[vlc-devel] [PATCH 1/5] opengl: use vbo/vao and new shaders
Ilkka Ollakka
ileoo at videolan.org
Mon Apr 2 14:13:07 CEST 2012
OpenGL and OpenGL ES 2.0 support vbo/vao and GLSL shaders, so we can use same
shader codes in both and we can cope with just using core specifications without
extensions.
Currently problematic case is unsupported ROW_UNPACK_LENGTH in ES 2.0, which is
used to unpack YUV to separated texture planes. This can be worked around, but
have not yet tested it yet.
---
modules/video_output/opengl.c | 539 +++++++++++++++++++++++------------------
modules/video_output/opengl.h | 1 +
2 files changed, 309 insertions(+), 231 deletions(-)
diff --git a/modules/video_output/opengl.c b/modules/video_output/opengl.c
index 1b5384b..9e41198 100644
--- a/modules/video_output/opengl.c
+++ b/modules/video_output/opengl.c
@@ -36,16 +36,6 @@
#include "opengl.h"
// Define USE_OPENGL_ES to the GL ES Version you want to select
-#ifdef __APPLE__
-# define PFNGLGENPROGRAMSARBPROC typeof(glGenProgramsARB)*
-# define PFNGLBINDPROGRAMARBPROC typeof(glBindProgramARB)*
-# define PFNGLPROGRAMSTRINGARBPROC typeof(glProgramStringARB)*
-# define PFNGLDELETEPROGRAMSARBPROC typeof(glDeleteProgramsARB)*
-# define PFNGLPROGRAMLOCALPARAMETER4FVARBPROC typeof(glProgramLocalParameter4fvARB)*
-# define PFNGLACTIVETEXTUREPROC typeof(glActiveTexture)*
-# define PFNGLCLIENTACTIVETEXTUREPROC typeof(glClientActiveTexture)*
-#endif
-
/* RV16 */
#ifndef GL_UNSIGNED_SHORT_5_6_5
# define GL_UNSIGNED_SHORT_5_6_5 0x8363
@@ -57,6 +47,9 @@
#if USE_OPENGL_ES
# define VLCGL_TEXTURE_COUNT 1
# define VLCGL_PICTURE_MAX 1
+# define PFNGLBINDVERTEXARRAYPROC typeof(glBindVertexArrayOES)*
+# define PFNGLDELETEVERTEXARRAYSPROC typeof(glDeleteVertexArraysEOS)*
+# define PFNGLGENVERTEXARRAYSPROC typeof(glGenVertexArraysEOS)*
#else
# define VLCGL_TEXTURE_COUNT 1
# define VLCGL_PICTURE_MAX 128
@@ -104,21 +97,58 @@ struct vout_display_opengl_t {
picture_pool_t *pool;
- GLuint program;
+ /* index 0 for normal and 1 for subtitle overlay */
+ GLuint program[2];
+ GLuint shader[2];
+ GLuint vao[2];
+ GLuint buffers[2][2];
int local_count;
- GLfloat local_value[16][4];
+ GLfloat local_value[16];
+
+ /* VAO stuff in opengl ES 2.0 are behind OES mandatory extension */
+ PFNGLBINDVERTEXARRAYPROC BindVertexArray;
+ PFNGLGENVERTEXARRAYSPROC GenVertexArrays;
+ PFNGLDELETEVERTEXARRAYSPROC DeleteVertexArrays;
+
+ /* Buffer commands */
+ PFNGLGENBUFFERSPROC GenBuffers;
+ PFNGLBINDBUFFERPROC BindBuffer;
+ PFNGLDELETEBUFFERSPROC DeleteBuffers;
+ PFNGLBUFFERSUBDATAPROC BufferSubData;
+
+ PFNGLBUFFERDATAPROC BufferData;
+
+ /* Vertex Array commands*/
+ PFNGLENABLEVERTEXATTRIBARRAYPROC EnableVertexAttribArray;
+ PFNGLVERTEXATTRIBPOINTERPROC VertexAttribPointer;
+
+ PFNGLGETSHADERIVPROC GetShaderiv;
+ PFNGLGETSHADERINFOLOGPROC GetShaderInfoLog;
+
+ PFNGLGETUNIFORMLOCATIONPROC GetUniformLocation;
+ PFNGLGETATTRIBLOCATIONPROC GetAttribLocation;
+
+ PFNGLUNIFORM4FVPROC Uniform4fv;
+ PFNGLUNIFORM4FPROC Uniform4f;
+ PFNGLUNIFORM1IVPROC Uniform1iv;
+
+ /* Shader command */
+ PFNGLCREATESHADERPROC CreateShader;
