Commit be42ceec authored by Rémi Denis-Courmont's avatar Rémi Denis-Courmont

OpenGL: de-inline huge pieces of code

parent a8334a4b
......@@ -12,8 +12,8 @@ SOURCES_snapshot = snapshot.c
SOURCES_directfb = directfb.c
SOURCES_vmem = vmem.c
SOURCES_yuv = yuv.c
SOURCES_vout_macosx = macosx.m
SOURCES_vout_ios = ios.m
SOURCES_vout_macosx = macosx.m opengl.h opengl.c
SOURCES_vout_ios = ios.m opengl.h opengl.c
libxcb_x11_plugin_la_SOURCES = \
xcb/xcb_vlc.h \
......@@ -40,6 +40,8 @@ libxcb_xv_plugin_la_DEPENDENCIES =
libxcb_glx_plugin_la_SOURCES = \
xcb/xcb_vlc.h \
xcb/glx.c \
opengl.h \
opengl.c \
xcb/events.c
libxcb_glx_plugin_la_CFLAGS = $(AM_CFLAGS) \
$(XLIB_XCB_CFLAGS) $(GL_CFLAGS)
......
......@@ -24,10 +24,12 @@ SOURCES_direct3d = \
SOURCES_glwin32 = \
glwin32.c \
../opengl.h \
common.h \
events.h \
events.c \
common.c \
../opengl.c \
$(NULL)
SOURCES_wingdi = \
......
/*****************************************************************************
* opengl.c: OpenGL and OpenGL ES output common code
*****************************************************************************
* Copyright (C) 2004 the VideoLAN team
* Copyright (C) 2009 Laurent Aimar
*
* Authors: Cyril Deguet <asmax@videolan.org>
* Gildas Bazin <gbazin@videolan.org>
* Eric Petit <titer@m0k.org>
* Cedric Cocquebert <cedric.cocquebert@supelec.fr>
* Laurent Aimar <fenrir _AT_ videolan _DOT_ org>
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston MA 02110-1301, USA.
*****************************************************************************/
#include <vlc_common.h>
#include <vlc_picture_pool.h>
#include <vlc_vout_opengl.h>
#include "opengl.h"
// Define USE_OPENGL_ES to the GL ES Version you want to select
#if USE_OPENGL_ES == 1
# include <OpenGLES/ES1/glext.h>
#elif USE_OPENGL_ES == 2
# include <OpenGLES/ES2/glext.h>
#elif defined(__APPLE__)
# define MACOS_OPENGL
# include <OpenGL/glext.h>
#endif
#ifndef YCBCR_MESA
# define YCBCR_MESA 0x8757
#endif
#ifndef UNSIGNED_SHORT_8_8_MESA
# define UNSIGNED_SHORT_8_8_MESA 0x85BA
#endif
/* RV16 */
#ifndef GL_UNSIGNED_SHORT_5_6_5
# define GL_UNSIGNED_SHORT_5_6_5 0x8363
#endif
#ifndef GL_CLAMP_TO_EDGE
# define GL_CLAMP_TO_EDGE 0x812F
#endif
#if USE_OPENGL_ES
# define VLCGL_TARGET GL_TEXTURE_2D
# define VLCGL_RGB_FORMAT GL_RGB
# define VLCGL_RGB_TYPE GL_UNSIGNED_SHORT_5_6_5
// Use RGB with OpenGLES
# define VLCGL_FORMAT VLCGL_RGB_FORMAT
# define VLCGL_TYPE VLCGL_RGB_TYPE
#elif defined(MACOS_OPENGL)
/* 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
# define VLCGL_TARGET GL_TEXTURE_2D
/* RV32 */
# define VLCGL_RGB_FORMAT GL_RGBA
# define VLCGL_RGB_TYPE GL_UNSIGNED_BYTE
/* YUY2 */
# define VLCGL_YUV_FORMAT YCBCR_MESA
# define VLCGL_YUV_TYPE UNSIGNED_SHORT_8_8_MESA
/* Use RGB on Win32/GLX */
