/*****************************************************************************
* opengl.c: OpenGL and OpenGL ES output common code
*****************************************************************************
- * Copyright (C) 2004-2011 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 General Public License as published by
- * the Free Software Foundation; either version 2 of the License, or
+ * 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
+ * the Free Software Foundation; either version 2.1 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- * GNU General Public License for more details.
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU Lesser General Public License for more details.
*
- * You should have received a copy of the GNU General Public License
- * along with this program; if not, write to the Free Software
- * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston MA 02110-1301, USA.
+ * You should have received a copy of the GNU Lesser General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston MA 02110-1301, USA.
*****************************************************************************/
#ifdef HAVE_CONFIG_H
# include "config.h"
#include <vlc_picture_pool.h>
#include <vlc_subpicture.h>
#include <vlc_opengl.h>
+#include <vlc_memory.h>
#include "opengl.h"
-// Define USE_OPENGL_ES to the GL ES Version you want to select
-#ifdef __APPLE__
-# define PFNGLGENPROGRAMSARBPROC typeof(glGenProgramsARB)*
-# define PFNGLBINDPROGRAMARBPROC typeof(glBindProgramARB)*
-# define PFNGLPROGRAMSTRINGARBPROC typeof(glProgramStringARB)*
-# define PFNGLDELETEPROGRAMSARBPROC typeof(glDeleteProgramsARB)*
-# define PFNGLPROGRAMLOCALPARAMETER4FVARBPROC typeof(glProgramLocalParameter4fvARB)*
-# define PFNGLACTIVETEXTUREPROC typeof(glActiveTexture)*
-# define PFNGLCLIENTACTIVETEXTUREPROC typeof(glClientActiveTexture)*
+#ifndef GL_CLAMP_TO_EDGE
+# define GL_CLAMP_TO_EDGE 0x812F
#endif
-/* RV16 */
-#ifndef GL_UNSIGNED_SHORT_5_6_5
-# define GL_UNSIGNED_SHORT_5_6_5 0x8363
+#if USE_OPENGL_ES == 2 || defined(__APPLE__)
+# define PFNGLGETPROGRAMIVPROC typeof(glGetProgramiv)*
+# define PFNGLGETPROGRAMINFOLOGPROC typeof(glGetProgramInfoLog)*
+# define PFNGLGETSHADERIVPROC typeof(glGetShaderiv)*
+# define PFNGLGETSHADERINFOLOGPROC typeof(glGetShaderInfoLog)*
+# define PFNGLGETUNIFORMLOCATIONPROC typeof(glGetUniformLocation)*
+# define PFNGLGETATTRIBLOCATIONPROC typeof(glGetAttribLocation)*
+# define PFNGLVERTEXATTRIBPOINTERPROC typeof(glVertexAttribPointer)*
+# define PFNGLENABLEVERTEXATTRIBARRAYPROC typeof(glEnableVertexAttribArray)*
+# define PFNGLUNIFORMMATRIX4FVPROC typeof(glUniformMatrix4fv)*
+# define PFNGLUNIFORM4FVPROC typeof(glUniform4fv)*
+# define PFNGLUNIFORM4FPROC typeof(glUniform4f)*
+# define PFNGLUNIFORM1IPROC typeof(glUniform1i)*
+# define PFNGLCREATESHADERPROC typeof(glCreateShader)*
+# define PFNGLSHADERSOURCEPROC typeof(glShaderSource)*
+# define PFNGLCOMPILESHADERPROC typeof(glCompileShader)*
+# define PFNGLDELETESHADERPROC typeof(glDeleteShader)*
+# define PFNGLCREATEPROGRAMPROC typeof(glCreateProgram)*
+# define PFNGLLINKPROGRAMPROC typeof(glLinkProgram)*
+# define PFNGLUSEPROGRAMPROC typeof(glUseProgram)*
+# define PFNGLDELETEPROGRAMPROC typeof(glDeleteProgram)*
+# define PFNGLATTACHSHADERPROC typeof(glAttachShader)*
+# define PFNGLGENBUFFERSPROC typeof(glGenBuffers)*
+# define PFNGLBINDBUFFERPROC typeof(glBindBuffer)*
+# define PFNGLBUFFERDATAPROC typeof(glBufferData)*
+# define PFNGLDELETEBUFFERSPROC typeof(glDeleteBuffers)*
+#if defined(__APPLE__) && USE_OPENGL_ES
+# import <CoreFoundation/CoreFoundation.h>
#endif
-#ifndef GL_CLAMP_TO_EDGE
-# define GL_CLAMP_TO_EDGE 0x812F
#endif
#if USE_OPENGL_ES
+# 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[] = {
float left;
float bottom;
float right;
+
+ float tex_width;
+ float tex_height;
} gl_region_t;
struct vout_display_opengl_t {
+
vlc_gl_t *gl;
video_format_t fmt;
picture_pool_t *pool;
- GLuint program;
+ /* index 0 for normal and 1 for subtitle overlay */
+ GLuint program[2];
+ GLint shader[3]; //3. is for the common vertex shader