+ PFNGLSHADERSOURCEPROC ShaderSource;
+ PFNGLCOMPILESHADERPROC CompileShader;
+ PFNGLDETACHSHADERPROC DetachShader;
+ PFNGLDELETESHADERPROC DeleteShader;
+
+ PFNGLCREATEPROGRAMPROC CreateProgram;
+ PFNGLLINKPROGRAMPROC LinkProgram;
+ PFNGLUSEPROGRAMPROC UseProgram;
+ PFNGLDELETEPROGRAMPROC DeleteProgram;
+
+ PFNGLATTACHSHADERPROC AttachShader;
- /* fragment_program */
- PFNGLGENPROGRAMSARBPROC GenProgramsARB;
- PFNGLBINDPROGRAMARBPROC BindProgramARB;
- PFNGLPROGRAMSTRINGARBPROC ProgramStringARB;
- PFNGLDELETEPROGRAMSARBPROC DeleteProgramsARB;
- PFNGLPROGRAMLOCALPARAMETER4FVARBPROC ProgramLocalParameter4fvARB;
/* multitexture */
bool use_multitexture;
- PFNGLACTIVETEXTUREPROC ActiveTexture;
- PFNGLCLIENTACTIVETEXTUREPROC ClientActiveTexture;
};
static inline int GetAlignedSize(unsigned size)
@@ -161,43 +191,10 @@ vout_display_opengl_t *vout_display_opengl_New(video_format_t *fmt,
const char *extensions = (const char *)glGetString(GL_EXTENSIONS);
/* Load extensions */
- bool supports_fp = false;
- if (HasExtension(extensions, "GL_ARB_fragment_program")) {
-#if !defined(MACOS_OPENGL)
- vgl->GenProgramsARB = (PFNGLGENPROGRAMSARBPROC)vlc_gl_GetProcAddress(vgl->gl, "glGenProgramsARB");
- vgl->BindProgramARB = (PFNGLBINDPROGRAMARBPROC)vlc_gl_GetProcAddress(vgl->gl, "glBindProgramARB");
- vgl->ProgramStringARB = (PFNGLPROGRAMSTRINGARBPROC)vlc_gl_GetProcAddress(vgl->gl, "glProgramStringARB");
- vgl->DeleteProgramsARB = (PFNGLDELETEPROGRAMSARBPROC)vlc_gl_GetProcAddress(vgl->gl, "glDeleteProgramsARB");
- vgl->ProgramLocalParameter4fvARB = (PFNGLPROGRAMLOCALPARAMETER4FVARBPROC)vlc_gl_GetProcAddress(vgl->gl, "glProgramLocalParameter4fvARB");
-#else
- vgl->GenProgramsARB = glGenProgramsARB;
- vgl->BindProgramARB = glBindProgramARB;
- vgl->ProgramStringARB = glProgramStringARB;
- vgl->DeleteProgramsARB = glDeleteProgramsARB;
- vgl->ProgramLocalParameter4fvARB = glProgramLocalParameter4fvARB;
-#endif
- supports_fp = vgl->GenProgramsARB &&
- vgl->BindProgramARB &&
- vgl->ProgramStringARB &&
- vgl->DeleteProgramsARB &&
- vgl->ProgramLocalParameter4fvARB;
- }
-
- bool supports_multitexture = false;
+ bool supports_fp = true;
+ bool supports_multitexture = true;
GLint max_texture_units = 0;
- if (HasExtension(extensions, "GL_ARB_multitexture")) {
-#if !defined(MACOS_OPENGL)
- vgl->ActiveTexture = (PFNGLACTIVETEXTUREPROC)vlc_gl_GetProcAddress(vgl->gl, "glActiveTexture");
- vgl->ClientActiveTexture = (PFNGLCLIENTACTIVETEXTUREPROC)vlc_gl_GetProcAddress(vgl->gl, "glClientActiveTexture");
-#else
- vgl->ActiveTexture = glActiveTexture;
- vgl->ClientActiveTexture = glClientActiveTexture;
-#endif
- supports_multitexture = vgl->ActiveTexture &&
- vgl->ClientActiveTexture;
- if (supports_multitexture)
- glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &max_texture_units);
- }
+ glGetIntegerv(GL_MAX_TEXTURE_UNITS, &max_texture_units);
/* Initialize with default chroma */
vgl->fmt = *fmt;
@@ -235,7 +232,7 @@ vout_display_opengl_t *vout_display_opengl_New(video_format_t *fmt,
/* Use YUV if possible and needed */
bool need_fs_yuv = false;
float yuv_range_correction = 1.0;
