]> git.sesse.net Git - vlc/blob - modules/video_output/opengl.c
Cleaner way to define the GLSL version number as pointed out by funman.
[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 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 #else
75 #   define GLSL_VERSION "120"
76 #   define VLCGL_TEXTURE_COUNT 1
77 #   define VLCGL_PICTURE_MAX 128
78 #endif
79
80 static const vlc_fourcc_t gl_subpicture_chromas[] = {
81     VLC_CODEC_RGBA,
82     0
83 };
84
85 typedef struct {
86     GLuint   texture;
87     unsigned format;
88     unsigned type;
89     unsigned width;
90     unsigned height;
91
92     float    alpha;
93
94     float    top;
95     float    left;
96     float    bottom;
97     float    right;
98 } gl_region_t;
99
100 struct vout_display_opengl_t {
101
102     vlc_gl_t   *gl;
103
104     video_format_t fmt;
105     const vlc_chroma_description_t *chroma;
106
107     int        tex_target;
108     int        tex_format;
109     int        tex_internal;
110     int        tex_type;
111
112     int        tex_width[PICTURE_PLANE_MAX];
113     int        tex_height[PICTURE_PLANE_MAX];
114
115     GLuint     texture[VLCGL_TEXTURE_COUNT][PICTURE_PLANE_MAX];
116
117     int         region_count;
118     gl_region_t *region;
119
120
121     picture_pool_t *pool;
122
123     /* index 0 for normal and 1 for subtitle overlay */
124     GLuint     program[2];
125     GLint      shader[3]; //3. is for the common vertex shader
126     int        local_count;
127     GLfloat    local_value[16];
128
129     /* Shader variables commands*/
130     PFNGLGETUNIFORMLOCATIONPROC      GetUniformLocation;
131     PFNGLGETATTRIBLOCATIONPROC       GetAttribLocation;
132     PFNGLVERTEXATTRIBPOINTERPROC     VertexAttribPointer;
133     PFNGLENABLEVERTEXATTRIBARRAYPROC EnableVertexAttribArray;
134
135     PFNGLUNIFORM4FVPROC   Uniform4fv;
136     PFNGLUNIFORM4FPROC    Uniform4f;
137     PFNGLUNIFORM1IPROC    Uniform1i;
138
139     /* Shader command */
140     PFNGLCREATESHADERPROC CreateShader;
141     PFNGLSHADERSOURCEPROC ShaderSource;
142     PFNGLCOMPILESHADERPROC CompileShader;
143     PFNGLDELETESHADERPROC   DeleteShader;
144
145     PFNGLCREATEPROGRAMPROC CreateProgram;
146     PFNGLLINKPROGRAMPROC   LinkProgram;
147     PFNGLUSEPROGRAMPROC    UseProgram;
148     PFNGLDELETEPROGRAMPROC DeleteProgram;
149
150     PFNGLATTACHSHADERPROC  AttachShader;
151
152     /* Shader log commands */
153     PFNGLGETPROGRAMIVPROC  GetProgramiv;
154     PFNGLGETPROGRAMINFOLOGPROC GetProgramInfoLog;
155     PFNGLGETSHADERIVPROC   GetShaderiv;
156     PFNGLGETSHADERINFOLOGPROC GetShaderInfoLog;
157
158
159     /* multitexture */
160     bool use_multitexture;
161
162     /* Non-power-of-2 texture size support */
163     bool supports_npot;
164 };
165
166 static inline int GetAlignedSize(unsigned size)
167 {
168     /* Return the smallest larger or equal power of 2 */
169     unsigned align = 1 << (8 * sizeof (unsigned) - clz(size));
170     return ((align >> 1) == size) ? size : align;
171 }
172
173 #if !USE_OPENGL_ES
174 static bool IsLuminance16Supported(int target)
175 {
176     GLuint texture;
177
178     glGenTextures(1, &texture);
179     glBindTexture(target, texture);
180     glTexImage2D(target, 0, GL_LUMINANCE16,
181                  64, 64, 0, GL_LUMINANCE, GL_UNSIGNED_SHORT, NULL);
182     GLint size = 0;
183     glGetTexLevelParameteriv(target, 0, GL_TEXTURE_LUMINANCE_SIZE, &size);
184
185     glDeleteTextures(1, &texture);
186
187     return size == 16;
188 }
189 #endif
190
191 static void BuildVertexShader(vout_display_opengl_t *vgl,
192                               GLint *shader)
193 {
194     /* Basic vertex shader */
195     const char *vertexShader =
196         "#version " GLSL_VERSION "\n"
197         "varying   vec4 TexCoord0,TexCoord1, TexCoord2;"
198         "attribute vec4 MultiTexCoord0,MultiTexCoord1,MultiTexCoord2;"
199         "attribute vec4 VertexPosition;"
200         "void main() {"
201         " TexCoord0 = MultiTexCoord0;"
202         " TexCoord1 = MultiTexCoord1;"
203         " TexCoord2 = MultiTexCoord2;"
204         " gl_Position = VertexPosition;"
205         "}";
206
207     *shader = vgl->CreateShader(GL_VERTEX_SHADER);
208     vgl->ShaderSource(*shader, 1, &vertexShader, NULL);
209     vgl->CompileShader(*shader);
210 }
211
212 static void BuildYUVFragmentShader(vout_display_opengl_t *vgl,
213                                    GLint *shader,
214                                    int *local_count,
215                                    GLfloat *local_value,
216                                    const video_format_t *fmt,
217                                    float yuv_range_correction)
218
219 {
220     /* [R/G/B][Y U V O] from TV range to full range
221      * XXX we could also do hue/brightness/constrast/gamma
222      * by simply changing the coefficients
223      */
224     const float matrix_bt601_tv2full[12] = {
