/*****************************************************************************
* opengl.c: OpenGL and OpenGL ES output common code
*****************************************************************************
- * Copyright (C) 2004 the VideoLAN team
- * Copyright (C) 2009 Laurent Aimar
+ * Copyright (C) 2004-2011 VLC authors and VideoLAN
+ * Copyright (C) 2009, 2011 Laurent Aimar
*
* Authors: Cyril Deguet <asmax@videolan.org>
* Gildas Bazin <gbazin@videolan.org>
#include <vlc_common.h>
#include <vlc_picture_pool.h>
+#include <vlc_subpicture.h>
#include <vlc_opengl.h>
#include "opengl.h"
// Define USE_OPENGL_ES to the GL ES Version you want to select
-#if !defined (__APPLE__)
-# if USE_OPENGL_ES == 2
-# include <GLES2/gl2ext.h>
-# elif USE_OPENGL_ES == 1
-# include <GLES/glext.h>
-//# else
-//# include <GL/glext.h>
-# endif
-#else
-# if USE_OPENGL_ES == 2
-# include <OpenGLES/ES2/gl.h>
-# elif USE_OPENGL_ES == 1
-# include <OpenGLES/ES1/gl.h>
-# else
-# define MACOS_OPENGL
-# include <OpenGL/glext.h>
-# endif
+#ifdef __APPLE__
+# define PFNGLGENPROGRAMSARBPROC typeof(glGenProgramsARB)*
+# define PFNGLBINDPROGRAMARBPROC typeof(glBindProgramARB)*
+# define PFNGLPROGRAMSTRINGARBPROC typeof(glProgramStringARB)*
+# define PFNGLDELETEPROGRAMSARBPROC typeof(glDeleteProgramsARB)*
+# define PFNGLPROGRAMLOCALPARAMETER4FVARBPROC typeof(glProgramLocalParameter4fvARB)*
+# define PFNGLACTIVETEXTUREARBPROC typeof(glActiveTextureARB)*
+# define PFNGLCLIENTACTIVETEXTUREARBPROC typeof(glClientActiveTextureARB)*
#endif
/* RV16 */
#if USE_OPENGL_ES
# define VLCGL_TEXTURE_COUNT 1
-#elif defined(MACOS_OPENGL)
-# define VLCGL_TEXTURE_COUNT 2
+# define VLCGL_PICTURE_MAX 1
#else
# define VLCGL_TEXTURE_COUNT 1
+# define VLCGL_PICTURE_MAX 128
#endif
+static const vlc_fourcc_t gl_subpicture_chromas[] = {
+ VLC_CODEC_RGBA,
+ 0
+};
+
+typedef struct {
+ GLuint texture;
+ unsigned format;
+ unsigned type;
+ unsigned width;
+ unsigned height;
+
+ float alpha;
+
+ float top;
+ float left;
+ float bottom;
+ float right;
+} gl_region_t;
+
struct vout_display_opengl_t {
vlc_gl_t *gl;
int tex_target;
int tex_format;
+ int tex_internal;
int tex_type;
- int tex_width;
- int tex_height;
- GLuint texture[VLCGL_TEXTURE_COUNT];
- uint8_t *buffer[VLCGL_TEXTURE_COUNT];
- void *buffer_base[VLCGL_TEXTURE_COUNT];
+ int tex_width[PICTURE_PLANE_MAX];
+ int tex_height[PICTURE_PLANE_MAX];
+
+ GLuint texture[VLCGL_TEXTURE_COUNT][PICTURE_PLANE_MAX];
+
+ int region_count;
+ gl_region_t *region;
+
picture_pool_t *pool;
GLuint program;
+ int local_count;
+ GLfloat local_value[16][4];
/* fragment_program */
- void (*GenProgramsARB)(GLuint, GLuint *);
- void (*BindProgramARB)(GLuint, GLuint);
- void (*ProgramStringARB)(GLuint, GLuint, GLint, const GLbyte *);
- void (*DeleteProgramsARB)(GLuint, GLuint *);
+ PFNGLGENPROGRAMSARBPROC GenProgramsARB;
+ PFNGLBINDPROGRAMARBPROC BindProgramARB;
+ PFNGLPROGRAMSTRINGARBPROC ProgramStringARB;
+ PFNGLDELETEPROGRAMSARBPROC DeleteProgramsARB;
+ PFNGLPROGRAMLOCALPARAMETER4FVARBPROC ProgramLocalParameter4fvARB;
+
+ /* multitexture */
+ bool use_multitexture;
+ PFNGLACTIVETEXTUREARBPROC ActiveTextureARB;
