Commit c943d6ab authored by Martin Storsjö's avatar Martin Storsjö

opengl: Split texture uploading to a separate function

This allows to reuse the repacking logic for subpictures as well,
fixing display of subpictures on ES2, where GL_UNPACK_ROW_LENGTH
isn't available.

Also avoid mallocing/freeing the temporary buffer for each upload,
but keep one buffer in the context.
Signed-off-by: default avatarMartin Storsjö <martin@martin.st>
parent 5ba9bf7b
......@@ -173,6 +173,9 @@ struct vout_display_opengl_t {
/* Non-power-of-2 texture size support */
bool supports_npot;
uint8_t *texture_temp_buf;
int texture_temp_buf_size;
};
static inline int GetAlignedSize(unsigned size)
......@@ -618,6 +621,7 @@ void vout_display_opengl_Delete(vout_display_opengl_t *vgl)
}
#endif
free(vgl->texture_temp_buf);
vlc_gl_Unlock(vgl->gl);
}
if (vgl->pool)
......@@ -692,6 +696,71 @@ error:
return NULL;
}
#define ALIGN(x, y) (((x) + ((y) - 1)) & ~((y) - 1))
static void Upload(vout_display_opengl_t *vgl, int in_width, int in_height,
int in_full_width, int in_full_height,
int w_num, int w_den, int h_num, int h_den,
int pitch, int pixel_pitch,
int full_upload, const uint8_t *pixels,
int tex_target, int tex_format, int tex_type)
{
int width = in_width * w_num / w_den;
int full_width = in_full_width * w_num / w_den;
int height = in_height * h_num / h_den;
int full_height = in_full_height * h_num / h_den;
// This unpack alignment is the default, but setting it just in case.
glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
#ifndef GL_UNPACK_ROW_LENGTH
if ( pitch != ALIGN(width * pixel_pitch, 4) )
{
int dst_width = full_upload ? full_width : width;
int dst_pitch = ALIGN(dst_width * pixel_pitch, 4);
int buf_size = dst_pitch * full_height * pixel_pitch;
const uint8_t *source = pixels;
uint8_t *destination;
if( !vgl->texture_temp_buf || vgl->texture_temp_buf_size < buf_size )
{
free( vgl->texture_temp_buf );
vgl->texture_temp_buf = xmalloc( buf_size );
vgl->texture_temp_buf_size = buf_size;
}
destination = vgl->texture_temp_buf;
for( int h = 0; h < height ; h++ )
{
memcpy( destination, source, width * pixel_pitch );
source += pitch;
destination += dst_pitch;
}
if (full_upload)
glTexImage2D( tex_target, 0, tex_format,
full_width, full_height,
0, tex_format, tex_type, vgl->texture_temp_buf );
else
glTexSubImage2D( tex_target, 0,
0, 0,
width, height,
tex_format, tex_type, vgl->texture_temp_buf );
} else {
#else
(void) width;
(void) height;
(void) vgl;
{
glPixelStorei(GL_UNPACK_ROW_LENGTH, pitch / pixel_pitch);
#endif
if (full_upload)
glTexImage2D(tex_target, 0, tex_format,
full_width, full_height,
0, tex_format, tex_type, pixels);
else
glTexSubImage2D(tex_target, 0,
0, 0,
full_width, full_height,
tex_format, tex_type, pixels);
}
}
int vout_display_opengl_Prepare(vout_display_opengl_t *vgl,
picture_t *picture, subpicture_t *subpicture)
{
......@@ -706,38 +775,10 @@ int vout_display_opengl_Prepare(vout_display_opengl_t *vgl,
}
glBindTexture(vgl->tex_target, vgl->texture[0][j]);
#ifndef GL_UNPACK_ROW_LENGTH
if ( (picture->p[j].i_pitch / picture->p[j].i_pixel_pitch) != (unsigned int)
( picture->format.i_visible_width * vgl->chroma->p[j].w.num / vgl->chroma->p[j].w.den ) )
{
