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Now mocomp in color
[vompclient-marten.git] / glmocoshader.cc
1 /*\r
2     Copyright 2012 Marten Richter\r
3 \r
4     This file is part of VOMP.\r
5 \r
6     VOMP is free software; you can redistribute it and/or modify\r
7     it under the terms of the GNU General Public License as published by\r
8     the Free Software Foundation; either version 2 of the License, or\r
9     (at your option) any later version.\r
10 \r
11     VOMP is distributed in the hope that it will be useful,\r
12     but WITHOUT ANY WARRANTY; without even the implied warranty of\r
13     MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the\r
14     GNU General Public License for more details.\r
15 \r
16     You should have received a copy of the GNU General Public License\r
17     along with VOMP; if not, write to the Free Software\r
18     Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.\r
19 */\r
20 #include "glmocoshader.h"\r
21 #include "videovpeogl.h"\r
22 \r
23 #define BLOCK_TEXTURE_WIDTH 2048\r
24 #define BLOCK_TEXTURE_HEIGHT 1024\r
25 #define BLOCK_SIZE 64\r
26 #define BLOCK_PER_ROW (32)\r
27 \r
28 // This implementation is for framed coded pictures only!\r
29 // I did not find any DVB recording with field coded pictures\r
30 // so I do not think they exist here, anyway I suspect we\r
31 // need a totally different shader in this case\r
32 // so first write the frame coded shader\r
33 // and then later add if necessary field based support.\r
34 \r
35 const GLchar moco_vertex_shader[] =\r
36                 "attribute vec4 block_pos;\n"\r
37                 "attribute vec2 block_edge;\n"\r
38                 "attribute vec4 block_types;\n"\r
39                 "attribute vec2 index;\n"\r
40                 "attribute vec4 PMV1;\n"\r
41                 "attribute vec4 PMV2;\n"\r
42                 "attribute float cbp;\n"\r
43                 "uniform vec2 pict_scale;\n"\r
44         //      "attribute vec2 tex_coord;\n"\r
45                 "varying vec4 out_yblockpos_x;\n"\r
46                 "varying vec4 out_yblockpos_y;\n"\r
47                 "varying vec4 out_uvblockpos_xy;\n"\r
48                 "varying vec2 out_block_edge;\n"\r
49                 "varying vec4 out_misc_info;\n"\r
50 \r
51                 "varying float out_unsupported;\n"\r
52                 "varying vec4 out_moco_pos;\n"\r
53                 "varying vec4 out_moco_forward;\n"\r
54                 "varying vec4 out_moco_backward;\n"\r
55 \r
56 \r
57                 "const float one=1.0;\n"\r
58                 "const float czero=0.0;\n"\r
59                 "const float chalf=0.5;\n"\r
60                 "const float c1024=1024.0;\n"\r
61                 "const float c32=32.0;\n"\r
62         //      "const float c1over32=0.03125;\n"\r
63                 "const float c1over32=1./32.;\n"\r
64 \r
65 \r
66                 "const float c65536=65536.;\n"\r
67 \r
68 \r
69 \r
70                 "const vec4  y_cbp=vec4(1.0,2.0,4.0,8.0);\n"\r
71                 "const vec3  uv_cbp=vec3(16.0,32.0,64.0);\n"\r
72                 "void main()\n"\r
73                 "{\n"\r
74                 // calculate cbp\r
75                 //"  vec4 cbp_vec=vec4(cbp,cbp,cbp,cbp);\n"\r
76 \r
77                 // old cbp code\r
78         //      "  vec4 fmod_cbp_y=mod(cbp_vec,y_cbp);\n"\r
79         //      "  vec2 fmod_cbp_uv=mod(cbp_vec.xy,uv_cbp.xy);\n"\r
80         //      "  fmod_cbp_y.x=0.;\n"\r
81         //      "  fmod_cbp_y=sign(vec4(fmod_cbp_y.yzw,fmod_cbp_uv.x)-fmod_cbp_y);\n"\r
82         //      "  fmod_cbp_uv=sign(vec2(fmod_cbp_uv.y,cbp)-fmod_cbp_uv);\n"\r
83                 // resulting vector should indicate with block is present\r
84                 // now transform it to a sum (TODO vectorize this)\r
85 \r
86 //this code is better but nor really working\r
87         /*      "  vec4 fmod_cbp_y=mod(cbp_vec,vec4(uv_cbp.zyx,y_cbp.w));\n"\r
88                 "  vec2 fmod_cbp_uv=mod(cbp_vec.xy,y_cbp.zy);\n"\r
89                 "  fmod_cbp_y=vec4(lessThanEqual(vec4(uv_cbp.yx,y_cbp.wz),fmod_cbp_y));\n"\r
90             "  fmod_cbp_uv=vec2(lessThanEqual(y_cbp.yx,fmod_cbp_uv));\n"\r
91 \r
92                 "  vec4 fmod_cbp_y2=fmod_cbp_y;\n"\r
93                 "  vec2 fmod_cbp_uv2=fmod_cbp_uv;\n"\r
94                 "  fmod_cbp_y2.y+=fmod_cbp_y2.x;\n"\r
95                 "  fmod_cbp_y2.z+=fmod_cbp_y2.y;\n"\r
96                 "  fmod_cbp_y2.w+=fmod_cbp_y2.z;\n"\r
97                 "  fmod_cbp_uv2.x+=fmod_cbp_y2.w;\n"\r
98                 "  fmod_cbp_uv2.y+=fmod_cbp_uv2.x;\n"*/\r
99 \r
100 \r
101                 "  float tcbp=cbp;\n"\r
102                 "  float tpos=czero;\n"\r
103                 "  vec4 fmod_cbp_y=vec4(czero,czero,czero,czero);\n"\r
104                 "  vec2 fmod_cbp_uv=vec2(czero,czero);\n"\r
105                 "  vec4 fmod_cbp_y2=vec4(czero,czero,czero,czero);\n"\r
106                 "  vec2 fmod_cbp_uv2=vec2(czero,czero);\n"\r
107                 "  if (tcbp>=uv_cbp.y){\n"\r
108                 "    fmod_cbp_y.x=one;\n"\r
109                 "    fmod_cbp_y2.x=tpos;\n"\r
110                 "    tpos++;\n"\r
111                 "    tcbp-=uv_cbp.y;\n"\r
112                 "  }\n"\r
