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 # define GL_UNPACK_ROW_LENGTH 0
66 # import <CoreFoundation/CoreFoundation.h>
71 # define GLSL_VERSION "100"
72 # define VLCGL_TEXTURE_COUNT 1
73 # define VLCGL_PICTURE_MAX 1
74 # define PRECISION "precision highp float;"
76 # define GLSL_VERSION "120"
77 # define VLCGL_TEXTURE_COUNT 1
78 # define VLCGL_PICTURE_MAX 128
82 static const vlc_fourcc_t gl_subpicture_chromas[] = {
102 struct vout_display_opengl_t {
107 const vlc_chroma_description_t *chroma;
114 int tex_width[PICTURE_PLANE_MAX];
115 int tex_height[PICTURE_PLANE_MAX];
117 GLuint texture[VLCGL_TEXTURE_COUNT][PICTURE_PLANE_MAX];
123 picture_pool_t *pool;
125 /* index 0 for normal and 1 for subtitle overlay */
127 GLint shader[3]; //3. is for the common vertex shader
129 GLfloat local_value[16];
131 /* Shader variables commands*/
132 PFNGLGETUNIFORMLOCATIONPROC GetUniformLocation;
133 PFNGLGETATTRIBLOCATIONPROC GetAttribLocation;
134 PFNGLVERTEXATTRIBPOINTERPROC VertexAttribPointer;
135 PFNGLENABLEVERTEXATTRIBARRAYPROC EnableVertexAttribArray;
137 PFNGLUNIFORM4FVPROC Uniform4fv;
138 PFNGLUNIFORM4FPROC Uniform4f;
139 PFNGLUNIFORM1IPROC Uniform1i;
142 PFNGLCREATESHADERPROC CreateShader;
143 PFNGLSHADERSOURCEPROC ShaderSource;
144 PFNGLCOMPILESHADERPROC CompileShader;
145 PFNGLDELETESHADERPROC DeleteShader;
147 PFNGLCREATEPROGRAMPROC CreateProgram;
148 PFNGLLINKPROGRAMPROC LinkProgram;
149 PFNGLUSEPROGRAMPROC UseProgram;
150 PFNGLDELETEPROGRAMPROC DeleteProgram;
152 PFNGLATTACHSHADERPROC AttachShader;
154 /* Shader log commands */
155 PFNGLGETPROGRAMIVPROC GetProgramiv;
156 PFNGLGETPROGRAMINFOLOGPROC GetProgramInfoLog;
157 PFNGLGETSHADERIVPROC GetShaderiv;
158 PFNGLGETSHADERINFOLOGPROC GetShaderInfoLog;
162 bool use_multitexture;
164 /* Non-power-of-2 texture size support */
168 static inline int GetAlignedSize(unsigned size)
170 /* Return the smallest larger or equal power of 2 */
171 unsigned align = 1 << (8 * sizeof (unsigned) - clz(size));
172 return ((align >> 1) == size) ? size : align;
176 static bool IsLuminance16Supported(int target)
180 glGenTextures(1, &texture);
181 glBindTexture(target, texture);
182 glTexImage2D(target, 0, GL_LUMINANCE16,
183 64, 64, 0, GL_LUMINANCE, GL_UNSIGNED_SHORT, NULL);
185 glGetTexLevelParameteriv(target, 0, GL_TEXTURE_LUMINANCE_SIZE, &size);
187 glDeleteTextures(1, &texture);
193 static void BuildVertexShader(vout_display_opengl_t *vgl,
196 /* Basic vertex shader */