+ PFNGLCLIENTACTIVETEXTUREARBPROC ClientActiveTextureARB;
};
static inline int GetAlignedSize(unsigned size)
return ((align >> 1) == size) ? size : align;
}
+static bool IsLuminance16Supported(int target)
+{
+ GLuint texture;
+
+ glGenTextures(1, &texture);
+ glBindTexture(target, texture);
+ glTexImage2D(target, 0, GL_LUMINANCE16,
+ 64, 64, 0, GL_LUMINANCE, GL_UNSIGNED_SHORT, NULL);
+ GLint size = 0;
+ glGetTexLevelParameteriv(target, 0, GL_TEXTURE_LUMINANCE_SIZE, &size);
+
+ glDeleteTextures(1, &texture);
+
+ return size == 16;
+}
+
vout_display_opengl_t *vout_display_opengl_New(video_format_t *fmt,
+ const vlc_fourcc_t **subpicture_chromas,
vlc_gl_t *gl)
{
vout_display_opengl_t *vgl = calloc(1, sizeof(*vgl));
}
const char *extensions = (const char *)glGetString(GL_EXTENSIONS);
- if (!extensions)
- extensions = "";
/* Load extensions */
bool supports_fp = false;
- if (strstr(extensions, "GL_ARB_fragment_program")) {
- vgl->GenProgramsARB = (void (*)(GLuint, GLuint *))vlc_gl_GetProcAddress(vgl->gl, "glGenProgramsARB");
- vgl->BindProgramARB = (void (*)(GLuint, GLuint))vlc_gl_GetProcAddress(vgl->gl, "glBindProgramARB");
- vgl->ProgramStringARB = (void (*)(GLuint, GLuint, GLint, const GLbyte *))vlc_gl_GetProcAddress(vgl->gl, "glProgramStringARB");
- vgl->DeleteProgramsARB = (void (*)(GLuint, GLuint *))vlc_gl_GetProcAddress(vgl->gl, "glDeleteProgramsARB");
-
+ if (HasExtension(extensions, "GL_ARB_fragment_program")) {
+#if !defined(MACOS_OPENGL)
+ vgl->GenProgramsARB = (PFNGLGENPROGRAMSARBPROC)vlc_gl_GetProcAddress(vgl->gl, "glGenProgramsARB");
+ vgl->BindProgramARB = (PFNGLBINDPROGRAMARBPROC)vlc_gl_GetProcAddress(vgl->gl, "glBindProgramARB");
+ vgl->ProgramStringARB = (PFNGLPROGRAMSTRINGARBPROC)vlc_gl_GetProcAddress(vgl->gl, "glProgramStringARB");
+ vgl->DeleteProgramsARB = (PFNGLDELETEPROGRAMSARBPROC)vlc_gl_GetProcAddress(vgl->gl, "glDeleteProgramsARB");
+ vgl->ProgramLocalParameter4fvARB = (PFNGLPROGRAMLOCALPARAMETER4FVARBPROC)vlc_gl_GetProcAddress(vgl->gl, "glProgramLocalParameter4fvARB");
+#else
+ vgl->GenProgramsARB = glGenProgramsARB;
+ vgl->BindProgramARB = glBindProgramARB;
+ vgl->ProgramStringARB = glProgramStringARB;
+ vgl->DeleteProgramsARB = glDeleteProgramsARB;
+ vgl->ProgramLocalParameter4fvARB = glProgramLocalParameter4fvARB;
+#endif
supports_fp = vgl->GenProgramsARB &&
vgl->BindProgramARB &&
vgl->ProgramStringARB &&
- vgl->DeleteProgramsARB;
+ vgl->DeleteProgramsARB &&
+ vgl->ProgramLocalParameter4fvARB;
+ }
+
+ bool supports_multitexture = false;
+ GLint max_texture_units = 0;
+ if (HasExtension(extensions, "GL_ARB_multitexture")) {
+#if !defined(MACOS_OPENGL)
+ vgl->ActiveTextureARB = (PFNGLACTIVETEXTUREARBPROC)vlc_gl_GetProcAddress(vgl->gl, "glActiveTextureARB");
+ vgl->ClientActiveTextureARB = (PFNGLCLIENTACTIVETEXTUREARBPROC)vlc_gl_GetProcAddress(vgl->gl, "glClientActiveTextureARB");
+#else
+ vgl->ActiveTextureARB = glActiveTextureARB;
+ vgl->ClientActiveTextureARB = glClientActiveTextureARB;
+#endif
+ supports_multitexture = vgl->ActiveTextureARB &&
+ vgl->ClientActiveTextureARB;
+ if (supports_multitexture)
+ glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &max_texture_units);
