X-Git-Url: https://git.sesse.net/?a=blobdiff_plain;f=modules%2Fvideo_output%2Fopengl.c;h=ceb60dc5b5c76a5fb89831b544120f81e36234a6;hb=9b24bfb5b3b9f07c3cc0e54480ba0bc12a92748f;hp=1028016d5786038e18c454655e958f7836a99c0f;hpb=b4eb37b2ef1db3247507c7e2c5eb2ea310e33307;p=vlc diff --git a/modules/video_output/opengl.c b/modules/video_output/opengl.c index 1028016d57..ceb60dc5b5 100644 --- a/modules/video_output/opengl.c +++ b/modules/video_output/opengl.c @@ -1,15 +1,15 @@ /***************************************************************************** * opengl.c: OpenGL and OpenGL ES output common code ***************************************************************************** - * Copyright (C) 2004-2012 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 Lesser General Public License as published by @@ -33,6 +33,7 @@ #include #include #include +#include #include "opengl.h" @@ -40,12 +41,7 @@ # 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)* @@ -54,32 +50,47 @@ # define PFNGLGETATTRIBLOCATIONPROC typeof(glGetAttribLocation)* # define PFNGLVERTEXATTRIBPOINTERPROC typeof(glVertexAttribPointer)* # define PFNGLENABLEVERTEXATTRIBARRAYPROC typeof(glEnableVertexAttribArray)* +# define PFNGLUNIFORMMATRIX4FVPROC typeof(glUniformMatrix4fv)* # 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)* -#if USE_OPENGL_ES -# define GL_UNPACK_ROW_LENGTH 0 +# define PFNGLGENBUFFERSPROC typeof(glGenBuffers)* +# define PFNGLBINDBUFFERPROC typeof(glBindBuffer)* +# define PFNGLBUFFERDATAPROC typeof(glBufferData)* +# define PFNGLDELETEBUFFERSPROC typeof(glDeleteBuffers)* +#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 +111,9 @@ typedef struct { float left; float bottom; float right; + + float tex_width; + float tex_height; } gl_region_t; struct vout_display_opengl_t { @@ -131,31 +145,28 @@ struct vout_display_opengl_t { int local_count; GLfloat local_value[16]; - /* Buffer commands */ - PFNGLGENBUFFERSPROC GenBuffers; - PFNGLBINDBUFFERPROC BindBuffer; - PFNGLDELETEBUFFERSPROC DeleteBuffers; - PFNGLBUFFERSUBDATAPROC BufferSubData; + GLuint vertex_buffer_object; + GLuint texture_buffer_object[PICTURE_PLANE_MAX]; - PFNGLBUFFERDATAPROC BufferData; + GLuint *subpicture_buffer_object; + int subpicture_buffer_object_count; /* Shader variables commands*/ - +#ifdef SUPPORTS_SHADERS PFNGLGETUNIFORMLOCATIONPROC GetUniformLocation; PFNGLGETATTRIBLOCATIONPROC GetAttribLocation; PFNGLVERTEXATTRIBPOINTERPROC VertexAttribPointer; PFNGLENABLEVERTEXATTRIBARRAYPROC EnableVertexAttribArray; - PFNGLUNIFORM4FVPROC Uniform4fv; - PFNGLUNIFORM4FPROC Uniform4f; - PFNGLUNIFORM3IPROC Uniform3i; - PFNGLUNIFORM1IPROC Uniform1i; + PFNGLUNIFORMMATRIX4FVPROC UniformMatrix4fv; + PFNGLUNIFORM4FVPROC Uniform4fv; + PFNGLUNIFORM4FPROC Uniform4f; + PFNGLUNIFORM1IPROC Uniform1i; /* Shader command */ PFNGLCREATESHADERPROC CreateShader; PFNGLSHADERSOURCEPROC ShaderSource; PFNGLCOMPILESHADERPROC CompileShader; - PFNGLDETACHSHADERPROC DetachShader; PFNGLDELETESHADERPROC DeleteShader; PFNGLCREATEPROGRAMPROC CreateProgram; @@ -171,12 +182,26 @@ struct vout_display_opengl_t { PFNGLGETSHADERIVPROC GetShaderiv; PFNGLGETSHADERINFOLOGPROC GetShaderInfoLog; + PFNGLGENBUFFERSPROC GenBuffers; + PFNGLBINDBUFFERPROC BindBuffer; + PFNGLBUFFERDATAPROC