Commit bb2e9c90 authored by Pierre d'Herbemont's avatar Pierre d'Herbemont

video_output/opengllayer.m: Hopefully fix the tearing issues by correctly...

video_output/opengllayer.m: Hopefully fix the tearing issues by correctly updating textures, and using a nice trick to save the current opengl context. (Note, we can't draw to it directly).
parent c8dc276e
...@@ -110,15 +110,15 @@ struct vout_sys_t ...@@ -110,15 +110,15 @@ struct vout_sys_t
{ {
vout_thread_t * p_vout; vout_thread_t * p_vout;
uint8_t *pp_buffer[3]; /* one last rendered, one to be rendered */ uint8_t *pp_buffer[2]; /* one last rendered, one to be rendered */
int i_rendering_index; int i_index;
int i_rendered_index;
int i_on_screen_index;
vlc_bool_t b_frame_available; vlc_bool_t b_frame_available;
CGLContextObj glContext;
int i_tex_width; int i_tex_width;
int i_tex_height; int i_tex_height;
GLuint p_textures[3]; GLuint p_textures[2];
NSAutoreleasePool *autorealease_pool; NSAutoreleasePool *autorealease_pool;
VLCVoutLayer * o_layer; VLCVoutLayer * o_layer;
...@@ -194,7 +194,7 @@ static int Init( vout_thread_t *p_vout ) ...@@ -194,7 +194,7 @@ static int Init( vout_thread_t *p_vout )
/* We know the chroma, allocate two buffer which will be used /* We know the chroma, allocate two buffer which will be used
* directly by the decoder */ * directly by the decoder */
int i; int i;
for( i = 0; i < 3; i++ ) for( i = 0; i < 2; i++ )
{ {
p_sys->pp_buffer[i] = p_sys->pp_buffer[i] =
malloc( p_sys->i_tex_width * p_sys->i_tex_height * i_pixel_pitch ); malloc( p_sys->i_tex_width * p_sys->i_tex_height * i_pixel_pitch );
...@@ -205,12 +205,10 @@ static int Init( vout_thread_t *p_vout ) ...@@ -205,12 +205,10 @@ static int Init( vout_thread_t *p_vout )
} }
} }
p_sys->b_frame_available = VLC_FALSE; p_sys->b_frame_available = VLC_FALSE;
p_sys->i_on_screen_index = 0; p_sys->i_index = 0;
p_sys->i_rendered_index = 1;
p_sys->i_rendering_index = 2;
p_vout->p_picture[0].i_planes = 1; p_vout->p_picture[0].i_planes = 1;
p_vout->p_picture[0].p->p_pixels = p_sys->pp_buffer[p_sys->i_rendering_index]; p_vout->p_picture[0].p->p_pixels = p_sys->pp_buffer[p_sys->i_index];
p_vout->p_picture[0].p->i_lines = p_vout->output.i_height; 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_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_pixel_pitch = i_pixel_pitch;
...@@ -258,7 +256,6 @@ static void End( vout_thread_t *p_vout ) ...@@ -258,7 +256,6 @@ static void End( vout_thread_t *p_vout )
/* Free the texture buffer*/ /* Free the texture buffer*/
free( p_sys->pp_buffer[0] ); free( p_sys->pp_buffer[0] );
free( p_sys->pp_buffer[1] ); free( p_sys->pp_buffer[1] );
free( p_sys->pp_buffer[2] );
} }
/***************************************************************************** /*****************************************************************************
...@@ -293,13 +290,35 @@ static void Render( vout_thread_t *p_vout, picture_t *p_pic ) ...@@ -293,13 +290,35 @@ static void Render( vout_thread_t *p_vout, picture_t *p_pic )
{ {
vout_sys_t *p_sys = p_vout->p_sys; vout_sys_t *p_sys = p_vout->p_sys;
