/* * common OpenGL routines * * copyleft (C) 2005-2010 Reimar Döffinger * Special thanks go to the xine team and Matthias Hopf, whose video_out_opengl.c * gave me lots of good ideas. * * This file is part of MPlayer. * * MPlayer 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. * * MPlayer 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 MPlayer; if not, write to the Free Software Foundation, Inc., * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. * * 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. */ /** * \file gl_common.c * \brief OpenGL helper functions used by vo_gl.c and vo_gl2.c */ #include #include #include #include #include #include #include #include #include "talloc.h" #include "gl_common.h" #include "aspect.h" #include "pnm_loader.h" #include "core/options.h" #include "sub/sub.h" #include "bitmap_packer.h" //! \defgroup glgeneral OpenGL general helper functions // GLU has this as gluErrorString (we don't use GLU, as it is legacy-OpenGL) static const char *gl_error_to_string(GLenum error) { switch (error) { case GL_INVALID_ENUM: return "INVALID_ENUM"; case GL_INVALID_VALUE: return "INVALID_VALUE"; case GL_INVALID_OPERATION: return "INVALID_OPERATION"; case GL_INVALID_FRAMEBUFFER_OPERATION: return "INVALID_FRAMEBUFFER_OPERATION"; case GL_OUT_OF_MEMORY: return "OUT_OF_MEMORY"; default: return "unknown"; } } void glCheckError(GL *gl, const char *info) { for (;;) { GLenum error = gl->GetError(); if (error == GL_NO_ERROR) break; mp_msg(MSGT_VO, MSGL_ERR, "[gl] %s: OpenGL error %s.\n", info, gl_error_to_string(error)); } } //! \defgroup glcontext OpenGL context management helper functions //! \defgroup gltexture OpenGL texture handling helper functions //! \defgroup glconversion OpenGL conversion helper functions /** * \brief adjusts the GL_UNPACK_ALIGNMENT to fit the stride. * \param stride number of bytes per line for which alignment should fit. * \ingroup glgeneral */ void glAdjustAlignment(GL *gl, int stride) { GLint gl_alignment; if (stride % 8 == 0) gl_alignment = 8; else if (stride % 4 == 0) gl_alignment = 4; else if (stride % 2 == 0) gl_alignment = 2; else gl_alignment = 1; gl->PixelStorei(GL_UNPACK_ALIGNMENT, gl_alignment); gl->PixelStorei(GL_PACK_ALIGNMENT, gl_alignment); } //! always return this format as internal texture format in glFindFormat #define TEXTUREFORMAT_ALWAYS GL_RGB8 #undef TEXTUREFORMAT_ALWAYS /** * \brief find the OpenGL settings coresponding to format. * * All parameters may be NULL. * \param fmt MPlayer format to analyze. * \param bpp [OUT] bits per pixel of that format. * \param gl_texfmt [OUT] internal texture format that fits the * image format, not necessarily the best for performance. * \param gl_format [OUT] OpenGL format for this image format. * \param gl_type [OUT] OpenGL type for this image format. * \return 1 if format is supported by OpenGL, 0 if not. * \ingroup gltexture */ int glFindFormat(uint32_t fmt, int have_texture_rg, int *bpp, GLint *gl_texfmt, GLenum *gl_format, GLenum *gl_type) { int supported = 1; int dummy1; GLenum dummy2; GLint dummy3; if (!bpp) bpp = &dummy1; if (!gl_texfmt) gl_texfmt = &dummy3; if (!gl_format) gl_format = &dummy2; if (!gl_type) gl_type = &dummy2; if (mp_get_chroma_shift(fmt, NULL, NULL, NULL)) { // reduce the possible cases a bit if (IMGFMT_IS_YUVP16_LE(fmt)) fmt = IMGFMT_420P16_LE; else if (IMGFMT_IS_YUVP16_BE(fmt)) fmt = IMGFMT_420P16_BE; else fmt = IMGFMT_YV12; } *bpp = IMGFMT_IS_BGR(fmt) ? IMGFMT_BGR_DEPTH(fmt) : IMGFMT_RGB_DEPTH(fmt); *gl_texfmt = 3; switch (fmt) { case IMGFMT_RGB48NE: *gl_format = GL_RGB; *gl_type = GL_UNSIGNED_SHORT; break; case IMGFMT_RGB24: *gl_format = GL_RGB; *gl_type = GL_UNSIGNED_BYTE; break; case IMGFMT_RGBA: *gl_texfmt = 4; *gl_format = GL_RGBA; *gl_type = GL_UNSIGNED_BYTE; break; case IMGFMT_420P16: supported = 0; // no native YUV support *gl_texfmt = have_texture_rg ? GL_R16 : GL_LUMINANCE16; *bpp = 16; *gl_format = have_texture_rg ? GL_RED : GL_LUMINANCE; *gl_type = GL_UNSIGNED_SHORT; break; case IMGFMT_YV12: supported = 0; // no native YV12 support case IMGFMT_Y800: case IMGFMT_Y8: *gl_texfmt = 1; *bpp = 8; *gl_format = GL_LUMINANCE; *gl_type = GL_UNSIGNED_BYTE; break; case IMGFMT_UYVY: // IMGFMT_YUY2 would be more logical for the _REV format, // but gives clearly swapped colors. case IMGFMT_YVYU: *gl_texfmt = GL_YCBCR_MESA; *bpp = 16; *gl_format = GL_YCBCR_MESA; *gl_type = fmt == IMGFMT_UYVY ? GL_UNSIGNED_SHORT_8_8 : GL_UNSIGNED_SHORT_8_8_REV; break; #if 0 // we do not support palettized formats, although the format the // swscale produces works case IMGFMT_RGB8: *gl_format = GL_RGB; *gl_type = GL_UNSIGNED_BYTE_2_3_3_REV; break; #endif case IMGFMT_RGB15: *gl_format = GL_RGBA; *gl_type = GL_UNSIGNED_SHORT_1_5_5_5_REV; break; case IMGFMT_RGB16: *gl_format = GL_RGB; *gl_type = GL_UNSIGNED_SHORT_5_6_5_REV; break; #if 0 case IMGFMT_BGR8: // special case as red and blue have a different number of bits. // GL_BGR and GL_UNSIGNED_BYTE_3_3_2 isn't supported at least // by nVidia drivers, and in addition would give more bits to // blue than to red, which isn't wanted *gl_format = GL_RGB; *gl_type = GL_UNSIGNED_BYTE_3_3_2; break; #endif case IMGFMT_BGR15: *gl_format = GL_BGRA; *gl_type = GL_UNSIGNED_SHORT_1_5_5_5_REV; break; case IMGFMT_BGR16: *gl_format = GL_RGB; *gl_type = GL_UNSIGNED_SHORT_5_6_5; break; case IMGFMT_BGR24: *gl_format = GL_BGR; *gl_type = GL_UNSIGNED_BYTE; break; case IMGFMT_BGRA: *gl_texfmt = 4; *gl_format = GL_BGRA; *gl_type = GL_UNSIGNED_BYTE; break; default: *gl_texfmt = 4; *gl_format = GL_RGBA; *gl_type = GL_UNSIGNED_BYTE; supported = 0; } #ifdef TEXTUREFORMAT_ALWAYS *gl_texfmt = TEXTUREFORMAT_ALWAYS; #endif return supported; } struct feature { int id; const char *name; }; static const struct feature features[] = { {MPGL_CAP_GL, "Basic OpenGL"}, {MPGL_CAP_GL_LEGACY, "Legacy OpenGL"}, {MPGL_CAP_GL2, "OpenGL 2.0"}, {MPGL_CAP_GL21, "OpenGL 2.1"}, {MPGL_CAP_GL3, "OpenGL 3.0"}, {MPGL_CAP_FB, "Framebuffers"}, {MPGL_CAP_VAO, "VAOs"}, {MPGL_CAP_SRGB_TEX, "sRGB textures"}, {MPGL_CAP_SRGB_FB, "sRGB framebuffers"}, {MPGL_CAP_FLOAT_TEX, "Float textures"}, {MPGL_CAP_TEX_RG, "RG textures"}, {MPGL_CAP_NO_SW, "NO_SW"}, {0}, }; static void list_features(int set, int msgl, bool invert) { for (const struct feature *f = &features[0]; f->id; f++) { if (invert == !(f->id & set)) mp_msg(MSGT_VO, msgl, " [%s]", f->name); } mp_msg(MSGT_VO, msgl, "\n"); } // This guesses if the current GL context is a suspected software renderer. static bool is_software_gl(GL *gl) { const char *renderer = gl->GetString(GL_RENDERER); const char *vendor = gl->GetString(GL_VENDOR); return !(renderer && vendor) || strcmp(renderer, "Software Rasterizer") == 0 || strstr(renderer, "llvmpipe") || strcmp(vendor, "Microsoft Corporation") == 0 || strcmp(renderer, "Mesa X11") == 0; } #ifdef HAVE_LIBDL #include #endif /** * \brief find address of a linked function * \param s name of function to find * \return address of function or NULL if not found */ static void *getdladdr(const char *s) { void *ret = NULL; #ifdef HAVE_LIBDL void *handle = dlopen(NULL, RTLD_LAZY); if (!handle) return NULL; ret = dlsym(handle, s); dlclose(handle); #endif return ret; } #define FN_OFFS(name) offsetof(GL, name) // Define the function with a "hard" reference to the function as fallback. // (This requires linking with a compatible OpenGL library.) #define DEF_FN_HARD(name) {FN_OFFS(name), {"gl" # name}, gl ## name} #define DEF_FN(name) {FN_OFFS(name), {"gl" # name}} #define DEF_FN_NAMES(name, ...) {FN_OFFS(name), {__VA_ARGS__}} struct gl_function { ptrdiff_t offset; char *funcnames[7]; void *fallback; }; struct gl_functions { const char *extension; // introduced with this extension in any version int provides; // bitfield of MPGL_CAP_* constants int ver_core; // introduced as required function int ver_removed; // removed as required function (no replacement) bool partial_ok; // loading only some functions is ok struct gl_function *functions; }; #define MAX_FN_COUNT 50 // max functions per gl_functions section struct gl_functions gl_functions[] = { // GL functions which are always available anywhere at least since 1.1 { .ver_core = MPGL_VER(1, 1), .provides = MPGL_CAP_GL, .functions = (struct gl_function[]) { DEF_FN_HARD(Viewport), DEF_FN_HARD(Clear), DEF_FN_HARD(GenTextures), DEF_FN_HARD(DeleteTextures), DEF_FN_HARD(TexEnvi), DEF_FN_HARD(ClearColor), DEF_FN_HARD(Enable), DEF_FN_HARD(Disable), DEF_FN_HARD(DrawBuffer), DEF_FN_HARD(DepthMask), DEF_FN_HARD(BlendFunc), DEF_FN_HARD(Flush), DEF_FN_HARD(Finish), DEF_FN_HARD(PixelStorei), DEF_FN_HARD(TexImage1D), DEF_FN_HARD(TexImage2D), DEF_FN_HARD(TexSubImage2D), DEF_FN_HARD(GetTexImage), DEF_FN_HARD(TexParameteri), DEF_FN_HARD(TexParameterf), DEF_FN_HARD(TexParameterfv), DEF_FN_HARD(GetIntegerv), DEF_FN_HARD(GetBooleanv), DEF_FN_HARD(ColorMask), DEF_FN_HARD(ReadPixels), DEF_FN_HARD(ReadBuffer), DEF_FN_HARD(DrawArrays), DEF_FN_HARD(GetString), DEF_FN_HARD(GetError), DEF_FN_HARD(GetTexLevelParameteriv), {0} }, }, // GL 2.0-3.x functions { .ver_core = MPGL_VER(2, 0), .provides = MPGL_CAP_GL2, .functions = (struct