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[vlc] / modules / video_output / opengl.c
1 /*****************************************************************************
2  * opengl.c: OpenGL and OpenGL ES output common code
3  *****************************************************************************
4  * Copyright (C) 2004-2012 VLC authors and VideoLAN
5  * Copyright (C) 2009, 2011 Laurent Aimar
6  *
7  * Authors: Cyril Deguet <asmax@videolan.org>
8  *          Gildas Bazin <gbazin@videolan.org>
9  *          Eric Petit <titer@m0k.org>
10  *          Cedric Cocquebert <cedric.cocquebert@supelec.fr>
11  *          Laurent Aimar <fenrir _AT_ videolan _DOT_ org>
12  *          Ilkka Ollakka <ileoo@videolan.org>
13  *
14  * This program is free software; you can redistribute it and/or modify
15  * it under the terms of the GNU General Public License as published by
16  * the Free Software Foundation; either version 2 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 General Public License for more details.
23  *
24  * You should have received a copy of the GNU General Public License
25  * along with this program; if not, write to the Free Software
26  * Foundation, 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 PFNGLGENBUFFERSPROC               typeof(glGenBuffers)*
45 #   define PFNGLBINDBUFFERPROC               typeof(glBindBuffer)*
46 #   define PFNGLDELETEBUFFERSPROC            typeof(glDeleteBuffers)*
47 #   define PFNGLBUFFERSUBDATAPROC            typeof(glBufferSubData)*
48 #   define PFNGLBUFFERDATAPROC               typeof(glBufferData)*
49 #   define PFNGLGETPROGRAMIVPROC             typeof(glGetProgramiv)*
50 #   define PFNGLGETPROGRAMINFOLOGPROC        typeof(glGetProgramInfoLog)*
51 #   define PFNGLGETSHADERIVPROC              typeof(glGetShaderiv)*
52 #   define PFNGLGETSHADERINFOLOGPROC         typeof(glGetShaderInfoLog)*
53 #   define PFNGLGETUNIFORMLOCATIONPROC       typeof(glGetUniformLocation)*
54 #   define PFNGLGETATTRIBLOCATIONPROC        typeof(glGetAttribLocation)*
55 #   define PFNGLVERTEXATTRIBPOINTERPROC      typeof(glVertexAttribPointer)*
56 #   define PFNGLENABLEVERTEXATTRIBARRAYPROC  typeof(glEnableVertexAttribArray)*
57 #   define PFNGLUNIFORM4FVPROC               typeof(glUniform4fv)*
58 #   define PFNGLUNIFORM4FPROC                typeof(glUniform4f)*
59 #   define PFNGLUNIFORM3IPROC                typeof(glUniform3i)*
60 #   define PFNGLUNIFORM1IPROC                typeof(glUniform1i)*
61 #   define PFNGLCREATESHADERPROC             typeof(glCreateShader)*
62 #   define PFNGLSHADERSOURCEPROC             typeof(glShaderSource)*
63 #   define PFNGLCOMPILESHADERPROC            typeof(glCompileShader)*
64 #   define PFNGLDETACHSHADERPROC             typeof(glDetachShader)*
65 #   define PFNGLDELETESHADERPROC             typeof(glDeleteShader)*
66 #   define PFNGLCREATEPROGRAMPROC            typeof(glCreateProgram)*
67 #   define PFNGLLINKPROGRAMPROC              typeof(glLinkProgram)*
68 #   define PFNGLUSEPROGRAMPROC               typeof(glUseProgram)*
69 #   define PFNGLDELETEPROGRAMPROC            typeof(glDeleteProgram)*
70 #   define PFNGLATTACHSHADERPROC             typeof(glAttachShader)*
71 #   define PFNGLACTIVETEXTUREPROC            typeof(glActiveTexture)*
72 #   define PFNGLCLIENTACTIVETEXTUREPROC      typeof(glClientActiveTexture)*
73 #if USE_OPENGL_ES
74 #   define GL_UNPACK_ROW_LENGTH 0
75 #   import <CoreFoundation/CoreFoundation.h>
76 #endif
77 #endif
78
79 #if USE_OPENGL_ES
80 #   define VLCGL_TEXTURE_COUNT 1
81 #   define VLCGL_PICTURE_MAX 1
82 #else
83 #   define VLCGL_TEXTURE_COUNT 1
84 #   define VLCGL_PICTURE_MAX 128
85 #endif
86
87 static const vlc_fourcc_t gl_subpicture_chromas[] = {
88     VLC_CODEC_RGBA,
89     0
90 };
91
92 typedef struct {
93     GLuint   texture;
94     unsigned format;
95     unsigned type;
96     unsigned width;
97     unsigned height;
98
99     float    alpha;
100
101     float    top;
102     float    left;
103     float    bottom;
104     float    right;
105 } gl_region_t;
106
107 struct vout_display_opengl_t {
108
109     vlc_gl_t   *gl;
110
111     video_format_t fmt;
112     const vlc_chroma_description_t *chroma;
113
114     int        tex_target;
115     int        tex_format;
116     int        tex_internal;
117     int        tex_type;
118
119     int        tex_width[PICTURE_PLANE_MAX];
120     int        tex_height[PICTURE_PLANE_MAX];
121
