1 /*****************************************************************************
2 * opengl.c: OpenGL and OpenGL ES output common code
3 *****************************************************************************
4 * Copyright (C) 2004-2013 VLC authors and VideoLAN
5 * Copyright (C) 2009, 2011 Laurent Aimar
7 * Authors: Laurent Aimar <fenrir _AT_ videolan _DOT_ org>
8 * Ilkka Ollakka <ileoo@videolan.org>
10 * Adrien Maglo <magsoft at videolan dot org>
11 * Felix Paul Kühne <fkuehne at videolan dot org>
12 * Pierre d'Herbemont <pdherbemont at videolan dot org>
14 * This program is free software; you can redistribute it and/or modify it
15 * under the terms of the GNU Lesser General Public License as published by
16 * the Free Software Foundation; either version 2.1 of the License, or
17 * (at your option) any later version.
19 * This program is distributed in the hope that it will be useful,
20 * but WITHOUT ANY WARRANTY; without even the implied warranty of
21 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
22 * GNU Lesser General Public License for more details.
24 * You should have received a copy of the GNU Lesser General Public License
25 * along with this program; if not, write to the Free Software Foundation,
26 * Inc., 51 Franklin Street, Fifth Floor, Boston MA 02110-1301, USA.
27 *****************************************************************************/
32 #include <vlc_common.h>
33 #include <vlc_picture_pool.h>
34 #include <vlc_subpicture.h>
35 #include <vlc_opengl.h>
39 #ifndef GL_CLAMP_TO_EDGE
40 # define GL_CLAMP_TO_EDGE 0x812F
43 #if USE_OPENGL_ES == 2 || defined(__APPLE__)
44 # define PFNGLGETPROGRAMIVPROC typeof(glGetProgramiv)*
45 # define PFNGLGETPROGRAMINFOLOGPROC typeof(glGetProgramInfoLog)*
46 # define PFNGLGETSHADERIVPROC typeof(glGetShaderiv)*
47 # define PFNGLGETSHADERINFOLOGPROC typeof(glGetShaderInfoLog)*
48 # define PFNGLGETUNIFORMLOCATIONPROC typeof(glGetUniformLocation)*
49 # define PFNGLGETATTRIBLOCATIONPROC typeof(glGetAttribLocation)*
50 # define PFNGLVERTEXATTRIBPOINTERPROC typeof(glVertexAttribPointer)*
51 # define PFNGLENABLEVERTEXATTRIBARRAYPROC typeof(glEnableVertexAttribArray)*
52 # define PFNGLUNIFORM4FVPROC typeof(glUniform4fv)*
53 # define PFNGLUNIFORM4FPROC typeof(glUniform4f)*
54 # define PFNGLUNIFORM1IPROC typeof(glUniform1i)*
55 # define PFNGLCREATESHADERPROC typeof(glCreateShader)*
56 # define PFNGLSHADERSOURCEPROC typeof(glShaderSource)*
57 # define PFNGLCOMPILESHADERPROC typeof(glCompileShader)*
58 # define PFNGLDELETESHADERPROC typeof(glDeleteShader)*
59 # define PFNGLCREATEPROGRAMPROC typeof(glCreateProgram)*
60 # define PFNGLLINKPROGRAMPROC typeof(glLinkProgram)*
61 # define PFNGLUSEPROGRAMPROC typeof(glUseProgram)*
62 # define PFNGLDELETEPROGRAMPROC typeof(glDeleteProgram)*
63 # define PFNGLATTACHSHADERPROC typeof(glAttachShader)*
64 #if defined(__APPLE__) && USE_OPENGL_ES
65 # import <CoreFoundation/CoreFoundation.h>
70 # define GLSL_VERSION "100"
71 # define VLCGL_TEXTURE_COUNT 1
72 # define VLCGL_PICTURE_MAX 1
73 # define PRECISION "precision highp float;"
74 #if USE_OPENGL_ES == 2
75 # define SUPPORTS_SHADERS
76 # define glClientActiveTexture(x)
78 # define SUPPORTS_FIXED_PIPELINE
79 # define GL_MAX_TEXTURE_IMAGE_UNITS GL_MAX_TEXTURE_UNITS
82 # define GLSL_VERSION "120"
83 # define VLCGL_TEXTURE_COUNT 1
84 # define VLCGL_PICTURE_MAX 128
86 # define SUPPORTS_SHADERS
87 # define SUPPORTS_FIXED_PIPELINE
90 static const vlc_fourcc_t gl_subpicture_chromas[] = {
113 struct vout_display_opengl_t {
118 const vlc_chroma_description_t *chroma;
125 int tex_width[PICTURE_PLANE_MAX];
126 int tex_height[PICTURE_PLANE_MAX];
128 GLuint texture[VLCGL_TEXTURE_COUNT][PICTURE_PLANE_MAX];
134 picture_pool_t *pool;
136 /* index 0 for normal and 1 for subtitle overlay */
138 GLint shader[3]; //3. is for the common vertex shader
140 GLfloat local_value[16];
142 /* Shader variables commands*/
143 #ifdef SUPPORTS_SHADERS
144 PFNGLGETUNIFORMLOCATIONPROC GetUniformLocation;
145 PFNGLGETATTRIBLOCATIONPROC GetAttribLocation;
