diff options
Diffstat (limited to 'libvo/vo_gl3.c')
-rw-r--r-- | libvo/vo_gl3.c | 2418 |
1 files changed, 2418 insertions, 0 deletions
diff --git a/libvo/vo_gl3.c b/libvo/vo_gl3.c new file mode 100644 index 0000000000..1947839816 --- /dev/null +++ b/libvo/vo_gl3.c @@ -0,0 +1,2418 @@ +/* + * This file is part of MPlayer. + * + * MPlayer is free software; you can redistribute it and/or modify + * it under the terms of the GNU General Public License as published by + * the Free Software Foundation; either version 2 of the License, or + * (at your option) any later version. + * + * MPlayer is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License along + * with MPlayer; if not, write to the Free Software Foundation, Inc., + * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. + * + * You can alternatively redistribute this file and/or + * modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; either + * version 2.1 of the License, or (at your option) any later version. + */ + +#include <stdio.h> +#include <stdlib.h> +#include <string.h> +#include <math.h> +#include <stdbool.h> +#include <assert.h> +#include "config.h" + +#include <libavutil/avutil.h> + +#ifdef CONFIG_LCMS2 +#include <lcms2.h> +#include "stream/stream.h" +#endif + +#include "talloc.h" +#include "bstr.h" +#include "mp_msg.h" +#include "subopt-helper.h" +#include "video_out.h" +#include "libmpcodecs/vfcap.h" +#include "libmpcodecs/mp_image.h" +#include "geometry.h" +#include "osd.h" +#include "sub/font_load.h" +#include "sub/sub.h" +#include "eosd_packer.h" + +#include "gl_common.h" +#include "filter_kernels.h" +#include "aspect.h" +#include "fastmemcpy.h" +#include "sub/ass_mp.h" + +// Generated from libvo/vo_gl3_shaders.glsl +#include "libvo/vo_gl3_shaders.h" + +// How many parts the OSD may consist of at most. +#define MAX_OSD_PARTS 20 + +// Pixel width of 1D lookup textures. +#define LOOKUP_TEXTURE_SIZE 256 + +// Texture units 0-2 are used by the video, with unit 0 for free use. +// Units 3-4 are used for scaler LUTs. +#define TEXUNIT_SCALERS 3 +#define TEXUNIT_3DLUT 5 +#define TEXUNIT_DITHER 6 + +// lscale/cscale arguments that map directly to shader filter routines. +// Note that the convolution filters are not included in this list. +static const char *fixed_scale_filters[] = { + "bilinear", + "bicubic_fast", + "sharpen3", + "sharpen5", + NULL +}; + +struct lut_tex_format { + int pixels; + GLint internal_format; + GLenum format; +}; + +// Indexed with filter_kernel->size. +// This must match the weightsN functions in the shader. +// Each entry uses (size+3)/4 pixels per LUT entry, and size/pixels components +// per pixel. +struct lut_tex_format lut_tex_formats[] = { + [2] = {1, GL_RG16F, GL_RG}, + [4] = {1, GL_RGBA16F, GL_RGBA}, + [6] = {2, GL_RGB16F, GL_RGB}, + [8] = {2, GL_RGBA16F, GL_RGBA}, + [12] = {3, GL_RGBA16F, GL_RGBA}, + [16] = {4, GL_RGBA16F, GL_RGBA}, +}; + +// must be sorted, and terminated with 0 +static const int filter_sizes[] = {2, 4, 6, 8, 12, 16, 0}; + +struct vertex { + float position[2]; + uint8_t color[4]; + float texcoord[2]; +}; + +#define VERTEX_ATTRIB_POSITION 0 +#define VERTEX_ATTRIB_COLOR 1 +#define VERTEX_ATTRIB_TEXCOORD 2 + +// 2 triangles primitives per quad = 6 vertices per quad +// (GL_QUAD is deprecated, strips can't be used with EOSD image lists) +#define VERTICES_PER_QUAD 6 + +struct texplane { + int shift_x, shift_y; + GLuint gl_texture; + int gl_buffer; + int buffer_size; + void *buffer_ptr; +}; + +struct scaler { + int index; + const char *name; + float params[2]; + struct filter_kernel *kernel; + GLuint gl_lut; + const char *lut_name; + + // kernel points here + struct filter_kernel kernel_storage; +}; + +struct fbotex { + GLuint fbo; + GLuint texture; + int