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.
34 #define WIN32_LEAN_AND_MEAN
38 #include <OpenGL/gl3.h>
45 #if HAVE_GLXGETPROCADDRESS
53 #include "libavutil/common.h"
54 #include "libavutil/pixdesc.h"
55 #include "libavutil/log.h"
56 #include "libavutil/opt.h"
57 #include "libavutil/avassert.h"
58 #include "libavutil/avstring.h"
59 #include "libavformat/avformat.h"
60 #include "libavformat/internal.h"
61 #include "libavdevice/avdevice.h"
62 #include "opengl_enc_shaders.h"
68 /* FF_GL_RED_COMPONENT is used for planar pixel types.
69 * Only red component is sampled in shaders.
70 * On some platforms GL_RED is not available and GL_LUMINANCE have to be used,
71 * but since OpenGL 3.0 GL_LUMINANCE is deprecated.
72 * GL_RED produces RGBA = value, 0, 0, 1.
73 * GL_LUMINANCE produces RGBA = value, value, value, 1.
74 * Note: GL_INTENSITY may also be used which produce RGBA = value, value, value, value. */
76 #define FF_GL_RED_COMPONENT GL_RED
77 #elif defined(GL_LUMINANCE)
78 #define FF_GL_RED_COMPONENT GL_LUMINANCE
80 #define FF_GL_RED_COMPONENT 0x1903; //GL_RED
83 /* Constants not defined for iOS */
84 #define FF_GL_UNSIGNED_BYTE_3_3_2 0x8032
85 #define FF_GL_UNSIGNED_BYTE_2_3_3_REV 0x8362
86 #define FF_GL_UNSIGNED_SHORT_1_5_5_5_REV 0x8366
87 #define FF_GL_UNPACK_ROW_LENGTH 0x0CF2
89 /* MinGW exposes only OpenGL 1.1 API */
90 #define FF_GL_ARRAY_BUFFER 0x8892
91 #define FF_GL_ELEMENT_ARRAY_BUFFER 0x8893
92 #define FF_GL_STATIC_DRAW 0x88E4
93 #define FF_GL_FRAGMENT_SHADER 0x8B30
94 #define FF_GL_VERTEX_SHADER 0x8B31
95 #define FF_GL_COMPILE_STATUS 0x8B81
96 #define FF_GL_LINK_STATUS 0x8B82
97 #define FF_GL_INFO_LOG_LENGTH 0x8B84
98 typedef void (APIENTRY *FF_PFNGLACTIVETEXTUREPROC) (GLenum texture);
99 typedef void (APIENTRY *FF_PFNGLGENBUFFERSPROC) (GLsizei n, GLuint *buffers);
100 typedef void (APIENTRY *FF_PFNGLDELETEBUFFERSPROC) (GLsizei n, const GLuint *buffers);
101 typedef void (APIENTRY *FF_PFNGLBUFFERDATAPROC) (GLenum target, ptrdiff_t size, const GLvoid *data, GLenum usage);
102 typedef void (APIENTRY *FF_PFNGLBINDBUFFERPROC) (GLenum target, GLuint buffer);
103 typedef GLint (APIENTRY *FF_PFNGLGETATTRIBLOCATIONPROC) (GLuint program, const char *name);
104 typedef void (APIENTRY *FF_PFNGLENABLEVERTEXATTRIBARRAYPROC) (GLuint index);
105 typedef void (APIENTRY *FF_PFNGLVERTEXATTRIBPOINTERPROC) (GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, uintptr_t pointer);
106 typedef GLint (APIENTRY *FF_PFNGLGETUNIFORMLOCATIONPROC) (GLuint program, const char *name);
107 typedef void (APIENTRY *FF_PFNGLUNIFORM1FPROC) (GLint location, GLfloat v0);
108 typedef void (APIENTRY *FF_PFNGLUNIFORM1IPROC) (GLint location, GLint v0);
109 typedef void (APIENTRY *FF_PFNGLUNIFORMMATRIX4FVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
110 typedef GLuint (APIENTRY *FF_PFNGLCREATEPROGRAMPROC) (void);
111 typedef void (APIENTRY *FF_PFNGLDELETEPROGRAMPROC) (GLuint program);
112 typedef void (APIENTRY *FF_PFNGLUSEPROGRAMPROC) (GLuint program);
113 typedef void (APIENTRY *FF_PFNGLLINKPROGRAMPROC) (GLuint program);
114 typedef void (APIENTRY *FF_PFNGLGETPROGRAMIVPROC) (GLuint program, GLenum pname, GLint *params);
115 typedef void (APIENTRY *FF_PFNGLGETPROGRAMINFOLOGPROC) (GLuint program, GLsizei bufSize, GLsizei *length, char *infoLog);
116 typedef void (APIENTRY *FF_PFNGLATTACHSHADERPROC) (GLuint program, GLuint shader);
117 typedef GLuint (APIENTRY *FF_PFNGLCREATESHADERPROC) (GLenum type);
118 typedef void (APIENTRY *FF_PFNGLDELETESHADERPROC) (GLuint shader);
119 typedef void (APIENTRY *FF_PFNGLCOMPILESHADERPROC) (GLuint shader);
120 typedef void (APIENTRY *FF_PFNGLSHADERSOURCEPROC) (GLuint shader, GLsizei count, const char* *string, const GLint *length);
121 typedef void (APIENTRY *FF_PFNGLGETSHADERIVPROC) (GLuint shader, GLenum pname, GLint *params);
122 typedef void (APIENTRY *FF_PFNGLGETSHADERINFOLOGPROC) (GLuint shader, GLsizei bufSize, GLsizei *length, char *infoLog);
124 typedef struct FFOpenGLFunctions {
125 FF_PFNGLACTIVETEXTUREPROC glActiveTexture; //Require GL ARB multitexture
126 FF_PFNGLGENBUFFERSPROC glGenBuffers; //Require GL_ARB_vertex_buffer_object
127 FF_PFNGLDELETEBUFFERSPROC glDeleteBuffers; //Require GL_ARB_vertex_buffer_object
128 FF_PFNGLBUFFERDATAPROC glBufferData; //Require GL_ARB_vertex_buffer_object
129 FF_PFNGLBINDBUFFERPROC glBindBuffer; //Require GL_ARB_vertex_buffer_object
130 FF_PFNGLGETATTRIBLOCATIONPROC glGetAttribLocation; //Require GL_ARB_vertex_shader
131 FF_PFNGLENABLEVERTEXATTRIBARRAYPROC glEnableVertexAttribArray; //Require GL_ARB_vertex_shader
132 FF_PFNGLVERTEXATTRIBPOINTERPROC glVertexAttribPointer; //Require GL_ARB_vertex_shader
133 FF_PFNGLGETUNIFORMLOCATIONPROC glGetUniformLocation; //Require GL_ARB_shader_objects
134 FF_PFNGLUNIFORM1FPROC glUniform1f; //Require GL_ARB_shader_objects
135 FF_PFNGLUNIFORM1IPROC glUniform1i; //Require GL_ARB_shader_objects
136 FF_PFNGLUNIFORMMATRIX4FVPROC glUniformMatrix4fv; //Require GL_ARB_shader_objects
137 FF_PFNGLCREATEPROGRAMPROC glCreateProgram; //Require GL_ARB_shader_objects
138 FF_PFNGLDELETEPROGRAMPROC glDeleteProgram; //Require GL_ARB_shader_objects
139 FF_PFNGLUSEPROGRAMPROC glUseProgram; //Require GL_ARB_shader_objects
140 FF_PFNGLLINKPROGRAMPROC glLinkProgram; //Require GL_ARB_shader_objects
141 FF_PFNGLGETPROGRAMIVPROC glGetProgramiv; //Require GL_ARB_shader_objects
142 FF_PFNGLGETPROGRAMINFOLOGPROC glGetProgramInfoLog; //Require GL_ARB_shader_objects
143 FF_PFNGLATTACHSHADERPROC glAttachShader; //Require GL_ARB_shader_objects
144 FF_PFNGLCREATESHADERPROC glCreateShader; //Require GL_ARB_shader_objects
145 FF_PFNGLDELETESHADERPROC glDeleteShader; //Require GL_ARB_shader_objects
146 FF_PFNGLCOMPILESHADERPROC glCompileShader; //Require GL_ARB_shader_objects
147 FF_PFNGLSHADERSOURCEPROC glShaderSource; //Require GL_ARB_shader_objects
148 FF_PFNGLGETSHADERIVPROC glGetShaderiv; //Require GL_ARB_shader_objects
149 FF_PFNGLGETSHADERINFOLOGPROC glGetShaderInfoLog; //Require GL_ARB_shader_objects
152 #define OPENGL_ERROR_CHECK(ctx) \
155 if ((err_code = glGetError()) != GL_NO_ERROR) { \
156 av_log(ctx, AV_LOG_ERROR, "OpenGL error occurred in '%s', line %d: %d\n", __FUNCTION__, __LINE__, err_code); \
161 typedef struct OpenGLVertexInfo
163 float x, y, z; ///<Position
164 float s0, t0; ///<Texture coords
167 /* defines 2 triangles to display */
168 static const GLushort g_index[6] =
174 typedef struct OpenGLContext {
175 AVClass *class; ///< class for private options
179 SDL_GLContext glcontext;
181 FFOpenGLFunctions glprocs;
183 int inited; ///< Set to 1 when write_header was successfully called.
