Imported Debian version 2.4.3~trusty1
[deb_ffmpeg.git] / ffmpeg / libavdevice / opengl_enc.c
CommitLineData
2ba45a60
DM
1/*
2 * Copyright (c) 2014 Lukasz Marek
3 *
4 * This file is part of FFmpeg.
5 *
6 * FFmpeg is free software; you can redistribute it and/or
7 * modify it under the terms of the GNU Lesser General Public
8 * License as published by the Free Software Foundation; either
9 * version 2.1 of the License, or (at your option) any later version.
10 *
11 * FFmpeg is distributed in the hope that it will be useful,
12 * but WITHOUT ANY WARRANTY; without even the implied warranty of
13 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
14 * Lesser General Public License for more details.
15 *
16 * You should have received a copy of the GNU Lesser General Public
17 * License along with FFmpeg; if not, write to the Free Software
18 * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
19 */
20
21//TODO: support for more formats
22//TODO: support for more systems.
23//TODO: implement X11, Windows, Mac OS native default window. SDL 1.2 doesn't allow to render to custom thread.
24
25#include <stdio.h>
26#include <stdlib.h>
27#include <string.h>
28#include <unistd.h>
29#include <stddef.h>
30
31#include "config.h"
32
33#if HAVE_WINDOWS_H
34#include <windows.h>
35#endif
36#if HAVE_OPENGL_GL3_H
37#include <OpenGL/gl3.h>
38#elif HAVE_ES2_GL_H
39#include <ES2/gl.h>
40#else
41#include <GL/gl.h>
42#include <GL/glext.h>
43#endif
44#if HAVE_GLXGETPROCADDRESS
45#include <GL/glx.h>
46#endif
47
48#if HAVE_SDL
49#include <SDL.h>
50#endif
51
52#include "libavutil/common.h"
53#include "libavutil/pixdesc.h"
54#include "libavutil/log.h"
55#include "libavutil/opt.h"
56#include "libavutil/avassert.h"
57#include "libavutil/avstring.h"
58#include "libavformat/avformat.h"
59#include "libavformat/internal.h"
60#include "libavdevice/avdevice.h"
61#include "opengl_enc_shaders.h"
62
63#ifndef APIENTRY
64#define APIENTRY
65#endif
66
67/* FF_GL_RED_COMPONENT is used for plannar pixel types.
68 * Only red component is sampled in shaders.
69 * On some platforms GL_RED is not available and GL_LUMINANCE have to be used,
70 * but since OpenGL 3.0 GL_LUMINANCE is deprecated.
71 * GL_RED produces RGBA = value, 0, 0, 1.
72 * GL_LUMINANCE produces RGBA = value, value, value, 1.
73 * Note: GL_INTENSITY may also be used which produce RGBA = value, value, value, value. */
74#if defined(GL_RED)
75#define FF_GL_RED_COMPONENT GL_RED
76#elif defined(GL_LUMINANCE)
77#define FF_GL_RED_COMPONENT GL_LUMINANCE
78#else
79#define FF_GL_RED_COMPONENT 0x1903; //GL_RED
80#endif
81
82/* Constants not defined for iOS */
83#define FF_GL_UNSIGNED_BYTE_3_3_2 0x8032
84#define FF_GL_UNSIGNED_BYTE_2_3_3_REV 0x8362
85#define FF_GL_UNSIGNED_SHORT_1_5_5_5_REV 0x8366
86#define FF_GL_UNPACK_ROW_LENGTH 0x0CF2
87
88/* MinGW exposes only OpenGL 1.1 API */
89#define FF_GL_ARRAY_BUFFER 0x8892
90#define FF_GL_ELEMENT_ARRAY_BUFFER 0x8893
91#define FF_GL_STATIC_DRAW 0x88E4
92#define FF_GL_FRAGMENT_SHADER 0x8B30
93#define FF_GL_VERTEX_SHADER 0x8B31
94#define FF_GL_COMPILE_STATUS 0x8B81
95#define FF_GL_LINK_STATUS 0x8B82
96#define FF_GL_INFO_LOG_LENGTH 0x8B84
97typedef void (APIENTRY *FF_PFNGLACTIVETEXTUREPROC) (GLenum texture);
98typedef void (APIENTRY *FF_PFNGLGENBUFFERSPROC) (GLsizei n, GLuint *buffers);
99typedef void (APIENTRY *FF_PFNGLDELETEBUFFERSPROC) (GLsizei n, const GLuint *buffers);
100typedef void (APIENTRY *FF_PFNGLBUFFERDATAPROC) (GLenum target, ptrdiff_t size, const GLvoid *data, GLenum usage);
101typedef void (APIENTRY *FF_PFNGLBINDBUFFERPROC) (GLenum target, GLuint buffer);
102typedef GLint (APIENTRY *FF_PFNGLGETATTRIBLOCATIONPROC) (GLuint program, const char *name);
103typedef void (APIENTRY *FF_PFNGLENABLEVERTEXATTRIBARRAYPROC) (GLuint index);
104typedef void (APIENTRY *FF_PFNGLVERTEXATTRIBPOINTERPROC) (GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, uintptr_t pointer);
105typedef GLint (APIENTRY *FF_PFNGLGETUNIFORMLOCATIONPROC) (GLuint program, const char *name);
106typedef void (APIENTRY *FF_PFNGLUNIFORM1FPROC) (GLint location, GLfloat v0);
107typedef void (APIENTRY *FF_PFNGLUNIFORM1IPROC) (GLint location, GLint v0);
108typedef void (APIENTRY *FF_PFNGLUNIFORMMATRIX4FVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
109typedef GLuint (APIENTRY *FF_PFNGLCREATEPROGRAMPROC) (void);
110typedef void (APIENTRY *FF_PFNGLDELETEPROGRAMPROC) (GLuint program);
111typedef void (APIENTRY *FF_PFNGLUSEPROGRAMPROC) (GLuint program);
112typedef void (APIENTRY *FF_PFNGLLINKPROGRAMPROC) (GLuint program);
113typedef void (APIENTRY *FF_PFNGLGETPROGRAMIVPROC) (GLuint program, GLenum pname, GLint *params);
114typedef void (APIENTRY *FF_PFNGLGETPROGRAMINFOLOGPROC) (GLuint program, GLsizei bufSize, GLsizei *length, char *infoLog);
115typedef void (APIENTRY *FF_PFNGLATTACHSHADERPROC) (GLuint program, GLuint shader);
116typedef GLuint (APIENTRY *FF_PFNGLCREATESHADERPROC) (GLenum type);
117typedef void (APIENTRY *FF_PFNGLDELETESHADERPROC) (GLuint shader);
118typedef void (APIENTRY *FF_PFNGLCOMPILESHADERPROC) (GLuint shader);
119typedef void (APIENTRY *FF_PFNGLSHADERSOURCEPROC) (GLuint shader, GLsizei count, const char* *string, const GLint *length);
120typedef void (APIENTRY *FF_PFNGLGETSHADERIVPROC) (GLuint shader, GLenum pname, GLint *params);
121typedef void (APIENTRY *FF_PFNGLGETSHADERINFOLOGPROC) (GLuint shader, GLsizei bufSize, GLsizei *length, char *infoLog);
122
123typedef struct FFOpenGLFunctions {
124 FF_PFNGLACTIVETEXTUREPROC glActiveTexture; //Require GL ARB multitexture
125 FF_PFNGLGENBUFFERSPROC glGenBuffers; //Require GL_ARB_vertex_buffer_object
126 FF_PFNGLDELETEBUFFERSPROC glDeleteBuffers; //Require GL_ARB_vertex_buffer_object
127 FF_PFNGLBUFFERDATAPROC glBufferData; //Require GL_ARB_vertex_buffer_object
128 FF_PFNGLBINDBUFFERPROC glBindBuffer; //Require GL_ARB_vertex_buffer_object
129 FF_PFNGLGETATTRIBLOCATIONPROC glGetAttribLocation; //Require GL_ARB_vertex_shader
130 FF_PFNGLENABLEVERTEXATTRIBARRAYPROC glEnableVertexAttribArray; //Require GL_ARB_vertex_shader
131 FF_PFNGLVERTEXATTRIBPOINTERPROC glVertexAttribPointer; //Require GL_ARB_vertex_shader
132 FF_PFNGLGETUNIFORMLOCATIONPROC glGetUniformLocation; //Require GL_ARB_shader_objects
133 FF_PFNGLUNIFORM1FPROC glUniform1f; //Require GL_ARB_shader_objects
134 FF_PFNGLUNIFORM1IPROC glUniform1i; //Require GL_ARB_shader_objects
135 FF_PFNGLUNIFORMMATRIX4FVPROC glUniformMatrix4fv; //Require GL_ARB_shader_objects
136 FF_PFNGLCREATEPROGRAMPROC glCreateProgram; //Require GL_ARB_shader_objects
137 FF_PFNGLDELETEPROGRAMPROC glDeleteProgram; //Require GL_ARB_shader_objects
138 FF_PFNGLUSEPROGRAMPROC glUseProgram; //Require GL_ARB_shader_objects
139 FF_PFNGLLINKPROGRAMPROC glLinkProgram; //Require GL_ARB_shader_objects
140 FF_PFNGLGETPROGRAMIVPROC glGetProgramiv; //Require GL_ARB_shader_objects
141 FF_PFNGLGETPROGRAMINFOLOGPROC glGetProgramInfoLog; //Require GL_ARB_shader_objects
142 FF_PFNGLATTACHSHADERPROC glAttachShader; //Require GL_ARB_shader_objects
143 FF_PFNGLCREATESHADERPROC glCreateShader; //Require GL_ARB_shader_objects
144 FF_PFNGLDELETESHADERPROC glDeleteShader; //Require GL_ARB_shader_objects
145 FF_PFNGLCOMPILESHADERPROC glCompileShader; //Require GL_ARB_shader_objects
146 FF_PFNGLSHADERSOURCEPROC glShaderSource; //Require GL_ARB_shader_objects
147 FF_PFNGLGETSHADERIVPROC glGetShaderiv; //Require GL_ARB_shader_objects
148 FF_PFNGLGETSHADERINFOLOGPROC glGetShaderInfoLog; //Require GL_ARB_shader_objects
149} FFOpenGLFunctions;
150
151#define OPENGL_ERROR_CHECK(ctx) \
152{\
153 GLenum err_code; \
154 if ((err_code = glGetError()) != GL_NO_ERROR) { \
155 av_log(ctx, AV_LOG_ERROR, "OpenGL error occurred in '%s', line %d: %d\n", __FUNCTION__, __LINE__, err_code); \
156 goto fail; \
157 } \
158}\
159
160typedef struct OpenGLVertexInfo
161{
162 float x, y, z; ///<Position
163 float s0, t0; ///<Texture coords
164} OpenGLVertexInfo;
165
166/* defines 2 triangles to display */
167static const GLushort g_index[6] =
168{
169 0, 1, 2,
170 0, 3, 2,
171};
172
173typedef struct OpenGLContext {
174 AVClass *class; ///< class for private options
175
176#if HAVE_SDL
177 SDL_Surface *surface;
178#endif
179 FFOpenGLFunctions glprocs;
180
181 int inited; ///< Set to 1 when write_header was successfully called.
