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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 const GLchar moco_vertex_shader[] =\r
29                 "attribute vec4 block_pos;\n"\r
30                 "attribute vec2 block_edge;\n"\r
31                 "attribute vec4 block_types;\n"\r
32                 "attribute vec2 index;\n"\r
33                 "attribute float cbp;\n"\r
34                 "uniform vec2 pict_scale;\n"\r
35         //      "attribute vec2 tex_coord;\n"\r
36                 "varying vec4 out_yblockpos_x;\n"\r
37                 "varying vec4 out_yblockpos_y;\n"\r
38                 "varying vec4 out_uvblockpos_xy;\n"\r
39                 "varying vec2 out_block_edge;\n"\r
40                 "varying vec4 out_block_types;\n"\r
41 \r
42                 "const float one=1.0;\n"\r
43                 "const float c1024=1024.0;\n"\r
44                 "const float c32=32.0;\n"\r
45         //      "const float c1over32=0.03125;\n"\r
46                 "const float c1over32=1./32.;\n"\r
47 \r
48 \r
49                 "const float c65536=65536.;\n"\r
50 \r
51 \r
52 \r
53                 "const vec4  y_cbp=vec4(1.0,2.0,4.0,8.0);\n"\r
54                 "const vec2  uv_cbp=vec2(16.0,32.0);\n"\r
55                 "void main()\n"\r
56                 "{\n"\r
57                 // calculate cbp\r
58                 "  vec4 cbp_vec=vec4(cbp,cbp,cbp,cbp);\n"\r
59                 "  vec4 fmod_cbp_y=mod(cbp_vec,y_cbp);\n"\r
60                 "  vec2 fmod_cbp_uv=mod(cbp_vec.xy,uv_cbp);\n"\r
61                 "  fmod_cbp_y.x=0.;\n"\r
62                 "  fmod_cbp_y=sign(vec4(fmod_cbp_y.yzw,fmod_cbp_uv.x)-fmod_cbp_y);\n"\r
63                 "  fmod_cbp_uv=sign(vec2(fmod_cbp_uv.y,cbp)-fmod_cbp_uv);\n"\r
64                 // resulting vector should indicate with block is present\r
65                 // now transform it to a sum (TODO vectorize this)\r
66                 "  vec4 fmod_cbp_y2=fmod_cbp_y;\n"\r
67                 "  vec2 fmod_cbp_uv2=fmod_cbp_uv;\n"\r
68                 "  fmod_cbp_y2.y+=fmod_cbp_y2.x;\n"\r
69                 "  fmod_cbp_y2.z+=fmod_cbp_y2.y;\n"\r
70                 "  fmod_cbp_y2.w+=fmod_cbp_y2.z;\n"\r
71                 "  fmod_cbp_uv2.x+=fmod_cbp_y2.w;\n"\r
72                 "  fmod_cbp_uv2.y+=fmod_cbp_uv2.x;\n"\r
73 \r
74                 // now calculate their position inside the short array\r
75                 "  float m_index=index.x/*+index.y*c65536*/-one;\n" //Not Endian save\r
76                 "  fmod_cbp_y2+=m_index;\n" //shift to the blocks\r
77                 "  fmod_cbp_uv2+=m_index;\n"\r
78                 //"  out_yblockpos_x=(mod(fmod_cbp_y2,c32));\n"\r
79             //"  out_uvblockpos_xy.xy=(mod(fmod_cbp_uv2,c32));\n"\r
80                 //"  out_yblockpos_y=floor((fmod_cbp_y2)/c32);\n"\r
81                 //"  out_uvblockpos_xy.zw=floor((fmod_cbp_uv2)/c32);\n"\r
82 \r
83                 "  out_yblockpos_y=floor((fmod_cbp_y2)*c1over32);\n"\r
84                 "  out_uvblockpos_xy.zw=floor((fmod_cbp_uv2)*c1over32);\n"\r
85                 "  out_yblockpos_x=fmod_cbp_y2-c32*out_yblockpos_y;\n"\r
86             "  out_uvblockpos_xy.xy=fmod_cbp_uv2-c32*out_uvblockpos_xy.zw;\n"\r
87 \r
88 \r
89 \r
90                 //Kick out uncoded blocks\r
