/*****************************************************************************
- * opengl.c: OpenGL video output
+ * opengl.c: OpenGL and OpenGL ES output common code
*****************************************************************************
- * Copyright (C) 2004 the VideoLAN team
- * $Id$
+ * Copyright (C) 2004-2012 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>
+ * Ilkka Ollakka <ileoo@videolan.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
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston MA 02110-1301, USA.
*****************************************************************************/
-
-/*****************************************************************************
- * Preamble
- *****************************************************************************/
-
#ifdef HAVE_CONFIG_H
# include "config.h"
#endif
-#include <assert.h>
-
#include <vlc_common.h>
-#include <vlc_plugin.h>
-#include <vlc_vout.h>
+#include <vlc_picture_pool.h>
+#include <vlc_subpicture.h>
+#include <vlc_opengl.h>
+
#include "opengl.h"
-/*****************************************************************************
- * Vout interface
- *****************************************************************************/
-static int CreateVout ( vlc_object_t * );
-static void DestroyVout ( vlc_object_t * );
-static int Init ( vout_thread_t * );
-static void End ( vout_thread_t * );
-static int Manage ( vout_thread_t * );
-static void Render ( vout_thread_t *, picture_t * );
-static void DisplayVideo ( vout_thread_t *, picture_t * );
-static int Control ( vout_thread_t *, int, va_list );
-
-static int SendEvents ( vlc_object_t *, char const *,
- vlc_value_t, vlc_value_t, void * );
-
-#define PROVIDER_TEXT N_("OpenGL Provider")
-#define PROVIDER_LONGTEXT N_("Allows you to modify what OpenGL provider should be used")
-
-vlc_module_begin ()
- set_shortname( "OpenGL" )
- set_category( CAT_VIDEO )
- set_subcategory( SUBCAT_VIDEO_VOUT )
- set_description( N_("OpenGL video output") )
+#ifndef GL_CLAMP_TO_EDGE
+# define GL_CLAMP_TO_EDGE 0x812F
+#endif
+
#ifdef __APPLE__
- set_capability( "video output", 400 )
-#else
- set_capability( "video output", 20 )
+# define PFNGLGENBUFFERSPROC typeof(glGenBuffers)*
+# define PFNGLBINDBUFFERPROC typeof(glBindBuffer)*
+# define PFNGLDELETEBUFFERSPROC typeof(glDeleteBuffers)*
+# define PFNGLBUFFERSUBDATAPROC typeof(glBufferSubData)*
+# define PFNGLBUFFERDATAPROC typeof(glBufferData)*
+# define PFNGLGETPROGRAMIVPROC typeof(glGetProgramiv)*
+# define PFNGLGETPROGRAMINFOLOGPROC typeof(glGetProgramInfoLog)*
+# define PFNGLGETSHADERIVPROC typeof(glGetShaderiv)*
+# define 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 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)*
+# define PFNGLACTIVETEXTUREPROC typeof(glActiveTexture)*
+# define PFNGLCLIENTACTIVETEXTUREPROC typeof(glClientActiveTexture)*
+#if USE_OPENGL_ES
+# define GL_UNPACK_ROW_LENGTH 0
+# import <CoreFoundation/CoreFoundation.h>
+#endif
#endif
- add_shortcut( "opengl" )
- /* Allow opengl provider plugin selection */
- add_module( "opengl-provider", "opengl provider", NULL, NULL,
- PROVIDER_TEXT, PROVIDER_LONGTEXT, true )
- set_callbacks( CreateVout, DestroyVout )
-vlc_module_end ()
-/*****************************************************************************
- * vout_sys_t: video output method descriptor
- *****************************************************************************
- * This structure is part of the video output thread descriptor.
- * It describes the OpenGL specific properties of the output thread.
- *****************************************************************************/
-struct vout_sys_t
-{
- vout_thread_t *p_vout;
- vout_opengl_t gl;
- vout_display_opengl_t vgl;
+#if USE_OPENGL_ES
+# define VLCGL_TEXTURE_COUNT 1
+# define VLCGL_PICTURE_MAX 1
+#else
+# define VLCGL_TEXTURE_COUNT 1
+# define VLCGL_PICTURE_MAX 128
+#endif
- picture_pool_t *p_pool;
- picture_t *p_current;
+static const vlc_fourcc_t gl_subpicture_chromas[] = {
+ VLC_CODEC_RGBA,
+ 0
};
-/*****************************************************************************
- * CreateVout: This function allocates and initializes the OpenGL vout method.
