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opengl: fixed compilation for OSX
[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 PFNGLUNIFORM4FVPROC               typeof(glUniform4fv)*
56 #   define PFNGLUNIFORM4FPROC                typeof(glUniform4f)*
57 #   define PFNGLUNIFORM3IPROC                typeof(glUniform3i)*
58 #   define PFNGLUNIFORM1IPROC                typeof(glUniform1i)*
59 #   define PFNGLCREATESHADERPROC             typeof(glCreateShader)*
60 #   define PFNGLSHADERSOURCEPROC             typeof(glShaderSource)*
61 #   define PFNGLCOMPILESHADERPROC            typeof(glCompileShader)*
62 #   define PFNGLDETACHSHADERPROC             typeof(glDetachShader)*
63 #   define PFNGLDELETESHADERPROC             typeof(glDeleteShader)*
64 #   define PFNGLCREATEPROGRAMPROC            typeof(glCreateProgram)*
65 #   define PFNGLLINKPROGRAMPROC              typeof(glLinkProgram)*
66 #   define PFNGLUSEPROGRAMPROC               typeof(glUseProgram)*
67 #   define PFNGLDELETEPROGRAMPROC            typeof(glDeleteProgram)*
68 #   define PFNGLATTACHSHADERPROC             typeof(glAttachShader)*
69 #   define PFNGLACTIVETEXTUREPROC            typeof(glActiveTexture)*
70 #   define PFNGLCLIENTACTIVETEXTUREPROC      typeof(glClientActiveTexture)*
71 #if USE_OPENGL_ES
72 #   define GL_UNPACK_ROW_LENGTH 0
73 #   import <CoreFoundation/CoreFoundation.h>
74 #endif
75 #endif
76
77 #if USE_OPENGL_ES
78 #   define VLCGL_TEXTURE_COUNT 1
79 #   define VLCGL_PICTURE_MAX 1
80 #else
81 #   define VLCGL_TEXTURE_COUNT 1
82 #   define VLCGL_PICTURE_MAX 128
83 #endif
84
85 static const vlc_fourcc_t gl_subpicture_chromas[] = {
86     VLC_CODEC_RGBA,
87     0
88 };
89
90 typedef struct {
91     GLuint   texture;
92     unsigned format;
93     unsigned type;
94     unsigned width;
95     unsigned height;
96
97     float    alpha;
98
99     float    top;
100     float    left;
101     float    bottom;
102     float    right;
103 } gl_region_t;
104
105 struct vout_display_opengl_t {
106
107     vlc_gl_t   *gl;
108
109     video_format_t fmt;
110     const vlc_chroma_description_t *chroma;
111
112     int        tex_target;
113     int        tex_format;
114     int        tex_internal;
115     int        tex_type;
116
117     int        tex_width[PICTURE_PLANE_MAX];
118     int        tex_height[PICTURE_PLANE_MAX];
119
120     GLuint     texture[VLCGL_TEXTURE_COUNT][PICTURE_PLANE_MAX];
121
122     int         region_count;
123     gl_region_t *region;
124
125
126     picture_pool_t *pool;
127
128     /* index 0 for normal and 1 for subtitle overlay */
129     GLuint     program[2];
130     GLint      shader[3]; //3. is for the common vertex shader
131     int        local_count;
132     GLfloat    local_value[16];
133
134     /* Buffer commands */
135     PFNGLGENBUFFERSPROC   GenBuffers;
136     PFNGLBINDBUFFERPROC   BindBuffer;
137     PFNGLDELETEBUFFERSPROC DeleteBuffers;
138     PFNGLBUFFERSUBDATAPROC BufferSubData;
139
140     PFNGLBUFFERDATAPROC   BufferData;
141
142     /* Shader variables commands*/
143
144     PFNGLGETUNIFORMLOCATIONPROC GetUniformLocation;
145     PFNGLGETATTRIBLOCATIONPROC  GetAttribLocation;
146
147     PFNGLUNIFORM4FVPROC   Uniform4fv;
148     PFNGLUNIFORM4FPROC    Uniform4f;
149     PFNGLUNIFORM3IPROC    Uniform3i;
150     PFNGLUNIFORM1IPROC    Uniform1i;
151
152     /* Shader command */
153     PFNGLCREATESHADERPROC CreateShader;
154     PFNGLSHADERSOURCEPROC ShaderSource;
155     PFNGLCOMPILESHADERPROC CompileShader;
156     PFNGLDETACHSHADERPROC   DetachShader;
157     PFNGLDELETESHADERPROC   DeleteShader;
158
159     PFNGLCREATEPROGRAMPROC CreateProgram;
160     PFNGLLINKPROGRAMPROC   LinkProgram;
161     PFNGLUSEPROGRAMPROC    UseProgram;
162     PFNGLDELETEPROGRAMPROC DeleteProgram;
163
164     PFNGLATTACHSHADERPROC  AttachShader;
165
166     /* Shader log commands */
167     PFNGLGETPROGRAMIVPROC  GetProgramiv;
168     PFNGLGETPROGRAMINFOLOGPROC GetProgramInfoLog;
169     PFNGLGETSHADERIVPROC   GetShaderiv;
170     PFNGLGETSHADERINFOLOGPROC GetShaderInfoLog;
171
172
173     /* multitexture */
174     PFNGLACTIVETEXTUREPROC  ActiveTexture;
175     PFNGLCLIENTACTIVETEXTUREPROC  ClientActiveTexture;
176     bool use_multitexture;
177 };
178
179 static inline int GetAlignedSize(unsigned size)
180 {
181     /* Return the smallest larger or equal power of 2 */
182     unsigned align = 1 << (8 * sizeof (unsigned) - clz(size));
183     return ((align >> 1) == size) ? size : align;
184 }
185
186 #if !USE_OPENGL_ES
187 static bool IsLuminance16Supported(int target)
188 {
189 #if defined(MACOS_OPENGL)
190     /* OpenGL 1.x on OS X does _not_ support 16bit shaders, but pretends to.