146 PFNGLVERTEXATTRIBPOINTERPROC VertexAttribPointer;
147 PFNGLENABLEVERTEXATTRIBARRAYPROC EnableVertexAttribArray;
149 PFNGLUNIFORM4FVPROC Uniform4fv;
150 PFNGLUNIFORM4FPROC Uniform4f;
151 PFNGLUNIFORM1IPROC Uniform1i;
154 PFNGLCREATESHADERPROC CreateShader;
155 PFNGLSHADERSOURCEPROC ShaderSource;
156 PFNGLCOMPILESHADERPROC CompileShader;
157 PFNGLDELETESHADERPROC DeleteShader;
159 PFNGLCREATEPROGRAMPROC CreateProgram;
160 PFNGLLINKPROGRAMPROC LinkProgram;
161 PFNGLUSEPROGRAMPROC UseProgram;
162 PFNGLDELETEPROGRAMPROC DeleteProgram;
164 PFNGLATTACHSHADERPROC AttachShader;
166 /* Shader log commands */
167 PFNGLGETPROGRAMIVPROC GetProgramiv;
168 PFNGLGETPROGRAMINFOLOGPROC GetProgramInfoLog;
169 PFNGLGETSHADERIVPROC GetShaderiv;
170 PFNGLGETSHADERINFOLOGPROC GetShaderInfoLog;
175 bool use_multitexture;
177 /* Non-power-of-2 texture size support */
180 uint8_t *texture_temp_buf;
181 int texture_temp_buf_size;
184 static inline int GetAlignedSize(unsigned size)
186 /* Return the smallest larger or equal power of 2 */
187 unsigned align = 1 << (8 * sizeof (unsigned) - clz(size));
188 return ((align >> 1) == size) ? size : align;
192 static bool IsLuminance16Supported(int target)
196 glGenTextures(1, &texture);
197 glBindTexture(target, texture);
198 glTexImage2D(target, 0, GL_LUMINANCE16,
199 64, 64, 0, GL_LUMINANCE, GL_UNSIGNED_SHORT, NULL);
201 glGetTexLevelParameteriv(target, 0, GL_TEXTURE_LUMINANCE_SIZE, &size);
203 glDeleteTextures(1, &texture);
209 #ifdef SUPPORTS_SHADERS
210 static void BuildVertexShader(vout_display_opengl_t *vgl,
213 /* Basic vertex shader */
214 const char *vertexShader =
215 "#version " GLSL_VERSION "\n"
217 "varying vec4 TexCoord0,TexCoord1, TexCoord2;"
218 "attribute vec4 MultiTexCoord0,MultiTexCoord1,MultiTexCoord2;"
219 "attribute vec4 VertexPosition;"
221 " TexCoord0 = MultiTexCoord0;"
222 " TexCoord1 = MultiTexCoord1;"
223 " TexCoord2 = MultiTexCoord2;"
224 " gl_Position = VertexPosition;"
227 *shader = vgl->CreateShader(GL_VERTEX_SHADER);
228 vgl->ShaderSource(*shader, 1, &vertexShader, NULL);
229 vgl->CompileShader(*shader);
232 static void BuildYUVFragmentShader(vout_display_opengl_t *vgl,
235 GLfloat *local_value,
236 const video_format_t *fmt,
237 float yuv_range_correction)
240 /* [R/G/B][Y U V O] from TV range to full range
241 * XXX we could also do hue/brightness/constrast/gamma
242 * by simply changing the coefficients
244 const float matrix_bt601_tv2full[12] = {
245 1.164383561643836, 0.0000, 1.596026785714286, -0.874202217873451 ,
246 1.164383561643836, -0.391762290094914, -0.812967647237771, 0.531667823499146 ,
247 1.164383561643836, 2.017232142857142, 0.0000, -1.085630789302022 ,
249 const float matrix_bt709_tv2full[12] = {
250 1.164383561643836, 0.0000, 1.792741071428571, -0.972945075016308 ,
251 1.164383561643836, -0.21324861427373, -0.532909328559444, 0.301482665475862 ,
252 1.164383561643836, 2.112401785714286, 0.0000, -1.133402217873451 ,
254 const float (*matrix) = fmt->i_height > 576 ? matrix_bt709_tv2full
255 : matrix_bt601_tv2full;
257 /* Basic linear YUV -> RGB conversion using bilinear interpolation */
258 const char *template_glsl_yuv =
259 "#version " GLSL_VERSION "\n"
261 "uniform sampler2D Texture0;"
262 "uniform sampler2D Texture1;"
263 "uniform sampler2D Texture2;"
264 "uniform vec4 Coefficient[4];"
265 "varying vec4 TexCoord0,TexCoord1,TexCoord2;"
268 " vec4 x,y,z,result;"
269 " x = texture2D(Texture0, TexCoord0.st);"
270 " %c = texture2D(Texture1, TexCoord1.st);"
271 " %c = texture2D(Texture2, TexCoord2.st);"
273 " result = x * Coefficient[0] + Coefficient[3];"
274 " result = (y * Coefficient[1]) + result;"
275 " result = (z * Coefficient[2]) + result;"
276 " gl_FragColor = result;"
278 bool swap_uv = fmt->i_chroma == VLC_CODEC_YV12 ||
279 fmt->i_chroma == VLC_CODEC_YV9;
282 if (asprintf(&code, template_glsl_yuv,
284 swap_uv ? 'y' : 'z') < 0)
287 for (int i = 0; i < 4; i++) {
288 float correction = i < 3 ? yuv_range_correction : 1.0;
289 /* We place coefficient values for coefficient[4] in one array from matrix values.
