#include <string>
#include <Eigen/Core>
+#include "bundled_shaders.h"
#include "fp16.h"
#include "init.h"
#include "util.h"
}
}
+string read_file_from_bundle(const string &filename)
+{
+ for (const BundledShader *shader = bundled_shaders; shader->filename != nullptr; ++shader) {
+ if (shader->filename == filename) {
+ return string(shader_bundle + shader->offset, shader->length);
+ }
+ }
+ return ""; // Not found.
+}
+
string read_file(const string &filename)
{
+ string contents_from_bundle = read_file_from_bundle(filename);
+
+ // If no data directory has been given, we read only from the bundle.
+ if (*movit_data_directory == "") {
+ if (contents_from_bundle.empty()) {
+ fprintf(stderr, "%s: Shader not compiled in, and no data directory has been given.\n", filename.c_str());
+ exit(1);
+ } else {
+ return contents_from_bundle;
+ }
+ }
+
+ // If we're given a data directory, we still support reading from the bundle,
+ // but a successful read from the file system takes priority.
const string full_pathname = *movit_data_directory + "/" + filename;
FILE *fp = fopen(full_pathname.c_str(), "r");
- if (fp == NULL) {
+ if (fp == nullptr) {
+ if (!contents_from_bundle.empty()) {
+ return contents_from_bundle;
+ }
perror(full_pathname.c_str());
exit(1);
}
int ret = fseek(fp, 0, SEEK_END);
if (ret == -1) {
+ if (!contents_from_bundle.empty()) {
+ fclose(fp);
+ return contents_from_bundle;
+ }
perror("fseek(SEEK_END)");
exit(1);
}
ret = fseek(fp, 0, SEEK_SET);
if (ret == -1) {
+ if (!contents_from_bundle.empty()) {
+ fclose(fp);
+ return contents_from_bundle;
+ }
perror("fseek(SEEK_SET)");
exit(1);
}
str.resize(size);
ret = fread(&str[0], size, 1, fp);
if (ret == -1) {
+ if (!contents_from_bundle.empty()) {
+ fclose(fp);
+ return contents_from_bundle;
+ }
perror("fread");
exit(1);
}
if (ret == 0) {
+ if (!contents_from_bundle.empty()) {
+ fclose(fp);
+ return contents_from_bundle;
+ }
fprintf(stderr, "Short read when trying to read %d bytes from %s\n",
size, full_pathname.c_str());
exit(1);
string read_version_dependent_file(const string &base, const string &extension)
{
- if (movit_shader_model == MOVIT_GLSL_130_AS_110) {
- string contents = read_file(base + ".130." + extension);
- assert(contents.find("#version 130") == 0);
- contents[10] = '1'; // Change from 130 to 110.
- return contents;
- } else if (movit_shader_model == MOVIT_GLSL_130) {
+ if (movit_shader_model == MOVIT_GLSL_130) {
return read_file(base + ".130." + extension);
} else if (movit_shader_model == MOVIT_GLSL_150) {
return read_file(base + ".150." + extension);
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);
}
return ss.str();
}
-template<class DestFloat>
-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<DestFloat>(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<DestFloat>((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>(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<fp16_int_t>(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());
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));
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