191      * That's why we enforce return false here, even though the actual code below
192      * would return true.
193      * This fixes playback of 10bit content on the Intel GMA 950 chipset, which is
194      * the only "GPU" supported by 10.6 and 10.7 with just an OpenGL 1.4 driver.
195      *
196      * Presumely, this also improves playback on the GMA 3100, GeForce FX 5200,
197      * GeForce4 Ti, GeForce3, GeForce2 MX/4 MX and the Radeon 8500 when
198      * running OS X 10.5. */
199     const GLubyte * p_glversion;
200     float f_glversion;
201     p_glversion = glGetString (GL_VERSION);
202     sscanf((char *)p_glversion, "%f", &f_glversion);
203     if (f_glversion < 2)
204         return false;
205 #endif
206
207     GLuint texture;
208
209     glGenTextures(1, &texture);
210     glBindTexture(target, texture);
211     glTexImage2D(target, 0, GL_LUMINANCE16,
212                  64, 64, 0, GL_LUMINANCE, GL_UNSIGNED_SHORT, NULL);
213     GLint size = 0;
214     glGetTexLevelParameteriv(target, 0, GL_TEXTURE_LUMINANCE_SIZE, &size);
215
216     glDeleteTextures(1, &texture);
217
218     return size == 16;
219 }
220 #endif
221
222 vout_display_opengl_t *vout_display_opengl_New(video_format_t *fmt,
223                                                const vlc_fourcc_t **subpicture_chromas,
224                                                vlc_gl_t *gl)
225 {
226     vout_display_opengl_t *vgl = calloc(1, sizeof(*vgl));
227     if (!vgl)
228         return NULL;
229
230     vgl->gl = gl;
231     if (vlc_gl_Lock(vgl->gl)) {
232         free(vgl);
233         return NULL;
234     }
235
236     if( vgl->gl->getProcAddress == NULL )
237     {
238         fprintf(stderr, "getProcAddress not implemented, bailing out\n");
239         free( vgl );
240         return NULL;
241     }
242
243 #if !USE_OPENGL_ES
244     const unsigned char *ogl_version = glGetString(GL_VERSION);
245     bool supports_shaders = strverscmp((const char *)ogl_version, "2.0") >= 0;
246 #else
247     bool supports_shaders = false;
248 #ifdef __APPLE__
249     if( kCFCoreFoundationVersionNumber >= 786. )
250          supports_shaders = true;
251 #endif
252 #endif
253
254     GLint max_texture_units = 0;
255     glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &max_texture_units);
256
257     /* Initialize with default chroma */
258     vgl->fmt = *fmt;
259     vgl->fmt.i_chroma = VLC_CODEC_RGB32;
260 #   if defined(WORDS_BIGENDIAN)
261     vgl->fmt.i_rmask  = 0xff000000;
262     vgl->fmt.i_gmask  = 0x00ff0000;
263     vgl->fmt.i_bmask  = 0x0000ff00;
264 #   else
265     vgl->fmt.i_rmask  = 0x000000ff;
266     vgl->fmt.i_gmask  = 0x0000ff00;
267     vgl->fmt.i_bmask  = 0x00ff0000;
268 #   endif
269     vgl->tex_target   = GL_TEXTURE_2D;
270     vgl->tex_format   = GL_RGBA;
271     vgl->tex_internal = GL_RGBA;
272     vgl->tex_type     = GL_UNSIGNED_BYTE;
273     /* Use YUV if possible and needed */
274     bool need_fs_yuv = false;
275     float yuv_range_correction = 1.0;
276     if ( max_texture_units >= 3 && supports_shaders &&
277         vlc_fourcc_IsYUV(fmt->i_chroma) && !vlc_fourcc_IsYUV(vgl->fmt.i_chroma)) {
278         const vlc_fourcc_t *list = vlc_fourcc_GetYUVFallback(fmt->i_chroma);
279         while (*list) {
280             const vlc_chroma_description_t *dsc = vlc_fourcc_GetChromaDescription(*list);
281             if (dsc && dsc->plane_count == 3 && dsc->pixel_size == 1) {
282                 need_fs_yuv       = true;
283                 vgl->fmt          = *fmt;
284                 vgl->fmt.i_chroma = *list;
285                 vgl->tex_format   = GL_LUMINANCE;
286                 vgl->tex_internal = GL_LUMINANCE;
287                 vgl->tex_type     = GL_UNSIGNED_BYTE;
288                 yuv_range_correction = 1.0;
289                 break;
290 #if !USE_OPENGL_ES
291             } else if (dsc && dsc->plane_count == 3 && dsc->pixel_size == 2 &&
292                        IsLuminance16Supported(vgl->tex_target)) {
293                 need_fs_yuv       = true;
294                 vgl->fmt          = *fmt;
295                 vgl->fmt.i_chroma = *list;
296                 vgl->tex_format   = GL_LUMINANCE;
297                 vgl->tex_internal = GL_LUMINANCE16;
298                 vgl->tex_type     = GL_UNSIGNED_SHORT;
299                 yuv_range_correction = (float)((1 << 16) - 1) / ((1 << dsc->pixel_bits) - 1);
300                 break;
301 #endif
302             }
303             list++;
304         }
305     }
306 #if (defined (__ppc__) || defined (__ppc64__) || defined (__powerpc__)) && defined (__APPLE__)
307     /* This is a work-around for dated PowerPC-based Macs, which run OpenGL 1.3 only and don't
308      * support the GL_ARB_fragment_program extension.