int local_count;
- GLfloat local_value[16][4];
+ GLfloat local_value[16];
+
+ GLuint vertex_buffer_object;
+ GLuint texture_buffer_object[PICTURE_PLANE_MAX];
+
+ GLuint *subpicture_buffer_object;
+ int subpicture_buffer_object_count;
+
+ /* Shader variables commands*/
+#ifdef SUPPORTS_SHADERS
+ PFNGLGETUNIFORMLOCATIONPROC GetUniformLocation;
+ PFNGLGETATTRIBLOCATIONPROC GetAttribLocation;
+ PFNGLVERTEXATTRIBPOINTERPROC VertexAttribPointer;
+ PFNGLENABLEVERTEXATTRIBARRAYPROC EnableVertexAttribArray;
+
+ PFNGLUNIFORMMATRIX4FVPROC UniformMatrix4fv;
+ PFNGLUNIFORM4FVPROC Uniform4fv;
+ PFNGLUNIFORM4FPROC Uniform4f;
+ PFNGLUNIFORM1IPROC Uniform1i;
+
+ /* Shader command */
+ PFNGLCREATESHADERPROC CreateShader;
+ PFNGLSHADERSOURCEPROC ShaderSource;
+ PFNGLCOMPILESHADERPROC CompileShader;
+ PFNGLDELETESHADERPROC DeleteShader;
+
+ PFNGLCREATEPROGRAMPROC CreateProgram;
+ PFNGLLINKPROGRAMPROC LinkProgram;
+ PFNGLUSEPROGRAMPROC UseProgram;
+ PFNGLDELETEPROGRAMPROC DeleteProgram;
+
+ PFNGLATTACHSHADERPROC AttachShader;
+
+ /* Shader log commands */
+ PFNGLGETPROGRAMIVPROC GetProgramiv;
+ PFNGLGETPROGRAMINFOLOGPROC GetProgramInfoLog;
+ PFNGLGETSHADERIVPROC GetShaderiv;
+ PFNGLGETSHADERINFOLOGPROC GetShaderInfoLog;
+
+ PFNGLGENBUFFERSPROC GenBuffers;
+ PFNGLBINDBUFFERPROC BindBuffer;
+ PFNGLBUFFERDATAPROC BufferData;
+ PFNGLDELETEBUFFERSPROC DeleteBuffers;
+#endif
+
+#if defined(_WIN32)
+ PFNGLACTIVETEXTUREPROC ActiveTexture;
+ PFNGLCLIENTACTIVETEXTUREPROC ClientActiveTexture;
+#endif
- /* fragment_program */
- PFNGLGENPROGRAMSARBPROC GenProgramsARB;
- PFNGLBINDPROGRAMARBPROC BindProgramARB;
- PFNGLPROGRAMSTRINGARBPROC ProgramStringARB;
- PFNGLDELETEPROGRAMSARBPROC DeleteProgramsARB;
- PFNGLPROGRAMLOCALPARAMETER4FVARBPROC ProgramLocalParameter4fvARB;
/* multitexture */
bool use_multitexture;
- PFNGLACTIVETEXTUREPROC ActiveTexture;
- PFNGLCLIENTACTIVETEXTUREPROC ClientActiveTexture;
+
+ /* 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)
return ((align >> 1) == size) ? size : align;
}
+#if !USE_OPENGL_ES
static bool IsLuminance16Supported(int target)
{
GLuint texture;
return size == 16;
}
+#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
+ "varying vec4 TexCoord0,TexCoord1, TexCoord2;"
+ "attribute vec4 MultiTexCoord0,MultiTexCoord1,MultiTexCoord2;"
+ "attribute vec2 VertexPosition;"
+ "uniform mat4 RotationMatrix;"
+ "void main() {"
+ " TexCoord0 = MultiTexCoord0;"
+ " TexCoord1 = MultiTexCoord1;"
+ " TexCoord2 = MultiTexCoord2;"
+ " gl_Position = RotationMatrix * vec4(VertexPosition, 0.0, 1.0);"
+ "}";
+
+ *shader = vgl->CreateShader(GL_VERTEX_SHADER);
+ vgl->ShaderSource(*shader, 1, &vertexShader, NULL);
+ vgl->CompileShader(*shader);
+}
+
+static void BuildYUVFragmentShader(vout_display_opengl_t *vgl,
+ GLint *shader,
+ int *local_count,
+ GLfloat *local_value,
+ const video_format_t *fmt,
+ float yuv_range_correction)
+
+{
+ /* [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[12] = {
+ 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[12] = {
+ 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) = fmt->i_height > 576 ? matrix_bt709_tv2full
+ : matrix_bt601_tv2full;
+
+ /* Basic linear YUV -> RGB conversion using bilinear interpolation */
+ const char *template_glsl_yuv =
+ "#version " GLSL_VERSION "\n"
+ PRECISION
+ "uniform sampler2D Texture0;"
+ "uniform sampler2D Texture1;"
+ "uniform sampler2D Texture2;"
+ "uniform vec4 Coefficient[4];"
+ "varying vec4 TexCoord0,TexCoord1,TexCoord2;"
+
+ "void main(void) {"
+ " vec4 x,y,z,result;"
+ " x = texture2D(Texture0, TexCoord0.st);"
+ " %c = texture2D(Texture1, TexCoord1.st);"
+ " %c = texture2D(Texture2, TexCoord2.st);"
+
+ " result = x * Coefficient[0] + Coefficient[3];"
+ " result = (y * Coefficient[1]) + result;"
+ " result = (z * Coefficient[2]) + result;"
+ " gl_FragColor = result;"
+ "}";
+ bool swap_uv = fmt->i_chroma == VLC_CODEC_YV12 ||
+ fmt->i_chroma == VLC_CODEC_YV9;
+
+ char *code;
+ if (asprintf(&code, template_glsl_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;
+ /* We place coefficient values for coefficient[4] in one array from matrix values.
