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);
345 vout_display_opengl_t *vout_display_opengl_New(video_format_t *fmt,
346 const vlc_fourcc_t **subpicture_chromas,
349 vout_display_opengl_t *vgl = calloc(1, sizeof(*vgl));
354 if (vlc_gl_Lock(vgl->gl)) {
359 if (vgl->gl->getProcAddress == NULL) {
360 fprintf(stderr, "getProcAddress not implemented, bailing out\n");
365 const char *extensions = (const char *)glGetString(GL_EXTENSIONS);
367 const unsigned char *ogl_version = glGetString(GL_VERSION);
368 bool supports_shaders = strverscmp((const char *)ogl_version, "2.0") >= 0;
370 bool supports_shaders = false;
373 #if USE_OPENGL_ES == 2
374 vgl->CreateShader = glCreateShader;
375 vgl->ShaderSource = glShaderSource;
376 vgl->CompileShader = glCompileShader;
377 vgl->AttachShader = glAttachShader;
379 vgl->GetProgramiv = glGetProgramiv;
380 vgl->GetShaderiv = glGetShaderiv;
381 vgl->GetProgramInfoLog = glGetProgramInfoLog;
382 vgl->GetShaderInfoLog = glGetShaderInfoLog;
384 vgl->DeleteShader = glDeleteShader;
386 vgl->GetUniformLocation = glGetUniformLocation;
387 vgl->GetAttribLocation = glGetAttribLocation;
388 vgl->VertexAttribPointer= glVertexAttribPointer;
389 vgl->EnableVertexAttribArray = glEnableVertexAttribArray;
390 vgl->Uniform4fv = glUniform4fv;
391 vgl->Uniform4f = glUniform4f;
392 vgl->Uniform1i = glUniform1i;
394 vgl->CreateProgram = glCreateProgram;
395 vgl->LinkProgram = glLinkProgram;
396 vgl->UseProgram = glUseProgram;
397 vgl->DeleteProgram = glDeleteProgram;
398 supports_shaders = true;
399 #elif defined(SUPPORTS_SHADERS)
400 vgl->CreateShader = (PFNGLCREATESHADERPROC)vlc_gl_GetProcAddress(vgl->gl, "glCreateShader");
401 vgl->ShaderSource = (PFNGLSHADERSOURCEPROC)vlc_gl_GetProcAddress(vgl->gl, "glShaderSource");
402 vgl->CompileShader = (PFNGLCOMPILESHADERPROC)vlc_gl_GetProcAddress(vgl->gl, "glCompileShader");
403 vgl->AttachShader = (PFNGLATTACHSHADERPROC)vlc_gl_GetProcAddress(vgl->gl, "glAttachShader");
405 vgl->GetProgramiv = (PFNGLGETPROGRAMIVPROC)vlc_gl_GetProcAddress(vgl->gl, "glGetProgramiv");
406 vgl->GetShaderiv = (PFNGLGETSHADERIVPROC)vlc_gl_GetProcAddress(vgl->gl, "glGetShaderiv");
407 vgl->GetProgramInfoLog = (PFNGLGETPROGRAMINFOLOGPROC)vlc_gl_GetProcAddress(vgl->gl, "glGetProgramInfoLog");
408 vgl->GetShaderInfoLog = (PFNGLGETSHADERINFOLOGPROC)vlc_gl_GetProcAddress(vgl->gl, "glGetShaderInfoLog");
410 vgl->DeleteShader = (PFNGLDELETESHADERPROC)vlc_gl_GetProcAddress(vgl->gl, "glDeleteShader");
412 vgl->GetUniformLocation = (PFNGLGETUNIFORMLOCATIONPROC)vlc_gl_GetProcAddress(vgl->gl, "glGetUniformLocation");
413 vgl->GetAttribLocation = (PFNGLGETATTRIBLOCATIONPROC)vlc_gl_GetProcAddress(vgl->gl, "glGetAttribLocation");
414 vgl->VertexAttribPointer= (PFNGLVERTEXATTRIBPOINTERPROC)vlc_gl_GetProcAddress(vgl->gl, "glVertexAttribPointer");
