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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 static void BuildRGBFragmentShader(vout_display_opengl_t *vgl,
288                                    GLint *shader)
289 {
290     // Simple shader for RGB
291     const char *code =
292         "#version " GLSL_VERSION "\n"
293         PRECISION
294         "uniform sampler2D Texture[3];"
295         "varying vec4 TexCoord0,TexCoord1,TexCoord2;"
296         "void main()"
297         "{ "
298         "  gl_FragColor = texture2D(Texture[0], TexCoord0.st);"
299         "}";
300     *shader = vgl->CreateShader(GL_FRAGMENT_SHADER);
301     vgl->ShaderSource(*shader, 1, &code, NULL);
302     vgl->CompileShader(*shader);
303 }
304
305 static void BuildRGBAFragmentShader(vout_display_opengl_t *vgl,
306                                    GLint *shader)
307 {
308     // Simple shader for RGBA
309     const char *code =
310         "#version " GLSL_VERSION "\n"
311         PRECISION
312         "uniform sampler2D Texture;"
313         "uniform vec4 FillColor;"
314         "varying vec4 TexCoord0;"
315         "void main()"
316         "{ "
317         "  gl_FragColor = texture2D(Texture, TexCoord0.st) * FillColor;"
318         "}";
319     *shader = vgl->CreateShader(GL_FRAGMENT_SHADER);
320     vgl->ShaderSource(*shader, 1, &code, NULL);
321     vgl->CompileShader(*shader);
322 }
323
324 vout_display_opengl_t *vout_display_opengl_New(video_format_t *fmt,
325                                                const vlc_fourcc_t **subpicture_chromas,
326                                                vlc_gl_t *gl)
327 {
328     vout_display_opengl_t *vgl = calloc(1, sizeof(*vgl));
329     if (!vgl)
330         return NULL;
331
332     vgl->gl = gl;
333     if (vlc_gl_Lock(vgl->gl)) {
334         free(vgl);
335         return NULL;
336     }
337
338     if (vgl->gl->getProcAddress == NULL) {
339         fprintf(stderr, "getProcAddress not implemented, bailing out\n");
340         free(vgl);
341         return NULL;
342     }
343
344     const char *extensions = (const char *)glGetString(GL_EXTENSIONS);
345 #if !USE_OPENGL_ES
346     const unsigned char *ogl_version = glGetString(GL_VERSION);
347     bool supports_shaders = strverscmp((const char *)ogl_version, "2.0") >= 0;
348 #else
349     bool supports_shaders = false;
350 #endif
351
352     vgl->CreateShader  = (PFNGLCREATESHADERPROC)vlc_gl_GetProcAddress(vgl->gl, "glCreateShader");
353     vgl->ShaderSource  = (PFNGLSHADERSOURCEPROC)vlc_gl_GetProcAddress(vgl->gl, "glShaderSource");
354     vgl->CompileShader = (PFNGLCOMPILESHADERPROC)vlc_gl_GetProcAddress(vgl->gl, "glCompileShader");
355     vgl->AttachShader  = (PFNGLATTACHSHADERPROC)vlc_gl_GetProcAddress(vgl->gl, "glAttachShader");
356
357     vgl->GetProgramiv  = (PFNGLGETPROGRAMIVPROC)vlc_gl_GetProcAddress(vgl->gl, "glGetProgramiv");
358     vgl->GetShaderiv   = (PFNGLGETSHADERIVPROC)vlc_gl_GetProcAddress(vgl->gl, "glGetShaderiv");
359     vgl->GetProgramInfoLog  = (PFNGLGETPROGRAMINFOLOGPROC)vlc_gl_GetProcAddress(vgl->gl, "glGetProgramInfoLog");
360     vgl->GetShaderInfoLog   = (PFNGLGETSHADERINFOLOGPROC)vlc_gl_GetProcAddress(vgl->gl, "glGetShaderInfoLog");
361
362     vgl->DeleteShader  = (PFNGLDELETESHADERPROC)vlc_gl_GetProcAddress(vgl->gl, "glDeleteShader");
363
364     vgl->GetUniformLocation = (PFNGLGETUNIFORMLOCATIONPROC)vlc_gl_GetProcAddress(vgl->gl, "glGetUniformLocation");
365     vgl->GetAttribLocation  = (PFNGLGETATTRIBLOCATIONPROC)vlc_gl_GetProcAddress(vgl->gl, "glGetAttribLocation");
366     vgl->VertexAttribPointer= (PFNGLVERTEXATTRIBPOINTERPROC)vlc_gl_GetProcAddress(vgl->gl, "glVertexAttribPointer");
