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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.  
  21. //TODO: support for more formats
  22. //TODO: support for more systems.
  23. //TODO: implement X11, Windows, Mac OS native default window. SDL 1.2 doesn't allow to render to custom thread.
  24.  
  25. #include <stdio.h>
  26. #include <stdlib.h>
  27. #include <string.h>
  28. #include <unistd.h>
  29. #include <stddef.h>
  30.  
  31. #include "config.h"
  32.  
  33. #if HAVE_WINDOWS_H
  34. #define WIN32_LEAN_AND_MEAN
  35. #include <windows.h>
  36. #endif
  37. #if HAVE_OPENGL_GL3_H
  38. #include <OpenGL/gl3.h>
  39. #elif HAVE_ES2_GL_H
  40. #include <ES2/gl.h>
  41. #else
  42. #include <GL/gl.h>
  43. #include <GL/glext.h>
  44. #endif
  45. #if HAVE_GLXGETPROCADDRESS
  46. #include <GL/glx.h>
  47. #endif
  48.  
  49. #if HAVE_SDL
  50. #include <SDL.h>
  51. #endif
  52.  
  53. #include "libavutil/common.h"
  54. #include "libavutil/pixdesc.h"
  55. #include "libavutil/log.h"
  56. #include "libavutil/opt.h"
  57. #include "libavutil/avassert.h"
  58. #include "libavutil/avstring.h"
  59. #include "libavformat/avformat.h"
  60. #include "libavformat/internal.h"
  61. #include "libavdevice/avdevice.h"
  62. #include "opengl_enc_shaders.h"
  63.  
  64. #ifndef APIENTRY
  65. #define APIENTRY
  66. #endif
  67.  
  68. /* FF_GL_RED_COMPONENT is used for plannar pixel types.
  69.  * Only red component is sampled in shaders.
  70.  * On some platforms GL_RED is not available and GL_LUMINANCE have to be used,
  71.  * but since OpenGL 3.0 GL_LUMINANCE is deprecated.
  72.  * GL_RED produces RGBA = value, 0, 0, 1.
  73.  * GL_LUMINANCE produces RGBA = value, value, value, 1.
  74.  * Note: GL_INTENSITY may also be used which produce RGBA = value, value, value, value. */
  75. #if defined(GL_RED)
  76. #define FF_GL_RED_COMPONENT GL_RED
  77. #elif defined(GL_LUMINANCE)
  78. #define FF_GL_RED_COMPONENT GL_LUMINANCE
  79. #else
  80. #define FF_GL_RED_COMPONENT 0x1903; //GL_RED
  81. #endif
  82.  
  83. /* Constants not defined for iOS */
  84. #define FF_GL_UNSIGNED_BYTE_3_3_2 0x8032
  85. #define FF_GL_UNSIGNED_BYTE_2_3_3_REV 0x8362
  86. #define FF_GL_UNSIGNED_SHORT_1_5_5_5_REV 0x8366
  87. #define FF_GL_UNPACK_ROW_LENGTH          0x0CF2
  88.  
  89. /* MinGW exposes only OpenGL 1.1 API */
  90. #define FF_GL_ARRAY_BUFFER                0x8892
  91. #define FF_GL_ELEMENT_ARRAY_BUFFER        0x8893
  92. #define FF_GL_STATIC_DRAW                 0x88E4
  93. #define FF_GL_FRAGMENT_SHADER             0x8B30
  94. #define FF_GL_VERTEX_SHADER               0x8B31
  95. #define FF_GL_COMPILE_STATUS              0x8B81
  96. #define FF_GL_LINK_STATUS                 0x8B82
  97. #define FF_GL_INFO_LOG_LENGTH             0x8B84
  98. typedef void   (APIENTRY *FF_PFNGLACTIVETEXTUREPROC) (GLenum texture);
  99. typedef void   (APIENTRY *FF_PFNGLGENBUFFERSPROC) (GLsizei n, GLuint *buffers);
  100. typedef void   (APIENTRY *FF_PFNGLDELETEBUFFERSPROC) (GLsizei n, const GLuint *buffers);
  101. typedef void   (APIENTRY *FF_PFNGLBUFFERDATAPROC) (GLenum target, ptrdiff_t size, const GLvoid *data, GLenum usage);
  102. typedef void   (APIENTRY *FF_PFNGLBINDBUFFERPROC) (GLenum target, GLuint buffer);
  103. typedef GLint  (APIENTRY *FF_PFNGLGETATTRIBLOCATIONPROC) (GLuint program, const char *name);
  104. typedef void   (APIENTRY *FF_PFNGLENABLEVERTEXATTRIBARRAYPROC) (GLuint index);
  105. typedef void   (APIENTRY *FF_PFNGLVERTEXATTRIBPOINTERPROC) (GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, uintptr_t pointer);
  106. typedef GLint  (APIENTRY *FF_PFNGLGETUNIFORMLOCATIONPROC) (GLuint program, const char *name);
  107. typedef void   (APIENTRY *FF_PFNGLUNIFORM1FPROC) (GLint location, GLfloat v0);
  108. typedef void   (APIENTRY *FF_PFNGLUNIFORM1IPROC) (GLint location, GLint v0);
  109. typedef void   (APIENTRY *FF_PFNGLUNIFORMMATRIX4FVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
  110. typedef GLuint (APIENTRY *FF_PFNGLCREATEPROGRAMPROC) (void);
  111. typedef void   (APIENTRY *FF_PFNGLDELETEPROGRAMPROC) (GLuint program);
  112. typedef void   (APIENTRY *FF_PFNGLUSEPROGRAMPROC) (GLuint program);
  113. typedef void   (APIENTRY *FF_PFNGLLINKPROGRAMPROC) (GLuint program);
  114. typedef void   (APIENTRY *FF_PFNGLGETPROGRAMIVPROC) (GLuint program, GLenum pname, GLint *params);
  115. typedef void   (APIENTRY *FF_PFNGLGETPROGRAMINFOLOGPROC) (GLuint program, GLsizei bufSize, GLsizei *length, char *infoLog);
  116. typedef void   (APIENTRY *FF_PFNGLATTACHSHADERPROC) (GLuint program, GLuint shader);
  117. typedef GLuint (APIENTRY *FF_PFNGLCREATESHADERPROC) (GLenum type);
  118. typedef void   (APIENTRY *FF_PFNGLDELETESHADERPROC) (GLuint shader);
  119. typedef void   (APIENTRY *FF_PFNGLCOMPILESHADERPROC) (GLuint shader);
  120. typedef void   (APIENTRY *FF_PFNGLSHADERSOURCEPROC) (GLuint shader, GLsizei count, const char* *string, const GLint *length);
  121. typedef void   (APIENTRY *FF_PFNGLGETSHADERIVPROC) (GLuint shader, GLenum pname, GLint *params);
  122. typedef void   (APIENTRY *FF_PFNGLGETSHADERINFOLOGPROC) (GLuint shader, GLsizei bufSize, GLsizei *length, char *infoLog);
  123.  
  124. typedef struct FFOpenGLFunctions {
  125.     FF_PFNGLACTIVETEXTUREPROC glActiveTexture;                     //Require GL ARB multitexture
  126.     FF_PFNGLGENBUFFERSPROC glGenBuffers;                           //Require GL_ARB_vertex_buffer_object
  127.     FF_PFNGLDELETEBUFFERSPROC glDeleteBuffers;                     //Require GL_ARB_vertex_buffer_object
  128.     FF_PFNGLBUFFERDATAPROC glBufferData;                           //Require GL_ARB_vertex_buffer_object
  129.     FF_PFNGLBINDBUFFERPROC glBindBuffer;                           //Require GL_ARB_vertex_buffer_object
  130.     FF_PFNGLGETATTRIBLOCATIONPROC glGetAttribLocation;             //Require GL_ARB_vertex_shader
  131.     FF_PFNGLENABLEVERTEXATTRIBARRAYPROC glEnableVertexAttribArray; //Require GL_ARB_vertex_shader
  132.     FF_PFNGLVERTEXATTRIBPOINTERPROC glVertexAttribPointer;         //Require GL_ARB_vertex_shader
  133.     FF_PFNGLGETUNIFORMLOCATIONPROC glGetUniformLocation;           //Require GL_ARB_shader_objects
  134.     FF_PFNGLUNIFORM1FPROC glUniform1f;                             //Require GL_ARB_shader_objects
  135.     FF_PFNGLUNIFORM1IPROC glUniform1i;                             //Require GL_ARB_shader_objects
  136.     FF_PFNGLUNIFORMMATRIX4FVPROC glUniformMatrix4fv;               //Require GL_ARB_shader_objects
  137.     FF_PFNGLCREATEPROGRAMPROC glCreateProgram;                     //Require GL_ARB_shader_objects
  138.     FF_PFNGLDELETEPROGRAMPROC glDeleteProgram;                     //Require GL_ARB_shader_objects
  139.     FF_PFNGLUSEPROGRAMPROC glUseProgram;                           //Require GL_ARB_shader_objects
  140.     FF_PFNGLLINKPROGRAMPROC glLinkProgram;                         //Require GL_ARB_shader_objects
  141.     FF_PFNGLGETPROGRAMIVPROC glGetProgramiv;                       //Require GL_ARB_shader_objects
  142.     FF_PFNGLGETPROGRAMINFOLOGPROC glGetProgramInfoLog;             //Require GL_ARB_shader_objects
  143.     FF_PFNGLATTACHSHADERPROC glAttachShader;                       //Require GL_ARB_shader_objects
  144.     FF_PFNGLCREATESHADERPROC glCreateShader;                       //Require GL_ARB_shader_objects
  145.     FF_PFNGLDELETESHADERPROC glDeleteShader;                       //Require GL_ARB_shader_objects
  146.     FF_PFNGLCOMPILESHADERPROC glCompileShader;                     //Require GL_ARB_shader_objects
  147.     FF_PFNGLSHADERSOURCEPROC glShaderSource;                       //Require GL_ARB_shader_objects
  148.     FF_PFNGLGETSHADERIVPROC glGetShaderiv;                         //Require GL_ARB_shader_objects
  149.     FF_PFNGLGETSHADERINFOLOGPROC glGetShaderInfoLog;               //Require GL_ARB_shader_objects
  150. } FFOpenGLFunctions;
  151.  
