/*****************************************************************************
* opengl.c: OpenGL and OpenGL ES output common code
*****************************************************************************
- * Copyright (C) 2004 the VideoLAN team
- * Copyright (C) 2009 Laurent Aimar
+ * 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
#include <vlc_opengl.h>
#include "opengl.h"
-// Define USE_OPENGL_ES to the GL ES Version you want to select
-
-#if !defined (__APPLE__)
-# if USE_OPENGL_ES == 2
-# include <GLES2/gl2ext.h>
-# elif USE_OPENGL_ES == 1
-# include <GLES/glext.h>
-# else
-# include <GL/glext.h>
-# endif
-#else
-# if USE_OPENGL_ES == 2
-# include <OpenGLES/ES2/gl.h>
-# elif USE_OPENGL_ES == 1
-# include <OpenGLES/ES1/gl.h>
-# else
-# define MACOS_OPENGL
-# include <OpenGL/glext.h>
-# endif
-# define PFNGLGENPROGRAMSARBPROC typeof(glGenProgramsARB)*
-# define PFNGLBINDPROGRAMARBPROC typeof(glBindProgramARB)*
-# define PFNGLPROGRAMSTRINGARBPROC typeof(glProgramStringARB)*
-# define PFNGLDELETEPROGRAMSARBPROC typeof(glDeleteProgramsARB)*
-# define PFNGLPROGRAMLOCALPARAMETER4FVARBPROC typeof(glProgramLocalParameter4fvARB)*
-# define PFNGLACTIVETEXTUREARBPROC typeof(glActiveTextureARB)*
-# define PFNGLMULTITEXCOORD2FARBPROC typeof(glMultiTexCoord2fARB)*
-#endif
-/* RV16 */
-#ifndef GL_UNSIGNED_SHORT_5_6_5
-# define GL_UNSIGNED_SHORT_5_6_5 0x8363
-#endif
#ifndef GL_CLAMP_TO_EDGE
# define GL_CLAMP_TO_EDGE 0x812F
#endif
+#ifdef __APPLE__
+# define 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
+
#if USE_OPENGL_ES
# define VLCGL_TEXTURE_COUNT 1
# define VLCGL_PICTURE_MAX 1
-#elif defined(MACOS_OPENGL)
-# define VLCGL_TEXTURE_COUNT 2
-# define VLCGL_PICTURE_MAX 2
#else
# define VLCGL_TEXTURE_COUNT 1
# define VLCGL_PICTURE_MAX 128
} gl_region_t;
struct vout_display_opengl_t {
+
vlc_gl_t *gl;
video_format_t fmt;
picture_pool_t *pool;
- GLuint program;
+ /* 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][4];
+ GLfloat local_value[16];
+
+ /* Buffer commands */
+ PFNGLGENBUFFERSPROC GenBuffers;
+ PFNGLBINDBUFFERPROC BindBuffer;
+ PFNGLDELETEBUFFERSPROC DeleteBuffers;
+ PFNGLBUFFERSUBDATAPROC BufferSubData;
+
+ PFNGLBUFFERDATAPROC BufferData;
+
+ /* Shader variables commands*/
+
+ PFNGLGETUNIFORMLOCATIONPROC GetUniformLocation;
+ PFNGLGETATTRIBLOCATIONPROC GetAttribLocation;
+ PFNGLVERTEXATTRIBPOINTERPROC VertexAttribPointer;
+ PFNGLENABLEVERTEXATTRIBARRAYPROC EnableVertexAttribArray;
+
+ PFNGLUNIFORM4FVPROC Uniform4fv;
+ PFNGLUNIFORM4FPROC Uniform4f;
+ PFNGLUNIFORM3IPROC Uniform3i;
+ PFNGLUNIFORM1IPROC Uniform1i;
+
+ /* Shader command */
+ PFNGLCREATESHADERPROC CreateShader;
+ PFNGLSHADERSOURCEPROC ShaderSource;
+ PFNGLCOMPILESHADERPROC CompileShader;
+ PFNGLDETACHSHADERPROC DetachShader;
+ PFNGLDELETESHADERPROC DeleteShader;
+
+ PFNGLCREATEPROGRAMPROC CreateProgram;
+ PFNGLLINKPROGRAMPROC LinkProgram;
+ PFNGLUSEPROGRAMPROC UseProgram;
+ PFNGLDELETEPROGRAMPROC DeleteProgram;
+
+ PFNGLATTACHSHADERPROC AttachShader;
+
+ /* Shader log commands */
+ PFNGLGETPROGRAMIVPROC GetProgramiv;
+ PFNGLGETPROGRAMINFOLOGPROC GetProgramInfoLog;