113                 "  if (tcbp>=uv_cbp.x){\n"\r
114                 "    fmod_cbp_y.y=one;\n"\r
115                 "    fmod_cbp_y2.y=tpos;\n"\r
116                 "    tpos++;\n"\r
117                 "    tcbp-=uv_cbp.x;\n"\r
118                 "  }\n"\r
119                 "  if (tcbp>=y_cbp.w){\n"\r
120                 "    fmod_cbp_y.z=one;\n"\r
121                 "    fmod_cbp_y2.z=tpos;\n"\r
122                 "    tpos++;\n"\r
123                 "    tcbp-=y_cbp.w;\n"\r
124                 "  }\n"\r
125                 "  if (tcbp>=y_cbp.z){\n"\r
126                 "    fmod_cbp_y.w=one;\n"\r
127                 "    fmod_cbp_y2.w=tpos;\n"\r
128                 "    tpos++;\n"\r
129                 "    tcbp-=y_cbp.z;\n"\r
130                 "  }\n"\r
131                 "  if (tcbp>=y_cbp.y){\n"\r
132                 "    fmod_cbp_uv.x=one;\n"\r
133                 "    fmod_cbp_uv2.x=tpos;\n"\r
134                 "    tpos++;\n"\r
135                 "    tcbp-=y_cbp.y;\n"\r
136                 "  }\n"\r
137                 "  if (tcbp>=y_cbp.x){\n"\r
138                 "    fmod_cbp_uv.y=one;\n"\r
139                 "    fmod_cbp_uv2.y=tpos;\n"\r
140         //      "    tpos++;\n"\r
141         //      "    tcbp-=y_cbp.y;\n"\r
142                 "  }\n"\r
143 \r
144 \r
145 \r
146 \r
147 \r
148 \r
149 \r
150 \r
151                 // now calculate their position inside the short array\r
152                 "  float m_index=index.x/*+index.y*c65536*/;\n" //Not Endian save\r
153                 "  fmod_cbp_y2+=m_index;\n" //shift to the blocks\r
154                 "  fmod_cbp_uv2+=m_index;\n"\r
155 \r
156                 "  out_yblockpos_y=floor((fmod_cbp_y2)*c1over32);\n"\r
157                 "  out_uvblockpos_xy.zw=floor((fmod_cbp_uv2)*c1over32);\n"\r
158                 "  out_yblockpos_x=fmod_cbp_y2-c32*out_yblockpos_y;\n"\r
159             "  out_uvblockpos_xy.xy=fmod_cbp_uv2-c32*out_uvblockpos_xy.zw;\n"\r
160 \r
161 \r
162 \r
163                 //Kick out uncoded blocks\r
164         //      "  out_yblockpos_y-=sign(fmod_cbp_y-one)*c1024;\n"\r
165         //      "  out_uvblockpos_xy.zw-=sign(fmod_cbp_uv-one)*c1024;\n"\r
166 \r
167                 "  out_yblockpos_y=mix(vec4(c1024,c1024,c1024,c1024),out_yblockpos_y,fmod_cbp_y);\n"\r
168                 "  out_uvblockpos_xy.zw=mix(vec2(c1024,c1024),out_uvblockpos_xy.zw,fmod_cbp_uv);\n"\r
169 \r
170 \r
171                 // set start positions\r
172         //      "  vec4 motion_vertical=vec4(block_types.z,block_types.z,block_types.z,block_types.z);\n"\r
173         //      "  vec4 mod_motion_vertical=mod(motion_vertical,vec4(y_cbp.yzw,uv_cbp.x));\n"\r
174         //      "  mod_motion_vertical=vec4(lessThanEqual(y_cbp,mod_motion_vertical));\n"\r
175 \r
176                 "  out_moco_pos.xy=(block_pos.xy+block_edge.xy)*uv_cbp.x/*16*/+one;"\r
177                 "  out_unsupported=czero;\n"\r
178                 "  out_moco_pos.zw=vec2(czero,czero);\n"\r
179                 "  out_misc_info.y=one;\n" // this is the y step\r
180                 "  if (block_types.x<uv_cbp.x /* 16*/) {\n" // not intra coded\r
181                 "         float forward_backward=mod(block_types.x,y_cbp.w /* 8*/);\n"\r
182                 "     out_moco_pos.zw=vec2(one,czero);\n"\r
183                 "     if (forward_backward>y_cbp.z /* 4*/) {\n"\r
184                 "         out_moco_pos.zw=vec2(chalf,chalf);\n"\r
185                 //"          out_unsupported=2.;\n"\r
186                 "     } else if (forward_backward>y_cbp.y /* 2*/ ) {\n" //backward\r
187                 "         out_moco_pos.zw=vec2(czero,one);\n"\r
188                 //"          out_unsupported=2.;\n"\r
189                 "     } else {\n" //forward\r
190                 "         out_moco_pos.zw=vec2(one,czero);\n"\r
191                 "     } \n"\r
192                 "     if ((out_moco_pos.w+out_moco_pos.z)>y_cbp.x) {"\r
193                 "         out_moco_pos.zw*=chalf;\n"\r
194                 "     }\n"\r
195                 "     if (block_types.y==y_cbp.y /*2*/) {" //Frame\r
196                 "        out_moco_forward=vec4(PMV1.xy,PMV1.xy);\n"\r
197                 "        out_moco_backward=vec4(PMV1.zw,PMV1.zw);\n"\r
198                 //"          out_unsupported=2.;\n"\r
199                 "     } else if (block_types.y==y_cbp.x /*1*/) {" //Field\r
200                 "        out_moco_forward=vec4(PMV1.xy,PMV2.xy);\n"\r
201                 "        out_moco_backward=vec4(PMV1.zw,PMV2.zw);\n"\r
202 \r
203                 "        float motion_vert=block_types.z;\n"\r
204                 "        out_moco_forward.w-=one;\n"\r
205                 "        out_moco_backward.w-=one;\n"\r
206                 "        if (motion_vert>= y_cbp.w) {\n" //second_backward\r
207                 "            motion_vert-=y_cbp.w;\n"\r
208                 "            out_moco_backward.w+=one;\n"\r
209                 "         }\n"\r
210                 "        if (motion_vert>= y_cbp.z) {\n" //second_forward\r
211                 "            motion_vert-=y_cbp.z;\n"\r
212                 "            out_moco_forward.w+=one;\n"\r
213                 "         }\n"\r
