2 * Copyright (c) 2014 Lukasz Marek
4 * This file is part of FFmpeg.
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.
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.
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
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.
33 #define WIN32_LEAN_AND_MEAN
37 #include <OpenGL/gl3.h>
44 #if HAVE_GLXGETPROCADDRESS
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 "libavformat/internal.h"
60 #include "libavdevice/avdevice.h"
61 #include "opengl_enc_shaders.h"
67 /* FF_GL_RED_COMPONENT is used for planar pixel types.
68 * Only red component is sampled in shaders.
69 * On some platforms GL_RED is not available and GL_LUMINANCE have to be used,
70 * but since OpenGL 3.0 GL_LUMINANCE is deprecated.
71 * GL_RED produces RGBA = value, 0, 0, 1.
72 * GL_LUMINANCE produces RGBA = value, value, value, 1.
73 * Note: GL_INTENSITY may also be used which produce RGBA = value, value, value, value. */
75 #define FF_GL_RED_COMPONENT GL_RED
76 #elif defined(GL_LUMINANCE)
77 #define FF_GL_RED_COMPONENT GL_LUMINANCE
79 #define FF_GL_RED_COMPONENT 0x1903; //GL_RED
82 /* Constants not defined for iOS */
83 #define FF_GL_UNSIGNED_BYTE_3_3_2 0x8032
84 #define FF_GL_UNSIGNED_BYTE_2_3_3_REV 0x8362
85 #define FF_GL_UNSIGNED_SHORT_1_5_5_5_REV 0x8366
86 #define FF_GL_UNPACK_ROW_LENGTH 0x0CF2
88 /* MinGW exposes only OpenGL 1.1 API */
89 #define FF_GL_ARRAY_BUFFER 0x8892
90 #define FF_GL_ELEMENT_ARRAY_BUFFER 0x8893
91 #define FF_GL_STATIC_DRAW 0x88E4
92 #define FF_GL_FRAGMENT_SHADER 0x8B30
93 #define FF_GL_VERTEX_SHADER 0x8B31
94 #define FF_GL_COMPILE_STATUS 0x8B81
95 #define FF_GL_LINK_STATUS 0x8B82
96 #define FF_GL_INFO_LOG_LENGTH 0x8B84
97 typedef void (APIENTRY *FF_PFNGLACTIVETEXTUREPROC) (GLenum texture);
98 typedef void (APIENTRY *FF_PFNGLGENBUFFERSPROC) (GLsizei n, GLuint *buffers);
99 typedef void (APIENTRY *FF_PFNGLDELETEBUFFERSPROC) (GLsizei n, const GLuint *buffers);
100 typedef void (APIENTRY *FF_PFNGLBUFFERDATAPROC) (GLenum target, ptrdiff_t size, const GLvoid *data, GLenum usage);
101 typedef void (APIENTRY *FF_PFNGLBINDBUFFERPROC) (GLenum target, GLuint buffer);
102 typedef GLint (APIENTRY *FF_PFNGLGETATTRIBLOCATIONPROC) (GLuint program, const char *name);
103 typedef void (APIENTRY *FF_PFNGLENABLEVERTEXATTRIBARRAYPROC) (GLuint index);
104 typedef void (APIENTRY *FF_PFNGLVERTEXATTRIBPOINTERPROC) (GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, uintptr_t pointer);
105 typedef GLint (APIENTRY *FF_PFNGLGETUNIFORMLOCATIONPROC) (GLuint program, const char *name);
106 typedef void (APIENTRY *FF_PFNGLUNIFORM1FPROC) (GLint location, GLfloat v0);
107 typedef void (APIENTRY *FF_PFNGLUNIFORM1IPROC) (GLint location, GLint v0);
108 typedef void (APIENTRY *FF_PFNGLUNIFORMMATRIX4FVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
109 typedef GLuint (APIENTRY *FF_PFNGLCREATEPROGRAMPROC) (void);
110 typedef void (APIENTRY *FF_PFNGLDELETEPROGRAMPROC) (GLuint program);
111 typedef void (APIENTRY *FF_PFNGLUSEPROGRAMPROC) (GLuint program);
112 typedef void (APIENTRY *FF_PFNGLLINKPROGRAMPROC) (GLuint program);
113 typedef void (APIENTRY *FF_PFNGLGETPROGRAMIVPROC) (GLuint program, GLenum pname, GLint *params);
114 typedef void (APIENTRY *FF_PFNGLGETPROGRAMINFOLOGPROC) (GLuint program, GLsizei bufSize, GLsizei *length, char *infoLog);
115 typedef void (APIENTRY *FF_PFNGLATTACHSHADERPROC) (GLuint program, GLuint shader);
116 typedef GLuint (APIENTRY *FF_PFNGLCREATESHADERPROC) (GLenum type);
117 typedef void (APIENTRY *FF_PFNGLDELETESHADERPROC) (GLuint shader);
118 typedef void (APIENTRY *FF_PFNGLCOMPILESHADERPROC) (GLuint shader);
119 typedef void (APIENTRY *FF_PFNGLSHADERSOURCEPROC) (GLuint shader, GLsizei count, const char* *string, const GLint *length);
120 typedef void (APIENTRY *FF_PFNGLGETSHADERIVPROC) (GLuint shader, GLenum pname, GLint *params);
121 typedef void (APIENTRY *FF_PFNGLGETSHADERINFOLOGPROC) (GLuint shader, GLsizei bufSize, GLsizei *length, char *infoLog);
123 typedef struct FFOpenGLFunctions {
124 FF_PFNGLACTIVETEXTUREPROC glActiveTexture; //Require GL ARB multitexture
125 FF_PFNGLGENBUFFERSPROC glGenBuffers; //Require GL_ARB_vertex_buffer_object
126 FF_PFNGLDELETEBUFFERSPROC glDeleteBuffers; //Require GL_ARB_vertex_buffer_object
127 FF_PFNGLBUFFERDATAPROC glBufferData; //Require GL_ARB_vertex_buffer_object
128 FF_PFNGLBINDBUFFERPROC glBindBuffer; //Require GL_ARB_vertex_buffer_object
129 FF_PFNGLGETATTRIBLOCATIONPROC glGetAttribLocation; //Require GL_ARB_vertex_shader
130 FF_PFNGLENABLEVERTEXATTRIBARRAYPROC glEnableVertexAttribArray; //Require GL_ARB_vertex_shader
