Commit 9b678604 authored by Laurent Aimar's avatar Laurent Aimar

Added preliminary support for multiple textures per picture (opengl).

parent ec3dc4b4
......@@ -79,12 +79,13 @@ struct vout_display_opengl_t {
int tex_target;
int tex_format;
int tex_type;
int tex_width;
int tex_height;
GLuint texture[VLCGL_TEXTURE_COUNT];
uint8_t *buffer[VLCGL_TEXTURE_COUNT];
void *buffer_base[VLCGL_TEXTURE_COUNT];
int tex_width[PICTURE_PLANE_MAX];
int tex_height[PICTURE_PLANE_MAX];
GLuint texture[VLCGL_TEXTURE_COUNT][PICTURE_PLANE_MAX];
uint8_t *buffer[VLCGL_TEXTURE_COUNT][PICTURE_PLANE_MAX];
void *buffer_base[VLCGL_TEXTURE_COUNT][PICTURE_PLANE_MAX];
picture_pool_t *pool;
......@@ -95,6 +96,10 @@ struct vout_display_opengl_t {
void (*BindProgramARB)(GLuint, GLuint);
void (*ProgramStringARB)(GLuint, GLuint, GLint, const GLbyte *);
void (*DeleteProgramsARB)(GLuint, GLuint *);
/* multitexture */
void (*ActiveTextureARB)(GLuint);
void (*MultiTexCoord2fARB)(GLenum, GLfloat, GLfloat);
};
static inline int GetAlignedSize(unsigned size)
......@@ -134,6 +139,14 @@ vout_display_opengl_t *vout_display_opengl_New(video_format_t *fmt,
vgl->ProgramStringARB &&
vgl->DeleteProgramsARB;
}
bool supports_multitexture = false;
if (strstr(extensions, "GL_ARB_multitexture")) {
vgl->ActiveTextureARB = (void (*)(GLuint))vlc_gl_GetProcAddress(vgl->gl, "glActiveTextureARB");
vgl->MultiTexCoord2fARB = (void (*)(GLenum, GLfloat, GLfloat))vlc_gl_GetProcAddress(vgl->gl, "glMultiTexCoord2fARB");
supports_multitexture = vgl->ActiveTextureARB &&
vgl->MultiTexCoord2fARB;
}
/* Find the chroma we will use and update fmt */
vgl->fmt = *fmt;
......@@ -188,15 +201,22 @@ vout_display_opengl_t *vout_display_opengl_New(video_format_t *fmt,
strstr(extensions, "GL_ARB_texture_non_power_of_two");
#endif
/* Texture size */
if (supports_npot) {
vgl->tex_width = vgl->fmt.i_width;
vgl->tex_height = vgl->fmt.i_height;
}
else {
/* A texture must have a size aligned on a power of 2 */
vgl->tex_width = GetAlignedSize(vgl->fmt.i_width);
vgl->tex_height = GetAlignedSize(vgl->fmt.i_height);
/* Texture size
* TODO calculate the size such that the pictures can be used as
* direct buffers
*/
for (unsigned j = 0; j < vgl->chroma->plane_count; j++) {
int w = vgl->fmt.i_width * vgl->chroma->p[j].w.num / vgl->chroma->p[j].w.den;
int h = vgl->fmt.i_height * vgl->chroma->p[j].h.num / vgl->chroma->p[j].h.den;
if (supports_npot) {
vgl->tex_width[j] = w;
vgl->tex_height[j] = h;
}
else {
/* A texture must have a size aligned on a power of 2 */
vgl->tex_width[j] = GetAlignedSize(w);
vgl->tex_height[j] = GetAlignedSize(h);
}
}
/* Build fragment program if needed */
......@@ -237,9 +257,11 @@ vout_display_opengl_t *vout_display_opengl_New(video_format_t *fmt,
/* */
for (int i = 0; i < VLCGL_TEXTURE_COUNT; i++) {
vgl->texture[i] = 0;
vgl->buffer[i] = NULL;
vgl->buffer_base[i] = NULL;
for (int j = 0; j < PICTURE_PLANE_MAX; j++) {
vgl->texture[i][j] = 0;
vgl->buffer[i][j] = NULL;
vgl->buffer_base[i][j] = NULL;
}
}
vgl->pool = NULL;
......@@ -254,7 +276,8 @@ void vout_display_opengl_Delete(vout_display_opengl_t *vgl)
glFinish();
glFlush();
glDeleteTextures(VLCGL_TEXTURE_COUNT, vgl->texture);
for (int i = 0; i < VLCGL_TEXTURE_COUNT; i++)