tex_w, tex_h; // size of .texture + int vp_w, vp_h; // viewport of fbo / used part of the texture +}; + +struct gl_priv { + struct vo *vo; + MPGLContext *glctx; + GL *gl; + const char *shader_version; + + int use_indirect; + int use_gamma; + int use_srgb; + int use_scale_sep; + int use_fancy_downscaling; + int use_lut_3d; + int use_npot; + int use_pbo; + int use_glFinish; + int use_gl_debug; + int use_gl2; + + int dither_depth; + int swap_interval; + GLint fbo_format; + int stereo_mode; + int osd_color; + + GLuint vertex_buffer; + GLuint vao; + + GLuint osd_program, eosd_program; + GLuint indirect_program, scale_sep_program, final_program; + + GLuint osd_textures[MAX_OSD_PARTS]; + int osd_textures_count; + struct vertex osd_va[MAX_OSD_PARTS * VERTICES_PER_QUAD]; + + GLuint eosd_texture; + int eosd_texture_width, eosd_texture_height; + GLuint eosd_buffer; + struct vertex *eosd_va; + struct eosd_packer *eosd; + + GLuint lut_3d_texture; + int lut_3d_w, lut_3d_h, lut_3d_d; + void *lut_3d_data; + + GLuint dither_texture; + float dither_quantization; + float dither_multiply; + + uint32_t image_width; + uint32_t image_height; + uint32_t image_format; + int texture_width; + int texture_height; + + bool is_yuv; + bool is_linear_rgb; + + // per pixel (full pixel when packed, each component when planar) + int plane_bytes; + int plane_bits; + int component_bits; + + GLint gl_internal_format; + GLenum gl_format; + GLenum gl_type; + + int plane_count; + struct texplane planes[3]; + + struct fbotex indirect_fbo; // RGB target + struct fbotex scale_sep_fbo; // first pass when doing 2 pass scaling + + // state for luma (0) and chroma (1) scalers + struct scaler scalers[2]; + // luma scaler parameters (the same are used for chroma) + float scaler_params[2]; + + struct mp_csp_details colorspace; + struct mp_csp_equalizer video_eq; + + int mpi_flipped; + int vo_flipped; + + struct vo_rect src_rect; // displayed part of the source video + struct vo_rect dst_rect; // video rectangle on output window + int border_x, border_y; // OSD borders + int vp_x, vp_y, vp_w, vp_h; // GL viewport +}; + +struct fmt_entry { + int mp_format; + GLint internal_format; + GLenum format; + int component_bits; + GLenum type; +}; + +static const struct fmt_entry mp_to_gl_formats[] = { + {IMGFMT_RGB48NE, GL_RGB16, GL_RGB, 16, GL_UNSIGNED_SHORT}, + {IMGFMT_RGB24, GL_RGB, GL_RGB, 8, GL_UNSIGNED_BYTE}, + {IMGFMT_RGBA, GL_RGBA, GL_RGBA, 8, GL_UNSIGNED_BYTE}, + {IMGFMT_RGB15, GL_RGBA, GL_RGBA, 5, GL_UNSIGNED_SHORT_1_5_5_5_REV}, + {IMGFMT_RGB16, GL_RGB, GL_RGB, 6, GL_UNSIGNED_SHORT_5_6_5_REV}, + {IMGFMT_BGR15, GL_RGBA, GL_BGRA, 5, GL_UNSIGNED_SHORT_1_5_5_5_REV}, + {IMGFMT_BGR16, GL_RGB, GL_RGB, 6, GL_UNSIGNED_SHORT_5_6_5}, + {IMGFMT_BGR24, GL_RGB, GL_BGR, 8, GL_UNSIGNED_BYTE}, + {IMGFMT_BGRA, GL_RGBA, GL_BGRA, 8, GL_UNSIGNED_BYTE}, + {0}, +}; + + +static const char help_text[]; + +static void uninit_rendering(struct gl_priv *p); +static void delete_shaders(struct gl_priv *p); + + +static void default_tex_params(struct GL *gl, GLenum target, GLint filter) +{ + gl->TexParameteri(target, GL_TEXTURE_MIN_FILTER, filter); + gl->TexParameteri(target, GL_TEXTURE_MAG_FILTER, filter); + gl->TexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); + gl->TexParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); +} + +static void debug_check_gl(struct gl_priv *p, const char *msg) +{ + if (p->use_gl_debug) + glCheckError(p->gl, msg); +} + +static void tex_size(struct gl_priv *p, int w, int h, int *texw, int *texh) +{ + if (p->use_npot) { + *texw = w; + *texh = h; + } else { + *texw = 32; + while (*texw < w) + *texw *= 2; + *texh = 32; + while (*texh < h) + *texh *= 2; + } +} + +static void draw_triangles(struct gl_priv *p, struct