gl_function[]) { DEF_FN(GenBuffers), DEF_FN(DeleteBuffers), DEF_FN(BindBuffer), DEF_FN(MapBuffer), DEF_FN(UnmapBuffer), DEF_FN(BufferData), DEF_FN(ActiveTexture), DEF_FN(BindTexture), DEF_FN(GetAttribLocation), DEF_FN(EnableVertexAttribArray), DEF_FN(DisableVertexAttribArray), DEF_FN(VertexAttribPointer), DEF_FN(UseProgram), DEF_FN(GetUniformLocation), DEF_FN(CompileShader), DEF_FN(CreateProgram), DEF_FN(CreateShader), DEF_FN(ShaderSource), DEF_FN(LinkProgram), DEF_FN(AttachShader), DEF_FN(DeleteShader), DEF_FN(DeleteProgram), DEF_FN(GetShaderInfoLog), DEF_FN(GetShaderiv), DEF_FN(GetProgramInfoLog), DEF_FN(GetProgramiv), DEF_FN(BindAttribLocation), DEF_FN(Uniform1f), DEF_FN(Uniform2f), DEF_FN(Uniform3f), DEF_FN(Uniform1i), DEF_FN(UniformMatrix3fv), DEF_FN(TexImage3D), {0}, }, }, // GL 2.1-3.x functions (also: GLSL 120 shaders) { .ver_core = MPGL_VER(2, 1), .provides = MPGL_CAP_GL21, .functions = (struct gl_function[]) { DEF_FN(UniformMatrix4x3fv), {0} }, }, // GL 3.x core only functions. { .ver_core = MPGL_VER(3, 0), .provides = MPGL_CAP_GL3 | MPGL_CAP_SRGB_TEX | MPGL_CAP_SRGB_FB, .functions = (struct gl_function[]) { DEF_FN(GetStringi), {0} }, }, // Framebuffers, extension in GL 2.x, core in GL 3.x core. { .ver_core = MPGL_VER(3, 0), .extension = "GL_ARB_framebuffer_object", .provides = MPGL_CAP_FB, .functions = (struct gl_function[]) { DEF_FN(BindFramebuffer), DEF_FN(GenFramebuffers), DEF_FN(DeleteFramebuffers), DEF_FN(CheckFramebufferStatus), DEF_FN(FramebufferTexture2D), {0} }, }, // Framebuffers, alternative extension name. { .ver_removed = MPGL_VER(3, 0), // don't touch these fn names in 3.x .extension = "GL_EXT_framebuffer_object", .provides = MPGL_CAP_FB, .functions = (struct gl_function[]) { DEF_FN_NAMES(BindFramebuffer, "glBindFramebufferEXT"), DEF_FN_NAMES(GenFramebuffers, "glGenFramebuffersEXT"), DEF_FN_NAMES(DeleteFramebuffers, "glDeleteFramebuffersEXT"), DEF_FN_NAMES(CheckFramebufferStatus, "glCheckFramebufferStatusEXT"), DEF_FN_NAMES(FramebufferTexture2D, "glFramebufferTexture2DEXT"), {0} }, }, // VAOs, extension in GL 2.x, core in GL 3.x core. { .ver_core = MPGL_VER(3, 0), .extension = "GL_ARB_vertex_array_object", .provides = MPGL_CAP_VAO, .functions = (struct gl_function[]) { DEF_FN(GenVertexArrays), DEF_FN(BindVertexArray), DEF_FN(DeleteVertexArrays), {0} } }, // sRGB textures, extension in GL 2.x, core in GL 3.x core. { .ver_core = MPGL_VER(3, 0), .extension = "GL_EXT_texture_sRGB", .provides = MPGL_CAP_SRGB_TEX, .functions = (struct gl_function[]) {{0}}, }, // sRGB framebuffers, extension in GL 2.x, core in GL 3.x core. { .ver_core = MPGL_VER(3, 0), .extension = "GL_EXT_framebuffer_sRGB", .provides = MPGL_CAP_SRGB_FB, .functions = (struct gl_function[]) {{0}}, }, // Float textures, extension in GL 2.x, core in GL 3.x core. { .ver_core = MPGL_VER(3, 0), .extension = "GL_ARB_texture_float", .provides = MPGL_CAP_FLOAT_TEX, .functions = (struct gl_function[]) {{0}}, }, // GL_RED / GL_RG textures, extension in GL 2.x, core in GL 3.x core. { .ver_core = MPGL_VER(3, 0), .extension = "GL_ARB_texture_rg", .provides = MPGL_CAP_TEX_RG, .functions = (struct gl_function[]) {{0}}, }, // Swap control, always an OS specific extension { .extension = "_swap_control", .functions = (struct gl_function[]) { DEF_FN_NAMES(SwapInterval, "glXSwapIntervalSGI", "glXSwapInterval", "wglSwapIntervalSGI", "wglSwapInterval", "wglSwapIntervalEXT"), {0} }, }, // GL legacy functions in GL 1.x - 2.x, removed from GL 3.x { .ver_core = MPGL_VER(1, 1), .ver_removed = MPGL_VER(3, 0), .provides = MPGL_CAP_GL_LEGACY, .functions = (struct gl_function[]) { DEF_FN_HARD(Begin), DEF_FN_HARD(End), DEF_FN_HARD(MatrixMode), DEF_FN_HARD(LoadIdentity), DEF_FN_HARD(Translated), DEF_FN_HARD(Scaled), DEF_FN_HARD(Ortho), DEF_FN_HARD(PushMatrix), DEF_FN_HARD(PopMatrix), DEF_FN_HARD(GenLists), DEF_FN_HARD(DeleteLists), DEF_FN_HARD(NewList), DEF_FN_HARD(EndList), DEF_FN_HARD(CallList), DEF_FN_HARD(CallLists), DEF_FN_HARD(Color4ub), DEF_FN_HARD(Color4f), DEF_FN_HARD(TexCoord2f), DEF_FN_HARD(TexCoord2fv), DEF_FN_HARD(Vertex2f), DEF_FN_HARD(VertexPointer), DEF_FN_HARD(ColorPointer), DEF_FN_HARD(TexCoordPointer), DEF_FN_HARD(EnableClientState), DEF_FN_HARD(DisableClientState), {0} }, }, // Loading of old extensions, which are later added to GL 2.0. // NOTE: actually we should be checking the extension strings: the OpenGL // library could provide an entry point, but not implement it. // But the previous code didn't do that, and nobody ever complained. { .ver_removed = MPGL_VER(2, 1), .partial_ok = true, .functions = (struct gl_function[]) { DEF_FN_NAMES(GenBuffers, "glGenBuffers", "glGenBuffersARB"), DEF_FN_NAMES(DeleteBuffers, "glDeleteBuffers", "glDeleteBuffersARB"), DEF_FN_NAMES(BindBuffer, "glBindBuffer", "glBindBufferARB"), DEF_FN_NAMES(MapBuffer, "glMapBuffer", "glMapBufferARB"), DEF_FN_NAMES(UnmapBuffer, "glUnmapBuffer", "glUnmapBufferARB"), DEF_FN_NAMES(BufferData, "glBufferData", "glBufferDataARB"), DEF_FN_NAMES(ActiveTexture, "glActiveTexture", "glActiveTextureARB"), DEF_FN_NAMES(BindTexture, "glBindTexture", "glBindTextureARB", "glBindTextureEXT"), DEF_FN_NAMES(MultiTexCoord2f, "glMultiTexCoord2f", "glMultiTexCoord2fARB"), DEF_FN_NAMES(TexImage3D, "glTexImage3D"), {0} }, }, // Ancient ARB shaders. { .extension = "_program", .ver_removed = MPGL_VER(3, 0), .functions = (struct gl_function[]) { DEF_FN_NAMES(GenPrograms, "glGenProgramsARB"), DEF_FN_NAMES(DeletePrograms, "glDeleteProgramsARB"), DEF_FN_NAMES(BindProgram, "glBindProgramARB"), DEF_FN_NAMES(ProgramString, "glProgramStringARB"), DEF_FN_NAMES(GetProgramivARB, "glGetProgramivARB"), DEF_FN_NAMES(ProgramEnvParameter4f, "glProgramEnvParameter4fARB"), {0} }, }, // Ancient ATI extensions. { .extension = "ATI_fragment_shader", .ver_removed = MPGL_VER(3, 0), .functions = (struct gl_function[]) { DEF_FN_NAMES(BeginFragmentShader, "glBeginFragmentShaderATI"), DEF_FN_NAMES(EndFragmentShader, "glEndFragmentShaderATI"), DEF_FN_NAMES(SampleMap, "glSampleMapATI"), DEF_FN_NAMES(ColorFragmentOp2, "glColorFragmentOp2ATI"), DEF_FN_NAMES(ColorFragmentOp3, "glColorFragmentOp3ATI"), DEF_FN_NAMES(SetFragmentShaderConstant, "glSetFragmentShaderConstantATI"), {0} }, }, }; #undef FN_OFFS #undef DEF_FN_HARD #undef DEF_FN #undef DEF_FN_NAMES /** * \brief find the function pointers of some useful OpenGL extensions * \param getProcAddress function to resolve function names, may be NULL * \param ext2 an extra extension string */ static void getFunctions(GL *gl, void *(*getProcAddress)(const GLubyte *), const char *ext2, bool gl3) { talloc_free_children(gl); *gl = (GL) { .extensions = talloc_strdup(gl, ext2 ? ext2 : ""), }; if (!getProcAddress) getProcAddress = (void *)getdladdr; GLint major = 0, minor = 0; if (gl3) { gl->GetStringi = getProcAddress("glGetStringi"); gl->GetIntegerv = getProcAddress("glGetIntegerv"); if (!(gl->GetStringi && gl->GetIntegerv)) return; gl->GetIntegerv(GL_MAJOR_VERSION, &major); gl->GetIntegerv(GL_MINOR_VERSION, &minor); GLint exts; gl->GetIntegerv(GL_NUM_EXTENSIONS, &exts); for (int n = 0; n < exts; n++) { gl->extensions = talloc_asprintf_append(gl->extensions, " %s", gl->GetStringi(GL_EXTENSIONS, n)); } } else { gl->GetString = getProcAddress("glGetString"); if (!gl->GetString) gl->GetString = glGetString; const char *ext = (char*)gl->GetString(GL_EXTENSIONS); gl->extensions = talloc_asprintf_append(gl->extensions, " %s", ext); const char *version = gl->GetString(GL_VERSION); sscanf(version, "%d.%d", &major, &minor); } gl->version = MPGL_VER(major, minor); mp_msg(MSGT_VO, MSGL_V, "[gl] Detected OpenGL %d.%d.\n", major, minor); mp_msg(MSGT_VO, MSGL_DBG2, "[gl] Combined OpenGL extensions string:\n%s\n", gl->extensions); for (int n = 0; n < sizeof(gl_functions) / sizeof(gl_functions[0]); n++) { struct gl_functions *section = &gl_functions[n]; // With gl3=false, we could have a legacy context, where functionality // is never removed. (E.g. the context could be at version >= 3.0, but // legacy functions like glBegin still exist and work.) if (gl3 && section->ver_removed && gl->version >= section->ver_removed) continue; // NOTE: Function entrypoints can exist, even if they do not work. // We must always check extension strings and versions. bool exists = false; if (section->ver_core) exists = gl->version >= section->ver_core; if (section->extension && strstr(gl->extensions, section->extension)) exists = true; if (section->partial_ok) exists = true; // possibly if (!exists) continue; void *loaded[MAX_FN_COUNT] = {0}; bool all_loaded = true; for (int i = 0; section->functions[i].funcnames[0]; i++) { struct gl_function *fn = §ion->functions[i]; void *ptr = NULL; for (int x = 0; fn->funcnames[x]; x++) { ptr = getProcAddress((const GLubyte *)fn->funcnames[x]); if (ptr) break; } if (!ptr) ptr = fn->fallback; if (!ptr) { all_loaded = false; if (!section->partial_ok) { mp_msg(MSGT_VO, MSGL_V, "[gl] Required function '%s' not " "found for %s/%d.%d.