fix various typos
[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 #include <windows.h>
35 #endif
36 #if HAVE_OPENGL_GL3_H
37 #include <OpenGL/gl3.h>
38 #elif HAVE_ES2_GL_H
39 #include <ES2/gl.h>
40 #else
41 #include <GL/gl.h>
42 #include <GL/glext.h>
43 #endif
44 #if HAVE_GLXGETPROCADDRESS
45 #include <GL/glx.h>
46 #endif
47
48 #if HAVE_SDL
49 #include <SDL.h>
50 #endif
51
52 #include "libavutil/common.h"
53 #include "libavutil/pixdesc.h"
54 #include "libavutil/log.h"
55 #include "libavutil/opt.h"
56 #include "libavutil/avassert.h"
57 #include "libavutil/avstring.h"
58 #include "libavformat/avformat.h"
59 #include "libavformat/internal.h"
60 #include "libavdevice/avdevice.h"
61 #include "opengl_enc_shaders.h"
62
63 #ifndef APIENTRY
64 #define APIENTRY
65 #endif
66
67 /* FF_GL_RED_COMPONENT is used for plannar pixel types.
68  * Only red component is sampled in shaders.
69  * On some platforms GL_RED is not available and GL_LUMINANCE have to be used,
70  * but since OpenGL 3.0 GL_LUMINANCE is deprecated.
71  * GL_RED produces RGBA = value, 0, 0, 1.
72  * GL_LUMINANCE produces RGBA = value, value, value, 1.
73  * Note: GL_INTENSITY may also be used which produce RGBA = value, value, value, value. */
74 #if defined(GL_RED)
75 #define FF_GL_RED_COMPONENT GL_RED
76 #elif defined(GL_LUMINANCE)
77 #define FF_GL_RED_COMPONENT GL_LUMINANCE
78 #else
79 #define FF_GL_RED_COMPONENT 0x1903; //GL_RED
80 #endif
81
82 /* Constants not defined for iOS */
83 #define FF_GL_UNSIGNED_BYTE_3_3_2 0x8032
84 #define FF_GL_UNSIGNED_BYTE_2_3_3_REV 0x8362
85 #define FF_GL_UNSIGNED_SHORT_1_5_5_5_REV 0x8366
86 #define FF_GL_UNPACK_ROW_LENGTH          0x0CF2
87
88 /* MinGW exposes only OpenGL 1.1 API */
89 #define FF_GL_ARRAY_BUFFER                0x8892
90 #define FF_GL_ELEMENT_ARRAY_BUFFER        0x8893
91 #define FF_GL_STATIC_DRAW                 0x88E4
92 #define FF_GL_FRAGMENT_SHADER             0x8B30
93 #define FF_GL_VERTEX_SHADER               0x8B31
94 #define FF_GL_COMPILE_STATUS              0x8B81
95 #define FF_GL_LINK_STATUS                 0x8B82
96 #define FF_GL_INFO_LOG_LENGTH             0x8B84
97 typedef void   (APIENTRY *FF_PFNGLACTIVETEXTUREPROC) (GLenum texture);
98 typedef void   (APIENTRY *FF_PFNGLGENBUFFERSPROC) (GLsizei n, GLuint *buffers);
99 typedef void   (APIENTRY *FF_PFNGLDELETEBUFFERSPROC) (GLsizei n, const GLuint *buffers);
100 typedef void   (APIENTRY *FF_PFNGLBUFFERDATAPROC) (GLenum target, ptrdiff_t size, const GLvoid *data, GLenum usage);
101 typedef void   (APIENTRY *FF_PFNGLBINDBUFFERPROC) (GLenum target, GLuint buffer);
102 typedef GLint  (APIENTRY *FF_PFNGLGETATTRIBLOCATIONPROC) (GLuint program, const char *name);
103 typedef void   (APIENTRY *FF_PFNGLENABLEVERTEXATTRIBARRAYPROC) (GLuint index);
104 typedef void   (APIENTRY *FF_PFNGLVERTEXATTRIBPOINTERPROC) (GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, uintptr_t pointer);
105 typedef GLint  (APIENTRY *FF_PFNGLGETUNIFORMLOCATIONPROC) (GLuint program, const char *name);
106 typedef void   (APIENTRY *FF_PFNGLUNIFORM1FPROC) (GLint location, GLfloat v0);
107 typedef void   (APIENTRY *FF_PFNGLUNIFORM1IPROC) (GLint location, GLint v0);
108 typedef void   (APIENTRY *FF_PFNGLUNIFORMMATRIX4FVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
109 typedef GLuint (APIENTRY *FF_PFNGLCREATEPROGRAMPROC) (void);
110 typedef void   (APIENTRY *FF_PFNGLDELETEPROGRAMPROC) (GLuint program);
111 typedef void   (APIENTRY *FF_PFNGLUSEPROGRAMPROC) (GLuint program);
112 typedef void   (APIENTRY *FF_PFNGLLINKPROGRAMPROC) (GLuint program);
113 typedef void   (APIENTRY *FF_PFNGLGETPROGRAMIVPROC) (GLuint program, GLenum pname, GLint *params);
114 typedef void   (APIENTRY *FF_PFNGLGETPROGRAMINFOLOGPROC) (GLuint program, GLsizei bufSize, GLsizei *length, char *infoLog);
115 typedef void   (APIENTRY *FF_PFNGLATTACHSHADERPROC) (GLuint program, GLuint shader);
116 typedef GLuint (APIENTRY *FF_PFNGLCREATESHADERPROC) (GLenum type);
117 typedef void   (APIENTRY *FF_PFNGLDELETESHADERPROC) (GLuint shader);
118 typedef void   (APIENTRY *FF_PFNGLCOMPILESHADERPROC) (GLuint shader);
119 typedef void   (APIENTRY *FF_PFNGLSHADERSOURCEPROC) (GLuint shader, GLsizei count, const char* *string, const GLint *length);
120 typedef void   (APIENTRY *FF_PFNGLGETSHADERIVPROC) (GLuint shader, GLenum pname, GLint *params);
121 typedef void   (APIENTRY *FF_PFNGLGETSHADERINFOLOGPROC) (GLuint shader, GLsizei bufSize, GLsizei *length, char *infoLog);
122
123 typedef struct FFOpenGLFunctions {
124     FF_PFNGLACTIVETEXTUREPROC glActiveTexture;                     //Require GL ARB multitexture
125     FF_PFNGLGENBUFFERSPROC glGenBuffers;                           //Require GL_ARB_vertex_buffer_object
126     FF_PFNGLDELETEBUFFERSPROC glDeleteBuffers;                     //Require GL_ARB_vertex_buffer_object
127     FF_PFNGLBUFFERDATAPROC glBufferData;                           //Require GL_ARB_vertex_buffer_object
128     FF_PFNGLBINDBUFFERPROC glBindBuffer;                           //Require GL_ARB_vertex_buffer_object
129     FF_PFNGLGETATTRIBLOCATIONPROC glGetAttribLocation;             //Require GL_ARB_vertex_shader
130     FF_PFNGLENABLEVERTEXATTRIBARRAYPROC glEnableVertexAttribArray; //Require GL_ARB_vertex_shader
131     FF_PFNGLVERTEXATTRIBPOINTERPROC glVertexAttribPointer;         //Require GL_ARB_vertex_shader
132     FF_PFNGLGETUNIFORMLOCATIONPROC glGetUniformLocation;           //Require GL_ARB_shader_objects
133     FF_PFNGLUNIFORM1FPROC glUniform1f;                             //Require GL_ARB_shader_objects
134     FF_PFNGLUNIFORM1IPROC glUniform1i;                             //Require GL_ARB_shader_objects
135     FF_PFNGLUNIFORMMATRIX4FVPROC glUniformMatrix4fv;               //Require GL_ARB_shader_objects
136     FF_PFNGLCREATEPROGRAMPROC glCreateProgram;                     //Require GL_ARB_shader_objects
137     FF_PFNGLDELETEPROGRAMPROC glDeleteProgram;                     //Require GL_ARB_shader_objects
138     FF_PFNGLUSEPROGRAMPROC glUseProgram;                           //Require GL_ARB_shader_objects
139     FF_PFNGLLINKPROGRAMPROC glLinkProgram;                         //Require GL_ARB_shader_objects
140     FF_PFNGLGETPROGRAMIVPROC glGetProgramiv;                       //Require GL_ARB_shader_objects
141     FF_PFNGLGETPROGRAMINFOLOGPROC glGetProgramInfoLog;             //Require GL_ARB_shader_objects
142     FF_PFNGLATTACHSHADERPROC glAttachShader;                       //Require GL_ARB_shader_objects
143     FF_PFNGLCREATESHADERPROC glCreateShader;                       //Require GL_ARB_shader_objects
144     FF_PFNGLDELETESHADERPROC glDeleteShader;                       //Require GL_ARB_shader_objects
145     FF_PFNGLCOMPILESHADERPROC glCompileShader;                     //Require GL_ARB_shader_objects
146     FF_PFNGLSHADERSOURCEPROC glShaderSource;                       //Require GL_ARB_shader_objects
147     FF_PFNGLGETSHADERIVPROC glGetShaderiv;                         //Require GL_ARB_shader_objects
148     FF_PFNGLGETSHADERINFOLOGPROC glGetShaderInfoLog;               //Require GL_ARB_shader_objects
149 } FFOpenGLFunctions;
150
151 #define OPENGL_ERROR_CHECK(ctx) \
152 {\
153     GLenum err_code; \
154     if ((err_code = glGetError()) != GL_NO_ERROR) { \
155         av_log(ctx, AV_LOG_ERROR, "OpenGL error occurred in '%s', line %d: %d\n", __FUNCTION__, __LINE__, err_code); \
156         goto fail; \
157     } \
158 }\
159
160 typedef struct OpenGLVertexInfo
161 {
162     float x, y, z;    ///<Position
163     float s0, t0;     ///<Texture coords
164 } OpenGLVertexInfo;
165
166 /* defines 2 triangles to display */
167 static GLushort g_index[6] =
168 {
169     0, 1, 2,
170     0, 3, 2,
171 };
172
173 typedef struct OpenGLContext {
174     AVClass *class;                    ///< class for private options
175
176 #if HAVE_SDL
177     SDL_Surface *surface;
178 #endif
179     FFOpenGLFunctions glprocs;
180
181     int inited;                        ///< Set to 1 when write_header was successfully called.
