Commit b0167898 authored by Eric Petit's avatar Eric Petit

opengl.c: added OS X specific stuff, this includes:

  + support for YUY2 textures
  + support for non-power-of-2 sizes
  + support for VRAM or AGP texturing

 It now uses two buffers and textures (needed for VRAM/AGP texturing).

 I got to fix a few things on the OS X GL provider before I commit it,
 but in the meantime, people can check if I didn't break the opengl
 output on Win32/GLX ;)
parent a06e4da7
......@@ -32,12 +32,21 @@
#include <vlc/vlc.h>
#include <vlc/vout.h>
#ifndef SYS_DARWIN
#include <GL/gl.h>
#else
/* Mac OS X < 10.3 does not have GL/gl.h */
#ifdef SYS_DARWIN
#include <OpenGL/gl.h>
#endif
#include <OpenGL/glext.h>
/* On OS X, use GL_TEXTURE_RECTANGLE_EXT instead of GL_TEXTURE_2D.
This allows sizes which are not powers of 2 */
#define VLCGL_TARGET GL_TEXTURE_RECTANGLE_EXT
/* OS X OpenGL supports YUV. Hehe. */
#define VLCGL_FORMAT GL_YCBCR_422_APPLE
#define VLCGL_TYPE GL_UNSIGNED_SHORT_8_8_APPLE
#else
#include <GL/gl.h>
#define VLCGL_TARGET GL_TEXTURE_2D
/* RV16 */
#ifndef GL_UNSIGNED_SHORT_5_6_5
......@@ -54,6 +63,11 @@
#define VLCGL_RGB_FORMAT GL_RGBA
#define VLCGL_RGB_TYPE GL_UNSIGNED_BYTE
/* Use RGB on Win32/GLX */
#define VLCGL_FORMAT VLCGL_RGB_FORMAT
#define VLCGL_TYPE VLCGL_RGB_TYPE
#endif
/* OpenGL effects */
#define OPENGL_EFFECT_NONE 1
#define OPENGL_EFFECT_CUBE 2
......@@ -103,11 +117,11 @@ struct vout_sys_t
{
vout_thread_t *p_vout;
uint8_t *p_buffer;
uint8_t *pp_buffer[2];
int i_index;
int i_tex_width;
int i_tex_height;
GLuint texture;
GLuint p_textures[2];
int i_effect;
};
......@@ -130,9 +144,14 @@ static int CreateVout( vlc_object_t *p_this )
var_Create( p_vout, "opengl-effect", VLC_VAR_STRING | VLC_VAR_DOINHERIT );
#ifdef SYS_DARWIN
p_sys->i_tex_width = p_vout->render.i_width;
p_sys->i_tex_height = p_vout->render.i_height;
#else
/* A texture must have a size aligned on a power of 2 */
p_sys->i_tex_width = GetAlignedSize( p_vout->render.i_width );
p_sys->i_tex_height = GetAlignedSize( p_vout->render.i_height );
#endif
msg_Dbg( p_vout, "Texture size: %dx%d", p_sys->i_tex_width,
p_sys->i_tex_height );
......@@ -188,13 +207,18 @@ static int CreateVout( vlc_object_t *p_this )
static int Init( vout_thread_t *p_vout )
{
vout_sys_t *p_sys = p_vout->p_sys;
int i_pixel_pitch;
int i_pixel_pitch, i_index;
vlc_value_t val;
p_sys->p_vout->pf_init( p_sys->p_vout );
/* No YUV textures :( */
#ifdef SYS_DARWIN
p_vout->output.i_chroma = VLC_FOURCC('Y','U','Y','2');
p_vout->output.i_rmask = 0x00ff0000;
p_vout->output.i_gmask = 0x0000ff00;
p_vout->output.i_bmask = 0x000000ff;
i_pixel_pitch = 2;
#else
#if VLCGL_RGB_FORMAT == GL_RGB
# if VLCGL_RGB_TYPE == GL_UNSIGNED_BYTE
p_vout->output.i_chroma = VLC_FOURCC('R','V','2','4');
......@@ -215,6 +239,7 @@ static int Init( vout_thread_t *p_vout )
p_vout->output.i_gmask = 0x0000ff00;
p_vout->output.i_bmask = 0x00ff0000;
i_pixel_pitch = 4;
#endif
#endif
/* Since OpenGL can do rescaling for us, stick to the default
......@@ -223,18 +248,25 @@ static int Init( vout_thread_t *p_vout )
