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
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)*
65 # import <CoreFoundation/CoreFoundation.h>
70 # define GLSL_VERSION "100"
71 # define VLCGL_TEXTURE_COUNT 1
72 # define VLCGL_PICTURE_MAX 1
73 # define PRECISION "precision highp float;"
75 # define GLSL_VERSION "120"
76 # define VLCGL_TEXTURE_COUNT 1
77 # define VLCGL_PICTURE_MAX 128
81 static const vlc_fourcc_t gl_subpicture_chromas[] = {
101 struct vout_display_opengl_t {
106 const vlc_chroma_description_t *chroma;
113 int tex_width[PICTURE_PLANE_MAX];
114 int tex_height[PICTURE_PLANE_MAX];
116 GLuint texture[VLCGL_TEXTURE_COUNT][PICTURE_PLANE_MAX];
122 picture_pool_t *pool;
124 /* index 0 for normal and 1 for subtitle overlay */
126 GLint shader[3]; //3. is for the common vertex shader
128 GLfloat local_value[16];
130 /* Shader variables commands*/
131 PFNGLGETUNIFORMLOCATIONPROC GetUniformLocation;
132 PFNGLGETATTRIBLOCATIONPROC GetAttribLocation;
133 PFNGLVERTEXATTRIBPOINTERPROC VertexAttribPointer;
134 PFNGLENABLEVERTEXATTRIBARRAYPROC EnableVertexAttribArray;
136 PFNGLUNIFORM4FVPROC Uniform4fv;
137 PFNGLUNIFORM4FPROC Uniform4f;
138 PFNGLUNIFORM1IPROC Uniform1i;
141 PFNGLCREATESHADERPROC CreateShader;
142 PFNGLSHADERSOURCEPROC ShaderSource;
143 PFNGLCOMPILESHADERPROC CompileShader;
144 PFNGLDELETESHADERPROC DeleteShader;
146 PFNGLCREATEPROGRAMPROC CreateProgram;
147 PFNGLLINKPROGRAMPROC LinkProgram;
148 PFNGLUSEPROGRAMPROC UseProgram;
149 PFNGLDELETEPROGRAMPROC DeleteProgram;
151 PFNGLATTACHSHADERPROC AttachShader;
153 /* Shader log commands */
154 PFNGLGETPROGRAMIVPROC GetProgramiv;
155 PFNGLGETPROGRAMINFOLOGPROC GetProgramInfoLog;
156 PFNGLGETSHADERIVPROC GetShaderiv;
157 PFNGLGETSHADERINFOLOGPROC GetShaderInfoLog;
161 bool use_multitexture;
163 /* Non-power-of-2 texture size support */
167 static inline int GetAlignedSize(unsigned size)
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;
175 static bool IsLuminance16Supported(int target)
179 glGenTextures(1, &texture);
180 glBindTexture(target, texture);
181 glTexImage2D(target, 0, GL_LUMINANCE16,
182 64, 64, 0, GL_LUMINANCE, GL_UNSIGNED_SHORT, NULL);
184 glGetTexLevelParameteriv(target, 0, GL_TEXTURE_LUMINANCE_SIZE, &size);
186 glDeleteTextures(1, &texture);
192 static void BuildVertexShader(vout_display_opengl_t *vgl,
195 /* Basic vertex shader */
196 const char *vertexShader =
197 "#version " GLSL_VERSION "\n"
199 "varying vec4 TexCoord0,TexCoord1, TexCoord2;"
200 "attribute vec4 MultiTexCoord0,MultiTexCoord1,MultiTexCoord2;"
201 "attribute vec4 VertexPosition;"
203 " TexCoord0 = MultiTexCoord0;"
204 " TexCoord1 = MultiTexCoord1;"
205 " TexCoord2 = MultiTexCoord2;"
206 " gl_Position = VertexPosition;"
209 *shader = vgl->CreateShader(GL_VERTEX_SHADER);
210 vgl->ShaderSource(*shader, 1, &vertexShader, NULL);
211 vgl->CompileShader(*shader);
214 static void BuildYUVFragmentShader(vout_display_opengl_t *vgl,
217 GLfloat *local_value,
218 const video_format_t *fmt,
219 float yuv_range_correction)
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
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 ,
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 ,
236 const float (*matrix) = fmt->i_height > 576 ? matrix_bt709_tv2full
