lavd: add opengl device
authorLukasz Marek <lukasz.m.luki@gmail.com>
Sun, 24 Nov 2013 19:13:27 +0000 (20:13 +0100)
committerLukasz Marek <lukasz.m.luki@gmail.com>
Mon, 27 Jan 2014 14:18:18 +0000 (15:18 +0100)
It can render to OpenGL context provided by application or into SDL window

Signed-off-by: Lukasz Marek <lukasz.m.luki@gmail.com>
Changelog
configure
doc/outdevs.texi
libavdevice/Makefile
libavdevice/alldevices.c
libavdevice/opengl_enc.c [new file with mode: 0644]
libavdevice/opengl_enc_shaders.h [new file with mode: 0644]

index a982b61..2291ccc 100644 (file)
--- a/Changelog
+++ b/Changelog
@@ -21,6 +21,7 @@ version <next>
 - framepack filter
 - XYZ12 rawvideo support in NUT
 - Exif metadata support in WebP decoder
+- OpenGL device
 
 
 version 2.1:
index 4c64906..57faed5 100755 (executable)
--- a/configure
+++ b/configure
@@ -251,6 +251,7 @@ External library support:
   --enable-libzvbi         enable teletext support via libzvbi [no]
   --enable-openal          enable OpenAL 1.1 capture support [no]
   --enable-opencl          enable OpenCL code
+  --enable-opengl          enable OpenGL rendering [no]
   --enable-openssl         enable openssl [no]
   --enable-x11grab         enable X11 grabbing [no]
   --disable-zlib           disable zlib [autodetect]
@@ -1311,6 +1312,7 @@ EXTERNAL_LIBRARY_LIST="
     libzvbi
     openal
     opencl
+    opengl
     openssl
     x11grab
     zlib
@@ -1554,6 +1556,7 @@ HAVE_LIST="
     dxva_h
     ebp_available
     ebx_available
+    ES2_gl_h
     fast_64bit
     fast_clz
     fast_cmov
@@ -1570,6 +1573,7 @@ HAVE_LIST="
     getservbyport
     gettimeofday
     glob
+    glXGetProcAddress
     gnu_as
     gnu_windres
     gsm_h
@@ -1603,6 +1607,7 @@ HAVE_LIST="
     mprotect
     nanosleep
     openjpeg_1_5_openjpeg_h
+    OpenGL_gl3_h
     PeekNamedPipe
     perl
     pod2man
@@ -1656,6 +1661,7 @@ HAVE_LIST="
     vdpau_x11
     vfp_args
     VirtualAlloc
+    wglGetProcAddress
     windows_h
     winsock2_h
     xform_asm
@@ -2262,6 +2268,7 @@ libcdio_indev_deps="libcdio"
 libdc1394_indev_deps="libdc1394"
 libv4l2_indev_deps="libv4l2"
 openal_indev_deps="openal"
+opengl_outdev_deps="opengl"
 oss_indev_deps_any="soundcard_h sys_soundcard_h"
 oss_outdev_deps_any="soundcard_h sys_soundcard_h"
 pulse_indev_deps="libpulse"
@@ -4498,6 +4505,12 @@ enabled opencl            && { check_lib2 OpenCL/cl.h clEnqueueNDRangeKernel -Wl
                              { check_cpp_condition "OpenCL/cl.h" "defined(CL_VERSION_1_2)" ||
                                check_cpp_condition "CL/cl.h" "defined(CL_VERSION_1_2)" ||
                                die "ERROR: opencl must be installed and version must be 1.2 or compatible"; }
+enabled opengl            && { check_lib GL/glx.h glXGetProcAddress "-lGL" ||
+                               check_lib2 windows.h wglGetProcAddress "-lopengl32 -lgdi32" ||
+                               check_lib2 OpenGL/gl3.h glGetError "-Wl,-framework,OpenGL" ||
+                               check_lib2 ES2/gl.h glGetError "-isysroot=${sysroot} -Wl,-framework,OpenGLES" ||
+                               die "ERROR: opengl not found."
+                             }
 enabled openssl           && { check_lib openssl/ssl.h SSL_library_init -lssl -lcrypto ||
                                check_lib openssl/ssl.h SSL_library_init -lssl32 -leay32 ||
                                check_lib openssl/ssl.h SSL_library_init -lssl -lcrypto -lws2_32 -lgdi32 ||
index a204f32..d2ccef2 100644 (file)
@@ -149,6 +149,41 @@ ffmpeg -re -i INPUT -vcodec rawvideo -pix_fmt bgra -f fbdev /dev/fb0
 
 See also @url{http://linux-fbdev.sourceforge.net/}, and fbset(1).
 
+@section opengl
+OpenGL output device.
+
+To enable this output device you need to configure FFmpeg with @code{--enable-opengl}.
+
+Device allows to render to OpenGL context.
+Context may be provided by application or default SDL window is created.
+
+When device renders to external context, application must implement handlers for following messages:
+@code{AV_CTL_MESSAGE_CREATE_WINDOW_BUFFER} - create OpenGL context on current thread.
+@code{AV_CTL_MESSAGE_PREPARE_WINDOW_BUFFER} - make OpenGL context current.
+@code{AV_CTL_MESSAGE_DISPLAY_WINDOW_BUFFER} - swap buffers.
