Add proper formats for sRGB without alpha.
[movit] / flat_input.cpp
index 5323dac..f6ae827 100644 (file)
@@ -1,30 +1,57 @@
 #include <string.h>
 #include <assert.h>
-#include <GL/glew.h>
+#include <epoxy/gl.h>
 
 #include "effect_util.h"
 #include "flat_input.h"
 #include "resource_pool.h"
 #include "util.h"
 
-FlatInput::FlatInput(ImageFormat image_format, MovitPixelFormat pixel_format, GLenum type, unsigned width, unsigned height)
+using namespace std;
+
+namespace movit {
+
+FlatInput::FlatInput(ImageFormat image_format, MovitPixelFormat pixel_format_in, GLenum type, unsigned width, unsigned height)
        : image_format(image_format),
-          pixel_format(pixel_format),
          type(type),
          pbo(0),
          texture_num(0),
-         needs_update(false),
-         finalized(false),
          output_linear_gamma(false),
          needs_mipmaps(false),
          width(width),
          height(height),
          pitch(width),
-         pixel_data(NULL)
+         pixel_data(NULL),
+         fixup_swap_rb(false),
+         fixup_red_to_grayscale(false)
 {
-       assert(type == GL_FLOAT || type == GL_UNSIGNED_BYTE);
+       assert(type == GL_FLOAT || type == GL_HALF_FLOAT || type == GL_UNSIGNED_SHORT || type == GL_UNSIGNED_BYTE);
        register_int("output_linear_gamma", &output_linear_gamma);
        register_int("needs_mipmaps", &needs_mipmaps);
+
+       // Some types are not supported in all GL versions (e.g. GLES),
+       // and will corrected into the right format in the shader.
+       switch (pixel_format_in) {
+       case FORMAT_BGRA_PREMULTIPLIED_ALPHA:
+               pixel_format = FORMAT_RGBA_PREMULTIPLIED_ALPHA;
+               fixup_swap_rb = true;
+               break;
+       case FORMAT_BGRA_POSTMULTIPLIED_ALPHA:
+               pixel_format = FORMAT_RGBA_POSTMULTIPLIED_ALPHA;
+               fixup_swap_rb = true;
+               break;
+       case FORMAT_BGR:
+               pixel_format = FORMAT_RGB;
+               fixup_swap_rb = true;
+               break;
+       case FORMAT_GRAYSCALE:
+               pixel_format = FORMAT_R;
+               fixup_red_to_grayscale = true;
+               break;
+       default:
+               pixel_format = pixel_format_in;
+               break;
+       }
 }
 
 FlatInput::~FlatInput()
@@ -34,67 +61,95 @@ FlatInput::~FlatInput()
        }
 }
 
-void FlatInput::finalize()
-{
-       // Translate the input format to OpenGL's enums.
-       GLenum internal_format;
-       if (type == GL_FLOAT) {
-               internal_format = GL_RGBA32F_ARB;
-       } else if (output_linear_gamma) {
-               assert(type == GL_UNSIGNED_BYTE);
-               internal_format = GL_SRGB8_ALPHA8;
-       } else {
-               assert(type == GL_UNSIGNED_BYTE);
-               internal_format = GL_RGBA8;
-       }
-       if (pixel_format == FORMAT_RGB) {
-               format = GL_RGB;
-       } else if (pixel_format == FORMAT_RGBA_PREMULTIPLIED_ALPHA ||
-                  pixel_format == FORMAT_RGBA_POSTMULTIPLIED_ALPHA) {
-               format = GL_RGBA;
-       } else if (pixel_format == FORMAT_BGR) {
-               format = GL_BGR;
-       } else if (pixel_format == FORMAT_BGRA_PREMULTIPLIED_ALPHA ||
-                  pixel_format == FORMAT_BGRA_POSTMULTIPLIED_ALPHA) {
-               format = GL_BGRA;
-       } else if (pixel_format == FORMAT_GRAYSCALE) {
-               format = GL_LUMINANCE;
-       } else {
-               assert(false);
-       }
-
-       // Create the texture itself.
-       texture_num = resource_pool->create_2d_texture(internal_format, width, height);
-       glBindTexture(GL_TEXTURE_2D, texture_num);
-       check_error();
-       glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, needs_mipmaps ? GL_LINEAR_MIPMAP_NEAREST : GL_LINEAR);
-       check_error();
-       glBindTexture(GL_TEXTURE_2D, 0);
-       check_error();
-
-       needs_update = true;
-       finalized = true;
-}
-       
-void FlatInput::set_gl_state(GLuint glsl_program_num, const std::string& prefix, unsigned *sampler_num)
+void FlatInput::set_gl_state(GLuint glsl_program_num, const string& prefix, unsigned *sampler_num)
 {
        glActiveTexture(GL_TEXTURE0 + *sampler_num);
        check_error();
-       glBindTexture(GL_TEXTURE_2D, texture_num);
-       check_error();
-       glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
-       check_error();
 