}
- /* Find the chroma we will use and update fmt */
+ /* Initialize with default chroma */
vgl->fmt = *fmt;
#if USE_OPENGL_ES
vgl->fmt.i_chroma = VLC_CODEC_RGB16;
# endif
vgl->tex_target = GL_TEXTURE_2D;
vgl->tex_format = GL_RGB;
+ vgl->tex_internal = GL_RGB;
vgl->tex_type = GL_UNSIGNED_SHORT_5_6_5;
-#elif defined(MACOS_OPENGL)
-# if defined(WORDS_BIGENDIAN)
- vgl->fmt.i_chroma = VLC_CODEC_YUYV;
-# else
- vgl->fmt.i_chroma = VLC_CODEC_UYVY;
-# endif
- vgl->tex_target = GL_TEXTURE_RECTANGLE_EXT;
- vgl->tex_format = GL_YCBCR_422_APPLE;
- vgl->tex_type = GL_UNSIGNED_SHORT_8_8_APPLE;
#else
vgl->fmt.i_chroma = VLC_CODEC_RGB32;
# if defined(WORDS_BIGENDIAN)
# endif
vgl->tex_target = GL_TEXTURE_2D;
vgl->tex_format = GL_RGBA;
+ vgl->tex_internal = GL_RGBA;
vgl->tex_type = GL_UNSIGNED_BYTE;
#endif
+ /* Use YUV if possible and needed */
+ bool need_fs_yuv = false;
+ float yuv_range_correction = 1.0;
+ if (supports_fp && supports_multitexture && max_texture_units >= 3 &&
+ vlc_fourcc_IsYUV(fmt->i_chroma) && !vlc_fourcc_IsYUV(vgl->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);
+ if (dsc && dsc->plane_count == 3 && dsc->pixel_size == 1) {
+ need_fs_yuv = true;
+ vgl->fmt = *fmt;
+ vgl->fmt.i_chroma = *list;
+ vgl->tex_format = GL_LUMINANCE;
+ vgl->tex_internal = GL_LUMINANCE;
+ vgl->tex_type = GL_UNSIGNED_BYTE;
+ yuv_range_correction = 1.0;
+ break;
+ } else if (dsc && dsc->plane_count == 3 && dsc->pixel_size == 2 &&
+ IsLuminance16Supported(vgl->tex_target)) {
+ need_fs_yuv = true;
+ vgl->fmt = *fmt;
+ vgl->fmt.i_chroma = *list;
+ vgl->tex_format = GL_LUMINANCE;
+ vgl->tex_internal = GL_LUMINANCE16;
+ vgl->tex_type = GL_UNSIGNED_SHORT;
+ yuv_range_correction = (float)((1 << 16) - 1) / ((1 << dsc->pixel_bits) - 1);
+ break;
+ }
+ list++;
+ }
+ }
vgl->chroma = vlc_fourcc_GetChromaDescription(vgl->fmt.i_chroma);
+ vgl->use_multitexture = vgl->chroma->plane_count > 1;
bool supports_npot = false;
#if USE_OPENGL_ES == 2
supports_npot = true;
-#elif defined(MACOS_OPENGL)
- supports_npot = true;
#else
- supports_npot |= strstr(extensions, "GL_APPLE_texture_2D_limited_npot") != NULL ||
- strstr(extensions, "GL_ARB_texture_non_power_of_two");
+ supports_npot |= HasExtension(extensions, "GL_APPLE_texture_2D_limited_npot") ||
+ HasExtension(extensions, "GL_ARB_texture_non_power_of_two");
#endif
/* Texture size */
- if (supports_npot) {
- vgl->tex_width = vgl->fmt.i_width;
- vgl->tex_height = vgl->fmt.i_height;
- }
- else {
- /* A texture must have a size aligned on a power of 2 */
- vgl->tex_width = GetAlignedSize(vgl->fmt.i_width);
- vgl->tex_height = GetAlignedSize(vgl->fmt.i_height);
+ for (unsigned j = 0; j < vgl->chroma->plane_count; j++) {
+ int w = vgl->fmt.i_width * vgl->chroma->p[j].w.num / vgl->chroma->p[j].w.den;
+ int h = vgl->fmt.i_height * vgl->chroma->p[j].h.num / vgl->chroma->p[j].h.den;
+ if (supports_npot) {
+ vgl->tex_width[j] = w;
+ vgl->tex_height[j] = h;
+ }
+ else {
+ /* A texture must have a size aligned on a power of 2 */
+ vgl->tex_width[j] = GetAlignedSize(w);
+ vgl->tex_height[j] = GetAlignedSize(h);
+ }
}
/* Build fragment program if needed */
