X-Git-Url: https://git.sesse.net/?p=movit;a=blobdiff_plain;f=init.cpp;h=37e9d70f974ec160c7bd7b2f169767cdcf17b263;hp=fd22778f4ccec152cc973f2ebe1f6ffa51d1d935;hb=0cdd6e9e30a807056699ed9b3fa023a23ce83af9;hpb=0fa51e08f83e0283337216f5b951b3d5a8c0555b diff --git a/init.cpp b/init.cpp index fd22778..37e9d70 100644 --- a/init.cpp +++ b/init.cpp @@ -5,10 +5,13 @@ #include #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; @@ -25,6 +28,7 @@ namespace { void measure_texel_subpixel_precision() { + ResourcePool resource_pool; static const unsigned width = 4096; // Generate a destination texture to render to, and an FBO. @@ -34,7 +38,7 @@ 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); @@ -54,15 +58,13 @@ void measure_texel_subpixel_precision() float texdata[] = { 0, 1 }; glGenTextures(1, &src_texnum); check_error(); - glBindTexture(GL_TEXTURE_1D, 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. @@ -75,36 +77,46 @@ 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_file("vs.vert"), read_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); + 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 + }; - glTexCoord1f(0.75f); - glVertex2f(1.0f, 1.0f); + 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. @@ -120,10 +132,11 @@ void measure_texel_subpixel_precision() biggest_jump = max(biggest_jump, out_data[i] - out_data[i - 1]); } + 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(); @@ -133,10 +146,16 @@ 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 measure_roundoff_problems() { + ResourcePool resource_pool; + // Generate a destination texture to render to, and an FBO. GLuint dst_texnum, fbo; @@ -170,15 +189,13 @@ void measure_roundoff_problems() } glGenTextures(1, &src_texnum); check_error(); - glBindTexture(GL_TEXTURE_1D, 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_LUMINANCE32F_ARB, 512, 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_R32F, 512, 1, 0, GL_RED, GL_FLOAT, texdata); check_error(); // Basic state. @@ -191,33 +208,36 @@ void measure_roundoff_problems() glViewport(0, 0, 512, 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_file("vs.vert"), read_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. - glBegin(GL_QUADS); + float vertices[] = { + 0.0f, 1.0f, + 0.0f, 0.0f, + 1.0f, 1.0f, + 1.0f, 0.0f + }; - glTexCoord1f(0.0f); - glVertex2f(0.0f, 0.0f); - - glTexCoord1f(1.0f); - glVertex2f(1.0f, 0.0f); - - glTexCoord1f(1.0f); - glVertex2f(1.0f, 1.0f); + GLuint vao; + glGenVertexArrays(1, &vao); + check_error(); + glBindVertexArray(vao); + check_error(); - glTexCoord1f(0.0f); - 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(vertices), vertices); // Same data. - 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. (Ignore the last value.) @@ -239,7 +259,7 @@ void measure_roundoff_problems() movit_num_wrongly_rounded = wrongly_rounded; // Clean up. - glBindTexture(GL_TEXTURE_1D, 0); + glBindTexture(GL_TEXTURE_2D, 0); check_error(); glBindFramebuffer(GL_FRAMEBUFFER, 0); check_error(); @@ -249,6 +269,10 @@ void measure_roundoff_problems() check_error(); glDeleteTextures(1, &src_texnum); check_error(); + + resource_pool.release_glsl_program(glsl_program_num); + glDeleteVertexArrays(1, &vao); + check_error(); } bool check_extensions() @@ -314,3 +338,5 @@ bool init_movit(const string& data_directory, MovitDebugLevel debug_level) movit_initialized = true; return true; } + +} // namespace movit