-       if (needs_update) {
-               // Re-upload the texture.
+       if (texture_num == 0) {
+               // Translate the input format to OpenGL's enums.
+               GLint internal_format;
+               GLenum format;
+               if (type == GL_FLOAT) {
+                       if (pixel_format == FORMAT_R) {
+                               internal_format = GL_R32F;
+                       } else if (pixel_format == FORMAT_RG) {
+                               internal_format = GL_RG32F;
+                       } else if (pixel_format == FORMAT_RGB) {
+                               internal_format = GL_RGB32F;
+                       } else {
+                               internal_format = GL_RGBA32F;
+                       }
+               } else if (type == GL_HALF_FLOAT) {
+                       if (pixel_format == FORMAT_R) {
+                               internal_format = GL_R16F;
+                       } else if (pixel_format == FORMAT_RG) {
+                               internal_format = GL_RG16F;
+                       } else if (pixel_format == FORMAT_RGB) {
+                               internal_format = GL_RGB16F;
+                       } else {
+                               internal_format = GL_RGBA16F;
+                       }
+               } else if (type == GL_UNSIGNED_SHORT) {
+                       if (pixel_format == FORMAT_R) {
+                               internal_format = GL_R16;
+                       } else if (pixel_format == FORMAT_RG) {
+                               internal_format = GL_RG16;
+                       } else if (pixel_format == FORMAT_RGB) {
+                               internal_format = GL_RGB16;
+                       } else {
+                               internal_format = GL_RGBA16;
+                       }
+               } else if (output_linear_gamma) {
+                       assert(type == GL_UNSIGNED_BYTE);
+                       if (pixel_format == FORMAT_RGB) {
+                               internal_format = GL_SRGB8;
+                       } else if (pixel_format == FORMAT_RGBA_POSTMULTIPLIED_ALPHA) {
+                               internal_format = GL_SRGB8_ALPHA8;
+                       } else {
+                               assert(false);
+                       }
+               } else {
+                       assert(type == GL_UNSIGNED_BYTE);
+                       if (pixel_format == FORMAT_R) {
+                               internal_format = GL_R8;
+                       } else if (pixel_format == FORMAT_RG) {
+                               internal_format = GL_RG8;
+                       } else if (pixel_format == FORMAT_RGB) {
+                               internal_format = GL_RGB8;
+                       } else {
+                               internal_format = GL_RGBA8;
+                       }
+               }
+               if (pixel_format == FORMAT_RGB) {
+                       format = GL_RGB;
+               } else if (pixel_format == FORMAT_RGBA_PREMULTIPLIED_ALPHA ||
+                          pixel_format == FORMAT_RGBA_POSTMULTIPLIED_ALPHA) {
+                       format = GL_RGBA;
+               } else if (pixel_format == FORMAT_RG) {
+                       format = GL_RG;
+               } else if (pixel_format == FORMAT_R) {
+                       format = GL_RED;
+               } else {
+                       assert(false);
+               }
+
+               // (Re-)upload the texture.
+               texture_num = resource_pool->create_2d_texture(internal_format, width, height);
+               glBindTexture(GL_TEXTURE_2D, texture_num);
+               check_error();
                glBindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB, pbo);
                check_error();
+               glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, needs_mipmaps ? GL_LINEAR_MIPMAP_NEAREST : GL_LINEAR);
+               check_error();
                glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
                check_error();
                glPixelStorei(GL_UNPACK_ROW_LENGTH, pitch);
                check_error();
                glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, format, type, pixel_data);
                check_error();
+               glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
+               check_error();
                if (needs_mipmaps) {
                        glGenerateMipmap(GL_TEXTURE_2D);
                        check_error();
@@ -107,8 +162,9 @@ void FlatInput::set_gl_state(GLuint glsl_program_num, const std::string& prefix,
                check_error();
                glBindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB, 0);
                check_error();
-
-               needs_update = false;
+       } else {
+               glBindTexture(GL_TEXTURE_2D, texture_num);
+               check_error();
        }
 
        // Bind it to a sampler.
@@ -116,7 +172,20 @@ void FlatInput::set_gl_state(GLuint glsl_program_num, const std::string& prefix,
        ++*sampler_num;
 }
 
-std::string FlatInput::output_fragment_shader()
+string FlatInput::output_fragment_shader()
+{
+       char buf[256];
+       sprintf(buf, "#define FIXUP_SWAP_RB %d\n#define FIXUP_RED_TO_GRAYSCALE %d\n",
+               fixup_swap_rb, fixup_red_to_grayscale);
+       return buf + read_file("flat_input.frag");
+}
+
+void FlatInput::invalidate_pixel_data()
 {
-       return read_file("flat_input.frag");
+       if (texture_num != 0) {
+               resource_pool->release_2d_texture(texture_num);
+               texture_num = 0;
+       }
 }
+
+}  // namespace movit