]> git.sesse.net Git - vlc/blobdiff - modules/video_output/opengl.c
Win32: common code is not DirectX specific
[vlc] / modules / video_output / opengl.c
index ef3821cfd8f706fb32d7f193c9e97c4032813e9e..030183d74d87cbce40a579ad64a1e31bdd3c4e73 100644 (file)
@@ -1,15 +1,15 @@
 /*****************************************************************************
  * opengl.c: OpenGL and OpenGL ES output common code
  *****************************************************************************
- * Copyright (C) 2004-2012 VLC authors and VideoLAN
+ * Copyright (C) 2004-2013 VLC authors and VideoLAN
  * Copyright (C) 2009, 2011 Laurent Aimar
  *
- * Authors: Cyril Deguet <asmax@videolan.org>
- *          Gildas Bazin <gbazin@videolan.org>
- *          Eric Petit <titer@m0k.org>
- *          Cedric Cocquebert <cedric.cocquebert@supelec.fr>
- *          Laurent Aimar <fenrir _AT_ videolan _DOT_ org>
+ * Authors: Laurent Aimar <fenrir _AT_ videolan _DOT_ org>
  *          Ilkka Ollakka <ileoo@videolan.org>
+ *          Rémi Denis-Courmont
+ *          Adrien Maglo <magsoft at videolan dot org>
+ *          Felix Paul Kühne <fkuehne at videolan dot org>
+ *          Pierre d'Herbemont <pdherbemont at videolan dot org>
  *
  * This program is free software; you can redistribute it and/or modify it
  * under the terms of the GNU Lesser General Public License as published by
@@ -40,7 +40,7 @@
 # define GL_CLAMP_TO_EDGE 0x812F
 #endif
 
-#ifdef __APPLE__
+#if USE_OPENGL_ES == 2 || defined(__APPLE__)
 #   define PFNGLGETPROGRAMIVPROC             typeof(glGetProgramiv)*
 #   define PFNGLGETPROGRAMINFOLOGPROC        typeof(glGetProgramInfoLog)*
 #   define PFNGLGETSHADERIVPROC              typeof(glGetShaderiv)*
@@ -61,8 +61,7 @@
 #   define PFNGLUSEPROGRAMPROC               typeof(glUseProgram)*
 #   define PFNGLDELETEPROGRAMPROC            typeof(glDeleteProgram)*
 #   define PFNGLATTACHSHADERPROC             typeof(glAttachShader)*
-#if USE_OPENGL_ES
-#   define GL_UNPACK_ROW_LENGTH 0
+#if defined(__APPLE__) && USE_OPENGL_ES
 #   import <CoreFoundation/CoreFoundation.h>
 #endif
 #endif
 #   define GLSL_VERSION "100"
 #   define VLCGL_TEXTURE_COUNT 1
 #   define VLCGL_PICTURE_MAX 1
+#   define PRECISION "precision highp float;"
+#if USE_OPENGL_ES == 2
+#   define SUPPORTS_SHADERS
+#   define glClientActiveTexture(x)
+#else
+#   define SUPPORTS_FIXED_PIPELINE
+#   define GL_MAX_TEXTURE_IMAGE_UNITS GL_MAX_TEXTURE_UNITS
+#endif
 #else
 #   define GLSL_VERSION "120"
 #   define VLCGL_TEXTURE_COUNT 1
 #   define VLCGL_PICTURE_MAX 128
+#   define PRECISION ""
+#   define SUPPORTS_SHADERS
+#   define SUPPORTS_FIXED_PIPELINE
 #endif
 
 static const vlc_fourcc_t gl_subpicture_chromas[] = {
@@ -95,6 +105,9 @@ typedef struct {
     float    left;
     float    bottom;
     float    right;
+
+    float    tex_width;
+    float    tex_height;
 } gl_region_t;
 
 struct vout_display_opengl_t {
@@ -127,6 +140,7 @@ struct vout_display_opengl_t {
     GLfloat    local_value[16];
 
