]> git.sesse.net Git - movit/blobdiff - init.cpp
Redo FBO association yet again, this time per-texture.
[movit] / init.cpp
index d8d249f256203decf638fb92febea1f44e758bdc..37e9d70f974ec160c7bd7b2f169767cdcf17b263 100644 (file)
--- a/init.cpp
+++ b/init.cpp
@@ -5,10 +5,13 @@
 #include <string>
 
 #include "init.h"
+#include "resource_pool.h"
 #include "util.h"
 
 using namespace std;
 
+namespace movit {
+
 bool movit_initialized = false;
 MovitDebugLevel movit_debug_level = MOVIT_DEBUG_ON;
 float movit_texel_subpixel_precision;
@@ -25,6 +28,7 @@ namespace {
 
 void measure_texel_subpixel_precision()
 {
+       ResourcePool resource_pool;
        static const unsigned width = 4096;
 
        // Generate a destination texture to render to, and an FBO.
@@ -34,7 +38,7 @@ void measure_texel_subpixel_precision()
        check_error();
        glBindTexture(GL_TEXTURE_2D, dst_texnum);
        check_error();
-       glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F_ARB, width, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
+       glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F, width, 1, 0, GL_RGBA, GL_FLOAT, NULL);
        check_error();
 
        glGenFramebuffers(1, &fbo);
@@ -54,15 +58,13 @@ void measure_texel_subpixel_precision()
        float texdata[] = { 0, 1 };
        glGenTextures(1, &src_texnum);
        check_error();
-       glBindTexture(GL_TEXTURE_1D, src_texnum);
-       check_error();
-       glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+       glBindTexture(GL_TEXTURE_2D, src_texnum);
        check_error();
-       glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+       glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
        check_error();
-       glTexImage1D(GL_TEXTURE_1D, 0, GL_LUMINANCE16F_ARB, 2, 0, GL_LUMINANCE, GL_FLOAT, texdata);
+       glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
        check_error();
-       glEnable(GL_TEXTURE_1D);
+       glTexImage2D(GL_TEXTURE_2D, 0, GL_R16F, 2, 1, 0, GL_RED, GL_FLOAT, texdata);
        check_error();
 
        // Basic state.
@@ -75,36 +77,46 @@ void measure_texel_subpixel_precision()
 
        glViewport(0, 0, width, 1);
 
-       glMatrixMode(GL_PROJECTION);
-       glLoadIdentity();
-       glOrtho(0.0, 1.0, 0.0, 1.0, 0.0, 1.0);
-
-       glMatrixMode(GL_MODELVIEW);
-       glLoadIdentity();
+       GLuint glsl_program_num = resource_pool.compile_glsl_program(
+               read_file("vs.vert"), read_file("texture1d.frag"));
+       glUseProgram(glsl_program_num);
+       check_error();
+       glUniform1i(glGetUniformLocation(glsl_program_num, "tex"), 0);  // Bind the 2D sampler.
        check_error();
 
        // Draw the texture stretched over a long quad, interpolating it out.
        // Note that since the texel center is in (0.5), we need to adjust the
        // texture coordinates in order not to get long stretches of (1,1,1,...)
        // at the start and (...,0,0,0) at the end.
-       glBegin(GL_QUADS);
+       float vertices[] = {
+               0.0f, 1.0f,
+               0.0f, 0.0f,
+               1.0f, 1.0f,
+               1.0f, 0.0f
+       };
+       float texcoords[] = {
+               0.25f, 0.0f,
+               0.25f, 0.0f,
+               0.75f, 0.0f,
+               0.75f, 0.0f
+       };
 
-       glTexCoord1f(0.25f);
-       glVertex2f(0.0f, 0.0f);
-
-       glTexCoord1f(0.75f);
-       glVertex2f(1.0f, 0.0f);
-
-       glTexCoord1f(0.75f);
-       glVertex2f(1.0f, 1.0f);
+       GLuint vao;
+       glGenVertexArrays(1, &vao);
+       check_error();
+       glBindVertexArray(vao);
+       check_error();
 
