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 PFNGLUNIFORMMATRIX4FVPROC typeof(glUniformMatrix4fv)*
53 # define PFNGLUNIFORM4FVPROC typeof(glUniform4fv)*
54 # define PFNGLUNIFORM4FPROC typeof(glUniform4f)*
55 # define PFNGLUNIFORM1IPROC typeof(glUniform1i)*
56 # define PFNGLCREATESHADERPROC typeof(glCreateShader)*
57 # define PFNGLSHADERSOURCEPROC typeof(glShaderSource)*
58 # define PFNGLCOMPILESHADERPROC typeof(glCompileShader)*
59 # define PFNGLDELETESHADERPROC typeof(glDeleteShader)*
60 # define PFNGLCREATEPROGRAMPROC typeof(glCreateProgram)*
61 # define PFNGLLINKPROGRAMPROC typeof(glLinkProgram)*
62 # define PFNGLUSEPROGRAMPROC typeof(glUseProgram)*
63 # define PFNGLDELETEPROGRAMPROC typeof(glDeleteProgram)*
64 # define PFNGLATTACHSHADERPROC typeof(glAttachShader)*
65 # define PFNGLGENBUFFERSPROC typeof(glGenBuffers)*
66 # define PFNGLBINDBUFFERPROC typeof(glBindBuffer)*
67 # define PFNGLBUFFERDATAPROC typeof(glBufferData)*
68 # define PFNGLDELETEBUFFERSPROC typeof(glDeleteBuffers)*
69 #if defined(__APPLE__) && USE_OPENGL_ES
70 # import <CoreFoundation/CoreFoundation.h>
75 # define GLSL_VERSION "100"
76 # define VLCGL_TEXTURE_COUNT 1
77 # define VLCGL_PICTURE_MAX 1
78 # define PRECISION "precision highp float;"
79 #if USE_OPENGL_ES == 2
80 # define SUPPORTS_SHADERS
81 # define glClientActiveTexture(x)
83 # define SUPPORTS_FIXED_PIPELINE
84 # define GL_MAX_TEXTURE_IMAGE_UNITS GL_MAX_TEXTURE_UNITS
87 # define GLSL_VERSION "120"
88 # define VLCGL_TEXTURE_COUNT 1
89 # define VLCGL_PICTURE_MAX 128
91 # define SUPPORTS_SHADERS
92 # define SUPPORTS_FIXED_PIPELINE
95 static const vlc_fourcc_t gl_subpicture_chromas[] = {
118 struct vout_display_opengl_t {
123 const vlc_chroma_description_t *chroma;
130 int tex_width[PICTURE_PLANE_MAX];
131 int tex_height[PICTURE_PLANE_MAX];
133 GLuint texture[VLCGL_TEXTURE_COUNT][PICTURE_PLANE_MAX];
139 picture_pool_t *pool;
141 /* index 0 for normal and 1 for subtitle overlay */
143 GLint shader[3]; //3. is for the common vertex shader
145 GLfloat local_value[16];
147 GLuint vertex_buffer_object;
148 GLuint texture_buffer_object[PICTURE_PLANE_MAX];
150 /* Shader variables commands*/
151 #ifdef SUPPORTS_SHADERS
152 PFNGLGETUNIFORMLOCATIONPROC GetUniformLocation;
153 PFNGLGETATTRIBLOCATIONPROC GetAttribLocation;
154 PFNGLVERTEXATTRIBPOINTERPROC VertexAttribPointer;
155 PFNGLENABLEVERTEXATTRIBARRAYPROC EnableVertexAttribArray;
157 PFNGLUNIFORMMATRIX4FVPROC UniformMatrix4fv;
158 PFNGLUNIFORM4FVPROC Uniform4fv;
159 PFNGLUNIFORM4FPROC Uniform4f;
160 PFNGLUNIFORM1IPROC Uniform1i;
163 PFNGLCREATESHADERPROC CreateShader;
164 PFNGLSHADERSOURCEPROC ShaderSource;
165 PFNGLCOMPILESHADERPROC CompileShader;
166 PFNGLDELETESHADERPROC DeleteShader;
168 PFNGLCREATEPROGRAMPROC CreateProgram;
169 PFNGLLINKPROGRAMPROC LinkProgram;
170 PFNGLUSEPROGRAMPROC UseProgram;
171 PFNGLDELETEPROGRAMPROC DeleteProgram;
173 PFNGLATTACHSHADERPROC AttachShader;
175 /* Shader log commands */
176 PFNGLGETPROGRAMIVPROC GetProgramiv;
177 PFNGLGETPROGRAMINFOLOGPROC GetProgramInfoLog;
178 PFNGLGETSHADERIVPROC GetShaderiv;
179 PFNGLGETSHADERINFOLOGPROC GetShaderInfoLog;
181 PFNGLGENBUFFERSPROC GenBuffers;
182 PFNGLBINDBUFFERPROC BindBuffer;
183 PFNGLBUFFERDATAPROC BufferData;
184 PFNGLDELETEBUFFERSPROC DeleteBuffers;
188 PFNGLACTIVETEXTUREPROC ActiveTexture;
189 PFNGLCLIENTACTIVETEXTUREPROC ClientActiveTexture;
194 bool use_multitexture;
196 /* Non-power-of-2 texture size support */
199 uint8_t *texture_temp_buf;
200 int texture_temp_buf_size;
203 static inline int GetAlignedSize(unsigned size)
205 /* Return the smallest larger or equal power of 2 */
206 unsigned align = 1 << (8 * sizeof (unsigned) - clz(size));
207 return ((align >> 1) == size) ? size : align;
211 static bool IsLuminance16Supported(int target)
215 glGenTextures(1, &texture);
216 glBindTexture(target, texture);
217 glTexImage2D(target, 0, GL_LUMINANCE16,
218 64, 64, 0, GL_LUMINANCE, GL_UNSIGNED_SHORT, NULL);
220 glGetTexLevelParameteriv(target, 0, GL_TEXTURE_LUMINANCE_SIZE, &size);
222 glDeleteTextures(1, &texture);
228 #ifdef SUPPORTS_SHADERS
229 static void BuildVertexShader(vout_display_opengl_t *vgl,
