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;
+bool movit_timer_queries_supported, movit_compute_shaders_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
// are somewhat convoluted, and easy to mess up. We simply have a
// pointer instead (and never care to clean it up).
-string *movit_data_directory = NULL;
+string *movit_data_directory = nullptr;
namespace {
check_error();
glBindTexture(GL_TEXTURE_2D, dst_texnum);
check_error();
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F, width, 1, 0, GL_RGBA, GL_FLOAT, NULL);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F, width, 1, 0, GL_RGBA, GL_FLOAT, nullptr);
check_error();
glGenFramebuffers(1, &fbo);
glViewport(0, 0, width, 1);
+ vector<string> 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.
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, NULL);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 512, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
check_error();
glGenFramebuffers(1, &fbo);
glViewport(0, 0, 512, 1);
+ vector<string> 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.
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.
// 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",
}
}
- // 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.
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;
}
// Skip past the first period.
char *ptr = strchr(glsl_version_str, '.');
- assert(ptr != NULL);
+ assert(ptr != nullptr);
++ptr;
// Now cut the string off at the next period or space, whatever comes first
// 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;
}
+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,
// 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, NULL);
+ // glDebugMessageCallbackARB(callback, nullptr);
// glDebugMessageControlARB(GL_DONT_CARE, GL_DONT_CARE, GL_DONT_CARE, 0, 0, GL_TRUE);
if (!check_extensions()) {
}
// 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;