[vlc-devel] [PATCH] Opengl: Rework opengl to use glsl instead of arb extension for yuv->rgb
Ilkka Ollakka
ileoo at videolan.org
Thu Jun 21 11:12:08 CEST 2012
On Thu, Jun 21, 2012 at 11:54:42AM +0300, Ilkka Ollakka wrote:
Patch contains few prints to stderr, some unnecessary debug prints and
few prints that should be there but no idea what way I could use Msg_*
stuff in here.
> ---
> modules/video_output/opengl.c | 451 +++++++++++++++++++++++++++--------------
> modules/video_output/opengl.h | 1 +
> 2 files changed, 303 insertions(+), 149 deletions(-)
> diff --git a/modules/video_output/opengl.c b/modules/video_output/opengl.c
> index f7732b4..7b01a0a 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
> @@ -54,6 +44,43 @@
> # define GL_CLAMP_TO_EDGE 0x812F
> #endif
> +#ifdef __APPLE__
> +# define PFNGLBINDVERTEXARRAYPROC typeof(glBindVertexArrayAPPLE)*
> +# define PFNGLDELETEVERTEXARRAYSPROC typeof(glDeleteVertexArraysAPPLE)*
> +# define PFNGLGENVERTEXARRAYSPROC typeof(glGenVertexArraysAPPLE)*
> +# define PFNGLGENBUFFERSPROC typeof(glGenBuffers)*
> +# define PFNGLBINDBUFFERPROC typeof(glBindBuffer)*
> +# define PFNGLDELETEBUFFERSPROC typeof(glDeleteBuffers)*
> +# define PFNGLBUFFERSUBDATAPROC typeof(glBufferSubData)*
> +# define PFNGLBUFFERDATAPROC typeof(glBufferData)*
> +# define PFNGLENABLEVERTEXATTRIBARRAYPROC typeof(glEnableVertexAttribArray)*
> +# define PFNGLVERTEXATTRIBPOINTERPROC typeof(glVertexAttribPointer)*
> +# 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 PFNGLUNIFORM4FVPROC typeof(glUniform4fv)*
> +# define PFNGLUNIFORM4FPROC typeof(glUniform4f)*
> +# define PFNGLUNIFORM3IPROC typeof(glUniform3i)*
> +# define PFNGLUNIFORM1IPROC typeof(glUniform1i)*
> +# define PFNGLCREATESHADERPROC typeof(glCreateShader)*
> +# define PFNGLSHADERSOURCEPROC typeof(glShaderSource)*
> +# define PFNGLCOMPILESHADERPROC typeof(glCompileShader)*
> +# define PFNGLDETACHSHADERPROC typeof(glDetachShader)*
> +# define PFNGLDELETESHADERPROC typeof(glDeleteShader)*
> +# define PFNGLCREATEPROGRAMPROC typeof(glCreateProgram)*
> +# define PFNGLLINKPROGRAMPROC typeof(glLinkProgram)*
> +# define PFNGLUSEPROGRAMPROC typeof(glUseProgram)*
> +# define PFNGLDELETEPROGRAMPROC typeof(glDeleteProgram)*
> +# define PFNGLATTACHSHADERPROC typeof(glAttachShader)*
> +#elif USE_OPENGL_ES
> +# define PFNGLBINDVERTEXARRAYPROC typeof(glBindVertexArrayOES)*
> +# define PFNGLDELETEVERTEXARRAYSPROC typeof(glDeleteVertexArraysEOS)*
> +# define PFNGLGENVERTEXARRAYSPROC typeof(glGenVertexArraysEOS)*
> +#endif
> +
> #if USE_OPENGL_ES
> # define VLCGL_TEXTURE_COUNT 1
> # define VLCGL_PICTURE_MAX 1
> @@ -104,21 +131,58 @@ struct vout_display_opengl_t {
> picture_pool_t *pool;
> - GLuint program;
> + /* index 0 for normal and 1 for subtitle overlay */
> + GLuint program[2];
> + GLint shader[3]; //3. is for the common vertex shader
> + GLuint vao[2];
> + GLuint buffers[2][2];
> int local_count;
> - GLfloat local_value[16][4];
> + GLfloat local_value[16];
> +
> + /* Buffer commands */
> + PFNGLGENBUFFERSPROC GenBuffers;
> + PFNGLBINDBUFFERPROC BindBuffer;
> + PFNGLDELETEBUFFERSPROC DeleteBuffers;
