Imported Debian version 2.5.0~trusty1.1
[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
f6fa7814 34#define WIN32_LEAN_AND_MEAN
2ba45a60
DM
35#include <windows.h>
36#endif
37#if HAVE_OPENGL_GL3_H
38#include <OpenGL/gl3.h>
39#elif HAVE_ES2_GL_H
40#include <ES2/gl.h>
41#else
42#include <GL/gl.h>
43#include <GL/glext.h>
44#endif
45#if HAVE_GLXGETPROCADDRESS
46#include <GL/glx.h>
47#endif
48
49#if HAVE_SDL
50#include <SDL.h>
51#endif
52
53#include "libavutil/common.h"
54#include "libavutil/pixdesc.h"
55#include "libavutil/log.h"
56#include "libavutil/opt.h"
57#include "libavutil/avassert.h"
58#include "libavutil/avstring.h"
59#include "libavformat/avformat.h"
60#include "libavformat/internal.h"
61#include "libavdevice/avdevice.h"
62#include "opengl_enc_shaders.h"
63
64#ifndef APIENTRY
65#define APIENTRY
66#endif
67
68/* FF_GL_RED_COMPONENT is used for plannar pixel types.
69 * Only red component is sampled in shaders.
70 * On some platforms GL_RED is not available and GL_LUMINANCE have to be used,
71 * but since OpenGL 3.0 GL_LUMINANCE is deprecated.
72 * GL_RED produces RGBA = value, 0, 0, 1.
73 * GL_LUMINANCE produces RGBA = value, value, value, 1.
74 * Note: GL_INTENSITY may also be used which produce RGBA = value, value, value, value. */
75#if defined(GL_RED)
76#define FF_GL_RED_COMPONENT GL_RED
77#elif defined(GL_LUMINANCE)
78#define FF_GL_RED_COMPONENT GL_LUMINANCE
79#else
80#define FF_GL_RED_COMPONENT 0x1903; //GL_RED
81#endif
82
83/* Constants not defined for iOS */
84#define FF_GL_UNSIGNED_BYTE_3_3_2 0x8032
85#define FF_GL_UNSIGNED_BYTE_2_3_3_REV 0x8362
86#define FF_GL_UNSIGNED_SHORT_1_5_5_5_REV 0x8366
87#define FF_GL_UNPACK_ROW_LENGTH 0x0CF2
88
89/* MinGW exposes only OpenGL 1.1 API */
90#define FF_GL_ARRAY_BUFFER 0x8892
91#define FF_GL_ELEMENT_ARRAY_BUFFER 0x8893
92#define FF_GL_STATIC_DRAW 0x88E4
93#define FF_GL_FRAGMENT_SHADER 0x8B30
94#define FF_GL_VERTEX_SHADER 0x8B31
95#define FF_GL_COMPILE_STATUS 0x8B81
96#define FF_GL_LINK_STATUS 0x8B82
97#define FF_GL_INFO_LOG_LENGTH 0x8B84
98typedef void (APIENTRY *FF_PFNGLACTIVETEXTUREPROC) (GLenum texture);
99typedef void (APIENTRY *FF_PFNGLGENBUFFERSPROC) (GLsizei n, GLuint *buffers);
100typedef void (APIENTRY *FF_PFNGLDELETEBUFFERSPROC) (GLsizei n, const GLuint *buffers);
101typedef void (APIENTRY *FF_PFNGLBUFFERDATAPROC) (GLenum target, ptrdiff_t size, const GLvoid *data, GLenum usage);
102typedef void (APIENTRY *FF_PFNGLBINDBUFFERPROC) (GLenum target, GLuint buffer);
103typedef GLint (APIENTRY *FF_PFNGLGETATTRIBLOCATIONPROC) (GLuint program, const char *name);
104typedef void (APIENTRY *FF_PFNGLENABLEVERTEXATTRIBARRAYPROC) (GLuint index);
105typedef void (APIENTRY *FF_PFNGLVERTEXATTRIBPOINTERPROC) (GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, uintptr_t pointer);
106typedef GLint (APIENTRY *FF_PFNGLGETUNIFORMLOCATIONPROC) (GLuint program, const char *name);
107typedef void (APIENTRY *FF_PFNGLUNIFORM1FPROC) (GLint location, GLfloat v0);
108typedef void (APIENTRY *FF_PFNGLUNIFORM1IPROC) (GLint location, GLint v0);
109typedef void (APIENTRY *FF_PFNGLUNIFORMMATRIX4FVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
110typedef GLuint (APIENTRY *FF_PFNGLCREATEPROGRAMPROC) (void);
111typedef void (APIENTRY *FF_PFNGLDELETEPROGRAMPROC) (GLuint program);
112typedef void (APIENTRY *FF_PFNGLUSEPROGRAMPROC) (GLuint program);
113typedef void (APIENTRY *FF_PFNGLLINKPROGRAMPROC) (GLuint program);
114typedef void (APIENTRY *FF_PFNGLGETPROGRAMIVPROC) (GLuint program, GLenum pname, GLint *params);
115typedef void (APIENTRY *FF_PFNGLGETPROGRAMINFOLOGPROC) (GLuint program, GLsizei bufSize, GLsizei *length, char *infoLog);
116typedef void (APIENTRY *FF_PFNGLATTACHSHADERPROC) (GLuint program, GLuint shader);
117typedef GLuint (APIENTRY *FF_PFNGLCREATESHADERPROC) (GLenum type);
118typedef void (APIENTRY *FF_PFNGLDELETESHADERPROC) (GLuint shader);
119typedef void (APIENTRY *FF_PFNGLCOMPILESHADERPROC) (GLuint shader);
120typedef void (APIENTRY *FF_PFNGLSHADERSOURCEPROC) (GLuint shader, GLsizei count, const char* *string, const GLint *length);
121typedef void (APIENTRY *FF_PFNGLGETSHADERIVPROC) (GLuint shader, GLenum pname, GLint *params);
122typedef void (APIENTRY *FF_PFNGLGETSHADERINFOLOGPROC) (GLuint shader, GLsizei bufSize, GLsizei *length, char *infoLog);
123
124typedef struct FFOpenGLFunctions {
125 FF_PFNGLACTIVETEXTUREPROC glActiveTexture; //Require GL ARB multitexture
126 FF_PFNGLGENBUFFERSPROC glGenBuffers; //Require GL_ARB_vertex_buffer_object
127 FF_PFNGLDELETEBUFFERSPROC glDeleteBuffers; //Require GL_ARB_vertex_buffer_object
128 FF_PFNGLBUFFERDATAPROC glBufferData; //Require GL_ARB_vertex_buffer_object
129 FF_PFNGLBINDBUFFERPROC glBindBuffer; //Require GL_ARB_vertex_buffer_object
130 FF_PFNGLGETATTRIBLOCATIONPROC glGetAttribLocation; //Require GL_ARB_vertex_shader
131 FF_PFNGLENABLEVERTEXATTRIBARRAYPROC glEnableVertexAttribArray; //Require GL_ARB_vertex_shader
132 FF_PFNGLVERTEXATTRIBPOINTERPROC glVertexAttribPointer; //Require GL_ARB_vertex_shader
133 FF_PFNGLGETUNIFORMLOCATIONPROC glGetUniformLocation; //Require GL_ARB_shader_objects
134 FF_PFNGLUNIFORM1FPROC glUniform1f; //Require GL_ARB_shader_objects
135 FF_PFNGLUNIFORM1IPROC glUniform1i; //Require GL_ARB_shader_objects
136 FF_PFNGLUNIFORMMATRIX4FVPROC glUniformMatrix4fv; //Require GL_ARB_shader_objects
137 FF_PFNGLCREATEPROGRAMPROC glCreateProgram; //Require GL_ARB_shader_objects
138 FF_PFNGLDELETEPROGRAMPROC glDeleteProgram; //Require GL_ARB_shader_objects
139 FF_PFNGLUSEPROGRAMPROC glUseProgram; //Require GL_ARB_shader_objects
140 FF_PFNGLLINKPROGRAMPROC glLinkProgram; //Require GL_ARB_shader_objects
141 FF_PFNGLGETPROGRAMIVPROC glGetProgramiv; //Require GL_ARB_shader_objects
142 FF_PFNGLGETPROGRAMINFOLOGPROC glGetProgramInfoLog; //Require GL_ARB_shader_objects
143 FF_PFNGLATTACHSHADERPROC glAttachShader; //Require GL_ARB_shader_objects
144 FF_PFNGLCREATESHADERPROC glCreateShader; //Require GL_ARB_shader_objects
145 FF_PFNGLDELETESHADERPROC glDeleteShader; //Require GL_ARB_shader_objects
146 FF_PFNGLCOMPILESHADERPROC glCompileShader; //Require GL_ARB_shader_objects
147 FF_PFNGLSHADERSOURCEPROC glShaderSource; //Require GL_ARB_shader_objects
148 FF_PFNGLGETSHADERIVPROC glGetShaderiv; //Require GL_ARB_shader_objects
149 FF_PFNGLGETSHADERINFOLOGPROC glGetShaderInfoLog; //Require GL_ARB_shader_objects
150} FFOpenGLFunctions;
151
152#define OPENGL_ERROR_CHECK(ctx) \
153{\
154 GLenum err_code; \
155 if ((err_code = glGetError()) != GL_NO_ERROR) { \
156 av_log(ctx, AV_LOG_ERROR, "OpenGL error occurred in '%s', line %d: %d\n", __FUNCTION__, __LINE__, err_code); \
157 goto fail; \
158 } \
159}\
160
161typedef struct OpenGLVertexInfo
162{
163 float x, y, z; ///<Position
164 float s0, t0; ///<Texture coords
165} OpenGLVertexInfo;
166
167/* defines 2 triangles to display */
168static const GLushort g_index[6] =
169{
170 0, 1, 2,
171 0, 3, 2,
172};
173
174typedef struct OpenGLContext {
175 AVClass *class; ///< class for private options
176
177#if HAVE_SDL
178 SDL_Surface *surface;
179#endif
180 FFOpenGLFunctions glprocs;
181
182 int inited; ///< Set to 1 when write_header was successfully called.