BufferData; + PFNGLDELETEBUFFERSPROC DeleteBuffers; +#endif + +#if defined(_WIN32) + PFNGLACTIVETEXTUREPROC ActiveTexture; + PFNGLCLIENTACTIVETEXTUREPROC ClientActiveTexture; +#endif + /* multitexture */ 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) @@ -204,6 +229,183 @@ 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 vec2 VertexPosition;" + "uniform mat4 RotationMatrix;" + "void main() {" + " TexCoord0 = MultiTexCoord0;" + " TexCoord1 = MultiTexCoord1;" + " TexCoord2 = MultiTexCoord2;" + " gl_Position = RotationMatrix * vec4(VertexPosition, 0.0, 1.0);" + "}"; + + *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.f; + /* 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.f; + } + (*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); +} + +static void BuildXYZFragmentShader(vout_display_opengl_t *vgl, + GLint *shader) +{ + /* Shader for XYZ to RGB correction + * 3 steps : + * - XYZ gamma correction + * - XYZ to RGB matrix conversion + * - reverse RGB gamma correction + */ + const char *code = + "#version " GLSL_VERSION "\n" + PRECISION + "uniform sampler2D Texture0;" + "uniform vec4 xyz_gamma = vec4(2.6);" + "uniform vec4 rgb_gamma = vec4(1.0/2.2);" + // WARN: matrix Is filled column by column (not row !) + "uniform mat4 matrix_xyz_rgb = mat4(" + " 3.240454 , -0.9692660, 0.0556434, 0.0," + " -1.5371385, 1.8760108, -0.2040259, 0.0," + " -0.4985314, 0.0415560, 1.0572252, 0.0," + " 0.0, 0.0, 0.0, 1.0 " + " );" + + "varying vec4 TexCoord0;" + "void main()" + "{ " + " vec4 v_in, v_out;" + " v_in = texture2D(Texture0, TexCoord0.st);" + " v_in = pow(v_in, xyz_gamma);" + " v_out = matrix_xyz_rgb * v_in ;" + " v_out = pow(v_out, rgb_gamma) ;" + " v_out = clamp(v_out, 0.0, 1.0) ;" + " gl_FragColor = v_out;" + "}"; + *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) @@ -230,18 +432,42 @@ vout_display_opengl_t *vout_display_opengl_New(video_format_t *fmt, bool supports_shaders = strverscmp((const char *)ogl_version, "2.0") >= 0; #else bool supports_shaders = false; -#ifdef __APPLE__ - if (kCFCoreFoundationVersionNumber >= 786.) - supports_shaders = true; -#endif #endif - 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"); - +#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->UniformMatrix4fv = glUniformMatrix4fv; + vgl->Uniform4fv = glUniform4fv; + vgl->Uniform4f = glUniform4f; + vgl->Uniform1i = glUniform1i; + + vgl->CreateProgram = glCreateProgram; + vgl->LinkProgram = glLinkProgram; + vgl->UseProgram = glUseProgram; + vgl->DeleteProgram = glDeleteProgram; + + vgl->GenBuffers = glGenBuffers; + vgl->BindBuffer = glBindBuffer; + vgl->BufferData = glBufferData; + vgl->DeleteBuffers = glDeleteBuffers; + + 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"); @@ -252,16 +478,15 @@ vout_display_opengl_t *vout_display_opengl_New(video_format_t *fmt, vgl->GetProgramInfoLog = (PFNGLGETPROGRAMINFOLOGPROC)vlc_gl_GetProcAddress(vgl->gl, "glGetProgramInfoLog"); vgl->GetShaderInfoLog = (PFNGLGETSHADERINFOLOGPROC)vlc_gl_GetProcAddress(vgl->gl, "glGetShaderInfoLog"); - vgl->DetachShader = (PFNGLDETACHSHADERPROC)vlc_gl_GetProcAddress(vgl->gl, "glDetachShader"); vgl->DeleteShader = (PFNGLDELETESHADERPROC)vlc_gl_GetProcAddress(vgl->gl, "glDeleteShader"); vgl->GetUniformLocation = (PFNGLGETUNIFORMLOCATIONPROC)vlc_gl_GetProcAddress(vgl->gl, "glGetUniformLocation"); vgl->GetAttribLocation = (PFNGLGETATTRIBLOCATIONPROC)vlc_gl_GetProcAddress(vgl->gl, "glGetAttribLocation"); vgl->VertexAttribPointer= (PFNGLVERTEXATTRIBPOINTERPROC)vlc_gl_GetProcAddress(vgl->gl, "glVertexAttribPointer"); vgl->EnableVertexAttribArray = (PFNGLENABLEVERTEXATTRIBARRAYPROC)vlc_gl_GetProcAddress(vgl->gl, "glEnableVertexAttribArray"); + vgl->UniformMatrix4fv = (PFNGLUNIFORMMATRIX4FVPROC)vlc_gl_GetProcAddress(vgl->gl,"glUniformMatrix4fv"); 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"); @@ -269,15 +494,43 @@ vout_display_opengl_t *vout_display_opengl_New(video_format_t *fmt, vgl->UseProgram = (PFNGLUSEPROGRAMPROC)vlc_gl_GetProcAddress(vgl->gl, "glUseProgram"); vgl->DeleteProgram = (PFNGLDELETEPROGRAMPROC)vlc_gl_GetProcAddress(vgl->gl, "glDeleteProgram"); + 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->DeleteBuffers = (PFNGLDELETEBUFFERSPROC)vlc_gl_GetProcAddress(vgl->gl, "glDeleteBuffers"); + if (!vgl->CreateShader || !vgl->ShaderSource || !vgl->CreateProgram) supports_shaders = false; +#endif + +#if defined(_WIN32) + vgl->ActiveTexture = (PFNGLACTIVETEXTUREPROC)vlc_gl_GetProcAddress(vgl->gl, "glActiveTexture"); + vgl->ClientActiveTexture = (PFNGLCLIENTACTIVETEXTUREPROC)vlc_gl_GetProcAddress(vgl->gl, "glClientActiveTexture"); +# define glActiveTexture vgl->ActiveTexture +# define glClientActiveTexture vgl->ClientActiveTexture +#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 + 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; vgl->fmt.i_chroma = VLC_CODEC_RGB32; @@ -296,9 +549,11 @@ vout_display_opengl_t *vout_display_opengl_New(video_format_t *fmt, vgl->tex_type = GL_UNSIGNED_BYTE; /* Use YUV if possible and needed */ bool need_fs_yuv = false; + bool need_fs_xyz = 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); @@ -328,13 +583,22 @@ vout_display_opengl_t *vout_display_opengl_New(video_format_t *fmt, } } + if (fmt->i_chroma == VLC_CODEC_XYZ12) { + vlc_fourcc_GetChromaDescription(fmt->i_chroma); + need_fs_xyz = true; + vgl->fmt = *fmt; + vgl->fmt.i_chroma = VLC_CODEC_XYZ12; + vgl->tex_format = GL_RGB; + vgl->tex_internal = GL_RGB; + vgl->tex_type = GL_UNSIGNED_SHORT; + } vgl->chroma = vlc_fourcc_GetChromaDescription(vgl->fmt.i_chroma); vgl->use_multitexture = vgl->chroma->plane_count > 1; /* 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; + int w = vgl->fmt.i_visible_width * vgl->chroma->p[j].w.num / vgl->chroma->p[j].w.den; + int h = vgl->fmt.i_visible_height * vgl->chroma->p[j].h.num / vgl->chroma->p[j].h.den; if (vgl->supports_npot) { vgl->tex_width[j] = w; vgl->tex_height[j] = h; @@ -344,152 +608,72 @@ vout_display_opengl_t *vout_display_opengl_New(video_format_t *fmt, } } - /* 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 Texture[3];" - "uniform vec4 coefficient[4];" - "varying vec4 TexCoord0,TexCoord1,TexCoord2;" - - "void main(void) {" - " vec4 x,y,z,result;" - " x = texture2D(Texture[0], TexCoord0.st);" - " %c = texture2D(Texture[1], TexCoord1.st);" - " %c = texture2D(Texture[2], TexCoord2.st);" - - " result = x * coefficient[0] + coefficient[3];" - " result = (y * coefficient[1]) + result;" - " result = (z * coefficient[2]) + result;" - " gl_FragColor = result;" - "}"; - bool swap_uv = vgl->fmt.i_chroma == VLC_CODEC_YV12 || - vgl->fmt.i_chroma == VLC_CODEC_YV9; - if (asprintf(&code, template_glsl_yuv, - swap_uv ? 