# include "config.h"
#endif
-#include <errno.h> /* ENOMEM */
+#include <assert.h>
#include <vlc_common.h>
#include <vlc_plugin.h>
#include <vlc_vout.h>
-
-#ifdef __APPLE__
-#include <OpenGL/gl.h>
-#include <OpenGL/glext.h>
-
-/* On OS X, use GL_TEXTURE_RECTANGLE_EXT instead of GL_TEXTURE_2D.
- This allows sizes which are not powers of 2 */
-#define VLCGL_TARGET GL_TEXTURE_RECTANGLE_EXT
-
-/* OS X OpenGL supports YUV. Hehe. */
-#define VLCGL_FORMAT GL_YCBCR_422_APPLE
-#define VLCGL_TYPE GL_UNSIGNED_SHORT_8_8_APPLE
-#else
-
-#include <GL/gl.h>
-#define VLCGL_TARGET GL_TEXTURE_2D
-
-/* RV16 */
-#ifndef GL_UNSIGNED_SHORT_5_6_5
-#define GL_UNSIGNED_SHORT_5_6_5 0x8363
-#endif
-//#define VLCGL_RGB_FORMAT GL_RGB
-//#define VLCGL_RGB_TYPE GL_UNSIGNED_SHORT_5_6_5
-
-/* RV24 */
-//#define VLCGL_RGB_FORMAT GL_RGB
-//#define VLCGL_RGB_TYPE GL_UNSIGNED_BYTE
-
-/* RV32 */
-#define VLCGL_RGB_FORMAT GL_RGBA
-#define VLCGL_RGB_TYPE GL_UNSIGNED_BYTE
-
-/* YUY2 */
-#ifndef YCBCR_MESA
-#define YCBCR_MESA 0x8757
-#endif
-#ifndef UNSIGNED_SHORT_8_8_MESA
-#define UNSIGNED_SHORT_8_8_MESA 0x85BA
-#endif
-#define VLCGL_YUV_FORMAT YCBCR_MESA
-#define VLCGL_YUV_TYPE UNSIGNED_SHORT_8_8_MESA
-
-/* Use RGB on Win32/GLX */
-#define VLCGL_FORMAT VLCGL_RGB_FORMAT
-#define VLCGL_TYPE VLCGL_RGB_TYPE
-//#define VLCGL_FORMAT VLCGL_YUV_FORMAT
-//#define VLCGL_TYPE VLCGL_YUV_TYPE
-#endif
-
-#ifndef GL_CLAMP_TO_EDGE
-# define GL_CLAMP_TO_EDGE 0x812F
-#endif
+#include "opengl.h"
/*****************************************************************************
* Vout interface
static void DisplayVideo ( vout_thread_t *, picture_t * );
static int Control ( vout_thread_t *, int, va_list );
-static inline int GetAlignedSize( int );
-
-static int InitTextures ( vout_thread_t * );
static int SendEvents ( vlc_object_t *, char const *,
vlc_value_t, vlc_value_t, void * );
set_subcategory( SUBCAT_VIDEO_VOUT )
set_description( N_("OpenGL video output") )
#ifdef __APPLE__
- set_capability( "video output", 200 )
+ set_capability( "video output", 400 )
#else
set_capability( "video output", 20 )
#endif
add_shortcut( "opengl" )
/* Allow opengl provider plugin selection */
- add_string( "opengl-provider", "default", NULL, PROVIDER_TEXT,
- PROVIDER_LONGTEXT, true );
+ add_module( "opengl-provider", "opengl provider", NULL, NULL,
+ PROVIDER_TEXT, PROVIDER_LONGTEXT, true )
set_callbacks( CreateVout, DestroyVout )
vlc_module_end ()
struct vout_sys_t
{
vout_thread_t *p_vout;
+ vout_opengl_t gl;
+ vout_display_opengl_t vgl;
- uint8_t *pp_buffer[2];
- int i_index;
- int i_tex_width;
- int i_tex_height;
- GLuint p_textures[2];
+ picture_pool_t *p_pool;
+ picture_t *p_current;
};
/*****************************************************************************
if( p_sys == NULL )
return VLC_ENOMEM;
- p_sys->i_index = 0;
-#ifdef __APPLE__
- p_sys->i_tex_width = p_vout->fmt_in.i_width;
- p_sys->i_tex_height = p_vout->fmt_in.i_height;
-#else
- /* A texture must have a size aligned on a power of 2 */
