/** * \file gl_common.c * \brief OpenGL helper functions used by vo_gl.c and vo_gl2.c * * Common OpenGL routines. * Copyleft (C) Reimar Döffinger , 2005 * Licensend under the GNU GPL v2. * Special thanks go to the xine team and Matthias Hopf, whose video_out_opengl.c * gave me lots of good ideas. */ #include #include #include #include #include #include "gl_common.h" /** * \defgroup glextfunctions OpenGL extension functions * * the pointers to these functions are acquired when the OpenGL * context is created * \{ */ void (APIENTRY *GenBuffers)(GLsizei, GLuint *); void (APIENTRY *DeleteBuffers)(GLsizei, const GLuint *); void (APIENTRY *BindBuffer)(GLenum, GLuint); GLvoid* (APIENTRY *MapBuffer)(GLenum, GLenum); GLboolean (APIENTRY *UnmapBuffer)(GLenum); void (APIENTRY *BufferData)(GLenum, intptr_t, const GLvoid *, GLenum); void (APIENTRY *CombinerParameterfv)(GLenum, const GLfloat *); void (APIENTRY *CombinerParameteri)(GLenum, GLint); void (APIENTRY *CombinerInput)(GLenum, GLenum, GLenum, GLenum, GLenum, GLenum); void (APIENTRY *CombinerOutput)(GLenum, GLenum, GLenum, GLenum, GLenum, GLenum, GLenum, GLboolean, GLboolean, GLboolean); void (APIENTRY *BeginFragmentShader)(void); void (APIENTRY *EndFragmentShader)(void); void (APIENTRY *SampleMap)(GLuint, GLuint, GLenum); void (APIENTRY *ColorFragmentOp2)(GLenum, GLuint, GLuint, GLuint, GLuint, GLuint, GLuint, GLuint, GLuint, GLuint); void (APIENTRY *ColorFragmentOp3)(GLenum, GLuint, GLuint, GLuint, GLuint, GLuint, GLuint, GLuint, GLuint, GLuint, GLuint, GLuint, GLuint); void (APIENTRY *SetFragmentShaderConstant)(GLuint, const GLfloat *); void (APIENTRY *ActiveTexture)(GLenum); void (APIENTRY *BindTexture)(GLenum, GLuint); void (APIENTRY *MultiTexCoord2f)(GLenum, GLfloat, GLfloat); void (APIENTRY *GenPrograms)(GLsizei, GLuint *); void (APIENTRY *DeletePrograms)(GLsizei, const GLuint *); void (APIENTRY *BindProgram)(GLenum, GLuint); void (APIENTRY *ProgramString)(GLenum, GLenum, GLsizei, const GLvoid *); void (APIENTRY *GetProgramiv)(GLenum, GLenum, GLint *); void (APIENTRY *ProgramEnvParameter4f)(GLenum, GLuint, GLfloat, GLfloat, GLfloat, GLfloat); int (APIENTRY *SwapInterval)(int); void (APIENTRY *TexImage3D)(GLenum, GLint, GLenum, GLsizei, GLsizei, GLsizei, GLint, GLenum, GLenum, const GLvoid *); /** \} */ // end of glextfunctions group //! \defgroup glgeneral OpenGL general helper functions //! \defgroup glcontext OpenGL context management helper functions //! \defgroup gltexture OpenGL texture handling helper functions //! \defgroup glconversion OpenGL conversion helper functions static GLint hqtexfmt; /** * \brief adjusts the GL_UNPACK_ALIGNMENT to fit the stride. * \param stride number of bytes per line for which alignment should fit. * \ingroup glgeneral */ void glAdjustAlignment(int stride) { GLint gl_alignment; if (stride % 8 == 0) gl_alignment=8; else if (stride % 4 == 0) gl_alignment=4; else if (stride % 2 == 0) gl_alignment=2; else gl_alignment=1; glPixelStorei (GL_UNPACK_ALIGNMENT, gl_alignment); } struct gl_name_map_struct { GLint value; const char *name; }; #undef MAP #define MAP(a) {a, #a} //! mapping table for the glValName function static const struct gl_name_map_struct gl_name_map[] = { // internal format MAP(GL_R3_G3_B2), MAP(GL_RGB4), MAP(GL_RGB5), MAP(GL_RGB8), MAP(GL_RGB10), MAP(GL_RGB12), MAP(GL_RGB16), MAP(GL_RGBA2), MAP(GL_RGBA4), MAP(GL_RGB5_A1), MAP(GL_RGBA8), MAP(GL_RGB10_A2), MAP(GL_RGBA12), MAP(GL_RGBA16), MAP(GL_LUMINANCE8), // format MAP(GL_RGB), MAP(GL_RGBA), MAP(GL_RED), MAP(GL_GREEN), MAP(GL_BLUE), MAP(GL_ALPHA), MAP(GL_LUMINANCE), MAP(GL_LUMINANCE_ALPHA), MAP(GL_COLOR_INDEX), // rest 1.2 only MAP(GL_BGR), MAP(GL_BGRA), //type MAP(GL_BYTE), MAP(GL_UNSIGNED_BYTE), MAP(GL_SHORT), MAP(GL_UNSIGNED_SHORT), MAP(GL_INT), MAP(GL_UNSIGNED_INT), MAP(GL_FLOAT), MAP(GL_DOUBLE), MAP(GL_2_BYTES), MAP(GL_3_BYTES), MAP(GL_4_BYTES), // rest 1.2 only MAP(GL_UNSIGNED_BYTE_3_3_2), MAP(GL_UNSIGNED_BYTE_2_3_3_REV), MAP(GL_UNSIGNED_SHORT_5_6_5), MAP(GL_UNSIGNED_SHORT_5_6_5_REV), MAP(GL_UNSIGNED_SHORT_4_4_4_4), MAP(GL_UNSIGNED_SHORT_4_4_4_4_REV), MAP(GL_UNSIGNED_SHORT_5_5_5_1), MAP(GL_UNSIGNED_SHORT_1_5_5_5_REV), MAP(GL_UNSIGNED_INT_8_8_8_8), MAP(GL_UNSIGNED_INT_8_8_8_8_REV), MAP(GL_UNSIGNED_INT_10_10_10_2), MAP(GL_UNSIGNED_INT_2_10_10_10_REV), {0, 0} }; #undef MAP /** * \brief return the name of an OpenGL constant * \param value the constant * \return name of the constant or "Unknown format!" * \ingroup glgeneral */ const char *glValName(GLint value) { int i = 0; while (gl_name_map[i].name) { if (gl_name_map[i].value == value) return gl_name_map[i].name; i++; } return "Unknown format!"; } //! always return this format as internal texture format in glFindFormat #define TEXTUREFORMAT_ALWAYS GL_RGB8 #undef TEXTUREFORMAT_ALWAYS /** * \brief find the OpenGL settings coresponding to format. * * All parameters may be NULL. * \param fmt MPlayer format to analyze. * \param bpp [OUT] bits per pixel of that format. * \param gl_texfmt [OUT] internal texture format that fits the * image format, not necessarily the best for performance. * \param gl_format [OUT] OpenGL format for this image format. * \param gl_type [OUT] OpenGL type for this image format. * \return 1 if format is supported by OpenGL, 0 if not. * \ingroup gltexture */ int glFindFormat(uint32_t fmt, int *bpp, GLint *gl_texfmt, GLenum *gl_format, GLenum *gl_type) { int supported = 1; int dummy1; GLenum dummy2; GLint dummy3; if (bpp == NULL) bpp = &dummy1; if (gl_texfmt == NULL) gl_texfmt = &dummy3; if (gl_format == NULL) gl_format = &dummy2; if (gl_type == NULL) gl_type = &dummy2; *bpp = IMGFMT_IS_BGR(fmt)?IMGFMT_BGR_DEPTH(fmt):IMGFMT_RGB_DEPTH(fmt); *gl_texfmt = 3; switch (fmt) { case IMGFMT_RGB24: *gl_format = GL_RGB; *gl_type = GL_UNSIGNED_BYTE; break; case IMGFMT_RGBA: *gl_texfmt = 4; *gl_format = GL_RGBA; *gl_type = GL_UNSIGNED_BYTE; break; case IMGFMT_YV12: supported = 0; // no native YV12 support case IMGFMT_Y800: case IMGFMT_Y8: *gl_texfmt = 1; *bpp = 