197 const char *vertexShader =
198 "#version " GLSL_VERSION "\n"
200 "varying vec4 TexCoord0,TexCoord1, TexCoord2;"
201 "attribute vec4 MultiTexCoord0,MultiTexCoord1,MultiTexCoord2;"
202 "attribute vec4 VertexPosition;"
204 " TexCoord0 = MultiTexCoord0;"
205 " TexCoord1 = MultiTexCoord1;"
206 " TexCoord2 = MultiTexCoord2;"
207 " gl_Position = VertexPosition;"
210 *shader = vgl->CreateShader(GL_VERTEX_SHADER);
211 vgl->ShaderSource(*shader, 1, &vertexShader, NULL);
212 vgl->CompileShader(*shader);
215 static void BuildYUVFragmentShader(vout_display_opengl_t *vgl,
218 GLfloat *local_value,
219 const video_format_t *fmt,
220 float yuv_range_correction)
223 /* [R/G/B][Y U V O] from TV range to full range
224 * XXX we could also do hue/brightness/constrast/gamma
225 * by simply changing the coefficients
227 const float matrix_bt601_tv2full[12] = {
228 1.164383561643836, 0.0000, 1.596026785714286, -0.874202217873451 ,
229 1.164383561643836, -0.391762290094914, -0.812967647237771, 0.531667823499146 ,
230 1.164383561643836, 2.017232142857142, 0.0000, -1.085630789302022 ,
232 const float matrix_bt709_tv2full[12] = {
233 1.164383561643836, 0.0000, 1.792741071428571, -0.972945075016308 ,
234 1.164383561643836, -0.21324861427373, -0.532909328559444, 0.301482665475862 ,
235 1.164383561643836, 2.112401785714286, 0.0000, -1.133402217873451 ,
237 const float (*matrix) = fmt->i_height > 576 ? matrix_bt709_tv2full
238 : matrix_bt601_tv2full;
240 /* Basic linear YUV -> RGB conversion using bilinear interpolation */
241 const char *template_glsl_yuv =
242 "#version " GLSL_VERSION "\n"
244 "uniform sampler2D Texture0;"
245 "uniform sampler2D Texture1;"
246 "uniform sampler2D Texture2;"
247 "uniform vec4 Coefficient[4];"
248 "varying vec4 TexCoord0,TexCoord1,TexCoord2;"
251 " vec4 x,y,z,result;"
252 " x = texture2D(Texture0, TexCoord0.st);"
253 " %c = texture2D(Texture1, TexCoord1.st);"
254 " %c = texture2D(Texture2, TexCoord2.st);"
256 " result = x * Coefficient[0] + Coefficient[3];"
257 " result = (y * Coefficient[1]) + result;"
258 " result = (z * Coefficient[2]) + result;"
259 " gl_FragColor = result;"
261 bool swap_uv = fmt->i_chroma == VLC_CODEC_YV12 ||
262 fmt->i_chroma == VLC_CODEC_YV9;
265 if (asprintf(&code, template_glsl_yuv,
267 swap_uv ? 'y' : 'z') < 0)
270 for (int i = 0; i < 4; i++) {
271 float correction = i < 3 ? yuv_range_correction : 1.0;
272 /* We place coefficient values for coefficient[4] in one array from matrix values.
