/* * 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 . * * 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 #include #include #include #include #include "common/common.h" #include "gl_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); } } void gl_vao_bind_attribs(struct gl_vao *vao, GLuint program) { GL *gl = vao->gl; for (int n = 0; vao->entries[n].name; n++) gl->BindAttribLocation(program, n, vao->entries[n].name); } // Draw the vertex data (as described by the gl_vao_entry entries) in ptr // to the screen. num is the number of vertexes. prim is usually GL_TRIANGLES. // If ptr is NULL, then skip the upload, and use the data uploaded with the // 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. // gl_target: GL_TEXTURE_2D // gl_filter: GL_LINEAR // iformat: texture internal format // Returns success. bool fbotex_init(struct fbotex *fbo, GL *gl, struct mp_log *log, int w, int h, GLenum gl_target, GLenum gl_filter, GLenum iformat) { bool res = true; assert(!fbo->fbo); assert(!fbo->texture); *fbo = (struct fbotex) { .gl = gl, .vp_w = w, .vp_h = h, .tex_w = w, .tex_h = h, }; mp_verbose(log, "Create FBO: %dx%d\n", fbo->tex_w, fbo->tex_h); if (!(gl->mpgl_caps & MPGL_CAP_FB)) return false; gl->GenFramebuffers(1, &fbo->fbo); gl->GenTextures(1, &fbo->texture); gl->BindTexture(gl_target, fbo->texture); gl->TexImage2D(gl_target, 0, iformat, fbo->tex_w, fbo->tex_h, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); gl->TexParameteri(gl_target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); gl->TexParameteri(gl_target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); gl->TexParameteri(gl_target, GL_TEXTURE_MIN_FILTER, gl_filter); gl->TexParameteri(gl_target, GL_TEXTURE_MAG_FILTER, gl_filter); glCheckError(gl, log, "after creating framebuffer texture"); gl->BindFramebuffer(GL_FRAMEBUFFER, fbo->fbo); gl->FramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, gl_target, fbo->texture, 0); 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_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}; } } void gl_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 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); } } }