vgl->program = 0;
+ vgl->local_count = 0;
if (supports_fp) {
char *code = NULL;
+
+ if (need_fs_yuv) {
+ /* [R/G/B][Y U V O] from TV range to full range
+ * XXX we could also do hue/brightness/constrast/gamma
+ * by simply changing the coefficients
+ */
+ const float matrix_bt601_tv2full[3][4] = {
+ { 1.164383561643836, 0.0000, 1.596026785714286, -0.874202217873451 },
+ { 1.164383561643836, -0.391762290094914, -0.812967647237771, 0.531667823499146 },
+ { 1.164383561643836, 2.017232142857142, 0.0000, -1.085630789302022 },
+ };
+ const float matrix_bt709_tv2full[3][4] = {
+ { 1.164383561643836, 0.0000, 1.792741071428571, -0.972945075016308 },
+ { 1.164383561643836, -0.21324861427373, -0.532909328559444, 0.301482665475862 },
+ { 1.164383561643836, 2.112401785714286, 0.0000, -1.133402217873451 },
+ };
+ const float (*matrix)[4] = fmt->i_height > 576 ? matrix_bt709_tv2full
+ : matrix_bt601_tv2full;
+
+ /* Basic linear YUV -> RGB conversion using bilinear interpolation */
+ const char *template_yuv =
+ "!!ARBfp1.0"
+ "OPTION ARB_precision_hint_fastest;"
+
+ "TEMP src;"
+ "TEX src.x, fragment.texcoord[0], texture[0], 2D;"
+ "TEX src.%c, fragment.texcoord[1], texture[1], 2D;"
+ "TEX src.%c, fragment.texcoord[2], texture[2], 2D;"
+
+ "PARAM coefficient[4] = { program.local[0..3] };"
+
+ "TEMP tmp;"
+ "MAD tmp.rgb, src.xxxx, coefficient[0], coefficient[3];"
+ "MAD tmp.rgb, src.yyyy, coefficient[1], tmp;"
+ "MAD result.color.rgb, src.zzzz, coefficient[2], tmp;"
+ "END";
+ bool swap_uv = vgl->fmt.i_chroma == VLC_CODEC_YV12 ||
+ vgl->fmt.i_chroma == VLC_CODEC_YV9;
+ if (asprintf(&code, template_yuv,
+ swap_uv ? 'z' : 'y',
+ swap_uv ? 'y' : 'z') < 0)
+ code = NULL;
+
+ for (int i = 0; i < 4; i++) {
+ float correction = i < 3 ? yuv_range_correction : 1.0;
+ for (int j = 0; j < 4; j++) {
+ vgl->local_value[vgl->local_count + i][j] = j < 3 ? correction * matrix[j][i] : 0.0;
+ }
+ }
+ vgl->local_count += 4;
+ }
if (code) {
+ // Here you have shaders
vgl->GenProgramsARB(1, &vgl->program);
vgl->BindProgramARB(GL_FRAGMENT_PROGRAM_ARB, vgl->program);
vgl->ProgramStringARB(GL_FRAGMENT_PROGRAM_ARB,
strlen(code), (const GLbyte*)code);
if (glGetError() == GL_INVALID_OPERATION) {
/* FIXME if the program was needed for YUV, the video will be broken */
-#if 1
+#if 0
GLint position;
glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &position);
/* */
for (int i = 0; i < VLCGL_TEXTURE_COUNT; i++) {
- vgl->texture[i] = 0;
- vgl->buffer[i] = NULL;
- vgl->buffer_base[i] = NULL;
+ for (int j = 0; j < PICTURE_PLANE_MAX; j++)
+ vgl->texture[i][j] = 0;
}
+ vgl->region_count = 0;
+ vgl->region = NULL;
vgl->pool = NULL;
*fmt = vgl->fmt;
+ if (subpicture_chromas) {
+ *subpicture_chromas = NULL;
+#if !USE_OPENGL_ES
+ if (supports_npot)
+ *subpicture_chromas = gl_subpicture_chromas;
+#endif
+ }
return vgl;
}
glFinish();
glFlush();
- glDeleteTextures(VLCGL_TEXTURE_COUNT, vgl->texture);
+ for (int i = 0; i < VLCGL_TEXTURE_COUNT; i++)
+ glDeleteTextures(vgl->chroma->plane_count, vgl->texture[i]);
+ for (int i = 0; i < vgl->region_count; i++) {
+ if (vgl->region[i].texture)
+ glDeleteTextures(1, &vgl->region[i].texture);
