8 #include "resource_pool.h"
15 bool movit_initialized = false;
16 MovitDebugLevel movit_debug_level = MOVIT_DEBUG_ON;
17 float movit_texel_subpixel_precision;
18 bool movit_srgb_textures_supported;
19 bool movit_timer_queries_supported;
20 int movit_num_wrongly_rounded;
21 bool movit_shader_rounding_supported;
22 MovitShaderModel movit_shader_model;
24 // The rules for objects with nontrivial constructors in static scope
25 // are somewhat convoluted, and easy to mess up. We simply have a
26 // pointer instead (and never care to clean it up).
27 string *movit_data_directory = NULL;
31 void measure_texel_subpixel_precision()
33 ResourcePool resource_pool;
34 static const unsigned width = 4096;
36 // Generate a destination texture to render to, and an FBO.
37 GLuint dst_texnum, fbo;
39 glGenTextures(1, &dst_texnum);
41 glBindTexture(GL_TEXTURE_2D, dst_texnum);
43 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F, width, 1, 0, GL_RGBA, GL_FLOAT, NULL);
46 glGenFramebuffers(1, &fbo);
48 glBindFramebuffer(GL_FRAMEBUFFER, fbo);
50 glFramebufferTexture2D(
58 // Now generate a simple texture that's just [0,1].
60 float texdata[] = { 0, 1 };
61 glGenTextures(1, &src_texnum);
63 glBindTexture(GL_TEXTURE_2D, src_texnum);
65 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
67 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
69 glTexImage2D(GL_TEXTURE_2D, 0, GL_R16F, 2, 1, 0, GL_RED, GL_FLOAT, texdata);
75 glDisable(GL_DEPTH_TEST);
77 glDepthMask(GL_FALSE);
80 glViewport(0, 0, width, 1);
82 GLuint glsl_program_num = resource_pool.compile_glsl_program(
83 read_version_dependent_file("vs", "vert"),
84 read_version_dependent_file("texture1d", "frag"));
85 glUseProgram(glsl_program_num);
87 glUniform1i(glGetUniformLocation(glsl_program_num, "tex"), 0); // Bind the 2D sampler.
90 // Draw the texture stretched over a long quad, interpolating it out.
91 // Note that since the texel center is in (0.5), we need to adjust the
92 // texture coordinates in order not to get long stretches of (1,1,1,...)
93 // at the start and (...,0,0,0) at the end.
100 float texcoords[] = {
108 glGenVertexArrays(1, &vao);
110 glBindVertexArray(vao);
113 GLuint position_vbo = fill_vertex_attribute(glsl_program_num, "position", 2, GL_FLOAT, sizeof(vertices), vertices);
114 GLuint texcoord_vbo = fill_vertex_attribute(glsl_program_num, "texcoord", 2, GL_FLOAT, sizeof(texcoords), texcoords);
116 glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
119 cleanup_vertex_attribute(glsl_program_num, "position", position_vbo);
120 cleanup_vertex_attribute(glsl_program_num, "texcoord", texcoord_vbo);
125 // Now read the data back and see what the card did.
126 // (We only look at the red channel; the others will surely be the same.)
127 // We assume a linear ramp; anything else will give sort of odd results here.
128 float out_data[width * 4];
129 glReadPixels(0, 0, width, 1, GL_RGBA, GL_FLOAT, out_data);
132 float biggest_jump = 0.0f;
133 for (unsigned i = 1; i < width; ++i) {
134 assert(out_data[i * 4] >= out_data[(i - 1) * 4]);
135 biggest_jump = max(biggest_jump, out_data[i * 4] - out_data[(i - 1) * 4]);
138 assert(biggest_jump > 0.0);
139 movit_texel_subpixel_precision = biggest_jump;
142 glBindTexture(GL_TEXTURE_2D, 0);
144 glBindFramebuffer(GL_FRAMEBUFFER, 0);
146 glDeleteFramebuffers(1, &fbo);
148 glDeleteTextures(1, &dst_texnum);
150 glDeleteTextures(1, &src_texnum);
153 resource_pool.release_glsl_program(glsl_program_num);
154 glDeleteVertexArrays(1, &vao);
158 void measure_roundoff_problems()
160 ResourcePool resource_pool;
162 // Generate a destination texture to render to, and an FBO.
163 GLuint dst_texnum, fbo;
165 glGenTextures(1, &dst_texnum);
167 glBindTexture(GL_TEXTURE_2D, dst_texnum);
169 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 512, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
172 glGenFramebuffers(1, &fbo);
174 glBindFramebuffer(GL_FRAMEBUFFER, fbo);
176 glFramebufferTexture2D(
178 GL_COLOR_ATTACHMENT0,
184 // Now generate a texture where every value except the last should be
185 // rounded up to the next one. However, there are cards (in highly
186 // common use) that can't do this right, for unknown reasons.
