// Copyright (c) 2009, Thomas Goyne // All rights reserved. // // Redistribution and use in source and binary forms, with or without // modification, are permitted provided that the following conditions are met: // // * Redistributions of source code must retain the above copyright notice, // this list of conditions and the following disclaimer. // * Redistributions in binary form must reproduce the above copyright notice, // this list of conditions and the following disclaimer in the documentation // and/or other materials provided with the distribution. // * Neither the name of the Aegisub Group nor the names of its contributors // may be used to endorse or promote products derived from this software // without specific prior written permission. // // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" // AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE // IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE // ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE // LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR // CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF // SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS // INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN // CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) // ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE // POSSIBILITY OF SUCH DAMAGE. // // Aegisub Project http://www.aegisub.org/ // // $Id$ /// @file video_out_gl.cpp /// @brief OpenGL based video renderer /// @ingroup video /// #include "config.h" #ifndef AGI_PRE #include #endif // These must be included before local headers. #ifdef __APPLE__ #include #include #else #include #include #endif #include "video_out_gl.h" #include "utils.h" #include "video_frame.h" // Windows only has headers for OpenGL 1.1 and GL_CLAMP_TO_EDGE is 1.2 #ifndef GL_CLAMP_TO_EDGE #define GL_CLAMP_TO_EDGE 0x812F #endif #define CHECK_INIT_ERROR(cmd) cmd; if (GLenum err = glGetError()) throw VideoOutInitException(_T(#cmd), err) #define CHECK_ERROR(cmd) cmd; if (GLenum err = glGetError()) throw VideoOutRenderException(_T(#cmd), err) namespace { /// @brief Structure tracking all precomputable information about a subtexture struct TextureInfo { /// The OpenGL texture id this is for GLuint textureID; /// The byte offset into the frame's data block int dataOffset; int sourceH; int sourceW; int textureH; int textureW; float destH; float destW; float destX; float destY; float texTop; float texBottom; float texLeft; float texRight; }; /// @brief Test if a texture can be created /// @param width The width of the texture /// @param height The height of the texture /// @param format The texture's format /// @return Whether the texture could be created. bool TestTexture(int width, int height, GLint format) { GLuint texture; glGenTextures(1, &texture); glTexImage2D(GL_PROXY_TEXTURE_2D, 0, GL_RGBA8, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); glGetTexLevelParameteriv(GL_PROXY_TEXTURE_2D, 0, GL_TEXTURE_INTERNAL_FORMAT, &format); glDeleteTextures(1, &texture); while (glGetError()) { } // Silently swallow all errors as we don't care why it failed if it did wxLogDebug("VideoOutGL::TestTexture: %dx%d\n", width, height); return format != 0; } } VideoOutGL::VideoOutGL() : maxTextureSize(0), supportsRectangularTextures(false), supportsGlClampToEdge(false), internalFormat(0), frameWidth(0), frameHeight(0), frameFormat(0), frameFlipped(false), textureIdList(), textureList(), textureCount(0), textureRows(0), textureCols(0) { } /// @brief Runtime detection of required OpenGL capabilities void VideoOutGL::DetectOpenGLCapabilities() { if (maxTextureSize != 0) return; // Test for supported internalformats if (TestTexture(64, 64, GL_RGBA8)) internalFormat = GL_RGBA8; else if (TestTexture(64, 64, GL_RGBA)) internalFormat = GL_RGBA; else throw VideoOutInitException(L"Could not create a 64x64 RGB texture in any format."); // Test for the maximum supported texture size glGetIntegerv(GL_MAX_TEXTURE_SIZE, &maxTextureSize); while (maxTextureSize > 64 && !TestTexture(maxTextureSize, maxTextureSize, internalFormat)) maxTextureSize >>= 1; wxLogDebug("VideoOutGL::DetectOpenGLCapabilities: Maximum texture size is %dx%d\n", maxTextureSize, maxTextureSize); // Test for rectangular texture support supportsRectangularTextures = TestTexture(maxTextureSize, maxTextureSize >> 1, internalFormat); // Test GL_CLAMP_TO_EDGE support GLuint texture; glGenTextures(1, &texture); glTexImage2D(GL_PROXY_TEXTURE_2D, 0, GL_RGBA8, 64, 64, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); if (glGetError()) { supportsGlClampToEdge = false; wxLogDebug("VideoOutGL::DetectOpenGLCapabilities: Using GL_CLAMP\n"); } else { supportsGlClampToEdge = true; wxLogDebug("VideoOutGL::DetectOpenGLCapabilities: Using GL_CLAMP_TO_EDGE\n"); } } /// @brief If needed, create the grid of textures for displaying frames of the given format /// @param width The frame's width /// @param height The frame's height /// @param format The frame's format /// @param bpp The frame's bytes per pixel void VideoOutGL::InitTextures(int