182     uint8_t background[4];             ///< Background color
183     int no_window;                     ///< 0 for create default window
184     char *window_title;                ///< Title of the window
185
186     /* OpenGL implementation limits */
187     GLint max_texture_size;            ///< Maximum texture size
188     GLint max_viewport_width;          ///< Maximum viewport size
189     GLint max_viewport_height;         ///< Maximum viewport size
190     int non_pow_2_textures;            ///< 1 when non power of 2 textures are supported
191     int unpack_subimage;               ///< 1 when GL_EXT_unpack_subimage is available
192
193     /* Current OpenGL configuration */
194     GLuint program;                    ///< Shader program
195     GLuint vertex_shader;              ///< Vertex shader
196     GLuint fragment_shader;            ///< Fragment shader for current pix_pmt
197     GLuint texture_name[4];            ///< Textures' IDs
198     GLuint index_buffer;               ///< Index buffer
199     GLuint vertex_buffer;              ///< Vertex buffer
200     OpenGLVertexInfo vertex[4];        ///< VBO
201     GLint projection_matrix_location;  ///< Uniforms' locations
202     GLint model_view_matrix_location;
203     GLint color_map_location;
204     GLint chroma_div_w_location;
205     GLint chroma_div_h_location;
206     GLint texture_location[4];
207     GLint position_attrib;             ///< Attibutes' locations
208     GLint texture_coords_attrib;
209
210     GLfloat projection_matrix[16];     ///< Projection matrix
211     GLfloat model_view_matrix[16];     ///< Modev view matrix
212     GLfloat color_map[16];             ///< RGBA color map matrix
213     GLfloat chroma_div_w;              ///< Chroma subsampling w ratio
214     GLfloat chroma_div_h;              ///< Chroma subsampling h ratio
215
216     /* Stream information */
217     GLenum format;
218     GLenum type;
219     int width;                         ///< Stream width
220     int height;                        ///< Stream height
221     enum AVPixelFormat pix_fmt;        ///< Stream pixel format
222     int picture_width;                 ///< Rendered width
223     int picture_height;                ///< Rendered height
224     int window_width;
225     int window_height;
226 } OpenGLContext;
227
228 static const struct OpenGLFormatDesc {
229     enum AVPixelFormat fixel_format;
230     const char * const * fragment_shader;
231     GLenum format;
232     GLenum type;
233 } opengl_format_desc[] = {
234     { AV_PIX_FMT_YUV420P,    &FF_OPENGL_FRAGMENT_SHADER_YUV_PLANAR,  FF_GL_RED_COMPONENT, GL_UNSIGNED_BYTE },
235     { AV_PIX_FMT_YUV444P,    &FF_OPENGL_FRAGMENT_SHADER_YUV_PLANAR,  FF_GL_RED_COMPONENT, GL_UNSIGNED_BYTE },
236     { AV_PIX_FMT_YUV422P,    &FF_OPENGL_FRAGMENT_SHADER_YUV_PLANAR,  FF_GL_RED_COMPONENT, GL_UNSIGNED_BYTE },
237     { AV_PIX_FMT_YUV410P,    &FF_OPENGL_FRAGMENT_SHADER_YUV_PLANAR,  FF_GL_RED_COMPONENT, GL_UNSIGNED_BYTE },
238     { AV_PIX_FMT_YUV411P,    &FF_OPENGL_FRAGMENT_SHADER_YUV_PLANAR,  FF_GL_RED_COMPONENT, GL_UNSIGNED_BYTE },
239     { AV_PIX_FMT_YUV440P,    &FF_OPENGL_FRAGMENT_SHADER_YUV_PLANAR,  FF_GL_RED_COMPONENT, GL_UNSIGNED_BYTE },
240     { AV_PIX_FMT_YUV420P16,  &FF_OPENGL_FRAGMENT_SHADER_YUV_PLANAR,  FF_GL_RED_COMPONENT, GL_UNSIGNED_SHORT },
241     { AV_PIX_FMT_YUV422P16,  &FF_OPENGL_FRAGMENT_SHADER_YUV_PLANAR,  FF_GL_RED_COMPONENT, GL_UNSIGNED_SHORT },
242     { AV_PIX_FMT_YUV444P16,  &FF_OPENGL_FRAGMENT_SHADER_YUV_PLANAR,  FF_GL_RED_COMPONENT, GL_UNSIGNED_SHORT },
243     { AV_PIX_FMT_YUVA420P,   &FF_OPENGL_FRAGMENT_SHADER_YUVA_PLANAR, FF_GL_RED_COMPONENT, GL_UNSIGNED_BYTE },
244     { AV_PIX_FMT_YUVA444P,   &FF_OPENGL_FRAGMENT_SHADER_YUVA_PLANAR, FF_GL_RED_COMPONENT, GL_UNSIGNED_BYTE },
245     { AV_PIX_FMT_YUVA422P,   &FF_OPENGL_FRAGMENT_SHADER_YUVA_PLANAR, FF_GL_RED_COMPONENT, GL_UNSIGNED_BYTE },
246     { AV_PIX_FMT_YUVA420P16, &FF_OPENGL_FRAGMENT_SHADER_YUVA_PLANAR, FF_GL_RED_COMPONENT, GL_UNSIGNED_SHORT },
247     { AV_PIX_FMT_YUVA422P16, &FF_OPENGL_FRAGMENT_SHADER_YUVA_PLANAR, FF_GL_RED_COMPONENT, GL_UNSIGNED_SHORT },
248     { AV_PIX_FMT_YUVA444P16, &FF_OPENGL_FRAGMENT_SHADER_YUVA_PLANAR, FF_GL_RED_COMPONENT, GL_UNSIGNED_SHORT },
249     { AV_PIX_FMT_RGB24,      &FF_OPENGL_FRAGMENT_SHADER_RGB_PACKET,  GL_RGB, GL_UNSIGNED_BYTE },
250     { AV_PIX_FMT_BGR24,      &FF_OPENGL_FRAGMENT_SHADER_RGB_PACKET,  GL_RGB, GL_UNSIGNED_BYTE },
251     { AV_PIX_FMT_0RGB,       &FF_OPENGL_FRAGMENT_SHADER_RGB_PACKET,  GL_RGBA, GL_UNSIGNED_BYTE },
252     { AV_PIX_FMT_RGB0,       &FF_OPENGL_FRAGMENT_SHADER_RGB_PACKET,  GL_RGBA, GL_UNSIGNED_BYTE },
253     { AV_PIX_FMT_0BGR,       &FF_OPENGL_FRAGMENT_SHADER_RGB_PACKET,  GL_RGBA, GL_UNSIGNED_BYTE },
254     { AV_PIX_FMT_BGR0,       &FF_OPENGL_FRAGMENT_SHADER_RGB_PACKET,  GL_RGBA, GL_UNSIGNED_BYTE },
255     { AV_PIX_FMT_RGB565,     &FF_OPENGL_FRAGMENT_SHADER_RGB_PACKET,  GL_RGB, GL_UNSIGNED_SHORT_5_6_5 },
256     { AV_PIX_FMT_BGR565,     &FF_OPENGL_FRAGMENT_SHADER_RGB_PACKET,  GL_RGB, GL_UNSIGNED_SHORT_5_6_5 },
257     { AV_PIX_FMT_RGB555,     &FF_OPENGL_FRAGMENT_SHADER_RGB_PACKET,  GL_RGBA, FF_GL_UNSIGNED_SHORT_1_5_5_5_REV },
258     { AV_PIX_FMT_BGR555,     &FF_OPENGL_FRAGMENT_SHADER_RGB_PACKET,  GL_RGBA, FF_GL_UNSIGNED_SHORT_1_5_5_5_REV },
259     { AV_PIX_FMT_RGB8,       &FF_OPENGL_FRAGMENT_SHADER_RGB_PACKET,  GL_RGB, FF_GL_UNSIGNED_BYTE_3_3_2 },
260     { AV_PIX_FMT_BGR8,       &FF_OPENGL_FRAGMENT_SHADER_RGB_PACKET,  GL_RGB, FF_GL_UNSIGNED_BYTE_2_3_3_REV },
261     { AV_PIX_FMT_RGB48,      &FF_OPENGL_FRAGMENT_SHADER_RGB_PACKET,  GL_RGB, GL_UNSIGNED_SHORT },
262     { AV_PIX_FMT_ARGB,       &FF_OPENGL_FRAGMENT_SHADER_RGBA_PACKET, GL_RGBA, GL_UNSIGNED_BYTE },
263     { AV_PIX_FMT_RGBA,       &FF_OPENGL_FRAGMENT_SHADER_RGBA_PACKET, GL_RGBA, GL_UNSIGNED_BYTE },
264     { AV_PIX_FMT_ABGR,       &FF_OPENGL_FRAGMENT_SHADER_RGBA_PACKET, GL_RGBA, GL_UNSIGNED_BYTE },
265     { AV_PIX_FMT_BGRA,       &FF_OPENGL_FRAGMENT_SHADER_RGBA_PACKET, GL_RGBA, GL_UNSIGNED_BYTE },
266     { AV_PIX_FMT_RGBA64,     &FF_OPENGL_FRAGMENT_SHADER_RGBA_PACKET, GL_RGBA, GL_UNSIGNED_SHORT },
267     { AV_PIX_FMT_BGRA64,     &FF_OPENGL_FRAGMENT_SHADER_RGBA_PACKET, GL_RGBA, GL_UNSIGNED_SHORT },
268     { AV_PIX_FMT_GBRP,       &FF_OPENGL_FRAGMENT_SHADER_RGB_PLANAR,  FF_GL_RED_COMPONENT, GL_UNSIGNED_BYTE },
269     { AV_PIX_FMT_GBRP16,     &FF_OPENGL_FRAGMENT_SHADER_RGB_PLANAR,  FF_GL_RED_COMPONENT, GL_UNSIGNED_SHORT },
270     { AV_PIX_FMT_GBRAP,      &FF_OPENGL_FRAGMENT_SHADER_RGBA_PLANAR, FF_GL_RED_COMPONENT, GL_UNSIGNED_BYTE },
271     { AV_PIX_FMT_GBRAP16,    &FF_OPENGL_FRAGMENT_SHADER_RGBA_PLANAR, FF_GL_RED_COMPONENT, GL_UNSIGNED_SHORT },
272     { AV_PIX_FMT_GRAY8,      &FF_OPENGL_FRAGMENT_SHADER_GRAY,        FF_GL_RED_COMPONENT, GL_UNSIGNED_BYTE },
273     { AV_PIX_FMT_GRAY16,     &FF_OPENGL_FRAGMENT_SHADER_GRAY,        FF_GL_RED_COMPONENT, GL_UNSIGNED_SHORT },
274     { AV_PIX_FMT_NONE,       NULL }
275 };
276
277 static av_cold int opengl_prepare_vertex(AVFormatContext *s);
278 static int opengl_draw(AVFormatContext *h, void *intput, int repaint, int is_pkt);
279 static av_cold int opengl_init_context(OpenGLContext *opengl);
280
281 static av_cold void opengl_deinit_context(OpenGLContext *opengl)
282 {
283     glDeleteTextures(4, opengl->texture_name);
284     opengl->texture_name[0] = opengl->texture_name[1] =
285     opengl->texture_name[2] = opengl->texture_name[3] = 0;
286     if (opengl->glprocs.glUseProgram)