367     vgl->EnableVertexAttribArray = (PFNGLENABLEVERTEXATTRIBARRAYPROC)vlc_gl_GetProcAddress(vgl->gl, "glEnableVertexAttribArray");
368     vgl->Uniform4fv    = (PFNGLUNIFORM4FVPROC)vlc_gl_GetProcAddress(vgl->gl,"glUniform4fv");
369     vgl->Uniform4f     = (PFNGLUNIFORM4FPROC)vlc_gl_GetProcAddress(vgl->gl,"glUniform4f");
370     vgl->Uniform1i     = (PFNGLUNIFORM1IPROC)vlc_gl_GetProcAddress(vgl->gl,"glUniform1i");
371
372     vgl->CreateProgram = (PFNGLCREATEPROGRAMPROC)vlc_gl_GetProcAddress(vgl->gl, "glCreateProgram");
373     vgl->LinkProgram   = (PFNGLLINKPROGRAMPROC)vlc_gl_GetProcAddress(vgl->gl, "glLinkProgram");
374     vgl->UseProgram    = (PFNGLUSEPROGRAMPROC)vlc_gl_GetProcAddress(vgl->gl, "glUseProgram");
375     vgl->DeleteProgram = (PFNGLDELETEPROGRAMPROC)vlc_gl_GetProcAddress(vgl->gl, "glDeleteProgram");
376
377     if (!vgl->CreateShader || !vgl->ShaderSource || !vgl->CreateProgram)
378         supports_shaders = false;
379
380     vgl->supports_npot = HasExtension(extensions, "GL_ARB_texture_non_power_of_two") ||
381                          HasExtension(extensions, "GL_APPLE_texture_2D_limited_npot");
382
383     GLint max_texture_units = 0;
384     glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &max_texture_units);
385
386 #ifdef __APPLE__
387 #if USE_OPENGL_ES
388     /* work-around an iOS 6 bug */
389     if (kCFCoreFoundationVersionNumber >= 786.)
390         max_texture_units = 8;
391     supports_shaders = true;
392 #endif
393 #endif
394
395     /* Initialize with default chroma */
396     vgl->fmt = *fmt;
397     vgl->fmt.i_chroma = VLC_CODEC_RGB32;
398 #   if defined(WORDS_BIGENDIAN)
399     vgl->fmt.i_rmask  = 0xff000000;
400     vgl->fmt.i_gmask  = 0x00ff0000;
401     vgl->fmt.i_bmask  = 0x0000ff00;
402 #   else
403     vgl->fmt.i_rmask  = 0x000000ff;
404     vgl->fmt.i_gmask  = 0x0000ff00;
405     vgl->fmt.i_bmask  = 0x00ff0000;
406 #   endif
407     vgl->tex_target   = GL_TEXTURE_2D;
408     vgl->tex_format   = GL_RGBA;
409     vgl->tex_internal = GL_RGBA;
410     vgl->tex_type     = GL_UNSIGNED_BYTE;
411     /* Use YUV if possible and needed */
412     bool need_fs_yuv = false;
413     float yuv_range_correction = 1.0;
414
415     if (max_texture_units >= 3 && supports_shaders &&
416         vlc_fourcc_IsYUV(fmt->i_chroma) && !vlc_fourcc_IsYUV(vgl->fmt.i_chroma)) {
417         const vlc_fourcc_t *list = vlc_fourcc_GetYUVFallback(fmt->i_chroma);
418         while (*list) {
419             const vlc_chroma_description_t *dsc = vlc_fourcc_GetChromaDescription(*list);
420             if (dsc && dsc->plane_count == 3 && dsc->pixel_size == 1) {
421                 need_fs_yuv       = true;
422                 vgl->fmt          = *fmt;
423                 vgl->fmt.i_chroma = *list;
424                 vgl->tex_format   = GL_LUMINANCE;
425                 vgl->tex_internal = GL_LUMINANCE;
426                 vgl->tex_type     = GL_UNSIGNED_BYTE;
427                 yuv_range_correction = 1.0;
428                 break;
429 #if !USE_OPENGL_ES
430             } else if (dsc && dsc->plane_count == 3 && dsc->pixel_size == 2 &&
431                        IsLuminance16Supported(vgl->tex_target)) {
432                 need_fs_yuv       = true;
433                 vgl->fmt          = *fmt;
434                 vgl->fmt.i_chroma = *list;
435                 vgl->tex_format   = GL_LUMINANCE;
436                 vgl->tex_internal = GL_LUMINANCE16;
437                 vgl->tex_type     = GL_UNSIGNED_SHORT;
438                 yuv_range_correction = (float)((1 << 16) - 1) / ((1 << dsc->pixel_bits) - 1);