91                 "  out_yblockpos_y-=sign(fmod_cbp_y-one)*c1024;\n"\r
92                 "  out_uvblockpos_xy.zw-=sign(fmod_cbp_uv-one)*c1024;\n"\r
93 \r
94 \r
95                 "  out_block_edge=block_edge;\n"\r
96                 "  out_block_types=block_types;\n"\r
97                 "  vec4 out_pos=block_pos;\n"\r
98                 "  out_pos.xy+=block_edge;\n"\r
99                 "  out_pos.xy*=pict_scale;\n"\r
100                 "  out_pos.xy-=vec2(one,one);"\r
101                 "  out_pos.zw=vec2(one,one);"\r
102                 " gl_Position=out_pos;\n"\r
103                 "}\n";\r
104 \r
105 const GLchar moco_frag_shader[] =\r
106                 "precision mediump float;\n"\r
107                 "uniform sampler2D blocks;\n"\r
108                 "varying vec4 out_yblockpos_x;\n"\r
109                 "varying vec4 out_yblockpos_y;\n"\r
110                 "varying vec4 out_uvblockpos_xy;\n"\r
111                 "varying vec2 out_block_edge;\n"\r
112                 "varying vec4 out_block_types;\n"\r
113 \r
114                 "const float halfst=0.5;\n"\r
115                 "const float ctwo=2.0;\n"\r
116                 "const float cone=1.0;\n"\r
117                 "const float sieben=7.0;\n"\r
118                 "const float acht=8.0;\n"\r
119                 "const float s8=1./8.;\n"\r
120                 "const float s16=1./16.;\n"\r
121                 "const float c1over2048=1./2048.;\n"\r
122                 "const float c1over1024=1./1024.;\n"\r
123                 "const float c255=255.;\n"\r
124                 "const float c65280=65280.;\n"\r
125                 "const float c65536=65536.;\n"\r
126                 "const float cstep=32767.;\n"\r
127                 "\n"\r
128                 "float unpack_short(vec2 income) {\n"\r
129                 "   float temp=income.y*c65280+income.x*c255;\n"\r
130                 "   temp-=step(cstep,temp)*c65536;\n"\r
131                 "   return abs(temp/c255);\n" //temporary work around\r
132                 "}"\r
133         //      "uniform sampler2D textureV;\n"\r
134         //      "uniform sampler2D textureY;\n"\r
135 //              "varying vec2 out_texCoord;\n"\r
136                 "void main()\n"\r
137                 "{\n"\r
138                 // first figure out the block num for y, first decide between up and down, fix me field\r
139         //non field code\r
140                 " vec4 ypos_temp1;\n"\r
141                 " bool upper_half;\n"\r
142                 " float line_step;\n"\r
143                 " if (out_block_types.w!=0.) {\n" //test the dct type\r
144                 "  upper_half=mod(floor(out_block_edge.y*acht),ctwo)==cone;\n"\r
145                 "  line_step=cone;\n"\r
146                 "}else{\n"\r
147                 "  upper_half=halfst<out_block_edge.y;\n"\r
148                 "  line_step=ctwo;\n"\r
149                 "}\n"\r
150                 " if (upper_half) {\n"\r
151                 "  ypos_temp1=vec4(out_yblockpos_x.z,out_yblockpos_y.z,out_yblockpos_x.w,out_yblockpos_y.w);\n"\r
152                 "  } else {\n"\r
153                 "    ypos_temp1=vec4(out_yblockpos_x.x,out_yblockpos_y.x,out_yblockpos_x.y,out_yblockpos_y.y);\n"\r
154                 " }\n"\r
