*****************************************************************************/
#include <errno.h> /* ENOMEM */
-#include <vlc/vlc.h>
+#ifdef HAVE_CONFIG_H
+# include "config.h"
+#endif
+
+#include <vlc_common.h>
+#include <vlc_plugin.h>
#include <vlc_vout.h>
#import <QuartzCore/QuartzCore.h>
set_shortname( "OpenGLLayer" );
set_category( CAT_VIDEO );
set_subcategory( SUBCAT_VIDEO_VOUT );
- set_description( _("Core Animation OpenGL Layer (Mac OS X)") );
+ set_description( N_("Core Animation OpenGL Layer (Mac OS X)") );
set_capability( "video output", 20 );
add_shortcut( "opengllayer" );
set_callbacks( CreateVout, DestroyVout );
uint8_t *pp_buffer[2]; /* one last rendered, one to be rendered */
int i_index;
- vlc_bool_t b_frame_available;
+ bool b_frame_available;
+
+ CGLContextObj glContext;
int i_tex_width;
int i_tex_height;
msg_Dbg( p_vout, "Texture size: %dx%d", p_sys->i_tex_width,
p_sys->i_tex_height );
-
p_vout->pf_init = Init;
p_vout->pf_end = End;
p_vout->pf_manage = Manage;
return VLC_EGENERIC;
}
}
- p_sys->b_frame_available = VLC_FALSE;
+ p_sys->b_frame_available = false;
p_sys->i_index = 0;
-
+
p_vout->p_picture[0].i_planes = 1;
- p_vout->p_picture[0].p->p_pixels = p_sys->pp_buffer[0];
+ p_vout->p_picture[0].p->p_pixels = p_sys->pp_buffer[p_sys->i_index];
p_vout->p_picture[0].p->i_lines = p_vout->output.i_height;
p_vout->p_picture[0].p->i_visible_lines = p_vout->output.i_height;
p_vout->p_picture[0].p->i_pixel_pitch = i_pixel_pitch;
{
vout_sys_t *p_sys = p_vout->p_sys;
- p_vout->p_sys->b_frame_available = VLC_FALSE;
+ p_vout->p_sys->b_frame_available = false;
- [CATransaction performSelectorOnMainThread:@selector(begin)
- withObject:nil waitUntilDone:YES];
-
- [p_sys->o_layer performSelectorOnMainThread:@selector(removeFromSuperlayer)
- withObject:nil waitUntilDone:YES];
- [CATransaction performSelectorOnMainThread:@selector(commit)
- withObject:nil waitUntilDone:YES];
+ [p_vout->p_sys->o_cocoa_container performSelectorOnMainThread:@selector(removeVoutLayer:) withObject:p_vout->p_sys->o_layer waitUntilDone:YES];
// Should be done automatically
[p_sys->o_layer release];
* a non null value if an error occurred.
