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mirror of https://github.com/FFmpeg/FFmpeg.git synced 2025-01-08 13:22:53 +02:00

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>
This commit is contained in:
Lukasz Marek 2013-11-24 20:13:27 +01:00
parent 102bd64168
commit ded6b3af41
7 changed files with 1448 additions and 0 deletions

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@ -21,6 +21,7 @@ version <next>
- framepack filter
- XYZ12 rawvideo support in NUT
- Exif metadata support in WebP decoder
- OpenGL device
version 2.1:

13
configure vendored
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@ -251,6 +251,7 @@ External library support:
--enable-libzvbi enable teletext support via libzvbi [no]
--enable-openal enable OpenAL 1.1 capture support [no]
--enable-opencl enable OpenCL code
--enable-opengl enable OpenGL rendering [no]
--enable-openssl enable openssl [no]
--enable-x11grab enable X11 grabbing [no]
--disable-zlib disable zlib [autodetect]
@ -1311,6 +1312,7 @@ EXTERNAL_LIBRARY_LIST="
libzvbi
openal
opencl
opengl
openssl
x11grab
zlib
@ -1554,6 +1556,7 @@ HAVE_LIST="
dxva_h
ebp_available
ebx_available
ES2_gl_h
fast_64bit
fast_clz
fast_cmov
@ -1570,6 +1573,7 @@ HAVE_LIST="
getservbyport
gettimeofday
glob
glXGetProcAddress
gnu_as
gnu_windres
gsm_h
@ -1603,6 +1607,7 @@ HAVE_LIST="
mprotect
nanosleep
openjpeg_1_5_openjpeg_h
OpenGL_gl3_h
PeekNamedPipe
perl
pod2man
@ -1656,6 +1661,7 @@ HAVE_LIST="
vdpau_x11
vfp_args
VirtualAlloc
wglGetProcAddress
windows_h
winsock2_h
xform_asm
@ -2262,6 +2268,7 @@ libcdio_indev_deps="libcdio"
libdc1394_indev_deps="libdc1394"
libv4l2_indev_deps="libv4l2"
openal_indev_deps="openal"
opengl_outdev_deps="opengl"
oss_indev_deps_any="soundcard_h sys_soundcard_h"
oss_outdev_deps_any="soundcard_h sys_soundcard_h"
pulse_indev_deps="libpulse"
@ -4498,6 +4505,12 @@ enabled opencl && { check_lib2 OpenCL/cl.h clEnqueueNDRangeKernel -Wl
{ check_cpp_condition "OpenCL/cl.h" "defined(CL_VERSION_1_2)" ||
check_cpp_condition "CL/cl.h" "defined(CL_VERSION_1_2)" ||
die "ERROR: opencl must be installed and version must be 1.2 or compatible"; }
enabled opengl && { check_lib GL/glx.h glXGetProcAddress "-lGL" ||
check_lib2 windows.h wglGetProcAddress "-lopengl32 -lgdi32" ||
check_lib2 OpenGL/gl3.h glGetError "-Wl,-framework,OpenGL" ||
check_lib2 ES2/gl.h glGetError "-isysroot=${sysroot} -Wl,-framework,OpenGLES" ||
die "ERROR: opengl not found."
}
enabled openssl && { check_lib openssl/ssl.h SSL_library_init -lssl -lcrypto ||
check_lib openssl/ssl.h SSL_library_init -lssl32 -leay32 ||
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
See also @url{http://linux-fbdev.sourceforge.net/}, and fbset(1).
@section opengl
OpenGL output device.
To enable this output device you need to configure FFmpeg with @code{--enable-opengl}.
Device allows to render to OpenGL context.
Context may be provided by application or default SDL window is created.
When device renders to external context, application must implement handlers for following messages:
@code{AV_CTL_MESSAGE_CREATE_WINDOW_BUFFER} - create OpenGL context on current thread.
@code{AV_CTL_MESSAGE_PREPARE_WINDOW_BUFFER} - make OpenGL context current.
@code{AV_CTL_MESSAGE_DISPLAY_WINDOW_BUFFER} - swap buffers.
@code{AV_CTL_MESSAGE_DESTROY_WINDOW_BUFFER} - destroy OpenGL context.
Application is also required to inform a device about current resolution by sending @code{AV_DEVICE_WINDOW_RESIZED} message.
@subsection Options
@table @option
@item background
Set background color. Black is a default.
@item no_window
Disables default SDL window when set to non-zero value.
Application must provide OpenGL context and both @code{window_size_cb} and @code{window_swap_buffers_cb} callbacks when set.
@item window_title
Set the SDL window title, if not specified default to the filename specified for the output device.
Ignored when @option{no_window} is set.
@end table
@subsection Examples
Play a file on SDL window using OpenGL rendering:
@example
ffmpeg -i INPUT -f opengl "window title"
@end example
@section oss
OSS (Open Sound System) output device.