182 uint8_t background[4]; ///< Background color
183 int no_window; ///< 0 for create default window
184 char *window_title; ///< Title of the window
185
186 /* OpenGL implementation limits */
187 GLint max_texture_size; ///< Maximum texture size
188 GLint max_viewport_width; ///< Maximum viewport size
189 GLint max_viewport_height; ///< Maximum viewport size
190 int non_pow_2_textures; ///< 1 when non power of 2 textures are supported
191 int unpack_subimage; ///< 1 when GL_EXT_unpack_subimage is available
192
193 /* Current OpenGL configuration */
194 GLuint program; ///< Shader program
195 GLuint vertex_shader; ///< Vertex shader
196 GLuint fragment_shader; ///< Fragment shader for current pix_pmt
197 GLuint texture_name[4]; ///< Textures' IDs
198 GLuint index_buffer; ///< Index buffer
199 GLuint vertex_buffer; ///< Vertex buffer
200 OpenGLVertexInfo vertex[4]; ///< VBO
201 GLint projection_matrix_location; ///< Uniforms' locations
202 GLint model_view_matrix_location;
203 GLint color_map_location;
204 GLint chroma_div_w_location;
205 GLint chroma_div_h_location;
206 GLint texture_location[4];
207 GLint position_attrib; ///< Attibutes' locations
208 GLint texture_coords_attrib;
209
210 GLfloat projection_matrix[16]; ///< Projection matrix
211 GLfloat model_view_matrix[16]; ///< Modev view matrix
212 GLfloat color_map[16]; ///< RGBA color map matrix
213 GLfloat chroma_div_w; ///< Chroma subsampling w ratio
214 GLfloat chroma_div_h; ///< Chroma subsampling h ratio
215
216 /* Stream information */
217 GLenum format;
218 GLenum type;
219 int width; ///< Stream width
220 int height; ///< Stream height
221 enum AVPixelFormat pix_fmt; ///< Stream pixel format
222 int picture_width; ///< Rendered width
223 int picture_height; ///< Rendered height
224 int window_width;
225 int window_height;
226} OpenGLContext;
227
228static const struct OpenGLFormatDesc {
229 enum AVPixelFormat fixel_format;
230 const char * const * fragment_shader;
231 GLenum format;
232 GLenum type;
233} opengl_format_desc[] = {
234 { AV_PIX_FMT_YUV420P, &FF_OPENGL_FRAGMENT_SHADER_YUV_PLANAR, FF_GL_RED_COMPONENT, GL_UNSIGNED_BYTE },
235 { AV_PIX_FMT_YUV444P, &FF_OPENGL_FRAGMENT_SHADER_YUV_PLANAR, FF_GL_RED_COMPONENT, GL_UNSIGNED_BYTE },
236 { AV_PIX_FMT_YUV422P, &FF_OPENGL_FRAGMENT_SHADER_YUV_PLANAR, FF_GL_RED_COMPONENT, GL_UNSIGNED_BYTE },
237 { AV_PIX_FMT_YUV410P, &FF_OPENGL_FRAGMENT_SHADER_YUV_PLANAR, FF_GL_RED_COMPONENT, GL_UNSIGNED_BYTE },
238 { AV_PIX_FMT_YUV411P, &FF_OPENGL_FRAGMENT_SHADER_YUV_PLANAR, FF_GL_RED_COMPONENT, GL_UNSIGNED_BYTE },
239 { AV_PIX_FMT_YUV440P, &FF_OPENGL_FRAGMENT_SHADER_YUV_PLANAR, FF_GL_RED_COMPONENT, GL_UNSIGNED_BYTE },
240 { AV_PIX_FMT_YUV420P16, &FF_OPENGL_FRAGMENT_SHADER_YUV_PLANAR, FF_GL_RED_COMPONENT, GL_UNSIGNED_SHORT },
241 { AV_PIX_FMT_YUV422P16, &FF_OPENGL_FRAGMENT_SHADER_YUV_PLANAR, FF_GL_RED_COMPONENT, GL_UNSIGNED_SHORT },
242 { AV_PIX_FMT_YUV444P16, &FF_OPENGL_FRAGMENT_SHADER_YUV_PLANAR, FF_GL_RED_COMPONENT, GL_UNSIGNED_SHORT },
243 { AV_PIX_FMT_YUVA420P, &FF_OPENGL_FRAGMENT_SHADER_YUVA_PLANAR, FF_GL_RED_COMPONENT, GL_UNSIGNED_BYTE },
244 { AV_PIX_FMT_YUVA444P, &FF_OPENGL_FRAGMENT_SHADER_YUVA_PLANAR, FF_GL_RED_COMPONENT, GL_UNSIGNED_BYTE },
245 { AV_PIX_FMT_YUVA422P, &FF_OPENGL_FRAGMENT_SHADER_YUVA_PLANAR, FF_GL_RED_COMPONENT, GL_UNSIGNED_BYTE },
246 { AV_PIX_FMT_YUVA420P16, &FF_OPENGL_FRAGMENT_SHADER_YUVA_PLANAR, FF_GL_RED_COMPONENT, GL_UNSIGNED_SHORT },
247 { AV_PIX_FMT_YUVA422P16, &FF_OPENGL_FRAGMENT_SHADER_YUVA_PLANAR, FF_GL_RED_COMPONENT, GL_UNSIGNED_SHORT },
248 { AV_PIX_FMT_YUVA444P16, &FF_OPENGL_FRAGMENT_SHADER_YUVA_PLANAR, FF_GL_RED_COMPONENT, GL_UNSIGNED_SHORT },
249 { AV_PIX_FMT_RGB24, &FF_OPENGL_FRAGMENT_SHADER_RGB_PACKET, GL_RGB, GL_UNSIGNED_BYTE },
250 { AV_PIX_FMT_BGR24, &FF_OPENGL_FRAGMENT_SHADER_RGB_PACKET, GL_RGB, GL_UNSIGNED_BYTE },
251 { AV_PIX_FMT_0RGB, &FF_OPENGL_FRAGMENT_SHADER_RGB_PACKET, GL_RGBA, GL_UNSIGNED_BYTE },
252 { AV_PIX_FMT_RGB0, &FF_OPENGL_FRAGMENT_SHADER_RGB_PACKET, GL_RGBA, GL_UNSIGNED_BYTE },
253 { AV_PIX_FMT_0BGR, &FF_OPENGL_FRAGMENT_SHADER_RGB_PACKET, GL_RGBA, GL_UNSIGNED_BYTE },
254 { AV_PIX_FMT_BGR0, &FF_OPENGL_FRAGMENT_SHADER_RGB_PACKET, GL_RGBA, GL_UNSIGNED_BYTE },
255 { AV_PIX_FMT_RGB565, &FF_OPENGL_FRAGMENT_SHADER_RGB_PACKET, GL_RGB, GL_UNSIGNED_SHORT_5_6_5 },
256 { AV_PIX_FMT_BGR565, &FF_OPENGL_FRAGMENT_SHADER_RGB_PACKET, GL_RGB, GL_UNSIGNED_SHORT_5_6_5 },
257 { AV_PIX_FMT_RGB555, &FF_OPENGL_FRAGMENT_SHADER_RGB_PACKET, GL_RGBA, FF_GL_UNSIGNED_SHORT_1_5_5_5_REV },
258 { AV_PIX_FMT_BGR555, &FF_OPENGL_FRAGMENT_SHADER_RGB_PACKET, GL_RGBA, FF_GL_UNSIGNED_SHORT_1_5_5_5_REV },
259 { AV_PIX_FMT_RGB8, &FF_OPENGL_FRAGMENT_SHADER_RGB_PACKET, GL_RGB, FF_GL_UNSIGNED_BYTE_3_3_2 },
260 { AV_PIX_FMT_BGR8, &FF_OPENGL_FRAGMENT_SHADER_RGB_PACKET, GL_RGB, FF_GL_UNSIGNED_BYTE_2_3_3_REV },
261 { AV_PIX_FMT_RGB48, &FF_OPENGL_FRAGMENT_SHADER_RGB_PACKET, GL_RGB, GL_UNSIGNED_SHORT },
262 { AV_PIX_FMT_ARGB, &FF_OPENGL_FRAGMENT_SHADER_RGBA_PACKET, GL_RGBA, GL_UNSIGNED_BYTE },
263 { AV_PIX_FMT_RGBA, &FF_OPENGL_FRAGMENT_SHADER_RGBA_PACKET, GL_RGBA, GL_UNSIGNED_BYTE },
264 { AV_PIX_FMT_ABGR, &FF_OPENGL_FRAGMENT_SHADER_RGBA_PACKET, GL_RGBA, GL_UNSIGNED_BYTE },
265 { AV_PIX_FMT_BGRA, &FF_OPENGL_FRAGMENT_SHADER_RGBA_PACKET, GL_RGBA, GL_UNSIGNED_BYTE },
266 { AV_PIX_FMT_RGBA64, &FF_OPENGL_FRAGMENT_SHADER_RGBA_PACKET, GL_RGBA, GL_UNSIGNED_SHORT },
267 { AV_PIX_FMT_BGRA64, &FF_OPENGL_FRAGMENT_SHADER_RGBA_PACKET, GL_RGBA, GL_UNSIGNED_SHORT },
268 { AV_PIX_FMT_GBRP, &FF_OPENGL_FRAGMENT_SHADER_RGB_PLANAR, FF_GL_RED_COMPONENT, GL_UNSIGNED_BYTE },
269 { AV_PIX_FMT_GBRP16, &FF_OPENGL_FRAGMENT_SHADER_RGB_PLANAR, FF_GL_RED_COMPONENT, GL_UNSIGNED_SHORT },
270 { AV_PIX_FMT_GBRAP, &FF_OPENGL_FRAGMENT_SHADER_RGBA_PLANAR, FF_GL_RED_COMPONENT, GL_UNSIGNED_BYTE },
271 { AV_PIX_FMT_GBRAP16, &FF_OPENGL_FRAGMENT_SHADER_RGBA_PLANAR, FF_GL_RED_COMPONENT, GL_UNSIGNED_SHORT },
272 { AV_PIX_FMT_GRAY8, &FF_OPENGL_FRAGMENT_SHADER_GRAY, FF_GL_RED_COMPONENT, GL_UNSIGNED_BYTE },
273 { AV_PIX_FMT_GRAY16, &FF_OPENGL_FRAGMENT_SHADER_GRAY, FF_GL_RED_COMPONENT, GL_UNSIGNED_SHORT },
274 { AV_PIX_FMT_NONE, NULL }
275};
276
277static av_cold int opengl_prepare_vertex(AVFormatContext *s);
278static int opengl_draw(AVFormatContext *h, void *intput, int repaint, int is_pkt);
279static av_cold int opengl_init_context(OpenGLContext *opengl);
280
281static av_cold void opengl_deinit_context(OpenGLContext *opengl)
