summaryrefslogtreecommitdiff
path: root/libavdevice/opengl_enc.c
diff options
context:
space:
mode:
authorLukasz Marek <lukasz.m.luki@gmail.com>2013-11-24 20:13:27 +0100
committerLukasz Marek <lukasz.m.luki@gmail.com>2014-01-27 15:18:18 +0100
commitded6b3af41cd5d41f4df728ced4b194cf0426105 (patch)
tree64b281f178c850dc8ee2bf285573695c5e364bd0 /libavdevice/opengl_enc.c
parent102bd641687a6ec4704ce2b3f259e895b68d8e4b (diff)
lavd: add opengl device
It can render to OpenGL context provided by application or into SDL window Signed-off-by: Lukasz Marek <lukasz.m.luki@gmail.com>
Diffstat (limited to 'libavdevice/opengl_enc.c')
-rw-r--r--libavdevice/opengl_enc.c1221
1 files changed, 1221 insertions, 0 deletions
diff --git a/libavdevice/opengl_enc.c b/libavdevice/opengl_enc.c
new file mode 100644
index 0000000000..1917d2727f
--- /dev/null
+++ b/libavdevice/opengl_enc.c
@@ -0,0 +1,1221 @@
+/*
+ * Copyright (c) 2014 Lukasz Marek
+ *
+ * This file is part of FFmpeg.
+ *
+ * FFmpeg is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Lesser General Public
+ * License as published by the Free Software Foundation; either
+ * version 2.1 of the License, or (at your option) any later version.
+ *
+ * FFmpeg 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
+ * Lesser General Public License for more details.
+ *
+ * You should have received a copy of the GNU Lesser General Public
+ * License along with FFmpeg; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
+ */
+
+//TODO: support for more formats
+//TODO: support for more systems.
+//TODO: implement X11, Windows, Mac OS native default window. SDL 1.2 doesn't allow to render to custom thread.
+
+#include <stdio.h>
+#include <stdlib.h>
+#include <string.h>
+#include <unistd.h>
+#include <stddef.h>
+
+#include "config.h"
+
+#if HAVE_OPENGL_GL3_H
+#include <OpenGL/gl3.h>
+#elif HAVE_ES2_GL_H
+#include <ES2/gl.h>
+#else
+#include <GL/gl.h>
+#include <GL/glext.h>
+#endif
+#if HAVE_GLXGETPROCADDRESS
+#include <GL/glx.h>
+#endif
+#if HAVE_WINDOWS_H
+#include <windows.h>
+#endif
+
+#if HAVE_SDL
+#include <SDL.h>
+#endif
+
+#include "libavutil/common.h"
+#include "libavutil/pixdesc.h"
+#include "libavutil/log.h"
+#include "libavutil/opt.h"
+#include "libavutil/avassert.h"
+#include "libavutil/avstring.h"
+#include "libavformat/avformat.h"
+#include "libavdevice/avdevice.h"
+#include "opengl_enc_shaders.h"
+
+#ifndef APIENTRY
+#define APIENTRY
+#endif
+
+/* GL_RED_COMPONENT is used for plannar pixel types.
+ * Only red component is sampled in shaders.
+ * On some platforms GL_RED is not availabe and GL_LUMINANCE have to be used,
+ * but since OpenGL 3.0 GL_LUMINANCE is deprecated.
+ * GL_RED produces RGBA = value, 0, 0, 1.
+ * GL_LUMINANCE produces RGBA = value, value, value, 1.
+ * Note: GL_INTENSITY may also be used which produce RGBA = value, value, value, value. */
+#if defined(GL_RED)
+#define GL_RED_COMPONENT GL_RED
+#elif defined(GL_LUMINANCE)
+#define GL_RED_COMPONENT GL_LUMINANCE
+#else
+#define GL_RED_COMPONENT 0x1903; //GL_RED
+#endif
+
+/* Constants not defined for iOS */
+#define FF_GL_UNSIGNED_BYTE_3_3_2 0x8032
+#define FF_GL_UNSIGNED_BYTE_2_3_3_REV 0x8362
+#define FF_GL_UNSIGNED_SHORT_1_5_5_5_REV 0x8366
+
+/* MinGW exposes only OpenGL 1.1 API */
+#define FF_GL_ARRAY_BUFFER 0x8892
+#define FF_GL_ELEMENT_ARRAY_BUFFER 0x8893
+#define FF_GL_STATIC_DRAW 0x88E4
+#define FF_GL_FRAGMENT_SHADER 0x8B30
+#define FF_GL_VERTEX_SHADER 0x8B31
+#define FF_GL_COMPILE_STATUS 0x8B81
+#define FF_GL_LINK_STATUS 0x8B82
+#define FF_GL_INFO_LOG_LENGTH 0x8B84
+typedef void (APIENTRY *FF_PFNGLACTIVETEXTUREPROC) (GLenum texture);
+typedef void (APIENTRY *FF_PFNGLGENBUFFERSPROC) (GLsizei n, GLuint *buffers);
+typedef void (APIENTRY *FF_PFNGLDELETEBUFFERSPROC) (GLsizei n, const GLuint *buffers);
+typedef void (APIENTRY *FF_PFNGLBUFFERDATAPROC) (GLenum target, ptrdiff_t size, const GLvoid *data, GLenum usage);
+typedef void (APIENTRY *FF_PFNGLBINDBUFFERPROC) (GLenum target, GLuint buffer);
+typedef GLint (APIENTRY *FF_PFNGLGETATTRIBLOCATIONPROC) (GLuint program, const char *name);
+typedef void (APIENTRY *FF_PFNGLENABLEVERTEXATTRIBARRAYPROC) (GLuint index);
+typedef void (APIENTRY *FF_PFNGLVERTEXATTRIBPOINTERPROC) (GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, uintptr_t pointer);
+typedef GLint (APIENTRY *FF_PFNGLGETUNIFORMLOCATIONPROC) (GLuint program, const char *name);
+typedef void (APIENTRY *FF_PFNGLUNIFORM1FPROC) (GLint location, GLfloat v0);
+typedef void (APIENTRY *FF_PFNGLUNIFORM1IPROC) (GLint location, GLint v0);
+typedef void (APIENTRY *FF_PFNGLUNIFORMMATRIX4FVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+typedef GLuint (APIENTRY *FF_PFNGLCREATEPROGRAMPROC) (void);
+typedef void (APIENTRY *FF_PFNGLDELETEPROGRAMPROC) (GLuint program);
+typedef void (APIENTRY *FF_PFNGLUSEPROGRAMPROC) (GLuint program);
+typedef void (APIENTRY *FF_PFNGLLINKPROGRAMPROC) (GLuint program);
+typedef void (APIENTRY *FF_PFNGLGETPROGRAMIVPROC) (GLuint program, GLenum pname, GLint *params);
+typedef void (APIENTRY *FF_PFNGLGETPROGRAMINFOLOGPROC) (GLuint program, GLsizei bufSize, GLsizei *length, char *infoLog);
+typedef void (APIENTRY *FF_PFNGLATTACHSHADERPROC) (GLuint program, GLuint shader);
+typedef GLuint (APIENTRY *FF_PFNGLCREATESHADERPROC) (GLenum type);
+typedef void (APIENTRY *FF_PFNGLDELETESHADERPROC) (GLuint shader);
+typedef void (APIENTRY *FF_PFNGLCOMPILESHADERPROC) (GLuint shader);
+typedef void (APIENTRY *FF_PFNGLSHADERSOURCEPROC) (GLuint shader, GLsizei count, const char* *string, const GLint *length);
+typedef void (APIENTRY *FF_PFNGLGETSHADERIVPROC) (GLuint shader, GLenum pname, GLint *params);
+typedef void (APIENTRY *FF_PFNGLGETSHADERINFOLOGPROC) (GLuint shader, GLsizei bufSize, GLsizei *length, char *infoLog);
