]> git.sesse.net Git - vlc/blobdiff - modules/video_output/opengl.c
wl_shell_surface: fix dead lock when destroying thread
[vlc] / modules / video_output / opengl.c
index 1028016d5786038e18c454655e958f7836a99c0f..ceb60dc5b5c76a5fb89831b544120f81e36234a6 100644 (file)
@@ -1,15 +1,15 @@
 /*****************************************************************************
  * opengl.c: OpenGL and OpenGL ES output common code
  *****************************************************************************
- * Copyright (C) 2004-2012 VLC authors and VideoLAN
+ * Copyright (C) 2004-2013 VLC authors and VideoLAN
  * Copyright (C) 2009, 2011 Laurent Aimar
  *
- * Authors: Cyril Deguet <asmax@videolan.org>
- *          Gildas Bazin <gbazin@videolan.org>
- *          Eric Petit <titer@m0k.org>
- *          Cedric Cocquebert <cedric.cocquebert@supelec.fr>
- *          Laurent Aimar <fenrir _AT_ videolan _DOT_ org>
+ * Authors: Laurent Aimar <fenrir _AT_ videolan _DOT_ org>
  *          Ilkka Ollakka <ileoo@videolan.org>
+ *          Rémi Denis-Courmont
+ *          Adrien Maglo <magsoft at videolan dot org>
+ *          Felix Paul Kühne <fkuehne at videolan dot org>
+ *          Pierre d'Herbemont <pdherbemont at videolan dot org>
  *
  * This program is free software; you can redistribute it and/or modify it
  * under the terms of the GNU Lesser General Public License as published by
@@ -33,6 +33,7 @@
 #include <vlc_picture_pool.h>
 #include <vlc_subpicture.h>
 #include <vlc_opengl.h>
+#include <vlc_memory.h>
 
 #include "opengl.h"
 
 # define GL_CLAMP_TO_EDGE 0x812F
 #endif
 
-#ifdef __APPLE__
-#   define PFNGLGENBUFFERSPROC               typeof(glGenBuffers)*
-#   define PFNGLBINDBUFFERPROC               typeof(glBindBuffer)*
-#   define PFNGLDELETEBUFFERSPROC            typeof(glDeleteBuffers)*
-#   define PFNGLBUFFERSUBDATAPROC            typeof(glBufferSubData)*
-#   define PFNGLBUFFERDATAPROC               typeof(glBufferData)*
+#if USE_OPENGL_ES == 2 || defined(__APPLE__)
 #   define PFNGLGETPROGRAMIVPROC             typeof(glGetProgramiv)*
 #   define PFNGLGETPROGRAMINFOLOGPROC        typeof(glGetProgramInfoLog)*
 #   define PFNGLGETSHADERIVPROC              typeof(glGetShaderiv)*
 #   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 PFNGLUNIFORM3IPROC                typeof(glUniform3i)*
 #   define PFNGLUNIFORM1IPROC                typeof(glUniform1i)*
 #   define PFNGLCREATESHADERPROC             typeof(glCreateShader)*
 #   define PFNGLSHADERSOURCEPROC             typeof(glShaderSource)*
 #   define PFNGLCOMPILESHADERPROC            typeof(glCompileShader)*
-#   define PFNGLDETACHSHADERPROC             typeof(glDetachShader)*
 #   define PFNGLDELETESHADERPROC             typeof(glDeleteShader)*
 #   define PFNGLCREATEPROGRAMPROC            typeof(glCreateProgram)*
 #   define PFNGLLINKPROGRAMPROC              typeof(glLinkProgram)*
 #   define PFNGLUSEPROGRAMPROC               typeof(glUseProgram)*
 #   define PFNGLDELETEPROGRAMPROC            typeof(glDeleteProgram)*
 #   define PFNGLATTACHSHADERPROC             typeof(glAttachShader)*
-#if USE_OPENGL_ES
-#   define GL_UNPACK_ROW_LENGTH 0
+#   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
 #endif
 
 #if USE_OPENGL_ES
+#   define GLSL_VERSION "100"
 #   define VLCGL_TEXTURE_COUNT 1
 #   define VLCGL_PICTURE_MAX 1
+#   define PRECISION "precision highp float;"
+#if USE_OPENGL_ES == 2
+#   define SUPPORTS_SHADERS
+#   define glClientActiveTexture(x)
+#else
+#   define SUPPORTS_FIXED_PIPELINE
+#   define GL_MAX_TEXTURE_IMAGE_UNITS GL_MAX_TEXTURE_UNITS
+#endif
 #else
+#   define GLSL_VERSION "120"
 #   define VLCGL_TEXTURE_COUNT 1
 #   define VLCGL_PICTURE_MAX 128
+#   define PRECISION ""
+#   define SUPPORTS_SHADERS
+#   define SUPPORTS_FIXED_PIPELINE
 #endif
 
 static const vlc_fourcc_t gl_subpicture_chromas[] = {
@@ -100,6 +111,9 @@ typedef struct {
     float    left;
     float    bottom;
     float    right;
+
+    float    tex_width;
+    float    tex_height;
 } gl_region_t;
 
 struct vout_display_opengl_t {
@@ -131,31 +145,28 @@ struct vout_display_opengl_t {
     int        local_count;
     GLfloat    local_value[16];
 
