opengl_enc.c 55 KB

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