+
+typedef struct FFOpenGLFunctions {
+ FF_PFNGLACTIVETEXTUREPROC glActiveTexture; //Require GL ARB multitexture
+ FF_PFNGLGENBUFFERSPROC glGenBuffers; //Require GL_ARB_vertex_buffer_object
+ FF_PFNGLDELETEBUFFERSPROC glDeleteBuffers; //Require GL_ARB_vertex_buffer_object
+ FF_PFNGLBUFFERDATAPROC glBufferData; //Require GL_ARB_vertex_buffer_object
+ FF_PFNGLBINDBUFFERPROC glBindBuffer; //Require GL_ARB_vertex_buffer_object
+ FF_PFNGLGETATTRIBLOCATIONPROC glGetAttribLocation; //Require GL_ARB_vertex_shader
+ FF_PFNGLENABLEVERTEXATTRIBARRAYPROC glEnableVertexAttribArray; //Require GL_ARB_vertex_shader
+ FF_PFNGLVERTEXATTRIBPOINTERPROC glVertexAttribPointer; //Require GL_ARB_vertex_shader
+ FF_PFNGLGETUNIFORMLOCATIONPROC glGetUniformLocation; //Require GL_ARB_shader_objects
+ FF_PFNGLUNIFORM1FPROC glUniform1f; //Require GL_ARB_shader_objects
+ FF_PFNGLUNIFORM1IPROC glUniform1i; //Require GL_ARB_shader_objects
+ FF_PFNGLUNIFORMMATRIX4FVPROC glUniformMatrix4fv; //Require GL_ARB_shader_objects
+ FF_PFNGLCREATEPROGRAMPROC glCreateProgram; //Require GL_ARB_shader_objects
+ FF_PFNGLDELETEPROGRAMPROC glDeleteProgram; //Require GL_ARB_shader_objects
+ FF_PFNGLUSEPROGRAMPROC glUseProgram; //Require GL_ARB_shader_objects
+ FF_PFNGLLINKPROGRAMPROC glLinkProgram; //Require GL_ARB_shader_objects
+ FF_PFNGLGETPROGRAMIVPROC glGetProgramiv; //Require GL_ARB_shader_objects
+ FF_PFNGLGETPROGRAMINFOLOGPROC glGetProgramInfoLog; //Require GL_ARB_shader_objects
+ FF_PFNGLATTACHSHADERPROC glAttachShader; //Require GL_ARB_shader_objects
+ FF_PFNGLCREATESHADERPROC glCreateShader; //Require GL_ARB_shader_objects
+ FF_PFNGLDELETESHADERPROC glDeleteShader; //Require GL_ARB_shader_objects
+ FF_PFNGLCOMPILESHADERPROC glCompileShader; //Require GL_ARB_shader_objects
+ FF_PFNGLSHADERSOURCEPROC glShaderSource; //Require GL_ARB_shader_objects
+ FF_PFNGLGETSHADERIVPROC glGetShaderiv; //Require GL_ARB_shader_objects
+ FF_PFNGLGETSHADERINFOLOGPROC glGetShaderInfoLog; //Require GL_ARB_shader_objects
+} FFOpenGLFunctions;
+
+#define OPENGL_ERROR_CHECK(ctx) \
+{\
+ GLenum err_code; \
+ if ((err_code = glGetError()) != GL_NO_ERROR) { \
+ av_log(ctx, AV_LOG_ERROR, "OpenGL error occurred in '%s', line %d: %d\n", __FUNCTION__, __LINE__, err_code); \
+ goto fail; \
+ } \
+}\
+
+typedef struct OpenGLVertexInfo
+{
+ float x, y, z; ///<Position
+ float s0, t0; ///<Texture coords
+} OpenGLVertexInfo;
+
+/* defines 2 triangles to display */
+static GLushort g_index[6] =
+{
+ 0, 1, 2,
+ 0, 3, 2,
+};
+
+typedef struct OpenGLContext {
+ AVClass *class; ///< class for private options
+
+#if HAVE_SDL
+ SDL_Surface *surface;
+#endif
+ FFOpenGLFunctions glprocs;
+
+ uint8_t background[4]; ///< Background color
+ int no_window; ///< 0 for create default window
+ char *window_title; ///< Title of the window
+
+ /* OpenGL implementation limits */
+ GLint max_texture_size; ///< Maximum texture size
+ GLint max_viewport_width; ///< Maximum viewport size
+ GLint max_viewport_height; ///< Maximum viewport size
+ int non_pow_2_textures; ///< 1 when non power of 2 textures are supported
+
+ /* Current OpenGL configuration */
+ GLuint program; ///< Shader program
+ GLuint texture_name[4]; ///< Textures' IDs
+ GLuint index_buffer; ///< Index buffer
+ GLuint vertex_buffer; ///< Vertex buffer
+ OpenGLVertexInfo vertex[4]; ///< VBO
+ GLint projection_matrix_location; ///< Uniforms' locations
+ GLint model_view_matrix_location;
+ GLint color_map_location;
+ GLint chroma_div_w_location;
+ GLint chroma_div_h_location;
+ GLint texture_location[4];
+ GLint position_attrib; ///< Attibutes' locations
+ GLint texture_coords_attrib;
+
+ GLfloat projection_matrix[16]; ///< Projection matrix
+ GLfloat model_view_matrix[16]; ///< Modev view matrix
+ GLfloat color_map[16]; ///< RGBA color map matrix
+ GLfloat chroma_div_w; ///< Chroma subsampling w ratio
+ GLfloat chroma_div_h; ///< Chroma subsampling h ratio
+
+ /* Stream information */
+ GLenum format;
+ GLenum type;
+ int width; ///< Stream width
+ int height; ///< Stream height
+ enum AVPixelFormat pix_fmt; ///< Stream pixel format
+ int picture_width; ///< Rendered width
+ int picture_height; ///< Rendered height
+ int window_width;
+ int window_height;
+} OpenGLContext;
+
+static av_cold int opengl_prepare_vertex(AVFormatContext *s);
+static int opengl_draw(AVFormatContext *h, AVPacket *pkt, int repaint);
+static av_cold int opengl_init_context(OpenGLContext *opengl);
+
+static int opengl_resize(AVFormatContext *h, int width, int height)
+{
+ int ret = 0;
+ OpenGLContext *opengl = h->priv_data;
+ opengl->window_width = width;
+ opengl->window_height = height;
+ /* max_viewport_width == 0 means write_header was not called yet. */
+ if (opengl->max_viewport_width) {
+ if (opengl->no_window &&
+ (ret = avdevice_dev_to_app_control_message(h, AV_DEV_TO_APP_PREPARE_WINDOW_BUFFER, NULL , 0)) < 0) {
+ av_log(opengl, AV_LOG_ERROR, "Application failed to prepare window buffer.\n");
+ goto end;
+ }
+ if ((ret = opengl_prepare_vertex(h)) < 0)
+ goto end;
+ ret = opengl_draw(h, NULL, 1);
+ }
+ end:
+ return ret;
+}
+
+static int opengl_control_message(AVFormatContext *h, int type, void *data, size_t data_size)
+{
+ OpenGLContext *opengl = h->priv_data;
+ switch(type) {
+ case AV_APP_TO_DEV_WINDOW_SIZE:
+ if (data) {
+ AVDeviceRect *message = data;
+ return opengl_resize(h, message->width, message->height);
+ }
+ return AVERROR(EINVAL);
+ case AV_APP_TO_DEV_WINDOW_REPAINT:
+ return opengl_resize(h, opengl->window_width, opengl->window_height);
+ }
+ return AVERROR(ENOSYS);
+}
+
+#if HAVE_SDL
+static int opengl_sdl_recreate_window(OpenGLContext *opengl, int width, int height)
+{
+ opengl->surface = SDL_SetVideoMode(width, height,
