/* * Copyright (c) 2014 Lukasz Marek * * This file is part of FFmpeg. * * FFmpeg is free software; you can redistribute it and/or * modify it under the terms of the GNU Lesser General Public * License as published by the Free Software Foundation; either * version 2.1 of the License, or (at your option) any later version. * * FFmpeg is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Lesser General Public License for more details. * * You should have received a copy of the GNU Lesser General Public * License along with FFmpeg; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA */ //TODO: support for more formats //TODO: support for more systems. //TODO: implement X11, Windows, Mac OS native default window. SDL 1.2 doesn't allow to render to custom thread. #include #include #include #include #include "config.h" #if HAVE_WINDOWS_H #define WIN32_LEAN_AND_MEAN #include #endif #if HAVE_OPENGL_GL3_H #include #elif HAVE_ES2_GL_H #include #else #include #include #endif #if HAVE_GLXGETPROCADDRESS #include #endif #if CONFIG_SDL2 #include #endif #include "libavutil/common.h" #include "libavutil/pixdesc.h" #include "libavutil/log.h" #include "libavutil/opt.h" #include "libavutil/avassert.h" #include "libavutil/avstring.h" #include "libavformat/avformat.h" #include "libavformat/internal.h" #include "libavdevice/avdevice.h" #include "opengl_enc_shaders.h" #ifndef APIENTRY #define APIENTRY #endif /* FF_GL_RED_COMPONENT is used for planar pixel types. * Only red component is sampled in shaders. * On some platforms GL_RED is not available and GL_LUMINANCE have to be used, * but since OpenGL 3.0 GL_LUMINANCE is deprecated. * GL_RED produces RGBA = value, 0, 0, 1. * 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 FF_GL_RED_COMPONENT GL_RED #elif defined(GL_LUMINANCE) #define FF_GL_RED_COMPONENT GL_LUMINANCE #else #define FF_GL_RED_COMPONENT 0x1903; //GL_RED #endif /* Constants not defined for iOS */ #define FF_GL_UNSIGNED_BYTE_3_3_2 0x8032 #define FF_GL_UNSIGNED_BYTE_2_3_3_REV 0x8362 #define FF_GL_UNSIGNED_SHORT_1_5_5_5_REV 0x8366 #define FF_GL_UNPACK_ROW_LENGTH 0x0CF2 /* MinGW exposes only OpenGL 1.1 API */ #define FF_GL_ARRAY_BUFFER 0x8892 #define FF_GL_ELEMENT_ARRAY_BUFFER 0x8893 #define FF_GL_STATIC_DRAW 0x88E4 #define FF_GL_FRAGMENT_SHADER 0x8B30 #define FF_GL_VERTEX_SHADER 0x8B31 #define FF_GL_COMPILE_STATUS 0x8B81 #define FF_GL_LINK_STATUS 0x8B82 #define FF_GL_INFO_LOG_LENGTH 0x8B84 typedef void (APIENTRY *FF_PFNGLACTIVETEXTUREPROC) (GLenum texture); typedef void (APIENTRY *FF_PFNGLGENBUFFERSPROC) (GLsizei n, GLuint *buffers); typedef void (APIENTRY *FF_PFNGLDELETEBUFFERSPROC) (GLsizei n, const GLuint *buffers); typedef void (APIENTRY *FF_PFNGLBUFFERDATAPROC) (GLenum target, ptrdiff_t size, const GLvoid *data, GLenum usage); typedef void (APIENTRY *FF_PFNGLBINDBUFFERPROC) (GLenum target, GLuint buffer); typedef GLint (APIENTRY *FF_PFNGLGETATTRIBLOCATIONPROC) (GLuint program, const char *name); typedef void (APIENTRY *FF_PFNGLENABLEVERTEXATTRIBARRAYPROC) (GLuint index); typedef void (APIENTRY *FF_PFNGLVERTEXATTRIBPOINTERPROC) (GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, uintptr_t pointer); typedef GLint (APIENTRY *FF_PFNGLGETUNIFORMLOCATIONPROC) (GLuint program, const char *name); typedef void (APIENTRY *FF_PFNGLUNIFORM1FPROC) (GLint location, GLfloat v0); typedef void (APIENTRY *FF_PFNGLUNIFORM1IPROC) (GLint location, GLint v0); typedef void (APIENTRY *FF_PFNGLUNIFORMMATRIX4FVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); typedef GLuint (APIENTRY *FF_PFNGLCREATEPROGRAMPROC) (void); typedef void (APIENTRY *FF_PFNGLDELETEPROGRAMPROC) (GLuint program); typedef void (APIENTRY *FF_PFNGLUSEPROGRAMPROC) (GLuint program); typedef void (APIENTRY *FF_PFNGLLINKPROGRAMPROC) (GLuint program); typedef void (APIENTRY *FF_PFNGLGETPROGRAMIVPROC) (GLuint program, GLenum pname, GLint *params); typedef void (APIENTRY *FF_PFNGLGETPROGRAMINFOLOGPROC) (GLuint program, GLsizei bufSize, GLsizei *length, char *infoLog); typedef void (APIENTRY *FF_PFNGLATTACHSHADERPROC) (GLuint program, GLuint shader); typedef GLuint (APIENTRY *FF_PFNGLCREATESHADERPROC) (GLenum type); typedef void (APIENTRY *FF_PFNGLDELETESHADERPROC) (GLuint shader); typedef void (APIENTRY *FF_PFNGLCOMPILESHADERPROC) (GLuint shader); typedef void (APIENTRY *FF_PFNGLSHADERSOURCEPROC) (GLuint shader, GLsizei count, const char* *string, const GLint *length); typedef void (APIENTRY *FF_PFNGLGETSHADERIVPROC) (GLuint shader, GLenum pname, GLint *params); typedef void (APIENTRY *FF_PFNGLGETSHADERINFOLOGPROC) (GLuint shader, GLsizei bufSize, GLsizei *length, char *infoLog); typedef struct