1 /*****************************************************************************
2 * opengl.c: OpenGL and OpenGL ES output common code
3 *****************************************************************************
4 * Copyright (C) 2004-2013 VLC authors and VideoLAN
5 * Copyright (C) 2009, 2011 Laurent Aimar
7 * Authors: Laurent Aimar <fenrir _AT_ videolan _DOT_ org>
8 * Ilkka Ollakka <ileoo@videolan.org>
10 * Adrien Maglo <magsoft at videolan dot org>
11 * Felix Paul Kühne <fkuehne at videolan dot org>
12 * Pierre d'Herbemont <pdherbemont at videolan dot org>
14 * This program is free software; you can redistribute it and/or modify it
15 * under the terms of the GNU Lesser General Public License as published by
16 * the Free Software Foundation; either version 2.1 of the License, or
17 * (at your option) any later version.
19 * This program is distributed in the hope that it will be useful,
20 * but WITHOUT ANY WARRANTY; without even the implied warranty of
21 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
22 * GNU Lesser General Public License for more details.
24 * You should have received a copy of the GNU Lesser General Public License
25 * along with this program; if not, write to the Free Software Foundation,
26 * Inc., 51 Franklin Street, Fifth Floor, Boston MA 02110-1301, USA.
27 *****************************************************************************/
34 #include <vlc_common.h>
35 #include <vlc_picture_pool.h>
36 #include <vlc_subpicture.h>
37 #include <vlc_opengl.h>
38 #include <vlc_memory.h>
42 #ifndef GL_CLAMP_TO_EDGE
43 # define GL_CLAMP_TO_EDGE 0x812F
46 #if USE_OPENGL_ES == 2 || defined(__APPLE__)
47 # define PFNGLGETPROGRAMIVPROC typeof(glGetProgramiv)*
48 # define PFNGLGETPROGRAMINFOLOGPROC typeof(glGetProgramInfoLog)*
49 # define PFNGLGETSHADERIVPROC typeof(glGetShaderiv)*
50 # define PFNGLGETSHADERINFOLOGPROC typeof(glGetShaderInfoLog)*
51 # define PFNGLGETUNIFORMLOCATIONPROC typeof(glGetUniformLocation)*
52 # define PFNGLGETATTRIBLOCATIONPROC typeof(glGetAttribLocation)*
53 # define PFNGLVERTEXATTRIBPOINTERPROC typeof(glVertexAttribPointer)*
54 # define PFNGLENABLEVERTEXATTRIBARRAYPROC typeof(glEnableVertexAttribArray)*
55 # define PFNGLUNIFORMMATRIX4FVPROC typeof(glUniformMatrix4fv)*
56 # define PFNGLUNIFORM4FVPROC typeof(glUniform4fv)*
57 # define PFNGLUNIFORM4FPROC typeof(glUniform4f)*
58 # define PFNGLUNIFORM1IPROC typeof(glUniform1i)*
59 # define PFNGLCREATESHADERPROC typeof(glCreateShader)*
60 # define PFNGLSHADERSOURCEPROC typeof(glShaderSource)*
61 # define PFNGLCOMPILESHADERPROC typeof(glCompileShader)*
62 # define PFNGLDELETESHADERPROC typeof(glDeleteShader)*
63 # define PFNGLCREATEPROGRAMPROC typeof(glCreateProgram)*
64 # define PFNGLLINKPROGRAMPROC typeof(glLinkProgram)*
65 # define PFNGLUSEPROGRAMPROC typeof(glUseProgram)*
66 # define PFNGLDELETEPROGRAMPROC typeof(glDeleteProgram)*
67 # define PFNGLATTACHSHADERPROC typeof(glAttachShader)*
68 # define PFNGLGENBUFFERSPROC typeof(glGenBuffers)*
69 # define PFNGLBINDBUFFERPROC typeof(glBindBuffer)*
70 # define PFNGLBUFFERDATAPROC typeof(glBufferData)*
71 # define PFNGLDELETEBUFFERSPROC typeof(glDeleteBuffers)*
72 #if defined(__APPLE__) && USE_OPENGL_ES
73 # import <CoreFoundation/CoreFoundation.h>
78 # define GLSL_VERSION "100"
79 # define VLCGL_TEXTURE_COUNT 1
80 # define VLCGL_PICTURE_MAX 1
81 # define PRECISION "precision highp float;"
82 #if USE_OPENGL_ES == 2
83 # define SUPPORTS_SHADERS
84 # define glClientActiveTexture(x)
86 # define SUPPORTS_FIXED_PIPELINE
87 # define GL_MAX_TEXTURE_IMAGE_UNITS GL_MAX_TEXTURE_UNITS
90 # define GLSL_VERSION "120"
91 # define VLCGL_TEXTURE_COUNT 1
92 # define VLCGL_PICTURE_MAX 128
94 # define SUPPORTS_SHADERS
95 # define SUPPORTS_FIXED_PIPELINE
98 static const vlc_fourcc_t gl_subpicture_chromas[] = {
121 struct vout_display_opengl_t {
126 const vlc_chroma_description_t *chroma;
133 int tex_width[PICTURE_PLANE_MAX];
134 int tex_height[PICTURE_PLANE_MAX];
136 GLuint texture[VLCGL_TEXTURE_COUNT][PICTURE_PLANE_MAX];
142 picture_pool_t *pool;
144 /* index 0 for normal and 1 for subtitle overlay */
146 GLint shader[3]; //3. is for the common vertex shader
148 GLfloat local_value[16];
150 GLuint vertex_buffer_object;
151 GLuint texture_buffer_object[PICTURE_PLANE_MAX];
153 GLuint *subpicture_buffer_object;
154 int subpicture_buffer_object_count;
156 /* Shader variables commands*/
157 #ifdef SUPPORTS_SHADERS
158 PFNGLGETUNIFORMLOCATIONPROC GetUniformLocation;
159 PFNGLGETATTRIBLOCATIONPROC GetAttribLocation;
160 PFNGLVERTEXATTRIBPOINTERPROC VertexAttribPointer;
161 PFNGLENABLEVERTEXATTRIBARRAYPROC EnableVertexAttribArray;
163 PFNGLUNIFORMMATRIX4FVPROC UniformMatrix4fv;
164 PFNGLUNIFORM4FVPROC Uniform4fv;
165 PFNGLUNIFORM4FPROC Uniform4f;
166 PFNGLUNIFORM1IPROC Uniform1i;
169 PFNGLCREATESHADERPROC CreateShader;
170 PFNGLSHADERSOURCEPROC ShaderSource;
171 PFNGLCOMPILESHADERPROC CompileShader;
172 PFNGLDELETESHADERPROC DeleteShader;
174 PFNGLCREATEPROGRAMPROC CreateProgram;
175 PFNGLLINKPROGRAMPROC LinkProgram;
176 PFNGLUSEPROGRAMPROC UseProgram;
177 PFNGLDELETEPROGRAMPROC DeleteProgram;
179 PFNGLATTACHSHADERPROC AttachShader;
181 /* Shader log commands */
182 PFNGLGETPROGRAMIVPROC GetProgramiv;
183 PFNGLGETPROGRAMINFOLOGPROC GetProgramInfoLog;
