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|
/*
* Copyright (c) 2014 Lukasz Marek
*
* This file is part of FFmpeg.
*
* FFmpeg is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
*
* FFmpeg is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with FFmpeg; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
*/
//TODO: support for more formats
//TODO: support for more systems.
//TODO: implement X11, Windows, Mac OS native default window. SDL 1.2 doesn't allow to render to custom thread.
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <unistd.h>
#include <stddef.h>
#include "config.h"
#if HAVE_WINDOWS_H
#define WIN32_LEAN_AND_MEAN
#include <windows.h>
#endif
#if HAVE_OPENGL_GL3_H
#include <OpenGL/gl3.h>
#elif HAVE_ES2_GL_H
#include <ES2/gl.h>
#else
#include <GL/gl.h>
#include <GL/glext.h>
#endif
#if HAVE_GLXGETPROCADDRESS
#include <GL/glx.h>
#endif
#if HAVE_SDL2
#include <SDL.h>
#endif
#include "libavutil/common.h"
#include "libavutil/pixdesc.h"
#include "libavutil/log.h"
#include "libavutil/opt.h"
#include "libavutil/avassert.h"
#include "libavutil/avstring.h"
#include "libavformat/avformat.h"
#include "libavformat/internal.h"
#include "libavdevice/avdevice.h"
#include "opengl_enc_shaders.h"
#ifndef APIENTRY
#define APIENTRY
#endif
/* FF_GL_RED_COMPONENT is used for planar pixel types.
* Only red component is sampled in shaders.
* On some platforms GL_RED is not available and GL_LUMINANCE have to be used,
* but since OpenGL 3.0 GL_LUMINANCE is deprecated.
* GL_RED produces RGBA = value, 0, 0, 1.
* GL_LUMINANCE produces RGBA = value, value, value, 1.
* Note: GL_INTENSITY may also be used which produce RGBA = value, value, value, value. */
#if defined(GL_RED)
#define FF_GL_RED_COMPONENT GL_RED
#elif defined(GL_LUMINANCE)
#define FF_GL_RED_COMPONENT GL_LUMINANCE
#else
#define FF_GL_RED_COMPONENT 0x1903; //GL_RED
#endif
/* Constants not defined for iOS */
#define FF_GL_UNSIGNED_BYTE_3_3_2 0x8032
#define FF_GL_UNSIGNED_BYTE_2_3_3_REV 0x8362
#define FF_GL_UNSIGNED_SHORT_1_5_5_5_REV 0x8366
#define FF_GL_UNPACK_ROW_LENGTH 0x0CF2
/* MinGW exposes only OpenGL 1.1 API */
#define FF_GL_ARRAY_BUFFER 0x8892
#define FF_GL_ELEMENT_ARRAY_BUFFER 0x8893
#define FF_GL_STATIC_DRAW 0x88E4
#define FF_GL_FRAGMENT_SHADER 0x8B30
#define FF_GL_VERTEX_SHADER 0x8B31
#define FF_GL_COMPILE_STATUS 0x8B81
#define FF_GL_LINK_STATUS 0x8B82
#define FF_GL_INFO_LOG_LENGTH 0x8B84
typedef void (APIENTRY *FF_PFNGLACTIVETEXTUREPROC) (GLenum texture);
typedef void (APIENTRY *FF_PFNGLGENBUFFERSPROC) (GLsizei n, GLuint *buffers);
typedef void (APIENTRY *FF_PFNGLDELETEBUFFERSPROC) (GLsizei n, const GLuint *buffers);
typedef void (APIENTRY *FF_PFNGLBUFFERDATAPROC) (GLenum target, ptrdiff_t size, const GLvoid *data, GLenum usage);
typedef void (APIENTRY *FF_PFNGLBINDBUFFERPROC) (GLenum target, GLuint buffer);
typedef GLint (APIENTRY *FF_PFNGLGETATTRIBLOCATIONPROC) (GLuint program, const char *name);
typedef void (APIENTRY *FF_PFNGLENABLEVERTEXATTRIBARRAYPROC) (GLuint index);
typedef void (APIENTRY *FF_PFNGLVERTEXATTRIBPOINTERPROC) (GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, uintptr_t pointer);
typedef GLint (APIENTRY *FF_PFNGLGETUNIFORMLOCATIONPROC) (GLuint program, const char *name);
typedef void (APIENTRY *FF_PFNGLUNIFORM1FPROC) (GLint location, GLfloat v0);
typedef void (APIENTRY *FF_PFNGLUNIFORM1IPROC) (GLint location, GLint v0);
typedef void (APIENTRY *FF_PFNGLUNIFORMMATRIX4FVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
typedef GLuint (APIENTRY *FF_PFNGLCREATEPROGRAMPROC) (void);
typedef void (APIENTRY *FF_PFNGLDELETEPROGRAMPROC) (GLuint program);
typedef void (APIENTRY *FF_PFNGLUSEPROGRAMPROC) (GLuint program);
typedef void (APIENTRY *FF_PFNGLLINKPROGRAMPROC) (GLuint program);
typedef void (APIENTRY *FF_PFNGLGETPROGRAMIVPROC) (GLuint program, GLenum pname, GLint *params);
typedef void (APIENTRY *FF_PFNGLGETPROGRAMINFOLOGPROC) (GLuint program, GLsizei bufSize, GLsizei *length, char *infoLog);
typedef void (APIENTRY *FF_PFNGLATTACHSHADERPROC) (GLuint program, GLuint shader);
typedef GLuint (APIENTRY *FF_PFNGLCREATESHADERPROC) (GLenum type);
typedef void (APIENTRY *FF_PFNGLDELETESHADERPROC) (GLuint shader);
typedef void (APIENTRY *FF_PFNGLCOMPILESHADERPROC) (GLuint shader);
typedef void (APIENTRY *FF_PFNGLSHADERSOURCEPROC) (GLuint shader, GLsizei count, const char* *string, const GLint *length);
typedef void (APIENTRY *FF_PFNGLGETSHADERIVPROC) (GLuint shader, GLenum pname, GLint *params);
typedef void (APIENTRY *FF_PFNGLGETSHADERINFOLOGPROC) (GLuint shader, GLsizei bufSize, GLsizei *length, char *infoLog);
typedef struct FFOpenGLFunctions {
FF_PFNGLACTIVETEXTUREPROC glActiveTexture; //Require GL ARB multitexture
FF_PFNGLGENBUFFERSPROC glGenBuffers; //Require GL_ARB_vertex_buffer_object
FF_PFNGLDELETEBUFFERSPROC glDeleteBuffers; //Require GL_ARB_vertex_buffer_object
FF_PFNGLBUFFERDATAPROC glBufferData; //Require GL_ARB_vertex_buffer_object
FF_PFNGLBINDBUFFERPROC glBindBuffer; //Require GL_ARB_vertex_buffer_object
FF_PFNGLGETATTRIBLOCATIONPROC glGetAttribLocation; //Require GL_ARB_vertex_shader
FF_PFNGLENABLEVERTEXATTRIBARRAYPROC glEnableVertexAttribArray; //Require GL_ARB_vertex_shader
FF_PFNGLVERTEXATTRIBPOINTERPROC glVertexAttribPointer; //Require GL_ARB_vertex_shader
FF_PFNGLGETUNIFORMLOCATIONPROC glGetUniformLocation; //Require GL_ARB_shader_objects
FF_PFNGLUNIFORM1FPROC glUniform1f; //Require GL_ARB_shader_objects
FF_PFNGLUNIFORM1IPROC glUniform1i; //Require GL_ARB_shader_objects
FF_PFNGLUNIFORMMATRIX4FVPROC glUniformMatrix4fv; //Require GL_ARB_shader_objects
FF_PFNGLCREATEPROGRAMPROC glCreateProgram; //Require GL_ARB_shader_objects
FF_PFNGLDELETEPROGRAMPROC glDeleteProgram; //Require GL_ARB_shader_objects
FF_PFNGLUSEPROGRAMPROC glUseProgram; //Require GL_ARB_shader_objects
FF_PFNGLLINKPROGRAMPROC glLinkProgram; //Require GL_ARB_shader_objects
FF_PFNGLGETPROGRAMIVPROC glGetProgramiv; //Require GL_ARB_shader_objects
FF_PFNGLGETPROGRAMINFOLOGPROC glGetProgramInfoLog; //Require GL_ARB_shader_objects
FF_PFNGLATTACHSHADERPROC glAttachShader; //Require GL_ARB_shader_objects
FF_PFNGLCREATESHADERPROC glCreateShader; //Require GL_ARB_shader_objects
FF_PFNGLDELETESHADERPROC glDeleteShader; //Require GL_ARB_shader_objects
FF_PFNGLCOMPILESHADERPROC glCompileShader; //Require GL_ARB_shader_objects
FF_PFNGLSHADERSOURCEPROC glShaderSource; //Require GL_ARB_shader_objects
FF_PFNGLGETSHADERIVPROC glGetShaderiv; //Require GL_ARB_shader_objects
FF_PFNGLGETSHADERINFOLOGPROC glGetShaderInfoLog; //Require GL_ARB_shader_objects
} FFOpenGLFunctions;
#define OPENGL_ERROR_CHECK(ctx) \
{\
GLenum err_code; \
if ((err_code = glGetError()) != GL_NO_ERROR) { \
av_log(ctx, AV_LOG_ERROR, "OpenGL error occurred in '%s', line %d: %d\n", __FUNCTION__, __LINE__, err_code); \
goto fail; \
} \
}\
typedef struct OpenGLVertexInfo
{
float x, y, z; ///<Position
float s0, t0; ///<Texture coords
} OpenGLVertexInfo;
/* defines 2 triangles to display */
static const GLushort g_index[6] =
{
0, 1, 2,
0, 3, 2,
};
typedef struct OpenGLContext {
AVClass *class; ///< class for private options
#if HAVE_SDL2
SDL_Window *window;
SDL_GLContext glcontext;
#endif
FFOpenGLFunctions glprocs;
int inited; ///< Set to 1 when write_header was successfully called.
