PsychError SCREENMakeTexture(void) { size_t ix, iters; PsychWindowRecordType *textureRecord; PsychWindowRecordType *windowRecord; PsychRectType rect; psych_bool isImageMatrixBytes, isImageMatrixDoubles; int numMatrixPlanes, xSize, ySize; unsigned char *byteMatrix; double *doubleMatrix; GLuint *texturePointer; GLubyte *texturePointer_b; GLfloat *texturePointer_f; double *rp, *gp, *bp, *ap; GLubyte *rpb, *gpb, *bpb, *apb; int usepoweroftwo, usefloatformat, assume_texorientation, textureShader; double optimized_orientation; psych_bool bigendian; psych_bool planar_storage = FALSE; // Detect endianity (byte-order) of machine: ix=255; rpb=(GLubyte*) &ix; bigendian = ( *rpb == 255 ) ? FALSE : TRUE; ix = 0; rpb = NULL; if(PsychPrefStateGet_DebugMakeTexture()) //MARK #1 StoreNowTime(); //all subfunctions should have these two lines. PsychPushHelp(useString, synopsisString, seeAlsoString); if(PsychIsGiveHelp()){PsychGiveHelp();return(PsychError_none);}; //Get the window structure for the onscreen window. It holds the onscreein GL context which we will need in the //final step when we copy the texture from system RAM onto the screen. PsychErrorExit(PsychCapNumInputArgs(7)); PsychErrorExit(PsychRequireNumInputArgs(2)); PsychErrorExit(PsychCapNumOutputArgs(1)); //get the window record from the window record argument and get info from the window record PsychAllocInWindowRecordArg(kPsychUseDefaultArgPosition, TRUE, &windowRecord); if((windowRecord->windowType!=kPsychDoubleBufferOnscreen) && (windowRecord->windowType!=kPsychSingleBufferOnscreen)) PsychErrorExitMsg(PsychError_user, "MakeTexture called on something else than a onscreen window"); // Get optional texture orientation flag: assume_texorientation = 0; PsychCopyInIntegerArg(6, FALSE, &assume_texorientation); // Get optional texture shader handle: textureShader = 0; PsychCopyInIntegerArg(7, FALSE, &textureShader); //get the argument and sanity check it. isImageMatrixBytes=PsychAllocInUnsignedByteMatArg(2, kPsychArgAnything, &ySize, &xSize, &numMatrixPlanes, &byteMatrix); isImageMatrixDoubles=PsychAllocInDoubleMatArg(2, kPsychArgAnything, &ySize, &xSize, &numMatrixPlanes, &doubleMatrix); if(numMatrixPlanes > 4) PsychErrorExitMsg(PsychError_inputMatrixIllegalDimensionSize, "Specified image matrix exceeds maximum depth of 4 layers"); if(ySize<1 || xSize <1) PsychErrorExitMsg(PsychError_inputMatrixIllegalDimensionSize, "Specified image matrix must be at least 1 x 1 pixels in size"); if(! (isImageMatrixBytes || isImageMatrixDoubles)) PsychErrorExitMsg(PsychError_user, "Illegal argument type"); //not likely. // Is this a special image matrix which is already pre-transposed to fit our optimal format? if (assume_texorientation == 2) { // Yes. Swap xSize and ySize to take this into account: ix = (size_t) xSize; xSize = ySize; ySize = (int) ix; ix = 0; } // Build defining rect for this texture: PsychMakeRect(rect, 0, 0, xSize, ySize); // Copy in texture preferred draw orientation hint. We default to zero degrees, if // not provided. // This parameter is not yet used. It is silently ignorerd for now... optimized_orientation = 0; PsychCopyInDoubleArg(3, FALSE, &optimized_orientation); // Copy in special creation mode flag: It defaults to zero. If set to 1 then we // always create a power-of-two GL_TEXTURE_2D texture. This is useful if one wants // to create and use drifting gratings with no effort - texture wrapping is only available // for GL_TEXTURE_2D, not for non-pot types. It is also useful if the texture is to be // exported to external OpenGL code to simplify tex coords assignments. usepoweroftwo=0; PsychCopyInIntegerArg(4, FALSE, &usepoweroftwo); // Check if size constraints are fullfilled for power-of-two mode: if (usepoweroftwo & 1) { for(ix = 1; ix < (size_t) xSize; ix*=2); if (ix != (size_t) xSize) { PsychErrorExitMsg(PsychError_inputMatrixIllegalDimensionSize, "Power-of-two texture requested but width of imageMatrix is not a power of two!"); } for(ix = 1; ix < (size_t) ySize; ix*=2); if (ix != (size_t) ySize) { PsychErrorExitMsg(PsychError_inputMatrixIllegalDimensionSize, "Power-of-two texture requested but height of imageMatrix is not a power of two!"); } } // Check if creation of a floating point texture is requested? We default to non-floating point, // standard 8 bpc textures if this parameter is not provided. usefloatformat = 0; PsychCopyInIntegerArg(5, FALSE, &usefloatformat); if (usefloatformat<0 || usefloatformat>2) PsychErrorExitMsg(PsychError_user, "Invalid value for 'floatprecision' parameter provided! Valid values are 0 for 8bpc int, 1 for 16bpc float or 2 for 32bpc float."); if (usefloatformat && !isImageMatrixDoubles) { // Floating point texture requested. We only support this if our input is a double matrix, not // for uint8 matrices - converting them to float precision would be just a waste of ressources // without any benefit for precision. PsychErrorExitMsg(PsychError_user, "Creation of a floating point precision texture requested, but uint8 matrix provided! Only double matrices are acceptable for this mode."); } //Create a texture record. Really just a window record adapted for textures. PsychCreateWindowRecord(&textureRecord); //this also fills the window index field. textureRecord->windowType=kPsychTexture; // MK: We need to assign the screen number of the onscreen-window, so PsychCreateTexture() // can query the size of the screen/onscreen-window... textureRecord->screenNumber=windowRecord->screenNumber; textureRecord->depth=32; PsychCopyRect(textureRecord->rect, rect); // Is texture storage in planar format explicitely requested by usercode? Do the gpu and its size // constraints on textures support planar storage for this image? // Can a proper planar -> interleaved remapping GLSL shader be generated and assigned for this texture? if ((usepoweroftwo == 4) && (numMatrixPlanes > 1) && (windowRecord->gfxcaps & kPsychGfxCapFBO) && !(PsychPrefStateGet_ConserveVRAM() & kPsychDontCacheTextures) && (ySize * numMatrixPlanes <= windowRecord->maxTextureSize) && PsychAssignPlanarTextureShaders(textureRecord, windowRecord, numMatrixPlanes)) { // Yes: Use the planar texture storage fast-path. planar_storage = TRUE; if (PsychPrefStateGet_Verbosity() > 6) printf("PTB-DEBUG: Using planar storage for %i layer texture of size %i x %i texels.\n", numMatrixPlanes, xSize, ySize); } else { planar_storage = FALSE; if (PsychPrefStateGet_Verbosity() > 7) printf("PTB-DEBUG: Using standard storage for %i layer texture of size %i x %i texels.\n", numMatrixPlanes, xSize, ySize); } //Allocate the texture memory and copy the MATLAB matrix into the texture memory. if (usefloatformat || (planar_storage && !isImageMatrixBytes)) { // Allocate a double for each color component and pixel: textureRecord->textureMemorySizeBytes = sizeof(double) * (size_t) numMatrixPlanes * (size_t) xSize * (size_t) ySize; } else { // Allocate one byte per color component and pixel: textureRecord->textureMemorySizeBytes = (size_t) numMatrixPlanes * (size_t) xSize * (size_t) ySize; } // We allocate our own intermediate conversion buffer unless this is // creation of a single-layer luminance8 integer texture from a single // layer uint8 input matrix and client storage is disabled. In that case, we can use a zero-copy path: if ((isImageMatrixBytes && (numMatrixPlanes == 1) && (!usefloatformat) && !(PsychPrefStateGet_ConserveVRAM() & kPsychDontCacheTextures)) || (isImageMatrixBytes && planar_storage)) { // Zero copy path: texturePointer = NULL; } else { // Allocate memory: if(PsychPrefStateGet_DebugMakeTexture()) StoreNowTime(); textureRecord->textureMemory = malloc(textureRecord->textureMemorySizeBytes); if(PsychPrefStateGet_DebugMakeTexture()) StoreNowTime(); texturePointer = textureRecord->textureMemory; } // Does script explicitely request usage of a GL_TEXTURE_2D power-of-two texture? if (usepoweroftwo & 1) { // Enforce creation as a power-of-two texture: textureRecord->texturetarget=GL_TEXTURE_2D; } // Now the conversion routines that convert Matlab/Octave matrices into memory // buffers suitable for OpenGL: if (planar_storage) { // Planar texture storage, backed by a LUMINANCE texture container: // Zero-Copy possible? Only for uint8 input -> uint8 output: if (texturePointer == NULL) { texturePointer = (GLuint*) byteMatrix; textureRecord->textureMemory = texturePointer; // Set size to zero, so PsychCreateTexture() does not free() our // input buffer: textureRecord->textureMemorySizeBytes = 0; // This is always a LUMINANCE8 texture, backing our planar uint8 texture: textureRecord->depth = 8 * numMatrixPlanes; textureRecord->textureexternaltype = GL_UNSIGNED_BYTE; textureRecord->textureexternalformat = GL_LUMINANCE; textureRecord->textureinternalformat = GL_LUMINANCE8; } else { // Some cast operation needed from double input format. // We always cast from double to float, potentially with // normalization and/or checking of value range. textureRecord->textureexternalformat = GL_LUMINANCE; if (usefloatformat) { // Floating point or other high precision format: textureRecord->depth = ((usefloatformat == 1) ? 16 : 32) * numMatrixPlanes; textureRecord->textureexternaltype = GL_FLOAT; textureRecord->textureinternalformat = (usefloatformat == 1) ? GL_LUMINANCE_FLOAT16_APPLE : GL_LUMINANCE_FLOAT32_APPLE; // Override for missing floating point texture support: Try to use 16 bit fixed point signed normalized textures [-1.0 ; 1.0] resolved at 15 bits: if ((usefloatformat == 1) && !(windowRecord->gfxcaps & kPsychGfxCapFPTex16)) textureRecord->textureinternalformat = GL_LUMINANCE16_SNORM; // Perform copy with double -> float cast: iters = (size_t) xSize * (size_t) ySize * (size_t) numMatrixPlanes; texturePointer_f = (GLfloat*) texturePointer; for(ix = 0; ix < iters; ix++) { *(texturePointer_f++) = (GLfloat) *(doubleMatrix++); } iters = (size_t) xSize * (size_t) ySize; } else { // 8 Bit format, but from double input matrix -> cast to uint8: textureRecord->depth = 8 * numMatrixPlanes; textureRecord->textureexternaltype = GL_UNSIGNED_BYTE; textureRecord->textureinternalformat = GL_LUMINANCE8; iters = (size_t) xSize * (size_t) ySize * (size_t) numMatrixPlanes; texturePointer_b = (GLubyte*) texturePointer; for(ix = 0; ix < iters; ix++) { *(texturePointer_b++) = (GLubyte) *(doubleMatrix++); } iters = (size_t) xSize * (size_t) ySize; } } } else if (usefloatformat) { // Conversion routines for HDR 16 bpc or 32 bpc textures -- Slow path. // Our input is always double matrices... iters = (size_t) xSize * (size_t) ySize; // Our input buffer is always of GL_FLOAT precision: textureRecord->textureexternaltype = GL_FLOAT; texturePointer_f=(GLfloat*) texturePointer; if(numMatrixPlanes==1) { for(ix=0;ix<iters;ix++){ *(texturePointer_f++)= (GLfloat) *(doubleMatrix++); } textureRecord->depth=(usefloatformat==1) ? 