-       glTexCoord1f(0.25f);
-       glVertex2f(0.0f, 1.0f);
+       GLuint position_vbo = fill_vertex_attribute(glsl_program_num, "position", 2, GL_FLOAT, sizeof(vertices), vertices);
+       GLuint texcoord_vbo = fill_vertex_attribute(glsl_program_num, "texcoord", 2, GL_FLOAT, sizeof(texcoords), texcoords);
 
-       glEnd();
+       glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
        check_error();
 
-       glDisable(GL_TEXTURE_1D);
+       cleanup_vertex_attribute(glsl_program_num, "position", position_vbo);
+       cleanup_vertex_attribute(glsl_program_num, "texcoord", texcoord_vbo);
+
+       glUseProgram(0);
        check_error();
 
        // Now read the data back and see what the card did.
@@ -120,10 +132,11 @@ void measure_texel_subpixel_precision()
                biggest_jump = max(biggest_jump, out_data[i] - out_data[i - 1]);
        }
 
+       assert(biggest_jump > 0.0);
        movit_texel_subpixel_precision = biggest_jump;
 
        // Clean up.
-       glBindTexture(GL_TEXTURE_1D, 0);
+       glBindTexture(GL_TEXTURE_2D, 0);
        check_error();
        glBindFramebuffer(GL_FRAMEBUFFER, 0);
        check_error();
@@ -133,10 +146,16 @@ void measure_texel_subpixel_precision()
        check_error();
        glDeleteTextures(1, &src_texnum);
        check_error();
+
+       resource_pool.release_glsl_program(glsl_program_num);
+       glDeleteVertexArrays(1, &vao);
+       check_error();
 }
 
 void measure_roundoff_problems()
 {
+       ResourcePool resource_pool;
+
        // Generate a destination texture to render to, and an FBO.
        GLuint dst_texnum, fbo;
 
@@ -170,15 +189,13 @@ void measure_roundoff_problems()
        }
        glGenTextures(1, &src_texnum);
        check_error();
-       glBindTexture(GL_TEXTURE_1D, src_texnum);
-       check_error();
-       glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+       glBindTexture(GL_TEXTURE_2D, src_texnum);
        check_error();
-       glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+       glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
        check_error();
-       glTexImage1D(GL_TEXTURE_1D, 0, GL_LUMINANCE32F_ARB, 512, 0, GL_LUMINANCE, GL_FLOAT, texdata);
+       glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
        check_error();
-       glEnable(GL_TEXTURE_1D);
+       glTexImage2D(GL_TEXTURE_2D, 0, GL_R32F, 512, 1, 0, GL_RED, GL_FLOAT, texdata);
        check_error();
 
        // Basic state.
@@ -191,33 +208,36 @@ void measure_roundoff_problems()
 
        glViewport(0, 0, 512, 1);
 
-       glMatrixMode(GL_PROJECTION);
-       glLoadIdentity();
-       glOrtho(0.0, 1.0, 0.0, 1.0, 0.0, 1.0);
-
-       glMatrixMode(GL_MODELVIEW);
-       glLoadIdentity();
+       GLuint glsl_program_num = resource_pool.compile_glsl_program(
+               read_file("vs.vert"), read_file("texture1d.frag"));
+       glUseProgram(glsl_program_num);
        check_error();
+       glUniform1i(glGetUniformLocation(glsl_program_num, "tex"), 0);  // Bind the 2D sampler.
 
        // Draw the texture stretched over a long quad, interpolating it out.
-       glBegin(GL_QUADS);
-
-       glTexCoord1f(0.0f);
-       glVertex2f(0.0f, 0.0f);
-
-       glTexCoord1f(1.0f);
-       glVertex2f(1.0f, 0.0f);
+       float vertices[] = {
+               0.0f, 1.0f,
+               0.0f, 0.0f,
+               1.0f, 1.0f,
+               1.0f, 0.0f
+       };
 
-       glTexCoord1f(1.0f);
-       glVertex2f(1.0f, 1.0f);
+       GLuint vao;
+       glGenVertexArrays(1, &vao);
+       check_error();
+       glBindVertexArray(vao);
+       check_error();
 
-       glTexCoord1f(0.0f);
-       glVertex2f(0.0f, 1.0f);
+       GLuint position_vbo = fill_vertex_attribute(glsl_program_num, "position", 2, GL_FLOAT, sizeof(vertices), vertices);
+       GLuint texcoord_vbo = fill_vertex_attribute(glsl_program_num, "texcoord", 2, GL_FLOAT, sizeof(vertices), vertices);  // Same data.
 