225         1.164383561643836,  0.0000,             1.596026785714286, -0.874202217873451 ,
226         1.164383561643836, -0.391762290094914, -0.812967647237771,  0.531667823499146 ,
227         1.164383561643836,  2.017232142857142,  0.0000,            -1.085630789302022 ,
228     };
229     const float matrix_bt709_tv2full[12] = {
230         1.164383561643836,  0.0000,             1.792741071428571, -0.972945075016308 ,
231         1.164383561643836, -0.21324861427373,  -0.532909328559444,  0.301482665475862 ,
232         1.164383561643836,  2.112401785714286,  0.0000,            -1.133402217873451 ,
233     };
234     const float (*matrix) = fmt->i_height > 576 ? matrix_bt709_tv2full
235                                                 : matrix_bt601_tv2full;
236
237     /* Basic linear YUV -> RGB conversion using bilinear interpolation */
238     const char *template_glsl_yuv =
239         "#version " GLSL_VERSION "\n"
240         "uniform sampler2D Texture0;"
241         "uniform sampler2D Texture1;"
242         "uniform sampler2D Texture2;"
243         "uniform vec4      Coefficient[4];"
244         "varying vec4      TexCoord0,TexCoord1,TexCoord2;"
245
246         "void main(void) {"
247         " vec4 x,y,z,result;"
248         " x  = texture2D(Texture0, TexCoord0.st);"
249         " %c = texture2D(Texture1, TexCoord1.st);"
250         " %c = texture2D(Texture2, TexCoord2.st);"
251
252         " result = x * Coefficient[0] + Coefficient[3];"
253         " result = (y * Coefficient[1]) + result;"
254         " result = (z * Coefficient[2]) + result;"
255         " gl_FragColor = result;"
256         "}";
257     bool swap_uv = fmt->i_chroma == VLC_CODEC_YV12 ||
258                    fmt->i_chroma == VLC_CODEC_YV9;
259
260     char *code;
261     if (asprintf(&code, template_glsl_yuv,
262                  swap_uv ? 'z' : 'y',
263                  swap_uv ? 'y' : 'z') < 0)
264         code = NULL;
265
266     for (int i = 0; i < 4; i++) {
267         float correction = i < 3 ? yuv_range_correction : 1.0;
268         /* We place coefficient values for coefficient[4] in one array from matrix values.
269            Notice that we fill values from top down instead of left to right.*/
270         for (int j = 0; j < 4; j++)
271             local_value[*local_count + i*4+j] = j < 3 ? correction * matrix[j*4+i]
272                                                       : 0.0 ;
273     }
274     (*local_count) += 4;
275
276
277     *shader = vgl->CreateShader(GL_FRAGMENT_SHADER);
278     vgl->ShaderSource(*shader, 1, (const char **)&code, NULL);
279     vgl->CompileShader(*shader);
280
281     free(code);
282 }
283
284 static void BuildRGBFragmentShader(vout_display_opengl_t *vgl,
285                                    GLint *shader)
286 {
287     // Simple shader for RGB
288     const char *code =
289         "#version " GLSL_VERSION "\n"
290         "uniform sampler2D Texture[3];"
291         "varying vec4 TexCoord0,TexCoord1,TexCoord2;"
292         "void main()"
293         "{ "
294         "  gl_FragColor = texture2D(Texture[0], TexCoord0.st);"
295         "}";
296     *shader = vgl->CreateShader(GL_FRAGMENT_SHADER);
297     vgl->ShaderSource(*shader, 1, &code, NULL);
298     vgl->CompileShader(*shader);
299 }
300
301 static void BuildRGBAFragmentShader(vout_display_opengl_t *vgl,
302                                    GLint *shader)
303 {
304     // Simple shader for RGBA
305     const char *code =
306         "#version " GLSL_VERSION "\n"
307         "uniform sampler2D Texture;"
308         "uniform vec4 FillColor;"
309         "varying vec4 TexCoord0;"
310         "void main()"
311         "{ "
312         "  gl_FragColor = texture2D(Texture, TexCoord0.st) * FillColor;"
313         "}";
314     *shader = vgl->CreateShader(GL_FRAGMENT_SHADER);
315     vgl->ShaderSource(*shader, 1, &code, NULL);
316     vgl->CompileShader(*shader);
317 }
318
319 vout_display_opengl_t *vout_display_opengl_New(video_format_t *fmt,
320                                                const vlc_fourcc_t **subpicture_chromas,
321                                                vlc_gl_t *gl)
322 {
323     vout_display_opengl_t *vgl = calloc(1, sizeof(*vgl));
324     if (!vgl)
325         return NULL;
326
327     vgl->gl = gl;
328     if (vlc_gl_Lock(vgl->gl)) {
329         free(vgl);
330         return NULL;
331     }
332
333     if (vgl->gl->getProcAddress == NULL) {
334         fprintf(stderr, "getProcAddress not implemented, bailing out\n");
335         free(vgl);
336         return NULL;
337     }
338
339     const char *extensions = (const char *)glGetString(GL_EXTENSIONS);
340 #if !USE_OPENGL_ES
341     const unsigned char *ogl_version = glGetString(GL_VERSION);
342     bool supports_shaders = strverscmp((const char *)ogl_version, "2.0") >= 0;
343 #else
344     bool supports_shaders = false;
345 #ifdef __APPLE__
346     if (kCFCoreFoundationVersionNumber >= 786.)