uint8_t background[4]; ///< Background color
int no_window; ///< 0 for create default window
char *window_title; ///< Title of the window
/* OpenGL implementation limits */
GLint max_texture_size; ///< Maximum texture size
GLint max_viewport_width; ///< Maximum viewport size
GLint max_viewport_height; ///< Maximum viewport size
int non_pow_2_textures; ///< 1 when non power of 2 textures are supported
int unpack_subimage; ///< 1 when GL_EXT_unpack_subimage is available
/* Current OpenGL configuration */
GLuint program; ///< Shader program
GLuint vertex_shader; ///< Vertex shader
GLuint fragment_shader; ///< Fragment shader for current pix_pmt
GLuint texture_name[4]; ///< Textures' IDs
GLuint index_buffer; ///< Index buffer
GLuint vertex_buffer; ///< Vertex buffer
OpenGLVertexInfo vertex[4]; ///< VBO
GLint projection_matrix_location; ///< Uniforms' locations
GLint model_view_matrix_location;
GLint color_map_location;
GLint chroma_div_w_location;
GLint chroma_div_h_location;
GLint texture_location[4];
GLint position_attrib; ///< Attibutes' locations
GLint texture_coords_attrib;
GLfloat projection_matrix[16]; ///< Projection matrix
GLfloat model_view_matrix[16]; ///< Modev view matrix
GLfloat color_map[16]; ///< RGBA color map matrix
GLfloat chroma_div_w; ///< Chroma subsampling w ratio
GLfloat chroma_div_h; ///< Chroma subsampling h ratio
/* Stream information */
GLenum format;
GLenum type;
int width; ///< Stream width
int height; ///< Stream height
enum AVPixelFormat pix_fmt; ///< Stream pixel format
int picture_width; ///< Rendered width
int picture_height; ///< Rendered height
int window_width;
int window_height;
} OpenGLContext;
static const struct OpenGLFormatDesc {
enum AVPixelFormat fixel_format;
const char * const * fragment_shader;
GLenum format;
GLenum type;
} opengl_format_desc[] = {
{ AV_PIX_FMT_YUV420P, &FF_OPENGL_FRAGMENT_SHADER_YUV_PLANAR, FF_GL_RED_COMPONENT, GL_UNSIGNED_BYTE },
{ AV_PIX_FMT_YUV444P, &FF_OPENGL_FRAGMENT_SHADER_YUV_PLANAR, FF_GL_RED_COMPONENT, GL_UNSIGNED_BYTE },
{ AV_PIX_FMT_YUV422P, &FF_OPENGL_FRAGMENT_SHADER_YUV_PLANAR, FF_GL_RED_COMPONENT, GL_UNSIGNED_BYTE },
{ AV_PIX_FMT_YUV410P, &FF_OPENGL_FRAGMENT_SHADER_YUV_PLANAR, FF_GL_RED_COMPONENT, GL_UNSIGNED_BYTE },
{ AV_PIX_FMT_YUV411P, &FF_OPENGL_FRAGMENT_SHADER_YUV_PLANAR, FF_GL_RED_COMPONENT, GL_UNSIGNED_BYTE },
{ AV_PIX_FMT_YUV440P, &FF_OPENGL_FRAGMENT_SHADER_YUV_PLANAR, FF_GL_RED_COMPONENT, GL_UNSIGNED_BYTE },
{ AV_PIX_FMT_YUV420P16, &FF_OPENGL_FRAGMENT_SHADER_YUV_PLANAR, FF_GL_RED_COMPONENT, GL_UNSIGNED_SHORT },
{ AV_PIX_FMT_YUV422P16, &FF_OPENGL_FRAGMENT_SHADER_YUV_PLANAR, FF_GL_RED_COMPONENT, GL_UNSIGNED_SHORT },
{ AV_PIX_FMT_YUV444P16, &FF_OPENGL_FRAGMENT_SHADER_YUV_PLANAR, FF_GL_RED_COMPONENT, GL_UNSIGNED_SHORT },
{ AV_PIX_FMT_YUVA420P, &FF_OPENGL_FRAGMENT_SHADER_YUVA_PLANAR, FF_GL_RED_COMPONENT, GL_UNSIGNED_BYTE },
{ AV_PIX_FMT_YUVA444P, &FF_OPENGL_FRAGMENT_SHADER_YUVA_PLANAR, FF_GL_RED_COMPONENT, GL_UNSIGNED_BYTE },
{ AV_PIX_FMT_YUVA422P, &FF_OPENGL_FRAGMENT_SHADER_YUVA_PLANAR, FF_GL_RED_COMPONENT, GL_UNSIGNED_BYTE },
{ AV_PIX_FMT_YUVA420P16, &FF_OPENGL_FRAGMENT_SHADER_YUVA_PLANAR, FF_GL_RED_COMPONENT, GL_UNSIGNED_SHORT },
{ AV_PIX_FMT_YUVA422P16, &FF_OPENGL_FRAGMENT_SHADER_YUVA_PLANAR, FF_GL_RED_COMPONENT, GL_UNSIGNED_SHORT },
{ AV_PIX_FMT_YUVA444P16, &FF_OPENGL_FRAGMENT_SHADER_YUVA_PLANAR, FF_GL_RED_COMPONENT, GL_UNSIGNED_SHORT },
{ AV_PIX_FMT_RGB24, &FF_OPENGL_FRAGMENT_SHADER_RGB_PACKET, GL_RGB, GL_UNSIGNED_BYTE },
{ AV_PIX_FMT_BGR24, &FF_OPENGL_FRAGMENT_SHADER_RGB_PACKET, GL_RGB, GL_UNSIGNED_BYTE },
{ AV_PIX_FMT_0RGB, &FF_OPENGL_FRAGMENT_SHADER_RGB_PACKET, GL_RGBA, GL_UNSIGNED_BYTE },
{ AV_PIX_FMT_RGB0, &FF_OPENGL_FRAGMENT_SHADER_RGB_PACKET, GL_RGBA, GL_UNSIGNED_BYTE },
{ AV_PIX_FMT_0BGR, &FF_OPENGL_FRAGMENT_SHADER_RGB_PACKET, GL_RGBA, GL_UNSIGNED_BYTE },
{ AV_PIX_FMT_BGR0, &FF_OPENGL_FRAGMENT_SHADER_RGB_PACKET, GL_RGBA, GL_UNSIGNED_BYTE },
{ AV_PIX_FMT_RGB565, &FF_OPENGL_FRAGMENT_SHADER_RGB_PACKET, GL_RGB, GL_UNSIGNED_SHORT_5_6_5 },
{ AV_PIX_FMT_BGR565, &FF_OPENGL_FRAGMENT_SHADER_RGB_PACKET, GL_RGB, GL_UNSIGNED_SHORT_5_6_5 },
{ AV_PIX_FMT_RGB555, &FF_OPENGL_FRAGMENT_SHADER_RGB_PACKET, GL_RGBA, FF_GL_UNSIGNED_SHORT_1_5_5_5_REV },
{ AV_PIX_FMT_BGR555, &FF_OPENGL_FRAGMENT_SHADER_RGB_PACKET, GL_RGBA, FF_GL_UNSIGNED_SHORT_1_5_5_5_REV },
{ AV_PIX_FMT_RGB8, &FF_OPENGL_FRAGMENT_SHADER_RGB_PACKET, GL_RGB, FF_GL_UNSIGNED_BYTE_3_3_2 },
{ AV_PIX_FMT_BGR8, &FF_OPENGL_FRAGMENT_SHADER_RGB_PACKET, GL_RGB, FF_GL_UNSIGNED_BYTE_2_3_3_REV },
{ AV_PIX_FMT_RGB48, &FF_OPENGL_FRAGMENT_SHADER_RGB_PACKET, GL_RGB, GL_UNSIGNED_SHORT },
{ AV_PIX_FMT_BGR48, &FF_OPENGL_FRAGMENT_SHADER_RGB_PACKET, GL_RGB, GL_UNSIGNED_SHORT },
{ AV_PIX_FMT_ARGB, &FF_OPENGL_FRAGMENT_SHADER_RGBA_PACKET, GL_RGBA, GL_UNSIGNED_BYTE },
{ AV_PIX_FMT_RGBA, &FF_OPENGL_FRAGMENT_SHADER_RGBA_PACKET, GL_RGBA, GL_UNSIGNED_BYTE },
{ AV_PIX_FMT_ABGR, &FF_OPENGL_FRAGMENT_SHADER_RGBA_PACKET, GL_RGBA, GL_UNSIGNED_BYTE },
{ AV_PIX_FMT_BGRA, &FF_OPENGL_FRAGMENT_SHADER_RGBA_PACKET, GL_RGBA, GL_UNSIGNED_BYTE },
{ AV_PIX_FMT_RGBA64, &FF_OPENGL_FRAGMENT_SHADER_RGBA_PACKET, GL_RGBA, GL_UNSIGNED_SHORT },
{ AV_PIX_FMT_BGRA64, &FF_OPENGL_FRAGMENT_SHADER_RGBA_PACKET, GL_RGBA, GL_UNSIGNED_SHORT },
{ AV_PIX_FMT_GBRP, &FF_OPENGL_FRAGMENT_SHADER_RGB_PLANAR, FF_GL_RED_COMPONENT, GL_UNSIGNED_BYTE },
{ AV_PIX_FMT_GBRP16, &FF_OPENGL_FRAGMENT_SHADER_RGB_PLANAR, FF_GL_RED_COMPONENT, GL_UNSIGNED_SHORT },
{ AV_PIX_FMT_GBRAP, &FF_OPENGL_FRAGMENT_SHADER_RGBA_PLANAR, FF_GL_RED_COMPONENT, GL_UNSIGNED_BYTE },
{ AV_PIX_FMT_GBRAP16, &FF_OPENGL_FRAGMENT_SHADER_RGBA_PLANAR, FF_GL_RED_COMPONENT, GL_UNSIGNED_SHORT },
