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1 /*****************************************************************************
2  * opengl.c: OpenGL and OpenGL ES output common code
3  *****************************************************************************
4  * Copyright (C) 2004-2013 VLC authors and VideoLAN
5  * Copyright (C) 2009, 2011 Laurent Aimar
6  *
7  * Authors: Laurent Aimar <fenrir _AT_ videolan _DOT_ org>
8  *          Ilkka Ollakka <ileoo@videolan.org>
9  *          Rémi Denis-Courmont
10  *          Adrien Maglo <magsoft at videolan dot org>
11  *          Felix Paul Kühne <fkuehne at videolan dot org>
12  *          Pierre d'Herbemont <pdherbemont at videolan dot org>
13  *
14  * This program is free software; you can redistribute it and/or modify it
15  * under the terms of the GNU Lesser General Public License as published by
16  * the Free Software Foundation; either version 2.1 of the License, or
17  * (at your option) any later version.
18  *
19  * This program is distributed in the hope that it will be useful,
20  * but WITHOUT ANY WARRANTY; without even the implied warranty of
21  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
22  * GNU Lesser General Public License for more details.
23  *
24  * You should have received a copy of the GNU Lesser General Public License
25  * along with this program; if not, write to the Free Software Foundation,
26  * Inc., 51 Franklin Street, Fifth Floor, Boston MA 02110-1301, USA.
27  *****************************************************************************/
28 #ifdef HAVE_CONFIG_H
29 # include "config.h"
30 #endif
31
32 #include <vlc_common.h>
33 #include <vlc_picture_pool.h>
34 #include <vlc_subpicture.h>
35 #include <vlc_opengl.h>
36
37 #include "opengl.h"
38
39 #ifndef GL_CLAMP_TO_EDGE
40 # define GL_CLAMP_TO_EDGE 0x812F
41 #endif
42
43 #ifdef __APPLE__
44 #   define PFNGLGETPROGRAMIVPROC             typeof(glGetProgramiv)*
45 #   define PFNGLGETPROGRAMINFOLOGPROC        typeof(glGetProgramInfoLog)*
46 #   define PFNGLGETSHADERIVPROC              typeof(glGetShaderiv)*
47 #   define PFNGLGETSHADERINFOLOGPROC         typeof(glGetShaderInfoLog)*
48 #   define PFNGLGETUNIFORMLOCATIONPROC       typeof(glGetUniformLocation)*
49 #   define PFNGLGETATTRIBLOCATIONPROC        typeof(glGetAttribLocation)*
50 #   define PFNGLVERTEXATTRIBPOINTERPROC      typeof(glVertexAttribPointer)*
51 #   define PFNGLENABLEVERTEXATTRIBARRAYPROC  typeof(glEnableVertexAttribArray)*
52 #   define PFNGLUNIFORM4FVPROC               typeof(glUniform4fv)*
53 #   define PFNGLUNIFORM4FPROC                typeof(glUniform4f)*
54 #   define PFNGLUNIFORM1IPROC                typeof(glUniform1i)*
55 #   define PFNGLCREATESHADERPROC             typeof(glCreateShader)*
56 #   define PFNGLSHADERSOURCEPROC             typeof(glShaderSource)*
57 #   define PFNGLCOMPILESHADERPROC            typeof(glCompileShader)*
58 #   define PFNGLDELETESHADERPROC             typeof(glDeleteShader)*
59 #   define PFNGLCREATEPROGRAMPROC            typeof(glCreateProgram)*
60 #   define PFNGLLINKPROGRAMPROC              typeof(glLinkProgram)*
61 #   define PFNGLUSEPROGRAMPROC               typeof(glUseProgram)*
62 #   define PFNGLDELETEPROGRAMPROC            typeof(glDeleteProgram)*
63 #   define PFNGLATTACHSHADERPROC             typeof(glAttachShader)*
64 #if USE_OPENGL_ES
65 #   define GL_UNPACK_ROW_LENGTH 0
66 #   import <CoreFoundation/CoreFoundation.h>
67 #endif
68 #endif
69
70 #if USE_OPENGL_ES
71 #   define GLSL_VERSION "100"
72 #   define VLCGL_TEXTURE_COUNT 1
73 #   define VLCGL_PICTURE_MAX 1
74 #   define PRECISION "precision highp float;"
75 #else
76 #   define GLSL_VERSION "120"
77 #   define VLCGL_TEXTURE_COUNT 1
78 #   define VLCGL_PICTURE_MAX 128
79 #   define PRECISION ""
80 #endif
81
82 static const vlc_fourcc_t gl_subpicture_chromas[] = {
83     VLC_CODEC_RGBA,
84     0
85 };
86
87 typedef struct {
88     GLuint   texture;
89     unsigned format;
90     unsigned type;
91     unsigned width;
92     unsigned height;
93
94     float    alpha;
95
96     float    top;
97     float    left;