-    /* Buffer commands */
-    PFNGLGENBUFFERSPROC   GenBuffers;
-    PFNGLBINDBUFFERPROC   BindBuffer;
-    PFNGLDELETEBUFFERSPROC DeleteBuffers;
-    PFNGLBUFFERSUBDATAPROC BufferSubData;
+    GLuint vertex_buffer_object;
+    GLuint texture_buffer_object[PICTURE_PLANE_MAX];
 
-    PFNGLBUFFERDATAPROC   BufferData;
+    GLuint *subpicture_buffer_object;
+    int    subpicture_buffer_object_count;
 
     /* Shader variables commands*/
-
+#ifdef SUPPORTS_SHADERS
     PFNGLGETUNIFORMLOCATIONPROC      GetUniformLocation;
     PFNGLGETATTRIBLOCATIONPROC       GetAttribLocation;
     PFNGLVERTEXATTRIBPOINTERPROC     VertexAttribPointer;
     PFNGLENABLEVERTEXATTRIBARRAYPROC EnableVertexAttribArray;
 
-    PFNGLUNIFORM4FVPROC   Uniform4fv;
-    PFNGLUNIFORM4FPROC    Uniform4f;
-    PFNGLUNIFORM3IPROC    Uniform3i;
-    PFNGLUNIFORM1IPROC    Uniform1i;
+    PFNGLUNIFORMMATRIX4FVPROC   UniformMatrix4fv;
+    PFNGLUNIFORM4FVPROC         Uniform4fv;
+    PFNGLUNIFORM4FPROC          Uniform4f;
+    PFNGLUNIFORM1IPROC          Uniform1i;
 
     /* Shader command */
     PFNGLCREATESHADERPROC CreateShader;
     PFNGLSHADERSOURCEPROC ShaderSource;
     PFNGLCOMPILESHADERPROC CompileShader;
-    PFNGLDETACHSHADERPROC   DetachShader;
     PFNGLDELETESHADERPROC   DeleteShader;
 
     PFNGLCREATEPROGRAMPROC CreateProgram;
@@ -171,12 +182,26 @@ struct vout_display_opengl_t {
     PFNGLGETSHADERIVPROC   GetShaderiv;
     PFNGLGETSHADERINFOLOGPROC GetShaderInfoLog;
 
+    PFNGLGENBUFFERSPROC    GenBuffers;
+    PFNGLBINDBUFFERPROC    BindBuffer;
+    PFNGLBUFFERDATAPROC    BufferData;
+    PFNGLDELETEBUFFERSPROC DeleteBuffers;
+#endif
+
+#if defined(_WIN32)
+    PFNGLACTIVETEXTUREPROC  ActiveTexture;
+    PFNGLCLIENTACTIVETEXTUREPROC  ClientActiveTexture;
+#endif
+
 
     /* multitexture */
     bool use_multitexture;
 
     /* Non-power-of-2 texture size support */
     bool supports_npot;
+
+    uint8_t *texture_temp_buf;
+    int      texture_temp_buf_size;
 };
 
 static inline int GetAlignedSize(unsigned size)
@@ -204,6 +229,183 @@ static bool IsLuminance16Supported(int target)
 }
 #endif
 
+#ifdef SUPPORTS_SHADERS
+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 vec2 VertexPosition;"
+        "uniform mat4 RotationMatrix;"
+        "void main() {"
+        " TexCoord0 = MultiTexCoord0;"
+        " TexCoord1 = MultiTexCoord1;"
+        " TexCoord2 = MultiTexCoord2;"
+        " gl_Position = RotationMatrix * vec4(VertexPosition, 0.0, 1.0);"
+        "}";
+
+    *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.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.f;
+    }
+    (*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);
+}
+
+static void BuildXYZFragmentShader(vout_display_opengl_t *vgl,
+                                   GLint *shader)
+{
+    /* Shader for XYZ to RGB correction
+     * 3 steps :
+     *  - XYZ gamma correction
+     *  - XYZ to RGB matrix conversion
+     *  - reverse RGB gamma correction
+     */
+      const char *code =
+        "#version " GLSL_VERSION "\n"
+        PRECISION
+        "uniform sampler2D Texture0;"
+        "uniform vec4 xyz_gamma = vec4(2.6);"
+        "uniform vec4 rgb_gamma = vec4(1.0/2.2);"
+        // WARN: matrix Is filled column by column (not row !)
+        "uniform mat4 matrix_xyz_rgb = mat4("
+        "    3.240454 , -0.9692660, 0.0556434, 0.0,"
+        "   -1.5371385,  1.8760108, -0.2040259, 0.0,"
+        "    -0.4985314, 0.0415560, 1.0572252,  0.0,"
+        "    0.0,      0.0,         0.0,        1.0 "
+        " );"
+
+        "varying vec4 TexCoord0;"
+        "void main()"
+        "{ "
+        " vec4 v_in, v_out;"
+        " v_in  = texture2D(Texture0, TexCoord0.st);"
+        " v_in = pow(v_in, xyz_gamma);"
+        " v_out = matrix_xyz_rgb * v_in ;"
+        " v_out = pow(v_out, rgb_gamma) ;"
+        " v_out = clamp(v_out, 0.0, 1.0) ;"
+        " gl_FragColor = v_out;"
+        "}";
+    *shader = vgl->CreateShader(GL_FRAGMENT_SHADER);
+    vgl->ShaderSource(*shader, 1, &code, NULL);
+    vgl->CompileShader(*shader);
+}
+
+#endif
+
 vout_display_opengl_t *vout_display_opengl_New(video_format_t *fmt,
                                                const vlc_fourcc_t **subpicture_chromas,
                                                vlc_gl_t *gl)
@@ -230,18 +432,42 @@ vout_display_opengl_t *vout_display_opengl_New(video_format_t *fmt,
     bool supports_shaders = strverscmp((const char *)ogl_version, "2.0") >= 0;
 #else
     bool supports_shaders = false;
-#ifdef __APPLE__
-    if (kCFCoreFoundationVersionNumber >= 786.)
-        supports_shaders = true;
-#endif
 #endif
 
