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authorwm4 <wm4@nowhere>2015-03-12 21:57:54 +0100
committerwm4 <wm4@nowhere>2015-03-12 23:20:20 +0100
commite74a4d5bc0b101fbfb371942c00d3a77267dc4a6 (patch)
treea9cc46910567eaf32ba0b47c9539f47418565d41 /video/out/gl_utils.c
parentae6019cbc98cfad2613e89a80bee79ce6b2f1319 (diff)
downloadmpv-e74a4d5bc0b101fbfb371942c00d3a77267dc4a6.tar.bz2
mpv-e74a4d5bc0b101fbfb371942c00d3a77267dc4a6.tar.xz
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.
Diffstat (limited to 'video/out/gl_utils.c')
-rw-r--r--video/out/gl_utils.c496
1 files changed, 474 insertions, 22 deletions
diff --git a/video/out/gl_utils.c b/video/out/gl_utils.c
index 80ec840582..ca2fef10bf 100644
--- a/video/out/gl_utils.c
+++ b/video/out/gl_utils.c
@@ -25,6 +25,7 @@
#include <stdint.h>
#include <stdlib.h>
#include <string.h>
+#include <stdarg.h>
#include <assert.h>
#include "common/common.h"
@@ -290,14 +291,6 @@ void gl_vao_unbind(struct gl_vao *vao)
}
}
-void gl_vao_bind_attribs(struct gl_vao *vao, GLuint program)
-{
- GL *gl = vao->gl;
-
- for (int n = 0; vao->entries[n].name; n++)
- gl->BindAttribLocation(program, n, vao->entries[n].name);
-}
-
// 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
@@ -320,24 +313,47 @@ void gl_vao_draw_data(struct gl_vao *vao, GLenum prim, void *ptr, size_t num)
}
// Create a texture and a FBO using the texture as color attachments.
-// gl_target: GL_TEXTURE_2D
-// gl_filter: GL_LINEAR
// iformat: texture internal format
// Returns success.
bool fbotex_init(struct fbotex *fbo, GL *gl, struct mp_log *log, int w, int h,
- GLenum gl_target, GLenum gl_filter, GLenum iformat)
+ GLenum iformat)
{
- bool res = true;
-
assert(!fbo->fbo);
assert(!fbo->texture);
+ 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;
+
+ if ((flags & FBOTEX_FUZZY_W) && cw < fbo->tex_w)
+ cw = fbo->tex_w;
+ if ((flags & FBOTEX_FUZZY_H) && ch < fbo->tex_h)
+ ch = fbo->tex_h;
+
+ if (fbo->tex_w == cw && fbo->tex_h == ch && fbo->iformat == iformat)
+ return true;
+
+ 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;
*fbo = (struct fbotex) {
.gl = gl,
- .vp_w = w,
- .vp_h = h,
.tex_w = w,
.tex_h = h,
+ .iformat = iformat,
};
mp_verbose(log, "Create FBO: %dx%d\n", fbo->tex_w, fbo->tex_h);
@@ -347,19 +363,20 @@ bool fbotex_init(struct fbotex *fbo, GL *gl, struct mp_log *log, int w, int h,
gl->GenFramebuffers(1, &fbo->fbo);
gl->GenTextures(1, &fbo->texture);
- gl->BindTexture(gl_target, fbo->texture);
- gl->TexImage2D(gl_target, 0, iformat, fbo->tex_w, fbo->tex_h, 0,
+ gl->BindTexture(GL_TEXTURE_2D, fbo->texture);
+ gl->TexImage2D(GL_TEXTURE_2D, 0, iformat, fbo->tex_w, fbo->tex_h, 0,
GL_RGBA, GL_UNSIGNED_BYTE, NULL);
- gl->TexParameteri(gl_target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
- gl->TexParameteri(gl_target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
- gl->TexParameteri(gl_target, GL_TEXTURE_MIN_FILTER, gl_filter);
- gl->TexParameteri(gl_target, GL_TEXTURE_MAG_FILTER, gl_filter);
+ 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);
glCheckError(gl, log, "after creating framebuffer texture");
gl->BindFramebuffer(GL_FRAMEBUFFER, fbo->fbo);
gl->FramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
- gl_target, fbo->texture, 0);
+ GL_TEXTURE_2D, fbo->texture, 0);
GLenum err = gl->CheckFramebufferStatus(GL_FRAMEBUFFER);
if (err != GL_FRAMEBUFFER_COMPLETE) {
@@ -375,6 +392,19 @@ bool fbotex_init(struct fbotex *fbo, GL *gl, struct mp_log *log, int w, int h,
return res;
}
+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;
+}
+
void fbotex_uninit(struct fbotex *fbo)
{
GL *gl = fbo->gl;
@@ -386,8 +416,16 @@ void fbotex_uninit(struct fbotex *fbo)
}
}
+// Standard parallel 2D projection, except y1 < y0 means that the coordinate
+// system is flipped, not the projection.
void gl_matrix_ortho2d(float m[3][3], float x0, float x1, float y0, float y1)
{
+ if (y1 < y0) {
+ float t = y0;
+ y0 = t - y1;
+ y1 = t;
+ }
+
memset(m, 0, 9 * sizeof(float));
m[0][0] = 2.0f / (x1 - x0);
m[1][1] = 2.0f / (y1 - y0);
@@ -422,3 +460,417 @@ void gl_set_debug_logger(GL *gl, struct mp_log *log)
}
}
}
+
+#define SC_ENTRIES 10
+#define SC_UNIFORM_ENTRIES 20
+
+enum uniform_type {
+ UT_invalid,
+ UT_i,
+ UT_f,
+ UT_m,
+};
+
+struct sc_uniform {
+ char *name;
+ enum uniform_type type;
+ const char *glsl_type;
+ int size;
+ GLint loc;
+ union {
+ GLfloat f[9];
+ GLint i[4];
+ } v;
+};
+
+struct sc_entry {
+ GLuint gl_shader;
+ // the following fields define the shader's contents
+ char *key; // vertex+frag shader (mangled)
+ struct gl_vao *vao;
+};
+
+struct gl_shader_cache {
+ GL *gl;
+ struct mp_log *log;
+
+ // this is modified during use (gl_sc_add() etc.)