- *****************************************************************************/
-static int CreateVout( vlc_object_t *p_this )
-{
- vout_thread_t *p_vout = (vout_thread_t *)p_this;
- vout_sys_t *p_sys;
- char * psz;
-
- /* Allocate structure */
- p_vout->p_sys = p_sys = malloc( sizeof( vout_sys_t ) );
- if( p_sys == NULL )
- return VLC_ENOMEM;
-
- /* Get window */
- p_sys->p_vout =
- (vout_thread_t *)vlc_object_create( p_this, sizeof( vout_thread_t ) );
- if( p_sys->p_vout == NULL )
- {
- free( p_sys );
- return VLC_ENOMEM;
- }
- vlc_object_attach( p_sys->p_vout, p_this );
-
- p_sys->p_vout->i_window_width = p_vout->i_window_width;
- p_sys->p_vout->i_window_height = p_vout->i_window_height;
- p_sys->p_vout->b_fullscreen = p_vout->b_fullscreen;
- p_sys->p_vout->render.i_width = p_vout->render.i_width;
- p_sys->p_vout->render.i_height = p_vout->render.i_height;
- p_sys->p_vout->render.i_aspect = p_vout->render.i_aspect;
- p_sys->p_vout->fmt_render = p_vout->fmt_render;
- p_sys->p_vout->fmt_in = p_vout->fmt_in;
- p_sys->p_vout->b_autoscale = p_vout->b_autoscale;
- p_sys->p_vout->i_zoom = p_vout->i_zoom;
- p_sys->p_vout->i_alignment = p_vout->i_alignment;
- var_Create( p_sys->p_vout, "video-deco",
- VLC_VAR_BOOL | VLC_VAR_DOINHERIT );
-
- /* Forward events from the opengl provider */
- var_Create( p_sys->p_vout, "mouse-moved", VLC_VAR_COORDS );
- var_Create( p_sys->p_vout, "mouse-clicked", VLC_VAR_COORDS );
- var_Create( p_sys->p_vout, "mouse-button-down", VLC_VAR_INTEGER );
- var_Create( p_sys->p_vout, "video-on-top",
- VLC_VAR_BOOL | VLC_VAR_DOINHERIT );
- var_Create( p_sys->p_vout, "autoscale",
- VLC_VAR_BOOL | VLC_VAR_DOINHERIT );
- var_Create( p_sys->p_vout, "scale",
- VLC_VAR_FLOAT | VLC_VAR_DOINHERIT );
-
- var_AddCallback( p_sys->p_vout, "mouse-moved", SendEvents, p_vout );
- var_AddCallback( p_sys->p_vout, "mouse-clicked", SendEvents, p_vout );
- var_AddCallback( p_sys->p_vout, "mouse-button-down", SendEvents, p_vout );
- var_AddCallback( p_sys->p_vout, "video-on-top", SendEvents, p_vout );
- var_AddCallback( p_vout, "autoscale", SendEvents, p_sys->p_vout );
- var_AddCallback( p_vout, "scale", SendEvents, p_sys->p_vout );
-
- psz = var_CreateGetString( p_vout, "opengl-provider" );
- p_sys->p_vout->p_module =
- module_need( p_sys->p_vout, "opengl provider", psz, false );
- free( psz );
- if( p_sys->p_vout->p_module == NULL )
- {
- msg_Warn( p_vout, "No OpenGL provider found" );
- /* no need for var_DelCallback here :-) */
- vlc_object_release( p_sys->p_vout );
- free( p_sys );
- return VLC_ENOOBJ;
- }
+typedef struct {
+ GLuint texture;
+ unsigned format;
+ unsigned type;
+ unsigned width;
+ unsigned height;
- p_vout->pf_init = Init;
- p_vout->pf_end = End;
- p_vout->pf_manage = Manage;
- p_vout->pf_render = Render;
- p_vout->pf_display = DisplayVideo;
- p_vout->pf_control = Control;
+ float alpha;
- return VLC_SUCCESS;
-}
+ float top;
+ float left;
+ float bottom;
+ float right;
+} gl_region_t;
-static int OpenglLock(vout_opengl_t *gl)
-{
- vout_thread_t *p_vout = gl->sys;
+struct vout_display_opengl_t {
- if( !p_vout->pf_lock )
- return VLC_SUCCESS;
- return p_vout->pf_lock( p_vout );
-}
-static void OpenglUnlock(vout_opengl_t *gl)
-{
- vout_thread_t *p_vout = gl->sys;
+ vlc_gl_t *gl;
- if( p_vout->pf_unlock )
- p_vout->pf_unlock( p_vout );
-}
-static void OpenglSwap(vout_opengl_t *gl)
-{
- vout_thread_t *p_vout = gl->sys;
- p_vout->pf_swap( p_vout );
-}
+ video_format_t fmt;
+ const vlc_chroma_description_t *chroma;
-/*****************************************************************************
- * Init: initialize the OpenGL video thread output method
