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-rw-r--r--.gitignore1
-rw-r--r--old-makefile5
-rw-r--r--video/out/gl_osd.c200
-rw-r--r--video/out/gl_osd.h39
-rw-r--r--video/out/gl_utils.c496
-rw-r--r--video/out/gl_utils.h39
-rw-r--r--video/out/gl_video.c1925
-rw-r--r--video/out/gl_video.h4
-rw-r--r--video/out/gl_video_shaders.glsl542
-rw-r--r--video/out/vo_opengl.c5
-rw-r--r--video/out/vo_opengl_cb.c20
-rw-r--r--wscript_build.py4
12 files changed, 1280 insertions, 2000 deletions
diff --git a/.gitignore b/.gitignore
index b8ff3a8426..159e409d7d 100644
--- a/.gitignore
+++ b/.gitignore
@@ -14,7 +14,6 @@
/input/input_conf.h
/tags
/TAGS
-/video/out/gl_video_shaders.h
/video/out/x11_icon.inc
/demux/ebml_defs.c
/demux/ebml_types.h
diff --git a/old-makefile b/old-makefile
index b9fbbaaa50..b81b106e60 100644
--- a/old-makefile
+++ b/old-makefile
@@ -358,10 +358,6 @@ demux/ebml.c: demux/ebml_defs.c
demux/ebml_defs.c: TOOLS/matroska.pl $(MKVLIB_DEPS)
./$< --generate-definitions > $@
-video/out/gl_video.c: video/out/gl_video_shaders.h
-video/out/gl_video_shaders.h: TOOLS/file2string.pl video/out/gl_video_shaders.glsl
- ./$^ >$@
-
video/out/x11_common.c: video/out/x11_icon.inc
video/out/x11_icon.inc: TOOLS/file2string.pl video/out/x11_icon.bin
./$^ >$@
@@ -475,7 +471,6 @@ clean:
-$(RM) input/input_conf.h
-$(RM) video/out/vdpau_template.c
-$(RM) demux/ebml_types.h demux/ebml_defs.c
- -$(RM) video/out/gl_video_shaders.h
-$(RM) video/out/x11_icon.inc
-$(RM) sub/osd_font.h
-$(RM) player/lua/defaults.inc
diff --git a/video/out/gl_osd.c b/video/out/gl_osd.c
index 117d7feedb..0ab85f59c4 100644
--- a/video/out/gl_osd.c
+++ b/video/out/gl_osd.c
@@ -55,20 +55,46 @@ static const struct osd_fmt_entry osd_to_gl2_formats[SUBBITMAP_COUNT] = {
struct vertex {
float position[2];
- uint8_t color[4];
float texcoord[2];
+ uint8_t ass_color[4];
};
static const struct gl_vao_entry vertex_vao[] = {
- {"vertex_position", 2, GL_FLOAT, false, offsetof(struct vertex, position)},
- {"vertex_color", 4, GL_UNSIGNED_BYTE, true, offsetof(struct vertex, color)},
- {"vertex_texcoord", 2, GL_FLOAT, false, offsetof(struct vertex, texcoord)},
+ {"position", 2, GL_FLOAT, false, offsetof(struct vertex, position)},
+ {"texcoord" , 2, GL_FLOAT, false, offsetof(struct vertex, texcoord)},
+ {"ass_color", 4, GL_UNSIGNED_BYTE, true, offsetof(struct vertex, ass_color)},
{0}
};
-// programs: SUBBITMAP_COUNT elements
-struct mpgl_osd *mpgl_osd_init(GL *gl, struct mp_log *log, struct osd_state *osd,
- GLuint *programs)
+struct mpgl_osd_part {
+ enum sub_bitmap_format format;
+ int bitmap_id, bitmap_pos_id;
+ GLuint texture;
+ int w, h;
+ GLuint buffer;
+ int num_subparts;
+ struct sub_bitmap *subparts;
+ struct vertex *vertices;
+ struct bitmap_packer *packer;
+};
+
+struct mpgl_osd {
+ struct mp_log *log;
+ struct osd_state *osd;
+ GL *gl;
+ bool use_pbo;
+ bool scaled;
+ struct mpgl_osd_part *parts[MAX_OSD_PARTS];
+ const struct osd_fmt_entry *fmt_table;
+ bool formats[SUBBITMAP_COUNT];
+ struct gl_vao vao;
+ // temporary
+ int stereo_mode;
+ int display_size[2];
+ void *scratch;
+};
+
+struct mpgl_osd *mpgl_osd_init(GL *gl, struct mp_log *log, struct osd_state *osd)
{
GLint max_texture_size;
gl->GetIntegerv(GL_MAX_TEXTURE_SIZE, &max_texture_size);
@@ -79,7 +105,6 @@ struct mpgl_osd *mpgl_osd_init(GL *gl, struct mp_log *log, struct osd_state *osd
.osd = osd,
.gl = gl,
.fmt_table = osd_to_gl3_formats,
- .programs = programs,
.scratch = talloc_zero_size(ctx, 1),
};
@@ -126,6 +151,11 @@ void mpgl_osd_destroy(struct mpgl_osd *ctx)
talloc_free(ctx);
}
+void mpgl_osd_set_options(struct mpgl_osd *ctx, bool pbo)
+{
+ ctx->use_pbo = pbo;
+}
+
static bool upload_pbo(struct mpgl_osd *ctx, struct mpgl_osd_part *osd,
struct sub_bitmaps *imgs)
{
@@ -154,8 +184,7 @@ static bool upload_pbo(struct mpgl_osd *ctx, struct mpgl_osd_part *osd,
if (!gl->UnmapBuffer(GL_PIXEL_UNPACK_BUFFER))
success = false;
glUploadTex(gl, GL_TEXTURE_2D, fmt.format, fmt.type, NULL, stride,
- bb[0].x, bb[0].y, bb[1].x - bb[0].x, bb[1].y - bb[0].y,
- 0);
+ bb[0].x, bb[0].y, bb[1].x - bb[0].x, bb[1].y - bb[0].y, 0);
}
gl->BindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
@@ -240,11 +269,12 @@ static bool upload_osd(struct mpgl_osd *ctx, struct mpgl_osd_part *osd,
return true;
}
-static struct mpgl_osd_part *mpgl_osd_generate(struct mpgl_osd *ctx,
- struct sub_bitmaps *imgs)
+static void gen_osd_cb(void *pctx, struct sub_bitmaps *imgs)
{
+ struct mpgl_osd *ctx = pctx;
+
if (imgs->num_parts == 0 || !ctx->formats[imgs->format])
- return NULL;
+ return;
struct mpgl_osd_part *osd = ctx->parts[imgs->render_index];
@@ -256,83 +286,76 @@ static struct mpgl_osd_part *mpgl_osd_generate(struct mpgl_osd *ctx,
osd->bitmap_id = imgs->bitmap_id;
osd->bitmap_pos_id = imgs->bitmap_pos_id;
- osd->num_vertices = 0;
}
+ osd->num_subparts = osd->packer->count;
- return osd->packer->count ? osd : NULL;
+ MP_TARRAY_GROW(osd, osd->subparts, osd->num_subparts);
+ memcpy(osd->subparts, imgs->parts,
+ osd->num_subparts * sizeof(osd->subparts[0]));
}
-static void write_quad(struct vertex *va,
+static void write_quad(struct vertex *va, float matrix[3][3],
float x0, float y0, float x1, float y1,
float tx0, float ty0, float tx1, float ty1,
float tex_w, float tex_h, const uint8_t color[4])
{
+ gl_matrix_mul_vec(matrix, &x0, &y0);
+ gl_matrix_mul_vec(matrix, &x1, &y1);
+
#define COLOR_INIT {color[0], color[1], color[2], color[3]}
- va[0] = (struct vertex){ {x0, y0}, COLOR_INIT, {tx0 / tex_w, ty0 / tex_h} };
- va[1] = (struct vertex){ {x0, y1}, COLOR_INIT, {tx0 / tex_w, ty1 / tex_h} };
- va[2] = (struct vertex){ {x1, y0}, COLOR_INIT, {tx1 / tex_w, ty0 / tex_h} };
- va[3] = (struct vertex){ {x1, y1}, COLOR_INIT, {tx1 / tex_w, ty1 / tex_h} };
+ va[0] = (struct vertex){ {x0, y0}, {tx0 / tex_w, ty0 / tex_h}, COLOR_INIT };
+ va[1] = (struct vertex){ {x0, y1}, {tx0 / tex_w, ty1 / tex_h}, COLOR_INIT };
+ va[2] = (struct vertex){ {x1, y0}, {tx1 / tex_w, ty0 / tex_h}, COLOR_INIT };
+ va[3] = (struct vertex){ {x1, y1}, {tx1 / tex_w, ty1 / tex_h}, COLOR_INIT };
va[4] = va[2];
va[5] = va[1];
#undef COLOR_INIT
}
-static void draw_osd_cb(void *pctx, struct sub_bitmaps *imgs)
+static int generate_verts(struct mpgl_osd_part *part, float matrix[3][3])
{
- struct mpgl_osd *ctx = pctx;
- GL *gl = ctx->gl;
+ int num_vertices = part->num_subparts * 6;
+ MP_TARRAY_GROW(part, part->vertices, num_vertices);
- struct mpgl_osd_part *part = mpgl_osd_generate(ctx, imgs);
- if (!part)
- return;
+ for (int n = 0; n < part->num_subparts; n++) {
+ struct sub_bitmap *b = &part->subparts[n];
+ struct pos pos = part->packer->result[n];
+ struct vertex *va = part->vertices;
- assert(part->format != SUBBITMAP_EMPTY);
+ // NOTE: the blend color is used with SUBBITMAP_LIBASS only, so it
+ // doesn't matter that we upload garbage for the other formats
+ uint32_t c = b->libass.color;
+ uint8_t color[4] = { c >> 24, (c >> 16) & 0xff,
+ (c >> 8) & 0xff, 255 - (c & 0xff) };
- if (!part->num_vertices) {
- part->vertices = talloc_realloc(part, part->vertices, struct vertex,
- part->packer->count * 6);
+ write_quad(&va[n * 6], matrix,
+ b->x, b->y, b->x + b->dw, b->y + b->dh,
+ pos.x, pos.y, pos.x + b->w, pos.y + b->h,
+ part->w, part->h, color);
+ }
- struct vertex *va = part->vertices;
+ return num_vertices;
+}
- for (int n = 0; n < part->packer->count; n++) {
- struct sub_bitmap *b = &imgs->parts[n];
- struct pos pos = part->packer->result[n];
-
- // NOTE: the blend color is used with SUBBITMAP_LIBASS only, so it
- // doesn't matter that we upload garbage for the other formats
- uint32_t c = b->libass.color;
- uint8_t color[4] = { c >> 24, (c >> 16) & 0xff,
- (c >> 8) & 0xff, 255 - (c & 0xff) };
-
- write_quad(&va[part->num_vertices],
- b->x, b->y, b->x + b->dw, b->y + b->dh,
- pos.x, pos.y, pos.x + b->w, pos.y + b->h,
- part->w, part->h, color);
- part->num_vertices += 6;
- }
- }
+static void draw_part(struct mpgl_osd *ctx, int index, float matrix[3][3])
+{
+ GL *gl = ctx->gl;
+ struct mpgl_osd_part *part = ctx->parts[index];
+
+ int num_vertices = generate_verts(part, matrix);
+ if (!num_vertices)
+ return;
+ gl->Enable(GL_BLEND);
gl->BindTexture(GL_TEXTURE_2D, part->texture);
const int *factors = &blend_factors[part->format][0];
gl->BlendFuncSeparate(factors[0], factors[1], factors[2], factors[3]);
- int program = ctx->programs[part->format];
-
- gl->UseProgram(program);
- bool set_offset = ctx->offset[0] != 0.0f || ctx->offset[1] != 0.0f;
- if (set_offset) {
- gl->Uniform3f(gl->GetUniformLocation(program, "translation"),
- ctx->offset[0], ctx->offset[1], 0);
- }
-
- gl_vao_draw_data(&ctx->vao, GL_TRIANGLES, part->vertices, part->num_vertices);
+ gl_vao_draw_data(&ctx->vao, GL_TRIANGLES, part->vertices, num_vertices);
- if (set_offset)
- gl->Uniform3f(gl->GetUniformLocation(program, "translation"), 0, 0, 0);
-
- gl->UseProgram(0);
gl->BindTexture(GL_TEXTURE_2D, 0);
+ gl->Disable(GL_BLEND);
}
// number of screen divisions per axis (x=0, y=1) for the current 3D mode
@@ -347,26 +370,51 @@ static void get_3d_side_by_side(int stereo_mode, int div[2])
}
}
-void mpgl_osd_draw(struct mpgl_osd *ctx, struct mp_osd_res res, double pts,
- int stereo_mode)
+void mpgl_osd_draw_part(struct mpgl_osd *ctx, int vp_w, int vp_h, int index)
{
- GL *gl = ctx->gl;
-
- gl->Enable(GL_BLEND);
-
int div[2];
- get_3d_side_by_side(stereo_mode, div);
+ get_3d_side_by_side(ctx->stereo_mode, div);
for (int x = 0; x < div[0]; x++) {
for (int y = 0; y < div[1]; y++) {
- struct mp_osd_res s_res = res;
- s_res.w /= div[0];
- s_res.h /= div[1];
- ctx->offset[0] = s_res.w * x;
- ctx->offset[1] = s_res.h * y;
- osd_draw(ctx->osd, s_res, pts, 0, ctx->formats, draw_osd_cb, ctx);
+ float matrix[3][3];
+
+ gl_matrix_ortho2d(matrix, 0, vp_w, 0, vp_h);
+
+ float a_x = ctx->display_size[0] * x;
+ float a_y = ctx->display_size[1] * y;
+ matrix[2][0] += a_x * matrix[0][0] + a_y * matrix[1][0];
+ matrix[2][1] += a_x * matrix[0][1] + a_y * matrix[1][1];
+
+ draw_part(ctx, index, matrix);
}
}
+}
- gl->Disable(GL_BLEND);
+enum sub_bitmap_format mpgl_osd_get_part_format(struct mpgl_osd *ctx, int index)
+{
+ assert(index >= 0 && index < MAX_OSD_PARTS);
+ return ctx->parts[index]->format;
+}
+
+struct gl_vao *mpgl_osd_get_vao(struct mpgl_osd *ctx)
+{
+ return &ctx->vao;
+}
+
+void mpgl_osd_generate(struct mpgl_osd *ctx, struct mp_osd_res res, double pts,
+ int stereo_mode)
+{
+ for (int n = 0; n < MAX_OSD_PARTS; n++)
+ ctx->parts[n]->num_subparts = 0;
+
+ int div[2];
+ get_3d_side_by_side(stereo_mode, div);
+
+ struct mp_osd_res s_res = res;
+ ctx->display_size[0] = s_res.w = s_res.w / div[0];
+ ctx->display_size[1] = s_res.h = s_res.h / div[1];
+
+ osd_draw(ctx->osd, s_res, pts, 0, ctx->formats, gen_osd_cb, ctx);
+ ctx->stereo_mode = stereo_mode;
}
diff --git a/video/out/gl_osd.h b/video/out/gl_osd.h
index 5c34911e22..0acd200ab4 100644
--- a/video/out/gl_osd.h
+++ b/video/out/gl_osd.h
@@ -7,38 +7,15 @@
#include "gl_utils.h"
#include "sub/osd.h"
-struct mpgl_osd_part {
- enum sub_bitmap_format format;
- int bitmap_id, bitmap_pos_id;
- GLuint texture;
- int w, h;
- GLuint buffer;
- int num_vertices;
- void *vertices;
- struct bitmap_packer *packer;
-};
-
-struct mpgl_osd {
- struct mp_log *log;
- struct osd_state *osd;
- GL *gl;
- bool use_pbo;
- bool scaled;
- struct mpgl_osd_part *parts[MAX_OSD_PARTS];
- const struct osd_fmt_entry *fmt_table;
- bool formats[SUBBITMAP_COUNT];
- struct gl_vao vao;
- GLuint *programs; // SUBBITMAP_COUNT elements
- // temporary
- float offset[2];
- void *scratch;
-};
-
-struct mpgl_osd *mpgl_osd_init(GL *gl, struct mp_log *log, struct osd_state *osd,
- GLuint *programs);
+struct mpgl_osd *mpgl_osd_init(GL *gl, struct mp_log *log, struct osd_state *osd);
void mpgl_osd_destroy(struct mpgl_osd *ctx);
-void mpgl_osd_draw(struct mpgl_osd *ctx, struct mp_osd_res res, double pts,
- int stereo_mode);
+void mpgl_osd_set_options(struct mpgl_osd *ctx, bool pbo);
+
+void mpgl_osd_generate(struct mpgl_osd *ctx, struct mp_osd_res res, double pts,
+ int stereo_mode);
+enum sub_bitmap_format mpgl_osd_get_part_format(struct mpgl_osd *ctx, int index);
+struct gl_vao *mpgl_osd_get_vao(struct mpgl_osd *ctx);
+void mpgl_osd_draw_part(struct mpgl_osd *ctx, int vp_w, int vp_h, int index);
#endif
diff --git a/video/out/gl_utils.c b/video/out/gl_utils.c
index 80ec840582..ca2fef10bf 100644
--- a/video/out/gl_utils.c
+++ b/video/out/gl_utils.c
@@ -25,6 +25,7 @@
#include <stdint.h>
#include <stdlib.h>
#include <string.h>
+#include <stdarg.h>
#include <assert.h>
#include "common/common.h"
@@ -290,14 +291,6 @@ void gl_vao_unbind(struct gl_vao *vao)
}
}
-void gl_vao_bind_attribs(struct gl_vao *vao, GLuint program)
-{
- GL *gl = vao->gl;
-
- for (int n = 0; vao->entries[n].name; n++)
- gl->BindAttribLocation(program, n, vao->entries[n].name);
-}
-
// Draw the vertex data (as described by the gl_vao_entry entries) in ptr
// to the screen. num is the number of vertexes. prim is usually GL_TRIANGLES.
// If ptr is NULL, then skip the upload, and use the data uploaded with the
@@ -320,24 +313,47 @@ void gl_vao_draw_data(struct gl_vao *vao, GLenum prim, void *ptr, size_t num)
}
// Create a texture and a FBO using the texture as color attachments.
-// gl_target: GL_TEXTURE_2D
-// gl_filter: GL_LINEAR
// iformat: texture internal format
// Returns success.
bool fbotex_init(struct fbotex *fbo, GL *gl, struct mp_log *log, int w, int h,
- GLenum gl_target, GLenum gl_filter, GLenum iformat)
+ GLenum iformat)
{
- bool res = true;
-
assert(!fbo->fbo);
assert(!fbo->texture);
+ return fbotex_change(fbo, gl, log, w, h, iformat, 0);
+}
+
+// Like fbotex_init(), except it can be called on an already initialized FBO;
+// and if the parameters are the same as the previous call, do not touch it.
+// flags can be 0, or a combination of FBOTEX_FUZZY_W and FBOTEX_FUZZY_H.
+// Enabling FUZZY for W or H means the w or h does not need to be exact.