- if (supports_fp && supports_multitexture && max_texture_units >= 3 &&
+ if ( max_texture_units >= 3 &&
vlc_fourcc_IsYUV(fmt->i_chroma) && !vlc_fourcc_IsYUV(vgl->fmt.i_chroma)) {
const vlc_fourcc_t *list = vlc_fourcc_GetYUVFallback(fmt->i_chroma);
while (*list) {
@@ -264,111 +261,245 @@ vout_display_opengl_t *vout_display_opengl_New(video_format_t *fmt,
}
}
+#if USE_OPENGL_ES
+ vgl->BindVertexArray = (PFNGLBINDVERTEXARRAYPROC)vlc_gl_GetProcAddress(vgl->gl, "glBindVertexArrayOES");
+ vgl->GenVertexArrays = (PFNGLGENVERTEXARRAYSPROC)vlc_gl_GetProcAddress(vgl->gl, "glGenVertexArraysOES");
+ vgl->DeleteVertexArrays = (PFNGLDELETEVERTEXARRAYSPROC)vlc_gl_GetProcAddress(vgl->gl, "glDeleteVertexArraysOES");
+#else
+ vgl->BindVertexArray = (PFNGLBINDVERTEXARRAYPROC)vlc_gl_GetProcAddress(vgl->gl, "glBindVertexArray");
+ vgl->GenVertexArrays = (PFNGLGENVERTEXARRAYSPROC)vlc_gl_GetProcAddress(vgl->gl, "glGenVertexArrays");
+ vgl->DeleteVertexArrays = (PFNGLDELETEVERTEXARRAYSPROC)vlc_gl_GetProcAddress(vgl->gl, "glDeleteVertexArrays");
+#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 = (PFNGLBUFFERDATAPROC)vlc_gl_GetProcAddress(vgl->gl, "glBufferSubData");
+ vgl->DeleteBuffers = (PFNGLDELETEBUFFERSPROC)vlc_gl_GetProcAddress(vgl->gl, "glDeleteBuffers");
+
+ vgl->EnableVertexAttribArray = (PFNGLENABLEVERTEXATTRIBARRAYPROC)vlc_gl_GetProcAddress(vgl->gl, "glEnableVertexAttribArray");
+ vgl->VertexAttribPointer = (PFNGLVERTEXATTRIBPOINTERPROC)vlc_gl_GetProcAddress(vgl->gl, "glVertexAttribPointer");
+
+ 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->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->Uniform1iv = (PFNGLUNIFORM1IVPROC)vlc_gl_GetProcAddress(vgl->gl,"glUniform1iv");
+
+ 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->chroma = vlc_fourcc_GetChromaDescription(vgl->fmt.i_chroma);
vgl->use_multitexture = vgl->chroma->plane_count > 1;
- bool supports_npot = false;
-#if USE_OPENGL_ES == 2
- supports_npot = true;
-#else
- supports_npot |= HasExtension(extensions, "GL_APPLE_texture_2D_limited_npot") ||
- HasExtension(extensions, "GL_ARB_texture_non_power_of_two");
-#endif
/* Texture size */
for (unsigned j = 0; j < vgl->chroma->plane_count; j++) {
int w = vgl->fmt.i_width * vgl->chroma->p[j].w.num / vgl->chroma->p[j].w.den;
int h = vgl->fmt.i_height * vgl->chroma->p[j].h.num / vgl->chroma->p[j].h.den;
- if (supports_npot) {
- vgl->tex_width[j] = w;
- vgl->tex_height[j] = h;
- }
- else {
- /* A texture must have a size aligned on a power of 2 */
- vgl->tex_width[j] = GetAlignedSize(w);
- vgl->tex_height[j] = GetAlignedSize(h);
- }
+ vgl->tex_width[j] = w;
+ vgl->tex_height[j] = h;
}
/* Build fragment program if needed */
- vgl->program = 0;
+ vgl->program[0] = 0;
+ vgl->program[1] = 0;
vgl->local_count = 0;
if (supports_fp) {
char *code = NULL;
- if (need_fs_yuv) {
/* [R/G/B][Y U V O] from TV range to full range
* XXX we could also do hue/brightness/constrast/gamma
* by simply changing the coefficients
*/
- const float matrix_bt601_tv2full[3][4] = {
- { 1.164383561643836, 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_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[3][4] = {