8; *gl_format = GL_LUMINANCE; *gl_type = GL_UNSIGNED_BYTE; break; #if 0 // we do not support palettized formats, although the format the // swscale produces works case IMGFMT_RGB8: gl_format = GL_RGB; gl_type = GL_UNSIGNED_BYTE_2_3_3_REV; break; #endif case IMGFMT_RGB15: *gl_format = GL_RGBA; *gl_type = GL_UNSIGNED_SHORT_1_5_5_5_REV; break; case IMGFMT_RGB16: *gl_format = GL_RGB; *gl_type = GL_UNSIGNED_SHORT_5_6_5_REV; break; #if 0 case IMGFMT_BGR8: // special case as red and blue have a differen number of bits. // GL_BGR and GL_UNSIGNED_BYTE_3_3_2 isn't supported at least // by nVidia drivers, and in addition would give more bits to // blue than to red, which isn't wanted gl_format = GL_RGB; gl_type = GL_UNSIGNED_BYTE_3_3_2; break; #endif case IMGFMT_BGR15: *gl_format = GL_BGRA; *gl_type = GL_UNSIGNED_SHORT_1_5_5_5_REV; break; case IMGFMT_BGR16: *gl_format = GL_RGB; *gl_type = GL_UNSIGNED_SHORT_5_6_5; break; case IMGFMT_BGR24: *gl_format = GL_BGR; *gl_type = GL_UNSIGNED_BYTE; break; case IMGFMT_BGRA: *gl_texfmt = 4; *gl_format = GL_BGRA; *gl_type = GL_UNSIGNED_BYTE; break; default: *gl_texfmt = 4; *gl_format = GL_RGBA; *gl_type = GL_UNSIGNED_BYTE; supported = 0; } #ifdef TEXTUREFORMAT_ALWAYS *gl_texfmt = TEXTUREFORMAT_ALWAYS; #endif return supported; } static void *setNull(const GLubyte *s) { return NULL; } typedef struct { void **funcptr; const char *extstr; const char *funcnames[7]; } extfunc_desc_t; static const extfunc_desc_t extfuncs[] = { {(void **)&GenBuffers, NULL, {"glGenBuffers", "glGenBuffersARB", NULL}}, {(void **)&DeleteBuffers, NULL, {"glDeleteBuffers", "glDeleteBuffersARB", NULL}}, {(void **)&BindBuffer, NULL, {"glBindBuffer", "glBindBufferARB", NULL}}, {(void **)&MapBuffer, NULL, {"glMapBuffer", "glMapBufferARB", NULL}}, {(void **)&UnmapBuffer, NULL, {"glUnmapBuffer", "glUnmapBufferARB", NULL}}, {(void **)&BufferData, NULL, {"glBufferData", "glBufferDataARB", NULL}}, {(void **)&CombinerParameterfv, "NV_register_combiners", {"glCombinerParameterfv", "glCombinerParameterfvNV", NULL}}, {(void **)&CombinerParameteri, "NV_register_combiners", {"glCombinerParameteri", "glCombinerParameteriNV", NULL}}, {(void **)&CombinerInput, "NV_register_combiners", {"glCombinerInput", "glCombinerInputNV", NULL}}, {(void **)&CombinerOutput, "NV_register_combiners", {"glCombinerOutput", "glCombinerOutputNV", NULL}}, {(void **)&BeginFragmentShader, "ATI_fragment_shader", {"glBeginFragmentShaderATI", NULL}}, {(void **)&EndFragmentShader, "ATI_fragment_shader", {"glEndFragmentShaderATI", NULL}}, {(void **)&SampleMap, "ATI_fragment_shader", {"glSampleMapATI", NULL}}, {(void **)&ColorFragmentOp2, "ATI_fragment_shader", {"glColorFragmentOp2ATI", NULL}}, {(void **)&ColorFragmentOp3, "ATI_fragment_shader", {"glColorFragmentOp3ATI", NULL}}, {(void **)&SetFragmentShaderConstant, "ATI_fragment_shader", {"glSetFragmentShaderConstantATI", NULL}}, {(void **)&ActiveTexture, NULL, {"glActiveTexture", "glActiveTextureARB", NULL}}, {(void **)&BindTexture, NULL, {"glBindTexture", "glBindTextureARB", "glBindTextureEXT", NULL}}, {(void **)&MultiTexCoord2f, NULL, {"glMultiTexCoord2f", "glMultiTexCoord2fARB", NULL}}, {(void **)&GenPrograms, "_program", {"glGenPrograms", "glGenProgramsARB", "glGenProgramsNV", NULL}}, {(void **)&DeletePrograms, "_program", {"glDeletePrograms", "glDeleteProgramsARB", "glDeleteProgramsNV", NULL}}, {(void **)&BindProgram, "_program", {"glBindProgram", "glBindProgramARB", "glBindProgramNV", NULL}}, {(void **)&ProgramString, "_program", {"glProgramString", "glProgramStringARB", "glProgramStringNV", NULL}}, {(void **)&GetProgramiv, "_program", {"glGetProgramiv", "glGetProgramivARB", "glGetProgramivNV", NULL}}, {(void **)&ProgramEnvParameter4f, "_program", {"glProgramEnvParameter4f", "glProgramEnvParameter4fARB", "glProgramEnvParameter4fNV", NULL}}, {(void **)&SwapInterval, "_swap_control", {"glXSwapInterval", "glXSwapIntervalEXT", "glXSwapIntervalSGI", "wglSwapInterval", "wglSwapIntervalEXT", "wglSwapIntervalSGI", NULL}}, {(void **)&TexImage3D, NULL, {"glTexImage3D", NULL}}, {NULL} }; /** * \brief find the function pointers of some useful OpenGL extensions * \param getProcAddress function to resolve function names, may be NULL * \param ext2 an extra extension string */ static void getFunctions(void *(*getProcAddress)(const GLubyte *), const char *ext2) { const extfunc_desc_t *dsc; const char *extensions = (const char *)glGetString(GL_EXTENSIONS); char *allexts; if (!extensions) extensions = ""; if (!ext2) ext2 = ""; allexts = malloc(strlen(extensions) + strlen(ext2) + 2); strcpy(allexts, extensions); strcat(allexts, " "); strcat(allexts, ext2); mp_msg(MSGT_VO, MSGL_V, "OpenGL extensions string:\n%s\n", allexts); if (!getProcAddress) getProcAddress = setNull; for (dsc = extfuncs; dsc->funcptr; dsc++) { void *ptr = NULL; int i; if (!dsc->extstr || strstr(allexts, dsc->extstr)) { for (i = 0; !ptr && dsc->funcnames[i]; i++) ptr = getProcAddress((const GLubyte *)dsc->funcnames[i]); } *(dsc->funcptr) = ptr; } if (strstr(allexts, "_texture_float")) hqtexfmt = GL_RGB32F; else if (strstr(allexts, "NV_float_buffer")) hqtexfmt = GL_FLOAT_RGB32_NV; else hqtexfmt = GL_RGB16; free(allexts); } /** * \brief create a texture and set some defaults * \param target texture taget, usually GL_TEXTURE_2D * \param fmt internal texture format * \param filter filter used for scaling, e.g. GL_LINEAR * \param w texture width * \param h texture height * \param val luminance value to fill texture with * \ingroup gltexture */ void glCreateClearTex(GLenum target, GLenum fmt, GLint filter, int w, int h, unsigned char val) { GLfloat fval = (GLfloat)val / 255.0; GLfloat border[4] = {fval, fval, fval, fval}; GLenum clrfmt = (fmt == GL_ALPHA) ? GL_ALPHA : GL_LUMINANCE; char *init = malloc(w * h); memset(init, val, w * h); glAdjustAlignment(w); glPixelStorei(GL_UNPACK_ROW_LENGTH, w); glTexImage2D(target, 0, fmt, w, h, 0, clrfmt, GL_UNSIGNED_BYTE, init); glTexParameterf(target, GL_TEXTURE_PRIORITY, 