# define VLCGL_FORMAT VLCGL_RGB_FORMAT
# define VLCGL_TYPE VLCGL_RGB_TYPE
#endif
static inline int GetAlignedSize(int i_size)
{
/* Return the nearest power of 2 */
int i_result = 1;
while(i_result < i_size)
i_result *= 2;
return i_result;
}
int vout_display_opengl_Init(vout_display_opengl_t *vgl,
video_format_t *fmt,
vout_opengl_t *gl)
{
vgl->gl = gl;
/* Find the chroma we will use and update fmt */
/* TODO: We use YCbCr on Mac which is Y422, but on OSX it seems to == YUY2. Verify */
#if (defined(WORDS_BIGENDIAN) && VLCGL_FORMAT == GL_YCBCR_422_APPLE) || (VLCGL_FORMAT == YCBCR_MESA)
fmt->i_chroma = VLC_CODEC_YUYV;
vgl->tex_pixel_size = 2;
#elif defined(GL_YCBCR_422_APPLE) && (VLCGL_FORMAT == GL_YCBCR_422_APPLE)
fmt->i_chroma = VLC_CODEC_UYVY;
vgl->tex_pixel_size = 2;
#elif VLCGL_FORMAT == GL_RGB
# if VLCGL_TYPE == GL_UNSIGNED_BYTE
fmt->i_chroma = VLC_CODEC_RGB24;
# if defined(WORDS_BIGENDIAN)
fmt->i_rmask = 0x00ff0000;
fmt->i_gmask = 0x0000ff00;
fmt->i_bmask = 0x000000ff;
# else
fmt->i_rmask = 0x000000ff;
fmt->i_gmask = 0x0000ff00;
fmt->i_bmask = 0x00ff0000;
# endif
vgl->tex_pixel_size = 3;
# else
fmt->i_chroma = VLC_CODEC_RGB16;
# if defined(WORDS_BIGENDIAN)
fmt->i_rmask = 0x001f;
fmt->i_gmask = 0x07e0;
fmt->i_bmask = 0xf800;
# else
fmt->i_rmask = 0xf800;
fmt->i_gmask = 0x07e0;
fmt->i_bmask = 0x001f;
# endif
vgl->tex_pixel_size = 2;
# endif
#else
fmt->i_chroma = VLC_CODEC_RGB32;
# if defined(WORDS_BIGENDIAN)
fmt->i_rmask = 0xff000000;
fmt->i_gmask = 0x00ff0000;
fmt->i_bmask = 0x0000ff00;
# else
fmt->i_rmask = 0x000000ff;
fmt->i_gmask = 0x0000ff00;
fmt->i_bmask = 0x00ff0000;
# endif
vgl->tex_pixel_size = 4;
#endif
vgl->fmt = *fmt;
/* */
for (int i = 0; i < VLCGL_TEXTURE_COUNT; i++) {
vgl->texture[i] = 0;
vgl->buffer[i] = NULL;
}
vgl->pool = NULL;
bool supports_npot = false;
#if USE_OPENGL_ES == 2
supports_npot = true;
#elif defined(MACOS_OPENGL)
supports_npot = true;
#endif
#if defined(__APPLE__) && USE_OPENGL_ES == 1
if (!vout_opengl_Lock(vgl->gl)) {
const char* extensions = (char*) glGetString(GL_EXTENSIONS);
if (extensions) {
bool npot = strstr(extensions, "GL_APPLE_texture_2D_limited_npot") != 0;
if (npot)
supports_npot = true;
}
vout_opengl_Unlock(vgl->gl);
}
#endif
/* Texture size */
if (supports_npot) {
vgl->tex_width = fmt->i_width;
vgl->tex_height = fmt->i_height;
}
else {
/* A texture must have a size aligned on a power of 2 */
vgl->tex_width = GetAlignedSize(fmt->i_width);
vgl->tex_height = GetAlignedSize(fmt->i_height);
}
/* */
if (!vout_opengl_Lock(vgl->gl)) {
glDisable(GL_BLEND);
glDisable(GL_DEPTH_TEST);
glDepthMask(GL_FALSE);
glDisable(GL_CULL_FACE);
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
vout_opengl_Unlock(vgl->gl);
}
return VLC_SUCCESS;
