/*****************************************************************************
* 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"
+#endif
#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
+#ifdef __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 USE_OPENGL_ES
+# import <CoreFoundation/CoreFoundation.h>
+#endif
+#endif
#if USE_OPENGL_ES
-# define VLCGL_TARGET GL_TEXTURE_2D
+# 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
-// Use RGB with OpenGLES
-# define VLCGL_FORMAT GL_RGB
-# define VLCGL_TYPE GL_UNSIGNED_SHORT_5_6_5
+static const vlc_fourcc_t gl_subpicture_chromas[] = {
+ VLC_CODEC_RGBA,
+ 0
+};
-# define VLCGL_TEXTURE_COUNT 1
+typedef struct {
+ GLuint texture;
+ unsigned format;
+ unsigned type;
+ unsigned width;
+ unsigned height;
-#elif defined(MACOS_OPENGL)
+ float alpha;
-/* 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
+ float top;
+ float left;
+ float bottom;
+ float right;
+} gl_region_t;
-/* OS X OpenGL supports YUV. Hehe. */
-# define VLCGL_FORMAT GL_YCBCR_422_APPLE
-# define VLCGL_TYPE GL_UNSIGNED_SHORT_8_8_APPLE
+struct vout_display_opengl_t {
-# define VLCGL_TEXTURE_COUNT 2
+ vlc_gl_t *gl;
-#else
+ video_format_t fmt;
+ const vlc_chroma_description_t *chroma;
-# define VLCGL_TARGET GL_TEXTURE_2D
+ int tex_target;
+ int tex_format;
+ int tex_internal;
+ int tex_type;
-/* Use RGB on Win32/GLX */
-# define VLCGL_FORMAT GL_RGBA
-# define VLCGL_TYPE GL_UNSIGNED_BYTE
+ int tex_width[PICTURE_PLANE_MAX];
+ int tex_height[PICTURE_PLANE_MAX];
-# define VLCGL_TEXTURE_COUNT 1
-#endif
+ GLuint texture[VLCGL_TEXTURE_COUNT][PICTURE_PLANE_MAX];
-struct vout_display_opengl_t {
- vlc_gl_t *gl;
+ int region_count;
+ gl_region_t *region;
- video_format_t fmt;
- const vlc_chroma_description_t *chroma;
- int tex_width;
- int tex_height;
+ picture_pool_t *pool;
+
+ /* 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];
- GLuint texture[VLCGL_TEXTURE_COUNT];
- uint8_t *buffer[VLCGL_TEXTURE_COUNT];
- void *buffer_base[VLCGL_TEXTURE_COUNT];
+ /* Shader variables commands*/
+ PFNGLGETUNIFORMLOCATIONPROC GetUniformLocation;
+ PFNGLGETATTRIBLOCATIONPROC GetAttribLocation;
+ PFNGLVERTEXATTRIBPOINTERPROC VertexAttribPointer;
+ PFNGLENABLEVERTEXATTRIBARRAYPROC EnableVertexAttribArray;
- picture_pool_t *pool;
+ 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;
+
+
+ /* multitexture */
+ bool use_multitexture;
+
+ /* Non-power-of-2 texture size support */
+ bool supports_npot;
};
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
+
+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);
+}
+
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 = malloc(sizeof(*vgl));
+ vout_display_opengl_t *vgl = calloc(1, sizeof(*vgl));
if (!vgl)
return NULL;
return NULL;
}
+ if (vgl->gl->getProcAddress == NULL) {
+ fprintf(stderr, "getProcAddress not implemented, bailing out\n");
+ free(vgl);
+ return NULL;
+ }
+
const char *extensions = (const char *)glGetString(GL_EXTENSIONS);
- if (!extensions)
- 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
+
+ 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");
- /* Find the chroma we will use and update fmt */
+ 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;
+
+ 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;
- /* 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
- vgl->fmt.i_chroma = VLC_CODEC_YUYV;
-#elif defined(GL_YCBCR_422_APPLE) && (VLCGL_FORMAT == GL_YCBCR_422_APPLE)
- vgl->fmt.i_chroma = VLC_CODEC_UYVY;
-#elif VLCGL_FORMAT == GL_RGB
-# if VLCGL_TYPE == GL_UNSIGNED_BYTE
