-#include <GL/glew.h>
+#include <epoxy/gl.h>
#include <assert.h>
#include <stddef.h>
#include <algorithm>
bool movit_srgb_textures_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
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, NULL);
check_error();
glGenFramebuffers(1, &fbo);
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);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_R16F, 2, 1, 0, GL_RED, GL_FLOAT, texdata);
check_error();
// Basic state.
glViewport(0, 0, width, 1);
GLuint glsl_program_num = resource_pool.compile_glsl_program(
- read_file("vs.vert"), read_file("texture1d.frag"));
+ read_version_dependent_file("vs", "vert"),
+ read_version_dependent_file("texture1d", "frag"));
glUseProgram(glsl_program_num);
check_error();
- glUniform1i(glGetUniformLocation(glsl_program_num, "tex"), 0); // Bind the 1D sampler.
+ glUniform1i(glGetUniformLocation(glsl_program_num, "tex"), 0); // Bind the 2D sampler.
check_error();
// Draw the texture stretched over a long quad, interpolating it out.
// texture coordinates in order not to get long stretches of (1,1,1,...)
// at the start and (...,0,0,0) at the end.
float vertices[] = {
+ 0.0f, 1.0f,
0.0f, 0.0f,
- 1.0f, 0.0f,
1.0f, 1.0f,
- 0.0f, 1.0f
+ 1.0f, 0.0f
};
float texcoords[] = {
+ 0.25f, 0.0f,
0.25f, 0.0f,
0.75f, 0.0f,
- 0.75f, 0.0f,
- 0.25f, 0.0f
+ 0.75f, 0.0f
};
- int position_attrib = glGetAttribLocation(glsl_program_num, "position");
- assert(position_attrib != -1);
- int texcoord_attrib = glGetAttribLocation(glsl_program_num, "texcoord");
- assert(texcoord_attrib != -1);
- glEnableVertexAttribArray(position_attrib);
- check_error();
- glVertexAttribPointer(position_attrib, 2, GL_FLOAT, GL_FALSE, 0, vertices);
- check_error();
- glEnableVertexAttribArray(texcoord_attrib);
+ GLuint vao;
+ glGenVertexArrays(1, &vao);
check_error();
- glVertexAttribPointer(texcoord_attrib, 2, GL_FLOAT, GL_FALSE, 0, texcoords);
+ glBindVertexArray(vao);
check_error();
- glDrawArrays(GL_QUADS, 0, 4);
+ 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);
+
+ 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();
- glDisableVertexAttribArray(position_attrib);
- check_error();
- glDisableVertexAttribArray(texcoord_attrib);
- 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 = 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();
check_error();
resource_pool.release_glsl_program(glsl_program_num);
+ glDeleteVertexArrays(1, &vao);
+ check_error();
}
void measure_roundoff_problems()
}
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_LUMINANCE32F_ARB, 512, 0, GL_LUMINANCE, GL_FLOAT, texdata);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_R32F, 512, 1, 0, GL_RED, GL_FLOAT, texdata);
check_error();
// Basic state.
glViewport(0, 0, 512, 1);
GLuint glsl_program_num = resource_pool.compile_glsl_program(
- read_file("vs.vert"), read_file("texture1d.frag"));
+ read_version_dependent_file("vs", "vert"),
+ read_version_dependent_file("texture1d", "frag"));
glUseProgram(glsl_program_num);
check_error();
- glUniform1i(glGetUniformLocation(glsl_program_num, "tex"), 0); // Bind the 1D sampler.
