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opengl.c
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/*****************************************************************************
* opengl.c: OpenGL and OpenGL ES output common code
*****************************************************************************
* Copyright (C) 2004-2013 VLC authors and VideoLAN
* Copyright (C) 2009, 2011 Laurent Aimar
*
* Authors: Laurent Aimar <fenrir _AT_ videolan _DOT_ org>
* Ilkka Ollakka <[email protected]>
* Rémi Denis-Courmont
* Adrien Maglo <magsoft at videolan dot org>
* Felix Paul Kühne <fkuehne at videolan dot org>
* Pierre d'Herbemont <pdherbemont at videolan dot org>
*
* 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 Lesser General Public License for more details.
*
* 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"
#endif
#include <assert.h>
#include <math.h>
#include <vlc_common.h>
#include <vlc_picture_pool.h>
#include <vlc_subpicture.h>
#include <vlc_opengl.h>
#include <vlc_memory.h>
#include "opengl.h"
#ifndef GL_CLAMP_TO_EDGE
# define GL_CLAMP_TO_EDGE 0x812F
#endif
#if USE_OPENGL_ES == 2 || defined(__APPLE__)
# define PFNGLGETPROGRAMIVPROC typeof(glGetProgramiv)*
# define PFNGLGETPROGRAMINFOLOGPROC typeof(glGetProgramInfoLog)*
# define PFNGLGETSHADERIVPROC typeof(glGetShaderiv)*
# define PFNGLGETSHADERINFOLOGPROC typeof(glGetShaderInfoLog)*
# define PFNGLGETUNIFORMLOCATIONPROC typeof(glGetUniformLocation)*
# define PFNGLGETATTRIBLOCATIONPROC typeof(glGetAttribLocation)*
# define PFNGLVERTEXATTRIBPOINTERPROC typeof(glVertexAttribPointer)*
# define PFNGLENABLEVERTEXATTRIBARRAYPROC typeof(glEnableVertexAttribArray)*
# define PFNGLUNIFORMMATRIX4FVPROC typeof(glUniformMatrix4fv)*
# define PFNGLUNIFORM4FVPROC typeof(glUniform4fv)*
# define PFNGLUNIFORM4FPROC typeof(glUniform4f)*
# define PFNGLUNIFORM1IPROC typeof(glUniform1i)*
# define PFNGLCREATESHADERPROC typeof(glCreateShader)*
# define PFNGLSHADERSOURCEPROC typeof(glShaderSource)*
# define PFNGLCOMPILESHADERPROC typeof(glCompileShader)*
# define PFNGLDELETESHADERPROC typeof(glDeleteShader)*
# define PFNGLCREATEPROGRAMPROC typeof(glCreateProgram)*
# define PFNGLLINKPROGRAMPROC typeof(glLinkProgram)*
# define PFNGLUSEPROGRAMPROC typeof(glUseProgram)*
# define PFNGLDELETEPROGRAMPROC typeof(glDeleteProgram)*
# define PFNGLATTACHSHADERPROC typeof(glAttachShader)*
# define PFNGLGENBUFFERSPROC typeof(glGenBuffers)*
# define PFNGLBINDBUFFERPROC typeof(glBindBuffer)*
# define PFNGLBUFFERDATAPROC typeof(glBufferData)*
# define PFNGLDELETEBUFFERSPROC typeof(glDeleteBuffers)*
#if defined(__APPLE__) && USE_OPENGL_ES
# import <CoreFoundation/CoreFoundation.h>
#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
typedef struct {
GLuint texture;
unsigned format;
unsigned type;
unsigned width;
unsigned height;
float alpha;
float top;
float left;
float bottom;
float right;
float tex_width;
float tex_height;
} gl_region_t;
struct vout_display_opengl_t {
vlc_gl_t *gl;
video_format_t fmt;
const vlc_chroma_description_t *chroma;
int tex_target;
int tex_format;
int tex_internal;
int tex_type;
int tex_width[PICTURE_PLANE_MAX];
int tex_height[PICTURE_PLANE_MAX];
GLuint texture[VLCGL_TEXTURE_COUNT][PICTURE_PLANE_MAX];
int region_count;
gl_region_t *region;
picture_pool_t *pool;
/* index 0 for normal and 1 for subtitle overlay */
GLuint program[2];
