#include "common/common.h" #include "formats.h" enum { // --- GL type aliases (for readability) T_U8 = GL_UNSIGNED_BYTE, T_U16 = GL_UNSIGNED_SHORT, T_FL = GL_FLOAT, }; // List of allowed formats, and their usability for bilinear filtering and FBOs. // This is limited to combinations that are useful for our renderer. const struct gl_format gl_formats[] = { // These are used for desktop GL 3+, and GLES 3+ with GL_EXT_texture_norm16. {GL_R8, GL_RED, T_U8, F_CF | F_GL3 | F_GL2F | F_ES3}, {GL_RG8, GL_RG, T_U8, F_CF | F_GL3 | F_GL2F | F_ES3}, {GL_RGB8, GL_RGB, T_U8, F_CF | F_GL3 | F_GL2F | F_ES3}, {GL_RGBA8, GL_RGBA, T_U8, F_CF | F_GL3 | F_GL2F | F_ES3}, {GL_R16, GL_RED, T_U16, F_CF | F_GL3 | F_GL2F | F_EXT16}, {GL_RG16, GL_RG, T_U16, F_CF | F_GL3 | F_GL2F | F_EXT16}, {GL_RGB16, GL_RGB, T_U16, F_CF | F_GL3 | F_GL2F}, {GL_RGBA16, GL_RGBA, T_U16, F_CF | F_GL3 | F_GL2F | F_EXT16}, // Specifically not color-renderable. {GL_RGB16, GL_RGB, T_U16, F_TF | F_EXT16}, // GL2 legacy. Ignores possibly present FBO extensions (no CF flag set). {GL_LUMINANCE8, GL_LUMINANCE, T_U8, F_TF | F_GL2}, {GL_LUMINANCE8_ALPHA8, GL_LUMINANCE_ALPHA, T_U8, F_TF | F_GL2}, {GL_RGB8, GL_RGB, T_U8, F_TF | F_GL2}, {GL_RGBA8, GL_RGBA, T_U8, F_TF | F_GL2}, {GL_LUMINANCE16, GL_LUMINANCE, T_U16, F_TF | F_GL2}, {GL_LUMINANCE16_ALPHA16, GL_LUMINANCE_ALPHA, T_U16, F_TF | F_GL2}, {GL_RGB16, GL_RGB, T_U16, F_TF | F_GL2}, {GL_RGBA16, GL_RGBA, T_U16, F_TF | F_GL2}, // ES2 legacy {GL_LUMINANCE, GL_LUMINANCE, T_U8, F_TF | F_ES2}, {GL_LUMINANCE_ALPHA, GL_LUMINANCE_ALPHA, T_U8, F_TF | F_ES2}, {GL_RGB, GL_RGB, T_U8, F_TF | F_ES2}, {GL_RGBA, GL_RGBA, T_U8, F_TF | F_ES2}, // Non-normalized integer formats. // Follows ES 3.0 as to which are color-renderable. {GL_R8UI, GL_RED_INTEGER, T_U8, F_CR | F_GL3 | F_ES3}, {GL_RG8UI, GL_RG_INTEGER, T_U8, F_CR | F_GL3 | F_ES3}, {GL_RGB8UI, GL_RGB_INTEGER, T_U8, F_GL3 | F_ES3}, {GL_RGBA8UI, GL_RGBA_INTEGER, T_U8, F_CR | F_GL3 | F_ES3}, {GL_R16UI, GL_RED_INTEGER, T_U16, F_CR | F_GL3 | F_ES3}, {GL_RG16UI, GL_RG_INTEGER, T_U16, F_CR | F_GL3 | F_ES3}, {GL_RGB16UI, GL_RGB_INTEGER, T_U16, F_GL3 | F_ES3}, {GL_RGBA16UI, GL_RGBA_INTEGER, T_U16, F_CR | F_GL3 | F_ES3}, // On GL3+ or GL2.1 with GL_ARB_texture_float, floats work fully. {GL_R16F, GL_RED, T_FL, F_F16 | F_CF | F_GL3 | F_GL2F}, {GL_RG16F, GL_RG, T_FL, F_F16 | F_CF | F_GL3 | F_GL2F}, {GL_RGB16F, GL_RGB, T_FL, F_F16 | F_CF | F_GL3 | F_GL2F}, {GL_RGBA16F, GL_RGBA, T_FL, F_F16 | F_CF | F_GL3 | F_GL2F}, {GL_R32F, GL_RED, T_FL, F_CF | F_GL3 | F_GL2F}, {GL_RG32F, GL_RG, T_FL, F_CF | F_GL3 | F_GL2F}, {GL_RGB32F, GL_RGB, T_FL, F_CF | F_GL3 | F_GL2F}, {GL_RGBA32F, GL_RGBA, T_FL, F_CF | F_GL3 | F_GL2F}, // Note: we simply don't support float anything on ES2, despite extensions. // We also don't bother with non-filterable float formats, and we ignore // 32 bit float formats that are not blendable when rendering to them. // On ES3.2+, both 16 bit floats work fully (except 3-component formats). // F_EXTF16 implies extensions that also enable 16 bit floats