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