189 for (int i = 0; i < 256; ++i) {
190 texdata[i * 2 + 0] = (i + 0.48) / 255.0;
191 texdata[i * 2 + 1] = (i + 0.52) / 255.0;
193 glGenTextures(1, &src_texnum);
195 glBindTexture(GL_TEXTURE_2D, src_texnum);
197 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
199 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
201 glTexImage2D(GL_TEXTURE_2D, 0, GL_R32F, 512, 1, 0, GL_RED, GL_FLOAT, texdata);
207 glDisable(GL_DEPTH_TEST);
209 glDepthMask(GL_FALSE);
212 glViewport(0, 0, 512, 1);
214 GLuint glsl_program_num = resource_pool.compile_glsl_program(
215 read_version_dependent_file("vs", "vert"),
216 read_version_dependent_file("texture1d", "frag"));
217 glUseProgram(glsl_program_num);
219 glUniform1i(glGetUniformLocation(glsl_program_num, "tex"), 0); // Bind the 2D sampler.
221 // Draw the texture stretched over a long quad, interpolating it out.
230 glGenVertexArrays(1, &vao);
232 glBindVertexArray(vao);
235 GLuint position_vbo = fill_vertex_attribute(glsl_program_num, "position", 2, GL_FLOAT, sizeof(vertices), vertices);
236 GLuint texcoord_vbo = fill_vertex_attribute(glsl_program_num, "texcoord", 2, GL_FLOAT, sizeof(vertices), vertices); // Same data.
238 glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
241 cleanup_vertex_attribute(glsl_program_num, "position", position_vbo);
242 cleanup_vertex_attribute(glsl_program_num, "texcoord", texcoord_vbo);
247 // Now read the data back and see what the card did. (Ignore the last value.)
248 // (We only look at the red channel; the others will surely be the same.)
249 unsigned char out_data[512 * 4];
250 glReadPixels(0, 0, 512, 1, GL_RGBA, GL_UNSIGNED_BYTE, out_data);
253 int wrongly_rounded = 0;
254 for (unsigned i = 0; i < 255; ++i) {
255 if (out_data[(i * 2 + 0) * 4] != i) {
258 if (out_data[(i * 2 + 1) * 4] != i + 1) {
263 movit_num_wrongly_rounded = wrongly_rounded;
266 glBindTexture(GL_TEXTURE_2D, 0);
268 glBindFramebuffer(GL_FRAMEBUFFER, 0);
270 glDeleteFramebuffers(1, &fbo);
272 glDeleteTextures(1, &dst_texnum);
274 glDeleteTextures(1, &src_texnum);
277 resource_pool.release_glsl_program(glsl_program_num);
278 glDeleteVertexArrays(1, &vao);
282 struct RequiredExtension {
283 int min_equivalent_gl_version;
284 const char extension_name[64];
286 const RequiredExtension required_extensions[] = {
287 // We fundamentally need FBOs and floating-point textures.
288 // FBOs are covered by OpenGL 1.5, and are not an extension there.
289 // Floating-point textures are part of OpenGL 3.0 and newer.
290 { 15, "GL_ARB_framebuffer_object" },
291 { 30, "GL_ARB_texture_float" },
293 // We assume that we can use non-power-of-two textures without restrictions.
294 { 20, "GL_ARB_texture_non_power_of_two" },
296 // We also need GLSL fragment shaders.
297 { 20, "GL_ARB_fragment_shader" },
298 { 20, "GL_ARB_shading_language_100" },
300 // FlatInput and YCbCrInput uses PBOs. (They could in theory do without,
301 // but no modern card would really not provide it.)
302 { 21, "GL_ARB_pixel_buffer_object" },
304 // ResampleEffect uses RG textures to encode a two-component LUT.
305 // We also need GL_R several places, for single-channel input.
306 { 30, "GL_ARB_texture_rg" },
309 bool check_extensions()
311 // GLES generally doesn't use extensions as actively as desktop OpenGL.
312 // For now, we say that for GLES, we require GLES 3, which has everything
314 if (!epoxy_is_desktop_gl()) {
315 if (epoxy_gl_version() >= 30) {
316 movit_srgb_textures_supported = true;
317 movit_shader_rounding_supported = true;
320 fprintf(stderr, "Movit system requirements: GLES version %.1f is too old (GLES 3.0 needed).\n",
321 0.1f * epoxy_gl_version());
322 fprintf(stderr, "Movit initialization failed.\n");
327 // Check all extensions, and output errors for the ones that we are missing.
