]> git.sesse.net Git - ffmpeg/blob - libavdevice/opengl_enc.c
Merge commit 'f548f9f9e7a2a08c780e88dac63b9d5d2c55efb0'
[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_OPENGL_GL3_H
34 #include <OpenGL/gl3.h>
35 #elif HAVE_ES2_GL_H
36 #include <ES2/gl.h>
37 #else
38 #include <GL/gl.h>
39 #include <GL/glext.h>
40 #endif
41 #if HAVE_GLXGETPROCADDRESS
42 #include <GL/glx.h>
43 #endif
44 #if HAVE_WINDOWS_H
45 #include <windows.h>
46 #endif
47
48 #if HAVE_SDL
49 #include <SDL.h>
50 #endif
51
52 #include "libavutil/common.h"
53 #include "libavutil/pixdesc.h"
54 #include "libavutil/log.h"
55 #include "libavutil/opt.h"
56 #include "libavutil/avassert.h"
57 #include "libavutil/avstring.h"
58 #include "libavformat/avformat.h"
59 #include "libavdevice/avdevice.h"
60 #include "opengl_enc_shaders.h"
61
62 #ifndef APIENTRY
63 #define APIENTRY
64 #endif
65
66 /* FF_GL_RED_COMPONENT is used for plannar pixel types.
67  * Only red component is sampled in shaders.
68  * On some platforms GL_RED is not availabe and GL_LUMINANCE have to be used,
69  * but since OpenGL 3.0 GL_LUMINANCE is deprecated.
70  * GL_RED produces RGBA = value, 0, 0, 1.
71  * GL_LUMINANCE produces RGBA = value, value, value, 1.
72  * Note: GL_INTENSITY may also be used which produce RGBA = value, value, value, value. */
73 #if defined(GL_RED)
74 #define FF_GL_RED_COMPONENT GL_RED
75 #elif defined(GL_LUMINANCE)
76 #define FF_GL_RED_COMPONENT GL_LUMINANCE
77 #else
78 #define FF_GL_RED_COMPONENT 0x1903; //GL_RED
79 #endif
80
81 /* Constants not defined for iOS */
82 #define FF_GL_UNSIGNED_BYTE_3_3_2 0x8032
83 #define FF_GL_UNSIGNED_BYTE_2_3_3_REV 0x8362
84 #define FF_GL_UNSIGNED_SHORT_1_5_5_5_REV 0x8366
85
86 /* MinGW exposes only OpenGL 1.1 API */
87 #define FF_GL_ARRAY_BUFFER                0x8892
88 #define FF_GL_ELEMENT_ARRAY_BUFFER        0x8893
89 #define FF_GL_STATIC_DRAW                 0x88E4
90 #define FF_GL_FRAGMENT_SHADER             0x8B30
91 #define FF_GL_VERTEX_SHADER               0x8B31
92 #define FF_GL_COMPILE_STATUS              0x8B81
93 #define FF_GL_LINK_STATUS                 0x8B82
94 #define FF_GL_INFO_LOG_LENGTH             0x8B84
95 typedef void   (APIENTRY *FF_PFNGLACTIVETEXTUREPROC) (GLenum texture);
96 typedef void   (APIENTRY *FF_PFNGLGENBUFFERSPROC) (GLsizei n, GLuint *buffers);
97 typedef void   (APIENTRY *FF_PFNGLDELETEBUFFERSPROC) (GLsizei n, const GLuint *buffers);
98 typedef void   (APIENTRY *FF_PFNGLBUFFERDATAPROC) (GLenum target, ptrdiff_t size, const GLvoid *data, GLenum usage);
99 typedef void   (APIENTRY *FF_PFNGLBINDBUFFERPROC) (GLenum target, GLuint buffer);
100 typedef GLint  (APIENTRY *FF_PFNGLGETATTRIBLOCATIONPROC) (GLuint program, const char *name);
101 typedef void   (APIENTRY *FF_PFNGLENABLEVERTEXATTRIBARRAYPROC) (GLuint index);
102 typedef void   (APIENTRY *FF_PFNGLVERTEXATTRIBPOINTERPROC) (GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, uintptr_t pointer);
103 typedef GLint  (APIENTRY *FF_PFNGLGETUNIFORMLOCATIONPROC) (GLuint program, const char *name);
104 typedef void   (APIENTRY *FF_PFNGLUNIFORM1FPROC) (GLint location, GLfloat v0);
105 typedef void   (APIENTRY *FF_PFNGLUNIFORM1IPROC) (GLint location, GLint v0);
106 typedef void   (APIENTRY *FF_PFNGLUNIFORMMATRIX4FVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
107 typedef GLuint (APIENTRY *FF_PFNGLCREATEPROGRAMPROC) (void);
108 typedef void   (APIENTRY *FF_PFNGLDELETEPROGRAMPROC) (GLuint program);
109 typedef void   (APIENTRY *FF_PFNGLUSEPROGRAMPROC) (GLuint program);
110 typedef void   (APIENTRY *FF_PFNGLLINKPROGRAMPROC) (GLuint program);
111 typedef void   (APIENTRY *FF_PFNGLGETPROGRAMIVPROC) (GLuint program, GLenum pname, GLint *params);
112 typedef void   (APIENTRY *FF_PFNGLGETPROGRAMINFOLOGPROC) (GLuint program, GLsizei bufSize, GLsizei *length, char *infoLog);
113 typedef void   (APIENTRY *FF_PFNGLATTACHSHADERPROC) (GLuint program, GLuint shader);
114 typedef GLuint (APIENTRY *FF_PFNGLCREATESHADERPROC) (GLenum type);
115 typedef void   (APIENTRY *FF_PFNGLDELETESHADERPROC) (GLuint shader);
116 typedef void   (APIENTRY *FF_PFNGLCOMPILESHADERPROC) (GLuint shader);
117 typedef void   (APIENTRY *FF_PFNGLSHADERSOURCEPROC) (GLuint shader, GLsizei count, const char* *string, const GLint *length);
118 typedef void   (APIENTRY *FF_PFNGLGETSHADERIVPROC) (GLuint shader, GLenum pname, GLint *params);
119 typedef void   (APIENTRY *FF_PFNGLGETSHADERINFOLOGPROC) (GLuint shader, GLsizei bufSize, GLsizei *length, char *infoLog);
120
121 typedef struct FFOpenGLFunctions {
122     FF_PFNGLACTIVETEXTUREPROC glActiveTexture;                     //Require GL ARB multitexture
123     FF_PFNGLGENBUFFERSPROC glGenBuffers;                           //Require GL_ARB_vertex_buffer_object
124     FF_PFNGLDELETEBUFFERSPROC glDeleteBuffers;                     //Require GL_ARB_vertex_buffer_object
125     FF_PFNGLBUFFERDATAPROC glBufferData;                           //Require GL_ARB_vertex_buffer_object
126     FF_PFNGLBINDBUFFERPROC glBindBuffer;                           //Require GL_ARB_vertex_buffer_object
127     FF_PFNGLGETATTRIBLOCATIONPROC glGetAttribLocation;             //Require GL_ARB_vertex_shader
128     FF_PFNGLENABLEVERTEXATTRIBARRAYPROC glEnableVertexAttribArray; //Require GL_ARB_vertex_shader
129     FF_PFNGLVERTEXATTRIBPOINTERPROC glVertexAttribPointer;         //Require GL_ARB_vertex_shader
130     FF_PFNGLGETUNIFORMLOCATIONPROC glGetUniformLocation;           //Require GL_ARB_shader_objects
131     FF_PFNGLUNIFORM1FPROC glUniform1f;                             //Require GL_ARB_shader_objects
132     FF_PFNGLUNIFORM1IPROC glUniform1i;                             //Require GL_ARB_shader_objects
133     FF_PFNGLUNIFORMMATRIX4FVPROC glUniformMatrix4fv;               //Require GL_ARB_shader_objects
134     FF_PFNGLCREATEPROGRAMPROC glCreateProgram;                     //Require GL_ARB_shader_objects
135     FF_PFNGLDELETEPROGRAMPROC glDeleteProgram;                     //Require GL_ARB_shader_objects
136     FF_PFNGLUSEPROGRAMPROC glUseProgram;                           //Require GL_ARB_shader_objects
137     FF_PFNGLLINKPROGRAMPROC glLinkProgram;                         //Require GL_ARB_shader_objects
138     FF_PFNGLGETPROGRAMIVPROC glGetProgramiv;                       //Require GL_ARB_shader_objects
139     FF_PFNGLGETPROGRAMINFOLOGPROC glGetProgramInfoLog;             //Require GL_ARB_shader_objects
140     FF_PFNGLATTACHSHADERPROC glAttachShader;                       //Require GL_ARB_shader_objects
141     FF_PFNGLCREATESHADERPROC glCreateShader;                       //Require GL_ARB_shader_objects
142     FF_PFNGLDELETESHADERPROC glDeleteShader;                       //Require GL_ARB_shader_objects
143     FF_PFNGLCOMPILESHADERPROC glCompileShader;                     //Require GL_ARB_shader_objects
144     FF_PFNGLSHADERSOURCEPROC glShaderSource;                       //Require GL_ARB_shader_objects
145     FF_PFNGLGETSHADERIVPROC glGetShaderiv;                         //Require GL_ARB_shader_objects
146     FF_PFNGLGETSHADERINFOLOGPROC glGetShaderInfoLog;               //Require GL_ARB_shader_objects