290 Notice that we fill values from top down instead of left to right.*/
291 for (int j = 0; j < 4; j++)
292 local_value[*local_count + i*4+j] = j < 3 ? correction * matrix[j*4+i]
298 *shader = vgl->CreateShader(GL_FRAGMENT_SHADER);
299 vgl->ShaderSource(*shader, 1, (const char **)&code, NULL);
300 vgl->CompileShader(*shader);
306 static void BuildRGBFragmentShader(vout_display_opengl_t *vgl,
309 // Simple shader for RGB
311 "#version " GLSL_VERSION "\n"
313 "uniform sampler2D Texture[3];"
314 "varying vec4 TexCoord0,TexCoord1,TexCoord2;"
317 " gl_FragColor = texture2D(Texture[0], TexCoord0.st);"
319 *shader = vgl->CreateShader(GL_FRAGMENT_SHADER);
320 vgl->ShaderSource(*shader, 1, &code, NULL);
321 vgl->CompileShader(*shader);
325 static void BuildRGBAFragmentShader(vout_display_opengl_t *vgl,
328 // Simple shader for RGBA
330 "#version " GLSL_VERSION "\n"
332 "uniform sampler2D Texture;"
333 "uniform vec4 FillColor;"
334 "varying vec4 TexCoord0;"
337 " gl_FragColor = texture2D(Texture, TexCoord0.st) * FillColor;"
339 *shader = vgl->CreateShader(GL_FRAGMENT_SHADER);
340 vgl->ShaderSource(*shader, 1, &code, NULL);
341 vgl->CompileShader(*shader);
344 static void BuildXYZFragmentShader(vout_display_opengl_t *vgl,
347 /* Shader for XYZ to RGB correction
349 * - XYZ gamma correction
350 * - XYZ to RGB matrix conversion
351 * - reverse RGB gamma correction
354 "#version " GLSL_VERSION "\n"
356 "uniform sampler2D Texture0;"
357 "uniform vec4 xyz_gamma = vec4(2.6);"
358 "uniform vec4 rgb_gamma = vec4(1.0/2.2);"
359 // WARN: matrix Is filled column by column (not row !)
360 "uniform mat4 matrix_xyz_rgb = mat4("
361 " 3.240454 , -0.9692660, 0.0556434, 0.0,"
362 " -1.5371385, 1.8760108, -0.2040259, 0.0,"
363 " -0.4985314, 0.0415560, 1.0572252, 0.0,"
364 " 0.0, 0.0, 0.0, 1.0 "
367 "varying vec4 TexCoord0;"
371 " v_in = texture2D(Texture0, TexCoord0.st);"
372 " v_in = pow(v_in, xyz_gamma);"
373 " v_out = matrix_xyz_rgb * v_in ;"
374 " v_out = pow(v_out, rgb_gamma) ;"
375 " v_out = clamp(v_out, 0.0, 1.0) ;"
376 " gl_FragColor = v_out;"
378 *shader = vgl->CreateShader(GL_FRAGMENT_SHADER);
379 vgl->ShaderSource(*shader, 1, &code, NULL);
380 vgl->CompileShader(*shader);
385 vout_display_opengl_t *vout_display_opengl_New(video_format_t *fmt,
386 const vlc_fourcc_t **subpicture_chromas,
389 vout_display_opengl_t *vgl = calloc(1, sizeof(*vgl));
394 if (vlc_gl_Lock(vgl->gl)) {
399 if (vgl->gl->getProcAddress == NULL) {
400 fprintf(stderr, "getProcAddress not implemented, bailing out\n");
405 const char *extensions = (const char *)glGetString(GL_EXTENSIONS);
407 const unsigned char *ogl_version = glGetString(GL_VERSION);
408 bool supports_shaders = strverscmp((const char *)ogl_version, "2.0") >= 0;
410 bool supports_shaders = false;
413 #if USE_OPENGL_ES == 2
414 vgl->CreateShader = glCreateShader;
415 vgl->ShaderSource = glShaderSource;
416 vgl->CompileShader = glCompileShader;
417 vgl->AttachShader = glAttachShader;
419 vgl->GetProgramiv = glGetProgramiv;
420 vgl->GetShaderiv = glGetShaderiv;
421 vgl->GetProgramInfoLog = glGetProgramInfoLog;
422 vgl->GetShaderInfoLog = glGetShaderInfoLog;
424 vgl->DeleteShader = glDeleteShader;
426 vgl->GetUniformLocation = glGetUniformLocation;
427 vgl->GetAttribLocation = glGetAttribLocation;
428 vgl->VertexAttribPointer= glVertexAttribPointer;
429 vgl->EnableVertexAttribArray = glEnableVertexAttribArray;
430 vgl->Uniform4fv = glUniform4fv;
431 vgl->Uniform4f = glUniform4f;
432 vgl->Uniform1i = glUniform1i;
434 vgl->CreateProgram = glCreateProgram;
435 vgl->LinkProgram = glLinkProgram;
436 vgl->UseProgram = glUseProgram;
437 vgl->DeleteProgram = glDeleteProgram;
438 supports_shaders = true;
439 #elif defined(SUPPORTS_SHADERS)
440 vgl->CreateShader = (PFNGLCREATESHADERPROC)vlc_gl_GetProcAddress(vgl->gl, "glCreateShader");
441 vgl->ShaderSource = (PFNGLSHADERSOURCEPROC)vlc_gl_GetProcAddress(vgl->gl, "glShaderSource");
442 vgl->CompileShader = (PFNGLCOMPILESHADERPROC)vlc_gl_GetProcAddress(vgl->gl, "glCompileShader");
443 vgl->AttachShader = (PFNGLATTACHSHADERPROC)vlc_gl_GetProcAddress(vgl->gl, "glAttachShader");
445 vgl->GetProgramiv = (PFNGLGETPROGRAMIVPROC)vlc_gl_GetProcAddress(vgl->gl, "glGetProgramiv");
