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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
6  *
7  * Authors: Laurent Aimar <fenrir _AT_ videolan _DOT_ org>
8  *          Ilkka Ollakka <ileoo@videolan.org>
9  *          Rémi Denis-Courmont
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>
13  *
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.
18  *
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.
23  *
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  *****************************************************************************/
28 #ifdef HAVE_CONFIG_H
29 # include "config.h"
30 #endif
31
32 #include <vlc_common.h>
33 #include <vlc_picture_pool.h>
34 #include <vlc_subpicture.h>
35 #include <vlc_opengl.h>
36
37 #include "opengl.h"
38
39 #ifndef GL_CLAMP_TO_EDGE
40 # define GL_CLAMP_TO_EDGE 0x812F
41 #endif
42
43 #ifdef __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 USE_OPENGL_ES
65 #   import <CoreFoundation/CoreFoundation.h>
66 #endif
67 #endif
68
69 #if USE_OPENGL_ES
70 #   define GLSL_VERSION "100"
71 #   define VLCGL_TEXTURE_COUNT 1
72 #   define VLCGL_PICTURE_MAX 1
73 #   define PRECISION "precision highp float;"
74 #else
75 #   define GLSL_VERSION "120"
76 #   define VLCGL_TEXTURE_COUNT 1
77 #   define VLCGL_PICTURE_MAX 128
78 #   define PRECISION ""
79 #endif
80
81 static const vlc_fourcc_t gl_subpicture_chromas[] = {
82     VLC_CODEC_RGBA,
83     0
84 };
85
86 typedef struct {
87     GLuint   texture;
88     unsigned format;
89     unsigned type;
90     unsigned width;
91     unsigned height;
92
93     float    alpha;
94
95     float    top;
96     float    left;
97     float    bottom;
98     float    right;
99 } gl_region_t;
100
101 struct vout_display_opengl_t {
102
103     vlc_gl_t   *gl;
104
105     video_format_t fmt;
106     const vlc_chroma_description_t *chroma;
107
108     int        tex_target;
109     int        tex_format;
110     int        tex_internal;
111     int        tex_type;
112
113     int        tex_width[PICTURE_PLANE_MAX];
114     int        tex_height[PICTURE_PLANE_MAX];
115
116     GLuint     texture[VLCGL_TEXTURE_COUNT][PICTURE_PLANE_MAX];
117
118     int         region_count;
119     gl_region_t *region;
120
121
122     picture_pool_t *pool;
123
124     /* index 0 for normal and 1 for subtitle overlay */
125     GLuint     program[2];
126     GLint      shader[3]; //3. is for the common vertex shader
127     int        local_count;
128     GLfloat    local_value[16];
129
130     /* Shader variables commands*/
131     PFNGLGETUNIFORMLOCATIONPROC      GetUniformLocation;
132     PFNGLGETATTRIBLOCATIONPROC       GetAttribLocation;
133     PFNGLVERTEXATTRIBPOINTERPROC     VertexAttribPointer;
134     PFNGLENABLEVERTEXATTRIBARRAYPROC EnableVertexAttribArray;
135
136     PFNGLUNIFORM4FVPROC   Uniform4fv;
137     PFNGLUNIFORM4FPROC    Uniform4f;
138     PFNGLUNIFORM1IPROC    Uniform1i;
139
140     /* Shader command */
141     PFNGLCREATESHADERPROC CreateShader;
142     PFNGLSHADERSOURCEPROC ShaderSource;
143     PFNGLCOMPILESHADERPROC CompileShader;
144     PFNGLDELETESHADERPROC   DeleteShader;
145
146     PFNGLCREATEPROGRAMPROC CreateProgram;
147     PFNGLLINKPROGRAMPROC   LinkProgram;
148     PFNGLUSEPROGRAMPROC    UseProgram;
149     PFNGLDELETEPROGRAMPROC DeleteProgram;
150
151     PFNGLATTACHSHADERPROC  AttachShader;
152
153     /* Shader log commands */
154     PFNGLGETPROGRAMIVPROC  GetProgramiv;
155     PFNGLGETPROGRAMINFOLOGPROC GetProgramInfoLog;
156     PFNGLGETSHADERIVPROC   GetShaderiv;
157     PFNGLGETSHADERINFOLOGPROC GetShaderInfoLog;
158
159
160     /* multitexture */
161     bool use_multitexture;
162
163     /* Non-power-of-2 texture size support */
164     bool supports_npot;
165 };
166
167 static inline int GetAlignedSize(unsigned size)
168 {
169     /* Return the smallest larger or equal power of 2 */
170     unsigned align = 1 << (8 * sizeof (unsigned) - clz(size));
171     return ((align >> 1) == size) ? size : align;
172 }
173
174 #if !USE_OPENGL_ES