184 uint8_t background[4]; ///< Background color
185 int no_window; ///< 0 for create default window
186 char *window_title; ///< Title of the window
188 /* OpenGL implementation limits */
189 GLint max_texture_size; ///< Maximum texture size
190 GLint max_viewport_width; ///< Maximum viewport size
191 GLint max_viewport_height; ///< Maximum viewport size
192 int non_pow_2_textures; ///< 1 when non power of 2 textures are supported
193 int unpack_subimage; ///< 1 when GL_EXT_unpack_subimage is available
195 /* Current OpenGL configuration */
196 GLuint program; ///< Shader program
197 GLuint vertex_shader; ///< Vertex shader
198 GLuint fragment_shader; ///< Fragment shader for current pix_pmt
199 GLuint texture_name[4]; ///< Textures' IDs
200 GLuint index_buffer; ///< Index buffer
201 GLuint vertex_buffer; ///< Vertex buffer
202 OpenGLVertexInfo vertex[4]; ///< VBO
203 GLint projection_matrix_location; ///< Uniforms' locations
204 GLint model_view_matrix_location;
205 GLint color_map_location;
206 GLint chroma_div_w_location;
207 GLint chroma_div_h_location;
208 GLint texture_location[4];
209 GLint position_attrib; ///< Attibutes' locations
210 GLint texture_coords_attrib;
212 GLfloat projection_matrix[16]; ///< Projection matrix
213 GLfloat model_view_matrix[16]; ///< Modev view matrix
214 GLfloat color_map[16]; ///< RGBA color map matrix
215 GLfloat chroma_div_w; ///< Chroma subsampling w ratio
216 GLfloat chroma_div_h; ///< Chroma subsampling h ratio
218 /* Stream information */
221 int width; ///< Stream width
222 int height; ///< Stream height
223 enum AVPixelFormat pix_fmt; ///< Stream pixel format
224 int picture_width; ///< Rendered width
225 int picture_height; ///< Rendered height
230 static const struct OpenGLFormatDesc {
231 enum AVPixelFormat fixel_format;
232 const char * const * fragment_shader;
235 } opengl_format_desc[] = {
236 { AV_PIX_FMT_YUV420P, &FF_OPENGL_FRAGMENT_SHADER_YUV_PLANAR, FF_GL_RED_COMPONENT, GL_UNSIGNED_BYTE },
237 { AV_PIX_FMT_YUV444P, &FF_OPENGL_FRAGMENT_SHADER_YUV_PLANAR, FF_GL_RED_COMPONENT, GL_UNSIGNED_BYTE },
238 { AV_PIX_FMT_YUV422P, &FF_OPENGL_FRAGMENT_SHADER_YUV_PLANAR, FF_GL_RED_COMPONENT, GL_UNSIGNED_BYTE },
239 { AV_PIX_FMT_YUV410P, &FF_OPENGL_FRAGMENT_SHADER_YUV_PLANAR, FF_GL_RED_COMPONENT, GL_UNSIGNED_BYTE },
240 { AV_PIX_FMT_YUV411P, &FF_OPENGL_FRAGMENT_SHADER_YUV_PLANAR, FF_GL_RED_COMPONENT, GL_UNSIGNED_BYTE },
241 { AV_PIX_FMT_YUV440P, &FF_OPENGL_FRAGMENT_SHADER_YUV_PLANAR, FF_GL_RED_COMPONENT, GL_UNSIGNED_BYTE },
242 { AV_PIX_FMT_YUV420P16, &FF_OPENGL_FRAGMENT_SHADER_YUV_PLANAR, FF_GL_RED_COMPONENT, GL_UNSIGNED_SHORT },
243 { AV_PIX_FMT_YUV422P16, &FF_OPENGL_FRAGMENT_SHADER_YUV_PLANAR, FF_GL_RED_COMPONENT, GL_UNSIGNED_SHORT },
244 { AV_PIX_FMT_YUV444P16, &FF_OPENGL_FRAGMENT_SHADER_YUV_PLANAR, FF_GL_RED_COMPONENT, GL_UNSIGNED_SHORT },
245 { AV_PIX_FMT_YUVA420P, &FF_OPENGL_FRAGMENT_SHADER_YUVA_PLANAR, FF_GL_RED_COMPONENT, GL_UNSIGNED_BYTE },
246 { AV_PIX_FMT_YUVA444P, &FF_OPENGL_FRAGMENT_SHADER_YUVA_PLANAR, FF_GL_RED_COMPONENT, GL_UNSIGNED_BYTE },
247 { AV_PIX_FMT_YUVA422P, &FF_OPENGL_FRAGMENT_SHADER_YUVA_PLANAR, FF_GL_RED_COMPONENT, GL_UNSIGNED_BYTE },
248 { AV_PIX_FMT_YUVA420P16, &FF_OPENGL_FRAGMENT_SHADER_YUVA_PLANAR, FF_GL_RED_COMPONENT, GL_UNSIGNED_SHORT },
249 { AV_PIX_FMT_YUVA422P16, &FF_OPENGL_FRAGMENT_SHADER_YUVA_PLANAR, FF_GL_RED_COMPONENT, GL_UNSIGNED_SHORT },
250 { AV_PIX_FMT_YUVA444P16, &FF_OPENGL_FRAGMENT_SHADER_YUVA_PLANAR, FF_GL_RED_COMPONENT, GL_UNSIGNED_SHORT },
251 { AV_PIX_FMT_RGB24, &FF_OPENGL_FRAGMENT_SHADER_RGB_PACKET, GL_RGB, GL_UNSIGNED_BYTE },
252 { AV_PIX_FMT_BGR24, &FF_OPENGL_FRAGMENT_SHADER_RGB_PACKET, GL_RGB, GL_UNSIGNED_BYTE },
253 { AV_PIX_FMT_0RGB, &FF_OPENGL_FRAGMENT_SHADER_RGB_PACKET, GL_RGBA, GL_UNSIGNED_BYTE },
254 { AV_PIX_FMT_RGB0, &FF_OPENGL_FRAGMENT_SHADER_RGB_PACKET, GL_RGBA, GL_UNSIGNED_BYTE },
255 { AV_PIX_FMT_0BGR, &FF_OPENGL_FRAGMENT_SHADER_RGB_PACKET, GL_RGBA, GL_UNSIGNED_BYTE },
256 { AV_PIX_FMT_BGR0, &FF_OPENGL_FRAGMENT_SHADER_RGB_PACKET, GL_RGBA, GL_UNSIGNED_BYTE },
257 { AV_PIX_FMT_RGB565, &FF_OPENGL_FRAGMENT_SHADER_RGB_PACKET, GL_RGB, GL_UNSIGNED_SHORT_5_6_5 },
258 { AV_PIX_FMT_BGR565, &FF_OPENGL_FRAGMENT_SHADER_RGB_PACKET, GL_RGB, GL_UNSIGNED_SHORT_5_6_5 },
259 { AV_PIX_FMT_RGB555, &FF_OPENGL_FRAGMENT_SHADER_RGB_PACKET, GL_RGBA, FF_GL_UNSIGNED_SHORT_1_5_5_5_REV },
260 { AV_PIX_FMT_BGR555, &FF_OPENGL_FRAGMENT_SHADER_RGB_PACKET, GL_RGBA, FF_GL_UNSIGNED_SHORT_1_5_5_5_REV },
261 { AV_PIX_FMT_RGB8, &FF_OPENGL_FRAGMENT_SHADER_RGB_PACKET, GL_RGB, FF_GL_UNSIGNED_BYTE_3_3_2 },
262 { AV_PIX_FMT_BGR8, &FF_OPENGL_FRAGMENT_SHADER_RGB_PACKET, GL_RGB, FF_GL_UNSIGNED_BYTE_2_3_3_REV },
263 { AV_PIX_FMT_RGB48, &FF_OPENGL_FRAGMENT_SHADER_RGB_PACKET, GL_RGB, GL_UNSIGNED_SHORT },
264 { AV_PIX_FMT_BGR48, &FF_OPENGL_FRAGMENT_SHADER_RGB_PACKET, GL_RGB, GL_UNSIGNED_SHORT },
265 { AV_PIX_FMT_ARGB, &FF_OPENGL_FRAGMENT_SHADER_RGBA_PACKET, GL_RGBA, GL_UNSIGNED_BYTE },
266 { AV_PIX_FMT_RGBA, &FF_OPENGL_FRAGMENT_SHADER_RGBA_PACKET, GL_RGBA, GL_UNSIGNED_BYTE },
267 { AV_PIX_FMT_ABGR, &FF_OPENGL_FRAGMENT_SHADER_RGBA_PACKET, GL_RGBA, GL_UNSIGNED_BYTE },
268 { AV_PIX_FMT_BGRA, &FF_OPENGL_FRAGMENT_SHADER_RGBA_PACKET, GL_RGBA, GL_UNSIGNED_BYTE },
269 { AV_PIX_FMT_RGBA64, &FF_OPENGL_FRAGMENT_SHADER_RGBA_PACKET, GL_RGBA, GL_UNSIGNED_SHORT },
270 { AV_PIX_FMT_BGRA64, &FF_OPENGL_FRAGMENT_SHADER_RGBA_PACKET, GL_RGBA, GL_UNSIGNED_SHORT },
271 { AV_PIX_FMT_GBRP, &FF_OPENGL_FRAGMENT_SHADER_RGB_PLANAR, FF_GL_RED_COMPONENT, GL_UNSIGNED_BYTE },
272 { AV_PIX_FMT_GBRP16, &FF_OPENGL_FRAGMENT_SHADER_RGB_PLANAR, FF_GL_RED_COMPONENT, GL_UNSIGNED_SHORT },
273 { AV_PIX_FMT_GBRAP, &FF_OPENGL_FRAGMENT_SHADER_RGBA_PLANAR, FF_GL_RED_COMPONENT, GL_UNSIGNED_BYTE },
274 { AV_PIX_FMT_GBRAP16, &FF_OPENGL_FRAGMENT_SHADER_RGBA_PLANAR, FF_GL_RED_COMPONENT, GL_UNSIGNED_SHORT },