1.0); glTexParameteri(target, GL_TEXTURE_MIN_FILTER, filter); glTexParameteri(target, GL_TEXTURE_MAG_FILTER, filter); glTexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); // Border texels should not be used with CLAMP_TO_EDGE // We set a sane default anyway. glTexParameterfv(target, GL_TEXTURE_BORDER_COLOR, border); free(init); } /** * \brief skips whitespace and comments * \param f file to read from */ static void ppm_skip(FILE *f) { int c, comment = 0; do { c = fgetc(f); if (c == '#') comment = 1; if (c == '\n') comment = 0; } while (c != EOF && (isspace(c) || comment)); if (c != EOF) ungetc(c, f); } #define MAXDIM (16 * 1024) /** * \brief creates a texture from a PPM file * \param target texture taget, usually GL_TEXTURE_2D * \param fmt internal texture format, 0 for default * \param filter filter used for scaling, e.g. GL_LINEAR * \param f file to read PPM from * \param width [out] width of texture * \param height [out] height of texture * \param maxval [out] maxval value from PPM file * \return 0 on error, 1 otherwise * \ingroup gltexture */ int glCreatePPMTex(GLenum target, GLenum fmt, GLint filter, FILE *f, int *width, int *height, int *maxval) { unsigned w, h, m, val, bpp; char *data; ppm_skip(f); if (fgetc(f) != 'P' || fgetc(f) != '6') return 0; ppm_skip(f); if (fscanf(f, "%u", &w) != 1) return 0; ppm_skip(f); if (fscanf(f, "%u", &h) != 1) return 0; ppm_skip(f); if (fscanf(f, "%u", &m) != 1) return 0; val = fgetc(f); if (!isspace(val)) return 0; if (w > MAXDIM || h > MAXDIM) return 0; bpp = (m > 255) ? 6 : 3; data = malloc(w * h * bpp); if (fread(data, w * bpp, h, f) != h) return 0; if (!fmt) { fmt = (m > 255) ? hqtexfmt : 3; if (fmt == GL_FLOAT_RGB32_NV && target != GL_TEXTURE_RECTANGLE) fmt = GL_RGB16; } glCreateClearTex(target, fmt, filter, w, h, 0); glUploadTex(target, GL_RGB, (m > 255) ? GL_UNSIGNED_SHORT : GL_UNSIGNED_BYTE, data, w * bpp, 0, 0, w, h, 0); free(data); if (width) *width = w; if (height) *height = h; if (maxval) *maxval = m; return 1; } /** * \brief return the number of bytes per pixel for the given format * \param format OpenGL format * \param type OpenGL type * \return bytes per pixel * \ingroup glgeneral * * Does not handle all possible variants, just those used by MPlayer */ 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: case GL_BGR: return 3 * component_size; case GL_RGBA: case GL_BGRA: return 4 * component_size; } return 0; // unknown } /** * \brief upload a texture, handling things like stride and slices * \param target texture target, usually GL_TEXTURE_2D * \param format OpenGL format of data * \param type OpenGL type of data * \param data data to upload * \param stride data stride * \param x x offset in texture * \param y y offset in texture * \param w width of the texture part to upload * \param h height of the texture part to upload * \param slice height of an upload slice, 0 for all at once * \ingroup gltexture */ void glUploadTex(GLenum target, GLenum format, GLenum type, const void *data, int stride, int x, int y, int w, int h, int slice) { 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; } // this is not always correct, but should work for MPlayer glAdjustAlignment(stride); glPixelStorei(GL_UNPACK_ROW_LENGTH, stride / glFmt2bpp(format, type)); for (; y + slice <= y_max; y += slice) { glTexSubImage2D(target, 0, x, y, w, slice, format, type, data); data += stride * slice; } if (y < y_max) glTexSubImage2D(target, 0, x, y, w, y_max - y, format, type, data); } static void fillUVcoeff(GLfloat *ucoef, GLfloat *vcoef, float uvcos, float uvsin) { int i; ucoef[0] = 0 * uvcos + 1.403 * uvsin; vcoef[0] = 0 * uvsin + 1.403 * uvcos; ucoef[1] = -0.344 * uvcos + -0.714 * uvsin; vcoef[1] = -0.344 * uvsin + -0.714 * uvcos; ucoef[2] = 1.770 * uvcos + 0 * uvsin; vcoef[2] = 1.770 * uvsin + 0 * uvcos; ucoef[3] = 0; vcoef[3] = 0; // Coefficients (probably) must be in [0, 1] range, whereas they originally // are in [-2, 2] range, so here comes the trick: // First put them in the [-0.5, 0.5] range, then add 0.5. // This can be undone with the HALF_BIAS and SCALE_BY_FOUR arguments // for CombinerInput and CombinerOutput (or the respective ATI variants) for (i = 0; i < 4; i++) { ucoef[i] = ucoef[i] * 0.25 + 0.5; vcoef[i] = vcoef[i] * 0.25 + 0.5; } } /** * \brief Setup register combiners for YUV to RGB conversion. * \param uvcos used for saturation and hue adjustment * \param uvsin used for saturation and hue adjustment */ static void glSetupYUVCombiners(float uvcos, float uvsin) { GLfloat ucoef[4]; GLfloat vcoef[4]; GLint i; if (!CombinerInput || !CombinerOutput || !CombinerParameterfv || !CombinerParameteri) { mp_msg(MSGT_VO, MSGL_FATAL, "[gl] Combiner functions missing!\n"); return; } glGetIntegerv(GL_MAX_GENERAL_COMBINERS_NV, &i); if (i < 2) mp_msg(MSGT_VO, MSGL_ERR, "[gl] 2 general combiners needed for YUV combiner support (found %i)\n", i); glGetIntegerv (GL_MAX_TEXTURE_UNITS, &i); if (i < 3) mp_msg(MSGT_VO, MSGL_ERR, "[gl] 3 texture units needed for YUV combiner support (found %i)\n", i); fillUVcoeff(ucoef, vcoef, uvcos, uvsin); CombinerParameterfv(GL_CONSTANT_COLOR0_NV, ucoef); CombinerParameterfv(GL_CONSTANT_COLOR1_NV, vcoef); // UV first, like this green component cannot overflow CombinerInput(GL_COMBINER0_NV, GL_RGB, GL_VARIABLE_A_NV, GL_TEXTURE1, GL_HALF_BIAS_NORMAL_NV, GL_RGB); CombinerInput(GL_COMBINER0_NV, GL_RGB, GL_VARIABLE_B_NV, GL_CONSTANT_COLOR0_NV, GL_HALF_BIAS_NORMAL_NV, GL_RGB); CombinerInput(GL_COMBINER0_NV, GL_RGB, GL_VARIABLE_C_NV, GL_TEXTURE2, GL_HALF_BIAS_NORMAL_NV, GL_RGB); CombinerInput(GL_COMBINER0_NV, GL_RGB, GL_VARIABLE_D_NV, GL_CONSTANT_COLOR1_NV, GL_HALF_BIAS_NORMAL_NV, GL_RGB); CombinerOutput(GL_COMBINER0_NV, GL_RGB, GL_DISCARD_NV, GL_DISCARD_NV, GL_SPARE0_NV, GL_SCALE_BY_FOUR_NV, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE); // stage 2 