273 Notice that we fill values from top down instead of left to right.*/
274 for (int j = 0; j < 4; j++)
275 local_value[*local_count + i*4+j] = j < 3 ? correction * matrix[j*4+i]
281 *shader = vgl->CreateShader(GL_FRAGMENT_SHADER);
282 vgl->ShaderSource(*shader, 1, (const char **)&code, NULL);
283 vgl->CompileShader(*shader);
288 static void BuildRGBFragmentShader(vout_display_opengl_t *vgl,
291 // Simple shader for RGB
293 "#version " GLSL_VERSION "\n"
295 "uniform sampler2D Texture[3];"
296 "varying vec4 TexCoord0,TexCoord1,TexCoord2;"
299 " gl_FragColor = texture2D(Texture[0], TexCoord0.st);"
301 *shader = vgl->CreateShader(GL_FRAGMENT_SHADER);
302 vgl->ShaderSource(*shader, 1, &code, NULL);
303 vgl->CompileShader(*shader);
306 static void BuildRGBAFragmentShader(vout_display_opengl_t *vgl,
309 // Simple shader for RGBA
311 "#version " GLSL_VERSION "\n"
313 "uniform sampler2D Texture;"
314 "uniform vec4 FillColor;"
315 "varying vec4 TexCoord0;"
318 " gl_FragColor = texture2D(Texture, TexCoord0.st) * FillColor;"
320 *shader = vgl->CreateShader(GL_FRAGMENT_SHADER);
321 vgl->ShaderSource(*shader, 1, &code, NULL);
322 vgl->CompileShader(*shader);
325 vout_display_opengl_t *vout_display_opengl_New(video_format_t *fmt,
326 const vlc_fourcc_t **subpicture_chromas,
329 vout_display_opengl_t *vgl = calloc(1, sizeof(*vgl));
334 if (vlc_gl_Lock(vgl->gl)) {
339 if (vgl->gl->getProcAddress == NULL) {
340 fprintf(stderr, "getProcAddress not implemented, bailing out\n");
345 const char *extensions = (const char *)glGetString(GL_EXTENSIONS);
347 const unsigned char *ogl_version = glGetString(GL_VERSION);
348 bool supports_shaders = strverscmp((const char *)ogl_version, "2.0") >= 0;
350 bool supports_shaders = false;
353 vgl->CreateShader = (PFNGLCREATESHADERPROC)vlc_gl_GetProcAddress(vgl->gl, "glCreateShader");
354 vgl->ShaderSource = (PFNGLSHADERSOURCEPROC)vlc_gl_GetProcAddress(vgl->gl, "glShaderSource");
355 vgl->CompileShader = (PFNGLCOMPILESHADERPROC)vlc_gl_GetProcAddress(vgl->gl, "glCompileShader");
356 vgl->AttachShader = (PFNGLATTACHSHADERPROC)vlc_gl_GetProcAddress(vgl->gl, "glAttachShader");
358 vgl->GetProgramiv = (PFNGLGETPROGRAMIVPROC)vlc_gl_GetProcAddress(vgl->gl, "glGetProgramiv");
359 vgl->GetShaderiv = (PFNGLGETSHADERIVPROC)vlc_gl_GetProcAddress(vgl->gl, "glGetShaderiv");
360 vgl->GetProgramInfoLog = (PFNGLGETPROGRAMINFOLOGPROC)vlc_gl_GetProcAddress(vgl->gl, "glGetProgramInfoLog");
361 vgl->GetShaderInfoLog = (PFNGLGETSHADERINFOLOGPROC)vlc_gl_GetProcAddress(vgl->gl, "glGetShaderInfoLog");
363 vgl->DeleteShader = (PFNGLDELETESHADERPROC)vlc_gl_GetProcAddress(vgl->gl, "glDeleteShader");
365 vgl->GetUniformLocation = (PFNGLGETUNIFORMLOCATIONPROC)vlc_gl_GetProcAddress(vgl->gl, "glGetUniformLocation");
366 vgl->GetAttribLocation = (PFNGLGETATTRIBLOCATIONPROC)vlc_gl_GetProcAddress(vgl->gl, "glGetAttribLocation");
367 vgl->VertexAttribPointer= (PFNGLVERTEXATTRIBPOINTERPROC)vlc_gl_GetProcAddress(vgl->gl, "glVertexAttribPointer");
368 vgl->EnableVertexAttribArray = (PFNGLENABLEVERTEXATTRIBARRAYPROC)vlc_gl_GetProcAddress(vgl->gl, "glEnableVertexAttribArray");
369 vgl->Uniform4fv = (PFNGLUNIFORM4FVPROC)vlc_gl_GetProcAddress(vgl->gl,"glUniform4fv");
370 vgl->Uniform4f = (PFNGLUNIFORM4FPROC)vlc_gl_GetProcAddress(vgl->gl,"glUniform4f");
371 vgl->Uniform1i = (PFNGLUNIFORM1IPROC)vlc_gl_GetProcAddress(vgl->gl,"glUniform1i");
373 vgl->CreateProgram = (PFNGLCREATEPROGRAMPROC)vlc_gl_GetProcAddress(vgl->gl, "glCreateProgram");
374 vgl->LinkProgram = (PFNGLLINKPROGRAMPROC)vlc_gl_GetProcAddress(vgl->gl, "glLinkProgram");
375 vgl->UseProgram = (PFNGLUSEPROGRAMPROC)vlc_gl_GetProcAddress(vgl->gl, "glUseProgram");
376 vgl->DeleteProgram = (PFNGLDELETEPROGRAMPROC)vlc_gl_GetProcAddress(vgl->gl, "glDeleteProgram");
378 if (!vgl->CreateShader || !vgl->ShaderSource || !vgl->CreateProgram)
379 supports_shaders = false;
381 vgl->supports_npot = HasExtension(extensions, "GL_ARB_texture_non_power_of_two") ||
382 HasExtension(extensions, "GL_APPLE_texture_2D_limited_npot");
384 GLint max_texture_units = 0;
385 glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &max_texture_units);
389 /* work-around an iOS 6 bug */
390 if (kCFCoreFoundationVersionNumber >= 786.)