+@code{AV_CTL_MESSAGE_DESTROY_WINDOW_BUFFER} - destroy OpenGL context.
+Application is also required to inform a device about current resolution by sending @code{AV_DEVICE_WINDOW_RESIZED} message.
+
+@subsection Options
+@table @option
+
+@item background
+Set background color. Black is a default.
+@item no_window
+Disables default SDL window when set to non-zero value.
+Application must provide OpenGL context and both @code{window_size_cb} and @code{window_swap_buffers_cb} callbacks when set.
+@item window_title
+Set the SDL window title, if not specified default to the filename specified for the output device.
+Ignored when @option{no_window} is set.
+
+@end table
+
+@subsection Examples
+Play a file on SDL window using OpenGL rendering:
+@example
+ffmpeg  -i INPUT -f opengl "window title"
+@end example
+
 @section oss
 
 OSS (Open Sound System) output device.
index 531818a..fb57c33 100644 (file)
@@ -29,6 +29,7 @@ OBJS-$(CONFIG_IEC61883_INDEV)            += iec61883.o
 OBJS-$(CONFIG_JACK_INDEV)                += jack_audio.o timefilter.o
 OBJS-$(CONFIG_LAVFI_INDEV)               += lavfi.o
 OBJS-$(CONFIG_OPENAL_INDEV)              += openal-dec.o
+OBJS-$(CONFIG_OPENGL_OUTDEV)             += opengl_enc.o
 OBJS-$(CONFIG_OSS_INDEV)                 += oss_audio.o
 OBJS-$(CONFIG_OSS_OUTDEV)                += oss_audio.o
 OBJS-$(CONFIG_PULSE_INDEV)               += pulse_audio_dec.o \
index 5178f30..63bff11 100644 (file)
@@ -56,6 +56,7 @@ void avdevice_register_all(void)
     REGISTER_INDEV   (JACK,             jack);
     REGISTER_INDEV   (LAVFI,            lavfi);
     REGISTER_INDEV   (OPENAL,           openal);
+    REGISTER_OUTDEV  (OPENGL,           opengl);
     REGISTER_INOUTDEV(OSS,              oss);
     REGISTER_INOUTDEV(PULSE,            pulse);
     REGISTER_OUTDEV  (SDL,              sdl);
diff --git a/libavdevice/opengl_enc.c b/libavdevice/opengl_enc.c
new file mode 100644 (file)
index 0000000..1917d27
--- /dev/null
@@ -0,0 +1,1221 @@
+/*
+ * Copyright (c) 2014 Lukasz Marek
+ *
+ * This file is part of FFmpeg.
+ *
+ * FFmpeg is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Lesser General Public
+ * License as published by the Free Software Foundation; either
+ * version 2.1 of the License, or (at your option) any later version.
+ *
+ * FFmpeg is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
+ * Lesser General Public License for more details.
+ *
+ * You should have received a copy of the GNU Lesser General Public
+ * License along with FFmpeg; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
+ */
+
+//TODO: support for more formats
+//TODO: support for more systems.
+//TODO: implement X11, Windows, Mac OS native default window. SDL 1.2 doesn't allow to render to custom thread.
+
+#include <stdio.h>
+#include <stdlib.h>
+#include <string.h>
+#include <unistd.h>
+#include <stddef.h>
+
+#include "config.h"
+
+#if HAVE_OPENGL_GL3_H
+#include <OpenGL/gl3.h>
+#elif HAVE_ES2_GL_H
+#include <ES2/gl.h>
+#else
+#include <GL/gl.h>
+#include <GL/glext.h>
+#endif
+#if HAVE_GLXGETPROCADDRESS
+#include <GL/glx.h>
+#endif
+#if HAVE_WINDOWS_H
+#include <windows.h>
+#endif
+
+#if HAVE_SDL
+#include <SDL.h>
+#endif
+
+#include "libavutil/common.h"
+#include "libavutil/pixdesc.h"
+#include "libavutil/log.h"
+#include "libavutil/opt.h"
+#include "libavutil/avassert.h"
+#include "libavutil/avstring.h"
+#include "libavformat/avformat.h"
+#include "libavdevice/avdevice.h"
+#include "opengl_enc_shaders.h"
+
+#ifndef APIENTRY
+#define APIENTRY
+#endif
+
+/* GL_RED_COMPONENT is used for plannar pixel types.
+ * Only red component is sampled in shaders.
+ * On some platforms GL_RED is not availabe and GL_LUMINANCE have to be used,
+ * but since OpenGL 3.0 GL_LUMINANCE is deprecated.
+ * GL_RED produces RGBA = value, 0, 0, 1.
+ * GL_LUMINANCE produces RGBA = value, value, value, 1.