439                 break;
440 #endif
441             }
442             list++;
443         }
444     }
445
446     vgl->chroma = vlc_fourcc_GetChromaDescription(vgl->fmt.i_chroma);
447     vgl->use_multitexture = vgl->chroma->plane_count > 1;
448
449     /* Texture size */
450     for (unsigned j = 0; j < vgl->chroma->plane_count; j++) {
451         int w = vgl->fmt.i_width  * vgl->chroma->p[j].w.num / vgl->chroma->p[j].w.den;
452         int h = vgl->fmt.i_height * vgl->chroma->p[j].h.num / vgl->chroma->p[j].h.den;
453         if (vgl->supports_npot) {
454             vgl->tex_width[j]  = w;
455             vgl->tex_height[j] = h;
456         } else {
457             vgl->tex_width[j]  = GetAlignedSize(w);
458             vgl->tex_height[j] = GetAlignedSize(h);
459         }
460     }
461
462     /* Build program if needed */
463     vgl->program[0] =
464     vgl->program[1] = 0;
465     vgl->shader[0] =
466     vgl->shader[1] =
467     vgl->shader[2] = -1;
468     vgl->local_count = 0;
469     if (supports_shaders) {
470         if (need_fs_yuv)
471             BuildYUVFragmentShader(vgl, &vgl->shader[0],
472                                    &vgl->local_count,
473                                    vgl->local_value,
474                                    fmt, yuv_range_correction);
475         else
476             BuildRGBFragmentShader(vgl, &vgl->shader[0]);
477         BuildRGBAFragmentShader(vgl, &vgl->shader[1]);
478         BuildVertexShader(vgl, &vgl->shader[2]);
479
480         /* Check shaders messages */
481         for (unsigned j = 0; j < 3; j++) {
482             int infoLength;
483             vgl->GetShaderiv(vgl->shader[j], GL_INFO_LOG_LENGTH, &infoLength);
484             if (infoLength <= 1)
485                 continue;
486
487             char *infolog = malloc(infoLength);
488             int charsWritten;
489             vgl->GetShaderInfoLog(vgl->shader[j], infoLength, &charsWritten, infolog);
490             fprintf(stderr, "shader %d: %s\n", j, infolog);
491             free(infolog);
492         }
493
494         vgl->program[0] = vgl->CreateProgram();
495         vgl->AttachShader(vgl->program[0], vgl->shader[0]);
496         vgl->AttachShader(vgl->program[0], vgl->shader[2]);
497         vgl->LinkProgram(vgl->program[0]);
498
499         vgl->program[1] = vgl->CreateProgram();
500         vgl->AttachShader(vgl->program[1], vgl->shader[1]);
501         vgl->AttachShader(vgl->program[1], vgl->shader[2]);
502         vgl->LinkProgram(vgl->program[1]);
503
504         /* Check program messages */
505         for (GLuint i = 0; i < 2; i++) {
506             int infoLength = 0;
507             vgl->GetProgramiv(vgl->program[i], GL_INFO_LOG_LENGTH, &infoLength);
508             if (infoLength <= 1)
509                 continue;
510             char *infolog = malloc(infoLength);
511             int charsWritten;
512             vgl->GetProgramInfoLog(vgl->program[i], infoLength, &charsWritten, infolog);
513             fprintf(stderr, "shader program %d: %s\n", i, infolog);
514             free(infolog);
515
516             /* If there is some message, better to check linking is ok */
517             GLint link_status = GL_TRUE;
518             vgl->GetProgramiv(vgl->program[i], GL_LINK_STATUS, &link_status);
519             if (link_status == GL_FALSE) {
520                 fprintf(stderr, "Unable to use program %d\n", i);
521                 free(vgl);
522                 return NULL;
523             }
524         }
525     }
526
527     /* */
528     glDisable(GL_BLEND);
529     glDisable(GL_DEPTH_TEST);
530     glDepthMask(GL_FALSE);