}
void vout_display_opengl_Clean(vout_display_opengl_t *vgl)
{
/* */
if (!vout_opengl_Lock(vgl->gl)) {
glFinish();
glFlush();
glDeleteTextures(VLCGL_TEXTURE_COUNT, vgl->texture);
vout_opengl_Unlock(vgl->gl);
}
if (vgl->pool) {
picture_pool_Delete(vgl->pool);
for (int i = 0; i < VLCGL_TEXTURE_COUNT; i++)
free(vgl->buffer[i]);
}
}
int vout_display_opengl_ResetTextures(vout_display_opengl_t *vgl)
{
if (vout_opengl_Lock(vgl->gl))
return VLC_EGENERIC;
glDeleteTextures(VLCGL_TEXTURE_COUNT, vgl->texture);
glGenTextures(VLCGL_TEXTURE_COUNT, vgl->texture);
for (int i = 0; i < VLCGL_TEXTURE_COUNT; i++) {
glBindTexture(VLCGL_TARGET, vgl->texture[i]);
#if !USE_OPENGL_ES
/* Set the texture parameters */
glTexParameterf(VLCGL_TARGET, GL_TEXTURE_PRIORITY, 1.0);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
#endif
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_TO_EDGE);
glTexParameteri(VLCGL_TARGET, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
#ifdef MACOS_OPENGL
/* 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
/* Call glTexImage2D only once, and use glTexSubImage2D later */
if (vgl->buffer[i]) {
glTexImage2D(VLCGL_TARGET, 0, VLCGL_FORMAT, vgl->tex_width,
vgl->tex_height, 0, VLCGL_FORMAT, VLCGL_TYPE,
vgl->buffer[i]);
}
}
vout_opengl_Unlock(vgl->gl);
return VLC_SUCCESS;
}
#ifdef MACOS_OPENGL
/* XXX See comment vout_display_opengl_Prepare */
struct picture_sys_t {
vout_display_opengl_t *vgl;
GLuint *texture;
};
/* Small helper */
static inline GLuint get_texture(picture_t *picture)
{
return *picture->p_sys->texture;
}
static int PictureLock(picture_t *picture)
{
if (!picture->p_sys)
return VLC_SUCCESS;
vout_display_opengl_t *vgl = picture->p_sys->vgl;
if (!vout_opengl_Lock(vgl->gl)) {
glBindTexture(VLCGL_TARGET, get_texture(picture));
glTexSubImage2D(VLCGL_TARGET, 0, 0, 0,
vgl->fmt.i_width, vgl->fmt.i_height,
VLCGL_FORMAT, VLCGL_TYPE, picture->p[0].p_pixels);
vout_opengl_Unlock(vgl->gl);
}
return VLC_SUCCESS;
}
static void PictureUnlock(picture_t *picture)
{
VLC_UNUSED(picture);
}
#endif
picture_pool_t *vout_display_opengl_GetPool(vout_display_opengl_t *vgl)
{
picture_t *picture[VLCGL_TEXTURE_COUNT];
int i;
for (i = 0; i < VLCGL_TEXTURE_COUNT; i++) {
/* TODO memalign would be way better */
vgl->buffer[i] = malloc(vgl->tex_width * vgl->tex_height * vgl->tex_pixel_size);
if (!vgl->buffer[i])
break;
picture_resource_t rsc;
memset(&rsc, 0, sizeof(rsc));
#ifdef MACOS_OPENGL
rsc.p_sys = malloc(sizeof(*rsc.p_sys));
if (rsc.p_sys)
{
rsc.p_sys->vgl = vgl;
rsc.p_sys->texture = &vgl->texture[i];
}
#endif
rsc.p[0].p_pixels = vgl->buffer[i];
rsc.p[0].i_pitch = vgl->fmt.i_width * vgl->tex_pixel_size;
rsc.p[0].i_lines = vgl->fmt.i_height;
picture[i] = picture_NewFromResource(&vgl->fmt, &rsc);