183 uint8_t background[4]; ///< Background color
184 int no_window; ///< 0 for create default window
185 char *window_title; ///< Title of the window
186
187 /* OpenGL implementation limits */
188 GLint max_texture_size; ///< Maximum texture size
189 GLint max_viewport_width; ///< Maximum viewport size
190 GLint max_viewport_height; ///< Maximum viewport size
191 int non_pow_2_textures; ///< 1 when non power of 2 textures are supported
192 int unpack_subimage; ///< 1 when GL_EXT_unpack_subimage is available
193
194 /* Current OpenGL configuration */
195 GLuint program; ///< Shader program
196 GLuint vertex_shader; ///< Vertex shader
197 GLuint fragment_shader; ///< Fragment shader for current pix_pmt
198 GLuint texture_name[4]; ///< Textures' IDs
199 GLuint index_buffer; ///< Index buffer
200 GLuint vertex_buffer; ///< Vertex buffer
201 OpenGLVertexInfo vertex[4]; ///< VBO
202 GLint projection_matrix_location; ///< Uniforms' locations
203 GLint model_view_matrix_location;
204 GLint color_map_location;
205 GLint chroma_div_w_location;
206 GLint chroma_div_h_location;
207 GLint texture_location[4];
208 GLint position_attrib; ///< Attibutes' locations
209 GLint texture_coords_attrib;
210
211 GLfloat projection_matrix[16]; ///< Projection matrix
212 GLfloat model_view_matrix[16]; ///< Modev view matrix
213 GLfloat color_map[16]; ///< RGBA color map matrix
214 GLfloat chroma_div_w; ///< Chroma subsampling w ratio
215 GLfloat chroma_div_h; ///< Chroma subsampling h ratio
216
217 /* Stream information */
218 GLenum format;
219 GLenum type;
220 int width; ///< Stream width
221 int height; ///< Stream height
222 enum AVPixelFormat pix_fmt; ///< Stream pixel format
223 int picture_width; ///< Rendered width
224 int picture_height; ///< Rendered height
225 int window_width;
226 int window_height;
227} OpenGLContext;
228
229static const struct OpenGLFormatDesc {
230 enum AVPixelFormat fixel_format;
231 const char * const * fragment_shader;
232 GLenum format;
233 GLenum type;
234} opengl_format_desc[] = {
235 { AV_PIX_FMT_YUV420P, &FF_OPENGL_FRAGMENT_SHADER_YUV_PLANAR, FF_GL_RED_COMPONENT, GL_UNSIGNED_BYTE },
236 { AV_PIX_FMT_YUV444P, &FF_OPENGL_FRAGMENT_SHADER_YUV_PLANAR, FF_GL_RED_COMPONENT, GL_UNSIGNED_BYTE },
237 { AV_PIX_FMT_YUV422P, &FF_OPENGL_FRAGMENT_SHADER_YUV_PLANAR, FF_GL_RED_COMPONENT, GL_UNSIGNED_BYTE },
238 { AV_PIX_FMT_YUV410P, &FF_OPENGL_FRAGMENT_SHADER_YUV_PLANAR, FF_GL_RED_COMPONENT, GL_UNSIGNED_BYTE },
239 { AV_PIX_FMT_YUV411P, &FF_OPENGL_FRAGMENT_SHADER_YUV_PLANAR, FF_GL_RED_COMPONENT, GL_UNSIGNED_BYTE },
240 { AV_PIX_FMT_YUV440P, &FF_OPENGL_FRAGMENT_SHADER_YUV_PLANAR, FF_GL_RED_COMPONENT, GL_UNSIGNED_BYTE },
241 { AV_PIX_FMT_YUV420P16, &FF_OPENGL_FRAGMENT_SHADER_YUV_PLANAR, FF_GL_RED_COMPONENT, GL_UNSIGNED_SHORT },
242 { AV_PIX_FMT_YUV422P16, &FF_OPENGL_FRAGMENT_SHADER_YUV_PLANAR, FF_GL_RED_COMPONENT, GL_UNSIGNED_SHORT },
243 { AV_PIX_FMT_YUV444P16, &FF_OPENGL_FRAGMENT_SHADER_YUV_PLANAR, FF_GL_RED_COMPONENT, GL_UNSIGNED_SHORT },
244 { AV_PIX_FMT_YUVA420P, &FF_OPENGL_FRAGMENT_SHADER_YUVA_PLANAR, FF_GL_RED_COMPONENT, GL_UNSIGNED_BYTE },
245 { AV_PIX_FMT_YUVA444P, &FF_OPENGL_FRAGMENT_SHADER_YUVA_PLANAR, FF_GL_RED_COMPONENT, GL_UNSIGNED_BYTE },
246 { AV_PIX_FMT_YUVA422P, &FF_OPENGL_FRAGMENT_SHADER_YUVA_PLANAR, FF_GL_RED_COMPONENT, GL_UNSIGNED_BYTE },
247 { AV_PIX_FMT_YUVA420P16, &FF_OPENGL_FRAGMENT_SHADER_YUVA_PLANAR, FF_GL_RED_COMPONENT, GL_UNSIGNED_SHORT },
248 { AV_PIX_FMT_YUVA422P16, &FF_OPENGL_FRAGMENT_SHADER_YUVA_PLANAR, FF_GL_RED_COMPONENT, GL_UNSIGNED_SHORT },
249 { AV_PIX_FMT_YUVA444P16, &FF_OPENGL_FRAGMENT_SHADER_YUVA_PLANAR, FF_GL_RED_COMPONENT, GL_UNSIGNED_SHORT },
250 { AV_PIX_FMT_RGB24, &FF_OPENGL_FRAGMENT_SHADER_RGB_PACKET, GL_RGB, GL_UNSIGNED_BYTE },
251 { AV_PIX_FMT_BGR24, &FF_OPENGL_FRAGMENT_SHADER_RGB_PACKET, GL_RGB, GL_UNSIGNED_BYTE },
252 { AV_PIX_FMT_0RGB, &FF_OPENGL_FRAGMENT_SHADER_RGB_PACKET, GL_RGBA, GL_UNSIGNED_BYTE },
253 { AV_PIX_FMT_RGB0, &FF_OPENGL_FRAGMENT_SHADER_RGB_PACKET, GL_RGBA, GL_UNSIGNED_BYTE },
254 { AV_PIX_FMT_0BGR, &FF_OPENGL_FRAGMENT_SHADER_RGB_PACKET, GL_RGBA, GL_UNSIGNED_BYTE },
255 { AV_PIX_FMT_BGR0, &FF_OPENGL_FRAGMENT_SHADER_RGB_PACKET, GL_RGBA, GL_UNSIGNED_BYTE },
256 { AV_PIX_FMT_RGB565, &FF_OPENGL_FRAGMENT_SHADER_RGB_PACKET, GL_RGB, GL_UNSIGNED_SHORT_5_6_5 },
257 { AV_PIX_FMT_BGR565, &FF_OPENGL_FRAGMENT_SHADER_RGB_PACKET, GL_RGB, GL_UNSIGNED_SHORT_5_6_5 },
258 { AV_PIX_FMT_RGB555, &FF_OPENGL_FRAGMENT_SHADER_RGB_PACKET, GL_RGBA, FF_GL_UNSIGNED_SHORT_1_5_5_5_REV },
259 { AV_PIX_FMT_BGR555, &FF_OPENGL_FRAGMENT_SHADER_RGB_PACKET, GL_RGBA, FF_GL_UNSIGNED_SHORT_1_5_5_5_REV },
260 { AV_PIX_FMT_RGB8, &FF_OPENGL_FRAGMENT_SHADER_RGB_PACKET, GL_RGB, FF_GL_UNSIGNED_BYTE_3_3_2 },
261 { AV_PIX_FMT_BGR8, &FF_OPENGL_FRAGMENT_SHADER_RGB_PACKET, GL_RGB, FF_GL_UNSIGNED_BYTE_2_3_3_REV },
262 { AV_PIX_FMT_RGB48, &FF_OPENGL_FRAGMENT_SHADER_RGB_PACKET, GL_RGB, GL_UNSIGNED_SHORT },
263 { AV_PIX_FMT_ARGB, &FF_OPENGL_FRAGMENT_SHADER_RGBA_PACKET, GL_RGBA, GL_UNSIGNED_BYTE },
264 { AV_PIX_FMT_RGBA, &FF_OPENGL_FRAGMENT_SHADER_RGBA_PACKET, GL_RGBA, GL_UNSIGNED_BYTE },
265 { AV_PIX_FMT_ABGR, &FF_OPENGL_FRAGMENT_SHADER_RGBA_PACKET, GL_RGBA, GL_UNSIGNED_BYTE },
266 { AV_PIX_FMT_BGRA, &FF_OPENGL_FRAGMENT_SHADER_RGBA_PACKET, GL_RGBA, GL_UNSIGNED_BYTE },
267 { AV_PIX_FMT_RGBA64, &FF_OPENGL_FRAGMENT_SHADER_RGBA_PACKET, GL_RGBA, GL_UNSIGNED_SHORT },
268 { AV_PIX_FMT_BGRA64, &FF_OPENGL_FRAGMENT_SHADER_RGBA_PACKET, GL_RGBA, GL_UNSIGNED_SHORT },
269 { AV_PIX_FMT_GBRP, &FF_OPENGL_FRAGMENT_SHADER_RGB_PLANAR, FF_GL_RED_COMPONENT, GL_UNSIGNED_BYTE },
270 { AV_PIX_FMT_GBRP16, &FF_OPENGL_FRAGMENT_SHADER_RGB_PLANAR, FF_GL_RED_COMPONENT, GL_UNSIGNED_SHORT },
271 { AV_PIX_FMT_GBRAP, &FF_OPENGL_FRAGMENT_SHADER_RGBA_PLANAR, FF_GL_RED_COMPONENT, GL_UNSIGNED_BYTE },
272 { AV_PIX_FMT_GBRAP16, &FF_OPENGL_FRAGMENT_SHADER_RGBA_PLANAR, FF_GL_RED_COMPONENT, GL_UNSIGNED_SHORT },
273 { AV_PIX_FMT_GRAY8, &FF_OPENGL_FRAGMENT_SHADER_GRAY, FF_GL_RED_COMPONENT, GL_UNSIGNED_BYTE },
274 { AV_PIX_FMT_GRAY16, &FF_OPENGL_FRAGMENT_SHADER_GRAY, FF_GL_RED_COMPONENT, GL_UNSIGNED_SHORT },
275 { AV_PIX_FMT_NONE, NULL }
276};
277
278static av_cold int opengl_prepare_vertex(AVFormatContext *s);
279static int opengl_draw(AVFormatContext *h, void *intput, int repaint, int is_pkt);
280static av_cold int opengl_init_context(OpenGLContext *opengl);
281
282static av_cold void opengl_deinit_context(OpenGLContext *opengl)