184 PFNGLGETSHADERIVPROC GetShaderiv;
185 PFNGLGETSHADERINFOLOGPROC GetShaderInfoLog;
187 PFNGLGENBUFFERSPROC GenBuffers;
188 PFNGLBINDBUFFERPROC BindBuffer;
189 PFNGLBUFFERDATAPROC BufferData;
190 PFNGLDELETEBUFFERSPROC DeleteBuffers;
194 PFNGLACTIVETEXTUREPROC ActiveTexture;
195 PFNGLCLIENTACTIVETEXTUREPROC ClientActiveTexture;
200 bool use_multitexture;
202 /* Non-power-of-2 texture size support */
205 uint8_t *texture_temp_buf;
206 int texture_temp_buf_size;
209 static inline int GetAlignedSize(unsigned size)
211 /* Return the smallest larger or equal power of 2 */
212 unsigned align = 1 << (8 * sizeof (unsigned) - clz(size));
213 return ((align >> 1) == size) ? size : align;
217 static bool IsLuminance16Supported(int target)
221 glGenTextures(1, &texture);
222 glBindTexture(target, texture);
223 glTexImage2D(target, 0, GL_LUMINANCE16,
224 64, 64, 0, GL_LUMINANCE, GL_UNSIGNED_SHORT, NULL);
226 glGetTexLevelParameteriv(target, 0, GL_TEXTURE_LUMINANCE_SIZE, &size);
228 glDeleteTextures(1, &texture);
234 #ifdef SUPPORTS_SHADERS
235 static void BuildVertexShader(vout_display_opengl_t *vgl,
238 /* Basic vertex shader */
239 const char *vertexShader =
240 "#version " GLSL_VERSION "\n"
242 "varying vec4 TexCoord0,TexCoord1, TexCoord2;"
243 "attribute vec4 MultiTexCoord0,MultiTexCoord1,MultiTexCoord2;"
244 "attribute vec2 VertexPosition;"
245 "uniform mat4 RotationMatrix;"
247 " TexCoord0 = MultiTexCoord0;"
248 " TexCoord1 = MultiTexCoord1;"
249 " TexCoord2 = MultiTexCoord2;"
250 " gl_Position = RotationMatrix * vec4(VertexPosition, 0.0, 1.0);"
253 *shader = vgl->CreateShader(GL_VERTEX_SHADER);
254 vgl->ShaderSource(*shader, 1, &vertexShader, NULL);
255 vgl->CompileShader(*shader);
258 static void BuildYUVFragmentShader(vout_display_opengl_t *vgl,
261 GLfloat *local_value,
262 const video_format_t *fmt,
263 float yuv_range_correction)
266 /* [R/G/B][Y U V O] from TV range to full range
267 * XXX we could also do hue/brightness/constrast/gamma
268 * by simply changing the coefficients
270 const float matrix_bt601_tv2full[12] = {
271 1.164383561643836, 0.0000, 1.596026785714286, -0.874202217873451 ,
272 1.164383561643836, -0.391762290094914, -0.812967647237771, 0.531667823499146 ,
273 1.164383561643836, 2.017232142857142, 0.0000, -1.085630789302022 ,
275 const float matrix_bt709_tv2full[12] = {
276 1.164383561643836, 0.0000, 1.792741071428571, -0.972945075016308 ,
277 1.164383561643836, -0.21324861427373, -0.532909328559444, 0.301482665475862 ,
278 1.164383561643836, 2.112401785714286, 0.0000, -1.133402217873451 ,
280 const float (*matrix) = fmt->i_height > 576 ? matrix_bt709_tv2full
281 : matrix_bt601_tv2full;
283 /* Basic linear YUV -> RGB conversion using bilinear interpolation */
284 const char *template_glsl_yuv =
285 "#version " GLSL_VERSION "\n"
287 "uniform sampler2D Texture0;"
288 "uniform sampler2D Texture1;"
289 "uniform sampler2D Texture2;"
290 "uniform vec4 Coefficient[4];"
291 "varying vec4 TexCoord0,TexCoord1,TexCoord2;"
294 " vec4 x,y,z,result;"
295 " x = texture2D(Texture0, TexCoord0.st);"
296 " %c = texture2D(Texture1, TexCoord1.st);"
297 " %c = texture2D(Texture2, TexCoord2.st);"
299 " result = x * Coefficient[0] + Coefficient[3];"
300 " result = (y * Coefficient[1]) + result;"
301 " result = (z * Coefficient[2]) + result;"
302 " gl_FragColor = result;"
304 bool swap_uv = fmt->i_chroma == VLC_CODEC_YV12 ||
305 fmt->i_chroma == VLC_CODEC_YV9;
308 if (asprintf(&code, template_glsl_yuv,
310 swap_uv ? 'y' : 'z') < 0)
313 for (int i = 0; i < 4; i++) {
314 float correction = i < 3 ? yuv_range_correction : 1.f;
315 /* We place coefficient values for coefficient[4] in one array from matrix values.
316 Notice that we fill values from top down instead of left to right.*/
317 for (int j = 0; j < 4; j++)
318 local_value[*local_count + i*4+j] = j < 3 ? correction * matrix[j*4+i]
324 *shader = vgl->CreateShader(GL_FRAGMENT_SHADER);
325 vgl->ShaderSource(*shader, 1, (const char **)&code, NULL);
326 vgl->CompileShader(*shader);
332 static void BuildRGBFragmentShader(vout_display_opengl_t *vgl,
335 // Simple shader for RGB
337 "#version " GLSL_VERSION "\n"
339 "uniform sampler2D Texture[3];"
340 "varying vec4 TexCoord0,TexCoord1,TexCoord2;"
343 " gl_FragColor = texture2D(Texture[0], TexCoord0.st);"
345 *shader = vgl->CreateShader(GL_FRAGMENT_SHADER);
346 vgl->ShaderSource(*shader, 1, &code, NULL);
347 vgl->CompileShader(*shader);
351 static void BuildRGBAFragmentShader(vout_display_opengl_t *vgl,
354 // Simple shader for RGBA
356 "#version " GLSL_VERSION "\n"
358 "uniform sampler2D Texture;"
359 "uniform vec4 FillColor;"
360 "varying vec4 TexCoord0;"
363 " gl_FragColor = texture2D(Texture, TexCoord0.st) * FillColor;"
365 *shader = vgl->CreateShader(GL_FRAGMENT_SHADER);
366 vgl->ShaderSource(*shader, 1, &code, NULL);
367 vgl->CompileShader(*shader);
370 static void BuildXYZFragmentShader(vout_display_opengl_t *vgl,
373 /* Shader for XYZ to RGB correction
375 * - XYZ gamma correction
376 * - XYZ to RGB matrix conversion
377 * - reverse RGB gamma correction
380 "#version " GLSL_VERSION "\n"
382 "uniform sampler2D Texture0;"
383 "uniform vec4 xyz_gamma = vec4(2.6);"
384 "uniform vec4 rgb_gamma = vec4(1.0/2.2);"
385 // WARN: matrix Is filled column by column (not row !)
