#include <stdio.h>
#include <stdlib.h>
#include <string.h>
+#include <locale>
+#include <sstream>
+#include <string>
#include <Eigen/Core>
+#include "fp16.h"
#include "init.h"
#include "util.h"
+#if defined(__APPLE__)
+#include <OpenGL/OpenGL.h>
+#elif defined(WIN32)
+#include <epoxy/wgl.h>
+#else
+#include <epoxy/glx.h>
+#include <epoxy/egl.h>
+#endif
+
using namespace std;
namespace movit {
{
const string full_pathname = *movit_data_directory + "/" + filename;
- static char buf[131072];
FILE *fp = fopen(full_pathname.c_str(), "r");
- if (fp == NULL) {
+ if (fp == nullptr) {
perror(full_pathname.c_str());
exit(1);
}
- int len = fread(buf, 1, sizeof(buf), fp);
+ int ret = fseek(fp, 0, SEEK_END);
+ if (ret == -1) {
+ perror("fseek(SEEK_END)");
+ exit(1);
+ }
+
+ int size = ftell(fp);
+
+ ret = fseek(fp, 0, SEEK_SET);
+ if (ret == -1) {
+ perror("fseek(SEEK_SET)");
+ exit(1);
+ }
+
+ string str;
+ str.resize(size);
+ ret = fread(&str[0], size, 1, fp);
+ if (ret == -1) {
+ perror("fread");
+ exit(1);
+ }
+ if (ret == 0) {
+ fprintf(stderr, "Short read when trying to read %d bytes from %s\n",
+ size, full_pathname.c_str());
+ exit(1);
+ }
fclose(fp);
- return string(buf, len);
+ return str;
+}
+
+string read_version_dependent_file(const string &base, const string &extension)
+{
+ 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 {
+ assert(false);
+ }
}
GLuint compile_shader(const string &shader_src, GLenum type)
GLint status;
glGetShaderiv(obj, GL_COMPILE_STATUS, &status);
if (status == GL_FALSE) {
+ // 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);
}
string output_glsl_mat3(const string &name, const Eigen::Matrix3d &m)
{
- char buf[1024];
- sprintf(buf,
- "const mat3 %s = mat3(\n"
- " %.8f, %.8f, %.8f,\n"
- " %.8f, %.8f, %.8f,\n"
- " %.8f, %.8f, %.8f);\n\n",
- name.c_str(),
- m(0,0), m(1,0), m(2,0),
- m(0,1), m(1,1), m(2,1),
- m(0,2), m(1,2), m(2,2));
- return buf;
-}
-
-void combine_two_samples(float w1, float w2, float *offset, float *total_weight, float *sum_sq_error)
-{
- assert(movit_initialized);
- assert(w1 * w2 >= 0.0f); // Should not have differing signs.
- float z; // Just a shorter name for offset.
- if (fabs(w1 + w2) < 1e-6) {
- z = 0.5f;
- } else {
- z = w2 / (w1 + w2);
- }
+ // Use stringstream to be independent of the current locale in a thread-safe manner.
+ 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";
+ ss << " " << m(0,2) << ", " << m(1,2) << ", " << m(2,2) << ");\n\n";
+ return ss.str();
+}
- // 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 / movit_texel_subpixel_precision) * movit_texel_subpixel_precision;
-
- // 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 = (w1 * (1 - z) + w2 * z) / (z * z + (1 - z) * (1 - z));
- *offset = z;
-
- if (sum_sq_error != NULL) {
- float err1 = *total_weight * (1 - z) - w1;
- float err2 = *total_weight * z - w2;
- *sum_sq_error = err1 * err1 + err2 * err2;
- }
+string output_glsl_float(const string &name, float x)
+{
+ // Use stringstream to be independent of the current locale in a thread-safe manner.
+ stringstream ss;
+ ss.imbue(locale("C"));
+ ss.precision(8);
+ ss << scientific;
+ ss << "const float " << name << " = " << x << ";\n";
+ return ss.str();
+}
- assert(*offset >= 0.0f);
- assert(*offset <= 1.0f);
+string output_glsl_vec2(const string &name, float x, float y)
+{
+ // Use stringstream to be independent of the current locale in a thread-safe manner.
+ stringstream ss;
+ ss.imbue(locale("C"));
+ ss.precision(8);
+ ss << scientific;
+ ss << "const vec2 " << name << " = vec2(" << x << ", " << y << ");\n";
+ return ss.str();
}
-GLuint fill_vertex_attribute(GLuint glsl_program_num, const string &attribute_name, GLint size, GLenum type, GLsizeiptr data_size, const GLvoid *data)
+string output_glsl_vec3(const string &name, float x, float y, float z)
{
- int attrib = glGetAttribLocation(glsl_program_num, attribute_name.c_str());
- if (attrib == -1) {
- return -1;
- }
+ // Use stringstream to be independent of the current locale in a thread-safe manner.
+ stringstream ss;
+ ss.imbue(locale("C"));
+ ss.precision(8);
+ ss << scientific;
+ ss << "const vec3 " << name << " = vec3(" << x << ", " << y << ", " << z << ");\n";
+ return ss.str();
+}
+GLuint generate_vbo(GLint size, GLenum type, GLsizeiptr data_size, const GLvoid *data)
+{
GLuint vbo;
glGenBuffers(1, &vbo);
check_error();
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());
+ if (attrib == -1) {
+ return -1;
+ }
+
+ GLuint vbo = generate_vbo(size, type, data_size, data);
+
+ glBindBuffer(GL_ARRAY_BUFFER, vbo);
+ check_error();
glEnableVertexAttribArray(attrib);
check_error();
glVertexAttribPointer(attrib, size, type, GL_FALSE, 0, BUFFER_OFFSET(0));
return (a + b - 1) / b;
}
+// Algorithm from http://graphics.stanford.edu/~seander/bithacks.html#RoundUpPowerOf2.
+unsigned next_power_of_two(unsigned v)
+{
+ v--;
+ v |= v >> 1;
+ v |= v >> 2;
+ v |= v >> 4;
+ v |= v >> 8;
+ v |= v >> 16;
+ v++;
+ return v;
+}
+
+void *get_gl_context_identifier()
+{
+#if defined(__APPLE__)
+ return (void *)CGLGetCurrentContext();
+#elif defined(WIN32)
+ return (void *)wglGetCurrentContext();
+#else
+ void *ret = (void *)eglGetCurrentContext();
+ 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