278 lines
11 KiB
C++
278 lines
11 KiB
C++
// Copyright (c) 2012, Thomas Goyne <plorkyeran@aegisub.org>
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//
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// Permission to use, copy, modify, and distribute this software for any
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// purpose with or without fee is hereby granted, provided that the above
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// copyright notice and this permission notice appear in all copies.
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//
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// THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
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// WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
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// MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
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// ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
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// WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS, WHETHER IN AN
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// ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING OUT OF
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// OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
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//
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// Aegisub Project http://www.aegisub.org/
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/// @file video_out_gl.cpp
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/// @brief OpenGL based video renderer
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/// @ingroup video
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///
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#include "config.h"
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#include <algorithm>
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#include <utility>
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#include <libaegisub/log.h>
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// These must be included before local headers.
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#ifdef HAVE_OPENGL_GL_H
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#include <OpenGL/gl.h>
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#else
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#include <GL/gl.h>
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#endif
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#include "video_out_gl.h"
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#include "utils.h"
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#include "video_frame.h"
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#define DO_CHECK_ERROR(cmd, Exception, msg) \
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do { \
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cmd; \
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if (GLenum err = glGetError()) { \
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LOG_E("video/out/gl") << msg << " failed with error code " << err; \
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throw Exception(msg, err); \
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} \
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} while(0);
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#define CHECK_INIT_ERROR(cmd) DO_CHECK_ERROR(cmd, VideoOutInitException, #cmd)
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#define CHECK_ERROR(cmd) DO_CHECK_ERROR(cmd, VideoOutRenderException, #cmd)
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/// @brief Structure tracking all precomputable information about a subtexture
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struct VideoOutGL::TextureInfo {
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GLuint textureID = 0;
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int dataOffset = 0;
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int sourceH = 0;
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int sourceW = 0;
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};
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/// @brief Test if a texture can be created
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/// @param width The width of the texture
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/// @param height The height of the texture
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/// @param format The texture's format
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/// @return Whether the texture could be created.
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static bool TestTexture(int width, int height, GLint format) {
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glTexImage2D(GL_PROXY_TEXTURE_2D, 0, format, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
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glGetTexLevelParameteriv(GL_PROXY_TEXTURE_2D, 0, GL_TEXTURE_INTERNAL_FORMAT, &format);
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while (glGetError()) { } // Silently swallow all errors as we don't care why it failed if it did
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LOG_I("video/out/gl") << "VideoOutGL::TestTexture: " << width << "x" << height;
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return format != 0;
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}
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VideoOutGL::VideoOutGL() { }
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/// @brief Runtime detection of required OpenGL capabilities
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void VideoOutGL::DetectOpenGLCapabilities() {
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if (maxTextureSize != 0) return;
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// Test for supported internalformats
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if (TestTexture(64, 64, GL_RGBA8)) internalFormat = GL_RGBA8;
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else if (TestTexture(64, 64, GL_RGBA)) internalFormat = GL_RGBA;
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else throw VideoOutInitException("Could not create a 64x64 RGB texture in any format.");
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// Test for the maximum supported texture size
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glGetIntegerv(GL_MAX_TEXTURE_SIZE, &maxTextureSize);
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while (maxTextureSize > 64 && !TestTexture(maxTextureSize, maxTextureSize, internalFormat)) maxTextureSize >>= 1;
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LOG_I("video/out/gl") << "Maximum texture size is " << maxTextureSize << "x" << maxTextureSize;
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// Test for rectangular texture support
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supportsRectangularTextures = TestTexture(maxTextureSize, maxTextureSize >> 1, internalFormat);
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}
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/// @brief If needed, create the grid of textures for displaying frames of the given format
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/// @param width The frame's width
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/// @param height The frame's height