+ 32, SDL_OPENGL | SDL_RESIZABLE);
+ if (!opengl->surface) {
+ av_log(opengl, AV_LOG_ERROR, "Unable to set video mode: %s\n", SDL_GetError());
+ return AVERROR_EXTERNAL;
+ }
+ SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8);
+ SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8);
+ SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8);
+ SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, 8);
+ SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
+ return 0;
+}
+
+static int opengl_sdl_process_events(AVFormatContext *h)
+{
+ int ret;
+ OpenGLContext *opengl = h->priv_data;
+ SDL_Event event;
+ SDL_PumpEvents();
+ while (SDL_PeepEvents(&event, 1, SDL_GETEVENT, SDL_ALLEVENTS) > 0) {
+ switch (event.type) {
+ case SDL_QUIT:
+ return AVERROR(EIO);
+ case SDL_KEYDOWN:
+ switch (event.key.keysym.sym) {
+ case SDLK_ESCAPE:
+ case SDLK_q:
+ return AVERROR(EIO);
+ }
+ return 0;
+ case SDL_VIDEORESIZE: {
+ char buffer[100];
+ int reinit;
+ AVDeviceRect message;
+ /* clean up old context because SDL_SetVideoMode may lose its state. */
+ SDL_VideoDriverName(buffer, sizeof(buffer));
+ reinit = !av_strncasecmp(buffer, "quartz", sizeof(buffer));
+ if (reinit) {
+ glDeleteTextures(4, opengl->texture_name);
+ opengl->glprocs.glDeleteBuffers(2, &opengl->index_buffer);
+ }
+ if ((ret = opengl_sdl_recreate_window(opengl, event.resize.w, event.resize.h)) < 0)
+ return ret;
+ if (reinit && (ret = opengl_init_context(opengl)) < 0)
+ return ret;
+ message.width = opengl->surface->w;
+ message.height = opengl->surface->h;
+ return opengl_control_message(h, AV_APP_TO_DEV_WINDOW_SIZE, &message, sizeof(AVDeviceRect));
+ }
+ }
+ }
+ return 0;
+}
+
+static int av_cold opengl_sdl_create_window(AVFormatContext *h)
+{
+ int ret;
+ char buffer[100];
+ OpenGLContext *opengl = h->priv_data;
+ AVDeviceRect message;
+ if (SDL_Init(SDL_INIT_VIDEO)) {
+ av_log(opengl, AV_LOG_ERROR, "Unable to initialize SDL: %s\n", SDL_GetError());
+ return AVERROR_EXTERNAL;
+ }
+ if ((ret = opengl_sdl_recreate_window(opengl, opengl->width, opengl->height)) < 0)
+ return ret;
+ av_log(opengl, AV_LOG_INFO, "SDL driver: '%s'.\n", SDL_VideoDriverName(buffer, sizeof(buffer)));
+ message.width = opengl->surface->w;
+ message.height = opengl->surface->h;
+ opengl_control_message(h, AV_APP_TO_DEV_WINDOW_SIZE, &message, sizeof(AVDeviceRect));
+ return 0;
+}
+
+static int av_cold opengl_sdl_load_procedures(OpenGLContext *opengl)
+{
+ FFOpenGLFunctions *procs = &opengl->glprocs;
+
+#define LOAD_OPENGL_FUN(name, type) \
+ procs->name = (type)SDL_GL_GetProcAddress(#name); \
+ if (!procs->name) { \
+ av_log(opengl, AV_LOG_ERROR, "Cannot load OpenGL function: '%s'\n", #name); \
+ return AVERROR(ENOSYS); \
+ }
+
+ LOAD_OPENGL_FUN(glActiveTexture, FF_PFNGLACTIVETEXTUREPROC)
+ LOAD_OPENGL_FUN(glGenBuffers, FF_PFNGLGENBUFFERSPROC)
+ LOAD_OPENGL_FUN(glDeleteBuffers, FF_PFNGLDELETEBUFFERSPROC)
+ LOAD_OPENGL_FUN(glBufferData, FF_PFNGLBUFFERDATAPROC)
+ LOAD_OPENGL_FUN(glBindBuffer, FF_PFNGLBINDBUFFERPROC)
+ LOAD_OPENGL_FUN(glGetAttribLocation, FF_PFNGLGETATTRIBLOCATIONPROC)
+ LOAD_OPENGL_FUN(glGetUniformLocation, FF_PFNGLGETUNIFORMLOCATIONPROC)
+ LOAD_OPENGL_FUN(glUniform1f, FF_PFNGLUNIFORM1FPROC)
+ LOAD_OPENGL_FUN(glUniform1i, FF_PFNGLUNIFORM1IPROC)
+ LOAD_OPENGL_FUN(glUniformMatrix4fv, FF_PFNGLUNIFORMMATRIX4FVPROC)
+ LOAD_OPENGL_FUN(glCreateProgram, FF_PFNGLCREATEPROGRAMPROC)
+ LOAD_OPENGL_FUN(glDeleteProgram, FF_PFNGLDELETEPROGRAMPROC)
+ LOAD_OPENGL_FUN(glUseProgram, FF_PFNGLUSEPROGRAMPROC)
+ LOAD_OPENGL_FUN(glLinkProgram, FF_PFNGLLINKPROGRAMPROC)
+ LOAD_OPENGL_FUN(glGetProgramiv, FF_PFNGLGETPROGRAMIVPROC)
+ LOAD_OPENGL_FUN(glGetProgramInfoLog, FF_PFNGLGETPROGRAMINFOLOGPROC)
+ LOAD_OPENGL_FUN(glAttachShader, FF_PFNGLATTACHSHADERPROC)
+ LOAD_OPENGL_FUN(glCreateShader, FF_PFNGLCREATESHADERPROC)
+ LOAD_OPENGL_FUN(glDeleteShader, FF_PFNGLDELETESHADERPROC)
+ LOAD_OPENGL_FUN(glCompileShader, FF_PFNGLCOMPILESHADERPROC)
+ LOAD_OPENGL_FUN(glShaderSource, FF_PFNGLSHADERSOURCEPROC)
+ LOAD_OPENGL_FUN(glGetShaderiv, FF_PFNGLGETSHADERIVPROC)
+ LOAD_OPENGL_FUN(glGetShaderInfoLog, FF_PFNGLGETSHADERINFOLOGPROC)
+ LOAD_OPENGL_FUN(glEnableVertexAttribArray, FF_PFNGLENABLEVERTEXATTRIBARRAYPROC)
+ LOAD_OPENGL_FUN(glVertexAttribPointer, FF_PFNGLVERTEXATTRIBPOINTERPROC)
+
+ return 0;
+
+#undef LOAD_OPENGL_FUN
+}
+#endif /* HAVE_SDL */
+
+#if defined(__APPLE__)
+static int av_cold opengl_load_procedures(OpenGLContext *opengl)
+{
+ FFOpenGLFunctions *procs = &opengl->glprocs;
+
+ procs->glActiveTexture = glActiveTexture;
+ procs->glGenBuffers = glGenBuffers;
+ procs->glDeleteBuffers = glDeleteBuffers;
+ procs->glBufferData = glBufferData;
+ procs->glBindBuffer = glBindBuffer;
+ procs->glGetAttribLocation = glGetAttribLocation;
+ procs->glGetUniformLocation = glGetUniformLocation;
+ procs->glUniform1f = glUniform1f;
+ procs->glUniform1i = glUniform1i;
+ procs->glUniformMatrix4fv = glUniformMatrix4fv;
+ procs->glCreateProgram = glCreateProgram;
+ procs->glDeleteProgram = glDeleteProgram;
+ procs->glUseProgram = glUseProgram;
+ procs->glLinkProgram = glLinkProgram;
+ procs->glGetProgramiv = glGetProgramiv;
+ procs->glGetProgramInfoLog = glGetProgramInfoLog;
+ procs->glAttachShader = glAttachShader;
+ procs->glCreateShader = glCreateShader;
+ procs->glDeleteShader = glDeleteShader;
+ procs->glCompileShader = glCompileShader;
+ procs->glShaderSource = glShaderSource;
+ procs->glGetShaderiv = glGetShaderiv;
+ procs->glGetShaderInfoLog = glGetShaderInfoLog;
+ procs->glEnableVertexAttribArray = glEnableVertexAttribArray;
+ procs->glVertexAttribPointer = (FF_PFNGLVERTEXATTRIBPOINTERPROC) glVertexAttribPointer;
+ return 0;
+}
+#else
+static int av_cold opengl_load_procedures(OpenGLContext *opengl)
+{