16 : 32; textureRecord->textureinternalformat = (usefloatformat==1) ? GL_LUMINANCE_FLOAT16_APPLE : GL_LUMINANCE_FLOAT32_APPLE; textureRecord->textureexternalformat = GL_LUMINANCE; // Override for missing floating point texture support: Try to use 16 bit fixed point signed normalized textures [-1.0 ; 1.0] resolved at 15 bits: if ((usefloatformat==1) && !(windowRecord->gfxcaps & kPsychGfxCapFPTex16)) textureRecord->textureinternalformat = GL_LUMINANCE16_SNORM; } if(numMatrixPlanes==2) { rp=(double*) ((size_t) doubleMatrix); ap=(double*) ((size_t) rp + (size_t) iters * sizeof(double)); for(ix=0;ix<iters;ix++){ *(texturePointer_f++)= (GLfloat) *(rp++); *(texturePointer_f++)= (GLfloat) *(ap++); } textureRecord->depth=(usefloatformat==1) ? 32 : 64; textureRecord->textureinternalformat = (usefloatformat==1) ? GL_LUMINANCE_ALPHA_FLOAT16_APPLE : GL_LUMINANCE_ALPHA_FLOAT32_APPLE; textureRecord->textureexternalformat = GL_LUMINANCE_ALPHA; // Override for missing floating point texture support: Try to use 16 bit fixed point signed normalized textures [-1.0 ; 1.0] resolved at 15 bits: if ((usefloatformat==1) && !(windowRecord->gfxcaps & kPsychGfxCapFPTex16)) textureRecord->textureinternalformat = GL_LUMINANCE16_ALPHA16_SNORM; } if(numMatrixPlanes==3) { rp=(double*) ((size_t) doubleMatrix); gp=(double*) ((size_t) rp + (size_t) iters * sizeof(double)); bp=(double*) ((size_t) gp + (size_t) iters * sizeof(double)); for(ix=0;ix<iters;ix++){ *(texturePointer_f++)= (GLfloat) *(rp++); *(texturePointer_f++)= (GLfloat) *(gp++); *(texturePointer_f++)= (GLfloat) *(bp++); } textureRecord->depth=(usefloatformat==1) ? 48 : 96; textureRecord->textureinternalformat = (usefloatformat==1) ? GL_RGB_FLOAT16_APPLE : GL_RGB_FLOAT32_APPLE; textureRecord->textureexternalformat = GL_RGB; // Override for missing floating point texture support: Try to use 16 bit fixed point signed normalized textures [-1.0 ; 1.0] resolved at 15 bits: if ((usefloatformat==1) && !(windowRecord->gfxcaps & kPsychGfxCapFPTex16)) textureRecord->textureinternalformat = GL_RGB16_SNORM; } if(numMatrixPlanes==4) { rp=(double*) ((size_t) doubleMatrix); gp=(double*) ((size_t) rp + (size_t) iters * sizeof(double)); bp=(double*) ((size_t) gp + (size_t) iters * sizeof(double)); ap=(double*) ((size_t) bp + (size_t) iters * sizeof(double)); for(ix=0;ix<iters;ix++){ *(texturePointer_f++)= (GLfloat) *(rp++); *(texturePointer_f++)= (GLfloat) *(gp++); *(texturePointer_f++)= (GLfloat) *(bp++); *(texturePointer_f++)= (GLfloat) *(ap++); } textureRecord->depth=(usefloatformat==1) ? 64 : 128; textureRecord->textureinternalformat = (usefloatformat==1) ? GL_RGBA_FLOAT16_APPLE : GL_RGBA_FLOAT32_APPLE; textureRecord->textureexternalformat = GL_RGBA; // Override for missing floating point texture support: Try to use 16 bit fixed point signed normalized textures [-1.0 ; 1.0] resolved at 15 bits: if ((usefloatformat==1) && !(windowRecord->gfxcaps & kPsychGfxCapFPTex16)) textureRecord->textureinternalformat = GL_RGBA16_SNORM; } // End of HDR conversion code... } else { // Standard LDR texture 8 bpc conversion routines -- Fast path. iters = (size_t) xSize * (size_t) ySize; // Improved implementation: Takes 13 ms on a 800x800 texture... if(isImageMatrixDoubles && numMatrixPlanes==1){ texturePointer_b=(GLubyte*) texturePointer; for(ix=0;ix<iters;ix++){ *(texturePointer_b++)= (GLubyte) *(doubleMatrix++); } textureRecord->depth=8; } // Improved version: Takes 3 ms on a 800x800 texture... // NB: Implementing memcpy manually by a for-loop takes 10 ms! This is a huge difference. // -> That's because memcpy on MacOS-X is implemented with hand-coded, highly tuned Assembler code for PowerPC. // -> It's always wise to use system-routines if available, instead of coding it by yourself! if(isImageMatrixBytes && numMatrixPlanes==1) { if (texturePointer) { // Need to do a copy. Use optimized memcpy(): memcpy((void*) texturePointer, (void*) byteMatrix, iters); //texturePointer_b=(GLubyte*) texturePointer; //for(ix=0;ix<iters;ix++){ // *(texturePointer_b++) = *(byteMatrix++); //} } else { // Zero-Copy path. Just pass a pointer to our input matrix: texturePointer = (GLuint*) byteMatrix; textureRecord->textureMemory = texturePointer; // Set size to zero, so PsychCreateTexture() does not free() our // input buffer: textureRecord->textureMemorySizeBytes = 0; } textureRecord->depth=8; } // New version: Takes 33 ms on a 800x800 texture... if(isImageMatrixDoubles && numMatrixPlanes==2){ texturePointer_b=(GLubyte*) texturePointer; rp=(double*) ((size_t) doubleMatrix); ap=(double*) ((size_t) rp + (size_t) iters * sizeof(double)); for(ix=0;ix<iters;ix++){ *(texturePointer_b++)= (GLubyte) *(rp++); *(texturePointer_b++)= (GLubyte) *(ap++); } textureRecord->depth=16; } // New version: Takes 20 ms on a 800x800 texture... if(isImageMatrixBytes && numMatrixPlanes==2){ texturePointer_b=(GLubyte*) texturePointer; rpb=(GLubyte*) ((size_t) byteMatrix); apb=(GLubyte*) ((size_t) rpb + (size_t) iters); for(ix=0;ix<iters;ix++){ *(texturePointer_b++)= *(rpb++); *(texturePointer_b++)= *(apb++); } textureRecord->depth=16; } // Improved version: Takes 43 ms on a 800x800 texture... if(isImageMatrixDoubles && numMatrixPlanes==3){ texturePointer_b=(GLubyte*) texturePointer; rp=(double*) ((size_t) doubleMatrix); gp=(double*) ((size_t) rp + (size_t) iters * sizeof(double)); bp=(double*) ((size_t) gp + (size_t) iters * sizeof(double)); for(ix=0;ix<iters;ix++){ *(texturePointer_b++)= (GLubyte) *(rp++); *(texturePointer_b++)= (GLubyte) *(gp++); *(texturePointer_b++)= (GLubyte) *(bp++); } textureRecord->depth=24; } // Improved version: Takes 25 ms on a 800x800 texture... if(isImageMatrixBytes && numMatrixPlanes==3){ texturePointer_b=(GLubyte*) texturePointer; rpb=(GLubyte*) ((size_t) byteMatrix); gpb=(GLubyte*) ((size_t) rpb + (size_t) iters); bpb=(GLubyte*) ((size_t) gpb + (size_t) iters); for(ix=0;ix<iters;ix++){ *(texturePointer_b++)= *(rpb++); *(texturePointer_b++)= *(gpb++); *(texturePointer_b++)= *(bpb++); } textureRecord->depth=24; } // Improved version: Takes 55 ms on a 800x800 texture... if(isImageMatrixDoubles && numMatrixPlanes==4){ texturePointer_b=(GLubyte*) texturePointer; rp=(double*) ((size_t) doubleMatrix); gp=(double*) ((size_t) rp + (size_t) iters * sizeof(double)); bp=(double*) ((size_t) gp + (size_t) iters * sizeof(double)); ap=(double*) ((size_t) bp + (size_t) iters * sizeof(double)); if (bigendian) { // Code for big-endian machines like PowerPC: for(ix=0;ix<iters;ix++){ *(texturePointer_b++)= (GLubyte) *(ap++); *(texturePointer_b++)= (GLubyte) *(rp++); *(texturePointer_b++)= (GLubyte) *(gp++); *(texturePointer_b++)= (GLubyte) *(bp++); } } else { // Code for little-endian machines like Intel Pentium: for(ix=0;ix<iters;ix++){ *(texturePointer_b++)= (GLubyte) *(bp++); *(texturePointer_b++)= (GLubyte) *(gp++); *(texturePointer_b++)= (GLubyte) *(rp++); *(texturePointer_b++)= (GLubyte) *(ap++); } } textureRecord->depth=32; } // Improved version: Takes 33 ms on a 800x800 texture... if(isImageMatrixBytes && numMatrixPlanes==4){ texturePointer_b=(GLubyte*) texturePointer; rpb=(GLubyte*) ((size_t) byteMatrix); gpb=(GLubyte*) ((size_t) rpb + (size_t) iters); bpb=(GLubyte*) ((size_t) gpb + (size_t) iters); apb=(GLubyte*) ((size_t) bpb + (size_t) iters); if (bigendian) { // Code for big-endian machines like PowerPC: for(ix=0;ix<iters;ix++){ *(texturePointer_b++)= *(apb++); *(texturePointer_b++)= *(rpb++); *(texturePointer_b++)= *(gpb++); *(texturePointer_b++)= *(bpb++); } } else { // Code for little-endian machines like Intel Pentium: for(ix=0;ix<iters;ix++){ *(texturePointer_b++)= *(bpb++); *(texturePointer_b++)= *(gpb++); *(texturePointer_b++)= *(rpb++); *(texturePointer_b++)= *(apb++); } } textureRecord->depth=32; } } // End of 8 bpc texture conversion code (fast-path for LDR textures) // Override for missing floating point texture support? if ((usefloatformat==1) && !(windowRecord->gfxcaps & kPsychGfxCapFPTex16)) { // Override enabled. Instead of a 16bpc float texture with 11 bit linear precision in the // range [-1.0 ; 1.0], we use a 16 bit signed normalized texture with a normalized value // range of [-1.0; 1.0], encoded with 1 bit sign and 15 bit magnitude. These textures have // an effective linear precision of 15 bits - better than 16 bpc float - but they are restricted // to a value range of [-1.0 ; 1.0], as opposed to 16 bpc float textures. Tell user about this // replacement at high verbosity levels: if (PsychPrefStateGet_Verbosity() > 4) printf("PTB-INFO:MakeTexture: Code requested 16 bpc float texture, but this is unsupported. Trying to use 16 bit snorm texture instead.\n"); // Signed normalized textures supported? Otherwise we bail... if (!(windowRecord->gfxcaps & kPsychGfxCapSNTex16)) { printf("PTB-ERROR:MakeTexture: Code requested 16 bpc floating point texture, but this is unsupported by this graphics card.\n"); printf("PTB-ERROR:MakeTexture: Tried to use 16 bit snorm texture instead, but failed as this is unsupported as well.\n"); PsychErrorExitMsg(PsychError_user, "Creation of 15 bit linear precision signed normalized texture failed. Not supported by your graphics hardware!"); } // Check value range of pixels. This will not work for out of [-1; 1] range values. texturePointer_f=(GLfloat*) texturePointer; iters = iters * (size_t) numMatrixPlanes; for (ix=0; ix<iters; ix++, texturePointer_f++) { if(fabs((double) *texturePointer_f) > 1.0) { // Game over! printf("PTB-ERROR:MakeTexture: Code requested 16 bpc floating point texture, but this is unsupported by this graphics card.\n"); printf("PTB-ERROR:MakeTexture: Tried to use 16 bit snorm texture instead, but failed because some pixels are outside the\n"); printf("PTB-ERROR:MakeTexture: representable range -1.0 to 1.0 for this texture type. Change your code or update your graphics hardware.\n"); PsychErrorExitMsg(PsychError_user, "Creation of 15 bit linear precision signed normalized texture failed due to out of [-1 ; +1] range pixel values!"); } } } // This is a special workaround for bugs in FLOAT16 texture creation on Mac OS/X 10.4.x and 10.5.x. // The OpenGL fails to properly flush very small values (< 1e-9) to zero when creating a FLOAT16 // type texture. Instead it seems to initialize with trash data, corrupting the texture. // Therefore, if FLOAT16 texture creation is requested, we loop over the whole input buffer and // set all values with magnitude smaller than 1e-9 to zero. Better safe than sorry... if ((usefloatformat==1) && (windowRecord->gfxcaps & kPsychGfxCapFPTex16)) { texturePointer_f=(GLfloat*) texturePointer; iters = iters * (size_t) numMatrixPlanes; for(ix=0; ix<iters; ix++, texturePointer_f++) if(fabs((double) *texturePointer_f) < 1e-9) { *texturePointer_f = 0.0; } } // The memory buffer now contains our texture data in a format ready to submit to OpenGL. // Assign parent window and copy its inheritable properties: PsychAssignParentWindow(textureRecord, windowRecord); // Texture orientation is zero aka transposed aka non-renderswapped. textureRecord->textureOrientation = ((assume_texorientation != 2) && (assume_texorientation != 3)) ? 