if (!picture[i]) {
free(vgl->buffer[i]);
vgl->buffer[i] = NULL;
break;
}
}
if (i < VLCGL_TEXTURE_COUNT)
goto error;
/* */
picture_pool_configuration_t cfg;
memset(&cfg, 0, sizeof(cfg));
cfg.picture_count = i;
cfg.picture = picture;
#ifdef MACOS_OPENGL
cfg.lock = PictureLock;
cfg.unlock = PictureUnlock;
#endif
vgl->pool = picture_pool_NewExtended(&cfg);
if (!vgl->pool)
goto error;
vout_display_opengl_ResetTextures(vgl);
return vgl->pool;
error:
for (int j = 0; j < i; j++) {
picture_Delete(picture[j]);
vgl->buffer[j] = NULL;
}
return NULL;
}
int vout_display_opengl_Prepare(vout_display_opengl_t *vgl,
picture_t *picture)
{
/* 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 on OSX, we have to use two buffers and textures and use a
lock(/unlock) managed picture pool.
*/
if (vout_opengl_Lock(vgl->gl))
return VLC_EGENERIC;
#ifdef MACOS_OPENGL
/* Bind to the texture for drawing */
glBindTexture(VLCGL_TARGET, get_texture(picture));
#else
/* Update the texture */
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0,
vgl->fmt.i_width, vgl->fmt.i_height,
VLCGL_FORMAT, VLCGL_TYPE, picture->p[0].p_pixels);
#endif
vout_opengl_Unlock(vgl->gl);
return VLC_SUCCESS;
}
int vout_display_opengl_Display(vout_display_opengl_t *vgl,
const video_format_t *source)
{
if (vout_opengl_Lock(vgl->gl))
return VLC_EGENERIC;
/* glTexCoord works differently with GL_TEXTURE_2D and
GL_TEXTURE_RECTANGLE_EXT */
#if VLCGL_TARGET == GL_TEXTURE_2D
const float f_normw = vgl->tex_width;
const float f_normh = vgl->tex_height;
#else
assert(VLCGL_TARGET == GL_TEXTURE_RECTANGLE_EXT);
const float f_normw = 1.0;
const float f_normh = 1.0;
#endif
float f_x = (source->i_x_offset + 0 ) / f_normw;
float f_y = (source->i_y_offset + 0 ) / f_normh;
float f_width = (source->i_x_offset + source->i_visible_width ) / f_normw;
float f_height = (source->i_y_offset + source->i_visible_height) / f_normh;
/* Why drawing here and not in Render()? Because this way, the
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 */
glClear(GL_COLOR_BUFFER_BIT);
glEnable(VLCGL_TARGET);
#if USE_OPENGL_ES
static const GLfloat vertexCoord[] = {
-1.0f, -1.0f,
1.0f, -1.0f,
-1.0f, 1.0f,
1.0f, 1.0f,
};
const GLfloat textureCoord[8] = {
f_x, f_height,
f_width, f_height,
f_x, f_y,
f_width, f_y
};
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glVertexPointer(2, GL_FLOAT, 0, vertexCoord);
glTexCoordPointer(2, GL_FLOAT, 0, textureCoord);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
#else
glBegin(GL_POLYGON);
glTexCoord2f(f_x, f_y); glVertex2f(-1.0, 1.0);
glTexCoord2f(f_width, f_y); glVertex2f( 1.0, 1.0);
glTexCoord2f(f_width, f_height); glVertex2f( 1.0, -1.0);
glTexCoord2f(f_x, f_height); glVertex2f(-1.0, -1.0);
glEnd();
#endif