  152. #define OPENGL_ERROR_CHECK(ctx) \
  153. {\
  154.     GLenum err_code; \
  155.     if ((err_code = glGetError()) != GL_NO_ERROR) { \
  156.         av_log(ctx, AV_LOG_ERROR, "OpenGL error occurred in '%s', line %d: %d\n", __FUNCTION__, __LINE__, err_code); \
  157.         goto fail; \
  158.     } \
  159. }\
  160.  
  161. typedef struct OpenGLVertexInfo
  162. {
  163.     float x, y, z;    ///<Position
  164.     float s0, t0;     ///<Texture coords
  165. } OpenGLVertexInfo;
  166.  
  167. /* defines 2 triangles to display */
  168. static const GLushort g_index[6] =
  169. {
  170.     0, 1, 2,
  171.     0, 3, 2,
  172. };
  173.  
  174. typedef struct OpenGLContext {
  175.     AVClass *class;                    ///< class for private options
  176.  
  177. #if HAVE_SDL
  178.     SDL_Surface *surface;
  179. #endif
  180.     FFOpenGLFunctions glprocs;
  181.  
  182.     int inited;                        ///< Set to 1 when write_header was successfully called.
  183.     uint8_t background[4];             ///< Background color
  184.     int no_window;                     ///< 0 for create default window
  185.     char *window_title;                ///< Title of the window
  186.  
  187.     /* OpenGL implementation limits */
  188.     GLint max_texture_size;            ///< Maximum texture size
  189.     GLint max_viewport_width;          ///< Maximum viewport size
  190.     GLint max_viewport_height;         ///< Maximum viewport size
  191.     int non_pow_2_textures;            ///< 1 when non power of 2 textures are supported
  192.     int unpack_subimage;               ///< 1 when GL_EXT_unpack_subimage is available
  193.  
  194.     /* Current OpenGL configuration */
  195.     GLuint program;                    ///< Shader program
  196.     GLuint vertex_shader;              ///< Vertex shader
  197.     GLuint fragment_shader;            ///< Fragment shader for current pix_pmt
  198.     GLuint texture_name[4];            ///< Textures' IDs
  199.     GLuint index_buffer;               ///< Index buffer
  200.     GLuint vertex_buffer;              ///< Vertex buffer
  201.     OpenGLVertexInfo vertex[4];        ///< VBO
  202.     GLint projection_matrix_location;  ///< Uniforms' locations
  203.     GLint model_view_matrix_location;
  204.     GLint color_map_location;
  205.     GLint chroma_div_w_location;
  206.     GLint chroma_div_h_location;
  207.     GLint texture_location[4];
  208.     GLint position_attrib;             ///< Attibutes' locations
  209.     GLint texture_coords_attrib;
  210.  
  211.     GLfloat projection_matrix[16];     ///< Projection matrix
  212.     GLfloat model_view_matrix[16];     ///< Modev view matrix
  213.     GLfloat color_map[16];             ///< RGBA color map matrix
  214.     GLfloat chroma_div_w;              ///< Chroma subsampling w ratio
  215.     GLfloat chroma_div_h;              ///< Chroma subsampling h ratio
  216.  
  217.     /* Stream information */
  218.     GLenum format;
  219.     GLenum type;
  220.     int width;                         ///< Stream width
  221.     int height;                        ///< Stream height
  222.     enum AVPixelFormat pix_fmt;        ///< Stream pixel format
  223.     int picture_width;                 ///< Rendered width
  224.     int picture_height;                ///< Rendered height
  225.     int window_width;
  226.     int window_height;
  227. } OpenGLContext;
  228.  
  229. static const struct OpenGLFormatDesc {
  230.     enum AVPixelFormat fixel_format;
  231.     const char * const * fragment_shader;
  232.     GLenum format;
  233.     GLenum type;
  234. } opengl_format_desc[] = {
  235.     { AV_PIX_FMT_YUV420P,    &FF_OPENGL_FRAGMENT_SHADER_YUV_PLANAR,  FF_GL_RED_COMPONENT, GL_UNSIGNED_BYTE },
  236.     { AV_PIX_FMT_YUV444P,    &FF_OPENGL_FRAGMENT_SHADER_YUV_PLANAR,  FF_GL_RED_COMPONENT, GL_UNSIGNED_BYTE },
  237.     { AV_PIX_FMT_YUV422P,    &FF_OPENGL_FRAGMENT_SHADER_YUV_PLANAR,  FF_GL_RED_COMPONENT, GL_UNSIGNED_BYTE },
  238.     { AV_PIX_FMT_YUV410P,    &FF_OPENGL_FRAGMENT_SHADER_YUV_PLANAR,  FF_GL_RED_COMPONENT, GL_UNSIGNED_BYTE },
  239.     { AV_PIX_FMT_YUV411P,    &FF_OPENGL_FRAGMENT_SHADER_YUV_PLANAR,  FF_GL_RED_COMPONENT, GL_UNSIGNED_BYTE },
  240.     { AV_PIX_FMT_YUV440P,    &FF_OPENGL_FRAGMENT_SHADER_YUV_PLANAR,  FF_GL_RED_COMPONENT, GL_UNSIGNED_BYTE },
  241.     { AV_PIX_FMT_YUV420P16,  &FF_OPENGL_FRAGMENT_SHADER_YUV_PLANAR,  FF_GL_RED_COMPONENT, GL_UNSIGNED_SHORT },
  242.     { AV_PIX_FMT_YUV422P16,  &FF_OPENGL_FRAGMENT_SHADER_YUV_PLANAR,  FF_GL_RED_COMPONENT, GL_UNSIGNED_SHORT },
  243.     { AV_PIX_FMT_YUV444P16,  &FF_OPENGL_FRAGMENT_SHADER_YUV_PLANAR,  FF_GL_RED_COMPONENT, GL_UNSIGNED_SHORT },
  244.     { AV_PIX_FMT_YUVA420P,   &FF_OPENGL_FRAGMENT_SHADER_YUVA_PLANAR, FF_GL_RED_COMPONENT, GL_UNSIGNED_BYTE },
  245.     { AV_PIX_FMT_YUVA444P,   &FF_OPENGL_FRAGMENT_SHADER_YUVA_PLANAR, FF_GL_RED_COMPONENT, GL_UNSIGNED_BYTE },
  246.     { AV_PIX_FMT_YUVA422P,   &FF_OPENGL_FRAGMENT_SHADER_YUVA_PLANAR, FF_GL_RED_COMPONENT, GL_UNSIGNED_BYTE },
  247.     { AV_PIX_FMT_YUVA420P16, &FF_OPENGL_FRAGMENT_SHADER_YUVA_PLANAR, FF_GL_RED_COMPONENT, GL_UNSIGNED_SHORT },
  248.     { AV_PIX_FMT_YUVA422P16, &FF_OPENGL_FRAGMENT_SHADER_YUVA_PLANAR, FF_GL_RED_COMPONENT, GL_UNSIGNED_SHORT },
  249.     { AV_PIX_FMT_YUVA444P16, &FF_OPENGL_FRAGMENT_SHADER_YUVA_PLANAR, FF_GL_RED_COMPONENT, GL_UNSIGNED_SHORT },
  250.     { AV_PIX_FMT_RGB24,      &FF_OPENGL_FRAGMENT_SHADER_RGB_PACKET,  GL_RGB, GL_UNSIGNED_BYTE },
  251.     { AV_PIX_FMT_BGR24,      &FF_OPENGL_FRAGMENT_SHADER_RGB_PACKET,  GL_RGB, GL_UNSIGNED_BYTE },
  252.     { AV_PIX_FMT_0RGB,       &FF_OPENGL_FRAGMENT_SHADER_RGB_PACKET,  GL_RGBA, GL_UNSIGNED_BYTE },
  253.     { AV_PIX_FMT_RGB0,       &FF_OPENGL_FRAGMENT_SHADER_RGB_PACKET,  GL_RGBA, GL_UNSIGNED_BYTE },
  254.     { AV_PIX_FMT_0BGR,       &FF_OPENGL_FRAGMENT_SHADER_RGB_PACKET,  GL_RGBA, GL_UNSIGNED_BYTE },
  255.     { AV_PIX_FMT_BGR0,       &FF_OPENGL_FRAGMENT_SHADER_RGB_PACKET,  GL_RGBA, GL_UNSIGNED_BYTE },
  256.     { AV_PIX_FMT_RGB565,     &FF_OPENGL_FRAGMENT_SHADER_RGB_PACKET,  GL_RGB, GL_UNSIGNED_SHORT_5_6_5 },
  257.     { AV_PIX_FMT_BGR565,     &FF_OPENGL_FRAGMENT_SHADER_RGB_PACKET,  GL_RGB, GL_UNSIGNED_SHORT_5_6_5 },
  258.     { AV_PIX_FMT_RGB555,     &FF_OPENGL_FRAGMENT_SHADER_RGB_PACKET,  GL_RGBA, FF_GL_UNSIGNED_SHORT_1_5_5_5_REV },
  259.     { AV_PIX_FMT_BGR555,     &FF_OPENGL_FRAGMENT_SHADER_RGB_PACKET,  GL_RGBA, FF_GL_UNSIGNED_SHORT_1_5_5_5_REV },
  260.     { AV_PIX_FMT_RGB8,       &FF_OPENGL_FRAGMENT_SHADER_RGB_PACKET,  GL_RGB, FF_GL_UNSIGNED_BYTE_3_3_2 },
  261.     { AV_PIX_FMT_BGR8,       &FF_OPENGL_FRAGMENT_SHADER_RGB_PACKET,  GL_RGB, FF_GL_UNSIGNED_BYTE_2_3_3_REV },
  262.     { AV_PIX_FMT_RGB48,      &FF_OPENGL_FRAGMENT_SHADER_RGB_PACKET,  GL_RGB, GL_UNSIGNED_SHORT },
  263.     { AV_PIX_FMT_ARGB,       &FF_OPENGL_FRAGMENT_SHADER_RGBA_PACKET, GL_RGBA, GL_UNSIGNED_BYTE },
  264.     { AV_PIX_FMT_RGBA,       &FF_OPENGL_FRAGMENT_SHADER_RGBA_PACKET, GL_RGBA, GL_UNSIGNED_BYTE },
  265.     { AV_PIX_FMT_ABGR,       &FF_OPENGL_FRAGMENT_SHADER_RGBA_PACKET, GL_RGBA, GL_UNSIGNED_BYTE },
  266.     { AV_PIX_FMT_BGRA,       &FF_OPENGL_FRAGMENT_SHADER_RGBA_PACKET, GL_RGBA, GL_UNSIGNED_BYTE },
  267.     { AV_PIX_FMT_RGBA64,     &FF_OPENGL_FRAGMENT_SHADER_RGBA_PACKET, GL_RGBA, GL_UNSIGNED_SHORT },
  268.     { AV_PIX_FMT_BGRA64,     &FF_OPENGL_FRAGMENT_SHADER_RGBA_PACKET, GL_RGBA, GL_UNSIGNED_SHORT },
  269.     { AV_PIX_FMT_GBRP,       &FF_OPENGL_FRAGMENT_SHADER_RGB_PLANAR,  FF_GL_RED_COMPONENT, GL_UNSIGNED_BYTE },
  270.     { AV_PIX_FMT_GBRP16,     &FF_OPENGL_FRAGMENT_SHADER_RGB_PLANAR,  FF_GL_RED_COMPONENT, GL_UNSIGNED_SHORT },
  271.     { AV_PIX_FMT_GBRAP,      &FF_OPENGL_FRAGMENT_SHADER_RGBA_PLANAR, FF_GL_RED_COMPONENT, GL_UNSIGNED_BYTE },
  272.     { AV_PIX_FMT_GBRAP16,    &FF_OPENGL_FRAGMENT_SHADER_RGBA_PLANAR, FF_GL_RED_COMPONENT, GL_UNSIGNED_SHORT },
  273.     { AV_PIX_FMT_GRAY8,      &FF_OPENGL_FRAGMENT_SHADER_GRAY,        FF_GL_RED_COMPONENT, GL_UNSIGNED_BYTE },
  274.     { AV_PIX_FMT_GRAY16,     &FF_OPENGL_FRAGMENT_SHADER_GRAY,        FF_GL_RED_COMPONENT, GL_UNSIGNED_SHORT },
  275.     { AV_PIX_FMT_NONE,       NULL }
  276. };
  277.  
