]> git.sesse.net Git - vlc/blobdiff - modules/video_output/opengl.c
skins2: fix documentation error
[vlc] / modules / video_output / opengl.c
index 9ccfeae6095433aac414013dac2e8a8b2166c097..735c591e428b85ded60c7eb5a86e5f7b59ae1813 100644 (file)
@@ -1,28 +1,29 @@
 /*****************************************************************************
  * opengl.c: OpenGL and OpenGL ES output common code
  *****************************************************************************
- * Copyright (C) 2004 the VideoLAN team
- * Copyright (C) 2009 Laurent Aimar
+ * 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_common.h>
 #include <vlc_picture_pool.h>
+#include <vlc_subpicture.h>
 #include <vlc_opengl.h>
 
 #include "opengl.h"
-// Define USE_OPENGL_ES to the GL ES Version you want to select
-
-#if !defined (__APPLE__)
-# if USE_OPENGL_ES == 2
-#  include <GLES2/gl2ext.h>
-# elif USE_OPENGL_ES == 1
-#  include <GLES/glext.h>
-//# else
-//# include <GL/glext.h>
-# endif
-#else
-# if USE_OPENGL_ES == 2
-#  include <OpenGLES/ES2/gl.h>
-# elif USE_OPENGL_ES == 1
-#  include <OpenGLES/ES1/gl.h>
-# else
-#  define MACOS_OPENGL
-#  include <OpenGL/glext.h>
-# endif
-#endif
 
-/* RV16 */
-#ifndef GL_UNSIGNED_SHORT_5_6_5
-# define GL_UNSIGNED_SHORT_5_6_5 0x8363
-#endif
 #ifndef GL_CLAMP_TO_EDGE
 # define GL_CLAMP_TO_EDGE 0x812F
 #endif
 
+#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 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)*
+#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
-#elif defined(MACOS_OPENGL)
-#   define VLCGL_TEXTURE_COUNT 2
-#   define VLCGL_PICTURE_MAX 2
+#   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[] = {
+    VLC_CODEC_RGBA,
+    0
+};
+
+typedef struct {
+    GLuint   texture;
+    unsigned format;
+    unsigned type;
+    unsigned width;
+    unsigned height;
+
+    float    alpha;
+
+    float    top;
+    float    left;
+    float    bottom;
+    float    right;
+
+    float    tex_width;
+    float    tex_height;
+} gl_region_t;
+
 struct vout_display_opengl_t {
+
     vlc_gl_t   *gl;
 
     video_format_t fmt;
@@ -81,6 +119,7 @@ struct vout_display_opengl_t {
 
     int        tex_target;
     int        tex_format;
+    int        tex_internal;
     int        tex_type;
 
     int        tex_width[PICTURE_PLANE_MAX];
@@ -88,19 +127,58 @@ struct vout_display_opengl_t {
 
     GLuint     texture[VLCGL_TEXTURE_COUNT][PICTURE_PLANE_MAX];
 
+    int         region_count;
+    gl_region_t *region;
+
+
     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];
+
+    /* Shader variables commands*/
+#ifdef SUPPORTS_SHADERS
+    PFNGLGETUNIFORMLOCATIONPROC      GetUniformLocation;
+    PFNGLGETATTRIBLOCATIONPROC       GetAttribLocation;
+    PFNGLVERTEXATTRIBPOINTERPROC     VertexAttribPointer;
+    PFNGLENABLEVERTEXATTRIBARRAYPROC EnableVertexAttribArray;
+
+    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;
+#endif
 
-    /* fragment_program */
-    void (*GenProgramsARB)(GLuint, GLuint *);
-    void (*BindProgramARB)(GLuint, GLuint);
-    void (*ProgramStringARB)(GLuint, GLuint, GLint, const GLbyte *);
-    void (*DeleteProgramsARB)(GLuint, GLuint *);
 
     /* multitexture */
-    void (*ActiveTextureARB)(GLuint);
-    void (*MultiTexCoord2fARB)(GLenum, GLfloat, GLfloat);
+    bool use_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)
@@ -110,7 +188,162 @@ static inline int GetAlignedSize(unsigned size)
     return ((align >> 1) == size) ? size : align;
 }
 
