Commit 05a86500 authored by Laurent Aimar's avatar Laurent Aimar

Cosmetics (opengl.c)

parent c5b827e0
...@@ -218,10 +218,9 @@ vout_display_opengl_t *vout_display_opengl_New(video_format_t *fmt, ...@@ -218,10 +218,9 @@ vout_display_opengl_t *vout_display_opengl_New(video_format_t *fmt,
return NULL; return NULL;
} }
if( vgl->gl->getProcAddress == NULL ) if (vgl->gl->getProcAddress == NULL) {
{
fprintf(stderr, "getProcAddress not implemented, bailing out\n"); fprintf(stderr, "getProcAddress not implemented, bailing out\n");
free( vgl ); free(vgl);
return NULL; return NULL;
} }
...@@ -232,8 +231,8 @@ vout_display_opengl_t *vout_display_opengl_New(video_format_t *fmt, ...@@ -232,8 +231,8 @@ vout_display_opengl_t *vout_display_opengl_New(video_format_t *fmt,
#else #else
bool supports_shaders = false; bool supports_shaders = false;
#ifdef __APPLE__ #ifdef __APPLE__
if( kCFCoreFoundationVersionNumber >= 786. ) if (kCFCoreFoundationVersionNumber >= 786.)
supports_shaders = true; supports_shaders = true;
#endif #endif
#endif #endif
...@@ -259,7 +258,7 @@ vout_display_opengl_t *vout_display_opengl_New(video_format_t *fmt, ...@@ -259,7 +258,7 @@ vout_display_opengl_t *vout_display_opengl_New(video_format_t *fmt,
/* Use YUV if possible and needed */ /* Use YUV if possible and needed */
bool need_fs_yuv = false; bool need_fs_yuv = false;
float yuv_range_correction = 1.0; float yuv_range_correction = 1.0;
if ( max_texture_units >= 3 && supports_shaders && if (max_texture_units >= 3 && supports_shaders &&
vlc_fourcc_IsYUV(fmt->i_chroma) && !vlc_fourcc_IsYUV(vgl->fmt.i_chroma)) { vlc_fourcc_IsYUV(fmt->i_chroma) && !vlc_fourcc_IsYUV(vgl->fmt.i_chroma)) {
const vlc_fourcc_t *list = vlc_fourcc_GetYUVFallback(fmt->i_chroma); const vlc_fourcc_t *list = vlc_fourcc_GetYUVFallback(fmt->i_chroma);
while (*list) { while (*list) {
...@@ -325,23 +324,20 @@ vout_display_opengl_t *vout_display_opengl_New(video_format_t *fmt, ...@@ -325,23 +324,20 @@ vout_display_opengl_t *vout_display_opengl_New(video_format_t *fmt,
vgl->chroma = vlc_fourcc_GetChromaDescription(vgl->fmt.i_chroma); vgl->chroma = vlc_fourcc_GetChromaDescription(vgl->fmt.i_chroma);
vgl->use_multitexture = vgl->chroma->plane_count > 1; vgl->use_multitexture = vgl->chroma->plane_count > 1;
vgl->supports_npot = HasExtension( extensions, "GL_ARB_texture_non_power_of_two" ) || vgl->supports_npot = HasExtension(extensions, "GL_ARB_texture_non_power_of_two") ||
HasExtension( extensions, "GL_APPLE_texture_2D_limited_npot" ); HasExtension(extensions, "GL_APPLE_texture_2D_limited_npot");
if( !vgl->CreateShader || !vgl->ShaderSource || !vgl->CreateProgram ) if (!vgl->CreateShader || !vgl->ShaderSource || !vgl->CreateProgram) {
{
fprintf(stderr, "Looks like you don't have all the opengl we need. Driver is %s, giving up\n", glGetString(GL_VERSION)); fprintf(stderr, "Looks like you don't have all the opengl we need. Driver is %s, giving up\n", glGetString(GL_VERSION));
free( vgl ); free(vgl);
return NULL; return NULL;
} }