283{
284 glDeleteTextures(4, opengl->texture_name);
285 opengl->texture_name[0] = opengl->texture_name[1] =
286 opengl->texture_name[2] = opengl->texture_name[3] = 0;
287 if (opengl->glprocs.glUseProgram)
288 opengl->glprocs.glUseProgram(0);
289 if (opengl->glprocs.glDeleteProgram) {
290 opengl->glprocs.glDeleteProgram(opengl->program);
291 opengl->program = 0;
292 }
293 if (opengl->glprocs.glDeleteShader) {
294 opengl->glprocs.glDeleteShader(opengl->vertex_shader);
295 opengl->glprocs.glDeleteShader(opengl->fragment_shader);
296 opengl->vertex_shader = opengl->fragment_shader = 0;
297 }
298 if (opengl->glprocs.glBindBuffer) {
299 opengl->glprocs.glBindBuffer(FF_GL_ARRAY_BUFFER, 0);
300 opengl->glprocs.glBindBuffer(FF_GL_ELEMENT_ARRAY_BUFFER, 0);
301 }
302 if (opengl->glprocs.glDeleteBuffers) {
303 opengl->glprocs.glDeleteBuffers(2, &opengl->index_buffer);
304 opengl->vertex_buffer = opengl->index_buffer = 0;
305 }
306}
307
308static int opengl_resize(AVFormatContext *h, int width, int height)
309{
310 int ret = 0;
311 OpenGLContext *opengl = h->priv_data;
312 opengl->window_width = width;
313 opengl->window_height = height;
314 if (opengl->inited) {
315 if (opengl->no_window &&
316 (ret = avdevice_dev_to_app_control_message(h, AV_DEV_TO_APP_PREPARE_WINDOW_BUFFER, NULL , 0)) < 0) {
317 av_log(opengl, AV_LOG_ERROR, "Application failed to prepare window buffer.\n");
318 goto end;
319 }
320 if ((ret = opengl_prepare_vertex(h)) < 0)
321 goto end;
322 ret = opengl_draw(h, NULL, 1, 0);
323 }
324 end:
325 return ret;
326}
327
328static int opengl_control_message(AVFormatContext *h, int type, void *data, size_t data_size)
329{
330 OpenGLContext *opengl = h->priv_data;
331 switch(type) {
332 case AV_APP_TO_DEV_WINDOW_SIZE:
333 if (data) {
334 AVDeviceRect *message = data;
335 return opengl_resize(h, message->width, message->height);
336 }
337 return AVERROR(EINVAL);
338 case AV_APP_TO_DEV_WINDOW_REPAINT:
339 return opengl_resize(h, opengl->window_width, opengl->window_height);
340 }
341 return AVERROR(ENOSYS);
342}
343
344#if HAVE_SDL
345static int opengl_sdl_recreate_window(OpenGLContext *opengl, int width, int height)
346{
347 opengl->surface = SDL_SetVideoMode(width, height,
348 32, SDL_OPENGL | SDL_RESIZABLE);
349 if (!opengl->surface) {
350 av_log(opengl, AV_LOG_ERROR, "Unable to set video mode: %s\n", SDL_GetError());
351 return AVERROR_EXTERNAL;
352 }
353 SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8);
354 SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8);
355 SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8);
356 SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, 8);
357 SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
358 return 0;
359}
360
361static int opengl_sdl_process_events(AVFormatContext *h)
362{
363 int ret;
364 OpenGLContext *opengl = h->priv_data;
365 SDL_Event event;
366 SDL_PumpEvents();
367 while (SDL_PeepEvents(&event, 1, SDL_GETEVENT, SDL_ALLEVENTS) > 0) {
368 switch (event.type) {
369 case SDL_QUIT:
370 return AVERROR(EIO);
371 case SDL_KEYDOWN:
372 switch (event.key.keysym.sym) {
373 case SDLK_ESCAPE:
374 case SDLK_q:
375 return AVERROR(EIO);
376 }
377 return 0;
378 case SDL_VIDEORESIZE: {
379 char buffer[100];
380 int reinit;
381 AVDeviceRect message;
382 /* clean up old context because SDL_SetVideoMode may lose its state. */
383 SDL_VideoDriverName(buffer, sizeof(buffer));
384 reinit = !av_strncasecmp(buffer, "quartz", sizeof(buffer));
385 if (reinit) {
386 opengl_deinit_context(opengl);
387 }
388 if ((ret = opengl_sdl_recreate_window(opengl, event.resize.w, event.resize.h)) < 0)
389 return ret;
390 if (reinit && (ret = opengl_init_context(opengl)) < 0)
391 return ret;
392 message.width = opengl->surface->w;
393 message.height = opengl->surface->h;
394 return opengl_control_message(h, AV_APP_TO_DEV_WINDOW_SIZE, &message, sizeof(AVDeviceRect));
395 }
396 }
397 }
398 return 0;
399}
400
401static int av_cold opengl_sdl_create_window(AVFormatContext *h)
402{
403 int ret;
404 char buffer[100];
405 OpenGLContext *opengl = h->priv_data;
406 AVDeviceRect message;
407 if (SDL_Init(SDL_INIT_VIDEO)) {
408 av_log(opengl, AV_LOG_ERROR, "Unable to initialize SDL: %s\n", SDL_GetError());
409 return AVERROR_EXTERNAL;
410 }
411 if ((ret = opengl_sdl_recreate_window(opengl, opengl->window_width,
412 opengl->window_height)) < 0)
413 return ret;
414 av_log(opengl, AV_LOG_INFO, "SDL driver: '%s'.\n", SDL_VideoDriverName(buffer, sizeof(buffer)));
415 message.width = opengl->surface->w;
416 message.height = opengl->surface->h;
417 SDL_WM_SetCaption(opengl->window_title, NULL);
418 opengl_control_message(h, AV_APP_TO_DEV_WINDOW_SIZE, &message, sizeof(AVDeviceRect));
419 return 0;
420}
421
422static int av_cold opengl_sdl_load_procedures(OpenGLContext *opengl)
423{
424 FFOpenGLFunctions *procs = &opengl->glprocs;
425
426#define LOAD_OPENGL_FUN(name, type) \
427 procs->name = (type)SDL_GL_GetProcAddress(#name); \
428 if (!procs->name) { \
429 av_log(opengl, AV_LOG_ERROR, "Cannot load OpenGL function: '%s'\n", #name); \
430 return AVERROR(ENOSYS); \
431 }
432
433 LOAD_OPENGL_FUN(glActiveTexture, FF_PFNGLACTIVETEXTUREPROC)
434 LOAD_OPENGL_FUN(glGenBuffers, FF_PFNGLGENBUFFERSPROC)
435 LOAD_OPENGL_FUN(glDeleteBuffers, FF_PFNGLDELETEBUFFERSPROC)
436 LOAD_OPENGL_FUN(glBufferData, FF_PFNGLBUFFERDATAPROC)
437 LOAD_OPENGL_FUN(glBindBuffer, FF_PFNGLBINDBUFFERPROC)
438 LOAD_OPENGL_FUN(glGetAttribLocation, FF_PFNGLGETATTRIBLOCATIONPROC)
439 LOAD_OPENGL_FUN(glGetUniformLocation, FF_PFNGLGETUNIFORMLOCATIONPROC)
440 LOAD_OPENGL_FUN(glUniform1f, FF_PFNGLUNIFORM1FPROC)
441 LOAD_OPENGL_FUN(glUniform1i, FF_PFNGLUNIFORM1IPROC)
442 LOAD_OPENGL_FUN(glUniformMatrix4fv, FF_PFNGLUNIFORMMATRIX4FVPROC)
443 LOAD_OPENGL_FUN(glCreateProgram, FF_PFNGLCREATEPROGRAMPROC)
444 LOAD_OPENGL_FUN(glDeleteProgram, FF_PFNGLDELETEPROGRAMPROC)
445 LOAD_OPENGL_FUN(glUseProgram, FF_PFNGLUSEPROGRAMPROC)
446 LOAD_OPENGL_FUN(glLinkProgram, FF_PFNGLLINKPROGRAMPROC)
447 LOAD_OPENGL_FUN(glGetProgramiv, FF_PFNGLGETPROGRAMIVPROC)
448 LOAD_OPENGL_FUN(glGetProgramInfoLog, FF_PFNGLGETPROGRAMINFOLOGPROC)
449 LOAD_OPENGL_FUN(glAttachShader, FF_PFNGLATTACHSHADERPROC)
450 LOAD_OPENGL_FUN(glCreateShader, FF_PFNGLCREATESHADERPROC)
451 LOAD_OPENGL_FUN(glDeleteShader, FF_PFNGLDELETESHADERPROC)
452 LOAD_OPENGL_FUN(glCompileShader, FF_PFNGLCOMPILESHADERPROC)
