]> git.vomp.tv Git - vompclient-marten.git/blob - osdopengl.cc
Reorganizing Shader, Creatinng GLShader framework
[vompclient-marten.git] / osdopengl.cc
1 /*\r
2     Copyright 2004-2005 Chris Tallon, 2006,2011-2012 Marten Richter\r
3 \r
4     This file is part of VOMP.\r
5 \r
6     VOMP is free software; you can redistribute it and/or modify\r
7     it under the terms of the GNU General Public License as published by\r
8     the Free Software Foundation; either version 2 of the License, or\r
9     (at your option) any later version.\r
10 \r
11     VOMP is distributed in the hope that it will be useful,\r
12     but WITHOUT ANY WARRANTY; without even the implied warranty of\r
13     MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the\r
14     GNU General Public License for more details.\r
15 \r
16     You should have received a copy of the GNU General Public License\r
17     along with VOMP; if not, write to the Free Software\r
18     Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.\r
19 */\r
20 \r
21 \r
22 #include "osdopengl.h"\r
23 #include "mtd.h"\r
24 #include "videovpeogl.h"\r
25 #include "surfaceopengl.h"\r
26 \r
27 \r
28 #include "message.h"\r
29 #include "command.h"\r
30 \r
31 \r
32 #define  BACKBUFFER_WIDTH 1920\r
33 #define  BACKBUFFER_HEIGHT 1080\r
34 \r
35 \r
36 \r
37 \r
38 \r
39 \r
40 \r
41 OsdOpenGL::OsdOpenGL()\r
42 {\r
43   glmutex.Lock();\r
44 \r
45   external_driving=false;\r
46 \r
47   lastrendertime=getTimeMS();\r
48   display_height=0;\r
49   display_width=0;\r
50 \r
51 #ifdef BENCHMARK_FPS\r
52         last_benchmark_time=getTimeMS();\r
53         num_benchmark_frames=0;\r
54 #endif\r
55 \r
56   \r
57 }\r
58 \r
59 OsdOpenGL::~OsdOpenGL()\r
60 {\r
61 \r
62   if (initted) \r
63   {\r
64           threadStop();\r
65                 shutdown();\r
66   }\r
67 \r
68 \r
69   glmutex.Unlock();\r
70 }\r
71 \r
72 int OsdOpenGL::getFD()\r
73 {\r
74   if (!initted) return 0;\r
75   return fdOsd;\r
76 }\r
77 \r
78 Surface * OsdOpenGL::createNewSurface() {\r
79         return (Surface*)new SurfaceOpenGL();\r
80 }\r
81 \r
82 int OsdOpenGL::init(void* device)\r
83 {\r
84   if (initted) return 0;\r
85   Video* video = Video::getInstance();\r
86    //window=*((HWND*)device);\r
87   \r
88    // May be this device specific part should go to a device specific child class\r
89 \r
90    //init broadcom chipset (Move to video?)\r
91    bcm_host_init();\r
92 \r
93    //First get connection to egl\r
94    egl_display=eglGetDisplay(EGL_DEFAULT_DISPLAY);\r
95 \r
96    if (egl_display==EGL_NO_DISPLAY) {\r
97            Log::getInstance()->log("OSD", Log::WARN, "Could not get egl display! %x",eglGetError());\r
98            glmutex.Unlock();\r
99            return 0;\r
100    }\r
101 \r
102 \r
103 \r
104    if (eglInitialize(egl_display, NULL, NULL)==EGL_FALSE) {\r
105            Log::getInstance()->log("OSD", Log::WARN, "Initialising display failed! %x",eglGetError());\r
106            glmutex.Unlock();\r
107            return 0;\r
108    }\r
109 \r
110    const char *query_str=eglQueryString(egl_display,EGL_CLIENT_APIS);\r
111    if (query_str) Log::getInstance()->logLongString("OSD", Log::NOTICE, query_str);\r
112    else Log::getInstance()->log("OSD", Log::WARN, "Could not query display %x",eglGetError());\r
113    query_str=eglQueryString(egl_display,EGL_EXTENSIONS);\r
114    if (query_str)    Log::getInstance()->logLongString("OSD", Log::NOTICE, query_str);\r
115    else Log::getInstance()->log("OSD", Log::WARN, "Could not query display %x",eglGetError());\r
116 \r
117    const EGLint attributs[]={\r
118                  EGL_RED_SIZE,8,EGL_GREEN_SIZE, 8,EGL_BLUE_SIZE, 8,EGL_ALPHA_SIZE, 8,\r
119          EGL_SURFACE_TYPE, EGL_WINDOW_BIT|EGL_PBUFFER_BIT,\r
120          EGL_CONFORMANT, EGL_OPENGL_ES2_BIT,\r
121          EGL_NONE\r
122    }; // Here, we might have to select the resolution!\r