232 /* Basic vertex shader */
233 const char *vertexShader =
234 "#version " GLSL_VERSION "\n"
236 "varying vec4 TexCoord0,TexCoord1, TexCoord2;"
237 "attribute vec4 MultiTexCoord0,MultiTexCoord1,MultiTexCoord2;"
238 "attribute vec2 VertexPosition;"
239 "uniform mat4 RotationMatrix;"
241 " TexCoord0 = MultiTexCoord0;"
242 " TexCoord1 = MultiTexCoord1;"
243 " TexCoord2 = MultiTexCoord2;"
244 " gl_Position = RotationMatrix * vec4(VertexPosition, 0.0, 1.0);"
247 *shader = vgl->CreateShader(GL_VERTEX_SHADER);
248 vgl->ShaderSource(*shader, 1, &vertexShader, NULL);
249 vgl->CompileShader(*shader);
252 static void BuildYUVFragmentShader(vout_display_opengl_t *vgl,
255 GLfloat *local_value,
256 const video_format_t *fmt,
257 float yuv_range_correction)
260 /* [R/G/B][Y U V O] from TV range to full range
261 * XXX we could also do hue/brightness/constrast/gamma
262 * by simply changing the coefficients
264 const float matrix_bt601_tv2full[12] = {
265 1.164383561643836, 0.0000, 1.596026785714286, -0.874202217873451 ,
266 1.164383561643836, -0.391762290094914, -0.812967647237771, 0.531667823499146 ,
267 1.164383561643836, 2.017232142857142, 0.0000, -1.085630789302022 ,
269 const float matrix_bt709_tv2full[12] = {
270 1.164383561643836, 0.0000, 1.792741071428571, -0.972945075016308 ,
271 1.164383561643836, -0.21324861427373, -0.532909328559444, 0.301482665475862 ,
272 1.164383561643836, 2.112401785714286, 0.0000, -1.133402217873451 ,
274 const float (*matrix) = fmt->i_height > 576 ? matrix_bt709_tv2full
275 : matrix_bt601_tv2full;
277 /* Basic linear YUV -> RGB conversion using bilinear interpolation */
278 const char *template_glsl_yuv =
279 "#version " GLSL_VERSION "\n"
281 "uniform sampler2D Texture0;"
282 "uniform sampler2D Texture1;"
283 "uniform sampler2D Texture2;"
284 "uniform vec4 Coefficient[4];"
285 "varying vec4 TexCoord0,TexCoord1,TexCoord2;"
288 " vec4 x,y,z,result;"
289 " x = texture2D(Texture0, TexCoord0.st);"
290 " %c = texture2D(Texture1, TexCoord1.st);"
291 " %c = texture2D(Texture2, TexCoord2.st);"
293 " result = x * Coefficient[0] + Coefficient[3];"
294 " result = (y * Coefficient[1]) + result;"
295 " result = (z * Coefficient[2]) + result;"
296 " gl_FragColor = result;"
298 bool swap_uv = fmt->i_chroma == VLC_CODEC_YV12 ||
299 fmt->i_chroma == VLC_CODEC_YV9;
302 if (asprintf(&code, template_glsl_yuv,
304 swap_uv ? 'y' : 'z') < 0)
307 for (int i = 0; i < 4; i++) {
308 float correction = i < 3 ? yuv_range_correction : 1.0;
309 /* We place coefficient values for coefficient[4] in one array from matrix values.
310 Notice that we fill values from top down instead of left to right.*/
311 for (int j = 0; j < 4; j++)
312 local_value[*local_count + i*4+j] = j < 3 ? correction * matrix[j*4+i]
318 *shader = vgl->CreateShader(GL_FRAGMENT_SHADER);
319 vgl->ShaderSource(*shader, 1, (const char **)&code, NULL);
320 vgl->CompileShader(*shader);
326 static void BuildRGBFragmentShader(vout_display_opengl_t *vgl,
329 // Simple shader for RGB
331 "#version " GLSL_VERSION "\n"
333 "uniform sampler2D Texture[3];"
334 "varying vec4 TexCoord0,TexCoord1,TexCoord2;"
337 " gl_FragColor = texture2D(Texture[0], TexCoord0.st);"
339 *shader = vgl->CreateShader(GL_FRAGMENT_SHADER);
340 vgl->ShaderSource(*shader, 1, &code, NULL);
341 vgl->CompileShader(*shader);
345 static void BuildRGBAFragmentShader(vout_display_opengl_t *vgl,
348 // Simple shader for RGBA
350 "#version " GLSL_VERSION "\n"
352 "uniform sampler2D Texture;"
353 "uniform vec4 FillColor;"
354 "varying vec4 TexCoord0;"
357 " gl_FragColor = texture2D(Texture, TexCoord0.st) * FillColor;"
359 *shader = vgl->CreateShader(GL_FRAGMENT_SHADER);
360 vgl->ShaderSource(*shader, 1, &code, NULL);
361 vgl->CompileShader(*shader);
364 static void BuildXYZFragmentShader(vout_display_opengl_t *vgl,
367 /* Shader for XYZ to RGB correction
369 * - XYZ gamma correction
370 * - XYZ to RGB matrix conversion
371 * - reverse RGB gamma correction
374 "#version " GLSL_VERSION "\n"
376 "uniform sampler2D Texture0;"
377 "uniform vec4 xyz_gamma = vec4(2.6);"
378 "uniform vec4 rgb_gamma = vec4(1.0/2.2);"
379 // WARN: matrix Is filled column by column (not row !)
