X-Git-Url: https://git.sesse.net/?p=movit;a=blobdiff_plain;f=dither_effect.cpp;h=17c577d4cdacc3ae44a4c79015d46c6e888389d6;hp=305268e2396bc0e47c7404c385b1fa984ed0088e;hb=refs%2Fheads%2Fepoxy;hpb=a27be9dd53b8bd14fe7bf8896e8459dcab297119 diff --git a/dither_effect.cpp b/dither_effect.cpp index 305268e..17c577d 100644 --- a/dither_effect.cpp +++ b/dither_effect.cpp @@ -1,10 +1,17 @@ -#include +#include #include -#include +#include +#include #include "dither_effect.h" +#include "effect_util.h" +#include "init.h" #include "util.h" +using namespace std; + +namespace movit { + namespace { // A simple LCG (linear congruental generator) random generator. @@ -37,12 +44,14 @@ DitherEffect::~DitherEffect() glDeleteTextures(1, &texnum); } -std::string DitherEffect::output_fragment_shader() +string DitherEffect::output_fragment_shader() { - return read_file("dither_effect.frag"); + char buf[256]; + sprintf(buf, "#define NEED_EXPLICIT_ROUND %d\n", (movit_num_wrongly_rounded > 0 && movit_shader_rounding_supported)); + return buf + read_file("dither_effect.frag"); } -void DitherEffect::update_texture(GLuint glsl_program_num, const std::string &prefix, unsigned *sampler_num) +void DitherEffect::update_texture(GLuint glsl_program_num, const string &prefix, unsigned *sampler_num) { float *dither_noise = new float[width * height]; float dither_double_amplitude = 1.0f / (1 << num_bits); @@ -50,8 +59,8 @@ void DitherEffect::update_texture(GLuint glsl_program_num, const std::string &pr // We don't need a strictly nonrepeating dither; reducing the resolution // to max 128x128 saves a lot of texture bandwidth, without causing any // noticeable harm to the dither's performance. - texture_width = std::min(width, 128); - texture_height = std::min(height, 128); + texture_width = min(width, 128); + texture_height = min(height, 128); // Using the resolution as a seed gives us a consistent dither from frame to frame. // It also gives a different dither for e.g. different aspect ratios, which _feels_ @@ -75,13 +84,13 @@ void DitherEffect::update_texture(GLuint glsl_program_num, const std::string &pr check_error(); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); check_error(); - glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE16F_ARB, texture_width, texture_height, 0, GL_LUMINANCE, GL_FLOAT, dither_noise); + glTexImage2D(GL_TEXTURE_2D, 0, GL_R16F, texture_width, texture_height, 0, GL_RED, GL_FLOAT, dither_noise); check_error(); delete[] dither_noise; } -void DitherEffect::set_gl_state(GLuint glsl_program_num, const std::string &prefix, unsigned *sampler_num) +void DitherEffect::set_gl_state(GLuint glsl_program_num, const string &prefix, unsigned *sampler_num) { Effect::set_gl_state(glsl_program_num, prefix, sampler_num); @@ -109,4 +118,11 @@ void DitherEffect::set_gl_state(GLuint glsl_program_num, const std::string &pref // we don't have to worry about it. float tc_scale[] = { float(width) / float(texture_width), float(height) / float(texture_height) }; set_uniform_vec2(glsl_program_num, prefix, "tc_scale", tc_scale); + + // Used if the shader needs to do explicit rounding. + int round_fac = (1 << num_bits) - 1; + set_uniform_float(glsl_program_num, prefix, "round_fac", round_fac); + set_uniform_float(glsl_program_num, prefix, "inv_round_fac", 1.0f / round_fac); } + +} // namespace movit