X-Git-Url: https://git.sesse.net/?a=blobdiff_plain;f=modules%2Fvideo_output%2Fopengl.c;h=735c591e428b85ded60c7eb5a86e5f7b59ae1813;hb=f41379c2a96d577a798b93c2baaec06d93490f6a;hp=e604572a5a9e5a43b9eed304a32b828c5b9eee3c;hpb=e3fc9953f4bca375ee5bcbd6a5e150e38c6e0cd7;p=vlc diff --git a/modules/video_output/opengl.c b/modules/video_output/opengl.c index e604572a5a..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) 2004-2011 VLC authors and VideoLAN + * 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" @@ -34,52 +35,56 @@ #include #include "opengl.h" -// Define USE_OPENGL_ES to the GL ES Version you want to select -/* 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)* +#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 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 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 +# define PRECISION "precision highp float;" +#if USE_OPENGL_ES == 2 +# define SUPPORTS_SHADERS +# define glClientActiveTexture(x) +#else +# define SUPPORTS_FIXED_PIPELINE +# define GL_MAX_TEXTURE_IMAGE_UNITS GL_MAX_TEXTURE_UNITS +#endif #else +# define GLSL_VERSION "120" # define VLCGL_TEXTURE_COUNT 1 # define VLCGL_PICTURE_MAX 128 +# define PRECISION "" +# define SUPPORTS_SHADERS +# define SUPPORTS_FIXED_PIPELINE #endif static const vlc_fourcc_t gl_subpicture_chromas[] = { @@ -100,6 +105,9 @@ typedef struct { float left; float bottom; float right; + + float tex_width; + float tex_height; } gl_region_t; struct vout_display_opengl_t { @@ -131,29 +139,21 @@ struct vout_display_opengl_t { int local_count; GLfloat local_value[16]; - /* Buffer commands */ - PFNGLGENBUFFERSPROC GenBuffers; - PFNGLBINDBUFFERPROC BindBuffer; - PFNGLDELETEBUFFERSPROC DeleteBuffers; - PFNGLBUFFERSUBDATAPROC BufferSubData; - - PFNGLBUFFERDATAPROC BufferData; - /* Shader variables commands*/ - - PFNGLGETUNIFORMLOCATIONPROC GetUniformLocation; - PFNGLGETATTRIBLOCATIONPROC GetAttribLocation; +#ifdef SUPPORTS_SHADERS + 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; @@ -168,12 +168,17 @@ struct vout_display_opengl_t { PFNGLGETPROGRAMINFOLOGPROC GetProgramInfoLog; PFNGLGETSHADERIVPROC GetShaderiv; PFNGLGETSHADERINFOLOGPROC GetShaderInfoLog; +#endif /* multitexture */ - PFNGLACTIVETEXTUREPROC ActiveTexture; - PFNGLCLIENTACTIVETEXTUREPROC ClientActiveTexture; bool use_multitexture; + + /* Non-power-of-2 texture size support */ + bool supports_npot; + + uint8_t *texture_temp_buf; + int texture_temp_buf_size; }; static inline int GetAlignedSize(unsigned size) @@ -186,24 +191,6 @@ static inline int GetAlignedSize(unsigned size) #if !USE_OPENGL_ES static bool IsLuminance16Supported(int target) { -#if defined(MACOS_OPENGL) - /* OpenGL 1.x on OS X does _not_ support 16bit shaders, but pretends to. - * That's why we enforce return false here, even though the actual code below - * would return true. - * This fixes playback of 10bit content on the Intel GMA 950 chipset, which is - * the only "GPU" supported by 10.6 and 10.7 with just an OpenGL 1.4 driver. - * - * Presumely, this also improves playback on the GMA 3100, GeForce FX 5200, - * GeForce4 Ti, GeForce3, GeForce2 MX/4 MX and the Radeon 8500 when - * running OS X 10.5. */ - const GLubyte * p_glversion; - float f_glversion; - p_glversion = glGetString (GL_VERSION); - sscanf((char *)p_glversion, "%f", &f_glversion); - if (f_glversion < 2) - return false; -#endif - GLuint texture; glGenTextures(1, &texture); @@ -219,6 +206,142 @@ static bool IsLuminance16Supported(int target) } #endif +#ifdef SUPPORTS_SHADERS +static void BuildVertexShader(vout_display_opengl_t *vgl, + GLint *shader) +{ + /* Basic vertex