329 int gl_version = epoxy_gl_version();
331 for (unsigned i = 0; i < sizeof(required_extensions) / sizeof(required_extensions[0]); ++i) {
332 if (gl_version < required_extensions[i].min_equivalent_gl_version &&
333 !epoxy_has_gl_extension(required_extensions[i].extension_name)) {
334 fprintf(stderr, "Movit system requirements: Needs extension '%s' or at least OpenGL version %.1f (has version %.1f)\n",
335 required_extensions[i].extension_name,
336 0.1f * required_extensions[i].min_equivalent_gl_version,
343 fprintf(stderr, "Movit initialization failed.\n");
347 // sRGB texture decode would be nice, but are not mandatory
348 // (GammaExpansionEffect can do the same thing if needed).
349 movit_srgb_textures_supported =
350 (epoxy_gl_version() >= 21 || epoxy_has_gl_extension("GL_EXT_texture_sRGB"));
352 // We may want to use round() at the end of the final shader,
353 // if supported. We need either GLSL 1.30 or this extension to do that,
354 // and 1.30 brings with it other things that we don't want to demand
356 movit_shader_rounding_supported =
357 (epoxy_gl_version() >= 30 || epoxy_has_gl_extension("GL_EXT_gpu_shader4"));
359 // The user can specify that they want a timing report for each
360 // phase in an effect chain. However, that depends on this extension;
361 // without it, we do cannot even create the query objects.
362 movit_timer_queries_supported =
363 (epoxy_gl_version() >= 33 || epoxy_has_gl_extension("GL_ARB_timer_query"));
368 double get_glsl_version()
370 char *glsl_version_str = strdup((const char *)glGetString(GL_SHADING_LANGUAGE_VERSION));
372 // Skip past the first period.
373 char *ptr = strchr(glsl_version_str, '.');
377 // Now cut the string off at the next period or space, whatever comes first
378 // (unless the string ends first).
379 while (*ptr && *ptr != '.' && *ptr != ' ') {
384 // Now we have something on the form X.YY. We convert it to a float, and hope
385 // that if it's inexact (e.g. 1.30), atof() will round the same way the
387 float glsl_version = atof(glsl_version_str);
388 free(glsl_version_str);
393 void APIENTRY debug_callback(GLenum source,
399 const void *userParam)
401 printf("Debug: %s\n", message);
406 bool init_movit(const string& data_directory, MovitDebugLevel debug_level)
408 if (movit_initialized) {
412 movit_data_directory = new string(data_directory);
413 movit_debug_level = debug_level;
416 glPixelStorei(GL_PACK_ALIGNMENT, 1);
417 glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
418 glDisable(GL_DITHER);
420 // You can turn this on if you want detailed debug messages from the driver.
421 // You should probably also ask for a debug context (see gtest_sdl_main.cpp),
422 // or you might not get much data back.
423 // glDebugMessageCallbackARB(callback, NULL);
424 // glDebugMessageControlARB(GL_DONT_CARE, GL_DONT_CARE, GL_DONT_CARE, 0, 0, GL_TRUE);
426 if (!check_extensions()) {
430 // Find out what shader model we should compile for.
431 // We need at least 1.30, due to use of (among others) integers.
432 if (epoxy_is_desktop_gl()) {
433 if (get_glsl_version() < 1.30f) {
434 fprintf(stderr, "Movit system requirements: Needs at least GLSL version 1.30 (has version %.1f)\n",
436 if (get_glsl_version() >= 1.10f) {
437 fprintf(stderr, "Attempting to continue nevertheless; expect shader compilation issues.\n");
438 fprintf(stderr, "Try switching to a core OpenGL context, as especially OS X drivers\n");
439 fprintf(stderr, "support newer GLSL versions there.\n");
440 movit_shader_model = MOVIT_GLSL_130_AS_110;
445 if (get_glsl_version() < 1.50f) {
446 movit_shader_model = MOVIT_GLSL_130;
448 // Note: All of our 1.50 shaders are identical to our 1.30 shaders,
449 // but OS X does not support 1.30; only 1.10 (which we don't support
450 // anymore) and 1.50 (and then only with core contexts). So we keep
451 // a second set of shaders around whose only difference is the different
452 // #version declaration.
453 movit_shader_model = MOVIT_GLSL_150;
456 movit_shader_model = MOVIT_ESSL_300;
459 measure_texel_subpixel_precision();
460 measure_roundoff_problems();
462 movit_initialized = true;