287         opengl->glprocs.glUseProgram(0);
288     if (opengl->glprocs.glDeleteProgram) {
289         opengl->glprocs.glDeleteProgram(opengl->program);
290         opengl->program = 0;
291     }
292     if (opengl->glprocs.glDeleteShader) {
293         opengl->glprocs.glDeleteShader(opengl->vertex_shader);
294         opengl->glprocs.glDeleteShader(opengl->fragment_shader);
295         opengl->vertex_shader = opengl->fragment_shader = 0;
296     }
297     if (opengl->glprocs.glBindBuffer) {
298         opengl->glprocs.glBindBuffer(FF_GL_ARRAY_BUFFER, 0);
299         opengl->glprocs.glBindBuffer(FF_GL_ELEMENT_ARRAY_BUFFER, 0);
300     }
301     if (opengl->glprocs.glDeleteBuffers) {
302         opengl->glprocs.glDeleteBuffers(2, &opengl->index_buffer);
303         opengl->vertex_buffer = opengl->index_buffer = 0;
304     }
305 }
306
307 static int opengl_resize(AVFormatContext *h, int width, int height)
308 {
309     int ret = 0;
310     OpenGLContext *opengl = h->priv_data;
311     opengl->window_width = width;
312     opengl->window_height = height;
313     if (opengl->inited) {
314         if (opengl->no_window &&
315             (ret = avdevice_dev_to_app_control_message(h, AV_DEV_TO_APP_PREPARE_WINDOW_BUFFER, NULL , 0)) < 0) {
316             av_log(opengl, AV_LOG_ERROR, "Application failed to prepare window buffer.\n");
317             goto end;
318         }
319         if ((ret = opengl_prepare_vertex(h)) < 0)
320             goto end;
321         ret = opengl_draw(h, NULL, 1, 0);
322     }
323   end:
324     return ret;
325 }
326
327 static int opengl_control_message(AVFormatContext *h, int type, void *data, size_t data_size)
328 {
329     OpenGLContext *opengl = h->priv_data;
330     switch(type) {
331     case AV_APP_TO_DEV_WINDOW_SIZE:
332         if (data) {
333             AVDeviceRect *message = data;
334             return opengl_resize(h, message->width, message->height);
335         }
336         return AVERROR(EINVAL);
337     case AV_APP_TO_DEV_WINDOW_REPAINT:
338         return opengl_resize(h, opengl->window_width, opengl->window_height);
339     }
340     return AVERROR(ENOSYS);
341 }
342
343 #if HAVE_SDL
344 static int opengl_sdl_recreate_window(OpenGLContext *opengl, int width, int height)
345 {
346     opengl->surface = SDL_SetVideoMode(width, height,
347                                        32, SDL_OPENGL | SDL_RESIZABLE);
348     if (!opengl->surface) {
349         av_log(opengl, AV_LOG_ERROR, "Unable to set video mode: %s\n", SDL_GetError());
350         return AVERROR_EXTERNAL;
351     }
352     SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8);
353     SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8);
354     SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8);
355     SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, 8);
356     SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
357     return 0;
358 }
359
360 static int opengl_sdl_process_events(AVFormatContext *h)
361 {
362     int ret;
363     OpenGLContext *opengl = h->priv_data;
364     SDL_Event event;
365     SDL_PumpEvents();
366     while (SDL_PeepEvents(&event, 1, SDL_GETEVENT, SDL_ALLEVENTS) > 0) {
367         switch (event.type) {
368         case SDL_QUIT:
369             return AVERROR(EIO);
370         case SDL_KEYDOWN:
371             switch (event.key.keysym.sym) {
372             case SDLK_ESCAPE:
373             case SDLK_q:
374                 return AVERROR(EIO);
375             }
376             return 0;
377         case SDL_VIDEORESIZE: {
378             char buffer[100];
379             int reinit;
380             AVDeviceRect message;
381             /* clean up old context because SDL_SetVideoMode may lose its state. */
382             SDL_VideoDriverName(buffer, sizeof(buffer));
383             reinit = !av_strncasecmp(buffer, "quartz", sizeof(buffer));
384             if (reinit) {
385                 opengl_deinit_context(opengl);
386             }
387             if ((ret = opengl_sdl_recreate_window(opengl, event.resize.w, event.resize.h)) < 0)
388                 return ret;
389             if (reinit && (ret = opengl_init_context(opengl)) < 0)
390                 return ret;
391             message.width = opengl->surface->w;
392             message.height = opengl->surface->h;
393             return opengl_control_message(h, AV_APP_TO_DEV_WINDOW_SIZE, &message, sizeof(AVDeviceRect));
394             }
395         }
396     }
397     return 0;
398 }
399
400 static int av_cold opengl_sdl_create_window(AVFormatContext *h)
401 {
402     int ret;
403     char buffer[100];
404     OpenGLContext *opengl = h->priv_data;
405     AVDeviceRect message;
406     if (SDL_Init(SDL_INIT_VIDEO)) {
407         av_log(opengl, AV_LOG_ERROR, "Unable to initialize SDL: %s\n", SDL_GetError());
408         return AVERROR_EXTERNAL;
409     }
410     if ((ret = opengl_sdl_recreate_window(opengl, opengl->window_width,
411                                           opengl->window_height)) < 0)
412         return ret;
413     av_log(opengl, AV_LOG_INFO, "SDL driver: '%s'.\n", SDL_VideoDriverName(buffer, sizeof(buffer)));
414     message.width = opengl->surface->w;
415     message.height = opengl->surface->h;
416     SDL_WM_SetCaption(opengl->window_title, NULL);
417     opengl_control_message(h, AV_APP_TO_DEV_WINDOW_SIZE, &message, sizeof(AVDeviceRect));
418     return 0;
419 }
420
421 static int av_cold opengl_sdl_load_procedures(OpenGLContext *opengl)
422 {
423     FFOpenGLFunctions *procs = &opengl->glprocs;
424
425 #define LOAD_OPENGL_FUN(name, type) \
426     procs->name = (type)SDL_GL_GetProcAddress(#name); \
427     if (!procs->name) { \
428         av_log(opengl, AV_LOG_ERROR, "Cannot load OpenGL function: '%s'\n", #name); \
429         return AVERROR(ENOSYS); \
430     }
431
432     LOAD_OPENGL_FUN(glActiveTexture, FF_PFNGLACTIVETEXTUREPROC)
433     LOAD_OPENGL_FUN(glGenBuffers, FF_PFNGLGENBUFFERSPROC)
434     LOAD_OPENGL_FUN(glDeleteBuffers, FF_PFNGLDELETEBUFFERSPROC)
435     LOAD_OPENGL_FUN(glBufferData, FF_PFNGLBUFFERDATAPROC)
436     LOAD_OPENGL_FUN(glBindBuffer, FF_PFNGLBINDBUFFERPROC)
437     LOAD_OPENGL_FUN(glGetAttribLocation, FF_PFNGLGETATTRIBLOCATIONPROC)
438     LOAD_OPENGL_FUN(glGetUniformLocation, FF_PFNGLGETUNIFORMLOCATIONPROC)
439     LOAD_OPENGL_FUN(glUniform1f, FF_PFNGLUNIFORM1FPROC)
440     LOAD_OPENGL_FUN(glUniform1i, FF_PFNGLUNIFORM1IPROC)
441     LOAD_OPENGL_FUN(glUniformMatrix4fv, FF_PFNGLUNIFORMMATRIX4FVPROC)
442     LOAD_OPENGL_FUN(glCreateProgram, FF_PFNGLCREATEPROGRAMPROC)
443     LOAD_OPENGL_FUN(glDeleteProgram, FF_PFNGLDELETEPROGRAMPROC)
444     LOAD_OPENGL_FUN(glUseProgram, FF_PFNGLUSEPROGRAMPROC)
445     LOAD_OPENGL_FUN(glLinkProgram, FF_PFNGLLINKPROGRAMPROC)
446     LOAD_OPENGL_FUN(glGetProgramiv, FF_PFNGLGETPROGRAMIVPROC)
447     LOAD_OPENGL_FUN(glGetProgramInfoLog, FF_PFNGLGETPROGRAMINFOLOGPROC)
448     LOAD_OPENGL_FUN(glAttachShader, FF_PFNGLATTACHSHADERPROC)
449     LOAD_OPENGL_FUN(glCreateShader, FF_PFNGLCREATESHADERPROC)
450     LOAD_OPENGL_FUN(glDeleteShader, FF_PFNGLDELETESHADERPROC)
451     LOAD_OPENGL_FUN(glCompileShader, FF_PFNGLCOMPILESHADERPROC)
452     LOAD_OPENGL_FUN(glShaderSource, FF_PFNGLSHADERSOURCEPROC)
453     LOAD_OPENGL_FUN(glGetShaderiv, FF_PFNGLGETSHADERIVPROC)
454     LOAD_OPENGL_FUN(glGetShaderInfoLog, FF_PFNGLGETSHADERINFOLOGPROC)
455     LOAD_OPENGL_FUN(glEnableVertexAttribArray, FF_PFNGLENABLEVERTEXATTRIBARRAYPROC)
456     LOAD_OPENGL_FUN(glVertexAttribPointer, FF_PFNGLVERTEXATTRIBPOINTERPROC)
457
458     return 0;
459