- vgl->fmt.i_chroma = VLC_CODEC_RGB24;
-# if defined(WORDS_BIGENDIAN)
- vgl->fmt.i_rmask = 0x00ff0000;
- vgl->fmt.i_gmask = 0x0000ff00;
- vgl->fmt.i_bmask = 0x000000ff;
-# else
- vgl->fmt.i_rmask = 0x000000ff;
- vgl->fmt.i_gmask = 0x0000ff00;
- vgl->fmt.i_bmask = 0x00ff0000;
-# endif
+ vgl->fmt.i_chroma = VLC_CODEC_RGB32;
+# if defined(WORDS_BIGENDIAN)
+ vgl->fmt.i_rmask = 0xff000000;
+ vgl->fmt.i_gmask = 0x00ff0000;
+ vgl->fmt.i_bmask = 0x0000ff00;
# else
- 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->fmt.i_rmask = 0x000000ff;
+ vgl->fmt.i_gmask = 0x0000ff00;
+ vgl->fmt.i_bmask = 0x00ff0000;
# endif
-#else
- vgl->fmt.i_chroma = VLC_CODEC_RGB32;
-# if defined(WORDS_BIGENDIAN)
- vgl->fmt.i_rmask = 0xff000000;
- vgl->fmt.i_gmask = 0x00ff0000;
- vgl->fmt.i_bmask = 0x0000ff00;
-# else
- vgl->fmt.i_rmask = 0x000000ff;
- vgl->fmt.i_gmask = 0x0000ff00;
- vgl->fmt.i_bmask = 0x00ff0000;
-# endif
+ vgl->tex_target = GL_TEXTURE_2D;
+ vgl->tex_format = GL_RGBA;
+ vgl->tex_internal = GL_RGBA;
+ vgl->tex_type = GL_UNSIGNED_BYTE;
+ /* 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)) {
+ const vlc_fourcc_t *list = vlc_fourcc_GetYUVFallback(fmt->i_chroma);
+ while (*list) {
+ const vlc_chroma_description_t *dsc = vlc_fourcc_GetChromaDescription(*list);
+ if (dsc && dsc->plane_count == 3 && dsc->pixel_size == 1) {
+ need_fs_yuv = true;
+ 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);
-
- 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
+ vgl->use_multitexture = vgl->chroma->plane_count > 1;
/* Texture size */
- if (supports_npot) {
- vgl->tex_width = vgl->fmt.i_width;
- vgl->tex_height = vgl->fmt.i_height;
+ for (unsigned j = 0; j < vgl->chroma->plane_count; j++) {
+ int w = vgl->fmt.i_width * vgl->chroma->p[j].w.num / vgl->chroma->p[j].w.den;
+ int h = vgl->fmt.i_height * vgl->chroma->p[j].h.num / vgl->chroma->p[j].h.den;
+ if (vgl->supports_npot) {
+ vgl->tex_width[j] = w;
+ vgl->tex_height[j] = h;
+ } else {
+ vgl->tex_width[j] = GetAlignedSize(w);
+ vgl->tex_height[j] = GetAlignedSize(h);
+ }
}
- else {
- /* A texture must have a size aligned on a power of 2 */
- vgl->tex_width = GetAlignedSize(vgl->fmt.i_width);
- vgl->tex_height = GetAlignedSize(vgl->fmt.i_height);
+
+ /* 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) {
+ BuildYUVFragmentShader(vgl, &vgl->shader[0], &vgl->local_count,
+ vgl->local_value, fmt, yuv_range_correction);
+ BuildRGBAFragmentShader(vgl, &vgl->shader[1]);
+ BuildVertexShader(vgl, &vgl->shader[2]);
+
+ /* Check shaders messages */
+ for (unsigned j = 0; j < 3; j++) {
+ int infoLength;
+ vgl->GetShaderiv(vgl->shader[j], GL_INFO_LOG_LENGTH, &infoLength);
+ if (infoLength <= 1)
+ continue;
+
+ char *infolog = malloc(infoLength);
+ int charsWritten;
+ vgl->GetShaderInfoLog(vgl->shader[j], infoLength, &charsWritten, infolog);
+ fprintf(stderr, "shader %d: %s\n", j, infolog);
+ free(infolog);
+ }
+
+ vgl->program[0] = vgl->CreateProgram();
+ vgl->AttachShader(vgl->program[0], vgl->shader[0]);
+ vgl->AttachShader(vgl->program[0], vgl->shader[2]);
+ vgl->LinkProgram(vgl->program[0]);
+
+ vgl->program[1] = vgl->CreateProgram();
+ vgl->AttachShader(vgl->program[1], vgl->shader[1]);
+ vgl->AttachShader(vgl->program[1], vgl->shader[2]);
+ vgl->LinkProgram(vgl->program[1]);
+
+ /* Check program messages */
+ for (GLuint i = 0; i < 2; i++) {
+ int infoLength = 0;
+ vgl->GetProgramiv(vgl->program[i], GL_INFO_LOG_LENGTH, &infoLength);
+ if (infoLength <= 1)
+ continue;
+ char *infolog = malloc(infoLength);
+ int charsWritten;