+ Notice that we fill values from top down instead of left to right.*/
+ for (int j = 0; j < 4; j++)
+ local_value[*local_count + i*4+j] = j < 3 ? correction * matrix[j*4+i]
+ : 0.0 ;
+ }
+ (*local_count) += 4;
+
+
+ *shader = vgl->CreateShader(GL_FRAGMENT_SHADER);
+ vgl->ShaderSource(*shader, 1, (const char **)&code, NULL);
+ vgl->CompileShader(*shader);
+
+ 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
+ "uniform sampler2D Texture[3];"
+ "varying vec4 TexCoord0,TexCoord1,TexCoord2;"
+ "void main()"
+ "{ "
+ " gl_FragColor = texture2D(Texture[0], TexCoord0.st);"
+ "}";
+ *shader = vgl->CreateShader(GL_FRAGMENT_SHADER);
+ vgl->ShaderSource(*shader, 1, &code, NULL);
+ vgl->CompileShader(*shader);
+}
+#endif
+
+static void BuildRGBAFragmentShader(vout_display_opengl_t *vgl,
+ GLint *shader)
+{
+ // Simple shader for RGBA
+ const char *code =
+ "#version " GLSL_VERSION "\n"
+ PRECISION
+ "uniform sampler2D Texture;"
+ "uniform vec4 FillColor;"
+ "varying vec4 TexCoord0;"
+ "void main()"
+ "{ "
+ " gl_FragColor = texture2D(Texture, TexCoord0.st) * FillColor;"
+ "}";
+ *shader = vgl->CreateShader(GL_FRAGMENT_SHADER);
+ vgl->ShaderSource(*shader, 1, &code, NULL);
+ 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,
return NULL;
}
- const char *extensions = (const char *)glGetString(GL_EXTENSIONS);
+ if (vgl->gl->getProcAddress == NULL) {
+ fprintf(stderr, "getProcAddress not implemented, bailing out\n");
+ free(vgl);
+ return NULL;
+ }
- /* Load extensions */
- bool supports_fp = false;
- 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");
+ const char *extensions = (const char *)glGetString(GL_EXTENSIONS);
+#if !USE_OPENGL_ES
+ const unsigned char *ogl_version = glGetString(GL_VERSION);
+ bool supports_shaders = strverscmp((const char *)ogl_version, "2.0") >= 0;
#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->ProgramLocalParameter4fvARB;
- }
+ bool supports_shaders = false;
+#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->UniformMatrix4fv = glUniformMatrix4fv;
+ vgl->Uniform4fv = glUniform4fv;
+ vgl->Uniform4f = glUniform4f;
+ vgl->Uniform1i = glUniform1i;
+
+ vgl->CreateProgram = glCreateProgram;
+ vgl->LinkProgram = glLinkProgram;
+ vgl->UseProgram = glUseProgram;
+ vgl->DeleteProgram = glDeleteProgram;
+
+ vgl->GenBuffers = glGenBuffers;
+ vgl->BindBuffer = glBindBuffer;
+ vgl->BufferData = glBufferData;
+ vgl->DeleteBuffers = glDeleteBuffers;
+
+ 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");
+ vgl->AttachShader = (PFNGLATTACHSHADERPROC)vlc_gl_GetProcAddress(vgl->gl, "glAttachShader");
+
+ vgl->GetProgramiv = (PFNGLGETPROGRAMIVPROC)vlc_gl_GetProcAddress(vgl->gl, "glGetProgramiv");
+ vgl->GetShaderiv = (PFNGLGETSHADERIVPROC)vlc_gl_GetProcAddress(vgl->gl, "glGetShaderiv");
+ vgl->GetProgramInfoLog = (PFNGLGETPROGRAMINFOLOGPROC)vlc_gl_GetProcAddress(vgl->gl, "glGetProgramInfoLog");
+ vgl->GetShaderInfoLog = (PFNGLGETSHADERINFOLOGPROC)vlc_gl_GetProcAddress(vgl->gl, "glGetShaderInfoLog");
+
+ vgl->DeleteShader = (PFNGLDELETESHADERPROC)vlc_gl_GetProcAddress(vgl->gl, "glDeleteShader");
+
+ vgl->GetUniformLocation = (PFNGLGETUNIFORMLOCATIONPROC)vlc_gl_GetProcAddress(vgl->gl, "glGetUniformLocation");
+ vgl->GetAttribLocation = (PFNGLGETATTRIBLOCATIONPROC)vlc_gl_GetProcAddress(vgl->gl, "glGetAttribLocation");
+ vgl->VertexAttribPointer= (PFNGLVERTEXATTRIBPOINTERPROC)vlc_gl_GetProcAddress(vgl->gl, "glVertexAttribPointer");