     /* Shader variables commands*/
+#ifdef SUPPORTS_SHADERS
     PFNGLGETUNIFORMLOCATIONPROC      GetUniformLocation;
     PFNGLGETATTRIBLOCATIONPROC       GetAttribLocation;
     PFNGLVERTEXATTRIBPOINTERPROC     VertexAttribPointer;
@@ -154,6 +168,12 @@ struct vout_display_opengl_t {
     PFNGLGETPROGRAMINFOLOGPROC GetProgramInfoLog;
     PFNGLGETSHADERIVPROC   GetShaderiv;
     PFNGLGETSHADERINFOLOGPROC GetShaderInfoLog;
+#endif
+
+#if defined(_WIN32)
+    PFNGLACTIVETEXTUREPROC  ActiveTexture;
+    PFNGLCLIENTACTIVETEXTUREPROC  ClientActiveTexture;
+#endif
 
 
     /* multitexture */
@@ -161,6 +181,9 @@ struct vout_display_opengl_t {
 
     /* Non-power-of-2 texture size support */
     bool supports_npot;
+
+    uint8_t *texture_temp_buf;
+    int      texture_temp_buf_size;
 };
 
 static inline int GetAlignedSize(unsigned size)
@@ -188,13 +211,14 @@ static bool IsLuminance16Supported(int target)
 }
 #endif
 
+#ifdef SUPPORTS_SHADERS
 static void BuildVertexShader(vout_display_opengl_t *vgl,
                               GLint *shader)
 {
     /* Basic vertex shader */
     const char *vertexShader =
         "#version " GLSL_VERSION "\n"
-        "precision highp float;"
+        PRECISION
         "varying vec4 TexCoord0,TexCoord1, TexCoord2;"
         "attribute vec4 MultiTexCoord0,MultiTexCoord1,MultiTexCoord2;"
         "attribute vec4 VertexPosition;"
@@ -238,7 +262,7 @@ static void BuildYUVFragmentShader(vout_display_opengl_t *vgl,
     /* Basic linear YUV -> RGB conversion using bilinear interpolation */
     const char *template_glsl_yuv =
         "#version " GLSL_VERSION "\n"
-        "precision highp float;"
+        PRECISION
         "uniform sampler2D Texture0;"
         "uniform sampler2D Texture1;"
         "uniform sampler2D Texture2;"
@@ -283,13 +307,14 @@ static void BuildYUVFragmentShader(vout_display_opengl_t *vgl,
     free(code);
 }
 
+#if 0
 static void BuildRGBFragmentShader(vout_display_opengl_t *vgl,
                                    GLint *shader)
 {
     // Simple shader for RGB
     const char *code =
         "#version " GLSL_VERSION "\n"
-        "precision highp float;"
+        PRECISION
         "uniform sampler2D Texture[3];"
         "varying vec4 TexCoord0,TexCoord1,TexCoord2;"
         "void main()"
@@ -300,6 +325,7 @@ static void BuildRGBFragmentShader(vout_display_opengl_t *vgl,
     vgl->ShaderSource(*shader, 1, &code, NULL);
     vgl->CompileShader(*shader);
 }
+#endif
 
 static void BuildRGBAFragmentShader(vout_display_opengl_t *vgl,
                                    GLint *shader)
@@ -307,7 +333,7 @@ static void BuildRGBAFragmentShader(vout_display_opengl_t *vgl,
     // Simple shader for RGBA
     const char *code =
         "#version " GLSL_VERSION "\n"
-        "precision highp float;"
+        PRECISION
         "uniform sampler2D Texture;"
         "uniform vec4 FillColor;"
         "varying vec4 TexCoord0;"
@@ -320,6 +346,47 @@ static void BuildRGBAFragmentShader(vout_display_opengl_t *vgl,
     vgl->CompileShader(*shader);
 }
 