446 vgl->GetShaderiv = (PFNGLGETSHADERIVPROC)vlc_gl_GetProcAddress(vgl->gl, "glGetShaderiv");
447 vgl->GetProgramInfoLog = (PFNGLGETPROGRAMINFOLOGPROC)vlc_gl_GetProcAddress(vgl->gl, "glGetProgramInfoLog");
448 vgl->GetShaderInfoLog = (PFNGLGETSHADERINFOLOGPROC)vlc_gl_GetProcAddress(vgl->gl, "glGetShaderInfoLog");
450 vgl->DeleteShader = (PFNGLDELETESHADERPROC)vlc_gl_GetProcAddress(vgl->gl, "glDeleteShader");
452 vgl->GetUniformLocation = (PFNGLGETUNIFORMLOCATIONPROC)vlc_gl_GetProcAddress(vgl->gl, "glGetUniformLocation");
453 vgl->GetAttribLocation = (PFNGLGETATTRIBLOCATIONPROC)vlc_gl_GetProcAddress(vgl->gl, "glGetAttribLocation");
454 vgl->VertexAttribPointer= (PFNGLVERTEXATTRIBPOINTERPROC)vlc_gl_GetProcAddress(vgl->gl, "glVertexAttribPointer");
455 vgl->EnableVertexAttribArray = (PFNGLENABLEVERTEXATTRIBARRAYPROC)vlc_gl_GetProcAddress(vgl->gl, "glEnableVertexAttribArray");
456 vgl->Uniform4fv = (PFNGLUNIFORM4FVPROC)vlc_gl_GetProcAddress(vgl->gl,"glUniform4fv");
457 vgl->Uniform4f = (PFNGLUNIFORM4FPROC)vlc_gl_GetProcAddress(vgl->gl,"glUniform4f");
458 vgl->Uniform1i = (PFNGLUNIFORM1IPROC)vlc_gl_GetProcAddress(vgl->gl,"glUniform1i");
460 vgl->CreateProgram = (PFNGLCREATEPROGRAMPROC)vlc_gl_GetProcAddress(vgl->gl, "glCreateProgram");
461 vgl->LinkProgram = (PFNGLLINKPROGRAMPROC)vlc_gl_GetProcAddress(vgl->gl, "glLinkProgram");
462 vgl->UseProgram = (PFNGLUSEPROGRAMPROC)vlc_gl_GetProcAddress(vgl->gl, "glUseProgram");
463 vgl->DeleteProgram = (PFNGLDELETEPROGRAMPROC)vlc_gl_GetProcAddress(vgl->gl, "glDeleteProgram");
465 if (!vgl->CreateShader || !vgl->ShaderSource || !vgl->CreateProgram)
466 supports_shaders = false;
469 vgl->supports_npot = HasExtension(extensions, "GL_ARB_texture_non_power_of_two") ||
470 HasExtension(extensions, "GL_APPLE_texture_2D_limited_npot");
472 #if USE_OPENGL_ES == 2
473 /* OpenGL ES 2 includes support for non-power of 2 textures by specification
474 * so checks for extensions are bound to fail. Check for OpenGL ES version instead. */
475 vgl->supports_npot = true;
478 GLint max_texture_units = 0;
479 glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &max_texture_units);
483 /* work-around an iOS 6 bug */
484 if (kCFCoreFoundationVersionNumber >= 786.)
485 max_texture_units = 8;
486 supports_shaders = true;
490 /* Initialize with default chroma */
492 vgl->fmt.i_chroma = VLC_CODEC_RGB32;
493 # if defined(WORDS_BIGENDIAN)
494 vgl->fmt.i_rmask = 0xff000000;
495 vgl->fmt.i_gmask = 0x00ff0000;
496 vgl->fmt.i_bmask = 0x0000ff00;
498 vgl->fmt.i_rmask = 0x000000ff;
499 vgl->fmt.i_gmask = 0x0000ff00;
500 vgl->fmt.i_bmask = 0x00ff0000;
502 vgl->tex_target = GL_TEXTURE_2D;
503 vgl->tex_format = GL_RGBA;
504 vgl->tex_internal = GL_RGBA;
505 vgl->tex_type = GL_UNSIGNED_BYTE;
506 /* Use YUV if possible and needed */
507 bool need_fs_yuv = false;
508 bool need_fs_xyz = false;
509 bool need_fs_rgba = USE_OPENGL_ES == 2;
510 float yuv_range_correction = 1.0;
512 if (max_texture_units >= 3 && supports_shaders && vlc_fourcc_IsYUV(fmt->i_chroma)) {
513 const vlc_fourcc_t *list = vlc_fourcc_GetYUVFallback(fmt->i_chroma);
515 const vlc_chroma_description_t *dsc = vlc_fourcc_GetChromaDescription(*list);
516 if (dsc && dsc->plane_count == 3 && dsc->pixel_size == 1) {
519 vgl->fmt.i_chroma = *list;
520 vgl->tex_format = GL_LUMINANCE;
521 vgl->tex_internal = GL_LUMINANCE;
522 vgl->tex_type = GL_UNSIGNED_BYTE;
523 yuv_range_correction = 1.0;
526 } else if (dsc && dsc->plane_count == 3 && dsc->pixel_size == 2 &&
527 IsLuminance16Supported(vgl->tex_target)) {
530 vgl->fmt.i_chroma = *list;
531 vgl->tex_format = GL_LUMINANCE;
532 vgl->tex_internal = GL_LUMINANCE16;
533 vgl->tex_type = GL_UNSIGNED_SHORT;
534 yuv_range_correction = (float)((1 << 16) - 1) / ((1 << dsc->pixel_bits) - 1);
542 if (fmt->i_chroma == VLC_CODEC_XYZ12) {
543 vlc_fourcc_GetChromaDescription(fmt->i_chroma);
546 vgl->fmt.i_chroma = VLC_CODEC_XYZ12;
547 vgl->tex_format = GL_RGB;
548 vgl->tex_internal = GL_RGB;
549 vgl->tex_type = GL_UNSIGNED_SHORT;
551 vgl->chroma = vlc_fourcc_GetChromaDescription(vgl->fmt.i_chroma);
552 vgl->use_multitexture = vgl->chroma->plane_count > 1;
555 for (unsigned j = 0; j < vgl->chroma->plane_count; j++) {
556 int w = vgl->fmt.i_width * vgl->chroma->p[j].w.num / vgl->chroma->p[j].w.den;