glDeleteTextures(vgl->chroma->plane_count, vgl->texture[i]);
if (vgl->program)
vgl->DeleteProgramsARB(1, &vgl->program);
......@@ -263,21 +286,22 @@ void vout_display_opengl_Delete(vout_display_opengl_t *vgl)
}
if (vgl->pool) {
picture_pool_Delete(vgl->pool);
for (int i = 0; i < VLCGL_TEXTURE_COUNT; i++)
free(vgl->buffer_base[i]);
for (int i = 0; i < VLCGL_TEXTURE_COUNT; i++) {
for (int j = 0; j < PICTURE_PLANE_MAX; j++)
free(vgl->buffer_base[i][j]);
}
}
free(vgl);
}
#ifdef MACOS_OPENGL
/* XXX See comment vout_display_opengl_Prepare */
struct picture_sys_t {
vout_display_opengl_t *vgl;
GLuint *texture;
};
/* Small helper */
static inline GLuint get_texture(picture_t *picture)
static inline GLuint PictureGetTexture(picture_t *picture)
{
return *picture->p_sys->texture;
}
......@@ -289,7 +313,7 @@ static int PictureLock(picture_t *picture)
vout_display_opengl_t *vgl = picture->p_sys->vgl;
if (!vlc_gl_Lock(vgl->gl)) {
glBindTexture(vgl->tex_target, get_texture(picture));
glBindTexture(vgl->tex_target, PictureGetTexture(picture));
glTexSubImage2D(vgl->tex_target, 0, 0, 0,
picture->p[0].i_pitch / vgl->chroma->pixel_size,
picture->p[0].i_lines,
......@@ -311,15 +335,9 @@ picture_pool_t *vout_display_opengl_GetPool(vout_display_opengl_t *vgl)
if (vgl->pool)
return vgl->pool;
picture_t *picture[VLCGL_TEXTURE_COUNT];
int i;
for (i = 0; i < VLCGL_TEXTURE_COUNT; i++) {
vgl->buffer[i] = vlc_memalign(&vgl->buffer_base[i], 16,
vgl->tex_width * vgl->tex_height * vgl->chroma->pixel_size);
if (!vgl->buffer[i])
break;
picture_t *picture[VLCGL_TEXTURE_COUNT] = {NULL, };
for (int i = 0; i < VLCGL_TEXTURE_COUNT; i++) {
picture_resource_t rsc;
memset(&rsc, 0, sizeof(rsc));
#ifdef MACOS_OPENGL
......@@ -327,27 +345,34 @@ picture_pool_t *vout_display_opengl_GetPool(vout_display_opengl_t *vgl)
if (rsc.p_sys)
{
rsc.p_sys->vgl = vgl;
rsc.p_sys->texture = &vgl->texture[i];
rsc.p_sys->texture = vgl->texture[i];
}
#endif
rsc.p[0].p_pixels = vgl->buffer[i];
rsc.p[0].i_pitch = vgl->fmt.i_width * vgl->chroma->pixel_size;
rsc.p[0].i_lines = vgl->fmt.i_height;
picture[i] = picture_NewFromResource(&vgl->fmt, &rsc);
if (!picture[i]) {
free(vgl->buffer[i]);
vgl->buffer[i] = NULL;
break;
unsigned j;
for (j = 0; j < vgl->chroma->plane_count; j++) {
vgl->buffer[i][j] = vlc_memalign(&vgl->buffer_base[i][j], 16,
vgl->tex_width[j] *
vgl->tex_height[j] *
vgl->chroma->pixel_size);
if (!vgl->buffer[i][j])
break;
rsc.p[j].p_pixels = vgl->buffer[i][j];
rsc.p[j].i_pitch = vgl->tex_width[j] * vgl->chroma->pixel_size;
rsc.p[j].i_lines = vgl->tex_height[j];
}
if (j < vgl->chroma->plane_count)
goto error;
picture[i] = picture_NewFromResource(&vgl->fmt, &rsc);
if (!picture[i])
goto error;
}
if (i < VLCGL_TEXTURE_COUNT)
goto error;
/* */
picture_pool_configuration_t cfg;
memset(&cfg, 0, sizeof(cfg));
cfg.picture_count = i;
cfg.picture_count = VLCGL_TEXTURE_COUNT;
cfg.picture = picture;
#ifdef MACOS_OPENGL
cfg.lock = PictureLock;
......@@ -360,43 +385,47 @@ picture_pool_t *vout_display_opengl_GetPool(vout_display_opengl_t *vgl)
if (vlc_gl_Lock(vgl->gl))
return vgl->pool;
glGenTextures(VLCGL_TEXTURE_COUNT, vgl->texture);
for (int i = 0; i < VLCGL_TEXTURE_COUNT; i++) {
glBindTexture(vgl->tex_target, vgl->texture[i]);
