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 bool need_fs_rgba = USE_OPENGL_ES == 2;
469 float yuv_range_correction = 1.0;
471 if (max_texture_units >= 3 && supports_shaders && vlc_fourcc_IsYUV(fmt->i_chroma)) {
472 const vlc_fourcc_t *list = vlc_fourcc_GetYUVFallback(fmt->i_chroma);
474 const vlc_chroma_description_t *dsc = vlc_fourcc_GetChromaDescription(*list);
475 if (dsc && dsc->plane_count == 3 && dsc->pixel_size == 1) {
478 vgl->fmt.i_chroma = *list;
479 vgl->tex_format = GL_LUMINANCE;
480 vgl->tex_internal = GL_LUMINANCE;
481 vgl->tex_type = GL_UNSIGNED_BYTE;
482 yuv_range_correction = 1.0;
485 } else if (dsc && dsc->plane_count == 3 && dsc->pixel_size == 2 &&
486 IsLuminance16Supported(vgl->tex_target)) {
489 vgl->fmt.i_chroma = *list;
490 vgl->tex_format = GL_LUMINANCE;
491 vgl->tex_internal = GL_LUMINANCE16;
492 vgl->tex_type = GL_UNSIGNED_SHORT;
493 yuv_range_correction = (float)((1 << 16) - 1) / ((1 << dsc->pixel_bits) - 1);
501 vgl->chroma = vlc_fourcc_GetChromaDescription(vgl->fmt.i_chroma);
502 vgl->use_multitexture = vgl->chroma->plane_count > 1;
505 for (unsigned j = 0; j < vgl->chroma->plane_count; j++) {
506 int w = vgl->fmt.i_width * vgl->chroma->p[j].w.num / vgl->chroma->p[j].w.den;
507 int h = vgl->fmt.i_height * vgl->chroma->p[j].h.num / vgl->chroma->p[j].h.den;
508 if (vgl->supports_npot) {
509 vgl->tex_width[j] = w;
510 vgl->tex_height[j] = h;
512 vgl->tex_width[j] = GetAlignedSize(w);
513 vgl->tex_height[j] = GetAlignedSize(h);
517 /* Build program if needed */
523 vgl->local_count = 0;
524 if (supports_shaders && (need_fs_yuv || need_fs_rgba)) {
525 #ifdef SUPPORTS_SHADERS
526 BuildYUVFragmentShader(vgl, &vgl->shader[0], &vgl->local_count,
527 vgl->local_value, fmt, yuv_range_correction);
528 BuildRGBAFragmentShader(vgl, &vgl->shader[1]);
529 BuildVertexShader(vgl, &vgl->shader[2]);
531 /* Check shaders messages */
532 for (unsigned j = 0; j < 3; j++) {
534 vgl->GetShaderiv(vgl->shader[j], GL_INFO_LOG_LENGTH, &infoLength);
538 char *infolog = malloc(infoLength);
540 vgl->GetShaderInfoLog(vgl->shader[j], infoLength, &charsWritten, infolog);
541 fprintf(stderr, "shader %d: %s\n", j, infolog);
545 vgl->program[0] = vgl->CreateProgram();
546 vgl->AttachShader(vgl->program[0], vgl->shader[0]);
547 vgl->AttachShader(vgl->program[0], vgl->shader[2]);
548 vgl->LinkProgram(vgl->program[0]);
550 vgl->program[1] = vgl->CreateProgram();
551 vgl->AttachShader(vgl->program[1], vgl->shader[1]);
552 vgl->AttachShader(vgl->program[1], vgl->shader[2]);
553 vgl->LinkProgram(vgl->program[1]);
555 /* Check program messages */
556 for (GLuint i = 0; i < 2; i++) {
558 vgl->GetProgramiv(vgl->program[i], GL_INFO_LOG_LENGTH, &infoLength);
561 char *infolog = malloc(infoLength);
563 vgl->GetProgramInfoLog(vgl->program[i], infoLength, &charsWritten, infolog);
564 fprintf(stderr, "shader program %d: %s\n", i, infolog);
567 /* If there is some message, better to check linking is ok */
568 GLint link_status = GL_TRUE;
569 vgl->GetProgramiv(vgl->program[i], GL_LINK_STATUS, &link_status);
570 if (link_status == GL_FALSE) {
571 fprintf(stderr, "Unable to use program %d\n", i);
577 (void)yuv_range_correction;
583 glDisable(GL_DEPTH_TEST);
584 glDepthMask(GL_FALSE);
585 glDisable(GL_CULL_FACE);
586 glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