glDisable(VLCGL_TARGET);
vout_opengl_Swap(vgl->gl);
vout_opengl_Unlock(vgl->gl);
return VLC_SUCCESS;
}
......@@ -3,7 +3,6 @@
*****************************************************************************
* Copyright (C) 2004 the VideoLAN team
* Copyright (C) 2009 Laurent Aimar
* $Id$
*
* Authors: Cyril Deguet <asmax@videolan.org>
* Gildas Bazin <gbazin@videolan.org>
......@@ -32,87 +31,21 @@
// Define USE_OPENGL_ES to the GL ES Version you want to select
#define VLCGL_TEXTURE_COUNT 1
#if USE_OPENGL_ES == 1
# include <OpenGLES/ES1/gl.h>
# include <OpenGLES/ES1/glext.h>
#elif USE_OPENGL_ES == 2
# include <OpenGLES/ES2/gl.h>
# include <OpenGLES/ES2/glext.h>
#elif defined(__APPLE__)
# define MACOS_OPENGL
# include <OpenGL/gl.h>
# include <OpenGL/glext.h>
# undef VLCGL_TEXTURE_COUNT
# define VLCGL_TEXTURE_COUNT
#else
# include <GL/gl.h>
#endif
#ifndef YCBCR_MESA
# define YCBCR_MESA 0x8757
#endif
#ifndef UNSIGNED_SHORT_8_8_MESA
# define UNSIGNED_SHORT_8_8_MESA 0x85BA
#endif
/* RV16 */
#ifndef GL_UNSIGNED_SHORT_5_6_5
# define GL_UNSIGNED_SHORT_5_6_5 0x8363
#endif
#ifndef GL_CLAMP_TO_EDGE
# define GL_CLAMP_TO_EDGE 0x812F
#endif
#if USE_OPENGL_ES
# define VLCGL_TARGET GL_TEXTURE_2D
# define VLCGL_RGB_FORMAT GL_RGB
# define VLCGL_RGB_TYPE GL_UNSIGNED_SHORT_5_6_5
// Use RGB with OpenGLES
# define VLCGL_FORMAT VLCGL_RGB_FORMAT
# define VLCGL_TYPE VLCGL_RGB_TYPE
# define VLCGL_TEXTURE_COUNT (1)
#elif defined(MACOS_OPENGL)
/* 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
# define VLCGL_TEXTURE_COUNT (2)
#else
# define VLCGL_TARGET GL_TEXTURE_2D
/* RV32 */
# define VLCGL_RGB_FORMAT GL_RGBA
# define VLCGL_RGB_TYPE GL_UNSIGNED_BYTE
/* YUY2 */
# define VLCGL_YUV_FORMAT YCBCR_MESA
# define VLCGL_YUV_TYPE UNSIGNED_SHORT_8_8_MESA
/* Use RGB on Win32/GLX */
# define VLCGL_FORMAT VLCGL_RGB_FORMAT
# define VLCGL_TYPE VLCGL_RGB_TYPE
# define VLCGL_TEXTURE_COUNT (1)
#endif
static inline int GetAlignedSize(int i_size)
{
/* Return the nearest power of 2 */
int i_result = 1;
while(i_result < i_size)
i_result *= 2;
return i_result;
}
typedef struct {
vout_opengl_t *gl;
......@@ -128,381 +61,14 @@ typedef struct {
picture_pool_t *pool;
} vout_display_opengl_t;
static int vout_display_opengl_Init(vout_display_opengl_t *vgl,
video_format_t *fmt,
vout_opengl_t *gl)
{
vgl->gl = gl;
/* Find the chroma we will use and update fmt */
/* TODO: We use YCbCr on Mac which is Y422, but on OSX it seems to == YUY2. Verify */
#if (defined(WORDS_BIGENDIAN) && VLCGL_FORMAT == GL_YCBCR_422_APPLE) || (VLCGL_FORMAT == YCBCR_MESA)
fmt->i_chroma = VLC_CODEC_YUYV;
vgl->tex_pixel_size = 2;
#elif defined(GL_YCBCR_422_APPLE) && (VLCGL_FORMAT == GL_YCBCR_422_APPLE)
fmt->i_chroma = VLC_CODEC_UYVY;
vgl->tex_pixel_size = 2;
#elif VLCGL_FORMAT == GL_RGB