+ char *text;
+ struct gl_vao *vao;
+
+ struct sc_entry entries[SC_ENTRIES];
+ int num_entries;
+
+ struct sc_uniform uniforms[SC_UNIFORM_ENTRIES];
+ int num_uniforms;
+};
+
+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,
+ .text = talloc_strdup(sc, ""),
+ };
+ return sc;
+}
+
+void gl_sc_reset(struct gl_shader_cache *sc)
+{
+ sc->text[0] = '\0';
+ for (int n = 0; n < sc->num_uniforms; n++)
+ talloc_free(sc->uniforms[n].name);
+ 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);
+ talloc_free(e->key);
+ }
+ sc->num_entries = 0;
+}
+
+void gl_sc_destroy(struct gl_shader_cache *sc)
+{
+ gl_sc_reset(sc);
+ sc_flush_cache(sc);
+ talloc_free(sc);
+}
+
+void gl_sc_add(struct gl_shader_cache *sc, const char *text)
+{
+ sc->text = talloc_strdup_append(sc->text, text);
+}
+
+void gl_sc_addf(struct gl_shader_cache *sc, const char *textf, ...)
+{
+ va_list ap;
+ va_start(ap, textf);
+ ta_xvasprintf_append(&sc->text, textf, ap);
+ va_end(ap);
+}
+
+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;
+}
+
+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;
+ switch (target) {
+ case GL_TEXTURE_1D: u->glsl_type = "sampler1D"; break;
+ case GL_TEXTURE_2D: u->glsl_type = "sampler2D"; break;
+ case GL_TEXTURE_RECTANGLE: u->glsl_type = "sampler2DRect"; break;
+ case GL_TEXTURE_3D: u->glsl_type = "sampler3D"; break;
+ default: abort();
+ }
+ u->v.i[0] = unit;
+}
+
+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_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]);
+}
+
+// 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)).
+static void update_uniform(GL *gl, GLuint program, struct sc_uniform *u)
+{
+ GLint loc = gl->GetUniformLocation(program, u->name);
+ if (loc < 0)
+ return;
+ switch (u->type) {
+ case UT_i:
+ assert(u->size == 1);
+ gl->Uniform1i(loc, u->v.i[0]);
+ break;
+ case UT_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:
+ 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();
+ }
+}
+
+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");
+ mp_log_source(sc->log, MSGL_V, sc->text);
+ 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;
+}
+
+#define ADD(x, ...) (x) = talloc_asprintf_append(x, __VA_ARGS__)
+
+// 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;
+ void *tmp = talloc_new(NULL);
+
+ assert(sc->vao);
+
+ // set up shader text (header + uniforms + body)
+ char *header = talloc_asprintf(tmp, "#version %d%s\n", gl->glsl_version,
+ gl->es >= 300 ? " es" : "");
+ if (gl->es)
+ ADD(header, "precision mediump float;\n");
+ 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.
+ char *vert_head = talloc_strdup(tmp, header);
+ char *vert_body = talloc_strdup(tmp, "void main() {\n");
+ char *frag_vaos = talloc_strdup(tmp, "");
+ 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);
+ ADD(vert_head, "%s vec2 position;\n", vert_in);
+ ADD(vert_body, "gl_Position = vec4(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");
+ char *vert = talloc_asprintf(tmp, "%s%s", vert_head, vert_body);
+
+ // fragment shader; still requires adding used uniforms and VAO elements
+ char *frag = talloc_strdup(tmp, header);
+ 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");
+ }
+ ADD(frag, "%s", 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);
+ }
+ ADD(frag, "void main() {\n");
+ ADD(frag, "%s", sc->text);
+ // we require _all_ frag shaders to write to a "vec4 color"
+ if (gl->glsl_version >= 130) {
+ ADD(frag, "out_color = color;\n");
+ } else {
+ ADD(frag, "gl_FragColor = color;\n");
+ }
+ ADD(frag, "}\n");
+
+ char *key = talloc_asprintf(tmp, "%s%s", vert, frag);
+ struct sc_entry *entry = NULL;
+ for (int n = 0; n < sc->num_entries; n++) {
+ if (strcmp(key, sc->entries[n].key) == 0) {
+ entry = &sc->entries[n];
+ break;
+ }
+ }
+ if (!entry) {
+ if (sc->num_entries == SC_ENTRIES)
+ sc_flush_cache(sc);
+ entry = &sc->entries[sc->num_entries++];
+ *entry = (struct sc_entry){.key = talloc_strdup(NULL, key)};
+ }
+ // build vertex shader from vao
+ if (!entry->gl_shader)
+ entry->gl_shader = create_program(sc, vert, frag);
+
+ gl->UseProgram(entry->gl_shader);
+
+ // For now we set the uniforms every time. This is probably bad, and we
+ // should switch to caching them.
+ for (int n = 0; n < sc->num_uniforms; n++)
+ update_uniform(gl, entry->gl_shader, &sc->uniforms[n]);
+
+ talloc_free(tmp);
+
+ gl_sc_reset(sc);
+}