+ vgl->GetProgramInfoLog(vgl->program[i], infoLength, &charsWritten, infolog);
+ fprintf(stderr, "shader program %d: %s\n", i, infolog);
+ free(infolog);
+
+ /* If there is some message, better to check linking is ok */
+ GLint link_status = GL_TRUE;
+ vgl->GetProgramiv(vgl->program[i], GL_LINK_STATUS, &link_status);
+ if (link_status == GL_FALSE) {
+ fprintf(stderr, "Unable to use program %d\n", i);
+ free(vgl);
+ return NULL;
+ }
+ }
}
/* */
/* */
for (int i = 0; i < VLCGL_TEXTURE_COUNT; i++) {
- vgl->texture[i] = 0;
- vgl->buffer[i] = NULL;
- vgl->buffer_base[i] = NULL;
+ 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;
}
{
/* */
if (!vlc_gl_Lock(vgl->gl)) {
-
glFinish();
glFlush();
- glDeleteTextures(VLCGL_TEXTURE_COUNT, vgl->texture);
-
- vlc_gl_Unlock(vgl->gl);
- }
- if (vgl->pool) {
- picture_pool_Delete(vgl->pool);
for (int i = 0; i < VLCGL_TEXTURE_COUNT; i++)
- free(vgl->buffer_base[i]);
- }
- free(vgl);
-}
-
-#ifdef MACOS_OPENGL
-/* XXX See comment vout_display_opengl_Prepare */
-struct picture_sys_t {
- vout_display_opengl_t *vgl;
- GLuint *texture;
-};
-
-/* Small helper */
-static inline GLuint get_texture(picture_t *picture)
-{
- return *picture->p_sys->texture;
-}
-
-static int PictureLock(picture_t *picture)
-{
- if (!picture->p_sys)
- return VLC_SUCCESS;
+ 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);
- vout_display_opengl_t *vgl = picture->p_sys->vgl;
- if (!vlc_gl_Lock(vgl->gl)) {
- glBindTexture(VLCGL_TARGET, get_texture(picture));
- glTexSubImage2D(VLCGL_TARGET, 0, 0, 0,
- picture->p[0].i_pitch / vgl->chroma->pixel_size,
- picture->p[0].i_lines,
- VLCGL_FORMAT, VLCGL_TYPE, picture->p[0].p_pixels);
+ 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]);
+ }
vlc_gl_Unlock(vgl->gl);
}
- return VLC_SUCCESS;
-}
-
-static void PictureUnlock(picture_t *picture)
-{
- VLC_UNUSED(picture);
+ if (vgl->pool)
+ picture_pool_Delete(vgl->pool);
+ free(vgl);
}
-#endif
-picture_pool_t *vout_display_opengl_GetPool(vout_display_opengl_t *vgl)
+picture_pool_t *vout_display_opengl_GetPool(vout_display_opengl_t *vgl, unsigned requested_count)
{
if (vgl->pool)
return vgl->pool;
- picture_t *picture[VLCGL_TEXTURE_COUNT];
-
- int i;
- for (i = 0; i < VLCGL_TEXTURE_COUNT; i++) {
- vgl->buffer[i] = vlc_memalign(&vgl->buffer_base[i], 16,
- vgl->tex_width * vgl->tex_height * vgl->chroma->pixel_size);
- if (!vgl->buffer[i])
- break;
+ /* Allocate our pictures */
+ picture_t *picture[VLCGL_PICTURE_MAX] = {NULL, };
+ unsigned count;
- picture_resource_t rsc;
- memset(&rsc, 0, sizeof(rsc));
-#ifdef MACOS_OPENGL
- rsc.p_sys = malloc(sizeof(*rsc.p_sys));
- if (rsc.p_sys)
- {
- rsc.p_sys->vgl = vgl;
- rsc.p_sys->texture = &vgl->texture[i];
- }
-#endif
- rsc.p[0].p_pixels = vgl->buffer[i];
- rsc.p[0].i_pitch = vgl->fmt.i_width * vgl->chroma->pixel_size;
- rsc.p[0].i_lines = vgl->fmt.i_height;
-
- picture[i] = picture_NewFromResource(&vgl->fmt, &rsc);
- if (!picture[i]) {
- free(vgl->buffer[i]);
- vgl->buffer[i] = NULL;
+ for (count = 0; count < __MIN(VLCGL_PICTURE_MAX, requested_count); count++) {
+ picture[count] = picture_NewFromFormat(&vgl->fmt);
+ if (!picture[count])
break;
- }
}
- if (i < VLCGL_TEXTURE_COUNT)
- goto error;
+ if (count <= 0)
+ return NULL;
- /* */
+ /* Wrap the pictures into a pool */
picture_pool_configuration_t cfg;
memset(&cfg, 0, sizeof(cfg));
- cfg.picture_count = i;
- cfg.picture = picture;
-#ifdef MACOS_OPENGL
- cfg.lock = PictureLock;
- cfg.unlock = PictureUnlock;
-#endif
+ cfg.picture_count = count;
+ cfg.picture = picture;
vgl->pool = picture_pool_NewExtended(&cfg);