275 { AV_PIX_FMT_GRAY8, &FF_OPENGL_FRAGMENT_SHADER_GRAY, FF_GL_RED_COMPONENT, GL_UNSIGNED_BYTE },
276 { AV_PIX_FMT_GRAY16, &FF_OPENGL_FRAGMENT_SHADER_GRAY, FF_GL_RED_COMPONENT, GL_UNSIGNED_SHORT },
277 { AV_PIX_FMT_NONE, NULL }
280 static av_cold int opengl_prepare_vertex(AVFormatContext *s);
281 static int opengl_draw(AVFormatContext *h, void *intput, int repaint, int is_pkt);
282 static av_cold int opengl_init_context(OpenGLContext *opengl);
284 static av_cold void opengl_deinit_context(OpenGLContext *opengl)
286 glDeleteTextures(4, opengl->texture_name);
287 opengl->texture_name[0] = opengl->texture_name[1] =
288 opengl->texture_name[2] = opengl->texture_name[3] = 0;
289 if (opengl->glprocs.glUseProgram)
290 opengl->glprocs.glUseProgram(0);
291 if (opengl->glprocs.glDeleteProgram) {
292 opengl->glprocs.glDeleteProgram(opengl->program);
295 if (opengl->glprocs.glDeleteShader) {
296 opengl->glprocs.glDeleteShader(opengl->vertex_shader);
297 opengl->glprocs.glDeleteShader(opengl->fragment_shader);
298 opengl->vertex_shader = opengl->fragment_shader = 0;
300 if (opengl->glprocs.glBindBuffer) {
301 opengl->glprocs.glBindBuffer(FF_GL_ARRAY_BUFFER, 0);
302 opengl->glprocs.glBindBuffer(FF_GL_ELEMENT_ARRAY_BUFFER, 0);
304 if (opengl->glprocs.glDeleteBuffers) {
305 opengl->glprocs.glDeleteBuffers(2, &opengl->index_buffer);
306 opengl->vertex_buffer = opengl->index_buffer = 0;
310 static int opengl_resize(AVFormatContext *h, int width, int height)
313 OpenGLContext *opengl = h->priv_data;
314 opengl->window_width = width;
315 opengl->window_height = height;
316 if (opengl->inited) {
317 if (opengl->no_window &&
318 (ret = avdevice_dev_to_app_control_message(h, AV_DEV_TO_APP_PREPARE_WINDOW_BUFFER, NULL , 0)) < 0) {
319 av_log(opengl, AV_LOG_ERROR, "Application failed to prepare window buffer.\n");
322 if ((ret = opengl_prepare_vertex(h)) < 0)
324 ret = opengl_draw(h, NULL, 1, 0);
330 static int opengl_control_message(AVFormatContext *h, int type, void *data, size_t data_size)
332 OpenGLContext *opengl = h->priv_data;
334 case AV_APP_TO_DEV_WINDOW_SIZE:
336 AVDeviceRect *message = data;
337 return opengl_resize(h, message->width, message->height);
339 return AVERROR(EINVAL);
340 case AV_APP_TO_DEV_WINDOW_REPAINT:
341 return opengl_resize(h, opengl->window_width, opengl->window_height);
343 return AVERROR(ENOSYS);
347 static int opengl_sdl_process_events(AVFormatContext *h)
349 OpenGLContext *opengl = h->priv_data;
350 AVDeviceRect message;
353 while (SDL_PeepEvents(&event, 1, SDL_GETEVENT, SDL_FIRSTEVENT, SDL_LASTEVENT) > 0) {
354 switch (event.type) {
358 switch (event.key.keysym.sym) {
364 case SDL_WINDOWEVENT:
365 switch(event.window.event) {
366 case SDL_WINDOWEVENT_RESIZED:
367 case SDL_WINDOWEVENT_SIZE_CHANGED:
368 SDL_GL_GetDrawableSize(opengl->window, &message.width, &message.height);
369 return opengl_control_message(h, AV_APP_TO_DEV_WINDOW_SIZE, &message, sizeof(AVDeviceRect));
378 static int av_cold opengl_sdl_create_window(AVFormatContext *h)
380 OpenGLContext *opengl = h->priv_data;
381 AVDeviceRect message;
382 if (SDL_Init(SDL_INIT_VIDEO)) {
383 av_log(opengl, AV_LOG_ERROR, "Unable to initialize SDL: %s\n", SDL_GetError());
384 return AVERROR_EXTERNAL;
386 opengl->window = SDL_CreateWindow(opengl->window_title,
387 SDL_WINDOWPOS_UNDEFINED,
388 SDL_WINDOWPOS_UNDEFINED,
389 opengl->window_width, opengl->window_height,
390 SDL_WINDOW_RESIZABLE | SDL_WINDOW_OPENGL);
391 if (!opengl->window) {
392 av_log(opengl, AV_LOG_ERROR, "Unable to create default window: %s\n", SDL_GetError());
393 return AVERROR_EXTERNAL;
395 opengl->glcontext = SDL_GL_CreateContext(opengl->window);
396 if (!opengl->glcontext) {
397 av_log(opengl, AV_LOG_ERROR, "Unable to create OpenGL context on default window: %s\n", SDL_GetError());
398 return AVERROR_EXTERNAL;
400 SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8);
401 SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8);
402 SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8);
403 SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, 8);
404 SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
405 av_log(opengl, AV_LOG_INFO, "SDL driver: '%s'.\n", SDL_GetCurrentVideoDriver());
406 SDL_GL_GetDrawableSize(opengl->window, &message.width, &message.height);
407 return opengl_control_message(h, AV_APP_TO_DEV_WINDOW_SIZE, &message, sizeof(AVDeviceRect));
410 static int av_cold opengl_sdl_load_procedures(OpenGLContext *opengl)
412 FFOpenGLFunctions *procs = &opengl->glprocs;
414 #define LOAD_OPENGL_FUN(name, type) \
415 procs->name = (type)SDL_GL_GetProcAddress(#name); \
416 if (!procs->name) { \
417 av_log(opengl, AV_LOG_ERROR, "Cannot load OpenGL function: '%s'\n", #name); \
418 return AVERROR(ENOSYS); \
421 LOAD_OPENGL_FUN(glActiveTexture, FF_PFNGLACTIVETEXTUREPROC)
422 LOAD_OPENGL_FUN(glGenBuffers, FF_PFNGLGENBUFFERSPROC)
423 LOAD_OPENGL_FUN(glDeleteBuffers, FF_PFNGLDELETEBUFFERSPROC)
424 LOAD_OPENGL_FUN(glBufferData, FF_PFNGLBUFFERDATAPROC)
425 LOAD_OPENGL_FUN(glBindBuffer, FF_PFNGLBINDBUFFERPROC)
426 LOAD_OPENGL_FUN(glGetAttribLocation, FF_PFNGLGETATTRIBLOCATIONPROC)
427 LOAD_OPENGL_FUN(glGetUniformLocation, FF_PFNGLGETUNIFORMLOCATIONPROC)
428 LOAD_OPENGL_FUN(glUniform1f, FF_PFNGLUNIFORM1FPROC)
429 LOAD_OPENGL_FUN(glUniform1i, FF_PFNGLUNIFORM1IPROC)
430 LOAD_OPENGL_FUN(glUniformMatrix4fv, FF_PFNGLUNIFORMMATRIX4FVPROC)
431 LOAD_OPENGL_FUN(glCreateProgram, FF_PFNGLCREATEPROGRAMPROC)
432 LOAD_OPENGL_FUN(glDeleteProgram, FF_PFNGLDELETEPROGRAMPROC)
433 LOAD_OPENGL_FUN(glUseProgram, FF_PFNGLUSEPROGRAMPROC)
434 LOAD_OPENGL_FUN(glLinkProgram, FF_PFNGLLINKPROGRAMPROC)
435 LOAD_OPENGL_FUN(glGetProgramiv, FF_PFNGLGETPROGRAMIVPROC)
436 LOAD_OPENGL_FUN(glGetProgramInfoLog, FF_PFNGLGETPROGRAMINFOLOGPROC)