380 "uniform mat4 matrix_xyz_rgb = mat4("
381 " 3.240454 , -0.9692660, 0.0556434, 0.0,"
382 " -1.5371385, 1.8760108, -0.2040259, 0.0,"
383 " -0.4985314, 0.0415560, 1.0572252, 0.0,"
384 " 0.0, 0.0, 0.0, 1.0 "
387 "varying vec4 TexCoord0;"
391 " v_in = texture2D(Texture0, TexCoord0.st);"
392 " v_in = pow(v_in, xyz_gamma);"
393 " v_out = matrix_xyz_rgb * v_in ;"
394 " v_out = pow(v_out, rgb_gamma) ;"
395 " v_out = clamp(v_out, 0.0, 1.0) ;"
396 " gl_FragColor = v_out;"
398 *shader = vgl->CreateShader(GL_FRAGMENT_SHADER);
399 vgl->ShaderSource(*shader, 1, &code, NULL);
400 vgl->CompileShader(*shader);
405 vout_display_opengl_t *vout_display_opengl_New(video_format_t *fmt,
406 const vlc_fourcc_t **subpicture_chromas,
409 vout_display_opengl_t *vgl = calloc(1, sizeof(*vgl));
414 if (vlc_gl_Lock(vgl->gl)) {
419 if (vgl->gl->getProcAddress == NULL) {
420 fprintf(stderr, "getProcAddress not implemented, bailing out\n");
425 const char *extensions = (const char *)glGetString(GL_EXTENSIONS);
427 const unsigned char *ogl_version = glGetString(GL_VERSION);
428 bool supports_shaders = strverscmp((const char *)ogl_version, "2.0") >= 0;
430 bool supports_shaders = false;
433 #if USE_OPENGL_ES == 2
434 vgl->CreateShader = glCreateShader;
435 vgl->ShaderSource = glShaderSource;
436 vgl->CompileShader = glCompileShader;
437 vgl->AttachShader = glAttachShader;
439 vgl->GetProgramiv = glGetProgramiv;
440 vgl->GetShaderiv = glGetShaderiv;
441 vgl->GetProgramInfoLog = glGetProgramInfoLog;
442 vgl->GetShaderInfoLog = glGetShaderInfoLog;
444 vgl->DeleteShader = glDeleteShader;
446 vgl->GetUniformLocation = glGetUniformLocation;
447 vgl->GetAttribLocation = glGetAttribLocation;
448 vgl->VertexAttribPointer= glVertexAttribPointer;
449 vgl->EnableVertexAttribArray = glEnableVertexAttribArray;
450 vgl->UniformMatrix4fv = glUniformMatrix4fv;
451 vgl->Uniform4fv = glUniform4fv;
452 vgl->Uniform4f = glUniform4f;
453 vgl->Uniform1i = glUniform1i;
455 vgl->CreateProgram = glCreateProgram;
456 vgl->LinkProgram = glLinkProgram;
457 vgl->UseProgram = glUseProgram;
458 vgl->DeleteProgram = glDeleteProgram;
460 vgl->GenBuffers = glGenBuffers;
461 vgl->BindBuffer = glBindBuffer;
462 vgl->BufferData = glBufferData;
463 vgl->DeleteBuffers = glDeleteBuffers;
465 supports_shaders = true;
466 #elif defined(SUPPORTS_SHADERS)
467 vgl->CreateShader = (PFNGLCREATESHADERPROC)vlc_gl_GetProcAddress(vgl->gl, "glCreateShader");
468 vgl->ShaderSource = (PFNGLSHADERSOURCEPROC)vlc_gl_GetProcAddress(vgl->gl, "glShaderSource");
469 vgl->CompileShader = (PFNGLCOMPILESHADERPROC)vlc_gl_GetProcAddress(vgl->gl, "glCompileShader");
470 vgl->AttachShader = (PFNGLATTACHSHADERPROC)vlc_gl_GetProcAddress(vgl->gl, "glAttachShader");
472 vgl->GetProgramiv = (PFNGLGETPROGRAMIVPROC)vlc_gl_GetProcAddress(vgl->gl, "glGetProgramiv");
473 vgl->GetShaderiv = (PFNGLGETSHADERIVPROC)vlc_gl_GetProcAddress(vgl->gl, "glGetShaderiv");
474 vgl->GetProgramInfoLog = (PFNGLGETPROGRAMINFOLOGPROC)vlc_gl_GetProcAddress(vgl->gl, "glGetProgramInfoLog");
475 vgl->GetShaderInfoLog = (PFNGLGETSHADERINFOLOGPROC)vlc_gl_GetProcAddress(vgl->gl, "glGetShaderInfoLog");
477 vgl->DeleteShader = (PFNGLDELETESHADERPROC)vlc_gl_GetProcAddress(vgl->gl, "glDeleteShader");
479 vgl->GetUniformLocation = (PFNGLGETUNIFORMLOCATIONPROC)vlc_gl_GetProcAddress(vgl->gl, "glGetUniformLocation");
480 vgl->GetAttribLocation = (PFNGLGETATTRIBLOCATIONPROC)vlc_gl_GetProcAddress(vgl->gl, "glGetAttribLocation");
481 vgl->VertexAttribPointer= (PFNGLVERTEXATTRIBPOINTERPROC)vlc_gl_GetProcAddress(vgl->gl, "glVertexAttribPointer");
482 vgl->EnableVertexAttribArray = (PFNGLENABLEVERTEXATTRIBARRAYPROC)vlc_gl_GetProcAddress(vgl->gl, "glEnableVertexAttribArray");
483 vgl->UniformMatrix4fv = (PFNGLUNIFORMMATRIX4FVPROC)vlc_gl_GetProcAddress(vgl->gl,"glUniformMatrix4fv");
484 vgl->Uniform4fv = (PFNGLUNIFORM4FVPROC)vlc_gl_GetProcAddress(vgl->gl,"glUniform4fv");
485 vgl->Uniform4f = (PFNGLUNIFORM4FPROC)vlc_gl_GetProcAddress(vgl->gl,"glUniform4f");
486 vgl->Uniform1i = (PFNGLUNIFORM1IPROC)vlc_gl_GetProcAddress(vgl->gl,"glUniform1i");
488 vgl->CreateProgram = (PFNGLCREATEPROGRAMPROC)vlc_gl_GetProcAddress(vgl->gl, "glCreateProgram");
489 vgl->LinkProgram = (PFNGLLINKPROGRAMPROC)vlc_gl_GetProcAddress(vgl->gl, "glLinkProgram");
490 vgl->UseProgram = (PFNGLUSEPROGRAMPROC)vlc_gl_GetProcAddress(vgl->gl, "glUseProgram");
491 vgl->DeleteProgram = (PFNGLDELETEPROGRAMPROC)vlc_gl_GetProcAddress(vgl->gl, "glDeleteProgram");
493 vgl->GenBuffers = (PFNGLGENBUFFERSPROC)vlc_gl_GetProcAddress(vgl->gl, "glGenBuffers");
494 vgl->BindBuffer = (PFNGLBINDBUFFERPROC)vlc_gl_GetProcAddress(vgl->gl, "glBindBuffer");
495 vgl->BufferData = (PFNGLBUFFERDATAPROC)vlc_gl_GetProcAddress(vgl->gl, "glBufferData");
496 vgl->DeleteBuffers = (PFNGLDELETEBUFFERSPROC)vlc_gl_GetProcAddress(vgl->gl, "glDeleteBuffers");
498 if (!vgl->CreateShader || !vgl->ShaderSource || !vgl->CreateProgram)
499 supports_shaders = false;
503 vgl->ActiveTexture = (PFNGLACTIVETEXTUREPROC)vlc_gl_GetProcAddress(vgl->gl, "glActiveTexture");
504 vgl->ClientActiveTexture = (PFNGLCLIENTACTIVETEXTUREPROC)vlc_gl_GetProcAddress(vgl->gl, "glClientActiveTexture");
505 # define glActiveTexture vgl->ActiveTexture
506 # define glClientActiveTexture vgl->ClientActiveTexture
509 vgl->supports_npot = HasExtension(extensions, "GL_ARB_texture_non_power_of_two") ||
510 HasExtension(extensions, "GL_APPLE_texture_2D_limited_npot");
512 #if USE_OPENGL_ES == 2
513 /* OpenGL ES 2 includes support for non-power of 2 textures by specification
514 * so checks for extensions are bound to fail. Check for OpenGL ES version instead. */
515 vgl->supports_npot = true;
518 GLint max_texture_units = 0;
519 glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &max_texture_units);
523 /* work-around an iOS 6 bug */
524 if (kCFCoreFoundationVersionNumber >= 786.)