p_vout->output.i_height = p_vout->render.i_height;
p_vout->output.i_aspect = p_vout->render.i_aspect;
/* We know the chroma, allocate a buffer which will be used
/* We know the chroma, allocate one buffer which will be used
* directly by the decoder */
p_vout->p_picture[0].i_planes = 1;
p_sys->p_buffer =
p_sys->pp_buffer[0] =
malloc( p_sys->i_tex_width * p_sys->i_tex_height * i_pixel_pitch );
if( !p_sys->pp_buffer[0] )
{
msg_Err( p_vout, "Out of memory" );
return -1;
}
p_sys->pp_buffer[1] =
malloc( p_sys->i_tex_width * p_sys->i_tex_height * i_pixel_pitch );
if( !p_sys->p_buffer )
if( !p_sys->pp_buffer[1] )
{
msg_Err( p_vout, "Out of memory" );
return -1;
}
p_vout->p_picture[0].p->p_pixels = p_sys->p_buffer;
p_vout->p_picture[0].i_planes = 1;
p_vout->p_picture[0].p->p_pixels = p_sys->pp_buffer[0];
p_vout->p_picture[0].p->i_lines = p_vout->output.i_height;
p_vout->p_picture[0].p->i_pixel_pitch = i_pixel_pitch;
p_vout->p_picture[0].p->i_pitch = p_vout->output.i_width *
......@@ -246,23 +278,48 @@ static int Init( vout_thread_t *p_vout )
p_vout->p_picture[0].i_type = DIRECT_PICTURE;
PP_OUTPUTPICTURE[ 0 ] = &p_vout->p_picture[0];
I_OUTPUTPICTURES = 1;
/* Set the texture parameters */
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_PRIORITY, 1.0 );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
I_OUTPUTPICTURES = 1;
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP );
glGenTextures( 2, p_sys->p_textures );
glTexEnvf( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
for( i_index = 0; i_index < 2; i_index++ )
{
glBindTexture( VLCGL_TARGET, p_sys->p_textures[i_index] );
/* Set the texture parameters */
glTexParameterf( VLCGL_TARGET, GL_TEXTURE_PRIORITY, 1.0 );
glTexParameteri( VLCGL_TARGET, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
glTexParameteri( VLCGL_TARGET, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
glTexParameteri( VLCGL_TARGET, GL_TEXTURE_WRAP_S, GL_CLAMP );
glTexParameteri( VLCGL_TARGET, GL_TEXTURE_WRAP_T, GL_CLAMP );
glTexEnvf( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
#ifdef SYS_DARWIN
/* Tell the driver not to make a copy of the texture but to use
our buffer */
glEnable( GL_UNPACK_CLIENT_STORAGE_APPLE );
glPixelStorei( GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE );
#if 0
/* Use VRAM texturing */
glTexParameteri( VLCGL_TARGET, GL_TEXTURE_STORAGE_HINT_APPLE,
GL_STORAGE_CACHED_APPLE );
#else
/* Use AGP texturing */
glTexParameteri( VLCGL_TARGET, GL_TEXTURE_STORAGE_HINT_APPLE,
GL_STORAGE_SHARED_APPLE );
#endif
#endif
/* Allocate the OpenGL texture */
glTexImage2D( GL_TEXTURE_2D, 0, 3,
p_sys->i_tex_width, p_sys->i_tex_height , 0,
VLCGL_RGB_FORMAT, VLCGL_RGB_TYPE, NULL );
/* Call glTexImage2D only once, and use glTexSubImage2D later */
glTexImage2D( VLCGL_TARGET, 0, 3, p_sys->i_tex_width,
p_sys->i_tex_height, 0, VLCGL_FORMAT, VLCGL_TYPE,
p_sys->pp_buffer[i_index] );
}
glDisable(GL_BLEND);
glDisable(GL_DEPTH_TEST);
......@@ -338,7 +395,8 @@ static void DestroyVout( vlc_object_t *p_this )