437 LOAD_OPENGL_FUN(glAttachShader, FF_PFNGLATTACHSHADERPROC)
438 LOAD_OPENGL_FUN(glCreateShader, FF_PFNGLCREATESHADERPROC)
439 LOAD_OPENGL_FUN(glDeleteShader, FF_PFNGLDELETESHADERPROC)
440 LOAD_OPENGL_FUN(glCompileShader, FF_PFNGLCOMPILESHADERPROC)
441 LOAD_OPENGL_FUN(glShaderSource, FF_PFNGLSHADERSOURCEPROC)
442 LOAD_OPENGL_FUN(glGetShaderiv, FF_PFNGLGETSHADERIVPROC)
443 LOAD_OPENGL_FUN(glGetShaderInfoLog, FF_PFNGLGETSHADERINFOLOGPROC)
444 LOAD_OPENGL_FUN(glEnableVertexAttribArray, FF_PFNGLENABLEVERTEXATTRIBARRAYPROC)
445 LOAD_OPENGL_FUN(glVertexAttribPointer, FF_PFNGLVERTEXATTRIBPOINTERPROC)
449 #undef LOAD_OPENGL_FUN
451 #endif /* HAVE_SDL2 */
453 #if defined(__APPLE__)
454 static int av_cold opengl_load_procedures(OpenGLContext *opengl)
456 FFOpenGLFunctions *procs = &opengl->glprocs;
459 if (!opengl->no_window)
460 return opengl_sdl_load_procedures(opengl);
463 procs->glActiveTexture = glActiveTexture;
464 procs->glGenBuffers = glGenBuffers;
465 procs->glDeleteBuffers = glDeleteBuffers;
466 procs->glBufferData = glBufferData;
467 procs->glBindBuffer = glBindBuffer;
468 procs->glGetAttribLocation = glGetAttribLocation;
469 procs->glGetUniformLocation = glGetUniformLocation;
470 procs->glUniform1f = glUniform1f;
471 procs->glUniform1i = glUniform1i;
472 procs->glUniformMatrix4fv = glUniformMatrix4fv;
473 procs->glCreateProgram = glCreateProgram;
474 procs->glDeleteProgram = glDeleteProgram;
475 procs->glUseProgram = glUseProgram;
476 procs->glLinkProgram = glLinkProgram;
477 procs->glGetProgramiv = glGetProgramiv;
478 procs->glGetProgramInfoLog = glGetProgramInfoLog;
479 procs->glAttachShader = glAttachShader;
480 procs->glCreateShader = glCreateShader;
481 procs->glDeleteShader = glDeleteShader;
482 procs->glCompileShader = glCompileShader;
483 procs->glShaderSource = glShaderSource;
484 procs->glGetShaderiv = glGetShaderiv;
485 procs->glGetShaderInfoLog = glGetShaderInfoLog;
486 procs->glEnableVertexAttribArray = glEnableVertexAttribArray;
487 procs->glVertexAttribPointer = (FF_PFNGLVERTEXATTRIBPOINTERPROC) glVertexAttribPointer;
491 static int av_cold opengl_load_procedures(OpenGLContext *opengl)
493 FFOpenGLFunctions *procs = &opengl->glprocs;
495 #if HAVE_GLXGETPROCADDRESS
496 #define SelectedGetProcAddress glXGetProcAddress
497 #elif HAVE_WGLGETPROCADDRESS
498 #define SelectedGetProcAddress wglGetProcAddress
501 #define LOAD_OPENGL_FUN(name, type) \
502 procs->name = (type)SelectedGetProcAddress(#name); \
503 if (!procs->name) { \
504 av_log(opengl, AV_LOG_ERROR, "Cannot load OpenGL function: '%s'\n", #name); \
505 return AVERROR(ENOSYS); \
509 if (!opengl->no_window)
510 return opengl_sdl_load_procedures(opengl);
513 LOAD_OPENGL_FUN(glActiveTexture, FF_PFNGLACTIVETEXTUREPROC)
514 LOAD_OPENGL_FUN(glGenBuffers, FF_PFNGLGENBUFFERSPROC)
515 LOAD_OPENGL_FUN(glDeleteBuffers, FF_PFNGLDELETEBUFFERSPROC)
516 LOAD_OPENGL_FUN(glBufferData, FF_PFNGLBUFFERDATAPROC)
517 LOAD_OPENGL_FUN(glBindBuffer, FF_PFNGLBINDBUFFERPROC)
518 LOAD_OPENGL_FUN(glGetAttribLocation, FF_PFNGLGETATTRIBLOCATIONPROC)
519 LOAD_OPENGL_FUN(glGetUniformLocation, FF_PFNGLGETUNIFORMLOCATIONPROC)
520 LOAD_OPENGL_FUN(glUniform1f, FF_PFNGLUNIFORM1FPROC)
521 LOAD_OPENGL_FUN(glUniform1i, FF_PFNGLUNIFORM1IPROC)
522 LOAD_OPENGL_FUN(glUniformMatrix4fv, FF_PFNGLUNIFORMMATRIX4FVPROC)
523 LOAD_OPENGL_FUN(glCreateProgram, FF_PFNGLCREATEPROGRAMPROC)
524 LOAD_OPENGL_FUN(glDeleteProgram, FF_PFNGLDELETEPROGRAMPROC)
525 LOAD_OPENGL_FUN(glUseProgram, FF_PFNGLUSEPROGRAMPROC)
526 LOAD_OPENGL_FUN(glLinkProgram, FF_PFNGLLINKPROGRAMPROC)
527 LOAD_OPENGL_FUN(glGetProgramiv, FF_PFNGLGETPROGRAMIVPROC)
528 LOAD_OPENGL_FUN(glGetProgramInfoLog, FF_PFNGLGETPROGRAMINFOLOGPROC)
529 LOAD_OPENGL_FUN(glAttachShader, FF_PFNGLATTACHSHADERPROC)
530 LOAD_OPENGL_FUN(glCreateShader, FF_PFNGLCREATESHADERPROC)
531 LOAD_OPENGL_FUN(glDeleteShader, FF_PFNGLDELETESHADERPROC)
532 LOAD_OPENGL_FUN(glCompileShader, FF_PFNGLCOMPILESHADERPROC)
533 LOAD_OPENGL_FUN(glShaderSource, FF_PFNGLSHADERSOURCEPROC)
534 LOAD_OPENGL_FUN(glGetShaderiv, FF_PFNGLGETSHADERIVPROC)
535 LOAD_OPENGL_FUN(glGetShaderInfoLog, FF_PFNGLGETSHADERINFOLOGPROC)
536 LOAD_OPENGL_FUN(glEnableVertexAttribArray, FF_PFNGLENABLEVERTEXATTRIBARRAYPROC)
537 LOAD_OPENGL_FUN(glVertexAttribPointer, FF_PFNGLVERTEXATTRIBPOINTERPROC)
541 #undef SelectedGetProcAddress
542 #undef LOAD_OPENGL_FUN
546 static void opengl_make_identity(float matrix[16])
548 memset(matrix, 0, 16 * sizeof(float));
549 matrix[0] = matrix[5] = matrix[10] = matrix[15] = 1.0f;
552 static void opengl_make_ortho(float matrix[16], float left, float right,
553 float bottom, float top, float nearZ, float farZ)
555 float ral = right + left;
556 float rsl = right - left;
557 float tab = top + bottom;
558 float tsb = top - bottom;
559 float fan = farZ + nearZ;
560 float fsn = farZ - nearZ;
562 memset(matrix, 0, 16 * sizeof(float));
563 matrix[0] = 2.0f / rsl;
564 matrix[5] = 2.0f / tsb;
565 matrix[10] = -2.0f / fsn;
566 matrix[12] = -ral / rsl;
567 matrix[13] = -tab / tsb;
568 matrix[14] = -fan / fsn;
572 static av_cold int opengl_read_limits(OpenGLContext *opengl)
575 const char *extension;
578 } required_extensions[] = {
579 { "GL_ARB_multitexture", 1, 3 },
580 { "GL_ARB_vertex_buffer_object", 1, 5 }, //GLX_ARB_vertex_buffer_object
581 { "GL_ARB_vertex_shader", 2, 0 },
582 { "GL_ARB_fragment_shader", 2, 0 },
583 { "GL_ARB_shader_objects", 2, 0 },
587 const char *extensions, *version;
589 version = glGetString(GL_VERSION);
590 extensions = glGetString(GL_EXTENSIONS);
592 av_log(opengl, AV_LOG_DEBUG, "OpenGL version: %s\n", version);
593 sscanf(version, "%d.%d", &major, &minor);
595 for (i = 0; required_extensions[i].extension; i++) {
596 if (major < required_extensions[i].major &&
