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authorRyan C. Gordon <icculus@icculus.org>2008-12-06 00:56:47 +0000
committerRyan C. Gordon <icculus@icculus.org>2008-12-06 00:56:47 +0000
commit30e93bfd64bb3a7378fccab761022be3d077d1c4 (patch)
tree943b319ef20dcb934d5dece1c361c363eb113800 /src
parent03719ab2593d1f9f413567c63e51bfa0591b6107 (diff)
Initial pixel shader support for YUV textures in the GL renderer.
This work is not complete yet!
Diffstat (limited to 'src')
-rw-r--r--src/video/SDL_glfuncs.h2
-rw-r--r--src/video/SDL_renderer_gl.c206
2 files changed, 199 insertions, 9 deletions
diff --git a/src/video/SDL_glfuncs.h b/src/video/SDL_glfuncs.h
index cd98d776f2..0cc4f6ecdb 100644
--- a/src/video/SDL_glfuncs.h
+++ b/src/video/SDL_glfuncs.h
@@ -153,7 +153,7 @@ SDL_PROC_UNUSED(void, glGetPixelMapuiv, (GLenum map, GLuint * values))
SDL_PROC_UNUSED(void, glGetPixelMapusv, (GLenum map, GLushort * values))
SDL_PROC_UNUSED(void, glGetPointerv, (GLenum pname, GLvoid * *params))
SDL_PROC_UNUSED(void, glGetPolygonStipple, (GLubyte * mask))
-SDL_PROC_UNUSED(const GLubyte *, glGetString, (GLenum name))
+SDL_PROC(const GLubyte *, glGetString, (GLenum name))
SDL_PROC_UNUSED(void, glGetTexEnvfv,
(GLenum target, GLenum pname, GLfloat * params))
SDL_PROC_UNUSED(void, glGetTexEnviv,
diff --git a/src/video/SDL_renderer_gl.c b/src/video/SDL_renderer_gl.c
index 0da25f72af..3ad5b4751a 100644
--- a/src/video/SDL_renderer_gl.c
+++ b/src/video/SDL_renderer_gl.c
@@ -41,6 +41,21 @@
http://developer.apple.com/documentation/GraphicsImaging/Conceptual/OpenGL-MacProgGuide/opengl_texturedata/chapter_10_section_2.html
*/
+/* !!! FIXME: this should go in a higher level than the GL renderer. */
+static __inline__ int
+bytes_per_pixel(const Uint32 format)
+{
+ switch (format) {
+ case SDL_PIXELFORMAT_UYVY:
+ /* !!! FIXME: other YUV formats here... */
+ return 2;
+ default:
+ return SDL_BYTESPERPIXEL(format);
+ }
+ return -1; /* shouldn't ever hit this. */
+}
+
+
static const float inv255f = 1.0f / 255.0f;
static SDL_Renderer *GL_CreateRenderer(SDL_Window * window, Uint32 flags);
@@ -124,6 +139,7 @@ typedef struct
SDL_bool updateSize;
SDL_bool GL_ARB_texture_rectangle_supported;
SDL_bool GL_EXT_paletted_texture_supported;
+ SDL_bool GL_ARB_fragment_program_supported;
int blendMode;
int scaleMode;
@@ -135,11 +151,23 @@ typedef struct
PFNGLCOLORTABLEEXTPROC glColorTableEXT;
void (*glTextureRangeAPPLE) (GLenum target, GLsizei length,
const GLvoid * pointer);
+
+ PFNGLGETPROGRAMIVARBPROC glGetProgramivARB;
+ PFNGLGETPROGRAMSTRINGARBPROC glGetProgramStringARB;
+ PFNGLPROGRAMLOCALPARAMETER4FVARBPROC glProgramLocalParameter4fvARB;
+ PFNGLDELETEPROGRAMSARBPROC glDeleteProgramsARB;
+ PFNGLGENPROGRAMSARBPROC glGenProgramsARB;
+ PFNGLBINDPROGRAMARBPROC glBindProgramARB;
+ PFNGLPROGRAMSTRINGARBPROC glProgramStringARB;
+
+ /* (optional) fragment programs */
+ GLuint fragment_program_UYVY;
} GL_RenderData;
typedef struct
{
GLuint texture;
+ GLuint shader;
GLenum type;
GLfloat texw;
GLfloat texh;
@@ -348,6 +376,28 @@ GL_CreateRenderer(SDL_Window * window, Uint32 flags)