+ }
+ free(vgl->region);
if (vgl->program)
vgl->DeleteProgramsARB(1, &vgl->program);
vlc_gl_Unlock(vgl->gl);
}
- if (vgl->pool) {
+ if (vgl->pool)
picture_pool_Delete(vgl->pool);
- for (int i = 0; i < VLCGL_TEXTURE_COUNT; i++)
- free(vgl->buffer_base[i]);
- }
free(vgl);
}
-#ifdef MACOS_OPENGL
-/* XXX See comment vout_display_opengl_Prepare */
-struct picture_sys_t {
- vout_display_opengl_t *vgl;
- GLuint *texture;
-};
-
-/* Small helper */
-static inline GLuint get_texture(picture_t *picture)
-{
- return *picture->p_sys->texture;
-}
-
-static int PictureLock(picture_t *picture)
-{
- if (!picture->p_sys)
- return VLC_SUCCESS;
-
- vout_display_opengl_t *vgl = picture->p_sys->vgl;
- if (!vlc_gl_Lock(vgl->gl)) {
- glBindTexture(vgl->tex_target, get_texture(picture));
- glTexSubImage2D(vgl->tex_target, 0, 0, 0,
- picture->p[0].i_pitch / vgl->chroma->pixel_size,
- picture->p[0].i_lines,
- vgl->tex_format, vgl->tex_type, picture->p[0].p_pixels);
-
- vlc_gl_Unlock(vgl->gl);
- }
- return VLC_SUCCESS;
-}
-
-static void PictureUnlock(picture_t *picture)
-{
- VLC_UNUSED(picture);
-}
-#endif
-
-picture_pool_t *vout_display_opengl_GetPool(vout_display_opengl_t *vgl)
+picture_pool_t *vout_display_opengl_GetPool(vout_display_opengl_t *vgl, unsigned requested_count)
{
if (vgl->pool)
return vgl->pool;
- picture_t *picture[VLCGL_TEXTURE_COUNT];
-
- int i;
- for (i = 0; i < VLCGL_TEXTURE_COUNT; i++) {
- vgl->buffer[i] = vlc_memalign(&vgl->buffer_base[i], 16,
- vgl->tex_width * vgl->tex_height * vgl->chroma->pixel_size);
- if (!vgl->buffer[i])
- break;
+ /* Allocate our pictures */
+ picture_t *picture[VLCGL_PICTURE_MAX] = {NULL, };
+ unsigned count = 0;
- picture_resource_t rsc;
- memset(&rsc, 0, sizeof(rsc));
-#ifdef MACOS_OPENGL
- rsc.p_sys = malloc(sizeof(*rsc.p_sys));
- if (rsc.p_sys)
- {
- rsc.p_sys->vgl = vgl;
- rsc.p_sys->texture = &vgl->texture[i];
- }
-#endif
- rsc.p[0].p_pixels = vgl->buffer[i];
- rsc.p[0].i_pitch = vgl->fmt.i_width * vgl->chroma->pixel_size;
- rsc.p[0].i_lines = vgl->fmt.i_height;
-
- picture[i] = picture_NewFromResource(&vgl->fmt, &rsc);
- if (!picture[i]) {
- free(vgl->buffer[i]);
- vgl->buffer[i] = NULL;
+ for (count = 0; count < __MIN(VLCGL_PICTURE_MAX, requested_count); count++) {
+ picture[count] = picture_NewFromFormat(&vgl->fmt);
+ if (!picture[count])
break;
- }
}
- if (i < VLCGL_TEXTURE_COUNT)
- goto error;
+ if (count <= 0)
+ return NULL;
- /* */
+ /* Wrap the pictures into a pool */
picture_pool_configuration_t cfg;
memset(&cfg, 0, sizeof(cfg));
- cfg.picture_count = i;
- cfg.picture = picture;
-#ifdef MACOS_OPENGL
- cfg.lock = PictureLock;
- cfg.unlock = PictureUnlock;
-#endif
+ cfg.picture_count = count;
+ cfg.picture = picture;
vgl->pool = picture_pool_NewExtended(&cfg);
if (!vgl->pool)
goto error;
+ /* Allocates our textures */
if (vlc_gl_Lock(vgl->gl))
return vgl->pool;
- glGenTextures(VLCGL_TEXTURE_COUNT, vgl->texture);
for (int i = 0; i < VLCGL_TEXTURE_COUNT; i++) {
- glBindTexture(vgl->tex_target, vgl->texture[i]);
+ glGenTextures(vgl->chroma->plane_count, vgl->texture[i]);
+ for (unsigned j = 0; j < vgl->chroma->plane_count; j++) {
