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[ffmpeg] / libavdevice / opengl_enc.c
1 /*
2  * Copyright (c) 2014 Lukasz Marek
3  *
4  * This file is part of FFmpeg.
5  *
6  * FFmpeg is free software; you can redistribute it and/or
7  * modify it under the terms of the GNU Lesser General Public
8  * License as published by the Free Software Foundation; either
9  * version 2.1 of the License, or (at your option) any later version.
10  *
11  * FFmpeg is distributed in the hope that it will be useful,
12  * but WITHOUT ANY WARRANTY; without even the implied warranty of
13  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
14  * Lesser General Public License for more details.
15  *
16  * You should have received a copy of the GNU Lesser General Public
17  * License along with FFmpeg; if not, write to the Free Software
18  * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
19  */
20
21 //TODO: support for more formats
22 //TODO: support for more systems.
23 //TODO: implement X11, Windows, Mac OS native default window. SDL 1.2 doesn't allow to render to custom thread.
24
25 #include <stdio.h>
26 #include <stdlib.h>
27 #include <string.h>
28 #include <unistd.h>
29 #include <stddef.h>
30
31 #include "config.h"
32
33 #if HAVE_WINDOWS_H
34 #define WIN32_LEAN_AND_MEAN
35 #include <windows.h>
36 #endif
37 #if HAVE_OPENGL_GL3_H
38 #include <OpenGL/gl3.h>
39 #elif HAVE_ES2_GL_H
40 #include <ES2/gl.h>
41 #else
42 #include <GL/gl.h>
43 #include <GL/glext.h>
44 #endif
45 #if HAVE_GLXGETPROCADDRESS
46 #include <GL/glx.h>
47 #endif
48
49 #if HAVE_SDL
50 #include <SDL.h>
51 #endif
52
53 #include "libavutil/common.h"
54 #include "libavutil/pixdesc.h"
55 #include "libavutil/log.h"
56 #include "libavutil/opt.h"
57 #include "libavutil/avassert.h"
58 #include "libavutil/avstring.h"
59 #include "libavformat/avformat.h"
60 #include "libavformat/internal.h"
61 #include "libavdevice/avdevice.h"
62 #include "opengl_enc_shaders.h"
63
64 #ifndef APIENTRY
65 #define APIENTRY
66 #endif
67
68 /* FF_GL_RED_COMPONENT is used for plannar pixel types.
69  * Only red component is sampled in shaders.
70  * On some platforms GL_RED is not available and GL_LUMINANCE have to be used,
71  * but since OpenGL 3.0 GL_LUMINANCE is deprecated.
72  * GL_RED produces RGBA = value, 0, 0, 1.
73  * GL_LUMINANCE produces RGBA = value, value, value, 1.
74  * Note: GL_INTENSITY may also be used which produce RGBA = value, value, value, value. */
75 #if defined(GL_RED)
76 #define FF_GL_RED_COMPONENT GL_RED
77 #elif defined(GL_LUMINANCE)
78 #define FF_GL_RED_COMPONENT GL_LUMINANCE
79 #else
80 #define FF_GL_RED_COMPONENT 0x1903; //GL_RED
81 #endif
82
83 /* Constants not defined for iOS */
84 #define FF_GL_UNSIGNED_BYTE_3_3_2 0x8032
85 #define FF_GL_UNSIGNED_BYTE_2_3_3_REV 0x8362
86 #define FF_GL_UNSIGNED_SHORT_1_5_5_5_REV 0x8366
87 #define FF_GL_UNPACK_ROW_LENGTH          0x0CF2
88
89 /* MinGW exposes only OpenGL 1.1 API */
90 #define FF_GL_ARRAY_BUFFER                0x8892
91 #define FF_GL_ELEMENT_ARRAY_BUFFER        0x8893
92 #define FF_GL_STATIC_DRAW                 0x88E4
93 #define FF_GL_FRAGMENT_SHADER             0x8B30
94 #define FF_GL_VERTEX_SHADER               0x8B31
95 #define FF_GL_COMPILE_STATUS              0x8B81
96 #define FF_GL_LINK_STATUS                 0x8B82
97 #define FF_GL_INFO_LOG_LENGTH             0x8B84
98 typedef void   (APIENTRY *FF_PFNGLACTIVETEXTUREPROC) (GLenum texture);
99 typedef void   (APIENTRY *FF_PFNGLGENBUFFERSPROC) (GLsizei n, GLuint *buffers);
100 typedef void   (APIENTRY *FF_PFNGLDELETEBUFFERSPROC) (GLsizei n, const GLuint *buffers);
101 typedef void   (APIENTRY *FF_PFNGLBUFFERDATAPROC) (GLenum target, ptrdiff_t size, const GLvoid *data, GLenum usage);
102 typedef void   (APIENTRY *FF_PFNGLBINDBUFFERPROC) (GLenum target, GLuint buffer);
103 typedef GLint  (APIENTRY *FF_PFNGLGETATTRIBLOCATIONPROC) (GLuint program, const char *name);
104 typedef void   (APIENTRY *FF_PFNGLENABLEVERTEXATTRIBARRAYPROC) (GLuint index);
105 typedef void   (APIENTRY *FF_PFNGLVERTEXATTRIBPOINTERPROC) (GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, uintptr_t pointer);
106 typedef GLint  (APIENTRY *FF_PFNGLGETUNIFORMLOCATIONPROC) (GLuint program, const char *name);
107 typedef void   (APIENTRY *FF_PFNGLUNIFORM1FPROC) (GLint location, GLfloat v0);
108 typedef void   (APIENTRY *FF_PFNGLUNIFORM1IPROC) (GLint location, GLint v0);
109 typedef void   (APIENTRY *FF_PFNGLUNIFORMMATRIX4FVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
110 typedef GLuint (APIENTRY *FF_PFNGLCREATEPROGRAMPROC) (void);
111 typedef void   (APIENTRY *FF_PFNGLDELETEPROGRAMPROC) (GLuint program);
112 typedef void   (APIENTRY *FF_PFNGLUSEPROGRAMPROC) (GLuint program);
113 typedef void   (APIENTRY *FF_PFNGLLINKPROGRAMPROC) (GLuint program);
114 typedef void   (APIENTRY *FF_PFNGLGETPROGRAMIVPROC) (GLuint program, GLenum pname, GLint *params);
115 typedef void   (APIENTRY *FF_PFNGLGETPROGRAMINFOLOGPROC) (GLuint program, GLsizei bufSize, GLsizei *length, char *infoLog);
116 typedef void   (APIENTRY *FF_PFNGLATTACHSHADERPROC) (GLuint program, GLuint shader);
117 typedef GLuint (APIENTRY *FF_PFNGLCREATESHADERPROC) (GLenum type);
118 typedef void   (APIENTRY *FF_PFNGLDELETESHADERPROC) (GLuint shader);
119 typedef void   (APIENTRY *FF_PFNGLCOMPILESHADERPROC) (GLuint shader);
120 typedef void   (APIENTRY *FF_PFNGLSHADERSOURCEPROC) (GLuint shader, GLsizei count, const char* *string, const GLint *length);
121 typedef void   (APIENTRY *FF_PFNGLGETSHADERIVPROC) (GLuint shader, GLenum pname, GLint *params);
122 typedef void   (APIENTRY *FF_PFNGLGETSHADERINFOLOGPROC) (GLuint shader, GLsizei bufSize, GLsizei *length, char *infoLog);
123
124 typedef struct FFOpenGLFunctions {
125     FF_PFNGLACTIVETEXTUREPROC glActiveTexture;                     //Require GL ARB multitexture
126     FF_PFNGLGENBUFFERSPROC glGenBuffers;                           //Require GL_ARB_vertex_buffer_object
127     FF_PFNGLDELETEBUFFERSPROC glDeleteBuffers;                     //Require GL_ARB_vertex_buffer_object
128     FF_PFNGLBUFFERDATAPROC glBufferData;                           //Require GL_ARB_vertex_buffer_object
129     FF_PFNGLBINDBUFFERPROC glBindBuffer;                           //Require GL_ARB_vertex_buffer_object
130     FF_PFNGLGETATTRIBLOCATIONPROC glGetAttribLocation;             //Require GL_ARB_vertex_shader
131     FF_PFNGLENABLEVERTEXATTRIBARRAYPROC glEnableVertexAttribArray; //Require GL_ARB_vertex_shader
132     FF_PFNGLVERTEXATTRIBPOINTERPROC glVertexAttribPointer;         //Require GL_ARB_vertex_shader
133     FF_PFNGLGETUNIFORMLOCATIONPROC glGetUniformLocation;           //Require GL_ARB_shader_objects
134     FF_PFNGLUNIFORM1FPROC glUniform1f;                             //Require GL_ARB_shader_objects
135     FF_PFNGLUNIFORM1IPROC glUniform1i;                             //Require GL_ARB_shader_objects
136     FF_PFNGLUNIFORMMATRIX4FVPROC glUniformMatrix4fv;               //Require GL_ARB_shader_objects
137     FF_PFNGLCREATEPROGRAMPROC glCreateProgram;                     //Require GL_ARB_shader_objects
138     FF_PFNGLDELETEPROGRAMPROC glDeleteProgram;                     //Require GL_ARB_shader_objects
139     FF_PFNGLUSEPROGRAMPROC glUseProgram;                           //Require GL_ARB_shader_objects
140     FF_PFNGLLINKPROGRAMPROC glLinkProgram;                         //Require GL_ARB_shader_objects
141     FF_PFNGLGETPROGRAMIVPROC glGetProgramiv;                       //Require GL_ARB_shader_objects
142     FF_PFNGLGETPROGRAMINFOLOGPROC glGetProgramInfoLog;             //Require GL_ARB_shader_objects
143     FF_PFNGLATTACHSHADERPROC glAttachShader;                       //Require GL_ARB_shader_objects
144     FF_PFNGLCREATESHADERPROC glCreateShader;                       //Require GL_ARB_shader_objects
145     FF_PFNGLDELETESHADERPROC glDeleteShader;                       //Require GL_ARB_shader_objects
146     FF_PFNGLCOMPILESHADERPROC glCompileShader;                     //Require GL_ARB_shader_objects
147     FF_PFNGLSHADERSOURCEPROC glShaderSource;                       //Require GL_ARB_shader_objects
148     FF_PFNGLGETSHADERIVPROC glGetShaderiv;                         //Require GL_ARB_shader_objects
149     FF_PFNGLGETSHADERINFOLOGPROC glGetShaderInfoLog;               //Require GL_ARB_shader_objects
150 } FFOpenGLFunctions;
151
152 #define OPENGL_ERROR_CHECK(ctx) \
153 {\
154     GLenum err_code; \
155     if ((err_code = glGetError()) != GL_NO_ERROR) { \
156         av_log(ctx, AV_LOG_ERROR, "OpenGL error occurred in '%s', line %d: %d\n", __FUNCTION__, __LINE__, err_code); \
157         goto fail; \
158     } \
159 }\
160
161 typedef struct OpenGLVertexInfo
162 {
163     float x, y, z;    ///<Position
164     float s0, t0;     ///<Texture coords
165 } OpenGLVertexInfo;
166
167 /* defines 2 triangles to display */
168 static const GLushort g_index[6] =
169 {
170     0, 1, 2,
171     0, 3, 2,
172 };
173
174 typedef struct OpenGLContext {
175     AVClass *class;                    ///< class for private options
176
177 #if HAVE_SDL
178     SDL_Surface *surface;
179 #endif
180     FFOpenGLFunctions glprocs;
181
182     int inited;                        ///< Set to 1 when write_header was successfully called.