vertex *vb, int vert_count) +{ + GL *gl = p->gl; + + assert(vert_count % 3 == 0); + + gl->BindBuffer(GL_ARRAY_BUFFER, p->vertex_buffer); + gl->BufferData(GL_ARRAY_BUFFER, vert_count * sizeof(struct vertex), vb, + GL_DYNAMIC_DRAW); + gl->BindBuffer(GL_ARRAY_BUFFER, 0); + + gl->BindVertexArray(p->vao); + gl->DrawArrays(GL_TRIANGLES, 0, vert_count); + gl->BindVertexArray(0); + + debug_check_gl(p, "after rendering"); +} + +// Write a textured quad to a vertex array. +// va = destination vertex array, VERTICES_PER_QUAD entries will be overwritten +// x0, y0, x1, y1 = destination coordinates of the quad +// tx0, ty0, tx1, ty1 = source texture coordinates (usually in pixels) +// texture_w, texture_h = size of the texture, or an inverse factor +// color = optional color for all vertices, NULL for opaque white +// flip = flip vertically +static void write_quad(struct vertex *va, + float x0, float y0, float x1, float y1, + float tx0, float ty0, float tx1, float ty1, + float texture_w, float texture_h, + const uint8_t color[4], bool flip) +{ + static const uint8_t white[4] = { 255, 255, 255, 255 }; + + if (!color) + color = white; + + tx0 /= texture_w; + ty0 /= texture_h; + tx1 /= texture_w; + ty1 /= texture_h; + + if (flip) { + float tmp = ty0; + ty0 = ty1; + ty1 = tmp; + } + +#define COLOR_INIT {color[0], color[1], color[2], color[3]} + va[0] = (struct vertex) { {x0, y0}, COLOR_INIT, {tx0, ty0} }; + va[1] = (struct vertex) { {x0, y1}, COLOR_INIT, {tx0, ty1} }; + va[2] = (struct vertex) { {x1, y0}, COLOR_INIT, {tx1, ty0} }; + va[3] = (struct vertex) { {x1, y1}, COLOR_INIT, {tx1, ty1} }; + va[4] = va[2]; + va[5] = va[1]; +#undef COLOR_INIT +} + +static void fbotex_init(struct gl_priv *p, struct fbotex *fbo, int w, int h) +{ + GL *gl = p->gl; + + assert(!fbo->fbo); + assert(!fbo->texture); + + tex_size(p, w, h, &fbo->tex_w, &fbo->tex_h); + + fbo->vp_w = w; + fbo->vp_h = h; + + mp_msg(MSGT_VO, MSGL_V, "[gl] Create FBO: %dx%d\n", fbo->tex_w, fbo->tex_h); + + gl->GenFramebuffers(1, &fbo->fbo); + gl->GenTextures(1, &fbo->texture); + gl->BindTexture(GL_TEXTURE_2D, fbo->texture); + gl->TexImage2D(GL_TEXTURE_2D, 0, p->fbo_format, fbo->tex_w, fbo->tex_h, 0, + GL_RGB, GL_UNSIGNED_BYTE, NULL); + default_tex_params(gl, GL_TEXTURE_2D, GL_LINEAR); + gl->BindFramebuffer(GL_FRAMEBUFFER, fbo->fbo); + gl->FramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, + GL_TEXTURE_2D, fbo->texture, 0); + + if (gl->CheckFramebufferStatus(GL_FRAMEBUFFER) + != GL_FRAMEBUFFER_COMPLETE) + { + mp_msg(MSGT_VO, MSGL_ERR, "[gl] Error: framebuffer completeness " + "check failed!\n"); + } + + gl->BindFramebuffer(GL_FRAMEBUFFER, 0); + + debug_check_gl(p, "after creating framebuffer & associated texture"); +} + +static void fbotex_uninit(struct gl_priv *p, struct fbotex *fbo) +{ + GL *gl = p->gl; + + gl->DeleteFramebuffers(1, &fbo->fbo); + gl->DeleteTextures(1, &fbo->texture); + *fbo = (struct fbotex) {0}; +} + +static void matrix_ortho2d(float m[3][3], float x0, float x1, + float y0, float y1) +{ + memset(m, 0, 9 * sizeof(float)); + m[0][0] = 2.0f / (x1 - x0); + m[1][1] = 2.0f / (y1 - y0); + m[2][0] = -(x1 + x0) / (x1 - x0); + m[2][1] = -(y1 + y0) / (y1 - y0); + m[2][2] = 1.0f; +} + +static void update_uniforms(struct gl_priv *p, GLuint program) +{ + GL *gl = p->gl; + GLint loc; + + if (program == 0) + return; + + gl->UseProgram(program); + + struct mp_csp_params cparams = { + .colorspace = p->colorspace, + .input_bits = p->plane_bits, + .texture_bits = (p->plane_bits + 7) & ~7, + }; + mp_csp_copy_equalizer_values(&cparams, &p->video_eq); + + loc = gl->GetUniformLocation(program, "transform"); + if (loc >= 0) { + float matrix[3][3]; + matrix_ortho2d(matrix, 0, p->vp_w, p->vp_h, 0); + gl->UniformMatrix3fv(loc, 