{ AV_PIX_FMT_GRAY8, &FF_OPENGL_FRAGMENT_SHADER_GRAY, FF_GL_RED_COMPONENT, GL_UNSIGNED_BYTE },
{ AV_PIX_FMT_GRAY16, &FF_OPENGL_FRAGMENT_SHADER_GRAY, FF_GL_RED_COMPONENT, GL_UNSIGNED_SHORT },
{ AV_PIX_FMT_NONE, NULL }
};
static av_cold int opengl_prepare_vertex(AVFormatContext *s);
static int opengl_draw(AVFormatContext *h, void *intput, int repaint, int is_pkt);
static av_cold int opengl_init_context(OpenGLContext *opengl);
static av_cold void opengl_deinit_context(OpenGLContext *opengl)
{
glDeleteTextures(4, opengl->texture_name);
opengl->texture_name[0] = opengl->texture_name[1] =
opengl->texture_name[2] = opengl->texture_name[3] = 0;
if (opengl->glprocs.glUseProgram)
opengl->glprocs.glUseProgram(0);
if (opengl->glprocs.glDeleteProgram) {
opengl->glprocs.glDeleteProgram(opengl->program);
opengl->program = 0;
}
if (opengl->glprocs.glDeleteShader) {
opengl->glprocs.glDeleteShader(opengl->vertex_shader);
opengl->glprocs.glDeleteShader(opengl->fragment_shader);
opengl->vertex_shader = opengl->fragment_shader = 0;
}
if (opengl->glprocs.glBindBuffer) {
opengl->glprocs.glBindBuffer(FF_GL_ARRAY_BUFFER, 0);
opengl->glprocs.glBindBuffer(FF_GL_ELEMENT_ARRAY_BUFFER, 0);
}
if (opengl->glprocs.glDeleteBuffers) {
opengl->glprocs.glDeleteBuffers(2, &opengl->index_buffer);
opengl->vertex_buffer = opengl->index_buffer = 0;
}
}
static int opengl_resize(AVFormatContext *h, int width, int height)
{
int ret = 0;
OpenGLContext *opengl = h->priv_data;
opengl->window_width = width;
opengl->window_height = height;
if (opengl->inited) {
if (opengl->no_window &&
(ret = avdevice_dev_to_app_control_message(h, AV_DEV_TO_APP_PREPARE_WINDOW_BUFFER, NULL , 0)) < 0) {
av_log(opengl, AV_LOG_ERROR, "Application failed to prepare window buffer.\n");
goto end;
}
if ((ret = opengl_prepare_vertex(h)) < 0)
goto end;
ret = opengl_draw(h, NULL, 1, 0);
}
end:
return ret;
}
static int opengl_control_message(AVFormatContext *h, int type, void *data, size_t data_size)
{
OpenGLContext *opengl = h->priv_data;
switch(type) {
case AV_APP_TO_DEV_WINDOW_SIZE:
if (data) {
AVDeviceRect *message = data;
return opengl_resize(h, message->width, message->height);
}
return AVERROR(EINVAL);
case AV_APP_TO_DEV_WINDOW_REPAINT:
return opengl_resize(h, opengl->window_width, opengl->window_height);
}
return AVERROR(ENOSYS);
}
#if HAVE_SDL2
static int opengl_sdl_process_events(AVFormatContext *h)
{
OpenGLContext *opengl = h->priv_data;
AVDeviceRect message;
SDL_Event event;
SDL_PumpEvents();
while (SDL_PeepEvents(&event, 1, SDL_GETEVENT, SDL_FIRSTEVENT, SDL_LASTEVENT) > 0) {
switch (event.type) {
case SDL_QUIT:
return AVERROR(EIO);
case SDL_KEYDOWN:
switch (event.key.keysym.sym) {
case SDLK_ESCAPE:
case SDLK_q:
return AVERROR(EIO);
}
return 0;
case SDL_WINDOWEVENT:
switch(event.window.event) {
case SDL_WINDOWEVENT_RESIZED:
case SDL_WINDOWEVENT_SIZE_CHANGED:
SDL_GL_GetDrawableSize(opengl->window, &message.width, &message.height);
return opengl_control_message(h, AV_APP_TO_DEV_WINDOW_SIZE, &message, sizeof(AVDeviceRect));
default:
break;
}
}
}
return 0;
}
static int av_cold opengl_sdl_create_window(AVFormatContext *h)
{
OpenGLContext *opengl = h->priv_data;
AVDeviceRect message;
if (SDL_Init(SDL_INIT_VIDEO)) {
av_log(opengl, AV_LOG_ERROR, "Unable to initialize SDL: %s\n", SDL_GetError());
return AVERROR_EXTERNAL;
}
opengl->window = SDL_CreateWindow(opengl->window_title,
SDL_WINDOWPOS_UNDEFINED,
SDL_WINDOWPOS_UNDEFINED,
opengl->window_width, opengl->window_height,
SDL_WINDOW_RESIZABLE | SDL_WINDOW_OPENGL);
if (!opengl->window) {
av_log(opengl, AV_LOG_ERROR, "Unable to create default window: %s\n", SDL_GetError());
return AVERROR_EXTERNAL;
}
opengl->glcontext = SDL_GL_CreateContext(opengl->window);
if (!opengl->glcontext) {
av_log(opengl, AV_LOG_ERROR, "Unable to create OpenGL context on default window: %s\n", SDL_GetError());
return AVERROR_EXTERNAL;
}
SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
av_log(opengl, AV_LOG_INFO, "SDL driver: '%s'.\n", SDL_GetCurrentVideoDriver());
SDL_GL_GetDrawableSize(opengl->window, &message.width, &message.height);
return opengl_control_message(h, AV_APP_TO_DEV_WINDOW_SIZE, &message, sizeof(AVDeviceRect));
}
static int av_cold opengl_sdl_load_procedures(OpenGLContext *opengl)
{
FFOpenGLFunctions *procs = &opengl->glprocs;
#define LOAD_OPENGL_FUN(name, type) \
procs->name = (type)SDL_GL_GetProcAddress(#name); \
if (!procs->name) { \
av_log(opengl, AV_LOG_ERROR, "Cannot load OpenGL function: '%s'\n", #name); \
return AVERROR(ENOSYS); \
}
LOAD_OPENGL_FUN(glActiveTexture, FF_PFNGLACTIVETEXTUREPROC)
LOAD_OPENGL_FUN(glGenBuffers, FF_PFNGLGENBUFFERSPROC)
LOAD_OPENGL_FUN(glDeleteBuffers, FF_PFNGLDELETEBUFFERSPROC)
LOAD_OPENGL_FUN(glBufferData, FF_PFNGLBUFFERDATAPROC)
LOAD_OPENGL_FUN(glBindBuffer, FF_PFNGLBINDBUFFERPROC)
LOAD_OPENGL_FUN(glGetAttribLocation, FF_PFNGLGETATTRIBLOCATIONPROC)
LOAD_OPENGL_FUN(glGetUniformLocation, FF_PFNGLGETUNIFORMLOCATIONPROC)
LOAD_OPENGL_FUN(glUniform1f, FF_PFNGLUNIFORM1FPROC)
LOAD_OPENGL_FUN(glUniform1i, FF_PFNGLUNIFORM1IPROC)
LOAD_OPENGL_FUN(glUniformMatrix4fv, FF_PFNGLUNIFORMMATRIX4FVPROC)
LOAD_OPENGL_FUN(glCreateProgram, FF_PFNGLCREATEPROGRAMPROC)
LOAD_OPENGL_FUN(glDeleteProgram, FF_PFNGLDELETEPROGRAMPROC)
LOAD_OPENGL_FUN(glUseProgram, FF_PFNGLUSEPROGRAMPROC)
LOAD_OPENGL_FUN(glLinkProgram, FF_PFNGLLINKPROGRAMPROC)
LOAD_OPENGL_FUN(glGetProgramiv, FF_PFNGLGETPROGRAMIVPROC)
LOAD_OPENGL_FUN(glGetProgramInfoLog, FF_PFNGLGETPROGRAMINFOLOGPROC)
LOAD_OPENGL_FUN(glAttachShader, FF_PFNGLATTACHSHADERPROC)
LOAD_OPENGL_FUN(glCreateShader, FF_PFNGLCREATESHADERPROC)
LOAD_OPENGL_FUN(glDeleteShader, FF_PFNGLDELETESHADERPROC)
LOAD_OPENGL_FUN(glCompileShader, FF_PFNGLCOMPILESHADERPROC)