460 #undef LOAD_OPENGL_FUN
461 }
462 #endif /* HAVE_SDL */
463
464 #if defined(__APPLE__)
465 static int av_cold opengl_load_procedures(OpenGLContext *opengl)
466 {
467     FFOpenGLFunctions *procs = &opengl->glprocs;
468
469 #if HAVE_SDL
470     if (!opengl->no_window)
471         return opengl_sdl_load_procedures(opengl);
472 #endif
473
474     procs->glActiveTexture = glActiveTexture;
475     procs->glGenBuffers = glGenBuffers;
476     procs->glDeleteBuffers = glDeleteBuffers;
477     procs->glBufferData = glBufferData;
478     procs->glBindBuffer = glBindBuffer;
479     procs->glGetAttribLocation = glGetAttribLocation;
480     procs->glGetUniformLocation = glGetUniformLocation;
481     procs->glUniform1f = glUniform1f;
482     procs->glUniform1i = glUniform1i;
483     procs->glUniformMatrix4fv = glUniformMatrix4fv;
484     procs->glCreateProgram = glCreateProgram;
485     procs->glDeleteProgram = glDeleteProgram;
486     procs->glUseProgram = glUseProgram;
487     procs->glLinkProgram = glLinkProgram;
488     procs->glGetProgramiv = glGetProgramiv;
489     procs->glGetProgramInfoLog = glGetProgramInfoLog;
490     procs->glAttachShader = glAttachShader;
491     procs->glCreateShader = glCreateShader;
492     procs->glDeleteShader = glDeleteShader;
493     procs->glCompileShader = glCompileShader;
494     procs->glShaderSource = glShaderSource;
495     procs->glGetShaderiv = glGetShaderiv;
496     procs->glGetShaderInfoLog = glGetShaderInfoLog;
497     procs->glEnableVertexAttribArray = glEnableVertexAttribArray;
498     procs->glVertexAttribPointer = (FF_PFNGLVERTEXATTRIBPOINTERPROC) glVertexAttribPointer;
499     return 0;
500 }
501 #else
502 static int av_cold opengl_load_procedures(OpenGLContext *opengl)
503 {
504     FFOpenGLFunctions *procs = &opengl->glprocs;
505
506 #if HAVE_GLXGETPROCADDRESS
507 #define SelectedGetProcAddress glXGetProcAddress
508 #elif HAVE_WGLGETPROCADDRESS
509 #define SelectedGetProcAddress wglGetProcAddress
510 #endif
511
512 #define LOAD_OPENGL_FUN(name, type) \
513     procs->name = (type)SelectedGetProcAddress(#name); \
514     if (!procs->name) { \
515         av_log(opengl, AV_LOG_ERROR, "Cannot load OpenGL function: '%s'\n", #name); \
516         return AVERROR(ENOSYS); \
517     }
518
519 #if HAVE_SDL
520     if (!opengl->no_window)
521         return opengl_sdl_load_procedures(opengl);
522 #endif
523
524     LOAD_OPENGL_FUN(glActiveTexture, FF_PFNGLACTIVETEXTUREPROC)
525     LOAD_OPENGL_FUN(glGenBuffers, FF_PFNGLGENBUFFERSPROC)
526     LOAD_OPENGL_FUN(glDeleteBuffers, FF_PFNGLDELETEBUFFERSPROC)
527     LOAD_OPENGL_FUN(glBufferData, FF_PFNGLBUFFERDATAPROC)
528     LOAD_OPENGL_FUN(glBindBuffer, FF_PFNGLBINDBUFFERPROC)
529     LOAD_OPENGL_FUN(glGetAttribLocation, FF_PFNGLGETATTRIBLOCATIONPROC)
530     LOAD_OPENGL_FUN(glGetUniformLocation, FF_PFNGLGETUNIFORMLOCATIONPROC)
531     LOAD_OPENGL_FUN(glUniform1f, FF_PFNGLUNIFORM1FPROC)
532     LOAD_OPENGL_FUN(glUniform1i, FF_PFNGLUNIFORM1IPROC)
533     LOAD_OPENGL_FUN(glUniformMatrix4fv, FF_PFNGLUNIFORMMATRIX4FVPROC)
534     LOAD_OPENGL_FUN(glCreateProgram, FF_PFNGLCREATEPROGRAMPROC)
535     LOAD_OPENGL_FUN(glDeleteProgram, FF_PFNGLDELETEPROGRAMPROC)
536     LOAD_OPENGL_FUN(glUseProgram, FF_PFNGLUSEPROGRAMPROC)
537     LOAD_OPENGL_FUN(glLinkProgram, FF_PFNGLLINKPROGRAMPROC)
538     LOAD_OPENGL_FUN(glGetProgramiv, FF_PFNGLGETPROGRAMIVPROC)
539     LOAD_OPENGL_FUN(glGetProgramInfoLog, FF_PFNGLGETPROGRAMINFOLOGPROC)
540     LOAD_OPENGL_FUN(glAttachShader, FF_PFNGLATTACHSHADERPROC)
541     LOAD_OPENGL_FUN(glCreateShader, FF_PFNGLCREATESHADERPROC)
542     LOAD_OPENGL_FUN(glDeleteShader, FF_PFNGLDELETESHADERPROC)
543     LOAD_OPENGL_FUN(glCompileShader, FF_PFNGLCOMPILESHADERPROC)
544     LOAD_OPENGL_FUN(glShaderSource, FF_PFNGLSHADERSOURCEPROC)
545     LOAD_OPENGL_FUN(glGetShaderiv, FF_PFNGLGETSHADERIVPROC)
546     LOAD_OPENGL_FUN(glGetShaderInfoLog, FF_PFNGLGETSHADERINFOLOGPROC)
547     LOAD_OPENGL_FUN(glEnableVertexAttribArray, FF_PFNGLENABLEVERTEXATTRIBARRAYPROC)
548     LOAD_OPENGL_FUN(glVertexAttribPointer, FF_PFNGLVERTEXATTRIBPOINTERPROC)
549
550     return 0;
551
552 #undef SelectedGetProcAddress
553 #undef LOAD_OPENGL_FUN
554 }
555 #endif
556
557 static void opengl_make_identity(float matrix[16])
558 {
559     memset(matrix, 0, 16 * sizeof(float));
560     matrix[0] = matrix[5] = matrix[10] = matrix[15] = 1.0f;
561 }
562
563 static void opengl_make_ortho(float matrix[16], float left, float right,
564                               float bottom, float top, float nearZ, float farZ)
565 {
566     float ral = right + left;
567     float rsl = right - left;
568     float tab = top + bottom;
569     float tsb = top - bottom;
570     float fan = farZ + nearZ;
571     float fsn = farZ - nearZ;
572
573     memset(matrix, 0, 16 * sizeof(float));
574     matrix[0] = 2.0f / rsl;
575     matrix[5] = 2.0f / tsb;
576     matrix[10] = -2.0f / fsn;
577     matrix[12] = -ral / rsl;
578     matrix[13] = -tab / tsb;
579     matrix[14] = -fan / fsn;
580     matrix[15] = 1.0f;
581 }
582
583 static av_cold int opengl_read_limits(OpenGLContext *opengl)
584 {
585     static const struct{
586         const char *extension;
587         int major;
588         int minor;
589     } required_extensions[] = {
590         { "GL_ARB_multitexture",         1, 3 },
591         { "GL_ARB_vertex_buffer_object", 1, 5 }, //GLX_ARB_vertex_buffer_object
592         { "GL_ARB_vertex_shader",        2, 0 },
593         { "GL_ARB_fragment_shader",      2, 0 },
594         { "GL_ARB_shader_objects",       2, 0 },
595         { NULL,                          0, 0 }
596     };
597     int i, major, minor;
598     const char *extensions, *version;
599
600     version = glGetString(GL_VERSION);
601     extensions = glGetString(GL_EXTENSIONS);
602
603     av_log(opengl, AV_LOG_DEBUG, "OpenGL version: %s\n", version);
604     sscanf(version, "%d.%d", &major, &minor);
605
606     for (i = 0; required_extensions[i].extension; i++) {
607         if (major < required_extensions[i].major &&
608             (major == required_extensions[i].major && minor < required_extensions[i].minor) &&
609             !strstr(extensions, required_extensions[i].extension)) {
610             av_log(opengl, AV_LOG_ERROR, "Required extension %s is not supported.\n",
611                    required_extensions[i].extension);
612             av_log(opengl, AV_LOG_DEBUG, "Supported extensions are: %s\n", extensions);
613             return AVERROR(ENOSYS);
614         }
615     }
616     glGetIntegerv(GL_MAX_TEXTURE_SIZE, &opengl->max_texture_size);
617     glGetIntegerv(GL_MAX_VIEWPORT_DIMS, &opengl->max_viewport_width);
618     opengl->non_pow_2_textures = major >= 2 || strstr(extensions, "GL_ARB_texture_non_power_of_two");
619 #if defined(GL_ES_VERSION_2_0)
620     opengl->unpack_subimage = !!strstr(extensions, "GL_EXT_unpack_subimage");
621 #else
622     opengl->unpack_subimage = 1;
623 #endif
624
625     av_log(opengl, AV_LOG_DEBUG, "Non Power of 2 textures support: %s\n", opengl->non_pow_2_textures ? "Yes" : "No");
626     av_log(opengl, AV_LOG_DEBUG, "Unpack Subimage extension support: %s\n", opengl->unpack_subimage ? "Yes" : "No");
627     av_log(opengl, AV_LOG_DEBUG, "Max texture size: %dx%d\n", opengl->max_texture_size, opengl->max_texture_size);
628     av_log(opengl, AV_LOG_DEBUG, "Max viewport size: %dx%d\n",
629            opengl->max_viewport_width, opengl->max_viewport_height);
630
631     OPENGL_ERROR_CHECK(opengl);
632     return 0;
633   fail:
634     return AVERROR_EXTERNAL;