CombinerInput(GL_COMBINER1_NV, GL_RGB, GL_VARIABLE_A_NV, GL_SPARE0_NV, GL_SIGNED_IDENTITY_NV, GL_RGB); CombinerInput(GL_COMBINER1_NV, GL_RGB, GL_VARIABLE_B_NV, GL_ZERO, GL_UNSIGNED_INVERT_NV, GL_RGB); CombinerInput(GL_COMBINER1_NV, GL_RGB, GL_VARIABLE_C_NV, GL_TEXTURE0, GL_SIGNED_IDENTITY_NV, GL_RGB); CombinerInput(GL_COMBINER1_NV, GL_RGB, GL_VARIABLE_D_NV, GL_ZERO, GL_UNSIGNED_INVERT_NV, GL_RGB); CombinerOutput(GL_COMBINER1_NV, GL_RGB, GL_DISCARD_NV, GL_DISCARD_NV, GL_SPARE0_NV, GL_NONE, GL_NONE, GL_FALSE, GL_FALSE, GL_FALSE); // leave final combiner stage in default mode CombinerParameteri(GL_NUM_GENERAL_COMBINERS_NV, 2); } /** * \brief Setup ATI version of register combiners for YUV to RGB conversion. * \param uvcos used for saturation and hue adjustment * \param uvsin used for saturation and hue adjustment * * ATI called this fragment shader, but the name is confusing in the * light of a very different OpenGL 2.0 extension with the same name */ static void glSetupYUVCombinersATI(float uvcos, float uvsin) { GLfloat ucoef[4]; GLfloat vcoef[4]; GLint i; if (!BeginFragmentShader || !EndFragmentShader || !SetFragmentShaderConstant || !SampleMap || !ColorFragmentOp2 || !ColorFragmentOp3) { mp_msg(MSGT_VO, MSGL_FATAL, "[gl] Combiner (ATI) functions missing!\n"); return; } glGetIntegerv(GL_NUM_FRAGMENT_REGISTERS_ATI, &i); if (i < 3) mp_msg(MSGT_VO, MSGL_ERR, "[gl] 3 registers needed for YUV combiner (ATI) support (found %i)\n", i); glGetIntegerv (GL_MAX_TEXTURE_UNITS, &i); if (i < 3) mp_msg(MSGT_VO, MSGL_ERR, "[gl] 3 texture units needed for YUV combiner (ATI) support (found %i)\n", i); fillUVcoeff(ucoef, vcoef, uvcos, uvsin); BeginFragmentShader(); SetFragmentShaderConstant(GL_CON_0_ATI, ucoef); SetFragmentShaderConstant(GL_CON_1_ATI, vcoef); SampleMap(GL_REG_0_ATI, GL_TEXTURE0, GL_SWIZZLE_STR_ATI); SampleMap(GL_REG_1_ATI, GL_TEXTURE1, GL_SWIZZLE_STR_ATI); SampleMap(GL_REG_2_ATI, GL_TEXTURE2, GL_SWIZZLE_STR_ATI); // UV first, like this green component cannot overflow ColorFragmentOp2(GL_MUL_ATI, GL_REG_1_ATI, GL_NONE, GL_NONE, GL_REG_1_ATI, GL_NONE, GL_BIAS_BIT_ATI, GL_CON_0_ATI, GL_NONE, GL_BIAS_BIT_ATI); ColorFragmentOp3(GL_MAD_ATI, GL_REG_2_ATI, GL_NONE, GL_4X_BIT_ATI, GL_REG_2_ATI, GL_NONE, GL_BIAS_BIT_ATI, GL_CON_1_ATI, GL_NONE, GL_BIAS_BIT_ATI, GL_REG_1_ATI, GL_NONE, GL_NONE); ColorFragmentOp2(GL_ADD_ATI, GL_REG_0_ATI, GL_NONE, GL_NONE, GL_REG_0_ATI, GL_NONE, GL_NONE, GL_REG_2_ATI, GL_NONE, GL_NONE); EndFragmentShader(); } /** * \brief helper function for gen_spline_lookup_tex * \param x subpixel-position ((0,1) range) to calculate weights for * \param dst where to store transformed weights, must provide space for 4 GLfloats * * calculates the weights and stores them after appropriate transformation * for the scaler fragment program. */ static void store_weights(float x, GLfloat *dst) { float w0 = (((-1 * x + 3) * x - 3) * x + 1) / 6; float w1 = ((( 3 * x - 6) * x + 0) * x + 4) / 6; float w2 = (((-3 * x + 3) * x + 3) * x + 1) / 6; float w3 = ((( 1 * x + 0) * x + 0) * x + 0) / 6; *dst++ = 1 + x - w1 / (w0 + w1); *dst++ = 1 - x + w3 / (w2 + w3); *dst++ = w0 + w1; *dst++ = 0; } //! to avoid artefacts this should be rather large #define LOOKUP_BSPLINE_RES (2 * 1024) /** * \brief creates the 1D lookup texture needed for fast higher-order filtering * \param unit texture unit to attach texture to */ static void gen_spline_lookup_tex(GLenum unit) { GLfloat tex[4 * LOOKUP_BSPLINE_RES]; GLfloat *tp = tex; int i; for (i = 0; i < LOOKUP_BSPLINE_RES; i++) { float x = (float)(i + 0.5) / LOOKUP_BSPLINE_RES; store_weights(x, tp); tp += 4; } store_weights(0, tex); store_weights(1, &tex[4 * (LOOKUP_BSPLINE_RES - 1)]); ActiveTexture(unit); glTexImage1D(GL_TEXTURE_1D, 0, GL_RGBA16, LOOKUP_BSPLINE_RES, 0, GL_RGBA, GL_FLOAT, tex); glTexParameterf(GL_TEXTURE_1D, GL_TEXTURE_PRIORITY, 1.0); glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_REPEAT); ActiveTexture(GL_TEXTURE0); } static const char *bilin_filt_template = "TEX yuv.%c, fragment.texcoord[%c], texture[%c], %s;"; #define BICUB_FILT_MAIN(textype) \ /* first y-interpolation */ \ "ADD coord, fragment.texcoord[%c].xyxy, cdelta.xyxw;" \ "ADD coord2, fragment.texcoord[%c].xyxy, cdelta.zyzw;" \ "TEX a.r, coord.xyxy, texture[%c], "textype";" \ "TEX a.g, coord.zwzw, texture[%c], "textype";" \ /* second y-interpolation */ \ "TEX b.r, coord2.xyxy, texture[%c], "textype";" \ "TEX b.g, coord2.zwzw, texture[%c], "textype";" \ "LRP a.b, parmy.b, a.rrrr, a.gggg;" \ "LRP a.a, parmy.b, b.rrrr, b.gggg;" \ /* x-interpolation */ \ "LRP yuv.%c, parmx.b, a.bbbb, a.aaaa;" static const char *bicub_filt_template_2D = "MAD coord.xy, fragment.texcoord[%c], {%f, %f}, {0.5, 0.5};" "TEX parmx, coord.x, texture[%c], 1D;" "MUL cdelta.xz, parmx.rrgg, {-%f, 0, %f, 0};" "TEX parmy, coord.y, texture[%c], 1D;" "MUL cdelta.yw, parmy.rrgg, {0, -%f, 0, %f};" BICUB_FILT_MAIN("2D"); static const char *bicub_filt_template_RECT = "ADD coord, fragment.texcoord[%c], {0.5, 0.5};" "TEX parmx, coord.x, texture[%c], 1D;" "MUL cdelta.xz, parmx.rrgg, {-1, 0, 1, 0};" "TEX parmy, coord.y, texture[%c], 1D;" "MUL cdelta.yw, parmy.rrgg, {0, -1, 0, 1};" BICUB_FILT_MAIN("RECT"); static const char *yuv_prog_template = "PARAM ycoef = {%.4f, %.4f, %.4f};" "PARAM ucoef = {%.4f, %.4f, %.4f};" "PARAM vcoef = {%.4f, %.4f, %.4f};" "PARAM offsets = {%.4f, %.4f, %.4f};" "TEMP res;" "MAD res.rgb, yuv.rrrr, ycoef, offsets;" "MAD res.rgb, yuv.gggg, ucoef, res;" "MAD result.color.rgb, yuv.bbbb, vcoef, res;" "END"; static const char *yuv_pow_prog_template = "PARAM ycoef = {%.4f, %.4f, %.4f};" "PARAM ucoef = {%.4f, %.4f, %.4f};" "PARAM vcoef = {%.4f, %.4f, %.4f};" "PARAM offsets = {%.4f, %.4f, %.4f};" "PARAM gamma = {%.4f, %.4f, %.4f};" "TEMP res;" "MAD res.rgb, yuv.rrrr, ycoef, offsets;" "MAD res.rgb, yuv.gggg, ucoef, res;" "MAD_SAT res.rgb, yuv.bbbb, vcoef, res;" "POW result.color.r, res.r, gamma.r;" "POW result.color.g, res.g, gamma.g;" "POW result.color.b, res.b, gamma.b;" "END"; static const char *yuv_lookup_prog_template = "PARAM ycoef = {%.4f, %.4f, %.4f, 0};" "PARAM ucoef = {%.4f, %.4f, %.4f, 0};" "PARAM vcoef = {%.4f, %.4f, %.4f, 0};" "PARAM