347         supports_shaders = true;
348 #endif
349 #endif
350
351     vgl->CreateShader  = (PFNGLCREATESHADERPROC)vlc_gl_GetProcAddress(vgl->gl, "glCreateShader");
352     vgl->ShaderSource  = (PFNGLSHADERSOURCEPROC)vlc_gl_GetProcAddress(vgl->gl, "glShaderSource");
353     vgl->CompileShader = (PFNGLCOMPILESHADERPROC)vlc_gl_GetProcAddress(vgl->gl, "glCompileShader");
354     vgl->AttachShader  = (PFNGLATTACHSHADERPROC)vlc_gl_GetProcAddress(vgl->gl, "glAttachShader");
355
356     vgl->GetProgramiv  = (PFNGLGETPROGRAMIVPROC)vlc_gl_GetProcAddress(vgl->gl, "glGetProgramiv");
357     vgl->GetShaderiv   = (PFNGLGETSHADERIVPROC)vlc_gl_GetProcAddress(vgl->gl, "glGetShaderiv");
358     vgl->GetProgramInfoLog  = (PFNGLGETPROGRAMINFOLOGPROC)vlc_gl_GetProcAddress(vgl->gl, "glGetProgramInfoLog");
359     vgl->GetShaderInfoLog   = (PFNGLGETSHADERINFOLOGPROC)vlc_gl_GetProcAddress(vgl->gl, "glGetShaderInfoLog");
360
361     vgl->DeleteShader  = (PFNGLDELETESHADERPROC)vlc_gl_GetProcAddress(vgl->gl, "glDeleteShader");
362
363     vgl->GetUniformLocation = (PFNGLGETUNIFORMLOCATIONPROC)vlc_gl_GetProcAddress(vgl->gl, "glGetUniformLocation");
364     vgl->GetAttribLocation  = (PFNGLGETATTRIBLOCATIONPROC)vlc_gl_GetProcAddress(vgl->gl, "glGetAttribLocation");
365     vgl->VertexAttribPointer= (PFNGLVERTEXATTRIBPOINTERPROC)vlc_gl_GetProcAddress(vgl->gl, "glVertexAttribPointer");
366     vgl->EnableVertexAttribArray = (PFNGLENABLEVERTEXATTRIBARRAYPROC)vlc_gl_GetProcAddress(vgl->gl, "glEnableVertexAttribArray");
367     vgl->Uniform4fv    = (PFNGLUNIFORM4FVPROC)vlc_gl_GetProcAddress(vgl->gl,"glUniform4fv");
368     vgl->Uniform4f     = (PFNGLUNIFORM4FPROC)vlc_gl_GetProcAddress(vgl->gl,"glUniform4f");
369     vgl->Uniform1i     = (PFNGLUNIFORM1IPROC)vlc_gl_GetProcAddress(vgl->gl,"glUniform1i");
370
371     vgl->CreateProgram = (PFNGLCREATEPROGRAMPROC)vlc_gl_GetProcAddress(vgl->gl, "glCreateProgram");
372     vgl->LinkProgram   = (PFNGLLINKPROGRAMPROC)vlc_gl_GetProcAddress(vgl->gl, "glLinkProgram");
373     vgl->UseProgram    = (PFNGLUSEPROGRAMPROC)vlc_gl_GetProcAddress(vgl->gl, "glUseProgram");
374     vgl->DeleteProgram = (PFNGLDELETEPROGRAMPROC)vlc_gl_GetProcAddress(vgl->gl, "glDeleteProgram");
375
376     if (!vgl->CreateShader || !vgl->ShaderSource || !vgl->CreateProgram)
377         supports_shaders = false;
378
379     vgl->supports_npot = HasExtension(extensions, "GL_ARB_texture_non_power_of_two") ||
380                          HasExtension(extensions, "GL_APPLE_texture_2D_limited_npot");
381
382     GLint max_texture_units = 0;
383     glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &max_texture_units);
384
385     /* Initialize with default chroma */
386     vgl->fmt = *fmt;
387     vgl->fmt.i_chroma = VLC_CODEC_RGB32;
388 #   if defined(WORDS_BIGENDIAN)
389     vgl->fmt.i_rmask  = 0xff000000;
390     vgl->fmt.i_gmask  = 0x00ff0000;
391     vgl->fmt.i_bmask  = 0x0000ff00;
392 #   else
393     vgl->fmt.i_rmask  = 0x000000ff;
394     vgl->fmt.i_gmask  = 0x0000ff00;
395     vgl->fmt.i_bmask  = 0x00ff0000;
396 #   endif
397     vgl->tex_target   = GL_TEXTURE_2D;
398     vgl->tex_format   = GL_RGBA;
399     vgl->tex_internal = GL_RGBA;
400     vgl->tex_type     = GL_UNSIGNED_BYTE;
401     /* Use YUV if possible and needed */
402     bool need_fs_yuv = false;
403     float yuv_range_correction = 1.0;
404     if (max_texture_units >= 3 && supports_shaders &&
405         vlc_fourcc_IsYUV(fmt->i_chroma) && !vlc_fourcc_IsYUV(vgl->fmt.i_chroma)) {
406         const vlc_fourcc_t *list = vlc_fourcc_GetYUVFallback(fmt->i_chroma);
407         while (*list) {
408             const vlc_chroma_description_t *dsc = vlc_fourcc_GetChromaDescription(*list);
409             if (dsc && dsc->plane_count == 3 && dsc->pixel_size == 1) {
410                 need_fs_yuv       = true;
411                 vgl->fmt          = *fmt;
412                 vgl->fmt.i_chroma = *list;
413                 vgl->tex_format   = GL_LUMINANCE;
414                 vgl->tex_internal = GL_LUMINANCE;
415                 vgl->tex_type     = GL_UNSIGNED_BYTE;
416                 yuv_range_correction = 1.0;
417                 break;
418 #if !USE_OPENGL_ES