386 "uniform mat4 matrix_xyz_rgb = mat4("
387 " 3.240454 , -0.9692660, 0.0556434, 0.0,"
388 " -1.5371385, 1.8760108, -0.2040259, 0.0,"
389 " -0.4985314, 0.0415560, 1.0572252, 0.0,"
390 " 0.0, 0.0, 0.0, 1.0 "
393 "varying vec4 TexCoord0;"
397 " v_in = texture2D(Texture0, TexCoord0.st);"
398 " v_in = pow(v_in, xyz_gamma);"
399 " v_out = matrix_xyz_rgb * v_in ;"
400 " v_out = pow(v_out, rgb_gamma) ;"
401 " v_out = clamp(v_out, 0.0, 1.0) ;"
402 " gl_FragColor = v_out;"
404 *shader = vgl->CreateShader(GL_FRAGMENT_SHADER);
405 vgl->ShaderSource(*shader, 1, &code, NULL);
406 vgl->CompileShader(*shader);
411 vout_display_opengl_t *vout_display_opengl_New(video_format_t *fmt,
412 const vlc_fourcc_t **subpicture_chromas,
415 vout_display_opengl_t *vgl = calloc(1, sizeof(*vgl));
420 if (vlc_gl_Lock(vgl->gl)) {
425 if (vgl->gl->getProcAddress == NULL) {
426 fprintf(stderr, "getProcAddress not implemented, bailing out\n");
431 const char *extensions = (const char *)glGetString(GL_EXTENSIONS);
433 const unsigned char *ogl_version = glGetString(GL_VERSION);
434 bool supports_shaders = strverscmp((const char *)ogl_version, "2.0") >= 0;
436 bool supports_shaders = false;
439 #if USE_OPENGL_ES == 2
440 vgl->CreateShader = glCreateShader;
441 vgl->ShaderSource = glShaderSource;
442 vgl->CompileShader = glCompileShader;
443 vgl->AttachShader = glAttachShader;
445 vgl->GetProgramiv = glGetProgramiv;
446 vgl->GetShaderiv = glGetShaderiv;
447 vgl->GetProgramInfoLog = glGetProgramInfoLog;
448 vgl->GetShaderInfoLog = glGetShaderInfoLog;
450 vgl->DeleteShader = glDeleteShader;
452 vgl->GetUniformLocation = glGetUniformLocation;
453 vgl->GetAttribLocation = glGetAttribLocation;
454 vgl->VertexAttribPointer= glVertexAttribPointer;
455 vgl->EnableVertexAttribArray = glEnableVertexAttribArray;
456 vgl->UniformMatrix4fv = glUniformMatrix4fv;
457 vgl->Uniform4fv = glUniform4fv;
458 vgl->Uniform4f = glUniform4f;
459 vgl->Uniform1i = glUniform1i;
461 vgl->CreateProgram = glCreateProgram;
462 vgl->LinkProgram = glLinkProgram;
463 vgl->UseProgram = glUseProgram;
464 vgl->DeleteProgram = glDeleteProgram;
466 vgl->GenBuffers = glGenBuffers;
467 vgl->BindBuffer = glBindBuffer;
468 vgl->BufferData = glBufferData;
469 vgl->DeleteBuffers = glDeleteBuffers;
471 supports_shaders = true;
472 #elif defined(SUPPORTS_SHADERS)
473 vgl->CreateShader = (PFNGLCREATESHADERPROC)vlc_gl_GetProcAddress(vgl->gl, "glCreateShader");
474 vgl->ShaderSource = (PFNGLSHADERSOURCEPROC)vlc_gl_GetProcAddress(vgl->gl, "glShaderSource");
475 vgl->CompileShader = (PFNGLCOMPILESHADERPROC)vlc_gl_GetProcAddress(vgl->gl, "glCompileShader");
476 vgl->AttachShader = (PFNGLATTACHSHADERPROC)vlc_gl_GetProcAddress(vgl->gl, "glAttachShader");
478 vgl->GetProgramiv = (PFNGLGETPROGRAMIVPROC)vlc_gl_GetProcAddress(vgl->gl, "glGetProgramiv");
479 vgl->GetShaderiv = (PFNGLGETSHADERIVPROC)vlc_gl_GetProcAddress(vgl->gl, "glGetShaderiv");
480 vgl->GetProgramInfoLog = (PFNGLGETPROGRAMINFOLOGPROC)vlc_gl_GetProcAddress(vgl->gl, "glGetProgramInfoLog");
481 vgl->GetShaderInfoLog = (PFNGLGETSHADERINFOLOGPROC)vlc_gl_GetProcAddress(vgl->gl, "glGetShaderInfoLog");
483 vgl->DeleteShader = (PFNGLDELETESHADERPROC)vlc_gl_GetProcAddress(vgl->gl, "glDeleteShader");
485 vgl->GetUniformLocation = (PFNGLGETUNIFORMLOCATIONPROC)vlc_gl_GetProcAddress(vgl->gl, "glGetUniformLocation");
486 vgl->GetAttribLocation = (PFNGLGETATTRIBLOCATIONPROC)vlc_gl_GetProcAddress(vgl->gl, "glGetAttribLocation");
487 vgl->VertexAttribPointer= (PFNGLVERTEXATTRIBPOINTERPROC)vlc_gl_GetProcAddress(vgl->gl, "glVertexAttribPointer");
488 vgl->EnableVertexAttribArray = (PFNGLENABLEVERTEXATTRIBARRAYPROC)vlc_gl_GetProcAddress(vgl->gl, "glEnableVertexAttribArray");
489 vgl->UniformMatrix4fv = (PFNGLUNIFORMMATRIX4FVPROC)vlc_gl_GetProcAddress(vgl->gl,"glUniformMatrix4fv");
490 vgl->Uniform4fv = (PFNGLUNIFORM4FVPROC)vlc_gl_GetProcAddress(vgl->gl,"glUniform4fv");
491 vgl->Uniform4f = (PFNGLUNIFORM4FPROC)vlc_gl_GetProcAddress(vgl->gl,"glUniform4f");
492 vgl->Uniform1i = (PFNGLUNIFORM1IPROC)vlc_gl_GetProcAddress(vgl->gl,"glUniform1i");
494 vgl->CreateProgram = (PFNGLCREATEPROGRAMPROC)vlc_gl_GetProcAddress(vgl->gl, "glCreateProgram");
495 vgl->LinkProgram = (PFNGLLINKPROGRAMPROC)vlc_gl_GetProcAddress(vgl->gl, "glLinkProgram");
496 vgl->UseProgram = (PFNGLUSEPROGRAMPROC)vlc_gl_GetProcAddress(vgl->gl, "glUseProgram");
497 vgl->DeleteProgram = (PFNGLDELETEPROGRAMPROC)vlc_gl_GetProcAddress(vgl->gl, "glDeleteProgram");
499 vgl->GenBuffers = (PFNGLGENBUFFERSPROC)vlc_gl_GetProcAddress(vgl->gl, "glGenBuffers");
500 vgl->BindBuffer = (PFNGLBINDBUFFERPROC)vlc_gl_GetProcAddress(vgl->gl, "glBindBuffer");
501 vgl->BufferData = (PFNGLBUFFERDATAPROC)vlc_gl_GetProcAddress(vgl->gl, "glBufferData");