+ * Note: GL_INTENSITY may also be used which produce RGBA = value, value, value, value. */
+#if defined(GL_RED)
+#define GL_RED_COMPONENT GL_RED
+#elif defined(GL_LUMINANCE)
+#define GL_RED_COMPONENT GL_LUMINANCE
+#else
+#define GL_RED_COMPONENT 0x1903; //GL_RED
+#endif
+
+/* Constants not defined for iOS */
+#define FF_GL_UNSIGNED_BYTE_3_3_2 0x8032
+#define FF_GL_UNSIGNED_BYTE_2_3_3_REV 0x8362
+#define FF_GL_UNSIGNED_SHORT_1_5_5_5_REV 0x8366
+
+/* MinGW exposes only OpenGL 1.1 API */
+#define FF_GL_ARRAY_BUFFER                0x8892
+#define FF_GL_ELEMENT_ARRAY_BUFFER        0x8893
+#define FF_GL_STATIC_DRAW                 0x88E4
+#define FF_GL_FRAGMENT_SHADER             0x8B30
+#define FF_GL_VERTEX_SHADER               0x8B31
+#define FF_GL_COMPILE_STATUS              0x8B81
+#define FF_GL_LINK_STATUS                 0x8B82
+#define FF_GL_INFO_LOG_LENGTH             0x8B84
+typedef void   (APIENTRY *FF_PFNGLACTIVETEXTUREPROC) (GLenum texture);
+typedef void   (APIENTRY *FF_PFNGLGENBUFFERSPROC) (GLsizei n, GLuint *buffers);
+typedef void   (APIENTRY *FF_PFNGLDELETEBUFFERSPROC) (GLsizei n, const GLuint *buffers);
+typedef void   (APIENTRY *FF_PFNGLBUFFERDATAPROC) (GLenum target, ptrdiff_t size, const GLvoid *data, GLenum usage);
+typedef void   (APIENTRY *FF_PFNGLBINDBUFFERPROC) (GLenum target, GLuint buffer);
+typedef GLint  (APIENTRY *FF_PFNGLGETATTRIBLOCATIONPROC) (GLuint program, const char *name);
+typedef void   (APIENTRY *FF_PFNGLENABLEVERTEXATTRIBARRAYPROC) (GLuint index);
+typedef void   (APIENTRY *FF_PFNGLVERTEXATTRIBPOINTERPROC) (GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, uintptr_t pointer);
+typedef GLint  (APIENTRY *FF_PFNGLGETUNIFORMLOCATIONPROC) (GLuint program, const char *name);
+typedef void   (APIENTRY *FF_PFNGLUNIFORM1FPROC) (GLint location, GLfloat v0);
+typedef void   (APIENTRY *FF_PFNGLUNIFORM1IPROC) (GLint location, GLint v0);
+typedef void   (APIENTRY *FF_PFNGLUNIFORMMATRIX4FVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+typedef GLuint (APIENTRY *FF_PFNGLCREATEPROGRAMPROC) (void);
+typedef void   (APIENTRY *FF_PFNGLDELETEPROGRAMPROC) (GLuint program);
+typedef void   (APIENTRY *FF_PFNGLUSEPROGRAMPROC) (GLuint program);
+typedef void   (APIENTRY *FF_PFNGLLINKPROGRAMPROC) (GLuint program);
+typedef void   (APIENTRY *FF_PFNGLGETPROGRAMIVPROC) (GLuint program, GLenum pname, GLint *params);
+typedef void   (APIENTRY *FF_PFNGLGETPROGRAMINFOLOGPROC) (GLuint program, GLsizei bufSize, GLsizei *length, char *infoLog);
+typedef void   (APIENTRY *FF_PFNGLATTACHSHADERPROC) (GLuint program, GLuint shader);
+typedef GLuint (APIENTRY *FF_PFNGLCREATESHADERPROC) (GLenum type);
+typedef void   (APIENTRY *FF_PFNGLDELETESHADERPROC) (GLuint shader);
+typedef void   (APIENTRY *FF_PFNGLCOMPILESHADERPROC) (GLuint shader);
+typedef void   (APIENTRY *FF_PFNGLSHADERSOURCEPROC) (GLuint shader, GLsizei count, const char* *string, const GLint *length);
+typedef void   (APIENTRY *FF_PFNGLGETSHADERIVPROC) (GLuint shader, GLenum pname, GLint *params);
+typedef void   (APIENTRY *FF_PFNGLGETSHADERINFOLOGPROC) (GLuint shader, GLsizei bufSize, GLsizei *length, char *infoLog);
+
+typedef struct FFOpenGLFunctions {
+    FF_PFNGLACTIVETEXTUREPROC glActiveTexture;                     //Require GL ARB multitexture
+    FF_PFNGLGENBUFFERSPROC glGenBuffers;                           //Require GL_ARB_vertex_buffer_object
+    FF_PFNGLDELETEBUFFERSPROC glDeleteBuffers;                     //Require GL_ARB_vertex_buffer_object
+    FF_PFNGLBUFFERDATAPROC glBufferData;                           //Require GL_ARB_vertex_buffer_object
+    FF_PFNGLBINDBUFFERPROC glBindBuffer;                           //Require GL_ARB_vertex_buffer_object
+    FF_PFNGLGETATTRIBLOCATIONPROC glGetAttribLocation;             //Require GL_ARB_vertex_shader
+    FF_PFNGLENABLEVERTEXATTRIBARRAYPROC glEnableVertexAttribArray; //Require GL_ARB_vertex_shader
+    FF_PFNGLVERTEXATTRIBPOINTERPROC glVertexAttribPointer;         //Require GL_ARB_vertex_shader