391 max_texture_units = 8;
392 supports_shaders = true;
396 /* Initialize with default chroma */
398 vgl->fmt.i_chroma = VLC_CODEC_RGB32;
399 # if defined(WORDS_BIGENDIAN)
400 vgl->fmt.i_rmask = 0xff000000;
401 vgl->fmt.i_gmask = 0x00ff0000;
402 vgl->fmt.i_bmask = 0x0000ff00;
404 vgl->fmt.i_rmask = 0x000000ff;
405 vgl->fmt.i_gmask = 0x0000ff00;
406 vgl->fmt.i_bmask = 0x00ff0000;
408 vgl->tex_target = GL_TEXTURE_2D;
409 vgl->tex_format = GL_RGBA;
410 vgl->tex_internal = GL_RGBA;
411 vgl->tex_type = GL_UNSIGNED_BYTE;
412 /* Use YUV if possible and needed */
413 bool need_fs_yuv = false;
414 float yuv_range_correction = 1.0;
416 if (max_texture_units >= 3 && supports_shaders &&
417 vlc_fourcc_IsYUV(fmt->i_chroma) && !vlc_fourcc_IsYUV(vgl->fmt.i_chroma)) {
418 const vlc_fourcc_t *list = vlc_fourcc_GetYUVFallback(fmt->i_chroma);
420 const vlc_chroma_description_t *dsc = vlc_fourcc_GetChromaDescription(*list);
421 if (dsc && dsc->plane_count == 3 && dsc->pixel_size == 1) {
424 vgl->fmt.i_chroma = *list;
425 vgl->tex_format = GL_LUMINANCE;
426 vgl->tex_internal = GL_LUMINANCE;
427 vgl->tex_type = GL_UNSIGNED_BYTE;
428 yuv_range_correction = 1.0;
431 } else if (dsc && dsc->plane_count == 3 && dsc->pixel_size == 2 &&
432 IsLuminance16Supported(vgl->tex_target)) {
435 vgl->fmt.i_chroma = *list;
436 vgl->tex_format = GL_LUMINANCE;
437 vgl->tex_internal = GL_LUMINANCE16;
438 vgl->tex_type = GL_UNSIGNED_SHORT;
439 yuv_range_correction = (float)((1 << 16) - 1) / ((1 << dsc->pixel_bits) - 1);
447 vgl->chroma = vlc_fourcc_GetChromaDescription(vgl->fmt.i_chroma);
448 vgl->use_multitexture = vgl->chroma->plane_count > 1;
451 for (unsigned j = 0; j < vgl->chroma->plane_count; j++) {
452 int w = vgl->fmt.i_width * vgl->chroma->p[j].w.num / vgl->chroma->p[j].w.den;
453 int h = vgl->fmt.i_height * vgl->chroma->p[j].h.num / vgl->chroma->p[j].h.den;
454 if (vgl->supports_npot) {
455 vgl->tex_width[j] = w;
456 vgl->tex_height[j] = h;
458 vgl->tex_width[j] = GetAlignedSize(w);
459 vgl->tex_height[j] = GetAlignedSize(h);
463 /* Build program if needed */
469 vgl->local_count = 0;
470 if (supports_shaders) {
472 BuildYUVFragmentShader(vgl, &vgl->shader[0],
475 fmt, yuv_range_correction);
477 BuildRGBFragmentShader(vgl, &vgl->shader[0]);
478 BuildRGBAFragmentShader(vgl, &vgl->shader[1]);
479 BuildVertexShader(vgl, &vgl->shader[2]);
481 /* Check shaders messages */
482 for (unsigned j = 0; j < 3; j++) {
484 vgl->GetShaderiv(vgl->shader[j], GL_INFO_LOG_LENGTH, &infoLength);
488 char *infolog = malloc(infoLength);
490 vgl->GetShaderInfoLog(vgl->shader[j], infoLength, &charsWritten, infolog);
491 fprintf(stderr, "shader %d: %s\n", j, infolog);
495 vgl->program[0] = vgl->CreateProgram();
496 vgl->AttachShader(vgl->program[0], vgl->shader[0]);
497 vgl->AttachShader(vgl->program[0], vgl->shader[2]);
498 vgl->LinkProgram(vgl->program[0]);
