Files
UltraGrid/dxt_compress/dxt_encoder.c
2012-01-03 14:01:47 +01:00

359 lines
14 KiB
C

/**
* Copyright (c) 2011, Martin Srom
* 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.
*
* 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 HOLDER 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.
*/
#include "dxt_encoder.h"
#include "dxt_util.h"
#include "dxt_glsl.h"
#include <string.h>
const int FORMAT_RGB = 0;
const int FORMAT_YUV = 1;
/** Documented at declaration */
struct dxt_encoder
{
// DXT type
enum dxt_type type;
// Width in pixels
int width;
// Height in pixels
int height;
// Format
enum dxt_format format;
// Texture id
GLuint texture_id;
// Compressed texture
GLuint texture_compressed_id;
GLuint texture_yuv422;
// Framebuffer
GLuint fbo_id;
// Program and shader handles
GLhandleARB program_compress;
GLhandleARB shader_fragment_compress;
GLhandleARB shader_vertex_compress;
GLhandleARB yuv422_to_444_program;
GLhandleARB yuv422_to_444_fp;
GLuint fbo444_id;
};
int dxt_prepare_yuv422_shader(struct dxt_encoder *encoder);
int dxt_prepare_yuv422_shader(struct dxt_encoder *encoder) {
encoder->yuv422_to_444_fp = 0;
encoder->yuv422_to_444_fp = dxt_shader_create_from_source(fp_yuv422_to_yuv_444, GL_FRAGMENT_SHADER_ARB);
if ( encoder->yuv422_to_444_fp == 0) {
printf("Failed to compile YUV422->YUV444 fragment program!\n");
return 0;
}
encoder->yuv422_to_444_program = glCreateProgramObjectARB();
glAttachObjectARB(encoder->yuv422_to_444_program, encoder->shader_vertex_compress);
glAttachObjectARB(encoder->yuv422_to_444_program, encoder->yuv422_to_444_fp);
glLinkProgramARB(encoder->yuv422_to_444_program);
char log[32768];
glGetInfoLogARB(encoder->yuv422_to_444_program, 32768, NULL, (GLchar*)log);
if ( strlen(log) > 0 )
printf("Link Log: %s\n", log);
glGenTextures(1, &encoder->texture_yuv422);
glBindTexture(GL_TEXTURE_2D, encoder->texture_yuv422);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, encoder->width / 2, encoder->height,
0, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
glUseProgramObjectARB(encoder->yuv422_to_444_program);
glUniform1i(glGetUniformLocation(encoder->yuv422_to_444_program, "image"), 0);
glUniform1f(glGetUniformLocation(encoder->yuv422_to_444_program, "imageWidth"),
(GLfloat) encoder->width);
// Create fbo
glGenFramebuffersEXT(1, &encoder->fbo444_id);
return 1;
}
/** Documented at declaration */
struct dxt_encoder*
dxt_encoder_create(enum dxt_type type, int width, int height, enum dxt_format format)
{
struct dxt_encoder* encoder = (struct dxt_encoder*)malloc(sizeof(struct dxt_encoder));
if ( encoder == NULL )
return NULL;
encoder->type = type;
encoder->width = width;
encoder->height = height;
encoder->format = format;
// Create empty data
/*GLubyte * data = NULL;
int data_size = 0;
dxt_encoder_buffer_allocate(encoder, &data, &data_size);
// Create empty compressed texture
glGenTextures(1, &encoder->texture_compressed_id);
glBindTexture(GL_TEXTURE_2D, encoder->texture_compressed_id);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
if ( encoder->type == DXT_TYPE_DXT5_YCOCG )
glCompressedTexImage2DARB(GL_TEXTURE_2D, 0, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, encoder->width, encoder->height, 0, data_size, data);
else
glCompressedTexImage2DARB(GL_TEXTURE_2D, 0, GL_COMPRESSED_RGB_S3TC_DXT1_EXT, encoder->width, encoder->height, 0, data_size, data);
// Free empty data
dxt_encoder_buffer_free(data);*/
// Create fbo