635 }
636
637 static const char* opengl_get_fragment_shader_code(enum AVPixelFormat format)
638 {
639     int i;
640     for (i = 0; i < FF_ARRAY_ELEMS(opengl_format_desc); i++) {
641         if (opengl_format_desc[i].fixel_format == format)
642             return *opengl_format_desc[i].fragment_shader;
643     }
644     return NULL;
645 }
646
647 static int opengl_type_size(GLenum type)
648 {
649     switch(type) {
650     case GL_UNSIGNED_SHORT:
651     case FF_GL_UNSIGNED_SHORT_1_5_5_5_REV:
652     case GL_UNSIGNED_SHORT_5_6_5:
653         return 2;
654     case GL_UNSIGNED_BYTE:
655     case FF_GL_UNSIGNED_BYTE_3_3_2:
656     case FF_GL_UNSIGNED_BYTE_2_3_3_REV:
657     default:
658         break;
659     }
660     return 1;
661 }
662
663 static av_cold void opengl_get_texture_params(OpenGLContext *opengl)
664 {
665     int i;
666     for (i = 0; i < FF_ARRAY_ELEMS(opengl_format_desc); i++) {
667         if (opengl_format_desc[i].fixel_format == opengl->pix_fmt) {
668             opengl->format = opengl_format_desc[i].format;
669             opengl->type = opengl_format_desc[i].type;
670             break;
671         }
672     }
673 }
674
675 static void opengl_compute_display_area(AVFormatContext *s)
676 {
677     AVRational sar, dar; /* sample and display aspect ratios */
678     OpenGLContext *opengl = s->priv_data;
679     AVStream *st = s->streams[0];
680     AVCodecContext *encctx = st->codec;
681
682     /* compute overlay width and height from the codec context information */
683     sar = st->sample_aspect_ratio.num ? st->sample_aspect_ratio : (AVRational){ 1, 1 };
684     dar = av_mul_q(sar, (AVRational){ encctx->width, encctx->height });
685
686     /* we suppose the screen has a 1/1 sample aspect ratio */
687     /* fit in the window */
688     if (av_cmp_q(dar, (AVRational){ opengl->window_width, opengl->window_height }) > 0) {
689         /* fit in width */
690         opengl->picture_width = opengl->window_width;
691         opengl->picture_height = av_rescale(opengl->picture_width, dar.den, dar.num);
692     } else {
693         /* fit in height */
694         opengl->picture_height = opengl->window_height;
695         opengl->picture_width = av_rescale(opengl->picture_height, dar.num, dar.den);
696     }
697 }
698
699 static av_cold void opengl_get_texture_size(OpenGLContext *opengl, int in_width, int in_height,
700                                             int *out_width, int *out_height)
701 {
702     if (opengl->non_pow_2_textures) {
703         *out_width = in_width;
704         *out_height = in_height;
705     } else {
706         int max = FFMIN(FFMAX(in_width, in_height), opengl->max_texture_size);
707         unsigned power_of_2 = 1;
708         while (power_of_2 < max)
709             power_of_2 *= 2;
710         *out_height = power_of_2;
711         *out_width = power_of_2;
712         av_log(opengl, AV_LOG_DEBUG, "Texture size calculated from %dx%d into %dx%d\n",
713                in_width, in_height, *out_width, *out_height);
714     }
715 }
716
717 static av_cold void opengl_fill_color_map(OpenGLContext *opengl)
718 {
719     const AVPixFmtDescriptor *desc;
720     int shift;
721     enum AVPixelFormat pix_fmt = opengl->pix_fmt;
722
723     /* We need order of components, not exact position, some minor HACKs here */
724     if (pix_fmt == AV_PIX_FMT_RGB565 || pix_fmt == AV_PIX_FMT_BGR555 ||
725         pix_fmt == AV_PIX_FMT_BGR8   || pix_fmt == AV_PIX_FMT_RGB8)
726         pix_fmt = AV_PIX_FMT_RGB24;
727     else if (pix_fmt == AV_PIX_FMT_BGR565 || pix_fmt == AV_PIX_FMT_RGB555)
728         pix_fmt = AV_PIX_FMT_BGR24;
729
730     desc = av_pix_fmt_desc_get(pix_fmt);
731     if (!(desc->flags & AV_PIX_FMT_FLAG_RGB))
732         return;
733
734 #define FILL_COMPONENT(i) { \
735         shift = desc->comp[i].depth_minus1 >> 3; \
736         opengl->color_map[(i << 2) + ((desc->comp[i].offset_plus1 - 1) >> shift)] = 1.0; \
737     }
738
739     memset(opengl->color_map, 0, sizeof(opengl->color_map));
740     FILL_COMPONENT(0);
741     FILL_COMPONENT(1);
742     FILL_COMPONENT(2);
743     if (desc->flags & AV_PIX_FMT_FLAG_ALPHA)
744         FILL_COMPONENT(3);
745
746 #undef FILL_COMPONENT
747 }
748
749 static av_cold GLuint opengl_load_shader(OpenGLContext *opengl, GLenum type, const char *source)
750 {
751     GLuint shader = opengl->glprocs.glCreateShader(type);
752     GLint result;
753     if (!shader) {
754         av_log(opengl, AV_LOG_ERROR, "glCreateShader() failed\n");
755         return 0;
756     }
757     opengl->glprocs.glShaderSource(shader, 1, &source, NULL);
758     opengl->glprocs.glCompileShader(shader);
759
760     opengl->glprocs.glGetShaderiv(shader, FF_GL_COMPILE_STATUS, &result);
761     if (!result) {
762         char *log;
763         opengl->glprocs.glGetShaderiv(shader, FF_GL_INFO_LOG_LENGTH, &result);
764         if (result) {
765             if ((log = av_malloc(result))) {
766                 opengl->glprocs.glGetShaderInfoLog(shader, result, NULL, log);
767                 av_log(opengl, AV_LOG_ERROR, "Compile error: %s\n", log);
768                 av_free(log);
769             }
770         }
771         goto fail;
772     }
773     OPENGL_ERROR_CHECK(opengl);
774     return shader;
775   fail:
776     opengl->glprocs.glDeleteShader(shader);
777     return 0;
778 }
779
780 static av_cold int opengl_compile_shaders(OpenGLContext *opengl, enum AVPixelFormat pix_fmt)
781 {
782     GLint result;
783     const char *fragment_shader_code = opengl_get_fragment_shader_code(pix_fmt);
784
785     if (!fragment_shader_code) {
786         av_log(opengl, AV_LOG_ERROR, "Provided pixel format '%s' is not supported\n",
787                av_get_pix_fmt_name(pix_fmt));
788         return AVERROR(EINVAL);
789     }
790
791     opengl->vertex_shader = opengl_load_shader(opengl, FF_GL_VERTEX_SHADER,
792                                                FF_OPENGL_VERTEX_SHADER);
793     if (!opengl->vertex_shader) {
794         av_log(opengl, AV_LOG_ERROR, "Vertex shader loading failed.\n");
795         goto fail;
796     }
797     opengl->fragment_shader = opengl_load_shader(opengl, FF_GL_FRAGMENT_SHADER,
798                                                  fragment_shader_code);
799     if (!opengl->fragment_shader) {
800         av_log(opengl, AV_LOG_ERROR, "Fragment shader loading failed.\n");
801         goto fail;
802     }
803
804     opengl->program = opengl->glprocs.glCreateProgram();
805     if (!opengl->program)
806         goto fail;
807
808     opengl->glprocs.glAttachShader(opengl->program, opengl->vertex_shader);
809     opengl->glprocs.glAttachShader(opengl->program, opengl->fragment_shader);
810     opengl->glprocs.glLinkProgram(opengl->program);
811
812     opengl->glprocs.glGetProgramiv(opengl->program, FF_GL_LINK_STATUS, &result);
813     if (!result) {
814         char *log;
815         opengl->glprocs.glGetProgramiv(opengl->program, FF_GL_INFO_LOG_LENGTH, &result);
816         if (result) {
817             log = av_malloc(result);
818             if (!log)
819                 goto fail;
820             opengl->glprocs.glGetProgramInfoLog(opengl->program, result, NULL, log);
821             av_log(opengl, AV_LOG_ERROR, "Link error: %s\n", log);
822             av_free(log);
823         }
824         goto fail;
825     }
826
827     opengl->position_attrib = opengl->glprocs.glGetAttribLocation(opengl->program, "a_position");
828     opengl->texture_coords_attrib = opengl->glprocs.glGetAttribLocation(opengl->program, "a_textureCoords");