/* Texture size */ /* Texture size */
for (unsigned j = 0; j < vgl->chroma->plane_count; j++) { 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 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; int h = vgl->fmt.i_height * vgl->chroma->p[j].h.num / vgl->chroma->p[j].h.den;
if( vgl->supports_npot ) if (vgl->supports_npot) {
{
vgl->tex_width[j] = w; vgl->tex_width[j] = w;
vgl->tex_height[j] = h; vgl->tex_height[j] = h;
} else { } else {
...@@ -358,148 +354,144 @@ vout_display_opengl_t *vout_display_opengl_New(video_format_t *fmt, ...@@ -358,148 +354,144 @@ vout_display_opengl_t *vout_display_opengl_New(video_format_t *fmt,
if (supports_shaders) { if (supports_shaders) {
char *code = NULL; char *code = NULL;
/* [R/G/B][Y U V O] from TV range to full range /* [R/G/B][Y U V O] from TV range to full range
* XXX we could also do hue/brightness/constrast/gamma * XXX we could also do hue/brightness/constrast/gamma
* by simply changing the coefficients * by simply changing the coefficients
*/ */
const float matrix_bt601_tv2full[12] = { const float matrix_bt601_tv2full[12] = {
1.164383561643836, 0.0000, 1.596026785714286, -0.874202217873451 , 1.164383561643836, 0.0000, 1.596026785714286, -0.874202217873451 ,
1.164383561643836, -0.391762290094914, -0.812967647237771, 0.531667823499146 , 1.164383561643836, -0.391762290094914, -0.812967647237771, 0.531667823499146 ,
1.164383561643836, 2.017232142857142, 0.0000, -1.085630789302022 , 1.164383561643836, 2.017232142857142, 0.0000, -1.085630789302022 ,
}; };
const float matrix_bt709_tv2full[12] = { const float matrix_bt709_tv2full[12] = {
1.164383561643836, 0.0000, 1.792741071428571, -0.972945075016308 , 1.164383561643836, 0.0000, 1.792741071428571, -0.972945075016308 ,
1.164383561643836, -0.21324861427373, -0.532909328559444, 0.301482665475862 , 1.164383561643836, -0.21324861427373, -0.532909328559444, 0.301482665475862 ,
1.164383561643836, 2.112401785714286, 0.0000, -1.133402217873451 , 1.164383561643836, 2.112401785714286, 0.0000, -1.133402217873451 ,
}; };
const float (*matrix) = fmt->i_height > 576 ? matrix_bt709_tv2full const float (*matrix) = fmt->i_height > 576 ? matrix_bt709_tv2full
: matrix_bt601_tv2full; : matrix_bt601_tv2full;
/* Basic linear YUV -> RGB conversion using bilinear interpolation */
const char *template_glsl_yuv =
"#version 120\n"
"uniform sampler2D Texture[3];"
"uniform vec4 coefficient[4];"
"varying vec4 TexCoord0,TexCoord1,TexCoord2;"
"void main(void) {"
" vec4 x,y,z,result;"
" x = texture2D(Texture[0], TexCoord0.st);"
" %c = texture2D(Texture[1], TexCoord1.st);"
" %c = texture2D(Texture[2], TexCoord2.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_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;
/* 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;
// Basic vertex shader that we use in both cases /* Basic linear YUV -> RGB conversion using bilinear interpolation */
const char *vertexShader = const char *template_glsl_yuv =
"#version 120\n"
"varying vec4 TexCoord0,TexCoord1, TexCoord2;"