-    vgl->GenBuffers    = (PFNGLGENBUFFERSPROC)vlc_gl_GetProcAddress(vgl->gl, "glGenBuffers");
-    vgl->BindBuffer    = (PFNGLBINDBUFFERPROC)vlc_gl_GetProcAddress(vgl->gl, "glBindBuffer");
-    vgl->BufferData    = (PFNGLBUFFERDATAPROC)vlc_gl_GetProcAddress(vgl->gl, "glBufferData");
-    vgl->BufferSubData = (PFNGLBUFFERSUBDATAPROC)vlc_gl_GetProcAddress(vgl->gl, "glBufferSubData");
-    vgl->DeleteBuffers = (PFNGLDELETEBUFFERSPROC)vlc_gl_GetProcAddress(vgl->gl, "glDeleteBuffers");
-
+#if USE_OPENGL_ES == 2
+    vgl->CreateShader  = glCreateShader;
+    vgl->ShaderSource  = glShaderSource;
+    vgl->CompileShader = glCompileShader;
+    vgl->AttachShader  = glAttachShader;
+
+    vgl->GetProgramiv  = glGetProgramiv;
+    vgl->GetShaderiv   = glGetShaderiv;
+    vgl->GetProgramInfoLog  = glGetProgramInfoLog;
+    vgl->GetShaderInfoLog   = glGetShaderInfoLog;
+
+    vgl->DeleteShader  = glDeleteShader;
+
+    vgl->GetUniformLocation = glGetUniformLocation;
+    vgl->GetAttribLocation  = glGetAttribLocation;
+    vgl->VertexAttribPointer= glVertexAttribPointer;
+    vgl->EnableVertexAttribArray = glEnableVertexAttribArray;
+    vgl->UniformMatrix4fv = glUniformMatrix4fv;
+    vgl->Uniform4fv    = glUniform4fv;
+    vgl->Uniform4f     = glUniform4f;
+    vgl->Uniform1i     = glUniform1i;
+
+    vgl->CreateProgram = glCreateProgram;
+    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->ShaderSource  = (PFNGLSHADERSOURCEPROC)vlc_gl_GetProcAddress(vgl->gl, "glShaderSource");
     vgl->CompileShader = (PFNGLCOMPILESHADERPROC)vlc_gl_GetProcAddress(vgl->gl, "glCompileShader");
@@ -252,16 +478,15 @@ vout_display_opengl_t *vout_display_opengl_New(video_format_t *fmt,
     vgl->GetProgramInfoLog  = (PFNGLGETPROGRAMINFOLOGPROC)vlc_gl_GetProcAddress(vgl->gl, "glGetProgramInfoLog");
     vgl->GetShaderInfoLog   = (PFNGLGETSHADERINFOLOGPROC)vlc_gl_GetProcAddress(vgl->gl, "glGetShaderInfoLog");
 
-    vgl->DetachShader  = (PFNGLDETACHSHADERPROC)vlc_gl_GetProcAddress(vgl->gl, "glDetachShader");
     vgl->DeleteShader  = (PFNGLDELETESHADERPROC)vlc_gl_GetProcAddress(vgl->gl, "glDeleteShader");
 
     vgl->GetUniformLocation = (PFNGLGETUNIFORMLOCATIONPROC)vlc_gl_GetProcAddress(vgl->gl, "glGetUniformLocation");
     vgl->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->Uniform3i     = (PFNGLUNIFORM3IPROC)vlc_gl_GetProcAddress(vgl->gl,"glUniform3i");
     vgl->Uniform1i     = (PFNGLUNIFORM1IPROC)vlc_gl_GetProcAddress(vgl->gl,"glUniform1i");
 
     vgl->CreateProgram = (PFNGLCREATEPROGRAMPROC)vlc_gl_GetProcAddress(vgl->gl, "glCreateProgram");
@@ -269,15 +494,43 @@ vout_display_opengl_t *vout_display_opengl_New(video_format_t *fmt,
     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
+
+#if defined(_WIN32)
+    vgl->ActiveTexture = (PFNGLACTIVETEXTUREPROC)vlc_gl_GetProcAddress(vgl->gl, "glActiveTexture");
+    vgl->ClientActiveTexture = (PFNGLCLIENTACTIVETEXTUREPROC)vlc_gl_GetProcAddress(vgl->gl, "glClientActiveTexture");
+#   define glActiveTexture vgl->ActiveTexture
+#   define glClientActiveTexture vgl->ClientActiveTexture
+#endif
 
     vgl->supports_npot = HasExtension(extensions, "GL_ARB_texture_non_power_of_two") ||
                          HasExtension(extensions, "GL_APPLE_texture_2D_limited_npot");
 