GLint shader[3]; //3. is for the common vertex shader
int local_count;
GLfloat local_value[16];
GLuint vertex_buffer_object;
GLuint index_buffer_object;
GLuint texture_buffer_object[PICTURE_PLANE_MAX];
GLuint *subpicture_buffer_object;
int subpicture_buffer_object_count;
/* Shader variables commands*/
#ifdef SUPPORTS_SHADERS
PFNGLGETUNIFORMLOCATIONPROC GetUniformLocation;
PFNGLGETATTRIBLOCATIONPROC GetAttribLocation;
PFNGLVERTEXATTRIBPOINTERPROC VertexAttribPointer;
PFNGLENABLEVERTEXATTRIBARRAYPROC EnableVertexAttribArray;
PFNGLUNIFORMMATRIX4FVPROC UniformMatrix4fv;
PFNGLUNIFORM4FVPROC Uniform4fv;
PFNGLUNIFORM4FPROC Uniform4f;
PFNGLUNIFORM1IPROC Uniform1i;
/* Shader command */
PFNGLCREATESHADERPROC CreateShader;
PFNGLSHADERSOURCEPROC ShaderSource;
PFNGLCOMPILESHADERPROC CompileShader;
PFNGLDELETESHADERPROC DeleteShader;
PFNGLCREATEPROGRAMPROC CreateProgram;
PFNGLLINKPROGRAMPROC LinkProgram;
PFNGLUSEPROGRAMPROC UseProgram;
PFNGLDELETEPROGRAMPROC DeleteProgram;
PFNGLATTACHSHADERPROC AttachShader;
/* Shader log commands */
PFNGLGETPROGRAMIVPROC GetProgramiv;
PFNGLGETPROGRAMINFOLOGPROC GetProgramInfoLog;
PFNGLGETSHADERIVPROC GetShaderiv;
PFNGLGETSHADERINFOLOGPROC GetShaderInfoLog;
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;
/* View point */
float f_teta;
float f_phi;
float f_zoom;
};
static inline int GetAlignedSize(unsigned size)
{
/* Return the smallest larger or equal power of 2 */
unsigned align = 1 << (8 * sizeof (unsigned) - clz(size));
return ((align >> 1) == size) ? size : align;
}
#if !USE_OPENGL_ES
static bool IsLuminance16Supported(int target)
{
GLuint texture;
glGenTextures(1, &texture);
glBindTexture(target, texture);
glTexImage2D(target, 0, GL_LUMINANCE16,
64, 64, 0, GL_LUMINANCE, GL_UNSIGNED_SHORT, NULL);
GLint size = 0;
glGetTexLevelParameteriv(target, 0, GL_TEXTURE_LUMINANCE_SIZE, &size);
glDeleteTextures(1, &texture);
return size == 16;
}
#endif
#ifdef SUPPORTS_SHADERS
static void BuildVertexShader(vout_display_opengl_t *vgl,
GLint *shader)
{
/* Basic vertex shader */
const char *vertexShader =
"#version " GLSL_VERSION "\n"
PRECISION
"varying vec4 TexCoord0,TexCoord1, TexCoord2;"
"attribute vec4 MultiTexCoord0,MultiTexCoord1,MultiTexCoord2;"
"attribute vec3 VertexPosition;"
"uniform mat4 OrientationMatrix;"
"uniform mat4 ProjectionMatrix;"
"uniform mat4 ViewMatrix;"
"uniform mat4 XRotMatrix;"
"uniform mat4 YRotMatrix;"
"uniform mat4 ZoomMatrix;"
"void main() {"
" TexCoord0 = MultiTexCoord0;"
" TexCoord1 = MultiTexCoord1;"
" TexCoord2 = MultiTexCoord2;"
" gl_Position = OrientationMatrix * ProjectionMatrix * ZoomMatrix * XRotMatrix * YRotMatrix * vec4(VertexPosition, 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;
switch( fmt->space )
{
case COLOR_SPACE_BT601:
matrix = matrix_bt601_tv2full;
break;
default:
matrix = matrix_bt709_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)
{
vout_display_opengl_t *vgl = calloc(1, sizeof(*vgl));
if (!vgl)
return NULL;
vgl->gl = gl;
if (vlc_gl_Lock(vgl->gl)) {
free(vgl);
return NULL;
}
if (vgl->gl->getProcAddress == NULL) {
fprintf(stderr, "getProcAddress not implemented, bailing out\n");
free(vgl);
return NULL;
}
const char *extensions = (const char *)glGetString(GL_EXTENSIONS);
#if !USE_OPENGL_ES
const unsigned char *ogl_version = glGetString(GL_VERSION);
bool supports_shaders = strverscmp((const char *)ogl_version, "2.0") >= 0;
#else