- p_sys->i_tex_width = GetAlignedSize( p_vout->fmt_in.i_width );
- p_sys->i_tex_height = GetAlignedSize( p_vout->fmt_in.i_height );
-#endif
-
- msg_Dbg( p_vout, "Texture size: %dx%d", p_sys->i_tex_width,
- p_sys->i_tex_height );
-
/* Get window */
p_sys->p_vout =
(vout_thread_t *)vlc_object_create( p_this, sizeof( vout_thread_t ) );
p_sys->p_vout->render.i_aspect = p_vout->render.i_aspect;
p_sys->p_vout->fmt_render = p_vout->fmt_render;
p_sys->p_vout->fmt_in = p_vout->fmt_in;
- p_sys->p_vout->b_scale = p_vout->b_scale;
+ p_sys->p_vout->b_autoscale = p_vout->b_autoscale;
+ p_sys->p_vout->i_zoom = p_vout->i_zoom;
p_sys->p_vout->i_alignment = p_vout->i_alignment;
+ var_Create( p_sys->p_vout, "video-deco",
+ VLC_VAR_BOOL | VLC_VAR_DOINHERIT );
- psz = config_GetPsz( p_vout, "opengl-provider" );
+ /* Forward events from the opengl provider */
+ var_Create( p_sys->p_vout, "mouse-moved", VLC_VAR_COORDS );
+ var_Create( p_sys->p_vout, "mouse-clicked", VLC_VAR_COORDS );
+ var_Create( p_sys->p_vout, "mouse-button-down", VLC_VAR_INTEGER );
+ var_Create( p_sys->p_vout, "video-on-top",
+ VLC_VAR_BOOL | VLC_VAR_DOINHERIT );
+ var_Create( p_sys->p_vout, "autoscale",
+ VLC_VAR_BOOL | VLC_VAR_DOINHERIT );
+ var_Create( p_sys->p_vout, "scale",
+ VLC_VAR_FLOAT | VLC_VAR_DOINHERIT );
- msg_Dbg( p_vout, "requesting \"%s\" opengl provider",
- psz ? psz : "default" );
+ var_AddCallback( p_sys->p_vout, "mouse-moved", SendEvents, p_vout );
+ var_AddCallback( p_sys->p_vout, "mouse-clicked", SendEvents, p_vout );
+ var_AddCallback( p_sys->p_vout, "mouse-button-down", SendEvents, p_vout );
+ var_AddCallback( p_sys->p_vout, "video-on-top", SendEvents, p_vout );
+ var_AddCallback( p_vout, "autoscale", SendEvents, p_sys->p_vout );
+ var_AddCallback( p_vout, "scale", SendEvents, p_sys->p_vout );
+ psz = var_CreateGetString( p_vout, "opengl-provider" );
p_sys->p_vout->p_module =
module_need( p_sys->p_vout, "opengl provider", psz, false );
free( psz );
if( p_sys->p_vout->p_module == NULL )
{
msg_Warn( p_vout, "No OpenGL provider found" );
- vlc_object_detach( p_sys->p_vout );
+ /* no need for var_DelCallback here :-) */
vlc_object_release( p_sys->p_vout );
+ free( p_sys );
return VLC_ENOOBJ;
}
p_vout->pf_display = DisplayVideo;
p_vout->pf_control = Control;
- /* Forward events from the opengl provider */
- var_Create( p_sys->p_vout, "mouse-x", VLC_VAR_INTEGER );
- var_Create( p_sys->p_vout, "mouse-y", VLC_VAR_INTEGER );
- var_Create( p_sys->p_vout, "mouse-moved", VLC_VAR_BOOL );
- var_Create( p_sys->p_vout, "mouse-clicked", VLC_VAR_INTEGER );
- var_Create( p_sys->p_vout, "mouse-button-down", VLC_VAR_INTEGER );
- var_Create( p_sys->p_vout, "video-on-top",
- VLC_VAR_BOOL | VLC_VAR_DOINHERIT );
+ return VLC_SUCCESS;
+}
- var_AddCallback( p_sys->p_vout, "mouse-x", SendEvents, p_vout );
- var_AddCallback( p_sys->p_vout, "mouse-y", SendEvents, p_vout );
- var_AddCallback( p_sys->p_vout, "mouse-moved", SendEvents, p_vout );
- var_AddCallback( p_sys->p_vout, "mouse-clicked", SendEvents, p_vout );