309      * Affected devices are all Macs built between 2002 and 2005 with an ATI Radeon 7500,
310      * an ATI Radeon 9200 or a NVIDIA GeForceFX 5200 Ultra. */
311     else
312     {
313         vgl->tex_format   = GL_YCBCR_422_APPLE;
314         vgl->tex_type     = GL_UNSIGNED_SHORT_8_8_APPLE;
315         vgl->fmt.i_chroma = VLC_CODEC_YUYV;
316     }
317 #endif
318
319     vgl->GenBuffers    = (PFNGLGENBUFFERSPROC)vlc_gl_GetProcAddress(vgl->gl, "glGenBuffers");
320     vgl->BindBuffer    = (PFNGLBINDBUFFERPROC)vlc_gl_GetProcAddress(vgl->gl, "glBindBuffer");
321     vgl->BufferData    = (PFNGLBUFFERDATAPROC)vlc_gl_GetProcAddress(vgl->gl, "glBufferData");
322     vgl->BufferSubData = (PFNGLBUFFERSUBDATAPROC)vlc_gl_GetProcAddress(vgl->gl, "glBufferSubData");
323     vgl->DeleteBuffers = (PFNGLDELETEBUFFERSPROC)vlc_gl_GetProcAddress(vgl->gl, "glDeleteBuffers");
324
325     vgl->CreateShader  = (PFNGLCREATESHADERPROC)vlc_gl_GetProcAddress(vgl->gl, "glCreateShader");
326     vgl->ShaderSource  = (PFNGLSHADERSOURCEPROC)vlc_gl_GetProcAddress(vgl->gl, "glShaderSource");
327     vgl->CompileShader = (PFNGLCOMPILESHADERPROC)vlc_gl_GetProcAddress(vgl->gl, "glCompileShader");
328     vgl->AttachShader  = (PFNGLATTACHSHADERPROC)vlc_gl_GetProcAddress(vgl->gl, "glAttachShader");
329     vgl->GetProgramiv   = (PFNGLGETPROGRAMIVPROC)vlc_gl_GetProcAddress(vgl->gl, "glGetProgramiv");
330     vgl->GetProgramInfoLog   = (PFNGLGETPROGRAMINFOLOGPROC)vlc_gl_GetProcAddress(vgl->gl, "glGetProgramInfoLog");
331     vgl->GetShaderiv   = (PFNGLGETSHADERIVPROC)vlc_gl_GetProcAddress(vgl->gl, "glGetShaderiv");
332     vgl->GetShaderInfoLog   = (PFNGLGETSHADERINFOLOGPROC)vlc_gl_GetProcAddress(vgl->gl, "glGetShaderInfoLog");
333     vgl->DetachShader  = (PFNGLDETACHSHADERPROC)vlc_gl_GetProcAddress(vgl->gl, "glDetachShader");
334     vgl->DeleteShader  = (PFNGLDELETESHADERPROC)vlc_gl_GetProcAddress(vgl->gl, "glDeleteShader");
335
336     vgl->GetUniformLocation = (PFNGLGETUNIFORMLOCATIONPROC)vlc_gl_GetProcAddress(vgl->gl, "glGetUniformLocation");
337     vgl->GetAttribLocation  = (PFNGLGETATTRIBLOCATIONPROC)vlc_gl_GetProcAddress(vgl->gl, "glGetAttribLocation");
338     vgl->Uniform4fv    = (PFNGLUNIFORM4FVPROC)vlc_gl_GetProcAddress(vgl->gl,"glUniform4fv");
339     vgl->Uniform4f     = (PFNGLUNIFORM4FPROC)vlc_gl_GetProcAddress(vgl->gl,"glUniform4f");
340     vgl->Uniform3i     = (PFNGLUNIFORM3IPROC)vlc_gl_GetProcAddress(vgl->gl,"glUniform3i");
341     vgl->Uniform1i     = (PFNGLUNIFORM1IPROC)vlc_gl_GetProcAddress(vgl->gl,"glUniform1i");
342
343     vgl->CreateProgram = (PFNGLCREATEPROGRAMPROC)vlc_gl_GetProcAddress(vgl->gl, "glCreateProgram");
344     vgl->LinkProgram = (PFNGLLINKPROGRAMPROC)vlc_gl_GetProcAddress(vgl->gl, "glLinkProgram");
345     vgl->UseProgram = (PFNGLUSEPROGRAMPROC)vlc_gl_GetProcAddress(vgl->gl, "glUseProgram");
346     vgl->DeleteProgram = (PFNGLDELETEPROGRAMPROC)vlc_gl_GetProcAddress(vgl->gl, "glDeleteProgram");
347     vgl->ActiveTexture = (PFNGLACTIVETEXTUREPROC)vlc_gl_GetProcAddress(vgl->gl, "glActiveTexture");
348     vgl->ClientActiveTexture = (PFNGLCLIENTACTIVETEXTUREPROC)vlc_gl_GetProcAddress(vgl->gl, "glClientActiveTexture");
349
350     vgl->chroma = vlc_fourcc_GetChromaDescription(vgl->fmt.i_chroma);
351     vgl->use_multitexture = vgl->chroma->plane_count > 1;
352
353     if( !vgl->CreateShader || !vgl->ShaderSource || !vgl->CreateProgram )
354     {