0 : 2; // This is our best guess about the number of image channels: textureRecord->nrchannels = numMatrixPlanes; if (planar_storage) { // Setup special rect to fake PsychCreateTexture() into creating a luminance // texture numMatrixPlanes times the height (in rows) of the texture, to store the // numMatrixPlanes layers concatenated to each other. if (textureRecord->textureOrientation == 0) { // Normal case: Transposed storage. PsychMakeRect(&(textureRecord->rect[0]), 0, 0, xSize * numMatrixPlanes, ySize); } else { // Special case: Non-transposed or isotropic storage: PsychMakeRect(&(textureRecord->rect[0]), 0, 0, xSize, ySize * numMatrixPlanes); } // Create planar texture: PsychCreateTexture(textureRecord); // Restore rect and clientrect of texture to effective size: PsychMakeRect(&(textureRecord->rect[0]), 0, 0, xSize, ySize); PsychCopyRect(textureRecord->clientrect, textureRecord->rect); textureRecord->specialflags = kPsychPlanarTexture; } else { // Let's create and bind a new texture object and fill it with our new texture data. PsychCreateTexture(textureRecord); // Assign GLSL filter-/lookup-shaders if needed: PsychAssignHighPrecisionTextureShaders(textureRecord, windowRecord, usefloatformat, (usepoweroftwo & 2) ? 1 : 0); } // User specified override shader for this texture provided? This is useful for // basic image processing and procedural texture shading: if (textureShader!=0) { // Assign provided shader as filtershader to this texture: We negate it so // that the texture blitter routines know this is a custom shader, not our // built in filter shader: textureRecord->textureFilterShader = -1 * textureShader; } // Texture ready. Mark it valid and return handle to userspace: PsychSetWindowRecordValid(textureRecord); PsychCopyOutDoubleArg(1, FALSE, textureRecord->windowIndex); // Swapping the texture to upright orientation requested? if (assume_texorientation == 1) { // Transform sourceRecord source texture into a normalized, upright texture if it isn't already in // that format. We require this standard orientation for simplified shader design. PsychSetShader(windowRecord, 0); PsychNormalizeTextureOrientation(textureRecord); } // Shall the texture be finally declared "normally oriented"? // This is either due to explicit renderswapping if assume_textureorientation == 1, // or because it was already pretransposed in Matlab/Octave if assume_textureorientation == 2, // or because user space tells us the texture is isotropic if assume_textureorientation == 3. if (assume_texorientation > 0) { // Yes. Label it as such: textureRecord->textureOrientation = 2; } if(PsychPrefStateGet_DebugMakeTexture()) //MARK #4 StoreNowTime(); return(PsychError_none); }
PsychError SCREENMakeTexture(void) { int ix; PsychWindowRecordType *textureRecord; PsychWindowRecordType *windowRecord; PsychRectType rect; Boolean isImageMatrixBytes, isImageMatrixDoubles; int numMatrixPlanes, xSize, ySize, iters; unsigned char *byteMatrix; double *doubleMatrix; GLuint *texturePointer; GLubyte *texturePointer_b; GLfloat *texturePointer_f; double *rp, *gp, *bp, *ap; GLubyte *rpb, *gpb, *bpb, *apb; int usepoweroftwo, usefloatformat, assume_texorientation, textureShader; double optimized_orientation; Boolean bigendian; // Detect endianity (byte-order) of machine: ix=255; rpb=(GLubyte*) &ix; bigendian = ( *rpb == 255 ) ? FALSE : TRUE; ix = 0; rpb = NULL; if(PsychPrefStateGet_DebugMakeTexture()) //MARK #1 StoreNowTime(); //all subfunctions should have these two lines. PsychPushHelp(useString, synopsisString, seeAlsoString); if(PsychIsGiveHelp()){PsychGiveHelp();return(PsychError_none);}; //Get the window structure for the onscreen window. It holds the onscreein GL context which we will need in the //final step when we copy the texture from system RAM onto the screen. PsychErrorExit(PsychCapNumInputArgs(7)); PsychErrorExit(PsychRequireNumInputArgs(2)); PsychErrorExit(PsychCapNumOutputArgs(1)); //get the window record from the window record argument and get info from the window record PsychAllocInWindowRecordArg(kPsychUseDefaultArgPosition, TRUE, &windowRecord); if((windowRecord->windowType!=kPsychDoubleBufferOnscreen) && (windowRecord->windowType!=kPsychSingleBufferOnscreen)) PsychErrorExitMsg(PsychError_user, "MakeTexture called on something else than a onscreen window"); // Get optional texture orientation flag: assume_texorientation = 0; PsychCopyInIntegerArg(6, FALSE, &assume_texorientation); // Get optional texture shader handle: textureShader = 0; PsychCopyInIntegerArg(7, FALSE, &textureShader); //get the argument and sanity check it. isImageMatrixBytes=PsychAllocInUnsignedByteMatArg(2, kPsychArgAnything, &ySize, &xSize, &numMatrixPlanes, &byteMatrix); isImageMatrixDoubles=PsychAllocInDoubleMatArg(2, kPsychArgAnything, &ySize, &xSize, &numMatrixPlanes, &doubleMatrix); if(numMatrixPlanes > 4) PsychErrorExitMsg(PsychError_inputMatrixIllegalDimensionSize, "Specified image matrix exceeds maximum depth of 4 layers"); if(ySize<1 || xSize <1) PsychErrorExitMsg(PsychError_inputMatrixIllegalDimensionSize, "Specified image matrix must be at least 1 x 1 pixels in size"); if(! (isImageMatrixBytes || isImageMatrixDoubles)) PsychErrorExitMsg(PsychError_user, "Illegal argument type"); //not likely. // Is this a special image matrix which is already pre-transposed to fit our optimal format? if (assume_texorientation == 2) { // Yes. Swap xSize and ySize to take this into account: ix = xSize; xSize = ySize; ySize = ix; ix = 0; } // Build defining rect for this texture: PsychMakeRect(rect, 0, 0, xSize, ySize); // Copy in texture preferred draw orientation hint. We default to zero degrees, if // not provided. // This parameter is not yet used. It is silently ignorerd for now... optimized_orientation = 0; PsychCopyInDoubleArg(3, FALSE, &optimized_orientation); // Copy in special creation mode flag: It defaults to zero. If set to 1 then we // always create a power-of-two GL_TEXTURE_2D texture. This is useful if one wants // to create and use drifting gratings with no effort - texture wrapping is only available // for GL_TEXTURE_2D, not for non-pot types. It is also useful if the texture is to be // exported to external OpenGL code to simplify tex coords assignments. usepoweroftwo=0; PsychCopyInIntegerArg(4, FALSE, &usepoweroftwo); // Check if size constraints are fullfilled for power-of-two mode: if (usepoweroftwo & 1) { for(ix = 1; ix < xSize; ix*=2); if (ix!=xSize) { PsychErrorExitMsg(PsychError_inputMatrixIllegalDimensionSize, "Power-of-two texture requested but width of imageMatrix is not a power of two!"); } for(ix = 1; ix < ySize; ix*=2); if (ix!=ySize) { PsychErrorExitMsg(PsychError_inputMatrixIllegalDimensionSize, "Power-of-two texture requested but height of imageMatrix is not a power of two!"); } } // Check if creation of a floating point texture is requested? We default to non-floating point, // standard 8 bpc textures if this parameter is not provided. usefloatformat = 0; PsychCopyInIntegerArg(5, FALSE, &usefloatformat); if (usefloatformat<0 || usefloatformat>2) PsychErrorExitMsg(PsychError_user, "Invalid value for 'floatprecision' parameter provided! Valid values are 0 for 8bpc int, 1 for 16bpc float or 2 for 32bpc float."); if (usefloatformat && !isImageMatrixDoubles) { // Floating point texture requested. We only support this if our input is a double matrix, not // for uint8 matrices - converting them to float precision would be just a waste of ressources // without any benefit for precision. PsychErrorExitMsg(PsychError_user, "Creation of a floating point precision texture requested, but uint8 matrix provided! Only double matrices are acceptable for this mode."); } //Create a texture record. Really just a window record adapted for textures. PsychCreateWindowRecord(&textureRecord); //this also fills the window index field. textureRecord->windowType=kPsychTexture; // MK: We need to assign the screen number of the onscreen-window, so PsychCreateTexture() // can query the size of the screen/onscreen-window... textureRecord->screenNumber=windowRecord->screenNumber; textureRecord->depth=32; PsychCopyRect(textureRecord->rect, rect); //Allocate the texture memory and copy the MATLAB matrix into the texture memory. // MK: We only allocate the amount really needed for given format, aka numMatrixPlanes - Bytes per pixel. if (usefloatformat) { // Allocate a double for each color component and pixel: textureRecord->textureMemorySizeBytes= sizeof(double) * numMatrixPlanes * xSize * ySize; } else { // Allocate one byte per color component and pixel: textureRecord->textureMemorySizeBytes= numMatrixPlanes * xSize * ySize; } // MK: Allocate memory page-aligned... -> Helps Apple texture range extensions et al. if(PsychPrefStateGet_DebugMakeTexture()) //MARK #2 StoreNowTime(); textureRecord->textureMemory=malloc(textureRecord->textureMemorySizeBytes); if(PsychPrefStateGet_DebugMakeTexture()) //MARK #3 StoreNowTime(); texturePointer=textureRecord->textureMemory; // Does script explicitely request usage of a GL_TEXTURE_2D power-of-two texture? if (usepoweroftwo & 1) { // Enforce creation as a power-of-two texture: textureRecord->texturetarget=GL_TEXTURE_2D; } // Now the conversion routines that convert Matlab/Octave matrices into memory // buffers suitable for OpenGL: if (usefloatformat) { // Conversion routines for HDR 16 bpc or 32 bpc textures -- Slow path. // Our input is always double matrices... iters = xSize * ySize; // Our input buffer is always of GL_FLOAT precision: textureRecord->textureexternaltype = GL_FLOAT; texturePointer_f=(GLfloat*) texturePointer; if(numMatrixPlanes==1) { for(ix=0;ix<iters;ix++){ *(texturePointer_f++)= (GLfloat) *(doubleMatrix++); } textureRecord->depth=(usefloatformat==1) ? 16 : 32; textureRecord->textureinternalformat = (usefloatformat==1) ? GL_LUMINANCE_FLOAT16_APPLE : GL_LUMINANCE_FLOAT32_APPLE; textureRecord->textureexternalformat = GL_LUMINANCE; } if(numMatrixPlanes==2) { rp=(double*) ((psych_uint64) doubleMatrix); ap=(double*) ((psych_uint64) doubleMatrix + (psych_uint64) iters*sizeof(double)); for(ix=0;ix<iters;ix++){ *(texturePointer_f++)= (GLfloat) *(rp++); *(texturePointer_f++)= (GLfloat) *(ap++); } textureRecord->depth=(usefloatformat==1) ? 32 : 64; textureRecord->textureinternalformat = (usefloatformat==1) ? GL_LUMINANCE_ALPHA_FLOAT16_APPLE : GL_LUMINANCE_ALPHA_FLOAT32_APPLE; textureRecord->textureexternalformat = GL_LUMINANCE_ALPHA; } if(numMatrixPlanes==3) { rp=(double*) ((psych_uint64) doubleMatrix); gp=(double*) ((psych_uint64) doubleMatrix + (psych_uint64) iters*sizeof(double)); bp=(double*) ((psych_uint64) gp + (psych_uint64) iters*sizeof(double)); for(ix=0;ix<iters;ix++){ *(texturePointer_f++)= (GLfloat) *(rp++); *(texturePointer_f++)= (GLfloat) *(gp++); *(texturePointer_f++)= (GLfloat) *(bp++); } textureRecord->depth=(usefloatformat==1) ? 