+ if (vgl->use_multitexture)
+ vgl->ActiveTextureARB(GL_TEXTURE0_ARB + j);
+ glBindTexture(vgl->tex_target, vgl->texture[i][j]);
#if !USE_OPENGL_ES
- /* Set the texture parameters */
- glTexParameterf(vgl->tex_target, GL_TEXTURE_PRIORITY, 1.0);
- glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
+ /* Set the texture parameters */
+ glTexParameterf(vgl->tex_target, GL_TEXTURE_PRIORITY, 1.0);
+ glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
#endif
- glTexParameteri(vgl->tex_target, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- glTexParameteri(vgl->tex_target, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glTexParameteri(vgl->tex_target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
- glTexParameteri(vgl->tex_target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
-
-#ifdef MACOS_OPENGL
- /* Tell the driver not to make a copy of the texture but to use
- our buffer */
- glEnable(GL_UNPACK_CLIENT_STORAGE_APPLE);
- glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
-
-#if 0
- /* Use VRAM texturing */
- glTexParameteri(vgl->tex_target, GL_TEXTURE_STORAGE_HINT_APPLE,
- GL_STORAGE_CACHED_APPLE);
-#else
- /* Use AGP texturing */
- glTexParameteri(vgl->tex_target, GL_TEXTURE_STORAGE_HINT_APPLE,
- GL_STORAGE_SHARED_APPLE);
-#endif
-#endif
+ glTexParameteri(vgl->tex_target, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ glTexParameteri(vgl->tex_target, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexParameteri(vgl->tex_target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameteri(vgl->tex_target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
- /* Call glTexImage2D only once, and use glTexSubImage2D later */
- if (vgl->buffer[i]) {
- glTexImage2D(vgl->tex_target, 0, vgl->tex_format, vgl->tex_width,
- vgl->tex_height, 0, vgl->tex_format, vgl->tex_type,
- vgl->buffer[i]);
+ /* Call glTexImage2D only once, and use glTexSubImage2D later */
+ glTexImage2D(vgl->tex_target, 0,
+ vgl->tex_internal, vgl->tex_width[j], vgl->tex_height[j],
+ 0, vgl->tex_format, vgl->tex_type, NULL);
}
}
return vgl->pool;
error:
- for (int j = 0; j < i; j++) {
- picture_Delete(picture[j]);
- vgl->buffer[j] = NULL;
- }
+ for (unsigned i = 0; i < count; i++)
+ picture_Release(picture[i]);
return NULL;
}
int vout_display_opengl_Prepare(vout_display_opengl_t *vgl,
- picture_t *picture)
+ picture_t *picture, subpicture_t *subpicture)
{
/* On Win32/GLX, we do this the usual way:
+ Fill the buffer with new content,
if (vlc_gl_Lock(vgl->gl))
return VLC_EGENERIC;
-#ifdef MACOS_OPENGL
- /* Bind to the texture for drawing */
- glBindTexture(vgl->tex_target, get_texture(picture));
-#else
/* Update the texture */
- glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0,
- picture->p[0].i_pitch / vgl->chroma->pixel_size,
- picture->p[0].i_lines,
- vgl->tex_format, vgl->tex_type, picture->p[0].p_pixels);
-#endif
+ for (unsigned j = 0; j < vgl->chroma->plane_count; j++) {
+ if (vgl->use_multitexture)
+ vgl->ActiveTextureARB(GL_TEXTURE0_ARB + 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);
+ }
+
+ int last_count = vgl->region_count;
+ gl_region_t *last = vgl->region;
+
