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