+#if !USE_OPENGL_ES
+static bool IsLuminance16Supported(int target)
+{
+    GLuint texture;
+
+    glGenTextures(1, &texture);
+    glBindTexture(target, texture);
+    glTexImage2D(target, 0, GL_LUMINANCE16,
+                 64, 64, 0, GL_LUMINANCE, GL_UNSIGNED_SHORT, NULL);
+    GLint size = 0;
+    glGetTexLevelParameteriv(target, 0, GL_TEXTURE_LUMINANCE_SIZE, &size);
+
+    glDeleteTextures(1, &texture);
+
+    return size == 16;
+}
+#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)
 {
     vout_display_opengl_t *vgl = calloc(1, sizeof(*vgl));
@@ -123,58 +356,99 @@ vout_display_opengl_t *vout_display_opengl_New(video_format_t *fmt,
         return NULL;
     }
 
-    const char *extensions = (const char *)glGetString(GL_EXTENSIONS);
-    if (!extensions)
-        extensions = "";
-
-    /* Load extensions */
-    bool supports_fp = false;
-    if (strstr(extensions, "GL_ARB_fragment_program")) {
-        vgl->GenProgramsARB    = (void (*)(GLuint, GLuint *))vlc_gl_GetProcAddress(vgl->gl, "glGenProgramsARB");
-        vgl->BindProgramARB    = (void (*)(GLuint, GLuint))vlc_gl_GetProcAddress(vgl->gl, "glBindProgramARB");
-        vgl->ProgramStringARB  = (void (*)(GLuint, GLuint, GLint, const GLbyte *))vlc_gl_GetProcAddress(vgl->gl, "glProgramStringARB");
-        vgl->DeleteProgramsARB = (void (*)(GLuint, GLuint *))vlc_gl_GetProcAddress(vgl->gl, "glDeleteProgramsARB");
-
-        supports_fp = vgl->GenProgramsARB &&
-                      vgl->BindProgramARB &&
-                      vgl->ProgramStringARB &&
-                      vgl->DeleteProgramsARB;
+    if (vgl->gl->getProcAddress == NULL) {
+        fprintf(stderr, "getProcAddress not implemented, bailing out\n");
+        free(vgl);
+        return NULL;
     }
-    bool supports_multitexture = false;
-    if (strstr(extensions, "GL_ARB_multitexture")) {
-        vgl->ActiveTextureARB   = (void (*)(GLuint))vlc_gl_GetProcAddress(vgl->gl, "glActiveTextureARB");
-        vgl->MultiTexCoord2fARB = (void (*)(GLenum, GLfloat, GLfloat))vlc_gl_GetProcAddress(vgl->gl, "glMultiTexCoord2fARB");
 
-        supports_multitexture = vgl->ActiveTextureARB &&
-                                vgl->MultiTexCoord2fARB;
-    }
+    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
+    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->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;
-#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_type     = GL_UNSIGNED_SHORT_5_6_5;
-#elif defined(MACOS_OPENGL)
-#   if defined(WORDS_BIGENDIAN)
-    vgl->fmt.i_chroma = VLC_CODEC_YUYV;
-#   else
-    vgl->fmt.i_chroma = VLC_CODEC_UYVY;
-#   endif
-    vgl->tex_target   = GL_TEXTURE_RECTANGLE_EXT;
-    vgl->tex_format   = GL_YCBCR_422_APPLE;
-    vgl->tex_type     = GL_UNSIGNED_SHORT_8_8_APPLE;
-#else
     vgl->fmt.i_chroma = VLC_CODEC_RGB32;
 #   if defined(WORDS_BIGENDIAN)
     vgl->fmt.i_rmask  = 0xff000000;
@@ -187,12 +461,14 @@ vout_display_opengl_t *vout_display_opengl_New(video_format_t *fmt,
 #   endif
     vgl->tex_target   = GL_TEXTURE_2D;
     vgl->tex_format   = GL_RGBA;
+    vgl->tex_internal = GL_RGBA;
     vgl->tex_type     = GL_UNSIGNED_BYTE;
-#endif
     /* Use YUV if possible and needed */
     bool need_fs_yuv = false;
-    if (supports_fp && supports_multitexture &&
-        vlc_fourcc_IsYUV(fmt->i_chroma) && !vlc_fourcc_IsYUV(vgl->fmt.i_chroma)) {
+    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)) {
         const vlc_fourcc_t *list = vlc_fourcc_GetYUVFallback(fmt->i_chroma);
         while (*list) {
             const vlc_chroma_description_t *dsc = vlc_fourcc_GetChromaDescription(*list);
@@ -201,117 +477,105 @@ vout_display_opengl_t *vout_display_opengl_New(video_format_t *fmt,
                 vgl->fmt          = *fmt;
                 vgl->fmt.i_chroma = *list;
                 vgl->tex_format   = GL_LUMINANCE;
+                vgl->tex_internal = GL_LUMINANCE;
                 vgl->tex_type     = GL_UNSIGNED_BYTE;
+                yuv_range_correction = 1.0;
+                break;
+#if !USE_OPENGL_ES
+            } else if (dsc && dsc->plane_count == 3 && dsc->pixel_size == 2 &&
+                       IsLuminance16Supported(vgl->tex_target)) {
+                need_fs_yuv       = true;
+                vgl->fmt          = *fmt;
+                vgl->fmt.i_chroma = *list;
+                vgl->tex_format   = GL_LUMINANCE;
+                vgl->tex_internal = GL_LUMINANCE16;
+                vgl->tex_type     = GL_UNSIGNED_SHORT;
+                yuv_range_correction = (float)((1 << 16) - 1) / ((1 << dsc->pixel_bits) - 1);
                 break;
+#endif
             }
             list++;
         }
     }
 
