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
cb6083b1
Commit
cb6083b1
authored
Dec 20, 2012
by
Laurent Aimar
Browse files
Options
Browse Files
Download
Email Patches
Plain Diff
Cosmetics (opengl).
parent
538865a6
Changes
1
Hide whitespace changes
Inline
Side-by-side
Showing
1 changed file
with
16 additions
and
16 deletions
+16
-16
modules/video_output/opengl.c
modules/video_output/opengl.c
+16
-16
No files found.
modules/video_output/opengl.c
View file @
cb6083b1
...
...
@@ -212,12 +212,12 @@ static void BuildVertexShader(vout_display_opengl_t *vgl,
"#version 120
\n
"
"varying vec4 TexCoord0,TexCoord1, TexCoord2;"
"attribute vec4 MultiTexCoord0,MultiTexCoord1,MultiTexCoord2;"
"attribute vec4
vertex_p
osition;"
"attribute vec4
VertexP
osition;"
"void main() {"
" TexCoord0 = MultiTexCoord0;"
" TexCoord1 = MultiTexCoord1;"
" TexCoord2 = MultiTexCoord2;"
" gl_Position =
vertex_p
osition;"
" gl_Position =
VertexP
osition;"
"}"
;
*
shader
=
vgl
->
CreateShader
(
GL_VERTEX_SHADER
);
...
...
@@ -254,7 +254,7 @@ static void BuildYUVFragmentShader(vout_display_opengl_t *vgl,
const
char
*
template_glsl_yuv
=
"#version 120
\n
"
"uniform sampler2D Texture[3];"
"uniform vec4
c
oefficient[4];"
"uniform vec4
C
oefficient[4];"
"varying vec4 TexCoord0,TexCoord1,TexCoord2;"
"void main(void) {"
...
...
@@ -263,9 +263,9 @@ static void BuildYUVFragmentShader(vout_display_opengl_t *vgl,
" %c = texture2D(Texture[1], TexCoord1.st);"
" %c = texture2D(Texture[2], TexCoord2.st);"
" result = x *
coefficient[0] + c
oefficient[3];"
" result = (y *
c
oefficient[1]) + result;"
" result = (z *
c
oefficient[2]) + result;"
" result = x *
Coefficient[0] + C
oefficient[3];"
" result = (y *
C
oefficient[1]) + result;"
" result = (z *
C
oefficient[2]) + result;"
" gl_FragColor = result;"
"}"
;
bool
swap_uv
=
fmt
->
i_chroma
==
VLC_CODEC_YV12
||
...
...
@@ -302,11 +302,11 @@ static void BuildRGBFragmentShader(vout_display_opengl_t *vgl,
const
char
*
code
=
"#version 120
\n
"
"uniform sampler2D Texture[3];"
"uniform vec4
f
illColor;"
"uniform vec4
F
illColor;"
"varying vec4 TexCoord0,TexCoord1,TexCoord2;"
"void main()"
"{ "
" gl_FragColor = texture2D(Texture[0], TexCoord0.st)*
f
illColor;"
" gl_FragColor = texture2D(Texture[0], TexCoord0.st)*
F
illColor;"
"}"
;
*
shader
=
vgl
->
CreateShader
(
GL_FRAGMENT_SHADER
);
vgl
->
ShaderSource
(
*
shader
,
1
,
&
code
,
NULL
);
...
...
@@ -320,11 +320,11 @@ static void BuildRGBAFragmentShader(vout_display_opengl_t *vgl,
const
char
*
code
=
"#version 120
\n
"
"uniform sampler2D Texture[3];"
"uniform vec4
f
illColor;"
"uniform vec4
F
illColor;"
"varying vec4 TexCoord0,TexCoord1,TexCoord2;"
"void main()"
"{ "
" gl_FragColor = texture2D(Texture[0], TexCoord0.st)*
f
illColor;"
" gl_FragColor = texture2D(Texture[0], TexCoord0.st)*
F
illColor;"
"}"
;
*
shader
=
vgl
->
CreateShader
(
GL_FRAGMENT_SHADER
);
vgl
->
ShaderSource
(
*
shader
,
1
,
&
code
,
NULL
);
...
...