+bool fbotex_change(struct fbotex *fbo, GL *gl, struct mp_log *log, int w, int h,
+ GLenum iformat, int flags)
+{
+ bool res = true;
+
+ int cw = w, ch = h;
+
+ if ((flags & FBOTEX_FUZZY_W) && cw < fbo->tex_w)
+ cw = fbo->tex_w;
+ if ((flags & FBOTEX_FUZZY_H) && ch < fbo->tex_h)
+ ch = fbo->tex_h;
+
+ if (fbo->tex_w == cw && fbo->tex_h == ch && fbo->iformat == iformat)
+ return true;
+
+ if (flags & FBOTEX_FUZZY_W)
+ w = MP_ALIGN_UP(w, 256);
+ if (flags & FBOTEX_FUZZY_H)
+ h = MP_ALIGN_UP(h, 256);
+
+ GLenum filter = fbo->tex_filter;
*fbo = (struct fbotex) {
.gl = gl,
- .vp_w = w,
- .vp_h = h,
.tex_w = w,
.tex_h = h,
+ .iformat = iformat,
};
mp_verbose(log, "Create FBO: %dx%d\n", fbo->tex_w, fbo->tex_h);
@@ -347,19 +363,20 @@ bool fbotex_init(struct fbotex *fbo, GL *gl, struct mp_log *log, int w, int h,
gl->GenFramebuffers(1, &fbo->fbo);
gl->GenTextures(1, &fbo->texture);
- gl->BindTexture(gl_target, fbo->texture);
- gl->TexImage2D(gl_target, 0, iformat, fbo->tex_w, fbo->tex_h, 0,
+ gl->BindTexture(GL_TEXTURE_2D, fbo->texture);
+ gl->TexImage2D(GL_TEXTURE_2D, 0, iformat, fbo->tex_w, fbo->tex_h, 0,
GL_RGBA, GL_UNSIGNED_BYTE, NULL);
- gl->TexParameteri(gl_target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
- gl->TexParameteri(gl_target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
- gl->TexParameteri(gl_target, GL_TEXTURE_MIN_FILTER, gl_filter);
- gl->TexParameteri(gl_target, GL_TEXTURE_MAG_FILTER, gl_filter);
+ gl->TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ gl->TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+ gl->BindTexture(GL_TEXTURE_2D, 0);
+
+ fbotex_set_filter(fbo, filter ? filter : GL_LINEAR);
glCheckError(gl, log, "after creating framebuffer texture");
gl->BindFramebuffer(GL_FRAMEBUFFER, fbo->fbo);
gl->FramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
- gl_target, fbo->texture, 0);
+ GL_TEXTURE_2D, fbo->texture, 0);
GLenum err = gl->CheckFramebufferStatus(GL_FRAMEBUFFER);
if (err != GL_FRAMEBUFFER_COMPLETE) {
@@ -375,6 +392,19 @@ bool fbotex_init(struct fbotex *fbo, GL *gl, struct mp_log *log, int w, int h,
return res;
}
+void fbotex_set_filter(struct fbotex *fbo, GLenum tex_filter)
+{
+ GL *gl = fbo->gl;
+
+ if (fbo->tex_filter != tex_filter && fbo->texture) {
+ gl->BindTexture(GL_TEXTURE_2D, fbo->texture);
+ gl->TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, tex_filter);
+ gl->TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, tex_filter);
+ gl->BindTexture(GL_TEXTURE_2D, 0);
+ }
+ fbo->tex_filter = tex_filter;
+}
+
void fbotex_uninit(struct fbotex *fbo)
{
GL *gl = fbo->gl;
@@ -386,8 +416,16 @@ void fbotex_uninit(struct fbotex *fbo)
}
}
+// Standard parallel 2D projection, except y1 < y0 means that the coordinate
+// system is flipped, not the projection.
void gl_matrix_ortho2d(float m[3][3], float x0, float x1, float y0, float y1)
{
+ if (y1 < y0) {
+ float t = y0;
+ y0 = t - y1;
+ y1 = t;
+ }
+
memset(m, 0, 9 * sizeof(float));
m[0][0] = 2.0f / (x1 - x0);
m[1][1] = 2.0f / (y1 - y0);
@@ -422,3 +460,417 @@ void gl_set_debug_logger(GL *gl, struct mp_log *log)
}
}
}
+
+#define SC_ENTRIES 10
+#define SC_UNIFORM_ENTRIES 20
+
+enum uniform_type {
+ UT_invalid,
+ UT_i,
+ UT_f,
+ UT_m,
+};
+
+struct sc_uniform {
+ char *name;
+ enum uniform_type type;
+ const char *glsl_type;
+ int size;
+ GLint loc;
+ union {
+ GLfloat f[9];
+ GLint i[4];
+ } v;
+};
+
+struct sc_entry {
+ GLuint gl_shader;
+ // the following fields define the shader's contents
+ char *key; // vertex+frag shader (mangled)
+ struct gl_vao *vao;
+};
+
+struct gl_shader_cache {
+ GL *gl;
+ struct mp_log *log;
+
+ // this is modified during use (gl_sc_add() etc.)
+ char *text;
+ struct gl_vao *vao;
+
+ struct sc_entry entries[SC_ENTRIES];
+ int num_entries;
+
+ struct sc_uniform uniforms[SC_UNIFORM_ENTRIES];
+ int num_uniforms;
+};
+
+struct gl_shader_cache *gl_sc_create(GL *gl, struct mp_log *log)
+{
+ struct gl_shader_cache *sc = talloc_ptrtype(NULL, sc);
+ *sc = (struct gl_shader_cache){
+ .gl = gl,
+ .log = log,
+ .text = talloc_strdup(sc, ""),
+ };
+ return sc;
+}
+
+void gl_sc_reset(struct gl_shader_cache *sc)
+{
+ sc->text[0] = '\0';
+ for (int n = 0; n < sc->num_uniforms; n++)
+ talloc_free(sc->uniforms[n].name);
+ sc->num_uniforms = 0;
+}
+
+static void sc_flush_cache(struct gl_shader_cache *sc)
+{
+ for (int n = 0; n < sc->num_entries; n++) {
+ struct sc_entry *e = &sc->entries[n];
+ sc->gl->DeleteProgram(e->gl_shader);
+ talloc_free(e->key);
+ }
+ sc->num_entries = 0;
+}
+
+void gl_sc_destroy(struct gl_shader_cache *sc)
+{
+ gl_sc_reset(sc);
+ sc_flush_cache(sc);
+ talloc_free(sc);
+}
+
+void gl_sc_add(struct gl_shader_cache *sc, const char *text)
+{
+ sc->text = talloc_strdup_append(sc->text, text);
+}
+
+void gl_sc_addf(struct gl_shader_cache *sc, const char *textf, ...)
+{
+ va_list ap;
+ va_start(ap, textf);
+ ta_xvasprintf_append(&sc->text, textf, ap);
+ va_end(ap);
+}
+
+static struct sc_uniform *find_uniform(struct gl_shader_cache *sc,
+ const char *name)
+{
+ for (int n = 0; n < sc->num_uniforms; n++) {
+ if (strcmp(sc->uniforms[n].name, name) == 0)
+ return &sc->uniforms[n];
+ }
+ // not found -> add it
+ assert(sc->num_uniforms < SC_UNIFORM_ENTRIES); // just don't have too many
+ struct sc_uniform *new = &sc->uniforms[sc->num_uniforms++];
+ *new = (struct sc_uniform) { .loc = -1, .name = talloc_strdup(NULL, name) };
+ return new;
+}
+
+void gl_sc_uniform_sampler(struct gl_shader_cache *sc, char *name, GLenum target,
+ int unit)
+{
+ struct sc_uniform *u = find_uniform(sc, name);
+ u->type = UT_i;
+ u->size = 1;
+ switch (target) {
+ case GL_TEXTURE_1D: u->glsl_type = "sampler1D"; break;
+ case GL_TEXTURE_2D: u->glsl_type = "sampler2D"; break;
+ case GL_TEXTURE_RECTANGLE: u->glsl_type = "sampler2DRect"; break;
+ case GL_TEXTURE_3D: u->glsl_type = "sampler3D"; break;
+ default: abort();
+ }
+ u->v.i[0] = unit;
+}
+
+void gl_sc_uniform_f(struct gl_shader_cache *sc, char *name, GLfloat f)
+{
+ struct sc_uniform *u = find_uniform(sc, name);
+ u->type = UT_f;
+ u->size = 1;
+ u->glsl_type = "float";
+ u->v.f[0] = f;
+}
+
+void gl_sc_uniform_vec2(struct gl_shader_cache *sc, char *name, GLfloat f[2])
+{
+ struct sc_uniform *u = find_uniform(sc, name);
+ u->type = UT_f;
+ u->size = 2;
+ u->glsl_type = "vec2";
+ u->v.f[0] = f[0];
+ u->v.f[1] = f[1];
+}
+
+void gl_sc_uniform_vec3(struct gl_shader_cache *sc, char *name, GLfloat f[3])
+{
+ struct sc_uniform *u = find_uniform(sc, name);
+ u->type = UT_f;
+ u->size = 3;
+ u->glsl_type = "vec3";
+ u->v.f[0] = f[0];
+ u->v.f[1] = f[1];
+ u->v.f[2] = f[2];
+}
+
+static void transpose2x2(float r[2 * 2])
+{
+ MPSWAP(float, r[0+2*1], r[1+2*0]);
+}
+
+void gl_sc_uniform_mat2(struct gl_shader_cache *sc, char *name,
+ bool transpose, GLfloat *v)
+{
+ struct sc_uniform *u = find_uniform(sc, name);
+ u->type = UT_m;
+ u->size = 2;
+ u->glsl_type = "mat2";
+ for (int n = 0; n < 4; n++)
+ u->v.f[n] = v[n];
+ if (transpose)
+ transpose2x2(&u->v.f[0]);
+}
+
+static void transpose3x3(float r[3 * 3])
+{
+ MPSWAP(float, r[0+3*1], r[1+3*0]);
+ MPSWAP(float, r[0+3*2], r[2+3*0]);
+ MPSWAP(float, r[1+3*2], r[2+3*1]);
+}
+
+void gl_sc_uniform_mat3(struct gl_shader_cache *sc, char *name,
+ bool transpose, GLfloat *v)
+{
+ struct sc_uniform *u = find_uniform(sc, name);
+ u->type = UT_m;
+ u->size = 3;
+ u->glsl_type = "mat3";
+ for (int n = 0; n < 9; n++)
+ u->v.f[n] = v[n];
+ if (transpose)
+ transpose3x3(&u->v.f[0]);
+}
+
+// This will call glBindAttribLocation() on the shader before it's linked
+// (OpenGL requires this to happen before linking). Basically, it associates
+// the input variable names with the fields in the vao.
+// The vertex shader is setup such that the elements are available as fragment
+// shader variables using the names in the vao entries, which "position" being
+// set to gl_Position.
+void gl_sc_set_vao(struct gl_shader_cache *sc, struct gl_vao *vao)
+{
+ sc->vao = vao;
+}
+
+static const char *vao_glsl_type(const struct gl_vao_entry *e)
+{
+ // pretty dumb... too dumb, but works for us
+ switch (e->num_elems) {
+ case 1: return "float";
+ case 2: return "vec2";
+ case 3: return "vec3";
+ case 4: return "vec4";
+ default: abort();
+ }
+}
+
+// Assumes program is current (gl->UseProgram(program)).
+static void update_uniform(GL *gl, GLuint program, struct sc_uniform *u)
+{
+ GLint loc = gl->GetUniformLocation(program, u->name);
+ if (loc < 0)
+ return;
+ switch (u->type) {
+ case UT_i:
+ assert(u->size == 1);
+ gl->Uniform1i(loc, u->v.i[0]);
+ break;
+ case UT_f:
+ switch (u->size) {
+ case 1: gl->Uniform1f(loc, u->v.f[0]); break;
+ case 2: gl->Uniform2f(loc, u->v.f[0], u->v.f[1]); break;
+ case 3: gl->Uniform3f(loc, u->v.f[0], u->v.f[1], u->v.f[2]); break;
+ case 4: gl->Uniform4f(loc, u->v.f[0], u->v.f[1], u->v.f[2], u->v.f[3]); break;
+ default: abort();
+ }
+ break;
+ case UT_m:
+ switch (u->size) {
+ case 2: gl->UniformMatrix2fv(loc, 1, GL_FALSE, &u->v.f[0]); break;
+ case 3: gl->UniformMatrix3fv(loc, 1, GL_FALSE, &u->v.f[0]); break;
+ default: abort();
+ }
+ break;
+ default:
+ abort();
+ }
+}
+
+static void compile_attach_shader(struct gl_shader_cache *sc, GLuint program,
+ GLenum type, const char *source)
+{
+ GL *gl = sc->gl;
+
+ GLuint shader = gl->CreateShader(type);
+ gl->ShaderSource(shader, 1, &source, NULL);
+ gl->CompileShader(shader);
+ GLint status;
+ gl->GetShaderiv(shader, GL_COMPILE_STATUS, &status);
+ GLint log_length;
+ gl->GetShaderiv(shader, GL_INFO_LOG_LENGTH, &log_length);
+
+ int pri = status ? (log_length > 1 ? MSGL_V : MSGL_DEBUG) : MSGL_ERR;
+ const char *typestr = type == GL_VERTEX_SHADER ? "vertex" : "fragment";
+ if (mp_msg_test(sc->log, pri)) {
+ MP_MSG(sc, pri, "%s shader source:\n", typestr);
+ mp_log_source(sc->log, pri, source);
+ }
+ if (log_length > 1) {
+ GLchar *logstr = talloc_zero_size(NULL, log_length + 1);
+ gl->GetShaderInfoLog(shader, log_length, NULL, logstr);
+ MP_MSG(sc, pri, "%s shader compile log (status=%d):\n%s\n",
+ typestr, status, logstr);
+ talloc_free(logstr);
+ }
+
+ gl->AttachShader(program, shader);
+ gl->DeleteShader(shader);
+}
+
+static void link_shader(struct gl_shader_cache *sc, GLuint program)
+{
+ GL *gl = sc->gl;
+ gl->LinkProgram(program);
+ GLint status;
+ gl->GetProgramiv(program, GL_LINK_STATUS, &status);
+ GLint log_length;
+ gl->GetProgramiv(program, GL_INFO_LOG_LENGTH, &log_length);
+
+ int pri = status ? (log_length > 1 ? MSGL_V : MSGL_DEBUG) : MSGL_ERR;
+ if (mp_msg_test(sc->log, pri)) {
+ GLchar *logstr = talloc_zero_size(NULL, log_length + 1);
+ gl->GetProgramInfoLog(program, log_length, NULL, logstr);
+ MP_MSG(sc, pri, "shader link log (status=%d): %s\n", status, logstr);
+ talloc_free(logstr);
+ }
+}
+
+static GLuint create_program(struct gl_shader_cache *sc, const char *vertex,
+ const char *frag)
+{
+ GL *gl = sc->gl;
+ MP_VERBOSE(sc, "recompiling a shader program:\n");
+ mp_log_source(sc->log, MSGL_V, sc->text);
+ GLuint prog = gl->CreateProgram();
+ compile_attach_shader(sc, prog, GL_VERTEX_SHADER, vertex);
+ compile_attach_shader(sc, prog, GL_FRAGMENT_SHADER, frag);
+ for (int n = 0; sc->vao->entries[n].name; n++) {
+ char vname[80];
+ snprintf(vname, sizeof(vname), "vertex_%s", sc->vao->entries[n].name);
+ gl->BindAttribLocation(prog, n, vname);
+ }
+ link_shader(sc, prog);
+ return prog;
+}
+
+#define ADD(x, ...) (x) = talloc_asprintf_append(x, __VA_ARGS__)
+
+// 1. Generate vertex and fragment shaders from the fragment shader text added
+// with gl_sc_add(). The generated shader program is cached (based on the
+// text), so actual compilation happens only the first time.
+// 2. Update the uniforms set with gl_sc_uniform_*.
+// 3. Make the new shader program current (glUseProgram()).
+// 4. Reset the sc state and prepare for a new shader program. (All uniforms
+// and fragment operations needed for the next program have to be re-added.)
+void gl_sc_gen_shader_and_reset(struct gl_shader_cache *sc)
+{
+ GL *gl = sc->gl;
+ void *tmp = talloc_new(NULL);
+
+ assert(sc->vao);
+
+ // set up shader text (header + uniforms + body)
+ char *header = talloc_asprintf(tmp, "#version %d%s\n", gl->glsl_version,
+ gl->es >= 300 ? " es" : "");
+ if (gl->es)
+ ADD(header, "precision mediump float;\n");
+ char *vert_in = gl->glsl_version >= 130 ? "in" : "attribute";
+ char *vert_out = gl->glsl_version >= 130 ? "out" : "varying";
+ char *frag_in = gl->glsl_version >= 130 ? "in" : "varying";
+
+ // vertex shader: we don't use the vertex shader, so just setup a dummy,
+ // which passes through the vertex array attributes.
+ char *vert_head = talloc_strdup(tmp, header);
+ char *vert_body = talloc_strdup(tmp, "void main() {\n");
+ char *frag_vaos = talloc_strdup(tmp, "");
+ for (int n = 0; sc->vao->entries[n].name; n++) {
+ const struct gl_vao_entry *e = &sc->vao->entries[n];
+ const char *glsl_type = vao_glsl_type(e);
+ if (strcmp(e->name, "position") == 0) {
+ // setting raster pos. requires setting gl_Position magic variable
+ assert(e->num_elems == 2 && e->type == GL_FLOAT);
+ ADD(vert_head, "%s vec2 position;\n", vert_in);
+ ADD(vert_body, "gl_Position = vec4(position, 1.0, 1.0);\n");
+ } else {
+ ADD(vert_head, "%s %s vertex_%s;\n", vert_in, glsl_type, e->name);
+ ADD(vert_head, "%s %s %s;\n", vert_out, glsl_type, e->name);
+ ADD(vert_body, "%s = vertex_%s;\n", e->name, e->name);
+ ADD(frag_vaos, "%s %s %s;\n", frag_in, glsl_type, e->name);
+ }
+ }
+ ADD(vert_body, "}\n");
+ char *vert = talloc_asprintf(tmp, "%s%s", vert_head, vert_body);
+
+ // fragment shader; still requires adding used uniforms and VAO elements
+ char *frag = talloc_strdup(tmp, header);
+ ADD(frag, "#define RG %s\n", gl->mpgl_caps & MPGL_CAP_TEX_RG ? "rg" : "ra");
+ if (gl->glsl_version >= 130) {
+ ADD(frag, "#define texture1D texture\n");
+ ADD(frag, "#define texture3D texture\n");
+ ADD(frag, "out vec4 out_color;\n");
+ }
+ ADD(frag, "%s", frag_vaos);
+ for (int n = 0; n < sc->num_uniforms; n++) {
+ struct sc_uniform *u = &sc->uniforms[n];
+ ADD(frag, "uniform %s %s;\n", u->glsl_type, u->name);
+ }
+ ADD(frag, "void main() {\n");
+ ADD(frag, "%s", sc->text);
+ // we require _all_ frag shaders to write to a "vec4 color"
+ if (gl->glsl_version >= 130) {
+ ADD(frag, "out_color = color;\n");
+ } else {
+ ADD(frag, "gl_FragColor = color;\n");
+ }
+ ADD(frag, "}\n");
+
+ char *key = talloc_asprintf(tmp, "%s%s", vert, frag);
+ struct sc_entry *entry = NULL;
+ for (int n = 0; n < sc->num_entries; n++) {
+ if (strcmp(key, sc->entries[n].key) == 0) {
+ entry = &sc->entries[n];
+ break;
+ }
+ }
+ if (!entry) {
+ if (sc->num_entries == SC_ENTRIES)
+ sc_flush_cache(sc);
+ entry = &sc->entries[sc->num_entries++];
+ *entry = (struct sc_entry){.key = talloc_strdup(NULL, key)};
+ }
+ // build vertex shader from vao
+ if (!entry->gl_shader)
+ entry->gl_shader = create_program(sc, vert, frag);
+
+ gl->UseProgram(entry->gl_shader);
+
+ // For now we set the uniforms every time. This is probably bad, and we
+ // should switch to caching them.