155     //  " vec4 ypos_temp1=mix(vec4(out_yblockpos_x.x,out_yblockpos_y.x,out_yblockpos_x.y,out_yblockpos_y.y),"\r
156         //      "                  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
157                 //field code\r
158         //      " vec4 ypos_temp1=mix(vec4(out_yblockpos_x.x,out_yblockpos_y.x,out_yblockpos_x.y,out_yblockpos_y.y),"\r
159         //                      "                  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
160 \r
161                 //decide between left and right\r
162                 " vec4 ypos_temp2;\n"\r
163                 "if (halfst<out_block_edge.x){\n"\r
164                 "  ypos_temp2.xy=ypos_temp1.zw;\n"\r
165                 " }else {\n"\r
166                 "  ypos_temp2.xy=ypos_temp1.xy;\n"\r
167                 " }\n"\r
168                 //now get the intra 8x8 Block coordinates\r
169                 " vec2 ypos_temp3=floor(mod(out_block_edge*vec2(ctwo,line_step),cone)*acht);\n"\r
170                 " ypos_temp2.x=(ypos_temp3.x+(ypos_temp3.y+acht*(ypos_temp2.x))*acht);\n"\r
171                 //" bool subsample=(mod(ypos_temp2.x,ctwo)>halfst);\n"\r
172                 " bool subsample=mod(ypos_temp3.x,ctwo)==cone;\n"\r
173                 " ypos_temp2.x*=halfst;\n"\r
174                 " ypos_temp2.xy*=c1over1024;\n"\r
175                 " ypos_temp1=texture2D(blocks,ypos_temp2.xy);\n" // now select the right data\r
176                 "if (subsample){\n"\r
177                 "  ypos_temp2.xy=ypos_temp1.zw;\n"\r
178                 //"  ypos_temp2=vec2(cone,0.);\n"\r
179                 " }else {\n"\r
180                 "  ypos_temp2.xy=ypos_temp1.xy;\n"\r
181                 " }\n"\r
182                 " gl_FragColor.r=unpack_short(ypos_temp2.rg);\n"\r
183 \r
184                 //now uv\r
185                 " ypos_temp3=floor(out_block_edge*acht);\n"\r
186                 " ypos_temp2.yw=floor(out_uvblockpos_xy.zw);\n"\r
187                 " ypos_temp2.xz=(ypos_temp3.x+(ypos_temp3.y+acht*(out_uvblockpos_xy.xy))*acht);\n"\r
188                                 //" bool subsample=(mod(ypos_temp2.x,ctwo)>halfst);\n"\r
189                 " subsample=mod(ypos_temp3.x,ctwo)==cone;\n"\r
190                 " ypos_temp2.xz*=halfst;\n"\r
191                 " ypos_temp2*=c1over1024;\n"\r
192 \r
193                 " ypos_temp1=texture2D(blocks,ypos_temp2.xy);\n" // now select the right data\r
194                 " if (subsample){\n"\r
195                 "  ypos_temp2.xy=ypos_temp1.zw;\n"\r
196                 " }else {\n"\r
197                 "  ypos_temp2.xy=ypos_temp1.xy;\n"\r
198                 " }\n"\r
199                 " gl_FragColor.g=unpack_short(ypos_temp2.rg);\n"\r
200 \r
201                 " ypos_temp1=texture2D(blocks,ypos_temp2.zw);\n" // now select the right data\r
202                 " if (subsample){\n"\r
203                 "  ypos_temp2.xy=ypos_temp1.zw;\n"\r
204                 " }else {\n"\r
205                 "  ypos_temp2.xy=ypos_temp1.xy;\n"\r
206                 " }\n"\r
207                 " gl_FragColor.b=unpack_short(ypos_temp2.rg);\n"\r
208 \r
209 \r
210                 //" ypos_temp2=mix(ypos_temp1.rg,ypos_temp1.ba,step(c1over2047,mod(ypos_temp2.x,c1over1023)));\n" //activate this\r