415 vgl->EnableVertexAttribArray = (PFNGLENABLEVERTEXATTRIBARRAYPROC)vlc_gl_GetProcAddress(vgl->gl, "glEnableVertexAttribArray");
416 vgl->Uniform4fv = (PFNGLUNIFORM4FVPROC)vlc_gl_GetProcAddress(vgl->gl,"glUniform4fv");
417 vgl->Uniform4f = (PFNGLUNIFORM4FPROC)vlc_gl_GetProcAddress(vgl->gl,"glUniform4f");
418 vgl->Uniform1i = (PFNGLUNIFORM1IPROC)vlc_gl_GetProcAddress(vgl->gl,"glUniform1i");
420 vgl->CreateProgram = (PFNGLCREATEPROGRAMPROC)vlc_gl_GetProcAddress(vgl->gl, "glCreateProgram");
421 vgl->LinkProgram = (PFNGLLINKPROGRAMPROC)vlc_gl_GetProcAddress(vgl->gl, "glLinkProgram");
422 vgl->UseProgram = (PFNGLUSEPROGRAMPROC)vlc_gl_GetProcAddress(vgl->gl, "glUseProgram");
423 vgl->DeleteProgram = (PFNGLDELETEPROGRAMPROC)vlc_gl_GetProcAddress(vgl->gl, "glDeleteProgram");
425 if (!vgl->CreateShader || !vgl->ShaderSource || !vgl->CreateProgram)
426 supports_shaders = false;
429 vgl->supports_npot = HasExtension(extensions, "GL_ARB_texture_non_power_of_two") ||
430 HasExtension(extensions, "GL_APPLE_texture_2D_limited_npot");
432 #if USE_OPENGL_ES == 2
433 /* OpenGL ES 2 includes support for non-power of 2 textures by specification
434 * so checks for extensions are bound to fail. Check for OpenGL ES version instead. */
435 vgl->supports_npot = true;
438 GLint max_texture_units = 0;
439 glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &max_texture_units);
443 /* work-around an iOS 6 bug */
444 if (kCFCoreFoundationVersionNumber >= 786.)
445 max_texture_units = 8;
446 supports_shaders = true;
450 /* Initialize with default chroma */
452 vgl->fmt.i_chroma = VLC_CODEC_RGB32;
453 # if defined(WORDS_BIGENDIAN)
454 vgl->fmt.i_rmask = 0xff000000;
455 vgl->fmt.i_gmask = 0x00ff0000;
456 vgl->fmt.i_bmask = 0x0000ff00;
458 vgl->fmt.i_rmask = 0x000000ff;
459 vgl->fmt.i_gmask = 0x0000ff00;
460 vgl->fmt.i_bmask = 0x00ff0000;
462 vgl->tex_target = GL_TEXTURE_2D;
463 vgl->tex_format = GL_RGBA;
464 vgl->tex_internal = GL_RGBA;
465 vgl->tex_type = GL_UNSIGNED_BYTE;
466 /* Use YUV if possible and needed */
467 bool need_fs_yuv = false;
468 float yuv_range_correction = 1.0;
470 if (max_texture_units >= 3 && supports_shaders && vlc_fourcc_IsYUV(fmt->i_chroma)) {
471 const vlc_fourcc_t *list = vlc_fourcc_GetYUVFallback(fmt->i_chroma);
473 const vlc_chroma_description_t *dsc = vlc_fourcc_GetChromaDescription(*list);
474 if (dsc && dsc->plane_count == 3 && dsc->pixel_size == 1) {
477 vgl->fmt.i_chroma = *list;
478 vgl->tex_format = GL_LUMINANCE;
479 vgl->tex_internal = GL_LUMINANCE;
480 vgl->tex_type = GL_UNSIGNED_BYTE;
481 yuv_range_correction = 1.0;
484 } else if (dsc && dsc->plane_count == 3 && dsc->pixel_size == 2 &&
485 IsLuminance16Supported(vgl->tex_target)) {
488 vgl->fmt.i_chroma = *list;
489 vgl->tex_format = GL_LUMINANCE;
490 vgl->tex_internal = GL_LUMINANCE16;
491 vgl->tex_type = GL_UNSIGNED_SHORT;