131 FF_PFNGLVERTEXATTRIBPOINTERPROC glVertexAttribPointer; //Require GL_ARB_vertex_shader
132 FF_PFNGLGETUNIFORMLOCATIONPROC glGetUniformLocation; //Require GL_ARB_shader_objects
133 FF_PFNGLUNIFORM1FPROC glUniform1f; //Require GL_ARB_shader_objects
134 FF_PFNGLUNIFORM1IPROC glUniform1i; //Require GL_ARB_shader_objects
135 FF_PFNGLUNIFORMMATRIX4FVPROC glUniformMatrix4fv; //Require GL_ARB_shader_objects
136 FF_PFNGLCREATEPROGRAMPROC glCreateProgram; //Require GL_ARB_shader_objects
137 FF_PFNGLDELETEPROGRAMPROC glDeleteProgram; //Require GL_ARB_shader_objects
138 FF_PFNGLUSEPROGRAMPROC glUseProgram; //Require GL_ARB_shader_objects
139 FF_PFNGLLINKPROGRAMPROC glLinkProgram; //Require GL_ARB_shader_objects
140 FF_PFNGLGETPROGRAMIVPROC glGetProgramiv; //Require GL_ARB_shader_objects
141 FF_PFNGLGETPROGRAMINFOLOGPROC glGetProgramInfoLog; //Require GL_ARB_shader_objects
142 FF_PFNGLATTACHSHADERPROC glAttachShader; //Require GL_ARB_shader_objects
143 FF_PFNGLCREATESHADERPROC glCreateShader; //Require GL_ARB_shader_objects
144 FF_PFNGLDELETESHADERPROC glDeleteShader; //Require GL_ARB_shader_objects
145 FF_PFNGLCOMPILESHADERPROC glCompileShader; //Require GL_ARB_shader_objects
146 FF_PFNGLSHADERSOURCEPROC glShaderSource; //Require GL_ARB_shader_objects
147 FF_PFNGLGETSHADERIVPROC glGetShaderiv; //Require GL_ARB_shader_objects
148 FF_PFNGLGETSHADERINFOLOGPROC glGetShaderInfoLog; //Require GL_ARB_shader_objects
151 #define OPENGL_ERROR_CHECK(ctx) \
154 if ((err_code = glGetError()) != GL_NO_ERROR) { \
155 av_log(ctx, AV_LOG_ERROR, "OpenGL error occurred in '%s', line %d: %d\n", __FUNCTION__, __LINE__, err_code); \
160 typedef struct OpenGLVertexInfo
162 float x, y, z; ///<Position
163 float s0, t0; ///<Texture coords
166 /* defines 2 triangles to display */
167 static const GLushort g_index[6] =
173 typedef struct OpenGLContext {
174 AVClass *class; ///< class for private options
178 SDL_GLContext glcontext;
180 FFOpenGLFunctions glprocs;
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
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
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;
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
217 /* Stream information */
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
229 static const struct OpenGLFormatDesc {
230 enum AVPixelFormat fixel_format;
231 const char * const * fragment_shader;
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_BGR48, &FF_OPENGL_FRAGMENT_SHADER_RGB_PACKET, GL_RGB, GL_UNSIGNED_SHORT },
264 { AV_PIX_FMT_ARGB, &FF_OPENGL_FRAGMENT_SHADER_RGBA_PACKET, GL_RGBA, GL_UNSIGNED_BYTE },
265 { AV_PIX_FMT_RGBA, &FF_OPENGL_FRAGMENT_SHADER_RGBA_PACKET, GL_RGBA, GL_UNSIGNED_BYTE },
266 { AV_PIX_FMT_ABGR, &FF_OPENGL_FRAGMENT_SHADER_RGBA_PACKET, GL_RGBA, GL_UNSIGNED_BYTE },
267 { AV_PIX_FMT_BGRA, &FF_OPENGL_FRAGMENT_SHADER_RGBA_PACKET, GL_RGBA, GL_UNSIGNED_BYTE },
268 { AV_PIX_FMT_RGBA64, &FF_OPENGL_FRAGMENT_SHADER_RGBA_PACKET, GL_RGBA, GL_UNSIGNED_SHORT },
269 { AV_PIX_FMT_BGRA64, &FF_OPENGL_FRAGMENT_SHADER_RGBA_PACKET, GL_RGBA, GL_UNSIGNED_SHORT },
270 { AV_PIX_FMT_GBRP, &FF_OPENGL_FRAGMENT_SHADER_RGB_PLANAR, FF_GL_RED_COMPONENT, GL_UNSIGNED_BYTE },
271 { AV_PIX_FMT_GBRP16, &FF_OPENGL_FRAGMENT_SHADER_RGB_PLANAR, FF_GL_RED_COMPONENT, GL_UNSIGNED_SHORT },
272 { AV_PIX_FMT_GBRAP, &FF_OPENGL_FRAGMENT_SHADER_RGBA_PLANAR, FF_GL_RED_COMPONENT, GL_UNSIGNED_BYTE },
273 { AV_PIX_FMT_GBRAP16, &FF_OPENGL_FRAGMENT_SHADER_RGBA_PLANAR, FF_GL_RED_COMPONENT, GL_UNSIGNED_SHORT },
274 { AV_PIX_FMT_GRAY8, &FF_OPENGL_FRAGMENT_SHADER_GRAY, FF_GL_RED_COMPONENT, GL_UNSIGNED_BYTE },
275 { AV_PIX_FMT_GRAY16, &FF_OPENGL_FRAGMENT_SHADER_GRAY, FF_GL_RED_COMPONENT, GL_UNSIGNED_SHORT },
276 { AV_PIX_FMT_NONE, NULL }
279 static av_cold int opengl_prepare_vertex(AVFormatContext *s);
280 static int opengl_draw(AVFormatContext *h, void *intput, int repaint, int is_pkt);
281 static av_cold int opengl_init_context(OpenGLContext *opengl);
283 static av_cold void opengl_deinit_context(OpenGLContext *opengl)
285 glDeleteTextures(4, opengl->texture_name);
286 opengl->texture_name[0] = opengl->texture_name[1] =
287 opengl->texture_name[2] = opengl->texture_name[3] = 0;
288 if (opengl->glprocs.glUseProgram)
289 opengl->glprocs.glUseProgram(0);
290 if (opengl->glprocs.glDeleteProgram) {
291 opengl->glprocs.glDeleteProgram(opengl->program);
294 if (opengl->glprocs.glDeleteShader) {
295 opengl->glprocs.glDeleteShader(opengl->vertex_shader);
296 opengl->glprocs.glDeleteShader(opengl->fragment_shader);
297 opengl->vertex_shader = opengl->fragment_shader = 0;
299 if (opengl->glprocs.glBindBuffer) {
300 opengl->glprocs.glBindBuffer(FF_GL_ARRAY_BUFFER, 0);