offsets = {%.4f, %.4f, %.4f, 0.125};" "TEMP res;" "MAD res, yuv.rrrr, ycoef, offsets;" "MAD res.rgb, yuv.gggg, ucoef, res;" "MAD res.rgb, yuv.bbbb, vcoef, res;" "TEX result.color.r, res.raaa, texture[%c], 2D;" "ADD res.a, res.a, 0.25;" "TEX result.color.g, res.gaaa, texture[%c], 2D;" "ADD res.a, res.a, 0.25;" "TEX result.color.b, res.baaa, texture[%c], 2D;" "END"; static const char *yuv_lookup3d_prog_template = "TEX result.color, yuv, texture[%c], 3D;" "END"; /** * \brief creates and initializes helper textures needed for scaling texture read * \param scaler scaler type to create texture for * \param texu contains next free texture unit number * \param texs texture unit ids for the scaler are stored in this array */ static void create_scaler_textures(int scaler, int *texu, char *texs) { switch (scaler) { case YUV_SCALER_BILIN: break; case YUV_SCALER_BICUB: texs[0] = (*texu)++; gen_spline_lookup_tex(GL_TEXTURE0 + texs[0]); texs[0] += '0'; break; default: mp_msg(MSGT_VO, MSGL_ERR, "[gl] unknown scaler type %i\n", scaler); } } static void gen_gamma_map(unsigned char *map, int size, float gamma); static void get_yuv2rgb_coeffs(float brightness, float contrast, float uvcos, float uvsin, float *ry, float *ru, float *rv, float *rc, float *gy, float *gu, float *gv, float *gc, float *by, float *bu, float *bv, float *bc) { *ry = 1.164 * contrast; *gy = 1.164 * contrast; *by = 1.164 * contrast; *ru = 0 * uvcos + 1.596 * uvsin; *rv = 0 * uvsin + 1.596 * uvcos; *gu = -0.391 * uvcos + -0.813 * uvsin; *gv = -0.391 * uvsin + -0.813 * uvcos; *bu = 2.018 * uvcos + 0 * uvsin; *bv = 2.018 * uvsin + 0 * uvcos; *rc = (-16 * *ry + (-128) * *ru + (-128) * *rv) / 255.0 + brightness; *gc = (-16 * *gy + (-128) * *gu + (-128) * *gv) / 255.0 + brightness; *bc = (-16 * *by + (-128) * *bu + (-128) * *bv) / 255.0 + brightness; // these "center" contrast control so that e.g. a contrast of 0 // leads to a grey image, not a black one *rc += 0.5 - contrast / 2.0; *gc += 0.5 - contrast / 2.0; *bc += 0.5 - contrast / 2.0; } //! size of gamma map use to avoid slow exp function in gen_yuv2rgb_map #define GMAP_SIZE (1024) /** * \brief generate a 3D YUV -> RGB map * \param map where to store map. Must provide space for (size + 2)^3 elements * \param size size of the map, excluding border * \param brightness desired brightness adjustment for conversion * \param contrast desired contrast adjustment for conversion * \param uvcos desired hue/saturation adjustment for conversion * \param uvsin desired hue/saturation adjustment for conversion * \param rgamma desired red gamma adjustment for conversion * \param ggamma desired green gamma adjustment for conversion * \param bgamma desired blue gamma adjustment for conversion */ static void gen_yuv2rgb_map(unsigned char *map, int size, float brightness, float contrast, float uvcos, float uvsin, float rgamma, float ggamma, float bgamma) { int i, j, k; float step = 1.0 / size; float y, u, v; float r, g, b; float ry, ru, rv, rc; float gy, gu, gv, gc; float by, bu, bv, bc; unsigned char gmaps[3][GMAP_SIZE]; gen_gamma_map(gmaps[0], GMAP_SIZE, rgamma); gen_gamma_map(gmaps[1], GMAP_SIZE, ggamma); gen_gamma_map(gmaps[2], GMAP_SIZE, bgamma); get_yuv2rgb_coeffs(brightness, contrast, uvcos, uvsin, &ry, &ru, &rv, &rc, &gy, &gu, &gv, &gc, &by, &bu, &bv, &bc); ry *= GMAP_SIZE - 1; ru *= GMAP_SIZE - 1; rv *= GMAP_SIZE - 1; rc *= GMAP_SIZE - 1; gy *= GMAP_SIZE - 1; gu *= GMAP_SIZE - 1; gv *= GMAP_SIZE - 1; gc *= GMAP_SIZE - 1; by *= GMAP_SIZE - 1; bu *= GMAP_SIZE - 1; bv *= GMAP_SIZE - 1; bc *= GMAP_SIZE - 1; v = 0; for (i = -1; i <= size; i++) { u = 0; for (j = -1; j <= size; j++) { y = 0; for (k = -1; k <= size; k++) { r = ry * y + ru * u + rv * v + rc; g = gy * y + gu * u + gv * v + gc; b = by * y + bu * u + bv * v + bc; if (r > GMAP_SIZE - 1) r = GMAP_SIZE - 1; if (r < 0) r = 0; if (g > GMAP_SIZE - 1) g = GMAP_SIZE - 1; if (g < 0) g = 0; if (b > GMAP_SIZE - 1) b = GMAP_SIZE - 1; if (b < 0) b = 0; *map++ = gmaps[0][(int)r]; *map++ = gmaps[1][(int)g]; *map++ = gmaps[2][(int)b]; y += (k == -1 || k == size - 1) ? step / 2 : step; } u += (j == -1 || j == size - 1) ? step / 2 : step; } v += (i == -1 || i == size - 1) ? step / 2 : step; } } //! resolution of texture for gamma lookup table #define LOOKUP_RES 512 //! resolution for 3D yuv->rgb conversion lookup table #define LOOKUP_3DRES 32 /** * \brief creates and initializes helper textures needed for yuv conversion * \param texu contains next free texture unit number * \param texs texture unit ids for the conversion are stored in this array * \param brightness desired brightness adjustment for conversion * \param contrast desired contrast adjustment for conversion * \param uvcos desired hue/saturation adjustment for conversion * \param uvsin desired hue/saturation adjustment for conversion * \param rgamma desired red gamma adjustment for conversion * \param ggamma desired green gamma adjustment for conversion * \param bgamma desired blue gamma adjustment for conversion */ static void create_conv_textures(int conv, int *texu, char *texs, float brightness, float contrast, float uvcos, float uvsin, float rgamma, float ggamma, float bgamma) { unsigned char *lookup_data = NULL; switch (conv) { case YUV_CONVERSION_FRAGMENT: case YUV_CONVERSION_FRAGMENT_POW: break; case YUV_CONVERSION_FRAGMENT_LOOKUP: texs[0] = (*texu)++; ActiveTexture(GL_TEXTURE0 + texs[0]); lookup_data = malloc(4 * LOOKUP_RES); gen_gamma_map(lookup_data, LOOKUP_RES, rgamma); gen_gamma_map(&lookup_data[LOOKUP_RES], LOOKUP_RES, ggamma); gen_gamma_map(&lookup_data[2 * LOOKUP_RES], LOOKUP_RES, bgamma); glCreateClearTex(GL_TEXTURE_2D, GL_LUMINANCE8, GL_LINEAR, LOOKUP_RES, 4, 0); glUploadTex(GL_TEXTURE_2D, GL_LUMINANCE, GL_UNSIGNED_BYTE, lookup_data, LOOKUP_RES, 0, 0, LOOKUP_RES, 4, 0); ActiveTexture(GL_TEXTURE0); texs[0] += '0'; break; case YUV_CONVERSION_FRAGMENT_LOOKUP3D: { int sz = LOOKUP_3DRES + 2; // texture size including borders if (!TexImage3D) { mp_msg(MSGT_VO, MSGL_ERR, "[gl] Missing 3D texture function!