122     GLuint     texture[VLCGL_TEXTURE_COUNT][PICTURE_PLANE_MAX];
123
124     int         region_count;
125     gl_region_t *region;
126
127
128     picture_pool_t *pool;
129
130     /* index 0 for normal and 1 for subtitle overlay */
131     GLuint     program[2];
132     GLint      shader[3]; //3. is for the common vertex shader
133     int        local_count;
134     GLfloat    local_value[16];
135
136     /* Buffer commands */
137     PFNGLGENBUFFERSPROC   GenBuffers;
138     PFNGLBINDBUFFERPROC   BindBuffer;
139     PFNGLDELETEBUFFERSPROC DeleteBuffers;
140     PFNGLBUFFERSUBDATAPROC BufferSubData;
141
142     PFNGLBUFFERDATAPROC   BufferData;
143
144     /* Shader variables commands*/
145
146     PFNGLGETUNIFORMLOCATIONPROC      GetUniformLocation;
147     PFNGLGETATTRIBLOCATIONPROC       GetAttribLocation;
148     PFNGLVERTEXATTRIBPOINTERPROC     VertexAttribPointer;
149     PFNGLENABLEVERTEXATTRIBARRAYPROC EnableVertexAttribArray;
150
151     PFNGLUNIFORM4FVPROC   Uniform4fv;
152     PFNGLUNIFORM4FPROC    Uniform4f;
153     PFNGLUNIFORM3IPROC    Uniform3i;
154     PFNGLUNIFORM1IPROC    Uniform1i;
155
156     /* Shader command */
157     PFNGLCREATESHADERPROC CreateShader;
158     PFNGLSHADERSOURCEPROC ShaderSource;
159     PFNGLCOMPILESHADERPROC CompileShader;
160     PFNGLDETACHSHADERPROC   DetachShader;
161     PFNGLDELETESHADERPROC   DeleteShader;
162
163     PFNGLCREATEPROGRAMPROC CreateProgram;
164     PFNGLLINKPROGRAMPROC   LinkProgram;
165     PFNGLUSEPROGRAMPROC    UseProgram;
166     PFNGLDELETEPROGRAMPROC DeleteProgram;
167
168     PFNGLATTACHSHADERPROC  AttachShader;
169
170     /* Shader log commands */
171     PFNGLGETPROGRAMIVPROC  GetProgramiv;
172     PFNGLGETPROGRAMINFOLOGPROC GetProgramInfoLog;
173     PFNGLGETSHADERIVPROC   GetShaderiv;
174     PFNGLGETSHADERINFOLOGPROC GetShaderInfoLog;
175
176
177     /* multitexture */
178     PFNGLACTIVETEXTUREPROC  ActiveTexture;
179     PFNGLCLIENTACTIVETEXTUREPROC  ClientActiveTexture;
180     bool use_multitexture;
181
182     /* Non-power-of-2 texture size support */
183     bool supports_npot;
184 };
185
186 static inline int GetAlignedSize(unsigned size)
187 {
188     /* Return the smallest larger or equal power of 2 */
189     unsigned align = 1 << (8 * sizeof (unsigned) - clz(size));
190     return ((align >> 1) == size) ? size : align;
191 }
192
193 #if !USE_OPENGL_ES
194 static bool IsLuminance16Supported(int target)
195 {
196     GLuint texture;
197
198     glGenTextures(1, &texture);
199     glBindTexture(target, texture);
200     glTexImage2D(target, 0, GL_LUMINANCE16,
201                  64, 64, 0, GL_LUMINANCE, GL_UNSIGNED_SHORT, NULL);
202     GLint size = 0;
203     glGetTexLevelParameteriv(target, 0, GL_TEXTURE_LUMINANCE_SIZE, &size);
204
205     glDeleteTextures(1, &texture);
206
207     return size == 16;
208 }
209 #endif
210
211 vout_display_opengl_t *vout_display_opengl_New(video_format_t *fmt,
212                                                const vlc_fourcc_t **subpicture_chromas,
213                                                vlc_gl_t *gl)
214 {
215     vout_display_opengl_t *vgl = calloc(1, sizeof(*vgl));
216     if (!vgl)
217         return NULL;
218
219     vgl->gl = gl;
220     if (vlc_gl_Lock(vgl->gl)) {
221         free(vgl);
222         return NULL;
223     }
224
225     if( vgl->gl->getProcAddress == NULL )
226     {
227         fprintf(stderr, "getProcAddress not implemented, bailing out\n");
228         free( vgl );
229         return NULL;
230     }
231
232     const char *extensions = (const char *)glGetString(GL_EXTENSIONS);
233 #if !USE_OPENGL_ES
234     const unsigned char *ogl_version = glGetString(GL_VERSION);
235     bool supports_shaders = strverscmp((const char *)ogl_version, "2.0") >= 0;
236 #else
237     bool supports_shaders = false;
238 #ifdef __APPLE__
239     if( kCFCoreFoundationVersionNumber >= 786. )
240          supports_shaders = true;
241 #endif
242 #endif
243
244     GLint max_texture_units = 0;
245     glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &max_texture_units);
246
247     /* Initialize with default chroma */
248     vgl->fmt = *fmt;
249     vgl->fmt.i_chroma = VLC_CODEC_RGB32;
250 #   if defined(WORDS_BIGENDIAN)
251     vgl->fmt.i_rmask  = 0xff000000;
252     vgl->fmt.i_gmask  = 0x00ff0000;
253     vgl->fmt.i_bmask  = 0x0000ff00;
254 #   else
255     vgl->fmt.i_rmask  = 0x000000ff;
256     vgl->fmt.i_gmask  = 0x0000ff00;
257     vgl->fmt.i_bmask  = 0x00ff0000;