\n", fn->funcnames[0], section->extension ? section->extension : "native", MPGL_VER_GET_MAJOR(section->ver_core), MPGL_VER_GET_MINOR(section->ver_core)); break; } } assert(i < MAX_FN_COUNT); loaded[i] = ptr; } if (all_loaded || section->partial_ok) { gl->mpgl_caps |= section->provides; for (int i = 0; section->functions[i].funcnames[0]; i++) { struct gl_function *fn = §ion->functions[i]; void **funcptr = (void**)(((char*)gl) + fn->offset); if (loaded[i]) *funcptr = loaded[i]; } } } gl->glsl_version = 0; if (gl->version >= MPGL_VER(2, 0)) gl->glsl_version = 110; if (gl->version >= MPGL_VER(2, 1)) gl->glsl_version = 120; if (gl->version >= MPGL_VER(3, 0)) gl->glsl_version = 130; // Specifically needed for OSX (normally we request 3.0 contexts only, but // OSX always creates 3.2 contexts when requesting a core context). if (gl->version >= MPGL_VER(3, 2)) gl->glsl_version = 150; if (!is_software_gl(gl)) gl->mpgl_caps |= MPGL_CAP_NO_SW; mp_msg(MSGT_VO, MSGL_V, "[gl] Detected OpenGL features:"); list_features(gl->mpgl_caps, MSGL_V, false); } /** * \brief create a texture and set some defaults * \param target texture taget, usually GL_TEXTURE_2D * \param fmt internal texture format * \param format texture host data format * \param type texture host data type * \param filter filter used for scaling, e.g. GL_LINEAR * \param w texture width * \param h texture height * \param val luminance value to fill texture with * \ingroup gltexture */ void glCreateClearTex(GL *gl, GLenum target, GLenum fmt, GLenum format, GLenum type, GLint filter, int w, int h, unsigned char val) { GLfloat fval = (GLfloat)val / 255.0; GLfloat border[4] = { fval, fval, fval, fval }; int stride; char *init; if (w == 0) w = 1; if (h == 0) h = 1; stride = w * glFmt2bpp(format, type); if (!stride) return; init = malloc(stride * h); memset(init, val, stride * h); glAdjustAlignment(gl, stride); gl->PixelStorei(GL_UNPACK_ROW_LENGTH, w); gl->TexImage2D(target, 0, fmt, w, h, 0, format, type, init); gl->TexParameterf(target, GL_TEXTURE_PRIORITY, 1.0); gl->TexParameteri(target, GL_TEXTURE_MIN_FILTER, filter); gl->TexParameteri(target, GL_TEXTURE_MAG_FILTER, filter); gl->TexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); gl->TexParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); // Border texels should not be used with CLAMP_TO_EDGE // We set a sane default anyway. gl->TexParameterfv(target, GL_TEXTURE_BORDER_COLOR, border); free(init); } static GLint detect_hqtexfmt(GL *gl) { const char *extensions = (const char *)gl->GetString(GL_EXTENSIONS); if (strstr(extensions, "_texture_float")) return GL_RGB32F; else if (strstr(extensions, "NV_float_buffer")) return GL_FLOAT_RGB32_NV; return GL_RGB16; } /** * \brief creates a texture from a PPM file * \param target texture taget, usually GL_TEXTURE_2D * \param fmt internal texture format, 0 for default * \param filter filter used for scaling, e.g. GL_LINEAR * \param f file to read PPM from * \param width [out] width of texture * \param height [out] height of texture * \param maxval [out] maxval value from PPM file * \return 0 on error, 1 otherwise * \ingroup gltexture */ int glCreatePPMTex(GL *gl, GLenum target, GLenum fmt, GLint filter, FILE *f, int *width, int *height, int *maxval) { int w, h, m, bpp; GLenum type; uint8_t *data = read_pnm(f, &w, &h, &bpp, &m); GLint hqtexfmt = detect_hqtexfmt(gl); if (!data || (bpp != 3 && bpp != 6)) { free(data); return 0; } if (!fmt) { fmt = bpp == 6 ? hqtexfmt : 3; if (fmt == GL_FLOAT_RGB32_NV && target != GL_TEXTURE_RECTANGLE) fmt = GL_RGB16; } type = bpp == 6 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_BYTE; glCreateClearTex(gl, target, fmt, GL_RGB, type, filter, w, h, 0); glUploadTex(gl, target, GL_RGB, type, data, w * bpp, 0, 0, w, h, 0); free(data); if (width) *width = w; if (height) *height = h; if (maxval) *maxval = m; return 1; } /** * \brief return the number of bytes per pixel for the given format * \param format OpenGL format * \param type OpenGL type * \return bytes per pixel * \ingroup glgeneral * * Does not handle all possible variants, just those used by MPlayer */ int glFmt2bpp(GLenum format, GLenum type) { int component_size = 0; switch (type) { case GL_UNSIGNED_BYTE_3_3_2: case GL_UNSIGNED_BYTE_2_3_3_REV: return 1; case GL_UNSIGNED_SHORT_5_5_5_1: case GL_UNSIGNED_SHORT_1_5_5_5_REV: case GL_UNSIGNED_SHORT_5_6_5: case GL_UNSIGNED_SHORT_5_6_5_REV: return 2; case GL_UNSIGNED_BYTE: component_size = 1; break; case GL_UNSIGNED_SHORT: component_size = 2; break; } switch (format) { case GL_LUMINANCE: case GL_ALPHA: return component_size; case GL_YCBCR_MESA: return 2; case GL_RGB: case GL_BGR: return 3 * component_size; case GL_RGBA: case GL_BGRA: return 4 * component_size; case GL_RED: return component_size; case GL_RG: case GL_LUMINANCE_ALPHA: return 2 * component_size; } abort(); // unknown } /** * \brief upload a texture, handling things like stride and slices * \param target texture target, usually GL_TEXTURE_2D * \param format OpenGL format of data * \param type OpenGL type of data * \param dataptr data to upload * \param stride data stride * \param x x offset in texture * \param y y offset in texture * \param w width of the texture part to upload * \param h height of the texture part to upload * \param slice height of an upload slice, 0 for all at once * \ingroup gltexture */ void glUploadTex(GL *gl, GLenum target, GLenum format, GLenum type, const void *dataptr, int stride, int x, int y, int w, int h, int slice) { const uint8_t *data = dataptr; int y_max = y + h; if (w <= 0 || h <= 0) return; if (slice <= 0) slice = h; if (stride < 0) { data += (h - 1) * stride; stride = -stride; } // this is not always correct, but should work for MPlayer glAdjustAlignment(gl, stride); gl->PixelStorei(GL_UNPACK_ROW_LENGTH, stride / glFmt2bpp(format, type)); for (; y + slice <= y_max; y += slice) { gl->TexSubImage2D(target, 0, x, y, w, slice, format, type, data); data += stride * slice; } if (y < y_max) gl->TexSubImage2D(target, 0, x, y, w, y_max - y, format, type, data); } // Like glUploadTex, but upload a byte array with all elements set to val. // If scratch is not NULL, points to a resizeable talloc memory block than can // be freely used by the function (for avoiding temporary memory allocations). void glClearTex(GL *gl, GLenum target, GLenum format, GLenum type, int x, int y, int w, int h, uint8_t val, void **scratch) { int bpp = glFmt2bpp(format, type); int stride = w * bpp; int size = h * stride; if (size < 1) return; void *data = scratch ? *scratch : NULL; if (talloc_get_size(data) < size) data = talloc_realloc(NULL, data, char *, size); memset(data, val, size); glAdjustAlignment(gl, stride); gl->PixelStorei(GL_UNPACK_ROW_LENGTH, w); gl->TexSubImage2D(target, 0, x, y, w, h, format, type, data); if (scratch) { *scratch = data; } else { talloc_free(data); } } /** * \brief download a texture, handling things like stride and slices * \param target texture target, usually GL_TEXTURE_2D * \param format OpenGL format of data * \param type OpenGL type of data * \param dataptr destination memory for download * \param stride data stride (must be positive) * \ingroup gltexture */ void glDownloadTex(GL *gl, GLenum target, GLenum format, GLenum type, void *dataptr, int stride) { // this is not always correct, but should work for MPlayer glAdjustAlignment(gl, stride); gl->PixelStorei(GL_PACK_ROW_LENGTH, stride / glFmt2bpp(format, type)); gl->GetTexImage(target, 0, format, type, dataptr); } /** * \brief Setup ATI version of register combiners for YUV to RGB conversion. * \param csp_params parameters used for colorspace conversion * \param text if set use the GL_ATI_text_fragment_shader API as * used on OS X. */ static void glSetupYUVFragmentATI(GL *gl, struct mp_csp_params *csp_params, int text) { GLint i; float yuv2rgb[3][4]; gl->GetIntegerv(GL_MAX_TEXTURE_UNITS, &i); if (i < 3) mp_msg(MSGT_VO, MSGL_ERR, "[gl] 3 texture units needed for YUV combiner (ATI) support (found %i)\n", i); mp_get_yuv2rgb_coeffs(csp_params, yuv2rgb); for (i = 0; i < 3; i++) { int j; yuv2rgb[i][3] -= -0.5 * (yuv2rgb[i][1] + yuv2rgb[i][2]); for (j = 0; j < 4; j++) { yuv2rgb[i][j] *= 0.125; yuv2rgb[i][j] += 0.5; if (yuv2rgb[i][j] > 1) yuv2rgb[i][j] = 1; if (yuv2rgb[i][j] < 0) yuv2rgb[i][j] = 0; } } if (text == 0) { GLfloat c0[4] = { yuv2rgb[0][0], yuv2rgb[1][0], yuv2rgb[2][0] }; GLfloat c1[4] = { yuv2rgb[0][1], yuv2rgb[1][1], yuv2rgb[2][1] }; GLfloat c2[4] = { yuv2rgb[0][2], yuv2rgb[1][2], yuv2rgb[2][2] }; GLfloat c3[4] = { yuv2rgb[0][3], yuv2rgb[1][3], yuv2rgb[2][3] }; if (!gl->BeginFragmentShader || !gl->EndFragmentShader || !gl->SetFragmentShaderConstant || !gl->SampleMap || !gl->ColorFragmentOp2 || !gl->ColorFragmentOp3) { mp_msg(MSGT_VO, MSGL_FATAL, "[gl] Combiner (ATI) functions missing!\n"); return; } gl->GetIntegerv(GL_NUM_FRAGMENT_REGISTERS_ATI, &i); if (i < 3) mp_msg(MSGT_VO, MSGL_ERR, "[gl] 3 registers needed for YUV combiner (ATI) support (found %i)\n", i); gl->BeginFragmentShader(); gl->SetFragmentShaderConstant(GL_CON_0_ATI, c0); gl->SetFragmentShaderConstant(GL_CON_1_ATI, c1); gl->SetFragmentShaderConstant(GL_CON_2_ATI, c2); gl->SetFragmentShaderConstant(GL_CON_3_ATI, c3); gl->SampleMap(GL_REG_0_ATI, GL_TEXTURE0, GL_SWIZZLE_STR_ATI); gl->SampleMap(GL_REG_1_ATI, GL_TEXTURE1, GL_SWIZZLE_STR_ATI); gl->SampleMap(GL_REG_2_ATI, GL_TEXTURE2, GL_SWIZZLE_STR_ATI); gl->ColorFragmentOp2(GL_MUL_ATI, GL_REG_1_ATI, GL_NONE, GL_NONE, GL_REG_1_ATI, GL_NONE, GL_BIAS_BIT_ATI, GL_CON_1_ATI, GL_NONE, GL_BIAS_BIT_ATI); gl->ColorFragmentOp3(GL_MAD_ATI, GL_REG_2_ATI, GL_NONE, GL_NONE, GL_REG_2_ATI, GL_NONE, GL_BIAS_BIT_ATI, GL_CON_2_ATI, GL_NONE, GL_BIAS_BIT_ATI, GL_REG_1_ATI, GL_NONE, GL_NONE); gl->ColorFragmentOp3(GL_MAD_ATI, GL_REG_0_ATI, GL_NONE, GL_NONE, GL_REG_0_ATI, GL_NONE, GL_NONE, GL_CON_0_ATI, GL_NONE, GL_BIAS_BIT_ATI, GL_REG_2_ATI, GL_NONE, GL_NONE); gl->ColorFragmentOp2(GL_ADD_ATI, GL_REG_0_ATI, GL_NONE, GL_8X_BIT_ATI, GL_REG_0_ATI, GL_NONE, GL_NONE, GL_CON_3_ATI, GL_NONE, GL_BIAS_BIT_ATI); gl->EndFragmentShader(); } else { static const char template[] = "!!ATIfs1.0\n" "StartConstants;\n" " CONSTANT c0 = {%e, %e, %e};\n" " CONSTANT c1 = {%e, %e, %e};\n" " CONSTANT c2 = {%e, %e, %e};\n" " CONSTANT c3 = {%e, %e, %e};\n" "EndConstants;\n" "StartOutputPass;\n" " SampleMap r0, t0.str;\n" " SampleMap r1, t1.str;\n" " SampleMap r2, t2.str;\n" " MUL r1.rgb, r1.bias, c1.bias;\n" " MAD r2.rgb, r2.bias, c2.bias, r1;\n" " MAD r0.rgb, r0, c0.bias, r2;\n" " ADD r0.rgb.8x, r0, c3.bias;\n" "EndPass;\n"; char buffer[512]; snprintf(buffer, sizeof(buffer), template, yuv2rgb[0][0], yuv2rgb[1][0], yuv2rgb[2][0], yuv2rgb[0][1], yuv2rgb[1][1], yuv2rgb[2][1], yuv2rgb[0][2], yuv2rgb[1][2], yuv2rgb[2][2], yuv2rgb[0][3], yuv2rgb[1][3], yuv2rgb[2][3]); mp_msg(MSGT_VO, MSGL_DBG2, "[gl] generated fragment program:\n%s\n", buffer); loadGPUProgram(gl, GL_TEXT_FRAGMENT_SHADER_ATI, buffer); } } // Replace all occurances of variables named "$"+name (e.g. $foo) in *text with // replace, and return the result. *text must have been allocated with talloc. static void replace_var_str(char **text, const char *name, const char *replace) { size_t namelen = strlen(name); char *nextvar = *text; void *parent = talloc_parent(*text); for (;;) { nextvar = strchr(nextvar, '$'); if (!nextvar) break; char *until = nextvar; nextvar++; if (strncmp(nextvar, name, namelen) != 0) continue; nextvar += namelen; // try not to replace prefixes of other vars (e.g. $foo vs. $foo_bar) char term = nextvar[0]; if (isalnum(term) || term == '_') continue; int prelength = until - *text; int postlength = nextvar - *text; char *n = talloc_asprintf(parent, "%.