492 yuv_range_correction = (float)((1 << 16) - 1) / ((1 << dsc->pixel_bits) - 1);
500 vgl->chroma = vlc_fourcc_GetChromaDescription(vgl->fmt.i_chroma);
501 vgl->use_multitexture = vgl->chroma->plane_count > 1;
504 for (unsigned j = 0; j < vgl->chroma->plane_count; j++) {
505 int w = vgl->fmt.i_width * vgl->chroma->p[j].w.num / vgl->chroma->p[j].w.den;
506 int h = vgl->fmt.i_height * vgl->chroma->p[j].h.num / vgl->chroma->p[j].h.den;
507 if (vgl->supports_npot) {
508 vgl->tex_width[j] = w;
509 vgl->tex_height[j] = h;
511 vgl->tex_width[j] = GetAlignedSize(w);
512 vgl->tex_height[j] = GetAlignedSize(h);
516 /* Build program if needed */
522 vgl->local_count = 0;
523 if (supports_shaders && need_fs_yuv) {
524 #ifdef SUPPORTS_SHADERS
525 BuildYUVFragmentShader(vgl, &vgl->shader[0], &vgl->local_count,
526 vgl->local_value, fmt, yuv_range_correction);
527 BuildRGBAFragmentShader(vgl, &vgl->shader[1]);
528 BuildVertexShader(vgl, &vgl->shader[2]);
530 /* Check shaders messages */
531 for (unsigned j = 0; j < 3; j++) {
533 vgl->GetShaderiv(vgl->shader[j], GL_INFO_LOG_LENGTH, &infoLength);
537 char *infolog = malloc(infoLength);
539 vgl->GetShaderInfoLog(vgl->shader[j], infoLength, &charsWritten, infolog);
540 fprintf(stderr, "shader %d: %s\n", j, infolog);
544 vgl->program[0] = vgl->CreateProgram();
545 vgl->AttachShader(vgl->program[0], vgl->shader[0]);
546 vgl->AttachShader(vgl->program[0], vgl->shader[2]);
547 vgl->LinkProgram(vgl->program[0]);
549 vgl->program[1] = vgl->CreateProgram();
550 vgl->AttachShader(vgl->program[1], vgl->shader[1]);
551 vgl->AttachShader(vgl->program[1], vgl->shader[2]);
552 vgl->LinkProgram(vgl->program[1]);
554 /* Check program messages */
555 for (GLuint i = 0; i < 2; i++) {
557 vgl->GetProgramiv(vgl->program[i], GL_INFO_LOG_LENGTH, &infoLength);
560 char *infolog = malloc(infoLength);
562 vgl->GetProgramInfoLog(vgl->program[i], infoLength, &charsWritten, infolog);
563 fprintf(stderr, "shader program %d: %s\n", i, infolog);
566 /* If there is some message, better to check linking is ok */
567 GLint link_status = GL_TRUE;
568 vgl->GetProgramiv(vgl->program[i], GL_LINK_STATUS, &link_status);
569 if (link_status == GL_FALSE) {
570 fprintf(stderr, "Unable to use program %d\n", i);
580 glDisable(GL_DEPTH_TEST);
581 glDepthMask(GL_FALSE);
582 glDisable(GL_CULL_FACE);
583 glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
584 glClear(GL_COLOR_BUFFER_BIT);
586 vlc_gl_Unlock(vgl->gl);
589 for (int i = 0; i < VLCGL_TEXTURE_COUNT; i++) {
590 for (int j = 0; j < PICTURE_PLANE_MAX; j++)
591 vgl->texture[i][j] = 0;
593 vgl->region_count = 0;
598 if (subpicture_chromas) {
599 *subpicture_chromas = gl_subpicture_chromas;
604 void vout_display_opengl_Delete(vout_display_opengl_t *vgl)
607 if (!vlc_gl_Lock(vgl->gl)) {
610 for (int i = 0; i < VLCGL_TEXTURE_COUNT; i++)
611 glDeleteTextures(vgl->chroma->plane_count, vgl->texture[i]);
