Commit 1930ef7e authored by Laurent Aimar's avatar Laurent Aimar

Splitted reusable code from opengl.c into opengl.h

It will be used by opengl vout_displays.
parent a51b9608
...@@ -32,58 +32,12 @@ ...@@ -32,58 +32,12 @@
# include "config.h" # include "config.h"
#endif #endif
#include <errno.h> /* ENOMEM */ #include <assert.h>
#include <vlc_common.h> #include <vlc_common.h>
#include <vlc_plugin.h> #include <vlc_plugin.h>
#include <vlc_vout.h> #include <vlc_vout.h>
#include "opengl.h"
#ifdef __APPLE__
# include <OpenGL/gl.h>
# include <OpenGL/glext.h>
#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
#ifdef __APPLE__
/* 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
/***************************************************************************** /*****************************************************************************
* Vout interface * Vout interface
...@@ -97,9 +51,6 @@ static void Render ( vout_thread_t *, picture_t * ); ...@@ -97,9 +51,6 @@ static void Render ( vout_thread_t *, picture_t * );
static void DisplayVideo ( vout_thread_t *, picture_t * ); static void DisplayVideo ( vout_thread_t *, picture_t * );
static int Control ( vout_thread_t *, int, va_list ); static int Control ( vout_thread_t *, int, va_list );
static inline int GetAlignedSize( int );
static int InitTextures ( vout_thread_t * );
static int SendEvents ( vlc_object_t *, char const *, static int SendEvents ( vlc_object_t *, char const *,
vlc_value_t, vlc_value_t, void * ); vlc_value_t, vlc_value_t, void * );
...@@ -132,12 +83,11 @@ vlc_module_end () ...@@ -132,12 +83,11 @@ vlc_module_end ()
struct vout_sys_t struct vout_sys_t
{ {
vout_thread_t *p_vout; vout_thread_t *p_vout;
vout_opengl_t gl;
vout_display_opengl_t vgl;
uint8_t *pp_buffer[2]; picture_pool_t *p_pool;
int i_index; picture_t *p_current;
int i_tex_width;
int i_tex_height;
GLuint p_textures[2];
}; };
/***************************************************************************** /*****************************************************************************
...@@ -154,19 +104,6 @@ static int CreateVout( vlc_object_t *p_this ) ...@@ -154,19 +104,6 @@ static int CreateVout( vlc_object_t *p_this )
if( p_sys == NULL ) if( p_sys == NULL )
return VLC_ENOMEM; return VLC_ENOMEM;
p_sys->i_index = 0;
#ifdef __APPLE__
p_sys->i_tex_width = p_vout->fmt_in.i_width;
p_sys->i_tex_height = p_vout->fmt_in.i_height;
#else
/* A texture must have a size aligned on a power of 2 */
p_sys->i_tex_width = GetAlignedSize( p_vout->fmt_in.i_width );
p_sys->i_tex_height = GetAlignedSize( p_vout->fmt_in.i_height );
#endif
msg_Dbg( p_vout, "Texture size: %dx%d", p_sys->i_tex_width,
p_sys->i_tex_height );
/* Get window */ /* Get window */
p_sys->p_vout = p_sys->p_vout =
(vout_thread_t *)vlc_object_create( p_this, sizeof( vout_thread_t ) ); (vout_thread_t *)vlc_object_create( p_this, sizeof( vout_thread_t ) );
...@@ -237,64 +174,67 @@ static int CreateVout( vlc_object_t *p_this ) ...@@ -237,64 +174,67 @@ static int CreateVout( vlc_object_t *p_this )
return VLC_SUCCESS; return VLC_SUCCESS;
} }
static int OpenglLock(vout_opengl_t *gl)
{
vout_thread_t *p_vout = gl->sys;
if( !p_vout->pf_lock )
return VLC_SUCCESS;
return p_vout->pf_lock( p_vout );
}
static void OpenglUnlock(vout_opengl_t *gl)
{
vout_thread_t *p_vout = gl->sys;
if( p_vout->pf_unlock )
p_vout->pf_unlock( p_vout );
}
static void OpenglSwap(vout_opengl_t *gl)
{
vout_thread_t *p_vout = gl->sys;
p_vout->pf_swap( p_vout );
}
/***************************************************************************** /*****************************************************************************
* Init: initialize the OpenGL video thread output method * Init: initialize the OpenGL video thread output method