301 opengl->glprocs.glBindBuffer(FF_GL_ELEMENT_ARRAY_BUFFER, 0);
303 if (opengl->glprocs.glDeleteBuffers) {
304 opengl->glprocs.glDeleteBuffers(2, &opengl->index_buffer);
305 opengl->vertex_buffer = opengl->index_buffer = 0;
309 static int opengl_resize(AVFormatContext *h, int width, int height)
312 OpenGLContext *opengl = h->priv_data;
313 opengl->window_width = width;
314 opengl->window_height = height;
315 if (opengl->inited) {
316 if (opengl->no_window &&
317 (ret = avdevice_dev_to_app_control_message(h, AV_DEV_TO_APP_PREPARE_WINDOW_BUFFER, NULL , 0)) < 0) {
318 av_log(opengl, AV_LOG_ERROR, "Application failed to prepare window buffer.\n");
321 if ((ret = opengl_prepare_vertex(h)) < 0)
323 ret = opengl_draw(h, NULL, 1, 0);
329 static int opengl_control_message(AVFormatContext *h, int type, void *data, size_t data_size)
331 OpenGLContext *opengl = h->priv_data;
333 case AV_APP_TO_DEV_WINDOW_SIZE:
335 AVDeviceRect *message = data;
336 return opengl_resize(h, message->width, message->height);
338 return AVERROR(EINVAL);
339 case AV_APP_TO_DEV_WINDOW_REPAINT:
340 return opengl_resize(h, opengl->window_width, opengl->window_height);
342 return AVERROR(ENOSYS);
346 static int opengl_sdl_process_events(AVFormatContext *h)
348 OpenGLContext *opengl = h->priv_data;
349 AVDeviceRect message;
352 while (SDL_PeepEvents(&event, 1, SDL_GETEVENT, SDL_FIRSTEVENT, SDL_LASTEVENT) > 0) {
353 switch (event.type) {
357 switch (event.key.keysym.sym) {
363 case SDL_WINDOWEVENT:
364 switch(event.window.event) {
365 case SDL_WINDOWEVENT_RESIZED:
366 case SDL_WINDOWEVENT_SIZE_CHANGED:
367 SDL_GL_GetDrawableSize(opengl->window, &message.width, &message.height);
368 return opengl_control_message(h, AV_APP_TO_DEV_WINDOW_SIZE, &message, sizeof(AVDeviceRect));
377 static int av_cold opengl_sdl_create_window(AVFormatContext *h)
379 OpenGLContext *opengl = h->priv_data;
380 AVDeviceRect message;
381 if (SDL_Init(SDL_INIT_VIDEO)) {
382 av_log(opengl, AV_LOG_ERROR, "Unable to initialize SDL: %s\n", SDL_GetError());
383 return AVERROR_EXTERNAL;
385 opengl->window = SDL_CreateWindow(opengl->window_title,
386 SDL_WINDOWPOS_UNDEFINED,
387 SDL_WINDOWPOS_UNDEFINED,
388 opengl->window_width, opengl->window_height,
389 SDL_WINDOW_RESIZABLE | SDL_WINDOW_OPENGL);
390 if (!opengl->window) {
391 av_log(opengl, AV_LOG_ERROR, "Unable to create default window: %s\n", SDL_GetError());
392 return AVERROR_EXTERNAL;
394 opengl->glcontext = SDL_GL_CreateContext(opengl->window);
395 if (!opengl->glcontext) {
396 av_log(opengl, AV_LOG_ERROR, "Unable to create OpenGL context on default window: %s\n", SDL_GetError());
397 return AVERROR_EXTERNAL;
399 SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8);
400 SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8);
401 SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8);
402 SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, 8);
403 SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
404 av_log(opengl, AV_LOG_INFO, "SDL driver: '%s'.\n", SDL_GetCurrentVideoDriver());
405 SDL_GL_GetDrawableSize(opengl->window, &message.width, &message.height);
406 return opengl_control_message(h, AV_APP_TO_DEV_WINDOW_SIZE, &message, sizeof(AVDeviceRect));
409 static int av_cold opengl_sdl_load_procedures(OpenGLContext *opengl)
411 FFOpenGLFunctions *procs = &opengl->glprocs;
413 #define LOAD_OPENGL_FUN(name, type) \
414 procs->name = (type)SDL_GL_GetProcAddress(#name); \
415 if (!procs->name) { \
416 av_log(opengl, AV_LOG_ERROR, "Cannot load OpenGL function: '%s'\n", #name); \
417 return AVERROR(ENOSYS); \
420 LOAD_OPENGL_FUN(glActiveTexture, FF_PFNGLACTIVETEXTUREPROC)
421 LOAD_OPENGL_FUN(glGenBuffers, FF_PFNGLGENBUFFERSPROC)
422 LOAD_OPENGL_FUN(glDeleteBuffers, FF_PFNGLDELETEBUFFERSPROC)
423 LOAD_OPENGL_FUN(glBufferData, FF_PFNGLBUFFERDATAPROC)
424 LOAD_OPENGL_FUN(glBindBuffer, FF_PFNGLBINDBUFFERPROC)
425 LOAD_OPENGL_FUN(glGetAttribLocation, FF_PFNGLGETATTRIBLOCATIONPROC)
426 LOAD_OPENGL_FUN(glGetUniformLocation, FF_PFNGLGETUNIFORMLOCATIONPROC)
427 LOAD_OPENGL_FUN(glUniform1f, FF_PFNGLUNIFORM1FPROC)
428 LOAD_OPENGL_FUN(glUniform1i, FF_PFNGLUNIFORM1IPROC)
429 LOAD_OPENGL_FUN(glUniformMatrix4fv, FF_PFNGLUNIFORMMATRIX4FVPROC)
430 LOAD_OPENGL_FUN(glCreateProgram, FF_PFNGLCREATEPROGRAMPROC)
431 LOAD_OPENGL_FUN(glDeleteProgram, FF_PFNGLDELETEPROGRAMPROC)
432 LOAD_OPENGL_FUN(glUseProgram, FF_PFNGLUSEPROGRAMPROC)
433 LOAD_OPENGL_FUN(glLinkProgram, FF_PFNGLLINKPROGRAMPROC)
434 LOAD_OPENGL_FUN(glGetProgramiv, FF_PFNGLGETPROGRAMIVPROC)
435 LOAD_OPENGL_FUN(glGetProgramInfoLog, FF_PFNGLGETPROGRAMINFOLOGPROC)