612 for (int i = 0; i < vgl->region_count; i++) {
613 if (vgl->region[i].texture)
614 glDeleteTextures(1, &vgl->region[i].texture);
618 #ifdef SUPPORTS_SHADERS
619 if (vgl->program[0]) {
620 for (int i = 0; i < 2; i++)
621 vgl->DeleteProgram(vgl->program[i]);
622 for (int i = 0; i < 3; i++)
623 vgl->DeleteShader(vgl->shader[i]);
627 free(vgl->texture_temp_buf);
628 vlc_gl_Unlock(vgl->gl);
631 picture_pool_Delete(vgl->pool);
635 picture_pool_t *vout_display_opengl_GetPool(vout_display_opengl_t *vgl, unsigned requested_count)
640 /* Allocate our pictures */
641 picture_t *picture[VLCGL_PICTURE_MAX] = {NULL, };
644 for (count = 0; count < __MIN(VLCGL_PICTURE_MAX, requested_count); count++) {
645 picture[count] = picture_NewFromFormat(&vgl->fmt);
652 /* Wrap the pictures into a pool */
653 picture_pool_configuration_t cfg;
654 memset(&cfg, 0, sizeof(cfg));
655 cfg.picture_count = count;
656 cfg.picture = picture;
657 vgl->pool = picture_pool_NewExtended(&cfg);
661 /* Allocates our textures */
662 if (vlc_gl_Lock(vgl->gl))
665 for (int i = 0; i < VLCGL_TEXTURE_COUNT; i++) {
666 glGenTextures(vgl->chroma->plane_count, vgl->texture[i]);
667 for (unsigned j = 0; j < vgl->chroma->plane_count; j++) {
668 if (vgl->use_multitexture) {
669 glActiveTexture(GL_TEXTURE0 + j);
670 glClientActiveTexture(GL_TEXTURE0 + j);
672 glBindTexture(vgl->tex_target, vgl->texture[i][j]);
675 /* Set the texture parameters */
676 glTexParameterf(vgl->tex_target, GL_TEXTURE_PRIORITY, 1.0);
677 glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
680 glTexParameteri(vgl->tex_target, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
681 glTexParameteri(vgl->tex_target, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
682 glTexParameteri(vgl->tex_target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
683 glTexParameteri(vgl->tex_target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
685 /* Call glTexImage2D only once, and use glTexSubImage2D later */
686 glTexImage2D(vgl->tex_target, 0,
687 vgl->tex_internal, vgl->tex_width[j], vgl->tex_height[j],
688 0, vgl->tex_format, vgl->tex_type, NULL);
692 vlc_gl_Unlock(vgl->gl);
697 for (unsigned i = 0; i < count; i++)
698 picture_Release(picture[i]);
702 #define ALIGN(x, y) (((x) + ((y) - 1)) & ~((y) - 1))
703 static void Upload(vout_display_opengl_t *vgl, int in_width, int in_height,
704 int in_full_width, int in_full_height,
705 int w_num, int w_den, int h_num, int h_den,
706 int pitch, int pixel_pitch,
707 int full_upload, const uint8_t *pixels,
708 int tex_target, int tex_format, int tex_type)
710 int width = in_width * w_num / w_den;
711 int full_width = in_full_width * w_num / w_den;
712 int height = in_height * h_num / h_den;
713 int full_height = in_full_height * h_num / h_den;
714 // This unpack alignment is the default, but setting it just in case.
