/*****************************************************************************
* 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
#endif
#ifdef __APPLE__
-# define PFNGLGENBUFFERSPROC typeof(glGenBuffers)*
-# define PFNGLBINDBUFFERPROC typeof(glBindBuffer)*
-# define PFNGLDELETEBUFFERSPROC typeof(glDeleteBuffers)*
-# define PFNGLBUFFERSUBDATAPROC typeof(glBufferSubData)*
-# define PFNGLBUFFERDATAPROC typeof(glBufferData)*
# 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 PFNGLDELETEPROGRAMPROC typeof(glDeleteProgram)*
# define PFNGLATTACHSHADERPROC typeof(glAttachShader)*
#if USE_OPENGL_ES
-# define GL_UNPACK_ROW_LENGTH 0
# 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;"
#else
+# define GLSL_VERSION "120"
# define VLCGL_TEXTURE_COUNT 1
# define VLCGL_PICTURE_MAX 128
+# define PRECISION ""
#endif
static const vlc_fourcc_t gl_subpicture_chromas[] = {
int local_count;
GLfloat local_value[16];
- /* Buffer commands */
- PFNGLGENBUFFERSPROC GenBuffers;
- PFNGLBINDBUFFERPROC BindBuffer;
- PFNGLDELETEBUFFERSPROC DeleteBuffers;
- PFNGLBUFFERSUBDATAPROC BufferSubData;
-
- PFNGLBUFFERDATAPROC BufferData;
-
/* Shader variables commands*/
-
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;
{
/* Basic vertex shader */
const char *vertexShader =
- "#version 120\n"
- "varying vec4 TexCoord0,TexCoord1, TexCoord2;"
+ "#version " GLSL_VERSION "\n"
+ PRECISION
+ "varying vec4 TexCoord0,TexCoord1, TexCoord2;"
"attribute vec4 MultiTexCoord0,MultiTexCoord1,MultiTexCoord2;"
"attribute vec4 VertexPosition;"
"void main() {"
/* Basic linear YUV -> RGB conversion using bilinear interpolation */
const char *template_glsl_yuv =
- "#version 120\n"
- "uniform sampler2D Texture[3];"
+ "#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(Texture[0], TexCoord0.st);"
- " %c = texture2D(Texture[1], TexCoord1.st);"
- " %c = texture2D(Texture[2], TexCoord2.st);"
+ " 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;"
free(code);
}
+#if 0
static void BuildRGBFragmentShader(vout_display_opengl_t *vgl,
GLint *shader)
{
// Simple shader for RGB
const char *code =
- "#version 120\n"
+ "#version " GLSL_VERSION "\n"
+ PRECISION
"uniform sampler2D Texture[3];"
- "uniform vec4 FillColor;"
"varying vec4 TexCoord0,TexCoord1,TexCoord2;"
"void main()"
"{ "
- " gl_FragColor = texture2D(Texture[0], TexCoord0.st)*FillColor;"
+ " 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 120\n"
+ "#version " GLSL_VERSION "\n"
+ PRECISION
"uniform sampler2D Texture;"
"uniform vec4 FillColor;"
"varying vec4 TexCoord0;"
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
#endif
- 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->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->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->supports_npot = HasExtension(extensions, "GL_ARB_texture_non_power_of_two") ||
HasExtension(extensions, "GL_APPLE_texture_2D_limited_npot");
+#if USE_OPENGL_ES
+ /* 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. */
+ const unsigned char *ogl_version = glGetString(GL_VERSION);
+ if (strverscmp((const char *)ogl_version, "2.0") >= 0)
+ 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;
/* Use YUV if possible and needed */
bool need_fs_yuv = false;
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->shader[1] =
vgl->shader[2] = -1;
vgl->local_count = 0;
- if (supports_shaders) {
- if (need_fs_yuv)
- BuildYUVFragmentShader(vgl, &vgl->shader[0],
- &vgl->local_count,
- vgl->local_value,
- fmt, yuv_range_correction);
- else
- BuildRGBFragmentShader(vgl, &vgl->shader[0]);
+ if (supports_shaders && need_fs_yuv) {
+ 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]);
int vout_display_opengl_Prepare(vout_display_opengl_t *vgl,
picture_t *picture, subpicture_t *subpicture)
{
- /* 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 on OSX, we have to use two buffers and textures and use a
- lock(/unlock) managed picture pool.