> + PFNGLBUFFERSUBDATAPROC BufferSubData;
> +
> + PFNGLBUFFERDATAPROC BufferData;
> +
> + /* Vertex Array commands*/
> + PFNGLENABLEVERTEXATTRIBARRAYPROC EnableVertexAttribArray;
> + PFNGLVERTEXATTRIBPOINTERPROC VertexAttribPointer;
> +
> + PFNGLGETPROGRAMIVPROC GetProgramiv;
> + PFNGLGETPROGRAMINFOLOGPROC GetProgramInfoLog;
> + PFNGLGETSHADERIVPROC GetShaderiv;
> + PFNGLGETSHADERINFOLOGPROC GetShaderInfoLog;
> +
> + PFNGLGETUNIFORMLOCATIONPROC GetUniformLocation;
> + PFNGLGETATTRIBLOCATIONPROC GetAttribLocation;
> +
> + PFNGLUNIFORM4FVPROC Uniform4fv;
> + PFNGLUNIFORM4FPROC Uniform4f;
> + PFNGLUNIFORM3IPROC Uniform3i;
> + PFNGLUNIFORM1IPROC Uniform1i;
> +
> + /* 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 */
> + PFNGLACTIVETEXTUREPROC ActiveTexture;
> + PFNGLCLIENTACTIVETEXTUREPROC ClientActiveTexture;
> bool use_multitexture;
> - PFNGLACTIVETEXTUREPROC ActiveTexture;
> - PFNGLCLIENTACTIVETEXTUREPROC ClientActiveTexture;
> };
> static inline int GetAlignedSize(unsigned size)
> @@ -128,6 +192,7 @@ static inline int GetAlignedSize(unsigned size)
> return ((align >> 1) == size) ? size : align;
> }
> +#ifndef USE_OPENGL_ES
> static bool IsLuminance16Supported(int target)
> {
> #if defined(MACOS_OPENGL)
> @@ -161,6 +226,7 @@ static bool IsLuminance16Supported(int target)
> return size == 16;
> }
> +#endif
> vout_display_opengl_t *vout_display_opengl_New(video_format_t *fmt,
> const vlc_fourcc_t **subpicture_chromas,
> @@ -176,46 +242,17 @@ vout_display_opengl_t *vout_display_opengl_New(video_format_t *fmt,
> return NULL;
> }
> - 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;
> + if( vgl->gl->getProcAddress == NULL )
> + {
> + fprintf(stderr, "getProcAddress not implemented, bailing out\n");
> + free( vgl );
> + return NULL;
> }
> - bool supports_multitexture = false;
> +
> + bool supports_fp = 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_IMAGE_UNITS, &max_texture_units);
> /* Initialize with default chroma */
> vgl->fmt = *fmt;
> @@ -253,7 +290,7 @@ 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) {
> @@ -267,6 +304,7 @@ vout_display_opengl_t *vout_display_opengl_New(video_format_t *fmt,
> vgl->tex_type = GL_UNSIGNED_BYTE;
> yuv_range_correction = 1.0;
> break;
> +#ifndef USE_OPENGL_ES
> } else if (dsc && dsc->plane_count == 3 && dsc->pixel_size == 2 &&
> IsLuminance16Supported(vgl->tex_target)) {
> need_fs_yuv = true;
> @@ -277,6 +315,7 @@ vout_display_opengl_t *vout_display_opengl_New(video_format_t *fmt,
> vgl->tex_type = GL_UNSIGNED_SHORT;
> yuv_range_correction = (float)((1 << 16) - 1) / ((1 << dsc->pixel_bits) - 1);
> break;
> +#endif
> }
> list++;
> }
> @@ -294,109 +333,207 @@ vout_display_opengl_t *vout_display_opengl_New(video_format_t *fmt,
> }
> #endif
> + vgl->GenBuffers = (PFNGLGENBUFFERSPROC)vlc_gl_GetProcAddress(vgl->gl, "glGenBuffers");
> + vgl->BindBuffer = (PFNGLBINDBUFFERPROC)vlc_gl_GetProcAddress(vgl->gl, "glBindBuffer");
> + vgl->BufferData = (PFNGLBUFFERDATAPROC)vlc_gl_GetProcAddress(vgl->gl, "glBufferData");
> + vgl->BufferSubData = (PFNGLBUFFERSUBDATAPROC)vlc_gl_GetProcAddress(vgl->gl, "glBufferSubData");