147 } FFOpenGLFunctions;
148
149 #define OPENGL_ERROR_CHECK(ctx) \
150 {\
151     GLenum err_code; \
152     if ((err_code = glGetError()) != GL_NO_ERROR) { \
153         av_log(ctx, AV_LOG_ERROR, "OpenGL error occurred in '%s', line %d: %d\n", __FUNCTION__, __LINE__, err_code); \
154         goto fail; \
155     } \
156 }\
157
158 typedef struct OpenGLVertexInfo
159 {
160     float x, y, z;    ///<Position
161     float s0, t0;     ///<Texture coords
162 } OpenGLVertexInfo;
163
164 /* defines 2 triangles to display */
165 static GLushort g_index[6] =
166 {
167     0, 1, 2,
168     0, 3, 2,
169 };
170
171 typedef struct OpenGLContext {
172     AVClass *class;                    ///< class for private options
173
174 #if HAVE_SDL
175     SDL_Surface *surface;
176 #endif
177     FFOpenGLFunctions glprocs;
178
179     uint8_t background[4];             ///< Background color
180     int no_window;                     ///< 0 for create default window
181     char *window_title;                ///< Title of the window
182
183     /* OpenGL implementation limits */
184     GLint max_texture_size;            ///< Maximum texture size
185     GLint max_viewport_width;          ///< Maximum viewport size
186     GLint max_viewport_height;         ///< Maximum viewport size
187     int non_pow_2_textures;            ///< 1 when non power of 2 textures are supported
188
189     /* Current OpenGL configuration */
190     GLuint program;                    ///< Shader program
191     GLuint vertex_shader;              ///< Vertex shader
192     GLuint fragment_shader;            ///< Fragment shader for current pix_pmt
193     GLuint texture_name[4];            ///< Textures' IDs
194     GLuint index_buffer;               ///< Index buffer
195     GLuint vertex_buffer;              ///< Vertex buffer
196     OpenGLVertexInfo vertex[4];        ///< VBO
197     GLint projection_matrix_location;  ///< Uniforms' locations
198     GLint model_view_matrix_location;
199     GLint color_map_location;
200     GLint chroma_div_w_location;
201     GLint chroma_div_h_location;
202     GLint texture_location[4];
203     GLint position_attrib;             ///< Attibutes' locations
204     GLint texture_coords_attrib;
205
206     GLfloat projection_matrix[16];     ///< Projection matrix
207     GLfloat model_view_matrix[16];     ///< Modev view matrix
208     GLfloat color_map[16];             ///< RGBA color map matrix
209     GLfloat chroma_div_w;              ///< Chroma subsampling w ratio
210     GLfloat chroma_div_h;              ///< Chroma subsampling h ratio
211
212     /* Stream information */
213     GLenum format;
214     GLenum type;
215     int width;                         ///< Stream width
216     int height;                        ///< Stream height
217     enum AVPixelFormat pix_fmt;        ///< Stream pixel format
218     int picture_width;                 ///< Rendered width
219     int picture_height;                ///< Rendered height
220     int window_width;
221     int window_height;
222 } OpenGLContext;
223
224 static const struct OpenGLFormatDesc {
225     enum AVPixelFormat fixel_format;
226     const char * const * fragment_shader;
227     GLenum format;
228     GLenum type;
229 } opengl_format_desc[] = {
230     { AV_PIX_FMT_YUV420P,    &FF_OPENGL_FRAGMENT_SHADER_YUV_PLANAR,  FF_GL_RED_COMPONENT, GL_UNSIGNED_BYTE },
231     { AV_PIX_FMT_YUV444P,    &FF_OPENGL_FRAGMENT_SHADER_YUV_PLANAR,  FF_GL_RED_COMPONENT, GL_UNSIGNED_BYTE },
232     { AV_PIX_FMT_YUV422P,    &FF_OPENGL_FRAGMENT_SHADER_YUV_PLANAR,  FF_GL_RED_COMPONENT, GL_UNSIGNED_BYTE },
233     { AV_PIX_FMT_YUV410P,    &FF_OPENGL_FRAGMENT_SHADER_YUV_PLANAR,  FF_GL_RED_COMPONENT, GL_UNSIGNED_BYTE },
234     { AV_PIX_FMT_YUV411P,    &FF_OPENGL_FRAGMENT_SHADER_YUV_PLANAR,  FF_GL_RED_COMPONENT, GL_UNSIGNED_BYTE },
235     { AV_PIX_FMT_YUV440P,    &FF_OPENGL_FRAGMENT_SHADER_YUV_PLANAR,  FF_GL_RED_COMPONENT, GL_UNSIGNED_BYTE },
236     { AV_PIX_FMT_YUV420P16,  &FF_OPENGL_FRAGMENT_SHADER_YUV_PLANAR,  FF_GL_RED_COMPONENT, GL_UNSIGNED_SHORT },
237     { AV_PIX_FMT_YUV422P16,  &FF_OPENGL_FRAGMENT_SHADER_YUV_PLANAR,  FF_GL_RED_COMPONENT, GL_UNSIGNED_SHORT },
238     { AV_PIX_FMT_YUV444P16,  &FF_OPENGL_FRAGMENT_SHADER_YUV_PLANAR,  FF_GL_RED_COMPONENT, GL_UNSIGNED_SHORT },
239     { AV_PIX_FMT_YUVA420P,   &FF_OPENGL_FRAGMENT_SHADER_YUVA_PLANAR, FF_GL_RED_COMPONENT, GL_UNSIGNED_BYTE },
240     { AV_PIX_FMT_YUVA444P,   &FF_OPENGL_FRAGMENT_SHADER_YUVA_PLANAR, FF_GL_RED_COMPONENT, GL_UNSIGNED_BYTE },
241     { AV_PIX_FMT_YUVA422P,   &FF_OPENGL_FRAGMENT_SHADER_YUVA_PLANAR, FF_GL_RED_COMPONENT, GL_UNSIGNED_BYTE },
242     { AV_PIX_FMT_YUVA420P16, &FF_OPENGL_FRAGMENT_SHADER_YUVA_PLANAR, FF_GL_RED_COMPONENT, GL_UNSIGNED_SHORT },
243     { AV_PIX_FMT_YUVA422P16, &FF_OPENGL_FRAGMENT_SHADER_YUVA_PLANAR, FF_GL_RED_COMPONENT, GL_UNSIGNED_SHORT },
244     { AV_PIX_FMT_YUVA444P16, &FF_OPENGL_FRAGMENT_SHADER_YUVA_PLANAR, FF_GL_RED_COMPONENT, GL_UNSIGNED_SHORT },
245     { AV_PIX_FMT_RGB24,      &FF_OPENGL_FRAGMENT_SHADER_RGB_PACKET,  GL_RGB, GL_UNSIGNED_BYTE },
246     { AV_PIX_FMT_BGR24,      &FF_OPENGL_FRAGMENT_SHADER_RGB_PACKET,  GL_RGB, GL_UNSIGNED_BYTE },
247     { AV_PIX_FMT_0RGB,       &FF_OPENGL_FRAGMENT_SHADER_RGB_PACKET,  GL_RGBA, GL_UNSIGNED_BYTE },
248     { AV_PIX_FMT_RGB0,       &FF_OPENGL_FRAGMENT_SHADER_RGB_PACKET,  GL_RGBA, GL_UNSIGNED_BYTE },
249     { AV_PIX_FMT_0BGR,       &FF_OPENGL_FRAGMENT_SHADER_RGB_PACKET,  GL_RGBA, GL_UNSIGNED_BYTE },
250     { AV_PIX_FMT_BGR0,       &FF_OPENGL_FRAGMENT_SHADER_RGB_PACKET,  GL_RGBA, GL_UNSIGNED_BYTE },
251     { AV_PIX_FMT_RGB565,     &FF_OPENGL_FRAGMENT_SHADER_RGB_PACKET,  GL_RGB, GL_UNSIGNED_SHORT_5_6_5 },
252     { AV_PIX_FMT_BGR565,     &FF_OPENGL_FRAGMENT_SHADER_RGB_PACKET,  GL_RGB, GL_UNSIGNED_SHORT_5_6_5 },
253     { AV_PIX_FMT_RGB555,     &FF_OPENGL_FRAGMENT_SHADER_RGB_PACKET,  GL_RGBA, FF_GL_UNSIGNED_SHORT_1_5_5_5_REV },
254     { AV_PIX_FMT_BGR555,     &FF_OPENGL_FRAGMENT_SHADER_RGB_PACKET,  GL_RGBA, FF_GL_UNSIGNED_SHORT_1_5_5_5_REV },
255     { AV_PIX_FMT_RGB8,       &FF_OPENGL_FRAGMENT_SHADER_RGB_PACKET,  GL_RGB, FF_GL_UNSIGNED_BYTE_3_3_2 },
256     { AV_PIX_FMT_BGR8,       &FF_OPENGL_FRAGMENT_SHADER_RGB_PACKET,  GL_RGB, FF_GL_UNSIGNED_BYTE_2_3_3_REV },
257     { AV_PIX_FMT_RGB48,      &FF_OPENGL_FRAGMENT_SHADER_RGB_PACKET,  GL_RGB, GL_UNSIGNED_SHORT },
258     { AV_PIX_FMT_ARGB,       &FF_OPENGL_FRAGMENT_SHADER_RGBA_PACKET, GL_RGBA, GL_UNSIGNED_BYTE },
259     { AV_PIX_FMT_RGBA,       &FF_OPENGL_FRAGMENT_SHADER_RGBA_PACKET, GL_RGBA, GL_UNSIGNED_BYTE },
260     { AV_PIX_FMT_ABGR,       &FF_OPENGL_FRAGMENT_SHADER_RGBA_PACKET, GL_RGBA, GL_UNSIGNED_BYTE },
261     { AV_PIX_FMT_BGRA,       &FF_OPENGL_FRAGMENT_SHADER_RGBA_PACKET, GL_RGBA, GL_UNSIGNED_BYTE },
262     { AV_PIX_FMT_RGBA64,     &FF_OPENGL_FRAGMENT_SHADER_RGBA_PACKET, GL_RGBA, GL_UNSIGNED_SHORT },
263     { AV_PIX_FMT_BGRA64,     &FF_OPENGL_FRAGMENT_SHADER_RGBA_PACKET, GL_RGBA, GL_UNSIGNED_SHORT },
