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mpv/libvo/vo_gl.c

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#define DISP
// this can be 3 or 4 (regarding 24bpp and 32bpp)
#define BYTES_PP 3
#define TEXTUREFORMAT_32BPP
/*
* video_out_gl.c, X11/OpenGL interface
* based on video_out_x11 by Aaron Holtzman,
* and WS opengl window manager by Pontscho/Fresh!
*/
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <math.h>
#include "config.h"
#include "video_out.h"
#include "video_out_internal.h"
LIBVO_EXTERN(gl)
#include <X11/Xlib.h>
#include <X11/Xutil.h>
//#include <X11/keysym.h>
#include <GL/glx.h>
#include <errno.h>
#include "../postproc/rgb2rgb.h"
#include <GL/gl.h>
#include "x11_common.h"
#include "aspect.h"
static vo_info_t vo_info =
{
"X11 (OpenGL)",
"gl",
"Arpad Gereoffy <arpi@esp-team.scene.hu>",
""
};
/* private prototypes */
// static void Display_Image (unsigned char *ImageData);
/* local data */
static unsigned char *ImageData=NULL;
/* X11 related variables */
//static Display *mydisplay;
static Window mywindow;
//static GC mygc;
//static XImage *myximage;
//static int depth,mode;
//static XWindowAttributes attribs;
static int X_already_started = 0;
//static int texture_id=1;
static GLXContext wsGLXContext;
//XVisualInfo * wsVisualInfo;
static int wsGLXAttrib[] = { GLX_RGBA,
GLX_RED_SIZE,1,
GLX_GREEN_SIZE,1,
GLX_BLUE_SIZE,1,
// GLX_DEPTH_SIZE,16,
GLX_DOUBLEBUFFER,
None };
static uint32_t image_width;
static uint32_t image_height;
static uint32_t image_format;
static uint32_t image_bpp;
static uint32_t image_bytes;
static uint32_t texture_width;
static uint32_t texture_height;
static void resize(int x,int y){
printf("[gl] Resize: %dx%d\n",x,y);
glViewport( 0, 0, x, y );
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0, image_width, image_height, 0, -1,1);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
/* connect to server, create and map window,
* allocate colors and (shared) memory
*/
static uint32_t
init(uint32_t width, uint32_t height, uint32_t d_width, uint32_t d_height, uint32_t flags, char *title, uint32_t format)
{
// int screen;
unsigned int fg, bg;
char *hello = (title == NULL) ? "OpenGL rulez" : title;
// char *name = ":0.0";
XSizeHints hint;
XVisualInfo *vinfo;
XEvent xev;
// XGCValues xgcv;
XSetWindowAttributes xswa;
unsigned long xswamask;
image_height = height;
image_width = width;
image_format = format;
if (X_already_started) return -1;
if(!vo_init()) return -1;
aspect_save_orig(width,height);
aspect_save_prescale(d_width,d_height);
aspect_save_screenres(vo_screenwidth,vo_screenheight);
X_already_started++;
aspect(&d_width,&d_height,A_NOZOOM);
#ifdef X11_FULLSCREEN
if( flags&0x01 ){ // (-fs)
aspect(&d_width,&d_height,A_ZOOM);
}
#endif
hint.x = 0;
hint.y = 0;
hint.width = d_width;
hint.height = d_height;
hint.flags = PPosition | PSize;
/* Get some colors */
bg = WhitePixel(mDisplay, mScreen);
fg = BlackPixel(mDisplay, mScreen);
/* Make the window */
// XGetWindowAttributes(mDisplay, DefaultRootWindow(mDisplay), &attribs);
// XMatchVisualInfo(mDisplay, screen, depth, TrueColor, &vinfo);
vinfo=glXChooseVisual( mDisplay,mScreen,wsGLXAttrib );
if (vinfo == NULL)
{
printf("[gl] no GLX support present\n");
return -1;
}
xswa.background_pixel = 0;
xswa.border_pixel = 1;
// xswa.colormap = XCreateColormap(mDisplay, mRootWin, vinfo.visual, AllocNone);
xswa.colormap = XCreateColormap(mDisplay, mRootWin, vinfo->visual, AllocNone);