+ PFNGLGETSHADERIVPROC GetShaderiv;
+ PFNGLGETSHADERINFOLOGPROC GetShaderInfoLog;
- /* fragment_program */
- PFNGLGENPROGRAMSARBPROC GenProgramsARB;
- PFNGLBINDPROGRAMARBPROC BindProgramARB;
- PFNGLPROGRAMSTRINGARBPROC ProgramStringARB;
- PFNGLDELETEPROGRAMSARBPROC DeleteProgramsARB;
- PFNGLPROGRAMLOCALPARAMETER4FVARBPROC ProgramLocalParameter4fvARB;
/* multitexture */
+ PFNGLACTIVETEXTUREPROC ActiveTexture;
+ PFNGLCLIENTACTIVETEXTUREPROC ClientActiveTexture;
bool use_multitexture;
- PFNGLACTIVETEXTUREARBPROC ActiveTextureARB;
- PFNGLMULTITEXCOORD2FARBPROC MultiTexCoord2fARB;
+
+ /* Non-power-of-2 texture size support */
+ bool supports_npot;
};
static inline int GetAlignedSize(unsigned size)
return ((align >> 1) == size) ? size : align;
}
+#if !USE_OPENGL_ES
+static bool IsLuminance16Supported(int target)
+{
+ GLuint texture;
+
+ glGenTextures(1, &texture);
+ glBindTexture(target, texture);
+ glTexImage2D(target, 0, GL_LUMINANCE16,
+ 64, 64, 0, GL_LUMINANCE, GL_UNSIGNED_SHORT, NULL);
+ GLint size = 0;
+ glGetTexLevelParameteriv(target, 0, GL_TEXTURE_LUMINANCE_SIZE, &size);
+
+ glDeleteTextures(1, &texture);
+
+ return size == 16;
+}
+#endif
+
vout_display_opengl_t *vout_display_opengl_New(video_format_t *fmt,
const vlc_fourcc_t **subpicture_chromas,
vlc_gl_t *gl)
return NULL;
}
- const char *extensions = (const char *)glGetString(GL_EXTENSIONS);
-
- /* Load extensions */
- bool supports_fp = false;
- if (HasExtension(extensions, "GL_ARB_fragment_program")) {
- vgl->GenProgramsARB = (PFNGLGENPROGRAMSARBPROC)vlc_gl_GetProcAddress(vgl->gl, "glGenProgramsARB");
- vgl->BindProgramARB = (PFNGLBINDPROGRAMARBPROC)vlc_gl_GetProcAddress(vgl->gl, "glBindProgramARB");
- vgl->ProgramStringARB = (PFNGLPROGRAMSTRINGARBPROC)vlc_gl_GetProcAddress(vgl->gl, "glProgramStringARB");
- vgl->DeleteProgramsARB = (PFNGLDELETEPROGRAMSARBPROC)vlc_gl_GetProcAddress(vgl->gl, "glDeleteProgramsARB");
- vgl->ProgramLocalParameter4fvARB = (PFNGLPROGRAMLOCALPARAMETER4FVARBPROC)vlc_gl_GetProcAddress(vgl->gl, "glProgramLocalParameter4fvARB");
-
- supports_fp = vgl->GenProgramsARB &&
- vgl->BindProgramARB &&
- vgl->ProgramStringARB &&
- vgl->DeleteProgramsARB &&
- vgl->ProgramLocalParameter4fvARB;
+ if( vgl->gl->getProcAddress == NULL )
+ {
+ fprintf(stderr, "getProcAddress not implemented, bailing out\n");
+ free( vgl );
+ return NULL;
}
- bool supports_multitexture = false;
+ 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
+
GLint max_texture_units = 0;
- if (HasExtension(extensions, "GL_ARB_multitexture")) {
- vgl->ActiveTextureARB = (PFNGLACTIVETEXTUREARBPROC)vlc_gl_GetProcAddress(vgl->gl, "glActiveTextureARB");
- vgl->MultiTexCoord2fARB = (PFNGLMULTITEXCOORD2FARBPROC)vlc_gl_GetProcAddress(vgl->gl, "glMultiTexCoord2fARB");
-
- supports_multitexture = vgl->ActiveTextureARB &&
- vgl->MultiTexCoord2fARB;
- if (supports_multitexture)
- glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &max_texture_units);
- }
+ glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &max_texture_units);
/* Initialize with default chroma */
vgl->fmt = *fmt;
-#if USE_OPENGL_ES
- vgl->fmt.i_chroma = VLC_CODEC_RGB16;