525 max_texture_units = 8;
526 supports_shaders = true;
530 /* Initialize with default chroma */
532 vgl->fmt.i_chroma = VLC_CODEC_RGB32;
533 # if defined(WORDS_BIGENDIAN)
534 vgl->fmt.i_rmask = 0xff000000;
535 vgl->fmt.i_gmask = 0x00ff0000;
536 vgl->fmt.i_bmask = 0x0000ff00;
538 vgl->fmt.i_rmask = 0x000000ff;
539 vgl->fmt.i_gmask = 0x0000ff00;
540 vgl->fmt.i_bmask = 0x00ff0000;
542 vgl->tex_target = GL_TEXTURE_2D;
543 vgl->tex_format = GL_RGBA;
544 vgl->tex_internal = GL_RGBA;
545 vgl->tex_type = GL_UNSIGNED_BYTE;
546 /* Use YUV if possible and needed */
547 bool need_fs_yuv = false;
548 bool need_fs_xyz = false;
549 bool need_fs_rgba = USE_OPENGL_ES == 2;
550 float yuv_range_correction = 1.0;
552 if (max_texture_units >= 3 && supports_shaders && vlc_fourcc_IsYUV(fmt->i_chroma)) {
553 const vlc_fourcc_t *list = vlc_fourcc_GetYUVFallback(fmt->i_chroma);
555 const vlc_chroma_description_t *dsc = vlc_fourcc_GetChromaDescription(*list);
556 if (dsc && dsc->plane_count == 3 && dsc->pixel_size == 1) {
559 vgl->fmt.i_chroma = *list;
560 vgl->tex_format = GL_LUMINANCE;
561 vgl->tex_internal = GL_LUMINANCE;
562 vgl->tex_type = GL_UNSIGNED_BYTE;
563 yuv_range_correction = 1.0;
566 } else if (dsc && dsc->plane_count == 3 && dsc->pixel_size == 2 &&
567 IsLuminance16Supported(vgl->tex_target)) {
570 vgl->fmt.i_chroma = *list;
571 vgl->tex_format = GL_LUMINANCE;
572 vgl->tex_internal = GL_LUMINANCE16;
573 vgl->tex_type = GL_UNSIGNED_SHORT;
574 yuv_range_correction = (float)((1 << 16) - 1) / ((1 << dsc->pixel_bits) - 1);
582 if (fmt->i_chroma == VLC_CODEC_XYZ12) {
583 vlc_fourcc_GetChromaDescription(fmt->i_chroma);
586 vgl->fmt.i_chroma = VLC_CODEC_XYZ12;
587 vgl->tex_format = GL_RGB;
588 vgl->tex_internal = GL_RGB;
589 vgl->tex_type = GL_UNSIGNED_SHORT;
591 vgl->chroma = vlc_fourcc_GetChromaDescription(vgl->fmt.i_chroma);
592 vgl->use_multitexture = vgl->chroma->plane_count > 1;
595 for (unsigned j = 0; j < vgl->chroma->plane_count; j++) {
596 int w = vgl->fmt.i_visible_width * vgl->chroma->p[j].w.num / vgl->chroma->p[j].w.den;
597 int h = vgl->fmt.i_visible_height * vgl->chroma->p[j].h.num / vgl->chroma->p[j].h.den;
598 if (vgl->supports_npot) {
599 vgl->tex_width[j] = w;
600 vgl->tex_height[j] = h;
602 vgl->tex_width[j] = GetAlignedSize(w);
603 vgl->tex_height[j] = GetAlignedSize(h);
607 /* Build program if needed */
613 vgl->local_count = 0;
614 if (supports_shaders && (need_fs_yuv || need_fs_xyz|| need_fs_rgba)) {
615 #ifdef SUPPORTS_SHADERS
617 BuildXYZFragmentShader(vgl, &vgl->shader[0]);
619 BuildYUVFragmentShader(vgl, &vgl->shader[0], &vgl->local_count,
620 vgl->local_value, fmt, yuv_range_correction);
622 BuildRGBAFragmentShader(vgl, &vgl->shader[1]);
623 BuildVertexShader(vgl, &vgl->shader[2]);
625 /* Check shaders messages */
626 for (unsigned j = 0; j < 3; j++) {
628 vgl->GetShaderiv(vgl->shader[j], GL_INFO_LOG_LENGTH, &infoLength);
632 char *infolog = malloc(infoLength);
634 vgl->GetShaderInfoLog(vgl->shader[j], infoLength, &charsWritten, infolog);
635 fprintf(stderr, "shader %d: %s\n", j, infolog);
639 vgl->program[0] = vgl->CreateProgram();
640 vgl->AttachShader(vgl->program[0], vgl->shader[0]);
641 vgl->AttachShader(vgl->program[0], vgl->shader[2]);
642 vgl->LinkProgram(vgl->program[0]);
644 vgl->program[1] = vgl->CreateProgram();
645 vgl->AttachShader(vgl->program[1], vgl->shader[1]);
646 vgl->AttachShader(vgl->program[1], vgl->shader[2]);
647 vgl->LinkProgram(vgl->program[1]);
649 /* Check program messages */
650 for (GLuint i = 0; i < 2; i++) {
652 vgl->GetProgramiv(vgl->program[i], GL_INFO_LOG_LENGTH, &infoLength);
655 char *infolog = malloc(infoLength);
657 vgl->GetProgramInfoLog(vgl->program[i], infoLength, &charsWritten, infolog);
658 fprintf(stderr, "shader program %d: %s\n", i, infolog);
661 /* If there is some message, better to check linking is ok */
662 GLint link_status = GL_TRUE;
663 vgl->GetProgramiv(vgl->program[i], GL_LINK_STATUS, &link_status);