LOAD_OPENGL_FUN(glShaderSource, FF_PFNGLSHADERSOURCEPROC)
LOAD_OPENGL_FUN(glGetShaderiv, FF_PFNGLGETSHADERIVPROC)
LOAD_OPENGL_FUN(glGetShaderInfoLog, FF_PFNGLGETSHADERINFOLOGPROC)
LOAD_OPENGL_FUN(glEnableVertexAttribArray, FF_PFNGLENABLEVERTEXATTRIBARRAYPROC)
LOAD_OPENGL_FUN(glVertexAttribPointer, FF_PFNGLVERTEXATTRIBPOINTERPROC)
return 0;
#undef LOAD_OPENGL_FUN
}
#endif /* HAVE_SDL2 */
#if defined(__APPLE__)
static int av_cold opengl_load_procedures(OpenGLContext *opengl)
{
FFOpenGLFunctions *procs = &opengl->glprocs;
#if HAVE_SDL2
if (!opengl->no_window)
return opengl_sdl_load_procedures(opengl);
#endif
procs->glActiveTexture = glActiveTexture;
procs->glGenBuffers = glGenBuffers;
procs->glDeleteBuffers = glDeleteBuffers;
procs->glBufferData = glBufferData;
procs->glBindBuffer = glBindBuffer;
procs->glGetAttribLocation = glGetAttribLocation;
procs->glGetUniformLocation = glGetUniformLocation;
procs->glUniform1f = glUniform1f;
procs->glUniform1i = glUniform1i;
procs->glUniformMatrix4fv = glUniformMatrix4fv;
procs->glCreateProgram = glCreateProgram;
procs->glDeleteProgram = glDeleteProgram;
procs->glUseProgram = glUseProgram;
procs->glLinkProgram = glLinkProgram;
procs->glGetProgramiv = glGetProgramiv;
procs->glGetProgramInfoLog = glGetProgramInfoLog;
procs->glAttachShader = glAttachShader;
procs->glCreateShader = glCreateShader;
procs->glDeleteShader = glDeleteShader;
procs->glCompileShader = glCompileShader;
procs->glShaderSource = glShaderSource;
procs->glGetShaderiv = glGetShaderiv;
procs->glGetShaderInfoLog = glGetShaderInfoLog;
procs->glEnableVertexAttribArray = glEnableVertexAttribArray;
procs->glVertexAttribPointer = (FF_PFNGLVERTEXATTRIBPOINTERPROC) glVertexAttribPointer;
return 0;
}
#else
static int av_cold opengl_load_procedures(OpenGLContext *opengl)
{
FFOpenGLFunctions *procs = &opengl->glprocs;
#if HAVE_GLXGETPROCADDRESS
#define SelectedGetProcAddress glXGetProcAddress
#elif HAVE_WGLGETPROCADDRESS
#define SelectedGetProcAddress wglGetProcAddress
#endif
#define LOAD_OPENGL_FUN(name, type) \
procs->name = (type)SelectedGetProcAddress(#name); \
if (!procs->name) { \
av_log(opengl, AV_LOG_ERROR, "Cannot load OpenGL function: '%s'\n", #name); \
return AVERROR(ENOSYS); \
}
#if HAVE_SDL2
if (!opengl->no_window)
return opengl_sdl_load_procedures(opengl);
#endif
LOAD_OPENGL_FUN(glActiveTexture, FF_PFNGLACTIVETEXTUREPROC)
LOAD_OPENGL_FUN(glGenBuffers, FF_PFNGLGENBUFFERSPROC)
LOAD_OPENGL_FUN(glDeleteBuffers, FF_PFNGLDELETEBUFFERSPROC)
LOAD_OPENGL_FUN(glBufferData, FF_PFNGLBUFFERDATAPROC)
LOAD_OPENGL_FUN(glBindBuffer, FF_PFNGLBINDBUFFERPROC)
LOAD_OPENGL_FUN(glGetAttribLocation, FF_PFNGLGETATTRIBLOCATIONPROC)
LOAD_OPENGL_FUN(glGetUniformLocation, FF_PFNGLGETUNIFORMLOCATIONPROC)
LOAD_OPENGL_FUN(glUniform1f, FF_PFNGLUNIFORM1FPROC)
LOAD_OPENGL_FUN(glUniform1i, FF_PFNGLUNIFORM1IPROC)
LOAD_OPENGL_FUN(glUniformMatrix4fv, FF_PFNGLUNIFORMMATRIX4FVPROC)
LOAD_OPENGL_FUN(glCreateProgram, FF_PFNGLCREATEPROGRAMPROC)
LOAD_OPENGL_FUN(glDeleteProgram, FF_PFNGLDELETEPROGRAMPROC)
LOAD_OPENGL_FUN(glUseProgram, FF_PFNGLUSEPROGRAMPROC)
LOAD_OPENGL_FUN(glLinkProgram, FF_PFNGLLINKPROGRAMPROC)
LOAD_OPENGL_FUN(glGetProgramiv, FF_PFNGLGETPROGRAMIVPROC)
LOAD_OPENGL_FUN(glGetProgramInfoLog, FF_PFNGLGETPROGRAMINFOLOGPROC)
LOAD_OPENGL_FUN(glAttachShader, FF_PFNGLATTACHSHADERPROC)
LOAD_OPENGL_FUN(glCreateShader, FF_PFNGLCREATESHADERPROC)
LOAD_OPENGL_FUN(glDeleteShader, FF_PFNGLDELETESHADERPROC)
LOAD_OPENGL_FUN(glCompileShader, FF_PFNGLCOMPILESHADERPROC)
LOAD_OPENGL_FUN(glShaderSource, FF_PFNGLSHADERSOURCEPROC)
LOAD_OPENGL_FUN(glGetShaderiv, FF_PFNGLGETSHADERIVPROC)
LOAD_OPENGL_FUN(glGetShaderInfoLog, FF_PFNGLGETSHADERINFOLOGPROC)
LOAD_OPENGL_FUN(glEnableVertexAttribArray, FF_PFNGLENABLEVERTEXATTRIBARRAYPROC)
LOAD_OPENGL_FUN(glVertexAttribPointer, FF_PFNGLVERTEXATTRIBPOINTERPROC)
return 0;
#undef SelectedGetProcAddress
#undef LOAD_OPENGL_FUN
}
#endif
static void opengl_make_identity(float matrix[16])
{
memset(matrix, 0, 16 * sizeof(float));
matrix[0] = matrix[5] = matrix[10] = matrix[15] = 1.0f;
}
static void opengl_make_ortho(float matrix[16], float left, float right,
float bottom, float top, float nearZ, float farZ)
{
float ral = right + left;
float rsl = right - left;
float tab = top + bottom;
float tsb = top - bottom;
float fan = farZ + nearZ;
float fsn = farZ - nearZ;
memset(matrix, 0, 16 * sizeof(float));
matrix[0] = 2.0f / rsl;
matrix[5] = 2.0f / tsb;
matrix[10] = -2.0f / fsn;
matrix[12] = -ral / rsl;
matrix[13] = -tab / tsb;
matrix[14] = -fan / fsn;
matrix[15] = 1.0f;
}
static av_cold int opengl_read_limits(OpenGLContext *opengl)
{
static const struct{
const char *extension;
int major;
int minor;
} required_extensions[] = {
{ "GL_ARB_multitexture", 1, 3 },
{ "GL_ARB_vertex_buffer_object", 1, 5 }, //GLX_ARB_vertex_buffer_object
{ "GL_ARB_vertex_shader", 2, 0 },
{ "GL_ARB_fragment_shader", 2, 0 },
{ "GL_ARB_shader_objects", 2, 0 },
{ NULL, 0, 0 }
};
int i, major, minor;
const char *extensions, *version;
version = glGetString(GL_VERSION);
extensions = glGetString(GL_EXTENSIONS);
av_log(opengl, AV_LOG_DEBUG, "OpenGL version: %s\n", version);
sscanf(version, "%d.%d", &major, &minor);
for (i = 0; required_extensions[i].extension; i++) {
if (major < required_extensions[i].major &&
(major == required_extensions[i].major && minor < required_extensions[i].minor) &&
!strstr(extensions, required_extensions[i].extension)) {
av_log(opengl, AV_LOG_ERROR, "Required extension %s is not supported.\n",
required_extensions[i].extension);
av_log(opengl, AV_LOG_DEBUG, "Supported extensions are: %s\n", extensions);
return AVERROR(ENOSYS);
}
}
glGetIntegerv(GL_MAX_TEXTURE_SIZE, &opengl->max_texture_size);