@@ -848,8 +848,8 @@ static void DrawWithShaders(vout_display_opengl_t *vgl,
}
glActiveTexture
(
GL_TEXTURE0
+
0
);
glClientActiveTexture
(
GL_TEXTURE0
+
0
);
vgl
->
EnableVertexAttribArray
(
vgl
->
GetAttribLocation
(
vgl
->
program
[
0
],
"
vertex_p
osition"
));
vgl
->
VertexAttribPointer
(
vgl
->
GetAttribLocation
(
vgl
->
program
[
0
],
"
vertex_p
osition"
),
2
,
GL_FLOAT
,
0
,
0
,
vertexCoord
);
vgl
->
EnableVertexAttribArray
(
vgl
->
GetAttribLocation
(
vgl
->
program
[
0
],
"
VertexP
osition"
));
vgl
->
VertexAttribPointer
(
vgl
->
GetAttribLocation
(
vgl
->
program
[
0
],
"
VertexP
osition"
),
2
,
GL_FLOAT
,
0
,
0
,
vertexCoord
);
glDrawArrays
(
GL_TRIANGLE_STRIP
,
0
,
4
);
}
...
...
@@ -890,7 +890,7 @@ int vout_display_opengl_Display(vout_display_opengl_t *vgl,
if
(
vgl
->
program
[
0
])
{
vgl
->
UseProgram
(
vgl
->
program
[
0
]);
vgl
->
Uniform4fv
(
vgl
->
GetUniformLocation
(
vgl
->
program
[
0
],
"
c
oefficient"
),
4
,
vgl
->
local_value
);
vgl
->
Uniform4fv
(
vgl
->
GetUniformLocation
(
vgl
->
program
[
0
],
"
C
oefficient"
),
4
,
vgl
->
local_value
);
vgl
->
Uniform1i
(
vgl
->
GetUniformLocation
(
vgl
->
program
[
0
],
"Texture[0]"
),
0
);
vgl
->
Uniform1i
(
vgl
->
GetUniformLocation
(
vgl
->
program
[
0
],
"Texture[1]"
),
1
);
vgl
->
Uniform1i
(
vgl
->
GetUniformLocation
(
vgl
->
program
[
0
],
"Texture[2]"
),
2
);
...
...
@@ -925,11 +925,11 @@ int vout_display_opengl_Display(vout_display_opengl_t *vgl,
glBindTexture
(
GL_TEXTURE_2D
,
glr
->
texture
);
if
(
vgl
->
program
[
0
])
{
vgl
->
Uniform4f
(
vgl
->
GetUniformLocation
(
vgl
->
program
[
1
],
"
f
illColor"
),
1
.
0
f
,
1
.
0
f
,
1
.
0
f
,
glr
->
alpha
);
vgl
->
Uniform4f
(
vgl
->
GetUniformLocation
(
vgl
->
program
[
1
],
"
F
illColor"
),
1
.
0
f
,
1
.
0
f
,
1
.
0
f
,
glr
->
alpha
);
vgl
->
EnableVertexAttribArray
(
vgl
->
GetAttribLocation
(
vgl
->
program
[
1
],
"MultiTexCoord0"
));
vgl
->
VertexAttribPointer
(
vgl
->
GetAttribLocation
(
vgl
->
program
[
1
],
"MultiTexCoord0"
),
2
,
GL_FLOAT
,
0
,
0
,
textureCoord
);
vgl
->
EnableVertexAttribArray
(
vgl
->
GetAttribLocation
(
vgl
->
program
[
1
],
"
vertex_p
osition"
));
vgl
->
VertexAttribPointer
(
vgl
->
GetAttribLocation
(
vgl
->
program
[
1
],
"
vertex_p
osition"
),
2
,
GL_FLOAT
,
0
,
0
,
vertexCoord
);
vgl
->
EnableVertexAttribArray
(
vgl
->
GetAttribLocation
(
vgl
->
program
[
1
],
"
VertexP
osition"
));
vgl
->
VertexAttribPointer
(
vgl
->
GetAttribLocation
(
vgl
->
program
[
1
],
"
VertexP
osition"
),
2
,
GL_FLOAT
,
0
,
0
,
vertexCoord
);
}
else
{
glEnableClientState
(
GL_VERTEX_ARRAY
);
glEnableClientState
(
GL_TEXTURE_COORD_ARRAY
);
...
...
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