X-Git-Url: https://git.sesse.net/?p=movit;a=blobdiff_plain;f=init.cpp;h=5e6c6427e45d7155ab2032652e0af554010be115;hp=f6dd9043751572ec03f4b64dd215ad8e3a217d69;hb=eff011224abc5dc81f801f3ea44572287a55bcac;hpb=4a55a7fdc6a0e184dda9c19052654989f21163cc diff --git a/init.cpp b/init.cpp index f6dd904..5e6c642 100644 --- a/init.cpp +++ b/init.cpp @@ -1,26 +1,34 @@ -#include +#include #include #include #include #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; -bool movit_srgb_textures_supported; +bool movit_timer_queries_supported, movit_compute_shaders_supported; +int movit_num_wrongly_rounded; +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 = nullptr; namespace { void measure_texel_subpixel_precision() { + ResourcePool resource_pool; static const unsigned width = 4096; // Generate a destination texture to render to, and an FBO. @@ -30,7 +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, nullptr); check_error(); glGenFramebuffers(1, &fbo); @@ -50,15 +58,13 @@ void measure_texel_subpixel_precision() float texdata[] = { 0, 1 }; glGenTextures(1, &src_texnum); check_error(); - glBindTexture(GL_TEXTURE_1D, src_texnum); + glBindTexture(GL_TEXTURE_2D, src_texnum); check_error(); - glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); check_error(); - glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); check_error(); - glTexImage1D(GL_TEXTURE_1D, 0, GL_LUMINANCE16F_ARB, 2, 0, GL_LUMINANCE, GL_FLOAT, texdata); - 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. @@ -71,55 +77,69 @@ 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(); + vector frag_shader_outputs; + GLuint glsl_program_num = resource_pool.compile_glsl_program( + read_version_dependent_file("vs", "vert"), + read_version_dependent_file("texture1d", "frag"), + frag_shader_outputs); + 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(); @@ -129,52 +149,285 @@ 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() { - // We fundamentally need FBOs and floating-point textures. - assert(glewIsSupported("GL_ARB_framebuffer_object") != 0); - assert(glewIsSupported("GL_ARB_texture_float") != 0); + ResourcePool resource_pool; - // We assume that we can use non-power-of-two textures without restrictions. - assert(glewIsSupported("GL_ARB_texture_non_power_of_two") != 0); + // Generate a destination texture to render to, and an FBO. + GLuint dst_texnum, fbo; - // We also need GLSL fragment shaders. - assert(glewIsSupported("GL_ARB_fragment_shader") != 0); - assert(glewIsSupported("GL_ARB_shading_language_100") != 0); + 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, nullptr); + check_error(); - // 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); + 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(); - // ResampleEffect uses RG textures to encode a two-component LUT. - assert(glewIsSupported("GL_ARB_texture_rg") != 0); + // 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(); - // 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"); + // Basic state. + glDisable(GL_BLEND); + check_error(); + glDisable(GL_DEPTH_TEST); + check_error(); + glDepthMask(GL_FALSE); + check_error(); + + glViewport(0, 0, 512, 1); + + vector frag_shader_outputs; + GLuint glsl_program_num = resource_pool.compile_glsl_program( + read_version_dependent_file("vs", "vert"), + read_version_dependent_file("texture1d", "frag"), + frag_shader_outputs); + 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(); +} + +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) { + 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; + } + } + + if (epoxy_gl_version() < 30) { + fprintf(stderr, "Movit system requirements: OpenGL version %.1f is too old (OpenGL 3.0 needed).\n", + 0.1f * epoxy_gl_version()); + fprintf(stderr, "Movit initialization failed.\n"); + return false; + } + + // 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")); + + // Certain effects have compute shader implementations, which may be + // more efficient than the normal fragment shader versions. + // GLSL 3.10 supposedly also has compute shaders, but I haven't tested them, + // so we require desktop OpenGL. + movit_compute_shaders_supported = + (epoxy_is_desktop_gl() && + (epoxy_gl_version() >= 43 || + (epoxy_has_gl_extension("GL_ARB_compute_shader") && + epoxy_has_gl_extension("GL_ARB_shader_image_load_store") && + epoxy_has_gl_extension("GL_ARB_shader_image_size")))); + + 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 != nullptr); + ++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. + std::istringstream locale_convert(glsl_version_str); + locale_convert.imbue(std::locale("C")); + double glsl_version; + locale_convert >> glsl_version; + 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) +#ifdef __GNUC__ + __attribute__((unused)) +#endif +; + +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, nullptr); + // 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. + // We need at least 1.30, due to use of (among others) integers. + if (epoxy_is_desktop_gl()) { + if (get_glsl_version() < 1.30f) { + fprintf(stderr, "Movit system requirements: Needs at least GLSL version 1.30 (has version %.1f)\n", + get_glsl_version()); + return false; + } + if (get_glsl_version() < 1.50f) { + movit_shader_model = MOVIT_GLSL_130; + } else { + // Note: All of our 1.50 shaders are identical to our 1.30 shaders, + // but OS X does not support 1.30; only 1.10 (which we don't support + // anymore) and 1.50 (and then only with core contexts). So we keep + // a second set of shaders around whose only difference is the different + // #version declaration. + movit_shader_model = MOVIT_GLSL_150; + } + } else { + movit_shader_model = MOVIT_ESSL_300; + } measure_texel_subpixel_precision(); - check_extensions(); + measure_roundoff_problems(); movit_initialized = true; + return true; } + +} // namespace movit