597 (major == required_extensions[i].major && minor < required_extensions[i].minor) &&
598 !strstr(extensions, required_extensions[i].extension)) {
599 av_log(opengl, AV_LOG_ERROR, "Required extension %s is not supported.\n",
600 required_extensions[i].extension);
601 av_log(opengl, AV_LOG_DEBUG, "Supported extensions are: %s\n", extensions);
602 return AVERROR(ENOSYS);
605 glGetIntegerv(GL_MAX_TEXTURE_SIZE, &opengl->max_texture_size);
606 glGetIntegerv(GL_MAX_VIEWPORT_DIMS, &opengl->max_viewport_width);
607 opengl->non_pow_2_textures = major >= 2 || strstr(extensions, "GL_ARB_texture_non_power_of_two");
608 #if defined(GL_ES_VERSION_2_0)
609 opengl->unpack_subimage = !!strstr(extensions, "GL_EXT_unpack_subimage");
611 opengl->unpack_subimage = 1;
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, "Unpack Subimage extension support: %s\n", opengl->unpack_subimage ? "Yes" : "No");
616 av_log(opengl, AV_LOG_DEBUG, "Max texture size: %dx%d\n", opengl->max_texture_size, opengl->max_texture_size);
617 av_log(opengl, AV_LOG_DEBUG, "Max viewport size: %dx%d\n",
618 opengl->max_viewport_width, opengl->max_viewport_height);
620 OPENGL_ERROR_CHECK(opengl);
623 return AVERROR_EXTERNAL;
626 static const char* opengl_get_fragment_shader_code(enum AVPixelFormat format)
629 for (i = 0; i < FF_ARRAY_ELEMS(opengl_format_desc); i++) {
630 if (opengl_format_desc[i].fixel_format == format)
631 return *opengl_format_desc[i].fragment_shader;
636 static int opengl_type_size(GLenum type)
639 case GL_UNSIGNED_SHORT:
640 case FF_GL_UNSIGNED_SHORT_1_5_5_5_REV:
641 case GL_UNSIGNED_SHORT_5_6_5:
643 case GL_UNSIGNED_BYTE:
644 case FF_GL_UNSIGNED_BYTE_3_3_2:
645 case FF_GL_UNSIGNED_BYTE_2_3_3_REV:
652 static av_cold void opengl_get_texture_params(OpenGLContext *opengl)
655 for (i = 0; i < FF_ARRAY_ELEMS(opengl_format_desc); i++) {
656 if (opengl_format_desc[i].fixel_format == opengl->pix_fmt) {
657 opengl->format = opengl_format_desc[i].format;
658 opengl->type = opengl_format_desc[i].type;
664 static void opengl_compute_display_area(AVFormatContext *s)
666 AVRational sar, dar; /* sample and display aspect ratios */
667 OpenGLContext *opengl = s->priv_data;
668 AVStream *st = s->streams[0];
669 AVCodecParameters *par = st->codecpar;
671 /* compute overlay width and height from the codec context information */
672 sar = st->sample_aspect_ratio.num ? st->sample_aspect_ratio : (AVRational){ 1, 1 };
673 dar = av_mul_q(sar, (AVRational){ par->width, par->height });
675 /* we suppose the screen has a 1/1 sample aspect ratio */
676 /* fit in the window */
677 if (av_cmp_q(dar, (AVRational){ opengl->window_width, opengl->window_height }) > 0) {
679 opengl->picture_width = opengl->window_width;
680 opengl->picture_height = av_rescale(opengl->picture_width, dar.den, dar.num);
683 opengl->picture_height = opengl->window_height;
684 opengl->picture_width = av_rescale(opengl->picture_height, dar.num, dar.den);
688 static av_cold void opengl_get_texture_size(OpenGLContext *opengl, int in_width, int in_height,
689 int *out_width, int *out_height)
691 if (opengl->non_pow_2_textures) {
692 *out_width = in_width;
693 *out_height = in_height;
695 int max = FFMIN(FFMAX(in_width, in_height), opengl->max_texture_size);
696 unsigned power_of_2 = 1;
697 while (power_of_2 < max)
699 *out_height = power_of_2;
700 *out_width = power_of_2;
701 av_log(opengl, AV_LOG_DEBUG, "Texture size calculated from %dx%d into %dx%d\n",
702 in_width, in_height, *out_width, *out_height);
706 static av_cold void opengl_fill_color_map(OpenGLContext *opengl)
708 const AVPixFmtDescriptor *desc;
710 enum AVPixelFormat pix_fmt = opengl->pix_fmt;
712 /* We need order of components, not exact position, some minor HACKs here */
713 if (pix_fmt == AV_PIX_FMT_RGB565 || pix_fmt == AV_PIX_FMT_BGR555 ||
714 pix_fmt == AV_PIX_FMT_BGR8 || pix_fmt == AV_PIX_FMT_RGB8)
715 pix_fmt = AV_PIX_FMT_RGB24;
716 else if (pix_fmt == AV_PIX_FMT_BGR565 || pix_fmt == AV_PIX_FMT_RGB555)
717 pix_fmt = AV_PIX_FMT_BGR24;
719 desc = av_pix_fmt_desc_get(pix_fmt);
720 if (!(desc->flags & AV_PIX_FMT_FLAG_RGB))
723 #define FILL_COMPONENT(i) { \
724 shift = (desc->comp[i].depth - 1) >> 3; \
725 opengl->color_map[(i << 2) + (desc->comp[i].offset >> shift)] = 1.0; \
728 memset(opengl->color_map, 0, sizeof(opengl->color_map));
732 if (desc->flags & AV_PIX_FMT_FLAG_ALPHA)
735 #undef FILL_COMPONENT
738 static av_cold GLuint opengl_load_shader(OpenGLContext *opengl, GLenum type, const char *source)
740 GLuint shader = opengl->glprocs.glCreateShader(type);
743 av_log(opengl, AV_LOG_ERROR, "glCreateShader() failed\n");
746 opengl->glprocs.glShaderSource(shader, 1, &source, NULL);
747 opengl->glprocs.glCompileShader(shader);
749 opengl->glprocs.glGetShaderiv(shader, FF_GL_COMPILE_STATUS, &result);
752 opengl->glprocs.glGetShaderiv(shader, FF_GL_INFO_LOG_LENGTH, &result);
754 if ((log = av_malloc(result))) {
755 opengl->glprocs.glGetShaderInfoLog(shader, result, NULL, log);
756 av_log(opengl, AV_LOG_ERROR, "Compile error: %s\n", log);
762 OPENGL_ERROR_CHECK(opengl);
765 opengl->glprocs.glDeleteShader(shader);
769 static av_cold int opengl_compile_shaders(OpenGLContext *opengl, enum AVPixelFormat pix_fmt)
772 const char *fragment_shader_code = opengl_get_fragment_shader_code(pix_fmt);
774 if (!fragment_shader_code) {
775 av_log(opengl, AV_LOG_ERROR, "Provided pixel format '%s' is not supported\n",
776 av_get_pix_fmt_name(pix_fmt));
777 return AVERROR(EINVAL);
780 opengl->vertex_shader = opengl_load_shader(opengl, FF_GL_VERTEX_SHADER,
781 FF_OPENGL_VERTEX_SHADER);
782 if (!opengl->vertex_shader) {
783 av_log(opengl, AV_LOG_ERROR, "Vertex shader loading failed.\n");
786 opengl->fragment_shader = opengl_load_shader(opengl, FF_GL_FRAGMENT_SHADER,
787 fragment_shader_code);
788 if (!opengl->fragment_shader) {
