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videolan
vlc-2-2
Commits
c2699fee
Commit
c2699fee
authored
Apr 01, 2014
by
Felix Abecassis
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opengl: use buffer objects instead of host memory for subpictures
See
bbbc51c7
parent
31ffb203
Changes
1
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1 changed file
with
46 additions
and
2 deletions
+46
-2
modules/video_output/opengl.c
modules/video_output/opengl.c
+46
-2
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modules/video_output/opengl.c
View file @
c2699fee
...
...
@@ -33,6 +33,7 @@
#include <vlc_picture_pool.h>
#include <vlc_subpicture.h>
#include <vlc_opengl.h>
#include <vlc_memory.h>
#include "opengl.h"
...
...
@@ -147,6 +148,9 @@ struct vout_display_opengl_t {
GLuint
vertex_buffer_object
;
GLuint
texture_buffer_object
[
PICTURE_PLANE_MAX
];
GLuint
*
subpicture_buffer_object
;
int
subpicture_buffer_object_count
;
/* Shader variables commands*/
#ifdef SUPPORTS_SHADERS
PFNGLGETUNIFORMLOCATIONPROC
GetUniformLocation
;
...
...
@@ -683,6 +687,17 @@ vout_display_opengl_t *vout_display_opengl_New(video_format_t *fmt,
#ifdef SUPPORTS_SHADERS
vgl
->
GenBuffers
(
1
,
&
vgl
->
vertex_buffer_object
);
vgl
->
GenBuffers
(
vgl
->
chroma
->
plane_count
,
vgl
->
texture_buffer_object
);
/* Initial number of allocated buffer objects for subpictures, will grow dynamically. */
int
subpicture_buffer_object_count
=
8
;
vgl
->
subpicture_buffer_object
=
malloc
(
subpicture_buffer_object_count
*
sizeof
(
GLuint
));
if
(
!
vgl
->
subpicture_buffer_object
)
{
vlc_gl_Unlock
(
vgl
->
gl
);
vout_display_opengl_Delete
(
vgl
);
return
NULL
;
}
vgl
->
subpicture_buffer_object_count
=
subpicture_buffer_object_count
;
vgl
->
GenBuffers
(
vgl
->
subpicture_buffer_object_count
,
vgl
->
subpicture_buffer_object
);
#endif
vlc_gl_Unlock
(
vgl
->
gl
);
...
...
@@ -726,6 +741,9 @@ void vout_display_opengl_Delete(vout_display_opengl_t *vgl)
}
vgl
->
DeleteBuffers
(
1
,
&
vgl
->
vertex_buffer_object
);
vgl
->
DeleteBuffers
(
vgl
->
chroma
->
plane_count
,
vgl
->
texture_buffer_object
);
if
(
vgl
->
subpicture_buffer_object_count
>
0
)
vgl
->
DeleteBuffers
(
vgl
->
subpicture_buffer_object_count
,
vgl
->
subpicture_buffer_object
);
free
(
vgl
->
subpicture_buffer_object
);
#endif
free
(
vgl
->
texture_temp_buf
);
...
...
@@ -1239,6 +1257,25 @@ int vout_display_opengl_Display(vout_display_opengl_t *vgl,
glEnable
(
GL_BLEND
);
glBlendFunc
(
GL_SRC_ALPHA
,
GL_ONE_MINUS_SRC_ALPHA
);
#ifdef SUPPORTS_SHADERS
/* We need two buffer objects for each region: for vertex and texture coordinates. */
if
(
2
*
vgl
->
region_count
>
vgl
->
subpicture_buffer_object_count
)
{
if
(
vgl
->
subpicture_buffer_object_count
>
0
)
vgl
->
DeleteBuffers
(
vgl
->
subpicture_buffer_object_count
,
vgl
->
subpicture_buffer_object
);
vgl
->
subpicture_buffer_object_count
=
0
;
int
new_count
=
2
*
vgl
->
region_count
;
vgl
->
subpicture_buffer_object
=
realloc_or_free
(
vgl
->
subpicture_buffer_object
,
new_count
*
sizeof
(
GLuint
));
if
(
!
vgl
->
subpicture_buffer_object
)
{
vlc_gl_Unlock
(
vgl
->
gl
);
return
VLC_ENOMEM
;
}
vgl
->
subpicture_buffer_object_count
=
new_count
;
vgl
->
GenBuffers
(
vgl
->
subpicture_buffer_object_count
,
vgl
->
subpicture_buffer_object
);
}
#endif
glActiveTexture
(
GL_TEXTURE0
+
0
);
glClientActiveTexture
(
GL_TEXTURE0
+
0
);
for
(
int
i
=
0
;
i
<
vgl
->
region_count
;
i
++
)
{
...
...
@@ -1260,10 +1297,17 @@ int vout_display_opengl_Display(vout_display_opengl_t *vgl,
if
(
vgl
->
program
[
1
])
{
#ifdef SUPPORTS_SHADERS
vgl
->
Uniform4f
(
vgl
->
GetUniformLocation
(
vgl
->
program
[
1
],
"FillColor"
),
1
.
0
f
,
1
.
0
f
,
1
.
0
f
,
glr
->
alpha
);
vgl
->
BindBuffer
(
GL_ARRAY_BUFFER
,
vgl
->
subpicture_buffer_object
[
2
*
i
]);
vgl
->
BufferData
(
GL_ARRAY_BUFFER
,
sizeof
(
textureCoord
),
textureCoord
,
GL_STATIC_DRAW
);
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
,
0
);
vgl
->
BindBuffer
(
GL_ARRAY_BUFFER
,
vgl
->
subpicture_buffer_object
[
2
*
i
+
1
]);
vgl
->
BufferData
(
GL_ARRAY_BUFFER
,
sizeof
(
vertexCoord
),
vertexCoord
,
GL_STATIC_DRAW
);
vgl
->
EnableVertexAttribArray
(
vgl
->
GetAttribLocation
(
vgl
->
program
[
1
],
"VertexPosition"
));
vgl
->
VertexAttribPointer
(
vgl
->
GetAttribLocation
(
vgl
->
program
[
1
],
"VertexPosition"
),
2
,
GL_FLOAT
,
0
,
0
,
vertexCoord
);
vgl
->
VertexAttribPointer
(
vgl
->
GetAttribLocation
(
vgl
->
program
[
1
],
"VertexPosition"
),
2
,
GL_FLOAT
,
0
,
0
,
0
);
// Subpictures have the correct orientation:
vgl
->
UniformMatrix4fv
(
vgl
->
GetUniformLocation
(
vgl
->
program
[
1
],
"RotationMatrix"
),
1
,
GL_FALSE
,
identity
);
#endif
...
...
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