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/// @param format The frame's format
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/// @param bpp The frame's bytes per pixel
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void VideoOutGL::InitTextures(int width, int height, GLenum format, int bpp, bool flipped) {
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using namespace std;
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// Do nothing if the frame size and format are unchanged
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if (width == frameWidth && height == frameHeight && format == frameFormat && flipped == frameFlipped) return;
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frameWidth = width;
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frameHeight = height;
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frameFormat = format;
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frameFlipped = flipped;
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LOG_I("video/out/gl") << "Video size: " << width << "x" << height;
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DetectOpenGLCapabilities();
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// Clean up old textures
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if (textureIdList.size() > 0) {
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CHECK_INIT_ERROR(glDeleteTextures(textureIdList.size(), &textureIdList[0]));
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textureIdList.clear();
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textureList.clear();
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}
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// Create the textures
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int textureArea = maxTextureSize - 2;
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textureRows = (int)ceil(double(height) / textureArea);
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textureCols = (int)ceil(double(width) / textureArea);
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textureCount = textureRows * textureCols;
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textureIdList.resize(textureCount);
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textureList.resize(textureCount);
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CHECK_INIT_ERROR(glGenTextures(textureIdList.size(), &textureIdList[0]));
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vector<pair<int, int>> textureSizes;
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textureSizes.reserve(textureCount);
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/* Unfortunately, we can't simply use one of the two standard ways to do
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* tiled textures to work around texture size limits in OpenGL, due to our
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* need to support Microsoft's OpenGL emulation for RDP/VPC/video card
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* drivers that don't support OpenGL (such as the ones which Windows
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* Update pushes for ATI cards in Windows 7). GL_CLAMP_TO_EDGE requires
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* OpenGL 1.2, but the emulation only supports 1.1. GL_CLAMP + borders has
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* correct results, but takes several seconds to render each frame. As a
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* result, the code below essentially manually reimplements borders, by
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* just not using the edge when mapping the texture onto a quad. The one
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* exception to this is the texture edges which are also frame edges, as
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* there does not appear to be a trivial way to mirror the edges, and the
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* nontrivial ways are more complex that is worth to avoid a single row of
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* slightly discolored pixels along the edges at zooms over 100%.
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*
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* Given a 64x64 maximum texture size:
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* Quads touching the top of the frame are 63 pixels tall
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* Quads touching the bottom of the frame are up to 63 pixels tall
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* All other quads are 62 pixels tall
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* Quads not on the top skip the first row of the texture
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* Quads not on the bottom skip the last row of the texture
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* Width behaves in the same way with respect to left/right edges
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*/
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// Set up the display list
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CHECK_ERROR(dl = glGenLists(1));
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CHECK_ERROR(glNewList(dl, GL_COMPILE));
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CHECK_ERROR(glClearColor(0,0,0,0));
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CHECK_ERROR(glClearStencil(0));
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CHECK_ERROR(glClear(GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT));
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CHECK_ERROR(glShadeModel(GL_FLAT));
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CHECK_ERROR(glDisable(GL_BLEND));
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// Switch to video coordinates
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CHECK_ERROR(glMatrixMode(GL_PROJECTION));
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CHECK_ERROR(glLoadIdentity());
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CHECK_ERROR(glPushMatrix());
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if (frameFlipped) {
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CHECK_ERROR(glOrtho(0.0f, frameWidth, 0.0f, frameHeight, -1000.0f, 1000.0f));
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}
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else {
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CHECK_ERROR(glOrtho(0.0f, frameWidth, frameHeight, 0.0f, -1000.0f, 1000.0f));
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}
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CHECK_ERROR(glEnable(GL_TEXTURE_2D));
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// Calculate the position information for each texture
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int lastRow = textureRows - 1;
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int lastCol = textureCols - 1;
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for (int row = 0; row < textureRows; ++row) {
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for (int col = 0; col < textureCols; ++col) {
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TextureInfo& ti = textureList[row * textureCols + col];
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// Width and height of the area read from the frame data
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int sourceX = col * textureArea;
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int sourceY = row * textureArea;