- *****************************************************************************/
-static int Init( vout_thread_t *p_vout )
-{
- vout_sys_t *p_sys = p_vout->p_sys;
+ int tex_target;
+ int tex_format;
+ int tex_internal;
+ int tex_type;
- p_sys->p_vout->pf_init( p_sys->p_vout );
+ int tex_width[PICTURE_PLANE_MAX];
+ int tex_height[PICTURE_PLANE_MAX];
- p_sys->gl.lock = OpenglLock;
- p_sys->gl.unlock = OpenglUnlock;
- p_sys->gl.swap = OpenglSwap;
- p_sys->gl.sys = p_sys->p_vout;
+ GLuint texture[VLCGL_TEXTURE_COUNT][PICTURE_PLANE_MAX];
- video_format_t fmt;
- video_format_Init( &fmt, 0 );
- video_format_Setup( &fmt,
- p_vout->render.i_chroma,
- p_vout->render.i_width,
- p_vout->render.i_height,
- p_vout->render.i_aspect * p_vout->render.i_height,
- VOUT_ASPECT_FACTOR * p_vout->render.i_width );
+ int region_count;
+ gl_region_t *region;
- if( vout_display_opengl_Init( &p_sys->vgl, &fmt, &p_sys->gl ) )
- {
- I_OUTPUTPICTURES = 0;
- return VLC_EGENERIC;
- }
- p_sys->p_pool = vout_display_opengl_GetPool( &p_sys->vgl );
- if( !p_sys->p_pool )
- {
- vout_display_opengl_Clean( &p_sys->vgl );
- I_OUTPUTPICTURES = 0;
- return VLC_EGENERIC;
- }
+ picture_pool_t *pool;
- /* */
- p_vout->output.i_chroma = fmt.i_chroma;
- p_vout->output.i_rmask = fmt.i_rmask;
- p_vout->output.i_gmask = fmt.i_gmask;
- p_vout->output.i_bmask = fmt.i_bmask;
+ /* 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];
- /* Since OpenGL can do rescaling for us, stick to the default
- * coordinates and aspect. */
- p_vout->output.i_width = p_vout->render.i_width;
- p_vout->output.i_height = p_vout->render.i_height;
- p_vout->output.i_aspect = p_vout->render.i_aspect;
+ /* Buffer commands */
+ PFNGLGENBUFFERSPROC GenBuffers;
+ PFNGLBINDBUFFERPROC BindBuffer;
+ PFNGLDELETEBUFFERSPROC DeleteBuffers;
+ PFNGLBUFFERSUBDATAPROC BufferSubData;
- p_vout->fmt_out = p_vout->fmt_in;
- p_vout->fmt_out.i_chroma = p_vout->output.i_chroma;
+ PFNGLBUFFERDATAPROC BufferData;
- /* */
- p_sys->p_current = picture_pool_Get( p_sys->p_pool );
- p_vout->p_picture[0] = *p_sys->p_current;
- p_vout->p_picture[0].i_status = DESTROYED_PICTURE;
- p_vout->p_picture[0].i_type = DIRECT_PICTURE;
- p_vout->p_picture[0].i_refcount = 0;
- p_vout->p_picture[0].p_sys = NULL;
- PP_OUTPUTPICTURE[0] = &p_vout->p_picture[0];
+ /* Shader variables commands*/
- I_OUTPUTPICTURES = 1;
+ PFNGLGETUNIFORMLOCATIONPROC GetUniformLocation;
+ PFNGLGETATTRIBLOCATIONPROC GetAttribLocation;
+ PFNGLVERTEXATTRIBPOINTERPROC VertexAttribPointer;
+ PFNGLENABLEVERTEXATTRIBARRAYPROC EnableVertexAttribArray;
- return VLC_SUCCESS;
-}
+ PFNGLUNIFORM4FVPROC Uniform4fv;
+ PFNGLUNIFORM4FPROC Uniform4f;
+ PFNGLUNIFORM3IPROC Uniform3i;
+ PFNGLUNIFORM1IPROC Uniform1i;
-/*****************************************************************************
- * End: terminate GLX video thread output method
- *****************************************************************************/
-static void End( vout_thread_t *p_vout )
-{
- vout_sys_t *p_sys = p_vout->p_sys;
+ /* Shader command */
+ PFNGLCREATESHADERPROC CreateShader;
+ PFNGLSHADERSOURCEPROC ShaderSource;
+ PFNGLCOMPILESHADERPROC CompileShader;
+ PFNGLDETACHSHADERPROC DetachShader;
+ PFNGLDELETESHADERPROC DeleteShader;
- if( I_OUTPUTPICTURES > 0 )
- {
+ PFNGLCREATEPROGRAMPROC CreateProgram;
+ PFNGLLINKPROGRAMPROC LinkProgram;
+ PFNGLUSEPROGRAMPROC UseProgram;
+ PFNGLDELETEPROGRAMPROC DeleteProgram;
- if( p_sys->p_current )
- picture_Release( p_sys->p_current );
- vout_display_opengl_Clean( &p_sys->vgl );
+ PFNGLATTACHSHADERPROC AttachShader;
- p_vout->p_picture[0].i_status = FREE_PICTURE;
