#include <vlc/vlc.h>
#include <vlc/vout.h>
-#ifndef SYS_DARWIN
-#include <GL/gl.h>
-#else
-/* Mac OS X < 10.3 does not have GL/gl.h */
+#ifdef SYS_DARWIN
#include <OpenGL/gl.h>
-#endif
+#include <OpenGL/glext.h>
+
+/* On OS X, use GL_TEXTURE_RECTANGLE_EXT instead of GL_TEXTURE_2D.
+ This allows sizes which are not powers of 2 */
+#define VLCGL_TARGET GL_TEXTURE_RECTANGLE_EXT
+
+/* OS X OpenGL supports YUV. Hehe. */
+#define VLCGL_FORMAT GL_YCBCR_422_APPLE
+#define VLCGL_TYPE GL_UNSIGNED_SHORT_8_8_APPLE
+#else
+
+#include <GL/gl.h>
+#define VLCGL_TARGET GL_TEXTURE_2D
/* RV16 */
#ifndef GL_UNSIGNED_SHORT_5_6_5
#define VLCGL_RGB_FORMAT GL_RGBA
#define VLCGL_RGB_TYPE GL_UNSIGNED_BYTE
+/* Use RGB on Win32/GLX */
+#define VLCGL_FORMAT VLCGL_RGB_FORMAT
+#define VLCGL_TYPE VLCGL_RGB_TYPE
+#endif
+
/* OpenGL effects */
#define OPENGL_EFFECT_NONE 1
#define OPENGL_EFFECT_CUBE 2
{
vout_thread_t *p_vout;
- uint8_t *p_buffer;
+ uint8_t *pp_buffer[2];
int i_index;
int i_tex_width;
int i_tex_height;
- GLuint texture;
+ GLuint p_textures[2];
int i_effect;
};
var_Create( p_vout, "opengl-effect", VLC_VAR_STRING | VLC_VAR_DOINHERIT );
+#ifdef SYS_DARWIN
+ p_sys->i_tex_width = p_vout->render.i_width;
+ p_sys->i_tex_height = p_vout->render.i_height;
+#else
/* A texture must have a size aligned on a power of 2 */
p_sys->i_tex_width = GetAlignedSize( p_vout->render.i_width );
p_sys->i_tex_height = GetAlignedSize( p_vout->render.i_height );
+#endif
msg_Dbg( p_vout, "Texture size: %dx%d", p_sys->i_tex_width,
p_sys->i_tex_height );
static int Init( vout_thread_t *p_vout )
{
vout_sys_t *p_sys = p_vout->p_sys;
- int i_pixel_pitch;
+ int i_pixel_pitch, i_index;
vlc_value_t val;
p_sys->p_vout->pf_init( p_sys->p_vout );
- /* No YUV textures :( */
-
+#ifdef SYS_DARWIN
+ p_vout->output.i_chroma = VLC_FOURCC('Y','U','Y','2');
+ p_vout->output.i_rmask = 0x00ff0000;
+ p_vout->output.i_gmask = 0x0000ff00;
+ p_vout->output.i_bmask = 0x000000ff;
+ i_pixel_pitch = 2;
+#else
#if VLCGL_RGB_FORMAT == GL_RGB
# if VLCGL_RGB_TYPE == GL_UNSIGNED_BYTE
p_vout->output.i_chroma = VLC_FOURCC('R','V','2','4');
p_vout->output.i_gmask = 0x0000ff00;
p_vout->output.i_bmask = 0x00ff0000;
i_pixel_pitch = 4;
+#endif
#endif
/* Since OpenGL can do rescaling for us, stick to the default
p_vout->output.i_height = p_vout->render.i_height;
p_vout->output.i_aspect = p_vout->render.i_aspect;
- /* We know the chroma, allocate a buffer which will be used
+ /* We know the chroma, allocate one buffer which will be used
* directly by the decoder */
- p_vout->p_picture[0].i_planes = 1;
- p_sys->p_buffer =
+ p_sys->pp_buffer[0] =
+ malloc( p_sys->i_tex_width * p_sys->i_tex_height * i_pixel_pitch );
+ if( !p_sys->pp_buffer[0] )
+ {
+ msg_Err( p_vout, "Out of memory" );
+ return -1;
+ }
+ p_sys->pp_buffer[1] =
malloc( p_sys->i_tex_width * p_sys->i_tex_height * i_pixel_pitch );
- if( !p_sys->p_buffer )
+ if( !p_sys->pp_buffer[1] )
{
msg_Err( p_vout, "Out of memory" );
return -1;
}
- p_vout->p_picture[0].p->p_pixels = p_sys->p_buffer;
+ p_vout->p_picture[0].i_planes = 1;
+ p_vout->p_picture[0].p->p_pixels = p_sys->pp_buffer[0];
p_vout->p_picture[0].p->i_lines = p_vout->output.i_height;
p_vout->p_picture[0].p->i_pixel_pitch = i_pixel_pitch;
p_vout->p_picture[0].p->i_pitch = p_vout->output.i_width *
p_vout->p_picture[0].i_type = DIRECT_PICTURE;
PP_OUTPUTPICTURE[ 0 ] = &p_vout->p_picture[0];
- I_OUTPUTPICTURES = 1;
-
- /* Set the texture parameters */
- glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_PRIORITY, 1.0 );
- glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
- glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
+ I_OUTPUTPICTURES = 1;
- glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP );
- glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP );
+ glGenTextures( 2, p_sys->p_textures );
- glTexEnvf( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
+ for( i_index = 0; i_index < 2; i_index++ )
