lavd/opengl: use SDL2
[ffmpeg.git] / libavdevice / opengl_enc.c
1 /*
2  * Copyright (c) 2014 Lukasz Marek
3  *
4  * This file is part of FFmpeg.
5  *
6  * FFmpeg is free software; you can redistribute it and/or
7  * modify it under the terms of the GNU Lesser General Public
8  * License as published by the Free Software Foundation; either
9  * version 2.1 of the License, or (at your option) any later version.
10  *
11  * FFmpeg is distributed in the hope that it will be useful,
12  * but WITHOUT ANY WARRANTY; without even the implied warranty of
13  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
14  * Lesser General Public License for more details.
15  *
16  * You should have received a copy of the GNU Lesser General Public
17  * License along with FFmpeg; if not, write to the Free Software
18  * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
19  */
20
21 //TODO: support for more formats
22 //TODO: support for more systems.
23 //TODO: implement X11, Windows, Mac OS native default window. SDL 1.2 doesn't allow to render to custom thread.
24
25 #include <stdio.h>
26 #include <stdlib.h>
27 #include <string.h>
28 #include <unistd.h>
29 #include <stddef.h>
30
31 #include "config.h"
32
33 #if HAVE_WINDOWS_H
34 #define WIN32_LEAN_AND_MEAN
35 #include <windows.h>
36 #endif
37 #if HAVE_OPENGL_GL3_H
38 #include <OpenGL/gl3.h>
39 #elif HAVE_ES2_GL_H
40 #include <ES2/gl.h>
41 #else
42 #include <GL/gl.h>
43 #include <GL/glext.h>
44 #endif
45 #if HAVE_GLXGETPROCADDRESS
46 #include <GL/glx.h>
47 #endif
48
49 #if HAVE_SDL2
50 #include <SDL.h>
51 #endif
52
53 #include "libavutil/common.h"
54 #include "libavutil/pixdesc.h"
55 #include "libavutil/log.h"
56 #include "libavutil/opt.h"
57 #include "libavutil/avassert.h"
58 #include "libavutil/avstring.h"
59 #include "libavformat/avformat.h"
60 #include "libavformat/internal.h"
61 #include "libavdevice/avdevice.h"
62 #include "opengl_enc_shaders.h"
63
64 #ifndef APIENTRY
65 #define APIENTRY
66 #endif
67
68 /* FF_GL_RED_COMPONENT is used for plannar pixel types.
69  * Only red component is sampled in shaders.
70  * On some platforms GL_RED is not available and GL_LUMINANCE have to be used,
71  * but since OpenGL 3.0 GL_LUMINANCE is deprecated.
72  * GL_RED produces RGBA = value, 0, 0, 1.
73  * GL_LUMINANCE produces RGBA = value, value, value, 1.
74  * Note: GL_INTENSITY may also be used which produce RGBA = value, value, value, value. */
75 #if defined(GL_RED)
76 #define FF_GL_RED_COMPONENT GL_RED
77 #elif defined(GL_LUMINANCE)
78 #define FF_GL_RED_COMPONENT GL_LUMINANCE
79 #else
80 #define FF_GL_RED_COMPONENT 0x1903; //GL_RED
81 #endif
82
83 /* Constants not defined for iOS */
84 #define FF_GL_UNSIGNED_BYTE_3_3_2 0x8032
85 #define FF_GL_UNSIGNED_BYTE_2_3_3_REV 0x8362
86 #define FF_GL_UNSIGNED_SHORT_1_5_5_5_REV 0x8366
87 #define FF_GL_UNPACK_ROW_LENGTH          0x0CF2
88
89 /* MinGW exposes only OpenGL 1.1 API */
90 #define FF_GL_ARRAY_BUFFER                0x8892
91 #define FF_GL_ELEMENT_ARRAY_BUFFER        0x8893
92 #define FF_GL_STATIC_DRAW                 0x88E4
93 #define FF_GL_FRAGMENT_SHADER             0x8B30
94 #define FF_GL_VERTEX_SHADER               0x8B31
95 #define FF_GL_COMPILE_STATUS              0x8B81
96 #define FF_GL_LINK_STATUS                 0x8B82
97 #define FF_GL_INFO_LOG_LENGTH             0x8B84
98 typedef void   (APIENTRY *FF_PFNGLACTIVETEXTUREPROC) (GLenum texture);
99 typedef void   (APIENTRY *FF_PFNGLGENBUFFERSPROC) (GLsizei n, GLuint *buffers);
100 typedef void   (APIENTRY *FF_PFNGLDELETEBUFFERSPROC) (GLsizei n, const GLuint *buffers);
101 typedef void   (APIENTRY *FF_PFNGLBUFFERDATAPROC) (GLenum target, ptrdiff_t size, const GLvoid *data, GLenum usage);
102 typedef void   (APIENTRY *FF_PFNGLBINDBUFFERPROC) (GLenum target, GLuint buffer);
103 typedef GLint  (APIENTRY *FF_PFNGLGETATTRIBLOCATIONPROC) (GLuint program, const char *name);
104 typedef void   (APIENTRY *FF_PFNGLENABLEVERTEXATTRIBARRAYPROC) (GLuint index);
105 typedef void   (APIENTRY *FF_PFNGLVERTEXATTRIBPOINTERPROC) (GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, uintptr_t pointer);
106 typedef GLint  (APIENTRY *FF_PFNGLGETUNIFORMLOCATIONPROC) (GLuint program, const char *name);
107 typedef void   (APIENTRY *FF_PFNGLUNIFORM1FPROC) (GLint location, GLfloat v0);
108 typedef void   (APIENTRY *FF_PFNGLUNIFORM1IPROC) (GLint location, GLint v0);
109 typedef void   (APIENTRY *FF_PFNGLUNIFORMMATRIX4FVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
110 typedef GLuint (APIENTRY *FF_PFNGLCREATEPROGRAMPROC) (void);
111 typedef void   (APIENTRY *FF_PFNGLDELETEPROGRAMPROC) (GLuint program);
112 typedef void   (APIENTRY *FF_PFNGLUSEPROGRAMPROC) (GLuint program);
113 typedef void   (APIENTRY *FF_PFNGLLINKPROGRAMPROC) (GLuint program);
114 typedef void   (APIENTRY *FF_PFNGLGETPROGRAMIVPROC) (GLuint program, GLenum pname, GLint *params);
115 typedef void   (APIENTRY *FF_PFNGLGETPROGRAMINFOLOGPROC) (GLuint program, GLsizei bufSize, GLsizei *length, char *infoLog);
116 typedef void   (APIENTRY *FF_PFNGLATTACHSHADERPROC) (GLuint program, GLuint shader);
117 typedef GLuint (APIENTRY *FF_PFNGLCREATESHADERPROC) (GLenum type);
118 typedef void   (APIENTRY *FF_PFNGLDELETESHADERPROC) (GLuint shader);
119 typedef void   (APIENTRY *FF_PFNGLCOMPILESHADERPROC) (GLuint shader);
120 typedef void   (APIENTRY *FF_PFNGLSHADERSOURCEPROC) (GLuint shader, GLsizei count, const char* *string, const GLint *length);
121 typedef void   (APIENTRY *FF_PFNGLGETSHADERIVPROC) (GLuint shader, GLenum pname, GLint *params);
122 typedef void   (APIENTRY *FF_PFNGLGETSHADERINFOLOGPROC) (GLuint shader, GLsizei bufSize, GLsizei *length, char *infoLog);
123
124 typedef struct FFOpenGLFunctions {
125     FF_PFNGLACTIVETEXTUREPROC glActiveTexture;                     //Require GL ARB multitexture
126     FF_PFNGLGENBUFFERSPROC glGenBuffers;                           //Require GL_ARB_vertex_buffer_object
127     FF_PFNGLDELETEBUFFERSPROC glDeleteBuffers;                     //Require GL_ARB_vertex_buffer_object
128     FF_PFNGLBUFFERDATAPROC glBufferData;                           //Require GL_ARB_vertex_buffer_object
129     FF_PFNGLBINDBUFFERPROC glBindBuffer;                           //Require GL_ARB_vertex_buffer_object
130     FF_PFNGLGETATTRIBLOCATIONPROC glGetAttribLocation;             //Require GL_ARB_vertex_shader
131     FF_PFNGLENABLEVERTEXATTRIBARRAYPROC glEnableVertexAttribArray; //Require GL_ARB_vertex_shader
132     FF_PFNGLVERTEXATTRIBPOINTERPROC glVertexAttribPointer;         //Require GL_ARB_vertex_shader
133     FF_PFNGLGETUNIFORMLOCATIONPROC glGetUniformLocation;           //Require GL_ARB_shader_objects
134     FF_PFNGLUNIFORM1FPROC glUniform1f;                             //Require GL_ARB_shader_objects
135     FF_PFNGLUNIFORM1IPROC glUniform1i;                             //Require GL_ARB_shader_objects
136     FF_PFNGLUNIFORMMATRIX4FVPROC glUniformMatrix4fv;               //Require GL_ARB_shader_objects
137     FF_PFNGLCREATEPROGRAMPROC glCreateProgram;                     //Require GL_ARB_shader_objects
138     FF_PFNGLDELETEPROGRAMPROC glDeleteProgram;                     //Require GL_ARB_shader_objects
139     FF_PFNGLUSEPROGRAMPROC glUseProgram;                           //Require GL_ARB_shader_objects
140     FF_PFNGLLINKPROGRAMPROC glLinkProgram;                         //Require GL_ARB_shader_objects
141     FF_PFNGLGETPROGRAMIVPROC glGetProgramiv;                       //Require GL_ARB_shader_objects
142     FF_PFNGLGETPROGRAMINFOLOGPROC glGetProgramInfoLog;             //Require GL_ARB_shader_objects
143     FF_PFNGLATTACHSHADERPROC glAttachShader;                       //Require GL_ARB_shader_objects
144     FF_PFNGLCREATESHADERPROC glCreateShader;                       //Require GL_ARB_shader_objects
145     FF_PFNGLDELETESHADERPROC glDeleteShader;                       //Require GL_ARB_shader_objects
146     FF_PFNGLCOMPILESHADERPROC glCompileShader;                     //Require GL_ARB_shader_objects
147     FF_PFNGLSHADERSOURCEPROC glShaderSource;                       //Require GL_ARB_shader_objects
148     FF_PFNGLGETSHADERIVPROC glGetShaderiv;                         //Require GL_ARB_shader_objects
149     FF_PFNGLGETSHADERINFOLOGPROC glGetShaderInfoLog;               //Require GL_ARB_shader_objects
150 } FFOpenGLFunctions;
151
152 #define OPENGL_ERROR_CHECK(ctx) \
153 {\
154     GLenum err_code; \
155     if ((err_code = glGetError()) != GL_NO_ERROR) { \
156         av_log(ctx, AV_LOG_ERROR, "OpenGL error occurred in '%s', line %d: %d\n", __FUNCTION__, __LINE__, err_code); \
157         goto fail; \
158     } \
159 }\
160
161 typedef struct OpenGLVertexInfo
162 {
163     float x, y, z;    ///<Position
164     float s0, t0;     ///<Texture coords
165 } OpenGLVertexInfo;
166
167 /* defines 2 triangles to display */
168 static const GLushort g_index[6] =
169 {
170     0, 1, 2,
171     0, 3, 2,
172 };
173
174 typedef struct OpenGLContext {
175     AVClass *class;                    ///< class for private options
176
177 #if HAVE_SDL2
178     SDL_Window *window;
179     SDL_GLContext glcontext;
180 #endif
181     FFOpenGLFunctions glprocs;
182
183     int inited;                        ///< Set to 1 when write_header was successfully called.
