#include <vlc_picture_pool.h>
#include <vlc_subpicture.h>
#include <vlc_opengl.h>
+#include <vlc_memory.h>
#include "opengl.h"
# define PFNGLGETATTRIBLOCATIONPROC typeof(glGetAttribLocation)*
# define PFNGLVERTEXATTRIBPOINTERPROC typeof(glVertexAttribPointer)*
# define PFNGLENABLEVERTEXATTRIBARRAYPROC typeof(glEnableVertexAttribArray)*
+# define PFNGLUNIFORMMATRIX4FVPROC typeof(glUniformMatrix4fv)*
# define PFNGLUNIFORM4FVPROC typeof(glUniform4fv)*
# define PFNGLUNIFORM4FPROC typeof(glUniform4f)*
# define PFNGLUNIFORM1IPROC typeof(glUniform1i)*
# define PFNGLUSEPROGRAMPROC typeof(glUseProgram)*
# define PFNGLDELETEPROGRAMPROC typeof(glDeleteProgram)*
# define PFNGLATTACHSHADERPROC typeof(glAttachShader)*
+# define PFNGLGENBUFFERSPROC typeof(glGenBuffers)*
+# define PFNGLBINDBUFFERPROC typeof(glBindBuffer)*
+# define PFNGLBUFFERDATAPROC typeof(glBufferData)*
+# define PFNGLDELETEBUFFERSPROC typeof(glDeleteBuffers)*
#if defined(__APPLE__) && USE_OPENGL_ES
# import <CoreFoundation/CoreFoundation.h>
#endif
int local_count;
GLfloat local_value[16];
+ GLuint vertex_buffer_object;
+ GLuint texture_buffer_object[PICTURE_PLANE_MAX];
+
+ GLuint *subpicture_buffer_object;
+ int subpicture_buffer_object_count;
+
/* Shader variables commands*/
#ifdef SUPPORTS_SHADERS
PFNGLGETUNIFORMLOCATIONPROC GetUniformLocation;
PFNGLVERTEXATTRIBPOINTERPROC VertexAttribPointer;
PFNGLENABLEVERTEXATTRIBARRAYPROC EnableVertexAttribArray;
- PFNGLUNIFORM4FVPROC Uniform4fv;
- PFNGLUNIFORM4FPROC Uniform4f;
- PFNGLUNIFORM1IPROC Uniform1i;
+ PFNGLUNIFORMMATRIX4FVPROC UniformMatrix4fv;
+ PFNGLUNIFORM4FVPROC Uniform4fv;
+ PFNGLUNIFORM4FPROC Uniform4f;
+ PFNGLUNIFORM1IPROC Uniform1i;
/* Shader command */
PFNGLCREATESHADERPROC CreateShader;
PFNGLGETPROGRAMINFOLOGPROC GetProgramInfoLog;
PFNGLGETSHADERIVPROC GetShaderiv;
PFNGLGETSHADERINFOLOGPROC GetShaderInfoLog;
+
+ PFNGLGENBUFFERSPROC GenBuffers;
+ PFNGLBINDBUFFERPROC BindBuffer;
+ PFNGLBUFFERDATAPROC BufferData;
+ PFNGLDELETEBUFFERSPROC DeleteBuffers;
#endif
#if defined(_WIN32)
PRECISION
"varying vec4 TexCoord0,TexCoord1, TexCoord2;"
"attribute vec4 MultiTexCoord0,MultiTexCoord1,MultiTexCoord2;"
- "attribute vec4 VertexPosition;"
+ "attribute vec2 VertexPosition;"
+ "uniform mat4 RotationMatrix;"
"void main() {"
" TexCoord0 = MultiTexCoord0;"
" TexCoord1 = MultiTexCoord1;"
" TexCoord2 = MultiTexCoord2;"
- " gl_Position = VertexPosition;"
+ " gl_Position = RotationMatrix * vec4(VertexPosition, 0.0, 1.0);"
"}";
*shader = vgl->CreateShader(GL_VERTEX_SHADER);
code = NULL;
for (int i = 0; i < 4; i++) {
- float correction = i < 3 ? yuv_range_correction : 1.0;
+ float correction = i < 3 ? yuv_range_correction : 1.f;
/* We place coefficient values for coefficient[4] in one array from matrix values.