+    FF_PFNGLGETUNIFORMLOCATIONPROC glGetUniformLocation;           //Require GL_ARB_shader_objects
+    FF_PFNGLUNIFORM1FPROC glUniform1f;                             //Require GL_ARB_shader_objects
+    FF_PFNGLUNIFORM1IPROC glUniform1i;                             //Require GL_ARB_shader_objects
+    FF_PFNGLUNIFORMMATRIX4FVPROC glUniformMatrix4fv;               //Require GL_ARB_shader_objects
+    FF_PFNGLCREATEPROGRAMPROC glCreateProgram;                     //Require GL_ARB_shader_objects
+    FF_PFNGLDELETEPROGRAMPROC glDeleteProgram;                     //Require GL_ARB_shader_objects
+    FF_PFNGLUSEPROGRAMPROC glUseProgram;                           //Require GL_ARB_shader_objects
+    FF_PFNGLLINKPROGRAMPROC glLinkProgram;                         //Require GL_ARB_shader_objects
+    FF_PFNGLGETPROGRAMIVPROC glGetProgramiv;                       //Require GL_ARB_shader_objects
+    FF_PFNGLGETPROGRAMINFOLOGPROC glGetProgramInfoLog;             //Require GL_ARB_shader_objects
+    FF_PFNGLATTACHSHADERPROC glAttachShader;                       //Require GL_ARB_shader_objects
+    FF_PFNGLCREATESHADERPROC glCreateShader;                       //Require GL_ARB_shader_objects
+    FF_PFNGLDELETESHADERPROC glDeleteShader;                       //Require GL_ARB_shader_objects
+    FF_PFNGLCOMPILESHADERPROC glCompileShader;                     //Require GL_ARB_shader_objects
+    FF_PFNGLSHADERSOURCEPROC glShaderSource;                       //Require GL_ARB_shader_objects
+    FF_PFNGLGETSHADERIVPROC glGetShaderiv;                         //Require GL_ARB_shader_objects
+    FF_PFNGLGETSHADERINFOLOGPROC glGetShaderInfoLog;               //Require GL_ARB_shader_objects
+} FFOpenGLFunctions;
+
+#define OPENGL_ERROR_CHECK(ctx) \
+{\
+    GLenum err_code; \
+    if ((err_code = glGetError()) != GL_NO_ERROR) { \
+        av_log(ctx, AV_LOG_ERROR, "OpenGL error occurred in '%s', line %d: %d\n", __FUNCTION__, __LINE__, err_code); \
+        goto fail; \
+    } \
+}\
+
+typedef struct OpenGLVertexInfo
+{
+    float x, y, z;    ///<Position
+    float s0, t0;     ///<Texture coords
+} OpenGLVertexInfo;
+
+/* defines 2 triangles to display */
+static GLushort g_index[6] =
+{
+    0, 1, 2,
+    0, 3, 2,
+};
+
+typedef struct OpenGLContext {
+    AVClass *class;                    ///< class for private options
+
+#if HAVE_SDL
+    SDL_Surface *surface;
+#endif
+    FFOpenGLFunctions glprocs;
+
+    uint8_t background[4];             ///< Background color
+    int no_window;                     ///< 0 for create default window
+    char *window_title;                ///< Title of the window
+
+    /* OpenGL implementation limits */
+    GLint max_texture_size;            ///< Maximum texture size
+    GLint max_viewport_width;          ///< Maximum viewport size
+    GLint max_viewport_height;         ///< Maximum viewport size
+    int non_pow_2_textures;            ///< 1 when non power of 2 textures are supported
+
+    /* Current OpenGL configuration */
+    GLuint program;                    ///< Shader program
+    GLuint texture_name[4];            ///< Textures' IDs
+    GLuint index_buffer;               ///< Index buffer
+    GLuint vertex_buffer;              ///< Vertex buffer
+    OpenGLVertexInfo vertex[4];        ///< VBO
+    GLint projection_matrix_location;  ///< Uniforms' locations
+    GLint model_view_matrix_location;
+    GLint color_map_location;
+    GLint chroma_div_w_location;
+    GLint chroma_div_h_location;
+    GLint texture_location[4];
+    GLint position_attrib;             ///< Attibutes' locations
+    GLint texture_coords_attrib;
+
+    GLfloat projection_matrix[16];     ///< Projection matrix
+    GLfloat model_view_matrix[16];     ///< Modev view matrix
+    GLfloat color_map[16];             ///< RGBA color map matrix
+    GLfloat chroma_div_w;              ///< Chroma subsampling w ratio
+    GLfloat chroma_div_h;              ///< Chroma subsampling h ratio
+
+    /* Stream information */
