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#include "common/common.h"
#include "formats.h"
enum {
// --- GL type aliases (for readability)
T_U8 = GL_UNSIGNED_BYTE,
T_U16 = GL_UNSIGNED_SHORT,
T_FL = GL_FLOAT,
};
// List of allowed formats, and their usability for bilinear filtering and FBOs.
// This is limited to combinations that are useful for our renderer.
const struct gl_format gl_formats[] = {
// These are used for desktop GL 3+, and GLES 3+ with GL_EXT_texture_norm16.
{GL_R8, GL_RED, T_U8, F_CF | F_GL3 | F_GL2F | F_ES3},
{GL_RG8, GL_RG, T_U8, F_CF | F_GL3 | F_GL2F | F_ES3},
{GL_RGB8, GL_RGB, T_U8, F_CF | F_GL3 | F_GL2F | F_ES3},
{GL_RGBA8, GL_RGBA, T_U8, F_CF | F_GL3 | F_GL2F | F_ES3},
{GL_R16, GL_RED, T_U16, F_CF | F_GL3 | F_GL2F | F_EXT16},
{GL_RG16, GL_RG, T_U16, F_CF | F_GL3 | F_GL2F | F_EXT16},
{GL_RGB16, GL_RGB, T_U16, F_CF | F_GL3 | F_GL2F},
{GL_RGBA16, GL_RGBA, T_U16, F_CF | F_GL3 | F_GL2F | F_EXT16},
// Specifically not color-renderable.
{GL_RGB16, GL_RGB, T_U16, F_TF | F_EXT16},
// GL2 legacy. Ignores possibly present FBO extensions (no CF flag set).
{GL_LUMINANCE8, GL_LUMINANCE, T_U8, F_TF | F_GL2},
{GL_LUMINANCE8_ALPHA8, GL_LUMINANCE_ALPHA, T_U8, F_TF | F_GL2},
{GL_RGB8, GL_RGB, T_U8, F_TF | F_GL2},
{GL_RGBA8, GL_RGBA, T_U8, F_TF | F_GL2},
{GL_LUMINANCE16, GL_LUMINANCE, T_U16, F_TF | F_GL2},
{GL_LUMINANCE16_ALPHA16, GL_LUMINANCE_ALPHA, T_U16, F_TF | F_GL2},
{GL_RGB16, GL_RGB, T_U16, F_TF | F_GL2},
{GL_RGBA16, GL_RGBA, T_U16, F_TF | F_GL2},
// ES2 legacy
{GL_LUMINANCE, GL_LUMINANCE, T_U8, F_TF | F_ES2},
{GL_LUMINANCE_ALPHA, GL_LUMINANCE_ALPHA, T_U8, F_TF | F_ES2},
{GL_RGB, GL_RGB, T_U8, F_TF | F_ES2},
{GL_RGBA, GL_RGBA, T_U8, F_TF | F_ES2},
// Non-normalized integer formats.
// Follows ES 3.0 as to which are color-renderable.
{GL_R8UI, GL_RED_INTEGER, T_U8, F_CR | F_GL3 | F_ES3},
{GL_RG8UI, GL_RG_INTEGER, T_U8, F_CR | F_GL3 | F_ES3},
{GL_RGB8UI, GL_RGB_INTEGER, T_U8, F_GL3 | F_ES3},
{GL_RGBA8UI, GL_RGBA_INTEGER, T_U8, F_CR | F_GL3 | F_ES3},
{GL_R16UI, GL_RED_INTEGER, T_U16, F_CR | F_GL3 | F_ES3},
{GL_RG16UI, GL_RG_INTEGER, T_U16, F_CR | F_GL3 | F_ES3},
{GL_RGB16UI, GL_RGB_INTEGER, T_U16, F_GL3 | F_ES3},
{GL_RGBA16UI, GL_RGBA_INTEGER, T_U16, F_CR | F_GL3 | F_ES3},
// On GL3+ or GL2.1 with GL_ARB_texture_float, floats work fully.
{GL_R16F, GL_RED, T_FL, F_F16 | F_CF | F_GL3 | F_GL2F},
{GL_RG16F, GL_RG, T_FL, F_F16 | F_CF | F_GL3 | F_GL2F},
{GL_RGB16F, GL_RGB, T_FL, F_F16 | F_CF | F_GL3 | F_GL2F},
{GL_RGBA16F, GL_RGBA, T_FL, F_F16 | F_CF | F_GL3 | F_GL2F},
{GL_R32F, GL_RED, T_FL, F_CF | F_GL3 | F_GL2F},
{GL_RG32F, GL_RG, T_FL, F_CF | F_GL3 | F_GL2F},
{GL_RGB32F, GL_RGB, T_FL, F_CF | F_GL3 | F_GL2F},
{GL_RGBA32F, GL_RGBA, T_FL, F_CF | F_GL3 | F_GL2F},
// Note: we simply don't support float anything on ES2, despite extensions.