183     uint8_t background[4];             ///< Background color
184     int no_window;                     ///< 0 for create default window
185     char *window_title;                ///< Title of the window
186
187     /* OpenGL implementation limits */
188     GLint max_texture_size;            ///< Maximum texture size
189     GLint max_viewport_width;          ///< Maximum viewport size
190     GLint max_viewport_height;         ///< Maximum viewport size
191     int non_pow_2_textures;            ///< 1 when non power of 2 textures are supported
192     int unpack_subimage;               ///< 1 when GL_EXT_unpack_subimage is available
193
194     /* Current OpenGL configuration */
195     GLuint program;                    ///< Shader program
196     GLuint vertex_shader;              ///< Vertex shader
197     GLuint fragment_shader;            ///< Fragment shader for current pix_pmt
198     GLuint texture_name[4];            ///< Textures' IDs
199     GLuint index_buffer;               ///< Index buffer
200     GLuint vertex_buffer;              ///< Vertex buffer
201     OpenGLVertexInfo vertex[4];        ///< VBO
202     GLint projection_matrix_location;  ///< Uniforms' locations
203     GLint model_view_matrix_location;
204     GLint color_map_location;
205     GLint chroma_div_w_location;
206     GLint chroma_div_h_location;
207     GLint texture_location[4];
208     GLint position_attrib;             ///< Attibutes' locations
209     GLint texture_coords_attrib;
210
211     GLfloat projection_matrix[16];     ///< Projection matrix
212     GLfloat model_view_matrix[16];     ///< Modev view matrix
213     GLfloat color_map[16];             ///< RGBA color map matrix
214     GLfloat chroma_div_w;              ///< Chroma subsampling w ratio
215     GLfloat chroma_div_h;              ///< Chroma subsampling h ratio
216
217     /* Stream information */
218     GLenum format;
219     GLenum type;
220     int width;                         ///< Stream width
221     int height;                        ///< Stream height
222     enum AVPixelFormat pix_fmt;        ///< Stream pixel format
223     int picture_width;                 ///< Rendered width
224     int picture_height;                ///< Rendered height
225     int window_width;
226     int window_height;
227 } OpenGLContext;
228
229 static const struct OpenGLFormatDesc {
230     enum AVPixelFormat fixel_format;
231     const char * const * fragment_shader;
232     GLenum format;
233     GLenum type;
234 } opengl_format_desc[] = {
235     { AV_PIX_FMT_YUV420P,    &FF_OPENGL_FRAGMENT_SHADER_YUV_PLANAR,  FF_GL_RED_COMPONENT, GL_UNSIGNED_BYTE },
236     { AV_PIX_FMT_YUV444P,    &FF_OPENGL_FRAGMENT_SHADER_YUV_PLANAR,  FF_GL_RED_COMPONENT, GL_UNSIGNED_BYTE },
237     { AV_PIX_FMT_YUV422P,    &FF_OPENGL_FRAGMENT_SHADER_YUV_PLANAR,  FF_GL_RED_COMPONENT, GL_UNSIGNED_BYTE },
238     { AV_PIX_FMT_YUV410P,    &FF_OPENGL_FRAGMENT_SHADER_YUV_PLANAR,  FF_GL_RED_COMPONENT, GL_UNSIGNED_BYTE },
239     { AV_PIX_FMT_YUV411P,    &FF_OPENGL_FRAGMENT_SHADER_YUV_PLANAR,  FF_GL_RED_COMPONENT, GL_UNSIGNED_BYTE },
240     { AV_PIX_FMT_YUV440P,    &FF_OPENGL_FRAGMENT_SHADER_YUV_PLANAR,  FF_GL_RED_COMPONENT, GL_UNSIGNED_BYTE },
241     { AV_PIX_FMT_YUV420P16,  &FF_OPENGL_FRAGMENT_SHADER_YUV_PLANAR,  FF_GL_RED_COMPONENT, GL_UNSIGNED_SHORT },
242     { AV_PIX_FMT_YUV422P16,  &FF_OPENGL_FRAGMENT_SHADER_YUV_PLANAR,  FF_GL_RED_COMPONENT, GL_UNSIGNED_SHORT },
243     { AV_PIX_FMT_YUV444P16,  &FF_OPENGL_FRAGMENT_SHADER_YUV_PLANAR,  FF_GL_RED_COMPONENT, GL_UNSIGNED_SHORT },
244     { AV_PIX_FMT_YUVA420P,   &FF_OPENGL_FRAGMENT_SHADER_YUVA_PLANAR, FF_GL_RED_COMPONENT, GL_UNSIGNED_BYTE },
245     { AV_PIX_FMT_YUVA444P,   &FF_OPENGL_FRAGMENT_SHADER_YUVA_PLANAR, FF_GL_RED_COMPONENT, GL_UNSIGNED_BYTE },
246     { AV_PIX_FMT_YUVA422P,   &FF_OPENGL_FRAGMENT_SHADER_YUVA_PLANAR, FF_GL_RED_COMPONENT, GL_UNSIGNED_BYTE },
247     { AV_PIX_FMT_YUVA420P16, &FF_OPENGL_FRAGMENT_SHADER_YUVA_PLANAR, FF_GL_RED_COMPONENT, GL_UNSIGNED_SHORT },
248     { AV_PIX_FMT_YUVA422P16, &FF_OPENGL_FRAGMENT_SHADER_YUVA_PLANAR, FF_GL_RED_COMPONENT, GL_UNSIGNED_SHORT },
249     { AV_PIX_FMT_YUVA444P16, &FF_OPENGL_FRAGMENT_SHADER_YUVA_PLANAR, FF_GL_RED_COMPONENT, GL_UNSIGNED_SHORT },
250     { AV_PIX_FMT_RGB24,      &FF_OPENGL_FRAGMENT_SHADER_RGB_PACKET,  GL_RGB, GL_UNSIGNED_BYTE },
251     { AV_PIX_FMT_BGR24,      &FF_OPENGL_FRAGMENT_SHADER_RGB_PACKET,  GL_RGB, GL_UNSIGNED_BYTE },
252     { AV_PIX_FMT_0RGB,       &FF_OPENGL_FRAGMENT_SHADER_RGB_PACKET,  GL_RGBA, GL_UNSIGNED_BYTE },
253     { AV_PIX_FMT_RGB0,       &FF_OPENGL_FRAGMENT_SHADER_RGB_PACKET,  GL_RGBA, GL_UNSIGNED_BYTE },
254     { AV_PIX_FMT_0BGR,       &FF_OPENGL_FRAGMENT_SHADER_RGB_PACKET,  GL_RGBA, GL_UNSIGNED_BYTE },
255     { AV_PIX_FMT_BGR0,       &FF_OPENGL_FRAGMENT_SHADER_RGB_PACKET,  GL_RGBA, GL_UNSIGNED_BYTE },
256     { AV_PIX_FMT_RGB565,     &FF_OPENGL_FRAGMENT_SHADER_RGB_PACKET,  GL_RGB, GL_UNSIGNED_SHORT_5_6_5 },
257     { AV_PIX_FMT_BGR565,     &FF_OPENGL_FRAGMENT_SHADER_RGB_PACKET,  GL_RGB, GL_UNSIGNED_SHORT_5_6_5 },
258     { AV_PIX_FMT_RGB555,     &FF_OPENGL_FRAGMENT_SHADER_RGB_PACKET,  GL_RGBA, FF_GL_UNSIGNED_SHORT_1_5_5_5_REV },
259     { AV_PIX_FMT_BGR555,     &FF_OPENGL_FRAGMENT_SHADER_RGB_PACKET,  GL_RGBA, FF_GL_UNSIGNED_SHORT_1_5_5_5_REV },
260     { AV_PIX_FMT_RGB8,       &FF_OPENGL_FRAGMENT_SHADER_RGB_PACKET,  GL_RGB, FF_GL_UNSIGNED_BYTE_3_3_2 },
261     { AV_PIX_FMT_BGR8,       &FF_OPENGL_FRAGMENT_SHADER_RGB_PACKET,  GL_RGB, FF_GL_UNSIGNED_BYTE_2_3_3_REV },
262     { AV_PIX_FMT_RGB48,      &FF_OPENGL_FRAGMENT_SHADER_RGB_PACKET,  GL_RGB, GL_UNSIGNED_SHORT },
263     { AV_PIX_FMT_ARGB,       &FF_OPENGL_FRAGMENT_SHADER_RGBA_PACKET, GL_RGBA, GL_UNSIGNED_BYTE },
264     { AV_PIX_FMT_RGBA,       &FF_OPENGL_FRAGMENT_SHADER_RGBA_PACKET, GL_RGBA, GL_UNSIGNED_BYTE },
265     { AV_PIX_FMT_ABGR,       &FF_OPENGL_FRAGMENT_SHADER_RGBA_PACKET, GL_RGBA, GL_UNSIGNED_BYTE },
266     { AV_PIX_FMT_BGRA,       &FF_OPENGL_FRAGMENT_SHADER_RGBA_PACKET, GL_RGBA, GL_UNSIGNED_BYTE },
267     { AV_PIX_FMT_RGBA64,     &FF_OPENGL_FRAGMENT_SHADER_RGBA_PACKET, GL_RGBA, GL_UNSIGNED_SHORT },
268     { AV_PIX_FMT_BGRA64,     &FF_OPENGL_FRAGMENT_SHADER_RGBA_PACKET, GL_RGBA, GL_UNSIGNED_SHORT },
269     { AV_PIX_FMT_GBRP,       &FF_OPENGL_FRAGMENT_SHADER_RGB_PLANAR,  FF_GL_RED_COMPONENT, GL_UNSIGNED_BYTE },
270     { AV_PIX_FMT_GBRP16,     &FF_OPENGL_FRAGMENT_SHADER_RGB_PLANAR,  FF_GL_RED_COMPONENT, GL_UNSIGNED_SHORT },
271     { AV_PIX_FMT_GBRAP,      &FF_OPENGL_FRAGMENT_SHADER_RGBA_PLANAR, FF_GL_RED_COMPONENT, GL_UNSIGNED_BYTE },
272     { AV_PIX_FMT_GBRAP16,    &FF_OPENGL_FRAGMENT_SHADER_RGBA_PLANAR, FF_GL_RED_COMPONENT, GL_UNSIGNED_SHORT },
273     { AV_PIX_FMT_GRAY8,      &FF_OPENGL_FRAGMENT_SHADER_GRAY,        FF_GL_RED_COMPONENT, GL_UNSIGNED_BYTE },
274     { AV_PIX_FMT_GRAY16,     &FF_OPENGL_FRAGMENT_SHADER_GRAY,        FF_GL_RED_COMPONENT, GL_UNSIGNED_SHORT },
275     { AV_PIX_FMT_NONE,       NULL }
276 };
277
278 static av_cold int opengl_prepare_vertex(AVFormatContext *s);
279 static int opengl_draw(AVFormatContext *h, void *intput, int repaint, int is_pkt);
280 static av_cold int opengl_init_context(OpenGLContext *opengl);
281
282 static av_cold void opengl_deinit_context(OpenGLContext *opengl)
283 {
284     glDeleteTextures(4, opengl->texture_name);
285     opengl->texture_name[0] = opengl->texture_name[1] =
286     opengl->texture_name[2] = opengl->texture_name[3] = 0;
287     if (opengl->glprocs.glUseProgram)
288         opengl->glprocs.glUseProgram(0);