175 static bool IsLuminance16Supported(int target)
176 {
177     GLuint texture;
178
179     glGenTextures(1, &texture);
180     glBindTexture(target, texture);
181     glTexImage2D(target, 0, GL_LUMINANCE16,
182                  64, 64, 0, GL_LUMINANCE, GL_UNSIGNED_SHORT, NULL);
183     GLint size = 0;
184     glGetTexLevelParameteriv(target, 0, GL_TEXTURE_LUMINANCE_SIZE, &size);
185
186     glDeleteTextures(1, &texture);
187
188     return size == 16;
189 }
190 #endif
191
192 static void BuildVertexShader(vout_display_opengl_t *vgl,
193                               GLint *shader)
194 {
195     /* Basic vertex shader */
196     const char *vertexShader =
197         "#version " GLSL_VERSION "\n"
198         PRECISION
199         "varying vec4 TexCoord0,TexCoord1, TexCoord2;"
200         "attribute vec4 MultiTexCoord0,MultiTexCoord1,MultiTexCoord2;"
201         "attribute vec4 VertexPosition;"
202         "void main() {"
203         " TexCoord0 = MultiTexCoord0;"
204         " TexCoord1 = MultiTexCoord1;"
205         " TexCoord2 = MultiTexCoord2;"
206         " gl_Position = VertexPosition;"
207         "}";
208
209     *shader = vgl->CreateShader(GL_VERTEX_SHADER);
210     vgl->ShaderSource(*shader, 1, &vertexShader, NULL);
211     vgl->CompileShader(*shader);
212 }
213
214 static void BuildYUVFragmentShader(vout_display_opengl_t *vgl,
215                                    GLint *shader,
216                                    int *local_count,
217                                    GLfloat *local_value,
218                                    const video_format_t *fmt,
219                                    float yuv_range_correction)
220
221 {
222     /* [R/G/B][Y U V O] from TV range to full range
223      * XXX we could also do hue/brightness/constrast/gamma
224      * by simply changing the coefficients
225      */
226     const float matrix_bt601_tv2full[12] = {
227         1.164383561643836,  0.0000,             1.596026785714286, -0.874202217873451 ,
228         1.164383561643836, -0.391762290094914, -0.812967647237771,  0.531667823499146 ,
229         1.164383561643836,  2.017232142857142,  0.0000,            -1.085630789302022 ,
230     };
231     const float matrix_bt709_tv2full[12] = {
232         1.164383561643836,  0.0000,             1.792741071428571, -0.972945075016308 ,
233         1.164383561643836, -0.21324861427373,  -0.532909328559444,  0.301482665475862 ,
234         1.164383561643836,  2.112401785714286,  0.0000,            -1.133402217873451 ,
235     };
236     const float (*matrix) = fmt->i_height > 576 ? matrix_bt709_tv2full
237                                                 : matrix_bt601_tv2full;
238
239     /* Basic linear YUV -> RGB conversion using bilinear interpolation */
240     const char *template_glsl_yuv =
241         "#version " GLSL_VERSION "\n"
242         PRECISION
243         "uniform sampler2D Texture0;"
244         "uniform sampler2D Texture1;"
245         "uniform sampler2D Texture2;"
246         "uniform vec4      Coefficient[4];"
247         "varying vec4      TexCoord0,TexCoord1,TexCoord2;"
248
249         "void main(void) {"
250         " vec4 x,y,z,result;"
251         " x  = texture2D(Texture0, TexCoord0.st);"
252         " %c = texture2D(Texture1, TexCoord1.st);"
253         " %c = texture2D(Texture2, TexCoord2.st);"
254
255         " result = x * Coefficient[0] + Coefficient[3];"
256         " result = (y * Coefficient[1]) + result;"
257         " result = (z * Coefficient[2]) + result;"
258         " gl_FragColor = result;"
259         "}";
260     bool swap_uv = fmt->i_chroma == VLC_CODEC_YV12 ||
261                    fmt->i_chroma == VLC_CODEC_YV9;
262
263     char *code;
264     if (asprintf(&code, template_glsl_yuv,
265                  swap_uv ? 'z' : 'y',
266                  swap_uv ? 'y' : 'z') < 0)
267         code = NULL;
268
269     for (int i = 0; i < 4; i++) {
270         float correction = i < 3 ? yuv_range_correction : 1.0;
271         /* We place coefficient values for coefficient[4] in one array from matrix values.