531     glDisable(GL_CULL_FACE);
532     glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
533     glClear(GL_COLOR_BUFFER_BIT);
534
535     vlc_gl_Unlock(vgl->gl);
536
537     /* */
538     for (int i = 0; i < VLCGL_TEXTURE_COUNT; i++) {
539         for (int j = 0; j < PICTURE_PLANE_MAX; j++)
540             vgl->texture[i][j] = 0;
541     }
542     vgl->region_count = 0;
543     vgl->region = NULL;
544     vgl->pool = NULL;
545
546     *fmt = vgl->fmt;
547     if (subpicture_chromas) {
548         *subpicture_chromas = gl_subpicture_chromas;
549     }
550     return vgl;
551 }
552
553 void vout_display_opengl_Delete(vout_display_opengl_t *vgl)
554 {
555     /* */
556     if (!vlc_gl_Lock(vgl->gl)) {
557         glFinish();
558         glFlush();
559         for (int i = 0; i < VLCGL_TEXTURE_COUNT; i++)
560             glDeleteTextures(vgl->chroma->plane_count, vgl->texture[i]);
561         for (int i = 0; i < vgl->region_count; i++) {
562             if (vgl->region[i].texture)
563                 glDeleteTextures(1, &vgl->region[i].texture);
564         }
565         free(vgl->region);
566
567         if (vgl->program[0]) {
568             for (int i = 0; i < 2; i++)
569                 vgl->DeleteProgram(vgl->program[i]);
570             for (int i = 0; i < 3; i++)
571                 vgl->DeleteShader(vgl->shader[i]);
572         }
573
574         vlc_gl_Unlock(vgl->gl);
575     }
576     if (vgl->pool)
577         picture_pool_Delete(vgl->pool);
578     free(vgl);
579 }
580
581 picture_pool_t *vout_display_opengl_GetPool(vout_display_opengl_t *vgl, unsigned requested_count)
582 {
583     if (vgl->pool)
584         return vgl->pool;
585
586     /* Allocate our pictures */
587     picture_t *picture[VLCGL_PICTURE_MAX] = {NULL, };
588     unsigned count;
589
590     for (count = 0; count < __MIN(VLCGL_PICTURE_MAX, requested_count); count++) {
591         picture[count] = picture_NewFromFormat(&vgl->fmt);
592         if (!picture[count])
593             break;
594     }
595     if (count <= 0)
596         return NULL;
597
598     /* Wrap the pictures into a pool */
599     picture_pool_configuration_t cfg;
600     memset(&cfg, 0, sizeof(cfg));
601     cfg.picture_count = count;
602     cfg.picture       = picture;
603     vgl->pool = picture_pool_NewExtended(&cfg);
604     if (!vgl->pool)
605         goto error;
606
607     /* Allocates our textures */
608     if (vlc_gl_Lock(vgl->gl))
609         return vgl->pool;
610
611     for (int i = 0; i < VLCGL_TEXTURE_COUNT; i++) {
612         glGenTextures(vgl->chroma->plane_count, vgl->texture[i]);
613         for (unsigned j = 0; j < vgl->chroma->plane_count; j++) {
614             if (vgl->use_multitexture) {
615                 glActiveTexture(GL_TEXTURE0 + j);
616                 glClientActiveTexture(GL_TEXTURE0 + j);
617             }
618             glBindTexture(vgl->tex_target, vgl->texture[i][j]);
619
620 #if !USE_OPENGL_ES
621             /* Set the texture parameters */
622             glTexParameterf(vgl->tex_target, GL_TEXTURE_PRIORITY, 1.0);
623             glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
624 #endif
625
626             glTexParameteri(vgl->tex_target, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
627             glTexParameteri(vgl->tex_target, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
628             glTexParameteri(vgl->tex_target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
629             glTexParameteri(vgl->tex_target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
630
631             /* Call glTexImage2D only once, and use glTexSubImage2D later */