258 #   endif
259     vgl->tex_target   = GL_TEXTURE_2D;
260     vgl->tex_format   = GL_RGBA;
261     vgl->tex_internal = GL_RGBA;
262     vgl->tex_type     = GL_UNSIGNED_BYTE;
263     /* Use YUV if possible and needed */
264     bool need_fs_yuv = false;
265     float yuv_range_correction = 1.0;
266     if ( max_texture_units >= 3 && supports_shaders &&
267         vlc_fourcc_IsYUV(fmt->i_chroma) && !vlc_fourcc_IsYUV(vgl->fmt.i_chroma)) {
268         const vlc_fourcc_t *list = vlc_fourcc_GetYUVFallback(fmt->i_chroma);
269         while (*list) {
270             const vlc_chroma_description_t *dsc = vlc_fourcc_GetChromaDescription(*list);
271             if (dsc && dsc->plane_count == 3 && dsc->pixel_size == 1) {
272                 need_fs_yuv       = true;
273                 vgl->fmt          = *fmt;
274                 vgl->fmt.i_chroma = *list;
275                 vgl->tex_format   = GL_LUMINANCE;
276                 vgl->tex_internal = GL_LUMINANCE;
277                 vgl->tex_type     = GL_UNSIGNED_BYTE;
278                 yuv_range_correction = 1.0;
279                 break;
280 #if !USE_OPENGL_ES
281             } else if (dsc && dsc->plane_count == 3 && dsc->pixel_size == 2 &&
282                        IsLuminance16Supported(vgl->tex_target)) {
283                 need_fs_yuv       = true;
284                 vgl->fmt          = *fmt;
285                 vgl->fmt.i_chroma = *list;
286                 vgl->tex_format   = GL_LUMINANCE;
287                 vgl->tex_internal = GL_LUMINANCE16;
288                 vgl->tex_type     = GL_UNSIGNED_SHORT;
289                 yuv_range_correction = (float)((1 << 16) - 1) / ((1 << dsc->pixel_bits) - 1);
290                 break;
291 #endif
292             }
293             list++;
294         }
295     }
296
297     vgl->GenBuffers    = (PFNGLGENBUFFERSPROC)vlc_gl_GetProcAddress(vgl->gl, "glGenBuffers");
298     vgl->BindBuffer    = (PFNGLBINDBUFFERPROC)vlc_gl_GetProcAddress(vgl->gl, "glBindBuffer");
299     vgl->BufferData    = (PFNGLBUFFERDATAPROC)vlc_gl_GetProcAddress(vgl->gl, "glBufferData");
300     vgl->BufferSubData = (PFNGLBUFFERSUBDATAPROC)vlc_gl_GetProcAddress(vgl->gl, "glBufferSubData");
301     vgl->DeleteBuffers = (PFNGLDELETEBUFFERSPROC)vlc_gl_GetProcAddress(vgl->gl, "glDeleteBuffers");
302
303     vgl->CreateShader  = (PFNGLCREATESHADERPROC)vlc_gl_GetProcAddress(vgl->gl, "glCreateShader");
304     vgl->ShaderSource  = (PFNGLSHADERSOURCEPROC)vlc_gl_GetProcAddress(vgl->gl, "glShaderSource");
305     vgl->CompileShader = (PFNGLCOMPILESHADERPROC)vlc_gl_GetProcAddress(vgl->gl, "glCompileShader");
306     vgl->AttachShader  = (PFNGLATTACHSHADERPROC)vlc_gl_GetProcAddress(vgl->gl, "glAttachShader");
307
308     vgl->GetProgramiv  = (PFNGLGETPROGRAMIVPROC)vlc_gl_GetProcAddress(vgl->gl, "glGetProgramiv");
309     vgl->GetShaderiv   = (PFNGLGETSHADERIVPROC)vlc_gl_GetProcAddress(vgl->gl, "glGetShaderiv");
310     vgl->GetProgramInfoLog  = (PFNGLGETPROGRAMINFOLOGPROC)vlc_gl_GetProcAddress(vgl->gl, "glGetProgramInfoLog");
311     vgl->GetShaderInfoLog   = (PFNGLGETSHADERINFOLOGPROC)vlc_gl_GetProcAddress(vgl->gl, "glGetShaderInfoLog");
312
313     vgl->DetachShader  = (PFNGLDETACHSHADERPROC)vlc_gl_GetProcAddress(vgl->gl, "glDetachShader");
314     vgl->DeleteShader  = (PFNGLDELETESHADERPROC)vlc_gl_GetProcAddress(vgl->gl, "glDeleteShader");
315
316     vgl->GetUniformLocation = (PFNGLGETUNIFORMLOCATIONPROC)vlc_gl_GetProcAddress(vgl->gl, "glGetUniformLocation");
317     vgl->GetAttribLocation  = (PFNGLGETATTRIBLOCATIONPROC)vlc_gl_GetProcAddress(vgl->gl, "glGetAttribLocation");
318     vgl->VertexAttribPointer= (PFNGLVERTEXATTRIBPOINTERPROC)vlc_gl_GetProcAddress(vgl->gl, "glVertexAttribPointer");
319     vgl->EnableVertexAttribArray = (PFNGLENABLEVERTEXATTRIBARRAYPROC)vlc_gl_GetProcAddress(vgl->gl, "glEnableVertexAttribArray");
320     vgl->Uniform4fv    = (PFNGLUNIFORM4FVPROC)vlc_gl_GetProcAddress(vgl->gl,"glUniform4fv");
321     vgl->Uniform4f     = (PFNGLUNIFORM4FPROC)vlc_gl_GetProcAddress(vgl->gl,"glUniform4f");
322     vgl->Uniform3i     = (PFNGLUNIFORM3IPROC)vlc_gl_GetProcAddress(vgl->gl,"glUniform3i");
323     vgl->Uniform1i     = (PFNGLUNIFORM1IPROC)vlc_gl_GetProcAddress(vgl->gl,"glUniform1i");
324
325     vgl->CreateProgram = (PFNGLCREATEPROGRAMPROC)vlc_gl_GetProcAddress(vgl->gl, "glCreateProgram");
326     vgl->LinkProgram   = (PFNGLLINKPROGRAMPROC)vlc_gl_GetProcAddress(vgl->gl, "glLinkProgram");