419             } else if (dsc && dsc->plane_count == 3 && dsc->pixel_size == 2 &&
420                        IsLuminance16Supported(vgl->tex_target)) {
421                 need_fs_yuv       = true;
422                 vgl->fmt          = *fmt;
423                 vgl->fmt.i_chroma = *list;
424                 vgl->tex_format   = GL_LUMINANCE;
425                 vgl->tex_internal = GL_LUMINANCE16;
426                 vgl->tex_type     = GL_UNSIGNED_SHORT;
427                 yuv_range_correction = (float)((1 << 16) - 1) / ((1 << dsc->pixel_bits) - 1);
428                 break;
429 #endif
430             }
431             list++;
432         }
433     }
434
435     vgl->chroma = vlc_fourcc_GetChromaDescription(vgl->fmt.i_chroma);
436     vgl->use_multitexture = vgl->chroma->plane_count > 1;
437
438     /* Texture size */
439     for (unsigned j = 0; j < vgl->chroma->plane_count; j++) {
440         int w = vgl->fmt.i_width  * vgl->chroma->p[j].w.num / vgl->chroma->p[j].w.den;
441         int h = vgl->fmt.i_height * vgl->chroma->p[j].h.num / vgl->chroma->p[j].h.den;
442         if (vgl->supports_npot) {
443             vgl->tex_width[j]  = w;
444             vgl->tex_height[j] = h;
445         } else {
446             vgl->tex_width[j]  = GetAlignedSize(w);
447             vgl->tex_height[j] = GetAlignedSize(h);
448         }
449     }
450
451     /* Build program if needed */
452     vgl->program[0] =
453     vgl->program[1] = 0;
454     vgl->shader[0] =
455     vgl->shader[1] =
456     vgl->shader[2] = -1;
457     vgl->local_count = 0;
458     if (supports_shaders) {
459         if (need_fs_yuv)
460             BuildYUVFragmentShader(vgl, &vgl->shader[0],
461                                    &vgl->local_count,
462                                    vgl->local_value,
463                                    fmt, yuv_range_correction);
464         else
465             BuildRGBFragmentShader(vgl, &vgl->shader[0]);
466         BuildRGBAFragmentShader(vgl, &vgl->shader[1]);
467         BuildVertexShader(vgl, &vgl->shader[2]);
468
469         /* Check shaders messages */
470         for (unsigned j = 0; j < 3; j++) {
471             int infoLength;
472             vgl->GetShaderiv(vgl->shader[j], GL_INFO_LOG_LENGTH, &infoLength);
473             if (infoLength <= 1)
474                 continue;
475
476             char *infolog = malloc(infoLength);
477             int charsWritten;
478             vgl->GetShaderInfoLog(vgl->shader[j], infoLength, &charsWritten, infolog);
479             fprintf(stderr, "shader %d: %s\n", j, infolog);
480             free(infolog);
481         }
482
483         vgl->program[0] = vgl->CreateProgram();
484         vgl->AttachShader(vgl->program[0], vgl->shader[0]);
485         vgl->AttachShader(vgl->program[0], vgl->shader[2]);
486         vgl->LinkProgram(vgl->program[0]);
487
488         vgl->program[1] = vgl->CreateProgram();
489         vgl->AttachShader(vgl->program[1], vgl->shader[1]);
490         vgl->AttachShader(vgl->program[1], vgl->shader[2]);
491         vgl->LinkProgram(vgl->program[1]);
492
493         /* Check program messages */
494         for (GLuint i = 0; i < 2; i++) {
495             int infoLength = 0;
496             vgl->GetProgramiv(vgl->program[i], GL_INFO_LOG_LENGTH, &infoLength);
497             if (infoLength <= 1)
498                 continue;
499             char *infolog = malloc(infoLength);
500             int charsWritten;
501             vgl->GetProgramInfoLog(vgl->program[i], infoLength, &charsWritten, infolog);
502             fprintf(stderr, "shader program %d: %s\n", i, infolog);
503             free(infolog);
504
505             /* If there is some message, better to check linking is ok */
506             GLint link_status = GL_TRUE;
507             vgl->GetProgramiv(vgl->program[i], GL_LINK_STATUS, &link_status);
508             if (link_status == GL_FALSE) {
509                 fprintf(stderr, "Unable to use program %d\n", i);
510                 free(vgl);
511                 return NULL;
512             }
513         }
514     }
515
516     /* */
517     glDisable(GL_BLEND);
518     glDisable(GL_DEPTH_TEST);
