Merge branch 'master' into epoxy
[movit] / flat_input.cpp
1 #include <string.h>
2 #include <assert.h>
3 #include <epoxy/gl.h>
4
5 #include "effect_util.h"
6 #include "flat_input.h"
7 #include "resource_pool.h"
8 #include "util.h"
9
10 using namespace std;
11
12 namespace movit {
13
14 FlatInput::FlatInput(ImageFormat image_format, MovitPixelFormat pixel_format, GLenum type, unsigned width, unsigned height)
15         : image_format(image_format),
16           pixel_format(pixel_format),
17           type(type),
18           pbo(0),
19           texture_num(0),
20           output_linear_gamma(false),
21           needs_mipmaps(false),
22           width(width),
23           height(height),
24           pitch(width),
25           pixel_data(NULL)
26 {
27         assert(type == GL_FLOAT || type == GL_HALF_FLOAT || type == GL_UNSIGNED_SHORT || type == GL_UNSIGNED_BYTE);
28         register_int("output_linear_gamma", &output_linear_gamma);
29         register_int("needs_mipmaps", &needs_mipmaps);
30 }
31
32 FlatInput::~FlatInput()
33 {
34         if (texture_num != 0) {
35                 resource_pool->release_2d_texture(texture_num);
36         }
37 }
38
39 void FlatInput::set_gl_state(GLuint glsl_program_num, const string& prefix, unsigned *sampler_num)
40 {
41         glActiveTexture(GL_TEXTURE0 + *sampler_num);
42         check_error();
43
44         if (texture_num == 0) {
45                 // Translate the input format to OpenGL's enums.
46                 GLint internal_format;
47                 GLenum format;
48                 if (type == GL_FLOAT) {
49                         if (pixel_format == FORMAT_R) {
50                                 internal_format = GL_R32F;
51                         } else if (pixel_format == FORMAT_RG) {
52                                 internal_format = GL_RG32F;
53                         } else {
54                                 internal_format = GL_RGBA32F;
55                         }
56                 } else if (type == GL_HALF_FLOAT) {
57                         if (pixel_format == FORMAT_R) {
58                                 internal_format = GL_R16F;
59                         } else if (pixel_format == FORMAT_RG) {
60                                 internal_format = GL_RG16F;
61                         } else {
62                                 internal_format = GL_RGBA16F;
63                         }
64                 } else if (type == GL_UNSIGNED_SHORT) {
65                         if (pixel_format == FORMAT_R) {
66                                 internal_format = GL_R16;
67                         } else if (pixel_format == FORMAT_RG) {
68                                 internal_format = GL_RG16;
69                         } else {
70                                 internal_format = GL_RGBA16;
71                         }
72                 } else if (output_linear_gamma) {
73                         assert(type == GL_UNSIGNED_BYTE);
74                         internal_format = GL_SRGB8_ALPHA8;
75                 } else {
76                         assert(type == GL_UNSIGNED_BYTE);
77                         internal_format = GL_RGBA8;
78                 }
79                 if (pixel_format == FORMAT_RGB) {
80                         format = GL_RGB;
81                 } else if (pixel_format == FORMAT_RGBA_PREMULTIPLIED_ALPHA ||
82                            pixel_format == FORMAT_RGBA_POSTMULTIPLIED_ALPHA) {
83                         format = GL_RGBA;
84                 } else if (pixel_format == FORMAT_BGR) {
85                         format = GL_BGR;
86                 } else if (pixel_format == FORMAT_BGRA_PREMULTIPLIED_ALPHA ||
87                            pixel_format == FORMAT_BGRA_POSTMULTIPLIED_ALPHA) {
88                         format = GL_BGRA;
89                 } else if (pixel_format == FORMAT_GRAYSCALE) {
90                         format = GL_LUMINANCE;
91                 } else if (pixel_format == FORMAT_RG) {
92                         format = GL_RG;
93                 } else {
94                         assert(false);
95                 }
96
97                 // (Re-)upload the texture.
98                 texture_num = resource_pool->create_2d_texture(internal_format, width, height);
99                 glBindTexture(GL_TEXTURE_2D, texture_num);
100                 check_error();
101                 glBindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB, pbo);
102                 check_error();
103                 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, needs_mipmaps ? GL_LINEAR_MIPMAP_NEAREST : GL_LINEAR);
104                 check_error();
105                 glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
106                 check_error();
107                 glPixelStorei(GL_UNPACK_ROW_LENGTH, pitch);
108                 check_error();
109                 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, format, type, pixel_data);
110                 check_error();
111                 glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
112                 check_error();
113                 if (needs_mipmaps) {
114                         glGenerateMipmap(GL_TEXTURE_2D);
115                         check_error();
116                 }
117                 glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
118                 check_error();
119                 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
120                 check_error();
121                 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
122                 check_error();
123                 glBindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB, 0);
124                 check_error();
125         } else {
126                 glBindTexture(GL_TEXTURE_2D, texture_num);
127                 check_error();
128         }
129
130         // Bind it to a sampler.
131         set_uniform_int(glsl_program_num, prefix, "tex", *sampler_num);
132         ++*sampler_num;
133 }
134
135 string FlatInput::output_fragment_shader()
136 {
137         return read_file("flat_input.frag");
138 }
139
140 void FlatInput::invalidate_pixel_data()
141 {
142         if (texture_num != 0) {
143                 resource_pool->release_2d_texture(texture_num);
144                 texture_num = 0;
145         }
146 }
147
148 }  // namespace movit