+ for (int n = 0; n < sc->num_uniforms; n++)
+ update_uniform(gl, entry->gl_shader, &sc->uniforms[n]);
+
+ talloc_free(tmp);
+
+ gl_sc_reset(sc);
+}
diff --git a/video/out/gl_utils.h b/video/out/gl_utils.h
index 1934396afe..a1bb2ecafb 100644
--- a/video/out/gl_utils.h
+++ b/video/out/gl_utils.h
@@ -66,23 +66,54 @@ void gl_vao_init(struct gl_vao *vao, GL *gl, int stride,
void gl_vao_uninit(struct gl_vao *vao);
void gl_vao_bind(struct gl_vao *vao);
void gl_vao_unbind(struct gl_vao *vao);
-void gl_vao_bind_attribs(struct gl_vao *vao, GLuint program);
void gl_vao_draw_data(struct gl_vao *vao, GLenum prim, void *ptr, size_t num);
struct fbotex {
GL *gl;
GLuint fbo;
GLuint texture;
- int tex_w, tex_h; // size of .texture
- int vp_x, vp_y, vp_w, vp_h; // viewport of fbo / used part of the texture
+ GLenum iformat;
+ GLenum tex_filter;
+ int tex_w, tex_h; // size of .texture
};
bool fbotex_init(struct fbotex *fbo, GL *gl, struct mp_log *log, int w, int h,
- GLenum gl_target, GLenum gl_filter, GLenum iformat);
+ GLenum iformat);
void fbotex_uninit(struct fbotex *fbo);
+bool fbotex_change(struct fbotex *fbo, GL *gl, struct mp_log *log, int w, int h,
+ GLenum iformat, int flags);
+#define FBOTEX_FUZZY_W 1
+#define FBOTEX_FUZZY_H 2
+void fbotex_set_filter(struct fbotex *fbo, GLenum gl_filter);
void gl_matrix_ortho2d(float m[3][3], float x0, float x1, float y0, float y1);
+static inline void gl_matrix_mul_vec(float m[3][3], float *x, float *y)
+{
+ float vx = *x, vy = *y;
+ *x = vx * m[0][0] + vy * m[1][0] + m[2][0];
+ *y = vx * m[0][1] + vy * m[1][1] + m[2][1];
+}
+
void gl_set_debug_logger(GL *gl, struct mp_log *log);
+struct gl_shader_cache;
+
+struct gl_shader_cache *gl_sc_create(GL *gl, struct mp_log *log);
+void gl_sc_destroy(struct gl_shader_cache *sc);
+void gl_sc_add(struct gl_shader_cache *sc, const char *text);
+void gl_sc_addf(struct gl_shader_cache *sc, const char *textf, ...);
+void gl_sc_uniform_sampler(struct gl_shader_cache *sc, char *name, GLenum target,
+ int unit);
+void gl_sc_uniform_f(struct gl_shader_cache *sc, char *name, GLfloat f);
+void gl_sc_uniform_vec2(struct gl_shader_cache *sc, char *name, GLfloat f[2]);
+void gl_sc_uniform_vec3(struct gl_shader_cache *sc, char *name, GLfloat f[3]);
+void gl_sc_uniform_mat2(struct gl_shader_cache *sc, char *name,
+ bool transpose, GLfloat *v);
+void gl_sc_uniform_mat3(struct gl_shader_cache *sc, char *name,
+ bool transpose, GLfloat *v);
+void gl_sc_set_vao(struct gl_shader_cache *sc, struct gl_vao *vao);
+void gl_sc_gen_shader_and_reset(struct gl_shader_cache *sc);
+void gl_sc_reset(struct gl_shader_cache *sc);
+
#endif
diff --git a/video/out/gl_video.c b/video/out/gl_video.c
index 5ddb6c5cad..a52bd82020 100644
--- a/video/out/gl_video.c
+++ b/video/out/gl_video.c
@@ -41,11 +41,6 @@
#include "bitmap_packer.h"
#include "dither.h"
-static const char vo_opengl_shaders[] =
-// Generated from gl_video_shaders.glsl
-#include "video/out/gl_video_shaders.h"
-;
-
// Pixel width of 1D lookup textures.
#define LOOKUP_TEXTURE_SIZE 256
@@ -70,14 +65,21 @@ static const char *const fixed_scale_filters[] = {
int filter_sizes[] =
{2, 4, 6, 8, 12, 16, 20, 24, 28, 32, 36, 40, 44, 48, 52, 56, 60, 64, 0};
+struct vertex_pt {
+ float x, y;
+};
+
struct vertex {
- float position[2];
- float texcoord[2];
+ struct vertex_pt position;
+ struct vertex_pt texcoord[4];
};
static const struct gl_vao_entry vertex_vao[] = {
- {"vertex_position", 2, GL_FLOAT, false, offsetof(struct vertex, position)},
- {"vertex_texcoord", 2, GL_FLOAT, false, offsetof(struct vertex, texcoord)},
+ {"position", 2, GL_FLOAT, false, offsetof(struct vertex, position)},
+ {"texcoord0", 2, GL_FLOAT, false, offsetof(struct vertex, texcoord[0])},
+ {"texcoord1", 2, GL_FLOAT, false, offsetof(struct vertex, texcoord[1])},
+ {"texcoord2", 2, GL_FLOAT, false, offsetof(struct vertex, texcoord[2])},
+ {"texcoord3", 2, GL_FLOAT, false, offsetof(struct vertex, texcoord[3])},
{0}
};
@@ -85,6 +87,7 @@ struct texplane {
int w, h;
int tex_w, tex_h;
GLint gl_internal_format;
+ GLenum gl_target;
GLenum gl_format;
GLenum gl_type;
GLuint gl_texture;
@@ -102,11 +105,15 @@ struct video_image {
struct scaler {
int index;
const char *name;
+ double scale_factor;
float params[2];
float antiring;
+
+ bool initialized;
struct filter_kernel *kernel;
GLuint gl_lut;
- const char *lut_name;
+ GLenum gl_target;
+ struct fbotex sep_fbo;
bool insufficient;
// kernel points here
@@ -121,6 +128,13 @@ struct fbosurface {
#define FBOSURFACES_MAX 2
+struct src_tex {
+ GLuint gl_tex;
+ GLenum gl_target;
+ int tex_w, tex_h;
+ struct mp_rect src;
+};
+
struct gl_video {
GL *gl;
@@ -131,13 +145,12 @@ struct gl_video {
int depth_g;
int texture_16bit_depth; // actual bits available in 16 bit textures
+ struct gl_shader_cache *sc;
+
GLenum gl_target; // texture target (GL_TEXTURE_2D, ...) for video and FBOs
struct gl_vao vao;
- GLuint osd_programs[SUBBITMAP_COUNT];
- GLuint indirect_program, scale_sep_program, final_program, inter_program;
-
struct osd_state *osd_state;
struct mpgl_osd *osd;
double osd_pts;
@@ -146,8 +159,6 @@ struct gl_video {
bool use_lut_3d;
GLuint dither_texture;
- float dither_quantization;
- float dither_center;
int dither_size;
struct mp_image_params real_image_params; // configured format
@@ -159,7 +170,6 @@ struct gl_video {
bool is_yuv, is_rgb, is_packed_yuv;
bool has_alpha;
char color_swizzle[5];
- float chroma_fix[2];
float input_gamma, conv_gamma;
float user_gamma;
@@ -169,8 +179,9 @@ struct gl_video {
struct video_image image;
struct fbotex indirect_fbo; // RGB target
- struct fbotex scale_sep_fbo; // first pass when doing 2 pass scaling
+ struct fbotex chroma_merge_fbo;
struct fbosurface surfaces[FBOSURFACES_MAX];
+
size_t surface_idx;
// state for luma (0) and chroma (1) scalers
@@ -179,9 +190,6 @@ struct gl_video {
// true if scaler is currently upscaling
bool upscaling;
- // reinit_rendering must be called
- bool need_reinit_rendering;
-
bool is_interpolated;
struct mp_csp_equalizer video_eq;
@@ -192,8 +200,11 @@ struct gl_video {
struct mp_rect src_rect; // displayed part of the source video
struct mp_rect dst_rect; // video rectangle on output window
struct mp_osd_res osd_rect; // OSD size/margins
- int vp_x, vp_y, vp_w, vp_h; // GL viewport
- bool vp_vflipped;
+ int vp_w, vp_h;
+
+ // temporary during rendering
+ struct src_tex pass_tex[4];
+ bool use_indirect;
int frames_rendered;
@@ -203,8 +214,6 @@ struct gl_video {
struct gl_hwdec *hwdec;
bool hwdec_active;
-
- void *scratch;
};
struct fmt_entry {
@@ -323,6 +332,7 @@ const struct gl_video_opts gl_video_opts_def = {
.sigmoid_center = 0.75,
.sigmoid_slope = 6.5,
.scalers = { "bilinear", "bilinear" },
+ .dscaler = "bilinear",
.scaler_params = {{NAN, NAN}, {NAN, NAN}},
.scaler_radius = {3, 3},
.alpha_mode = 2,
@@ -431,10 +441,12 @@ const struct m_sub_options gl_video_conf = {
};
static void uninit_rendering(struct gl_video *p);
-static void delete_shaders(struct gl_video *p);
+static void uninit_scaler(struct gl_video *p, int scaler_unit);
static void check_gl_features(struct gl_video *p);
static bool init_format(int fmt, struct gl_video *init);
-static double get_scale_factor(struct gl_video *p);
+
+#define GLSL(x) gl_sc_add(p->sc, #x "\n");
+#define GLSLF(...) gl_sc_addf(p->sc, __VA_ARGS__)
static const struct fmt_entry *find_tex_format(GL *gl, int bytes_per_comp,
int n_channels)
@@ -467,977 +479,34 @@ void gl_video_set_debug(struct gl_video *p, bool enable)
gl_set_debug_logger(gl, enable ? p->log : NULL);
}
-// Draw a textured quad.
-// x0, y0, x1, y1 = destination coordinates of the quad in pixels
-// tx0, ty0, tx1, ty1 = source texture coordinates in pixels
-// tex_w, tex_h = size of the texture in pixels
-// flags = bits 0-1: rotate, bits 2: flip vertically
-static void draw_quad(struct gl_video *p,
- float x0, float y0, float x1, float y1,
- float tx0, float ty0, float tx1, float ty1,
- float tex_w, float tex_h, int flags)
-{
- if (p->gl_target != GL_TEXTURE_2D)
- tex_w = tex_h = 1.0f;
-
- if (flags & 4) {
- float tmp = ty0;
- ty0 = ty1;
- ty1 = tmp;
- }
-
- struct vertex va[4] = {
- { {x0, y0}, {tx0 / tex_w, ty0 / tex_h} },
- { {x0, y1}, {tx0 / tex_w, ty1 / tex_h} },
- { {x1, y0}, {tx1 / tex_w, ty0 / tex_h} },
- { {x1, y1}, {tx1 / tex_w, ty1 / tex_h} },
- };
-
- int rot = flags & 3;
- while (rot--) {
- static const int perm[4] = {1, 3, 0, 2};
- struct vertex vb[4];
- memcpy(vb, va, sizeof(vb));
- for (int n = 0; n < 4; n++)
- memcpy(va[n].texcoord, vb[perm[n]].texcoord, sizeof(float[2]));
- }
-
- gl_vao_draw_data(&p->vao, GL_TRIANGLE_STRIP, va, 4);
-
- debug_check_gl(p, "after rendering");
-}
-
-static void transpose3x3(float r[3][3])
-{
- MPSWAP(float, r[0][1], r[1][0]);
- MPSWAP(float, r[0][2], r[2][0]);
- MPSWAP(float, r[1][2], r[2][1]);
-}
-
-static void update_uniforms(struct gl_video *p, GLuint program)
-{
- GL *gl = p->gl;
- GLint loc;
-
- if (program == 0)
- return;
-
- gl->UseProgram(program);
-
- struct mp_csp_params cparams = MP_CSP_PARAMS_DEFAULTS;
- cparams.gray = p->is_yuv && !p->is_packed_yuv && p->plane_count == 1;
- cparams.input_bits = p->image_desc.component_bits;
- cparams.texture_bits = (cparams.input_bits + 7) & ~7;
- mp_csp_set_image_params(&cparams, &p->image_params);
- mp_csp_copy_equalizer_values(&cparams, &p->video_eq);
- if (p->image_desc.flags & MP_IMGFLAG_XYZ) {
- cparams.colorspace = MP_CSP_XYZ;
- cparams.input_bits = 8;
- cparams.texture_bits = 8;
- }
-
- loc = gl->GetUniformLocation(program, "transform");
- if (loc >= 0 && p->vp_w > 0 && p->vp_h > 0) {
- float matrix[3][3];
- int vvp[2] = {p->vp_h, 0};
- if (p->vp_vflipped)
- MPSWAP(int, vvp[0], vvp[1]);
- gl_matrix_ortho2d(matrix, 0, p->vp_w, vvp[0], vvp[1]);
- gl->UniformMatrix3fv(loc, 1, GL_FALSE, &matrix[0][0]);
- }
-
- loc = gl->GetUniformLocation(program, "colormatrix");
- if (loc >= 0) {
- struct mp_cmat m = {{{0}}};
- if (p->image_desc.flags & MP_IMGFLAG_XYZ) {
- // Hard-coded as relative colorimetric for now, since this transforms
- // from the source file's D55 material to whatever color space our
- // projector/display lives in, which should be D55 for a proper
- // home cinema setup either way.
- mp_get_xyz2rgb_coeffs(&cparams, p->csp_src,
- MP_INTENT_RELATIVE_COLORIMETRIC, &m);
- } else {
- mp_get_yuv2rgb_coeffs(&cparams, &m);
- }
- transpose3x3(m.m); // GLES2 can not transpose in glUniformMatrix3fv
- gl->UniformMatrix3fv(loc, 1, GL_FALSE, &m.m[0][0]);
- loc = gl->GetUniformLocation(program, "colormatrix_c");
- gl->Uniform3f(loc, m.c[0], m.c[1], m.c[2]);
- }
-
- gl->Uniform1f(gl->GetUniformLocation(program, "input_gamma"),
- p->input_gamma);
-
- gl->Uniform1f(gl->GetUniformLocation(program, "conv_gamma"),
- p->conv_gamma);
-
- // Coefficients for the sigmoidal transform are taken from the
- // formula here: http://www.imagemagick.org/Usage/color_mods/#sigmoidal
- float sig_center = p->opts.sigmoid_center;
- float sig_slope = p->opts.sigmoid_slope;
-
- // This function needs to go through (0,0) and (1,1) so we compute the
- // values at 1 and 0, and then scale/shift them, respectively.
- float sig_offset = 1.0/(1+expf(sig_slope * sig_center));
- float sig_scale = 1.0/(1+expf(sig_slope * (sig_center-1))) - sig_offset;
-
- gl->Uniform1f(gl->GetUniformLocation(program, "sig_center"), sig_center);
- gl->Uniform1f(gl->GetUniformLocation(program, "sig_slope"), sig_slope);
- gl->Uniform1f(gl->GetUniformLocation(program, "sig_scale"), sig_scale);
- gl->Uniform1f(gl->GetUniformLocation(program, "sig_offset"), sig_offset);
-
- gl->Uniform1f(gl->GetUniformLocation(program, "inv_gamma"),
- 1.0f / p->user_gamma);
-
- for (int n = 0; n < p->plane_count; n++) {
- char textures_n[32];
- char textures_size_n[32];
- snprintf(textures_n, sizeof(textures_n), "texture%d", n);
- snprintf(textures_size_n, sizeof(textures_size_n), "textures_size[%d]", n);
-
- gl->Uniform1i(gl->GetUniformLocation(program, textures_n), n);
- if (p->gl_target == GL_TEXTURE_2D) {
- gl->Uniform2f(gl->GetUniformLocation(program, textures_size_n),
- p->image.planes[n].tex_w, p->image.planes[n].tex_h);
- } else {
- // Makes the pixel size calculation code think they are 1x1
- gl->Uniform2f(gl->GetUniformLocation(program, textures_size_n), 1, 1);
- }
- }
-
- loc = gl->GetUniformLocation(program, "chroma_div");
- if (loc >= 0) {
- int xs = p->image_desc.chroma_xs;
- int ys = p->image_desc.chroma_ys;
- gl->Uniform2f(loc, 1.0 / (1 << xs), 1.0 / (1 << ys));
- }
-
- gl->Uniform2f(gl->GetUniformLocation(program, "chroma_fix"),
- p->chroma_fix[0], p->chroma_fix[1]);
-
- loc = gl->GetUniformLocation(program, "chroma_center_offset");
- if (loc >= 0) {
- int chr = p->opts.chroma_location;
- if (!chr)
- chr = p->image_params.chroma_location;
- int cx, cy;
- mp_get_chroma_location(chr, &cx, &cy);
- // By default texture coordinates are such that chroma is centered with
- // any chroma subsampling. If a specific direction is given, make it
- // so that the luma and chroma sample line up exactly.
- // For 4:4:4, setting chroma location should have no effect at all.
- // luma sample size (in chroma coord. space)
- float ls_w = 1.0 / (1 << p->image_desc.chroma_xs);
- float ls_h = 1.0 / (1 << p->image_desc.chroma_ys);
- // move chroma center to luma center (in chroma coord. space)
- float o_x = ls_w < 1 ? ls_w * -cx / 2 : 0;
- float o_y = ls_h < 1 ? ls_h * -cy / 2 : 0;
- int c = p->gl_target == GL_TEXTURE_2D ? 1 : 0;
- gl->Uniform2f(loc, o_x / FFMAX(p->image.planes[1].w * c, 1),
- o_y / FFMAX(p->image.planes[1].h * c, 1));
- }
-
- gl->Uniform2f(gl->GetUniformLocation(program, "dither_size"),
- p->dither_size, p->dither_size);
-
- gl->Uniform1i(gl->GetUniformLocation(program, "lut_3d"), TEXUNIT_3DLUT);
-
- loc = gl->GetUniformLocation(program, "cms_matrix");
- if (loc >= 0) {
- float cms_matrix[3][3] = {{0}};
- // Hard-coded to relative colorimetric - for a BT.2020 3DLUT we expect
- // the input to be actual BT.2020 and not something red- or blueshifted,
- // and for sRGB monitors we most likely want relative scaling either way.
- mp_get_cms_matrix(p->csp_src, p->csp_dest, MP_INTENT_RELATIVE_COLORIMETRIC, cms_matrix);
- gl->UniformMatrix3fv(loc, 1, GL_TRUE, &cms_matrix[0][0]);
- }
-
- for (int n = 0; n < 2; n++) {
- const char *lut = p->scalers[n].lut_name;
- if (lut)
- gl->Uniform1i(gl->GetUniformLocation(program, lut),
- TEXUNIT_SCALERS + n);
- }
-
- gl->Uniform1i(gl->GetUniformLocation(program, "dither"), TEXUNIT_DITHER);
- gl->Uniform1f(gl->GetUniformLocation(program, "dither_quantization"),
- p->dither_quantization);
- gl->Uniform1f(gl->GetUniformLocation(program, "dither_center"),
- p->dither_center);
-
- float sparam1_l = p->opts.scaler_params[0][0];
- float sparam1_c = p->opts.scaler_params[1][0];
- gl->Uniform1f(gl->GetUniformLocation(program, "filter_param1_l"),
- isnan(sparam1_l) ? 0.5f : sparam1_l);
- gl->Uniform1f(gl->GetUniformLocation(program, "filter_param1_c"),
- isnan(sparam1_c) ? 0.5f : sparam1_c);
-
- gl->Uniform3f(gl->GetUniformLocation(program, "translation"), 0, 0, 0);
-
- gl->UseProgram(0);
-
- debug_check_gl(p, "update_uniforms()");
-}
-
-static void update_all_uniforms(struct gl_video *p)
-{
- for (int n = 0; n < SUBBITMAP_COUNT; n++)
- update_uniforms(p, p->osd->programs[n]);
- update_uniforms(p, p->indirect_program);
- update_uniforms(p, p->scale_sep_program);
- update_uniforms(p, p->final_program);
- update_uniforms(p, p->inter_program);
-}
-
-#define SECTION_HEADER "#!section "
-
-static char *get_section(void *talloc_ctx, struct bstr source,
- const char *section)
-{
- char *res = talloc_strdup(talloc_ctx, "");
- bool copy = false;
- while (source.len) {
- struct bstr line = bstr_strip_linebreaks(bstr_getline(source, &source));
- if (bstr_eatstart(&line, bstr0(SECTION_HEADER))) {
- copy = bstrcmp0(line, section) == 0;
- } else if (copy) {
- res = talloc_asprintf_append_buffer(res, "%.*s\n", BSTR_P(line));
- }
- }
- return res;
-}
-
-static char *t_concat(void *talloc_ctx, const char *s1, const char *s2)
-{
- return talloc_asprintf(talloc_ctx, "%s%s", s1, s2);
-}
-
-static GLuint create_shader(struct gl_video *p, GLenum type, const char *header,
- const char *source)
-{
- GL *gl = p->gl;
-
- void *tmp = talloc_new(NULL);
- const char *full_source = t_concat(tmp, header, source);
-
- GLuint shader = gl->CreateShader(type);
- gl->ShaderSource(shader, 1, &full_source, NULL);
- gl->CompileShader(shader);
- GLint status;
- gl->GetShaderiv(shader, GL_COMPILE_STATUS, &status);
- GLint log_length;
- gl->GetShaderiv(shader, GL_INFO_LOG_LENGTH, &log_length);
-
- int pri = status ? (log_length > 1 ? MSGL_V : MSGL_DEBUG) : MSGL_ERR;
- const char *typestr = type == GL_VERTEX_SHADER ? "vertex" : "fragment";
- if (mp_msg_test(p->log, pri)) {
- MP_MSG(p, pri, "%s shader source:\n", typestr);
- mp_log_source(p->log, pri, full_source);
- }
- if (log_length > 1) {
- GLchar *logstr = talloc_zero_size(tmp, log_length + 1);
- gl->GetShaderInfoLog(shader, log_length, NULL, logstr);
- MP_MSG(p, pri, "%s shader compile log (status=%d):\n%s\n",
- typestr, status, logstr);
- }
-
- talloc_free(tmp);
-
- return shader;
-}
-
-static void prog_create_shader(struct gl_video *p, GLuint program, GLenum type,
- const char *header, const char *source)
-{
- GL *gl = p->gl;
- GLuint shader = create_shader(p, type, header, source);
- gl->AttachShader(program, shader);
- gl->DeleteShader(shader);
-}
-
-static void link_shader(struct gl_video *p, GLuint program)
-{
- GL *gl = p->gl;
- gl->LinkProgram(program);
- GLint status;
- gl->GetProgramiv(program, GL_LINK_STATUS, &status);
- GLint log_length;
- gl->GetProgramiv(program, GL_INFO_LOG_LENGTH, &log_length);
-
- int pri = status ? (log_length > 1 ? MSGL_V : MSGL_DEBUG) : MSGL_ERR;
- if (mp_msg_test(p->log, pri)) {
- GLchar *logstr = talloc_zero_size(NULL, log_length + 1);
- gl->GetProgramInfoLog(program, log_length, NULL, logstr);
- MP_MSG(p, pri, "shader link log (status=%d): %s\n", status, logstr);
- talloc_free(logstr);
- }
-}
-
-#define PRELUDE_END "// -- prelude end\n"
-
-static GLuint create_program(struct gl_video *p, const char *name,
- const char *header, const char *vertex,
- const char *frag, struct gl_vao *vao)
-{
- GL *gl = p->gl;
- MP_VERBOSE(p, "compiling shader program '%s', header:\n", name);
- const char *real_header = strstr(header, PRELUDE_END);
- real_header = real_header ? real_header + strlen(PRELUDE_END) : header;
- mp_log_source(p->log, MSGL_V, real_header);
- GLuint prog = gl->CreateProgram();
- prog_create_shader(p, prog, GL_VERTEX_SHADER, header, vertex);
- prog_create_shader(p, prog, GL_FRAGMENT_SHADER, header, frag);
- gl_vao_bind_attribs(vao, prog);
- link_shader(p, prog);
- return prog;
-}
-
-static void shader_def(char **shader, const char *name,
- const char *value)
-{
- *shader = talloc_asprintf_append(*shader, "#define %s %s\n", name, value);
-}
-
-static void shader_def_opt(char **shader, const char *name, bool b)
-{
- if (b)
- shader_def(shader, name, "1");
-}
-
-#define APPENDF(s_ptr, ...) \
- *(s_ptr) = talloc_asprintf_append(*(s_ptr), __VA_ARGS__)
-
-static void shader_setup_scaler(char **shader, struct scaler *scaler, int pass)
-{
- int unit = scaler->index;
- const char *target = unit == 0 ? "SAMPLE" : "SAMPLE_C";
- if (!scaler->kernel) {
- APPENDF(shader, "#define %s(p0, p1, p2) "
- "sample_%s(p0, p1, p2, filter_param1_%c)\n",
- target, scaler->name, "lc"[unit]);
- } else {
- int size = scaler->kernel->size;
- const char *lut_tex = scaler->lut_name;
- char name[40];
- snprintf(name, sizeof(name), "sample_scaler%d", unit);
- APPENDF(shader, "#define DEF_SCALER%d \\\n ", unit);
- char lut_fn[40];
- if (scaler->kernel->polar) {
- double radius = scaler->kernel->radius;
- int bound = (int)ceil(radius);
- // SAMPLE_CONVOLUTION_POLAR_R(NAME, R, LUT, WEIGHTS_FN, ANTIRING)
- APPENDF(shader, "SAMPLE_CONVOLUTION_POLAR_R(%s, %f, %s, WEIGHTS%d, %f)\n",
- name, radius, lut_tex, unit, scaler->antiring);
-
- // Pre-compute unrolled weights matrix
- APPENDF(shader, "#define WEIGHTS%d(LUT) \\\n ", unit);
- for (int y = 1-bound; y <= bound; y++) {
- for (int x = 1-bound; x <= bound; x++) {
- // Since we can't know the subpixel position in advance,
- // assume a worst case scenario.