SDL_GL_GetProcAddress("glTextureRangeAPPLE");
}
+ /* we might use fragment programs for YUV data, etc. */
+ if (SDL_GL_ExtensionSupported("GL_ARB_fragment_program")) {
+ /* !!! FIXME: this doesn't check for errors. */
+ /* !!! FIXME: this should really reuse the glfuncs.h stuff. */
+ data->glGetProgramivARB = (PFNGLGETPROGRAMIVARBPROC)
+ SDL_GL_GetProcAddress("glGetProgramivARB");
+ data->glGetProgramStringARB = (PFNGLGETPROGRAMSTRINGARBPROC)
+ SDL_GL_GetProcAddress("glGetProgramStringARB");
+ data->glProgramLocalParameter4fvARB =
+ (PFNGLPROGRAMLOCALPARAMETER4FVARBPROC)
+ SDL_GL_GetProcAddress("glProgramLocalParameter4fvARB");
+ data->glDeleteProgramsARB = (PFNGLDELETEPROGRAMSARBPROC)
+ SDL_GL_GetProcAddress("glDeleteProgramsARB");
+ data->glGenProgramsARB = (PFNGLGENPROGRAMSARBPROC)
+ SDL_GL_GetProcAddress("glGenProgramsARB");
+ data->glBindProgramARB = (PFNGLBINDPROGRAMARBPROC)
+ SDL_GL_GetProcAddress("glBindProgramARB");
+ data->glProgramStringARB = (PFNGLPROGRAMSTRINGARBPROC)
+ SDL_GL_GetProcAddress("glProgramStringARB");
+ data->GL_ARB_fragment_program_supported = SDL_TRUE;
+ }
+
/* Set up parameters for rendering */
data->blendMode = -1;
data->scaleMode = -1;
@@ -406,6 +456,103 @@ power_of_2(int input)
return value;
}
+
+#define DEBUG_PROGRAM_COMPILE 1
+
+static GLuint
+compile_shader(GL_RenderData *data, GLenum shader_type, const char *source)
+{
+#if DEBUG_PROGRAM_COMPILE
+ printf("compiling shader:\n%s\n\n", source);
+#endif
+
+ GLuint program = 0;
+
+ data->glGetError(); /* flush any existing error state. */
+ data->glGenProgramsARB(1, &program);
+ data->glBindProgramARB(shader_type, program);
+ data->glProgramStringARB(shader_type, GL_PROGRAM_FORMAT_ASCII_ARB,
+ SDL_strlen(source), source);
+
+ if (data->glGetError() == GL_INVALID_OPERATION)
+ {
+#if DEBUG_PROGRAM_COMPILE
+ GLint pos = 0;
+ const GLubyte *errstr;
+ data->glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
+ errstr = data->glGetString(GL_PROGRAM_ERROR_STRING_ARB);
+ printf("program compile error at position %d: %s\n\n",
+ (int) pos, (const char *) errstr);
+#endif
+ data->glBindProgramARB(shader_type, 0);
+ data->glDeleteProgramsARB(1, &program);
+ return 0;
+ } // if
+
+ return program;
+}
+
+// UYVY to RGB equasion...
+// R = 1.164(Y-16) + 1.596(Cr-128)
+// G = 1.164(Y-16) - 0.813(Cr-128) - 0.391(Cb-128)
+// B = 1.164(Y-16) + 2.018(Cb-128)
+// Byte layout is Cb, Y1, Cr, Y2.
+// 4 bytes == 2 pixels: Y1/Cb/Cr, Y2/Cb/Cr
+// !!! FIXME: this ignores blendmodes, etc.
+// !!! FIXME: this could be more efficient...use a dot product for green, not convert to 255.0 range, etc.
+static const char *fragment_program_UYVY_source_code =
+ "!!ARBfp1.0\n"
+
+ // outputs...
+ "OUTPUT outcolor = result.color;\n"
+
+ // scratch registers...
+ "TEMP uyvy;\n"
+ "TEMP luminance;\n"
+ "TEMP work;\n"
+
+ // We need 32 bits to store the data, but each pixel is 16 bits in itself.
+ // halve the coordinates to grab the correct 32 bits for the fragment.
+ "MUL work, fragment.texcoord, { 0.5, 1.0, 1.0, 1.0 };\n"
+
+ // Sample the YUV texture. Cb, Y1, Cr, Y2, are stored in r,g,b,a.