- { 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_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)[4] = fmt->i_height > 576 ? matrix_bt709_tv2full
+ const float (*matrix) = fmt->i_height > 576 ? matrix_bt709_tv2full
: matrix_bt601_tv2full;
/* Basic linear YUV -> RGB conversion using bilinear interpolation */
- const char *template_yuv =
- "!!ARBfp1.0"
- "OPTION ARB_precision_hint_fastest;"
-
- "TEMP src;"
- "TEX src.x, fragment.texcoord[0], texture[0], 2D;"
- "TEX src.%c, fragment.texcoord[1], texture[1], 2D;"
- "TEX src.%c, fragment.texcoord[2], texture[2], 2D;"
-
- "PARAM coefficient[4] = { program.local[0..3] };"
-
- "TEMP tmp;"
- "MAD tmp.rgb, src.xxxx, coefficient[0], coefficient[3];"
- "MAD tmp.rgb, src.yyyy, coefficient[1], tmp;"
- "MAD result.color.rgb, src.zzzz, coefficient[2], tmp;"
- "END";
+ const char *template_glsl_yuv =
+ "#version 330\n"
+ "in vec4 textureCoord[3];"
+ "out vec4 resultRGB;"
+ "uniform highp sampler2D Texture[3];"
+ "uniform highp vec4 coefficient[4];"
+
+ "void main(void) {"
+ " highp vec4 x,y,z,result;"
+ " x = texture(Texture[0], textureCoord[0].st);"
+ " %c = texture(Texture[1], textureCoord[1].st);"
+ " %c = texture(Texture[2], textureCoord[2].st);"
+
+ " result = x * coefficient[0] + coefficient[3];"
+ " result = (y * coefficient[1]) + result;"
+ " result = (z * coefficient[2]) + result;"
+ " resultRGB = result;"
+ "}";
bool swap_uv = vgl->fmt.i_chroma == VLC_CODEC_YV12 ||
vgl->fmt.i_chroma == VLC_CODEC_YV9;
- if (asprintf(&code, template_yuv,
+ 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;
- for (int j = 0; j < 4; j++) {
- vgl->local_value[vgl->local_count + i][j] = j < 3 ? correction * matrix[j][i] : 0.0;
- }
+ /* 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;
- }
- if (code) {
- // Here you have shaders
- vgl->GenProgramsARB(1, &vgl->program);
- vgl->BindProgramARB(GL_FRAGMENT_PROGRAM_ARB, vgl->program);
- vgl->ProgramStringARB(GL_FRAGMENT_PROGRAM_ARB,
- GL_PROGRAM_FORMAT_ASCII_ARB,
- strlen(code), (const GLbyte*)code);
- if (glGetError() == GL_INVALID_OPERATION) {
- /* FIXME if the program was needed for YUV, the video will be broken */
-#if 0
- GLint position;
- glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &position);
-
- const char *msg = (const char *)glGetString(GL_PROGRAM_ERROR_STRING_ARB);
- fprintf(stderr, "GL_INVALID_OPERATION: error at %d: %s\n", position, msg);
-#endif
- vgl->DeleteProgramsARB(1, &vgl->program);
- vgl->program = 0;
+ // Basic vertex shader that we use
+ const char *vertexShader =
+ "#version 330\n"
+ "in vec4 positionCoordinate;"
+ "in vec4 textureC[3];"
+ "out vec4 textureCoord[3];"
+ "void main() {"
+ " gl_Position = positionCoordinate;"
+ " textureCoord = textureC; }";
+
+ // Dummy shader for text overlay
+ const char *helloShader =
+ "#version 330\n"
+ "uniform sampler2D Texture[3];"
+ "in vec4 textureCoord[3];"
+ "out vec4 output;"
+ "void main()"
+ "{ output = texture(Texture[0], textureCoord[0].st);}";
+
+
+ GLint vertexShaderId = vgl->CreateShader( GL_VERTEX_SHADER );