*s%s%s", prelength, *text, replace, nextvar); talloc_free(*text); *text = n; nextvar = *text + postlength; } } static void replace_var_float(char **text, const char *name, float replace) { char *s = talloc_asprintf(NULL, "%e", replace); replace_var_str(text, name, s); talloc_free(s); } static void replace_var_char(char **text, const char *name, char replace) { char s[2] = { replace, '\0' }; replace_var_str(text, name, s); } // Append template to *text. Possibly initialize *text if it's NULL. static void append_template(char **text, const char* template) { if (!text) *text = talloc_strdup(NULL, template); else *text = talloc_strdup_append(*text, template); } /** * \brief helper function for gen_spline_lookup_tex * \param x subpixel-position ((0,1) range) to calculate weights for * \param dst where to store transformed weights, must provide space for 4 GLfloats * * calculates the weights and stores them after appropriate transformation * for the scaler fragment program. */ static void store_weights(float x, GLfloat *dst) { float w0 = (((-1 * x + 3) * x - 3) * x + 1) / 6; float w1 = (((3 * x - 6) * x + 0) * x + 4) / 6; float w2 = (((-3 * x + 3) * x + 3) * x + 1) / 6; float w3 = (((1 * x + 0) * x + 0) * x + 0) / 6; *dst++ = 1 + x - w1 / (w0 + w1); *dst++ = 1 - x + w3 / (w2 + w3); *dst++ = w0 + w1; *dst++ = 0; } //! to avoid artefacts this should be rather large #define LOOKUP_BSPLINE_RES (2 * 1024) /** * \brief creates the 1D lookup texture needed for fast higher-order filtering * \param unit texture unit to attach texture to */ static void gen_spline_lookup_tex(GL *gl, GLenum unit) { GLfloat *tex = calloc(4 * LOOKUP_BSPLINE_RES, sizeof(*tex)); GLfloat *tp = tex; int i; for (i = 0; i < LOOKUP_BSPLINE_RES; i++) { float x = (float)(i + 0.5) / LOOKUP_BSPLINE_RES; store_weights(x, tp); tp += 4; } store_weights(0, tex); store_weights(1, &tex[4 * (LOOKUP_BSPLINE_RES - 1)]); gl->ActiveTexture(unit); gl->TexImage1D(GL_TEXTURE_1D, 0, GL_RGBA16, LOOKUP_BSPLINE_RES, 0, GL_RGBA, GL_FLOAT, tex); gl->TexParameterf(GL_TEXTURE_1D, GL_TEXTURE_PRIORITY, 1.0); gl->TexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); gl->TexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); gl->TexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_REPEAT); gl->ActiveTexture(GL_TEXTURE0); free(tex); } #define NOISE_RES 2048 /** * \brief creates the 1D lookup texture needed to generate pseudo-random numbers. * \param unit texture unit to attach texture to */ static void gen_noise_lookup_tex(GL *gl, GLenum unit) { GLfloat *tex = calloc(NOISE_RES, sizeof(*tex)); uint32_t lcg = 0x79381c11; int i; for (i = 0; i < NOISE_RES; i++) tex[i] = (double)i / (NOISE_RES - 1); for (i = 0; i < NOISE_RES - 1; i++) { int remain = NOISE_RES - i; int idx = i + (lcg >> 16) % remain; GLfloat tmp = tex[i]; tex[i] = tex[idx]; tex[idx] = tmp; lcg = lcg * 1664525 + 1013904223; } gl->ActiveTexture(unit); gl->TexImage1D(GL_TEXTURE_1D, 0, 1, NOISE_RES, 0, GL_RED, GL_FLOAT, tex); gl->TexParameterf(GL_TEXTURE_1D, GL_TEXTURE_PRIORITY, 1.0); gl->TexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); gl->TexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); gl->TexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_REPEAT); gl->ActiveTexture(GL_TEXTURE0); free(tex); } #define SAMPLE(dest, coord, texture) \ "TEX textemp, " coord ", " texture ", $tex_type;\n" \ "MOV " dest ", textemp.r;\n" static const char bilin_filt_template[] = SAMPLE("yuv.$out_comp","fragment.texcoord[$in_tex]","texture[$in_tex]"); #define BICUB_FILT_MAIN \ /* first y-interpolation */ \ "ADD coord, fragment.texcoord[$in_tex].xyxy, cdelta.xyxw;\n" \ "ADD coord2, fragment.texcoord[$in_tex].xyxy, cdelta.zyzw;\n" \ SAMPLE("a.r","coord.xyxy","texture[$in_tex]") \ SAMPLE("a.g","coord.zwzw","texture[$in_tex]") \ /* second y-interpolation */ \ SAMPLE("b.r","coord2.xyxy","texture[$in_tex]") \ SAMPLE("b.g","coord2.zwzw","texture[$in_tex]") \ "LRP a.b, parmy.b, a.rrrr, a.gggg;\n" \ "LRP a.a, parmy.b, b.rrrr, b.gggg;\n" \ /* x-interpolation */ \ "LRP yuv.$out_comp, parmx.b, a.bbbb, a.aaaa;\n" static const char bicub_filt_template_2D[] = "MAD coord.xy, fragment.texcoord[$in_tex], {$texw, $texh}, {0.5, 0.5};\n" "TEX parmx, coord.x, texture[$texs], 1D;\n" "MUL cdelta.xz, parmx.rrgg, {-$ptw, 0, $ptw, 0};\n" "TEX parmy, coord.y, texture[$texs], 1D;\n" "MUL cdelta.yw, parmy.rrgg, {0, -$pth, 0, $pth};\n" BICUB_FILT_MAIN; static const char bicub_filt_template_RECT[] = "ADD coord, fragment.texcoord[$in_tex], {0.5, 0.5};\n" "TEX parmx, coord.x, texture[$texs], 1D;\n" "MUL cdelta.xz, parmx.rrgg, {-1, 0, 1, 0};\n" "TEX parmy, coord.y, texture[$texs], 1D;\n" "MUL cdelta.yw, parmy.rrgg, {0, -1, 0, 1};\n" BICUB_FILT_MAIN; #define CALCWEIGHTS(t, s) \ "MAD "t ", {-0.5, 0.1666, 0.3333, -0.3333}, "s ", {1, 0, -0.5, 0.5};\n" \ "MAD "t ", "t ", "s ", {0, 0, -0.5, 0.5};\n" \ "MAD "t ", "t ", "s ", {-0.6666, 0, 0.8333, 0.1666};\n" \ "RCP a.x, "t ".z;\n" \ "RCP a.y, "t ".w;\n" \ "MAD "t ".xy, "t ".xyxy, a.xyxy, {1, 1, 0, 0};\n" \ "ADD "t ".x, "t ".xxxx, "s ";\n" \ "SUB "t ".y, "t ".yyyy, "s ";\n" static const char bicub_notex_filt_template_2D[] = "MAD coord.xy, fragment.texcoord[$in_tex], {$texw, $texh}, {0.5, 0.5};\n" "FRC coord.xy, coord.xyxy;\n" CALCWEIGHTS("parmx", "coord.xxxx") "MUL cdelta.xz, parmx.rrgg, {-$ptw, 0, $ptw, 0};\n" CALCWEIGHTS("parmy", "coord.yyyy") "MUL cdelta.yw, parmy.rrgg, {0, -$pth, 0, $pth};\n" BICUB_FILT_MAIN; static const char bicub_notex_filt_template_RECT[] = "ADD coord, fragment.texcoord[$in_tex], {0.5, 0.5};\n" "FRC coord.xy, coord.xyxy;\n" CALCWEIGHTS("parmx", "coord.xxxx") "MUL cdelta.xz, parmx.rrgg, {-1, 0, 1, 0};\n" CALCWEIGHTS("parmy", "coord.yyyy") "MUL cdelta.yw, parmy.rrgg, {0, -1, 0, 1};\n" BICUB_FILT_MAIN; #define BICUB_X_FILT_MAIN \ "ADD coord.xy, fragment.texcoord[$in_tex].xyxy, cdelta.xyxy;\n" \ "ADD coord2.xy, fragment.texcoord[$in_tex].xyxy, cdelta.zyzy;\n" \ SAMPLE("a.r","coord","texture[$in_tex]") \ SAMPLE("b.r","coord2","texture[$in_tex]") \ /* x-interpolation */ \ "LRP yuv.$out_comp, parmx.b, a.rrrr, b.rrrr;\n" static const char bicub_x_filt_template_2D[] = "MAD coord.x, fragment.texcoord[$in_tex], {$texw}, {0.5};\n" "TEX parmx, coord, texture[$texs], 1D;\n" "MUL cdelta.xyz, parmx.rrgg, {-$ptw, 0, $ptw};\n" BICUB_X_FILT_MAIN; static const char bicub_x_filt_template_RECT[] = "ADD coord.x, fragment.texcoord[$in_tex], {0.5};\n" "TEX parmx, coord, texture[$texs], 1D;\n" "MUL cdelta.xyz, parmx.rrgg, {-1, 0, 1};\n" BICUB_X_FILT_MAIN; static const char unsharp_filt_template[] = "PARAM dcoord$out_comp = {$ptw_05, $pth_05, $ptw_05, -$pth_05};\n" "ADD coord, fragment.texcoord[$in_tex].xyxy, dcoord$out_comp;\n" "SUB coord2, fragment.texcoord[$in_tex].xyxy, dcoord$out_comp;\n" SAMPLE("a.r","fragment.texcoord[$in_tex]","texture[$in_tex]") SAMPLE("b.r","coord.xyxy","texture[$in_tex]") SAMPLE("b.g","coord.zwzw","texture[$in_tex]") "ADD b.r, b.r, b.g;\n" SAMPLE("b.b","coord2.xyxy","texture[$in_tex]") SAMPLE("b.g","coord2.zwzw","texture[$in_tex]") "DP3 b, b, {0.25, 0.25, 0.25};\n" "SUB b.r, a.r, b.r;\n" "MAD textemp.r, b.r, {$strength}, a.r;\n" "MOV yuv.$out_comp, textemp.r;\n"; static const char unsharp_filt_template2[] = "PARAM dcoord$out_comp = {$ptw_12, $pth_12, $ptw_12, -$pth_12};\n" "PARAM dcoord2$out_comp = {$ptw_15, 0, 0, $pth_15};\n" "ADD coord, fragment.texcoord[$in_tex].xyxy, dcoord$out_comp;\n" "SUB coord2, fragment.texcoord[$in_tex].xyxy, dcoord$out_comp;\n" SAMPLE("a.r","fragment.texcoord[$in_tex]","texture[$in_tex]") SAMPLE("b.r","coord.xyxy","texture[$in_tex]") SAMPLE("b.g","coord.zwzw","texture[$in_tex]") "ADD b.r, b.r, b.g;\n" SAMPLE("b.b","coord2.xyxy","texture[$in_tex]") SAMPLE("b.g","coord2.zwzw","texture[$in_tex]") "ADD b.r, b.r, b.b;\n" "ADD b.a, b.r, b.g;\n" "ADD coord, fragment.texcoord[$in_tex].xyxy, dcoord2$out_comp;\n" "SUB coord2, fragment.texcoord[$in_tex].xyxy, dcoord2$out_comp;\n" SAMPLE("b.r","coord.xyxy","texture[$in_tex]") SAMPLE("b.g","coord.zwzw","texture[$in_tex]") "ADD b.r, b.r, b.g;\n" SAMPLE("b.b","coord2.xyxy","texture[$in_tex]") SAMPLE("b.g","coord2.zwzw","texture[$in_tex]") "DP4 b.r, b, {-0.1171875, -0.1171875, -0.1171875, -0.09765625};\n" "MAD b.r, a.r, {0.859375}, b.r;\n" "MAD textemp.r, b.r, {$strength}, a.r;\n" "MOV yuv.