# if VLCGL_TYPE == GL_UNSIGNED_BYTE
fmt->i_chroma = VLC_CODEC_RGB24;
# if defined(WORDS_BIGENDIAN)
fmt->i_rmask = 0x00ff0000;
fmt->i_gmask = 0x0000ff00;
fmt->i_bmask = 0x000000ff;
# else
fmt->i_rmask = 0x000000ff;
fmt->i_gmask = 0x0000ff00;
fmt->i_bmask = 0x00ff0000;
# endif
vgl->tex_pixel_size = 3;
# else
fmt->i_chroma = VLC_CODEC_RGB16;
# if defined(WORDS_BIGENDIAN)
fmt->i_rmask = 0x001f;
fmt->i_gmask = 0x07e0;
fmt->i_bmask = 0xf800;
# else
fmt->i_rmask = 0xf800;
fmt->i_gmask = 0x07e0;
fmt->i_bmask = 0x001f;
# endif
vgl->tex_pixel_size = 2;
# endif
#else
fmt->i_chroma = VLC_CODEC_RGB32;
# if defined(WORDS_BIGENDIAN)
fmt->i_rmask = 0xff000000;
fmt->i_gmask = 0x00ff0000;
fmt->i_bmask = 0x0000ff00;
# else
fmt->i_rmask = 0x000000ff;
fmt->i_gmask = 0x0000ff00;
fmt->i_bmask = 0x00ff0000;
# endif
vgl->tex_pixel_size = 4;
#endif
vgl->fmt = *fmt;
/* */
for (int i = 0; i < VLCGL_TEXTURE_COUNT; i++) {
vgl->texture[i] = 0;
vgl->buffer[i] = NULL;
}
vgl->pool = NULL;
bool supports_npot = false;
#if USE_OPENGL_ES == 2
supports_npot = true;
#elif defined(MACOS_OPENGL)
supports_npot = true;
#endif
#if defined(__APPLE__) && USE_OPENGL_ES == 1
if (!vout_opengl_Lock(vgl->gl)) {
const char* extensions = (char*) glGetString(GL_EXTENSIONS);
if (extensions) {
bool npot = strstr(extensions, "GL_APPLE_texture_2D_limited_npot") != 0;
if (npot)
supports_npot = true;
}
vout_opengl_Unlock(vgl->gl);
}
#endif
/* Texture size */
if (supports_npot) {
vgl->tex_width = fmt->i_width;
vgl->tex_height = fmt->i_height;
}
else {
/* A texture must have a size aligned on a power of 2 */
vgl->tex_width = GetAlignedSize(fmt->i_width);
vgl->tex_height = GetAlignedSize(fmt->i_height);
}
/* */
if (!vout_opengl_Lock(vgl->gl)) {
glDisable(GL_BLEND);
glDisable(GL_DEPTH_TEST);
glDepthMask(GL_FALSE);
glDisable(GL_CULL_FACE);
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
vout_opengl_Unlock(vgl->gl);
}
return VLC_SUCCESS;
}
static void vout_display_opengl_Clean(vout_display_opengl_t *vgl)
{
/* */
if (!vout_opengl_Lock(vgl->gl)) {
glFinish();
glFlush();
glDeleteTextures(VLCGL_TEXTURE_COUNT, vgl->texture);
vout_opengl_Unlock(vgl->gl);
}
if (vgl->pool) {
picture_pool_Delete(vgl->pool);
for (int i = 0; i < VLCGL_TEXTURE_COUNT; i++)
free(vgl->buffer[i]);
}
}
static int vout_display_opengl_ResetTextures(vout_display_opengl_t *vgl)
{
if (vout_opengl_Lock(vgl->gl))
return VLC_EGENERIC;
glDeleteTextures(VLCGL_TEXTURE_COUNT, vgl->texture);
glGenTextures(VLCGL_TEXTURE_COUNT, vgl->texture);
for (int i = 0; i < VLCGL_TEXTURE_COUNT; i++) {
glBindTexture(VLCGL_TARGET, vgl->texture[i]);
#if !USE_OPENGL_ES
/* Set the texture parameters */
glTexParameterf(VLCGL_TARGET, GL_TEXTURE_PRIORITY, 1.0);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