bool supports_shaders = false;
#endif
#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");
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->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->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->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
supports_shaders = true;
#endif
#endif
/* Initialize with default chroma */
vgl->fmt = *fmt;
vgl->fmt.i_chroma = VLC_CODEC_RGB32;
# if defined(WORDS_BIGENDIAN)
vgl->fmt.i_rmask = 0xff000000;
vgl->fmt.i_gmask = 0x00ff0000;
vgl->fmt.i_bmask = 0x0000ff00;
# else
vgl->fmt.i_rmask = 0x000000ff;
vgl->fmt.i_gmask = 0x0000ff00;
vgl->fmt.i_bmask = 0x00ff0000;
# endif
vgl->tex_target = GL_TEXTURE_2D;
vgl->tex_format = GL_RGBA;
vgl->tex_internal = GL_RGBA;
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)) {
const vlc_fourcc_t *list = vlc_fourcc_GetYUVFallback(fmt->i_chroma);
while (*list) {
const vlc_chroma_description_t *dsc = vlc_fourcc_GetChromaDescription(*list);
if (dsc && dsc->plane_count == 3 && dsc->pixel_size == 1) {
need_fs_yuv = true;
vgl->fmt = *fmt;
vgl->fmt.i_chroma = *list;
vgl->tex_format = GL_LUMINANCE;
vgl->tex_internal = GL_LUMINANCE;
vgl->tex_type = GL_UNSIGNED_BYTE;
yuv_range_correction = 1.0;
break;
#if !USE_OPENGL_ES
} else if (dsc && dsc->plane_count == 3 && dsc->pixel_size == 2 &&
IsLuminance16Supported(vgl->tex_target)) {
need_fs_yuv = true;
vgl->fmt = *fmt;
vgl->fmt.i_chroma = *list;
vgl->tex_format = GL_LUMINANCE;
vgl->tex_internal = GL_LUMINANCE16;
vgl->tex_type = GL_UNSIGNED_SHORT;
yuv_range_correction = (float)((1 << 16) - 1) / ((1 << dsc->pixel_bits) - 1);
break;
#endif
}
list++;
}
}
if (fmt->i_chroma == VLC_CODEC_XYZ12) {
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);
assert(vgl->chroma != NULL);
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_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;
} else {
vgl->tex_width[j] = GetAlignedSize(w);
vgl->tex_height[j] = GetAlignedSize(h);
}
}
/* Build program if needed */
vgl->program[0] =
vgl->program[1] = 0;
vgl->shader[0] =
vgl->shader[1] =
vgl->shader[2] = -1;
vgl->local_count = 0;
if (supports_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->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
}
if (vgl->fmt.projection_mode == PROJECTION_MODE_EQUIRECTANGULAR
|| vgl->fmt.projection_mode == PROJECTION_MODE_CUBEMAP_LAYOUT_STANDARD)
{
vgl->f_teta = vgl->fmt.f_pose_roll_degrees / 180. * M_PI;
vgl->f_phi = vgl->fmt.f_pose_yaw_degrees / 180. * M_PI;
}
/* */
glDisable(GL_BLEND);
glDisable(GL_DEPTH_TEST);
glDepthMask(GL_FALSE);
glEnable(GL_CULL_FACE);
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(1, &vgl->index_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);
/* */
for (int i = 0; i < VLCGL_TEXTURE_COUNT; i++) {
for (int j = 0; j < PICTURE_PLANE_MAX; j++)
vgl->texture[i][j] = 0;
}
vgl->region_count = 0;
vgl->region = NULL;
vgl->pool = NULL;
*fmt = vgl->fmt;
if (subpicture_chromas) {
*subpicture_chromas = gl_subpicture_chromas;
}
return vgl;
}
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++)
glDeleteTextures(vgl->chroma->plane_count, vgl->texture[i]);
for (int i = 0; i < vgl->region_count; i++) {
if (vgl->region[i].texture)
glDeleteTextures(1, &vgl->region[i].texture);
}
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(1, &vgl->index_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)