// We also don't bother with non-filterable float formats, and we ignore
// 32 bit float formats that are not blendable when rendering to them.
// On ES3.2+, both 16 bit floats work fully (except 3-component formats).
// F_EXTF16 implies extensions that also enable 16 bit floats fully.
{GL_R16F, GL_RED, T_FL, F_F16 | F_CF | F_ES32 | F_EXTF16},
{GL_RG16F, GL_RG, T_FL, F_F16 | F_CF | F_ES32 | F_EXTF16},
{GL_RGB16F, GL_RGB, T_FL, F_F16 | F_TF | F_ES32 | F_EXTF16},
{GL_RGBA16F, GL_RGBA, T_FL, F_F16 | F_CF | F_ES32 | F_EXTF16},
// On ES3.0+, 16 bit floats are texture-filterable.
// Don't bother with 32 bit floats; they exist but are neither CR nor TF.
{GL_R16F, GL_RED, T_FL, F_F16 | F_TF | F_ES3},
{GL_RG16F, GL_RG, T_FL, F_F16 | F_TF | F_ES3},
{GL_RGB16F, GL_RGB, T_FL, F_F16 | F_TF | F_ES3},
{GL_RGBA16F, GL_RGBA, T_FL, F_F16 | F_TF | F_ES3},
// These might be useful as FBO formats.
{GL_RGB10_A2, GL_RGBA,
GL_UNSIGNED_INT_2_10_10_10_REV, F_CF | F_GL3 | F_ES3},
{GL_RGBA12, GL_RGBA, T_U16, F_CF | F_GL2 | F_GL3},
{GL_RGB10, GL_RGB, T_U16, F_CF | F_GL2 | F_GL3},
// Special formats.
{GL_RGB8, GL_RGB,
GL_UNSIGNED_SHORT_5_6_5, F_TF | F_GL2 | F_GL3},
{GL_RGB_RAW_422_APPLE, GL_RGB_422_APPLE,
GL_UNSIGNED_SHORT_8_8_APPLE, F_TF | F_APPL},
{GL_RGB_RAW_422_APPLE, GL_RGB_422_APPLE,
GL_UNSIGNED_SHORT_8_8_REV_APPLE, F_TF | F_APPL},
{0}
};
// Pairs of mpv formats and OpenGL types that match directly. Code using this
// is supposed to look through the gl_formats table, and there is supposed to
// be exactly 1 matching entry (which tells you format/internal format).
static const int special_formats[][2] = {
{IMGFMT_RGB565, GL_UNSIGNED_SHORT_5_6_5},
{IMGFMT_UYVY, GL_UNSIGNED_SHORT_8_8_APPLE},
{IMGFMT_YUYV, GL_UNSIGNED_SHORT_8_8_REV_APPLE},
{0}
};
// Return an or-ed combination of all F_ flags that apply.
int gl_format_feature_flags(GL *gl)
{
return (gl->version == 210 ? F_GL2 : 0)
| (gl->version >= 300 ? F_GL3 : 0)
| (gl->es == 200 ? F_ES2 : 0)
| (gl->es >= 300 ? F_ES3 : 0)
| (gl->es >= 320 ? F_ES32 : 0)
| (gl->mpgl_caps & MPGL_CAP_EXT16 ? F_EXT16 : 0)
| ((gl->es >= 300 &&
(gl->mpgl_caps & MPGL_CAP_EXT_CR_HFLOAT)) ? F_EXTF16 : 0)
| ((gl->version == 210 &&
(gl->mpgl_caps & MPGL_CAP_ARB_FLOAT) &&
(gl->mpgl_caps & MPGL_CAP_TEX_RG) &&
(gl->mpgl_caps & MPGL_CAP_FB)) ? F_GL2F : 0)
| (gl->mpgl_caps & MPGL_CAP_APPLE_RGB_422 ? F_APPL : 0);
}
// Return the entry for the given internal format. Return NULL if unsupported.