123 \r
124 \r
125    EGLint number;\r
126 \r
127    if (eglChooseConfig(egl_display, attributs, &egl_ourconfig, 1, &number)==EGL_FALSE) {\r
128            Log::getInstance()->log("OSD", Log::WARN, "Choosing egl config failed! %d",eglGetError());\r
129            glmutex.Unlock();\r
130            return 0;\r
131    }\r
132 \r
133    const EGLint attr_context[]={\r
134                    EGL_CONTEXT_CLIENT_VERSION,2,\r
135           EGL_NONE\r
136       };\r
137 \r
138    egl_context=eglCreateContext(egl_display,egl_ourconfig,EGL_NO_CONTEXT,attr_context);\r
139    if (egl_context==EGL_NO_CONTEXT) {\r
140            Log::getInstance()->log("OSD", Log::WARN, "Creating egl context failed! %d",eglGetError());\r
141            glmutex.Unlock();\r
142            return 0;\r
143    }\r
144 \r
145    // warning broadcom specific, get display size!\r
146    display_width=display_height=0;\r
147    if (graphics_get_display_size(0, &display_width, &display_height)<0) {\r
148            Log::getInstance()->log("OSD", Log::WARN, "Getting display size failed! (BCM API) ");\r
149            glmutex.Unlock();\r
150            return 0;\r
151    }\r
152    Log::getInstance()->log("OSD", Log::NOTICE, "Displaysize is %d x %d ",display_width, display_height);\r
153    VC_RECT_T dst_rect ={0,0,display_width,display_height};\r
154    VC_RECT_T src_rect={0,0,display_width<<16,display_height<<16};\r
155    DISPMANX_DISPLAY_HANDLE_T bcm_display;\r
156    DISPMANX_ELEMENT_HANDLE_T bcm_element;\r
157    DISPMANX_UPDATE_HANDLE_T  bcm_update;\r
158 \r
159 \r
160    bcm_display=vc_dispmanx_display_open(0);\r
161    bcm_update=vc_dispmanx_update_start(0);\r
162    bcm_element=vc_dispmanx_element_add(bcm_update,bcm_display,\r
163          2,&dst_rect, 0,\r
164          &src_rect,DISPMANX_PROTECTION_NONE,0, 0, (DISPMANX_TRANSFORM_T) 0);\r
165 \r
166    vc_dispmanx_update_submit_sync(bcm_update);\r
167    static EGL_DISPMANX_WINDOW_T nativewindow;\r
168    nativewindow.element=bcm_element;\r
169    nativewindow.height=display_height;\r
170    nativewindow.width=display_width;\r
171 \r
172    egl_surface = eglCreateWindowSurface(egl_display,egl_ourconfig, &nativewindow,NULL );\r
173    if (egl_surface==EGL_NO_SURFACE) {\r
174            Log::getInstance()->log("OSD", Log::WARN, "Creating egl window surface failed!");\r
175            glmutex.Unlock();\r
176            return 0;\r
177    }\r
178 \r
179    if (eglMakeCurrent(egl_display, egl_surface, egl_surface, egl_context)== EGL_FALSE) {\r
180            Log::getInstance()->log("OSD", Log::WARN, "Making egl Current failed");\r
181            glmutex.Unlock();\r
182                    return 0;\r
183    }\r
184    // Test stuff\r
185 \r
186    query_str=(const char*)glGetString(GL_VERSION) ;\r
187    if (query_str) Log::getInstance()->logLongString("OSD", Log::NOTICE, query_str);\r
188    else Log::getInstance()->log("OSD", Log::WARN, "Could not query display %x",glGetError());\r
189 \r
190    query_str=(const char*)glGetString(GL_VENDOR) ;\r
191    if (query_str) Log::getInstance()->logLongString("OSD", Log::NOTICE, query_str);\r
192    else Log::getInstance()->log("OSD", Log::WARN, "Could not query display %x",glGetError());\r
193 \r
194    query_str=(const char*)glGetString(GL_RENDERER) ;\r
195    if (query_str) Log::getInstance()->logLongString("OSD", Log::NOTICE, query_str);\r
196    else Log::getInstance()->log("OSD", Log::WARN, "Could not query display %x",glGetError());\r
197 \r
198    query_str=(const char*)glGetString(GL_EXTENSIONS) ;\r
199    if (query_str) Log::getInstance()->logLongString("OSD", Log::NOTICE, query_str);\r
200    else Log::getInstance()->log("OSD", Log::WARN, "Could not query display %x",glGetError());\r
201 \r
202 \r
203 \r
204 \r
205   //Now we will create the Screen\r
206   screen = (Surface*) new SurfaceOpenGL(Surface::SCREEN);\r
207 \r