glGetIntegerv(GL_MAX_VIEWPORT_DIMS, &opengl->max_viewport_width);
opengl->non_pow_2_textures = major >= 2 || strstr(extensions, "GL_ARB_texture_non_power_of_two");
#if defined(GL_ES_VERSION_2_0)
opengl->unpack_subimage = !!strstr(extensions, "GL_EXT_unpack_subimage");
#else
opengl->unpack_subimage = 1;
#endif
av_log(opengl, AV_LOG_DEBUG, "Non Power of 2 textures support: %s\n", opengl->non_pow_2_textures ? "Yes" : "No");
av_log(opengl, AV_LOG_DEBUG, "Unpack Subimage extension support: %s\n", opengl->unpack_subimage ? "Yes" : "No");
av_log(opengl, AV_LOG_DEBUG, "Max texture size: %dx%d\n", opengl->max_texture_size, opengl->max_texture_size);
av_log(opengl, AV_LOG_DEBUG, "Max viewport size: %dx%d\n",
opengl->max_viewport_width, opengl->max_viewport_height);
OPENGL_ERROR_CHECK(opengl);
return 0;
fail:
return AVERROR_EXTERNAL;
}
static const char* opengl_get_fragment_shader_code(enum AVPixelFormat format)
{
int i;
for (i = 0; i < FF_ARRAY_ELEMS(opengl_format_desc); i++) {
if (opengl_format_desc[i].fixel_format == format)
return *opengl_format_desc[i].fragment_shader;
}
return NULL;
}
static int opengl_type_size(GLenum type)
{
switch(type) {
case GL_UNSIGNED_SHORT:
case FF_GL_UNSIGNED_SHORT_1_5_5_5_REV:
case GL_UNSIGNED_SHORT_5_6_5:
return 2;
case GL_UNSIGNED_BYTE:
case FF_GL_UNSIGNED_BYTE_3_3_2:
case FF_GL_UNSIGNED_BYTE_2_3_3_REV:
default:
break;
}
return 1;
}
static av_cold void opengl_get_texture_params(OpenGLContext *opengl)
{
int i;
for (i = 0; i < FF_ARRAY_ELEMS(opengl_format_desc); i++) {
if (opengl_format_desc[i].fixel_format == opengl->pix_fmt) {
opengl->format = opengl_format_desc[i].format;
opengl->type = opengl_format_desc[i].type;
break;
}
}
}
static void opengl_compute_display_area(AVFormatContext *s)
{
AVRational sar, dar; /* sample and display aspect ratios */
OpenGLContext *opengl = s->priv_data;
AVStream *st = s->streams[0];
AVCodecParameters *par = st->codecpar;
/* compute overlay width and height from the codec context information */
sar = st->sample_aspect_ratio.num ? st->sample_aspect_ratio : (AVRational){ 1, 1 };
dar = av_mul_q(sar, (AVRational){ par->width, par->height });
/* we suppose the screen has a 1/1 sample aspect ratio */
/* fit in the window */
if (av_cmp_q(dar, (AVRational){ opengl->window_width, opengl->window_height }) > 0) {
/* fit in width */
opengl->picture_width = opengl->window_width;
opengl->picture_height = av_rescale(opengl->picture_width, dar.den, dar.num);
} else {
/* fit in height */
opengl->picture_height = opengl->window_height;
opengl->picture_width = av_rescale(opengl->picture_height, dar.num, dar.den);
}
}
static av_cold void opengl_get_texture_size(OpenGLContext *opengl, int in_width, int in_height,
int *out_width, int *out_height)
{
if (opengl->non_pow_2_textures) {
*out_width = in_width;
*out_height = in_height;
} else {
int max = FFMIN(FFMAX(in_width, in_height), opengl->max_texture_size);
unsigned power_of_2 = 1;
while (power_of_2 < max)
power_of_2 *= 2;
*out_height = power_of_2;
*out_width = power_of_2;
av_log(opengl, AV_LOG_DEBUG, "Texture size calculated from %dx%d into %dx%d\n",
in_width, in_height, *out_width, *out_height);
}
}
static av_cold void opengl_fill_color_map(OpenGLContext *opengl)
{
const AVPixFmtDescriptor *desc;
int shift;
enum AVPixelFormat pix_fmt = opengl->pix_fmt;
/* We need order of components, not exact position, some minor HACKs here */
if (pix_fmt == AV_PIX_FMT_RGB565 || pix_fmt == AV_PIX_FMT_BGR555 ||
pix_fmt == AV_PIX_FMT_BGR8 || pix_fmt == AV_PIX_FMT_RGB8)
pix_fmt = AV_PIX_FMT_RGB24;
else if (pix_fmt == AV_PIX_FMT_BGR565 || pix_fmt == AV_PIX_FMT_RGB555)
pix_fmt = AV_PIX_FMT_BGR24;
desc = av_pix_fmt_desc_get(pix_fmt);
if (!(desc->flags & AV_PIX_FMT_FLAG_RGB))
return;
#define FILL_COMPONENT(i) { \
shift = (desc->comp[i].depth - 1) >> 3; \
opengl->color_map[(i << 2) + (desc->comp[i].offset >> shift)] = 1.0; \
}
memset(opengl->color_map, 0, sizeof(opengl->color_map));
FILL_COMPONENT(0);
FILL_COMPONENT(1);
FILL_COMPONENT(2);
if (desc->flags & AV_PIX_FMT_FLAG_ALPHA)
FILL_COMPONENT(3);
#undef FILL_COMPONENT
}
static av_cold GLuint opengl_load_shader(OpenGLContext *opengl, GLenum type, const char *source)
{
GLuint shader = opengl->glprocs.glCreateShader(type);
GLint result;
if (!shader) {
av_log(opengl, AV_LOG_ERROR, "glCreateShader() failed\n");
return 0;
}
opengl->glprocs.glShaderSource(shader, 1, &source, NULL);
opengl->glprocs.glCompileShader(shader);
opengl->glprocs.glGetShaderiv(shader, FF_GL_COMPILE_STATUS, &result);
if (!result) {
char *log;
opengl->glprocs.glGetShaderiv(shader, FF_GL_INFO_LOG_LENGTH, &result);
if (result) {
if ((log = av_malloc(result))) {
opengl->glprocs.glGetShaderInfoLog(shader, result, NULL, log);
av_log(opengl, AV_LOG_ERROR, "Compile error: %s\n", log);
av_free(log);
}
}
goto fail;
}
OPENGL_ERROR_CHECK(opengl);
return shader;
fail:
opengl->glprocs.glDeleteShader(shader);
return 0;
}
static av_cold int opengl_compile_shaders(OpenGLContext *opengl, enum AVPixelFormat pix_fmt)
{
GLint result;
const char *fragment_shader_code = opengl_get_fragment_shader_code(pix_fmt);
if (!fragment_shader_code) {
av_log(opengl, AV_LOG_ERROR, "Provided pixel format '%s' is not supported\n",
av_get_pix_fmt_name(pix_fmt));
return AVERROR(EINVAL);
}
opengl->vertex_shader = opengl_load_shader(opengl, FF_GL_VERTEX_SHADER,
FF_OPENGL_VERTEX_SHADER);
if (!opengl->vertex_shader) {
av_log(opengl, AV_LOG_ERROR, "Vertex shader loading failed.\n");
goto fail;
}
opengl->fragment_shader = opengl_load_shader(opengl, FF_GL_FRAGMENT_SHADER,
fragment_shader_code);
if (!opengl->fragment_shader) {
av_log(opengl, AV_LOG_ERROR, "Fragment shader loading failed.\n");
goto fail;
}