519     glDepthMask(GL_FALSE);
520     glDisable(GL_CULL_FACE);
521     glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
522     glClear(GL_COLOR_BUFFER_BIT);
523
524     vlc_gl_Unlock(vgl->gl);
525
526     /* */
527     for (int i = 0; i < VLCGL_TEXTURE_COUNT; i++) {
528         for (int j = 0; j < PICTURE_PLANE_MAX; j++)
529             vgl->texture[i][j] = 0;
530     }
531     vgl->region_count = 0;
532     vgl->region = NULL;
533     vgl->pool = NULL;
534
535     *fmt = vgl->fmt;
536     if (subpicture_chromas) {
537         *subpicture_chromas = gl_subpicture_chromas;
538     }
539     return vgl;
540 }
541
542 void vout_display_opengl_Delete(vout_display_opengl_t *vgl)
543 {
544     /* */
545     if (!vlc_gl_Lock(vgl->gl)) {
546         glFinish();
547         glFlush();
548         for (int i = 0; i < VLCGL_TEXTURE_COUNT; i++)
549             glDeleteTextures(vgl->chroma->plane_count, vgl->texture[i]);
550         for (int i = 0; i < vgl->region_count; i++) {
551             if (vgl->region[i].texture)
552                 glDeleteTextures(1, &vgl->region[i].texture);
553         }
554         free(vgl->region);
555
556         if (vgl->program[0]) {
557             for (int i = 0; i < 2; i++)
558                 vgl->DeleteProgram(vgl->program[i]);
559             for (int i = 0; i < 3; i++)
560                 vgl->DeleteShader(vgl->shader[i]);
561         }
562
563         vlc_gl_Unlock(vgl->gl);
564     }
565     if (vgl->pool)
566         picture_pool_Delete(vgl->pool);
567     free(vgl);
568 }
569
570 picture_pool_t *vout_display_opengl_GetPool(vout_display_opengl_t *vgl, unsigned requested_count)
571 {
572     if (vgl->pool)
573         return vgl->pool;
574
575     /* Allocate our pictures */
576     picture_t *picture[VLCGL_PICTURE_MAX] = {NULL, };
577     unsigned count;
578
579     for (count = 0; count < __MIN(VLCGL_PICTURE_MAX, requested_count); count++) {
580         picture[count] = picture_NewFromFormat(&vgl->fmt);
581         if (!picture[count])
582             break;
583     }
584     if (count <= 0)
585         return NULL;
586
587     /* Wrap the pictures into a pool */
588     picture_pool_configuration_t cfg;
589     memset(&cfg, 0, sizeof(cfg));
590     cfg.picture_count = count;
591     cfg.picture       = picture;
592     vgl->pool = picture_pool_NewExtended(&cfg);
593     if (!vgl->pool)
594         goto error;
595
596     /* Allocates our textures */
597     if (vlc_gl_Lock(vgl->gl))
598         return vgl->pool;
599
600     for (int i = 0; i < VLCGL_TEXTURE_COUNT; i++) {
601         glGenTextures(vgl->chroma->plane_count, vgl->texture[i]);
602         for (unsigned j = 0; j < vgl->chroma->plane_count; j++) {
603             if (vgl->use_multitexture) {
604                 glActiveTexture(GL_TEXTURE0 + j);
605                 glClientActiveTexture(GL_TEXTURE0 + j);
606             }
607             glBindTexture(vgl->tex_target, vgl->texture[i][j]);
608
609 #if !USE_OPENGL_ES
610             /* Set the texture parameters */
611             glTexParameterf(vgl->tex_target, GL_TEXTURE_PRIORITY, 1.0);
612             glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
613 #endif
614
615             glTexParameteri(vgl->tex_target, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
616             glTexParameteri(vgl->tex_target, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
617             glTexParameteri(vgl->tex_target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
618             glTexParameteri(vgl->tex_target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
619
620             /* Call glTexImage2D only once, and use glTexSubImage2D later */
621             glTexImage2D(vgl->tex_target, 0,
622                          vgl->tex_internal, vgl->tex_width[j], vgl->tex_height[j],
623                          0, vgl->tex_format, vgl->tex_type, NULL);
624         }
625     }
626
627     vlc_gl_Unlock(vgl->gl);
628
629     return vgl->pool;
630
631 error:
632     for (unsigned i = 0; i < count; i++)
633         picture_Release(picture[i]);
634     return NULL;
635 }
636
637 int vout_display_opengl_Prepare(vout_display_opengl_t *vgl,