502 vgl->DeleteBuffers = (PFNGLDELETEBUFFERSPROC)vlc_gl_GetProcAddress(vgl->gl, "glDeleteBuffers");
504 if (!vgl->CreateShader || !vgl->ShaderSource || !vgl->CreateProgram)
505 supports_shaders = false;
509 vgl->ActiveTexture = (PFNGLACTIVETEXTUREPROC)vlc_gl_GetProcAddress(vgl->gl, "glActiveTexture");
510 vgl->ClientActiveTexture = (PFNGLCLIENTACTIVETEXTUREPROC)vlc_gl_GetProcAddress(vgl->gl, "glClientActiveTexture");
511 # define glActiveTexture vgl->ActiveTexture
512 # define glClientActiveTexture vgl->ClientActiveTexture
515 vgl->supports_npot = HasExtension(extensions, "GL_ARB_texture_non_power_of_two") ||
516 HasExtension(extensions, "GL_APPLE_texture_2D_limited_npot");
518 #if USE_OPENGL_ES == 2
519 /* OpenGL ES 2 includes support for non-power of 2 textures by specification
520 * so checks for extensions are bound to fail. Check for OpenGL ES version instead. */
521 vgl->supports_npot = true;
524 GLint max_texture_units = 0;
525 glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &max_texture_units);
529 /* work-around an iOS 6 bug */
530 if (kCFCoreFoundationVersionNumber >= 786.)
531 max_texture_units = 8;
532 supports_shaders = true;
536 /* Initialize with default chroma */
538 vgl->fmt.i_chroma = VLC_CODEC_RGB32;
539 # if defined(WORDS_BIGENDIAN)
540 vgl->fmt.i_rmask = 0xff000000;
541 vgl->fmt.i_gmask = 0x00ff0000;
542 vgl->fmt.i_bmask = 0x0000ff00;
544 vgl->fmt.i_rmask = 0x000000ff;
545 vgl->fmt.i_gmask = 0x0000ff00;
546 vgl->fmt.i_bmask = 0x00ff0000;
548 vgl->tex_target = GL_TEXTURE_2D;
549 vgl->tex_format = GL_RGBA;
550 vgl->tex_internal = GL_RGBA;
551 vgl->tex_type = GL_UNSIGNED_BYTE;
552 /* Use YUV if possible and needed */
553 bool need_fs_yuv = false;
554 bool need_fs_xyz = false;
555 bool need_fs_rgba = USE_OPENGL_ES == 2;
556 float yuv_range_correction = 1.0;
558 if (max_texture_units >= 3 && supports_shaders && vlc_fourcc_IsYUV(fmt->i_chroma)) {
559 const vlc_fourcc_t *list = vlc_fourcc_GetYUVFallback(fmt->i_chroma);
561 const vlc_chroma_description_t *dsc = vlc_fourcc_GetChromaDescription(*list);
562 if (dsc && dsc->plane_count == 3 && dsc->pixel_size == 1) {
565 vgl->fmt.i_chroma = *list;
566 vgl->tex_format = GL_LUMINANCE;
567 vgl->tex_internal = GL_LUMINANCE;
568 vgl->tex_type = GL_UNSIGNED_BYTE;
569 yuv_range_correction = 1.0;
572 } else if (dsc && dsc->plane_count == 3 && dsc->pixel_size == 2 &&
573 IsLuminance16Supported(vgl->tex_target)) {
576 vgl->fmt.i_chroma = *list;
577 vgl->tex_format = GL_LUMINANCE;
578 vgl->tex_internal = GL_LUMINANCE16;
579 vgl->tex_type = GL_UNSIGNED_SHORT;
580 yuv_range_correction = (float)((1 << 16) - 1) / ((1 << dsc->pixel_bits) - 1);
588 if (fmt->i_chroma == VLC_CODEC_XYZ12) {
591 vgl->fmt.i_chroma = VLC_CODEC_XYZ12;
592 vgl->tex_format = GL_RGB;
593 vgl->tex_internal = GL_RGB;
594 vgl->tex_type = GL_UNSIGNED_SHORT;
596 vgl->chroma = vlc_fourcc_GetChromaDescription(vgl->fmt.i_chroma);
597 assert(vgl->chroma != NULL);
598 vgl->use_multitexture = vgl->chroma->plane_count > 1;
601 for (unsigned j = 0; j < vgl->chroma->plane_count; j++) {
602 int w = vgl->fmt.i_visible_width * vgl->chroma->p[j].w.num / vgl->chroma->p[j].w.den;
603 int h = vgl->fmt.i_visible_height * vgl->chroma->p[j].h.num / vgl->chroma->p[j].h.den;
604 if (vgl->supports_npot) {
605 vgl->tex_width[j] = w;
606 vgl->tex_height[j] = h;
608 vgl->tex_width[j] = GetAlignedSize(w);
609 vgl->tex_height[j] = GetAlignedSize(h);
613 /* Build program if needed */
619 vgl->local_count = 0;
620 if (supports_shaders && (need_fs_yuv || need_fs_xyz|| need_fs_rgba)) {
621 #ifdef SUPPORTS_SHADERS
623 BuildXYZFragmentShader(vgl, &vgl->shader[0]);
625 BuildYUVFragmentShader(vgl, &vgl->shader[0], &vgl->local_count,
626 vgl->local_value, fmt, yuv_range_correction);
628 BuildRGBAFragmentShader(vgl, &vgl->shader[1]);
629 BuildVertexShader(vgl, &vgl->shader[2]);
631 /* Check shaders messages */
632 for (unsigned j = 0; j < 3; j++) {
634 vgl->GetShaderiv(vgl->shader[j], GL_INFO_LOG_LENGTH, &infoLength);
638 char *infolog = malloc(infoLength);
640 vgl->GetShaderInfoLog(vgl->shader[j], infoLength, &charsWritten, infolog);
641 fprintf(stderr, "shader %d: %s\n", j, infolog);
645 vgl->program[0] = vgl->CreateProgram();
646 vgl->AttachShader(vgl->program[0], vgl->shader[0]);
647 vgl->AttachShader(vgl->program[0], vgl->shader[2]);
648 vgl->LinkProgram(vgl->program[0]);
650 vgl->program[1] = vgl->CreateProgram();
651 vgl->AttachShader(vgl->program[1], vgl->shader[1]);
652 vgl->AttachShader(vgl->program[1], vgl->shader[2]);
653 vgl->LinkProgram(vgl->program[1]);
655 /* Check program messages */
656 for (GLuint i = 0; i < 2; i++) {
658 vgl->GetProgramiv(vgl->program[i], GL_INFO_LOG_LENGTH, &infoLength);
661 char *infolog = malloc(infoLength);