289     if (opengl->glprocs.glDeleteProgram) {
290         opengl->glprocs.glDeleteProgram(opengl->program);
291         opengl->program = 0;
292     }
293     if (opengl->glprocs.glDeleteShader) {
294         opengl->glprocs.glDeleteShader(opengl->vertex_shader);
295         opengl->glprocs.glDeleteShader(opengl->fragment_shader);
296         opengl->vertex_shader = opengl->fragment_shader = 0;
297     }
298     if (opengl->glprocs.glBindBuffer) {
299         opengl->glprocs.glBindBuffer(FF_GL_ARRAY_BUFFER, 0);
300         opengl->glprocs.glBindBuffer(FF_GL_ELEMENT_ARRAY_BUFFER, 0);
301     }
302     if (opengl->glprocs.glDeleteBuffers) {
303         opengl->glprocs.glDeleteBuffers(2, &opengl->index_buffer);
304         opengl->vertex_buffer = opengl->index_buffer = 0;
305     }
306 }
307
308 static int opengl_resize(AVFormatContext *h, int width, int height)
309 {
310     int ret = 0;
311     OpenGLContext *opengl = h->priv_data;
312     opengl->window_width = width;
313     opengl->window_height = height;
314     if (opengl->inited) {
315         if (opengl->no_window &&
316             (ret = avdevice_dev_to_app_control_message(h, AV_DEV_TO_APP_PREPARE_WINDOW_BUFFER, NULL , 0)) < 0) {
317             av_log(opengl, AV_LOG_ERROR, "Application failed to prepare window buffer.\n");
318             goto end;
319         }
320         if ((ret = opengl_prepare_vertex(h)) < 0)
321             goto end;
322         ret = opengl_draw(h, NULL, 1, 0);
323     }
324   end:
325     return ret;
326 }
327
328 static int opengl_control_message(AVFormatContext *h, int type, void *data, size_t data_size)
329 {
330     OpenGLContext *opengl = h->priv_data;
331     switch(type) {
332     case AV_APP_TO_DEV_WINDOW_SIZE:
333         if (data) {
334             AVDeviceRect *message = data;
335             return opengl_resize(h, message->width, message->height);
336         }
337         return AVERROR(EINVAL);
338     case AV_APP_TO_DEV_WINDOW_REPAINT:
339         return opengl_resize(h, opengl->window_width, opengl->window_height);
340     }
341     return AVERROR(ENOSYS);
342 }
343
344 #if HAVE_SDL
345 static int opengl_sdl_recreate_window(OpenGLContext *opengl, int width, int height)
346 {
347     opengl->surface = SDL_SetVideoMode(width, height,
348                                        32, SDL_OPENGL | SDL_RESIZABLE);
349     if (!opengl->surface) {
350         av_log(opengl, AV_LOG_ERROR, "Unable to set video mode: %s\n", SDL_GetError());
351         return AVERROR_EXTERNAL;
352     }
353     SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8);
354     SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8);
355     SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8);
356     SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, 8);
357     SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
358     return 0;
359 }
360
361 static int opengl_sdl_process_events(AVFormatContext *h)
362 {
363     int ret;
364     OpenGLContext *opengl = h->priv_data;
365     SDL_Event event;
366     SDL_PumpEvents();
367     while (SDL_PeepEvents(&event, 1, SDL_GETEVENT, SDL_ALLEVENTS) > 0) {
368         switch (event.type) {
369         case SDL_QUIT:
370             return AVERROR(EIO);
371         case SDL_KEYDOWN:
372             switch (event.key.keysym.sym) {
373             case SDLK_ESCAPE:
374             case SDLK_q:
375                 return AVERROR(EIO);
376             }
377             return 0;
378         case SDL_VIDEORESIZE: {
379             char buffer[100];
380             int reinit;
381             AVDeviceRect message;
382             /* clean up old context because SDL_SetVideoMode may lose its state. */
383             SDL_VideoDriverName(buffer, sizeof(buffer));
384             reinit = !av_strncasecmp(buffer, "quartz", sizeof(buffer));
385             if (reinit) {
386                 opengl_deinit_context(opengl);
387             }
388             if ((ret = opengl_sdl_recreate_window(opengl, event.resize.w, event.resize.h)) < 0)
389                 return ret;
390             if (reinit && (ret = opengl_init_context(opengl)) < 0)
391                 return ret;
392             message.width = opengl->surface->w;
393             message.height = opengl->surface->h;
394             return opengl_control_message(h, AV_APP_TO_DEV_WINDOW_SIZE, &message, sizeof(AVDeviceRect));
395             }
396         }
397     }
398     return 0;
399 }
400
401 static int av_cold opengl_sdl_create_window(AVFormatContext *h)
402 {
403     int ret;
404     char buffer[100];
405     OpenGLContext *opengl = h->priv_data;
406     AVDeviceRect message;
407     if (SDL_Init(SDL_INIT_VIDEO)) {
408         av_log(opengl, AV_LOG_ERROR, "Unable to initialize SDL: %s\n", SDL_GetError());
409         return AVERROR_EXTERNAL;
410     }
411     if ((ret = opengl_sdl_recreate_window(opengl, opengl->window_width,
412                                           opengl->window_height)) < 0)
413         return ret;
414     av_log(opengl, AV_LOG_INFO, "SDL driver: '%s'.\n", SDL_VideoDriverName(buffer, sizeof(buffer)));
415     message.width = opengl->surface->w;
416     message.height = opengl->surface->h;
417     SDL_WM_SetCaption(opengl->window_title, NULL);
418     opengl_control_message(h, AV_APP_TO_DEV_WINDOW_SIZE, &message, sizeof(AVDeviceRect));
419     return 0;
420 }
421
422 static int av_cold opengl_sdl_load_procedures(OpenGLContext *opengl)
423 {
424     FFOpenGLFunctions *procs = &opengl->glprocs;
425
426 #define LOAD_OPENGL_FUN(name, type) \
427     procs->name = (type)SDL_GL_GetProcAddress(#name); \
428     if (!procs->name) { \
429         av_log(opengl, AV_LOG_ERROR, "Cannot load OpenGL function: '%s'\n", #name); \
430         return AVERROR(ENOSYS); \
431     }
432
433     LOAD_OPENGL_FUN(glActiveTexture, FF_PFNGLACTIVETEXTUREPROC)
434     LOAD_OPENGL_FUN(glGenBuffers, FF_PFNGLGENBUFFERSPROC)
435     LOAD_OPENGL_FUN(glDeleteBuffers, FF_PFNGLDELETEBUFFERSPROC)
436     LOAD_OPENGL_FUN(glBufferData, FF_PFNGLBUFFERDATAPROC)
437     LOAD_OPENGL_FUN(glBindBuffer, FF_PFNGLBINDBUFFERPROC)
438     LOAD_OPENGL_FUN(glGetAttribLocation, FF_PFNGLGETATTRIBLOCATIONPROC)
439     LOAD_OPENGL_FUN(glGetUniformLocation, FF_PFNGLGETUNIFORMLOCATIONPROC)
440     LOAD_OPENGL_FUN(glUniform1f, FF_PFNGLUNIFORM1FPROC)
441     LOAD_OPENGL_FUN(glUniform1i, FF_PFNGLUNIFORM1IPROC)
442     LOAD_OPENGL_FUN(glUniformMatrix4fv, FF_PFNGLUNIFORMMATRIX4FVPROC)
443     LOAD_OPENGL_FUN(glCreateProgram, FF_PFNGLCREATEPROGRAMPROC)
444     LOAD_OPENGL_FUN(glDeleteProgram, FF_PFNGLDELETEPROGRAMPROC)
445     LOAD_OPENGL_FUN(glUseProgram, FF_PFNGLUSEPROGRAMPROC)
446     LOAD_OPENGL_FUN(glLinkProgram, FF_PFNGLLINKPROGRAMPROC)
447     LOAD_OPENGL_FUN(glGetProgramiv, FF_PFNGLGETPROGRAMIVPROC)
448     LOAD_OPENGL_FUN(glGetProgramInfoLog, FF_PFNGLGETPROGRAMINFOLOGPROC)
449     LOAD_OPENGL_FUN(glAttachShader, FF_PFNGLATTACHSHADERPROC)
450     LOAD_OPENGL_FUN(glCreateShader, FF_PFNGLCREATESHADERPROC)
451     LOAD_OPENGL_FUN(glDeleteShader, FF_PFNGLDELETESHADERPROC)
452     LOAD_OPENGL_FUN(glCompileShader, FF_PFNGLCOMPILESHADERPROC)
453     LOAD_OPENGL_FUN(glShaderSource, FF_PFNGLSHADERSOURCEPROC)
454     LOAD_OPENGL_FUN(glGetShaderiv, FF_PFNGLGETSHADERIVPROC)
455     LOAD_OPENGL_FUN(glGetShaderInfoLog, FF_PFNGLGETSHADERINFOLOGPROC)
456     LOAD_OPENGL_FUN(glEnableVertexAttribArray, FF_PFNGLENABLEVERTEXATTRIBARRAYPROC)
457     LOAD_OPENGL_FUN(glVertexAttribPointer, FF_PFNGLVERTEXATTRIBPOINTERPROC)
458
459     return 0;
460
