X-Git-Url: https://git.sesse.net/?p=movit;a=blobdiff_plain;f=util.cpp;h=9b018825d333e269e3e0007b0300165af563b28f;hp=d50039993bafc08853fe1278803f053212521f71;hb=0323e7512fd7e3402ca6c5da7b30ce7bb007a060;hpb=3cb6aa45faa156fcb380aeacc13b03743bc471ec diff --git a/util.cpp b/util.cpp index d500399..9b01882 100644 --- a/util.cpp +++ b/util.cpp @@ -89,7 +89,7 @@ string read_file(const string &filename) const string full_pathname = *movit_data_directory + "/" + filename; FILE *fp = fopen(full_pathname.c_str(), "r"); - if (fp == NULL) { + if (fp == nullptr) { perror(full_pathname.c_str()); exit(1); } @@ -157,7 +157,19 @@ GLuint compile_shader(const string &shader_src, GLenum type) GLint status; glGetShaderiv(obj, GL_COMPILE_STATUS, &status); if (status == GL_FALSE) { - fprintf(stderr, "Failed to compile shader: %s\n", shader_src.c_str()); + // Add some line numbers to easier identify compile errors. + string src_with_lines = "/* 1 */ "; + size_t lineno = 1; + for (char ch : shader_src) { + src_with_lines.push_back(ch); + if (ch == '\n') { + char buf[32]; + snprintf(buf, sizeof(buf), "/* %3zu */ ", ++lineno); + src_with_lines += buf; + } + } + + fprintf(stderr, "Failed to compile shader:\n%s\n", src_with_lines.c_str()); exit(1); } @@ -219,59 +231,21 @@ string output_glsl_vec3(const string &name, float x, float y, float z) return ss.str(); } -template -void combine_two_samples(float w1, float w2, float pos1, float pos2, float num_subtexels, float inv_num_subtexels, - DestFloat *offset, DestFloat *total_weight, float *sum_sq_error) +GLuint generate_vbo(GLint size, GLenum type, GLsizeiptr data_size, const GLvoid *data) { - assert(movit_initialized); - assert(w1 * w2 >= 0.0f); // Should not have differing signs. - float z; // Normalized 0..1 between pos1 and pos2. - if (fabs(w1 + w2) < 1e-6) { - z = 0.5f; - } else { - z = w2 / (w1 + w2); - } + GLuint vbo; + glGenBuffers(1, &vbo); + check_error(); + glBindBuffer(GL_ARRAY_BUFFER, vbo); + check_error(); + glBufferData(GL_ARRAY_BUFFER, data_size, data, GL_STATIC_DRAW); + check_error(); + glBindBuffer(GL_ARRAY_BUFFER, 0); + check_error(); - // Round to the desired precision. Note that this might take z outside the 0..1 range. - *offset = from_fp64(pos1 + z * (pos2 - pos1)); - z = (to_fp64(*offset) - pos1) / (pos2 - pos1); - - // Round to the minimum number of bits we have measured earlier. - // The card will do this for us anyway, but if we know what the real z - // is, we can pick a better total_weight below. - z = lrintf(z * num_subtexels) * inv_num_subtexels; - - // Choose total weight w so that we minimize total squared error - // for the effective weights: - // - // e = (w(1-z) - a)² + (wz - b)² - // - // Differentiating by w and setting equal to zero: - // - // 2(w(1-z) - a)(1-z) + 2(wz - b)z = 0 - // w(1-z)² - a(1-z) + wz² - bz = 0 - // w((1-z)² + z²) = a(1-z) + bz - // w = (a(1-z) + bz) / ((1-z)² + z²) - // - // If z had infinite precision, this would simply reduce to w = w1 + w2. - *total_weight = from_fp64((w1 + z * (w2 - w1)) / (z * z + (1 - z) * (1 - z))); - - if (sum_sq_error != NULL) { - float err1 = to_fp64(*total_weight) * (1 - z) - w1; - float err2 = to_fp64(*total_weight) * z - w2; - *sum_sq_error = err1 * err1 + err2 * err2; - } + return vbo; } -// Explicit instantiations. -template -void combine_two_samples(float w1, float w2, float pos1, float pos2, float num_subtexels, float inv_num_subtexels, - float *offset, float *total_weight, float *sum_sq_error); - -template -void combine_two_samples(float w1, float w2, float pos1, float pos2, float num_subtexels, float inv_num_subtexels, - fp16_int_t *offset, fp16_int_t *total_weight, float *sum_sq_error); - GLuint fill_vertex_attribute(GLuint glsl_program_num, const string &attribute_name, GLint size, GLenum type, GLsizeiptr data_size, const GLvoid *data) { int attrib = glGetAttribLocation(glsl_program_num, attribute_name.c_str()); @@ -279,13 +253,10 @@ GLuint fill_vertex_attribute(GLuint glsl_program_num, const string &attribute_na return -1; } - GLuint vbo; - glGenBuffers(1, &vbo); - check_error(); + GLuint vbo = generate_vbo(size, type, data_size, data); + glBindBuffer(GL_ARRAY_BUFFER, vbo); check_error(); - glBufferData(GL_ARRAY_BUFFER, data_size, data, GL_STATIC_DRAW); - check_error(); glEnableVertexAttribArray(attrib); check_error(); glVertexAttribPointer(attrib, size, type, GL_FALSE, 0, BUFFER_OFFSET(0)); @@ -335,11 +306,46 @@ void *get_gl_context_identifier() return (void *)wglGetCurrentContext(); #else void *ret = (void *)eglGetCurrentContext(); - if (ret != NULL) { + if (ret != nullptr) { return ret; } return (void *)glXGetCurrentContext(); #endif } +void abort_gl_error(GLenum err, const char *filename, int line) +{ + const char *err_text = "unknown"; + + // All errors listed in the glGetError(3G) man page. + switch (err) { + case GL_NO_ERROR: + err_text = "GL_NO_ERROR"; // Should not happen. + break; + case GL_INVALID_ENUM: + err_text = "GL_INVALID_ENUM"; + break; + case GL_INVALID_VALUE: + err_text = "GL_INVALID_VALUE"; + break; + case GL_INVALID_OPERATION: + err_text = "GL_INVALID_OPERATION"; + break; + case GL_INVALID_FRAMEBUFFER_OPERATION: + err_text = "GL_INVALID_FRAMEBUFFER_OPERATION"; + break; + case GL_OUT_OF_MEMORY: + err_text = "GL_OUT_OF_MEMORY"; + break; + case GL_STACK_UNDERFLOW: + err_text = "GL_STACK_UNDERFLOW"; + break; + case GL_STACK_OVERFLOW: + err_text = "GL_STACK_OVERFLOW"; + break; + } + fprintf(stderr, "GL error 0x%x (%s) at %s:%d\n", err, err_text, filename, line); + abort(); +} + } // namespace movit