- I_OUTPUTPICTURES = 0;
- }
+ /* Shader log commands */
+ PFNGLGETPROGRAMIVPROC GetProgramiv;
+ PFNGLGETPROGRAMINFOLOGPROC GetProgramInfoLog;
+ PFNGLGETSHADERIVPROC GetShaderiv;
+ PFNGLGETSHADERINFOLOGPROC GetShaderInfoLog;
+
+
+ /* multitexture */
+ PFNGLACTIVETEXTUREPROC ActiveTexture;
+ PFNGLCLIENTACTIVETEXTUREPROC ClientActiveTexture;
+ bool use_multitexture;
+
+ /* Non-power-of-2 texture size support */
+ bool supports_npot;
+};
- /* We must release the opengl provider here: opengl requiere init and end
- to be done in the same thread */
- module_unneed( p_sys->p_vout, p_sys->p_vout->p_module );
- vlc_object_release( p_sys->p_vout );
+static inline int GetAlignedSize(unsigned size)
+{
+ /* Return the smallest larger or equal power of 2 */
+ unsigned align = 1 << (8 * sizeof (unsigned) - clz(size));
+ return ((align >> 1) == size) ? size : align;
}
-/*****************************************************************************
- * Destroy: destroy GLX video thread output method
- *****************************************************************************
- * Terminate an output method created by CreateVout
- *****************************************************************************/
-static void DestroyVout( vlc_object_t *p_this )
+#if !USE_OPENGL_ES
+static bool IsLuminance16Supported(int target)
{
- vout_thread_t *p_vout = (vout_thread_t *)p_this;
- vout_sys_t *p_sys = p_vout->p_sys;
+ GLuint texture;
- free( p_sys );
+ 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
-/*****************************************************************************
- * Manage: handle Sys events
- *****************************************************************************
- * This function should be called regularly by video output thread. It returns
- * a non null value if an error occurred.
- *****************************************************************************/
-static int Manage( vout_thread_t *p_vout )
+vout_display_opengl_t *vout_display_opengl_New(video_format_t *fmt,
+ const vlc_fourcc_t **subpicture_chromas,
+ vlc_gl_t *gl)
{
- vout_sys_t *p_sys = p_vout->p_sys;
- int i_ret, i_fullscreen_change;
-
- i_fullscreen_change = ( p_vout->i_changes & VOUT_FULLSCREEN_CHANGE );
-
- p_vout->fmt_out.i_x_offset = p_sys->p_vout->fmt_in.i_x_offset =
- p_vout->fmt_in.i_x_offset;
- p_vout->fmt_out.i_y_offset = p_sys->p_vout->fmt_in.i_y_offset =
- p_vout->fmt_in.i_y_offset;
- p_vout->fmt_out.i_visible_width = p_sys->p_vout->fmt_in.i_visible_width =
- p_vout->fmt_in.i_visible_width;
- p_vout->fmt_out.i_visible_height = p_sys->p_vout->fmt_in.i_visible_height =
- p_vout->fmt_in.i_visible_height;
- p_vout->fmt_out.i_sar_num = p_sys->p_vout->fmt_in.i_sar_num =
- p_vout->fmt_in.i_sar_num;
- p_vout->fmt_out.i_sar_den = p_sys->p_vout->fmt_in.i_sar_den =
- p_vout->fmt_in.i_sar_den;
- p_vout->output.i_aspect = (int64_t)p_vout->fmt_in.i_sar_num * p_vout->fmt_in.i_width * VOUT_ASPECT_FACTOR /
- p_vout->fmt_in.i_sar_den / p_vout->fmt_in.i_height;
-
- p_sys->p_vout->i_changes = p_vout->i_changes;
- i_ret = p_sys->p_vout->pf_manage( p_sys->p_vout );
- p_vout->i_changes = p_sys->p_vout->i_changes;
+ vout_display_opengl_t *vgl = calloc(1, sizeof(*vgl));
+ if (!vgl)
+ return NULL;
+
+ vgl->gl = gl;
+ if (vlc_gl_Lock(vgl->gl)) {
+ free(vgl);
+ return NULL;
+ }
-#ifdef __APPLE__
- /* On OS X, we create the window and the GL view when entering
- fullscreen - the textures have to be inited again */
- if( i_fullscreen_change )
+ if( vgl->gl->getProcAddress == NULL )
{
- /* FIXME should we release p_current ? */
- vout_display_opengl_ResetTextures( &p_sys->vgl );
