Commit 141674f2 authored by Thomas Guillem's avatar Thomas Guillem

ios2: remove zero copy GL code

It's now handled by the cvpx converter.
parent ce1dc5d7
......@@ -52,78 +52,10 @@
* Forward declarations
*/
enum
{
UNIFORM_Y,
UNIFORM_UV,
UNIFORM_COLOR_CONVERSION_MATRIX,
UNIFORM_TRANSFORM_MATRIX,
NUM_UNIFORMS
};
GLint uniforms[NUM_UNIFORMS];
// Attribute index.
enum
{
ATTRIB_VERTEX,
ATTRIB_TEXCOORD,
NUM_ATTRIBUTES
};
struct picture_sys_t {
CVPixelBufferRef pixelBuffer;
};
// BT.601, which is the standard for SDTV.
static const GLfloat kColorConversion601[] = {
1.164383561643836, 1.164383561643836, 1.164383561643836,
0.0, -0.391762290094914, 2.017232142857142,
1.596026785714286, -0.812967647237771, 0.0,
};
// BT.709, which is the standard for HDTV.
static const GLfloat kColorConversion709[] = {
1.164383561643836, 1.164383561643836, 1.164383561643836,
0.0, -0.21324861427373, 2.112401785714286,
1.792741071428571, -0.532909328559444, 0.0,
};
static NSString *const fragmentShaderString = @" \
varying highp vec2 texCoordVarying; \
precision mediump float; \
\
uniform sampler2D SamplerY; \
uniform sampler2D SamplerUV; \
uniform mat3 colorConversionMatrix; \
\
void main() \
{ \
mediump vec3 yuv; \
lowp vec3 rgb; \
\
yuv.x = (texture2D(SamplerY, texCoordVarying).r - (16.0/255.0)); \
yuv.yz = (texture2D(SamplerUV, texCoordVarying).rg - vec2(0.5, 0.5)); \
\
rgb = colorConversionMatrix * yuv; \
\
gl_FragColor = vec4(rgb,1); \
} \
";
static NSString *const vertexShaderString = @" \
attribute vec4 position; \
attribute vec2 texCoord; \
uniform mat4 transformMatrix; \
\
varying vec2 texCoordVarying; \
\
void main() \
{ \
gl_Position = transformMatrix * position; \
texCoordVarying = texCoord; \
} \
";
static int Open(vlc_object_t *);
static void Close(vlc_object_t *);
......@@ -134,14 +66,9 @@ static int Control(vout_display_t*, int, va_list);
static void *OurGetProcAddress(vlc_gl_t *, const char *);
static int OpenglESClean(vlc_gl_t *);
static int OpenglESLock(vlc_gl_t *);
static void OpenglESSwap(vlc_gl_t *);
static void OpenglESNoop(vlc_gl_t *);
static picture_pool_t *ZeroCopyPicturePool(vout_display_t *, unsigned);
static void DestroyZeroCopyPoolPicture(picture_t *);
static void ZeroCopyClean(vout_display_t *vd, picture_t *pic, subpicture_t *subpicture);
static void ZeroCopyDisplay(vout_display_t *, picture_t *, subpicture_t *);
static void OpenglESUnlock(vlc_gl_t *);
/**
* Module declaration
......@@ -160,18 +87,12 @@ vlc_module_end ()
@interface VLCOpenGLES2VideoView : UIView {
vout_display_t *_voutDisplay;
EAGLContext *_eaglContext;
EAGLContext *_previousEaglContext;
GLuint _renderBuffer;
GLuint _frameBuffer;
BOOL _bufferNeedReset;
BOOL _appActive;
bool _zeroCopy;
CVOpenGLESTextureCacheRef _videoTextureCache;
CVOpenGLESTextureRef _lumaTexture;
CVOpenGLESTextureRef _chromaTexture;
const GLfloat *_preferredConversion;
}
@property (readonly) GLuint renderBuffer;
@property (readonly) GLuint frameBuffer;
......@@ -180,16 +101,15 @@ vlc_module_end ()
@property (readonly) BOOL isAppActive;
@property GLuint shaderProgram;
- (id)initWithFrame:(CGRect)frame zeroCopy:(bool)zero_copy voutDisplay:(vout_display_t *)vd;
- (id)initWithFrame:(CGRect)frame voutDisplay:(vout_display_t *)vd;
- (void)createBuffers;
- (void)destroyBuffers;
- (void)resetBuffers;