98     float    bottom;
99     float    right;
100 } gl_region_t;
101
102 struct vout_display_opengl_t {
103
104     vlc_gl_t   *gl;
105
106     video_format_t fmt;
107     const vlc_chroma_description_t *chroma;
108
109     int        tex_target;
110     int        tex_format;
111     int        tex_internal;
112     int        tex_type;
113
114     int        tex_width[PICTURE_PLANE_MAX];
115     int        tex_height[PICTURE_PLANE_MAX];
116
117     GLuint     texture[VLCGL_TEXTURE_COUNT][PICTURE_PLANE_MAX];
118
119     int         region_count;
120     gl_region_t *region;
121
122
123     picture_pool_t *pool;
124
125     /* index 0 for normal and 1 for subtitle overlay */
126     GLuint     program[2];
127     GLint      shader[3]; //3. is for the common vertex shader
128     int        local_count;
129     GLfloat    local_value[16];
130
131     /* Shader variables commands*/
132     PFNGLGETUNIFORMLOCATIONPROC      GetUniformLocation;
133     PFNGLGETATTRIBLOCATIONPROC       GetAttribLocation;
134     PFNGLVERTEXATTRIBPOINTERPROC     VertexAttribPointer;
135     PFNGLENABLEVERTEXATTRIBARRAYPROC EnableVertexAttribArray;
136
137     PFNGLUNIFORM4FVPROC   Uniform4fv;
138     PFNGLUNIFORM4FPROC    Uniform4f;
139     PFNGLUNIFORM1IPROC    Uniform1i;
140
141     /* Shader command */
142     PFNGLCREATESHADERPROC CreateShader;
143     PFNGLSHADERSOURCEPROC ShaderSource;
144     PFNGLCOMPILESHADERPROC CompileShader;
145     PFNGLDELETESHADERPROC   DeleteShader;
146
147     PFNGLCREATEPROGRAMPROC CreateProgram;
148     PFNGLLINKPROGRAMPROC   LinkProgram;
149     PFNGLUSEPROGRAMPROC    UseProgram;
150     PFNGLDELETEPROGRAMPROC DeleteProgram;
151
152     PFNGLATTACHSHADERPROC  AttachShader;
153
154     /* Shader log commands */
155     PFNGLGETPROGRAMIVPROC  GetProgramiv;
156     PFNGLGETPROGRAMINFOLOGPROC GetProgramInfoLog;
157     PFNGLGETSHADERIVPROC   GetShaderiv;
158     PFNGLGETSHADERINFOLOGPROC GetShaderInfoLog;
159
160
161     /* multitexture */
162     bool use_multitexture;
163
164     /* Non-power-of-2 texture size support */
165     bool supports_npot;
166 };
167
168 static inline int GetAlignedSize(unsigned size)
169 {
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;
173 }
174
175 #if !USE_OPENGL_ES
176 static bool IsLuminance16Supported(int target)
177 {
178     GLuint texture;
179
180     glGenTextures(1, &texture);
181     glBindTexture(target, texture);
182     glTexImage2D(target, 0, GL_LUMINANCE16,
183                  64, 64, 0, GL_LUMINANCE, GL_UNSIGNED_SHORT, NULL);
184     GLint size = 0;
185     glGetTexLevelParameteriv(target, 0, GL_TEXTURE_LUMINANCE_SIZE, &size);
186
187     glDeleteTextures(1, &texture);
188
189     return size == 16;
190 }
191 #endif
192
193 static void BuildVertexShader(vout_display_opengl_t *vgl,
194                               GLint *shader)
195 {
196     /* Basic vertex shader */
197     const char *vertexShader =
198         "#version " GLSL_VERSION "\n"
199         PRECISION
200         "varying vec4 TexCoord0,TexCoord1, TexCoord2;"
201         "attribute vec4 MultiTexCoord0,MultiTexCoord1,MultiTexCoord2;"
202         "attribute vec4 VertexPosition;"
203         "void main() {"
204         " TexCoord0 = MultiTexCoord0;"
205         " TexCoord1 = MultiTexCoord1;"
206         " TexCoord2 = MultiTexCoord2;"
207         " gl_Position = VertexPosition;"
208         "}";
209
210     *shader = vgl->CreateShader(GL_VERTEX_SHADER);
211     vgl->ShaderSource(*shader, 1, &vertexShader, NULL);
212     vgl->CompileShader(*shader);
213 }
214
215 static void BuildYUVFragmentShader(vout_display_opengl_t *vgl,
216                                    GLint *shader,
217                                    int *local_count,
218                                    GLfloat *local_value,
219                                    const video_format_t *fmt,
220                                    float yuv_range_correction)
221
222 {
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
226      */
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 ,
231     };
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 ,
