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videolan
vlc
Commits
d6071c24
Commit
d6071c24
authored
Jul 09, 2012
by
Ilkka Ollakka
Browse files
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Plain Diff
opengl.c: don't use fixed pipeline with glsl shader code, one step closer for opengl es 2
parent
1b6f1b6a
Changes
1
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Showing
1 changed file
with
53 additions
and
41 deletions
+53
-41
modules/video_output/opengl.c
modules/video_output/opengl.c
+53
-41
No files found.
modules/video_output/opengl.c
View file @
d6071c24
...
...
@@ -52,6 +52,8 @@
# define PFNGLGETSHADERINFOLOGPROC typeof(glGetShaderInfoLog)*
# define PFNGLGETUNIFORMLOCATIONPROC typeof(glGetUniformLocation)*
# define PFNGLGETATTRIBLOCATIONPROC typeof(glGetAttribLocation)*
# define PFNGLVERTEXATTRIBLOCATIONPROC typeof(glVertexAttribPointer)*
# define PFNGLENABLEVERTEXATTRIBARRAYPROC typeof(glEnableVertexAttribArray)*
# define PFNGLUNIFORM4FVPROC typeof(glUniform4fv)*
# define PFNGLUNIFORM4FPROC typeof(glUniform4f)*
# define PFNGLUNIFORM3IPROC typeof(glUniform3i)*
...
...
@@ -141,8 +143,10 @@ struct vout_display_opengl_t {
/* Shader variables commands*/
PFNGLGETUNIFORMLOCATIONPROC
GetUniformLocation
;
PFNGLGETATTRIBLOCATIONPROC
GetAttribLocation
;
PFNGLGETUNIFORMLOCATIONPROC
GetUniformLocation
;
PFNGLGETATTRIBLOCATIONPROC
GetAttribLocation
;
PFNGLVERTEXATTRIBPOINTERPROC
VertexAttribPointer
;
PFNGLENABLEVERTEXATTRIBARRAYPROC
EnableVertexAttribArray
;
PFNGLUNIFORM4FVPROC
Uniform4fv
;
PFNGLUNIFORM4FPROC
Uniform4f
;
...
...
@@ -341,6 +345,8 @@ vout_display_opengl_t *vout_display_opengl_New(video_format_t *fmt,
vgl
->
GetUniformLocation
=
(
PFNGLGETUNIFORMLOCATIONPROC
)
vlc_gl_GetProcAddress
(
vgl
->
gl
,
"glGetUniformLocation"
);
vgl
->
GetAttribLocation
=
(
PFNGLGETATTRIBLOCATIONPROC
)
vlc_gl_GetProcAddress
(
vgl
->
gl
,
"glGetAttribLocation"
);
vgl
->
VertexAttribPointer
=
(
PFNGLVERTEXATTRIBPOINTERPROC
)
vlc_gl_GetProcAddress
(
vgl
->
gl
,
"glVertexAttribPointer"
);
vgl
->
EnableVertexAttribArray
=
(
PFNGLENABLEVERTEXATTRIBARRAYPROC
)
vlc_gl_GetProcAddress
(
vgl
->
gl
,
"glEnableVertexAttribArray"
);
vgl
->
Uniform4fv
=
(
PFNGLUNIFORM4FVPROC
)
vlc_gl_GetProcAddress
(
vgl
->
gl
,
"glUniform4fv"
);
vgl
->
Uniform4f
=
(
PFNGLUNIFORM4FPROC
)
vlc_gl_GetProcAddress
(
vgl
->
gl
,
"glUniform4f"
);
vgl
->
Uniform3i
=
(
PFNGLUNIFORM3IPROC
)
vlc_gl_GetProcAddress
(
vgl
->
gl
,
"glUniform3i"
);
...
...
@@ -408,16 +414,15 @@ vout_display_opengl_t *vout_display_opengl_New(video_format_t *fmt,
/* Basic linear YUV -> RGB conversion using bilinear interpolation */
const
char
*
template_glsl_yuv
=
"#version 120
\n
"
"uniform sampler2D Texture0;"
"uniform sampler2D Texture1;"
"uniform sampler2D Texture2;"
"uniform sampler2D Texture[3];"
"uniform vec4 coefficient[4];"
"varying vec4 TexCoord0,TexCoord1,TexCoord2;"
"void main(void) {"
" vec4 x,y,z,result;"
" x = texture2D(Texture
0, gl_TexCoord[0]
.st);"
" %c = texture2D(Texture
1, gl_TexCoord[1]
.st);"
" %c = texture2D(Texture
2, gl_TexCoord[2]
.st);"
" x = texture2D(Texture
[0], TexCoord0
.st);"
" %c = texture2D(Texture
[1], TexCoord1
.st);"
" %c = texture2D(Texture
[2], TexCoord2
.st);"
" result = x * coefficient[0] + coefficient[3];"
" result = (y * coefficient[1]) + result;"
...