- var_AddCallback( p_sys->p_vout, "mouse-button-down", SendEvents, p_vout );
+static int OpenglLock(vout_opengl_t *gl)
+{
+ vout_thread_t *p_vout = gl->sys;
- return VLC_SUCCESS;
+ if( !p_vout->pf_lock )
+ return VLC_SUCCESS;
+ return p_vout->pf_lock( p_vout );
+}
+static void OpenglUnlock(vout_opengl_t *gl)
+{
+ vout_thread_t *p_vout = gl->sys;
+
+ if( p_vout->pf_unlock )
+ p_vout->pf_unlock( p_vout );
+}
+static void OpenglSwap(vout_opengl_t *gl)
+{
+ vout_thread_t *p_vout = gl->sys;
+ p_vout->pf_swap( p_vout );
}
/*****************************************************************************
static int Init( vout_thread_t *p_vout )
{
vout_sys_t *p_sys = p_vout->p_sys;
- int i_pixel_pitch;
- vlc_value_t val;
p_sys->p_vout->pf_init( p_sys->p_vout );
-/* TODO: We use YCbCr on Mac which is Y422, but on OSX it seems to == YUY2. Verify */
-#if ( defined( WORDS_BIGENDIAN ) && VLCGL_FORMAT == GL_YCBCR_422_APPLE ) || (VLCGL_FORMAT == YCBCR_MESA)
- p_vout->output.i_chroma = VLC_FOURCC('Y','U','Y','2');
- i_pixel_pitch = 2;
-
-#elif (VLCGL_FORMAT == GL_YCBCR_422_APPLE)
- p_vout->output.i_chroma = VLC_FOURCC('U','Y','V','Y');
- i_pixel_pitch = 2;
-
-#elif VLCGL_FORMAT == GL_RGB
-# if VLCGL_TYPE == GL_UNSIGNED_BYTE
- p_vout->output.i_chroma = VLC_FOURCC('R','V','2','4');
-# if defined( WORDS_BIGENDIAN )
- p_vout->output.i_rmask = 0x00ff0000;
- p_vout->output.i_gmask = 0x0000ff00;
- p_vout->output.i_bmask = 0x000000ff;
-# else
- p_vout->output.i_rmask = 0x000000ff;
- p_vout->output.i_gmask = 0x0000ff00;
- p_vout->output.i_bmask = 0x00ff0000;
-# endif
- i_pixel_pitch = 3;
-# else
- p_vout->output.i_chroma = VLC_FOURCC('R','V','1','6');
-# if defined( WORDS_BIGENDIAN )
- p_vout->output.i_rmask = 0x001f;
- p_vout->output.i_gmask = 0x07e0;
- p_vout->output.i_bmask = 0xf800;
-# else
- p_vout->output.i_rmask = 0xf800;
- p_vout->output.i_gmask = 0x07e0;
- p_vout->output.i_bmask = 0x001f;
-# endif
- i_pixel_pitch = 2;
-# endif
-#else
- p_vout->output.i_chroma = VLC_FOURCC('R','V','3','2');
-# if defined( WORDS_BIGENDIAN )
- p_vout->output.i_rmask = 0xff000000;
- p_vout->output.i_gmask = 0x00ff0000;
- p_vout->output.i_bmask = 0x0000ff00;
-# else
- p_vout->output.i_rmask = 0x000000ff;
- p_vout->output.i_gmask = 0x0000ff00;
- p_vout->output.i_bmask = 0x00ff0000;
-# endif
- i_pixel_pitch = 4;
-#endif
+ p_sys->gl.lock = OpenglLock;
+ p_sys->gl.unlock = OpenglUnlock;
+ p_sys->gl.swap = OpenglSwap;
+ p_sys->gl.sys = p_sys->p_vout;
+
+ video_format_t fmt;
+ video_format_Init( &fmt, 0 );
+ video_format_Setup( &fmt,
+ p_vout->render.i_chroma,
+ p_vout->render.i_width,
+ p_vout->render.i_height,
+ p_vout->render.i_aspect * p_vout->render.i_height,
+ VOUT_ASPECT_FACTOR * p_vout->render.i_width );
+
+
+ if( vout_display_opengl_Init( &p_sys->vgl, &fmt, &p_sys->gl ) )
+ {
+ I_OUTPUTPICTURES = 0;
+ return VLC_EGENERIC;
+ }
+ p_sys->p_pool = vout_display_opengl_GetPool( &p_sys->vgl );
+ if( !p_sys->p_pool )
+ {
+ vout_display_opengl_Clean( &p_sys->vgl );
+ I_OUTPUTPICTURES = 0;
+ return VLC_EGENERIC;
+ }
+
+ /* */