272            Notice that we fill values from top down instead of left to right.*/
273         for (int j = 0; j < 4; j++)
274             local_value[*local_count + i*4+j] = j < 3 ? correction * matrix[j*4+i]
275                                                       : 0.0 ;
276     }
277     (*local_count) += 4;
278
279
280     *shader = vgl->CreateShader(GL_FRAGMENT_SHADER);
281     vgl->ShaderSource(*shader, 1, (const char **)&code, NULL);
282     vgl->CompileShader(*shader);
283
284     free(code);
285 }
286
287 #if 0
288 static void BuildRGBFragmentShader(vout_display_opengl_t *vgl,
289                                    GLint *shader)
290 {
291     // Simple shader for RGB
292     const char *code =
293         "#version " GLSL_VERSION "\n"
294         PRECISION
295         "uniform sampler2D Texture[3];"
296         "varying vec4 TexCoord0,TexCoord1,TexCoord2;"
297         "void main()"
298         "{ "
299         "  gl_FragColor = texture2D(Texture[0], TexCoord0.st);"
300         "}";
301     *shader = vgl->CreateShader(GL_FRAGMENT_SHADER);
302     vgl->ShaderSource(*shader, 1, &code, NULL);
303     vgl->CompileShader(*shader);
304 }
305 #endif
306
307 static void BuildRGBAFragmentShader(vout_display_opengl_t *vgl,
308                                    GLint *shader)
309 {
310     // Simple shader for RGBA
311     const char *code =
312         "#version " GLSL_VERSION "\n"
313         PRECISION
314         "uniform sampler2D Texture;"
315         "uniform vec4 FillColor;"
316         "varying vec4 TexCoord0;"
317         "void main()"
318         "{ "
319         "  gl_FragColor = texture2D(Texture, TexCoord0.st) * FillColor;"
320         "}";
321     *shader = vgl->CreateShader(GL_FRAGMENT_SHADER);
322     vgl->ShaderSource(*shader, 1, &code, NULL);
323     vgl->CompileShader(*shader);
324 }
325
326 vout_display_opengl_t *vout_display_opengl_New(video_format_t *fmt,
327                                                const vlc_fourcc_t **subpicture_chromas,
328                                                vlc_gl_t *gl)
329 {
330     vout_display_opengl_t *vgl = calloc(1, sizeof(*vgl));
331     if (!vgl)
332         return NULL;
333
334     vgl->gl = gl;
335     if (vlc_gl_Lock(vgl->gl)) {
336         free(vgl);
337         return NULL;
338     }
339
340     if (vgl->gl->getProcAddress == NULL) {
341         fprintf(stderr, "getProcAddress not implemented, bailing out\n");
342         free(vgl);
343         return NULL;
344     }
345
346     const char *extensions = (const char *)glGetString(GL_EXTENSIONS);
347 #if !USE_OPENGL_ES
348     const unsigned char *ogl_version = glGetString(GL_VERSION);
349     bool supports_shaders = strverscmp((const char *)ogl_version, "2.0") >= 0;
350 #else
351     bool supports_shaders = false;
352 #endif
353
354     vgl->CreateShader  = (PFNGLCREATESHADERPROC)vlc_gl_GetProcAddress(vgl->gl, "glCreateShader");
355     vgl->ShaderSource  = (PFNGLSHADERSOURCEPROC)vlc_gl_GetProcAddress(vgl->gl, "glShaderSource");
356     vgl->CompileShader = (PFNGLCOMPILESHADERPROC)vlc_gl_GetProcAddress(vgl->gl, "glCompileShader");
357     vgl->AttachShader  = (PFNGLATTACHSHADERPROC)vlc_gl_GetProcAddress(vgl->gl, "glAttachShader");
358
359     vgl->GetProgramiv  = (PFNGLGETPROGRAMIVPROC)vlc_gl_GetProcAddress(vgl->gl, "glGetProgramiv");
360     vgl->GetShaderiv   = (PFNGLGETSHADERIVPROC)vlc_gl_GetProcAddress(vgl->gl, "glGetShaderiv");
361     vgl->GetProgramInfoLog  = (PFNGLGETPROGRAMINFOLOGPROC)vlc_gl_GetProcAddress(vgl->gl, "glGetProgramInfoLog");
362     vgl->GetShaderInfoLog   = (PFNGLGETSHADERINFOLOGPROC)vlc_gl_GetProcAddress(vgl->gl, "glGetShaderInfoLog");
363
364     vgl->DeleteShader  = (PFNGLDELETESHADERPROC)vlc_gl_GetProcAddress(vgl->gl, "glDeleteShader");
365
366     vgl->GetUniformLocation = (PFNGLGETUNIFORMLOCATIONPROC)vlc_gl_GetProcAddress(vgl->gl, "glGetUniformLocation");
367     vgl->GetAttribLocation  = (PFNGLGETATTRIBLOCATIONPROC)vlc_gl_GetProcAddress(vgl->gl, "glGetAttribLocation");
368     vgl->VertexAttribPointer= (PFNGLVERTEXATTRIBPOINTERPROC)vlc_gl_GetProcAddress(vgl->gl, "glVertexAttribPointer");
369     vgl->EnableVertexAttribArray = (PFNGLENABLEVERTEXATTRIBARRAYPROC)vlc_gl_GetProcAddress(vgl->gl, "glEnableVertexAttribArray");
370     vgl->Uniform4fv    = (PFNGLUNIFORM4FVPROC)vlc_gl_GetProcAddress(vgl->gl,"glUniform4fv");
371     vgl->Uniform4f     = (PFNGLUNIFORM4FPROC)vlc_gl_GetProcAddress(vgl->gl,"glUniform4f");
372     vgl->Uniform1i     = (PFNGLUNIFORM1IPROC)vlc_gl_GetProcAddress(vgl->gl,"glUniform1i");
373
374     vgl->CreateProgram = (PFNGLCREATEPROGRAMPROC)vlc_gl_GetProcAddress(vgl->gl, "glCreateProgram");
375     vgl->LinkProgram   = (PFNGLLINKPROGRAMPROC)vlc_gl_GetProcAddress(vgl->gl, "glLinkProgram");
376     vgl->UseProgram    = (PFNGLUSEPROGRAMPROC)vlc_gl_GetProcAddress(vgl->gl, "glUseProgram");
377     vgl->DeleteProgram = (PFNGLDELETEPROGRAMPROC)vlc_gl_GetProcAddress(vgl->gl, "glDeleteProgram");
378
379     if (!vgl->CreateShader || !vgl->ShaderSource || !vgl->CreateProgram)
380         supports_shaders = false;
381
382     vgl->supports_npot = HasExtension(extensions, "GL_ARB_texture_non_power_of_two") ||
383                          HasExtension(extensions, "GL_APPLE_texture_2D_limited_npot");
384
385     GLint max_texture_units = 0;
386     glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &max_texture_units);
387
388 #ifdef __APPLE__
389 #if USE_OPENGL_ES
390     /* work-around an iOS 6 bug */
391     if (kCFCoreFoundationVersionNumber >= 786.)
