/* * 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 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. * * 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 Lesser General Public License for more details. * * You should have received a copy of the GNU Lesser General Public * License along with mpv. If not, see . */ #include #include #include #include #include #include #include #include #include #include "osdep/io.h" #include "common/common.h" #include "options/path.h" #include "stream/stream.h" #include "formats.h" #include "ra_gl.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 gl_check_error(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)); } } 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 void gl_upload_tex(GL *gl, GLenum target, GLenum format, GLenum type, const void *dataptr, int stride, int x, int y, int w, int h) { int bpp = gl_bytes_per_pixel(format, type); const uint8_t *data = dataptr; int y_max = y + h; if (w <= 0 || h <= 0 || !bpp) return; if (stride < 0) { data += (h - 1) * stride; stride = -stride; } gl->PixelStorei(GL_UNPACK_ALIGNMENT, get_alignment(stride)); int slice = h; if (gl->mpgl_caps & MPGL_CAP_ROW_LENGTH) { // this is not always correct, but should work for MPlayer gl->PixelStorei(GL_UNPACK_ROW_LENGTH, stride / bpp); } else { if (stride != bpp * 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 (gl->mpgl_caps & MPGL_CAP_ROW_LENGTH) gl->PixelStorei(GL_UNPACK_ROW_LENGTH, 0); gl->PixelStorei(GL_UNPACK_ALIGNMENT, 4); } mp_image_t *gl_read_fbo_contents(GL *gl, int fbo, int w, int h) { if (gl->es) return NULL; // ES can't read from front buffer mp_image_t *image = mp_image_alloc(IMGFMT_RGB24, w, h); if (!image) return NULL; gl->BindFramebuffer(GL_FRAMEBUFFER, fbo); GLenum obj = fbo ? GL_COLOR_ATTACHMENT0 : GL_FRONT; gl->PixelStorei(GL_PACK_ALIGNMENT, 1); gl->ReadBuffer(obj); //flip image while reading (and also avoid stride-related trouble) for (int y = 0; y < h; y++) { gl->ReadPixels(0, h - y - 1, w, 1, GL_RGB, GL_UNSIGNED_BYTE, image->planes[0] + y * image->stride[0]); } gl->PixelStorei(GL_PACK_ALIGNMENT, 4); gl->BindFramebuffer(GL_FRAMEBUFFER, 0); return image; } static void gl_vao_enable_attribs(struct gl_vao *vao) { GL *gl = vao->gl; for (int n = 0; n < vao->num_entries; n++) { const struct ra_renderpass_input *e = &vao->entries[n]; GLenum type = 0; bool normalized = false; switch (e->type) { case RA_VARTYPE_INT: type = GL_INT; break; case RA_VARTYPE_FLOAT: type = GL_FLOAT; break; case RA_VARTYPE_BYTE_UNORM: type = GL_UNSIGNED_BYTE; normalized = true; break; default: abort(); } assert(e->dim_m == 1); gl->EnableVertexAttribArray(n); gl->VertexAttribPointer(n, e->dim_v, type, normalized, vao->stride, (void *)(intptr_t)e->offset); } } void gl_vao_init(struct gl_vao *vao, GL *gl, int stride, const struct ra_renderpass_input *entries, int num_entries) { assert(!vao->vao); assert(!vao->buffer); *vao = (struct gl_vao){ .gl = gl, .stride = stride, .entries = entries, .num_entries = num_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}; } static 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); } } static void gl_vao_unbind(struct gl_vao *vao) { GL *gl = vao->gl; if (gl->BindVertexArray) { gl->BindVertexArray(0); } else { for (int n = 0; n < vao->num_entries; 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_STREAM_DRAW); gl->BindBuffer(GL_ARRAY_BUFFER, 0); } gl_vao_bind(vao); gl->DrawArrays(prim, 0, num); gl_vao_unbind(vao); } 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) gl->DebugMessageCallback(log ? gl_debug_cb : NULL, log); } int gl_get_fb_depth(GL *gl, int fbo) { if ((gl->es < 300 && !gl->version) || !(gl->mpgl_caps & MPGL_CAP_FB)) return -1; gl->BindFramebuffer(GL_FRAMEBUFFER, fbo); GLenum obj = gl->version ? GL_BACK_LEFT : GL_BACK; if (fbo) obj = GL_COLOR_ATTACHMENT0; GLint depth_g = -1; gl->GetFramebufferAttachmentParameteriv(GL_FRAMEBUFFER, obj, GL_FRAMEBUFFER_ATTACHMENT_GREEN_SIZE, &depth_g); gl->BindFramebuffer(GL_FRAMEBUFFER, 0); return depth_g > 0 ? depth_g : -1; }