789 av_log(opengl, AV_LOG_ERROR, "Fragment shader loading failed.\n");
793 opengl->program = opengl->glprocs.glCreateProgram();
794 if (!opengl->program)
797 opengl->glprocs.glAttachShader(opengl->program, opengl->vertex_shader);
798 opengl->glprocs.glAttachShader(opengl->program, opengl->fragment_shader);
799 opengl->glprocs.glLinkProgram(opengl->program);
801 opengl->glprocs.glGetProgramiv(opengl->program, FF_GL_LINK_STATUS, &result);
804 opengl->glprocs.glGetProgramiv(opengl->program, FF_GL_INFO_LOG_LENGTH, &result);
806 log = av_malloc(result);
809 opengl->glprocs.glGetProgramInfoLog(opengl->program, result, NULL, log);
810 av_log(opengl, AV_LOG_ERROR, "Link error: %s\n", log);
816 opengl->position_attrib = opengl->glprocs.glGetAttribLocation(opengl->program, "a_position");
817 opengl->texture_coords_attrib = opengl->glprocs.glGetAttribLocation(opengl->program, "a_textureCoords");
818 opengl->projection_matrix_location = opengl->glprocs.glGetUniformLocation(opengl->program, "u_projectionMatrix");
819 opengl->model_view_matrix_location = opengl->glprocs.glGetUniformLocation(opengl->program, "u_modelViewMatrix");
820 opengl->color_map_location = opengl->glprocs.glGetUniformLocation(opengl->program, "u_colorMap");
821 opengl->texture_location[0] = opengl->glprocs.glGetUniformLocation(opengl->program, "u_texture0");
822 opengl->texture_location[1] = opengl->glprocs.glGetUniformLocation(opengl->program, "u_texture1");
823 opengl->texture_location[2] = opengl->glprocs.glGetUniformLocation(opengl->program, "u_texture2");
824 opengl->texture_location[3] = opengl->glprocs.glGetUniformLocation(opengl->program, "u_texture3");
825 opengl->chroma_div_w_location = opengl->glprocs.glGetUniformLocation(opengl->program, "u_chroma_div_w");
826 opengl->chroma_div_h_location = opengl->glprocs.glGetUniformLocation(opengl->program, "u_chroma_div_h");
828 OPENGL_ERROR_CHECK(opengl);
831 opengl->glprocs.glDeleteShader(opengl->vertex_shader);
832 opengl->glprocs.glDeleteShader(opengl->fragment_shader);
833 opengl->glprocs.glDeleteProgram(opengl->program);
834 opengl->fragment_shader = opengl->vertex_shader = opengl->program = 0;
835 return AVERROR_EXTERNAL;
838 static av_cold int opengl_configure_texture(OpenGLContext *opengl, GLuint texture,
839 GLsizei width, GLsizei height)
842 int new_width, new_height;
843 opengl_get_texture_size(opengl, width, height, &new_width, &new_height);
844 glBindTexture(GL_TEXTURE_2D, texture);
845 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
846 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
847 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
848 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
849 glTexImage2D(GL_TEXTURE_2D, 0, opengl->format, new_width, new_height, 0,
850 opengl->format, opengl->type, NULL);
851 OPENGL_ERROR_CHECK(NULL);
855 return AVERROR_EXTERNAL;
858 static av_cold int opengl_prepare_vertex(AVFormatContext *s)
860 OpenGLContext *opengl = s->priv_data;
863 if (opengl->window_width > opengl->max_viewport_width || opengl->window_height > opengl->max_viewport_height) {
864 opengl->window_width = FFMIN(opengl->window_width, opengl->max_viewport_width);
865 opengl->window_height = FFMIN(opengl->window_height, opengl->max_viewport_height);
866 av_log(opengl, AV_LOG_WARNING, "Too big viewport requested, limited to %dx%d", opengl->window_width, opengl->window_height);
868 glViewport(0, 0, opengl->window_width, opengl->window_height);
869 opengl_make_ortho(opengl->projection_matrix,
870 - (float)opengl->window_width / 2.0f, (float)opengl->window_width / 2.0f,
871 - (float)opengl->window_height / 2.0f, (float)opengl->window_height / 2.0f,
873 opengl_make_identity(opengl->model_view_matrix);
875 opengl_compute_display_area(s);
877 opengl->vertex[0].z = opengl->vertex[1].z = opengl->vertex[2].z = opengl->vertex[3].z = 0.0f;
878 opengl->vertex[0].x = opengl->vertex[1].x = - (float)opengl->picture_width / 2.0f;
879 opengl->vertex[2].x = opengl->vertex[3].x = (float)opengl->picture_width / 2.0f;
880 opengl->vertex[1].y = opengl->vertex[2].y = - (float)opengl->picture_height / 2.0f;
881 opengl->vertex[0].y = opengl->vertex[3].y = (float)opengl->picture_height / 2.0f;
883 opengl_get_texture_size(opengl, opengl->width, opengl->height, &tex_w, &tex_h);
885 opengl->vertex[0].s0 = 0.0f;
886 opengl->vertex[0].t0 = 0.0f;
887 opengl->vertex[1].s0 = 0.0f;
888 opengl->vertex[1].t0 = (float)opengl->height / (float)tex_h;
889 opengl->vertex[2].s0 = (float)opengl->width / (float)tex_w;
890 opengl->vertex[2].t0 = (float)opengl->height / (float)tex_h;
891 opengl->vertex[3].s0 = (float)opengl->width / (float)tex_w;
892 opengl->vertex[3].t0 = 0.0f;
894 opengl->glprocs.glBindBuffer(FF_GL_ARRAY_BUFFER, opengl->vertex_buffer);
895 opengl->glprocs.glBufferData(FF_GL_ARRAY_BUFFER, sizeof(opengl->vertex), opengl->vertex, FF_GL_STATIC_DRAW);
896 opengl->glprocs.glBindBuffer(FF_GL_ARRAY_BUFFER, 0);
897 OPENGL_ERROR_CHECK(opengl);
900 return AVERROR_EXTERNAL;
903 static int opengl_prepare(OpenGLContext *opengl)
906 opengl->glprocs.glUseProgram(opengl->program);
907 opengl->glprocs.glUniformMatrix4fv(opengl->projection_matrix_location, 1, GL_FALSE, opengl->projection_matrix);
908 opengl->glprocs.glUniformMatrix4fv(opengl->model_view_matrix_location, 1, GL_FALSE, opengl->model_view_matrix);
909 for (i = 0; i < 4; i++)
910 if (opengl->texture_location[i] != -1) {
911 opengl->glprocs.glActiveTexture(GL_TEXTURE0 + i);
912 glBindTexture(GL_TEXTURE_2D, opengl->texture_name[i]);
913 opengl->glprocs.glUniform1i(opengl->texture_location[i], i);
915 if (opengl->color_map_location != -1)
916 opengl->glprocs.glUniformMatrix4fv(opengl->color_map_location, 1, GL_FALSE, opengl->color_map);
917 if (opengl->chroma_div_h_location != -1)