  278. static av_cold int opengl_prepare_vertex(AVFormatContext *s);
  279. static int opengl_draw(AVFormatContext *h, void *intput, int repaint, int is_pkt);
  280. static av_cold int opengl_init_context(OpenGLContext *opengl);
  281.  
  282. static av_cold void opengl_deinit_context(OpenGLContext *opengl)
  283. {
  284.     glDeleteTextures(4, opengl->texture_name);
  285.     opengl->texture_name[0] = opengl->texture_name[1] =
  286.     opengl->texture_name[2] = opengl->texture_name[3] = 0;
  287.     if (opengl->glprocs.glUseProgram)
  288.         opengl->glprocs.glUseProgram(0);
  289.     if (opengl->glprocs.glDeleteProgram) {
  290.         opengl->glprocs.glDeleteProgram(opengl->program);
  291.         opengl->program = 0;
  292.     }
  293.     if (opengl->glprocs.glDeleteShader) {
  294.         opengl->glprocs.glDeleteShader(opengl->vertex_shader);
  295.         opengl->glprocs.glDeleteShader(opengl->fragment_shader);
  296.         opengl->vertex_shader = opengl->fragment_shader = 0;
  297.     }
  298.     if (opengl->glprocs.glBindBuffer) {
  299.         opengl->glprocs.glBindBuffer(FF_GL_ARRAY_BUFFER, 0);
  300.         opengl->glprocs.glBindBuffer(FF_GL_ELEMENT_ARRAY_BUFFER, 0);
  301.     }
  302.     if (opengl->glprocs.glDeleteBuffers) {
  303.         opengl->glprocs.glDeleteBuffers(2, &opengl->index_buffer);
  304.         opengl->vertex_buffer = opengl->index_buffer = 0;
  305.     }
  306. }
  307.  
  308. static int opengl_resize(AVFormatContext *h, int width, int height)
  309. {
  310.     int ret = 0;
  311.     OpenGLContext *opengl = h->priv_data;
  312.     opengl->window_width = width;
  313.     opengl->window_height = height;
  314.     if (opengl->inited) {
  315.         if (opengl->no_window &&
  316.             (ret = avdevice_dev_to_app_control_message(h, AV_DEV_TO_APP_PREPARE_WINDOW_BUFFER, NULL , 0)) < 0) {
  317.             av_log(opengl, AV_LOG_ERROR, "Application failed to prepare window buffer.\n");
  318.             goto end;
  319.         }
  320.         if ((ret = opengl_prepare_vertex(h)) < 0)
  321.             goto end;
  322.         ret = opengl_draw(h, NULL, 1, 0);
  323.     }
  324.   end:
  325.     return ret;
  326. }
  327.  
  328. static int opengl_control_message(AVFormatContext *h, int type, void *data, size_t data_size)
  329. {
  330.     OpenGLContext *opengl = h->priv_data;
  331.     switch(type) {
  332.     case AV_APP_TO_DEV_WINDOW_SIZE:
  333.         if (data) {
  334.             AVDeviceRect *message = data;
  335.             return opengl_resize(h, message->width, message->height);
  336.         }
  337.         return AVERROR(EINVAL);
  338.     case AV_APP_TO_DEV_WINDOW_REPAINT:
  339.         return opengl_resize(h, opengl->window_width, opengl->window_height);
  340.     }
  341.     return AVERROR(ENOSYS);
  342. }
  343.  
  344. #if HAVE_SDL
  345. static int opengl_sdl_recreate_window(OpenGLContext *opengl, int width, int height)
  346. {
  347.     opengl->surface = SDL_SetVideoMode(width, height,
  348.                                        32, SDL_OPENGL | SDL_RESIZABLE);
  349.     if (!opengl->surface) {
  350.         av_log(opengl, AV_LOG_ERROR, "Unable to set video mode: %s\n", SDL_GetError());
  351.         return AVERROR_EXTERNAL;
  352.     }
  353.     SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8);
  354.     SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8);
  355.     SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8);
  356.     SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, 8);
  357.     SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
  358.     return 0;
  359. }
  360.  
  361. static int opengl_sdl_process_events(AVFormatContext *h)
  362. {
  363.     int ret;
  364.     OpenGLContext *opengl = h->priv_data;
  365.     SDL_Event event;
  366.     SDL_PumpEvents();
  367.     while (SDL_PeepEvents(&event, 1, SDL_GETEVENT, SDL_ALLEVENTS) > 0) {
  368.         switch (event.type) {
  369.         case SDL_QUIT:
  370.             return AVERROR(EIO);
  371.         case SDL_KEYDOWN:
  372.             switch (event.key.keysym.sym) {
  373.             case SDLK_ESCAPE:
  374.             case SDLK_q:
  375.                 return AVERROR(EIO);
  376.             }
  377.             return 0;
  378.         case SDL_VIDEORESIZE: {
  379.             char buffer[100];
  380.             int reinit;
  381.             AVDeviceRect message;
  382.             /* clean up old context because SDL_SetVideoMode may lose its state. */
  383.             SDL_VideoDriverName(buffer, sizeof(buffer));
  384.             reinit = !av_strncasecmp(buffer, "quartz", sizeof(buffer));
  385.             if (reinit) {
  386.                 opengl_deinit_context(opengl);
  387.             }
  388.             if ((ret = opengl_sdl_recreate_window(opengl, event.resize.w, event.resize.h)) < 0)
  389.                 return ret;
  390.             if (reinit && (ret = opengl_init_context(opengl)) < 0)
  391.                 return ret;
  392.             message.width = opengl->surface->w;
  393.             message.height = opengl->surface->h;
  394.             return opengl_control_message(h, AV_APP_TO_DEV_WINDOW_SIZE, &message, sizeof(AVDeviceRect));
  395.             }
  396.         }
  397.     }
  398.     return 0;
  399. }
  400.  
  401. static int av_cold opengl_sdl_create_window(AVFormatContext *h)
  402. {
  403.     int ret;
  404.     char buffer[100];
  405.     OpenGLContext *opengl = h->priv_data;
  406.     AVDeviceRect message;
  407.     if (SDL_Init(SDL_INIT_VIDEO)) {
  408.         av_log(opengl, AV_LOG_ERROR, "Unable to initialize SDL: %s\n", SDL_GetError());
  409.         return AVERROR_EXTERNAL;
  410.     }
  411.     if ((ret = opengl_sdl_recreate_window(opengl, opengl->window_width,
  412.                                           opengl->window_height)) < 0)
  413.         return ret;
  414.     av_log(opengl, AV_LOG_INFO, "SDL driver: '%s'.\n", SDL_VideoDriverName(buffer, sizeof(buffer)));
  415.     message.width = opengl->surface->w;
  416.     message.height = opengl->surface->h;
  417.     SDL_WM_SetCaption(opengl->window_title, NULL);
  418.     opengl_control_message(h, AV_APP_TO_DEV_WINDOW_SIZE, &message, sizeof(AVDeviceRect));
  419.     return 0;
  420. }
  421.  
  422. static int av_cold opengl_sdl_load_procedures(OpenGLContext *opengl)
  423. {
  424.     FFOpenGLFunctions *procs = &opengl->glprocs;
  425.  
  426. #define LOAD_OPENGL_FUN(name, type) \
  427.     procs->name = (type)SDL_GL_GetProcAddress(#name); \
  428.     if (!procs->name) { \
  429.         av_log(opengl, AV_LOG_ERROR, "Cannot load OpenGL function: '%s'\n", #name); \
  430.         return AVERROR(ENOSYS); \
  431.     }
  432.  