shader */ + const char *vertexShader = + "#version " GLSL_VERSION "\n" + PRECISION + "varying vec4 TexCoord0,TexCoord1, TexCoord2;" + "attribute vec4 MultiTexCoord0,MultiTexCoord1,MultiTexCoord2;" + "attribute 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, vlc_gl_t *gl) @@ -233,38 +356,99 @@ vout_display_opengl_t *vout_display_opengl_New(video_format_t *fmt, return NULL; } - if( vgl->gl->getProcAddress == NULL ) - { + if (vgl->gl->getProcAddress == NULL) { fprintf(stderr, "getProcAddress not implemented, bailing out\n"); - free( vgl ); + 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 + +#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 - const char *ogl_version = glGetString(GL_VERSION); - float f_ogl_version = atof(ogl_version); - bool supports_shaders = f_ogl_version >= 2.0f; GLint max_texture_units = 0; glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &max_texture_units); +#ifdef __APPLE__ +#if USE_OPENGL_ES + /* work-around an iOS 6 bug */ + if (kCFCoreFoundationVersionNumber >= 786.) + max_texture_units = 8; + supports_shaders = true; +#endif +#endif + /* Initialize with default chroma */ vgl->fmt = *fmt; -#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; -#else vgl->fmt.i_chroma = VLC_CODEC_RGB32; # if defined(WORDS_BIGENDIAN) vgl->fmt.i_rmask = 0xff000000; @@ -279,12 +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 ( max_texture_units >= 3 && supports_shaders && - vlc_fourcc_IsYUV(fmt->i_chroma) && !vlc_fourcc_IsYUV(vgl->fmt.i_chroma)) { + + if (max_texture_units >= 3 && supports_shaders && vlc_fourcc_IsYUV(fmt->i_chroma)) { const vlc_fourcc_t *list = vlc_fourcc_GetYUVFallback(fmt->i_chroma); while (*list) { const vlc_chroma_description_t *dsc = vlc_fourcc_GetChromaDescription(*list); @@ -313,216 +497,85 @@ vout_display_opengl_t *vout_display_opengl_New(video_format_t *fmt, list++; } } -#if (defined (__ppc__) || defined (__ppc64__) || defined (__powerpc__)) && defined (__APPLE__) - /* This is a work-around for dated PowerPC-based Macs, which run OpenGL 1.3 only and don't - * support the GL_ARB_fragment_program extension. - * Affected devices are all Macs built between 2002 and 2005 with an ATI Radeon 7500, - * an ATI Radeon 9200 or a NVIDIA GeForceFX 5200 Ultra. */ - else - { - vgl->tex_format = GL_YCBCR_422_APPLE; - vgl->tex_type = GL_UNSIGNED_SHORT_8_8_APPLE; - vgl->fmt.i_chroma = VLC_CODEC_YUYV; - } -#endif - - vgl->GenBuffers = (PFNGLGENBUFFERSPROC)vlc_gl_GetProcAddress(vgl->gl, "glGenBuffers"); - vgl->BindBuffer = (PFNGLBINDBUFFERPROC)vlc_gl_GetProcAddress(vgl->gl, "glBindBuffer"); - vgl->BufferData = (PFNGLBUFFERDATAPROC)vlc_gl_GetProcAddress(vgl->gl, "glBufferData"); - vgl->BufferSubData = (PFNGLBUFFERSUBDATAPROC)vlc_gl_GetProcAddress(vgl->gl, "glBufferSubData"); - vgl->DeleteBuffers = (PFNGLDELETEBUFFERSPROC)vlc_gl_GetProcAddress(vgl->gl, "glDeleteBuffers"); - - 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->GetProgramInfoLog = (PFNGLGETPROGRAMINFOLOGPROC)vlc_gl_GetProcAddress(vgl->gl, "glGetProgramInfoLog"); - vgl->GetShaderiv = (PFNGLGETSHADERIVPROC)vlc_gl_GetProcAddress(vgl->gl, "glGetShaderiv"); - 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->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; - 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; - } - - /* 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; - vgl->tex_width[j] = w; - vgl->tex_height[j] = h; + 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); + } } - /* Build fragment program if needed */ - vgl->program[0] = 0; + /* Build program if needed */ + vgl->program[0] = vgl->program[1] = 