FFOpenGLFunctions { FF_PFNGLACTIVETEXTUREPROC glActiveTexture; //Require GL ARB multitexture FF_PFNGLGENBUFFERSPROC glGenBuffers; //Require GL_ARB_vertex_buffer_object FF_PFNGLDELETEBUFFERSPROC glDeleteBuffers; //Require GL_ARB_vertex_buffer_object FF_PFNGLBUFFERDATAPROC glBufferData; //Require GL_ARB_vertex_buffer_object FF_PFNGLBINDBUFFERPROC glBindBuffer; //Require GL_ARB_vertex_buffer_object FF_PFNGLGETATTRIBLOCATIONPROC glGetAttribLocation; //Require GL_ARB_vertex_shader FF_PFNGLENABLEVERTEXATTRIBARRAYPROC glEnableVertexAttribArray; //Require GL_ARB_vertex_shader FF_PFNGLVERTEXATTRIBPOINTERPROC glVertexAttribPointer; //Require GL_ARB_vertex_shader FF_PFNGLGETUNIFORMLOCATIONPROC glGetUniformLocation; //Require GL_ARB_shader_objects FF_PFNGLUNIFORM1FPROC glUniform1f; //Require GL_ARB_shader_objects FF_PFNGLUNIFORM1IPROC glUniform1i; //Require GL_ARB_shader_objects FF_PFNGLUNIFORMMATRIX4FVPROC glUniformMatrix4fv; //Require GL_ARB_shader_objects FF_PFNGLCREATEPROGRAMPROC glCreateProgram; //Require GL_ARB_shader_objects FF_PFNGLDELETEPROGRAMPROC glDeleteProgram; //Require GL_ARB_shader_objects FF_PFNGLUSEPROGRAMPROC glUseProgram; //Require GL_ARB_shader_objects FF_PFNGLLINKPROGRAMPROC glLinkProgram; //Require GL_ARB_shader_objects FF_PFNGLGETPROGRAMIVPROC glGetProgramiv; //Require GL_ARB_shader_objects FF_PFNGLGETPROGRAMINFOLOGPROC glGetProgramInfoLog; //Require GL_ARB_shader_objects FF_PFNGLATTACHSHADERPROC glAttachShader; //Require GL_ARB_shader_objects FF_PFNGLCREATESHADERPROC glCreateShader; //Require GL_ARB_shader_objects FF_PFNGLDELETESHADERPROC glDeleteShader; //Require GL_ARB_shader_objects FF_PFNGLCOMPILESHADERPROC glCompileShader; //Require GL_ARB_shader_objects FF_PFNGLSHADERSOURCEPROC glShaderSource; //Require GL_ARB_shader_objects FF_PFNGLGETSHADERIVPROC glGetShaderiv; //Require GL_ARB_shader_objects FF_PFNGLGETSHADERINFOLOGPROC glGetShaderInfoLog; //Require GL_ARB_shader_objects } FFOpenGLFunctions; #define OPENGL_ERROR_CHECK(ctx) \ {\ GLenum err_code; \ if ((err_code = glGetError()) != GL_NO_ERROR) { \ av_log(ctx, AV_LOG_ERROR, "OpenGL error occurred in '%s', line %d: %d\n", __FUNCTION__, __LINE__, err_code); \ goto fail; \ } \ }\ typedef struct OpenGLVertexInfo { float x, y, z; ///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; OpenGLContext *opengl = h->priv_data; opengl->window_width = width; opengl->window_height = height; if (opengl->inited) { if (opengl->no_window && (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 end; } if ((ret = opengl_prepare_vertex(h)) < 0) goto end; ret = opengl_draw(h, NULL, 1, 0); } end: return ret; } static int opengl_control_message(AVFormatContext *h, int type, void *data, size_t data_size) { OpenGLContext *opengl = h->priv_data; switch(type) { case AV_APP_TO_DEV_WINDOW_SIZE: if (data) { AVDeviceRect *message = data; return opengl_resize(h, message->width, message->height); } return AVERROR(EINVAL); case AV_APP_TO_DEV_WINDOW_REPAINT: return opengl_resize(h, opengl->window_width, opengl->window_height); } return AVERROR(ENOSYS); } #if CONFIG_SDL2 static int opengl_sdl_process_events(AVFormatContext *h) { OpenGLContext *opengl = h->priv_data; AVDeviceRect message; SDL_Event event; SDL_PumpEvents(); while (SDL_PeepEvents(&event, 1, SDL_GETEVENT, SDL_FIRSTEVENT, SDL_LASTEVENT) > 0) { switch (event.type) { case SDL_QUIT: return AVERROR(EIO); case SDL_KEYDOWN: switch (event.key.keysym.sym) { case SDLK_ESCAPE: case SDLK_q: return AVERROR(EIO); } return 0; case SDL_WINDOWEVENT: switch(event.window.event) { case SDL_WINDOWEVENT_RESIZED: case SDL_WINDOWEVENT_SIZE_CHANGED: SDL_GL_GetDrawableSize(opengl->window, &message.width, &message.height); return opengl_control_message(h, AV_APP_TO_DEV_WINDOW_SIZE, &message, sizeof(AVDeviceRect)); default: break; } } } return 0; } static int av_cold opengl_sdl_create_window(AVFormatContext *h) { OpenGLContext *opengl = h->priv_data; AVDeviceRect message; if (SDL_Init(SDL_INIT_VIDEO)) { av_log(opengl, AV_LOG_ERROR, "Unable to initialize SDL: %s\n", SDL_GetError()); return AVERROR_EXTERNAL; } opengl->window = SDL_CreateWindow(opengl->window_title, SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, opengl->window_width, opengl->window_height, SDL_WINDOW_RESIZABLE | SDL_WINDOW_OPENGL); if (!opengl->window) { av_log(opengl, AV_LOG_ERROR, "Unable to create default window: %s\n", SDL_GetError()); return AVERROR_EXTERNAL; } opengl->glcontext = SDL_GL_CreateContext(opengl->window); if (!opengl->glcontext) { av_log(opengl, AV_LOG_ERROR, "Unable to create OpenGL context on default window: %s\n", SDL_GetError()); return AVERROR_EXTERNAL; } SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8); SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8); SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8); SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, 8); SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1); av_log(opengl, AV_LOG_INFO, "SDL driver: '%s'.