  433.     LOAD_OPENGL_FUN(glActiveTexture, FF_PFNGLACTIVETEXTUREPROC)
  434.     LOAD_OPENGL_FUN(glGenBuffers, FF_PFNGLGENBUFFERSPROC)
  435.     LOAD_OPENGL_FUN(glDeleteBuffers, FF_PFNGLDELETEBUFFERSPROC)
  436.     LOAD_OPENGL_FUN(glBufferData, FF_PFNGLBUFFERDATAPROC)
  437.     LOAD_OPENGL_FUN(glBindBuffer, FF_PFNGLBINDBUFFERPROC)
  438.     LOAD_OPENGL_FUN(glGetAttribLocation, FF_PFNGLGETATTRIBLOCATIONPROC)
  439.     LOAD_OPENGL_FUN(glGetUniformLocation, FF_PFNGLGETUNIFORMLOCATIONPROC)
  440.     LOAD_OPENGL_FUN(glUniform1f, FF_PFNGLUNIFORM1FPROC)
  441.     LOAD_OPENGL_FUN(glUniform1i, FF_PFNGLUNIFORM1IPROC)
  442.     LOAD_OPENGL_FUN(glUniformMatrix4fv, FF_PFNGLUNIFORMMATRIX4FVPROC)
  443.     LOAD_OPENGL_FUN(glCreateProgram, FF_PFNGLCREATEPROGRAMPROC)
  444.     LOAD_OPENGL_FUN(glDeleteProgram, FF_PFNGLDELETEPROGRAMPROC)
  445.     LOAD_OPENGL_FUN(glUseProgram, FF_PFNGLUSEPROGRAMPROC)
  446.     LOAD_OPENGL_FUN(glLinkProgram, FF_PFNGLLINKPROGRAMPROC)
  447.     LOAD_OPENGL_FUN(glGetProgramiv, FF_PFNGLGETPROGRAMIVPROC)
  448.     LOAD_OPENGL_FUN(glGetProgramInfoLog, FF_PFNGLGETPROGRAMINFOLOGPROC)
  449.     LOAD_OPENGL_FUN(glAttachShader, FF_PFNGLATTACHSHADERPROC)
  450.     LOAD_OPENGL_FUN(glCreateShader, FF_PFNGLCREATESHADERPROC)
  451.     LOAD_OPENGL_FUN(glDeleteShader, FF_PFNGLDELETESHADERPROC)
  452.     LOAD_OPENGL_FUN(glCompileShader, FF_PFNGLCOMPILESHADERPROC)
  453.     LOAD_OPENGL_FUN(glShaderSource, FF_PFNGLSHADERSOURCEPROC)
  454.     LOAD_OPENGL_FUN(glGetShaderiv, FF_PFNGLGETSHADERIVPROC)
  455.     LOAD_OPENGL_FUN(glGetShaderInfoLog, FF_PFNGLGETSHADERINFOLOGPROC)
  456.     LOAD_OPENGL_FUN(glEnableVertexAttribArray, FF_PFNGLENABLEVERTEXATTRIBARRAYPROC)
  457.     LOAD_OPENGL_FUN(glVertexAttribPointer, FF_PFNGLVERTEXATTRIBPOINTERPROC)
  458.  
  459.     return 0;
  460.  
  461. #undef LOAD_OPENGL_FUN
  462. }
  463. #endif /* HAVE_SDL */
  464.  
  465. #if defined(__APPLE__)
  466. static int av_cold opengl_load_procedures(OpenGLContext *opengl)
  467. {
  468.     FFOpenGLFunctions *procs = &opengl->glprocs;
  469.  
  470. #if HAVE_SDL
  471.     if (!opengl->no_window)
  472.         return opengl_sdl_load_procedures(opengl);
  473. #endif
  474.  
  475.     procs->glActiveTexture = glActiveTexture;
  476.     procs->glGenBuffers = glGenBuffers;
  477.     procs->glDeleteBuffers = glDeleteBuffers;
  478.     procs->glBufferData = glBufferData;
  479.     procs->glBindBuffer = glBindBuffer;
  480.     procs->glGetAttribLocation = glGetAttribLocation;
  481.     procs->glGetUniformLocation = glGetUniformLocation;
  482.     procs->glUniform1f = glUniform1f;
  483.     procs->glUniform1i = glUniform1i;
  484.     procs->glUniformMatrix4fv = glUniformMatrix4fv;
  485.     procs->glCreateProgram = glCreateProgram;
  486.     procs->glDeleteProgram = glDeleteProgram;
  487.     procs->glUseProgram = glUseProgram;
  488.     procs->glLinkProgram = glLinkProgram;
  489.     procs->glGetProgramiv = glGetProgramiv;
  490.     procs->glGetProgramInfoLog = glGetProgramInfoLog;
  491.     procs->glAttachShader = glAttachShader;
  492.     procs->glCreateShader = glCreateShader;
  493.     procs->glDeleteShader = glDeleteShader;
  494.     procs->glCompileShader = glCompileShader;
  495.     procs->glShaderSource = glShaderSource;
  496.     procs->glGetShaderiv = glGetShaderiv;
  497.     procs->glGetShaderInfoLog = glGetShaderInfoLog;
  498.     procs->glEnableVertexAttribArray = glEnableVertexAttribArray;
  499.     procs->glVertexAttribPointer = (FF_PFNGLVERTEXATTRIBPOINTERPROC) glVertexAttribPointer;
  500.     return 0;
  501. }
  502. #else
  503. static int av_cold opengl_load_procedures(OpenGLContext *opengl)
  504. {
  505.     FFOpenGLFunctions *procs = &opengl->glprocs;
  506.  
  507. #if HAVE_GLXGETPROCADDRESS
  508. #define SelectedGetProcAddress glXGetProcAddress
  509. #elif HAVE_WGLGETPROCADDRESS
  510. #define SelectedGetProcAddress wglGetProcAddress
  511. #endif
  512.  
  513. #define LOAD_OPENGL_FUN(name, type) \
  514.     procs->name = (type)SelectedGetProcAddress(#name); \
  515.     if (!procs->name) { \
  516.         av_log(opengl, AV_LOG_ERROR, "Cannot load OpenGL function: '%s'\n", #name); \
  517.         return AVERROR(ENOSYS); \
  518.     }
  519.  
  520. #if HAVE_SDL
  521.     if (!opengl->no_window)
  522.         return opengl_sdl_load_procedures(opengl);
  523. #endif
  524.  
  525.     LOAD_OPENGL_FUN(glActiveTexture, FF_PFNGLACTIVETEXTUREPROC)
  526.     LOAD_OPENGL_FUN(glGenBuffers, FF_PFNGLGENBUFFERSPROC)
  527.     LOAD_OPENGL_FUN(glDeleteBuffers, FF_PFNGLDELETEBUFFERSPROC)
  528.     LOAD_OPENGL_FUN(glBufferData, FF_PFNGLBUFFERDATAPROC)
  529.     LOAD_OPENGL_FUN(glBindBuffer, FF_PFNGLBINDBUFFERPROC)
  530.     LOAD_OPENGL_FUN(glGetAttribLocation, FF_PFNGLGETATTRIBLOCATIONPROC)
  531.     LOAD_OPENGL_FUN(glGetUniformLocation, FF_PFNGLGETUNIFORMLOCATIONPROC)
  532.     LOAD_OPENGL_FUN(glUniform1f, FF_PFNGLUNIFORM1FPROC)
  533.     LOAD_OPENGL_FUN(glUniform1i, FF_PFNGLUNIFORM1IPROC)
  534.     LOAD_OPENGL_FUN(glUniformMatrix4fv, FF_PFNGLUNIFORMMATRIX4FVPROC)
  535.     LOAD_OPENGL_FUN(glCreateProgram, FF_PFNGLCREATEPROGRAMPROC)
  536.     LOAD_OPENGL_FUN(glDeleteProgram, FF_PFNGLDELETEPROGRAMPROC)
  537.     LOAD_OPENGL_FUN(glUseProgram, FF_PFNGLUSEPROGRAMPROC)
  538.     LOAD_OPENGL_FUN(glLinkProgram, FF_PFNGLLINKPROGRAMPROC)
  539.     LOAD_OPENGL_FUN(glGetProgramiv, FF_PFNGLGETPROGRAMIVPROC)
  540.     LOAD_OPENGL_FUN(glGetProgramInfoLog, FF_PFNGLGETPROGRAMINFOLOGPROC)
  541.     LOAD_OPENGL_FUN(glAttachShader, FF_PFNGLATTACHSHADERPROC)
  542.     LOAD_OPENGL_FUN(glCreateShader, FF_PFNGLCREATESHADERPROC)
  543.     LOAD_OPENGL_FUN(glDeleteShader, FF_PFNGLDELETESHADERPROC)
  544.     LOAD_OPENGL_FUN(glCompileShader, FF_PFNGLCOMPILESHADERPROC)
  545.     LOAD_OPENGL_FUN(glShaderSource, FF_PFNGLSHADERSOURCEPROC)
  546.     LOAD_OPENGL_FUN(glGetShaderiv, FF_PFNGLGETSHADERIVPROC)
  547.     LOAD_OPENGL_FUN(glGetShaderInfoLog, FF_PFNGLGETSHADERINFOLOGPROC)
  548.     LOAD_OPENGL_FUN(glEnableVertexAttribArray, FF_PFNGLENABLEVERTEXATTRIBARRAYPROC)
  549.     LOAD_OPENGL_FUN(glVertexAttribPointer, FF_PFNGLVERTEXATTRIBPOINTERPROC)
  550.  
  551.     return 0;
  552.  
  553. #undef SelectedGetProcAddress
  554. #undef LOAD_OPENGL_FUN
  555. }
  556. #endif
  557.  
  558. static void opengl_make_identity(float matrix[16])
  559. {
  560.     memset(matrix, 0, 16 * sizeof(float));
  561.     matrix[0] = matrix[5] = matrix[10] = matrix[15] = 1.0f;
  562. }
  563.  
