Commit 6ab18a50 authored by gbazin's avatar gbazin
Browse files

* modules/video_output/opengl.c: implemented cropping.

parent d8ac16fb
......@@ -64,9 +64,21 @@
#define VLCGL_RGB_FORMAT GL_RGBA
#define VLCGL_RGB_TYPE GL_UNSIGNED_BYTE
/* YUY2 */
#ifndef YCBCR_MESA
#define YCBCR_MESA 0x8757
#endif
#ifndef UNSIGNED_SHORT_8_8_MESA
#define UNSIGNED_SHORT_8_8_MESA 0x85BA
#endif
#define VLCGL_YUV_FORMAT YCBCR_MESA
#define VLCGL_YUV_TYPE UNSIGNED_SHORT_8_8_MESA
/* Use RGB on Win32/GLX */
#define VLCGL_FORMAT VLCGL_RGB_FORMAT
#define VLCGL_TYPE VLCGL_RGB_TYPE
//#define VLCGL_FORMAT VLCGL_YUV_FORMAT
//#define VLCGL_TYPE VLCGL_YUV_TYPE
#endif
#ifndef GL_CLAMP_TO_EDGE
......@@ -176,12 +188,12 @@ static int CreateVout( vlc_object_t *p_this )
p_sys->i_index = 0;
#ifdef SYS_DARWIN
p_sys->i_tex_width = p_vout->render.i_width;
p_sys->i_tex_height = p_vout->render.i_height;
p_sys->i_tex_width = p_vout->fmt_in.i_visible_width;
p_sys->i_tex_height = p_vout->fmt_in.i_visible_height;
#else
/* A texture must have a size aligned on a power of 2 */
p_sys->i_tex_width = GetAlignedSize( p_vout->render.i_width );
p_sys->i_tex_height = GetAlignedSize( p_vout->render.i_height );
p_sys->i_tex_width = GetAlignedSize( p_vout->fmt_in.i_visible_width );
p_sys->i_tex_height = GetAlignedSize( p_vout->fmt_in.i_visible_height );
#endif
msg_Dbg( p_vout, "Texture size: %dx%d", p_sys->i_tex_width,
......@@ -203,6 +215,8 @@ static int CreateVout( vlc_object_t *p_this )
p_sys->p_vout->render.i_width = p_vout->render.i_width;
p_sys->p_vout->render.i_height = p_vout->render.i_height;
p_sys->p_vout->render.i_aspect = p_vout->render.i_aspect;
p_sys->p_vout->fmt_render = p_vout->fmt_render;
p_sys->p_vout->fmt_in = p_vout->fmt_in;
p_sys->p_vout->b_scale = p_vout->b_scale;
p_sys->p_vout->i_alignment = p_vout->i_alignment;
......@@ -254,15 +268,12 @@ static int Init( vout_thread_t *p_vout )
p_sys->p_vout->pf_init( p_sys->p_vout );
#ifdef SYS_DARWIN
#if defined( SYS_DARWIN ) || (VLCGL_FORMAT == YCBCR_MESA)
p_vout->output.i_chroma = VLC_FOURCC('Y','U','Y','2');
p_vout->output.i_rmask = 0x00ff0000;
p_vout->output.i_gmask = 0x0000ff00;
p_vout->output.i_bmask = 0x000000ff;
i_pixel_pitch = 2;
#else
#if VLCGL_RGB_FORMAT == GL_RGB
# if VLCGL_RGB_TYPE == GL_UNSIGNED_BYTE
#elif VLCGL_FORMAT == GL_RGB
# if VLCGL_TYPE == GL_UNSIGNED_BYTE
p_vout->output.i_chroma = VLC_FOURCC('R','V','2','4');
p_vout->output.i_rmask = 0x000000ff;
p_vout->output.i_gmask = 0x0000ff00;
......@@ -281,7 +292,6 @@ static int Init( vout_thread_t *p_vout )
p_vout->output.i_gmask = 0x0000ff00;
p_vout->output.i_bmask = 0x00ff0000;
i_pixel_pitch = 4;
#endif
#endif
/* Since OpenGL can do rescaling for us, stick to the default
......@@ -290,6 +300,9 @@ static int Init( vout_thread_t *p_vout )
p_vout->output.i_height = p_vout->render.i_height;
p_vout->output.i_aspect = p_vout->render.i_aspect;
p_vout->fmt_out = p_vout->fmt_in;
p_vout->fmt_out.i_chroma = p_vout->output.i_chroma;
/* We know the chroma, allocate one buffer which will be used
* directly by the decoder */
p_sys->pp_buffer[0] =
......@@ -536,9 +549,11 @@ static void Render( vout_thread_t *p_vout, picture_t *p_pic )
/* Update the texture */
glBindTexture( VLCGL_TARGET, p_sys->p_textures[i_new_index] );
glTexSubImage2D( VLCGL_TARGET, 0, 0, 0, p_sys->i_tex_width,
p_sys->i_tex_height, VLCGL_FORMAT, VLCGL_TYPE,
p_sys->pp_buffer[i_new_index] );
glTexSubImage2D( VLCGL_TARGET, 0,
p_vout->fmt_out.i_x_offset, p_vout->fmt_out.i_y_offset,
p_vout->fmt_out.i_visible_width,
p_vout->fmt_out.i_visible_height,
VLCGL_FORMAT, VLCGL_TYPE, p_sys->pp_buffer[i_new_index] );
/* Bind to the previous texture for drawing */
glBindTexture( VLCGL_TARGET, p_sys->p_textures[p_sys->i_index] );
......@@ -549,9 +564,11 @@ static void Render( vout_thread_t *p_vout, picture_t *p_pic )
#else
/* Update the texture */
glTexSubImage2D( GL_TEXTURE_2D, 0, 0, 0,
p_vout->render.i_width, p_vout->render.i_height,
VLCGL_RGB_FORMAT, VLCGL_RGB_TYPE, p_sys->pp_buffer[0] );
glTexSubImage2D( GL_TEXTURE_2D, 0,
p_vout->fmt_out.i_x_offset, p_vout->fmt_out.i_y_offset,
p_vout->fmt_out.i_visible_width,
p_vout->fmt_out.i_visible_height,
VLCGL_FORMAT, VLCGL_TYPE, p_sys->pp_buffer[0] );
#endif
if( p_sys->p_vout->pf_unlock )
......@@ -577,13 +594,8 @@ static void DisplayVideo( vout_thread_t *p_vout, picture_t *p_pic )
/* glTexCoord works differently with GL_TEXTURE_2D and
GL_TEXTURE_RECTANGLE_EXT */
#ifdef SYS_DARWIN
f_width = (float)p_vout->output.i_width;
f_height = (float)p_vout->output.i_height;
#else
f_width = (float)p_vout->output.i_width / p_sys->i_tex_width;
f_height = (float)p_vout->output.i_height / p_sys->i_tex_height;
#endif
f_width = (float)p_vout->fmt_out.i_visible_width / p_sys->i_tex_width;
f_height = (float)p_vout->fmt_out.i_visible_height / p_sys->i_tex_height;
/* Why drawing here and not in Render()? Because this way, the
OpenGL providers can call pf_display to force redraw. Currently,
......
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