638                                 picture_t *picture, subpicture_t *subpicture)
639 {
640     if (vlc_gl_Lock(vgl->gl))
641         return VLC_EGENERIC;
642
643     /* Update the texture */
644     for (unsigned j = 0; j < vgl->chroma->plane_count; j++) {
645         if (vgl->use_multitexture) {
646             glActiveTexture(GL_TEXTURE0 + j);
647             glClientActiveTexture(GL_TEXTURE0 + j);
648         }
649         glBindTexture(vgl->tex_target, vgl->texture[0][j]);
650         glPixelStorei(GL_UNPACK_ROW_LENGTH, picture->p[j].i_pitch / picture->p[j].i_pixel_pitch);
651         glTexSubImage2D(vgl->tex_target, 0,
652                         0, 0,
653                         vgl->fmt.i_width  * vgl->chroma->p[j].w.num / vgl->chroma->p[j].w.den,
654                         vgl->fmt.i_height * vgl->chroma->p[j].h.num / vgl->chroma->p[j].h.den,
655                         vgl->tex_format, vgl->tex_type, picture->p[j].p_pixels);
656     }
657
658     int         last_count = vgl->region_count;
659     gl_region_t *last = vgl->region;
660
661     vgl->region_count = 0;
662     vgl->region       = NULL;
663
664     if (subpicture) {
665
666         int count = 0;
667         for (subpicture_region_t *r = subpicture->p_region; r; r = r->p_next)
668             count++;
669
670         vgl->region_count = count;
671         vgl->region       = calloc(count, sizeof(*vgl->region));
672
673         if (vgl->use_multitexture) {
674             glActiveTexture(GL_TEXTURE0 + 0);
675             glClientActiveTexture(GL_TEXTURE0 + 0);
676         }
677         int i = 0;
678         for (subpicture_region_t *r = subpicture->p_region; r; r = r->p_next, i++) {
679             gl_region_t *glr = &vgl->region[i];
680
681             glr->format = GL_RGBA;
682             glr->type   = GL_UNSIGNED_BYTE;
683             glr->width  = r->fmt.i_visible_width;
684             glr->height = r->fmt.i_visible_height;
685             if (!vgl->supports_npot) {
686                 glr->width  = GetAlignedSize(glr->width);
687                 glr->height = GetAlignedSize(glr->height);
688             }
689             glr->alpha  = (float)subpicture->i_alpha * r->i_alpha / 255 / 255;
690             glr->left   =  2.0 * (r->i_x                          ) / subpicture->i_original_picture_width  - 1.0;
691             glr->top    = -2.0 * (r->i_y                          ) / subpicture->i_original_picture_height + 1.0;
692             glr->right  =  2.0 * (r->i_x + r->fmt.i_visible_width ) / subpicture->i_original_picture_width  - 1.0;
693             glr->bottom = -2.0 * (r->i_y + r->fmt.i_visible_height) / subpicture->i_original_picture_height + 1.0;
694
695             glr->texture = 0;
696             for (int j = 0; j < last_count; j++) {
697                 if (last[j].texture &&
698                     last[j].width  == glr->width &&
699                     last[j].height == glr->height &&
700                     last[j].format == glr->format &&
701                     last[j].type   == glr->type) {
702                     glr->texture = last[j].texture;
703                     memset(&last[j], 0, sizeof(last[j]));
704                     break;
705                 }
706             }
707
708             const int pixels_offset = r->fmt.i_y_offset * r->p_picture->p->i_pitch +
709                                       r->fmt.i_x_offset * r->p_picture->p->i_pixel_pitch;
710             if (glr->texture) {
711                 glBindTexture(GL_TEXTURE_2D, glr->texture);
712                 /* TODO set GL_UNPACK_ALIGNMENT */
713                 glPixelStorei(GL_UNPACK_ROW_LENGTH, r->p_picture->p->i_pitch / r->p_picture->p->i_pixel_pitch);
714                 glTexSubImage2D(GL_TEXTURE_2D, 0,
715                                 0, 0, glr->width, glr->height,
716                                 glr->format, glr->type, &r->p_picture->p->p_pixels[pixels_offset]);
717             } else {
718                 glGenTextures(1, &glr->texture);
719                 glBindTexture(GL_TEXTURE_2D, glr->texture);
720 #if !USE_OPENGL_ES
721                 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_PRIORITY, 1.0);