587 glClear(GL_COLOR_BUFFER_BIT);
589 vlc_gl_Unlock(vgl->gl);
592 for (int i = 0; i < VLCGL_TEXTURE_COUNT; i++) {
593 for (int j = 0; j < PICTURE_PLANE_MAX; j++)
594 vgl->texture[i][j] = 0;
596 vgl->region_count = 0;
601 if (subpicture_chromas) {
602 *subpicture_chromas = gl_subpicture_chromas;
607 void vout_display_opengl_Delete(vout_display_opengl_t *vgl)
610 if (!vlc_gl_Lock(vgl->gl)) {
613 for (int i = 0; i < VLCGL_TEXTURE_COUNT; i++)
614 glDeleteTextures(vgl->chroma->plane_count, vgl->texture[i]);
615 for (int i = 0; i < vgl->region_count; i++) {
616 if (vgl->region[i].texture)
617 glDeleteTextures(1, &vgl->region[i].texture);
621 #ifdef SUPPORTS_SHADERS
622 if (vgl->program[0]) {
623 for (int i = 0; i < 2; i++)
624 vgl->DeleteProgram(vgl->program[i]);
625 for (int i = 0; i < 3; i++)
626 vgl->DeleteShader(vgl->shader[i]);
630 free(vgl->texture_temp_buf);
631 vlc_gl_Unlock(vgl->gl);
634 picture_pool_Delete(vgl->pool);
638 picture_pool_t *vout_display_opengl_GetPool(vout_display_opengl_t *vgl, unsigned requested_count)
643 /* Allocate our pictures */
644 picture_t *picture[VLCGL_PICTURE_MAX] = {NULL, };
647 for (count = 0; count < __MIN(VLCGL_PICTURE_MAX, requested_count); count++) {
648 picture[count] = picture_NewFromFormat(&vgl->fmt);
655 /* Wrap the pictures into a pool */
656 picture_pool_configuration_t cfg;
657 memset(&cfg, 0, sizeof(cfg));
658 cfg.picture_count = count;
659 cfg.picture = picture;
660 vgl->pool = picture_pool_NewExtended(&cfg);
664 /* Allocates our textures */
665 if (vlc_gl_Lock(vgl->gl))
668 for (int i = 0; i < VLCGL_TEXTURE_COUNT; i++) {
669 glGenTextures(vgl->chroma->plane_count, vgl->texture[i]);
670 for (unsigned j = 0; j < vgl->chroma->plane_count; j++) {
671 if (vgl->use_multitexture) {
672 glActiveTexture(GL_TEXTURE0 + j);
673 glClientActiveTexture(GL_TEXTURE0 + j);
675 glBindTexture(vgl->tex_target, vgl->texture[i][j]);
678 /* Set the texture parameters */
679 glTexParameterf(vgl->tex_target, GL_TEXTURE_PRIORITY, 1.0);
680 glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
683 glTexParameteri(vgl->tex_target, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
684 glTexParameteri(vgl->tex_target, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
685 glTexParameteri(vgl->tex_target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
686 glTexParameteri(vgl->tex_target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
688 /* Call glTexImage2D only once, and use glTexSubImage2D later */
689 glTexImage2D(vgl->tex_target, 0,
690 vgl->tex_internal, vgl->tex_width[j], vgl->tex_height[j],
691 0, vgl->tex_format, vgl->tex_type, NULL);
695 vlc_gl_Unlock(vgl->gl);
700 for (unsigned i = 0; i < count; i++)
701 picture_Release(picture[i]);
705 #define ALIGN(x, y) (((x) + ((y) - 1)) & ~((y) - 1))
706 static void Upload(vout_display_opengl_t *vgl, int in_width, int in_height,
707 int in_full_width, int in_full_height,
708 int w_num, int w_den, int h_num, int h_den,
709 int pitch, int pixel_pitch,
710 int full_upload, const uint8_t *pixels,
711 int tex_target, int tex_format, int tex_type)
713 int width = in_width * w_num / w_den;
714 int full_width = in_full_width * w_num / w_den;
715 int height = in_height * h_num / h_den;
716 int full_height = in_full_height * h_num / h_den;
717 // This unpack alignment is the default, but setting it just in case.
