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-rw-r--r--video/out/opengl/utils.c951
1 files changed, 951 insertions, 0 deletions
diff --git a/video/out/opengl/utils.c b/video/out/opengl/utils.c
new file mode 100644
index 0000000000..ac9077fea8
--- /dev/null
+++ b/video/out/opengl/utils.c
@@ -0,0 +1,951 @@
+/*
+ * This file is part of mpv.
+ * Parts based on MPlayer code by Reimar Döffinger.
+ *
+ * mpv is free software; you can redistribute it and/or modify
+ * it under the terms of the GNU General Public License as published by
+ * the Free Software Foundation; either version 2 of the License, or
+ * (at your option) any later version.
+ *
+ * mpv is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License along
+ * with mpv. If not, see <http://www.gnu.org/licenses/>.
+ *
+ * You can alternatively redistribute this file and/or
+ * modify it under the terms of the GNU Lesser General Public
+ * License as published by the Free Software Foundation; either
+ * version 2.1 of the License, or (at your option) any later version.
+ */
+
+#include <stddef.h>
+#include <stdint.h>
+#include <stdlib.h>
+#include <string.h>
+#include <stdarg.h>
+#include <assert.h>
+
+#include "stream/stream.h"
+#include "common/common.h"
+#include "utils.h"
+
+// GLU has this as gluErrorString (we don't use GLU, as it is legacy-OpenGL)
+static const char *gl_error_to_string(GLenum error)
+{
+ switch (error) {
+ case GL_INVALID_ENUM: return "INVALID_ENUM";
+ case GL_INVALID_VALUE: return "INVALID_VALUE";
+ case GL_INVALID_OPERATION: return "INVALID_OPERATION";
+ case GL_INVALID_FRAMEBUFFER_OPERATION: return "INVALID_FRAMEBUFFER_OPERATION";
+ case GL_OUT_OF_MEMORY: return "OUT_OF_MEMORY";
+ default: return "unknown";
+ }
+}
+
+void glCheckError(GL *gl, struct mp_log *log, const char *info)
+{
+ for (;;) {
+ GLenum error = gl->GetError();
+ if (error == GL_NO_ERROR)
+ break;
+ mp_msg(log, MSGL_ERR, "%s: OpenGL error %s.\n", info,
+ gl_error_to_string(error));
+ }
+}
+
+// return the number of bytes per pixel for the given format
+// does not handle all possible variants, just those used by mpv
+int glFmt2bpp(GLenum format, GLenum type)
+{
+ int component_size = 0;
+ switch (type) {
+ case GL_UNSIGNED_BYTE_3_3_2:
+ case GL_UNSIGNED_BYTE_2_3_3_REV:
+ return 1;
+ case GL_UNSIGNED_SHORT_5_5_5_1:
+ case GL_UNSIGNED_SHORT_1_5_5_5_REV:
+ case GL_UNSIGNED_SHORT_5_6_5:
+ case GL_UNSIGNED_SHORT_5_6_5_REV:
+ return 2;
+ case GL_UNSIGNED_BYTE:
+ component_size = 1;
+ break;
+ case GL_UNSIGNED_SHORT:
+ component_size = 2;
+ break;
+ }
+ switch (format) {
+ case GL_LUMINANCE:
+ case GL_ALPHA:
+ return component_size;
+ case GL_RGB_422_APPLE:
+ return 2;
+ case GL_RGB:
+ case GL_BGR:
+ case GL_RGB_INTEGER:
+ return 3 * component_size;
+ case GL_RGBA:
+ case GL_BGRA:
+ case GL_RGBA_INTEGER:
+ return 4 * component_size;
+ case GL_RED:
+ case GL_RED_INTEGER:
+ return component_size;
+ case GL_RG:
+ case GL_LUMINANCE_ALPHA:
+ case GL_RG_INTEGER:
+ return 2 * component_size;
+ }
+ abort(); // unknown
+}
+
+static int get_alignment(int stride)
+{
+ if (stride % 8 == 0)
+ return 8;
+ if (stride % 4 == 0)
+ return 4;
+ if (stride % 2 == 0)
+ return 2;
+ return 1;
+}
+
+// upload a texture, handling things like stride and slices
+// target: texture target, usually GL_TEXTURE_2D
+// format, type: texture parameters
+// dataptr, stride: image data
+// x, y, width, height: part of the image to upload
+// slice: height of an upload slice, 0 for all at once
+void glUploadTex(GL *gl, GLenum target, GLenum format, GLenum type,
+ const void *dataptr, int stride,
+ int x, int y, int w, int h, int slice)
+{
+ const uint8_t *data = dataptr;
+ int y_max = y + h;
+ if (w <= 0 || h <= 0)
+ return;
+ if (slice <= 0)
+ slice = h;
+ if (stride < 0) {
+ data += (h - 1) * stride;
+ stride = -stride;
+ }
+ gl->PixelStorei(GL_UNPACK_ALIGNMENT, get_alignment(stride));
+ bool use_rowlength = slice > 1 && (gl->mpgl_caps & MPGL_CAP_ROW_LENGTH);
+ if (use_rowlength) {
+ // this is not always correct, but should work for MPlayer
+ gl->PixelStorei(GL_UNPACK_ROW_LENGTH, stride / glFmt2bpp(format, type));
+ } else {
+ if (stride != glFmt2bpp(format, type) * w)
+ slice = 1; // very inefficient, but at least it works
+ }
+ for (; y + slice <= y_max; y += slice) {
+ gl->TexSubImage2D(target, 0, x, y, w, slice, format, type, data);
+ data += stride * slice;
+ }
+ if (y < y_max)
+ gl->TexSubImage2D(target, 0, x, y, w, y_max - y, format, type, data);
+ if (use_rowlength)
+ gl->PixelStorei(GL_UNPACK_ROW_LENGTH, 0);
+ gl->PixelStorei(GL_UNPACK_ALIGNMENT, 4);
+}
+
+// Like glUploadTex, but upload a byte array with all elements set to val.