$out_comp, textemp.r;\n"; static const char yuv_prog_template[] = "PARAM ycoef = {$cm11, $cm21, $cm31};\n" "PARAM ucoef = {$cm12, $cm22, $cm32};\n" "PARAM vcoef = {$cm13, $cm23, $cm33};\n" "PARAM offsets = {$cm14, $cm24, $cm34};\n" "TEMP res;\n" "MAD res.rgb, yuv.rrrr, ycoef, offsets;\n" "MAD res.rgb, yuv.gggg, ucoef, res;\n" "MAD res.rgb, yuv.bbbb, vcoef, res;\n"; static const char yuv_pow_prog_template[] = "PARAM ycoef = {$cm11, $cm21, $cm31};\n" "PARAM ucoef = {$cm12, $cm22, $cm32};\n" "PARAM vcoef = {$cm13, $cm23, $cm33};\n" "PARAM offsets = {$cm14, $cm24, $cm34};\n" "PARAM gamma = {$gamma_r, $gamma_g, $gamma_b};\n" "TEMP res;\n" "MAD res.rgb, yuv.rrrr, ycoef, offsets;\n" "MAD res.rgb, yuv.gggg, ucoef, res;\n" "MAD_SAT res.rgb, yuv.bbbb, vcoef, res;\n" "POW res.r, res.r, gamma.r;\n" "POW res.g, res.g, gamma.g;\n" "POW res.b, res.b, gamma.b;\n"; static const char yuv_lookup_prog_template[] = "PARAM ycoef = {$cm11, $cm21, $cm31, 0};\n" "PARAM ucoef = {$cm12, $cm22, $cm32, 0};\n" "PARAM vcoef = {$cm13, $cm23, $cm33, 0};\n" "PARAM offsets = {$cm14, $cm24, $cm34, 0.125};\n" "TEMP res;\n" "MAD res, yuv.rrrr, ycoef, offsets;\n" "MAD res.rgb, yuv.gggg, ucoef, res;\n" "MAD res.rgb, yuv.bbbb, vcoef, res;\n" "TEX res.r, res.raaa, texture[$conv_tex0], 2D;\n" "ADD res.a, res.a, 0.25;\n" "TEX res.g, res.gaaa, texture[$conv_tex0], 2D;\n" "ADD res.a, res.a, 0.25;\n" "TEX res.b, res.baaa, texture[$conv_tex0], 2D;\n"; static const char yuv_lookup3d_prog_template[] = "TEMP res;\n" "TEX res, yuv, texture[$conv_tex0], 3D;\n"; static const char noise_filt_template[] = "MUL coord.xy, fragment.texcoord[0], {$noise_sx, $noise_sy};\n" "TEMP rand;\n" "TEX rand.r, coord.x, texture[$noise_filt_tex], 1D;\n" "ADD rand.r, rand.r, coord.y;\n" "TEX rand.r, rand.r, texture[$noise_filt_tex], 1D;\n" "MAD res.rgb, rand.rrrr, {$noise_str, $noise_str, $noise_str}, res;\n"; /** * \brief creates and initializes helper textures needed for scaling texture read * \param scaler scaler type to create texture for * \param texu contains next free texture unit number * \param texs texture unit ids for the scaler are stored in this array */ static void create_scaler_textures(GL *gl, int scaler, int *texu, char *texs) { switch (scaler) { case YUV_SCALER_BILIN: case YUV_SCALER_BICUB_NOTEX: case YUV_SCALER_UNSHARP: case YUV_SCALER_UNSHARP2: break; case YUV_SCALER_BICUB: case YUV_SCALER_BICUB_X: texs[0] = (*texu)++; gen_spline_lookup_tex(gl, GL_TEXTURE0 + texs[0]); texs[0] += '0'; break; default: mp_msg(MSGT_VO, MSGL_ERR, "[gl] unknown scaler type %i\n", scaler); } } //! resolution of texture for gamma lookup table #define LOOKUP_RES 512 //! resolution for 3D yuv->rgb conversion lookup table #define LOOKUP_3DRES 32 /** * \brief creates and initializes helper textures needed for yuv conversion * \param params struct containing parameters like brightness, gamma, ... * \param texu contains next free texture unit number * \param texs texture unit ids for the conversion are stored in this array */ static void create_conv_textures(GL *gl, gl_conversion_params_t *params, int *texu, char *texs) { unsigned char *lookup_data = NULL; int conv = YUV_CONVERSION(params->type); switch (conv) { case YUV_CONVERSION_FRAGMENT: case YUV_CONVERSION_FRAGMENT_POW: break; case YUV_CONVERSION_FRAGMENT_LOOKUP: texs[0] = (*texu)++; gl->ActiveTexture(GL_TEXTURE0 + texs[0]); lookup_data = malloc(4 * LOOKUP_RES); mp_gen_gamma_map(lookup_data, LOOKUP_RES, params->csp_params.rgamma); mp_gen_gamma_map(&lookup_data[LOOKUP_RES], LOOKUP_RES, params->csp_params.ggamma); mp_gen_gamma_map(&lookup_data[2 * LOOKUP_RES], LOOKUP_RES, params->csp_params.bgamma); glCreateClearTex(gl, GL_TEXTURE_2D, GL_LUMINANCE8, GL_LUMINANCE, GL_UNSIGNED_BYTE, GL_LINEAR, LOOKUP_RES, 4, 0); glUploadTex(gl, GL_TEXTURE_2D, GL_LUMINANCE, GL_UNSIGNED_BYTE, lookup_data, LOOKUP_RES, 0, 0, LOOKUP_RES, 4, 0); gl->ActiveTexture(GL_TEXTURE0); texs[0] += '0'; break; case YUV_CONVERSION_FRAGMENT_LOOKUP3D: { int sz = LOOKUP_3DRES + 2; // texture size including borders if (!gl->TexImage3D) { mp_msg(MSGT_VO, MSGL_ERR, "[gl] Missing 3D texture function!\n"); break; } texs[0] = (*texu)++; gl->ActiveTexture(GL_TEXTURE0 + texs[0]); lookup_data = malloc(3 * sz * sz * sz); mp_gen_yuv2rgb_map(¶ms->csp_params, lookup_data, LOOKUP_3DRES); glAdjustAlignment(gl, sz); gl->PixelStorei(GL_UNPACK_ROW_LENGTH, 0); gl->TexImage3D(GL_TEXTURE_3D, 0, 3, sz, sz, sz, 1, GL_RGB, GL_UNSIGNED_BYTE, lookup_data); gl->TexParameterf(GL_TEXTURE_3D, GL_TEXTURE_PRIORITY, 1.0); gl->TexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); gl->TexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); gl->TexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_S, GL_CLAMP); gl->TexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_T, GL_CLAMP); gl->TexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_R, GL_CLAMP); gl->ActiveTexture(GL_TEXTURE0); texs[0] += '0'; } break; default: mp_msg(MSGT_VO, MSGL_ERR, "[gl] unknown conversion type %i\n", conv); } free(lookup_data); } /** * \brief adds a scaling texture read at the current fragment program position * \param scaler type of scaler to insert * \param prog pointer to fragment program so far * \param texs array containing the texture unit identifiers for this scaler * \param in_tex texture unit the scaler should read from * \param out_comp component of the yuv variable the scaler stores the result in * \param rect if rectangular (pixel) adressing should be used for in_tex * \param texw width of the in_tex texture * \param texh height of the in_tex texture * \param strength strength of filter effect if the scaler does some kind of filtering */ static void add_scaler(int scaler, char **prog, char *texs, char in_tex, char out_comp, int rect, int texw, int texh, double strength) { const char *ttype = rect ? "RECT" : "2D"; const float ptw = rect ? 1.0 : 1.0 / texw; const float pth = rect ? 1.0 : 1.0 / texh; switch (scaler) { case YUV_SCALER_BILIN: append_template(prog, bilin_filt_template); break; case YUV_SCALER_BICUB: if (rect) append_template(prog, bicub_filt_template_RECT); else append_template(prog, bicub_filt_template_2D); break; case YUV_SCALER_BICUB_X: if (rect) append_template(prog, bicub_x_filt_template_RECT); else append_template(prog, bicub_x_filt_template_2D); break; case YUV_SCALER_BICUB_NOTEX: if (rect) append_template(prog, bicub_notex_filt_template_RECT); else append_template(prog, bicub_notex_filt_template_2D); break; case YUV_SCALER_UNSHARP: append_template(prog, unsharp_filt_template); break; case YUV_SCALER_UNSHARP2: append_template(prog, unsharp_filt_template2); break; } replace_var_char(prog, "texs", texs[0]); replace_var_char(prog, "in_tex", in_tex); replace_var_char(prog, "out_comp", out_comp); replace_var_str(prog, "tex_type", ttype); replace_var_float(prog, "texw", texw); replace_var_float(prog, "texh", texh); replace_var_float(prog, "ptw", ptw); replace_var_float(prog, "pth", pth); // this is silly, not sure if that couldn't be in the shader source instead replace_var_float(prog, "ptw_05", ptw * 0.5); replace_var_float(prog, "pth_05", pth * 0.5); replace_var_float(prog, "ptw_15", ptw * 1.5); replace_var_float(prog, "pth_15", pth * 1.5); replace_var_float(prog, "ptw_12", ptw * 1.2); replace_var_float(prog, "pth_12", pth * 1.2); replace_var_float(prog, "strength", strength); } static const struct { const char *name; GLenum cur; GLenum max; } progstats[] = { {"instructions", 0x88A0, 0x88A1}, {"native instructions", 0x88A2, 0x88A3}, {"temporaries", 0x88A4, 0x88A5}, {"native temporaries", 0x88A6, 0x88A7}, {"parameters", 0x88A8, 0x88A9}, {"native parameters", 0x88AA, 0x88AB}, {"attribs", 0x88AC, 0x88AD}, {"native attribs", 0x88AE, 0x88AF}, {"ALU instructions", 0x8805, 0x880B}, {"TEX instructions", 0x8806, 0x880C}, {"TEX indirections", 0x8807, 0x880D}, {"native ALU instructions", 0x8808, 0x880E}, {"native TEX instructions", 0x8809, 0x880F}, {"native TEX indirections", 0x880A, 0x8810}, {NULL, 0, 0} }; /** * \brief load the specified GPU Program * \param target program target to load into, only GL_FRAGMENT_PROGRAM is tested * \param prog program string * \return 1 on success, 0 otherwise */ int loadGPUProgram(GL *gl, GLenum target, char *prog) { int i; GLint cur = 0, max = 0, err = 0; if (!gl->ProgramString) { mp_msg(MSGT_VO, MSGL_ERR, "[gl] Missing GPU program function\n"); return 0; } gl->ProgramString(target, GL_PROGRAM_FORMAT_ASCII, strlen(prog), prog); gl->GetIntegerv(GL_PROGRAM_ERROR_POSITION, &err); if (err != -1) { mp_msg(MSGT_VO, MSGL_ERR, "[gl] Error compiling fragment program, make sure your card supports\n" "[gl] GL_ARB_fragment_program (use glxinfo to check).