632             glTexImage2D(vgl->tex_target, 0,
633                          vgl->tex_internal, vgl->tex_width[j], vgl->tex_height[j],
634                          0, vgl->tex_format, vgl->tex_type, NULL);
635         }
636     }
637
638     vlc_gl_Unlock(vgl->gl);
639
640     return vgl->pool;
641
642 error:
643     for (unsigned i = 0; i < count; i++)
644         picture_Release(picture[i]);
645     return NULL;
646 }
647
648 int vout_display_opengl_Prepare(vout_display_opengl_t *vgl,
649                                 picture_t *picture, subpicture_t *subpicture)
650 {
651     if (vlc_gl_Lock(vgl->gl))
652         return VLC_EGENERIC;
653
654     /* Update the texture */
655     for (unsigned j = 0; j < vgl->chroma->plane_count; j++) {
656         if (vgl->use_multitexture) {
657             glActiveTexture(GL_TEXTURE0 + j);
658             glClientActiveTexture(GL_TEXTURE0 + j);
659         }
660         glBindTexture(vgl->tex_target, vgl->texture[0][j]);
661
662         if ( (picture->p[j].i_pitch / picture->p[j].i_pixel_pitch) != (vgl->fmt.i_width  * vgl->chroma->p[j].w.num / vgl->chroma->p[j].w.den) ) {
663             uint8_t *new_plane = malloc(picture->p[j].i_pitch*picture->p[j].i_pixel_pitch *vgl->fmt.i_height * vgl->chroma->p[j].h.num / vgl->chroma->p[j].h.den);
664 #ifndef GL_UNPACK_ROW_LENGTH
665             uint8_t *destination = new_plane;
666             const uint8_t *source = picture->p[j].p_pixels;
667             for( unsigned height = 0; height < vgl->fmt.i_height * vgl->chroma->p[j].h.num / vgl->chroma->p[j].h.den; height++ )
668             {
669                 memcpy( destination, source, vgl->fmt.i_width  * vgl->chroma->p[j].w.num / vgl->chroma->p[j].w.den );
670                 source +=  picture->p[j].i_pitch*picture->p[j].i_pixel_pitch;
671                 destination += vgl->fmt.i_width  * vgl->chroma->p[j].w.num / vgl->chroma->p[j].w.den;
672             }
673             glTexSubImage2D( vgl->tex_target, 0,
674                              0, 0,
675                              vgl->fmt.i_width  * vgl->chroma->p[j].w.num / vgl->chroma->p[j].w.den,
676                              vgl->fmt.i_height * vgl->chroma->p[j].h.num / vgl->chroma->p[j].h.den,
677                              vgl->tex_format, vgl->tex_type, new_plane );
678             free( new_plane );
679         } else {
680 #else
681             glPixelStorei(GL_UNPACK_ROW_LENGTH, picture->p[j].i_pitch / picture->p[j].i_pixel_pitch);
682 #endif
683             glTexSubImage2D(vgl->tex_target, 0,
684                             0, 0,
685                             vgl->fmt.i_width  * vgl->chroma->p[j].w.num / vgl->chroma->p[j].w.den,
686                             vgl->fmt.i_height * vgl->chroma->p[j].h.num / vgl->chroma->p[j].h.den,
687                             vgl->tex_format, vgl->tex_type, picture->p[j].p_pixels);
688 #ifndef GL_UNPACK_ROW_LENGTH
689         }
690 #endif
691     }
692
693     int         last_count = vgl->region_count;
694     gl_region_t *last = vgl->region;
695
696     vgl->region_count = 0;
697     vgl->region       = NULL;
698
699     if (subpicture) {
700
701         int count = 0;
702         for (subpicture_region_t *r = subpicture->p_region; r; r = r->p_next)
703             count++;
704
705         vgl->region_count = count;
706         vgl->region       = calloc(count, sizeof(*vgl->region));
707
708         if (vgl->use_multitexture) {
709             glActiveTexture(GL_TEXTURE0 + 0);
710             glClientActiveTexture(GL_TEXTURE0 + 0);
711         }
712         int i = 0;
713         for (subpicture_region_t *r = subpicture->p_region; r; r = r->p_next, i++) {