Notice that we fill values from top down instead of left to right.*/
for (int j = 0; j < 4; j++)
local_value[*local_count + i*4+j] = j < 3 ? correction * matrix[j*4+i]
- : 0.0 ;
+ : 0.f;
}
(*local_count) += 4;
vgl->GetAttribLocation = glGetAttribLocation;
vgl->VertexAttribPointer= glVertexAttribPointer;
vgl->EnableVertexAttribArray = glEnableVertexAttribArray;
+ vgl->UniformMatrix4fv = glUniformMatrix4fv;
vgl->Uniform4fv = glUniform4fv;
vgl->Uniform4f = glUniform4f;
vgl->Uniform1i = glUniform1i;
vgl->LinkProgram = glLinkProgram;
vgl->UseProgram = glUseProgram;
vgl->DeleteProgram = glDeleteProgram;
+
+ vgl->GenBuffers = glGenBuffers;
+ vgl->BindBuffer = glBindBuffer;
+ vgl->BufferData = glBufferData;
+ vgl->DeleteBuffers = glDeleteBuffers;
+
supports_shaders = true;
#elif defined(SUPPORTS_SHADERS)
vgl->CreateShader = (PFNGLCREATESHADERPROC)vlc_gl_GetProcAddress(vgl->gl, "glCreateShader");
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->UniformMatrix4fv = (PFNGLUNIFORMMATRIX4FVPROC)vlc_gl_GetProcAddress(vgl->gl,"glUniformMatrix4fv");
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->UseProgram = (PFNGLUSEPROGRAMPROC)vlc_gl_GetProcAddress(vgl->gl, "glUseProgram");
vgl->DeleteProgram = (PFNGLDELETEPROGRAMPROC)vlc_gl_GetProcAddress(vgl->gl, "glDeleteProgram");
+ 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->DeleteBuffers = (PFNGLDELETEBUFFERSPROC)vlc_gl_GetProcAddress(vgl->gl, "glDeleteBuffers");
+
if (!vgl->CreateShader || !vgl->ShaderSource || !vgl->CreateProgram)
supports_shaders = false;
#endif
/* Texture size */
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;
+ int w = vgl->fmt.i_visible_width * vgl->chroma->p[j].w.num / vgl->chroma->p[j].w.den;
+ int h = vgl->fmt.i_visible_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;
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
+#ifdef SUPPORTS_SHADERS
+ vgl->GenBuffers(1, &vgl->vertex_buffer_object);
+ vgl->GenBuffers(vgl->chroma->plane_count, vgl->texture_buffer_object);
+
+ /* Initial number of allocated buffer objects for subpictures, will grow dynamically. */
+ int subpicture_buffer_object_count = 8;
+ vgl->subpicture_buffer_object = malloc(subpicture_buffer_object_count * sizeof(GLuint));
+ if (!vgl->subpicture_buffer_object) {
+ vlc_gl_Unlock(vgl->gl);
+ vout_display_opengl_Delete(vgl);
+ return NULL;
+ }
+ vgl->subpicture_buffer_object_count = subpicture_buffer_object_count;
+ vgl->GenBuffers(vgl->subpicture_buffer_object_count, vgl->subpicture_buffer_object);
+#endif
+
vlc_gl_Unlock(vgl->gl);
/* */
for (int i = 0; i < 3; i++)
vgl->DeleteShader(vgl->shader[i]);
}
+ vgl->DeleteBuffers(1, &vgl->vertex_buffer_object);
+ vgl->DeleteBuffers(vgl->chroma->plane_count, vgl->texture_buffer_object);
+ if (vgl->subpicture_buffer_object_count > 0)
+ vgl->DeleteBuffers(vgl->subpicture_buffer_object_count, vgl->subpicture_buffer_object);
+ free(vgl->subpicture_buffer_object);
#endif
free(vgl->texture_temp_buf);
glr->bottom = -2.0 * (r->i_y + r->fmt.i_visible_height) / subpicture->i_original_picture_height + 1.0;
glr->texture = 0;
+ /* Try to recycle the textures allocated by the previous
+ call to this function. */
for (int j = 0; j < last_count; j++) {
if (last[j].texture &&
last[j].width == glr->width &&
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) {
+ /* A texture was successfully recycled, reuse it. */
glBindTexture(GL_TEXTURE_2D, glr->texture);
Upload(vgl, r->fmt.i_visible_width, r->fmt.i_visible_height, glr->width, glr->height, 1, 1, 1, 1,
r->p_picture->p->i_pitch, r->p_picture->p->i_pixel_pitch, 0,
&r->p_picture->p->p_pixels[pixels_offset], GL_TEXTURE_2D, glr->format, glr->type);
} else {
+ /* Could not recycle a previous texture, generate a new one. */
glGenTextures(1, &glr->texture);
glBindTexture(GL_TEXTURE_2D, glr->texture);
#if !USE_OPENGL_ES
return VLC_SUCCESS;
}
+static const GLfloat identity[] = {