211 \r
212 \r
213                 //" gl_FragColor.r=subsample/acht;\n" //signed later TODO\r
214                 //" gl_FragColor.g=0.5;\n"\r
215                 //" gl_FragColor.b=0.5;\n"\r
216                 " gl_FragColor.a=1.0;\n"\r
217                 //" vec4 blocks=texture2D(blocks,gl_FragCoord.xy/600.);\n"\r
218 //              "help.x=texture2D(textureY,out_texCoord).r;\n"\r
219 //              "help.y=texture2D(textureU,out_texCoord).r;\n"\r
220 //              "help.z=texture2D(textureV,out_texCoord).r;\n" //-uv_corr;\n"\r
221    //   "  gl_FragColor.rgba=blocks;\n"\r
222         //      "  gl_FragColor.rgba=vec4(0.7,0.5,0.5,1.0);\n"\r
223                 //"  gl_FragColor.a=1.;\n"\r
224                 "}\n";\r
225 \r
226 GLMocoShader::GLMocoShader(): GLShader("GLMocoShader")\r
227 {\r
228 \r
229         frame_buf=0;\r
230         blocks_loc=0;\r
231 }\r
232 \r
233 GLMocoShader::~GLMocoShader()\r
234 {\r
235         //parent does everything\r
236 }\r
237 \r
238 int GLMocoShader::init() {\r
239 \r
240         if (!initShaders(moco_vertex_shader, moco_frag_shader)) {\r
241                 Log::getInstance()->log("GLMocoShader", Log::ERR, "init Shaders failed for GLMocoShader");\r
242                 return 0;\r
243         }\r
244         loc_pict_scale = glGetUniformLocation(shad_program, "pict_scale");\r
245         blocks_loc = glGetUniformLocation(shad_program, "blocks");\r
246 \r
247 //      frame_sampler_locY = glGetUniformLocation(shad_program, "textureY");\r
248         // Log::getInstance()->log("OSD", Log::WARN, "uniform location %x %x",frame_sampler_locY,glGetError());\r
249 //      frame_sampler_locU = glGetUniformLocation(shad_program, "textureU");\r
250         //Log::getInstance()->log("OSD", Log::WARN, "uniform location %x %x",frame_sampler_locU,glGetError());\r
251 //      frame_sampler_locV = glGetUniformLocation(shad_program, "textureV");\r
252         glGenFramebuffers(1, &frame_buf);\r
253         //Log::getInstance()->log("GLMocoShader", Log::WARN, "genframe bufmark1 glerror %x",glGetError());\r
254         glGenTextures(1, &data_blocks);\r
255         glBindTexture(GL_TEXTURE_2D, data_blocks);\r
256         glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, BLOCK_TEXTURE_WIDTH >>1, BLOCK_TEXTURE_HEIGHT, 0, GL_RGBA,\r
257                                 GL_UNSIGNED_BYTE, NULL);\r
258         char buffer[BLOCK_TEXTURE_WIDTH*4];\r
259         memset(buffer,0,BLOCK_TEXTURE_WIDTH*4); // the last line is black, simplifies the shader algorithms\r
260 \r
261         glTexSubImage2D(GL_TEXTURE_2D,0,0,BLOCK_TEXTURE_HEIGHT-1,\r
262                         1024,1,\r
263                         GL_RGBA,GL_UNSIGNED_BYTE,\r
264                         buffer);\r
265 \r
266         glGenBuffers(1,&macro_block);\r
267         glBindBuffer(GL_ARRAY_BUFFER,macro_block);\r
268         glBufferData(GL_ARRAY_BUFFER,4096*4*sizeof(XvMCMacroBlock),NULL,GL_DYNAMIC_DRAW);\r
269         valid_macro_blocks=0;\r
270 \r
271 \r
272         glGenBuffers(1,&triangles);\r
273         glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,triangles);\r
274         GLushort *tri_indices=(GLushort *)malloc(sizeof(GLushort)*4096*6);\r
275         if (!tri_indices) {\r