  564. static void opengl_make_ortho(float matrix[16], float left, float right,
  565.                               float bottom, float top, float nearZ, float farZ)
  566. {
  567.     float ral = right + left;
  568.     float rsl = right - left;
  569.     float tab = top + bottom;
  570.     float tsb = top - bottom;
  571.     float fan = farZ + nearZ;
  572.     float fsn = farZ - nearZ;
  573.  
  574.     memset(matrix, 0, 16 * sizeof(float));
  575.     matrix[0] = 2.0f / rsl;
  576.     matrix[5] = 2.0f / tsb;
  577.     matrix[10] = -2.0f / fsn;
  578.     matrix[12] = -ral / rsl;
  579.     matrix[13] = -tab / tsb;
  580.     matrix[14] = -fan / fsn;
  581.     matrix[15] = 1.0f;
  582. }
  583.  
  584. static av_cold int opengl_read_limits(OpenGLContext *opengl)
  585. {
  586.     static const struct{
  587.         const char *extension;
  588.         int major;
  589.         int minor;
  590.     } required_extensions[] = {
  591.         { "GL_ARB_multitexture",         1, 3 },
  592.         { "GL_ARB_vertex_buffer_object", 1, 5 }, //GLX_ARB_vertex_buffer_object
  593.         { "GL_ARB_vertex_shader",        2, 0 },
  594.         { "GL_ARB_fragment_shader",      2, 0 },
  595.         { "GL_ARB_shader_objects",       2, 0 },
  596.         { NULL,                          0, 0 }
  597.     };
  598.     int i, major, minor;
  599.     const char *extensions, *version;
  600.  
  601.     version = glGetString(GL_VERSION);
  602.     extensions = glGetString(GL_EXTENSIONS);
  603.  
  604.     av_log(opengl, AV_LOG_DEBUG, "OpenGL version: %s\n", version);
  605.     sscanf(version, "%d.%d", &major, &minor);
  606.  
  607.     for (i = 0; required_extensions[i].extension; i++) {
  608.         if (major < required_extensions[i].major &&
  609.             (major == required_extensions[i].major && minor < required_extensions[i].minor) &&
  610.             !strstr(extensions, required_extensions[i].extension)) {
  611.             av_log(opengl, AV_LOG_ERROR, "Required extension %s is not supported.\n",
  612.                    required_extensions[i].extension);
  613.             av_log(opengl, AV_LOG_DEBUG, "Supported extensions are: %s\n", extensions);
  614.             return AVERROR(ENOSYS);
  615.         }
  616.     }
  617.     glGetIntegerv(GL_MAX_TEXTURE_SIZE, &opengl->max_texture_size);
  618.     glGetIntegerv(GL_MAX_VIEWPORT_DIMS, &opengl->max_viewport_width);
  619.     opengl->non_pow_2_textures = major >= 2 || strstr(extensions, "GL_ARB_texture_non_power_of_two");
  620. #if defined(GL_ES_VERSION_2_0)
  621.     opengl->unpack_subimage = !!strstr(extensions, "GL_EXT_unpack_subimage");
  622. #else
  623.     opengl->unpack_subimage = 1;
  624. #endif
  625.  
  626.     av_log(opengl, AV_LOG_DEBUG, "Non Power of 2 textures support: %s\n", opengl->non_pow_2_textures ? "Yes" : "No");
  627.     av_log(opengl, AV_LOG_DEBUG, "Unpack Subimage extension support: %s\n", opengl->unpack_subimage ? "Yes" : "No");
  628.     av_log(opengl, AV_LOG_DEBUG, "Max texture size: %dx%d\n", opengl->max_texture_size, opengl->max_texture_size);
  629.     av_log(opengl, AV_LOG_DEBUG, "Max viewport size: %dx%d\n",
  630.            opengl->max_viewport_width, opengl->max_viewport_height);
  631.  
  632.     OPENGL_ERROR_CHECK(opengl);
  633.     return 0;
  634.   fail:
  635.     return AVERROR_EXTERNAL;
  636. }
  637.  
  638. static const char* opengl_get_fragment_shader_code(enum AVPixelFormat format)
  639. {
  640.     int i;
  641.     for (i = 0; i < FF_ARRAY_ELEMS(opengl_format_desc); i++) {
  642.         if (opengl_format_desc[i].fixel_format == format)
  643.             return *opengl_format_desc[i].fragment_shader;
  644.     }
  645.     return NULL;
  646. }
  647.  
  648. static int opengl_type_size(GLenum type)
  649. {
  650.     switch(type) {
  651.     case GL_UNSIGNED_SHORT:
  652.     case FF_GL_UNSIGNED_SHORT_1_5_5_5_REV:
  653.     case GL_UNSIGNED_SHORT_5_6_5:
  654.         return 2;
  655.     case GL_UNSIGNED_BYTE:
  656.     case FF_GL_UNSIGNED_BYTE_3_3_2:
  657.     case FF_GL_UNSIGNED_BYTE_2_3_3_REV:
  658.     default:
  659.         break;
  660.     }
  661.     return 1;
  662. }
  663.  
  664. static av_cold void opengl_get_texture_params(OpenGLContext *opengl)
  665. {
  666.     int i;
  667.     for (i = 0; i < FF_ARRAY_ELEMS(opengl_format_desc); i++) {
  668.         if (opengl_format_desc[i].fixel_format == opengl->pix_fmt) {
  669.             opengl->format = opengl_format_desc[i].format;
  670.             opengl->type = opengl_format_desc[i].type;
  671.             break;
  672.         }
  673.     }
  674. }
  675.  
  676. static void opengl_compute_display_area(AVFormatContext *s)
  677. {
  678.     AVRational sar, dar; /* sample and display aspect ratios */
  679.     OpenGLContext *opengl = s->priv_data;
  680.     AVStream *st = s->streams[0];
  681.     AVCodecContext *encctx = st->codec;
  682.  
  683.     /* compute overlay width and height from the codec context information */
  684.     sar = st->sample_aspect_ratio.num ? st->sample_aspect_ratio : (AVRational){ 1, 1 };
  685.     dar = av_mul_q(sar, (AVRational){ encctx->width, encctx->height });
  686.  
  687.     /* we suppose the screen has a 1/1 sample aspect ratio */
  688.     /* fit in the window */
  689.     if (av_cmp_q(dar, (AVRational){ opengl->window_width, opengl->window_height }) > 0) {
  690.         /* fit in width */
  691.         opengl->picture_width = opengl->window_width;
  692.         opengl->picture_height = av_rescale(opengl->picture_width, dar.den, dar.num);
  693.     } else {
  694.         /* fit in height */
  695.         opengl->picture_height = opengl->window_height;
  696.         opengl->picture_width = av_rescale(opengl->picture_height, dar.num, dar.den);
  697.     }
  698. }
  699.  
  700. static av_cold void opengl_get_texture_size(OpenGLContext *opengl, int in_width, int in_height,
  701.                                             int *out_width, int *out_height)
  702. {
  703.     if (opengl->non_pow_2_textures) {
  704.         *out_width = in_width;
  705.         *out_height = in_height;
  706.     } else {
  707.         int max = FFMIN(FFMAX(in_width, in_height), opengl->max_texture_size);
  708.         unsigned power_of_2 = 1;
  709.         while (power_of_2 < max)
  710.             power_of_2 *= 2;
  711.         *out_height = power_of_2;
  712.         *out_width = power_of_2;
  713.         av_log(opengl, AV_LOG_DEBUG, "Texture size calculated from %dx%d into %dx%d\n",
  714.                in_width, in_height, *out_width, *out_height);
  715.     }
  716. }
  717.  
  718. static av_cold void opengl_fill_color_map(OpenGLContext *opengl)
  719. {
  720.     const AVPixFmtDescriptor *desc;
  721.     int shift;
  722.     enum AVPixelFormat pix_fmt = opengl->pix_fmt;
  723.  
  724.     /* We need order of components, not exact position, some minor HACKs here */
  725.     if (pix_fmt == AV_PIX_FMT_RGB565 || pix_fmt == AV_PIX_FMT_BGR555 ||
  726.         pix_fmt == AV_PIX_FMT_BGR8   || pix_fmt == AV_PIX_FMT_RGB8)
  727.         pix_fmt = AV_PIX_FMT_RGB24;
  728.     else if (pix_fmt == AV_PIX_FMT_BGR565 || pix_fmt == AV_PIX_FMT_RGB555)
  729.         pix_fmt = AV_PIX_FMT_BGR24;
  730.  
  731.     desc = av_pix_fmt_desc_get(pix_fmt);
  732.     if (!(desc->flags & AV_PIX_FMT_FLAG_RGB))
  733.         return;
  734.  
  735. #define FILL_COMPONENT(i) { \
  736.         shift = desc->comp[i].depth_minus1 >> 3; \
  737.         opengl->color_map[(i << 2) + ((desc->comp[i].offset_plus1 - 1) >> shift)] = 1.0; \
  738.     }
  739.  
  740.     memset(opengl->color_map, 0, sizeof(opengl->color_map));
  741.     FILL_COMPONENT(0);
  742.     FILL_COMPONENT(1);
  743.     FILL_COMPONENT(2);
  744.     if (desc->flags & AV_PIX_FMT_FLAG_ALPHA)
  745.         FILL_COMPONENT(3);
  746.  
  747. #undef FILL_COMPONENT
  748. }
  749.  
  750. static av_cold GLuint opengl_load_shader(OpenGLContext *opengl, GLenum type, const char *source)
  751. {
  752.     GLuint shader = opengl->glprocs.glCreateShader(type);
  753.     GLint result;
  754.     if (!shader) {
  755.         av_log(opengl, AV_LOG_ERROR, "glCreateShader() failed\n");
  756.         return 0;
  757.     }
  758.     opengl->glprocs.glShaderSource(shader, 1, &source, NULL);
  759.     opengl->glprocs.glCompileShader(shader);
  760.  