282{
283 glDeleteTextures(4, opengl->texture_name);
284 opengl->texture_name[0] = opengl->texture_name[1] =
285 opengl->texture_name[2] = opengl->texture_name[3] = 0;
286 if (opengl->glprocs.glUseProgram)
287 opengl->glprocs.glUseProgram(0);
288 if (opengl->glprocs.glDeleteProgram) {
289 opengl->glprocs.glDeleteProgram(opengl->program);
290 opengl->program = 0;
291 }
292 if (opengl->glprocs.glDeleteShader) {
293 opengl->glprocs.glDeleteShader(opengl->vertex_shader);
294 opengl->glprocs.glDeleteShader(opengl->fragment_shader);
295 opengl->vertex_shader = opengl->fragment_shader = 0;
296 }
297 if (opengl->glprocs.glBindBuffer) {
298 opengl->glprocs.glBindBuffer(FF_GL_ARRAY_BUFFER, 0);
299 opengl->glprocs.glBindBuffer(FF_GL_ELEMENT_ARRAY_BUFFER, 0);
300 }
301 if (opengl->glprocs.glDeleteBuffers) {
302 opengl->glprocs.glDeleteBuffers(2, &opengl->index_buffer);
303 opengl->vertex_buffer = opengl->index_buffer = 0;
304 }
305}
306
307static int opengl_resize(AVFormatContext *h, int width, int height)
308{
309 int ret = 0;
310 OpenGLContext *opengl = h->priv_data;
311 opengl->window_width = width;
312 opengl->window_height = height;
313 if (opengl->inited) {
314 if (opengl->no_window &&
315 (ret = avdevice_dev_to_app_control_message(h, AV_DEV_TO_APP_PREPARE_WINDOW_BUFFER, NULL , 0)) < 0) {
316 av_log(opengl, AV_LOG_ERROR, "Application failed to prepare window buffer.\n");
317 goto end;
318 }
319 if ((ret = opengl_prepare_vertex(h)) < 0)
320 goto end;
321 ret = opengl_draw(h, NULL, 1, 0);
322 }
323 end:
324 return ret;
325}
326
327static int opengl_control_message(AVFormatContext *h, int type, void *data, size_t data_size)
328{
329 OpenGLContext *opengl = h->priv_data;
330 switch(type) {
331 case AV_APP_TO_DEV_WINDOW_SIZE:
332 if (data) {
333 AVDeviceRect *message = data;
334 return opengl_resize(h, message->width, message->height);
335 }
336 return AVERROR(EINVAL);
337 case AV_APP_TO_DEV_WINDOW_REPAINT:
338 return opengl_resize(h, opengl->window_width, opengl->window_height);
339 }
340 return AVERROR(ENOSYS);
341}
342
343#if HAVE_SDL
344static int opengl_sdl_recreate_window(OpenGLContext *opengl, int width, int height)
345{
346 opengl->surface = SDL_SetVideoMode(width, height,
347 32, SDL_OPENGL | SDL_RESIZABLE);
348 if (!opengl->surface) {
349 av_log(opengl, AV_LOG_ERROR, "Unable to set video mode: %s\n", SDL_GetError());
350 return AVERROR_EXTERNAL;
351 }
352 SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8);
353 SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8);
354 SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8);
355 SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, 8);
356 SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
357 return 0;
358}
359
360static int opengl_sdl_process_events(AVFormatContext *h)
361{
362 int ret;
363 OpenGLContext *opengl = h->priv_data;
364 SDL_Event event;
365 SDL_PumpEvents();
366 while (SDL_PeepEvents(&event, 1, SDL_GETEVENT, SDL_ALLEVENTS) > 0) {
367 switch (event.type) {
368 case SDL_QUIT:
369 return AVERROR(EIO);
370 case SDL_KEYDOWN:
371 switch (event.key.keysym.sym) {
372 case SDLK_ESCAPE:
373 case SDLK_q:
374 return AVERROR(EIO);
375 }
376 return 0;
377 case SDL_VIDEORESIZE: {
378 char buffer[100];
379 int reinit;
380 AVDeviceRect message;
381 /* clean up old context because SDL_SetVideoMode may lose its state. */
382 SDL_VideoDriverName(buffer, sizeof(buffer));
383 reinit = !av_strncasecmp(buffer, "quartz", sizeof(buffer));
384 if (reinit) {
385 opengl_deinit_context(opengl);
386 }
387 if ((ret = opengl_sdl_recreate_window(opengl, event.resize.w, event.resize.h)) < 0)
388 return ret;
389 if (reinit && (ret = opengl_init_context(opengl)) < 0)
390 return ret;
391 message.width = opengl->surface->w;
392 message.height = opengl->surface->h;
393 return opengl_control_message(h, AV_APP_TO_DEV_WINDOW_SIZE, &message, sizeof(AVDeviceRect));
394 }
395 }
396 }
397 return 0;
398}
399
400static int av_cold opengl_sdl_create_window(AVFormatContext *h)
401{
402 int ret;
403 char buffer[100];
404 OpenGLContext *opengl = h->priv_data;
405 AVDeviceRect message;
406 if (SDL_Init(SDL_INIT_VIDEO)) {
407 av_log(opengl, AV_LOG_ERROR, "Unable to initialize SDL: %s\n", SDL_GetError());
408 return AVERROR_EXTERNAL;
409 }
410 if ((ret = opengl_sdl_recreate_window(opengl, opengl->window_width,
411 opengl->window_height)) < 0)
412 return ret;
413 av_log(opengl, AV_LOG_INFO, "SDL driver: '%s'.\n", SDL_VideoDriverName(buffer, sizeof(buffer)));
414 message.width = opengl->surface->w;
415 message.height = opengl->surface->h;
416 SDL_WM_SetCaption(opengl->window_title, NULL);
417 opengl_control_message(h, AV_APP_TO_DEV_WINDOW_SIZE, &message, sizeof(AVDeviceRect));
418 return 0;
419}
420
421static int av_cold opengl_sdl_load_procedures(OpenGLContext *opengl)
422{
423 FFOpenGLFunctions *procs = &opengl->glprocs;
424
425#define LOAD_OPENGL_FUN(name, type) \
426 procs->name = (type)SDL_GL_GetProcAddress(#name); \
427 if (!procs->name) { \
428 av_log(opengl, AV_LOG_ERROR, "Cannot load OpenGL function: '%s'\n", #name); \
429 return AVERROR(ENOSYS); \
430 }
431
432 LOAD_OPENGL_FUN(glActiveTexture, FF_PFNGLACTIVETEXTUREPROC)
433 LOAD_OPENGL_FUN(glGenBuffers, FF_PFNGLGENBUFFERSPROC)
434 LOAD_OPENGL_FUN(glDeleteBuffers, FF_PFNGLDELETEBUFFERSPROC)
435 LOAD_OPENGL_FUN(glBufferData, FF_PFNGLBUFFERDATAPROC)
436 LOAD_OPENGL_FUN(glBindBuffer, FF_PFNGLBINDBUFFERPROC)
437 LOAD_OPENGL_FUN(glGetAttribLocation, FF_PFNGLGETATTRIBLOCATIONPROC)
438 LOAD_OPENGL_FUN(glGetUniformLocation, FF_PFNGLGETUNIFORMLOCATIONPROC)
439 LOAD_OPENGL_FUN(glUniform1f, FF_PFNGLUNIFORM1FPROC)
440 LOAD_OPENGL_FUN(glUniform1i, FF_PFNGLUNIFORM1IPROC)
441 LOAD_OPENGL_FUN(glUniformMatrix4fv, FF_PFNGLUNIFORMMATRIX4FVPROC)
442 LOAD_OPENGL_FUN(glCreateProgram, FF_PFNGLCREATEPROGRAMPROC)
443 LOAD_OPENGL_FUN(glDeleteProgram, FF_PFNGLDELETEPROGRAMPROC)
444 LOAD_OPENGL_FUN(glUseProgram, FF_PFNGLUSEPROGRAMPROC)
445 LOAD_OPENGL_FUN(glLinkProgram, FF_PFNGLLINKPROGRAMPROC)
446 LOAD_OPENGL_FUN(glGetProgramiv, FF_PFNGLGETPROGRAMIVPROC)
447 LOAD_OPENGL_FUN(glGetProgramInfoLog, FF_PFNGLGETPROGRAMINFOLOGPROC)
448 LOAD_OPENGL_FUN(glAttachShader, FF_PFNGLATTACHSHADERPROC)
449 LOAD_OPENGL_FUN(glCreateShader, FF_PFNGLCREATESHADERPROC)
450 LOAD_OPENGL_FUN(glDeleteShader, FF_PFNGLDELETESHADERPROC)
451 LOAD_OPENGL_FUN(glCompileShader, FF_PFNGLCOMPILESHADERPROC)