picture_pool_Release(vgl->pool);
free(vgl);
}
picture_pool_t *vout_display_opengl_GetPool(vout_display_opengl_t *vgl, unsigned requested_count)
{
if (vgl->pool)
return vgl->pool;
/* Allocate our pictures */
picture_t *picture[VLCGL_PICTURE_MAX] = {NULL, };
unsigned count;
for (count = 0; count < __MIN(VLCGL_PICTURE_MAX, requested_count); count++) {
picture[count] = picture_NewFromFormat(&vgl->fmt);
if (!picture[count])
break;
}
if (count <= 0)
return NULL;
/* Wrap the pictures into a pool */
vgl->pool = picture_pool_New(count, picture);
if (!vgl->pool)
goto error;
/* Allocates our textures */
if (vlc_gl_Lock(vgl->gl))
return vgl->pool;
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) {
glActiveTexture(GL_TEXTURE0 + j);
glClientActiveTexture(GL_TEXTURE0 + j);
}
glBindTexture(vgl->tex_target, vgl->texture[i][j]);
#if !USE_OPENGL_ES
/* Set the texture parameters */
glTexParameterf(vgl->tex_target, GL_TEXTURE_PRIORITY, 1.0);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
#endif
glTexParameteri(vgl->tex_target, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(vgl->tex_target, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(vgl->tex_target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(vgl->tex_target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
/* Call glTexImage2D only once, and use glTexSubImage2D later */
glTexImage2D(vgl->tex_target, 0,
vgl->tex_internal, vgl->tex_width[j], vgl->tex_height[j],
0, vgl->tex_format, vgl->tex_type, NULL);
}
}
vlc_gl_Unlock(vgl->gl);
return vgl->pool;
error:
for (unsigned i = 0; i < count; i++)
picture_Release(picture[i]);
return NULL;
}
#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)
{
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;
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) {
glActiveTexture(GL_TEXTURE0 + j);
glClientActiveTexture(GL_TEXTURE0 + j);
}
glBindTexture(vgl->tex_target, vgl->texture[0][j]);
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;
gl_region_t *last = vgl->region;
vgl->region_count = 0;
vgl->region = NULL;
if (subpicture) {
int count = 0;
for (subpicture_region_t *r = subpicture->p_region; r; r = r->p_next)
count++;
vgl->region_count = count;
vgl->region = calloc(count, sizeof(*vgl->region));
if (vgl->use_multitexture) {
glActiveTexture(GL_TEXTURE0 + 0);
glClientActiveTexture(GL_TEXTURE0 + 0);
}
int i = 0;
for (subpicture_region_t *r = subpicture->p_region; r; r = r->p_next, i++) {
gl_region_t *glr = &vgl->region[i];
glr->format = GL_RGBA;
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;
glr->right = 2.0 * (r->i_x + r->fmt.i_visible_width ) / subpicture->i_original_picture_width - 1.0;
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 &&
last[j].height == glr->height &&
last[j].format == glr->format &&
last[j].type == glr->type) {
glr->texture = last[j].texture;
memset(&last[j], 0, sizeof(last[j]));
break;
}
}
const int pixels_offset = r->fmt.i_y_offset * r->p_picture->p->i_pitch +
r->fmt.i_x_offset * r->p_picture->p->i_pixel_pitch;
if (glr->texture) {
/* A texture was successfully recycled, reuse it. */
glBindTexture(GL_TEXTURE_2D, glr->texture);
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
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_PRIORITY, 1.0);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
#endif
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);