if (!vgl->pool)
goto error;
+ /* Allocates our textures */
if (vlc_gl_Lock(vgl->gl))
return vgl->pool;
- glGenTextures(VLCGL_TEXTURE_COUNT, vgl->texture);
for (int i = 0; i < VLCGL_TEXTURE_COUNT; i++) {
- glBindTexture(VLCGL_TARGET, vgl->texture[i]);
+ glGenTextures(vgl->chroma->plane_count, vgl->texture[i]);
+ for (unsigned j = 0; j < vgl->chroma->plane_count; 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
- /* Set the texture parameters */
- glTexParameterf(VLCGL_TARGET, GL_TEXTURE_PRIORITY, 1.0);
- glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
+ /* Set the texture parameters */
+ glTexParameterf(vgl->tex_target, GL_TEXTURE_PRIORITY, 1.0);
+ glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
#endif
- glTexParameteri(VLCGL_TARGET, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- glTexParameteri(VLCGL_TARGET, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glTexParameteri(VLCGL_TARGET, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
- glTexParameteri(VLCGL_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(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
+ glTexParameteri(vgl->tex_target, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ glTexParameteri(vgl->tex_target, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexParameteri(vgl->tex_target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameteri(vgl->tex_target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
- /* Call glTexImage2D only once, and use glTexSubImage2D later */
- if (vgl->buffer[i]) {
- glTexImage2D(VLCGL_TARGET, 0, VLCGL_FORMAT, vgl->tex_width,
- vgl->tex_height, 0, VLCGL_FORMAT, VLCGL_TYPE,
- vgl->buffer[i]);
+ /* Call glTexImage2D only once, and use glTexSubImage2D later */
+ glTexImage2D(vgl->tex_target, 0,
+ vgl->tex_internal, vgl->tex_width[j], vgl->tex_height[j],
+ 0, vgl->tex_format, vgl->tex_type, NULL);
}
}
return vgl->pool;
error:
- for (int j = 0; j < i; j++) {
- picture_Delete(picture[j]);
- vgl->buffer[j] = NULL;
- }
+ for (unsigned i = 0; i < count; i++)
+ picture_Release(picture[i]);
return NULL;
}
int vout_display_opengl_Prepare(vout_display_opengl_t *vgl,
- picture_t *picture)
+ 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;
-#ifdef MACOS_OPENGL
- /* Bind to the texture for drawing */
- glBindTexture(VLCGL_TARGET, get_texture(picture));
-#else
/* Update the texture */
- glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0,
- picture->p[0].i_pitch / vgl->chroma->pixel_size,
- picture->p[0].i_lines,
- VLCGL_FORMAT, VLCGL_TYPE, picture->p[0].p_pixels);
+ for (unsigned j = 0; j < vgl->chroma->plane_count; j++) {
+ if (vgl->use_multitexture) {
+ glActiveTexture(GL_TEXTURE0 + j);
+ glClientActiveTexture(GL_TEXTURE0 + j);
+ }
+ glBindTexture(vgl->tex_target, vgl->texture[0][j]);
+
+#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
+ }
- vlc_gl_Unlock(vgl->gl);
- return VLC_SUCCESS;
-}
+ int last_count = vgl->region_count;
+ gl_region_t *last = vgl->region;
-int vout_display_opengl_Display(vout_display_opengl_t *vgl,
- const video_format_t *source)
-{
- if (vlc_gl_Lock(vgl->gl))
- return VLC_EGENERIC;
+ vgl->region_count = 0;
+ vgl->region = NULL;
- /* glTexCoord works differently with GL_TEXTURE_2D and
- GL_TEXTURE_RECTANGLE_EXT */
-#if VLCGL_TARGET == GL_TEXTURE_2D
- const float f_normw = vgl->tex_width;
- const float f_normh = vgl->tex_height;
-#elif defined (GL_TEXTURE_RECTANGLE_EXT) \
- && (VLCGL_TARGET == GL_TEXTURE_RECTANGLE_EXT)
- const float f_normw = 1.0;
- const float f_normh = 1.0;
-#else
-# error Unknown texture type!