327     vgl->UseProgram    = (PFNGLUSEPROGRAMPROC)vlc_gl_GetProcAddress(vgl->gl, "glUseProgram");
328     vgl->DeleteProgram = (PFNGLDELETEPROGRAMPROC)vlc_gl_GetProcAddress(vgl->gl, "glDeleteProgram");
329     vgl->ActiveTexture = (PFNGLACTIVETEXTUREPROC)vlc_gl_GetProcAddress(vgl->gl, "glActiveTexture");
330     vgl->ClientActiveTexture = (PFNGLCLIENTACTIVETEXTUREPROC)vlc_gl_GetProcAddress(vgl->gl, "glClientActiveTexture");
331
332     vgl->chroma = vlc_fourcc_GetChromaDescription(vgl->fmt.i_chroma);
333     vgl->use_multitexture = vgl->chroma->plane_count > 1;
334     vgl->supports_npot = HasExtension( extensions, "GL_ARB_texture_non_power_of_two" ) ||
335                          HasExtension( extensions, "GL_APPLE_texture_2D_limited_npot" );
336
337     if( !vgl->CreateShader || !vgl->ShaderSource || !vgl->CreateProgram )
338     {
339         fprintf(stderr, "Looks like you don't have all the opengl we need. Driver is %s, giving up\n", glGetString(GL_VERSION));
340         free( vgl );
341         return NULL;
342     }
343
344
345     /* Texture size */
346     for (unsigned j = 0; j < vgl->chroma->plane_count; j++) {
347         int w = vgl->fmt.i_width  * vgl->chroma->p[j].w.num / vgl->chroma->p[j].w.den;
348         int h = vgl->fmt.i_height * vgl->chroma->p[j].h.num / vgl->chroma->p[j].h.den;
349         if( vgl->supports_npot )
350         {
351             vgl->tex_width[j]  = w;
352             vgl->tex_height[j] = h;
353         } else {
354             vgl->tex_width[j]  = GetAlignedSize(w);
355             vgl->tex_height[j] = GetAlignedSize(h);
356         }
357     }
358
359     /* Build fragment program if needed */
360     vgl->program[0] = 0;
361     vgl->program[1] = 0;
362     vgl->local_count = 0;
363     vgl->shader[0] = vgl->shader[1] = vgl->shader[2] = -1;
364     if (supports_shaders) {
365         char *code = NULL;
366
367             /* [R/G/B][Y U V O] from TV range to full range
368              * XXX we could also do hue/brightness/constrast/gamma
369              * by simply changing the coefficients
370              */
371             const float matrix_bt601_tv2full[12] = {
372                  1.164383561643836,  0.0000,             1.596026785714286, -0.874202217873451 ,
373                  1.164383561643836, -0.391762290094914, -0.812967647237771,  0.531667823499146 ,
374                  1.164383561643836,  2.017232142857142,  0.0000,            -1.085630789302022 ,
375             };
376             const float matrix_bt709_tv2full[12] = {
377                  1.164383561643836,  0.0000,             1.792741071428571, -0.972945075016308 ,
378                  1.164383561643836, -0.21324861427373,  -0.532909328559444,  0.301482665475862 ,
379                  1.164383561643836,  2.112401785714286,  0.0000,            -1.133402217873451 ,
380             };
381             const float (*matrix) = fmt->i_height > 576 ? matrix_bt709_tv2full
382                                                            : matrix_bt601_tv2full;
383
384             /* Basic linear YUV -> RGB conversion using bilinear interpolation */
385             const char *template_glsl_yuv =
386                 "#version 120\n"
387                 "uniform sampler2D Texture[3];"
388                 "uniform vec4      coefficient[4];"
389                 "varying vec4      TexCoord0,TexCoord1,TexCoord2;"
390
391                 "void main(void) {"
392                 " vec4 x,y,z,result;"
393                 " x  = texture2D(Texture[0], TexCoord0.st);"
394                 " %c = texture2D(Texture[1], TexCoord1.st);"
395                 " %c = texture2D(Texture[2], TexCoord2.st);"
396
397                 " result = x * coefficient[0] + coefficient[3];"
398                 " result = (y * coefficient[1]) + result;"
399                 " result = (z * coefficient[2]) + result;"
400                 " gl_FragColor = result;"
401                 "}";
402             bool swap_uv = vgl->fmt.i_chroma == VLC_CODEC_YV12 ||
403                            vgl->fmt.i_chroma == VLC_CODEC_YV9;
404             if (asprintf(&code, template_glsl_yuv,
405                          swap_uv ? 'z' : 'y',
406                          swap_uv ? 'y' : 'z') < 0)
407                 code = NULL;
408
409             for (int i = 0; i < 4; i++) {
410                 float correction = i < 3 ? yuv_range_correction : 1.0;
411                 /* We place coefficient values for coefficient[4] in one array from matrix values.