\n" "[gl] Error message:\n %s at %.10s\n", gl->GetString(GL_PROGRAM_ERROR_STRING), &prog[err]); return 0; } if (!gl->GetProgramivARB || !mp_msg_test(MSGT_VO, MSGL_DBG2)) return 1; mp_msg(MSGT_VO, MSGL_V, "[gl] Program statistics:\n"); for (i = 0; progstats[i].name; i++) { gl->GetProgramivARB(target, progstats[i].cur, &cur); gl->GetProgramivARB(target, progstats[i].max, &max); mp_msg(MSGT_VO, MSGL_V, "[gl] %s: %i/%i\n", progstats[i].name, cur, max); } return 1; } #define MAX_PROGSZ (1024 * 1024) /** * \brief setup a fragment program that will do YUV->RGB conversion * \param parms struct containing parameters like conversion and scaler type, * brightness, ... */ static void glSetupYUVFragprog(GL *gl, gl_conversion_params_t *params) { int type = params->type; int texw = params->texw; int texh = params->texh; int rect = params->target == GL_TEXTURE_RECTANGLE; static const char prog_hdr[] = "!!ARBfp1.0\n" "OPTION ARB_precision_hint_fastest;\n" // all scaler variables must go here so they aren't defined // multiple times when the same scaler is used more than once "TEMP coord, coord2, cdelta, parmx, parmy, a, b, yuv, textemp;\n"; char *yuv_prog = NULL; char **prog = &yuv_prog; int cur_texu = 3; char lum_scale_texs[1] = {0}; char chrom_scale_texs[1] = {0}; char conv_texs[1]; char filt_texs[1] = {0}; GLint i; // this is the conversion matrix, with y, u, v factors // for red, green, blue and the constant offsets float yuv2rgb[3][4]; int noise = params->noise_strength != 0; create_conv_textures(gl, params, &cur_texu, conv_texs); create_scaler_textures(gl, YUV_LUM_SCALER(type), &cur_texu, lum_scale_texs); if (YUV_CHROM_SCALER(type) == YUV_LUM_SCALER(type)) memcpy(chrom_scale_texs, lum_scale_texs, sizeof(chrom_scale_texs)); else create_scaler_textures(gl, YUV_CHROM_SCALER(type), &cur_texu, chrom_scale_texs); if (noise) { gen_noise_lookup_tex(gl, cur_texu); filt_texs[0] = '0' + cur_texu++; } gl->GetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &i); if (i < cur_texu) mp_msg(MSGT_VO, MSGL_ERR, "[gl] %i texture units needed for this type of YUV fragment support (found %i)\n", cur_texu, i); if (!gl->ProgramString) { mp_msg(MSGT_VO, MSGL_FATAL, "[gl] ProgramString function missing!\n"); return; } append_template(prog, prog_hdr); add_scaler(YUV_LUM_SCALER(type), prog, lum_scale_texs, '0', 'r', rect, texw, texh, params->filter_strength); add_scaler(YUV_CHROM_SCALER(type), prog, chrom_scale_texs, '1', 'g', rect, params->chrom_texw, params->chrom_texh, params->filter_strength); add_scaler(YUV_CHROM_SCALER(type), prog, chrom_scale_texs, '2', 'b', rect, params->chrom_texw, params->chrom_texh, params->filter_strength); mp_get_yuv2rgb_coeffs(¶ms->csp_params, yuv2rgb); switch (YUV_CONVERSION(type)) { case YUV_CONVERSION_FRAGMENT: append_template(prog, yuv_prog_template); break; case YUV_CONVERSION_FRAGMENT_POW: append_template(prog, yuv_pow_prog_template); break; case YUV_CONVERSION_FRAGMENT_LOOKUP: append_template(prog, yuv_lookup_prog_template); break; case YUV_CONVERSION_FRAGMENT_LOOKUP3D: append_template(prog, yuv_lookup3d_prog_template); break; default: mp_msg(MSGT_VO, MSGL_ERR, "[gl] unknown conversion type %i\n", YUV_CONVERSION(type)); break; } for (int r = 0; r < 3; r++) { for (int c = 0; c < 4; c++) { // "cmRC" char var[] = { 'c', 'm', '1' + r, '1' + c, '\0' }; replace_var_float(prog, var, yuv2rgb[r][c]); } } replace_var_float(prog, "gamma_r", (float)1.0 / params->csp_params.rgamma); replace_var_float(prog, "gamma_g", (float)1.0 / params->csp_params.ggamma); replace_var_float(prog, "gamma_b", (float)1.0 / params->csp_params.bgamma); replace_var_char(prog, "conv_tex0", conv_texs[0]); if (noise) { // 1.0 strength is suitable for dithering 8 to 6 bit double str = params->noise_strength * (1.0 / 64); double scale_x = (double)NOISE_RES / texw; double scale_y = (double)NOISE_RES / texh; if (rect) { scale_x /= texw; scale_y /= texh; } append_template(prog, noise_filt_template); replace_var_float(prog, "noise_sx", scale_x); replace_var_float(prog, "noise_sy", scale_y); replace_var_char(prog, "noise_filt_tex", filt_texs[0]); replace_var_float(prog, "noise_str", str); } append_template(prog, "MOV result.color.rgb, res;\nEND"); mp_msg(MSGT_VO, MSGL_DBG2, "[gl] generated fragment program:\n%s\n", yuv_prog); loadGPUProgram(gl, GL_FRAGMENT_PROGRAM, yuv_prog); talloc_free(yuv_prog); } /** * \brief detect the best YUV->RGB conversion method available */ int glAutodetectYUVConversion(GL *gl) { const char *extensions = gl->GetString(GL_EXTENSIONS); if (!extensions || !gl->MultiTexCoord2f) return YUV_CONVERSION_NONE; if (strstr(extensions, "GL_ARB_fragment_program")) return YUV_CONVERSION_FRAGMENT; if (strstr(extensions, "GL_ATI_text_fragment_shader")) return YUV_CONVERSION_TEXT_FRAGMENT; if (strstr(extensions, "GL_ATI_fragment_shader")) return YUV_CONVERSION_COMBINERS_ATI; return YUV_CONVERSION_NONE; } /** * \brief setup YUV->RGB conversion * \param parms struct containing parameters like conversion and scaler type, * brightness, ... * \ingroup glconversion */ void glSetupYUVConversion(GL *gl, gl_conversion_params_t *params) { if (params->chrom_texw == 0) params->chrom_texw = 1; if (params->chrom_texh == 0) params->chrom_texh = 1; switch (YUV_CONVERSION(params->type)) { case YUV_CONVERSION_COMBINERS_ATI: glSetupYUVFragmentATI(gl, ¶ms->csp_params, 0); break; case YUV_CONVERSION_TEXT_FRAGMENT: glSetupYUVFragmentATI(gl, ¶ms->csp_params, 1); break; case YUV_CONVERSION_FRAGMENT_LOOKUP: case YUV_CONVERSION_FRAGMENT_LOOKUP3D: case YUV_CONVERSION_FRAGMENT: case YUV_CONVERSION_FRAGMENT_POW: glSetupYUVFragprog(gl, params); break; case YUV_CONVERSION_NONE: break; default: mp_msg(MSGT_VO, MSGL_ERR, "[gl] unknown conversion type %i\n", YUV_CONVERSION(params->type)); } } /** * \brief enable the specified YUV conversion * \param target texture target for Y, U and V textures (e.g. GL_TEXTURE_2D) * \param type type of YUV conversion * \ingroup glconversion */ void glEnableYUVConversion(GL *gl, GLenum target, int type) { switch (YUV_CONVERSION(type)) { case YUV_CONVERSION_COMBINERS_ATI: gl->ActiveTexture(GL_TEXTURE1); gl->Enable(target); gl->ActiveTexture(GL_TEXTURE2); gl->Enable(target); gl->ActiveTexture(GL_TEXTURE0); gl->Enable(GL_FRAGMENT_SHADER_ATI); break; case YUV_CONVERSION_TEXT_FRAGMENT: gl->ActiveTexture(GL_TEXTURE1); gl->Enable(target); gl->ActiveTexture(GL_TEXTURE2); gl->Enable(target); gl->ActiveTexture(GL_TEXTURE0); gl->Enable(GL_TEXT_FRAGMENT_SHADER_ATI); break; case YUV_CONVERSION_FRAGMENT_LOOKUP3D: case YUV_CONVERSION_FRAGMENT_LOOKUP: case YUV_CONVERSION_FRAGMENT_POW: case YUV_CONVERSION_FRAGMENT: case YUV_CONVERSION_NONE: gl->Enable(GL_FRAGMENT_PROGRAM); break; } } /** * \brief disable the specified YUV conversion * \param target texture target for Y, U and V textures (e.g. GL_TEXTURE_2D) * \param type type of YUV conversion * \ingroup glconversion */ void glDisableYUVConversion(GL *gl, GLenum target, int type) { switch (YUV_CONVERSION(type)) { case YUV_CONVERSION_COMBINERS_ATI: gl->ActiveTexture(GL_TEXTURE1); gl->Disable(target); gl->ActiveTexture(GL_TEXTURE2); gl->Disable(target); gl->ActiveTexture(GL_TEXTURE0); gl->Disable(GL_FRAGMENT_SHADER_ATI); break; case YUV_CONVERSION_TEXT_FRAGMENT: gl->Disable(GL_TEXT_FRAGMENT_SHADER_ATI); // HACK: at least the Mac OS X 10.5 PPC Radeon drivers are broken and // without this disable the texture units while the program is still // running (10.4 PPC seems to work without this though). gl->Flush(); gl->ActiveTexture(GL_TEXTURE1); gl->Disable(target); gl->ActiveTexture(GL_TEXTURE2); gl->Disable(target); gl->ActiveTexture(GL_TEXTURE0); break; case YUV_CONVERSION_FRAGMENT_LOOKUP3D: case YUV_CONVERSION_FRAGMENT_LOOKUP: case YUV_CONVERSION_FRAGMENT_POW: case YUV_CONVERSION_FRAGMENT: case YUV_CONVERSION_NONE: gl->Disable(GL_FRAGMENT_PROGRAM); break; } } void glEnable3DLeft(GL *gl, int type) { GLint buffer; switch (type) { case GL_3D_RED_CYAN: gl->ColorMask(GL_TRUE, GL_FALSE, GL_FALSE, GL_FALSE); break; case GL_3D_GREEN_MAGENTA: gl->ColorMask(GL_FALSE, GL_TRUE, GL_FALSE, GL_FALSE); break; case GL_3D_QUADBUFFER: gl->GetIntegerv(GL_DRAW_BUFFER, &buffer); switch (buffer) { case GL_FRONT: case GL_FRONT_LEFT: case GL_FRONT_RIGHT: buffer = GL_FRONT_LEFT; break; case GL_BACK: case GL_BACK_LEFT: case GL_BACK_RIGHT: buffer = GL_BACK_LEFT; break; } gl->DrawBuffer(buffer); break; } } void glEnable3DRight(GL *gl, int type) { GLint buffer; switch (type) { case GL_3D_RED_CYAN: gl->ColorMask(GL_FALSE, GL_TRUE, GL_TRUE, GL_FALSE); break; case GL_3D_GREEN_MAGENTA: gl->ColorMask(GL_TRUE, GL_FALSE, GL_TRUE, GL_FALSE); break; case GL_3D_QUADBUFFER: gl->GetIntegerv(GL_DRAW_BUFFER, &buffer); switch (buffer) { case GL_FRONT: case GL_FRONT_LEFT: case GL_FRONT_RIGHT: buffer = GL_FRONT_RIGHT; break; case GL_BACK: case GL_BACK_LEFT: case GL_BACK_RIGHT: buffer = GL_BACK_RIGHT; break; } gl->DrawBuffer(buffer); break; } } void glDisable3D(GL *gl, int type) { GLint buffer; switch (type) { case GL_3D_RED_CYAN: case GL_3D_GREEN_MAGENTA: gl->ColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); break; case GL_3D_QUADBUFFER: gl->DrawBuffer(GL_BACK); gl->GetIntegerv(GL_DRAW_BUFFER, &buffer); switch (buffer) { case GL_FRONT: case GL_FRONT_LEFT: case GL_FRONT_RIGHT: buffer = GL_FRONT; break; case GL_BACK: case GL_BACK_LEFT: case GL_BACK_RIGHT: buffer = GL_BACK; break; } gl->DrawBuffer(buffer); break; } } /** * \brief draw a texture part at given 2D coordinates * \param x screen top coordinate * \param y screen left coordinate * \param w screen width coordinate * \param h screen height coordinate * \param tx texture top coordinate in pixels * \param ty texture left coordinate in pixels * \param tw texture part width in pixels * \param th texture part height in pixels * \param sx width of texture in pixels * \param sy height of texture in pixels * \param rect_tex whether this texture uses texture_rectangle extension * \param is_yv12 if != 0, also draw the textures from units 1 and 2, * bits 8 - 15 and 16 - 23 specify the x and y scaling of those textures * \param flip flip the texture upside down * \ingroup