- (void)lock;
- (void)unlock;
- (void)reshape;
- (void)setupZeroCopyGL;
- (void)displayPixelBuffer:(CVPixelBufferRef)pixelBuffer;
@end
struct vout_display_sys_t
......@@ -203,11 +123,16 @@ struct vout_display_sys_t
picture_pool_t *picturePool;
bool has_first_frame;
bool zero_copy;
vout_display_place_t place;
};
struct gl_sys
{
CVEAGLContext locked_ctx;
VLCOpenGLES2VideoView *glESView;
};
static void *OurGetProcAddress(vlc_gl_t *gl, const char *name)
{
VLC_UNUSED(gl);
......@@ -232,13 +157,8 @@ static int Open(vlc_object_t *this)
sys->gl = NULL;
@autoreleasepool {
if (vd->fmt.i_chroma == VLC_CODEC_CVPX_NV12) {
msg_Dbg(vd, "will use zero-copy rendering");
sys->zero_copy = true;
}
/* setup the actual OpenGL ES view */
sys->glESView = [[VLCOpenGLES2VideoView alloc] initWithFrame:CGRectMake(0.,0.,320.,240.) zeroCopy:sys->zero_copy voutDisplay:vd];
sys->glESView = [[VLCOpenGLES2VideoView alloc] initWithFrame:CGRectMake(0.,0.,320.,240.) voutDisplay:vd];
sys->glESView.autoresizingMask = UIViewAutoresizingFlexibleWidth | UIViewAutoresizingFlexibleHeight;
if (!sys->glESView) {
......@@ -254,48 +174,41 @@ static int Open(vlc_object_t *this)
const vlc_fourcc_t *subpicture_chromas;
video_format_t fmt = vd->fmt;
if (!sys->zero_copy) {
msg_Dbg(vd, "will use regular OpenGL rendering");
sys->gl = vlc_object_create(this, sizeof(*sys->gl));
if (!sys->gl)
goto bailout;
/* Initialize common OpenGL video display */
sys->gl->makeCurrent = OpenglESClean;
sys->gl->releaseCurrent = OpenglESNoop;
sys->gl->swap = OpenglESSwap;
sys->gl->getProcAddress = OurGetProcAddress;
sys->gl->sys = sys;
vlc_gl_MakeCurrent(sys->gl);
sys->vgl = vout_display_opengl_New(&vd->fmt, &subpicture_chromas,
sys->gl, &vd->cfg->viewpoint);
vlc_gl_ReleaseCurrent(sys->gl);
if (!sys->vgl)
goto bailout;
} else {
subpicture_chromas = gl_subpicture_chromas;
}
sys->gl = vlc_object_create(this, sizeof(*sys->gl));
if (!sys->gl)
goto bailout;
struct gl_sys *glsys = sys->gl->sys = malloc(sizeof(struct gl_sys));
if (unlikely(!sys->gl->sys))
goto bailout;
glsys->locked_ctx = NULL;
glsys->glESView = sys->glESView;
/* Initialize common OpenGL video display */
sys->gl->makeCurrent = OpenglESLock;
sys->gl->releaseCurrent = OpenglESUnlock;
sys->gl->swap = OpenglESSwap;
sys->gl->getProcAddress = OurGetProcAddress;
vlc_gl_MakeCurrent(sys->gl);
sys->vgl = vout_display_opengl_New(&vd->fmt, &subpicture_chromas,
sys->gl, &vd->cfg->viewpoint);
vlc_gl_ReleaseCurrent(sys->gl);
if (!sys->vgl)
goto bailout;
/* */
vout_display_info_t info = vd->info;
info.has_pictures_invalid = false;
info.subpicture_chromas = subpicture_chromas;
info.is_slow = !sys->zero_copy;
info.has_hide_mouse = false;
/* Setup vout_display_t once everything is fine */
vd->info = info;
if (sys->zero_copy) {
vd->pool = ZeroCopyPicturePool;
vd->prepare = ZeroCopyClean;
vd->display = ZeroCopyDisplay;
} else {
vd->pool = PicturePool;
vd->prepare = PictureRender;
vd->display = PictureDisplay;
}
vd->pool = PicturePool;
vd->prepare = PictureRender;
vd->display = PictureDisplay;
vd->control = Control;
vd->manage = NULL;
......@@ -350,7 +263,7 @@ void Close (vlc_object_t *this)
@synchronized (sys->glESView) {
msg_Dbg(this, "deleting display");
if (likely([sys->glESView isAppActive]))
if (likely([sys->glESView isAppActive]) && sys->vgl)
