/*****************************************************************************
* 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
# define GL_CLAMP_TO_EDGE 0x812F
#endif
-#ifdef __APPLE__
-# define PFNGLGENBUFFERSPROC typeof(glGenBuffers)*
-# define PFNGLBINDBUFFERPROC typeof(glBindBuffer)*
-# define PFNGLDELETEBUFFERSPROC typeof(glDeleteBuffers)*
-# define PFNGLBUFFERSUBDATAPROC typeof(glBufferSubData)*
-# define PFNGLBUFFERDATAPROC typeof(glBufferData)*
+#if USE_OPENGL_ES == 2 || defined(__APPLE__)
# define PFNGLGETPROGRAMIVPROC typeof(glGetProgramiv)*
# define PFNGLGETPROGRAMINFOLOGPROC typeof(glGetProgramInfoLog)*
# define PFNGLGETSHADERIVPROC typeof(glGetShaderiv)*
# define PFNGLENABLEVERTEXATTRIBARRAYPROC typeof(glEnableVertexAttribArray)*
# define PFNGLUNIFORM4FVPROC typeof(glUniform4fv)*
# define PFNGLUNIFORM4FPROC typeof(glUniform4f)*
-# define PFNGLUNIFORM3IPROC typeof(glUniform3i)*
# define PFNGLUNIFORM1IPROC typeof(glUniform1i)*
# define PFNGLCREATESHADERPROC typeof(glCreateShader)*
# define PFNGLSHADERSOURCEPROC typeof(glShaderSource)*
# define PFNGLCOMPILESHADERPROC typeof(glCompileShader)*
-# define PFNGLDETACHSHADERPROC typeof(glDetachShader)*
# define PFNGLDELETESHADERPROC typeof(glDeleteShader)*
# define PFNGLCREATEPROGRAMPROC typeof(glCreateProgram)*
# define PFNGLLINKPROGRAMPROC typeof(glLinkProgram)*
# 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
#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 {
int local_count;
GLfloat local_value[16];
- /* Buffer commands */
- PFNGLGENBUFFERSPROC GenBuffers;
- PFNGLBINDBUFFERPROC BindBuffer;
- PFNGLDELETEBUFFERSPROC DeleteBuffers;
- PFNGLBUFFERSUBDATAPROC BufferSubData;
-
- PFNGLBUFFERDATAPROC BufferData;
-
/* Shader variables commands*/
-
+#ifdef SUPPORTS_SHADERS
PFNGLGETUNIFORMLOCATIONPROC GetUniformLocation;
PFNGLGETATTRIBLOCATIONPROC GetAttribLocation;
PFNGLVERTEXATTRIBPOINTERPROC VertexAttribPointer;
PFNGLUNIFORM4FVPROC Uniform4fv;
PFNGLUNIFORM4FPROC Uniform4f;
- PFNGLUNIFORM3IPROC Uniform3i;
PFNGLUNIFORM1IPROC Uniform1i;
/* Shader command */
PFNGLCREATESHADERPROC CreateShader;
PFNGLSHADERSOURCEPROC ShaderSource;
PFNGLCOMPILESHADERPROC CompileShader;
- PFNGLDETACHSHADERPROC DetachShader;
PFNGLDELETESHADERPROC DeleteShader;
PFNGLCREATEPROGRAMPROC CreateProgram;
PFNGLGETPROGRAMINFOLOGPROC GetProgramInfoLog;
PFNGLGETSHADERIVPROC GetShaderiv;
PFNGLGETSHADERINFOLOGPROC GetShaderInfoLog;
+#endif
/* multitexture */
/* 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)
}
#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 vec4 VertexPosition;"
+ "void main() {"
+ " TexCoord0 = MultiTexCoord0;"
+ " TexCoord1 = MultiTexCoord1;"
+ " TexCoord2 = MultiTexCoord2;"
+ " gl_Position = VertexPosition;"
+ "}";
+
+ *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);
+}
+#endif
+
vout_display_opengl_t *vout_display_opengl_New(video_format_t *fmt,
const vlc_fourcc_t **subpicture_chromas,
vlc_gl_t *gl)
return NULL;
}
- if( vgl->gl->getProcAddress == NULL )
- {
+ if (vgl->gl->getProcAddress == NULL) {
fprintf(stderr, "getProcAddress not implemented, bailing out\n");
- free( vgl );
+ free(vgl);
return NULL;
}
bool supports_shaders = strverscmp((const char *)ogl_version, "2.0") >= 0;
#else
bool supports_shaders = false;
-#ifdef __APPLE__
- if( kCFCoreFoundationVersionNumber >= 786. )
- supports_shaders = true;
#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");
+ 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->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");
+
+ if (!vgl->CreateShader || !vgl->ShaderSource || !vgl->CreateProgram)
+ supports_shaders = false;
+#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 */
vgl->fmt = *fmt;
vgl->fmt.i_chroma = VLC_CODEC_RGB32;