557 int h = vgl->fmt.i_height * vgl->chroma->p[j].h.num / vgl->chroma->p[j].h.den;
558 if (vgl->supports_npot) {
559 vgl->tex_width[j] = w;
560 vgl->tex_height[j] = h;
562 vgl->tex_width[j] = GetAlignedSize(w);
563 vgl->tex_height[j] = GetAlignedSize(h);
567 /* Build program if needed */
573 vgl->local_count = 0;
574 if (supports_shaders && (need_fs_yuv || need_fs_xyz|| need_fs_rgba)) {
575 #ifdef SUPPORTS_SHADERS
577 BuildXYZFragmentShader(vgl, &vgl->shader[0]);
579 BuildYUVFragmentShader(vgl, &vgl->shader[0], &vgl->local_count,
580 vgl->local_value, fmt, yuv_range_correction);
582 BuildRGBAFragmentShader(vgl, &vgl->shader[1]);
583 BuildVertexShader(vgl, &vgl->shader[2]);
585 /* Check shaders messages */
586 for (unsigned j = 0; j < 3; j++) {
588 vgl->GetShaderiv(vgl->shader[j], GL_INFO_LOG_LENGTH, &infoLength);
592 char *infolog = malloc(infoLength);
594 vgl->GetShaderInfoLog(vgl->shader[j], infoLength, &charsWritten, infolog);
595 fprintf(stderr, "shader %d: %s\n", j, infolog);
599 vgl->program[0] = vgl->CreateProgram();
600 vgl->AttachShader(vgl->program[0], vgl->shader[0]);
601 vgl->AttachShader(vgl->program[0], vgl->shader[2]);
602 vgl->LinkProgram(vgl->program[0]);
604 vgl->program[1] = vgl->CreateProgram();
605 vgl->AttachShader(vgl->program[1], vgl->shader[1]);
606 vgl->AttachShader(vgl->program[1], vgl->shader[2]);
607 vgl->LinkProgram(vgl->program[1]);
609 /* Check program messages */
610 for (GLuint i = 0; i < 2; i++) {
612 vgl->GetProgramiv(vgl->program[i], GL_INFO_LOG_LENGTH, &infoLength);
615 char *infolog = malloc(infoLength);
617 vgl->GetProgramInfoLog(vgl->program[i], infoLength, &charsWritten, infolog);
618 fprintf(stderr, "shader program %d: %s\n", i, infolog);
621 /* If there is some message, better to check linking is ok */
622 GLint link_status = GL_TRUE;
623 vgl->GetProgramiv(vgl->program[i], GL_LINK_STATUS, &link_status);
624 if (link_status == GL_FALSE) {
625 fprintf(stderr, "Unable to use program %d\n", i);
631 (void)yuv_range_correction;
637 glDisable(GL_DEPTH_TEST);
638 glDepthMask(GL_FALSE);
639 glDisable(GL_CULL_FACE);
640 glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
641 glClear(GL_COLOR_BUFFER_BIT);
643 vlc_gl_Unlock(vgl->gl);
646 for (int i = 0; i < VLCGL_TEXTURE_COUNT; i++) {
647 for (int j = 0; j < PICTURE_PLANE_MAX; j++)
648 vgl->texture[i][j] = 0;
650 vgl->region_count = 0;
655 if (subpicture_chromas) {
656 *subpicture_chromas = gl_subpicture_chromas;
661 void vout_display_opengl_Delete(vout_display_opengl_t *vgl)
664 if (!vlc_gl_Lock(vgl->gl)) {
667 for (int i = 0; i < VLCGL_TEXTURE_COUNT; i++)
668 glDeleteTextures(vgl->chroma->plane_count, vgl->texture[i]);
669 for (int i = 0; i < vgl->region_count; i++) {
670 if (vgl->region[i].texture)
671 glDeleteTextures(1, &vgl->region[i].texture);
675 #ifdef SUPPORTS_SHADERS
676 if (vgl->program[0]) {
677 for (int i = 0; i < 2; i++)
678 vgl->DeleteProgram(vgl->program[i]);
679 for (int i = 0; i < 3; i++)
680 vgl->DeleteShader(vgl->shader[i]);
684 free(vgl->texture_temp_buf);
685 vlc_gl_Unlock(vgl->gl);
688 picture_pool_Delete(vgl->pool);
692 picture_pool_t *vout_display_opengl_GetPool(vout_display_opengl_t *vgl, unsigned requested_count)
697 /* Allocate our pictures */
698 picture_t *picture[VLCGL_PICTURE_MAX] = {NULL, };
701 for (count = 0; count < __MIN(VLCGL_PICTURE_MAX, requested_count); count++) {
702 picture[count] = picture_NewFromFormat(&vgl->fmt);
709 /* Wrap the pictures into a pool */
710 picture_pool_configuration_t cfg;
711 memset(&cfg, 0, sizeof(cfg));
712 cfg.picture_count = count;
713 cfg.picture = picture;
714 vgl->pool = picture_pool_NewExtended(&cfg);
718 /* Allocates our textures */
719 if (vlc_gl_Lock(vgl->gl))
722 for (int i = 0; i < VLCGL_TEXTURE_COUNT; i++) {
723 glGenTextures(vgl->chroma->plane_count, vgl->texture[i]);
724 for (unsigned j = 0; j < vgl->chroma->plane_count; j++) {
725 if (vgl->use_multitexture) {
726 glActiveTexture(GL_TEXTURE0 + j);
727 glClientActiveTexture(GL_TEXTURE0 + j);
729 glBindTexture(vgl->tex_target, vgl->texture[i][j]);
732 /* Set the texture parameters */
733 glTexParameterf(vgl->tex_target, GL_TEXTURE_PRIORITY, 1.0);
734 glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
