#include "opengl.h"
#include "util.h"
+#include <set>
+#include <string>
+
bool movit_initialized = false;
float movit_texel_subpixel_precision;
+bool movit_srgb_textures_supported;
namespace {
check_error();
}
+void get_extensions(std::set<std::string> *extensions)
+{
+ char *str = strdup(reinterpret_cast<const char *>(glGetString(GL_EXTENSIONS)));
+ for (char *ptr = strtok(str, " "); ptr != NULL; ptr = strtok(NULL, " ")) {
+ extensions->insert(ptr);
+ }
+ free(str);
+}
+
+void check_extensions()
+{
+ std::set<std::string> extensions;
+ get_extensions(&extensions);
+
+ // We fundamentally need FBOs and floating-point textures.
+ assert(extensions.count("GL_ARB_framebuffer_object") != 0);
+ assert(extensions.count("GL_ARB_texture_float") != 0);
+
+ // We assume that we can use non-power-of-two textures without restrictions.
+ assert(extensions.count("GL_ARB_texture_non_power_of_two") != 0);
+
+ // We also need GLSL fragment shaders.
+ assert(extensions.count("GL_ARB_fragment_shader") != 0);
+ assert(extensions.count("GL_ARB_shading_language_100") != 0);
+
+ // FlatInput and YCbCrInput uses PBOs. (They could in theory do without,
+ // but no modern card would really not provide it.)
+ assert(extensions.count("GL_ARB_pixel_buffer_object") != 0);
+
+ // ResampleEffect uses RG textures to encode a two-component LUT.
+ assert(extensions.count("GL_ARB_texture_rg") != 0);
+
+ // sRGB texture decode would be nice, but are not mandatory
+ // (GammaExpansionEffect can do the same thing if needed).
+ movit_srgb_textures_supported = extensions.count("GL_EXT_texture_sRGB");
+}
+
} // namespace
void init_movit()
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
measure_texel_subpixel_precision();
+ check_extensions();
movit_initialized = true;
}