Merge branch 'gl_rework'

This commit is contained in:
wm4
2015-03-12 23:21:21 +01:00
15 changed files with 1884 additions and 2077 deletions
-1
View File
@@ -14,7 +14,6 @@
/input/input_conf.h
/tags
/TAGS
/video/out/gl_video_shaders.h
/video/out/x11_icon.inc
/demux/ebml_defs.c
/demux/ebml_types.h
+44 -24
View File
@@ -352,6 +352,10 @@ Available video output drivers are:
blurrier. Defaults to 1. Note that setting this too low (eg. 0.5)
leads to bad results. It's recommended to stay between 0.9 and 1.1.
``sharpen3``, ``sharpen5``
Sharpening strength. Increasing this makes the image sharper but
adds more ringing and aliasing. Defaults to 0.5.
``scale-radius=<r>``
Set radius for filters listed below, must be a float number between 1.0
and 16.0. Defaults to be 3.0 if not specified.
@@ -377,21 +381,6 @@ Available video output drivers are:
will reproduce the source image perfectly if no scaling is performed.
Note that this option never affects ``cscale``.
``srgb``
Convert and color correct the output to sRGB before displaying it on
the screen. This option enables ``linear-scaling``.
This option is equivalent to using ``icc-profile`` with an sRGB ICC
profile, but it is implemented without a 3DLUT and does not require
LittleCMS 2. If both ``srgb`` and ``icc-profile`` are present, the
latter takes precedence, as they are somewhat redundant.
Note: When playing back BT.2020 content with this option enabled, out
of gamut colors will be numerically clipped, which can potentially
change the hue and/or luminance. If this is not desired, it is
recommended to use ``icc-profile`` with an sRGB ICC profile instead,
when playing back wide-gamut BT.2020 content.
``pbo``
Enable use of PBOs. This is slightly faster, but can sometimes lead to
sporadic and temporary image corruption (in theory, because reupload
@@ -460,9 +449,10 @@ Available video output drivers are:
``scale-antiring``.
``linear-scaling``
Scale in linear light. This is automatically enabled if ``srgb``,
``icc-profile`` or ``sigmoid-upscaling`` is set. It should only
be used with a ``fbo-format`` that has at least 16 bit precision.
Scale in linear light. This is automatically enabled if
``target-prim``, ``target-trc``, ``icc-profile`` or
``sigmoid-upscaling`` is set. It should only be used with a
``fbo-format`` that has at least 16 bit precision.
``fancy-downscaling``
When using convolution based filters, extend the filter size
@@ -553,13 +543,44 @@ Available video output drivers are:
NOTE: Only implemented on OS X.
``target-prim=<value>``
Specifies the primaries of the display. Video colors will be adapted
to this colorspace if necessary. Valid values are:
auto
Disable any adaptation (default)
bt470m
ITU-R BT.470 M
bt601-525
ITU-R BT.601 (525-line SD systems, eg. NTSC), SMPTE 170M/240M
bt601-625
ITU-R BT.601 (625-line SD systems, eg. PAL/SECAM), ITU-R BT.470 B/G
bt709
ITU-R BT.709 (HD), IEC 61966-2-4 (sRGB), SMPTE RP177 Annex B
bt2020
ITU-R BT.2020 (UHD)
``target-trc=<value>``
Specifies the transfer characteristics (gamma) of the display. Video
colors will be adjusted to this curve. Valid values are:
auto
Disable any adaptation (default)
bt1886
ITU-R BT.1886 curve, without the brightness drop (approx. 1.961)
srgb
IEC 61966-2-4 (sRGB)
linear
Linear light output
gamma22
Pure power curve (gamma 2.2)
``icc-profile=<file>``
Load an ICC profile and use it to transform linear RGB to screen output.
Needs LittleCMS 2 support compiled in. This option overrides the ``srgb``
property, as using both is somewhat redundant. It also enables
Needs LittleCMS 2 support compiled in. This option overrides the
``target-prim`` and ``target-trc`` options. It also enables
``linear-scaling``.
``icc-profile-auto``
Automatically select the ICC display profile currently specified by
the display settings of the operating system.
@@ -573,9 +594,8 @@ Available video output drivers are:
Its size depends on the ``3dlut-size``, and can be very big.
``icc-intent=<value>``
Specifies the ICC Intent used for transformations between color spaces.
This affects the rendering when using ``icc-profile`` or ``srgb`` and
also affects the way DCP XYZ content gets converted to RGB.
Specifies the ICC intent used for the color transformation (when using
``icc-profile``).
0
perceptual
-5
View File
@@ -358,10 +358,6 @@ demux/ebml.c: demux/ebml_defs.c
demux/ebml_defs.c: TOOLS/matroska.pl $(MKVLIB_DEPS)
./$< --generate-definitions > $@
video/out/gl_video.c: video/out/gl_video_shaders.h
video/out/gl_video_shaders.h: TOOLS/file2string.pl video/out/gl_video_shaders.glsl
./$^ >$@
video/out/x11_common.c: video/out/x11_icon.inc
video/out/x11_icon.inc: TOOLS/file2string.pl video/out/x11_icon.bin
./$^ >$@
@@ -475,7 +471,6 @@ clean:
-$(RM) input/input_conf.h
-$(RM) video/out/vdpau_template.c
-$(RM) demux/ebml_types.h demux/ebml_defs.c
-$(RM) video/out/gl_video_shaders.h
-$(RM) video/out/x11_icon.inc
-$(RM) sub/osd_font.h
-$(RM) player/lua/defaults.inc
+3
View File
@@ -70,6 +70,7 @@ const char *const mp_csp_trc_names[MP_CSP_TRC_COUNT] = {
"BT.1886 (SD, HD, UHD)",
"sRGB (IEC 61966-2-1)",
"Linear light",
"Pure power (gamma 2.2)",
};
const char *const mp_csp_equalizer_names[MP_CSP_EQ_COUNT] = {
@@ -156,6 +157,7 @@ enum mp_csp_trc avcol_trc_to_mp_csp_trc(int avtrc)
case AVCOL_TRC_BT2020_12: return MP_CSP_TRC_BT_1886;
case AVCOL_TRC_IEC61966_2_1: return MP_CSP_TRC_SRGB;
case AVCOL_TRC_LINEAR: return MP_CSP_TRC_LINEAR;
case AVCOL_TRC_GAMMA22: return MP_CSP_TRC_GAMMA22;
default: return MP_CSP_TRC_AUTO;
}
}
@@ -202,6 +204,7 @@ int mp_csp_trc_to_avcol_trc(enum mp_csp_trc trc)
case MP_CSP_TRC_BT_1886: return AVCOL_TRC_BT709;
case MP_CSP_TRC_SRGB: return AVCOL_TRC_IEC61966_2_1;
case MP_CSP_TRC_LINEAR: return AVCOL_TRC_LINEAR;
case MP_CSP_TRC_GAMMA22: return AVCOL_TRC_GAMMA22;
default: return AVCOL_TRC_UNSPECIFIED;
}
}
+1
View File
@@ -76,6 +76,7 @@ enum mp_csp_trc {
MP_CSP_TRC_BT_1886,
MP_CSP_TRC_SRGB,
MP_CSP_TRC_LINEAR,
MP_CSP_TRC_GAMMA22,
MP_CSP_TRC_COUNT
};
+125 -77
View File
@@ -55,20 +55,46 @@ static const struct osd_fmt_entry osd_to_gl2_formats[SUBBITMAP_COUNT] = {
struct vertex {
float position[2];
uint8_t color[4];
float texcoord[2];
uint8_t ass_color[4];
};
static const struct gl_vao_entry vertex_vao[] = {
{"vertex_position", 2, GL_FLOAT, false, offsetof(struct vertex, position)},
{"vertex_color", 4, GL_UNSIGNED_BYTE, true, offsetof(struct vertex, color)},
{"vertex_texcoord", 2, GL_FLOAT, false, offsetof(struct vertex, texcoord)},
{"position", 2, GL_FLOAT, false, offsetof(struct vertex, position)},
{"texcoord" , 2, GL_FLOAT, false, offsetof(struct vertex, texcoord)},
{"ass_color", 4, GL_UNSIGNED_BYTE, true, offsetof(struct vertex, ass_color)},
{0}
};
// programs: SUBBITMAP_COUNT elements
struct mpgl_osd *mpgl_osd_init(GL *gl, struct mp_log *log, struct osd_state *osd,
