X-Git-Url: https://git.sesse.net/?a=blobdiff_plain;f=modules%2Fvideo_output%2Fopengl.c;h=735c591e428b85ded60c7eb5a86e5f7b59ae1813;hb=f41379c2a96d577a798b93c2baaec06d93490f6a;hp=5b949356549bd8992aab145354a58d44bc0aa0aa;hpb=85bc552c7d7ce6870f5297eb8b29b79a37235618;p=vlc diff --git a/modules/video_output/opengl.c b/modules/video_output/opengl.c index 5b94935654..735c591e42 100644 --- a/modules/video_output/opengl.c +++ b/modules/video_output/opengl.c @@ -1,28 +1,29 @@ /***************************************************************************** * opengl.c: OpenGL and OpenGL ES output common code ***************************************************************************** - * Copyright (C) 2004 the VideoLAN team - * Copyright (C) 2009 Laurent Aimar + * Copyright (C) 2004-2013 VLC authors and VideoLAN + * Copyright (C) 2009, 2011 Laurent Aimar * - * Authors: Cyril Deguet - * Gildas Bazin - * Eric Petit - * Cedric Cocquebert - * Laurent Aimar + * Authors: Laurent Aimar + * Ilkka Ollakka + * Rémi Denis-Courmont + * Adrien Maglo + * Felix Paul Kühne + * Pierre d'Herbemont * - * 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 - * the Free Software Foundation; either version 2 of the License, or + * 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 + * the Free Software Foundation; either version 2.1 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the - * GNU General Public License for more details. + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU Lesser General Public License for more details. * - * You should have received a copy of the GNU General Public License - * along with this program; if not, write to the Free Software - * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston MA 02110-1301, USA. + * You should have received a copy of the GNU Lesser General Public License + * along with this program; if not, write to the Free Software Foundation, + * Inc., 51 Franklin Street, Fifth Floor, Boston MA 02110-1301, USA. *****************************************************************************/ #ifdef HAVE_CONFIG_H # include "config.h" @@ -34,51 +35,56 @@ #include #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 -# elif USE_OPENGL_ES == 1 -# include -# else -# include -# endif -#else -# if USE_OPENGL_ES == 2 -# include -# elif USE_OPENGL_ES == 1 -# include -# else -# define MACOS_OPENGL -# include -# 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 +#if USE_OPENGL_ES == 2 || defined(__APPLE__) +# 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 PFNGLUNIFORM1IPROC typeof(glUniform1i)* +# define PFNGLCREATESHADERPROC typeof(glCreateShader)* +# define PFNGLSHADERSOURCEPROC typeof(glShaderSource)* +# define PFNGLCOMPILESHADERPROC typeof(glCompileShader)* +# 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 defined(__APPLE__) && USE_OPENGL_ES +# import +#endif +#endif + #if USE_OPENGL_ES +# define GLSL_VERSION "100" # define VLCGL_TEXTURE_COUNT 1 # define VLCGL_PICTURE_MAX 1 -#elif defined(MACOS_OPENGL) -# define VLCGL_TEXTURE_COUNT 2 -# define VLCGL_PICTURE_MAX 2 +# 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[] = { @@ -99,9 +105,13 @@ typedef struct { float left; float bottom; float right; + + float tex_width; + float tex_height; } gl_region_t; struct vout_display_opengl_t { + vlc_gl_t *gl; video_format_t fmt; @@ -123,21 +133,52 @@ struct vout_display_opengl_t { 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]; + + /* Shader variables commands*/ +#ifdef SUPPORTS_SHADERS + PFNGLGETUNIFORMLOCATIONPROC GetUniformLocation; + PFNGLGETATTRIBLOCATIONPROC GetAttribLocation; + PFNGLVERTEXATTRIBPOINTERPROC VertexAttribPointer; + PFNGLENABLEVERTEXATTRIBARRAYPROC EnableVertexAttribArray; + + PFNGLUNIFORM4FVPROC Uniform4fv; + PFNGLUNIFORM4FPROC Uniform4f; + PFNGLUNIFORM1IPROC Uniform1i; + + /* Shader command */ + PFNGLCREATESHADERPROC CreateShader; + PFNGLSHADERSOURCEPROC ShaderSource; + PFNGLCOMPILESHADERPROC CompileShader; + PFNGLDELETESHADERPROC DeleteShader; + + PFNGLCREATEPROGRAMPROC CreateProgram; + PFNGLLINKPROGRAMPROC LinkProgram; + PFNGLUSEPROGRAMPROC UseProgram; + PFNGLDELETEPROGRAMPROC DeleteProgram; + + PFNGLATTACHSHADERPROC AttachShader; + + /* Shader log commands */ + PFNGLGETPROGRAMIVPROC GetProgramiv; + PFNGLGETPROGRAMINFOLOGPROC