264     { AV_PIX_FMT_GBRP,       &FF_OPENGL_FRAGMENT_SHADER_RGB_PLANAR,  FF_GL_RED_COMPONENT, GL_UNSIGNED_BYTE },
265     { AV_PIX_FMT_GBRP16,     &FF_OPENGL_FRAGMENT_SHADER_RGB_PLANAR,  FF_GL_RED_COMPONENT, GL_UNSIGNED_SHORT },
266     { AV_PIX_FMT_GBRAP,      &FF_OPENGL_FRAGMENT_SHADER_RGBA_PLANAR, FF_GL_RED_COMPONENT, GL_UNSIGNED_BYTE },
267     { AV_PIX_FMT_GBRAP16,    &FF_OPENGL_FRAGMENT_SHADER_RGBA_PLANAR, FF_GL_RED_COMPONENT, GL_UNSIGNED_SHORT },
268     { AV_PIX_FMT_NONE,       NULL }
269 };
270
271 static av_cold int opengl_prepare_vertex(AVFormatContext *s);
272 static int opengl_draw(AVFormatContext *h, AVPacket *pkt, int repaint);
273 static av_cold int opengl_init_context(OpenGLContext *opengl);
274
275 static av_cold void opengl_deinit_context(OpenGLContext *opengl)
276 {
277     glDeleteTextures(4, opengl->texture_name);
278     opengl->texture_name[0] = opengl->texture_name[1] =
279     opengl->texture_name[2] = opengl->texture_name[3] = 0;
280     if (opengl->glprocs.glUseProgram)
281         opengl->glprocs.glUseProgram(0);
282     if (opengl->glprocs.glDeleteProgram) {
283         opengl->glprocs.glDeleteProgram(opengl->program);
284         opengl->program = 0;
285     }
286     if (opengl->glprocs.glDeleteShader) {
287         opengl->glprocs.glDeleteShader(opengl->vertex_shader);
288         opengl->glprocs.glDeleteShader(opengl->fragment_shader);
289         opengl->vertex_shader = opengl->fragment_shader = 0;
290     }
291     if (opengl->glprocs.glBindBuffer) {
292         opengl->glprocs.glBindBuffer(FF_GL_ARRAY_BUFFER, 0);
293         opengl->glprocs.glBindBuffer(FF_GL_ELEMENT_ARRAY_BUFFER, 0);
294     }
295     if (opengl->glprocs.glDeleteBuffers) {
296         opengl->glprocs.glDeleteBuffers(2, &opengl->index_buffer);
297         opengl->vertex_buffer = opengl->index_buffer = 0;
298     }
299 }
300
301 static int opengl_resize(AVFormatContext *h, int width, int height)
302 {
303     int ret = 0;
304     OpenGLContext *opengl = h->priv_data;
305     opengl->window_width = width;
306     opengl->window_height = height;
307     /* max_viewport_width == 0 means write_header was not called yet. */
308     if (opengl->max_viewport_width) {
309         if (opengl->no_window &&
310             (ret = avdevice_dev_to_app_control_message(h, AV_DEV_TO_APP_PREPARE_WINDOW_BUFFER, NULL , 0)) < 0) {
311             av_log(opengl, AV_LOG_ERROR, "Application failed to prepare window buffer.\n");
312             goto end;
313         }
314         if ((ret = opengl_prepare_vertex(h)) < 0)
315             goto end;
316         ret = opengl_draw(h, NULL, 1);
317     }
318   end:
319     return ret;
320 }
321
322 static int opengl_control_message(AVFormatContext *h, int type, void *data, size_t data_size)
323 {
324     OpenGLContext *opengl = h->priv_data;
325     switch(type) {
326     case AV_APP_TO_DEV_WINDOW_SIZE:
327         if (data) {
328             AVDeviceRect *message = data;
329             return opengl_resize(h, message->width, message->height);
330         }
331         return AVERROR(EINVAL);
332     case AV_APP_TO_DEV_WINDOW_REPAINT:
333         return opengl_resize(h, opengl->window_width, opengl->window_height);
334     }
335     return AVERROR(ENOSYS);
336 }
337
338 #if HAVE_SDL
339 static int opengl_sdl_recreate_window(OpenGLContext *opengl, int width, int height)
340 {
341     opengl->surface = SDL_SetVideoMode(width, height,
342                                        32, SDL_OPENGL | SDL_RESIZABLE);
343     if (!opengl->surface) {
344         av_log(opengl, AV_LOG_ERROR, "Unable to set video mode: %s\n", SDL_GetError());
345         return AVERROR_EXTERNAL;
346     }
347     SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8);
348     SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8);
349     SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8);
350     SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, 8);
351     SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
352     return 0;
353 }
354
355 static int opengl_sdl_process_events(AVFormatContext *h)
356 {
357     int ret;
358     OpenGLContext *opengl = h->priv_data;
359     SDL_Event event;
360     SDL_PumpEvents();
361     while (SDL_PeepEvents(&event, 1, SDL_GETEVENT, SDL_ALLEVENTS) > 0) {
362         switch (event.type) {
363         case SDL_QUIT:
364             return AVERROR(EIO);
365         case SDL_KEYDOWN:
366             switch (event.key.keysym.sym) {
367             case SDLK_ESCAPE:
368             case SDLK_q:
369                 return AVERROR(EIO);
370             }
371             return 0;
372         case SDL_VIDEORESIZE: {
373             char buffer[100];
374             int reinit;
375             AVDeviceRect message;
376             /* clean up old context because SDL_SetVideoMode may lose its state. */
377             SDL_VideoDriverName(buffer, sizeof(buffer));
378             reinit = !av_strncasecmp(buffer, "quartz", sizeof(buffer));
379             if (reinit) {
380                 opengl_deinit_context(opengl);
381             }
382             if ((ret = opengl_sdl_recreate_window(opengl, event.resize.w, event.resize.h)) < 0)
383                 return ret;
384             if (reinit && (ret = opengl_init_context(opengl)) < 0)
385                 return ret;
386             message.width = opengl->surface->w;
387             message.height = opengl->surface->h;
388             return opengl_control_message(h, AV_APP_TO_DEV_WINDOW_SIZE, &message, sizeof(AVDeviceRect));
389             }
390         }
391     }
392     return 0;
393 }
394
395 static int av_cold opengl_sdl_create_window(AVFormatContext *h)
396 {
397     int ret;
398     char buffer[100];
399     OpenGLContext *opengl = h->priv_data;
400     AVDeviceRect message;
401     if (SDL_Init(SDL_INIT_VIDEO)) {
402         av_log(opengl, AV_LOG_ERROR, "Unable to initialize SDL: %s\n", SDL_GetError());
403         return AVERROR_EXTERNAL;
404     }
405     if ((ret = opengl_sdl_recreate_window(opengl, opengl->width, opengl->height)) < 0)
406         return ret;
407     av_log(opengl, AV_LOG_INFO, "SDL driver: '%s'.\n", SDL_VideoDriverName(buffer, sizeof(buffer)));
408     message.width = opengl->surface->w;
409     message.height = opengl->surface->h;
410     SDL_WM_SetCaption(opengl->window_title, NULL);
411     opengl_control_message(h, AV_APP_TO_DEV_WINDOW_SIZE, &message, sizeof(AVDeviceRect));
412     return 0;
413 }
414
415 static int av_cold opengl_sdl_load_procedures(OpenGLContext *opengl)
416 {
417     FFOpenGLFunctions *procs = &opengl->glprocs;
418
419 #define LOAD_OPENGL_FUN(name, type) \
420     procs->name = (type)SDL_GL_GetProcAddress(#name); \
421     if (!procs->name) { \
422         av_log(opengl, AV_LOG_ERROR, "Cannot load OpenGL function: '%s'\n", #name); \
423         return AVERROR(ENOSYS); \
424     }
425
426     LOAD_OPENGL_FUN(glActiveTexture, FF_PFNGLACTIVETEXTUREPROC)
427     LOAD_OPENGL_FUN(glGenBuffers, FF_PFNGLGENBUFFERSPROC)
428     LOAD_OPENGL_FUN(glDeleteBuffers, FF_PFNGLDELETEBUFFERSPROC)
429     LOAD_OPENGL_FUN(glBufferData, FF_PFNGLBUFFERDATAPROC)