gltexture */ void glDrawTex(GL *gl, GLfloat x, GLfloat y, GLfloat w, GLfloat h, GLfloat tx, GLfloat ty, GLfloat tw, GLfloat th, int sx, int sy, int rect_tex, int is_yv12, int flip) { int chroma_x_shift = (is_yv12 >> 8) & 31; int chroma_y_shift = (is_yv12 >> 16) & 31; GLfloat xscale = 1 << chroma_x_shift; GLfloat yscale = 1 << chroma_y_shift; GLfloat tx2 = tx / xscale, ty2 = ty / yscale, tw2 = tw / xscale, th2 = th / yscale; if (!rect_tex) { tx /= sx; ty /= sy; tw /= sx; th /= sy; tx2 = tx, ty2 = ty, tw2 = tw, th2 = th; } if (flip) { y += h; h = -h; } gl->Begin(GL_QUADS); gl->TexCoord2f(tx, ty); if (is_yv12) { gl->MultiTexCoord2f(GL_TEXTURE1, tx2, ty2); gl->MultiTexCoord2f(GL_TEXTURE2, tx2, ty2); } gl->Vertex2f(x, y); gl->TexCoord2f(tx, ty + th); if (is_yv12) { gl->MultiTexCoord2f(GL_TEXTURE1, tx2, ty2 + th2); gl->MultiTexCoord2f(GL_TEXTURE2, tx2, ty2 + th2); } gl->Vertex2f(x, y + h); gl->TexCoord2f(tx + tw, ty + th); if (is_yv12) { gl->MultiTexCoord2f(GL_TEXTURE1, tx2 + tw2, ty2 + th2); gl->MultiTexCoord2f(GL_TEXTURE2, tx2 + tw2, ty2 + th2); } gl->Vertex2f(x + w, y + h); gl->TexCoord2f(tx + tw, ty); if (is_yv12) { gl->MultiTexCoord2f(GL_TEXTURE1, tx2 + tw2, ty2); gl->MultiTexCoord2f(GL_TEXTURE2, tx2 + tw2, ty2); } gl->Vertex2f(x + w, y); gl->End(); } mp_image_t *glGetWindowScreenshot(GL *gl) { GLint vp[4]; //x, y, w, h gl->GetIntegerv(GL_VIEWPORT, vp); mp_image_t *image = alloc_mpi(vp[2], vp[3], IMGFMT_RGB24); gl->BindBuffer(GL_PIXEL_UNPACK_BUFFER, 0); gl->PixelStorei(GL_PACK_ALIGNMENT, 0); gl->PixelStorei(GL_PACK_ROW_LENGTH, 0); gl->ReadBuffer(GL_FRONT); //flip image while reading for (int y = 0; y < vp[3]; y++) { gl->ReadPixels(vp[0], vp[1] + vp[3] - y - 1, vp[2], 1, GL_RGB, GL_UNSIGNED_BYTE, image->planes[0] + y * image->stride[0]); } return image; } #ifdef CONFIG_GL_COCOA #include "cocoa_common.h" static bool create_window_cocoa(struct MPGLContext *ctx, uint32_t d_width, uint32_t d_height, uint32_t flags, bool gl3) { int rv = vo_cocoa_create_window(ctx->vo, d_width, d_height, flags, gl3); if (rv != 0) return false; getFunctions(ctx->gl, (void *)vo_cocoa_glgetaddr, NULL, gl3); if (gl3) { ctx->depth_r = vo_cocoa_cgl_color_size(ctx->vo); ctx->depth_g = vo_cocoa_cgl_color_size(ctx->vo); ctx->depth_b = vo_cocoa_cgl_color_size(ctx->vo); } if (!ctx->gl->SwapInterval) ctx->gl->SwapInterval = vo_cocoa_swap_interval; return true; } static bool create_window_cocoa_old(struct MPGLContext *ctx, uint32_t d_width, uint32_t d_height, uint32_t flags) { return create_window_cocoa(ctx, d_width, d_height, flags, false); } static bool create_window_cocoa_gl3(struct MPGLContext *ctx, uint32_t d_width, uint32_t d_height, uint32_t flags) { return create_window_cocoa(ctx, d_width, d_height, flags, true); } static void releaseGlContext_cocoa(MPGLContext *ctx) { } static void swapGlBuffers_cocoa(MPGLContext *ctx) { vo_cocoa_swap_buffers(ctx->vo); } #endif #ifdef CONFIG_GL_WIN32 #include #include "w32_common.h" struct w32_context { HGLRC context; }; static void *w32gpa(const GLubyte *procName) { HMODULE oglmod; void *res = wglGetProcAddress(procName); if (res) return res; oglmod = GetModuleHandle("opengl32.dll"); return GetProcAddress(oglmod, procName); } static bool create_window_w32_old(struct MPGLContext *ctx, uint32_t d_width, uint32_t d_height, uint32_t flags) { GL *gl = ctx->gl; if (!vo_w32_config(ctx->vo, d_width, d_height, flags)) return false; struct w32_context *w32_ctx = ctx->priv; HGLRC *context = &w32_ctx->context; if (*context) { gl->Finish(); // supposedly to prevent flickering return true; } HWND win = ctx->vo->w32->window; HDC windc = GetDC(win); bool res = false; HGLRC new_context = wglCreateContext(windc); if (!new_context) { mp_msg(MSGT_VO, MSGL_FATAL, "[gl] Could not create GL context!\n"); goto out; } if (!wglMakeCurrent(windc, new_context)) { mp_msg(MSGT_VO, MSGL_FATAL, "[gl] Could not set GL context!\n"); wglDeleteContext(new_context); goto out; } *context = new_context; getFunctions(ctx->gl, w32gpa, NULL, false); res = true; out: ReleaseDC(win, windc); return res; } static bool create_window_w32_gl3(struct MPGLContext *ctx, uint32_t d_width, uint32_t d_height, uint32_t flags) { if (!vo_w32_config(ctx->vo, d_width, d_height, flags)) return false; struct w32_context *w32_ctx = ctx->priv; HGLRC *context = &w32_ctx->context; if (*context) // reuse existing context return true; // not reusing it breaks gl3! HWND win = ctx->vo->w32->window; HDC windc = GetDC(win); HGLRC new_context = 0; new_context = wglCreateContext(windc); if (!new_context) { mp_msg(MSGT_VO, MSGL_FATAL, "[gl] Could not create GL context!\n"); return false; } // set context if (!wglMakeCurrent(windc, new_context)) { mp_msg(MSGT_VO, MSGL_FATAL, "[gl] Could not set GL context!\n"); goto out; } const char *(GLAPIENTRY *wglGetExtensionsStringARB)(HDC hdc) = w32gpa((const GLubyte*)"wglGetExtensionsStringARB"); if (!wglGetExtensionsStringARB) goto unsupported; const char *wgl_exts = wglGetExtensionsStringARB(windc); if (!strstr(wgl_exts, "WGL_ARB_create_context")) goto unsupported; HGLRC (GLAPIENTRY *wglCreateContextAttribsARB)(HDC hDC, HGLRC hShareContext, const int *attribList) = w32gpa((const GLubyte*)"wglCreateContextAttribsARB"); if (!wglCreateContextAttribsARB) goto unsupported; int gl_version = ctx->requested_gl_version; int attribs[] = { WGL_CONTEXT_MAJOR_VERSION_ARB, MPGL_VER_GET_MAJOR(gl_version), WGL_CONTEXT_MINOR_VERSION_ARB, MPGL_VER_GET_MINOR(gl_version), WGL_CONTEXT_FLAGS_ARB, WGL_CONTEXT_FORWARD_COMPATIBLE_BIT_ARB, WGL_CONTEXT_PROFILE_MASK_ARB, WGL_CONTEXT_CORE_PROFILE_BIT_ARB, 0 }; *context = wglCreateContextAttribsARB(windc, 0, attribs); if (! *context) { // NVidia, instead of ignoring WGL_CONTEXT_FLAGS_ARB, will error out if // it's present on pre-3.2 contexts. // Remove it from attribs and retry the context creation. attribs[6] = attribs[7] = 0; *context = wglCreateContextAttribsARB(windc, 0, attribs); } if (! *context) { int err = GetLastError(); mp_msg(MSGT_VO, MSGL_FATAL, "[gl] Could not create an OpenGL 3.x" " context: error 0x%x\n", err); goto out; } wglMakeCurrent(NULL, NULL); wglDeleteContext(new_context); if (!wglMakeCurrent(windc, *context)) { mp_msg(MSGT_VO, MSGL_FATAL, "[gl] Could not set GL3 context!\n"); wglDeleteContext(*context); return false; } /* update function pointers */ getFunctions(ctx->gl, w32gpa, NULL, true); int pfmt = GetPixelFormat(windc); PIXELFORMATDESCRIPTOR pfd; if (DescribePixelFormat(windc, pfmt, sizeof(PIXELFORMATDESCRIPTOR), &pfd)) { ctx->depth_r = pfd.cRedBits; ctx->depth_g = pfd.cGreenBits; ctx->depth_b = pfd.cBlueBits; } return true; unsupported: mp_msg(MSGT_VO, MSGL_ERR, "[gl] The current OpenGL implementation does" " not support OpenGL 3.x \n"); out: wglDeleteContext(new_context); return false; } static void releaseGlContext_w32(MPGLContext *ctx) { struct w32_context *w32_ctx = ctx->priv; HGLRC *context = &w32_ctx->context; if (*context) { wglMakeCurrent(0, 0); wglDeleteContext(*context); } *context = 0; } static void swapGlBuffers_w32(MPGLContext *ctx) { HDC vo_hdc = GetDC(ctx->vo->w32->window); SwapBuffers(vo_hdc); ReleaseDC(ctx->vo->w32->window, vo_hdc); } #endif #ifdef CONFIG_GL_X11 #include #include #include "x11_common.h" struct glx_context { XVisualInfo *vinfo; GLXContext context; GLXFBConfig fbc; }; // The GL3/FBC initialization code roughly follows/copies from: // http://www.opengl.org/wiki/Tutorial:_OpenGL_3.0_Context_Creation_(GLX) // but also uses some of the old code. static GLXFBConfig select_fb_config(struct vo *vo, const int *attribs) { int fbcount; GLXFBConfig *fbc = glXChooseFBConfig(vo->x11->display, vo->x11->screen, attribs, &fbcount); if (!fbc) return NULL; // The list in fbc is sorted (so that the first element is the best). GLXFBConfig fbconfig = fbc[0]; XFree(fbc); return fbconfig; } static bool create_glx_window(struct MPGLContext *ctx, uint32_t d_width, uint32_t d_height, uint32_t flags) { struct vo *vo = ctx->vo; struct glx_context *glx_ctx = ctx->priv; if (glx_ctx->context) { // GL context and window already exist. // Only update window geometry etc. Colormap colormap = XCreateColormap(vo->x11->display, vo->x11->rootwin, glx_ctx->vinfo->visual, AllocNone); vo_x11_create_vo_window(vo, glx_ctx->vinfo, vo->dx, vo->dy, d_width, d_height, flags, colormap, "gl"); XFreeColormap(vo->x11->display, colormap); return true; } int glx_major, glx_minor; // FBConfigs were added in GLX version 1.3. if (!glXQueryVersion(vo->x11->display, &glx_major, &glx_minor) || (MPGL_VER(glx_major, glx_minor) < MPGL_VER(1, 3))) { mp_msg(MSGT_VO, MSGL_ERR, "[gl] GLX version older than 1.3.\n"); return false; } const int glx_attribs_stereo_value_idx = 1; // index of GLX_STEREO + 1 int glx_attribs[] = { GLX_STEREO, False, GLX_X_RENDERABLE, True, GLX_RED_SIZE, 1, GLX_GREEN_SIZE, 1, GLX_BLUE_SIZE, 1, GLX_DOUBLEBUFFER, True, None }; GLXFBConfig fbc = NULL; if (flags & VOFLAG_STEREO) { glx_attribs[glx_attribs_stereo_value_idx] = True; fbc = select_fb_config(vo, glx_attribs); if (!fbc) { mp_msg(MSGT_VO, MSGL_ERR, "[gl] Could not find a stereo visual," " 3D will probably not work!