]> git.sesse.net Git - movit/blobdiff - init.cpp
In ResampleEffect, precompute the Lanczos function into a table.
[movit] / init.cpp
index e0302d378a416421f97c8ceb158d52ad3f7d5d2d..f9e7f1580a91e44be43aaef306e0b10823a4f468 100644 (file)
--- a/init.cpp
+++ b/init.cpp
@@ -1,24 +1,37 @@
-#include <GL/glew.h>
+#include <epoxy/gl.h>
+#include <assert.h>
+#include <stddef.h>
+#include <algorithm>
 #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;
 bool movit_srgb_textures_supported;
+bool movit_timer_queries_supported;
+int movit_num_wrongly_rounded;
+bool movit_shader_rounding_supported;
+MovitShaderModel movit_shader_model;
 
 // 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 {
 
 void measure_texel_subpixel_precision()
 {
-       static const unsigned width = 1024;
+       ResourcePool resource_pool;
+       static const unsigned width = 4096;
 
        // Generate a destination texture to render to, and an FBO.
        GLuint dst_texnum, fbo;
@@ -27,7 +40,7 @@ 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);
@@ -45,17 +58,15 @@ void measure_texel_subpixel_precision()
        // Now generate a simple texture that's just [0,1].
        GLuint src_texnum;
        float texdata[] = { 0, 1 };
-       glGenTextures(1, &dst_texnum);
-       check_error();
-       glBindTexture(GL_TEXTURE_1D, dst_texnum);
+       glGenTextures(1, &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.
@@ -68,55 +79,67 @@ 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_version_dependent_file("vs", "vert"),
+               read_version_dependent_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);
-
-       glTexCoord1f(0.25f);
-       glVertex2f(0.0f, 0.0f);
-
-       glTexCoord1f(0.75f);
-       glVertex2f(1.0f, 0.0f);
-
-       glTexCoord1f(0.75f);
-       glVertex2f(1.0f, 1.0f);
+       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
+       };
+
+       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.
        // (We only look at the red channel; the others will surely be the same.)
        // We assume a linear ramp; anything else will give sort of odd results here.
-       float out_data[width];
-       glReadPixels(0, 0, width, 1, GL_RED, GL_FLOAT, out_data);
+       float out_data[width * 4];
+       glReadPixels(0, 0, width, 1, GL_RGBA, GL_FLOAT, out_data);
        check_error();
 
        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]);
+               assert(out_data[i * 4] >= out_data[(i - 1) * 4]);
+               biggest_jump = max(biggest_jump, out_data[i * 4] - out_data[(i - 1) * 4]);
        }
 