+ FFOpenGLFunctions *procs = &opengl->glprocs;
+
+#if HAVE_GLXGETPROCADDRESS
+#define SelectedGetProcAddress glXGetProcAddress
+#elif HAVE_WGLGETPROCADDRESS
+#define SelectedGetProcAddress wglGetProcAddress
+#endif
+
+#define LOAD_OPENGL_FUN(name, type) \
+ procs->name = (type)SelectedGetProcAddress(#name); \
+ if (!procs->name) { \
+ av_log(opengl, AV_LOG_ERROR, "Cannot load OpenGL function: '%s'\n", #name); \
+ return AVERROR(ENOSYS); \
+ }
+
+ LOAD_OPENGL_FUN(glActiveTexture, FF_PFNGLACTIVETEXTUREPROC)
+ LOAD_OPENGL_FUN(glGenBuffers, FF_PFNGLGENBUFFERSPROC)
+ LOAD_OPENGL_FUN(glDeleteBuffers, FF_PFNGLDELETEBUFFERSPROC)
+ LOAD_OPENGL_FUN(glBufferData, FF_PFNGLBUFFERDATAPROC)
+ LOAD_OPENGL_FUN(glBindBuffer, FF_PFNGLBINDBUFFERPROC)
+ LOAD_OPENGL_FUN(glGetAttribLocation, FF_PFNGLGETATTRIBLOCATIONPROC)
+ LOAD_OPENGL_FUN(glGetUniformLocation, FF_PFNGLGETUNIFORMLOCATIONPROC)
+ LOAD_OPENGL_FUN(glUniform1f, FF_PFNGLUNIFORM1FPROC)
+ LOAD_OPENGL_FUN(glUniform1i, FF_PFNGLUNIFORM1IPROC)
+ LOAD_OPENGL_FUN(glUniformMatrix4fv, FF_PFNGLUNIFORMMATRIX4FVPROC)
+ LOAD_OPENGL_FUN(glCreateProgram, FF_PFNGLCREATEPROGRAMPROC)
+ LOAD_OPENGL_FUN(glDeleteProgram, FF_PFNGLDELETEPROGRAMPROC)
+ LOAD_OPENGL_FUN(glUseProgram, FF_PFNGLUSEPROGRAMPROC)
+ LOAD_OPENGL_FUN(glLinkProgram, FF_PFNGLLINKPROGRAMPROC)
+ LOAD_OPENGL_FUN(glGetProgramiv, FF_PFNGLGETPROGRAMIVPROC)
+ LOAD_OPENGL_FUN(glGetProgramInfoLog, FF_PFNGLGETPROGRAMINFOLOGPROC)
+ LOAD_OPENGL_FUN(glAttachShader, FF_PFNGLATTACHSHADERPROC)
+ LOAD_OPENGL_FUN(glCreateShader, FF_PFNGLCREATESHADERPROC)
+ LOAD_OPENGL_FUN(glDeleteShader, FF_PFNGLDELETESHADERPROC)
+ LOAD_OPENGL_FUN(glCompileShader, FF_PFNGLCOMPILESHADERPROC)
+ LOAD_OPENGL_FUN(glShaderSource, FF_PFNGLSHADERSOURCEPROC)
+ LOAD_OPENGL_FUN(glGetShaderiv, FF_PFNGLGETSHADERIVPROC)
+ LOAD_OPENGL_FUN(glGetShaderInfoLog, FF_PFNGLGETSHADERINFOLOGPROC)
+ LOAD_OPENGL_FUN(glEnableVertexAttribArray, FF_PFNGLENABLEVERTEXATTRIBARRAYPROC)
+ LOAD_OPENGL_FUN(glVertexAttribPointer, FF_PFNGLVERTEXATTRIBPOINTERPROC)
+
+ return 0;
+
+#undef SelectedGetProcAddress
+#undef LOAD_OPENGL_FUN
+}
+#endif
+
+static av_always_inline void opengl_make_identity(float matrix[16])
+{
+ memset(matrix, 0, 16 * sizeof(float));
+ matrix[0] = matrix[5] = matrix[10] = matrix[15] = 1.0f;
+}
+
+static av_always_inline void opengl_make_ortho(float matrix[16],
+ float left, float right,
+ float bottom, float top,
+ float nearZ, float farZ)
+{
+ float ral = right + left;
+ float rsl = right - left;
+ float tab = top + bottom;
+ float tsb = top - bottom;
+ float fan = farZ + nearZ;
+ float fsn = farZ - nearZ;
+
+ memset(matrix, 0, 16 * sizeof(float));
+ matrix[0] = 2.0f / rsl;
+ matrix[5] = 2.0f / tsb;
+ matrix[10] = -2.0f / fsn;
+ matrix[12] = -ral / rsl;
+ matrix[13] = -tab / tsb;
+ matrix[14] = -fan / fsn;
+ matrix[15] = 1.0f;
+}
+
+static av_cold int opengl_read_limits(OpenGLContext *opengl)
+{
+ static const struct{
+ const char *extention;
+ int major;
+ int minor;
+ } required_extensions[] = {
+ { "GL_ARB_multitexture", 1, 3 },
+ { "GL_ARB_vertex_buffer_object", 1, 5 }, //GLX_ARB_vertex_buffer_object
+ { "GL_ARB_vertex_shader", 2, 0 },
+ { "GL_ARB_fragment_shader", 2, 0 },
+ { "GL_ARB_shader_objects", 2, 0 },
+ { NULL, 0, 0 }
+ };
+ int i, major, minor;
+ const char *extensions, *version;
+
+ version = glGetString(GL_VERSION);
+ extensions = glGetString(GL_EXTENSIONS);
+
+ av_log(opengl, AV_LOG_DEBUG, "OpenGL version: %s\n", version);
+ sscanf(version, "%d.%d", &major, &minor);
+
+ for (i = 0; required_extensions[i].extention; i++) {
+ if (major < required_extensions[i].major &&
+ (major == required_extensions[i].major && minor < required_extensions[i].minor) &&
+ !strstr(extensions, required_extensions[i].extention)) {
+ av_log(opengl, AV_LOG_ERROR, "Required extension %s is not supported.\n",
+ required_extensions[i].extention);
+ av_log(opengl, AV_LOG_DEBUG, "Supported extensions are: %s\n", extensions);
+ return AVERROR(ENOSYS);
+ }
+ }
+ glGetIntegerv(GL_MAX_TEXTURE_SIZE, &opengl->max_texture_size);
+ glGetIntegerv(GL_MAX_VIEWPORT_DIMS, &opengl->max_viewport_width);
+ opengl->non_pow_2_textures = major >= 2 || strstr(extensions, "GL_ARB_texture_non_power_of_two");
+
+ av_log(opengl, AV_LOG_DEBUG, "Non Power of 2 textures support: %s\n", opengl->non_pow_2_textures ? "Yes" : "No");
+ av_log(opengl, AV_LOG_DEBUG, "Max texture size: %dx%d\n", opengl->max_texture_size, opengl->max_texture_size);
+ av_log(opengl, AV_LOG_DEBUG, "Max viewport size: %dx%d\n",
+ opengl->max_viewport_width, opengl->max_viewport_height);
+
+ OPENGL_ERROR_CHECK(opengl);
+ return 0;
+ fail:
+ return AVERROR_EXTERNAL;
+}
+
+static av_always_inline const char * opengl_get_fragment_shader_code(enum AVPixelFormat format)
+{
+ switch (format) {
+ case AV_PIX_FMT_YUV420P: case AV_PIX_FMT_YUV444P:
+ case AV_PIX_FMT_YUV422P: case AV_PIX_FMT_YUV410P:
+ case AV_PIX_FMT_YUV411P: case AV_PIX_FMT_YUV440P:
+ case AV_PIX_FMT_YUV420P16: case AV_PIX_FMT_YUV422P16:
+ case AV_PIX_FMT_YUV444P16:
+ return FF_OPENGL_FRAGMENT_SHADER_YUV_PLANAR;
+ case AV_PIX_FMT_YUVA420P: case AV_PIX_FMT_YUVA444P:
+ case AV_PIX_FMT_YUVA422P:
+ case AV_PIX_FMT_YUVA420P16: case AV_PIX_FMT_YUVA422P16:
+ case AV_PIX_FMT_YUVA444P16:
+ return FF_OPENGL_FRAGMENT_SHADER_YUVA_PLANAR;
+ case AV_PIX_FMT_RGB24: case AV_PIX_FMT_BGR24:
+ case AV_PIX_FMT_0RGB: case AV_PIX_FMT_RGB0:
+ case AV_PIX_FMT_0BGR: case AV_PIX_FMT_BGR0:
+ case AV_PIX_FMT_RGB565: case AV_PIX_FMT_BGR565:
+ case AV_PIX_FMT_RGB555: case AV_PIX_FMT_BGR555:
+ case AV_PIX_FMT_RGB8: case AV_PIX_FMT_BGR8:
+ case AV_PIX_FMT_RGB48:
+ return FF_OPENGL_FRAGMENT_SHADER_RGB_PACKET;
+ case AV_PIX_FMT_ARGB: case AV_PIX_FMT_RGBA:
+ case AV_PIX_FMT_ABGR: case AV_PIX_FMT_BGRA:
+ case AV_PIX_FMT_RGBA64: case AV_PIX_FMT_BGRA64:
+ return FF_OPENGL_FRAGMENT_SHADER_RGBA_PACKET;
+ case AV_PIX_FMT_GBRP: case AV_PIX_FMT_GBRP16:
+ return FF_OPENGL_FRAGMENT_SHADER_RGB_PLANAR;
+ case AV_PIX_FMT_GBRAP: case AV_PIX_FMT_GBRAP16:
+ return FF_OPENGL_FRAGMENT_SHADER_RGBA_PLANAR;
+ default:
+ break;
+ }
+ return NULL;
+}
+
+static av_always_inline int opengl_type_size(GLenum type)
+{
+ switch(type) {
+ case GL_UNSIGNED_SHORT:
+ case FF_GL_UNSIGNED_SHORT_1_5_5_5_REV:
+ case GL_UNSIGNED_SHORT_5_6_5:
+ return 2;
+ case GL_UNSIGNED_BYTE:
+ case FF_GL_UNSIGNED_BYTE_3_3_2:
+ case FF_GL_UNSIGNED_BYTE_2_3_3_REV:
+ default:
+ break;
+ }
+ return 1;
+}
+
+static av_cold void opengl_get_texture_params(OpenGLContext *opengl)
+{
+ switch(opengl->pix_fmt) {
+ case AV_PIX_FMT_YUV420P: case AV_PIX_FMT_YUV444P:
+ case AV_PIX_FMT_YUV422P: case AV_PIX_FMT_YUV410P:
+ case AV_PIX_FMT_YUV411P: case AV_PIX_FMT_YUV440P:
+ case AV_PIX_FMT_YUVA420P: case AV_PIX_FMT_YUVA444P:
+ case AV_PIX_FMT_YUVA422P:
+ case AV_PIX_FMT_GBRP: case AV_PIX_FMT_GBRAP:
+ opengl->format = GL_RED_COMPONENT;
+ opengl->type = GL_UNSIGNED_BYTE;
+ break;
+ case AV_PIX_FMT_YUV420P16: case AV_PIX_FMT_YUV422P16:
+ case AV_PIX_FMT_YUV444P16:
+ case AV_PIX_FMT_YUVA420P16: case AV_PIX_FMT_YUVA422P16:
+ case AV_PIX_FMT_YUVA444P16:
+ case AV_PIX_FMT_GBRP16: case AV_PIX_FMT_GBRAP16:
+ opengl->format = GL_RED_COMPONENT;
+ opengl->type = GL_UNSIGNED_SHORT;
+ break;
+ case AV_PIX_FMT_RGB24: case AV_PIX_FMT_BGR24:
+ opengl->format = GL_RGB;
+ opengl->type = GL_UNSIGNED_BYTE;
+ break;
+ case AV_PIX_FMT_ARGB: case AV_PIX_FMT_RGBA:
+ case AV_PIX_FMT_ABGR: case AV_PIX_FMT_BGRA:
+ case AV_PIX_FMT_0RGB: case AV_PIX_FMT_RGB0:
+ case AV_PIX_FMT_0BGR: case AV_PIX_FMT_BGR0:
+ opengl->format = GL_RGBA;
+ opengl->type = GL_UNSIGNED_BYTE;
+ break;
+ case AV_PIX_FMT_RGB8:
+ opengl->format = GL_RGB;
+ opengl->type = FF_GL_UNSIGNED_BYTE_3_3_2;
+ break;
+ case AV_PIX_FMT_BGR8:
+ opengl->format = GL_RGB;
+ opengl->type = FF_GL_UNSIGNED_BYTE_2_3_3_REV;
+ break;
+ case AV_PIX_FMT_RGB555: case AV_PIX_FMT_BGR555:
+ opengl->format = GL_RGBA;
+ opengl->type = FF_GL_UNSIGNED_SHORT_1_5_5_5_REV;
+ break;
+ case AV_PIX_FMT_RGB565: case AV_PIX_FMT_BGR565:
+ opengl->format = GL_RGB;
+ opengl->type = GL_UNSIGNED_SHORT_5_6_5;
+ break;
+ case AV_PIX_FMT_RGB48:
+ opengl->format = GL_RGB;
+ opengl->type = GL_UNSIGNED_SHORT;
+ break;
+ case AV_PIX_FMT_RGBA64: case AV_PIX_FMT_BGRA64:
+ opengl->format = GL_RGBA;
+ opengl->type = GL_UNSIGNED_SHORT;
+ break;
+ }
+}
+
+static void opengl_compute_display_area(AVFormatContext *s)
+{
+ AVRational sar, dar; /* sample and display aspect ratios */
+ OpenGLContext *opengl = s->priv_data;
+ AVStream *st = s->streams[0];
+ AVCodecContext *encctx = st->codec;
+
+ /* compute overlay width and height from the codec context information */
+ sar = st->sample_aspect_ratio.num ? st->sample_aspect_ratio : (AVRational){ 1, 1 };
+ dar = av_mul_q(sar, (AVRational){ encctx->width, encctx->height });
+
+ /* we suppose the screen has a 1/1 sample aspect ratio */
+ /* fit in the window */
+ if (av_cmp_q(dar, (AVRational){ opengl->window_width, opengl->window_height }) > 0) {
+ /* fit in width */
+ opengl->picture_width = opengl->window_width;
+ opengl->picture_height = av_rescale(opengl->picture_width, dar.den, dar.num);
+ } else {
+ /* fit in height */
+ opengl->picture_height = opengl->window_height;
+ opengl->picture_width = av_rescale(opengl->picture_height, dar.num, dar.den);
+ }
+}
+
+static av_cold void opengl_get_texture_size(OpenGLContext *opengl, int in_width, int in_height,
+ int *out_width, int *out_height)
+{
+ if (opengl->non_pow_2_textures) {
+ *out_width = in_width;
+ *out_height = in_height;
+ } else {
+ int max = FFMIN(FFMAX(in_width, in_height), opengl->max_texture_size);
+ unsigned power_of_2 = 1;
+ while (power_of_2 < max)
+ power_of_2 *= 2;
+ *out_height = power_of_2;
+ *out_width = power_of_2;
+ av_log(opengl, AV_LOG_DEBUG, "Texture size calculated from %dx%d into %dx%d\n",
+ in_width, in_height, *out_width, *out_height);
+ }
+}
+
+static av_cold void opengl_fill_color_map(OpenGLContext *opengl)
+{
+ const AVPixFmtDescriptor *desc;
+ int shift;
+ enum AVPixelFormat pix_fmt = opengl->pix_fmt;
+
+ /* We need order of components, not exact position, some minor HACKs here */
+ if (pix_fmt == AV_PIX_FMT_RGB565 || pix_fmt == AV_PIX_FMT_BGR555 ||
+ pix_fmt == AV_PIX_FMT_BGR8 || pix_fmt == AV_PIX_FMT_RGB8)
+ pix_fmt = AV_PIX_FMT_RGB24;
+ else if (pix_fmt == AV_PIX_FMT_BGR565 || pix_fmt == AV_PIX_FMT_RGB555)
+ pix_fmt = AV_PIX_FMT_BGR24;
+
+ desc = av_pix_fmt_desc_get(pix_fmt);
+ if (!(desc->flags & AV_PIX_FMT_FLAG_RGB))
+ return;
+
+#define FILL_COMPONENT(i) { \
+ shift = desc->comp[i].depth_minus1 >> 3; \
+ opengl->color_map[(i << 2) + ((desc->comp[i].offset_plus1 - 1) >> shift)] = 1.0; \
+ }
+
+ memset(opengl->color_map, 0, sizeof(opengl->color_map));
+ FILL_COMPONENT(0);
+ FILL_COMPONENT(1);
+ FILL_COMPONENT(2);
+ if (desc->flags & AV_PIX_FMT_FLAG_ALPHA)
+ FILL_COMPONENT(3);
+
+#undef FILL_COMPONENT
+}
+
+static av_cold GLuint opengl_load_shader(OpenGLContext *opengl, GLenum type, const char *source)
+{
+ GLuint shader = opengl->glprocs.glCreateShader(type);
+ GLint result;
+ if (!shader) {
+ av_log(opengl, AV_LOG_ERROR, "glCreateShader() failed\n");
+ return 0;
+ }
+ opengl->glprocs.glShaderSource(shader, 1, &source, NULL);
+ opengl->glprocs.glCompileShader(shader);
+
+ opengl->glprocs.glGetShaderiv(shader, FF_GL_COMPILE_STATUS, &result);
+ if (!result) {
+ char *log;
+ opengl->glprocs.glGetShaderiv(shader, FF_GL_INFO_LOG_LENGTH, &result);
+ if (result) {
+ if ((log = av_malloc(result))) {
+ opengl->glprocs.glGetShaderInfoLog(shader, result, NULL, log);
+ av_log(opengl, AV_LOG_ERROR, "Compile error: %s\n", log);
+ av_free(log);