430     LOAD_OPENGL_FUN(glBindBuffer, FF_PFNGLBINDBUFFERPROC)
431     LOAD_OPENGL_FUN(glGetAttribLocation, FF_PFNGLGETATTRIBLOCATIONPROC)
432     LOAD_OPENGL_FUN(glGetUniformLocation, FF_PFNGLGETUNIFORMLOCATIONPROC)
433     LOAD_OPENGL_FUN(glUniform1f, FF_PFNGLUNIFORM1FPROC)
434     LOAD_OPENGL_FUN(glUniform1i, FF_PFNGLUNIFORM1IPROC)
435     LOAD_OPENGL_FUN(glUniformMatrix4fv, FF_PFNGLUNIFORMMATRIX4FVPROC)
436     LOAD_OPENGL_FUN(glCreateProgram, FF_PFNGLCREATEPROGRAMPROC)
437     LOAD_OPENGL_FUN(glDeleteProgram, FF_PFNGLDELETEPROGRAMPROC)
438     LOAD_OPENGL_FUN(glUseProgram, FF_PFNGLUSEPROGRAMPROC)
439     LOAD_OPENGL_FUN(glLinkProgram, FF_PFNGLLINKPROGRAMPROC)
440     LOAD_OPENGL_FUN(glGetProgramiv, FF_PFNGLGETPROGRAMIVPROC)
441     LOAD_OPENGL_FUN(glGetProgramInfoLog, FF_PFNGLGETPROGRAMINFOLOGPROC)
442     LOAD_OPENGL_FUN(glAttachShader, FF_PFNGLATTACHSHADERPROC)
443     LOAD_OPENGL_FUN(glCreateShader, FF_PFNGLCREATESHADERPROC)
444     LOAD_OPENGL_FUN(glDeleteShader, FF_PFNGLDELETESHADERPROC)
445     LOAD_OPENGL_FUN(glCompileShader, FF_PFNGLCOMPILESHADERPROC)
446     LOAD_OPENGL_FUN(glShaderSource, FF_PFNGLSHADERSOURCEPROC)
447     LOAD_OPENGL_FUN(glGetShaderiv, FF_PFNGLGETSHADERIVPROC)
448     LOAD_OPENGL_FUN(glGetShaderInfoLog, FF_PFNGLGETSHADERINFOLOGPROC)
449     LOAD_OPENGL_FUN(glEnableVertexAttribArray, FF_PFNGLENABLEVERTEXATTRIBARRAYPROC)
450     LOAD_OPENGL_FUN(glVertexAttribPointer, FF_PFNGLVERTEXATTRIBPOINTERPROC)
451
452     return 0;
453
454 #undef LOAD_OPENGL_FUN
455 }
456 #endif /* HAVE_SDL */
457
458 #if defined(__APPLE__)
459 static int av_cold opengl_load_procedures(OpenGLContext *opengl)
460 {
461     FFOpenGLFunctions *procs = &opengl->glprocs;
462
463 #if HAVE_SDL
464     if (!opengl->no_window)
465         return opengl_sdl_load_procedures(opengl);
466 #endif
467
468     procs->glActiveTexture = glActiveTexture;
469     procs->glGenBuffers = glGenBuffers;
470     procs->glDeleteBuffers = glDeleteBuffers;
471     procs->glBufferData = glBufferData;
472     procs->glBindBuffer = glBindBuffer;
473     procs->glGetAttribLocation = glGetAttribLocation;
474     procs->glGetUniformLocation = glGetUniformLocation;
475     procs->glUniform1f = glUniform1f;
476     procs->glUniform1i = glUniform1i;
477     procs->glUniformMatrix4fv = glUniformMatrix4fv;
478     procs->glCreateProgram = glCreateProgram;
479     procs->glDeleteProgram = glDeleteProgram;
480     procs->glUseProgram = glUseProgram;
481     procs->glLinkProgram = glLinkProgram;
482     procs->glGetProgramiv = glGetProgramiv;
483     procs->glGetProgramInfoLog = glGetProgramInfoLog;
484     procs->glAttachShader = glAttachShader;
485     procs->glCreateShader = glCreateShader;
486     procs->glDeleteShader = glDeleteShader;
487     procs->glCompileShader = glCompileShader;
488     procs->glShaderSource = glShaderSource;
489     procs->glGetShaderiv = glGetShaderiv;
490     procs->glGetShaderInfoLog = glGetShaderInfoLog;
491     procs->glEnableVertexAttribArray = glEnableVertexAttribArray;
492     procs->glVertexAttribPointer = (FF_PFNGLVERTEXATTRIBPOINTERPROC) glVertexAttribPointer;
493     return 0;
494 }
495 #else
496 static int av_cold opengl_load_procedures(OpenGLContext *opengl)
497 {
498     FFOpenGLFunctions *procs = &opengl->glprocs;
499
500 #if HAVE_GLXGETPROCADDRESS
501 #define SelectedGetProcAddress glXGetProcAddress
502 #elif HAVE_WGLGETPROCADDRESS
503 #define SelectedGetProcAddress wglGetProcAddress
504 #endif
505
506 #define LOAD_OPENGL_FUN(name, type) \
507     procs->name = (type)SelectedGetProcAddress(#name); \
508     if (!procs->name) { \
509         av_log(opengl, AV_LOG_ERROR, "Cannot load OpenGL function: '%s'\n", #name); \
510         return AVERROR(ENOSYS); \
511     }
512
513 #if HAVE_SDL
514     if (!opengl->no_window)
515         return opengl_sdl_load_procedures(opengl);
516 #endif
517
518     LOAD_OPENGL_FUN(glActiveTexture, FF_PFNGLACTIVETEXTUREPROC)
519     LOAD_OPENGL_FUN(glGenBuffers, FF_PFNGLGENBUFFERSPROC)
520     LOAD_OPENGL_FUN(glDeleteBuffers, FF_PFNGLDELETEBUFFERSPROC)
521     LOAD_OPENGL_FUN(glBufferData, FF_PFNGLBUFFERDATAPROC)
522     LOAD_OPENGL_FUN(glBindBuffer, FF_PFNGLBINDBUFFERPROC)
523     LOAD_OPENGL_FUN(glGetAttribLocation, FF_PFNGLGETATTRIBLOCATIONPROC)
524     LOAD_OPENGL_FUN(glGetUniformLocation, FF_PFNGLGETUNIFORMLOCATIONPROC)
525     LOAD_OPENGL_FUN(glUniform1f, FF_PFNGLUNIFORM1FPROC)
526     LOAD_OPENGL_FUN(glUniform1i, FF_PFNGLUNIFORM1IPROC)
527     LOAD_OPENGL_FUN(glUniformMatrix4fv, FF_PFNGLUNIFORMMATRIX4FVPROC)
528     LOAD_OPENGL_FUN(glCreateProgram, FF_PFNGLCREATEPROGRAMPROC)
529     LOAD_OPENGL_FUN(glDeleteProgram, FF_PFNGLDELETEPROGRAMPROC)
530     LOAD_OPENGL_FUN(glUseProgram, FF_PFNGLUSEPROGRAMPROC)
531     LOAD_OPENGL_FUN(glLinkProgram, FF_PFNGLLINKPROGRAMPROC)
532     LOAD_OPENGL_FUN(glGetProgramiv, FF_PFNGLGETPROGRAMIVPROC)
533     LOAD_OPENGL_FUN(glGetProgramInfoLog, FF_PFNGLGETPROGRAMINFOLOGPROC)
534     LOAD_OPENGL_FUN(glAttachShader, FF_PFNGLATTACHSHADERPROC)
535     LOAD_OPENGL_FUN(glCreateShader, FF_PFNGLCREATESHADERPROC)
536     LOAD_OPENGL_FUN(glDeleteShader, FF_PFNGLDELETESHADERPROC)
537     LOAD_OPENGL_FUN(glCompileShader, FF_PFNGLCOMPILESHADERPROC)
538     LOAD_OPENGL_FUN(glShaderSource, FF_PFNGLSHADERSOURCEPROC)
539     LOAD_OPENGL_FUN(glGetShaderiv, FF_PFNGLGETSHADERIVPROC)
540     LOAD_OPENGL_FUN(glGetShaderInfoLog, FF_PFNGLGETSHADERINFOLOGPROC)
541     LOAD_OPENGL_FUN(glEnableVertexAttribArray, FF_PFNGLENABLEVERTEXATTRIBARRAYPROC)
542     LOAD_OPENGL_FUN(glVertexAttribPointer, FF_PFNGLVERTEXATTRIBPOINTERPROC)
543
544     return 0;
545
546 #undef SelectedGetProcAddress
547 #undef LOAD_OPENGL_FUN
548 }
549 #endif
550
551 static void opengl_make_identity(float matrix[16])
552 {
553     memset(matrix, 0, 16 * sizeof(float));
554     matrix[0] = matrix[5] = matrix[10] = matrix[15] = 1.0f;
555 }
556
557 static void opengl_make_ortho(float matrix[16], float left, float right,
558                               float bottom, float top, float nearZ, float farZ)
559 {
560     float ral = right + left;
561     float rsl = right - left;
562     float tab = top + bottom;
563     float tsb = top - bottom;
564     float fan = farZ + nearZ;
565     float fsn = farZ - nearZ;
566
567     memset(matrix, 0, 16 * sizeof(float));
568     matrix[0] = 2.0f / rsl;
569     matrix[5] = 2.0f / tsb;
570     matrix[10] = -2.0f / fsn;
571     matrix[12] = -ral / rsl;
572     matrix[13] = -tab / tsb;
573     matrix[14] = -fan / fsn;
574     matrix[15] = 1.0f;
575 }
576
577 static av_cold int opengl_read_limits(OpenGLContext *opengl)
578 {
579     static const struct{
580         const char *extention;
581         int major;
582         int minor;
583     } required_extensions[] = {
584         { "GL_ARB_multitexture",         1, 3 },
585         { "GL_ARB_vertex_buffer_object", 1, 5 }, //GLX_ARB_vertex_buffer_object
586         { "GL_ARB_vertex_shader",        2, 0 },
587         { "GL_ARB_fragment_shader",      2, 0 },
588         { "GL_ARB_shader_objects",       2, 0 },
589         { NULL,                          0, 0 }