214                 "        if (motion_vert>= y_cbp.y) {\n" //first_backward\r
215                 "            motion_vert-=y_cbp.y;\n"\r
216                 "            out_moco_backward.y+=one;\n"\r
217                 "         }\n"\r
218                 "        if (motion_vert>= y_cbp.x) {\n" //second_forward\r
219                 //"            motion_vert-=y_cbp.z;\n"\r
220                 "            out_moco_forward.y+=one;\n"\r
221                 "         }\n"\r
222         /*      "        out_moco_forward.y+=mod_motion_vertical.x;\n"\r
223                 "        out_moco_backward.y+=mod_motion_vertical.y;\n"\r
224                 "        out_moco_forward.w-=one-mod_motion_vertical.z;\n"\r
225                 "        out_moco_backward.w-=one-mod_motion_vertical.w;\n"*/\r
226                 "         out_misc_info.y=one;\n" // step to for field based\r
227         //      "            out_unsupported=2.;\n"\r
228                 "     } else {\n"\r
229                 "            out_unsupported=1.;\n"\r
230                 "     }\n"\r
231                 "  }\n"\r
232         //      "   if (cbp==63. || cbp==0.) out_unsupported=2.;\n"\r
233         //      "   if (fmod_cbp_y.w==1. && mod(cbp,8.)>=4.) out_unsupported=2.;\n"\r
234 \r
235 \r
236 \r
237 \r
238                 "  out_block_edge=block_edge;\n"\r
239                 "  out_misc_info.x=block_types.w;\n"\r
240                 "  vec4 out_pos=block_pos;\n"\r
241                 "  out_pos.xy+=block_edge;\n"\r
242                 "  out_pos.xy*=pict_scale;\n"\r
243                 "  out_pos.xy-=vec2(one,one);"\r
244                 "  out_pos.zw=vec2(one,one);"\r
245                 " gl_Position=out_pos;\n"\r
246                 "}\n";\r
247 \r
248 const GLchar moco_frag_shader[] =\r
249                 "precision mediump float;\n"\r
250                 "uniform sampler2D blocks;\n"\r
251                 "uniform sampler2D forward_pic;\n"\r
252                 "uniform sampler2D backward_pic;\n"\r
253                 "uniform vec2 pict_size;\n"\r
254                 "varying vec4 out_yblockpos_x;\n"\r
255                 "varying vec4 out_yblockpos_y;\n"\r
256                 "varying vec4 out_uvblockpos_xy;\n"\r
257                 "varying vec2 out_block_edge;\n"\r
258                 "varying vec4 out_misc_info;\n"// misc info x= DCT info, y= field based offsets\r
259                 "varying float out_unsupported;\n"\r
260                 "varying vec4 out_moco_forward;\n"\r
261                 "varying vec4 out_moco_backward;\n"\r
262                 "varying vec4 out_moco_pos;\n"\r
263 \r
264                 "const float halfst=0.5;\n"\r
265                 "const float ctwo=2.0;\n"\r
266                 "const float cone=1.0;\n"\r
267                 "const float czero=0.0;\n"\r
268                 "const float sieben=7.0;\n"\r
269                 "const float acht=8.0;\n"\r
270                 "const float s8=1./8.;\n"\r
271                 "const float s16=1./16.;\n"\r
272                 "const float c1over2048=1./2048.;\n"\r
273                 "const float c1over1024=1./1024.;\n"\r
274                 "const float c255=255.;\n"\r
275                 "const float c65280=65280.;\n"\r
276                 "const float c65536=65536.;\n"\r
277                 "const float cstep=32767.;\n"\r
278                 "\n"\r
279                 "float unpack_short(vec2 income) {\n"\r
280                 "   float temp=income.y*c65280+income.x*c255;\n"\r
281                 "   temp-=step(cstep,temp)*c65536;\n"\r
282                 "   return temp/c255;\n"\r
283                 "}"\r
284         //      "uniform sampler2D textureV;\n"\r
285         //      "uniform sampler2D textureY;\n"\r
286 //              "varying vec2 out_texCoord;\n"\r
287                 "void main()\n"\r
288                 "{\n"\r
289                 // first figure out the block num for y, first decide between up and down, fix me field\r
290         //non field code\r
291                 " vec4 ypos_temp1;\n"\r
292                 " vec4 our_fragcol=vec4(czero,czero,czero,cone);\n"\r
293                 " bool upper_half;\n"\r
294                 " float line_step;\n"\r
295                 " if (out_misc_info.x!=0.) {\n" //test the dct type\r
296                 "  upper_half=mod(floor(out_block_edge.y*acht),ctwo)==cone;\n"\r
297                 "  line_step=cone;\n"\r
298                 "}else{\n"\r
299                 "  upper_half=halfst<out_block_edge.y;\n"\r
300                 "  line_step=ctwo;\n"\r
301                 "}\n"\r
302                 " if (upper_half) {\n"\r
303                 "    ypos_temp1=vec4(out_yblockpos_x.z,out_yblockpos_y.z,out_yblockpos_x.w,out_yblockpos_y.w);\n"\r
304                 "  } else {\n"\r
305                 "    ypos_temp1=vec4(out_yblockpos_x.x,out_yblockpos_y.x,out_yblockpos_x.y,out_yblockpos_y.y);\n"\r
306                 " }\n"\r
307     //  " vec4 ypos_temp1=mix(vec4(out_yblockpos_x.x,out_yblockpos_y.x,out_yblockpos_x.y,out_yblockpos_y.y),"\r
308         //      "                  vec4(out_yblockpos_x.z,out_yblockpos_y.z,out_yblockpos_x.w,out_yblockpos_y.w),step(halfst,out_block_edge.y));\n"\r
309                 //field code\r