+// If scratch is not NULL, points to a resizeable talloc memory block than can
+// be freely used by the function (for avoiding temporary memory allocations).
+void glClearTex(GL *gl, GLenum target, GLenum format, GLenum type,
+ int x, int y, int w, int h, uint8_t val, void **scratch)
+{
+ int bpp = glFmt2bpp(format, type);
+ int stride = w * bpp;
+ int size = h * stride;
+ if (size < 1)
+ return;
+ void *data = scratch ? *scratch : NULL;
+ if (talloc_get_size(data) < size)
+ data = talloc_realloc(NULL, data, char *, size);
+ memset(data, val, size);
+ gl->PixelStorei(GL_UNPACK_ALIGNMENT, get_alignment(stride));
+ gl->TexSubImage2D(target, 0, x, y, w, h, format, type, data);
+ gl->PixelStorei(GL_UNPACK_ALIGNMENT, 4);
+ if (scratch) {
+ *scratch = data;
+ } else {
+ talloc_free(data);
+ }
+}
+
+mp_image_t *glGetWindowScreenshot(GL *gl)
+{
+ if (gl->es)
+ return NULL; // ES can't read from front buffer
+ GLint vp[4]; //x, y, w, h
+ gl->GetIntegerv(GL_VIEWPORT, vp);
+ mp_image_t *image = mp_image_alloc(IMGFMT_RGB24, vp[2], vp[3]);
+ if (!image)
+ return NULL;
+ gl->PixelStorei(GL_PACK_ALIGNMENT, 1);
+ gl->ReadBuffer(GL_FRONT);
+ //flip image while reading (and also avoid stride-related trouble)
+ for (int y = 0; y < vp[3]; y++) {
+ gl->ReadPixels(vp[0], vp[1] + vp[3] - y - 1, vp[2], 1,
+ GL_RGB, GL_UNSIGNED_BYTE,
+ image->planes[0] + y * image->stride[0]);
+ }
+ gl->PixelStorei(GL_PACK_ALIGNMENT, 4);
+ return image;
+}
+
+void mp_log_source(struct mp_log *log, int lev, const char *src)
+{
+ int line = 1;
+ if (!src)
+ return;
+ while (*src) {
+ const char *end = strchr(src, '\n');
+ const char *next = end + 1;
+ if (!end)
+ next = end = src + strlen(src);
+ mp_msg(log, lev, "[%3d] %.*s\n", line, (int)(end - src), src);
+ line++;
+ src = next;
+ }
+}
+
+static void gl_vao_enable_attribs(struct gl_vao *vao)
+{
+ GL *gl = vao->gl;
+
+ for (int n = 0; vao->entries[n].name; n++) {
+ const struct gl_vao_entry *e = &vao->entries[n];
+
+ gl->EnableVertexAttribArray(n);
+ gl->VertexAttribPointer(n, e->num_elems, e->type, e->normalized,
+ vao->stride, (void *)(intptr_t)e->offset);
+ }
+}
+
+void gl_vao_init(struct gl_vao *vao, GL *gl, int stride,
+ const struct gl_vao_entry *entries)
+{
+ assert(!vao->vao);
+ assert(!vao->buffer);
+
+ *vao = (struct gl_vao){
+ .gl = gl,
+ .stride = stride,
+ .entries = entries,
+ };
+
+ gl->GenBuffers(1, &vao->buffer);
+
+ if (gl->BindVertexArray) {
+ gl->BindBuffer(GL_ARRAY_BUFFER, vao->buffer);
+
+ gl->GenVertexArrays(1, &vao->vao);
+ gl->BindVertexArray(vao->vao);
+ gl_vao_enable_attribs(vao);
+ gl->BindVertexArray(0);
+
+ gl->BindBuffer(GL_ARRAY_BUFFER, 0);
+ }
+}
+
+void gl_vao_uninit(struct gl_vao *vao)
+{
+ GL *gl = vao->gl;
+ if (!gl)
+ return;
+
+ if (gl->DeleteVertexArrays)
+ gl->DeleteVertexArrays(1, &vao->vao);