+ p_vout->output.i_chroma = fmt.i_chroma;
+ p_vout->output.i_rmask = fmt.i_rmask;
+ p_vout->output.i_gmask = fmt.i_gmask;
+ p_vout->output.i_bmask = fmt.i_bmask;
/* Since OpenGL can do rescaling for us, stick to the default
* coordinates and aspect. */
p_vout->fmt_out = p_vout->fmt_in;
p_vout->fmt_out.i_chroma = p_vout->output.i_chroma;
- /* We know the chroma, allocate one buffer which will be used
- * directly by the decoder */
- p_sys->pp_buffer[0] =
- malloc( p_sys->i_tex_width * p_sys->i_tex_height * i_pixel_pitch );
- if( !p_sys->pp_buffer[0] )
- return -1;
- p_sys->pp_buffer[1] =
- malloc( p_sys->i_tex_width * p_sys->i_tex_height * i_pixel_pitch );
- if( !p_sys->pp_buffer[1] )
- return -1;
-
- p_vout->p_picture[0].i_planes = 1;
- p_vout->p_picture[0].p->p_pixels = p_sys->pp_buffer[0];
- p_vout->p_picture[0].p->i_lines = p_vout->output.i_height;
- p_vout->p_picture[0].p->i_visible_lines = p_vout->output.i_height;
- p_vout->p_picture[0].p->i_pixel_pitch = i_pixel_pitch;
- p_vout->p_picture[0].p->i_pitch = p_vout->output.i_width *
- p_vout->p_picture[0].p->i_pixel_pitch;
- p_vout->p_picture[0].p->i_visible_pitch = p_vout->output.i_width *
- p_vout->p_picture[0].p->i_pixel_pitch;
-
+ /* */
+ p_sys->p_current = picture_pool_Get( p_sys->p_pool );
+ p_vout->p_picture[0] = *p_sys->p_current;
p_vout->p_picture[0].i_status = DESTROYED_PICTURE;
p_vout->p_picture[0].i_type = DIRECT_PICTURE;
-
- PP_OUTPUTPICTURE[ 0 ] = &p_vout->p_picture[0];
+ p_vout->p_picture[0].i_refcount = 0;
+ p_vout->p_picture[0].p_sys = NULL;
+ PP_OUTPUTPICTURE[0] = &p_vout->p_picture[0];
I_OUTPUTPICTURES = 1;
- if( p_sys->p_vout->pf_lock &&
- p_sys->p_vout->pf_lock( p_sys->p_vout ) )
- {
- msg_Warn( p_vout, "could not lock OpenGL provider" );
- return 0;
- }
-
- InitTextures( p_vout );
-
- glDisable(GL_BLEND);
- glDisable(GL_DEPTH_TEST);
- glDepthMask(GL_FALSE);
- glDisable(GL_CULL_FACE);
- glClearColor( 0.0f, 0.0f, 0.0f, 1.0f );
- glClear( GL_COLOR_BUFFER_BIT );
-
- if( p_sys->p_vout->pf_unlock )
- {
- p_sys->p_vout->pf_unlock( p_sys->p_vout );
- }
-
- return 0;
+ return VLC_SUCCESS;
}
/*****************************************************************************
{
vout_sys_t *p_sys = p_vout->p_sys;
- if( p_sys->p_vout->pf_lock &&
- p_sys->p_vout->pf_lock( p_sys->p_vout ) )
+ if( I_OUTPUTPICTURES > 0 )
{
- msg_Warn( p_vout, "could not lock OpenGL provider" );
- return;
- }
- glFinish();
- glFlush();
+ if( p_sys->p_current )
+ picture_Release( p_sys->p_current );
+ vout_display_opengl_Clean( &p_sys->vgl );
- /* Free the texture buffer*/
- glDeleteTextures( 2, p_sys->p_textures );
- free( p_sys->pp_buffer[0] );
- free( p_sys->pp_buffer[1] );
-
- if( p_sys->p_vout->pf_unlock )
- {
- p_sys->p_vout->pf_unlock( p_sys->p_vout );
+ p_vout->p_picture[0].i_status = FREE_PICTURE;
+ I_OUTPUTPICTURES = 0;
}
+
+ /* We must release the opengl provider here: opengl requiere init and end
+ to be done in the same thread */
+ module_unneed( p_sys->p_vout, p_sys->p_vout->p_module );
+ vlc_object_release( p_sys->p_vout );
