1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433
|
#include <epoxy/gl.h>
#include <assert.h>
#include <stddef.h>
#include <algorithm>
#include <string>
#include "init.h"
#include "resource_pool.h"
#include "util.h"
using namespace std;
namespace movit {
bool movit_initialized = false;
MovitDebugLevel movit_debug_level = MOVIT_DEBUG_ON;
float movit_texel_subpixel_precision;
bool movit_timer_queries_supported, movit_compute_shaders_supported;
int movit_num_wrongly_rounded;
MovitShaderModel movit_shader_model;
// The rules for objects with nontrivial constructors in static scope
// are somewhat convoluted, and easy to mess up. We simply have a
// pointer instead (and never care to clean it up).
string *movit_data_directory = nullptr;
namespace {
void measure_texel_subpixel_precision()
{
ResourcePool resource_pool;
static const unsigned width = 4096;
// Generate a destination texture to render to, and an FBO.
GLuint dst_texnum, fbo;
glGenTextures(1, &dst_texnum);
check_error();
glBindTexture(GL_TEXTURE_2D, dst_texnum);
check_error();
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F, width, 1, 0, GL_RGBA, GL_FLOAT, nullptr);
check_error();
glGenFramebuffers(1, &fbo);
check_error();
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
check_error();
glFramebufferTexture2D(
GL_FRAMEBUFFER,
GL_COLOR_ATTACHMENT0,
GL_TEXTURE_2D,
dst_texnum,
0);
check_error();
// Now generate a simple texture that's just [0,1].
GLuint src_texnum;
float texdata[] = { 0, 1 };
glGenTextures(1, &src_texnum);
check_error();
glBindTexture(GL_TEXTURE_2D, src_texnum);
check_error();
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
check_error();
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
check_error();
glTexImage2D(GL_TEXTURE_2D, 0, GL_R16F, 2, 1, 0, GL_RED, GL_FLOAT, texdata);
check_error();
// Basic state.
glDisable(GL_BLEND);
check_error();
glDisable(GL_DEPTH_TEST);
check_error();
glDepthMask(GL_FALSE);
check_error();
glViewport(0, 0, width, 1);
vector<string> frag_shader_outputs;
GLuint glsl_program_num = resource_pool.compile_glsl_program(
read_version_dependent_file("vs", "vert"),
read_version_dependent_file("texture1d", "frag"),
frag_shader_outputs);
glUseProgram(glsl_program_num);
check_error();
glUniform1i(glGetUniformLocation(glsl_program_num, "tex"), 0); // Bind the 2D sampler.
check_error();
// Draw the texture stretched over a long quad, interpolating it out.
// Note that since the texel center is in (0.5), we need to adjust the
// texture coordinates in order not to get long stretches of (1,1,1,...)
// at the start and (...,0,0,0) at the end.
float vertices[] = {
0.0f, 1.0f,
0.0f, 0.0f,
1.0f, 1.0f,
1.0f, 0.0f
};
float texcoords[] = {
0.25f, 0.0f,
0.25f, 0.0f,
0.75f, 0.0f,
0.75f, 0.0f
};
GLuint vao;
glGenVertexArrays(1, &vao);
check_error();
glBindVertexArray(vao);
check_error();
GLuint position_vbo = fill_vertex_attribute(glsl_program_num, "position", 2, GL_FLOAT, sizeof(vertices), vertices);
GLuint texcoord_vbo = fill_vertex_attribute(glsl_program_num, "texcoord", 2, GL_FLOAT, sizeof(texcoords), texcoords);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
check_error();
cleanup_vertex_attribute(glsl_program_num, "position", position_vbo);
cleanup_vertex_attribute(glsl_program_num, "texcoord", texcoord_vbo);
glUseProgram(0);
check_error();
// Now read the data back and see what the card did.
// (We only look at the red channel; the others will surely be the same.)
// We assume a linear ramp; anything else will give sort of odd results here.
float out_data[width * 4];
glReadPixels(0, 0, width, 1, GL_RGBA, GL_FLOAT, out_data);
check_error();
float biggest_jump = 0.0f;
for (unsigned i = 1; i < width; ++i) {
assert(out_data[i * 4] >= out_data[(i - 1) * 4]);
biggest_jump = max(biggest_jump, out_data[i * 4] - out_data[(i - 1) * 4]);
}
assert(biggest_jump > 0.0);
movit_texel_subpixel_precision = biggest_jump;
// Clean up.
glBindTexture(GL_TEXTURE_2D, 0);
check_error();
glBindFramebuffer(GL_FRAMEBUFFER, 0);
check_error();
glDeleteFramebuffers(1, &fbo);
check_error();
glDeleteTextures(1, &dst_texnum);
check_error();
glDeleteTextures(1, &src_texnum);
check_error();
resource_pool.release_glsl_program(glsl_program_num);
glDeleteVertexArrays(1, &vao);
check_error();
}
void measure_roundoff_problems()
{
ResourcePool resource_pool;
// Generate a destination texture to render to, and an FBO.