- int yy = y > 0 ? y-1 : y;
- int xx = x > 0 ? x-1 : x;
- double d = sqrt(xx*xx + yy*yy);
-
- if (d < radius - 1) {
- // Samples definitely inside the main ring
- APPENDF(shader, "SAMPLE_POLAR_%s(LUT, %f, %d, %d) \\\n ",
- // The center 4 coefficients are the primary
- // contributors, used to clamp the result for
- // anti-ringing
- (x >= 0 && y >= 0 && x <= 1 && y <= 1)
- ? "PRIMARY" : "HELPER",
- radius, x, y);
- } else if (d < radius) {
- // Samples on the edge, these are potential values
- APPENDF(shader, "SAMPLE_POLAR_POTENTIAL(LUT, %f, %d, %d) \\\n ",
- radius, x, y);
- }
- }
- }
- APPENDF(shader, "\n");
- } else {
- if (size == 2 || size == 6) {
- snprintf(lut_fn, sizeof(lut_fn), "weights%d", size);
- } else {
- snprintf(lut_fn, sizeof(lut_fn), "weights_scaler%d", unit);
- APPENDF(shader, "WEIGHTS_N(%s, %d) \\\n ", lut_fn, size);
- }
- if (pass != -1) {
- // The direction/pass assignment is rather arbitrary, but fixed in
- // other parts of the code (like FBO setup).
- const char *direction = pass == 0 ? "0, 1" : "1, 0";
- // SAMPLE_CONVOLUTION_SEP_N(NAME, DIR, N, LUT, WEIGHTS_FUNC, ANTIRING)
- APPENDF(shader, "SAMPLE_CONVOLUTION_SEP_N(%s, vec2(%s), %d, %s, %s, %f)\n",
- name, direction, size, lut_tex, lut_fn, scaler->antiring);
- } else {
- // SAMPLE_CONVOLUTION_N(NAME, N, LUT, WEIGHTS_FUNC)
- APPENDF(shader, "SAMPLE_CONVOLUTION_N(%s, %d, %s, %s)\n",
- name, size, lut_tex, lut_fn);
- }
- }
- APPENDF(shader, "#define %s %s\n", target, name);
- }
-}
-
-static void compile_shaders(struct gl_video *p)
-{
- GL *gl = p->gl;
-
- debug_check_gl(p, "before shaders");
-
- delete_shaders(p);
-
- void *tmp = talloc_new(NULL);
-
- struct bstr src = bstr0(vo_opengl_shaders);
- char *vertex_shader = get_section(tmp, src, "vertex_all");
- char *shader_prelude = get_section(tmp, src, "prelude");
- char *s_video = get_section(tmp, src, "frag_video");
-
- bool rg = gl->mpgl_caps & MPGL_CAP_TEX_RG;
- bool tex1d = gl->mpgl_caps & MPGL_CAP_1D_TEX;
- bool tex3d = gl->mpgl_caps & MPGL_CAP_3D_TEX;
- bool arrays = gl->mpgl_caps & MPGL_CAP_1ST_CLASS_ARRAYS;
- char *header =
- talloc_asprintf(tmp, "#version %d%s\n"
- "#define HAVE_RG %d\n"
- "#define HAVE_1DTEX %d\n"
- "#define HAVE_3DTEX %d\n"
- "#define HAVE_ARRAYS %d\n"
- "%s%s",
- gl->glsl_version, gl->es >= 300 ? " es" : "",
- rg, tex1d, tex3d, arrays, shader_prelude, PRELUDE_END);
-
- bool use_cms = p->opts.srgb || p->use_lut_3d;
- // 3DLUT overrides sRGB
- bool use_srgb = p->opts.srgb && !p->use_lut_3d;
-
- float input_gamma = 1.0;
- float conv_gamma = 1.0;
-
- bool is_xyz = p->image_desc.flags & MP_IMGFLAG_XYZ;
- if (is_xyz) {
- input_gamma *= 2.6;
- // Note that this results in linear light, so we make sure to enable
- // use_linear_light for XYZ inputs as well.
- }
-
- p->input_gamma = input_gamma;
- p->conv_gamma = conv_gamma;
-
- bool use_input_gamma = p->input_gamma != 1.0;
- bool use_conv_gamma = p->conv_gamma != 1.0;
- bool use_const_luma = p->image_params.colorspace == MP_CSP_BT_2020_C;
- enum mp_csp_trc gamma_fun = p->image_params.gamma;
-
- // If either color correction option (3dlut or srgb) is enabled, or if
- // sigmoidal upscaling is requested, or if the source is linear XYZ, we
- // always scale in linear light
- bool use_linear_light = p->opts.linear_scaling || p->opts.sigmoid_upscaling
- || use_cms || is_xyz;
-
- // The inverse of the above transformation is normally handled by
- // the CMS cases, but if CMS is disabled we need to go back manually
- bool use_inv_bt1886 = false;
- if (use_linear_light && !use_cms) {
- if (gamma_fun == MP_CSP_TRC_SRGB) {
- use_srgb = true;
- } else {
- use_inv_bt1886 = true;
- }
- }
-
- // Optionally transform to sigmoidal color space if requested.
- p->sigmoid_enabled = p->opts.sigmoid_upscaling;
- bool use_sigmoid = p->sigmoid_enabled && p->upscaling;
-
- // Figure out the right color spaces we need to convert, if any
- enum mp_csp_prim prim_src = p->image_params.primaries, prim_dest;
- if (use_cms) {
- // sRGB mode wants sRGB aka BT.709 primaries, but the 3DLUT is
- // always built against BT.2020.
- prim_dest = p->opts.srgb ? MP_CSP_PRIM_BT_709 : MP_CSP_PRIM_BT_2020;
- } else {
- // If no CMS is being done we just want to output stuff as-is,
- // in the native colorspace of the source.
- prim_dest = prim_src;
- }
-
- // XYZ input has no defined input color space, so we can directly convert
- // it to whatever output space we actually need.
- if (p->image_desc.flags & MP_IMGFLAG_XYZ)
- prim_src = prim_dest;
-
- // Set the colorspace primaries and figure out whether we need to perform
- // an extra conversion.
- p->csp_src = mp_get_csp_primaries(prim_src);
- p->csp_dest = mp_get_csp_primaries(prim_dest);
-
- bool use_cms_matrix = prim_src != prim_dest;
-
- if (p->gl_target == GL_TEXTURE_RECTANGLE) {
- shader_def(&header, "VIDEO_SAMPLER", "sampler2DRect");
- shader_def_opt(&header, "USE_RECTANGLE", true);
- } else {
- shader_def(&header, "VIDEO_SAMPLER", "sampler2D");
- }
-
- // Need to pass alpha through the whole chain. (Not needed for OSD shaders.)
- if (p->opts.alpha_mode == 1)
- shader_def_opt(&header, "USE_ALPHA", p->has_alpha);
-
- char *header_osd = talloc_strdup(tmp, header);
- shader_def_opt(&header_osd, "USE_OSD_LINEAR_CONV_BT1886",
- use_cms && gamma_fun == MP_CSP_TRC_BT_1886);
- shader_def_opt(&header_osd, "USE_OSD_LINEAR_CONV_SRGB",
- use_cms && gamma_fun == MP_CSP_TRC_SRGB);
- shader_def_opt(&header_osd, "USE_OSD_CMS_MATRIX", use_cms_matrix);
- shader_def_opt(&header_osd, "USE_OSD_3DLUT", p->use_lut_3d);
- shader_def_opt(&header_osd, "USE_OSD_SRGB", use_cms && use_srgb);
-
- for (int n = 0; n < SUBBITMAP_COUNT; n++) {
- const char *name = osd_shaders[n];
- if (name) {
- char *s_osd = get_section(tmp, src, name);
- p->osd_programs[n] = create_program(p, name, header_osd,
- vertex_shader, s_osd,
- &p->osd->vao);
- }
- }
-
- struct gl_vao *v = &p->vao; // VAO to use to draw primitives
-
- char *header_conv = talloc_strdup(tmp, "");
- char *header_final = talloc_strdup(tmp, "");
- char *header_inter = talloc_strdup(tmp, "");
- char *header_sep = NULL;
-
- if (p->image_desc.id == IMGFMT_NV12 || p->image_desc.id == IMGFMT_NV21) {
- shader_def(&header_conv, "USE_CONV", "CONV_NV12");
- } else if (p->plane_count > 1) {
- shader_def(&header_conv, "USE_CONV", "CONV_PLANAR");
- }
-
- if (p->color_swizzle[0])
- shader_def(&header_conv, "USE_COLOR_SWIZZLE", p->color_swizzle);
- shader_def_opt(&header_conv, "USE_INPUT_GAMMA", use_input_gamma);
- shader_def_opt(&header_conv, "USE_COLORMATRIX", !p->is_rgb);
- shader_def_opt(&header_conv, "USE_CONV_GAMMA", use_conv_gamma);
- shader_def_opt(&header_conv, "USE_CONST_LUMA", use_const_luma);
- shader_def_opt(&header_conv, "USE_LINEAR_LIGHT_BT1886",
- use_linear_light && gamma_fun == MP_CSP_TRC_BT_1886);
- shader_def_opt(&header_conv, "USE_LINEAR_LIGHT_SRGB",
- use_linear_light && gamma_fun == MP_CSP_TRC_SRGB);
- shader_def_opt(&header_conv, "USE_SIGMOID", use_sigmoid);
- if (p->opts.alpha_mode > 0 && p->has_alpha && p->plane_count > 3)
- shader_def(&header_conv, "USE_ALPHA_PLANE", "3");
- if (p->opts.alpha_mode == 2 && p->has_alpha)
- shader_def(&header_conv, "USE_ALPHA_BLEND", "1");
- shader_def_opt(&header_conv, "USE_CHROMA_FIX",
- p->chroma_fix[0] != 1.0f || p->chroma_fix[1] != 1.0f);
-
- shader_def_opt(&header_final, "USE_SIGMOID_INV", use_sigmoid);
- shader_def_opt(&header_final, "USE_INV_GAMMA", p->user_gamma_enabled);
- shader_def_opt(&header_final, "USE_CMS_MATRIX", use_cms_matrix);
- shader_def_opt(&header_final, "USE_3DLUT", p->use_lut_3d);
- shader_def_opt(&header_final, "USE_SRGB", use_srgb);
- shader_def_opt(&header_final, "USE_INV_BT1886", use_inv_bt1886);
- shader_def_opt(&header_final, "USE_DITHER", p->dither_texture != 0);
- shader_def_opt(&header_final, "USE_TEMPORAL_DITHER", p->opts.temporal_dither);
-
- if (p->scalers[0].kernel && !p->scalers[0].kernel->polar) {
- header_sep = talloc_strdup(tmp, "");
- shader_def_opt(&header_sep, "FIXED_SCALE", true);
- shader_setup_scaler(&header_sep, &p->scalers[0], 0);
- shader_setup_scaler(&header_inter, &p->scalers[0], 1);
- } else {
- shader_setup_scaler(&header_inter, &p->scalers[0], -1);
- }
-
- bool use_interpolation = p->opts.smoothmotion;
-
- if (use_interpolation) {
- shader_def_opt(&header_inter, "FIXED_SCALE", true);
- shader_def_opt(&header_final, "USE_LINEAR_INTERPOLATION", 1);
- }
-
- // The indirect pass is used to preprocess the image before scaling.
- bool use_indirect = false;
-
- // Don't sample from input video textures before converting the input to
- // its proper gamma.
- if (use_input_gamma || use_conv_gamma || use_linear_light || use_const_luma)
- use_indirect = true;
-
- // Trivial scalers are implemented directly and efficiently by the GPU.
- // This only includes bilinear and nearest neighbour in OpenGL, but we
- // don't support nearest neighbour upsampling.
- bool trivial_scaling = strcmp(p->scalers[0].name, "bilinear") == 0 &&
- strcmp(p->scalers[1].name, "bilinear") == 0;
-
- // If the video is subsampled, chroma information needs to be pulled up to
- // the input size before scaling can be done. Even for 4:4:4 or planar RGB
- // this is also faster because it means the scalers can operate on all
- // channels simultaneously. This is unnecessary for trivial scaling.
- if (p->plane_count > 1 && !trivial_scaling)
- use_indirect = true;
-
- if (p->image_desc.flags & MP_IMGFLAG_SUBSAMPLED) {
- shader_setup_scaler(&header_conv, &p->scalers[1], -1);
- } else {
- // Force using the normal scaler on chroma. If the "indirect" stage is
- // used, the actual scaling will happen in the next stage.
- shader_def(&header_conv, "SAMPLE_C",
- use_indirect ? "SAMPLE_TRIVIAL" : "SAMPLE");
- }
-
- if (use_indirect) {
- // We don't use filtering for the Y-plane (luma), because it's never
- // scaled in this scenario.
- shader_def(&header_conv, "SAMPLE", "SAMPLE_TRIVIAL");
- shader_def_opt(&header_conv, "FIXED_SCALE", true);
- header_conv = t_concat(tmp, header, header_conv);
- p->indirect_program =
- create_program(p, "indirect", header_conv, vertex_shader, s_video, v);
- } else if (header_sep) {
- header_sep = t_concat(tmp, header_sep, header_conv);
- } else {
- header_inter = t_concat(tmp, header_inter, header_conv);
- }
-
- if (header_sep) {
- header_sep = t_concat(tmp, header, header_sep);
- p->scale_sep_program =
- create_program(p, "scale_sep", header_sep, vertex_shader, s_video, v);
- }
-
- if (use_interpolation) {
- header_inter = t_concat(tmp, header, header_inter);
- p->inter_program =
- create_program(p, "inter", header_inter, vertex_shader, s_video, v);
- } else {
- header_final = t_concat(tmp, header_final, header_inter);
- }
-
- header_final = t_concat(tmp, header, header_final);
- p->final_program =
- create_program(p, "final", header_final, vertex_shader, s_video, v);
-
- debug_check_gl(p, "shader compilation");
-
- talloc_free(tmp);
-}
-
-static void delete_program(GL *gl, GLuint *prog)
-{
- gl->DeleteProgram(*prog);
- *prog = 0;
-}
-
-static void delete_shaders(struct gl_video *p)
-{
- GL *gl = p->gl;
-
- for (int n = 0; n < SUBBITMAP_COUNT; n++)
- delete_program(gl, &p->osd->programs[n]);
- delete_program(gl, &p->indirect_program);
- delete_program(gl, &p->scale_sep_program);
- delete_program(gl, &p->final_program);
- delete_program(gl, &p->inter_program);
-}
-
-static void get_scale_factors(struct gl_video *p, double xy[2])
-{
- xy[0] = (p->dst_rect.x1 - p->dst_rect.x0) /
- (double)(p->src_rect.x1 - p->src_rect.x0);
- xy[1] = (p->dst_rect.y1 - p->dst_rect.y0) /
- (double)(p->src_rect.y1 - p->src_rect.y0);
-}
-
-static double get_scale_factor(struct gl_video *p)
-{
- double xy[2];
- get_scale_factors(p, xy);
- return FFMIN(xy[0], xy[1]);
-}
-
-static void update_scale_factor(struct gl_video *p, struct scaler *scaler)
-{
- double scale = 1.0;
- double xy[2];
- get_scale_factors(p, xy);
- double f = MPMIN(xy[0], xy[1]);
- if (p->opts.fancy_downscaling && scaler->index == 0 && f < 1.0 &&
- fabs(xy[0] - f) < 0.01 && fabs(xy[1] - f) < 0.01)
- {
- MP_VERBOSE(p, "Using fancy-downscaling (scaler %d).\n", scaler->index);
- scale = FFMAX(1.0, 1.0 / f);
- }
- scaler->insufficient = !mp_init_filter(scaler->kernel, filter_sizes, scale);
-}
-
-static void init_scaler(struct gl_video *p, struct scaler *scaler)
-{
- GL *gl = p->gl;
-
- assert(scaler->name);
-
- scaler->kernel = NULL;
- scaler->insufficient = false;
-
- const struct filter_kernel *t_kernel = mp_find_filter_kernel(scaler->name);
- if (!t_kernel)
- return;
-
- scaler->kernel_storage = *t_kernel;
- scaler->kernel = &scaler->kernel_storage;
-
- for (int n = 0; n < 2; n++) {
- if (!isnan(p->opts.scaler_params[scaler->index][n]))
- scaler->kernel->params[n] = p->opts.scaler_params[scaler->index][n];
- }
-
- scaler->antiring = p->opts.scaler_antiring[scaler->index];
-
- if (scaler->kernel->radius < 0)
- scaler->kernel->radius = p->opts.scaler_radius[scaler->index];
-
- update_scale_factor(p, scaler);
-
- int size = scaler->kernel->size;
- int elems_per_pixel = 4;
- if (size == 1) {
- elems_per_pixel = 1;
- } else if (size == 2) {
- elems_per_pixel = 2;
- } else if (size == 6) {
- elems_per_pixel = 3;
- }
- int width = size / elems_per_pixel;
- assert(size == width * elems_per_pixel);
- const struct fmt_entry *fmt = &gl_float16_formats[elems_per_pixel - 1];
- int target;
-
- if (scaler->kernel->polar) {
- target = GL_TEXTURE_1D;
- scaler->lut_name = scaler->index == 0 ? "lut_1d_l" : "lut_1d_c";
- } else {
- target = GL_TEXTURE_2D;
- scaler->lut_name = scaler->index == 0 ? "lut_2d_l" : "lut_2d_c";
- }
-
- gl->ActiveTexture(GL_TEXTURE0 + TEXUNIT_SCALERS + scaler->index);
-
- if (!scaler->gl_lut)
- gl->GenTextures(1, &scaler->gl_lut);
-
- gl->BindTexture(target, scaler->gl_lut);
-
- float *weights = talloc_array(NULL, float, LOOKUP_TEXTURE_SIZE * size);
- mp_compute_lut(scaler->kernel, LOOKUP_TEXTURE_SIZE, weights);
-
- if (target == GL_TEXTURE_1D) {
- gl->TexImage1D(target, 0, fmt->internal_format, LOOKUP_TEXTURE_SIZE,
- 0, fmt->format, GL_FLOAT, weights);
- } else {
- gl->TexImage2D(target, 0, fmt->internal_format, width, LOOKUP_TEXTURE_SIZE,
- 0, fmt->format, GL_FLOAT, weights);
- }
-
- talloc_free(weights);
-
- gl->TexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- gl->TexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- gl->TexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
- if (target != GL_TEXTURE_1D)
- gl->TexParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
-
- gl->ActiveTexture(GL_TEXTURE0);
-
- debug_check_gl(p, "after initializing scaler");
-}
-
-static void init_dither(struct gl_video *p)
-{
- GL *gl = p->gl;
-
- // Assume 8 bits per component if unknown.