436 LOAD_OPENGL_FUN(glAttachShader, FF_PFNGLATTACHSHADERPROC)
437 LOAD_OPENGL_FUN(glCreateShader, FF_PFNGLCREATESHADERPROC)
438 LOAD_OPENGL_FUN(glDeleteShader, FF_PFNGLDELETESHADERPROC)
439 LOAD_OPENGL_FUN(glCompileShader, FF_PFNGLCOMPILESHADERPROC)
440 LOAD_OPENGL_FUN(glShaderSource, FF_PFNGLSHADERSOURCEPROC)
441 LOAD_OPENGL_FUN(glGetShaderiv, FF_PFNGLGETSHADERIVPROC)
442 LOAD_OPENGL_FUN(glGetShaderInfoLog, FF_PFNGLGETSHADERINFOLOGPROC)
443 LOAD_OPENGL_FUN(glEnableVertexAttribArray, FF_PFNGLENABLEVERTEXATTRIBARRAYPROC)
444 LOAD_OPENGL_FUN(glVertexAttribPointer, FF_PFNGLVERTEXATTRIBPOINTERPROC)
448 #undef LOAD_OPENGL_FUN
450 #endif /* CONFIG_SDL2 */
452 #if defined(__APPLE__)
453 static int av_cold opengl_load_procedures(OpenGLContext *opengl)
455 FFOpenGLFunctions *procs = &opengl->glprocs;
458 if (!opengl->no_window)
459 return opengl_sdl_load_procedures(opengl);
462 procs->glActiveTexture = glActiveTexture;
463 procs->glGenBuffers = glGenBuffers;
464 procs->glDeleteBuffers = glDeleteBuffers;
465 procs->glBufferData = glBufferData;
466 procs->glBindBuffer = glBindBuffer;
467 procs->glGetAttribLocation = glGetAttribLocation;
468 procs->glGetUniformLocation = glGetUniformLocation;
469 procs->glUniform1f = glUniform1f;
470 procs->glUniform1i = glUniform1i;
471 procs->glUniformMatrix4fv = glUniformMatrix4fv;
472 procs->glCreateProgram = glCreateProgram;
473 procs->glDeleteProgram = glDeleteProgram;
474 procs->glUseProgram = glUseProgram;
475 procs->glLinkProgram = glLinkProgram;
476 procs->glGetProgramiv = glGetProgramiv;
477 procs->glGetProgramInfoLog = glGetProgramInfoLog;
478 procs->glAttachShader = glAttachShader;
479 procs->glCreateShader = glCreateShader;
480 procs->glDeleteShader = glDeleteShader;
481 procs->glCompileShader = glCompileShader;
482 procs->glShaderSource = glShaderSource;
483 procs->glGetShaderiv = glGetShaderiv;
484 procs->glGetShaderInfoLog = glGetShaderInfoLog;
485 procs->glEnableVertexAttribArray = glEnableVertexAttribArray;
486 procs->glVertexAttribPointer = (FF_PFNGLVERTEXATTRIBPOINTERPROC) glVertexAttribPointer;
490 static int av_cold opengl_load_procedures(OpenGLContext *opengl)
492 FFOpenGLFunctions *procs = &opengl->glprocs;
494 #if HAVE_GLXGETPROCADDRESS
495 #define SelectedGetProcAddress glXGetProcAddress
496 #elif HAVE_WGLGETPROCADDRESS
497 #define SelectedGetProcAddress wglGetProcAddress
500 #define LOAD_OPENGL_FUN(name, type) \
501 procs->name = (type)SelectedGetProcAddress(#name); \
502 if (!procs->name) { \
503 av_log(opengl, AV_LOG_ERROR, "Cannot load OpenGL function: '%s'\n", #name); \
504 return AVERROR(ENOSYS); \
508 if (!opengl->no_window)
509 return opengl_sdl_load_procedures(opengl);
512 LOAD_OPENGL_FUN(glActiveTexture, FF_PFNGLACTIVETEXTUREPROC)
513 LOAD_OPENGL_FUN(glGenBuffers, FF_PFNGLGENBUFFERSPROC)
514 LOAD_OPENGL_FUN(glDeleteBuffers, FF_PFNGLDELETEBUFFERSPROC)
515 LOAD_OPENGL_FUN(glBufferData, FF_PFNGLBUFFERDATAPROC)
516 LOAD_OPENGL_FUN(glBindBuffer, FF_PFNGLBINDBUFFERPROC)
517 LOAD_OPENGL_FUN(glGetAttribLocation, FF_PFNGLGETATTRIBLOCATIONPROC)
518 LOAD_OPENGL_FUN(glGetUniformLocation, FF_PFNGLGETUNIFORMLOCATIONPROC)
519 LOAD_OPENGL_FUN(glUniform1f, FF_PFNGLUNIFORM1FPROC)
520 LOAD_OPENGL_FUN(glUniform1i, FF_PFNGLUNIFORM1IPROC)
521 LOAD_OPENGL_FUN(glUniformMatrix4fv, FF_PFNGLUNIFORMMATRIX4FVPROC)
522 LOAD_OPENGL_FUN(glCreateProgram, FF_PFNGLCREATEPROGRAMPROC)
523 LOAD_OPENGL_FUN(glDeleteProgram, FF_PFNGLDELETEPROGRAMPROC)
524 LOAD_OPENGL_FUN(glUseProgram, FF_PFNGLUSEPROGRAMPROC)
525 LOAD_OPENGL_FUN(glLinkProgram, FF_PFNGLLINKPROGRAMPROC)
526 LOAD_OPENGL_FUN(glGetProgramiv, FF_PFNGLGETPROGRAMIVPROC)
527 LOAD_OPENGL_FUN(glGetProgramInfoLog, FF_PFNGLGETPROGRAMINFOLOGPROC)
528 LOAD_OPENGL_FUN(glAttachShader, FF_PFNGLATTACHSHADERPROC)
529 LOAD_OPENGL_FUN(glCreateShader, FF_PFNGLCREATESHADERPROC)
530 LOAD_OPENGL_FUN(glDeleteShader, FF_PFNGLDELETESHADERPROC)
531 LOAD_OPENGL_FUN(glCompileShader, FF_PFNGLCOMPILESHADERPROC)
532 LOAD_OPENGL_FUN(glShaderSource, FF_PFNGLSHADERSOURCEPROC)
533 LOAD_OPENGL_FUN(glGetShaderiv, FF_PFNGLGETSHADERIVPROC)
534 LOAD_OPENGL_FUN(glGetShaderInfoLog, FF_PFNGLGETSHADERINFOLOGPROC)
535 LOAD_OPENGL_FUN(glEnableVertexAttribArray, FF_PFNGLENABLEVERTEXATTRIBARRAYPROC)
536 LOAD_OPENGL_FUN(glVertexAttribPointer, FF_PFNGLVERTEXATTRIBPOINTERPROC)
540 #undef SelectedGetProcAddress
541 #undef LOAD_OPENGL_FUN
545 static void opengl_make_identity(float matrix[16])
547 memset(matrix, 0, 16 * sizeof(float));
548 matrix[0] = matrix[5] = matrix[10] = matrix[15] = 1.0f;
551 static void opengl_make_ortho(float matrix[16], float left, float right,
552 float bottom, float top, float nearZ, float farZ)