+static void BuildXYZFragmentShader(vout_display_opengl_t *vgl,
+                                   GLint *shader)
+{
+    /* Shader for XYZ to RGB correction
+     * 3 steps :
+     *  - XYZ gamma correction
+     *  - XYZ to RGB matrix conversion
+     *  - reverse RGB gamma correction
+     */
+      const char *code =
+        "#version " GLSL_VERSION "\n"
+        PRECISION
+        "uniform sampler2D Texture0;"
+        "uniform vec4 xyz_gamma = vec4(2.6);"
+        "uniform vec4 rgb_gamma = vec4(1.0/2.2);"
+        // WARN: matrix Is filled column by column (not row !)
+        "uniform mat4 matrix_xyz_rgb = mat4("
+        "    3.240454 , -0.9692660, 0.0556434, 0.0,"
+        "   -1.5371385,  1.8760108, -0.2040259, 0.0,"
+        "    -0.4985314, 0.0415560, 1.0572252,  0.0,"
+        "    0.0,      0.0,         0.0,        1.0 "
+        " );"
+
+        "varying vec4 TexCoord0;"
+        "void main()"
+        "{ "
+        " vec4 v_in, v_out;"
+        " v_in  = texture2D(Texture0, TexCoord0.st);"
+        " v_in = pow(v_in, xyz_gamma);"
+        " v_out = matrix_xyz_rgb * v_in ;"
+        " v_out = pow(v_out, rgb_gamma) ;"
+        " v_out = clamp(v_out, 0.0, 1.0) ;"
+        " gl_FragColor = v_out;"
+        "}";
+    *shader = vgl->CreateShader(GL_FRAGMENT_SHADER);
+    vgl->ShaderSource(*shader, 1, &code, NULL);
+    vgl->CompileShader(*shader);
+}
+
+#endif
+
 vout_display_opengl_t *vout_display_opengl_New(video_format_t *fmt,
                                                const vlc_fourcc_t **subpicture_chromas,
                                                vlc_gl_t *gl)
@@ -346,12 +413,35 @@ vout_display_opengl_t *vout_display_opengl_New(video_format_t *fmt,
     bool supports_shaders = strverscmp((const char *)ogl_version, "2.0") >= 0;
 #else
     bool supports_shaders = false;
-
-#ifdef __APPLE__
-    supports_shaders = true;
-#endif
 #endif
 
+#if USE_OPENGL_ES == 2
+    vgl->CreateShader  = glCreateShader;
+    vgl->ShaderSource  = glShaderSource;
+    vgl->CompileShader = glCompileShader;
+    vgl->AttachShader  = glAttachShader;
+
+    vgl->GetProgramiv  = glGetProgramiv;
+    vgl->GetShaderiv   = glGetShaderiv;
+    vgl->GetProgramInfoLog  = glGetProgramInfoLog;
+    vgl->GetShaderInfoLog   = glGetShaderInfoLog;
+
+    vgl->DeleteShader  = glDeleteShader;
+
+    vgl->GetUniformLocation = glGetUniformLocation;
+    vgl->GetAttribLocation  = glGetAttribLocation;
+    vgl->VertexAttribPointer= glVertexAttribPointer;
+    vgl->EnableVertexAttribArray = glEnableVertexAttribArray;
+    vgl->Uniform4fv    = glUniform4fv;
+    vgl->Uniform4f     = glUniform4f;
+    vgl->Uniform1i     = glUniform1i;
+
+    vgl->CreateProgram = glCreateProgram;
+    vgl->LinkProgram   = glLinkProgram;
+    vgl->UseProgram    = glUseProgram;
+    vgl->DeleteProgram = glDeleteProgram;
+    supports_shaders = true;
+#elif defined(SUPPORTS_SHADERS)
     vgl->CreateShader  = (PFNGLCREATESHADERPROC)vlc_gl_GetProcAddress(vgl->gl, "glCreateShader");
     vgl->ShaderSource  = (PFNGLSHADERSOURCEPROC)vlc_gl_GetProcAddress(vgl->gl, "glShaderSource");
     vgl->CompileShader = (PFNGLCOMPILESHADERPROC)vlc_gl_GetProcAddress(vgl->gl, "glCompileShader");
@@ -379,18 +469,34 @@ vout_display_opengl_t *vout_display_opengl_New(video_format_t *fmt,
 
     if (!vgl->CreateShader || !vgl->ShaderSource || !vgl->CreateProgram)
         supports_shaders = false;
+#endif
+
+#if defined(_WIN32)
+    vgl->ActiveTexture = (PFNGLACTIVETEXTUREPROC)vlc_gl_GetProcAddress(vgl->gl, "glActiveTexture");
+    vgl->ClientActiveTexture = (PFNGLCLIENTACTIVETEXTUREPROC)vlc_gl_GetProcAddress(vgl->gl, "glClientActiveTexture");
+#   define glActiveTexture vgl->ActiveTexture
+#   define glClientActiveTexture vgl->ClientActiveTexture
+#endif
 
     vgl->supports_npot = HasExtension(extensions, "GL_ARB_texture_non_power_of_two") ||
                          HasExtension(extensions, "GL_APPLE_texture_2D_limited_npot");
 