714             gl_region_t *glr = &vgl->region[i];
715
716             glr->format = GL_RGBA;
717             glr->type   = GL_UNSIGNED_BYTE;
718             glr->width  = r->fmt.i_visible_width;
719             glr->height = r->fmt.i_visible_height;
720             if (!vgl->supports_npot) {
721                 glr->width  = GetAlignedSize(glr->width);
722                 glr->height = GetAlignedSize(glr->height);
723             }
724             glr->alpha  = (float)subpicture->i_alpha * r->i_alpha / 255 / 255;
725             glr->left   =  2.0 * (r->i_x                          ) / subpicture->i_original_picture_width  - 1.0;
726             glr->top    = -2.0 * (r->i_y                          ) / subpicture->i_original_picture_height + 1.0;
727             glr->right  =  2.0 * (r->i_x + r->fmt.i_visible_width ) / subpicture->i_original_picture_width  - 1.0;
728             glr->bottom = -2.0 * (r->i_y + r->fmt.i_visible_height) / subpicture->i_original_picture_height + 1.0;
729
730             glr->texture = 0;
731             for (int j = 0; j < last_count; j++) {
732                 if (last[j].texture &&
733                     last[j].width  == glr->width &&
734                     last[j].height == glr->height &&
735                     last[j].format == glr->format &&
736                     last[j].type   == glr->type) {
737                     glr->texture = last[j].texture;
738                     memset(&last[j], 0, sizeof(last[j]));
739                     break;
740                 }
741             }
742
743             const int pixels_offset = r->fmt.i_y_offset * r->p_picture->p->i_pitch +
744                                       r->fmt.i_x_offset * r->p_picture->p->i_pixel_pitch;
745             if (glr->texture) {
746                 glBindTexture(GL_TEXTURE_2D, glr->texture);
747                 /* TODO set GL_UNPACK_ALIGNMENT */
748 #ifdef GL_UNPACK_ROW_LENGTH
749                 glPixelStorei(GL_UNPACK_ROW_LENGTH, r->p_picture->p->i_pitch / r->p_picture->p->i_pixel_pitch);
750 #endif
751                 glTexSubImage2D(GL_TEXTURE_2D, 0,
752                                 0, 0, glr->width, glr->height,
753                                 glr->format, glr->type, &r->p_picture->p->p_pixels[pixels_offset]);
754             } else {
755                 glGenTextures(1, &glr->texture);
756                 glBindTexture(GL_TEXTURE_2D, glr->texture);
757 #if !USE_OPENGL_ES
758                 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_PRIORITY, 1.0);
759                 glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
760 #endif
761                 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
762                 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
763                 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
764                 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
765                 /* TODO set GL_UNPACK_ALIGNMENT */
766 #ifdef GL_UNPACK_ROW_LENGTH
767                 glPixelStorei(GL_UNPACK_ROW_LENGTH, r->p_picture->p->i_pitch / r->p_picture->p->i_pixel_pitch);
768 #endif
769                 glTexImage2D(GL_TEXTURE_2D, 0, glr->format,
770                              glr->width, glr->height, 0, glr->format, glr->type,
771                              &r->p_picture->p->p_pixels[pixels_offset]);
772             }
773         }
774     }
775     for (int i = 0; i < last_count; i++) {
776         if (last[i].texture)
777             glDeleteTextures(1, &last[i].texture);
778     }
779     free(last);
780
781     vlc_gl_Unlock(vgl->gl);
782     VLC_UNUSED(subpicture);