+ fprintf(stderr, "getProcAddress not implemented, bailing out\n");
+ free( vgl );
+ return NULL;
}
+
+ const char *extensions = (const char *)glGetString(GL_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;
+#ifdef __APPLE__
+ if( kCFCoreFoundationVersionNumber >= 786. )
+ supports_shaders = true;
+#endif
#endif
-// to align in real time in OPENGL
- if (p_sys->p_vout->i_alignment != p_vout->i_alignment)
- {
- p_vout->i_changes |= VOUT_CROP_CHANGE; //to force change
- p_sys->p_vout->i_alignment = p_vout->i_alignment;
+ GLint max_texture_units = 0;
+ glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &max_texture_units);
+
+ /* Initialize with default chroma */
+ vgl->fmt = *fmt;
+ 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) && !vlc_fourcc_IsYUV(vgl->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++;
+ }
}
- /* forward signal that autoscale toggle has changed */
- if (p_vout->i_changes & VOUT_SCALE_CHANGE )
+ vgl->GenBuffers = (PFNGLGENBUFFERSPROC)vlc_gl_GetProcAddress(vgl->gl, "glGenBuffers");
+ vgl->BindBuffer = (PFNGLBINDBUFFERPROC)vlc_gl_GetProcAddress(vgl->gl, "glBindBuffer");
+ vgl->BufferData = (PFNGLBUFFERDATAPROC)vlc_gl_GetProcAddress(vgl->gl, "glBufferData");
+ vgl->BufferSubData = (PFNGLBUFFERSUBDATAPROC)vlc_gl_GetProcAddress(vgl->gl, "glBufferSubData");
+ vgl->DeleteBuffers = (PFNGLDELETEBUFFERSPROC)vlc_gl_GetProcAddress(vgl->gl, "glDeleteBuffers");
+
+ vgl->CreateShader = (PFNGLCREATESHADERPROC)vlc_gl_GetProcAddress(vgl->gl, "glCreateShader");
+ vgl->ShaderSource = (PFNGLSHADERSOURCEPROC)vlc_gl_GetProcAddress(vgl->gl, "glShaderSource");
+ vgl->CompileShader = (PFNGLCOMPILESHADERPROC)vlc_gl_GetProcAddress(vgl->gl, "glCompileShader");
+ vgl->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->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->Uniform4fv = (PFNGLUNIFORM4FVPROC)vlc_gl_GetProcAddress(vgl->gl,"glUniform4fv");
+ vgl->Uniform4f = (PFNGLUNIFORM4FPROC)vlc_gl_GetProcAddress(vgl->gl,"glUniform4f");
+ vgl->Uniform3i = (PFNGLUNIFORM3IPROC)vlc_gl_GetProcAddress(vgl->gl,"glUniform3i");
+ vgl->Uniform1i = (PFNGLUNIFORM1IPROC)vlc_gl_GetProcAddress(vgl->gl,"glUniform1i");
+
+ vgl->CreateProgram = (PFNGLCREATEPROGRAMPROC)vlc_gl_GetProcAddress(vgl->gl, "glCreateProgram");
+ vgl->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");
+ vgl->ActiveTexture = (PFNGLACTIVETEXTUREPROC)vlc_gl_GetProcAddress(vgl->gl, "glActiveTexture");
+ vgl->ClientActiveTexture = (PFNGLCLIENTACTIVETEXTUREPROC)vlc_gl_GetProcAddress(vgl->gl, "glClientActiveTexture");
+
+ vgl->chroma = vlc_fourcc_GetChromaDescription(vgl->fmt.i_chroma);
+ vgl->use_multitexture = vgl->chroma->plane_count > 1;
+ vgl->supports_npot = HasExtension( extensions, "GL_ARB_texture_non_power_of_two" ) ||
+ HasExtension( extensions, "GL_APPLE_texture_2D_limited_npot" );
+
+ if( !vgl->CreateShader || !vgl->ShaderSource || !vgl->CreateProgram )
{
- p_vout->i_changes &= ~VOUT_SCALE_CHANGE;
+ fprintf(stderr, "Looks like you don't have all the opengl we need. Driver is %s, giving up\n", glGetString(GL_VERSION));
+ free( vgl );
+ return NULL;
+ }
- p_sys->p_vout->i_changes |= VOUT_SCALE_CHANGE;
+
+ /* 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;
+ 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);
+ }
}
- /* forward signal that scale has changed */
- if (p_vout->i_changes & VOUT_ZOOM_CHANGE )
- {
- p_vout->i_changes &= ~VOUT_ZOOM_CHANGE;
+ /* Build fragment program if needed */
+ vgl->program[0] = 0;
+ vgl->program[1] = 0;
+ 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 ;
+ }
+ 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] );
+