715 glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
716 #ifndef GL_UNPACK_ROW_LENGTH
717 int dst_width = full_upload ? full_width : width;
718 int dst_pitch = ALIGN(dst_width * pixel_pitch, 4);
719 if ( pitch != dst_pitch )
721 int buf_size = dst_pitch * full_height * pixel_pitch;
722 const uint8_t *source = pixels;
723 uint8_t *destination;
724 if( !vgl->texture_temp_buf || vgl->texture_temp_buf_size < buf_size )
726 free( vgl->texture_temp_buf );
727 vgl->texture_temp_buf = xmalloc( buf_size );
728 vgl->texture_temp_buf_size = buf_size;
730 destination = vgl->texture_temp_buf;
732 for( int h = 0; h < height ; h++ )
734 memcpy( destination, source, width * pixel_pitch );
736 destination += dst_pitch;
739 glTexImage2D( tex_target, 0, tex_format,
740 full_width, full_height,
741 0, tex_format, tex_type, vgl->texture_temp_buf );
743 glTexSubImage2D( tex_target, 0,
746 tex_format, tex_type, vgl->texture_temp_buf );
753 glPixelStorei(GL_UNPACK_ROW_LENGTH, pitch / pixel_pitch);
756 glTexImage2D(tex_target, 0, tex_format,
757 full_width, full_height,
758 0, tex_format, tex_type, pixels);
760 glTexSubImage2D(tex_target, 0,
763 tex_format, tex_type, pixels);
767 int vout_display_opengl_Prepare(vout_display_opengl_t *vgl,
768 picture_t *picture, subpicture_t *subpicture)
770 if (vlc_gl_Lock(vgl->gl))
773 /* Update the texture */
774 for (unsigned j = 0; j < vgl->chroma->plane_count; j++) {
775 if (vgl->use_multitexture) {
776 glActiveTexture(GL_TEXTURE0 + j);
777 glClientActiveTexture(GL_TEXTURE0 + j);
779 glBindTexture(vgl->tex_target, vgl->texture[0][j]);
781 Upload(vgl, picture->format.i_visible_width, vgl->fmt.i_visible_height,
782 vgl->fmt.i_width, vgl->fmt.i_height,
783 vgl->chroma->p[j].w.num, vgl->chroma->p[j].w.den, vgl->chroma->p[j].h.num, vgl->chroma->p[j].h.den,
784 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);
787 int last_count = vgl->region_count;
788 gl_region_t *last = vgl->region;
790 vgl->region_count = 0;
796 for (subpicture_region_t *r = subpicture->p_region; r; r = r->p_next)
799 vgl->region_count = count;
800 vgl->region = calloc(count, sizeof(*vgl->region));
802 if (vgl->use_multitexture) {
803 glActiveTexture(GL_TEXTURE0 + 0);
804 glClientActiveTexture(GL_TEXTURE0 + 0);
807 for (subpicture_region_t *r = subpicture->p_region; r; r = r->p_next, i++) {
808 gl_region_t *glr = &vgl->region[i];
810 glr->format = GL_RGBA;
811 glr->type = GL_UNSIGNED_BYTE;
812 glr->width = r->fmt.i_visible_width;
813 glr->height = r->fmt.i_visible_height;
814 if (!vgl->supports_npot) {
815 glr->width = GetAlignedSize(glr->width);
816 glr->height = GetAlignedSize(glr->height);
817 glr->tex_width = (float) r->fmt.i_visible_width / glr->width;
818 glr->tex_height = (float) r->fmt.i_visible_height / glr->height;
820 glr->tex_width = 1.0;
821 glr->tex_height = 1.0;
823 glr->alpha = (float)subpicture->i_alpha * r->i_alpha / 255 / 255;
824 glr->left = 2.0 * (r->i_x ) / subpicture->i_original_picture_width - 1.0;
825 glr->top = -2.0 * (r->i_y ) / subpicture->i_original_picture_height + 1.0;
826 glr->right = 2.0 * (r->i_x + r->fmt.i_visible_width ) / subpicture->i_original_picture_width - 1.0;
827 glr->bottom = -2.0 * (r->i_y + r->fmt.i_visible_height) / subpicture->i_original_picture_height + 1.0;
830 for (int j = 0; j < last_count; j++) {
831 if (last[j].texture &&
832 last[j].width == glr->width &&
833 last[j].height == glr->height &&
834 last[j].format == glr->format &&
835 last[j].type == glr->type) {
836 glr->texture = last[j].texture;
