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
// 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);
glViewport(0, 0, width, 1);
+ vector<string> frag_shader_outputs;
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"),
+ frag_shader_outputs);
glUseProgram(glsl_program_num);
check_error();
glUniform1i(glGetUniformLocation(glsl_program_num, "tex"), 0); // Bind the 2D sampler.
// 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);
glViewport(0, 0, 512, 1);
+ vector<string> frag_shader_outputs;
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"),
+ frag_shader_outputs);
glUseProgram(glsl_program_num);
check_error();
glUniform1i(glGetUniformLocation(glsl_program_num, "tex"), 0); // Bind the 2D sampler.
// 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;
}
}
bool check_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.
- if (epoxy_gl_version() < 15 &&
- !epoxy_has_gl_extension("GL_ARB_framebuffer_object")) return false;
- if (epoxy_gl_version() < 30 &&
- !epoxy_has_gl_extension("GL_ARB_texture_float")) return false;
-
- // We assume that we can use non-power-of-two textures without restrictions.
- if (epoxy_gl_version() < 20 &&
- !epoxy_has_gl_extension("GL_ARB_texture_non_power_of_two")) return false;
-
- // We also need GLSL fragment shaders.
- if (epoxy_gl_version() < 20) {
- if (!epoxy_has_gl_extension("GL_ARB_fragment_shader")) return false;
- if (!epoxy_has_gl_extension("GL_ARB_shading_language_100")) return false;
+ // 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) {
+ 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;
+ }
}
- // FlatInput and YCbCrInput uses PBOs. (They could in theory do without,
- // but no modern card would really not provide it.)
- if (epoxy_gl_version() < 21 &&
- !epoxy_has_gl_extension("GL_ARB_pixel_buffer_object")) return false;
+ 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;
+ }
- // ResampleEffect uses RG textures to encode a two-component LUT.
- if (epoxy_gl_version() < 30 &&
- !epoxy_has_gl_extension("GL_ARB_texture_rg")) return false;
+ // 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"));
- // 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"));
+ return true;
+}
- // 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"));
+double get_glsl_version()
+{
+ char *glsl_version_str = strdup((const char *)glGetString(GL_SHADING_LANGUAGE_VERSION));
- return true;
+ // 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.
+ 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)
+{
+ printf("Debug: %s\n", message);
}
} // namespace
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.
+ // We need at least 1.30, due to use of (among others) integers.
+ if (epoxy_is_desktop_gl()) {
+ 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 {
+ // 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;
+ }
+
measure_texel_subpixel_precision();
measure_roundoff_problems();