glGenTextures(vgl->chroma->plane_count, vgl->texture[i]);
for (unsigned j = 0; j < vgl->chroma->plane_count; j++) {
if (vgl->chroma->plane_count > 1)
vgl->ActiveTextureARB(GL_TEXTURE0_ARB + j);
glBindTexture(vgl->tex_target, vgl->texture[i][j]);
#if !USE_OPENGL_ES
/* Set the texture parameters */
glTexParameterf(vgl->tex_target, GL_TEXTURE_PRIORITY, 1.0);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
/* Set the texture parameters */
glTexParameterf(vgl->tex_target, GL_TEXTURE_PRIORITY, 1.0);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
#endif
glTexParameteri(vgl->tex_target, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(vgl->tex_target, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(vgl->tex_target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(vgl->tex_target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(vgl->tex_target, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(vgl->tex_target, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(vgl->tex_target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(vgl->tex_target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
#ifdef MACOS_OPENGL
/* Tell the driver not to make a copy of the texture but to use
our buffer */
glEnable(GL_UNPACK_CLIENT_STORAGE_APPLE);
glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
/* Tell the driver not to make a copy of the texture but to use
our buffer */
glEnable(GL_UNPACK_CLIENT_STORAGE_APPLE);
glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
#if 0
/* Use VRAM texturing */
glTexParameteri(vgl->tex_target, GL_TEXTURE_STORAGE_HINT_APPLE,
GL_STORAGE_CACHED_APPLE);
/* Use VRAM texturing */
glTexParameteri(vgl->tex_target, GL_TEXTURE_STORAGE_HINT_APPLE,
GL_STORAGE_CACHED_APPLE);
#else
/* Use AGP texturing */
glTexParameteri(vgl->tex_target, GL_TEXTURE_STORAGE_HINT_APPLE,
GL_STORAGE_SHARED_APPLE);
/* Use AGP texturing */
glTexParameteri(vgl->tex_target, GL_TEXTURE_STORAGE_HINT_APPLE,
GL_STORAGE_SHARED_APPLE);
#endif
#endif
/* Call glTexImage2D only once, and use glTexSubImage2D later */
if (vgl->buffer[i]) {
glTexImage2D(vgl->tex_target, 0, vgl->tex_format, vgl->tex_width,
vgl->tex_height, 0, vgl->tex_format, vgl->tex_type,
vgl->buffer[i]);
/* Call glTexImage2D only once, and use glTexSubImage2D later */
if (vgl->buffer[i][j]) {
glTexImage2D(vgl->tex_target, 0,
vgl->tex_format, vgl->tex_width[j], vgl->tex_height[j],
0, vgl->tex_format, vgl->tex_type, vgl->buffer[i][j]);
}
}
}
......@@ -405,9 +434,9 @@ picture_pool_t *vout_display_opengl_GetPool(vout_display_opengl_t *vgl)
return vgl->pool;
error:
for (int j = 0; j < i; j++) {
picture_Delete(picture[j]);
vgl->buffer[j] = NULL;
for (int i = 0; i < VLCGL_TEXTURE_COUNT; i++) {
if (picture[i])
picture_Delete(picture[i]);
}
return NULL;
}
......@@ -436,13 +465,17 @@ int vout_display_opengl_Prepare(vout_display_opengl_t *vgl,
#ifdef MACOS_OPENGL
/* Bind to the texture for drawing */
glBindTexture(vgl->tex_target, get_texture(picture));
glBindTexture(vgl->tex_target, PictureGetTexture(picture));
#else
/* Update the texture */
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0,
picture->p[0].i_pitch / vgl->chroma->pixel_size,
picture->p[0].i_lines,
vgl->tex_format, vgl->tex_type, picture->p[0].p_pixels);