     vgl->chroma = vlc_fourcc_GetChromaDescription(vgl->fmt.i_chroma);
+    vgl->use_multitexture = vgl->chroma->plane_count > 1;
 
-    bool supports_npot = false;
-#if USE_OPENGL_ES == 2
-    supports_npot = true;
-#elif defined(MACOS_OPENGL)
-    supports_npot = true;
-#else
-    supports_npot |= strstr(extensions, "GL_APPLE_texture_2D_limited_npot") != NULL ||
-                     strstr(extensions, "GL_ARB_texture_non_power_of_two");
-#endif
-
-    /* Texture size
-     * TODO calculate the size such that the pictures can be used as
-     * direct buffers
-     */
+    /* 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) {
+        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;
-    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] = {
-                { 1.1640,  0.0000,  1.4030, -0.7773 },
-                { 1.1640, -0.3440, -0.7140,  0.4580 },
-                { 1.1640,  1.7730,  0.0000, -0.9630 },
-            };
-            const float matrix_bt709_tv2full[3][4] = {
-                { 1.1640,  0.0000,  1.5701, -0.8612 },
-                { 1.1640, -0.1870, -0.4664,  0.2549 },
-                { 1.1640,  1.8556,  0.0000, -1.0045 },
-            };
-            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 muly   = { %f, %f, %f };"
-                "PARAM mulu   = { %f, %f, %f };"
-                "PARAM mulv   = { %f, %f, %f };"
-                "PARAM offset = { %f, %f, %f };"
-
-                "TEMP tmp;"
-                "MAD  tmp.rgb,          src.xxxx, muly, offset;"
-                "MAD  tmp.rgb,          src.yyyy, mulu, tmp;"
-                "MAD  result.color.rgb, src.zzzz, mulv, 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',
-                         matrix[0][0], matrix[1][0], matrix[2][0],
-                         matrix[0][1], matrix[1][1], matrix[2][1],
-                         matrix[0][2], matrix[1][2], matrix[2][2],
-                         matrix[0][3], matrix[1][3], matrix[2][3]) < 0)
-                code = NULL;
+    /* 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_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);
         }
-        if (code) {
-            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
     }
 
     /* */
@@ -329,9 +593,14 @@ vout_display_opengl_t *vout_display_opengl_New(video_format_t *fmt,
         for (int j = 0; j < PICTURE_PLANE_MAX; j++)
             vgl->texture[i][j] = 0;
     }
+    vgl->region_count = 0;
+    vgl->region = NULL;
     vgl->pool = NULL;
 
     *fmt = vgl->fmt;
+    if (subpicture_chromas) {
+        *subpicture_chromas = gl_subpicture_chromas;
+    }
     return vgl;
 }
 
@@ -339,15 +608,26 @@ void vout_display_opengl_Delete(vout_display_opengl_t *vgl)
 {
     /* */
     if (!vlc_gl_Lock(vgl->gl)) {
-
         glFinish();
         glFlush();
         for (int i = 0; i < VLCGL_TEXTURE_COUNT; i++)
             glDeleteTextures(vgl->chroma->plane_count, vgl->texture[i]);
+        for (int i = 0; i < vgl->region_count; i++) {
+            if (vgl->region[i].texture)
+                glDeleteTextures(1, &vgl->region[i].texture);
+        }
+        free(vgl->region);
+
+#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
 