392         max_texture_units = 8;
393     supports_shaders = true;
394 #endif
395 #endif
396
397     /* Initialize with default chroma */
398     vgl->fmt = *fmt;
399     vgl->fmt.i_chroma = VLC_CODEC_RGB32;
400 #   if defined(WORDS_BIGENDIAN)
401     vgl->fmt.i_rmask  = 0xff000000;
402     vgl->fmt.i_gmask  = 0x00ff0000;
403     vgl->fmt.i_bmask  = 0x0000ff00;
404 #   else
405     vgl->fmt.i_rmask  = 0x000000ff;
406     vgl->fmt.i_gmask  = 0x0000ff00;
407     vgl->fmt.i_bmask  = 0x00ff0000;
408 #   endif
409     vgl->tex_target   = GL_TEXTURE_2D;
410     vgl->tex_format   = GL_RGBA;
411     vgl->tex_internal = GL_RGBA;
412     vgl->tex_type     = GL_UNSIGNED_BYTE;
413     /* Use YUV if possible and needed */
414     bool need_fs_yuv = false;
415     float yuv_range_correction = 1.0;
416
417     if (max_texture_units >= 3 && supports_shaders && vlc_fourcc_IsYUV(fmt->i_chroma)) {
418         const vlc_fourcc_t *list = vlc_fourcc_GetYUVFallback(fmt->i_chroma);
419         while (*list) {
420             const vlc_chroma_description_t *dsc = vlc_fourcc_GetChromaDescription(*list);
421             if (dsc && dsc->plane_count == 3 && dsc->pixel_size == 1) {
422                 need_fs_yuv       = true;
423                 vgl->fmt          = *fmt;
424                 vgl->fmt.i_chroma = *list;
425                 vgl->tex_format   = GL_LUMINANCE;
426                 vgl->tex_internal = GL_LUMINANCE;
427                 vgl->tex_type     = GL_UNSIGNED_BYTE;
428                 yuv_range_correction = 1.0;
429                 break;
430 #if !USE_OPENGL_ES
431             } else if (dsc && dsc->plane_count == 3 && dsc->pixel_size == 2 &&
432                        IsLuminance16Supported(vgl->tex_target)) {
433                 need_fs_yuv       = true;
434                 vgl->fmt          = *fmt;
435                 vgl->fmt.i_chroma = *list;
436                 vgl->tex_format   = GL_LUMINANCE;
437                 vgl->tex_internal = GL_LUMINANCE16;
438                 vgl->tex_type     = GL_UNSIGNED_SHORT;
439                 yuv_range_correction = (float)((1 << 16) - 1) / ((1 << dsc->pixel_bits) - 1);
440                 break;
441 #endif
442             }
443             list++;
444         }
445     }
446
447     vgl->chroma = vlc_fourcc_GetChromaDescription(vgl->fmt.i_chroma);
448     vgl->use_multitexture = vgl->chroma->plane_count > 1;
449
450     /* Texture size */
451     for (unsigned j = 0; j < vgl->chroma->plane_count; j++) {
452         int w = vgl->fmt.i_width  * vgl->chroma->p[j].w.num / vgl->chroma->p[j].w.den;
453         int h = vgl->fmt.i_height * vgl->chroma->p[j].h.num / vgl->chroma->p[j].h.den;
454         if (vgl->supports_npot) {
455             vgl->tex_width[j]  = w;
456             vgl->tex_height[j] = h;
457         } else {
458             vgl->tex_width[j]  = GetAlignedSize(w);
459             vgl->tex_height[j] = GetAlignedSize(h);
460         }
461     }
462
463     /* Build program if needed */
464     vgl->program[0] =
465     vgl->program[1] = 0;
466     vgl->shader[0] =
467     vgl->shader[1] =
468     vgl->shader[2] = -1;
469     vgl->local_count = 0;
470     if (supports_shaders && need_fs_yuv) {
471         BuildYUVFragmentShader(vgl, &vgl->shader[0], &vgl->local_count,
472                                vgl->local_value, fmt, yuv_range_correction);
473         BuildRGBAFragmentShader(vgl, &vgl->shader[1]);
474         BuildVertexShader(vgl, &vgl->shader[2]);
475
476         /* Check shaders messages */
477         for (unsigned j = 0; j < 3; j++) {
478             int infoLength;
479             vgl->GetShaderiv(vgl->shader[j], GL_INFO_LOG_LENGTH, &infoLength);
480             if (infoLength <= 1)
481                 continue;
482
483             char *infolog = malloc(infoLength);
484             int charsWritten;
485             vgl->GetShaderInfoLog(vgl->shader[j], infoLength, &charsWritten, infolog);
486             fprintf(stderr, "shader %d: %s\n", j, infolog);
487             free(infolog);
488         }
489
490         vgl->program[0] = vgl->CreateProgram();
491         vgl->AttachShader(vgl->program[0], vgl->shader[0]);
492         vgl->AttachShader(vgl->program[0], vgl->shader[2]);
493         vgl->LinkProgram(vgl->program[0]);
494
495         vgl->program[1] = vgl->CreateProgram();
496         vgl->AttachShader(vgl->program[1], vgl->shader[1]);
497         vgl->AttachShader(vgl->program[1], vgl->shader[2]);
498         vgl->LinkProgram(vgl->program[1]);
499
500         /* Check program messages */
501         for (GLuint i = 0; i < 2; i++) {
502             int infoLength = 0;
503             vgl->GetProgramiv(vgl->program[i], GL_INFO_LOG_LENGTH, &infoLength);
504             if (infoLength <= 1)
505                 continue;