236     };
237     const float (*matrix) = fmt->i_height > 576 ? matrix_bt709_tv2full
238                                                 : matrix_bt601_tv2full;
239
240     /* Basic linear YUV -> RGB conversion using bilinear interpolation */
241     const char *template_glsl_yuv =
242         "#version " GLSL_VERSION "\n"
243         PRECISION
244         "uniform sampler2D Texture0;"
245         "uniform sampler2D Texture1;"
246         "uniform sampler2D Texture2;"
247         "uniform vec4      Coefficient[4];"
248         "varying vec4      TexCoord0,TexCoord1,TexCoord2;"
249
250         "void main(void) {"
251         " vec4 x,y,z,result;"
252         " x  = texture2D(Texture0, TexCoord0.st);"
253         " %c = texture2D(Texture1, TexCoord1.st);"
254         " %c = texture2D(Texture2, TexCoord2.st);"
255
256         " result = x * Coefficient[0] + Coefficient[3];"
257         " result = (y * Coefficient[1]) + result;"
258         " result = (z * Coefficient[2]) + result;"
259         " gl_FragColor = result;"
260         "}";
261     bool swap_uv = fmt->i_chroma == VLC_CODEC_YV12 ||
262                    fmt->i_chroma == VLC_CODEC_YV9;
263
264     char *code;
265     if (asprintf(&code, template_glsl_yuv,
266                  swap_uv ? 'z' : 'y',
267                  swap_uv ? 'y' : 'z') < 0)
268         code = NULL;
269
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]
276                                                       : 0.0 ;
277     }
278     (*local_count) += 4;
279
280
281     *shader = vgl->CreateShader(GL_FRAGMENT_SHADER);
282     vgl->ShaderSource(*shader, 1, (const char **)&code, NULL);
283     vgl->CompileShader(*shader);
284
285     free(code);
286 }
287
288 static void BuildRGBFragmentShader(vout_display_opengl_t *vgl,
289                                    GLint *shader)
290 {
291     // Simple shader for RGB
292     const char *code =
293         "#version " GLSL_VERSION "\n"
294         PRECISION
295         "uniform sampler2D Texture[3];"
296         "varying vec4 TexCoord0,TexCoord1,TexCoord2;"
297         "void main()"
298         "{ "
299         "  gl_FragColor = texture2D(Texture[0], TexCoord0.st);"
300         "}";
301     *shader = vgl->CreateShader(GL_FRAGMENT_SHADER);
302     vgl->ShaderSource(*shader, 1, &code, NULL);
303     vgl->CompileShader(*shader);
304 }
305
306 static void BuildRGBAFragmentShader(vout_display_opengl_t *vgl,
307                                    GLint *shader)
308 {
309     // Simple shader for RGBA
310     const char *code =
311         "#version " GLSL_VERSION "\n"
312         PRECISION
313         "uniform sampler2D Texture;"
314         "uniform vec4 FillColor;"
315         "varying vec4 TexCoord0;"
316         "void main()"
317         "{ "
318         "  gl_FragColor = texture2D(Texture, TexCoord0.st) * FillColor;"
319         "}";
320     *shader = vgl->CreateShader(GL_FRAGMENT_SHADER);
321     vgl->ShaderSource(*shader, 1, &code, NULL);
322     vgl->CompileShader(*shader);
323 }
324
325 vout_display_opengl_t *vout_display_opengl_New(video_format_t *fmt,
326                                                const vlc_fourcc_t **subpicture_chromas,
327                                                vlc_gl_t *gl)
328 {
329     vout_display_opengl_t *vgl = calloc(1, sizeof(*vgl));
330     if (!vgl)
331         return NULL;
332
333     vgl->gl = gl;
334     if (vlc_gl_Lock(vgl->gl)) {
335         free(vgl);
336         return NULL;
337     }
338
339     if (vgl->gl->getProcAddress == NULL) {
340         fprintf(stderr, "getProcAddress not implemented, bailing out\n");
341         free(vgl);
342         return NULL;
343     }
344
345     const char *extensions = (const char *)glGetString(GL_EXTENSIONS);
346 #if !USE_OPENGL_ES
347     const unsigned char *ogl_version = glGetString(GL_VERSION);
348     bool supports_shaders = strverscmp((const char *)ogl_version, "2.0") >= 0;
349 #else
350     bool supports_shaders = false;
351 #endif
352
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");
357