+ vgl->EnableVertexAttribArray = (PFNGLENABLEVERTEXATTRIBARRAYPROC)vlc_gl_GetProcAddress(vgl->gl, "glEnableVertexAttribArray");
+ vgl->UniformMatrix4fv = (PFNGLUNIFORMMATRIX4FVPROC)vlc_gl_GetProcAddress(vgl->gl,"glUniformMatrix4fv");
+ vgl->Uniform4fv = (PFNGLUNIFORM4FVPROC)vlc_gl_GetProcAddress(vgl->gl,"glUniform4fv");
+ vgl->Uniform4f = (PFNGLUNIFORM4FPROC)vlc_gl_GetProcAddress(vgl->gl,"glUniform4f");
+ vgl->Uniform1i = (PFNGLUNIFORM1IPROC)vlc_gl_GetProcAddress(vgl->gl,"glUniform1i");
+
+ vgl->CreateProgram = (PFNGLCREATEPROGRAMPROC)vlc_gl_GetProcAddress(vgl->gl, "glCreateProgram");
+ vgl->LinkProgram = (PFNGLLINKPROGRAMPROC)vlc_gl_GetProcAddress(vgl->gl, "glLinkProgram");
+ vgl->UseProgram = (PFNGLUSEPROGRAMPROC)vlc_gl_GetProcAddress(vgl->gl, "glUseProgram");
+ vgl->DeleteProgram = (PFNGLDELETEPROGRAMPROC)vlc_gl_GetProcAddress(vgl->gl, "glDeleteProgram");
+
+ vgl->GenBuffers = (PFNGLGENBUFFERSPROC)vlc_gl_GetProcAddress(vgl->gl, "glGenBuffers");
+ vgl->BindBuffer = (PFNGLBINDBUFFERPROC)vlc_gl_GetProcAddress(vgl->gl, "glBindBuffer");
+ vgl->BufferData = (PFNGLBUFFERDATAPROC)vlc_gl_GetProcAddress(vgl->gl, "glBufferData");
+ vgl->DeleteBuffers = (PFNGLDELETEBUFFERSPROC)vlc_gl_GetProcAddress(vgl->gl, "glDeleteBuffers");
+
+ 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
- bool supports_multitexture = false;
GLint max_texture_units = 0;
- if (HasExtension(extensions, "GL_ARB_multitexture")) {
-#if !defined(MACOS_OPENGL)
- vgl->ActiveTexture = (PFNGLACTIVETEXTUREPROC)vlc_gl_GetProcAddress(vgl->gl, "glActiveTexture");
- vgl->ClientActiveTexture = (PFNGLCLIENTACTIVETEXTUREPROC)vlc_gl_GetProcAddress(vgl->gl, "glClientActiveTexture");
-#else
- vgl->ActiveTexture = glActiveTexture;
- vgl->ClientActiveTexture = glClientActiveTexture;
+ 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
- supports_multitexture = vgl->ActiveTexture &&
- vgl->ClientActiveTexture;
- if (supports_multitexture)
- glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &max_texture_units);
- }
/* Initialize with default chroma */
vgl->fmt = *fmt;
-#if USE_OPENGL_ES
- vgl->fmt.i_chroma = VLC_CODEC_RGB16;
-# if defined(WORDS_BIGENDIAN)
- vgl->fmt.i_rmask = 0x001f;
- vgl->fmt.i_gmask = 0x07e0;
- vgl->fmt.i_bmask = 0xf800;
-# else
- vgl->fmt.i_rmask = 0xf800;
- vgl->fmt.i_gmask = 0x07e0;
- vgl->fmt.i_bmask = 0x001f;
-# 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;
-#else
vgl->fmt.i_chroma = VLC_CODEC_RGB32;
# if defined(WORDS_BIGENDIAN)
vgl->fmt.i_rmask = 0xff000000;
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;
+ bool need_fs_xyz = false;
+ bool need_fs_rgba = USE_OPENGL_ES == 2;
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)) {
+
+ 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);
vgl->tex_type = GL_UNSIGNED_BYTE;
yuv_range_correction = 1.0;
break;
+#if !USE_OPENGL_ES
} else if (dsc && dsc->plane_count == 3 && dsc->pixel_size == 2 &&
IsLuminance16Supported(vgl->tex_target)) {
need_fs_yuv = true;
vgl->tex_type = GL_UNSIGNED_SHORT;
yuv_range_correction = (float)((1 << 16) - 1) / ((1 << dsc->pixel_bits) - 1);
break;
+#endif
}
list++;
}
}
-#if (defined (__ppc__) || defined (__ppc64__) || defined (__powerpc__)) && defined (__APPLE__)
- /* This is a work-around for dated PowerPC-based Macs, which run OpenGL 1.3 only and don't
- * support the GL_ARB_fragment_program extension.
