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authorMichael Niedermayer <michaelni@gmx.at>2014-02-02 02:42:09 +0100
committerMichael Niedermayer <michaelni@gmx.at>2014-02-02 02:42:15 +0100
commit549f052239d9a63d3094df5a6d53448d5282cf24 (patch)
treea7b9c602a08cd7e54b8ecfe047028bfec0104d19
parent96c4ba2392b9cd55a5e84cb28db5c0c7e53cd390 (diff)
parent5059d8dfe3c8c04b3fbdc266ac87305a2bbbf5e1 (diff)
downloadffmpeg-streaming-549f052239d9a63d3094df5a6d53448d5282cf24.zip
ffmpeg-streaming-549f052239d9a63d3094df5a6d53448d5282cf24.tar.gz
Merge remote-tracking branch 'lukaszmluki/master'
* lukaszmluki/master: lavd/opengl_enc: remove inlines lavd/opengl_enc: fix window caption lavd/opengl_enc: simplify opengl_load_procedures usage lavd/opengl_enc: factorize deinit_context function lavd/opengl_enc: factorize create/release window functions lavd/opengl_enc: rename GL_RED_COMPONENT define lavd/opengl_enc: create format description table lavd/opengl_enc_shaders: make shaders code static and const Merged-by: Michael Niedermayer <michaelni@gmx.at>
-rw-r--r--libavdevice/opengl_enc.c308
-rw-r--r--libavdevice/opengl_enc_shaders.h14
2 files changed, 172 insertions, 150 deletions
diff --git a/libavdevice/opengl_enc.c b/libavdevice/opengl_enc.c
index 1917d27..207fbd0 100644
--- a/libavdevice/opengl_enc.c
+++ b/libavdevice/opengl_enc.c
@@ -63,7 +63,7 @@
#define APIENTRY
#endif
-/* GL_RED_COMPONENT is used for plannar pixel types.
+/* FF_GL_RED_COMPONENT is used for plannar pixel types.
* Only red component is sampled in shaders.
* On some platforms GL_RED is not availabe and GL_LUMINANCE have to be used,
* but since OpenGL 3.0 GL_LUMINANCE is deprecated.
@@ -71,11 +71,11 @@
* GL_LUMINANCE produces RGBA = value, value, value, 1.
* Note: GL_INTENSITY may also be used which produce RGBA = value, value, value, value. */
#if defined(GL_RED)
-#define GL_RED_COMPONENT GL_RED
+#define FF_GL_RED_COMPONENT GL_RED
#elif defined(GL_LUMINANCE)
-#define GL_RED_COMPONENT GL_LUMINANCE
+#define FF_GL_RED_COMPONENT GL_LUMINANCE
#else
-#define GL_RED_COMPONENT 0x1903; //GL_RED
+#define FF_GL_RED_COMPONENT 0x1903; //GL_RED
#endif
/* Constants not defined for iOS */
@@ -188,6 +188,8 @@ typedef struct OpenGLContext {
/* Current OpenGL configuration */
GLuint program; ///< Shader program
+ GLuint vertex_shader; ///< Vertex shader
+ GLuint fragment_shader; ///< Fragment shader for current pix_pmt
GLuint texture_name[4]; ///< Textures' IDs
GLuint index_buffer; ///< Index buffer
GLuint vertex_buffer; ///< Vertex buffer
@@ -219,10 +221,83 @@ typedef struct OpenGLContext {
int window_height;
} OpenGLContext;
+static const struct OpenGLFormatDesc {
+ enum AVPixelFormat fixel_format;
+ const char * const * fragment_shader;
+ GLenum format;
+ GLenum type;
+} opengl_format_desc[] = {