+#if USE_OPENGL_ES == 2
+    /* OpenGL ES 2 includes support for non-power of 2 textures by specification
+     * so checks for extensions are bound to fail. Check for OpenGL ES version instead. */
+    vgl->supports_npot = true;
+#endif
+
     GLint max_texture_units = 0;
     glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &max_texture_units);
 
 #ifdef __APPLE__
+#if USE_OPENGL_ES
     /* work-around an iOS 6 bug */
     if (kCFCoreFoundationVersionNumber >= 786.)
         max_texture_units = 8;
     supports_shaders = true;
+#endif
 #endif
 
     /* Initialize with default chroma */
@@ -411,11 +517,11 @@ vout_display_opengl_t *vout_display_opengl_New(video_format_t *fmt,
     vgl->tex_type     = GL_UNSIGNED_BYTE;
     /* Use YUV if possible and needed */
     bool need_fs_yuv = false;
+    bool need_fs_xyz = false;
+    bool need_fs_rgba = USE_OPENGL_ES == 2;
     float yuv_range_correction = 1.0;
 
-    if (max_texture_units >= 3 && supports_shaders &&
-        vlc_fourcc_IsYUV(fmt->i_chroma) && !vlc_fourcc_IsYUV(vgl->fmt.i_chroma)) {
-        printf("passed check\n");
+    if (max_texture_units >= 3 && supports_shaders && vlc_fourcc_IsYUV(fmt->i_chroma)) {
         const vlc_fourcc_t *list = vlc_fourcc_GetYUVFallback(fmt->i_chroma);
         while (*list) {
             const vlc_chroma_description_t *dsc = vlc_fourcc_GetChromaDescription(*list);
@@ -445,6 +551,15 @@ vout_display_opengl_t *vout_display_opengl_New(video_format_t *fmt,
         }
     }
 
+    if (fmt->i_chroma == VLC_CODEC_XYZ12) {
+        vlc_fourcc_GetChromaDescription(fmt->i_chroma);
+        need_fs_xyz       = true;
+        vgl->fmt          = *fmt;
+        vgl->fmt.i_chroma = VLC_CODEC_XYZ12;
+        vgl->tex_format   = GL_RGB;
+        vgl->tex_internal = GL_RGB;
+        vgl->tex_type     = GL_UNSIGNED_SHORT;
+    }
     vgl->chroma = vlc_fourcc_GetChromaDescription(vgl->fmt.i_chroma);
     vgl->use_multitexture = vgl->chroma->plane_count > 1;
 
@@ -468,14 +583,14 @@ vout_display_opengl_t *vout_display_opengl_New(video_format_t *fmt,
     vgl->shader[1] =
     vgl->shader[2] = -1;
     vgl->local_count = 0;
-    if (supports_shaders) {
-        if (need_fs_yuv)
-            BuildYUVFragmentShader(vgl, &vgl->shader[0],
-                                   &vgl->local_count,
-                                   vgl->local_value,
-                                   fmt, yuv_range_correction);
+    if (supports_shaders && (need_fs_yuv || need_fs_xyz|| need_fs_rgba)) {
+#ifdef SUPPORTS_SHADERS
+        if (need_fs_xyz)
+            BuildXYZFragmentShader(vgl, &vgl->shader[0]);
         else
-            BuildRGBFragmentShader(vgl, &vgl->shader[0]);
+            BuildYUVFragmentShader(vgl, &vgl->shader[0], &vgl->local_count,
+                                vgl->local_value, fmt, yuv_range_correction);
+
         BuildRGBAFragmentShader(vgl, &vgl->shader[1]);
         BuildVertexShader(vgl, &vgl->shader[2]);
 
