-#include <GL/glew.h>
+#include <epoxy/gl.h>
#include <assert.h>
#include <stddef.h>
#include <algorithm>
#include <string>
#include "init.h"
+#include "resource_pool.h"
#include "util.h"
using namespace std;
+namespace movit {
+
bool movit_initialized = false;
MovitDebugLevel movit_debug_level = MOVIT_DEBUG_ON;
float movit_texel_subpixel_precision;
void measure_texel_subpixel_precision()
{
+ ResourcePool resource_pool;
static const unsigned width = 4096;
// Generate a destination texture to render to, and an FBO.
float texdata[] = { 0, 1 };
glGenTextures(1, &src_texnum);
check_error();
- glBindTexture(GL_TEXTURE_1D, src_texnum);
- check_error();
- glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glBindTexture(GL_TEXTURE_2D, src_texnum);
check_error();
- glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
check_error();
- glTexImage1D(GL_TEXTURE_1D, 0, GL_LUMINANCE16F_ARB, 2, 0, GL_LUMINANCE, GL_FLOAT, texdata);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
check_error();
- glEnable(GL_TEXTURE_1D);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_R16F, 2, 1, 0, GL_RED, GL_FLOAT, texdata);
check_error();
// Basic state.
glViewport(0, 0, width, 1);
- glMatrixMode(GL_PROJECTION);
- glLoadIdentity();
- glOrtho(0.0, 1.0, 0.0, 1.0, 0.0, 1.0);
-
- glMatrixMode(GL_MODELVIEW);
- glLoadIdentity();
+ GLuint glsl_program_num = resource_pool.compile_glsl_program(
+ read_file("vs.vert"), read_file("texture1d.frag"));
+ glUseProgram(glsl_program_num);
+ check_error();
+ glUniform1i(glGetUniformLocation(glsl_program_num, "tex"), 0); // Bind the 2D sampler.
check_error();
// Draw the texture stretched over a long quad, interpolating it out.
// Note that since the texel center is in (0.5), we need to adjust the
// texture coordinates in order not to get long stretches of (1,1,1,...)
// at the start and (...,0,0,0) at the end.
- glBegin(GL_QUADS);
+ float vertices[] = {
+ 0.0f, 1.0f,
+ 0.0f, 0.0f,
+ 1.0f, 1.0f,
+ 1.0f, 0.0f
+ };
+ float texcoords[] = {
+ 0.25f, 0.0f,
+ 0.25f, 0.0f,
+ 0.75f, 0.0f,
+ 0.75f, 0.0f
+ };
- glTexCoord1f(0.25f);
- glVertex2f(0.0f, 0.0f);
-
- glTexCoord1f(0.75f);
- glVertex2f(1.0f, 0.0f);
-
- glTexCoord1f(0.75f);
- glVertex2f(1.0f, 1.0f);
+ GLuint vao;
+ glGenVertexArrays(1, &vao);
+ check_error();
+ glBindVertexArray(vao);
+ check_error();
- glTexCoord1f(0.25f);
- glVertex2f(0.0f, 1.0f);
+ 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);
- glEnd();
+ glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
check_error();
- glDisable(GL_TEXTURE_1D);
+ cleanup_vertex_attribute(glsl_program_num, "position", position_vbo);
+ cleanup_vertex_attribute(glsl_program_num, "texcoord", texcoord_vbo);
+
+ glUseProgram(0);
check_error();
// Now read the data back and see what the card did.
biggest_jump = max(biggest_jump, out_data[i] - out_data[i - 1]);
}
+ 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();
glDeleteTextures(1, &src_texnum);
check_error();
+
+ resource_pool.release_glsl_program(glsl_program_num);
+ glDeleteVertexArrays(1, &vao);
+ check_error();
}
void measure_roundoff_problems()
{
+ ResourcePool resource_pool;
+
// Generate a destination texture to render to, and an FBO.