918 opengl->glprocs.glUniform1f(opengl->chroma_div_h_location, opengl->chroma_div_h);
919 if (opengl->chroma_div_w_location != -1)
920 opengl->glprocs.glUniform1f(opengl->chroma_div_w_location, opengl->chroma_div_w);
922 OPENGL_ERROR_CHECK(opengl);
925 return AVERROR_EXTERNAL;
928 static int opengl_create_window(AVFormatContext *h)
930 OpenGLContext *opengl = h->priv_data;
933 if (!opengl->no_window) {
935 if ((ret = opengl_sdl_create_window(h)) < 0) {
936 av_log(opengl, AV_LOG_ERROR, "Cannot create default SDL window.\n");
940 av_log(opengl, AV_LOG_ERROR, "FFmpeg is compiled without SDL. Cannot create default window.\n");
941 return AVERROR(ENOSYS);
944 AVDeviceRect message;
945 message.x = message.y = 0;
946 message.width = opengl->window_width;
947 message.height = opengl->window_height;
948 if ((ret = avdevice_dev_to_app_control_message(h, AV_DEV_TO_APP_CREATE_WINDOW_BUFFER,
949 &message , sizeof(message))) < 0) {
950 av_log(opengl, AV_LOG_ERROR, "Application failed to create window buffer.\n");
953 if ((ret = avdevice_dev_to_app_control_message(h, AV_DEV_TO_APP_PREPARE_WINDOW_BUFFER, NULL , 0)) < 0) {
954 av_log(opengl, AV_LOG_ERROR, "Application failed to prepare window buffer.\n");
961 static int opengl_release_window(AVFormatContext *h)
964 OpenGLContext *opengl = h->priv_data;
965 if (!opengl->no_window) {
967 SDL_GL_DeleteContext(opengl->glcontext);
968 SDL_DestroyWindow(opengl->window);
971 } else if ((ret = avdevice_dev_to_app_control_message(h, AV_DEV_TO_APP_DESTROY_WINDOW_BUFFER, NULL , 0)) < 0) {
972 av_log(opengl, AV_LOG_ERROR, "Application failed to release window buffer.\n");
978 static av_cold int opengl_write_trailer(AVFormatContext *h)
980 OpenGLContext *opengl = h->priv_data;
982 if (opengl->no_window &&
983 avdevice_dev_to_app_control_message(h, AV_DEV_TO_APP_PREPARE_WINDOW_BUFFER, NULL , 0) < 0)
984 av_log(opengl, AV_LOG_ERROR, "Application failed to prepare window buffer.\n");
986 opengl_deinit_context(opengl);
987 opengl_release_window(h);
992 static av_cold int opengl_init_context(OpenGLContext *opengl)
995 const AVPixFmtDescriptor *desc;
997 if ((ret = opengl_compile_shaders(opengl, opengl->pix_fmt)) < 0)
1000 desc = av_pix_fmt_desc_get(opengl->pix_fmt);
1001 av_assert0(desc->nb_components > 0 && desc->nb_components <= 4);
1002 glGenTextures(desc->nb_components, opengl->texture_name);
1004 opengl->glprocs.glGenBuffers(2, &opengl->index_buffer);
1005 if (!opengl->index_buffer || !opengl->vertex_buffer) {
1006 av_log(opengl, AV_LOG_ERROR, "Buffer generation failed.\n");
1007 ret = AVERROR_EXTERNAL;
1011 opengl_configure_texture(opengl, opengl->texture_name[0], opengl->width, opengl->height);
1012 if (desc->nb_components > 1) {
1013 int has_alpha = desc->flags & AV_PIX_FMT_FLAG_ALPHA;
1014 int num_planes = desc->nb_components - (has_alpha ? 1 : 0);
1015 if (opengl->non_pow_2_textures) {
1016 opengl->chroma_div_w = 1.0f;
1017 opengl->chroma_div_h = 1.0f;
1019 opengl->chroma_div_w = 1 << desc->log2_chroma_w;
1020 opengl->chroma_div_h = 1 << desc->log2_chroma_h;
1022 for (i = 1; i < num_planes; i++)
1023 if (opengl->non_pow_2_textures)
1024 opengl_configure_texture(opengl, opengl->texture_name[i],
1025 AV_CEIL_RSHIFT(opengl->width, desc->log2_chroma_w),
1026 AV_CEIL_RSHIFT(opengl->height, desc->log2_chroma_h));
1028 opengl_configure_texture(opengl, opengl->texture_name[i], opengl->width, opengl->height);
1030 opengl_configure_texture(opengl, opengl->texture_name[3], opengl->width, opengl->height);
1033 opengl->glprocs.glBindBuffer(FF_GL_ELEMENT_ARRAY_BUFFER, opengl->index_buffer);
1034 opengl->glprocs.glBufferData(FF_GL_ELEMENT_ARRAY_BUFFER, sizeof(g_index), g_index, FF_GL_STATIC_DRAW);
1035 opengl->glprocs.glBindBuffer(FF_GL_ELEMENT_ARRAY_BUFFER, 0);
1038 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1040 glClearColor((float)opengl->background[0] / 255.0f, (float)opengl->background[1] / 255.0f,
1041 (float)opengl->background[2] / 255.0f, 1.0f);
1043 ret = AVERROR_EXTERNAL;
1044 OPENGL_ERROR_CHECK(opengl);
1051 static av_cold int opengl_write_header(AVFormatContext *h)
1053 OpenGLContext *opengl = h->priv_data;
1057 if (h->nb_streams != 1 ||
1058 h->streams[0]->codecpar->codec_type != AVMEDIA_TYPE_VIDEO ||
1059 h->streams[0]->codecpar->codec_id != AV_CODEC_ID_RAWVIDEO) {
1060 av_log(opengl, AV_LOG_ERROR, "Only a single video stream is supported.\n");
1061 return AVERROR(EINVAL);
1064 opengl->width = st->codecpar->width;
1065 opengl->height = st->codecpar->height;
1066 opengl->pix_fmt = st->codecpar->format;
1067 if (!opengl->window_width)
1068 opengl->window_width = opengl->width;
1069 if (!opengl->window_height)
1070 opengl->window_height = opengl->height;
1072 if (!opengl->window_title && !opengl->no_window)
1073 opengl->window_title = av_strdup(h->filename);
1075 if ((ret = opengl_create_window(h)))
1078 if ((ret = opengl_read_limits(opengl)) < 0)
1081 if (opengl->width > opengl->max_texture_size || opengl->height > opengl->max_texture_size) {
1082 av_log(opengl, AV_LOG_ERROR, "Too big picture %dx%d, max supported size is %dx%d\n",
1083 opengl->width, opengl->height, opengl->max_texture_size, opengl->max_texture_size);
1084 ret = AVERROR(EINVAL);
1088 if ((ret = opengl_load_procedures(opengl)) < 0)
1091 opengl_fill_color_map(opengl);
1092 opengl_get_texture_params(opengl);
1094 if ((ret = opengl_init_context(opengl)) < 0)
1097 if ((ret = opengl_prepare_vertex(h)) < 0)
1100 glClear(GL_COLOR_BUFFER_BIT);
1103 if (!opengl->no_window)
1104 SDL_GL_SwapWindow(opengl->window);
1106 if (opengl->no_window &&
1107 (ret = avdevice_dev_to_app_control_message(h, AV_DEV_TO_APP_DISPLAY_WINDOW_BUFFER, NULL , 0)) < 0) {
1108 av_log(opengl, AV_LOG_ERROR, "Application failed to display window buffer.\n");
1112 ret = AVERROR_EXTERNAL;
1113 OPENGL_ERROR_CHECK(opengl);