+ { AV_PIX_FMT_YUV420P, &FF_OPENGL_FRAGMENT_SHADER_YUV_PLANAR, FF_GL_RED_COMPONENT, GL_UNSIGNED_BYTE },
+ { AV_PIX_FMT_YUV444P, &FF_OPENGL_FRAGMENT_SHADER_YUV_PLANAR, FF_GL_RED_COMPONENT, GL_UNSIGNED_BYTE },
+ { AV_PIX_FMT_YUV422P, &FF_OPENGL_FRAGMENT_SHADER_YUV_PLANAR, FF_GL_RED_COMPONENT, GL_UNSIGNED_BYTE },
+ { AV_PIX_FMT_YUV410P, &FF_OPENGL_FRAGMENT_SHADER_YUV_PLANAR, FF_GL_RED_COMPONENT, GL_UNSIGNED_BYTE },
+ { AV_PIX_FMT_YUV411P, &FF_OPENGL_FRAGMENT_SHADER_YUV_PLANAR, FF_GL_RED_COMPONENT, GL_UNSIGNED_BYTE },
+ { AV_PIX_FMT_YUV440P, &FF_OPENGL_FRAGMENT_SHADER_YUV_PLANAR, FF_GL_RED_COMPONENT, GL_UNSIGNED_BYTE },
+ { AV_PIX_FMT_YUV420P16, &FF_OPENGL_FRAGMENT_SHADER_YUV_PLANAR, FF_GL_RED_COMPONENT, GL_UNSIGNED_SHORT },
+ { AV_PIX_FMT_YUV422P16, &FF_OPENGL_FRAGMENT_SHADER_YUV_PLANAR, FF_GL_RED_COMPONENT, GL_UNSIGNED_SHORT },
+ { AV_PIX_FMT_YUV444P16, &FF_OPENGL_FRAGMENT_SHADER_YUV_PLANAR, FF_GL_RED_COMPONENT, GL_UNSIGNED_SHORT },
+ { AV_PIX_FMT_YUVA420P, &FF_OPENGL_FRAGMENT_SHADER_YUVA_PLANAR, FF_GL_RED_COMPONENT, GL_UNSIGNED_BYTE },
+ { AV_PIX_FMT_YUVA444P, &FF_OPENGL_FRAGMENT_SHADER_YUVA_PLANAR, FF_GL_RED_COMPONENT, GL_UNSIGNED_BYTE },
+ { AV_PIX_FMT_YUVA422P, &FF_OPENGL_FRAGMENT_SHADER_YUVA_PLANAR, FF_GL_RED_COMPONENT, GL_UNSIGNED_BYTE },
+ { AV_PIX_FMT_YUVA420P16, &FF_OPENGL_FRAGMENT_SHADER_YUVA_PLANAR, FF_GL_RED_COMPONENT, GL_UNSIGNED_SHORT },
+ { AV_PIX_FMT_YUVA422P16, &FF_OPENGL_FRAGMENT_SHADER_YUVA_PLANAR, FF_GL_RED_COMPONENT, GL_UNSIGNED_SHORT },
+ { AV_PIX_FMT_YUVA444P16, &FF_OPENGL_FRAGMENT_SHADER_YUVA_PLANAR, FF_GL_RED_COMPONENT, GL_UNSIGNED_SHORT },
+ { AV_PIX_FMT_RGB24, &FF_OPENGL_FRAGMENT_SHADER_RGB_PACKET, GL_RGB, GL_UNSIGNED_BYTE },
+ { AV_PIX_FMT_BGR24, &FF_OPENGL_FRAGMENT_SHADER_RGB_PACKET, GL_RGB, GL_UNSIGNED_BYTE },
+ { AV_PIX_FMT_0RGB, &FF_OPENGL_FRAGMENT_SHADER_RGB_PACKET, GL_RGBA, GL_UNSIGNED_BYTE },
+ { AV_PIX_FMT_RGB0, &FF_OPENGL_FRAGMENT_SHADER_RGB_PACKET, GL_RGBA, GL_UNSIGNED_BYTE },
+ { AV_PIX_FMT_0BGR, &FF_OPENGL_FRAGMENT_SHADER_RGB_PACKET, GL_RGBA, GL_UNSIGNED_BYTE },
+ { AV_PIX_FMT_BGR0, &FF_OPENGL_FRAGMENT_SHADER_RGB_PACKET, GL_RGBA, GL_UNSIGNED_BYTE },
+ { AV_PIX_FMT_RGB565, &FF_OPENGL_FRAGMENT_SHADER_RGB_PACKET, GL_RGB, GL_UNSIGNED_SHORT_5_6_5 },
+ { AV_PIX_FMT_BGR565, &FF_OPENGL_FRAGMENT_SHADER_RGB_PACKET, GL_RGB, GL_UNSIGNED_SHORT_5_6_5 },
+ { AV_PIX_FMT_RGB555, &FF_OPENGL_FRAGMENT_SHADER_RGB_PACKET, GL_RGBA, FF_GL_UNSIGNED_SHORT_1_5_5_5_REV },
+ { AV_PIX_FMT_BGR555, &FF_OPENGL_FRAGMENT_SHADER_RGB_PACKET, GL_RGBA, FF_GL_UNSIGNED_SHORT_1_5_5_5_REV },
+ { AV_PIX_FMT_RGB8, &FF_OPENGL_FRAGMENT_SHADER_RGB_PACKET, GL_RGB, FF_GL_UNSIGNED_BYTE_3_3_2 },
+ { AV_PIX_FMT_BGR8, &FF_OPENGL_FRAGMENT_SHADER_RGB_PACKET, GL_RGB, FF_GL_UNSIGNED_BYTE_2_3_3_REV },