-# if defined(WORDS_BIGENDIAN)
- vgl->fmt.i_rmask = 0x001f;
- vgl->fmt.i_gmask = 0x07e0;
- vgl->fmt.i_bmask = 0xf800;
-# else
- vgl->fmt.i_rmask = 0xf800;
- vgl->fmt.i_gmask = 0x07e0;
- vgl->fmt.i_bmask = 0x001f;
-# endif
- vgl->tex_target = GL_TEXTURE_2D;
- vgl->tex_format = GL_RGB;
- vgl->tex_internal = GL_RGB;
- vgl->tex_type = GL_UNSIGNED_SHORT_5_6_5;
-#elif defined(MACOS_OPENGL)
-# if defined(WORDS_BIGENDIAN)
- vgl->fmt.i_chroma = VLC_CODEC_YUYV;
-# else
- vgl->fmt.i_chroma = VLC_CODEC_UYVY;
-# endif
- vgl->tex_target = GL_TEXTURE_RECTANGLE_EXT;
- vgl->tex_format = GL_YCBCR_422_APPLE;
- vgl->tex_internal = GL_YCBCR_422_APPLE;
- vgl->tex_type = GL_UNSIGNED_SHORT_8_8_APPLE;
-#else
vgl->fmt.i_chroma = VLC_CODEC_RGB32;
# if defined(WORDS_BIGENDIAN)
vgl->fmt.i_rmask = 0xff000000;
vgl->tex_format = GL_RGBA;
vgl->tex_internal = GL_RGBA;
vgl->tex_type = GL_UNSIGNED_BYTE;
-#endif
/* Use YUV if possible and needed */
bool need_fs_yuv = false;
- if (supports_fp && supports_multitexture && max_texture_units >= 3 &&
+ 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) {
vgl->tex_format = GL_LUMINANCE;
vgl->tex_internal = GL_LUMINANCE;
vgl->tex_type = GL_UNSIGNED_BYTE;
+ yuv_range_correction = 1.0;
+ break;
+#if !USE_OPENGL_ES
+ } else if (dsc && dsc->plane_count == 3 && dsc->pixel_size == 2 &&
+ IsLuminance16Supported(vgl->tex_target)) {
+ need_fs_yuv = true;
+ vgl->fmt = *fmt;
+ vgl->fmt.i_chroma = *list;
+ vgl->tex_format = GL_LUMINANCE;
+ vgl->tex_internal = GL_LUMINANCE16;
+ vgl->tex_type = GL_UNSIGNED_SHORT;
+ yuv_range_correction = (float)((1 << 16) - 1) / ((1 << dsc->pixel_bits) - 1);
break;
+#endif
}
list++;
}
}
+ vgl->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 )
+ {
+ 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;
+ }
- bool supports_npot = false;
-#if USE_OPENGL_ES == 2
- supports_npot = true;
-#elif defined(MACOS_OPENGL)
- supports_npot = true;
-#else
- supports_npot |= HasExtension(extensions, "GL_APPLE_texture_2D_limited_npot") ||
- HasExtension(extensions, "GL_ARB_texture_non_power_of_two");
-#endif
/* Texture size */
for (unsigned j = 0; j < vgl->chroma->plane_count; j++) {
int w = vgl->fmt.i_width * vgl->chroma->p[j].w.num / vgl->chroma->p[j].w.den;
int h = vgl->fmt.i_height * vgl->chroma->p[j].h.num / vgl->chroma->p[j].h.den;
- if (supports_npot) {
+ if( vgl->supports_npot )
+ {
vgl->tex_width[j] = w;
vgl->tex_height[j] = h;
- }
- else {
- /* A texture must have a size aligned on a power of 2 */
+ } else {
vgl->tex_width[j] = GetAlignedSize(w);
vgl->tex_height[j] = GetAlignedSize(h);
}
}
/* Build fragment program if needed */
- vgl->program = 0;
+ vgl->program[0] = 0;
+ vgl->program[1] = 0;
vgl->local_count = 0;
- if (supports_fp) {
+ vgl->shader[0] = vgl->shader[1] = vgl->shader[2] = -1;
+ if (supports_shaders) {
char *code = NULL;
- if (need_fs_yuv) {
/* [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[3][4] = {
- { 1.1640, 0.0000, 1.4030, -0.7773 },
- { 1.1640, -0.3440, -0.7140, 0.4580 },
- { 1.1640, 1.7730, 0.0000, -0.9630 },
+ 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[3][4] = {