+ vgl->region_count = 0;
+ vgl->region = NULL;
+
+ if (subpicture) {
+
+ int count = 0;
+ for (subpicture_region_t *r = subpicture->p_region; r; r = r->p_next)
+ count++;
+
+ vgl->region_count = count;
+ vgl->region = calloc(count, sizeof(*vgl->region));
+
+ if (vgl->use_multitexture)
+ vgl->ActiveTextureARB(GL_TEXTURE0_ARB + 0);
+ int i = 0;
+ for (subpicture_region_t *r = subpicture->p_region; r; r = r->p_next, i++) {
+ gl_region_t *glr = &vgl->region[i];
+
+ glr->format = GL_RGBA;
+ glr->type = GL_UNSIGNED_BYTE;
+ glr->width = r->fmt.i_visible_width;
+ glr->height = r->fmt.i_visible_height;
+ 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;
+ glr->top = -2.0 * (r->i_y ) / subpicture->i_original_picture_height + 1.0;
+ glr->right = 2.0 * (r->i_x + r->fmt.i_visible_width ) / subpicture->i_original_picture_width - 1.0;
+ glr->bottom = -2.0 * (r->i_y + r->fmt.i_visible_height) / subpicture->i_original_picture_height + 1.0;
+
+ glr->texture = 0;
+ for (int j = 0; j < last_count; j++) {
+ if (last[j].texture &&
+ last[j].width == glr->width &&
+ last[j].height == glr->height &&
+ last[j].format == glr->format &&
+ last[j].type == glr->type) {
+ glr->texture = last[j].texture;
+ memset(&last[j], 0, sizeof(last[j]));
+ break;
+ }
+ }
+
+ const int pixels_offset = r->fmt.i_y_offset * r->p_picture->p->i_pitch +
+ 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]);
+ } else {
+ glGenTextures(1, &glr->texture);
+ glBindTexture(GL_TEXTURE_2D, glr->texture);
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_PRIORITY, 1.0);
+ glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ 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]);
+ }
+ }
+ }
+ for (int i = 0; i < last_count; i++) {
+ if (last[i].texture)
+ glDeleteTextures(1, &last[i].texture);
+ }
+ free(last);
vlc_gl_Unlock(vgl->gl);
+ VLC_UNUSED(subpicture);
return VLC_SUCCESS;
}
/* glTexCoord works differently with GL_TEXTURE_2D and
GL_TEXTURE_RECTANGLE_EXT */
- float f_normw, f_normh;
-
- if (vgl->tex_target == GL_TEXTURE_2D) {
- f_normw = vgl->tex_width;
- f_normh = vgl->tex_height;
- } else {
- f_normw = 1.0;
- f_normh = 1.0;
+ float left[PICTURE_PLANE_MAX];
+ float top[PICTURE_PLANE_MAX];
+ float right[PICTURE_PLANE_MAX];
+ float bottom[PICTURE_PLANE_MAX];
+ for (unsigned j = 0; j < vgl->chroma->plane_count; j++) {
+ float scale_w, scale_h;
+ if (vgl->tex_target == GL_TEXTURE_2D) {
+ scale_w = (float)vgl->chroma->p[j].w.num / vgl->chroma->p[j].w.den / vgl->tex_width[j];
+ scale_h = (float)vgl->chroma->p[j].h.num / vgl->chroma->p[j].h.den / vgl->tex_height[j];
+
+ } else {
+ scale_w = 1.0;
+ scale_h = 1.0;
+ }
+ left[j] = (source->i_x_offset + 0 ) * scale_w;
+ top[j] = (source->i_y_offset + 0 ) * scale_h;
+ right[j] = (source->i_x_offset + source->i_visible_width ) * scale_w;
+ bottom[j] = (source->i_y_offset + source->i_visible_height) * scale_h;
}
- float f_x = (source->i_x_offset + 0 ) / f_normw;
- float f_y = (source->i_y_offset + 0 ) / f_normh;
- float f_width = (source->i_x_offset + source->i_visible_width ) / f_normw;
- float f_height = (source->i_y_offset + source->i_visible_height) / f_normh;
