-
Notifications
You must be signed in to change notification settings - Fork 0
/
init.cpp
457 lines (385 loc) · 13.2 KB
/
init.cpp
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
#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;
bool movit_srgb_textures_supported;
bool movit_timer_queries_supported;
int movit_num_wrongly_rounded;
MovitShaderModel movit_shader_model;
// The rules for objects with nontrivial constructors in static scope
// are somewhat convoluted, and easy to mess up. We simply have a
// pointer instead (and never care to clean it up).
string *movit_data_directory = NULL;
namespace {
void measure_texel_subpixel_precision()
{
ResourcePool resource_pool;
static const unsigned width = 4096;
// Generate a destination texture to render to, and an FBO.
GLuint dst_texnum, fbo;
glGenTextures(1, &dst_texnum);
check_error();
glBindTexture(GL_TEXTURE_2D, dst_texnum);
check_error();
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F, width, 1, 0, GL_RGBA, GL_FLOAT, NULL);
check_error();
glGenFramebuffers(1, &fbo);
check_error();
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
check_error();
glFramebufferTexture2D(
GL_FRAMEBUFFER,
GL_COLOR_ATTACHMENT0,
GL_TEXTURE_2D,
dst_texnum,
0);
check_error();
// Now generate a simple texture that's just [0,1].
GLuint src_texnum;
float texdata[] = { 0, 1 };
glGenTextures(1, &src_texnum);
check_error();
glBindTexture(GL_TEXTURE_2D, src_texnum);
check_error();
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
check_error();
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
check_error();
glTexImage2D(GL_TEXTURE_2D, 0, GL_R16F, 2, 1, 0, GL_RED, GL_FLOAT, texdata);
check_error();
// Basic state.
glDisable(GL_BLEND);
check_error();
glDisable(GL_DEPTH_TEST);
check_error();
glDepthMask(GL_FALSE);
check_error();
glViewport(0, 0, width, 1);
vector<string> frag_shader_outputs;
GLuint glsl_program_num = resource_pool.compile_glsl_program(
read_version_dependent_file("vs", "vert"),
read_version_dependent_file("texture1d", "frag"),
frag_shader_outputs);
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.
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
};
GLuint vao;
glGenVertexArrays(1, &vao);
check_error();
glBindVertexArray(vao);
check_error();
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);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
check_error();
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.
// (We only look at the red channel; the others will surely be the same.)
// We assume a linear ramp; anything else will give sort of odd results here.
float out_data[width * 4];
glReadPixels(0, 0, width, 1, GL_RGBA, GL_FLOAT, out_data);
check_error();
float biggest_jump = 0.0f;
for (unsigned i = 1; i < width; ++i) {
assert(out_data[i * 4] >= out_data[(i - 1) * 4]);
biggest_jump = max(biggest_jump, out_data[i * 4] - out_data[(i - 1) * 4]);
}
assert(biggest_jump > 0.0);
movit_texel_subpixel_precision = biggest_jump;
// Clean up.
glBindTexture(GL_TEXTURE_2D, 0);
check_error();
glBindFramebuffer(GL_FRAMEBUFFER, 0);
check_error();
glDeleteFramebuffers(1, &fbo);
check_error();
glDeleteTextures(1, &dst_texnum);
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, &dst_texnum);
check_error();
glBindTexture(GL_TEXTURE_2D, dst_texnum);
check_error();
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 512, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
check_error();
glGenFramebuffers(1, &fbo);
check_error();
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
check_error();
glFramebufferTexture2D(
GL_FRAMEBUFFER,
GL_COLOR_ATTACHMENT0,
GL_TEXTURE_2D,
dst_texnum,
0);
check_error();
// Now generate a texture where every value except the last should be
// rounded up to the next one. However, there are cards (in highly
// common use) that can't do this right, for unknown reasons.