#endif
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_TO_EDGE);
glTexParameteri(VLCGL_TARGET, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
#ifdef MACOS_OPENGL
/* 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
/* Call glTexImage2D only once, and use glTexSubImage2D later */
if (vgl->buffer[i]) {
glTexImage2D(VLCGL_TARGET, 0, VLCGL_FORMAT, vgl->tex_width,
vgl->tex_height, 0, VLCGL_FORMAT, VLCGL_TYPE,
vgl->buffer[i]);
}
}
vout_opengl_Unlock(vgl->gl);
return VLC_SUCCESS;
}
#ifdef MACOS_OPENGL
/* XXX See comment vout_display_opengl_Prepare */
struct picture_sys_t {
vout_display_opengl_t *vgl;
GLuint *texture;
};
/* Small helper */
static inline GLuint get_texture(picture_t *picture)
{
return *picture->p_sys->texture;
}
static int PictureLock(picture_t *picture)
{
if (!picture->p_sys)
return VLC_SUCCESS;
vout_display_opengl_t *vgl = picture->p_sys->vgl;
if (!vout_opengl_Lock(vgl->gl)) {
glBindTexture(VLCGL_TARGET, get_texture(picture));
glTexSubImage2D(VLCGL_TARGET, 0, 0, 0,
vgl->fmt.i_width, vgl->fmt.i_height,
VLCGL_FORMAT, VLCGL_TYPE, picture->p[0].p_pixels);
vout_opengl_Unlock(vgl->gl);
}
return VLC_SUCCESS;
}
static void PictureUnlock(picture_t *picture)
{
VLC_UNUSED(picture);
}
#endif
static picture_pool_t *vout_display_opengl_GetPool(vout_display_opengl_t *vgl)
{
picture_t *picture[VLCGL_TEXTURE_COUNT];
int i;
for (i = 0; i < VLCGL_TEXTURE_COUNT; i++) {
/* TODO memalign would be way better */
vgl->buffer[i] = malloc(vgl->tex_width * vgl->tex_height * vgl->tex_pixel_size);
if (!vgl->buffer[i])
break;
picture_resource_t rsc;
memset(&rsc, 0, sizeof(rsc));
#ifdef MACOS_OPENGL
rsc.p_sys = malloc(sizeof(*rsc.p_sys));
if (rsc.p_sys)
{
rsc.p_sys->vgl = vgl;
rsc.p_sys->texture = &vgl->texture[i];
}
#endif
rsc.p[0].p_pixels = vgl->buffer[i];
rsc.p[0].i_pitch = vgl->fmt.i_width * vgl->tex_pixel_size;
rsc.p[0].i_lines = vgl->fmt.i_height;
picture[i] = picture_NewFromResource(&vgl->fmt, &rsc);
if (!picture[i]) {
free(vgl->buffer[i]);
vgl->buffer[i] = NULL;
break;
}
}
if (i < VLCGL_TEXTURE_COUNT)
goto error;
/* */
picture_pool_configuration_t cfg;
memset(&cfg, 0, sizeof(cfg));
cfg.picture_count = i;
cfg.picture = picture;
#ifdef MACOS_OPENGL
cfg.lock = PictureLock;
cfg.unlock = PictureUnlock;
#endif
vgl->pool = picture_pool_NewExtended(&cfg);
if (!vgl->pool)
goto error;
vout_display_opengl_ResetTextures(vgl);
return vgl->pool;
error:
for (int j = 0; j < i; j++) {
picture_Delete(picture[j]);
vgl->buffer[j] = NULL;
}
return NULL;
}
static int vout_display_opengl_Prepare(vout_display_opengl_t *vgl,
picture_t *picture)
{
/* 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 on OSX, we have to use two buffers and textures and use a
lock(/unlock) managed picture pool.