- { 1.1640, 0.0000, 1.5701, -0.8612 },
- { 1.1640, -0.1870, -0.4664, 0.2549 },
- { 1.1640, 1.8556, 0.0000, -1.0045 },
+ 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)[4] = fmt->i_height > 576 ? matrix_bt709_tv2full
+ const float (*matrix) = fmt->i_height > 576 ? matrix_bt709_tv2full
: matrix_bt601_tv2full;
/* Basic linear YUV -> RGB conversion using bilinear interpolation */
- const char *template_yuv =
- "!!ARBfp1.0"
- "OPTION ARB_precision_hint_fastest;"
-
- "TEMP src;"
- "TEX src.x, fragment.texcoord[0], texture[0], 2D;"
- "TEX src.%c, fragment.texcoord[1], texture[1], 2D;"
- "TEX src.%c, fragment.texcoord[2], texture[2], 2D;"
-
- "PARAM coefficient[4] = { program.local[0..3] };"
-
- "TEMP tmp;"
- "MAD tmp.rgb, src.xxxx, coefficient[0], coefficient[3];"
- "MAD tmp.rgb, src.yyyy, coefficient[1], tmp;"
- "MAD result.color.rgb, src.zzzz, coefficient[2], tmp;"
- "END";
+ 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_yuv,
+ if (asprintf(&code, template_glsl_yuv,
swap_uv ? 'z' : 'y',
swap_uv ? 'y' : 'z') < 0)
code = NULL;
- for (int i = 0; i < 4; i++)
- for (int j = 0; j < 4; j++)
- vgl->local_value[vgl->local_count + i][j] = j < 3 ? matrix[j][i] : 0.0;
+ 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;
- }
- if (code) {
- vgl->GenProgramsARB(1, &vgl->program);
- vgl->BindProgramARB(GL_FRAGMENT_PROGRAM_ARB, vgl->program);
- vgl->ProgramStringARB(GL_FRAGMENT_PROGRAM_ARB,
- GL_PROGRAM_FORMAT_ASCII_ARB,
- strlen(code), (const GLbyte*)code);
- if (glGetError() == GL_INVALID_OPERATION) {
- /* FIXME if the program was needed for YUV, the video will be broken */
-#if 0
- GLint position;
- glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &position);
-
- const char *msg = (const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB);
- fprintf(stderr, "GL_INVALID_OPERATION: error at %d: %s\n", position, msg);
-#endif
- vgl->DeleteProgramsARB(1, &vgl->program);
- vgl->program = 0;
+
+ // 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;
+ }
+ }
+ }
}
/* */
*fmt = vgl->fmt;
if (subpicture_chromas) {
- *subpicture_chromas = NULL;
-#if !defined(MACOS_OPENGL) && !USE_OPENGL_ES
- if (supports_npot)
- *subpicture_chromas = gl_subpicture_chromas;
-#endif
+ *subpicture_chromas = gl_subpicture_chromas;
}
return vgl;
}
}
free(vgl->region);
- if (vgl->program)
- vgl->DeleteProgramsARB(1, &vgl->program);
+ 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);
}
free(vgl);
}
-#ifdef MACOS_OPENGL
-struct picture_sys_t {
- vout_display_opengl_t *vgl;
- GLuint *texture;
-};
-
-/* Small helper */
-static inline GLuint PictureGetTexture(picture_t *picture)
-{
- return *picture->p_sys->texture;
-}
-
-static int PictureLock(picture_t *picture)
-{
- if (!picture->p_sys)
- return VLC_SUCCESS;
-
- vout_display_opengl_t *vgl = picture->p_sys->vgl;
- if (!vlc_gl_Lock(vgl->gl)) {
- glBindTexture(vgl->tex_target, PictureGetTexture(picture));
- glTexSubImage2D(vgl->tex_target, 0,
- 0, 0, vgl->fmt.i_width, vgl->fmt.i_height,
- vgl->tex_format, vgl->tex_type, picture->p[0].p_pixels);
-
- vlc_gl_Unlock(vgl->gl);
- }
- return VLC_SUCCESS;
-}
-
-static void PictureUnlock(picture_t *picture)