@@ -524,6 +639,9 @@ vout_display_opengl_t *vout_display_opengl_New(video_format_t *fmt,
                 return NULL;
             }
         }
+#else
+        (void)yuv_range_correction;
+#endif
     }
 
     /* */
@@ -566,13 +684,16 @@ void vout_display_opengl_Delete(vout_display_opengl_t *vgl)
         }
         free(vgl->region);
 
+#ifdef SUPPORTS_SHADERS
         if (vgl->program[0]) {
             for (int i = 0; i < 2; i++)
                 vgl->DeleteProgram(vgl->program[i]);
             for (int i = 0; i < 3; i++)
                 vgl->DeleteShader(vgl->shader[i]);
         }
+#endif
 
+        free(vgl->texture_temp_buf);
         vlc_gl_Unlock(vgl->gl);
     }
     if (vgl->pool)
@@ -647,6 +768,71 @@ error:
     return NULL;
 }
 
+#define ALIGN(x, y) (((x) + ((y) - 1)) & ~((y) - 1))
+static void Upload(vout_display_opengl_t *vgl, int in_width, int in_height,
+                   int in_full_width, int in_full_height,
+                   int w_num, int w_den, int h_num, int h_den,
+                   int pitch, int pixel_pitch,
+                   int full_upload, const uint8_t *pixels,
+                   int tex_target, int tex_format, int tex_type)
+{
+    int width       =       in_width * w_num / w_den;
+    int full_width  =  in_full_width * w_num / w_den;
+    int height      =      in_height * h_num / h_den;
+    int full_height = in_full_height * h_num / h_den;
+    // This unpack alignment is the default, but setting it just in case.
+    glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
+#ifndef GL_UNPACK_ROW_LENGTH
+    int dst_width = full_upload ? full_width : width;
+    int dst_pitch = ALIGN(dst_width * pixel_pitch, 4);
+    if ( pitch != dst_pitch )
+    {
+        int buf_size = dst_pitch * full_height * pixel_pitch;
+        const uint8_t *source = pixels;
+        uint8_t *destination;
+        if( !vgl->texture_temp_buf || vgl->texture_temp_buf_size < buf_size )
+        {
+            free( vgl->texture_temp_buf );
+            vgl->texture_temp_buf = xmalloc( buf_size );
+            vgl->texture_temp_buf_size = buf_size;
+        }
+        destination = vgl->texture_temp_buf;
+
+        for( int h = 0; h < height ; h++ )
+        {
+            memcpy( destination, source, width * pixel_pitch );
+            source += pitch;
+            destination += dst_pitch;
+        }
+        if (full_upload)
+            glTexImage2D( tex_target, 0, tex_format,
+                          full_width, full_height,
+                          0, tex_format, tex_type, vgl->texture_temp_buf );
+        else
+            glTexSubImage2D( tex_target, 0,
+                             0, 0,
+                             width, height,
+                             tex_format, tex_type, vgl->texture_temp_buf );
+    } else {
+#else
+    (void) width;
+    (void) height;
+    (void) vgl;
+    {
+        glPixelStorei(GL_UNPACK_ROW_LENGTH, pitch / pixel_pitch);
+#endif
+        if (full_upload)
+            glTexImage2D(tex_target, 0, tex_format,
+                         full_width, full_height,
+                         0, tex_format, tex_type, pixels);
+        else
+            glTexSubImage2D(tex_target, 0,
+                            0, 0,
+                            width, height,
+                            tex_format, tex_type, pixels);
+    }
+}
+
 int vout_display_opengl_Prepare(vout_display_opengl_t *vgl,
                                 picture_t *picture, subpicture_t *subpicture)
 {
@@ -660,12 +846,11 @@ int vout_display_opengl_Prepare(vout_display_opengl_t *vgl,
             glClientActiveTexture(GL_TEXTURE0 + j);
         }
         glBindTexture(vgl->tex_target, vgl->texture[0][j]);
-        glPixelStorei(GL_UNPACK_ROW_LENGTH, picture->p[j].i_pitch / picture->p[j].i_pixel_pitch);
-        glTexSubImage2D(vgl->tex_target, 0,
-                        0, 0,
-                        vgl->fmt.i_width  * vgl->chroma->p[j].w.num / vgl->chroma->p[j].w.den,
-                        vgl->fmt.i_height * vgl->chroma->p[j].h.num / vgl->chroma->p[j].h.den,
-                        vgl->tex_format, vgl->tex_type, picture->p[j].p_pixels);
+
+        Upload(vgl, picture->format.i_visible_width, vgl->fmt.i_visible_height,
+               vgl->fmt.i_width, vgl->fmt.i_height,
+               vgl->chroma->p[j].w.num, vgl->chroma->p[j].w.den, vgl->chroma->p[j].h.num, vgl->chroma->p[j].h.den,
+               picture->p[j].i_pitch, picture->p[j].i_pixel_pitch, 0, picture->p[j].p_pixels, vgl->tex_target, vgl->tex_format, vgl->tex_type);
     }
 