+#if USE_OPENGL_ES == 2
+    /* 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. */
+    vgl->supports_npot = true;
+#endif
+
     GLint max_texture_units = 0;
     glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &max_texture_units);
 
+#ifdef __APPLE__
+#if USE_OPENGL_ES
+    /* work-around an iOS 6 bug */
+    if (kCFCoreFoundationVersionNumber >= 786.)
+        max_texture_units = 8;
+    supports_shaders = true;
+#endif
+#endif
+
     /* Initialize with default chroma */
     vgl->fmt = *fmt;
     vgl->fmt.i_chroma = VLC_CODEC_RGB32;
@@ -296,9 +549,11 @@ vout_display_opengl_t *vout_display_opengl_New(video_format_t *fmt,
     vgl->tex_type     = GL_UNSIGNED_BYTE;
     /* Use YUV if possible and needed */
     bool need_fs_yuv = false;
+    bool need_fs_xyz = false;
+    bool need_fs_rgba = USE_OPENGL_ES == 2;
     float yuv_range_correction = 1.0;
-    if (max_texture_units >= 3 && supports_shaders &&
-        vlc_fourcc_IsYUV(fmt->i_chroma) && !vlc_fourcc_IsYUV(vgl->fmt.i_chroma)) {
+
+    if (max_texture_units >= 3 && supports_shaders && vlc_fourcc_IsYUV(fmt->i_chroma)) {
         const vlc_fourcc_t *list = vlc_fourcc_GetYUVFallback(fmt->i_chroma);
         while (*list) {
             const vlc_chroma_description_t *dsc = vlc_fourcc_GetChromaDescription(*list);
@@ -328,13 +583,22 @@ vout_display_opengl_t *vout_display_opengl_New(video_format_t *fmt,
         }
     }
 
+    if (fmt->i_chroma == VLC_CODEC_XYZ12) {
+        vlc_fourcc_GetChromaDescription(fmt->i_chroma);
+        need_fs_xyz       = true;
+        vgl->fmt          = *fmt;
+        vgl->fmt.i_chroma = VLC_CODEC_XYZ12;
+        vgl->tex_format   = GL_RGB;
+        vgl->tex_internal = GL_RGB;
+        vgl->tex_type     = GL_UNSIGNED_SHORT;
+    }
     vgl->chroma = vlc_fourcc_GetChromaDescription(vgl->fmt.i_chroma);
     vgl->use_multitexture = vgl->chroma->plane_count > 1;
 
     /* 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;
@@ -344,152 +608,72 @@ vout_display_opengl_t *vout_display_opengl_New(video_format_t *fmt,
         }
     }
 
-    /* Build fragment program if needed */
-    vgl->program[0] = 0;
+    /* 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;
-    vgl->shader[0] = vgl->shader[1] = vgl->shader[2] = -1;
-    if (supports_shaders) {
-        char *code = NULL;
-
-        /* [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 120\n"
-            "uniform sampler2D Texture[3];"
-            "uniform vec4      coefficient[4];"
-            "varying vec4      TexCoord0,TexCoord1,TexCoord2;"
-
-            "void main(void) {"
-            " vec4 x,y,z,result;"
-            " x  = texture2D(Texture[0], TexCoord0.st);"
-            " %c = texture2D(Texture[1], TexCoord1.st);"
-            " %c = texture2D(Texture[2], TexCoord2.st);"
-
-            " result = x * coefficient[0] + coefficient[3];"
-            " result = (y * coefficient[1]) + result;"
-            " result = (z * coefficient[2]) + result;"
-            " gl_FragColor = result;"
-            "}";
-        bool swap_uv = vgl->fmt.i_chroma == VLC_CODEC_YV12 ||
-                       vgl->fmt.i_chroma == VLC_CODEC_YV9;
-        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++)
-                vgl->local_value[vgl->local_count + i*4+j] = j < 3 ? correction * matrix[j*4+i] : 0.0 ;
+    if (supports_shaders && (need_fs_yuv || need_fs_xyz|| need_fs_rgba)) {
+#ifdef SUPPORTS_SHADERS
+        if (need_fs_xyz)
+            BuildXYZFragmentShader(vgl, &vgl->shader[0]);
+        else
+            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->local_count += 4;
-
-        // Basic vertex shader that we use in both cases
-        const char *vertexShader =
-        "#version 120\n"
-        "varying   vec4 TexCoord0,TexCoord1, TexCoord2;"
-        "attribute vec4 MultiTexCoord0,MultiTexCoord1,MultiTexCoord2;"
-        "attribute vec4 vertex_position;"
-        "void main() {"
-        " TexCoord0 = MultiTexCoord0;"
-        " TexCoord1 = MultiTexCoord1;"
-        " TexCoord2 = MultiTexCoord2;"
-        " gl_Position = vertex_position;"
-        "}";
-
-        // Dummy shader for text overlay
-        const char *helloShader =
-        "#version 120\n"
-        "uniform sampler2D Texture[3];"
-        "uniform vec4 fillColor;"
-        "varying vec4 TexCoord0,TexCoord1,TexCoord2;"
-        "void main()"
-        "{ "
-        "  gl_FragColor = texture2D(Texture[0], TexCoord0.st)*fillColor;"
-        "}";
 