590     };
591     int i, major, minor;
592     const char *extensions, *version;
593
594     version = glGetString(GL_VERSION);
595     extensions = glGetString(GL_EXTENSIONS);
596
597     av_log(opengl, AV_LOG_DEBUG, "OpenGL version: %s\n", version);
598     sscanf(version, "%d.%d", &major, &minor);
599
600     for (i = 0; required_extensions[i].extention; i++) {
601         if (major < required_extensions[i].major &&
602             (major == required_extensions[i].major && minor < required_extensions[i].minor) &&
603             !strstr(extensions, required_extensions[i].extention)) {
604             av_log(opengl, AV_LOG_ERROR, "Required extension %s is not supported.\n",
605                    required_extensions[i].extention);
606             av_log(opengl, AV_LOG_DEBUG, "Supported extensions are: %s\n", extensions);
607             return AVERROR(ENOSYS);
608         }
609     }
610     glGetIntegerv(GL_MAX_TEXTURE_SIZE, &opengl->max_texture_size);
611     glGetIntegerv(GL_MAX_VIEWPORT_DIMS, &opengl->max_viewport_width);
612     opengl->non_pow_2_textures = major >= 2 || strstr(extensions, "GL_ARB_texture_non_power_of_two");
613
614     av_log(opengl, AV_LOG_DEBUG, "Non Power of 2 textures support: %s\n", opengl->non_pow_2_textures ? "Yes" : "No");
615     av_log(opengl, AV_LOG_DEBUG, "Max texture size: %dx%d\n", opengl->max_texture_size, opengl->max_texture_size);
616     av_log(opengl, AV_LOG_DEBUG, "Max viewport size: %dx%d\n",
617            opengl->max_viewport_width, opengl->max_viewport_height);
618
619     OPENGL_ERROR_CHECK(opengl);
620     return 0;
621   fail:
622     return AVERROR_EXTERNAL;
623 }
624
625 static const char* opengl_get_fragment_shader_code(enum AVPixelFormat format)
626 {
627     int i;
628     for (i = 0; i < FF_ARRAY_ELEMS(opengl_format_desc); i++) {
629         if (opengl_format_desc[i].fixel_format == format)
630             return *opengl_format_desc[i].fragment_shader;
631     }
632     return NULL;
633 }
634
635 static int opengl_type_size(GLenum type)
636 {
637     switch(type) {
638     case GL_UNSIGNED_SHORT:
639     case FF_GL_UNSIGNED_SHORT_1_5_5_5_REV:
640     case GL_UNSIGNED_SHORT_5_6_5:
641         return 2;
642     case GL_UNSIGNED_BYTE:
643     case FF_GL_UNSIGNED_BYTE_3_3_2:
644     case FF_GL_UNSIGNED_BYTE_2_3_3_REV:
645     default:
646         break;
647     }
648     return 1;
649 }
650
651 static av_cold void opengl_get_texture_params(OpenGLContext *opengl)
652 {
653     int i;
654     for (i = 0; i < FF_ARRAY_ELEMS(opengl_format_desc); i++) {
655         if (opengl_format_desc[i].fixel_format == opengl->pix_fmt) {
656             opengl->format = opengl_format_desc[i].format;
657             opengl->type = opengl_format_desc[i].type;
658             break;
659         }
660     }
661 }
662
663 static void opengl_compute_display_area(AVFormatContext *s)
664 {
665     AVRational sar, dar; /* sample and display aspect ratios */
666     OpenGLContext *opengl = s->priv_data;
667     AVStream *st = s->streams[0];
668     AVCodecContext *encctx = st->codec;
669
670     /* compute overlay width and height from the codec context information */
671     sar = st->sample_aspect_ratio.num ? st->sample_aspect_ratio : (AVRational){ 1, 1 };
672     dar = av_mul_q(sar, (AVRational){ encctx->width, encctx->height });
673
674     /* we suppose the screen has a 1/1 sample aspect ratio */
675     /* fit in the window */
676     if (av_cmp_q(dar, (AVRational){ opengl->window_width, opengl->window_height }) > 0) {
677         /* fit in width */
678         opengl->picture_width = opengl->window_width;
679         opengl->picture_height = av_rescale(opengl->picture_width, dar.den, dar.num);
680     } else {
681         /* fit in height */
682         opengl->picture_height = opengl->window_height;
683         opengl->picture_width = av_rescale(opengl->picture_height, dar.num, dar.den);
684     }
685 }
686
687 static av_cold void opengl_get_texture_size(OpenGLContext *opengl, int in_width, int in_height,
688                                             int *out_width, int *out_height)
689 {
690     if (opengl->non_pow_2_textures) {
691         *out_width = in_width;
692         *out_height = in_height;
693     } else {
694         int max = FFMIN(FFMAX(in_width, in_height), opengl->max_texture_size);
695         unsigned power_of_2 = 1;
696         while (power_of_2 < max)
697             power_of_2 *= 2;
698         *out_height = power_of_2;
699         *out_width = power_of_2;
700         av_log(opengl, AV_LOG_DEBUG, "Texture size calculated from %dx%d into %dx%d\n",
701                in_width, in_height, *out_width, *out_height);
702     }
703 }
704
705 static av_cold void opengl_fill_color_map(OpenGLContext *opengl)
706 {
707     const AVPixFmtDescriptor *desc;
708     int shift;
709     enum AVPixelFormat pix_fmt = opengl->pix_fmt;
710
711     /* We need order of components, not exact position, some minor HACKs here */
712     if (pix_fmt == AV_PIX_FMT_RGB565 || pix_fmt == AV_PIX_FMT_BGR555 ||
713         pix_fmt == AV_PIX_FMT_BGR8   || pix_fmt == AV_PIX_FMT_RGB8)
714         pix_fmt = AV_PIX_FMT_RGB24;
715     else if (pix_fmt == AV_PIX_FMT_BGR565 || pix_fmt == AV_PIX_FMT_RGB555)
716         pix_fmt = AV_PIX_FMT_BGR24;
717
718     desc = av_pix_fmt_desc_get(pix_fmt);
719     if (!(desc->flags & AV_PIX_FMT_FLAG_RGB))
720         return;
721
722 #define FILL_COMPONENT(i) { \
723         shift = desc->comp[i].depth_minus1 >> 3; \
724         opengl->color_map[(i << 2) + ((desc->comp[i].offset_plus1 - 1) >> shift)] = 1.0; \
725     }
726
727     memset(opengl->color_map, 0, sizeof(opengl->color_map));
728     FILL_COMPONENT(0);
729     FILL_COMPONENT(1);
730     FILL_COMPONENT(2);
731     if (desc->flags & AV_PIX_FMT_FLAG_ALPHA)
732         FILL_COMPONENT(3);
733
734 #undef FILL_COMPONENT
735 }
736
737 static av_cold GLuint opengl_load_shader(OpenGLContext *opengl, GLenum type, const char *source)
738 {
739     GLuint shader = opengl->glprocs.glCreateShader(type);
740     GLint result;
741     if (!shader) {
742         av_log(opengl, AV_LOG_ERROR, "glCreateShader() failed\n");
743         return 0;
744     }
745     opengl->glprocs.glShaderSource(shader, 1, &source, NULL);
746     opengl->glprocs.glCompileShader(shader);
747
748     opengl->glprocs.glGetShaderiv(shader, FF_GL_COMPILE_STATUS, &result);
749     if (!result) {
750         char *log;
751         opengl->glprocs.glGetShaderiv(shader, FF_GL_INFO_LOG_LENGTH, &result);
752         if (result) {
753             if ((log = av_malloc(result))) {
754                 opengl->glprocs.glGetShaderInfoLog(shader, result, NULL, log);
755                 av_log(opengl, AV_LOG_ERROR, "Compile error: %s\n", log);
756                 av_free(log);
757             }
758         }
759         goto fail;
760     }
761     OPENGL_ERROR_CHECK(opengl);
762     return shader;
763   fail:
764     opengl->glprocs.glDeleteShader(shader);
765     return 0;
766 }
767
768 static av_cold int opengl_compile_shaders(OpenGLContext *opengl, enum AVPixelFormat pix_fmt)