"attribute vec4 MultiTexCoord0,MultiTexCoord1,MultiTexCoord2;"
"attribute vec4 vertex_position;"
"void main() {"
" TexCoord0 = MultiTexCoord0;"
" TexCoord1 = MultiTexCoord1;"
" TexCoord2 = MultiTexCoord2;"
" gl_Position = vertex_position; }";
// Dummy shader for text overlay
const char *helloShader =
"#version 120\n" "#version 120\n"
"uniform sampler2D Texture[3];" "uniform sampler2D Texture[3];"
"uniform vec4 fillColor;" "uniform vec4 coefficient[4];"
"varying vec4 TexCoord0,TexCoord1,TexCoord2;" "varying vec4 TexCoord0,TexCoord1,TexCoord2;"
"void main()"
"{ " "void main(void) {"
" gl_FragColor = texture2D(Texture[0], TexCoord0.st)*fillColor;}"; " vec4 x,y,z,result;"
" x = texture2D(Texture[0], TexCoord0.st);"
vgl->shader[2] = vgl->CreateShader( GL_VERTEX_SHADER ); " %c = texture2D(Texture[1], TexCoord1.st);"
vgl->ShaderSource( vgl->shader[2], 1, (const GLchar **)&vertexShader, NULL); " %c = texture2D(Texture[2], TexCoord2.st);"
vgl->CompileShader( vgl->shader[2] );
" result = x * coefficient[0] + coefficient[3];"
/* Create 'dummy' shader that handles subpicture overlay for now*/ " result = (y * coefficient[1]) + result;"
vgl->shader[1] = vgl->CreateShader( GL_FRAGMENT_SHADER ); " result = (z * coefficient[2]) + result;"
vgl->ShaderSource( vgl->shader[1], 1, &helloShader, NULL); " gl_FragColor = result;"
vgl->CompileShader( vgl->shader[1] ); "}";
vgl->program[1] = vgl->CreateProgram(); bool swap_uv = vgl->fmt.i_chroma == VLC_CODEC_YV12 ||
vgl->AttachShader( vgl->program[1], vgl->shader[1]); vgl->fmt.i_chroma == VLC_CODEC_YV9;
vgl->AttachShader( vgl->program[1], vgl->shader[2]); if (asprintf(&code, template_glsl_yuv,
vgl->LinkProgram( vgl->program[1] ); swap_uv ? 'z' : 'y',
swap_uv ? 'y' : 'z') < 0)
// Create shader from code code = NULL;
vgl->shader[0] = vgl->CreateShader( GL_FRAGMENT_SHADER );
vgl->program[0] = vgl->CreateProgram(); for (int i = 0; i < 4; i++) {
if( need_fs_yuv ) float correction = i < 3 ? yuv_range_correction : 1.0;
{ /* We place coefficient values for coefficient[4] in one array from matrix values.
vgl->ShaderSource( vgl->shader[0], 1, (const GLchar **)&code, NULL ); Notice that we fill values from top down instead of left to right.*/
vgl->CompileShader( vgl->shader[0]); for (int j = 0; j < 4; j++)
vgl->AttachShader( vgl->program[0], vgl->shader[0] ); vgl->local_value[vgl->local_count + i*4+j] = j < 3 ? correction * matrix[j*4+i] : 0.0 ;
} else { }
/* Use simpler shader if we don't need to to yuv -> rgb, vgl->local_count += 4;
for example when input is allready rgb (.bmp image).*/
vgl->AttachShader( vgl->program[0], vgl->shader[1] ); // Basic vertex shader that we use in both cases
} const char *vertexShader =
vgl->AttachShader( vgl->program[0], vgl->shader[2]); "#version 120\n"
"varying vec4 TexCoord0,TexCoord1, TexCoord2;"
vgl->LinkProgram( vgl->program[0] ); "attribute vec4 MultiTexCoord0,MultiTexCoord1,MultiTexCoord2;"
"attribute vec4 vertex_position;"
free(code); "void main() {"