glGenFramebuffersEXT(1, &encoder->fbo_id);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, encoder->fbo_id);
GLuint fbo_tex;
glGenTextures(1, &fbo_tex);
glBindTexture(GL_TEXTURE_2D, fbo_tex);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
if ( encoder->type == DXT_TYPE_DXT5_YCOCG )
glTexImage2D(GL_TEXTURE_2D, 0 , GL_RGBA32UI_EXT, encoder->width / 4, encoder->height / 4, 0, GL_RGBA_INTEGER_EXT, GL_INT, 0);
else
glTexImage2D(GL_TEXTURE_2D, 0 , GL_RGBA16UI_EXT, encoder->width / 4, encoder->height / 4, 0, GL_RGBA_INTEGER_EXT, GL_INT, 0);
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, fbo_tex, 0);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
// Create program [display] and its shader
encoder->program_compress = glCreateProgramObjectARB();
// Create fragment shader from file
encoder->shader_fragment_compress = 0;
if ( encoder->type == DXT_TYPE_DXT5_YCOCG )
encoder->shader_fragment_compress = dxt_shader_create_from_source(fp_compress_dxt5ycocg, GL_FRAGMENT_SHADER_ARB);
else
encoder->shader_fragment_compress = dxt_shader_create_from_source(fp_compress_dxt1, GL_FRAGMENT_SHADER_ARB);
if ( encoder->shader_fragment_compress == 0 )
return NULL;
// Create vertex shader from file
encoder->shader_vertex_compress = 0;
encoder->shader_vertex_compress = dxt_shader_create_from_source(vp_compress, GL_VERTEX_SHADER_ARB);
if ( encoder->shader_vertex_compress == 0 ) {
printf("Failed to compile vertex compress program!\n");
return NULL;
}
// Attach shader to program and link the program
glAttachObjectARB(encoder->program_compress, encoder->shader_fragment_compress);
glAttachObjectARB(encoder->program_compress, encoder->shader_vertex_compress);
glLinkProgramARB(encoder->program_compress);
char log[32768];
glGetInfoLogARB(encoder->program_compress, 32768, NULL, (GLchar*)log);
if ( strlen(log) > 0 )
printf("Link Log: %s\n", log);
glGenTextures(1, &encoder->texture_id);
glBindTexture(GL_TEXTURE_2D, encoder->texture_id);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
if(format == DXT_FORMAT_RGB) {
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, encoder->width, encoder->height, 0, GL_RGB, GL_BYTE, NULL);
} else {
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, encoder->width, encoder->height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
}
//glActiveTexture(GL_TEXTURE0);
glEnable(GL_TEXTURE_2D);
if(format == DXT_FORMAT_YUV422) {
if(!dxt_prepare_yuv422_shader(encoder))
return NULL;
}
glBindTexture(GL_TEXTURE_2D, encoder->texture_id);
glClear(GL_COLOR_BUFFER_BIT);
glViewport(0, 0, encoder->width / 4, encoder->height / 4);
glDisable(GL_DEPTH_TEST);
// User compress program and set image size parameters
glUseProgramObjectARB(encoder->program_compress);
//glBindFragDataLocation(encoder->program_compress, 0, "colorInt");
glUniform1i(glGetUniformLocation(encoder->program_compress, "image"), 0);
if(format == DXT_FORMAT_YUV422 || format == DXT_FORMAT_YUV) {
glUniform1i(glGetUniformLocation(encoder->program_compress, "imageFormat"), FORMAT_YUV);
} else {
glUniform1i(glGetUniformLocation(encoder->program_compress, "imageFormat"), FORMAT_RGB);
}
glUniform2f(glGetUniformLocation(encoder->program_compress, "imageSize"), encoder->width, encoder->height);
// Render to framebuffer
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, encoder->fbo_id);
return encoder;
}
/** Documented at declaration */
int