\n"); break; } texs[0] = (*texu)++; ActiveTexture(GL_TEXTURE0 + texs[0]); lookup_data = malloc(3 * sz * sz * sz); gen_yuv2rgb_map(lookup_data, LOOKUP_3DRES, brightness, contrast, uvcos, uvsin, rgamma, ggamma, bgamma); glAdjustAlignment(sz); glPixelStorei(GL_UNPACK_ROW_LENGTH, 0); TexImage3D(GL_TEXTURE_3D, 0, 3, sz, sz, sz, 1, GL_RGB, GL_UNSIGNED_BYTE, lookup_data); glTexParameterf(GL_TEXTURE_3D, GL_TEXTURE_PRIORITY, 1.0); glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_S, GL_CLAMP); glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_T, GL_CLAMP); glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_R, GL_CLAMP); ActiveTexture(GL_TEXTURE0); texs[0] += '0'; } break; default: mp_msg(MSGT_VO, MSGL_ERR, "[gl] unknown conversion type %i\n", conv); } if (lookup_data) free(lookup_data); } /** * \brief adds a scaling texture read at the current fragment program position * \param scaler type of scaler to insert * \param prog_pos current position in fragment program * \param remain how many bytes remain in the buffer given by prog_pos * \param texs array containing the texture unit identifiers for this scaler * \param in_tex texture unit the scaler should read from * \param out_comp component of the yuv variable the scaler stores the result in * \param rect if rectangular (pixel) adressing should be used for in_tex * \param texw width of the in_tex texture * \param texh height of the in_tex texture */ static void add_scaler(int scaler, char **prog_pos, int *remain, char *texs, char in_tex, char out_comp, int rect, int texw, int texh) { switch (scaler) { case YUV_SCALER_BILIN: snprintf(*prog_pos, *remain, bilin_filt_template, out_comp, in_tex, in_tex, rect ? "RECT" : "2D"); break; case YUV_SCALER_BICUB: if (rect) snprintf(*prog_pos, *remain, bicub_filt_template_RECT, in_tex, texs[0], texs[0], in_tex, in_tex, in_tex, in_tex, in_tex, in_tex, out_comp); else snprintf(*prog_pos, *remain, bicub_filt_template_2D, in_tex, (float)texw, (float)texh, texs[0], (float)1.0 / texw, (float)1.0 / texw, texs[0], (float)1.0 / texh, (float)1.0 / texh, in_tex, in_tex, in_tex, in_tex, in_tex, in_tex, out_comp); break; } *remain -= strlen(*prog_pos); *prog_pos += strlen(*prog_pos); } static const struct { const char *name; GLenum cur; GLenum max; } progstats[] = { {"instructions", 0x88A0, 0x88A1}, {"native instructions", 0x88A2, 0x88A3}, {"temporaries", 0x88A4, 0x88A5}, {"native temporaries", 0x88A6, 0x88A7}, {"parameters", 0x88A8, 0x88A9}, {"native parameters", 0x88AA, 0x88AB}, {"attribs", 0x88AC, 0x88AD}, {"native attribs", 0x88AE, 0x88AF}, {"ALU instructions", 0x8805, 0x880B}, {"TEX instructions", 0x8806, 0x880C}, {"TEX indirections", 0x8807, 0x880D}, {"native ALU instructions", 0x8808, 0x880E}, {"native TEX instructions", 0x8809, 0x880F}, {"native TEX indirections", 0x880A, 0x8810}, {NULL, 0, 0} }; /** * \brief load the specified GPU Program * \param target program target to load into, only GL_FRAGMENT_PROGRAM is tested * \param prog program string * \return 1 on success, 0 otherwise */ int loadGPUProgram(GLenum target, char *prog) { int i; GLint cur = 0, max = 0, err = 0; if (!ProgramString) { mp_msg(MSGT_VO, MSGL_ERR, "[gl] Missing GPU program function\n"); return 0; } ProgramString(target, GL_PROGRAM_FORMAT_ASCII, strlen(prog), prog); glGetIntegerv(GL_PROGRAM_ERROR_POSITION, &err); if (err != -1) { mp_msg(MSGT_VO, MSGL_ERR, "[gl] Error compiling fragment program, make sure your card supports\n" "[gl] GL_ARB_fragment_program (use glxinfo to check).\n" "[gl] Error message:\n %s at %.10s\n", glGetString(GL_PROGRAM_ERROR_STRING), &prog[err]); return 0; } if (!GetProgramiv || !mp_msg_test(MSGT_VO, MSGL_V)) return 1; mp_msg(MSGT_VO, MSGL_V, "[gl] Program statistics:\n"); for (i = 0; progstats[i].name; i++) { GetProgramiv(target, progstats[i].cur, &cur); GetProgramiv(target, progstats[i].max, &max); mp_msg(MSGT_VO, MSGL_V, "[gl] %s: %i/%i\n", progstats[i].name, cur, max); } return 1; } /** * \brief setup a fragment program that will do YUV->RGB conversion * \param brightness brightness adjustment offset * \param contrast contrast adjustment factor * \param uvcos used for saturation and hue adjustment * \param uvsin used for saturation and hue adjustment * \param lookup use fragment program that uses texture unit 4 to * do additional conversion via lookup. */ static void glSetupYUVFragprog(float brightness, float contrast, float uvcos, float uvsin, float rgamma, float ggamma, float bgamma, int type, int rect, int texw, int texh) { char yuv_prog[4000] = "!!ARBfp1.0\n" "OPTION ARB_precision_hint_fastest;" // all scaler variables must go here so they aren't defined // multiple times when the same scaler is used more than once "TEMP coord, coord2, cdelta, parmx, parmy, a, b, yuv;"; int prog_remain = sizeof(yuv_prog) - strlen(yuv_prog); char *prog_pos = &yuv_prog[strlen(yuv_prog)]; int cur_texu = 3; char lum_scale_texs[1]; char chrom_scale_texs[1]; char conv_texs[1]; GLint i; // this is the conversion matrix, with y, u, v factors // for red, green, blue and the constant offsets float ry, ru, rv, rc; float gy, gu, gv, gc; float by, bu, bv, bc; create_scaler_textures(YUV_LUM_SCALER(type), &cur_texu, lum_scale_texs); if (YUV_CHROM_SCALER(type) == YUV_LUM_SCALER(type)) memcpy(chrom_scale_texs, lum_scale_texs, sizeof(chrom_scale_texs)); else create_scaler_textures(YUV_CHROM_SCALER(type), &cur_texu, chrom_scale_texs); create_conv_textures(YUV_CONVERSION(type), &cur_texu, conv_texs, brightness, contrast, uvcos, uvsin, rgamma, ggamma, bgamma); glGetIntegerv(GL_MAX_TEXTURE_UNITS, &i); if (i < cur_texu) mp_msg(MSGT_VO, MSGL_ERR, "[gl] %i texture units needed for this type of YUV fragment support (found %i)\n", cur_texu, i); if (!ProgramString) { mp_msg(MSGT_VO, MSGL_FATAL, "[gl] ProgramString function missing!