663 vgl->GetProgramInfoLog(vgl->program[i], infoLength, &charsWritten, infolog);
664 fprintf(stderr, "shader program %d: %s\n", i, infolog);
667 /* If there is some message, better to check linking is ok */
668 GLint link_status = GL_TRUE;
669 vgl->GetProgramiv(vgl->program[i], GL_LINK_STATUS, &link_status);
670 if (link_status == GL_FALSE) {
671 fprintf(stderr, "Unable to use program %d\n", i);
677 (void)yuv_range_correction;
683 glDisable(GL_DEPTH_TEST);
684 glDepthMask(GL_FALSE);
685 glDisable(GL_CULL_FACE);
686 glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
687 glClear(GL_COLOR_BUFFER_BIT);
689 #ifdef SUPPORTS_SHADERS
690 vgl->GenBuffers(1, &vgl->vertex_buffer_object);
691 vgl->GenBuffers(vgl->chroma->plane_count, vgl->texture_buffer_object);
693 /* Initial number of allocated buffer objects for subpictures, will grow dynamically. */
694 int subpicture_buffer_object_count = 8;
695 vgl->subpicture_buffer_object = malloc(subpicture_buffer_object_count * sizeof(GLuint));
696 if (!vgl->subpicture_buffer_object) {
697 vlc_gl_Unlock(vgl->gl);
698 vout_display_opengl_Delete(vgl);
701 vgl->subpicture_buffer_object_count = subpicture_buffer_object_count;
702 vgl->GenBuffers(vgl->subpicture_buffer_object_count, vgl->subpicture_buffer_object);
705 vlc_gl_Unlock(vgl->gl);
708 for (int i = 0; i < VLCGL_TEXTURE_COUNT; i++) {
709 for (int j = 0; j < PICTURE_PLANE_MAX; j++)
710 vgl->texture[i][j] = 0;
712 vgl->region_count = 0;
717 if (subpicture_chromas) {
718 *subpicture_chromas = gl_subpicture_chromas;
723 void vout_display_opengl_Delete(vout_display_opengl_t *vgl)
726 if (!vlc_gl_Lock(vgl->gl)) {
729 for (int i = 0; i < VLCGL_TEXTURE_COUNT; i++)
730 glDeleteTextures(vgl->chroma->plane_count, vgl->texture[i]);
731 for (int i = 0; i < vgl->region_count; i++) {
732 if (vgl->region[i].texture)
733 glDeleteTextures(1, &vgl->region[i].texture);
737 #ifdef SUPPORTS_SHADERS
738 if (vgl->program[0]) {
739 for (int i = 0; i < 2; i++)
740 vgl->DeleteProgram(vgl->program[i]);
741 for (int i = 0; i < 3; i++)
742 vgl->DeleteShader(vgl->shader[i]);
744 vgl->DeleteBuffers(1, &vgl->vertex_buffer_object);
745 vgl->DeleteBuffers(vgl->chroma->plane_count, vgl->texture_buffer_object);
746 if (vgl->subpicture_buffer_object_count > 0)
747 vgl->DeleteBuffers(vgl->subpicture_buffer_object_count, vgl->subpicture_buffer_object);
748 free(vgl->subpicture_buffer_object);
751 free(vgl->texture_temp_buf);
752 vlc_gl_Unlock(vgl->gl);
755 picture_pool_Release(vgl->pool);
759 picture_pool_t *vout_display_opengl_GetPool(vout_display_opengl_t *vgl, unsigned requested_count)
764 /* Allocate our pictures */
765 picture_t *picture[VLCGL_PICTURE_MAX] = {NULL, };
768 for (count = 0; count < __MIN(VLCGL_PICTURE_MAX, requested_count); count++) {
769 picture[count] = picture_NewFromFormat(&vgl->fmt);
776 /* Wrap the pictures into a pool */
777 vgl->pool = picture_pool_New(count, picture);
781 /* Allocates our textures */
782 if (vlc_gl_Lock(vgl->gl))
785 for (int i = 0; i < VLCGL_TEXTURE_COUNT; i++) {
786 glGenTextures(vgl->chroma->plane_count, vgl->texture[i]);
787 for (unsigned j = 0; j < vgl->chroma->plane_count; j++) {
788 if (vgl->use_multitexture) {
789 glActiveTexture(GL_TEXTURE0 + j);
790 glClientActiveTexture(GL_TEXTURE0 + j);
792 glBindTexture(vgl->tex_target, vgl->texture[i][j]);
795 /* Set the texture parameters */
796 glTexParameterf(vgl->tex_target, GL_TEXTURE_PRIORITY, 1.0);
797 glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
800 glTexParameteri(vgl->tex_target, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
801 glTexParameteri(vgl->tex_target, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
802 glTexParameteri(vgl->tex_target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
803 glTexParameteri(vgl->tex_target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
805 /* Call glTexImage2D only once, and use glTexSubImage2D later */
806 glTexImage2D(vgl->tex_target, 0,
807 vgl->tex_internal, vgl->tex_width[j], vgl->tex_height[j],
808 0, vgl->tex_format, vgl->tex_type, NULL);
812 vlc_gl_Unlock(vgl->gl);
817 for (unsigned i = 0; i < count; i++)
818 picture_Release(picture[i]);
822 #define ALIGN(x, y) (((x) + ((y) - 1)) & ~((y) - 1))
823 static void Upload(vout_display_opengl_t *vgl, int in_width, int in_height,
824 int in_full_width, int in_full_height,
825 int w_num, int w_den, int h_num, int h_den,
826 int pitch, int pixel_pitch,
827 int full_upload, const uint8_t *pixels,
828 int tex_target, int tex_format, int tex_type)
830 int width = in_width * w_num / w_den;
831 int full_width = in_full_width * w_num / w_den;
832 int height = in_height * h_num / h_den;
833 int full_height = in_full_height * h_num / h_den;
834 // This unpack alignment is the default, but setting it just in case.