48 : 96; textureRecord->textureinternalformat = (usefloatformat==1) ? GL_RGB_FLOAT16_APPLE : GL_RGB_FLOAT32_APPLE; textureRecord->textureexternalformat = GL_RGB; } if(numMatrixPlanes==4) { rp=(double*) ((psych_uint64) doubleMatrix); gp=(double*) ((psych_uint64) doubleMatrix + (psych_uint64) iters*sizeof(double)); bp=(double*) ((psych_uint64) gp + (psych_uint64) iters*sizeof(double)); ap=(double*) ((psych_uint64) bp + (psych_uint64) iters*sizeof(double)); for(ix=0;ix<iters;ix++){ *(texturePointer_f++)= (GLfloat) *(rp++); *(texturePointer_f++)= (GLfloat) *(gp++); *(texturePointer_f++)= (GLfloat) *(bp++); *(texturePointer_f++)= (GLfloat) *(ap++); } textureRecord->depth=(usefloatformat==1) ? 64 : 128; textureRecord->textureinternalformat = (usefloatformat==1) ? GL_RGBA_FLOAT16_APPLE : GL_RGBA_FLOAT32_APPLE; textureRecord->textureexternalformat = GL_RGBA; } // This is a special workaround for bugs in FLOAT16 texture creation on Mac OS/X 10.4.x and 10.5.x. // The OpenGL fails to properly flush very small values (< 1e-9) to zero when creating a FLOAT16 // type texture. Instead it seems to initialize with trash data, corrupting the texture. // Therefore, if FLOAT16 texture creation is requested, we loop over the whole input buffer and // set all values with magnitude smaller than 1e-9 to zero. Better safe than sorry... if(usefloatformat==1) { texturePointer_f=(GLfloat*) texturePointer; iters = iters * numMatrixPlanes; for(ix=0; ix<iters; ix++, texturePointer_f++) if(fabs((double) *texturePointer_f) < 1e-9) { *texturePointer_f = 0.0; } } // End of HDR conversion code... } else { // Standard LDR texture 8 bpc conversion routines -- Fast path. // Improved implementation: Takes 13 ms on a 800x800 texture... if(isImageMatrixDoubles && numMatrixPlanes==1){ texturePointer_b=(GLubyte*) texturePointer; iters=xSize*ySize; for(ix=0;ix<iters;ix++){ *(texturePointer_b++)= (GLubyte) *(doubleMatrix++); } textureRecord->depth=8; } // Improved version: Takes 3 ms on a 800x800 texture... // NB: Implementing memcpy manually by a for-loop takes 10 ms! This is a huge difference. // -> That's because memcpy on MacOS-X is implemented with hand-coded, highly tuned Assembler code for PowerPC. // -> It's always wise to use system-routines if available, instead of coding it by yourself! if(isImageMatrixBytes && numMatrixPlanes==1){ memcpy((void*) texturePointer, (void*) byteMatrix, xSize*ySize); textureRecord->depth=8; } // New version: Takes 33 ms on a 800x800 texture... if(isImageMatrixDoubles && numMatrixPlanes==2){ texturePointer_b=(GLubyte*) texturePointer; iters=xSize*ySize; rp=(double*) ((psych_uint64) doubleMatrix); ap=(double*) ((psych_uint64) doubleMatrix + (psych_uint64) iters*sizeof(double)); for(ix=0;ix<iters;ix++){ *(texturePointer_b++)= (GLubyte) *(rp++); *(texturePointer_b++)= (GLubyte) *(ap++); } textureRecord->depth=16; } // New version: Takes 20 ms on a 800x800 texture... if(isImageMatrixBytes && numMatrixPlanes==2){ texturePointer_b=(GLubyte*) texturePointer; iters=xSize*ySize; rpb=(GLubyte*) ((psych_uint64) byteMatrix); apb=(GLubyte*) ((psych_uint64) byteMatrix + (psych_uint64) iters); for(ix=0;ix<iters;ix++){ *(texturePointer_b++)= *(rpb++); *(texturePointer_b++)= *(apb++); } textureRecord->depth=16; } // Improved version: Takes 43 ms on a 800x800 texture... if(isImageMatrixDoubles && numMatrixPlanes==3){ texturePointer_b=(GLubyte*) texturePointer; iters=xSize*ySize; rp=(double*) ((psych_uint64) doubleMatrix); gp=(double*) ((psych_uint64) doubleMatrix + (psych_uint64) iters*sizeof(double)); bp=(double*) ((psych_uint64) gp + (psych_uint64) iters*sizeof(double)); for(ix=0;ix<iters;ix++){ *(texturePointer_b++)= (GLubyte) *(rp++); *(texturePointer_b++)= (GLubyte) *(gp++); *(texturePointer_b++)= (GLubyte) *(bp++); } textureRecord->depth=24; } // Improved version: Takes 25 ms on a 800x800 texture... if(isImageMatrixBytes && numMatrixPlanes==3){ texturePointer_b=(GLubyte*) texturePointer; iters=xSize*ySize; rpb=(GLubyte*) ((psych_uint64) byteMatrix); gpb=(GLubyte*) ((psych_uint64) byteMatrix + (psych_uint64) iters); bpb=(GLubyte*) ((psych_uint64) gpb + (psych_uint64) iters); for(ix=0;ix<iters;ix++){ *(texturePointer_b++)= *(rpb++); *(texturePointer_b++)= *(gpb++); *(texturePointer_b++)= *(bpb++); } textureRecord->depth=24; } // Improved version: Takes 55 ms on a 800x800 texture... if(isImageMatrixDoubles && numMatrixPlanes==4){ texturePointer_b=(GLubyte*) texturePointer; iters=xSize*ySize; rp=(double*) ((psych_uint64) doubleMatrix); gp=(double*) ((psych_uint64) doubleMatrix + (psych_uint64) iters*sizeof(double)); bp=(double*) ((psych_uint64) gp + (psych_uint64) iters*sizeof(double)); ap=(double*) ((psych_uint64) bp + (psych_uint64) iters*sizeof(double)); if (bigendian) { // Code for big-endian machines like PowerPC: for(ix=0;ix<iters;ix++){ *(texturePointer_b++)= (GLubyte) *(ap++); *(texturePointer_b++)= (GLubyte) *(rp++); *(texturePointer_b++)= (GLubyte) *(gp++); *(texturePointer_b++)= (GLubyte) *(bp++); } } else { // Code for little-endian machines like Intel Pentium: for(ix=0;ix<iters;ix++){ *(texturePointer_b++)= (GLubyte) *(bp++); *(texturePointer_b++)= (GLubyte) *(gp++); *(texturePointer_b++)= (GLubyte) *(rp++); *(texturePointer_b++)= (GLubyte) *(ap++); } } textureRecord->depth=32; } // Improved version: Takes 33 ms on a 800x800 texture... if(isImageMatrixBytes && numMatrixPlanes==4){ texturePointer_b=(GLubyte*) texturePointer; iters=xSize*ySize; rpb=(GLubyte*) ((psych_uint64) byteMatrix); gpb=(GLubyte*) ((psych_uint64) byteMatrix + (psych_uint64) iters); bpb=(GLubyte*) ((psych_uint64) gpb + (psych_uint64) iters); apb=(GLubyte*) ((psych_uint64) bpb + (psych_uint64) iters); if (bigendian) { // Code for big-endian machines like PowerPC: for(ix=0;ix<iters;ix++){ *(texturePointer_b++)= *(apb++); *(texturePointer_b++)= *(rpb++); *(texturePointer_b++)= *(gpb++); *(texturePointer_b++)= *(bpb++); } } else { // Code for little-endian machines like Intel Pentium: for(ix=0;ix<iters;ix++){ *(texturePointer_b++)= *(bpb++); *(texturePointer_b++)= *(gpb++); *(texturePointer_b++)= *(rpb++); *(texturePointer_b++)= *(apb++); } } textureRecord->depth=32; } } // End of 8 bpc texture conversion code (fast-path for LDR textures) // The memory buffer now contains our texture data in a format ready to submit to OpenGL. // Assign parent window and copy its inheritable properties: PsychAssignParentWindow(textureRecord, windowRecord); // Texture orientation is zero aka transposed aka non-renderswapped. textureRecord->textureOrientation = ((assume_texorientation != 2) && (assume_texorientation != 3)) ? 0 : 2; // This is our best guess about the number of image channels: textureRecord->nrchannels = numMatrixPlanes; // Let's create and bind a new texture object and fill it with our new texture data. PsychCreateTexture(textureRecord); // Assign GLSL filter-/lookup-shaders if needed: PsychAssignHighPrecisionTextureShaders(textureRecord, windowRecord, usefloatformat, (usepoweroftwo & 2) ? 1 : 0); // User specified override shader for this texture provided? This is useful for // basic image processing and procedural texture shading: if (textureShader!=0) { // Assign provided shader as filtershader to this texture: We negate it so // that the texture blitter routines know this is a custom shader, not our // built in filter shader: textureRecord->textureFilterShader = -1 * textureShader; } // Texture ready. Mark it valid and return handle to userspace: PsychSetWindowRecordValid(textureRecord); PsychCopyOutDoubleArg(1, FALSE, textureRecord->windowIndex); // Swapping the texture to upright orientation requested? if (assume_texorientation == 1) { // Transform sourceRecord source texture into a normalized, upright texture if it isn't already in // that format. We require this standard orientation for simplified shader design. PsychSetShader(windowRecord, 0); PsychNormalizeTextureOrientation(textureRecord); } // Shall the texture be finally declared "normally oriented"? // This is either due to explicit renderswapping if assume_textureorientation == 1, // or because it was already pretransposed in Matlab/Octave if assume_textureorientation == 2, // or because user space tells us the texture is isotropic if assume_textureorientation == 3. if (assume_texorientation > 0) { // Yes. Label it as such: textureRecord->textureOrientation = 2; } if(PsychPrefStateGet_DebugMakeTexture()) //MARK #4 StoreNowTime(); return(PsychError_none); }
PsychError SCREENGetCapturedImage(void) { PsychWindowRecordType *windowRecord; PsychWindowRecordType *textureRecord; PsychRectType rect; double summed_intensity; int capturehandle = -1; int waitForImage = TRUE; int specialmode = 0; double timeout, tnow; double presentation_timestamp = 0; int rc=-1; double targetmemptr = 0; double* tsummed = NULL; psych_uint8 *targetmatrixptr = NULL; static rawcapimgdata rawCaptureBuffer = {0, 0, 0, NULL}; // All sub functions should have these two lines PsychPushHelp(useString, synopsisString, seeAlsoString); if(PsychIsGiveHelp()) {PsychGiveHelp(); return(PsychError_none);}; PsychErrorExit(PsychCapNumInputArgs(6)); // Max. 6 input args. PsychErrorExit(PsychRequireNumInputArgs(2)); // Min. 2 input args required. PsychErrorExit(PsychCapNumOutputArgs(4)); // Max. 4 output args. // Get the window record from the window record argument and get info from the window record PsychAllocInWindowRecordArg(kPsychUseDefaultArgPosition, TRUE, &windowRecord); // Only onscreen windows allowed: if(!PsychIsOnscreenWindow(windowRecord) && !PsychIsOffscreenWindow(windowRecord)) { PsychErrorExitMsg(PsychError_user, "GetCapturedImage called on something else than an onscreen window or offscreen window."); } // Get the handle: PsychCopyInIntegerArg(2, TRUE, &capturehandle); if (capturehandle==-1) { PsychErrorExitMsg(PsychError_user, "GetCapturedImage called without valid handle to a capture object."); } // Get the 'waitForImage' flag: If waitForImage == true == 1, we'll do a blocking wait for // arrival of a new image. Otherwise we will return with a 0-Handle if there // isn't any new image available. PsychCopyInIntegerArg(3, FALSE, &waitForImage); // Special case waitForImage == 4? This would ask to call into the capture driver, but // not wait for any image to arrive and not return any information. This is only useful // on OS/X and Windows when using the capture engine for video recording to harddisk. In // that case we are not interested at all in the captured live video, we just want it to // get written to harddisk in the background. To keep the video encoder going, we need to // call its SGIdle() routine and waitForImage==4 does just that, call SGIdle(). if (waitForImage == 4) { // Perform the null-call to the capture engine, ie a SGIdle() on OS/X and Windows: PsychGetTextureFromCapture(windowRecord, capturehandle, 4, 0.0, NULL, NULL, NULL, NULL); // Done. Nothing to return... return(PsychError_none); } // Get the optional textureRecord for the optional texture handle. If the calling script // provides the texture handle of an existing Psychtoolbox texture that has a matching // format, then that texture is recycled by overwriting its previous content with the // image data from the new captured image. This can save some overhead for texture destruction // and recreation. While this is probably not noticeable on mid- to high-end gfx cards with // rectangle texture support, it can provide a significant speedup on low-end gfx cards with // only power-of-two texture support. textureRecord = NULL; if ((PsychGetNumInputArgs()>=4) && PsychIsWindowIndexArg(4)) PsychAllocInWindowRecordArg(4, FALSE, &textureRecord); // Get the optional specialmode flag: PsychCopyInIntegerArg(5, FALSE, &specialmode); // Set a 10 second maximum timeout for waiting for new frames: PsychGetAdjustedPrecisionTimerSeconds(&timeout); timeout+=10; while (rc==-1) { // We pass a checkForImage value of 2 if waitForImage>0. This way we can signal if we are in polling or blocking mode. // With the libdc1394 engine this allows to do a real blocking wait in the driver -- much more efficient than the spin-waiting approach! rc = PsychGetTextureFromCapture(windowRecord, capturehandle, ((waitForImage>0 && waitForImage<3) ? 