+#include <epoxy/gl.h>
+#include <assert.h>
#include <math.h>
+#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>
+#endif
+
+using namespace std;
+
+namespace movit {
+
+extern string *movit_data_directory;
+
void hsv2rgb(float h, float s, float v, float *r, float *g, float *b)
{
if (h < 0.0f) {
*g += m;
*b += m;
}
+
+void hsv2rgb_normalized(float h, float s, float v, float *r, float *g, float *b)
+{
+ float ref_r, ref_g, ref_b;
+ hsv2rgb(h, s, v, r, g, b);
+ hsv2rgb(h, 0.0f, v, &ref_r, &ref_g, &ref_b);
+ float lum = 0.2126 * *r + 0.7152 * *g + 0.0722 * *b;
+ float ref_lum = 0.2126 * ref_r + 0.7152 * ref_g + 0.0722 * ref_b;
+ if (lum > 1e-3) {
+ float fac = ref_lum / lum;
+ *r *= fac;
+ *g *= fac;
+ *b *= fac;
+ }
+}
+
+string read_file(const string &filename)
+{
+ const string full_pathname = *movit_data_directory + "/" + filename;
+
+ FILE *fp = fopen(full_pathname.c_str(), "r");
+ if (fp == NULL) {
+ perror(full_pathname.c_str());
+ exit(1);
+ }
+
+ 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 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_ESSL_300) {
+ return read_file(base + ".300es." + extension);
+ } else {
+ assert(false);
+ }
+}
+
+GLuint compile_shader(const string &shader_src, GLenum type)
+{
+ GLuint obj = glCreateShader(type);
+ const GLchar* source[] = { shader_src.data() };
+ const GLint length[] = { (GLint)shader_src.size() };
+ glShaderSource(obj, 1, source, length);
+ glCompileShader(obj);
+
+ GLchar info_log[4096];
+ GLsizei log_length = sizeof(info_log) - 1;
+ glGetShaderInfoLog(obj, log_length, &log_length, info_log);
+ info_log[log_length] = 0;
+ if (strlen(info_log) > 0) {
+ fprintf(stderr, "Shader compile log: %s\n", info_log);
+ }
+
+ GLint status;
+ glGetShaderiv(obj, GL_COMPILE_STATUS, &status);
+ if (status == GL_FALSE) {
+ fprintf(stderr, "Failed to compile shader: %s\n", shader_src.c_str());
+ exit(1);
+ }
+
+ return obj;
+}
+
+void print_3x3_matrix(const Eigen::Matrix3d& m)
+{
+ printf("%6.4f %6.4f %6.4f\n", m(0,0), m(0,1), m(0,2));
+ printf("%6.4f %6.4f %6.4f\n", m(1,0), m(1,1), m(1,2));
+ printf("%6.4f %6.4f %6.4f\n", m(2,0), m(2,1), m(2,2));
+ printf("\n");
+}
+
+string output_glsl_mat3(const string &name, const Eigen::Matrix3d &m)
+{
+ // 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();
+}
+
+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();
+}
+
+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();
+}
+
+string output_glsl_vec3(const string &name, float x, float y, float z)
+{
+ // 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();
+}
+
+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)
+{
+ 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);
+ }
+
+ // 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;
+ }
+}
+
+// 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());
+ if (attrib == -1) {
+ return -1;
+ }
+
+ 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();
+ glEnableVertexAttribArray(attrib);
+ check_error();
+ glVertexAttribPointer(attrib, size, type, GL_FALSE, 0, BUFFER_OFFSET(0));
+ check_error();
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
+ check_error();
+
+ return vbo;
+}
+
+void cleanup_vertex_attribute(GLuint glsl_program_num, const string &attribute_name, GLuint vbo)
+{
+ int attrib = glGetAttribLocation(glsl_program_num, attribute_name.c_str());
+ if (attrib == -1) {
+ return;
+ }
+
+ glDisableVertexAttribArray(attrib);
+ check_error();
+ glDeleteBuffers(1, &vbo);
+ check_error();
+}
+
+unsigned div_round_up(unsigned a, unsigned b)
+{
+ 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
+ return (void *)glXGetCurrentContext();
+#endif
+}
+
+} // namespace movit