+ { AV_PIX_FMT_RGB48, &FF_OPENGL_FRAGMENT_SHADER_RGB_PACKET, GL_RGB, GL_UNSIGNED_SHORT },
+ { AV_PIX_FMT_ARGB, &FF_OPENGL_FRAGMENT_SHADER_RGBA_PACKET, GL_RGBA, GL_UNSIGNED_BYTE },
+ { AV_PIX_FMT_RGBA, &FF_OPENGL_FRAGMENT_SHADER_RGBA_PACKET, GL_RGBA, GL_UNSIGNED_BYTE },
+ { AV_PIX_FMT_ABGR, &FF_OPENGL_FRAGMENT_SHADER_RGBA_PACKET, GL_RGBA, GL_UNSIGNED_BYTE },
+ { AV_PIX_FMT_BGRA, &FF_OPENGL_FRAGMENT_SHADER_RGBA_PACKET, GL_RGBA, GL_UNSIGNED_BYTE },
+ { AV_PIX_FMT_RGBA64, &FF_OPENGL_FRAGMENT_SHADER_RGBA_PACKET, GL_RGBA, GL_UNSIGNED_SHORT },
+ { AV_PIX_FMT_BGRA64, &FF_OPENGL_FRAGMENT_SHADER_RGBA_PACKET, GL_RGBA, GL_UNSIGNED_SHORT },
+ { AV_PIX_FMT_GBRP, &FF_OPENGL_FRAGMENT_SHADER_RGB_PLANAR, FF_GL_RED_COMPONENT, GL_UNSIGNED_BYTE },
+ { AV_PIX_FMT_GBRP16, &FF_OPENGL_FRAGMENT_SHADER_RGB_PLANAR, FF_GL_RED_COMPONENT, GL_UNSIGNED_SHORT },
+ { AV_PIX_FMT_GBRAP, &FF_OPENGL_FRAGMENT_SHADER_RGBA_PLANAR, FF_GL_RED_COMPONENT, GL_UNSIGNED_BYTE },
+ { AV_PIX_FMT_GBRAP16, &FF_OPENGL_FRAGMENT_SHADER_RGBA_PLANAR, FF_GL_RED_COMPONENT, GL_UNSIGNED_SHORT },
+ { AV_PIX_FMT_NONE, NULL }
+};
+
static av_cold int opengl_prepare_vertex(AVFormatContext *s);
static int opengl_draw(AVFormatContext *h, AVPacket *pkt, int repaint);
static av_cold int opengl_init_context(OpenGLContext *opengl);
+static av_cold void opengl_deinit_context(OpenGLContext *opengl)
+{
+ glDeleteTextures(4, opengl->texture_name);
+ opengl->texture_name[0] = opengl->texture_name[1] =
+ opengl->texture_name[2] = opengl->texture_name[3] = 0;
+ if (opengl->glprocs.glUseProgram)
+ opengl->glprocs.glUseProgram(0);
+ if (opengl->glprocs.glDeleteProgram) {
+ opengl->glprocs.glDeleteProgram(opengl->program);
+ opengl->program = 0;
+ }
+ if (opengl->glprocs.glDeleteShader) {
+ opengl->glprocs.glDeleteShader(opengl->vertex_shader);
+ opengl->glprocs.glDeleteShader(opengl->fragment_shader);
+ opengl->vertex_shader = opengl->fragment_shader = 0;
+ }
+ if (opengl->glprocs.glBindBuffer) {
+ opengl->glprocs.glBindBuffer(FF_GL_ARRAY_BUFFER, 0);
+ opengl->glprocs.glBindBuffer(FF_GL_ELEMENT_ARRAY_BUFFER, 0);
+ }
+ if (opengl->glprocs.glDeleteBuffers) {
+ opengl->glprocs.glDeleteBuffers(2, &opengl->index_buffer);
+ opengl->vertex_buffer = opengl->index_buffer = 0;
+ }
+}
+
static int opengl_resize(AVFormatContext *h, int width, int height)
{
int ret = 0;
@@ -302,8 +377,7 @@ static int opengl_sdl_process_events(AVFormatContext *h)
SDL_VideoDriverName(buffer, sizeof(buffer));
reinit = !av_strncasecmp(buffer, "quartz", sizeof(buffer));
if (reinit) {
- glDeleteTextures(4, opengl->texture_name);
- opengl->glprocs.glDeleteBuffers(2, &opengl->index_buffer);
+ opengl_deinit_context(opengl);
}
if ((ret = opengl_sdl_recreate_window(opengl, event.resize.w, event.resize.h)) < 0)
return ret;
@@ -333,6 +407,7 @@ static int av_cold opengl_sdl_create_window(AVFormatContext *h)