*****************************************************************************/ *****************************************************************************/
static int Init( vout_thread_t *p_vout ) static int Init( vout_thread_t *p_vout )
{ {
vout_sys_t *p_sys = p_vout->p_sys; vout_sys_t *p_sys = p_vout->p_sys;
int i_pixel_pitch;
p_sys->p_vout->pf_init( p_sys->p_vout ); p_sys->p_vout->pf_init( p_sys->p_vout );
/* TODO: We use YCbCr on Mac which is Y422, but on OSX it seems to == YUY2. Verify */ p_sys->gl.lock = OpenglLock;
#if ( defined( WORDS_BIGENDIAN ) && VLCGL_FORMAT == GL_YCBCR_422_APPLE ) || (VLCGL_FORMAT == YCBCR_MESA) p_sys->gl.unlock = OpenglUnlock;
p_vout->output.i_chroma = VLC_CODEC_YUYV; p_sys->gl.swap = OpenglSwap;
i_pixel_pitch = 2; p_sys->gl.sys = p_sys->p_vout;
#elif defined( GL_YCBCR_422_APPLE ) && (VLCGL_FORMAT == GL_YCBCR_422_APPLE) video_format_t fmt;
p_vout->output.i_chroma = VLC_CODEC_UYVY; video_format_Setup( &fmt,
i_pixel_pitch = 2; p_vout->render.i_chroma,
p_vout->render.i_width,
#elif VLCGL_FORMAT == GL_RGB p_vout->render.i_height,
# if VLCGL_TYPE == GL_UNSIGNED_BYTE p_vout->render.i_aspect );
p_vout->output.i_chroma = VLC_CODEC_RGB24;
# if defined( WORDS_BIGENDIAN )
p_vout->output.i_rmask = 0x00ff0000; if( vout_display_opengl_Init( &p_sys->vgl, &fmt, &p_sys->gl ) )
p_vout->output.i_gmask = 0x0000ff00; {
p_vout->output.i_bmask = 0x000000ff; I_OUTPUTPICTURES = 0;
# else return VLC_EGENERIC;
p_vout->output.i_rmask = 0x000000ff; }
p_vout->output.i_gmask = 0x0000ff00; p_sys->p_pool = vout_display_opengl_GetPool( &p_sys->vgl );
p_vout->output.i_bmask = 0x00ff0000; if( !p_sys->p_pool )
# endif {
i_pixel_pitch = 3; vout_display_opengl_Clean( &p_sys->vgl );
# else I_OUTPUTPICTURES = 0;
p_vout->output.i_chroma = VLC_CODEC_RGB16; return VLC_EGENERIC;
# if defined( WORDS_BIGENDIAN ) }
p_vout->output.i_rmask = 0x001f;
p_vout->output.i_gmask = 0x07e0; /* */
p_vout->output.i_bmask = 0xf800; p_vout->output.i_chroma = fmt.i_chroma;
# else p_vout->output.i_rmask = fmt.i_rmask;
p_vout->output.i_rmask = 0xf800; p_vout->output.i_gmask = fmt.i_gmask;
p_vout->output.i_gmask = 0x07e0; p_vout->output.i_bmask = fmt.i_bmask;
p_vout->output.i_bmask = 0x001f;
# endif
i_pixel_pitch = 2;
# endif
#else
p_vout->output.i_chroma = VLC_CODEC_RGB32;
# if defined( WORDS_BIGENDIAN )
p_vout->output.i_rmask = 0xff000000;
p_vout->output.i_gmask = 0x00ff0000;
p_vout->output.i_bmask = 0x0000ff00;
# else
p_vout->output.i_rmask = 0x000000ff;
p_vout->output.i_gmask = 0x0000ff00;
p_vout->output.i_bmask = 0x00ff0000;
# endif
i_pixel_pitch = 4;
#endif
/* Since OpenGL can do rescaling for us, stick to the default /* Since OpenGL can do rescaling for us, stick to the default
* coordinates and aspect. */ * coordinates and aspect. */
...@@ -305,56 +245,22 @@ static int Init( vout_thread_t *p_vout ) ...@@ -305,56 +245,22 @@ static int Init( vout_thread_t *p_vout )
p_vout->fmt_out = p_vout->fmt_in; p_vout->fmt_out = p_vout->fmt_in;
p_vout->fmt_out.i_chroma = p_vout->output.i_chroma; p_vout->fmt_out.i_chroma = p_vout->output.i_chroma;
/* We know the chroma, allocate one buffer which will be used /* */
* directly by the decoder */ p_sys->p_current = picture_pool_Get( p_sys->p_pool );
p_sys->pp_buffer[0] = msg_Err(p_vout, "pitch %d visible_p %d w %d",
malloc( p_sys->i_tex_width * p_sys->i_tex_height * i_pixel_pitch ); p_sys->p_current->p[0].i_pitch,
if( !p_sys->pp_buffer[0] ) p_sys->p_current->p[0].i_visible_pitch,
return -1; p_vout->render.i_width );
p_sys->pp_buffer[1] = p_vout->p_picture[0] = *p_sys->p_current;
malloc( p_sys->i_tex_width * p_sys->i_tex_height * i_pixel_pitch );
if( !p_sys->pp_buffer[1] )
return -1;
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_visible_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 *
p_vout->p_picture[0].p->i_pixel_pitch;
p_vout->p_picture[0].p->i_visible_pitch = p_vout->output.i_width *