-{
- VLC_UNUSED(picture);
-}
-#endif
-
picture_pool_t *vout_display_opengl_GetPool(vout_display_opengl_t *vgl, unsigned requested_count)
{
if (vgl->pool)
picture[count] = picture_NewFromFormat(&vgl->fmt);
if (!picture[count])
break;
-
-#ifdef MACOS_OPENGL
- picture_sys_t *sys = picture[count]->p_sys = malloc(sizeof(*sys));
- if (sys) {
- sys->vgl = vgl;
- sys->texture = vgl->texture[count];
- }
-#endif
}
if (count <= 0)
return NULL;
memset(&cfg, 0, sizeof(cfg));
cfg.picture_count = count;
cfg.picture = picture;
-#ifdef MACOS_OPENGL
- cfg.lock = PictureLock;
- cfg.unlock = PictureUnlock;
-#endif
vgl->pool = picture_pool_NewExtended(&cfg);
if (!vgl->pool)
goto error;
glGenTextures(vgl->chroma->plane_count, vgl->texture[i]);
for (unsigned j = 0; j < vgl->chroma->plane_count; j++) {
if (vgl->use_multitexture)
- vgl->ActiveTextureARB(GL_TEXTURE0_ARB + j);
+ {
+ vgl->ActiveTexture(GL_TEXTURE0 + j);
+ vgl->ClientActiveTexture(GL_TEXTURE0 + j);
+ }
glBindTexture(vgl->tex_target, vgl->texture[i][j]);
#if !USE_OPENGL_ES
glTexParameteri(vgl->tex_target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(vgl->tex_target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
-#ifdef MACOS_OPENGL
- /* Tell the driver not to make a copy of the texture but to use
- our buffer */
- glEnable(GL_UNPACK_CLIENT_STORAGE_APPLE);
- glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
-
- /* Use AGP texturing */
- glTexParameteri(vgl->tex_target, GL_TEXTURE_STORAGE_HINT_APPLE,
- GL_STORAGE_SHARED_APPLE);
-#endif
-
/* Call glTexImage2D only once, and use glTexSubImage2D later */
glTexImage2D(vgl->tex_target, 0,
vgl->tex_internal, vgl->tex_width[j], vgl->tex_height[j],
error:
for (unsigned i = 0; i < count; i++)
- picture_Delete(picture[i]);
+ picture_Release(picture[i]);
return NULL;
}
if (vlc_gl_Lock(vgl->gl))
return VLC_EGENERIC;
-#ifdef MACOS_OPENGL
- /* Bind to the texture for drawing */
- glBindTexture(vgl->tex_target, PictureGetTexture(picture));
-#else
/* Update the texture */
for (unsigned j = 0; j < vgl->chroma->plane_count; j++) {
if (vgl->use_multitexture)
- vgl->ActiveTextureARB(GL_TEXTURE0_ARB + j);
+ {
+ 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,
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);
}
-#endif
int last_count = vgl->region_count;
gl_region_t *last = vgl->region;
vgl->region = calloc(count, sizeof(*vgl->region));
if (vgl->use_multitexture)
- vgl->ActiveTextureARB(GL_TEXTURE0_ARB + 0);
+ {
+ 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->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->texture = 0;
for (int j = 0; j < last_count; j++) {
- if (last[i].texture &&
- last[i].width == glr->width &&
- last[i].height == glr->height &&
- last[i].format == glr->format &&
- last[i].type == glr->type) {
- glr->texture = last[i].texture;
- memset(&last[i], 0, sizeof(last[i]));
+ 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);
+ 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);
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);
+ &r->p_picture->p->p_pixels[pixels_offset]);
}
}
}
return VLC_SUCCESS;
}