664 if (link_status == GL_FALSE) {
665 fprintf(stderr, "Unable to use program %d\n", i);
671 (void)yuv_range_correction;
677 glDisable(GL_DEPTH_TEST);
678 glDepthMask(GL_FALSE);
679 glDisable(GL_CULL_FACE);
680 glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
681 glClear(GL_COLOR_BUFFER_BIT);
683 #ifdef SUPPORTS_SHADERS
684 vgl->GenBuffers(1, &vgl->vertex_buffer_object);
685 vgl->GenBuffers(vgl->chroma->plane_count, vgl->texture_buffer_object);
688 vlc_gl_Unlock(vgl->gl);
691 for (int i = 0; i < VLCGL_TEXTURE_COUNT; i++) {
692 for (int j = 0; j < PICTURE_PLANE_MAX; j++)
693 vgl->texture[i][j] = 0;
695 vgl->region_count = 0;
700 if (subpicture_chromas) {
701 *subpicture_chromas = gl_subpicture_chromas;
706 void vout_display_opengl_Delete(vout_display_opengl_t *vgl)
709 if (!vlc_gl_Lock(vgl->gl)) {
712 for (int i = 0; i < VLCGL_TEXTURE_COUNT; i++)
713 glDeleteTextures(vgl->chroma->plane_count, vgl->texture[i]);
714 for (int i = 0; i < vgl->region_count; i++) {
715 if (vgl->region[i].texture)
716 glDeleteTextures(1, &vgl->region[i].texture);
720 #ifdef SUPPORTS_SHADERS
721 if (vgl->program[0]) {
722 for (int i = 0; i < 2; i++)
723 vgl->DeleteProgram(vgl->program[i]);
724 for (int i = 0; i < 3; i++)
725 vgl->DeleteShader(vgl->shader[i]);
727 vgl->DeleteBuffers(1, &vgl->vertex_buffer_object);
728 vgl->DeleteBuffers(vgl->chroma->plane_count, vgl->texture_buffer_object);
731 free(vgl->texture_temp_buf);
732 vlc_gl_Unlock(vgl->gl);
735 picture_pool_Delete(vgl->pool);
739 picture_pool_t *vout_display_opengl_GetPool(vout_display_opengl_t *vgl, unsigned requested_count)
744 /* Allocate our pictures */
745 picture_t *picture[VLCGL_PICTURE_MAX] = {NULL, };
748 for (count = 0; count < __MIN(VLCGL_PICTURE_MAX, requested_count); count++) {
749 picture[count] = picture_NewFromFormat(&vgl->fmt);
756 /* Wrap the pictures into a pool */
757 picture_pool_configuration_t cfg;
758 memset(&cfg, 0, sizeof(cfg));
759 cfg.picture_count = count;
760 cfg.picture = picture;
761 vgl->pool = picture_pool_NewExtended(&cfg);
765 /* Allocates our textures */
766 if (vlc_gl_Lock(vgl->gl))
769 for (int i = 0; i < VLCGL_TEXTURE_COUNT; i++) {
770 glGenTextures(vgl->chroma->plane_count, vgl->texture[i]);
771 for (unsigned j = 0; j < vgl->chroma->plane_count; j++) {
772 if (vgl->use_multitexture) {
773 glActiveTexture(GL_TEXTURE0 + j);
774 glClientActiveTexture(GL_TEXTURE0 + j);
776 glBindTexture(vgl->tex_target, vgl->texture[i][j]);
779 /* Set the texture parameters */
780 glTexParameterf(vgl->tex_target, GL_TEXTURE_PRIORITY, 1.0);
781 glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
784 glTexParameteri(vgl->tex_target, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
785 glTexParameteri(vgl->tex_target, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
786 glTexParameteri(vgl->tex_target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
787 glTexParameteri(vgl->tex_target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
789 /* Call glTexImage2D only once, and use glTexSubImage2D later */
790 glTexImage2D(vgl->tex_target, 0,
791 vgl->tex_internal, vgl->tex_width[j], vgl->tex_height[j],
792 0, vgl->tex_format, vgl->tex_type, NULL);
796 vlc_gl_Unlock(vgl->gl);
801 for (unsigned i = 0; i < count; i++)
802 picture_Release(picture[i]);
806 #define ALIGN(x, y) (((x) + ((y) - 1)) & ~((y) - 1))
807 static void Upload(vout_display_opengl_t *vgl, int in_width, int in_height,
808 int in_full_width, int in_full_height,
809 int w_num, int w_den, int h_num, int h_den,
810 int pitch, int pixel_pitch,
811 int full_upload, const uint8_t *pixels,
812 int tex_target, int tex_format, int tex_type)
814 int width = in_width * w_num / w_den;
815 int full_width = in_full_width * w_num / w_den;
816 int height = in_height * h_num / h_den;
817 int full_height = in_full_height * h_num / h_den;
818 // This unpack alignment is the default, but setting it just in case.