412                    Notice that we fill values from top down instead of left to right.*/
413                 for( int j = 0; j < 4; j++ )
414                     vgl->local_value[vgl->local_count + i*4+j] = j < 3 ? correction * matrix[j*4+i] : 0.0 ;
415             }
416             vgl->local_count += 4;
417
418             // Basic vertex shader that we use in both cases
419             const char *vertexShader =
420             "#version 120\n"
421             "varying   vec4 TexCoord0,TexCoord1, TexCoord2;"
422             "attribute vec4 MultiTexCoord0,MultiTexCoord1,MultiTexCoord2;"
423             "attribute vec4 vertex_position;"
424             "void main() {"
425             " TexCoord0 = MultiTexCoord0;"
426             " TexCoord1 = MultiTexCoord1;"
427             " TexCoord2 = MultiTexCoord2;"
428             " gl_Position = vertex_position; }";
429
430             // Dummy shader for text overlay
431             const char *helloShader =
432             "#version 120\n"
433             "uniform sampler2D Texture[3];"
434             "uniform vec4 fillColor;"
435             "varying vec4 TexCoord0,TexCoord1,TexCoord2;"
436             "void main()"
437             "{ "
438             "  gl_FragColor = texture2D(Texture[0], TexCoord0.st)*fillColor;}";
439
440             vgl->shader[2] = vgl->CreateShader( GL_VERTEX_SHADER );
441             vgl->ShaderSource( vgl->shader[2], 1, (const GLchar **)&vertexShader, NULL);
442             vgl->CompileShader( vgl->shader[2] );
443
444             /* Create 'dummy' shader that handles subpicture overlay for now*/
445             vgl->shader[1] = vgl->CreateShader( GL_FRAGMENT_SHADER );
446             vgl->ShaderSource( vgl->shader[1], 1, &helloShader, NULL);
447             vgl->CompileShader( vgl->shader[1] );
448             vgl->program[1] = vgl->CreateProgram();
449             vgl->AttachShader( vgl->program[1], vgl->shader[1]);
450             vgl->AttachShader( vgl->program[1], vgl->shader[2]);
451             vgl->LinkProgram( vgl->program[1] );
452
453             // Create shader from code
454             vgl->shader[0] = vgl->CreateShader( GL_FRAGMENT_SHADER );
455             vgl->program[0] = vgl->CreateProgram();
456             if( need_fs_yuv )
457             {
458                 vgl->ShaderSource( vgl->shader[0], 1, (const GLchar **)&code, NULL );
459                 vgl->CompileShader( vgl->shader[0]);
460                 vgl->AttachShader( vgl->program[0], vgl->shader[0] );
461             } else {
462                 /* Use simpler shader if we don't need to to yuv -> rgb,
463                    for example when input is allready rgb (.bmp image).*/
464                 vgl->AttachShader( vgl->program[0], vgl->shader[1] );
465             }
466             vgl->AttachShader( vgl->program[0], vgl->shader[2]);
467
468             vgl->LinkProgram( vgl->program[0] );
469
470             free(code);
471             for( GLuint i = 0; i < 2; i++ )
472             {
473                 int infoLength = 0;
474                 int charsWritten = 0;
475                 char *infolog;
476                 vgl->GetProgramiv( vgl->program[i], GL_INFO_LOG_LENGTH, &infoLength );
477                 if( infoLength > 1 )
478                 {
479                     /* If there is some message, better to check linking is ok */
480                     GLint link_status = GL_TRUE;
481                     vgl->GetProgramiv( vgl->program[i], GL_LINK_STATUS, &link_status );
482
483                     infolog = (char *)malloc(infoLength);
484                     vgl->GetProgramInfoLog( vgl->program[i], infoLength, &charsWritten, infolog );
485                     fprintf(stderr, "shader program %d:%s %d\n",i,infolog,infoLength);
486                     free(infolog);
487
488                     /* Check shaders messages too */
489                     for( GLuint j = 0; j < 2; j++ )
490                     {
491                         vgl->GetShaderiv( vgl->shader[j], GL_INFO_LOG_LENGTH, &infoLength );
492                         if( infoLength > 1 )
493                         {
494                             infolog = (char *)malloc(infoLength);
495                             vgl->GetShaderInfoLog( vgl->shader[j], infoLength, &charsWritten, infolog );
496                             fprintf(stderr, "shader %d: %s\n",j,infolog );
497                             free( infolog );
498                         }
499                     }
500
501                     if( link_status == GL_FALSE )
502                     {
503                         fprintf( stderr, "Unable to use program %d\n", i );
504                         free( vgl );
505                         return NULL;
506                     }
507                 }
508             }
509     }
510
511     /* */
512     glDisable(GL_BLEND);
513     glDisable(GL_DEPTH_TEST);
514     glDepthMask(GL_FALSE);
515     glDisable(GL_CULL_FACE);
516     glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
517     glClear(GL_COLOR_BUFFER_BIT);
518
519     vlc_gl_Unlock(vgl->gl);
520
521     /* */
522     for (int i = 0; i < VLCGL_TEXTURE_COUNT; i++) {
523         for (int j = 0; j < PICTURE_PLANE_MAX; j++)
524             vgl->texture[i][j] = 0;
525     }
526     vgl->region_count = 0;
527     vgl->region = NULL;
528     vgl->pool = NULL;
529
530     *fmt = vgl->fmt;
531     if (subpicture_chromas) {
532         *subpicture_chromas = gl_subpicture_chromas;
533     }
534     return vgl;
535 }
536
537 void vout_display_opengl_Delete(vout_display_opengl_t *vgl)
538 {
539     /* */
540     if (!vlc_gl_Lock(vgl->gl)) {
541
542         glFinish();
543         glFlush();