453 LOAD_OPENGL_FUN(glShaderSource, FF_PFNGLSHADERSOURCEPROC)
454 LOAD_OPENGL_FUN(glGetShaderiv, FF_PFNGLGETSHADERIVPROC)
455 LOAD_OPENGL_FUN(glGetShaderInfoLog, FF_PFNGLGETSHADERINFOLOGPROC)
456 LOAD_OPENGL_FUN(glEnableVertexAttribArray, FF_PFNGLENABLEVERTEXATTRIBARRAYPROC)
457 LOAD_OPENGL_FUN(glVertexAttribPointer, FF_PFNGLVERTEXATTRIBPOINTERPROC)
458
459 return 0;
460
461#undef LOAD_OPENGL_FUN
462}
463#endif /* HAVE_SDL */
464
465#if defined(__APPLE__)
466static int av_cold opengl_load_procedures(OpenGLContext *opengl)
467{
468 FFOpenGLFunctions *procs = &opengl->glprocs;
469
470#if HAVE_SDL
471 if (!opengl->no_window)
472 return opengl_sdl_load_procedures(opengl);
473#endif
474
475 procs->glActiveTexture = glActiveTexture;
476 procs->glGenBuffers = glGenBuffers;
477 procs->glDeleteBuffers = glDeleteBuffers;
478 procs->glBufferData = glBufferData;
479 procs->glBindBuffer = glBindBuffer;
480 procs->glGetAttribLocation = glGetAttribLocation;
481 procs->glGetUniformLocation = glGetUniformLocation;
482 procs->glUniform1f = glUniform1f;
483 procs->glUniform1i = glUniform1i;
484 procs->glUniformMatrix4fv = glUniformMatrix4fv;
485 procs->glCreateProgram = glCreateProgram;
486 procs->glDeleteProgram = glDeleteProgram;
487 procs->glUseProgram = glUseProgram;
488 procs->glLinkProgram = glLinkProgram;
489 procs->glGetProgramiv = glGetProgramiv;
490 procs->glGetProgramInfoLog = glGetProgramInfoLog;
491 procs->glAttachShader = glAttachShader;
492 procs->glCreateShader = glCreateShader;
493 procs->glDeleteShader = glDeleteShader;
494 procs->glCompileShader = glCompileShader;
495 procs->glShaderSource = glShaderSource;
496 procs->glGetShaderiv = glGetShaderiv;
497 procs->glGetShaderInfoLog = glGetShaderInfoLog;
498 procs->glEnableVertexAttribArray = glEnableVertexAttribArray;
499 procs->glVertexAttribPointer = (FF_PFNGLVERTEXATTRIBPOINTERPROC) glVertexAttribPointer;
500 return 0;
501}
502#else
503static int av_cold opengl_load_procedures(OpenGLContext *opengl)
504{
505 FFOpenGLFunctions *procs = &opengl->glprocs;
506
507#if HAVE_GLXGETPROCADDRESS
508#define SelectedGetProcAddress glXGetProcAddress
509#elif HAVE_WGLGETPROCADDRESS
510#define SelectedGetProcAddress wglGetProcAddress
511#endif
512
513#define LOAD_OPENGL_FUN(name, type) \
514 procs->name = (type)SelectedGetProcAddress(#name); \
515 if (!procs->name) { \
516 av_log(opengl, AV_LOG_ERROR, "Cannot load OpenGL function: '%s'\n", #name); \
517 return AVERROR(ENOSYS); \
518 }
519
520#if HAVE_SDL
521 if (!opengl->no_window)
522 return opengl_sdl_load_procedures(opengl);
523#endif
524
525 LOAD_OPENGL_FUN(glActiveTexture, FF_PFNGLACTIVETEXTUREPROC)
526 LOAD_OPENGL_FUN(glGenBuffers, FF_PFNGLGENBUFFERSPROC)
527 LOAD_OPENGL_FUN(glDeleteBuffers, FF_PFNGLDELETEBUFFERSPROC)
528 LOAD_OPENGL_FUN(glBufferData, FF_PFNGLBUFFERDATAPROC)
529 LOAD_OPENGL_FUN(glBindBuffer, FF_PFNGLBINDBUFFERPROC)
530 LOAD_OPENGL_FUN(glGetAttribLocation, FF_PFNGLGETATTRIBLOCATIONPROC)
531 LOAD_OPENGL_FUN(glGetUniformLocation, FF_PFNGLGETUNIFORMLOCATIONPROC)
532 LOAD_OPENGL_FUN(glUniform1f, FF_PFNGLUNIFORM1FPROC)
533 LOAD_OPENGL_FUN(glUniform1i, FF_PFNGLUNIFORM1IPROC)
534 LOAD_OPENGL_FUN(glUniformMatrix4fv, FF_PFNGLUNIFORMMATRIX4FVPROC)
535 LOAD_OPENGL_FUN(glCreateProgram, FF_PFNGLCREATEPROGRAMPROC)
536 LOAD_OPENGL_FUN(glDeleteProgram, FF_PFNGLDELETEPROGRAMPROC)
537 LOAD_OPENGL_FUN(glUseProgram, FF_PFNGLUSEPROGRAMPROC)
538 LOAD_OPENGL_FUN(glLinkProgram, FF_PFNGLLINKPROGRAMPROC)
539 LOAD_OPENGL_FUN(glGetProgramiv, FF_PFNGLGETPROGRAMIVPROC)
540 LOAD_OPENGL_FUN(glGetProgramInfoLog, FF_PFNGLGETPROGRAMINFOLOGPROC)
541 LOAD_OPENGL_FUN(glAttachShader, FF_PFNGLATTACHSHADERPROC)
542 LOAD_OPENGL_FUN(glCreateShader, FF_PFNGLCREATESHADERPROC)
543 LOAD_OPENGL_FUN(glDeleteShader, FF_PFNGLDELETESHADERPROC)
544 LOAD_OPENGL_FUN(glCompileShader, FF_PFNGLCOMPILESHADERPROC)
545 LOAD_OPENGL_FUN(glShaderSource, FF_PFNGLSHADERSOURCEPROC)
546 LOAD_OPENGL_FUN(glGetShaderiv, FF_PFNGLGETSHADERIVPROC)
547 LOAD_OPENGL_FUN(glGetShaderInfoLog, FF_PFNGLGETSHADERINFOLOGPROC)
548 LOAD_OPENGL_FUN(glEnableVertexAttribArray, FF_PFNGLENABLEVERTEXATTRIBARRAYPROC)
549 LOAD_OPENGL_FUN(glVertexAttribPointer, FF_PFNGLVERTEXATTRIBPOINTERPROC)
550
551 return 0;
552
553#undef SelectedGetProcAddress
554#undef LOAD_OPENGL_FUN
555}
556#endif
557
558static void opengl_make_identity(float matrix[16])
559{
560 memset(matrix, 0, 16 * sizeof(float));
561 matrix[0] = matrix[5] = matrix[10] = matrix[15] = 1.0f;
562}
563
564static void opengl_make_ortho(float matrix[16], float left, float right,
565 float bottom, float top, float nearZ, float farZ)
566{
567 float ral = right + left;
568 float rsl = right - left;
569 float tab = top + bottom;
570 float tsb = top - bottom;
571 float fan = farZ + nearZ;
572 float fsn = farZ - nearZ;
573
574 memset(matrix, 0, 16 * sizeof(float));
575 matrix[0] = 2.0f / rsl;
576 matrix[5] = 2.0f / tsb;
577 matrix[10] = -2.0f / fsn;
578 matrix[12] = -ral / rsl;
579 matrix[13] = -tab / tsb;
580 matrix[14] = -fan / fsn;
581 matrix[15] = 1.0f;
582}
583
584static av_cold int opengl_read_limits(OpenGLContext *opengl)
585{
586 static const struct{
587 const char *extension;
588 int major;
589 int minor;
590 } required_extensions[] = {
591 { "GL_ARB_multitexture", 1, 3 },
592 { "GL_ARB_vertex_buffer_object", 1, 5 }, //GLX_ARB_vertex_buffer_object
593 { "GL_ARB_vertex_shader", 2, 0 },
594 { "GL_ARB_fragment_shader", 2, 0 },
595 { "GL_ARB_shader_objects", 2, 0 },
596 { NULL, 0, 0 }
597 };
598 int i, major, minor;
599 const char *extensions, *version;
600
601 version = glGetString(GL_VERSION);
602 extensions = glGetString(GL_EXTENSIONS);
603
604 av_log(opengl, AV_LOG_DEBUG, "OpenGL version: %s\n", version);
605 sscanf(version, "%d.%d", &major, &minor);
606
607 for (i = 0; required_extensions[i].extension; i++) {
608 if (major < required_extensions[i].major &&
609 (major == required_extensions[i].major && minor < required_extensions[i].minor) &&
610 !strstr(extensions, required_extensions[i].extension)) {
611 av_log(opengl, AV_LOG_ERROR, "Required extension %s is not supported.\n",
612 required_extensions[i].extension);
613 av_log(opengl, AV_LOG_DEBUG, "Supported extensions are: %s\n", extensions);
614 return AVERROR(ENOSYS);
615 }
616 }
617 glGetIntegerv(GL_MAX_TEXTURE_SIZE, &opengl->max_texture_size);
618 glGetIntegerv(GL_MAX_VIEWPORT_DIMS, &opengl->max_viewport_width);