dxt_encoder_buffer_allocate(struct dxt_encoder* encoder, unsigned char** image_compressed, int* image_compressed_size)
{
int size = 0;
if ( encoder->type == DXT_TYPE_DXT5_YCOCG )
size = (encoder->width / 4) * (encoder->height / 4) * 4 * sizeof(int);
else if ( encoder->type == DXT_TYPE_DXT1 )
size = (encoder->width / 4) * (encoder->height / 4) * 2 * sizeof(int);
else
assert(0);
*image_compressed = (unsigned char*)malloc(size);
if ( *image_compressed == NULL )
return -1;
if ( image_compressed_size != NULL )
*image_compressed_size = size;
return 0;
}
/** Documented at declaration */
int
dxt_encoder_compress(struct dxt_encoder* encoder, DXT_IMAGE_TYPE* image, unsigned char* image_compressed)
{
TIMER_INIT();
TIMER_START();
switch(encoder->format) {
case DXT_FORMAT_YUV422:
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, encoder->fbo444_id);
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, encoder->texture_id, 0);
glBindTexture(GL_TEXTURE_2D, encoder->texture_yuv422);
glPushAttrib(GL_VIEWPORT_BIT);
glViewport( 0, 0, encoder->width, encoder->height);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, encoder->width / 2, encoder->height, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8_REV, image);
glUseProgramObjectARB(encoder->yuv422_to_444_program);
glBegin(GL_QUADS);
glTexCoord2f(0.0, 0.0); glVertex2f(-1.0, -1.0);
glTexCoord2f(1.0, 0.0); glVertex2f(1.0, -1.0);
glTexCoord2f(1.0, 1.0); glVertex2f(1.0, 1.0);
glTexCoord2f(0.0, 1.0); glVertex2f(-1.0, 1.0);
glEnd();
glPopAttrib();
//glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
glUseProgramObjectARB(encoder->program_compress);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, encoder->fbo_id);
glBindTexture(GL_TEXTURE_2D, encoder->texture_id);
//gl_check_error();
break;
case DXT_FORMAT_YUV:
case DXT_FORMAT_RGBA:
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, encoder->width, encoder->height, GL_RGBA, DXT_IMAGE_GL_TYPE, image);
break;
case DXT_FORMAT_RGB:
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, encoder->width, encoder->height, GL_RGB, GL_UNSIGNED_BYTE, image);
break;
}
#ifdef DEBUG
glFinish();
#endif
TIMER_STOP_PRINT("Texture Load: ");
TIMER_START();
glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);
assert(GL_FRAMEBUFFER_COMPLETE_EXT == glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT));
// Compress
glBegin(GL_QUADS);
glTexCoord2f(0.0, 0.0); glVertex2f(-1.0, -1.0);
glTexCoord2f(1.0, 0.0); glVertex2f(1.0, -1.0);
glTexCoord2f(1.0, 1.0); glVertex2f(1.0, 1.0);
glTexCoord2f(0.0, 1.0); glVertex2f(-1.0, 1.0);
glEnd();
#ifdef DEBUG
glFinish();
#endif
TIMER_STOP_PRINT("Texture Compress: ");
TIMER_START();
// Read back
glReadBuffer(GL_COLOR_ATTACHMENT0_EXT);
if ( encoder->type == DXT_TYPE_DXT5_YCOCG )
glReadPixels(0, 0, encoder->width / 4, encoder->height / 4, GL_RGBA_INTEGER_EXT, GL_UNSIGNED_INT, image_compressed);
else
glReadPixels(0, 0, encoder->width / 4 , encoder->height / 4 , GL_RGBA_INTEGER_EXT, GL_UNSIGNED_SHORT, image_compressed);
#ifdef DEBUG
glFinish();
#endif
TIMER_STOP_PRINT("Texture Save: ");
gl_check_error();
return 0;
}
/** Documented at declaration */
int
dxt_encoder_buffer_free(unsigned char* image_compressed)
{
free(image_compressed);
return 0;
}
/** Documented at declaration */
int
dxt_encoder_destroy(struct dxt_encoder* encoder)
{
glDeleteShader(encoder->shader_fragment_compress);
glDeleteShader(encoder->shader_vertex_compress);
glDeleteProgram(encoder->program_compress);
free(encoder);
return 0;
}