461 #undef LOAD_OPENGL_FUN
462 }
463 #endif /* HAVE_SDL */
464
465 #if defined(__APPLE__)
466 static int av_cold opengl_load_procedures(OpenGLContext *opengl)
467 {
468     FFOpenGLFunctions *procs = &opengl->glprocs;
469
470 #if HAVE_SDL
471     if (!opengl->no_window)
472         return opengl_sdl_load_procedures(opengl);
473 #endif
474
475     procs->glActiveTexture = glActiveTexture;
476     procs->glGenBuffers = glGenBuffers;
477     procs->glDeleteBuffers = glDeleteBuffers;
478     procs->glBufferData = glBufferData;
479     procs->glBindBuffer = glBindBuffer;
480     procs->glGetAttribLocation = glGetAttribLocation;
481     procs->glGetUniformLocation = glGetUniformLocation;
482     procs->glUniform1f = glUniform1f;
483     procs->glUniform1i = glUniform1i;
484     procs->glUniformMatrix4fv = glUniformMatrix4fv;
485     procs->glCreateProgram = glCreateProgram;
486     procs->glDeleteProgram = glDeleteProgram;
487     procs->glUseProgram = glUseProgram;
488     procs->glLinkProgram = glLinkProgram;
489     procs->glGetProgramiv = glGetProgramiv;
490     procs->glGetProgramInfoLog = glGetProgramInfoLog;
491     procs->glAttachShader = glAttachShader;
492     procs->glCreateShader = glCreateShader;
493     procs->glDeleteShader = glDeleteShader;
494     procs->glCompileShader = glCompileShader;
495     procs->glShaderSource = glShaderSource;
496     procs->glGetShaderiv = glGetShaderiv;
497     procs->glGetShaderInfoLog = glGetShaderInfoLog;
498     procs->glEnableVertexAttribArray = glEnableVertexAttribArray;
499     procs->glVertexAttribPointer = (FF_PFNGLVERTEXATTRIBPOINTERPROC) glVertexAttribPointer;
500     return 0;
501 }
502 #else
503 static int av_cold opengl_load_procedures(OpenGLContext *opengl)
504 {
505     FFOpenGLFunctions *procs = &opengl->glprocs;
506
507 #if HAVE_GLXGETPROCADDRESS
508 #define SelectedGetProcAddress glXGetProcAddress
509 #elif HAVE_WGLGETPROCADDRESS
510 #define SelectedGetProcAddress wglGetProcAddress
511 #endif
512
513 #define LOAD_OPENGL_FUN(name, type) \
514     procs->name = (type)SelectedGetProcAddress(#name); \
515     if (!procs->name) { \
516         av_log(opengl, AV_LOG_ERROR, "Cannot load OpenGL function: '%s'\n", #name); \
517         return AVERROR(ENOSYS); \
518     }
519
520 #if HAVE_SDL
521     if (!opengl->no_window)
522         return opengl_sdl_load_procedures(opengl);
523 #endif
524
525     LOAD_OPENGL_FUN(glActiveTexture, FF_PFNGLACTIVETEXTUREPROC)
526     LOAD_OPENGL_FUN(glGenBuffers, FF_PFNGLGENBUFFERSPROC)
527     LOAD_OPENGL_FUN(glDeleteBuffers, FF_PFNGLDELETEBUFFERSPROC)
528     LOAD_OPENGL_FUN(glBufferData, FF_PFNGLBUFFERDATAPROC)
529     LOAD_OPENGL_FUN(glBindBuffer, FF_PFNGLBINDBUFFERPROC)
530     LOAD_OPENGL_FUN(glGetAttribLocation, FF_PFNGLGETATTRIBLOCATIONPROC)
531     LOAD_OPENGL_FUN(glGetUniformLocation, FF_PFNGLGETUNIFORMLOCATIONPROC)
532     LOAD_OPENGL_FUN(glUniform1f, FF_PFNGLUNIFORM1FPROC)
533     LOAD_OPENGL_FUN(glUniform1i, FF_PFNGLUNIFORM1IPROC)
534     LOAD_OPENGL_FUN(glUniformMatrix4fv, FF_PFNGLUNIFORMMATRIX4FVPROC)
535     LOAD_OPENGL_FUN(glCreateProgram, FF_PFNGLCREATEPROGRAMPROC)
536     LOAD_OPENGL_FUN(glDeleteProgram, FF_PFNGLDELETEPROGRAMPROC)
537     LOAD_OPENGL_FUN(glUseProgram, FF_PFNGLUSEPROGRAMPROC)
538     LOAD_OPENGL_FUN(glLinkProgram, FF_PFNGLLINKPROGRAMPROC)
539     LOAD_OPENGL_FUN(glGetProgramiv, FF_PFNGLGETPROGRAMIVPROC)
540     LOAD_OPENGL_FUN(glGetProgramInfoLog, FF_PFNGLGETPROGRAMINFOLOGPROC)
541     LOAD_OPENGL_FUN(glAttachShader, FF_PFNGLATTACHSHADERPROC)
542     LOAD_OPENGL_FUN(glCreateShader, FF_PFNGLCREATESHADERPROC)
543     LOAD_OPENGL_FUN(glDeleteShader, FF_PFNGLDELETESHADERPROC)
544     LOAD_OPENGL_FUN(glCompileShader, FF_PFNGLCOMPILESHADERPROC)
545     LOAD_OPENGL_FUN(glShaderSource, FF_PFNGLSHADERSOURCEPROC)
546     LOAD_OPENGL_FUN(glGetShaderiv, FF_PFNGLGETSHADERIVPROC)
547     LOAD_OPENGL_FUN(glGetShaderInfoLog, FF_PFNGLGETSHADERINFOLOGPROC)
548     LOAD_OPENGL_FUN(glEnableVertexAttribArray, FF_PFNGLENABLEVERTEXATTRIBARRAYPROC)
549     LOAD_OPENGL_FUN(glVertexAttribPointer, FF_PFNGLVERTEXATTRIBPOINTERPROC)
550
551     return 0;
552
553 #undef SelectedGetProcAddress
554 #undef LOAD_OPENGL_FUN
555 }
556 #endif
557
558 static void opengl_make_identity(float matrix[16])
559 {
560     memset(matrix, 0, 16 * sizeof(float));
561     matrix[0] = matrix[5] = matrix[10] = matrix[15] = 1.0f;
562 }
563
564 static void opengl_make_ortho(float matrix[16], float left, float right,
565                               float bottom, float top, float nearZ, float farZ)
566 {
567     float ral = right + left;
568     float rsl = right - left;
569     float tab = top + bottom;
570     float tsb = top - bottom;
571     float fan = farZ + nearZ;
572     float fsn = farZ - nearZ;
573
574     memset(matrix, 0, 16 * sizeof(float));
575     matrix[0] = 2.0f / rsl;
576     matrix[5] = 2.0f / tsb;
577     matrix[10] = -2.0f / fsn;
578     matrix[12] = -ral / rsl;
579     matrix[13] = -tab / tsb;
580     matrix[14] = -fan / fsn;
581     matrix[15] = 1.0f;
582 }
583
584 static av_cold int opengl_read_limits(OpenGLContext *opengl)
585 {
586     static const struct{
587         const char *extension;
588         int major;
589         int minor;
590     } required_extensions[] = {
591         { "GL_ARB_multitexture",         1, 3 },
592         { "GL_ARB_vertex_buffer_object", 1, 5 }, //GLX_ARB_vertex_buffer_object
593         { "GL_ARB_vertex_shader",        2, 0 },
594         { "GL_ARB_fragment_shader",      2, 0 },
595         { "GL_ARB_shader_objects",       2, 0 },
596         { NULL,                          0, 0 }
597     };
598     int i, major, minor;
599     const char *extensions, *version;
600
601     version = glGetString(GL_VERSION);
602     extensions = glGetString(GL_EXTENSIONS);
603
604     av_log(opengl, AV_LOG_DEBUG, "OpenGL version: %s\n", version);
605     sscanf(version, "%d.%d", &major, &minor);
606
607     for (i = 0; required_extensions[i].extension; i++) {
608         if (major < required_extensions[i].major &&
609             (major == required_extensions[i].major && minor < required_extensions[i].minor) &&
610             !strstr(extensions, required_extensions[i].extension)) {
611             av_log(opengl, AV_LOG_ERROR, "Required extension %s is not supported.\n",
612                    required_extensions[i].extension);
613             av_log(opengl, AV_LOG_DEBUG, "Supported extensions are: %s\n", extensions);
614             return AVERROR(ENOSYS);
615         }
616     }
617     glGetIntegerv(GL_MAX_TEXTURE_SIZE, &opengl->max_texture_size);
618     glGetIntegerv(GL_MAX_VIEWPORT_DIMS, &opengl->max_viewport_width);
619     opengl->non_pow_2_textures = major >= 2 || strstr(extensions, "GL_ARB_texture_non_power_of_two");
620 #if defined(GL_ES_VERSION_2_0)
621     opengl->unpack_subimage = !!strstr(extensions, "GL_EXT_unpack_subimage");
622 #else
623     opengl->unpack_subimage = 1;
624 #endif
625
626     av_log(opengl, AV_LOG_DEBUG, "Non Power of 2 textures support: %s\n", opengl->non_pow_2_textures ? "Yes" : "No");
627     av_log(opengl, AV_LOG_DEBUG, "Unpack Subimage extension support: %s\n", opengl->unpack_subimage ? "Yes" : "No");
628     av_log(opengl, AV_LOG_DEBUG, "Max texture size: %dx%d\n", opengl->max_texture_size, opengl->max_texture_size);
629     av_log(opengl, AV_LOG_DEBUG, "Max viewport size: %dx%d\n",
630            opengl->max_viewport_width, opengl->max_viewport_height);
631
632     OPENGL_ERROR_CHECK(opengl);
633     return 0;
634   fail:
635     return AVERROR_EXTERNAL;
636 }