835 glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
836 #ifndef GL_UNPACK_ROW_LENGTH
837 int dst_width = full_upload ? full_width : width;
838 int dst_pitch = ALIGN(dst_width * pixel_pitch, 4);
839 if ( pitch != dst_pitch )
841 int buf_size = dst_pitch * full_height * pixel_pitch;
842 const uint8_t *source = pixels;
843 uint8_t *destination;
844 if( !vgl->texture_temp_buf || vgl->texture_temp_buf_size < buf_size )
846 free( vgl->texture_temp_buf );
847 vgl->texture_temp_buf = xmalloc( buf_size );
848 vgl->texture_temp_buf_size = buf_size;
850 destination = vgl->texture_temp_buf;
852 for( int h = 0; h < height ; h++ )
854 memcpy( destination, source, width * pixel_pitch );
856 destination += dst_pitch;
859 glTexImage2D( tex_target, 0, tex_format,
860 full_width, full_height,
861 0, tex_format, tex_type, vgl->texture_temp_buf );
863 glTexSubImage2D( tex_target, 0,
866 tex_format, tex_type, vgl->texture_temp_buf );
873 glPixelStorei(GL_UNPACK_ROW_LENGTH, pitch / pixel_pitch);
876 glTexImage2D(tex_target, 0, tex_format,
877 full_width, full_height,
878 0, tex_format, tex_type, pixels);
880 glTexSubImage2D(tex_target, 0,
883 tex_format, tex_type, pixels);
887 int vout_display_opengl_Prepare(vout_display_opengl_t *vgl,
888 picture_t *picture, subpicture_t *subpicture)
890 if (vlc_gl_Lock(vgl->gl))
893 /* Update the texture */
894 for (unsigned j = 0; j < vgl->chroma->plane_count; j++) {
895 if (vgl->use_multitexture) {
896 glActiveTexture(GL_TEXTURE0 + j);
897 glClientActiveTexture(GL_TEXTURE0 + j);
899 glBindTexture(vgl->tex_target, vgl->texture[0][j]);
901 Upload(vgl, picture->format.i_visible_width, vgl->fmt.i_visible_height,
902 vgl->fmt.i_width, vgl->fmt.i_height,
903 vgl->chroma->p[j].w.num, vgl->chroma->p[j].w.den, vgl->chroma->p[j].h.num, vgl->chroma->p[j].h.den,
904 picture->p[j].i_pitch, picture->p[j].i_pixel_pitch, 0, picture->p[j].p_pixels, vgl->tex_target, vgl->tex_format, vgl->tex_type);
907 int last_count = vgl->region_count;
908 gl_region_t *last = vgl->region;
910 vgl->region_count = 0;
916 for (subpicture_region_t *r = subpicture->p_region; r; r = r->p_next)
919 vgl->region_count = count;
920 vgl->region = calloc(count, sizeof(*vgl->region));
922 if (vgl->use_multitexture) {
923 glActiveTexture(GL_TEXTURE0 + 0);
924 glClientActiveTexture(GL_TEXTURE0 + 0);
927 for (subpicture_region_t *r = subpicture->p_region; r; r = r->p_next, i++) {
928 gl_region_t *glr = &vgl->region[i];
930 glr->format = GL_RGBA;
931 glr->type = GL_UNSIGNED_BYTE;
932 glr->width = r->fmt.i_visible_width;
933 glr->height = r->fmt.i_visible_height;
934 if (!vgl->supports_npot) {
935 glr->width = GetAlignedSize(glr->width);
936 glr->height = GetAlignedSize(glr->height);
937 glr->tex_width = (float) r->fmt.i_visible_width / glr->width;
938 glr->tex_height = (float) r->fmt.i_visible_height / glr->height;
940 glr->tex_width = 1.0;
941 glr->tex_height = 1.0;
943 glr->alpha = (float)subpicture->i_alpha * r->i_alpha / 255 / 255;
944 glr->left = 2.0 * (r->i_x ) / subpicture->i_original_picture_width - 1.0;
945 glr->top = -2.0 * (r->i_y ) / subpicture->i_original_picture_height + 1.0;
946 glr->right = 2.0 * (r->i_x + r->fmt.i_visible_width ) / subpicture->i_original_picture_width - 1.0;
947 glr->bottom = -2.0 * (r->i_y + r->fmt.i_visible_height) / subpicture->i_original_picture_height + 1.0;
950 /* Try to recycle the textures allocated by the previous
951 call to this function. */
952 for (int j = 0; j < last_count; j++) {
953 if (last[j].texture &&
954 last[j].width == glr->width &&
955 last[j].height == glr->height &&
956 last[j].format == glr->format &&
957 last[j].type == glr->type) {
958 glr->texture = last[j].texture;
959 memset(&last[j], 0, sizeof(last[j]));
964 const int pixels_offset = r->fmt.i_y_offset * r->p_picture->p->i_pitch +
965 r->fmt.i_x_offset * r->p_picture->p->i_pixel_pitch;
967 /* A texture was successfully recycled, reuse it. */
968 glBindTexture(GL_TEXTURE_2D, glr->texture);
969 Upload(vgl, r->fmt.i_visible_width, r->fmt.i_visible_height, glr->width, glr->height, 1, 1, 1, 1,
970 r->p_picture->p->i_pitch, r->p_picture->p->i_pixel_pitch, 0,
971 &r->p_picture->p->p_pixels[pixels_offset], GL_TEXTURE_2D, glr->format, glr->type);
973 /* Could not recycle a previous texture, generate a new one. */
974 glGenTextures(1, &glr->texture);
975 glBindTexture(GL_TEXTURE_2D, glr->texture);
977 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_PRIORITY, 1.0);
978 glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
980 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
981 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
982 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
983 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
984 Upload(vgl, r->fmt.i_visible_width, r->fmt.i_visible_height, glr->width, glr->height, 1, 1, 1, 1,
985 r->p_picture->p->i_pitch, r->p_picture->p->i_pixel_pitch, 1,
986 &r->p_picture->p->p_pixels[pixels_offset], GL_TEXTURE_2D, glr->format, glr->type);
990 for (int i = 0; i < last_count; i++) {
992 glDeleteTextures(1, &last[i].texture);
996 vlc_gl_Unlock(vgl->gl);
997 VLC_UNUSED(subpicture);
1001 static const GLfloat identity[] = {
1002 1.0f, 0.0f, 0.0f, 0.0f,
1003 0.0f, 1.0f, 0.0f, 0.0f,
1004 0.0f, 0.0f, 1.0f, 0.0f,
1005 0.0f, 0.0f, 0.0f, 1.0f
1008 static void orientationTransformMatrix(GLfloat matrix[static 16], video_orientation_t orientation) {
1010 memcpy(matrix, identity, sizeof(identity));
1012 const int k_cos_pi = -1;
1013 const int k_cos_pi_2 = 0;
1014 const int k_cos_n_pi_2 = 0;