0; + vgl->shader[0] = + vgl->shader[1] = + vgl->shader[2] = -1; vgl->local_count = 0; - vgl->shader[0] = vgl->shader[1] = vgl->shader[2] = -1; - if (supports_shaders) { - char *code = NULL; - - /* [R/G/B][Y U V O] from TV range to full range - * XXX we could also do hue/brightness/constrast/gamma - * by simply changing the coefficients - */ - const float matrix_bt601_tv2full[12] = { - 1.164383561643836, 0.0000, 1.596026785714286, -0.874202217873451 , - 1.164383561643836, -0.391762290094914, -0.812967647237771, 0.531667823499146 , - 1.164383561643836, 2.017232142857142, 0.0000, -1.085630789302022 , - }; - const float matrix_bt709_tv2full[12] = { - 1.164383561643836, 0.0000, 1.792741071428571, -0.972945075016308 , - 1.164383561643836, -0.21324861427373, -0.532909328559444, 0.301482665475862 , - 1.164383561643836, 2.112401785714286, 0.0000, -1.133402217873451 , - }; - const float (*matrix) = fmt->i_height > 576 ? matrix_bt709_tv2full - : matrix_bt601_tv2full; - - /* Basic linear YUV -> RGB conversion using bilinear interpolation */ - const char *template_glsl_yuv = - "#version 120\n" - "uniform sampler2D Texture0;" - "uniform sampler2D Texture1;" - "uniform sampler2D Texture2;" - "uniform vec4 coefficient[4];" - - "void main(void) {" - " vec4 x,y,z,result;" - " x = texture2D(Texture0, gl_TexCoord[0].st);" - " %c = texture2D(Texture1, gl_TexCoord[1].st);" - " %c = texture2D(Texture2, gl_TexCoord[2].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" - "void main() {" - " gl_TexCoord[0] = gl_MultiTexCoord0;" - " gl_TexCoord[1] = gl_MultiTexCoord1;" - " gl_TexCoord[2] = gl_MultiTexCoord2;" - " gl_Position = ftransform(); }"; - - // Dummy shader for text overlay - const char *helloShader = - "#version 120\n" - "uniform sampler2D Texture0;" - "uniform vec4 fillColor;" - "void main()" - "{ " - " gl_FragColor = texture2D(Texture0, gl_TexCoord[0].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", i ); - free( vgl ); - return NULL; - } - } + 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); + } + + 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; } + } +#else + (void)yuv_range_correction; +#endif } /* */ @@ -555,7 +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++) @@ -566,14 +618,16 @@ void vout_display_opengl_Delete(vout_display_opengl_t *vgl) } 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] ); +#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) @@ -588,7 +642,7 @@ 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); @@ -614,10 +668,9 @@ 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->ActiveTexture(GL_TEXTURE0 + j); - vgl->ClientActiveTexture(GL_TEXTURE0 + j); + if (vgl->use_multitexture) { + glActiveTexture(GL_TEXTURE0 + j); + glClientActiveTexture(GL_TEXTURE0 + j); } glBindTexture(vgl->tex_target, vgl->texture[i][j]); @@ -649,42 +702,89 @@ error: return NULL; } -int vout_display_opengl_Prepare(vout_display_opengl_t *vgl, - picture_t *picture, subpicture_t *subpicture) +#define ALIGN(x, y) (((x) + ((y) - 1)) & ~((y) - 1)) +static void Upload(vout_display_opengl_t *vgl, int in_width, int in_height, + int in_full_width, int in_full_height, + int w_num, int w_den, int h_num, int h_den, + int pitch, int pixel_pitch, + int full_upload, const uint8_t *pixels, + int tex_target, int tex_format, int tex_type) { - /* On Win32/GLX, we do this the usual way: - + Fill the buffer with new content, - + Reload the texture, - + Use the texture. - - On OS X with VRAM or AGP texturing, the order has to be: - + Reload the texture, - + Fill the buffer with new content, - + Use the texture. - - (Thanks to gcc from the Arstechnica forums for the tip) + int width = in_width * w_num / w_den; + int full_width = in_full_width * w_num / w_den; + int height = in_height * h_num / h_den; + int full_height = in_full_height * h_num / h_den; + // This unpack alignment is the default, but setting it just in case. + glPixelStorei(GL_UNPACK_ALIGNMENT, 4); +#ifndef GL_UNPACK_ROW_LENGTH + int dst_width = full_upload ? full_width : width; + int dst_pitch = ALIGN(dst_width * pixel_pitch, 4); + if ( pitch != dst_pitch ) + { + int buf_size = dst_pitch * full_height * pixel_pitch; + const uint8_t *source = pixels; + uint8_t *destination; + if( !vgl->texture_temp_buf || vgl->texture_temp_buf_size < buf_size ) + { + free( vgl->texture_temp_buf ); + vgl->texture_temp_buf = xmalloc( buf_size ); + vgl->texture_temp_buf_size = buf_size; + } + destination = vgl->texture_temp_buf; - Therefore on OSX, we have to use two buffers and textures and use a - lock(/unlock) managed picture pool. - */ + for( int h = 0; h < height ; h++ ) + { + memcpy( destination, source, width * pixel_pitch ); + source += pitch; + destination += dst_pitch; + } + if (full_upload) + glTexImage2D( tex_target, 0, tex_format, + full_width, full_height, + 0, tex_format, tex_type, vgl->texture_temp_buf ); + else + glTexSubImage2D( tex_target, 0, + 0, 0, + width, height, + tex_format, tex_type, vgl->texture_temp_buf ); + } else { +#else + (void) width; + (void) height; + (void) vgl; + { + glPixelStorei(GL_UNPACK_ROW_LENGTH, pitch / pixel_pitch); +#endif + if (full_upload) + glTexImage2D(tex_target, 0, tex_format, + full_width, full_height, + 0, tex_format, tex_type, pixels); + else + glTexSubImage2D(tex_target, 0, + 0, 0, + width, height, + tex_format, tex_type, pixels); + } +} +int vout_display_opengl_Prepare(vout_display_opengl_t *vgl, + picture_t *picture, subpicture_t *subpicture) +{ if (vlc_gl_Lock(vgl->gl)) return VLC_EGENERIC; /* 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); + 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); } int last_count = vgl->region_count; @@ -702,10 +802,9 @@ 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->ActiveTexture(GL_TEXTURE0 + 0); - vgl->ClientActiveTexture(GL_TEXTURE0 + 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++) { @@ -715,6 +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; @@ -738,11 +846,9 @@ int vout_display_opengl_Prepare(vout_display_opengl_t *vgl, 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]); + 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); @@ -754,11 +860,9 @@ int vout_display_opengl_Prepare(vout_display_opengl_t *vgl, glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); - /* TODO set GL_UNPACK_ALIGNMENT */ - glPixelStorei(GL_UNPACK_ROW_LENGTH, r->p_picture->p->i_pitch / r->p_picture->p->i_pixel_pitch); - glTexImage2D(GL_TEXTURE_2D, 0, glr->format, - glr->width, glr->height, 0, glr->format, glr->type, - &r->p_picture->p->p_pixels[pixels_offset]); + Upload(vgl, r->fmt.i_visible_width, r->fmt.i_visible_height, glr->width, glr->height, 1, 1, 1, 1, + r->p_picture->p->i_pitch, r->p_picture->p->i_pixel_pitch, 1, + &r->p_picture->p->p_pixels[pixels_offset], GL_TEXTURE_2D, glr->format, glr->type); } } } @@ -773,48 +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); - - vgl->UseProgram(vgl->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); - -#if USE_OPENGL_ES static const GLfloat vertexCoord[] = { -1.0f, -1.0f, 1.0f, -1.0f, @@ -822,102 +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); glDisableClientState(GL_TEXTURE_COORD_ARRAY); glDisableClientState(GL_VERTEX_ARRAY); glDisable(vgl->tex_target); -#else +} +#endif - const GLfloat vertexCoord[] = { - -1.0, 