- int dst_depth = p->depth_g ? p->depth_g : 8;
- if (p->opts.dither_depth > 0)
- dst_depth = p->opts.dither_depth;
-
- if (p->opts.dither_depth < 0 || p->opts.dither_algo < 0)
- return;
-
- MP_VERBOSE(p, "Dither to %d.\n", dst_depth);
-
- int tex_size;
- void *tex_data;
- GLint tex_iformat;
- GLint tex_format;
- GLenum tex_type;
- unsigned char temp[256];
-
- if (p->opts.dither_algo == 0) {
- int sizeb = p->opts.dither_size;
- int size = 1 << sizeb;
-
- if (p->last_dither_matrix_size != size) {
- p->last_dither_matrix = talloc_realloc(p, p->last_dither_matrix,
- float, size * size);
- mp_make_fruit_dither_matrix(p->last_dither_matrix, sizeb);
- p->last_dither_matrix_size = size;
- }
-
- tex_size = size;
- tex_iformat = gl_float16_formats[0].internal_format;
- tex_format = gl_float16_formats[0].format;
- tex_type = GL_FLOAT;
- tex_data = p->last_dither_matrix;
- } else {
- assert(sizeof(temp) >= 8 * 8);
- mp_make_ordered_dither_matrix(temp, 8);
-
- const struct fmt_entry *fmt = find_tex_format(gl, 1, 1);
- tex_size = 8;
- tex_iformat = fmt->internal_format;
- tex_format = fmt->format;
- tex_type = fmt->type;
- tex_data = temp;
- }
-
- // This defines how many bits are considered significant for output on
- // screen. The superfluous bits will be used for rounding according to the
- // dither matrix. The precision of the source implicitly decides how many
- // dither patterns can be visible.
- p->dither_quantization = (1 << dst_depth) - 1;
- p->dither_center = 0.5 / (tex_size * tex_size);
- p->dither_size = tex_size;
-
- gl->ActiveTexture(GL_TEXTURE0 + TEXUNIT_DITHER);
- gl->GenTextures(1, &p->dither_texture);
- gl->BindTexture(GL_TEXTURE_2D, p->dither_texture);
- gl->PixelStorei(GL_UNPACK_ALIGNMENT, 1);
- gl->TexImage2D(GL_TEXTURE_2D, 0, tex_iformat, tex_size, tex_size, 0,
- tex_format, tex_type, tex_data);
- gl->TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
- gl->TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
- gl->TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
- gl->TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
- gl->PixelStorei(GL_UNPACK_ALIGNMENT, 4);
- gl->ActiveTexture(GL_TEXTURE0);
-
- debug_check_gl(p, "dither setup");
-}
-
static void recreate_osd(struct gl_video *p)
{
if (p->osd)
mpgl_osd_destroy(p->osd);
- p->osd = mpgl_osd_init(p->gl, p->log, p->osd_state, p->osd_programs);
- p->osd->use_pbo = p->opts.pbo;
-}
-
-static bool does_resize(struct mp_rect src, struct mp_rect dst)
-{
- return src.x1 - src.x0 != dst.x1 - dst.x0 ||
- src.y1 - src.y0 != dst.y1 - dst.y0;
-}
-
-static const char *expected_scaler(struct gl_video *p, int unit)
-{
- if (p->opts.scaler_resizes_only && unit == 0 &&
- !does_resize(p->src_rect, p->dst_rect))
- {
- return "bilinear";
- }
- if (unit == 0 && p->opts.dscaler && get_scale_factor(p) < 1.0)
- return p->opts.dscaler;
- return p->opts.scalers[unit];
-}
-
-static void update_settings(struct gl_video *p)
-{
- struct mp_csp_params params;
- mp_csp_copy_equalizer_values(&params, &p->video_eq);
-
- p->user_gamma = params.gamma * p->opts.gamma;
-
- // Lazy gamma shader initialization (a microoptimization)
- if (p->user_gamma != 1.0f && !p->user_gamma_enabled) {
- p->user_gamma_enabled = true;
- p->need_reinit_rendering = true;
- }
+ p->osd = mpgl_osd_init(p->gl, p->log, p->osd_state);
+ mpgl_osd_set_options(p->osd, p->opts.pbo);
}
static void reinit_rendering(struct gl_video *p)
{
- GL *gl = p->gl;
-
MP_VERBOSE(p, "Reinit rendering.\n");
debug_check_gl(p, "before scaler initialization");
uninit_rendering(p);
- if (!p->image_params.imgfmt)
- return;
-
- update_settings(p);
-
- for (int n = 0; n < 2; n++)
- p->scalers[n].name = expected_scaler(p, n);
-
- init_dither(p);
-
- init_scaler(p, &p->scalers[0]);
- init_scaler(p, &p->scalers[1]);
-
- compile_shaders(p);
- update_all_uniforms(p);
-
- int w = p->image_w;
- int h = p->image_h;
-
- // Convolution filters don't need linear sampling, so using nearest is
- // often faster.
- GLenum filter = p->scalers[0].kernel ? GL_NEAREST : GL_LINEAR;
-
- if (p->indirect_program) {
- fbotex_init(&p->indirect_fbo, gl, p->log, w, h, p->gl_target, filter,
- p->opts.fbo_format);
- }
-
recreate_osd(p);
-
- p->need_reinit_rendering = false;
}
static void uninit_rendering(struct gl_video *p)
{
GL *gl = p->gl;
- delete_shaders(p);
-
- for (int n = 0; n < 2; n++) {
- gl->DeleteTextures(1, &p->scalers[n].gl_lut);
- p->scalers[n].gl_lut = 0;
- p->scalers[n].lut_name = NULL;
- p->scalers[n].kernel = NULL;
- }
+ for (int n = 0; n < 2; n++)
+ uninit_scaler(p, n);
gl->DeleteTextures(1, &p->dither_texture);
p->dither_texture = 0;
-
- fbotex_uninit(&p->indirect_fbo);
-
- for (int i = 0; i < FBOSURFACES_MAX; i++) {
- fbotex_uninit(&p->surfaces[i].fbotex);
- p->surfaces[i].valid = false;
- }
-
- fbotex_uninit(&p->scale_sep_fbo);
}
void gl_video_set_lut3d(struct gl_video *p, struct lut3d *lut3d)
@@ -1477,16 +546,31 @@ void gl_video_set_lut3d(struct gl_video *p, struct lut3d *lut3d)
reinit_rendering(p);
}
-static void set_image_textures(struct gl_video *p, struct video_image *vimg,
- GLuint imgtex[4])
+static void pass_set_image_textures(struct gl_video *p, struct video_image *vimg)
{
- GL *gl = p->gl;
- GLuint dummy[4] = {0};
- if (!imgtex)
- imgtex = dummy;
+ GLuint imgtex[4] = {0};
assert(vimg->mpi);
+ float offset[2] = {0};
+ int chroma_loc = p->opts.chroma_location;
+ if (!chroma_loc)
+ chroma_loc = p->image_params.chroma_location;
+ if (chroma_loc != MP_CHROMA_CENTER) {
+ int cx, cy;
+ mp_get_chroma_location(chroma_loc, &cx, &cy);
+ // By default texture coordinates are such that chroma is centered with
+ // any chroma subsampling. If a specific direction is given, make it
+ // so that the luma and chroma sample line up exactly.
+ // For 4:4:4, setting chroma location should have no effect at all.
+ // luma sample size (in chroma coord. space)
+ float ls_w = 1.0 / (1 << p->image_desc.chroma_xs);
+ float ls_h = 1.0 / (1 << p->image_desc.chroma_ys);
+ // move chroma center to luma center (in chroma coord. space)
+ offset[0] = ls_w < 1 ? ls_w * -cx / 2 : 0;
+ offset[1] = ls_h < 1 ? ls_h * -cy / 2 : 0;
+ }
+
if (p->hwdec_active) {
p->hwdec->driver->map_image(p->hwdec, vimg->mpi, imgtex);
} else {
@@ -1495,24 +579,25 @@ static void set_image_textures(struct gl_video *p, struct video_image *vimg,
}
for (int n = 0; n < 4; n++) {
- gl->ActiveTexture(GL_TEXTURE0 + n);
- gl->BindTexture(p->gl_target, imgtex[n]);
+ struct texplane *t = &vimg->planes[n];
+ p->pass_tex[n] = (struct src_tex){
+ .gl_tex = imgtex[n],
+ .gl_target = t->gl_target,
+ .tex_w = t->tex_w,
+ .tex_h = t->tex_h,
+ //.src = {0, 0, t->w, t->h},
+ .src = {
+ // xxx this is wrong; we want to crop the source when sampling
+ // from indirect_fbo, but not when rendering to indirect_fbo
+ // also, this should apply offset, and take care of odd video
+ // dimensions properly; and it should use floats instead
+ .x0 = p->src_rect.x0 >> p->image_desc.xs[n],
+ .y0 = p->src_rect.y0 >> p->image_desc.ys[n],
+ .x1 = p->src_rect.x1 >> p->image_desc.xs[n],
+ .y1 = p->src_rect.y1 >> p->image_desc.ys[n],
+ },
+ };
}
- gl->ActiveTexture(GL_TEXTURE0);
-}
-
-static void unset_image_textures(struct gl_video *p)
-{
- GL *gl = p->gl;
-
- for (int n = 0; n < 4; n++) {
- gl->ActiveTexture(GL_TEXTURE0 + n);
- gl->BindTexture(p->gl_target, 0);
- }
- gl->ActiveTexture(GL_TEXTURE0);
-
- if (p->hwdec_active)
- p->hwdec->driver->unmap_image(p->hwdec);
}
static int align_pow2(int s)
@@ -1558,6 +643,8 @@ static void init_video(struct gl_video *p)
for (int n = 0; n < p->plane_count; n++) {
struct texplane *plane = &vimg->planes[n];
+ plane->gl_target = p->gl_target;
+
plane->w = mp_chroma_div_up(p->image_w, p->image_desc.xs[n]);
plane->h = mp_chroma_div_up(p->image_h, p->image_desc.ys[n]);
@@ -1589,17 +676,6 @@ static void init_video(struct gl_video *p)
}
gl->ActiveTexture(GL_TEXTURE0);
- // If the dimensions of the Y plane are not aligned on the luma.
- // Assume 4:2:0 with size (3,3). The last luma pixel is (2,2).
- // The last chroma pixel is (1,1), not (0,0). So for luma, the
- // coordinate range is [0,3), for chroma it is [0,2). This means the
- // texture coordinates for chroma are stretched by adding 1 luma pixel
- // to the range. Undo this.
- p->chroma_fix[0] = p->image.planes[0].tex_w / (double)p->image.planes[1].tex_w
- / (1 << p->image_desc.chroma_xs);
- p->chroma_fix[1] = p->image.planes[0].tex_h / (double)p->image.planes[1].tex_h
- / (1 << p->image_desc.chroma_ys);
-
debug_check_gl(p, "after video texture creation");
reinit_rendering(p);
@@ -1631,186 +707,539 @@ static void uninit_video(struct gl_video *p)
p->image_params = p->real_image_params;
}
-static void change_dither_trafo(struct gl_video *p)
+static void pass_prepare_src_tex(struct gl_video *p)
{
GL *gl = p->gl;
- int program = p->final_program;
+ struct gl_shader_cache *sc = p->sc;
- int phase = p->frames_rendered % 8u;
- float r = phase * (M_PI / 2); // rotate
- float m = phase < 4 ? 1 : -1; // mirror
+ for (int n = 0; n < p->plane_count; n++) {
+ struct src_tex *s = &p->pass_tex[n];
+ if (!s->gl_tex)
+ continue;
+
+ char texture_name[32];
+ char texture_size[32];
+ snprintf(texture_name, sizeof(texture_name), "texture%d", n);
+ snprintf(texture_size, sizeof(texture_size), "texture_size%d", n);
+
+ gl_sc_uniform_sampler(sc, texture_name, p->gl_target, n);
+ float f[2] = {1, 1};
+ if (p->gl_target != GL_TEXTURE_RECTANGLE) {
+ f[0] = s->tex_w;
+ f[1] = s->tex_h;
+ }
+ gl_sc_uniform_vec2(sc, texture_size, f);
+
+ gl->ActiveTexture(GL_TEXTURE0 + n);
+ gl->BindTexture(s->gl_target, s->gl_tex);
+ }
+ gl->ActiveTexture(GL_TEXTURE0);
+}
- gl->UseProgram(program);
+static void render_pass_quad(struct gl_video *p, int vp_w, int vp_h,
+ const struct mp_rect *dst)
+{
+ struct vertex va[4];
- float matrix[2][2] = {{cos(r), -sin(r) },
- {sin(r) * m, cos(r) * m}};
- gl->UniformMatrix2fv(gl->GetUniformLocation(program, "dither_trafo"),
- 1, GL_TRUE, &matrix[0][0]);
+ float matrix[3][3];
+ gl_matrix_ortho2d(matrix, 0, vp_w, 0, vp_h);
- gl->UseProgram(0);
+ float x[2] = {dst->x0, dst->x1};
+ float y[2] = {dst->y0, dst->y1};
+ gl_matrix_mul_vec(matrix, &x[0], &y[0]);
+ gl_matrix_mul_vec(matrix, &x[1], &y[1]);
+
+ for (int n = 0; n < 4; n++) {
+ struct vertex *v = &va[n];
+ v->position.x = x[n / 2];
+ v->position.y = y[n % 2];
+ for (int i = 0; i < 4; i++) {
+ struct src_tex *s = &p->pass_tex[i];
+ if (s->gl_tex) {
+ float tx[2] = {s->src.x0, s->src.x1};
+ float ty[2] = {s->src.y0, s->src.y1};
+ bool rect = s->gl_target == GL_TEXTURE_RECTANGLE;
+ v->texcoord[i].x = tx[n / 2] / (rect ? 1 : s->tex_w);
+ v->texcoord[i].y = ty[n % 2] / (rect ? 1 : s->tex_h);
+ }
+ }
+ }
+
+ gl_vao_draw_data(&p->vao, GL_TRIANGLE_STRIP, va, 4);
+
+ debug_check_gl(p, "after rendering");
}
-struct pass {
- int num;
- // Not necessarily a FBO; we just abuse this struct because it's convenient.
- // It specifies the source texture/sub-rectangle for the next pass.
- struct fbotex f;
- // If true, render source (f) to dst, instead of the full dest. fbo viewport
- bool use_dst;
- struct mp_rect dst;
- int flags; // for write_quad
-};
+static void finish_pass_direct(struct gl_video *p, GLint fbo, int vp_w, int vp_h,
+ const struct mp_rect *dst)
+{
+ GL *gl = p->gl;
+ pass_prepare_src_tex(p);
+ gl->BindFramebuffer(GL_FRAMEBUFFER, fbo);
+ gl->Viewport(0, 0, vp_w, vp_h < 0 ? -vp_h : vp_h);
+ gl_sc_gen_shader_and_reset(p->sc);
+ render_pass_quad(p, vp_w, vp_h, dst);
+ gl->BindFramebuffer(GL_FRAMEBUFFER, 0);
+ memset(&p->pass_tex, 0, sizeof(p->pass_tex));
+}
+
+// dst_fbo: this will be used for rendering; possibly reallocating the whole
+// FBO, if the required parameters have changed
+// w, h: required FBO target dimension, and also defines the target rectangle
+// used for rasterization
+// flags: 0 or combination of FBOTEX_FUZZY_W/FBOTEX_FUZZY_H (setting the fuzzy
+// flags allows the FBO to be larger than the target)
+static void finish_pass_fbo(struct gl_video *p, struct fbotex *dst_fbo,
+ int w, int h, int flags)
+{
+ fbotex_change(dst_fbo, p->gl, p->log, w, h, p->opts.fbo_format, flags);
-// *chain contains the source, and is overwritten with a copy of the result
-// fbo is used as destination texture/render target.