310         //      " vec4 ypos_temp1=mix(vec4(out_yblockpos_x.x,out_yblockpos_y.x,out_yblockpos_x.y,out_yblockpos_y.y),"\r
311         //                      "                  vec4(out_yblockpos_x.z,out_yblockpos_y.z,out_yblockpos_x.w,out_yblockpos_y.w),step(s16,mod(out_block_edge.y,s8)));\n"\r
312 \r
313                 //decide between left and right\r
314                 " vec4 ypos_temp2;\n"\r
315                 "if (halfst<out_block_edge.x){\n"\r
316                 "  ypos_temp2.xy=ypos_temp1.zw;\n"\r
317                 " }else {\n"\r
318                 "  ypos_temp2.xy=ypos_temp1.xy;\n"\r
319                 " }\n"\r
320                 //now get the intra 8x8 Block coordinates\r
321                 " vec2 ypos_temp3=floor(mod(out_block_edge*vec2(ctwo,line_step),cone)*acht);\n"\r
322                 " ypos_temp2.x=(ypos_temp3.x+(ypos_temp3.y+acht*(ypos_temp2.x))*acht);\n"\r
323                 //" bool subsample=(mod(ypos_temp2.x,ctwo)>halfst);\n"\r
324                 " bool subsample=mod(ypos_temp3.x,ctwo)==cone;\n"\r
325                 " ypos_temp2.x*=halfst;\n"\r
326                 " ypos_temp2.xy*=c1over1024;\n"\r
327                 " ypos_temp1=texture2D(blocks,ypos_temp2.xy);\n" // now select the right data\r
328                 "if (subsample){\n"\r
329                 "  ypos_temp3.xy=ypos_temp1.zw;\n"\r
330                 //"  ypos_temp2=vec2(cone,0.);\n"\r
331                 " }else {\n"\r
332                 "  ypos_temp3.xy=ypos_temp1.xy;\n"\r
333                 " }\n"\r
334                 " our_fragcol.r=unpack_short(ypos_temp3.xy);\n"\r
335 \r
336                 //now uv\r
337                 " ypos_temp3=floor(out_block_edge*acht);\n"\r
338                 " ypos_temp2.yw=floor(out_uvblockpos_xy.zw);\n"\r
339                 " ypos_temp2.xz=(ypos_temp3.x+(ypos_temp3.y+acht*(out_uvblockpos_xy.xy))*acht);\n"\r
340                 //" subsample=(mod(ypos_temp2.x,ctwo)>halfst);\n"\r
341                 " subsample=mod(ypos_temp3.x,ctwo)==cone;\n"\r
342                 " ypos_temp2.xz*=halfst;\n"\r
343                 " ypos_temp2*=c1over1024;\n"\r
344 \r
345                 " ypos_temp1=texture2D(blocks,ypos_temp2.xy);\n" // now select the right data\r
346                 " if (subsample){\n"\r
347                 "  ypos_temp3.xy=ypos_temp1.zw;\n"\r
348                 " }else {\n"\r
349                 "  ypos_temp3.xy=ypos_temp1.xy;\n"\r
350                 " }\n"\r
351                 " our_fragcol.g=unpack_short(ypos_temp3.xy);\n"\r
352 \r
353                 " ypos_temp1=texture2D(blocks,ypos_temp2.zw);\n" // now select the right data\r
354                 //" if (subsample){\n"\r
355                 "  ypos_temp3.xy=ypos_temp1.zw;\n"\r
356                 //" }else {\n"\r
357                 "  ypos_temp3.xy=ypos_temp1.xy;\n"\r
358                 //" }\n"\r
359                 " our_fragcol.b=unpack_short(ypos_temp3.rg);\n"\r
360 \r
361                 //MOCO\r
362                 // decide if it is top or bottom\r
363                 " vec4 moco_work;\n"\r
364                 " if (mod(floor(out_moco_pos.y),ctwo)!=cone) {\n"\r
365                 "      moco_work=vec4(out_moco_forward.xy,out_moco_backward.xy);\n"\r
366                 "} else {\n"\r
367                 "      moco_work=vec4(out_moco_forward.zw,out_moco_backward.zw);\n"\r
368                 "}\n"\r
369                 // now we handle the y fetching\r
370                 " vec4 moco_temp;\n"\r
371                 " vec4 subpixel=floor(mod(moco_work,ctwo))*halfst; \n"\r
372                 " moco_temp=floor(moco_work*halfst)+floor(vec4(out_moco_pos.xy,out_moco_pos.xy));\n"\r
373                 " vec4 c00,c01,c10,c11;\n"\r
374 \r
375                 " c00=texture2D(forward_pic,moco_temp.xy*pict_size);\n"\r
376                 " c01=texture2D(forward_pic,(moco_temp.xy+vec2(czero,out_misc_info.y))*pict_size);\n"\r
377                 " c10=texture2D(forward_pic,(moco_temp.xy+vec2(cone,czero))*pict_size);\n"\r
378                 " c11=texture2D(forward_pic,(moco_temp.xy+vec2(cone,out_misc_info.y))*pict_size);\n"\r
379                 " our_fragcol.r+=mix(mix(c00.r,c10.r,subpixel.x),mix(c01.r,c11.r,subpixel.x),subpixel.y)*out_moco_pos.z;\n"\r
380 \r
381 \r
382                 " c00=texture2D(backward_pic,moco_temp.zw*pict_size);\n"//backward\r
383                 " c01=texture2D(backward_pic,(moco_temp.zw+vec2(czero,out_misc_info.y))*pict_size);\n"\r
384                 " c10=texture2D(backward_pic,(moco_temp.zw+vec2(cone,czero))*pict_size);\n"\r
385                 " c11=texture2D(backward_pic,(moco_temp.zw+vec2(cone,out_misc_info.y))*pict_size);\n"\r
386                 " our_fragcol.r+=mix(mix(c00.r,c10.r,subpixel.z),mix(c01.r,c11.r,subpixel.z),subpixel.w)*out_moco_pos.w;\n"\r
387                 // now handle UV\r
388                 " subpixel=floor(mod(moco_work*halfst,ctwo))*halfst; \n"\r
389                 " moco_temp=(floor(moco_work*halfst*halfst)+floor(vec4(out_moco_pos.xy,out_moco_pos.xy)*halfst))*ctwo;\n"\r
390 \r
391                 " c00=texture2D(forward_pic,moco_temp.xy*pict_size);\n"\r
392                 " c01=texture2D(forward_pic,(moco_temp.xy+vec2(czero,ctwo*out_misc_info.y))*pict_size);\n"\r