const struct gl_format *gl_find_internal_format(GL *gl, GLint internal_format)
{
int features = gl_format_feature_flags(gl);
for (int n = 0; gl_formats[n].type; n++) {
const struct gl_format *f = &gl_formats[n];
if (f->internal_format == internal_format && (f->flags & features))
return f;
}
return NULL;
}
const struct gl_format *gl_find_special_format(GL *gl, int mpfmt)
{
int features = gl_format_feature_flags(gl);
for (int n = 0; special_formats[n][0]; n++) {
if (special_formats[n][0] == mpfmt) {
GLenum type = special_formats[n][1];
for (int i = 0; gl_formats[i].type; i++) {
const struct gl_format *f = &gl_formats[i];
if (f->type == type && (f->flags & features))
return f;
}
break;
}
}
return NULL;
}
// type: one of MPGL_TYPE_*
// flags: bitset of F_*, all flags must be present
const struct gl_format *gl_find_format(GL *gl, int type, int flags,
int bytes_per_component, int n_components)
{
if (!bytes_per_component || !n_components || !type)
return NULL;
int features = gl_format_feature_flags(gl);
for (int n = 0; gl_formats[n].type; n++) {
const struct gl_format *f = &gl_formats[n];
if ((f->flags & features) &&
((f->flags & flags) == flags) &&
gl_format_type(f) == type &&
gl_component_size(f->type) == bytes_per_component &&
gl_format_components(f->format) == n_components)
return f;
}
return NULL;
}
// Return a texture-filterable unsigned normalized fixed point format.
const struct gl_format *gl_find_unorm_format(GL *gl, int bytes_per_component,
int n_components)
{
return gl_find_format(gl, MPGL_TYPE_UNORM, F_TF, bytes_per_component,
n_components);
}
// Return an unsigned integer format.
const struct gl_format *gl_find_uint_format(GL *gl, int bytes_per_component,
int n_components)
{
return gl_find_format(gl, MPGL_TYPE_UINT, 0, bytes_per_component,
n_components);
}
// Return a 16 bit float format. Note that this will return a GL_FLOAT format
// with 32 bit per component; just the internal representation is smaller.
// Some GL versions will allow upload with GL_HALF_FLOAT as well.
const struct gl_format *gl_find_float16_format(GL *gl, int n_components)
{
return gl_find_format(gl, MPGL_TYPE_FLOAT, F_F16, 4, n_components);
}
int gl_format_type(const struct gl_format *format)
{
if (!format)
return 0;
if (format->type == GL_FLOAT)
return MPGL_TYPE_FLOAT;
if (gl_integer_format_to_base(format->format))
return MPGL_TYPE_UINT;
return MPGL_TYPE_UNORM;
}
// Return an integer pixel "format" to a base internal format.
// Return 0 if it's not an integer format.
GLenum gl_integer_format_to_base(GLenum format)
{
switch (format) {
case GL_RED_INTEGER: return GL_RED;
case GL_RG_INTEGER: return GL_RG;
case GL_RGB_INTEGER: return GL_RGB;
case GL_RGBA_INTEGER: return GL_RGBA;
}
return 0;
}
// Return the number of bytes per component this format implies.
// Returns 0 for formats with non-byte alignments and formats which
// merge multiple components (like GL_UNSIGNED_SHORT_5_6_5).
int gl_component_size(GLenum type)
{
switch (type) {
case GL_UNSIGNED_BYTE: return 1;
case GL_UNSIGNED_SHORT: return 2;
case GL_FLOAT: return 4;
}
return 0;
}
// Return the number of a pixel "format".
int gl_format_components(GLenum format)
{
switch (format) {
case GL_RED:
case GL_RED_INTEGER:
case GL_LUMINANCE:
return 1;
case GL_RG:
case GL_RG_INTEGER:
case GL_LUMINANCE_ALPHA:
return 2;
case GL_RGB:
case GL_RGB_INTEGER:
return 3;
case GL_RGBA:
case GL_RGBA_INTEGER:
return 4;
}
return 0;
}
// return the number of bytes per pixel for the given format
// does not handle all possible variants, just those used by mpv
int gl_bytes_per_pixel(GLenum format, GLenum type)
{
// Formats with merged components are special.
switch (type) {
case GL_UNSIGNED_INT_2_10_10_10_REV: return 4;
case GL_UNSIGNED_SHORT_5_6_5: return 2;
case GL_UNSIGNED_SHORT_8_8_APPLE: return 2;
case GL_UNSIGNED_SHORT_8_8_REV_APPLE: return 2;
}
return gl_format_components(format) * gl_component_size(type);
}
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