Skip to content
Projects
Groups
Snippets
Help
Loading...
Help
Support
Keyboard shortcuts
?
Submit feedback
Contribute to GitLab
Sign in
Toggle navigation
V
vlc
Project overview
Project overview
Details
Activity
Releases
Repository
Repository
Files
Commits
Branches
Tags
Contributors
Graph
Compare
Issues
0
Issues
0
List
Boards
Labels
Milestones
Redmine
Redmine
Merge Requests
0
Merge Requests
0
CI / CD
CI / CD
Pipelines
Jobs
Schedules
Operations
Operations
Metrics
Environments
Analytics
Analytics
CI / CD
Repository
Value Stream
Wiki
Wiki
Snippets
Snippets
Members
Members
Collapse sidebar
Close sidebar
Activity
Graph
Create a new issue
Jobs
Commits
Issue Boards
Open sidebar
videolan
vlc
Commits
c2699fee
Commit
c2699fee
authored
Apr 01, 2014
by
Felix Abecassis
Browse files
Options
Browse Files
Download
Email Patches
Plain Diff
opengl: use buffer objects instead of host memory for subpictures
See
bbbc51c7
parent
31ffb203
Changes
1
Show whitespace changes
Inline
Side-by-side
Showing
1 changed file
with
46 additions
and
2 deletions
+46
-2
modules/video_output/opengl.c
modules/video_output/opengl.c
+46
-2
No files found.
modules/video_output/opengl.c
View file @
c2699fee
...
...
@@ -33,6 +33,7 @@
#include <vlc_picture_pool.h>
#include <vlc_subpicture.h>
#include <vlc_opengl.h>
#include <vlc_memory.h>
#include "opengl.h"
...
...
@@ -147,6 +148,9 @@ struct vout_display_opengl_t {
GLuint
vertex_buffer_object
;
GLuint
texture_buffer_object
[
PICTURE_PLANE_MAX
];
GLuint
*
subpicture_buffer_object
;
int
subpicture_buffer_object_count
;
/* Shader variables commands*/
#ifdef SUPPORTS_SHADERS
PFNGLGETUNIFORMLOCATIONPROC
GetUniformLocation
;
...
...
@@ -683,6 +687,17 @@ vout_display_opengl_t *vout_display_opengl_New(video_format_t *fmt,
#ifdef SUPPORTS_SHADERS
vgl
->
GenBuffers
(
1
,
&
vgl
->
vertex_buffer_object
);
vgl
->
GenBuffers
(
vgl
->
chroma
->
plane_count
,
vgl
->
texture_buffer_object
);
/* Initial number of allocated buffer objects for subpictures, will grow dynamically. */
int
subpicture_buffer_object_count
=
8
;
vgl
->
subpicture_buffer_object
=
malloc
(
subpicture_buffer_object_count
*
sizeof
(
GLuint
));
if
(
!
vgl
->
subpicture_buffer_object
)
{
vlc_gl_Unlock
(
vgl
->
gl
);
vout_display_opengl_Delete
(
vgl
);
return
NULL
;
}
vgl
->
subpicture_buffer_object_count
=
subpicture_buffer_object_count
;
vgl
->
GenBuffers
(
vgl
->
subpicture_buffer_object_count
,
vgl
->
subpicture_buffer_object
);
#endif
vlc_gl_Unlock
(
vgl
->
gl
);
...
...
@@ -726,6 +741,9 @@ void vout_display_opengl_Delete(vout_display_opengl_t *vgl)
}
vgl
->
DeleteBuffers
(
1
,
&
vgl
->
vertex_buffer_object
);
vgl
->
DeleteBuffers
(
vgl
->
chroma
->
plane_count
,
vgl
->
texture_buffer_object
);
if
(
vgl
->
subpicture_buffer_object_count
>
0
)
vgl
->
DeleteBuffers
(
vgl
->
subpicture_buffer_object_count
,
vgl
->
subpicture_buffer_object
);
free
(
vgl
->
subpicture_buffer_object
);
#endif
free
(
vgl
->
texture_temp_buf
);
...
...