for( GLuint i = 0; i < 2; i++ ) " TexCoord0 = MultiTexCoord0;"
{ " TexCoord1 = MultiTexCoord1;"
int infoLength = 0; " TexCoord2 = MultiTexCoord2;"
int charsWritten = 0; " gl_Position = vertex_position;"
char *infolog; "}";
vgl->GetProgramiv( vgl->program[i], GL_INFO_LOG_LENGTH, &infoLength );
if( infoLength > 1 ) // Dummy shader for text overlay
{ const char *helloShader =
/* If there is some message, better to check linking is ok */ "#version 120\n"
GLint link_status = GL_TRUE; "uniform sampler2D Texture[3];"
vgl->GetProgramiv( vgl->program[i], GL_LINK_STATUS, &link_status ); "uniform vec4 fillColor;"
"varying vec4 TexCoord0,TexCoord1,TexCoord2;"
infolog = (char *)malloc(infoLength); "void main()"
vgl->GetProgramInfoLog( vgl->program[i], infoLength, &charsWritten, infolog ); "{ "
fprintf(stderr, "shader program %d:%s %d\n",i,infolog,infoLength); " gl_FragColor = texture2D(Texture[0], TexCoord0.st)*fillColor;"
free(infolog); "}";
/* Check shaders messages too */ vgl->shader[2] = vgl->CreateShader(GL_VERTEX_SHADER);
for( GLuint j = 0; j < 2; j++ ) vgl->ShaderSource(vgl->shader[2], 1, (const GLchar **)&vertexShader, NULL);
{ vgl->CompileShader(vgl->shader[2]);
vgl->GetShaderiv( vgl->shader[j], GL_INFO_LOG_LENGTH, &infoLength );
if( infoLength > 1 ) /* Create 'dummy' shader that handles subpicture overlay for now*/
{ vgl->shader[1] = vgl->CreateShader(GL_FRAGMENT_SHADER);
infolog = (char *)malloc(infoLength); vgl->ShaderSource(vgl->shader[1], 1, &helloShader, NULL);
vgl->GetShaderInfoLog( vgl->shader[j], infoLength, &charsWritten, infolog ); vgl->CompileShader(vgl->shader[1]);
fprintf(stderr, "shader %d: %s\n",j,infolog ); vgl->program[1] = vgl->CreateProgram();
free( infolog ); 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 ) if (link_status == GL_FALSE) {
{ fprintf(stderr, "Unable to use program %d\n", i);
fprintf( stderr, "Unable to use program %d\n", i ); free(vgl);
free( vgl ); return NULL;
return NULL;
}
} }
} }
}
} }
/* */ /* */
...@@ -532,7 +524,6 @@ void vout_display_opengl_Delete(vout_display_opengl_t *vgl) ...@@ -532,7 +524,6 @@ void vout_display_opengl_Delete(vout_display_opengl_t *vgl)
{ {
/* */ /* */
if (!vlc_gl_Lock(vgl->gl)) { if (!vlc_gl_Lock(vgl->gl)) {
glFinish(); glFinish();
glFlush(); glFlush();
for (int i = 0; i < VLCGL_TEXTURE_COUNT; i++) for (int i = 0; i < VLCGL_TEXTURE_COUNT; i++)
...@@ -543,12 +534,11 @@ void vout_display_opengl_Delete(vout_display_opengl_t *vgl) ...@@ -543,12 +534,11 @@ void vout_display_opengl_Delete(vout_display_opengl_t *vgl)
} }
free(vgl->region); free(vgl->region);
if (vgl->program[0]) if (vgl->program[0]) {
{ for (int i = 0; i < 2; i++)
for( int i = 0; i < 2; i++ ) vgl->DeleteProgram(vgl->program[i]);
vgl->DeleteProgram( vgl->program[i] ); for (int i = 0; i < 3; i++)
for( int i = 0; i < 3; i++ ) vgl->DeleteShader(vgl->shader[i]);
vgl->DeleteShader( vgl->shader[i] );
} }
vlc_gl_Unlock(vgl->gl); vlc_gl_Unlock(vgl->gl);
...@@ -591,8 +581,7 @@ picture_pool_t *vout_display_opengl_GetPool(vout_display_opengl_t *vgl, unsigned ...@@ -591,8 +581,7 @@ picture_pool_t *vout_display_opengl_GetPool(vout_display_opengl_t *vgl, unsigned