+ /* 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);
+ for( GLuint i = 0; i < 2; i++ )
+ {
+ int infoLength = 0;
+ int charsWritten = 0;
+ char *infolog;
+ vgl->GetProgramiv( vgl->program[i], GL_INFO_LOG_LENGTH, &infoLength );
+ if( infoLength > 1 )
+ {
+ /* 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 );
+
+ infolog = (char *)malloc(infoLength);
+ vgl->GetProgramInfoLog( vgl->program[i], infoLength, &charsWritten, infolog );
+ fprintf(stderr, "shader program %d:%s %d\n",i,infolog,infoLength);
+ 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 = (char *)malloc(infoLength);
+ vgl->GetShaderInfoLog( vgl->shader[j], infoLength, &charsWritten, infolog );
+ fprintf(stderr, "shader %d: %s\n",j,infolog );
+ free( infolog );
+ }
+ }
+
+ if( link_status == GL_FALSE )
+ {
+ fprintf( stderr, "Unable to use program %d\n", i );
+ free( vgl );
+ return NULL;
+ }
+ }
+ }
+ }
+
+ /* */
+ glDisable(GL_BLEND);
+ glDisable(GL_DEPTH_TEST);
+ glDepthMask(GL_FALSE);
+ glDisable(GL_CULL_FACE);
+ glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
+ glClear(GL_COLOR_BUFFER_BIT);
+
+ vlc_gl_Unlock(vgl->gl);
- p_sys->p_vout->i_changes |= VOUT_ZOOM_CHANGE;
+ /* */
+ for (int i = 0; i < VLCGL_TEXTURE_COUNT; i++) {
+ 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;
+}
- return i_ret;
+void vout_display_opengl_Delete(vout_display_opengl_t *vgl)
+{
+ /* */
+ if (!vlc_gl_Lock(vgl->gl)) {
+
+ glFinish();
+ glFlush();
+ for (int i = 0; i < VLCGL_TEXTURE_COUNT; i++)
+ 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);
+
+ 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);
+ }
+ if (vgl->pool)
+ picture_pool_Delete(vgl->pool);
+ free(vgl);
}
-/*****************************************************************************
- * Render: render previously calculated output
- *****************************************************************************/
-static void Render( vout_thread_t *p_vout, picture_t *p_pic )
+picture_pool_t *vout_display_opengl_GetPool(vout_display_opengl_t *vgl, unsigned requested_count)
{
- vout_sys_t *p_sys = p_vout->p_sys;
+ if (vgl->pool)
+ return vgl->pool;
- picture_t *p_next = p_sys->p_current;
+ /* Allocate our pictures */
+ picture_t *picture[VLCGL_PICTURE_MAX] = {NULL, };
+ unsigned count = 0;
- if( VLCGL_TEXTURE_COUNT > 1 )
- {
- /* Get the next picture to display */
- p_next = picture_pool_Get( p_sys->p_pool );
- assert( p_next );
+ for (count = 0; count < __MIN(VLCGL_PICTURE_MAX, requested_count); count++) {
+ picture[count] = picture_NewFromFormat(&vgl->fmt);
+ if (!picture[count])
+ break;
}
+ if (count <= 0)
+ return NULL;
+
+ /* Wrap the pictures into a pool */
+ picture_pool_configuration_t cfg;
+ memset(&cfg, 0, sizeof(cfg));
+ 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;
+
+ for (int i = 0; i < VLCGL_TEXTURE_COUNT; i++) {
+ glGenTextures(vgl->chroma->plane_count, vgl->texture[i]);
+ for (unsigned j = 0; j < vgl->chroma->plane_count; j++) {
+ if (vgl->use_multitexture)
+ {
+ vgl->ActiveTexture(GL_TEXTURE0 + j);
+ vgl->ClientActiveTexture(GL_TEXTURE0 + j);
+ }
+ glBindTexture(vgl->tex_target, vgl->texture[i][j]);
+
+#if !USE_OPENGL_ES
+ /* Set the texture parameters */
+ glTexParameterf(vgl->tex_target, GL_TEXTURE_PRIORITY, 1.0);
+ glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
+#endif
- if( p_sys->p_current )
- {
- assert( p_sys->p_current->p[0].p_pixels == p_pic->p[0].p_pixels );
-
- /* Make sure we have the prepare after the picture_pool_Get,
- * because picture_pool_Get() will bind the new picture texture,
- * and vout_display_opengl_Prepare() bind the current rendered picture
- * texture.