     int         last_count = vgl->region_count;
@@ -698,6 +883,11 @@ int vout_display_opengl_Prepare(vout_display_opengl_t *vgl,
             if (!vgl->supports_npot) {
                 glr->width  = GetAlignedSize(glr->width);
                 glr->height = GetAlignedSize(glr->height);
+                glr->tex_width  = (float) r->fmt.i_visible_width  / glr->width;
+                glr->tex_height = (float) r->fmt.i_visible_height / glr->height;
+            } else {
+                glr->tex_width  = 1.0;
+                glr->tex_height = 1.0;
             }
             glr->alpha  = (float)subpicture->i_alpha * r->i_alpha / 255 / 255;
             glr->left   =  2.0 * (r->i_x                          ) / subpicture->i_original_picture_width  - 1.0;
@@ -722,11 +912,9 @@ int vout_display_opengl_Prepare(vout_display_opengl_t *vgl,
                                       r->fmt.i_x_offset * r->p_picture->p->i_pixel_pitch;
             if (glr->texture) {
                 glBindTexture(GL_TEXTURE_2D, glr->texture);
-                /* TODO set GL_UNPACK_ALIGNMENT */
-                glPixelStorei(GL_UNPACK_ROW_LENGTH, r->p_picture->p->i_pitch / r->p_picture->p->i_pixel_pitch);
-                glTexSubImage2D(GL_TEXTURE_2D, 0,
-                                0, 0, glr->width, glr->height,
-                                glr->format, glr->type, &r->p_picture->p->p_pixels[pixels_offset]);
+                Upload(vgl, r->fmt.i_visible_width, r->fmt.i_visible_height, glr->width, glr->height, 1, 1, 1, 1,
+                       r->p_picture->p->i_pitch, r->p_picture->p->i_pixel_pitch, 0,
+                       &r->p_picture->p->p_pixels[pixels_offset], GL_TEXTURE_2D, glr->format, glr->type);
             } else {
                 glGenTextures(1, &glr->texture);
                 glBindTexture(GL_TEXTURE_2D, glr->texture);
@@ -738,11 +926,9 @@ int vout_display_opengl_Prepare(vout_display_opengl_t *vgl,
                 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
                 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
                 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
-                /* TODO set GL_UNPACK_ALIGNMENT */
-                glPixelStorei(GL_UNPACK_ROW_LENGTH, r->p_picture->p->i_pitch / r->p_picture->p->i_pixel_pitch);
-                glTexImage2D(GL_TEXTURE_2D, 0, glr->format,
-                             glr->width, glr->height, 0, glr->format, glr->type,
-                             &r->p_picture->p->p_pixels[pixels_offset]);
+                Upload(vgl, r->fmt.i_visible_width, r->fmt.i_visible_height, glr->width, glr->height, 1, 1, 1, 1,
+                       r->p_picture->p->i_pitch, r->p_picture->p->i_pixel_pitch, 1,
+                       &r->p_picture->p->p_pixels[pixels_offset], GL_TEXTURE_2D, glr->format, glr->type);
             }
         }
     }
@@ -757,6 +943,7 @@ int vout_display_opengl_Prepare(vout_display_opengl_t *vgl,
     return VLC_SUCCESS;
 }
 
+#ifdef SUPPORTS_FIXED_PIPELINE
 static void DrawWithoutShaders(vout_display_opengl_t *vgl,
                                float *left, float *top, float *right, float *bottom)
 {
@@ -774,6 +961,7 @@ static void DrawWithoutShaders(vout_display_opengl_t *vgl,
         right[0], top[0]
     };
 