769 {
770     GLint result;
771     const char *fragment_shader_code = opengl_get_fragment_shader_code(pix_fmt);
772
773     if (!fragment_shader_code) {
774         av_log(opengl, AV_LOG_ERROR, "Provided pixel format '%s' is not supported\n",
775                av_get_pix_fmt_name(pix_fmt));
776         return AVERROR(EINVAL);
777     }
778
779     opengl->vertex_shader = opengl_load_shader(opengl, FF_GL_VERTEX_SHADER,
780                                                FF_OPENGL_VERTEX_SHADER);
781     if (!opengl->vertex_shader) {
782         av_log(opengl, AV_LOG_ERROR, "Vertex shader loading failed.\n");
783         goto fail;
784     }
785     opengl->fragment_shader = opengl_load_shader(opengl, FF_GL_FRAGMENT_SHADER,
786                                                  fragment_shader_code);
787     if (!opengl->fragment_shader) {
788         av_log(opengl, AV_LOG_ERROR, "Fragment shader loading failed.\n");
789         goto fail;
790     }
791
792     opengl->program = opengl->glprocs.glCreateProgram();
793     if (!opengl->program)
794         goto fail;
795
796     opengl->glprocs.glAttachShader(opengl->program, opengl->vertex_shader);
797     opengl->glprocs.glAttachShader(opengl->program, opengl->fragment_shader);
798     opengl->glprocs.glLinkProgram(opengl->program);
799
800     opengl->glprocs.glGetProgramiv(opengl->program, FF_GL_LINK_STATUS, &result);
801     if (!result) {
802         char *log;
803         opengl->glprocs.glGetProgramiv(opengl->program, FF_GL_INFO_LOG_LENGTH, &result);
804         if (result) {
805             log = av_malloc(result);
806             if (!log)
807                 goto fail;
808             opengl->glprocs.glGetProgramInfoLog(opengl->program, result, NULL, log);
809             av_log(opengl, AV_LOG_ERROR, "Link error: %s\n", log);
810             av_free(log);
811         }
812         goto fail;
813     }
814
815     opengl->position_attrib = opengl->glprocs.glGetAttribLocation(opengl->program, "a_position");
816     opengl->texture_coords_attrib = opengl->glprocs.glGetAttribLocation(opengl->program, "a_textureCoords");
817     opengl->projection_matrix_location = opengl->glprocs.glGetUniformLocation(opengl->program, "u_projectionMatrix");
818     opengl->model_view_matrix_location = opengl->glprocs.glGetUniformLocation(opengl->program, "u_modelViewMatrix");
819     opengl->color_map_location = opengl->glprocs.glGetUniformLocation(opengl->program, "u_colorMap");
820     opengl->texture_location[0] = opengl->glprocs.glGetUniformLocation(opengl->program, "u_texture0");
821     opengl->texture_location[1] = opengl->glprocs.glGetUniformLocation(opengl->program, "u_texture1");
822     opengl->texture_location[2] = opengl->glprocs.glGetUniformLocation(opengl->program, "u_texture2");
823     opengl->texture_location[3] = opengl->glprocs.glGetUniformLocation(opengl->program, "u_texture3");
824     opengl->chroma_div_w_location = opengl->glprocs.glGetUniformLocation(opengl->program, "u_chroma_div_w");
825     opengl->chroma_div_h_location = opengl->glprocs.glGetUniformLocation(opengl->program, "u_chroma_div_h");
826
827     OPENGL_ERROR_CHECK(opengl);
828     return 0;
829   fail:
830     opengl->glprocs.glDeleteShader(opengl->vertex_shader);
831     opengl->glprocs.glDeleteShader(opengl->fragment_shader);
832     opengl->glprocs.glDeleteProgram(opengl->program);
833     opengl->fragment_shader = opengl->vertex_shader = opengl->program = 0;
834     return AVERROR_EXTERNAL;
835 }
836
837 static av_cold int opengl_configure_texture(OpenGLContext *opengl, GLuint texture,
838                                             GLsizei width, GLsizei height)
839 {
840     if (texture) {
841         int new_width, new_height;
842         opengl_get_texture_size(opengl, width, height, &new_width, &new_height);
843         glBindTexture(GL_TEXTURE_2D, texture);
844         glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
845         glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
846         glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
847         glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
848         glTexImage2D(GL_TEXTURE_2D, 0, opengl->format, new_width, new_height, 0,
849                      opengl->format, opengl->type, NULL);
850         OPENGL_ERROR_CHECK(NULL);
851     }
852     return 0;
853   fail:
854     return AVERROR_EXTERNAL;
855 }
856
857 static av_cold int opengl_prepare_vertex(AVFormatContext *s)
858 {
859     OpenGLContext *opengl = s->priv_data;
860     int tex_w, tex_h;
861
862     if (opengl->window_width > opengl->max_viewport_width || opengl->window_height > opengl->max_viewport_height) {
863         opengl->window_width = FFMAX(opengl->window_width, opengl->max_viewport_width);
864         opengl->window_height = FFMAX(opengl->window_height, opengl->max_viewport_height);
865         av_log(opengl, AV_LOG_WARNING, "Too big viewport requested, limited to %dx%d", opengl->window_width, opengl->window_height);
866     }
867     glViewport(0, 0, opengl->window_width, opengl->window_height);
868     opengl_make_ortho(opengl->projection_matrix,
869                       - (float)opengl->window_width  / 2.0f, (float)opengl->window_width  / 2.0f,
870                       - (float)opengl->window_height / 2.0f, (float)opengl->window_height / 2.0f,
871                       1.0f, -1.0f);
872     opengl_make_identity(opengl->model_view_matrix);
873
874     opengl_compute_display_area(s);
875
876     opengl->vertex[0].z = opengl->vertex[1].z = opengl->vertex[2].z = opengl->vertex[3].z = 0.0f;
877     opengl->vertex[0].x = opengl->vertex[1].x = - (float)opengl->picture_width / 2.0f;
878     opengl->vertex[2].x = opengl->vertex[3].x =   (float)opengl->picture_width / 2.0f;
879     opengl->vertex[1].y = opengl->vertex[2].y = - (float)opengl->picture_height / 2.0f;
880     opengl->vertex[0].y = opengl->vertex[3].y =   (float)opengl->picture_height / 2.0f;
881
882     opengl_get_texture_size(opengl, opengl->width, opengl->height, &tex_w, &tex_h);
883
884     opengl->vertex[0].s0 = 0.0f;
885     opengl->vertex[0].t0 = 0.0f;
886     opengl->vertex[1].s0 = 0.0f;
887     opengl->vertex[1].t0 = (float)opengl->height / (float)tex_h;
888     opengl->vertex[2].s0 = (float)opengl->width  / (float)tex_w;
889     opengl->vertex[2].t0 = (float)opengl->height / (float)tex_h;
890     opengl->vertex[3].s0 = (float)opengl->width  / (float)tex_w;
891     opengl->vertex[3].t0 = 0.0f;
892
893     opengl->glprocs.glBindBuffer(FF_GL_ARRAY_BUFFER, opengl->vertex_buffer);
894     opengl->glprocs.glBufferData(FF_GL_ARRAY_BUFFER, sizeof(opengl->vertex), opengl->vertex, FF_GL_STATIC_DRAW);
895     opengl->glprocs.glBindBuffer(FF_GL_ARRAY_BUFFER, 0);
896     OPENGL_ERROR_CHECK(opengl);
897     return 0;
898   fail:
899     return AVERROR_EXTERNAL;
900 }
901
902 static int opengl_prepare(OpenGLContext *opengl)
903 {
904     int i;
905     opengl->glprocs.glUseProgram(opengl->program);
906     opengl->glprocs.glUniformMatrix4fv(opengl->projection_matrix_location, 1, GL_FALSE, opengl->projection_matrix);
