED_SIZE; break;
|
|
case GL_LUMINANCE: pname = GL_TEXTURE_LUMINANCE_SIZE; break;
|
|
}
|
|
GLint param = -1;
|
|
if (pname)
|
|
gl->GetTexLevelParameteriv(GL_TEXTURE_2D, 0, pname, ¶m);
|
|
gl->DeleteTextures(1, &tex);
|
|
return param;
|
|
}
|
|
|
|
int gl_get_fb_depth(GL *gl, int fbo)
|
|
{
|
|
if ((gl->es < 300 && !gl->version) || !(gl->mpgl_caps & MPGL_CAP_FB))
|
|
return -1;
|
|
|
|
gl->BindFramebuffer(GL_FRAMEBUFFER, fbo);
|
|
|
|
GLenum obj = gl->version ? GL_BACK_LEFT : GL_BACK;
|
|
if (fbo)
|
|
obj = GL_COLOR_ATTACHMENT0;
|
|
|
|
GLint depth_g = -1;
|
|
|
|
gl->GetFramebufferAttachmentParameteriv(GL_FRAMEBUFFER, obj,
|
|
GL_FRAMEBUFFER_ATTACHMENT_GREEN_SIZE, &depth_g);
|
|
|
|
gl->BindFramebuffer(GL_FRAMEBUFFER, 0);
|
|
|
|
return depth_g > 0 ? depth_g : -1;
|
|
}
|