GLuint dst_texnum, fbo;
}
glGenTextures(1, &src_texnum);
check_error();
- glBindTexture(GL_TEXTURE_1D, src_texnum);
- check_error();
- glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glBindTexture(GL_TEXTURE_2D, src_texnum);
check_error();
- glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
check_error();
- glTexImage1D(GL_TEXTURE_1D, 0, GL_LUMINANCE32F_ARB, 512, 0, GL_LUMINANCE, GL_FLOAT, texdata);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
check_error();
- glEnable(GL_TEXTURE_1D);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_R32F, 512, 1, 0, GL_RED, GL_FLOAT, texdata);
check_error();
// Basic state.
glViewport(0, 0, 512, 1);
- glMatrixMode(GL_PROJECTION);
- glLoadIdentity();
- glOrtho(0.0, 1.0, 0.0, 1.0, 0.0, 1.0);
-
- glMatrixMode(GL_MODELVIEW);
- glLoadIdentity();
+ GLuint glsl_program_num = resource_pool.compile_glsl_program(
+ read_file("vs.vert"), read_file("texture1d.frag"));
+ glUseProgram(glsl_program_num);
check_error();
+ glUniform1i(glGetUniformLocation(glsl_program_num, "tex"), 0); // Bind the 2D sampler.
// Draw the texture stretched over a long quad, interpolating it out.
- glBegin(GL_QUADS);
-
- glTexCoord1f(0.0f);
- glVertex2f(0.0f, 0.0f);
+ float vertices[] = {
+ 0.0f, 1.0f,
+ 0.0f, 0.0f,
+ 1.0f, 1.0f,
+ 1.0f, 0.0f
+ };
- glTexCoord1f(1.0f);
- glVertex2f(1.0f, 0.0f);
-
- glTexCoord1f(1.0f);
- glVertex2f(1.0f, 1.0f);
+ GLuint vao;
+ glGenVertexArrays(1, &vao);
+ check_error();
+ glBindVertexArray(vao);
+ check_error();
- glTexCoord1f(0.0f);
- glVertex2f(0.0f, 1.0f);
+ 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.
- glEnd();
+ glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
check_error();
- glDisable(GL_TEXTURE_1D);
+ cleanup_vertex_attribute(glsl_program_num, "position", position_vbo);
+ cleanup_vertex_attribute(glsl_program_num, "texcoord", texcoord_vbo);
+
+ glUseProgram(0);
check_error();
// Now read the data back and see what the card did. (Ignore the last value.)
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();
glDeleteTextures(1, &src_texnum);
check_error();
+
+ resource_pool.release_glsl_program(glsl_program_num);
+ glDeleteVertexArrays(1, &vao);
+ check_error();
}
-void check_extensions()
+bool check_extensions()
{
// We fundamentally need FBOs and floating-point textures.
- assert(glewIsSupported("GL_ARB_framebuffer_object") != 0);
- assert(glewIsSupported("GL_ARB_texture_float") != 0);
+ // 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.
- assert(glewIsSupported("GL_ARB_texture_non_power_of_two") != 0);
+ if (epoxy_gl_version() < 20 &&
+ !epoxy_has_gl_extension("GL_ARB_texture_non_power_of_two")) return false;
// We also need GLSL fragment shaders.
- assert(glewIsSupported("GL_ARB_fragment_shader") != 0);
- assert(glewIsSupported("GL_ARB_shading_language_100") != 0);
+ 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;
+ }
// FlatInput and YCbCrInput uses PBOs. (They could in theory do without,
// but no modern card would really not provide it.)
- assert(glewIsSupported("GL_ARB_pixel_buffer_object") != 0);
+ if (epoxy_gl_version() < 21 &&
+ !epoxy_has_gl_extension("GL_ARB_pixel_buffer_object")) return false;
// ResampleEffect uses RG textures to encode a two-component LUT.
- assert(glewIsSupported("GL_ARB_texture_rg") != 0);
+ if (epoxy_gl_version() < 30 &&
+ !epoxy_has_gl_extension("GL_ARB_texture_rg")) 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;
}
} // namespace
-void init_movit(const string& data_directory, MovitDebugLevel debug_level)
+bool init_movit(const string& data_directory, MovitDebugLevel debug_level)
{
if (movit_initialized) {
- return;
+ return true;
}
movit_data_directory = new string(data_directory);
movit_debug_level = debug_level;
- glewInit();
-
// geez
glPixelStorei(GL_PACK_ALIGNMENT, 1);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glDisable(GL_DITHER);
+ if (!check_extensions()) {
+ return false;
+ }
measure_texel_subpixel_precision();
measure_roundoff_problems();
- check_extensions();
movit_initialized = true;
+ return true;
}
+
+} // namespace movit