Commit 5d041ddd authored by Cyril Deguet's avatar Cyril Deguet

* glx.c: don't scale the image with the chroma (supposed to speed up

    the conversion ??)
parent d6cb888b
......@@ -57,8 +57,6 @@ static void SwitchContext( vout_thread_t *p_vout );
static inline int GetAlignedSize( int i_size );
#define MAX_TEXTURE_SIZE 512
/*****************************************************************************
* Module descriptor
*****************************************************************************/
......@@ -80,6 +78,9 @@ struct vout_sys_t
uint8_t *p_buffer;
int i_index;
int i_tex_width;
int i_tex_height;
int i_width;
int i_height;
int b_fullscreen;
......@@ -124,7 +125,7 @@ static int Create( vlc_object_t *p_this )
msg_Err( p_vout, "out of memory" );
return( 1 );
}
//XXX set to 0 to disable the cube effect
p_vout->p_sys->i_effect = 1;
......@@ -132,16 +133,14 @@ static int Create( vlc_object_t *p_this )
p_vout->p_sys->i_height = p_vout->i_window_height; */
p_vout->p_sys->i_width = 700;
p_vout->p_sys->i_height = 700;
p_vout->p_sys->b_fullscreen = 0;
/* A texture must have a size aligned on a power of 2 */
p_vout->output.i_width = GetAlignedSize( p_vout->render.i_width );
p_vout->output.i_height = GetAlignedSize( p_vout->render.i_height );
p_vout->output.i_aspect = p_vout->render.i_aspect;
p_vout->p_sys->i_tex_width = GetAlignedSize( p_vout->render.i_width );
p_vout->p_sys->i_tex_height = GetAlignedSize( p_vout->render.i_height );
msg_Dbg( p_vout, "Texture size: %dx%d", p_vout->output.i_width,
p_vout->output.i_height );
msg_Dbg( p_vout, "Texture size: %dx%d", p_vout->p_sys->i_tex_width,
p_vout->p_sys->i_tex_height );
/* Open and initialize device */
if( OpenDisplay( p_vout ) )
......@@ -174,6 +173,10 @@ static int Init( vout_thread_t *p_vout )
p_vout->output.i_gmask = 0x0000ff00;
p_vout->output.i_bmask = 0x00ff0000;
p_vout->output.i_width = p_vout->render.i_width;
p_vout->output.i_height = p_vout->render.i_height;
p_vout->output.i_aspect = p_vout->render.i_aspect;
I_OUTPUTPICTURES = 0;
p_pic = NULL;
......@@ -197,9 +200,13 @@ static int Init( vout_thread_t *p_vout )
* directly by the decoder */
p_pic->i_planes = 1;
p_pic->p->p_pixels = p_vout->p_sys->p_buffer;
p_pic->p->p_pixels = p_vout->p_sys->p_buffer
+ 2 * p_vout->p_sys->i_tex_width *
(p_vout->p_sys->i_tex_height - p_vout->output.i_height)
+ 2 * (p_vout->p_sys->i_tex_width - p_vout->output.i_width);
p_pic->p->i_lines = p_vout->output.i_height;
p_pic->p->i_pitch = p_vout->output.i_width * 4;
p_pic->p->i_pitch = p_vout->p_sys->i_tex_width * 4;
p_pic->p->i_pixel_pitch = 4;
p_pic->p->i_visible_pitch = p_vout->output.i_width * 4;
......@@ -311,8 +318,11 @@ static int Manage( vout_thread_t *p_vout )
static void Render( vout_thread_t *p_vout, picture_t *p_pic )
{
glClear(GL_COLOR_BUFFER_BIT);
glTexImage2D (GL_TEXTURE_2D, 0, 3, p_vout->output.i_width,
/*glTexImage2D (GL_TEXTURE_2D, 0, 3, p_vout->output.i_width,
p_vout->output.i_height, 0, GL_RGBA, GL_UNSIGNED_BYTE,
p_vout->p_sys->p_buffer);*/
glTexImage2D (GL_TEXTURE_2D, 0, 3, p_vout->p_sys->i_tex_width,
p_vout->p_sys->i_tex_height , 0, GL_RGBA, GL_UNSIGNED_BYTE,
p_vout->p_sys->p_buffer);
if( !p_vout->p_sys->i_effect )
......@@ -327,74 +337,86 @@ static void Render( vout_thread_t *p_vout, picture_t *p_pic )
}
else
{
glRotatef( 2.0, 3.3, 1.5, 2.7 );
glRotatef( 1.0, 0.3, 0.5, 0.7 );
glEnable( GL_TEXTURE_2D);
glBegin( GL_QUADS );
float f_width = p_vout->output.i_width;