+    GLenum format;
+    GLenum type;
+    int width;                         ///< Stream width
+    int height;                        ///< Stream height
+    enum AVPixelFormat pix_fmt;        ///< Stream pixel format
+    int picture_width;                 ///< Rendered width
+    int picture_height;                ///< Rendered height
+    int window_width;
+    int window_height;
+} OpenGLContext;
+
+static av_cold int opengl_prepare_vertex(AVFormatContext *s);
+static int opengl_draw(AVFormatContext *h, AVPacket *pkt, int repaint);
+static av_cold int opengl_init_context(OpenGLContext *opengl);
+
+static int opengl_resize(AVFormatContext *h, int width, int height)
+{
+    int ret = 0;
+    OpenGLContext *opengl = h->priv_data;
+    opengl->window_width = width;
+    opengl->window_height = height;
+    /* max_viewport_width == 0 means write_header was not called yet. */
+    if (opengl->max_viewport_width) {
+        if (opengl->no_window &&
+            (ret = avdevice_dev_to_app_control_message(h, AV_DEV_TO_APP_PREPARE_WINDOW_BUFFER, NULL , 0)) < 0) {
+            av_log(opengl, AV_LOG_ERROR, "Application failed to prepare window buffer.\n");
+            goto end;
+        }
+        if ((ret = opengl_prepare_vertex(h)) < 0)
+            goto end;
+        ret = opengl_draw(h, NULL, 1);
+    }
+  end:
+    return ret;
+}
+
+static int opengl_control_message(AVFormatContext *h, int type, void *data, size_t data_size)
+{
+    OpenGLContext *opengl = h->priv_data;
+    switch(type) {
+    case AV_APP_TO_DEV_WINDOW_SIZE:
+        if (data) {
+            AVDeviceRect *message = data;
+            return opengl_resize(h, message->width, message->height);
+        }
+        return AVERROR(EINVAL);
+    case AV_APP_TO_DEV_WINDOW_REPAINT:
+        return opengl_resize(h, opengl->window_width, opengl->window_height);
+    }
+    return AVERROR(ENOSYS);
+}
+
+#if HAVE_SDL
+static int opengl_sdl_recreate_window(OpenGLContext *opengl, int width, int height)
+{
+    opengl->surface = SDL_SetVideoMode(width, height,
+                                       32, SDL_OPENGL | SDL_RESIZABLE);
+    if (!opengl->surface) {
+        av_log(opengl, AV_LOG_ERROR, "Unable to set video mode: %s\n", SDL_GetError());
+        return AVERROR_EXTERNAL;
+    }
+    SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8);
+    SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8);
+    SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8);
+    SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, 8);
+    SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
+    return 0;
+}
+
+static int opengl_sdl_process_events(AVFormatContext *h)
+{
+    int ret;
+    OpenGLContext *opengl = h->priv_data;
+    SDL_Event event;
+    SDL_PumpEvents();
+    while (SDL_PeepEvents(&event, 1, SDL_GETEVENT, SDL_ALLEVENTS) > 0) {
+        switch (event.type) {
+        case SDL_QUIT:
+            return AVERROR(EIO);
+        case SDL_KEYDOWN:
+            switch (event.key.keysym.sym) {
+            case SDLK_ESCAPE:
+            case SDLK_q:
+                return AVERROR(EIO);
+            }
+            return 0;
+        case SDL_VIDEORESIZE: {
+            char buffer[100];
+            int reinit;
+            AVDeviceRect message;
+            /* clean up old context because SDL_SetVideoMode may lose its state. */
+            SDL_VideoDriverName(buffer, sizeof(buffer));
+            reinit = !av_strncasecmp(buffer, "quartz", sizeof(buffer));
+            if (reinit) {
+                glDeleteTextures(4, opengl->texture_name);
+                opengl->glprocs.glDeleteBuffers(2, &opengl->index_buffer);
+            }
+            if ((ret = opengl_sdl_recreate_window(opengl, event.resize.w, event.resize.h)) < 0)
+                return ret;
+            if (reinit && (ret = opengl_init_context(opengl)) < 0)
+                return ret;
+            message.width = opengl->surface->w;
+            message.height = opengl->surface->h;