184     uint8_t background[4];             ///< Background color
185     int no_window;                     ///< 0 for create default window
186     char *window_title;                ///< Title of the window
187
188     /* OpenGL implementation limits */
189     GLint max_texture_size;            ///< Maximum texture size
190     GLint max_viewport_width;          ///< Maximum viewport size
191     GLint max_viewport_height;         ///< Maximum viewport size
192     int non_pow_2_textures;            ///< 1 when non power of 2 textures are supported
193     int unpack_subimage;               ///< 1 when GL_EXT_unpack_subimage is available
194
195     /* Current OpenGL configuration */
196     GLuint program;                    ///< Shader program
197     GLuint vertex_shader;              ///< Vertex shader
198     GLuint fragment_shader;            ///< Fragment shader for current pix_pmt
199     GLuint texture_name[4];            ///< Textures' IDs
200     GLuint index_buffer;               ///< Index buffer
201     GLuint vertex_buffer;              ///< Vertex buffer
202     OpenGLVertexInfo vertex[4];        ///< VBO
203     GLint projection_matrix_location;  ///< Uniforms' locations
204     GLint model_view_matrix_location;
205     GLint color_map_location;
206     GLint chroma_div_w_location;
207     GLint chroma_div_h_location;
208     GLint texture_location[4];
209     GLint position_attrib;             ///< Attibutes' locations
210     GLint texture_coords_attrib;
211
212     GLfloat projection_matrix[16];     ///< Projection matrix
213     GLfloat model_view_matrix[16];     ///< Modev view matrix
214     GLfloat color_map[16];             ///< RGBA color map matrix
215     GLfloat chroma_div_w;              ///< Chroma subsampling w ratio
216     GLfloat chroma_div_h;              ///< Chroma subsampling h ratio
217
218     /* Stream information */
219     GLenum format;
220     GLenum type;
221     int width;                         ///< Stream width
222     int height;                        ///< Stream height
223     enum AVPixelFormat pix_fmt;        ///< Stream pixel format
224     int picture_width;                 ///< Rendered width
225     int picture_height;                ///< Rendered height
226     int window_width;
227     int window_height;
228 } OpenGLContext;
229
230 static const struct OpenGLFormatDesc {
231     enum AVPixelFormat fixel_format;
232     const char * const * fragment_shader;
233     GLenum format;
234     GLenum type;
235 } opengl_format_desc[] = {
236     { AV_PIX_FMT_YUV420P,    &FF_OPENGL_FRAGMENT_SHADER_YUV_PLANAR,  FF_GL_RED_COMPONENT, GL_UNSIGNED_BYTE },
237     { AV_PIX_FMT_YUV444P,    &FF_OPENGL_FRAGMENT_SHADER_YUV_PLANAR,  FF_GL_RED_COMPONENT, GL_UNSIGNED_BYTE },
238     { AV_PIX_FMT_YUV422P,    &FF_OPENGL_FRAGMENT_SHADER_YUV_PLANAR,  FF_GL_RED_COMPONENT, GL_UNSIGNED_BYTE },
239     { AV_PIX_FMT_YUV410P,    &FF_OPENGL_FRAGMENT_SHADER_YUV_PLANAR,  FF_GL_RED_COMPONENT, GL_UNSIGNED_BYTE },
240     { AV_PIX_FMT_YUV411P,    &FF_OPENGL_FRAGMENT_SHADER_YUV_PLANAR,  FF_GL_RED_COMPONENT, GL_UNSIGNED_BYTE },
241     { AV_PIX_FMT_YUV440P,    &FF_OPENGL_FRAGMENT_SHADER_YUV_PLANAR,  FF_GL_RED_COMPONENT, GL_UNSIGNED_BYTE },
242     { AV_PIX_FMT_YUV420P16,  &FF_OPENGL_FRAGMENT_SHADER_YUV_PLANAR,  FF_GL_RED_COMPONENT, GL_UNSIGNED_SHORT },
243     { AV_PIX_FMT_YUV422P16,  &FF_OPENGL_FRAGMENT_SHADER_YUV_PLANAR,  FF_GL_RED_COMPONENT, GL_UNSIGNED_SHORT },
244     { AV_PIX_FMT_YUV444P16,  &FF_OPENGL_FRAGMENT_SHADER_YUV_PLANAR,  FF_GL_RED_COMPONENT, GL_UNSIGNED_SHORT },
245     { AV_PIX_FMT_YUVA420P,   &FF_OPENGL_FRAGMENT_SHADER_YUVA_PLANAR, FF_GL_RED_COMPONENT, GL_UNSIGNED_BYTE },
246     { AV_PIX_FMT_YUVA444P,   &FF_OPENGL_FRAGMENT_SHADER_YUVA_PLANAR, FF_GL_RED_COMPONENT, GL_UNSIGNED_BYTE },
247     { AV_PIX_FMT_YUVA422P,   &FF_OPENGL_FRAGMENT_SHADER_YUVA_PLANAR, FF_GL_RED_COMPONENT, GL_UNSIGNED_BYTE },
248     { AV_PIX_FMT_YUVA420P16, &FF_OPENGL_FRAGMENT_SHADER_YUVA_PLANAR, FF_GL_RED_COMPONENT, GL_UNSIGNED_SHORT },
249     { AV_PIX_FMT_YUVA422P16, &FF_OPENGL_FRAGMENT_SHADER_YUVA_PLANAR, FF_GL_RED_COMPONENT, GL_UNSIGNED_SHORT },
250     { AV_PIX_FMT_YUVA444P16, &FF_OPENGL_FRAGMENT_SHADER_YUVA_PLANAR, FF_GL_RED_COMPONENT, GL_UNSIGNED_SHORT },
251     { AV_PIX_FMT_RGB24,      &FF_OPENGL_FRAGMENT_SHADER_RGB_PACKET,  GL_RGB, GL_UNSIGNED_BYTE },
252     { AV_PIX_FMT_BGR24,      &FF_OPENGL_FRAGMENT_SHADER_RGB_PACKET,  GL_RGB, GL_UNSIGNED_BYTE },
253     { AV_PIX_FMT_0RGB,       &FF_OPENGL_FRAGMENT_SHADER_RGB_PACKET,  GL_RGBA, GL_UNSIGNED_BYTE },
254     { AV_PIX_FMT_RGB0,       &FF_OPENGL_FRAGMENT_SHADER_RGB_PACKET,  GL_RGBA, GL_UNSIGNED_BYTE },
255     { AV_PIX_FMT_0BGR,       &FF_OPENGL_FRAGMENT_SHADER_RGB_PACKET,  GL_RGBA, GL_UNSIGNED_BYTE },
256     { AV_PIX_FMT_BGR0,       &FF_OPENGL_FRAGMENT_SHADER_RGB_PACKET,  GL_RGBA, GL_UNSIGNED_BYTE },
257     { AV_PIX_FMT_RGB565,     &FF_OPENGL_FRAGMENT_SHADER_RGB_PACKET,  GL_RGB, GL_UNSIGNED_SHORT_5_6_5 },
258     { AV_PIX_FMT_BGR565,     &FF_OPENGL_FRAGMENT_SHADER_RGB_PACKET,  GL_RGB, GL_UNSIGNED_SHORT_5_6_5 },
259     { AV_PIX_FMT_RGB555,     &FF_OPENGL_FRAGMENT_SHADER_RGB_PACKET,  GL_RGBA, FF_GL_UNSIGNED_SHORT_1_5_5_5_REV },
260     { AV_PIX_FMT_BGR555,     &FF_OPENGL_FRAGMENT_SHADER_RGB_PACKET,  GL_RGBA, FF_GL_UNSIGNED_SHORT_1_5_5_5_REV },
261     { AV_PIX_FMT_RGB8,       &FF_OPENGL_FRAGMENT_SHADER_RGB_PACKET,  GL_RGB, FF_GL_UNSIGNED_BYTE_3_3_2 },
262     { AV_PIX_FMT_BGR8,       &FF_OPENGL_FRAGMENT_SHADER_RGB_PACKET,  GL_RGB, FF_GL_UNSIGNED_BYTE_2_3_3_REV },
263     { AV_PIX_FMT_RGB48,      &FF_OPENGL_FRAGMENT_SHADER_RGB_PACKET,  GL_RGB, GL_UNSIGNED_SHORT },
264     { AV_PIX_FMT_ARGB,       &FF_OPENGL_FRAGMENT_SHADER_RGBA_PACKET, GL_RGBA, GL_UNSIGNED_BYTE },
265     { AV_PIX_FMT_RGBA,       &FF_OPENGL_FRAGMENT_SHADER_RGBA_PACKET, GL_RGBA, GL_UNSIGNED_BYTE },
266     { AV_PIX_FMT_ABGR,       &FF_OPENGL_FRAGMENT_SHADER_RGBA_PACKET, GL_RGBA, GL_UNSIGNED_BYTE },
267     { AV_PIX_FMT_BGRA,       &FF_OPENGL_FRAGMENT_SHADER_RGBA_PACKET, GL_RGBA, GL_UNSIGNED_BYTE },
268     { AV_PIX_FMT_RGBA64,     &FF_OPENGL_FRAGMENT_SHADER_RGBA_PACKET, GL_RGBA, GL_UNSIGNED_SHORT },
269     { AV_PIX_FMT_BGRA64,     &FF_OPENGL_FRAGMENT_SHADER_RGBA_PACKET, GL_RGBA, GL_UNSIGNED_SHORT },
270     { AV_PIX_FMT_GBRP,       &FF_OPENGL_FRAGMENT_SHADER_RGB_PLANAR,  FF_GL_RED_COMPONENT, GL_UNSIGNED_BYTE },
271     { AV_PIX_FMT_GBRP16,     &FF_OPENGL_FRAGMENT_SHADER_RGB_PLANAR,  FF_GL_RED_COMPONENT, GL_UNSIGNED_SHORT },
272     { AV_PIX_FMT_GBRAP,      &FF_OPENGL_FRAGMENT_SHADER_RGBA_PLANAR, FF_GL_RED_COMPONENT, GL_UNSIGNED_BYTE },
273     { AV_PIX_FMT_GBRAP16,    &FF_OPENGL_FRAGMENT_SHADER_RGBA_PLANAR, FF_GL_RED_COMPONENT, GL_UNSIGNED_SHORT },
274     { AV_PIX_FMT_GRAY8,      &FF_OPENGL_FRAGMENT_SHADER_GRAY,        FF_GL_RED_COMPONENT, GL_UNSIGNED_BYTE },
275     { AV_PIX_FMT_GRAY16,     &FF_OPENGL_FRAGMENT_SHADER_GRAY,        FF_GL_RED_COMPONENT, GL_UNSIGNED_SHORT },
276     { AV_PIX_FMT_NONE,       NULL }
277 };
278
279 static av_cold int opengl_prepare_vertex(AVFormatContext *s);
280 static int opengl_draw(AVFormatContext *h, void *intput, int repaint, int is_pkt);
281 static av_cold int opengl_init_context(OpenGLContext *opengl);
282
283 static av_cold void opengl_deinit_context(OpenGLContext *opengl)
284 {
285     glDeleteTextures(4, opengl->texture_name);
286     opengl->texture_name[0] = opengl->texture_name[1] =
287     opengl->texture_name[2] = opengl->texture_name[3] = 0;
288     if (opengl->glprocs.glUseProgram)