554 float ral = right + left;
555 float rsl = right - left;
556 float tab = top + bottom;
557 float tsb = top - bottom;
558 float fan = farZ + nearZ;
559 float fsn = farZ - nearZ;
561 memset(matrix, 0, 16 * sizeof(float));
562 matrix[0] = 2.0f / rsl;
563 matrix[5] = 2.0f / tsb;
564 matrix[10] = -2.0f / fsn;
565 matrix[12] = -ral / rsl;
566 matrix[13] = -tab / tsb;
567 matrix[14] = -fan / fsn;
571 static av_cold int opengl_read_limits(OpenGLContext *opengl)
574 const char *extension;
577 } required_extensions[] = {
578 { "GL_ARB_multitexture", 1, 3 },
579 { "GL_ARB_vertex_buffer_object", 1, 5 }, //GLX_ARB_vertex_buffer_object
580 { "GL_ARB_vertex_shader", 2, 0 },
581 { "GL_ARB_fragment_shader", 2, 0 },
582 { "GL_ARB_shader_objects", 2, 0 },
586 const char *extensions, *version;
588 version = glGetString(GL_VERSION);
589 extensions = glGetString(GL_EXTENSIONS);
591 av_log(opengl, AV_LOG_DEBUG, "OpenGL version: %s\n", version);
592 sscanf(version, "%d.%d", &major, &minor);
594 for (i = 0; required_extensions[i].extension; i++) {
595 if (major < required_extensions[i].major &&
596 (major == required_extensions[i].major && minor < required_extensions[i].minor) &&
597 !strstr(extensions, required_extensions[i].extension)) {
598 av_log(opengl, AV_LOG_ERROR, "Required extension %s is not supported.\n",
599 required_extensions[i].extension);
600 av_log(opengl, AV_LOG_DEBUG, "Supported extensions are: %s\n", extensions);
601 return AVERROR(ENOSYS);
604 glGetIntegerv(GL_MAX_TEXTURE_SIZE, &opengl->max_texture_size);
605 glGetIntegerv(GL_MAX_VIEWPORT_DIMS, &opengl->max_viewport_width);
606 opengl->non_pow_2_textures = major >= 2 || strstr(extensions, "GL_ARB_texture_non_power_of_two");
607 #if defined(GL_ES_VERSION_2_0)
608 opengl->unpack_subimage = !!strstr(extensions, "GL_EXT_unpack_subimage");
610 opengl->unpack_subimage = 1;
613 av_log(opengl, AV_LOG_DEBUG, "Non Power of 2 textures support: %s\n", opengl->non_pow_2_textures ? "Yes" : "No");
614 av_log(opengl, AV_LOG_DEBUG, "Unpack Subimage extension support: %s\n", opengl->unpack_subimage ? "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);
619 OPENGL_ERROR_CHECK(opengl);
622 return AVERROR_EXTERNAL;
625 static const char* opengl_get_fragment_shader_code(enum AVPixelFormat format)
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;
635 static int opengl_type_size(GLenum 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:
642 case GL_UNSIGNED_BYTE:
643 case FF_GL_UNSIGNED_BYTE_3_3_2:
644 case FF_GL_UNSIGNED_BYTE_2_3_3_REV:
651 static av_cold void opengl_get_texture_params(OpenGLContext *opengl)
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;
663 static void opengl_compute_display_area(AVFormatContext *s)
665 AVRational sar, dar; /* sample and display aspect ratios */
666 OpenGLContext *opengl = s->priv_data;
667 AVStream *st = s->streams[0];
668 AVCodecParameters *par = st->codecpar;
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){ par->width, par->height });
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) {
678 opengl->picture_width = opengl->window_width;
679 opengl->picture_height = av_rescale(opengl->picture_width, dar.den, dar.num);
682 opengl->picture_height = opengl->window_height;
683 opengl->picture_width = av_rescale(opengl->picture_height, dar.num, dar.den);
687 static av_cold void opengl_get_texture_size(OpenGLContext *opengl, int in_width, int in_height,
688 int *out_width, int *out_height)
690 if (opengl->non_pow_2_textures) {
691 *out_width = in_width;
692 *out_height = in_height;
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)
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);
705 static av_cold void opengl_fill_color_map(OpenGLContext *opengl)
707 const AVPixFmtDescriptor *desc;
709 enum AVPixelFormat pix_fmt = opengl->pix_fmt;
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;
718 desc = av_pix_fmt_desc_get(pix_fmt);
719 if (!(desc->flags & AV_PIX_FMT_FLAG_RGB))
722 #define FILL_COMPONENT(i) { \
723 shift = (desc->comp[i].depth - 1) >> 3; \
724 opengl->color_map[(i << 2) + (desc->comp[i].offset >> shift)] = 1.0; \
727 memset(opengl->color_map, 0, sizeof(opengl->color_map));
731 if (desc->flags & AV_PIX_FMT_FLAG_ALPHA)
734 #undef FILL_COMPONENT
737 static av_cold GLuint opengl_load_shader(OpenGLContext *opengl, GLenum type, const char *source)
739 GLuint shader = opengl->glprocs.glCreateShader(type);
742 av_log(opengl, AV_LOG_ERROR, "glCreateShader() failed\n");
745 opengl->glprocs.glShaderSource(shader, 1, &source, NULL);
746 opengl->glprocs.glCompileShader(shader);
748 opengl->glprocs.glGetShaderiv(shader, FF_GL_COMPILE_STATUS, &result);
