float left;
float bottom;
float right;
+
+ float tex_width;
+ float tex_height;
} gl_region_t;
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)
vgl->tex_type = GL_UNSIGNED_BYTE;
/* Use YUV if possible and needed */
bool need_fs_yuv = 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)) {
vgl->shader[1] =
vgl->shader[2] = -1;
vgl->local_count = 0;
- if (supports_shaders && need_fs_yuv) {
+ if (supports_shaders && (need_fs_yuv || need_fs_rgba)) {
#ifdef SUPPORTS_SHADERS
BuildYUVFragmentShader(vgl, &vgl->shader[0], &vgl->local_count,
vgl->local_value, fmt, yuv_range_correction);
return NULL;
}
}
+#else
+ (void)yuv_range_correction;
#endif
}
}
#endif
+ free(vgl->texture_temp_buf);
vlc_gl_Unlock(vgl->gl);
}
if (vgl->pool)
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)
{
}
glBindTexture(vgl->tex_target, vgl->texture[0][j]);
-#ifndef GL_UNPACK_ROW_LENGTH
- if ( (picture->p[j].i_pitch / picture->p[j].i_pixel_pitch) != (unsigned int)
- ( picture->format.i_visible_width * vgl->chroma->p[j].w.num / vgl->chroma->p[j].w.den ) )
- {
- uint8_t *new_plane = malloc( picture->format.i_visible_width * vgl->fmt.i_visible_height * vgl->chroma->p[j].w.num * vgl->chroma->p[j].h.num / (vgl->chroma->p[j].h.den * vgl->chroma->p[j].w.den ) );
- uint8_t *destination = new_plane;
- const uint8_t *source = picture->p[j].p_pixels;
-
- for( unsigned height = 0; height < (vgl->fmt.i_visible_height * vgl->chroma->p[j].h.num / vgl->chroma->p[j].h.den) ; height++ )
- {
- memcpy( destination, source, picture->format.i_visible_width * vgl->chroma->p[j].w.num / vgl->chroma->p[j].w.den );
- source += picture->p[j].i_pitch / picture->p[j].i_pixel_pitch;
- destination += picture->format.i_visible_width * vgl->chroma->p[j].w.num / vgl->chroma->p[j].w.den;
- }
- glTexSubImage2D( vgl->tex_target, 0,
- 0, 0,
- picture->format.i_visible_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, new_plane );
- free( new_plane );
- } else {
-#else
- glPixelStorei(GL_UNPACK_ROW_LENGTH, picture->p[j].i_pitch / picture->p[j].i_pixel_pitch);
-#endif
- 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);
-#ifndef GL_UNPACK_ROW_LENGTH
- }
-#endif
+ 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;
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;
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 */
-#ifdef GL_UNPACK_ROW_LENGTH
- glPixelStorei(GL_UNPACK_ROW_LENGTH, r->p_picture->p->i_pitch / r->p_picture->p->i_pixel_pitch);
-#endif
- 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);
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 */
-#ifdef GL_UNPACK_ROW_LENGTH
- glPixelStorei(GL_UNPACK_ROW_LENGTH, r->p_picture->p->i_pitch / r->p_picture->p->i_pixel_pitch);
-#endif
- 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);
}
}
}
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);
#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) {
+ 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 {
+ 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,
};
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);
}
}
#ifdef SUPPORTS_SHADERS
- if (vgl->program[0])
- DrawWithShaders(vgl, left, top ,right, bottom);
+ if (vgl->program[0] && vgl->chroma->plane_count == 3)
+ 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
{
#endif
}
+#ifdef SUPPORTS_FIXED_PIPELINE
glEnable(GL_TEXTURE_2D);
+#endif
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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);
}
}
glDisable(GL_BLEND);
+#ifdef SUPPORTS_FIXED_PIPELINE
glDisable(GL_TEXTURE_2D);
+#endif
/* Display */
vlc_gl_Swap(vgl->gl);