+    glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
     glEnable(vgl->tex_target);
     glActiveTexture(GL_TEXTURE0 + 0);
     glClientActiveTexture(GL_TEXTURE0 + 0);
@@ -792,15 +980,28 @@ static void DrawWithoutShaders(vout_display_opengl_t *vgl,
     glDisableClientState(GL_VERTEX_ARRAY);
     glDisable(vgl->tex_target);
 }
+#endif
 
+#ifdef SUPPORTS_SHADERS
 static void DrawWithShaders(vout_display_opengl_t *vgl,
-                            float *left, float *top, float *right, float *bottom)
+                            float *left, float *top, float *right, float *bottom,
+                            int program)
 {
-    vgl->UseProgram(vgl->program[0]);
-    vgl->Uniform4fv(vgl->GetUniformLocation(vgl->program[0], "Coefficient"), 4, vgl->local_value);
-    vgl->Uniform1i(vgl->GetUniformLocation(vgl->program[0], "Texture0"), 0);
-    vgl->Uniform1i(vgl->GetUniformLocation(vgl->program[0], "Texture1"), 1);
-    vgl->Uniform1i(vgl->GetUniformLocation(vgl->program[0], "Texture2"), 2);
+    vgl->UseProgram(vgl->program[program]);
+    if (program == 0) {
+        if (vgl->chroma->plane_count == 3) {
+            vgl->Uniform4fv(vgl->GetUniformLocation(vgl->program[0], "Coefficient"), 4, vgl->local_value);
+            vgl->Uniform1i(vgl->GetUniformLocation(vgl->program[0], "Texture0"), 0);
+            vgl->Uniform1i(vgl->GetUniformLocation(vgl->program[0], "Texture1"), 1);
+            vgl->Uniform1i(vgl->GetUniformLocation(vgl->program[0], "Texture2"), 2);
+        }
+        else if (vgl->chroma->plane_count == 1) {
+            vgl->Uniform1i(vgl->GetUniformLocation(vgl->program[0], "Texture0"), 0);
+        }
+    } else {
+        vgl->Uniform1i(vgl->GetUniformLocation(vgl->program[1], "Texture0"), 0);
+        vgl->Uniform4f(vgl->GetUniformLocation(vgl->program[1], "FillColor"), 1.0f, 1.0f, 1.0f, 1.0f);
+    }
 
     static const GLfloat vertexCoord[] = {
         -1.0,  1.0,
@@ -818,21 +1019,21 @@ static void DrawWithShaders(vout_display_opengl_t *vgl,
         };
         glActiveTexture(GL_TEXTURE0+j);
         glClientActiveTexture(GL_TEXTURE0+j);
-        glEnable(vgl->tex_target);
         glBindTexture(vgl->tex_target, vgl->texture[0][j]);
 
         char attribute[20];
         snprintf(attribute, sizeof(attribute), "MultiTexCoord%1d", j);
-        vgl->EnableVertexAttribArray(vgl->GetAttribLocation(vgl->program[0], attribute));
-        vgl->VertexAttribPointer(vgl->GetAttribLocation(vgl->program[0], attribute), 2, GL_FLOAT, 0, 0, textureCoord);
+        vgl->EnableVertexAttribArray(vgl->GetAttribLocation(vgl->program[program], attribute));
+        vgl->VertexAttribPointer(vgl->GetAttribLocation(vgl->program[program], attribute), 2, GL_FLOAT, 0, 0, textureCoord);
     }
     glActiveTexture(GL_TEXTURE0 + 0);
     glClientActiveTexture(GL_TEXTURE0 + 0);
-    vgl->EnableVertexAttribArray(vgl->GetAttribLocation(vgl->program[0], "VertexPosition"));
-    vgl->VertexAttribPointer(vgl->GetAttribLocation(vgl->program[0], "VertexPosition"), 2, GL_FLOAT, 0, 0, vertexCoord);
+    vgl->EnableVertexAttribArray(vgl->GetAttribLocation(vgl->program[program], "VertexPosition"));
+    vgl->VertexAttribPointer(vgl->GetAttribLocation(vgl->program[program], "VertexPosition"), 2, GL_FLOAT, 0, 0, vertexCoord);
 
     glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
 }
+#endif
 
 int vout_display_opengl_Display(vout_display_opengl_t *vgl,
                                 const video_format_t *source)
@@ -869,19 +1070,31 @@ int vout_display_opengl_Display(vout_display_opengl_t *vgl,
         bottom[j] = (source->i_y_offset + source->i_visible_height) * scale_h;
     }
 