- * Affected devices are all Macs built between 2002 and 2005 with an ATI Radeon 7500,
- * an ATI Radeon 9200 or a NVIDIA GeForceFX 5200 Ultra. */
- else
- {
- vgl->tex_format = GL_YCBCR_422_APPLE;
- vgl->tex_type = GL_UNSIGNED_SHORT_8_8_APPLE;
- vgl->fmt.i_chroma = VLC_CODEC_YUYV;
- }
-#endif
+ 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;
- bool supports_npot = false;
-#if USE_OPENGL_ES == 2
- supports_npot = true;
-#else
- supports_npot |= HasExtension(extensions, "GL_APPLE_texture_2D_limited_npot") ||
- HasExtension(extensions, "GL_ARB_texture_non_power_of_two");
-#endif
-
/* Texture size */
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) {
+ int w = vgl->fmt.i_visible_width * vgl->chroma->p[j].w.num / vgl->chroma->p[j].w.den;
+ int h = vgl->fmt.i_visible_height * vgl->chroma->p[j].h.num / vgl->chroma->p[j].h.den;
+ if (vgl->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 */
+ } else {
vgl->tex_width[j] = GetAlignedSize(w);
vgl->tex_height[j] = GetAlignedSize(h);
}
}
- /* Build fragment program if needed */
- vgl->program = 0;
+ /* Build program if needed */
+ vgl->program[0] =
+ vgl->program[1] = 0;
+ vgl->shader[0] =
+ vgl->shader[1] =
+ vgl->shader[2] = -1;
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 (supports_shaders && (need_fs_yuv || need_fs_xyz|| need_fs_rgba)) {
+#ifdef SUPPORTS_SHADERS
+ if (need_fs_xyz)
+ BuildXYZFragmentShader(vgl, &vgl->shader[0]);
+ else
+ 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]);
+
+ /* Check shaders messages */
+ for (unsigned j = 0; j < 3; j++) {
+ int infoLength;
+ vgl->GetShaderiv(vgl->shader[j], GL_INFO_LOG_LENGTH, &infoLength);
+ if (infoLength <= 1)
+ continue;
+
+ char *infolog = malloc(infoLength);
+ int charsWritten;
+ vgl->GetShaderInfoLog(vgl->shader[j], infoLength, &charsWritten, infolog);
+ fprintf(stderr, "shader %d: %s\n", j, infolog);
+ free(infolog);
}
- 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,
- GL_PROGRAM_FORMAT_ASCII_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 0
- GLint position;
- glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &position);
- const char *msg = (const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB);
- fprintf(stderr, "GL_INVALID_OPERATION: error at %d: %s\n", position, msg);
-#endif
- vgl->DeleteProgramsARB(1, &vgl->program);
- vgl->program = 0;
+ vgl->program[0] = vgl->CreateProgram();
+ vgl->AttachShader(vgl->program[0], vgl->shader[0]);
+ vgl->AttachShader(vgl->program[0], vgl->shader[2]);
+ vgl->LinkProgram(vgl->program[0]);
+
+ vgl->program[1] = vgl->CreateProgram();
+ vgl->AttachShader(vgl->program[1], vgl->shader[1]);
+ vgl->AttachShader(vgl->program[1], vgl->shader[2]);
+ vgl->LinkProgram(vgl->program[1]);
+
+ /* Check program messages */
+ for (GLuint i = 0; i < 2; i++) {
+ int infoLength = 0;
+ vgl->GetProgramiv(vgl->program[i], GL_INFO_LOG_LENGTH, &infoLength);
+ if (infoLength <= 1)
+ continue;
+ char *infolog = malloc(infoLength);
+ int charsWritten;
+ vgl->GetProgramInfoLog(vgl->program[i], infoLength, &charsWritten, infolog);
+ fprintf(stderr, "shader program %d: %s\n", i, infolog);
+ free(infolog);
+
+ /* If there is some message, better to check linking is ok */
+ GLint link_status = GL_TRUE;
+ vgl->GetProgramiv(vgl->program[i], GL_LINK_STATUS, &link_status);
+ if (link_status == GL_FALSE) {
+ fprintf(stderr, "Unable to use program %d\n", i);
+ free(vgl);
+ return NULL;
}
- free(code);
}
+#else
+ (void)yuv_range_correction;
+#endif
}
/* */
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
+#ifdef SUPPORTS_SHADERS
+ vgl->GenBuffers(1, &vgl->vertex_buffer_object);
+ vgl->GenBuffers(vgl->chroma->plane_count, vgl->texture_buffer_object);
+
+ /* Initial number of allocated buffer objects for subpictures, will grow dynamically. */
+ int subpicture_buffer_object_count = 8;
+ vgl->subpicture_buffer_object = malloc(subpicture_buffer_object_count * sizeof(GLuint));
+ if (!vgl->subpicture_buffer_object) {
+ vlc_gl_Unlock(vgl->gl);
+ vout_display_opengl_Delete(vgl);
+ return NULL;
+ }
+ vgl->subpicture_buffer_object_count = subpicture_buffer_object_count;
+ vgl->GenBuffers(vgl->subpicture_buffer_object_count, vgl->subpicture_buffer_object);
+#endif
+
vlc_gl_Unlock(vgl->gl);
/* */
*fmt = vgl->fmt;
if (subpicture_chromas) {
- *subpicture_chromas = NULL;
-#if !USE_OPENGL_ES
- if (supports_npot)
- *subpicture_chromas = gl_subpicture_chromas;
-#endif
+ *subpicture_chromas = gl_subpicture_chromas;
}
return vgl;
}
{
/* */
if (!vlc_gl_Lock(vgl->gl)) {
-
glFinish();
glFlush();
for (int i = 0; i < VLCGL_TEXTURE_COUNT; i++)
}
free(vgl->region);
- if (vgl->program)
- vgl->DeleteProgramsARB(1, &vgl->program);
+#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]);
+ }
+ vgl->DeleteBuffers(1, &vgl->vertex_buffer_object);
+ vgl->DeleteBuffers(vgl->chroma->plane_count, vgl->texture_buffer_object);
+ if (vgl->subpicture_buffer_object_count > 0)
+ vgl->DeleteBuffers(vgl->subpicture_buffer_object_count, vgl->subpicture_buffer_object);
+ free(vgl->subpicture_buffer_object);
+#endif
+ free(vgl->texture_temp_buf);
vlc_gl_Unlock(vgl->gl);
}
if (vgl->pool)
/* Allocate our pictures */
picture_t *picture[VLCGL_PICTURE_MAX] = {NULL, };
- unsigned count = 0;
+ unsigned count;
for (count = 0; count < __MIN(VLCGL_PICTURE_MAX, requested_count); count++) {
picture[count] = picture_NewFromFormat(&vgl->fmt);
for (int i = 0; i < VLCGL_TEXTURE_COUNT; i++) {
glGenTextures(vgl->chroma->plane_count, vgl->texture[i]);
for (unsigned j = 0; j < vgl->chroma->plane_count; j++) {
- if (vgl->use_multitexture)
- vgl->ActiveTexture(GL_TEXTURE0 + j);
+ if (vgl->use_multitexture) {
+ glActiveTexture(GL_TEXTURE0 + j);
+ glClientActiveTexture(GL_TEXTURE0 + j);
+ }
glBindTexture(vgl->tex_target, vgl->texture[i][j]);
#if !USE_OPENGL_ES
return NULL;
}
-int vout_display_opengl_Prepare(vout_display_opengl_t *vgl,
- picture_t *picture, subpicture_t *subpicture)
+#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)
{
- /* On Win32/GLX, we do this the usual way:
- + Fill the buffer with new content,
- + Reload the texture,
- + Use the texture.