751 opengl->glprocs.glGetShaderiv(shader, FF_GL_INFO_LOG_LENGTH, &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);
761 OPENGL_ERROR_CHECK(opengl);
764 opengl->glprocs.glDeleteShader(shader);
768 static av_cold int opengl_compile_shaders(OpenGLContext *opengl, enum AVPixelFormat pix_fmt)
771 const char *fragment_shader_code = opengl_get_fragment_shader_code(pix_fmt);
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);
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");
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");
792 opengl->program = opengl->glprocs.glCreateProgram();
793 if (!opengl->program)
796 opengl->glprocs.glAttachShader(opengl->program, opengl->vertex_shader);
797 opengl->glprocs.glAttachShader(opengl->program, opengl->fragment_shader);
798 opengl->glprocs.glLinkProgram(opengl->program);
800 opengl->glprocs.glGetProgramiv(opengl->program, FF_GL_LINK_STATUS, &result);
803 opengl->glprocs.glGetProgramiv(opengl->program, FF_GL_INFO_LOG_LENGTH, &result);
805 log = av_malloc(result);
808 opengl->glprocs.glGetProgramInfoLog(opengl->program, result, NULL, log);
809 av_log(opengl, AV_LOG_ERROR, "Link error: %s\n", log);
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");
827 OPENGL_ERROR_CHECK(opengl);
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;
837 static av_cold int opengl_configure_texture(OpenGLContext *opengl, GLuint texture,
838 GLsizei width, GLsizei height)
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);
854 return AVERROR_EXTERNAL;
857 static av_cold int opengl_prepare_vertex(AVFormatContext *s)
859 OpenGLContext *opengl = s->priv_data;
862 if (opengl->window_width > opengl->max_viewport_width || opengl->window_height > opengl->max_viewport_height) {
863 opengl->window_width = FFMIN(opengl->window_width, opengl->max_viewport_width);
864 opengl->window_height = FFMIN(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);
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,
872 opengl_make_identity(opengl->model_view_matrix);
874 opengl_compute_display_area(s);
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;
882 opengl_get_texture_size(opengl, opengl->width, opengl->height, &tex_w, &tex_h);
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;
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);
899 return AVERROR_EXTERNAL;
902 static int opengl_prepare(OpenGLContext *opengl)
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);
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);
921 OPENGL_ERROR_CHECK(opengl);
924 return AVERROR_EXTERNAL;
927 static int opengl_create_window(AVFormatContext *h)
929 OpenGLContext *opengl = h->priv_data;
932 if (!opengl->no_window) {
934 if ((ret = opengl_sdl_create_window(h)) < 0) {
935 av_log(opengl, AV_LOG_ERROR, "Cannot create default SDL window.\n");
939 av_log(opengl, AV_LOG_ERROR, "FFmpeg is compiled without SDL. Cannot create default window.\n");
940 return AVERROR(ENOSYS);
943 AVDeviceRect message;
944 message.x = message.y = 0;
945 message.width = opengl->window_width;
946 message.height = opengl->window_height;
947 if ((ret = avdevice_dev_to_app_control_message(h, AV_DEV_TO_APP_CREATE_WINDOW_BUFFER,
948 &message , sizeof(message))) < 0) {
949 av_log(opengl, AV_LOG_ERROR, "Application failed to create window buffer.\n");
952 if ((ret = avdevice_dev_to_app_control_message(h, AV_DEV_TO_APP_PREPARE_WINDOW_BUFFER, NULL , 0)) < 0) {
953 av_log(opengl, AV_LOG_ERROR, "Application failed to prepare window buffer.\n");
960 static int opengl_release_window(AVFormatContext *h)
963 OpenGLContext *opengl = h->priv_data;
964 if (!opengl->no_window) {
966 SDL_GL_DeleteContext(opengl->glcontext);
967 SDL_DestroyWindow(opengl->window);
970 } else if ((ret = avdevice_dev_to_app_control_message(h, AV_DEV_TO_APP_DESTROY_WINDOW_BUFFER, NULL , 0)) < 0) {
971 av_log(opengl, AV_LOG_ERROR, "Application failed to release window buffer.\n");
977 static av_cold int opengl_write_trailer(AVFormatContext *h)
979 OpenGLContext *opengl = h->priv_data;
981 if (opengl->no_window &&
982 avdevice_dev_to_app_control_message(h, AV_DEV_TO_APP_PREPARE_WINDOW_BUFFER, NULL , 0) < 0)
983 av_log(opengl, AV_LOG_ERROR, "Application failed to prepare window buffer.\n");
985 opengl_deinit_context(opengl);
986 opengl_release_window(h);
991 static av_cold int opengl_init_context(OpenGLContext *opengl)
994 const AVPixFmtDescriptor *desc;
996 if ((ret = opengl_compile_shaders(opengl, opengl->pix_fmt)) < 0)
999 desc = av_pix_fmt_desc_get(opengl->pix_fmt);
1000 av_assert0(desc->nb_components > 0 && desc->nb_components <= 4);