fully. {GL_R16F, GL_RED, T_FL, F_F16 | F_CF | F_ES32 | F_EXTF16}, {GL_RG16F, GL_RG, T_FL, F_F16 | F_CF | F_ES32 | F_EXTF16}, {GL_RGB16F, GL_RGB, T_FL, F_F16 | F_TF | F_ES32 | F_EXTF16}, {GL_RGBA16F, GL_RGBA, T_FL, F_F16 | F_CF | F_ES32 | F_EXTF16}, // On ES3.0+, 16 bit floats are texture-filterable. // Don't bother with 32 bit floats; they exist but are neither CR nor TF. {GL_R16F, GL_RED, T_FL, F_F16 | F_TF | F_ES3}, {GL_RG16F, GL_RG, T_FL, F_F16 | F_TF | F_ES3}, {GL_RGB16F, GL_RGB, T_FL, F_F16 | F_TF | F_ES3}, {GL_RGBA16F, GL_RGBA, T_FL, F_F16 | F_TF | F_ES3}, // These might be useful as FBO formats. {GL_RGB10_A2, GL_RGBA, GL_UNSIGNED_INT_2_10_10_10_REV, F_CF | F_GL3 | F_ES3}, {GL_RGBA12, GL_RGBA, T_U16, F_CF | F_GL2 | F_GL3}, {GL_RGB10, GL_RGB, T_U16, F_CF | F_GL2 | F_GL3}, // Special formats. {GL_RGB8, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, F_TF | F_GL2 | F_GL3}, {GL_RGB_RAW_422_APPLE, GL_RGB_422_APPLE, GL_UNSIGNED_SHORT_8_8_APPLE, F_TF | F_APPL}, {GL_RGB_RAW_422_APPLE, GL_RGB_422_APPLE, GL_UNSIGNED_SHORT_8_8_REV_APPLE, F_TF | F_APPL}, {0} }; // Pairs of mpv formats and OpenGL types that match directly. Code using this // is supposed to look through the gl_formats table, and there is supposed to // be exactly 1 matching entry (which tells you format/internal format). static const int special_formats[][2] = { {IMGFMT_RGB565, GL_UNSIGNED_SHORT_5_6_5}, {IMGFMT_UYVY, GL_UNSIGNED_SHORT_8_8_APPLE}, {IMGFMT_YUYV, GL_UNSIGNED_SHORT_8_8_REV_APPLE}, {0} }; // Return an or-ed combination of all F_ flags that apply. int gl_format_feature_flags(GL *gl) { return (gl->version == 210 ? F_GL2 : 0) | (gl->version >= 300 ? F_GL3 : 0) | (gl->es == 200 ? F_ES2 : 0) | (gl->es >= 300 ? F_ES3 : 0) | (gl->es >= 320 ? F_ES32 : 0) | (gl->mpgl_caps & MPGL_CAP_EXT16 ? F_EXT16 : 0) | ((gl->es >= 300 && (gl->mpgl_caps & MPGL_CAP_EXT_CR_HFLOAT)) ? F_EXTF16 : 0) | ((gl->version == 210 && (gl->mpgl_caps & MPGL_CAP_ARB_FLOAT) && (gl->mpgl_caps & MPGL_CAP_TEX_RG) && (gl->mpgl_caps & MPGL_CAP_FB)) ? F_GL2F : 0) | (gl->mpgl_caps & MPGL_CAP_APPLE_RGB_422 ? F_APPL : 0); } // Return the entry for the given internal format. Return NULL if unsupported. const struct gl_format *gl_find_internal_format(GL *gl, GLint internal_format) { int features = gl_format_feature_flags(gl); for (int n = 0; gl_formats[n].type; n++) { const struct gl_format *f = &gl_formats[n]; if (f->internal_format == internal_format && (f->flags & features)) return f; } return NULL; } const struct gl_format *gl_find_special_format(GL *gl, int mpfmt) { int features = gl_format_feature_flags(gl); for (int n = 0; special_formats[n][0]; n++) { if (special_formats[n][0] == mpfmt) { GLenum type = special_formats[n][1]; for (int i = 0; gl_formats[i].type; i++) { const struct gl_format *f = &gl_formats[i]; if (f->type == type && (f->flags & features)) return f; } break; } } return NULL; } // type: one of MPGL_TYPE_* // flags: bitset of F_*, all flags must be present const struct gl_format *gl_find_format(GL *gl, int type, int flags, int