289         opengl->glprocs.glUseProgram(0);
290     if (opengl->glprocs.glDeleteProgram) {
291         opengl->glprocs.glDeleteProgram(opengl->program);
292         opengl->program = 0;
293     }
294     if (opengl->glprocs.glDeleteShader) {
295         opengl->glprocs.glDeleteShader(opengl->vertex_shader);
296         opengl->glprocs.glDeleteShader(opengl->fragment_shader);
297         opengl->vertex_shader = opengl->fragment_shader = 0;
298     }
299     if (opengl->glprocs.glBindBuffer) {
300         opengl->glprocs.glBindBuffer(FF_GL_ARRAY_BUFFER, 0);
301         opengl->glprocs.glBindBuffer(FF_GL_ELEMENT_ARRAY_BUFFER, 0);
302     }
303     if (opengl->glprocs.glDeleteBuffers) {
304         opengl->glprocs.glDeleteBuffers(2, &opengl->index_buffer);
305         opengl->vertex_buffer = opengl->index_buffer = 0;
306     }
307 }
308
309 static int opengl_resize(AVFormatContext *h, int width, int height)
310 {
311     int ret = 0;
312     OpenGLContext *opengl = h->priv_data;
313     opengl->window_width = width;
314     opengl->window_height = height;
315     if (opengl->inited) {
316         if (opengl->no_window &&
317             (ret = avdevice_dev_to_app_control_message(h, AV_DEV_TO_APP_PREPARE_WINDOW_BUFFER, NULL , 0)) < 0) {
318             av_log(opengl, AV_LOG_ERROR, "Application failed to prepare window buffer.\n");
319             goto end;
320         }
321         if ((ret = opengl_prepare_vertex(h)) < 0)
322             goto end;
323         ret = opengl_draw(h, NULL, 1, 0);
324     }
325   end:
326     return ret;
327 }
328
329 static int opengl_control_message(AVFormatContext *h, int type, void *data, size_t data_size)
330 {
331     OpenGLContext *opengl = h->priv_data;
332     switch(type) {
333     case AV_APP_TO_DEV_WINDOW_SIZE:
334         if (data) {
335             AVDeviceRect *message = data;
336             return opengl_resize(h, message->width, message->height);
337         }
338         return AVERROR(EINVAL);
339     case AV_APP_TO_DEV_WINDOW_REPAINT:
340         return opengl_resize(h, opengl->window_width, opengl->window_height);
341     }
342     return AVERROR(ENOSYS);
343 }
344
345 #if HAVE_SDL2
346 static int opengl_sdl_process_events(AVFormatContext *h)
347 {
348     OpenGLContext *opengl = h->priv_data;
349     AVDeviceRect message;
350     SDL_Event event;
351     SDL_PumpEvents();
352     while (SDL_PeepEvents(&event, 1, SDL_GETEVENT, SDL_FIRSTEVENT, SDL_LASTEVENT) > 0) {
353         switch (event.type) {
354         case SDL_QUIT:
355             return AVERROR(EIO);
356         case SDL_KEYDOWN:
357             switch (event.key.keysym.sym) {
358             case SDLK_ESCAPE:
359             case SDLK_q:
360                 return AVERROR(EIO);
361             }
362             return 0;
363         case SDL_WINDOWEVENT:
364             switch(event.window.event) {
365             case SDL_WINDOWEVENT_RESIZED:
366             case SDL_WINDOWEVENT_SIZE_CHANGED:
367                 SDL_GL_GetDrawableSize(opengl->window, &message.width, &message.height);
368                 return opengl_control_message(h, AV_APP_TO_DEV_WINDOW_SIZE, &message, sizeof(AVDeviceRect));
369             default:
370                 break;
371             }
372         }
373     }
374     return 0;
375 }
376
377 static int av_cold opengl_sdl_create_window(AVFormatContext *h)
378 {
379     OpenGLContext *opengl = h->priv_data;
380     AVDeviceRect message;
381     if (SDL_Init(SDL_INIT_VIDEO)) {
382         av_log(opengl, AV_LOG_ERROR, "Unable to initialize SDL: %s\n", SDL_GetError());
383         return AVERROR_EXTERNAL;
384     }
385     opengl->window = SDL_CreateWindow(opengl->window_title,
386                                       SDL_WINDOWPOS_UNDEFINED,
387                                       SDL_WINDOWPOS_UNDEFINED,
388                                       opengl->window_width, opengl->window_height,
389                                       SDL_WINDOW_RESIZABLE | SDL_WINDOW_OPENGL);
390     if (!opengl->window) {
391         av_log(opengl, AV_LOG_ERROR, "Unable to create default window: %s\n", SDL_GetError());
392         return AVERROR_EXTERNAL;
393     }
394     opengl->glcontext = SDL_GL_CreateContext(opengl->window);
395     if (!opengl->glcontext) {
396         av_log(opengl, AV_LOG_ERROR, "Unable to create OpenGL context on default window: %s\n", SDL_GetError());
397         return AVERROR_EXTERNAL;
398     }
399     SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8);
400     SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8);
401     SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8);
402     SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, 8);
403     SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
404     av_log(opengl, AV_LOG_INFO, "SDL driver: '%s'.\n", SDL_GetCurrentVideoDriver());
405     SDL_GL_GetDrawableSize(opengl->window, &message.width, &message.height);
406     return opengl_control_message(h, AV_APP_TO_DEV_WINDOW_SIZE, &message, sizeof(AVDeviceRect));
407 }
408
409 static int av_cold opengl_sdl_load_procedures(OpenGLContext *opengl)
410 {
411     FFOpenGLFunctions *procs = &opengl->glprocs;
412
413 #define LOAD_OPENGL_FUN(name, type) \
414     procs->name = (type)SDL_GL_GetProcAddress(#name); \
415     if (!procs->name) { \
416         av_log(opengl, AV_LOG_ERROR, "Cannot load OpenGL function: '%s'\n", #name); \
417         return AVERROR(ENOSYS); \
418     }
419
420     LOAD_OPENGL_FUN(glActiveTexture, FF_PFNGLACTIVETEXTUREPROC)
421     LOAD_OPENGL_FUN(glGenBuffers, FF_PFNGLGENBUFFERSPROC)
422     LOAD_OPENGL_FUN(glDeleteBuffers, FF_PFNGLDELETEBUFFERSPROC)
423     LOAD_OPENGL_FUN(glBufferData, FF_PFNGLBUFFERDATAPROC)
424     LOAD_OPENGL_FUN(glBindBuffer, FF_PFNGLBINDBUFFERPROC)
425     LOAD_OPENGL_FUN(glGetAttribLocation, FF_PFNGLGETATTRIBLOCATIONPROC)
426     LOAD_OPENGL_FUN(glGetUniformLocation, FF_PFNGLGETUNIFORMLOCATIONPROC)
427     LOAD_OPENGL_FUN(glUniform1f, FF_PFNGLUNIFORM1FPROC)
428     LOAD_OPENGL_FUN(glUniform1i, FF_PFNGLUNIFORM1IPROC)
429     LOAD_OPENGL_FUN(glUniformMatrix4fv, FF_PFNGLUNIFORMMATRIX4FVPROC)
430     LOAD_OPENGL_FUN(glCreateProgram, FF_PFNGLCREATEPROGRAMPROC)
431     LOAD_OPENGL_FUN(glDeleteProgram, FF_PFNGLDELETEPROGRAMPROC)
432     LOAD_OPENGL_FUN(glUseProgram, FF_PFNGLUSEPROGRAMPROC)
433     LOAD_OPENGL_FUN(glLinkProgram, FF_PFNGLLINKPROGRAMPROC)
434     LOAD_OPENGL_FUN(glGetProgramiv, FF_PFNGLGETPROGRAMIVPROC)
435     LOAD_OPENGL_FUN(glGetProgramInfoLog, FF_PFNGLGETPROGRAMINFOLOGPROC)
436     LOAD_OPENGL_FUN(glAttachShader, FF_PFNGLATTACHSHADERPROC)
437     LOAD_OPENGL_FUN(glCreateShader, FF_PFNGLCREATESHADERPROC)
438     LOAD_OPENGL_FUN(glDeleteShader, FF_PFNGLDELETESHADERPROC)
439     LOAD_OPENGL_FUN(glCompileShader, FF_PFNGLCOMPILESHADERPROC)
440     LOAD_OPENGL_FUN(glShaderSource, FF_PFNGLSHADERSOURCEPROC)
441     LOAD_OPENGL_FUN(glGetShaderiv, FF_PFNGLGETSHADERIVPROC)
442     LOAD_OPENGL_FUN(glGetShaderInfoLog, FF_PFNGLGETSHADERINFOLOGPROC)
443     LOAD_OPENGL_FUN(glEnableVertexAttribArray, FF_PFNGLENABLEVERTEXATTRIBARRAYPROC)
444     LOAD_OPENGL_FUN(glVertexAttribPointer, FF_PFNGLVERTEXATTRIBPOINTERPROC)
445
446     return 0;
447
448 #undef LOAD_OPENGL_FUN
449 }
450 #endif /* HAVE_SDL2 */
451
452 #if defined(__APPLE__)
453 static int av_cold opengl_load_procedures(OpenGLContext *opengl)
454 {
455     FFOpenGLFunctions *procs = &opengl->glprocs;
456
457 #if HAVE_SDL2
458     if (!opengl->no_window)
459         return opengl_sdl_load_procedures(opengl);