783     return VLC_SUCCESS;
784 }
785
786 static void DrawWithoutShaders(vout_display_opengl_t *vgl,
787                                float *left, float *top, float *right, float *bottom)
788 {
789     static const GLfloat vertexCoord[] = {
790         -1.0f, -1.0f,
791          1.0f, -1.0f,
792         -1.0f,  1.0f,
793          1.0f,  1.0f,
794     };
795
796     const GLfloat textureCoord[] = {
797         left[0],  bottom[0],
798         right[0], bottom[0],
799         left[0],  top[0],
800         right[0], top[0]
801     };
802
803     glEnable(vgl->tex_target);
804     glActiveTexture(GL_TEXTURE0 + 0);
805     glClientActiveTexture(GL_TEXTURE0 + 0);
806
807     glBindTexture(vgl->tex_target, vgl->texture[0][0]);
808
809     glEnableClientState(GL_VERTEX_ARRAY);
810     glEnableClientState(GL_TEXTURE_COORD_ARRAY);
811
812     glTexCoordPointer(2, GL_FLOAT, 0, textureCoord);
813     glVertexPointer(2, GL_FLOAT, 0, vertexCoord);
814
815     glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
816
817     glDisableClientState(GL_TEXTURE_COORD_ARRAY);
818     glDisableClientState(GL_VERTEX_ARRAY);
819     glDisable(vgl->tex_target);
820 }
821
822 static void DrawWithShaders(vout_display_opengl_t *vgl,
823                             float *left, float *top, float *right, float *bottom)
824 {
825     vgl->UseProgram(vgl->program[0]);
826     vgl->Uniform4fv(vgl->GetUniformLocation(vgl->program[0], "Coefficient"), 4, vgl->local_value);
827     vgl->Uniform1i(vgl->GetUniformLocation(vgl->program[0], "Texture0"), 0);
828     vgl->Uniform1i(vgl->GetUniformLocation(vgl->program[0], "Texture1"), 1);
829     vgl->Uniform1i(vgl->GetUniformLocation(vgl->program[0], "Texture2"), 2);
830
831     static const GLfloat vertexCoord[] = {
832         -1.0,  1.0,
833         -1.0, -1.0,
834          1.0,  1.0,
835          1.0, -1.0,
836     };
837
838     for (unsigned j = 0; j < vgl->chroma->plane_count; j++) {
839         const GLfloat textureCoord[] = {
840             left[j],  top[j],
841             left[j],  bottom[j],
842             right[j], top[j],
843             right[j], bottom[j],
844         };
845         glActiveTexture(GL_TEXTURE0+j);
846         glClientActiveTexture(GL_TEXTURE0+j);
847         glEnable(vgl->tex_target);
848         glBindTexture(vgl->tex_target, vgl->texture[0][j]);
849
850         char attribute[20];
851         snprintf(attribute, sizeof(attribute), "MultiTexCoord%1d", j);
852         vgl->EnableVertexAttribArray(vgl->GetAttribLocation(vgl->program[0], attribute));
853         vgl->VertexAttribPointer(vgl->GetAttribLocation(vgl->program[0], attribute), 2, GL_FLOAT, 0, 0, textureCoord);
854     }
855     glActiveTexture(GL_TEXTURE0 + 0);
856     glClientActiveTexture(GL_TEXTURE0 + 0);
857     vgl->EnableVertexAttribArray(vgl->GetAttribLocation(vgl->program[0], "VertexPosition"));
858     vgl->VertexAttribPointer(vgl->GetAttribLocation(vgl->program[0], "VertexPosition"), 2, GL_FLOAT, 0, 0, vertexCoord);
859
860     glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
861 }
862
863 int vout_display_opengl_Display(vout_display_opengl_t *vgl,
864                                 const video_format_t *source)
865 {
866     if (vlc_gl_Lock(vgl->gl))
867         return VLC_EGENERIC;
868
869     /* Why drawing here and not in Render()? Because this way, the
870        OpenGL providers can call vout_display_opengl_Display to force redraw.i
871        Currently, the OS X provider uses it to get a smooth window resizing */
872     glClear(GL_COLOR_BUFFER_BIT);
873
874     /* Draw the picture */
875     float left[PICTURE_PLANE_MAX];