uint8_t *new_plane = malloc( picture->format.i_visible_width * vgl->fmt.i_visible_height * vgl->chroma->p[j].w.num * vgl->chroma->p[j].h.num / (vgl->chroma->p[j].h.den * vgl->chroma->p[j].w.den ) * picture->p[j].i_pixel_pitch );
uint8_t *destination = new_plane;
const uint8_t *source = picture->p[j].p_pixels;
for( unsigned height = 0; height < (vgl->fmt.i_visible_height * vgl->chroma->p[j].h.num / vgl->chroma->p[j].h.den) ; height++ )
{
memcpy( destination, source, picture->format.i_visible_width * vgl->chroma->p[j].w.num / vgl->chroma->p[j].w.den * picture->p[j].i_pixel_pitch );
source += picture->p[j].i_pitch;
destination += picture->format.i_visible_width * vgl->chroma->p[j].w.num / vgl->chroma->p[j].w.den * picture->p[j].i_pixel_pitch;
}
glTexSubImage2D( vgl->tex_target, 0,
0, 0,
picture->format.i_visible_width * vgl->chroma->p[j].w.num / vgl->chroma->p[j].w.den,
vgl->fmt.i_height * vgl->chroma->p[j].h.num / vgl->chroma->p[j].h.den,
vgl->tex_format, vgl->tex_type, new_plane );
free( new_plane );
} else {
#else
glPixelStorei(GL_UNPACK_ROW_LENGTH, picture->p[j].i_pitch / picture->p[j].i_pixel_pitch);
#endif
glTexSubImage2D(vgl->tex_target, 0,
0, 0,
vgl->fmt.i_width * vgl->chroma->p[j].w.num / vgl->chroma->p[j].w.den,
vgl->fmt.i_height * vgl->chroma->p[j].h.num / vgl->chroma->p[j].h.den,
vgl->tex_format, vgl->tex_type, picture->p[j].p_pixels);
#ifndef GL_UNPACK_ROW_LENGTH
}
#endif
Upload(vgl, picture->format.i_visible_width, vgl->fmt.i_visible_height,
vgl->fmt.i_width, vgl->fmt.i_height,
vgl->chroma->p[j].w.num, vgl->chroma->p[j].w.den, vgl->chroma->p[j].h.num, vgl->chroma->p[j].h.den,
picture->p[j].i_pitch, picture->p[j].i_pixel_pitch, 0, picture->p[j].p_pixels, vgl->tex_target, vgl->tex_format, vgl->tex_type);
}
int last_count = vgl->region_count;
......@@ -794,13 +835,9 @@ int vout_display_opengl_Prepare(vout_display_opengl_t *vgl,
r->fmt.i_x_offset * r->p_picture->p->i_pixel_pitch;
if (glr->texture) {
glBindTexture(GL_TEXTURE_2D, glr->texture);
/* TODO set GL_UNPACK_ALIGNMENT */
#ifdef GL_UNPACK_ROW_LENGTH
glPixelStorei(GL_UNPACK_ROW_LENGTH, r->p_picture->p->i_pitch / r->p_picture->p->i_pixel_pitch);
#endif
glTexSubImage2D(GL_TEXTURE_2D, 0,
0, 0, glr->width, glr->height,
glr->format, glr->type, &r->p_picture->p->p_pixels[pixels_offset]);
Upload(vgl, r->fmt.i_visible_width, r->fmt.i_visible_height, glr->width, glr->height, 1, 1, 1, 1,
r->p_picture->p->i_pitch, r->p_picture->p->i_pixel_pitch, 0,
&r->p_picture->p->p_pixels[pixels_offset], GL_TEXTURE_2D, glr->format, glr->type);
} else {
glGenTextures(1, &glr->texture);
glBindTexture(GL_TEXTURE_2D, glr->texture);
......@@ -812,13 +849,9 @@ int vout_display_opengl_Prepare(vout_display_opengl_t *vgl,
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
/* TODO set GL_UNPACK_ALIGNMENT */
#ifdef GL_UNPACK_ROW_LENGTH
glPixelStorei(GL_UNPACK_ROW_LENGTH, r->p_picture->p->i_pitch / r->p_picture->p->i_pixel_pitch);
#endif
glTexImage2D(GL_TEXTURE_2D, 0, glr->format,
glr->width, glr->height, 0, glr->format, glr->type,
&r->p_picture->p->p_pixels[pixels_offset]);
Upload(vgl, r->fmt.i_visible_width, r->fmt.i_visible_height, glr->width, glr->height, 1, 1, 1, 1,
r->p_picture->p->i_pitch, r->p_picture->p->i_pixel_pitch, 1,
&r->p_picture->p->p_pixels[pixels_offset], GL_TEXTURE_2D, glr->format, glr->type);
}
}
}
......
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