+ gl->DeleteBuffers(1, &vao->buffer);
+
+ *vao = (struct gl_vao){0};
+}
+
+void gl_vao_bind(struct gl_vao *vao)
+{
+ GL *gl = vao->gl;
+
+ if (gl->BindVertexArray) {
+ gl->BindVertexArray(vao->vao);
+ } else {
+ gl->BindBuffer(GL_ARRAY_BUFFER, vao->buffer);
+ gl_vao_enable_attribs(vao);
+ gl->BindBuffer(GL_ARRAY_BUFFER, 0);
+ }
+}
+
+void gl_vao_unbind(struct gl_vao *vao)
+{
+ GL *gl = vao->gl;
+
+ if (gl->BindVertexArray) {
+ gl->BindVertexArray(0);
+ } else {
+ for (int n = 0; vao->entries[n].name; n++)
+ gl->DisableVertexAttribArray(n);
+ }
+}
+
+// Draw the vertex data (as described by the gl_vao_entry entries) in ptr
+// to the screen. num is the number of vertexes. prim is usually GL_TRIANGLES.
+// If ptr is NULL, then skip the upload, and use the data uploaded with the
+// previous call.
+void gl_vao_draw_data(struct gl_vao *vao, GLenum prim, void *ptr, size_t num)
+{
+ GL *gl = vao->gl;
+
+ if (ptr) {
+ gl->BindBuffer(GL_ARRAY_BUFFER, vao->buffer);
+ gl->BufferData(GL_ARRAY_BUFFER, num * vao->stride, ptr, GL_DYNAMIC_DRAW);
+ gl->BindBuffer(GL_ARRAY_BUFFER, 0);
+ }
+
+ gl_vao_bind(vao);
+
+ gl->DrawArrays(prim, 0, num);
+
+ gl_vao_unbind(vao);
+}
+
+// Create a texture and a FBO using the texture as color attachments.
+// iformat: texture internal format
+// Returns success.
+bool fbotex_init(struct fbotex *fbo, GL *gl, struct mp_log *log, int w, int h,
+ GLenum iformat)
+{
+ 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->w)
+ cw = fbo->w;
+ if ((flags & FBOTEX_FUZZY_H) && ch < fbo->h)
+ ch = fbo->h;
+
+ if (fbo->w == cw && fbo->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,
+ .w = w,
+ .h = h,
+ .iformat = iformat,
+ };
+
+ mp_verbose(log, "Create FBO: %dx%d\n", fbo->w, fbo->h);
+
+ if (!(gl->mpgl_caps & MPGL_CAP_FB))
+ return false;
+
+ gl->GenFramebuffers(1, &fbo->fbo);
+ gl->GenTextures(1, &fbo->texture);
+ gl->BindTexture(GL_TEXTURE_2D, fbo->texture);
+ gl->TexImage2D(GL_TEXTURE_2D, 0, iformat, fbo->w, fbo->h, 0,
+ GL_RGBA, GL_UNSIGNED_BYTE, NULL);
+ 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_TEXTURE_2D, fbo->texture, 0);
+
+ GLenum err = gl->CheckFramebufferStatus(GL_FRAMEBUFFER);
+ if (err != GL_FRAMEBUFFER_COMPLETE) {
+ mp_err(log, "Error: framebuffer completeness check failed (error=%d).\n",
+ (int)err);
+ res = false;
+ }
+
+ gl->BindFramebuffer(GL_FRAMEBUFFER, 0);
+
+ glCheckError(gl, log, "after creating framebuffer");
+
+ return res;
+}
+
+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;
+
+ if (gl && (gl->mpgl_caps & MPGL_CAP_FB)) {
+ gl->DeleteFramebuffers(1, &fbo->fbo);
+ gl->DeleteTextures(1, &fbo->texture);
+ *fbo = (struct fbotex) {0};
+ }
+}
+
+// Standard parallel 2D projection, except y1 < y0 means that the coordinate
+// system is flipped, not the projection.