737 glTexParameteri(vgl->tex_target, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
738 glTexParameteri(vgl->tex_target, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
739 glTexParameteri(vgl->tex_target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
740 glTexParameteri(vgl->tex_target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
742 /* Call glTexImage2D only once, and use glTexSubImage2D later */
743 glTexImage2D(vgl->tex_target, 0,
744 vgl->tex_internal, vgl->tex_width[j], vgl->tex_height[j],
745 0, vgl->tex_format, vgl->tex_type, NULL);
749 vlc_gl_Unlock(vgl->gl);
754 for (unsigned i = 0; i < count; i++)
755 picture_Release(picture[i]);
759 #define ALIGN(x, y) (((x) + ((y) - 1)) & ~((y) - 1))
760 static void Upload(vout_display_opengl_t *vgl, int in_width, int in_height,
761 int in_full_width, int in_full_height,
762 int w_num, int w_den, int h_num, int h_den,
763 int pitch, int pixel_pitch,
764 int full_upload, const uint8_t *pixels,
765 int tex_target, int tex_format, int tex_type)
767 int width = in_width * w_num / w_den;
768 int full_width = in_full_width * w_num / w_den;
769 int height = in_height * h_num / h_den;
770 int full_height = in_full_height * h_num / h_den;
771 // This unpack alignment is the default, but setting it just in case.
772 glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
773 #ifndef GL_UNPACK_ROW_LENGTH
774 int dst_width = full_upload ? full_width : width;
775 int dst_pitch = ALIGN(dst_width * pixel_pitch, 4);
776 if ( pitch != dst_pitch )
778 int buf_size = dst_pitch * full_height * pixel_pitch;
779 const uint8_t *source = pixels;
780 uint8_t *destination;
781 if( !vgl->texture_temp_buf || vgl->texture_temp_buf_size < buf_size )
783 free( vgl->texture_temp_buf );
784 vgl->texture_temp_buf = xmalloc( buf_size );
785 vgl->texture_temp_buf_size = buf_size;
787 destination = vgl->texture_temp_buf;
789 for( int h = 0; h < height ; h++ )
791 memcpy( destination, source, width * pixel_pitch );
793 destination += dst_pitch;
796 glTexImage2D( tex_target, 0, tex_format,
797 full_width, full_height,
798 0, tex_format, tex_type, vgl->texture_temp_buf );
800 glTexSubImage2D( tex_target, 0,
803 tex_format, tex_type, vgl->texture_temp_buf );
810 glPixelStorei(GL_UNPACK_ROW_LENGTH, pitch / pixel_pitch);
813 glTexImage2D(tex_target, 0, tex_format,
814 full_width, full_height,
815 0, tex_format, tex_type, pixels);
817 glTexSubImage2D(tex_target, 0,
820 tex_format, tex_type, pixels);
824 int vout_display_opengl_Prepare(vout_display_opengl_t *vgl,
825 picture_t *picture, subpicture_t *subpicture)
827 if (vlc_gl_Lock(vgl->gl))
830 /* Update the texture */
831 for (unsigned j = 0; j < vgl->chroma->plane_count; j++) {
832 if (vgl->use_multitexture) {
833 glActiveTexture(GL_TEXTURE0 + j);
834 glClientActiveTexture(GL_TEXTURE0 + j);
836 glBindTexture(vgl->tex_target, vgl->texture[0][j]);
838 Upload(vgl, picture->format.i_visible_width, vgl->fmt.i_visible_height,
839 vgl->fmt.i_width, vgl->fmt.i_height,
840 vgl->chroma->p[j].w.num, vgl->chroma->p[j].w.den, vgl->chroma->p[j].h.num, vgl->chroma->p[j].h.den,
841 picture->p[j].i_pitch, picture->p[j].i_pixel_pitch, 0, picture->p[j].p_pixels, vgl->tex_target, vgl->tex_format, vgl->tex_type);
844 int last_count = vgl->region_count;
845 gl_region_t *last = vgl->region;
847 vgl->region_count = 0;
853 for (subpicture_region_t *r = subpicture->p_region; r; r = r->p_next)
856 vgl->region_count = count;
857 vgl->region = calloc(count, sizeof(*vgl->region));
859 if (vgl->use_multitexture) {
860 glActiveTexture(GL_TEXTURE0 + 0);
861 glClientActiveTexture(GL_TEXTURE0 + 0);
864 for (subpicture_region_t *r = subpicture->p_region; r; r = r->p_next, i++) {
865 gl_region_t *glr = &vgl->region[i];
867 glr->format = GL_RGBA;
868 glr->type = GL_UNSIGNED_BYTE;
869 glr->width = r->fmt.i_visible_width;
870 glr->height = r->fmt.i_visible_height;
871 if (!vgl->supports_npot) {
872 glr->width = GetAlignedSize(glr->width);
873 glr->height = GetAlignedSize(glr->height);
874 glr->tex_width = (float) r->fmt.i_visible_width / glr->width;
875 glr->tex_height = (float) r->fmt.i_visible_height / glr->height;
877 glr->tex_width = 1.0;
878 glr->tex_height = 1.0;