-static void handle_pass(struct gl_video *p, struct pass *chain,
- struct fbotex *fbo, GLuint program)
+ finish_pass_direct(p, dst_fbo->fbo, dst_fbo->tex_w, dst_fbo->tex_h,
+ &(struct mp_rect){0, 0, w, h});
+ p->pass_tex[0] = (struct src_tex){
+ .gl_tex = dst_fbo->texture,
+ .gl_target = GL_TEXTURE_2D,
+ .tex_w = dst_fbo->tex_w,
+ .tex_h = dst_fbo->tex_h,
+ .src = {0, 0, w, h},
+ };
+}
+
+static void uninit_scaler(struct gl_video *p, int scaler_unit)
{
GL *gl = p->gl;
+ struct scaler *scaler = &p->scalers[scaler_unit];
- if (!program)
+ gl->DeleteTextures(1, &scaler->gl_lut);
+ scaler->gl_lut = 0;
+ scaler->kernel = NULL;
+ scaler->initialized = false;
+}
+
+static void reinit_scaler(struct gl_video *p, int scaler_unit, const char *name,
+ double scale_factor)
+{
+ GL *gl = p->gl;
+ struct scaler *scaler = &p->scalers[scaler_unit];
+
+ if (scaler->name && strcmp(scaler->name, name) == 0 &&
+ scaler->scale_factor == scale_factor &&
+ scaler->initialized)
return;
- gl->BindTexture(p->gl_target, chain->f.texture);
- gl->UseProgram(program);
+ uninit_scaler(p, scaler_unit);
- gl->Viewport(fbo->vp_x, fbo->vp_y, fbo->vp_w, fbo->vp_h);
- gl->BindFramebuffer(GL_FRAMEBUFFER, fbo->fbo);
+ scaler->name = name;
+ scaler->scale_factor = scale_factor;
+ scaler->insufficient = false;
+ scaler->initialized = true;
- int tex_w = chain->f.tex_w;
- int tex_h = chain->f.tex_h;
- struct mp_rect src = {
- .x0 = chain->f.vp_x,
- .y0 = chain->f.vp_y,
- .x1 = chain->f.vp_x + chain->f.vp_w,
- .y1 = chain->f.vp_y + chain->f.vp_h,
- };
+ const struct filter_kernel *t_kernel = mp_find_filter_kernel(scaler->name);
+ if (!t_kernel)
+ return;
- struct mp_rect dst = {-1, -1, 1, 1};
- if (chain->use_dst)
- dst = chain->dst;
+ scaler->kernel_storage = *t_kernel;
+ scaler->kernel = &scaler->kernel_storage;
- MP_TRACE(p, "Pass %d: [%d,%d,%d,%d] -> [%d,%d,%d,%d][%d,%d@%dx%d/%dx%d] (%d)\n",
- chain->num, src.x0, src.y0, src.x1, src.y1,
- dst.x0, dst.y0, dst.x1, dst.y1,
- fbo->vp_x, fbo->vp_y, fbo->vp_w, fbo->vp_h,
- fbo->tex_w, fbo->tex_h, chain->flags);
+ for (int n = 0; n < 2; n++) {
+ if (!isnan(p->opts.scaler_params[scaler->index][n]))
+ scaler->kernel->params[n] = p->opts.scaler_params[scaler->index][n];
+ }
- draw_quad(p,
- dst.x0, dst.y0, dst.x1, dst.y1,
- src.x0, src.y0, src.x1, src.y1,
- tex_w, tex_h, chain->flags);
+ scaler->antiring = p->opts.scaler_antiring[scaler->index];
- *chain = (struct pass){
- .num = chain->num + 1,
- .f = *fbo,
- };
+ if (scaler->kernel->radius < 0)
+ scaler->kernel->radius = p->opts.scaler_radius[scaler->index];
+
+ scaler->insufficient = !mp_init_filter(scaler->kernel, filter_sizes,
+ scale_factor);
+
+ if (scaler->kernel->polar) {
+ scaler->gl_target = GL_TEXTURE_1D;
+ } else {
+ scaler->gl_target = GL_TEXTURE_2D;
+ }
+
+ int size = scaler->kernel->size;
+ int elems_per_pixel = 4;
+ if (size == 1) {
+ elems_per_pixel = 1;
+ } else if (size == 2) {
+ elems_per_pixel = 2;
+ } else if (size == 6) {
+ elems_per_pixel = 3;
+ }
+ int width = size / elems_per_pixel;
+ assert(size == width * elems_per_pixel);
+ const struct fmt_entry *fmt = &gl_float16_formats[elems_per_pixel - 1];
+ GLenum target = scaler->gl_target;
+
+ gl->ActiveTexture(GL_TEXTURE0 + TEXUNIT_SCALERS + scaler->index);
+
+ if (!scaler->gl_lut)
+ gl->GenTextures(1, &scaler->gl_lut);
+
+ gl->BindTexture(target, scaler->gl_lut);
+
+ float *weights = talloc_array(NULL, float, LOOKUP_TEXTURE_SIZE * size);
+ mp_compute_lut(scaler->kernel, LOOKUP_TEXTURE_SIZE, weights);
+
+ if (target == GL_TEXTURE_1D) {
+ gl->TexImage1D(target, 0, fmt->internal_format, LOOKUP_TEXTURE_SIZE,
+ 0, fmt->format, GL_FLOAT, weights);
+ } else {
+ gl->TexImage2D(target, 0, fmt->internal_format, width, LOOKUP_TEXTURE_SIZE,
+ 0, fmt->format, GL_FLOAT, weights);
+ }
+
+ talloc_free(weights);
+
+ gl->TexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ gl->TexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ gl->TexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ if (target != GL_TEXTURE_1D)
+ gl->TexParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+
+ gl->ActiveTexture(GL_TEXTURE0);
+
+ debug_check_gl(p, "after initializing scaler");
}
-static size_t fbosurface_next(struct gl_video *p)
+static void pass_sample_separated_get_weights(struct gl_video *p,
+ struct scaler *scaler)
{
- return (p->surface_idx + 1) % FBOSURFACES_MAX;
+ gl_sc_uniform_sampler(p->sc, "lut", scaler->gl_target,
+ TEXUNIT_SCALERS + scaler->index);
+
+ int N = scaler->kernel->size;
+ if (N == 2) {
+ GLSL(vec2 c1 = texture(lut, vec2(0.5, fcoord)).RG;)
+ GLSL(float weights[2] = float[](c1.r, c1.g);)
+ } else if (N == 6) {
+ GLSL(vec4 c1 = texture(lut, vec2(0.25, fcoord));)
+ GLSL(vec4 c2 = texture(lut, vec2(0.75, fcoord));)
+ GLSL(float weights[6] = float[](c1.r, c1.g, c1.b, c2.r, c2.g, c2.b);)
+ } else {
+ GLSL(float weights[N];)
+ GLSL(for (int n = 0; n < N / 4; n++) {)
+ GLSL( vec4 c = texture(lut, vec2(1.0 / (N / 2) + n / float(N / 4), fcoord));)
+ GLSL( weights[n * 4 + 0] = c.r;)
+ GLSL( weights[n * 4 + 1] = c.g;)
+ GLSL( weights[n * 4 + 2] = c.b;)
+ GLSL( weights[n * 4 + 3] = c.a;)
+ GLSL(})
+ }
+}
+
+// Handle a single pass (either vertical or horizontal). The direction is given
+// by the vector (d_x, d_y)
+static void pass_sample_separated_gen(struct gl_video *p, struct scaler *scaler,
+ int d_x, int d_y)
+{
+ int N = scaler->kernel->size;
+ GLSLF("vec2 dir = vec2(%d, %d);\n", d_x, d_y);
+ GLSLF("#define N %d\n", N);
+ GLSLF("#define ANTIRING %f\n", scaler->antiring);
+ GLSL(vec2 pt = (vec2(1.0) / texture_size0) * dir;)
+ GLSL(float fcoord = dot(fract(texcoord0 * texture_size0 - vec2(0.5)), dir);)
+ GLSL(vec2 base = texcoord0 - fcoord * pt - pt * vec2(N / 2 - 1);)
+ pass_sample_separated_get_weights(p, scaler);
+ GLSL(vec4 color = vec4(0);)
+ GLSL(vec4 hi = vec4(0);)
+ GLSL(vec4 lo = vec4(1);)
+ GLSL(for (int n = 0; n < N; n++) {)
+ GLSL( vec4 c = texture(texture0, base + pt * vec2(n));)
+ GLSL( color += vec4(weights[n]) * c;)
+ GLSL( if (n == N/2-1 || n == N/2) {)
+ GLSL( lo = min(lo, c);)
+ GLSL( hi = max(hi, c);)
+ GLSL( })
+ GLSL(})
+ GLSL(color = mix(color, clamp(color, lo, hi), ANTIRING);)
+}
+
+static void pass_sample_separated(struct gl_video *p, struct scaler *scaler,
+ int w, int h)
+{
+ GLSLF("// pass 1\n");
+ pass_sample_separated_gen(p, scaler, 0, 1);
+ int src_w = p->pass_tex[0].src.x1 - p->pass_tex[0].src.x0;
+ finish_pass_fbo(p, &scaler->sep_fbo, src_w, h, 0);
+ GLSLF("// pass 2\n");
+ pass_sample_separated_gen(p, scaler, 1, 0);
+}
+
+// Scale. This uses the p->pass_tex[0] texture as source. It's hardcoded to
+// use all variables and values associated with p->pass_tex[0] (which includes
+// texture0/texcoord0/texture_size0).
+// The src rectangle is implicit in p->pass_tex.
+// The dst rectangle is implicit by what the caller will do next, but w and h
+// must still be what is going to be used (to dimension FBOs correctly).
+// This will declare "vec4 color;", which contains the scaled contents.
+// The scaler unit is initialized by this function; in order to avoid cache
+// thrashing, the scaler unit should usually use the same parameters.
+static void pass_scale(struct gl_video *p, int scaler_unit, const char *name,
+ double scale_factor, int w, int h)
+{
+ struct scaler *scaler = &p->scalers[scaler_unit];
+ reinit_scaler(p, scaler_unit, name, scale_factor);
+
+ // Dispatch the scaler. They're all wildly different.
+ if (strcmp(scaler->name, "bilinear") == 0) {
+ GLSL(vec4 color = texture(texture0, texcoord0);)
+ } else if (scaler->kernel && !scaler->kernel->polar) {
+ pass_sample_separated(p, scaler, w, h);
+ } else {
+ abort(); //not implemented yet
+ }
}
-// Handle all of the frame passes upto and including upscaling, assuming
-// upscaling is not part of the final pass
-static void gl_video_upscale_frame(struct gl_video *p, struct pass *chain, struct fbotex *inter_fbo)
+// sample from video textures, set "color" variable to yuv value
+// (not sure how exactly this should involve the resamplers)
+static void pass_read_video(struct gl_video *p, bool *use_indirect)
{
- // Order of processing: [indirect -> [scale_sep ->]] inter
- handle_pass(p, chain, &p->indirect_fbo, p->indirect_program);
-
- // compensated for optional rotation
- struct mp_rect src_rect_rot = p->src_rect;
- if ((p->image_params.rotate % 180) == 90) {
- MPSWAP(int, src_rect_rot.x0, src_rect_rot.y0);
- MPSWAP(int, src_rect_rot.x1, src_rect_rot.y1);
+ pass_set_image_textures(p, &p->image);
+
+ if (p->plane_count > 1) {
+ if (p->plane_count == 2) {
+ GLSL(vec2 chroma = texture(texture1, texcoord1).RG;) // NV formats
+ } else {
+ GLSL(vec2 chroma = vec2(texture(texture1, texcoord1).r,
+ texture(texture2, texcoord2).r);)
+ }
+
+ const char *cscale = p->opts.scalers[1];
+ if (p->image_desc.flags & MP_IMGFLAG_SUBSAMPLED &&
+ strcmp(cscale, "bilinear") != 0) {
+ GLSLF("// chroma merging\n");
+ GLSL(vec4 color = vec4(chroma.r, chroma.g, 0.0, 0.0);)
+ if (1) { //p->plane_count > 2) {
+ // For simplicity - and maybe also for performance - we merge
+ // the chroma planes into one texture before scaling. So the
+ // scaler doesn't need to deal with more than 1 source texture.
+ int c_w = p->pass_tex[1].src.x1 - p->pass_tex[1].src.x0;
+ int c_h = p->pass_tex[1].src.y1 - p->pass_tex[1].src.y0;
+ finish_pass_fbo(p, &p->chroma_merge_fbo, c_w, c_h, 0);
+ }
+ GLSLF("// chroma scaling\n");
+ pass_scale(p, 1, cscale, 1.0, p->image_w, p->image_h);
+ GLSL(vec2 chroma = color.rg;)
+ // Always force rendering to a FBO before main scaling, or we would
+ // scale chroma incorrectly.
+ *use_indirect = true;
+
+ // What we'd really like to do is putting the output of the chroma
+ // scaler on texture unit 1, and leave luma on unit 0 (alpha on 3).
+ // But this obviously doesn't work, so here's an extremely shitty
+ // hack. Keep in mind that the shader already uses tex unit 0, so
+ // it can't be changed. alpha is missing too.
+ struct src_tex prev = p->pass_tex[0];
+ pass_set_image_textures(p, &p->image);
+ p->pass_tex[1] = p->pass_tex[0];
+ p->pass_tex[0] = prev;
+ GLSL(color = vec4(texture(texture1, texcoord1).r, chroma, 0);)
+ } else {
+ GLSL(vec4 color = vec4(0.0, chroma, 0.0);)
+ // These always use bilinear; either because the scaler is bilinear,
+ // or because we use an indirect pass.
+ GLSL(color.r = texture(texture0, texcoord0).r;)
+ if (p->has_alpha && p->plane_count >= 4)
+ GLSL(color.a = texture(texture3, texcoord3).r;)
+ }
+ } else {
+ GLSL(vec4 color = texture(texture0, texcoord0);)
}
+}
- // Clip to visible height so that separate scaling scales the visible part
- // only (and the target FBO texture can have a bounded size).
- // Don't clamp width; too hard to get correct final scaling on l/r borders.
- chain->f.vp_y = src_rect_rot.y0;
- chain->f.vp_h = src_rect_rot.y1 - src_rect_rot.y0;
+// yuv conversion, and any other conversions before main up/down-scaling
+static void pass_convert_yuv(struct gl_video *p)
+{
+ struct gl_shader_cache *sc = p->sc;
+
+ GLSLF("// color conversion\n");
+
+ if (p->color_swizzle[0])
+ GLSLF("color = color.%s;\n", p->color_swizzle);
+
+ // Conversion from Y'CbCr or other spaces to RGB
+ if (!p->is_rgb) {
+ struct mp_csp_params cparams = MP_CSP_PARAMS_DEFAULTS;
+ cparams.gray = p->is_yuv && !p->is_packed_yuv && p->plane_count == 1;
+ cparams.input_bits = p->image_desc.component_bits;
+ cparams.texture_bits = (cparams.input_bits + 7) & ~7;
+ mp_csp_set_image_params(&cparams, &p->image_params);
+ mp_csp_copy_equalizer_values(&cparams, &p->video_eq);
+ if (p->image_desc.flags & MP_IMGFLAG_XYZ) {
+ cparams.colorspace = MP_CSP_XYZ;
+ cparams.input_bits = 8;
+ cparams.texture_bits = 8;
+ }
- handle_pass(p, chain, &p->scale_sep_fbo, p->scale_sep_program);
+ struct mp_cmat m = {{{0}}};
+ if (p->image_desc.flags & MP_IMGFLAG_XYZ) {
+ // Hard-coded as relative colorimetric for now, since this transforms
+ // from the source file's D55 material to whatever color space our
+ // projector/display lives in, which should be D55 for a proper
+ // home cinema setup either way.
+ mp_get_xyz2rgb_coeffs(&cparams, p->csp_src,
+ MP_INTENT_RELATIVE_COLORIMETRIC, &m);
+ } else {
+ mp_get_yuv2rgb_coeffs(&cparams, &m);
+ }
+ gl_sc_uniform_mat3(sc, "colormatrix", true, &m.m[0][0]);
+ gl_sc_uniform_vec3(sc, "colormatrix_c", m.c);
- // For Y direction, use the whole source viewport; it has been fit to the
- // correct origin/height before.
- // For X direction, assume the texture wasn't scaled yet, so we can
- // select the correct portion, which will be scaled to screen.
- chain->f.vp_x = src_rect_rot.x0;
- chain->f.vp_w = src_rect_rot.x1 - src_rect_rot.x0;
+ GLSL(color.rgb = mat3(colormatrix) * color.rgb + colormatrix_c;)
+ }
+}
- if (inter_fbo)
- handle_pass(p, chain, inter_fbo, p->inter_program);
+static void get_scale_factors(struct gl_video *p, double xy[2])
+{
+ xy[0] = (p->dst_rect.x1 - p->dst_rect.x0) /
+ (double)(p->src_rect.x1 - p->src_rect.x0);
+ xy[1] = (p->dst_rect.y1 - p->dst_rect.y0) /
+ (double)(p->src_rect.y1 - p->src_rect.y0);
}
-static double gl_video_interpolate_frame(struct gl_video *p,
- struct pass *chain,
- struct frame_timing *t)
+static void pass_scale_main(struct gl_video *p, bool use_indirect)
{
- GL *gl = p->gl;
- double inter_coeff = 0.0;
- int64_t prev_pts = p->surfaces[fbosurface_next(p)].pts;
-
- // Make sure all surfaces are actually valid, and redraw them manually
- // if this is not the case
- for (int i = 0; i < FBOSURFACES_MAX; i++) {
- if (!p->surfaces[i].valid) {
- struct pass frame = { .f = chain->f };
- gl_video_upscale_frame(p, &frame, &p->surfaces[i].fbotex);
- p->surfaces[i].valid = true;
- }
+ // Figure out the main scaler.
+ double xy[2];
+ get_scale_factors(p, xy);
+ bool downscaling = xy[0] < 1.0 || xy[1] < 1.0;
+ bool upscaling = !downscaling && (xy[0] > 1.0 || xy[1] > 1.0);
+ double scale_factor = 1.0;
+
+ char *scaler = p->opts.scalers[0];
+ if (p->opts.scaler_resizes_only && !downscaling && !upscaling)
+ scaler = "bilinear";
+ if (downscaling)
+ scaler = p->opts.dscaler;
+
+ double f = MPMIN(xy[0], xy[1]);
+ if (p->opts.fancy_downscaling && f < 1.0 &&
+ fabs(xy[0] - f) < 0.01 && fabs(xy[1] - f) < 0.01)
+ {
+ scale_factor = FFMAX(1.0, 1.0 / f);
}
- if (t && prev_pts < t->pts) {
- MP_STATS(p, "new-pts");
- gl_video_upscale_frame(p, chain, &p->surfaces[p->surface_idx].fbotex);
- p->surfaces[p->surface_idx].valid = true;
- p->surfaces[p->surface_idx].pts = t->pts;
- p->surface_idx = fbosurface_next(p);
+ GLSLF("// main scaling\n");
+ if (!use_indirect && strcmp(scaler, "bilinear") == 0) {
+ // implicitly scale in pass_video_to_screen
} else {
- // re-use the previously rendered surface as source
- chain->f = p->surfaces[fbosurface_next(p)].fbotex;
+ finish_pass_fbo(p, &p->indirect_fbo, p->image_w, p->image_h, 0);
+
+ int w = p->dst_rect.x1 - p->dst_rect.x0;
+ int h = p->dst_rect.y1 - p->dst_rect.y0;
+ pass_scale(p, 0, scaler, scale_factor, w, h);
}
+}
- // fbosurface 0 is bound by handle_pass
- gl->ActiveTexture(GL_TEXTURE0 + 1);
- gl->BindTexture(p->gl_target, p->surfaces[p->surface_idx].fbotex.texture);
- gl->ActiveTexture(GL_TEXTURE0);
+static void pass_dither(struct gl_video *p)
+{
+ GL *gl = p->gl;
- if (!t) {
- p->is_interpolated = false;
- return 0.0;
+ // Assume 8 bits per component if unknown.
+ int dst_depth = p->depth_g ? p->depth_g : 8;
+ if (p->opts.dither_depth > 0)
+ dst_depth = p->opts.dither_depth;
+
+ if (p->opts.dither_depth < 0 || p->opts.dither_algo < 0)
+ return;
+
+ if (!p->dither_texture) {
+ MP_VERBOSE(p, "Dither to %d.\n", dst_depth);
+
+ int tex_size;
+ void *tex_data;
+ GLint tex_iformat;
+ GLint tex_format;
+ GLenum tex_type;
+ unsigned char temp[256];
+
+ if (p->opts.dither_algo == 0) {
+ int sizeb = p->opts.dither_size;
+ int size = 1 << sizeb;
+
+ if (p->last_dither_matrix_size != size) {
+ p->last_dither_matrix = talloc_realloc(p, p->last_dither_matrix,
+ float, size * size);
+ mp_make_fruit_dither_matrix(p->last_dither_matrix, sizeb);
+ p->last_dither_matrix_size = size;
+ }
+
+ tex_size = size;
+ tex_iformat = gl_float16_formats[0].internal_format;
+ tex_format = gl_float16_formats[0].format;
+ tex_type = GL_FLOAT;
+ tex_data = p->last_dither_matrix;
+ } else {
+ assert(sizeof(temp) >= 8 * 8);
+ mp_make_ordered_dither_matrix(temp, 8);
+
+ const struct fmt_entry *fmt = find_tex_format(gl, 1, 1);
+ tex_size = 8;
+ tex_iformat = fmt->internal_format;
+ tex_format = fmt->format;
+ tex_type = fmt->type;
+ tex_data = temp;
+ }
+
+ p->dither_size = tex_size;
+
+ gl->ActiveTexture(GL_TEXTURE0 + TEXUNIT_DITHER);
+ gl->GenTextures(1, &p->dither_texture);
+ gl->BindTexture(GL_TEXTURE_2D, p->dither_texture);
+ gl->PixelStorei(GL_UNPACK_ALIGNMENT, 1);
+ gl->TexImage2D(GL_TEXTURE_2D, 0, tex_iformat, tex_size, tex_size, 0,
+ tex_format, tex_type, tex_data);
+ gl->TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+ gl->TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+ gl->TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
+ gl->TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
+ gl->PixelStorei(GL_UNPACK_ALIGNMENT, 4);
+ gl->ActiveTexture(GL_TEXTURE0);
+
+ debug_check_gl(p, "dither setup");
}
- int64_t vsync_interval = t->next_vsync - t->prev_vsync;
-
- if (t->pts > t->next_vsync && t->pts < t->next_vsync + vsync_interval) {
- // current frame overlaps PTS boundary, blend
- double R = t->pts - t->next_vsync;
- float ts = p->opts.smoothmotion_threshold;
- inter_coeff = R / vsync_interval;
- inter_coeff = inter_coeff <= 0.0 + ts ? 0.0 : inter_coeff;
- inter_coeff = inter_coeff >= 1.0 - ts ? 1.0 : inter_coeff;
- MP_DBG(p, "inter frame ppts: %lld, pts: %lld, "
- "vsync: %lld, mix: %f\n",
- (long long)prev_pts, (long long)t->pts,
- (long long)t->next_vsync, inter_coeff);
- MP_STATS(p, "frame-mix");
-
- // the value is scaled to fit in the graph with the completely
- // unrelated "phase" value (which is stupid)
- MP_STATS(p, "value-timed %lld %f mix-value",
- (long long)t->pts, inter_coeff * 10000);
- } else if (t->pts > t->next_vsync) {
- // there's a new frame, but we haven't displayed or blended it yet,
- // so we still draw the old frame
- inter_coeff = 1.0;
+ GLSLF("// dithering\n");
+
+ // This defines how many bits are considered significant for output on
+ // screen. The superfluous bits will be used for rounding according to the
+ // dither matrix. The precision of the source implicitly decides how many
+ // dither patterns can be visible.