544         for (int i = 0; i < VLCGL_TEXTURE_COUNT; i++)
545             glDeleteTextures(vgl->chroma->plane_count, vgl->texture[i]);
546         for (int i = 0; i < vgl->region_count; i++) {
547             if (vgl->region[i].texture)
548                 glDeleteTextures(1, &vgl->region[i].texture);
549         }
550         free(vgl->region);
551
552         if (vgl->program[0])
553         {
554             for( int i = 0; i < 2; i++ )
555                 vgl->DeleteProgram( vgl->program[i] );
556             for( int i = 0; i < 3; i++ )
557                 vgl->DeleteShader( vgl->shader[i] );
558         }
559
560         vlc_gl_Unlock(vgl->gl);
561     }
562     if (vgl->pool)
563         picture_pool_Delete(vgl->pool);
564     free(vgl);
565 }
566
567 picture_pool_t *vout_display_opengl_GetPool(vout_display_opengl_t *vgl, unsigned requested_count)
568 {
569     if (vgl->pool)
570         return vgl->pool;
571
572     /* Allocate our pictures */
573     picture_t *picture[VLCGL_PICTURE_MAX] = {NULL, };
574     unsigned count = 0;
575
576     for (count = 0; count < __MIN(VLCGL_PICTURE_MAX, requested_count); count++) {
577         picture[count] = picture_NewFromFormat(&vgl->fmt);
578         if (!picture[count])
579             break;
580     }
581     if (count <= 0)
582         return NULL;
583
584     /* Wrap the pictures into a pool */
585     picture_pool_configuration_t cfg;
586     memset(&cfg, 0, sizeof(cfg));
587     cfg.picture_count = count;
588     cfg.picture       = picture;
589     vgl->pool = picture_pool_NewExtended(&cfg);
590     if (!vgl->pool)
591         goto error;
592
593     /* Allocates our textures */
594     if (vlc_gl_Lock(vgl->gl))
595         return vgl->pool;
596
597     for (int i = 0; i < VLCGL_TEXTURE_COUNT; i++) {
598         glGenTextures(vgl->chroma->plane_count, vgl->texture[i]);
599         for (unsigned j = 0; j < vgl->chroma->plane_count; j++) {
600             if (vgl->use_multitexture)
601             {
602                 vgl->ActiveTexture(GL_TEXTURE0 + j);
603                 vgl->ClientActiveTexture(GL_TEXTURE0 + j);
604             }
605             glBindTexture(vgl->tex_target, vgl->texture[i][j]);
606
607 #if !USE_OPENGL_ES
608             /* Set the texture parameters */
609             glTexParameterf(vgl->tex_target, GL_TEXTURE_PRIORITY, 1.0);
610             glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
611 #endif
612
613             glTexParameteri(vgl->tex_target, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
614             glTexParameteri(vgl->tex_target, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
615             glTexParameteri(vgl->tex_target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
616             glTexParameteri(vgl->tex_target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
617
618             /* Call glTexImage2D only once, and use glTexSubImage2D later */
619             glTexImage2D(vgl->tex_target, 0,
620                          vgl->tex_internal, vgl->tex_width[j], vgl->tex_height[j],
621                          0, vgl->tex_format, vgl->tex_type, NULL);
622         }
623     }
624
625     vlc_gl_Unlock(vgl->gl);
626
627     return vgl->pool;
628
629 error:
630     for (unsigned i = 0; i < count; i++)
631         picture_Release(picture[i]);
632     return NULL;
633 }
634
635 int vout_display_opengl_Prepare(vout_display_opengl_t *vgl,
636                                 picture_t *picture, subpicture_t *subpicture)
637 {
638     /* On Win32/GLX, we do this the usual way:
639        + Fill the buffer with new content,
640        + Reload the texture,
641        + Use the texture.
642
643        On OS X with VRAM or AGP texturing, the order has to be:
644        + Reload the texture,
645        + Fill the buffer with new content,
646        + Use the texture.
647
648        (Thanks to gcc from the Arstechnica forums for the tip)
649
650        Therefore on OSX, we have to use two buffers and textures and use a
651        lock(/unlock) managed picture pool.
652      */
653
654     if (vlc_gl_Lock(vgl->gl))
655         return VLC_EGENERIC;
656
657     /* Update the texture */
658     for (unsigned j = 0; j < vgl->chroma->plane_count; j++) {
659         if (vgl->use_multitexture)
660         {
661             vgl->ActiveTexture(GL_TEXTURE0 + j);
662             vgl->ClientActiveTexture(GL_TEXTURE0 + j);
663         }
664         glBindTexture(vgl->tex_target, vgl->texture[0][j]);
665         glPixelStorei(GL_UNPACK_ROW_LENGTH, picture->p[j].i_pitch / picture->p[j].i_pixel_pitch);
666         glTexSubImage2D(vgl->tex_target, 0,
667                         0, 0,
668                         vgl->fmt.i_width  * vgl->chroma->p[j].w.num / vgl->chroma->p[j].w.den,
669                         vgl->fmt.i_height * vgl->chroma->p[j].h.num / vgl->chroma->p[j].h.den,
670                         vgl->tex_format, vgl->tex_type, picture->p[j].p_pixels);
671     }
672
673     int         last_count = vgl->region_count;
674     gl_region_t *last = vgl->region;
675
676     vgl->region_count = 0;
677     vgl->region       = NULL;
678
679     if (subpicture) {
680
681         int count = 0;
682         for (subpicture_region_t *r = subpicture->p_region; r; r = r->p_next)
683             count++;
684
685         vgl->region_count = count;
686         vgl->region       = calloc(count, sizeof(*vgl->region));
687
688         if (vgl->use_multitexture)
689         {
690             vgl->ActiveTexture(GL_TEXTURE0 + 0);
691             vgl->ClientActiveTexture(GL_TEXTURE0 + 0);
692         }
693         int i = 0;
694         for (subpicture_region_t *r = subpicture->p_region; r; r = r->p_next, i++) {