452 LOAD_OPENGL_FUN(glShaderSource, FF_PFNGLSHADERSOURCEPROC)
453 LOAD_OPENGL_FUN(glGetShaderiv, FF_PFNGLGETSHADERIVPROC)
454 LOAD_OPENGL_FUN(glGetShaderInfoLog, FF_PFNGLGETSHADERINFOLOGPROC)
455 LOAD_OPENGL_FUN(glEnableVertexAttribArray, FF_PFNGLENABLEVERTEXATTRIBARRAYPROC)
456 LOAD_OPENGL_FUN(glVertexAttribPointer, FF_PFNGLVERTEXATTRIBPOINTERPROC)
457
458 return 0;
459
460#undef LOAD_OPENGL_FUN
461}
462#endif /* HAVE_SDL */
463
464#if defined(__APPLE__)
465static int av_cold opengl_load_procedures(OpenGLContext *opengl)
466{
467 FFOpenGLFunctions *procs = &opengl->glprocs;
468
469#if HAVE_SDL
470 if (!opengl->no_window)
471 return opengl_sdl_load_procedures(opengl);
472#endif
473
474 procs->glActiveTexture = glActiveTexture;
475 procs->glGenBuffers = glGenBuffers;
476 procs->glDeleteBuffers = glDeleteBuffers;
477 procs->glBufferData = glBufferData;
478 procs->glBindBuffer = glBindBuffer;
479 procs->glGetAttribLocation = glGetAttribLocation;
480 procs->glGetUniformLocation = glGetUniformLocation;
481 procs->glUniform1f = glUniform1f;
482 procs->glUniform1i = glUniform1i;
483 procs->glUniformMatrix4fv = glUniformMatrix4fv;
484 procs->glCreateProgram = glCreateProgram;
485 procs->glDeleteProgram = glDeleteProgram;
486 procs->glUseProgram = glUseProgram;
487 procs->glLinkProgram = glLinkProgram;
488 procs->glGetProgramiv = glGetProgramiv;
489 procs->glGetProgramInfoLog = glGetProgramInfoLog;
490 procs->glAttachShader = glAttachShader;
491 procs->glCreateShader = glCreateShader;
492 procs->glDeleteShader = glDeleteShader;
493 procs->glCompileShader = glCompileShader;
494 procs->glShaderSource = glShaderSource;
495 procs->glGetShaderiv = glGetShaderiv;
496 procs->glGetShaderInfoLog = glGetShaderInfoLog;
497 procs->glEnableVertexAttribArray = glEnableVertexAttribArray;
498 procs->glVertexAttribPointer = (FF_PFNGLVERTEXATTRIBPOINTERPROC) glVertexAttribPointer;
499 return 0;
500}
501#else
502static int av_cold opengl_load_procedures(OpenGLContext *opengl)
503{
504 FFOpenGLFunctions *procs = &opengl->glprocs;
505
506#if HAVE_GLXGETPROCADDRESS
507#define SelectedGetProcAddress glXGetProcAddress
508#elif HAVE_WGLGETPROCADDRESS
509#define SelectedGetProcAddress wglGetProcAddress
510#endif
511
512#define LOAD_OPENGL_FUN(name, type) \
513 procs->name = (type)SelectedGetProcAddress(#name); \
514 if (!procs->name) { \
515 av_log(opengl, AV_LOG_ERROR, "Cannot load OpenGL function: '%s'\n", #name); \
516 return AVERROR(ENOSYS); \
517 }
518
519#if HAVE_SDL
520 if (!opengl->no_window)
521 return opengl_sdl_load_procedures(opengl);
522#endif
523
524 LOAD_OPENGL_FUN(glActiveTexture, FF_PFNGLACTIVETEXTUREPROC)
525 LOAD_OPENGL_FUN(glGenBuffers, FF_PFNGLGENBUFFERSPROC)
526 LOAD_OPENGL_FUN(glDeleteBuffers, FF_PFNGLDELETEBUFFERSPROC)
527 LOAD_OPENGL_FUN(glBufferData, FF_PFNGLBUFFERDATAPROC)
528 LOAD_OPENGL_FUN(glBindBuffer, FF_PFNGLBINDBUFFERPROC)
529 LOAD_OPENGL_FUN(glGetAttribLocation, FF_PFNGLGETATTRIBLOCATIONPROC)
530 LOAD_OPENGL_FUN(glGetUniformLocation, FF_PFNGLGETUNIFORMLOCATIONPROC)
531 LOAD_OPENGL_FUN(glUniform1f, FF_PFNGLUNIFORM1FPROC)
532 LOAD_OPENGL_FUN(glUniform1i, FF_PFNGLUNIFORM1IPROC)
533 LOAD_OPENGL_FUN(glUniformMatrix4fv, FF_PFNGLUNIFORMMATRIX4FVPROC)
534 LOAD_OPENGL_FUN(glCreateProgram, FF_PFNGLCREATEPROGRAMPROC)
535 LOAD_OPENGL_FUN(glDeleteProgram, FF_PFNGLDELETEPROGRAMPROC)
536 LOAD_OPENGL_FUN(glUseProgram, FF_PFNGLUSEPROGRAMPROC)
537 LOAD_OPENGL_FUN(glLinkProgram, FF_PFNGLLINKPROGRAMPROC)
538 LOAD_OPENGL_FUN(glGetProgramiv, FF_PFNGLGETPROGRAMIVPROC)
539 LOAD_OPENGL_FUN(glGetProgramInfoLog, FF_PFNGLGETPROGRAMINFOLOGPROC)
540 LOAD_OPENGL_FUN(glAttachShader, FF_PFNGLATTACHSHADERPROC)
541 LOAD_OPENGL_FUN(glCreateShader, FF_PFNGLCREATESHADERPROC)
542 LOAD_OPENGL_FUN(glDeleteShader, FF_PFNGLDELETESHADERPROC)
543 LOAD_OPENGL_FUN(glCompileShader, FF_PFNGLCOMPILESHADERPROC)
544 LOAD_OPENGL_FUN(glShaderSource, FF_PFNGLSHADERSOURCEPROC)
545 LOAD_OPENGL_FUN(glGetShaderiv, FF_PFNGLGETSHADERIVPROC)
546 LOAD_OPENGL_FUN(glGetShaderInfoLog, FF_PFNGLGETSHADERINFOLOGPROC)
547 LOAD_OPENGL_FUN(glEnableVertexAttribArray, FF_PFNGLENABLEVERTEXATTRIBARRAYPROC)
548 LOAD_OPENGL_FUN(glVertexAttribPointer, FF_PFNGLVERTEXATTRIBPOINTERPROC)
549
550 return 0;
551
552#undef SelectedGetProcAddress
553#undef LOAD_OPENGL_FUN
554}
555#endif
556
557static void opengl_make_identity(float matrix[16])
558{
559 memset(matrix, 0, 16 * sizeof(float));
560 matrix[0] = matrix[5] = matrix[10] = matrix[15] = 1.0f;
561}
562
563static void opengl_make_ortho(float matrix[16], float left, float right,
564 float bottom, float top, float nearZ, float farZ)
565{
566 float ral = right + left;
567 float rsl = right - left;
568 float tab = top + bottom;
569 float tsb = top - bottom;
570 float fan = farZ + nearZ;
571 float fsn = farZ - nearZ;
572
573 memset(matrix, 0, 16 * sizeof(float));
574 matrix[0] = 2.0f / rsl;
575 matrix[5] = 2.0f / tsb;
576 matrix[10] = -2.0f / fsn;
577 matrix[12] = -ral / rsl;
578 matrix[13] = -tab / tsb;
579 matrix[14] = -fan / fsn;
580 matrix[15] = 1.0f;
581}
582
583static av_cold int opengl_read_limits(OpenGLContext *opengl)
584{
585 static const struct{
586 const char *extension;
587 int major;
588 int minor;
589 } required_extensions[] = {
590 { "GL_ARB_multitexture", 1, 3 },
591 { "GL_ARB_vertex_buffer_object", 1, 5 }, //GLX_ARB_vertex_buffer_object
592 { "GL_ARB_vertex_shader", 2, 0 },
593 { "GL_ARB_fragment_shader", 2, 0 },
594 { "GL_ARB_shader_objects", 2, 0 },
595 { NULL, 0, 0 }
596 };
597 int i, major, minor;
598 const char *extensions, *version;
599
600 version = glGetString(GL_VERSION);
601 extensions = glGetString(GL_EXTENSIONS);
602
603 av_log(opengl, AV_LOG_DEBUG, "OpenGL version: %s\n", version);
604 sscanf(version, "%d.%d", &major, &minor);
605
606 for (i = 0; required_extensions[i].extension; i++) {
607 if (major < required_extensions[i].major &&
608 (major == required_extensions[i].major && minor < required_extensions[i].minor) &&
609 !strstr(extensions, required_extensions[i].extension)) {
610 av_log(opengl, AV_LOG_ERROR, "Required extension %s is not supported.\n",
611 required_extensions[i].extension);
612 av_log(opengl, AV_LOG_DEBUG, "Supported extensions are: %s\n", extensions);
613 return AVERROR(ENOSYS);
614 }
615 }
616 glGetIntegerv(GL_MAX_TEXTURE_SIZE, &opengl->max_texture_size);
617 glGetIntegerv(GL_MAX_VIEWPORT_DIMS, &opengl->max_viewport_width);