width, int height, GLenum format, int bpp, bool flipped) { // Do nothing if the frame size and format are unchanged if (width == frameWidth && height == frameHeight && format == frameFormat && flipped == frameFlipped) return; wxLogDebug("VideoOutGL::InitTextures: Video size: %dx%d\n", width, height); DetectOpenGLCapabilities(); // Clean up old textures if (textureIdList.size() > 0) { CHECK_INIT_ERROR(glDeleteTextures(textureIdList.size(), &textureIdList[0])); textureIdList.clear(); textureList.clear(); } // Create the textures textureRows = (int)ceil(double(height) / maxTextureSize); textureCols = (int)ceil(double(width) / maxTextureSize); textureIdList.resize(textureRows * textureCols); textureList.resize(textureRows * textureCols); CHECK_INIT_ERROR(glGenTextures(textureIdList.size(), &textureIdList[0])); // Calculate the position information for each texture int sourceY = 0; float destY = 0.0f; for (int i = 0; i < textureRows; i++) { int sourceX = 0; float destX = 0.0f; int sourceH = maxTextureSize; int textureH = maxTextureSize; // If the last row doesn't need a full texture, shrink it to the smallest one possible if (i == textureRows - 1 && height % maxTextureSize > 0) { sourceH = height % maxTextureSize; textureH = SmallestPowerOf2(sourceH); } for (int j = 0; j < textureCols; j++) { TextureInfo& ti = textureList[i * textureCols + j]; // Copy the current position information into the struct ti.destX = destX; ti.destY = destY; ti.sourceH = sourceH; ti.sourceW = maxTextureSize; int textureW = maxTextureSize; // If the last column doesn't need a full texture, shrink it to the smallest one possible if (j == textureCols - 1 && width % maxTextureSize > 0) { ti.sourceW = width % maxTextureSize; textureW = SmallestPowerOf2(ti.sourceW); } int w = textureW; int h = textureH; if (!supportsRectangularTextures) w = h = MAX(w, h); if (supportsGlClampToEdge) { ti.texLeft = 0.0f; ti.texTop = 0.0f; } else { // Stretch the texture a half pixel in each direction to eliminate the border ti.texLeft = 1.0f / (2 * w); ti.texTop = 1.0f / (2 * h); } ti.destW = float(w) / width; ti.destH = float(h) / height; ti.textureID = textureIdList[i * textureCols + j]; ti.dataOffset = sourceY * width * bpp + sourceX * bpp; ti.texRight = 1.0f - ti.texLeft; ti.texBottom = 1.0f - ti.texTop; if (flipped) { ti.texBottom = ti.texTop - float(h - ti.sourceH) / h; ti.texTop = 1.0f - ti.texTop - float(h - ti.sourceH) / h; ti.dataOffset = (height - sourceY - ti.sourceH) * width * bpp + sourceX * bpp; } // Actually create the texture and set the scaling mode CHECK_INIT_ERROR(glBindTexture(GL_TEXTURE_2D, ti.textureID)); CHECK_INIT_ERROR(glTexImage2D(GL_TEXTURE_2D, 0, internalFormat, w, h, 0, format, GL_UNSIGNED_BYTE, NULL)); wxLogDebug("VideoOutGL::InitTextures: Using texture size: %dx%d\n", w, h); CHECK_INIT_ERROR(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR)); CHECK_INIT_ERROR(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)); GLint mode = supportsGlClampToEdge ? GL_CLAMP_TO_EDGE : GL_CLAMP; CHECK_INIT_ERROR(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, mode)); CHECK_INIT_ERROR(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, mode)); destX += ti.destW; sourceX += ti.sourceW; } destY += float(sourceH) / height; sourceY += sourceH; } // Store the information needed to know when the grid must be recreated frameWidth = width; frameHeight = height; frameFormat = format; } void VideoOutGL::UploadFrameData(const AegiVideoFrame& frame) { if (frame.h == 0 || frame.w == 0) return; GLuint format = frame.invertChannels ? GL_BGRA_EXT : GL_RGBA; InitTextures(frame.w, frame.h, format, frame.GetBpp(0), frame.flipped); // Set the row length, needed to be able to upload partial rows CHECK_ERROR(glPixelStorei(GL_UNPACK_ROW_LENGTH, frame.w)); for (unsigned i = 0; i < textureList.size(); i++) { TextureInfo& ti = textureList[i]; CHECK_ERROR(glBindTexture(GL_TEXTURE_2D, ti.textureID)); CHECK_ERROR(glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, ti.sourceW, ti.sourceH, format, GL_UNSIGNED_BYTE, frame.data[0] + ti.dataOffset)); } CHECK_ERROR(glPixelStorei(GL_UNPACK_ROW_LENGTH, 0)); } void VideoOutGL::Render(int sw, int sh) { CHECK_ERROR(glEnable(GL_TEXTURE_2D)); for (unsigned i = 0; i < textureList.size(); i++) { TextureInfo& ti = textureList[i]; float destX = ti.destX * sw; float destW = ti.destW * sw; float destY = ti.destY * sh; float destH = ti.destH * sh; CHECK_ERROR(glBindTexture(GL_TEXTURE_2D, ti.textureID)); CHECK_ERROR(glColor4f(1.0f, 1.0f, 1.0f, 1.0f)); glBegin(GL_QUADS); glTexCoord2f(ti.texLeft, ti.texTop); glVertex2f(destX, destY); glTexCoord2f(ti.texRight, ti.texTop); glVertex2f(destX + destW, destY); glTexCoord2f(ti.texRight, ti.texBottom); glVertex2f(destX + destW, destY + destH); glTexCoord2f(ti.texLeft, ti.texBottom); glVertex2f(destX, destY + destH); glEnd(); if (GLenum err = glGetError()) throw VideoOutRenderException(L"GL_QUADS", err); } CHECK_ERROR(glDisable(GL_TEXTURE_2D)); } VideoOutGL::~VideoOutGL() { if (textureIdList.size() > 0) { glDeleteTextures(textureIdList.size(), &textureIdList[0]); } }