+ }
+ }
+ goto fail;
+ }
+ OPENGL_ERROR_CHECK(opengl);
+ return shader;
+ fail:
+ opengl->glprocs.glDeleteShader(shader);
+ return 0;
+}
+
+static av_cold int opengl_compile_shaders(OpenGLContext *opengl, enum AVPixelFormat pix_fmt)
+{
+ GLuint vertex_shader = 0, fragment_shader = 0;
+ GLint result;
+ const char *fragment_shader_code = opengl_get_fragment_shader_code(pix_fmt);
+
+ if (!fragment_shader_code) {
+ av_log(opengl, AV_LOG_ERROR, "Provided pixel format '%s' is not supported\n",
+ av_get_pix_fmt_name(pix_fmt));
+ return AVERROR(EINVAL);
+ }
+
+ vertex_shader = opengl_load_shader(opengl, FF_GL_VERTEX_SHADER,
+ FF_OPENGL_VERTEX_SHADER);
+ if (!vertex_shader) {
+ av_log(opengl, AV_LOG_ERROR, "Vertex shader loading failed.\n");
+ goto fail;
+ }
+ fragment_shader = opengl_load_shader(opengl, FF_GL_FRAGMENT_SHADER,
+ fragment_shader_code);
+ if (!fragment_shader) {
+ av_log(opengl, AV_LOG_ERROR, "Fragment shader loading failed.\n");
+ goto fail;
+ }
+
+ opengl->program = opengl->glprocs.glCreateProgram();
+ if (!opengl->program)
+ goto fail;
+
+ opengl->glprocs.glAttachShader(opengl->program, vertex_shader);
+ opengl->glprocs.glAttachShader(opengl->program, fragment_shader);
+ opengl->glprocs.glLinkProgram(opengl->program);
+
+ opengl->glprocs.glGetProgramiv(opengl->program, FF_GL_LINK_STATUS, &result);
+ if (!result) {
+ char *log;
+ opengl->glprocs.glGetProgramiv(opengl->program, FF_GL_INFO_LOG_LENGTH, &result);
+ if (result) {
+ log = av_malloc(result);
+ if (!log)
+ goto fail;
+ opengl->glprocs.glGetProgramInfoLog(opengl->program, result, NULL, log);
+ av_log(opengl, AV_LOG_ERROR, "Link error: %s\n", log);
+ av_free(log);
+ }
+ goto fail;
+ }
+
+ opengl->position_attrib = opengl->glprocs.glGetAttribLocation(opengl->program, "a_position");
+ opengl->texture_coords_attrib = opengl->glprocs.glGetAttribLocation(opengl->program, "a_textureCoords");
+ opengl->projection_matrix_location = opengl->glprocs.glGetUniformLocation(opengl->program, "u_projectionMatrix");
+ opengl->model_view_matrix_location = opengl->glprocs.glGetUniformLocation(opengl->program, "u_modelViewMatrix");
+ opengl->color_map_location = opengl->glprocs.glGetUniformLocation(opengl->program, "u_colorMap");
+ opengl->texture_location[0] = opengl->glprocs.glGetUniformLocation(opengl->program, "u_texture0");
+ opengl->texture_location[1] = opengl->glprocs.glGetUniformLocation(opengl->program, "u_texture1");
+ opengl->texture_location[2] = opengl->glprocs.glGetUniformLocation(opengl->program, "u_texture2");
+ opengl->texture_location[3] = opengl->glprocs.glGetUniformLocation(opengl->program, "u_texture3");
+ opengl->chroma_div_w_location = opengl->glprocs.glGetUniformLocation(opengl->program, "u_chroma_div_w");
+ opengl->chroma_div_h_location = opengl->glprocs.glGetUniformLocation(opengl->program, "u_chroma_div_h");
+
+ OPENGL_ERROR_CHECK(opengl);
+ return 0;
+ fail:
+ opengl->glprocs.glDeleteShader(vertex_shader);
+ opengl->glprocs.glDeleteShader(fragment_shader);
+ opengl->glprocs.glDeleteProgram(opengl->program);
+ opengl->program = 0;
+ return AVERROR_EXTERNAL;
+}
+
+static av_cold int opengl_configure_texture(OpenGLContext *opengl, GLuint texture,
+ GLsizei width, GLsizei height)
+{
+ if (texture) {
+ int new_width, new_height;
+ opengl_get_texture_size(opengl, width, height, &new_width, &new_height);
+ glBindTexture(GL_TEXTURE_2D, texture);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+ glTexImage2D(GL_TEXTURE_2D, 0, opengl->format, new_width, new_height, 0,
+ opengl->format, opengl->type, NULL);
+ OPENGL_ERROR_CHECK(NULL);
+ }
+ return 0;
+ fail:
+ return AVERROR_EXTERNAL;
+}
+
+static av_cold int opengl_prepare_vertex(AVFormatContext *s)
+{
+ OpenGLContext *opengl = s->priv_data;
+ int tex_w, tex_h;
+
+ if (opengl->window_width > opengl->max_viewport_width || opengl->window_height > opengl->max_viewport_height) {
+ opengl->window_width = FFMAX(opengl->window_width, opengl->max_viewport_width);
+ opengl->window_height = FFMAX(opengl->window_height, opengl->max_viewport_height);
+ av_log(opengl, AV_LOG_WARNING, "Too big viewport requested, limited to %dx%d", opengl->window_width, opengl->window_height);
+ }
+ glViewport(0, 0, opengl->window_width, opengl->window_height);
+ opengl_make_ortho(opengl->projection_matrix,
+ - (float)opengl->window_width / 2.0f, (float)opengl->window_width / 2.0f,
+ - (float)opengl->window_height / 2.0f, (float)opengl->window_height / 2.0f,
+ 1.0f, -1.0f);
+ opengl_make_identity(opengl->model_view_matrix);
+
+ opengl_compute_display_area(s);
+
+ opengl->vertex[0].z = opengl->vertex[1].z = opengl->vertex[2].z = opengl->vertex[3].z = 0.0f;
+ opengl->vertex[0].x = opengl->vertex[1].x = - (float)opengl->picture_width / 2.0f;
+ opengl->vertex[2].x = opengl->vertex[3].x = (float)opengl->picture_width / 2.0f;
+ opengl->vertex[1].y = opengl->vertex[2].y = - (float)opengl->picture_height / 2.0f;
+ opengl->vertex[0].y = opengl->vertex[3].y = (float)opengl->picture_height / 2.0f;
+
+ opengl_get_texture_size(opengl, opengl->width, opengl->height, &tex_w, &tex_h);
+
+ opengl->vertex[0].s0 = 0.0f;
+ opengl->vertex[0].t0 = 0.0f;
+ opengl->vertex[1].s0 = 0.0f;
+ opengl->vertex[1].t0 = (float)opengl->height / (float)tex_h;
+ opengl->vertex[2].s0 = (float)opengl->width / (float)tex_w;
+ opengl->vertex[2].t0 = (float)opengl->height / (float)tex_h;
+ opengl->vertex[3].s0 = (float)opengl->width / (float)tex_w;
+ opengl->vertex[3].t0 = 0.0f;
+
+ opengl->glprocs.glBindBuffer(FF_GL_ARRAY_BUFFER, opengl->vertex_buffer);
+ opengl->glprocs.glBufferData(FF_GL_ARRAY_BUFFER, sizeof(opengl->vertex), opengl->vertex, FF_GL_STATIC_DRAW);
+ opengl->glprocs.glBindBuffer(FF_GL_ARRAY_BUFFER, 0);
+ OPENGL_ERROR_CHECK(opengl);
+ return 0;
+ fail:
+ return AVERROR_EXTERNAL;
+}
+
+static int opengl_prepare(OpenGLContext *opengl)
+{
+ int i;
+ opengl->glprocs.glUseProgram(opengl->program);
+ opengl->glprocs.glUniformMatrix4fv(opengl->projection_matrix_location, 1, GL_FALSE, opengl->projection_matrix);
+ opengl->glprocs.glUniformMatrix4fv(opengl->model_view_matrix_location, 1, GL_FALSE, opengl->model_view_matrix);
+ for (i = 0; i < 4; i++)
+ if (opengl->texture_location[i] != -1) {
+ opengl->glprocs.glActiveTexture(GL_TEXTURE0 + i);
+ glBindTexture(GL_TEXTURE_2D, opengl->texture_name[i]);
+ opengl->glprocs.glUniform1i(opengl->texture_location[i], i);
+ }
+ if (opengl->color_map_location != -1)
+ opengl->glprocs.glUniformMatrix4fv(opengl->color_map_location, 1, GL_FALSE, opengl->color_map);
+ if (opengl->chroma_div_h_location != -1)
+ opengl->glprocs.glUniform1f(opengl->chroma_div_h_location, opengl->chroma_div_h);
+ if (opengl->chroma_div_w_location != -1)
+ opengl->glprocs.glUniform1f(opengl->chroma_div_w_location, opengl->chroma_div_w);
+
+ OPENGL_ERROR_CHECK(opengl);
+ return 0;
+ fail:
+ return AVERROR_EXTERNAL;
+}
+
+static av_cold int opengl_write_trailer(AVFormatContext *h)
+{
+ OpenGLContext *opengl = h->priv_data;
+
+ if (opengl->no_window &&
+ avdevice_dev_to_app_control_message(h, AV_DEV_TO_APP_PREPARE_WINDOW_BUFFER, NULL , 0) < 0)
+ av_log(opengl, AV_LOG_ERROR, "Application failed to prepare window buffer.\n");
+
+ glDeleteTextures(4, opengl->texture_name);
+ if (opengl && opengl->glprocs.glDeleteBuffers)
+ opengl->glprocs.glDeleteBuffers(2, &opengl->index_buffer);
+
+#if HAVE_SDL
+ if (!opengl->no_window)
+ SDL_Quit();
+#endif
+ if (opengl->no_window &&
+ avdevice_dev_to_app_control_message(h, AV_DEV_TO_APP_DESTROY_WINDOW_BUFFER, NULL , 0) < 0)
+ av_log(opengl, AV_LOG_ERROR, "Application failed to release window buffer.\n");
+
+ return 0;
+}
+
+static av_cold int opengl_init_context(OpenGLContext *opengl)
+{
+ int i, ret;
+ const AVPixFmtDescriptor *desc;
+
+ if ((ret = opengl_compile_shaders(opengl, opengl->pix_fmt)) < 0)
+ goto fail;
+
+ desc = av_pix_fmt_desc_get(opengl->pix_fmt);
+ av_assert0(desc->nb_components > 0 && desc->nb_components <= 4);
+ glGenTextures(desc->nb_components, opengl->texture_name);
+
+ opengl->glprocs.glGenBuffers(2, &opengl->index_buffer);
+ if (!opengl->index_buffer || !opengl->vertex_buffer) {
+ av_log(opengl, AV_LOG_ERROR, "Buffer generation failed.\n");
+ ret = AVERROR_EXTERNAL;
+ goto fail;
+ }
+
+ opengl_configure_texture(opengl, opengl->texture_name[0], opengl->width, opengl->height);
+ if (desc->nb_components > 1) {
+ int has_alpha = desc->flags & AV_PIX_FMT_FLAG_ALPHA;
+ int num_planes = desc->nb_components - (has_alpha ? 1 : 0);
+ if (opengl->non_pow_2_textures) {
+ opengl->chroma_div_w = 1.0f;
+ opengl->chroma_div_h = 1.0f;
+ } else {
+ opengl->chroma_div_w = 1 << desc->log2_chroma_w;
+ opengl->chroma_div_h = 1 << desc->log2_chroma_h;
+ }
+ for (i = 1; i < num_planes; i++)
+ if (opengl->non_pow_2_textures)
+ opengl_configure_texture(opengl, opengl->texture_name[i],
+ FF_CEIL_RSHIFT(opengl->width, desc->log2_chroma_w),
+ FF_CEIL_RSHIFT(opengl->height, desc->log2_chroma_h));
+ else
+ opengl_configure_texture(opengl, opengl->texture_name[i], opengl->width, opengl->height);
+ if (has_alpha)
+ opengl_configure_texture(opengl, opengl->texture_name[3], opengl->width, opengl->height);
+ }
+
+ opengl->glprocs.glBindBuffer(FF_GL_ELEMENT_ARRAY_BUFFER, opengl->index_buffer);
+ opengl->glprocs.glBufferData(FF_GL_ELEMENT_ARRAY_BUFFER, sizeof(g_index), g_index, FF_GL_STATIC_DRAW);
+ opengl->glprocs.glBindBuffer(FF_GL_ELEMENT_ARRAY_BUFFER, 0);
+
+ glEnable(GL_BLEND);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+
+ glClearColor((float)opengl->background[0] / 255.0f, (float)opengl->background[1] / 255.0f,
+ (float)opengl->background[2] / 255.0f, 1.0f);
+
+ ret = AVERROR_EXTERNAL;
+ OPENGL_ERROR_CHECK(opengl);
+
+ return 0;
+ fail:
+ return ret;
+}
+
+static av_cold int opengl_write_header(AVFormatContext *h)
+{
+ OpenGLContext *opengl = h->priv_data;
+ AVStream *st;
+ int ret;
+
+ if (h->nb_streams != 1 ||
+ h->streams[0]->codec->codec_type != AVMEDIA_TYPE_VIDEO ||
+ h->streams[0]->codec->codec_id != AV_CODEC_ID_RAWVIDEO) {
+ av_log(opengl, AV_LOG_ERROR, "Only a single video stream is supported.\n");
+ return AVERROR(EINVAL);
+ }
+ st = h->streams[0];
+ opengl->width = st->codec->width;
+ opengl->height = st->codec->height;
+ opengl->pix_fmt = st->codec->pix_fmt;
+
+ if (!opengl->window_title && !opengl->no_window)
+ opengl->window_title = av_strdup(h->filename);
+
+ if (!opengl->no_window) {
+#if HAVE_SDL
+ if ((ret = opengl_sdl_create_window(h)) < 0)
+ goto fail;
+#else
+ av_log(opengl, AV_LOG_ERROR, "FFmpeg is compiled without SDL. Cannot create default window.\n");
+ ret = AVERROR(ENOSYS);
+ goto fail;
+#endif
+ } else {
+ if ((ret = avdevice_dev_to_app_control_message(h, AV_DEV_TO_APP_CREATE_WINDOW_BUFFER, NULL , 0)) < 0) {
+ av_log(opengl, AV_LOG_ERROR, "Application failed to create window buffer.\n");
+ goto fail;
+ }
+ if ((ret = avdevice_dev_to_app_control_message(h, AV_DEV_TO_APP_PREPARE_WINDOW_BUFFER, NULL , 0)) < 0) {
+ av_log(opengl, AV_LOG_ERROR, "Application failed to prepare window buffer.\n");
+ goto fail;
+ }
+ }
+
+ if ((ret = opengl_read_limits(opengl)) < 0)
+ goto fail;
+
+ if (opengl->width > opengl->max_texture_size || opengl->height > opengl->max_texture_size) {
+ av_log(opengl, AV_LOG_ERROR, "Too big picture %dx%d, max supported size is %dx%d\n",
+ opengl->width, opengl->height, opengl->max_texture_size, opengl->max_texture_size);
+ ret = AVERROR(EINVAL);
+ goto fail;
+ }
+
+ if (!opengl->no_window) {
+#if HAVE_SDL
+ if ((ret = opengl_sdl_load_procedures(opengl)) < 0)
+ goto fail;
+#endif