-        vgl->shader[2] = vgl->CreateShader(GL_VERTEX_SHADER);
-        vgl->ShaderSource(vgl->shader[2], 1, (const GLchar **)&vertexShader, NULL);
-        vgl->CompileShader(vgl->shader[2]);
+        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]);
 
-        /* Create 'dummy' shader that handles subpicture overlay for now*/
-        vgl->shader[1] = vgl->CreateShader(GL_FRAGMENT_SHADER);
-        vgl->ShaderSource(vgl->shader[1], 1, &helloShader, NULL);
-        vgl->CompileShader(vgl->shader[1]);
         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]);
 
-        // Create shader from code
-        vgl->shader[0] = vgl->CreateShader(GL_FRAGMENT_SHADER);
-        vgl->program[0] = vgl->CreateProgram();
-        if (need_fs_yuv) {
-            vgl->ShaderSource(vgl->shader[0], 1, (const GLchar **)&code, NULL);
-            vgl->CompileShader(vgl->shader[0]);
-            vgl->AttachShader(vgl->program[0], vgl->shader[0]);
-        } else {
-            /* Use simpler shader if we don't need to to yuv -> rgb,
-               for example when input is allready rgb (.bmp image).*/
-            vgl->AttachShader(vgl->program[0], vgl->shader[1]);
-        }
-        vgl->AttachShader(vgl->program[0], vgl->shader[2]);
-
-        vgl->LinkProgram(vgl->program[0]);
-
-        free(code);
+        /* 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) {
-                int charsWritten;
-                char *infolog;
-
-                infolog = malloc(infoLength);
-                vgl->GetProgramInfoLog(vgl->program[i], infoLength, &charsWritten, infolog);
-                fprintf(stderr, "shader program %d: %s\n", i, infolog);
-                free(infolog);
-
-                /* Check shaders messages too */
-                for (GLuint j = 0; j < 2; j++) {
-                    vgl->GetShaderiv(vgl->shader[j], GL_INFO_LOG_LENGTH, &infoLength);
-                    if (infoLength > 1) {
-                        infolog = malloc(infoLength);
-                        vgl->GetShaderInfoLog(vgl->shader[j], infoLength, &charsWritten, infolog);
-                        fprintf(stderr, "shader %d: %s\n", j, 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;
-                }
+            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;
             }
         }
+#else
+        (void)yuv_range_correction;
+#endif
     }
 
     /* */
@@ -500,6 +684,22 @@ vout_display_opengl_t *vout_display_opengl_New(video_format_t *fmt,
     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);
 
     /* */
@@ -532,13 +732,21 @@ void vout_display_opengl_Delete(vout_display_opengl_t *vgl)
         }
         free(vgl->region);
 
+#ifdef SUPPORTS_SHADERS
         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]);
         }
+        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);
         vlc_gl_Unlock(vgl->gl);
     }
     if (vgl->pool)
@@ -613,25 +821,74 @@ error:
     return NULL;
 }
 
-int vout_display_opengl_Prepare(vout_display_opengl_t *vgl,
-                                picture_t *picture, subpicture_t *subpicture)
+#define ALIGN(x, y) (((x) + ((y) - 1)) & ~((y) - 1))
+static void Upload(vout_display_opengl_t *vgl, int in_width, int in_height,
+                   int in_full_width, int in_full_height,
+                   int w_num, int w_den, int h_num, int h_den,
+                   int pitch, int pixel_pitch,
+                   int full_upload, const uint8_t *pixels,
+                   int tex_target, int tex_format, int tex_type)
 {
-    /* 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)
+    int width       =       in_width * w_num / w_den;
+    int full_width  =  in_full_width * w_num / w_den;
+    int height      =      in_height * h_num / h_den;
+    int full_height = in_full_height * h_num / h_den;
+    // This unpack alignment is the default, but setting it just in case.
+    glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
+#ifndef GL_UNPACK_ROW_LENGTH
+    int dst_width = full_upload ? full_width : width;
+    int dst_pitch = ALIGN(dst_width * pixel_pitch, 4);
+    if ( pitch != dst_pitch )
+    {
+        int buf_size = dst_pitch * full_height * pixel_pitch;
+        const uint8_t *source = pixels;
+        uint8_t *destination;
+        if( !vgl->texture_temp_buf || vgl->texture_temp_buf_size < buf_size )
+        {
+            free( vgl->texture_temp_buf );
+            vgl->texture_temp_buf = xmalloc( buf_size );
+            vgl->texture_temp_buf_size = buf_size;
+        }
+        destination = vgl->texture_temp_buf;
 
-       Therefore on OSX, we have to use two buffers and textures and use a
-       lock(/unlock) managed picture pool.
-     */
+        for( int h = 0; h < height ; h++ )
+        {
+            memcpy( destination, source, width * pixel_pitch );
+            source += pitch;
+            destination += dst_pitch;
+        }
+        if (full_upload)
+            glTexImage2D( tex_target, 0, tex_format,
+                          full_width, full_height,
+                          0, tex_format, tex_type, vgl->texture_temp_buf );
+        else
+            glTexSubImage2D( tex_target, 0,
+                             0, 0,
+                             width, height,
+                             tex_format, tex_type, vgl->texture_temp_buf );
+    } else {
+#else
+    (void) width;
+    (void) height;
+    (void) vgl;
+    {
+        glPixelStorei(GL_UNPACK_ROW_LENGTH, pitch / pixel_pitch);
+#endif
+        if (full_upload)
+            glTexImage2D(tex_target, 0, tex_format,
+                         full_width, full_height,
+                         0, tex_format, tex_type, pixels);
+        else
+            glTexSubImage2D(tex_target, 0,
+                            0, 0,
+                            width, height,
+                            tex_format, tex_type, pixels);
+    }
+}
 