2 : 1), 0.0, NULL, &presentation_timestamp, NULL, &rawCaptureBuffer); PsychGetAdjustedPrecisionTimerSeconds(&tnow); if (rc==-2 || (tnow > timeout)) { // No image available and there won't be any in the future, because capture has been stopped or there is a timeout: if (tnow > timeout) printf("PTB-WARNING: In Screen('GetCapturedImage') timed out waiting for a new frame. No video data in over 10 seconds!\n"); // No new texture available: Return a negative handle: PsychCopyOutDoubleArg(1, TRUE, -1); // ...and an invalid timestamp: PsychCopyOutDoubleArg(2, FALSE, -1); PsychCopyOutDoubleArg(3, FALSE, 0); PsychCopyOutDoubleArg(4, FALSE, 0); // Ready! return(PsychError_none); } else if (rc==-1 && (waitForImage == 0 || waitForImage == 3)) { // We should just poll once and no new texture available: Return a null-handle: PsychCopyOutDoubleArg(1, TRUE, 0); // ...and the current timestamp: PsychCopyOutDoubleArg(2, FALSE, presentation_timestamp); PsychCopyOutDoubleArg(3, FALSE, 0); PsychCopyOutDoubleArg(4, FALSE, 0); // Ready! return(PsychError_none); } else if (rc==-1 && waitForImage != 0) { // No new texture available yet. Just sleep a bit and then retry... PsychYieldIntervalSeconds(0.002); } } // rc == 0 --> New image available: Go ahead... if (waitForImage!=2 && waitForImage!=3) { // Ok, we need a texture for the image. Did script provide an old one for recycling? if (textureRecord) { // Old texture provided for reuse? Some basic sanity check: Everything else is // up to the lower level PsychGetTextureFromCapture() routine. if(!PsychIsOffscreenWindow(textureRecord)) { PsychErrorExitMsg(PsychError_user, "GetCapturedImage provided with something else than a texture as fourth call parameter."); } } else { // No old texture provided: Create a new texture record: PsychCreateWindowRecord(&textureRecord); // Set mode to 'Texture': textureRecord->windowType=kPsychTexture; // We need to assign the screen number of the onscreen-window. textureRecord->screenNumber=windowRecord->screenNumber; // It defaults to a 32 bit texture for captured images. On Linux, this will be overriden, // if optimized formats exist for our purpose: textureRecord->depth=32; textureRecord->nrchannels = 4; // Create default rectangle which describes the dimensions of the image. Will be overwritten // later on. PsychMakeRect(rect, 0, 0, 10, 10); PsychCopyRect(textureRecord->rect, rect); // Other setup stuff: textureRecord->textureMemorySizeBytes= 0; textureRecord->textureMemory=NULL; // Assign parent window and copy its inheritable properties: PsychAssignParentWindow(textureRecord, windowRecord); // Set textureNumber to zero, which means "Not cached, do not recycle" // Todo: Texture recycling like in PsychMovieSupport for higher efficiency! textureRecord->textureNumber = 0; } // Power-of-two texture requested? if (specialmode & 0x01) { // Yes. Spec it: textureRecord->texturetarget = GL_TEXTURE_2D; } } else { // Just want to return summed_intensity and timestamp, not real texture... textureRecord = NULL; } // Default to no calculation of summed image intensity: tsummed = NULL; if ((PsychGetNumOutputArgs() > 3) && !(specialmode & 0x2)) { // Return sum of pixel intensities for all channels of this image: Need to // assign the output pointer for this to happen: tsummed = &summed_intensity; } // Try to fetch an image from the capture object and return it as texture: targetmatrixptr = NULL; // Shall we return a Matlab matrix? if ((PsychGetNumOutputArgs() > 3) && (specialmode & 0x2)) { // We shall return a matrix with raw image data. Allocate a uint8 matrix // of sufficient size: PsychAllocOutUnsignedByteMatArg(4, TRUE, rawCaptureBuffer.depth, rawCaptureBuffer.w, rawCaptureBuffer.h, &targetmatrixptr); tsummed = NULL; } // Shall we return data into preallocated memory buffer? if (specialmode & 0x4) { // Copy in memory address (which itself is encoded in a double value): PsychCopyInDoubleArg(6, TRUE, &targetmemptr); targetmatrixptr = (psych_uint8*) PsychDoubleToPtr(targetmemptr); } if (targetmatrixptr == NULL) { // Standard fetch of a texture and its timestamp: rc = PsychGetTextureFromCapture(windowRecord, capturehandle, 0, 0.0, textureRecord, &presentation_timestamp, tsummed, NULL); } else { // Fetch of a memory raw image buffer + timestamp + possibly a texture: rawCaptureBuffer.data = (void*) targetmatrixptr; rc = PsychGetTextureFromCapture(windowRecord, capturehandle, 0, 0.0, textureRecord, &presentation_timestamp, tsummed, &rawCaptureBuffer); } if (tsummed) { // Return sum of pixel intensities for all channels of this image: PsychCopyOutDoubleArg(4, FALSE, summed_intensity); } // Real texture requested? if (textureRecord) { // Texture ready for consumption. // Assign GLSL filter-/lookup-shaders if needed: usefloatformat is always == 0 as // our current capture engine implementations only return 8 bpc fixed textures. // The 'userRequest' flag is set if specialmode flag is set to 8. PsychAssignHighPrecisionTextureShaders(textureRecord, windowRecord, 0, (specialmode & 8) ? 1 : 0); // specialmode setting 16? Disable auto-mipmap generation: if (specialmode & 16) textureRecord->specialflags |= kPsychDontAutoGenMipMaps; // Mark it valid and return handle to userspace: PsychSetWindowRecordValid(textureRecord); PsychCopyOutDoubleArg(1, TRUE, textureRecord->windowIndex); } else { PsychCopyOutDoubleArg(1, TRUE, 0); } // Return presentation timestamp for this image: PsychCopyOutDoubleArg(2, FALSE, presentation_timestamp); // Return count of pending frames in buffers or of dropped frames: PsychCopyOutDoubleArg(3, FALSE, (double) rc); // Ready! return(PsychError_none); }
PsychError SCREENOpenOffscreenWindow(void) { int screenNumber, depth, targetScreenNumber; PsychRectType rect; PsychColorType color; PsychWindowRecordType *exampleWindowRecord, *windowRecord, *targetWindow; psych_bool wasColorSupplied; char* texturePointer; size_t xSize, ySize, nbytes; psych_bool bigendian; GLubyte *rpb; int ix; GLenum fboInternalFormat; psych_bool needzbuffer; psych_bool overridedepth = FALSE; int usefloatformat = 0; int specialFlags = 0; int multiSample = 0; // Detect endianity (byte-order) of machine: ix=255; rpb=(GLubyte*) &ix; bigendian = ( *rpb == 255 ) ? FALSE : TRUE; ix = 0; rpb = NULL; //all sub functions should have these two lines PsychPushHelp(useString, synopsisString, seeAlsoString); if(PsychIsGiveHelp()){PsychGiveHelp();return(PsychError_none);}; //cap the number of inputs PsychErrorExit(PsychCapNumInputArgs(6)); //The maximum number of inputs PsychErrorExit(PsychCapNumOutputArgs(2)); //The maximum number of outputs //1-User supplies a window ptr 2-User supplies a screen number 3-User supplies rect and pixel size if(PsychIsWindowIndexArg(1)){ PsychAllocInWindowRecordArg(1, TRUE, &exampleWindowRecord); // Assign normalized copy of example windows rect -- Top-Left corner is always (0,0) PsychNormalizeRect(exampleWindowRecord->clientrect, rect); // We copy depth only from exampleWindow if it is a offscreen window (=texture). Copying from // onscreen windows doesn't make sense, e.g. depth=16 for onscreen means RGBA8 window, but it // would map onto a LUMINANCE+ALPHA texture for the offscreen window! We always use 32 bit RGBA8 // in such a case. depth=(PsychIsOffscreenWindow(exampleWindowRecord)) ? exampleWindowRecord->depth : 32; // unless it is a FBO backed onscreen window in imaging mode: Then we can use the depth from it. if (exampleWindowRecord->imagingMode & kPsychNeedFastBackingStore || exampleWindowRecord->imagingMode & kPsychNeedFastOffscreenWindows) depth = exampleWindowRecord->depth; targetScreenNumber=exampleWindowRecord->screenNumber; targetWindow=exampleWindowRecord; } else if(PsychIsScreenNumberArg(1)){ PsychCopyInScreenNumberArg(1, TRUE, &screenNumber); PsychGetScreenRect(screenNumber, rect); depth=32; // Always use RGBA8 in this case! See above... targetScreenNumber=screenNumber; targetWindow=NULL; } else if(PsychIsUnaffiliatedScreenNumberArg(1)){ //that means -1 or maybe also NaN if we add that option. // Default to a depth of 32 bpp: depth = 32; targetWindow = NULL; // Get first open onscreen window as target window: PsychFindScreenWindowFromScreenNumber(kPsychUnaffiliatedWindow, &targetWindow); if (targetWindow == NULL) PsychErrorExitMsg(PsychError_user, "Could not find any open onscreen window to act as parent for this offscreen window. Open an onscreen window first!"); targetScreenNumber = targetWindow->screenNumber; PsychGetScreenRect(targetScreenNumber, rect); } else { targetScreenNumber = 0; // Make compiler happy. PsychErrorExit(PsychError_invalidNumdex); } if (targetWindow==NULL) { // Get target window of screen: PsychFindScreenWindowFromScreenNumber(targetScreenNumber, &targetWindow); if (targetWindow == NULL) PsychErrorExitMsg(PsychError_user, "Could not find any open onscreen window to act as parent for this offscreen window. Open an onscreen window first!"); targetScreenNumber = targetWindow->screenNumber; } //Depth and rect argument supplied as arguments override those inherited from reference screen or window. //Note that PsychCopyIn* prefix means that value will not be overwritten if the arguments are not present. PsychCopyInRectArg(3,FALSE, rect); if (IsPsychRectEmpty(rect)) PsychErrorExitMsg(PsychError_user, "Invalid rect value provided: Empty rects are not allowed."); // Copy in optional depth: This gets overriden in many ways if imaging pipeline is on: if (PsychCopyInIntegerArg(4,FALSE, &depth)) overridedepth = TRUE; // If any of the no longer supported values 0, 1, 2 or 4 is provided, we // silently switch to 32 bits per pixel, which is the safest and fastest setting: if (depth==0 || depth==1 || depth==2 || depth==4) depth=32; // Final sanity check: if (!