276                 Log::getInstance()->log("GLMocoShader", Log::WARN, "allocating triindices failed");\r
277                 return 0;\r
278         }\r
279         GLushort *tri_indices_run=tri_indices;\r
280         for (int i=0;i<4096;i++) {\r
281                 *tri_indices_run=i+0*4096;  //strip\r
282                 tri_indices_run++;\r
283                 *tri_indices_run=i+2*4096;  //strip\r
284                 tri_indices_run++;\r
285                 *tri_indices_run=i+1*4096;  //strip\r
286                 tri_indices_run++;\r
287                 *tri_indices_run=i+3*4096;  //strip\r
288                 tri_indices_run++;\r
289                 *tri_indices_run=i+3*4096;  //strip\r
290                 tri_indices_run++;\r
291                 *tri_indices_run=i+1+0*4096;  //strip\r
292                 tri_indices_run++;\r
293         }\r
294 \r
295 \r
296 \r
297 \r
298 \r
299         glBufferData(GL_ELEMENT_ARRAY_BUFFER,4096*6*sizeof(GLushort),tri_indices,GL_STREAM_DRAW);\r
300         free(tri_indices);\r
301 \r
302         glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,0);\r
303         glBindBuffer(GL_ARRAY_BUFFER,0);\r
304 \r
305 \r
306 \r
307         return 1;\r
308 \r
309 }\r
310 \r
311 int GLMocoShader::deinit()\r
312 {\r
313         glDeleteFramebuffers(1, &frame_buf);\r
314         glDeleteTextures(1, &data_blocks);\r
315         return deinitShaders();\r
316 }\r
317 \r
318 \r
319 \r
320 int GLMocoShader::uploadDataBlocks(short* blocks,unsigned int num_blocks, XvMCMacroBlock *m_blocks,unsigned int num_m_blocks)\r
321 {\r
322         unsigned int height=(num_blocks)/(BLOCK_PER_ROW);\r
323 \r
324         glBindTexture(GL_TEXTURE_2D, data_blocks);\r
325         glPixelStorei(GL_UNPACK_ALIGNMENT,1);\r
326 \r
327 \r
328 \r
329 \r
330         Log::getInstance()->log("GLMocoShader", Log::WARN, "uploadDataBlocks mark1 glerror %x %d",glGetError(),height);\r
331         glTexSubImage2D(GL_TEXTURE_2D,0,0,0,\r
332                 BLOCK_TEXTURE_WIDTH>>1,height,\r
333                 GL_RGBA,GL_UNSIGNED_BYTE,\r
334                 blocks);\r
335         Log::getInstance()->log("GLMocoShader", Log::WARN, "uploadDataBlocks mark2 glerror %x",glGetError());\r
336         glTexSubImage2D(GL_TEXTURE_2D,0,0,height+1,\r
337                         (num_blocks%BLOCK_PER_ROW)>>1,1,\r
338                         GL_RGBA,GL_UNSIGNED_BYTE,\r
339                         blocks);\r
340 \r
341         Log::getInstance()->log("GLMocoShader", Log::WARN, "uploadDataBlocks mark2 glerror %x",glGetError());\r
342 \r
343 \r
344 \r
345         glBindTexture(GL_TEXTURE_2D, 0);\r
346 \r
347         valid_macro_blocks=num_m_blocks;\r
348         glBindBuffer(GL_ARRAY_BUFFER,macro_block);\r
349         XvMCMacroBlock *m_blocks_run=m_blocks;\r
350         XvMCMacroBlock *m_blocks_end=m_blocks+num_m_blocks;\r
351         while (m_blocks_run!=m_blocks_end) {\r
352                 m_blocks_run->pad0=0xFF00;\r
353                 m_blocks_run++;\r
354         }\r
355         // debug\r
356 /*      m_blocks[0].x=0;\r
357         m_blocks[0].y=0;\r
358         m_blocks[3]=m_blocks[2]=m_blocks[1]=m_blocks[0];\r
359         m_blocks[0].pad0=0xFF00;\r
360         m_blocks[1].pad0=0xFFFF;\r
361         m_blocks[2].pad0=0x0000;\r
362         m_blocks[3].pad0=0x00FF;\r