GLuint dst_texnum, fbo;
glGenTextures(1, &dst_texnum);
check_error();
glBindTexture(GL_TEXTURE_2D, dst_texnum);
check_error();
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 512, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
check_error();
glGenFramebuffers(1, &fbo);
check_error();
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
check_error();
glFramebufferTexture2D(
GL_FRAMEBUFFER,
GL_COLOR_ATTACHMENT0,
GL_TEXTURE_2D,
dst_texnum,
0);
check_error();
// Now generate a texture where every value except the last should be
// rounded up to the next one. However, there are cards (in highly
// common use) that can't do this right, for unknown reasons.
GLuint src_texnum;
float texdata[512];
for (int i = 0; i < 256; ++i) {
texdata[i * 2 + 0] = (i + 0.48) / 255.0;
texdata[i * 2 + 1] = (i + 0.52) / 255.0;
}
glGenTextures(1, &src_texnum);
check_error();
glBindTexture(GL_TEXTURE_2D, src_texnum);
check_error();
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
check_error();
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
check_error();
glTexImage2D(GL_TEXTURE_2D, 0, GL_R32F, 512, 1, 0, GL_RED, GL_FLOAT, texdata);
check_error();
// Basic state.
glDisable(GL_BLEND);
check_error();
glDisable(GL_DEPTH_TEST);
check_error();
glDepthMask(GL_FALSE);
check_error();
glViewport(0, 0, 512, 1);
vector<string> frag_shader_outputs;
GLuint glsl_program_num = resource_pool.compile_glsl_program(
read_version_dependent_file("vs", "vert"),
read_version_dependent_file("texture1d", "frag"),
frag_shader_outputs);
glUseProgram(glsl_program_num);
check_error();
glUniform1i(glGetUniformLocation(glsl_program_num, "tex"), 0); // Bind the 2D sampler.
// Draw the texture stretched over a long quad, interpolating it out.
float vertices[] = {
0.0f, 1.0f,
0.0f, 0.0f,
1.0f, 1.0f,
1.0f, 0.0f
};
GLuint vao;
glGenVertexArrays(1, &vao);
check_error();
glBindVertexArray(vao);
check_error();
GLuint position_vbo = fill_vertex_attribute(glsl_program_num, "position", 2, GL_FLOAT, sizeof(vertices), vertices);
GLuint texcoord_vbo = fill_vertex_attribute(glsl_program_num, "texcoord", 2, GL_FLOAT, sizeof(vertices), vertices); // Same data.
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
check_error();
cleanup_vertex_attribute(glsl_program_num, "position", position_vbo);
cleanup_vertex_attribute(glsl_program_num, "texcoord", texcoord_vbo);
glUseProgram(0);
check_error();
// Now read the data back and see what the card did. (Ignore the last value.)
// (We only look at the red channel; the others will surely be the same.)
unsigned char out_data[512 * 4];
glReadPixels(0, 0, 512, 1, GL_RGBA, GL_UNSIGNED_BYTE, out_data);
check_error();
int wrongly_rounded = 0;
for (unsigned i = 0; i < 255; ++i) {
if (out_data[(i * 2 + 0) * 4] != i) {
++wrongly_rounded;
}
if (out_data[(i * 2 + 1) * 4] != i + 1) {
++wrongly_rounded;
}
}
movit_num_wrongly_rounded = wrongly_rounded;
// Clean up.
glBindTexture(GL_TEXTURE_2D, 0);
check_error();
glBindFramebuffer(GL_FRAMEBUFFER, 0);
check_error();
glDeleteFramebuffers(1, &fbo);
check_error();
glDeleteTextures(1, &dst_texnum);
check_error();
glDeleteTextures(1, &src_texnum);
check_error();
resource_pool.release_glsl_program(glsl_program_num);
glDeleteVertexArrays(1, &vao);
check_error();
}
bool check_extensions()
{
// GLES generally doesn't use extensions as actively as desktop OpenGL.