GLuint *programs)
struct mpgl_osd_part {
enum sub_bitmap_format format;
int bitmap_id, bitmap_pos_id;
GLuint texture;
int w, h;
GLuint buffer;
int num_subparts;
struct sub_bitmap *subparts;
struct vertex *vertices;
struct bitmap_packer *packer;
};
struct mpgl_osd {
struct mp_log *log;
struct osd_state *osd;
GL *gl;
bool use_pbo;
bool scaled;
struct mpgl_osd_part *parts[MAX_OSD_PARTS];
const struct osd_fmt_entry *fmt_table;
bool formats[SUBBITMAP_COUNT];
struct gl_vao vao;
// temporary
int stereo_mode;
int display_size[2];
void *scratch;
};
struct mpgl_osd *mpgl_osd_init(GL *gl, struct mp_log *log, struct osd_state *osd)
{
GLint max_texture_size;
gl->GetIntegerv(GL_MAX_TEXTURE_SIZE, &max_texture_size);
@@ -79,7 +105,6 @@ struct mpgl_osd *mpgl_osd_init(GL *gl, struct mp_log *log, struct osd_state *osd
.osd = osd,
.gl = gl,
.fmt_table = osd_to_gl3_formats,
.programs = programs,
.scratch = talloc_zero_size(ctx, 1),
};
@@ -126,6 +151,11 @@ void mpgl_osd_destroy(struct mpgl_osd *ctx)
talloc_free(ctx);
}
void mpgl_osd_set_options(struct mpgl_osd *ctx, bool pbo)
{
ctx->use_pbo = pbo;
}
static bool upload_pbo(struct mpgl_osd *ctx, struct mpgl_osd_part *osd,
struct sub_bitmaps *imgs)
{
@@ -154,8 +184,7 @@ static bool upload_pbo(struct mpgl_osd *ctx, struct mpgl_osd_part *osd,
if (!gl->UnmapBuffer(GL_PIXEL_UNPACK_BUFFER))
success = false;
glUploadTex(gl, GL_TEXTURE_2D, fmt.format, fmt.type, NULL, stride,
bb[0].x, bb[0].y, bb[1].x - bb[0].x, bb[1].y - bb[0].y,
0);
bb[0].x, bb[0].y, bb[1].x - bb[0].x, bb[1].y - bb[0].y, 0);
}
gl->BindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
@@ -240,11 +269,12 @@ static bool upload_osd(struct mpgl_osd *ctx, struct mpgl_osd_part *osd,
return true;
}
static struct mpgl_osd_part *mpgl_osd_generate(struct mpgl_osd *ctx,
struct sub_bitmaps *imgs)
static void gen_osd_cb(void *pctx, struct sub_bitmaps *imgs)
{
struct mpgl_osd *ctx = pctx;
if (imgs->num_parts == 0 || !ctx->formats[imgs->format])
return NULL;
return;
struct mpgl_osd_part *osd = ctx->parts[imgs->render_index];
@@ -256,83 +286,76 @@ static struct mpgl_osd_part *mpgl_osd_generate(struct mpgl_osd *ctx,
osd->bitmap_id = imgs->bitmap_id;
osd->bitmap_pos_id = imgs->bitmap_pos_id;
osd->num_vertices = 0;
}
osd->num_subparts = osd->packer->count;
return osd->packer->count ? osd : NULL;
MP_TARRAY_GROW(osd, osd->subparts, osd->num_subparts);
memcpy(osd->subparts, imgs->parts,
osd->num_subparts * sizeof(osd->subparts[0]));
}
static void write_quad(struct vertex *va,
static void write_quad(struct vertex *va, float matrix[3][2],
float x0, float y0, float x1, float y1,
float tx0, float ty0, float tx1, float ty1,
float tex_w, float tex_h, const uint8_t color[4])
{
gl_matrix_mul_vec(matrix, &x0, &y0);
gl_matrix_mul_vec(matrix, &x1, &y1);
#define COLOR_INIT {color[0], color[1], color[2], color[3]}
va[0] = (struct vertex){ {x0, y0}, COLOR_INIT, {tx0 / tex_w, ty0 / tex_h} };
va[1] = (struct vertex){ {x0, y1}, COLOR_INIT, {tx0 / tex_w, ty1 / tex_h} };
va[2] = (struct vertex){ {x1, y0}, COLOR_INIT, {tx1 / tex_w, ty0 / tex_h} };
va[3] = (struct vertex){ {x1, y1}, COLOR_INIT, {tx1 / tex_w, ty1 / tex_h} };
va[0] = (struct vertex){ {x0, y0}, {tx0 / tex_w, ty0 / tex_h}, COLOR_INIT };
va[1] = (struct vertex){ {x0, y1}, {tx0 / tex_w, ty1 / tex_h}, COLOR_INIT };
va[2] = (struct vertex){ {x1, y0}, {tx1 / tex_w, ty0 / tex_h}, COLOR_INIT };
va[3] = (struct vertex){ {x1, y1}, {tx1 / tex_w, ty1 / tex_h}, COLOR_INIT };
va[4] = va[2];
va[5] = va[1];
#undef COLOR_INIT
}
static void draw_osd_cb(void *pctx, struct sub_bitmaps *imgs)
static int generate_verts(struct mpgl_osd_part *part, float matrix[3][2])
{
struct mpgl_osd *ctx = pctx;
GL *gl = ctx->gl;
struct mpgl_osd_part *part = mpgl_osd_generate(ctx, imgs);
if (!part)
return;
assert(part->format != SUBBITMAP_EMPTY);
if (!part->num_vertices) {
part->vertices = talloc_realloc(part, part->vertices, struct vertex,
part->packer->count * 6);
int num_vertices = part->num_subparts * 6;
MP_TARRAY_GROW(part, part->vertices, num_vertices);
for (int n = 0; n < part->num_subparts; n++) {
struct sub_bitmap *b = &part->subparts[n];
struct pos pos = part->packer->result[n];
struct vertex *va = part->vertices;
for (int n = 0; n < part->packer->count; n++) {
struct sub_bitmap *b = &imgs->parts[n];
struct pos pos = part->packer->result[n];
// NOTE: the blend color is used with SUBBITMAP_LIBASS only, so it
// doesn't matter that we upload garbage for the other formats
uint32_t c = b->libass.color;
uint8_t color[4] = { c >> 24, (c >> 16) & 0xff,
(c >> 8) & 0xff, 255 - (c & 0xff) };
// NOTE: the blend color is used with SUBBITMAP_LIBASS only, so it
// doesn't matter that we upload garbage for the other formats
uint32_t c = b->libass.color;
uint8_t color[4] = { c >> 24, (c >> 16) & 0xff,
(c >> 8) & 0xff, 255 - (c & 0xff) };
write_quad(&va[part->num_vertices],
b->x, b->y, b->x + b->dw, b->y + b->dh,
pos.x, pos.y, pos.x + b->w, pos.y + b->h,
part->w, part->h, color);
part->num_vertices += 6;
}
write_quad(&va[n * 6], matrix,
b->x, b->y, b->x + b->dw, b->y + b->dh,
pos.x, pos.y, pos.x + b->w, pos.y + b->h,
part->w, part->h, color);
}
return num_vertices;
}
static void draw_part(struct mpgl_osd *ctx, int index, float matrix[3][2])
{
GL *gl = ctx->gl;
struct mpgl_osd_part *part = ctx->parts[index];
int num_vertices = generate_verts(part, matrix);
if (!num_vertices)
return;
gl->Enable(GL_BLEND);
gl->BindTexture(GL_TEXTURE_2D, part->texture);
const int *factors = &blend_factors[part->format][0];
gl->BlendFuncSeparate(factors[0], factors[1], factors[2], factors[3]);
int program = ctx->programs[part->format];
gl->UseProgram(program);
gl_vao_draw_data(&ctx->vao, GL_TRIANGLES, part->vertices, num_vertices);
bool set_offset = ctx->offset[0] != 0.0f || ctx->offset[1] != 0.0f;
if (set_offset) {
gl->Uniform3f(gl->GetUniformLocation(program, "translation"),
ctx->offset[0], ctx->offset[1], 0);
}
gl_vao_draw_data(&ctx->vao, GL_TRIANGLES, part->vertices, part->num_vertices);
if (set_offset)
gl->Uniform3f(gl->GetUniformLocation(program, "translation"), 0, 0, 0);
gl->UseProgram(0);
gl->BindTexture(GL_TEXTURE_2D, 0);
gl->Disable(GL_BLEND);
}
// number of screen divisions per axis (x=0, y=1) for the current 3D mode
@@ -347,26 +370,51 @@ static void get_3d_side_by_side(int stereo_mode, int div[2])
}
}
void mpgl_osd_draw(struct mpgl_osd *ctx, struct mp_osd_res res, double pts,
int stereo_mode)
void mpgl_osd_draw_part(struct mpgl_osd *ctx, int vp_w, int vp_h, int index)
{
GL *gl = ctx->gl;
int div[2];
get_3d_side_by_side(ctx->stereo_mode, div);
gl->Enable(GL_BLEND);
for (int x = 0; x < div[0]; x++) {
for (int y = 0; y < div[1]; y++) {
float matrix[3][2];
gl_matrix_ortho2d(matrix, 0, vp_w, 0, vp_h);
float a_x = ctx->display_size[0] * x;