+       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();
@@ -126,52 +149,300 @@ 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 check_extensions()
+void measure_roundoff_problems()
 {
+       ResourcePool resource_pool;
+
+       // Generate a destination texture to render to, and an FBO.
+       GLuint dst_texnum, fbo;
+
+       glGenTextures(1, &dst_texnum);
+       check_error();
+       glBindTexture(GL_TEXTURE_2D, dst_texnum);
+       check_error();
+       glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 512, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
+       check_error();
+
+       glGenFramebuffers(1, &fbo);
+       check_error();
+       glBindFramebuffer(GL_FRAMEBUFFER, fbo);
+       check_error();
+       glFramebufferTexture2D(
+               GL_FRAMEBUFFER,
+               GL_COLOR_ATTACHMENT0,
+               GL_TEXTURE_2D,
+               dst_texnum,
+               0);
+       check_error();
+
+       // Now generate a texture where every value except the last should be
+       // rounded up to the next one. However, there are cards (in highly
+       // common use) that can't do this right, for unknown reasons.
+       GLuint src_texnum;
+       float texdata[512];
+       for (int i = 0; i < 256; ++i) {
+               texdata[i * 2 + 0] = (i + 0.48) / 255.0;
+               texdata[i * 2 + 1] = (i + 0.52) / 255.0;
+       }
+       glGenTextures(1, &src_texnum);
+       check_error();
+       glBindTexture(GL_TEXTURE_2D, src_texnum);
+       check_error();
+       glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+       check_error();
+       glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+       check_error();
+       glTexImage2D(GL_TEXTURE_2D, 0, GL_R32F, 512, 1, 0, GL_RED, GL_FLOAT, texdata);
+       check_error();
+
+       // Basic state.
+       glDisable(GL_BLEND);
+       check_error();
+       glDisable(GL_DEPTH_TEST);
+       check_error();
+       glDepthMask(GL_FALSE);
+       check_error();
+
+       glViewport(0, 0, 512, 1);
+
+       GLuint glsl_program_num = resource_pool.compile_glsl_program(
+               read_version_dependent_file("vs", "vert"),
+               read_version_dependent_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.
+       float vertices[] = {
+               0.0f, 1.0f,
+               0.0f, 0.0f,
+               1.0f, 1.0f,
+               1.0f, 0.0f
+       };
+
+       GLuint vao;
+       glGenVertexArrays(1, &vao);
+       check_error();
+       glBindVertexArray(vao);
+       check_error();
+
+       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.
+
+       glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
+       check_error();
+
+       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.)
+       // (We only look at the red channel; the others will surely be the same.)
+       unsigned char out_data[512 * 4];
+       glReadPixels(0, 0, 512, 1, GL_RGBA, GL_UNSIGNED_BYTE, out_data);
+       check_error();
+
+       int wrongly_rounded = 0;
+       for (unsigned i = 0; i < 255; ++i) {
+               if (out_data[(i * 2 + 0) * 4] != i) {
+                       ++wrongly_rounded;
+               }
+               if (out_data[(i * 2 + 1) * 4] != i + 1) {
+                       ++wrongly_rounded;
+               }
+       }
+
+       movit_num_wrongly_rounded = wrongly_rounded;
+
+       // Clean up.
+       glBindTexture(GL_TEXTURE_2D, 0);
+       check_error();
+       glBindFramebuffer(GL_FRAMEBUFFER, 0);
+       check_error();
+       glDeleteFramebuffers(1, &fbo);
+       check_error();
+       glDeleteTextures(1, &dst_texnum);
+       check_error();
+       glDeleteTextures(1, &src_texnum);
+       check_error();
+
+       resource_pool.release_glsl_program(glsl_program_num);
+       glDeleteVertexArrays(1, &vao);
+       check_error();
+}
+
+struct RequiredExtension {
+       int min_equivalent_gl_version;
+       const char extension_name[64];
+};
+const RequiredExtension required_extensions[] = {
        // We fundamentally need FBOs and floating-point textures.
-       assert(glewIsSupported("GL_ARB_framebuffer_object") != 0);
-       assert(glewIsSupported("GL_ARB_texture_float") != 0);
+       // FBOs are covered by OpenGL 1.5, and are not an extension there.
+       // Floating-point textures are part of OpenGL 3.0 and newer.
+       { 15, "GL_ARB_framebuffer_object" },
+       { 30, "GL_ARB_texture_float" },
 
        // We assume that we can use non-power-of-two textures without restrictions.
-       assert(glewIsSupported("GL_ARB_texture_non_power_of_two") != 0);
+       { 20, "GL_ARB_texture_non_power_of_two" },
 
        // We also need GLSL fragment shaders.
-       assert(glewIsSupported("GL_ARB_fragment_shader") != 0);
-       assert(glewIsSupported("GL_ARB_shading_language_100") != 0);
+       { 20, "GL_ARB_fragment_shader" },
+       { 20, "GL_ARB_shading_language_100" },
 
        // 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);
+       { 21, "GL_ARB_pixel_buffer_object" },
 