460 #endif
461
462     procs->glActiveTexture = glActiveTexture;
463     procs->glGenBuffers = glGenBuffers;
464     procs->glDeleteBuffers = glDeleteBuffers;
465     procs->glBufferData = glBufferData;
466     procs->glBindBuffer = glBindBuffer;
467     procs->glGetAttribLocation = glGetAttribLocation;
468     procs->glGetUniformLocation = glGetUniformLocation;
469     procs->glUniform1f = glUniform1f;
470     procs->glUniform1i = glUniform1i;
471     procs->glUniformMatrix4fv = glUniformMatrix4fv;
472     procs->glCreateProgram = glCreateProgram;
473     procs->glDeleteProgram = glDeleteProgram;
474     procs->glUseProgram = glUseProgram;
475     procs->glLinkProgram = glLinkProgram;
476     procs->glGetProgramiv = glGetProgramiv;
477     procs->glGetProgramInfoLog = glGetProgramInfoLog;
478     procs->glAttachShader = glAttachShader;
479     procs->glCreateShader = glCreateShader;
480     procs->glDeleteShader = glDeleteShader;
481     procs->glCompileShader = glCompileShader;
482     procs->glShaderSource = glShaderSource;
483     procs->glGetShaderiv = glGetShaderiv;
484     procs->glGetShaderInfoLog = glGetShaderInfoLog;
485     procs->glEnableVertexAttribArray = glEnableVertexAttribArray;
486     procs->glVertexAttribPointer = (FF_PFNGLVERTEXATTRIBPOINTERPROC) glVertexAttribPointer;
487     return 0;
488 }
489 #else
490 static int av_cold opengl_load_procedures(OpenGLContext *opengl)
491 {
492     FFOpenGLFunctions *procs = &opengl->glprocs;
493
494 #if HAVE_GLXGETPROCADDRESS
495 #define SelectedGetProcAddress glXGetProcAddress
496 #elif HAVE_WGLGETPROCADDRESS
497 #define SelectedGetProcAddress wglGetProcAddress
498 #endif
499
500 #define LOAD_OPENGL_FUN(name, type) \
501     procs->name = (type)SelectedGetProcAddress(#name); \
502     if (!procs->name) { \
503         av_log(opengl, AV_LOG_ERROR, "Cannot load OpenGL function: '%s'\n", #name); \
504         return AVERROR(ENOSYS); \
505     }
506
507 #if HAVE_SDL2
508     if (!opengl->no_window)
509         return opengl_sdl_load_procedures(opengl);
510 #endif
511
512     LOAD_OPENGL_FUN(glActiveTexture, FF_PFNGLACTIVETEXTUREPROC)
513     LOAD_OPENGL_FUN(glGenBuffers, FF_PFNGLGENBUFFERSPROC)
514     LOAD_OPENGL_FUN(glDeleteBuffers, FF_PFNGLDELETEBUFFERSPROC)
515     LOAD_OPENGL_FUN(glBufferData, FF_PFNGLBUFFERDATAPROC)
516     LOAD_OPENGL_FUN(glBindBuffer, FF_PFNGLBINDBUFFERPROC)
517     LOAD_OPENGL_FUN(glGetAttribLocation, FF_PFNGLGETATTRIBLOCATIONPROC)
518     LOAD_OPENGL_FUN(glGetUniformLocation, FF_PFNGLGETUNIFORMLOCATIONPROC)
519     LOAD_OPENGL_FUN(glUniform1f, FF_PFNGLUNIFORM1FPROC)
520     LOAD_OPENGL_FUN(glUniform1i, FF_PFNGLUNIFORM1IPROC)
521     LOAD_OPENGL_FUN(glUniformMatrix4fv, FF_PFNGLUNIFORMMATRIX4FVPROC)
522     LOAD_OPENGL_FUN(glCreateProgram, FF_PFNGLCREATEPROGRAMPROC)
523     LOAD_OPENGL_FUN(glDeleteProgram, FF_PFNGLDELETEPROGRAMPROC)
524     LOAD_OPENGL_FUN(glUseProgram, FF_PFNGLUSEPROGRAMPROC)
525     LOAD_OPENGL_FUN(glLinkProgram, FF_PFNGLLINKPROGRAMPROC)
526     LOAD_OPENGL_FUN(glGetProgramiv, FF_PFNGLGETPROGRAMIVPROC)
527     LOAD_OPENGL_FUN(glGetProgramInfoLog, FF_PFNGLGETPROGRAMINFOLOGPROC)
528     LOAD_OPENGL_FUN(glAttachShader, FF_PFNGLATTACHSHADERPROC)
529     LOAD_OPENGL_FUN(glCreateShader, FF_PFNGLCREATESHADERPROC)
530     LOAD_OPENGL_FUN(glDeleteShader, FF_PFNGLDELETESHADERPROC)
531     LOAD_OPENGL_FUN(glCompileShader, FF_PFNGLCOMPILESHADERPROC)
532     LOAD_OPENGL_FUN(glShaderSource, FF_PFNGLSHADERSOURCEPROC)
533     LOAD_OPENGL_FUN(glGetShaderiv, FF_PFNGLGETSHADERIVPROC)
534     LOAD_OPENGL_FUN(glGetShaderInfoLog, FF_PFNGLGETSHADERINFOLOGPROC)
535     LOAD_OPENGL_FUN(glEnableVertexAttribArray, FF_PFNGLENABLEVERTEXATTRIBARRAYPROC)
536     LOAD_OPENGL_FUN(glVertexAttribPointer, FF_PFNGLVERTEXATTRIBPOINTERPROC)
537
538     return 0;
539
540 #undef SelectedGetProcAddress
541 #undef LOAD_OPENGL_FUN
542 }
543 #endif
544
545 static void opengl_make_identity(float matrix[16])
546 {
547     memset(matrix, 0, 16 * sizeof(float));
548     matrix[0] = matrix[5] = matrix[10] = matrix[15] = 1.0f;
549 }
550
551 static void opengl_make_ortho(float matrix[16], float left, float right,
552                               float bottom, float top, float nearZ, float farZ)
553 {
554     float ral = right + left;
555     float rsl = right - left;
556     float tab = top + bottom;
557     float tsb = top - bottom;
558     float fan = farZ + nearZ;
559     float fsn = farZ - nearZ;
560
561     memset(matrix, 0, 16 * sizeof(float));
562     matrix[0] = 2.0f / rsl;
563     matrix[5] = 2.0f / tsb;
564     matrix[10] = -2.0f / fsn;
565     matrix[12] = -ral / rsl;
566     matrix[13] = -tab / tsb;
567     matrix[14] = -fan / fsn;
568     matrix[15] = 1.0f;
569 }
570
571 static av_cold int opengl_read_limits(OpenGLContext *opengl)
572 {
573     static const struct{
574         const char *extension;
575         int major;
576         int minor;
577     } required_extensions[] = {
578         { "GL_ARB_multitexture",         1, 3 },
579         { "GL_ARB_vertex_buffer_object", 1, 5 }, //GLX_ARB_vertex_buffer_object
580         { "GL_ARB_vertex_shader",        2, 0 },
581         { "GL_ARB_fragment_shader",      2, 0 },
582         { "GL_ARB_shader_objects",       2, 0 },
583         { NULL,                          0, 0 }
584     };
585     int i, major, minor;
586     const char *extensions, *version;
587
588     version = glGetString(GL_VERSION);
589     extensions = glGetString(GL_EXTENSIONS);
590
591     av_log(opengl, AV_LOG_DEBUG, "OpenGL version: %s\n", version);
592     sscanf(version, "%d.%d", &major, &minor);
593
594     for (i = 0; required_extensions[i].extension; i++) {
595         if (major < required_extensions[i].major &&
596             (major == required_extensions[i].major && minor < required_extensions[i].minor) &&
597             !strstr(extensions, required_extensions[i].extension)) {
598             av_log(opengl, AV_LOG_ERROR, "Required extension %s is not supported.\n",
599                    required_extensions[i].extension);
600             av_log(opengl, AV_LOG_DEBUG, "Supported extensions are: %s\n", extensions);
601             return AVERROR(ENOSYS);
602         }
603     }
604     glGetIntegerv(GL_MAX_TEXTURE_SIZE, &opengl->max_texture_size);
605     glGetIntegerv(GL_MAX_VIEWPORT_DIMS, &opengl->max_viewport_width);
606     opengl->non_pow_2_textures = major >= 2 || strstr(extensions, "GL_ARB_texture_non_power_of_two");
607 #if defined(GL_ES_VERSION_2_0)
608     opengl->unpack_subimage = !!strstr(extensions, "GL_EXT_unpack_subimage");
609 #else
610     opengl->unpack_subimage = 1;
611 #endif
612
613     av_log(opengl, AV_LOG_DEBUG, "Non Power of 2 textures support: %s\n", opengl->non_pow_2_textures ? "Yes" : "No");
614     av_log(opengl, AV_LOG_DEBUG, "Unpack Subimage extension support: %s\n", opengl->unpack_subimage ? "Yes" : "No");
615     av_log(opengl, AV_LOG_DEBUG, "Max texture size: %dx%d\n", opengl->max_texture_size, opengl->max_texture_size);
616     av_log(opengl, AV_LOG_DEBUG, "Max viewport size: %dx%d\n",
617            opengl->max_viewport_width, opengl->max_viewport_height);
618
619     OPENGL_ERROR_CHECK(opengl);
620     return 0;
621   fail:
622     return AVERROR_EXTERNAL;
623 }
624
625 static const char* opengl_get_fragment_shader_code(enum AVPixelFormat format)
626 {
627     int i;
628     for (i = 0; i < FF_ARRAY_ELEMS(opengl_format_desc); i++) {
629         if (opengl_format_desc[i].fixel_format == format)