opengl->program = opengl->glprocs.glCreateProgram();
if (!opengl->program)
goto fail;
opengl->glprocs.glAttachShader(opengl->program, opengl->vertex_shader);
opengl->glprocs.glAttachShader(opengl->program, opengl->fragment_shader);
opengl->glprocs.glLinkProgram(opengl->program);
opengl->glprocs.glGetProgramiv(opengl->program, FF_GL_LINK_STATUS, &result);
if (!result) {
char *log;
opengl->glprocs.glGetProgramiv(opengl->program, FF_GL_INFO_LOG_LENGTH, &result);
if (result) {
log = av_malloc(result);
if (!log)
goto fail;
opengl->glprocs.glGetProgramInfoLog(opengl->program, result, NULL, log);
av_log(opengl, AV_LOG_ERROR, "Link error: %s\n", log);
av_free(log);
}
goto fail;
}
opengl->position_attrib = opengl->glprocs.glGetAttribLocation(opengl->program, "a_position");
opengl->texture_coords_attrib = opengl->glprocs.glGetAttribLocation(opengl->program, "a_textureCoords");
opengl->projection_matrix_location = opengl->glprocs.glGetUniformLocation(opengl->program, "u_projectionMatrix");
opengl->model_view_matrix_location = opengl->glprocs.glGetUniformLocation(opengl->program, "u_modelViewMatrix");
opengl->color_map_location = opengl->glprocs.glGetUniformLocation(opengl->program, "u_colorMap");
opengl->texture_location[0] = opengl->glprocs.glGetUniformLocation(opengl->program, "u_texture0");
opengl->texture_location[1] = opengl->glprocs.glGetUniformLocation(opengl->program, "u_texture1");
opengl->texture_location[2] = opengl->glprocs.glGetUniformLocation(opengl->program, "u_texture2");
opengl->texture_location[3] = opengl->glprocs.glGetUniformLocation(opengl->program, "u_texture3");
opengl->chroma_div_w_location = opengl->glprocs.glGetUniformLocation(opengl->program, "u_chroma_div_w");
opengl->chroma_div_h_location = opengl->glprocs.glGetUniformLocation(opengl->program, "u_chroma_div_h");
OPENGL_ERROR_CHECK(opengl);
return 0;
fail:
opengl->glprocs.glDeleteShader(opengl->vertex_shader);
opengl->glprocs.glDeleteShader(opengl->fragment_shader);
opengl->glprocs.glDeleteProgram(opengl->program);
opengl->fragment_shader = opengl->vertex_shader = opengl->program = 0;
return AVERROR_EXTERNAL;
}
static av_cold int opengl_configure_texture(OpenGLContext *opengl, GLuint texture,
GLsizei width, GLsizei height)
{
if (texture) {
int new_width, new_height;
opengl_get_texture_size(opengl, width, height, &new_width, &new_height);
glBindTexture(GL_TEXTURE_2D, texture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexImage2D(GL_TEXTURE_2D, 0, opengl->format, new_width, new_height, 0,
opengl->format, opengl->type, NULL);
OPENGL_ERROR_CHECK(NULL);
}
return 0;
fail:
return AVERROR_EXTERNAL;
}
static av_cold int opengl_prepare_vertex(AVFormatContext *s)
{
OpenGLContext *opengl = s->priv_data;
int tex_w, tex_h;
if (opengl->window_width > opengl->max_viewport_width || opengl->window_height > opengl->max_viewport_height) {
opengl->window_width = FFMIN(opengl->window_width, opengl->max_viewport_width);
opengl->window_height = FFMIN(opengl->window_height, opengl->max_viewport_height);
av_log(opengl, AV_LOG_WARNING, "Too big viewport requested, limited to %dx%d", opengl->window_width, opengl->window_height);
}
glViewport(0, 0, opengl->window_width, opengl->window_height);
opengl_make_ortho(opengl->projection_matrix,
- (float)opengl->window_width / 2.0f, (float)opengl->window_width / 2.0f,
- (float)opengl->window_height / 2.0f, (float)opengl->window_height / 2.0f,
1.0f, -1.0f);
opengl_make_identity(opengl->model_view_matrix);
opengl_compute_display_area(s);
opengl->vertex[0].z = opengl->vertex[1].z = opengl->vertex[2].z = opengl->vertex[3].z = 0.0f;
opengl->vertex[0].x = opengl->vertex[1].x = - (float)opengl->picture_width / 2.0f;
opengl->vertex[2].x = opengl->vertex[3].x = (float)opengl->picture_width / 2.0f;
opengl->vertex[1].y = opengl->vertex[2].y = - (float)opengl->picture_height / 2.0f;
opengl->vertex[0].y = opengl->vertex[3].y = (float)opengl->picture_height / 2.0f;
opengl_get_texture_size(opengl, opengl->width, opengl->height, &tex_w, &tex_h);
opengl->vertex[0].s0 = 0.0f;
opengl->vertex[0].t0 = 0.0f;
opengl->vertex[1].s0 = 0.0f;
opengl->vertex[1].t0 = (float)opengl->height / (float)tex_h;
opengl->vertex[2].s0 = (float)opengl->width / (float)tex_w;
opengl->vertex[2].t0 = (float)opengl->height / (float)tex_h;
opengl->vertex[3].s0 = (float)opengl->width / (float)tex_w;
opengl->vertex[3].t0 = 0.0f;
opengl->glprocs.glBindBuffer(FF_GL_ARRAY_BUFFER, opengl->vertex_buffer);
opengl->glprocs.glBufferData(FF_GL_ARRAY_BUFFER, sizeof(opengl->vertex), opengl->vertex, FF_GL_STATIC_DRAW);
opengl->glprocs.glBindBuffer(FF_GL_ARRAY_BUFFER, 0);
OPENGL_ERROR_CHECK(opengl);
return 0;
fail:
return AVERROR_EXTERNAL;
}
static int opengl_prepare(OpenGLContext *opengl)
{
int i;
opengl->glprocs.glUseProgram(opengl->program);
opengl->glprocs.glUniformMatrix4fv(opengl->projection_matrix_location, 1, GL_FALSE, opengl->projection_matrix);
opengl->glprocs.glUniformMatrix4fv(opengl->model_view_matrix_location, 1, GL_FALSE, opengl->model_view_matrix);
for (i = 0; i < 4; i++)
if (opengl->texture_location[i] != -1) {
opengl->glprocs.glActiveTexture(GL_TEXTURE0 + i);
glBindTexture(GL_TEXTURE_2D, opengl->texture_name[i]);
opengl->glprocs.glUniform1i(opengl->texture_location[i], i);
}
if (opengl->color_map_location != -1)
opengl->glprocs.glUniformMatrix4fv(opengl->color_map_location, 1, GL_FALSE, opengl->color_map);
if (opengl->chroma_div_h_location != -1)
opengl->glprocs.glUniform1f(opengl->chroma_div_h_location, opengl->chroma_div_h);
if (opengl->chroma_div_w_location != -1)
opengl->glprocs.glUniform1f(opengl->chroma_div_w_location, opengl->chroma_div_w);
OPENGL_ERROR_CHECK(opengl);
return 0;
fail:
return AVERROR_EXTERNAL;
}