506             char *infolog = malloc(infoLength);
507             int charsWritten;
508             vgl->GetProgramInfoLog(vgl->program[i], infoLength, &charsWritten, infolog);
509             fprintf(stderr, "shader program %d: %s\n", i, infolog);
510             free(infolog);
511
512             /* If there is some message, better to check linking is ok */
513             GLint link_status = GL_TRUE;
514             vgl->GetProgramiv(vgl->program[i], GL_LINK_STATUS, &link_status);
515             if (link_status == GL_FALSE) {
516                 fprintf(stderr, "Unable to use program %d\n", i);
517                 free(vgl);
518                 return NULL;
519             }
520         }
521     }
522
523     /* */
524     glDisable(GL_BLEND);
525     glDisable(GL_DEPTH_TEST);
526     glDepthMask(GL_FALSE);
527     glDisable(GL_CULL_FACE);
528     glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
529     glClear(GL_COLOR_BUFFER_BIT);
530
531     vlc_gl_Unlock(vgl->gl);
532
533     /* */
534     for (int i = 0; i < VLCGL_TEXTURE_COUNT; i++) {
535         for (int j = 0; j < PICTURE_PLANE_MAX; j++)
536             vgl->texture[i][j] = 0;
537     }
538     vgl->region_count = 0;
539     vgl->region = NULL;
540     vgl->pool = NULL;
541
542     *fmt = vgl->fmt;
543     if (subpicture_chromas) {
544         *subpicture_chromas = gl_subpicture_chromas;
545     }
546     return vgl;
547 }
548
549 void vout_display_opengl_Delete(vout_display_opengl_t *vgl)
550 {
551     /* */
552     if (!vlc_gl_Lock(vgl->gl)) {
553         glFinish();
554         glFlush();
555         for (int i = 0; i < VLCGL_TEXTURE_COUNT; i++)
556             glDeleteTextures(vgl->chroma->plane_count, vgl->texture[i]);
557         for (int i = 0; i < vgl->region_count; i++) {
558             if (vgl->region[i].texture)
559                 glDeleteTextures(1, &vgl->region[i].texture);
560         }
561         free(vgl->region);
562
563         if (vgl->program[0]) {
564             for (int i = 0; i < 2; i++)
565                 vgl->DeleteProgram(vgl->program[i]);
566             for (int i = 0; i < 3; i++)
567                 vgl->DeleteShader(vgl->shader[i]);
568         }
569
570         vlc_gl_Unlock(vgl->gl);
571     }
572     if (vgl->pool)
573         picture_pool_Delete(vgl->pool);
574     free(vgl);
575 }
576
577 picture_pool_t *vout_display_opengl_GetPool(vout_display_opengl_t *vgl, unsigned requested_count)
578 {
579     if (vgl->pool)
580         return vgl->pool;
581
582     /* Allocate our pictures */
583     picture_t *picture[VLCGL_PICTURE_MAX] = {NULL, };
584     unsigned count;
585
586     for (count = 0; count < __MIN(VLCGL_PICTURE_MAX, requested_count); count++) {
587         picture[count] = picture_NewFromFormat(&vgl->fmt);
588         if (!picture[count])
589             break;
590     }
591     if (count <= 0)
592         return NULL;
593
594     /* Wrap the pictures into a pool */
595     picture_pool_configuration_t cfg;
596     memset(&cfg, 0, sizeof(cfg));
597     cfg.picture_count = count;
598     cfg.picture       = picture;
599     vgl->pool = picture_pool_NewExtended(&cfg);
600     if (!vgl->pool)
601         goto error;
602
603     /* Allocates our textures */
604     if (vlc_gl_Lock(vgl->gl))
605         return vgl->pool;
606
607     for (int i = 0; i < VLCGL_TEXTURE_COUNT; i++) {
608         glGenTextures(vgl->chroma->plane_count, vgl->texture[i]);
609         for (unsigned j = 0; j < vgl->chroma->plane_count; j++) {
610             if (vgl->use_multitexture) {
611                 glActiveTexture(GL_TEXTURE0 + j);
612                 glClientActiveTexture(GL_TEXTURE0 + j);
613             }
614             glBindTexture(vgl->tex_target, vgl->texture[i][j]);
615
616 #if !USE_OPENGL_ES
617             /* Set the texture parameters */
618             glTexParameterf(vgl->tex_target, GL_TEXTURE_PRIORITY, 1.0);
619             glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
620 #endif
621
622             glTexParameteri(vgl->tex_target, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
623             glTexParameteri(vgl->tex_target, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
624             glTexParameteri(vgl->tex_target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
625             glTexParameteri(vgl->tex_target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
626
627             /* Call glTexImage2D only once, and use glTexSubImage2D later */
628             glTexImage2D(vgl->tex_target, 0,
629                          vgl->tex_internal, vgl->tex_width[j], vgl->tex_height[j],
630                          0, vgl->tex_format, vgl->tex_type, NULL);
631         }
632     }
633
634     vlc_gl_Unlock(vgl->gl);
635
636     return vgl->pool;
637
638 error:
639     for (unsigned i = 0; i < count; i++)
