+#include <GL/glew.h>
+
#include "init.h"
-#include "opengl.h"
#include "util.h"
bool movit_initialized = false;
float movit_texel_subpixel_precision;
+bool movit_srgb_textures_supported;
namespace {
check_error();
}
+void check_extensions()
+{
+ // We fundamentally need FBOs and floating-point textures.
+ assert(glewIsSupported("GL_ARB_framebuffer_object") != 0);
+ assert(glewIsSupported("GL_ARB_texture_float") != 0);
+
+ // We assume that we can use non-power-of-two textures without restrictions.
+ assert(glewIsSupported("GL_ARB_texture_non_power_of_two") != 0);
+
+ // We also need GLSL fragment shaders.
+ assert(glewIsSupported("GL_ARB_fragment_shader") != 0);
+ assert(glewIsSupported("GL_ARB_shading_language_100") != 0);
+
+ // 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);
+
+ // ResampleEffect uses RG textures to encode a two-component LUT.
+ assert(glewIsSupported("GL_ARB_texture_rg") != 0);
+
+ // 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");
+}
+
} // namespace
void init_movit()
return;
}
+ glewInit();
+
// geez
glPixelStorei(GL_PACK_ALIGNMENT, 1);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
measure_texel_subpixel_precision();
+ check_extensions();
movit_initialized = true;
}