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