コード例 #1
0
static int initTextures(void)
{
  struct TexSquare *tsq=0;
  GLfloat texpercx, texpercy;
  int s;
  int x=0, y=0;

  // textures smaller than 64x64 might not be supported
  s=64;
  while (s<image_width)
    s*=2;
  texture_width=s;

  s=64;
  while (s<image_height)
    s*=2;
  texture_height=s;

  if (!is_yuv)
    gl_internal_format = getInternalFormat();

  /* Test the max texture size */
  do {
    GLint w;
    glTexImage2D (GL_PROXY_TEXTURE_2D, 0,
                  gl_internal_format,
                  texture_width, texture_height,
                  0, gl_bitmap_format, gl_bitmap_type, NULL);

    glGetTexLevelParameteriv
      (GL_PROXY_TEXTURE_2D, 0, GL_TEXTURE_WIDTH, &w);

    if (w >= texture_width)
      break;

    mp_msg (MSGT_VO, MSGL_V, "[gl_tiled] Needed texture [%dx%d] too big, trying ",
            texture_width, texture_height);

    if (texture_width > texture_height)
      texture_width /= 2;
    else
      texture_height /= 2;

    mp_msg (MSGT_VO, MSGL_V, "[%dx%d] !\n", texture_width, texture_height);

    if(texture_width < 64 || texture_height < 64) {
      mp_msg (MSGT_VO, MSGL_FATAL, "[gl_tiled] Give up .. usable texture size not available, or texture config error !\n");
      return -1;
    }
  } while (texture_width > 1 && texture_height > 1);
#ifdef TEXTURE_WIDTH
  texture_width = TEXTURE_WIDTH;
#endif
#ifdef TEXTURE_HEIGHT
  texture_height = TEXTURE_HEIGHT;
#endif

  texnumx = image_width / texture_width;
  if ((image_width % texture_width) > 0)
    texnumx++;

  texnumy = image_height / texture_height;
  if ((image_height % texture_height) > 0)
    texnumy++;

  mp_msg(MSGT_VO, MSGL_V, "[gl_tiled] Creating %dx%d textures of size %dx%d ...\n",
         texnumx, texnumy, texture_width,texture_height);

  /* Allocate the texture memory */

  texpercx = (GLfloat) texture_width / (GLfloat) image_width;
  texpercy = (GLfloat) texture_height / (GLfloat) image_height;

  free(texgrid);
  texgrid = calloc (texnumx * texnumy, sizeof (struct TexSquare));

  raw_line_len = image_width * image_bytes;

  mp_msg (MSGT_VO, MSGL_DBG2, "[gl_tiled] texture-usage %d*width=%d, %d*height=%d\n",
          (int) texnumx, (int) texture_width, (int) texnumy,
          (int) texture_height);

  tsq = texgrid;
  for (y = 0; y < texnumy; y++) {
    for (x = 0; x < texnumx; x++) {
      tsq->fx = x * texpercx;
      tsq->fy = y * texpercy;
      tsq->fw = texpercx;
      tsq->fh = texpercy;

      tsq->texobj=0;
      tsq->uvtexobjs[0] = tsq->uvtexobjs[1] = 0;

      glGenTextures (1, &(tsq->texobj));

      glBindTexture (GL_TEXTURE_2D, tsq->texobj);
      if (is_yuv) {
        glGenTextures(2, tsq->uvtexobjs);
        mpglActiveTexture(GL_TEXTURE1);
        glBindTexture (GL_TEXTURE_2D, tsq->uvtexobjs[0]);
        mpglActiveTexture(GL_TEXTURE2);
        glBindTexture (GL_TEXTURE_2D, tsq->uvtexobjs[1]);
        mpglActiveTexture(GL_TEXTURE0);
      }

      glCreateClearTex(GL_TEXTURE_2D, gl_internal_format, gl_bitmap_format,  gl_bitmap_type, GL_LINEAR,
                       texture_width, texture_height, 0);

      glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
      if (is_yuv) {
        int xs, ys, depth;
        int chroma_clear_val = 128;
        mp_get_chroma_shift(image_format, &xs, &ys, &depth);
        chroma_clear_val >>= -depth & 7;
        mpglActiveTexture(GL_TEXTURE1);
        glCreateClearTex(GL_TEXTURE_2D, gl_internal_format, gl_bitmap_format,  gl_bitmap_type, GL_LINEAR,
                         texture_width >> xs, texture_height >> ys,
                         chroma_clear_val);
        mpglActiveTexture(GL_TEXTURE2);
        glCreateClearTex(GL_TEXTURE_2D, gl_internal_format, gl_bitmap_format,  gl_bitmap_type, GL_LINEAR,
                         texture_width >> xs, texture_height >> ys,
                         chroma_clear_val);
        mpglActiveTexture(GL_TEXTURE0);
      }

      tsq++;
    }  /* for all texnumx */
  }  /* for all texnumy */

  return 0;
}
コード例 #2
0
ファイル: vo_gl.c プロジェクト: azuwis/mplayer
/**
 * \brief Initialize a (new or reused) OpenGL context.
 * set global gl-related variables to their default values
 */
static int initGl(uint32_t d_width, uint32_t d_height) {
  GLint scale_type = get_scale_type(0);
  autodetectGlExtensions();
  gl_target = use_rectangle == 1 ? GL_TEXTURE_RECTANGLE : GL_TEXTURE_2D;
  yuvconvtype = SET_YUV_CONVERSION(use_yuv) |
                SET_YUV_LUM_SCALER(lscale) |
                SET_YUV_CHROM_SCALER(cscale);

  texSize(image_width, image_height, &texture_width, &texture_height);

  mpglDisable(GL_BLEND);
  mpglDisable(GL_DEPTH_TEST);
  mpglDepthMask(GL_FALSE);
  mpglDisable(GL_CULL_FACE);
  mpglEnable(gl_target);
  mpglDrawBuffer(vo_doublebuffering?GL_BACK:GL_FRONT);
  mpglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);

  mp_msg(MSGT_VO, MSGL_V, "[gl] Creating %dx%d texture...\n",
          texture_width, texture_height);

  glCreateClearTex(gl_target, gl_texfmt, gl_format, gl_type, scale_type,
                   texture_width, texture_height, 0);
  if (mipmap_gen)
    mpglTexParameteri(gl_target, GL_GENERATE_MIPMAP, GL_TRUE);

  if (is_yuv) {
    int i;
    int xs, ys;
    scale_type = get_scale_type(1);
    mp_get_chroma_shift(image_format, &xs, &ys);
    mpglGenTextures(21, default_texs);
    default_texs[21] = 0;
    for (i = 0; i < 7; i++) {
      mpglActiveTexture(GL_TEXTURE1 + i);
      mpglBindTexture(GL_TEXTURE_2D, default_texs[i]);
      mpglBindTexture(GL_TEXTURE_RECTANGLE, default_texs[i + 7]);
      mpglBindTexture(GL_TEXTURE_3D, default_texs[i + 14]);
    }
    mpglActiveTexture(GL_TEXTURE1);
    glCreateClearTex(gl_target, gl_texfmt, gl_format, gl_type, scale_type,
                     texture_width >> xs, texture_height >> ys, 128);
    if (mipmap_gen)
      mpglTexParameteri(gl_target, GL_GENERATE_MIPMAP, GL_TRUE);
    mpglActiveTexture(GL_TEXTURE2);
    glCreateClearTex(gl_target, gl_texfmt, gl_format, gl_type, scale_type,
                     texture_width >> xs, texture_height >> ys, 128);
    if (mipmap_gen)
      mpglTexParameteri(gl_target, GL_GENERATE_MIPMAP, GL_TRUE);
    mpglActiveTexture(GL_TEXTURE0);
    mpglBindTexture(gl_target, 0);
  }
  if (is_yuv || custom_prog)
  {
    if ((MASK_NOT_COMBINERS & (1 << use_yuv)) || custom_prog) {
      if (!mpglGenPrograms || !mpglBindProgram) {
        mp_msg(MSGT_VO, MSGL_ERR, "[gl] fragment program functions missing!\n");
      } else {
        mpglGenPrograms(1, &fragprog);
        mpglBindProgram(GL_FRAGMENT_PROGRAM, fragprog);
      }
    }
    update_yuvconv();
  }

  resize(d_width, d_height);