        // ResampleEffect uses RG textures to encode a two-component LUT.
-       assert(glewIsSupported("GL_ARB_texture_rg") != 0);
+       // We also need GL_R several places, for single-channel input.
+       { 30, "GL_ARB_texture_rg" },
+};
+
+bool check_extensions()
+{
+       // GLES generally doesn't use extensions as actively as desktop OpenGL.
+       // For now, we say that for GLES, we require GLES 3, which has everything
+       // we need.
+       if (!epoxy_is_desktop_gl()) {
+               if (epoxy_gl_version() >= 30) {
+                       movit_srgb_textures_supported = true;
+                       movit_shader_rounding_supported = true;
+                       return true;
+               } else {
+                       fprintf(stderr, "Movit system requirements: GLES version %.1f is too old (GLES 3.0 needed).\n",
+                               0.1f * epoxy_gl_version());
+                       fprintf(stderr, "Movit initialization failed.\n");
+                       return false;
+               }
+       }
+
+       // Check all extensions, and output errors for the ones that we are missing.
+       bool all_ok = true;
+       int gl_version = epoxy_gl_version();
+
+       for (unsigned i = 0; i < sizeof(required_extensions) / sizeof(required_extensions[0]); ++i) {
+               if (gl_version < required_extensions[i].min_equivalent_gl_version &&
+                   !epoxy_has_gl_extension(required_extensions[i].extension_name)) {
+                       fprintf(stderr, "Movit system requirements: Needs extension '%s' or at least OpenGL version %.1f (has version %.1f)\n",
+                               required_extensions[i].extension_name,
+                               0.1f * required_extensions[i].min_equivalent_gl_version,
+                               0.1f * gl_version);
+                       all_ok = false;
+               }
+       }
+
+       if (!all_ok) {
+               fprintf(stderr, "Movit initialization failed.\n");
+               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");
+       movit_srgb_textures_supported =
+               (epoxy_gl_version() >= 21 || epoxy_has_gl_extension("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 =
+               (epoxy_gl_version() >= 30 || epoxy_has_gl_extension("GL_EXT_gpu_shader4"));
+
+       // The user can specify that they want a timing report for each
+       // phase in an effect chain. However, that depends on this extension;
+       // without it, we do cannot even create the query objects.
+       movit_timer_queries_supported =
+               (epoxy_gl_version() >= 33 || epoxy_has_gl_extension("GL_ARB_timer_query"));
+
+       return true;
+}
+
+double get_glsl_version()
+{
+       char *glsl_version_str = strdup((const char *)glGetString(GL_SHADING_LANGUAGE_VERSION));
+
+       // Skip past the first period.
+       char *ptr = strchr(glsl_version_str, '.');
+       assert(ptr != NULL);
+       ++ptr;
+
+       // Now cut the string off at the next period or space, whatever comes first
+       // (unless the string ends first).
+       while (*ptr && *ptr != '.' && *ptr != ' ') {
+               ++ptr;
+       }
+       *ptr = '\0';
+
+       // Now we have something on the form X.YY. We convert it to a float, and hope
+       // that if it's inexact (e.g. 1.30), atof() will round the same way the
+       // compiler will.
+       float glsl_version = atof(glsl_version_str);
+       free(glsl_version_str);
+
+       return glsl_version;
+}
+
+void APIENTRY debug_callback(GLenum source,
+                             GLenum type,
+                             GLuint id,
+                             GLenum severity,
+                             GLsizei length,
+                             const char *message,
+                             const void *userParam)
+{
+       printf("Debug: %s\n", message);
 }
 
 }  // 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();
-
        // geez 
        glPixelStorei(GL_PACK_ALIGNMENT, 1);
        glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
+       glDisable(GL_DITHER);
+
+       // You can turn this on if you want detailed debug messages from the driver.
+       // You should probably also ask for a debug context (see gtest_sdl_main.cpp),
+       // or you might not get much data back.
+       // glDebugMessageCallbackARB(callback, NULL);
+       // glDebugMessageControlARB(GL_DONT_CARE, GL_DONT_CARE, GL_DONT_CARE, 0, 0, GL_TRUE);
+
+       if (!check_extensions()) {
+               return false;
+       }
+
+       // Find out what shader model we should compile for.
+       if (epoxy_is_desktop_gl()) {
+               if (get_glsl_version() >= 1.30) {
+                       movit_shader_model = MOVIT_GLSL_130;
+               } else {
+                       movit_shader_model = MOVIT_GLSL_110;
+               }
+       } else {
+               movit_shader_model = MOVIT_ESSL_300;
+       }
 
        measure_texel_subpixel_precision();
-       check_extensions();
+       measure_roundoff_problems();
 
        movit_initialized = true;
+       return true;
 }
+
+}  // namespace movit