]> git.sesse.net Git - vlc/blobdiff - modules/video_output/opengl.c
Fix alignment and appearance of ISO standard equalizer centers in Qt GUI
[vlc] / modules / video_output / opengl.c
index ce7d5ed3fc5d3d257287a3fe84fa6839bccc29bd..c67cc1989b9c852080fe370d11f71b65a9b8bfbb 100644 (file)
 /*****************************************************************************
  * 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)
@@ -115,10 +171,163 @@ 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;
 
@@ -128,75 +337,195 @@ vout_display_opengl_t *vout_display_opengl_New(video_format_t *fmt,
         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;
+            }
+        }
     }
 
     /* */
@@ -211,13 +540,17 @@ vout_display_opengl_t *vout_display_opengl_New(video_format_t *fmt,
 
     /* */
     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;
 }
 
@@ -225,149 +558,84 @@ void vout_display_opengl_Delete(vout_display_opengl_t *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);
         }
     }
 
@@ -376,83 +644,155 @@ picture_pool_t *vout_display_opengl_GetPool(vout_display_opengl_t *vgl)
     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,
@@ -460,30 +800,167 @@ int vout_display_opengl_Display(vout_display_opengl_t *vgl,
          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);