+ 1.0f, 0.0f, 0.0f, 0.0f,
+ 0.0f, 1.0f, 0.0f, 0.0f,
+ 0.0f, 0.0f, 1.0f, 0.0f,
+ 0.0f, 0.0f, 0.0f, 1.0f
+};
+
+static void orientationTransformMatrix(GLfloat matrix[static 16], video_orientation_t orientation) {
+
+ memcpy(matrix, identity, sizeof(identity));
+
+ const int k_cos_pi = -1;
+ const int k_cos_pi_2 = 0;
+ const int k_cos_n_pi_2 = 0;
+
+ const int k_sin_pi = 0;
+ const int k_sin_pi_2 = 1;
+ const int k_sin_n_pi_2 = -1;
+
+ bool rotate = false;
+ int cos = 0, sin = 0;
+
+ switch (orientation) {
+
+ case ORIENT_ROTATED_90:
+ cos = k_cos_pi_2;
+ sin = k_sin_pi_2;
+ rotate = true;
+ break;
+ case ORIENT_ROTATED_180:
+ cos = k_cos_pi;
+ sin = k_sin_pi;
+ rotate = true;
+ break;
+ case ORIENT_ROTATED_270:
+ cos = k_cos_n_pi_2;
+ sin = k_sin_n_pi_2;
+ rotate = true;
+ break;
+ case ORIENT_HFLIPPED:
+ matrix[0 * 4 + 0] = -1;
+ break;
+ case ORIENT_VFLIPPED:
+ matrix[1 * 4 + 1] = -1;
+ break;
+ case ORIENT_TRANSPOSED:
+ matrix[0 * 4 + 0] = 0;
+ matrix[0 * 4 + 1] = -1;
+ matrix[1 * 4 + 0] = -1;
+ matrix[1 * 4 + 1] = 0;
+ break;
+ case ORIENT_ANTI_TRANSPOSED:
+ matrix[0 * 4 + 0] = 0;
+ matrix[0 * 4 + 1] = 1;
+ matrix[1 * 4 + 0] = 1;
+ matrix[1 * 4 + 1] = 0;
+ break;
+ default:
+ break;
+ }
+
+ if (rotate) {
+
+ matrix[0 * 4 + 0] = cos;
+ matrix[0 * 4 + 1] = -sin;
+ matrix[1 * 4 + 0] = sin;
+ matrix[1 * 4 + 1] = cos;
+ }
+}
+
#ifdef SUPPORTS_FIXED_PIPELINE
static void DrawWithoutShaders(vout_display_opengl_t *vgl,
float *left, float *top, float *right, float *bottom)
right[0], top[0]
};
+ GLfloat transformMatrix[16];
+ orientationTransformMatrix(transformMatrix, vgl->fmt.orientation);
+
+ glPushMatrix();
+ glMatrixMode(GL_MODELVIEW);
+ glLoadMatrixf(transformMatrix);
+
glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
glEnable(vgl->tex_target);
glActiveTexture(GL_TEXTURE0 + 0);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
glDisable(vgl->tex_target);
+
+ glPopMatrix();
+
}
#endif
1.0, -1.0,
};
+ GLfloat transformMatrix[16];
+ orientationTransformMatrix(transformMatrix, vgl->fmt.orientation);
+
for (unsigned j = 0; j < vgl->chroma->plane_count; j++) {
const GLfloat textureCoord[] = {
left[j], top[j],
glClientActiveTexture(GL_TEXTURE0+j);
glBindTexture(vgl->tex_target, vgl->texture[0][j]);
+ vgl->BindBuffer(GL_ARRAY_BUFFER, vgl->texture_buffer_object[j]);
+ vgl->BufferData(GL_ARRAY_BUFFER, sizeof(textureCoord), textureCoord, GL_STATIC_DRAW);
+
char attribute[20];
snprintf(attribute, sizeof(attribute), "MultiTexCoord%1d", j);
vgl->EnableVertexAttribArray(vgl->GetAttribLocation(vgl->program[program], attribute));
- vgl->VertexAttribPointer(vgl->GetAttribLocation(vgl->program[program], attribute), 2, GL_FLOAT, 0, 0, textureCoord);
+ vgl->VertexAttribPointer(vgl->GetAttribLocation(vgl->program[program], attribute), 2, GL_FLOAT, 0, 0, 0);
}
glActiveTexture(GL_TEXTURE0 + 0);
glClientActiveTexture(GL_TEXTURE0 + 0);
+
+ vgl->BindBuffer(GL_ARRAY_BUFFER, vgl->vertex_buffer_object);
+ vgl->BufferData(GL_ARRAY_BUFFER, sizeof(vertexCoord), vertexCoord, GL_STATIC_DRAW);
vgl->EnableVertexAttribArray(vgl->GetAttribLocation(vgl->program[program], "VertexPosition"));
- vgl->VertexAttribPointer(vgl->GetAttribLocation(vgl->program[program], "VertexPosition"), 2, GL_FLOAT, 0, 0, vertexCoord);
+ vgl->VertexAttribPointer(vgl->GetAttribLocation(vgl->program[program], "VertexPosition"), 2, GL_FLOAT, 0, 0, 0);
+
+ vgl->UniformMatrix4fv(vgl->GetUniformLocation(vgl->program[program], "RotationMatrix"), 1, GL_FALSE, transformMatrix);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
}
scale_w = 1.0;
scale_h = 1.0;
}
+ /* Warning: if NPOT is not supported a larger texture is
+ allocated. This will cause right and bottom coordinates to
+ land on the edge of two texels with the texels to the
+ right/bottom uninitialized by the call to
+ glTexSubImage2D. This might cause a green line to appear on
+ the right/bottom of the display.