...
@@ -443,20 +448,24 @@ vout_display_opengl_t *vout_display_opengl_New(video_format_t *fmt,
// Basic vertex shader that we use in both cases
const
char
*
vertexShader
=
"#version 120
\n
"
"varying vec4 TexCoord0,TexCoord1, TexCoord2;"
"attribute vec4 MultiTexCoord0,MultiTexCoord1,MultiTexCoord2;"
"attribute vec4 vertex_position;"
"void main() {"
"
gl_TexCoord[0] = gl_
MultiTexCoord0;"
"
gl_TexCoord[1] = gl_
MultiTexCoord1;"
"
gl_TexCoord[2] = gl_
MultiTexCoord2;"
" gl_Position =
ftransform()
; }"
;
"
TexCoord0 =
MultiTexCoord0;"
"
TexCoord1 =
MultiTexCoord1;"
"
TexCoord2 =
MultiTexCoord2;"
" gl_Position =
vertex_position
; }"
;
// Dummy shader for text overlay
const
char
*
helloShader
=
"#version 120
\n
"
"uniform sampler2D Texture
0
;"
"uniform sampler2D Texture
[3]
;"
"uniform vec4 fillColor;"
"varying vec4 TexCoord0,TexCoord1,TexCoord2;"
"void main()"
"{ "
" gl_FragColor = texture2D(Texture
0, gl_TexCoord[0]
.st)*fillColor;}"
;
" gl_FragColor = texture2D(Texture
[0], TexCoord0
.st)*fillColor;}"
;
vgl
->
shader
[
2
]
=
vgl
->
CreateShader
(
GL_VERTEX_SHADER
);
vgl
->
ShaderSource
(
vgl
->
shader
[
2
],
1
,
(
const
GLchar
**
)
&
vertexShader
,
NULL
);
...
...
@@ -840,6 +849,7 @@ static void draw_with_shaders( vout_display_opengl_t *vgl, float *left, float *t
for
(
unsigned
j
=
0
;
j
<
vgl
->
chroma
->
plane_count
;
j
++
)
{
char
*
attribute
=
NULL
;
const
GLfloat
texCoord
[]
=
{
left
[
j
],
top
[
j
],
left
[
j
],
bottom
[
j
],
...
...
@@ -849,26 +859,21 @@ static void draw_with_shaders( vout_display_opengl_t *vgl, float *left, float *t
vgl
->
ActiveTexture
(
GL_TEXTURE0
+
j
);
vgl
->
ClientActiveTexture
(
GL_TEXTURE0
+
j
);
glEnable
(
vgl
->
tex_target
);
glEnableClientState
(
GL_TEXTURE_COORD_ARRAY
);
glBindTexture
(
vgl
->
tex_target
,
vgl
->
texture
[
0
][
j
]);
glTexCoordPointer
(
2
,
GL_FLOAT
,
0
,
texCoord
);
}
vgl
->
ActiveTexture
(
GL_TEXTURE0
+
0
);
vgl
->
ClientActiveTexture
(
GL_TEXTURE0
+
0
);
glEnableClientState
(
GL_VERTEX_ARRAY
);
glVertexPointer
(
2
,
GL_FLOAT
,
0
,
vertexCoord
);
glDrawArrays
(
GL_TRIANGLE_STRIP
,
0
,
4
);
glDisableClientState
(
GL_VERTEX_ARRAY
);
if
(
asprintf
(
&
attribute
,
"MultiTexCoord%1d"
,
j
)
==
-
1
)
return
;
for
(
int
j
=
vgl
->
chroma
->
plane_count
;
j
>=
0
;
j
--
)
{
vgl
->
ActiveTexture
(
GL_TEXTURE0
+
j
);
vgl
->
ClientActiveTexture
(
GL_TEXTURE0
+
j
);
glDisableClientState
(
GL_TEXTURE_COORD_ARRAY
);
vgl
->
EnableVertexAttribArray
(
vgl
->
GetAttribLocation
(
vgl
->
program
[
0
],
attribute
)
);
vgl
->
VertexAttribPointer
(
vgl
->
GetAttribLocation
(
vgl
->
program
[
0
],
attribute
),
2
,
GL_FLOAT
,
0
,
0
,
texCoord
);
free
(
attribute
);
attribute
=
NULL
;
}
vgl
->
ActiveTexture
(
GL_TEXTURE0
+
0
);
vgl
->
ClientActiveTexture
(
GL_TEXTURE0
+
0
);
vgl
->
EnableVertexAttribArray
(
vgl
->
GetAttribLocation
(
vgl
->
program
[
0
],
"vertex_position"
));
vgl
->
VertexAttribPointer
(
vgl
->
GetAttribLocation
(
vgl
->
program
[
0
],
"vertex_position"
),
2
,
GL_FLOAT
,
0
,
0
,
vertexCoord
);
glDrawArrays
(
GL_TRIANGLE_STRIP
,
0
,
4
);
}
int
vout_display_opengl_Display
(
vout_display_opengl_t
*
vgl
,
...