- * DisplayVideo() will effectively use the last binded texture. */
+ 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);
- vout_display_opengl_Prepare( &p_sys->vgl, p_sys->p_current );
+ /* 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);
+ }
}
- if( p_sys->p_current != p_next ) {
- if( p_sys->p_current )
- picture_Release( p_sys->p_current );
+ vlc_gl_Unlock(vgl->gl);
+
+ return vgl->pool;
+
+error:
+ 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, 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;
- /* Swap the picture texture on opengl vout side. */
- p_sys->p_current = p_next;
+ /* Update the texture */
+ for (unsigned j = 0; j < vgl->chroma->plane_count; j++) {
+ if (vgl->use_multitexture)
+ {
+ vgl->ActiveTexture(GL_TEXTURE0 + j);
+ vgl->ClientActiveTexture(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);
+ }
- /* Now, switch the only picture that is being used
- * to render in the backend to point to our "next"
- * picture texture */
- p_pic->p[0].p_pixels = p_sys->p_current->p[0].p_pixels;
+ int last_count = vgl->region_count;
+ gl_region_t *last = vgl->region;
+
+ vgl->region_count = 0;
+ vgl->region = NULL;
+
+ if (subpicture) {
+
+ int count = 0;
+ for (subpicture_region_t *r = subpicture->p_region; r; r = r->p_next)
+ count++;
+
+ vgl->region_count = count;
+ vgl->region = calloc(count, sizeof(*vgl->region));
+
+ if (vgl->use_multitexture)
+ {
+ vgl->ActiveTexture(GL_TEXTURE0 + 0);
+ vgl->ClientActiveTexture(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 */
+ 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]);
+ } 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 */
+ 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]);
+ }
+ }
}
+ for (int i = 0; i < last_count; i++) {
+ if (last[i].texture)
+ glDeleteTextures(1, &last[i].texture);
+ }
+ free(last);
- VLC_UNUSED( p_pic );
+ vlc_gl_Unlock(vgl->gl);
+ VLC_UNUSED(subpicture);
+ return VLC_SUCCESS;
}
-/*****************************************************************************
- * DisplayVideo: displays previously rendered output
- *****************************************************************************/
-static void DisplayVideo( vout_thread_t *p_vout, picture_t *p_pic )
+static void draw_without_shaders( vout_display_opengl_t *vgl, float *left, float *top, float *right, float *bottom )
{
- vout_sys_t *p_sys = p_vout->p_sys;
+ static const GLfloat vertexCoord[] = {
+ -1.0f, -1.0f,
+ 1.0f, -1.0f,
+ -1.0f, 1.0f,
+ 1.0f, 1.0f,
+ };
+
+ const GLfloat textureCoord[8] = {
+ left[0], bottom[0],
+ right[0], bottom[0],
+ left[0], top[0],
+ right[0], top[0]
+ };
+
+ for (unsigned j = 0; j < vgl->chroma->plane_count; j++) {
+ vgl->ActiveTexture( GL_TEXTURE0 + j );
+ vgl->ClientActiveTexture( GL_TEXTURE0 + j );
+
+ glEnableClientState(GL_VERTEX_ARRAY);
+ glEnableClientState(GL_TEXTURE_COORD_ARRAY);
+
+ glEnable(vgl->tex_target);
+
+ glBindTexture(vgl->tex_target, vgl->texture[0][j]);
+ glTexCoordPointer(2, GL_FLOAT, 0, textureCoord);
+ }
+ vgl->ActiveTexture( GL_TEXTURE0 );
+ vgl->ClientActiveTexture( GL_TEXTURE0 );
+
+ glVertexPointer(2, GL_FLOAT, 0, vertexCoord);
- vout_display_opengl_Display( &p_sys->vgl, &p_vout->fmt_out );
- VLC_UNUSED( p_pic );
+ glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
+
+ for (unsigned j = 0; j < vgl->chroma->plane_count; j++) {
+ vgl->ActiveTexture( GL_TEXTURE0 + j );
+ vgl->ClientActiveTexture( GL_TEXTURE0 + j );
+ glDisable(vgl->tex_target);
+ glDisableClientState(GL_TEXTURE_COORD_ARRAY);
+ glDisableClientState(GL_VERTEX_ARRAY);
+ }
+ vgl->ActiveTexture( GL_TEXTURE0 );
+ vgl->ClientActiveTexture( GL_TEXTURE0 );
}
-/*****************************************************************************
- * Control: control facility for the vout
- *****************************************************************************/