  761.     opengl->glprocs.glGetShaderiv(shader, FF_GL_COMPILE_STATUS, &result);
  762.     if (!result) {
  763.         char *log;
  764.         opengl->glprocs.glGetShaderiv(shader, FF_GL_INFO_LOG_LENGTH, &result);
  765.         if (result) {
  766.             if ((log = av_malloc(result))) {
  767.                 opengl->glprocs.glGetShaderInfoLog(shader, result, NULL, log);
  768.                 av_log(opengl, AV_LOG_ERROR, "Compile error: %s\n", log);
  769.                 av_free(log);
  770.             }
  771.         }
  772.         goto fail;
  773.     }
  774.     OPENGL_ERROR_CHECK(opengl);
  775.     return shader;
  776.   fail:
  777.     opengl->glprocs.glDeleteShader(shader);
  778.     return 0;
  779. }
  780.  
  781. static av_cold int opengl_compile_shaders(OpenGLContext *opengl, enum AVPixelFormat pix_fmt)
  782. {
  783.     GLint result;
  784.     const char *fragment_shader_code = opengl_get_fragment_shader_code(pix_fmt);
  785.  
  786.     if (!fragment_shader_code) {
  787.         av_log(opengl, AV_LOG_ERROR, "Provided pixel format '%s' is not supported\n",
  788.                av_get_pix_fmt_name(pix_fmt));
  789.         return AVERROR(EINVAL);
  790.     }
  791.  
  792.     opengl->vertex_shader = opengl_load_shader(opengl, FF_GL_VERTEX_SHADER,
  793.                                                FF_OPENGL_VERTEX_SHADER);
  794.     if (!opengl->vertex_shader) {
  795.         av_log(opengl, AV_LOG_ERROR, "Vertex shader loading failed.\n");
  796.         goto fail;
  797.     }
  798.     opengl->fragment_shader = opengl_load_shader(opengl, FF_GL_FRAGMENT_SHADER,
  799.                                                  fragment_shader_code);
  800.     if (!opengl->fragment_shader) {
  801.         av_log(opengl, AV_LOG_ERROR, "Fragment shader loading failed.\n");
  802.         goto fail;
  803.     }
  804.  
  805.     opengl->program = opengl->glprocs.glCreateProgram();
  806.     if (!opengl->program)
  807.         goto fail;
  808.  
  809.     opengl->glprocs.glAttachShader(opengl->program, opengl->vertex_shader);
  810.     opengl->glprocs.glAttachShader(opengl->program, opengl->fragment_shader);
  811.     opengl->glprocs.glLinkProgram(opengl->program);
  812.  
  813.     opengl->glprocs.glGetProgramiv(opengl->program, FF_GL_LINK_STATUS, &result);
  814.     if (!result) {
  815.         char *log;
  816.         opengl->glprocs.glGetProgramiv(opengl->program, FF_GL_INFO_LOG_LENGTH, &result);
  817.         if (result) {
  818.             log = av_malloc(result);
  819.             if (!log)
  820.                 goto fail;
  821.             opengl->glprocs.glGetProgramInfoLog(opengl->program, result, NULL, log);
  822.             av_log(opengl, AV_LOG_ERROR, "Link error: %s\n", log);
  823.             av_free(log);
  824.         }
  825.         goto fail;
  826.     }
  827.  
  828.     opengl->position_attrib = opengl->glprocs.glGetAttribLocation(opengl->program, "a_position");
  829.     opengl->texture_coords_attrib = opengl->glprocs.glGetAttribLocation(opengl->program, "a_textureCoords");
  830.     opengl->projection_matrix_location = opengl->glprocs.glGetUniformLocation(opengl->program, "u_projectionMatrix");
  831.     opengl->model_view_matrix_location = opengl->glprocs.glGetUniformLocation(opengl->program, "u_modelViewMatrix");
  832.     opengl->color_map_location = opengl->glprocs.glGetUniformLocation(opengl->program, "u_colorMap");
  833.     opengl->texture_location[0] = opengl->glprocs.glGetUniformLocation(opengl->program, "u_texture0");
  834.     opengl->texture_location[1] = opengl->glprocs.glGetUniformLocation(opengl->program, "u_texture1");
  835.     opengl->texture_location[2] = opengl->glprocs.glGetUniformLocation(opengl->program, "u_texture2");
  836.     opengl->texture_location[3] = opengl->glprocs.glGetUniformLocation(opengl->program, "u_texture3");
  837.     opengl->chroma_div_w_location = opengl->glprocs.glGetUniformLocation(opengl->program, "u_chroma_div_w");
  838.     opengl->chroma_div_h_location = opengl->glprocs.glGetUniformLocation(opengl->program, "u_chroma_div_h");
  839.  
  840.     OPENGL_ERROR_CHECK(opengl);
  841.     return 0;
  842.   fail:
  843.     opengl->glprocs.glDeleteShader(opengl->vertex_shader);
  844.     opengl->glprocs.glDeleteShader(opengl->fragment_shader);
  845.     opengl->glprocs.glDeleteProgram(opengl->program);
  846.     opengl->fragment_shader = opengl->vertex_shader = opengl->program = 0;
  847.     return AVERROR_EXTERNAL;
  848. }
  849.  
  850. static av_cold int opengl_configure_texture(OpenGLContext *opengl, GLuint texture,
  851.                                             GLsizei width, GLsizei height)
  852. {
  853.     if (texture) {
  854.         int new_width, new_height;
  855.         opengl_get_texture_size(opengl, width, height, &new_width, &new_height);
  856.         glBindTexture(GL_TEXTURE_2D, texture);
  857.         glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
  858.         glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  859.         glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
  860.         glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
  861.         glTexImage2D(GL_TEXTURE_2D, 0, opengl->format, new_width, new_height, 0,
  862.                      opengl->format, opengl->type, NULL);
  863.         OPENGL_ERROR_CHECK(NULL);
  864.     }
  865.     return 0;
  866.   fail:
  867.     return AVERROR_EXTERNAL;
  868. }
  869.  
  870. static av_cold int opengl_prepare_vertex(AVFormatContext *s)
  871. {
  872.     OpenGLContext *opengl = s->priv_data;
  873.     int tex_w, tex_h;
  874.  
  875.     if (opengl->window_width > opengl->max_viewport_width || opengl->window_height > opengl->max_viewport_height) {
  876.         opengl->window_width = FFMIN(opengl->window_width, opengl->max_viewport_width);
  877.         opengl->window_height = FFMIN(opengl->window_height, opengl->max_viewport_height);
  878.         av_log(opengl, AV_LOG_WARNING, "Too big viewport requested, limited to %dx%d", opengl->window_width, opengl->window_height);
  879.     }
  880.     glViewport(0, 0, opengl->window_width, opengl->window_height);
  881.     opengl_make_ortho(opengl->projection_matrix,
  882.                       - (float)opengl->window_width  / 2.0f, (float)opengl->window_width  / 2.0f,
  883.                       - (float)opengl->window_height / 2.0f, (float)opengl->window_height / 2.0f,
  884.                       1.0f, -1.0f);
  885.     opengl_make_identity(opengl->model_view_matrix);
  886.  
  887.     opengl_compute_display_area(s);
  888.  
  889.     opengl->vertex[0].z = opengl->vertex[1].z = opengl->vertex[2].z = opengl->vertex[3].z = 0.0f;
  890.     opengl->vertex[0].x = opengl->vertex[1].x = - (float)opengl->picture_width / 2.0f;
  891.     opengl->vertex[2].x = opengl->vertex[3].x =   (float)opengl->picture_width / 2.0f;
  892.     opengl->vertex[1].y = opengl->vertex[2].y = - (float)opengl->picture_height / 2.0f;
  893.     opengl->vertex[0].y = opengl->vertex[3].y =   (float)opengl->picture_height / 2.0f;
  894.  
  895.     opengl_get_texture_size(opengl, opengl->width, opengl->height, &tex_w, &tex_h);
  896.  
  897.     opengl->vertex[0].s0 = 0.0f;
  898.     opengl->vertex[0].t0 = 0.0f;
  899.     opengl->vertex[1].s0 = 0.0f;
  900.     opengl->vertex[1].t0 = (float)opengl->height / (float)tex_h;
  901.     opengl->vertex[2].s0 = (float)opengl->width  / (float)tex_w;
  902.     opengl->vertex[2].t0 = (float)opengl->height / (float)tex_h;
  903.     opengl->vertex[3].s0 = (float)opengl->width  / (float)tex_w;
  904.     opengl->vertex[3].t0 = 0.0f;
  905.  
  906.     opengl->glprocs.glBindBuffer(FF_GL_ARRAY_BUFFER, opengl->vertex_buffer);
  907.     opengl->glprocs.glBufferData(FF_GL_ARRAY_BUFFER, sizeof(opengl->vertex), opengl->vertex, FF_GL_STATIC_DRAW);
  908.     opengl->glprocs.glBindBuffer(FF_GL_ARRAY_BUFFER, 0);
  909.     OPENGL_ERROR_CHECK(opengl);
  910.     return 0;
  911.   fail:
  912.     return AVERROR_EXTERNAL;
  913. }
  914.  
  915. static int opengl_prepare(OpenGLContext *opengl)
  916. {
  917.     int i;
  918.     opengl->glprocs.glUseProgram(opengl->program);
  919.     opengl->glprocs.glUniformMatrix4fv(opengl->projection_matrix_location, 1, GL_FALSE, opengl->projection_matrix);
  920.     opengl->glprocs.glUniformMatrix4fv(opengl->model_view_matrix_location, 1, GL_FALSE, opengl->model_view_matrix);
  921.     for (i = 0; i < 4; i++)
  922.         if (opengl->texture_location[i] != -1) {
  923.             opengl->glprocs.glActiveTexture(GL_TEXTURE0 + i);
  924.             glBindTexture(GL_TEXTURE_2D, opengl->texture_name[i]);
  925.             opengl->glprocs.glUniform1i(opengl->texture_location[i], i);
  926.         }
  927.     if (opengl->color_map_location != -1)
  928.         opengl->glprocs.glUniformMatrix4fv(opengl->color_map_location, 1, GL_FALSE, opengl->color_map);
  929.     if (opengl->chroma_div_h_location != -1)
  930.         opengl->glprocs.glUniform1f(opengl->chroma_div_h_location, opengl->chroma_div_h);
  931.     if (opengl->chroma_div_w_location != -1)
  932.         opengl->glprocs.glUniform1f(opengl->chroma_div_w_location, opengl->chroma_div_w);
  933.  