722                 glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
723 #endif
724                 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
725                 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
726                 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
727                 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
728                 /* TODO set GL_UNPACK_ALIGNMENT */
729                 glPixelStorei(GL_UNPACK_ROW_LENGTH, r->p_picture->p->i_pitch / r->p_picture->p->i_pixel_pitch);
730                 glTexImage2D(GL_TEXTURE_2D, 0, glr->format,
731                              glr->width, glr->height, 0, glr->format, glr->type,
732                              &r->p_picture->p->p_pixels[pixels_offset]);
733             }
734         }
735     }
736     for (int i = 0; i < last_count; i++) {
737         if (last[i].texture)
738             glDeleteTextures(1, &last[i].texture);
739     }
740     free(last);
741
742     vlc_gl_Unlock(vgl->gl);
743     VLC_UNUSED(subpicture);
744     return VLC_SUCCESS;
745 }
746
747 static void DrawWithoutShaders(vout_display_opengl_t *vgl,
748                                float *left, float *top, float *right, float *bottom)
749 {
750     static const GLfloat vertexCoord[] = {
751         -1.0f, -1.0f,
752          1.0f, -1.0f,
753         -1.0f,  1.0f,
754          1.0f,  1.0f,
755     };
756
757     const GLfloat textureCoord[] = {
758         left[0],  bottom[0],
759         right[0], bottom[0],
760         left[0],  top[0],
761         right[0], top[0]
762     };
763
764     glEnable(vgl->tex_target);
765     glActiveTexture(GL_TEXTURE0 + 0);
766     glClientActiveTexture(GL_TEXTURE0 + 0);
767
768     glBindTexture(vgl->tex_target, vgl->texture[0][0]);
769
770     glEnableClientState(GL_VERTEX_ARRAY);
771     glEnableClientState(GL_TEXTURE_COORD_ARRAY);
772
773     glTexCoordPointer(2, GL_FLOAT, 0, textureCoord);
774     glVertexPointer(2, GL_FLOAT, 0, vertexCoord);
775
776     glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
777
778     glDisableClientState(GL_TEXTURE_COORD_ARRAY);
779     glDisableClientState(GL_VERTEX_ARRAY);
780     glDisable(vgl->tex_target);
781 }
782
783 static void DrawWithShaders(vout_display_opengl_t *vgl,
784                             float *left, float *top, float *right, float *bottom)
785 {
786     vgl->UseProgram(vgl->program[0]);
787     vgl->Uniform4fv(vgl->GetUniformLocation(vgl->program[0], "Coefficient"), 4, vgl->local_value);
788     vgl->Uniform1i(vgl->GetUniformLocation(vgl->program[0], "Texture0"), 0);
789     vgl->Uniform1i(vgl->GetUniformLocation(vgl->program[0], "Texture1"), 1);
790     vgl->Uniform1i(vgl->GetUniformLocation(vgl->program[0], "Texture2"), 2);
791
792     static const GLfloat vertexCoord[] = {
793         -1.0,  1.0,
794         -1.0, -1.0,
795          1.0,  1.0,
796          1.0, -1.0,
797     };
798
799     for (unsigned j = 0; j < vgl->chroma->plane_count; j++) {
800         const GLfloat textureCoord[] = {
801             left[j],  top[j],
802             left[j],  bottom[j],
803             right[j], top[j],
804             right[j], bottom[j],
805         };
806         glActiveTexture(GL_TEXTURE0+j);
807         glClientActiveTexture(GL_TEXTURE0+j);
808         glEnable(vgl->tex_target);
809         glBindTexture(vgl->tex_target, vgl->texture[0][j]);
810
811         char attribute[20];
812         snprintf(attribute, sizeof(attribute), "MultiTexCoord%1d", j);
813         vgl->EnableVertexAttribArray(vgl->GetAttribLocation(vgl->program[0], attribute));
814         vgl->VertexAttribPointer(vgl->GetAttribLocation(vgl->program[0], attribute), 2, GL_FLOAT, 0, 0, textureCoord);
815     }
816     glActiveTexture(GL_TEXTURE0 + 0);
817     glClientActiveTexture(GL_TEXTURE0 + 0);
818     vgl->EnableVertexAttribArray(vgl->GetAttribLocation(vgl->program[0], "VertexPosition"));
819     vgl->VertexAttribPointer(vgl->GetAttribLocation(vgl->program[0], "VertexPosition"), 2, GL_FLOAT, 0, 0, vertexCoord);
820
821     glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
822 }
823
824 int vout_display_opengl_Display(vout_display_opengl_t *vgl,
