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init.cpp
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init.cpp
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#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