static int opengl_create_window(AVFormatContext *h)
{
OpenGLContext *opengl = h->priv_data;
int ret;
if (!opengl->no_window) {
#if HAVE_SDL2
if ((ret = opengl_sdl_create_window(h)) < 0) {
av_log(opengl, AV_LOG_ERROR, "Cannot create default SDL window.\n");
return ret;
}
#else
av_log(opengl, AV_LOG_ERROR, "FFmpeg is compiled without SDL. Cannot create default window.\n");
return AVERROR(ENOSYS);
#endif
} else {
AVDeviceRect message;
message.x = message.y = 0;
message.width = opengl->window_width;
message.height = opengl->window_height;
if ((ret = avdevice_dev_to_app_control_message(h, AV_DEV_TO_APP_CREATE_WINDOW_BUFFER,
&message , sizeof(message))) < 0) {
av_log(opengl, AV_LOG_ERROR, "Application failed to create window buffer.\n");
return ret;
}
if ((ret = avdevice_dev_to_app_control_message(h, AV_DEV_TO_APP_PREPARE_WINDOW_BUFFER, NULL , 0)) < 0) {
av_log(opengl, AV_LOG_ERROR, "Application failed to prepare window buffer.\n");
return ret;
}
}
return 0;
}
static int opengl_release_window(AVFormatContext *h)
{
int ret;
OpenGLContext *opengl = h->priv_data;
if (!opengl->no_window) {
#if HAVE_SDL2
SDL_GL_DeleteContext(opengl->glcontext);
SDL_DestroyWindow(opengl->window);
SDL_Quit();
#endif
} else if ((ret = avdevice_dev_to_app_control_message(h, AV_DEV_TO_APP_DESTROY_WINDOW_BUFFER, NULL , 0)) < 0) {
av_log(opengl, AV_LOG_ERROR, "Application failed to release window buffer.\n");
return ret;
}
return 0;
}
static av_cold int opengl_write_trailer(AVFormatContext *h)
{
OpenGLContext *opengl = h->priv_data;
if (opengl->no_window &&
avdevice_dev_to_app_control_message(h, AV_DEV_TO_APP_PREPARE_WINDOW_BUFFER, NULL , 0) < 0)
av_log(opengl, AV_LOG_ERROR, "Application failed to prepare window buffer.\n");
opengl_deinit_context(opengl);
opengl_release_window(h);
return 0;
}
static av_cold int opengl_init_context(OpenGLContext *opengl)
{
int i, ret;
const AVPixFmtDescriptor *desc;
if ((ret = opengl_compile_shaders(opengl, opengl->pix_fmt)) < 0)
goto fail;
desc = av_pix_fmt_desc_get(opengl->pix_fmt);
av_assert0(desc->nb_components > 0 && desc->nb_components <= 4);
glGenTextures(desc->nb_components, opengl->texture_name);
opengl->glprocs.glGenBuffers(2, &opengl->index_buffer);
if (!opengl->index_buffer || !opengl->vertex_buffer) {
av_log(opengl, AV_LOG_ERROR, "Buffer generation failed.\n");
ret = AVERROR_EXTERNAL;
goto fail;
}
opengl_configure_texture(opengl, opengl->texture_name[0], opengl->width, opengl->height);
if (desc->nb_components > 1) {
int has_alpha = desc->flags & AV_PIX_FMT_FLAG_ALPHA;
int num_planes = desc->nb_components - (has_alpha ? 1 : 0);
if (opengl->non_pow_2_textures) {
opengl->chroma_div_w = 1.0f;
opengl->chroma_div_h = 1.0f;
} else {
opengl->chroma_div_w = 1 << desc->log2_chroma_w;
opengl->chroma_div_h = 1 << desc->log2_chroma_h;
}
for (i = 1; i < num_planes; i++)
if (opengl->non_pow_2_textures)
opengl_configure_texture(opengl, opengl->texture_name[i],
AV_CEIL_RSHIFT(opengl->width, desc->log2_chroma_w),
AV_CEIL_RSHIFT(opengl->height, desc->log2_chroma_h));
else
opengl_configure_texture(opengl, opengl->texture_name[i], opengl->width, opengl->height);
if (has_alpha)
opengl_configure_texture(opengl, opengl->texture_name[3], opengl->width, opengl->height);
}
opengl->glprocs.glBindBuffer(FF_GL_ELEMENT_ARRAY_BUFFER, opengl->index_buffer);
opengl->glprocs.glBufferData(FF_GL_ELEMENT_ARRAY_BUFFER, sizeof(g_index), g_index, FF_GL_STATIC_DRAW);
opengl->glprocs.glBindBuffer(FF_GL_ELEMENT_ARRAY_BUFFER, 0);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glClearColor((float)opengl->background[0] / 255.0f, (float)opengl->background[1] / 255.0f,
(float)opengl->background[2] / 255.0f, 1.0f);
ret = AVERROR_EXTERNAL;
OPENGL_ERROR_CHECK(opengl);
return 0;
fail:
return ret;
}
static av_cold int opengl_write_header(AVFormatContext *h)
{
OpenGLContext *opengl = h->priv_data;
AVStream *st;
int ret;
if (h->nb_streams != 1 ||
h->streams[0]->codecpar->codec_type != AVMEDIA_TYPE_VIDEO ||
h->streams[0]->codecpar->codec_id != AV_CODEC_ID_RAWVIDEO) {
av_log(opengl, AV_LOG_ERROR, "Only a single video stream is supported.\n");
return AVERROR(EINVAL);
}
st = h->streams[0];
opengl->width = st->codecpar->width;
opengl->height = st->codecpar->height;
opengl->pix_fmt = st->codecpar->format;
if (!opengl->window_width)
opengl->window_width = opengl->width;
if (!opengl->window_height)
opengl->window_height = opengl->height;
if (!opengl->window_title && !opengl->no_window)
opengl->window_title = av_strdup(h->filename);
if ((ret = opengl_create_window(h)))
goto fail;
if ((ret = opengl_read_limits(opengl)) < 0)
goto fail;
if (opengl->width > opengl->max_texture_size || opengl->height > opengl->max_texture_size) {
av_log(opengl, AV_LOG_ERROR, "Too big picture %dx%d, max supported size is %dx%d\n",
opengl->width, opengl->height, opengl->max_texture_size, opengl->max_texture_size);
ret = AVERROR(EINVAL);
goto fail;
}
if ((ret = opengl_load_procedures(opengl)) < 0)
goto fail;
opengl_fill_color_map(opengl);
opengl_get_texture_params(opengl);
if ((ret = opengl_init_context(opengl)) < 0)
goto fail;
if ((ret = opengl_prepare_vertex(h)) < 0)
goto fail;
glClear(GL_COLOR_BUFFER_BIT);
#if HAVE_SDL2
if (!opengl->no_window)
SDL_GL_SwapWindow(opengl->window);
#endif
if (opengl->no_window &&
(ret = avdevice_dev_to_app_control_message(h, AV_DEV_TO_APP_DISPLAY_WINDOW_BUFFER, NULL , 0)) < 0) {
av_log(opengl, AV_LOG_ERROR, "Application failed to display window buffer.\n");
goto fail;
}
ret = AVERROR_EXTERNAL;
OPENGL_ERROR_CHECK(opengl);
opengl->inited = 1;
return 0;
fail:
opengl_write_trailer(h);
return ret;
}
static uint8_t* opengl_get_plane_pointer(OpenGLContext *opengl, AVPacket *pkt, int comp_index,