\n", SDL_GetCurrentVideoDriver()); SDL_GL_GetDrawableSize(opengl->window, &message.width, &message.height); return opengl_control_message(h, AV_APP_TO_DEV_WINDOW_SIZE, &message, sizeof(AVDeviceRect)); } static int av_cold opengl_sdl_load_procedures(OpenGLContext *opengl) { FFOpenGLFunctions *procs = &opengl->glprocs; #define LOAD_OPENGL_FUN(name, type) \ procs->name = (type)SDL_GL_GetProcAddress(#name); \ if (!procs->name) { \ av_log(opengl, AV_LOG_ERROR, "Cannot load OpenGL function: '%s'\n", #name); \ return AVERROR(ENOSYS); \ } LOAD_OPENGL_FUN(glActiveTexture, FF_PFNGLACTIVETEXTUREPROC) LOAD_OPENGL_FUN(glGenBuffers, FF_PFNGLGENBUFFERSPROC) LOAD_OPENGL_FUN(glDeleteBuffers, FF_PFNGLDELETEBUFFERSPROC) LOAD_OPENGL_FUN(glBufferData, FF_PFNGLBUFFERDATAPROC) LOAD_OPENGL_FUN(glBindBuffer, FF_PFNGLBINDBUFFERPROC) LOAD_OPENGL_FUN(glGetAttribLocation, FF_PFNGLGETATTRIBLOCATIONPROC) LOAD_OPENGL_FUN(glGetUniformLocation, FF_PFNGLGETUNIFORMLOCATIONPROC) LOAD_OPENGL_FUN(glUniform1f, FF_PFNGLUNIFORM1FPROC) LOAD_OPENGL_FUN(glUniform1i, FF_PFNGLUNIFORM1IPROC) LOAD_OPENGL_FUN(glUniformMatrix4fv, FF_PFNGLUNIFORMMATRIX4FVPROC) LOAD_OPENGL_FUN(glCreateProgram, FF_PFNGLCREATEPROGRAMPROC) LOAD_OPENGL_FUN(glDeleteProgram, FF_PFNGLDELETEPROGRAMPROC) LOAD_OPENGL_FUN(glUseProgram, FF_PFNGLUSEPROGRAMPROC) LOAD_OPENGL_FUN(glLinkProgram, FF_PFNGLLINKPROGRAMPROC) LOAD_OPENGL_FUN(glGetProgramiv, FF_PFNGLGETPROGRAMIVPROC) LOAD_OPENGL_FUN(glGetProgramInfoLog, FF_PFNGLGETPROGRAMINFOLOGPROC) LOAD_OPENGL_FUN(glAttachShader, FF_PFNGLATTACHSHADERPROC) LOAD_OPENGL_FUN(glCreateShader, FF_PFNGLCREATESHADERPROC) LOAD_OPENGL_FUN(glDeleteShader, FF_PFNGLDELETESHADERPROC) LOAD_OPENGL_FUN(glCompileShader, FF_PFNGLCOMPILESHADERPROC) LOAD_OPENGL_FUN(glShaderSource, FF_PFNGLSHADERSOURCEPROC) LOAD_OPENGL_FUN(glGetShaderiv, FF_PFNGLGETSHADERIVPROC) LOAD_OPENGL_FUN(glGetShaderInfoLog, FF_PFNGLGETSHADERINFOLOGPROC) LOAD_OPENGL_FUN(glEnableVertexAttribArray, FF_PFNGLENABLEVERTEXATTRIBARRAYPROC) LOAD_OPENGL_FUN(glVertexAttribPointer, FF_PFNGLVERTEXATTRIBPOINTERPROC) return 0; #undef LOAD_OPENGL_FUN } #endif /* CONFIG_SDL2 */ #if defined(__APPLE__) static int av_cold opengl_load_procedures(OpenGLContext *opengl) { FFOpenGLFunctions *procs = &opengl->glprocs; #if CONFIG_SDL2 if (!opengl->no_window) return opengl_sdl_load_procedures(opengl); #endif procs->glActiveTexture = glActiveTexture; procs->glGenBuffers = glGenBuffers; procs->glDeleteBuffers = glDeleteBuffers; procs->glBufferData = glBufferData; procs->glBindBuffer = glBindBuffer; procs->glGetAttribLocation = glGetAttribLocation; procs->glGetUniformLocation = glGetUniformLocation; procs->glUniform1f = glUniform1f; procs->glUniform1i = glUniform1i; procs->glUniformMatrix4fv = glUniformMatrix4fv; procs->glCreateProgram = glCreateProgram; procs->glDeleteProgram = glDeleteProgram; procs->glUseProgram = glUseProgram; procs->glLinkProgram = glLinkProgram; procs->glGetProgramiv = glGetProgramiv; procs->glGetProgramInfoLog = glGetProgramInfoLog; procs->glAttachShader = glAttachShader; procs->glCreateShader = glCreateShader; procs->glDeleteShader = glDeleteShader; procs->glCompileShader = glCompileShader; procs->glShaderSource = glShaderSource; procs->glGetShaderiv = glGetShaderiv; procs->glGetShaderInfoLog = glGetShaderInfoLog; procs->glEnableVertexAttribArray = glEnableVertexAttribArray; procs->glVertexAttribPointer = (FF_PFNGLVERTEXATTRIBPOINTERPROC) glVertexAttribPointer; return 0; } #else static int av_cold opengl_load_procedures(OpenGLContext *opengl) { FFOpenGLFunctions *procs = &opengl->glprocs; #if HAVE_GLXGETPROCADDRESS #define SelectedGetProcAddress glXGetProcAddress #elif HAVE_WGLGETPROCADDRESS #define SelectedGetProcAddress wglGetProcAddress #endif #define LOAD_OPENGL_FUN(name, type) \ procs->name = (type)SelectedGetProcAddress(#name); \ if (!procs->name) { \ av_log(opengl, AV_LOG_ERROR, "Cannot load OpenGL function: '%s'\n", #name); \ return AVERROR(ENOSYS); \ } #if CONFIG_SDL2 