{
vlc_gl_MakeCurrent(sys->gl);
vout_display_opengl_Delete(sys->vgl);
......@@ -362,13 +275,6 @@ void Close (vlc_object_t *this)
[sys->glESView release];
/* when using the traditional pipeline, the cross-platform code will free the the pool */
if (sys->zero_copy) {
if (sys->picturePool)
picture_pool_Release(sys->picturePool);
sys->picturePool = NULL;
}
free(sys);
}
}
......@@ -499,191 +405,33 @@ static picture_pool_t *PicturePool(vout_display_t *vd, unsigned requested_count)
/*****************************************************************************
* vout opengl callbacks
*****************************************************************************/
static int OpenglESClean(vlc_gl_t *gl)
static int OpenglESLock(vlc_gl_t *gl)
{
vout_display_sys_t *sys = (vout_display_sys_t *)gl->sys;
struct gl_sys *sys = gl->sys;
[sys->glESView lock];
if (likely([sys->glESView isAppActive]))
[sys->glESView resetBuffers];
sys->locked_ctx = (__bridge CVEAGLContext) ((__bridge void *) [sys->glESView eaglContext]);
return 0;
}
static void OpenglESNoop(vlc_gl_t *gl)
static void OpenglESUnlock(vlc_gl_t *gl)
{
(void) gl;
struct gl_sys *sys = gl->sys;
[sys->glESView unlock];
}
static void OpenglESSwap(vlc_gl_t *gl)
{
vout_display_sys_t *sys = (vout_display_sys_t *)gl->sys;
struct gl_sys *sys = gl->sys;
if (likely([sys->glESView isAppActive]))
[[sys->glESView eaglContext] presentRenderbuffer:GL_RENDERBUFFER];
}
/*****************************************************************************
* zero copy display callbacks
*****************************************************************************/
static picture_pool_t *ZeroCopyPicturePool(vout_display_t *vd, unsigned requested_count)
{
vout_display_sys_t *sys = vd->sys;
if (sys->picturePool != NULL)
return sys->picturePool;
picture_t** pictures = calloc(requested_count, sizeof(*pictures));
if (!pictures)
goto bailout;
for (unsigned x = 0; x < requested_count; x++) {
picture_sys_t *picsys = calloc(1, sizeof(*picsys));
if (unlikely(!picsys)) {
goto bailout;
}
picture_resource_t picture_resource;
picture_resource.p_sys = picsys;
picture_resource.pf_destroy = DestroyZeroCopyPoolPicture;
picture_t *picture = picture_NewFromResource(&vd->fmt, &picture_resource);
if (unlikely(picture == NULL)) {
free(picsys);
goto bailout;
}
pictures[x] = picture;
}
picture_pool_configuration_t pool_config;
memset(&pool_config, 0, sizeof(pool_config));
pool_config.picture_count = requested_count;
pool_config.picture = pictures;
sys->picturePool = picture_pool_NewExtended(&pool_config);
bailout:
if (sys->picturePool == NULL && pictures) {
for (unsigned x = 0; x < requested_count; x++)
DestroyZeroCopyPoolPicture(pictures[x]);
free(pictures);
}
return sys->picturePool;
}
static void DestroyZeroCopyPoolPicture(picture_t *picture)
{
picture_sys_t *p_sys = (picture_sys_t *)picture->p_sys;
if (p_sys->pixelBuffer != nil) {
CFRelease(p_sys->pixelBuffer);
p_sys->pixelBuffer = nil;
}
free(p_sys);
free(picture);
}
static void ZeroCopyClean(vout_display_t *vd, picture_t *pic, subpicture_t *subpicture)
{
vout_display_sys_t *sys = vd->sys;
if (likely([sys->glESView isAppActive]))
[sys->glESView resetBuffers];
}
static void ZeroCopyDisplay(vout_display_t *vd, picture_t *pic, subpicture_t *subpicture)
{
vout_display_sys_t *sys = vd->sys;