'z' : 'y', - swap_uv ? 'y' : 'z') < 0) - code = NULL; - - for (int i = 0; i < 4; i++) { - float correction = i < 3 ? yuv_range_correction : 1.0; - /* We place coefficient values for coefficient[4] in one array from matrix values. - Notice that we fill values from top down instead of left to right.*/ - for (int j = 0; j < 4; j++) - vgl->local_value[vgl->local_count + i*4+j] = j < 3 ? correction * matrix[j*4+i] : 0.0 ; + if (supports_shaders && (need_fs_yuv || need_fs_xyz|| need_fs_rgba)) { +#ifdef SUPPORTS_SHADERS + if (need_fs_xyz) + BuildXYZFragmentShader(vgl, &vgl->shader[0]); + else + 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->local_count += 4; - - // Basic vertex shader that we use in both cases - const char *vertexShader = - "#version 120\n" - "varying vec4 TexCoord0,TexCoord1, TexCoord2;" - "attribute vec4 MultiTexCoord0,MultiTexCoord1,MultiTexCoord2;" - "attribute vec4 vertex_position;" - "void main() {" - " TexCoord0 = MultiTexCoord0;" - " TexCoord1 = MultiTexCoord1;" - " TexCoord2 = MultiTexCoord2;" - " gl_Position = vertex_position;" - "}"; - - // Dummy shader for text overlay - const char *helloShader = - "#version 120\n" - "uniform sampler2D Texture[3];" - "uniform vec4 fillColor;" - "varying vec4 TexCoord0,TexCoord1,TexCoord2;" - "void main()" - "{ " - " gl_FragColor = texture2D(Texture[0], TexCoord0.st)*fillColor;" - "}"; - vgl->shader[2] = vgl->CreateShader(GL_VERTEX_SHADER); - vgl->ShaderSource(vgl->shader[2], 1, (const GLchar **)&vertexShader, NULL); - vgl->CompileShader(vgl->shader[2]); + 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]); - /* 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); + /* 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) { - int charsWritten; - char *infolog; - - infolog = malloc(infoLength); - vgl->GetProgramInfoLog(vgl->program[i], infoLength, &charsWritten, infolog); - fprintf(stderr, "shader program %d: %s\n", i, infolog); - 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 = malloc(infoLength); - vgl->GetShaderInfoLog(vgl->shader[j], infoLength, &charsWritten, infolog); - fprintf(stderr, "shader %d: %s\n", j, 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; - } + 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 } /* */ @@ -500,6 +684,22 @@ vout_display_opengl_t *vout_display_opengl_New(video_format_t *fmt, glClearColor(0.0f, 0.0f, 0.0f, 1.0f); glClear(GL_COLOR_BUFFER_BIT); +#ifdef SUPPORTS_SHADERS + vgl->GenBuffers(1, &vgl->vertex_buffer_object); + vgl->GenBuffers(vgl->chroma->plane_count, vgl->texture_buffer_object); + + /* Initial number of allocated buffer objects for subpictures, will grow dynamically. */ + int subpicture_buffer_object_count = 8; + vgl->subpicture_buffer_object = malloc(subpicture_buffer_object_count * sizeof(GLuint)); + if (!vgl->subpicture_buffer_object) { + vlc_gl_Unlock(vgl->gl); + vout_display_opengl_Delete(vgl); + return NULL; + } + vgl->subpicture_buffer_object_count = subpicture_buffer_object_count; + vgl->GenBuffers(vgl->subpicture_buffer_object_count, vgl->subpicture_buffer_object); +#endif + vlc_gl_Unlock(vgl->gl); /* */ @@ -532,13 +732,21 @@ void vout_display_opengl_Delete(vout_display_opengl_t *vgl) } free(vgl->region); +#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]); } + vgl->DeleteBuffers(1, &vgl->vertex_buffer_object); + vgl->DeleteBuffers(vgl->chroma->plane_count, vgl->texture_buffer_object); + if (vgl->subpicture_buffer_object_count > 0) + vgl->DeleteBuffers(vgl->subpicture_buffer_object_count, vgl->subpicture_buffer_object); + free(vgl->subpicture_buffer_object); +#endif + free(vgl->texture_temp_buf); vlc_gl_Unlock(vgl->gl); } if (vgl->pool) @@ -613,25 +821,74 @@ 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; @@ -642,12 +899,11 @@ int vout_display_opengl_Prepare(vout_display_opengl_t *vgl, 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; @@ -680,6 +936,11 @@ int vout_display_opengl_Prepare(vout_display_opengl_t *vgl, 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; @@ -688,6 +949,8 @@ int vout_display_opengl_Prepare(vout_display_opengl_t *vgl, glr->bottom = -2.0 * (r->i_y + r->fmt.i_visible_height) / subpicture->i_original_picture_height + 1.0; glr->texture = 0; + /* Try to recycle the textures allocated by the previous + call to this function. */ for (int j = 0; j < last_count; j++) { if (last[j].texture && last[j].width == glr->width && @@ -703,13 +966,13 @@ int vout_display_opengl_Prepare(vout_display_opengl_t *vgl, 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) { + /* A texture was successfully recycled, reuse it. */ 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 { + /* Could not recycle a previous texture, generate a new one. */ glGenTextures(1, &glr->texture); glBindTexture(GL_TEXTURE_2D, glr->texture); #if !USE_OPENGL_ES @@ -720,11 +983,9 @@ 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); } } } @@ -739,6 +1000,77 @@ int vout_display_opengl_Prepare(vout_display_opengl_t *vgl, return VLC_SUCCESS; } +static const GLfloat identity[] = { + 1.0f, 0.0f, 0.0f, 0.0f, + 0.0f, 1.0f, 0.0f, 0.0f, + 0.0f, 0.0f, 1.0f, 0.0f, + 0.0f, 0.0f, 0.0f, 1.0f +}; + +static void orientationTransformMatrix(GLfloat matrix[static 16], video_orientation_t orientation) { + + memcpy(matrix, identity, sizeof(identity)); + + const int k_cos_pi = -1; + const int k_cos_pi_2 = 0; + const int k_cos_n_pi_2 = 0; + + const int k_sin_pi = 0; + const int k_sin_pi_2 = 1; + const int k_sin_n_pi_2 = -1; + + bool rotate = false; + int cos = 0, sin = 0; + + switch (orientation) { + + case ORIENT_ROTATED_90: + cos = k_cos_pi_2; + sin = k_sin_pi_2; + rotate = true; + break; + case ORIENT_ROTATED_180: + cos = k_cos_pi; + sin = k_sin_pi; + rotate = true; + break; + case ORIENT_ROTATED_270: + cos = k_cos_n_pi_2; + sin = k_sin_n_pi_2; + rotate = true; + break; + case ORIENT_HFLIPPED: + matrix[0 * 4 + 0] = -1; + break; + case ORIENT_VFLIPPED: + matrix[1 * 4 + 1] = -1; + break; + case ORIENT_TRANSPOSED: + matrix[0 * 4 + 0] = 0; + matrix[0 * 4 + 1] = -1; + matrix[1 * 4 + 0] = -1; + matrix[1 * 4 + 1] = 0; + break; + case ORIENT_ANTI_TRANSPOSED: + matrix[0 * 4 + 0] = 0; + matrix[0 * 4 + 1] = 1; + matrix[1 * 4 + 0] = 1; + matrix[1 * 4 + 1] = 0; + break; + default: + break; + } + + if (rotate) { + + matrix[0 * 4 + 0] = cos; + matrix[0 * 4 + 1] = -sin; + matrix[1 * 4 + 0] = sin; + matrix[1 * 4 + 1] = cos; + } +} + +#ifdef SUPPORTS_FIXED_PIPELINE static void DrawWithoutShaders(vout_display_opengl_t *vgl, float *left, float *top, float *right, float *bottom) { @@ -756,39 +1088,58 @@ static void DrawWithoutShaders(vout_display_opengl_t *vgl, right[0], top[0] }; - for (unsigned j = 0; j < vgl->chroma->plane_count; j++) { - glActiveTexture(GL_TEXTURE0 + j); - glClientActiveTexture(GL_TEXTURE0 + j); + GLfloat transformMatrix[16]; + orientationTransformMatrix(transformMatrix, vgl->fmt.orientation); + + glPushMatrix(); + glMatrixMode(GL_MODELVIEW); + glLoadMatrixf(transformMatrix); - glEnableClientState(GL_VERTEX_ARRAY); - glEnableClientState(GL_TEXTURE_COORD_ARRAY); + glColor4f(1.0f, 1.0f, 1.0f, 1.0f); + glEnable(vgl->tex_target); + glActiveTexture(GL_TEXTURE0 + 0); + glClientActiveTexture(GL_TEXTURE0 + 0); - glEnable(vgl->tex_target); + glBindTexture(vgl->tex_target, vgl->texture[0][0]); - glBindTexture(vgl->tex_target, vgl->texture[0][j]); - glTexCoordPointer(2, GL_FLOAT, 0, textureCoord); - } - glActiveTexture(GL_TEXTURE0); - glClientActiveTexture(GL_TEXTURE0); + glEnableClientState(GL_VERTEX_ARRAY); + glEnableClientState(GL_TEXTURE_COORD_ARRAY); + glTexCoordPointer(2, GL_FLOAT, 0, textureCoord); glVertexPointer(2, GL_FLOAT, 0, vertexCoord); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); - for (unsigned j = 0; j < vgl->chroma->plane_count; j++) { - glActiveTexture(GL_TEXTURE0 + j); - glClientActiveTexture(GL_TEXTURE0 + j); - glDisable(vgl->tex_target); - glDisableClientState(GL_TEXTURE_COORD_ARRAY); - glDisableClientState(GL_VERTEX_ARRAY); - } - glActiveTexture(GL_TEXTURE0); - glClientActiveTexture(GL_TEXTURE0); + glDisableClientState(GL_TEXTURE_COORD_ARRAY); + glDisableClientState(GL_VERTEX_ARRAY); + glDisable(vgl->tex_target); + + glPopMatrix(); + } +#endif +#ifdef SUPPORTS_SHADERS static void DrawWithShaders(vout_display_opengl_t *vgl, - float *left, float *top, float *right, float *bottom) + float *left, float *top, float *right, float *bottom, + int program) { + vgl->UseProgram(vgl->program[program]); + if (program == 0) { + if (vgl->chroma->plane_count == 3) { + 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 if (vgl->chroma->plane_count == 1) { + vgl->Uniform1i(vgl->GetUniformLocation(vgl->program[0], "Texture0"), 0); + } + } 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, @@ -796,6 +1147,9 @@ static void DrawWithShaders(vout_display_opengl_t *vgl, 1.0, -1.0, }; + GLfloat transformMatrix[16]; + orientationTransformMatrix(transformMatrix, vgl->fmt.orientation); + for (unsigned j = 0; j < vgl->chroma->plane_count; j++) { const GLfloat textureCoord[] = { left[j], top[j], @@ -805,21 +1159,29 @@ static void DrawWithShaders(vout_display_opengl_t *vgl, }; glActiveTexture(GL_TEXTURE0+j); glClientActiveTexture(GL_TEXTURE0+j); - glEnable(vgl->tex_target); glBindTexture(vgl->tex_target, vgl->texture[0][j]); + vgl->BindBuffer(GL_ARRAY_BUFFER, vgl->texture_buffer_object[j]); + vgl->BufferData(GL_ARRAY_BUFFER, sizeof(textureCoord), textureCoord, GL_STATIC_DRAW); + char