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) LOAD_OPENGL_FUN(glBufferData, FF_PFNGLBUFFERDATAPROC) LOAD_OPENGL_FUN(glBindBuffer, FF_PFNGLBINDBUFFERPROC) LOAD_OPENGL_FUN(glGetAttribLocation, FF_PFNGLGETATTRIBLOCATIONPROC) LOAD_OPENGL_FUN(glGetUniformLocation, FF_PFNGLGETUNIFORMLOCATIONPROC) LOAD_OPENGL_FUN(glUniform1f, FF_PFNGLUNIFORM1FPROC) LOAD_OPENGL_FUN(glUniform1i, FF_PFNGLUNIFORM1IPROC) LOAD_OPENGL_FUN(glUniformMatrix4fv, FF_PFNGLUNIFORMMATRIX4FVPROC) LOAD_OPENGL_FUN(glCreateProgram, FF_PFNGLCREATEPROGRAMPROC) LOAD_OPENGL_FUN(glDeleteProgram, FF_PFNGLDELETEPROGRAMPROC) LOAD_OPENGL_FUN(glUseProgram, FF_PFNGLUSEPROGRAMPROC) LOAD_OPENGL_FUN(glLinkProgram, FF_PFNGLLINKPROGRAMPROC) LOAD_OPENGL_FUN(glGetProgramiv, FF_PFNGLGETPROGRAMIVPROC) LOAD_OPENGL_FUN(glGetProgramInfoLog, FF_PFNGLGETPROGRAMINFOLOGPROC) LOAD_OPENGL_FUN(glAttachShader, FF_PFNGLATTACHSHADERPROC) LOAD_OPENGL_FUN(glCreateShader, FF_PFNGLCREATESHADERPROC) LOAD_OPENGL_FUN(glDeleteShader, FF_PFNGLDELETESHADERPROC) LOAD_OPENGL_FUN(glCompileShader, FF_PFNGLCOMPILESHADERPROC) LOAD_OPENGL_FUN(glShaderSource, FF_PFNGLSHADERSOURCEPROC) LOAD_OPENGL_FUN(glGetShaderiv, FF_PFNGLGETSHADERIVPROC) LOAD_OPENGL_FUN(glGetShaderInfoLog, FF_PFNGLGETSHADERINFOLOGPROC) LOAD_OPENGL_FUN(glEnableVertexAttribArray, FF_PFNGLENABLEVERTEXATTRIBARRAYPROC) LOAD_OPENGL_FUN(glVertexAttribPointer, FF_PFNGLVERTEXATTRIBPOINTERPROC) return 0; #undef SelectedGetProcAddress #undef LOAD_OPENGL_FUN } #endif 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 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; float tab = top + bottom; float tsb = top - bottom; float fan = farZ + nearZ; float fsn = farZ - nearZ; memset(matrix, 0, 16 * sizeof(float)); matrix[0] = 2.0f / rsl; matrix[5] = 2.0f / tsb; matrix[10] = -2.0f / fsn; matrix[12] = -ral / rsl; matrix[13] = -tab / tsb; matrix[14] = -fan / fsn; matrix[15] = 1.0f; } static av_cold int opengl_read_limits(OpenGLContext *opengl) { static const struct{ const char *extension; int major; int minor; } required_extensions[] = { { "GL_ARB_multitexture", 1, 3 }, { "GL_ARB_vertex_buffer_object", 1, 5 }, //GLX_ARB_vertex_buffer_object { "GL_ARB_vertex_shader", 2, 0 }, { "GL_ARB_fragment_shader", 2, 0 }, { "GL_ARB_shader_objects", 2, 0 }, { NULL, 0, 0 } }; int i, major, minor; const char *extensions, *version; version = glGetString(GL_VERSION); extensions = glGetString(GL_EXTENSIONS); av_log(opengl, AV_LOG_DEBUG, "OpenGL version: %s\n", version); sscanf(version, "%d.%d", &major, &minor); for (i = 0; required_extensions[i].extension; i++) { if (major < required_extensions[i].major && (major == required_extensions[i].major && minor < required_extensions[i].minor) && !strstr(extensions, required_extensions[i].extension)) { av_log(opengl, AV_LOG_ERROR, "Required extension %s is not supported.\n", required_extensions[i].extension); av_log(opengl, AV_LOG_DEBUG, "Supported extensions are: %s\n", extensions); return AVERROR(ENOSYS); } } glGetIntegerv(GL_MAX_TEXTURE_SIZE, &opengl->max_texture_size); glGetIntegerv(GL_MAX_VIEWPORT_DIMS, &opengl->max_viewport_width); opengl->non_pow_2_textures = major >= 2 || strstr(extensions, "GL_ARB_texture_non_power_of_two"); #if defined(GL_ES_VERSION_2_0) opengl->unpack_subimage = !!strstr(extensions, "GL_EXT_unpack_subimage"); #else opengl->unpack_subimage = 1; #endif av_log(opengl, AV_LOG_DEBUG, "Non Power of 2 textures support: %s\n", opengl->non_pow_2_textures ? "Yes" : "No"); av_log(opengl, AV_LOG_DEBUG, "Unpack Subimage extension support: %s\n", opengl->unpack_subimage ? "Yes" : "No"); av_log(opengl, AV_LOG_DEBUG, "Max texture size: %dx%d\n", opengl->max_texture_size, opengl->max_texture_size); av_log(opengl, AV_LOG_DEBUG, "Max viewport size: %dx%d\n", opengl->max_viewport_width, opengl->max_viewport_height); OPENGL_ERROR_CHECK(opengl); return 0; fail: return AVERROR_EXTERNAL; } static const char* opengl_get_fragment_shader_code(enum AVPixelFormat format) { 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 int opengl_type_size(GLenum type) { switch(type) { case GL_UNSIGNED_SHORT: case FF_GL_UNSIGNED_SHORT_1_5_5_5_REV: case GL_UNSIGNED_SHORT_5_6_5: return 2; case GL_UNSIGNED_BYTE: case FF_GL_UNSIGNED_BYTE_3_3_2: case FF_GL_UNSIGNED_BYTE_2_3_3_REV: default: break; } return 1; } static av_cold void opengl_get_texture_params(OpenGLContext *opengl) { 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; } } } static void opengl_compute_display_area(AVFormatContext *s) { AVRational sar, dar; /* sample and display aspect ratios */ OpenGLContext *opengl = s->priv_data; AVStream *st = s->streams[0]; AVCodecParameters *par = st->codecpar; /* compute overlay width and height from the codec context information */ sar = st->sample_aspect_ratio.num ? st->sample_aspect_ratio : (AVRational){ 1, 1 }; dar = av_mul_q(sar, (AVRational){ par->width, par->height }); /* we suppose the screen has a 1/1 sample aspect ratio */ /* fit in the window */ if (av_cmp_q(dar, (AVRational){ opengl->window_width, opengl->window_height }) > 0) { /* fit in width */ opengl->picture_width = opengl->window_width; opengl->picture_height = av_rescale(opengl->picture_width, dar.den, dar.num); } else { /* fit in height */ opengl->picture_height = opengl->window_height; opengl->picture_width = av_rescale(opengl->picture_height, dar.num, dar.den); } } static av_cold void opengl_get_texture_size(OpenGLContext *opengl, int in_width, int in_height, int *out_width, int *out_height) { if (opengl->non_pow_2_textures) { *out_width = in_width; *out_height = in_height; } else { int max = FFMIN(FFMAX(in_width, in_height), opengl->max_texture_size); unsigned power_of_2 = 1; while (power_of_2 < max) power_of_2 *= 2; *out_height = power_of_2; *out_width = power_of_2; av_log(opengl, AV_LOG_DEBUG, "Texture size calculated from %dx%d into %dx%d\n", in_width, in_height, *out_width, *out_height); } } static av_cold void opengl_fill_color_map(OpenGLContext *opengl) { const AVPixFmtDescriptor *desc; int shift; enum AVPixelFormat pix_fmt = opengl->pix_fmt; /* We need order of components, not exact position, some minor HACKs here */ if (pix_fmt == AV_PIX_FMT_RGB565 || pix_fmt == AV_PIX_FMT_BGR555 || pix_fmt == AV_PIX_FMT_BGR8 || pix_fmt == AV_PIX_FMT_RGB8) pix_fmt = AV_PIX_FMT_RGB24; else if (pix_fmt == AV_PIX_FMT_BGR565 || pix_fmt == AV_PIX_FMT_RGB555) pix_fmt = AV_PIX_FMT_BGR24; desc = av_pix_fmt_desc_get(pix_fmt); if (!(desc->flags & AV_PIX_FMT_FLAG_RGB)) return; #define FILL_COMPONENT(i) { \ shift = (desc->comp[i].depth - 1) >> 3; \ opengl->color_map[(i << 2) + (desc->comp[i].offset >> shift)] = 1.0; \ } memset(opengl->color_map, 0, sizeof(opengl->color_map)); FILL_COMPONENT(0); FILL_COMPONENT(1); FILL_COMPONENT(2); if (desc->flags & AV_PIX_FMT_FLAG_ALPHA) FILL_COMPONENT(3); #undef FILL_COMPONENT } static av_cold GLuint opengl_load_shader(OpenGLContext *opengl, GLenum type, const char *source) { GLuint shader = opengl->glprocs.glCreateShader(type); GLint result; if (!shader) { av_log(opengl, AV_LOG_ERROR, "glCreateShader() failed\n"); return 0; } opengl->glprocs.glShaderSource(shader, 1, &source, NULL); opengl->glprocs.glCompileShader(shader); opengl->glprocs.glGetShaderiv(shader, FF_GL_COMPILE_STATUS, &result); if (!result) { char *log; opengl->glprocs.glGetShaderiv(shader, FF_GL_INFO_LOG_LENGTH, &result); if (result) { if ((log = av_malloc(result))) { opengl->glprocs.glGetShaderInfoLog(shader, result, NULL, log); av_log(opengl, AV_LOG_ERROR, "Compile error: %s\n", log); av_free(log); } } goto fail; } OPENGL_ERROR_CHECK(opengl); return shader; fail: opengl->glprocs.glDeleteShader(shader); return 0; } static av_cold int opengl_compile_shaders(OpenGLContext *opengl, enum AVPixelFormat pix_fmt) { GLint result; const char *fragment_shader_code = opengl_get_fragment_shader_code(pix_fmt); if (!fragment_shader_code) { av_log(opengl, AV_LOG_ERROR, "Provided pixel format '%s' is not supported\n", av_get_pix_fmt_name(pix_fmt)); return AVERROR(EINVAL); } 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; } 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; } opengl->program = opengl->glprocs.glCreateProgram(); if (!opengl->program) goto fail; 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); if (!result) { char *log; opengl->glprocs.glGetProgramiv(opengl->program, FF_GL_INFO_LOG_LENGTH, &result); if (result) { log = av_malloc(result); if (!log) goto fail; opengl->glprocs.glGetProgramInfoLog(opengl->program, result, NULL, log); av_log(opengl, AV_LOG_ERROR, "Link error: %s\n", log); av_free(log); } goto fail; } opengl->position_attrib = opengl->glprocs.glGetAttribLocation(opengl->program, "a_position"); opengl->texture_coords_attrib = opengl->glprocs.glGetAttribLocation(opengl->program, "a_textureCoords"); opengl->projection_matrix_location = opengl->glprocs.glGetUniformLocation(opengl->program, "u_projectionMatrix"); opengl->model_view_matrix_location = opengl->glprocs.glGetUniformLocation(opengl->program, "u_modelViewMatrix"); opengl->color_map_location = opengl->glprocs.glGetUniformLocation(opengl->program, "u_colorMap"); opengl->texture_location[0] = opengl->glprocs.glGetUniformLocation(opengl->program, "u_texture0"); opengl->texture_location[1] = opengl->glprocs.glGetUniformLocation(opengl->program, "u_texture1"); opengl->texture_location[2] = opengl->glprocs.glGetUniformLocation(opengl->program, "u_texture2"); opengl->texture_location[3] = opengl->glprocs.glGetUniformLocation(opengl->program, "u_texture3"); opengl->chroma_div_w_location = opengl->glprocs.glGetUniformLocation(opengl->program, "u_chroma_div_w"); opengl->chroma_div_h_location = opengl->glprocs.glGetUniformLocation(opengl->program, "u_chroma_div_h"); OPENGL_ERROR_CHECK(opengl); return 0; fail: opengl->glprocs.glDeleteShader(opengl->vertex_shader); opengl->glprocs.glDeleteShader(opengl->fragment_shader); opengl->glprocs.glDeleteProgram(opengl->program); opengl->fragment_shader = opengl->vertex_shader = opengl->program = 0; return AVERROR_EXTERNAL; } static av_cold int opengl_configure_texture(OpenGLContext *opengl, GLuint texture, GLsizei width, GLsizei height) { if (texture) { int new_width, new_height; opengl_get_texture_size(opengl, width, height, &new_width, &new_height); glBindTexture(GL_TEXTURE_2D, texture); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexImage2D(GL_TEXTURE_2D, 0, opengl->format, new_width, new_height, 0, opengl->format, opengl->type, NULL); OPENGL_ERROR_CHECK(NULL); } return 0; fail: return AVERROR_EXTERNAL; } static av_cold int opengl_prepare_vertex(AVFormatContext *s) { OpenGLContext *opengl = s->priv_data; int tex_w, tex_h; if (opengl->window_width > opengl->max_viewport_width || opengl->window_height > opengl->max_viewport_height) { opengl->window_width = FFMIN(opengl->window_width, opengl->max_viewport_width); opengl->window_height = FFMIN(opengl->window_height, opengl->max_viewport_height); av_log(opengl, AV_LOG_WARNING, "Too big viewport requested, limited to %dx%d", opengl->window_width, opengl->window_height); } glViewport(0, 0, opengl->window_width, opengl->window_height); opengl_make_ortho(opengl->projection_matrix, - (float)opengl->window_width / 2.0f, (float)opengl->window_width / 2.0f, - (float)opengl->window_height / 2.0f, (float)opengl->window_height / 2.0f, 1.0f, -1.0f); opengl_make_identity(opengl->model_view_matrix); opengl_compute_display_area(s); opengl->vertex[0].z = opengl->vertex[1].z = opengl->vertex[2].z = opengl->vertex[3].z = 0.0f; opengl->vertex[0].x = opengl->vertex[1].x = - (float)opengl->picture_width / 2.0f; opengl->vertex[2].x = opengl->vertex[3].x = (float)opengl->picture_width / 2.0f; opengl->vertex[1].y = opengl->vertex[2].y = - (float)opengl->picture_height / 2.0f; opengl->vertex[0].y = opengl->vertex[3].y = (float)opengl->picture_height / 2.0f; opengl_get_texture_size(opengl, opengl->width, opengl->height, &tex_w, &tex_h); opengl->vertex[0].s0 = 0.0f; opengl->vertex[0].t0 = 0.0f; opengl->vertex[1].s0 = 0.0f; opengl->vertex[1].t0 = (float)opengl->height / (float)tex_h; opengl->vertex[2].s0 = (float)opengl->width / (float)tex_w; opengl->vertex[2].t0 = (float)opengl->height / (float)tex_h; opengl->vertex[3].s0 = (float)opengl->width / (float)tex_w; opengl->vertex[3].t0 = 0.0f; opengl->glprocs.glBindBuffer(FF_GL_ARRAY_BUFFER, opengl->vertex_buffer); opengl->glprocs.glBufferData(FF_GL_ARRAY_BUFFER, sizeof(opengl->vertex), opengl->vertex, FF_GL_STATIC_DRAW); opengl->glprocs.glBindBuffer(FF_GL_ARRAY_BUFFER, 0); OPENGL_ERROR_CHECK(opengl); return 0; fail: return AVERROR_EXTERNAL; } static int opengl_prepare(OpenGLContext *opengl) { int i; opengl->glprocs.glUseProgram(opengl->program); opengl->glprocs.glUniformMatrix4fv(opengl->projection_matrix_location, 1, GL_FALSE, opengl->projection_matrix); opengl->glprocs.glUniformMatrix4fv(opengl->model_view_matrix_location, 1, GL_FALSE, opengl->model_view_matrix); for (i = 0; i < 4; i++) if (opengl->texture_location[i] != -1) { opengl->glprocs.glActiveTexture(GL_TEXTURE0 + i); glBindTexture(GL_TEXTURE_2D, opengl->texture_name[i]); opengl->glprocs.glUniform1i(opengl->texture_location[i], i); } if (opengl->color_map_location != -1) opengl->glprocs.glUniformMatrix4fv(opengl->color_map_location, 1, GL_FALSE, opengl->color_map); if (opengl->chroma_div_h_location != -1) opengl->glprocs.glUniform1f(opengl->chroma_div_h_location, opengl->chroma_div_h); if (opengl->chroma_div_w_location != -1) opengl->glprocs.glUniform1f(opengl->chroma_div_w_location, opengl->chroma_div_w); OPENGL_ERROR_CHECK(opengl); return 0; fail: return AVERROR_EXTERNAL; } static int opengl_create_window(AVFormatContext *h) { OpenGLContext *opengl = h->priv_data; int ret; if (!opengl->no_window) { #if CONFIG_SDL2 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 { AVDeviceRect message; message.x = message.y = 0; message.width = opengl->window_width; message.height = opengl->window_height; if ((ret = avdevice_dev_to_app_control_message(h, AV_DEV_TO_APP_CREATE_WINDOW_BUFFER, &message , sizeof(message))) < 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 CONFIG_SDL2 SDL_GL_DeleteContext(opengl->glcontext); SDL_DestroyWindow(opengl->window); SDL_Quit(); #endif } 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; } static av_cold int opengl_init_context(OpenGLContext *opengl) { int i, ret; const AVPixFmtDescriptor *desc; if ((ret = opengl_compile_shaders(opengl, opengl->pix_fmt)) < 0) goto fail; desc = av_pix_fmt_desc_get(opengl->pix_fmt); av_assert0(desc->nb_components > 0 && desc->nb_components <= 4); glGenTextures(desc->nb_components, opengl->texture_name); opengl->glprocs.glGenBuffers(2, &opengl->index_buffer); if (!opengl->index_buffer || !opengl->vertex_buffer) { av_log(opengl, AV_LOG_ERROR, "Buffer generation failed.