for (int i = 0; i < VLCGL_TEXTURE_COUNT; i++) { for (int i = 0; i < VLCGL_TEXTURE_COUNT; i++) {
glGenTextures(vgl->chroma->plane_count, vgl->texture[i]); glGenTextures(vgl->chroma->plane_count, vgl->texture[i]);
for (unsigned j = 0; j < vgl->chroma->plane_count; j++) { for (unsigned j = 0; j < vgl->chroma->plane_count; j++) {
if (vgl->use_multitexture) if (vgl->use_multitexture) {
{
glActiveTexture(GL_TEXTURE0 + j); glActiveTexture(GL_TEXTURE0 + j);
glClientActiveTexture(GL_TEXTURE0 + j); glClientActiveTexture(GL_TEXTURE0 + j);
} }
...@@ -650,8 +639,7 @@ int vout_display_opengl_Prepare(vout_display_opengl_t *vgl, ...@@ -650,8 +639,7 @@ int vout_display_opengl_Prepare(vout_display_opengl_t *vgl,
/* Update the texture */ /* Update the texture */
for (unsigned j = 0; j < vgl->chroma->plane_count; j++) { for (unsigned j = 0; j < vgl->chroma->plane_count; j++) {
if (vgl->use_multitexture) if (vgl->use_multitexture) {
{
glActiveTexture(GL_TEXTURE0 + j); glActiveTexture(GL_TEXTURE0 + j);
glClientActiveTexture(GL_TEXTURE0 + j); glClientActiveTexture(GL_TEXTURE0 + j);
} }
...@@ -679,8 +667,7 @@ int vout_display_opengl_Prepare(vout_display_opengl_t *vgl, ...@@ -679,8 +667,7 @@ int vout_display_opengl_Prepare(vout_display_opengl_t *vgl,
vgl->region_count = count; vgl->region_count = count;
vgl->region = calloc(count, sizeof(*vgl->region)); vgl->region = calloc(count, sizeof(*vgl->region));
if (vgl->use_multitexture) if (vgl->use_multitexture) {
{
glActiveTexture(GL_TEXTURE0 + 0); glActiveTexture(GL_TEXTURE0 + 0);
glClientActiveTexture(GL_TEXTURE0 + 0); glClientActiveTexture(GL_TEXTURE0 + 0);
} }
...@@ -692,10 +679,9 @@ int vout_display_opengl_Prepare(vout_display_opengl_t *vgl, ...@@ -692,10 +679,9 @@ int vout_display_opengl_Prepare(vout_display_opengl_t *vgl,
glr->type = GL_UNSIGNED_BYTE; glr->type = GL_UNSIGNED_BYTE;
glr->width = r->fmt.i_visible_width; glr->width = r->fmt.i_visible_width;
glr->height = r->fmt.i_visible_height; glr->height = r->fmt.i_visible_height;
if(!vgl->supports_npot ) if (!vgl->supports_npot) {
{ glr->width = GetAlignedSize(glr->width);
glr->width = GetAlignedSize( glr->width ); glr->height = GetAlignedSize(glr->height);
glr->height = GetAlignedSize( glr->height );
} }
glr->alpha = (float)subpicture->i_alpha * r->i_alpha / 255 / 255; glr->alpha = (float)subpicture->i_alpha * r->i_alpha / 255 / 255;
glr->left = 2.0 * (r->i_x ) / subpicture->i_original_picture_width - 1.0; glr->left = 2.0 * (r->i_x ) / subpicture->i_original_picture_width - 1.0;
...@@ -755,7 +741,8 @@ int vout_display_opengl_Prepare(vout_display_opengl_t *vgl, ...@@ -755,7 +741,8 @@ int vout_display_opengl_Prepare(vout_display_opengl_t *vgl,
return VLC_SUCCESS; return VLC_SUCCESS;
} }
static void draw_without_shaders( vout_display_opengl_t *vgl, float *left, float *top, float *right, float *bottom ) static void DrawWithoutShaders(vout_display_opengl_t *vgl,