637
638 static const char* opengl_get_fragment_shader_code(enum AVPixelFormat format)
639 {
640     int i;
641     for (i = 0; i < FF_ARRAY_ELEMS(opengl_format_desc); i++) {
642         if (opengl_format_desc[i].fixel_format == format)
643             return *opengl_format_desc[i].fragment_shader;
644     }
645     return NULL;
646 }
647
648 static int opengl_type_size(GLenum type)
649 {
650     switch(type) {
651     case GL_UNSIGNED_SHORT:
652     case FF_GL_UNSIGNED_SHORT_1_5_5_5_REV:
653     case GL_UNSIGNED_SHORT_5_6_5:
654         return 2;
655     case GL_UNSIGNED_BYTE:
656     case FF_GL_UNSIGNED_BYTE_3_3_2:
657     case FF_GL_UNSIGNED_BYTE_2_3_3_REV:
658     default:
659         break;
660     }
661     return 1;
662 }
663
664 static av_cold void opengl_get_texture_params(OpenGLContext *opengl)
665 {
666     int i;
667     for (i = 0; i < FF_ARRAY_ELEMS(opengl_format_desc); i++) {
668         if (opengl_format_desc[i].fixel_format == opengl->pix_fmt) {
669             opengl->format = opengl_format_desc[i].format;
670             opengl->type = opengl_format_desc[i].type;
671             break;
672         }
673     }
674 }
675
676 static void opengl_compute_display_area(AVFormatContext *s)
677 {
678     AVRational sar, dar; /* sample and display aspect ratios */
679     OpenGLContext *opengl = s->priv_data;
680     AVStream *st = s->streams[0];
681     AVCodecContext *encctx = st->codec;
682
683     /* compute overlay width and height from the codec context information */
684     sar = st->sample_aspect_ratio.num ? st->sample_aspect_ratio : (AVRational){ 1, 1 };
685     dar = av_mul_q(sar, (AVRational){ encctx->width, encctx->height });
686
687     /* we suppose the screen has a 1/1 sample aspect ratio */
688     /* fit in the window */
689     if (av_cmp_q(dar, (AVRational){ opengl->window_width, opengl->window_height }) > 0) {
690         /* fit in width */
691         opengl->picture_width = opengl->window_width;
692         opengl->picture_height = av_rescale(opengl->picture_width, dar.den, dar.num);
693     } else {
694         /* fit in height */
695         opengl->picture_height = opengl->window_height;
696         opengl->picture_width = av_rescale(opengl->picture_height, dar.num, dar.den);
697     }
698 }
699
700 static av_cold void opengl_get_texture_size(OpenGLContext *opengl, int in_width, int in_height,
701                                             int *out_width, int *out_height)
702 {
703     if (opengl->non_pow_2_textures) {
704         *out_width = in_width;
705         *out_height = in_height;
706     } else {
707         int max = FFMIN(FFMAX(in_width, in_height), opengl->max_texture_size);
708         unsigned power_of_2 = 1;
709         while (power_of_2 < max)
710             power_of_2 *= 2;
711         *out_height = power_of_2;
712         *out_width = power_of_2;
713         av_log(opengl, AV_LOG_DEBUG, "Texture size calculated from %dx%d into %dx%d\n",
714                in_width, in_height, *out_width, *out_height);
715     }
716 }
717
718 static av_cold void opengl_fill_color_map(OpenGLContext *opengl)
719 {
720     const AVPixFmtDescriptor *desc;
721     int shift;
722     enum AVPixelFormat pix_fmt = opengl->pix_fmt;
723
724     /* We need order of components, not exact position, some minor HACKs here */
725     if (pix_fmt == AV_PIX_FMT_RGB565 || pix_fmt == AV_PIX_FMT_BGR555 ||
726         pix_fmt == AV_PIX_FMT_BGR8   || pix_fmt == AV_PIX_FMT_RGB8)
727         pix_fmt = AV_PIX_FMT_RGB24;
728     else if (pix_fmt == AV_PIX_FMT_BGR565 || pix_fmt == AV_PIX_FMT_RGB555)
729         pix_fmt = AV_PIX_FMT_BGR24;
730
731     desc = av_pix_fmt_desc_get(pix_fmt);
732     if (!(desc->flags & AV_PIX_FMT_FLAG_RGB))
733         return;
734
735 #define FILL_COMPONENT(i) { \
736         shift = desc->comp[i].depth_minus1 >> 3; \
737         opengl->color_map[(i << 2) + ((desc->comp[i].offset_plus1 - 1) >> shift)] = 1.0; \
738     }
739
740     memset(opengl->color_map, 0, sizeof(opengl->color_map));
741     FILL_COMPONENT(0);
742     FILL_COMPONENT(1);
743     FILL_COMPONENT(2);
744     if (desc->flags & AV_PIX_FMT_FLAG_ALPHA)
745         FILL_COMPONENT(3);
746
747 #undef FILL_COMPONENT
748 }
749
750 static av_cold GLuint opengl_load_shader(OpenGLContext *opengl, GLenum type, const char *source)
751 {
752     GLuint shader = opengl->glprocs.glCreateShader(type);
753     GLint result;
754     if (!shader) {
755         av_log(opengl, AV_LOG_ERROR, "glCreateShader() failed\n");
756         return 0;
757     }
758     opengl->glprocs.glShaderSource(shader, 1, &source, NULL);
759     opengl->glprocs.glCompileShader(shader);
760
761     opengl->glprocs.glGetShaderiv(shader, FF_GL_COMPILE_STATUS, &result);
762     if (!result) {
763         char *log;
764         opengl->glprocs.glGetShaderiv(shader, FF_GL_INFO_LOG_LENGTH, &result);
765         if (result) {
766             if ((log = av_malloc(result))) {
767                 opengl->glprocs.glGetShaderInfoLog(shader, result, NULL, log);
768                 av_log(opengl, AV_LOG_ERROR, "Compile error: %s\n", log);
769                 av_free(log);
770             }
771         }
772         goto fail;
773     }
774     OPENGL_ERROR_CHECK(opengl);
775     return shader;
776   fail:
777     opengl->glprocs.glDeleteShader(shader);
778     return 0;
779 }
780
781 static av_cold int opengl_compile_shaders(OpenGLContext *opengl, enum AVPixelFormat pix_fmt)
782 {
783     GLint result;
784     const char *fragment_shader_code = opengl_get_fragment_shader_code(pix_fmt);
785
786     if (!fragment_shader_code) {
787         av_log(opengl, AV_LOG_ERROR, "Provided pixel format '%s' is not supported\n",
788                av_get_pix_fmt_name(pix_fmt));
789         return AVERROR(EINVAL);
790     }
791
792     opengl->vertex_shader = opengl_load_shader(opengl, FF_GL_VERTEX_SHADER,
793                                                FF_OPENGL_VERTEX_SHADER);
794     if (!opengl->vertex_shader) {
795         av_log(opengl, AV_LOG_ERROR, "Vertex shader loading failed.\n");
796         goto fail;
797     }
798     opengl->fragment_shader = opengl_load_shader(opengl, FF_GL_FRAGMENT_SHADER,
799                                                  fragment_shader_code);
800     if (!opengl->fragment_shader) {
801         av_log(opengl, AV_LOG_ERROR, "Fragment shader loading failed.\n");
802         goto fail;
803     }
804
805     opengl->program = opengl->glprocs.glCreateProgram();
806     if (!opengl->program)
807         goto fail;
808
809     opengl->glprocs.glAttachShader(opengl->program, opengl->vertex_shader);
810     opengl->glprocs.glAttachShader(opengl->program, opengl->fragment_shader);
811     opengl->glprocs.glLinkProgram(opengl->program);
812
813     opengl->glprocs.glGetProgramiv(opengl->program, FF_GL_LINK_STATUS, &result);
814     if (!result) {
815         char *log;
816         opengl->glprocs.glGetProgramiv(opengl->program, FF_GL_INFO_LOG_LENGTH, &result);
817         if (result) {
818             log = av_malloc(result);
819             if (!log)
820                 goto fail;
821             opengl->glprocs.glGetProgramInfoLog(opengl->program, result, NULL, log);
822             av_log(opengl, AV_LOG_ERROR, "Link error: %s\n", log);
823             av_free(log);
824         }
825         goto fail;
826     }
827
828     opengl->position_attrib = opengl->glprocs.glGetAttribLocation(opengl->program, "a_position");
829     opengl->texture_coords_attrib = opengl->glprocs.glGetAttribLocation(opengl->program, "a_textureCoords");