+int vout_display_opengl_Prepare(vout_display_opengl_t *vgl,
+                                picture_t *picture, subpicture_t *subpicture)
+{
     if (vlc_gl_Lock(vgl->gl))
         return VLC_EGENERIC;
 
@@ -642,12 +899,11 @@ int vout_display_opengl_Prepare(vout_display_opengl_t *vgl,
             glClientActiveTexture(GL_TEXTURE0 + j);
         }
         glBindTexture(vgl->tex_target, vgl->texture[0][j]);
-        glPixelStorei(GL_UNPACK_ROW_LENGTH, picture->p[j].i_pitch / picture->p[j].i_pixel_pitch);
-        glTexSubImage2D(vgl->tex_target, 0,
-                        0, 0,
-                        vgl->fmt.i_width  * vgl->chroma->p[j].w.num / vgl->chroma->p[j].w.den,
-                        vgl->fmt.i_height * vgl->chroma->p[j].h.num / vgl->chroma->p[j].h.den,
-                        vgl->tex_format, vgl->tex_type, picture->p[j].p_pixels);
+
+        Upload(vgl, picture->format.i_visible_width, vgl->fmt.i_visible_height,
+               vgl->fmt.i_width, vgl->fmt.i_height,
+               vgl->chroma->p[j].w.num, vgl->chroma->p[j].w.den, vgl->chroma->p[j].h.num, vgl->chroma->p[j].h.den,
+               picture->p[j].i_pitch, picture->p[j].i_pixel_pitch, 0, picture->p[j].p_pixels, vgl->tex_target, vgl->tex_format, vgl->tex_type);
     }
 
     int         last_count = vgl->region_count;
@@ -680,6 +936,11 @@ int vout_display_opengl_Prepare(vout_display_opengl_t *vgl,
             if (!vgl->supports_npot) {
                 glr->width  = GetAlignedSize(glr->width);
                 glr->height = GetAlignedSize(glr->height);
+                glr->tex_width  = (float) r->fmt.i_visible_width  / glr->width;
+                glr->tex_height = (float) r->fmt.i_visible_height / glr->height;
+            } else {
+                glr->tex_width  = 1.0;
+                glr->tex_height = 1.0;
             }
             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;
@@ -688,6 +949,8 @@ int vout_display_opengl_Prepare(vout_display_opengl_t *vgl,
             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 &&
@@ -703,13 +966,13 @@ int vout_display_opengl_Prepare(vout_display_opengl_t *vgl,
             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);
-                /* TODO set GL_UNPACK_ALIGNMENT */
-                glPixelStorei(GL_UNPACK_ROW_LENGTH, r->p_picture->p->i_pitch / r->p_picture->p->i_pixel_pitch);
-                glTexSubImage2D(GL_TEXTURE_2D, 0,
-                                0, 0, glr->width, glr->height,
-                                glr->format, glr->type, &r->p_picture->p->p_pixels[pixels_offset]);
+                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
@@ -720,11 +983,9 @@ int vout_display_opengl_Prepare(vout_display_opengl_t *vgl,
                 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 */
-                glPixelStorei(GL_UNPACK_ROW_LENGTH, r->p_picture->p->i_pitch / r->p_picture->p->i_pixel_pitch);
-                glTexImage2D(GL_TEXTURE_2D, 0, glr->format,
-                             glr->width, glr->height, 0, glr->format, glr->type,
-                             &r->p_picture->p->p_pixels[pixels_offset]);
+                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, 1,
+                       &r->p_picture->p->p_pixels[pixels_offset], GL_TEXTURE_2D, glr->format, glr->type);
             }
         }
     }
@@ -739,6 +1000,77 @@ int vout_display_opengl_Prepare(vout_display_opengl_t *vgl,
     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)
 {
@@ -756,39 +1088,58 @@ static void DrawWithoutShaders(vout_display_opengl_t *vgl,
         right[0], top[0]
     };
 
-    for (unsigned j = 0; j < vgl->chroma->plane_count; j++) {
-        glActiveTexture(GL_TEXTURE0 + j);
-        glClientActiveTexture(GL_TEXTURE0 + j);
+    GLfloat transformMatrix[16];
+    orientationTransformMatrix(transformMatrix, vgl->fmt.orientation);
+
+    glPushMatrix();
+    glMatrixMode(GL_MODELVIEW);
+    glLoadMatrixf(transformMatrix);
 
-        glEnableClientState(GL_VERTEX_ARRAY);
-        glEnableClientState(GL_TEXTURE_COORD_ARRAY);
+    glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
+    glEnable(vgl->tex_target);
+    glActiveTexture(GL_TEXTURE0 + 0);
+    glClientActiveTexture(GL_TEXTURE0 + 0);
 
-        glEnable(vgl->tex_target);
+    glBindTexture(vgl->tex_target, vgl->texture[0][0]);
 