float a_y = ctx->display_size[1] * y;
matrix[2][0] += a_x * matrix[0][0] + a_y * matrix[1][0];
matrix[2][1] += a_x * matrix[0][1] + a_y * matrix[1][1];
draw_part(ctx, index, matrix);
}
}
}
enum sub_bitmap_format mpgl_osd_get_part_format(struct mpgl_osd *ctx, int index)
{
assert(index >= 0 && index < MAX_OSD_PARTS);
return ctx->parts[index]->format;
}
struct gl_vao *mpgl_osd_get_vao(struct mpgl_osd *ctx)
{
return &ctx->vao;
}
void mpgl_osd_generate(struct mpgl_osd *ctx, struct mp_osd_res res, double pts,
int stereo_mode)
{
for (int n = 0; n < MAX_OSD_PARTS; n++)
ctx->parts[n]->num_subparts = 0;
int div[2];
get_3d_side_by_side(stereo_mode, div);
for (int x = 0; x < div[0]; x++) {
for (int y = 0; y < div[1]; y++) {
struct mp_osd_res s_res = res;
s_res.w /= div[0];
s_res.h /= div[1];
ctx->offset[0] = s_res.w * x;
ctx->offset[1] = s_res.h * y;
osd_draw(ctx->osd, s_res, pts, 0, ctx->formats, draw_osd_cb, ctx);
}
}
struct mp_osd_res s_res = res;
ctx->display_size[0] = s_res.w = s_res.w / div[0];
ctx->display_size[1] = s_res.h = s_res.h / div[1];
gl->Disable(GL_BLEND);
osd_draw(ctx->osd, s_res, pts, 0, ctx->formats, gen_osd_cb, ctx);
ctx->stereo_mode = stereo_mode;
}
+8 -31
View File
@@ -7,38 +7,15 @@
#include "gl_utils.h"
#include "sub/osd.h"
struct mpgl_osd_part {
enum sub_bitmap_format format;
int bitmap_id, bitmap_pos_id;
GLuint texture;
int w, h;
GLuint buffer;
int num_vertices;
void *vertices;
struct bitmap_packer *packer;
};
struct mpgl_osd {
struct mp_log *log;
struct osd_state *osd;
GL *gl;
bool use_pbo;
bool scaled;
struct mpgl_osd_part *parts[MAX_OSD_PARTS];
const struct osd_fmt_entry *fmt_table;
bool formats[SUBBITMAP_COUNT];
struct gl_vao vao;
GLuint *programs; // SUBBITMAP_COUNT elements
// temporary
float offset[2];
void *scratch;
};
struct mpgl_osd *mpgl_osd_init(GL *gl, struct mp_log *log, struct osd_state *osd,
GLuint *programs);
struct mpgl_osd *mpgl_osd_init(GL *gl, struct mp_log *log, struct osd_state *osd);
void mpgl_osd_destroy(struct mpgl_osd *ctx);
void mpgl_osd_draw(struct mpgl_osd *ctx, struct mp_osd_res res, double pts,
int stereo_mode);
void mpgl_osd_set_options(struct mpgl_osd *ctx, bool pbo);
void mpgl_osd_generate(struct mpgl_osd *ctx, struct mp_osd_res res, double pts,
int stereo_mode);
enum sub_bitmap_format mpgl_osd_get_part_format(struct mpgl_osd *ctx, int index);
struct gl_vao *mpgl_osd_get_vao(struct mpgl_osd *ctx);
void mpgl_osd_draw_part(struct mpgl_osd *ctx, int vp_w, int vp_h, int index);
#endif
+477 -25
View File
@@ -25,6 +25,7 @@
#include <stdint.h>
#include <stdlib.h>
#include <string.h>
#include <stdarg.h>
#include <assert.h>
#include "common/common.h"
@@ -290,14 +291,6 @@ void gl_vao_unbind(struct gl_vao *vao)
}
}
void gl_vao_bind_attribs(struct gl_vao *vao, GLuint program)
{
GL *gl = vao->gl;
for (int n = 0; vao->entries[n].name; n++)
gl->BindAttribLocation(program, n, vao->entries[n].name);
}
// Draw the vertex data (as described by the gl_vao_entry entries) in ptr
// to the screen. num is the number of vertexes. prim is usually GL_TRIANGLES.
// If ptr is NULL, then skip the upload, and use the data uploaded with the
@@ -320,24 +313,47 @@ void gl_vao_draw_data(struct gl_vao *vao, GLenum prim, void *ptr, size_t num)
}
// Create a texture and a FBO using the texture as color attachments.
// gl_target: GL_TEXTURE_2D
// gl_filter: GL_LINEAR
// iformat: texture internal format
// Returns success.
bool fbotex_init(struct fbotex *fbo, GL *gl, struct mp_log *log, int w, int h,
GLenum gl_target, GLenum gl_filter, GLenum iformat)
GLenum iformat)
{
assert(!fbo->fbo);
assert(!fbo->texture);
return fbotex_change(fbo, gl, log, w, h, iformat, 0);
}
// Like fbotex_init(), except it can be called on an already initialized FBO;
// and if the parameters are the same as the previous call, do not touch it.
// flags can be 0, or a combination of FBOTEX_FUZZY_W and FBOTEX_FUZZY_H.
// Enabling FUZZY for W or H means the w or h does not need to be exact.
bool fbotex_change(struct fbotex *fbo, GL *gl, struct mp_log *log, int w, int h,
GLenum iformat, int flags)
{
bool res = true;
assert(!fbo->fbo);
assert(!fbo->texture);
int cw = w, ch = h;
if ((flags & FBOTEX_FUZZY_W) && cw < fbo->tex_w)
cw = fbo->tex_w;
if ((flags & FBOTEX_FUZZY_H) && ch < fbo->tex_h)
ch = fbo->tex_h;
if (fbo->tex_w == cw && fbo->tex_h == ch && fbo->iformat == iformat)
return true;
if (flags & FBOTEX_FUZZY_W)
w = MP_ALIGN_UP(w, 256);
if (flags & FBOTEX_FUZZY_H)
h = MP_ALIGN_UP(h, 256);
GLenum filter = fbo->tex_filter;
*fbo = (struct fbotex) {
.gl = gl,
.vp_w = w,
.vp_h = h,
.tex_w = w,
.tex_h = h,
.iformat = iformat,
};
mp_verbose(log, "Create FBO: %dx%d\n", fbo->tex_w, fbo->tex_h);
@@ -347,19 +363,20 @@ bool fbotex_init(struct fbotex *fbo, GL *gl, struct mp_log *log, int w, int h,
gl->GenFramebuffers(1, &fbo->fbo);
gl->GenTextures(1, &fbo->texture);
gl->BindTexture(gl_target, fbo->texture);
gl->TexImage2D(gl_target, 0, iformat, fbo->tex_w, fbo->tex_h, 0,
gl->BindTexture(GL_TEXTURE_2D, fbo->texture);
gl->TexImage2D(GL_TEXTURE_2D, 0, iformat, fbo->tex_w, fbo->tex_h, 0,
GL_RGBA, GL_UNSIGNED_BYTE, NULL);
gl->TexParameteri(gl_target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
gl->TexParameteri(gl_target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
gl->TexParameteri(gl_target, GL_TEXTURE_MIN_FILTER, gl_filter);
gl->TexParameteri(gl_target, GL_TEXTURE_MAG_FILTER, gl_filter);
gl->TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
gl->TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
gl->BindTexture(GL_TEXTURE_2D, 0);
fbotex_set_filter(fbo, filter ? filter : GL_LINEAR);
glCheckError(gl, log, "after creating framebuffer texture");
gl->BindFramebuffer(GL_FRAMEBUFFER, fbo->fbo);
gl->FramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
gl_target, fbo->texture, 0);
GL_TEXTURE_2D, fbo->texture, 0);
GLenum err = gl->CheckFramebufferStatus(GL_FRAMEBUFFER);
if (err != GL_FRAMEBUFFER_COMPLETE) {
@@ -375,6 +392,19 @@ bool fbotex_init(struct fbotex *fbo, GL *gl, struct mp_log *log, int w, int h,
return res;
}
void fbotex_set_filter(struct fbotex *fbo, GLenum tex_filter)
{
GL *gl = fbo->gl;
if (fbo->tex_filter != tex_filter && fbo->texture) {
gl->BindTexture(GL_TEXTURE_2D, fbo->texture);
gl->TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, tex_filter);
gl->TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, tex_filter);
gl->BindTexture(GL_TEXTURE_2D, 0);
}
fbo->tex_filter = tex_filter;
}
void fbotex_uninit(struct fbotex *fbo)
{
GL *gl = fbo->gl;
@@ -386,14 +416,22 @@ void fbotex_uninit(struct fbotex *fbo)
}
}
void gl_matrix_ortho2d(float m[3][3], float x0, float x1, float y0, float y1)
// Standard parallel 2D projection, except y1 < y0 means that the coordinate
// system is flipped, not the projection.
