X-Git-Url: https://git.sesse.net/?p=movit;a=blobdiff_plain;f=init.cpp;h=d312cd8bd7e58eae1abdc7231a68b3532c8c138f;hp=f9e7f1580a91e44be43aaef306e0b10823a4f468;hb=34776d3ed2565ee834405e575bf3bfc7f7933e36;hpb=9faecb6aed1b84c71286b30b6600ef5e4ee76537 diff --git a/init.cpp b/init.cpp index f9e7f15..d312cd8 100644 --- a/init.cpp +++ b/init.cpp @@ -15,10 +15,8 @@ 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 @@ -79,9 +77,11 @@ void measure_texel_subpixel_precision() glViewport(0, 0, width, 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")); + 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. @@ -211,9 +211,11 @@ void measure_roundoff_problems() 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")); + 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. @@ -279,33 +281,6 @@ void measure_roundoff_problems() 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. - // 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. - { 20, "GL_ARB_texture_non_power_of_two" }, - - // We also need GLSL fragment shaders. - { 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.) - { 21, "GL_ARB_pixel_buffer_object" }, - - // ResampleEffect uses RG textures to encode a two-component LUT. - // 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. @@ -313,8 +288,6 @@ bool check_extensions() // 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", @@ -324,38 +297,13 @@ bool check_extensions() } } - // 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) { + 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; } - // sRGB texture decode would be nice, but are not mandatory - // (GammaExpansionEffect can do the same thing if needed). - 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. @@ -384,7 +332,10 @@ double get_glsl_version() // 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); + 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; @@ -428,11 +379,22 @@ bool init_movit(const string& data_directory, MovitDebugLevel debug_level) } // 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() >= 1.30) { + 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 { - movit_shader_model = MOVIT_GLSL_110; + // 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;