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");
362
363     vgl->DeleteShader  = (PFNGLDELETESHADERPROC)vlc_gl_GetProcAddress(vgl->gl, "glDeleteShader");
364
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");
372
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");
377
378     if (!vgl->CreateShader || !vgl->ShaderSource || !vgl->CreateProgram)
379         supports_shaders = false;
380
381     vgl->supports_npot = HasExtension(extensions, "GL_ARB_texture_non_power_of_two") ||
382                          HasExtension(extensions, "GL_APPLE_texture_2D_limited_npot");
383
384     GLint max_texture_units = 0;
385     glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &max_texture_units);
386
387 #ifdef __APPLE__
388 #if USE_OPENGL_ES
389     /* work-around an iOS 6 bug */
390     if (kCFCoreFoundationVersionNumber >= 786.)
391         max_texture_units = 8;
392     supports_shaders = true;
393 #endif
394 #endif
395
396     /* Initialize with default chroma */
397     vgl->fmt = *fmt;
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;
403 #   else
404     vgl->fmt.i_rmask  = 0x000000ff;
405     vgl->fmt.i_gmask  = 0x0000ff00;
406     vgl->fmt.i_bmask  = 0x00ff0000;
407 #   endif
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;
415
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);
419         while (*list) {
420             const vlc_chroma_description_t *dsc = vlc_fourcc_GetChromaDescription(*list);
421             if (dsc && dsc->plane_count == 3 && dsc->pixel_size == 1) {
422                 need_fs_yuv       = true;
423                 vgl->fmt          = *fmt;
424                 vgl->fmt.i_chroma = *list;
425                 vgl->tex_format   = GL_LUMINANCE;
426                 vgl->tex_internal = GL_LUMINANCE;
427                 vgl->tex_type     = GL_UNSIGNED_BYTE;
428                 yuv_range_correction = 1.0;
429                 break;
430 #if !USE_OPENGL_ES
431             } else if (dsc && dsc->plane_count == 3 && dsc->pixel_size == 2 &&
432                        IsLuminance16Supported(vgl->tex_target)) {
433                 need_fs_yuv       = true;
434                 vgl->fmt          = *fmt;
435                 vgl->fmt.i_chroma = *list;
436                 vgl->tex_format   = GL_LUMINANCE;
437                 vgl->tex_internal = GL_LUMINANCE16;
438                 vgl->tex_type     = GL_UNSIGNED_SHORT;
439                 yuv_range_correction = (float)((1 << 16) - 1) / ((1 << dsc->pixel_bits) - 1);
440                 break;
441 #endif
442             }
443             list++;
444         }
445     }
446
447     vgl->chroma = vlc_fourcc_GetChromaDescription(vgl->fmt.i_chroma);
448     vgl->use_multitexture = vgl->chroma->plane_count > 1;
449
450     /* Texture size */
451     for (unsigned j = 0; j < vgl->chroma->plane_count; j++) {
452         int w = vgl->fmt.i_width  * vgl->chroma->p[j].w.num / vgl->chroma->p[j].w.den;
453         int h = vgl->fmt.i_height * vgl->chroma->p[j].h.num / vgl->chroma->p[j].h.den;
454         if (vgl->supports_npot) {
455             vgl->tex_width[j]  = w;
456             vgl->tex_height[j] = h;
457         } else {
458             vgl->tex_width[j]  = GetAlignedSize(w);
459             vgl->tex_height[j] = GetAlignedSize(h);
460         }
461     }
462
463     /* Build program if needed */
464     vgl->program[0] =
465     vgl->program[1] = 0;
466     vgl->shader[0] =
467     vgl->shader[1] =
468     vgl->shader[2] = -1;
469     vgl->local_count = 0;
470     if (supports_shaders) {
471         if (need_fs_yuv)
472             BuildYUVFragmentShader(vgl, &vgl->shader[0],
473                                    &vgl->local_count,
474                                    vgl->local_value,
475                                    fmt, yuv_range_correction);
476         else
477             BuildRGBFragmentShader(vgl, &vgl->shader[0]);
478         BuildRGBAFragmentShader(vgl, &vgl->shader[1]);
479         BuildVertexShader(vgl, &vgl->shader[2]);
480
481         /* Check shaders messages */
482         for (unsigned j = 0; j < 3; j++) {
483             int infoLength;