+static void draw_without_shaders( vout_display_opengl_t *vgl, float *left, float *top, float *right, float *bottom )
+{
+ static const GLfloat vertexCoord[] = {
+ -1.0f, -1.0f,
+ 1.0f, -1.0f,
+ -1.0f, 1.0f,
+ 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);
+
+ 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 );
+}
+
+static void draw_with_shaders( vout_display_opengl_t *vgl, float *left, float *top, float *right, float *bottom )
+{
+
+ 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);
+}
+
int vout_display_opengl_Display(vout_display_opengl_t *vgl,
const video_format_t *source)
{
glClear(GL_COLOR_BUFFER_BIT);
- if (vgl->program) {
- glEnable(GL_FRAGMENT_PROGRAM_ARB);
- for (int i = 0; i < vgl->local_count; i++)
- vgl->ProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, i, vgl->local_value[i]);
- } else {
- glEnable(vgl->tex_target);
- }
-
-#if USE_OPENGL_ES
- 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]
- };
-
- glEnableClientState(GL_VERTEX_ARRAY);
- glEnableClientState(GL_TEXTURE_COORD_ARRAY);
- glVertexPointer(2, GL_FLOAT, 0, vertexCoord);
- glTexCoordPointer(2, GL_FLOAT, 0, textureCoord);
- glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
-#else
-#if !defined(MACOS_OPENGL)
- for (unsigned j = 0; j < vgl->chroma->plane_count; j++) {
- if (vgl->use_multitexture)
- vgl->ActiveTextureARB(GL_TEXTURE0_ARB + j);
- glBindTexture(vgl->tex_target, vgl->texture[0][j]);
+ 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 );
}
-#endif
- glBegin(GL_POLYGON);
-
- glTexCoord2f(left[0], top[0]);
- for (unsigned j = 1; j < vgl->chroma->plane_count; j++)
- vgl->MultiTexCoord2fARB(GL_TEXTURE0_ARB + j, left[j], top[j]);
- glVertex2f(-1.0, 1.0);
-
- glTexCoord2f(right[0], top[0]);
- for (unsigned j = 1; j < vgl->chroma->plane_count; j++)
- vgl->MultiTexCoord2fARB(GL_TEXTURE0_ARB + j, right[j], top[j]);
- glVertex2f( 1.0, 1.0);
-
- glTexCoord2f(right[0], bottom[0]);
- for (unsigned j = 1; j < vgl->chroma->plane_count; j++)
- vgl->MultiTexCoord2fARB(GL_TEXTURE0_ARB + j, right[j], bottom[j]);
- glVertex2f( 1.0, -1.0);
-
- glTexCoord2f(left[0], bottom[0]);
- for (unsigned j = 1; j < vgl->chroma->plane_count; j++)
- vgl->MultiTexCoord2fARB(GL_TEXTURE0_ARB + j, left[j], bottom[j]);
- glVertex2f(-1.0, -1.0);
-
- glEnd();
-#endif
- if (vgl->program)
- glDisable(GL_FRAGMENT_PROGRAM_ARB);
- else
- glDisable(vgl->tex_target);
-
-#if !USE_OPENGL_ES
- if (vgl->use_multitexture)
- vgl->ActiveTextureARB(GL_TEXTURE0_ARB + 0);
+ 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);
+ }
- glBegin(GL_POLYGON);
-
- glColor4f(1.0, 1.0, 1.0, glr->alpha);
-
- glTexCoord2f(0.0, 0.0);
- glVertex2f(glr->left, glr->top);
-
- glTexCoord2f(1.0, 0.0);
- glVertex2f(glr->right, glr->top);
-
- glTexCoord2f(1.0, 1.0);
- glVertex2f(glr->right, glr->bottom);
-
- glTexCoord2f(0.0, 1.0);
- glVertex2f(glr->left, glr->bottom);
+ glDrawArrays( GL_TRIANGLE_STRIP, 0, 4 );
- glEnd();
+ if( !vgl->program[0] )
+ {
+ glDisableClientState(GL_TEXTURE_COORD_ARRAY);
+ glDisableClientState(GL_VERTEX_ARRAY);
+ }
}
glDisable(GL_BLEND);
glDisable(GL_TEXTURE_2D);
-#endif
vlc_gl_Swap(vgl->gl);