640         picture_Release(picture[i]);
641     return NULL;
642 }
643
644 int vout_display_opengl_Prepare(vout_display_opengl_t *vgl,
645                                 picture_t *picture, subpicture_t *subpicture)
646 {
647     if (vlc_gl_Lock(vgl->gl))
648         return VLC_EGENERIC;
649
650     /* Update the texture */
651     for (unsigned j = 0; j < vgl->chroma->plane_count; j++) {
652         if (vgl->use_multitexture) {
653             glActiveTexture(GL_TEXTURE0 + j);
654             glClientActiveTexture(GL_TEXTURE0 + j);
655         }
656         glBindTexture(vgl->tex_target, vgl->texture[0][j]);
657
658 #ifndef GL_UNPACK_ROW_LENGTH
659         if ( (picture->p[j].i_pitch / picture->p[j].i_pixel_pitch) !=
660              ( picture->format.i_visible_width * vgl->chroma->p[j].w.num / vgl->chroma->p[j].w.den ) )
661         {
662             uint8_t *new_plane = malloc( picture->format.i_visible_width * vgl->fmt.i_visible_height * vgl->chroma->p[j].h.num / (vgl->chroma->p[j].h.den *  vgl->chroma->p[j].w.den ) );
663             uint8_t *destination = new_plane;
664             const uint8_t *source = picture->p[j].p_pixels;
665
666             for( unsigned height = 0; height < (vgl->fmt.i_visible_height * vgl->chroma->p[j].h.num / vgl->chroma->p[j].h.den) ; height++ )
667             {
668                 memcpy( destination, source, picture->format.i_visible_width * vgl->chroma->p[j].w.num / vgl->chroma->p[j].w.den );
669                 source += picture->p[j].i_pitch / picture->p[j].i_pixel_pitch;
670                 destination += picture->format.i_visible_width * vgl->chroma->p[j].w.num / vgl->chroma->p[j].w.den;
671             }
672             glTexSubImage2D( vgl->tex_target, 0,
673                              0, 0,
674                              picture->format.i_visible_width * vgl->chroma->p[j].w.num / vgl->chroma->p[j].w.den,
675                              vgl->fmt.i_height * vgl->chroma->p[j].h.num / vgl->chroma->p[j].h.den,
676                              vgl->tex_format, vgl->tex_type, new_plane );
677             free( new_plane );
678         } else {
679 #else
680             glPixelStorei(GL_UNPACK_ROW_LENGTH, picture->p[j].i_pitch / picture->p[j].i_pixel_pitch);
681 #endif
682             glTexSubImage2D(vgl->tex_target, 0,
683                             0, 0,
684                             vgl->fmt.i_width  * vgl->chroma->p[j].w.num / vgl->chroma->p[j].w.den,
685                             vgl->fmt.i_height * vgl->chroma->p[j].h.num / vgl->chroma->p[j].h.den,
686                             vgl->tex_format, vgl->tex_type, picture->p[j].p_pixels);
687 #ifndef GL_UNPACK_ROW_LENGTH
688         }
689 #endif
690     }
691
692     int         last_count = vgl->region_count;
693     gl_region_t *last = vgl->region;
694
695     vgl->region_count = 0;
696     vgl->region       = NULL;
697
698     if (subpicture) {
699
700         int count = 0;
701         for (subpicture_region_t *r = subpicture->p_region; r; r = r->p_next)
702             count++;
703
704         vgl->region_count = count;
705         vgl->region       = calloc(count, sizeof(*vgl->region));
706
707         if (vgl->use_multitexture) {
708             glActiveTexture(GL_TEXTURE0 + 0);
709             glClientActiveTexture(GL_TEXTURE0 + 0);
710         }
711         int i = 0;
712         for (subpicture_region_t *r = subpicture->p_region; r; r = r->p_next, i++) {
713             gl_region_t *glr = &vgl->region[i];
714
715             glr->format = GL_RGBA;
716             glr->type   = GL_UNSIGNED_BYTE;
717             glr->width  = r->fmt.i_visible_width;
718             glr->height = r->fmt.i_visible_height;
719             if (!vgl->supports_npot) {
720                 glr->width  = GetAlignedSize(glr->width);
721                 glr->height = GetAlignedSize(glr->height);
722             }
723             glr->alpha  = (float)subpicture->i_alpha * r->i_alpha / 255 / 255;
724             glr->left   =  2.0 * (r->i_x                          ) / subpicture->i_original_picture_width  - 1.0;
725             glr->top    = -2.0 * (r->i_y                          ) / subpicture->i_original_picture_height + 1.0;
726             glr->right  =  2.0 * (r->i_x + r->fmt.i_visible_width ) / subpicture->i_original_picture_width  - 1.0;
727             glr->bottom = -2.0 * (r->i_y + r->fmt.i_visible_height) / subpicture->i_original_picture_height + 1.0;
728
729             glr->texture = 0;
730             for (int j = 0; j < last_count; j++) {
731                 if (last[j].texture &&
732                     last[j].width  == glr->width &&
733                     last[j].height == glr->height &&
734                     last[j].format == glr->format &&