880 glr->alpha = (float)subpicture->i_alpha * r->i_alpha / 255 / 255;
881 glr->left = 2.0 * (r->i_x ) / subpicture->i_original_picture_width - 1.0;
882 glr->top = -2.0 * (r->i_y ) / subpicture->i_original_picture_height + 1.0;
883 glr->right = 2.0 * (r->i_x + r->fmt.i_visible_width ) / subpicture->i_original_picture_width - 1.0;
884 glr->bottom = -2.0 * (r->i_y + r->fmt.i_visible_height) / subpicture->i_original_picture_height + 1.0;
887 for (int j = 0; j < last_count; j++) {
888 if (last[j].texture &&
889 last[j].width == glr->width &&
890 last[j].height == glr->height &&
891 last[j].format == glr->format &&
892 last[j].type == glr->type) {
893 glr->texture = last[j].texture;
894 memset(&last[j], 0, sizeof(last[j]));
899 const int pixels_offset = r->fmt.i_y_offset * r->p_picture->p->i_pitch +
900 r->fmt.i_x_offset * r->p_picture->p->i_pixel_pitch;
902 glBindTexture(GL_TEXTURE_2D, glr->texture);
903 Upload(vgl, r->fmt.i_visible_width, r->fmt.i_visible_height, glr->width, glr->height, 1, 1, 1, 1,
904 r->p_picture->p->i_pitch, r->p_picture->p->i_pixel_pitch, 0,
905 &r->p_picture->p->p_pixels[pixels_offset], GL_TEXTURE_2D, glr->format, glr->type);
907 glGenTextures(1, &glr->texture);
908 glBindTexture(GL_TEXTURE_2D, glr->texture);
910 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_PRIORITY, 1.0);
911 glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
913 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
914 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
915 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
916 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
917 Upload(vgl, r->fmt.i_visible_width, r->fmt.i_visible_height, glr->width, glr->height, 1, 1, 1, 1,
918 r->p_picture->p->i_pitch, r->p_picture->p->i_pixel_pitch, 1,
919 &r->p_picture->p->p_pixels[pixels_offset], GL_TEXTURE_2D, glr->format, glr->type);
923 for (int i = 0; i < last_count; i++) {
925 glDeleteTextures(1, &last[i].texture);
929 vlc_gl_Unlock(vgl->gl);
930 VLC_UNUSED(subpicture);
934 #ifdef SUPPORTS_FIXED_PIPELINE
935 static void DrawWithoutShaders(vout_display_opengl_t *vgl,
936 float *left, float *top, float *right, float *bottom)
938 static const GLfloat vertexCoord[] = {
945 const GLfloat textureCoord[] = {
952 glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
953 glEnable(vgl->tex_target);
954 glActiveTexture(GL_TEXTURE0 + 0);
955 glClientActiveTexture(GL_TEXTURE0 + 0);
957 glBindTexture(vgl->tex_target, vgl->texture[0][0]);
959 glEnableClientState(GL_VERTEX_ARRAY);
960 glEnableClientState(GL_TEXTURE_COORD_ARRAY);
962 glTexCoordPointer(2, GL_FLOAT, 0, textureCoord);
963 glVertexPointer(2, GL_FLOAT, 0, vertexCoord);
965 glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
967 glDisableClientState(GL_TEXTURE_COORD_ARRAY);
968 glDisableClientState(GL_VERTEX_ARRAY);
969 glDisable(vgl->tex_target);
973 #ifdef SUPPORTS_SHADERS
974 static void DrawWithShaders(vout_display_opengl_t *vgl,
975 float *left, float *top, float *right, float *bottom,
978 vgl->UseProgram(vgl->program[program]);
980 if (vgl->chroma->plane_count == 3) {
981 vgl->Uniform4fv(vgl->GetUniformLocation(vgl->program[0], "Coefficient"), 4, vgl->local_value);
982 vgl->Uniform1i(vgl->GetUniformLocation(vgl->program[0], "Texture0"), 0);
983 vgl->Uniform1i(vgl->GetUniformLocation(vgl->program[0], "Texture1"), 1);
984 vgl->Uniform1i(vgl->GetUniformLocation(vgl->program[0], "Texture2"), 2);
986 else if (vgl->chroma->plane_count == 1) {
987 vgl->Uniform1i(vgl->GetUniformLocation(vgl->program[0], "Texture0"), 0);
990 vgl->Uniform1i(vgl->GetUniformLocation(vgl->program[1], "Texture0"), 0);
991 vgl->Uniform4f(vgl->GetUniformLocation(vgl->program[1], "FillColor"), 1.0f, 1.0f, 1.0f, 1.0f);
994 static const GLfloat vertexCoord[] = {
1001 for (unsigned j = 0; j < vgl->chroma->plane_count; j++) {
1002 const GLfloat textureCoord[] = {
1006 right[j], bottom[j],
1008 glActiveTexture(GL_TEXTURE0+j);
1009 glClientActiveTexture(GL_TEXTURE0+j);
1010 glBindTexture(vgl->tex_target, vgl->texture[0][j]);
1013 snprintf(attribute, sizeof(attribute), "MultiTexCoord%1d", j);
1014 vgl->EnableVertexAttribArray(vgl->GetAttribLocation(vgl->program[program], attribute));