xswamask = CWBackPixel | CWBorderPixel | CWColormap;
// xswamask = CWBackPixel | CWBorderPixel | CWColormap | CWEventMask | CWCursor | CWOverrideRedirect | CWSaveUnder | CWX | CWY | CWWidth | CWHeight;
mywindow = XCreateWindow(mDisplay, RootWindow(mDisplay,mScreen),
hint.x, hint.y, hint.width, hint.height, 4, vinfo->depth,CopyFromParent,vinfo->visual,xswamask,&xswa);
vo_x11_classhint( mDisplay,mywindow,"gl" );
vo_hidecursor(mDisplay,mywindow);
wsGLXContext=glXCreateContext( mDisplay,vinfo,NULL,True );
// XStoreName( wsDisplay,wsMyWin,wsSysName );
// printf("GLXcontext ok\n");
if ( flags&0x01 ) vo_x11_decoration( mDisplay,mywindow,0 );
XSelectInput(mDisplay, mywindow, StructureNotifyMask);
/* Tell other applications about this window */
XSetStandardProperties(mDisplay, mywindow, hello, hello, None, NULL, 0, &hint);
/* Map window. */
XMapWindow(mDisplay, mywindow);
/* Wait for map. */
do
{
XNextEvent(mDisplay, &xev);
}
while (xev.type != MapNotify || xev.xmap.event != mywindow);
XSelectInput(mDisplay, mywindow, NoEventMask);
glXMakeCurrent( mDisplay,mywindow,wsGLXContext );
XFlush(mDisplay);
XSync(mDisplay, False);
// mygc = XCreateGC(mDisplay, mywindow, 0L, &xgcv);
// myximage = XGetImage(mDisplay, mywindow, 0, 0,
// width, image_height, AllPlanes, ZPixmap);
// ImageData = myximage->data;
// bpp = myximage->bits_per_pixel;
//XSelectInput(mDisplay, mywindow, StructureNotifyMask); // !!!!
XSelectInput(mDisplay, mywindow, StructureNotifyMask | KeyPressMask );
// printf("Window setup ok\n");
#if 0
// If we have blue in the lowest bit then obviously RGB
mode = ((myximage->blue_mask & 0x01) != 0) ? MODE_RGB : MODE_BGR;
#ifdef WORDS_BIGENDIAN
if (myximage->byte_order != MSBFirst)
#else
if (myximage->byte_order != LSBFirst)
#endif
{
printf("[gl] no support for non-native XImage byte order!\n");
return -1;
}
printf("DEPTH=%d BPP=%d\n",depth,bpp);
#endif
/*
* If depth is 24 then it may either be a 3 or 4 byte per pixel
* format. We can't use bpp because then we would lose the
* distinction between 15/16bit depth (2 byte formate assumed).
*
* FIXME - change yuv2rgb_init to take both depth and bpp
* parameters
*/
texture_width=32;
while(texture_width<image_width) texture_width*=2;
while(texture_width<image_height) texture_width*=2;
texture_height=texture_width;
if(format==IMGFMT_YV12){
yuv2rgb_init(8*BYTES_PP, MODE_BGR);
printf("[gl] YUV init OK!\n");
image_bpp=8*BYTES_PP;
image_bytes=BYTES_PP;
} else {
image_bpp=format&0xFF;
image_bytes=(image_bpp+7)/8;
}
ImageData=malloc(texture_width*texture_height*image_bytes);
memset(ImageData,128,texture_width*texture_height*image_bytes);
glDisable(GL_BLEND);
glDisable(GL_DEPTH_TEST);
glDepthMask(GL_FALSE);
glDisable(GL_CULL_FACE);
glEnable(GL_TEXTURE_2D);
printf("[gl] Creating %dx%d texture...\n",texture_width,texture_height);
#if 1
// glBindTexture(GL_TEXTURE_2D, texture_id);
glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER, GL_LINEAR);
#ifdef TEXTUREFORMAT_32BPP
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8, texture_width, texture_height, 0,
#else
glTexImage2D(GL_TEXTURE_2D, 0, BYTES_PP, texture_width, texture_height, 0,
#endif
(image_bytes==4)?GL_RGBA:GL_BGR, GL_UNSIGNED_BYTE, ImageData);
#endif
resize(d_width,d_height);
glClearColor( 1.0f,0.0f,1.0f,0.0f );
glClear( GL_COLOR_BUFFER_BIT );
// printf("OpenGL setup OK!\n");
saver_off(mDisplay); // turning off screen saver