618 opengl->non_pow_2_textures = major >= 2 || strstr(extensions, "GL_ARB_texture_non_power_of_two");
619#if defined(GL_ES_VERSION_2_0)
620 opengl->unpack_subimage = !!strstr(extensions, "GL_EXT_unpack_subimage");
621#else
622 opengl->unpack_subimage = 1;
623#endif
624
625 av_log(opengl, AV_LOG_DEBUG, "Non Power of 2 textures support: %s\n", opengl->non_pow_2_textures ? "Yes" : "No");
626 av_log(opengl, AV_LOG_DEBUG, "Unpack Subimage extension support: %s\n", opengl->unpack_subimage ? "Yes" : "No");
627 av_log(opengl, AV_LOG_DEBUG, "Max texture size: %dx%d\n", opengl->max_texture_size, opengl->max_texture_size);
628 av_log(opengl, AV_LOG_DEBUG, "Max viewport size: %dx%d\n",
629 opengl->max_viewport_width, opengl->max_viewport_height);
630
631 OPENGL_ERROR_CHECK(opengl);
632 return 0;
633 fail:
634 return AVERROR_EXTERNAL;
635}
636
637static const char* opengl_get_fragment_shader_code(enum AVPixelFormat format)
638{
639 int i;
640 for (i = 0; i < FF_ARRAY_ELEMS(opengl_format_desc); i++) {
641 if (opengl_format_desc[i].fixel_format == format)
642 return *opengl_format_desc[i].fragment_shader;
643 }
644 return NULL;
645}
646
647static int opengl_type_size(GLenum type)
648{
649 switch(type) {
650 case GL_UNSIGNED_SHORT:
651 case FF_GL_UNSIGNED_SHORT_1_5_5_5_REV:
652 case GL_UNSIGNED_SHORT_5_6_5:
653 return 2;
654 case GL_UNSIGNED_BYTE:
655 case FF_GL_UNSIGNED_BYTE_3_3_2:
656 case FF_GL_UNSIGNED_BYTE_2_3_3_REV:
657 default:
658 break;
659 }
660 return 1;
661}
662
663static av_cold void opengl_get_texture_params(OpenGLContext *opengl)
664{
665 int i;
666 for (i = 0; i < FF_ARRAY_ELEMS(opengl_format_desc); i++) {
667 if (opengl_format_desc[i].fixel_format == opengl->pix_fmt) {
668 opengl->format = opengl_format_desc[i].format;
669 opengl->type = opengl_format_desc[i].type;
670 break;
671 }
672 }
673}
674
675static void opengl_compute_display_area(AVFormatContext *s)
676{
677 AVRational sar, dar; /* sample and display aspect ratios */
678 OpenGLContext *opengl = s->priv_data;
679 AVStream *st = s->streams[0];
680 AVCodecContext *encctx = st->codec;
681
682 /* compute overlay width and height from the codec context information */
683 sar = st->sample_aspect_ratio.num ? st->sample_aspect_ratio : (AVRational){ 1, 1 };
684 dar = av_mul_q(sar, (AVRational){ encctx->width, encctx->height });
685
686 /* we suppose the screen has a 1/1 sample aspect ratio */
687 /* fit in the window */
688 if (av_cmp_q(dar, (AVRational){ opengl->window_width, opengl->window_height }) > 0) {
689 /* fit in width */
690 opengl->picture_width = opengl->window_width;
691 opengl->picture_height = av_rescale(opengl->picture_width, dar.den, dar.num);
692 } else {
693 /* fit in height */
694 opengl->picture_height = opengl->window_height;
695 opengl->picture_width = av_rescale(opengl->picture_height, dar.num, dar.den);
696 }
697}
698
699static av_cold void opengl_get_texture_size(OpenGLContext *opengl, int in_width, int in_height,
700 int *out_width, int *out_height)
701{
702 if (opengl->non_pow_2_textures) {
703 *out_width = in_width;
704 *out_height = in_height;
705 } else {
706 int max = FFMIN(FFMAX(in_width, in_height), opengl->max_texture_size);
707 unsigned power_of_2 = 1;
708 while (power_of_2 < max)
709 power_of_2 *= 2;
710 *out_height = power_of_2;
711 *out_width = power_of_2;
712 av_log(opengl, AV_LOG_DEBUG, "Texture size calculated from %dx%d into %dx%d\n",
713 in_width, in_height, *out_width, *out_height);
714 }
715}
716
717static av_cold void opengl_fill_color_map(OpenGLContext *opengl)
718{
719 const AVPixFmtDescriptor *desc;
720 int shift;
721 enum AVPixelFormat pix_fmt = opengl->pix_fmt;
722
723 /* We need order of components, not exact position, some minor HACKs here */
724 if (pix_fmt == AV_PIX_FMT_RGB565 || pix_fmt == AV_PIX_FMT_BGR555 ||
725 pix_fmt == AV_PIX_FMT_BGR8 || pix_fmt == AV_PIX_FMT_RGB8)
726 pix_fmt = AV_PIX_FMT_RGB24;
727 else if (pix_fmt == AV_PIX_FMT_BGR565 || pix_fmt == AV_PIX_FMT_RGB555)
728 pix_fmt = AV_PIX_FMT_BGR24;
729
730 desc = av_pix_fmt_desc_get(pix_fmt);
731 if (!(desc->flags & AV_PIX_FMT_FLAG_RGB))
732 return;
733
734#define FILL_COMPONENT(i) { \
735 shift = desc->comp[i].depth_minus1 >> 3; \
736 opengl->color_map[(i << 2) + ((desc->comp[i].offset_plus1 - 1) >> shift)] = 1.0; \
737 }
738
739 memset(opengl->color_map, 0, sizeof(opengl->color_map));
740 FILL_COMPONENT(0);
741 FILL_COMPONENT(1);
742 FILL_COMPONENT(2);
743 if (desc->flags & AV_PIX_FMT_FLAG_ALPHA)
744 FILL_COMPONENT(3);
745
746#undef FILL_COMPONENT
747}
748
749static av_cold GLuint opengl_load_shader(OpenGLContext *opengl, GLenum type, const char *source)
750{
751 GLuint shader = opengl->glprocs.glCreateShader(type);
752 GLint result;
753 if (!shader) {
754 av_log(opengl, AV_LOG_ERROR, "glCreateShader() failed\n");
755 return 0;
756 }
757 opengl->glprocs.glShaderSource(shader, 1, &source, NULL);
758 opengl->glprocs.glCompileShader(shader);
759
760 opengl->glprocs.glGetShaderiv(shader, FF_GL_COMPILE_STATUS, &result);
761 if (!result) {
762 char *log;
763 opengl->glprocs.glGetShaderiv(shader, FF_GL_INFO_LOG_LENGTH, &result);
764 if (result) {
765 if ((log = av_malloc(result))) {
766 opengl->glprocs.glGetShaderInfoLog(shader, result, NULL, log);
767 av_log(opengl, AV_LOG_ERROR, "Compile error: %s\n", log);
768 av_free(log);
769 }
770 }
771 goto fail;
772 }
773 OPENGL_ERROR_CHECK(opengl);
774 return shader;
775 fail:
776 opengl->glprocs.glDeleteShader(shader);
777 return 0;
778}
779
780static av_cold int opengl_compile_shaders(OpenGLContext *opengl, enum AVPixelFormat pix_fmt)
781{
782 GLint result;
783 const char *fragment_shader_code = opengl_get_fragment_shader_code(pix_fmt);
784
785 if (!fragment_shader_code) {
786 av_log(opengl, AV_LOG_ERROR, "Provided pixel format '%s' is not supported\n",
787 av_get_pix_fmt_name(pix_fmt));
788 return AVERROR(EINVAL);
789 }
790
791 opengl->vertex_shader = opengl_load_shader(opengl, FF_GL_VERTEX_SHADER,
792 FF_OPENGL_VERTEX_SHADER);
793 if (!opengl->vertex_shader) {
794 av_log(opengl, AV_LOG_ERROR, "Vertex shader loading failed.\n");
795 goto fail;
796 }
797 opengl->fragment_shader = opengl_load_shader(opengl, FF_GL_FRAGMENT_SHADER,
798 fragment_shader_code);
799 if (!opengl->fragment_shader) {
800 av_log(opengl, AV_LOG_ERROR, "Fragment shader loading failed.\n");
801 goto fail;
802 }
803
804 opengl->program = opengl->glprocs.glCreateProgram();
805 if (!opengl->program)
806 goto fail;
807