void gl_matrix_ortho2d(float m[3][2], float x0, float x1, float y0, float y1)
{
memset(m, 0, 9 * sizeof(float));
if (y1 < y0) {
float t = y0;
y0 = t - y1;
y1 = t;
}
m[0][0] = 2.0f / (x1 - x0);
m[0][1] = 0.0f;
m[1][0] = 0.0f;
m[1][1] = 2.0f / (y1 - y0);
m[2][0] = -(x1 + x0) / (x1 - x0);
m[2][1] = -(y1 + y0) / (y1 - y0);
m[2][2] = 1.0f;
}
static void GLAPIENTRY gl_debug_cb(GLenum source, GLenum type, GLuint id,
@@ -422,3 +460,417 @@ void gl_set_debug_logger(GL *gl, struct mp_log *log)
}
}
}
#define SC_ENTRIES 10
#define SC_UNIFORM_ENTRIES 20
enum uniform_type {
UT_invalid,
UT_i,
UT_f,
UT_m,
};
struct sc_uniform {
char *name;
enum uniform_type type;
const char *glsl_type;
int size;
GLint loc;
union {
GLfloat f[9];
GLint i[4];
} v;
};
struct sc_entry {
GLuint gl_shader;
// the following fields define the shader's contents
char *key; // vertex+frag shader (mangled)
struct gl_vao *vao;
};
struct gl_shader_cache {
GL *gl;
struct mp_log *log;
// this is modified during use (gl_sc_add() etc.)
char *text;
struct gl_vao *vao;
struct sc_entry entries[SC_ENTRIES];
int num_entries;
struct sc_uniform uniforms[SC_UNIFORM_ENTRIES];
int num_uniforms;
};
struct gl_shader_cache *gl_sc_create(GL *gl, struct mp_log *log)
{
struct gl_shader_cache *sc = talloc_ptrtype(NULL, sc);
*sc = (struct gl_shader_cache){
.gl = gl,
.log = log,
.text = talloc_strdup(sc, ""),
};
return sc;
}
void gl_sc_reset(struct gl_shader_cache *sc)
{
sc->text[0] = '\0';
for (int n = 0; n < sc->num_uniforms; n++)
talloc_free(sc->uniforms[n].name);
sc->num_uniforms = 0;
}
static void sc_flush_cache(struct gl_shader_cache *sc)
{
for (int n = 0; n < sc->num_entries; n++) {
struct sc_entry *e = &sc->entries[n];
sc->gl->DeleteProgram(e->gl_shader);
talloc_free(e->key);
}
sc->num_entries = 0;
}
void gl_sc_destroy(struct gl_shader_cache *sc)
{
gl_sc_reset(sc);
sc_flush_cache(sc);
talloc_free(sc);
}
void gl_sc_add(struct gl_shader_cache *sc, const char *text)
{
sc->text = talloc_strdup_append(sc->text, text);
}
void gl_sc_addf(struct gl_shader_cache *sc, const char *textf, ...)
{
va_list ap;
va_start(ap, textf);
ta_xvasprintf_append(&sc->text, textf, ap);
va_end(ap);
}
static struct sc_uniform *find_uniform(struct gl_shader_cache *sc,
const char *name)
{
for (int n = 0; n < sc->num_uniforms; n++) {
if (strcmp(sc->uniforms[n].name, name) == 0)
return &sc->uniforms[n];
}
// not found -> add it
assert(sc->num_uniforms < SC_UNIFORM_ENTRIES); // just don't have too many
struct sc_uniform *new = &sc->uniforms[sc->num_uniforms++];
*new = (struct sc_uniform) { .loc = -1, .name = talloc_strdup(NULL, name) };
return new;
}
void gl_sc_uniform_sampler(struct gl_shader_cache *sc, char *name, GLenum target,
int unit)
{
struct sc_uniform *u = find_uniform(sc, name);
u->type = UT_i;
u->size = 1;
switch (target) {
case GL_TEXTURE_1D: u->glsl_type = "sampler1D"; break;
case GL_TEXTURE_2D: u->glsl_type = "sampler2D"; break;
case GL_TEXTURE_RECTANGLE: u->glsl_type = "sampler2DRect"; break;
case GL_TEXTURE_3D: u->glsl_type = "sampler3D"; break;
default: abort();
}
u->v.i[0] = unit;
}
void gl_sc_uniform_f(struct gl_shader_cache *sc, char *name, GLfloat f)
{
struct sc_uniform *u = find_uniform(sc, name);
u->type = UT_f;
u->size = 1;
u->glsl_type = "float";
u->v.f[0] = f;
}
void gl_sc_uniform_vec2(struct gl_shader_cache *sc, char *name, GLfloat f[2])
{
struct sc_uniform *u = find_uniform(sc, name);
u->type = UT_f;
u->size = 2;
u->glsl_type = "vec2";
u->v.f[0] = f[0];
u->v.f[1] = f[1];
}
void gl_sc_uniform_vec3(struct gl_shader_cache *sc, char *name, GLfloat f[3])
{
struct sc_uniform *u = find_uniform(sc, name);
u->type = UT_f;
u->size = 3;
u->glsl_type = "vec3";
u->v.f[0] = f[0];
u->v.f[1] = f[1];
u->v.f[2] = f[2];
}
static void transpose2x2(float r[2 * 2])
{
MPSWAP(float, r[0+2*1], r[1+2*0]);
}
void gl_sc_uniform_mat2(struct gl_shader_cache *sc, char *name,
bool transpose, GLfloat *v)
{
struct sc_uniform *u = find_uniform(sc, name);
u->type = UT_m;
u->size = 2;
u->glsl_type = "mat2";
for (int n = 0; n < 4; n++)
u->v.f[n] = v[n];
if (transpose)
transpose2x2(&u->v.f[0]);
}
static void transpose3x3(float r[3 * 3])
{
MPSWAP(float, r[0+3*1], r[1+3*0]);
MPSWAP(float, r[0+3*2], r[2+3*0]);
MPSWAP(float, r[1+3*2], r[2+3*1]);
}
void gl_sc_uniform_mat3(struct gl_shader_cache *sc, char *name,
bool transpose, GLfloat *v)
{
struct sc_uniform *u = find_uniform(sc, name);
u->type = UT_m;
u->size = 3;
u->glsl_type = "mat3";
for (int n = 0; n < 9; n++)
u->v.f[n] = v[n];
if (transpose)
transpose3x3(&u->v.f[0]);
}
// This will call glBindAttribLocation() on the shader before it's linked
// (OpenGL requires this to happen before linking). Basically, it associates
// the input variable names with the fields in the vao.
// The vertex shader is setup such that the elements are available as fragment
// shader variables using the names in the vao entries, which "position" being
// set to gl_Position.
void gl_sc_set_vao(struct gl_shader_cache *sc, struct gl_vao *vao)
{
sc->vao = vao;
}
static const char *vao_glsl_type(const struct gl_vao_entry *e)
{
// pretty dumb... too dumb, but works for us
switch (e->num_elems) {
case 1: return "float";
case 2: return "vec2";
case 3: return "vec3";
case 4: return "vec4";
default: abort();
}
}
// Assumes program is current (gl->UseProgram(program)).
