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lavd: add opengl device
It can render to OpenGL context provided by application or into SDL window Signed-off-by: Lukasz Marek <lukasz.m.luki@gmail.com>
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@ -21,6 +21,7 @@ version <next>
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- framepack filter
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- XYZ12 rawvideo support in NUT
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- Exif metadata support in WebP decoder
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- OpenGL device
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version 2.1:
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13
configure
vendored
13
configure
vendored
@ -251,6 +251,7 @@ External library support:
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--enable-libzvbi enable teletext support via libzvbi [no]
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--enable-openal enable OpenAL 1.1 capture support [no]
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--enable-opencl enable OpenCL code
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--enable-opengl enable OpenGL rendering [no]
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--enable-openssl enable openssl [no]
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--enable-x11grab enable X11 grabbing [no]
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--disable-zlib disable zlib [autodetect]
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@ -1311,6 +1312,7 @@ EXTERNAL_LIBRARY_LIST="
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libzvbi
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openal
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opencl
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opengl
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openssl
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x11grab
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zlib
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@ -1554,6 +1556,7 @@ HAVE_LIST="
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dxva_h
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ebp_available
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ebx_available
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ES2_gl_h
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fast_64bit
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fast_clz
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fast_cmov
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@ -1570,6 +1573,7 @@ HAVE_LIST="
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getservbyport
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gettimeofday
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glob
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glXGetProcAddress
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gnu_as
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gnu_windres
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gsm_h
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@ -1603,6 +1607,7 @@ HAVE_LIST="
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mprotect
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nanosleep
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openjpeg_1_5_openjpeg_h
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OpenGL_gl3_h
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PeekNamedPipe
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perl
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pod2man
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@ -1656,6 +1661,7 @@ HAVE_LIST="
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vdpau_x11
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vfp_args
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VirtualAlloc
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wglGetProcAddress
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windows_h
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winsock2_h
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xform_asm
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@ -2262,6 +2268,7 @@ libcdio_indev_deps="libcdio"
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libdc1394_indev_deps="libdc1394"
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libv4l2_indev_deps="libv4l2"
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openal_indev_deps="openal"
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opengl_outdev_deps="opengl"
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oss_indev_deps_any="soundcard_h sys_soundcard_h"
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oss_outdev_deps_any="soundcard_h sys_soundcard_h"
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pulse_indev_deps="libpulse"
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@ -4498,6 +4505,12 @@ enabled opencl && { check_lib2 OpenCL/cl.h clEnqueueNDRangeKernel -Wl
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{ check_cpp_condition "OpenCL/cl.h" "defined(CL_VERSION_1_2)" ||
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check_cpp_condition "CL/cl.h" "defined(CL_VERSION_1_2)" ||
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die "ERROR: opencl must be installed and version must be 1.2 or compatible"; }
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enabled opengl && { check_lib GL/glx.h glXGetProcAddress "-lGL" ||
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check_lib2 windows.h wglGetProcAddress "-lopengl32 -lgdi32" ||
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check_lib2 OpenGL/gl3.h glGetError "-Wl,-framework,OpenGL" ||
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check_lib2 ES2/gl.h glGetError "-isysroot=${sysroot} -Wl,-framework,OpenGLES" ||
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die "ERROR: opengl not found."
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}
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enabled openssl && { check_lib openssl/ssl.h SSL_library_init -lssl -lcrypto ||
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check_lib openssl/ssl.h SSL_library_init -lssl32 -leay32 ||
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check_lib openssl/ssl.h SSL_library_init -lssl -lcrypto -lws2_32 -lgdi32 ||
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@ -149,6 +149,41 @@ ffmpeg -re -i INPUT -vcodec rawvideo -pix_fmt bgra -f fbdev /dev/fb0
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See also @url{http://linux-fbdev.sourceforge.net/}, and fbset(1).
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@section opengl
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OpenGL output device.
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To enable this output device you need to configure FFmpeg with @code{--enable-opengl}.
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Device allows to render to OpenGL context.
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Context may be provided by application or default SDL window is created.
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When device renders to external context, application must implement handlers for following messages:
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@code{AV_CTL_MESSAGE_CREATE_WINDOW_BUFFER} - create OpenGL context on current thread.
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@code{AV_CTL_MESSAGE_PREPARE_WINDOW_BUFFER} - make OpenGL context current.
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@code{AV_CTL_MESSAGE_DISPLAY_WINDOW_BUFFER} - swap buffers.