355         fprintf(stderr, "Looks like you don't have all the opengl we need. Driver is %s, giving up\n", glGetString(GL_VERSION));
356         free( vgl );
357         return NULL;
358     }
359
360
361     /* Texture size */
362     for (unsigned j = 0; j < vgl->chroma->plane_count; j++) {
363         int w = vgl->fmt.i_width  * vgl->chroma->p[j].w.num / vgl->chroma->p[j].w.den;
364         int h = vgl->fmt.i_height * vgl->chroma->p[j].h.num / vgl->chroma->p[j].h.den;
365         vgl->tex_width[j]  = w;
366         vgl->tex_height[j] = h;
367     }
368
369     /* Build fragment program if needed */
370     vgl->program[0] = 0;
371     vgl->program[1] = 0;
372     vgl->local_count = 0;
373     vgl->shader[0] = vgl->shader[1] = vgl->shader[2] = -1;
374     if (supports_shaders) {
375         char *code = NULL;
376
377             /* [R/G/B][Y U V O] from TV range to full range
378              * XXX we could also do hue/brightness/constrast/gamma
379              * by simply changing the coefficients
380              */
381             const float matrix_bt601_tv2full[12] = {
382                  1.164383561643836,  0.0000,             1.596026785714286, -0.874202217873451 ,
383                  1.164383561643836, -0.391762290094914, -0.812967647237771,  0.531667823499146 ,
384                  1.164383561643836,  2.017232142857142,  0.0000,            -1.085630789302022 ,
385             };
386             const float matrix_bt709_tv2full[12] = {
387                  1.164383561643836,  0.0000,             1.792741071428571, -0.972945075016308 ,
388                  1.164383561643836, -0.21324861427373,  -0.532909328559444,  0.301482665475862 ,
389                  1.164383561643836,  2.112401785714286,  0.0000,            -1.133402217873451 ,
390             };
391             const float (*matrix) = fmt->i_height > 576 ? matrix_bt709_tv2full
392                                                            : matrix_bt601_tv2full;
393
394             /* Basic linear YUV -> RGB conversion using bilinear interpolation */
395             const char *template_glsl_yuv =
396                 "#version 120\n"
397                 "uniform sampler2D Texture0;"
398                 "uniform sampler2D Texture1;"
399                 "uniform sampler2D Texture2;"
400                 "uniform vec4      coefficient[4];"
401
402                 "void main(void) {"
403                 " vec4 x,y,z,result;"
404                 " x  = texture2D(Texture0, gl_TexCoord[0].st);"
405                 " %c = texture2D(Texture1, gl_TexCoord[1].st);"
406                 " %c = texture2D(Texture2, gl_TexCoord[2].st);"
407
408                 " result = x * coefficient[0] + coefficient[3];"
409                 " result = (y * coefficient[1]) + result;"
410                 " result = (z * coefficient[2]) + result;"
411                 " gl_FragColor = result;"
412                 "}";
413             bool swap_uv = vgl->fmt.i_chroma == VLC_CODEC_YV12 ||
414                            vgl->fmt.i_chroma == VLC_CODEC_YV9;
415             if (asprintf(&code, template_glsl_yuv,
416                          swap_uv ? 'z' : 'y',
417                          swap_uv ? 'y' : 'z') < 0)
418                 code = NULL;
419
420             for (int i = 0; i < 4; i++) {
421                 float correction = i < 3 ? yuv_range_correction : 1.0;
422                 /* We place coefficient values for coefficient[4] in one array from matrix values.