1.0, +#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, + 1.0, 1.0, + 1.0, -1.0, }; - for( unsigned j = 0; j < vgl->chroma->plane_count; j++) - { - const GLfloat texCoord[] = { - left[j], top[j], - left[j], bottom[j], + for (unsigned j = 0; j < vgl->chroma->plane_count; j++) { + const GLfloat textureCoord[] = { + 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); - glEnableClientState(GL_TEXTURE_COORD_ARRAY); + glActiveTexture(GL_TEXTURE0+j); + glClientActiveTexture(GL_TEXTURE0+j); glBindTexture(vgl->tex_target, vgl->texture[0][j]); - glTexCoordPointer(2, GL_FLOAT, 0, texCoord); + + 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); } - vgl->ActiveTexture(GL_TEXTURE0 + 0); - vgl->ClientActiveTexture(GL_TEXTURE0 + 0); - glEnableClientState(GL_VERTEX_ARRAY); - glVertexPointer(2, GL_FLOAT, 0, vertexCoord); - glDrawArrays( GL_TRIANGLE_STRIP, 0, 4); - glDisableClientState(GL_VERTEX_ARRAY); + 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); - for( int j = vgl->chroma->plane_count; j >= 0;j--) - { - vgl->ActiveTexture( GL_TEXTURE0+j); - vgl->ClientActiveTexture( GL_TEXTURE0+j); - glDisableClientState(GL_TEXTURE_COORD_ARRAY); + glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); +} +#endif + +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); + + /* Draw the picture */ + float left[PICTURE_PLANE_MAX]; + float top[PICTURE_PLANE_MAX]; + float right[PICTURE_PLANE_MAX]; + float bottom[PICTURE_PLANE_MAX]; + for (unsigned j = 0; j < vgl->chroma->plane_count; j++) { + /* glTexCoord works differently with GL_TEXTURE_2D and + GL_TEXTURE_RECTANGLE_EXT */ + float scale_w, scale_h; + + if (vgl->tex_target == GL_TEXTURE_2D) { + scale_w = (float)vgl->chroma->p[j].w.num / vgl->chroma->p[j].w.den / vgl->tex_width[j]; + scale_h = (float)vgl->chroma->p[j].h.num / vgl->chroma->p[j].h.den / vgl->tex_height[j]; + + } 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; } +#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 + } + /* 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 + } - vgl->ActiveTexture(GL_TEXTURE0 + 0); - vgl->ClientActiveTexture(GL_TEXTURE0 + 0); +#ifdef SUPPORTS_FIXED_PIPELINE glEnable(GL_TEXTURE_2D); +#endif glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - glEnableClientState(GL_VERTEX_ARRAY); - const GLfloat textureCoord[] = { - 0.0, 0.0, - 0.0, 1.0, - 1.0, 0.0, - 1.0, 1.0, - }; - vgl->UseProgram(vgl->program[1]); - vgl->Uniform1i( vgl->GetUniformLocation( vgl->program[1], "Texture0" ), 0); - vgl->ActiveTexture(GL_TEXTURE0 + 0); - vgl->ClientActiveTexture(GL_TEXTURE0 + 0); + 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->left, glr->top, + glr->left, glr->bottom, glr->right, glr->top, - glr->right,glr->bottom, + 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, }; - vgl->Uniform4f( vgl->GetUniformLocation( vgl->program[1], "fillColor"), 1.0f, 1.0f, 1.0f, glr->alpha); - glEnableClientState(GL_TEXTURE_COORD_ARRAY); glBindTexture(GL_TEXTURE_2D, glr->texture); - glVertexPointer(2, GL_FLOAT, 0, vertexCoord); - glTexCoordPointer(2, GL_FLOAT, 0, textureCoord); - glDrawArrays( GL_TRIANGLE_STRIP, 0, 4 ); - glDisableClientState(GL_TEXTURE_COORD_ARRAY); + 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 + } + + glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); + + if (!vgl->program[1]) { +#ifdef SUPPORTS_FIXED_PIPELINE + glDisableClientState(GL_TEXTURE_COORD_ARRAY); + glDisableClientState(GL_VERTEX_ARRAY); +#endif + } } - glDisableClientState(GL_VERTEX_ARRAY); glDisable(GL_BLEND); +#ifdef SUPPORTS_FIXED_PIPELINE glDisable(GL_TEXTURE_2D); #endif + /* Display */ vlc_gl_Swap(vgl->gl); vlc_gl_Unlock(vgl->gl);