float f_height = p_vout->output.i_height;
/* Correct the aspect ratio */
/* float f_aspect = (float)p_vout->output.i_aspect / VOUT_ASPECT_FACTOR;
if( f_aspect > 1.0 )
{
f_height *= f_aspect;
}
else
{
f_width *= f_aspect;
}*/
float f_offset_x = (1.0 - f_width / p_vout->p_sys->i_tex_width) / 2.0;
float f_offset_y = (1.0 - f_height / p_vout->p_sys->i_tex_height) / 2.0;
/* Front */
glTexCoord2f( 0.0, 0.0 );
glTexCoord2f( f_offset_x, f_offset_y );
glVertex3f( - 1.0, 1.0, 1.0 );
glTexCoord2f( 0.0, 1.0 );
glTexCoord2f( f_offset_x, 1.0 - f_offset_y );
glVertex3f( - 1.0, - 1.0, 1.0 );
glTexCoord2f( 1.0,
1.0 );
glTexCoord2f( 1.0 - f_offset_x, 1.0 - f_offset_y );
glVertex3f( 1.0, - 1.0, 1.0 );
glTexCoord2f( 1.0, 0.0 );
glTexCoord2f( 1.0 - f_offset_x, f_offset_y );
glVertex3f( 1.0, 1.0, 1.0 );
/* Left */
glTexCoord2f( 0.0, 0.0 );
glTexCoord2f( f_offset_x, f_offset_y );
glVertex3f( - 1.0, 1.0, - 1.0 );
glTexCoord2f( 0.0, 1.0 );
glTexCoord2f( f_offset_x, 1.0 - f_offset_y );
glVertex3f( - 1.0, - 1.0, - 1.0 );
glTexCoord2f( 1.0,
1.0 );
glTexCoord2f( 1.0 - f_offset_x, 1.0 - f_offset_y );
glVertex3f( - 1.0, - 1.0, 1.0 );
glTexCoord2f( 1.0, 0.0 );
glTexCoord2f( 1.0 - f_offset_x, f_offset_y );
glVertex3f( - 1.0, 1.0, 1.0 );
/* Back */
glTexCoord2f( 0.0, 0.0 );
glTexCoord2f( f_offset_x, f_offset_y );
glVertex3f( 1.0, 1.0, - 1.0 );
glTexCoord2f( 0.0, 1.0 );
glTexCoord2f( f_offset_x, 1.0 - f_offset_y );
glVertex3f( 1.0, - 1.0, - 1.0 );
glTexCoord2f( 1.0,
1.0 );
glTexCoord2f( 1.0 - f_offset_x, 1.0 - f_offset_y );
glVertex3f( - 1.0, - 1.0, - 1.0 );
glTexCoord2f( 1.0, 0.0 );
glTexCoord2f( 1.0 - f_offset_x, f_offset_y );
glVertex3f( - 1.0, 1.0, - 1.0 );
/* Right */
glTexCoord2f( 0.0, 0.0 );
glTexCoord2f( f_offset_x, f_offset_y );
glVertex3f( 1.0, 1.0, 1.0 );
glTexCoord2f( 0.0, 1.0 );
glTexCoord2f( f_offset_x, 1.0 - f_offset_y );
glVertex3f( 1.0, - 1.0, 1.0 );
glTexCoord2f( 1.0,
1.0 );
glTexCoord2f( 1.0 - f_offset_x, 1.0 - f_offset_y );
glVertex3f( 1.0, - 1.0, - 1.0 );
glTexCoord2f( 1.0, 0.0 );
glTexCoord2f( 1.0 - f_offset_x, f_offset_y );
glVertex3f( 1.0, 1.0, - 1.0 );
/* Top */
glTexCoord2f( 0.0, 0.0 );
glTexCoord2f( f_offset_x, f_offset_y );
glVertex3f( - 1.0, 1.0, - 1.0 );
glTexCoord2f( 0.0, 1.0 );
glTexCoord2f( f_offset_x, 1.0 - f_offset_y );
glVertex3f( - 1.0, 1.0, 1.0 );
glTexCoord2f( 1.0,
1.0 );
glTexCoord2f( 1.0 - f_offset_x, 1.0 - f_offset_y );
glVertex3f( 1.0, 1.0, 1.0 );
glTexCoord2f( 1.0, 0.0 );
glTexCoord2f( 1.0 - f_offset_x, f_offset_y );
glVertex3f( 1.0, 1.0, - 1.0 );
/* Bottom */
glTexCoord2f( 0.0, 0.0 );
glTexCoord2f( f_offset_x, f_offset_y );
glVertex3f( - 1.0, - 1.0, 1.0 );
glTexCoord2f( 0.0, 1.0 );
glTexCoord2f( f_offset_x, 1.0 - f_offset_y );
glVertex3f( - 1.0, - 1.0, - 1.0 );
glTexCoord2f( 1.0,
1.0 );
glTexCoord2f( 1.0 - f_offset_x, 1.0 - f_offset_y );
glVertex3f( 1.0, - 1.0, - 1.0 );
glTexCoord2f( 1.0, 0.0 );
glTexCoord2f( 1.0 - f_offset_x, f_offset_y );
glVertex3f( 1.0, - 1.0, 1.0 );
glEnd();
}
......@@ -486,7 +508,7 @@ static int OpenDisplay( vout_thread_t *p_vout )
/* Allocate the texture buffer */
p_vout->p_sys->p_buffer =
malloc( p_vout->output.i_width * p_vout->output.i_height * 4 );
malloc( p_vout->p_sys->i_tex_width * p_vout->p_sys->i_tex_height * 4 );
if( !p_vout->p_sys->p_buffer )
{
msg_Err( p_vout, "Out of memory" );
......
Markdown is supported
0% or
You are about to add 0 people to the discussion. Proceed with caution.
Finish editing this message first!
Please register or to comment