  mpglClearColor( 0.0f,0.0f,0.0f,0.0f );
  mpglClear( GL_COLOR_BUFFER_BIT );
  if (mpglSwapInterval && swap_interval >= 0)
    mpglSwapInterval(swap_interval);
  return 1;
}
コード例 #3
0
ファイル: vo_gl.c プロジェクト: azuwis/mplayer
/**
 * Creates the textures and the display list needed for displaying
 * an OSD part.
 * Callback function for vo_draw_text().
 */
static void create_osd_texture(int x0, int y0, int w, int h,
                                 unsigned char *src, unsigned char *srca,
                                 int stride)
{
  // initialize to 8 to avoid special-casing on alignment
  int sx = 8, sy = 8;
  GLint scale_type = scaled_osd ? GL_LINEAR : GL_NEAREST;

  if (w <= 0 || h <= 0 || stride < w) {
    mp_msg(MSGT_VO, MSGL_V, "Invalid dimensions OSD for part!\n");
    return;
  }
  texSize(w, h, &sx, &sy);

  if (osdtexCnt >= MAX_OSD_PARTS) {
    mp_msg(MSGT_VO, MSGL_ERR, "Too many OSD parts, contact the developers!\n");
    return;
  }

  // create Textures for OSD part
  mpglGenTextures(1, &osdtex[osdtexCnt]);
  mpglBindTexture(gl_target, osdtex[osdtexCnt]);
  glCreateClearTex(gl_target, GL_LUMINANCE, GL_LUMINANCE, GL_UNSIGNED_BYTE, scale_type, sx, sy, 0);
  glUploadTex(gl_target, GL_LUMINANCE, GL_UNSIGNED_BYTE, src, stride,
              0, 0, w, h, 0);

#ifndef FAST_OSD
  mpglGenTextures(1, &osdatex[osdtexCnt]);
  mpglBindTexture(gl_target, osdatex[osdtexCnt]);
  glCreateClearTex(gl_target, GL_ALPHA, GL_ALPHA, GL_UNSIGNED_BYTE, scale_type, sx, sy, 0);
  {
  int i;
  char *tmp = malloc(stride * h);
  // convert alpha from weird MPlayer scale.
  // in-place is not possible since it is reused for future OSDs
  for (i = h * stride - 1; i >= 0; i--)
    tmp[i] = -srca[i];
  glUploadTex(gl_target, GL_ALPHA, GL_UNSIGNED_BYTE, tmp, stride,
              0, 0, w, h, 0);
  free(tmp);
  }
#endif

  mpglBindTexture(gl_target, 0);

  // Create a list for rendering this OSD part
#ifndef FAST_OSD
  osdaDispList[osdtexCnt] = mpglGenLists(1);
  mpglNewList(osdaDispList[osdtexCnt], GL_COMPILE);
  // render alpha
  mpglBindTexture(gl_target, osdatex[osdtexCnt]);
  glDrawTex(x0, y0, w, h, 0, 0, w, h, sx, sy, use_rectangle == 1, 0, 0);
  mpglEndList();
#endif
  osdDispList[osdtexCnt] = mpglGenLists(1);
  mpglNewList(osdDispList[osdtexCnt], GL_COMPILE);
  // render OSD
  mpglBindTexture(gl_target, osdtex[osdtexCnt]);
  glDrawTex(x0, y0, w, h, 0, 0, w, h, sx, sy, use_rectangle == 1, 0, 0);
  mpglEndList();

  osdtexCnt++;
}
コード例 #4
0
ファイル: vo_gl.c プロジェクト: azuwis/mplayer
/**
 * \brief construct display list from ass image list
 * \param img image list to create OSD from.
 *            A value of NULL has the same effect as clearEOSD()
 */
static void genEOSD(struct mp_eosd_image_list *imgs) {
  int sx, sy;
  int tinytexcur = 0;
  int smalltexcur = 0;
  GLuint *curtex;
  GLint scale_type = scaled_osd ? GL_LINEAR : GL_NEAREST;
  struct mp_eosd_image *img = eosd_image_first(imgs);
  struct mp_eosd_image *i;

  if (imgs->changed == 0) // there are elements, but they are unchanged
      return;
  if (img && imgs->changed == 1) // there are elements, but they just moved
      goto skip_upload;