+ // !!! FIXME: "RECT" needs to be "2D" if we're not using texture_rectangle extension. :/
+ "TEX uyvy, work, texture[0], RECT;\n"
+
+ // Scale from 0.0/1.0 to 0.0/255.0 and do subtractions. (!!! FIXME: optimize!)
+ "MUL uyvy, uyvy, { 255.0, 255.0, 255.0, 255.0 };\n"
+ "SUB uyvy, uyvy, { 128.0, 16.0, 128.0, 16.0 };\n"
+
+ // Choose the luminance component by texcoord.
+ // !!! FIXME: laziness wins out for now... just average Y1 and Y2.
+ "ADD luminance, uyvy.yyyy, uyvy.wwww;\n"
+ "MUL luminance, luminance, { 0.5, 0.5, 0.5, 0.5 };\n"
+
+ // Multiply luminance by its magic value.
+ "MUL luminance, luminance, { 1.164, 1.164, 1.164, 1.164 };\n"
+
+ // uyvy.xyzw becomes Cr/Cr/Cb/Cb, with multiplications.
+ "MUL uyvy, uyvy.zzxx, { 1.596, -0.813, 2.018, -0.391 };\n"
+
+ // Add luminance Cr and Cb, store to RGB channels.
+ "ADD work.rgb, luminance, uyvy;\n"
+
+ // Do final addition for Green channel. (!!! FIXME: this should be a DPH?)
+ "ADD work.g, work.g, uyvy.w;\n"
+
+ // Scale back to 0.0/1.0. (this number is 1.0/255.0).
+ "MUL work, work, { 0.0039215686274509803, 0.0039215686274509803, 0.0039215686274509803, 0.0039215686274509803 };\n"
+
+ // Make sure alpha channel is fully opaque. (!!! FIXME: blend modes!)
+ "MOV work.a, { 1.0 };\n"
+
+ // Store out the final fragment color.
+ "MOV outcolor, work;\n"
+
+ // ...and we're done.
+ "END\n";
+
+
static int
GL_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
{
@@ -415,6 +562,7 @@ GL_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
GLint internalFormat;
GLenum format, type;
int texture_w, texture_h;
+ GLuint shader = 0;
GLenum result;
switch (texture->format) {
@@ -504,6 +652,26 @@ GL_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
format = GL_BGRA;
type = GL_UNSIGNED_INT_2_10_10_10_REV;
break;
+ case SDL_PIXELFORMAT_UYVY:
+ if (renderdata->GL_ARB_fragment_program_supported) {
+ if (renderdata->fragment_program_UYVY == 0) {
+ renderdata->fragment_program_UYVY =
+ compile_shader(renderdata, GL_FRAGMENT_PROGRAM_ARB,
+ fragment_program_UYVY_source_code);
+ if (renderdata->fragment_program_UYVY == 0) {
+ SDL_SetError("Fragment program compile error");
+ return -1;
+ }
+ }
+ shader = renderdata->fragment_program_UYVY;
+ internalFormat = GL_RGBA;
+ format = GL_RGBA;
+ type = GL_UNSIGNED_BYTE;
+ } else {
+ SDL_SetError("Unsupported texture format");
+ return -1;
+ }
+ break;
default:
SDL_SetError("Unsupported texture format");
return -1;
@@ -515,6 +683,8 @@ GL_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
return -1;
}
+ data->shader = shader;
+
if (texture->format == SDL_PIXELFORMAT_INDEX8) {
data->palette = (Uint8 *) SDL_malloc(3 * 256 * sizeof(Uint8));
if (!data->palette) {
@@ -526,7 +696,7 @@ GL_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
}
if (texture->access == SDL_TEXTUREACCESS_STREAMING) {
- data->pitch = texture->w * SDL_BYTESPERPIXEL(texture->format);
+ data->pitch = texture->w * bytes_per_pixel(texture->format);
data->pixels = SDL_malloc(texture->h * data->pitch);
if (!data->pixels) {
SDL_OutOfMemory();
@@ -543,15 +713,16 @@ GL_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
data->type = GL_TEXTURE_RECTANGLE_ARB;
texture_w = texture->w;
texture_h = texture->h;
- data->texw = (GLfloat) texture->w;
- data->texh = (GLfloat) texture->h;
+ data->texw = (GLfloat) texture_w;
+ data->texh = (GLfloat) texture_h;
} else {
data->type = GL_TEXTURE_2D;
texture_w = power_of_2(texture->w);
texture_h = power_of_2(texture->h);
- data->texw = (GLfloat) texture->w / texture_w;
+ data->texw = (GLfloat) (texture->w) / texture_w;