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) && !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->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->BufferSubData = (PFNGLBUFFERSUBDATAPROC)vlc_gl_GetProcAddress(vgl->gl, "glBufferSubData");
- vgl->DeleteBuffers = (PFNGLDELETEBUFFERSPROC)vlc_gl_GetProcAddress(vgl->gl, "glDeleteBuffers");
-
- 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->DetachShader = (PFNGLDETACHSHADERPROC)vlc_gl_GetProcAddress(vgl->gl, "glDetachShader");
- 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->Uniform4fv = (PFNGLUNIFORM4FVPROC)vlc_gl_GetProcAddress(vgl->gl,"glUniform4fv");
- vgl->Uniform4f = (PFNGLUNIFORM4FPROC)vlc_gl_GetProcAddress(vgl->gl,"glUniform4f");
- vgl->Uniform3i = (PFNGLUNIFORM3IPROC)vlc_gl_GetProcAddress(vgl->gl,"glUniform3i");
- 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->chroma = vlc_fourcc_GetChromaDescription(vgl->fmt.i_chroma);
vgl->use_multitexture = vgl->chroma->plane_count > 1;
- vgl->supports_npot = HasExtension( extensions, "GL_ARB_texture_non_power_of_two" ) ||
- HasExtension( extensions, "GL_APPLE_texture_2D_limited_npot" );
-
- if( !vgl->CreateShader || !vgl->ShaderSource || !vgl->CreateProgram )
- {
- fprintf(stderr, "Looks like you don't have all the opengl we need. Driver is %s, giving up\n", glGetString(GL_VERSION));
- free( vgl );
- return NULL;
- }
-
/* 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( vgl->supports_npot )
- {
+ if (vgl->supports_npot) {
vgl->tex_width[j] = w;
vgl->tex_height[j] = h;
} else {
}
}
- /* Build fragment program if needed */
- vgl->program[0] = 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;
- vgl->shader[0] = vgl->shader[1] = vgl->shader[2] = -1;
- if (supports_shaders) {
- char *code = NULL;
-
- /* [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 120\n"
- "uniform sampler2D Texture[3];"
- "uniform vec4 coefficient[4];"
- "varying vec4 TexCoord0,TexCoord1,TexCoord2;"
-
- "void main(void) {"
- " vec4 x,y,z,result;"
- " x = texture2D(Texture[0], TexCoord0.st);"
- " %c = texture2D(Texture[1], TexCoord1.st);"
- " %c = texture2D(Texture[2], TexCoord2.st);"
-
- " result = x * coefficient[0] + coefficient[3];"
- " result = (y * coefficient[1]) + result;"
- " result = (z * coefficient[2]) + result;"
- " gl_FragColor = result;"
- "}";
- bool swap_uv = vgl->fmt.i_chroma == VLC_CODEC_YV12 ||
- vgl->fmt.i_chroma == VLC_CODEC_YV9;
- 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++ )
- vgl->local_value[vgl->local_count + i*4+j] = j < 3 ? correction * matrix[j*4+i] : 0.0 ;
- }
- vgl->local_count += 4;
-
- // Basic vertex shader that we use in both cases
- const char *vertexShader =
- "#version 120\n"
- "varying vec4 TexCoord0,TexCoord1, TexCoord2;"
- "attribute vec4 MultiTexCoord0,MultiTexCoord1,MultiTexCoord2;"
- "attribute vec4 vertex_position;"
- "void main() {"
- " TexCoord0 = MultiTexCoord0;"
- " TexCoord1 = MultiTexCoord1;"
- " TexCoord2 = MultiTexCoord2;"
- " gl_Position = vertex_position; }";
-
- // Dummy shader for text overlay
- const char *helloShader =
- "#version 120\n"
- "uniform sampler2D Texture[3];"
- "uniform vec4 fillColor;"
- "varying vec4 TexCoord0,TexCoord1,TexCoord2;"
- "void main()"
- "{ "
- " gl_FragColor = texture2D(Texture[0], TexCoord0.st)*fillColor;}";
-
- vgl->shader[2] = vgl->CreateShader( GL_VERTEX_SHADER );
- vgl->ShaderSource( vgl->shader[2], 1, (const GLchar **)&vertexShader, NULL);
- vgl->CompileShader( vgl->shader[2] );
-
- /* Create 'dummy' shader that handles subpicture overlay for now*/
- vgl->shader[1] = vgl->CreateShader( GL_FRAGMENT_SHADER );
- vgl->ShaderSource( vgl->shader[1], 1, &helloShader, NULL);
- vgl->CompileShader( vgl->shader[1] );
- 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] );
-
- // Create shader from code
- vgl->shader[0] = vgl->CreateShader( GL_FRAGMENT_SHADER );
- vgl->program[0] = vgl->CreateProgram();
- if( need_fs_yuv )
- {
- vgl->ShaderSource( vgl->shader[0], 1, (const GLchar **)&code, NULL );