sys->has_first_frame = true;
@synchronized (sys->glESView) {
if (likely([sys->glESView isAppActive])) {
if (pic->p_sys != NULL) {
picture_sys_t *picsys = pic->p_sys;
if (picsys->pixelBuffer != nil) {
[sys->glESView displayPixelBuffer: picsys->pixelBuffer];
}
}
}
}
picture_Release(pic);
if (subpicture)
subpicture_Delete(subpicture);
}
static void orientationTransformMatrix(GLfloat matrix[static 16],
video_orientation_t orientation)
{
static const GLfloat identity[] = {
1.0f, 0.0f, 0.0f, 0.0f,
0.0f, 1.0f, 0.0f, 0.0f,
0.0f, 0.0f, 1.0f, 0.0f,
0.0f, 0.0f, 0.0f, 1.0f
};
memcpy(matrix, identity, sizeof(identity));
const int k_cos_pi = -1;
const int k_cos_pi_2 = 0;
const int k_cos_n_pi_2 = 0;
const int k_sin_pi = 0;
const int k_sin_pi_2 = 1;
const int k_sin_n_pi_2 = -1;
bool rotate = false;
int cos = 0, sin = 0;
switch (orientation) {
case ORIENT_ROTATED_90:
cos = k_cos_pi_2;
sin = k_sin_pi_2;
rotate = true;
break;
case ORIENT_ROTATED_180:
cos = k_cos_pi;
sin = k_sin_pi;
rotate = true;
break;
case ORIENT_ROTATED_270:
cos = k_cos_n_pi_2;
sin = k_sin_n_pi_2;
rotate = true;
break;
case ORIENT_HFLIPPED:
matrix[0 * 4 + 0] = -1;
break;
case ORIENT_VFLIPPED:
matrix[1 * 4 + 1] = -1;
break;
case ORIENT_TRANSPOSED:
matrix[0 * 4 + 0] = 0;
matrix[0 * 4 + 1] = -1;
matrix[1 * 4 + 0] = -1;
matrix[1 * 4 + 1] = 0;
break;
case ORIENT_ANTI_TRANSPOSED:
matrix[0 * 4 + 0] = 0;
matrix[0 * 4 + 1] = 1;
matrix[1 * 4 + 0] = 1;
matrix[1 * 4 + 1] = 0;
break;
default:
break;
}
if (rotate) {
matrix[0 * 4 + 0] = cos;
matrix[0 * 4 + 1] = -sin;
matrix[1 * 4 + 0] = sin;
matrix[1 * 4 + 1] = cos;
}
}
/*****************************************************************************
* Our UIView object
*****************************************************************************/
......@@ -695,7 +443,7 @@ static void orientationTransformMatrix(GLfloat matrix[static 16],
return [CAEAGLLayer class];
}
- (id)initWithFrame:(CGRect)frame zeroCopy:(bool)zero_copy voutDisplay:(vout_display_t *)vd
- (id)initWithFrame:(CGRect)frame voutDisplay:(vout_display_t *)vd
{
self = [super initWithFrame:frame];
......@@ -720,16 +468,10 @@ static void orientationTransformMatrix(GLfloat matrix[static 16],
_voutDisplay = vd;
[self createBuffers];
if (zero_copy) {
_preferredConversion = kColorConversion709;
[self setupZeroCopyGL];
}
[self reshape];
[self setAutoresizingMask: UIViewAutoresizingFlexibleWidth | UIViewAutoresizingFlexibleHeight];
_zeroCopy = zero_copy;
return self;
}
......@@ -789,12 +531,6 @@ static void orientationTransformMatrix(GLfloat matrix[static 16],
- (void)dealloc
{
if (_zeroCopy) {
[self cleanUpTextures];
if(likely(_videoTextureCache))
CFRelease(_videoTextureCache);
}
[[NSNotificationCenter defaultCenter] removeObserver:self];
[_eaglContext release];
......@@ -811,12 +547,6 @@ static void orientationTransformMatrix(GLfloat matrix[static 16],
{
glDisable(GL_DEPTH_TEST);
glEnableVertexAttribArray(ATTRIB_VERTEX);
glVertexAttribPointer(ATTRIB_VERTEX, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(GLfloat), 0);
glEnableVertexAttribArray(ATTRIB_TEXCOORD);
glVertexAttribPointer(ATTRIB_TEXCOORD, 2, GL_FLOAT, GL_FALSE, 2 * sizeof(GLfloat), 0);
glGenFramebuffers(1, &_frameBuffer);
glBindFramebuffer(GL_FRAMEBUFFER, _frameBuffer);