+ float dither_quantization = (1 << dst_depth) - 1;
+ float dither_center = 0.5 / (p->dither_size * p->dither_size);
+
+ gl_sc_uniform_f(p->sc, "dither_size", p->dither_size);
+ gl_sc_uniform_f(p->sc, "dither_quantization", dither_quantization);
+ gl_sc_uniform_f(p->sc, "dither_center", dither_center);
+ gl_sc_uniform_sampler(p->sc, "dither", GL_TEXTURE_2D, TEXUNIT_DITHER);
+
+ GLSL(vec2 dither_pos = gl_FragCoord.xy / dither_size;)
+
+ if (p->opts.temporal_dither) {
+ int phase = p->frames_rendered % 8u;
+ float r = phase * (M_PI / 2); // rotate
+ float m = phase < 4 ? 1 : -1; // mirror
+
+ float matrix[2][2] = {{cos(r), -sin(r) },
+ {sin(r) * m, cos(r) * m}};
+ gl_sc_uniform_mat2(p->sc, "dither_trafo", true, &matrix[0][0]);
+
+ GLSL(dither_pos = dither_trafo * dither_pos;)
}
- p->is_interpolated = inter_coeff > 0.0;
- return inter_coeff;
+ GLSL(float dither_value = texture(dither, dither_pos).r;)
+ GLSL(color = floor(color * dither_quantization + dither_value + dither_center) /
+ dither_quantization;)
+}
+
+static void pass_video_to_screen(struct gl_video *p, int fbo)
+{
+ pass_dither(p);
+ finish_pass_direct(p, fbo, p->vp_w, p->vp_h, &p->dst_rect);
}
// (fbo==0 makes BindFramebuffer select the screen backbuffer)
@@ -1819,17 +1248,10 @@ void gl_video_render_frame(struct gl_video *p, int fbo, struct frame_timing *t)
GL *gl = p->gl;
struct video_image *vimg = &p->image;
- p->is_interpolated = false;
-
gl->BindFramebuffer(GL_FRAMEBUFFER, fbo);
- gl->Viewport(p->vp_x, p->vp_y, p->vp_w, p->vp_h);
- if (p->opts.temporal_dither)
- change_dither_trafo(p);
-
- if (p->dst_rect.x0 > p->vp_x || p->dst_rect.y0 > p->vp_y
- || p->dst_rect.x1 < p->vp_x + p->vp_w
- || p->dst_rect.y1 < p->vp_y + p->vp_h)
+ if (p->dst_rect.x0 > 0 || p->dst_rect.y0 > 0
+ || p->dst_rect.x1 < p->vp_w || p->dst_rect.y1 < abs(p->vp_h))
{
gl->Clear(GL_COLOR_BUFFER_BIT);
}
@@ -1839,151 +1261,70 @@ void gl_video_render_frame(struct gl_video *p, int fbo, struct frame_timing *t)
goto draw_osd;
}
- GLuint imgtex[4] = {0};
- set_image_textures(p, vimg, imgtex);
-
- struct pass chain = {
- .f = {
- .vp_w = p->image_w,
- .vp_h = p->image_h,
- .tex_w = vimg->planes[0].tex_w,
- .tex_h = vimg->planes[0].tex_h,
- .texture = imgtex[0],
- },
- };
+ gl_sc_set_vao(p->sc, &p->vao);
- double inter_coeff = 0.0;
- if (p->opts.smoothmotion) {
- inter_coeff = gl_video_interpolate_frame(p, &chain, t);
- } else {
- gl_video_upscale_frame(p, &chain, NULL);
- }
-
- struct fbotex screen = {
- .vp_x = p->vp_x,
- .vp_y = p->vp_y,
- .vp_w = p->vp_w,
- .vp_h = p->vp_h,
- .fbo = fbo,
- };
-
- chain.use_dst = true;
- chain.dst = p->dst_rect;
- chain.flags = (p->image_params.rotate % 90 ? 0 : p->image_params.rotate / 90)
- | (vimg->image_flipped ? 4 : 0);
-
- gl->UseProgram(p->final_program);
- GLint loc = gl->GetUniformLocation(p->final_program, "inter_coeff");
- gl->Uniform1f(loc, inter_coeff);
- handle_pass(p, &chain, &screen, p->final_program);
-
- gl->UseProgram(0);
-
- unset_image_textures(p);
-
- p->frames_rendered++;
+ bool indirect = false;
+ pass_read_video(p, &indirect);
+ pass_convert_yuv(p);
+ pass_scale_main(p, indirect);
+ pass_video_to_screen(p, fbo);
debug_check_gl(p, "after video rendering");
-draw_osd:
- mpgl_osd_draw(p->osd, p->osd_rect, p->osd_pts, p->image_params.stereo_out);
+ if (p->hwdec_active)
+ p->hwdec->driver->unmap_image(p->hwdec);
- gl->BindFramebuffer(GL_FRAMEBUFFER, 0);
-}
+draw_osd:
-static void update_window_sized_objects(struct gl_video *p)
-{
- int w = p->dst_rect.x1 - p->dst_rect.x0;
- int h = p->dst_rect.y1 - p->dst_rect.y0;
- if ((p->image_params.rotate % 180) == 90)
- MPSWAP(int, w, h);
-
- // Round up to an arbitrary alignment to make window resizing or
- // panscan controls smoother (less texture reallocations).
- int width = FFALIGN(w, 256);
- int height = FFALIGN(h, 256);
-
- if (p->scale_sep_program) {
- if (h > p->scale_sep_fbo.tex_h) {
- fbotex_uninit(&p->scale_sep_fbo);
- fbotex_init(&p->scale_sep_fbo, p->gl, p->log, p->image_w, height,
- p->gl_target, GL_NEAREST, p->opts.fbo_format);
+ gl->BindFramebuffer(GL_FRAMEBUFFER, fbo);
+ gl->Viewport(0, 0, p->vp_w, abs(p->vp_h));
+
+ mpgl_osd_generate(p->osd, p->osd_rect, p->osd_pts, p->image_params.stereo_out);
+
+ for (int n = 0; n < MAX_OSD_PARTS; n++) {
+ enum sub_bitmap_format fmt = mpgl_osd_get_part_format(p->osd, n);
+ if (!fmt)
+ continue;
+ gl_sc_uniform_sampler(p->sc, "osdtex", GL_TEXTURE_2D, 0);
+ switch (fmt) {
+ case SUBBITMAP_RGBA: {
+ GLSLF("// OSD (RGBA)\n");
+ GLSL(vec4 color = texture(osdtex, texcoord).bgra;)
+ break;
}
- p->scale_sep_fbo.vp_w = p->image_w;
- p->scale_sep_fbo.vp_h = h;
- }
-
- if (p->opts.smoothmotion) {
- for (int i = 0; i < FBOSURFACES_MAX; i++) {
- struct fbotex *fbo = &p->surfaces[i].fbotex;
- if (w > fbo->tex_w || h > fbo->tex_h) {
- fbotex_uninit(fbo);
- fbotex_init(fbo, p->gl, p->log, width, height,
- p->gl_target, GL_NEAREST, p->opts.fbo_format);
- }
- fbo->vp_w = w;
- fbo->vp_h = h;
- p->surfaces[i].valid = false;
+ case SUBBITMAP_LIBASS: {
+ GLSLF("// OSD (libass)\n");
+ GLSL(vec4 color =
+ vec4(ass_color.rgb, ass_color.a * texture(osdtex, texcoord).r);)
+ break;
}
- }
-}
-
-static void check_resize(struct gl_video *p)
-{
- bool need_scaler_reinit = false; // filter size change needed
- bool need_scaler_update = false; // filter LUT change needed
- bool too_small = false;
- for (int n = 0; n < 2; n++) {
- if (p->scalers[n].kernel) {
- struct filter_kernel old = *p->scalers[n].kernel;
- update_scale_factor(p, &p->scalers[n]);
- struct filter_kernel new = *p->scalers[n].kernel;
- need_scaler_reinit |= (new.size != old.size);
- need_scaler_update |= (new.inv_scale != old.inv_scale);
- too_small |= p->scalers[n].insufficient;
+ default:
+ abort();
}
+ gl_sc_set_vao(p->sc, mpgl_osd_get_vao(p->osd));
+ gl_sc_gen_shader_and_reset(p->sc);
+ mpgl_osd_draw_part(p->osd, p->vp_w, p->vp_h, n);
}
- for (int n = 0; n < 2; n++) {
- if (strcmp(p->scalers[n].name, expected_scaler(p, n)) != 0)
- need_scaler_reinit = true;
- }
- if (p->upscaling != (get_scale_factor(p) > 1.0)) {
- p->upscaling = !p->upscaling;
- // Switching between upscaling and downscaling also requires sigmoid
- // to be toggled
- need_scaler_reinit |= p->sigmoid_enabled;
- }
- if (need_scaler_reinit) {
- reinit_rendering(p);
- } else if (need_scaler_update) {
- init_scaler(p, &p->scalers[0]);
- init_scaler(p, &p->scalers[1]);
- }
- if (too_small) {
- MP_WARN(p, "Can't downscale that much, window "
- "output may look suboptimal.\n");
- }
- update_window_sized_objects(p);
- update_all_uniforms(p);
+ debug_check_gl(p, "after OSD rendering");
+
+ gl->UseProgram(0);
+ gl->BindFramebuffer(GL_FRAMEBUFFER, 0);
+
+ p->frames_rendered++;
}
-void gl_video_resize(struct gl_video *p, struct mp_rect *window,
+// vp_w/vp_h is the implicit size of the target framebuffer.
+// vp_h can be negative to flip the screen.
+void gl_video_resize(struct gl_video *p, int vp_w, int vp_h,
struct mp_rect *src, struct mp_rect *dst,
- struct mp_osd_res *osd, bool vflip)
+ struct mp_osd_res *osd)
{
p->src_rect = *src;
p->dst_rect = *dst;
p->osd_rect = *osd;
-
- p->vp_x = window->x0;
- p->vp_y = window->y0;
- p->vp_w = window->x1 - window->x0;
- p->vp_h = window->y1 - window->y0;
-
- p->vp_vflipped = vflip;
-
- check_resize(p);
+ p->vp_w = vp_w;
+ p->vp_h = vp_h;
}
static bool get_image(struct gl_video *p, struct mp_image *mpi)
@@ -2078,9 +1419,7 @@ static bool test_fbo(struct gl_video *p, bool *success)
MP_VERBOSE(p, "Testing user-set FBO format (0x%x)\n",
(unsigned)p->opts.fbo_format);
struct fbotex fbo = {0};
- if (fbotex_init(&fbo, p->gl, p->log, 16, 16, p->gl_target, GL_LINEAR,
- p->opts.fbo_format))
- {
+ if (fbotex_init(&fbo, p->gl, p->log, 16, 16, p->opts.fbo_format)) {
gl->BindFramebuffer(GL_FRAMEBUFFER, fbo.fbo);
gl->BindFramebuffer(GL_FRAMEBUFFER, 0);
*success = true;
@@ -2229,6 +1568,8 @@ void gl_video_uninit(struct gl_video *p)
uninit_video(p);
+ gl_sc_destroy(p->sc);
+
gl_vao_uninit(&p->vao);
gl->DeleteTextures(1, &p->lut_3d_texture);
@@ -2430,7 +1771,7 @@ void gl_video_config(struct gl_video *p, struct mp_image_params *params)
init_video(p);
}
- check_resize(p);
+ //check_resize(p);
}
void gl_video_set_output_depth(struct gl_video *p, int r, int g, int b)
@@ -2459,7 +1800,7 @@ struct gl_video *gl_video_init(GL *gl, struct mp_log *log, struct osd_state *osd
{ .index = 0, .name = "bilinear" },
{ .index = 1, .name = "bilinear" },
},
- .scratch = talloc_zero_array(p, char *, 1),
+ .sc = gl_sc_create(gl, log),
};
gl_video_set_debug(p, true);
init_gl(p);
@@ -2488,14 +1829,12 @@ static const char *handle_scaler_opt(const char *name)
void gl_video_set_options(struct gl_video *p, struct gl_video_opts *opts)
{
p->opts = *opts;
- for (int n = 0; n < 2; n++) {
+ for (int n = 0; n < 2; n++)
p->opts.scalers[n] = (char *)handle_scaler_opt(p->opts.scalers[n]);
- p->opts.dscaler = (char *)handle_scaler_opt(p->opts.dscaler);
- }
+ p->opts.dscaler = (char *)handle_scaler_opt(p->opts.dscaler);
check_gl_features(p);
- reinit_rendering(p);
- check_resize(p);
+ uninit_rendering(p);
}
void gl_video_get_colorspace(struct gl_video *p, struct mp_image_params *params)
@@ -2511,14 +1850,6 @@ struct mp_csp_equalizer *gl_video_eq_ptr(struct gl_video *p)
// Call when the mp_csp_equalizer returned by gl_video_eq_ptr() was changed.
void gl_video_eq_update(struct gl_video *p)
{
- update_settings(p);
-
- if (p->need_reinit_rendering) {
- reinit_rendering(p);
- check_resize(p);
- } else {
- update_all_uniforms(p);
- }
}
static int validate_scaler_opt(struct mp_log *log, const m_option_t *opt,
diff --git a/video/out/gl_video.h b/video/out/gl_video.h
index 8c273faa9e..1de619870f 100644
--- a/video/out/gl_video.h
+++ b/video/out/gl_video.h
@@ -73,9 +73,9 @@ void gl_video_set_output_depth(struct gl_video *p, int r, int g, int b);
void gl_video_set_lut3d(struct gl_video *p, struct lut3d *lut3d);
void gl_video_upload_image(struct gl_video *p, struct mp_image *img);
void gl_video_render_frame(struct gl_video *p, int fbo, struct frame_timing *t);
-void gl_video_resize(struct gl_video *p, struct mp_rect *window,
+void gl_video_resize(struct gl_video *p, int vp_w, int vp_h,
struct mp_rect *src, struct mp_rect *dst,
- struct mp_osd_res *osd, bool vflip);
+ struct mp_osd_res *osd);
void gl_video_get_colorspace(struct gl_video *p, struct mp_image_params *params);
struct mp_csp_equalizer;
struct mp_csp_equalizer *gl_video_eq_ptr(struct gl_video *p);
diff --git a/video/out/gl_video_shaders.glsl b/video/out/gl_video_shaders.glsl
deleted file mode 100644
index 87fb4d04b0..0000000000
--- a/video/out/gl_video_shaders.glsl
+++ /dev/null
@@ -1,542 +0,0 @@
-/*
- * This file is part of mpv.
- *
- * mpv is free software; you can redistribute it and/or modify
- * it under the terms of the GNU General Public License as published by
- * the Free Software Foundation; either version 2 of the License, or
- * (at your option) any later version.
- *
- * mpv is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- * GNU General Public License for more details.
- *
- * You should have received a copy of the GNU General Public License along
- * with mpv. If not, see <http://www.gnu.org/licenses/>.
- *
- * You can alternatively redistribute this file and/or
- * modify it under the terms of the GNU Lesser General Public
- * License as published by the Free Software Foundation; either
- * version 2.1 of the License, or (at your option) any later version.
- */
-
-// Note that this file is not directly passed as shader, but run through some
-// text processing functions, and in fact contains multiple vertex and fragment
-// shaders.
-
-// inserted at the beginning of all shaders
-#!section prelude
-
-#ifdef GL_ES
-precision mediump float;
-#endif
-
-// GLSL 1.20 compatibility layer
-// texture() should be assumed to always map to texture2D()
-#if __VERSION__ >= 130
-# define texture1D texture
-# define texture3D texture
-# define DECLARE_FRAGPARMS \
- out vec4 out_color;
-#else
-# define texture texture2D
-# define DECLARE_FRAGPARMS
-# define out_color gl_FragColor
-# define in varying
-#endif
-
-#if HAVE_RG
-#define RG rg
-#else
-#define RG ra
-#endif
-
-// Earlier GLSL doesn't support mix() with bvec
-#if __VERSION__ >= 130
-vec3 srgb_expand(vec3 v)
-{
- return mix(v / vec3(12.92), pow((v + vec3(0.055))/vec3(1.055), vec3(2.4)),
- lessThanEqual(vec3(0.04045), v));
-}
-
-vec3 srgb_compand(vec3 v)
-{
- return mix(v * vec3(12.92), vec3(1.055) * pow(v, vec3(1.0/2.4)) - vec3(0.055),
- lessThanEqual(vec3(0.0031308), v));
-}
-
-vec3 bt2020_expand(vec3 v)
-{
- return mix(v / vec3(4.5), pow((v + vec3(0.0993))/vec3(1.0993), vec3(1.0/0.45)),
- lessThanEqual(vec3(0.08145), v));
-}
-
-vec3 bt2020_compand(vec3 v)
-{
- return mix(v * vec3(4.5), vec3(1.0993) * pow(v, vec3(0.45)) - vec3(0.0993),
- lessThanEqual(vec3(0.0181), v));
-}
-#endif
-
-#!section vertex_all
-
-#if __VERSION__ < 130
-# undef in
-# define in attribute
-# define out varying
-#endif
-
-uniform mat3 transform;
-uniform vec3 translation;
-#if HAVE_3DTEX
-uniform sampler3D lut_3d;
-#endif
-uniform mat3 cms_matrix; // transformation from file's gamut to bt.2020
-
-in vec2 vertex_position;
-in vec4 vertex_color;
-out vec4 color;
-in vec2 vertex_texcoord;
-out vec2 texcoord;
-
-void main() {
- vec3 position = vec3(vertex_position, 1) + translation;
-#ifndef FIXED_SCALE
- position = transform * position;
-#endif
- gl_Position = vec4(position, 1);
- color = vertex_color;
-
- // Although we are not scaling in linear light, both 3DLUT and SRGB still
- // operate on linear light inputs so we have to convert to it before
- // either step can be applied.
-#ifdef USE_OSD_LINEAR_CONV_BT1886
- color.rgb = pow(color.rgb, vec3(1.961));
-#endif
-#ifdef USE_OSD_LINEAR_CONV_SRGB
- color.rgb = srgb_expand(color.rgb);
-#endif
-#ifdef USE_OSD_CMS_MATRIX
- // Convert to the right target gamut first (to BT.709 for sRGB,
- // and to BT.2020 for 3DLUT). Normal clamping here as perceptually
- // accurate colorimetry is probably not worth the performance trade-off
- // here.