float *left, float *top, float *right, float *bottom)
{ {
static const GLfloat vertexCoord[] = { static const GLfloat vertexCoord[] = {
-1.0f, -1.0f, -1.0f, -1.0f,
...@@ -772,47 +759,46 @@ static void draw_without_shaders( vout_display_opengl_t *vgl, float *left, float ...@@ -772,47 +759,46 @@ static void draw_without_shaders( vout_display_opengl_t *vgl, float *left, float
}; };
for (unsigned j = 0; j < vgl->chroma->plane_count; j++) { for (unsigned j = 0; j < vgl->chroma->plane_count; j++) {
glActiveTexture( GL_TEXTURE0 + j ); glActiveTexture(GL_TEXTURE0 + j);
glClientActiveTexture( GL_TEXTURE0 + j ); glClientActiveTexture(GL_TEXTURE0 + j);
glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY); glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glEnable(vgl->tex_target); glEnable(vgl->tex_target);
glBindTexture(vgl->tex_target, vgl->texture[0][j]); glBindTexture(vgl->tex_target, vgl->texture[0][j]);
glTexCoordPointer(2, GL_FLOAT, 0, textureCoord); glTexCoordPointer(2, GL_FLOAT, 0, textureCoord);
} }
glActiveTexture( GL_TEXTURE0 ); glActiveTexture(GL_TEXTURE0);
glClientActiveTexture( GL_TEXTURE0 ); glClientActiveTexture(GL_TEXTURE0);
glVertexPointer(2, GL_FLOAT, 0, vertexCoord); glVertexPointer(2, GL_FLOAT, 0, vertexCoord);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
for (unsigned j = 0; j < vgl->chroma->plane_count; j++) { for (unsigned j = 0; j < vgl->chroma->plane_count; j++) {
glActiveTexture( GL_TEXTURE0 + j ); glActiveTexture(GL_TEXTURE0 + j);
glClientActiveTexture( GL_TEXTURE0 + j ); glClientActiveTexture(GL_TEXTURE0 + j);
glDisable(vgl->tex_target); glDisable(vgl->tex_target);
glDisableClientState(GL_TEXTURE_COORD_ARRAY); glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY); glDisableClientState(GL_VERTEX_ARRAY);
} }
glActiveTexture( GL_TEXTURE0 ); glActiveTexture(GL_TEXTURE0);
glClientActiveTexture( GL_TEXTURE0 ); glClientActiveTexture(GL_TEXTURE0);
} }
static void draw_with_shaders( vout_display_opengl_t *vgl, float *left, float *top, float *right, float *bottom ) static void DrawWithShaders(vout_display_opengl_t *vgl,
float *left, float *top, float *right, float *bottom)
{ {
const GLfloat vertexCoord[] = { const GLfloat vertexCoord[] = {
-1.0, 1.0, -1.0, 1.0,
-1.0, -1.0, -1.0, -1.0,
1.0, 1.0, 1.0, 1.0,
1.0, -1.0, 1.0, -1.0,
}; };
for( unsigned j = 0; j < vgl->chroma->plane_count; j++) for (unsigned j = 0; j < vgl->chroma->plane_count; j++) {
{
char *attribute = NULL; char *attribute = NULL;
const GLfloat texCoord[] = { const GLfloat texCoord[] = {
left[j], top[j], left[j], top[j],
...@@ -820,24 +806,24 @@ static void draw_with_shaders( vout_display_opengl_t *vgl, float *left, float *t ...@@ -820,24 +806,24 @@ static void draw_with_shaders( vout_display_opengl_t *vgl, float *left, float *t
right[j], top[j], right[j], top[j],
right[j], bottom[j], right[j], bottom[j],
}; };
glActiveTexture( GL_TEXTURE0+j); glActiveTexture(GL_TEXTURE0+j);
glClientActiveTexture( GL_TEXTURE0+j); glClientActiveTexture(GL_TEXTURE0+j);
glEnable(vgl->tex_target); glEnable(vgl->tex_target);