907     opengl->glprocs.glUniformMatrix4fv(opengl->model_view_matrix_location, 1, GL_FALSE, opengl->model_view_matrix);
908     for (i = 0; i < 4; i++)
909         if (opengl->texture_location[i] != -1) {
910             opengl->glprocs.glActiveTexture(GL_TEXTURE0 + i);
911             glBindTexture(GL_TEXTURE_2D, opengl->texture_name[i]);
912             opengl->glprocs.glUniform1i(opengl->texture_location[i], i);
913         }
914     if (opengl->color_map_location != -1)
915         opengl->glprocs.glUniformMatrix4fv(opengl->color_map_location, 1, GL_FALSE, opengl->color_map);
916     if (opengl->chroma_div_h_location != -1)
917         opengl->glprocs.glUniform1f(opengl->chroma_div_h_location, opengl->chroma_div_h);
918     if (opengl->chroma_div_w_location != -1)
919         opengl->glprocs.glUniform1f(opengl->chroma_div_w_location, opengl->chroma_div_w);
920
921     OPENGL_ERROR_CHECK(opengl);
922     return 0;
923   fail:
924     return AVERROR_EXTERNAL;
925 }
926
927 static int opengl_create_window(AVFormatContext *h)
928 {
929     OpenGLContext *opengl = h->priv_data;
930     int ret;
931
932     if (!opengl->no_window) {
933 #if HAVE_SDL
934         if ((ret = opengl_sdl_create_window(h)) < 0) {
935             av_log(opengl, AV_LOG_ERROR, "Cannot create default SDL window.\n");
936             return ret;
937         }
938 #else
939         av_log(opengl, AV_LOG_ERROR, "FFmpeg is compiled without SDL. Cannot create default window.\n");
940         return AVERROR(ENOSYS);
941 #endif
942     } else {
943         if ((ret = avdevice_dev_to_app_control_message(h, AV_DEV_TO_APP_CREATE_WINDOW_BUFFER, NULL , 0)) < 0) {
944             av_log(opengl, AV_LOG_ERROR, "Application failed to create window buffer.\n");
945             return ret;
946         }
947         if ((ret = avdevice_dev_to_app_control_message(h, AV_DEV_TO_APP_PREPARE_WINDOW_BUFFER, NULL , 0)) < 0) {
948             av_log(opengl, AV_LOG_ERROR, "Application failed to prepare window buffer.\n");
949             return ret;
950         }
951     }
952     return 0;
953 }
954
955 static int opengl_release_window(AVFormatContext *h)
956 {
957     int ret;
958     OpenGLContext *opengl = h->priv_data;
959     if (!opengl->no_window) {
960 #if HAVE_SDL
961         SDL_Quit();
962 #endif
963     } else if ((ret = avdevice_dev_to_app_control_message(h, AV_DEV_TO_APP_DESTROY_WINDOW_BUFFER, NULL , 0)) < 0) {
964         av_log(opengl, AV_LOG_ERROR, "Application failed to release window buffer.\n");
965         return ret;
966     }
967     return 0;
968 }
969
970 static av_cold int opengl_write_trailer(AVFormatContext *h)
971 {
972     OpenGLContext *opengl = h->priv_data;
973
974     if (opengl->no_window &&
975         avdevice_dev_to_app_control_message(h, AV_DEV_TO_APP_PREPARE_WINDOW_BUFFER, NULL , 0) < 0)
976         av_log(opengl, AV_LOG_ERROR, "Application failed to prepare window buffer.\n");
977
978     opengl_deinit_context(opengl);
979     opengl_release_window(h);
980
981     return 0;
982 }
983
984 static av_cold int opengl_init_context(OpenGLContext *opengl)
985 {
986     int i, ret;
987     const AVPixFmtDescriptor *desc;
988
989     if ((ret = opengl_compile_shaders(opengl, opengl->pix_fmt)) < 0)
990         goto fail;
991
992     desc = av_pix_fmt_desc_get(opengl->pix_fmt);
993     av_assert0(desc->nb_components > 0 && desc->nb_components <= 4);
994     glGenTextures(desc->nb_components, opengl->texture_name);
995
996     opengl->glprocs.glGenBuffers(2, &opengl->index_buffer);
997     if (!opengl->index_buffer || !opengl->vertex_buffer) {
998         av_log(opengl, AV_LOG_ERROR, "Buffer generation failed.\n");
999         ret = AVERROR_EXTERNAL;
1000         goto fail;
1001     }
1002
1003     opengl_configure_texture(opengl, opengl->texture_name[0], opengl->width, opengl->height);
1004     if (desc->nb_components > 1) {
1005         int has_alpha = desc->flags & AV_PIX_FMT_FLAG_ALPHA;
1006         int num_planes = desc->nb_components - (has_alpha ? 1 : 0);
1007         if (opengl->non_pow_2_textures) {
1008             opengl->chroma_div_w = 1.0f;
1009             opengl->chroma_div_h = 1.0f;
1010         } else {
1011             opengl->chroma_div_w = 1 << desc->log2_chroma_w;
1012             opengl->chroma_div_h = 1 << desc->log2_chroma_h;
1013         }
1014         for (i = 1; i < num_planes; i++)
1015             if (opengl->non_pow_2_textures)
1016                 opengl_configure_texture(opengl, opengl->texture_name[i],
1017                         FF_CEIL_RSHIFT(opengl->width, desc->log2_chroma_w),
1018                         FF_CEIL_RSHIFT(opengl->height, desc->log2_chroma_h));
1019             else
1020                 opengl_configure_texture(opengl, opengl->texture_name[i], opengl->width, opengl->height);
1021         if (has_alpha)
1022             opengl_configure_texture(opengl, opengl->texture_name[3], opengl->width, opengl->height);
1023     }
1024
1025     opengl->glprocs.glBindBuffer(FF_GL_ELEMENT_ARRAY_BUFFER, opengl->index_buffer);
1026     opengl->glprocs.glBufferData(FF_GL_ELEMENT_ARRAY_BUFFER, sizeof(g_index), g_index, FF_GL_STATIC_DRAW);
1027     opengl->glprocs.glBindBuffer(FF_GL_ELEMENT_ARRAY_BUFFER, 0);
1028
1029     glEnable(GL_BLEND);
1030     glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1031
1032     glClearColor((float)opengl->background[0] / 255.0f, (float)opengl->background[1] / 255.0f,
1033                  (float)opengl->background[2] / 255.0f, 1.0f);
1034
1035     ret = AVERROR_EXTERNAL;
1036     OPENGL_ERROR_CHECK(opengl);
1037
1038     return 0;
1039   fail:
1040     return ret;
1041 }
1042
1043 static av_cold int opengl_write_header(AVFormatContext *h)
1044 {
1045     OpenGLContext *opengl = h->priv_data;
1046     AVStream *st;
1047     int ret;
1048
1049     if (h->nb_streams != 1 ||
1050         h->streams[0]->codec->codec_type != AVMEDIA_TYPE_VIDEO ||
1051         h->streams[0]->codec->codec_id != AV_CODEC_ID_RAWVIDEO) {
1052         av_log(opengl, AV_LOG_ERROR, "Only a single video stream is supported.\n");
1053         return AVERROR(EINVAL);
1054     }
1055     st = h->streams[0];
1056     opengl->width = st->codec->width;
1057     opengl->height = st->codec->height;
1058     opengl->pix_fmt = st->codec->pix_fmt;
1059
1060     if (!opengl->window_title && !opengl->no_window)
1061         opengl->window_title = av_strdup(h->filename);
1062
1063     if ((ret = opengl_create_window(h)))
1064         goto fail;
1065
1066     if ((ret = opengl_read_limits(opengl)) < 0)
1067         goto fail;
1068
1069     if (opengl->width > opengl->max_texture_size || opengl->height > opengl->max_texture_size) {
1070         av_log(opengl, AV_LOG_ERROR, "Too big picture %dx%d, max supported size is %dx%d\n",
1071                opengl->width, opengl->height, opengl->max_texture_size, opengl->max_texture_size);
1072         ret = AVERROR(EINVAL);
1073         goto fail;
1074     }
1075
1076     if ((ret = opengl_load_procedures(opengl)) < 0)
1077         goto fail;
1078