830     opengl->projection_matrix_location = opengl->glprocs.glGetUniformLocation(opengl->program, "u_projectionMatrix");
831     opengl->model_view_matrix_location = opengl->glprocs.glGetUniformLocation(opengl->program, "u_modelViewMatrix");
832     opengl->color_map_location = opengl->glprocs.glGetUniformLocation(opengl->program, "u_colorMap");
833     opengl->texture_location[0] = opengl->glprocs.glGetUniformLocation(opengl->program, "u_texture0");
834     opengl->texture_location[1] = opengl->glprocs.glGetUniformLocation(opengl->program, "u_texture1");
835     opengl->texture_location[2] = opengl->glprocs.glGetUniformLocation(opengl->program, "u_texture2");
836     opengl->texture_location[3] = opengl->glprocs.glGetUniformLocation(opengl->program, "u_texture3");
837     opengl->chroma_div_w_location = opengl->glprocs.glGetUniformLocation(opengl->program, "u_chroma_div_w");
838     opengl->chroma_div_h_location = opengl->glprocs.glGetUniformLocation(opengl->program, "u_chroma_div_h");
839
840     OPENGL_ERROR_CHECK(opengl);
841     return 0;
842   fail:
843     opengl->glprocs.glDeleteShader(opengl->vertex_shader);
844     opengl->glprocs.glDeleteShader(opengl->fragment_shader);
845     opengl->glprocs.glDeleteProgram(opengl->program);
846     opengl->fragment_shader = opengl->vertex_shader = opengl->program = 0;
847     return AVERROR_EXTERNAL;
848 }
849
850 static av_cold int opengl_configure_texture(OpenGLContext *opengl, GLuint texture,
851                                             GLsizei width, GLsizei height)
852 {
853     if (texture) {
854         int new_width, new_height;
855         opengl_get_texture_size(opengl, width, height, &new_width, &new_height);
856         glBindTexture(GL_TEXTURE_2D, texture);
857         glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
858         glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
859         glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
860         glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
861         glTexImage2D(GL_TEXTURE_2D, 0, opengl->format, new_width, new_height, 0,
862                      opengl->format, opengl->type, NULL);
863         OPENGL_ERROR_CHECK(NULL);
864     }
865     return 0;
866   fail:
867     return AVERROR_EXTERNAL;
868 }
869
870 static av_cold int opengl_prepare_vertex(AVFormatContext *s)
871 {
872     OpenGLContext *opengl = s->priv_data;
873     int tex_w, tex_h;
874
875     if (opengl->window_width > opengl->max_viewport_width || opengl->window_height > opengl->max_viewport_height) {
876         opengl->window_width = FFMIN(opengl->window_width, opengl->max_viewport_width);
877         opengl->window_height = FFMIN(opengl->window_height, opengl->max_viewport_height);
878         av_log(opengl, AV_LOG_WARNING, "Too big viewport requested, limited to %dx%d", opengl->window_width, opengl->window_height);
879     }
880     glViewport(0, 0, opengl->window_width, opengl->window_height);
881     opengl_make_ortho(opengl->projection_matrix,
882                       - (float)opengl->window_width  / 2.0f, (float)opengl->window_width  / 2.0f,
883                       - (float)opengl->window_height / 2.0f, (float)opengl->window_height / 2.0f,
884                       1.0f, -1.0f);
885     opengl_make_identity(opengl->model_view_matrix);
886
887     opengl_compute_display_area(s);
888
889     opengl->vertex[0].z = opengl->vertex[1].z = opengl->vertex[2].z = opengl->vertex[3].z = 0.0f;
890     opengl->vertex[0].x = opengl->vertex[1].x = - (float)opengl->picture_width / 2.0f;
891     opengl->vertex[2].x = opengl->vertex[3].x =   (float)opengl->picture_width / 2.0f;
892     opengl->vertex[1].y = opengl->vertex[2].y = - (float)opengl->picture_height / 2.0f;
893     opengl->vertex[0].y = opengl->vertex[3].y =   (float)opengl->picture_height / 2.0f;
894
895     opengl_get_texture_size(opengl, opengl->width, opengl->height, &tex_w, &tex_h);
896
897     opengl->vertex[0].s0 = 0.0f;
898     opengl->vertex[0].t0 = 0.0f;
899     opengl->vertex[1].s0 = 0.0f;
900     opengl->vertex[1].t0 = (float)opengl->height / (float)tex_h;
901     opengl->vertex[2].s0 = (float)opengl->width  / (float)tex_w;
902     opengl->vertex[2].t0 = (float)opengl->height / (float)tex_h;
903     opengl->vertex[3].s0 = (float)opengl->width  / (float)tex_w;
904     opengl->vertex[3].t0 = 0.0f;
905
906     opengl->glprocs.glBindBuffer(FF_GL_ARRAY_BUFFER, opengl->vertex_buffer);
907     opengl->glprocs.glBufferData(FF_GL_ARRAY_BUFFER, sizeof(opengl->vertex), opengl->vertex, FF_GL_STATIC_DRAW);
908     opengl->glprocs.glBindBuffer(FF_GL_ARRAY_BUFFER, 0);
909     OPENGL_ERROR_CHECK(opengl);
910     return 0;
911   fail:
912     return AVERROR_EXTERNAL;
913 }
914
915 static int opengl_prepare(OpenGLContext *opengl)
916 {
917     int i;
918     opengl->glprocs.glUseProgram(opengl->program);
919     opengl->glprocs.glUniformMatrix4fv(opengl->projection_matrix_location, 1, GL_FALSE, opengl->projection_matrix);
920     opengl->glprocs.glUniformMatrix4fv(opengl->model_view_matrix_location, 1, GL_FALSE, opengl->model_view_matrix);
921     for (i = 0; i < 4; i++)
922         if (opengl->texture_location[i] != -1) {
923             opengl->glprocs.glActiveTexture(GL_TEXTURE0 + i);
924             glBindTexture(GL_TEXTURE_2D, opengl->texture_name[i]);
925             opengl->glprocs.glUniform1i(opengl->texture_location[i], i);
926         }
927     if (opengl->color_map_location != -1)
928         opengl->glprocs.glUniformMatrix4fv(opengl->color_map_location, 1, GL_FALSE, opengl->color_map);
929     if (opengl->chroma_div_h_location != -1)
930         opengl->glprocs.glUniform1f(opengl->chroma_div_h_location, opengl->chroma_div_h);
931     if (opengl->chroma_div_w_location != -1)
932         opengl->glprocs.glUniform1f(opengl->chroma_div_w_location, opengl->chroma_div_w);
933
934     OPENGL_ERROR_CHECK(opengl);
935     return 0;
936   fail:
937     return AVERROR_EXTERNAL;
938 }
939
940 static int opengl_create_window(AVFormatContext *h)
941 {
942     OpenGLContext *opengl = h->priv_data;
943     int ret;
944
945     if (!opengl->no_window) {
946 #if HAVE_SDL
947         if ((ret = opengl_sdl_create_window(h)) < 0) {
948             av_log(opengl, AV_LOG_ERROR, "Cannot create default SDL window.\n");
949             return ret;
950         }
951 #else
952         av_log(opengl, AV_LOG_ERROR, "FFmpeg is compiled without SDL. Cannot create default window.\n");
953         return AVERROR(ENOSYS);
954 #endif
955     } else {
956         AVDeviceRect message;
957         message.x = message.y = 0;
958         message.width = opengl->window_width;
959         message.height = opengl->window_height;
960         if ((ret = avdevice_dev_to_app_control_message(h, AV_DEV_TO_APP_CREATE_WINDOW_BUFFER,
961                                                        &message , sizeof(message))) < 0) {
962             av_log(opengl, AV_LOG_ERROR, "Application failed to create window buffer.\n");
963             return ret;
964         }
965         if ((ret = avdevice_dev_to_app_control_message(h, AV_DEV_TO_APP_PREPARE_WINDOW_BUFFER, NULL , 0)) < 0) {
966             av_log(opengl, AV_LOG_ERROR, "Application failed to prepare window buffer.\n");
967             return ret;
968         }
969     }
970     return 0;
971 }
972
973 static int opengl_release_window(AVFormatContext *h)
974 {
975     int ret;
976     OpenGLContext *opengl = h->priv_data;
977     if (!opengl->no_window) {
978 #if HAVE_SDL
979         SDL_Quit();
980 #endif