363         m_blocks[1].x=0;\r
364         m_blocks[1].y=0;\r
365         m_blocks[2].x=0;\r
366         m_blocks[2].y=0;\r
367         m_blocks[3].x=0;\r
368         m_blocks[3].y=0;*/\r
369 \r
370         glBufferSubData(GL_ARRAY_BUFFER, 0* sizeof(XvMCMacroBlock), num_m_blocks * sizeof(XvMCMacroBlock),\r
371                         m_blocks);\r
372 \r
373 \r
374         m_blocks_run = m_blocks;\r
375         m_blocks_end = m_blocks + num_m_blocks;\r
376         while (m_blocks_run != m_blocks_end) {\r
377                 m_blocks_run->pad0 = 0xFFFF;\r
378                 m_blocks_run++;\r
379         }\r
380         glBufferSubData(GL_ARRAY_BUFFER, 4096* sizeof(XvMCMacroBlock), num_m_blocks * sizeof(XvMCMacroBlock),\r
381                         m_blocks);\r
382 \r
383 \r
384         m_blocks_run = m_blocks;\r
385         m_blocks_end = m_blocks + num_m_blocks;\r
386         while (m_blocks_run != m_blocks_end) {\r
387                 m_blocks_run->pad0 = 0x0000;\r
388                 m_blocks_run++;\r
389         }\r
390         glBufferSubData(GL_ARRAY_BUFFER, 2 * 4096* sizeof(XvMCMacroBlock),\r
391                         num_m_blocks * sizeof(XvMCMacroBlock), m_blocks);\r
392 \r
393 \r
394         m_blocks_run = m_blocks;\r
395         m_blocks_end = m_blocks + num_m_blocks;\r
396         while (m_blocks_run != m_blocks_end) {\r
397                 m_blocks_run->pad0 = 0x00FF;\r
398                 m_blocks_run++;\r
399         }\r
400         glBufferSubData(GL_ARRAY_BUFFER, 3 * 4096* sizeof(XvMCMacroBlock),\r
401                         num_m_blocks * sizeof(XvMCMacroBlock), m_blocks);\r
402 \r
403 \r
404         glBindBuffer(GL_ARRAY_BUFFER,0);\r
405 \r
406         return 1;\r
407 \r
408 \r
409 \r
410 }\r
411 \r
412 int GLMocoShader::doMoCo(VPEOGLFrame *target)\r
413 {\r
414 \r
415 //      Log::getInstance()->log("GLMocoShader", Log::WARN, "doMoCo mark-2 glerror %x %x",glGetError(),frame_buf);\r
416 \r
417         //Log::getInstance()->log("GLMocoShader", Log::WARN, "doMoCo mark-1 glerror %x %x",glGetError(),frame_buf);\r
418         glBindFramebuffer(GL_FRAMEBUFFER, frame_buf);\r
419         Log::getInstance()->log("GLMocoShader", Log::WARN, "doMoCo mark1 glerror %x %x %x",glGetError(),target->textures[0],target->textures[1]);\r
420 \r
421 \r
422         glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,\r
423                         GL_TEXTURE_2D, target->textures[0], 0);\r
424         //Log::getInstance()->log("GLMocoShader", Log::WARN, "doMoCo mark1apres glerror %x",glGetError());\r
425 \r
426 \r
427 \r
428 \r
429         //Log::getInstance()->log("GLMocoShader", Log::WARN, "doMoCo mark2 glerror %x",glGetError());\r
430 \r
431         //Log::getInstance()->log("GLMocoShader", Log::WARN, "doMoCo mark2a glerror %x",glGetError());\r
432 \r
433         int status = glCheckFramebufferStatus(GL_FRAMEBUFFER);\r
434         if (status == GL_FRAMEBUFFER_COMPLETE) {\r
435                 glViewport(0, 0, target->width,target->height);\r
436         //      Log::getInstance()->log("GLMocoShader", Log::WARN, "doMoCo mark2b glerror %x",glGetError());\r
437 \r
438                 XvMCMacroBlock * helperp=NULL;\r
439 \r
440                 glClearColor(0.0f,0.5f,0.5f,1.f); //this black\r