718 glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
719 #ifndef GL_UNPACK_ROW_LENGTH
720 int dst_width = full_upload ? full_width : width;
721 int dst_pitch = ALIGN(dst_width * pixel_pitch, 4);
722 if ( pitch != dst_pitch )
724 int buf_size = dst_pitch * full_height * pixel_pitch;
725 const uint8_t *source = pixels;
726 uint8_t *destination;
727 if( !vgl->texture_temp_buf || vgl->texture_temp_buf_size < buf_size )
729 free( vgl->texture_temp_buf );
730 vgl->texture_temp_buf = xmalloc( buf_size );
731 vgl->texture_temp_buf_size = buf_size;
733 destination = vgl->texture_temp_buf;
735 for( int h = 0; h < height ; h++ )
737 memcpy( destination, source, width * pixel_pitch );
739 destination += dst_pitch;
742 glTexImage2D( tex_target, 0, tex_format,
743 full_width, full_height,
744 0, tex_format, tex_type, vgl->texture_temp_buf );
746 glTexSubImage2D( tex_target, 0,
749 tex_format, tex_type, vgl->texture_temp_buf );
756 glPixelStorei(GL_UNPACK_ROW_LENGTH, pitch / pixel_pitch);
759 glTexImage2D(tex_target, 0, tex_format,
760 full_width, full_height,
761 0, tex_format, tex_type, pixels);
763 glTexSubImage2D(tex_target, 0,
766 tex_format, tex_type, pixels);
770 int vout_display_opengl_Prepare(vout_display_opengl_t *vgl,
771 picture_t *picture, subpicture_t *subpicture)
773 if (vlc_gl_Lock(vgl->gl))
776 /* Update the texture */
777 for (unsigned j = 0; j < vgl->chroma->plane_count; j++) {
778 if (vgl->use_multitexture) {
779 glActiveTexture(GL_TEXTURE0 + j);
780 glClientActiveTexture(GL_TEXTURE0 + j);
782 glBindTexture(vgl->tex_target, vgl->texture[0][j]);
784 Upload(vgl, picture->format.i_visible_width, vgl->fmt.i_visible_height,
785 vgl->fmt.i_width, vgl->fmt.i_height,
786 vgl->chroma->p[j].w.num, vgl->chroma->p[j].w.den, vgl->chroma->p[j].h.num, vgl->chroma->p[j].h.den,
787 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);
790 int last_count = vgl->region_count;
791 gl_region_t *last = vgl->region;
793 vgl->region_count = 0;
799 for (subpicture_region_t *r = subpicture->p_region; r; r = r->p_next)
802 vgl->region_count = count;
803 vgl->region = calloc(count, sizeof(*vgl->region));
805 if (vgl->use_multitexture) {
806 glActiveTexture(GL_TEXTURE0 + 0);
807 glClientActiveTexture(GL_TEXTURE0 + 0);
810 for (subpicture_region_t *r = subpicture->p_region; r; r = r->p_next, i++) {
811 gl_region_t *glr = &vgl->region[i];
813 glr->format = GL_RGBA;
814 glr->type = GL_UNSIGNED_BYTE;
815 glr->width = r->fmt.i_visible_width;
816 glr->height = r->fmt.i_visible_height;
817 if (!vgl->supports_npot) {
818 glr->width = GetAlignedSize(glr->width);
819 glr->height = GetAlignedSize(glr->height);
820 glr->tex_width = (float) r->fmt.i_visible_width / glr->width;
821 glr->tex_height = (float) r->fmt.i_visible_height / glr->height;