const AVPixFmtDescriptor *desc)
{
uint8_t *data = pkt->data;
int wordsize = opengl_type_size(opengl->type);
int width_chroma = AV_CEIL_RSHIFT(opengl->width, desc->log2_chroma_w);
int height_chroma = AV_CEIL_RSHIFT(opengl->height, desc->log2_chroma_h);
int plane = desc->comp[comp_index].plane;
switch(plane) {
case 0:
break;
case 1:
data += opengl->width * opengl->height * wordsize;
break;
case 2:
data += opengl->width * opengl->height * wordsize;
data += width_chroma * height_chroma * wordsize;
break;
case 3:
data += opengl->width * opengl->height * wordsize;
data += 2 * width_chroma * height_chroma * wordsize;
break;
default:
return NULL;
}
return data;
}
#define LOAD_TEXTURE_DATA(comp_index, sub) \
{ \
int width = sub ? AV_CEIL_RSHIFT(opengl->width, desc->log2_chroma_w) : opengl->width; \
int height = sub ? AV_CEIL_RSHIFT(opengl->height, desc->log2_chroma_h): opengl->height; \
uint8_t *data; \
int plane = desc->comp[comp_index].plane; \
\
glBindTexture(GL_TEXTURE_2D, opengl->texture_name[comp_index]); \
if (!is_pkt) { \
GLint length = ((AVFrame *)input)->linesize[plane]; \
int bytes_per_pixel = opengl_type_size(opengl->type); \
if (!(desc->flags & AV_PIX_FMT_FLAG_PLANAR)) \
bytes_per_pixel *= desc->nb_components; \
data = ((AVFrame *)input)->data[plane]; \
if (!(length % bytes_per_pixel) && \
(opengl->unpack_subimage || ((length / bytes_per_pixel) == width))) { \
length /= bytes_per_pixel; \
if (length != width) \
glPixelStorei(FF_GL_UNPACK_ROW_LENGTH, length); \
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, \
opengl->format, opengl->type, data); \
if (length != width) \
glPixelStorei(FF_GL_UNPACK_ROW_LENGTH, 0); \
} else { \
int h; \
for (h = 0; h < height; h++) { \
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, h, width, 1, \
opengl->format, opengl->type, data); \
data += length; \
} \
} \
} else { \
data = opengl_get_plane_pointer(opengl, input, comp_index, desc); \
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, \
opengl->format, opengl->type, data); \
} \
}
static int opengl_draw(AVFormatContext *h, void *input, int repaint, int is_pkt)
{
OpenGLContext *opengl = h->priv_data;
enum AVPixelFormat pix_fmt = h->streams[0]->codecpar->format;
const AVPixFmtDescriptor *desc = av_pix_fmt_desc_get(pix_fmt);
int ret;
#if HAVE_SDL2
if (!opengl->no_window && (ret = opengl_sdl_process_events(h)) < 0)
goto fail;
#endif
if (opengl->no_window &&
(ret = avdevice_dev_to_app_control_message(h, AV_DEV_TO_APP_PREPARE_WINDOW_BUFFER, NULL , 0)) < 0) {
av_log(opengl, AV_LOG_ERROR, "Application failed to prepare window buffer.\n");
goto fail;
}
glClear(GL_COLOR_BUFFER_BIT);
if (!repaint) {
if (is_pkt)
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
LOAD_TEXTURE_DATA(0, 0)
if (desc->flags & AV_PIX_FMT_FLAG_PLANAR) {
LOAD_TEXTURE_DATA(1, 1)
LOAD_TEXTURE_DATA(2, 1)
if (desc->flags & AV_PIX_FMT_FLAG_ALPHA)
LOAD_TEXTURE_DATA(3, 0)
}
}
ret = AVERROR_EXTERNAL;
OPENGL_ERROR_CHECK(opengl);
if ((ret = opengl_prepare(opengl)) < 0)
goto fail;
opengl->glprocs.glBindBuffer(FF_GL_ARRAY_BUFFER, opengl->vertex_buffer);
opengl->glprocs.glBindBuffer(FF_GL_ELEMENT_ARRAY_BUFFER, opengl->index_buffer);
opengl->glprocs.glVertexAttribPointer(opengl->position_attrib, 3, GL_FLOAT, GL_FALSE, sizeof(OpenGLVertexInfo), 0);
opengl->glprocs.glEnableVertexAttribArray(opengl->position_attrib);
opengl->glprocs.glVertexAttribPointer(opengl->texture_coords_attrib, 2, GL_FLOAT, GL_FALSE, sizeof(OpenGLVertexInfo), 12);
opengl->glprocs.glEnableVertexAttribArray(opengl->texture_coords_attrib);
glDrawElements(GL_TRIANGLES, FF_ARRAY_ELEMS(g_index), GL_UNSIGNED_SHORT, 0);
ret = AVERROR_EXTERNAL;
OPENGL_ERROR_CHECK(opengl);
#if HAVE_SDL2
if (!opengl->no_window)
SDL_GL_SwapWindow(opengl->window);
#endif
if (opengl->no_window &&
(ret = avdevice_dev_to_app_control_message(h, AV_DEV_TO_APP_DISPLAY_WINDOW_BUFFER, NULL , 0)) < 0) {
av_log(opengl, AV_LOG_ERROR, "Application failed to display window buffer.\n");
goto fail;
}
return 0;
fail:
return ret;
}
static int opengl_write_packet(AVFormatContext *h, AVPacket *pkt)
{
return opengl_draw(h, pkt, 0, 1);
}
static int opengl_write_frame(AVFormatContext *h, int stream_index,
AVFrame **frame, unsigned flags)
{
if ((flags & AV_WRITE_UNCODED_FRAME_QUERY))
return 0;
return opengl_draw(h, *frame, 0, 0);
}
#define OFFSET(x) offsetof(OpenGLContext, x)
#define ENC AV_OPT_FLAG_ENCODING_PARAM
static const AVOption options[] = {
{ "background", "set background color", OFFSET(background), AV_OPT_TYPE_COLOR, {.str = "black"}, CHAR_MIN, CHAR_MAX, ENC },
{ "no_window", "disable default window", OFFSET(no_window), AV_OPT_TYPE_INT, {.i64 = 0}, INT_MIN, INT_MAX, ENC },
{ "window_title", "set window title", OFFSET(window_title), AV_OPT_TYPE_STRING, {.str = NULL}, 0, 0, ENC },
{ "window_size", "set window size", OFFSET(window_width), AV_OPT_TYPE_IMAGE_SIZE, {.str = NULL}, 0, 0, ENC },
{ NULL }
};
static const AVClass opengl_class = {
.class_name = "opengl outdev",
.item_name = av_default_item_name,
.option = options,
.version = LIBAVUTIL_VERSION_INT,
.category = AV_CLASS_CATEGORY_DEVICE_VIDEO_OUTPUT,
};
AVOutputFormat ff_opengl_muxer = {
.name = "opengl",
.long_name = NULL_IF_CONFIG_SMALL("OpenGL output"),
.priv_data_size = sizeof(OpenGLContext),
.audio_codec = AV_CODEC_ID_NONE,
.video_codec = AV_CODEC_ID_RAWVIDEO,
.write_header = opengl_write_header,
.write_packet = opengl_write_packet,
.write_uncoded_frame = opengl_write_frame,
.write_trailer = opengl_write_trailer,
.control_message = opengl_control_message,
.flags = AVFMT_NOFILE | AVFMT_VARIABLE_FPS | AVFMT_NOTIMESTAMPS,
.priv_class = &opengl_class,
};
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