glBindTexture(vgl->tex_target, vgl->texture[0][j]); glBindTexture(vgl->tex_target, vgl->texture[0][j]);
if(asprintf( &attribute, "MultiTexCoord%1d", j ) == -1 ) if (asprintf(&attribute, "MultiTexCoord%1d", j) == -1)
return; return;
vgl->EnableVertexAttribArray( vgl->GetAttribLocation(vgl->program[0], attribute ) ); vgl->EnableVertexAttribArray(vgl->GetAttribLocation(vgl->program[0], attribute));
vgl->VertexAttribPointer( vgl->GetAttribLocation( vgl->program[0], attribute ), 2, GL_FLOAT, 0, 0, texCoord); vgl->VertexAttribPointer(vgl->GetAttribLocation(vgl->program[0], attribute), 2, GL_FLOAT, 0, 0, texCoord);
free( attribute ); free(attribute);
attribute = NULL; attribute = NULL;
} }
glActiveTexture(GL_TEXTURE0 + 0); glActiveTexture(GL_TEXTURE0 + 0);
glClientActiveTexture(GL_TEXTURE0 + 0); glClientActiveTexture(GL_TEXTURE0 + 0);
vgl->EnableVertexAttribArray( vgl->GetAttribLocation( vgl->program[0], "vertex_position")); vgl->EnableVertexAttribArray(vgl->GetAttribLocation(vgl->program[0], "vertex_position"));
vgl->VertexAttribPointer( vgl->GetAttribLocation( vgl->program[0], "vertex_position"), 2, GL_FLOAT, 0, 0, vertexCoord); vgl->VertexAttribPointer(vgl->GetAttribLocation(vgl->program[0], "vertex_position"), 2, GL_FLOAT, 0, 0, vertexCoord);
glDrawArrays( GL_TRIANGLE_STRIP, 0, 4); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
} }
int vout_display_opengl_Display(vout_display_opengl_t *vgl, int vout_display_opengl_Display(vout_display_opengl_t *vgl,
...@@ -868,27 +854,24 @@ int vout_display_opengl_Display(vout_display_opengl_t *vgl, ...@@ -868,27 +854,24 @@ int vout_display_opengl_Display(vout_display_opengl_t *vgl,
bottom[j] = (source->i_y_offset + source->i_visible_height) * scale_h; bottom[j] = (source->i_y_offset + source->i_visible_height) * scale_h;
} }
/* Why drawing here and not in Render()? Because this way, the /* Why drawing here and not in Render()? Because this way, the
OpenGL providers can call vout_display_opengl_Display to force redraw.i OpenGL providers can call vout_display_opengl_Display to force redraw.i
Currently, the OS X provider uses it to get a smooth window resizing */ Currently, the OS X provider uses it to get a smooth window resizing */
glClear(GL_COLOR_BUFFER_BIT); glClear(GL_COLOR_BUFFER_BIT);
if (vgl->program[0]) {
if( vgl->program[0] )
{
vgl->UseProgram(vgl->program[0]); vgl->UseProgram(vgl->program[0]);
vgl->Uniform4fv( vgl->GetUniformLocation( vgl->program[0], "coefficient" ), 4, vgl->local_value); vgl->Uniform4fv(vgl->GetUniformLocation(vgl->program[0], "coefficient"), 4, vgl->local_value);
vgl->Uniform1i( vgl->GetUniformLocation( vgl->program[0], "Texture[0]" ), 0); vgl->Uniform1i(vgl->GetUniformLocation(vgl->program[0], "Texture[0]"), 0);
vgl->Uniform1i( vgl->GetUniformLocation( vgl->program[0], "Texture[1]" ), 1); vgl->Uniform1i(vgl->GetUniformLocation(vgl->program[0], "Texture[1]"), 1);
vgl->Uniform1i( vgl->GetUniformLocation( vgl->program[0], "Texture[2]" ), 2); vgl->Uniform1i(vgl->GetUniformLocation(vgl->program[0], "Texture[2]"), 2);