/* Make sure we never draw to the currently on screen buffer */ @synchronized( p_sys->o_layer ) /* Make sure the p_sys->glContext isn't edited */
assert(p_sys->i_rendering_index != p_sys->i_on_screen_index ); {
if( p_sys->glContext )
{
CGLLockContext(p_sys->glContext);
CGLSetCurrentContext(p_sys->glContext);
int i_new_index;
i_new_index = ( p_sys->i_index + 1 ) & 1;
/* Give a buffer where the image will be rendered */
p_pic->p->p_pixels = p_sys->pp_buffer[p_sys->i_rendering_index];
/* 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 */
p_sys->i_index = i_new_index;
p_pic->p->p_pixels = p_sys->pp_buffer[p_sys->i_index];
CGLUnlockContext(p_sys->glContext);
}
}
/* Give a buffer where the image will be rendered */
p_pic->p->p_pixels = p_sys->pp_buffer[p_sys->i_index];
} }
/***************************************************************************** /*****************************************************************************
...@@ -309,16 +328,7 @@ static void DisplayVideo( vout_thread_t *p_vout, picture_t *p_pic ) ...@@ -309,16 +328,7 @@ static void DisplayVideo( vout_thread_t *p_vout, picture_t *p_pic )
{ {
vout_sys_t *p_sys = p_vout->p_sys; vout_sys_t *p_sys = p_vout->p_sys;
/* Swap the buffer */
@synchronized(p_sys->o_layer)
{
int temp = p_sys->i_rendered_index;
p_sys->i_rendered_index = p_sys->i_rendering_index;
p_sys->i_rendering_index = temp;
p_sys->b_frame_available = VLC_TRUE; p_sys->b_frame_available = VLC_TRUE;
assert(p_sys->i_rendering_index != p_sys->i_on_screen_index );
}
} }
/***************************************************************************** /*****************************************************************************
...@@ -349,10 +359,10 @@ static int InitTextures( vout_thread_t *p_vout ) ...@@ -349,10 +359,10 @@ static int InitTextures( 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_index; int i_index;
glDeleteTextures( 3, p_sys->p_textures ); glDeleteTextures( 2, p_sys->p_textures );
glGenTextures( 3, p_sys->p_textures ); glGenTextures( 2, p_sys->p_textures );
for( i_index = 0; i_index < 3; i_index++ ) for( i_index = 0; i_index < 2; i_index++ )
{ {
glBindTexture( VLCGL_TARGET, p_sys->p_textures[i_index] ); glBindTexture( VLCGL_TARGET, p_sys->p_textures[i_index] );
...@@ -376,8 +386,7 @@ static int InitTextures( vout_thread_t *p_vout ) ...@@ -376,8 +386,7 @@ static int InitTextures( vout_thread_t *p_vout )
glPixelStorei( GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE ); glPixelStorei( GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE );
/* Use AGP texturing */ /* Use AGP texturing */
glTexParameteri( VLCGL_TARGET, GL_TEXTURE_STORAGE_HINT_APPLE, glTexParameteri( VLCGL_TARGET, GL_TEXTURE_STORAGE_HINT_APPLE, GL_STORAGE_SHARED_APPLE );
GL_STORAGE_SHARED_APPLE );
/* Call glTexImage2D only once, and use glTexSubImage2D later */ /* Call glTexImage2D only once, and use glTexSubImage2D later */
glTexImage2D( VLCGL_TARGET, 0, 4, p_sys->i_tex_width, glTexImage2D( VLCGL_TARGET, 0, 4, p_sys->i_tex_width,
...@@ -427,7 +436,6 @@ static int InitTextures( vout_thread_t *p_vout ) ...@@ -427,7 +436,6 @@ static int InitTextures( vout_thread_t *p_vout )