return 0;
}
static const vo_info_t*
get_info(void)
{
return &vo_info;
}
static void
Terminate_Display_Process(void)
{
getchar(); /* wait for enter to remove window */
XDestroyWindow(mDisplay, mywindow);
XCloseDisplay(mDisplay);
X_already_started = 0;
}
static void check_events(void)
{
int e=vo_x11_check_events(mDisplay);
if(e&VO_EVENT_RESIZE) resize(vo_dwidth,vo_dheight);
}
static void draw_osd(void)
{
}
static void
flip_page(void)
{
// glEnable(GL_TEXTURE_2D);
// glBindTexture(GL_TEXTURE_2D, texture_id);
glColor3f(1,1,1);
glBegin(GL_QUADS);
glTexCoord2f(0,0);glVertex2i(0,0);
glTexCoord2f(0,1);glVertex2i(0,texture_height);
glTexCoord2f(1,1);glVertex2i(texture_width,texture_height);
glTexCoord2f(1,0);glVertex2i(texture_width,0);
glEnd();
// glFlush();
glFinish();
glXSwapBuffers( mDisplay,mywindow );
}
//static inline uint32_t draw_slice_x11(uint8_t *src[], uint32_t slice_num)
static uint32_t draw_slice(uint8_t *src[], int stride[], int w,int h,int x,int y)
{
int i;
int dstride=w*BYTES_PP;
// dstride=(dstride+15)&(~15);
yuv2rgb(ImageData, src[0], src[1], src[2],
w,h, dstride, stride[0],stride[1]);
// emms ();
for(i=0;i<h;i++){
glTexSubImage2D( GL_TEXTURE_2D, // target
0, // level
x, // x offset
y+i, // y offset
w, // width
1, // height
(BYTES_PP==4)?GL_RGBA:GL_RGB, // format
GL_UNSIGNED_BYTE, // type
ImageData+i*dstride ); // *pixels
}
return 0;
}
static inline uint32_t
draw_frame_x11_yv12(uint8_t *src[])
{
int i;
// printf("Converting YUV->RGB...\n");
yuv2rgb(ImageData, src[0], src[1], src[2],
image_width, image_height,
image_width*BYTES_PP, image_width, image_width/2 );
// printf("Ready!\n");
// emms ();
for(i=0;i<image_height;i++){
glTexSubImage2D( GL_TEXTURE_2D, // target
0, // level
0, // x offset
i, // y offset
image_width, // width
1, // height
(BYTES_PP==4)?GL_RGBA:GL_RGB, // format
GL_UNSIGNED_BYTE, // type
ImageData+i*BYTES_PP*image_width ); // *pixels
}
// Display_Image(ImageData);
return 0;
}
static inline uint32_t
draw_frame_x11_bgr(uint8_t *src[])
{
int i;
uint8_t *s=src[0];
uint8_t *de=&ImageData[3*image_width];
for(i=0;i<image_height;i++){
uint8_t *d=ImageData;
while(d<de){
d[0]=s[2];
d[1]=s[1];
d[2]=s[0];
s+=3;d+=3;
}
glTexSubImage2D( GL_TEXTURE_2D, // target
0, // level
0, // x offset
// image_height-1-i, // y offset
i, // y offset
image_width, // width
1, // height
(image_bytes==4)?GL_RGBA:GL_RGB, // format
GL_UNSIGNED_BYTE, // type
ImageData); // *pixels
}
// Display_Image(ImageData);
return 0;
}
static inline uint32_t
draw_frame_x11_rgb(uint8_t *src[])
{
int i;
uint8_t *ImageData=src[0];
for(i=0;i<image_height;i++){
glTexSubImage2D( GL_TEXTURE_2D, // target
0, // level
0, // x offset
// image_height-1-i, // y offset
i, // y offset
image_width, // width
1, // height
(image_bytes==4)?GL_RGBA:GL_RGB, // format
GL_UNSIGNED_BYTE, // type
ImageData+i*image_bytes*image_width ); // *pixels
}
// Display_Image(ImageData);
return 0;
}
static uint32_t
draw_frame(uint8_t *src[])
{
if(image_format==IMGFMT_YV12)
return draw_frame_x11_yv12(src);
else
if((image_format&IMGFMT_RGB_MASK)==IMGFMT_RGB)
return draw_frame_x11_rgb(src);
else
return draw_frame_x11_bgr(src);
}
static uint32_t
query_format(uint32_t format)
{
switch(format){
case IMGFMT_YV12:
case IMGFMT_RGB|24:
case IMGFMT_BGR|24:
return 1;
}
return 0;
}
static void
uninit(void)
{
saver_on(mDisplay); // screen saver back on
XDestroyWindow( mDisplay,mywindow );
}