/* Why drawing here and not in Render()? Because this way, the
OpenGL providers can call vout_display_opengl_Display to force redraw.i
glClear(GL_COLOR_BUFFER_BIT);
- if (vgl->program)
+ if (vgl->program) {
glEnable(GL_FRAGMENT_PROGRAM_ARB);
- else
+ for (int i = 0; i < vgl->local_count; i++)
+ vgl->ProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, i, vgl->local_value[i]);
+ } else {
glEnable(vgl->tex_target);
+ }
#if USE_OPENGL_ES
static const GLfloat vertexCoord[] = {
};
const GLfloat textureCoord[8] = {
- f_x, f_height,
- f_width, f_height,
- f_x, f_y,
- f_width, f_y
+ left[0], bottom[0],
+ right[0], bottom[0],
+ left[0], top[0],
+ right[0], top[0]
};
glEnableClientState(GL_VERTEX_ARRAY);
glTexCoordPointer(2, GL_FLOAT, 0, textureCoord);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
+
+ glDisableClientState(GL_TEXTURE_COORD_ARRAY);
+ glDisableClientState(GL_VERTEX_ARRAY);
#else
- glBegin(GL_POLYGON);
- glTexCoord2f(f_x, f_y); glVertex2f(-1.0, 1.0);
- glTexCoord2f(f_width, f_y); glVertex2f( 1.0, 1.0);
- glTexCoord2f(f_width, f_height); glVertex2f( 1.0, -1.0);
- glTexCoord2f(f_x, f_height); glVertex2f(-1.0, -1.0);
- glEnd();
+
+ const GLfloat vertexCoord[] = {
+ -1.0, 1.0,
+ -1.0, -1.0,
+ 1.0, 1.0,
+ 1.0, -1.0,
+ };
+
+ for( unsigned j = 0; j < vgl->chroma->plane_count; j++)
+ {
+ const GLfloat texCoord[] = {
+ left[j], top[j],
+ left[j], bottom[j],
+ right[j], top[j],
+ right[j], bottom[j],
+ };
+ vgl->ActiveTextureARB( GL_TEXTURE0_ARB+j);
+ vgl->ClientActiveTextureARB( GL_TEXTURE0_ARB+j);
+ glEnableClientState(GL_TEXTURE_COORD_ARRAY);
+ glBindTexture(vgl->tex_target, vgl->texture[0][j]);
+ glTexCoordPointer(2, GL_FLOAT, 0, texCoord);
+ }
+ glEnableClientState(GL_VERTEX_ARRAY);
+ glVertexPointer(2, GL_FLOAT, 0, vertexCoord);
+ glDrawArrays( GL_TRIANGLE_STRIP, 0, 4);
+ glDisableClientState(GL_VERTEX_ARRAY);
+
+ for( int j = vgl->chroma->plane_count; j >= 0;j--)
+ {
+ vgl->ActiveTextureARB( GL_TEXTURE0_ARB+j);
+ vgl->ClientActiveTextureARB( GL_TEXTURE0_ARB+j);
+ glDisableClientState(GL_TEXTURE_COORD_ARRAY);
+ }
+
+
#endif
if (vgl->program)
else
glDisable(vgl->tex_target);
+#if !USE_OPENGL_ES
+ if (vgl->use_multitexture)
+ vgl->ActiveTextureARB(GL_TEXTURE0_ARB + 0);
+ glEnable(GL_TEXTURE_2D);
+ glEnable(GL_BLEND);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ glEnableClientState(GL_VERTEX_ARRAY);
+ const GLfloat textureCoord[] = {
+ 0.0, 0.0,
+ 0.0, 1.0,
+ 1.0, 0.0,
+ 1.0, 1.0,
+ };
+ for (int i = 0; i < vgl->region_count; i++) {
+ gl_region_t *glr = &vgl->region[i];
+ const GLfloat vertexCoord[] = {
+ glr->left, glr->top,
+ glr->left, glr->bottom,
+ glr->right, glr->top,
+ glr->right,glr->bottom,
+ };
+ glColor4f(1.0f, 1.0f, 1.0f, glr->alpha);
+ glEnableClientState(GL_TEXTURE_COORD_ARRAY);
+
+ glBindTexture(GL_TEXTURE_2D, glr->texture);
+ glVertexPointer(2, GL_FLOAT, 0, vertexCoord);
+ glTexCoordPointer(2, GL_FLOAT, 0, textureCoord);
+ glDrawArrays( GL_TRIANGLE_STRIP, 0, 4 );
+ glDisableClientState(GL_TEXTURE_COORD_ARRAY);
+ }
+ glDisableClientState(GL_VERTEX_ARRAY);
+ glDisable(GL_BLEND);
+ glDisable(GL_TEXTURE_2D);
+#endif
+
vlc_gl_Swap(vgl->gl);
vlc_gl_Unlock(vgl->gl);