*/
if (vout_opengl_Lock(vgl->gl))
return VLC_EGENERIC;
#ifdef MACOS_OPENGL
/* Bind to the texture for drawing */
glBindTexture(VLCGL_TARGET, get_texture(picture));
#else
/* Update the texture */
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0,
vgl->fmt.i_width, vgl->fmt.i_height,
VLCGL_FORMAT, VLCGL_TYPE, picture->p[0].p_pixels);
#endif
vout_opengl_Unlock(vgl->gl);
return VLC_SUCCESS;
}
static int vout_display_opengl_Display(vout_display_opengl_t *vgl,
const video_format_t *source)
{
if (vout_opengl_Lock(vgl->gl))
return VLC_EGENERIC;
/* glTexCoord works differently with GL_TEXTURE_2D and
GL_TEXTURE_RECTANGLE_EXT */
#if VLCGL_TARGET == GL_TEXTURE_2D
const float f_normw = vgl->tex_width;
const float f_normh = vgl->tex_height;
#else
assert(VLCGL_TARGET == GL_TEXTURE_RECTANGLE_EXT);
const float f_normw = 1.0;
const float f_normh = 1.0;
#endif
float f_x = (source->i_x_offset + 0 ) / f_normw;
float f_y = (source->i_y_offset + 0 ) / f_normh;
float f_width = (source->i_x_offset + source->i_visible_width ) / f_normw;
float f_height = (source->i_y_offset + source->i_visible_height) / f_normh;
/* Why drawing here and not in Render()? Because this way, the
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 */
glClear(GL_COLOR_BUFFER_BIT);
glEnable(VLCGL_TARGET);
#if USE_OPENGL_ES
static const GLfloat vertexCoord[] = {
-1.0f, -1.0f,
1.0f, -1.0f,
-1.0f, 1.0f,
1.0f, 1.0f,
};
const GLfloat textureCoord[8] = {
f_x, f_height,
f_width, f_height,
f_x, f_y,
f_width, f_y
};
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glVertexPointer(2, GL_FLOAT, 0, vertexCoord);
glTexCoordPointer(2, GL_FLOAT, 0, textureCoord);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
#else
glBegin(GL_POLYGON);
glTexCoord2f(f_x, f_y); glVertex2f(-1.0, 1.0);
glTexCoord2f(f_width, f_y); glVertex2f( 1.0, 1.0);
glTexCoord2f(f_width, f_height); glVertex2f( 1.0, -1.0);
glTexCoord2f(f_x, f_height); glVertex2f(-1.0, -1.0);
glEnd();
#endif
glDisable(VLCGL_TARGET);
vout_opengl_Swap(vgl->gl);
int vout_display_opengl_Init(vout_display_opengl_t *vgl,
video_format_t *fmt, vout_opengl_t *gl);
void vout_display_opengl_Clean(vout_display_opengl_t *vgl);
vout_opengl_Unlock(vgl->gl);
return VLC_SUCCESS;
}
int vout_display_opengl_ResetTextures(vout_display_opengl_t *vgl);
picture_pool_t *vout_display_opengl_GetPool(vout_display_opengl_t *vgl);
int vout_display_opengl_Prepare(vout_display_opengl_t *vgl,
picture_t *picture);
int vout_display_opengl_Display(vout_display_opengl_t *vgl,
const video_format_t *source);
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