735                     last[j].type   == glr->type) {
736                     glr->texture = last[j].texture;
737                     memset(&last[j], 0, sizeof(last[j]));
738                     break;
739                 }
740             }
741
742             const int pixels_offset = r->fmt.i_y_offset * r->p_picture->p->i_pitch +
743                                       r->fmt.i_x_offset * r->p_picture->p->i_pixel_pitch;
744             if (glr->texture) {
745                 glBindTexture(GL_TEXTURE_2D, glr->texture);
746                 /* TODO set GL_UNPACK_ALIGNMENT */
747 #ifdef GL_UNPACK_ROW_LENGTH
748                 glPixelStorei(GL_UNPACK_ROW_LENGTH, r->p_picture->p->i_pitch / r->p_picture->p->i_pixel_pitch);
749 #endif
750                 glTexSubImage2D(GL_TEXTURE_2D, 0,
751                                 0, 0, glr->width, glr->height,
752                                 glr->format, glr->type, &r->p_picture->p->p_pixels[pixels_offset]);
753             } else {
754                 glGenTextures(1, &glr->texture);
755                 glBindTexture(GL_TEXTURE_2D, glr->texture);
756 #if !USE_OPENGL_ES
757                 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_PRIORITY, 1.0);
758                 glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
759 #endif
760                 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
761                 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
762                 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
763                 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
764                 /* TODO set GL_UNPACK_ALIGNMENT */
765 #ifdef GL_UNPACK_ROW_LENGTH
766                 glPixelStorei(GL_UNPACK_ROW_LENGTH, r->p_picture->p->i_pitch / r->p_picture->p->i_pixel_pitch);
767 #endif
768                 glTexImage2D(GL_TEXTURE_2D, 0, glr->format,
769                              glr->width, glr->height, 0, glr->format, glr->type,
770                              &r->p_picture->p->p_pixels[pixels_offset]);
771             }
772         }
773     }
774     for (int i = 0; i < last_count; i++) {
775         if (last[i].texture)
776             glDeleteTextures(1, &last[i].texture);
777     }
778     free(last);
779
780     vlc_gl_Unlock(vgl->gl);
781     VLC_UNUSED(subpicture);
782     return VLC_SUCCESS;
783 }
784
785 static void DrawWithoutShaders(vout_display_opengl_t *vgl,
786                                float *left, float *top, float *right, float *bottom)
787 {
788     static const GLfloat vertexCoord[] = {
789         -1.0f, -1.0f,
790          1.0f, -1.0f,
791         -1.0f,  1.0f,
792          1.0f,  1.0f,
793     };
794
795     const GLfloat textureCoord[] = {
796         left[0],  bottom[0],
797         right[0], bottom[0],
798         left[0],  top[0],
799         right[0], top[0]
800     };
801
802     glEnable(vgl->tex_target);
803     glActiveTexture(GL_TEXTURE0 + 0);
804     glClientActiveTexture(GL_TEXTURE0 + 0);
805
806     glBindTexture(vgl->tex_target, vgl->texture[0][0]);
807
808     glEnableClientState(GL_VERTEX_ARRAY);
809     glEnableClientState(GL_TEXTURE_COORD_ARRAY);
810
811     glTexCoordPointer(2, GL_FLOAT, 0, textureCoord);
812     glVertexPointer(2, GL_FLOAT, 0, vertexCoord);
813
814     glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
815
816     glDisableClientState(GL_TEXTURE_COORD_ARRAY);
817     glDisableClientState(GL_VERTEX_ARRAY);
818     glDisable(vgl->tex_target);
819 }
820
821 static void DrawWithShaders(vout_display_opengl_t *vgl,
822                             float *left, float *top, float *right, float *bottom)
823 {
824     vgl->UseProgram(vgl->program[0]);
825     vgl->Uniform4fv(vgl->GetUniformLocation(vgl->program[0], "Coefficient"), 4, vgl->local_value);
826     vgl->Uniform1i(vgl->GetUniformLocation(vgl->program[0], "Texture0"), 0);
827     vgl->Uniform1i(vgl->GetUniformLocation(vgl->program[0], "Texture1"), 1);
828     vgl->Uniform1i(vgl->GetUniformLocation(vgl->program[0], "Texture2"), 2);
829
830     static const GLfloat vertexCoord[] = {
831         -1.0,  1.0,
832         -1.0, -1.0,
833          1.0,  1.0,
834          1.0, -1.0,
835     };
836
837     for (unsigned j = 0; j < vgl->chroma->plane_count; j++) {
838         const GLfloat textureCoord[] = {
839             left[j],  top[j],
840             left[j],  bottom[j],
841             right[j], top[j],
842             right[j], bottom[j],
843         };
844         glActiveTexture(GL_TEXTURE0+j);
845         glClientActiveTexture(GL_TEXTURE0+j);
846         glEnable(vgl->tex_target);
847         glBindTexture(vgl->tex_target, vgl->texture[0][j]);
848
849         char attribute[20];
850         snprintf(attribute, sizeof(attribute), "MultiTexCoord%1d", j);
