opengl_enc.c 56 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 <stddef.h>
  27. #include "config.h"
  28. #if HAVE_WINDOWS_H
  29. #include <windows.h>
  30. #endif
  31. #if HAVE_OPENGL_GL3_H
  32. #include <OpenGL/gl3.h>
  33. #elif HAVE_ES2_GL_H
  34. #include <ES2/gl.h>
  35. #else
  36. #include <GL/gl.h>
  37. #include <GL/glext.h>
  38. #endif
  39. #if HAVE_GLXGETPROCADDRESS
  40. #include <GL/glx.h>
  41. #endif
  42. #if CONFIG_SDL2
  43. #include <SDL.h>
  44. #endif
  45. #include "libavutil/common.h"
  46. #include "libavutil/frame.h"
  47. #include "libavutil/mem.h"
  48. #include "libavutil/pixdesc.h"
  49. #include "libavutil/log.h"
  50. #include "libavutil/opt.h"
  51. #include "libavutil/avassert.h"
  52. #include "libavformat/avformat.h"
  53. #include "libavformat/internal.h"
  54. #include "libavformat/mux.h"
  55. #include "libavdevice/avdevice.h"
  56. #include "opengl_enc_shaders.h"
  57. #ifndef APIENTRY
  58. #define APIENTRY
  59. #endif
  60. /* FF_GL_RED_COMPONENT is used for planar pixel types.
  61. * Only red component is sampled in shaders.
  62. * On some platforms GL_RED is not available and GL_LUMINANCE have to be used,
  63. * but since OpenGL 3.0 GL_LUMINANCE is deprecated.
  64. * GL_RED produces RGBA = value, 0, 0, 1.
  65. * GL_LUMINANCE produces RGBA = value, value, value, 1.
  66. * Note: GL_INTENSITY may also be used which produce RGBA = value, value, value, value. */
  67. #if defined(GL_RED)
  68. #define FF_GL_RED_COMPONENT GL_RED
  69. #elif defined(GL_LUMINANCE)
  70. #define FF_GL_RED_COMPONENT GL_LUMINANCE
  71. #else
  72. #define FF_GL_RED_COMPONENT 0x1903; //GL_RED
  73. #endif
  74. /* Constants not defined for iOS */
  75. #define FF_GL_UNSIGNED_BYTE_3_3_2 0x8032
  76. #define FF_GL_UNSIGNED_BYTE_2_3_3_REV 0x8362
  77. #define FF_GL_UNSIGNED_SHORT_1_5_5_5_REV 0x8366
  78. #define FF_GL_UNPACK_ROW_LENGTH 0x0CF2
  79. /* MinGW exposes only OpenGL 1.1 API */
  80. #define FF_GL_ARRAY_BUFFER 0x8892
  81. #define FF_GL_ELEMENT_ARRAY_BUFFER 0x8893
  82. #define FF_GL_STATIC_DRAW 0x88E4
  83. #define FF_GL_FRAGMENT_SHADER 0x8B30
  84. #define FF_GL_VERTEX_SHADER 0x8B31
  85. #define FF_GL_COMPILE_STATUS 0x8B81
  86. #define FF_GL_LINK_STATUS 0x8B82
  87. #define FF_GL_INFO_LOG_LENGTH 0x8B84
  88. typedef void (APIENTRY *FF_PFNGLACTIVETEXTUREPROC) (GLenum texture);
  89. typedef void (APIENTRY *FF_PFNGLGENBUFFERSPROC) (GLsizei n, GLuint *buffers);
  90. typedef void (APIENTRY *FF_PFNGLDELETEBUFFERSPROC) (GLsizei n, const GLuint *buffers);
  91. typedef void (APIENTRY *FF_PFNGLBUFFERDATAPROC) (GLenum target, ptrdiff_t size, const GLvoid *data, GLenum usage);
  92. typedef void (APIENTRY *FF_PFNGLBINDBUFFERPROC) (GLenum target, GLuint buffer);
  93. typedef GLint (APIENTRY *FF_PFNGLGETATTRIBLOCATIONPROC) (GLuint program, const char *name);
  94. typedef void (APIENTRY *FF_PFNGLENABLEVERTEXATTRIBARRAYPROC) (GLuint index);
  95. typedef void (APIENTRY *FF_PFNGLVERTEXATTRIBPOINTERPROC) (GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, uintptr_t pointer);
  96. typedef GLint (APIENTRY *FF_PFNGLGETUNIFORMLOCATIONPROC) (GLuint program, const char *name);
  97. typedef void (APIENTRY *FF_PFNGLUNIFORM1FPROC) (GLint location, GLfloat v0);
  98. typedef void (APIENTRY *FF_PFNGLUNIFORM1IPROC) (GLint location, GLint v0);
  99. typedef void (APIENTRY *FF_PFNGLUNIFORMMATRIX4FVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
  100. typedef GLuint (APIENTRY *FF_PFNGLCREATEPROGRAMPROC) (void);
  101. typedef void (APIENTRY *FF_PFNGLDELETEPROGRAMPROC) (GLuint program);
  102. typedef void (APIENTRY *FF_PFNGLUSEPROGRAMPROC) (GLuint program);
  103. typedef void (APIENTRY *FF_PFNGLLINKPROGRAMPROC) (GLuint program);
  104. typedef void (APIENTRY *FF_PFNGLGETPROGRAMIVPROC) (GLuint program, GLenum pname, GLint *params);
  105. typedef void (APIENTRY *FF_PFNGLGETPROGRAMINFOLOGPROC) (GLuint program, GLsizei bufSize, GLsizei *length, char *infoLog);
  106. typedef void (APIENTRY *FF_PFNGLATTACHSHADERPROC) (GLuint program, GLuint shader);
  107. typedef GLuint (APIENTRY *FF_PFNGLCREATESHADERPROC) (GLenum type);
  108. typedef void (APIENTRY *FF_PFNGLDELETESHADERPROC) (GLuint shader);
  109. typedef void (APIENTRY *FF_PFNGLCOMPILESHADERPROC) (GLuint shader);
  110. typedef void (APIENTRY *FF_PFNGLSHADERSOURCEPROC) (GLuint shader, GLsizei count, const char* *string, const GLint *length);
  111. typedef void (APIENTRY *FF_PFNGLGETSHADERIVPROC) (GLuint shader, GLenum pname, GLint *params);
  112. typedef void (APIENTRY *FF_PFNGLGETSHADERINFOLOGPROC) (GLuint shader, GLsizei bufSize, GLsizei *length, char *infoLog);
  113. typedef struct FFOpenGLFunctions {
  114. FF_PFNGLACTIVETEXTUREPROC glActiveTexture; //Require GL ARB multitexture
  115. FF_PFNGLGENBUFFERSPROC glGenBuffers; //Require GL_ARB_vertex_buffer_object
  116. FF_PFNGLDELETEBUFFERSPROC glDeleteBuffers; //Require GL_ARB_vertex_buffer_object
  117. FF_PFNGLBUFFERDATAPROC glBufferData; //Require GL_ARB_vertex_buffer_object
  118. FF_PFNGLBINDBUFFERPROC glBindBuffer; //Require GL_ARB_vertex_buffer_object
  119. FF_PFNGLGETATTRIBLOCATIONPROC glGetAttribLocation; //Require GL_ARB_vertex_shader
  120. FF_PFNGLENABLEVERTEXATTRIBARRAYPROC glEnableVertexAttribArray; //Require GL_ARB_vertex_shader
  121. FF_PFNGLVERTEXATTRIBPOINTERPROC glVertexAttribPointer; //Require GL_ARB_vertex_shader
  122. FF_PFNGLGETUNIFORMLOCATIONPROC glGetUniformLocation; //Require GL_ARB_shader_objects
  123. FF_PFNGLUNIFORM1FPROC glUniform1f; //Require GL_ARB_shader_objects
  124. FF_PFNGLUNIFORM1IPROC glUniform1i; //Require GL_ARB_shader_objects
  125. FF_PFNGLUNIFORMMATRIX4FVPROC glUniformMatrix4fv; //Require GL_ARB_shader_objects
  126. FF_PFNGLCREATEPROGRAMPROC glCreateProgram; //Require GL_ARB_shader_objects
  127. FF_PFNGLDELETEPROGRAMPROC glDeleteProgram; //Require GL_ARB_shader_objects
  128. FF_PFNGLUSEPROGRAMPROC glUseProgram; //Require GL_ARB_shader_objects
  129. FF_PFNGLLINKPROGRAMPROC glLinkProgram; //Require GL_ARB_shader_objects
  130. FF_PFNGLGETPROGRAMIVPROC glGetProgramiv; //Require GL_ARB_shader_objects
  131. FF_PFNGLGETPROGRAMINFOLOGPROC glGetProgramInfoLog; //Require GL_ARB_shader_objects
  132. FF_PFNGLATTACHSHADERPROC glAttachShader; //Require GL_ARB_shader_objects
  133. FF_PFNGLCREATESHADERPROC glCreateShader; //Require GL_ARB_shader_objects
  134. FF_PFNGLDELETESHADERPROC glDeleteShader; //Require GL_ARB_shader_objects
  135. FF_PFNGLCOMPILESHADERPROC glCompileShader; //Require GL_ARB_shader_objects
  136. FF_PFNGLSHADERSOURCEPROC glShaderSource; //Require GL_ARB_shader_objects
  137. FF_PFNGLGETSHADERIVPROC glGetShaderiv; //Require GL_ARB_shader_objects
  138. FF_PFNGLGETSHADERINFOLOGPROC glGetShaderInfoLog; //Require GL_ARB_shader_objects
  139. } FFOpenGLFunctions;
  140. #define OPENGL_ERROR_CHECK(ctx) \
  141. {\
  142. GLenum err_code; \
  143. if ((err_code = glGetError()) != GL_NO_ERROR) { \
  144. av_log(ctx, AV_LOG_ERROR, "OpenGL error occurred in '%s', line %d: %d\n", __func__, __LINE__, err_code); \
  145. goto fail; \
  146. } \
  147. }\
  148. typedef struct OpenGLVertexInfo
  149. {
  150. float x, y, z; ///<Position
  151. float s0, t0; ///<Texture coords
  152. } OpenGLVertexInfo;
  153. /* defines 2 triangles to display */
  154. static const GLushort g_index[6] =
  155. {
  156. 0, 1, 2,
  157. 0, 3, 2,
  158. };
  159. typedef struct OpenGLContext {
  160. AVClass *class; ///< class for private options
  161. #if CONFIG_SDL2
  162. SDL_Window *window;
  163. SDL_GLContext glcontext;
  164. #endif
  165. FFOpenGLFunctions glprocs;
  166. int inited; ///< Set to 1 when write_header was successfully called.
