#include <vlc_picture_pool.h>
#include <vlc_subpicture.h>
#include <vlc_opengl.h>
+#include <vlc_memory.h>
#include "opengl.h"
GLuint vertex_buffer_object;
GLuint texture_buffer_object[PICTURE_PLANE_MAX];
+ GLuint *subpicture_buffer_object;
+ int subpicture_buffer_object_count;
+
/* Shader variables commands*/
#ifdef SUPPORTS_SHADERS
PFNGLGETUNIFORMLOCATIONPROC GetUniformLocation;
code = NULL;
for (int i = 0; i < 4; i++) {
- float correction = i < 3 ? yuv_range_correction : 1.0;
+ float correction = i < 3 ? yuv_range_correction : 1.f;
/* 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 ;
+ : 0.f;
}
(*local_count) += 4;
#ifdef SUPPORTS_SHADERS
vgl->GenBuffers(1, &vgl->vertex_buffer_object);
vgl->GenBuffers(vgl->chroma->plane_count, vgl->texture_buffer_object);
+
+ /* Initial number of allocated buffer objects for subpictures, will grow dynamically. */
+ int subpicture_buffer_object_count = 8;
+ vgl->subpicture_buffer_object = malloc(subpicture_buffer_object_count * sizeof(GLuint));
+ if (!vgl->subpicture_buffer_object) {
+ vlc_gl_Unlock(vgl->gl);
+ vout_display_opengl_Delete(vgl);
+ return NULL;
+ }
+ vgl->subpicture_buffer_object_count = subpicture_buffer_object_count;
+ vgl->GenBuffers(vgl->subpicture_buffer_object_count, vgl->subpicture_buffer_object);
#endif
vlc_gl_Unlock(vgl->gl);
}
vgl->DeleteBuffers(1, &vgl->vertex_buffer_object);
vgl->DeleteBuffers(vgl->chroma->plane_count, vgl->texture_buffer_object);
+ if (vgl->subpicture_buffer_object_count > 0)
+ vgl->DeleteBuffers(vgl->subpicture_buffer_object_count, vgl->subpicture_buffer_object);
+ free(vgl->subpicture_buffer_object);
#endif
free(vgl->texture_temp_buf);
return NULL;
/* Wrap the pictures into a pool */
- picture_pool_configuration_t cfg;
- memset(&cfg, 0, sizeof(cfg));
- cfg.picture_count = count;
- cfg.picture = picture;
- vgl->pool = picture_pool_NewExtended(&cfg);
+ vgl->pool = picture_pool_New(count, picture);
if (!vgl->pool)
goto error;
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+#ifdef SUPPORTS_SHADERS
+ /* We need two buffer objects for each region: for vertex and texture coordinates. */
+ if (2 * vgl->region_count > vgl->subpicture_buffer_object_count) {
+ if (vgl->subpicture_buffer_object_count > 0)
+ vgl->DeleteBuffers(vgl->subpicture_buffer_object_count, vgl->subpicture_buffer_object);
+ vgl->subpicture_buffer_object_count = 0;
+
+ int new_count = 2 * vgl->region_count;
+ vgl->subpicture_buffer_object = realloc_or_free(vgl->subpicture_buffer_object, new_count * sizeof(GLuint));
+ if (!vgl->subpicture_buffer_object) {
+ vlc_gl_Unlock(vgl->gl);
+ return VLC_ENOMEM;
+ }
+
+ vgl->subpicture_buffer_object_count = new_count;
+ vgl->GenBuffers(vgl->subpicture_buffer_object_count, vgl->subpicture_buffer_object);
+ }
+#endif
+
glActiveTexture(GL_TEXTURE0 + 0);
glClientActiveTexture(GL_TEXTURE0 + 0);
for (int i = 0; i < vgl->region_count; i++) {
if (vgl->program[1]) {
#ifdef SUPPORTS_SHADERS
vgl->Uniform4f(vgl->GetUniformLocation(vgl->program[1], "FillColor"), 1.0f, 1.0f, 1.0f, glr->alpha);
+
+ vgl->BindBuffer(GL_ARRAY_BUFFER, vgl->subpicture_buffer_object[2 * i]);
+ vgl->BufferData(GL_ARRAY_BUFFER, sizeof(textureCoord), textureCoord, GL_STATIC_DRAW);
vgl->EnableVertexAttribArray(vgl->GetAttribLocation(vgl->program[1], "MultiTexCoord0"));
- vgl->VertexAttribPointer(vgl->GetAttribLocation(vgl->program[1], "MultiTexCoord0"), 2, GL_FLOAT, 0, 0, textureCoord);
+ vgl->VertexAttribPointer(vgl->GetAttribLocation(vgl->program[1], "MultiTexCoord0"), 2, GL_FLOAT, 0, 0, 0);
+
+ vgl->BindBuffer(GL_ARRAY_BUFFER, vgl->subpicture_buffer_object[2 * i + 1]);
+ vgl->BufferData(GL_ARRAY_BUFFER, sizeof(vertexCoord), vertexCoord, GL_STATIC_DRAW);
vgl->EnableVertexAttribArray(vgl->GetAttribLocation(vgl->program[1], "VertexPosition"));
- vgl->VertexAttribPointer(vgl->GetAttribLocation(vgl->program[1], "VertexPosition"), 2, GL_FLOAT, 0, 0, vertexCoord);
+ vgl->VertexAttribPointer(vgl->GetAttribLocation(vgl->program[1], "VertexPosition"), 2, GL_FLOAT, 0, 0, 0);
+
// Subpictures have the correct orientation:
vgl->UniformMatrix4fv(vgl->GetUniformLocation(vgl->program[1], "RotationMatrix"), 1, GL_FALSE, identity);
#endif