+            return opengl_control_message(h, AV_APP_TO_DEV_WINDOW_SIZE, &message, sizeof(AVDeviceRect));
+            }
+        }
+    }
+    return 0;
+}
+
+static int av_cold opengl_sdl_create_window(AVFormatContext *h)
+{
+    int ret;
+    char buffer[100];
+    OpenGLContext *opengl = h->priv_data;
+    AVDeviceRect message;
+    if (SDL_Init(SDL_INIT_VIDEO)) {
+        av_log(opengl, AV_LOG_ERROR, "Unable to initialize SDL: %s\n", SDL_GetError());
+        return AVERROR_EXTERNAL;
+    }
+    if ((ret = opengl_sdl_recreate_window(opengl, opengl->width, opengl->height)) < 0)
+        return ret;
+    av_log(opengl, AV_LOG_INFO, "SDL driver: '%s'.\n", SDL_VideoDriverName(buffer, sizeof(buffer)));
+    message.width = opengl->surface->w;
+    message.height = opengl->surface->h;
+    opengl_control_message(h, AV_APP_TO_DEV_WINDOW_SIZE, &message, sizeof(AVDeviceRect));
+    return 0;
+}
+
+static int av_cold opengl_sdl_load_procedures(OpenGLContext *opengl)
+{
+    FFOpenGLFunctions *procs = &opengl->glprocs;
+
+#define LOAD_OPENGL_FUN(name, type) \
+    procs->name = (type)SDL_GL_GetProcAddress(#name); \
+    if (!procs->name) { \
+        av_log(opengl, AV_LOG_ERROR, "Cannot load OpenGL function: '%s'\n", #name); \
+        return AVERROR(ENOSYS); \
+    }
+
+    LOAD_OPENGL_FUN(glActiveTexture, FF_PFNGLACTIVETEXTUREPROC)
+    LOAD_OPENGL_FUN(glGenBuffers, FF_PFNGLGENBUFFERSPROC)
+    LOAD_OPENGL_FUN(glDeleteBuffers, FF_PFNGLDELETEBUFFERSPROC)
+    LOAD_OPENGL_FUN(glBufferData, FF_PFNGLBUFFERDATAPROC)
+    LOAD_OPENGL_FUN(glBindBuffer, FF_PFNGLBINDBUFFERPROC)
+    LOAD_OPENGL_FUN(glGetAttribLocation, FF_PFNGLGETATTRIBLOCATIONPROC)
+    LOAD_OPENGL_FUN(glGetUniformLocation, FF_PFNGLGETUNIFORMLOCATIONPROC)
+    LOAD_OPENGL_FUN(glUniform1f, FF_PFNGLUNIFORM1FPROC)
+    LOAD_OPENGL_FUN(glUniform1i, FF_PFNGLUNIFORM1IPROC)
+    LOAD_OPENGL_FUN(glUniformMatrix4fv, FF_PFNGLUNIFORMMATRIX4FVPROC)
+    LOAD_OPENGL_FUN(glCreateProgram, FF_PFNGLCREATEPROGRAMPROC)
+    LOAD_OPENGL_FUN(glDeleteProgram, FF_PFNGLDELETEPROGRAMPROC)
+    LOAD_OPENGL_FUN(glUseProgram, FF_PFNGLUSEPROGRAMPROC)
+    LOAD_OPENGL_FUN(glLinkProgram, FF_PFNGLLINKPROGRAMPROC)
+    LOAD_OPENGL_FUN(glGetProgramiv, FF_PFNGLGETPROGRAMIVPROC)
+    LOAD_OPENGL_FUN(glGetProgramInfoLog, FF_PFNGLGETPROGRAMINFOLOGPROC)
+    LOAD_OPENGL_FUN(glAttachShader, FF_PFNGLATTACHSHADERPROC)
+    LOAD_OPENGL_FUN(glCreateShader, FF_PFNGLCREATESHADERPROC)
+    LOAD_OPENGL_FUN(glDeleteShader, FF_PFNGLDELETESHADERPROC)
+    LOAD_OPENGL_FUN(glCompileShader, FF_PFNGLCOMPILESHADERPROC)
+    LOAD_OPENGL_FUN(glShaderSource, FF_PFNGLSHADERSOURCEPROC)
+    LOAD_OPENGL_FUN(glGetShaderiv, FF_PFNGLGETSHADERIVPROC)
+    LOAD_OPENGL_FUN(glGetShaderInfoLog, FF_PFNGLGETSHADERINFOLOGPROC)
+    LOAD_OPENGL_FUN(glEnableVertexAttribArray, FF_PFNGLENABLEVERTEXATTRIBARRAYPROC)
+    LOAD_OPENGL_FUN(glVertexAttribPointer, FF_PFNGLVERTEXATTRIBPOINTERPROC)
+
+    return 0;
+
+#undef LOAD_OPENGL_FUN
+}
+#endif /* HAVE_SDL */
+
+#if defined(__APPLE__)
+static int av_cold opengl_load_procedures(OpenGLContext *opengl)
+{
+    FFOpenGLFunctions *procs = &opengl->glprocs;
+
+    procs->glActiveTexture = glActiveTexture;
+    procs->glGenBuffers = glGenBuffers;
+    procs->glDeleteBuffers = glDeleteBuffers;
+    procs->glBufferData = glBufferData;
+    procs->glBindBuffer = glBindBuffer;
+    procs->glGetAttribLocation = glGetAttribLocation;
+    procs->glGetUniformLocation = glGetUniformLocation;
+    procs->glUniform1f = glUniform1f;
+    procs->glUniform1i = glUniform1i;
+    procs->glUniformMatrix4fv = glUniformMatrix4fv;
+    procs->glCreateProgram = glCreateProgram;
+    procs->glDeleteProgram = glDeleteProgram;
+    procs->glUseProgram = glUseProgram;
+    procs->glLinkProgram = glLinkProgram;
+    procs->glGetProgramiv = glGetProgramiv;
+    procs->glGetProgramInfoLog = glGetProgramInfoLog;
+    procs->glAttachShader = glAttachShader;
+    procs->glCreateShader = glCreateShader;
+    procs->glDeleteShader = glDeleteShader;