  167. uint8_t background[4]; ///< Background color
  168. int no_window; ///< 0 for create default window
  169. char *window_title; ///< Title of the window
  170. /* OpenGL implementation limits */
  171. GLint max_texture_size; ///< Maximum texture size
  172. GLint max_viewport_width; ///< Maximum viewport size
  173. GLint max_viewport_height; ///< Maximum viewport size
  174. int non_pow_2_textures; ///< 1 when non power of 2 textures are supported
  175. int unpack_subimage; ///< 1 when GL_EXT_unpack_subimage is available
  176. /* Current OpenGL configuration */
  177. GLuint program; ///< Shader program
  178. GLuint vertex_shader; ///< Vertex shader
  179. GLuint fragment_shader; ///< Fragment shader for current pix_pmt
  180. GLuint texture_name[4]; ///< Textures' IDs
  181. GLuint index_buffer; ///< Index buffer
  182. GLuint vertex_buffer; ///< Vertex buffer
  183. OpenGLVertexInfo vertex[4]; ///< VBO
  184. GLint projection_matrix_location; ///< Uniforms' locations
  185. GLint model_view_matrix_location;
  186. GLint color_map_location;
  187. GLint chroma_div_w_location;
  188. GLint chroma_div_h_location;
  189. GLint texture_location[4];
  190. GLint position_attrib; ///< Attibutes' locations
  191. GLint texture_coords_attrib;
  192. GLfloat projection_matrix[16]; ///< Projection matrix
  193. GLfloat model_view_matrix[16]; ///< Modev view matrix
  194. GLfloat color_map[16]; ///< RGBA color map matrix
  195. GLfloat chroma_div_w; ///< Chroma subsampling w ratio
  196. GLfloat chroma_div_h; ///< Chroma subsampling h ratio
  197. /* Stream information */
  198. GLenum format;
  199. GLenum type;
  200. int width; ///< Stream width
  201. int height; ///< Stream height
  202. enum AVPixelFormat pix_fmt; ///< Stream pixel format
  203. int picture_width; ///< Rendered width
  204. int picture_height; ///< Rendered height
  205. int window_width;
  206. int window_height;
  207. int warned;
  208. } OpenGLContext;
  209. static const struct OpenGLFormatDesc {
  210. enum AVPixelFormat fixel_format;
  211. const char * const * fragment_shader;
  212. GLenum format;
  213. GLenum type;
  214. } opengl_format_desc[] = {
  215. { AV_PIX_FMT_YUV420P, &FF_OPENGL_FRAGMENT_SHADER_YUV_PLANAR, FF_GL_RED_COMPONENT, GL_UNSIGNED_BYTE },
  216. { AV_PIX_FMT_YUV444P, &FF_OPENGL_FRAGMENT_SHADER_YUV_PLANAR, FF_GL_RED_COMPONENT, GL_UNSIGNED_BYTE },
  217. { AV_PIX_FMT_YUV422P, &FF_OPENGL_FRAGMENT_SHADER_YUV_PLANAR, FF_GL_RED_COMPONENT, GL_UNSIGNED_BYTE },
  218. { AV_PIX_FMT_YUV410P, &FF_OPENGL_FRAGMENT_SHADER_YUV_PLANAR, FF_GL_RED_COMPONENT, GL_UNSIGNED_BYTE },
  219. { AV_PIX_FMT_YUV411P, &FF_OPENGL_FRAGMENT_SHADER_YUV_PLANAR, FF_GL_RED_COMPONENT, GL_UNSIGNED_BYTE },
  220. { AV_PIX_FMT_YUV440P, &FF_OPENGL_FRAGMENT_SHADER_YUV_PLANAR, FF_GL_RED_COMPONENT, GL_UNSIGNED_BYTE },
  221. { AV_PIX_FMT_YUV420P16, &FF_OPENGL_FRAGMENT_SHADER_YUV_PLANAR, FF_GL_RED_COMPONENT, GL_UNSIGNED_SHORT },
  222. { AV_PIX_FMT_YUV422P16, &FF_OPENGL_FRAGMENT_SHADER_YUV_PLANAR, FF_GL_RED_COMPONENT, GL_UNSIGNED_SHORT },
  223. { AV_PIX_FMT_YUV444P16, &FF_OPENGL_FRAGMENT_SHADER_YUV_PLANAR, FF_GL_RED_COMPONENT, GL_UNSIGNED_SHORT },
  224. { AV_PIX_FMT_YUVA420P, &FF_OPENGL_FRAGMENT_SHADER_YUVA_PLANAR, FF_GL_RED_COMPONENT, GL_UNSIGNED_BYTE },
  225. { AV_PIX_FMT_YUVA444P, &FF_OPENGL_FRAGMENT_SHADER_YUVA_PLANAR, FF_GL_RED_COMPONENT, GL_UNSIGNED_BYTE },
  226. { AV_PIX_FMT_YUVA422P, &FF_OPENGL_FRAGMENT_SHADER_YUVA_PLANAR, FF_GL_RED_COMPONENT, GL_UNSIGNED_BYTE },
  227. { AV_PIX_FMT_YUVA420P16, &FF_OPENGL_FRAGMENT_SHADER_YUVA_PLANAR, FF_GL_RED_COMPONENT, GL_UNSIGNED_SHORT },
  228. { AV_PIX_FMT_YUVA422P16, &FF_OPENGL_FRAGMENT_SHADER_YUVA_PLANAR, FF_GL_RED_COMPONENT, GL_UNSIGNED_SHORT },
  229. { AV_PIX_FMT_YUVA444P16, &FF_OPENGL_FRAGMENT_SHADER_YUVA_PLANAR, FF_GL_RED_COMPONENT, GL_UNSIGNED_SHORT },
  230. { AV_PIX_FMT_RGB24, &FF_OPENGL_FRAGMENT_SHADER_RGB_PACKET, GL_RGB, GL_UNSIGNED_BYTE },
  231. { AV_PIX_FMT_BGR24, &FF_OPENGL_FRAGMENT_SHADER_RGB_PACKET, GL_RGB, GL_UNSIGNED_BYTE },
  232. { AV_PIX_FMT_0RGB, &FF_OPENGL_FRAGMENT_SHADER_RGB_PACKET, GL_RGBA, GL_UNSIGNED_BYTE },
  233. { AV_PIX_FMT_RGB0, &FF_OPENGL_FRAGMENT_SHADER_RGB_PACKET, GL_RGBA, GL_UNSIGNED_BYTE },
  234. { AV_PIX_FMT_0BGR, &FF_OPENGL_FRAGMENT_SHADER_RGB_PACKET, GL_RGBA, GL_UNSIGNED_BYTE },
  235. { AV_PIX_FMT_BGR0, &FF_OPENGL_FRAGMENT_SHADER_RGB_PACKET, GL_RGBA, GL_UNSIGNED_BYTE },
  236. { AV_PIX_FMT_RGB565, &FF_OPENGL_FRAGMENT_SHADER_RGB_PACKET, GL_RGB, GL_UNSIGNED_SHORT_5_6_5 },
  237. { AV_PIX_FMT_BGR565, &FF_OPENGL_FRAGMENT_SHADER_RGB_PACKET, GL_RGB, GL_UNSIGNED_SHORT_5_6_5 },
  238. { AV_PIX_FMT_RGB555, &FF_OPENGL_FRAGMENT_SHADER_RGB_PACKET, GL_RGBA, FF_GL_UNSIGNED_SHORT_1_5_5_5_REV },
  239. { AV_PIX_FMT_BGR555, &FF_OPENGL_FRAGMENT_SHADER_RGB_PACKET, GL_RGBA, FF_GL_UNSIGNED_SHORT_1_5_5_5_REV },
  240. { AV_PIX_FMT_RGB8, &FF_OPENGL_FRAGMENT_SHADER_RGB_PACKET, GL_RGB, FF_GL_UNSIGNED_BYTE_3_3_2 },
  241. { AV_PIX_FMT_BGR8, &FF_OPENGL_FRAGMENT_SHADER_RGB_PACKET, GL_RGB, FF_GL_UNSIGNED_BYTE_2_3_3_REV },
  242. { AV_PIX_FMT_RGB48, &FF_OPENGL_FRAGMENT_SHADER_RGB_PACKET, GL_RGB, GL_UNSIGNED_SHORT },
  243. { AV_PIX_FMT_BGR48, &FF_OPENGL_FRAGMENT_SHADER_RGB_PACKET, GL_RGB, GL_UNSIGNED_SHORT },
  244. { AV_PIX_FMT_ARGB, &FF_OPENGL_FRAGMENT_SHADER_RGBA_PACKET, GL_RGBA, GL_UNSIGNED_BYTE },
  245. { AV_PIX_FMT_RGBA, &FF_OPENGL_FRAGMENT_SHADER_RGBA_PACKET, GL_RGBA, GL_UNSIGNED_BYTE },
  246. { AV_PIX_FMT_ABGR, &FF_OPENGL_FRAGMENT_SHADER_RGBA_PACKET, GL_RGBA, GL_UNSIGNED_BYTE },
  247. { AV_PIX_FMT_BGRA, &FF_OPENGL_FRAGMENT_SHADER_RGBA_PACKET, GL_RGBA, GL_UNSIGNED_BYTE },
  248. { AV_PIX_FMT_RGBA64, &FF_OPENGL_FRAGMENT_SHADER_RGBA_PACKET, GL_RGBA, GL_UNSIGNED_SHORT },
  249. { AV_PIX_FMT_BGRA64, &FF_OPENGL_FRAGMENT_SHADER_RGBA_PACKET, GL_RGBA, GL_UNSIGNED_SHORT },
  250. { AV_PIX_FMT_GBRP, &FF_OPENGL_FRAGMENT_SHADER_RGB_PLANAR, FF_GL_RED_COMPONENT, GL_UNSIGNED_BYTE },
  251. { AV_PIX_FMT_GBRP16, &FF_OPENGL_FRAGMENT_SHADER_RGB_PLANAR, FF_GL_RED_COMPONENT, GL_UNSIGNED_SHORT },
  252. { AV_PIX_FMT_GBRAP, &FF_OPENGL_FRAGMENT_SHADER_RGBA_PLANAR, FF_GL_RED_COMPONENT, GL_UNSIGNED_BYTE },
  253. { AV_PIX_FMT_GBRAP16, &FF_OPENGL_FRAGMENT_SHADER_RGBA_PLANAR, FF_GL_RED_COMPONENT, GL_UNSIGNED_SHORT },
  254. { AV_PIX_FMT_GRAY8, &FF_OPENGL_FRAGMENT_SHADER_GRAY, FF_GL_RED_COMPONENT, GL_UNSIGNED_BYTE },
  255. { AV_PIX_FMT_GRAY16, &FF_OPENGL_FRAGMENT_SHADER_GRAY, FF_GL_RED_COMPONENT, GL_UNSIGNED_SHORT },
  256. { AV_PIX_FMT_NONE, NULL }
  257. };
  258. static av_cold int opengl_prepare_vertex(AVFormatContext *s);
  259. static int opengl_draw(AVFormatContext *h, void *intput, int repaint, int is_pkt);
  260. static av_cold int opengl_init_context(OpenGLContext *opengl);
  261. static av_cold void opengl_deinit_context(OpenGLContext *opengl)
  262. {
  263. glDeleteTextures(4, opengl->texture_name);
  264. opengl->texture_name[0] = opengl->texture_name[1] =