  clearEOSD();
  if (!img)
    return;
  if (!largeeosdtex[0]) {
    mpglGenTextures(2, largeeosdtex);
    mpglBindTexture(gl_target, largeeosdtex[0]);
    glCreateClearTex(gl_target, GL_ALPHA, GL_ALPHA, GL_UNSIGNED_BYTE, scale_type, LARGE_EOSD_TEX_SIZE, LARGE_EOSD_TEX_SIZE, 0);
    mpglBindTexture(gl_target, largeeosdtex[1]);
    glCreateClearTex(gl_target, GL_ALPHA, GL_ALPHA, GL_UNSIGNED_BYTE, scale_type, LARGE_EOSD_TEX_SIZE, LARGE_EOSD_TEX_SIZE, 0);
  }
  for (i = img; i; i = eosd_image_next(imgs))
  {
    if (i->w <= 0 || i->h <= 0 || i->stride < i->w)
      continue;
    if (is_tinytex(i, tinytexcur))
      tinytexcur++;
    else if (is_smalltex(i, smalltexcur))
      smalltexcur++;
    else
      eosdtexCnt++;
  }
  mp_msg(MSGT_VO, MSGL_DBG2, "EOSD counts (tiny, small, all): %i, %i, %i\n",
         tinytexcur, smalltexcur, eosdtexCnt);
  if (eosdtexCnt) {
    eosdtex = calloc(eosdtexCnt, sizeof(GLuint));
    mpglGenTextures(eosdtexCnt, eosdtex);
  }
  tinytexcur = smalltexcur = 0;
  for (i = eosd_image_first(imgs), curtex = eosdtex; i; i = eosd_image_next(imgs)) {
    int x = 0, y = 0;
    if (i->w <= 0 || i->h <= 0 || i->stride < i->w) {
      mp_msg(MSGT_VO, MSGL_V, "Invalid dimensions OSD for part!\n");
      continue;
    }
    if (is_tinytex(i, tinytexcur)) {
      tinytex_pos(tinytexcur, &x, &y);
      mpglBindTexture(gl_target, largeeosdtex[0]);
      tinytexcur++;
    } else if (is_smalltex(i, smalltexcur)) {
      smalltex_pos(smalltexcur, &x, &y);
      mpglBindTexture(gl_target, largeeosdtex[1]);
      smalltexcur++;
    } else {
      texSize(i->w, i->h, &sx, &sy);
      mpglBindTexture(gl_target, *curtex++);
      glCreateClearTex(gl_target, GL_ALPHA, GL_ALPHA, GL_UNSIGNED_BYTE, scale_type, sx, sy, 0);
    }
    glUploadTex(gl_target, GL_ALPHA, GL_UNSIGNED_BYTE, i->bitmap, i->stride,
                x, y, i->w, i->h, 0);
  }
  eosdDispList = mpglGenLists(1);
skip_upload:
  mpglNewList(eosdDispList, GL_COMPILE);
  tinytexcur = smalltexcur = 0;
  for (i = eosd_image_first(imgs), curtex = eosdtex; i; i = eosd_image_next(imgs)) {
    int x = 0, y = 0;
    if (i->w <= 0 || i->h <= 0 || i->stride < i->w)
      continue;
    mpglColor4ub(i->color >> 24, (i->color >> 16) & 0xff, (i->color >> 8) & 0xff, 255 - (i->color & 0xff));
    if (is_tinytex(i, tinytexcur)) {
      tinytex_pos(tinytexcur, &x, &y);
      sx = sy = LARGE_EOSD_TEX_SIZE;
      mpglBindTexture(gl_target, largeeosdtex[0]);
      tinytexcur++;
    } else if (is_smalltex(i, smalltexcur)) {
      smalltex_pos(smalltexcur, &x, &y);
      sx = sy = LARGE_EOSD_TEX_SIZE;
      mpglBindTexture(gl_target, largeeosdtex[1]);
      smalltexcur++;
    } else {
      texSize(i->w, i->h, &sx, &sy);
      mpglBindTexture(gl_target, *curtex++);
    }
    glDrawTex(i->dst_x, i->dst_y, i->w, i->h, x, y, i->w, i->h, sx, sy, use_rectangle == 1, 0, 0);
  }
  mpglEndList();
  mpglBindTexture(gl_target, 0);
}