619 opengl->non_pow_2_textures = major >= 2 || strstr(extensions, "GL_ARB_texture_non_power_of_two");
620#if defined(GL_ES_VERSION_2_0)
621 opengl->unpack_subimage = !!strstr(extensions, "GL_EXT_unpack_subimage");
622#else
623 opengl->unpack_subimage = 1;
624#endif
625
626 av_log(opengl, AV_LOG_DEBUG, "Non Power of 2 textures support: %s\n", opengl->non_pow_2_textures ? "Yes" : "No");
627 av_log(opengl, AV_LOG_DEBUG, "Unpack Subimage extension support: %s\n", opengl->unpack_subimage ? "Yes" : "No");
628 av_log(opengl, AV_LOG_DEBUG, "Max texture size: %dx%d\n", opengl->max_texture_size, opengl->max_texture_size);
629 av_log(opengl, AV_LOG_DEBUG, "Max viewport size: %dx%d\n",
630 opengl->max_viewport_width, opengl->max_viewport_height);
631
632 OPENGL_ERROR_CHECK(opengl);
633 return 0;
634 fail:
635 return AVERROR_EXTERNAL;
636}
637
638static const char* opengl_get_fragment_shader_code(enum AVPixelFormat format)
639{
640 int i;
641 for (i = 0; i < FF_ARRAY_ELEMS(opengl_format_desc); i++) {
642 if (opengl_format_desc[i].fixel_format == format)
643 return *opengl_format_desc[i].fragment_shader;
644 }
645 return NULL;
646}
647
648static int opengl_type_size(GLenum type)
649{
650 switch(type) {
651 case GL_UNSIGNED_SHORT:
652 case FF_GL_UNSIGNED_SHORT_1_5_5_5_REV:
653 case GL_UNSIGNED_SHORT_5_6_5:
654 return 2;
655 case GL_UNSIGNED_BYTE:
656 case FF_GL_UNSIGNED_BYTE_3_3_2:
657 case FF_GL_UNSIGNED_BYTE_2_3_3_REV:
658 default:
659 break;
660 }
661 return 1;
662}
663
664static av_cold void opengl_get_texture_params(OpenGLContext *opengl)
665{
666 int i;
667 for (i = 0; i < FF_ARRAY_ELEMS(opengl_format_desc); i++) {
668 if (opengl_format_desc[i].fixel_format == opengl->pix_fmt) {
669 opengl->format = opengl_format_desc[i].format;
670 opengl->type = opengl_format_desc[i].type;
671 break;
672 }
673 }
674}
675
676static void opengl_compute_display_area(AVFormatContext *s)
677{
678 AVRational sar, dar; /* sample and display aspect ratios */
679 OpenGLContext *opengl = s->priv_data;
680 AVStream *st = s->streams[0];
681 AVCodecContext *encctx = st->codec;
682
683 /* compute overlay width and height from the codec context information */
684 sar = st->sample_aspect_ratio.num ? st->sample_aspect_ratio : (AVRational){ 1, 1 };
685 dar = av_mul_q(sar, (AVRational){ encctx->width, encctx->height });
686
687 /* we suppose the screen has a 1/1 sample aspect ratio */
688 /* fit in the window */
689 if (av_cmp_q(dar, (AVRational){ opengl->window_width, opengl->window_height }) > 0) {
690 /* fit in width */
691 opengl->picture_width = opengl->window_width;
692 opengl->picture_height = av_rescale(opengl->picture_width, dar.den, dar.num);
693 } else {
694 /* fit in height */
695 opengl->picture_height = opengl->window_height;
696 opengl->picture_width = av_rescale(opengl->picture_height, dar.num, dar.den);
697 }
698}
699
700static av_cold void opengl_get_texture_size(OpenGLContext *opengl, int in_width, int in_height,
701 int *out_width, int *out_height)
702{
703 if (opengl->non_pow_2_textures) {
704 *out_width = in_width;
705 *out_height = in_height;
706 } else {
707 int max = FFMIN(FFMAX(in_width, in_height), opengl->max_texture_size);
708 unsigned power_of_2 = 1;
709 while (power_of_2 < max)
710 power_of_2 *= 2;
711 *out_height = power_of_2;
712 *out_width = power_of_2;
713 av_log(opengl, AV_LOG_DEBUG, "Texture size calculated from %dx%d into %dx%d\n",
714 in_width, in_height, *out_width, *out_height);
715 }
716}
717
718static av_cold void opengl_fill_color_map(OpenGLContext *opengl)
719{
720 const AVPixFmtDescriptor *desc;
721 int shift;
722 enum AVPixelFormat pix_fmt = opengl->pix_fmt;
723
724 /* We need order of components, not exact position, some minor HACKs here */
725 if (pix_fmt == AV_PIX_FMT_RGB565 || pix_fmt == AV_PIX_FMT_BGR555 ||
726 pix_fmt == AV_PIX_FMT_BGR8 || pix_fmt == AV_PIX_FMT_RGB8)
727 pix_fmt = AV_PIX_FMT_RGB24;
728 else if (pix_fmt == AV_PIX_FMT_BGR565 || pix_fmt == AV_PIX_FMT_RGB555)
729 pix_fmt = AV_PIX_FMT_BGR24;
730
731 desc = av_pix_fmt_desc_get(pix_fmt);
732 if (!(desc->flags & AV_PIX_FMT_FLAG_RGB))
733 return;
734
735#define FILL_COMPONENT(i) { \
736 shift = desc->comp[i].depth_minus1 >> 3; \
737 opengl->color_map[(i << 2) + ((desc->comp[i].offset_plus1 - 1) >> shift)] = 1.0; \
738 }
739
740 memset(opengl->color_map, 0, sizeof(opengl->color_map));
741 FILL_COMPONENT(0);
742 FILL_COMPONENT(1);
743 FILL_COMPONENT(2);
744 if (desc->flags & AV_PIX_FMT_FLAG_ALPHA)
745 FILL_COMPONENT(3);
746
747#undef FILL_COMPONENT
748}
749
750static av_cold GLuint opengl_load_shader(OpenGLContext *opengl, GLenum type, const char *source)
751{
752 GLuint shader = opengl->glprocs.glCreateShader(type);
753 GLint result;
754 if (!shader) {
755 av_log(opengl, AV_LOG_ERROR, "glCreateShader() failed\n");
756 return 0;
757 }
758 opengl->glprocs.glShaderSource(shader, 1, &source, NULL);
759 opengl->glprocs.glCompileShader(shader);
760
761 opengl->glprocs.glGetShaderiv(shader, FF_GL_COMPILE_STATUS, &result);
762 if (!result) {
763 char *log;
764 opengl->glprocs.glGetShaderiv(shader, FF_GL_INFO_LOG_LENGTH, &result);
765 if (result) {
766 if ((log = av_malloc(result))) {
767 opengl->glprocs.glGetShaderInfoLog(shader, result, NULL, log);
768 av_log(opengl, AV_LOG_ERROR, "Compile error: %s\n", log);
769 av_free(log);
770 }
771 }
772 goto fail;
773 }
774 OPENGL_ERROR_CHECK(opengl);
775 return shader;
776 fail:
777 opengl->glprocs.glDeleteShader(shader);
778 return 0;
779}
780
781static av_cold int opengl_compile_shaders(OpenGLContext *opengl, enum AVPixelFormat pix_fmt)
782{
783 GLint result;
784 const char *fragment_shader_code = opengl_get_fragment_shader_code(pix_fmt);
785
786 if (!fragment_shader_code) {
787 av_log(opengl, AV_LOG_ERROR, "Provided pixel format '%s' is not supported\n",
788 av_get_pix_fmt_name(pix_fmt));
789 return AVERROR(EINVAL);
790 }
791
792 opengl->vertex_shader = opengl_load_shader(opengl, FF_GL_VERTEX_SHADER,
793 FF_OPENGL_VERTEX_SHADER);
794 if (!opengl->vertex_shader) {
795 av_log(opengl, AV_LOG_ERROR, "Vertex shader loading failed.\n");
796 goto fail;
797 }
798 opengl->fragment_shader = opengl_load_shader(opengl, FF_GL_FRAGMENT_SHADER,
799 fragment_shader_code);
800 if (!opengl->fragment_shader) {
801 av_log(opengl, AV_LOG_ERROR, "Fragment shader loading failed.\n");
802 goto fail;
803 }
804
805 opengl->program = opengl->glprocs.glCreateProgram();
806 if (!opengl->program)
807 goto fail;
808