*****************************************************************************/
static int Manage( vout_thread_t *p_vout )
-{
+{
+ vout_sys_t *p_sys = p_vout->p_sys;
+
return VLC_SUCCESS;
}
{
vout_sys_t *p_sys = p_vout->p_sys;
- /* Switch buffers */
- int p_new_index;
- @synchronized(p_sys->o_layer)
+ @synchronized( p_sys->o_layer ) /* Make sure the p_sys->glContext isn't edited */
{
- p_new_index = (p_sys->i_index + 1) & 1;
+ if( p_sys->glContext )
+ {
+ CGLLockContext(p_sys->glContext);
+ CGLSetCurrentContext(p_sys->glContext);
+ int i_new_index;
+ i_new_index = ( p_sys->i_index + 1 ) & 1;
+
+
+ /* Update the texture */
+ glBindTexture( VLCGL_TARGET, p_sys->p_textures[i_new_index] );
+ glTexSubImage2D( VLCGL_TARGET, 0, 0, 0,
+ p_vout->fmt_out.i_width,
+ p_vout->fmt_out.i_height,
+ VLCGL_FORMAT, VLCGL_TYPE, p_sys->pp_buffer[i_new_index] );
+
+ /* Bind to the previous texture for drawing */
+ glBindTexture( VLCGL_TARGET, p_sys->p_textures[p_sys->i_index] );
+
+ /* Switch buffers */
+ p_sys->i_index = i_new_index;
+ p_pic->p->p_pixels = p_sys->pp_buffer[p_sys->i_index];
+ CGLUnlockContext(p_sys->glContext);
+
+ p_sys->b_frame_available = true;
+ }
}
/* Give a buffer where the image will be rendered */
- p_pic->p->p_pixels = p_sys->pp_buffer[p_new_index];
+ p_pic->p->p_pixels = p_sys->pp_buffer[p_sys->i_index];
}
/*****************************************************************************
static void DisplayVideo( vout_thread_t *p_vout, picture_t *p_pic )
{
vout_sys_t *p_sys = p_vout->p_sys;
-
- /* The frame is ready, give its number so the o_layer can display it */
- @synchronized(p_sys->o_layer)
- {
- p_sys->i_index = (p_sys->i_index + 1) & 1; /* Indicate the layer should use that index */
- }
-
- p_sys->b_frame_available = VLC_TRUE;
+
+ [p_sys->o_layer performSelectorOnMainThread:@selector(display)
+ withObject:nil waitUntilDone:YES];
}
/*****************************************************************************
glTexEnvf( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
-#ifdef __DISABLED_FOR_NOW__
+ /* Note: It seems that we can't bypass those, and even
+ * disabled they are used. They are the cause of the flickering */
+
/* 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( VLCGL_TARGET, GL_TEXTURE_STORAGE_HINT_APPLE,
- GL_STORAGE_SHARED_APPLE );
-#endif
+ glTexParameteri( VLCGL_TARGET, GL_TEXTURE_STORAGE_HINT_APPLE, GL_STORAGE_SHARED_APPLE );
/* Call glTexImage2D only once, and use glTexSubImage2D later */
- glTexImage2D( VLCGL_TARGET, 0, 3, p_sys->i_tex_width,
+ glTexImage2D( VLCGL_TARGET, 0, 4, p_sys->i_tex_width,
p_sys->i_tex_height, 0, VLCGL_FORMAT, VLCGL_TYPE,
p_sys->pp_buffer[i_index] );
}
[p_vout->p_sys->o_cocoa_container addVoutLayer:p_vout->p_sys->o_layer];
}
-- (void)setVout:(vout_thread_t*)_p_vout
-{
- p_vout = _p_vout;
-}
-
+ (id)layerWithVout:(vout_thread_t*)_p_vout
{
- VLCVoutLayer* me = [super layer];
+ VLCVoutLayer* me = [[[self alloc] init] autorelease];
if( me )
{
- me.asynchronous = YES;
- [me setVout: _p_vout];
+ me->p_vout = _p_vout;
+ me.asynchronous = NO;
me.bounds = CGRectMake( 0.0, 0.0,
(float)_p_vout->fmt_in.i_visible_width * _p_vout->fmt_in.i_sar_num,
(float)_p_vout->fmt_in.i_visible_height * _p_vout->fmt_in.i_sar_den );