829     opengl->projection_matrix_location = opengl->glprocs.glGetUniformLocation(opengl->program, "u_projectionMatrix");
830     opengl->model_view_matrix_location = opengl->glprocs.glGetUniformLocation(opengl->program, "u_modelViewMatrix");
831     opengl->color_map_location = opengl->glprocs.glGetUniformLocation(opengl->program, "u_colorMap");
832     opengl->texture_location[0] = opengl->glprocs.glGetUniformLocation(opengl->program, "u_texture0");
833     opengl->texture_location[1] = opengl->glprocs.glGetUniformLocation(opengl->program, "u_texture1");
834     opengl->texture_location[2] = opengl->glprocs.glGetUniformLocation(opengl->program, "u_texture2");
835     opengl->texture_location[3] = opengl->glprocs.glGetUniformLocation(opengl->program, "u_texture3");
836     opengl->chroma_div_w_location = opengl->glprocs.glGetUniformLocation(opengl->program, "u_chroma_div_w");
837     opengl->chroma_div_h_location = opengl->glprocs.glGetUniformLocation(opengl->program, "u_chroma_div_h");
838
839     OPENGL_ERROR_CHECK(opengl);
840     return 0;
841   fail:
842     opengl->glprocs.glDeleteShader(opengl->vertex_shader);
843     opengl->glprocs.glDeleteShader(opengl->fragment_shader);
844     opengl->glprocs.glDeleteProgram(opengl->program);
845     opengl->fragment_shader = opengl->vertex_shader = opengl->program = 0;
846     return AVERROR_EXTERNAL;
847 }
848
849 static av_cold int opengl_configure_texture(OpenGLContext *opengl, GLuint texture,
850                                             GLsizei width, GLsizei height)
851 {
852     if (texture) {
853         int new_width, new_height;
854         opengl_get_texture_size(opengl, width, height, &new_width, &new_height);
855         glBindTexture(GL_TEXTURE_2D, texture);
856         glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
857         glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
858         glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
859         glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
860         glTexImage2D(GL_TEXTURE_2D, 0, opengl->format, new_width, new_height, 0,
861                      opengl->format, opengl->type, NULL);
862         OPENGL_ERROR_CHECK(NULL);
863     }
864     return 0;
865   fail:
866     return AVERROR_EXTERNAL;
867 }
868
869 static av_cold int opengl_prepare_vertex(AVFormatContext *s)
870 {
871     OpenGLContext *opengl = s->priv_data;
872     int tex_w, tex_h;
873
874     if (opengl->window_width > opengl->max_viewport_width || opengl->window_height > opengl->max_viewport_height) {
875         opengl->window_width = FFMIN(opengl->window_width, opengl->max_viewport_width);
876         opengl->window_height = FFMIN(opengl->window_height, opengl->max_viewport_height);
877         av_log(opengl, AV_LOG_WARNING, "Too big viewport requested, limited to %dx%d", opengl->window_width, opengl->window_height);
878     }
879     glViewport(0, 0, opengl->window_width, opengl->window_height);
880     opengl_make_ortho(opengl->projection_matrix,
881                       - (float)opengl->window_width  / 2.0f, (float)opengl->window_width  / 2.0f,
882                       - (float)opengl->window_height / 2.0f, (float)opengl->window_height / 2.0f,
883                       1.0f, -1.0f);
884     opengl_make_identity(opengl->model_view_matrix);
885
886     opengl_compute_display_area(s);
887
888     opengl->vertex[0].z = opengl->vertex[1].z = opengl->vertex[2].z = opengl->vertex[3].z = 0.0f;
889     opengl->vertex[0].x = opengl->vertex[1].x = - (float)opengl->picture_width / 2.0f;
890     opengl->vertex[2].x = opengl->vertex[3].x =   (float)opengl->picture_width / 2.0f;
891     opengl->vertex[1].y = opengl->vertex[2].y = - (float)opengl->picture_height / 2.0f;
892     opengl->vertex[0].y = opengl->vertex[3].y =   (float)opengl->picture_height / 2.0f;
893
894     opengl_get_texture_size(opengl, opengl->width, opengl->height, &tex_w, &tex_h);
895
896     opengl->vertex[0].s0 = 0.0f;
897     opengl->vertex[0].t0 = 0.0f;
898     opengl->vertex[1].s0 = 0.0f;
899     opengl->vertex[1].t0 = (float)opengl->height / (float)tex_h;
900     opengl->vertex[2].s0 = (float)opengl->width  / (float)tex_w;
901     opengl->vertex[2].t0 = (float)opengl->height / (float)tex_h;
902     opengl->vertex[3].s0 = (float)opengl->width  / (float)tex_w;
903     opengl->vertex[3].t0 = 0.0f;
904
905     opengl->glprocs.glBindBuffer(FF_GL_ARRAY_BUFFER, opengl->vertex_buffer);
906     opengl->glprocs.glBufferData(FF_GL_ARRAY_BUFFER, sizeof(opengl->vertex), opengl->vertex, FF_GL_STATIC_DRAW);
907     opengl->glprocs.glBindBuffer(FF_GL_ARRAY_BUFFER, 0);
908     OPENGL_ERROR_CHECK(opengl);
909     return 0;
910   fail:
911     return AVERROR_EXTERNAL;
912 }
913
914 static int opengl_prepare(OpenGLContext *opengl)
915 {
916     int i;
917     opengl->glprocs.glUseProgram(opengl->program);
918     opengl->glprocs.glUniformMatrix4fv(opengl->projection_matrix_location, 1, GL_FALSE, opengl->projection_matrix);
919     opengl->glprocs.glUniformMatrix4fv(opengl->model_view_matrix_location, 1, GL_FALSE, opengl->model_view_matrix);
920     for (i = 0; i < 4; i++)
921         if (opengl->texture_location[i] != -1) {
922             opengl->glprocs.glActiveTexture(GL_TEXTURE0 + i);
923             glBindTexture(GL_TEXTURE_2D, opengl->texture_name[i]);
924             opengl->glprocs.glUniform1i(opengl->texture_location[i], i);
925         }
926     if (opengl->color_map_location != -1)
927         opengl->glprocs.glUniformMatrix4fv(opengl->color_map_location, 1, GL_FALSE, opengl->color_map);
928     if (opengl->chroma_div_h_location != -1)
929         opengl->glprocs.glUniform1f(opengl->chroma_div_h_location, opengl->chroma_div_h);
930     if (opengl->chroma_div_w_location != -1)
931         opengl->glprocs.glUniform1f(opengl->chroma_div_w_location, opengl->chroma_div_w);
932
933     OPENGL_ERROR_CHECK(opengl);
934     return 0;
935   fail:
936     return AVERROR_EXTERNAL;
937 }
938
939 static int opengl_create_window(AVFormatContext *h)
940 {
941     OpenGLContext *opengl = h->priv_data;
942     int ret;
943
944     if (!opengl->no_window) {
945 #if HAVE_SDL
946         if ((ret = opengl_sdl_create_window(h)) < 0) {
947             av_log(opengl, AV_LOG_ERROR, "Cannot create default SDL window.\n");
948             return ret;
949         }
950 #else
951         av_log(opengl, AV_LOG_ERROR, "FFmpeg is compiled without SDL. Cannot create default window.\n");
952         return AVERROR(ENOSYS);
953 #endif
954     } else {
955         AVDeviceRect message;
956         message.x = message.y = 0;
957         message.width = opengl->window_width;
958         message.height = opengl->window_height;
959         if ((ret = avdevice_dev_to_app_control_message(h, AV_DEV_TO_APP_CREATE_WINDOW_BUFFER,
960                                                        &message , sizeof(message))) < 0) {
961             av_log(opengl, AV_LOG_ERROR, "Application failed to create window buffer.\n");
962             return ret;
963         }
964         if ((ret = avdevice_dev_to_app_control_message(h, AV_DEV_TO_APP_PREPARE_WINDOW_BUFFER, NULL , 0)) < 0) {
965             av_log(opengl, AV_LOG_ERROR, "Application failed to prepare window buffer.\n");
966             return ret;
967         }
968     }
969     return 0;
970 }
971
972 static int opengl_release_window(AVFormatContext *h)
973 {
974     int ret;
975     OpenGLContext *opengl = h->priv_data;
976     if (!opengl->no_window) {
977 #if HAVE_SDL
978         SDL_Quit();
979 #endif