208   screen->create(video->getScreenWidth(), video->getScreenHeight());\r
209   screen->display();\r
210   initted = 1; // must set this here or create surface won't work\r
211 \r
212   //glGenBuffers(1, &vB);\r
213   //glGenBuffers(1, &iB);\r
214 \r
215   //Preparing the Shaders\r
216 \r
217   if (!osd_shader.init()) {\r
218           Log::getInstance()->log("OSD", Log::WARN, "Init Osd Shader failed");\r
219           glmutex.Unlock();\r
220           return 0;\r
221   }\r
222   if (!yuv400_shader.init()) {\r
223           Log::getInstance()->log("OSD", Log::WARN, "Init Yuv400 Shader failed");\r
224           glmutex.Unlock();\r
225           return 0;\r
226   }\r
227 \r
228  /* gen_shader=CreateShader(generic_vertex_shader, GL_VERTEX_SHADER);\r
229   osd_shader=CreateShader(osd_frag_shader, GL_FRAGMENT_SHADER);\r
230 \r
231   // Create the program for osd rendering\r
232   osd_program=glCreateProgram();\r
233   if (osd_program==0) {\r
234           Log::getInstance()->log("OSD", Log::WARN, "Creating glsl program failed!%d",glGetError());\r
235       return 0;\r
236   }\r
237   glAttachShader(osd_program,gen_shader);\r
238   glAttachShader(osd_program,osd_shader);\r
239   glBindAttribLocation(osd_program,0,"vec_pos");\r
240   glBindAttribLocation(osd_program,1,"tex_coord");\r
241 \r
242 \r
243 \r
244   glLinkProgram(osd_program);\r
245 \r
246 \r
247 \r
248   GLint link_status;\r
249   glGetProgramiv(osd_program,GL_LINK_STATUS, &link_status);\r
250 \r
251   if (!link_status) {\r
252           char buffer[1024];\r
253           glGetProgramInfoLog(osd_program,1024,NULL,buffer);\r
254           Log::getInstance()->log("OSD", Log::WARN, "Compiling Programm failed!");\r
255           Log::getInstance()->log("OSD", Log::WARN, "%s",buffer);\r
256           glDeleteProgram(osd_program);\r
257           return 0;\r
258   }\r
259 \r
260   osd_sampler_loc=glGetUniformLocation(osd_program,"texture");\r
261  //   Log::getInstance()->log("OSD", Log::WARN, "uniform location %x %x",osd_sampler_loc,glGetError());\r
262 \r
263   // create the program for yuv frame rendering\r
264   frame_shader=CreateShader(frame_frag_shader, GL_FRAGMENT_SHADER);\r
265 \r
266   frame_program=glCreateProgram();\r
267   if (frame_program==0) {\r
268           Log::getInstance()->log("OSD", Log::WARN, "Creating glsl program failed!%d",glGetError());\r
269       return 0;\r
270   }\r
271   glAttachShader(frame_program,gen_shader);\r
272   glAttachShader(frame_program,frame_shader);\r
273   glBindAttribLocation(frame_program,0,"vec_pos");\r
274   glBindAttribLocation(frame_program,1,"tex_coord");\r
275 \r
276 \r
277 \r
278   glLinkProgram(frame_program);\r
279   //GLint link_status;\r
280   glGetProgramiv(frame_program,GL_LINK_STATUS, &link_status);\r
281 \r
282   if (!link_status) {\r
283           char buffer[1024];\r
284           glGetProgramInfoLog(frame_program,1024,NULL,buffer);\r
285           Log::getInstance()->log("OSD", Log::WARN, "Compiling Programm failed!");\r
286           Log::getInstance()->log("OSD", Log::WARN, "%s",buffer);\r
287           glDeleteProgram(frame_program);\r
288           return 0;\r
289   }\r
290 \r
291   frame_sampler_locY=glGetUniformLocation(frame_program,"textureY");\r
292  // Log::getInstance()->log("OSD", Log::WARN, "uniform location %x %x",frame_sampler_locY,glGetError());\r
293   frame_sampler_locU=glGetUniformLocation(frame_program,"textureU");\r
294   //Log::getInstance()->log("OSD", Log::WARN, "uniform location %x %x",frame_sampler_locU,glGetError());\r
295    frame_sampler_locV=glGetUniformLocation(frame_program,"textureV");\r
296 */\r
297 \r
298 \r
299   glClearColor(0.0f,0.0f,0.0f,1.f);\r
300 \r
301   eglMakeCurrent(egl_display, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT );\r
302 \r
303   if (((VideoVPEOGL*)Video::getInstance())->initUsingOSDObjects()!=1) { //call Video for init opengl stuff\r