423                    Notice that we fill values from top down instead of left to right.*/
424                 for( int j = 0; j < 4; j++ )
425                     vgl->local_value[vgl->local_count + i*4+j] = j < 3 ? correction * matrix[j*4+i] : 0.0 ;
426             }
427             vgl->local_count += 4;
428
429             // Basic vertex shader that we use in both cases
430             const char *vertexShader =
431             "#version 120\n"
432             "void main() {"
433             " gl_TexCoord[0] = gl_MultiTexCoord0;"
434             " gl_TexCoord[1] = gl_MultiTexCoord1;"
435             " gl_TexCoord[2] = gl_MultiTexCoord2;"
436             " gl_Position = ftransform(); }";
437
438             // Dummy shader for text overlay
439             const char *helloShader =
440             "#version 120\n"
441             "uniform sampler2D Texture0;"
442             "uniform vec4 fillColor;"
443             "void main()"
444             "{ "
445             "  gl_FragColor = texture2D(Texture0, gl_TexCoord[0].st)*fillColor;}";
446
447             vgl->shader[2] = vgl->CreateShader( GL_VERTEX_SHADER );
448             vgl->ShaderSource( vgl->shader[2], 1, (const GLchar **)&vertexShader, NULL);
449             vgl->CompileShader( vgl->shader[2] );
450
451             /* Create 'dummy' shader that handles subpicture overlay for now*/
452             vgl->shader[1] = vgl->CreateShader( GL_FRAGMENT_SHADER );
453             vgl->ShaderSource( vgl->shader[1], 1, &helloShader, NULL);
454             vgl->CompileShader( vgl->shader[1] );
455             vgl->program[1] = vgl->CreateProgram();
456             vgl->AttachShader( vgl->program[1], vgl->shader[1]);
457             vgl->AttachShader( vgl->program[1], vgl->shader[2]);
458             vgl->LinkProgram( vgl->program[1] );
459
460             // Create shader from code
461             vgl->shader[0] = vgl->CreateShader( GL_FRAGMENT_SHADER );
462             vgl->program[0] = vgl->CreateProgram();
463             if( need_fs_yuv )
464             {
465                 vgl->ShaderSource( vgl->shader[0], 1, (const GLchar **)&code, NULL );
466                 vgl->CompileShader( vgl->shader[0]);
467                 vgl->AttachShader( vgl->program[0], vgl->shader[0] );
468             } else {
469                 /* Use simpler shader if we don't need to to yuv -> rgb,
470                    for example when input is allready rgb (.bmp image).*/
471                 vgl->AttachShader( vgl->program[0], vgl->shader[1] );
472             }
473             vgl->AttachShader( vgl->program[0], vgl->shader[2]);
474
475             vgl->LinkProgram( vgl->program[0] );
476
477             free(code);
478             for( GLuint i = 0; i < 2; i++ )
479             {
480                 int infoLength = 0;
481                 int charsWritten = 0;
482                 char *infolog;
483                 vgl->GetProgramiv( vgl->program[i], GL_INFO_LOG_LENGTH, &infoLength );
484                 if( infoLength > 1 )
485                 {
486                     /* If there is some message, better to check linking is ok */
487                     GLint link_status = GL_TRUE;
488                     vgl->GetProgramiv( vgl->program[i], GL_LINK_STATUS, &link_status );
489
490                     infolog = (char *)malloc(infoLength);
491                     vgl->GetProgramInfoLog( vgl->program[i], infoLength, &charsWritten, infolog );
492                     fprintf(stderr, "shader program %d:%s %d\n",i,infolog,infoLength);
493                     free(infolog);
494
495                     /* Check shaders messages too */
496                     for( GLuint j = 0; j < 2; j++ )
497                     {
498                         vgl->GetShaderiv( vgl->shader[j], GL_INFO_LOG_LENGTH, &infoLength );
499                         if( infoLength > 1 )
500                         {
501                             infolog = (char *)malloc(infoLength);
502                             vgl->GetShaderInfoLog( vgl->shader[j], infoLength, &charsWritten, infolog );
503                             fprintf(stderr, "shader %d: %s\n",j,infolog );
504                             free( infolog );
505                         }
506                     }
507
508                     if( link_status == GL_FALSE )
509                     {
510                         fprintf( stderr, "Unable to use program %d\n", i );
511                         free( vgl );
512                         return NULL;
513                     }
514                 }
515             }
516     }
517
518     /* */
519     glDisable(GL_BLEND);
520     glDisable(GL_DEPTH_TEST);
521     glDepthMask(GL_FALSE);
522     glDisable(GL_CULL_FACE);
523     glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
524     glClear(GL_COLOR_BUFFER_BIT);
525
526     vlc_gl_Unlock(vgl->gl);
527
528     /* */
529     for (int i = 0; i < VLCGL_TEXTURE_COUNT; i++) {
530         for (int j = 0; j < PICTURE_PLANE_MAX; j++)
531             vgl->texture[i][j] = 0;
532     }
533     vgl->region_count = 0;
534     vgl->region = NULL;
535     vgl->pool = NULL;
536
537     *fmt = vgl->fmt;
538     if (subpicture_chromas) {
539         *subpicture_chromas = gl_subpicture_chromas;
540     }
541     return vgl;
542 }
543
544 void vout_display_opengl_Delete(vout_display_opengl_t *vgl)