p_vout->p_picture[0].p->i_pixel_pitch;
p_vout->p_picture[0].i_status = DESTROYED_PICTURE; p_vout->p_picture[0].i_status = DESTROYED_PICTURE;
p_vout->p_picture[0].i_type = DIRECT_PICTURE; p_vout->p_picture[0].i_type = DIRECT_PICTURE;
p_vout->p_picture[0].i_refcount = 0;
PP_OUTPUTPICTURE[ 0 ] = &p_vout->p_picture[0]; p_vout->p_picture[0].p_sys = NULL;
PP_OUTPUTPICTURE[0] = &p_vout->p_picture[0];
I_OUTPUTPICTURES = 1; I_OUTPUTPICTURES = 1;
if( p_sys->p_vout->pf_lock && return VLC_SUCCESS;
p_sys->p_vout->pf_lock( p_sys->p_vout ) )
{
msg_Warn( p_vout, "could not lock OpenGL provider" );
return 0;
}
InitTextures( p_vout );
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 );
if( p_sys->p_vout->pf_unlock )
{
p_sys->p_vout->pf_unlock( p_sys->p_vout );
}
return 0;
} }
/***************************************************************************** /*****************************************************************************
...@@ -364,24 +270,15 @@ static void End( vout_thread_t *p_vout ) ...@@ -364,24 +270,15 @@ static void End( vout_thread_t *p_vout )
{ {
vout_sys_t *p_sys = p_vout->p_sys; vout_sys_t *p_sys = p_vout->p_sys;
if( p_sys->p_vout->pf_lock && if( I_OUTPUTPICTURES > 0 )
p_sys->p_vout->pf_lock( p_sys->p_vout ) )
{ {
msg_Warn( p_vout, "could not lock OpenGL provider" );
return;
}
glFinish();
glFlush();
/* Free the texture buffer*/ if( p_sys->p_current )
glDeleteTextures( 2, p_sys->p_textures ); picture_Release( p_sys->p_current );
free( p_sys->pp_buffer[0] ); vout_display_opengl_Clean( &p_sys->vgl );
free( p_sys->pp_buffer[1] );
if( p_sys->p_vout->pf_unlock ) p_vout->p_picture[0].i_status = FREE_PICTURE;
{ I_OUTPUTPICTURES = 0;
p_sys->p_vout->pf_unlock( p_sys->p_vout );
} }
/* We must release the opengl provider here: opengl requiere init and end /* We must release the opengl provider here: opengl requiere init and end
...@@ -437,25 +334,15 @@ static int Manage( vout_thread_t *p_vout ) ...@@ -437,25 +334,15 @@ static int Manage( vout_thread_t *p_vout )
p_vout->i_changes = p_sys->p_vout->i_changes; p_vout->i_changes = p_sys->p_vout->i_changes;
#ifdef __APPLE__ #ifdef __APPLE__
if( p_sys->p_vout->pf_lock &&
p_sys->p_vout->pf_lock( p_sys->p_vout ) )
{
msg_Warn( p_vout, "could not lock OpenGL provider" );
return i_ret;
}
/* On OS X, we create the window and the GL view when entering /* On OS X, we create the window and the GL view when entering
fullscreen - the textures have to be inited again */ fullscreen - the textures have to be inited again */
if( i_fullscreen_change ) if( i_fullscreen_change )
{ {
InitTextures( p_vout ); /* FIXME should we release p_current ? */
} vout_display_opengl_ResetTextures( &p_sys->vgl );
if( p_sys->p_vout->pf_unlock )
{
p_sys->p_vout->pf_unlock( p_sys->p_vout );
} }
#endif #endif
// to align in real time in OPENGL // to align in real time in OPENGL
if (p_sys->p_vout->i_alignment != p_vout->i_alignment) if (p_sys->p_vout->i_alignment != p_vout->i_alignment)
{ {
...@@ -488,64 +375,21 @@ static int Manage( vout_thread_t *p_vout ) ...@@ -488,64 +375,21 @@ static int Manage( vout_thread_t *p_vout )
*****************************************************************************/ *****************************************************************************/
static void Render( vout_thread_t *p_vout, picture_t *p_pic ) static void Render( vout_thread_t *p_vout, picture_t *p_pic )
{ {
VLC_UNUSED(p_pic);
vout_sys_t *p_sys = p_vout->p_sys; vout_sys_t *p_sys = p_vout->p_sys;
/* On Win32/GLX, we do this the usual way: if( p_sys->p_current )
+ 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. */
if( p_sys->p_vout->pf_lock &&
p_sys->p_vout->pf_lock( p_sys->p_vout ) )
{ {
msg_Warn( p_vout, "could not lock OpenGL provider" ); assert( p_sys->p_current->p[0].p_pixels == p_pic->p[0].p_pixels );
return;
}
#ifdef __APPLE__