+ There are two possible solutions:
+ - Manually mirror the edges of the texture.
+ - Add a "-1" when computing right and bottom, however the
+ last row/column might not be displayed at all.
+ */
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;
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+#ifdef SUPPORTS_SHADERS
+ /* We need two buffer objects for each region: for vertex and texture coordinates. */
+ if (2 * vgl->region_count > vgl->subpicture_buffer_object_count) {
+ if (vgl->subpicture_buffer_object_count > 0)
+ vgl->DeleteBuffers(vgl->subpicture_buffer_object_count, vgl->subpicture_buffer_object);
+ vgl->subpicture_buffer_object_count = 0;
+
+ int new_count = 2 * vgl->region_count;
+ vgl->subpicture_buffer_object = realloc_or_free(vgl->subpicture_buffer_object, new_count * sizeof(GLuint));
+ if (!vgl->subpicture_buffer_object) {
+ vlc_gl_Unlock(vgl->gl);
+ return VLC_ENOMEM;
+ }
+
+ vgl->subpicture_buffer_object_count = new_count;
+ vgl->GenBuffers(vgl->subpicture_buffer_object_count, vgl->subpicture_buffer_object);
+ }
+#endif
+
glActiveTexture(GL_TEXTURE0 + 0);
glClientActiveTexture(GL_TEXTURE0 + 0);
for (int i = 0; i < vgl->region_count; i++) {
if (vgl->program[1]) {
#ifdef SUPPORTS_SHADERS
vgl->Uniform4f(vgl->GetUniformLocation(vgl->program[1], "FillColor"), 1.0f, 1.0f, 1.0f, glr->alpha);
+
+ vgl->BindBuffer(GL_ARRAY_BUFFER, vgl->subpicture_buffer_object[2 * i]);
+ vgl->BufferData(GL_ARRAY_BUFFER, sizeof(textureCoord), textureCoord, GL_STATIC_DRAW);
vgl->EnableVertexAttribArray(vgl->GetAttribLocation(vgl->program[1], "MultiTexCoord0"));
- vgl->VertexAttribPointer(vgl->GetAttribLocation(vgl->program[1], "MultiTexCoord0"), 2, GL_FLOAT, 0, 0, textureCoord);
+ vgl->VertexAttribPointer(vgl->GetAttribLocation(vgl->program[1], "MultiTexCoord0"), 2, GL_FLOAT, 0, 0, 0);
+
+ vgl->BindBuffer(GL_ARRAY_BUFFER, vgl->subpicture_buffer_object[2 * i + 1]);
+ vgl->BufferData(GL_ARRAY_BUFFER, sizeof(vertexCoord), vertexCoord, GL_STATIC_DRAW);
vgl->EnableVertexAttribArray(vgl->GetAttribLocation(vgl->program[1], "VertexPosition"));
- vgl->VertexAttribPointer(vgl->GetAttribLocation(vgl->program[1], "VertexPosition"), 2, GL_FLOAT, 0, 0, vertexCoord);
+ vgl->VertexAttribPointer(vgl->GetAttribLocation(vgl->program[1], "VertexPosition"), 2, GL_FLOAT, 0, 0, 0);
+
+ // Subpictures have the correct orientation:
+ vgl->UniformMatrix4fv(vgl->GetUniformLocation(vgl->program[1], "RotationMatrix"), 1, GL_FALSE, identity);
#endif
} else {
#ifdef SUPPORTS_FIXED_PIPELINE