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@code{AV_CTL_MESSAGE_DESTROY_WINDOW_BUFFER} - destroy OpenGL context.
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Application is also required to inform a device about current resolution by sending @code{AV_DEVICE_WINDOW_RESIZED} message.
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@subsection Options
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@table @option
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@item background
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Set background color. Black is a default.
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@item no_window
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Disables default SDL window when set to non-zero value.
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Application must provide OpenGL context and both @code{window_size_cb} and @code{window_swap_buffers_cb} callbacks when set.
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@item window_title
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Set the SDL window title, if not specified default to the filename specified for the output device.
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Ignored when @option{no_window} is set.
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@end table
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@subsection Examples
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Play a file on SDL window using OpenGL rendering:
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@example
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ffmpeg -i INPUT -f opengl "window title"
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@end example
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@section oss
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OSS (Open Sound System) output device.
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@ -29,6 +29,7 @@ OBJS-$(CONFIG_IEC61883_INDEV) += iec61883.o
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OBJS-$(CONFIG_JACK_INDEV) += jack_audio.o timefilter.o
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OBJS-$(CONFIG_LAVFI_INDEV) += lavfi.o
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OBJS-$(CONFIG_OPENAL_INDEV) += openal-dec.o
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OBJS-$(CONFIG_OPENGL_OUTDEV) += opengl_enc.o
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OBJS-$(CONFIG_OSS_INDEV) += oss_audio.o
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OBJS-$(CONFIG_OSS_OUTDEV) += oss_audio.o
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OBJS-$(CONFIG_PULSE_INDEV) += pulse_audio_dec.o \
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@ -56,6 +56,7 @@ void avdevice_register_all(void)
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REGISTER_INDEV (JACK, jack);
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REGISTER_INDEV (LAVFI, lavfi);
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REGISTER_INDEV (OPENAL, openal);
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REGISTER_OUTDEV (OPENGL, opengl);
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REGISTER_INOUTDEV(OSS, oss);
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REGISTER_INOUTDEV(PULSE, pulse);
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REGISTER_OUTDEV (SDL, sdl);
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1221
libavdevice/opengl_enc.c
Normal file
1221
libavdevice/opengl_enc.c
Normal file
File diff suppressed because it is too large
Load Diff
176
libavdevice/opengl_enc_shaders.h
Normal file
176
libavdevice/opengl_enc_shaders.h
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@ -0,0 +1,176 @@
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/*
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* Copyright (c) 2014 Lukasz Marek
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*
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* This file is part of FFmpeg.
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*
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* FFmpeg is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2.1 of the License, or (at your option) any later version.
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*
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* FFmpeg is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with FFmpeg; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
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*/
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#ifndef AVDEVICE_OPENGL_SHADERS_H
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#define AVDEVICE_OPENGL_SHADERS_H
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#include "libavutil/pixfmt.h"
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const char *FF_OPENGL_VERTEX_SHADER =
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"uniform mat4 u_projectionMatrix;"
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"uniform mat4 u_modelViewMatrix;"
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"attribute vec4 a_position;"
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"attribute vec2 a_textureCoords;"
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"varying vec2 texture_coordinate;"
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"void main()"
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"{"
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"gl_Position = u_projectionMatrix * (a_position * u_modelViewMatrix);"
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"texture_coordinate = a_textureCoords;"
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"}";
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/**
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* Fragment shader for packet RGBA formats.
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*/
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const char *FF_OPENGL_FRAGMENT_SHADER_RGBA_PACKET =
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#if defined(GL_ES_VERSION_2_0)
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"precision mediump float;"
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#endif
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"uniform sampler2D u_texture0;"
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"uniform mat4 u_colorMap;"
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"varying vec2 texture_coordinate;"
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"void main()"
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"{"
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"gl_FragColor = texture2D(u_texture0, texture_coordinate) * u_colorMap;"
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"}";
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/**
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* Fragment shader for packet RGB formats.
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*/
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const char *FF_OPENGL_FRAGMENT_SHADER_RGB_PACKET =
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#if defined(GL_ES_VERSION_2_0)
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"precision mediump float;"
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#endif
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"uniform sampler2D u_texture0;"
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"uniform mat4 u_colorMap;"
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"varying vec2 texture_coordinate;"
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"void main()"
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"{"
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"gl_FragColor = vec4((texture2D(u_texture0, texture_coordinate) * u_colorMap).rgb, 1.0);"
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"}";
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/**
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* Fragment shader for planar RGBA formats.