1015 vgl->VertexAttribPointer(vgl->GetAttribLocation(vgl->program[program], attribute), 2, GL_FLOAT, 0, 0, textureCoord);
1017 glActiveTexture(GL_TEXTURE0 + 0);
1018 glClientActiveTexture(GL_TEXTURE0 + 0);
1019 vgl->EnableVertexAttribArray(vgl->GetAttribLocation(vgl->program[program], "VertexPosition"));
1020 vgl->VertexAttribPointer(vgl->GetAttribLocation(vgl->program[program], "VertexPosition"), 2, GL_FLOAT, 0, 0, vertexCoord);
1022 glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
1026 int vout_display_opengl_Display(vout_display_opengl_t *vgl,
1027 const video_format_t *source)
1029 if (vlc_gl_Lock(vgl->gl))
1030 return VLC_EGENERIC;
1032 /* Why drawing here and not in Render()? Because this way, the
1033 OpenGL providers can call vout_display_opengl_Display to force redraw.i
1034 Currently, the OS X provider uses it to get a smooth window resizing */
1035 glClear(GL_COLOR_BUFFER_BIT);
1037 /* Draw the picture */
1038 float left[PICTURE_PLANE_MAX];
1039 float top[PICTURE_PLANE_MAX];
1040 float right[PICTURE_PLANE_MAX];
1041 float bottom[PICTURE_PLANE_MAX];
1042 for (unsigned j = 0; j < vgl->chroma->plane_count; j++) {
1043 /* glTexCoord works differently with GL_TEXTURE_2D and
1044 GL_TEXTURE_RECTANGLE_EXT */
1045 float scale_w, scale_h;
1047 if (vgl->tex_target == GL_TEXTURE_2D) {
1048 scale_w = (float)vgl->chroma->p[j].w.num / vgl->chroma->p[j].w.den / vgl->tex_width[j];
1049 scale_h = (float)vgl->chroma->p[j].h.num / vgl->chroma->p[j].h.den / vgl->tex_height[j];
1055 left[j] = (source->i_x_offset + 0 ) * scale_w;
1056 top[j] = (source->i_y_offset + 0 ) * scale_h;
1057 right[j] = (source->i_x_offset + source->i_visible_width ) * scale_w;
1058 bottom[j] = (source->i_y_offset + source->i_visible_height) * scale_h;
1061 #ifdef SUPPORTS_SHADERS
1062 if (vgl->program[0] && (vgl->chroma->plane_count == 3 || vgl->chroma->plane_count == 1))
1063 DrawWithShaders(vgl, left, top, right, bottom, 0);
1064 else if (vgl->program[1] && vgl->chroma->plane_count == 1)
1065 DrawWithShaders(vgl, left, top, right, bottom, 1);
1069 #ifdef SUPPORTS_FIXED_PIPELINE
1070 DrawWithoutShaders(vgl, left, top, right, bottom);
1074 /* Draw the subpictures */
1075 if (vgl->program[1]) {
1076 #ifdef SUPPORTS_SHADERS
1077 // Change the program for overlays
1078 vgl->UseProgram(vgl->program[1]);
1079 vgl->Uniform1i(vgl->GetUniformLocation(vgl->program[1], "Texture"), 0);
1083 #ifdef SUPPORTS_FIXED_PIPELINE
1084 glEnable(GL_TEXTURE_2D);
1087 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1089 glActiveTexture(GL_TEXTURE0 + 0);
1090 glClientActiveTexture(GL_TEXTURE0 + 0);
1091 for (int i = 0; i < vgl->region_count; i++) {
1092 gl_region_t *glr = &vgl->region[i];
1093 const GLfloat vertexCoord[] = {
1094 glr->left, glr->top,
1095 glr->left, glr->bottom,
1096 glr->right, glr->top,
1097 glr->right, glr->bottom,
1099 const GLfloat textureCoord[] = {
1101 0.0, glr->tex_height,
1102 glr->tex_width, 0.0,
1103 glr->tex_width, glr->tex_height,
1106 glBindTexture(GL_TEXTURE_2D, glr->texture);
1107 if (vgl->program[1]) {
1108 #ifdef SUPPORTS_SHADERS
1109 vgl->Uniform4f(vgl->GetUniformLocation(vgl->program[1], "FillColor"), 1.0f, 1.0f, 1.0f, glr->alpha);
1110 vgl->EnableVertexAttribArray(vgl->GetAttribLocation(vgl->program[1], "MultiTexCoord0"));
1111 vgl->VertexAttribPointer(vgl->GetAttribLocation(vgl->program[1], "MultiTexCoord0"), 2, GL_FLOAT, 0, 0, textureCoord);
1112 vgl->EnableVertexAttribArray(vgl->GetAttribLocation(vgl->program[1], "VertexPosition"));
1113 vgl->VertexAttribPointer(vgl->GetAttribLocation(vgl->program[1], "VertexPosition"), 2, GL_FLOAT, 0, 0, vertexCoord);
1116 #ifdef SUPPORTS_FIXED_PIPELINE
1117 glEnableClientState(GL_VERTEX_ARRAY);
1118 glEnableClientState(GL_TEXTURE_COORD_ARRAY);
1119 glColor4f(1.0f, 1.0f, 1.0f, glr->alpha);
1120 glTexCoordPointer(2, GL_FLOAT, 0, textureCoord);
1121 glVertexPointer(2, GL_FLOAT, 0, vertexCoord);
1125 glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
1127 if (!vgl->program[1]) {
1128 #ifdef SUPPORTS_FIXED_PIPELINE
1129 glDisableClientState(GL_TEXTURE_COORD_ARRAY);
1130 glDisableClientState(GL_VERTEX_ARRAY);
1134 glDisable(GL_BLEND);
1135 #ifdef SUPPORTS_FIXED_PIPELINE
1136 glDisable(GL_TEXTURE_2D);
1140 vlc_gl_Swap(vgl->gl);
1142 vlc_gl_Unlock(vgl->gl);