\n"); ret = AVERROR_EXTERNAL; goto fail; } opengl_configure_texture(opengl, opengl->texture_name[0], opengl->width, opengl->height); if (desc->nb_components > 1) { int has_alpha = desc->flags & AV_PIX_FMT_FLAG_ALPHA; int num_planes = desc->nb_components - (has_alpha ? 1 : 0); if (opengl->non_pow_2_textures) { opengl->chroma_div_w = 1.0f; opengl->chroma_div_h = 1.0f; } else { opengl->chroma_div_w = 1 << desc->log2_chroma_w; opengl->chroma_div_h = 1 << desc->log2_chroma_h; } for (i = 1; i < num_planes; i++) if (opengl->non_pow_2_textures) opengl_configure_texture(opengl, opengl->texture_name[i], AV_CEIL_RSHIFT(opengl->width, desc->log2_chroma_w), AV_CEIL_RSHIFT(opengl->height, desc->log2_chroma_h)); else opengl_configure_texture(opengl, opengl->texture_name[i], opengl->width, opengl->height); if (has_alpha) opengl_configure_texture(opengl, opengl->texture_name[3], opengl->width, opengl->height); } opengl->glprocs.glBindBuffer(FF_GL_ELEMENT_ARRAY_BUFFER, opengl->index_buffer); opengl->glprocs.glBufferData(FF_GL_ELEMENT_ARRAY_BUFFER, sizeof(g_index), g_index, FF_GL_STATIC_DRAW); opengl->glprocs.glBindBuffer(FF_GL_ELEMENT_ARRAY_BUFFER, 0); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glClearColor((float)opengl->background[0] / 255.0f, (float)opengl->background[1] / 255.0f, (float)opengl->background[2] / 255.0f, 1.0f); ret = AVERROR_EXTERNAL; OPENGL_ERROR_CHECK(opengl); return 0; fail: return ret; } static av_cold int opengl_write_header(AVFormatContext *h) { OpenGLContext *opengl = h->priv_data; AVStream *st; int ret; if (h->nb_streams != 1 || h->streams[0]->codecpar->codec_type != AVMEDIA_TYPE_VIDEO || h->streams[0]->codecpar->codec_id != AV_CODEC_ID_RAWVIDEO) { av_log(opengl, AV_LOG_ERROR, "Only a single video stream is supported.\n"); return AVERROR(EINVAL); } st = h->streams[0]; opengl->width = st->codecpar->width; opengl->height = st->codecpar->height; opengl->pix_fmt = st->codecpar->format; if (!opengl->window_width) opengl->window_width = opengl->width; if (!opengl->window_height) opengl->window_height = opengl->height; if (!opengl->window_title && !opengl->no_window) opengl->window_title = av_strdup(h->url); if ((ret = opengl_create_window(h))) goto fail; if ((ret = opengl_read_limits(opengl)) < 0) goto fail; if (opengl->width > opengl->max_texture_size || opengl->height > opengl->max_texture_size) { av_log(opengl, AV_LOG_ERROR, "Too big picture %dx%d, max supported size is %dx%d\n", opengl->width, opengl->height, opengl->max_texture_size, opengl->max_texture_size); ret = AVERROR(EINVAL); goto fail; } if ((ret = opengl_load_procedures(opengl)) < 0) goto fail; opengl_fill_color_map(opengl); opengl_get_texture_params(opengl); if ((ret = opengl_init_context(opengl)) < 0) goto fail; if ((ret = opengl_prepare_vertex(h)) < 0) goto fail; glClear(GL_COLOR_BUFFER_BIT); #if CONFIG_SDL2 if (!opengl->no_window) SDL_GL_SwapWindow(opengl->window); #endif if (opengl->no_window && (ret = avdevice_dev_to_app_control_message(h, AV_DEV_TO_APP_DISPLAY_WINDOW_BUFFER, NULL , 0)) < 0) { av_log(opengl, AV_LOG_ERROR, "Application failed to display window buffer.\n"); goto fail; } ret = AVERROR_EXTERNAL; OPENGL_ERROR_CHECK(opengl); opengl->inited = 1; return 0; fail: opengl_write_trailer(h); return ret; } static uint8_t* opengl_get_plane_pointer(OpenGLContext *opengl, AVPacket *pkt, int comp_index, const AVPixFmtDescriptor *desc) { uint8_t *data = pkt->data; int wordsize = opengl_type_size(opengl->type); int width_chroma = AV_CEIL_RSHIFT(opengl->width, desc->log2_chroma_w); int height_chroma = AV_CEIL_RSHIFT(opengl->height, desc->log2_chroma_h); int plane = desc->comp[comp_index].plane; switch(plane) { case 0: break; case 1: data += opengl->width * opengl->height * wordsize; break; case 2: data += opengl->width * opengl->height * wordsize; data += width_chroma * height_chroma * wordsize; break; case 3: data += opengl->width * opengl->height * wordsize; data += 2 * width_chroma * height_chroma * wordsize; break; default: return NULL; } return data; } #define LOAD_TEXTURE_DATA(comp_index, sub) \ { \ int width = sub ? AV_CEIL_RSHIFT(opengl->width, desc->log2_chroma_w) : opengl->width; \ int height = sub ? AV_CEIL_RSHIFT(opengl->height, desc->log2_chroma_h): opengl->height; \ uint8_t *data; \ int plane = desc->comp[comp_index].plane; \ \ glBindTexture(GL_TEXTURE_2D, opengl->texture_name[comp_index]); \ if (!is_pkt) { \ GLint length = ((AVFrame *)input)->linesize[plane]; \ int bytes_per_pixel = opengl_type_size(opengl->type); \ if (!