819 glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
820 #ifndef GL_UNPACK_ROW_LENGTH
821 int dst_width = full_upload ? full_width : width;
822 int dst_pitch = ALIGN(dst_width * pixel_pitch, 4);
823 if ( pitch != dst_pitch )
825 int buf_size = dst_pitch * full_height * pixel_pitch;
826 const uint8_t *source = pixels;
827 uint8_t *destination;
828 if( !vgl->texture_temp_buf || vgl->texture_temp_buf_size < buf_size )
830 free( vgl->texture_temp_buf );
831 vgl->texture_temp_buf = xmalloc( buf_size );
832 vgl->texture_temp_buf_size = buf_size;
834 destination = vgl->texture_temp_buf;
836 for( int h = 0; h < height ; h++ )
838 memcpy( destination, source, width * pixel_pitch );
840 destination += dst_pitch;
843 glTexImage2D( tex_target, 0, tex_format,
844 full_width, full_height,
845 0, tex_format, tex_type, vgl->texture_temp_buf );
847 glTexSubImage2D( tex_target, 0,
850 tex_format, tex_type, vgl->texture_temp_buf );
857 glPixelStorei(GL_UNPACK_ROW_LENGTH, pitch / pixel_pitch);
860 glTexImage2D(tex_target, 0, tex_format,
861 full_width, full_height,
862 0, tex_format, tex_type, pixels);
864 glTexSubImage2D(tex_target, 0,
867 tex_format, tex_type, pixels);
871 int vout_display_opengl_Prepare(vout_display_opengl_t *vgl,
872 picture_t *picture, subpicture_t *subpicture)
874 if (vlc_gl_Lock(vgl->gl))
877 /* Update the texture */
878 for (unsigned j = 0; j < vgl->chroma->plane_count; j++) {
879 if (vgl->use_multitexture) {
880 glActiveTexture(GL_TEXTURE0 + j);
881 glClientActiveTexture(GL_TEXTURE0 + j);
883 glBindTexture(vgl->tex_target, vgl->texture[0][j]);
885 Upload(vgl, picture->format.i_visible_width, vgl->fmt.i_visible_height,
886 vgl->fmt.i_width, vgl->fmt.i_height,
887 vgl->chroma->p[j].w.num, vgl->chroma->p[j].w.den, vgl->chroma->p[j].h.num, vgl->chroma->p[j].h.den,
888 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);
891 int last_count = vgl->region_count;
892 gl_region_t *last = vgl->region;
894 vgl->region_count = 0;
900 for (subpicture_region_t *r = subpicture->p_region; r; r = r->p_next)
903 vgl->region_count = count;
904 vgl->region = calloc(count, sizeof(*vgl->region));
906 if (vgl->use_multitexture) {
907 glActiveTexture(GL_TEXTURE0 + 0);
908 glClientActiveTexture(GL_TEXTURE0 + 0);
911 for (subpicture_region_t *r = subpicture->p_region; r; r = r->p_next, i++) {
912 gl_region_t *glr = &vgl->region[i];
914 glr->format = GL_RGBA;
915 glr->type = GL_UNSIGNED_BYTE;
916 glr->width = r->fmt.i_visible_width;
917 glr->height = r->fmt.i_visible_height;
918 if (!vgl->supports_npot) {
919 glr->width = GetAlignedSize(glr->width);
920 glr->height = GetAlignedSize(glr->height);
921 glr->tex_width = (float) r->fmt.i_visible_width / glr->width;
922 glr->tex_height = (float) r->fmt.i_visible_height / glr->height;
924 glr->tex_width = 1.0;
925 glr->tex_height = 1.0;
927 glr->alpha = (float)subpicture->i_alpha * r->i_alpha / 255 / 255;
928 glr->left = 2.0 * (r->i_x ) / subpicture->i_original_picture_width - 1.0;
929 glr->top = -2.0 * (r->i_y ) / subpicture->i_original_picture_height + 1.0;
930 glr->right = 2.0 * (r->i_x + r->fmt.i_visible_width ) / subpicture->i_original_picture_width - 1.0;
931 glr->bottom = -2.0 * (r->i_y + r->fmt.i_visible_height) / subpicture->i_original_picture_height + 1.0;
934 /* Try to recycle the textures allocated by the previous
935 call to this function. */
936 for (int j = 0; j < last_count; j++) {
937 if (last[j].texture &&
938 last[j].width == glr->width &&
939 last[j].height == glr->height &&
940 last[j].format == glr->format &&
941 last[j].type == glr->type) {
942 glr->texture = last[j].texture;
943 memset(&last[j], 0, sizeof(last[j]));
948 const int pixels_offset = r->fmt.i_y_offset * r->p_picture->p->i_pitch +
949 r->fmt.i_x_offset * r->p_picture->p->i_pixel_pitch;
951 /* A texture was successfully recycled, reuse it. */
952 glBindTexture(GL_TEXTURE_2D, glr->texture);
953 Upload(vgl, r->fmt.i_visible_width, r->fmt.i_visible_height, glr->width, glr->height, 1, 1, 1, 1,
954 r->p_picture->p->i_pitch, r->p_picture->p->i_pixel_pitch, 0,
955 &r->p_picture->p->p_pixels[pixels_offset], GL_TEXTURE_2D, glr->format, glr->type);
957 /* Could not recycle a previous texture, generate a new one. */
958 glGenTextures(1, &glr->texture);
959 glBindTexture(GL_TEXTURE_2D, glr->texture);
961 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_PRIORITY, 1.0);
962 glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
964 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
965 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
966 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
967 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
968 Upload(vgl, r->fmt.i_visible_width, r->fmt.i_visible_height, glr->width, glr->height, 1, 1, 1, 1,
969 r->p_picture->p->i_pitch, r->p_picture->p->i_pixel_pitch, 1,
970 &r->p_picture->p->p_pixels[pixels_offset], GL_TEXTURE_2D, glr->format, glr->type);
974 for (int i = 0; i < last_count; i++) {
976 glDeleteTextures(1, &last[i].texture);
980 vlc_gl_Unlock(vgl->gl);
981 VLC_UNUSED(subpicture);
985 static const GLfloat identity[] = {
986 1.0f, 0.0f, 0.0f, 0.0f,
987 0.0f, 1.0f, 0.0f, 0.0f,
988 0.0f, 0.0f, 1.0f, 0.0f,
989 0.0f, 0.0f, 0.0f, 1.0f
992 static void orientationTransformMatrix(GLfloat matrix[static 16], video_orientation_t orientation) {
994 memcpy(matrix, identity, sizeof(identity));
996 const int k_cos_pi = -1;
997 const int k_cos_pi_2 = 0;
998 const int k_cos_n_pi_2 = 0;
1000 const int k_sin_pi = 0;
1001 const int k_sin_pi_2 = 1;