837 memset(&last[j], 0, sizeof(last[j]));
842 const int pixels_offset = r->fmt.i_y_offset * r->p_picture->p->i_pitch +
843 r->fmt.i_x_offset * r->p_picture->p->i_pixel_pitch;
845 glBindTexture(GL_TEXTURE_2D, glr->texture);
846 Upload(vgl, r->fmt.i_visible_width, r->fmt.i_visible_height, glr->width, glr->height, 1, 1, 1, 1,
847 r->p_picture->p->i_pitch, r->p_picture->p->i_pixel_pitch, 0,
848 &r->p_picture->p->p_pixels[pixels_offset], GL_TEXTURE_2D, glr->format, glr->type);
850 glGenTextures(1, &glr->texture);
851 glBindTexture(GL_TEXTURE_2D, glr->texture);
853 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_PRIORITY, 1.0);
854 glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
856 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
857 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
858 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
859 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
860 Upload(vgl, r->fmt.i_visible_width, r->fmt.i_visible_height, glr->width, glr->height, 1, 1, 1, 1,
861 r->p_picture->p->i_pitch, r->p_picture->p->i_pixel_pitch, 1,
862 &r->p_picture->p->p_pixels[pixels_offset], GL_TEXTURE_2D, glr->format, glr->type);
866 for (int i = 0; i < last_count; i++) {
868 glDeleteTextures(1, &last[i].texture);
872 vlc_gl_Unlock(vgl->gl);
873 VLC_UNUSED(subpicture);
877 #ifdef SUPPORTS_FIXED_PIPELINE
878 static void DrawWithoutShaders(vout_display_opengl_t *vgl,
879 float *left, float *top, float *right, float *bottom)
881 static const GLfloat vertexCoord[] = {
888 const GLfloat textureCoord[] = {
895 glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
896 glEnable(vgl->tex_target);
897 glActiveTexture(GL_TEXTURE0 + 0);
898 glClientActiveTexture(GL_TEXTURE0 + 0);
900 glBindTexture(vgl->tex_target, vgl->texture[0][0]);
902 glEnableClientState(GL_VERTEX_ARRAY);
903 glEnableClientState(GL_TEXTURE_COORD_ARRAY);
905 glTexCoordPointer(2, GL_FLOAT, 0, textureCoord);
906 glVertexPointer(2, GL_FLOAT, 0, vertexCoord);
908 glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
910 glDisableClientState(GL_TEXTURE_COORD_ARRAY);
911 glDisableClientState(GL_VERTEX_ARRAY);
912 glDisable(vgl->tex_target);
916 #ifdef SUPPORTS_SHADERS
917 static void DrawWithShaders(vout_display_opengl_t *vgl,
918 float *left, float *top, float *right, float *bottom)
920 vgl->UseProgram(vgl->program[0]);
921 vgl->Uniform4fv(vgl->GetUniformLocation(vgl->program[0], "Coefficient"), 4, vgl->local_value);
922 vgl->Uniform1i(vgl->GetUniformLocation(vgl->program[0], "Texture0"), 0);
923 vgl->Uniform1i(vgl->GetUniformLocation(vgl->program[0], "Texture1"), 1);
924 vgl->Uniform1i(vgl->GetUniformLocation(vgl->program[0], "Texture2"), 2);
926 static const GLfloat vertexCoord[] = {
933 for (unsigned j = 0; j < vgl->chroma->plane_count; j++) {
934 const GLfloat textureCoord[] = {
940 glActiveTexture(GL_TEXTURE0+j);
941 glClientActiveTexture(GL_TEXTURE0+j);
942 glEnable(vgl->tex_target);
943 glBindTexture(vgl->tex_target, vgl->texture[0][j]);
946 snprintf(attribute, sizeof(attribute), "MultiTexCoord%1d", j);
947 vgl->EnableVertexAttribArray(vgl->GetAttribLocation(vgl->program[0], attribute));
948 vgl->VertexAttribPointer(vgl->GetAttribLocation(vgl->program[0], attribute), 2, GL_FLOAT, 0, 0, textureCoord);
950 glActiveTexture(GL_TEXTURE0 + 0);
951 glClientActiveTexture(GL_TEXTURE0 + 0);
952 vgl->EnableVertexAttribArray(vgl->GetAttribLocation(vgl->program[0], "VertexPosition"));
953 vgl->VertexAttribPointer(vgl->GetAttribLocation(vgl->program[0], "VertexPosition"), 2, GL_FLOAT, 0, 0, vertexCoord);