(targetWindow->imagingMode & kPsychNeedFastOffscreenWindows) && !(targetWindow->imagingMode & kPsychNeedFastBackingStore) && (depth==64 || depth==128)) { PsychErrorExitMsg(PsychError_user, "Invalid depth value provided. Must be 8 bpp, 16 bpp, 24 bpp or 32 bpp, unless you enable the imaging pipeline, which provides you with more options!"); } if (depth!=8 && depth!=16 && depth!=24 && depth!=32 && depth!=64 && depth!=128) { PsychErrorExitMsg(PsychError_user, "Invalid depth value provided. Must be 8 bpp, 16 bpp, 24 bpp, 32 bpp, or if imagingmode is enabled also 64 bpp or 128 bpp!"); } // If the imaging pipeline is enabled for the associated onscreen window and fast backing store, aka FBO's // is requested, then we only accept depths of at least 32 bit, i.e. RGBA windows. We override any lower // precision spec. This is because some common hardware only supports rendering to RGBA textures, not to // RGB, LA or Luminance textures. if ((targetWindow->imagingMode & kPsychNeedFastBackingStore || targetWindow->imagingMode & kPsychNeedFastOffscreenWindows) && (depth < 32)) depth = 32; // Find the color for the window background. wasColorSupplied=PsychCopyInColorArg(kPsychUseDefaultArgPosition, FALSE, &color); // If none provided, use a proper white-value for this window: if(!wasColorSupplied) PsychLoadColorStruct(&color, kPsychIndexColor, PsychGetWhiteValueFromWindow(targetWindow)); // Get the optional specialmode flag: PsychCopyInIntegerArg(5, FALSE, &specialFlags); // OpenGL-ES only supports GL_TEXTURE_2D targets, so enforce these via flags setting 1: if (PsychIsGLES(targetWindow)) specialFlags |= 1; // This command converts whatever color we got into RGBA format: PsychCoerceColorMode(&color); // printf("R=%i G=%i B=%i A=%i I=%i", color.value.rgba.r, color.value.rgba.g,color.value.rgba.b,color.value.rgba.a,color.value.index); // First allocate the offscreen window record to store stuff into. If we exit with an error PsychErrorExit() should // call PsychPurgeInvalidWindows which will clean up the window record. PsychCreateWindowRecord(&windowRecord); // This also fills the window index field. // This offscreen window is implemented as a Psychtoolbox texture: windowRecord->windowType=kPsychTexture; // We need to assign the screen number of the onscreen-window, so PsychCreateTexture() // can query the size of the screen/onscreen-window... windowRecord->screenNumber = targetScreenNumber; // Assign the computed depth: windowRecord->depth=depth; // Default number of channels: windowRecord->nrchannels=depth / 8; // Assign the computed rect, but normalize it to start with top-left at (0,0): PsychNormalizeRect(rect, windowRecord->rect); // Client rect of an offscreen window is always == rect of it: PsychCopyRect(windowRecord->clientrect, windowRecord->rect); // Until here no OpenGL commands executed. Now we need a valid context: Set targetWindow // as drawing target. This will perform neccessary context-switch and all backbuffer // backup/restore/whatever operations to make sure we can do what we want without // possibly screwing any offscreen windows and bindings: if (PsychIsOnscreenWindow(targetWindow) || PsychIsOffscreenWindow(targetWindow)) { // This is a possible on-/offscreen drawingtarget: PsychSetDrawingTarget(targetWindow); } else { // This must be a proxy-window object: Can't transition to it! // But we can safe-reset the current drawingtarget... PsychSetDrawingTarget((PsychWindowRecordType*) 0x1); // ...and then switch to the OpenGL context of the 'targetWindow' proxy object: PsychSetGLContext(targetWindow); // Ok, framebuffer and bindings are safe and disabled, context is set. We // should be safe to continue with the proxy... } // From here on we have a defined context and state. We can detach the drawing target whenever // we want, as everything is backed up somewhere for later reinit. // Create offscreen window either new style as FBO, or old style as texture: if ((targetWindow->imagingMode & kPsychNeedFastBackingStore) || (targetWindow->imagingMode & kPsychNeedFastOffscreenWindows)) { // Imaging mode for this window enabled: Use new way of creating the offscreen window: // We safely unbind any FBO bindings and drawingtargets: PsychSetDrawingTarget((PsychWindowRecordType*) 0x1); // Overriden for imagingmode: There we always have 4 channels... windowRecord->nrchannels=4; // Start off with standard 8 bpc fixed point: fboInternalFormat = GL_RGBA8; windowRecord->depth=32; usefloatformat = 0; // Need 16 bpc fixed point precision? if (targetWindow->imagingMode & kPsychNeed16BPCFixed) { fboInternalFormat = (targetWindow->gfxcaps & kPsychGfxCapSNTex16) ? GL_RGBA16_SNORM : GL_RGBA16; windowRecord->depth=64; usefloatformat = 0; } // Need 16 bpc floating point precision? if (targetWindow->imagingMode & kPsychNeed16BPCFloat) { fboInternalFormat = GL_RGBA_FLOAT16_APPLE; windowRecord->depth=64; usefloatformat = 1; } // Need 32 bpc floating point precision? if (targetWindow->imagingMode & kPsychNeed32BPCFloat) { fboInternalFormat = GL_RGBA_FLOAT32_APPLE; windowRecord->depth=128; usefloatformat = 2; } // Override depth value provided? if (overridedepth) { // Manual depth specified: Override with that depth: switch(depth) { case 32: fboInternalFormat = GL_RGBA8; windowRecord->depth=32; usefloatformat = 0; break; case 64: fboInternalFormat = GL_RGBA_FLOAT16_APPLE; windowRecord->depth=64; usefloatformat = 1; // Need fallback for lack of float 16 support? if (!(targetWindow->gfxcaps & kPsychGfxCapFPTex16) && !PsychIsGLES(targetWindow)) { // Yes. Try 16 bit signed normalized texture instead: if (PsychPrefStateGet_Verbosity() > 4) printf("PTB-INFO:OpenOffscreenWindow: Code requested 16 bpc float precision, but this is unsupported. Trying to use 15 bit snorm precision instead.\n"); fboInternalFormat = GL_RGBA16_SNORM; windowRecord->depth=64; usefloatformat = 0; if (!(targetWindow->gfxcaps & kPsychGfxCapSNTex16)) { printf("PTB-ERROR:OpenOffscreenWindow: Code requested 16 bpc float precision, but this is unsupported by this graphics card.\n"); printf("PTB-ERROR:OpenOffscreenWindow: Tried to use 16 bit snorm format instead, but failed as this is unsupported as well.\n"); } } break; case 128: fboInternalFormat = GL_RGBA_FLOAT32_APPLE; windowRecord->depth=128; usefloatformat = 2; break; default: fboInternalFormat = GL_RGBA8; windowRecord->depth=32; usefloatformat = 0; } } // Floating point framebuffer on OpenGL-ES requested? if (PsychIsGLES(targetWindow) && (usefloatformat > 0)) { // Yes. We only support 32 bpc float framebuffers with alpha-blending. On less supportive hardware we fail: if (!(targetWindow->gfxcaps & kPsychGfxCapFPTex32) || !(targetWindow->gfxcaps & kPsychGfxCapFPFBO32)) { PsychErrorExitMsg(PsychError_user, "Sorry, the requested offscreen window color resolution of 32 bpc floating point is not supported by your graphics card. Game over."); } // Supported. Upgrade requested format to 32 bpc float, whatever it was before: fboInternalFormat = GL_RGBA_FLOAT32_APPLE; windowRecord->depth=128; usefloatformat = 2; } // Do we need additional depth buffer attachments? needzbuffer = (PsychPrefStateGet_3DGfx()>0) ? TRUE : FALSE; // Copy in optional multiSample argument: It defaults to zero, aka multisampling disabled. PsychCopyInIntegerArg(6, FALSE, &multiSample); if (multiSample < 0) PsychErrorExitMsg(PsychError_user, "Invalid negative multiSample level provided!"); // Multisampled anti-aliasing requested? if (multiSample > 0) { // Yep. Supported by GPU? if (!(targetWindow->gfxcaps & kPsychGfxCapFBOMultisample)) { // No. We fall back to non-multisampled mode: multiSample = 0; // Tell user if warnings enabled: if (PsychPrefStateGet_Verbosity() > 1) { printf("PTB-WARNING: You requested stimulus anti-aliasing via multisampling by setting the multiSample parameter of Screen('OpenOffscreenWindow', ...) to a non-zero value.\n"); printf("PTB-WARNING: You also requested use of the imaging pipeline. Unfortunately, your combination of operating system, graphics hardware and driver does not\n"); printf("PTB-WARNING: support simultaneous use of the imaging pipeline and multisampled anti-aliasing.\n"); printf("PTB-WARNING: Will therefore continue without anti-aliasing...\n\n"); printf("PTB-WARNING: A driver upgrade may resolve this issue. Users of MacOS-X need at least OS/X 10.5.2 Leopard for support on recent ATI hardware.\n\n"); } } } // Allocate framebuffer object for this Offscreen window: if (!PsychCreateFBO(&(windowRecord->fboTable[0]), fboInternalFormat, needzbuffer, (int) PsychGetWidthFromRect(rect), (int) PsychGetHeightFromRect(rect), multiSample, specialFlags)) { // Failed! PsychErrorExitMsg(PsychError_user, "Creation of Offscreen window in imagingmode failed for some reason :("); } // Assign this FBO as drawBuffer for mono channel of our Offscreen window: windowRecord->drawBufferFBO[0] = 0; windowRecord->fboCount = 1; // Assign it as texture as well: windowRecord->textureNumber = windowRecord->fboTable[0]->coltexid; windowRecord->textureMemorySizeBytes = 0; windowRecord->textureMemory = NULL; windowRecord->texturetarget = (specialFlags & 0x1) ? GL_TEXTURE_2D : GL_TEXTURE_RECTANGLE_EXT; windowRecord->surfaceSizeBytes = (size_t) (PsychGetWidthFromRect(rect) * PsychGetHeightFromRect(rect) * (windowRecord->depth / 8)); // Set bpc for FBO backed offscreen window: windowRecord->bpc = (int) (windowRecord->depth / 4); // Initial setup done, continues below after some shared code... } else { // Traditional texture creation code: // Special case for alpha-channel: DBL_MAX signals maximum alpha // value requested. In our own code we need to manually map this to // the maximum uint8 alpha value of 255: if (color.value.rgba.a == DBL_MAX) color.value.rgba.a = 255; // Allocate the texture memory: // We only allocate the amount really needed for given format, aka numMatrixPlanes - Bytes per pixel. xSize = (size_t) PsychGetWidthFromRect(rect); ySize = (size_t) PsychGetHeightFromRect(rect); windowRecord->textureMemorySizeBytes = ((size_t) (depth/8)) * xSize * ySize; windowRecord->textureMemory = malloc(windowRecord->textureMemorySizeBytes); texturePointer=(char*) windowRecord->textureMemory; // printf("depth=%i xsize=%i ysize=%i mem=%i ptr=%p", depth, xSize, ySize, windowRecord->textureMemorySizeBytes, texturePointer); // Fill with requested background color: nbytes=0; switch (depth) { case 8: // Pure LUMINANCE texture: memset((void*) texturePointer, (int) color.value.rgba.r, windowRecord->textureMemorySizeBytes); break; case 16: // LUMINANCE + ALPHA while (nbytes < windowRecord->textureMemorySizeBytes) { *(texturePointer++) = (psych_uint8) color.value.rgba.r; *(texturePointer++) = (psych_uint8) color.value.rgba.a; nbytes+=2; } break; case 24: // RGB: while (nbytes < windowRecord->textureMemorySizeBytes) { *(texturePointer++) = (psych_uint8) color.value.rgba.r; *(texturePointer++) = (psych_uint8) color.value.rgba.g; *(texturePointer++) = (psych_uint8) color.value.rgba.b; nbytes+=3; } break; case 32: // RGBA if (bigendian) { // Code for big-endian machines, e.g., PowerPC: while (nbytes < windowRecord->textureMemorySizeBytes) { *(texturePointer++) = (psych_uint8) color.value.rgba.a; *(texturePointer++) = (psych_uint8) color.value.rgba.r; *(texturePointer++) = (psych_uint8) color.value.rgba.g; *(texturePointer++) = (psych_uint8) color.value.rgba.b; nbytes+=4; } } else { // Code for little-endian machines, e.g., IntelPC, IntelMAC, aka Pentium. while (nbytes < windowRecord->textureMemorySizeBytes) { *(texturePointer++) = (psych_uint8) color.value.rgba.b; *(texturePointer++) = (psych_uint8) color.value.rgba.g; *(texturePointer++) = (psych_uint8) color.value.rgba.r; *(texturePointer++) = (psych_uint8) color.value.rgba.a; nbytes+=4; } } break; } } // Shared setup code for FBO vs. non-FBO Offscreen windows: // Assign parent window and copy its inheritable properties: PsychAssignParentWindow(windowRecord, targetWindow); // Texture orientation is type 2 aka upright, non-transposed aka Offscreen window: windowRecord->textureOrientation = 2; if ((windowRecord->imagingMode & kPsychNeedFastBackingStore) || (windowRecord->imagingMode & kPsychNeedFastOffscreenWindows)) { // Last step for FBO backed Offscreen window: Clear it to its background color: PsychSetDrawingTarget(windowRecord); // Set default draw shader: PsychSetShader(windowRecord, -1); // Set background fill color: PsychSetGLColor(&color, windowRecord); // Setup alpha-blending: PsychUpdateAlphaBlendingFactorLazily(windowRecord); // Fullscreen fill of a non-onscreen window: PsychGLRect(windowRecord->rect); // Multisampling requested? If so, we need to enable it: if (multiSample > 0) { glEnable(GL_MULTISAMPLE); while (glGetError() != GL_NO_ERROR); } // Ready. Unbind it. PsychSetDrawingTarget(NULL); } else { // Old-style setup for non-FBO Offscreen windows: // Special texture format? if (specialFlags & 0x1) windowRecord->texturetarget = GL_TEXTURE_2D; // Let's create and bind a new texture object and fill it with our new texture data. PsychCreateTexture(windowRecord); } // Assign GLSL filter-/lookup-shaders if needed: PsychAssignHighPrecisionTextureShaders(windowRecord, targetWindow, usefloatformat, (specialFlags & 2) ? 1 : 0); // specialFlags setting 8? Disable auto-mipmap generation: if (specialFlags & 0x8) windowRecord->specialflags |= kPsychDontAutoGenMipMaps; // A specialFlags setting of 32? Protect texture against deletion via Screen('Close') without providing a explicit handle: if (specialFlags & 32) windowRecord->specialflags |= kPsychDontDeleteOnClose; // Window ready. Mark it valid and return handle to userspace: PsychSetWindowRecordValid(windowRecord); //Return the window index and the rect argument. PsychCopyOutDoubleArg(1, FALSE, windowRecord->windowIndex); PsychCopyOutRectArg(2, FALSE, rect); // Ready. return(PsychError_none); }
PsychError SCREENSetOpenGLTexture(void) { PsychWindowRecordType *windowRecord, *textureRecord; int texid, w, h, d, testarg, textureShader, usefloatformat = 0; int specialFlags = 0; GLenum target = 0; texid=w=h=d=-1; //all subfunctions should have these two lines. PsychPushHelp(useString, synopsisString, seeAlsoString); if(PsychIsGiveHelp()){PsychGiveHelp();return(PsychError_none);}; PsychErrorExit(PsychCapNumInputArgs(9)); //The maximum number of inputs PsychErrorExit(PsychRequireNumInputArgs(4)); //The required number of inputs PsychErrorExit(PsychCapNumOutputArgs(2)); //The maximum number of outputs // Get the window record from the window record argument and get info from the window record PsychAllocInWindowRecordArg(kPsychUseDefaultArgPosition, TRUE, &windowRecord); // Get the texture record from the texture record argument. // Check if either none ( [] or '' ) or the special value zero was // provided as Psychtoolbox textureHandle. In that case, we create a new // empty texture record instead of reusing an existing one. testarg=0; PsychCopyInIntegerArg(2, FALSE, &testarg); if (testarg==0) { // No valid textureHandle provided. Create a new empty textureRecord. PsychCreateWindowRecord(&textureRecord); textureRecord->windowType=kPsychTexture; textureRecord->screenNumber = windowRecord->screenNumber; // Assign parent window and copy its inheritable properties: PsychAssignParentWindow(textureRecord, windowRecord); // Mark it valid and return handle to userspace: PsychSetWindowRecordValid(textureRecord); } else { // None of the special values provided. We assume its a handle to a valid // and existing PTB texture and try to retrieve the textureRecord: PsychAllocInWindowRecordArg(2, TRUE, &textureRecord); } // Is it a textureRecord? if (!PsychIsTexture(textureRecord)) { PsychErrorExitMsg(PsychError_user, "You tried to set texture information on something else than a texture!"); } // Query OpenGL texid: PsychCopyInIntegerArg(3, TRUE, &texid); // Query OpenGL texture target: PsychCopyInIntegerArg(4, TRUE, (int*) &target); // Query optional override width: PsychCopyInIntegerArg(5, FALSE, &w); // Query optional override height: PsychCopyInIntegerArg(6, FALSE, &h); // Query optional override depth: PsychCopyInIntegerArg(7, FALSE, &d); // Get optional texture shader handle: textureShader = 0; PsychCopyInIntegerArg(8, FALSE, &textureShader); // Get optional specialFlags: PsychCopyInIntegerArg(9, FALSE, &specialFlags); // Activate OpenGL rendering context of windowRecord: PsychSetGLContext(windowRecord); // Bind the provided external OpenGL texture object: PsychTestForGLErrors(); glBindTexture(target, texid); PsychTestForGLErrors(); // Binding worked. Query its size and format unless override values are given: if (w==-1) glGetTexLevelParameteriv(target, 0, GL_TEXTURE_WIDTH, (GLint*) &w); if (h==-1) glGetTexLevelParameteriv(target, 0, GL_TEXTURE_HEIGHT, (GLint*) &h); if (d==-1) glGetTexLevelParameteriv(target, 0, GL_TEXTURE_DEPTH, (GLint*) &d); if (w<=0) { PsychErrorExitMsg(PsychError_user, "You tried to set invalid (negative) texture width."); } if (h<=0) { PsychErrorExitMsg(PsychError_user, "You tried to set invalid (negative) texture height."); } if (d<=0) { PsychErrorExitMsg(PsychError_user, "You tried to set invalid (negative) texture depth."); } // Ok, setup texture record for texture: PsychInitWindowRecordTextureFields(textureRecord); textureRecord->depth = d; // Assume this texture has four channels. FIXME: Is this problematic? textureRecord->nrchannels = 4; PsychMakeRect(textureRecord->rect, 0, 0, w, h); // Client rect of a texture is always == rect of it: PsychCopyRect(textureRecord->clientrect, textureRecord->rect); textureRecord->texturetarget = target; // Orientation is set to 2 - like an upright Offscreen window texture: textureRecord->textureOrientation = 2; textureRecord->textureNumber = texid; // Assign GLSL filter-/lookup-shaders if needed: usefloatformat is determined // by query, whereas the 'userRequest' flag is set to zero for now. glGetTexLevelParameteriv(target, 0, GL_TEXTURE_RED_SIZE, (GLint*) &d); if (d <= 0) glGetTexLevelParameteriv(target, 0, GL_TEXTURE_LUMINANCE_SIZE, (GLint*) &d); if (d < 16) usefloatformat = 0; if (d >= 16) usefloatformat = 1; if (d >= 32) usefloatformat = 2; // Assign bpc value: textureRecord->bpc = (int) d; PsychAssignHighPrecisionTextureShaders(textureRecord, windowRecord, usefloatformat, (specialFlags & 2) ? 1 : 0); // specialFlags setting 8? Disable auto-mipmap generation: if (specialFlags & 0x8) textureRecord->specialflags |= kPsychDontAutoGenMipMaps; // A specialFlags setting of 32? Protect texture against deletion via Screen('Close') without providing a explicit handle: if (specialFlags & 32) textureRecord->specialflags |= kPsychDontDeleteOnClose; // User specified override shader for this texture provided? This is useful for // basic image processing and procedural texture shading: if (textureShader!=0) { // Assign provided shader as filtershader to this texture: We negate it so // that the texture blitter routines know this is a custom shader, not our // built in filter shader: textureRecord->textureFilterShader = -1 * textureShader; } // Unbind texture: glBindTexture(target, 0); // printf("id %i target: %i w %i h %i", texid, target, w, h); // Return new (or old) PTB textureHandle for this texture: PsychCopyOutDoubleArg(1, FALSE, textureRecord->windowIndex); PsychCopyOutRectArg(2, FALSE, textureRecord->rect); // Done. return(PsychError_none); }
PsychError SCREENTransformTexture(void) { PsychWindowRecordType *sourceRecord, *targetRecord, *proxyRecord, *sourceRecord2; int testarg, specialFlags, usefloatformat, d; // All subfunctions should have these two lines. PsychPushHelp(useString, synopsisString, seeAlsoString); if (PsychIsGiveHelp()) { PsychGiveHelp(); return(PsychError_none); }; PsychErrorExit(PsychCapNumInputArgs(5)); PsychErrorExit(PsychRequireNumInputArgs(2)); PsychErrorExit(PsychCapNumOutputArgs(1)); // OpenGL FBO's supported? Otherwise this is a no-go... if (glBindFramebufferEXT == NULL || glUseProgram == NULL) { // Game over! printf("PTB-ERROR: Sorry, your graphics driver & hardware does not support the required OpenGL framebuffer object extension or\n"); printf("PTB-ERROR: the OpenGL shading language for hardware accelerated fragment processing. This function is therefore disabled.\n"); printf("PTB-ERROR: You will need at least a NVidia GeforceFX-5200, a ATI Radeon 9600 or a Intel GMA-950 graphics card for this\n"); printf("PTB-ERROR: to work. If you have such a card (or a more recent one) then you'll need to update your graphics drivers.\n\n"); PsychErrorExitMsg(PsychError_user, "Screen('TransformTexture') command unsupported on your combination of graphics hardware & driver."); } // Get the window structure for the source texture. PsychAllocInWindowRecordArg(1, TRUE, &sourceRecord); if (!PsychIsTexture(sourceRecord)) PsychErrorExitMsg(PsychError_user, "'sourceTexture' argument must be a handle to a texture or offscreen window."); // Get the window structure for the proxy object. PsychAllocInWindowRecordArg(2, TRUE, &proxyRecord); if (proxyRecord->windowType != kPsychProxyWindow) PsychErrorExitMsg(PsychError_user, "'transformProxyPtr' argument must be a handle to a proxy object."); // Test if optional specialFlags are provided: specialFlags = 0; PsychCopyInIntegerArg(5, FALSE, &specialFlags); // Activate rendering context of the proxy object and soft-reset the drawing engine, // so we're in a well defined state. The value 1 means: Reset safely, ie. do any // framebuffer backups that might be needed before NULL-ing the binding: PsychSetDrawingTarget((PsychWindowRecordType*) 0x1); PsychSetGLContext(proxyRecord); // Save all state: glPushAttrib(GL_ALL_ATTRIB_BITS); // Disable alpha-blending: glDisable(GL_BLEND); // Reset color write mask to "all enabled" glColorMask(GL_TRUE,GL_TRUE,GL_TRUE,GL_TRUE); // Disable any shaders: PsychSetShader(proxyRecord, 0); // Transform sourceRecord source texture into a normalized, upright texture if it isn't already in // that format. We require this standard orientation for simplified shader design. if (!