vlc_object_destroy( p_sys->p_vout );
/* Free the texture buffer*/
if( p_sys->p_buffer ) free( p_sys->p_buffer );
if( p_sys->pp_buffer[0] ) free( p_sys->pp_buffer[0] );
if( p_sys->pp_buffer[1] ) free( p_sys->pp_buffer[1] );
free( p_sys );
}
......@@ -352,7 +410,6 @@ static void DestroyVout( vlc_object_t *p_this )
static int Manage( vout_thread_t *p_vout )
{
vout_sys_t *p_sys = p_vout->p_sys;
return p_sys->p_vout->pf_manage( p_sys->p_vout );
}
......@@ -362,19 +419,49 @@ static int Manage( vout_thread_t *p_vout )
static void Render( vout_thread_t *p_vout, picture_t *p_pic )
{
vout_sys_t *p_sys = p_vout->p_sys;
float f_width = (float)p_vout->output.i_width / p_sys->i_tex_width;
float f_height = (float)p_vout->output.i_height / p_sys->i_tex_height;
float f_width, f_height;
/* glTexCoord works differently with GL_TEXTURE_2D and
GL_TEXTURE_RECTANGLE_EXT */
#ifdef SYS_DARWIN
f_width = (float)p_vout->output.i_width;
f_height = (float)p_vout->output.i_height;
#else
f_width = (float)p_vout->output.i_width / p_sys->i_tex_width;
f_height = (float)p_vout->output.i_height / p_sys->i_tex_height;
#endif
glClear( GL_COLOR_BUFFER_BIT );
/* On Win32/GLX, we do this the usual way:
+ Fill the buffer with new content,
+ Reload the texture,
+ Use the texture.
On OS X with VRAM or AGP texturing, the order has to be:
+ Reload the texture,
+ Fill the buffer with new content,
+ Use the texture.
(Thanks to gcc from the Arstechnica forums for the tip)
Therefore, we have to use two buffers and textures. On Win32/GLX,
we reload the texture to be displayed and use it right away. On
OS X, we first render, then reload the texture to be used next
time. */
glBindTexture( VLCGL_TARGET, p_sys->p_textures[p_sys->i_index] );
#ifndef SYS_DARWIN
/* Update the texture */
glTexSubImage2D( GL_TEXTURE_2D, 0, 0, 0,
p_vout->render.i_width, p_vout->render.i_height,
VLCGL_RGB_FORMAT, VLCGL_RGB_TYPE, p_sys->p_buffer );
#endif
if( p_sys->i_effect == OPENGL_EFFECT_NONE )
{
glEnable( GL_TEXTURE_2D );
glEnable( VLCGL_TARGET );
glBegin( GL_POLYGON );
glTexCoord2f( 0.0, 0.0 ); glVertex2f( -1.0, 1.0 );
glTexCoord2f( f_width, 0.0 ); glVertex2f( 1.0, 1.0 );
......@@ -386,7 +473,7 @@ static void Render( vout_thread_t *p_vout, picture_t *p_pic )
{
glRotatef( 1.0, 0.3, 0.5, 0.7 );
glEnable( GL_TEXTURE_2D );
glEnable( VLCGL_TARGET );
glBegin( GL_QUADS );
/* Front */
......@@ -427,7 +514,19 @@ static void Render( vout_thread_t *p_vout, picture_t *p_pic )
glEnd();
}
glDisable( GL_TEXTURE_2D);
glDisable( VLCGL_TARGET );
/* Switch buffers */
p_sys->i_index = ( p_sys->i_index + 1 ) & 1;
p_pic->p->p_pixels = p_sys->pp_buffer[p_sys->i_index];
#ifdef SYS_DARWIN
/* Update the texture */
glBindTexture( VLCGL_TARGET, p_sys->p_textures[p_sys->i_index] );
glTexSubImage2D( VLCGL_TARGET, 0, 0, 0, p_sys->i_tex_width,
p_sys->i_tex_height, VLCGL_FORMAT, VLCGL_TYPE,
p_sys->pp_buffer[p_sys->i_index] );
#endif
}
/*****************************************************************************
......
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