500 vgl->program[1] = vgl->CreateProgram();
501 vgl->AttachShader(vgl->program[1], vgl->shader[1]);
502 vgl->AttachShader(vgl->program[1], vgl->shader[2]);
503 vgl->LinkProgram(vgl->program[1]);
505 /* Check program messages */
506 for (GLuint i = 0; i < 2; i++) {
508 vgl->GetProgramiv(vgl->program[i], GL_INFO_LOG_LENGTH, &infoLength);
511 char *infolog = malloc(infoLength);
513 vgl->GetProgramInfoLog(vgl->program[i], infoLength, &charsWritten, infolog);
514 fprintf(stderr, "shader program %d: %s\n", i, infolog);
517 /* If there is some message, better to check linking is ok */
518 GLint link_status = GL_TRUE;
519 vgl->GetProgramiv(vgl->program[i], GL_LINK_STATUS, &link_status);
520 if (link_status == GL_FALSE) {
521 fprintf(stderr, "Unable to use program %d\n", i);
530 glDisable(GL_DEPTH_TEST);
531 glDepthMask(GL_FALSE);
532 glDisable(GL_CULL_FACE);
533 glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
534 glClear(GL_COLOR_BUFFER_BIT);
536 vlc_gl_Unlock(vgl->gl);
539 for (int i = 0; i < VLCGL_TEXTURE_COUNT; i++) {
540 for (int j = 0; j < PICTURE_PLANE_MAX; j++)
541 vgl->texture[i][j] = 0;
543 vgl->region_count = 0;
548 if (subpicture_chromas) {
549 *subpicture_chromas = gl_subpicture_chromas;
554 void vout_display_opengl_Delete(vout_display_opengl_t *vgl)
557 if (!vlc_gl_Lock(vgl->gl)) {
560 for (int i = 0; i < VLCGL_TEXTURE_COUNT; i++)
561 glDeleteTextures(vgl->chroma->plane_count, vgl->texture[i]);
562 for (int i = 0; i < vgl->region_count; i++) {
563 if (vgl->region[i].texture)
564 glDeleteTextures(1, &vgl->region[i].texture);
568 if (vgl->program[0]) {
569 for (int i = 0; i < 2; i++)
570 vgl->DeleteProgram(vgl->program[i]);
571 for (int i = 0; i < 3; i++)
572 vgl->DeleteShader(vgl->shader[i]);
575 vlc_gl_Unlock(vgl->gl);
578 picture_pool_Delete(vgl->pool);
582 picture_pool_t *vout_display_opengl_GetPool(vout_display_opengl_t *vgl, unsigned requested_count)
587 /* Allocate our pictures */
588 picture_t *picture[VLCGL_PICTURE_MAX] = {NULL, };
591 for (count = 0; count < __MIN(VLCGL_PICTURE_MAX, requested_count); count++) {
592 picture[count] = picture_NewFromFormat(&vgl->fmt);
599 /* Wrap the pictures into a pool */
600 picture_pool_configuration_t cfg;
601 memset(&cfg, 0, sizeof(cfg));
602 cfg.picture_count = count;
603 cfg.picture = picture;
604 vgl->pool = picture_pool_NewExtended(&cfg);
608 /* Allocates our textures */
609 if (vlc_gl_Lock(vgl->gl))
612 for (int i = 0; i < VLCGL_TEXTURE_COUNT; i++) {
613 glGenTextures(vgl->chroma->plane_count, vgl->texture[i]);
614 for (unsigned j = 0; j < vgl->chroma->plane_count; j++) {
615 if (vgl->use_multitexture) {
616 glActiveTexture(GL_TEXTURE0 + j);
617 glClientActiveTexture(GL_TEXTURE0 + j);
619 glBindTexture(vgl->tex_target, vgl->texture[i][j]);
622 /* Set the texture parameters */
623 glTexParameterf(vgl->tex_target, GL_TEXTURE_PRIORITY, 1.0);