+    procs->glCompileShader = glCompileShader;
+    procs->glShaderSource = glShaderSource;
+    procs->glGetShaderiv = glGetShaderiv;
+    procs->glGetShaderInfoLog = glGetShaderInfoLog;
+    procs->glEnableVertexAttribArray = glEnableVertexAttribArray;
+    procs->glVertexAttribPointer = (FF_PFNGLVERTEXATTRIBPOINTERPROC) glVertexAttribPointer;
+    return 0;
+}
+#else
+static int av_cold opengl_load_procedures(OpenGLContext *opengl)
+{
+    FFOpenGLFunctions *procs = &opengl->glprocs;
+
+#if HAVE_GLXGETPROCADDRESS
+#define SelectedGetProcAddress glXGetProcAddress
+#elif HAVE_WGLGETPROCADDRESS
+#define SelectedGetProcAddress wglGetProcAddress
+#endif
+
+#define LOAD_OPENGL_FUN(name, type) \
+    procs->name = (type)SelectedGetProcAddress(#name); \
+    if (!procs->name) { \
+        av_log(opengl, AV_LOG_ERROR, "Cannot load OpenGL function: '%s'\n", #name); \
+        return AVERROR(ENOSYS); \
+    }
+
+    LOAD_OPENGL_FUN(glActiveTexture, FF_PFNGLACTIVETEXTUREPROC)
+    LOAD_OPENGL_FUN(glGenBuffers, FF_PFNGLGENBUFFERSPROC)
+    LOAD_OPENGL_FUN(glDeleteBuffers, FF_PFNGLDELETEBUFFERSPROC)
+    LOAD_OPENGL_FUN(glBufferData, FF_PFNGLBUFFERDATAPROC)
+    LOAD_OPENGL_FUN(glBindBuffer, FF_PFNGLBINDBUFFERPROC)
+    LOAD_OPENGL_FUN(glGetAttribLocation, FF_PFNGLGETATTRIBLOCATIONPROC)
+    LOAD_OPENGL_FUN(glGetUniformLocation, FF_PFNGLGETUNIFORMLOCATIONPROC)
+    LOAD_OPENGL_FUN(glUniform1f, FF_PFNGLUNIFORM1FPROC)
+    LOAD_OPENGL_FUN(glUniform1i, FF_PFNGLUNIFORM1IPROC)
+    LOAD_OPENGL_FUN(glUniformMatrix4fv, FF_PFNGLUNIFORMMATRIX4FVPROC)
+    LOAD_OPENGL_FUN(glCreateProgram, FF_PFNGLCREATEPROGRAMPROC)
+    LOAD_OPENGL_FUN(glDeleteProgram, FF_PFNGLDELETEPROGRAMPROC)
+    LOAD_OPENGL_FUN(glUseProgram, FF_PFNGLUSEPROGRAMPROC)
+    LOAD_OPENGL_FUN(glLinkProgram, FF_PFNGLLINKPROGRAMPROC)
+    LOAD_OPENGL_FUN(glGetProgramiv, FF_PFNGLGETPROGRAMIVPROC)
+    LOAD_OPENGL_FUN(glGetProgramInfoLog, FF_PFNGLGETPROGRAMINFOLOGPROC)
+    LOAD_OPENGL_FUN(glAttachShader, FF_PFNGLATTACHSHADERPROC)
+    LOAD_OPENGL_FUN(glCreateShader, FF_PFNGLCREATESHADERPROC)
+    LOAD_OPENGL_FUN(glDeleteShader, FF_PFNGLDELETESHADERPROC)
+    LOAD_OPENGL_FUN(glCompileShader, FF_PFNGLCOMPILESHADERPROC)
+    LOAD_OPENGL_FUN(glShaderSource, FF_PFNGLSHADERSOURCEPROC)
+    LOAD_OPENGL_FUN(glGetShaderiv, FF_PFNGLGETSHADERIVPROC)
+    LOAD_OPENGL_FUN(glGetShaderInfoLog, FF_PFNGLGETSHADERINFOLOGPROC)
+    LOAD_OPENGL_FUN(glEnableVertexAttribArray, FF_PFNGLENABLEVERTEXATTRIBARRAYPROC)
+    LOAD_OPENGL_FUN(glVertexAttribPointer, FF_PFNGLVERTEXATTRIBPOINTERPROC)
+
+    return 0;
+
+#undef SelectedGetProcAddress
+#undef LOAD_OPENGL_FUN
+}
+#endif
+
+static av_always_inline void opengl_make_identity(float matrix[16])
+{
+    memset(matrix, 0, 16 * sizeof(float));
+    matrix[0] = matrix[5] = matrix[10] = matrix[15] = 1.0f;
+}
+
+static av_always_inline void opengl_make_ortho(float matrix[16],
+                                               float left,   float right,
+                                               float bottom, float top,
+                                               float nearZ,  float farZ)
+{
+    float ral = right + left;
+    float rsl = right - left;
+    float tab = top + bottom;
+    float tsb = top - bottom;
+    float fan = farZ + nearZ;
+    float fsn = farZ - nearZ;
+
+    memset(matrix, 0, 16 * sizeof(float));
+    matrix[0] = 2.0f / rsl;
+    matrix[5] = 2.0f / tsb;
+    matrix[10] = -2.0f / fsn;
+    matrix[12] = -ral / rsl;
+    matrix[13] = -tab / tsb;
+    matrix[14] = -fan / fsn;
+    matrix[15] = 1.0f;
+}
+
+static av_cold int opengl_read_limits(OpenGLContext *opengl)
+{
+    static const struct{
+        const char *extention;
+        int major;
+        int minor;
+    } required_extensions[] = {
+        { "GL_ARB_multitexture",         1, 3 },
+        { "GL_ARB_vertex_buffer_object", 1, 5 }, //GLX_ARB_vertex_buffer_object
+        { "GL_ARB_vertex_shader",        2, 0 },
+        { "GL_ARB_fragment_shader",      2, 0 },