  934.     OPENGL_ERROR_CHECK(opengl);
  935.     return 0;
  936.   fail:
  937.     return AVERROR_EXTERNAL;
  938. }
  939.  
  940. static int opengl_create_window(AVFormatContext *h)
  941. {
  942.     OpenGLContext *opengl = h->priv_data;
  943.     int ret;
  944.  
  945.     if (!opengl->no_window) {
  946. #if HAVE_SDL
  947.         if ((ret = opengl_sdl_create_window(h)) < 0) {
  948.             av_log(opengl, AV_LOG_ERROR, "Cannot create default SDL window.\n");
  949.             return ret;
  950.         }
  951. #else
  952.         av_log(opengl, AV_LOG_ERROR, "FFmpeg is compiled without SDL. Cannot create default window.\n");
  953.         return AVERROR(ENOSYS);
  954. #endif
  955.     } else {
  956.         AVDeviceRect message;
  957.         message.x = message.y = 0;
  958.         message.width = opengl->window_width;
  959.         message.height = opengl->window_height;
  960.         if ((ret = avdevice_dev_to_app_control_message(h, AV_DEV_TO_APP_CREATE_WINDOW_BUFFER,
  961.                                                        &message , sizeof(message))) < 0) {
  962.             av_log(opengl, AV_LOG_ERROR, "Application failed to create window buffer.\n");
  963.             return ret;
  964.         }
  965.         if ((ret = avdevice_dev_to_app_control_message(h, AV_DEV_TO_APP_PREPARE_WINDOW_BUFFER, NULL , 0)) < 0) {
  966.             av_log(opengl, AV_LOG_ERROR, "Application failed to prepare window buffer.\n");
  967.             return ret;
  968.         }
  969.     }
  970.     return 0;
  971. }
  972.  
  973. static int opengl_release_window(AVFormatContext *h)
  974. {
  975.     int ret;
  976.     OpenGLContext *opengl = h->priv_data;
  977.     if (!opengl->no_window) {
  978. #if HAVE_SDL
  979.         SDL_Quit();
  980. #endif
  981.     } else if ((ret = avdevice_dev_to_app_control_message(h, AV_DEV_TO_APP_DESTROY_WINDOW_BUFFER, NULL , 0)) < 0) {
  982.         av_log(opengl, AV_LOG_ERROR, "Application failed to release window buffer.\n");
  983.         return ret;
  984.     }
  985.     return 0;
  986. }
  987.  
  988. static av_cold int opengl_write_trailer(AVFormatContext *h)
  989. {
  990.     OpenGLContext *opengl = h->priv_data;
  991.  
  992.     if (opengl->no_window &&
  993.         avdevice_dev_to_app_control_message(h, AV_DEV_TO_APP_PREPARE_WINDOW_BUFFER, NULL , 0) < 0)
  994.         av_log(opengl, AV_LOG_ERROR, "Application failed to prepare window buffer.\n");
  995.  
  996.     opengl_deinit_context(opengl);
  997.     opengl_release_window(h);
  998.  
  999.     return 0;
  1000. }
  1001.  
  1002. static av_cold int opengl_init_context(OpenGLContext *opengl)
  1003. {
  1004.     int i, ret;
  1005.     const AVPixFmtDescriptor *desc;
  1006.  
  1007.     if ((ret = opengl_compile_shaders(opengl, opengl->pix_fmt)) < 0)
  1008.         goto fail;
  1009.  
  1010.     desc = av_pix_fmt_desc_get(opengl->pix_fmt);
  1011.     av_assert0(desc->nb_components > 0 && desc->nb_components <= 4);
  1012.     glGenTextures(desc->nb_components, opengl->texture_name);
  1013.  
  1014.     opengl->glprocs.glGenBuffers(2, &opengl->index_buffer);
  1015.     if (!opengl->index_buffer || !opengl->vertex_buffer) {
  1016.         av_log(opengl, AV_LOG_ERROR, "Buffer generation failed.\n");
  1017.         ret = AVERROR_EXTERNAL;
  1018.         goto fail;
  1019.     }
  1020.  
  1021.     opengl_configure_texture(opengl, opengl->texture_name[0], opengl->width, opengl->height);
  1022.     if (desc->nb_components > 1) {
  1023.         int has_alpha = desc->flags & AV_PIX_FMT_FLAG_ALPHA;
  1024.         int num_planes = desc->nb_components - (has_alpha ? 1 : 0);
  1025.         if (opengl->non_pow_2_textures) {
  1026.             opengl->chroma_div_w = 1.0f;
  1027.             opengl->chroma_div_h = 1.0f;
  1028.         } else {
  1029.             opengl->chroma_div_w = 1 << desc->log2_chroma_w;
  1030.             opengl->chroma_div_h = 1 << desc->log2_chroma_h;
  1031.         }
  1032.         for (i = 1; i < num_planes; i++)
  1033.             if (opengl->non_pow_2_textures)
  1034.                 opengl_configure_texture(opengl, opengl->texture_name[i],
  1035.                         FF_CEIL_RSHIFT(opengl->width, desc->log2_chroma_w),
  1036.                         FF_CEIL_RSHIFT(opengl->height, desc->log2_chroma_h));
  1037.             else
  1038.                 opengl_configure_texture(opengl, opengl->texture_name[i], opengl->width, opengl->height);
  1039.         if (has_alpha)
  1040.             opengl_configure_texture(opengl, opengl->texture_name[3], opengl->width, opengl->height);
  1041.     }
  1042.  
  1043.     opengl->glprocs.glBindBuffer(FF_GL_ELEMENT_ARRAY_BUFFER, opengl->index_buffer);
  1044.     opengl->glprocs.glBufferData(FF_GL_ELEMENT_ARRAY_BUFFER, sizeof(g_index), g_index, FF_GL_STATIC_DRAW);
  1045.     opengl->glprocs.glBindBuffer(FF_GL_ELEMENT_ARRAY_BUFFER, 0);
  1046.  
  1047.     glEnable(GL_BLEND);
  1048.     glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  1049.  
  1050.     glClearColor((float)opengl->background[0] / 255.0f, (float)opengl->background[1] / 255.0f,
  1051.                  (float)opengl->background[2] / 255.0f, 1.0f);
  1052.  
  1053.     ret = AVERROR_EXTERNAL;
  1054.     OPENGL_ERROR_CHECK(opengl);
  1055.  
  1056.     return 0;
  1057.   fail:
  1058.     return ret;
  1059. }
  1060.  
  1061. static av_cold int opengl_write_header(AVFormatContext *h)
  1062. {
  1063.     OpenGLContext *opengl = h->priv_data;
  1064.     AVStream *st;
  1065.     int ret;
  1066.  
  1067.     if (h->nb_streams != 1 ||
  1068.         h->streams[0]->codec->codec_type != AVMEDIA_TYPE_VIDEO ||
  1069.         h->streams[0]->codec->codec_id != AV_CODEC_ID_RAWVIDEO) {
  1070.         av_log(opengl, AV_LOG_ERROR, "Only a single video stream is supported.\n");
  1071.         return AVERROR(EINVAL);
  1072.     }
  1073.     st = h->streams[0];
  1074.     opengl->width = st->codec->width;
  1075.     opengl->height = st->codec->height;
  1076.     opengl->pix_fmt = st->codec->pix_fmt;
  1077.     if (!opengl->window_width)
  1078.         opengl->window_width = opengl->width;
  1079.     if (!opengl->window_height)
  1080.         opengl->window_height = opengl->height;
  1081.  
  1082.     if (!opengl->window_title && !opengl->no_window)
  1083.         opengl->window_title = av_strdup(h->filename);
  1084.  
  1085.     if ((ret = opengl_create_window(h)))
  1086.         goto fail;
  1087.  
  1088.     if ((ret = opengl_read_limits(opengl)) < 0)
  1089.         goto fail;
  1090.  
  1091.     if (opengl->width > opengl->max_texture_size || opengl->height > opengl->max_texture_size) {
  1092.         av_log(opengl, AV_LOG_ERROR, "Too big picture %dx%d, max supported size is %dx%d\n",
  1093.                opengl->width, opengl->height, opengl->max_texture_size, opengl->max_texture_size);
  1094.         ret = AVERROR(EINVAL);
  1095.         goto fail;
  1096.     }
  1097.  
  1098.     if ((ret = opengl_load_procedures(opengl)) < 0)
  1099.         goto fail;
  1100.  
  1101.     opengl_fill_color_map(opengl);
  1102.     opengl_get_texture_params(opengl);
  1103.  
  1104.     if ((ret = opengl_init_context(opengl)) < 0)
  1105.         goto fail;
  1106.  
  1107.     if ((ret = opengl_prepare_vertex(h)) < 0)
  1108.         goto fail;
  1109.  
  1110.     glClear(GL_COLOR_BUFFER_BIT);
  1111.  
  1112. #if HAVE_SDL
  1113.     if (!opengl->no_window)
  1114.         SDL_GL_SwapBuffers();
  1115. #endif
  1116.     if (opengl->no_window &&
  1117.         (ret = avdevice_dev_to_app_control_message(h, AV_DEV_TO_APP_DISPLAY_WINDOW_BUFFER, NULL , 0)) < 0) {
  1118.         av_log(opengl, AV_LOG_ERROR, "Application failed to display window buffer.\n");
  1119.         goto fail;
  1120.     }
  1121.  
  1122.     ret = AVERROR_EXTERNAL;
  1123.     OPENGL_ERROR_CHECK(opengl);
  1124.  
  1125.     opengl->inited = 1;
  1126.     return 0;
  1127.  
  1128.   fail:
  1129.     opengl_write_trailer(h);
  1130.     return ret;
  1131. }
  1132.  