-    if (vgl->program[0])
-        DrawWithShaders(vgl, left, top ,right, bottom);
+#ifdef SUPPORTS_SHADERS
+    if (vgl->program[0] && (vgl->chroma->plane_count == 3 || vgl->chroma->plane_count == 1))
+        DrawWithShaders(vgl, left, top, right, bottom, 0);
+    else if (vgl->program[1] && vgl->chroma->plane_count == 1)
+        DrawWithShaders(vgl, left, top, right, bottom, 1);
     else
+#endif
+    {
+#ifdef SUPPORTS_FIXED_PIPELINE
         DrawWithoutShaders(vgl, left, top, right, bottom);
+#endif
+    }
 
     /* Draw the subpictures */
     if (vgl->program[1]) {
+#ifdef SUPPORTS_SHADERS
         // Change the program for overlays
         vgl->UseProgram(vgl->program[1]);
         vgl->Uniform1i(vgl->GetUniformLocation(vgl->program[1], "Texture"), 0);
+#endif
     }
 
+#ifdef SUPPORTS_FIXED_PIPELINE
     glEnable(GL_TEXTURE_2D);
+#endif
     glEnable(GL_BLEND);
     glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
 
@@ -895,37 +1108,45 @@ int vout_display_opengl_Display(vout_display_opengl_t *vgl,
             glr->right, glr->top,
             glr->right, glr->bottom,
         };
-        static const GLfloat textureCoord[] = {
+        const GLfloat textureCoord[] = {
             0.0, 0.0,
-            0.0, 1.0,
-            1.0, 0.0,
-            1.0, 1.0,
+            0.0, glr->tex_height,
+            glr->tex_width, 0.0,
+            glr->tex_width, glr->tex_height,
         };
 
         glBindTexture(GL_TEXTURE_2D, glr->texture);
         if (vgl->program[1]) {
+#ifdef SUPPORTS_SHADERS
             vgl->Uniform4f(vgl->GetUniformLocation(vgl->program[1], "FillColor"), 1.0f, 1.0f, 1.0f, glr->alpha);
             vgl->EnableVertexAttribArray(vgl->GetAttribLocation(vgl->program[1], "MultiTexCoord0"));
             vgl->VertexAttribPointer(vgl->GetAttribLocation(vgl->program[1], "MultiTexCoord0"), 2, GL_FLOAT, 0, 0, textureCoord);
             vgl->EnableVertexAttribArray(vgl->GetAttribLocation(vgl->program[1], "VertexPosition"));
             vgl->VertexAttribPointer(vgl->GetAttribLocation(vgl->program[1], "VertexPosition"), 2, GL_FLOAT, 0, 0, vertexCoord);
+#endif
         } else {
+#ifdef SUPPORTS_FIXED_PIPELINE
             glEnableClientState(GL_VERTEX_ARRAY);
             glEnableClientState(GL_TEXTURE_COORD_ARRAY);
             glColor4f(1.0f, 1.0f, 1.0f, glr->alpha);
             glTexCoordPointer(2, GL_FLOAT, 0, textureCoord);
             glVertexPointer(2, GL_FLOAT, 0, vertexCoord);
+#endif
         }
 
         glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
 
         if (!vgl->program[1]) {
+#ifdef SUPPORTS_FIXED_PIPELINE
             glDisableClientState(GL_TEXTURE_COORD_ARRAY);
             glDisableClientState(GL_VERTEX_ARRAY);
+#endif
         }
     }
     glDisable(GL_BLEND);
+#ifdef SUPPORTS_FIXED_PIPELINE
     glDisable(GL_TEXTURE_2D);
+#endif
 
     /* Display */
     vlc_gl_Swap(vgl->gl);