-
- On OS X with VRAM or AGP texturing, the order has to be:
- + Reload the texture,
- + Fill the buffer with new content,
- + Use the texture.
-
- (Thanks to gcc from the Arstechnica forums for the tip)
+ 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;
- Therefore on OSX, we have to use two buffers and textures and use a
- lock(/unlock) managed picture pool.
- */
+ 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)
+{
if (vlc_gl_Lock(vgl->gl))
return VLC_EGENERIC;
/* Update the texture */
for (unsigned j = 0; j < vgl->chroma->plane_count; j++) {
- if (vgl->use_multitexture)
- vgl->ActiveTexture(GL_TEXTURE0 + j);
+ if (vgl->use_multitexture) {
+ glActiveTexture(GL_TEXTURE0 + j);
+ 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;
vgl->region_count = count;
vgl->region = calloc(count, sizeof(*vgl->region));
- if (vgl->use_multitexture)
- vgl->ActiveTexture(GL_TEXTURE0 + 0);
+ if (vgl->use_multitexture) {
+ glActiveTexture(GL_TEXTURE0 + 0);
+ glClientActiveTexture(GL_TEXTURE0 + 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->type = GL_UNSIGNED_BYTE;
glr->width = r->fmt.i_visible_width;
glr->height = r->fmt.i_visible_height;
+ 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;
glr->top = -2.0 * (r->i_y ) / subpicture->i_original_picture_height + 1.0;
glr->bottom = -2.0 * (r->i_y + r->fmt.i_visible_height) / subpicture->i_original_picture_height + 1.0;
glr->texture = 0;
+ /* Try to recycle the textures allocated by the previous
+ call to this function. */
for (int j = 0; j < last_count; j++) {
if (last[j].texture &&
last[j].width == glr->width &&
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) {
+ /* A texture was successfully recycled, reuse it. */
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 {
+ /* Could not recycle a previous texture, generate a new one. */
glGenTextures(1, &glr->texture);
glBindTexture(GL_TEXTURE_2D, glr->texture);
+#if !USE_OPENGL_ES
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_PRIORITY, 1.0);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
+#endif
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]);
+ 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);
}
}
}
return VLC_SUCCESS;
}
-int vout_display_opengl_Display(vout_display_opengl_t *vgl,
- const video_format_t *source)
-{
- if (vlc_gl_Lock(vgl->gl))
- return VLC_EGENERIC;
+static const GLfloat identity[] = {
+ 1.0f, 0.0f, 0.0f, 0.0f,
+ 0.0f, 1.0f, 0.0f, 0.0f,
+ 0.0f, 0.0f, 1.0f, 0.0f,
+ 0.0f, 0.0f, 0.0f, 1.0f
+};
- /* glTexCoord works differently with GL_TEXTURE_2D and
- GL_TEXTURE_RECTANGLE_EXT */
- 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];
+static void orientationTransformMatrix(GLfloat matrix[static 16], video_orientation_t orientation) {
- } 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;
- }
+ memcpy(matrix, identity, sizeof(identity));
+ const int k_cos_pi = -1;
+ const int k_cos_pi_2 = 0;
+ const int k_cos_n_pi_2 = 0;
- /* Why drawing here and not in Render()? Because this way, the
- OpenGL providers can call vout_display_opengl_Display to force redraw.i
- Currently, the OS X provider uses it to get a smooth window resizing */
+ const int k_sin_pi = 0;
+ const int k_sin_pi_2 = 1;
+ const int k_sin_n_pi_2 = -1;
- glClear(GL_COLOR_BUFFER_BIT);
+ bool rotate = false;
+ int cos = 0, sin = 0;
- if (vgl->program) {
- glEnable(GL_FRAGMENT_PROGRAM_ARB);
- 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);
+ switch (orientation) {
+
+ case ORIENT_ROTATED_90:
+ cos = k_cos_pi_2;
+ sin = k_sin_pi_2;
+ rotate = true;
+ break;
+ case ORIENT_ROTATED_180:
+ cos = k_cos_pi;
+ sin = k_sin_pi;
+ rotate = true;
+ break;
+ case ORIENT_ROTATED_270:
+ cos = k_cos_n_pi_2;
+ sin = k_sin_n_pi_2;
+ rotate = true;
+ break;
+ case ORIENT_HFLIPPED:
+ matrix[0 * 4 + 0] = -1;
+ break;
+ case ORIENT_VFLIPPED:
+ matrix[1 * 4 + 1] = -1;
+ break;
+ case ORIENT_TRANSPOSED:
+ matrix[0 * 4 + 0] = 0;
+ matrix[0 * 4 + 1] = -1;
+ matrix[1 * 4 + 0] = -1;
+ matrix[1 * 4 + 1] = 0;
+ break;
+ case ORIENT_ANTI_TRANSPOSED:
+ matrix[0 * 4 + 0] = 0;
+ matrix[0 * 4 + 1] = 1;
+ matrix[1 * 4 + 0] = 1;
+ matrix[1 * 4 + 1] = 0;
+ break;
+ default:
+ break;
}
-#if USE_OPENGL_ES
+ if (rotate) {
+
+ matrix[0 * 4 + 0] = cos;