1, GL_FALSE, &matrix[0][0]); + } + + loc = gl->GetUniformLocation(program, "colormatrix"); + if (loc >= 0) { + float yuv2rgb[3][4] = {{0}}; + if (p->is_yuv) + mp_get_yuv2rgb_coeffs(&cparams, yuv2rgb); + gl->UniformMatrix4x3fv(loc, 1, GL_TRUE, &yuv2rgb[0][0]); + } + + gl->Uniform3f(gl->GetUniformLocation(program, "inv_gamma"), + 1.0 / cparams.rgamma, + 1.0 / cparams.ggamma, + 1.0 / cparams.bgamma); + + gl->Uniform1i(gl->GetUniformLocation(program, "texture1"), 0); + gl->Uniform1i(gl->GetUniformLocation(program, "texture2"), 1); + gl->Uniform1i(gl->GetUniformLocation(program, "texture3"), 2); + + gl->Uniform1i(gl->GetUniformLocation(program, "lut_3d"), TEXUNIT_3DLUT); + + for (int n = 0; n < 2; n++) { + const char *lut = p->scalers[n].lut_name; + if (lut) + gl->Uniform1i(gl->GetUniformLocation(program, lut), + TEXUNIT_SCALERS + n); + } + + gl->Uniform1i(gl->GetUniformLocation(program, "dither"), TEXUNIT_DITHER); + gl->Uniform1f(gl->GetUniformLocation(program, "dither_quantization"), + p->dither_quantization); + gl->Uniform1f(gl->GetUniformLocation(program, "dither_multiply"), + p->dither_multiply); + + float sparam1 = p->scaler_params[0]; + gl->Uniform1f(gl->GetUniformLocation(program, "filter_param1"), + isnan(sparam1) ? 0.5f : sparam1); + + gl->UseProgram(0); + + debug_check_gl(p, "update_uniforms()"); +} + +static void update_all_uniforms(struct gl_priv *p) +{ + update_uniforms(p, p->osd_program); + update_uniforms(p, p->eosd_program); + update_uniforms(p, p->indirect_program); + update_uniforms(p, p->scale_sep_program); + update_uniforms(p, p->final_program); +} + +#define SECTION_HEADER "#!section " + +static char *get_section(void *talloc_ctx, struct bstr source, + const char *section) +{ + char *res = talloc_strdup(talloc_ctx, ""); + bool copy = false; + while (source.len) { + struct bstr line = bstr_getline(source, &source); + if (bstr_eatstart(&line, bstr(SECTION_HEADER))) { + copy = bstrcmp0(line, section) == 0; + } else if (copy) { + res = talloc_asprintf_append_buffer(res, "%.*s\n", BSTR_P(line)); + } + } + return res; +} + +static char *t_concat(void *talloc_ctx, const char *s1, const char *s2) +{ + return talloc_asprintf(talloc_ctx, "%s%s", s1, s2); +} + +static GLuint create_shader(GL *gl, GLenum type, const char *header, + const char *source) +{ + void *tmp = talloc_new(NULL); + const char *full_source = t_concat(tmp, header, source); + + GLuint shader = gl->CreateShader(type); + gl->ShaderSource(shader, 1, &full_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_DBG2) : MSGL_ERR; + const char *typestr = type == GL_VERTEX_SHADER ? "vertex" : "fragment"; + if (mp_msg_test(MSGT_VO, pri)) { + mp_msg(MSGT_VO, pri, "[gl] %s shader source:\n", typestr); + mp_log_source(MSGT_VO, pri, full_source); + } + if (log_length > 1) { + GLchar *log = talloc_zero_size(tmp, log_length + 1); + gl->GetShaderInfoLog(shader, log_length, NULL, log); + mp_msg(MSGT_VO, pri, "[gl] %s shader compile log (status=%d):\n%s\n", + typestr, status, log); + } + + talloc_free(tmp); + + return shader; +} + +static void prog_create_shader(GL *gl, GLuint program, GLenum type, + const char *header, const char *source) +{ + GLuint shader = create_shader(gl, type, header, source); + gl->AttachShader(program, shader); + gl->DeleteShader(shader); +} + +static void link_shader(GL *gl, GLuint program) +{ + 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_DBG2) : MSGL_ERR; + if (mp_msg_test(MSGT_VO, pri)) { + GLchar *log = talloc_zero_size(NULL, log_length + 1); + gl->GetProgramInfoLog(program, log_length, NULL, log); + mp_msg(MSGT_VO, pri, "[gl] shader link log (status=%d): %s\n", + status, log); + talloc_free(log); + } +} + +static void bind_attrib_locs(GL *gl, GLuint program) +{ + gl->BindAttribLocation(program, VERTEX_ATTRIB_POSITION, "vertex_position"); + gl->BindAttribLocation(program, VERTEX_ATTRIB_COLOR, "vertex_color"); + gl->BindAttribLocation(program, VERTEX_ATTRIB_TEXCOORD, "vertex_texcoord"); +} + +static GLuint create_program(GL *gl, const char *name, const char *header, + const char *vertex, const char *frag) +{ + mp_msg(MSGT_VO, MSGL_V, "[gl] compiling shader program '%s'\n", name); + mp_msg(MSGT_VO, MSGL_V, "[gl] header:\n"); + mp_log_source(MSGT_VO, MSGL_V, header); + GLuint prog = gl->CreateProgram(); + prog_create_shader(gl, prog, GL_VERTEX_SHADER, header, vertex); + prog_create_shader(gl, prog, GL_FRAGMENT_SHADER, header, frag); + bind_attrib_locs(gl, prog); + link_shader(gl, prog); + return prog; +} + +static void shader_def(char **shader, const char *name, + const char *value) +{ + *shader = talloc_asprintf_append(*shader, "#define %s %s\n", name, value); +} + +static void shader_def_opt(char **shader, const char *name, bool b) +{ + if (b) + shader_def(shader, name, "1"); +} + +static void shader_setup_scaler(char **shader, struct scaler *scaler, int pass) +{ + const char *target = scaler->index == 0 ? "SAMPLE_L" : "SAMPLE_C"; + if (!scaler->kernel) { + *shader = talloc_asprintf_append(*shader, "#define %s sample_%s\n", + target, scaler->name); + } else { + int size = scaler->kernel->size; + if (pass != -1) { + // The direction/pass assignment is rather arbitrary, but fixed in + // other parts of the code (like FBO setup). + const char *direction = pass == 0 ? "0, 1" : "1, 0"; + *shader = talloc_asprintf_append(*shader, "#define %s(p0, p1) " + "sample_convolution_sep%d(vec2(%s), %s, p0, p1)\n", + target, size, direction, scaler->lut_name); + } else { + *shader = talloc_asprintf_append(*shader, "#define %s(p0, p1) " + "sample_convolution%d(%s, p0, p1)\n", + target, size, scaler->lut_name); + } + } +} + +// return false if RGB or 4:4:4 YUV +static bool input_is_subsampled(struct gl_priv *p) +{ + for (int i = 0; i < p->plane_count; i++) + if (p->planes[i].shift_x || p->planes[i].shift_y) + return true; + return false; +} + +static void compile_shaders(struct gl_priv *p) +{ + GL *gl = p->gl; + + delete_shaders(p); + + void *tmp = talloc_new(NULL); + + struct bstr src = { (char*)vo_gl3_shaders, sizeof(vo_gl3_shaders) }; + char *vertex_shader = get_section(tmp, src, "vertex_all"); + char *shader_prelude = get_section(tmp, src, "prelude"); + char *s_video = get_section(tmp, src, "frag_video"); + char *s_eosd = get_section(tmp, src, "frag_eosd"); + char *s_osd = get_section(tmp, src, "frag_osd"); + + char *header = talloc_asprintf(tmp, "#version %s\n%s", p->shader_version, + shader_prelude); + + char *header_eosd = talloc_strdup(tmp, header); + shader_def_opt(&header_eosd, "USE_3DLUT", p->use_lut_3d); + + p->eosd_program = + create_program(gl, "eosd", header_eosd, vertex_shader, s_eosd); + + p->osd_program = + create_program(gl, "osd", header, vertex_shader, s_osd); + + char *header_conv = talloc_strdup(tmp, ""); + char *header_final = talloc_strdup(tmp, ""); + char *header_sep = NULL; + + bool convert_input_to_linear = !p->is_linear_rgb + && (p->use_srgb || p->use_lut_3d); + + shader_def_opt(&header_conv, "USE_PLANAR", p->plane_count > 1); + shader_def_opt(&header_conv, "USE_GBRP", p->image_format == IMGFMT_GBRP); + shader_def_opt(&header_conv, "USE_YGRAY", p->is_yuv && p->plane_count == 1); + shader_def_opt(&header_conv, "USE_COLORMATRIX", p->is_yuv); + shader_def_opt(&header_conv, "USE_LINEAR_CONV", convert_input_to_linear); + + shader_def_opt(&header_final, "USE_LINEAR_CONV_INV", p->use_lut_3d); + shader_def_opt(&header_final, "USE_GAMMA_POW", p->use_gamma); + shader_def_opt(&header_final, "USE_3DLUT", p->use_lut_3d); + shader_def_opt(&header_final, "USE_DITHER", p->dither_texture != 0); + + if (p->use_scale_sep && p->scalers[0].kernel) { + header_sep = talloc_strdup(tmp, ""); + shader_def_opt(&header_sep, "FIXED_SCALE", true); + shader_setup_scaler(&header_sep, &p->scalers[0], 0); + shader_setup_scaler(&header_final, &p->scalers[0], 1); + } else { + shader_setup_scaler(&header_final, &p->scalers[0], -1); + } + + // We want to do scaling in linear light. Scaling is closely connected to + // texture sampling due to how the shader is structured (or if GL bilinear + // scaling is used). The purpose of the "indirect" pass is to convert the + // input video to linear RGB. + // Another purpose is reducing input to a single texture for scaling. + bool use_indirect = p->use_indirect; + + // Don't sample from input video textures before converting the input to + // linear light. (Unneeded when sRGB textures are used.) + if (convert_input_to_linear) + use_indirect = true; + + // It doesn't make sense to scale the chroma with cscale in the 1. scale + // step and with lscale in the 2. step. If the chroma is subsampled, a + // convolution filter wouldn't even work entirely correctly, because the + // luma scaler would sample two texels instead of one per tap for chroma. + // Also, even with 4:4:4 YUV or planar RGB, the indirection might be faster, + // because the shader can't use one scaler for sampling from 3 textures. It + // has to fetch the coefficients for each texture separately, even though + // they're the same (this is not an inherent restriction, but would require + // to restructure the shader). + if (header_sep && p->plane_count > 1) + use_indirect = true; + + if (input_is_subsampled(p)) { + shader_setup_scaler(&header_conv, &p->scalers[1], -1); + } else { + // Force using the luma scaler on chroma. If the "indirect" stage is + // used, the actual scaling will happen in the next stage. + shader_def(&header_conv, "SAMPLE_C", + use_indirect ? "sample_bilinear" : "SAMPLE_L"); + } + + if (use_indirect) { + // We don't use filtering for the Y-plane (luma), because it's never + // scaled in this scenario. + shader_def(&header_conv, "SAMPLE_L", "sample_bilinear"); + shader_def_opt(&header_conv, "FIXED_SCALE", true); + header_conv = t_concat(tmp, header, header_conv); + p->indirect_program = + create_program(gl, "indirect", header_conv, vertex_shader, s_video); + } else if (header_sep) { + header_sep = t_concat(tmp, header_sep, header_conv); + } else { + header_final = t_concat(tmp, header_final, header_conv); + } + + if (header_sep) { + header_sep = t_concat(tmp, header, header_sep); + p->scale_sep_program = + create_program(gl, "scale_sep", header_sep, vertex_shader, s_video); + } + + header_final = t_concat(tmp, header, header_final); + p->final_program = + create_program(gl, "final", header_final, vertex_shader, s_video); + + debug_check_gl(p, "shader compilation"); + + talloc_free(tmp); +} + +static void delete_program(GL *gl, GLuint *prog) +{ + gl->DeleteProgram(*prog); + *prog = 0; +} + +static void delete_shaders(struct gl_priv *p) +{ + GL *gl = p->gl; + + delete_program(gl, &p->osd_program); + delete_program(gl, &p->eosd_program); + delete_program(gl, &p->indirect_program); + delete_program(gl, &p->scale_sep_program); + delete_program(gl, &p->final_program); +} + +static double get_scale_factor(struct gl_priv *p) +{ + double sx = p->dst_rect.width / (double)p->src_rect.width; + double sy = p->dst_rect.height / (double)p->src_rect.height; + // xxx: actually we should use different scalers in X/Y directions if the + // scale factors are different due to anamorphic content + return FFMIN(sx, sy); +} + +static bool update_scale_factor(struct gl_priv *p, struct filter_kernel *kernel) +{ + double scale = get_scale_factor(p); + if (!p->use_fancy_downscaling && scale < 1.0) + scale = 1.0; + return mp_init_filter(kernel, filter_sizes, FFMAX(1.0, 1.0 / scale)); +} + +static void init_scaler(struct gl_priv *p, struct scaler *scaler) +{ + GL *gl = p->gl; + + assert(scaler->name); + + scaler->kernel = NULL; + + const struct filter_kernel *t_kernel = mp_find_filter_kernel(scaler->name); + if (!t_kernel) + return; + + scaler->kernel_storage = *t_kernel; + scaler->kernel = &scaler->kernel_storage; + + for (int n = 0; n < 2; n++) { + if (!isnan(p->scaler_params[n])) + scaler->kernel->params[n] = p->scaler_params[n]; + } + + update_scale_factor(p, scaler->kernel); + + int size = scaler->kernel->size; + assert(size < FF_ARRAY_ELEMS(lut_tex_formats)); + struct lut_tex_format *fmt = &lut_tex_formats[size]; + bool use_2d = fmt->pixels > 1; + bool is_luma = scaler->index == 0; + scaler->lut_name = use_2d + ? (is_luma ? "lut_l_2d" : "lut_c_2d") + : (is_luma ? "lut_l_1d" : "lut_c_1d"); + + gl->ActiveTexture(GL_TEXTURE0 + TEXUNIT_SCALERS + scaler->index); + GLenum target = use_2d ? GL_TEXTURE_2D : GL_TEXTURE_1D; + + if (!scaler->gl_lut) + gl->GenTextures(1, &scaler->gl_lut); + + gl->BindTexture(target, scaler->gl_lut); + gl->PixelStorei(GL_UNPACK_ALIGNMENT, 4); + gl->PixelStorei(GL_UNPACK_ROW_LENGTH, 0); + + float *weights = talloc_array(NULL, float, LOOKUP_TEXTURE_SIZE * size); + mp_compute_lut(scaler->kernel, LOOKUP_TEXTURE_SIZE, weights); + if (use_2d) { + gl->TexImage2D(GL_TEXTURE_2D, 0, fmt->internal_format, fmt->pixels, + LOOKUP_TEXTURE_SIZE, 0, fmt->format, GL_FLOAT, + weights); + } else { + gl->TexImage1D(GL_TEXTURE_1D, 0, fmt->internal_format, + LOOKUP_TEXTURE_SIZE, 0, fmt->format, GL_FLOAT, + weights); + } + talloc_free(weights); + + gl->TexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + gl->TexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + gl->TexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); + gl->TexParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); + + gl->ActiveTexture(GL_TEXTURE0); + + debug_check_gl(p, "after initializing scaler"); +} + +static void make_dither_matrix(unsigned char *m, int size) +{ + m[0] = 0; + for (int sz = 1; sz < size; sz *= 2) { + int offset[] = {sz*size, sz, sz * (size+1), 0}; + for (int i = 0; i < 4; i++) + for (int y = 0; y < sz * size; y += size) + for (int x = 0; x < sz; x++) + m[x+y+offset[i]] = m[x+y] * 4 + (3-i) * 256/size/size; + } +} + +static void init_dither(struct gl_priv *p) +{ + GL *gl = p->gl; + + // Assume 8 bits per component if unknown. + int dst_depth = p->glctx->depth_g ? p->glctx->depth_g : 8; + if (p->dither_depth > 0) + dst_depth = p->dither_depth; + + int src_depth = p->component_bits; + if (p->use_lut_3d) + src_depth = 16; + + if (dst_depth >= src_depth || p->dither_depth < 0 || src_depth < 0) + return; + + mp_msg(MSGT_VO, MSGL_V, "[gl] Dither %d->%d.\n", src_depth, dst_depth); + + // This defines how many bits are considered significant for output on + // screen. The superfluous bits will be used for rounded according to the + // dither matrix. The precision of the source implicitly decides how many + // dither patterns can be visible. + p->dither_quantization = (1 << dst_depth) - 1; + int size = 8; + p->dither_multiply = p->dither_quantization + 1.0 / (size*size); + unsigned char dither[256]; + make_dither_matrix(dither, size); + + gl->ActiveTexture(GL_TEXTURE0 + TEXUNIT_DITHER); + gl->GenTextures(1, &p->dither_texture); + gl->BindTexture(GL_TEXTURE_2D, p->dither_texture); + gl->PixelStorei(GL_UNPACK_ALIGNMENT, 1); + gl->PixelStorei(GL_UNPACK_ROW_LENGTH, 0); + gl->TexImage2D(GL_TEXTURE_2D, 0, GL_RED, size, size, 0, GL_RED, + GL_UNSIGNED_BYTE, dither); + gl->TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); + gl->TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); + gl->TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); + gl->TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); + gl->ActiveTexture(GL_TEXTURE0); +} + +static void reinit_rendering(struct gl_priv *p) +{ + mp_msg(MSGT_VO, MSGL_V, "[gl] Reinit rendering.