GetProgramInfoLog; + PFNGLGETSHADERIVPROC GetShaderiv; + PFNGLGETSHADERINFOLOGPROC GetShaderInfoLog; +#endif - /* fragment_program */ - PFNGLGENPROGRAMSARBPROC GenProgramsARB; - PFNGLBINDPROGRAMARBPROC BindProgramARB; - PFNGLPROGRAMSTRINGARBPROC ProgramStringARB; - PFNGLDELETEPROGRAMSARBPROC DeleteProgramsARB; - PFNGLPROGRAMLOCALPARAMETER4FVARBPROC ProgramLocalParameter4fvARB; /* multitexture */ bool use_multitexture; - PFNGLACTIVETEXTUREARBPROC ActiveTextureARB; - PFNGLMULTITEXCOORD2FARBPROC MultiTexCoord2fARB; + + /* 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) @@ -147,6 +188,7 @@ static inline int GetAlignedSize(unsigned size) return ((align >> 1) == size) ? size : align; } +#if !USE_OPENGL_ES static bool IsLuminance16Supported(int target) { GLuint texture; @@ -162,6 +204,143 @@ static bool IsLuminance16Supported(int target) return size == 16; } +#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 vec4 VertexPosition;" + "void main() {" + " TexCoord0 = MultiTexCoord0;" + " TexCoord1 = MultiTexCoord1;" + " TexCoord2 = MultiTexCoord2;" + " gl_Position = VertexPosition;" + "}"; + + *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 : 1.0; + /* 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++) + local_value[*local_count + i*4+j] = j < 3 ? correction * matrix[j*4+i] + : 0.0 ; + } + (*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); +} +#endif vout_display_opengl_t *vout_display_opengl_New(video_format_t *fmt, const vlc_fourcc_t **subpicture_chromas, @@ -177,64 +356,99 @@ vout_display_opengl_t *vout_display_opengl_New(video_format_t *fmt, return NULL; } + if (vgl->gl->getProcAddress == NULL) { + 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; +#endif - /* 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 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->Uniform4fv = glUniform4fv; + vgl->Uniform4f = glUniform4f; + vgl->Uniform1i = glUniform1i; + + vgl->CreateProgram = glCreateProgram; + vgl->LinkProgram = glLinkProgram; + vgl->UseProgram = glUseProgram; + vgl->DeleteProgram = glDeleteProgram; + 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"); + 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->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->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"); + + if (!vgl->CreateShader || !vgl->ShaderSource || !vgl->CreateProgram) + supports_shaders = false; +#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 - bool supports_multitexture = false; 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); + +#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; -#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; @@ -249,12 +463,12 @@ vout_display_opengl_t *vout_display_opengl_New(video_format_t *fmt, 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; + bool need_fs_rgba = USE_OPENGL_ES == 2; float yuv_range_correction = 1.0; - if (supports_fp && supports_multitexture && max_texture_units >= 3 && - 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); @@ -267,6 +481,7 @@ vout_display_opengl_t *vout_display_opengl_New(video_format_t *fmt, 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; @@ -277,6 +492,7 @@ vout_display_opengl_t *vout_display_opengl_New(video_format_t *fmt, vgl->tex_type = GL_UNSIGNED_SHORT; yuv_range_correction = (float)((1 << 16) - 1) / ((1 << dsc->pixel_bits) - 1); break; +#endif } list++; } @@ -285,107 +501,81 @@ vout_display_opengl_t *vout_display_opengl_New(video_format_t *fmt, vgl->chroma = vlc_fourcc_GetChromaDescription(vgl->fmt.i_chroma); vgl->use_multitexture = vgl->chroma->plane_count > 1; - 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; + /* 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; - if (supports_fp) { - 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_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)[4] = 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"; - bool swap_uv = vgl->fmt.i_chroma == VLC_CODEC_YV12 || - vgl->fmt.i_chroma == VLC_CODEC_YV9; - if (asprintf(&code, template_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; - for (int j = 0; j < 4; j++) { - vgl->local_value[vgl->local_count + i][j] = j < 3 ? correction * matrix[j][i] : 0.0; - } - } - vgl->local_count += 4; + if (supports_shaders && (need_fs_yuv || need_fs_rgba)) { +#ifdef SUPPORTS_SHADERS + 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); } - 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; + 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]); + + 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]); + + /* 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) + 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; } - free(code); } +#else + (void)yuv_range_correction; +#endif } /* */ @@ -409,11 +599,7 @@ vout_display_opengl_t *vout_display_opengl_New(video_format_t *fmt, *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; } @@ -422,7 +608,6 @@ 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++) @@ -433,9 +618,16 @@ void vout_display_opengl_Delete(vout_display_opengl_t *vgl) } free(vgl->region); - if (vgl->program) - vgl->DeleteProgramsARB(1, &vgl->program); +#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]); + } +#endif + free(vgl->texture_temp_buf); vlc_gl_Unlock(vgl->gl); } if (vgl->pool) @@ -443,41 +635,6 @@ void vout_display_opengl_Delete(vout_display_opengl_t *vgl) 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) @@ -485,20 +642,12 @@ picture_pool_t *vout_display_opengl_GetPool(vout_display_opengl_t *vgl, unsigned /* Allocate our pictures */ picture_t *picture[VLCGL_PICTURE_MAX] = {NULL, }; - unsigned count = 0; + unsigned count; for (count = 0; count < __MIN(VLCGL_PICTURE_MAX, requested_count); count++) { 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; @@ -508,10 +657,6 @@ picture_pool_t *vout_display_opengl_GetPool(vout_display_opengl_t *vgl, unsigned 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; @@ -523,8 +668,10 @@ picture_pool_t *vout_display_opengl_GetPool(vout_display_opengl_t *vgl, unsigned 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->ActiveTextureARB(GL_TEXTURE0_ARB + j); + if (vgl->use_multitexture) { + glActiveTexture(GL_TEXTURE0 + j); + glClientActiveTexture(GL_TEXTURE0 + j); + } glBindTexture(vgl->tex_target, vgl->texture[i][j]); #if !USE_OPENGL_ES @@ -538,17 +685,6 @@ picture_pool_t *vout_display_opengl_GetPool(vout_display_opengl_t *vgl, unsigned 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], @@ -562,49 +698,94 @@ picture_pool_t *vout_display_opengl_GetPool(vout_display_opengl_t *vgl, unsigned error: for (unsigned i = 0; i < count; i++) - picture_Delete(picture[i]); + picture_Release(picture[i]); 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; -#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); + if (vgl->use_multitexture) { + glActiveTexture(GL_TEXTURE0 + j); + 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); } -#endif int last_count = vgl->region_count; gl_region_t *last = vgl->region; @@ -621,8 +802,10 @@ int vout_display_opengl_Prepare(vout_display_opengl_t *vgl, vgl->region_count = count; vgl->region = calloc(count, sizeof(*vgl->region)); - if (vgl->use_multitexture) - vgl->ActiveTextureARB(GL_TEXTURE0_ARB + 0); + if (vgl->use_multitexture) { + glActiveTexture(GL_TEXTURE0 + 0); + glClientActiveTexture(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]; @@ -631,6 +814,15 @@ int vout_display_opengl_Prepare(vout_display_opengl_t *vgl, 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->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; glr->top = -2.0 * (r->i_y ) / subpicture->i_original_picture_height + 1.0; @@ -639,38 +831,38 @@ int vout_display_opengl_Prepare(vout_display_opengl_t *vgl, 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); + 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 { 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); + 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); } } } @@ -685,50 +877,10 @@ int vout_display_opengl_Prepare(vout_display_opengl_t *vgl, return VLC_SUCCESS; } -int vout_display_opengl_Display(vout_display_opengl_t *vgl, - const video_format_t *source) +#ifdef SUPPORTS_FIXED_PIPELINE +static void DrawWithoutShaders(vout_display_opengl_t *vgl, + float *left, float *top, float *right, float *bottom) { - 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) { - 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, @@ -736,90 +888,196 @@ int vout_display_opengl_Display(vout_display_opengl_t *vgl, 1.0f, 