...
@@ -911,13 +916,13 @@ int vout_display_opengl_Display(vout_display_opengl_t *vgl,
{
vgl
->
UseProgram
(
vgl
->
program
[
0
]);
vgl
->
Uniform4fv
(
vgl
->
GetUniformLocation
(
vgl
->
program
[
0
],
"coefficient"
),
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
);
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
);
draw_with_shaders
(
vgl
,
left
,
top
,
right
,
bottom
);
// Change the program for overlays
vgl
->
UseProgram
(
vgl
->
program
[
1
]);
vgl
->
Uniform1i
(
vgl
->
GetUniformLocation
(
vgl
->
program
[
1
],
"Texture
0
"
),
0
);
vgl
->
Uniform1i
(
vgl
->
GetUniformLocation
(
vgl
->
program
[
1
],
"Texture
[0]
"
),
0
);
}
else
{
draw_without_shaders
(
vgl
,
left
,
top
,
right
,
bottom
);
}
...
...
@@ -927,7 +932,6 @@ int vout_display_opengl_Display(vout_display_opengl_t *vgl,
glEnable
(
GL_TEXTURE_2D
);
glEnable
(
GL_BLEND
);
glBlendFunc
(
GL_SRC_ALPHA
,
GL_ONE_MINUS_SRC_ALPHA
);
glEnableClientState
(
GL_VERTEX_ARRAY
);
for
(
int
i
=
0
;
i
<
vgl
->
region_count
;
i
++
)
{
gl_region_t
*
glr
=
&
vgl
->
region
[
i
];
...
...
@@ -944,26 +948,34 @@ int vout_display_opengl_Display(vout_display_opengl_t *vgl,
1
.
0
,
1
.
0
,
};
glBindTexture
(
GL_TEXTURE_2D
,
glr
->
texture
);
if
(
vgl
->
program
[
0
]
)
{
vgl
->
Uniform4f
(
vgl
->
GetUniformLocation
(
vgl
->
program
[
1
],
"fillColor"
),
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_position"
));
vgl
->
VertexAttribPointer
(
vgl
->
GetAttribLocation
(
vgl
->
program
[
1
],
"vertex_position"
),
2
,
GL_FLOAT
,
0
,
0
,
vertexCoord
);
}
else
{
glEnableClientState
(
GL_VERTEX_ARRAY
);
glColor4f
(
1
.
0
f
,
1
.
0
f
,
1
.
0
f
,
glr
->
alpha
);
glEnable
(
GL_TEXTURE_COORD_ARRAY
);
glEnable
(
GL_VERTEX_ARRAY
);
glTexCoordPointer
(
2
,
GL_FLOAT
,
0
,
textureCoord
);
glEnableClientState
(
GL_TEXTURE_COORD_ARRAY
);
glVertexPointer
(
2
,
GL_FLOAT
,
0
,
vertexCoord
);
}
glEnableClientState
(
GL_TEXTURE_COORD_ARRAY
);
glBindTexture
(
GL_TEXTURE_2D
,
glr
->
texture
);
glVertexPointer
(
2
,
GL_FLOAT
,
0
,
vertexCoord
);
glTexCoordPointer
(
2
,
GL_FLOAT
,
0
,
textureCoord
);
glDrawArrays
(
GL_TRIANGLE_STRIP
,
0
,
4
);
glDisableClientState
(
GL_TEXTURE_COORD_ARRAY
);
if
(
!
vgl
->
program
[
0
]
)
{
glDisableClientState
(
GL_TEXTURE_COORD_ARRAY
);
glDisableClientState
(
GL_VERTEX_ARRAY
);
}
}
glDisableClientState
(
GL_VERTEX_ARRAY
);
glDisable
(
GL_BLEND
);
glDisable
(
GL_TEXTURE_2D
);
...
...
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