GLuint src_texnum;
float texdata[512];
for (int i = 0; i < 256; ++i) {
texdata[i * 2 + 0] = (i + 0.48) / 255.0;
texdata[i * 2 + 1] = (i + 0.52) / 255.0;
}
glGenTextures(1, &src_texnum);
check_error();
glBindTexture(GL_TEXTURE_2D, src_texnum);
check_error();
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
check_error();
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
check_error();
glTexImage2D(GL_TEXTURE_2D, 0, GL_R32F, 512, 1, 0, GL_RED, GL_FLOAT, texdata);
check_error();
// Basic state.
glDisable(GL_BLEND);
check_error();
glDisable(GL_DEPTH_TEST);
check_error();
glDepthMask(GL_FALSE);
check_error();
glViewport(0, 0, 512, 1);
vector<string> frag_shader_outputs;
GLuint glsl_program_num = resource_pool.compile_glsl_program(
read_version_dependent_file("vs", "vert"),
read_version_dependent_file("texture1d", "frag"),
frag_shader_outputs);
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.
float vertices[] = {
0.0f, 1.0f,
0.0f, 0.0f,
1.0f, 1.0f,
1.0f, 0.0f
};
GLuint vao;
glGenVertexArrays(1, &vao);
check_error();
glBindVertexArray(vao);
check_error();
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.
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
check_error();
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.)
// (We only look at the red channel; the others will surely be the same.)
unsigned char out_data[512 * 4];
glReadPixels(0, 0, 512, 1, GL_RGBA, GL_UNSIGNED_BYTE, out_data);
check_error();
int wrongly_rounded = 0;
for (unsigned i = 0; i < 255; ++i) {
if (out_data[(i * 2 + 0) * 4] != i) {
++wrongly_rounded;
}
if (out_data[(i * 2 + 1) * 4] != i + 1) {
++wrongly_rounded;
}
}
movit_num_wrongly_rounded = wrongly_rounded;
// Clean up.
glBindTexture(GL_TEXTURE_2D, 0);
check_error();
glBindFramebuffer(GL_FRAMEBUFFER, 0);
check_error();
glDeleteFramebuffers(1, &fbo);
check_error();
glDeleteTextures(1, &dst_texnum);
check_error();
glDeleteTextures(1, &src_texnum);
check_error();
resource_pool.release_glsl_program(glsl_program_num);
glDeleteVertexArrays(1, &vao);
check_error();
}
struct RequiredExtension {
int min_equivalent_gl_version;
const char extension_name[64];
};
const RequiredExtension required_extensions[] = {
// We fundamentally need FBOs and floating-point textures.
// FBOs are covered by OpenGL 1.5, and are not an extension there.
// Floating-point textures are part of OpenGL 3.0 and newer.
{ 15, "GL_ARB_framebuffer_object" },
{ 30, "GL_ARB_texture_float" },
// We assume that we can use non-power-of-two textures without restrictions.
{ 20, "GL_ARB_texture_non_power_of_two" },
// We also need GLSL fragment shaders.
{ 20, "GL_ARB_fragment_shader" },
{ 20, "GL_ARB_shading_language_100" },
// FlatInput and YCbCrInput uses PBOs. (They could in theory do without,
// but no modern card would really not provide it.)
{ 21, "GL_ARB_pixel_buffer_object" },
// ResampleEffect uses RG textures to encode a two-component LUT.
// We also need GL_R several places, for single-channel input.
{ 30, "GL_ARB_texture_rg" },
};
bool check_extensions()
{
// GLES generally doesn't use extensions as actively as desktop OpenGL.