+ vgl->ShaderSource( vertexShaderId, 1, (const GLchar **)&vertexShader, NULL);
+ vgl->CompileShader( vertexShaderId );
+
+ /* 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], vertexShaderId );
+ 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], vertexShaderId );
+
+ vgl->LinkProgram( vgl->program[0] );
free(code);
- }
+
+
+ {
+ int infoLength = 0;
+ int charsWritten = 0;
+ char *infolog;
+ vgl->GetShaderiv( vgl->shader[1], GL_INFO_LOG_LENGTH, &infoLength );
+ if( infoLength > 0 )
+ {
+ /* FIXME: use msg_Err in here*/
+ infolog = (char *)malloc(infoLength);
+ vgl->GetShaderInfoLog( vgl->shader[1], infoLength, &charsWritten, infolog );
+ fprintf(stderr, "%s\n",infolog);
+ free(infolog);
+ }
+ }
+
+ vgl->UseProgram( vgl->program[0] );
+
+ // Generate VAO
+ vgl->GenVertexArrays(2, vgl->vao );
+ vgl->BindVertexArray( vgl->vao[0] );
+
+ //Bind coefficient values to shader doing yuv->rgb
+ GLint dataLocation = vgl->GetUniformLocation( vgl->program[0], "coefficient" );
+ vgl->Uniform4fv( dataLocation, vgl->local_count, vgl->local_value );
+
+ // Tell shader to use textureUnits 0,1,2
+ GLint texturelocation = vgl->GetUniformLocation( vgl->program[0], "Texture");
+ const GLint textureUnits[] = {0,1,2};
+ vgl->Uniform1iv( texturelocation, 3, textureUnits );
+
+ //0 for vertex coordinates and 1 for texture coordinates
+ vgl->GenBuffers(2, vgl->buffers[0] );
+
+ const GLfloat vertexCoord[] = {
+ -1.0, 1.0,
+ -1.0, -1.0,
+ 1.0, 1.0,
+ 1.0, -1.0,
+ };
+
+ vgl->BindBuffer( GL_ARRAY_BUFFER, vgl->buffers[0][0]);
+ vgl->BufferData( GL_ARRAY_BUFFER, sizeof(vertexCoord), vertexCoord, GL_STATIC_DRAW );
+ GLint vertexlocation = vgl->GetAttribLocation( vgl->program[0], "positionCoordinate");
+ vgl->EnableVertexAttribArray( vertexlocation ); //In vertex shader location 0 is vertex coordinates
+ vgl->VertexAttribPointer(vertexlocation, 2, GL_FLOAT, 0, 0, 0);
+
+ vgl->BindBuffer( GL_ARRAY_BUFFER, vgl->buffers[0][1]); // Make room for texture coordinates
+ vgl->BufferData( GL_ARRAY_BUFFER, sizeof(vertexCoord)*3, NULL, GL_STREAM_DRAW );
+ vgl->EnableVertexAttribArray( vgl->GetAttribLocation( vgl->program[0], "textureC[0]"));
+ vgl->EnableVertexAttribArray( vgl->GetAttribLocation( vgl->program[0], "textureC[1]"));
+ vgl->EnableVertexAttribArray( vgl->GetAttribLocation( vgl->program[0], "textureC[2]"));
+ vgl->VertexAttribPointer( vgl->GetAttribLocation( vgl->program[0], "textureC[0]"), 2, GL_FLOAT, 0, 0, 0);
+ vgl->VertexAttribPointer( vgl->GetAttribLocation( vgl->program[0], "textureC[1]"), 2, GL_FLOAT, 0, 0, sizeof(vertexCoord));
+ vgl->VertexAttribPointer( vgl->GetAttribLocation( vgl->program[0], "textureC[2]"), 2, GL_FLOAT, 0, 0, 2*sizeof(vertexCoord));
+
+ vgl->BindVertexArray( vgl->vao[1] );
+ vgl->GenBuffers(2, vgl->buffers[1] );
+
+ vgl->BindBuffer( GL_ARRAY_BUFFER, vgl->buffers[1][1]);
+
+ const GLfloat textureCoord[] = {
+ 0.0, 0.0,
+ 0.0, 1.0,
+ 1.0, 0.0,
+ 1.0, 1.0,
+ };
+
+ vgl->BufferData( GL_ARRAY_BUFFER, sizeof(textureCoord), textureCoord, GL_STATIC_DRAW );
+ vgl->EnableVertexAttribArray(1);
+ vgl->VertexAttribPointer(1, 2, GL_FLOAT, 0, 0, 0);
+