-       glEnd();
+       glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
        check_error();
 
-       glDisable(GL_TEXTURE_1D);
+       cleanup_vertex_attribute(glsl_program_num, "position", position_vbo);
+       cleanup_vertex_attribute(glsl_program_num, "texcoord", texcoord_vbo);
+
+       glUseProgram(0);
        check_error();
 
        // Now read the data back and see what the card did. (Ignore the last value.)
@@ -239,7 +259,7 @@ void measure_roundoff_problems()
        movit_num_wrongly_rounded = wrongly_rounded;
 
        // Clean up.
-       glBindTexture(GL_TEXTURE_1D, 0);
+       glBindTexture(GL_TEXTURE_2D, 0);
        check_error();
        glBindFramebuffer(GL_FRAMEBUFFER, 0);
        check_error();
@@ -249,27 +269,31 @@ void measure_roundoff_problems()
        check_error();
        glDeleteTextures(1, &src_texnum);
        check_error();
+
+       resource_pool.release_glsl_program(glsl_program_num);
+       glDeleteVertexArrays(1, &vao);
+       check_error();
 }
 
-void check_extensions()
+bool check_extensions()
 {
        // We fundamentally need FBOs and floating-point textures.
-       assert(glewIsSupported("GL_ARB_framebuffer_object") != 0);
-       assert(glewIsSupported("GL_ARB_texture_float") != 0);
+       if (!glewIsSupported("GL_ARB_framebuffer_object")) return false;
+       if (!glewIsSupported("GL_ARB_texture_float")) return false;
 
        // We assume that we can use non-power-of-two textures without restrictions.
-       assert(glewIsSupported("GL_ARB_texture_non_power_of_two") != 0);
+       if (!glewIsSupported("GL_ARB_texture_non_power_of_two")) return false;
 
        // We also need GLSL fragment shaders.
-       assert(glewIsSupported("GL_ARB_fragment_shader") != 0);
-       assert(glewIsSupported("GL_ARB_shading_language_100") != 0);
+       if (!glewIsSupported("GL_ARB_fragment_shader")) return false;
+       if (!glewIsSupported("GL_ARB_shading_language_100")) return false;
 
        // FlatInput and YCbCrInput uses PBOs. (They could in theory do without,
        // but no modern card would really not provide it.)
-       assert(glewIsSupported("GL_ARB_pixel_buffer_object") != 0);
+       if (!glewIsSupported("GL_ARB_pixel_buffer_object")) return false;
 
        // ResampleEffect uses RG textures to encode a two-component LUT.
-       assert(glewIsSupported("GL_ARB_texture_rg") != 0);
+       if (!glewIsSupported("GL_ARB_texture_rg")) return false;
 
        // sRGB texture decode would be nice, but are not mandatory
        // (GammaExpansionEffect can do the same thing if needed).
@@ -280,29 +304,39 @@ void check_extensions()
        // and 1.30 brings with it other things that we don't want to demand
        // for now.
        movit_shader_rounding_supported = glewIsSupported("GL_EXT_gpu_shader4");
+
+       return true;
 }
 
 }  // namespace
 
-void init_movit(const string& data_directory, MovitDebugLevel debug_level)
+bool init_movit(const string& data_directory, MovitDebugLevel debug_level)
 {
        if (movit_initialized) {
-               return;
+               return true;
        }
 
        movit_data_directory = new string(data_directory);
        movit_debug_level = debug_level;
 
-       glewInit();
+       GLenum err = glewInit();
+       if (err != GLEW_OK) {
+               return false;
+       }
 
        // geez 
        glPixelStorei(GL_PACK_ALIGNMENT, 1);
        glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
        glDisable(GL_DITHER);
 
+       if (!check_extensions()) {
+               return false;
+       }
        measure_texel_subpixel_precision();
        measure_roundoff_problems();
-       check_extensions();
 
        movit_initialized = true;
+       return true;
 }
+
+}  // namespace movit