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mirror of https://code.videolan.org/videolan/vlc synced 2024-09-12 13:44:56 +02:00

video_output/opengllayer.m: Hopefully fix the tearing issues by correctly updating textures, and using a nice trick to save the current opengl context. (Note, we can't draw to it directly).

This commit is contained in:
Pierre d'Herbemont 2008-01-04 01:57:09 +00:00
parent c8dc276e6f
commit bb2e9c9090

View File

@ -110,15 +110,15 @@ struct vout_sys_t
{
vout_thread_t * p_vout;
uint8_t *pp_buffer[3]; /* one last rendered, one to be rendered */
int i_rendering_index;
int i_rendered_index;
int i_on_screen_index;
uint8_t *pp_buffer[2]; /* one last rendered, one to be rendered */
int i_index;
vlc_bool_t b_frame_available;
CGLContextObj glContext;
int i_tex_width;
int i_tex_height;
GLuint p_textures[3];
GLuint p_textures[2];
NSAutoreleasePool *autorealease_pool;
VLCVoutLayer * o_layer;
@ -194,7 +194,7 @@ static int Init( vout_thread_t *p_vout )
/* We know the chroma, allocate two buffer which will be used
* directly by the decoder */
int i;
for( i = 0; i < 3; i++ )
for( i = 0; i < 2; i++ )
{
p_sys->pp_buffer[i] =
malloc( p_sys->i_tex_width * p_sys->i_tex_height * i_pixel_pitch );
@ -205,12 +205,10 @@ static int Init( vout_thread_t *p_vout )
}
}
p_sys->b_frame_available = VLC_FALSE;
p_sys->i_on_screen_index = 0;
p_sys->i_rendered_index = 1;
p_sys->i_rendering_index = 2;
p_sys->i_index = 0;
p_vout->p_picture[0].i_planes = 1;
p_vout->p_picture[0].p->p_pixels = p_sys->pp_buffer[p_sys->i_rendering_index];
p_vout->p_picture[0].p->p_pixels = p_sys->pp_buffer[p_sys->i_index];
p_vout->p_picture[0].p->i_lines = p_vout->output.i_height;
p_vout->p_picture[0].p->i_visible_lines = p_vout->output.i_height;
p_vout->p_picture[0].p->i_pixel_pitch = i_pixel_pitch;
@ -258,7 +256,6 @@ static void End( vout_thread_t *p_vout )
/* Free the texture buffer*/
free( p_sys->pp_buffer[0] );
free( p_sys->pp_buffer[1] );
free( p_sys->pp_buffer[2] );
}
/*****************************************************************************
@ -293,13 +290,35 @@ static void Render( vout_thread_t *p_vout, picture_t *p_pic )
{
vout_sys_t *p_sys = p_vout->p_sys;
/* Make sure we never draw to the currently on screen buffer */
assert(p_sys->i_rendering_index != p_sys->i_on_screen_index );
@synchronized( p_sys->o_layer ) /* Make sure the p_sys->glContext isn't edited */
{
if( p_sys->glContext )
{
CGLLockContext(p_sys->glContext);
CGLSetCurrentContext(p_sys->glContext);
int i_new_index;
i_new_index = ( p_sys->i_index + 1 ) & 1;
/* Update the texture */
glBindTexture( VLCGL_TARGET, p_sys->p_textures[i_new_index] );
glTexSubImage2D( VLCGL_TARGET, 0, 0, 0,
p_vout->fmt_out.i_width,
p_vout->fmt_out.i_height,
VLCGL_FORMAT, VLCGL_TYPE, p_sys->pp_buffer[i_new_index] );
/* Bind to the previous texture for drawing */
glBindTexture( VLCGL_TARGET, p_sys->p_textures[p_sys->i_index] );
/* Switch buffers */
p_sys->i_index = i_new_index;
p_pic->p->p_pixels = p_sys->pp_buffer[p_sys->i_index];
CGLUnlockContext(p_sys->glContext);
}
}
/* Give a buffer where the image will be rendered */
p_pic->p->p_pixels = p_sys->pp_buffer[p_sys->i_rendering_index];
p_pic->p->p_pixels = p_sys->pp_buffer[p_sys->i_index];
}
/*****************************************************************************
@ -309,16 +328,7 @@ static void DisplayVideo( vout_thread_t *p_vout, picture_t *p_pic )
{
vout_sys_t *p_sys = p_vout->p_sys;
/* Swap the buffer */
@synchronized(p_sys->o_layer)
{
int temp = p_sys->i_rendered_index;
p_sys->i_rendered_index = p_sys->i_rendering_index;
p_sys->i_rendering_index = temp;
p_sys->b_frame_available = VLC_TRUE;
assert(p_sys->i_rendering_index != p_sys->i_on_screen_index );
}
p_sys->b_frame_available = VLC_TRUE;
}