}
/*****************************************************************************
vout_thread_t *p_vout = (vout_thread_t *)p_this;
vout_sys_t *p_sys = p_vout->p_sys;
- module_unneed( p_sys->p_vout, p_sys->p_vout->p_module );
- vlc_object_release( p_sys->p_vout );
-
free( p_sys );
}
p_vout->fmt_in.i_visible_width;
p_vout->fmt_out.i_visible_height = p_sys->p_vout->fmt_in.i_visible_height =
p_vout->fmt_in.i_visible_height;
- p_vout->fmt_out.i_aspect = p_sys->p_vout->fmt_in.i_aspect =
- p_vout->fmt_in.i_aspect;
p_vout->fmt_out.i_sar_num = p_sys->p_vout->fmt_in.i_sar_num =
p_vout->fmt_in.i_sar_num;
p_vout->fmt_out.i_sar_den = p_sys->p_vout->fmt_in.i_sar_den =
p_vout->fmt_in.i_sar_den;
- p_vout->output.i_aspect = p_vout->fmt_in.i_aspect;
+ p_vout->output.i_aspect = (int64_t)p_vout->fmt_in.i_sar_num * p_vout->fmt_in.i_width * VOUT_ASPECT_FACTOR /
+ p_vout->fmt_in.i_sar_den / p_vout->fmt_in.i_height;
p_sys->p_vout->i_changes = p_vout->i_changes;
i_ret = p_sys->p_vout->pf_manage( p_sys->p_vout );
p_vout->i_changes = p_sys->p_vout->i_changes;
#ifdef __APPLE__
- if( p_sys->p_vout->pf_lock &&
- p_sys->p_vout->pf_lock( p_sys->p_vout ) )
- {
- msg_Warn( p_vout, "could not lock OpenGL provider" );
- return i_ret;
- }
-
/* On OS X, we create the window and the GL view when entering
fullscreen - the textures have to be inited again */
if( i_fullscreen_change )
{
- InitTextures( p_vout );
- }
-
- if( p_sys->p_vout->pf_unlock )
- {
- p_sys->p_vout->pf_unlock( p_sys->p_vout );
+ /* FIXME should we release p_current ? */
+ vout_display_opengl_ResetTextures( &p_sys->vgl );
}
#endif
+
// to align in real time in OPENGL
if (p_sys->p_vout->i_alignment != p_vout->i_alignment)
{
- p_vout->i_changes = VOUT_CROP_CHANGE; //to force change
- p_sys->p_vout->i_alignment = p_vout->i_alignment;
+ p_vout->i_changes |= VOUT_CROP_CHANGE; //to force change
+ p_sys->p_vout->i_alignment = p_vout->i_alignment;
+ }
+
+ /* forward signal that autoscale toggle has changed */
+ if (p_vout->i_changes & VOUT_SCALE_CHANGE )
+ {
+ p_vout->i_changes &= ~VOUT_SCALE_CHANGE;
+
+ p_sys->p_vout->i_changes |= VOUT_SCALE_CHANGE;
+ }
+
+ /* forward signal that scale has changed */
+ if (p_vout->i_changes & VOUT_ZOOM_CHANGE )
+ {
+ p_vout->i_changes &= ~VOUT_ZOOM_CHANGE;
+
+ p_sys->p_vout->i_changes |= VOUT_ZOOM_CHANGE;
}
+
+
return i_ret;
}
*****************************************************************************/
static void Render( vout_thread_t *p_vout, picture_t *p_pic )
{
- VLC_UNUSED(p_pic);
vout_sys_t *p_sys = p_vout->p_sys;
- /* 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)
-
- Therefore, we have to use two buffers and textures. On Win32/GLX,
- we reload the texture to be displayed and use it right away. On
- OS X, we first render, then reload the texture to be used next
- time. */
+ picture_t *p_next = p_sys->p_current;
- if( p_sys->p_vout->pf_lock &&
- p_sys->p_vout->pf_lock( p_sys->p_vout ) )
+ if( VLCGL_TEXTURE_COUNT > 1 )
{
- msg_Warn( p_vout, "could not lock OpenGL provider" );