237 : matrix_bt601_tv2full;
239 /* Basic linear YUV -> RGB conversion using bilinear interpolation */
240 const char *template_glsl_yuv =
241 "#version " GLSL_VERSION "\n"
243 "uniform sampler2D Texture0;"
244 "uniform sampler2D Texture1;"
245 "uniform sampler2D Texture2;"
246 "uniform vec4 Coefficient[4];"
247 "varying vec4 TexCoord0,TexCoord1,TexCoord2;"
250 " vec4 x,y,z,result;"
251 " x = texture2D(Texture0, TexCoord0.st);"
252 " %c = texture2D(Texture1, TexCoord1.st);"
253 " %c = texture2D(Texture2, TexCoord2.st);"
255 " result = x * Coefficient[0] + Coefficient[3];"
256 " result = (y * Coefficient[1]) + result;"
257 " result = (z * Coefficient[2]) + result;"
258 " gl_FragColor = result;"
260 bool swap_uv = fmt->i_chroma == VLC_CODEC_YV12 ||
261 fmt->i_chroma == VLC_CODEC_YV9;
264 if (asprintf(&code, template_glsl_yuv,
266 swap_uv ? 'y' : 'z') < 0)
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]
280 *shader = vgl->CreateShader(GL_FRAGMENT_SHADER);
281 vgl->ShaderSource(*shader, 1, (const char **)&code, NULL);
282 vgl->CompileShader(*shader);
287 static void BuildRGBFragmentShader(vout_display_opengl_t *vgl,
290 // Simple shader for RGB
292 "#version " GLSL_VERSION "\n"
294 "uniform sampler2D Texture[3];"
295 "varying vec4 TexCoord0,TexCoord1,TexCoord2;"
298 " gl_FragColor = texture2D(Texture[0], TexCoord0.st);"
300 *shader = vgl->CreateShader(GL_FRAGMENT_SHADER);
301 vgl->ShaderSource(*shader, 1, &code, NULL);
302 vgl->CompileShader(*shader);
305 static void BuildRGBAFragmentShader(vout_display_opengl_t *vgl,
308 // Simple shader for RGBA
310 "#version " GLSL_VERSION "\n"
312 "uniform sampler2D Texture;"
313 "uniform vec4 FillColor;"
314 "varying vec4 TexCoord0;"
317 " gl_FragColor = texture2D(Texture, TexCoord0.st) * FillColor;"
319 *shader = vgl->CreateShader(GL_FRAGMENT_SHADER);
320 vgl->ShaderSource(*shader, 1, &code, NULL);
321 vgl->CompileShader(*shader);
324 vout_display_opengl_t *vout_display_opengl_New(video_format_t *fmt,
325 const vlc_fourcc_t **subpicture_chromas,
328 vout_display_opengl_t *vgl = calloc(1, sizeof(*vgl));
333 if (vlc_gl_Lock(vgl->gl)) {
338 if (vgl->gl->getProcAddress == NULL) {
339 fprintf(stderr, "getProcAddress not implemented, bailing out\n");
344 const char *extensions = (const char *)glGetString(GL_EXTENSIONS);
346 const unsigned char *ogl_version = glGetString(GL_VERSION);
347 bool supports_shaders = strverscmp((const char *)ogl_version, "2.0") >= 0;
349 bool supports_shaders = false;
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");
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");
362 vgl->DeleteShader = (PFNGLDELETESHADERPROC)vlc_gl_GetProcAddress(vgl->gl, "glDeleteShader");
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");
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");
377 if (!vgl->CreateShader || !vgl->ShaderSource || !vgl->CreateProgram)
378 supports_shaders = false;
380 vgl->supports_npot = HasExtension(extensions, "GL_ARB_texture_non_power_of_two") ||
381 HasExtension(extensions, "GL_APPLE_texture_2D_limited_npot");
383 GLint max_texture_units = 0;
384 glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &max_texture_units);
388 /* work-around an iOS 6 bug */
389 if (kCFCoreFoundationVersionNumber >= 786.)