av_log(opengl, AV_LOG_INFO, "SDL driver: '%s'.\n", SDL_VideoDriverName(buffer, sizeof(buffer)));
message.width = opengl->surface->w;
message.height = opengl->surface->h;
+ SDL_WM_SetCaption(opengl->window_title, NULL);
opengl_control_message(h, AV_APP_TO_DEV_WINDOW_SIZE, &message, sizeof(AVDeviceRect));
return 0;
}
@@ -385,6 +460,11 @@ static int av_cold opengl_load_procedures(OpenGLContext *opengl)
{
FFOpenGLFunctions *procs = &opengl->glprocs;
+#if HAVE_SDL
+ if (!opengl->no_window)
+ return opengl_sdl_load_procedures(opengl);
+#endif
+
procs->glActiveTexture = glActiveTexture;
procs->glGenBuffers = glGenBuffers;
procs->glDeleteBuffers = glDeleteBuffers;
@@ -430,6 +510,11 @@ static int av_cold opengl_load_procedures(OpenGLContext *opengl)
return AVERROR(ENOSYS); \
}
+#if HAVE_SDL
+ if (!opengl->no_window)
+ return opengl_sdl_load_procedures(opengl);
+#endif
+
LOAD_OPENGL_FUN(glActiveTexture, FF_PFNGLACTIVETEXTUREPROC)
LOAD_OPENGL_FUN(glGenBuffers, FF_PFNGLGENBUFFERSPROC)
LOAD_OPENGL_FUN(glDeleteBuffers, FF_PFNGLDELETEBUFFERSPROC)
@@ -463,16 +548,14 @@ static int av_cold opengl_load_procedures(OpenGLContext *opengl)
}
#endif
-static av_always_inline void opengl_make_identity(float matrix[16])
+static void opengl_make_identity(float matrix[16])
{
memset(matrix, 0, 16 * sizeof(float));
matrix[0] = matrix[5] = matrix[10] = matrix[15] = 1.0f;
}
-static av_always_inline void opengl_make_ortho(float matrix[16],
- float left, float right,
- float bottom, float top,
- float nearZ, float farZ)
+static void opengl_make_ortho(float matrix[16], float left, float right,
+ float bottom, float top, float nearZ, float farZ)
{
float ral = right + left;
float rsl = right - left;
@@ -539,43 +622,17 @@ static av_cold int opengl_read_limits(OpenGLContext *opengl)
return AVERROR_EXTERNAL;
}
-static av_always_inline const char * opengl_get_fragment_shader_code(enum AVPixelFormat format)
+static const char* opengl_get_fragment_shader_code(enum AVPixelFormat format)
{
- switch (format) {
- case AV_PIX_FMT_YUV420P: case AV_PIX_FMT_YUV444P:
- case AV_PIX_FMT_YUV422P: case AV_PIX_FMT_YUV410P:
- case AV_PIX_FMT_YUV411P: case AV_PIX_FMT_YUV440P:
- case AV_PIX_FMT_YUV420P16: case AV_PIX_FMT_YUV422P16:
- case AV_PIX_FMT_YUV444P16:
- return FF_OPENGL_FRAGMENT_SHADER_YUV_PLANAR;
- case AV_PIX_FMT_YUVA420P: case AV_PIX_FMT_YUVA444P:
- case AV_PIX_FMT_YUVA422P:
- case AV_PIX_FMT_YUVA420P16: case AV_PIX_FMT_YUVA422P16:
- case AV_PIX_FMT_YUVA444P16:
- return FF_OPENGL_FRAGMENT_SHADER_YUVA_PLANAR;
- case AV_PIX_FMT_RGB24: case AV_PIX_FMT_BGR24:
- case AV_PIX_FMT_0RGB: case AV_PIX_FMT_RGB0:
- case AV_PIX_FMT_0BGR: case AV_PIX_FMT_BGR0:
- case AV_PIX_FMT_RGB565: case AV_PIX_FMT_BGR565:
- case AV_PIX_FMT_RGB555: case AV_PIX_FMT_BGR555:
- case AV_PIX_FMT_RGB8: case AV_PIX_FMT_BGR8:
- case AV_PIX_FMT_RGB48:
- return FF_OPENGL_FRAGMENT_SHADER_RGB_PACKET;
- case AV_PIX_FMT_ARGB: case AV_PIX_FMT_RGBA:
- case AV_PIX_FMT_ABGR: case AV_PIX_FMT_BGRA:
- case AV_PIX_FMT_RGBA64: case AV_PIX_FMT_BGRA64:
- return FF_OPENGL_FRAGMENT_SHADER_RGBA_PACKET;
- case AV_PIX_FMT_GBRP: case AV_PIX_FMT_GBRP16:
- return FF_OPENGL_FRAGMENT_SHADER_RGB_PLANAR;
- case AV_PIX_FMT_GBRAP: case AV_PIX_FMT_GBRAP16:
- return FF_OPENGL_FRAGMENT_SHADER_RGBA_PLANAR;
- default:
- break;
+ int i;
+ for (i = 0; i < FF_ARRAY_ELEMS(opengl_format_desc); i++) {
+ if (opengl_format_desc[i].fixel_format == format)
+ return *opengl_format_desc[i].fragment_shader;
}
return NULL;
}
-static av_always_inline int opengl_type_size(GLenum type)
+static int opengl_type_size(GLenum type)
{
switch(type) {
case GL_UNSIGNED_SHORT:
@@ -593,59 +650,13 @@ static av_always_inline int opengl_type_size(GLenum type)
static av_cold void opengl_get_texture_params(OpenGLContext *opengl)
{
- switch(opengl->pix_fmt) {
- case AV_PIX_FMT_YUV420P: case AV_PIX_FMT_YUV444P:
- case AV_PIX_FMT_YUV422P: case AV_PIX_FMT_YUV410P:
- case AV_PIX_FMT_YUV411P: case AV_PIX_FMT_YUV440P:
- case AV_PIX_FMT_YUVA420P: case AV_PIX_FMT_YUVA444P:
- case AV_PIX_FMT_YUVA422P:
- case AV_PIX_FMT_GBRP: case AV_PIX_FMT_GBRAP:
- opengl->format = GL_RED_COMPONENT;
- opengl->type = GL_UNSIGNED_BYTE;
- break;
- case AV_PIX_FMT_YUV420P16: case AV_PIX_FMT_YUV422P16:
- case AV_PIX_FMT_YUV444P16:
- case AV_PIX_FMT_YUVA420P16: case AV_PIX_FMT_YUVA422P16:
- case AV_PIX_FMT_YUVA444P16:
- case AV_PIX_FMT_GBRP16: case AV_PIX_FMT_GBRAP16:
- opengl->format = GL_RED_COMPONENT;
- opengl->type = GL_UNSIGNED_SHORT;
- break;
- case AV_PIX_FMT_RGB24: case AV_PIX_FMT_BGR24:
- opengl->format = GL_RGB;
- opengl->type = GL_UNSIGNED_BYTE;
- break;
- case AV_PIX_FMT_ARGB: case AV_PIX_FMT_RGBA:
- case AV_PIX_FMT_ABGR: case AV_PIX_FMT_BGRA:
- case AV_PIX_FMT_0RGB: case AV_PIX_FMT_RGB0:
- case AV_PIX_FMT_0BGR: case AV_PIX_FMT_BGR0:
- opengl->format = GL_RGBA;
- opengl->type = GL_UNSIGNED_BYTE;
- break;
- case AV_PIX_FMT_RGB8:
- opengl->format = GL_RGB;
- opengl->type = FF_GL_UNSIGNED_BYTE_3_3_2;
- break;
- case AV_PIX_FMT_BGR8:
- opengl->format = GL_RGB;
- opengl->type = FF_GL_UNSIGNED_BYTE_2_3_3_REV;
- break;
- case AV_PIX_FMT_RGB555: case AV_PIX_FMT_BGR555:
- opengl->format = GL_RGBA;
- opengl->type = FF_GL_UNSIGNED_SHORT_1_5_5_5_REV;
- break;
- case AV_PIX_FMT_RGB565: case AV_PIX_FMT_BGR565:
- opengl->format = GL_RGB;
- opengl->type = GL_UNSIGNED_SHORT_5_6_5;
- break;
- case AV_PIX_FMT_RGB48:
- opengl->format = GL_RGB;
- opengl->type = GL_UNSIGNED_SHORT;
- break;
- case AV_PIX_FMT_RGBA64: case AV_PIX_FMT_BGRA64:
- opengl->format = GL_RGBA;
- opengl->type = GL_UNSIGNED_SHORT;
- break;
+ int i;