int i_new_index;
i_new_index = ( p_sys->i_index + 1 ) & 1;
/* Update the texture */
glBindTexture( VLCGL_TARGET, p_sys->p_textures[i_new_index] );
glTexSubImage2D( VLCGL_TARGET, 0, 0, 0,
p_vout->fmt_out.i_width,
p_vout->fmt_out.i_height,
VLCGL_FORMAT, VLCGL_TYPE, p_sys->pp_buffer[i_new_index] );
/* Bind to the previous texture for drawing */
glBindTexture( VLCGL_TARGET, p_sys->p_textures[p_sys->i_index] );
/* Switch buffers */ vout_display_opengl_Prepare( &p_sys->vgl, p_sys->p_current );
p_sys->i_index = i_new_index; picture_Release( p_sys->p_current );
p_pic->p->p_pixels = p_sys->pp_buffer[p_sys->i_index]; }
#else p_sys->p_current = picture_pool_Get( p_sys->p_pool );
/* Update the texture */ if( p_sys->p_current )
glTexSubImage2D( GL_TEXTURE_2D, 0, 0, 0, p_pic->p[0].p_pixels = p_sys->p_current->p[0].p_pixels;
p_vout->fmt_out.i_width,
p_vout->fmt_out.i_height,
VLCGL_FORMAT, VLCGL_TYPE, p_sys->pp_buffer[0] );
#endif
if( p_sys->p_vout->pf_unlock ) VLC_UNUSED( p_pic );
{
p_sys->p_vout->pf_unlock( p_sys->p_vout );
}
} }
/***************************************************************************** /*****************************************************************************
...@@ -553,68 +397,10 @@ static void Render( vout_thread_t *p_vout, picture_t *p_pic ) ...@@ -553,68 +397,10 @@ static void Render( vout_thread_t *p_vout, picture_t *p_pic )
*****************************************************************************/ *****************************************************************************/
static void DisplayVideo( vout_thread_t *p_vout, picture_t *p_pic ) static void DisplayVideo( vout_thread_t *p_vout, picture_t *p_pic )
{ {
VLC_UNUSED(p_pic);
vout_sys_t *p_sys = p_vout->p_sys; vout_sys_t *p_sys = p_vout->p_sys;
float f_width, f_height, f_x, f_y;
if( p_sys->p_vout->pf_lock &&
p_sys->p_vout->pf_lock( p_sys->p_vout ) )
{
msg_Warn( p_vout, "could not lock OpenGL provider" );
return;
}
/* glTexCoord works differently with GL_TEXTURE_2D and
GL_TEXTURE_RECTANGLE_EXT */
#ifdef __APPLE__
f_x = (float)p_vout->fmt_out.i_x_offset;
f_y = (float)p_vout->fmt_out.i_y_offset;
f_width = (float)p_vout->fmt_out.i_x_offset +
(float)p_vout->fmt_out.i_visible_width;
f_height = (float)p_vout->fmt_out.i_y_offset +
(float)p_vout->fmt_out.i_visible_height;
#else
f_x = (float)p_vout->fmt_out.i_x_offset / p_sys->i_tex_width;
f_y = (float)p_vout->fmt_out.i_y_offset / p_sys->i_tex_height;
f_width = ( (float)p_vout->fmt_out.i_x_offset +
p_vout->fmt_out.i_visible_width ) / p_sys->i_tex_width;
f_height = ( (float)p_vout->fmt_out.i_y_offset +
p_vout->fmt_out.i_visible_height ) / p_sys->i_tex_height;
#endif
/* Why drawing here and not in Render()? Because this way, the
OpenGL providers can call pf_display to force redraw. Currently,
the OS X provider uses it to get a smooth window resizing */
glClear( GL_COLOR_BUFFER_BIT );
glEnable( VLCGL_TARGET );
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();
glDisable( VLCGL_TARGET ); vout_display_opengl_Display( &p_sys->vgl, &p_vout->fmt_out );
VLC_UNUSED( p_pic );
p_sys->p_vout->pf_swap( p_sys->p_vout );
if( p_sys->p_vout->pf_unlock )
{
p_sys->p_vout->pf_unlock( p_sys->p_vout );
}
}
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;
} }
/***************************************************************************** /*****************************************************************************
...@@ -629,55 +415,6 @@ static int Control( vout_thread_t *p_vout, int i_query, va_list args ) ...@@ -629,55 +415,6 @@ static int Control( vout_thread_t *p_vout, int i_query, va_list args )
return VLC_EGENERIC; return VLC_EGENERIC;
} }
static int InitTextures( vout_thread_t *p_vout )
{
vout_sys_t *p_sys = p_vout->p_sys;
int i_index;
glDeleteTextures( 2, p_sys->p_textures );
glGenTextures( 2, p_sys->p_textures );