390 max_texture_units = 8;
391 supports_shaders = true;
395 /* Initialize with default chroma */
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;
403 vgl->fmt.i_rmask = 0x000000ff;
404 vgl->fmt.i_gmask = 0x0000ff00;
405 vgl->fmt.i_bmask = 0x00ff0000;
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;
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);
419 const vlc_chroma_description_t *dsc = vlc_fourcc_GetChromaDescription(*list);
420 if (dsc && dsc->plane_count == 3 && dsc->pixel_size == 1) {
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;
430 } else if (dsc && dsc->plane_count == 3 && dsc->pixel_size == 2 &&
431 IsLuminance16Supported(vgl->tex_target)) {
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);
446 vgl->chroma = vlc_fourcc_GetChromaDescription(vgl->fmt.i_chroma);
447 vgl->use_multitexture = vgl->chroma->plane_count > 1;
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;
457 vgl->tex_width[j] = GetAlignedSize(w);
458 vgl->tex_height[j] = GetAlignedSize(h);
462 /* Build program if needed */
468 vgl->local_count = 0;
469 if (supports_shaders) {
471 BuildYUVFragmentShader(vgl, &vgl->shader[0],
474 fmt, yuv_range_correction);
476 BuildRGBFragmentShader(vgl, &vgl->shader[0]);
477 BuildRGBAFragmentShader(vgl, &vgl->shader[1]);
478 BuildVertexShader(vgl, &vgl->shader[2]);
480 /* Check shaders messages */
481 for (unsigned j = 0; j < 3; j++) {
483 vgl->GetShaderiv(vgl->shader[j], GL_INFO_LOG_LENGTH, &infoLength);
487 char *infolog = malloc(infoLength);
489 vgl->GetShaderInfoLog(vgl->shader[j], infoLength, &charsWritten, infolog);
490 fprintf(stderr, "shader %d: %s\n", j, infolog);
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]);
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]);
504 /* Check program messages */
505 for (GLuint i = 0; i < 2; i++) {
507 vgl->GetProgramiv(vgl->program[i], GL_INFO_LOG_LENGTH, &infoLength);
510 char *infolog = malloc(infoLength);
512 vgl->GetProgramInfoLog(vgl->program[i], infoLength, &charsWritten, infolog);
513 fprintf(stderr, "shader program %d: %s\n", i, infolog);
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);
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);
535 vlc_gl_Unlock(vgl->gl);
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;
542 vgl->region_count = 0;
547 if (subpicture_chromas) {
548 *subpicture_chromas = gl_subpicture_chromas;
553 void vout_display_opengl_Delete(vout_display_opengl_t *vgl)
556 if (!vlc_gl_Lock(vgl->gl)) {
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);
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]);
574 vlc_gl_Unlock(vgl->gl);
577 picture_pool_Delete(vgl->pool);
581 picture_pool_t *vout_display_opengl_GetPool(vout_display_opengl_t *vgl, unsigned requested_count)
586 /* Allocate our pictures */
587 picture_t *picture[VLCGL_PICTURE_MAX] = {NULL, };
590 for (count = 0; count < __MIN(VLCGL_PICTURE_MAX, requested_count); count++) {
591 picture[count] = picture_NewFromFormat(&vgl->fmt);
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);
607 /* Allocates our textures */
608 if (vlc_gl_Lock(vgl->gl))
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);
618 glBindTexture(vgl->tex_target, vgl->texture[i][j]);
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);
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);
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);
638 vlc_gl_Unlock(vgl->gl);
643 for (unsigned i = 0; i < count; i++)
644 picture_Release(picture[i]);
648 int vout_display_opengl_Prepare(vout_display_opengl_t *vgl,
649 picture_t *picture, subpicture_t *subpicture)
651 if (vlc_gl_Lock(vgl->gl))
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);
660 glBindTexture(vgl->tex_target, vgl->texture[0][j]);
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++ )
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;
673 glTexSubImage2D( vgl->tex_target, 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 );
681 glPixelStorei(GL_UNPACK_ROW_LENGTH, picture->p[j].i_pitch / picture->p[j].i_pixel_pitch);