876     float top[PICTURE_PLANE_MAX];
877     float right[PICTURE_PLANE_MAX];
878     float bottom[PICTURE_PLANE_MAX];
879     for (unsigned j = 0; j < vgl->chroma->plane_count; j++) {
880         /* glTexCoord works differently with GL_TEXTURE_2D and
881            GL_TEXTURE_RECTANGLE_EXT */
882         float scale_w, scale_h;
883
884         if (vgl->tex_target == GL_TEXTURE_2D) {
885             scale_w = (float)vgl->chroma->p[j].w.num / vgl->chroma->p[j].w.den / vgl->tex_width[j];
886             scale_h = (float)vgl->chroma->p[j].h.num / vgl->chroma->p[j].h.den / vgl->tex_height[j];
887
888         } else {
889             scale_w = 1.0;
890             scale_h = 1.0;
891         }
892         left[j]   = (source->i_x_offset +                       0 ) * scale_w;
893         top[j]    = (source->i_y_offset +                       0 ) * scale_h;
894         right[j]  = (source->i_x_offset + source->i_visible_width ) * scale_w;
895         bottom[j] = (source->i_y_offset + source->i_visible_height) * scale_h;
896     }
897
898     if (vgl->program[0])
899         DrawWithShaders(vgl, left, top ,right, bottom);
900     else
901         DrawWithoutShaders(vgl, left, top, right, bottom);
902
903     /* Draw the subpictures */
904     if (vgl->program[1]) {
905         // Change the program for overlays
906         vgl->UseProgram(vgl->program[1]);
907         vgl->Uniform1i(vgl->GetUniformLocation(vgl->program[1], "Texture"), 0);
908     }
909
910     glEnable(GL_TEXTURE_2D);
911     glEnable(GL_BLEND);
912     glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
913
914     glActiveTexture(GL_TEXTURE0 + 0);
915     glClientActiveTexture(GL_TEXTURE0 + 0);
916     for (int i = 0; i < vgl->region_count; i++) {
917         gl_region_t *glr = &vgl->region[i];
918         const GLfloat vertexCoord[] = {
919             glr->left,  glr->top,
920             glr->left,  glr->bottom,
921             glr->right, glr->top,
922             glr->right, glr->bottom,
923         };
924         static const GLfloat textureCoord[] = {
925             0.0, 0.0,
926             0.0, 1.0,
927             1.0, 0.0,
928             1.0, 1.0,
929         };
930
931         glBindTexture(GL_TEXTURE_2D, glr->texture);
932         if (vgl->program[1]) {
933             vgl->Uniform4f(vgl->GetUniformLocation(vgl->program[1], "FillColor"), 1.0f, 1.0f, 1.0f, glr->alpha);
934             vgl->EnableVertexAttribArray(vgl->GetAttribLocation(vgl->program[1], "MultiTexCoord0"));
935             vgl->VertexAttribPointer(vgl->GetAttribLocation(vgl->program[1], "MultiTexCoord0"), 2, GL_FLOAT, 0, 0, textureCoord);
936             vgl->EnableVertexAttribArray(vgl->GetAttribLocation(vgl->program[1], "VertexPosition"));
937             vgl->VertexAttribPointer(vgl->GetAttribLocation(vgl->program[1], "VertexPosition"), 2, GL_FLOAT, 0, 0, vertexCoord);
938         } else {
939             glEnableClientState(GL_VERTEX_ARRAY);
940             glEnableClientState(GL_TEXTURE_COORD_ARRAY);
941             glColor4f(1.0f, 1.0f, 1.0f, glr->alpha);
942             glTexCoordPointer(2, GL_FLOAT, 0, textureCoord);
943             glVertexPointer(2, GL_FLOAT, 0, vertexCoord);
944         }
945
946         glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
947
948         if (!vgl->program[1]) {
949             glDisableClientState(GL_TEXTURE_COORD_ARRAY);
950             glDisableClientState(GL_VERTEX_ARRAY);
951         }
952     }
953     glDisable(GL_BLEND);
954     glDisable(GL_TEXTURE_2D);
955
956     /* Display */
957     vlc_gl_Swap(vgl->gl);
958
959     vlc_gl_Unlock(vgl->gl);
960     return VLC_SUCCESS;
961 }
962