Use the right internal format for FORMAT_R non-float textures.
[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                         if (pixel_format == FORMAT_R) {
78                                 internal_format = GL_R8;
79                         } else if (pixel_format == FORMAT_RG) {
80                                 internal_format = GL_RG8;
81                         } else {
82                                 internal_format = GL_RGBA8;
83                         }
84                 }
85                 if (pixel_format == FORMAT_RGB) {
86                         format = GL_RGB;
87                 } else if (pixel_format == FORMAT_RGBA_PREMULTIPLIED_ALPHA ||
88                            pixel_format == FORMAT_RGBA_POSTMULTIPLIED_ALPHA) {
89                         format = GL_RGBA;
90                 } else if (pixel_format == FORMAT_BGR) {
91                         format = GL_BGR;
92                 } else if (pixel_format == FORMAT_BGRA_PREMULTIPLIED_ALPHA ||
93                            pixel_format == FORMAT_BGRA_POSTMULTIPLIED_ALPHA) {
94                         format = GL_BGRA;
95                 } else if (pixel_format == FORMAT_GRAYSCALE) {
96                         format = GL_LUMINANCE;
97                 } else if (pixel_format == FORMAT_RG) {
98                         format = GL_RG;
99                 } else {
100                         assert(false);
101                 }
102
103                 // (Re-)upload the texture.
104                 texture_num = resource_pool->create_2d_texture(internal_format, width, height);
105                 glBindTexture(GL_TEXTURE_2D, texture_num);
106                 check_error();
107                 glBindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB, pbo);
108                 check_error();
109                 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, needs_mipmaps ? GL_LINEAR_MIPMAP_NEAREST : GL_LINEAR);
110                 check_error();
111                 glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
112                 check_error();
113                 glPixelStorei(GL_UNPACK_ROW_LENGTH, pitch);
114                 check_error();
115                 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, format, type, pixel_data);
116                 check_error();
117                 glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
118                 check_error();
119                 if (needs_mipmaps) {
120                         glGenerateMipmap(GL_TEXTURE_2D);
121                         check_error();
122                 }
123                 glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
124                 check_error();
125                 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
126                 check_error();
127                 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
128                 check_error();
129                 glBindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB, 0);
130                 check_error();
131         } else {
132                 glBindTexture(GL_TEXTURE_2D, texture_num);
133                 check_error();
134         }
135
136         // Bind it to a sampler.
137         set_uniform_int(glsl_program_num, prefix, "tex", *sampler_num);
138         ++*sampler_num;
139 }
140
141 string FlatInput::output_fragment_shader()
142 {
143         return read_file("flat_input.frag");
144 }
145
146 void FlatInput::invalidate_pixel_data()
147 {
148         if (texture_num != 0) {
149                 resource_pool->release_2d_texture(texture_num);
150                 texture_num = 0;
151         }
152 }
153
154 }  // namespace movit