(desc->flags & AV_PIX_FMT_FLAG_PLANAR)) \ bytes_per_pixel *= desc->nb_components; \ data = ((AVFrame *)input)->data[plane]; \ if (!(length % bytes_per_pixel) && \ (opengl->unpack_subimage || ((length / bytes_per_pixel) == width))) { \ length /= bytes_per_pixel; \ if (length != width) \ glPixelStorei(FF_GL_UNPACK_ROW_LENGTH, length); \ glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, \ opengl->format, opengl->type, data); \ if (length != width) \ glPixelStorei(FF_GL_UNPACK_ROW_LENGTH, 0); \ } else { \ int h; \ for (h = 0; h < height; h++) { \ glTexSubImage2D(GL_TEXTURE_2D, 0, 0, h, width, 1, \ opengl->format, opengl->type, data); \ data += length; \ } \ } \ } else { \ data = opengl_get_plane_pointer(opengl, input, comp_index, desc); \ glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, \ opengl->format, opengl->type, data); \ } \ } static int opengl_draw(AVFormatContext *h, void *input, int repaint, int is_pkt) { OpenGLContext *opengl = h->priv_data; enum AVPixelFormat pix_fmt = h->streams[0]->codecpar->format; const AVPixFmtDescriptor *desc = av_pix_fmt_desc_get(pix_fmt); int ret; #if CONFIG_SDL2 if (!opengl->no_window && (ret = opengl_sdl_process_events(h)) < 0) goto fail; #endif if (opengl->no_window && (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; } glClear(GL_COLOR_BUFFER_BIT); if (!repaint) { if (is_pkt) glPixelStorei(GL_UNPACK_ALIGNMENT, 1); LOAD_TEXTURE_DATA(0, 0) if (desc->flags & AV_PIX_FMT_FLAG_PLANAR) { LOAD_TEXTURE_DATA(1, 1) LOAD_TEXTURE_DATA(2, 1) if (desc->flags & AV_PIX_FMT_FLAG_ALPHA) LOAD_TEXTURE_DATA(3, 0) } } ret = AVERROR_EXTERNAL; OPENGL_ERROR_CHECK(opengl); if ((ret = opengl_prepare(opengl)) < 0) goto fail; opengl->glprocs.glBindBuffer(FF_GL_ARRAY_BUFFER, opengl->vertex_buffer); opengl->glprocs.glBindBuffer(FF_GL_ELEMENT_ARRAY_BUFFER, opengl->index_buffer); opengl->glprocs.glVertexAttribPointer(opengl->position_attrib, 3, GL_FLOAT, GL_FALSE, sizeof(OpenGLVertexInfo), 0); opengl->glprocs.glEnableVertexAttribArray(opengl->position_attrib); opengl->glprocs.glVertexAttribPointer(opengl->texture_coords_attrib, 2, GL_FLOAT, GL_FALSE, sizeof(OpenGLVertexInfo), 12); opengl->glprocs.glEnableVertexAttribArray(opengl->texture_coords_attrib); glDrawElements(GL_TRIANGLES, FF_ARRAY_ELEMS(g_index), GL_UNSIGNED_SHORT, 0); ret = AVERROR_EXTERNAL; OPENGL_ERROR_CHECK(opengl); #if CONFIG_SDL2 if (!opengl->no_window) SDL_GL_SwapWindow(opengl->window); #endif if (opengl->no_window && (ret = avdevice_dev_to_app_control_message(h, AV_DEV_TO_APP_DISPLAY_WINDOW_BUFFER, NULL , 0)) < 0) { av_log(opengl, AV_LOG_ERROR, "Application failed to display window buffer.\n"); goto fail; } return 0; fail: return ret; } static int opengl_write_packet(AVFormatContext *h, AVPacket *pkt) { return opengl_draw(h, pkt, 0, 1); } static int opengl_write_frame(AVFormatContext *h, int stream_index, AVFrame **frame, unsigned flags) { if ((flags & AV_WRITE_UNCODED_FRAME_QUERY)) return 0; return opengl_draw(h, *frame, 0, 0); } #define OFFSET(x) offsetof(OpenGLContext, x) #define ENC AV_OPT_FLAG_ENCODING_PARAM static const AVOption options[] = { { "background", "set background color", OFFSET(background), AV_OPT_TYPE_COLOR, {.str = "black"}, CHAR_MIN, CHAR_MAX, ENC }, { "no_window", "disable default window", OFFSET(no_window), AV_OPT_TYPE_INT, {.i64 = 0}, INT_MIN, INT_MAX, ENC }, { "window_title", "set window title", OFFSET(window_title), AV_OPT_TYPE_STRING, {.str = NULL}, 0, 0, ENC }, { "window_size", "set window size", OFFSET(window_width), AV_OPT_TYPE_IMAGE_SIZE, {.str = NULL}, 0, 0, ENC }, { NULL } }; static const AVClass opengl_class = { .class_name = "opengl outdev", .item_name = av_default_item_name, .option = options, .version = LIBAVUTIL_VERSION_INT, .category = AV_CLASS_CATEGORY_DEVICE_VIDEO_OUTPUT, }; AVOutputFormat ff_opengl_muxer = { .name = "opengl", .long_name = NULL_IF_CONFIG_SMALL("OpenGL output"), .priv_data_size = sizeof(OpenGLContext), .audio_codec = AV_CODEC_ID_NONE, .video_codec = AV_CODEC_ID_RAWVIDEO, .write_header = opengl_write_header, .write_packet = opengl_write_packet, .write_uncoded_frame = opengl_write_frame, .write_trailer = opengl_write_trailer, .control_message = opengl_control_message, .flags = AVFMT_NOFILE | AVFMT_VARIABLE_FPS | AVFMT_NOTIMESTAMPS, .priv_class = &opengl_class, };