393                 " c10=texture2D(forward_pic,(moco_temp.xy+vec2(ctwo,czero))*pict_size);\n"\r
394                 " c11=texture2D(forward_pic,(moco_temp.xy+vec2(ctwo,ctwo*out_misc_info.y))*pict_size);\n"\r
395                 " our_fragcol.gb+=mix(mix(c00.gb,c10.gb,subpixel.x),mix(c01.gb,c11.gb,subpixel.x),subpixel.y)*out_moco_pos.z;\n"\r
396 \r
397                 " c00=texture2D(backward_pic,moco_temp.zw*pict_size);\n"\r
398                 " c01=texture2D(backward_pic,(moco_temp.zw+vec2(czero,ctwo*out_misc_info.y))*pict_size);\n"\r
399                 " c10=texture2D(backward_pic,(moco_temp.zw+vec2(ctwo,czero))*pict_size);\n"\r
400                 " c11=texture2D(backward_pic,(moco_temp.zw+vec2(ctwo,ctwo*out_misc_info.y))*pict_size);\n"\r
401                 " our_fragcol.gb+=mix(mix(c00.gb,c10.gb,subpixel.z),mix(c01.gb,c11.gb,subpixel.z),subpixel.w)*out_moco_pos.w;\n"\r
402 \r
403                 "  gl_FragColor.rgb=our_fragcol.rgb;\n"\r
404 //              "  gl_FragColor.rgb=vec3(our_fragcol.r,halfst,halfst);\n"\r
405 //              " if (out_unsupported==1.) {\n"\r
406 //              "    gl_FragColor.gb=vec2(cone,0.0);\n"\r
407 //              "}else if (out_unsupported==2.) {\n"\r
408 //              "    gl_FragColor.gb=vec2(0.0,cone);\n"\r
409 //              "}\n"\r
410 \r
411 \r
412                 //" ypos_temp2=mix(ypos_temp1.rg,ypos_temp1.ba,step(c1over2047,mod(ypos_temp2.x,c1over1023)));\n" //activate this\r
413 \r
414 \r
415                 //" gl_FragColor.r=subsample/acht;\n" //signed later TODO\r
416                 //" gl_FragColor.g=0.5;\n"\r
417                 //" gl_FragColor.b=0.5;\n"\r
418                 " gl_FragColor.a=1.0;\n"\r
419                 //" vec4 blocks=texture2D(blocks,gl_FragCoord.xy/600.);\n"\r
420 //              "help.x=texture2D(textureY,out_texCoord).r;\n"\r
421 //              "help.y=texture2D(textureU,out_texCoord).r;\n"\r
422 //              "help.z=texture2D(textureV,out_texCoord).r;\n" //-uv_corr;\n"\r
423    //   "  gl_FragColor.rgba=blocks;\n"\r
424         //      "  gl_FragColor.rgba=vec4(0.7,0.5,0.5,1.0);\n"\r
425                 //"  gl_FragColor.a=1.;\n"\r
426                 "}\n";\r
427 \r
428 GLMocoShader::GLMocoShader(): GLShader("GLMocoShader")\r
429 {\r
430 \r
431         frame_buf=0;\r
432         blocks_loc=0;\r
433 }\r
434 \r
435 GLMocoShader::~GLMocoShader()\r
436 {\r
437         //parent does everything\r
438 }\r
439 \r
440 int GLMocoShader::init() {\r
441 \r
442         if (!initShaders(moco_vertex_shader, moco_frag_shader)) {\r
443                 Log::getInstance()->log("GLMocoShader", Log::ERR, "init Shaders failed for GLMocoShader");\r
444                 return 0;\r
445         }\r
446         loc_pict_scale = glGetUniformLocation(shad_program, "pict_scale");\r
447         blocks_loc = glGetUniformLocation(shad_program, "blocks");\r
448         forward_pic_loc = glGetUniformLocation(shad_program, "forward_pic");\r
449         backward_pic_loc = glGetUniformLocation(shad_program, "backward_pic");\r
450     pict_size_loc = glGetUniformLocation(shad_program, "pict_size");\r
451 \r
452 //      frame_sampler_locY = glGetUniformLocation(shad_program, "textureY");\r
453         // Log::getInstance()->log("OSD", Log::WARN, "uniform location %x %x",frame_sampler_locY,glGetError());\r
454 //      frame_sampler_locU = glGetUniformLocation(shad_program, "textureU");\r
455         //Log::getInstance()->log("OSD", Log::WARN, "uniform location %x %x",frame_sampler_locU,glGetError());\r
456 //      frame_sampler_locV = glGetUniformLocation(shad_program, "textureV");\r
457         glGenFramebuffers(1, &frame_buf);\r
458         //Log::getInstance()->log("GLMocoShader", Log::WARN, "genframe bufmark1 glerror %x",glGetError());\r
459         glGenTextures(1, &data_blocks);\r
460         glBindTexture(GL_TEXTURE_2D, data_blocks);\r
461         glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, BLOCK_TEXTURE_WIDTH >>1, BLOCK_TEXTURE_HEIGHT, 0, GL_RGBA,\r
462                                 GL_UNSIGNED_BYTE, NULL);\r
463         char buffer[BLOCK_TEXTURE_WIDTH*2];\r
464         memset(buffer,0,BLOCK_TEXTURE_WIDTH*2); // the last line is black, simplifies the shader algorithms\r
465 \r
466         glTexSubImage2D(GL_TEXTURE_2D,0,0,BLOCK_TEXTURE_HEIGHT-1,\r
467                         BLOCK_TEXTURE_WIDTH>>1,1,\r
468                         GL_RGBA,GL_UNSIGNED_BYTE,\r
469                         buffer);\r
470 \r
471         glGenBuffers(1,&macro_block);\r
472         glBindBuffer(GL_ARRAY_BUFFER,macro_block);\r
473         glBufferData(GL_ARRAY_BUFFER,4096*4*sizeof(XvMCMacroBlock),NULL,GL_DYNAMIC_DRAW);\r
474         valid_macro_blocks=0;\r
475 \r
476 \r
477         glGenBuffers(1,&triangles);\r
478         glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,triangles);\r
479         GLushort *tri_indices=(GLushort *)malloc(sizeof(GLushort)*4096*6);\r
480         if (!tri_indices) {\r
481                 Log::getInstance()->log("GLMocoShader", Log::WARN, "allocating triindices failed");\r
482                 return 0;\r
483         }\r
484         GLushort *tri_indices_run=tri_indices;\r
485         for (int i=0;i<4096;i++) {\r
486                 *tri_indices_run=i+0*4096;  //strip\r
487                 tri_indices_run++;\r