static void update_uniform(GL *gl, GLuint program, struct sc_uniform *u)
{
GLint loc = gl->GetUniformLocation(program, u->name);
if (loc < 0)
return;
switch (u->type) {
case UT_i:
assert(u->size == 1);
gl->Uniform1i(loc, u->v.i[0]);
break;
case UT_f:
switch (u->size) {
case 1: gl->Uniform1f(loc, u->v.f[0]); break;
case 2: gl->Uniform2f(loc, u->v.f[0], u->v.f[1]); break;
case 3: gl->Uniform3f(loc, u->v.f[0], u->v.f[1], u->v.f[2]); break;
case 4: gl->Uniform4f(loc, u->v.f[0], u->v.f[1], u->v.f[2], u->v.f[3]); break;
default: abort();
}
break;
case UT_m:
switch (u->size) {
case 2: gl->UniformMatrix2fv(loc, 1, GL_FALSE, &u->v.f[0]); break;
case 3: gl->UniformMatrix3fv(loc, 1, GL_FALSE, &u->v.f[0]); break;
default: abort();
}
break;
default:
abort();
}
}
static void compile_attach_shader(struct gl_shader_cache *sc, GLuint program,
GLenum type, const char *source)
{
GL *gl = sc->gl;
GLuint shader = gl->CreateShader(type);
gl->ShaderSource(shader, 1, &source, NULL);
gl->CompileShader(shader);
GLint status;
gl->GetShaderiv(shader, GL_COMPILE_STATUS, &status);
GLint log_length;
gl->GetShaderiv(shader, GL_INFO_LOG_LENGTH, &log_length);
int pri = status ? (log_length > 1 ? MSGL_V : MSGL_DEBUG) : MSGL_ERR;
const char *typestr = type == GL_VERTEX_SHADER ? "vertex" : "fragment";
if (mp_msg_test(sc->log, pri)) {
MP_MSG(sc, pri, "%s shader source:\n", typestr);
mp_log_source(sc->log, pri, source);
}
if (log_length > 1) {
GLchar *logstr = talloc_zero_size(NULL, log_length + 1);
gl->GetShaderInfoLog(shader, log_length, NULL, logstr);
MP_MSG(sc, pri, "%s shader compile log (status=%d):\n%s\n",
typestr, status, logstr);
talloc_free(logstr);
}
gl->AttachShader(program, shader);
gl->DeleteShader(shader);
}
static void link_shader(struct gl_shader_cache *sc, GLuint program)
{
GL *gl = sc->gl;
gl->LinkProgram(program);
GLint status;
gl->GetProgramiv(program, GL_LINK_STATUS, &status);
GLint log_length;
gl->GetProgramiv(program, GL_INFO_LOG_LENGTH, &log_length);
int pri = status ? (log_length > 1 ? MSGL_V : MSGL_DEBUG) : MSGL_ERR;
if (mp_msg_test(sc->log, pri)) {
GLchar *logstr = talloc_zero_size(NULL, log_length + 1);
gl->GetProgramInfoLog(program, log_length, NULL, logstr);
MP_MSG(sc, pri, "shader link log (status=%d): %s\n", status, logstr);
talloc_free(logstr);
}
}
static GLuint create_program(struct gl_shader_cache *sc, const char *vertex,
const char *frag)
{
GL *gl = sc->gl;
MP_VERBOSE(sc, "recompiling a shader program:\n");
mp_log_source(sc->log, MSGL_V, sc->text);
GLuint prog = gl->CreateProgram();
compile_attach_shader(sc, prog, GL_VERTEX_SHADER, vertex);
compile_attach_shader(sc, prog, GL_FRAGMENT_SHADER, frag);
for (int n = 0; sc->vao->entries[n].name; n++) {
char vname[80];
snprintf(vname, sizeof(vname), "vertex_%s", sc->vao->entries[n].name);
gl->BindAttribLocation(prog, n, vname);
}
link_shader(sc, prog);
return prog;
}
#define ADD(x, ...) (x) = talloc_asprintf_append(x, __VA_ARGS__)
// 1. Generate vertex and fragment shaders from the fragment shader text added
// with gl_sc_add(). The generated shader program is cached (based on the
// text), so actual compilation happens only the first time.
// 2. Update the uniforms set with gl_sc_uniform_*.
// 3. Make the new shader program current (glUseProgram()).
// 4. Reset the sc state and prepare for a new shader program. (All uniforms
// and fragment operations needed for the next program have to be re-added.)
void gl_sc_gen_shader_and_reset(struct gl_shader_cache *sc)
{
GL *gl = sc->gl;
void *tmp = talloc_new(NULL);
assert(sc->vao);
// set up shader text (header + uniforms + body)
char *header = talloc_asprintf(tmp, "#version %d%s\n", gl->glsl_version,
gl->es >= 300 ? " es" : "");
if (gl->es)
ADD(header, "precision mediump float;\n");
char *vert_in = gl->glsl_version >= 130 ? "in" : "attribute";
char *vert_out = gl->glsl_version >= 130 ? "out" : "varying";
char *frag_in = gl->glsl_version >= 130 ? "in" : "varying";
// vertex shader: we don't use the vertex shader, so just setup a dummy,
// which passes through the vertex array attributes.
char *vert_head = talloc_strdup(tmp, header);
char *vert_body = talloc_strdup(tmp, "void main() {\n");
char *frag_vaos = talloc_strdup(tmp, "");
for (int n = 0; sc->vao->entries[n].name; n++) {
const struct gl_vao_entry *e = &sc->vao->entries[n];
const char *glsl_type = vao_glsl_type(e);
if (strcmp(e->name, "position") == 0) {
// setting raster pos. requires setting gl_Position magic variable
assert(e->num_elems == 2 && e->type == GL_FLOAT);
ADD(vert_head, "%s vec2 position;\n", vert_in);
ADD(vert_body, "gl_Position = vec4(position, 1.0, 1.0);\n");
} else {
ADD(vert_head, "%s %s vertex_%s;\n", vert_in, glsl_type, e->name);
ADD(vert_head, "%s %s %s;\n", vert_out, glsl_type, e->name);
ADD(vert_body, "%s = vertex_%s;\n", e->name, e->name);
ADD(frag_vaos, "%s %s %s;\n", frag_in, glsl_type, e->name);
}
}
ADD(vert_body, "}\n");
char *vert = talloc_asprintf(tmp, "%s%s", vert_head, vert_body);
// fragment shader; still requires adding used uniforms and VAO elements
char *frag = talloc_strdup(tmp, header);
ADD(frag, "#define RG %s\n", gl->mpgl_caps & MPGL_CAP_TEX_RG ? "rg" : "ra");
if (gl->glsl_version >= 130) {
ADD(frag, "#define texture1D texture\n");
ADD(frag, "#define texture3D texture\n");
ADD(frag, "out vec4 out_color;\n");
}
ADD(frag, "%s", frag_vaos);
for (int n = 0; n < sc->num_uniforms; n++) {
struct sc_uniform *u = &sc->uniforms[n];
ADD(frag, "uniform %s %s;\n", u->glsl_type, u->name);
}
ADD(frag, "void main() {\n");
ADD(frag, "%s", sc->text);
// we require _all_ frag shaders to write to a "vec4 color"
if (gl->glsl_version >= 130) {
ADD(frag, "out_color = color;\n");
} else {
ADD(frag, "gl_FragColor = color;\n");
}
ADD(frag, "}\n");
char *key = talloc_asprintf(tmp, "%s%s", vert, frag);
struct sc_entry *entry = NULL;
for (int n = 0; n < sc->num_entries; n++) {
if (strcmp(key, sc->entries[n].key) == 0) {
entry = &sc->entries[n];
break;
}
}
if (!entry) {
if (sc->num_entries == SC_ENTRIES)
sc_flush_cache(sc);
entry = &sc->entries[sc->num_entries++];
*entry = (struct sc_entry){.key = talloc_strdup(NULL, key)};
}
// build vertex shader from vao
if (!entry->gl_shader)
entry->gl_shader = create_program(sc, vert, frag);
gl->UseProgram(entry->gl_shader);
// For now we set the uniforms every time. This is probably bad, and we
// should switch to caching them.
for (int n = 0; n < sc->num_uniforms; n++)
update_uniform(gl, entry->gl_shader, &sc->uniforms[n]);
talloc_free(tmp);
gl_sc_reset(sc);
}
+48 -5
View File
@@ -66,23 +66,66 @@ void gl_vao_init(struct gl_vao *vao, GL *gl, int stride,
void gl_vao_uninit(struct gl_vao *vao);
void gl_vao_bind(struct gl_vao *vao);
void gl_vao_unbind(struct gl_vao *vao);
void gl_vao_bind_attribs(struct gl_vao *vao, GLuint program);
void gl_vao_draw_data(struct gl_vao *vao, GLenum prim, void *ptr, size_t num);
struct fbotex {
GL *gl;
GLuint fbo;
GLuint texture;
int tex_w, tex_h; // size of .texture
int vp_x, vp_y, vp_w, vp_h; // viewport of fbo / used part of the texture
GLenum iformat;
GLenum tex_filter;
int tex_w, tex_h; // size of .texture
};
bool fbotex_init(struct fbotex *fbo, GL *gl, struct mp_log *log, int w, int h,
GLenum gl_target, GLenum gl_filter, GLenum iformat);
GLenum iformat);
void fbotex_uninit(struct fbotex *fbo);
bool fbotex_change(struct fbotex *fbo, GL *gl, struct mp_log *log, int w, int h,
GLenum iformat, int flags);
#define FBOTEX_FUZZY_W 1
#define FBOTEX_FUZZY_H 2
void fbotex_set_filter(struct fbotex *fbo, GLenum gl_filter);
void gl_matrix_ortho2d(float m[3][3], float x0, float x1, float y0, float y1);
void gl_matrix_ortho2d(float m[3][2], float x0, float x1, float y0, float y1);
// This treats m as an affine transformation, in other words m[2][n] gets
// added to the output.