draw_with_shaders( vgl, left, top ,right, bottom ); DrawWithShaders(vgl, left, top ,right, bottom);
// Change the program for overlays // Change the program for overlays
vgl->UseProgram(vgl->program[1]); vgl->UseProgram(vgl->program[1]);
vgl->Uniform1i( vgl->GetUniformLocation( vgl->program[1], "Texture[0]" ), 0); vgl->Uniform1i(vgl->GetUniformLocation(vgl->program[1], "Texture[0]"), 0);
} else { } else {
draw_without_shaders( vgl, left, top, right, bottom ); DrawWithoutShaders(vgl, left, top, right, bottom);
} }
glActiveTexture(GL_TEXTURE0 + 0); glActiveTexture(GL_TEXTURE0 + 0);
...@@ -913,18 +896,15 @@ int vout_display_opengl_Display(vout_display_opengl_t *vgl, ...@@ -913,18 +896,15 @@ int vout_display_opengl_Display(vout_display_opengl_t *vgl,
}; };
glBindTexture(GL_TEXTURE_2D, glr->texture); glBindTexture(GL_TEXTURE_2D, glr->texture);
if( vgl->program[0] ) if (vgl->program[0]) {
{ vgl->Uniform4f(vgl->GetUniformLocation(vgl->program[1], "fillColor"), 1.0f, 1.0f, 1.0f, glr->alpha);
vgl->Uniform4f( vgl->GetUniformLocation( vgl->program[1], "fillColor"), 1.0f, 1.0f, 1.0f, glr->alpha); vgl->EnableVertexAttribArray(vgl->GetAttribLocation(vgl->program[1], "MultiTexCoord0"));
vgl->EnableVertexAttribArray( vgl->GetAttribLocation( vgl->program[1], "MultiTexCoord0") ); vgl->VertexAttribPointer(vgl->GetAttribLocation(vgl->program[1], "MultiTexCoord0"), 2, GL_FLOAT, 0, 0, textureCoord);
vgl->VertexAttribPointer( vgl->GetAttribLocation( vgl->program[1], "MultiTexCoord0"), 2, GL_FLOAT, 0, 0, textureCoord); vgl->EnableVertexAttribArray(vgl->GetAttribLocation(vgl->program[1], "vertex_position"));
vgl->EnableVertexAttribArray( vgl->GetAttribLocation( vgl->program[1], "vertex_position")); vgl->VertexAttribPointer(vgl->GetAttribLocation(vgl->program[1], "vertex_position"), 2, GL_FLOAT, 0, 0, vertexCoord);
vgl->VertexAttribPointer( vgl->GetAttribLocation( vgl->program[1], "vertex_position"), 2, GL_FLOAT, 0, 0, vertexCoord); } else {
}
else
{
glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_VERTEX_ARRAY);
glColor4f( 1.0f, 1.0f, 1.0f, glr->alpha ); glColor4f(1.0f, 1.0f, 1.0f, glr->alpha);
glEnable(GL_TEXTURE_COORD_ARRAY); glEnable(GL_TEXTURE_COORD_ARRAY);
glEnable(GL_VERTEX_ARRAY); glEnable(GL_VERTEX_ARRAY);
glTexCoordPointer(2, GL_FLOAT, 0, textureCoord); glTexCoordPointer(2, GL_FLOAT, 0, textureCoord);
...@@ -932,10 +912,9 @@ int vout_display_opengl_Display(vout_display_opengl_t *vgl, ...@@ -932,10 +912,9 @@ int vout_display_opengl_Display(vout_display_opengl_t *vgl,
glVertexPointer(2, GL_FLOAT, 0, vertexCoord); glVertexPointer(2, GL_FLOAT, 0, vertexCoord);
} }
glDrawArrays( GL_TRIANGLE_STRIP, 0, 4 ); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
if( !vgl->program[0] ) if (!vgl->program[0]) {
{
glDisableClientState(GL_TEXTURE_COORD_ARRAY); glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY); glDisableClientState(GL_VERTEX_ARRAY);
} }
......
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