823 glr->tex_width = 1.0;
824 glr->tex_height = 1.0;
826 glr->alpha = (float)subpicture->i_alpha * r->i_alpha / 255 / 255;
827 glr->left = 2.0 * (r->i_x ) / subpicture->i_original_picture_width - 1.0;
828 glr->top = -2.0 * (r->i_y ) / subpicture->i_original_picture_height + 1.0;
829 glr->right = 2.0 * (r->i_x + r->fmt.i_visible_width ) / subpicture->i_original_picture_width - 1.0;
830 glr->bottom = -2.0 * (r->i_y + r->fmt.i_visible_height) / subpicture->i_original_picture_height + 1.0;
833 for (int j = 0; j < last_count; j++) {
834 if (last[j].texture &&
835 last[j].width == glr->width &&
836 last[j].height == glr->height &&
837 last[j].format == glr->format &&
838 last[j].type == glr->type) {
839 glr->texture = last[j].texture;
840 memset(&last[j], 0, sizeof(last[j]));
845 const int pixels_offset = r->fmt.i_y_offset * r->p_picture->p->i_pitch +
846 r->fmt.i_x_offset * r->p_picture->p->i_pixel_pitch;
848 glBindTexture(GL_TEXTURE_2D, glr->texture);
849 Upload(vgl, r->fmt.i_visible_width, r->fmt.i_visible_height, glr->width, glr->height, 1, 1, 1, 1,
850 r->p_picture->p->i_pitch, r->p_picture->p->i_pixel_pitch, 0,
851 &r->p_picture->p->p_pixels[pixels_offset], GL_TEXTURE_2D, glr->format, glr->type);
853 glGenTextures(1, &glr->texture);
854 glBindTexture(GL_TEXTURE_2D, glr->texture);
856 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_PRIORITY, 1.0);
857 glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
859 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
860 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
861 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
862 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
863 Upload(vgl, r->fmt.i_visible_width, r->fmt.i_visible_height, glr->width, glr->height, 1, 1, 1, 1,
864 r->p_picture->p->i_pitch, r->p_picture->p->i_pixel_pitch, 1,
865 &r->p_picture->p->p_pixels[pixels_offset], GL_TEXTURE_2D, glr->format, glr->type);
869 for (int i = 0; i < last_count; i++) {
871 glDeleteTextures(1, &last[i].texture);
875 vlc_gl_Unlock(vgl->gl);
876 VLC_UNUSED(subpicture);
880 #ifdef SUPPORTS_FIXED_PIPELINE
881 static void DrawWithoutShaders(vout_display_opengl_t *vgl,
882 float *left, float *top, float *right, float *bottom)
884 static const GLfloat vertexCoord[] = {
891 const GLfloat textureCoord[] = {
898 glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
899 glEnable(vgl->tex_target);
900 glActiveTexture(GL_TEXTURE0 + 0);
901 glClientActiveTexture(GL_TEXTURE0 + 0);
903 glBindTexture(vgl->tex_target, vgl->texture[0][0]);
905 glEnableClientState(GL_VERTEX_ARRAY);
906 glEnableClientState(GL_TEXTURE_COORD_ARRAY);
908 glTexCoordPointer(2, GL_FLOAT, 0, textureCoord);
909 glVertexPointer(2, GL_FLOAT, 0, vertexCoord);