- vgl->CompileShader( vgl->shader[0]);
- vgl->AttachShader( vgl->program[0], vgl->shader[0] );
- } else {
- /* Use simpler shader if we don't need to to yuv -> rgb,
- for example when input is allready rgb (.bmp image).*/
- vgl->AttachShader( vgl->program[0], vgl->shader[1] );
- }
- vgl->AttachShader( vgl->program[0], vgl->shader[2]);
-
- vgl->LinkProgram( vgl->program[0] );
-
- free(code);
- for( GLuint i = 0; i < 2; i++ )
- {
- int infoLength = 0;
- int charsWritten = 0;
- char *infolog;
- vgl->GetProgramiv( vgl->program[i], GL_INFO_LOG_LENGTH, &infoLength );
- if( infoLength > 1 )
- {
- /* 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 );
-
- infolog = (char *)malloc(infoLength);
- vgl->GetProgramInfoLog( vgl->program[i], infoLength, &charsWritten, infolog );
- fprintf(stderr, "shader program %d:%s %d\n",i,infolog,infoLength);
- free(infolog);
-
- /* Check shaders messages too */
- for( GLuint j = 0; j < 2; j++ )
- {
- vgl->GetShaderiv( vgl->shader[j], GL_INFO_LOG_LENGTH, &infoLength );
- if( infoLength > 1 )
- {
- infolog = (char *)malloc(infoLength);
- vgl->GetShaderInfoLog( vgl->shader[j], infoLength, &charsWritten, infolog );
- fprintf(stderr, "shader %d: %s\n",j,infolog );
- free( infolog );
- }
- }
-
- if( link_status == GL_FALSE )
- {
- fprintf( stderr, "Unable to use program %d\n", i );
- free( vgl );
- return NULL;
- }
- }
+ 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);
+ 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);
+ }
+
+ 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;
}
+ }
+#else
+ (void)yuv_range_correction;
+#endif
}
/* */
{
/* */
if (!vlc_gl_Lock(vgl->gl)) {
-
glFinish();
glFlush();
for (int i = 0; i < VLCGL_TEXTURE_COUNT; i++)
}
free(vgl->region);
- 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] );
+#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)
/* 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)
- {
+ if (vgl->use_multitexture) {
glActiveTexture(GL_TEXTURE0 + j);
glClientActiveTexture(GL_TEXTURE0 + j);
}
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)
- {
+ 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)
- {
+ if (vgl->use_multitexture) {
glActiveTexture(GL_TEXTURE0 + 0);
glClientActiveTexture(GL_TEXTURE0 + 0);
}
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 );
+ 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 */
- 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);
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;
}
-static void draw_without_shaders( vout_display_opengl_t *vgl, float *left, float *top, float *right, float *bottom )
+#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,
};
- const GLfloat textureCoord[8] = {
+ const GLfloat textureCoord[] = {
left[0], bottom[0],
right[0], bottom[0],
left[0], top[0],
right[0], top[0]
};
- for (unsigned j = 0; j < vgl->chroma->plane_count; j++) {
- glActiveTexture( GL_TEXTURE0 + j );
- glClientActiveTexture( GL_TEXTURE0 + j );
-
- glEnableClientState(GL_VERTEX_ARRAY);
- glEnableClientState(GL_TEXTURE_COORD_ARRAY);
+ glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
+ glEnable(vgl->tex_target);
+ glActiveTexture(GL_TEXTURE0 + 0);
+ glClientActiveTexture(GL_TEXTURE0 + 0);
- glEnable(vgl->tex_target);
+ glBindTexture(vgl->tex_target, vgl->texture[0][0]);
- glBindTexture(vgl->tex_target, vgl->texture[0][j]);
- glTexCoordPointer(2, GL_FLOAT, 0, textureCoord);
- }
- glActiveTexture( GL_TEXTURE0 );
- glClientActiveTexture( GL_TEXTURE0 );
+ glEnableClientState(GL_VERTEX_ARRAY);
+ glEnableClientState(GL_TEXTURE_COORD_ARRAY);
+ glTexCoordPointer(2, GL_FLOAT, 0, textureCoord);
glVertexPointer(2, GL_FLOAT, 0, vertexCoord);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
- for (unsigned j = 0; j < vgl->chroma->plane_count; j++) {
- glActiveTexture( GL_TEXTURE0 + j );
- glClientActiveTexture( GL_TEXTURE0 + j );