  265. opengl->texture_name[2] = opengl->texture_name[3] = 0;
  266. if (opengl->glprocs.glUseProgram)
  267. opengl->glprocs.glUseProgram(0);
  268. if (opengl->glprocs.glDeleteProgram) {
  269. opengl->glprocs.glDeleteProgram(opengl->program);
  270. opengl->program = 0;
  271. }
  272. if (opengl->glprocs.glDeleteShader) {
  273. opengl->glprocs.glDeleteShader(opengl->vertex_shader);
  274. opengl->glprocs.glDeleteShader(opengl->fragment_shader);
  275. opengl->vertex_shader = opengl->fragment_shader = 0;
  276. }
  277. if (opengl->glprocs.glBindBuffer) {
  278. opengl->glprocs.glBindBuffer(FF_GL_ARRAY_BUFFER, 0);
  279. opengl->glprocs.glBindBuffer(FF_GL_ELEMENT_ARRAY_BUFFER, 0);
  280. }
  281. if (opengl->glprocs.glDeleteBuffers) {
  282. opengl->glprocs.glDeleteBuffers(2, &opengl->index_buffer);
  283. opengl->vertex_buffer = opengl->index_buffer = 0;
  284. }
  285. }
  286. static int opengl_resize(AVFormatContext *h, int width, int height)
  287. {
  288. int ret = 0;
  289. OpenGLContext *opengl = h->priv_data;
  290. opengl->window_width = width;
  291. opengl->window_height = height;
  292. if (opengl->inited) {
  293. if (opengl->no_window &&
  294. (ret = avdevice_dev_to_app_control_message(h, AV_DEV_TO_APP_PREPARE_WINDOW_BUFFER, NULL , 0)) < 0) {
  295. av_log(opengl, AV_LOG_ERROR, "Application failed to prepare window buffer.\n");
  296. goto end;
  297. }
  298. if ((ret = opengl_prepare_vertex(h)) < 0)
  299. goto end;
  300. ret = opengl_draw(h, NULL, 1, 0);
  301. }
  302. end:
  303. return ret;
  304. }
  305. static int opengl_control_message(AVFormatContext *h, int type, void *data, size_t data_size)
  306. {
  307. OpenGLContext *opengl = h->priv_data;
  308. switch(type) {
  309. case AV_APP_TO_DEV_WINDOW_SIZE:
  310. if (data) {
  311. AVDeviceRect *message = data;
  312. return opengl_resize(h, message->width, message->height);
  313. }
  314. return AVERROR(EINVAL);
  315. case AV_APP_TO_DEV_WINDOW_REPAINT:
  316. return opengl_resize(h, opengl->window_width, opengl->window_height);
  317. }
  318. return AVERROR(ENOSYS);
  319. }
  320. #if CONFIG_SDL2
  321. static int opengl_sdl_process_events(AVFormatContext *h)
  322. {
  323. OpenGLContext *opengl = h->priv_data;
  324. AVDeviceRect message;
  325. SDL_Event event;
  326. SDL_PumpEvents();
  327. while (SDL_PeepEvents(&event, 1, SDL_GETEVENT, SDL_FIRSTEVENT, SDL_LASTEVENT) > 0) {
  328. switch (event.type) {
  329. case SDL_QUIT:
  330. return AVERROR(EIO);
  331. case SDL_KEYDOWN:
  332. switch (event.key.keysym.sym) {
  333. case SDLK_ESCAPE:
  334. case SDLK_q:
  335. return AVERROR(EIO);
  336. }
  337. return 0;
  338. case SDL_WINDOWEVENT:
  339. switch(event.window.event) {
  340. case SDL_WINDOWEVENT_RESIZED:
  341. case SDL_WINDOWEVENT_SIZE_CHANGED:
  342. SDL_GL_GetDrawableSize(opengl->window, &message.width, &message.height);
  343. return opengl_control_message(h, AV_APP_TO_DEV_WINDOW_SIZE, &message, sizeof(AVDeviceRect));
  344. default:
  345. break;
  346. }
  347. }
  348. }
  349. return 0;
  350. }
  351. static int av_cold opengl_sdl_create_window(AVFormatContext *h)
  352. {
  353. OpenGLContext *opengl = h->priv_data;
  354. AVDeviceRect message;
  355. if (SDL_Init(SDL_INIT_VIDEO)) {
  356. av_log(opengl, AV_LOG_ERROR, "Unable to initialize SDL: %s\n", SDL_GetError());
  357. return AVERROR_EXTERNAL;
  358. }
  359. opengl->window = SDL_CreateWindow(opengl->window_title,
  360. SDL_WINDOWPOS_UNDEFINED,
  361. SDL_WINDOWPOS_UNDEFINED,
  362. opengl->window_width, opengl->window_height,
  363. SDL_WINDOW_RESIZABLE | SDL_WINDOW_OPENGL);
  364. if (!opengl->window) {
  365. av_log(opengl, AV_LOG_ERROR, "Unable to create default window: %s\n", SDL_GetError());
  366. return AVERROR_EXTERNAL;
  367. }
  368. opengl->glcontext = SDL_GL_CreateContext(opengl->window);
  369. if (!opengl->glcontext) {
  370. av_log(opengl, AV_LOG_ERROR, "Unable to create OpenGL context on default window: %s\n", SDL_GetError());
  371. return AVERROR_EXTERNAL;
  372. }
  373. SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8);
  374. SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8);
  375. SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8);
  376. SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, 8);
  377. SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
  378. av_log(opengl, AV_LOG_INFO, "SDL driver: '%s'.\n", SDL_GetCurrentVideoDriver());
  379. SDL_GL_GetDrawableSize(opengl->window, &message.width, &message.height);
  380. return opengl_control_message(h, AV_APP_TO_DEV_WINDOW_SIZE, &message, sizeof(AVDeviceRect));
  381. }
  382. static int av_cold opengl_sdl_load_procedures(OpenGLContext *opengl)
  383. {
  384. FFOpenGLFunctions *procs = &opengl->glprocs;
  385. #define LOAD_OPENGL_FUN(name, type) \
  386. procs->name = (type)SDL_GL_GetProcAddress(#name); \
  387. if (!procs->name) { \
  388. av_log(opengl, AV_LOG_ERROR, "Cannot load OpenGL function: '%s'\n", #name); \
  389. return AVERROR(ENOSYS); \
  390. }
  391. LOAD_OPENGL_FUN(glActiveTexture, FF_PFNGLACTIVETEXTUREPROC)
  392. LOAD_OPENGL_FUN(glGenBuffers, FF_PFNGLGENBUFFERSPROC)
  393. LOAD_OPENGL_FUN(glDeleteBuffers, FF_PFNGLDELETEBUFFERSPROC)
  394. LOAD_OPENGL_FUN(glBufferData, FF_PFNGLBUFFERDATAPROC)
  395. LOAD_OPENGL_FUN(glBindBuffer, FF_PFNGLBINDBUFFERPROC)
  396. LOAD_OPENGL_FUN(glGetAttribLocation, FF_PFNGLGETATTRIBLOCATIONPROC)
  397. LOAD_OPENGL_FUN(glGetUniformLocation, FF_PFNGLGETUNIFORMLOCATIONPROC)
  398. LOAD_OPENGL_FUN(glUniform1f, FF_PFNGLUNIFORM1FPROC)
  399. LOAD_OPENGL_FUN(glUniform1i, FF_PFNGLUNIFORM1IPROC)
  400. LOAD_OPENGL_FUN(glUniformMatrix4fv, FF_PFNGLUNIFORMMATRIX4FVPROC)
  401. LOAD_OPENGL_FUN(glCreateProgram, FF_PFNGLCREATEPROGRAMPROC)
  402. LOAD_OPENGL_FUN(glDeleteProgram, FF_PFNGLDELETEPROGRAMPROC)
  403. LOAD_OPENGL_FUN(glUseProgram, FF_PFNGLUSEPROGRAMPROC)
  404. LOAD_OPENGL_FUN(glLinkProgram, FF_PFNGLLINKPROGRAMPROC)
  405. LOAD_OPENGL_FUN(glGetProgramiv, FF_PFNGLGETPROGRAMIVPROC)
  406. LOAD_OPENGL_FUN(glGetProgramInfoLog, FF_PFNGLGETPROGRAMINFOLOGPROC)
  407. LOAD_OPENGL_FUN(glAttachShader, FF_PFNGLATTACHSHADERPROC)
  408. LOAD_OPENGL_FUN(glCreateShader, FF_PFNGLCREATESHADERPROC)
  409. LOAD_OPENGL_FUN(glDeleteShader, FF_PFNGLDELETESHADERPROC)
  410. LOAD_OPENGL_FUN(glCompileShader, FF_PFNGLCOMPILESHADERPROC)
  411. LOAD_OPENGL_FUN(glShaderSource, FF_PFNGLSHADERSOURCEPROC)
  412. LOAD_OPENGL_FUN(glGetShaderiv, FF_PFNGLGETSHADERIVPROC)
  413. LOAD_OPENGL_FUN(glGetShaderInfoLog, FF_PFNGLGETSHADERINFOLOGPROC)
  414. LOAD_OPENGL_FUN(glEnableVertexAttribArray, FF_PFNGLENABLEVERTEXATTRIBARRAYPROC)
  415. LOAD_OPENGL_FUN(glVertexAttribPointer, FF_PFNGLVERTEXATTRIBPOINTERPROC)
  416. return 0;
  417. #undef LOAD_OPENGL_FUN
  418. }
  419. #endif /* CONFIG_SDL2 */
  420. #if defined(__APPLE__)
  421. static int av_cold opengl_load_procedures(OpenGLContext *opengl)