851         vgl->EnableVertexAttribArray(vgl->GetAttribLocation(vgl->program[0], attribute));
852         vgl->VertexAttribPointer(vgl->GetAttribLocation(vgl->program[0], attribute), 2, GL_FLOAT, 0, 0, textureCoord);
853     }
854     glActiveTexture(GL_TEXTURE0 + 0);
855     glClientActiveTexture(GL_TEXTURE0 + 0);
856     vgl->EnableVertexAttribArray(vgl->GetAttribLocation(vgl->program[0], "VertexPosition"));
857     vgl->VertexAttribPointer(vgl->GetAttribLocation(vgl->program[0], "VertexPosition"), 2, GL_FLOAT, 0, 0, vertexCoord);
858
859     glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
860 }
861
862 int vout_display_opengl_Display(vout_display_opengl_t *vgl,
863                                 const video_format_t *source)
864 {
865     if (vlc_gl_Lock(vgl->gl))
866         return VLC_EGENERIC;
867
868     /* Why drawing here and not in Render()? Because this way, the
869        OpenGL providers can call vout_display_opengl_Display to force redraw.i
870        Currently, the OS X provider uses it to get a smooth window resizing */
871     glClear(GL_COLOR_BUFFER_BIT);
872
873     /* Draw the picture */
874     float left[PICTURE_PLANE_MAX];
875     float top[PICTURE_PLANE_MAX];
876     float right[PICTURE_PLANE_MAX];
877     float bottom[PICTURE_PLANE_MAX];
878     for (unsigned j = 0; j < vgl->chroma->plane_count; j++) {
879         /* glTexCoord works differently with GL_TEXTURE_2D and
880            GL_TEXTURE_RECTANGLE_EXT */
881         float scale_w, scale_h;
882
883         if (vgl->tex_target == GL_TEXTURE_2D) {
884             scale_w = (float)vgl->chroma->p[j].w.num / vgl->chroma->p[j].w.den / vgl->tex_width[j];
885             scale_h = (float)vgl->chroma->p[j].h.num / vgl->chroma->p[j].h.den / vgl->tex_height[j];
886
887         } else {
888             scale_w = 1.0;
889             scale_h = 1.0;
890         }
891         left[j]   = (source->i_x_offset +                       0 ) * scale_w;
892         top[j]    = (source->i_y_offset +                       0 ) * scale_h;
893         right[j]  = (source->i_x_offset + source->i_visible_width ) * scale_w;
894         bottom[j] = (source->i_y_offset + source->i_visible_height) * scale_h;
895     }
896
897     if (vgl->program[0])
898         DrawWithShaders(vgl, left, top ,right, bottom);
899     else
900         DrawWithoutShaders(vgl, left, top, right, bottom);
901
902     /* Draw the subpictures */
903     if (vgl->program[1]) {
904         // Change the program for overlays
905         vgl->UseProgram(vgl->program[1]);
906         vgl->Uniform1i(vgl->GetUniformLocation(vgl->program[1], "Texture"), 0);
907     }
908
909     glEnable(GL_TEXTURE_2D);
910     glEnable(GL_BLEND);
911     glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
912
913     glActiveTexture(GL_TEXTURE0 + 0);
914     glClientActiveTexture(GL_TEXTURE0 + 0);
915     for (int i = 0; i < vgl->region_count; i++) {
916         gl_region_t *glr = &vgl->region[i];
917         const GLfloat vertexCoord[] = {
918             glr->left,  glr->top,
919             glr->left,  glr->bottom,
920             glr->right, glr->top,
921             glr->right, glr->bottom,
922         };
923         static const GLfloat textureCoord[] = {
924             0.0, 0.0,
925             0.0, 1.0,
926             1.0, 0.0,
927             1.0, 1.0,
928         };
929
930         glBindTexture(GL_TEXTURE_2D, glr->texture);
931         if (vgl->program[1]) {
932             vgl->Uniform4f(vgl->GetUniformLocation(vgl->program[1], "FillColor"), 1.0f, 1.0f, 1.0f, glr->alpha);
933             vgl->EnableVertexAttribArray(vgl->GetAttribLocation(vgl->program[1], "MultiTexCoord0"));
934             vgl->VertexAttribPointer(vgl->GetAttribLocation(vgl->program[1], "MultiTexCoord0"), 2, GL_FLOAT, 0, 0, textureCoord);
935             vgl->EnableVertexAttribArray(vgl->GetAttribLocation(vgl->program[1], "VertexPosition"));
936             vgl->VertexAttribPointer(vgl->GetAttribLocation(vgl->program[1], "VertexPosition"), 2, GL_FLOAT, 0, 0, vertexCoord);
937         } else {
938             glEnableClientState(GL_VERTEX_ARRAY);
939             glEnableClientState(GL_TEXTURE_COORD_ARRAY);
940             glColor4f(1.0f, 1.0f, 1.0f, glr->alpha);
941             glTexCoordPointer(2, GL_FLOAT, 0, textureCoord);
942             glVertexPointer(2, GL_FLOAT, 0, vertexCoord);
943         }
944
945         glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
946
947         if (!vgl->program[1]) {
948             glDisableClientState(GL_TEXTURE_COORD_ARRAY);
949             glDisableClientState(GL_VERTEX_ARRAY);
950         }
951     }
952     glDisable(GL_BLEND);
953     glDisable(GL_TEXTURE_2D);
954
955     /* Display */
956     vlc_gl_Swap(vgl->gl);
957
958     vlc_gl_Unlock(vgl->gl);
959     return VLC_SUCCESS;
960 }
961