695             gl_region_t *glr = &vgl->region[i];
696
697             glr->format = GL_RGBA;
698             glr->type   = GL_UNSIGNED_BYTE;
699             glr->width  = r->fmt.i_visible_width;
700             glr->height = r->fmt.i_visible_height;
701             if(!vgl->supports_npot )
702             {
703                 glr->width  = GetAlignedSize( glr->width );
704                 glr->height = GetAlignedSize( glr->height );
705             }
706             glr->alpha  = (float)subpicture->i_alpha * r->i_alpha / 255 / 255;
707             glr->left   =  2.0 * (r->i_x                          ) / subpicture->i_original_picture_width  - 1.0;
708             glr->top    = -2.0 * (r->i_y                          ) / subpicture->i_original_picture_height + 1.0;
709             glr->right  =  2.0 * (r->i_x + r->fmt.i_visible_width ) / subpicture->i_original_picture_width  - 1.0;
710             glr->bottom = -2.0 * (r->i_y + r->fmt.i_visible_height) / subpicture->i_original_picture_height + 1.0;
711
712             glr->texture = 0;
713             for (int j = 0; j < last_count; j++) {
714                 if (last[j].texture &&
715                     last[j].width  == glr->width &&
716                     last[j].height == glr->height &&
717                     last[j].format == glr->format &&
718                     last[j].type   == glr->type) {
719                     glr->texture = last[j].texture;
720                     memset(&last[j], 0, sizeof(last[j]));
721                     break;
722                 }
723             }
724
725             const int pixels_offset = r->fmt.i_y_offset * r->p_picture->p->i_pitch +
726                                       r->fmt.i_x_offset * r->p_picture->p->i_pixel_pitch;
727             if (glr->texture) {
728                 glBindTexture(GL_TEXTURE_2D, glr->texture);
729                 /* TODO set GL_UNPACK_ALIGNMENT */
730                 glPixelStorei(GL_UNPACK_ROW_LENGTH, r->p_picture->p->i_pitch / r->p_picture->p->i_pixel_pitch);
731                 glTexSubImage2D(GL_TEXTURE_2D, 0,
732                                 0, 0, glr->width, glr->height,
733                                 glr->format, glr->type, &r->p_picture->p->p_pixels[pixels_offset]);
734             } else {
735                 glGenTextures(1, &glr->texture);
736                 glBindTexture(GL_TEXTURE_2D, glr->texture);
737 #if !USE_OPENGL_ES
738                 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_PRIORITY, 1.0);
739                 glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
740 #endif
741                 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
742                 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
743                 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
744                 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
745                 /* TODO set GL_UNPACK_ALIGNMENT */
746                 glPixelStorei(GL_UNPACK_ROW_LENGTH, r->p_picture->p->i_pitch / r->p_picture->p->i_pixel_pitch);
747                 glTexImage2D(GL_TEXTURE_2D, 0, glr->format,
748                              glr->width, glr->height, 0, glr->format, glr->type,
749                              &r->p_picture->p->p_pixels[pixels_offset]);
750             }
751         }
752     }
753     for (int i = 0; i < last_count; i++) {
754         if (last[i].texture)
755             glDeleteTextures(1, &last[i].texture);
756     }
757     free(last);
758
759     vlc_gl_Unlock(vgl->gl);
760     VLC_UNUSED(subpicture);
761     return VLC_SUCCESS;
762 }
763
764 static void draw_without_shaders( vout_display_opengl_t *vgl, float *left, float *top, float *right, float *bottom )
765 {
766     static const GLfloat vertexCoord[] = {
767         -1.0f, -1.0f,
768          1.0f, -1.0f,
769         -1.0f,  1.0f,
770          1.0f,  1.0f,
771     };
772
773     const GLfloat textureCoord[8] = {
774         left[0],  bottom[0],
775         right[0], bottom[0],
776         left[0],  top[0],
777         right[0], top[0]
778     };
779
780     for (unsigned j = 0; j < vgl->chroma->plane_count; j++) {
781        vgl->ActiveTexture( GL_TEXTURE0 + j );
782        vgl->ClientActiveTexture( GL_TEXTURE0 + j );
783
784        glEnableClientState(GL_VERTEX_ARRAY);
785        glEnableClientState(GL_TEXTURE_COORD_ARRAY);
786
787        glEnable(vgl->tex_target);
788
789        glBindTexture(vgl->tex_target, vgl->texture[0][j]);
790        glTexCoordPointer(2, GL_FLOAT, 0, textureCoord);
791     }
792     vgl->ActiveTexture( GL_TEXTURE0 );
793     vgl->ClientActiveTexture( GL_TEXTURE0 );
794
795     glVertexPointer(2, GL_FLOAT, 0, vertexCoord);
796
797     glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
798
799     for (unsigned j = 0; j < vgl->chroma->plane_count; j++) {
800        vgl->ActiveTexture( GL_TEXTURE0 + j );
801        vgl->ClientActiveTexture( GL_TEXTURE0 + j );
802        glDisable(vgl->tex_target);
803        glDisableClientState(GL_TEXTURE_COORD_ARRAY);
804        glDisableClientState(GL_VERTEX_ARRAY);
805     }
806     vgl->ActiveTexture( GL_TEXTURE0 );
807     vgl->ClientActiveTexture( GL_TEXTURE0 );
808 }
809
810 static void draw_with_shaders( vout_display_opengl_t *vgl, float *left, float *top, float *right, float *bottom )
811 {
812
813     const GLfloat vertexCoord[] = {
814         -1.0, 1.0,
815         -1.0, -1.0,
816         1.0, 1.0,
817         1.0, -1.0,
818     };
819
820     for( unsigned j = 0; j < vgl->chroma->plane_count; j++)
821     {
822         char *attribute = NULL;
823         const GLfloat texCoord[] = {
824             left[j], top[j],
825             left[j], bottom[j],
826             right[j], top[j],