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@ -29,6 +29,7 @@ OBJS-$(CONFIG_IEC61883_INDEV) += iec61883.o
OBJS-$(CONFIG_JACK_INDEV) += jack_audio.o timefilter.o
OBJS-$(CONFIG_LAVFI_INDEV) += lavfi.o
OBJS-$(CONFIG_OPENAL_INDEV) += openal-dec.o
OBJS-$(CONFIG_OPENGL_OUTDEV) += opengl_enc.o
OBJS-$(CONFIG_OSS_INDEV) += oss_audio.o
OBJS-$(CONFIG_OSS_OUTDEV) += oss_audio.o
OBJS-$(CONFIG_PULSE_INDEV) += pulse_audio_dec.o \

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@ -56,6 +56,7 @@ void avdevice_register_all(void)
REGISTER_INDEV (JACK, jack);
REGISTER_INDEV (LAVFI, lavfi);
REGISTER_INDEV (OPENAL, openal);
REGISTER_OUTDEV (OPENGL, opengl);
REGISTER_INOUTDEV(OSS, oss);
REGISTER_INOUTDEV(PULSE, pulse);
REGISTER_OUTDEV (SDL, sdl);

1221
libavdevice/opengl_enc.c Normal file

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@ -0,0 +1,176 @@
/*
* 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
*/
#ifndef AVDEVICE_OPENGL_SHADERS_H
#define AVDEVICE_OPENGL_SHADERS_H
#include "libavutil/pixfmt.h"
const char *FF_OPENGL_VERTEX_SHADER =
"uniform mat4 u_projectionMatrix;"
"uniform mat4 u_modelViewMatrix;"
"attribute vec4 a_position;"
"attribute vec2 a_textureCoords;"
"varying vec2 texture_coordinate;"
"void main()"
"{"
"gl_Position = u_projectionMatrix * (a_position * u_modelViewMatrix);"
"texture_coordinate = a_textureCoords;"
"}";
/**
* Fragment shader for packet RGBA formats.
*/
const char *FF_OPENGL_FRAGMENT_SHADER_RGBA_PACKET =
#if defined(GL_ES_VERSION_2_0)
"precision mediump float;"
#endif
"uniform sampler2D u_texture0;"
"uniform mat4 u_colorMap;"
"varying vec2 texture_coordinate;"
"void main()"
"{"
"gl_FragColor = texture2D(u_texture0, texture_coordinate) * u_colorMap;"
"}";
/**
* Fragment shader for packet RGB formats.
*/
const char *FF_OPENGL_FRAGMENT_SHADER_RGB_PACKET =
#if defined(GL_ES_VERSION_2_0)
"precision mediump float;"
#endif
"uniform sampler2D u_texture0;"
"uniform mat4 u_colorMap;"
"varying vec2 texture_coordinate;"
"void main()"
"{"
"gl_FragColor = vec4((texture2D(u_texture0, texture_coordinate) * u_colorMap).rgb, 1.0);"
"}";
/**
* Fragment shader for planar RGBA formats.
*/
const char *FF_OPENGL_FRAGMENT_SHADER_RGBA_PLANAR =
#if defined(GL_ES_VERSION_2_0)
"precision mediump float;"
#endif
"uniform sampler2D u_texture0;"
"uniform sampler2D u_texture1;"
"uniform sampler2D u_texture2;"
"uniform sampler2D u_texture3;"
"varying vec2 texture_coordinate;"
"void main()"
"{"