1016 const int k_sin_pi = 0;
1017 const int k_sin_pi_2 = 1;
1018 const int k_sin_n_pi_2 = -1;
1020 bool rotate = false;
1021 int cos = 0, sin = 0;
1023 switch (orientation) {
1025 case ORIENT_ROTATED_90:
1030 case ORIENT_ROTATED_180:
1035 case ORIENT_ROTATED_270:
1040 case ORIENT_HFLIPPED:
1041 matrix[0 * 4 + 0] = -1;
1043 case ORIENT_VFLIPPED:
1044 matrix[1 * 4 + 1] = -1;
1046 case ORIENT_TRANSPOSED:
1047 matrix[0 * 4 + 0] = 0;
1048 matrix[0 * 4 + 1] = -1;
1049 matrix[1 * 4 + 0] = -1;
1050 matrix[1 * 4 + 1] = 0;
1052 case ORIENT_ANTI_TRANSPOSED:
1053 matrix[0 * 4 + 0] = 0;
1054 matrix[0 * 4 + 1] = 1;
1055 matrix[1 * 4 + 0] = 1;
1056 matrix[1 * 4 + 1] = 0;
1064 matrix[0 * 4 + 0] = cos;
1065 matrix[0 * 4 + 1] = -sin;
1066 matrix[1 * 4 + 0] = sin;
1067 matrix[1 * 4 + 1] = cos;
1071 #ifdef SUPPORTS_FIXED_PIPELINE
1072 static void DrawWithoutShaders(vout_display_opengl_t *vgl,
1073 float *left, float *top, float *right, float *bottom)
1075 static const GLfloat vertexCoord[] = {
1082 const GLfloat textureCoord[] = {
1084 right[0], bottom[0],
1089 GLfloat transformMatrix[16];
1090 orientationTransformMatrix(transformMatrix, vgl->fmt.orientation);
1093 glMatrixMode(GL_MODELVIEW);
1094 glLoadMatrixf(transformMatrix);
1096 glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
1097 glEnable(vgl->tex_target);
1098 glActiveTexture(GL_TEXTURE0 + 0);
1099 glClientActiveTexture(GL_TEXTURE0 + 0);
1101 glBindTexture(vgl->tex_target, vgl->texture[0][0]);
1103 glEnableClientState(GL_VERTEX_ARRAY);
1104 glEnableClientState(GL_TEXTURE_COORD_ARRAY);
1106 glTexCoordPointer(2, GL_FLOAT, 0, textureCoord);
1107 glVertexPointer(2, GL_FLOAT, 0, vertexCoord);
1109 glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
1111 glDisableClientState(GL_TEXTURE_COORD_ARRAY);
1112 glDisableClientState(GL_VERTEX_ARRAY);
1113 glDisable(vgl->tex_target);
1120 #ifdef SUPPORTS_SHADERS
1121 static void DrawWithShaders(vout_display_opengl_t *vgl,
1122 float *left, float *top, float *right, float *bottom,
1125 vgl->UseProgram(vgl->program[program]);
1127 if (vgl->chroma->plane_count == 3) {
1128 vgl->Uniform4fv(vgl->GetUniformLocation(vgl->program[0], "Coefficient"), 4, vgl->local_value);
1129 vgl->Uniform1i(vgl->GetUniformLocation(vgl->program[0], "Texture0"), 0);
1130 vgl->Uniform1i(vgl->GetUniformLocation(vgl->program[0], "Texture1"), 1);
1131 vgl->Uniform1i(vgl->GetUniformLocation(vgl->program[0], "Texture2"), 2);
1133 else if (vgl->chroma->plane_count == 1) {
1134 vgl->Uniform1i(vgl->GetUniformLocation(vgl->program[0], "Texture0"), 0);
1137 vgl->Uniform1i(vgl->GetUniformLocation(vgl->program[1], "Texture0"), 0);
1138 vgl->Uniform4f(vgl->GetUniformLocation(vgl->program[1], "FillColor"), 1.0f, 1.0f, 1.0f, 1.0f);
1141 static const GLfloat vertexCoord[] = {
1148 GLfloat transformMatrix[16];
1149 orientationTransformMatrix(transformMatrix, vgl->fmt.orientation);
1151 for (unsigned j = 0; j < vgl->chroma->plane_count; j++) {
1152 const GLfloat textureCoord[] = {
1156 right[j], bottom[j],
1158 glActiveTexture(GL_TEXTURE0+j);
1159 glClientActiveTexture(GL_TEXTURE0+j);
1160 glBindTexture(vgl->tex_target, vgl->texture[0][j]);
1162 vgl->BindBuffer(GL_ARRAY_BUFFER, vgl->texture_buffer_object[j]);
1163 vgl->BufferData(GL_ARRAY_BUFFER, sizeof(textureCoord), textureCoord, GL_STATIC_DRAW);
1166 snprintf(attribute, sizeof(attribute), "MultiTexCoord%1d", j);
1167 vgl->EnableVertexAttribArray(vgl->GetAttribLocation(vgl->program[program], attribute));
1168 vgl->VertexAttribPointer(vgl->GetAttribLocation(vgl->program[program], attribute), 2, GL_FLOAT, 0, 0, 0);
1170 glActiveTexture(GL_TEXTURE0 + 0);
1171 glClientActiveTexture(GL_TEXTURE0 + 0);
1173 vgl->BindBuffer(GL_ARRAY_BUFFER, vgl->vertex_buffer_object);
1174 vgl->BufferData(GL_ARRAY_BUFFER, sizeof(vertexCoord), vertexCoord, GL_STATIC_DRAW);
1175 vgl->EnableVertexAttribArray(vgl->GetAttribLocation(vgl->program[program], "VertexPosition"));
1176 vgl->VertexAttribPointer(vgl->GetAttribLocation(vgl->program[program], "VertexPosition"), 2, GL_FLOAT, 0, 0, 0);
1178 vgl->UniformMatrix4fv(vgl->GetUniformLocation(vgl->program[program], "RotationMatrix"), 1, GL_FALSE, transformMatrix);
1180 glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
1184 int vout_display_opengl_Display(vout_display_opengl_t *vgl,
1185 const video_format_t *source)
1187 if (vlc_gl_Lock(vgl->gl))
1188 return VLC_EGENERIC;
1190 /* Why drawing here and not in Render()? Because this way, the
1191 OpenGL providers can call vout_display_opengl_Display to force redraw.i
1192 Currently, the OS X provider uses it to get a smooth window resizing */
1193 glClear(GL_COLOR_BUFFER_BIT);
1195 /* Draw the picture */
1196 float left[PICTURE_PLANE_MAX];
1197 float top[PICTURE_PLANE_MAX];
1198 float right[PICTURE_PLANE_MAX];
1199 float bottom[PICTURE_PLANE_MAX];
1200 for (unsigned j = 0; j < vgl->chroma->plane_count; j++) {
1201 /* glTexCoord works differently with GL_TEXTURE_2D and
1202 GL_TEXTURE_RECTANGLE_EXT */
1203 float scale_w, scale_h;
1205 if (vgl->tex_target == GL_TEXTURE_2D) {
1206 scale_w = (float)vgl->chroma->p[j].w.num / vgl->chroma->p[j].w.den / vgl->tex_width[j];
1207 scale_h = (float)vgl->chroma->p[j].h.num / vgl->chroma->p[j].h.den / vgl->tex_height[j];
1213 /* Warning: if NPOT is not supported a larger texture is
1214 allocated. This will cause right and bottom coordinates to
1215 land on the edge of two texels with the texels to the
1216 right/bottom uninitialized by the call to
1217 glTexSubImage2D. This might cause a green line to appear on
1218 the right/bottom of the display.