- (void)drawInCGLContext:(CGLContextObj)glContext pixelFormat:(CGLPixelFormatObj)pixelFormat forLayerTime:(CFTimeInterval)timeInterval displayTime:(const CVTimeStamp *)timeStamp - (void)drawInCGLContext:(CGLContextObj)glContext pixelFormat:(CGLPixelFormatObj)pixelFormat forLayerTime:(CFTimeInterval)timeInterval displayTime:(const CVTimeStamp *)timeStamp
{ {
/* Init */
CGLLockContext( glContext ); CGLLockContext( glContext );
CGLSetCurrentContext( glContext ); CGLSetCurrentContext( glContext );
...@@ -440,30 +448,6 @@ static int InitTextures( vout_thread_t *p_vout ) ...@@ -440,30 +448,6 @@ static int InitTextures( vout_thread_t *p_vout )
f_height = (float)p_vout->fmt_out.i_y_offset + f_height = (float)p_vout->fmt_out.i_y_offset +
(float)p_vout->fmt_out.i_visible_height; (float)p_vout->fmt_out.i_visible_height;
assert(p_vout->p_sys->i_rendering_index != p_vout->p_sys->i_on_screen_index );
@synchronized(self)
{
/* Swap the buffers */
if( p_vout->p_sys->b_frame_available )
{
int temp;
temp = p_vout->p_sys->i_on_screen_index;
p_vout->p_sys->i_on_screen_index = p_vout->p_sys->i_rendered_index;
p_vout->p_sys->i_rendered_index = temp;
p_vout->p_sys->b_frame_available = VLC_FALSE;
}
glBindTexture( VLCGL_TARGET, p_vout->p_sys->p_textures[p_vout->p_sys->i_on_screen_index] );
glTexSubImage2D( VLCGL_TARGET, 0, 0, 0,
p_vout->fmt_out.i_width,
p_vout->fmt_out.i_height,
VLCGL_FORMAT, VLCGL_TYPE, p_vout->p_sys->pp_buffer[p_vout->p_sys->i_on_screen_index] );
/* Make sure the that there is no old reference of the pointer old texture kept around */
glFinishObjectAPPLE(GL_TEXTURE_RECTANGLE_EXT, p_vout->p_sys->p_textures[p_vout->p_sys->i_on_screen_index]);
glClear( GL_COLOR_BUFFER_BIT ); glClear( GL_COLOR_BUFFER_BIT );
glEnable( VLCGL_TARGET ); glEnable( VLCGL_TARGET );
...@@ -481,7 +465,6 @@ static int InitTextures( vout_thread_t *p_vout ) ...@@ -481,7 +465,6 @@ static int InitTextures( vout_thread_t *p_vout )
CGLUnlockContext( glContext ); CGLUnlockContext( glContext );
p_vout->p_sys->b_frame_available = VLC_FALSE; p_vout->p_sys->b_frame_available = VLC_FALSE;
}
} }
- (CGLContextObj)copyCGLContextForPixelFormat:(CGLPixelFormatObj)pixelFormat - (CGLContextObj)copyCGLContextForPixelFormat:(CGLPixelFormatObj)pixelFormat
...@@ -510,16 +493,25 @@ static int InitTextures( vout_thread_t *p_vout ) ...@@ -510,16 +493,25 @@ static int InitTextures( vout_thread_t *p_vout )
glClear( GL_COLOR_BUFFER_BIT ); glClear( GL_COLOR_BUFFER_BIT );
CGLUnlockContext( context ); CGLUnlockContext( context );
@synchronized( self )
{
p_vout->p_sys->glContext = context;
}
return context; return context;
} }
- (void)releaseCGLContext:(CGLContextObj)glContext - (void)releaseCGLContext:(CGLContextObj)glContext
{ {
@synchronized( self )
{
p_vout->p_sys->glContext = nil;
}
CGLLockContext( glContext ); CGLLockContext( glContext );
CGLSetCurrentContext( glContext ); CGLSetCurrentContext( glContext );
glDeleteTextures( 3, p_vout->p_sys->p_textures ); glDeleteTextures( 2, p_vout->p_sys->p_textures );
CGLUnlockContext( glContext ); CGLUnlockContext( glContext );
} }
......
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