-        glBindTexture(vgl->tex_target, vgl->texture[0][j]);
-        glTexCoordPointer(2, GL_FLOAT, 0, textureCoord);
-    }
-    glActiveTexture(GL_TEXTURE0);
-    glClientActiveTexture(GL_TEXTURE0);
+    glEnableClientState(GL_VERTEX_ARRAY);
+    glEnableClientState(GL_TEXTURE_COORD_ARRAY);
 
+    glTexCoordPointer(2, GL_FLOAT, 0, textureCoord);
     glVertexPointer(2, GL_FLOAT, 0, vertexCoord);
 
     glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
 
-    for (unsigned j = 0; j < vgl->chroma->plane_count; j++) {
-        glActiveTexture(GL_TEXTURE0 + j);
-        glClientActiveTexture(GL_TEXTURE0 + j);
-        glDisable(vgl->tex_target);
-        glDisableClientState(GL_TEXTURE_COORD_ARRAY);
-        glDisableClientState(GL_VERTEX_ARRAY);
-    }
-    glActiveTexture(GL_TEXTURE0);
-    glClientActiveTexture(GL_TEXTURE0);
+    glDisableClientState(GL_TEXTURE_COORD_ARRAY);
+    glDisableClientState(GL_VERTEX_ARRAY);
+    glDisable(vgl->tex_target);
+
+    glPopMatrix();
+
 }
+#endif
 
+#ifdef SUPPORTS_SHADERS
 static void DrawWithShaders(vout_display_opengl_t *vgl,
-                            float *left, float *top, float *right, float *bottom)
+                            float *left, float *top, float *right, float *bottom,
+                            int program)
 {
+    vgl->UseProgram(vgl->program[program]);
+    if (program == 0) {
+        if (vgl->chroma->plane_count == 3) {
+            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);
+        }
+        else if (vgl->chroma->plane_count == 1) {
+            vgl->Uniform1i(vgl->GetUniformLocation(vgl->program[0], "Texture0"), 0);
+        }
+    } else {
+        vgl->Uniform1i(vgl->GetUniformLocation(vgl->program[1], "Texture0"), 0);
+        vgl->Uniform4f(vgl->GetUniformLocation(vgl->program[1], "FillColor"), 1.0f, 1.0f, 1.0f, 1.0f);
+    }
+
     static const GLfloat vertexCoord[] = {
         -1.0,  1.0,
         -1.0, -1.0,
@@ -796,6 +1147,9 @@ static void DrawWithShaders(vout_display_opengl_t *vgl,
          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],
@@ -805,21 +1159,29 @@ static void DrawWithShaders(vout_display_opengl_t *vgl,
         };
         glActiveTexture(GL_TEXTURE0+j);
         glClientActiveTexture(GL_TEXTURE0+j);
-        glEnable(vgl->tex_target);
         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[0], attribute));
-        vgl->VertexAttribPointer(vgl->GetAttribLocation(vgl->program[0], attribute), 2, GL_FLOAT, 0, 0, textureCoord);
+        vgl->EnableVertexAttribArray(vgl->GetAttribLocation(vgl->program[program], attribute));
+        vgl->VertexAttribPointer(vgl->GetAttribLocation(vgl->program[program], attribute), 2, GL_FLOAT, 0, 0, 0);
     }
     glActiveTexture(GL_TEXTURE0 + 0);
     glClientActiveTexture(GL_TEXTURE0 + 0);
-    vgl->EnableVertexAttribArray(vgl->GetAttribLocation(vgl->program[0], "vertex_position"));
-    vgl->VertexAttribPointer(vgl->GetAttribLocation(vgl->program[0], "vertex_position"), 2, GL_FLOAT, 0, 0, vertexCoord);
+
+    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, 0);
+
+    vgl->UniformMatrix4fv(vgl->GetUniformLocation(vgl->program[program], "RotationMatrix"), 1, GL_FALSE, transformMatrix);
 
     glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
 }
+#endif
 
 int vout_display_opengl_Display(vout_display_opengl_t *vgl,
                                 const video_format_t *source)
@@ -827,14 +1189,21 @@ int vout_display_opengl_Display(vout_display_opengl_t *vgl,
     if (vlc_gl_Lock(vgl->gl))
         return VLC_EGENERIC;
 
-    /* glTexCoord works differently with GL_TEXTURE_2D and
-       GL_TEXTURE_RECTANGLE_EXT */
+    /* Why drawing here and not in Render()? Because this way, the
+       OpenGL providers can call vout_display_opengl_Display to force redraw.i
+       Currently, the OS X provider uses it to get a smooth window resizing */
+    glClear(GL_COLOR_BUFFER_BIT);
+
+    /* Draw the picture */
     float left[PICTURE_PLANE_MAX];
     float top[PICTURE_PLANE_MAX];
     float right[PICTURE_PLANE_MAX];
     float bottom[PICTURE_PLANE_MAX];
     for (unsigned j = 0; j < vgl->chroma->plane_count; j++) {
+        /* glTexCoord works differently with GL_TEXTURE_2D and
+           GL_TEXTURE_RECTANGLE_EXT */
         float scale_w, scale_h;
+
         if (vgl->tex_target == GL_TEXTURE_2D) {
             scale_w = (float)vgl->chroma->p[j].w.num / vgl->chroma->p[j].w.den / vgl->tex_width[j];
             scale_h = (float)vgl->chroma->p[j].h.num / vgl->chroma->p[j].h.den / vgl->tex_height[j];
@@ -843,38 +1212,72 @@ int vout_display_opengl_Display(vout_display_opengl_t *vgl,
             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;
         bottom[j] = (source->i_y_offset + source->i_visible_height) * scale_h;
     }
 
