[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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