980     } else if ((ret = avdevice_dev_to_app_control_message(h, AV_DEV_TO_APP_DESTROY_WINDOW_BUFFER, NULL , 0)) < 0) {
981         av_log(opengl, AV_LOG_ERROR, "Application failed to release window buffer.\n");
982         return ret;
983     }
984     return 0;
985 }
986
987 static av_cold int opengl_write_trailer(AVFormatContext *h)
988 {
989     OpenGLContext *opengl = h->priv_data;
990
991     if (opengl->no_window &&
992         avdevice_dev_to_app_control_message(h, AV_DEV_TO_APP_PREPARE_WINDOW_BUFFER, NULL , 0) < 0)
993         av_log(opengl, AV_LOG_ERROR, "Application failed to prepare window buffer.\n");
994
995     opengl_deinit_context(opengl);
996     opengl_release_window(h);
997
998     return 0;
999 }
1000
1001 static av_cold int opengl_init_context(OpenGLContext *opengl)
1002 {
1003     int i, ret;
1004     const AVPixFmtDescriptor *desc;
1005
1006     if ((ret = opengl_compile_shaders(opengl, opengl->pix_fmt)) < 0)
1007         goto fail;
1008
1009     desc = av_pix_fmt_desc_get(opengl->pix_fmt);
1010     av_assert0(desc->nb_components > 0 && desc->nb_components <= 4);
1011     glGenTextures(desc->nb_components, opengl->texture_name);
1012
1013     opengl->glprocs.glGenBuffers(2, &opengl->index_buffer);
1014     if (!opengl->index_buffer || !opengl->vertex_buffer) {
1015         av_log(opengl, AV_LOG_ERROR, "Buffer generation failed.\n");
1016         ret = AVERROR_EXTERNAL;
1017         goto fail;
1018     }
1019
1020     opengl_configure_texture(opengl, opengl->texture_name[0], opengl->width, opengl->height);
1021     if (desc->nb_components > 1) {
1022         int has_alpha = desc->flags & AV_PIX_FMT_FLAG_ALPHA;
1023         int num_planes = desc->nb_components - (has_alpha ? 1 : 0);
1024         if (opengl->non_pow_2_textures) {
1025             opengl->chroma_div_w = 1.0f;
1026             opengl->chroma_div_h = 1.0f;
1027         } else {
1028             opengl->chroma_div_w = 1 << desc->log2_chroma_w;
1029             opengl->chroma_div_h = 1 << desc->log2_chroma_h;
1030         }
1031         for (i = 1; i < num_planes; i++)
1032             if (opengl->non_pow_2_textures)
1033                 opengl_configure_texture(opengl, opengl->texture_name[i],
1034                         FF_CEIL_RSHIFT(opengl->width, desc->log2_chroma_w),
1035                         FF_CEIL_RSHIFT(opengl->height, desc->log2_chroma_h));
1036             else
1037                 opengl_configure_texture(opengl, opengl->texture_name[i], opengl->width, opengl->height);
1038         if (has_alpha)
1039             opengl_configure_texture(opengl, opengl->texture_name[3], opengl->width, opengl->height);
1040     }
1041
1042     opengl->glprocs.glBindBuffer(FF_GL_ELEMENT_ARRAY_BUFFER, opengl->index_buffer);
1043     opengl->glprocs.glBufferData(FF_GL_ELEMENT_ARRAY_BUFFER, sizeof(g_index), g_index, FF_GL_STATIC_DRAW);
1044     opengl->glprocs.glBindBuffer(FF_GL_ELEMENT_ARRAY_BUFFER, 0);
1045
1046     glEnable(GL_BLEND);
1047     glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1048
1049     glClearColor((float)opengl->background[0] / 255.0f, (float)opengl->background[1] / 255.0f,
1050                  (float)opengl->background[2] / 255.0f, 1.0f);
1051
1052     ret = AVERROR_EXTERNAL;
1053     OPENGL_ERROR_CHECK(opengl);
1054
1055     return 0;
1056   fail:
1057     return ret;
1058 }
1059
1060 static av_cold int opengl_write_header(AVFormatContext *h)
1061 {
1062     OpenGLContext *opengl = h->priv_data;
1063     AVStream *st;
1064     int ret;
1065
1066     if (h->nb_streams != 1 ||
1067         h->streams[0]->codec->codec_type != AVMEDIA_TYPE_VIDEO ||
1068         h->streams[0]->codec->codec_id != AV_CODEC_ID_RAWVIDEO) {
1069         av_log(opengl, AV_LOG_ERROR, "Only a single video stream is supported.\n");
1070         return AVERROR(EINVAL);
1071     }
1072     st = h->streams[0];
1073     opengl->width = st->codec->width;
1074     opengl->height = st->codec->height;
1075     opengl->pix_fmt = st->codec->pix_fmt;
1076     if (!opengl->window_width)
1077         opengl->window_width = opengl->width;
1078     if (!opengl->window_height)
1079         opengl->window_height = opengl->height;
1080
1081     if (!opengl->window_title && !opengl->no_window)
1082         opengl->window_title = av_strdup(h->filename);
1083
1084     if ((ret = opengl_create_window(h)))
1085         goto fail;
1086
1087     if ((ret = opengl_read_limits(opengl)) < 0)
1088         goto fail;
1089
1090     if (opengl->width > opengl->max_texture_size || opengl->height > opengl->max_texture_size) {
1091         av_log(opengl, AV_LOG_ERROR, "Too big picture %dx%d, max supported size is %dx%d\n",
1092                opengl->width, opengl->height, opengl->max_texture_size, opengl->max_texture_size);
1093         ret = AVERROR(EINVAL);
1094         goto fail;
1095     }
1096
1097     if ((ret = opengl_load_procedures(opengl)) < 0)
1098         goto fail;
1099
1100     opengl_fill_color_map(opengl);
1101     opengl_get_texture_params(opengl);
1102
1103     if ((ret = opengl_init_context(opengl)) < 0)
1104         goto fail;
1105
1106     if ((ret = opengl_prepare_vertex(h)) < 0)
1107         goto fail;
1108
1109     glClear(GL_COLOR_BUFFER_BIT);
1110
1111 #if HAVE_SDL
1112     if (!opengl->no_window)
1113         SDL_GL_SwapBuffers();
1114 #endif
1115     if (opengl->no_window &&
1116         (ret = avdevice_dev_to_app_control_message(h, AV_DEV_TO_APP_DISPLAY_WINDOW_BUFFER, NULL , 0)) < 0) {
1117         av_log(opengl, AV_LOG_ERROR, "Application failed to display window buffer.\n");
1118         goto fail;
1119     }
1120
1121     ret = AVERROR_EXTERNAL;
1122     OPENGL_ERROR_CHECK(opengl);
1123
1124     opengl->inited = 1;
1125     return 0;
1126
1127   fail:
1128     opengl_write_trailer(h);
1129     return ret;
1130 }
1131
1132 static uint8_t* opengl_get_plane_pointer(OpenGLContext *opengl, AVPacket *pkt, int comp_index,
1133                                          const AVPixFmtDescriptor *desc)
1134 {
1135     uint8_t *data = pkt->data;
1136     int wordsize = opengl_type_size(opengl->type);
1137     int width_chroma = FF_CEIL_RSHIFT(opengl->width, desc->log2_chroma_w);
1138     int height_chroma = FF_CEIL_RSHIFT(opengl->height, desc->log2_chroma_h);
1139     int plane = desc->comp[comp_index].plane;
1140
1141     switch(plane) {
1142     case 0:
1143         break;
1144     case 1:
1145         data += opengl->width * opengl->height * wordsize;
1146         break;
1147     case 2:
1148         data += opengl->width * opengl->height * wordsize;
1149         data += width_chroma * height_chroma * wordsize;
1150         break;
1151     case 3:
1152         data += opengl->width * opengl->height * wordsize;
1153         data += 2 * width_chroma * height_chroma * wordsize;
1154         break;
1155     default:
1156         return NULL;
1157     }
1158     return data;
1159 }
1160
1161 #define LOAD_TEXTURE_DATA(comp_index, sub)                                                  \
1162 {                                                                                           \
1163     int width = sub ? FF_CEIL_RSHIFT(opengl->width, desc->log2_chroma_w) : opengl->width;   \
1164     int height = sub ? FF_CEIL_RSHIFT(opengl->height, desc->log2_chroma_h): opengl->height; \
1165     uint8_t *data;                                                                          \
1166     int plane = desc->comp[comp_index].plane;                                               \
1167                                                                                             \