809 opengl->glprocs.glAttachShader(opengl->program, opengl->vertex_shader);
810 opengl->glprocs.glAttachShader(opengl->program, opengl->fragment_shader);
811 opengl->glprocs.glLinkProgram(opengl->program);
812
813 opengl->glprocs.glGetProgramiv(opengl->program, FF_GL_LINK_STATUS, &result);
814 if (!result) {
815 char *log;
816 opengl->glprocs.glGetProgramiv(opengl->program, FF_GL_INFO_LOG_LENGTH, &result);
817 if (result) {
818 log = av_malloc(result);
819 if (!log)
820 goto fail;
821 opengl->glprocs.glGetProgramInfoLog(opengl->program, result, NULL, log);
822 av_log(opengl, AV_LOG_ERROR, "Link error: %s\n", log);
823 av_free(log);
824 }
825 goto fail;
826 }
827
828 opengl->position_attrib = opengl->glprocs.glGetAttribLocation(opengl->program, "a_position");
829 opengl->texture_coords_attrib = opengl->glprocs.glGetAttribLocation(opengl->program, "a_textureCoords");
830 opengl->projection_matrix_location = opengl->glprocs.glGetUniformLocation(opengl->program, "u_projectionMatrix");
831 opengl->model_view_matrix_location = opengl->glprocs.glGetUniformLocation(opengl->program, "u_modelViewMatrix");
832 opengl->color_map_location = opengl->glprocs.glGetUniformLocation(opengl->program, "u_colorMap");
833 opengl->texture_location[0] = opengl->glprocs.glGetUniformLocation(opengl->program, "u_texture0");
834 opengl->texture_location[1] = opengl->glprocs.glGetUniformLocation(opengl->program, "u_texture1");
835 opengl->texture_location[2] = opengl->glprocs.glGetUniformLocation(opengl->program, "u_texture2");
836 opengl->texture_location[3] = opengl->glprocs.glGetUniformLocation(opengl->program, "u_texture3");
837 opengl->chroma_div_w_location = opengl->glprocs.glGetUniformLocation(opengl->program, "u_chroma_div_w");
838 opengl->chroma_div_h_location = opengl->glprocs.glGetUniformLocation(opengl->program, "u_chroma_div_h");
839
840 OPENGL_ERROR_CHECK(opengl);
841 return 0;
842 fail:
843 opengl->glprocs.glDeleteShader(opengl->vertex_shader);
844 opengl->glprocs.glDeleteShader(opengl->fragment_shader);
845 opengl->glprocs.glDeleteProgram(opengl->program);
846 opengl->fragment_shader = opengl->vertex_shader = opengl->program = 0;
847 return AVERROR_EXTERNAL;
848}
849
850static av_cold int opengl_configure_texture(OpenGLContext *opengl, GLuint texture,
851 GLsizei width, GLsizei height)
852{
853 if (texture) {
854 int new_width, new_height;
855 opengl_get_texture_size(opengl, width, height, &new_width, &new_height);
856 glBindTexture(GL_TEXTURE_2D, texture);
857 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
858 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
859 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
860 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
861 glTexImage2D(GL_TEXTURE_2D, 0, opengl->format, new_width, new_height, 0,
862 opengl->format, opengl->type, NULL);
863 OPENGL_ERROR_CHECK(NULL);
864 }
865 return 0;
866 fail:
867 return AVERROR_EXTERNAL;
868}
869
870static av_cold int opengl_prepare_vertex(AVFormatContext *s)
871{
872 OpenGLContext *opengl = s->priv_data;
873 int tex_w, tex_h;
874
875 if (opengl->window_width > opengl->max_viewport_width || opengl->window_height > opengl->max_viewport_height) {
876 opengl->window_width = FFMIN(opengl->window_width, opengl->max_viewport_width);
877 opengl->window_height = FFMIN(opengl->window_height, opengl->max_viewport_height);
878 av_log(opengl, AV_LOG_WARNING, "Too big viewport requested, limited to %dx%d", opengl->window_width, opengl->window_height);
879 }
880 glViewport(0, 0, opengl->window_width, opengl->window_height);
881 opengl_make_ortho(opengl->projection_matrix,
882 - (float)opengl->window_width / 2.0f, (float)opengl->window_width / 2.0f,
883 - (float)opengl->window_height / 2.0f, (float)opengl->window_height / 2.0f,
884 1.0f, -1.0f);
885 opengl_make_identity(opengl->model_view_matrix);
886
887 opengl_compute_display_area(s);
888
889 opengl->vertex[0].z = opengl->vertex[1].z = opengl->vertex[2].z = opengl->vertex[3].z = 0.0f;
890 opengl->vertex[0].x = opengl->vertex[1].x = - (float)opengl->picture_width / 2.0f;
891 opengl->vertex[2].x = opengl->vertex[3].x = (float)opengl->picture_width / 2.0f;
892 opengl->vertex[1].y = opengl->vertex[2].y = - (float)opengl->picture_height / 2.0f;
893 opengl->vertex[0].y = opengl->vertex[3].y = (float)opengl->picture_height / 2.0f;
894
895 opengl_get_texture_size(opengl, opengl->width, opengl->height, &tex_w, &tex_h);
896
897 opengl->vertex[0].s0 = 0.0f;
898 opengl->vertex[0].t0 = 0.0f;
899 opengl->vertex[1].s0 = 0.0f;
900 opengl->vertex[1].t0 = (float)opengl->height / (float)tex_h;
901 opengl->vertex[2].s0 = (float)opengl->width / (float)tex_w;
902 opengl->vertex[2].t0 = (float)opengl->height / (float)tex_h;
903 opengl->vertex[3].s0 = (float)opengl->width / (float)tex_w;
904 opengl->vertex[3].t0 = 0.0f;
905
906 opengl->glprocs.glBindBuffer(FF_GL_ARRAY_BUFFER, opengl->vertex_buffer);
907 opengl->glprocs.glBufferData(FF_GL_ARRAY_BUFFER, sizeof(opengl->vertex), opengl->vertex, FF_GL_STATIC_DRAW);
908 opengl->glprocs.glBindBuffer(FF_GL_ARRAY_BUFFER, 0);
909 OPENGL_ERROR_CHECK(opengl);
910 return 0;
911 fail:
912 return AVERROR_EXTERNAL;
913}
914
915static int opengl_prepare(OpenGLContext *opengl)
916{
917 int i;
918 opengl->glprocs.glUseProgram(opengl->program);
919 opengl->glprocs.glUniformMatrix4fv(opengl->projection_matrix_location, 1, GL_FALSE, opengl->projection_matrix);
920 opengl->glprocs.glUniformMatrix4fv(opengl->model_view_matrix_location, 1, GL_FALSE, opengl->model_view_matrix);
921 for (i = 0; i < 4; i++)
922 if (opengl->texture_location[i] != -1) {
923 opengl->glprocs.glActiveTexture(GL_TEXTURE0 + i);
924 glBindTexture(GL_TEXTURE_2D, opengl->texture_name[i]);
925 opengl->glprocs.glUniform1i(opengl->texture_location[i], i);
926 }
927 if (opengl->color_map_location != -1)
928 opengl->glprocs.glUniformMatrix4fv(opengl->color_map_location, 1, GL_FALSE, opengl->color_map);
929 if (opengl->chroma_div_h_location != -1)
930 opengl->glprocs.glUniform1f(opengl->chroma_div_h_location, opengl->chroma_div_h);
931 if (opengl->chroma_div_w_location != -1)
932 opengl->glprocs.glUniform1f(opengl->chroma_div_w_location, opengl->chroma_div_w);
933
934 OPENGL_ERROR_CHECK(opengl);
935 return 0;
936 fail:
937 return AVERROR_EXTERNAL;
938}
939
940static int opengl_create_window(AVFormatContext *h)
941{
942 OpenGLContext *opengl = h->priv_data;
943 int ret;
944