  422. {
  423. FFOpenGLFunctions *procs = &opengl->glprocs;
  424. #if CONFIG_SDL2
  425. if (!opengl->no_window)
  426. return opengl_sdl_load_procedures(opengl);
  427. #endif
  428. procs->glActiveTexture = glActiveTexture;
  429. procs->glGenBuffers = glGenBuffers;
  430. procs->glDeleteBuffers = glDeleteBuffers;
  431. procs->glBufferData = glBufferData;
  432. procs->glBindBuffer = glBindBuffer;
  433. procs->glGetAttribLocation = glGetAttribLocation;
  434. procs->glGetUniformLocation = glGetUniformLocation;
  435. procs->glUniform1f = glUniform1f;
  436. procs->glUniform1i = glUniform1i;
  437. procs->glUniformMatrix4fv = glUniformMatrix4fv;
  438. procs->glCreateProgram = glCreateProgram;
  439. procs->glDeleteProgram = glDeleteProgram;
  440. procs->glUseProgram = glUseProgram;
  441. procs->glLinkProgram = glLinkProgram;
  442. procs->glGetProgramiv = glGetProgramiv;
  443. procs->glGetProgramInfoLog = glGetProgramInfoLog;
  444. procs->glAttachShader = glAttachShader;
  445. procs->glCreateShader = glCreateShader;
  446. procs->glDeleteShader = glDeleteShader;
  447. procs->glCompileShader = glCompileShader;
  448. procs->glShaderSource = glShaderSource;
  449. procs->glGetShaderiv = glGetShaderiv;
  450. procs->glGetShaderInfoLog = glGetShaderInfoLog;
  451. procs->glEnableVertexAttribArray = glEnableVertexAttribArray;
  452. procs->glVertexAttribPointer = (FF_PFNGLVERTEXATTRIBPOINTERPROC) glVertexAttribPointer;
  453. return 0;
  454. }
  455. #else
  456. static int av_cold opengl_load_procedures(OpenGLContext *opengl)
  457. {
  458. FFOpenGLFunctions *procs = &opengl->glprocs;
  459. #if HAVE_GLXGETPROCADDRESS
  460. #define SelectedGetProcAddress glXGetProcAddress
  461. #elif HAVE_WGLGETPROCADDRESS
  462. #define SelectedGetProcAddress wglGetProcAddress
  463. #endif
  464. #define LOAD_OPENGL_FUN(name, type) \
  465. procs->name = (type)SelectedGetProcAddress(#name); \
  466. if (!procs->name) { \
  467. av_log(opengl, AV_LOG_ERROR, "Cannot load OpenGL function: '%s'\n", #name); \
  468. return AVERROR(ENOSYS); \
  469. }
  470. #if CONFIG_SDL2
  471. if (!opengl->no_window)
  472. return opengl_sdl_load_procedures(opengl);
  473. #endif
  474. LOAD_OPENGL_FUN(glActiveTexture, FF_PFNGLACTIVETEXTUREPROC)
  475. LOAD_OPENGL_FUN(glGenBuffers, FF_PFNGLGENBUFFERSPROC)
  476. LOAD_OPENGL_FUN(glDeleteBuffers, FF_PFNGLDELETEBUFFERSPROC)
  477. LOAD_OPENGL_FUN(glBufferData, FF_PFNGLBUFFERDATAPROC)
  478. LOAD_OPENGL_FUN(glBindBuffer, FF_PFNGLBINDBUFFERPROC)
  479. LOAD_OPENGL_FUN(glGetAttribLocation, FF_PFNGLGETATTRIBLOCATIONPROC)
  480. LOAD_OPENGL_FUN(glGetUniformLocation, FF_PFNGLGETUNIFORMLOCATIONPROC)
  481. LOAD_OPENGL_FUN(glUniform1f, FF_PFNGLUNIFORM1FPROC)
  482. LOAD_OPENGL_FUN(glUniform1i, FF_PFNGLUNIFORM1IPROC)
  483. LOAD_OPENGL_FUN(glUniformMatrix4fv, FF_PFNGLUNIFORMMATRIX4FVPROC)
  484. LOAD_OPENGL_FUN(glCreateProgram, FF_PFNGLCREATEPROGRAMPROC)
  485. LOAD_OPENGL_FUN(glDeleteProgram, FF_PFNGLDELETEPROGRAMPROC)
  486. LOAD_OPENGL_FUN(glUseProgram, FF_PFNGLUSEPROGRAMPROC)
  487. LOAD_OPENGL_FUN(glLinkProgram, FF_PFNGLLINKPROGRAMPROC)
  488. LOAD_OPENGL_FUN(glGetProgramiv, FF_PFNGLGETPROGRAMIVPROC)
  489. LOAD_OPENGL_FUN(glGetProgramInfoLog, FF_PFNGLGETPROGRAMINFOLOGPROC)
  490. LOAD_OPENGL_FUN(glAttachShader, FF_PFNGLATTACHSHADERPROC)
  491. LOAD_OPENGL_FUN(glCreateShader, FF_PFNGLCREATESHADERPROC)
  492. LOAD_OPENGL_FUN(glDeleteShader, FF_PFNGLDELETESHADERPROC)
  493. LOAD_OPENGL_FUN(glCompileShader, FF_PFNGLCOMPILESHADERPROC)
  494. LOAD_OPENGL_FUN(glShaderSource, FF_PFNGLSHADERSOURCEPROC)
  495. LOAD_OPENGL_FUN(glGetShaderiv, FF_PFNGLGETSHADERIVPROC)
  496. LOAD_OPENGL_FUN(glGetShaderInfoLog, FF_PFNGLGETSHADERINFOLOGPROC)
  497. LOAD_OPENGL_FUN(glEnableVertexAttribArray, FF_PFNGLENABLEVERTEXATTRIBARRAYPROC)
  498. LOAD_OPENGL_FUN(glVertexAttribPointer, FF_PFNGLVERTEXATTRIBPOINTERPROC)
  499. return 0;
  500. #undef SelectedGetProcAddress
  501. #undef LOAD_OPENGL_FUN
  502. }
  503. #endif
  504. static void opengl_make_identity(float matrix[16])
  505. {
  506. memset(matrix, 0, 16 * sizeof(float));
  507. matrix[0] = matrix[5] = matrix[10] = matrix[15] = 1.0f;
  508. }
  509. static void opengl_make_ortho(float matrix[16], float left, float right,
  510. float bottom, float top, float nearZ, float farZ)
  511. {
  512. float ral = right + left;
  513. float rsl = right - left;
  514. float tab = top + bottom;
  515. float tsb = top - bottom;
  516. float fan = farZ + nearZ;
  517. float fsn = farZ - nearZ;
  518. memset(matrix, 0, 16 * sizeof(float));
  519. matrix[0] = 2.0f / rsl;
  520. matrix[5] = 2.0f / tsb;
  521. matrix[10] = -2.0f / fsn;
  522. matrix[12] = -ral / rsl;
  523. matrix[13] = -tab / tsb;
  524. matrix[14] = -fan / fsn;
  525. matrix[15] = 1.0f;
  526. }
  527. static av_cold int opengl_read_limits(AVFormatContext *h)
  528. {
  529. OpenGLContext *opengl = h->priv_data;
  530. static const struct{
  531. const char *extension;
  532. int major;
  533. int minor;
  534. } required_extensions[] = {
  535. { "GL_ARB_multitexture", 1, 3 },
  536. { "GL_ARB_vertex_buffer_object", 1, 5 }, //GLX_ARB_vertex_buffer_object
  537. { "GL_ARB_vertex_shader", 2, 0 },
  538. { "GL_ARB_fragment_shader", 2, 0 },
  539. { "GL_ARB_shader_objects", 2, 0 },
  540. { NULL, 0, 0 }
  541. };
  542. int i, major, minor;
  543. const char *extensions, *version;
  544. version = glGetString(GL_VERSION);
  545. extensions = glGetString(GL_EXTENSIONS);
  546. if (!version || !extensions) {
  547. av_log(h, AV_LOG_ERROR, "No OpenGL context initialized for the current thread\n");
  548. return AVERROR(ENOSYS);
  549. }
  550. av_log(h, AV_LOG_DEBUG, "OpenGL version: %s\n", version);
  551. if (sscanf(version, "%d.%d", &major, &minor) != 2)
  552. return AVERROR(ENOSYS);
  553. for (i = 0; required_extensions[i].extension; i++) {
  554. if (major < required_extensions[i].major &&
  555. (major == required_extensions[i].major && minor < required_extensions[i].minor) &&
  556. !strstr(extensions, required_extensions[i].extension)) {
  557. av_log(h, AV_LOG_ERROR, "Required extension %s is not supported.\n",
  558. required_extensions[i].extension);
  559. av_log(h, AV_LOG_DEBUG, "Supported extensions are: %s\n", extensions);
  560. return AVERROR(ENOSYS);
  561. }
  562. }
  563. glGetIntegerv(GL_MAX_TEXTURE_SIZE, &opengl->max_texture_size);
  564. glGetIntegerv(GL_MAX_VIEWPORT_DIMS, &opengl->max_viewport_width);
  565. opengl->non_pow_2_textures = major >= 2 || strstr(extensions, "GL_ARB_texture_non_power_of_two");
  566. #if defined(GL_ES_VERSION_2_0)
  567. opengl->unpack_subimage = !!strstr(extensions, "GL_EXT_unpack_subimage");
  568. #else
  569. opengl->unpack_subimage = 1;
  570. #endif
  571. av_log(h, AV_LOG_DEBUG, "Non Power of 2 textures support: %s\n", opengl->non_pow_2_textures ? "Yes" : "No");