-#endif
+ if (subpicture) {
- float f_x = (source->i_x_offset + 0 ) / f_normw;
- float f_y = (source->i_y_offset + 0 ) / f_normh;
- float f_width = (source->i_x_offset + source->i_visible_width ) / f_normw;
- float f_height = (source->i_y_offset + source->i_visible_height) / f_normh;
+ int count = 0;
+ for (subpicture_region_t *r = subpicture->p_region; r; r = r->p_next)
+ count++;
- /* 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 */
+ vgl->region_count = count;
+ vgl->region = calloc(count, sizeof(*vgl->region));
- glClear(GL_COLOR_BUFFER_BIT);
+ 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->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);
+ /* 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]);
+ } 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);
+ /* 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]);
+ }
+ }
+ }
+ for (int i = 0; i < last_count; i++) {
+ if (last[i].texture)
+ glDeleteTextures(1, &last[i].texture);
+ }
+ free(last);
- glEnable(VLCGL_TARGET);
+ vlc_gl_Unlock(vgl->gl);
+ VLC_UNUSED(subpicture);
+ return VLC_SUCCESS;
+}
-#if USE_OPENGL_ES
+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,
};
- const GLfloat textureCoord[8] = {
- f_x, f_height,
- f_width, f_height,
- f_x, f_y,
- f_width, f_y
+ const GLfloat textureCoord[] = {
+ left[0], bottom[0],
+ right[0], bottom[0],
+ left[0], top[0],
+ right[0], top[0]
};
+ 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);
- glVertexPointer(2, GL_FLOAT, 0, vertexCoord);
+
glTexCoordPointer(2, GL_FLOAT, 0, textureCoord);
+ glVertexPointer(2, GL_FLOAT, 0, vertexCoord);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
-#else
- 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();
-#endif
- glDisable(VLCGL_TARGET);
+ glDisableClientState(GL_TEXTURE_COORD_ARRAY);
+ glDisableClientState(GL_VERTEX_ARRAY);
+ glDisable(vgl->tex_target);
+}
+
+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,
+ 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);
+ glEnable(vgl->tex_target);
+ glBindTexture(vgl->tex_target, vgl->texture[0][j]);
+
+ char attribute[20];
+ snprintf(attribute, sizeof(attribute), "MultiTexCoord%1d", j);
+ vgl->EnableVertexAttribArray(vgl->GetAttribLocation(vgl->program[0], attribute));
+ vgl->VertexAttribPointer(vgl->GetAttribLocation(vgl->program[0], attribute), 2, GL_FLOAT, 0, 0, textureCoord);
+ }
+ glActiveTexture(GL_TEXTURE0 + 0);
+ glClientActiveTexture(GL_TEXTURE0 + 0);
+ vgl->EnableVertexAttribArray(vgl->GetAttribLocation(vgl->program[0], "VertexPosition"));
+ vgl->VertexAttribPointer(vgl->GetAttribLocation(vgl->program[0], "VertexPosition"), 2, GL_FLOAT, 0, 0, vertexCoord);
+
+ glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
+}
+
+int vout_display_opengl_Display(vout_display_opengl_t *vgl,
+ const video_format_t *source)
+{
+ if (vlc_gl_Lock(vgl->gl))
+ return VLC_EGENERIC;
+
+ /* 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];
+
+ } else {
+ scale_w = 1.0;
+ scale_h = 1.0;
+ }
+ left[j] = (source->i_x_offset + 0 ) * scale_w;
+ top[j] = (source->i_y_offset + 0 ) * scale_h;
+ right[j] = (source->i_x_offset + source->i_visible_width ) * scale_w;
+ bottom[j] = (source->i_y_offset + source->i_visible_height) * scale_h;
+ }
+
+ 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);
+ }
+
+ glEnable(GL_TEXTURE_2D);
+ 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,
+ };
+ static const GLfloat textureCoord[] = {
+ 0.0, 0.0,
+ 0.0, 1.0,
+ 1.0, 0.0,
+ 1.0, 1.0,
+ };
+
+ glBindTexture(GL_TEXTURE_2D, glr->texture);
+ 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);
+ vgl->EnableVertexAttribArray(vgl->GetAttribLocation(vgl->program[1], "VertexPosition"));
+ vgl->VertexAttribPointer(vgl->GetAttribLocation(vgl->program[1], "VertexPosition"), 2, GL_FLOAT, 0, 0, vertexCoord);
+ } else {
+ 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);
+ }
+
+ glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
+
+ 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);