\n"); return; } add_scaler(YUV_LUM_SCALER(type), &prog_pos, &prog_remain, lum_scale_texs, '0', 'r', rect, texw, texh); add_scaler(YUV_CHROM_SCALER(type), &prog_pos, &prog_remain, chrom_scale_texs, '1', 'g', rect, texw / 2, texh / 2); add_scaler(YUV_CHROM_SCALER(type), &prog_pos, &prog_remain, chrom_scale_texs, '2', 'b', rect, texw / 2, texh / 2); get_yuv2rgb_coeffs(brightness, contrast, uvcos, uvsin, &ry, &ru, &rv, &rc, &gy, &gu, &gv, &gc, &by, &bu, &bv, &bc); switch (YUV_CONVERSION(type)) { case YUV_CONVERSION_FRAGMENT: snprintf(prog_pos, prog_remain, yuv_prog_template, ry, gy, by, ru, gu, bu, rv, gv, bv, rc, gc, bc); break; case YUV_CONVERSION_FRAGMENT_POW: snprintf(prog_pos, prog_remain, yuv_pow_prog_template, ry, gy, by, ru, gu, bu, rv, gv, bv, rc, gc, bc, (float)1.0 / rgamma, (float)1.0 / bgamma, (float)1.0 / bgamma); break; case YUV_CONVERSION_FRAGMENT_LOOKUP: snprintf(prog_pos, prog_remain, yuv_lookup_prog_template, ry, gy, by, ru, gu, bu, rv, gv, bv, rc, gc, bc, conv_texs[0], conv_texs[0], conv_texs[0]); break; case YUV_CONVERSION_FRAGMENT_LOOKUP3D: snprintf(prog_pos, prog_remain, yuv_lookup3d_prog_template, conv_texs[0]); break; default: mp_msg(MSGT_VO, MSGL_ERR, "[gl] unknown conversion type %i\n", YUV_CONVERSION(type)); break; } mp_msg(MSGT_VO, MSGL_V, "[gl] generated fragment program:\n%s\n", yuv_prog); loadGPUProgram(GL_FRAGMENT_PROGRAM, yuv_prog); } /** * \brief little helper function to create a lookup table for gamma * \param map buffer to create map into * \param size size of buffer * \param gamma gamma value */ static void gen_gamma_map(unsigned char *map, int size, float gamma) { int i; if (gamma == 1.0) { for (i = 0; i < size; i++) map[i] = 255 * i / (size - 1); return; } gamma = 1.0 / gamma; for (i = 0; i < size; i++) { float tmp = (float)i / (size - 1.0); tmp = pow(tmp, gamma); if (tmp > 1.0) tmp = 1.0; if (tmp < 0.0) tmp = 0.0; map[i] = 255 * tmp; } } /** * \brief setup YUV->RGB conversion * \param target texture target for Y, U and V textures (e.g. GL_TEXTURE_2D) * \param type YUV conversion type * \param brightness brightness adjustment offset * \param contrast contrast adjustment factor * \param hue hue adjustment angle * \param saturation saturation adjustment factor * \param rgamma gamma value for red channel * \param ggamma gamma value for green channel * \param bgamma gamma value for blue channel * \ingroup glconversion */ void glSetupYUVConversion(GLenum target, int type, float brightness, float contrast, float hue, float saturation, float rgamma, float ggamma, float bgamma, int texw, int texh) { float uvcos = saturation * cos(hue); float uvsin = saturation * sin(hue); switch (YUV_CONVERSION(type)) { case YUV_CONVERSION_COMBINERS: glSetupYUVCombiners(uvcos, uvsin); break; case YUV_CONVERSION_COMBINERS_ATI: glSetupYUVCombinersATI(uvcos, uvsin); break; case YUV_CONVERSION_FRAGMENT_LOOKUP: case YUV_CONVERSION_FRAGMENT_LOOKUP3D: case YUV_CONVERSION_FRAGMENT: case YUV_CONVERSION_FRAGMENT_POW: glSetupYUVFragprog(brightness, contrast, uvcos, uvsin, rgamma, ggamma, bgamma, type, target == GL_TEXTURE_RECTANGLE, texw, texh); break; default: mp_msg(MSGT_VO, MSGL_ERR, "[gl] unknown conversion type %i\n", YUV_CONVERSION(type)); } } /** * \brief enable the specified YUV conversion * \param target texture target for Y, U and V textures (e.g. GL_TEXTURE_2D) * \param type type of YUV conversion * \ingroup glconversion */ void glEnableYUVConversion(GLenum target, int type) { if (type <= 0) return; switch (YUV_CONVERSION(type)) { case YUV_CONVERSION_COMBINERS: ActiveTexture(GL_TEXTURE1); glEnable(target); ActiveTexture(GL_TEXTURE2); glEnable(target); ActiveTexture(GL_TEXTURE0); glEnable(GL_REGISTER_COMBINERS_NV); break; case YUV_CONVERSION_COMBINERS_ATI: ActiveTexture(GL_TEXTURE1); glEnable(target); ActiveTexture(GL_TEXTURE2); glEnable(target); ActiveTexture(GL_TEXTURE0); glEnable(GL_FRAGMENT_SHADER_ATI); break; case YUV_CONVERSION_FRAGMENT_LOOKUP3D: case YUV_CONVERSION_FRAGMENT_LOOKUP: case YUV_CONVERSION_FRAGMENT_POW: case YUV_CONVERSION_FRAGMENT: glEnable(GL_FRAGMENT_PROGRAM); break; } } /** * \brief disable the specified YUV conversion * \param target texture target for Y, U and V textures (e.g. GL_TEXTURE_2D) * \param type type of YUV conversion * \ingroup glconversion */ void glDisableYUVConversion(GLenum target, int type) { if (type <= 0) return; switch (YUV_CONVERSION(type)) { case YUV_CONVERSION_COMBINERS: ActiveTexture(GL_TEXTURE1); glDisable(target); ActiveTexture(GL_TEXTURE2); glDisable(target); ActiveTexture(GL_TEXTURE0); glDisable(GL_REGISTER_COMBINERS_NV); break; case YUV_CONVERSION_COMBINERS_ATI: ActiveTexture(GL_TEXTURE1); glDisable(target); ActiveTexture(GL_TEXTURE2); glDisable(target); ActiveTexture(GL_TEXTURE0); glDisable(GL_FRAGMENT_SHADER_ATI); break; case YUV_CONVERSION_FRAGMENT_LOOKUP3D: case YUV_CONVERSION_FRAGMENT_LOOKUP: case YUV_CONVERSION_FRAGMENT_POW: case YUV_CONVERSION_FRAGMENT: glDisable(GL_FRAGMENT_PROGRAM); break; } } /** * \brief draw a texture part at given 2D coordinates * \param x screen top coordinate * \param y screen left coordinate * \param w screen width coordinate * \param h screen height coordinate * \param tx texture top coordinate in pixels * \param ty texture left coordinate in pixels * \param tw texture part width in pixels * \param th texture part height in pixels * \param sx width of texture in pixels * \param sy height of texture in pixels * \param rect_tex whether this texture uses texture_rectangle extension * \param is_yv12 if set, also draw the textures from units 1 and 2 * \param flip flip the texture upside down * \ingroup gltexture */ void glDrawTex(GLfloat x, GLfloat y, GLfloat w, GLfloat h, GLfloat tx, GLfloat ty, GLfloat tw, GLfloat th, int sx, int sy, int rect_tex, int is_yv12, int flip) { GLfloat tx2 = tx / 2, ty2 = ty / 2, tw2 = tw / 2, th2 = th / 2; if (!rect_tex) { tx /= sx; ty /= sy; tw /= sx; th /= sy; tx2 = tx, ty2 = ty, tw2 = tw, th2 = th; } if (flip) { y += h; h = -h; } glBegin(GL_QUADS); glTexCoord2f(tx, ty); if (is_yv12) { MultiTexCoord2f(GL_TEXTURE1, tx2, ty2); MultiTexCoord2f(GL_TEXTURE2, tx2, ty2); } glVertex2f(x, y); glTexCoord2f(tx, ty + th); if (is_yv12) { MultiTexCoord2f(GL_TEXTURE1, tx2, ty2 + th2); MultiTexCoord2f(GL_TEXTURE2, tx2, ty2 + th2); } glVertex2f(x, y + h); glTexCoord2f(tx + tw, ty + th); if (is_yv12) { MultiTexCoord2f(GL_TEXTURE1, tx2 + tw2, ty2 + th2); MultiTexCoord2f(GL_TEXTURE2, tx2 + tw2, ty2 + th2); } glVertex2f(x + w, y + h); glTexCoord2f(tx + tw, ty); if (is_yv12) { MultiTexCoord2f(GL_TEXTURE1, tx2 + tw2, ty2); MultiTexCoord2f(GL_TEXTURE2, tx2 + tw2, ty2); } glVertex2f(x + w, y); glEnd(); } #ifdef GL_WIN32 #include "w32_common.h" /** * \brief little helper since wglGetProcAddress definition does not fit our * getProcAddress * \param procName name of function to look up * \return function pointer returned by wglGetProcAddress */ static void *w32gpa(const GLubyte *procName) { return wglGetProcAddress(procName); } int setGlWindow(int *vinfo, HGLRC *context, HWND win) { int new_vinfo; HDC windc = GetDC(win); HGLRC new_context = 0; int keep_context = 0; // should only be needed when keeping context, but not doing glFinish // can cause flickering even when we do not keep it. if (*context) glFinish(); new_vinfo = GetPixelFormat(windc); if (*context && *vinfo && new_vinfo && *vinfo == new_vinfo) { // we can keep the wglContext new_context = *context; keep_context = 1; } else { // create a context new_context = wglCreateContext(windc); if (!new_context) { mp_msg(MSGT_VO, MSGL_FATAL, "[gl] Could not create GL context!\n"); return SET_WINDOW_FAILED; } } // set context if (!wglMakeCurrent(windc, new_context)) { mp_msg (MSGT_VO, MSGL_FATAL, "[gl] Could not set GL context!\n"); if (!keep_context) { wglDeleteContext(new_context); } return SET_WINDOW_FAILED; } // set new values vo_window = win; vo_hdc = windc; { RECT rect; GetClientRect(win, &rect); vo_dwidth = rect.right; vo_dheight = rect.bottom; } if (!keep_context) { if (*context) wglDeleteContext(*context); *context = new_context; *vinfo = new_vinfo; getFunctions(w32gpa, NULL); // and inform that reinit is neccessary return SET_WINDOW_REINIT; } return SET_WINDOW_OK; } void releaseGlContext(int *vinfo, HGLRC *context) { *vinfo = 0; if (*context) { wglMakeCurrent(0, 0); wglDeleteContext(*context); } *context = 0; } void swapGlBuffers() { SwapBuffers(vo_hdc); } #else #ifdef HAVE_LIBDL #include #endif #include "x11_common.h" /** * \brief find address of a linked function * \param s name of function to find * \return address of function or NULL if not found * * Copied from xine */ static void *getdladdr(const char *s) { #ifdef HAVE_LIBDL #if defined(__sun) || defined(__sgi) static void *handle = NULL; if (!handle) handle = dlopen(NULL, RTLD_LAZY); return dlsym(handle, s); #else return dlsym(0, s); #endif #else return NULL; #endif } /** * \brief Returns the XVisualInfo associated with Window win. * \param win Window whose XVisualInfo is returne. * \return XVisualInfo of the window. Caller must use XFree to free it. */ static XVisualInfo *getWindowVisualInfo(Window win) { XWindowAttributes xw_attr; XVisualInfo vinfo_template; int tmp; XGetWindowAttributes(mDisplay, win, &xw_attr); vinfo_template.visualid = XVisualIDFromVisual(xw_attr.visual); return XGetVisualInfo(mDisplay, VisualIDMask, &vinfo_template, &tmp); } /** * \brief Changes the window in which video is displayed. * If possible only transfers the context to the new window, otherwise * creates a new one, which must be initialized by the caller. * \param vinfo Currently used visual. * \param context Currently used context. * \param win window that should be used for drawing. * \return one of SET_WINDOW_FAILED, SET_WINDOW_OK or SET_WINDOW_REINIT. * In case of SET_WINDOW_REINIT the context could not be transfered * and the caller must initialize it correctly. * \ingroup glcontext */ int setGlWindow(XVisualInfo **vinfo, GLXContext *context, Window win) { XVisualInfo *new_vinfo; GLXContext new_context = NULL; int keep_context = 0; // should only be needed when keeping context, but not doing glFinish // can cause flickering even when we do not keep it. if (*context) glFinish(); new_vinfo = getWindowVisualInfo(win); if (*context && *vinfo && new_vinfo && (*vinfo)->visualid == new_vinfo->visualid) { // we can keep the GLXContext new_context = *context; XFree(new_vinfo); new_vinfo = *vinfo; keep_context = 1; } else { // create a context new_context = glXCreateContext(mDisplay, new_vinfo, NULL, True); if (!new_context) { mp_msg(MSGT_VO, MSGL_FATAL, "[gl] Could not create GLX context!\n"); XFree(new_vinfo); return SET_WINDOW_FAILED; } } // set context if (!glXMakeCurrent(mDisplay, vo_window, new_context)) { mp_msg (MSGT_VO, MSGL_FATAL, "[gl] Could not set GLX context!\n"); if (!keep_context) { glXDestroyContext (mDisplay, new_context); XFree(new_vinfo); } return SET_WINDOW_FAILED; } // set new values vo_window = win; { Window root; int tmp; unsigned utmp; XGetGeometry(mDisplay, vo_window, &root, &tmp, &tmp, (unsigned *)&vo_dwidth, (unsigned *)&vo_dheight, &utmp, &utmp); } if (!keep_context) { void *(*getProcAddress)(const GLubyte *); const char *(*glXExtStr)(Display *, int); if (*context) glXDestroyContext(mDisplay, *context); *context = new_context; if (*vinfo) XFree(*vinfo); *vinfo = new_vinfo; getProcAddress = getdladdr("glXGetProcAddress"); if (!getProcAddress) getProcAddress = getdladdr("glXGetProcAddressARB"); if (!getProcAddress) getProcAddress = (void *)getdladdr; glXExtStr = getdladdr("glXQueryExtensionsString"); getFunctions(getProcAddress, !glXExtStr ? NULL : glXExtStr(mDisplay, DefaultScreen(mDisplay))); // and inform that reinit is neccessary return SET_WINDOW_REINIT; } return SET_WINDOW_OK; } /** * \brief free the VisualInfo and GLXContext of an OpenGL context. * \ingroup glcontext */ void releaseGlContext(XVisualInfo **vinfo, GLXContext *context) { if (*vinfo) XFree(*vinfo); *vinfo = NULL; if (*context) { glFinish(); glXMakeCurrent(mDisplay, None, NULL); glXDestroyContext(mDisplay, *context); } *context = 0; } void swapGlBuffers(void) { glXSwapBuffers(mDisplay, vo_window); } #endif