488                 *tri_indices_run=i+2*4096;  //strip\r
489                 tri_indices_run++;\r
490                 *tri_indices_run=i+1*4096;  //strip\r
491                 tri_indices_run++;\r
492                 *tri_indices_run=i+3*4096;  //strip\r
493                 tri_indices_run++;\r
494                 *tri_indices_run=i+3*4096;  //strip\r
495                 tri_indices_run++;\r
496                 *tri_indices_run=i+1+0*4096;  //strip\r
497                 tri_indices_run++;\r
498         }\r
499 \r
500 \r
501 \r
502 \r
503 \r
504         glBufferData(GL_ELEMENT_ARRAY_BUFFER,4096*6*sizeof(GLushort),tri_indices,GL_STREAM_DRAW);\r
505         free(tri_indices);\r
506 \r
507         glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,0);\r
508         glBindBuffer(GL_ARRAY_BUFFER,0);\r
509 \r
510 \r
511 \r
512         return 1;\r
513 \r
514 }\r
515 \r
516 int GLMocoShader::deinit()\r
517 {\r
518         glDeleteFramebuffers(1, &frame_buf);\r
519         glDeleteTextures(1, &data_blocks);\r
520         return deinitShaders();\r
521 }\r
522 \r
523 \r
524 \r
525 int GLMocoShader::uploadDataBlocks(short* blocks,unsigned int num_blocks, XvMCMacroBlock *m_blocks,unsigned int num_m_blocks)\r
526 {\r
527         unsigned int height=(num_blocks)/(BLOCK_PER_ROW);\r
528 \r
529         glBindTexture(GL_TEXTURE_2D, data_blocks);\r
530         glPixelStorei(GL_UNPACK_ALIGNMENT,1);\r
531 \r
532 \r
533 \r
534 \r
535         Log::getInstance()->log("GLMocoShader", Log::WARN, "uploadDataBlocks mark1 %d %d %d",height,num_blocks,num_m_blocks);\r
536         glTexSubImage2D(GL_TEXTURE_2D,0,0,0,\r
537                 BLOCK_TEXTURE_WIDTH>>1,height,\r
538                 GL_RGBA,GL_UNSIGNED_BYTE,\r
539                 blocks);\r
540 //      Log::getInstance()->log("GLMocoShader", Log::WARN, "uploadDataBlocks mark2 glerror %x",glGetError());\r
541         glTexSubImage2D(GL_TEXTURE_2D,0,0,height,\r
542                         ((num_blocks%BLOCK_PER_ROW)>>1)*BLOCK_SIZE,1,\r
543                         GL_RGBA,GL_UNSIGNED_BYTE,\r
544                         blocks+height*BLOCK_PER_ROW*BLOCK_SIZE);\r
545 \r
546         //Log::getInstance()->log("GLMocoShader", Log::WARN, "uploadDataBlocks mark2 glerror %x",glGetError());\r
547 \r
548 \r
549 \r
550         glBindTexture(GL_TEXTURE_2D, 0);\r
551 \r
552         valid_macro_blocks=num_m_blocks;\r
553         glBindBuffer(GL_ARRAY_BUFFER,macro_block);\r
554         XvMCMacroBlock *m_blocks_run=m_blocks;\r
555         XvMCMacroBlock *m_blocks_end=m_blocks+num_m_blocks;\r
556         while (m_blocks_run!=m_blocks_end) {\r
557                 m_blocks_run->pad0=0xFF00;\r
558         //      Log::getInstance()->log("GLMocoShader", Log::WARN, "uploadDataBlocks coded block %x %x %d",\r
559         //                      m_blocks_run->coded_block_pattern, m_blocks_run->macroblock_type,m_blocks_run->index);\r
560                 m_blocks_run++;\r
561 \r
562         }\r
563         // debug\r
564 /*      m_blocks[0].x=0;\r
565         m_blocks[0].y=0;\r
566         m_blocks[3]=m_blocks[2]=m_blocks[1]=m_blocks[0];\r
567         m_blocks[0].pad0=0xFF00;\r
568         m_blocks[1].pad0=0xFFFF;\r
569         m_blocks[2].pad0=0x0000;\r
570         m_blocks[3].pad0=0x00FF;\r
571         m_blocks[1].x=0;\r
572         m_blocks[1].y=0;\r
573         m_blocks[2].x=0;\r
574         m_blocks[2].y=0;\r
575         m_blocks[3].x=0;\r
576         m_blocks[3].y=0;*/\r
577 \r
578         glBufferSubData(GL_ARRAY_BUFFER, 0* sizeof(XvMCMacroBlock), num_m_blocks * sizeof(XvMCMacroBlock),\r
579                         m_blocks);\r
580 \r
581 \r
582         m_blocks_run = m_blocks;\r
583         m_blocks_end = m_blocks + num_m_blocks;\r
584         while (m_blocks_run != m_blocks_end) {\r
585                 m_blocks_run->pad0 = 0xFFFF;\r
586                 m_blocks_run++;\r
587         }\r
588         glBufferSubData(GL_ARRAY_BUFFER, 4096* sizeof(XvMCMacroBlock), num_m_blocks * sizeof(XvMCMacroBlock),\r
589                         m_blocks);\r
590 \r
591 \r
592         m_blocks_run = m_blocks;\r
593         m_blocks_end = m_blocks + num_m_blocks;\r
594         while (m_blocks_run != m_blocks_end) {\r
595                 m_blocks_run->pad0 = 0x0000;\r
596                 m_blocks_run++;\r
597         }\r
598         glBufferSubData(GL_ARRAY_BUFFER, 2 * 4096* sizeof(XvMCMacroBlock),\r
599                         num_m_blocks * sizeof(XvMCMacroBlock), m_blocks);\r
600 \r
601 \r
602         m_blocks_run = m_blocks;\r
603         m_blocks_end = m_blocks + num_m_blocks;\r
604         while (m_blocks_run != m_blocks_end) {\r
605                 m_blocks_run->pad0 = 0x00FF;\r
606                 m_blocks_run++;\r
607         }\r
608         glBufferSubData(GL_ARRAY_BUFFER, 3 * 4096* sizeof(XvMCMacroBlock),\r
609                         num_m_blocks * sizeof(XvMCMacroBlock), m_blocks);\r
610 \r
611 \r
612         glBindBuffer(GL_ARRAY_BUFFER,0);\r
613 \r
614         return 1;\r
615 \r
616 \r
617 \r
618 }\r
619 \r
620 int GLMocoShader::doMoCo(VPEOGLFrame *target,VPEOGLFrame *forward,VPEOGLFrame *backward)\r
621 {\r
622 \r
623 //      Log::getInstance()->log("GLMocoShader", Log::WARN, "doMoCo mark-2 glerror %x %x",glGetError(),frame_buf);\r