827             right[j], bottom[j],
828         };
829         vgl->ActiveTexture( GL_TEXTURE0+j);
830         vgl->ClientActiveTexture( GL_TEXTURE0+j);
831         glEnable(vgl->tex_target);
832         glBindTexture(vgl->tex_target, vgl->texture[0][j]);
833         if(asprintf( &attribute, "MultiTexCoord%1d", j ) == -1 )
834             return;
835
836         vgl->EnableVertexAttribArray( vgl->GetAttribLocation(vgl->program[0], attribute ) );
837         vgl->VertexAttribPointer( vgl->GetAttribLocation( vgl->program[0], attribute ), 2, GL_FLOAT, 0, 0, texCoord);
838         free( attribute );
839         attribute = NULL;
840     }
841     vgl->ActiveTexture(GL_TEXTURE0 + 0);
842     vgl->ClientActiveTexture(GL_TEXTURE0 + 0);
843     vgl->EnableVertexAttribArray( vgl->GetAttribLocation( vgl->program[0], "vertex_position"));
844     vgl->VertexAttribPointer( vgl->GetAttribLocation( vgl->program[0], "vertex_position"), 2, GL_FLOAT, 0, 0, vertexCoord);
845
846     glDrawArrays( GL_TRIANGLE_STRIP, 0, 4);
847 }
848
849 int vout_display_opengl_Display(vout_display_opengl_t *vgl,
850                                 const video_format_t *source)
851 {
852     if (vlc_gl_Lock(vgl->gl))
853         return VLC_EGENERIC;
854
855     /* glTexCoord works differently with GL_TEXTURE_2D and
856        GL_TEXTURE_RECTANGLE_EXT */
857     float left[PICTURE_PLANE_MAX];
858     float top[PICTURE_PLANE_MAX];
859     float right[PICTURE_PLANE_MAX];
860     float bottom[PICTURE_PLANE_MAX];
861     for (unsigned j = 0; j < vgl->chroma->plane_count; j++) {
862         float scale_w, scale_h;
863         if (vgl->tex_target == GL_TEXTURE_2D) {
864             scale_w = (float)vgl->chroma->p[j].w.num / vgl->chroma->p[j].w.den / vgl->tex_width[j];
865             scale_h = (float)vgl->chroma->p[j].h.num / vgl->chroma->p[j].h.den / vgl->tex_height[j];
866
867         } else {
868             scale_w = 1.0;
869             scale_h = 1.0;
870         }
871         left[j]   = (source->i_x_offset +                       0 ) * scale_w;
872         top[j]    = (source->i_y_offset +                       0 ) * scale_h;
873         right[j]  = (source->i_x_offset + source->i_visible_width ) * scale_w;
874         bottom[j] = (source->i_y_offset + source->i_visible_height) * scale_h;
875     }
876
877
878     /* Why drawing here and not in Render()? Because this way, the
879        OpenGL providers can call vout_display_opengl_Display to force redraw.i
880        Currently, the OS X provider uses it to get a smooth window resizing */
881
882     glClear(GL_COLOR_BUFFER_BIT);
883
884
885     if( vgl->program[0] )
886     {
887         vgl->UseProgram(vgl->program[0]);
888         vgl->Uniform4fv( vgl->GetUniformLocation( vgl->program[0], "coefficient" ), 4, vgl->local_value);
889         vgl->Uniform1i( vgl->GetUniformLocation( vgl->program[0], "Texture[0]" ), 0);
890         vgl->Uniform1i( vgl->GetUniformLocation( vgl->program[0], "Texture[1]" ), 1);
891         vgl->Uniform1i( vgl->GetUniformLocation( vgl->program[0], "Texture[2]" ), 2);
892         draw_with_shaders( vgl, left, top ,right, bottom );
893         // Change the program for overlays
894         vgl->UseProgram(vgl->program[1]);
895         vgl->Uniform1i( vgl->GetUniformLocation( vgl->program[1], "Texture[0]" ), 0);
896     } else {
897         draw_without_shaders( vgl, left, top, right, bottom );
898     }
899
900     vgl->ActiveTexture(GL_TEXTURE0 + 0);
901     vgl->ClientActiveTexture(GL_TEXTURE0 + 0);
902     glEnable(GL_TEXTURE_2D);
903     glEnable(GL_BLEND);
904     glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
905
906     for (int i = 0; i < vgl->region_count; i++) {
907         gl_region_t *glr = &vgl->region[i];
908         const GLfloat vertexCoord[] = {
909             glr->left, glr->top,
910             glr->left, glr->bottom,
911             glr->right, glr->top,
912             glr->right,glr->bottom,
913         };
914         static const GLfloat textureCoord[] = {
915             0.0, 0.0,
916             0.0, 1.0,
917             1.0, 0.0,
918             1.0, 1.0,
919         };
920
921         glBindTexture(GL_TEXTURE_2D, glr->texture);
922         if( vgl->program[0] )
923         {
924             vgl->Uniform4f( vgl->GetUniformLocation( vgl->program[1], "fillColor"), 1.0f, 1.0f, 1.0f, glr->alpha);
925             vgl->EnableVertexAttribArray( vgl->GetAttribLocation( vgl->program[1], "MultiTexCoord0") );
926             vgl->VertexAttribPointer( vgl->GetAttribLocation( vgl->program[1], "MultiTexCoord0"), 2, GL_FLOAT, 0, 0, textureCoord);
927             vgl->EnableVertexAttribArray( vgl->GetAttribLocation( vgl->program[1], "vertex_position"));
928             vgl->VertexAttribPointer( vgl->GetAttribLocation( vgl->program[1], "vertex_position"), 2, GL_FLOAT, 0, 0, vertexCoord);
929         }
930         else
931         {
932             glEnableClientState(GL_VERTEX_ARRAY);
933             glColor4f( 1.0f, 1.0f, 1.0f, glr->alpha );
934             glEnable(GL_TEXTURE_COORD_ARRAY);
935             glEnable(GL_VERTEX_ARRAY);
936             glTexCoordPointer(2, GL_FLOAT, 0, textureCoord);
937             glEnableClientState(GL_TEXTURE_COORD_ARRAY);
938             glVertexPointer(2, GL_FLOAT, 0, vertexCoord);
939         }
940
941         glDrawArrays( GL_TRIANGLE_STRIP, 0, 4 );
942
943         if( !vgl->program[0] )
944         {
945             glDisableClientState(GL_TEXTURE_COORD_ARRAY);
946             glDisableClientState(GL_VERTEX_ARRAY);
947         }
948     }
949     glDisable(GL_BLEND);
950     glDisable(GL_TEXTURE_2D);
951
952     vlc_gl_Swap(vgl->gl);
953
954     vlc_gl_Unlock(vgl->gl);
955     return VLC_SUCCESS;
956 }
957