-        if (vgl->program)
-            vgl->DeleteProgramsARB(1, &vgl->program);
-
+        free(vgl->texture_temp_buf);
         vlc_gl_Unlock(vgl->gl);
     }
     if (vgl->pool)
@@ -355,41 +635,6 @@ void vout_display_opengl_Delete(vout_display_opengl_t *vgl)
     free(vgl);
 }
 
-#ifdef MACOS_OPENGL
-struct picture_sys_t {
-    vout_display_opengl_t *vgl;
-    GLuint *texture;
-};
-
-/* Small helper */
-static inline GLuint PictureGetTexture(picture_t *picture)
-{
-    return *picture->p_sys->texture;
-}
-
-static int PictureLock(picture_t *picture)
-{
-    if (!picture->p_sys)
-        return VLC_SUCCESS;
-
-    vout_display_opengl_t *vgl = picture->p_sys->vgl;
-    if (!vlc_gl_Lock(vgl->gl)) {
-        glBindTexture(vgl->tex_target, PictureGetTexture(picture));
-        glTexSubImage2D(vgl->tex_target, 0,
-                        0, 0, vgl->fmt.i_width, vgl->fmt.i_height,
-                        vgl->tex_format, vgl->tex_type, picture->p[0].p_pixels);
-
-        vlc_gl_Unlock(vgl->gl);
-    }
-    return VLC_SUCCESS;
-}
-
-static void PictureUnlock(picture_t *picture)
-{
-    VLC_UNUSED(picture);
-}
-#endif
-
 picture_pool_t *vout_display_opengl_GetPool(vout_display_opengl_t *vgl, unsigned requested_count)
 {
     if (vgl->pool)
@@ -397,20 +642,12 @@ picture_pool_t *vout_display_opengl_GetPool(vout_display_opengl_t *vgl, unsigned
 
     /* 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);
         if (!picture[count])
             break;
-
-#ifdef MACOS_OPENGL
-        picture_sys_t *sys = picture[count]->p_sys = malloc(sizeof(*sys));
-        if (sys) {
-            sys->vgl = vgl;
-            sys->texture = vgl->texture[count];
-        }
-#endif
     }
     if (count <= 0)
         return NULL;
@@ -420,10 +657,6 @@ picture_pool_t *vout_display_opengl_GetPool(vout_display_opengl_t *vgl, unsigned
     memset(&cfg, 0, sizeof(cfg));
     cfg.picture_count = count;
     cfg.picture       = picture;
-#ifdef MACOS_OPENGL
-    cfg.lock          = PictureLock;
-    cfg.unlock        = PictureUnlock;
-#endif
     vgl->pool = picture_pool_NewExtended(&cfg);
     if (!vgl->pool)
         goto error;
@@ -435,8 +668,10 @@ picture_pool_t *vout_display_opengl_GetPool(vout_display_opengl_t *vgl, unsigned
     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->chroma->plane_count > 1)
-                vgl->ActiveTextureARB(GL_TEXTURE0_ARB + 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
@@ -450,26 +685,9 @@ picture_pool_t *vout_display_opengl_GetPool(vout_display_opengl_t *vgl, unsigned
             glTexParameteri(vgl->tex_target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
             glTexParameteri(vgl->tex_target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
 
-#ifdef MACOS_OPENGL
-            /* Tell the driver not to make a copy of the texture but to use
-               our buffer */
-            glEnable(GL_UNPACK_CLIENT_STORAGE_APPLE);
-            glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
-
-#if 0
-            /* Use VRAM texturing */
-            glTexParameteri(vgl->tex_target, GL_TEXTURE_STORAGE_HINT_APPLE,
-                             GL_STORAGE_CACHED_APPLE);
-#else
-            /* Use AGP texturing */
-            glTexParameteri(vgl->tex_target, GL_TEXTURE_STORAGE_HINT_APPLE,
-                             GL_STORAGE_SHARED_APPLE);
-#endif
-#endif
-
             /* Call glTexImage2D only once, and use glTexSubImage2D later */
             glTexImage2D(vgl->tex_target, 0,
-                         vgl->tex_format, vgl->tex_width[j], vgl->tex_height[j],
+                         vgl->tex_internal, vgl->tex_width[j], vgl->tex_height[j],
                          0, vgl->tex_format, vgl->tex_type, NULL);
         }
     }
@@ -480,68 +698,293 @@ picture_pool_t *vout_display_opengl_GetPool(vout_display_opengl_t *vgl, unsigned
 
 error:
     for (unsigned i = 0; i < count; i++)
-        picture_Delete(picture[i]);
+        picture_Release(picture[i]);
     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;
 