> + vgl->DeleteBuffers = (PFNGLDELETEBUFFERSPROC)vlc_gl_GetProcAddress(vgl->gl, "glDeleteBuffers");
> +
> + 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->GetProgramiv = (PFNGLGETPROGRAMIVPROC)vlc_gl_GetProcAddress(vgl->gl, "glGetProgramiv");
> + vgl->GetProgramInfoLog = (PFNGLGETPROGRAMINFOLOGPROC)vlc_gl_GetProcAddress(vgl->gl, "glGetProgramInfoLog");
> + 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->Uniform3i = (PFNGLUNIFORM3IPROC)vlc_gl_GetProcAddress(vgl->gl,"glUniform3i");
> + vgl->Uniform1i = (PFNGLUNIFORM1IPROC)vlc_gl_GetProcAddress(vgl->gl,"glUniform1i");
> +
> + vgl->CreateProgram = (PFNGLCREATEPROGRAMPROC)vlc_gl_GetProcAddress(vgl->gl, "glCreateProgram");
> + 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->ActiveTexture = (PFNGLACTIVETEXTUREPROC)vlc_gl_GetProcAddress(vgl->gl, "glActiveTexture");
> + vgl->ClientActiveTexture = (PFNGLCLIENTACTIVETEXTUREPROC)vlc_gl_GetProcAddress(vgl->gl, "glClientActiveTexture");
> +
> 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
> + if( !vgl->CreateShader || !vgl->ShaderSource || !vgl->CreateProgram )
> + {
> + fprintf(stderr, "Looks like you don't have all the opengl we need, only %s, giving up\n", glGetString(GL_VERSION));
> + free( vgl );
> + return NULL;
> + }
> + fprintf(stderr, "Looks like you have the opengl we need, %s\n", glGetString(GL_VERSION));
> +
> /* 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;
> + vgl->shader[0] = vgl->shader[1] = vgl->shader[2] = -1;
> 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 120\n"
> + "uniform sampler2D Texture0;"
> + "uniform sampler2D Texture1;"
> + "uniform sampler2D Texture2;"
> + "uniform vec4 coefficient[4];"
> +
> + "void main(void) {"
> + " vec4 x,y,z,result;"
> + " x = texture2D(Texture0, gl_TexCoord[0].st);"
> + " %c = texture2D(Texture1, gl_TexCoord[1].st);"
> + " %c = texture2D(Texture2, gl_TexCoord[2].st);"
> +
> + " result = x * coefficient[0] + coefficient[3];"
> + " result = (y * coefficient[1]) + result;"
> + " result = (z * coefficient[2]) + result;"
> + " gl_FragColor = result;"
> + "}";
> bool swap_uv = vgl->fmt.i_chroma == VLC_CODEC_YV12 ||
> vgl->fmt.i_chroma == VLC_CODEC_YV9;
> - if (asprintf(&code, template_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 in both cases
> + const char *vertexShader =
> + "#version 120\n"
> + "void main() {"
> + " gl_TexCoord[0] = gl_MultiTexCoord0;"
> + " gl_TexCoord[1] = gl_MultiTexCoord1;"
> + " gl_TexCoord[2] = gl_MultiTexCoord2;"
> + " gl_Position = ftransform(); }";
> +
> + // Dummy shader for text overlay
> + const char *helloShader =
> + "#version 120\n"
> + "uniform sampler2D Texture0;"
> + "uniform vec4 fillColor;"
> + "void main()"
> + "{ "
> + " gl_FragColor = texture2D(Texture0, gl_TexCoord[0].st)*fillColor;}";
> +
> + vgl->shader[2] = vgl->CreateShader( GL_VERTEX_SHADER );
> + vgl->ShaderSource( vgl->shader[2], 1, (const GLchar **)&vertexShader, NULL);
> + vgl->CompileShader( vgl->shader[2] );
> +
> + /* Create 'dummy' shader that handles subpicture overlay for now*/
> + vgl->shader[1] = vgl->CreateShader( GL_FRAGMENT_SHADER );