945 if (!opengl->no_window) {
946#if HAVE_SDL
947 if ((ret = opengl_sdl_create_window(h)) < 0) {
948 av_log(opengl, AV_LOG_ERROR, "Cannot create default SDL window.\n");
949 return ret;
950 }
951#else
952 av_log(opengl, AV_LOG_ERROR, "FFmpeg is compiled without SDL. Cannot create default window.\n");
953 return AVERROR(ENOSYS);
954#endif
955 } else {
956 AVDeviceRect message;
957 message.x = message.y = 0;
958 message.width = opengl->window_width;
959 message.height = opengl->window_height;
960 if ((ret = avdevice_dev_to_app_control_message(h, AV_DEV_TO_APP_CREATE_WINDOW_BUFFER,
961 &message , sizeof(message))) < 0) {
962 av_log(opengl, AV_LOG_ERROR, "Application failed to create window buffer.\n");
963 return ret;
964 }
965 if ((ret = avdevice_dev_to_app_control_message(h, AV_DEV_TO_APP_PREPARE_WINDOW_BUFFER, NULL , 0)) < 0) {
966 av_log(opengl, AV_LOG_ERROR, "Application failed to prepare window buffer.\n");
967 return ret;
968 }
969 }
970 return 0;
971}
972
973static int opengl_release_window(AVFormatContext *h)
974{
975 int ret;
976 OpenGLContext *opengl = h->priv_data;
977 if (!opengl->no_window) {
978#if HAVE_SDL
979 SDL_Quit();
980#endif
981 } else if ((ret = avdevice_dev_to_app_control_message(h, AV_DEV_TO_APP_DESTROY_WINDOW_BUFFER, NULL , 0)) < 0) {
982 av_log(opengl, AV_LOG_ERROR, "Application failed to release window buffer.\n");
983 return ret;
984 }
985 return 0;
986}
987
988static av_cold int opengl_write_trailer(AVFormatContext *h)
989{
990 OpenGLContext *opengl = h->priv_data;
991
992 if (opengl->no_window &&
993 avdevice_dev_to_app_control_message(h, AV_DEV_TO_APP_PREPARE_WINDOW_BUFFER, NULL , 0) < 0)
994 av_log(opengl, AV_LOG_ERROR, "Application failed to prepare window buffer.\n");
995
996 opengl_deinit_context(opengl);
997 opengl_release_window(h);
998
999 return 0;
1000}
1001
1002static av_cold int opengl_init_context(OpenGLContext *opengl)
1003{
1004 int i, ret;
1005 const AVPixFmtDescriptor *desc;
1006
1007 if ((ret = opengl_compile_shaders(opengl, opengl->pix_fmt)) < 0)
1008 goto fail;
1009
1010 desc = av_pix_fmt_desc_get(opengl->pix_fmt);
1011 av_assert0(desc->nb_components > 0 && desc->nb_components <= 4);
1012 glGenTextures(desc->nb_components, opengl->texture_name);
1013
1014 opengl->glprocs.glGenBuffers(2, &opengl->index_buffer);
1015 if (!opengl->index_buffer || !opengl->vertex_buffer) {
1016 av_log(opengl, AV_LOG_ERROR, "Buffer generation failed.\n");
1017 ret = AVERROR_EXTERNAL;
1018 goto fail;
1019 }
1020
1021 opengl_configure_texture(opengl, opengl->texture_name[0], opengl->width, opengl->height);
1022 if (desc->nb_components > 1) {
1023 int has_alpha = desc->flags & AV_PIX_FMT_FLAG_ALPHA;
1024 int num_planes = desc->nb_components - (has_alpha ? 1 : 0);
1025 if (opengl->non_pow_2_textures) {
1026 opengl->chroma_div_w = 1.0f;
1027 opengl->chroma_div_h = 1.0f;
1028 } else {
1029 opengl->chroma_div_w = 1 << desc->log2_chroma_w;
1030 opengl->chroma_div_h = 1 << desc->log2_chroma_h;
1031 }
1032 for (i = 1; i < num_planes; i++)
1033 if (opengl->non_pow_2_textures)
1034 opengl_configure_texture(opengl, opengl->texture_name[i],
1035 FF_CEIL_RSHIFT(opengl->width, desc->log2_chroma_w),
1036 FF_CEIL_RSHIFT(opengl->height, desc->log2_chroma_h));
1037 else
1038 opengl_configure_texture(opengl, opengl->texture_name[i], opengl->width, opengl->height);
1039 if (has_alpha)
1040 opengl_configure_texture(opengl, opengl->texture_name[3], opengl->width, opengl->height);
1041 }
1042
1043 opengl->glprocs.glBindBuffer(FF_GL_ELEMENT_ARRAY_BUFFER, opengl->index_buffer);
1044 opengl->glprocs.glBufferData(FF_GL_ELEMENT_ARRAY_BUFFER, sizeof(g_index), g_index, FF_GL_STATIC_DRAW);
1045 opengl->glprocs.glBindBuffer(FF_GL_ELEMENT_ARRAY_BUFFER, 0);
1046
1047 glEnable(GL_BLEND);
1048 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1049
1050 glClearColor((float)opengl->background[0] / 255.0f, (float)opengl->background[1] / 255.0f,
1051 (float)opengl->background[2] / 255.0f, 1.0f);
1052
1053 ret = AVERROR_EXTERNAL;
1054 OPENGL_ERROR_CHECK(opengl);
1055
1056 return 0;
1057 fail:
1058 return ret;
1059}
1060
1061static av_cold int opengl_write_header(AVFormatContext *h)
1062{
1063 OpenGLContext *opengl = h->priv_data;
1064 AVStream *st;
1065 int ret;
1066
1067 if (h->nb_streams != 1 ||
1068 h->streams[0]->codec->codec_type != AVMEDIA_TYPE_VIDEO ||
1069 h->streams[0]->codec->codec_id != AV_CODEC_ID_RAWVIDEO) {
1070 av_log(opengl, AV_LOG_ERROR, "Only a single video stream is supported.\n");
1071 return AVERROR(EINVAL);
1072 }
1073 st = h->streams[0];
1074 opengl->width = st->codec->width;
1075 opengl->height = st->codec->height;
1076 opengl->pix_fmt = st->codec->pix_fmt;
1077 if (!opengl->window_width)
1078 opengl->window_width = opengl->width;
1079 if (!opengl->window_height)
1080 opengl->window_height = opengl->height;
1081
1082 if (!opengl->window_title && !opengl->no_window)
1083 opengl->window_title = av_strdup(h->filename);
1084
1085 if ((ret = opengl_create_window(h)))
1086 goto fail;
1087
1088 if ((ret = opengl_read_limits(opengl)) < 0)
1089 goto fail;
1090
1091 if (opengl->width > opengl->max_texture_size || opengl->height > opengl->max_texture_size) {
1092 av_log(opengl, AV_LOG_ERROR, "Too big picture %dx%d, max supported size is %dx%d\n",
1093 opengl->width, opengl->height, opengl->max_texture_size, opengl->max_texture_size);
1094 ret = AVERROR(EINVAL);
1095 goto fail;
1096 }
1097
1098 if ((ret = opengl_load_procedures(opengl)) < 0)
1099 goto fail;
1100
1101 opengl_fill_color_map(opengl);
1102 opengl_get_texture_params(opengl);
1103
1104 if ((ret = opengl_init_context(opengl)) < 0)
1105 goto fail;
1106
1107 if ((ret = opengl_prepare_vertex(h)) < 0)
1108 goto fail;
1109
1110 glClear(GL_COLOR_BUFFER_BIT);
1111
1112#if HAVE_SDL
1113 if (!opengl->no_window)
1114 SDL_GL_SwapBuffers();
1115#endif
1116 if (opengl->no_window &&
1117 (ret = avdevice_dev_to_app_control_message(h, AV_DEV_TO_APP_DISPLAY_WINDOW_BUFFER, NULL , 0)) < 0) {
1118 av_log(opengl, AV_LOG_ERROR, "Application failed to display window buffer.\n");
1119 goto fail;
1120 }
1121
1122 ret = AVERROR_EXTERNAL;
1123 OPENGL_ERROR_CHECK(opengl);
1124
1125 opengl->inited = 1;
1126 return 0;
1127
1128 fail:
1129 opengl_write_trailer(h);
1130 return ret;
1131}
1132
1133static uint8_t* opengl_get_plane_pointer(OpenGLContext *opengl, AVPacket *pkt, int comp_index,
1134 const AVPixFmtDescriptor *desc)
1135{