......@@ -851,17 +581,23 @@ static void orientationTransformMatrix(GLfloat matrix[static 16],
- (void)resetBuffers
{
if (unlikely(_bufferNeedReset)) {
EAGLContext *previousContext = [EAGLContext currentContext];
[EAGLContext setCurrentContext:_eaglContext];
[self destroyBuffers];
[self createBuffers];
_bufferNeedReset = NO;
[EAGLContext setCurrentContext:previousContext];
}
}
- (void)lock
{
_previousEaglContext = [EAGLContext currentContext];
[EAGLContext setCurrentContext:_eaglContext];
}
- (void)unlock
{
[EAGLContext setCurrentContext:_previousEaglContext];
}
- (void)layoutSubviews
{
[self reshape];
......@@ -939,327 +675,4 @@ static void orientationTransformMatrix(GLfloat matrix[static 16],
return YES;
}
- (void)displayPixelBuffer:(CVPixelBufferRef)pixelBuffer
{
/* the currently current context may not be ours, so cache it and restore it later */
EAGLContext *previousContext = [EAGLContext currentContext];
[EAGLContext setCurrentContext:_eaglContext];
CVReturn err;
if (pixelBuffer != NULL) {
int frameWidth = (int)CVPixelBufferGetWidth(pixelBuffer);
int frameHeight = (int)CVPixelBufferGetHeight(pixelBuffer);
if (!_videoTextureCache) {
if (_voutDisplay)
msg_Err(_voutDisplay, "No video texture cache");
goto done;
}
[self cleanUpTextures];
/* Use the color attachment of the pixel buffer to determine the appropriate color conversion matrix. */
CFTypeRef colorAttachments = CVBufferGetAttachment(pixelBuffer, kCVImageBufferYCbCrMatrixKey, NULL);
if (colorAttachments == kCVImageBufferYCbCrMatrix_ITU_R_601_4)
_preferredConversion = kColorConversion601;
else
_preferredConversion = kColorConversion709;
/* Create Y and UV textures from the pixel buffer.
* These textures will be drawn on the frame buffer Y-plane. */
glActiveTexture(GL_TEXTURE0);
err = CVOpenGLESTextureCacheCreateTextureFromImage(kCFAllocatorDefault,
_videoTextureCache,
pixelBuffer,
NULL,
GL_TEXTURE_2D,
GL_RED_EXT,
frameWidth,
frameHeight,
GL_RED_EXT,
GL_UNSIGNED_BYTE,
0,
&_lumaTexture);
if (err) {
if (_voutDisplay)
msg_Err(_voutDisplay, "Error at CVOpenGLESTextureCacheCreateTextureFromImage %d", err);
}
glBindTexture(CVOpenGLESTextureGetTarget(_lumaTexture), CVOpenGLESTextureGetName(_lumaTexture));
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
// UV-plane.
glActiveTexture(GL_TEXTURE1);
err = CVOpenGLESTextureCacheCreateTextureFromImage(kCFAllocatorDefault,
_videoTextureCache,
pixelBuffer,
NULL,
GL_TEXTURE_2D,
GL_RG_EXT,
frameWidth / 2,
frameHeight / 2,
GL_RG_EXT,
GL_UNSIGNED_BYTE,
1,
&_chromaTexture);
if (err) {
if (_voutDisplay)
msg_Err(_voutDisplay, "Error at CVOpenGLESTextureCacheCreateTextureFromImage %d", err);
}
glBindTexture(CVOpenGLESTextureGetTarget(_chromaTexture), CVOpenGLESTextureGetName(_chromaTexture));
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glBindFramebuffer(GL_FRAMEBUFFER, _frameBuffer);
}
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
// Use shader program.
glUseProgram(self.shaderProgram);
glUniformMatrix3fv(uniforms[UNIFORM_COLOR_CONVERSION_MATRIX], 1, GL_FALSE, _preferredConversion);
GLfloat transformMatrix[16];
orientationTransformMatrix(transformMatrix, _voutDisplay->fmt.orientation);
glUniformMatrix4fv(uniforms[UNIFORM_TRANSFORM_MATRIX], 1, GL_FALSE, transformMatrix);
// Set up the quad vertices with respect to the orientation and aspect ratio of the video.