> + vgl->ShaderSource( vgl->shader[1], 1, &helloShader, NULL);
> + vgl->CompileShader( vgl->shader[1] );
> + vgl->program[1] = vgl->CreateProgram();
> + vgl->AttachShader( vgl->program[1], vgl->shader[1]);
> + vgl->AttachShader( vgl->program[1], vgl->shader[2]);
> + vgl->LinkProgram( vgl->program[1] );
> +
> + // Create shader from code
> + vgl->shader[0] = vgl->CreateShader( GL_FRAGMENT_SHADER );
> + vgl->program[0] = vgl->CreateProgram();
> + if( need_fs_yuv )
> + {
> + vgl->ShaderSource( vgl->shader[0], 1, (const GLchar **)&code, NULL );
> + vgl->CompileShader( vgl->shader[0]);
> + vgl->AttachShader( vgl->program[0], vgl->shader[0] );
> + } else {
> + /* Use simpler shader if we don't need to to yuv -> rgb,
> + for example when input is allready rgb (.bmp image).*/
> + vgl->AttachShader( vgl->program[0], vgl->shader[1] );
> }
> + vgl->AttachShader( vgl->program[0], vgl->shader[2]);
> +
> + vgl->LinkProgram( vgl->program[0] );
> +
> free(code);
> - }
> + for( GLuint i = 0; i < 2; i++ )
> + {
> + int infoLength = 0;
> + int charsWritten = 0;
> + char *infolog;
> + vgl->GetProgramiv( vgl->program[i], GL_INFO_LOG_LENGTH, &infoLength );
> + if( infoLength > 1 )
> + {
> + /* 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 );
> +
> + infolog = (char *)malloc(infoLength);
> + vgl->GetProgramInfoLog( vgl->program[i], infoLength, &charsWritten, infolog );
> + fprintf(stderr, "shader program %d:%s %d\n",i,infolog,infoLength);
> + free(infolog);
> +
> + /* Check shaders messages too */
> + for( GLuint j = 0; j < 2; j++ )
> + {
> + vgl->GetShaderiv( vgl->shader[j], GL_INFO_LOG_LENGTH, &infoLength );
> + if( infoLength > 1 )
> + {
> + infolog = (char *)malloc(infoLength);
> + vgl->GetShaderInfoLog( vgl->shader[j], infoLength, &charsWritten, infolog );
> + fprintf(stderr, "shader %d: %s\n",j,infolog );
> + free( infolog );
> + }
> + }
> +
> + if( link_status == GL_FALSE )
> + {
> + msg_Err( vgl->gl, "Unable to use program %d", i );
> + free( vgl );
> + return NULL;
> + }
> + }
> + }
> }
> /* */
> @@ -420,11 +557,7 @@ 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;
> }
> @@ -444,8 +577,18 @@ 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->DeleteProgram( vgl->program[i] );
> + vgl->DeleteBuffers(2, vgl->buffers[i]);
> + }
> + for( int i = 0; i < 3; i++ )
> + {
> + vgl->DeleteShader( vgl->shader[i] );
> + }
> + }
> vlc_gl_Unlock(vgl->gl);
> }
> @@ -488,7 +631,10 @@ picture_pool_t *vout_display_opengl_GetPool(vout_display_opengl_t *vgl, unsigned
> 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);
> + vgl->ClientActiveTexture(GL_TEXTURE0 + j);
> + }
> glBindTexture(vgl->tex_target, vgl->texture[i][j]);
> #if !USE_OPENGL_ES
> @@ -544,7 +690,10 @@ 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);
> + vgl->ClientActiveTexture(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,
> @@ -570,7 +719,10 @@ 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);
> + vgl->ClientActiveTexture(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];
> @@ -610,8 +762,8 @@ int vout_display_opengl_Prepare(vout_display_opengl_t *vgl,