911 glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
913 glDisableClientState(GL_TEXTURE_COORD_ARRAY);
914 glDisableClientState(GL_VERTEX_ARRAY);
915 glDisable(vgl->tex_target);
919 #ifdef SUPPORTS_SHADERS
920 static void DrawWithShaders(vout_display_opengl_t *vgl,
921 float *left, float *top, float *right, float *bottom,
924 vgl->UseProgram(vgl->program[program]);
926 vgl->Uniform4fv(vgl->GetUniformLocation(vgl->program[0], "Coefficient"), 4, vgl->local_value);
927 vgl->Uniform1i(vgl->GetUniformLocation(vgl->program[0], "Texture0"), 0);
928 vgl->Uniform1i(vgl->GetUniformLocation(vgl->program[0], "Texture1"), 1);
929 vgl->Uniform1i(vgl->GetUniformLocation(vgl->program[0], "Texture2"), 2);
931 vgl->Uniform1i(vgl->GetUniformLocation(vgl->program[1], "Texture0"), 0);
932 vgl->Uniform4f(vgl->GetUniformLocation(vgl->program[1], "FillColor"), 1.0f, 1.0f, 1.0f, 1.0f);
935 static const GLfloat vertexCoord[] = {
942 for (unsigned j = 0; j < vgl->chroma->plane_count; j++) {
943 const GLfloat textureCoord[] = {
949 glActiveTexture(GL_TEXTURE0+j);
950 glClientActiveTexture(GL_TEXTURE0+j);
951 glBindTexture(vgl->tex_target, vgl->texture[0][j]);
954 snprintf(attribute, sizeof(attribute), "MultiTexCoord%1d", j);
955 vgl->EnableVertexAttribArray(vgl->GetAttribLocation(vgl->program[program], attribute));
956 vgl->VertexAttribPointer(vgl->GetAttribLocation(vgl->program[program], attribute), 2, GL_FLOAT, 0, 0, textureCoord);
958 glActiveTexture(GL_TEXTURE0 + 0);
959 glClientActiveTexture(GL_TEXTURE0 + 0);
960 vgl->EnableVertexAttribArray(vgl->GetAttribLocation(vgl->program[program], "VertexPosition"));
961 vgl->VertexAttribPointer(vgl->GetAttribLocation(vgl->program[program], "VertexPosition"), 2, GL_FLOAT, 0, 0, vertexCoord);
963 glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
967 int vout_display_opengl_Display(vout_display_opengl_t *vgl,
968 const video_format_t *source)
970 if (vlc_gl_Lock(vgl->gl))
973 /* Why drawing here and not in Render()? Because this way, the
974 OpenGL providers can call vout_display_opengl_Display to force redraw.i
975 Currently, the OS X provider uses it to get a smooth window resizing */
976 glClear(GL_COLOR_BUFFER_BIT);
978 /* Draw the picture */
979 float left[PICTURE_PLANE_MAX];
980 float top[PICTURE_PLANE_MAX];
981 float right[PICTURE_PLANE_MAX];
982 float bottom[PICTURE_PLANE_MAX];
983 for (unsigned j = 0; j < vgl->chroma->plane_count; j++) {
984 /* glTexCoord works differently with GL_TEXTURE_2D and
985 GL_TEXTURE_RECTANGLE_EXT */
986 float scale_w, scale_h;
988 if (vgl->tex_target == GL_TEXTURE_2D) {
989 scale_w = (float)vgl->chroma->p[j].w.num / vgl->chroma->p[j].w.den / vgl->tex_width[j];
990 scale_h = (float)vgl->chroma->p[j].h.num / vgl->chroma->p[j].h.den / vgl->tex_height[j];