  572. av_log(h, AV_LOG_DEBUG, "Unpack Subimage extension support: %s\n", opengl->unpack_subimage ? "Yes" : "No");
  573. av_log(h, AV_LOG_DEBUG, "Max texture size: %dx%d\n", opengl->max_texture_size, opengl->max_texture_size);
  574. av_log(h, AV_LOG_DEBUG, "Max viewport size: %dx%d\n",
  575. opengl->max_viewport_width, opengl->max_viewport_height);
  576. OPENGL_ERROR_CHECK(opengl);
  577. return 0;
  578. fail:
  579. return AVERROR_EXTERNAL;
  580. }
  581. static const char* opengl_get_fragment_shader_code(enum AVPixelFormat format)
  582. {
  583. int i;
  584. for (i = 0; i < FF_ARRAY_ELEMS(opengl_format_desc); i++) {
  585. if (opengl_format_desc[i].fixel_format == format)
  586. return *opengl_format_desc[i].fragment_shader;
  587. }
  588. return NULL;
  589. }
  590. static int opengl_type_size(GLenum type)
  591. {
  592. switch(type) {
  593. case GL_UNSIGNED_SHORT:
  594. case FF_GL_UNSIGNED_SHORT_1_5_5_5_REV:
  595. case GL_UNSIGNED_SHORT_5_6_5:
  596. return 2;
  597. case GL_UNSIGNED_BYTE:
  598. case FF_GL_UNSIGNED_BYTE_3_3_2:
  599. case FF_GL_UNSIGNED_BYTE_2_3_3_REV:
  600. default:
  601. break;
  602. }
  603. return 1;
  604. }
  605. static av_cold void opengl_get_texture_params(OpenGLContext *opengl)
  606. {
  607. int i;
  608. for (i = 0; i < FF_ARRAY_ELEMS(opengl_format_desc); i++) {
  609. if (opengl_format_desc[i].fixel_format == opengl->pix_fmt) {
  610. opengl->format = opengl_format_desc[i].format;
  611. opengl->type = opengl_format_desc[i].type;
  612. break;
  613. }
  614. }
  615. }
  616. static void opengl_compute_display_area(AVFormatContext *s)
  617. {
  618. AVRational sar, dar; /* sample and display aspect ratios */
  619. OpenGLContext *opengl = s->priv_data;
  620. AVStream *st = s->streams[0];
  621. AVCodecParameters *par = st->codecpar;
  622. /* compute overlay width and height from the codec context information */
  623. sar = st->sample_aspect_ratio.num ? st->sample_aspect_ratio : (AVRational){ 1, 1 };
  624. dar = av_mul_q(sar, (AVRational){ par->width, par->height });
  625. /* we suppose the screen has a 1/1 sample aspect ratio */
  626. /* fit in the window */
  627. if (av_cmp_q(dar, (AVRational){ opengl->window_width, opengl->window_height }) > 0) {
  628. /* fit in width */
  629. opengl->picture_width = opengl->window_width;
  630. opengl->picture_height = av_rescale(opengl->picture_width, dar.den, dar.num);
  631. } else {
  632. /* fit in height */
  633. opengl->picture_height = opengl->window_height;
  634. opengl->picture_width = av_rescale(opengl->picture_height, dar.num, dar.den);
  635. }
  636. }
  637. static av_cold void opengl_get_texture_size(OpenGLContext *opengl, int in_width, int in_height,
  638. int *out_width, int *out_height)
  639. {
  640. if (opengl->non_pow_2_textures) {
  641. *out_width = in_width;
  642. *out_height = in_height;
  643. } else {
  644. int max = FFMIN(FFMAX(in_width, in_height), opengl->max_texture_size);
  645. unsigned power_of_2 = 1;
  646. while (power_of_2 < max)
  647. power_of_2 *= 2;
  648. *out_height = power_of_2;
  649. *out_width = power_of_2;
  650. av_log(opengl, AV_LOG_DEBUG, "Texture size calculated from %dx%d into %dx%d\n",
  651. in_width, in_height, *out_width, *out_height);
  652. }
  653. }
  654. static av_cold void opengl_fill_color_map(OpenGLContext *opengl)
  655. {
  656. const AVPixFmtDescriptor *desc;
  657. int shift;
  658. enum AVPixelFormat pix_fmt = opengl->pix_fmt;
  659. /* We need order of components, not exact position, some minor HACKs here */
  660. if (pix_fmt == AV_PIX_FMT_RGB565 || pix_fmt == AV_PIX_FMT_BGR555 ||
  661. pix_fmt == AV_PIX_FMT_BGR8 || pix_fmt == AV_PIX_FMT_RGB8)
  662. pix_fmt = AV_PIX_FMT_RGB24;
  663. else if (pix_fmt == AV_PIX_FMT_BGR565 || pix_fmt == AV_PIX_FMT_RGB555)
  664. pix_fmt = AV_PIX_FMT_BGR24;
  665. desc = av_pix_fmt_desc_get(pix_fmt);
  666. if (!(desc->flags & AV_PIX_FMT_FLAG_RGB))
  667. return;
  668. #define FILL_COMPONENT(i) { \
  669. shift = (desc->comp[i].depth - 1) >> 3; \
  670. opengl->color_map[(i << 2) + (desc->comp[i].offset >> shift)] = 1.0; \
  671. }
  672. memset(opengl->color_map, 0, sizeof(opengl->color_map));
  673. FILL_COMPONENT(0);
  674. FILL_COMPONENT(1);
  675. FILL_COMPONENT(2);
  676. if (desc->flags & AV_PIX_FMT_FLAG_ALPHA)
  677. FILL_COMPONENT(3);
  678. #undef FILL_COMPONENT
  679. }
  680. static av_cold GLuint opengl_load_shader(OpenGLContext *opengl, GLenum type, const char *source)
  681. {
  682. GLuint shader = opengl->glprocs.glCreateShader(type);
  683. GLint result;
  684. if (!shader) {
  685. av_log(opengl, AV_LOG_ERROR, "glCreateShader() failed\n");
  686. return 0;
  687. }
  688. opengl->glprocs.glShaderSource(shader, 1, &source, NULL);
  689. opengl->glprocs.glCompileShader(shader);
  690. opengl->glprocs.glGetShaderiv(shader, FF_GL_COMPILE_STATUS, &result);
  691. if (!result) {
  692. char *log;
  693. opengl->glprocs.glGetShaderiv(shader, FF_GL_INFO_LOG_LENGTH, &result);
  694. if (result) {
  695. if ((log = av_malloc(result))) {
  696. opengl->glprocs.glGetShaderInfoLog(shader, result, NULL, log);
  697. av_log(opengl, AV_LOG_ERROR, "Compile error: %s\n", log);
  698. av_free(log);
  699. }
  700. }
  701. goto fail;
  702. }
  703. OPENGL_ERROR_CHECK(opengl);
  704. return shader;
  705. fail:
  706. opengl->glprocs.glDeleteShader(shader);
  707. return 0;
  708. }
  709. static av_cold int opengl_compile_shaders(OpenGLContext *opengl, enum AVPixelFormat pix_fmt)
  710. {
  711. GLint result;
  712. const char *fragment_shader_code = opengl_get_fragment_shader_code(pix_fmt);
  713. if (!fragment_shader_code) {
  714. av_log(opengl, AV_LOG_ERROR, "Provided pixel format '%s' is not supported\n",
  715. av_get_pix_fmt_name(pix_fmt));
  716. return AVERROR(EINVAL);
  717. }
  718. opengl->vertex_shader = opengl_load_shader(opengl, FF_GL_VERTEX_SHADER,
  719. FF_OPENGL_VERTEX_SHADER);
  720. if (!opengl->vertex_shader) {
  721. av_log(opengl, AV_LOG_ERROR, "Vertex shader loading failed.\n");
  722. goto fail;
  723. }
  724. opengl->fragment_shader = opengl_load_shader(opengl, FF_GL_FRAGMENT_SHADER,
  725. fragment_shader_code);
  726. if (!opengl->fragment_shader) {
  727. av_log(opengl, AV_LOG_ERROR, "Fragment shader loading failed.\n");
  728. goto fail;
  729. }
  730. opengl->program = opengl->glprocs.glCreateProgram();
  731. if (!opengl->program)
  732. goto fail;
  733. opengl->glprocs.glAttachShader(opengl->program, opengl->vertex_shader);
  734. opengl->glprocs.glAttachShader(opengl->program, opengl->fragment_shader);
  735. opengl->glprocs.glLinkProgram(opengl->program);
  736. opengl->glprocs.glGetProgramiv(opengl->program, FF_GL_LINK_STATUS, &result);
  737. if (!result) {
  738. char *log;
  739. opengl->glprocs.glGetProgramiv(opengl->program, FF_GL_INFO_LOG_LENGTH, &result);
  740. if (result) {
  741. log = av_malloc(result);