808 opengl->glprocs.glAttachShader(opengl->program, opengl->vertex_shader);
809 opengl->glprocs.glAttachShader(opengl->program, opengl->fragment_shader);
810 opengl->glprocs.glLinkProgram(opengl->program);
811
812 opengl->glprocs.glGetProgramiv(opengl->program, FF_GL_LINK_STATUS, &result);
813 if (!result) {
814 char *log;
815 opengl->glprocs.glGetProgramiv(opengl->program, FF_GL_INFO_LOG_LENGTH, &result);
816 if (result) {
817 log = av_malloc(result);
818 if (!log)
819 goto fail;
820 opengl->glprocs.glGetProgramInfoLog(opengl->program, result, NULL, log);
821 av_log(opengl, AV_LOG_ERROR, "Link error: %s\n", log);
822 av_free(log);
823 }
824 goto fail;
825 }
826
827 opengl->position_attrib = opengl->glprocs.glGetAttribLocation(opengl->program, "a_position");
828 opengl->texture_coords_attrib = opengl->glprocs.glGetAttribLocation(opengl->program, "a_textureCoords");
829 opengl->projection_matrix_location = opengl->glprocs.glGetUniformLocation(opengl->program, "u_projectionMatrix");
830 opengl->model_view_matrix_location = opengl->glprocs.glGetUniformLocation(opengl->program, "u_modelViewMatrix");
831 opengl->color_map_location = opengl->glprocs.glGetUniformLocation(opengl->program, "u_colorMap");
832 opengl->texture_location[0] = opengl->glprocs.glGetUniformLocation(opengl->program, "u_texture0");
833 opengl->texture_location[1] = opengl->glprocs.glGetUniformLocation(opengl->program, "u_texture1");
834 opengl->texture_location[2] = opengl->glprocs.glGetUniformLocation(opengl->program, "u_texture2");
835 opengl->texture_location[3] = opengl->glprocs.glGetUniformLocation(opengl->program, "u_texture3");
836 opengl->chroma_div_w_location = opengl->glprocs.glGetUniformLocation(opengl->program, "u_chroma_div_w");
837 opengl->chroma_div_h_location = opengl->glprocs.glGetUniformLocation(opengl->program, "u_chroma_div_h");
838
839 OPENGL_ERROR_CHECK(opengl);
840 return 0;
841 fail:
842 opengl->glprocs.glDeleteShader(opengl->vertex_shader);
843 opengl->glprocs.glDeleteShader(opengl->fragment_shader);
844 opengl->glprocs.glDeleteProgram(opengl->program);
845 opengl->fragment_shader = opengl->vertex_shader = opengl->program = 0;
846 return AVERROR_EXTERNAL;
847}
848
849static av_cold int opengl_configure_texture(OpenGLContext *opengl, GLuint texture,
850 GLsizei width, GLsizei height)
851{
852 if (texture) {
853 int new_width, new_height;
854 opengl_get_texture_size(opengl, width, height, &new_width, &new_height);
855 glBindTexture(GL_TEXTURE_2D, texture);
856 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
857 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
858 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
859 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
860 glTexImage2D(GL_TEXTURE_2D, 0, opengl->format, new_width, new_height, 0,
861 opengl->format, opengl->type, NULL);
862 OPENGL_ERROR_CHECK(NULL);
863 }
864 return 0;
865 fail:
866 return AVERROR_EXTERNAL;
867}
868
869static av_cold int opengl_prepare_vertex(AVFormatContext *s)
870{
871 OpenGLContext *opengl = s->priv_data;
872 int tex_w, tex_h;
873
874 if (opengl->window_width > opengl->max_viewport_width || opengl->window_height > opengl->max_viewport_height) {
875 opengl->window_width = FFMIN(opengl->window_width, opengl->max_viewport_width);
876 opengl->window_height = FFMIN(opengl->window_height, opengl->max_viewport_height);
877 av_log(opengl, AV_LOG_WARNING, "Too big viewport requested, limited to %dx%d", opengl->window_width, opengl->window_height);
878 }
879 glViewport(0, 0, opengl->window_width, opengl->window_height);
880 opengl_make_ortho(opengl->projection_matrix,
881 - (float)opengl->window_width / 2.0f, (float)opengl->window_width / 2.0f,
882 - (float)opengl->window_height / 2.0f, (float)opengl->window_height / 2.0f,
883 1.0f, -1.0f);
884 opengl_make_identity(opengl->model_view_matrix);
885
886 opengl_compute_display_area(s);
887
888 opengl->vertex[0].z = opengl->vertex[1].z = opengl->vertex[2].z = opengl->vertex[3].z = 0.0f;
889 opengl->vertex[0].x = opengl->vertex[1].x = - (float)opengl->picture_width / 2.0f;
890 opengl->vertex[2].x = opengl->vertex[3].x = (float)opengl->picture_width / 2.0f;
891 opengl->vertex[1].y = opengl->vertex[2].y = - (float)opengl->picture_height / 2.0f;
892 opengl->vertex[0].y = opengl->vertex[3].y = (float)opengl->picture_height / 2.0f;
893
894 opengl_get_texture_size(opengl, opengl->width, opengl->height, &tex_w, &tex_h);
895
896 opengl->vertex[0].s0 = 0.0f;
897 opengl->vertex[0].t0 = 0.0f;
898 opengl->vertex[1].s0 = 0.0f;
899 opengl->vertex[1].t0 = (float)opengl->height / (float)tex_h;
900 opengl->vertex[2].s0 = (float)opengl->width / (float)tex_w;
901 opengl->vertex[2].t0 = (float)opengl->height / (float)tex_h;
902 opengl->vertex[3].s0 = (float)opengl->width / (float)tex_w;
903 opengl->vertex[3].t0 = 0.0f;
904
905 opengl->glprocs.glBindBuffer(FF_GL_ARRAY_BUFFER, opengl->vertex_buffer);
906 opengl->glprocs.glBufferData(FF_GL_ARRAY_BUFFER, sizeof(opengl->vertex), opengl->vertex, FF_GL_STATIC_DRAW);
907 opengl->glprocs.glBindBuffer(FF_GL_ARRAY_BUFFER, 0);
908 OPENGL_ERROR_CHECK(opengl);
909 return 0;
910 fail:
911 return AVERROR_EXTERNAL;
912}
913
914static int opengl_prepare(OpenGLContext *opengl)
915{
916 int i;
917 opengl->glprocs.glUseProgram(opengl->program);
918 opengl->glprocs.glUniformMatrix4fv(opengl->projection_matrix_location, 1, GL_FALSE, opengl->projection_matrix);
919 opengl->glprocs.glUniformMatrix4fv(opengl->model_view_matrix_location, 1, GL_FALSE, opengl->model_view_matrix);
920 for (i = 0; i < 4; i++)
921 if (opengl->texture_location[i] != -1) {
922 opengl->glprocs.glActiveTexture(GL_TEXTURE0 + i);
923 glBindTexture(GL_TEXTURE_2D, opengl->texture_name[i]);
924 opengl->glprocs.glUniform1i(opengl->texture_location[i], i);
925 }
926 if (opengl->color_map_location != -1)
927 opengl->glprocs.glUniformMatrix4fv(opengl->color_map_location, 1, GL_FALSE, opengl->color_map);
928 if (opengl->chroma_div_h_location != -1)
929 opengl->glprocs.glUniform1f(opengl->chroma_div_h_location, opengl->chroma_div_h);
930 if (opengl->chroma_div_w_location != -1)
931 opengl->glprocs.glUniform1f(opengl->chroma_div_w_location, opengl->chroma_div_w);
932
933 OPENGL_ERROR_CHECK(opengl);
934 return 0;
935 fail:
936 return AVERROR_EXTERNAL;
937}
938
939static int opengl_create_window(AVFormatContext *h)
940{
941 OpenGLContext *opengl = h->priv_data;
942 int ret;
943