+ vgl->BindBuffer( GL_ARRAY_BUFFER, vgl->buffers[1][0] );
+ vgl->BufferData( GL_ARRAY_BUFFER, sizeof(textureCoord), NULL, GL_STREAM_DRAW );
+ vgl->EnableVertexAttribArray(0);
+ vgl->VertexAttribPointer(0, 2, GL_FLOAT, 0, 0, 0);
}
+
/* */
glDisable(GL_BLEND);
glDisable(GL_DEPTH_TEST);
@@ -390,11 +521,7 @@ vout_display_opengl_t *vout_display_opengl_New(video_format_t *fmt,
*fmt = vgl->fmt;
if (subpicture_chromas) {
- *subpicture_chromas = NULL;
-#if !USE_OPENGL_ES
- if (supports_npot)
- *subpicture_chromas = gl_subpicture_chromas;
-#endif
+ *subpicture_chromas = gl_subpicture_chromas;
}
return vgl;
}
@@ -414,8 +541,17 @@ void vout_display_opengl_Delete(vout_display_opengl_t *vgl)
}
free(vgl->region);
- if (vgl->program)
- vgl->DeleteProgramsARB(1, &vgl->program);
+ if (vgl->program[0])
+ {
+ for( int i = 0; i < 2; i++ )
+ {
+ vgl->DetachShader( vgl->program[i], vgl->shader[i] );
+ vgl->DeleteShader( vgl->shader[i] );
+ vgl->DeleteProgram( vgl->program[i] );
+ vgl->DeleteBuffers(2, vgl->buffers[i]);
+ }
+ vgl->DeleteVertexArrays(2, vgl->vao );
+ }
vlc_gl_Unlock(vgl->gl);
}
@@ -454,19 +590,15 @@ picture_pool_t *vout_display_opengl_GetPool(vout_display_opengl_t *vgl, unsigned
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)
- vgl->ActiveTexture(GL_TEXTURE0 + j);
+ glActiveTexture(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);
@@ -514,7 +646,7 @@ int vout_display_opengl_Prepare(vout_display_opengl_t *vgl,
/* Update the texture */
for (unsigned j = 0; j < vgl->chroma->plane_count; j++) {
if (vgl->use_multitexture)
- vgl->ActiveTexture(GL_TEXTURE0 + j);
+ glActiveTexture(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,
@@ -540,7 +672,7 @@ int vout_display_opengl_Prepare(vout_display_opengl_t *vgl,
vgl->region = calloc(count, sizeof(*vgl->region));
if (vgl->use_multitexture)
- vgl->ActiveTexture(GL_TEXTURE0 + 0);
+ glActiveTexture(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];
@@ -640,48 +772,11 @@ int vout_display_opengl_Display(vout_display_opengl_t *vgl,
glClear(GL_COLOR_BUFFER_BIT);
- if (vgl->program) {
- glEnable(GL_FRAGMENT_PROGRAM_ARB);
- for (int i = 0; i < vgl->local_count; i++)
- vgl->ProgramLocalParameter4fvARB(GL_FRAGMENT_PROGRAM_ARB, i, vgl->local_value[i]);
- } else {
- glEnable(vgl->tex_target);
- }
-
-#if USE_OPENGL_ES
- static const GLfloat vertexCoord[] = {
- -1.0f, -1.0f,
- 1.0f, -1.0f,
- -1.0f, 1.0f,
- 1.0f, 1.0f,
- };
-
- const GLfloat textureCoord[8] = {
- left[0], bottom[0],
- right[0], bottom[0],
- left[0], top[0],
- right[0], top[0]
- };
-
- glEnableClientState(GL_VERTEX_ARRAY);
- glEnableClientState(GL_TEXTURE_COORD_ARRAY);
- glVertexPointer(2, GL_FLOAT, 0, vertexCoord);
- glTexCoordPointer(2, GL_FLOAT, 0, textureCoord);
-
- glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
-
- glDisableClientState(GL_TEXTURE_COORD_ARRAY);
- glDisableClientState(GL_VERTEX_ARRAY);
- glDisable(vgl->tex_target);
-#else
-
- const GLfloat vertexCoord[] = {
- -1.0, 1.0,
- -1.0, -1.0,
- 1.0, 1.0,
- 1.0, -1.0,
- };
+ /* Program 0 is for yuv2rgb translation */
+ vgl->UseProgram( vgl->program[0] );