+ {
+ glBindTexture( VLCGL_TARGET, p_sys->p_textures[i_index] );
+
+ /* Set the texture parameters */
+ glTexParameterf( VLCGL_TARGET, GL_TEXTURE_PRIORITY, 1.0 );
+
+ glTexParameteri( VLCGL_TARGET, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
+ glTexParameteri( VLCGL_TARGET, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
+
+ glTexParameteri( VLCGL_TARGET, GL_TEXTURE_WRAP_S, GL_CLAMP );
+ glTexParameteri( VLCGL_TARGET, GL_TEXTURE_WRAP_T, GL_CLAMP );
+
+ glTexEnvf( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
+
+#ifdef SYS_DARWIN
+ /* Tell the driver not to make a copy of the texture but to use
+ our buffer */
+ glEnable( GL_UNPACK_CLIENT_STORAGE_APPLE );
+ glPixelStorei( GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE );
+
+#if 0
+ /* Use VRAM texturing */
+ glTexParameteri( VLCGL_TARGET, GL_TEXTURE_STORAGE_HINT_APPLE,
+ GL_STORAGE_CACHED_APPLE );
+#else
+ /* Use AGP texturing */
+ glTexParameteri( VLCGL_TARGET, GL_TEXTURE_STORAGE_HINT_APPLE,
+ GL_STORAGE_SHARED_APPLE );
+#endif
+#endif
- /* Allocate the OpenGL texture */
- glTexImage2D( GL_TEXTURE_2D, 0, 3,
- p_sys->i_tex_width, p_sys->i_tex_height , 0,
- VLCGL_RGB_FORMAT, VLCGL_RGB_TYPE, NULL );
+ /* Call glTexImage2D only once, and use glTexSubImage2D later */
+ glTexImage2D( VLCGL_TARGET, 0, 3, p_sys->i_tex_width,
+ p_sys->i_tex_height, 0, VLCGL_FORMAT, VLCGL_TYPE,
+ p_sys->pp_buffer[i_index] );
+ }
glDisable(GL_BLEND);
glDisable(GL_DEPTH_TEST);
vlc_object_destroy( p_sys->p_vout );
/* Free the texture buffer*/
- if( p_sys->p_buffer ) free( p_sys->p_buffer );
+ if( p_sys->pp_buffer[0] ) free( p_sys->pp_buffer[0] );
+ if( p_sys->pp_buffer[1] ) free( p_sys->pp_buffer[1] );
free( p_sys );
}
static int Manage( vout_thread_t *p_vout )
{
vout_sys_t *p_sys = p_vout->p_sys;
-
return p_sys->p_vout->pf_manage( p_sys->p_vout );
}
static void Render( vout_thread_t *p_vout, picture_t *p_pic )
{
vout_sys_t *p_sys = p_vout->p_sys;
- float f_width = (float)p_vout->output.i_width / p_sys->i_tex_width;
- float f_height = (float)p_vout->output.i_height / p_sys->i_tex_height;
+ float f_width, f_height;
+
+ /* glTexCoord works differently with GL_TEXTURE_2D and
+ GL_TEXTURE_RECTANGLE_EXT */
+#ifdef SYS_DARWIN
+ f_width = (float)p_vout->output.i_width;
+ f_height = (float)p_vout->output.i_height;
+#else
+ f_width = (float)p_vout->output.i_width / p_sys->i_tex_width;
+ f_height = (float)p_vout->output.i_height / p_sys->i_tex_height;
+#endif
glClear( GL_COLOR_BUFFER_BIT );
+ /* 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)
+
+ Therefore, we have to use two buffers and textures. On Win32/GLX,
+ we reload the texture to be displayed and use it right away. On
+ OS X, we first render, then reload the texture to be used next
+ time. */
+
+ glBindTexture( VLCGL_TARGET, p_sys->p_textures[p_sys->i_index] );
+
+#ifndef SYS_DARWIN
/* Update the texture */
glTexSubImage2D( GL_TEXTURE_2D, 0, 0, 0,
p_vout->render.i_width, p_vout->render.i_height,
VLCGL_RGB_FORMAT, VLCGL_RGB_TYPE, p_sys->p_buffer );
+#endif
if( p_sys->i_effect == OPENGL_EFFECT_NONE )
{
- glEnable( GL_TEXTURE_2D );
+ glEnable( VLCGL_TARGET );
glBegin( GL_POLYGON );
glTexCoord2f( 0.0, 0.0 ); glVertex2f( -1.0, 1.0 );
glTexCoord2f( f_width, 0.0 ); glVertex2f( 1.0, 1.0 );
{
glRotatef( 1.0, 0.3, 0.5, 0.7 );
- glEnable( GL_TEXTURE_2D );
+ glEnable( VLCGL_TARGET );
glBegin( GL_QUADS );
/* Front */
glEnd();
}
- glDisable( GL_TEXTURE_2D);
+ glDisable( VLCGL_TARGET );
+
+ /* Switch buffers */
+ p_sys->i_index = ( p_sys->i_index + 1 ) & 1;
+ p_pic->p->p_pixels = p_sys->pp_buffer[p_sys->i_index];
+
+#ifdef SYS_DARWIN
+ /* Update the texture */
+ glBindTexture( VLCGL_TARGET, p_sys->p_textures[p_sys->i_index] );
+ glTexSubImage2D( VLCGL_TARGET, 0, 0, 0, p_sys->i_tex_width,
+ p_sys->i_tex_height, VLCGL_FORMAT, VLCGL_TYPE,
+ p_sys->pp_buffer[p_sys->i_index] );
+#endif
}
/*****************************************************************************