(specialFlags & 1)) PsychNormalizeTextureOrientation(sourceRecord); // Test if optional 2nd source texture is provided: testarg = 0; PsychCopyInIntegerArg(3, FALSE, &testarg); if (testarg != 0) { // Tes. Get the window structure for the 2nd source texture. PsychAllocInWindowRecordArg(3, TRUE, &sourceRecord2); if (!PsychIsTexture(sourceRecord2)) PsychErrorExitMsg(PsychError_user, "'sourceTexture2' argument must be a handle to a texture or offscreen window."); // Transform sourceRecord2 source texture into a normalized, upright texture if it isn't already in // that format. We require this standard orientation for simplified shader design. if (!(specialFlags & 1)) PsychNormalizeTextureOrientation(sourceRecord2); } else { // No secondary source texture: sourceRecord2 = NULL; } // Restore proper rendering context: PsychSetGLContext(proxyRecord); // Test if optional target texture is provided: testarg = 0; PsychCopyInIntegerArg(4, FALSE, &testarg); // Do we need to create a new one from scratch? if (testarg == 0) { // No valid textureHandle provided. Create a new empty textureRecord which clones some // of the properties of the sourceRecord targetRecord = NULL; PsychCreateWindowRecord(&targetRecord); PsychInitWindowRecordTextureFields(targetRecord); targetRecord->windowType=kPsychTexture; targetRecord->screenNumber = sourceRecord->screenNumber; // Assign parent window and copy its inheritable properties: PsychAssignParentWindow(targetRecord, sourceRecord); targetRecord->depth = sourceRecord->depth; // Assume this texture has four channels. targetRecord->nrchannels = 4; PsychCopyRect(targetRecord->rect, sourceRecord->rect); PsychCopyRect(targetRecord->clientrect, targetRecord->rect); targetRecord->texturetarget = sourceRecord->texturetarget; // Orientation is set to 2 - like an upright Offscreen window texture: targetRecord->textureOrientation = 2; // Mark it valid and return handle to userspace: PsychSetWindowRecordValid(targetRecord); } else { // Get the window structure for the target texture. PsychAllocInWindowRecordArg(4, TRUE, &targetRecord); if (!PsychIsTexture(targetRecord)) PsychErrorExitMsg(PsychError_user, "'targetTexture' argument must be a handle to a texture or offscreen window."); } // Make sure our source textures have at least a pseudo FBO for read-access: PsychCreateShadowFBOForTexture(sourceRecord, FALSE, -1); if (sourceRecord2) PsychCreateShadowFBOForTexture(sourceRecord2, FALSE, -1); // Make sure the target texture is upright/normalized: if (!(specialFlags & 1)) PsychNormalizeTextureOrientation(targetRecord); // Make sure our target texture has a full-blown FBO attached as a rendertarget. // As our proxy object defines the image processing ops, it also defines the // required imagingMode properties for the target texture: PsychCreateShadowFBOForTexture(targetRecord, TRUE, proxyRecord->imagingMode); // Assign GLSL filter-/lookup-shaders if needed: usefloatformat is queried. // The 'userRequest' flag is set depending on specialFlags setting & 2. glBindTexture(targetRecord->texturetarget, targetRecord->textureNumber); glGetTexLevelParameteriv(targetRecord->texturetarget, 0, GL_TEXTURE_RED_SIZE, (GLint*) &d); if (d <= 0) glGetTexLevelParameteriv(targetRecord->texturetarget, 0, GL_TEXTURE_LUMINANCE_SIZE, (GLint*) &d); glBindTexture(targetRecord->texturetarget, 0); usefloatformat = 0; if (d == 16) usefloatformat = 1; if (d >= 32) usefloatformat = 2; PsychAssignHighPrecisionTextureShaders(targetRecord, sourceRecord, usefloatformat, (specialFlags & 2) ? 1 : 0); // Make sure our proxy has suitable bounce buffers if we need any: if (proxyRecord->imagingMode & (kPsychNeedDualPass | kPsychNeedMultiPass)) { // Needs multi-pass processing. Create bounce buffer if neccessary: PsychCopyRect(proxyRecord->rect, targetRecord->rect); PsychCopyRect(proxyRecord->clientrect, targetRecord->rect); // Build FBO for bounce-buffering. This will always be upright/normalized, // so no need to normalize "texture orientation" for proxyRecord bounce buffers: PsychCreateShadowFBOForTexture(proxyRecord, TRUE, proxyRecord->imagingMode); } // Make sure we don't have VRAM memory feedback loops: if ((sourceRecord->textureNumber == targetRecord->textureNumber) || (sourceRecord2 && (sourceRecord2->textureNumber == targetRecord->textureNumber))) PsychErrorExitMsg(PsychError_user, "Source texture and target texture must be different!"); // Apply image processing operation: Use ressources and OpenGL context of proxyRecord, run user defined blit chain, // Don't supply user specific data (NULL), don't supply override blitter (NULL), source is read-only (TRUE), no // swizzle allowed (FALSE), sourceRecord is source, targetRecord is destination, bounce buffers provided by proxyRecord, // no secondary FBO available (NULL). PsychPipelineExecuteHook(proxyRecord, kPsychUserDefinedBlit, NULL, NULL, TRUE, FALSE, &(sourceRecord->fboTable[sourceRecord->drawBufferFBO[0]]), (sourceRecord2) ? &(sourceRecord2->fboTable[sourceRecord2->drawBufferFBO[0]]) : NULL, &(targetRecord->fboTable[targetRecord->drawBufferFBO[0]]), (proxyRecord->drawBufferFBO[0]!=-1) ? &(proxyRecord->fboTable[proxyRecord->drawBufferFBO[0]]) : NULL); // Restore previous settings: glPopAttrib(); // Set "dirty" flag on texture: (Ab)used to trigger regeneration of mip-maps during texture drawing of mip-mapped textures. targetRecord->needsViewportSetup = TRUE; //Return the window index and the rect argument. PsychCopyOutDoubleArg(1, FALSE, targetRecord->windowIndex); // Done. return(PsychError_none); }
PsychError SCREENGetMovieImage(void) { PsychWindowRecordType *windowRecord; PsychWindowRecordType *textureRecord; PsychRectType rect; double deadline, tnow; int moviehandle = -1; int waitForImage = TRUE; double requestedTimeIndex = -1; double presentation_timestamp = 0; int rc=0; int specialFlags = 0; int specialFlags2 = 0; // All sub functions should have these two lines PsychPushHelp(useString, synopsisString, seeAlsoString); if(PsychIsGiveHelp()) {PsychGiveHelp(); return(PsychError_none);}; PsychErrorExit(PsychCapNumInputArgs(6)); // Max. 6 input args. PsychErrorExit(PsychRequireNumInputArgs(2)); // Min. 2 input args required. PsychErrorExit(PsychCapNumOutputArgs(2)); // Max. 2 output args. // Get the window record from the window record argument and get info from the window record PsychAllocInWindowRecordArg(kPsychUseDefaultArgPosition, TRUE, &windowRecord); // Only onscreen windows allowed: if(!PsychIsOnscreenWindow(windowRecord)) { PsychErrorExitMsg(PsychError_user, "GetMovieImage called on something else than an onscreen window."); } // Get the movie handle: PsychCopyInIntegerArg(2, TRUE, &moviehandle); if (moviehandle==-1) { PsychErrorExitMsg(PsychError_user, "GetMovieImage called without valid handle to a movie object."); } // Get the 'waitForImage' flag: If waitForImage == true == 1, we'll do a blocking wait for // arrival of a new image for playback. Otherwise we will return with a 0-Handle if there // isn't any new image available. PsychCopyInIntegerArg(3, FALSE, &waitForImage); // Get the requested timeindex for the frame. The default is -1, which means: Get the next image, // according to current movie playback time. PsychCopyInDoubleArg(4, FALSE, &requestedTimeIndex); // Get the optional specialFlags flag: PsychCopyInIntegerArg(5, FALSE, &specialFlags); // Get the optional specialFlags2 flag: PsychCopyInIntegerArg(6, FALSE, &specialFlags2); PsychGetAdjustedPrecisionTimerSeconds(&deadline); deadline += 5; while (rc==0) { rc = PsychGetTextureFromMovie(windowRecord, moviehandle, TRUE, requestedTimeIndex, NULL, NULL); PsychGetAdjustedPrecisionTimerSeconds(&tnow); if (rc<0 || (tnow > deadline)) { // No image available and there won't be any in the future, because the movie has reached // its end and we are not in looped playback mode: if (tnow > deadline) printf("PTB-ERROR: In Screen('GetMovieImage') for movie %i: Timed out while waiting for new frame after 5 seconds!\n", moviehandle); // No new texture available: Return a negative handle: PsychCopyOutDoubleArg(1, TRUE, -1); // ...and an invalid timestamp: PsychCopyOutDoubleArg(2, FALSE, -1); // Ready! return(PsychError_none); } else if (rc==0 && waitForImage == 0) { // We should just poll once and no new texture available: Return a null-handle: PsychCopyOutDoubleArg(1, TRUE, 0); // ...and an invalid timestamp: PsychCopyOutDoubleArg(2, FALSE, -1); // Ready! return(PsychError_none); } else if (rc==0 && waitForImage != 0) { // No new texture available yet. Just sleep a bit and then retry... PsychWaitIntervalSeconds(0.005); } } // New image available: Go ahead... // Create a texture record. Really just a window record adapted for textures. PsychCreateWindowRecord(&textureRecord); // This also fills the window index field. // Set mode to 'Texture': textureRecord->windowType=kPsychTexture; // We need to assign the screen number of the onscreen-window. textureRecord->screenNumber=windowRecord->screenNumber; // It is always a 32 bit texture for movie textures: textureRecord->depth=32; textureRecord->nrchannels = 4; // Create default rectangle which describes the dimensions of the image. Will be overwritten // later on. PsychMakeRect(rect, 0, 0, 10, 10); PsychCopyRect(textureRecord->rect, rect); // Other setup stuff: textureRecord->textureMemorySizeBytes= 0; textureRecord->textureMemory=NULL; // Assign parent window and copy its inheritable properties: PsychAssignParentWindow(textureRecord, windowRecord); // Try to fetch an image from the movie object and return it as texture: PsychGetTextureFromMovie(windowRecord, moviehandle, FALSE, requestedTimeIndex, textureRecord, ((specialFlags2 & 1) ? NULL : &presentation_timestamp)); // Assign GLSL filter-/lookup-shaders if needed: usefloatformat is always == 0 as // our current movie engine implementations only return 8 bpc fixed textures. // The 'userRequest' flag is set if specialmode flag is set to 8. PsychAssignHighPrecisionTextureShaders(textureRecord, windowRecord, 0, (specialFlags & 2) ? 1 : 0); // Texture ready for consumption. Mark it valid and return handle to userspace: PsychSetWindowRecordValid(textureRecord); PsychCopyOutDoubleArg(1, TRUE, textureRecord->windowIndex); // Return presentation timestamp for this image: PsychCopyOutDoubleArg(2, FALSE, presentation_timestamp); // Ready! return(PsychError_none); }