for (unsigned j = 0; j < vgl->chroma->plane_count; j++) {
if (vgl->chroma->plane_count > 1)
vgl->ActiveTextureARB(GL_TEXTURE0_ARB + j);
glTexSubImage2D(vgl->tex_target, 0, 0, 0,
picture->p[j].i_pitch / vgl->chroma->pixel_size,
picture->p[j].i_lines,
vgl->tex_format, vgl->tex_type, picture->p[j].p_pixels);
}
#endif
vlc_gl_Unlock(vgl->gl);
......@@ -457,20 +490,26 @@ int vout_display_opengl_Display(vout_display_opengl_t *vgl,
/* glTexCoord works differently with GL_TEXTURE_2D and
GL_TEXTURE_RECTANGLE_EXT */
float f_normw, f_normh;
if (vgl->tex_target == GL_TEXTURE_2D) {
f_normw = vgl->tex_width;
f_normh = vgl->tex_height;
} else {
f_normw = 1.0;
f_normh = 1.0;
float left[PICTURE_PLANE_MAX];
float top[PICTURE_PLANE_MAX];
float right[PICTURE_PLANE_MAX];
float bottom[PICTURE_PLANE_MAX];
for (unsigned j = 0; j < vgl->chroma->plane_count; j++) {
float scale_w, scale_h;
if (vgl->tex_target == GL_TEXTURE_2D) {
scale_w = (float)vgl->chroma->p[j].w.num / vgl->chroma->p[j].w.den / vgl->tex_width[j];
scale_h = (float)vgl->chroma->p[j].h.num / vgl->chroma->p[j].h.den / vgl->tex_height[j];
} else {
scale_w = 1.0;
scale_h = 1.0;
}
left[j] = (source->i_x_offset + 0 ) * scale_w;
top[j] = (source->i_y_offset + 0 ) * scale_h;
right[j] = (source->i_x_offset + source->i_visible_width ) * scale_w;
bottom[j] = (source->i_y_offset + source->i_visible_height) * scale_h;
}
float f_x = (source->i_x_offset + 0 ) / f_normw;
float f_y = (source->i_y_offset + 0 ) / f_normh;
float f_width = (source->i_x_offset + source->i_visible_width ) / f_normw;
float f_height = (source->i_y_offset + source->i_visible_height) / f_normh;
/* Why drawing here and not in Render()? Because this way, the
OpenGL providers can call vout_display_opengl_Display to force redraw.i
......@@ -492,10 +531,10 @@ int vout_display_opengl_Display(vout_display_opengl_t *vgl,
};
const GLfloat textureCoord[8] = {
f_x, f_height,
f_width, f_height,
f_x, f_y,
f_width, f_y
left[0], bottom[0],
right[0], bottom[0],
left[0], top[0],
right[0], top[0]
};
glEnableClientState(GL_VERTEX_ARRAY);
......@@ -506,10 +545,27 @@ int vout_display_opengl_Display(vout_display_opengl_t *vgl,
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
#else
glBegin(GL_POLYGON);
glTexCoord2f(f_x, f_y); glVertex2f(-1.0, 1.0);
glTexCoord2f(f_width, f_y); glVertex2f( 1.0, 1.0);
glTexCoord2f(f_width, f_height); glVertex2f( 1.0, -1.0);
glTexCoord2f(f_x, f_height); glVertex2f(-1.0, -1.0);
glTexCoord2f(left[0], top[0]);
for (unsigned j = 1; j < vgl->chroma->plane_count; j++)
vgl->MultiTexCoord2fARB(GL_TEXTURE0_ARB + j, left[j], top[j]);
glVertex2f(-1.0, 1.0);
glTexCoord2f(right[0], top[0]);
for (unsigned j = 1; j < vgl->chroma->plane_count; j++)
vgl->MultiTexCoord2fARB(GL_TEXTURE0_ARB + j, right[j], top[j]);
glVertex2f( 1.0, 1.0);
glTexCoord2f(right[0], bottom[0]);
for (unsigned j = 1; j < vgl->chroma->plane_count; j++)
vgl->MultiTexCoord2fARB(GL_TEXTURE0_ARB + j, right[j], bottom[j]);
glVertex2f( 1.0, -1.0);
glTexCoord2f(left[0], bottom[0]);
for (unsigned j = 1; j < vgl->chroma->plane_count; j++)
vgl->MultiTexCoord2fARB(GL_TEXTURE0_ARB + j, left[j], bottom[j]);
glVertex2f(-1.0, -1.0);
glEnd();
#endif
......
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