1079     opengl_fill_color_map(opengl);
1080     opengl_get_texture_params(opengl);
1081
1082     if ((ret = opengl_init_context(opengl)) < 0)
1083         goto fail;
1084
1085     if ((ret = opengl_prepare_vertex(h)) < 0)
1086         goto fail;
1087
1088     glClear(GL_COLOR_BUFFER_BIT);
1089
1090 #if HAVE_SDL
1091     if (!opengl->no_window)
1092         SDL_GL_SwapBuffers();
1093 #endif
1094     if (opengl->no_window &&
1095         (ret = avdevice_dev_to_app_control_message(h, AV_DEV_TO_APP_DISPLAY_WINDOW_BUFFER, NULL , 0)) < 0) {
1096         av_log(opengl, AV_LOG_ERROR, "Application failed to display window buffer.\n");
1097         goto fail;
1098     }
1099
1100     ret = AVERROR_EXTERNAL;
1101     OPENGL_ERROR_CHECK(opengl);
1102     return 0;
1103
1104   fail:
1105     opengl_write_trailer(h);
1106     return ret;
1107 }
1108
1109 static uint8_t* opengl_get_plane_pointer(OpenGLContext *opengl, AVPacket *pkt, int comp_index,
1110                                          const AVPixFmtDescriptor *desc)
1111 {
1112     uint8_t *data = pkt->data;
1113     int wordsize = opengl_type_size(opengl->type);
1114     int width_chroma = FF_CEIL_RSHIFT(opengl->width, desc->log2_chroma_w);
1115     int height_chroma = FF_CEIL_RSHIFT(opengl->height, desc->log2_chroma_h);
1116     int plane = desc->comp[comp_index].plane;
1117
1118     switch(plane) {
1119     case 0:
1120         break;
1121     case 1:
1122         data += opengl->width * opengl->height * wordsize;
1123         break;
1124     case 2:
1125         data += opengl->width * opengl->height * wordsize;
1126         data += width_chroma * height_chroma * wordsize;
1127         break;
1128     case 3:
1129         data += opengl->width * opengl->height * wordsize;
1130         data += 2 * width_chroma * height_chroma * wordsize;
1131         break;
1132     default:
1133         return NULL;
1134     }
1135     return data;
1136 }
1137
1138 static int opengl_draw(AVFormatContext *h, AVPacket *pkt, int repaint)
1139 {
1140     OpenGLContext *opengl = h->priv_data;
1141     enum AVPixelFormat pix_fmt = h->streams[0]->codec->pix_fmt;
1142     const AVPixFmtDescriptor *desc = av_pix_fmt_desc_get(pix_fmt);
1143     int ret;
1144
1145 #if HAVE_SDL
1146     if (!opengl->no_window && (ret = opengl_sdl_process_events(h)) < 0)
1147         goto fail;
1148 #endif
1149     if (opengl->no_window &&
1150         (ret = avdevice_dev_to_app_control_message(h, AV_DEV_TO_APP_PREPARE_WINDOW_BUFFER, NULL , 0)) < 0) {
1151         av_log(opengl, AV_LOG_ERROR, "Application failed to prepare window buffer.\n");
1152         goto fail;
1153     }
1154
1155     glClear(GL_COLOR_BUFFER_BIT);
1156
1157     if (!repaint) {
1158         glBindTexture(GL_TEXTURE_2D, opengl->texture_name[0]);
1159         glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, opengl->width, opengl->height, opengl->format, opengl->type,
1160                         opengl_get_plane_pointer(opengl, pkt, 0, desc));
1161         if (desc->flags & AV_PIX_FMT_FLAG_PLANAR) {
1162             int width_chroma = FF_CEIL_RSHIFT(opengl->width, desc->log2_chroma_w);
1163             int height_chroma = FF_CEIL_RSHIFT(opengl->height, desc->log2_chroma_h);
1164             glBindTexture(GL_TEXTURE_2D, opengl->texture_name[1]);
1165             glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width_chroma, height_chroma, opengl->format, opengl->type,
1166                             opengl_get_plane_pointer(opengl, pkt, 1, desc));
1167             glBindTexture(GL_TEXTURE_2D, opengl->texture_name[2]);
1168             glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width_chroma, height_chroma, opengl->format, opengl->type,
1169                             opengl_get_plane_pointer(opengl, pkt, 2, desc));
1170             if (desc->flags & AV_PIX_FMT_FLAG_ALPHA) {
1171                 glBindTexture(GL_TEXTURE_2D, opengl->texture_name[3]);
1172                 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, opengl->width, opengl->height, opengl->format, opengl->type,
1173                                 opengl_get_plane_pointer(opengl, pkt, 3, desc));
1174             }
1175         }
1176     }
1177     ret = AVERROR_EXTERNAL;
1178     OPENGL_ERROR_CHECK(opengl);
1179
1180     if ((ret = opengl_prepare(opengl)) < 0)
1181         goto fail;
1182
1183     opengl->glprocs.glBindBuffer(FF_GL_ARRAY_BUFFER, opengl->vertex_buffer);
1184     opengl->glprocs.glBindBuffer(FF_GL_ELEMENT_ARRAY_BUFFER, opengl->index_buffer);
1185     opengl->glprocs.glVertexAttribPointer(opengl->position_attrib, 3, GL_FLOAT, GL_FALSE, sizeof(OpenGLVertexInfo), 0);
1186     opengl->glprocs.glEnableVertexAttribArray(opengl->position_attrib);
1187     opengl->glprocs.glVertexAttribPointer(opengl->texture_coords_attrib, 2, GL_FLOAT, GL_FALSE, sizeof(OpenGLVertexInfo), 12);
1188     opengl->glprocs.glEnableVertexAttribArray(opengl->texture_coords_attrib);
1189
1190     glDrawElements(GL_TRIANGLES, FF_ARRAY_ELEMS(g_index), GL_UNSIGNED_SHORT, 0);
1191
1192     ret = AVERROR_EXTERNAL;
1193     OPENGL_ERROR_CHECK(opengl);
1194
1195 #if HAVE_SDL
1196     if (!opengl->no_window)
1197         SDL_GL_SwapBuffers();
1198 #endif
1199     if (opengl->no_window &&
1200         (ret = avdevice_dev_to_app_control_message(h, AV_DEV_TO_APP_DISPLAY_WINDOW_BUFFER, NULL , 0)) < 0) {
1201         av_log(opengl, AV_LOG_ERROR, "Application failed to display window buffer.\n");
1202         goto fail;
1203     }
1204
1205     return 0;
1206   fail:
1207     return ret;
1208 }
1209
1210 static int opengl_write_packet(AVFormatContext *h, AVPacket *pkt)
1211 {
1212     return opengl_draw(h, pkt, 0);
1213 }
1214
1215 #define OFFSET(x) offsetof(OpenGLContext, x)
1216 #define ENC AV_OPT_FLAG_ENCODING_PARAM
1217 static const AVOption options[] = {
1218     { "background",   "set background color",   OFFSET(background),   AV_OPT_TYPE_COLOR,  {.str = "black"}, CHAR_MIN, CHAR_MAX, ENC },
1219     { "no_window",    "disable default window", OFFSET(no_window),    AV_OPT_TYPE_INT,    {.i64 = 0}, INT_MIN, INT_MAX, ENC },
1220     { "window_title", "set window title",       OFFSET(window_title), AV_OPT_TYPE_STRING, {.str = NULL}, 0, 0, ENC },
1221     { NULL }
1222 };
1223
1224 static const AVClass opengl_class = {
1225     .class_name = "opengl outdev",
1226     .item_name  = av_default_item_name,
1227     .option     = options,
1228     .version    = LIBAVUTIL_VERSION_INT,
1229 };
1230
1231 AVOutputFormat ff_opengl_muxer = {
1232     .name           = "opengl",
1233     .long_name      = NULL_IF_CONFIG_SMALL("OpenGL output"),
1234     .priv_data_size = sizeof(OpenGLContext),
1235     .audio_codec    = AV_CODEC_ID_NONE,
1236     .video_codec    = AV_CODEC_ID_RAWVIDEO,
1237     .write_header   = opengl_write_header,
1238     .write_packet   = opengl_write_packet,
1239     .write_trailer  = opengl_write_trailer,
1240     .control_message = opengl_control_message,
1241     .flags          = AVFMT_NOFILE | AVFMT_VARIABLE_FPS | AVFMT_NOTIMESTAMPS,
1242     .priv_class     = &opengl_class,
1243 };