1136 uint8_t *data = pkt->data;
1137 int wordsize = opengl_type_size(opengl->type);
1138 int width_chroma = FF_CEIL_RSHIFT(opengl->width, desc->log2_chroma_w);
1139 int height_chroma = FF_CEIL_RSHIFT(opengl->height, desc->log2_chroma_h);
1140 int plane = desc->comp[comp_index].plane;
1141
1142 switch(plane) {
1143 case 0:
1144 break;
1145 case 1:
1146 data += opengl->width * opengl->height * wordsize;
1147 break;
1148 case 2:
1149 data += opengl->width * opengl->height * wordsize;
1150 data += width_chroma * height_chroma * wordsize;
1151 break;
1152 case 3:
1153 data += opengl->width * opengl->height * wordsize;
1154 data += 2 * width_chroma * height_chroma * wordsize;
1155 break;
1156 default:
1157 return NULL;
1158 }
1159 return data;
1160}
1161
1162#define LOAD_TEXTURE_DATA(comp_index, sub) \
1163{ \
1164 int width = sub ? FF_CEIL_RSHIFT(opengl->width, desc->log2_chroma_w) : opengl->width; \
1165 int height = sub ? FF_CEIL_RSHIFT(opengl->height, desc->log2_chroma_h): opengl->height; \
1166 uint8_t *data; \
1167 int plane = desc->comp[comp_index].plane; \
1168 \
1169 glBindTexture(GL_TEXTURE_2D, opengl->texture_name[comp_index]); \
1170 if (!is_pkt) { \
1171 GLint length = ((AVFrame *)input)->linesize[plane]; \
1172 int bytes_per_pixel = opengl_type_size(opengl->type); \
1173 if (!(desc->flags & AV_PIX_FMT_FLAG_PLANAR)) \
1174 bytes_per_pixel *= desc->nb_components; \
1175 data = ((AVFrame *)input)->data[plane]; \
1176 if (!(length % bytes_per_pixel) && \
1177 (opengl->unpack_subimage || ((length / bytes_per_pixel) == width))) { \
1178 length /= bytes_per_pixel; \
1179 if (length != width) \
1180 glPixelStorei(FF_GL_UNPACK_ROW_LENGTH, length); \
1181 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, \
1182 opengl->format, opengl->type, data); \
1183 if (length != width) \
1184 glPixelStorei(FF_GL_UNPACK_ROW_LENGTH, 0); \
1185 } else { \
1186 int h; \
1187 for (h = 0; h < height; h++) { \
1188 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, h, width, 1, \
1189 opengl->format, opengl->type, data); \
1190 data += length; \
1191 } \
1192 } \
1193 } else { \
1194 data = opengl_get_plane_pointer(opengl, input, comp_index, desc); \
1195 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, \
1196 opengl->format, opengl->type, data); \
1197 } \
1198}
1199
1200static int opengl_draw(AVFormatContext *h, void *input, int repaint, int is_pkt)
1201{
1202 OpenGLContext *opengl = h->priv_data;
1203 enum AVPixelFormat pix_fmt = h->streams[0]->codec->pix_fmt;
1204 const AVPixFmtDescriptor *desc = av_pix_fmt_desc_get(pix_fmt);
1205 int ret;
1206
1207#if HAVE_SDL
1208 if (!opengl->no_window && (ret = opengl_sdl_process_events(h)) < 0)
1209 goto fail;
1210#endif
1211 if (opengl->no_window &&
1212 (ret = avdevice_dev_to_app_control_message(h, AV_DEV_TO_APP_PREPARE_WINDOW_BUFFER, NULL , 0)) < 0) {
1213 av_log(opengl, AV_LOG_ERROR, "Application failed to prepare window buffer.\n");
1214 goto fail;
1215 }
1216
1217 glClear(GL_COLOR_BUFFER_BIT);
1218
1219 if (!repaint) {
1220 if (is_pkt)
1221 glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
1222 LOAD_TEXTURE_DATA(0, 0)
1223 if (desc->flags & AV_PIX_FMT_FLAG_PLANAR) {
1224 LOAD_TEXTURE_DATA(1, 1)
1225 LOAD_TEXTURE_DATA(2, 1)
1226 if (desc->flags & AV_PIX_FMT_FLAG_ALPHA)
1227 LOAD_TEXTURE_DATA(3, 0)
1228 }
1229 }
1230 ret = AVERROR_EXTERNAL;
1231 OPENGL_ERROR_CHECK(opengl);
1232
1233 if ((ret = opengl_prepare(opengl)) < 0)
1234 goto fail;
1235
1236 opengl->glprocs.glBindBuffer(FF_GL_ARRAY_BUFFER, opengl->vertex_buffer);
1237 opengl->glprocs.glBindBuffer(FF_GL_ELEMENT_ARRAY_BUFFER, opengl->index_buffer);
1238 opengl->glprocs.glVertexAttribPointer(opengl->position_attrib, 3, GL_FLOAT, GL_FALSE, sizeof(OpenGLVertexInfo), 0);
1239 opengl->glprocs.glEnableVertexAttribArray(opengl->position_attrib);
1240 opengl->glprocs.glVertexAttribPointer(opengl->texture_coords_attrib, 2, GL_FLOAT, GL_FALSE, sizeof(OpenGLVertexInfo), 12);
1241 opengl->glprocs.glEnableVertexAttribArray(opengl->texture_coords_attrib);
1242
1243 glDrawElements(GL_TRIANGLES, FF_ARRAY_ELEMS(g_index), GL_UNSIGNED_SHORT, 0);
1244
1245 ret = AVERROR_EXTERNAL;
1246 OPENGL_ERROR_CHECK(opengl);
1247
1248#if HAVE_SDL
1249 if (!opengl->no_window)
1250 SDL_GL_SwapBuffers();
1251#endif
1252 if (opengl->no_window &&
1253 (ret = avdevice_dev_to_app_control_message(h, AV_DEV_TO_APP_DISPLAY_WINDOW_BUFFER, NULL , 0)) < 0) {
1254 av_log(opengl, AV_LOG_ERROR, "Application failed to display window buffer.\n");
1255 goto fail;
1256 }
1257
1258 return 0;
1259 fail:
1260 return ret;
1261}
1262
1263static int opengl_write_packet(AVFormatContext *h, AVPacket *pkt)
1264{
1265 return opengl_draw(h, pkt, 0, 1);
1266}
1267
1268static int opengl_write_frame(AVFormatContext *h, int stream_index,
1269 AVFrame **frame, unsigned flags)
1270{
1271 if ((flags & AV_WRITE_UNCODED_FRAME_QUERY))
1272 return 0;
1273 return opengl_draw(h, *frame, 0, 0);
1274}
1275
1276#define OFFSET(x) offsetof(OpenGLContext, x)
1277#define ENC AV_OPT_FLAG_ENCODING_PARAM
1278static const AVOption options[] = {
1279 { "background", "set background color", OFFSET(background), AV_OPT_TYPE_COLOR, {.str = "black"}, CHAR_MIN, CHAR_MAX, ENC },
1280 { "no_window", "disable default window", OFFSET(no_window), AV_OPT_TYPE_INT, {.i64 = 0}, INT_MIN, INT_MAX, ENC },
1281 { "window_title", "set window title", OFFSET(window_title), AV_OPT_TYPE_STRING, {.str = NULL}, 0, 0, ENC },
1282 { "window_size", "set window size", OFFSET(window_width), AV_OPT_TYPE_IMAGE_SIZE, {.str = NULL}, 0, 0, ENC },
1283 { NULL }
1284};
1285
1286static const AVClass opengl_class = {
1287 .class_name = "opengl outdev",
1288 .item_name = av_default_item_name,
1289 .option = options,
1290 .version = LIBAVUTIL_VERSION_INT,
1291 .category = AV_CLASS_CATEGORY_DEVICE_VIDEO_OUTPUT,
1292};
1293
1294AVOutputFormat ff_opengl_muxer = {
1295 .name = "opengl",
1296 .long_name = NULL_IF_CONFIG_SMALL("OpenGL output"),
1297 .priv_data_size = sizeof(OpenGLContext),
1298 .audio_codec = AV_CODEC_ID_NONE,
1299 .video_codec = AV_CODEC_ID_RAWVIDEO,
1300 .write_header = opengl_write_header,
1301 .write_packet = opengl_write_packet,
1302 .write_uncoded_frame = opengl_write_frame,
1303 .write_trailer = opengl_write_trailer,
1304 .control_message = opengl_control_message,
1305 .flags = AVFMT_NOFILE | AVFMT_VARIABLE_FPS | AVFMT_NOTIMESTAMPS,
1306 .priv_class = &opengl_class,
1307};