bytes_per_component, int n_components) { if (!bytes_per_component || !n_components || !type) return NULL; int features = gl_format_feature_flags(gl); for (int n = 0; gl_formats[n].type; n++) { const struct gl_format *f = &gl_formats[n]; if ((f->flags & features) && ((f->flags & flags) == flags) && gl_format_type(f) == type && gl_component_size(f->type) == bytes_per_component && gl_format_components(f->format) == n_components) return f; } return NULL; } // Return a texture-filterable unsigned normalized fixed point format. const struct gl_format *gl_find_unorm_format(GL *gl, int bytes_per_component, int n_components) { return gl_find_format(gl, MPGL_TYPE_UNORM, F_TF, bytes_per_component, n_components); } // Return an unsigned integer format. const struct gl_format *gl_find_uint_format(GL *gl, int bytes_per_component, int n_components) { return gl_find_format(gl, MPGL_TYPE_UINT, 0, bytes_per_component, n_components); } // Return a 16 bit float format. Note that this will return a GL_FLOAT format // with 32 bit per component; just the internal representation is smaller. // Some GL versions will allow upload with GL_HALF_FLOAT as well. const struct gl_format *gl_find_float16_format(GL *gl, int n_components) { return gl_find_format(gl, MPGL_TYPE_FLOAT, F_F16, 4, n_components); } int gl_format_type(const struct gl_format *format) { if (!format) return 0; if (format->type == GL_FLOAT) return MPGL_TYPE_FLOAT; if (gl_integer_format_to_base(format->format)) return MPGL_TYPE_UINT; return MPGL_TYPE_UNORM; } // Return an integer pixel "format" to a base internal format. // Return 0 if it's not an integer format. GLenum gl_integer_format_to_base(GLenum format) { switch (format) { case GL_RED_INTEGER: return GL_RED; case GL_RG_INTEGER: return GL_RG; case GL_RGB_INTEGER: return GL_RGB; case GL_RGBA_INTEGER: return GL_RGBA; } return 0; } // Return the number of bytes per component this format implies. // Returns 0 for formats with non-byte alignments and formats which // merge multiple components (like GL_UNSIGNED_SHORT_5_6_5). int gl_component_size(GLenum type) { switch (type) { case GL_UNSIGNED_BYTE: return 1; case GL_UNSIGNED_SHORT: return 2; case GL_FLOAT: return 4; } return 0; } // Return the number of a pixel "format". int gl_format_components(GLenum format) { switch (format) { case GL_RED: case GL_RED_INTEGER: case GL_LUMINANCE: return 1; case GL_RG: case GL_RG_INTEGER: case GL_LUMINANCE_ALPHA: return 2; case GL_RGB: case GL_RGB_INTEGER: return 3; case GL_RGBA: case GL_RGBA_INTEGER: return 4; } return 0; } // return the number of bytes per pixel for the given format // does not handle all possible variants, just those used by mpv int gl_bytes_per_pixel(GLenum format, GLenum type) { // Formats with merged components are special. switch (type) { case GL_UNSIGNED_INT_2_10_10_10_REV: return 4; case GL_UNSIGNED_SHORT_5_6_5: return 2; case GL_UNSIGNED_SHORT_8_8_APPLE: return 2; case GL_UNSIGNED_SHORT_8_8_REV_APPLE: return 2; } return gl_format_components(format) * gl_component_size(type); }