+ vgl->BindVertexArray( vgl->vao[0] );
+ vgl->BindBuffer( GL_ARRAY_BUFFER, vgl->buffers[0][1] );
for( unsigned j = 0; j < vgl->chroma->plane_count; j++)
{
const GLfloat texCoord[] = {
@@ -690,64 +785,46 @@ int vout_display_opengl_Display(vout_display_opengl_t *vgl,
right[j], top[j],
right[j], bottom[j],
};
- vgl->ActiveTexture( GL_TEXTURE0+j);
- vgl->ClientActiveTexture( GL_TEXTURE0+j);
- glEnableClientState(GL_TEXTURE_COORD_ARRAY);
+ glActiveTexture( GL_TEXTURE0+j);
glBindTexture(vgl->tex_target, vgl->texture[0][j]);
- glTexCoordPointer(2, GL_FLOAT, 0, texCoord);
+ /* We use one buffer for texture coordinates for all textures */
+ vgl->BufferSubData( GL_ARRAY_BUFFER, sizeof(texCoord)*j, sizeof(texCoord), texCoord);
}
- glEnableClientState(GL_VERTEX_ARRAY);
- glVertexPointer(2, GL_FLOAT, 0, vertexCoord);
+ /* Switch back to texture 0 and do the drawing */
+ glActiveTexture( GL_TEXTURE0);
+
glDrawArrays( GL_TRIANGLE_STRIP, 0, 4);
- glDisableClientState(GL_VERTEX_ARRAY);
- for( int j = vgl->chroma->plane_count; j >= 0;j--)
+ if(vgl->region_count )
{
- vgl->ActiveTexture( GL_TEXTURE0+j);
- vgl->ClientActiveTexture( GL_TEXTURE0+j);
- glDisableClientState(GL_TEXTURE_COORD_ARRAY);
- }
+ /* If we need to draw subpictures, use simpler program */
+ vgl->UseProgram( vgl->program[1] );
+ vgl->BindVertexArray( vgl->vao[1] );
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ glEnable(GL_BLEND);
- if (vgl->program)
- glDisable(GL_FRAGMENT_PROGRAM_ARB);
- else
- glDisable(vgl->tex_target);
-
- if (vgl->use_multitexture)
- vgl->ActiveTexture(GL_TEXTURE0 + 0);
- glEnable(GL_TEXTURE_2D);
- 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,
- };
- for (int i = 0; i < vgl->region_count; i++) {
- gl_region_t *glr = &vgl->region[i];
- const GLfloat vertexCoord[] = {
- glr->left, glr->top,
- glr->left, glr->bottom,
- glr->right, glr->top,
- glr->right,glr->bottom,
- };
- glColor4f(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);
- }
- glDisableClientState(GL_VERTEX_ARRAY);
- glDisable(GL_BLEND);
- glDisable(GL_TEXTURE_2D);
-#endif
+ for (int i = 0; i < vgl->region_count; i++) {
+
+ gl_region_t *glr = &vgl->region[i];
+ const GLfloat vertexCoord[] = {
+ glr->left, glr->top,
+ glr->left, glr->bottom,
+ glr->right, glr->top,
+ glr->right,glr->bottom,
+ };
+
+ /* We only have one texture plane, so we can use just one buffer for it */
+ vgl->BindBuffer( GL_ARRAY_BUFFER, vgl->buffers[1][0] );
+ vgl->BufferData( GL_ARRAY_BUFFER, sizeof(vertexCoord), vertexCoord, GL_STREAM_DRAW );
+ vgl->Uniform4f( vgl->GetUniformLocation( vgl->program[1],"fillColor"), 1.0f,1.0f,1.0f,glr->alpha);
+
+ glBindTexture(vgl->tex_target, glr->texture);
+ glDrawArrays( GL_TRIANGLE_STRIP, 0, 4 );
+ }
+ glDisable(GL_BLEND);
+ }
vlc_gl_Swap(vgl->gl);
diff --git a/modules/video_output/opengl.h b/modules/video_output/opengl.h
index 7a118df..bdd5729 100644
--- a/modules/video_output/opengl.h
+++ b/modules/video_output/opengl.h
@@ -43,6 +43,7 @@
# ifdef WIN32
# include <GL/glew.h>
# endif
+# include <GL/glx.h>
# include <GL/gl.h>
# endif
#else
--
1.7.9.2
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