- glDisable(vgl->tex_target);
- glDisableClientState(GL_TEXTURE_COORD_ARRAY);
- glDisableClientState(GL_VERTEX_ARRAY);
- }
- glActiveTexture( GL_TEXTURE0 );
- glClientActiveTexture( GL_TEXTURE0 );
+ glDisableClientState(GL_TEXTURE_COORD_ARRAY);
+ glDisableClientState(GL_VERTEX_ARRAY);
+ glDisable(vgl->tex_target);
}
+#endif
-static void draw_with_shaders( vout_display_opengl_t *vgl, float *left, float *top, float *right, float *bottom )
+#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) {
+ 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);
+ }
- const GLfloat vertexCoord[] = {
- -1.0, 1.0,
+ 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++)
- {
- char *attribute = NULL;
- const GLfloat texCoord[] = {
- left[j], top[j],
- left[j], bottom[j],
+ 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],
};
- glActiveTexture( GL_TEXTURE0+j);
- glClientActiveTexture( GL_TEXTURE0+j);
- glEnable(vgl->tex_target);
+ glActiveTexture(GL_TEXTURE0+j);
+ glClientActiveTexture(GL_TEXTURE0+j);
glBindTexture(vgl->tex_target, vgl->texture[0][j]);
- if(asprintf( &attribute, "MultiTexCoord%1d", j ) == -1 )
- return;
- vgl->EnableVertexAttribArray( vgl->GetAttribLocation(vgl->program[0], attribute ) );
- vgl->VertexAttribPointer( vgl->GetAttribLocation( vgl->program[0], attribute ), 2, GL_FLOAT, 0, 0, texCoord);
- free( attribute );
- attribute = NULL;
+ 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, textureCoord);
}
glActiveTexture(GL_TEXTURE0 + 0);
glClientActiveTexture(GL_TEXTURE0 + 0);
- vgl->EnableVertexAttribArray( vgl->GetAttribLocation( vgl->program[0], "vertex_position"));
- vgl->VertexAttribPointer( vgl->GetAttribLocation( vgl->program[0], "vertex_position"), 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);
+ 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;
- /* glTexCoord works differently with GL_TEXTURE_2D and
- GL_TEXTURE_RECTANGLE_EXT */
+ /* 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];
bottom[j] = (source->i_y_offset + source->i_visible_height) * scale_h;
}
-
- /* 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);
-
-
- if( vgl->program[0] )
+#ifdef SUPPORTS_SHADERS
+ 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
{
- vgl->UseProgram(vgl->program[0]);
- vgl->Uniform4fv( vgl->GetUniformLocation( vgl->program[0], "coefficient" ), 4, vgl->local_value);
- vgl->Uniform1i( vgl->GetUniformLocation( vgl->program[0], "Texture[0]" ), 0);
- vgl->Uniform1i( vgl->GetUniformLocation( vgl->program[0], "Texture[1]" ), 1);
- vgl->Uniform1i( vgl->GetUniformLocation( vgl->program[0], "Texture[2]" ), 2);
- draw_with_shaders( vgl, left, top ,right, bottom );
+#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]" ), 0);
- } else {
- draw_without_shaders( vgl, left, top, right, bottom );
+ vgl->Uniform1i(vgl->GetUniformLocation(vgl->program[1], "Texture"), 0);
+#endif
}
- glActiveTexture(GL_TEXTURE0 + 0);
- glClientActiveTexture(GL_TEXTURE0 + 0);
+#ifdef SUPPORTS_FIXED_PIPELINE
glEnable(GL_TEXTURE_2D);
+#endif
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ 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,
};
- 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[0] )
- {
- 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], "vertex_position"));
- vgl->VertexAttribPointer( vgl->GetAttribLocation( vgl->program[1], "vertex_position"), 2, GL_FLOAT, 0, 0, vertexCoord);
- }
- else
- {
+ 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);
- glColor4f( 1.0f, 1.0f, 1.0f, glr->alpha );
- glEnable(GL_TEXTURE_COORD_ARRAY);
- glEnable(GL_VERTEX_ARRAY);
- glTexCoordPointer(2, GL_FLOAT, 0, textureCoord);
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 );
+ glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
- if( !vgl->program[0] )
- {
+ 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);
vlc_gl_Unlock(vgl->gl);