+ for (i = 0; i < FF_ARRAY_ELEMS(opengl_format_desc); i++) {
+ if (opengl_format_desc[i].fixel_format == opengl->pix_fmt) {
+ opengl->format = opengl_format_desc[i].format;
+ opengl->type = opengl_format_desc[i].type;
+ break;
+ }
}
}
@@ -756,7 +767,6 @@ static av_cold GLuint opengl_load_shader(OpenGLContext *opengl, GLenum type, con
static av_cold int opengl_compile_shaders(OpenGLContext *opengl, enum AVPixelFormat pix_fmt)
{
- GLuint vertex_shader = 0, fragment_shader = 0;
GLint result;
const char *fragment_shader_code = opengl_get_fragment_shader_code(pix_fmt);
@@ -766,15 +776,15 @@ static av_cold int opengl_compile_shaders(OpenGLContext *opengl, enum AVPixelFor
return AVERROR(EINVAL);
}
- vertex_shader = opengl_load_shader(opengl, FF_GL_VERTEX_SHADER,
- FF_OPENGL_VERTEX_SHADER);
- if (!vertex_shader) {
+ opengl->vertex_shader = opengl_load_shader(opengl, FF_GL_VERTEX_SHADER,
+ FF_OPENGL_VERTEX_SHADER);
+ if (!opengl->vertex_shader) {
av_log(opengl, AV_LOG_ERROR, "Vertex shader loading failed.\n");
goto fail;
}
- fragment_shader = opengl_load_shader(opengl, FF_GL_FRAGMENT_SHADER,
- fragment_shader_code);
- if (!fragment_shader) {
+ opengl->fragment_shader = opengl_load_shader(opengl, FF_GL_FRAGMENT_SHADER,
+ fragment_shader_code);
+ if (!opengl->fragment_shader) {
av_log(opengl, AV_LOG_ERROR, "Fragment shader loading failed.\n");
goto fail;
}
@@ -783,8 +793,8 @@ static av_cold int opengl_compile_shaders(OpenGLContext *opengl, enum AVPixelFor
if (!opengl->program)
goto fail;
- opengl->glprocs.glAttachShader(opengl->program, vertex_shader);
- opengl->glprocs.glAttachShader(opengl->program, fragment_shader);
+ opengl->glprocs.glAttachShader(opengl->program, opengl->vertex_shader);
+ opengl->glprocs.glAttachShader(opengl->program, opengl->fragment_shader);
opengl->glprocs.glLinkProgram(opengl->program);
opengl->glprocs.glGetProgramiv(opengl->program, FF_GL_LINK_STATUS, &result);
@@ -817,10 +827,10 @@ static av_cold int opengl_compile_shaders(OpenGLContext *opengl, enum AVPixelFor
OPENGL_ERROR_CHECK(opengl);
return 0;
fail:
- opengl->glprocs.glDeleteShader(vertex_shader);
- opengl->glprocs.glDeleteShader(fragment_shader);
+ opengl->glprocs.glDeleteShader(opengl->vertex_shader);
+ opengl->glprocs.glDeleteShader(opengl->fragment_shader);
opengl->glprocs.glDeleteProgram(opengl->program);
- opengl->program = 0;
+ opengl->fragment_shader = opengl->vertex_shader = opengl->program = 0;
return AVERROR_EXTERNAL;
}
@@ -914,25 +924,59 @@ static int opengl_prepare(OpenGLContext *opengl)
return AVERROR_EXTERNAL;
}
-static av_cold int opengl_write_trailer(AVFormatContext *h)
+static int opengl_create_window(AVFormatContext *h)
{
OpenGLContext *opengl = h->priv_data;
+ int ret;
- if (opengl->no_window &&