1168     glBindTexture(GL_TEXTURE_2D, opengl->texture_name[comp_index]);                         \
1169     if (!is_pkt) {                                                                          \
1170         GLint length = ((AVFrame *)input)->linesize[plane];                                 \
1171         int bytes_per_pixel = opengl_type_size(opengl->type);                               \
1172         if (!(desc->flags & AV_PIX_FMT_FLAG_PLANAR))                                        \
1173             bytes_per_pixel *= desc->nb_components;                                         \
1174         data = ((AVFrame *)input)->data[plane];                                             \
1175         if (!(length % bytes_per_pixel) &&                                                  \
1176             (opengl->unpack_subimage || ((length / bytes_per_pixel) == width))) {           \
1177             length /= bytes_per_pixel;                                                      \
1178             if (length != width)                                                            \
1179                 glPixelStorei(FF_GL_UNPACK_ROW_LENGTH, length);                             \
1180             glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height,                          \
1181                             opengl->format, opengl->type, data);                            \
1182             if (length != width)                                                            \
1183                 glPixelStorei(FF_GL_UNPACK_ROW_LENGTH, 0);                                  \
1184         } else {                                                                            \
1185             int h;                                                                          \
1186             for (h = 0; h < height; h++) {                                                  \
1187                 glTexSubImage2D(GL_TEXTURE_2D, 0, 0, h, width, 1,                           \
1188                                 opengl->format, opengl->type, data);                        \
1189                 data += length;                                                             \
1190             }                                                                               \
1191         }                                                                                   \
1192     } else {                                                                                \
1193         data = opengl_get_plane_pointer(opengl, input, comp_index, desc);                   \
1194         glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height,                              \
1195                         opengl->format, opengl->type, data);                                \
1196     }                                                                                       \
1197 }
1198
1199 static int opengl_draw(AVFormatContext *h, void *input, int repaint, int is_pkt)
1200 {
1201     OpenGLContext *opengl = h->priv_data;
1202     enum AVPixelFormat pix_fmt = h->streams[0]->codec->pix_fmt;
1203     const AVPixFmtDescriptor *desc = av_pix_fmt_desc_get(pix_fmt);
1204     int ret;
1205
1206 #if HAVE_SDL
1207     if (!opengl->no_window && (ret = opengl_sdl_process_events(h)) < 0)
1208         goto fail;
1209 #endif
1210     if (opengl->no_window &&
1211         (ret = avdevice_dev_to_app_control_message(h, AV_DEV_TO_APP_PREPARE_WINDOW_BUFFER, NULL , 0)) < 0) {
1212         av_log(opengl, AV_LOG_ERROR, "Application failed to prepare window buffer.\n");
1213         goto fail;
1214     }
1215
1216     glClear(GL_COLOR_BUFFER_BIT);
1217
1218     if (!repaint) {
1219         if (is_pkt)
1220             glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
1221         LOAD_TEXTURE_DATA(0, 0)
1222         if (desc->flags & AV_PIX_FMT_FLAG_PLANAR) {
1223             LOAD_TEXTURE_DATA(1, 1)
1224             LOAD_TEXTURE_DATA(2, 1)
1225             if (desc->flags & AV_PIX_FMT_FLAG_ALPHA)
1226                 LOAD_TEXTURE_DATA(3, 0)
1227         }
1228     }
1229     ret = AVERROR_EXTERNAL;
1230     OPENGL_ERROR_CHECK(opengl);
1231
1232     if ((ret = opengl_prepare(opengl)) < 0)
1233         goto fail;
1234
1235     opengl->glprocs.glBindBuffer(FF_GL_ARRAY_BUFFER, opengl->vertex_buffer);
1236     opengl->glprocs.glBindBuffer(FF_GL_ELEMENT_ARRAY_BUFFER, opengl->index_buffer);
1237     opengl->glprocs.glVertexAttribPointer(opengl->position_attrib, 3, GL_FLOAT, GL_FALSE, sizeof(OpenGLVertexInfo), 0);
1238     opengl->glprocs.glEnableVertexAttribArray(opengl->position_attrib);
1239     opengl->glprocs.glVertexAttribPointer(opengl->texture_coords_attrib, 2, GL_FLOAT, GL_FALSE, sizeof(OpenGLVertexInfo), 12);
1240     opengl->glprocs.glEnableVertexAttribArray(opengl->texture_coords_attrib);
1241
1242     glDrawElements(GL_TRIANGLES, FF_ARRAY_ELEMS(g_index), GL_UNSIGNED_SHORT, 0);
1243
1244     ret = AVERROR_EXTERNAL;
1245     OPENGL_ERROR_CHECK(opengl);
1246
1247 #if HAVE_SDL
1248     if (!opengl->no_window)
1249         SDL_GL_SwapBuffers();
1250 #endif
1251     if (opengl->no_window &&
1252         (ret = avdevice_dev_to_app_control_message(h, AV_DEV_TO_APP_DISPLAY_WINDOW_BUFFER, NULL , 0)) < 0) {
1253         av_log(opengl, AV_LOG_ERROR, "Application failed to display window buffer.\n");
1254         goto fail;
1255     }
1256
1257     return 0;
1258   fail:
1259     return ret;
1260 }
1261
1262 static int opengl_write_packet(AVFormatContext *h, AVPacket *pkt)
1263 {
1264     return opengl_draw(h, pkt, 0, 1);
1265 }
1266
1267 static int opengl_write_frame(AVFormatContext *h, int stream_index,
1268                               AVFrame **frame, unsigned flags)
1269 {
1270     if ((flags & AV_WRITE_UNCODED_FRAME_QUERY))
1271         return 0;
1272     return opengl_draw(h, *frame, 0, 0);
1273 }
1274
1275 #define OFFSET(x) offsetof(OpenGLContext, x)
1276 #define ENC AV_OPT_FLAG_ENCODING_PARAM
1277 static const AVOption options[] = {
1278     { "background",   "set background color",   OFFSET(background),   AV_OPT_TYPE_COLOR,  {.str = "black"}, CHAR_MIN, CHAR_MAX, ENC },
1279     { "no_window",    "disable default window", OFFSET(no_window),    AV_OPT_TYPE_INT,    {.i64 = 0}, INT_MIN, INT_MAX, ENC },
1280     { "window_title", "set window title",       OFFSET(window_title), AV_OPT_TYPE_STRING, {.str = NULL}, 0, 0, ENC },
1281     { "window_size",  "set window size",        OFFSET(window_width), AV_OPT_TYPE_IMAGE_SIZE, {.str = NULL}, 0, 0, ENC },
1282     { NULL }
1283 };
1284
1285 static const AVClass opengl_class = {
1286     .class_name = "opengl outdev",
1287     .item_name  = av_default_item_name,
1288     .option     = options,
1289     .version    = LIBAVUTIL_VERSION_INT,
1290     .category   = AV_CLASS_CATEGORY_DEVICE_VIDEO_OUTPUT,
1291 };
1292
1293 AVOutputFormat ff_opengl_muxer = {
1294     .name           = "opengl",
1295     .long_name      = NULL_IF_CONFIG_SMALL("OpenGL output"),
1296     .priv_data_size = sizeof(OpenGLContext),
1297     .audio_codec    = AV_CODEC_ID_NONE,
1298     .video_codec    = AV_CODEC_ID_RAWVIDEO,
1299     .write_header   = opengl_write_header,
1300     .write_packet   = opengl_write_packet,
1301     .write_uncoded_frame = opengl_write_frame,
1302     .write_trailer  = opengl_write_trailer,
1303     .control_message = opengl_control_message,
1304     .flags          = AVFMT_NOFILE | AVFMT_VARIABLE_FPS | AVFMT_NOTIMESTAMPS,
1305     .priv_class     = &opengl_class,
1306 };