624 glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
627 glTexParameteri(vgl->tex_target, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
628 glTexParameteri(vgl->tex_target, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
629 glTexParameteri(vgl->tex_target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
630 glTexParameteri(vgl->tex_target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
632 /* Call glTexImage2D only once, and use glTexSubImage2D later */
633 glTexImage2D(vgl->tex_target, 0,
634 vgl->tex_internal, vgl->tex_width[j], vgl->tex_height[j],
635 0, vgl->tex_format, vgl->tex_type, NULL);
639 vlc_gl_Unlock(vgl->gl);
644 for (unsigned i = 0; i < count; i++)
645 picture_Release(picture[i]);
649 int vout_display_opengl_Prepare(vout_display_opengl_t *vgl,
650 picture_t *picture, subpicture_t *subpicture)
652 if (vlc_gl_Lock(vgl->gl))
655 /* Update the texture */
656 for (unsigned j = 0; j < vgl->chroma->plane_count; j++) {
657 if (vgl->use_multitexture) {
658 glActiveTexture(GL_TEXTURE0 + j);
659 glClientActiveTexture(GL_TEXTURE0 + j);
661 glBindTexture(vgl->tex_target, vgl->texture[0][j]);
662 glPixelStorei(GL_UNPACK_ROW_LENGTH, picture->p[j].i_pitch / picture->p[j].i_pixel_pitch);
665 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) ) {
666 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);
667 uint8_t *destination = new_plane;
668 const uint8_t *source = picture->p[j].p_pixels;
669 for( unsigned height = 0; height < vgl->fmt.i_height * vgl->chroma->p[j].h.num / vgl->chroma->p[j].h.den; height++ )
671 memcpy( destination, source, vgl->fmt.i_width * vgl->chroma->p[j].w.num / vgl->chroma->p[j].w.den );
672 source += picture->p[j].i_pitch*picture->p[j].i_pixel_pitch;
673 destination += vgl->fmt.i_width * vgl->chroma->p[j].w.num / vgl->chroma->p[j].w.den;
675 glTexSubImage2D( vgl->tex_target, 0,
677 vgl->fmt.i_width * vgl->chroma->p[j].w.num / vgl->chroma->p[j].w.den,
678 vgl->fmt.i_height * vgl->chroma->p[j].h.num / vgl->chroma->p[j].h.den,
679 vgl->tex_format, vgl->tex_type, new_plane );
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);
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 glPixelStorei(GL_UNPACK_ROW_LENGTH, r->p_picture->p->i_pitch / r->p_picture->p->i_pixel_pitch);
749 glTexSubImage2D(GL_TEXTURE_2D, 0,
750 0, 0, glr->width, glr->height,
751 glr->format, glr->type, &r->p_picture->p->p_pixels[pixels_offset]);
753 glGenTextures(1, &glr->texture);
754 glBindTexture(GL_TEXTURE_2D, glr->texture);
756 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_PRIORITY, 1.0);
757 glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
759 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
760 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
761 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