  742. if (!log)
  743. goto fail;
  744. opengl->glprocs.glGetProgramInfoLog(opengl->program, result, NULL, log);
  745. av_log(opengl, AV_LOG_ERROR, "Link error: %s\n", log);
  746. av_free(log);
  747. }
  748. goto fail;
  749. }
  750. opengl->position_attrib = opengl->glprocs.glGetAttribLocation(opengl->program, "a_position");
  751. opengl->texture_coords_attrib = opengl->glprocs.glGetAttribLocation(opengl->program, "a_textureCoords");
  752. opengl->projection_matrix_location = opengl->glprocs.glGetUniformLocation(opengl->program, "u_projectionMatrix");
  753. opengl->model_view_matrix_location = opengl->glprocs.glGetUniformLocation(opengl->program, "u_modelViewMatrix");
  754. opengl->color_map_location = opengl->glprocs.glGetUniformLocation(opengl->program, "u_colorMap");
  755. opengl->texture_location[0] = opengl->glprocs.glGetUniformLocation(opengl->program, "u_texture0");
  756. opengl->texture_location[1] = opengl->glprocs.glGetUniformLocation(opengl->program, "u_texture1");
  757. opengl->texture_location[2] = opengl->glprocs.glGetUniformLocation(opengl->program, "u_texture2");
  758. opengl->texture_location[3] = opengl->glprocs.glGetUniformLocation(opengl->program, "u_texture3");
  759. opengl->chroma_div_w_location = opengl->glprocs.glGetUniformLocation(opengl->program, "u_chroma_div_w");
  760. opengl->chroma_div_h_location = opengl->glprocs.glGetUniformLocation(opengl->program, "u_chroma_div_h");
  761. OPENGL_ERROR_CHECK(opengl);
  762. return 0;
  763. fail:
  764. opengl->glprocs.glDeleteShader(opengl->vertex_shader);
  765. opengl->glprocs.glDeleteShader(opengl->fragment_shader);
  766. opengl->glprocs.glDeleteProgram(opengl->program);
  767. opengl->fragment_shader = opengl->vertex_shader = opengl->program = 0;
  768. return AVERROR_EXTERNAL;
  769. }
  770. static av_cold int opengl_configure_texture(OpenGLContext *opengl, GLuint texture,
  771. GLsizei width, GLsizei height)
  772. {
  773. if (texture) {
  774. int new_width, new_height;
  775. opengl_get_texture_size(opengl, width, height, &new_width, &new_height);
  776. glBindTexture(GL_TEXTURE_2D, texture);
  777. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
  778. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  779. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
  780. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
  781. glTexImage2D(GL_TEXTURE_2D, 0, opengl->format, new_width, new_height, 0,
  782. opengl->format, opengl->type, NULL);
  783. OPENGL_ERROR_CHECK(NULL);
  784. }
  785. return 0;
  786. fail:
  787. return AVERROR_EXTERNAL;
  788. }
  789. static av_cold int opengl_prepare_vertex(AVFormatContext *s)
  790. {
  791. OpenGLContext *opengl = s->priv_data;
  792. int tex_w, tex_h;
  793. if (opengl->window_width > opengl->max_viewport_width || opengl->window_height > opengl->max_viewport_height) {
  794. opengl->window_width = FFMIN(opengl->window_width, opengl->max_viewport_width);
  795. opengl->window_height = FFMIN(opengl->window_height, opengl->max_viewport_height);
  796. av_log(opengl, AV_LOG_WARNING, "Too big viewport requested, limited to %dx%d", opengl->window_width, opengl->window_height);
  797. }
  798. glViewport(0, 0, opengl->window_width, opengl->window_height);
  799. opengl_make_ortho(opengl->projection_matrix,
  800. - (float)opengl->window_width / 2.0f, (float)opengl->window_width / 2.0f,
  801. - (float)opengl->window_height / 2.0f, (float)opengl->window_height / 2.0f,
  802. 1.0f, -1.0f);
  803. opengl_make_identity(opengl->model_view_matrix);
  804. opengl_compute_display_area(s);
  805. opengl->vertex[0].z = opengl->vertex[1].z = opengl->vertex[2].z = opengl->vertex[3].z = 0.0f;
  806. opengl->vertex[0].x = opengl->vertex[1].x = - (float)opengl->picture_width / 2.0f;
  807. opengl->vertex[2].x = opengl->vertex[3].x = (float)opengl->picture_width / 2.0f;
  808. opengl->vertex[1].y = opengl->vertex[2].y = - (float)opengl->picture_height / 2.0f;
  809. opengl->vertex[0].y = opengl->vertex[3].y = (float)opengl->picture_height / 2.0f;
  810. opengl_get_texture_size(opengl, opengl->width, opengl->height, &tex_w, &tex_h);
  811. opengl->vertex[0].s0 = 0.0f;
  812. opengl->vertex[0].t0 = 0.0f;
  813. opengl->vertex[1].s0 = 0.0f;
  814. opengl->vertex[1].t0 = (float)opengl->height / (float)tex_h;
  815. opengl->vertex[2].s0 = (float)opengl->width / (float)tex_w;
  816. opengl->vertex[2].t0 = (float)opengl->height / (float)tex_h;
  817. opengl->vertex[3].s0 = (float)opengl->width / (float)tex_w;
  818. opengl->vertex[3].t0 = 0.0f;
  819. opengl->glprocs.glBindBuffer(FF_GL_ARRAY_BUFFER, opengl->vertex_buffer);
  820. opengl->glprocs.glBufferData(FF_GL_ARRAY_BUFFER, sizeof(opengl->vertex), opengl->vertex, FF_GL_STATIC_DRAW);
  821. opengl->glprocs.glBindBuffer(FF_GL_ARRAY_BUFFER, 0);
  822. OPENGL_ERROR_CHECK(opengl);
  823. return 0;
  824. fail:
  825. return AVERROR_EXTERNAL;
  826. }
  827. static int opengl_prepare(OpenGLContext *opengl)
  828. {
  829. int i;
  830. opengl->glprocs.glUseProgram(opengl->program);
  831. opengl->glprocs.glUniformMatrix4fv(opengl->projection_matrix_location, 1, GL_FALSE, opengl->projection_matrix);
  832. opengl->glprocs.glUniformMatrix4fv(opengl->model_view_matrix_location, 1, GL_FALSE, opengl->model_view_matrix);
  833. for (i = 0; i < 4; i++)
  834. if (opengl->texture_location[i] != -1) {
  835. opengl->glprocs.glActiveTexture(GL_TEXTURE0 + i);
  836. glBindTexture(GL_TEXTURE_2D, opengl->texture_name[i]);
  837. opengl->glprocs.glUniform1i(opengl->texture_location[i], i);
  838. }
  839. if (opengl->color_map_location != -1)
  840. opengl->glprocs.glUniformMatrix4fv(opengl->color_map_location, 1, GL_FALSE, opengl->color_map);
  841. if (opengl->chroma_div_h_location != -1)
  842. opengl->glprocs.glUniform1f(opengl->chroma_div_h_location, opengl->chroma_div_h);
  843. if (opengl->chroma_div_w_location != -1)
  844. opengl->glprocs.glUniform1f(opengl->chroma_div_w_location, opengl->chroma_div_w);
  845. OPENGL_ERROR_CHECK(opengl);
  846. return 0;
  847. fail:
  848. return AVERROR_EXTERNAL;
  849. }
  850. static int opengl_create_window(AVFormatContext *h)
  851. {
  852. OpenGLContext *opengl = h->priv_data;
  853. int ret;
  854. if (!opengl->no_window) {
  855. #if CONFIG_SDL2
  856. if ((ret = opengl_sdl_create_window(h)) < 0) {
  857. av_log(opengl, AV_LOG_ERROR, "Cannot create default SDL window.\n");
  858. return ret;
  859. }
  860. #else
  861. av_log(opengl, AV_LOG_ERROR, "FFmpeg is compiled without SDL. Cannot create default window.\n");
  862. return AVERROR(ENOSYS);
  863. #endif
  864. } else {
  865. AVDeviceRect message;
  866. message.x = message.y = 0;
  867. message.width = opengl->window_width;
  868. message.height = opengl->window_height;
  869. if ((ret = avdevice_dev_to_app_control_message(h, AV_DEV_TO_APP_CREATE_WINDOW_BUFFER,
  870. &message , sizeof(message))) < 0) {