"gl_FragColor = vec4(texture2D(u_texture0, texture_coordinate).r,"
"texture2D(u_texture1, texture_coordinate).r,"
"texture2D(u_texture2, texture_coordinate).r,"
"texture2D(u_texture3, texture_coordinate).r);"
"}";
/**
* Fragment shader for planar RGB formats.
*/
const char *FF_OPENGL_FRAGMENT_SHADER_RGB_PLANAR =
#if defined(GL_ES_VERSION_2_0)
"precision mediump float;"
#endif
"uniform sampler2D u_texture0;"
"uniform sampler2D u_texture1;"
"uniform sampler2D u_texture2;"
"varying vec2 texture_coordinate;"
"void main()"
"{"
"gl_FragColor = vec4(texture2D(u_texture0, texture_coordinate).r,"
"texture2D(u_texture1, texture_coordinate).r,"
"texture2D(u_texture2, texture_coordinate).r,"
"1.0);"
"}";
/**
* Fragment shader for planar YUV formats.
*/
const char *FF_OPENGL_FRAGMENT_SHADER_YUV_PLANAR =
#if defined(GL_ES_VERSION_2_0)
"precision mediump float;"
#endif
"uniform sampler2D u_texture0;"
"uniform sampler2D u_texture1;"
"uniform sampler2D u_texture2;"
"uniform float u_chroma_div_w;"
"uniform float u_chroma_div_h;"
"varying vec2 texture_coordinate;"
"void main()"
"{"
"vec3 yuv;"
"yuv.r = texture2D(u_texture0, texture_coordinate).r - 0.0625;"
"yuv.g = texture2D(u_texture1, vec2(texture_coordinate.x / u_chroma_div_w, texture_coordinate.y / u_chroma_div_h)).r - 0.5;"
"yuv.b = texture2D(u_texture2, vec2(texture_coordinate.x / u_chroma_div_w, texture_coordinate.y / u_chroma_div_h)).r - 0.5;"
"gl_FragColor = clamp(vec4(mat3(1.1643, 1.16430, 1.1643,"
"0.0, -0.39173, 2.0170,"
"1.5958, -0.81290, 0.0) * yuv, 1.0), 0.0, 1.0);"
"}";
/**
* Fragment shader for planar YUVA formats.
*/
const char *FF_OPENGL_FRAGMENT_SHADER_YUVA_PLANAR =
#if defined(GL_ES_VERSION_2_0)
"precision mediump float;"
#endif
"uniform sampler2D u_texture0;"
"uniform sampler2D u_texture1;"
"uniform sampler2D u_texture2;"
"uniform sampler2D u_texture3;"
"uniform float u_chroma_div_w;"
"uniform float u_chroma_div_h;"
"varying vec2 texture_coordinate;"
"void main()"
"{"
"vec3 yuv;"
"yuv.r = texture2D(u_texture0, texture_coordinate).r - 0.0625;"
"yuv.g = texture2D(u_texture1, vec2(texture_coordinate.x / u_chroma_div_w, texture_coordinate.y / u_chroma_div_h)).r - 0.5;"
"yuv.b = texture2D(u_texture2, vec2(texture_coordinate.x / u_chroma_div_w, texture_coordinate.y / u_chroma_div_h)).r - 0.5;"
"gl_FragColor = clamp(vec4(mat3(1.1643, 1.16430, 1.1643,"
"0.0, -0.39173, 2.0170,"
"1.5958, -0.81290, 0.0) * yuv, texture2D(u_texture3, texture_coordinate).r), 0.0, 1.0);"
"}";
#endif /* AVDEVICE_OPENGL_SHADERS_H */