static inline void gl_matrix_mul_vec(float m[3][2], float *x, float *y)
{
float vx = *x, vy = *y;
*x = vx * m[0][0] + vy * m[1][0] + m[2][0];
*y = vx * m[0][1] + vy * m[1][1] + m[2][1];
}
struct mp_rect_f {
float x0, y0, x1, y1;
};
static inline void gl_matrix_mul_rect(float m[3][2], struct mp_rect_f *r)
{
gl_matrix_mul_vec(m, &r->x0, &r->y0);
gl_matrix_mul_vec(m, &r->x1, &r->y1);
}
void gl_set_debug_logger(GL *gl, struct mp_log *log);
struct gl_shader_cache;
struct gl_shader_cache *gl_sc_create(GL *gl, struct mp_log *log);
void gl_sc_destroy(struct gl_shader_cache *sc);
void gl_sc_add(struct gl_shader_cache *sc, const char *text);
void gl_sc_addf(struct gl_shader_cache *sc, const char *textf, ...);
void gl_sc_uniform_sampler(struct gl_shader_cache *sc, char *name, GLenum target,
int unit);
void gl_sc_uniform_f(struct gl_shader_cache *sc, char *name, GLfloat f);
void gl_sc_uniform_vec2(struct gl_shader_cache *sc, char *name, GLfloat f[2]);
void gl_sc_uniform_vec3(struct gl_shader_cache *sc, char *name, GLfloat f[3]);
void gl_sc_uniform_mat2(struct gl_shader_cache *sc, char *name,
bool transpose, GLfloat *v);
void gl_sc_uniform_mat3(struct gl_shader_cache *sc, char *name,
bool transpose, GLfloat *v);
void gl_sc_set_vao(struct gl_shader_cache *sc, struct gl_vao *vao);
void gl_sc_gen_shader_and_reset(struct gl_shader_cache *sc);
void gl_sc_reset(struct gl_shader_cache *sc);
#endif
+1163 -1342
View File
File diff suppressed because it is too large Load Diff
+6 -5
View File
@@ -31,12 +31,13 @@ struct lut3d {
struct gl_video_opts {
char *scalers[2];
char *dscaler;
float gamma;
int gamma_auto;
int target_prim;
int target_trc;
float scaler_params[2][2];
float scaler_radius[2];
float scaler_antiring[2];
float gamma;
int gamma_auto;
int srgb;
int linear_scaling;
int fancy_downscaling;
int sigmoid_upscaling;
@@ -73,9 +74,9 @@ void gl_video_set_output_depth(struct gl_video *p, int r, int g, int b);
void gl_video_set_lut3d(struct gl_video *p, struct lut3d *lut3d);
void gl_video_upload_image(struct gl_video *p, struct mp_image *img);
void gl_video_render_frame(struct gl_video *p, int fbo, struct frame_timing *t);
void gl_video_resize(struct gl_video *p, struct mp_rect *window,
void gl_video_resize(struct gl_video *p, int vp_w, int vp_h,
struct mp_rect *src, struct mp_rect *dst,
struct mp_osd_res *osd, bool vflip);
struct mp_osd_res *osd);
void gl_video_get_colorspace(struct gl_video *p, struct mp_image_params *params);
struct mp_csp_equalizer;
struct mp_csp_equalizer *gl_video_eq_ptr(struct gl_video *p);
-542
View File
@@ -1,542 +0,0 @@
/*
* This file is part of mpv.
*
* mpv is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* mpv is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License along
* with mpv. If not, see <http://www.gnu.org/licenses/>.
*
* You can alternatively redistribute this file and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
*/
// Note that this file is not directly passed as shader, but run through some
// text processing functions, and in fact contains multiple vertex and fragment
// shaders.
// inserted at the beginning of all shaders
#!section prelude
#ifdef GL_ES
precision mediump float;
#endif
// GLSL 1.20 compatibility layer
// texture() should be assumed to always map to texture2D()
#if __VERSION__ >= 130
# define texture1D texture
# define texture3D texture
# define DECLARE_FRAGPARMS \
out vec4 out_color;
#else
# define texture texture2D
# define DECLARE_FRAGPARMS
# define out_color gl_FragColor
# define in varying
#endif
#if HAVE_RG
#define RG rg
#else
#define RG ra
#endif
// Earlier GLSL doesn't support mix() with bvec
#if __VERSION__ >= 130
vec3 srgb_expand(vec3 v)
{
return mix(v / vec3(12.92), pow((v + vec3(0.055))/vec3(1.055), vec3(2.4)),
lessThanEqual(vec3(0.04045), v));
}
vec3 srgb_compand(vec3 v)
{
return mix(v * vec3(12.92), vec3(1.055) * pow(v, vec3(1.0/2.4)) - vec3(0.055),
lessThanEqual(vec3(0.0031308), v));
}
vec3 bt2020_expand(vec3 v)
{
return mix(v / vec3(4.5), pow((v + vec3(0.0993))/vec3(1.0993), vec3(1.0/0.45)),
lessThanEqual(vec3(0.08145), v));
}
vec3 bt2020_compand(vec3 v)
{
return mix(v * vec3(4.5), vec3(1.0993) * pow(v, vec3(0.45)) - vec3(0.0993),
lessThanEqual(vec3(0.0181), v));
}
#endif
#!section vertex_all
#if __VERSION__ < 130
# undef in
# define in attribute
# define out varying
#endif
uniform mat3 transform;
uniform vec3 translation;
#if HAVE_3DTEX
uniform sampler3D lut_3d;
#endif
uniform mat3 cms_matrix; // transformation from file's gamut to bt.2020
in vec2 vertex_position;
in vec4 vertex_color;
out vec4 color;
in vec2 vertex_texcoord;
out vec2 texcoord;
void main() {
vec3 position = vec3(vertex_position, 1) + translation;
#ifndef FIXED_SCALE
position = transform * position;
#endif
gl_Position = vec4(position, 1);
color = vertex_color;
// Although we are not scaling in linear light, both 3DLUT and SRGB still
// operate on linear light inputs so we have to convert to it before
// either step can be applied.
#ifdef USE_OSD_LINEAR_CONV_BT1886
color.rgb = pow(color.rgb, vec3(1.961));
#endif
#ifdef USE_OSD_LINEAR_CONV_SRGB
color.rgb = srgb_expand(color.rgb);
#endif
#ifdef USE_OSD_CMS_MATRIX
// Convert to the right target gamut first (to BT.709 for sRGB,
// and to BT.2020 for 3DLUT). Normal clamping here as perceptually
// accurate colorimetry is probably not worth the performance trade-off
// here.
color.rgb = clamp(cms_matrix * color.rgb, 0.0, 1.0);
#endif
#ifdef USE_OSD_3DLUT
color.rgb = pow(color.rgb, vec3(1.0/2.4)); // linear -> 2.4 3DLUT space
color = vec4(texture3D(lut_3d, color.rgb).rgb, color.a);
#endif
#ifdef USE_OSD_SRGB
color.rgb = srgb_compand(color.rgb);
#endif
texcoord = vertex_texcoord;
}
#!section frag_osd_libass
uniform sampler2D texture0;
in vec2 texcoord;
in vec4 color;
DECLARE_FRAGPARMS
void main() {
out_color = vec4(color.rgb, color.a * texture(texture0, texcoord).r);
}
#!section frag_osd_rgba
uniform sampler2D texture0;
in vec2 texcoord;
DECLARE_FRAGPARMS
void main() {
out_color = texture(texture0, texcoord).bgra;
}
#!section frag_video
uniform VIDEO_SAMPLER texture0;
uniform VIDEO_SAMPLER texture1;
uniform VIDEO_SAMPLER texture2;
uniform VIDEO_SAMPLER texture3;
uniform vec2 textures_size[4];
uniform vec2 chroma_center_offset;
uniform vec2 chroma_div;
uniform vec2 chroma_fix;
uniform sampler2D lut_2d_c;
uniform sampler2D lut_2d_l;
#if HAVE_1DTEX
uniform sampler1D lut_1d_c;
uniform sampler1D lut_1d_l;
#endif
#if HAVE_3DTEX
uniform sampler3D lut_3d;
#endif
uniform sampler2D dither;
uniform mat3 colormatrix;
uniform vec3 colormatrix_c;
uniform mat3 cms_matrix;
uniform mat2 dither_trafo;
uniform float inv_gamma;
uniform float input_gamma;
uniform float conv_gamma;
uniform float sig_center;
uniform float sig_slope;
uniform float sig_scale;
uniform float sig_offset;
uniform float dither_quantization;
uniform float dither_center;
uniform float filter_param1_l;
uniform float filter_param1_c;
uniform float antiring_factor;
uniform vec2 dither_size;
uniform float inter_coeff;
in vec2 texcoord;
DECLARE_FRAGPARMS
#define CONV_NV12 1
#define CONV_PLANAR 2
vec4 sample_bilinear(VIDEO_SAMPLER tex, vec2 texsize, vec2 texcoord, float param1) {
return texture(tex, texcoord);
}
#define SAMPLE_TRIVIAL(tex, texsize, texcoord) texture(tex, texcoord)
// Explanation how bicubic scaling with only 4 texel fetches is done:
// http://www.mate.tue.nl/mate/pdfs/10318.pdf
// 'Efficient GPU-Based Texture Interpolation using Uniform B-Splines'
// Explanation why this algorithm normally always blurs, even with unit scaling:
// http://bigwww.epfl.ch/preprints/ruijters1001p.pdf
// 'GPU Prefilter for Accurate Cubic B-spline Interpolation'
vec4 calcweights(float s) {
vec4 t = vec4(-0.5, 0.1666, 0.3333, -0.3333) * s + vec4(1, 0, -0.5, 0.5);
t = t * s + vec4(0, 0, -0.5, 0.5);
t = t * s + vec4(-0.6666, 0, 0.8333, 0.1666);
vec2 a = vec2(1, 1) / vec2(t.z, t.w);
t.xy = t.xy * a + vec2(1, 1);
t.x = t.x + s;
t.y = t.y - s;
return t;
}
vec4 sample_bicubic_fast(VIDEO_SAMPLER tex, vec2 texsize, vec2 texcoord, float param1) {
vec2 pt = 1.0 / texsize;
vec2 fcoord = fract(texcoord * texsize + vec2(0.5, 0.5));
vec4 parmx = calcweights(fcoord.x);
vec4 parmy = calcweights(fcoord.y);
vec4 cdelta;
cdelta.xz = parmx.RG * vec2(-pt.x, pt.x);
cdelta.yw = parmy.RG * vec2(-pt.y, pt.y);
// first y-interpolation
vec4 ar = texture(tex, texcoord + cdelta.xy);
vec4 ag = texture(tex, texcoord + cdelta.xw);
vec4 ab = mix(ag, ar, parmy.b);
// second y-interpolation
vec4 br = texture(tex, texcoord + cdelta.zy);
vec4 bg = texture(tex, texcoord + cdelta.zw);
vec4 aa = mix(bg, br, parmy.b);
// x-interpolation
return mix(aa, ab, parmx.b);
}
#if HAVE_ARRAYS
float[2] weights2(sampler2D lookup, float f) {
vec2 c = texture(lookup, vec2(0.5, f)).RG;
return float[2](c.r, c.g);
}
float[6] weights6(sampler2D lookup, float f) {
vec4 c1 = texture(lookup, vec2(0.25, f));
vec4 c2 = texture(lookup, vec2(0.75, f));
return float[6](c1.r, c1.g, c1.b, c2.r, c2.g, c2.b);
}
// For N=n*4 with n>1.