+ } else if ((ret = opengl_load_procedures(opengl)) < 0)
+ goto fail;
+
+ opengl_fill_color_map(opengl);
+ opengl_get_texture_params(opengl);
+
+ if ((ret = opengl_init_context(opengl)) < 0)
+ goto fail;
+
+ if ((ret = opengl_prepare_vertex(h)) < 0)
+ goto fail;
+
+ glClear(GL_COLOR_BUFFER_BIT);
+
+#if HAVE_SDL
+ if (!opengl->no_window)
+ SDL_GL_SwapBuffers();
+#endif
+ if (opengl->no_window &&
+ (ret = avdevice_dev_to_app_control_message(h, AV_DEV_TO_APP_DISPLAY_WINDOW_BUFFER, NULL , 0)) < 0) {
+ av_log(opengl, AV_LOG_ERROR, "Application failed to display window buffer.\n");
+ goto fail;
+ }
+
+ ret = AVERROR_EXTERNAL;
+ OPENGL_ERROR_CHECK(opengl);
+ return 0;
+
+ fail:
+ opengl_write_trailer(h);
+ return ret;
+}
+
+static uint8_t* opengl_get_plane_pointer(OpenGLContext *opengl, AVPacket *pkt, int comp_index,
+ const AVPixFmtDescriptor *desc)
+{
+ uint8_t *data = pkt->data;
+ int wordsize = opengl_type_size(opengl->type);
+ int width_chroma = FF_CEIL_RSHIFT(opengl->width, desc->log2_chroma_w);
+ int height_chroma = FF_CEIL_RSHIFT(opengl->height, desc->log2_chroma_h);
+ int plane = desc->comp[comp_index].plane;
+
+ switch(plane) {
+ case 0:
+ break;
+ case 1:
+ data += opengl->width * opengl->height * wordsize;
+ break;
+ case 2:
+ data += opengl->width * opengl->height * wordsize;
+ data += width_chroma * height_chroma * wordsize;
+ break;
+ case 3:
+ data += opengl->width * opengl->height * wordsize;
+ data += 2 * width_chroma * height_chroma * wordsize;
+ break;
+ default:
+ return NULL;
+ }
+ return data;
+}
+
+static int opengl_draw(AVFormatContext *h, AVPacket *pkt, int repaint)
+{
+ OpenGLContext *opengl = h->priv_data;
+ enum AVPixelFormat pix_fmt = h->streams[0]->codec->pix_fmt;
+ const AVPixFmtDescriptor *desc = av_pix_fmt_desc_get(pix_fmt);
+ int ret;
+
+#if HAVE_SDL
+ if (!opengl->no_window && (ret = opengl_sdl_process_events(h)) < 0)
+ goto fail;
+#endif
+ if (opengl->no_window &&
+ (ret = avdevice_dev_to_app_control_message(h, AV_DEV_TO_APP_PREPARE_WINDOW_BUFFER, NULL , 0)) < 0) {
+ av_log(opengl, AV_LOG_ERROR, "Application failed to prepare window buffer.\n");
+ goto fail;
+ }
+
+ glClear(GL_COLOR_BUFFER_BIT);
+
+ if (!repaint) {
+ glBindTexture(GL_TEXTURE_2D, opengl->texture_name[0]);
+ glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, opengl->width, opengl->height, opengl->format, opengl->type,
+ opengl_get_plane_pointer(opengl, pkt, 0, desc));
+ if (desc->flags & AV_PIX_FMT_FLAG_PLANAR) {
+ int width_chroma = FF_CEIL_RSHIFT(opengl->width, desc->log2_chroma_w);
+ int height_chroma = FF_CEIL_RSHIFT(opengl->height, desc->log2_chroma_h);
+ glBindTexture(GL_TEXTURE_2D, opengl->texture_name[1]);
+ glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width_chroma, height_chroma, opengl->format, opengl->type,
+ opengl_get_plane_pointer(opengl, pkt, 1, desc));
+ glBindTexture(GL_TEXTURE_2D, opengl->texture_name[2]);
+ glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width_chroma, height_chroma, opengl->format, opengl->type,
+ opengl_get_plane_pointer(opengl, pkt, 2, desc));
+ if (desc->flags & AV_PIX_FMT_FLAG_ALPHA) {
+ glBindTexture(GL_TEXTURE_2D, opengl->texture_name[3]);
+ glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, opengl->width, opengl->height, opengl->format, opengl->type,
+ opengl_get_plane_pointer(opengl, pkt, 3, desc));
+ }
+ }
+ }
+ ret = AVERROR_EXTERNAL;
+ OPENGL_ERROR_CHECK(opengl);
+
+ if ((ret = opengl_prepare(opengl)) < 0)
+ goto fail;
+
+ opengl->glprocs.glBindBuffer(FF_GL_ARRAY_BUFFER, opengl->vertex_buffer);
+ opengl->glprocs.glBindBuffer(FF_GL_ELEMENT_ARRAY_BUFFER, opengl->index_buffer);
+ opengl->glprocs.glVertexAttribPointer(opengl->position_attrib, 3, GL_FLOAT, GL_FALSE, sizeof(OpenGLVertexInfo), 0);
+ opengl->glprocs.glEnableVertexAttribArray(opengl->position_attrib);
+ opengl->glprocs.glVertexAttribPointer(opengl->texture_coords_attrib, 2, GL_FLOAT, GL_FALSE, sizeof(OpenGLVertexInfo), 12);
+ opengl->glprocs.glEnableVertexAttribArray(opengl->texture_coords_attrib);
+
+ glDrawElements(GL_TRIANGLES, FF_ARRAY_ELEMS(g_index), GL_UNSIGNED_SHORT, 0);
+
+ ret = AVERROR_EXTERNAL;
+ OPENGL_ERROR_CHECK(opengl);
+
+#if HAVE_SDL
+ if (!opengl->no_window)
+ SDL_GL_SwapBuffers();
+#endif
+ if (opengl->no_window &&
+ (ret = avdevice_dev_to_app_control_message(h, AV_DEV_TO_APP_DISPLAY_WINDOW_BUFFER, NULL , 0)) < 0) {
+ av_log(opengl, AV_LOG_ERROR, "Application failed to display window buffer.\n");
+ goto fail;
+ }
+
+ return 0;
+ fail:
+ return ret;
+}
+
+static int opengl_write_packet(AVFormatContext *h, AVPacket *pkt)
+{
+ return opengl_draw(h, pkt, 0);
+}
+
+#define OFFSET(x) offsetof(OpenGLContext, x)
+#define ENC AV_OPT_FLAG_ENCODING_PARAM
+static const AVOption options[] = {
+ { "background", "set background color", OFFSET(background), AV_OPT_TYPE_COLOR, {.str = "black"}, CHAR_MIN, CHAR_MAX, ENC },
+ { "no_window", "disable default window", OFFSET(no_window), AV_OPT_TYPE_INT, {.i64 = 0}, INT_MIN, INT_MAX, ENC },
+ { "window_title", "set window title", OFFSET(window_title), AV_OPT_TYPE_STRING, {.str = NULL}, 0, 0, ENC },
+ { NULL }
+};
+
+static const AVClass opengl_class = {
+ .class_name = "opengl outdev",
+ .item_name = av_default_item_name,
+ .option = options,
+ .version = LIBAVUTIL_VERSION_INT,
+};
+
+AVOutputFormat ff_opengl_muxer = {
+ .name = "opengl",
+ .long_name = NULL_IF_CONFIG_SMALL("OpenGL output"),
+ .priv_data_size = sizeof(OpenGLContext),
+ .audio_codec = AV_CODEC_ID_NONE,
+ .video_codec = AV_CODEC_ID_RAWVIDEO,
+ .write_header = opengl_write_header,
+ .write_packet = opengl_write_packet,
+ .write_trailer = opengl_write_trailer,
+ .control_message = opengl_control_message,
+ .flags = AVFMT_NOFILE | AVFMT_VARIABLE_FPS | AVFMT_NOTIMESTAMPS,
+ .priv_class = &opengl_class,
+};