  871. av_log(opengl, AV_LOG_ERROR, "Application failed to create window buffer.\n");
  872. return ret;
  873. }
  874. if ((ret = avdevice_dev_to_app_control_message(h, AV_DEV_TO_APP_PREPARE_WINDOW_BUFFER, NULL , 0)) < 0) {
  875. av_log(opengl, AV_LOG_ERROR, "Application failed to prepare window buffer.\n");
  876. return ret;
  877. }
  878. }
  879. return 0;
  880. }
  881. static int opengl_release_window(AVFormatContext *h)
  882. {
  883. int ret;
  884. OpenGLContext *opengl = h->priv_data;
  885. if (!opengl->no_window) {
  886. #if CONFIG_SDL2
  887. SDL_GL_DeleteContext(opengl->glcontext);
  888. SDL_DestroyWindow(opengl->window);
  889. SDL_Quit();
  890. #endif
  891. } else if ((ret = avdevice_dev_to_app_control_message(h, AV_DEV_TO_APP_DESTROY_WINDOW_BUFFER, NULL , 0)) < 0) {
  892. av_log(opengl, AV_LOG_ERROR, "Application failed to release window buffer.\n");
  893. return ret;
  894. }
  895. return 0;
  896. }
  897. static av_cold int opengl_write_trailer(AVFormatContext *h)
  898. {
  899. OpenGLContext *opengl = h->priv_data;
  900. if (opengl->no_window &&
  901. avdevice_dev_to_app_control_message(h, AV_DEV_TO_APP_PREPARE_WINDOW_BUFFER, NULL , 0) < 0)
  902. av_log(opengl, AV_LOG_ERROR, "Application failed to prepare window buffer.\n");
  903. opengl_deinit_context(opengl);
  904. opengl_release_window(h);
  905. return 0;
  906. }
  907. static av_cold int opengl_init_context(OpenGLContext *opengl)
  908. {
  909. int i, ret;
  910. const AVPixFmtDescriptor *desc;
  911. if ((ret = opengl_compile_shaders(opengl, opengl->pix_fmt)) < 0)
  912. goto fail;
  913. desc = av_pix_fmt_desc_get(opengl->pix_fmt);
  914. av_assert0(desc->nb_components > 0 && desc->nb_components <= 4);
  915. glGenTextures(desc->nb_components, opengl->texture_name);
  916. opengl->glprocs.glGenBuffers(2, &opengl->index_buffer);
  917. if (!opengl->index_buffer || !opengl->vertex_buffer) {
  918. av_log(opengl, AV_LOG_ERROR, "Buffer generation failed.\n");
  919. ret = AVERROR_EXTERNAL;
  920. goto fail;
  921. }
  922. opengl_configure_texture(opengl, opengl->texture_name[0], opengl->width, opengl->height);
  923. if (desc->nb_components > 1) {
  924. int has_alpha = desc->flags & AV_PIX_FMT_FLAG_ALPHA;
  925. int num_planes = desc->nb_components - (has_alpha ? 1 : 0);
  926. if (opengl->non_pow_2_textures) {
  927. opengl->chroma_div_w = 1.0f;
  928. opengl->chroma_div_h = 1.0f;
  929. } else {
  930. opengl->chroma_div_w = 1 << desc->log2_chroma_w;
  931. opengl->chroma_div_h = 1 << desc->log2_chroma_h;
  932. }
  933. for (i = 1; i < num_planes; i++)
  934. if (opengl->non_pow_2_textures)
  935. opengl_configure_texture(opengl, opengl->texture_name[i],
  936. AV_CEIL_RSHIFT(opengl->width, desc->log2_chroma_w),
  937. AV_CEIL_RSHIFT(opengl->height, desc->log2_chroma_h));
  938. else
  939. opengl_configure_texture(opengl, opengl->texture_name[i], opengl->width, opengl->height);
  940. if (has_alpha)
  941. opengl_configure_texture(opengl, opengl->texture_name[3], opengl->width, opengl->height);
  942. }
  943. opengl->glprocs.glBindBuffer(FF_GL_ELEMENT_ARRAY_BUFFER, opengl->index_buffer);
  944. opengl->glprocs.glBufferData(FF_GL_ELEMENT_ARRAY_BUFFER, sizeof(g_index), g_index, FF_GL_STATIC_DRAW);
  945. opengl->glprocs.glBindBuffer(FF_GL_ELEMENT_ARRAY_BUFFER, 0);
  946. glEnable(GL_BLEND);
  947. glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  948. glClearColor((float)opengl->background[0] / 255.0f, (float)opengl->background[1] / 255.0f,
  949. (float)opengl->background[2] / 255.0f, 1.0f);
  950. ret = AVERROR_EXTERNAL;
  951. OPENGL_ERROR_CHECK(opengl);
  952. return 0;
  953. fail:
  954. return ret;
  955. }
  956. static av_cold int opengl_write_header(AVFormatContext *h)
  957. {
  958. OpenGLContext *opengl = h->priv_data;
  959. AVCodecParameters *par = h->streams[0]->codecpar;
  960. AVStream *st;
  961. int ret;
  962. if (!opengl->warned) {
  963. av_log(opengl, AV_LOG_WARNING,
  964. "The opengl output device is deprecated due to being fundamentally incompatible with libavformat API. "
  965. "For monitoring purposes in ffmpeg you can output to a file or use pipes and a video player.\n"
  966. "Example: ffmpeg -i INPUT -f nut -c:v rawvideo - | ffplay -\n"
  967. );
  968. opengl->warned = 1;
  969. }
  970. if (h->nb_streams != 1 ||
  971. par->codec_type != AVMEDIA_TYPE_VIDEO ||
  972. (par->codec_id != AV_CODEC_ID_WRAPPED_AVFRAME && par->codec_id != AV_CODEC_ID_RAWVIDEO)) {
  973. av_log(opengl, AV_LOG_ERROR, "Only a single raw or wrapped avframe video stream is supported.\n");
  974. return AVERROR(EINVAL);
  975. }
  976. st = h->streams[0];
  977. opengl->width = st->codecpar->width;
  978. opengl->height = st->codecpar->height;
  979. opengl->pix_fmt = st->codecpar->format;
  980. if (!opengl->window_width)
  981. opengl->window_width = opengl->width;
  982. if (!opengl->window_height)
  983. opengl->window_height = opengl->height;
  984. if (!opengl->window_title && !opengl->no_window)
  985. opengl->window_title = av_strdup(h->url);
  986. if ((ret = opengl_create_window(h)))
  987. goto fail;
  988. if ((ret = opengl_read_limits(h)) < 0)
  989. goto fail;
  990. if (opengl->width > opengl->max_texture_size || opengl->height > opengl->max_texture_size) {
  991. av_log(opengl, AV_LOG_ERROR, "Too big picture %dx%d, max supported size is %dx%d\n",
  992. opengl->width, opengl->height, opengl->max_texture_size, opengl->max_texture_size);
  993. ret = AVERROR(EINVAL);
  994. goto fail;
  995. }
  996. if ((ret = opengl_load_procedures(opengl)) < 0)
  997. goto fail;
  998. opengl_fill_color_map(opengl);
  999. opengl_get_texture_params(opengl);
  1000. if ((ret = opengl_init_context(opengl)) < 0)
  1001. goto fail;
  1002. if ((ret = opengl_prepare_vertex(h)) < 0)
  1003. goto fail;
  1004. glClear(GL_COLOR_BUFFER_BIT);
  1005. #if CONFIG_SDL2
  1006. if (!opengl->no_window)
  1007. SDL_GL_SwapWindow(opengl->window);
  1008. #endif
  1009. if (opengl->no_window &&
  1010. (ret = avdevice_dev_to_app_control_message(h, AV_DEV_TO_APP_DISPLAY_WINDOW_BUFFER, NULL , 0)) < 0) {
  1011. av_log(opengl, AV_LOG_ERROR, "Application failed to display window buffer.\n");
  1012. goto fail;
  1013. }
  1014. ret = AVERROR_EXTERNAL;
  1015. OPENGL_ERROR_CHECK(opengl);
  1016. opengl->inited = 1;
  1017. return 0;
  1018. fail:
  1019. opengl_write_trailer(h);
  1020. return ret;
  1021. }
  1022. static uint8_t* opengl_get_plane_pointer(OpenGLContext *opengl, AVPacket *pkt, int comp_index,
  1023. const AVPixFmtDescriptor *desc)
  1024. {
  1025. uint8_t *data = pkt->data;
  1026. int wordsize = opengl_type_size(opengl->type);
  1027. int width_chroma = AV_CEIL_RSHIFT(opengl->width, desc->log2_chroma_w);
  1028. int height_chroma = AV_CEIL_RSHIFT(opengl->height, desc->log2_chroma_h);
  1029. int plane = desc->comp[comp_index].plane;
  1030. switch(plane) {