630             return *opengl_format_desc[i].fragment_shader;
631     }
632     return NULL;
633 }
634
635 static int opengl_type_size(GLenum type)
636 {
637     switch(type) {
638     case GL_UNSIGNED_SHORT:
639     case FF_GL_UNSIGNED_SHORT_1_5_5_5_REV:
640     case GL_UNSIGNED_SHORT_5_6_5:
641         return 2;
642     case GL_UNSIGNED_BYTE:
643     case FF_GL_UNSIGNED_BYTE_3_3_2:
644     case FF_GL_UNSIGNED_BYTE_2_3_3_REV:
645     default:
646         break;
647     }
648     return 1;
649 }
650
651 static av_cold void opengl_get_texture_params(OpenGLContext *opengl)
652 {
653     int i;
654     for (i = 0; i < FF_ARRAY_ELEMS(opengl_format_desc); i++) {
655         if (opengl_format_desc[i].fixel_format == opengl->pix_fmt) {
656             opengl->format = opengl_format_desc[i].format;
657             opengl->type = opengl_format_desc[i].type;
658             break;
659         }
660     }
661 }
662
663 static void opengl_compute_display_area(AVFormatContext *s)
664 {
665     AVRational sar, dar; /* sample and display aspect ratios */
666     OpenGLContext *opengl = s->priv_data;
667     AVStream *st = s->streams[0];
668     AVCodecParameters *par = st->codecpar;
669
670     /* compute overlay width and height from the codec context information */
671     sar = st->sample_aspect_ratio.num ? st->sample_aspect_ratio : (AVRational){ 1, 1 };
672     dar = av_mul_q(sar, (AVRational){ par->width, par->height });
673
674     /* we suppose the screen has a 1/1 sample aspect ratio */
675     /* fit in the window */
676     if (av_cmp_q(dar, (AVRational){ opengl->window_width, opengl->window_height }) > 0) {
677         /* fit in width */
678         opengl->picture_width = opengl->window_width;
679         opengl->picture_height = av_rescale(opengl->picture_width, dar.den, dar.num);
680     } else {
681         /* fit in height */
682         opengl->picture_height = opengl->window_height;
683         opengl->picture_width = av_rescale(opengl->picture_height, dar.num, dar.den);
684     }
685 }
686
687 static av_cold void opengl_get_texture_size(OpenGLContext *opengl, int in_width, int in_height,
688                                             int *out_width, int *out_height)
689 {
690     if (opengl->non_pow_2_textures) {
691         *out_width = in_width;
692         *out_height = in_height;
693     } else {
694         int max = FFMIN(FFMAX(in_width, in_height), opengl->max_texture_size);
695         unsigned power_of_2 = 1;
696         while (power_of_2 < max)
697             power_of_2 *= 2;
698         *out_height = power_of_2;
699         *out_width = power_of_2;
700         av_log(opengl, AV_LOG_DEBUG, "Texture size calculated from %dx%d into %dx%d\n",
701                in_width, in_height, *out_width, *out_height);
702     }
703 }
704
705 static av_cold void opengl_fill_color_map(OpenGLContext *opengl)
706 {
707     const AVPixFmtDescriptor *desc;
708     int shift;
709     enum AVPixelFormat pix_fmt = opengl->pix_fmt;
710
711     /* We need order of components, not exact position, some minor HACKs here */
712     if (pix_fmt == AV_PIX_FMT_RGB565 || pix_fmt == AV_PIX_FMT_BGR555 ||
713         pix_fmt == AV_PIX_FMT_BGR8   || pix_fmt == AV_PIX_FMT_RGB8)
714         pix_fmt = AV_PIX_FMT_RGB24;
715     else if (pix_fmt == AV_PIX_FMT_BGR565 || pix_fmt == AV_PIX_FMT_RGB555)
716         pix_fmt = AV_PIX_FMT_BGR24;
717
718     desc = av_pix_fmt_desc_get(pix_fmt);
719     if (!(desc->flags & AV_PIX_FMT_FLAG_RGB))
720         return;
721
722 #define FILL_COMPONENT(i) { \
723         shift = (desc->comp[i].depth - 1) >> 3; \
724         opengl->color_map[(i << 2) + (desc->comp[i].offset >> shift)] = 1.0; \
725     }
726
727     memset(opengl->color_map, 0, sizeof(opengl->color_map));
728     FILL_COMPONENT(0);
729     FILL_COMPONENT(1);
730     FILL_COMPONENT(2);
731     if (desc->flags & AV_PIX_FMT_FLAG_ALPHA)
732         FILL_COMPONENT(3);
733
734 #undef FILL_COMPONENT
735 }
736
737 static av_cold GLuint opengl_load_shader(OpenGLContext *opengl, GLenum type, const char *source)
738 {
739     GLuint shader = opengl->glprocs.glCreateShader(type);
740     GLint result;
741     if (!shader) {
742         av_log(opengl, AV_LOG_ERROR, "glCreateShader() failed\n");
743         return 0;
744     }
745     opengl->glprocs.glShaderSource(shader, 1, &source, NULL);
746     opengl->glprocs.glCompileShader(shader);
747
748     opengl->glprocs.glGetShaderiv(shader, FF_GL_COMPILE_STATUS, &result);
749     if (!result) {
750         char *log;
751         opengl->glprocs.glGetShaderiv(shader, FF_GL_INFO_LOG_LENGTH, &result);
752         if (result) {
753             if ((log = av_malloc(result))) {
754                 opengl->glprocs.glGetShaderInfoLog(shader, result, NULL, log);
755                 av_log(opengl, AV_LOG_ERROR, "Compile error: %s\n", log);
756                 av_free(log);
757             }
758         }
759         goto fail;
760     }
761     OPENGL_ERROR_CHECK(opengl);
762     return shader;
763   fail:
764     opengl->glprocs.glDeleteShader(shader);
765     return 0;
766 }
767
768 static av_cold int opengl_compile_shaders(OpenGLContext *opengl, enum AVPixelFormat pix_fmt)
769 {
770     GLint result;
771     const char *fragment_shader_code = opengl_get_fragment_shader_code(pix_fmt);
772
773     if (!fragment_shader_code) {
774         av_log(opengl, AV_LOG_ERROR, "Provided pixel format '%s' is not supported\n",
775                av_get_pix_fmt_name(pix_fmt));
776         return AVERROR(EINVAL);
777     }
778
779     opengl->vertex_shader = opengl_load_shader(opengl, FF_GL_VERTEX_SHADER,
780                                                FF_OPENGL_VERTEX_SHADER);
781     if (!opengl->vertex_shader) {
782         av_log(opengl, AV_LOG_ERROR, "Vertex shader loading failed.\n");
783         goto fail;
784     }
785     opengl->fragment_shader = opengl_load_shader(opengl, FF_GL_FRAGMENT_SHADER,
786                                                  fragment_shader_code);
787     if (!opengl->fragment_shader) {
788         av_log(opengl, AV_LOG_ERROR, "Fragment shader loading failed.\n");
789         goto fail;
790     }
791
792     opengl->program = opengl->glprocs.glCreateProgram();
793     if (!opengl->program)
794         goto fail;
795
796     opengl->glprocs.glAttachShader(opengl->program, opengl->vertex_shader);
797     opengl->glprocs.glAttachShader(opengl->program, opengl->fragment_shader);
798     opengl->glprocs.glLinkProgram(opengl->program);
799
800     opengl->glprocs.glGetProgramiv(opengl->program, FF_GL_LINK_STATUS, &result);
801     if (!result) {
802         char *log;
803         opengl->glprocs.glGetProgramiv(opengl->program, FF_GL_INFO_LOG_LENGTH, &result);
804         if (result) {
805             log = av_malloc(result);
806             if (!log)
807                 goto fail;
808             opengl->glprocs.glGetProgramInfoLog(opengl->program, result, NULL, log);
809             av_log(opengl, AV_LOG_ERROR, "Link error: %s\n", log);
810             av_free(log);
811         }
812         goto fail;
813     }
814
815     opengl->position_attrib = opengl->glprocs.glGetAttribLocation(opengl->program, "a_position");
816     opengl->texture_coords_attrib = opengl->glprocs.glGetAttribLocation(opengl->program, "a_textureCoords");
817     opengl->projection_matrix_location = opengl->glprocs.glGetUniformLocation(opengl->program, "u_projectionMatrix");
818     opengl->model_view_matrix_location = opengl->glprocs.glGetUniformLocation(opengl->program, "u_modelViewMatrix");