1002 const int k_sin_n_pi_2 = -1;
1004 bool rotate = false;
1005 int cos = 0, sin = 0;
1007 switch (orientation) {
1009 case ORIENT_ROTATED_90:
1014 case ORIENT_ROTATED_180:
1019 case ORIENT_ROTATED_270:
1024 case ORIENT_HFLIPPED:
1025 matrix[0 * 4 + 0] = -1;
1027 case ORIENT_VFLIPPED:
1028 matrix[1 * 4 + 1] = -1;
1030 case ORIENT_TRANSPOSED:
1031 matrix[0 * 4 + 0] = 0;
1032 matrix[0 * 4 + 1] = -1;
1033 matrix[1 * 4 + 0] = -1;
1034 matrix[1 * 4 + 1] = 0;
1036 case ORIENT_ANTI_TRANSPOSED:
1037 matrix[0 * 4 + 0] = 0;
1038 matrix[0 * 4 + 1] = 1;
1039 matrix[1 * 4 + 0] = 1;
1040 matrix[1 * 4 + 1] = 0;
1048 matrix[0 * 4 + 0] = cos;
1049 matrix[0 * 4 + 1] = -sin;
1050 matrix[1 * 4 + 0] = sin;
1051 matrix[1 * 4 + 1] = cos;
1055 #ifdef SUPPORTS_FIXED_PIPELINE
1056 static void DrawWithoutShaders(vout_display_opengl_t *vgl,
1057 float *left, float *top, float *right, float *bottom)
1059 static const GLfloat vertexCoord[] = {
1066 const GLfloat textureCoord[] = {
1068 right[0], bottom[0],
1073 GLfloat transformMatrix[16];
1074 orientationTransformMatrix(transformMatrix, vgl->fmt.orientation);
1077 glMatrixMode(GL_MODELVIEW);
1078 glLoadMatrixf(transformMatrix);
1080 glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
1081 glEnable(vgl->tex_target);
1082 glActiveTexture(GL_TEXTURE0 + 0);
1083 glClientActiveTexture(GL_TEXTURE0 + 0);
1085 glBindTexture(vgl->tex_target, vgl->texture[0][0]);
1087 glEnableClientState(GL_VERTEX_ARRAY);
1088 glEnableClientState(GL_TEXTURE_COORD_ARRAY);
1090 glTexCoordPointer(2, GL_FLOAT, 0, textureCoord);
1091 glVertexPointer(2, GL_FLOAT, 0, vertexCoord);
1093 glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
1095 glDisableClientState(GL_TEXTURE_COORD_ARRAY);
1096 glDisableClientState(GL_VERTEX_ARRAY);
1097 glDisable(vgl->tex_target);
1104 #ifdef SUPPORTS_SHADERS
1105 static void DrawWithShaders(vout_display_opengl_t *vgl,
1106 float *left, float *top, float *right, float *bottom,
1109 vgl->UseProgram(vgl->program[program]);
1111 if (vgl->chroma->plane_count == 3) {
1112 vgl->Uniform4fv(vgl->GetUniformLocation(vgl->program[0], "Coefficient"), 4, vgl->local_value);
1113 vgl->Uniform1i(vgl->GetUniformLocation(vgl->program[0], "Texture0"), 0);
1114 vgl->Uniform1i(vgl->GetUniformLocation(vgl->program[0], "Texture1"), 1);
1115 vgl->Uniform1i(vgl->GetUniformLocation(vgl->program[0], "Texture2"), 2);
1117 else if (vgl->chroma->plane_count == 1) {
1118 vgl->Uniform1i(vgl->GetUniformLocation(vgl->program[0], "Texture0"), 0);
1121 vgl->Uniform1i(vgl->GetUniformLocation(vgl->program[1], "Texture0"), 0);
1122 vgl->Uniform4f(vgl->GetUniformLocation(vgl->program[1], "FillColor"), 1.0f, 1.0f, 1.0f, 1.0f);
1125 static const GLfloat vertexCoord[] = {
1132 GLfloat transformMatrix[16];
1133 orientationTransformMatrix(transformMatrix, vgl->fmt.orientation);
1135 for (unsigned j = 0; j < vgl->chroma->plane_count; j++) {
1136 const GLfloat textureCoord[] = {
1140 right[j], bottom[j],
1142 glActiveTexture(GL_TEXTURE0+j);
1143 glClientActiveTexture(GL_TEXTURE0+j);
1144 glBindTexture(vgl->tex_target, vgl->texture[0][j]);
1146 vgl->BindBuffer(GL_ARRAY_BUFFER, vgl->texture_buffer_object[j]);
1147 vgl->BufferData(GL_ARRAY_BUFFER, sizeof(textureCoord), textureCoord, GL_STATIC_DRAW);
1150 snprintf(attribute, sizeof(attribute), "MultiTexCoord%1d", j);
1151 vgl->EnableVertexAttribArray(vgl->GetAttribLocation(vgl->program[program], attribute));
1152 vgl->VertexAttribPointer(vgl->GetAttribLocation(vgl->program[program], attribute), 2, GL_FLOAT, 0, 0, 0);
1154 glActiveTexture(GL_TEXTURE0 + 0);
1155 glClientActiveTexture(GL_TEXTURE0 + 0);
1157 vgl->BindBuffer(GL_ARRAY_BUFFER, vgl->vertex_buffer_object);
1158 vgl->BufferData(GL_ARRAY_BUFFER, sizeof(vertexCoord), vertexCoord, GL_STATIC_DRAW);
1159 vgl->EnableVertexAttribArray(vgl->GetAttribLocation(vgl->program[program], "VertexPosition"));
1160 vgl->VertexAttribPointer(vgl->GetAttribLocation(vgl->program[program], "VertexPosition"), 2, GL_FLOAT, 0, 0, 0);
1162 vgl->UniformMatrix4fv(vgl->GetUniformLocation(vgl->program[program], "RotationMatrix"), 1, GL_FALSE, transformMatrix);
1164 glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
1168 int vout_display_opengl_Display(vout_display_opengl_t *vgl,
1169 const video_format_t *source)
1171 if (vlc_gl_Lock(vgl->gl))
1172 return VLC_EGENERIC;
1174 /* Why drawing here and not in Render()? Because this way, the
1175 OpenGL providers can call vout_display_opengl_Display to force redraw.i
1176 Currently, the OS X provider uses it to get a smooth window resizing */
1177 glClear(GL_COLOR_BUFFER_BIT);
1179 /* Draw the picture */
1180 float left[PICTURE_PLANE_MAX];
1181 float top[PICTURE_PLANE_MAX];
1182 float right[PICTURE_PLANE_MAX];
1183 float bottom[PICTURE_PLANE_MAX];
1184 for (unsigned j = 0; j < vgl->chroma->plane_count; j++) {
1185 /* glTexCoord works differently with GL_TEXTURE_2D and
1186 GL_TEXTURE_RECTANGLE_EXT */
1187 float scale_w, scale_h;
1189 if (vgl->tex_target == GL_TEXTURE_2D) {
1190 scale_w = (float)vgl->chroma->p[j].w.num / vgl->chroma->p[j].w.den / vgl->tex_width[j];
1191 scale_h = (float)vgl->chroma->p[j].h.num / vgl->chroma->p[j].h.den / vgl->tex_height[j];
1197 /* Warning: if NPOT is not supported a larger texture is
1198 allocated. This will cause right and bottom coordinates to
1199 land on the edge of two texels with the texels to the
1200 right/bottom uninitialized by the call to
1201 glTexSubImage2D. This might cause a green line to appear on
1202 the right/bottom of the display.