data->texh = (GLfloat) texture->h / texture_h;
}
+
data->format = format;
data->formattype = type;
renderdata->glBindTexture(data->type, data->texture);
@@ -563,7 +734,7 @@ GL_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
GL_CLAMP_TO_EDGE);
renderdata->glTexParameteri(data->type, GL_TEXTURE_WRAP_T,
GL_CLAMP_TO_EDGE);
-#ifdef __MACOSX__
+#if 0 //def __MACOSX__
#ifndef GL_TEXTURE_STORAGE_HINT_APPLE
#define GL_TEXTURE_STORAGE_HINT_APPLE 0x85BC
#endif
@@ -598,6 +769,7 @@ GL_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
#endif
#endif
{
+printf("teximage2d(%d,%d,%d,%d)\n", (int) texture_w, (int) texture_h);
renderdata->glTexImage2D(data->type, 0, internalFormat, texture_w,
texture_h, 0, format, type, NULL);
}
@@ -679,7 +851,7 @@ SetupTextureUpdate(GL_RenderData * renderdata, SDL_Texture * texture,
}
renderdata->glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
renderdata->glPixelStorei(GL_UNPACK_ROW_LENGTH,
- pitch / SDL_BYTESPERPIXEL(texture->format));
+ pitch / bytes_per_pixel(texture->format));
}
static int
@@ -741,6 +913,7 @@ GL_UpdateTexture(SDL_Renderer * renderer, SDL_Texture * texture,
renderdata->glGetError();
SetupTextureUpdate(renderdata, texture, pitch);
renderdata->glBindTexture(data->type, data->texture);
+printf("texsubimage2d(%d,%d,%d,%d)\n", (int) rect->x, (int) rect->y, (int) rect->w, (int) rect->h);
renderdata->glTexSubImage2D(data->type, 0, rect->x, rect->y, rect->w,
rect->h, data->format, data->formattype,
pixels);
@@ -765,7 +938,7 @@ GL_LockTexture(SDL_Renderer * renderer, SDL_Texture * texture,
*pixels =
(void *) ((Uint8 *) data->pixels + rect->y * data->pitch +
- rect->x * SDL_BYTESPERPIXEL(texture->format));
+ rect->x * bytes_per_pixel(texture->format));
*pitch = data->pitch;
return 0;
}
@@ -814,7 +987,7 @@ GL_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
if (texturedata->dirty.list) {
SDL_DirtyRect *dirty;
void *pixels;
- int bpp = SDL_BYTESPERPIXEL(texture->format);
+ int bpp = bytes_per_pixel(texture->format);
int pitch = texturedata->pitch;
SetupTextureUpdate(data, texture, pitch);
@@ -824,6 +997,7 @@ GL_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
pixels =
(void *) ((Uint8 *) texturedata->pixels + rect->y * pitch +
rect->x * bpp);
+printf("texsubimage2d(%d,%d,%d,%d)\n", (int) rect->x, (int) rect->y, (int) rect->w, (int) rect->h);
data->glTexSubImage2D(texturedata->type, 0, rect->x, rect->y,
rect->w, rect->h, texturedata->format,
texturedata->formattype, pixels);
@@ -902,6 +1076,11 @@ GL_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
data->scaleMode = texture->scaleMode;
}
+ if (texturedata->shader != 0) {
+ data->glEnable(GL_FRAGMENT_PROGRAM_ARB);
+ data->glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, texturedata->shader);
+ }
+
data->glBegin(GL_TRIANGLE_STRIP);
data->glTexCoord2f(minu, minv);
data->glVertex2i(minx, miny);
@@ -913,6 +1092,9 @@ GL_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
data->glVertex2i(maxx, maxy);
data->glEnd();
+ if (texturedata->shader != 0) {
+ data->glDisable(GL_FRAGMENT_PROGRAM_ARB);
+ }
return 0;
}
@@ -952,6 +1134,14 @@ GL_DestroyRenderer(SDL_Renderer * renderer)
if (data) {
if (data->context) {
+ if (data->GL_ARB_fragment_program_supported) {
+ data->glDisable(GL_FRAGMENT_PROGRAM_ARB);
+ data->glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, 0);
+ if (data->fragment_program_UYVY != 0) {
+ data->glDeleteProgramsARB(1, &data->fragment_program_UYVY);
+ }
+ }
+
/* SDL_GL_MakeCurrent(0, NULL); *//* doesn't do anything */
SDL_GL_DeleteContext(data->context);
}