/*****************************************************************************
@ -349,10 +359,10 @@ static int InitTextures( vout_thread_t *p_vout )
vout_sys_t *p_sys = p_vout->p_sys;
int i_index;
glDeleteTextures( 3, p_sys->p_textures );
glGenTextures( 3, p_sys->p_textures );
glDeleteTextures( 2, p_sys->p_textures );
glGenTextures( 2, p_sys->p_textures );
for( i_index = 0; i_index < 3; i_index++ )
for( i_index = 0; i_index < 2; i_index++ )
{
glBindTexture( VLCGL_TARGET, p_sys->p_textures[i_index] );
@ -376,8 +386,7 @@ static int InitTextures( vout_thread_t *p_vout )
glPixelStorei( GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE );
/* Use AGP texturing */
glTexParameteri( VLCGL_TARGET, GL_TEXTURE_STORAGE_HINT_APPLE,
GL_STORAGE_SHARED_APPLE );
glTexParameteri( VLCGL_TARGET, GL_TEXTURE_STORAGE_HINT_APPLE, GL_STORAGE_SHARED_APPLE );
/* Call glTexImage2D only once, and use glTexSubImage2D later */
glTexImage2D( VLCGL_TARGET, 0, 4, p_sys->i_tex_width,
@ -427,7 +436,6 @@ static int InitTextures( vout_thread_t *p_vout )
- (void)drawInCGLContext:(CGLContextObj)glContext pixelFormat:(CGLPixelFormatObj)pixelFormat forLayerTime:(CFTimeInterval)timeInterval displayTime:(const CVTimeStamp *)timeStamp
{
/* Init */
CGLLockContext( glContext );
CGLSetCurrentContext( glContext );
@ -440,48 +448,23 @@ static int InitTextures( vout_thread_t *p_vout )
f_height = (float)p_vout->fmt_out.i_y_offset +
(float)p_vout->fmt_out.i_visible_height;
assert(p_vout->p_sys->i_rendering_index != p_vout->p_sys->i_on_screen_index );
glClear( GL_COLOR_BUFFER_BIT );
@synchronized(self)
{
/* Swap the buffers */
if( p_vout->p_sys->b_frame_available )
{
int temp;
temp = p_vout->p_sys->i_on_screen_index;
p_vout->p_sys->i_on_screen_index = p_vout->p_sys->i_rendered_index;
p_vout->p_sys->i_rendered_index = temp;
p_vout->p_sys->b_frame_available = VLC_FALSE;
}
glBindTexture( VLCGL_TARGET, p_vout->p_sys->p_textures[p_vout->p_sys->i_on_screen_index] );
glEnable( VLCGL_TARGET );
glBegin( GL_POLYGON );
glTexCoord2f( f_x, f_y ); glVertex2f( -1.0, 1.0 );
glTexCoord2f( f_width, f_y ); glVertex2f( 1.0, 1.0 );
glTexCoord2f( f_width, f_height ); glVertex2f( 1.0, -1.0 );
glTexCoord2f( f_x, f_height ); glVertex2f( -1.0, -1.0 );
glEnd();
glTexSubImage2D( VLCGL_TARGET, 0, 0, 0,
p_vout->fmt_out.i_width,
p_vout->fmt_out.i_height,
VLCGL_FORMAT, VLCGL_TYPE, p_vout->p_sys->pp_buffer[p_vout->p_sys->i_on_screen_index] );
glDisable( VLCGL_TARGET );
/* Make sure the that there is no old reference of the pointer old texture kept around */
glFinishObjectAPPLE(GL_TEXTURE_RECTANGLE_EXT, p_vout->p_sys->p_textures[p_vout->p_sys->i_on_screen_index]);
glFlush();
glClear( GL_COLOR_BUFFER_BIT );
CGLUnlockContext( glContext );
glEnable( VLCGL_TARGET );
glBegin( GL_POLYGON );
glTexCoord2f( f_x, f_y ); glVertex2f( -1.0, 1.0 );
glTexCoord2f( f_width, f_y ); glVertex2f( 1.0, 1.0 );
glTexCoord2f( f_width, f_height ); glVertex2f( 1.0, -1.0 );
glTexCoord2f( f_x, f_height ); glVertex2f( -1.0, -1.0 );
glEnd();
glDisable( VLCGL_TARGET );
glFlush();
CGLUnlockContext( glContext );
p_vout->p_sys->b_frame_available = VLC_FALSE;
}
p_vout->p_sys->b_frame_available = VLC_FALSE;
}
- (CGLContextObj)copyCGLContextForPixelFormat:(CGLPixelFormatObj)pixelFormat
@ -510,16 +493,25 @@ static int InitTextures( vout_thread_t *p_vout )
glClear( GL_COLOR_BUFFER_BIT );
CGLUnlockContext( context );
@synchronized( self )
{
p_vout->p_sys->glContext = context;
}
return context;
}
- (void)releaseCGLContext:(CGLContextObj)glContext
{
@synchronized( self )
{
p_vout->p_sys->glContext = nil;
}
CGLLockContext( glContext );
CGLSetCurrentContext( glContext );
glDeleteTextures( 3, p_vout->p_sys->p_textures );
glDeleteTextures( 2, p_vout->p_sys->p_textures );
CGLUnlockContext( glContext );
}