441                 glClear(GL_COLOR_BUFFER_BIT);\r
442                 //Log::getInstance()->log("GLMocoShader", Log::WARN, "doMoCo mark2c glerror %x",glGetError());\r
443 \r
444                 glUseProgram(shad_program);\r
445                 //Log::getInstance()->log("GLMocoShader", Log::WARN, "doMoCo mark3 glerror %x",glGetError());\r
446 \r
447 \r
448                 const GLfloat pict_scale[]={  32./((float)target->width),32./((float)target->height)};\r
449 \r
450                 glUniform2fv(loc_pict_scale,1,(const GLfloat*)&pict_scale);\r
451 \r
452 \r
453 \r
454                 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,triangles);\r
455                                 //Log::getInstance()->log("GLMocoShader", Log::WARN, "doMoCo mark5 glerror %x",glGetError());\r
456                 glBindBuffer(GL_ARRAY_BUFFER,macro_block);\r
457 \r
458 \r
459 \r
460                 glVertexAttribPointer(0, 2, GL_SHORT, GL_FALSE,\r
461                                 sizeof(XvMCMacroBlock), NULL);\r
462 \r
463                 glEnableVertexAttribArray(0);\r
464 \r
465                 glVertexAttribPointer(1, 2, GL_UNSIGNED_BYTE, GL_TRUE,sizeof(XvMCMacroBlock), (const void *) &(helperp->pad0));\r
466                 glEnableVertexAttribArray(1);\r
467 \r
468                 glVertexAttribPointer(2, 4, GL_UNSIGNED_BYTE, GL_FALSE,sizeof(XvMCMacroBlock), (const void *) &(helperp->macroblock_type));\r
469                 glEnableVertexAttribArray(2);\r
470 \r
471                 glVertexAttribPointer(3, 1, GL_SHORT, GL_FALSE,sizeof(XvMCMacroBlock), (const void *) &(helperp->coded_block_pattern));\r
472                 glEnableVertexAttribArray(3);\r
473                 glVertexAttribPointer(4, 2, GL_UNSIGNED_SHORT, GL_FALSE,sizeof(XvMCMacroBlock), (const void *) &(helperp->index));\r
474                 glEnableVertexAttribArray(4);\r
475 \r
476 \r
477                 glActiveTexture(GL_TEXTURE0);\r
478                 glBindTexture(GL_TEXTURE_2D,data_blocks);\r
479                 glUniform1i(blocks_loc,0);\r
480                 glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST);\r
481                 glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST);\r
482                 glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S,GL_CLAMP_TO_EDGE);\r
483                 glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,GL_CLAMP_TO_EDGE);\r
484 \r
485                 glDrawElements(GL_TRIANGLE_STRIP, valid_macro_blocks*6,\r
486                         GL_UNSIGNED_SHORT, NULL);\r
487 \r
488 \r
489                 /*\r
490                 glVertexAttribPointer(0, 2, GL_SHORT, GL_FALSE,sizeof(XvMCMacroBlock), 0);\r
491                 //Log::getInstance()->log("GLMocoShader", Log::WARN, "doMoCo mark3 glerror %x",glGetError());\r
492                 glEnableVertexAttribArray(0);\r
493 \r
494                 glVertexAttribPointer(1, 2, GL_UNSIGNED_BYTE, GL_TRUE,sizeof(XvMCMacroBlock), (const void *) &(helperp->pad0));\r
495                 //Log::getInstance()->log("GLMocoShader", Log::WARN, "doMoCo mark3 glerror %x",glGetError());\r
496                 glEnableVertexAttribArray(1);*/\r
497 \r
498         //      Log::getInstance()->log("GLMocoShader", Log::WARN, "doMoCo mark4 glerror %x",glGetError());\r