1001 glGenTextures(desc->nb_components, opengl->texture_name);
1003 opengl->glprocs.glGenBuffers(2, &opengl->index_buffer);
1004 if (!opengl->index_buffer || !opengl->vertex_buffer) {
1005 av_log(opengl, AV_LOG_ERROR, "Buffer generation failed.\n");
1006 ret = AVERROR_EXTERNAL;
1010 opengl_configure_texture(opengl, opengl->texture_name[0], opengl->width, opengl->height);
1011 if (desc->nb_components > 1) {
1012 int has_alpha = desc->flags & AV_PIX_FMT_FLAG_ALPHA;
1013 int num_planes = desc->nb_components - (has_alpha ? 1 : 0);
1014 if (opengl->non_pow_2_textures) {
1015 opengl->chroma_div_w = 1.0f;
1016 opengl->chroma_div_h = 1.0f;
1018 opengl->chroma_div_w = 1 << desc->log2_chroma_w;
1019 opengl->chroma_div_h = 1 << desc->log2_chroma_h;
1021 for (i = 1; i < num_planes; i++)
1022 if (opengl->non_pow_2_textures)
1023 opengl_configure_texture(opengl, opengl->texture_name[i],
1024 AV_CEIL_RSHIFT(opengl->width, desc->log2_chroma_w),
1025 AV_CEIL_RSHIFT(opengl->height, desc->log2_chroma_h));
1027 opengl_configure_texture(opengl, opengl->texture_name[i], opengl->width, opengl->height);
1029 opengl_configure_texture(opengl, opengl->texture_name[3], opengl->width, opengl->height);
1032 opengl->glprocs.glBindBuffer(FF_GL_ELEMENT_ARRAY_BUFFER, opengl->index_buffer);
1033 opengl->glprocs.glBufferData(FF_GL_ELEMENT_ARRAY_BUFFER, sizeof(g_index), g_index, FF_GL_STATIC_DRAW);
1034 opengl->glprocs.glBindBuffer(FF_GL_ELEMENT_ARRAY_BUFFER, 0);
1037 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1039 glClearColor((float)opengl->background[0] / 255.0f, (float)opengl->background[1] / 255.0f,
1040 (float)opengl->background[2] / 255.0f, 1.0f);
1042 ret = AVERROR_EXTERNAL;
1043 OPENGL_ERROR_CHECK(opengl);
1050 static av_cold int opengl_write_header(AVFormatContext *h)
1052 OpenGLContext *opengl = h->priv_data;
1056 if (h->nb_streams != 1 ||
1057 h->streams[0]->codecpar->codec_type != AVMEDIA_TYPE_VIDEO ||
1058 h->streams[0]->codecpar->codec_id != AV_CODEC_ID_RAWVIDEO) {
1059 av_log(opengl, AV_LOG_ERROR, "Only a single video stream is supported.\n");
1060 return AVERROR(EINVAL);
1063 opengl->width = st->codecpar->width;
1064 opengl->height = st->codecpar->height;
1065 opengl->pix_fmt = st->codecpar->format;
1066 if (!opengl->window_width)
1067 opengl->window_width = opengl->width;
1068 if (!opengl->window_height)
1069 opengl->window_height = opengl->height;
1071 if (!opengl->window_title && !opengl->no_window)
1072 opengl->window_title = av_strdup(h->url);
1074 if ((ret = opengl_create_window(h)))
1077 if ((ret = opengl_read_limits(opengl)) < 0)
1080 if (opengl->width > opengl->max_texture_size || opengl->height > opengl->max_texture_size) {
1081 av_log(opengl, AV_LOG_ERROR, "Too big picture %dx%d, max supported size is %dx%d\n",
1082 opengl->width, opengl->height, opengl->max_texture_size, opengl->max_texture_size);
1083 ret = AVERROR(EINVAL);
1087 if ((ret = opengl_load_procedures(opengl)) < 0)
1090 opengl_fill_color_map(opengl);
1091 opengl_get_texture_params(opengl);
1093 if ((ret = opengl_init_context(opengl)) < 0)
1096 if ((ret = opengl_prepare_vertex(h)) < 0)
1099 glClear(GL_COLOR_BUFFER_BIT);
1102 if (!opengl->no_window)
1103 SDL_GL_SwapWindow(opengl->window);
1105 if (opengl->no_window &&
1106 (ret = avdevice_dev_to_app_control_message(h, AV_DEV_TO_APP_DISPLAY_WINDOW_BUFFER, NULL , 0)) < 0) {
1107 av_log(opengl, AV_LOG_ERROR, "Application failed to display window buffer.\n");
1111 ret = AVERROR_EXTERNAL;
1112 OPENGL_ERROR_CHECK(opengl);
1118 opengl_write_trailer(h);
1122 static uint8_t* opengl_get_plane_pointer(OpenGLContext *opengl, AVPacket *pkt, int comp_index,
1123 const AVPixFmtDescriptor *desc)
1125 uint8_t *data = pkt->data;
1126 int wordsize = opengl_type_size(opengl->type);
1127 int width_chroma = AV_CEIL_RSHIFT(opengl->width, desc->log2_chroma_w);
1128 int height_chroma = AV_CEIL_RSHIFT(opengl->height, desc->log2_chroma_h);
1129 int plane = desc->comp[comp_index].plane;
1135 data += opengl->width * opengl->height * wordsize;
1138 data += opengl->width * opengl->height * wordsize;
1139 data += width_chroma * height_chroma * wordsize;
1142 data += opengl->width * opengl->height * wordsize;
1143 data += 2 * width_chroma * height_chroma * wordsize;
1151 #define LOAD_TEXTURE_DATA(comp_index, sub) \
1153 int width = sub ? AV_CEIL_RSHIFT(opengl->width, desc->log2_chroma_w) : opengl->width; \
1154 int height = sub ? AV_CEIL_RSHIFT(opengl->height, desc->log2_chroma_h): opengl->height; \
1156 int plane = desc->comp[comp_index].plane; \
1158 glBindTexture(GL_TEXTURE_2D, opengl->texture_name[comp_index]); \
1160 GLint length = ((AVFrame *)input)->linesize[plane]; \