  1031. case 0:
  1032. break;
  1033. case 1:
  1034. data += opengl->width * opengl->height * wordsize;
  1035. break;
  1036. case 2:
  1037. data += opengl->width * opengl->height * wordsize;
  1038. data += width_chroma * height_chroma * wordsize;
  1039. break;
  1040. case 3:
  1041. data += opengl->width * opengl->height * wordsize;
  1042. data += 2 * width_chroma * height_chroma * wordsize;
  1043. break;
  1044. default:
  1045. return NULL;
  1046. }
  1047. return data;
  1048. }
  1049. #define LOAD_TEXTURE_DATA(comp_index, sub) \
  1050. { \
  1051. int width = sub ? AV_CEIL_RSHIFT(opengl->width, desc->log2_chroma_w) : opengl->width; \
  1052. int height = sub ? AV_CEIL_RSHIFT(opengl->height, desc->log2_chroma_h): opengl->height; \
  1053. uint8_t *data; \
  1054. int plane = desc->comp[comp_index].plane; \
  1055. \
  1056. glBindTexture(GL_TEXTURE_2D, opengl->texture_name[comp_index]); \
  1057. if (!is_pkt) { \
  1058. GLint length = ((AVFrame *)input)->linesize[plane]; \
  1059. int bytes_per_pixel = opengl_type_size(opengl->type); \
  1060. if (!(desc->flags & AV_PIX_FMT_FLAG_PLANAR)) \
  1061. bytes_per_pixel *= desc->nb_components; \
  1062. data = ((AVFrame *)input)->data[plane]; \
  1063. if (!(length % bytes_per_pixel) && \
  1064. (opengl->unpack_subimage || ((length / bytes_per_pixel) == width))) { \
  1065. length /= bytes_per_pixel; \
  1066. if (length != width) \
  1067. glPixelStorei(FF_GL_UNPACK_ROW_LENGTH, length); \
  1068. glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, \
  1069. opengl->format, opengl->type, data); \
  1070. if (length != width) \
  1071. glPixelStorei(FF_GL_UNPACK_ROW_LENGTH, 0); \
  1072. } else { \
  1073. int h; \
  1074. for (h = 0; h < height; h++) { \
  1075. glTexSubImage2D(GL_TEXTURE_2D, 0, 0, h, width, 1, \
  1076. opengl->format, opengl->type, data); \
  1077. data += length; \
  1078. } \
  1079. } \
  1080. } else { \
  1081. data = opengl_get_plane_pointer(opengl, input, comp_index, desc); \
  1082. glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, \
  1083. opengl->format, opengl->type, data); \
  1084. } \
  1085. }
  1086. static int opengl_draw(AVFormatContext *h, void *input, int repaint, int is_pkt)
  1087. {
  1088. OpenGLContext *opengl = h->priv_data;
  1089. enum AVPixelFormat pix_fmt = h->streams[0]->codecpar->format;
  1090. const AVPixFmtDescriptor *desc = av_pix_fmt_desc_get(pix_fmt);
  1091. int ret;
  1092. #if CONFIG_SDL2
  1093. /* At this point, opengl->glcontext implies opengl->glcontext */
  1094. if (opengl->glcontext)
  1095. SDL_GL_MakeCurrent(opengl->window, opengl->glcontext);
  1096. if (!opengl->no_window && (ret = opengl_sdl_process_events(h)) < 0)
  1097. goto fail;
  1098. #endif
  1099. if (opengl->no_window &&
  1100. (ret = avdevice_dev_to_app_control_message(h, AV_DEV_TO_APP_PREPARE_WINDOW_BUFFER, NULL , 0)) < 0) {
  1101. av_log(opengl, AV_LOG_ERROR, "Application failed to prepare window buffer.\n");
  1102. goto fail;
  1103. }
  1104. glClear(GL_COLOR_BUFFER_BIT);
  1105. if (!repaint) {
  1106. if (is_pkt)
  1107. glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
  1108. LOAD_TEXTURE_DATA(0, 0)
  1109. if (desc->flags & AV_PIX_FMT_FLAG_PLANAR) {
  1110. LOAD_TEXTURE_DATA(1, 1)
  1111. LOAD_TEXTURE_DATA(2, 1)
  1112. if (desc->flags & AV_PIX_FMT_FLAG_ALPHA)
  1113. LOAD_TEXTURE_DATA(3, 0)
  1114. }
  1115. }
  1116. ret = AVERROR_EXTERNAL;
  1117. OPENGL_ERROR_CHECK(opengl);
  1118. if ((ret = opengl_prepare(opengl)) < 0)
  1119. goto fail;
  1120. opengl->glprocs.glBindBuffer(FF_GL_ARRAY_BUFFER, opengl->vertex_buffer);
  1121. opengl->glprocs.glBindBuffer(FF_GL_ELEMENT_ARRAY_BUFFER, opengl->index_buffer);
  1122. opengl->glprocs.glVertexAttribPointer(opengl->position_attrib, 3, GL_FLOAT, GL_FALSE, sizeof(OpenGLVertexInfo), 0);
  1123. opengl->glprocs.glEnableVertexAttribArray(opengl->position_attrib);
  1124. opengl->glprocs.glVertexAttribPointer(opengl->texture_coords_attrib, 2, GL_FLOAT, GL_FALSE, sizeof(OpenGLVertexInfo), 12);
  1125. opengl->glprocs.glEnableVertexAttribArray(opengl->texture_coords_attrib);
  1126. glDrawElements(GL_TRIANGLES, FF_ARRAY_ELEMS(g_index), GL_UNSIGNED_SHORT, 0);
  1127. ret = AVERROR_EXTERNAL;
  1128. OPENGL_ERROR_CHECK(opengl);
  1129. #if CONFIG_SDL2
  1130. if (!opengl->no_window)
  1131. SDL_GL_SwapWindow(opengl->window);
  1132. #endif
  1133. if (opengl->no_window &&
  1134. (ret = avdevice_dev_to_app_control_message(h, AV_DEV_TO_APP_DISPLAY_WINDOW_BUFFER, NULL , 0)) < 0) {
  1135. av_log(opengl, AV_LOG_ERROR, "Application failed to display window buffer.\n");
  1136. goto fail;
  1137. }
  1138. return 0;
  1139. fail:
  1140. return ret;
  1141. }
  1142. static int opengl_write_packet(AVFormatContext *h, AVPacket *pkt)
  1143. {
  1144. AVCodecParameters *par = h->streams[0]->codecpar;
  1145. if (par->codec_id == AV_CODEC_ID_WRAPPED_AVFRAME) {
  1146. AVFrame *frame = (AVFrame *)pkt->data;
  1147. return opengl_draw(h, frame, 0, 0);
  1148. } else {
  1149. return opengl_draw(h, pkt, 0, 1);
  1150. }
  1151. }
  1152. static int opengl_write_frame(AVFormatContext *h, int stream_index,
  1153. AVFrame **frame, unsigned flags)
  1154. {
  1155. if ((flags & AV_WRITE_UNCODED_FRAME_QUERY))
  1156. return 0;
  1157. return opengl_draw(h, *frame, 0, 0);
  1158. }
  1159. #define OFFSET(x) offsetof(OpenGLContext, x)
  1160. #define ENC AV_OPT_FLAG_ENCODING_PARAM
  1161. static const AVOption options[] = {
  1162. { "background", "set background color", OFFSET(background), AV_OPT_TYPE_COLOR, {.str = "black"}, 0, 0, ENC },
  1163. { "no_window", "disable default window", OFFSET(no_window), AV_OPT_TYPE_INT, {.i64 = 0}, INT_MIN, INT_MAX, ENC },
  1164. { "window_title", "set window title", OFFSET(window_title), AV_OPT_TYPE_STRING, {.str = NULL}, 0, 0, ENC },
  1165. { "window_size", "set window size", OFFSET(window_width), AV_OPT_TYPE_IMAGE_SIZE, {.str = NULL}, 0, 0, ENC },
  1166. { NULL }
  1167. };
  1168. static const AVClass opengl_class = {
  1169. .class_name = "opengl outdev",
  1170. .item_name = av_default_item_name,
  1171. .option = options,
  1172. .version = LIBAVUTIL_VERSION_INT,
  1173. .category = AV_CLASS_CATEGORY_DEVICE_VIDEO_OUTPUT,
  1174. };
  1175. const FFOutputFormat ff_opengl_muxer = {
  1176. .p.name = "opengl",
  1177. .p.long_name = NULL_IF_CONFIG_SMALL("OpenGL output"),
  1178. .p.audio_codec = AV_CODEC_ID_NONE,
  1179. .p.video_codec = AV_CODEC_ID_WRAPPED_AVFRAME,
  1180. .p.flags = AVFMT_NOFILE | AVFMT_VARIABLE_FPS | AVFMT_NOTIMESTAMPS,
  1181. .p.priv_class = &opengl_class,
  1182. .priv_data_size = sizeof(OpenGLContext),
  1183. .write_header = opengl_write_header,
  1184. .write_packet = opengl_write_packet,
  1185. .write_uncoded_frame = opengl_write_frame,
  1186. .write_trailer = opengl_write_trailer,
  1187. .control_message = opengl_control_message,
  1188. };