+#include <GL/glew.h>
+#include <string>
+
#include "init.h"
-#include "opengl.h"
#include "util.h"
bool movit_initialized = false;
+MovitDebugLevel movit_debug_level = MOVIT_DEBUG_ON;
float movit_texel_subpixel_precision;
+bool movit_srgb_textures_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;
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()
+void init_movit(const std::string& data_directory, MovitDebugLevel debug_level)
{
if (movit_initialized) {
return;
}
+ movit_data_directory = new std::string(data_directory);
+ movit_debug_level = debug_level;
+
+ glewInit();
+
// geez
glPixelStorei(GL_PACK_ALIGNMENT, 1);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
measure_texel_subpixel_precision();
+ check_extensions();
movit_initialized = true;
}