944 if (!opengl->no_window) {
945#if HAVE_SDL
946 if ((ret = opengl_sdl_create_window(h)) < 0) {
947 av_log(opengl, AV_LOG_ERROR, "Cannot create default SDL window.\n");
948 return ret;
949 }
950#else
951 av_log(opengl, AV_LOG_ERROR, "FFmpeg is compiled without SDL. Cannot create default window.\n");
952 return AVERROR(ENOSYS);
953#endif
954 } else {
955 AVDeviceRect message;
956 message.x = message.y = 0;
957 message.width = opengl->window_width;
958 message.height = opengl->window_height;
959 if ((ret = avdevice_dev_to_app_control_message(h, AV_DEV_TO_APP_CREATE_WINDOW_BUFFER,
960 &message , sizeof(message))) < 0) {
961 av_log(opengl, AV_LOG_ERROR, "Application failed to create window buffer.\n");
962 return ret;
963 }
964 if ((ret = avdevice_dev_to_app_control_message(h, AV_DEV_TO_APP_PREPARE_WINDOW_BUFFER, NULL , 0)) < 0) {
965 av_log(opengl, AV_LOG_ERROR, "Application failed to prepare window buffer.\n");
966 return ret;
967 }
968 }
969 return 0;
970}
971
972static int opengl_release_window(AVFormatContext *h)
973{
974 int ret;
975 OpenGLContext *opengl = h->priv_data;
976 if (!opengl->no_window) {
977#if HAVE_SDL
978 SDL_Quit();
979#endif
980 } else if ((ret = avdevice_dev_to_app_control_message(h, AV_DEV_TO_APP_DESTROY_WINDOW_BUFFER, NULL , 0)) < 0) {
981 av_log(opengl, AV_LOG_ERROR, "Application failed to release window buffer.\n");
982 return ret;
983 }
984 return 0;
985}
986
987static av_cold int opengl_write_trailer(AVFormatContext *h)
988{
989 OpenGLContext *opengl = h->priv_data;
990
991 if (opengl->no_window &&
992 avdevice_dev_to_app_control_message(h, AV_DEV_TO_APP_PREPARE_WINDOW_BUFFER, NULL , 0) < 0)
993 av_log(opengl, AV_LOG_ERROR, "Application failed to prepare window buffer.\n");
994
995 opengl_deinit_context(opengl);
996 opengl_release_window(h);
997
998 return 0;
999}
1000
1001static av_cold int opengl_init_context(OpenGLContext *opengl)
1002{
1003 int i, ret;
1004 const AVPixFmtDescriptor *desc;
1005
1006 if ((ret = opengl_compile_shaders(opengl, opengl->pix_fmt)) < 0)
1007 goto fail;
1008
1009 desc = av_pix_fmt_desc_get(opengl->pix_fmt);
1010 av_assert0(desc->nb_components > 0 && desc->nb_components <= 4);
1011 glGenTextures(desc->nb_components, opengl->texture_name);
1012
1013 opengl->glprocs.glGenBuffers(2, &opengl->index_buffer);
1014 if (!opengl->index_buffer || !opengl->vertex_buffer) {
1015 av_log(opengl, AV_LOG_ERROR, "Buffer generation failed.\n");
1016 ret = AVERROR_EXTERNAL;
1017 goto fail;
1018 }
1019
1020 opengl_configure_texture(opengl, opengl->texture_name[0], opengl->width, opengl->height);
1021 if (desc->nb_components > 1) {
1022 int has_alpha = desc->flags & AV_PIX_FMT_FLAG_ALPHA;
1023 int num_planes = desc->nb_components - (has_alpha ? 1 : 0);
1024 if (opengl->non_pow_2_textures) {
1025 opengl->chroma_div_w = 1.0f;
1026 opengl->chroma_div_h = 1.0f;
1027 } else {
1028 opengl->chroma_div_w = 1 << desc->log2_chroma_w;
1029 opengl->chroma_div_h = 1 << desc->log2_chroma_h;
1030 }
1031 for (i = 1; i < num_planes; i++)
1032 if (opengl->non_pow_2_textures)
1033 opengl_configure_texture(opengl, opengl->texture_name[i],
1034 FF_CEIL_RSHIFT(opengl->width, desc->log2_chroma_w),
1035 FF_CEIL_RSHIFT(opengl->height, desc->log2_chroma_h));
1036 else
1037 opengl_configure_texture(opengl, opengl->texture_name[i], opengl->width, opengl->height);
1038 if (has_alpha)
1039 opengl_configure_texture(opengl, opengl->texture_name[3], opengl->width, opengl->height);
1040 }
1041
1042 opengl->glprocs.glBindBuffer(FF_GL_ELEMENT_ARRAY_BUFFER, opengl->index_buffer);
1043 opengl->glprocs.glBufferData(FF_GL_ELEMENT_ARRAY_BUFFER, sizeof(g_index), g_index, FF_GL_STATIC_DRAW);
1044 opengl->glprocs.glBindBuffer(FF_GL_ELEMENT_ARRAY_BUFFER, 0);
1045
1046 glEnable(GL_BLEND);
1047 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1048
1049 glClearColor((float)opengl->background[0] / 255.0f, (float)opengl->background[1] / 255.0f,
1050 (float)opengl->background[2] / 255.0f, 1.0f);
1051
1052 ret = AVERROR_EXTERNAL;
1053 OPENGL_ERROR_CHECK(opengl);
1054
1055 return 0;
1056 fail:
1057 return ret;
1058}
1059
1060static av_cold int opengl_write_header(AVFormatContext *h)
1061{
1062 OpenGLContext *opengl = h->priv_data;
1063 AVStream *st;
1064 int ret;
1065
1066 if (h->nb_streams != 1 ||
1067 h->streams[0]->codec->codec_type != AVMEDIA_TYPE_VIDEO ||
1068 h->streams[0]->codec->codec_id != AV_CODEC_ID_RAWVIDEO) {
1069 av_log(opengl, AV_LOG_ERROR, "Only a single video stream is supported.\n");
1070 return AVERROR(EINVAL);
1071 }
1072 st = h->streams[0];
1073 opengl->width = st->codec->width;
1074 opengl->height = st->codec->height;
1075 opengl->pix_fmt = st->codec->pix_fmt;
1076 if (!opengl->window_width)
1077 opengl->window_width = opengl->width;
1078 if (!opengl->window_height)
1079 opengl->window_height = opengl->height;
1080
1081 if (!opengl->window_title && !opengl->no_window)
1082 opengl->window_title = av_strdup(h->filename);
1083
1084 if ((ret = opengl_create_window(h)))
1085 goto fail;
1086
1087 if ((ret = opengl_read_limits(opengl)) < 0)
1088 goto fail;
1089
1090 if (opengl->width > opengl->max_texture_size || opengl->height > opengl->max_texture_size) {
1091 av_log(opengl, AV_LOG_ERROR, "Too big picture %dx%d, max supported size is %dx%d\n",
1092 opengl->width, opengl->height, opengl->max_texture_size, opengl->max_texture_size);
1093 ret = AVERROR(EINVAL);
1094 goto fail;
1095 }
1096
1097 if ((ret = opengl_load_procedures(opengl)) < 0)
1098 goto fail;
1099
1100 opengl_fill_color_map(opengl);
1101 opengl_get_texture_params(opengl);
1102
1103 if ((ret = opengl_init_context(opengl)) < 0)
1104 goto fail;
1105
1106 if ((ret = opengl_prepare_vertex(h)) < 0)
1107 goto fail;
1108
1109 glClear(GL_COLOR_BUFFER_BIT);
1110
1111#if HAVE_SDL
1112 if (!opengl->no_window)
1113 SDL_GL_SwapBuffers();
1114#endif
1115 if (opengl->no_window &&
1116 (ret = avdevice_dev_to_app_control_message(h, AV_DEV_TO_APP_DISPLAY_WINDOW_BUFFER, NULL , 0)) < 0) {
1117 av_log(opengl, AV_LOG_ERROR, "Application failed to display window buffer.\n");
1118 goto fail;
1119 }
1120
1121 ret = AVERROR_EXTERNAL;
1122 OPENGL_ERROR_CHECK(opengl);
1123
1124 opengl->inited = 1;
1125 return 0;
1126
1127 fail:
1128 opengl_write_trailer(h);
1129 return ret;
1130}
1131
1132static uint8_t* opengl_get_plane_pointer(OpenGLContext *opengl, AVPacket *pkt, int comp_index,
1133 const AVPixFmtDescriptor *desc)
1134{