  1133. static uint8_t* opengl_get_plane_pointer(OpenGLContext *opengl, AVPacket *pkt, int comp_index,
  1134.                                          const AVPixFmtDescriptor *desc)
  1135. {
  1136.     uint8_t *data = pkt->data;
  1137.     int wordsize = opengl_type_size(opengl->type);
  1138.     int width_chroma = FF_CEIL_RSHIFT(opengl->width, desc->log2_chroma_w);
  1139.     int height_chroma = FF_CEIL_RSHIFT(opengl->height, desc->log2_chroma_h);
  1140.     int plane = desc->comp[comp_index].plane;
  1141.  
  1142.     switch(plane) {
  1143.     case 0:
  1144.         break;
  1145.     case 1:
  1146.         data += opengl->width * opengl->height * wordsize;
  1147.         break;
  1148.     case 2:
  1149.         data += opengl->width * opengl->height * wordsize;
  1150.         data += width_chroma * height_chroma * wordsize;
  1151.         break;
  1152.     case 3:
  1153.         data += opengl->width * opengl->height * wordsize;
  1154.         data += 2 * width_chroma * height_chroma * wordsize;
  1155.         break;
  1156.     default:
  1157.         return NULL;
  1158.     }
  1159.     return data;
  1160. }
  1161.  
  1162. #define LOAD_TEXTURE_DATA(comp_index, sub)                                                  \
  1163. {                                                                                           \
  1164.     int width = sub ? FF_CEIL_RSHIFT(opengl->width, desc->log2_chroma_w) : opengl->width;   \
  1165.     int height = sub ? FF_CEIL_RSHIFT(opengl->height, desc->log2_chroma_h): opengl->height; \
  1166.     uint8_t *data;                                                                          \
  1167.     int plane = desc->comp[comp_index].plane;                                               \
  1168.                                                                                             \
  1169.     glBindTexture(GL_TEXTURE_2D, opengl->texture_name[comp_index]);                         \
  1170.     if (!is_pkt) {                                                                          \
  1171.         GLint length = ((AVFrame *)input)->linesize[plane];                                 \
  1172.         int bytes_per_pixel = opengl_type_size(opengl->type);                               \
  1173.         if (!(desc->flags & AV_PIX_FMT_FLAG_PLANAR))                                        \
  1174.             bytes_per_pixel *= desc->nb_components;                                         \
  1175.         data = ((AVFrame *)input)->data[plane];                                             \
  1176.         if (!(length % bytes_per_pixel) &&                                                  \
  1177.             (opengl->unpack_subimage || ((length / bytes_per_pixel) == width))) {           \
  1178.             length /= bytes_per_pixel;                                                      \
  1179.             if (length != width)                                                            \
  1180.                 glPixelStorei(FF_GL_UNPACK_ROW_LENGTH, length);                             \
  1181.             glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height,                          \
  1182.                             opengl->format, opengl->type, data);                            \
  1183.             if (length != width)                                                            \
  1184.                 glPixelStorei(FF_GL_UNPACK_ROW_LENGTH, 0);                                  \
  1185.         } else {                                                                            \
  1186.             int h;                                                                          \
  1187.             for (h = 0; h < height; h++) {                                                  \
  1188.                 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, h, width, 1,                           \
  1189.                                 opengl->format, opengl->type, data);                        \
  1190.                 data += length;                                                             \
  1191.             }                                                                               \
  1192.         }                                                                                   \
  1193.     } else {                                                                                \
  1194.         data = opengl_get_plane_pointer(opengl, input, comp_index, desc);                   \
  1195.         glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height,                              \
  1196.                         opengl->format, opengl->type, data);                                \
  1197.     }                                                                                       \
  1198. }
  1199.  
  1200. static int opengl_draw(AVFormatContext *h, void *input, int repaint, int is_pkt)
  1201. {
  1202.     OpenGLContext *opengl = h->priv_data;
  1203.     enum AVPixelFormat pix_fmt = h->streams[0]->codec->pix_fmt;
  1204.     const AVPixFmtDescriptor *desc = av_pix_fmt_desc_get(pix_fmt);
  1205.     int ret;
  1206.  
  1207. #if HAVE_SDL
  1208.     if (!opengl->no_window && (ret = opengl_sdl_process_events(h)) < 0)
  1209.         goto fail;
  1210. #endif
  1211.     if (opengl->no_window &&
  1212.         (ret = avdevice_dev_to_app_control_message(h, AV_DEV_TO_APP_PREPARE_WINDOW_BUFFER, NULL , 0)) < 0) {
  1213.         av_log(opengl, AV_LOG_ERROR, "Application failed to prepare window buffer.\n");
  1214.         goto fail;
  1215.     }
  1216.  
  1217.     glClear(GL_COLOR_BUFFER_BIT);
  1218.  
  1219.     if (!repaint) {
  1220.         if (is_pkt)
  1221.             glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
  1222.         LOAD_TEXTURE_DATA(0, 0)
  1223.         if (desc->flags & AV_PIX_FMT_FLAG_PLANAR) {
  1224.             LOAD_TEXTURE_DATA(1, 1)
  1225.             LOAD_TEXTURE_DATA(2, 1)
  1226.             if (desc->flags & AV_PIX_FMT_FLAG_ALPHA)
  1227.                 LOAD_TEXTURE_DATA(3, 0)
  1228.         }
  1229.     }
  1230.     ret = AVERROR_EXTERNAL;
  1231.     OPENGL_ERROR_CHECK(opengl);
  1232.  
  1233.     if ((ret = opengl_prepare(opengl)) < 0)
  1234.         goto fail;
  1235.  
  1236.     opengl->glprocs.glBindBuffer(FF_GL_ARRAY_BUFFER, opengl->vertex_buffer);
  1237.     opengl->glprocs.glBindBuffer(FF_GL_ELEMENT_ARRAY_BUFFER, opengl->index_buffer);
  1238.     opengl->glprocs.glVertexAttribPointer(opengl->position_attrib, 3, GL_FLOAT, GL_FALSE, sizeof(OpenGLVertexInfo), 0);
  1239.     opengl->glprocs.glEnableVertexAttribArray(opengl->position_attrib);
  1240.     opengl->glprocs.glVertexAttribPointer(opengl->texture_coords_attrib, 2, GL_FLOAT, GL_FALSE, sizeof(OpenGLVertexInfo), 12);
  1241.     opengl->glprocs.glEnableVertexAttribArray(opengl->texture_coords_attrib);
  1242.  
  1243.     glDrawElements(GL_TRIANGLES, FF_ARRAY_ELEMS(g_index), GL_UNSIGNED_SHORT, 0);
  1244.  
  1245.     ret = AVERROR_EXTERNAL;
  1246.     OPENGL_ERROR_CHECK(opengl);
  1247.  
  1248. #if HAVE_SDL
  1249.     if (!opengl->no_window)
  1250.         SDL_GL_SwapBuffers();
  1251. #endif
  1252.     if (opengl->no_window &&
  1253.         (ret = avdevice_dev_to_app_control_message(h, AV_DEV_TO_APP_DISPLAY_WINDOW_BUFFER, NULL , 0)) < 0) {
  1254.         av_log(opengl, AV_LOG_ERROR, "Application failed to display window buffer.\n");
  1255.         goto fail;
  1256.     }
  1257.  
  1258.     return 0;
  1259.   fail:
  1260.     return ret;
  1261. }
  1262.  
  1263. static int opengl_write_packet(AVFormatContext *h, AVPacket *pkt)
  1264. {
  1265.     return opengl_draw(h, pkt, 0, 1);
  1266. }
  1267.  
  1268. static int opengl_write_frame(AVFormatContext *h, int stream_index,
  1269.                               AVFrame **frame, unsigned flags)
  1270. {
  1271.     if ((flags & AV_WRITE_UNCODED_FRAME_QUERY))
  1272.         return 0;
  1273.     return opengl_draw(h, *frame, 0, 0);
  1274. }
  1275.  
  1276. #define OFFSET(x) offsetof(OpenGLContext, x)
  1277. #define ENC AV_OPT_FLAG_ENCODING_PARAM
  1278. static const AVOption options[] = {
  1279.     { "background",   "set background color",   OFFSET(background),   AV_OPT_TYPE_COLOR,  {.str = "black"}, CHAR_MIN, CHAR_MAX, ENC },
  1280.     { "no_window",    "disable default window", OFFSET(no_window),    AV_OPT_TYPE_INT,    {.i64 = 0}, INT_MIN, INT_MAX, ENC },
  1281.     { "window_title", "set window title",       OFFSET(window_title), AV_OPT_TYPE_STRING, {.str = NULL}, 0, 0, ENC },
  1282.     { "window_size",  "set window size",        OFFSET(window_width), AV_OPT_TYPE_IMAGE_SIZE, {.str = NULL}, 0, 0, ENC },
  1283.     { NULL }
  1284. };
  1285.  
  1286. static const AVClass opengl_class = {
  1287.     .class_name = "opengl outdev",
  1288.     .item_name  = av_default_item_name,
  1289.     .option     = options,
  1290.     .version    = LIBAVUTIL_VERSION_INT,
  1291.     .category   = AV_CLASS_CATEGORY_DEVICE_VIDEO_OUTPUT,
  1292. };
  1293.  
  1294. AVOutputFormat ff_opengl_muxer = {
  1295.     .name           = "opengl",
  1296.     .long_name      = NULL_IF_CONFIG_SMALL("OpenGL output"),
  1297.     .priv_data_size = sizeof(OpenGLContext),
  1298.     .audio_codec    = AV_CODEC_ID_NONE,
  1299.     .video_codec    = AV_CODEC_ID_RAWVIDEO,
  1300.     .write_header   = opengl_write_header,
  1301.     .write_packet   = opengl_write_packet,
  1302.     .write_uncoded_frame = opengl_write_frame,
  1303.     .write_trailer  = opengl_write_trailer,
  1304.     .control_message = opengl_control_message,
  1305.     .flags          = AVFMT_NOFILE | AVFMT_VARIABLE_FPS | AVFMT_NOTIMESTAMPS,
  1306.     .priv_class     = &opengl_class,
  1307. };
  1308.