// For now, we say that for GLES, we require GLES 3, which has everything
// we need.
if (!epoxy_is_desktop_gl()) {
if (epoxy_gl_version() >= 30) {
return true;
} else {
fprintf(stderr, "Movit system requirements: GLES version %.1f is too old (GLES 3.0 needed).\n",
0.1f * epoxy_gl_version());
fprintf(stderr, "Movit initialization failed.\n");
return false;
}
}
if (epoxy_gl_version() < 30) {
fprintf(stderr, "Movit system requirements: OpenGL version %.1f is too old (OpenGL 3.0 needed).\n",
0.1f * epoxy_gl_version());
fprintf(stderr, "Movit initialization failed.\n");
return false;
}
// The user can specify that they want a timing report for each
// phase in an effect chain. However, that depends on this extension;
// without it, we do cannot even create the query objects.
movit_timer_queries_supported =
(epoxy_gl_version() >= 33 || epoxy_has_gl_extension("GL_ARB_timer_query"));
// Certain effects have compute shader implementations, which may be
// more efficient than the normal fragment shader versions.
// GLSL 3.10 supposedly also has compute shaders, but I haven't tested them,
// so we require desktop OpenGL.
movit_compute_shaders_supported =
(epoxy_is_desktop_gl() &&
(epoxy_gl_version() >= 43 ||
(epoxy_has_gl_extension("GL_ARB_compute_shader") &&
epoxy_has_gl_extension("GL_ARB_shader_image_load_store") &&
epoxy_has_gl_extension("GL_ARB_shader_image_size"))));
return true;
}
double get_glsl_version()
{
char *glsl_version_str = strdup((const char *)glGetString(GL_SHADING_LANGUAGE_VERSION));
// Skip past the first period.
char *ptr = strchr(glsl_version_str, '.');
assert(ptr != nullptr);
++ptr;
// Now cut the string off at the next period or space, whatever comes first
// (unless the string ends first).
while (*ptr && *ptr != '.' && *ptr != ' ') {
++ptr;
}
*ptr = '\0';
// Now we have something on the form X.YY. We convert it to a float, and hope
// that if it's inexact (e.g. 1.30), atof() will round the same way the
// compiler will.
std::istringstream locale_convert(glsl_version_str);
locale_convert.imbue(std::locale("C"));
double glsl_version;
locale_convert >> glsl_version;
free(glsl_version_str);
return glsl_version;
}
void APIENTRY debug_callback(GLenum source,
GLenum type,
GLuint id,
GLenum severity,
GLsizei length,
const char *message,
const void *userParam)
#ifdef __GNUC__
__attribute__((unused))
#endif
;
void APIENTRY debug_callback(GLenum source,
GLenum type,
GLuint id,
GLenum severity,
GLsizei length,
const char *message,
const void *userParam)
{
printf("Debug: %s\n", message);
}
} // namespace
bool init_movit(const string& data_directory, MovitDebugLevel debug_level)
{
if (movit_initialized) {
return true;
}
movit_data_directory = new string(data_directory);
movit_debug_level = debug_level;
// geez
glPixelStorei(GL_PACK_ALIGNMENT, 1);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glDisable(GL_DITHER);
// You can turn this on if you want detailed debug messages from the driver.
// You should probably also ask for a debug context (see gtest_sdl_main.cpp),
// or you might not get much data back.
// glDebugMessageCallbackARB(callback, nullptr);
// glDebugMessageControlARB(GL_DONT_CARE, GL_DONT_CARE, GL_DONT_CARE, 0, 0, GL_TRUE);
if (!check_extensions()) {
return false;
}
// Find out what shader model we should compile for.
// We need at least 1.30, due to use of (among others) integers.
if (epoxy_is_desktop_gl()) {
if (get_glsl_version() < 1.30f) {
fprintf(stderr, "Movit system requirements: Needs at least GLSL version 1.30 (has version %.1f)\n",
get_glsl_version());
return false;
}
if (get_glsl_version() < 1.50f) {
movit_shader_model = MOVIT_GLSL_130;
} else {
// Note: All of our 1.50 shaders are identical to our 1.30 shaders,
// but OS X does not support 1.30; only 1.10 (which we don't support
// anymore) and 1.50 (and then only with core contexts). So we keep
// a second set of shaders around whose only difference is the different
// #version declaration.
movit_shader_model = MOVIT_GLSL_150;
}
} else {
movit_shader_model = MOVIT_ESSL_300;
}
measure_texel_subpixel_precision();
measure_roundoff_problems();
movit_initialized = true;
return true;
}
} // namespace movit
|