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*/
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const char *FF_OPENGL_FRAGMENT_SHADER_RGBA_PLANAR =
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#if defined(GL_ES_VERSION_2_0)
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"precision mediump float;"
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#endif
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"uniform sampler2D u_texture0;"
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"uniform sampler2D u_texture1;"
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"uniform sampler2D u_texture2;"
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"uniform sampler2D u_texture3;"
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"varying vec2 texture_coordinate;"
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"void main()"
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"{"
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"gl_FragColor = vec4(texture2D(u_texture0, texture_coordinate).r,"
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"texture2D(u_texture1, texture_coordinate).r,"
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"texture2D(u_texture2, texture_coordinate).r,"
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"texture2D(u_texture3, texture_coordinate).r);"
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"}";
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/**
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* Fragment shader for planar RGB formats.
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*/
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const char *FF_OPENGL_FRAGMENT_SHADER_RGB_PLANAR =
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#if defined(GL_ES_VERSION_2_0)
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"precision mediump float;"
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#endif
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"uniform sampler2D u_texture0;"
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"uniform sampler2D u_texture1;"
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"uniform sampler2D u_texture2;"
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"varying vec2 texture_coordinate;"
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"void main()"
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"{"
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"gl_FragColor = vec4(texture2D(u_texture0, texture_coordinate).r,"
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"texture2D(u_texture1, texture_coordinate).r,"
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"texture2D(u_texture2, texture_coordinate).r,"
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"1.0);"
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"}";
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/**
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* Fragment shader for planar YUV formats.
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*/
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const char *FF_OPENGL_FRAGMENT_SHADER_YUV_PLANAR =
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#if defined(GL_ES_VERSION_2_0)
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"precision mediump float;"
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#endif
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"uniform sampler2D u_texture0;"
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"uniform sampler2D u_texture1;"
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"uniform sampler2D u_texture2;"
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"uniform float u_chroma_div_w;"
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"uniform float u_chroma_div_h;"
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"varying vec2 texture_coordinate;"
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"void main()"
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"{"
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"vec3 yuv;"
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"yuv.r = texture2D(u_texture0, texture_coordinate).r - 0.0625;"
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"yuv.g = texture2D(u_texture1, vec2(texture_coordinate.x / u_chroma_div_w, texture_coordinate.y / u_chroma_div_h)).r - 0.5;"
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"yuv.b = texture2D(u_texture2, vec2(texture_coordinate.x / u_chroma_div_w, texture_coordinate.y / u_chroma_div_h)).r - 0.5;"
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"gl_FragColor = clamp(vec4(mat3(1.1643, 1.16430, 1.1643,"
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"0.0, -0.39173, 2.0170,"
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"1.5958, -0.81290, 0.0) * yuv, 1.0), 0.0, 1.0);"
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"}";
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/**
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* Fragment shader for planar YUVA formats.
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*/
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const char *FF_OPENGL_FRAGMENT_SHADER_YUVA_PLANAR =
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#if defined(GL_ES_VERSION_2_0)
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"precision mediump float;"
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#endif
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"uniform sampler2D u_texture0;"
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"uniform sampler2D u_texture1;"
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"uniform sampler2D u_texture2;"
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"uniform sampler2D u_texture3;"
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"uniform float u_chroma_div_w;"
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"uniform float u_chroma_div_h;"
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"varying vec2 texture_coordinate;"
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"void main()"
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"{"
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"vec3 yuv;"
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"yuv.r = texture2D(u_texture0, texture_coordinate).r - 0.0625;"
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"yuv.g = texture2D(u_texture1, vec2(texture_coordinate.x / u_chroma_div_w, texture_coordinate.y / u_chroma_div_h)).r - 0.5;"
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"yuv.b = texture2D(u_texture2, vec2(texture_coordinate.x / u_chroma_div_w, texture_coordinate.y / u_chroma_div_h)).r - 0.5;"
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"gl_FragColor = clamp(vec4(mat3(1.1643, 1.16430, 1.1643,"
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"0.0, -0.39173, 2.0170,"
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"1.5958, -0.81290, 0.0) * yuv, texture2D(u_texture3, texture_coordinate).r), 0.0, 1.0);"
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"}";
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#endif /* AVDEVICE_OPENGL_SHADERS_H */
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