- avdevice_dev_to_app_control_message(h, AV_DEV_TO_APP_PREPARE_WINDOW_BUFFER, NULL , 0) < 0)
- av_log(opengl, AV_LOG_ERROR, "Application failed to prepare window buffer.\n");
-
- glDeleteTextures(4, opengl->texture_name);
- if (opengl && opengl->glprocs.glDeleteBuffers)
- opengl->glprocs.glDeleteBuffers(2, &opengl->index_buffer);
+ if (!opengl->no_window) {
+#if HAVE_SDL
+ if ((ret = opengl_sdl_create_window(h)) < 0) {
+ av_log(opengl, AV_LOG_ERROR, "Cannot create default SDL window.\n");
+ return ret;
+ }
+#else
+ av_log(opengl, AV_LOG_ERROR, "FFmpeg is compiled without SDL. Cannot create default window.\n");
+ return AVERROR(ENOSYS);
+#endif
+ } else {
+ if ((ret = avdevice_dev_to_app_control_message(h, AV_DEV_TO_APP_CREATE_WINDOW_BUFFER, NULL , 0)) < 0) {
+ av_log(opengl, AV_LOG_ERROR, "Application failed to create window buffer.\n");
+ return ret;
+ }
+ if ((ret = avdevice_dev_to_app_control_message(h, AV_DEV_TO_APP_PREPARE_WINDOW_BUFFER, NULL , 0)) < 0) {
+ av_log(opengl, AV_LOG_ERROR, "Application failed to prepare window buffer.\n");
+ return ret;
+ }
+ }
+ return 0;
+}
+static int opengl_release_window(AVFormatContext *h)
+{
+ int ret;
+ OpenGLContext *opengl = h->priv_data;
+ if (!opengl->no_window) {
#if HAVE_SDL
- if (!opengl->no_window)
SDL_Quit();
#endif
- if (opengl->no_window &&
- avdevice_dev_to_app_control_message(h, AV_DEV_TO_APP_DESTROY_WINDOW_BUFFER, NULL , 0) < 0)
+ } else if ((ret = avdevice_dev_to_app_control_message(h, AV_DEV_TO_APP_DESTROY_WINDOW_BUFFER, NULL , 0) < 0)) {
av_log(opengl, AV_LOG_ERROR, "Application failed to release window buffer.\n");
+ return ret;
+ }
+ return 0;
+}
+
+static av_cold int opengl_write_trailer(AVFormatContext *h)
+{
+ OpenGLContext *opengl = h->priv_data;
+
+ if (opengl->no_window &&
+ avdevice_dev_to_app_control_message(h, AV_DEV_TO_APP_PREPARE_WINDOW_BUFFER, NULL , 0) < 0)
+ av_log(opengl, AV_LOG_ERROR, "Application failed to prepare window buffer.\n");
+
+ opengl_deinit_context(opengl);
+ opengl_release_window(h);
return 0;
}
@@ -1016,25 +1060,8 @@ static av_cold int opengl_write_header(AVFormatContext *h)
if (!opengl->window_title && !opengl->no_window)
opengl->window_title = av_strdup(h->filename);
- if (!opengl->no_window) {
-#if HAVE_SDL
- if ((ret = opengl_sdl_create_window(h)) < 0)
- goto fail;
-#else
- av_log(opengl, AV_LOG_ERROR, "FFmpeg is compiled without SDL. Cannot create default window.\n");
- ret = AVERROR(ENOSYS);
+ if ((ret = opengl_create_window(h)))
goto fail;
-#endif
- } else {
- if ((ret = avdevice_dev_to_app_control_message(h, AV_DEV_TO_APP_CREATE_WINDOW_BUFFER, NULL , 0)) < 0) {
- av_log(opengl, AV_LOG_ERROR, "Application failed to create window buffer.\n");
- goto fail;
- }
- if ((ret = avdevice_dev_to_app_control_message(h, AV_DEV_TO_APP_PREPARE_WINDOW_BUFFER, NULL , 0)) < 0) {