545 {
546     /* */
547     if (!vlc_gl_Lock(vgl->gl)) {
548
549         glFinish();
550         glFlush();
551         for (int i = 0; i < VLCGL_TEXTURE_COUNT; i++)
552             glDeleteTextures(vgl->chroma->plane_count, vgl->texture[i]);
553         for (int i = 0; i < vgl->region_count; i++) {
554             if (vgl->region[i].texture)
555                 glDeleteTextures(1, &vgl->region[i].texture);
556         }
557         free(vgl->region);
558
559         if (vgl->program[0])
560         {
561             for( int i = 0; i < 2; i++ )
562                 vgl->DeleteProgram( vgl->program[i] );
563             for( int i = 0; i < 3; i++ )
564                 vgl->DeleteShader( vgl->shader[i] );
565         }
566
567         vlc_gl_Unlock(vgl->gl);
568     }
569     if (vgl->pool)
570         picture_pool_Delete(vgl->pool);
571     free(vgl);
572 }
573
574 picture_pool_t *vout_display_opengl_GetPool(vout_display_opengl_t *vgl, unsigned requested_count)
575 {
576     if (vgl->pool)
577         return vgl->pool;
578
579     /* Allocate our pictures */
580     picture_t *picture[VLCGL_PICTURE_MAX] = {NULL, };
581     unsigned count = 0;
582
583     for (count = 0; count < __MIN(VLCGL_PICTURE_MAX, requested_count); count++) {
584         picture[count] = picture_NewFromFormat(&vgl->fmt);
585         if (!picture[count])
586             break;
587     }
588     if (count <= 0)
589         return NULL;
590
591     /* Wrap the pictures into a pool */
592     picture_pool_configuration_t cfg;
593     memset(&cfg, 0, sizeof(cfg));
594     cfg.picture_count = count;
595     cfg.picture       = picture;
596     vgl->pool = picture_pool_NewExtended(&cfg);
597     if (!vgl->pool)
598         goto error;
599
600     /* Allocates our textures */
601     if (vlc_gl_Lock(vgl->gl))
602         return vgl->pool;
603
604     for (int i = 0; i < VLCGL_TEXTURE_COUNT; i++) {
605         glGenTextures(vgl->chroma->plane_count, vgl->texture[i]);
606         for (unsigned j = 0; j < vgl->chroma->plane_count; j++) {
607             if (vgl->use_multitexture)
608             {
609                 vgl->ActiveTexture(GL_TEXTURE0 + j);
610                 vgl->ClientActiveTexture(GL_TEXTURE0 + j);
611             }
612             glBindTexture(vgl->tex_target, vgl->texture[i][j]);
613
614 #if !USE_OPENGL_ES
615             /* Set the texture parameters */
616             glTexParameterf(vgl->tex_target, GL_TEXTURE_PRIORITY, 1.0);
617             glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
618 #endif
619
620             glTexParameteri(vgl->tex_target, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
621             glTexParameteri(vgl->tex_target, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
622             glTexParameteri(vgl->tex_target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
623             glTexParameteri(vgl->tex_target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
624
625             /* Call glTexImage2D only once, and use glTexSubImage2D later */
626             glTexImage2D(vgl->tex_target, 0,
627                          vgl->tex_internal, vgl->tex_width[j], vgl->tex_height[j],
628                          0, vgl->tex_format, vgl->tex_type, NULL);
629         }
630     }
631
632     vlc_gl_Unlock(vgl->gl);
633
634     return vgl->pool;
635
636 error:
637     for (unsigned i = 0; i < count; i++)
638         picture_Release(picture[i]);
639     return NULL;
640 }
641
642 int vout_display_opengl_Prepare(vout_display_opengl_t *vgl,
643                                 picture_t *picture, subpicture_t *subpicture)
644 {
645     /* On Win32/GLX, we do this the usual way:
646        + Fill the buffer with new content,
647        + Reload the texture,
648        + Use the texture.
649
650        On OS X with VRAM or AGP texturing, the order has to be:
651        + Reload the texture,
652        + Fill the buffer with new content,
653        + Use the texture.
654
655        (Thanks to gcc from the Arstechnica forums for the tip)
656
657        Therefore on OSX, we have to use two buffers and textures and use a
658        lock(/unlock) managed picture pool.
659      */
660
661     if (vlc_gl_Lock(vgl->gl))
662         return VLC_EGENERIC;
663
664     /* Update the texture */
665     for (unsigned j = 0; j < vgl->chroma->plane_count; j++) {
666         if (vgl->use_multitexture)
667         {
668             vgl->ActiveTexture(GL_TEXTURE0 + j);
669             vgl->ClientActiveTexture(GL_TEXTURE0 + j);
670         }
671         glBindTexture(vgl->tex_target, vgl->texture[0][j]);
672         glPixelStorei(GL_UNPACK_ROW_LENGTH, picture->p[j].i_pitch / picture->p[j].i_pixel_pitch);
673         glTexSubImage2D(vgl->tex_target, 0,
674                         0, 0,
675                         vgl->fmt.i_width  * vgl->chroma->p[j].w.num / vgl->chroma->p[j].w.den,
676                         vgl->fmt.i_height * vgl->chroma->p[j].h.num / vgl->chroma->p[j].h.den,
677                         vgl->tex_format, vgl->tex_type, picture->p[j].p_pixels);
678     }
679
680     int         last_count = vgl->region_count;
681     gl_region_t *last = vgl->region;
682
683     vgl->region_count = 0;
684     vgl->region       = NULL;
685
686     if (subpicture) {
687
688         int count = 0;