\n"); glx_attribs[glx_attribs_stereo_value_idx] = False; } } if (!fbc) fbc = select_fb_config(vo, glx_attribs); if (!fbc) { mp_msg(MSGT_VO, MSGL_ERR, "[gl] no GLX support present\n"); return false; } glx_ctx->fbc = fbc; glx_ctx->vinfo = glXGetVisualFromFBConfig(vo->x11->display, fbc); mp_msg(MSGT_VO, MSGL_V, "[gl] GLX chose visual with ID 0x%x\n", (int)glx_ctx->vinfo->visualid); glXGetFBConfigAttrib(vo->x11->display, fbc, GLX_RED_SIZE, &ctx->depth_r); glXGetFBConfigAttrib(vo->x11->display, fbc, GLX_GREEN_SIZE, &ctx->depth_g); glXGetFBConfigAttrib(vo->x11->display, fbc, GLX_BLUE_SIZE, &ctx->depth_b); Colormap colormap = XCreateColormap(vo->x11->display, vo->x11->rootwin, glx_ctx->vinfo->visual, AllocNone); vo_x11_create_vo_window(vo, glx_ctx->vinfo, vo->dx, vo->dy, d_width, d_height, flags, colormap, "gl"); XFreeColormap(vo->x11->display, colormap); return true; } static bool create_window_x11_old(struct MPGLContext *ctx, uint32_t d_width, uint32_t d_height, uint32_t flags) { struct glx_context *glx_ctx = ctx->priv; Display *display = ctx->vo->x11->display; struct vo *vo = ctx->vo; GL *gl = ctx->gl; if (!create_glx_window(ctx, d_width, d_height, flags)) return false; if (glx_ctx->context) return true; GLXContext new_context = glXCreateContext(display, glx_ctx->vinfo, NULL, True); if (!new_context) { mp_msg(MSGT_VO, MSGL_FATAL, "[gl] Could not create GLX context!\n"); return false; } if (!glXMakeCurrent(display, ctx->vo->x11->window, new_context)) { mp_msg(MSGT_VO, MSGL_FATAL, "[gl] Could not set GLX context!\n"); glXDestroyContext(display, new_context); return false; } void *(*getProcAddress)(const GLubyte *); getProcAddress = getdladdr("glXGetProcAddress"); if (!getProcAddress) getProcAddress = getdladdr("glXGetProcAddressARB"); const char *glxstr = ""; const char *(*glXExtStr)(Display *, int) = getdladdr("glXQueryExtensionsString"); if (glXExtStr) glxstr = glXExtStr(display, ctx->vo->x11->screen); getFunctions(gl, getProcAddress, glxstr, false); if (!gl->GenPrograms && gl->GetString && gl->version < MPGL_VER(3, 0) && getProcAddress && strstr(gl->GetString(GL_EXTENSIONS), "GL_ARB_vertex_program")) { mp_msg(MSGT_VO, MSGL_WARN, "Broken glXGetProcAddress detected, trying workaround\n"); getFunctions(gl, NULL, glxstr, false); } glx_ctx->context = new_context; if (!glXIsDirect(vo->x11->display, new_context)) ctx->gl->mpgl_caps &= ~MPGL_CAP_NO_SW; return true; } typedef GLXContext (*glXCreateContextAttribsARBProc) (Display*, GLXFBConfig, GLXContext, Bool, const int*); static bool create_window_x11_gl3(struct MPGLContext *ctx, uint32_t d_width, uint32_t d_height, uint32_t flags) { struct glx_context *glx_ctx = ctx->priv; struct vo *vo = ctx->vo; if (!create_glx_window(ctx, d_width, d_height, flags)) return false; if (glx_ctx->context) return true; glXCreateContextAttribsARBProc glXCreateContextAttribsARB = (glXCreateContextAttribsARBProc) glXGetProcAddressARB((const GLubyte *)"glXCreateContextAttribsARB"); const char *glxstr = ""; const char *(*glXExtStr)(Display *, int) = getdladdr("glXQueryExtensionsString"); if (glXExtStr) glxstr = glXExtStr(vo->x11->display, vo->x11->screen); bool have_ctx_ext = glxstr && !!strstr(glxstr, "GLX_ARB_create_context"); if (!(have_ctx_ext && glXCreateContextAttribsARB)) { return false; } int gl_version = ctx->requested_gl_version; int context_attribs[] = { GLX_CONTEXT_MAJOR_VERSION_ARB, MPGL_VER_GET_MAJOR(gl_version), GLX_CONTEXT_MINOR_VERSION_ARB, MPGL_VER_GET_MINOR(gl_version), GLX_CONTEXT_PROFILE_MASK_ARB, GLX_CONTEXT_CORE_PROFILE_BIT_ARB, GLX_CONTEXT_FLAGS_ARB, flags & VOFLAG_GL_DEBUG ? GLX_CONTEXT_DEBUG_BIT_ARB : 0, None }; GLXContext context = glXCreateContextAttribsARB(vo->x11->display, glx_ctx->fbc, 0, True, context_attribs); if (!context) { mp_msg(MSGT_VO, MSGL_FATAL, "[gl] Could not create GLX context!\n"); return false; } // set context if (!glXMakeCurrent(vo->x11->display, vo->x11->window, context)) { mp_msg(MSGT_VO, MSGL_FATAL, "[gl] Could not set GLX context!\n"); glXDestroyContext(vo->x11->display, context); return false; } glx_ctx->context = context; getFunctions(ctx->gl, (void *)glXGetProcAddress, glxstr, true); if (!glXIsDirect(vo->x11->display, context)) ctx->gl->mpgl_caps &= ~MPGL_CAP_NO_SW; return true; } /** * \brief free the VisualInfo and GLXContext of an OpenGL context. * \ingroup glcontext */ static void releaseGlContext_x11(MPGLContext *ctx) { struct glx_context *glx_ctx = ctx->priv; XVisualInfo **vinfo = &glx_ctx->vinfo; GLXContext *context = &glx_ctx->context; Display *display = ctx->vo->x11->display; GL *gl = ctx->gl; if (*vinfo) XFree(*vinfo); *vinfo = NULL; if (*context) { if (gl->Finish) gl->Finish(); glXMakeCurrent(display, None, NULL); glXDestroyContext(display, *context); } *context = 0; } static void swapGlBuffers_x11(MPGLContext *ctx) { glXSwapBuffers(ctx->vo->x11->display, ctx->vo->x11->window); } #endif struct backend { const char *name; enum MPGLType type; }; static struct backend backends[] = { {"auto", GLTYPE_AUTO}, {"cocoa", GLTYPE_COCOA}, {"win", GLTYPE_W32}, {"x11", GLTYPE_X11}, // mplayer-svn aliases (note that mplayer-svn couples these with the numeric // values of the internal GLTYPE_* constants) {"-1", GLTYPE_AUTO}, { "0", GLTYPE_W32}, { "1", GLTYPE_X11}, {0} }; int mpgl_find_backend(const char *name) { for (const struct backend *entry = backends; entry->name; entry++) { if (strcmp(entry->name, name) == 0) return entry->type; } return -1; } MPGLContext *mpgl_init(enum MPGLType type, struct vo *vo) { MPGLContext *ctx; if (type == GLTYPE_AUTO) { ctx = mpgl_init(GLTYPE_COCOA, vo); if (ctx) return ctx; ctx = mpgl_init(GLTYPE_W32, vo); if (ctx) return ctx; return mpgl_init(GLTYPE_X11, vo); } ctx = talloc_zero(NULL, MPGLContext); *ctx = (MPGLContext) { .gl = talloc_zero(ctx, GL), .type = type, .vo = vo, .requested_gl_version = MPGL_VER(3, 0), .vo_init_ok = true, }; switch (ctx->type) { #ifdef CONFIG_GL_COCOA case GLTYPE_COCOA: ctx->create_window_old = create_window_cocoa_old; ctx->create_window_gl3 = create_window_cocoa_gl3; ctx->releaseGlContext = releaseGlContext_cocoa; ctx->swapGlBuffers = swapGlBuffers_cocoa; ctx->check_events = vo_cocoa_check_events; ctx->update_xinerama_info = vo_cocoa_update_xinerama_info; ctx->fullscreen = vo_cocoa_fullscreen; ctx->ontop = vo_cocoa_ontop; ctx->vo_init = vo_cocoa_init; ctx->pause = vo_cocoa_pause; ctx->resume = vo_cocoa_resume; ctx->vo_uninit = vo_cocoa_uninit; break; #endif #ifdef CONFIG_GL_WIN32 case GLTYPE_W32: ctx->priv = talloc_zero(ctx, struct w32_context); ctx->create_window_old = create_window_w32_old; ctx->create_window_gl3 = create_window_w32_gl3; ctx->releaseGlContext = releaseGlContext_w32; ctx->swapGlBuffers = swapGlBuffers_w32; ctx->update_xinerama_info = w32_update_xinerama_info; ctx->border = vo_w32_border; ctx->check_events = vo_w32_check_events; ctx->fullscreen = vo_w32_fullscreen; ctx->ontop = vo_w32_ontop; ctx->vo_init = vo_w32_init; ctx->vo_uninit = vo_w32_uninit; break; #endif #ifdef CONFIG_GL_X11 case GLTYPE_X11: ctx->priv = talloc_zero(ctx, struct glx_context); ctx->create_window_old = create_window_x11_old; ctx->create_window_gl3 = create_window_x11_gl3; ctx->releaseGlContext = releaseGlContext_x11; ctx->swapGlBuffers = swapGlBuffers_x11; ctx->update_xinerama_info = update_xinerama_info; ctx->border = vo_x11_border; ctx->check_events = vo_x11_check_events; ctx->fullscreen = vo_x11_fullscreen; ctx->ontop = vo_x11_ontop; ctx->vo_init = vo_init; ctx->vo_uninit = vo_x11_uninit; break; #endif } if (ctx->vo_init && ctx->vo_init(vo)) return ctx; talloc_free(ctx); return NULL; } bool mpgl_destroy_window(struct MPGLContext *ctx) { ctx->releaseGlContext(ctx); *ctx->gl = (GL) {0}; // This is a caveat. At least on X11, this will recreate the X display // connection. Also, if vo_init() fails, unspecified things will happen. ctx->vo_uninit(ctx->vo); ctx->vo_init_ok = ctx->vo_init(ctx->vo); return ctx->vo_init_ok; } static bool create_window(struct MPGLContext *ctx, int gl_caps, bool (*create)(struct MPGLContext *, uint32_t, uint32_t, uint32_t), uint32_t d_width, uint32_t d_height, uint32_t flags) { if (!create || !ctx->vo_init_ok) return false; if (create(ctx, d_width, d_height, flags)) { int missing = (ctx->gl->mpgl_caps & gl_caps) ^ gl_caps; if (!missing) { ctx->selected_create_window = create; return true; } mp_msg(MSGT_VO, MSGL_WARN, "[gl] Missing OpenGL features:"); list_features(missing, MSGL_WARN, false); if (missing & MPGL_CAP_NO_SW) { mp_msg(MSGT_VO, MSGL_WARN, "[gl] Rejecting suspected software " "OpenGL renderer.\n"); } } // If we tried to create a GL 3 context, and we're going to create a legacy // context after this, the window should be recreated at least on X11. mpgl_destroy_window(ctx); return false; } bool mpgl_create_window(struct MPGLContext *ctx, int gl_caps, uint32_t d_width, uint32_t d_height, uint32_t flags) { assert(ctx->vo_init_ok); if (ctx->selected_create_window) return ctx->selected_create_window(ctx, d_width, d_height, flags); bool allow_gl3 = !(gl_caps & MPGL_CAP_GL_LEGACY); bool allow_legacy = !(gl_caps & MPGL_CAP_GL3); gl_caps |= MPGL_CAP_GL; if (allow_gl3 && create_window(ctx, gl_caps, ctx->create_window_gl3, d_width, d_height, flags)) return true; if (allow_legacy && create_window(ctx, gl_caps, ctx->create_window_old, d_width, d_height, flags)) return true; mp_msg(MSGT_VO, MSGL_ERR, "[gl] OpenGL context creation failed!\n"); return false; } void mpgl_uninit(MPGLContext *ctx) { if (!ctx) return; if (ctx->vo_init_ok) { ctx->releaseGlContext(ctx); ctx->vo_uninit(ctx->vo); } talloc_free(ctx); } void mp_log_source(int mod, int lev, const char *src) { int line = 1; if (!src) return; while (*src) { const char *end = strchr(src, '\n'); const char *next = end + 1; if (!end) next = end = src + strlen(src); mp_msg(mod, lev, "[%3d] %.*s\n", line, (int)(end - src), src); line++; src = next; } }