-#ifdef MACOS_OPENGL
-    /* Bind to the texture for drawing */
-    glBindTexture(vgl->tex_target, PictureGetTexture(picture));
-#else
     /* Update the texture */
     for (unsigned j = 0; j < vgl->chroma->plane_count; j++) {
-        if (vgl->chroma->plane_count > 1)
-            vgl->ActiveTextureARB(GL_TEXTURE0_ARB + 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);
+        if (vgl->use_multitexture) {
+            glActiveTexture(GL_TEXTURE0 + j);
+            glClientActiveTexture(GL_TEXTURE0 + j);
+        }
+        glBindTexture(vgl->tex_target, vgl->texture[0][j]);
+
+        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;
+    gl_region_t *last = vgl->region;
+
+    vgl->region_count = 0;
+    vgl->region       = NULL;
+
+    if (subpicture) {
+
+        int count = 0;
+        for (subpicture_region_t *r = subpicture->p_region; r; r = r->p_next)
+            count++;
+
+        vgl->region_count = count;
+        vgl->region       = calloc(count, sizeof(*vgl->region));
+
+        if (vgl->use_multitexture) {
+            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->format = GL_RGBA;
+            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->right  =  2.0 * (r->i_x + r->fmt.i_visible_width ) / subpicture->i_original_picture_width  - 1.0;
+            glr->bottom = -2.0 * (r->i_y + r->fmt.i_visible_height) / subpicture->i_original_picture_height + 1.0;
+
+            glr->texture = 0;
+            for (int j = 0; j < last_count; j++) {
+                if (last[j].texture &&
+                    last[j].width  == glr->width &&
+                    last[j].height == glr->height &&
+                    last[j].format == glr->format &&
+                    last[j].type   == glr->type) {
+                    glr->texture = last[j].texture;
+                    memset(&last[j], 0, sizeof(last[j]));
+                    break;
+                }
+            }
+
+            const int pixels_offset = r->fmt.i_y_offset * r->p_picture->p->i_pitch +
+                                      r->fmt.i_x_offset * r->p_picture->p->i_pixel_pitch;
+            if (glr->texture) {
+                glBindTexture(GL_TEXTURE_2D, glr->texture);
+                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);
+#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);
+                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);
+            }
+        }
+    }
+    for (int i = 0; i < last_count; i++) {
+        if (last[i].texture)
+            glDeleteTextures(1, &last[i].texture);
+    }
+    free(last);
 