attribute[20]; snprintf(attribute, sizeof(attribute), "MultiTexCoord%1d", j); - vgl->EnableVertexAttribArray(vgl->GetAttribLocation(vgl->program[0], attribute)); - vgl->VertexAttribPointer(vgl->GetAttribLocation(vgl->program[0], attribute), 2, GL_FLOAT, 0, 0, textureCoord); + vgl->EnableVertexAttribArray(vgl->GetAttribLocation(vgl->program[program], attribute)); + vgl->VertexAttribPointer(vgl->GetAttribLocation(vgl->program[program], attribute), 2, GL_FLOAT, 0, 0, 0); } glActiveTexture(GL_TEXTURE0 + 0); glClientActiveTexture(GL_TEXTURE0 + 0); - vgl->EnableVertexAttribArray(vgl->GetAttribLocation(vgl->program[0], "vertex_position")); - vgl->VertexAttribPointer(vgl->GetAttribLocation(vgl->program[0], "vertex_position"), 2, GL_FLOAT, 0, 0, vertexCoord); + + vgl->BindBuffer(GL_ARRAY_BUFFER, vgl->vertex_buffer_object); + vgl->BufferData(GL_ARRAY_BUFFER, sizeof(vertexCoord), vertexCoord, GL_STATIC_DRAW); + vgl->EnableVertexAttribArray(vgl->GetAttribLocation(vgl->program[program], "VertexPosition")); + vgl->VertexAttribPointer(vgl->GetAttribLocation(vgl->program[program], "VertexPosition"), 2, GL_FLOAT, 0, 0, 0); + + vgl->UniformMatrix4fv(vgl->GetUniformLocation(vgl->program[program], "RotationMatrix"), 1, GL_FALSE, transformMatrix); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); } +#endif int vout_display_opengl_Display(vout_display_opengl_t *vgl, const video_format_t *source) @@ -827,14 +1189,21 @@ int vout_display_opengl_Display(vout_display_opengl_t *vgl, if (vlc_gl_Lock(vgl->gl)) return VLC_EGENERIC; - /* glTexCoord works differently with GL_TEXTURE_2D and - GL_TEXTURE_RECTANGLE_EXT */ + /* 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]; @@ -843,38 +1212,72 @@ int vout_display_opengl_Display(vout_display_opengl_t *vgl, scale_w = 1.0; scale_h = 1.0; } + /* Warning: if NPOT is not supported a larger texture is + allocated. This will cause right and bottom coordinates to + land on the edge of two texels with the texels to the + right/bottom uninitialized by the call to + glTexSubImage2D. This might cause a green line to appear on + the right/bottom of the display. + There are two possible solutions: + - Manually mirror the edges of the texture. + - Add a "-1" when computing right and bottom, however the + last row/column might not be displayed at all. + */ 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); +#ifdef SUPPORTS_SHADERS + if (vgl->program[0] && (vgl->chroma->plane_count == 3 || vgl->chroma->plane_count == 1)) + 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[0]) { - vgl->UseProgram(vgl->program[0]); - vgl->Uniform4fv(vgl->GetUniformLocation(vgl->program[0], "coefficient"), 4, vgl->local_value); - vgl->Uniform1i(vgl->GetUniformLocation(vgl->program[0], "Texture[0]"), 0); - vgl->Uniform1i(vgl->GetUniformLocation(vgl->program[0], "Texture[1]"), 1); - vgl->Uniform1i(vgl->GetUniformLocation(vgl->program[0], "Texture[2]"), 2); - DrawWithShaders(vgl, left, top ,right, bottom); + /* 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]"), 0); - } else { - DrawWithoutShaders(vgl, left, top, right, bottom); + vgl->Uniform1i(vgl->GetUniformLocation(vgl->program[1], "Texture"), 0); +#endif } - glActiveTexture(GL_TEXTURE0 + 0); - glClientActiveTexture(GL_TEXTURE0 + 0); +#ifdef SUPPORTS_FIXED_PIPELINE