762 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
763 /* TODO set GL_UNPACK_ALIGNMENT */
764 glPixelStorei(GL_UNPACK_ROW_LENGTH, r->p_picture->p->i_pitch / r->p_picture->p->i_pixel_pitch);
765 glTexImage2D(GL_TEXTURE_2D, 0, glr->format,
766 glr->width, glr->height, 0, glr->format, glr->type,
767 &r->p_picture->p->p_pixels[pixels_offset]);
771 for (int i = 0; i < last_count; i++) {
773 glDeleteTextures(1, &last[i].texture);
777 vlc_gl_Unlock(vgl->gl);
778 VLC_UNUSED(subpicture);
782 static void DrawWithoutShaders(vout_display_opengl_t *vgl,
783 float *left, float *top, float *right, float *bottom)
785 static const GLfloat vertexCoord[] = {
792 const GLfloat textureCoord[] = {
799 glEnable(vgl->tex_target);
800 glActiveTexture(GL_TEXTURE0 + 0);
801 glClientActiveTexture(GL_TEXTURE0 + 0);
803 glBindTexture(vgl->tex_target, vgl->texture[0][0]);
805 glEnableClientState(GL_VERTEX_ARRAY);
806 glEnableClientState(GL_TEXTURE_COORD_ARRAY);
808 glTexCoordPointer(2, GL_FLOAT, 0, textureCoord);
809 glVertexPointer(2, GL_FLOAT, 0, vertexCoord);
811 glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
813 glDisableClientState(GL_TEXTURE_COORD_ARRAY);
814 glDisableClientState(GL_VERTEX_ARRAY);
815 glDisable(vgl->tex_target);
818 static void DrawWithShaders(vout_display_opengl_t *vgl,
819 float *left, float *top, float *right, float *bottom)
821 vgl->UseProgram(vgl->program[0]);
822 vgl->Uniform4fv(vgl->GetUniformLocation(vgl->program[0], "Coefficient"), 4, vgl->local_value);
823 vgl->Uniform1i(vgl->GetUniformLocation(vgl->program[0], "Texture0"), 0);
824 vgl->Uniform1i(vgl->GetUniformLocation(vgl->program[0], "Texture1"), 1);
825 vgl->Uniform1i(vgl->GetUniformLocation(vgl->program[0], "Texture2"), 2);
827 static const GLfloat vertexCoord[] = {
834 for (unsigned j = 0; j < vgl->chroma->plane_count; j++) {
835 const GLfloat textureCoord[] = {
841 glActiveTexture(GL_TEXTURE0+j);
842 glClientActiveTexture(GL_TEXTURE0+j);
843 glEnable(vgl->tex_target);
844 glBindTexture(vgl->tex_target, vgl->texture[0][j]);
847 snprintf(attribute, sizeof(attribute), "MultiTexCoord%1d", j);
848 vgl->EnableVertexAttribArray(vgl->GetAttribLocation(vgl->program[0], attribute));
849 vgl->VertexAttribPointer(vgl->GetAttribLocation(vgl->program[0], attribute), 2, GL_FLOAT, 0, 0, textureCoord);
851 glActiveTexture(GL_TEXTURE0 + 0);
852 glClientActiveTexture(GL_TEXTURE0 + 0);
853 vgl->EnableVertexAttribArray(vgl->GetAttribLocation(vgl->program[0], "VertexPosition"));
854 vgl->VertexAttribPointer(vgl->GetAttribLocation(vgl->program[0], "VertexPosition"), 2, GL_FLOAT, 0, 0, vertexCoord);
856 glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
859 int vout_display_opengl_Display(vout_display_opengl_t *vgl,
860 const video_format_t *source)
862 if (vlc_gl_Lock(vgl->gl))
865 /* Why drawing here and not in Render()? Because this way, the