- */
-
if (vlc_gl_Lock(vgl->gl))
return VLC_EGENERIC;
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);
+
+#ifndef GL_UNPACK_ROW_LENGTH
+ if ( (picture->p[j].i_pitch / picture->p[j].i_pixel_pitch) != (unsigned int)
+ ( picture->format.i_visible_width * vgl->chroma->p[j].w.num / vgl->chroma->p[j].w.den ) )
+ {
+ uint8_t *new_plane = malloc( picture->format.i_visible_width * vgl->fmt.i_visible_height * vgl->chroma->p[j].h.num / (vgl->chroma->p[j].h.den * vgl->chroma->p[j].w.den ) );
+ uint8_t *destination = new_plane;
+ const uint8_t *source = picture->p[j].p_pixels;
+
+ for( unsigned height = 0; height < (vgl->fmt.i_visible_height * vgl->chroma->p[j].h.num / vgl->chroma->p[j].h.den) ; height++ )
+ {
+ memcpy( destination, source, picture->format.i_visible_width * vgl->chroma->p[j].w.num / vgl->chroma->p[j].w.den );
+ source += picture->p[j].i_pitch / picture->p[j].i_pixel_pitch;
+ destination += picture->format.i_visible_width * vgl->chroma->p[j].w.num / vgl->chroma->p[j].w.den;
+ }
+ glTexSubImage2D( vgl->tex_target, 0,
+ 0, 0,
+ picture->format.i_visible_width * vgl->chroma->p[j].w.num / vgl->chroma->p[j].w.den,
+ vgl->fmt.i_height * vgl->chroma->p[j].h.num / vgl->chroma->p[j].h.den,
+ vgl->tex_format, vgl->tex_type, new_plane );
+ free( new_plane );
+ } else {
+#else
+ glPixelStorei(GL_UNPACK_ROW_LENGTH, picture->p[j].i_pitch / picture->p[j].i_pixel_pitch);
+#endif
+ glTexSubImage2D(vgl->tex_target, 0,
+ 0, 0,
+ vgl->fmt.i_width * vgl->chroma->p[j].w.num / vgl->chroma->p[j].w.den,
+ vgl->fmt.i_height * vgl->chroma->p[j].h.num / vgl->chroma->p[j].h.den,
+ vgl->tex_format, vgl->tex_type, picture->p[j].p_pixels);
+#ifndef GL_UNPACK_ROW_LENGTH
+ }
+#endif
}
int last_count = vgl->region_count;
if (glr->texture) {
glBindTexture(GL_TEXTURE_2D, glr->texture);
/* TODO set GL_UNPACK_ALIGNMENT */
+#ifdef GL_UNPACK_ROW_LENGTH
glPixelStorei(GL_UNPACK_ROW_LENGTH, r->p_picture->p->i_pitch / r->p_picture->p->i_pixel_pitch);
+#endif
glTexSubImage2D(GL_TEXTURE_2D, 0,
0, 0, glr->width, glr->height,
glr->format, glr->type, &r->p_picture->p->p_pixels[pixels_offset]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
/* TODO set GL_UNPACK_ALIGNMENT */
+#ifdef GL_UNPACK_ROW_LENGTH
glPixelStorei(GL_UNPACK_ROW_LENGTH, r->p_picture->p->i_pitch / r->p_picture->p->i_pixel_pitch);
+#endif
glTexImage2D(GL_TEXTURE_2D, 0, glr->format,
glr->width, glr->height, 0, glr->format, glr->type,
&r->p_picture->p->p_pixels[pixels_offset]);
static void DrawWithShaders(vout_display_opengl_t *vgl,
float *left, float *top, float *right, float *bottom)
{
+ vgl->UseProgram(vgl->program[0]);
+ vgl->Uniform4fv(vgl->GetUniformLocation(vgl->program[0], "Coefficient"), 4, vgl->local_value);
+ vgl->Uniform1i(vgl->GetUniformLocation(vgl->program[0], "Texture0"), 0);
+ vgl->Uniform1i(vgl->GetUniformLocation(vgl->program[0], "Texture1"), 1);
+ vgl->Uniform1i(vgl->GetUniformLocation(vgl->program[0], "Texture2"), 2);
+
static const GLfloat vertexCoord[] = {
-1.0, 1.0,
-1.0, -1.0,
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]) {
- 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);
+ if (vgl->program[0])
DrawWithShaders(vgl, left, top ,right, bottom);
+ else
+ DrawWithoutShaders(vgl, left, top, right, bottom);
+
+ /* Draw the subpictures */
+ if (vgl->program[1]) {
// Change the program for overlays
vgl->UseProgram(vgl->program[1]);
vgl->Uniform1i(vgl->GetUniformLocation(vgl->program[1], "Texture"), 0);
- } else {
- DrawWithoutShaders(vgl, left, top, right, bottom);
}
glEnable(GL_TEXTURE_2D);
};
glBindTexture(GL_TEXTURE_2D, glr->texture);
- if (vgl->program[0]) {
+ if (vgl->program[1]) {
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);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
- if (!vgl->program[0]) {
+ if (!vgl->program[1]) {
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
}
glDisable(GL_BLEND);
glDisable(GL_TEXTURE_2D);
+ /* Display */
vlc_gl_Swap(vgl->gl);
vlc_gl_Unlock(vgl->gl);