819     opengl->color_map_location = opengl->glprocs.glGetUniformLocation(opengl->program, "u_colorMap");
820     opengl->texture_location[0] = opengl->glprocs.glGetUniformLocation(opengl->program, "u_texture0");
821     opengl->texture_location[1] = opengl->glprocs.glGetUniformLocation(opengl->program, "u_texture1");
822     opengl->texture_location[2] = opengl->glprocs.glGetUniformLocation(opengl->program, "u_texture2");
823     opengl->texture_location[3] = opengl->glprocs.glGetUniformLocation(opengl->program, "u_texture3");
824     opengl->chroma_div_w_location = opengl->glprocs.glGetUniformLocation(opengl->program, "u_chroma_div_w");
825     opengl->chroma_div_h_location = opengl->glprocs.glGetUniformLocation(opengl->program, "u_chroma_div_h");
826
827     OPENGL_ERROR_CHECK(opengl);
828     return 0;
829   fail:
830     opengl->glprocs.glDeleteShader(opengl->vertex_shader);
831     opengl->glprocs.glDeleteShader(opengl->fragment_shader);
832     opengl->glprocs.glDeleteProgram(opengl->program);
833     opengl->fragment_shader = opengl->vertex_shader = opengl->program = 0;
834     return AVERROR_EXTERNAL;
835 }
836
837 static av_cold int opengl_configure_texture(OpenGLContext *opengl, GLuint texture,
838                                             GLsizei width, GLsizei height)
839 {
840     if (texture) {
841         int new_width, new_height;
842         opengl_get_texture_size(opengl, width, height, &new_width, &new_height);
843         glBindTexture(GL_TEXTURE_2D, texture);
844         glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
845         glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
846         glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
847         glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
848         glTexImage2D(GL_TEXTURE_2D, 0, opengl->format, new_width, new_height, 0,
849                      opengl->format, opengl->type, NULL);
850         OPENGL_ERROR_CHECK(NULL);
851     }
852     return 0;
853   fail:
854     return AVERROR_EXTERNAL;
855 }
856
857 static av_cold int opengl_prepare_vertex(AVFormatContext *s)
858 {
859     OpenGLContext *opengl = s->priv_data;
860     int tex_w, tex_h;
861
862     if (opengl->window_width > opengl->max_viewport_width || opengl->window_height > opengl->max_viewport_height) {
863         opengl->window_width = FFMIN(opengl->window_width, opengl->max_viewport_width);
864         opengl->window_height = FFMIN(opengl->window_height, opengl->max_viewport_height);
865         av_log(opengl, AV_LOG_WARNING, "Too big viewport requested, limited to %dx%d", opengl->window_width, opengl->window_height);
866     }
867     glViewport(0, 0, opengl->window_width, opengl->window_height);
868     opengl_make_ortho(opengl->projection_matrix,
869                       - (float)opengl->window_width  / 2.0f, (float)opengl->window_width  / 2.0f,
870                       - (float)opengl->window_height / 2.0f, (float)opengl->window_height / 2.0f,
871                       1.0f, -1.0f);
872     opengl_make_identity(opengl->model_view_matrix);
873
874     opengl_compute_display_area(s);
875
876     opengl->vertex[0].z = opengl->vertex[1].z = opengl->vertex[2].z = opengl->vertex[3].z = 0.0f;
877     opengl->vertex[0].x = opengl->vertex[1].x = - (float)opengl->picture_width / 2.0f;
878     opengl->vertex[2].x = opengl->vertex[3].x =   (float)opengl->picture_width / 2.0f;
879     opengl->vertex[1].y = opengl->vertex[2].y = - (float)opengl->picture_height / 2.0f;
880     opengl->vertex[0].y = opengl->vertex[3].y =   (float)opengl->picture_height / 2.0f;
881
882     opengl_get_texture_size(opengl, opengl->width, opengl->height, &tex_w, &tex_h);
883
884     opengl->vertex[0].s0 = 0.0f;
885     opengl->vertex[0].t0 = 0.0f;
886     opengl->vertex[1].s0 = 0.0f;
887     opengl->vertex[1].t0 = (float)opengl->height / (float)tex_h;
888     opengl->vertex[2].s0 = (float)opengl->width  / (float)tex_w;
889     opengl->vertex[2].t0 = (float)opengl->height / (float)tex_h;
890     opengl->vertex[3].s0 = (float)opengl->width  / (float)tex_w;
891     opengl->vertex[3].t0 = 0.0f;
892
893     opengl->glprocs.glBindBuffer(FF_GL_ARRAY_BUFFER, opengl->vertex_buffer);
894     opengl->glprocs.glBufferData(FF_GL_ARRAY_BUFFER, sizeof(opengl->vertex), opengl->vertex, FF_GL_STATIC_DRAW);
895     opengl->glprocs.glBindBuffer(FF_GL_ARRAY_BUFFER, 0);
896     OPENGL_ERROR_CHECK(opengl);
897     return 0;
898   fail:
899     return AVERROR_EXTERNAL;
900 }
901
902 static int opengl_prepare(OpenGLContext *opengl)
903 {
904     int i;
905     opengl->glprocs.glUseProgram(opengl->program);
906     opengl->glprocs.glUniformMatrix4fv(opengl->projection_matrix_location, 1, GL_FALSE, opengl->projection_matrix);
907     opengl->glprocs.glUniformMatrix4fv(opengl->model_view_matrix_location, 1, GL_FALSE, opengl->model_view_matrix);
908     for (i = 0; i < 4; i++)
909         if (opengl->texture_location[i] != -1) {
910             opengl->glprocs.glActiveTexture(GL_TEXTURE0 + i);
911             glBindTexture(GL_TEXTURE_2D, opengl->texture_name[i]);
912             opengl->glprocs.glUniform1i(opengl->texture_location[i], i);
913         }
914     if (opengl->color_map_location != -1)
915         opengl->glprocs.glUniformMatrix4fv(opengl->color_map_location, 1, GL_FALSE, opengl->color_map);
916     if (opengl->chroma_div_h_location != -1)
917         opengl->glprocs.glUniform1f(opengl->chroma_div_h_location, opengl->chroma_div_h);
918     if (opengl->chroma_div_w_location != -1)
919         opengl->glprocs.glUniform1f(opengl->chroma_div_w_location, opengl->chroma_div_w);
920
921     OPENGL_ERROR_CHECK(opengl);
922     return 0;
923   fail:
924     return AVERROR_EXTERNAL;
925 }
926
927 static int opengl_create_window(AVFormatContext *h)
928 {
929     OpenGLContext *opengl = h->priv_data;
930     int ret;
931
932     if (!opengl->no_window) {
933 #if HAVE_SDL2
934         if ((ret = opengl_sdl_create_window(h)) < 0) {
935             av_log(opengl, AV_LOG_ERROR, "Cannot create default SDL window.\n");
936             return ret;
937         }
938 #else
939         av_log(opengl, AV_LOG_ERROR, "FFmpeg is compiled without SDL. Cannot create default window.\n");
940         return AVERROR(ENOSYS);
941 #endif
942     } else {
943         AVDeviceRect message;
944         message.x = message.y = 0;
945         message.width = opengl->window_width;
946         message.height = opengl->window_height;
947         if ((ret = avdevice_dev_to_app_control_message(h, AV_DEV_TO_APP_CREATE_WINDOW_BUFFER,
948                                                        &message , sizeof(message))) < 0) {
949             av_log(opengl, AV_LOG_ERROR, "Application failed to create window buffer.\n");
950             return ret;
951         }
952         if ((ret = avdevice_dev_to_app_control_message(h, AV_DEV_TO_APP_PREPARE_WINDOW_BUFFER, NULL , 0)) < 0) {
953             av_log(opengl, AV_LOG_ERROR, "Application failed to prepare window buffer.\n");
954             return ret;
955         }
956     }
957     return 0;
958 }
959
960 static int opengl_release_window(AVFormatContext *h)
961 {
962     int ret;
963     OpenGLContext *opengl = h->priv_data;
964     if (!opengl->no_window) {
965 #if HAVE_SDL2
966         SDL_GL_DeleteContext(opengl->glcontext);
967         SDL_DestroyWindow(opengl->window);
968         SDL_Quit();
969 #endif
970     } else if ((ret = avdevice_dev_to_app_control_message(h, AV_DEV_TO_APP_DESTROY_WINDOW_BUFFER, NULL , 0)) < 0) {