624 \r
625         //Log::getInstance()->log("GLMocoShader", Log::WARN, "doMoCo mark-1 glerror %x %x",glGetError(),frame_buf);\r
626         glBindFramebuffer(GL_FRAMEBUFFER, frame_buf);\r
627         //Log::getInstance()->log("GLMocoShader", Log::WARN, "doMoCo mark1 glerror %x %x %x",glGetError(),target->textures[0],target->textures[1]);\r
628 \r
629 \r
630         glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,\r
631                         GL_TEXTURE_2D, target->textures[0], 0);\r
632         //Log::getInstance()->log("GLMocoShader", Log::WARN, "doMoCo mark1apres glerror %x",glGetError());\r
633 \r
634 \r
635 \r
636 \r
637 \r
638         //Log::getInstance()->log("GLMocoShader", Log::WARN, "doMoCo mark2 glerror %x",glGetError());\r
639 \r
640         //Log::getInstance()->log("GLMocoShader", Log::WARN, "doMoCo mark2a glerror %x",glGetError());\r
641 \r
642         int status = glCheckFramebufferStatus(GL_FRAMEBUFFER);\r
643         if (status == GL_FRAMEBUFFER_COMPLETE) {\r
644                 glViewport(0, 0, target->width,target->height);\r
645         //      Log::getInstance()->log("GLMocoShader", Log::WARN, "doMoCo mark2b glerror %x",glGetError());\r
646 \r
647                 XvMCMacroBlock * helperp=NULL;\r
648 \r
649                 glClearColor(0.0f,0.5f,0.5f,1.f); //this black\r
650                 glClear(GL_COLOR_BUFFER_BIT);\r
651                 //Log::getInstance()->log("GLMocoShader", Log::WARN, "doMoCo mark2c glerror %x",glGetError());\r
652 \r
653                 glUseProgram(shad_program);\r
654                 //Log::getInstance()->log("GLMocoShader", Log::WARN, "doMoCo mark3 glerror %x",glGetError());\r
655 \r
656 \r
657                 const GLfloat pict_scale[]={  32./((float)target->width),32./((float)target->height)};\r
658 \r
659                 glUniform2fv(loc_pict_scale,1,(const GLfloat*)&pict_scale);\r
660 \r
661 \r
662                 const GLfloat pict_size[]={  1./((float)target->width),1./((float)target->height)};\r
663                 glUniform2fv(pict_size_loc,1,(const GLfloat*)&pict_size);\r
664 \r
665                 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,triangles);\r
666                                 //Log::getInstance()->log("GLMocoShader", Log::WARN, "doMoCo mark5 glerror %x",glGetError());\r
667                 glBindBuffer(GL_ARRAY_BUFFER,macro_block);\r
668 \r
669 \r
670 \r
671                 glVertexAttribPointer(0, 2, GL_SHORT, GL_FALSE,\r
672                                 sizeof(XvMCMacroBlock), NULL);\r
673 \r
674                 glEnableVertexAttribArray(0);\r
675 \r
676                 glVertexAttribPointer(1, 2, GL_UNSIGNED_BYTE, GL_TRUE,sizeof(XvMCMacroBlock), (const void *) &(helperp->pad0));\r
677                 glEnableVertexAttribArray(1);\r
678 \r
679                 glVertexAttribPointer(2, 4, GL_UNSIGNED_BYTE, GL_FALSE,sizeof(XvMCMacroBlock), (const void *) &(helperp->macroblock_type));\r
680                 glEnableVertexAttribArray(2);\r
681 \r
682                 glVertexAttribPointer(3, 1, GL_UNSIGNED_SHORT, GL_FALSE,sizeof(XvMCMacroBlock), (const void *) &(helperp->coded_block_pattern));\r
683                 glEnableVertexAttribArray(3);\r
684                 glVertexAttribPointer(4, 2, GL_UNSIGNED_SHORT, GL_FALSE,sizeof(XvMCMacroBlock), (const void *) &(helperp->index));\r
685                 glEnableVertexAttribArray(4);\r
686 \r
687                 glVertexAttribPointer(5, 4, GL_SHORT, GL_FALSE,sizeof(XvMCMacroBlock), (const void *) &(helperp->PMV[0][0][0]));\r
688                 glEnableVertexAttribArray(5);\r
689 \r
690                 glVertexAttribPointer(6, 4, GL_SHORT, GL_FALSE,sizeof(XvMCMacroBlock), (const void *) &(helperp->PMV[1][0][0]));\r
691                 glEnableVertexAttribArray(6);\r
692 \r
693 \r
694 \r
695 \r
696                 glActiveTexture(GL_TEXTURE0);\r
697                 glBindTexture(GL_TEXTURE_2D,data_blocks);\r
698                 glUniform1i(blocks_loc,0);\r
699                 glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST);\r
700                 glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST);\r
701                 glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S,GL_CLAMP_TO_EDGE);\r
702                 glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,GL_CLAMP_TO_EDGE);\r
703 \r
704 \r
705 \r
706                 if (forward) {\r
707                 //      Log::getInstance()->log("GLMocoShader", Log::WARN, "doMoCo forward %x",forward->textures[0]);\r
708                         glActiveTexture(GL_TEXTURE1);\r
709                         glBindTexture(GL_TEXTURE_2D,forward->textures[0]);\r
710                         glUniform1i(forward_pic_loc,1);\r
711                         glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST);\r
712                         glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST);\r
713                         glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S,GL_CLAMP_TO_EDGE);\r
714                         glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,GL_CLAMP_TO_EDGE);\r
715 \r
716                 }\r
717 \r
718                 if (backward) {\r
719                         glActiveTexture(GL_TEXTURE2);\r