484             vgl->GetShaderiv(vgl->shader[j], GL_INFO_LOG_LENGTH, &infoLength);
485             if (infoLength <= 1)
486                 continue;
487
488             char *infolog = malloc(infoLength);
489             int charsWritten;
490             vgl->GetShaderInfoLog(vgl->shader[j], infoLength, &charsWritten, infolog);
491             fprintf(stderr, "shader %d: %s\n", j, infolog);
492             free(infolog);
493         }
494
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]);
499
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]);
504
505         /* Check program messages */
506         for (GLuint i = 0; i < 2; i++) {
507             int infoLength = 0;
508             vgl->GetProgramiv(vgl->program[i], GL_INFO_LOG_LENGTH, &infoLength);
509             if (infoLength <= 1)
510                 continue;
511             char *infolog = malloc(infoLength);
512             int charsWritten;
513             vgl->GetProgramInfoLog(vgl->program[i], infoLength, &charsWritten, infolog);
514             fprintf(stderr, "shader program %d: %s\n", i, infolog);
515             free(infolog);
516
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);
522                 free(vgl);
523                 return NULL;
524             }
525         }
526     }
527
528     /* */
529     glDisable(GL_BLEND);
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);
535
536     vlc_gl_Unlock(vgl->gl);
537
538     /* */
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;
542     }
543     vgl->region_count = 0;
544     vgl->region = NULL;
545     vgl->pool = NULL;
546
547     *fmt = vgl->fmt;
548     if (subpicture_chromas) {
549         *subpicture_chromas = gl_subpicture_chromas;
550     }
551     return vgl;
552 }
553
554 void vout_display_opengl_Delete(vout_display_opengl_t *vgl)
555 {
556     /* */
557     if (!vlc_gl_Lock(vgl->gl)) {
558         glFinish();
559         glFlush();
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);
565         }
566         free(vgl->region);
567
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]);
573         }
574
575         vlc_gl_Unlock(vgl->gl);
576     }
577     if (vgl->pool)
578         picture_pool_Delete(vgl->pool);
579     free(vgl);
580 }
581
582 picture_pool_t *vout_display_opengl_GetPool(vout_display_opengl_t *vgl, unsigned requested_count)
583 {
584     if (vgl->pool)
585         return vgl->pool;
586
587     /* Allocate our pictures */
588     picture_t *picture[VLCGL_PICTURE_MAX] = {NULL, };
589     unsigned count;
590
591     for (count = 0; count < __MIN(VLCGL_PICTURE_MAX, requested_count); count++) {
592         picture[count] = picture_NewFromFormat(&vgl->fmt);
593         if (!picture[count])
594             break;
595     }
596     if (count <= 0)
597         return NULL;
598
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);
605     if (!vgl->pool)
606         goto error;
607
608     /* Allocates our textures */
609     if (vlc_gl_Lock(vgl->gl))
610         return vgl->pool;
611
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);
618             }
619             glBindTexture(vgl->tex_target, vgl->texture[i][j]);
620
621 #if !USE_OPENGL_ES
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);
625 #endif
626
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);
631
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);
636         }
637     }
638
639     vlc_gl_Unlock(vgl->gl);
640
641     return vgl->pool;
642
643 error:
644     for (unsigned i = 0; i < count; i++)
645         picture_Release(picture[i]);
646     return NULL;
647 }
648
649 int vout_display_opengl_Prepare(vout_display_opengl_t *vgl,
650                                 picture_t *picture, subpicture_t *subpicture)
651 {
652     if (vlc_gl_Lock(vgl->gl))
653         return VLC_EGENERIC;
654
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);
660         }
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);
663
664 #if USE_OPENGL_ES
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++ )
670             {
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;