+ matrix[0 * 4 + 1] = -sin;
+ matrix[1 * 4 + 0] = sin;
+ matrix[1 * 4 + 1] = cos;
+ }
+}
+
+#ifdef SUPPORTS_FIXED_PIPELINE
+static void DrawWithoutShaders(vout_display_opengl_t *vgl,
+ float *left, float *top, float *right, float *bottom)
+{
static const GLfloat vertexCoord[] = {
-1.0f, -1.0f,
1.0f, -1.0f,
1.0f, 1.0f,
};
- const GLfloat textureCoord[8] = {
+ const GLfloat textureCoord[] = {
left[0], bottom[0],
right[0], bottom[0],
left[0], top[0],
right[0], top[0]
};
+ GLfloat transformMatrix[16];
+ orientationTransformMatrix(transformMatrix, vgl->fmt.orientation);
+
+ glPushMatrix();
+ glMatrixMode(GL_MODELVIEW);
+ glLoadMatrixf(transformMatrix);
+
+ glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
+ glEnable(vgl->tex_target);
+ glActiveTexture(GL_TEXTURE0 + 0);
+ glClientActiveTexture(GL_TEXTURE0 + 0);
+
+ glBindTexture(vgl->tex_target, vgl->texture[0][0]);
+
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
- glVertexPointer(2, GL_FLOAT, 0, vertexCoord);
+
glTexCoordPointer(2, GL_FLOAT, 0, textureCoord);
+ glVertexPointer(2, GL_FLOAT, 0, vertexCoord);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
glDisable(vgl->tex_target);
-#else
- const GLfloat vertexCoord[] = {
- -1.0, 1.0,
+ glPopMatrix();
+
+}
+#endif
+
+#ifdef SUPPORTS_SHADERS
+static void DrawWithShaders(vout_display_opengl_t *vgl,
+ float *left, float *top, float *right, float *bottom,
+ int program)
+{
+ 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,
-1.0, -1.0,
- 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],
+ GLfloat transformMatrix[16];
+ orientationTransformMatrix(transformMatrix, vgl->fmt.orientation);
+
+ for (unsigned j = 0; j < vgl->chroma->plane_count; j++) {
+ const GLfloat textureCoord[] = {
+ left[j], top[j],
+ left[j], bottom[j],
right[j], top[j],
right[j], bottom[j],
};
- vgl->ActiveTexture( GL_TEXTURE0+j);
- vgl->ClientActiveTexture( GL_TEXTURE0+j);
- glEnableClientState(GL_TEXTURE_COORD_ARRAY);
+ glActiveTexture(GL_TEXTURE0+j);
+ glClientActiveTexture(GL_TEXTURE0+j);
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->ActiveTexture( GL_TEXTURE0+j);
- vgl->ClientActiveTexture( GL_TEXTURE0+j);
- glDisableClientState(GL_TEXTURE_COORD_ARRAY);
+ vgl->BindBuffer(GL_ARRAY_BUFFER, vgl->texture_buffer_object[j]);
+ vgl->BufferData(GL_ARRAY_BUFFER, sizeof(textureCoord), textureCoord, GL_STATIC_DRAW);
+
+ char attribute[20];
+ snprintf(attribute, sizeof(attribute), "MultiTexCoord%1d", j);
+ vgl->EnableVertexAttribArray(vgl->GetAttribLocation(vgl->program[program], attribute));
+ vgl->VertexAttribPointer(vgl->GetAttribLocation(vgl->program[program], attribute), 2, GL_FLOAT, 0, 0, 0);
}
+ glActiveTexture(GL_TEXTURE0 + 0);
+ glClientActiveTexture(GL_TEXTURE0 + 0);
+ vgl->BindBuffer(GL_ARRAY_BUFFER, vgl->vertex_buffer_object);
+ vgl->BufferData(GL_ARRAY_BUFFER, sizeof(vertexCoord), vertexCoord, GL_STATIC_DRAW);
+ vgl->EnableVertexAttribArray(vgl->GetAttribLocation(vgl->program[program], "VertexPosition"));
+ vgl->VertexAttribPointer(vgl->GetAttribLocation(vgl->program[program], "VertexPosition"), 2, GL_FLOAT, 0, 0, 0);
+ vgl->UniformMatrix4fv(vgl->GetUniformLocation(vgl->program[program], "RotationMatrix"), 1, GL_FALSE, transformMatrix);
+
+ glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
+}
+#endif
+
+int vout_display_opengl_Display(vout_display_opengl_t *vgl,
+ const video_format_t *source)
+{
+ if (vlc_gl_Lock(vgl->gl))
+ return VLC_EGENERIC;
+
+ /* Why drawing here and not in Render()? Because this way, the
+ OpenGL providers can call vout_display_opengl_Display to force redraw.i
+ Currently, the OS X provider uses it to get a smooth window resizing */
+ glClear(GL_COLOR_BUFFER_BIT);
+
+ /* Draw the picture */
+ 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++) {
+ /* glTexCoord works differently with GL_TEXTURE_2D and
+ GL_TEXTURE_RECTANGLE_EXT */
+ 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;
+ }
+ /* Warning: if NPOT is not supported a larger texture is
+ allocated. This will cause right and bottom coordinates to
+ land on the edge of two texels with the texels to the
+ right/bottom uninitialized by the call to
+ glTexSubImage2D. This might cause a green line to appear on
+ the right/bottom of the display.
