#include "init.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;
bool movit_srgb_textures_supported;
int movit_num_wrongly_rounded;
+bool movit_shader_rounding_supported;
// The rules for objects with nontrivial constructors in static scope
// are somewhat convoluted, and easy to mess up. We simply have a
// pointer instead (and never care to clean it up).
-std::string *movit_data_directory = NULL;
+string *movit_data_directory = NULL;
namespace {
float biggest_jump = 0.0f;
for (unsigned i = 1; i < width; ++i) {
assert(out_data[i] >= out_data[i - 1]);
- biggest_jump = std::max(biggest_jump, out_data[i] - out_data[i - 1]);
+ biggest_jump = max(biggest_jump, out_data[i] - out_data[i - 1]);
}
movit_texel_subpixel_precision = biggest_jump;
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).
movit_srgb_textures_supported = glewIsSupported("GL_EXT_texture_sRGB");
+
+ // We may want to use round() at the end of the final shader,
+ // if supported. We need either GLSL 1.30 or this extension to do that,
+ // 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 std::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 std::string(data_directory);
+ 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