[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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