- (BOOL)canDrawInCGLContext:(CGLContextObj)glContext pixelFormat:(CGLPixelFormatObj)pixelFormat forLayerTime:(CFTimeInterval)timeInterval displayTime:(const CVTimeStamp *)timeStamp
{
/* Only draw the frame if we have a frame that was previously rendered */
- return p_vout->p_sys->b_frame_available; // Flag is cleared by drawInCGLContext:pixelFormat:forLayerTime:displayTime:
+ return p_vout->p_sys->b_frame_available; // Flag is cleared by drawInCGLContext:pixelFormat:forLayerTime:displayTime:
}
- (void)drawInCGLContext:(CGLContextObj)glContext pixelFormat:(CGLPixelFormatObj)pixelFormat forLayerTime:(CFTimeInterval)timeInterval displayTime:(const CVTimeStamp *)timeStamp
{
- /* Init */
CGLLockContext( glContext );
CGLSetCurrentContext( glContext );
f_height = (float)p_vout->fmt_out.i_y_offset +
(float)p_vout->fmt_out.i_visible_height;
- @synchronized(self)
- {
- glBindTexture( VLCGL_TARGET, p_vout->p_sys->p_textures[p_vout->p_sys->i_index] );
-
- glTexSubImage2D( VLCGL_TARGET, 0, 0, 0,
- p_vout->fmt_out.i_width,
- p_vout->fmt_out.i_height,
- VLCGL_FORMAT, VLCGL_TYPE, p_vout->p_sys->pp_buffer[p_vout->p_sys->i_index] );
-
- glClear( GL_COLOR_BUFFER_BIT );
+ glClear( GL_COLOR_BUFFER_BIT );
- glEnable( VLCGL_TARGET );
- glBegin( GL_POLYGON );
- glTexCoord2f( f_x, f_y ); glVertex2f( -1.0, 1.0 );
- glTexCoord2f( f_width, f_y ); glVertex2f( 1.0, 1.0 );
- glTexCoord2f( f_width, f_height ); glVertex2f( 1.0, -1.0 );
- glTexCoord2f( f_x, f_height ); glVertex2f( -1.0, -1.0 );
- glEnd();
+ glEnable( VLCGL_TARGET );
+ glBegin( GL_POLYGON );
+ glTexCoord2f( f_x, f_y ); glVertex2f( -1.0, 1.0 );
+ glTexCoord2f( f_width, f_y ); glVertex2f( 1.0, 1.0 );
+ glTexCoord2f( f_width, f_height ); glVertex2f( 1.0, -1.0 );
+ glTexCoord2f( f_x, f_height ); glVertex2f( -1.0, -1.0 );
+ glEnd();
- glDisable( VLCGL_TARGET );
+ glDisable( VLCGL_TARGET );
- glFlush();
- }
+ glFlush();
CGLUnlockContext( glContext );
-
- p_vout->p_sys->b_frame_available = VLC_FALSE;
}
-// - (CGLPixelFormatObj)copyCGLPixelFormatForDisplayMask:(uint32_t)mask
-// {
-// GLuint attribs[] =
-// {
-// NSOpenGLPFANoRecovery,
-// NSOpenGLPFAWindow,
-// NSOpenGLPFAAccelerated,
-// NSOpenGLPFADoubleBuffer,
-// NSOpenGLPFAColorSize, 24,
-// NSOpenGLPFAAlphaSize, 8,
-// NSOpenGLPFADepthSize, 24,
-// NSOpenGLPFAStencilSize, 8,
-// NSOpenGLPFAAccumSize, 0,
-// 0
-// };
-//
-// NSOpenGLPixelFormat* fmt = [[NSOpenGLPixelFormat alloc] initWithAttributes: (NSOpenGLPixelFormatAttribute*) attribs];
-//
-// return [fmt CGLPixelFormatObj];
-// }
-
- (CGLContextObj)copyCGLContextForPixelFormat:(CGLPixelFormatObj)pixelFormat
{
CGLContextObj context = [super copyCGLContextForPixelFormat:pixelFormat];
- CGLLockContext( context );
-
+ CGLLockContext( context );
+
CGLSetCurrentContext( context );
/* Swap buffers only during the vertical retrace of the monitor.
GLint params = 1;
CGLSetParameter( CGLGetCurrentContext(), kCGLCPSwapInterval,
¶ms );
-
+
InitTextures( p_vout );
glDisable( GL_BLEND );
glClear( GL_COLOR_BUFFER_BIT );
CGLUnlockContext( context );
+ @synchronized( self )
+ {
+ p_vout->p_sys->glContext = context;
+ }
+
return context;
}
- (void)releaseCGLContext:(CGLContextObj)glContext
{
+ @synchronized( self )
+ {
+ p_vout->p_sys->glContext = nil;
+ }
+
CGLLockContext( glContext );
CGLSetCurrentContext( glContext );