720                 //      Log::getInstance()->log("GLMocoShader", Log::WARN, "doMoCo backward %x",backward->textures[0]);\r
721                         glBindTexture(GL_TEXTURE_2D,backward->textures[0]);\r
722                         glUniform1i(backward_pic_loc,2);\r
723                         glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST);\r
724                         glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST);\r
725                         glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S,GL_CLAMP_TO_EDGE);\r
726                         glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,GL_CLAMP_TO_EDGE);\r
727 \r
728                 }\r
729 \r
730 \r
731 \r
732                 glDrawElements(GL_TRIANGLE_STRIP, valid_macro_blocks*6,\r
733                                 GL_UNSIGNED_SHORT, NULL);\r
734 \r
735 \r
736                 /*\r
737                 glVertexAttribPointer(0, 2, GL_SHORT, GL_FALSE,sizeof(XvMCMacroBlock), 0);\r
738                 //Log::getInstance()->log("GLMocoShader", Log::WARN, "doMoCo mark3 glerror %x",glGetError());\r
739                 glEnableVertexAttribArray(0);\r
740 \r
741                 glVertexAttribPointer(1, 2, GL_UNSIGNED_BYTE, GL_TRUE,sizeof(XvMCMacroBlock), (const void *) &(helperp->pad0));\r
742                 //Log::getInstance()->log("GLMocoShader", Log::WARN, "doMoCo mark3 glerror %x",glGetError());\r
743                 glEnableVertexAttribArray(1);*/\r
744 \r
745         //      Log::getInstance()->log("GLMocoShader", Log::WARN, "doMoCo mark4 glerror %x",glGetError());\r
746 \r
747 \r
748                 //Log::getInstance()->log("GLMocoShader", Log::WARN, "doMoCo mark6 glerror %x",glGetError());\r
749 \r
750         //      glDrawElements(GL_TRIANGLE_STRIP,/*valid_macro_blocks*/4,GL_UNSIGNED_SHORT,0);\r
751                 //Log::getInstance()->log("GLMocoShader", Log::WARN, "doMoCo mark7 glerror %x %x",glGetError(),valid_macro_blocks);\r
752                 //cleanup\r
753 \r
754                 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,0);\r
755                 //Log::getInstance()->log("GLMocoShader", Log::WARN, "doMoCo mark5 glerror %x",glGetError());\r
756                 glBindBuffer(GL_ARRAY_BUFFER,0);\r
757 \r
758                 glBindFramebuffer(GL_FRAMEBUFFER, 0);\r
759                 glActiveTexture(GL_TEXTURE0);\r
760                 glBindTexture(GL_TEXTURE_2D, 0);\r
761                 glActiveTexture(GL_TEXTURE1);\r
762                 glBindTexture(GL_TEXTURE_2D, 0);\r
763                 glActiveTexture(GL_TEXTURE2);\r
764                 glBindTexture(GL_TEXTURE_2D, 0);\r
765                 //Log::getInstance()->log("GLMocoShader", Log::WARN, "doMoCo mark8 glerror %x",glGetError());\r
766         } else {\r
767                 glBindFramebuffer(GL_FRAMEBUFFER, 0);\r
768                 Log::getInstance()->log("GLMocoShader", Log::WARN, "framebuffer not complete %x",status);\r
769                 return -1;\r
770         }\r
771 \r
772         glFinish(); // since the main rendering is done in a different thread we have to make sure rendering is finished before passing the texture\r
773         // call this only in the last stage of rendering the moco frame\r
774         return 0;\r
775 \r
776 \r
777 \r
778 }\r
779 \r
780 /*\r
781 \r
782 int GLMocoShader::PrepareRendering(GLuint y_tex, GLuint u_tex, GLuint v_tex) { // This Function setups the rendering pipeline according to the shaders standards\r
783 \r
784         //Log::getInstance()->log("OSD", Log::WARN, "mark1 glerror %x",glGetError());\r
785 \r
786 \r
787         //Log::getInstance()->log("OSD", Log::WARN, "mark2 glerror %x",glGetError());\r
788 \r
789 \r
790         glActiveTexture( GL_TEXTURE2);\r
791         glBindTexture(GL_TEXTURE_2D, v_tex);\r
792         glUniform1i(frame_sampler_locV, 2);\r
793         glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);\r
794         glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);\r
795 \r
796         glActiveTexture( GL_TEXTURE1);\r
797         glBindTexture(GL_TEXTURE_2D, u_tex);\r
798         glUniform1i(frame_sampler_locU, 1);\r
799         glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);\r
800         glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);\r
801 \r
802         glActiveTexture( GL_TEXTURE0);\r
803         glBindTexture(GL_TEXTURE_2D, y_tex);\r
804         glUniform1i(frame_sampler_locY, 0);\r
805         glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);\r
806         glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);\r
807         return 1;\r
808 \r
809 }*/\r
810 \r
811 int GLMocoShader::BindAttributes()\r
812 {\r
813         glBindAttribLocation(shad_program,0,"block_pos");\r
814         glBindAttribLocation(shad_program,1,"block_edge");\r
815         glBindAttribLocation(shad_program,2,"block_types");\r
816         glBindAttribLocation(shad_program,3,"cbp");\r
817         glBindAttribLocation(shad_program,4,"index");\r
818         glBindAttribLocation(shad_program,5,"PMV1");\r
819         glBindAttribLocation(shad_program,6,"PMV2");\r
820 \r
821         //glBindAttribLocation(shad_program,1,"tex_coord");\r
822         return 1;\r
823 }\r