- av_log(opengl, AV_LOG_ERROR, "Application failed to prepare window buffer.\n");
- goto fail;
- }
- }
if ((ret = opengl_read_limits(opengl)) < 0)
goto fail;
@@ -1046,12 +1073,7 @@ static av_cold int opengl_write_header(AVFormatContext *h)
goto fail;
}
- if (!opengl->no_window) {
-#if HAVE_SDL
- if ((ret = opengl_sdl_load_procedures(opengl)) < 0)
- goto fail;
-#endif
- } else if ((ret = opengl_load_procedures(opengl)) < 0)
+ if ((ret = opengl_load_procedures(opengl)) < 0)
goto fail;
opengl_fill_color_map(opengl);
diff --git a/libavdevice/opengl_enc_shaders.h b/libavdevice/opengl_enc_shaders.h
index e3115c4..66104e0 100644
--- a/libavdevice/opengl_enc_shaders.h
+++ b/libavdevice/opengl_enc_shaders.h
@@ -23,7 +23,7 @@
#include "libavutil/pixfmt.h"
-const char *FF_OPENGL_VERTEX_SHADER =
+static const char * const FF_OPENGL_VERTEX_SHADER =
"uniform mat4 u_projectionMatrix;"
"uniform mat4 u_modelViewMatrix;"
@@ -41,7 +41,7 @@ const char *FF_OPENGL_VERTEX_SHADER =
/**
* Fragment shader for packet RGBA formats.
*/
-const char *FF_OPENGL_FRAGMENT_SHADER_RGBA_PACKET =
+static const char * const FF_OPENGL_FRAGMENT_SHADER_RGBA_PACKET =
#if defined(GL_ES_VERSION_2_0)
"precision mediump float;"
#endif
@@ -58,7 +58,7 @@ const char *FF_OPENGL_FRAGMENT_SHADER_RGBA_PACKET =
/**
* Fragment shader for packet RGB formats.
*/
-const char *FF_OPENGL_FRAGMENT_SHADER_RGB_PACKET =
+static const char * const FF_OPENGL_FRAGMENT_SHADER_RGB_PACKET =
#if defined(GL_ES_VERSION_2_0)
"precision mediump float;"
#endif
@@ -75,7 +75,7 @@ const char *FF_OPENGL_FRAGMENT_SHADER_RGB_PACKET =
/**
* Fragment shader for planar RGBA formats.
*/
-const char *FF_OPENGL_FRAGMENT_SHADER_RGBA_PLANAR =
+static const char * const FF_OPENGL_FRAGMENT_SHADER_RGBA_PLANAR =
#if defined(GL_ES_VERSION_2_0)
"precision mediump float;"
#endif
@@ -97,7 +97,7 @@ const char *FF_OPENGL_FRAGMENT_SHADER_RGBA_PLANAR =
/**
* Fragment shader for planar RGB formats.
*/
-const char *FF_OPENGL_FRAGMENT_SHADER_RGB_PLANAR =
+static const char * const FF_OPENGL_FRAGMENT_SHADER_RGB_PLANAR =
#if defined(GL_ES_VERSION_2_0)
"precision mediump float;"
#endif
@@ -118,7 +118,7 @@ const char *FF_OPENGL_FRAGMENT_SHADER_RGB_PLANAR =
/**
* Fragment shader for planar YUV formats.
*/
-const char *FF_OPENGL_FRAGMENT_SHADER_YUV_PLANAR =
+static const char * const FF_OPENGL_FRAGMENT_SHADER_YUV_PLANAR =
#if defined(GL_ES_VERSION_2_0)
"precision mediump float;"
#endif
@@ -147,7 +147,7 @@ const char *FF_OPENGL_FRAGMENT_SHADER_YUV_PLANAR =
/**
* Fragment shader for planar YUVA formats.
*/
-const char *FF_OPENGL_FRAGMENT_SHADER_YUVA_PLANAR =
+static const char * const FF_OPENGL_FRAGMENT_SHADER_YUVA_PLANAR =
#if defined(GL_ES_VERSION_2_0)
"precision mediump float;"
#endif
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