304           return 0;\r
305   }\r
306 \r
307 \r
308   glmutex.Unlock();\r
309   threadStart();\r
310 \r
311   return 1;\r
312 }\r
313 \r
314 \r
315 \r
316 \r
317         \r
318 void OsdOpenGL::InitVertexBuffer(float  scalex,float scaley)\r
319 {\r
320   Video* video=Video::getInstance();\r
321   float texx=1.f;\r
322   float texy=1.f;\r
323   OSDCOLOR osdcolor={1.f,1.f,1.f,1.f};\r
324 \r
325  // osdvertices[0].c=osdcolor;\r
326   osdvertices[0].x= (scalex);\r
327   osdvertices[0].y=-scaley;\r
328   osdvertices[0].z=0.5;\r
329   osdvertices[0].u=texx;\r
330   osdvertices[0].v=texy;\r
331  // osdvertices[1].c=osdcolor;\r
332   osdvertices[1].x=(scalex);\r
333   osdvertices[1].y=(scaley);\r
334   osdvertices[1].z=0.5f;\r
335   osdvertices[1].u=texx;\r
336   osdvertices[1].v=0.f;\r
337   //  osdvertices[0].c=osdcolor;\r
338   osdvertices[2].x=(-scalex);\r
339   osdvertices[2].y=-scaley;\r
340   osdvertices[2].z=0.5f;\r
341   osdvertices[2].u=0.f;\r
342   osdvertices[2].v=texy;\r
343  // osdvertices[3].c=osdcolor;\r
344   osdvertices[3].x=-scalex;\r
345   osdvertices[3].y=(scaley);\r
346   osdvertices[3].z=0.5f;\r
347   osdvertices[3].u=0.f;\r
348   osdvertices[3].v=0.f;\r
349   \r
350   osdindices[0]=0;\r
351   osdindices[1]=1;\r
352   osdindices[2]=2;\r
353   osdindices[3]=0;\r
354   osdindices[4]=2;\r
355   osdindices[5]=3;\r
356 \r
357 \r
358 \r
359 \r
360  // glBindBuffer(GL_ARRAY_BUFFER, vB);\r
361  // glBufferData(GL_ARRAY_BUFFER, sizeof(osdvertices), osdvertices, GL_STATIC_DRAW);\r
362 \r
363 \r
364  // glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, iB);\r
365   //glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(osdindices), osdindices, GL_STATIC_DRAW);\r
366 \r
367 \r
368 \r
369   return;\r
370 }\r
371 \r
372 int OsdOpenGL::shutdown()\r
373 {\r
374   if (!initted) return 0;\r
375   initted = 0;\r
376 \r
377   (((VideoVPEOGL*)Video::getInstance())->shutdownUsingOSDObjects());\r
378 \r
379 \r
380   osd_shader.deinit();\r
381   yuv400_shader.deinit();\r
382 \r
383   glClear(GL_COLOR_BUFFER_BIT);\r
384   eglSwapBuffers(egl_display, egl_surface);\r
385   eglMakeCurrent(egl_display, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT );\r
386   eglDestroySurface(egl_display,egl_surface);\r
387   eglDestroyContext(egl_display,egl_context);\r
388   eglTerminate(egl_display );\r
389 \r
390   return 1;\r
391 }\r
392 \r
393 void OsdOpenGL::screenShot(const char* fileName)\r
394 {\r
395   screen->screenShot(fileName);\r
396 }\r
397 \r
398 void OsdOpenGL::threadMethod()\r
399 {\r
400         // We have to claim the gl context for this thread\r
401         //glmutex.Lock();\r
402 \r
403         //glmutex.Unlock();\r
404         VPEOGLFrame *frame=NULL;\r
405         struct timespec ts;\r
406         ts.tv_sec=0;\r
407         ts.tv_nsec=0;\r
408         VideoVPEOGL* video =(VideoVPEOGL*) Video::getInstance();\r
409         while (true)\r
410         {\r
411                 ts.tv_nsec=10*1000000LL;\r
412                 unsigned int waittime=10;\r
413                 if (initted){\r
414                         if (!frame) frame=video->getReadyOGLFrame();\r
415                         if (frame) {\r
416                                 InternalRendering(frame);\r
417                                 lastrendertime=getTimeMS();\r
418                                 video->returnOGLFrame(frame); //please recycle it\r
419                                 frame=NULL;\r
420                         } else {\r
421                                  long long time1=getTimeMS();\r
422                                  if ((time1-lastrendertime)>200) {//5 fps for OSD updates are enough, avoids tearing\r
423                                         InternalRendering(NULL);\r
424                                         lastrendertime=getTimeMS();\r
425                                  }\r