CGRect vertexSamplingRect = self.bounds;
// Compute normalized quad coordinates to draw the frame into.
CGSize normalizedSamplingSize = CGSizeMake(0.0, 0.0);
CGSize cropScaleAmount = CGSizeMake(vertexSamplingRect.size.width/self.bounds.size.width, vertexSamplingRect.size.height/self.bounds.size.height);
// Normalize the quad vertices.
if (cropScaleAmount.width > cropScaleAmount.height) {
normalizedSamplingSize.width = 1.0;
normalizedSamplingSize.height = cropScaleAmount.height/cropScaleAmount.width;
}
else {
normalizedSamplingSize.width = 1.0;
normalizedSamplingSize.height = cropScaleAmount.width/cropScaleAmount.height;
}
/*
The quad vertex data defines the region of 2D plane onto which we draw our pixel buffers.
Vertex data formed using (-1,-1) and (1,1) as the bottom left and top right coordinates respectively, covers the entire screen.
*/
GLfloat quadVertexData [] = {
-1 * normalizedSamplingSize.width, -1 * normalizedSamplingSize.height,
normalizedSamplingSize.width, -1 * normalizedSamplingSize.height,
-1 * normalizedSamplingSize.width, normalizedSamplingSize.height,
normalizedSamplingSize.width, normalizedSamplingSize.height,
};
// Update attribute values.
glVertexAttribPointer(ATTRIB_VERTEX, 2, GL_FLOAT, 0, 0, quadVertexData);
glEnableVertexAttribArray(ATTRIB_VERTEX);
/*
The texture vertices are set up such that we flip the texture vertically. This is so that our top left origin buffers match OpenGL's bottom left texture coordinate system.
*/
CGRect textureSamplingRect = CGRectMake(0, 0, 1, 1);
GLfloat quadTextureData[] = {
CGRectGetMinX(textureSamplingRect), CGRectGetMaxY(textureSamplingRect),
CGRectGetMaxX(textureSamplingRect), CGRectGetMaxY(textureSamplingRect),
CGRectGetMinX(textureSamplingRect), CGRectGetMinY(textureSamplingRect),
CGRectGetMaxX(textureSamplingRect), CGRectGetMinY(textureSamplingRect)
};
glVertexAttribPointer(ATTRIB_TEXCOORD, 2, GL_FLOAT, 0, 0, quadTextureData);
glEnableVertexAttribArray(ATTRIB_TEXCOORD);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glBindRenderbuffer(GL_RENDERBUFFER, _renderBuffer);
[_eaglContext presentRenderbuffer:GL_RENDERBUFFER];
glFlush();
done:
/* restore previous eagl context which we cached on entry */
[EAGLContext setCurrentContext:previousContext];
}
- (void)setupZeroCopyGL
{
EAGLContext *previousContext = [EAGLContext currentContext];
[EAGLContext setCurrentContext:_eaglContext];
[self loadShaders];
glUseProgram(self.shaderProgram);
// 0 and 1 are the texture IDs of _lumaTexture and _chromaTexture respectively.
glUniform1i(uniforms[UNIFORM_Y], 0);
glUniform1i(uniforms[UNIFORM_UV], 1);
GLfloat transformMatrix[16];
orientationTransformMatrix(transformMatrix, _voutDisplay->fmt.orientation);
glUniformMatrix4fv(uniforms[UNIFORM_TRANSFORM_MATRIX], 1, GL_FALSE, transformMatrix);
glUniformMatrix3fv(uniforms[UNIFORM_COLOR_CONVERSION_MATRIX], 1, GL_FALSE, _preferredConversion);
if (!_videoTextureCache) {
CVReturn err = CVOpenGLESTextureCacheCreate(kCFAllocatorDefault, NULL, _eaglContext, NULL, &_videoTextureCache);
if (err != noErr) {
if (_voutDisplay)
msg_Err(_voutDisplay, "Error at CVOpenGLESTextureCacheCreate %d", err);
}
}
[EAGLContext setCurrentContext:previousContext];
}
- (void)cleanUpTextures
{
if (_lumaTexture) {
CFRelease(_lumaTexture);
_lumaTexture = NULL;
}
if (_chromaTexture) {