996 left[j] = (source->i_x_offset + 0 ) * scale_w;
997 top[j] = (source->i_y_offset + 0 ) * scale_h;
998 right[j] = (source->i_x_offset + source->i_visible_width ) * scale_w;
999 bottom[j] = (source->i_y_offset + source->i_visible_height) * scale_h;
1002 #ifdef SUPPORTS_SHADERS
1003 if (vgl->program[0] && vgl->chroma->plane_count == 3)
1004 DrawWithShaders(vgl, left, top, right, bottom, 0);
1005 else if (vgl->program[1] && vgl->chroma->plane_count == 1)
1006 DrawWithShaders(vgl, left, top, right, bottom, 1);
1010 #ifdef SUPPORTS_FIXED_PIPELINE
1011 DrawWithoutShaders(vgl, left, top, right, bottom);
1015 /* Draw the subpictures */
1016 if (vgl->program[1]) {
1017 #ifdef SUPPORTS_SHADERS
1018 // Change the program for overlays
1019 vgl->UseProgram(vgl->program[1]);
1020 vgl->Uniform1i(vgl->GetUniformLocation(vgl->program[1], "Texture"), 0);
1024 #ifdef SUPPORTS_FIXED_PIPELINE
1025 glEnable(GL_TEXTURE_2D);
1028 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1030 glActiveTexture(GL_TEXTURE0 + 0);
1031 glClientActiveTexture(GL_TEXTURE0 + 0);
1032 for (int i = 0; i < vgl->region_count; i++) {
1033 gl_region_t *glr = &vgl->region[i];
1034 const GLfloat vertexCoord[] = {
1035 glr->left, glr->top,
1036 glr->left, glr->bottom,
1037 glr->right, glr->top,
1038 glr->right, glr->bottom,
1040 const GLfloat textureCoord[] = {
1042 0.0, glr->tex_height,
1043 glr->tex_width, 0.0,
1044 glr->tex_width, glr->tex_height,
1047 glBindTexture(GL_TEXTURE_2D, glr->texture);
1048 if (vgl->program[1]) {
1049 #ifdef SUPPORTS_SHADERS
1050 vgl->Uniform4f(vgl->GetUniformLocation(vgl->program[1], "FillColor"), 1.0f, 1.0f, 1.0f, glr->alpha);
1051 vgl->EnableVertexAttribArray(vgl->GetAttribLocation(vgl->program[1], "MultiTexCoord0"));
1052 vgl->VertexAttribPointer(vgl->GetAttribLocation(vgl->program[1], "MultiTexCoord0"), 2, GL_FLOAT, 0, 0, textureCoord);
1053 vgl->EnableVertexAttribArray(vgl->GetAttribLocation(vgl->program[1], "VertexPosition"));
1054 vgl->VertexAttribPointer(vgl->GetAttribLocation(vgl->program[1], "VertexPosition"), 2, GL_FLOAT, 0, 0, vertexCoord);
1057 #ifdef SUPPORTS_FIXED_PIPELINE
1058 glEnableClientState(GL_VERTEX_ARRAY);
1059 glEnableClientState(GL_TEXTURE_COORD_ARRAY);
1060 glColor4f(1.0f, 1.0f, 1.0f, glr->alpha);
1061 glTexCoordPointer(2, GL_FLOAT, 0, textureCoord);
1062 glVertexPointer(2, GL_FLOAT, 0, vertexCoord);
1066 glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
1068 if (!vgl->program[1]) {
1069 #ifdef SUPPORTS_FIXED_PIPELINE
1070 glDisableClientState(GL_TEXTURE_COORD_ARRAY);
1071 glDisableClientState(GL_VERTEX_ARRAY);
1075 glDisable(GL_BLEND);
1076 #ifdef SUPPORTS_FIXED_PIPELINE
1077 glDisable(GL_TEXTURE_2D);
1081 vlc_gl_Swap(vgl->gl);
1083 vlc_gl_Unlock(vgl->gl);