825                                 const video_format_t *source)
826 {
827     if (vlc_gl_Lock(vgl->gl))
828         return VLC_EGENERIC;
829
830     /* Why drawing here and not in Render()? Because this way, the
831        OpenGL providers can call vout_display_opengl_Display to force redraw.i
832        Currently, the OS X provider uses it to get a smooth window resizing */
833     glClear(GL_COLOR_BUFFER_BIT);
834
835     /* Draw the picture */
836     float left[PICTURE_PLANE_MAX];
837     float top[PICTURE_PLANE_MAX];
838     float right[PICTURE_PLANE_MAX];
839     float bottom[PICTURE_PLANE_MAX];
840     for (unsigned j = 0; j < vgl->chroma->plane_count; j++) {
841         /* glTexCoord works differently with GL_TEXTURE_2D and
842            GL_TEXTURE_RECTANGLE_EXT */
843         float scale_w, scale_h;
844
845         if (vgl->tex_target == GL_TEXTURE_2D) {
846             scale_w = (float)vgl->chroma->p[j].w.num / vgl->chroma->p[j].w.den / vgl->tex_width[j];
847             scale_h = (float)vgl->chroma->p[j].h.num / vgl->chroma->p[j].h.den / vgl->tex_height[j];
848
849         } else {
850             scale_w = 1.0;
851             scale_h = 1.0;
852         }
853         left[j]   = (source->i_x_offset +                       0 ) * scale_w;
854         top[j]    = (source->i_y_offset +                       0 ) * scale_h;
855         right[j]  = (source->i_x_offset + source->i_visible_width ) * scale_w;
856         bottom[j] = (source->i_y_offset + source->i_visible_height) * scale_h;
857     }
858
859     if (vgl->program[0])
860         DrawWithShaders(vgl, left, top ,right, bottom);
861     else
862         DrawWithoutShaders(vgl, left, top, right, bottom);
863
864     /* Draw the subpictures */
865     if (vgl->program[1]) {
866         // Change the program for overlays
867         vgl->UseProgram(vgl->program[1]);
868         vgl->Uniform1i(vgl->GetUniformLocation(vgl->program[1], "Texture"), 0);
869     }
870
871     glEnable(GL_TEXTURE_2D);
872     glEnable(GL_BLEND);
873     glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
874
875     glActiveTexture(GL_TEXTURE0 + 0);
876     glClientActiveTexture(GL_TEXTURE0 + 0);
877     for (int i = 0; i < vgl->region_count; i++) {
878         gl_region_t *glr = &vgl->region[i];
879         const GLfloat vertexCoord[] = {
880             glr->left,  glr->top,
881             glr->left,  glr->bottom,
882             glr->right, glr->top,
883             glr->right, glr->bottom,
884         };
885         static const GLfloat textureCoord[] = {
886             0.0, 0.0,
887             0.0, 1.0,
888             1.0, 0.0,
889             1.0, 1.0,
890         };
891
892         glBindTexture(GL_TEXTURE_2D, glr->texture);
893         if (vgl->program[1]) {
894             vgl->Uniform4f(vgl->GetUniformLocation(vgl->program[1], "FillColor"), 1.0f, 1.0f, 1.0f, glr->alpha);
895             vgl->EnableVertexAttribArray(vgl->GetAttribLocation(vgl->program[1], "MultiTexCoord0"));
896             vgl->VertexAttribPointer(vgl->GetAttribLocation(vgl->program[1], "MultiTexCoord0"), 2, GL_FLOAT, 0, 0, textureCoord);
897             vgl->EnableVertexAttribArray(vgl->GetAttribLocation(vgl->program[1], "VertexPosition"));
898             vgl->VertexAttribPointer(vgl->GetAttribLocation(vgl->program[1], "VertexPosition"), 2, GL_FLOAT, 0, 0, vertexCoord);
899         } else {
900             glEnableClientState(GL_VERTEX_ARRAY);
901             glEnableClientState(GL_TEXTURE_COORD_ARRAY);
902             glColor4f(1.0f, 1.0f, 1.0f, glr->alpha);
903             glTexCoordPointer(2, GL_FLOAT, 0, textureCoord);
904             glVertexPointer(2, GL_FLOAT, 0, vertexCoord);
905         }
906
907         glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
908
909         if (!vgl->program[1]) {
910             glDisableClientState(GL_TEXTURE_COORD_ARRAY);
911             glDisableClientState(GL_VERTEX_ARRAY);
912         }
913     }
914     glDisable(GL_BLEND);
915     glDisable(GL_TEXTURE_2D);
916
917     /* Display */
918     vlc_gl_Swap(vgl->gl);
919
920     vlc_gl_Unlock(vgl->gl);
921     return VLC_SUCCESS;
922 }
923