426                         }\r
427                         frame=video->getReadyOGLFrame();\r
428                 }\r
429                 if (frame) ts.tv_nsec=0;\r
430                 threadCheckExit();\r
431                 if (ts.tv_nsec!=0) threadWaitForSignalTimed(&ts);\r
432                 //Sleep(1);\r
433         }\r
434         //eglMakeCurrent(egl_display, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT );\r
435 }\r
436 \r
437 \r
438 void OsdOpenGL::threadPostStopCleanup()\r
439 {\r
440         //Doing nothing\r
441         //goo;\r
442 }\r
443 \r
444 /*\r
445 // This function is called from the WinMain function in order to get Screen updates\r
446 void OsdOpenGL::Render()\r
447 {\r
448         if (!initted) return ;\r
449         VPEOGLFrame* frame=NULL;\r
450         if (external_driving) {\r
451         long long time1=getTimeMS();\r
452                 if ((time1-lastrendertime)>200) {//5 fps for OSD updates are enough, avoids tearing\r
453                         InternalRendering(NULL);\r
454                         lastrendertime=getTimeMS();\r
455         } else {\r
456                    //Sleep(5); //Sleep for 5 ms, in order to avoid blocking the other threads\r
457         }\r
458         } else {\r
459                 struct timespec ts;\r
460                 clock_gettime(CLOCK_MONOTONIC, &ts);\r
461                 long long time1=ts.tv_sec*1000+ts.tv_nsec/1000000LL;\r
462                 if ((time1-lastrendertime)>100) {//10 fps for OSD updates are enough, avoids tearing\r
463                         InternalRendering(NULL);\r
464                         lastrendertime=getTimeMS();\r
465                 } else {\r
466                         //Sleep(5);\r
467                 \r
468                 }\r
469                 \r
470         }\r
471 }\r
472 \r
473 void OsdOpenGL::RenderDS(VPEOGLFrame* frame){\r
474         if (!initted) return; \r
475         if (external_driving) {\r
476                 InternalRendering(frame);\r
477                 lastrendertime=getTimeMS();\r
478         }\r
479 }*/\r
480 \r
481 \r
482 void OsdOpenGL::InternalRendering(VPEOGLFrame* frame){\r
483     BeginPainting();\r
484   /*  HRESULT losty=d3ddevice->TestCooperativeLevel();\r
485     if (losty==D3DERR_DEVICELOST) {\r
486         //Sleep(10);\r
487                 EndPainting();\r
488         return; //Device Lost\r
489     }\r
490     if (losty==D3DERR_DEVICENOTRESET){\r
491            EndPainting();\r
492        DoLost();\r
493        return;\r
494     }\r
495         WaitForSingleObject(event,INFINITE);\r
496         */\r
497    \r
498         \r
499 /*\r
500     LPDIRECT3DSURFACE9 targetsurf;\r
501         if (swappy)\r
502         {\r
503                 targetsurf=swapsurf;\r
504                 d3ddevice->SetRenderTarget(0,swapsurf);//Stupid VMR manipulates the render target\r
505         } \r
506         else\r
507         {\r
508                 targetsurf=d3drtsurf;\r
509                 d3ddevice->SetRenderTarget(0,d3drtsurf);//Stupid VMR manipulates the render target\r
510         }\r
511         D3DSURFACE_DESC targetdesc;\r
512         targetsurf->GetDesc(&targetdesc);\r
513 \r
514         if (external_driving) {\r
515                 //Copy video to Backbuffer\r
516                 if (present!=NULL ) {\r
517                         VideoWin* video =(VideoWin*) Video::getInstance();\r
518                         /*calculating destination rect *\r
519                         RECT destrect={0,0,/*video->getScreenWidth()* targetdesc.Width,\r
520                                 /*video->getScreenHeight()*targetdesc.Height};\r
521                         UCHAR mode=video->getMode();\r
522                         switch (mode) {\r
523                         case Video::EIGHTH:\r
524                         destrect.right=destrect.right/2;\r
525                         destrect.bottom=destrect.bottom/2;\r