981     } else if ((ret = avdevice_dev_to_app_control_message(h, AV_DEV_TO_APP_DESTROY_WINDOW_BUFFER, NULL , 0)) < 0) {
982         av_log(opengl, AV_LOG_ERROR, "Application failed to release window buffer.\n");
983         return ret;
984     }
985     return 0;
986 }
987
988 static av_cold int opengl_write_trailer(AVFormatContext *h)
989 {
990     OpenGLContext *opengl = h->priv_data;
991
992     if (opengl->no_window &&
993         avdevice_dev_to_app_control_message(h, AV_DEV_TO_APP_PREPARE_WINDOW_BUFFER, NULL , 0) < 0)
994         av_log(opengl, AV_LOG_ERROR, "Application failed to prepare window buffer.\n");
995
996     opengl_deinit_context(opengl);
997     opengl_release_window(h);
998
999     return 0;
1000 }
1001
1002 static av_cold int opengl_init_context(OpenGLContext *opengl)
1003 {
1004     int i, ret;
1005     const AVPixFmtDescriptor *desc;
1006
1007     if ((ret = opengl_compile_shaders(opengl, opengl->pix_fmt)) < 0)
1008         goto fail;
1009
1010     desc = av_pix_fmt_desc_get(opengl->pix_fmt);
1011     av_assert0(desc->nb_components > 0 && desc->nb_components <= 4);
1012     glGenTextures(desc->nb_components, opengl->texture_name);
1013
1014     opengl->glprocs.glGenBuffers(2, &opengl->index_buffer);
1015     if (!opengl->index_buffer || !opengl->vertex_buffer) {
1016         av_log(opengl, AV_LOG_ERROR, "Buffer generation failed.\n");
1017         ret = AVERROR_EXTERNAL;
1018         goto fail;
1019     }
1020
1021     opengl_configure_texture(opengl, opengl->texture_name[0], opengl->width, opengl->height);
1022     if (desc->nb_components > 1) {
1023         int has_alpha = desc->flags & AV_PIX_FMT_FLAG_ALPHA;
1024         int num_planes = desc->nb_components - (has_alpha ? 1 : 0);
1025         if (opengl->non_pow_2_textures) {
1026             opengl->chroma_div_w = 1.0f;
1027             opengl->chroma_div_h = 1.0f;
1028         } else {
1029             opengl->chroma_div_w = 1 << desc->log2_chroma_w;
1030             opengl->chroma_div_h = 1 << desc->log2_chroma_h;
1031         }
1032         for (i = 1; i < num_planes; i++)
1033             if (opengl->non_pow_2_textures)
1034                 opengl_configure_texture(opengl, opengl->texture_name[i],
1035                         FF_CEIL_RSHIFT(opengl->width, desc->log2_chroma_w),
1036                         FF_CEIL_RSHIFT(opengl->height, desc->log2_chroma_h));
1037             else
1038                 opengl_configure_texture(opengl, opengl->texture_name[i], opengl->width, opengl->height);
1039         if (has_alpha)
1040             opengl_configure_texture(opengl, opengl->texture_name[3], opengl->width, opengl->height);
1041     }
1042
1043     opengl->glprocs.glBindBuffer(FF_GL_ELEMENT_ARRAY_BUFFER, opengl->index_buffer);
1044     opengl->glprocs.glBufferData(FF_GL_ELEMENT_ARRAY_BUFFER, sizeof(g_index), g_index, FF_GL_STATIC_DRAW);
1045     opengl->glprocs.glBindBuffer(FF_GL_ELEMENT_ARRAY_BUFFER, 0);
1046
1047     glEnable(GL_BLEND);
1048     glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1049
1050     glClearColor((float)opengl->background[0] / 255.0f, (float)opengl->background[1] / 255.0f,
1051                  (float)opengl->background[2] / 255.0f, 1.0f);
1052
1053     ret = AVERROR_EXTERNAL;
1054     OPENGL_ERROR_CHECK(opengl);
1055
1056     return 0;
1057   fail:
1058     return ret;
1059 }
1060
1061 static av_cold int opengl_write_header(AVFormatContext *h)
1062 {
1063     OpenGLContext *opengl = h->priv_data;
1064     AVStream *st;
1065     int ret;
1066
1067     if (h->nb_streams != 1 ||
1068         h->streams[0]->codec->codec_type != AVMEDIA_TYPE_VIDEO ||
1069         h->streams[0]->codec->codec_id != AV_CODEC_ID_RAWVIDEO) {
1070         av_log(opengl, AV_LOG_ERROR, "Only a single video stream is supported.\n");
1071         return AVERROR(EINVAL);
1072     }
1073     st = h->streams[0];
1074     opengl->width = st->codec->width;
1075     opengl->height = st->codec->height;
1076     opengl->pix_fmt = st->codec->pix_fmt;
1077     if (!opengl->window_width)
1078         opengl->window_width = opengl->width;
1079     if (!opengl->window_height)
1080         opengl->window_height = opengl->height;
1081
1082     if (!opengl->window_title && !opengl->no_window)
1083         opengl->window_title = av_strdup(h->filename);
1084
1085     if ((ret = opengl_create_window(h)))
1086         goto fail;
1087
1088     if ((ret = opengl_read_limits(opengl)) < 0)
1089         goto fail;
1090
1091     if (opengl->width > opengl->max_texture_size || opengl->height > opengl->max_texture_size) {
1092         av_log(opengl, AV_LOG_ERROR, "Too big picture %dx%d, max supported size is %dx%d\n",
1093                opengl->width, opengl->height, opengl->max_texture_size, opengl->max_texture_size);
1094         ret = AVERROR(EINVAL);
1095         goto fail;
1096     }
1097
1098     if ((ret = opengl_load_procedures(opengl)) < 0)
1099         goto fail;
1100
1101     opengl_fill_color_map(opengl);
1102     opengl_get_texture_params(opengl);
1103
1104     if ((ret = opengl_init_context(opengl)) < 0)
1105         goto fail;
1106
1107     if ((ret = opengl_prepare_vertex(h)) < 0)
1108         goto fail;
1109
1110     glClear(GL_COLOR_BUFFER_BIT);
1111
1112 #if HAVE_SDL
1113     if (!opengl->no_window)
1114         SDL_GL_SwapBuffers();
1115 #endif
1116     if (opengl->no_window &&
1117         (ret = avdevice_dev_to_app_control_message(h, AV_DEV_TO_APP_DISPLAY_WINDOW_BUFFER, NULL , 0)) < 0) {
1118         av_log(opengl, AV_LOG_ERROR, "Application failed to display window buffer.\n");
1119         goto fail;
1120     }
1121
1122     ret = AVERROR_EXTERNAL;
1123     OPENGL_ERROR_CHECK(opengl);
1124
1125     opengl->inited = 1;
1126     return 0;
1127
1128   fail:
1129     opengl_write_trailer(h);
1130     return ret;
1131 }
1132
1133 static uint8_t* opengl_get_plane_pointer(OpenGLContext *opengl, AVPacket *pkt, int comp_index,
1134                                          const AVPixFmtDescriptor *desc)
1135 {
1136     uint8_t *data = pkt->data;
1137     int wordsize = opengl_type_size(opengl->type);
1138     int width_chroma = FF_CEIL_RSHIFT(opengl->width, desc->log2_chroma_w);
1139     int height_chroma = FF_CEIL_RSHIFT(opengl->height, desc->log2_chroma_h);
1140     int plane = desc->comp[comp_index].plane;
1141
1142     switch(plane) {
1143     case 0:
1144         break;
1145     case 1:
1146         data += opengl->width * opengl->height * wordsize;
1147         break;
1148     case 2:
1149         data += opengl->width * opengl->height * wordsize;
1150         data += width_chroma * height_chroma * wordsize;
1151         break;
1152     case 3:
1153         data += opengl->width * opengl->height * wordsize;
1154         data += 2 * width_chroma * height_chroma * wordsize;
1155         break;
1156     default:
1157         return NULL;
1158     }
1159     return data;
1160 }
1161
1162 #define LOAD_TEXTURE_DATA(comp_index, sub)                                                  \
1163 {                                                                                           \
1164     int width = sub ? FF_CEIL_RSHIFT(opengl->width, desc->log2_chroma_w) : opengl->width;   \
1165     int height = sub ? FF_CEIL_RSHIFT(opengl->height, desc->log2_chroma_h): opengl->height; \
1166     uint8_t *data;                                                                          \
1167     int plane = desc->comp[comp_index].plane;                                               \
1168                                                                                             \