1203 There are two possible solutions:
1204 - Manually mirror the edges of the texture.
1205 - Add a "-1" when computing right and bottom, however the
1206 last row/column might not be displayed at all.
1208 left[j] = (source->i_x_offset + 0 ) * scale_w;
1209 top[j] = (source->i_y_offset + 0 ) * scale_h;
1210 right[j] = (source->i_x_offset + source->i_visible_width ) * scale_w;
1211 bottom[j] = (source->i_y_offset + source->i_visible_height) * scale_h;
1214 #ifdef SUPPORTS_SHADERS
1215 if (vgl->program[0] && (vgl->chroma->plane_count == 3 || vgl->chroma->plane_count == 1))
1216 DrawWithShaders(vgl, left, top, right, bottom, 0);
1217 else if (vgl->program[1] && vgl->chroma->plane_count == 1)
1218 DrawWithShaders(vgl, left, top, right, bottom, 1);
1222 #ifdef SUPPORTS_FIXED_PIPELINE
1223 DrawWithoutShaders(vgl, left, top, right, bottom);
1227 /* Draw the subpictures */
1228 if (vgl->program[1]) {
1229 #ifdef SUPPORTS_SHADERS
1230 // Change the program for overlays
1231 vgl->UseProgram(vgl->program[1]);
1232 vgl->Uniform1i(vgl->GetUniformLocation(vgl->program[1], "Texture"), 0);
1236 #ifdef SUPPORTS_FIXED_PIPELINE
1237 glEnable(GL_TEXTURE_2D);
1240 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1242 glActiveTexture(GL_TEXTURE0 + 0);
1243 glClientActiveTexture(GL_TEXTURE0 + 0);
1244 for (int i = 0; i < vgl->region_count; i++) {
1245 gl_region_t *glr = &vgl->region[i];
1246 const GLfloat vertexCoord[] = {
1247 glr->left, glr->top,
1248 glr->left, glr->bottom,
1249 glr->right, glr->top,
1250 glr->right, glr->bottom,
1252 const GLfloat textureCoord[] = {
1254 0.0, glr->tex_height,
1255 glr->tex_width, 0.0,
1256 glr->tex_width, glr->tex_height,
1259 glBindTexture(GL_TEXTURE_2D, glr->texture);
1260 if (vgl->program[1]) {
1261 #ifdef SUPPORTS_SHADERS
1262 vgl->Uniform4f(vgl->GetUniformLocation(vgl->program[1], "FillColor"), 1.0f, 1.0f, 1.0f, glr->alpha);
1263 vgl->EnableVertexAttribArray(vgl->GetAttribLocation(vgl->program[1], "MultiTexCoord0"));
1264 vgl->VertexAttribPointer(vgl->GetAttribLocation(vgl->program[1], "MultiTexCoord0"), 2, GL_FLOAT, 0, 0, textureCoord);
1265 vgl->EnableVertexAttribArray(vgl->GetAttribLocation(vgl->program[1], "VertexPosition"));
1266 vgl->VertexAttribPointer(vgl->GetAttribLocation(vgl->program[1], "VertexPosition"), 2, GL_FLOAT, 0, 0, vertexCoord);
1267 // Subpictures have the correct orientation:
1268 vgl->UniformMatrix4fv(vgl->GetUniformLocation(vgl->program[1], "RotationMatrix"), 1, GL_FALSE, identity);
1271 #ifdef SUPPORTS_FIXED_PIPELINE
1272 glEnableClientState(GL_VERTEX_ARRAY);
1273 glEnableClientState(GL_TEXTURE_COORD_ARRAY);
1274 glColor4f(1.0f, 1.0f, 1.0f, glr->alpha);
1275 glTexCoordPointer(2, GL_FLOAT, 0, textureCoord);
1276 glVertexPointer(2, GL_FLOAT, 0, vertexCoord);
1280 glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
1282 if (!vgl->program[1]) {
1283 #ifdef SUPPORTS_FIXED_PIPELINE
1284 glDisableClientState(GL_TEXTURE_COORD_ARRAY);
1285 glDisableClientState(GL_VERTEX_ARRAY);
1289 glDisable(GL_BLEND);
1290 #ifdef SUPPORTS_FIXED_PIPELINE
1291 glDisable(GL_TEXTURE_2D);
1295 vlc_gl_Swap(vgl->gl);
1297 vlc_gl_Unlock(vgl->gl);