// For now, we say that for GLES, we require GLES 3, which has everything
// we need.
if (!epoxy_is_desktop_gl()) {
if (epoxy_gl_version() >= 30) {
movit_srgb_textures_supported = true;
return true;
} else {
fprintf(stderr, "Movit system requirements: GLES version %.1f is too old (GLES 3.0 needed).\n",
0.1f * epoxy_gl_version());
fprintf(stderr, "Movit initialization failed.\n");
return false;
}
}
// Check all extensions, and output errors for the ones that we are missing.
bool all_ok = true;
int gl_version = epoxy_gl_version();
for (unsigned i = 0; i < sizeof(required_extensions) / sizeof(required_extensions[0]); ++i) {
if (gl_version < required_extensions[i].min_equivalent_gl_version &&
!epoxy_has_gl_extension(required_extensions[i].extension_name)) {
fprintf(stderr, "Movit system requirements: Needs extension '%s' or at least OpenGL version %.1f (has version %.1f)\n",
required_extensions[i].extension_name,
0.1f * required_extensions[i].min_equivalent_gl_version,
0.1f * gl_version);
all_ok = false;
}
}
if (!all_ok) {
fprintf(stderr, "Movit initialization failed.\n");
return false;
}
// sRGB texture decode would be nice, but are not mandatory
// (GammaExpansionEffect can do the same thing if needed).
movit_srgb_textures_supported =
(epoxy_gl_version() >= 21 || epoxy_has_gl_extension("GL_EXT_texture_sRGB"));
// The user can specify that they want a timing report for each
// phase in an effect chain. However, that depends on this extension;
// without it, we do cannot even create the query objects.
movit_timer_queries_supported =
(epoxy_gl_version() >= 33 || epoxy_has_gl_extension("GL_ARB_timer_query"));
return true;
}
double get_glsl_version()
{
char *glsl_version_str = strdup((const char *)glGetString(GL_SHADING_LANGUAGE_VERSION));
// Skip past the first period.
char *ptr = strchr(glsl_version_str, '.');
assert(ptr != NULL);
++ptr;
// Now cut the string off at the next period or space, whatever comes first
// (unless the string ends first).
while (*ptr && *ptr != '.' && *ptr != ' ') {
++ptr;
}
*ptr = '\0';
// Now we have something on the form X.YY. We convert it to a float, and hope
// that if it's inexact (e.g. 1.30), atof() will round the same way the
// compiler will.
std::istringstream locale_convert(glsl_version_str);
locale_convert.imbue(std::locale("C"));
double glsl_version;
locale_convert >> glsl_version;
free(glsl_version_str);
return glsl_version;
}
void APIENTRY debug_callback(GLenum source,
GLenum type,
GLuint id,
GLenum severity,
GLsizei length,
const char *message,
const void *userParam)
{
printf("Debug: %s\n", message);
}
} // namespace
bool init_movit(const string& data_directory, MovitDebugLevel debug_level)
{
if (movit_initialized) {
return true;
}
movit_data_directory = new string(data_directory);
movit_debug_level = debug_level;
// geez
glPixelStorei(GL_PACK_ALIGNMENT, 1);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glDisable(GL_DITHER);
// You can turn this on if you want detailed debug messages from the driver.
// You should probably also ask for a debug context (see gtest_sdl_main.cpp),
// or you might not get much data back.
// glDebugMessageCallbackARB(callback, NULL);
// glDebugMessageControlARB(GL_DONT_CARE, GL_DONT_CARE, GL_DONT_CARE, 0, 0, GL_TRUE);
if (!check_extensions()) {
return false;
}
// Find out what shader model we should compile for.
// We need at least 1.30, due to use of (among others) integers.
if (epoxy_is_desktop_gl()) {
if (get_glsl_version() < 1.30f) {
fprintf(stderr, "Movit system requirements: Needs at least GLSL version 1.30 (has version %.1f)\n",
get_glsl_version());
return false;
}
if (get_glsl_version() < 1.50f) {
movit_shader_model = MOVIT_GLSL_130;
} else {
// Note: All of our 1.50 shaders are identical to our 1.30 shaders,
// but OS X does not support 1.30; only 1.10 (which we don't support
// anymore) and 1.50 (and then only with core contexts). So we keep
// a second set of shaders around whose only difference is the different
// #version declaration.
movit_shader_model = MOVIT_GLSL_150;
}
} else {
movit_shader_model = MOVIT_ESSL_300;
}
measure_texel_subpixel_precision();
measure_roundoff_problems();
movit_initialized = true;
return true;
}
} // namespace movit