1169     glBindTexture(GL_TEXTURE_2D, opengl->texture_name[comp_index]);                         \
1170     if (!is_pkt) {                                                                          \
1171         GLint length = ((AVFrame *)input)->linesize[plane];                                 \
1172         int bytes_per_pixel = opengl_type_size(opengl->type);                               \
1173         if (!(desc->flags & AV_PIX_FMT_FLAG_PLANAR))                                        \
1174             bytes_per_pixel *= desc->nb_components;                                         \
1175         data = ((AVFrame *)input)->data[plane];                                             \
1176         if (!(length % bytes_per_pixel) &&                                                  \
1177             (opengl->unpack_subimage || ((length / bytes_per_pixel) == width))) {           \
1178             length /= bytes_per_pixel;                                                      \
1179             if (length != width)                                                            \
1180                 glPixelStorei(FF_GL_UNPACK_ROW_LENGTH, length);                             \
1181             glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height,                          \
1182                             opengl->format, opengl->type, data);                            \
1183             if (length != width)                                                            \
1184                 glPixelStorei(FF_GL_UNPACK_ROW_LENGTH, 0);                                  \
1185         } else {                                                                            \
1186             int h;                                                                          \
1187             for (h = 0; h < height; h++) {                                                  \
1188                 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, h, width, 1,                           \
1189                                 opengl->format, opengl->type, data);                        \
1190                 data += length;                                                             \
1191             }                                                                               \
1192         }                                                                                   \
1193     } else {                                                                                \
1194         data = opengl_get_plane_pointer(opengl, input, comp_index, desc);                   \
1195         glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height,                              \
1196                         opengl->format, opengl->type, data);                                \
1197     }                                                                                       \
1198 }
1199
1200 static int opengl_draw(AVFormatContext *h, void *input, int repaint, int is_pkt)
1201 {
1202     OpenGLContext *opengl = h->priv_data;
1203     enum AVPixelFormat pix_fmt = h->streams[0]->codec->pix_fmt;
1204     const AVPixFmtDescriptor *desc = av_pix_fmt_desc_get(pix_fmt);
1205     int ret;
1206
1207 #if HAVE_SDL
1208     if (!opengl->no_window && (ret = opengl_sdl_process_events(h)) < 0)
1209         goto fail;
1210 #endif
1211     if (opengl->no_window &&
1212         (ret = avdevice_dev_to_app_control_message(h, AV_DEV_TO_APP_PREPARE_WINDOW_BUFFER, NULL , 0)) < 0) {
1213         av_log(opengl, AV_LOG_ERROR, "Application failed to prepare window buffer.\n");
1214         goto fail;
1215     }
1216
1217     glClear(GL_COLOR_BUFFER_BIT);
1218
1219     if (!repaint) {
1220         if (is_pkt)
1221             glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
1222         LOAD_TEXTURE_DATA(0, 0)
1223         if (desc->flags & AV_PIX_FMT_FLAG_PLANAR) {
1224             LOAD_TEXTURE_DATA(1, 1)
1225             LOAD_TEXTURE_DATA(2, 1)
1226             if (desc->flags & AV_PIX_FMT_FLAG_ALPHA)
1227                 LOAD_TEXTURE_DATA(3, 0)
1228         }
1229     }
1230     ret = AVERROR_EXTERNAL;
1231     OPENGL_ERROR_CHECK(opengl);
1232
1233     if ((ret = opengl_prepare(opengl)) < 0)
1234         goto fail;
1235
1236     opengl->glprocs.glBindBuffer(FF_GL_ARRAY_BUFFER, opengl->vertex_buffer);
1237     opengl->glprocs.glBindBuffer(FF_GL_ELEMENT_ARRAY_BUFFER, opengl->index_buffer);
1238     opengl->glprocs.glVertexAttribPointer(opengl->position_attrib, 3, GL_FLOAT, GL_FALSE, sizeof(OpenGLVertexInfo), 0);
1239     opengl->glprocs.glEnableVertexAttribArray(opengl->position_attrib);
1240     opengl->glprocs.glVertexAttribPointer(opengl->texture_coords_attrib, 2, GL_FLOAT, GL_FALSE, sizeof(OpenGLVertexInfo), 12);
1241     opengl->glprocs.glEnableVertexAttribArray(opengl->texture_coords_attrib);
1242
1243     glDrawElements(GL_TRIANGLES, FF_ARRAY_ELEMS(g_index), GL_UNSIGNED_SHORT, 0);
1244
1245     ret = AVERROR_EXTERNAL;
1246     OPENGL_ERROR_CHECK(opengl);
1247
1248 #if HAVE_SDL
1249     if (!opengl->no_window)
1250         SDL_GL_SwapBuffers();
1251 #endif
1252     if (opengl->no_window &&
1253         (ret = avdevice_dev_to_app_control_message(h, AV_DEV_TO_APP_DISPLAY_WINDOW_BUFFER, NULL , 0)) < 0) {
1254         av_log(opengl, AV_LOG_ERROR, "Application failed to display window buffer.\n");
1255         goto fail;
1256     }
1257
1258     return 0;
1259   fail:
1260     return ret;
1261 }
1262
1263 static int opengl_write_packet(AVFormatContext *h, AVPacket *pkt)
1264 {
1265     return opengl_draw(h, pkt, 0, 1);
1266 }
1267
1268 static int opengl_write_frame(AVFormatContext *h, int stream_index,
1269                               AVFrame **frame, unsigned flags)
1270 {
1271     if ((flags & AV_WRITE_UNCODED_FRAME_QUERY))
1272         return 0;
1273     return opengl_draw(h, *frame, 0, 0);
1274 }
1275
1276 #define OFFSET(x) offsetof(OpenGLContext, x)
1277 #define ENC AV_OPT_FLAG_ENCODING_PARAM
1278 static const AVOption options[] = {
1279     { "background",   "set background color",   OFFSET(background),   AV_OPT_TYPE_COLOR,  {.str = "black"}, CHAR_MIN, CHAR_MAX, ENC },
1280     { "no_window",    "disable default window", OFFSET(no_window),    AV_OPT_TYPE_INT,    {.i64 = 0}, INT_MIN, INT_MAX, ENC },
1281     { "window_title", "set window title",       OFFSET(window_title), AV_OPT_TYPE_STRING, {.str = NULL}, 0, 0, ENC },
1282     { "window_size",  "set window size",        OFFSET(window_width), AV_OPT_TYPE_IMAGE_SIZE, {.str = NULL}, 0, 0, ENC },
1283     { NULL }
1284 };
1285
1286 static const AVClass opengl_class = {
1287     .class_name = "opengl outdev",
1288     .item_name  = av_default_item_name,
1289     .option     = options,
1290     .version    = LIBAVUTIL_VERSION_INT,
1291     .category   = AV_CLASS_CATEGORY_DEVICE_VIDEO_OUTPUT,
1292 };
1293
1294 AVOutputFormat ff_opengl_muxer = {
1295     .name           = "opengl",
1296     .long_name      = NULL_IF_CONFIG_SMALL("OpenGL output"),
1297     .priv_data_size = sizeof(OpenGLContext),
1298     .audio_codec    = AV_CODEC_ID_NONE,
1299     .video_codec    = AV_CODEC_ID_RAWVIDEO,
1300     .write_header   = opengl_write_header,
1301     .write_packet   = opengl_write_packet,
1302     .write_uncoded_frame = opengl_write_frame,
1303     .write_trailer  = opengl_write_trailer,
1304     .control_message = opengl_control_message,
1305     .flags          = AVFMT_NOFILE | AVFMT_VARIABLE_FPS | AVFMT_NOTIMESTAMPS,
1306     .priv_class     = &opengl_class,
1307 };