674             }
675             glTexSubImage2D( vgl->tex_target, 0,
676                              0, 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 );
680             free( new_plane );
681         } else {
682 #endif
683             glTexSubImage2D(vgl->tex_target, 0,
684                             0, 0,
685                             vgl->fmt.i_width  * vgl->chroma->p[j].w.num / vgl->chroma->p[j].w.den,
686                             vgl->fmt.i_height * vgl->chroma->p[j].h.num / vgl->chroma->p[j].h.den,
687                             vgl->tex_format, vgl->tex_type, picture->p[j].p_pixels);
688 #if USE_OPENGL_ES
689         }
690 #endif
691     }
692
693     int         last_count = vgl->region_count;
694     gl_region_t *last = vgl->region;
695
696     vgl->region_count = 0;
697     vgl->region       = NULL;
698
699     if (subpicture) {
700
701         int count = 0;
702         for (subpicture_region_t *r = subpicture->p_region; r; r = r->p_next)
703             count++;
704
705         vgl->region_count = count;
706         vgl->region       = calloc(count, sizeof(*vgl->region));
707
708         if (vgl->use_multitexture) {
709             glActiveTexture(GL_TEXTURE0 + 0);
710             glClientActiveTexture(GL_TEXTURE0 + 0);
711         }
712         int i = 0;
713         for (subpicture_region_t *r = subpicture->p_region; r; r = r->p_next, i++) {
714             gl_region_t *glr = &vgl->region[i];
715
716             glr->format = GL_RGBA;
717             glr->type   = GL_UNSIGNED_BYTE;
718             glr->width  = r->fmt.i_visible_width;
719             glr->height = r->fmt.i_visible_height;
720             if (!vgl->supports_npot) {
721                 glr->width  = GetAlignedSize(glr->width);
722                 glr->height = GetAlignedSize(glr->height);
723             }
724             glr->alpha  = (float)subpicture->i_alpha * r->i_alpha / 255 / 255;
725             glr->left   =  2.0 * (r->i_x                          ) / subpicture->i_original_picture_width  - 1.0;
726             glr->top    = -2.0 * (r->i_y                          ) / subpicture->i_original_picture_height + 1.0;
727             glr->right  =  2.0 * (r->i_x + r->fmt.i_visible_width ) / subpicture->i_original_picture_width  - 1.0;
728             glr->bottom = -2.0 * (r->i_y + r->fmt.i_visible_height) / subpicture->i_original_picture_height + 1.0;
729
730             glr->texture = 0;
731             for (int j = 0; j < last_count; j++) {
732                 if (last[j].texture &&
733                     last[j].width  == glr->width &&
734                     last[j].height == glr->height &&
735                     last[j].format == glr->format &&
736                     last[j].type   == glr->type) {
737                     glr->texture = last[j].texture;
738                     memset(&last[j], 0, sizeof(last[j]));
739                     break;
740                 }
741             }
742
743             const int pixels_offset = r->fmt.i_y_offset * r->p_picture->p->i_pitch +
744                                       r->fmt.i_x_offset * r->p_picture->p->i_pixel_pitch;
745             if (glr->texture) {
746                 glBindTexture(GL_TEXTURE_2D, glr->texture);
747                 /* TODO set GL_UNPACK_ALIGNMENT */
748                 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]);
752             } else {
753                 glGenTextures(1, &glr->texture);
754                 glBindTexture(GL_TEXTURE_2D, glr->texture);
755 #if !USE_OPENGL_ES
756                 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_PRIORITY, 1.0);
757                 glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
758 #endif
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]);
768             }
769         }
770     }
771     for (int i = 0; i < last_count; i++) {
772         if (last[i].texture)
773             glDeleteTextures(1, &last[i].texture);
774     }
775     free(last);
776
777     vlc_gl_Unlock(vgl->gl);
778     VLC_UNUSED(subpicture);
779     return VLC_SUCCESS;
780 }
781