971         av_log(opengl, AV_LOG_ERROR, "Application failed to release window buffer.\n");
972         return ret;
973     }
974     return 0;
975 }
976
977 static av_cold int opengl_write_trailer(AVFormatContext *h)
978 {
979     OpenGLContext *opengl = h->priv_data;
980
981     if (opengl->no_window &&
982         avdevice_dev_to_app_control_message(h, AV_DEV_TO_APP_PREPARE_WINDOW_BUFFER, NULL , 0) < 0)
983         av_log(opengl, AV_LOG_ERROR, "Application failed to prepare window buffer.\n");
984
985     opengl_deinit_context(opengl);
986     opengl_release_window(h);
987
988     return 0;
989 }
990
991 static av_cold int opengl_init_context(OpenGLContext *opengl)
992 {
993     int i, ret;
994     const AVPixFmtDescriptor *desc;
995
996     if ((ret = opengl_compile_shaders(opengl, opengl->pix_fmt)) < 0)
997         goto fail;
998
999     desc = av_pix_fmt_desc_get(opengl->pix_fmt);
1000     av_assert0(desc->nb_components > 0 && desc->nb_components <= 4);
1001     glGenTextures(desc->nb_components, opengl->texture_name);
1002
1003     opengl->glprocs.glGenBuffers(2, &opengl->index_buffer);
1004     if (!opengl->index_buffer || !opengl->vertex_buffer) {
1005         av_log(opengl, AV_LOG_ERROR, "Buffer generation failed.\n");
1006         ret = AVERROR_EXTERNAL;
1007         goto fail;
1008     }
1009
1010     opengl_configure_texture(opengl, opengl->texture_name[0], opengl->width, opengl->height);
1011     if (desc->nb_components > 1) {
1012         int has_alpha = desc->flags & AV_PIX_FMT_FLAG_ALPHA;
1013         int num_planes = desc->nb_components - (has_alpha ? 1 : 0);
1014         if (opengl->non_pow_2_textures) {
1015             opengl->chroma_div_w = 1.0f;
1016             opengl->chroma_div_h = 1.0f;
1017         } else {
1018             opengl->chroma_div_w = 1 << desc->log2_chroma_w;
1019             opengl->chroma_div_h = 1 << desc->log2_chroma_h;
1020         }
1021         for (i = 1; i < num_planes; i++)
1022             if (opengl->non_pow_2_textures)
1023                 opengl_configure_texture(opengl, opengl->texture_name[i],
1024                         AV_CEIL_RSHIFT(opengl->width, desc->log2_chroma_w),
1025                         AV_CEIL_RSHIFT(opengl->height, desc->log2_chroma_h));
1026             else
1027                 opengl_configure_texture(opengl, opengl->texture_name[i], opengl->width, opengl->height);
1028         if (has_alpha)
1029             opengl_configure_texture(opengl, opengl->texture_name[3], opengl->width, opengl->height);
1030     }
1031
1032     opengl->glprocs.glBindBuffer(FF_GL_ELEMENT_ARRAY_BUFFER, opengl->index_buffer);
1033     opengl->glprocs.glBufferData(FF_GL_ELEMENT_ARRAY_BUFFER, sizeof(g_index), g_index, FF_GL_STATIC_DRAW);
1034     opengl->glprocs.glBindBuffer(FF_GL_ELEMENT_ARRAY_BUFFER, 0);
1035
1036     glEnable(GL_BLEND);
1037     glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1038
1039     glClearColor((float)opengl->background[0] / 255.0f, (float)opengl->background[1] / 255.0f,
1040                  (float)opengl->background[2] / 255.0f, 1.0f);
1041
1042     ret = AVERROR_EXTERNAL;
1043     OPENGL_ERROR_CHECK(opengl);
1044
1045     return 0;
1046   fail:
1047     return ret;
1048 }
1049
1050 static av_cold int opengl_write_header(AVFormatContext *h)
1051 {
1052     OpenGLContext *opengl = h->priv_data;
1053     AVStream *st;
1054     int ret;
1055
1056     if (h->nb_streams != 1 ||
1057         h->streams[0]->codecpar->codec_type != AVMEDIA_TYPE_VIDEO ||
1058         h->streams[0]->codecpar->codec_id != AV_CODEC_ID_RAWVIDEO) {
1059         av_log(opengl, AV_LOG_ERROR, "Only a single video stream is supported.\n");
1060         return AVERROR(EINVAL);
1061     }
1062     st = h->streams[0];
1063     opengl->width = st->codecpar->width;
1064     opengl->height = st->codecpar->height;
1065     opengl->pix_fmt = st->codecpar->format;
1066     if (!opengl->window_width)
1067         opengl->window_width = opengl->width;
1068     if (!opengl->window_height)
1069         opengl->window_height = opengl->height;
1070
1071     if (!opengl->window_title && !opengl->no_window)
1072         opengl->window_title = av_strdup(h->filename);
1073
1074     if ((ret = opengl_create_window(h)))
1075         goto fail;
1076
1077     if ((ret = opengl_read_limits(opengl)) < 0)
1078         goto fail;
1079
1080     if (opengl->width > opengl->max_texture_size || opengl->height > opengl->max_texture_size) {
1081         av_log(opengl, AV_LOG_ERROR, "Too big picture %dx%d, max supported size is %dx%d\n",
1082                opengl->width, opengl->height, opengl->max_texture_size, opengl->max_texture_size);
1083         ret = AVERROR(EINVAL);
1084         goto fail;
1085     }
1086
1087     if ((ret = opengl_load_procedures(opengl)) < 0)
1088         goto fail;
1089
1090     opengl_fill_color_map(opengl);
1091     opengl_get_texture_params(opengl);
1092
1093     if ((ret = opengl_init_context(opengl)) < 0)
1094         goto fail;
1095
1096     if ((ret = opengl_prepare_vertex(h)) < 0)
1097         goto fail;
1098
1099     glClear(GL_COLOR_BUFFER_BIT);
1100
1101 #if HAVE_SDL2
1102     if (!opengl->no_window)
1103         SDL_GL_SwapWindow(opengl->window);
1104 #endif
1105     if (opengl->no_window &&
1106         (ret = avdevice_dev_to_app_control_message(h, AV_DEV_TO_APP_DISPLAY_WINDOW_BUFFER, NULL , 0)) < 0) {
1107         av_log(opengl, AV_LOG_ERROR, "Application failed to display window buffer.\n");
1108         goto fail;
1109     }
1110
1111     ret = AVERROR_EXTERNAL;
1112     OPENGL_ERROR_CHECK(opengl);
1113
1114     opengl->inited = 1;
1115     return 0;
1116
1117   fail:
1118     opengl_write_trailer(h);
1119     return ret;
1120 }
1121
1122 static uint8_t* opengl_get_plane_pointer(OpenGLContext *opengl, AVPacket *pkt, int comp_index,
1123                                          const AVPixFmtDescriptor *desc)
1124 {
1125     uint8_t *data = pkt->data;
1126     int wordsize = opengl_type_size(opengl->type);
1127     int width_chroma = AV_CEIL_RSHIFT(opengl->width, desc->log2_chroma_w);
1128     int height_chroma = AV_CEIL_RSHIFT(opengl->height, desc->log2_chroma_h);
1129     int plane = desc->comp[comp_index].plane;
1130
1131     switch(plane) {
1132     case 0:
1133         break;
1134     case 1:
1135         data += opengl->width * opengl->height * wordsize;
1136         break;
1137     case 2:
1138         data += opengl->width * opengl->height * wordsize;
1139         data += width_chroma * height_chroma * wordsize;
1140         break;
1141     case 3:
1142         data += opengl->width * opengl->height * wordsize;
1143         data += 2 * width_chroma * height_chroma * wordsize;
1144         break;
1145     default:
1146         return NULL;
1147     }
1148     return data;
1149 }
1150
1151 #define LOAD_TEXTURE_DATA(comp_index, sub)                                                  \
1152 {                                                                                           \
1153     int width = sub ? AV_CEIL_RSHIFT(opengl->width, desc->log2_chroma_w) : opengl->width;   \
1154     int height = sub ? AV_CEIL_RSHIFT(opengl->height, desc->log2_chroma_h): opengl->height; \
1155     uint8_t *data;                                                                          \
1156     int plane = desc->comp[comp_index].plane;                                               \
1157                                                                                             \