> } else {
> glGenTextures(1, &glr->texture);
> glBindTexture(GL_TEXTURE_2D, glr->texture);
> - glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_PRIORITY, 1.0);
> - glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
> + //glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_PRIORITY, 1.0);
> + //glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
> glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
> glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
> glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
> @@ -670,13 +822,11 @@ 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);
> - }
> + vgl->UseProgram(vgl->program[0]);
> + vgl->Uniform4fv( vgl->GetUniformLocation( vgl->program[0], "coefficient" ), 4, vgl->local_value);
> + vgl->Uniform1i( vgl->GetUniformLocation( vgl->program[0], "Texture0" ), 0);
> + vgl->Uniform1i( vgl->GetUniformLocation( vgl->program[0], "Texture1" ), 1);
> + vgl->Uniform1i( vgl->GetUniformLocation( vgl->program[0], "Texture2" ), 2);
> #if USE_OPENGL_ES
> static const GLfloat vertexCoord[] = {
> @@ -722,10 +872,13 @@ int vout_display_opengl_Display(vout_display_opengl_t *vgl,
> };
> vgl->ActiveTexture( GL_TEXTURE0+j);
> vgl->ClientActiveTexture( GL_TEXTURE0+j);
> + glEnable(vgl->tex_target);
> glEnableClientState(GL_TEXTURE_COORD_ARRAY);
> glBindTexture(vgl->tex_target, vgl->texture[0][j]);
> glTexCoordPointer(2, GL_FLOAT, 0, texCoord);
> }
> + vgl->ActiveTexture(GL_TEXTURE0 + 0);
> + vgl->ClientActiveTexture(GL_TEXTURE0 + 0);
> glEnableClientState(GL_VERTEX_ARRAY);
> glVertexPointer(2, GL_FLOAT, 0, vertexCoord);
> glDrawArrays( GL_TRIANGLE_STRIP, 0, 4);
> @@ -740,13 +893,8 @@ int vout_display_opengl_Display(vout_display_opengl_t *vgl,
> - if (vgl->program)
> - glDisable(GL_FRAGMENT_PROGRAM_ARB);
> - else
> - glDisable(vgl->tex_target);
> -
> - if (vgl->use_multitexture)
> - vgl->ActiveTexture(GL_TEXTURE0 + 0);
> + vgl->ActiveTexture(GL_TEXTURE0 + 0);
> + vgl->ClientActiveTexture(GL_TEXTURE0 + 0);
> glEnable(GL_TEXTURE_2D);
> glEnable(GL_BLEND);
> glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
> @@ -757,6 +905,11 @@ int vout_display_opengl_Display(vout_display_opengl_t *vgl,
> 1.0, 0.0,
> 1.0, 1.0,
> };
> +
> + vgl->UseProgram(vgl->program[1]);
> + vgl->Uniform1i( vgl->GetUniformLocation( vgl->program[1], "Texture0" ), 0);
> + vgl->ActiveTexture(GL_TEXTURE0 + 0);
> + vgl->ClientActiveTexture(GL_TEXTURE0 + 0);
> for (int i = 0; i < vgl->region_count; i++) {
> gl_region_t *glr = &vgl->region[i];
> const GLfloat vertexCoord[] = {
> @@ -765,7 +918,7 @@ int vout_display_opengl_Display(vout_display_opengl_t *vgl,
> glr->right, glr->top,
> glr->right,glr->bottom,
> };
> - glColor4f(1.0f, 1.0f, 1.0f, glr->alpha);
> + vgl->Uniform4f( vgl->GetUniformLocation( vgl->program[1], "fillColor"), 1.0f, 1.0f, 1.0f, glr->alpha);
> glEnableClientState(GL_TEXTURE_COORD_ARRAY);
> glBindTexture(GL_TEXTURE_2D, glr->texture);
> 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
--
Ilkka Ollakka
This login session: $13.99, but for you $11.88
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