1119 opengl_write_trailer(h);
1123 static uint8_t* opengl_get_plane_pointer(OpenGLContext *opengl, AVPacket *pkt, int comp_index,
1124 const AVPixFmtDescriptor *desc)
1126 uint8_t *data = pkt->data;
1127 int wordsize = opengl_type_size(opengl->type);
1128 int width_chroma = AV_CEIL_RSHIFT(opengl->width, desc->log2_chroma_w);
1129 int height_chroma = AV_CEIL_RSHIFT(opengl->height, desc->log2_chroma_h);
1130 int plane = desc->comp[comp_index].plane;
1136 data += opengl->width * opengl->height * wordsize;
1139 data += opengl->width * opengl->height * wordsize;
1140 data += width_chroma * height_chroma * wordsize;
1143 data += opengl->width * opengl->height * wordsize;
1144 data += 2 * width_chroma * height_chroma * wordsize;
1152 #define LOAD_TEXTURE_DATA(comp_index, sub) \
1154 int width = sub ? AV_CEIL_RSHIFT(opengl->width, desc->log2_chroma_w) : opengl->width; \
1155 int height = sub ? AV_CEIL_RSHIFT(opengl->height, desc->log2_chroma_h): opengl->height; \
1157 int plane = desc->comp[comp_index].plane; \
1159 glBindTexture(GL_TEXTURE_2D, opengl->texture_name[comp_index]); \
1161 GLint length = ((AVFrame *)input)->linesize[plane]; \
1162 int bytes_per_pixel = opengl_type_size(opengl->type); \
1163 if (!(desc->flags & AV_PIX_FMT_FLAG_PLANAR)) \
1164 bytes_per_pixel *= desc->nb_components; \
1165 data = ((AVFrame *)input)->data[plane]; \
1166 if (!(length % bytes_per_pixel) && \
1167 (opengl->unpack_subimage || ((length / bytes_per_pixel) == width))) { \
1168 length /= bytes_per_pixel; \
1169 if (length != width) \
1170 glPixelStorei(FF_GL_UNPACK_ROW_LENGTH, length); \
1171 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, \
1172 opengl->format, opengl->type, data); \
1173 if (length != width) \
1174 glPixelStorei(FF_GL_UNPACK_ROW_LENGTH, 0); \
1177 for (h = 0; h < height; h++) { \
1178 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, h, width, 1, \
1179 opengl->format, opengl->type, data); \
1184 data = opengl_get_plane_pointer(opengl, input, comp_index, desc); \
1185 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, \
1186 opengl->format, opengl->type, data); \
1190 static int opengl_draw(AVFormatContext *h, void *input, int repaint, int is_pkt)
1192 OpenGLContext *opengl = h->priv_data;
1193 enum AVPixelFormat pix_fmt = h->streams[0]->codecpar->format;
1194 const AVPixFmtDescriptor *desc = av_pix_fmt_desc_get(pix_fmt);
1198 if (!opengl->no_window && (ret = opengl_sdl_process_events(h)) < 0)
1201 if (opengl->no_window &&
1202 (ret = avdevice_dev_to_app_control_message(h, AV_DEV_TO_APP_PREPARE_WINDOW_BUFFER, NULL , 0)) < 0) {
1203 av_log(opengl, AV_LOG_ERROR, "Application failed to prepare window buffer.\n");
1207 glClear(GL_COLOR_BUFFER_BIT);
1211 glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
1212 LOAD_TEXTURE_DATA(0, 0)
1213 if (desc->flags & AV_PIX_FMT_FLAG_PLANAR) {
1214 LOAD_TEXTURE_DATA(1, 1)
1215 LOAD_TEXTURE_DATA(2, 1)
1216 if (desc->flags & AV_PIX_FMT_FLAG_ALPHA)
1217 LOAD_TEXTURE_DATA(3, 0)
1220 ret = AVERROR_EXTERNAL;
1221 OPENGL_ERROR_CHECK(opengl);
1223 if ((ret = opengl_prepare(opengl)) < 0)
1226 opengl->glprocs.glBindBuffer(FF_GL_ARRAY_BUFFER, opengl->vertex_buffer);
1227 opengl->glprocs.glBindBuffer(FF_GL_ELEMENT_ARRAY_BUFFER, opengl->index_buffer);
1228 opengl->glprocs.glVertexAttribPointer(opengl->position_attrib, 3, GL_FLOAT, GL_FALSE, sizeof(OpenGLVertexInfo), 0);
1229 opengl->glprocs.glEnableVertexAttribArray(opengl->position_attrib);
1230 opengl->glprocs.glVertexAttribPointer(opengl->texture_coords_attrib, 2, GL_FLOAT, GL_FALSE, sizeof(OpenGLVertexInfo), 12);
1231 opengl->glprocs.glEnableVertexAttribArray(opengl->texture_coords_attrib);
1233 glDrawElements(GL_TRIANGLES, FF_ARRAY_ELEMS(g_index), GL_UNSIGNED_SHORT, 0);
1235 ret = AVERROR_EXTERNAL;
1236 OPENGL_ERROR_CHECK(opengl);
1239 if (!opengl->no_window)
1240 SDL_GL_SwapWindow(opengl->window);
1242 if (opengl->no_window &&
1243 (ret = avdevice_dev_to_app_control_message(h, AV_DEV_TO_APP_DISPLAY_WINDOW_BUFFER, NULL , 0)) < 0) {
1244 av_log(opengl, AV_LOG_ERROR, "Application failed to display window buffer.\n");
1253 static int opengl_write_packet(AVFormatContext *h, AVPacket *pkt)
1255 return opengl_draw(h, pkt, 0, 1);
1258 static int opengl_write_frame(AVFormatContext *h, int stream_index,
1259 AVFrame **frame, unsigned flags)
1261 if ((flags & AV_WRITE_UNCODED_FRAME_QUERY))
1263 return opengl_draw(h, *frame, 0, 0);
1266 #define OFFSET(x) offsetof(OpenGLContext, x)
1267 #define ENC AV_OPT_FLAG_ENCODING_PARAM
1268 static const AVOption options[] = {
1269 { "background", "set background color", OFFSET(background), AV_OPT_TYPE_COLOR, {.str = "black"}, CHAR_MIN, CHAR_MAX, ENC },
1270 { "no_window", "disable default window", OFFSET(no_window), AV_OPT_TYPE_INT, {.i64 = 0}, INT_MIN, INT_MAX, ENC },
1271 { "window_title", "set window title", OFFSET(window_title), AV_OPT_TYPE_STRING, {.str = NULL}, 0, 0, ENC },
1272 { "window_size", "set window size", OFFSET(window_width), AV_OPT_TYPE_IMAGE_SIZE, {.str = NULL}, 0, 0, ENC },
1276 static const AVClass opengl_class = {
1277 .class_name = "opengl outdev",
1278 .item_name = av_default_item_name,
1280 .version = LIBAVUTIL_VERSION_INT,
1281 .category = AV_CLASS_CATEGORY_DEVICE_VIDEO_OUTPUT,
1284 AVOutputFormat ff_opengl_muxer = {
1286 .long_name = NULL_IF_CONFIG_SMALL("OpenGL output"),
1287 .priv_data_size = sizeof(OpenGLContext),
1288 .audio_codec = AV_CODEC_ID_NONE,
1289 .video_codec = AV_CODEC_ID_RAWVIDEO,
1290 .write_header = opengl_write_header,
1291 .write_packet = opengl_write_packet,
1292 .write_uncoded_frame = opengl_write_frame,
1293 .write_trailer = opengl_write_trailer,
1294 .control_message = opengl_control_message,
1295 .flags = AVFMT_NOFILE | AVFMT_VARIABLE_FPS | AVFMT_NOTIMESTAMPS,
1296 .priv_class = &opengl_class,