689         for (subpicture_region_t *r = subpicture->p_region; r; r = r->p_next)
690             count++;
691
692         vgl->region_count = count;
693         vgl->region       = calloc(count, sizeof(*vgl->region));
694
695         if (vgl->use_multitexture)
696         {
697             vgl->ActiveTexture(GL_TEXTURE0 + 0);
698             vgl->ClientActiveTexture(GL_TEXTURE0 + 0);
699         }
700         int i = 0;
701         for (subpicture_region_t *r = subpicture->p_region; r; r = r->p_next, i++) {
702             gl_region_t *glr = &vgl->region[i];
703
704             glr->format = GL_RGBA;
705             glr->type   = GL_UNSIGNED_BYTE;
706             glr->width  = r->fmt.i_visible_width;
707             glr->height = r->fmt.i_visible_height;
708             glr->alpha  = (float)subpicture->i_alpha * r->i_alpha / 255 / 255;
709             glr->left   =  2.0 * (r->i_x                          ) / subpicture->i_original_picture_width  - 1.0;
710             glr->top    = -2.0 * (r->i_y                          ) / subpicture->i_original_picture_height + 1.0;
711             glr->right  =  2.0 * (r->i_x + r->fmt.i_visible_width ) / subpicture->i_original_picture_width  - 1.0;
712             glr->bottom = -2.0 * (r->i_y + r->fmt.i_visible_height) / subpicture->i_original_picture_height + 1.0;
713
714             glr->texture = 0;
715             for (int j = 0; j < last_count; j++) {
716                 if (last[j].texture &&
717                     last[j].width  == glr->width &&
718                     last[j].height == glr->height &&
719                     last[j].format == glr->format &&
720                     last[j].type   == glr->type) {
721                     glr->texture = last[j].texture;
722                     memset(&last[j], 0, sizeof(last[j]));
723                     break;
724                 }
725             }
726
727             const int pixels_offset = r->fmt.i_y_offset * r->p_picture->p->i_pitch +
728                                       r->fmt.i_x_offset * r->p_picture->p->i_pixel_pitch;
729             if (glr->texture) {
730                 glBindTexture(GL_TEXTURE_2D, glr->texture);
731                 /* TODO set GL_UNPACK_ALIGNMENT */
732                 glPixelStorei(GL_UNPACK_ROW_LENGTH, r->p_picture->p->i_pitch / r->p_picture->p->i_pixel_pitch);
733                 glTexSubImage2D(GL_TEXTURE_2D, 0,
734                                 0, 0, glr->width, glr->height,
735                                 glr->format, glr->type, &r->p_picture->p->p_pixels[pixels_offset]);
736             } else {
737                 glGenTextures(1, &glr->texture);
738                 glBindTexture(GL_TEXTURE_2D, glr->texture);
739 #if !USE_OPENGL_ES
740                 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_PRIORITY, 1.0);
741                 glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
742 #endif
743                 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
744                 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
745                 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
746                 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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                 glTexImage2D(GL_TEXTURE_2D, 0, glr->format,
750                              glr->width, glr->height, 0, glr->format, glr->type,
751                              &r->p_picture->p->p_pixels[pixels_offset]);
752             }
753         }
754     }
755     for (int i = 0; i < last_count; i++) {
756         if (last[i].texture)
757             glDeleteTextures(1, &last[i].texture);
758     }
759     free(last);
760
761     vlc_gl_Unlock(vgl->gl);
762     VLC_UNUSED(subpicture);
763     return VLC_SUCCESS;
764 }
765
766 static void draw_without_shaders( vout_display_opengl_t *vgl, float *left, float *top, float *right, float *bottom )
767 {
768     static const GLfloat vertexCoord[] = {
769         -1.0f, -1.0f,
770          1.0f, -1.0f,
771         -1.0f,  1.0f,
772          1.0f,  1.0f,
773     };
774
775     const GLfloat textureCoord[8] = {
776         left[0],  bottom[0],
777         right[0], bottom[0],
778         left[0],  top[0],
779         right[0], top[0]
780     };
781
782     glEnableClientState(GL_VERTEX_ARRAY);
783     glEnableClientState(GL_TEXTURE_COORD_ARRAY);
784     glEnable(GL_VERTEX_ARRAY);
785     glEnable(GL_TEXTURE_COORD_ARRAY);
786
787     vgl->ActiveTexture( GL_TEXTURE0);
788     vgl->ClientActiveTexture( GL_TEXTURE0);
789
790     glEnable(vgl->tex_target);
791     glBindTexture(vgl->tex_target, vgl->texture[0][0]);
792     glVertexPointer(2, GL_FLOAT, 0, vertexCoord);
793     glTexCoordPointer(2, GL_FLOAT, 0, textureCoord);
794
795     glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
796
797     glDisable(vgl->tex_target);
798     glDisable(GL_TEXTURE_COORD_ARRAY);
799     glDisable(GL_VERTEX_ARRAY);
800     glDisableClientState(GL_TEXTURE_COORD_ARRAY);
801     glDisableClientState(GL_VERTEX_ARRAY);
802 }
803
804 static void draw_with_shaders( vout_display_opengl_t *vgl, float *left, float *top, float *right, float *bottom )
805 {
806     vgl->UseProgram(vgl->program[0]);
807     vgl->Uniform4fv( vgl->GetUniformLocation( vgl->program[0], "coefficient" ), 4, vgl->local_value);