1158     glBindTexture(GL_TEXTURE_2D, opengl->texture_name[comp_index]);                         \
1159     if (!is_pkt) {                                                                          \
1160         GLint length = ((AVFrame *)input)->linesize[plane];                                 \
1161         int bytes_per_pixel = opengl_type_size(opengl->type);                               \
1162         if (!(desc->flags & AV_PIX_FMT_FLAG_PLANAR))                                        \
1163             bytes_per_pixel *= desc->nb_components;                                         \
1164         data = ((AVFrame *)input)->data[plane];                                             \
1165         if (!(length % bytes_per_pixel) &&                                                  \
1166             (opengl->unpack_subimage || ((length / bytes_per_pixel) == width))) {           \
1167             length /= bytes_per_pixel;                                                      \
1168             if (length != width)                                                            \
1169                 glPixelStorei(FF_GL_UNPACK_ROW_LENGTH, length);                             \
1170             glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height,                          \
1171                             opengl->format, opengl->type, data);                            \
1172             if (length != width)                                                            \
1173                 glPixelStorei(FF_GL_UNPACK_ROW_LENGTH, 0);                                  \
1174         } else {                                                                            \
1175             int h;                                                                          \
1176             for (h = 0; h < height; h++) {                                                  \
1177                 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, h, width, 1,                           \
1178                                 opengl->format, opengl->type, data);                        \
1179                 data += length;                                                             \
1180             }                                                                               \
1181         }                                                                                   \
1182     } else {                                                                                \
1183         data = opengl_get_plane_pointer(opengl, input, comp_index, desc);                   \
1184         glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height,                              \
1185                         opengl->format, opengl->type, data);                                \
1186     }                                                                                       \
1187 }
1188
1189 static int opengl_draw(AVFormatContext *h, void *input, int repaint, int is_pkt)
1190 {
1191     OpenGLContext *opengl = h->priv_data;
1192     enum AVPixelFormat pix_fmt = h->streams[0]->codecpar->format;
1193     const AVPixFmtDescriptor *desc = av_pix_fmt_desc_get(pix_fmt);
1194     int ret;
1195
1196 #if HAVE_SDL2
1197     if (!opengl->no_window && (ret = opengl_sdl_process_events(h)) < 0)
1198         goto fail;
1199 #endif
1200     if (opengl->no_window &&
1201         (ret = avdevice_dev_to_app_control_message(h, AV_DEV_TO_APP_PREPARE_WINDOW_BUFFER, NULL , 0)) < 0) {
1202         av_log(opengl, AV_LOG_ERROR, "Application failed to prepare window buffer.\n");
1203         goto fail;
1204     }
1205
1206     glClear(GL_COLOR_BUFFER_BIT);
1207
1208     if (!repaint) {
1209         if (is_pkt)
1210             glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
1211         LOAD_TEXTURE_DATA(0, 0)
1212         if (desc->flags & AV_PIX_FMT_FLAG_PLANAR) {
1213             LOAD_TEXTURE_DATA(1, 1)
1214             LOAD_TEXTURE_DATA(2, 1)
1215             if (desc->flags & AV_PIX_FMT_FLAG_ALPHA)
1216                 LOAD_TEXTURE_DATA(3, 0)
1217         }
1218     }
1219     ret = AVERROR_EXTERNAL;
1220     OPENGL_ERROR_CHECK(opengl);
1221
1222     if ((ret = opengl_prepare(opengl)) < 0)
1223         goto fail;
1224
1225     opengl->glprocs.glBindBuffer(FF_GL_ARRAY_BUFFER, opengl->vertex_buffer);
1226     opengl->glprocs.glBindBuffer(FF_GL_ELEMENT_ARRAY_BUFFER, opengl->index_buffer);
1227     opengl->glprocs.glVertexAttribPointer(opengl->position_attrib, 3, GL_FLOAT, GL_FALSE, sizeof(OpenGLVertexInfo), 0);
1228     opengl->glprocs.glEnableVertexAttribArray(opengl->position_attrib);
1229     opengl->glprocs.glVertexAttribPointer(opengl->texture_coords_attrib, 2, GL_FLOAT, GL_FALSE, sizeof(OpenGLVertexInfo), 12);
1230     opengl->glprocs.glEnableVertexAttribArray(opengl->texture_coords_attrib);
1231
1232     glDrawElements(GL_TRIANGLES, FF_ARRAY_ELEMS(g_index), GL_UNSIGNED_SHORT, 0);
1233
1234     ret = AVERROR_EXTERNAL;
1235     OPENGL_ERROR_CHECK(opengl);
1236
1237 #if HAVE_SDL2
1238     if (!opengl->no_window)
1239         SDL_GL_SwapWindow(opengl->window);
1240 #endif
1241     if (opengl->no_window &&
1242         (ret = avdevice_dev_to_app_control_message(h, AV_DEV_TO_APP_DISPLAY_WINDOW_BUFFER, NULL , 0)) < 0) {
1243         av_log(opengl, AV_LOG_ERROR, "Application failed to display window buffer.\n");
1244         goto fail;
1245     }
1246
1247     return 0;
1248   fail:
1249     return ret;
1250 }
1251
1252 static int opengl_write_packet(AVFormatContext *h, AVPacket *pkt)
1253 {
1254     return opengl_draw(h, pkt, 0, 1);
1255 }
1256
1257 static int opengl_write_frame(AVFormatContext *h, int stream_index,
1258                               AVFrame **frame, unsigned flags)
1259 {
1260     if ((flags & AV_WRITE_UNCODED_FRAME_QUERY))
1261         return 0;
1262     return opengl_draw(h, *frame, 0, 0);
1263 }
1264
1265 #define OFFSET(x) offsetof(OpenGLContext, x)
1266 #define ENC AV_OPT_FLAG_ENCODING_PARAM
1267 static const AVOption options[] = {
1268     { "background",   "set background color",   OFFSET(background),   AV_OPT_TYPE_COLOR,  {.str = "black"}, CHAR_MIN, CHAR_MAX, ENC },
1269     { "no_window",    "disable default window", OFFSET(no_window),    AV_OPT_TYPE_INT,    {.i64 = 0}, INT_MIN, INT_MAX, ENC },
1270     { "window_title", "set window title",       OFFSET(window_title), AV_OPT_TYPE_STRING, {.str = NULL}, 0, 0, ENC },
1271     { "window_size",  "set window size",        OFFSET(window_width), AV_OPT_TYPE_IMAGE_SIZE, {.str = NULL}, 0, 0, ENC },
1272     { NULL }
1273 };
1274
1275 static const AVClass opengl_class = {
1276     .class_name = "opengl outdev",
1277     .item_name  = av_default_item_name,
1278     .option     = options,
1279     .version    = LIBAVUTIL_VERSION_INT,
1280     .category   = AV_CLASS_CATEGORY_DEVICE_VIDEO_OUTPUT,
1281 };
1282
1283 AVOutputFormat ff_opengl_muxer = {
1284     .name           = "opengl",
1285     .long_name      = NULL_IF_CONFIG_SMALL("OpenGL output"),
1286     .priv_data_size = sizeof(OpenGLContext),
1287     .audio_codec    = AV_CODEC_ID_NONE,
1288     .video_codec    = AV_CODEC_ID_RAWVIDEO,
1289     .write_header   = opengl_write_header,
1290     .write_packet   = opengl_write_packet,
1291     .write_uncoded_frame = opengl_write_frame,
1292     .write_trailer  = opengl_write_trailer,
1293     .control_message = opengl_control_message,
1294     .flags          = AVFMT_NOFILE | AVFMT_VARIABLE_FPS | AVFMT_NOTIMESTAMPS,
1295     .priv_class     = &opengl_class,
1296 };