526                         case Video::QUARTER:\r
527                         destrect.right=destrect.right/2+video->getPosx()*2;\r
528                         destrect.bottom=destrect.bottom/2+video->getPosy()*2;\r
529                         destrect.left=video->getPosx()*2;\r
530                         destrect.top=video->getPosy()*2;\r
531                         d3ddevice->Clear(0,NULL,D3DCLEAR_TARGET,D3DCOLOR_XRGB(0,0,0),1.0f,0);\r
532                         break;\r
533                         };\r
534                         D3DSURFACE_DESC surf_desc;\r
535                         present->GetDesc(&surf_desc);//for chop sides\r
536                         RECT sourcerect= {0,0,surf_desc.Width,surf_desc.Height};\r
537                         if (video->getPseudoTVsize()==Video::ASPECT4X3 \r
538                                 && video->getMode()==Video::NORMAL \r
539                                 && video->getAspectRatio()==Video::ASPECT16X9) {\r
540                                         unsigned int correction=((double) (surf_desc.Width))*4.*9./3./16.;\r
541                                         sourcerect.left=(surf_desc.Width-correction)/2;\r
542                                         sourcerect.right=sourcerect.left+correction;\r
543                         }\r
544                         d3ddevice->StretchRect(present,&sourcerect,targetsurf ,&destrect,filter_type);\r
545 \r
546                 }\r
547         } else {\r
548                 VideoWin* video =(VideoWin*) Video::getInstance();\r
549                 //Clear Background\r
550                 if (!video->isVideoOn()) d3ddevice->Clear(0,NULL,D3DCLEAR_TARGET,D3DCOLOR_XRGB(0,0,0),1.0f,0);\r
551         }*/\r
552 \r
553 \r
554         //InitVertexBuffer(display_width,display_height);\r
555     InitVertexBuffer(1.f,1.f);\r
556 \r
557 \r
558         glViewport(0, 0, display_width,display_height);\r
559 \r
560         glClear(GL_COLOR_BUFFER_BIT);\r
561 \r
562 \r
563 \r
564 \r
565 \r
566         if (frame) {\r
567                 //Log::getInstance()->log("OSD", Log::WARN, "mark1 glerror %x",glGetError());\r
568         /*      glUseProgram(frame_program);\r
569                 //Log::getInstance()->log("OSD", Log::WARN, "mark1 glerror %x",glGetError());\r
570                 glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE,sizeof(OSDVERTEX), osdvertices);\r
571                 glEnableVertexAttribArray(0);\r
572                 glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE,sizeof(OSDVERTEX), &(osdvertices[0].u));\r
573                 glEnableVertexAttribArray(1);\r
574 \r
575 \r
576                 //Log::getInstance()->log("OSD", Log::WARN, "mark2 glerror %x",glGetError());\r
577 \r
578 \r
579                 glActiveTexture(GL_TEXTURE2);\r
580                 glBindTexture(GL_TEXTURE_2D,frame->textures[2]);\r
581                 glUniform1i(frame_sampler_locV,2);\r
582                 glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);\r
583                 glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);\r
584 \r
585 \r
586                 glActiveTexture(GL_TEXTURE1);\r
587                 glBindTexture(GL_TEXTURE_2D,frame->textures[1]);\r
588                 glUniform1i(frame_sampler_locU,1);\r
589                 glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);\r
590                 glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);\r
591 \r
592 \r
593                 glActiveTexture(GL_TEXTURE0);\r
594                 glBindTexture(GL_TEXTURE_2D,frame->textures[0]);\r
595                 glUniform1i(frame_sampler_locY,0);\r
596                 glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);\r
597                 glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);*/\r
598 \r
599                 yuv400_shader.PrepareRendering(frame->textures[0],frame->textures[1],frame->textures[2]);\r