808     vgl->Uniform1i( vgl->GetUniformLocation( vgl->program[0], "Texture0" ), 0);
809     vgl->Uniform1i( vgl->GetUniformLocation( vgl->program[0], "Texture1" ), 1);
810     vgl->Uniform1i( vgl->GetUniformLocation( vgl->program[0], "Texture2" ), 2);
811
812     const GLfloat vertexCoord[] = {
813         -1.0, 1.0,
814         -1.0, -1.0,
815         1.0, 1.0,
816         1.0, -1.0,
817     };
818
819     for( unsigned j = 0; j < vgl->chroma->plane_count; j++)
820     {
821         const GLfloat texCoord[] = {
822             left[j], top[j],
823             left[j], bottom[j],
824             right[j], top[j],
825             right[j], bottom[j],
826         };
827         vgl->ActiveTexture( GL_TEXTURE0+j);
828         vgl->ClientActiveTexture( GL_TEXTURE0+j);
829         glEnable(vgl->tex_target);
830         glEnableClientState(GL_TEXTURE_COORD_ARRAY);
831         glBindTexture(vgl->tex_target, vgl->texture[0][j]);
832         glTexCoordPointer(2, GL_FLOAT, 0, texCoord);
833     }
834     vgl->ActiveTexture(GL_TEXTURE0 + 0);
835     vgl->ClientActiveTexture(GL_TEXTURE0 + 0);
836     glEnableClientState(GL_VERTEX_ARRAY);
837     glVertexPointer(2, GL_FLOAT, 0, vertexCoord);
838     glDrawArrays( GL_TRIANGLE_STRIP, 0, 4);
839     glDisableClientState(GL_VERTEX_ARRAY);
840
841     for( int j = vgl->chroma->plane_count; j >= 0;j--)
842     {
843         vgl->ActiveTexture( GL_TEXTURE0+j);
844         vgl->ClientActiveTexture( GL_TEXTURE0+j);
845         glDisableClientState(GL_TEXTURE_COORD_ARRAY);
846     }
847
848     vgl->ActiveTexture(GL_TEXTURE0 + 0);
849     vgl->ClientActiveTexture(GL_TEXTURE0 + 0);
850 }
851
852 int vout_display_opengl_Display(vout_display_opengl_t *vgl,
853                                 const video_format_t *source)
854 {
855     if (vlc_gl_Lock(vgl->gl))
856         return VLC_EGENERIC;
857
858     /* glTexCoord works differently with GL_TEXTURE_2D and
859        GL_TEXTURE_RECTANGLE_EXT */
860     float left[PICTURE_PLANE_MAX];
861     float top[PICTURE_PLANE_MAX];
862     float right[PICTURE_PLANE_MAX];
863     float bottom[PICTURE_PLANE_MAX];
864     for (unsigned j = 0; j < vgl->chroma->plane_count; j++) {
865         float scale_w, scale_h;
866         if (vgl->tex_target == GL_TEXTURE_2D) {
867             scale_w = (float)vgl->chroma->p[j].w.num / vgl->chroma->p[j].w.den / vgl->tex_width[j];
868             scale_h = (float)vgl->chroma->p[j].h.num / vgl->chroma->p[j].h.den / vgl->tex_height[j];
869
870         } else {
871             scale_w = 1.0;
872             scale_h = 1.0;
873         }
874         left[j]   = (source->i_x_offset +                       0 ) * scale_w;
875         top[j]    = (source->i_y_offset +                       0 ) * scale_h;
876         right[j]  = (source->i_x_offset + source->i_visible_width ) * scale_w;
877         bottom[j] = (source->i_y_offset + source->i_visible_height) * scale_h;
878     }
879
880
881     /* Why drawing here and not in Render()? Because this way, the
882        OpenGL providers can call vout_display_opengl_Display to force redraw.i
883        Currently, the OS X provider uses it to get a smooth window resizing */
884
885     glClear(GL_COLOR_BUFFER_BIT);
886
887
888     if( vgl->program[0] )
889     {
890         draw_with_shaders( vgl, left, top ,right, bottom );
891         // Change the program for overlays
892         vgl->UseProgram(vgl->program[1]);
893         vgl->Uniform1i( vgl->GetUniformLocation( vgl->program[1], "Texture0" ), 0);
894     } else {
895         draw_without_shaders( vgl, left, top, right, bottom );
896     }
897
898     vgl->ActiveTexture(GL_TEXTURE0 + 0);
899     vgl->ClientActiveTexture(GL_TEXTURE0 + 0);
900     glEnable(GL_TEXTURE_2D);
901     glEnable(GL_BLEND);
902     glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
903     glEnableClientState(GL_VERTEX_ARRAY);
904
905     for (int i = 0; i < vgl->region_count; i++) {
906         gl_region_t *glr = &vgl->region[i];
907         const GLfloat vertexCoord[] = {
908             glr->left, glr->top,
909             glr->left, glr->bottom,
910             glr->right, glr->top,
911             glr->right,glr->bottom,
912         };
913         static const GLfloat textureCoord[] = {
914             0.0, 0.0,
915             0.0, 1.0,
916             1.0, 0.0,
917             1.0, 1.0,
918         };
919
920         if( vgl->program[0] )
921         {
922             vgl->Uniform4f( vgl->GetUniformLocation( vgl->program[1], "fillColor"), 1.0f, 1.0f, 1.0f, glr->alpha);
923         }
924         else
925         {
926             glColor4f( 1.0f, 1.0f, 1.0f, glr->alpha );
927             glEnable(GL_TEXTURE_COORD_ARRAY);
928             glEnable(GL_VERTEX_ARRAY);
929         }
930
931         glEnableClientState(GL_TEXTURE_COORD_ARRAY);
932
933         glBindTexture(GL_TEXTURE_2D, glr->texture);
934         glVertexPointer(2, GL_FLOAT, 0, vertexCoord);
935         glTexCoordPointer(2, GL_FLOAT, 0, textureCoord);
936         glDrawArrays( GL_TRIANGLE_STRIP, 0, 4 );
937         glDisableClientState(GL_TEXTURE_COORD_ARRAY);
938     }
939     glDisableClientState(GL_VERTEX_ARRAY);
940     glDisable(GL_BLEND);
941     glDisable(GL_TEXTURE_2D);
942
943     vlc_gl_Swap(vgl->gl);
944
945     vlc_gl_Unlock(vgl->gl);
946     return VLC_SUCCESS;
947 }
948