- color.rgb = clamp(cms_matrix * color.rgb, 0.0, 1.0);
-#endif
-#ifdef USE_OSD_3DLUT
- color.rgb = pow(color.rgb, vec3(1.0/2.4)); // linear -> 2.4 3DLUT space
- color = vec4(texture3D(lut_3d, color.rgb).rgb, color.a);
-#endif
-#ifdef USE_OSD_SRGB
- color.rgb = srgb_compand(color.rgb);
-#endif
-
- texcoord = vertex_texcoord;
-}
-
-#!section frag_osd_libass
-uniform sampler2D texture0;
-
-in vec2 texcoord;
-in vec4 color;
-DECLARE_FRAGPARMS
-
-void main() {
- out_color = vec4(color.rgb, color.a * texture(texture0, texcoord).r);
-}
-
-#!section frag_osd_rgba
-uniform sampler2D texture0;
-
-in vec2 texcoord;
-DECLARE_FRAGPARMS
-
-void main() {
- out_color = texture(texture0, texcoord).bgra;
-}
-
-#!section frag_video
-uniform VIDEO_SAMPLER texture0;
-uniform VIDEO_SAMPLER texture1;
-uniform VIDEO_SAMPLER texture2;
-uniform VIDEO_SAMPLER texture3;
-uniform vec2 textures_size[4];
-uniform vec2 chroma_center_offset;
-uniform vec2 chroma_div;
-uniform vec2 chroma_fix;
-uniform sampler2D lut_2d_c;
-uniform sampler2D lut_2d_l;
-#if HAVE_1DTEX
-uniform sampler1D lut_1d_c;
-uniform sampler1D lut_1d_l;
-#endif
-#if HAVE_3DTEX
-uniform sampler3D lut_3d;
-#endif
-uniform sampler2D dither;
-uniform mat3 colormatrix;
-uniform vec3 colormatrix_c;
-uniform mat3 cms_matrix;
-uniform mat2 dither_trafo;
-uniform float inv_gamma;
-uniform float input_gamma;
-uniform float conv_gamma;
-uniform float sig_center;
-uniform float sig_slope;
-uniform float sig_scale;
-uniform float sig_offset;
-uniform float dither_quantization;
-uniform float dither_center;
-uniform float filter_param1_l;
-uniform float filter_param1_c;
-uniform float antiring_factor;
-uniform vec2 dither_size;
-uniform float inter_coeff;
-
-in vec2 texcoord;
-DECLARE_FRAGPARMS
-
-#define CONV_NV12 1
-#define CONV_PLANAR 2
-
-vec4 sample_bilinear(VIDEO_SAMPLER tex, vec2 texsize, vec2 texcoord, float param1) {
- return texture(tex, texcoord);
-}
-
-#define SAMPLE_TRIVIAL(tex, texsize, texcoord) texture(tex, texcoord)
-
-// Explanation how bicubic scaling with only 4 texel fetches is done:
-// http://www.mate.tue.nl/mate/pdfs/10318.pdf
-// 'Efficient GPU-Based Texture Interpolation using Uniform B-Splines'
-// Explanation why this algorithm normally always blurs, even with unit scaling:
-// http://bigwww.epfl.ch/preprints/ruijters1001p.pdf
-// 'GPU Prefilter for Accurate Cubic B-spline Interpolation'
-vec4 calcweights(float s) {
- vec4 t = vec4(-0.5, 0.1666, 0.3333, -0.3333) * s + vec4(1, 0, -0.5, 0.5);
- t = t * s + vec4(0, 0, -0.5, 0.5);
- t = t * s + vec4(-0.6666, 0, 0.8333, 0.1666);
- vec2 a = vec2(1, 1) / vec2(t.z, t.w);
- t.xy = t.xy * a + vec2(1, 1);
- t.x = t.x + s;
- t.y = t.y - s;
- return t;
-}
-
-vec4 sample_bicubic_fast(VIDEO_SAMPLER tex, vec2 texsize, vec2 texcoord, float param1) {
- vec2 pt = 1.0 / texsize;
- vec2 fcoord = fract(texcoord * texsize + vec2(0.5, 0.5));
- vec4 parmx = calcweights(fcoord.x);
- vec4 parmy = calcweights(fcoord.y);
- vec4 cdelta;
- cdelta.xz = parmx.RG * vec2(-pt.x, pt.x);
- cdelta.yw = parmy.RG * vec2(-pt.y, pt.y);
- // first y-interpolation
- vec4 ar = texture(tex, texcoord + cdelta.xy);
- vec4 ag = texture(tex, texcoord + cdelta.xw);
- vec4 ab = mix(ag, ar, parmy.b);
- // second y-interpolation
- vec4 br = texture(tex, texcoord + cdelta.zy);
- vec4 bg = texture(tex, texcoord + cdelta.zw);
- vec4 aa = mix(bg, br, parmy.b);
- // x-interpolation
- return mix(aa, ab, parmx.b);
-}
-
-#if HAVE_ARRAYS
-float[2] weights2(sampler2D lookup, float f) {
- vec2 c = texture(lookup, vec2(0.5, f)).RG;
- return float[2](c.r, c.g);
-}
-float[6] weights6(sampler2D lookup, float f) {
- vec4 c1 = texture(lookup, vec2(0.25, f));
- vec4 c2 = texture(lookup, vec2(0.75, f));
- return float[6](c1.r, c1.g, c1.b, c2.r, c2.g, c2.b);
-}
-
-// For N=n*4 with n>1.
-#define WEIGHTS_N(NAME, N) \
- float[N] NAME(sampler2D lookup, float f) { \
- float r[N]; \
- for (int n = 0; n < N / 4; n++) { \
- vec4 c = texture(lookup, \
- vec2(1.0 / (N / 2) + n / float(N / 4), f)); \
- r[n * 4 + 0] = c.r; \
- r[n * 4 + 1] = c.g; \
- r[n * 4 + 2] = c.b; \
- r[n * 4 + 3] = c.a; \
- } \
- return r; \
- }
-
-// The DIR parameter is (0, 1) or (1, 0), and we expect the shader compiler to
-// remove all the redundant multiplications and additions, and also to unroll
-// the loop and remove the conditional completely
-#define SAMPLE_CONVOLUTION_SEP_N(NAME, DIR, N, LUT, WEIGHTS_FUNC, ANTIRING) \
- vec4 NAME(VIDEO_SAMPLER tex, vec2 texsize, vec2 texcoord) { \
- vec2 pt = (vec2(1.0) / texsize) * DIR; \
- float fcoord = dot(fract(texcoord * texsize - vec2(0.5)), DIR); \
- vec2 base = texcoord - fcoord * pt - pt * vec2(N / 2 - 1); \
- float weights[N] = WEIGHTS_FUNC(LUT, fcoord); \
- vec4 res = vec4(0); \
- vec4 hi = vec4(0); \
- vec4 lo = vec4(1); \
- for (int n = 0; n < N; n++) { \
- vec4 c = texture(tex, base + pt * vec2(n)); \
- res += vec4(weights[n]) * c; \
- if (n == N/2-1 || n == N/2) { \
- lo = min(lo, c); \
- hi = max(hi, c); \
- } \
- } \
- return mix(res, clamp(res, lo, hi), ANTIRING); \
- }
-
-#define SAMPLE_CONVOLUTION_N(NAME, N, LUT, WEIGHTS_FUNC) \
- vec4 NAME(VIDEO_SAMPLER tex, vec2 texsize, vec2 texcoord) { \
- vec2 pt = vec2(1.0) / texsize; \
- vec2 fcoord = fract(texcoord * texsize - vec2(0.5)); \
- vec2 base = texcoord - fcoord * pt - pt * vec2(N / 2 - 1); \
- vec4 res = vec4(0); \
- float w_x[N] = WEIGHTS_FUNC(LUT, fcoord.x); \
- float w_y[N] = WEIGHTS_FUNC(LUT, fcoord.y); \
- for (int y = 0; y < N; y++) { \
- vec4 line = vec4(0); \
- for (int x = 0; x < N; x++) \
- line += vec4(w_x[x]) * texture(tex, base + pt * vec2(x, y));\
- res += vec4(w_y[y]) * line; \
- } \
- return res; \
- }
-
-#define SAMPLE_POLAR_HELPER(LUT, R, X, Y) \
- w = texture1D(LUT, length(vec2(X, Y) - fcoord)/R).r; \
- c = texture(tex, base + pt * vec2(X, Y)); \
- wsum += w; \
- res += vec4(w) * c;
-
-#define SAMPLE_POLAR_PRIMARY(LUT, R, X, Y) \
- SAMPLE_POLAR_HELPER(LUT, R, X, Y) \
- lo = min(lo, c); \
- hi = max(hi, c);
-
-#define SAMPLE_POLAR_POTENTIAL(LUT, R, X, Y) \
- if (length(vec2(X, Y) - fcoord)/R < 1.0) { \
- SAMPLE_POLAR_HELPER(LUT, R, X, Y) \
- }
-
-#define SAMPLE_CONVOLUTION_POLAR_R(NAME, R, LUT, WEIGHTS_FN, ANTIRING) \
- vec4 NAME(VIDEO_SAMPLER tex, vec2 texsize, vec2 texcoord) { \
- vec2 pt = vec2(1.0) / texsize; \
- vec2 fcoord = fract(texcoord * texsize - vec2(0.5)); \
- vec2 base = texcoord - fcoord * pt; \
- vec4 res = vec4(0.0); \
- vec4 lo = vec4(1.0); \
- vec4 hi = vec4(0.0); \
- float wsum = 0.0; \
- float w; \
- vec4 c; \
- WEIGHTS_FN(LUT); \
- res = res / vec4(wsum); \
- return mix(res, clamp(res, lo, hi), ANTIRING); \
- }
-
-#endif /* HAVE_ARRAYS */
-
-#ifdef DEF_SCALER0
-DEF_SCALER0
-#endif
-#ifdef DEF_SCALER1
-DEF_SCALER1
-#endif
-
-// Unsharp masking
-vec4 sample_sharpen3(VIDEO_SAMPLER tex, vec2 texsize, vec2 texcoord, float param1) {
- vec2 pt = 1.0 / texsize;
- vec2 st = pt * 0.5;
- vec4 p = texture(tex, texcoord);
- vec4 sum = texture(tex, texcoord + st * vec2(+1, +1))
- + texture(tex, texcoord + st * vec2(+1, -1))
- + texture(tex, texcoord + st * vec2(-1, +1))
- + texture(tex, texcoord + st * vec2(-1, -1));
- return p + (p - 0.25 * sum) * param1;
-}
-
-vec4 sample_sharpen5(VIDEO_SAMPLER tex, vec2 texsize, vec2 texcoord, float param1) {
- vec2 pt = 1.0 / texsize;
- vec2 st1 = pt * 1.2;
- vec4 p = texture(tex, texcoord);
- vec4 sum1 = texture(tex, texcoord + st1 * vec2(+1, +1))
- + texture(tex, texcoord + st1 * vec2(+1, -1))
- + texture(tex, texcoord + st1 * vec2(-1, +1))
- + texture(tex, texcoord + st1 * vec2(-1, -1));
- vec2 st2 = pt * 1.5;
- vec4 sum2 = texture(tex, texcoord + st2 * vec2(+1, 0))
- + texture(tex, texcoord + st2 * vec2( 0, +1))
- + texture(tex, texcoord + st2 * vec2(-1, 0))
- + texture(tex, texcoord + st2 * vec2( 0, -1));
- vec4 t = p * 0.859375 + sum2 * -0.1171875 + sum1 * -0.09765625;
- return p + t * param1;
-}
-
-void main() {
- vec2 chr_texcoord = texcoord;
-#ifdef USE_CHROMA_FIX
- chr_texcoord = chr_texcoord * chroma_fix;
-#endif
-#ifdef USE_RECTANGLE
- chr_texcoord = chr_texcoord * chroma_div;
-#else
- // Texture coordinates are [0,1], and chroma plane coordinates are
- // magically rescaled.
-#endif
- chr_texcoord = chr_texcoord + chroma_center_offset;
-#ifndef USE_CONV
-#define USE_CONV 0
-#endif
-#ifndef USE_LINEAR_INTERPOLATION
-#define USE_LINEAR_INTERPOLATION 0
-#endif
-#if USE_LINEAR_INTERPOLATION == 1
- vec4 acolor = mix(
- texture(texture0, texcoord),
- texture(texture1, texcoord),
- inter_coeff);
-#elif USE_CONV == CONV_PLANAR
- vec4 acolor = vec4(SAMPLE(texture0, textures_size[0], texcoord).r,
- SAMPLE_C(texture1, textures_size[1], chr_texcoord).r,
- SAMPLE_C(texture2, textures_size[2], chr_texcoord).r,
- 1.0);
-#elif USE_CONV == CONV_NV12
- vec4 acolor = vec4(SAMPLE(texture0, textures_size[0], texcoord).r,
- SAMPLE_C(texture1, textures_size[1], chr_texcoord).RG,
- 1.0);
-#else
- vec4 acolor = SAMPLE(texture0, textures_size[0], texcoord);
-#endif
-#ifdef USE_COLOR_SWIZZLE
- acolor = acolor. USE_COLOR_SWIZZLE ;
-#endif
-#ifdef USE_ALPHA_PLANE
- acolor.a = SAMPLE(texture3, textures_size[3], texcoord).r;
-#endif
- vec3 color = acolor.rgb;
- float alpha = acolor.a;
-#ifdef USE_INPUT_GAMMA
- // Pre-colormatrix input gamma correction (eg. for MP_IMGFLAG_XYZ)
- color = pow(color, vec3(input_gamma));
-#endif
-#ifdef USE_COLORMATRIX
- // Conversion from Y'CbCr or other spaces to RGB
- color = mat3(colormatrix) * color + colormatrix_c;
-#endif
-#ifdef USE_CONV_GAMMA
- // Post-colormatrix converted gamma correction (eg. for MP_IMGFLAG_XYZ)
- color = pow(color, vec3(conv_gamma));
-#endif
-#ifdef USE_CONST_LUMA
- // Conversion from C'rcY'cC'bc to R'Y'cB' via the BT.2020 CL system:
- // C'bc = (B'-Y'c) / 1.9404 | C'bc <= 0
- // = (B'-Y'c) / 1.5816 | C'bc > 0
- //
- // C'rc = (R'-Y'c) / 1.7184 | C'rc <= 0
- // = (R'-Y'c) / 0.9936 | C'rc > 0
- //
- // as per the BT.2020 specification, table 4. This is a non-linear
- // transformation because (constant) luminance receives non-equal
- // contributions from the three different channels.
- color.br = color.br * mix(vec2(1.5816, 0.9936), vec2(1.9404, 1.7184),
- lessThanEqual(color.br, vec2(0))) + color.gg;
-
- // Expand channels to camera-linear light. This shader currently just
- // assumes everything uses the BT.2020 12-bit gamma function, since the
- // difference between 10 and 12-bit is negligible for anything other than
- // 12-bit content.
- color = bt2020_expand(color);
- // Calculate the green channel from the expanded RYcB
- // The BT.2020 specification says Yc = 0.2627*R + 0.6780*G + 0.0593*B
- color.g = (color.g - 0.2627*color.r - 0.0593*color.b)/0.6780;
- // Re-compand to receive the R'G'B' result, same as other systems
- color = bt2020_compand(color);
-#endif
-#ifdef USE_COLORMATRIX
- // CONST_LUMA involves numbers outside the [0,1] range so we make sure
- // to clip here, after the (possible) USE_CONST_LUMA calculations are done,
- // instead of immediately after the colormatrix conversion.
- color = clamp(color, 0.0, 1.0);
-#endif
- // If we are scaling in linear light (SRGB or 3DLUT option enabled), we
- // expand our source colors before scaling. We distinguish between
- // BT.1886 (typical video files) and sRGB (typical image files).
-#ifdef USE_LINEAR_LIGHT_BT1886
- // This calculation is derived from the BT.1886 recommendation which
- // is itself derived from the curves of typical CRT monitors. It claims
- // that a correct video playback environment should have a pure power
- // curve transfer function (in contrast to the complex BT.709 function)
- // with a gamma value of 2.40, but this includes the typical gamma boost
- // of ~1.2 for dark viewing environments. The figure used here instead
- // (1.961) is therefore a pure power curve but without the boost, which
- // is a very close approximation of the true BT.709 function.
- color = pow(color, vec3(1.961));
-#endif
-#ifdef USE_LINEAR_LIGHT_SRGB
- // This is not needed for most sRGB content since we can use GL_SRGB to
- // directly sample RGB texture in linear light, but for things which are
- // also sRGB but in a different format (such as JPEG's YUV), we need
- // to convert to linear light manually.
- color = srgb_expand(color);
-#endif
-#ifdef USE_SIGMOID
- color = sig_center - log(1.0/(color * sig_scale + sig_offset) - 1.0)/sig_slope;
-#endif
- // Image upscaling happens roughly here
-#ifdef USE_SIGMOID_INV
- // Inverse of USE_SIGMOID
- color = (1.0/(1.0 + exp(sig_slope * (sig_center - color))) - sig_offset) / sig_scale;
-#endif
-#ifdef USE_CMS_MATRIX
- // Convert to the right target gamut first (to BT.709 for sRGB,
- // and to BT.2020 for 3DLUT).
- color = cms_matrix * color;
-#endif
- // Clamp to the target gamut. This clamp is needed because the gamma
- // functions are not well-defined outside this range, which is related to
- // the fact that they're not representable on the target device.
- // TODO: Desaturate colorimetrically; this happens automatically for
- // 3dlut targets but not for sRGB mode. Not sure if this is a requirement.
- color = clamp(color, 0.0, 1.0);
-#ifdef USE_INV_GAMMA
- // User-defined gamma correction factor (via the gamma sub-option)
- color = pow(color, vec3(inv_gamma));
-#endif
-#ifdef USE_3DLUT
- // For the 3DLUT we are arbitrarily using 2.4 as input gamma to reduce
- // the amount of rounding errors, so we pull up to that space first and
- // then pass it through the 3D texture.
- color = pow(color, vec3(1.0/2.4));
- color = texture3D(lut_3d, color).rgb;
-#endif
-#ifdef USE_SRGB
- // Adapt and compand from the linear BT2020 source to the sRGB output
- color = srgb_compand(color);
-#endif
-#ifdef USE_INV_BT1886
- color = pow(color, vec3(1.0/1.961));
-#endif
-#ifdef USE_DITHER
- vec2 dither_pos = gl_FragCoord.xy / dither_size;
-#ifdef USE_TEMPORAL_DITHER
- dither_pos = dither_trafo * dither_pos;
-#endif
- float dither_value = texture(dither, dither_pos).r;
- color = floor(color * dither_quantization + dither_value + dither_center) /
- dither_quantization;
-#endif
-#ifdef USE_ALPHA_BLEND
- color = color * alpha;
-#endif
-#ifdef USE_ALPHA
- out_color = vec4(color, alpha);
-#else
- out_color = vec4(color, 1.0);
-#endif
-}
diff --git a/video/out/vo_opengl.c b/video/out/vo_opengl.c
index 887a8d8fbd..aa3dd0c9e0 100644
--- a/video/out/vo_opengl.c
+++ b/video/out/vo_opengl.c
@@ -93,12 +93,11 @@ static void resize(struct gl_priv *p)
MP_VERBOSE(vo, "Resize: %dx%d\n", vo->dwidth, vo->dheight);
- struct mp_rect wnd = {0, 0, vo->dwidth, vo->dheight};
struct mp_rect src, dst;
struct mp_osd_res osd;
vo_get_src_dst_rects(vo, &src, &dst, &osd);
- gl_video_resize(p->renderer, &wnd, &src, &dst, &osd, false);
+ gl_video_resize(p->renderer, vo->dwidth, -vo->dheight, &src, &dst, &osd);
vo->want_redraw = true;
}
@@ -198,7 +197,7 @@ static int query_format(struct vo *vo, int format)
static void video_resize_redraw_callback(struct vo *vo, int w, int h)
{
struct gl_priv *p = vo->priv;
- gl_video_resize_redraw(p->renderer, w, h);
+ gl_video_resize_redraw(p->renderer, w, -h);
}
diff --git a/video/out/vo_opengl_cb.c b/video/out/vo_opengl_cb.c
index cd04f5219b..e20be8dd67 100644
--- a/video/out/vo_opengl_cb.c
+++ b/video/out/vo_opengl_cb.c
@@ -66,7 +66,7 @@ struct mpv_opengl_cb_context {
int queued_frames;
struct mp_image_params img_params;
bool reconfigured;
- struct mp_rect wnd;
+ int vp_w, vp_h;
bool flip;
bool force_update;
bool imgfmt_supported[IMGFMT_END - IMGFMT_START];
@@ -282,28 +282,22 @@ int mpv_opengl_cb_render(struct mpv_opengl_cb_context *ctx, int fbo, int vp[4])
ctx->force_update |= ctx->reconfigured;
- int h = vp[3];
- bool flip = h < 0 && h > INT_MIN;
- if (flip)
- h = -h;
- struct mp_rect wnd = {vp[0], vp[1], vp[0] + vp[2], vp[1] + h};
- if (wnd.x0 != ctx->wnd.x0 || wnd.y0 != ctx->wnd.y0 ||
- wnd.x1 != ctx->wnd.x1 || wnd.y1 != ctx->wnd.y1 ||
- ctx->flip != flip)
+ int vp_w = vp[2], vp_h = vp[3];
+ if (ctx->vp_w != vp_w || ctx->vp_h != vp_h)
ctx->force_update = true;
if (ctx->force_update && vo) {
ctx->force_update = false;
- ctx->wnd = wnd;
- ctx->flip = flip;
+ ctx->vp_w = vp_w;
+ ctx->vp_h = vp_h;
struct mp_rect src, dst;
struct mp_osd_res osd;
mp_get_src_dst_rects(ctx->log, &ctx->vo_opts, vo->driver->caps,
- &ctx->img_params, wnd.x1 - wnd.x0, wnd.y1 - wnd.y0,
+ &ctx->img_params, vp_w, abs(vp_h),
1.0, &src, &dst, &osd);
- gl_video_resize(ctx->renderer, &wnd, &src, &dst, &osd, !ctx->flip);
+ gl_video_resize(ctx->renderer, vp_w, vp_h, &src, &dst, &osd);
}
if (ctx->reconfigured)
diff --git a/wscript_build.py b/wscript_build.py
index 8c6ec0107a..952d0370e6 100644
--- a/wscript_build.py
+++ b/wscript_build.py
@@ -54,10 +54,6 @@ def build(ctx):
target = "input/input_conf.h")
ctx.file2string(
- source = "video/out/gl_video_shaders.glsl",
- target = "video/out/gl_video_shaders.h")
-
- ctx.file2string(
source = "sub/osd_font.otf",
target = "sub/osd_font.h")