+ 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, 0.0f,
1.0f, 1.0f,
- 0.0f, 1.0f
- };
- float texcoords[] = {
- 0.25f, 0.0f,
- 0.75f, 0.0f,
- 0.75f, 0.0f,
- 0.25f, 0.0f
+ 1.0f, 0.0f
};
- int position_attrib = glGetAttribLocation(glsl_program_num, "position");
- assert(position_attrib != -1);
- int texcoord_attrib = glGetAttribLocation(glsl_program_num, "texcoord");
- assert(texcoord_attrib != -1);
- glEnableVertexAttribArray(position_attrib);
- check_error();
- glVertexAttribPointer(position_attrib, 2, GL_FLOAT, GL_FALSE, 0, vertices);
+
+ GLuint vao;
+ glGenVertexArrays(1, &vao);
check_error();
- glEnableVertexAttribArray(texcoord_attrib);
+ glBindVertexArray(vao);
check_error();
- glVertexAttribPointer(texcoord_attrib, 2, GL_FLOAT, GL_FALSE, 0, texcoords);
+
+ 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();
- glDrawArrays(GL_QUADS, 0, 4);
+
+ cleanup_vertex_attribute(glsl_program_num, "position", position_vbo);
+ cleanup_vertex_attribute(glsl_program_num, "texcoord", texcoord_vbo);
glUseProgram(0);
check_error();
- glDisableVertexAttribArray(position_attrib);
- check_error();
- glDisableVertexAttribArray(texcoord_attrib);
// 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];
- glReadPixels(0, 0, 512, 1, GL_RED, GL_UNSIGNED_BYTE, out_data);
+ 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] != i) {
+ if (out_data[(i * 2 + 0) * 4] != i) {
++wrongly_rounded;
}
- if (out_data[i * 2 + 1] != i + 1) {
+ if (out_data[(i * 2 + 1) * 4] != i + 1) {
++wrongly_rounded;
}
}
movit_num_wrongly_rounded = wrongly_rounded;
// Clean up.
- glBindTexture(GL_TEXTURE_1D, 0);
+ glBindTexture(GL_TEXTURE_2D, 0);
check_error();
glBindFramebuffer(GL_FRAMEBUFFER, 0);
check_error();
check_error();
resource_pool.release_glsl_program(glsl_program_num);
+ glDeleteVertexArrays(1, &vao);
+ check_error();
}
-bool check_extensions()
-{
+struct RequiredExtension {
+ int min_equivalent_gl_version;
+ const char extension_name[64];
+};
+const RequiredExtension required_extensions[] = {
// We fundamentally need FBOs and floating-point textures.
- if (!glewIsSupported("GL_ARB_framebuffer_object")) return false;
- if (!glewIsSupported("GL_ARB_texture_float")) return false;
+ // 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.
- if (!glewIsSupported("GL_ARB_texture_non_power_of_two")) return false;
+ { 20, "GL_ARB_texture_non_power_of_two" },
// We also need GLSL fragment shaders.
- if (!glewIsSupported("GL_ARB_fragment_shader")) return false;
- if (!glewIsSupported("GL_ARB_shading_language_100")) return false;
+ { 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.)
- if (!glewIsSupported("GL_ARB_pixel_buffer_object")) return false;
+ { 21, "GL_ARB_pixel_buffer_object" },
// ResampleEffect uses RG textures to encode a two-component LUT.
- if (!glewIsSupported("GL_ARB_texture_rg")) return false;
+ // 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.
+ // 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) {
+ 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",
+ 0.1f * epoxy_gl_version());
+ fprintf(stderr, "Movit initialization failed.\n");
+ return false;
+ }
+ }
+
+ // 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) {
+ 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 = glewIsSupported("GL_EXT_texture_sRGB");
+ 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 = glewIsSupported("GL_EXT_gpu_shader4");
+ movit_shader_rounding_supported =
+ (epoxy_gl_version() >= 30 || epoxy_has_gl_extension("GL_EXT_gpu_shader4"));
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 != NULL);
+ ++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.
+ float glsl_version = atof(glsl_version_str);
+ 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)
+{
+ printf("Debug: %s\n", message);
+}
+
} // namespace
bool init_movit(const string& data_directory, MovitDebugLevel debug_level)
movit_data_directory = new string(data_directory);
movit_debug_level = debug_level;
- GLenum err = glewInit();
- if (err != GLEW_OK) {
- return false;
- }
-
// 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, NULL);
+ // 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.
+ if (epoxy_is_desktop_gl()) {
+ if (get_glsl_version() >= 1.30) {
+ movit_shader_model = MOVIT_GLSL_130;
+ } else {
+ movit_shader_model = MOVIT_GLSL_110;
+ }
+ } else {
+ movit_shader_model = MOVIT_ESSL_300;
+ }
+
measure_texel_subpixel_precision();
measure_roundoff_problems();