600 \r
601 \r
602 \r
603                 glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE,sizeof(OSDVERTEX), osdvertices);\r
604                 glEnableVertexAttribArray(0);\r
605                 glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE,sizeof(OSDVERTEX), &(osdvertices[0].u));\r
606                 glEnableVertexAttribArray(1);\r
607 \r
608 \r
609                 //Log::getInstance()->log("OSD", Log::WARN, "mark8 glerror %x %x",glGetError(),osd_sampler_loc);\r
610 \r
611 \r
612 \r
613                 glDrawArrays(GL_TRIANGLE_STRIP, 0,  4);\r
614 \r
615 \r
616         }\r
617 \r
618 \r
619         /*glUseProgram(osd_program);\r
620         glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE,sizeof(OSDVERTEX), osdvertices);\r
621         glEnableVertexAttribArray(0);\r
622         glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE,sizeof(OSDVERTEX), &(osdvertices[0].u));\r
623         glEnableVertexAttribArray(1);\r
624 \r
625 \r
626         glActiveTexture(GL_TEXTURE0);\r
627         glBindTexture(GL_TEXTURE_2D,((SurfaceOpenGL*)screen)->getTexture());\r
628 \r
629         glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);\r
630         glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);\r
631 \r
632         glUniform1i(osd_sampler_loc,0);*/\r
633 \r
634         osd_shader.PrepareRendering(((SurfaceOpenGL*)screen)->getTexture());\r
635 \r
636         glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE,sizeof(OSDVERTEX), osdvertices);\r
637         glEnableVertexAttribArray(0);\r
638         glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE,sizeof(OSDVERTEX), &(osdvertices[0].u));\r
639         glEnableVertexAttribArray(1);\r
640 \r
641 \r
642         if (frame!=NULL) { //This is ok for ffmpeg rendering not OMX\r
643                 glEnable(GL_BLEND);\r
644                 glBlendFuncSeparate (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA,GL_ZERO,GL_ONE);\r
645 \r
646         } else {\r
647                 glDisable(GL_BLEND);\r
648         }\r
649 \r
650 \r
651         glDrawArrays(GL_TRIANGLE_STRIP, 0,  4);\r
652 \r
653         \r
654 \r
655         //Show it to the user!\r
656         eglSwapBuffers(egl_display, egl_surface);\r
657 \r
658         EndPainting();\r
659 #ifdef BENCHMARK_FPS\r
660         num_benchmark_frames++;\r
661         if (getTimeMS()-last_benchmark_time>4000) {\r
662                 float fps=1000./(float)(getTimeMS()-last_benchmark_time);\r
663                 fps*=((float)num_benchmark_frames);\r
664                 num_benchmark_frames=0;\r
665                 Log::getInstance()->log("OSD", Log::NOTICE, "Current FPS %g", fps);\r
666                 last_benchmark_time=getTimeMS();\r
667 \r
668         }\r
669 \r
670 #endif\r
671 \r
672         \r
673 //      if (!external_driving) {\r
674 //              Sleep(4);//The User can wait for 4 milliseconds to see his changes\r
675 //      }\r
676 }\r
677 \r
678 bool OsdOpenGL::DoLost(){\r
679         /*\r
680         Log::getInstance()->log("OSD", Log::WARN, "Direct3D Device Lost! Reobtaining...");\r
681         ResetEvent(event);\r
682         if (external_driving && dsallocator!=NULL) {\r
683                 dsallocator->LostDevice(d3ddevice,d3d); //Propagate the information through DS\r
684         }\r
685         //First we free up all resources\r
686         Video* video = Video::getInstance();\r
687         ((SurfaceWin*)screen)->ReleaseSurface();\r
688         if (d3drtsurf) d3drtsurf->Release();\r
689     d3drtsurf=NULL;\r
690         D3DPRESENT_PARAMETERS d3dparas;\r
691         ZeroMemory(&d3dparas,sizeof(d3dparas));\r
692         d3dparas.BackBufferWidth=BACKBUFFER_WIDTH;\r
693         d3dparas.BackBufferHeight=BACKBUFFER_HEIGHT;\r
694         d3dparas.Windowed=TRUE;\r