     vlc_gl_Unlock(vgl->gl);
     VLC_UNUSED(subpicture);
     return VLC_SUCCESS;
 }
 
+#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,
+         1.0f,  1.0f,
+    };
+
+    const GLfloat textureCoord[] = {
+        left[0],  bottom[0],
+        right[0], bottom[0],
+        left[0],  top[0],
+        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);
+
+    glBindTexture(vgl->tex_target, vgl->texture[0][0]);
+
+    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);
+
+    glDisableClientState(GL_TEXTURE_COORD_ARRAY);
+    glDisableClientState(GL_VERTEX_ARRAY);
+    glDisable(vgl->tex_target);
+}
+#endif
+
+#ifdef SUPPORTS_SHADERS
+static void DrawWithShaders(vout_display_opengl_t *vgl,
+                            float *left, float *top, float *right, float *bottom,
+                            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);
+    }
+
+    static const GLfloat vertexCoord[] = {
+        -1.0,  1.0,
+        -1.0, -1.0,
+         1.0,  1.0,
+         1.0, -1.0,
+    };
+
+    for (unsigned j = 0; j < vgl->chroma->plane_count; j++) {
+        const GLfloat 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);
+        glBindTexture(vgl->tex_target, vgl->texture[0][j]);
+
+        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[program], "VertexPosition"));
+    vgl->VertexAttribPointer(vgl->GetAttribLocation(vgl->program[program], "VertexPosition"), 2, GL_FLOAT, 0, 0, vertexCoord);
+
+    glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
+}
+#endif
+
 int vout_display_opengl_Display(vout_display_opengl_t *vgl,
                                 const video_format_t *source)
 {
     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];
@@ -556,70 +999,85 @@ int vout_display_opengl_Display(vout_display_opengl_t *vgl,
         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)
-        glEnable(GL_FRAGMENT_PROGRAM_ARB);
+#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
-        glEnable(vgl->tex_target);
-
-#if USE_OPENGL_ES
-    static const GLfloat vertexCoord[] = {
-        -1.0f, -1.0f,
-         1.0f, -1.0f,
-        -1.0f,  1.0f,
-         1.0f,  1.0f,
-    };
-
-    const GLfloat textureCoord[8] = {
-        left[0],  bottom[0],
-        right[0], bottom[0],
-        left[0],  top[0],
-        right[0], top[0]
-    };
-
-    glEnableClientState(GL_VERTEX_ARRAY);
-    glEnableClientState(GL_TEXTURE_COORD_ARRAY);
-    glVertexPointer(2, GL_FLOAT, 0, vertexCoord);
-    glTexCoordPointer(2, GL_FLOAT, 0, textureCoord);
-
-    glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
-#else
-    glBegin(GL_POLYGON);
-
-    glTexCoord2f(left[0],  top[0]);
-    for (unsigned j = 1; j < vgl->chroma->plane_count; j++)
-        vgl->MultiTexCoord2fARB(GL_TEXTURE0_ARB + j, left[j], top[j]);
-    glVertex2f(-1.0,  1.0);
+#endif
+    {
+#ifdef SUPPORTS_FIXED_PIPELINE
+        DrawWithoutShaders(vgl, left, top, right, bottom);
+#endif
+    }
 
-    glTexCoord2f(right[0], top[0]);
-    for (unsigned j = 1; j < vgl->chroma->plane_count; j++)
-        vgl->MultiTexCoord2fARB(GL_TEXTURE0_ARB + j, right[j], top[j]);
-    glVertex2f( 1.0,  1.0);
+    /* 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
+    }
 
-    glTexCoord2f(right[0], bottom[0]);
-    for (unsigned j = 1; j < vgl->chroma->plane_count; j++)
-        vgl->MultiTexCoord2fARB(GL_TEXTURE0_ARB + j, right[j], bottom[j]);
-    glVertex2f( 1.0, -1.0);
+#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->right, glr->top,
+            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,
+        };
+
+        glBindTexture(GL_TEXTURE_2D, glr->texture);
+        if (vgl->program[1]) {
+#ifdef SUPPORTS_SHADERS
+            vgl->Uniform4f(vgl->GetUniformLocation(vgl->program[1], "FillColor"), 1.0f, 1.0f, 1.0f, glr->alpha);
+            vgl->EnableVertexAttribArray(vgl->GetAttribLocation(vgl->program[1], "MultiTexCoord0"));
+            vgl->VertexAttribPointer(vgl->GetAttribLocation(vgl->program[1], "MultiTexCoord0"), 2, GL_FLOAT, 0, 0, textureCoord);
+            vgl->EnableVertexAttribArray(vgl->GetAttribLocation(vgl->program[1], "VertexPosition"));
+            vgl->VertexAttribPointer(vgl->GetAttribLocation(vgl->program[1], "VertexPosition"), 2, GL_FLOAT, 0, 0, vertexCoord);
+#endif
+        } else {
+#ifdef SUPPORTS_FIXED_PIPELINE
+            glEnableClientState(GL_VERTEX_ARRAY);
+            glEnableClientState(GL_TEXTURE_COORD_ARRAY);
+            glColor4f(1.0f, 1.0f, 1.0f, glr->alpha);
+            glTexCoordPointer(2, GL_FLOAT, 0, textureCoord);
+            glVertexPointer(2, GL_FLOAT, 0, vertexCoord);
+#endif
+        }
 
-    glTexCoord2f(left[0],  bottom[0]);
-    for (unsigned j = 1; j < vgl->chroma->plane_count; j++)
-        vgl->MultiTexCoord2fARB(GL_TEXTURE0_ARB + j, left[j], bottom[j]);
-    glVertex2f(-1.0, -1.0);
+        glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
 
-    glEnd();
+        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
 
-    if (vgl->program)
-        glDisable(GL_FRAGMENT_PROGRAM_ARB);
-    else
-        glDisable(vgl->tex_target);
-
+    /* Display */
     vlc_gl_Swap(vgl->gl);
 
     vlc_gl_Unlock(vgl->gl);