glEnable(GL_TEXTURE_2D); +#endif glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); +#ifdef SUPPORTS_SHADERS + /* We need two buffer objects for each region: for vertex and texture coordinates. */ + if (2 * vgl->region_count > vgl->subpicture_buffer_object_count) { + if (vgl->subpicture_buffer_object_count > 0) + vgl->DeleteBuffers(vgl->subpicture_buffer_object_count, vgl->subpicture_buffer_object); + vgl->subpicture_buffer_object_count = 0; + + int new_count = 2 * vgl->region_count; + vgl->subpicture_buffer_object = realloc_or_free(vgl->subpicture_buffer_object, new_count * sizeof(GLuint)); + if (!vgl->subpicture_buffer_object) { + vlc_gl_Unlock(vgl->gl); + return VLC_ENOMEM; + } + + vgl->subpicture_buffer_object_count = new_count; + vgl->GenBuffers(vgl->subpicture_buffer_object_count, vgl->subpicture_buffer_object); + } +#endif + + 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[] = { @@ -883,40 +1286,56 @@ int vout_display_opengl_Display(vout_display_opengl_t *vgl, glr->right, glr->top, glr->right, glr->bottom, }; - static const GLfloat textureCoord[] = { + const GLfloat textureCoord[] = { 0.0, 0.0, - 0.0, 1.0, - 1.0, 0.0, - 1.0, 1.0, + 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[0]) { - vgl->Uniform4f(vgl->GetUniformLocation(vgl->program[1], "fillColor"), 1.0f, 1.0f, 1.0f, glr->alpha); + if (vgl->program[1]) { +#ifdef SUPPORTS_SHADERS + vgl->Uniform4f(vgl->GetUniformLocation(vgl->program[1], "FillColor"), 1.0f, 1.0f, 1.0f, glr->alpha); + + vgl->BindBuffer(GL_ARRAY_BUFFER, vgl->subpicture_buffer_object[2 * i]); + vgl->BufferData(GL_ARRAY_BUFFER, sizeof(textureCoord), textureCoord, GL_STATIC_DRAW); vgl->EnableVertexAttribArray(vgl->GetAttribLocation(vgl->program[1], "MultiTexCoord0")); - vgl->VertexAttribPointer(vgl->GetAttribLocation(vgl->program[1], "MultiTexCoord0"), 2, GL_FLOAT, 0, 0, textureCoord); - vgl->EnableVertexAttribArray(vgl->GetAttribLocation(vgl->program[1], "vertex_position")); - vgl->VertexAttribPointer(vgl->GetAttribLocation(vgl->program[1], "vertex_position"), 2, GL_FLOAT, 0, 0, vertexCoord); + vgl->VertexAttribPointer(vgl->GetAttribLocation(vgl->program[1], "MultiTexCoord0"), 2, GL_FLOAT, 0, 0, 0); + + vgl->BindBuffer(GL_ARRAY_BUFFER, vgl->subpicture_buffer_object[2 * i + 1]); + vgl->BufferData(GL_ARRAY_BUFFER, sizeof(vertexCoord), vertexCoord, GL_STATIC_DRAW); + vgl->EnableVertexAttribArray(vgl->GetAttribLocation(vgl->program[1], "VertexPosition")); + vgl->VertexAttribPointer(vgl->GetAttribLocation(vgl->program[1], "VertexPosition"), 2, GL_FLOAT, 0, 0, 0); + + // Subpictures have the correct orientation: + vgl->UniformMatrix4fv(vgl->GetUniformLocation(vgl->program[1], "RotationMatrix"), 1, GL_FALSE, identity); +#endif } else { +#ifdef SUPPORTS_FIXED_PIPELINE glEnableClientState(GL_VERTEX_ARRAY); + glEnableClientState(GL_TEXTURE_COORD_ARRAY); glColor4f(1.0f, 1.0f, 1.0f, glr->alpha); - glEnable(GL_TEXTURE_COORD_ARRAY); - glEnable(GL_VERTEX_ARRAY); glTexCoordPointer(2, GL_FLOAT, 0, textureCoord); - glEnableClientState(GL_TEXTURE_COORD_ARRAY); glVertexPointer(2, GL_FLOAT, 0, vertexCoord); +#endif } glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); - if (!vgl->program[0]) { + 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);