@@ -1239,6 +1257,25 @@ int vout_display_opengl_Display(vout_display_opengl_t *vgl,
glEnable
(
GL_BLEND
);
glBlendFunc
(
GL_SRC_ALPHA
,
GL_ONE_MINUS_SRC_ALPHA
);
#ifdef SUPPORTS_SHADERS
/* We need two buffer objects for each region: for vertex and texture coordinates. */
if
(
2
*
vgl
->
region_count
>
vgl
->
subpicture_buffer_object_count
)
{
if
(
vgl
->
subpicture_buffer_object_count
>
0
)
vgl
->
DeleteBuffers
(
vgl
->
subpicture_buffer_object_count
,
vgl
->
subpicture_buffer_object
);
vgl
->
subpicture_buffer_object_count
=
0
;
int
new_count
=
2
*
vgl
->
region_count
;
vgl
->
subpicture_buffer_object
=
realloc_or_free
(
vgl
->
subpicture_buffer_object
,
new_count
*
sizeof
(
GLuint
));
if
(
!
vgl
->
subpicture_buffer_object
)
{
vlc_gl_Unlock
(
vgl
->
gl
);
return
VLC_ENOMEM
;
}
vgl
->
subpicture_buffer_object_count
=
new_count
;
vgl
->
GenBuffers
(
vgl
->
subpicture_buffer_object_count
,
vgl
->
subpicture_buffer_object
);
}
#endif
glActiveTexture
(
GL_TEXTURE0
+
0
);
glClientActiveTexture
(
GL_TEXTURE0
+
0
);
for
(
int
i
=
0
;
i
<
vgl
->
region_count
;
i
++
)
{
...
...
@@ -1260,10 +1297,17 @@ int vout_display_opengl_Display(vout_display_opengl_t *vgl,
if
(
vgl
->
program
[
1
])
{
#ifdef SUPPORTS_SHADERS
vgl
->
Uniform4f
(
vgl
->
GetUniformLocation
(
vgl
->
program
[
1
],
"FillColor"
),
1
.
0
f
,
1
.
0
f
,
1
.
0
f
,
glr
->
alpha
);
vgl
->
BindBuffer
(
GL_ARRAY_BUFFER
,
vgl
->
subpicture_buffer_object
[
2
*
i
]);
vgl
->
BufferData
(
GL_ARRAY_BUFFER
,
sizeof
(
textureCoord
),
textureCoord
,
GL_STATIC_DRAW
);
vgl
->
EnableVertexAttribArray
(
vgl
->
GetAttribLocation
(
vgl
->
program
[
1
],
"MultiTexCoord0"
));
vgl
->
VertexAttribPointer
(
vgl
->
GetAttribLocation
(
vgl
->
program
[
1
],
"MultiTexCoord0"
),
2
,
GL_FLOAT
,
0
,
0
,
textureCoord
);
vgl
->
VertexAttribPointer
(
vgl
->
GetAttribLocation
(
vgl
->
program
[
1
],
"MultiTexCoord0"
),
2
,
GL_FLOAT
,
0
,
0
,
0
);
vgl
->
BindBuffer
(
GL_ARRAY_BUFFER
,
vgl
->
subpicture_buffer_object
[
2
*
i
+
1
]);
vgl
->
BufferData
(
GL_ARRAY_BUFFER
,
sizeof
(
vertexCoord
),
vertexCoord
,
GL_STATIC_DRAW
);
vgl
->
EnableVertexAttribArray
(
vgl
->
GetAttribLocation
(
vgl
->
program
[
1
],
"VertexPosition"
));
vgl
->
VertexAttribPointer
(
vgl
->
GetAttribLocation
(
vgl
->
program
[
1
],
"VertexPosition"
),
2
,
GL_FLOAT
,
0
,
0
,
vertexCoord
);
vgl
->
VertexAttribPointer
(
vgl
->
GetAttribLocation
(
vgl
->
program
[
1
],
"VertexPosition"
),
2
,
GL_FLOAT
,
0
,
0
,
0
);
// Subpictures have the correct orientation:
vgl
->
UniformMatrix4fv
(
vgl
->
GetUniformLocation
(
vgl
->
program
[
1
],
"RotationMatrix"
),
1
,
GL_FALSE
,
identity
);
#endif
...
...
Write
Preview
Markdown
is supported
0%
Try again
or
attach a new file
Attach a file
Cancel
You are about to add
0
people
to the discussion. Proceed with caution.
Finish editing this message first!
Cancel
Please
register
or
sign in
to comment