-static int Control( vout_thread_t *p_vout, int i_query, va_list args )
+static void draw_with_shaders( vout_display_opengl_t *vgl, float *left, float *top, float *right, float *bottom )
{
- vout_sys_t *p_sys = p_vout->p_sys;
- if( p_sys->p_vout->pf_control )
- return p_sys->p_vout->pf_control( p_sys->p_vout, i_query, args );
- return VLC_EGENERIC;
+ 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++)
+ {
+ char *attribute = NULL;
+ const GLfloat texCoord[] = {
+ left[j], top[j],
+ left[j], bottom[j],
+ right[j], top[j],
+ right[j], bottom[j],
+ };
+ vgl->ActiveTexture( GL_TEXTURE0+j);
+ vgl->ClientActiveTexture( GL_TEXTURE0+j);
+ glEnable(vgl->tex_target);
+ glBindTexture(vgl->tex_target, vgl->texture[0][j]);
+ if(asprintf( &attribute, "MultiTexCoord%1d", j ) == -1 )
+ return;
+
+ vgl->EnableVertexAttribArray( vgl->GetAttribLocation(vgl->program[0], attribute ) );
+ vgl->VertexAttribPointer( vgl->GetAttribLocation( vgl->program[0], attribute ), 2, GL_FLOAT, 0, 0, texCoord);
+ free( attribute );
+ attribute = NULL;
+ }
+ vgl->ActiveTexture(GL_TEXTURE0 + 0);
+ vgl->ClientActiveTexture(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);
+
+ glDrawArrays( GL_TRIANGLE_STRIP, 0, 4);
}
-/*****************************************************************************
- * SendEvents: forward mouse and keyboard events to the parent p_vout
- *****************************************************************************/
-static int SendEvents( vlc_object_t *p_this, char const *psz_var,
- vlc_value_t oldval, vlc_value_t newval, void *_p_vout )
+int vout_display_opengl_Display(vout_display_opengl_t *vgl,
+ const video_format_t *source)
{
- VLC_UNUSED(p_this); VLC_UNUSED(oldval);
- return var_Set( (vlc_object_t *)_p_vout, psz_var, newval );
+ if (vlc_gl_Lock(vgl->gl))
+ return VLC_EGENERIC;
+
+ /* glTexCoord works differently with GL_TEXTURE_2D and
+ GL_TEXTURE_RECTANGLE_EXT */
+ 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++) {
+ 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;
+ }
+
+
+ /* Why drawing here and not in Render()? Because this way, the
+ OpenGL providers can call vout_display_opengl_Display to force redraw.i
+ Currently, the OS X provider uses it to get a smooth window resizing */
+
+ glClear(GL_COLOR_BUFFER_BIT);
+
+
+ if( vgl->program[0] )
+ {
+ vgl->UseProgram(vgl->program[0]);
+ vgl->Uniform4fv( vgl->GetUniformLocation( vgl->program[0], "coefficient" ), 4, vgl->local_value);
+ vgl->Uniform1i( vgl->GetUniformLocation( vgl->program[0], "Texture[0]" ), 0);
+ vgl->Uniform1i( vgl->GetUniformLocation( vgl->program[0], "Texture[1]" ), 1);
+ vgl->Uniform1i( vgl->GetUniformLocation( vgl->program[0], "Texture[2]" ), 2);
+ draw_with_shaders( vgl, left, top ,right, bottom );
+ // Change the program for overlays
+ vgl->UseProgram(vgl->program[1]);
+ vgl->Uniform1i( vgl->GetUniformLocation( vgl->program[1], "Texture[0]" ), 0);
+ } else {
+ draw_without_shaders( vgl, left, top, right, bottom );
+ }
+
+ vgl->ActiveTexture(GL_TEXTURE0 + 0);
+ vgl->ClientActiveTexture(GL_TEXTURE0 + 0);
+ glEnable(GL_TEXTURE_2D);
+ glEnable(GL_BLEND);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+
+ 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[0] )
+ {
+ 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], "vertex_position"));
+ vgl->VertexAttribPointer( vgl->GetAttribLocation( vgl->program[1], "vertex_position"), 2, GL_FLOAT, 0, 0, vertexCoord);
+ }
+ else
+ {
+ glEnableClientState(GL_VERTEX_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);
+ }
+
+ glDrawArrays( GL_TRIANGLE_STRIP, 0, 4 );
+
+ if( !vgl->program[0] )
+ {
+ glDisableClientState(GL_TEXTURE_COORD_ARRAY);
+ glDisableClientState(GL_VERTEX_ARRAY);
+ }
+ }
+ glDisable(GL_BLEND);
+ glDisable(GL_TEXTURE_2D);
+
+ vlc_gl_Swap(vgl->gl);
+
+ vlc_gl_Unlock(vgl->gl);
+ return VLC_SUCCESS;
}