1219 There are two possible solutions:
1220 - Manually mirror the edges of the texture.
1221 - Add a "-1" when computing right and bottom, however the
1222 last row/column might not be displayed at all.
1224 left[j] = (source->i_x_offset + 0 ) * scale_w;
1225 top[j] = (source->i_y_offset + 0 ) * scale_h;
1226 right[j] = (source->i_x_offset + source->i_visible_width ) * scale_w;
1227 bottom[j] = (source->i_y_offset + source->i_visible_height) * scale_h;
1230 #ifdef SUPPORTS_SHADERS
1231 if (vgl->program[0] && (vgl->chroma->plane_count == 3 || vgl->chroma->plane_count == 1))
1232 DrawWithShaders(vgl, left, top, right, bottom, 0);
1233 else if (vgl->program[1] && vgl->chroma->plane_count == 1)
1234 DrawWithShaders(vgl, left, top, right, bottom, 1);
1238 #ifdef SUPPORTS_FIXED_PIPELINE
1239 DrawWithoutShaders(vgl, left, top, right, bottom);
1243 /* Draw the subpictures */
1244 if (vgl->program[1]) {
1245 #ifdef SUPPORTS_SHADERS
1246 // Change the program for overlays
1247 vgl->UseProgram(vgl->program[1]);
1248 vgl->Uniform1i(vgl->GetUniformLocation(vgl->program[1], "Texture"), 0);
1252 #ifdef SUPPORTS_FIXED_PIPELINE
1253 glEnable(GL_TEXTURE_2D);
1256 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1258 #ifdef SUPPORTS_SHADERS
1259 /* We need two buffer objects for each region: for vertex and texture coordinates. */
1260 if (2 * vgl->region_count > vgl->subpicture_buffer_object_count) {
1261 if (vgl->subpicture_buffer_object_count > 0)
1262 vgl->DeleteBuffers(vgl->subpicture_buffer_object_count, vgl->subpicture_buffer_object);
1263 vgl->subpicture_buffer_object_count = 0;
1265 int new_count = 2 * vgl->region_count;
1266 vgl->subpicture_buffer_object = realloc_or_free(vgl->subpicture_buffer_object, new_count * sizeof(GLuint));
1267 if (!vgl->subpicture_buffer_object) {
1268 vlc_gl_Unlock(vgl->gl);
1272 vgl->subpicture_buffer_object_count = new_count;
1273 vgl->GenBuffers(vgl->subpicture_buffer_object_count, vgl->subpicture_buffer_object);
1277 glActiveTexture(GL_TEXTURE0 + 0);
1278 glClientActiveTexture(GL_TEXTURE0 + 0);
1279 for (int i = 0; i < vgl->region_count; i++) {
1280 gl_region_t *glr = &vgl->region[i];
1281 const GLfloat vertexCoord[] = {
1282 glr->left, glr->top,
1283 glr->left, glr->bottom,
1284 glr->right, glr->top,
1285 glr->right, glr->bottom,
1287 const GLfloat textureCoord[] = {
1289 0.0, glr->tex_height,
1290 glr->tex_width, 0.0,
1291 glr->tex_width, glr->tex_height,
1294 glBindTexture(GL_TEXTURE_2D, glr->texture);
1295 if (vgl->program[1]) {
1296 #ifdef SUPPORTS_SHADERS
1297 vgl->Uniform4f(vgl->GetUniformLocation(vgl->program[1], "FillColor"), 1.0f, 1.0f, 1.0f, glr->alpha);
1299 vgl->BindBuffer(GL_ARRAY_BUFFER, vgl->subpicture_buffer_object[2 * i]);
1300 vgl->BufferData(GL_ARRAY_BUFFER, sizeof(textureCoord), textureCoord, GL_STATIC_DRAW);
1301 vgl->EnableVertexAttribArray(vgl->GetAttribLocation(vgl->program[1], "MultiTexCoord0"));
1302 vgl->VertexAttribPointer(vgl->GetAttribLocation(vgl->program[1], "MultiTexCoord0"), 2, GL_FLOAT, 0, 0, 0);
1304 vgl->BindBuffer(GL_ARRAY_BUFFER, vgl->subpicture_buffer_object[2 * i + 1]);
1305 vgl->BufferData(GL_ARRAY_BUFFER, sizeof(vertexCoord), vertexCoord, GL_STATIC_DRAW);
1306 vgl->EnableVertexAttribArray(vgl->GetAttribLocation(vgl->program[1], "VertexPosition"));
1307 vgl->VertexAttribPointer(vgl->GetAttribLocation(vgl->program[1], "VertexPosition"), 2, GL_FLOAT, 0, 0, 0);
1309 // Subpictures have the correct orientation:
1310 vgl->UniformMatrix4fv(vgl->GetUniformLocation(vgl->program[1], "RotationMatrix"), 1, GL_FALSE, identity);
1313 #ifdef SUPPORTS_FIXED_PIPELINE
1314 glEnableClientState(GL_VERTEX_ARRAY);
1315 glEnableClientState(GL_TEXTURE_COORD_ARRAY);
1316 glColor4f(1.0f, 1.0f, 1.0f, glr->alpha);
1317 glTexCoordPointer(2, GL_FLOAT, 0, textureCoord);
1318 glVertexPointer(2, GL_FLOAT, 0, vertexCoord);
1322 glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
1324 if (!vgl->program[1]) {
1325 #ifdef SUPPORTS_FIXED_PIPELINE
1326 glDisableClientState(GL_TEXTURE_COORD_ARRAY);
1327 glDisableClientState(GL_VERTEX_ARRAY);
1331 glDisable(GL_BLEND);
1332 #ifdef SUPPORTS_FIXED_PIPELINE
1333 glDisable(GL_TEXTURE_2D);
1337 vlc_gl_Swap(vgl->gl);
1339 vlc_gl_Unlock(vgl->gl);