683 glTexSubImage2D(vgl->tex_target, 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
693 int last_count = vgl->region_count;
694 gl_region_t *last = vgl->region;
696 vgl->region_count = 0;
702 for (subpicture_region_t *r = subpicture->p_region; r; r = r->p_next)
705 vgl->region_count = count;
706 vgl->region = calloc(count, sizeof(*vgl->region));
708 if (vgl->use_multitexture) {
709 glActiveTexture(GL_TEXTURE0 + 0);
710 glClientActiveTexture(GL_TEXTURE0 + 0);
713 for (subpicture_region_t *r = subpicture->p_region; r; r = r->p_next, i++) {
714 gl_region_t *glr = &vgl->region[i];
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);
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;
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]));
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;
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);
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]);
755 glGenTextures(1, &glr->texture);
756 glBindTexture(GL_TEXTURE_2D, glr->texture);
758 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_PRIORITY, 1.0);
759 glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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);
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]);
775 for (int i = 0; i < last_count; i++) {
777 glDeleteTextures(1, &last[i].texture);
781 vlc_gl_Unlock(vgl->gl);
782 VLC_UNUSED(subpicture);
786 static void DrawWithoutShaders(vout_display_opengl_t *vgl,
787 float *left, float *top, float *right, float *bottom)
789 static const GLfloat vertexCoord[] = {
796 const GLfloat textureCoord[] = {
803 glEnable(vgl->tex_target);
804 glActiveTexture(GL_TEXTURE0 + 0);
805 glClientActiveTexture(GL_TEXTURE0 + 0);
807 glBindTexture(vgl->tex_target, vgl->texture[0][0]);
809 glEnableClientState(GL_VERTEX_ARRAY);
810 glEnableClientState(GL_TEXTURE_COORD_ARRAY);
812 glTexCoordPointer(2, GL_FLOAT, 0, textureCoord);
813 glVertexPointer(2, GL_FLOAT, 0, vertexCoord);
815 glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
817 glDisableClientState(GL_TEXTURE_COORD_ARRAY);
818 glDisableClientState(GL_VERTEX_ARRAY);
819 glDisable(vgl->tex_target);
822 static void DrawWithShaders(vout_display_opengl_t *vgl,
823 float *left, float *top, float *right, float *bottom)
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);
831 static const GLfloat vertexCoord[] = {
838 for (unsigned j = 0; j < vgl->chroma->plane_count; j++) {
839 const GLfloat textureCoord[] = {
845 glActiveTexture(GL_TEXTURE0+j);
846 glClientActiveTexture(GL_TEXTURE0+j);
847 glEnable(vgl->tex_target);
848 glBindTexture(vgl->tex_target, vgl->texture[0][j]);
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);
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);
860 glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
863 int vout_display_opengl_Display(vout_display_opengl_t *vgl,
864 const video_format_t *source)
866 if (vlc_gl_Lock(vgl->gl))
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);
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;
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];
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;
899 DrawWithShaders(vgl, left, top ,right, bottom);
901 DrawWithoutShaders(vgl, left, top, right, bottom);
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);
910 glEnable(GL_TEXTURE_2D);
912 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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[] = {
920 glr->left, glr->bottom,
921 glr->right, glr->top,
922 glr->right, glr->bottom,
924 static const GLfloat textureCoord[] = {
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);
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);
946 glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
948 if (!vgl->program[1]) {
949 glDisableClientState(GL_TEXTURE_COORD_ARRAY);
950 glDisableClientState(GL_VERTEX_ARRAY);
954 glDisable(GL_TEXTURE_2D);
957 vlc_gl_Swap(vgl->gl);
959 vlc_gl_Unlock(vgl->gl);