- return;
+ /* Get the next picture to display */
+ p_next = picture_pool_Get( p_sys->p_pool );
+ assert( p_next );
}
-#ifdef __APPLE__
- int i_new_index;
- i_new_index = ( p_sys->i_index + 1 ) & 1;
-
+ if( p_sys->p_current )
+ {
+ assert( p_sys->p_current->p[0].p_pixels == p_pic->p[0].p_pixels );
- /* Update the texture */
- glBindTexture( VLCGL_TARGET, p_sys->p_textures[i_new_index] );
- glTexSubImage2D( VLCGL_TARGET, 0, 0, 0,
- p_vout->fmt_out.i_width,
- p_vout->fmt_out.i_height,
- VLCGL_FORMAT, VLCGL_TYPE, p_sys->pp_buffer[i_new_index] );
+ /* Make sure we have the prepare after the picture_pool_Get,
+ * because picture_pool_Get() will bind the new picture texture,
+ * and vout_display_opengl_Prepare() bind the current rendered picture
+ * texture.
+ * DisplayVideo() will effectively use the last binded texture. */
- /* Bind to the previous texture for drawing */
- glBindTexture( VLCGL_TARGET, p_sys->p_textures[p_sys->i_index] );
+ vout_display_opengl_Prepare( &p_sys->vgl, p_sys->p_current );
+ }
- /* Switch buffers */
- p_sys->i_index = i_new_index;
- p_pic->p->p_pixels = p_sys->pp_buffer[p_sys->i_index];
+ if( p_sys->p_current != p_next ) {
+ if( p_sys->p_current )
+ picture_Release( p_sys->p_current );
-#else
- /* Update the texture */
- glTexSubImage2D( GL_TEXTURE_2D, 0, 0, 0,
- p_vout->fmt_out.i_width,
- p_vout->fmt_out.i_height,
- VLCGL_FORMAT, VLCGL_TYPE, p_sys->pp_buffer[0] );
-#endif
+ /* Swap the picture texture on opengl vout side. */
+ p_sys->p_current = p_next;
- if( p_sys->p_vout->pf_unlock )
- {
- p_sys->p_vout->pf_unlock( p_sys->p_vout );
+ /* Now, switch the only picture that is being used
+ * to render in the backend to point to our "next"
+ * picture texture */
+ p_pic->p[0].p_pixels = p_sys->p_current->p[0].p_pixels;
}
+
+ VLC_UNUSED( p_pic );
}
/*****************************************************************************
*****************************************************************************/
static void DisplayVideo( vout_thread_t *p_vout, picture_t *p_pic )
{
- VLC_UNUSED(p_pic);
vout_sys_t *p_sys = p_vout->p_sys;
- float f_width, f_height, f_x, f_y;
- if( p_sys->p_vout->pf_lock &&
- p_sys->p_vout->pf_lock( p_sys->p_vout ) )
- {
- msg_Warn( p_vout, "could not lock OpenGL provider" );
- return;
- }
-
- /* glTexCoord works differently with GL_TEXTURE_2D and
- GL_TEXTURE_RECTANGLE_EXT */
-#ifdef __APPLE__
- f_x = (float)p_vout->fmt_out.i_x_offset;
- f_y = (float)p_vout->fmt_out.i_y_offset;
- f_width = (float)p_vout->fmt_out.i_x_offset +
- (float)p_vout->fmt_out.i_visible_width;
- f_height = (float)p_vout->fmt_out.i_y_offset +
- (float)p_vout->fmt_out.i_visible_height;
-#else
- f_x = (float)p_vout->fmt_out.i_x_offset / p_sys->i_tex_width;
- f_y = (float)p_vout->fmt_out.i_y_offset / p_sys->i_tex_height;
- f_width = ( (float)p_vout->fmt_out.i_x_offset +
- p_vout->fmt_out.i_visible_width ) / p_sys->i_tex_width;
- f_height = ( (float)p_vout->fmt_out.i_y_offset +
- p_vout->fmt_out.i_visible_height ) / p_sys->i_tex_height;
-#endif
-