955 glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
959 int vout_display_opengl_Display(vout_display_opengl_t *vgl,
960 const video_format_t *source)
962 if (vlc_gl_Lock(vgl->gl))
965 /* Why drawing here and not in Render()? Because this way, the
966 OpenGL providers can call vout_display_opengl_Display to force redraw.i
967 Currently, the OS X provider uses it to get a smooth window resizing */
968 glClear(GL_COLOR_BUFFER_BIT);
970 /* Draw the picture */
971 float left[PICTURE_PLANE_MAX];
972 float top[PICTURE_PLANE_MAX];
973 float right[PICTURE_PLANE_MAX];
974 float bottom[PICTURE_PLANE_MAX];
975 for (unsigned j = 0; j < vgl->chroma->plane_count; j++) {
976 /* glTexCoord works differently with GL_TEXTURE_2D and
977 GL_TEXTURE_RECTANGLE_EXT */
978 float scale_w, scale_h;
980 if (vgl->tex_target == GL_TEXTURE_2D) {
981 scale_w = (float)vgl->chroma->p[j].w.num / vgl->chroma->p[j].w.den / vgl->tex_width[j];
982 scale_h = (float)vgl->chroma->p[j].h.num / vgl->chroma->p[j].h.den / vgl->tex_height[j];
988 left[j] = (source->i_x_offset + 0 ) * scale_w;
989 top[j] = (source->i_y_offset + 0 ) * scale_h;
990 right[j] = (source->i_x_offset + source->i_visible_width ) * scale_w;
991 bottom[j] = (source->i_y_offset + source->i_visible_height) * scale_h;
994 #ifdef SUPPORTS_SHADERS
996 DrawWithShaders(vgl, left, top ,right, bottom);
1000 #ifdef SUPPORTS_FIXED_PIPELINE
1001 DrawWithoutShaders(vgl, left, top, right, bottom);
1005 /* Draw the subpictures */
1006 if (vgl->program[1]) {
1007 #ifdef SUPPORTS_SHADERS
1008 // Change the program for overlays
1009 vgl->UseProgram(vgl->program[1]);
1010 vgl->Uniform1i(vgl->GetUniformLocation(vgl->program[1], "Texture"), 0);
1014 glEnable(GL_TEXTURE_2D);
1016 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1018 glActiveTexture(GL_TEXTURE0 + 0);
1019 glClientActiveTexture(GL_TEXTURE0 + 0);
1020 for (int i = 0; i < vgl->region_count; i++) {
1021 gl_region_t *glr = &vgl->region[i];
1022 const GLfloat vertexCoord[] = {
1023 glr->left, glr->top,
1024 glr->left, glr->bottom,
1025 glr->right, glr->top,
1026 glr->right, glr->bottom,
1028 const GLfloat textureCoord[] = {
1030 0.0, glr->tex_height,
1031 glr->tex_width, 0.0,
1032 glr->tex_width, glr->tex_height,
1035 glBindTexture(GL_TEXTURE_2D, glr->texture);
1036 if (vgl->program[1]) {
1037 #ifdef SUPPORTS_SHADERS
1038 vgl->Uniform4f(vgl->GetUniformLocation(vgl->program[1], "FillColor"), 1.0f, 1.0f, 1.0f, glr->alpha);
1039 vgl->EnableVertexAttribArray(vgl->GetAttribLocation(vgl->program[1], "MultiTexCoord0"));
1040 vgl->VertexAttribPointer(vgl->GetAttribLocation(vgl->program[1], "MultiTexCoord0"), 2, GL_FLOAT, 0, 0, textureCoord);
1041 vgl->EnableVertexAttribArray(vgl->GetAttribLocation(vgl->program[1], "VertexPosition"));
1042 vgl->VertexAttribPointer(vgl->GetAttribLocation(vgl->program[1], "VertexPosition"), 2, GL_FLOAT, 0, 0, vertexCoord);
1045 #ifdef SUPPORTS_FIXED_PIPELINE
1046 glEnableClientState(GL_VERTEX_ARRAY);
1047 glEnableClientState(GL_TEXTURE_COORD_ARRAY);
1048 glColor4f(1.0f, 1.0f, 1.0f, glr->alpha);
1049 glTexCoordPointer(2, GL_FLOAT, 0, textureCoord);
1050 glVertexPointer(2, GL_FLOAT, 0, vertexCoord);
1054 glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
1056 if (!vgl->program[1]) {
1057 #ifdef SUPPORTS_FIXED_PIPELINE
1058 glDisableClientState(GL_TEXTURE_COORD_ARRAY);
1059 glDisableClientState(GL_VERTEX_ARRAY);
1063 glDisable(GL_BLEND);
1064 glDisable(GL_TEXTURE_2D);
1067 vlc_gl_Swap(vgl->gl);
1069 vlc_gl_Unlock(vgl->gl);