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_WRAP_S, GL_CLAMP_TO_EDGE );
glTexParameteri( VLCGL_TARGET, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
glTexParameteri( VLCGL_TARGET, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
glTexParameteri( VLCGL_TARGET, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
glTexEnvf( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
#ifdef __APPLE__
/* 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 */
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] );
}
return 0;
}
/***************************************************************************** /*****************************************************************************
* SendEvents: forward mouse and keyboard events to the parent p_vout * SendEvents: forward mouse and keyboard events to the parent p_vout
*****************************************************************************/ *****************************************************************************/
...@@ -687,3 +424,4 @@ static int SendEvents( vlc_object_t *p_this, char const *psz_var, ...@@ -687,3 +424,4 @@ static int SendEvents( vlc_object_t *p_this, char const *psz_var,
VLC_UNUSED(p_this); VLC_UNUSED(oldval); VLC_UNUSED(p_this); VLC_UNUSED(oldval);
return var_Set( (vlc_object_t *)_p_vout, psz_var, newval ); return var_Set( (vlc_object_t *)_p_vout, psz_var, newval );
} }
/*****************************************************************************
* opengl.h: OpenGL vout_display helpers
*****************************************************************************
* Copyright (C) 2004 the VideoLAN team
* Copyright (C) 2009 Laurent Aimar
* $Id$
*
* 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>
#ifdef __APPLE__
# include <OpenGL/gl.h>
# include <OpenGL/glext.h>
#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
#ifdef __APPLE__
/* 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;
video_format_t fmt;
int tex_pixel_size;
int tex_width;
int tex_height;
GLuint texture[VLCGL_TEXTURE_COUNT];
uint8_t *buffer[VLCGL_TEXTURE_COUNT];
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;
/* Texture size */
#ifdef __APPLE__
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);
#endif
/* */
for (int i = 0; i < VLCGL_TEXTURE_COUNT; i++) {
vgl->texture[i] = 0;
vgl->buffer[i] = NULL;
}
vgl->pool = NULL;
/* */
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]);
/* Set the texture parameters */
glTexParameterf(VLCGL_TARGET, GL_TEXTURE_PRIORITY, 1.0);
glTexParameteri(VLCGL_TARGET, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(VLCGL_TARGET, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(VLCGL_TARGET, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(VLCGL_TARGET, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
#ifdef __APPLE__
/* 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, 3, vgl->tex_width, vgl->tex_height,
0, VLCGL_FORMAT, VLCGL_TYPE, vgl->buffer[i]);
}
vout_opengl_Unlock(vgl->gl);
return VLC_SUCCESS;
}
#ifdef __APPLE__
/* XXX See comment vout_display_opengl_Prepare */
struct picture_sys_t {
vout_display_opengl_t *vgl;
GLuint 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, picture->p_sys->texture);
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 __APPLE__
rsc.p_sys = malloc(sizeof(*rsc.p_sys));
if (rsc.p_sys)
rsc.p_sys->vgl = vgl;
#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 __APPLE__
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 __APPLE__
/* Bind to the texture for drawing */
glBindTexture(VLCGL_TARGET, picture->p_sys->texture);
#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);
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();
glDisable(VLCGL_TARGET);
vout_opengl_Swap(vgl->gl);
vout_opengl_Unlock(vgl->gl);
return VLC_SUCCESS;
}
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