\n"); + + debug_check_gl(p, "before scaler initialization"); + + uninit_rendering(p); + + init_dither(p); + + init_scaler(p, &p->scalers[0]); + init_scaler(p, &p->scalers[1]); + + compile_shaders(p); + + if (p->indirect_program && !p->indirect_fbo.fbo) + fbotex_init(p, &p->indirect_fbo, p->texture_width, p->texture_height); +} + +static void uninit_rendering(struct gl_priv *p) +{ + GL *gl = p->gl; + + delete_shaders(p); + + for (int n = 0; n < 2; n++) { + gl->DeleteTextures(1, &p->scalers->gl_lut); + p->scalers->gl_lut = 0; + p->scalers->lut_name = NULL; + p->scalers->kernel = NULL; + } + + gl->DeleteTextures(1, &p->dither_texture); + p->dither_texture = 0; +} + +static void init_lut_3d(struct gl_priv *p) +{ + GL *gl = p->gl; + + gl->GenTextures(1, &p->lut_3d_texture); + gl->ActiveTexture(GL_TEXTURE0 + TEXUNIT_3DLUT); + gl->BindTexture(GL_TEXTURE_3D, p->lut_3d_texture); + gl->PixelStorei(GL_UNPACK_ALIGNMENT, 4); + gl->PixelStorei(GL_UNPACK_ROW_LENGTH, 0); + gl->TexImage3D(GL_TEXTURE_3D, 0, GL_RGB16, p->lut_3d_w, p->lut_3d_h, + p->lut_3d_d, 0, GL_RGB, GL_UNSIGNED_SHORT, p->lut_3d_data); + gl->TexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + gl->TexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + gl->TexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); + gl->TexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); + gl->TexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE); + gl->ActiveTexture(GL_TEXTURE0); + + debug_check_gl(p, "after 3d lut creation"); +} + +static void init_video(struct gl_priv *p) +{ + GL *gl = p->gl; + + if (p->use_lut_3d && !p->lut_3d_texture) + init_lut_3d(p); + + if (!p->is_yuv && (p->use_srgb || p->use_lut_3d)) { + p->is_linear_rgb = true; + p->gl_internal_format = GL_SRGB; + } + + int eq_caps = MP_CSP_EQ_CAPS_GAMMA; + if (p->is_yuv) + eq_caps |= MP_CSP_EQ_CAPS_COLORMATRIX; + p->video_eq.capabilities = eq_caps; + + debug_check_gl(p, "before video texture creation"); + + tex_size(p, p->image_width, p->image_height, + &p->texture_width, &p->texture_height); + + for (int n = 0; n < p->plane_count; n++) { + struct texplane *plane = &p->planes[n]; + + int w = p->texture_width >> plane->shift_x; + int h = p->texture_height >> plane->shift_y; + + mp_msg(MSGT_VO, MSGL_V, "[gl] Texture for plane %d: %dx%d\n", n, w, h); + + gl->ActiveTexture(GL_TEXTURE0 + n); + gl->GenTextures(1, &plane->gl_texture); + gl->BindTexture(GL_TEXTURE_2D, plane->gl_texture); + + gl->TexImage2D(GL_TEXTURE_2D, 0, p->gl_internal_format, w, h, 0, + p->gl_format, p->gl_type, NULL); + default_tex_params(gl, GL_TEXTURE_2D, GL_LINEAR); + } + gl->ActiveTexture(GL_TEXTURE0); + + debug_check_gl(p, "after video texture creation"); + + reinit_rendering(p); +} + +static void uninit_video(struct gl_priv *p) +{ + GL *gl = p->gl; + + uninit_rendering(p); + + for (int n = 0; n < 3; n++) { + struct texplane *plane = &p->planes[n]; + + gl->DeleteTextures(1, &plane->gl_texture); + plane->gl_texture = 0; + gl->DeleteBuffers(1, &plane->gl_buffer); + plane->gl_buffer = 0; + plane->buffer_ptr = NULL; + plane->buffer_size = 0; + } + + fbotex_uninit(p, &p->indirect_fbo); + fbotex_uninit(p, &p->scale_sep_fbo); +} + +static void render_to_fbo(struct gl_priv *p, struct fbotex *fbo, int w, int h, + int tex_w, int tex_h) +{ + GL *gl = p->gl; + + gl->Viewport(0, 0, fbo->vp_w, fbo->vp_h); + gl->BindFramebuffer(GL_FRAMEBUFFER, fbo->fbo); + + struct vertex vb[VERTICES_PER_QUAD] |