1135 uint8_t *data = pkt->data;
1136 int wordsize = opengl_type_size(opengl->type);
1137 int width_chroma = FF_CEIL_RSHIFT(opengl->width, desc->log2_chroma_w);
1138 int height_chroma = FF_CEIL_RSHIFT(opengl->height, desc->log2_chroma_h);
1139 int plane = desc->comp[comp_index].plane;
1140
1141 switch(plane) {
1142 case 0:
1143 break;
1144 case 1:
1145 data += opengl->width * opengl->height * wordsize;
1146 break;
1147 case 2:
1148 data += opengl->width * opengl->height * wordsize;
1149 data += width_chroma * height_chroma * wordsize;
1150 break;
1151 case 3:
1152 data += opengl->width * opengl->height * wordsize;
1153 data += 2 * width_chroma * height_chroma * wordsize;
1154 break;
1155 default:
1156 return NULL;
1157 }
1158 return data;
1159}
1160
1161#define LOAD_TEXTURE_DATA(comp_index, sub) \
1162{ \
1163 int width = sub ? FF_CEIL_RSHIFT(opengl->width, desc->log2_chroma_w) : opengl->width; \
1164 int height = sub ? FF_CEIL_RSHIFT(opengl->height, desc->log2_chroma_h): opengl->height; \
1165 uint8_t *data; \
1166 int plane = desc->comp[comp_index].plane; \
1167 \
1168 glBindTexture(GL_TEXTURE_2D, opengl->texture_name[comp_index]); \
1169 if (!is_pkt) { \
1170 GLint length = ((AVFrame *)input)->linesize[plane]; \
1171 int bytes_per_pixel = opengl_type_size(opengl->type); \
1172 if (!(desc->flags & AV_PIX_FMT_FLAG_PLANAR)) \
1173 bytes_per_pixel *= desc->nb_components; \
1174 data = ((AVFrame *)input)->data[plane]; \
1175 if (!(length % bytes_per_pixel) && \
1176 (opengl->unpack_subimage || ((length / bytes_per_pixel) == width))) { \
1177 length /= bytes_per_pixel; \
1178 if (length != width) \
1179 glPixelStorei(FF_GL_UNPACK_ROW_LENGTH, length); \
1180 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, \
1181 opengl->format, opengl->type, data); \
1182 if (length != width) \
1183 glPixelStorei(FF_GL_UNPACK_ROW_LENGTH, 0); \
1184 } else { \
1185 int h; \
1186 for (h = 0; h < height; h++) { \
1187 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, h, width, 1, \
1188 opengl->format, opengl->type, data); \
1189 data += length; \
1190 } \
1191 } \
1192 } else { \
1193 data = opengl_get_plane_pointer(opengl, input, comp_index, desc); \
1194 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, \
1195 opengl->format, opengl->type, data); \
1196 } \
1197}
1198
1199static int opengl_draw(AVFormatContext *h, void *input, int repaint, int is_pkt)
1200{
1201 OpenGLContext *opengl = h->priv_data;
1202 enum AVPixelFormat pix_fmt = h->streams[0]->codec->pix_fmt;
1203 const AVPixFmtDescriptor *desc = av_pix_fmt_desc_get(pix_fmt);
1204 int ret;
1205
1206#if HAVE_SDL
1207 if (!opengl->no_window && (ret = opengl_sdl_process_events(h)) < 0)
1208 goto fail;
1209#endif
1210 if (opengl->no_window &&
1211 (ret = avdevice_dev_to_app_control_message(h, AV_DEV_TO_APP_PREPARE_WINDOW_BUFFER, NULL , 0)) < 0) {
1212 av_log(opengl, AV_LOG_ERROR, "Application failed to prepare window buffer.\n");
1213 goto fail;
1214 }
1215
1216 glClear(GL_COLOR_BUFFER_BIT);
1217
1218 if (!repaint) {
1219 if (is_pkt)
1220 glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
1221 LOAD_TEXTURE_DATA(0, 0)
1222 if (desc->flags & AV_PIX_FMT_FLAG_PLANAR) {
1223 LOAD_TEXTURE_DATA(1, 1)
1224 LOAD_TEXTURE_DATA(2, 1)
1225 if (desc->flags & AV_PIX_FMT_FLAG_ALPHA)
1226 LOAD_TEXTURE_DATA(3, 0)
1227 }
1228 }
1229 ret = AVERROR_EXTERNAL;
1230 OPENGL_ERROR_CHECK(opengl);
1231
1232 if ((ret = opengl_prepare(opengl)) < 0)
1233 goto fail;
1234
1235 opengl->glprocs.glBindBuffer(FF_GL_ARRAY_BUFFER, opengl->vertex_buffer);
1236 opengl->glprocs.glBindBuffer(FF_GL_ELEMENT_ARRAY_BUFFER, opengl->index_buffer);
1237 opengl->glprocs.glVertexAttribPointer(opengl->position_attrib, 3, GL_FLOAT, GL_FALSE, sizeof(OpenGLVertexInfo), 0);
1238 opengl->glprocs.glEnableVertexAttribArray(opengl->position_attrib);
1239 opengl->glprocs.glVertexAttribPointer(opengl->texture_coords_attrib, 2, GL_FLOAT, GL_FALSE, sizeof(OpenGLVertexInfo), 12);
1240 opengl->glprocs.glEnableVertexAttribArray(opengl->texture_coords_attrib);
1241
1242 glDrawElements(GL_TRIANGLES, FF_ARRAY_ELEMS(g_index), GL_UNSIGNED_SHORT, 0);
1243
1244 ret = AVERROR_EXTERNAL;
1245 OPENGL_ERROR_CHECK(opengl);
1246
1247#if HAVE_SDL
1248 if (!opengl->no_window)
1249 SDL_GL_SwapBuffers();
1250#endif
1251 if (opengl->no_window &&
1252 (ret = avdevice_dev_to_app_control_message(h, AV_DEV_TO_APP_DISPLAY_WINDOW_BUFFER, NULL , 0)) < 0) {
1253 av_log(opengl, AV_LOG_ERROR, "Application failed to display window buffer.\n");
1254 goto fail;
1255 }
1256
1257 return 0;
1258 fail:
1259 return ret;
1260}
1261
1262static int opengl_write_packet(AVFormatContext *h, AVPacket *pkt)
1263{
1264 return opengl_draw(h, pkt, 0, 1);
1265}
1266
1267static int opengl_write_frame(AVFormatContext *h, int stream_index,
1268 AVFrame **frame, unsigned flags)
1269{
1270 if ((flags & AV_WRITE_UNCODED_FRAME_QUERY))
1271 return 0;
1272 return opengl_draw(h, *frame, 0, 0);
1273}
1274
1275#define OFFSET(x) offsetof(OpenGLContext, x)
1276#define ENC AV_OPT_FLAG_ENCODING_PARAM
1277static const AVOption options[] = {
1278 { "background", "set background color", OFFSET(background), AV_OPT_TYPE_COLOR, {.str = "black"}, CHAR_MIN, CHAR_MAX, ENC },
1279 { "no_window", "disable default window", OFFSET(no_window), AV_OPT_TYPE_INT, {.i64 = 0}, INT_MIN, INT_MAX, ENC },
1280 { "window_title", "set window title", OFFSET(window_title), AV_OPT_TYPE_STRING, {.str = NULL}, 0, 0, ENC },
1281 { "window_size", "set window size", OFFSET(window_width), AV_OPT_TYPE_IMAGE_SIZE, {.str = NULL}, 0, 0, ENC },
1282 { NULL }
1283};
1284
1285static const AVClass opengl_class = {
1286 .class_name = "opengl outdev",
1287 .item_name = av_default_item_name,
1288 .option = options,
1289 .version = LIBAVUTIL_VERSION_INT,
1290 .category = AV_CLASS_CATEGORY_DEVICE_VIDEO_OUTPUT,
1291};
1292
1293AVOutputFormat ff_opengl_muxer = {
1294 .name = "opengl",
1295 .long_name = NULL_IF_CONFIG_SMALL("OpenGL output"),
1296 .priv_data_size = sizeof(OpenGLContext),
1297 .audio_codec = AV_CODEC_ID_NONE,
1298 .video_codec = AV_CODEC_ID_RAWVIDEO,
1299 .write_header = opengl_write_header,
1300 .write_packet = opengl_write_packet,
1301 .write_uncoded_frame = opengl_write_frame,
1302 .write_trailer = opengl_write_trailer,
1303 .control_message = opengl_control_message,
1304 .flags = AVFMT_NOFILE | AVFMT_VARIABLE_FPS | AVFMT_NOTIMESTAMPS,
1305 .priv_class = &opengl_class,
1306};