#define WEIGHTS_N(NAME, N) \
float[N] NAME(sampler2D lookup, float f) { \
float r[N]; \
for (int n = 0; n < N / 4; n++) { \
vec4 c = texture(lookup, \
vec2(1.0 / (N / 2) + n / float(N / 4), f)); \
r[n * 4 + 0] = c.r; \
r[n * 4 + 1] = c.g; \
r[n * 4 + 2] = c.b; \
r[n * 4 + 3] = c.a; \
} \
return r; \
}
// The DIR parameter is (0, 1) or (1, 0), and we expect the shader compiler to
// remove all the redundant multiplications and additions, and also to unroll
// the loop and remove the conditional completely
#define SAMPLE_CONVOLUTION_SEP_N(NAME, DIR, N, LUT, WEIGHTS_FUNC, ANTIRING) \
vec4 NAME(VIDEO_SAMPLER tex, vec2 texsize, vec2 texcoord) { \
vec2 pt = (vec2(1.0) / texsize) * DIR; \
float fcoord = dot(fract(texcoord * texsize - vec2(0.5)), DIR); \
vec2 base = texcoord - fcoord * pt - pt * vec2(N / 2 - 1); \
float weights[N] = WEIGHTS_FUNC(LUT, fcoord); \
vec4 res = vec4(0); \
vec4 hi = vec4(0); \
vec4 lo = vec4(1); \
for (int n = 0; n < N; n++) { \
vec4 c = texture(tex, base + pt * vec2(n)); \
res += vec4(weights[n]) * c; \
if (n == N/2-1 || n == N/2) { \
lo = min(lo, c); \
hi = max(hi, c); \
} \
} \
return mix(res, clamp(res, lo, hi), ANTIRING); \
}
#define SAMPLE_CONVOLUTION_N(NAME, N, LUT, WEIGHTS_FUNC) \
vec4 NAME(VIDEO_SAMPLER tex, vec2 texsize, vec2 texcoord) { \
vec2 pt = vec2(1.0) / texsize; \
vec2 fcoord = fract(texcoord * texsize - vec2(0.5)); \
vec2 base = texcoord - fcoord * pt - pt * vec2(N / 2 - 1); \
vec4 res = vec4(0); \
float w_x[N] = WEIGHTS_FUNC(LUT, fcoord.x); \
float w_y[N] = WEIGHTS_FUNC(LUT, fcoord.y); \
for (int y = 0; y < N; y++) { \
vec4 line = vec4(0); \
for (int x = 0; x < N; x++) \
line += vec4(w_x[x]) * texture(tex, base + pt * vec2(x, y));\
res += vec4(w_y[y]) * line; \
} \
return res; \
}
#define SAMPLE_POLAR_HELPER(LUT, R, X, Y) \
w = texture1D(LUT, length(vec2(X, Y) - fcoord)/R).r; \
c = texture(tex, base + pt * vec2(X, Y)); \
wsum += w; \
res += vec4(w) * c;
#define SAMPLE_POLAR_PRIMARY(LUT, R, X, Y) \
SAMPLE_POLAR_HELPER(LUT, R, X, Y) \
lo = min(lo, c); \
hi = max(hi, c);
#define SAMPLE_POLAR_POTENTIAL(LUT, R, X, Y) \
if (length(vec2(X, Y) - fcoord)/R < 1.0) { \
SAMPLE_POLAR_HELPER(LUT, R, X, Y) \
}
#define SAMPLE_CONVOLUTION_POLAR_R(NAME, R, LUT, WEIGHTS_FN, ANTIRING) \
vec4 NAME(VIDEO_SAMPLER tex, vec2 texsize, vec2 texcoord) { \
vec2 pt = vec2(1.0) / texsize; \
vec2 fcoord = fract(texcoord * texsize - vec2(0.5)); \
vec2 base = texcoord - fcoord * pt; \
vec4 res = vec4(0.0); \
vec4 lo = vec4(1.0); \
vec4 hi = vec4(0.0); \
float wsum = 0.0; \
float w; \
vec4 c; \
WEIGHTS_FN(LUT); \
res = res / vec4(wsum); \
return mix(res, clamp(res, lo, hi), ANTIRING); \
}
#endif /* HAVE_ARRAYS */
#ifdef DEF_SCALER0
DEF_SCALER0
#endif
#ifdef DEF_SCALER1
DEF_SCALER1
#endif
// Unsharp masking
vec4 sample_sharpen3(VIDEO_SAMPLER tex, vec2 texsize, vec2 texcoord, float param1) {
vec2 pt = 1.0 / texsize;
vec2 st = pt * 0.5;
vec4 p = texture(tex, texcoord);
vec4 sum = texture(tex, texcoord + st * vec2(+1, +1))
+ texture(tex, texcoord + st * vec2(+1, -1))
+ texture(tex, texcoord + st * vec2(-1, +1))
+ texture(tex, texcoord + st * vec2(-1, -1));
return p + (p - 0.25 * sum) * param1;
}
vec4 sample_sharpen5(VIDEO_SAMPLER tex, vec2 texsize, vec2 texcoord, float param1) {
vec2 pt = 1.0 / texsize;
vec2 st1 = pt * 1.2;
vec4 p = texture(tex, texcoord);
vec4 sum1 = texture(tex, texcoord + st1 * vec2(+1, +1))
+ texture(tex, texcoord + st1 * vec2(+1, -1))
+ texture(tex, texcoord + st1 * vec2(-1, +1))
+ texture(tex, texcoord + st1 * vec2(-1, -1));
vec2 st2 = pt * 1.5;
vec4 sum2 = texture(tex, texcoord + st2 * vec2(+1, 0))
+ texture(tex, texcoord + st2 * vec2( 0, +1))
+ texture(tex, texcoord + st2 * vec2(-1, 0))
+ texture(tex, texcoord + st2 * vec2( 0, -1));
vec4 t = p * 0.859375 + sum2 * -0.1171875 + sum1 * -0.09765625;
return p + t * param1;
}
void main() {
vec2 chr_texcoord = texcoord;
#ifdef USE_CHROMA_FIX
chr_texcoord = chr_texcoord * chroma_fix;
#endif
#ifdef USE_RECTANGLE
chr_texcoord = chr_texcoord * chroma_div;
#else
// Texture coordinates are [0,1], and chroma plane coordinates are
// magically rescaled.
