#include <epoxy/wgl.h>
#else
#include <epoxy/glx.h>
+#include <epoxy/egl.h>
#endif
using namespace std;
string read_version_dependent_file(const string &base, const string &extension)
{
- if (movit_shader_model == MOVIT_GLSL_110) {
- return read_file(base + "." + extension);
- } 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);
} else if (movit_shader_model == MOVIT_ESSL_300) {
return read_file(base + ".300es." + extension);
} else {
stringstream ss;
ss.imbue(locale("C"));
ss.precision(8);
+ ss << scientific;
ss << "const mat3 " << name << " = mat3(\n";
ss << " " << m(0,0) << ", " << m(1,0) << ", " << m(2,0) << ",\n";
ss << " " << m(0,1) << ", " << m(1,1) << ", " << m(2,1) << ",\n";
stringstream ss;
ss.imbue(locale("C"));
ss.precision(8);
+ ss << scientific;
ss << "const float " << name << " = " << x << ";\n";
return ss.str();
}
stringstream ss;
ss.imbue(locale("C"));
ss.precision(8);
+ ss << scientific;
ss << "const vec2 " << name << " = vec2(" << x << ", " << y << ");\n";
return ss.str();
}
stringstream ss;
ss.imbue(locale("C"));
ss.precision(8);
+ ss << scientific;
ss << "const vec3 " << name << " = vec3(" << x << ", " << y << ", " << z << ");\n";
return ss.str();
}
template<class DestFloat>
-void combine_two_samples(float w1, float w2, float pos1, float pos2, unsigned size,
+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)
{
assert(movit_initialized);
}
// 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);
+ *offset = from_fp32<DestFloat>(pos1 + z * (pos2 - pos1));
+ z = (to_fp32(*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 *= size; // Move to pixel coordinates,
- z = lrintf(z / movit_texel_subpixel_precision) * movit_texel_subpixel_precision; // Round.
- z /= size; // Move back to normalized coordinates.
+ z = lrintf(z * num_subtexels) * inv_num_subtexels;
// Choose total weight w so that we minimize total squared error
// for the effective weights:
// w = (a(1-z) + bz) / ((1-z)² + z²)
//
// If z had infinite precision, this would simply reduce to w = w1 + w2.
- *total_weight = (w1 * (1 - z) + w2 * z) / (z * z + (1 - z) * (1 - z));
+ *total_weight = from_fp32<DestFloat>((w1 + z * (w2 - w1)) / (z * z + (1 - z) * (1 - z)));
if (sum_sq_error != NULL) {
- float err1 = *total_weight * (1 - z) - w1;
- float err2 = *total_weight * z - w2;
+ float err1 = to_fp32(*total_weight) * (1 - z) - w1;
+ float err2 = to_fp32(*total_weight) * z - w2;
*sum_sq_error = err1 * err1 + err2 * err2;
}
}
// Explicit instantiations.
template
-void combine_two_samples<float>(float w1, float w2, float pos1, float pos2, unsigned size,
+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, unsigned size,
+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 generate_vbo(GLint size, GLenum type, GLsizeiptr data_size, const GLvoid *data)
+{
+ 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();
+
+ return vbo;
+}
+
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));
#elif defined(WIN32)
return (void *)wglGetCurrentContext();
#else
+ void *ret = (void *)eglGetCurrentContext();
+ if (ret != NULL) {
+ return ret;
+ }
return (void *)glXGetCurrentContext();
#endif
}