1161 int bytes_per_pixel = opengl_type_size(opengl->type); \
1162 if (!(desc->flags & AV_PIX_FMT_FLAG_PLANAR)) \
1163 bytes_per_pixel *= desc->nb_components; \
1164 data = ((AVFrame *)input)->data[plane]; \
1165 if (!(length % bytes_per_pixel) && \
1166 (opengl->unpack_subimage || ((length / bytes_per_pixel) == width))) { \
1167 length /= bytes_per_pixel; \
1168 if (length != width) \
1169 glPixelStorei(FF_GL_UNPACK_ROW_LENGTH, length); \
1170 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, \
1171 opengl->format, opengl->type, data); \
1172 if (length != width) \
1173 glPixelStorei(FF_GL_UNPACK_ROW_LENGTH, 0); \
1176 for (h = 0; h < height; h++) { \
1177 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, h, width, 1, \
1178 opengl->format, opengl->type, data); \
1183 data = opengl_get_plane_pointer(opengl, input, comp_index, desc); \
1184 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, \
1185 opengl->format, opengl->type, data); \
1189 static int opengl_draw(AVFormatContext *h, void *input, int repaint, int is_pkt)
1191 OpenGLContext *opengl = h->priv_data;
1192 enum AVPixelFormat pix_fmt = h->streams[0]->codecpar->format;
1193 const AVPixFmtDescriptor *desc = av_pix_fmt_desc_get(pix_fmt);
1197 if (!opengl->no_window && (ret = opengl_sdl_process_events(h)) < 0)
1200 if (opengl->no_window &&
1201 (ret = avdevice_dev_to_app_control_message(h, AV_DEV_TO_APP_PREPARE_WINDOW_BUFFER, NULL , 0)) < 0) {
1202 av_log(opengl, AV_LOG_ERROR, "Application failed to prepare window buffer.\n");
1206 glClear(GL_COLOR_BUFFER_BIT);
1210 glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
1211 LOAD_TEXTURE_DATA(0, 0)
1212 if (desc->flags & AV_PIX_FMT_FLAG_PLANAR) {
1213 LOAD_TEXTURE_DATA(1, 1)
1214 LOAD_TEXTURE_DATA(2, 1)
1215 if (desc->flags & AV_PIX_FMT_FLAG_ALPHA)
1216 LOAD_TEXTURE_DATA(3, 0)
1219 ret = AVERROR_EXTERNAL;
1220 OPENGL_ERROR_CHECK(opengl);
1222 if ((ret = opengl_prepare(opengl)) < 0)
1225 opengl->glprocs.glBindBuffer(FF_GL_ARRAY_BUFFER, opengl->vertex_buffer);
1226 opengl->glprocs.glBindBuffer(FF_GL_ELEMENT_ARRAY_BUFFER, opengl->index_buffer);
1227 opengl->glprocs.glVertexAttribPointer(opengl->position_attrib, 3, GL_FLOAT, GL_FALSE, sizeof(OpenGLVertexInfo), 0);
1228 opengl->glprocs.glEnableVertexAttribArray(opengl->position_attrib);
1229 opengl->glprocs.glVertexAttribPointer(opengl->texture_coords_attrib, 2, GL_FLOAT, GL_FALSE, sizeof(OpenGLVertexInfo), 12);
1230 opengl->glprocs.glEnableVertexAttribArray(opengl->texture_coords_attrib);
1232 glDrawElements(GL_TRIANGLES, FF_ARRAY_ELEMS(g_index), GL_UNSIGNED_SHORT, 0);
1234 ret = AVERROR_EXTERNAL;
1235 OPENGL_ERROR_CHECK(opengl);
1238 if (!opengl->no_window)
1239 SDL_GL_SwapWindow(opengl->window);
1241 if (opengl->no_window &&
1242 (ret = avdevice_dev_to_app_control_message(h, AV_DEV_TO_APP_DISPLAY_WINDOW_BUFFER, NULL , 0)) < 0) {
1243 av_log(opengl, AV_LOG_ERROR, "Application failed to display window buffer.\n");
1252 static int opengl_write_packet(AVFormatContext *h, AVPacket *pkt)
1254 return opengl_draw(h, pkt, 0, 1);
1257 static int opengl_write_frame(AVFormatContext *h, int stream_index,
1258 AVFrame **frame, unsigned flags)
1260 if ((flags & AV_WRITE_UNCODED_FRAME_QUERY))
1262 return opengl_draw(h, *frame, 0, 0);
1265 #define OFFSET(x) offsetof(OpenGLContext, x)
1266 #define ENC AV_OPT_FLAG_ENCODING_PARAM
1267 static const AVOption options[] = {
1268 { "background", "set background color", OFFSET(background), AV_OPT_TYPE_COLOR, {.str = "black"}, CHAR_MIN, CHAR_MAX, ENC },
1269 { "no_window", "disable default window", OFFSET(no_window), AV_OPT_TYPE_INT, {.i64 = 0}, INT_MIN, INT_MAX, ENC },
1270 { "window_title", "set window title", OFFSET(window_title), AV_OPT_TYPE_STRING, {.str = NULL}, 0, 0, ENC },
1271 { "window_size", "set window size", OFFSET(window_width), AV_OPT_TYPE_IMAGE_SIZE, {.str = NULL}, 0, 0, ENC },
1275 static const AVClass opengl_class = {
1276 .class_name = "opengl outdev",
1277 .item_name = av_default_item_name,
1279 .version = LIBAVUTIL_VERSION_INT,
1280 .category = AV_CLASS_CATEGORY_DEVICE_VIDEO_OUTPUT,
1283 AVOutputFormat ff_opengl_muxer = {
1285 .long_name = NULL_IF_CONFIG_SMALL("OpenGL output"),
1286 .priv_data_size = sizeof(OpenGLContext),
1287 .audio_codec = AV_CODEC_ID_NONE,
1288 .video_codec = AV_CODEC_ID_RAWVIDEO,
1289 .write_header = opengl_write_header,
1290 .write_packet = opengl_write_packet,
1291 .write_uncoded_frame = opengl_write_frame,
1292 .write_trailer = opengl_write_trailer,
1293 .control_message = opengl_control_message,
1294 .flags = AVFMT_NOFILE | AVFMT_VARIABLE_FPS | AVFMT_NOTIMESTAMPS,
1295 .priv_class = &opengl_class,