-    /* Why drawing here and not in Render()? Because this way, the
-       OpenGL providers can call vout_display_opengl_Display to force redraw.i
-       Currently, the OS X provider uses it to get a smooth window resizing */
-
-    glClear(GL_COLOR_BUFFER_BIT);
+#ifdef SUPPORTS_SHADERS
+    if (vgl->program[0] && (vgl->chroma->plane_count == 3 || vgl->chroma->plane_count == 1))
+        DrawWithShaders(vgl, left, top, right, bottom, 0);
+    else if (vgl->program[1] && vgl->chroma->plane_count == 1)
+        DrawWithShaders(vgl, left, top, right, bottom, 1);
+    else
+#endif
+    {
+#ifdef SUPPORTS_FIXED_PIPELINE
+        DrawWithoutShaders(vgl, left, top, right, bottom);
+#endif
+    }
 
-    if (vgl->program[0]) {
-        vgl->UseProgram(vgl->program[0]);
-        vgl->Uniform4fv(vgl->GetUniformLocation(vgl->program[0], "coefficient"), 4, vgl->local_value);
-        vgl->Uniform1i(vgl->GetUniformLocation(vgl->program[0], "Texture[0]"), 0);
-        vgl->Uniform1i(vgl->GetUniformLocation(vgl->program[0], "Texture[1]"), 1);
-        vgl->Uniform1i(vgl->GetUniformLocation(vgl->program[0], "Texture[2]"), 2);
-        DrawWithShaders(vgl, left, top ,right, bottom);
+    /* Draw the subpictures */
+    if (vgl->program[1]) {
+#ifdef SUPPORTS_SHADERS
         // Change the program for overlays
         vgl->UseProgram(vgl->program[1]);
-        vgl->Uniform1i(vgl->GetUniformLocation(vgl->program[1], "Texture[0]"), 0);
-    } else {
-        DrawWithoutShaders(vgl, left, top, right, bottom);
+        vgl->Uniform1i(vgl->GetUniformLocation(vgl->program[1], "Texture"), 0);
+#endif
     }
 
-    glActiveTexture(GL_TEXTURE0 + 0);
-    glClientActiveTexture(GL_TEXTURE0 + 0);
+#ifdef SUPPORTS_FIXED_PIPELINE
     glEnable(GL_TEXTURE_2D);
+#endif
     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++) {
         gl_region_t *glr = &vgl->region[i];
         const GLfloat vertexCoord[] = {
@@ -883,40 +1286,56 @@ int vout_display_opengl_Display(vout_display_opengl_t *vgl,
             glr->right, glr->top,
             glr->right, glr->bottom,
         };
-        static const GLfloat textureCoord[] = {
+        const GLfloat textureCoord[] = {
             0.0, 0.0,
-            0.0, 1.0,
-            1.0, 0.0,
-            1.0, 1.0,
+            0.0, glr->tex_height,
+            glr->tex_width, 0.0,
+            glr->tex_width, glr->tex_height,
         };
 
         glBindTexture(GL_TEXTURE_2D, glr->texture);
-        if (vgl->program[0]) {
-            vgl->Uniform4f(vgl->GetUniformLocation(vgl->program[1], "fillColor"), 1.0f, 1.0f, 1.0f, glr->alpha);
+        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->EnableVertexAttribArray(vgl->GetAttribLocation(vgl->program[1], "vertex_position"));
-            vgl->VertexAttribPointer(vgl->GetAttribLocation(vgl->program[1], "vertex_position"), 2, GL_FLOAT, 0, 0, vertexCoord);
+            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, 0);
+
+            // Subpictures have the correct orientation:
+            vgl->UniformMatrix4fv(vgl->GetUniformLocation(vgl->program[1], "RotationMatrix"), 1, GL_FALSE, identity);
+#endif
         } else {
+#ifdef SUPPORTS_FIXED_PIPELINE
             glEnableClientState(GL_VERTEX_ARRAY);
+            glEnableClientState(GL_TEXTURE_COORD_ARRAY);
             glColor4f(1.0f, 1.0f, 1.0f, glr->alpha);
-            glEnable(GL_TEXTURE_COORD_ARRAY);
-            glEnable(GL_VERTEX_ARRAY);
             glTexCoordPointer(2, GL_FLOAT, 0, textureCoord);
-            glEnableClientState(GL_TEXTURE_COORD_ARRAY);
             glVertexPointer(2, GL_FLOAT, 0, vertexCoord);
+#endif
         }
 
         glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
 
-        if (!vgl->program[0]) {
+        if (!vgl->program[1]) {
+#ifdef SUPPORTS_FIXED_PIPELINE
             glDisableClientState(GL_TEXTURE_COORD_ARRAY);
             glDisableClientState(GL_VERTEX_ARRAY);
+#endif
         }
     }
     glDisable(GL_BLEND);
+#ifdef SUPPORTS_FIXED_PIPELINE
     glDisable(GL_TEXTURE_2D);
+#endif
 
+    /* Display */
     vlc_gl_Swap(vgl->gl);
 
     vlc_gl_Unlock(vgl->gl);