499 \r
500 \r
501                 //Log::getInstance()->log("GLMocoShader", Log::WARN, "doMoCo mark6 glerror %x",glGetError());\r
502 \r
503         //      glDrawElements(GL_TRIANGLE_STRIP,/*valid_macro_blocks*/4,GL_UNSIGNED_SHORT,0);\r
504                 Log::getInstance()->log("GLMocoShader", Log::WARN, "doMoCo mark7 glerror %x %x",glGetError(),valid_macro_blocks);\r
505                 //cleanup\r
506 \r
507                 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,0);\r
508                 //Log::getInstance()->log("GLMocoShader", Log::WARN, "doMoCo mark5 glerror %x",glGetError());\r
509                 glBindBuffer(GL_ARRAY_BUFFER,0);\r
510 \r
511                 glBindFramebuffer(GL_FRAMEBUFFER, 0);\r
512                 glBindTexture(GL_TEXTURE_2D, 0);\r
513                 //Log::getInstance()->log("GLMocoShader", Log::WARN, "doMoCo mark8 glerror %x",glGetError());\r
514         } else {\r
515                 glBindFramebuffer(GL_FRAMEBUFFER, 0);\r
516                 Log::getInstance()->log("GLMocoShader", Log::WARN, "framebuffer not complete %x",status);\r
517                 return -1;\r
518         }\r
519 \r
520         glFinish(); // since the main rendering is done in a different thread we have to make sure rendering is finished before passing the texture\r
521         // call this only in the last stage of rendering the moco frame\r
522         return 0;\r
523 \r
524 \r
525 \r
526 }\r
527 \r
528 /*\r
529 \r
530 int GLMocoShader::PrepareRendering(GLuint y_tex, GLuint u_tex, GLuint v_tex) { // This Function setups the rendering pipeline according to the shaders standards\r
531 \r
532         //Log::getInstance()->log("OSD", Log::WARN, "mark1 glerror %x",glGetError());\r
533 \r
534 \r
535         //Log::getInstance()->log("OSD", Log::WARN, "mark2 glerror %x",glGetError());\r
536 \r
537 \r
538         glActiveTexture( GL_TEXTURE2);\r
539         glBindTexture(GL_TEXTURE_2D, v_tex);\r
540         glUniform1i(frame_sampler_locV, 2);\r
541         glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);\r
542         glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);\r
543 \r
544         glActiveTexture( GL_TEXTURE1);\r
545         glBindTexture(GL_TEXTURE_2D, u_tex);\r
546         glUniform1i(frame_sampler_locU, 1);\r
547         glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);\r
548         glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);\r
549 \r
550         glActiveTexture( GL_TEXTURE0);\r
551         glBindTexture(GL_TEXTURE_2D, y_tex);\r
552         glUniform1i(frame_sampler_locY, 0);\r
553         glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);\r
554         glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);\r
555         return 1;\r
556 \r
557 }*/\r
558 \r
559 int GLMocoShader::BindAttributes()\r
560 {\r
561         glBindAttribLocation(shad_program,0,"block_pos");\r
562         glBindAttribLocation(shad_program,1,"block_edge");\r
563         glBindAttribLocation(shad_program,2,"block_types");\r
564         glBindAttribLocation(shad_program,3,"cbp");\r
565         glBindAttribLocation(shad_program,4,"index");\r
566         //glBindAttribLocation(shad_program,1,"tex_coord");\r
567         return 1;\r
568 }\r