866 OpenGL providers can call vout_display_opengl_Display to force redraw.i
867 Currently, the OS X provider uses it to get a smooth window resizing */
868 glClear(GL_COLOR_BUFFER_BIT);
870 /* Draw the picture */
871 float left[PICTURE_PLANE_MAX];
872 float top[PICTURE_PLANE_MAX];
873 float right[PICTURE_PLANE_MAX];
874 float bottom[PICTURE_PLANE_MAX];
875 for (unsigned j = 0; j < vgl->chroma->plane_count; j++) {
876 /* glTexCoord works differently with GL_TEXTURE_2D and
877 GL_TEXTURE_RECTANGLE_EXT */
878 float scale_w, scale_h;
880 if (vgl->tex_target == GL_TEXTURE_2D) {
881 scale_w = (float)vgl->chroma->p[j].w.num / vgl->chroma->p[j].w.den / vgl->tex_width[j];
882 scale_h = (float)vgl->chroma->p[j].h.num / vgl->chroma->p[j].h.den / vgl->tex_height[j];
888 left[j] = (source->i_x_offset + 0 ) * scale_w;
889 top[j] = (source->i_y_offset + 0 ) * scale_h;
890 right[j] = (source->i_x_offset + source->i_visible_width ) * scale_w;
891 bottom[j] = (source->i_y_offset + source->i_visible_height) * scale_h;
895 DrawWithShaders(vgl, left, top ,right, bottom);
897 DrawWithoutShaders(vgl, left, top, right, bottom);
899 /* Draw the subpictures */
900 if (vgl->program[1]) {
901 // Change the program for overlays
902 vgl->UseProgram(vgl->program[1]);
903 vgl->Uniform1i(vgl->GetUniformLocation(vgl->program[1], "Texture"), 0);
906 glEnable(GL_TEXTURE_2D);
908 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
910 glActiveTexture(GL_TEXTURE0 + 0);
911 glClientActiveTexture(GL_TEXTURE0 + 0);
912 for (int i = 0; i < vgl->region_count; i++) {
913 gl_region_t *glr = &vgl->region[i];
914 const GLfloat vertexCoord[] = {
916 glr->left, glr->bottom,
917 glr->right, glr->top,
918 glr->right, glr->bottom,
920 static const GLfloat textureCoord[] = {
927 glBindTexture(GL_TEXTURE_2D, glr->texture);
928 if (vgl->program[1]) {
929 vgl->Uniform4f(vgl->GetUniformLocation(vgl->program[1], "FillColor"), 1.0f, 1.0f, 1.0f, glr->alpha);
930 vgl->EnableVertexAttribArray(vgl->GetAttribLocation(vgl->program[1], "MultiTexCoord0"));
931 vgl->VertexAttribPointer(vgl->GetAttribLocation(vgl->program[1], "MultiTexCoord0"), 2, GL_FLOAT, 0, 0, textureCoord);
932 vgl->EnableVertexAttribArray(vgl->GetAttribLocation(vgl->program[1], "VertexPosition"));
933 vgl->VertexAttribPointer(vgl->GetAttribLocation(vgl->program[1], "VertexPosition"), 2, GL_FLOAT, 0, 0, vertexCoord);
935 glEnableClientState(GL_VERTEX_ARRAY);
936 glEnableClientState(GL_TEXTURE_COORD_ARRAY);
937 glColor4f(1.0f, 1.0f, 1.0f, glr->alpha);
938 glTexCoordPointer(2, GL_FLOAT, 0, textureCoord);
939 glVertexPointer(2, GL_FLOAT, 0, vertexCoord);
942 glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
944 if (!vgl->program[1]) {
945 glDisableClientState(GL_TEXTURE_COORD_ARRAY);
946 glDisableClientState(GL_VERTEX_ARRAY);
950 glDisable(GL_TEXTURE_2D);
953 vlc_gl_Swap(vgl->gl);
955 vlc_gl_Unlock(vgl->gl);