782 static void DrawWithoutShaders(vout_display_opengl_t *vgl,
783                                float *left, float *top, float *right, float *bottom)
784 {
785     static const GLfloat vertexCoord[] = {
786         -1.0f, -1.0f,
787          1.0f, -1.0f,
788         -1.0f,  1.0f,
789          1.0f,  1.0f,
790     };
791
792     const GLfloat textureCoord[] = {
793         left[0],  bottom[0],
794         right[0], bottom[0],
795         left[0],  top[0],
796         right[0], top[0]
797     };
798
799     glEnable(vgl->tex_target);
800     glActiveTexture(GL_TEXTURE0 + 0);
801     glClientActiveTexture(GL_TEXTURE0 + 0);
802
803     glBindTexture(vgl->tex_target, vgl->texture[0][0]);
804
805     glEnableClientState(GL_VERTEX_ARRAY);
806     glEnableClientState(GL_TEXTURE_COORD_ARRAY);
807
808     glTexCoordPointer(2, GL_FLOAT, 0, textureCoord);
809     glVertexPointer(2, GL_FLOAT, 0, vertexCoord);
810
811     glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
812
813     glDisableClientState(GL_TEXTURE_COORD_ARRAY);
814     glDisableClientState(GL_VERTEX_ARRAY);
815     glDisable(vgl->tex_target);
816 }
817
818 static void DrawWithShaders(vout_display_opengl_t *vgl,
819                             float *left, float *top, float *right, float *bottom)
820 {
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);
826
827     static const GLfloat vertexCoord[] = {
828         -1.0,  1.0,
829         -1.0, -1.0,
830          1.0,  1.0,
831          1.0, -1.0,
832     };
833
834     for (unsigned j = 0; j < vgl->chroma->plane_count; j++) {
835         const GLfloat textureCoord[] = {
836             left[j],  top[j],
837             left[j],  bottom[j],
838             right[j], top[j],
839             right[j], bottom[j],
840         };
841         glActiveTexture(GL_TEXTURE0+j);
842         glClientActiveTexture(GL_TEXTURE0+j);
843         glEnable(vgl->tex_target);
844         glBindTexture(vgl->tex_target, vgl->texture[0][j]);
845
846         char attribute[20];
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);
850     }
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);
855
856     glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
857 }
858
859 int vout_display_opengl_Display(vout_display_opengl_t *vgl,
860                                 const video_format_t *source)
861 {
862     if (vlc_gl_Lock(vgl->gl))
863         return VLC_EGENERIC;
864
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);
869
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;
879
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];
883
884         } else {
885             scale_w = 1.0;
886             scale_h = 1.0;
887         }
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;
892     }
893
894     if (vgl->program[0])
895         DrawWithShaders(vgl, left, top ,right, bottom);
896     else
897         DrawWithoutShaders(vgl, left, top, right, bottom);
898
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);
904     }
905
906     glEnable(GL_TEXTURE_2D);
907     glEnable(GL_BLEND);
908     glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
909
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[] = {
915             glr->left,  glr->top,
916             glr->left,  glr->bottom,
917             glr->right, glr->top,
918             glr->right, glr->bottom,
919         };
920         static const GLfloat textureCoord[] = {
921             0.0, 0.0,
922             0.0, 1.0,
923             1.0, 0.0,
924             1.0, 1.0,
925         };
926
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);
934         } else {
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);
940         }
941
942         glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
943
944         if (!vgl->program[1]) {
945             glDisableClientState(GL_TEXTURE_COORD_ARRAY);
946             glDisableClientState(GL_VERTEX_ARRAY);
947         }
948     }
949     glDisable(GL_BLEND);
950     glDisable(GL_TEXTURE_2D);
951
952     /* Display */
953     vlc_gl_Swap(vgl->gl);
954
955     vlc_gl_Unlock(vgl->gl);
956     return VLC_SUCCESS;
957 }
958