- /* Why drawing here and not in Render()? Because this way, the
- OpenGL providers can call pf_display to force redraw. Currently,
- the OS X provider uses it to get a smooth window resizing */
-
- glClear( GL_COLOR_BUFFER_BIT );
-
- glEnable( VLCGL_TARGET );
- glBegin( GL_POLYGON );
- glTexCoord2f( f_x, f_y ); glVertex2f( -1.0, 1.0 );
- glTexCoord2f( f_width, f_y ); glVertex2f( 1.0, 1.0 );
- glTexCoord2f( f_width, f_height ); glVertex2f( 1.0, -1.0 );
- glTexCoord2f( f_x, f_height ); glVertex2f( -1.0, -1.0 );
- glEnd();
-
- glDisable( VLCGL_TARGET );
-
- p_sys->p_vout->pf_swap( p_sys->p_vout );
-
- if( p_sys->p_vout->pf_unlock )
- {
- p_sys->p_vout->pf_unlock( p_sys->p_vout );
- }
-}
-
-int GetAlignedSize( int i_size )
-{
- /* Return the nearest power of 2 */
- int i_result = 1;
- while( i_result < i_size )
- {
- i_result *= 2;
- }
- return i_result;
+ vout_display_opengl_Display( &p_sys->vgl, &p_vout->fmt_out );
+ VLC_UNUSED( p_pic );
}
/*****************************************************************************
{
vout_sys_t *p_sys = p_vout->p_sys;
- switch( i_query )
- {
- case VOUT_SNAPSHOT:
- return vout_vaControlDefault( p_vout, i_query, args );
-
- default:
- if( p_sys->p_vout->pf_control )
- return p_sys->p_vout->pf_control( p_sys->p_vout, i_query, args );
- else
- return vout_vaControlDefault( p_vout, i_query, args );
- }
-}
-
-static int InitTextures( vout_thread_t *p_vout )
-{
- vout_sys_t *p_sys = p_vout->p_sys;
- int i_index;
-
- glDeleteTextures( 2, p_sys->p_textures );
- glGenTextures( 2, p_sys->p_textures );
-
- for( i_index = 0; i_index < 2; i_index++ )
- {
- glBindTexture( VLCGL_TARGET, p_sys->p_textures[i_index] );
-
- /* Set the texture parameters */
- glTexParameterf( VLCGL_TARGET, GL_TEXTURE_PRIORITY, 1.0 );
-
- glTexParameteri( VLCGL_TARGET, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
- glTexParameteri( VLCGL_TARGET, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
-
- glTexParameteri( VLCGL_TARGET, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
- glTexParameteri( VLCGL_TARGET, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
-
- glTexEnvf( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
-
-#ifdef __APPLE__
- /* 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( VLCGL_TARGET, GL_TEXTURE_STORAGE_HINT_APPLE,
- GL_STORAGE_CACHED_APPLE );
-#else
- /* Use AGP texturing */
- glTexParameteri( VLCGL_TARGET, GL_TEXTURE_STORAGE_HINT_APPLE,
- GL_STORAGE_SHARED_APPLE );
-#endif
-#endif
-
- /* Call glTexImage2D only once, and use glTexSubImage2D later */
- glTexImage2D( VLCGL_TARGET, 0, 3, p_sys->i_tex_width,
- p_sys->i_tex_height, 0, VLCGL_FORMAT, VLCGL_TYPE,
- p_sys->pp_buffer[i_index] );
- }
-
- return 0;
+ if( p_sys->p_vout->pf_control )
+ return p_sys->p_vout->pf_control( p_sys->p_vout, i_query, args );
+ return VLC_EGENERIC;
}
/*****************************************************************************
VLC_UNUSED(p_this); VLC_UNUSED(oldval);
return var_Set( (vlc_object_t *)_p_vout, psz_var, newval );
}
+