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ti.sourceW = std::min(frameWidth - sourceX, maxTextureSize);
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ti.sourceH = std::min(frameHeight - sourceY, maxTextureSize);
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// Used instead of GL_PACK_SKIP_ROWS/GL_PACK_SKIP_PIXELS due to
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// performance issues with the emulation
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ti.dataOffset = sourceY * frameWidth * bpp + sourceX * bpp;
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int textureHeight = SmallestPowerOf2(ti.sourceH);
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int textureWidth = SmallestPowerOf2(ti.sourceW);
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if (!supportsRectangularTextures) {
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textureWidth = textureHeight = std::max(textureWidth, textureHeight);
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}
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// Location where this texture is placed
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// X2/Y2 will be offscreen unless the video frame happens to
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// exactly use all of the texture
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float x1 = sourceX + (col != 0);
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float y1 = sourceY + (row != 0);
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float x2 = sourceX + textureWidth - (col != lastCol);
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float y2 = sourceY + textureHeight - (row != lastRow);
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// Portion of the texture actually used
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float top = row == 0 ? 0 : 1.0f / textureHeight;
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float left = col == 0 ? 0 : 1.0f / textureWidth;
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float bottom = row == lastRow ? 1.0f : 1.0f - 1.0f / textureHeight;
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float right = col == lastCol ? 1.0f : 1.0f - 1.0f / textureWidth;
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// Store the stuff needed later
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ti.textureID = textureIdList[row * textureCols + col];
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textureSizes.push_back(make_pair(textureWidth, textureHeight));
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CHECK_ERROR(glBindTexture(GL_TEXTURE_2D, ti.textureID));
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CHECK_ERROR(glColor4f(1.0f, 1.0f, 1.0f, 1.0f));
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// Place the texture
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glBegin(GL_QUADS);
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glTexCoord2f(left, top); glVertex2f(x1, y1);
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glTexCoord2f(right, top); glVertex2f(x2, y1);
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glTexCoord2f(right, bottom); glVertex2f(x2, y2);
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glTexCoord2f(left, bottom); glVertex2f(x1, y2);
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glEnd();
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if (GLenum err = glGetError()) throw VideoOutRenderException("GL_QUADS", err);
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}
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}
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CHECK_ERROR(glDisable(GL_TEXTURE_2D));
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CHECK_ERROR(glPopMatrix());
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glEndList();
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// Create the textures outside of the display list as there's no need to
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// remake them on every frame
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for (int i = 0; i < textureCount; ++i) {
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LOG_I("video/out/gl") << "Using texture size: " << textureSizes[i].first << "x" << textureSizes[i].second;
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CHECK_INIT_ERROR(glBindTexture(GL_TEXTURE_2D, textureIdList[i]));
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CHECK_INIT_ERROR(glTexImage2D(GL_TEXTURE_2D, 0, internalFormat, textureSizes[i].first, textureSizes[i].second, 0, format, GL_UNSIGNED_BYTE, nullptr));
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CHECK_INIT_ERROR(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR));
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CHECK_INIT_ERROR(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR));
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CHECK_INIT_ERROR(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP));
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CHECK_INIT_ERROR(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP));
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}
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}
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void VideoOutGL::UploadFrameData(VideoFrame const& frame) {
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if (frame.height == 0 || frame.width == 0) return;
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InitTextures(frame.width, frame.height, GL_BGRA_EXT, 4, frame.flipped);
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// Set the row length, needed to be able to upload partial rows
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CHECK_ERROR(glPixelStorei(GL_UNPACK_ROW_LENGTH, frame.pitch / 4));
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for (auto& ti : textureList) {
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CHECK_ERROR(glBindTexture(GL_TEXTURE_2D, ti.textureID));
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CHECK_ERROR(glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, ti.sourceW,
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ti.sourceH, GL_BGRA_EXT, GL_UNSIGNED_BYTE, &frame.data[ti.dataOffset]));
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}
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CHECK_ERROR(glPixelStorei(GL_UNPACK_ROW_LENGTH, 0));
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}
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void VideoOutGL::Render(int dx1, int dy1, int dx2, int dy2) {
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CHECK_ERROR(glViewport(dx1, dy1, dx2, dy2));
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CHECK_ERROR(glCallList(dl));
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CHECK_ERROR(glMatrixMode(GL_MODELVIEW));
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CHECK_ERROR(glLoadIdentity());
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}
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VideoOutGL::~VideoOutGL() {
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if (textureIdList.size() > 0) {
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glDeleteTextures(textureIdList.size(), &textureIdList[0]);
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glDeleteLists(dl, 1);
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}
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}
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