#endif
chr_texcoord = chr_texcoord + chroma_center_offset;
#ifndef USE_CONV
#define USE_CONV 0
#endif
#ifndef USE_LINEAR_INTERPOLATION
#define USE_LINEAR_INTERPOLATION 0
#endif
#if USE_LINEAR_INTERPOLATION == 1
vec4 acolor = mix(
texture(texture0, texcoord),
texture(texture1, texcoord),
inter_coeff);
#elif USE_CONV == CONV_PLANAR
vec4 acolor = vec4(SAMPLE(texture0, textures_size[0], texcoord).r,
SAMPLE_C(texture1, textures_size[1], chr_texcoord).r,
SAMPLE_C(texture2, textures_size[2], chr_texcoord).r,
1.0);
#elif USE_CONV == CONV_NV12
vec4 acolor = vec4(SAMPLE(texture0, textures_size[0], texcoord).r,
SAMPLE_C(texture1, textures_size[1], chr_texcoord).RG,
1.0);
#else
vec4 acolor = SAMPLE(texture0, textures_size[0], texcoord);
#endif
#ifdef USE_COLOR_SWIZZLE
acolor = acolor. USE_COLOR_SWIZZLE ;
#endif
#ifdef USE_ALPHA_PLANE
acolor.a = SAMPLE(texture3, textures_size[3], texcoord).r;
#endif
vec3 color = acolor.rgb;
float alpha = acolor.a;
#ifdef USE_INPUT_GAMMA
// Pre-colormatrix input gamma correction (eg. for MP_IMGFLAG_XYZ)
color = pow(color, vec3(input_gamma));
#endif
#ifdef USE_COLORMATRIX
// Conversion from Y'CbCr or other spaces to RGB
color = mat3(colormatrix) * color + colormatrix_c;
#endif
#ifdef USE_CONV_GAMMA
// Post-colormatrix converted gamma correction (eg. for MP_IMGFLAG_XYZ)
color = pow(color, vec3(conv_gamma));
#endif
#ifdef USE_CONST_LUMA
// Conversion from C'rcY'cC'bc to R'Y'cB' via the BT.2020 CL system:
// C'bc = (B'-Y'c) / 1.9404 | C'bc <= 0
// = (B'-Y'c) / 1.5816 | C'bc > 0
//
// C'rc = (R'-Y'c) / 1.7184 | C'rc <= 0
// = (R'-Y'c) / 0.9936 | C'rc > 0
//
// as per the BT.2020 specification, table 4. This is a non-linear
// transformation because (constant) luminance receives non-equal
// contributions from the three different channels.
color.br = color.br * mix(vec2(1.5816, 0.9936), vec2(1.9404, 1.7184),
lessThanEqual(color.br, vec2(0))) + color.gg;
// Expand channels to camera-linear light. This shader currently just
// assumes everything uses the BT.2020 12-bit gamma function, since the
// difference between 10 and 12-bit is negligible for anything other than
// 12-bit content.
color = bt2020_expand(color);
// Calculate the green channel from the expanded RYcB
// The BT.2020 specification says Yc = 0.2627*R + 0.6780*G + 0.0593*B
color.g = (color.g - 0.2627*color.r - 0.0593*color.b)/0.6780;
// Re-compand to receive the R'G'B' result, same as other systems
color = bt2020_compand(color);
#endif
#ifdef USE_COLORMATRIX
// CONST_LUMA involves numbers outside the [0,1] range so we make sure
// to clip here, after the (possible) USE_CONST_LUMA calculations are done,
// instead of immediately after the colormatrix conversion.
color = clamp(color, 0.0, 1.0);
#endif
// If we are scaling in linear light (SRGB or 3DLUT option enabled), we
// expand our source colors before scaling. We distinguish between
// BT.1886 (typical video files) and sRGB (typical image files).
#ifdef USE_LINEAR_LIGHT_BT1886
// This calculation is derived from the BT.1886 recommendation which
// is itself derived from the curves of typical CRT monitors. It claims
// that a correct video playback environment should have a pure power
// curve transfer function (in contrast to the complex BT.709 function)
// with a gamma value of 2.40, but this includes the typical gamma boost
// of ~1.2 for dark viewing environments. The figure used here instead
// (1.961) is therefore a pure power curve but without the boost, which
// is a very close approximation of the true BT.709 function.
color = pow(color, vec3(1.961));
#endif
#ifdef USE_LINEAR_LIGHT_SRGB
// This is not needed for most sRGB content since we can use GL_SRGB to
// directly sample RGB texture in linear light, but for things which are
// also sRGB but in a different format (such as JPEG's YUV), we need
// to convert to linear light manually.
color = srgb_expand(color);
#endif
#ifdef USE_SIGMOID
color = sig_center - log(1.0/(color * sig_scale + sig_offset) - 1.0)/sig_slope;
#endif
// Image upscaling happens roughly here
#ifdef USE_SIGMOID_INV
// Inverse of USE_SIGMOID
color = (1.0/(1.0 + exp(sig_slope * (sig_center - color))) - sig_offset) / sig_scale;
#endif
#ifdef USE_CMS_MATRIX
// Convert to the right target gamut first (to BT.709 for sRGB,
// and to BT.2020 for 3DLUT).
color = cms_matrix * color;
#endif
// Clamp to the target gamut. This clamp is needed because the gamma
// functions are not well-defined outside this range, which is related to
// the fact that they're not representable on the target device.
// TODO: Desaturate colorimetrically; this happens automatically for
// 3dlut targets but not for sRGB mode. Not sure if this is a requirement.
color = clamp(color, 0.0, 1.0);
#ifdef USE_INV_GAMMA
// User-defined gamma correction factor (via the gamma sub-option)
color = pow(color, vec3(inv_gamma));
#endif
#ifdef USE_3DLUT
// For the 3DLUT we are arbitrarily using 2.4 as input gamma to reduce
// the amount of rounding errors, so we pull up to that space first and
// then pass it through the 3D texture.
color = pow(color, vec3(1.0/2.4));
color = texture3D(lut_3d, color).rgb;
#endif
#ifdef USE_SRGB
// Adapt and compand from the linear BT2020 source to the sRGB output
color = srgb_compand(color);
#endif
#ifdef USE_INV_BT1886
color = pow(color, vec3(1.0/1.961));
#endif
#ifdef USE_DITHER
vec2 dither_pos = gl_FragCoord.xy / dither_size;
#ifdef USE_TEMPORAL_DITHER
dither_pos = dither_trafo * dither_pos;
#endif
float dither_value = texture(dither, dither_pos).r;
color = floor(color * dither_quantization + dither_value + dither_center) /
dither_quantization;
#endif
#ifdef USE_ALPHA_BLEND
color = color * alpha;
#endif
#ifdef USE_ALPHA
out_color = vec4(color, alpha);
#else
out_color = vec4(color, 1.0);
#endif
}
+2 -3
View File
@@ -93,12 +93,11 @@ static void resize(struct gl_priv *p)
MP_VERBOSE(vo, "Resize: %dx%d\n", vo->dwidth, vo->dheight);
struct mp_rect wnd = {0, 0, vo->dwidth, vo->dheight};
struct mp_rect src, dst;
struct mp_osd_res osd;
vo_get_src_dst_rects(vo, &src, &dst, &osd);
gl_video_resize(p->renderer, &wnd, &src, &dst, &osd, false);
gl_video_resize(p->renderer, vo->dwidth, -vo->dheight, &src, &dst, &osd);
vo->want_redraw = true;
}
@@ -198,7 +197,7 @@ static int query_format(struct vo *vo, int format)
static void video_resize_redraw_callback(struct vo *vo, int w, int h)
{
struct gl_priv *p = vo->priv;
gl_video_resize_redraw(p->renderer, w, h);
gl_video_resize_redraw(p->renderer, w, -h);
}
+7 -13
View File
@@ -66,7 +66,7 @@ struct mpv_opengl_cb_context {
int queued_frames;
struct mp_image_params img_params;
bool reconfigured;
struct mp_rect wnd;
int vp_w, vp_h;
bool flip;
bool force_update;
bool imgfmt_supported[IMGFMT_END - IMGFMT_START];
@@ -282,28 +282,22 @@ int mpv_opengl_cb_render(struct mpv_opengl_cb_context *ctx, int fbo, int vp[4])
ctx->force_update |= ctx->reconfigured;
int h = vp[3];
bool flip = h < 0 && h > INT_MIN;
if (flip)
h = -h;
struct mp_rect wnd = {vp[0], vp[1], vp[0] + vp[2], vp[1] + h};
if (wnd.x0 != ctx->wnd.x0 || wnd.y0 != ctx->wnd.y0 ||
wnd.x1 != ctx->wnd.x1 || wnd.y1 != ctx->wnd.y1 ||
ctx->flip != flip)
int vp_w = vp[2], vp_h = vp[3];
if (ctx->vp_w != vp_w || ctx->vp_h != vp_h)
ctx->force_update = true;
if (ctx->force_update && vo) {
ctx->force_update = false;
ctx->wnd = wnd;
ctx->flip = flip;
ctx->vp_w = vp_w;
ctx->vp_h = vp_h;
struct mp_rect src, dst;
struct mp_osd_res osd;
mp_get_src_dst_rects(ctx->log, &ctx->vo_opts, vo->driver->caps,
&ctx->img_params, wnd.x1 - wnd.x0, wnd.y1 - wnd.y0,
&ctx->img_params, vp_w, abs(vp_h),
1.0, &src, &dst, &osd);
gl_video_resize(ctx->renderer, &wnd, &src, &dst, &osd, !ctx->flip);
gl_video_resize(ctx->renderer, vp_w, vp_h, &src, &dst, &osd);
}
if (ctx->reconfigured)
-4
View File
@@ -53,10 +53,6 @@ def build(ctx):
source = "etc/input.conf",
target = "input/input_conf.h")
ctx.file2string(
source = "video/out/gl_video_shaders.glsl",
target = "video/out/gl_video_shaders.h")
ctx.file2string(
source = "sub/osd_font.otf",
target = "sub/osd_font.h")