1.0f, }; - const GLfloat textureCoord[8] = { + const GLfloat textureCoord[] = { left[0], bottom[0], right[0], bottom[0], left[0], top[0], right[0], top[0] }; + glColor4f(1.0f, 1.0f, 1.0f, 1.0f); + glEnable(vgl->tex_target); + glActiveTexture(GL_TEXTURE0 + 0); + glClientActiveTexture(GL_TEXTURE0 + 0); + + glBindTexture(vgl->tex_target, vgl->texture[0][0]); + glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_TEXTURE_COORD_ARRAY); - glVertexPointer(2, GL_FLOAT, 0, vertexCoord); + glTexCoordPointer(2, GL_FLOAT, 0, textureCoord); + glVertexPointer(2, GL_FLOAT, 0, vertexCoord); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); -#else -#if !defined(MACOS_OPENGL) + + glDisableClientState(GL_TEXTURE_COORD_ARRAY); + glDisableClientState(GL_VERTEX_ARRAY); + glDisable(vgl->tex_target); +} +#endif + +#ifdef SUPPORTS_SHADERS +static void DrawWithShaders(vout_display_opengl_t *vgl, + float *left, float *top, float *right, float *bottom, + int program) +{ + vgl->UseProgram(vgl->program[program]); + if (program == 0) { + 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 { + 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, + 1.0, 1.0, + 1.0, -1.0, + }; + for (unsigned j = 0; j < vgl->chroma->plane_count; j++) { - if (vgl->use_multitexture) - vgl->ActiveTextureARB(GL_TEXTURE0_ARB + j); + const GLfloat textureCoord[] = { + left[j], top[j], + left[j], bottom[j], + right[j], top[j], + right[j], bottom[j], + }; + glActiveTexture(GL_TEXTURE0+j); + glClientActiveTexture(GL_TEXTURE0+j); glBindTexture(vgl->tex_target, vgl->texture[0][j]); + + char attribute[20]; + snprintf(attribute, sizeof(attribute), "MultiTexCoord%1d", j); + vgl->EnableVertexAttribArray(vgl->GetAttribLocation(vgl->program[program], attribute)); + vgl->VertexAttribPointer(vgl->GetAttribLocation(vgl->program[program], attribute), 2, GL_FLOAT, 0, 0, textureCoord); } + glActiveTexture(GL_TEXTURE0 + 0); + glClientActiveTexture(GL_TEXTURE0 + 0); + vgl->EnableVertexAttribArray(vgl->GetAttribLocation(vgl->program[program], "VertexPosition")); + vgl->VertexAttribPointer(vgl->GetAttribLocation(vgl->program[program], "VertexPosition"), 2, GL_FLOAT, 0, 0, vertexCoord); + + glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); +} #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); +int vout_display_opengl_Display(vout_display_opengl_t *vgl, + const video_format_t *source) +{ + if (vlc_gl_Lock(vgl->gl)) + return VLC_EGENERIC; + + /* 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); - 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); + /* 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; - 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); + 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]; - 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); + } 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; + } - glEnd(); +#ifdef SUPPORTS_SHADERS + if (vgl->program[0] && vgl->chroma->plane_count == 3) + 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) - glDisable(GL_FRAGMENT_PROGRAM_ARB); - else - glDisable(vgl->tex_target); + /* 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); +#endif + } -#if !USE_OPENGL_ES - if (vgl->use_multitexture) - vgl->ActiveTextureARB(GL_TEXTURE0_ARB + 0); +#ifdef SUPPORTS_FIXED_PIPELINE glEnable(GL_TEXTURE_2D); +#endif glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + + 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[] = { + glr->left, glr->top, + glr->left, glr->bottom, + glr->right, glr->top, + glr->right, glr->bottom, + }; + const GLfloat textureCoord[] = { + 0.0, 0.0, + 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[1]) { +#ifdef SUPPORTS_SHADERS + 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], "VertexPosition")); + vgl->VertexAttribPointer(vgl->GetAttribLocation(vgl->program[1], "VertexPosition"), 2, GL_FLOAT, 0, 0, vertexCoord); +#endif + } else { +#ifdef SUPPORTS_FIXED_PIPELINE + glEnableClientState(GL_VERTEX_ARRAY); + glEnableClientState(GL_TEXTURE_COORD_ARRAY); + glColor4f(1.0f, 1.0f, 1.0f, glr->alpha); + glTexCoordPointer(2, GL_FLOAT, 0, textureCoord); + glVertexPointer(2, GL_FLOAT, 0, vertexCoord); +#endif + } - 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[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);