+ There are two possible solutions:
+ - Manually mirror the edges of the texture.
+ - Add a "-1" when computing right and bottom, however the
+ last row/column might not be displayed at all.
+ */
+ 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;
+ }
- if (vgl->program)
- glDisable(GL_FRAGMENT_PROGRAM_ARB);
+#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
- glDisable(vgl->tex_target);
+#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
+ }
- if (vgl->use_multitexture)
- vgl->ActiveTexture(GL_TEXTURE0 + 0);
+#ifdef SUPPORTS_FIXED_PIPELINE
glEnable(GL_TEXTURE_2D);
+#endif
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,
- };
+
+#ifdef SUPPORTS_SHADERS
+ /* We need two buffer objects for each region: for vertex and texture coordinates. */
+ if (2 * vgl->region_count > vgl->subpicture_buffer_object_count) {
+ if (vgl->subpicture_buffer_object_count > 0)
+ vgl->DeleteBuffers(vgl->subpicture_buffer_object_count, vgl->subpicture_buffer_object);
+ vgl->subpicture_buffer_object_count = 0;
+
+ int new_count = 2 * vgl->region_count;
+ vgl->subpicture_buffer_object = realloc_or_free(vgl->subpicture_buffer_object, new_count * sizeof(GLuint));
+ if (!vgl->subpicture_buffer_object) {
+ vlc_gl_Unlock(vgl->gl);
+ return VLC_ENOMEM;
+ }
+
+ vgl->subpicture_buffer_object_count = new_count;
+ vgl->GenBuffers(vgl->subpicture_buffer_object_count, vgl->subpicture_buffer_object);
+ }
+#endif
+
+ glActiveTexture(GL_TEXTURE0 + 0);
+ glClientActiveTexture(GL_TEXTURE0 + 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->left, glr->top,
+ glr->left, glr->bottom,
glr->right, glr->top,
- glr->right,glr->bottom,
+ glr->right, glr->bottom,
+ };
+ const GLfloat textureCoord[] = {
+ 0.0, 0.0,
+ 0.0, glr->tex_height,
+ glr->tex_width, 0.0,
+ glr->tex_width, glr->tex_height,
};
- 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);
+ if (vgl->program[1]) {
+#ifdef SUPPORTS_SHADERS
+ vgl->Uniform4f(vgl->GetUniformLocation(vgl->program[1], "FillColor"), 1.0f, 1.0f, 1.0f, glr->alpha);
+
+ vgl->BindBuffer(GL_ARRAY_BUFFER, vgl->subpicture_buffer_object[2 * i]);
+ vgl->BufferData(GL_ARRAY_BUFFER, sizeof(textureCoord), textureCoord, GL_STATIC_DRAW);
+ vgl->EnableVertexAttribArray(vgl->GetAttribLocation(vgl->program[1], "MultiTexCoord0"));
+ vgl->VertexAttribPointer(vgl->GetAttribLocation(vgl->program[1], "MultiTexCoord0"), 2, GL_FLOAT, 0, 0, 0);
+
+ vgl->BindBuffer(GL_ARRAY_BUFFER, vgl->subpicture_buffer_object[2 * i + 1]);
+ vgl->BufferData(GL_ARRAY_BUFFER, sizeof(vertexCoord), vertexCoord, GL_STATIC_DRAW);
+ vgl->EnableVertexAttribArray(vgl->GetAttribLocation(vgl->program[1], "VertexPosition"));
+ vgl->VertexAttribPointer(vgl->GetAttribLocation(vgl->program[1], "VertexPosition"), 2, GL_FLOAT, 0, 0, 0);
+
+ // Subpictures have the correct orientation:
+ vgl->UniformMatrix4fv(vgl->GetUniformLocation(vgl->program[1], "RotationMatrix"), 1, GL_FALSE, identity);
+#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
+ }
}
- glDisableClientState(GL_VERTEX_ARRAY);
glDisable(GL_BLEND);
+#ifdef SUPPORTS_FIXED_PIPELINE
glDisable(GL_TEXTURE_2D);
#endif
+ /* Display */
vlc_gl_Swap(vgl->gl);
vlc_gl_Unlock(vgl->gl);