695         d3dparas.SwapEffect=D3DSWAPEFFECT_COPY;\r
696 \r
697         if (swapsurf) {swapsurf->Release();swapsurf=NULL;};\r
698         if (swappy) {swappy->Release();swappy=NULL;};\r
699 \r
700         if (d3ddevice->Reset(&d3dparas)!=D3D_OK){\r
701                 return false;\r
702         }\r
703     d3ddevice->GetRenderTarget(0,&d3drtsurf);\r
704         if (d3ddevman) d3ddevman->ResetDevice(d3ddevice,dxvatoken);\r
705         //InitVertexBuffer();\r
706     //Redraw Views, Chris could you add a member function to BoxStack, so that\r
707         // I can cause it to completely redraw the Views?\r
708         // Otherwise the OSD would be distorted after Device Lost\r
709         // FIXME\r
710         \r
711         SetEvent(event);\r
712 \r
713 \r
714         screen->create(video->getScreenWidth(), video->getScreenHeight());\r
715         screen->display();*/\r
716         \r
717         return true;\r
718 \r
719 }\r
720 \r
721 \r
722 void OsdOpenGL::BeginPainting() {//We synchronize calls to d3d between different threads\r
723         glmutex.Lock();\r
724         if (initted) {\r
725                 if (eglMakeCurrent(egl_display, egl_surface, egl_surface, egl_context)== EGL_FALSE) {\r
726                         Log::getInstance()->log("OSD", Log::WARN, "Making egl Current failed in thread %d",eglGetError());\r
727                         return;\r
728                 }\r
729         }\r
730 }\r
731 \r
732 void OsdOpenGL::EndPainting() {\r
733         eglMakeCurrent(egl_display, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT );\r
734         glmutex.Unlock();\r
735 }\r
736 \r
737 void OsdOpenGL::setExternalDriving(/*DsAllocator* dsall,*/unsigned int  width, unsigned height) {\r
738         /*\r
739         if (swappy)\r
740         {\r
741                 BeginPainting();\r
742                 d3ddevice->StretchRect(swapsurf,NULL,d3drtsurf,NULL,filter_type);\r
743                 LPDIRECT3DSWAPCHAIN9 temp=swappy;\r
744                 LPDIRECT3DSURFACE9 tempsurf=swapsurf;\r
745                 swappy=NULL;\r
746                 swapsurf=NULL;\r
747                 EndPainting();\r
748                 tempsurf->Release();\r
749                 temp->Release();\r
750         }\r
751 \r
752         if (dsall==NULL) {\r
753                 external_driving=false;\r
754                 dsallocator=NULL;       \r
755                 return;\r
756         }\r
757         WaitForSingleObject(event,INFINITE);//We will only return if we are initted\r
758         BeginPainting();\r
759 \r
760         if (width>BACKBUFFER_WIDTH || height>BACKBUFFER_HEIGHT) \r
761         {\r
762                 D3DPRESENT_PARAMETERS d3dparas;\r
763                 ZeroMemory(&d3dparas,sizeof(d3dparas));\r
764                 d3dparas.BackBufferWidth=width;\r
765                 d3dparas.BackBufferHeight=height;\r
766                 d3dparas.Windowed=TRUE;\r
767                 d3dparas.SwapEffect=D3DSWAPEFFECT_COPY;\r
768                 if (d3ddevice->CreateAdditionalSwapChain(&d3dparas,&swappy)!=D3D_OK){\r
769                         Log::getInstance()->log("OSD", Log::WARN, "Could not create Swap Chain!");\r
770                         //return 0;\r
771                 } else {\r
772                         swappy->GetBackBuffer(0,D3DBACKBUFFER_TYPE_MONO,&swapsurf);\r
773                 }\r
774         Log::getInstance()->log("OSD", Log::INFO, "Create Additional Swap Chain %d %d!",width,height);\r
775         }\r
776 \r
777         dsallocator=dsall;\r
778         external_driving=true;\r
779         \r
780         EndPainting();*/\r
781 }\r
782 \r
783 void OsdOpenGL::Blank() {\r
784         BeginPainting();\r
785         glClearColor(0.15f, 0.25f, 0.35f, 1.0f); // change this to black after testing\r
786         glClear( GL_COLOR_BUFFER_BIT );\r
787         glClear( GL_DEPTH_BUFFER_BIT );\r
788         EndPainting();\r
789 }\r