+void gl_transform_ortho(struct gl_transform *t, float x0, float x1,
+ float y0, float y1)
+{
+ if (y1 < y0) {
+ float tmp = y0;
+ y0 = tmp - y1;
+ y1 = tmp;
+ }
+
+ t->m[0][0] = 2.0f / (x1 - x0);
+ t->m[0][1] = 0.0f;
+ t->m[1][0] = 0.0f;
+ t->m[1][1] = 2.0f / (y1 - y0);
+ t->t[0] = -(x1 + x0) / (x1 - x0);
+ t->t[1] = -(y1 + y0) / (y1 - y0);
+}
+
+static void GLAPIENTRY gl_debug_cb(GLenum source, GLenum type, GLuint id,
+ GLenum severity, GLsizei length,
+ const GLchar *message, const void *userParam)
+{
+ // keep in mind that the debug callback can be asynchronous
+ struct mp_log *log = (void *)userParam;
+ int level = MSGL_ERR;
+ switch (severity) {
+ case GL_DEBUG_SEVERITY_NOTIFICATION:level = MSGL_V; break;
+ case GL_DEBUG_SEVERITY_LOW: level = MSGL_INFO; break;
+ case GL_DEBUG_SEVERITY_MEDIUM: level = MSGL_WARN; break;
+ case GL_DEBUG_SEVERITY_HIGH: level = MSGL_ERR; break;
+ }
+ mp_msg(log, level, "GL: %s\n", message);
+}
+
+void gl_set_debug_logger(GL *gl, struct mp_log *log)
+{
+ if (gl->DebugMessageCallback) {
+ if (log) {
+ gl->DebugMessageCallback(gl_debug_cb, log);
+ } else {
+ gl->DebugMessageCallback(NULL, NULL);
+ }
+ }
+}
+
+#define SC_ENTRIES 16
+#define SC_UNIFORM_ENTRIES 20
+#define SC_FILE_ENTRIES 10
+
+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_file {
+ char *path;
+ char *body;
+};
+
+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;
+ struct mpv_global *global;
+
+ // this is modified during use (gl_sc_add() etc.)
+ char *text;
+ char *header_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 sc_file files[SC_FILE_ENTRIES];
+ int num_files;
+};
+
+struct gl_shader_cache *gl_sc_create(GL *gl, struct mp_log *log,
+ struct mpv_global *global)
+{
+ struct gl_shader_cache *sc = talloc_ptrtype(NULL, sc);
+ *sc = (struct gl_shader_cache){
+ .gl = gl,
+ .log = log,
+ .global = global,
+ .text = talloc_strdup(sc, ""),
+ .header_text = talloc_strdup(sc, ""),
+ };
+ return sc;
+}
+
+void gl_sc_reset(struct gl_shader_cache *sc)
+{
+ sc->text[0] = '\0';
+ sc->header_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)
+{
+ if (!sc)
+ return;
+ 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);
+}
+
+void gl_sc_hadd(struct gl_shader_cache *sc, const char *text)
+{
+ sc->header_text = talloc_strdup_append(sc->header_text, text);
+}
+
+const char *gl_sc_loadfile(struct gl_shader_cache *sc, const char *path)
+{
+ if (!path || !path[0] || !sc->global)
+ return NULL;
+ for (int n = 0; n < sc->num_files; n++) {
+ if (strcmp(sc->files[n].path, path) == 0)
+ return sc->files[n].body;
+ }
+ // not found -> load it
+ if (sc->num_files == SC_FILE_ENTRIES) {
+ // empty cache when it overflows
+ for (int n = 0; n < sc->num_files; n++) {
+ talloc_free(sc->files[n].path);
+ talloc_free(sc->files[n].body);
+ }
+ sc->num_files = 0;
+ }
+ struct bstr s = stream_read_file(path, sc, sc->global, 100000); // 100 kB
+ if (s.len) {
+ struct sc_file *new = &sc->files[sc->num_files++];
+ *new = (struct sc_file) {
+ .path = talloc_strdup(sc, path),
+ .body = s.start
+ };
+ return new->body;
+ }
+ return NULL;
+}
+
+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_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]);
+}
+
+// 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");
+ if (sc->header_text[0]) {
+ MP_VERBOSE(sc, "header:\n");
+ mp_log_source(sc->log, MSGL_V, sc->header_text);
+ MP_VERBOSE(sc, "body:\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 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");
+ 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");
+ } else {
+ ADD(frag, "#define texture texture2D\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);
+ }
+ // custom shader header
+ if (sc->header_text[0]) {
+ ADD(frag, "// header\n");
+ ADD(frag, "%s\n", sc->header_text);
+ ADD(frag, "// body\n");
+ }
+ 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);
+}