+        { "GL_ARB_shader_objects",       2, 0 },
+        { NULL,                          0, 0 }
+    };
+    int i, major, minor;
+    const char *extensions, *version;
+
+    version = glGetString(GL_VERSION);
+    extensions = glGetString(GL_EXTENSIONS);
+
+    av_log(opengl, AV_LOG_DEBUG, "OpenGL version: %s\n", version);
+    sscanf(version, "%d.%d", &major, &minor);
+
+    for (i = 0; required_extensions[i].extention; i++) {
+        if (major < required_extensions[i].major &&
+            (major == required_extensions[i].major && minor < required_extensions[i].minor) &&
+            !strstr(extensions, required_extensions[i].extention)) {
+            av_log(opengl, AV_LOG_ERROR, "Required extension %s is not supported.\n",
+                   required_extensions[i].extention);
+            av_log(opengl, AV_LOG_DEBUG, "Supported extensions are: %s\n", extensions);
+            return AVERROR(ENOSYS);
+        }
+    }
+    glGetIntegerv(GL_MAX_TEXTURE_SIZE, &opengl->max_texture_size);
+    glGetIntegerv(GL_MAX_VIEWPORT_DIMS, &opengl->max_viewport_width);
+    opengl->non_pow_2_textures = major >= 2 || strstr(extensions, "GL_ARB_texture_non_power_of_two");
+
+    av_log(opengl, AV_LOG_DEBUG, "Non Power of 2 textures support: %s\n", opengl->non_pow_2_textures ? "Yes" : "No");
+    av_log(opengl, AV_LOG_DEBUG, "Max texture size: %dx%d\n", opengl->max_texture_size, opengl->max_texture_size);
+    av_log(opengl, AV_LOG_DEBUG, "Max viewport size: %dx%d\n",
+           opengl->max_viewport_width, opengl->max_viewport_height);
+
+    OPENGL_ERROR_CHECK(opengl);
+    return 0;
+  fail:
+    return AVERROR_EXTERNAL;
+}
+
+static av_always_inline const char * opengl_get_fragment_shader_code(enum AVPixelFormat format)
+{
+    switch (format) {
+    case AV_PIX_FMT_YUV420P:    case AV_PIX_FMT_YUV444P:
+    case AV_PIX_FMT_YUV422P:    case AV_PIX_FMT_YUV410P:
+    case AV_PIX_FMT_YUV411P:    case AV_PIX_FMT_YUV440P:
+    case AV_PIX_FMT_YUV420P16:  case AV_PIX_FMT_YUV422P16:
+    case AV_PIX_FMT_YUV444P16:
+        return FF_OPENGL_FRAGMENT_SHADER_YUV_PLANAR;
+    case AV_PIX_FMT_YUVA420P:   case AV_PIX_FMT_YUVA444P:
+    case AV_PIX_FMT_YUVA422P:
+    case AV_PIX_FMT_YUVA420P16: case AV_PIX_FMT_YUVA422P16:
+    case AV_PIX_FMT_YUVA444P16:
+        return FF_OPENGL_FRAGMENT_SHADER_YUVA_PLANAR;
+    case AV_PIX_FMT_RGB24:      case AV_PIX_FMT_BGR24:
+    case AV_PIX_FMT_0RGB:       case AV_PIX_FMT_RGB0:
+    case AV_PIX_FMT_0BGR:       case AV_PIX_FMT_BGR0:
+    case AV_PIX_FMT_RGB565:     case AV_PIX_FMT_BGR565:
+    case AV_PIX_FMT_RGB555:     case AV_PIX_FMT_BGR555:
+    case AV_PIX_FMT_RGB8:       case AV_PIX_FMT_BGR8:
+    case AV_PIX_FMT_RGB48:
+        return FF_OPENGL_FRAGMENT_SHADER_RGB_PACKET;
+    case AV_PIX_FMT_ARGB:       case AV_PIX_FMT_RGBA:
+    case AV_PIX_FMT_ABGR:       case AV_PIX_FMT_BGRA:
+    case AV_PIX_FMT_RGBA64:     case AV_PIX_FMT_BGRA64:
+        return FF_OPENGL_FRAGMENT_SHADER_RGBA_PACKET;
+    case AV_PIX_FMT_GBRP:       case AV_PIX_FMT_GBRP16:
+        return FF_OPENGL_FRAGMENT_SHADER_RGB_PLANAR;
+    case AV_PIX_FMT_GBRAP: case AV_PIX_FMT_GBRAP16:
+        return FF_OPENGL_FRAGMENT_SHADER_RGBA_PLANAR;
+    default:
+        break;
+    }
+    return NULL;
+}
+
+static av_always_inline int opengl_type_size(GLenum type)
+{
+    switch(type) {
+    case GL_UNSIGNED_SHORT:
+    case FF_GL_UNSIGNED_SHORT_1_5_5_5_REV:
+    case GL_UNSIGNED_SHORT_5_6_5:
+        return 2;
+    case GL_UNSIGNED_BYTE:
+    case FF_GL_UNSIGNED_BYTE_3_3_2:
+    case FF_GL_UNSIGNED_BYTE_2_3_3_REV:
+    default:
+        break;
+    }
+    return 1;
+}
+
+static av_cold void opengl_get_texture_params(OpenGLContext *opengl)
+{
+    switch(opengl->pix_fmt) {
+    case AV_PIX_FMT_YUV420P:    case AV_PIX_FMT_YUV444P:
+    case AV_PIX_FMT_YUV422P:    case AV_PIX_FMT_YUV410P:
+    case AV_PIX_FMT_YUV411P:    case AV_PIX_FMT_YUV440P:
+    case AV_PIX_FMT_YUVA420P:   case AV_PIX_FMT_YUVA444P:
+    case AV_PIX_FMT_YUVA422P:
+    case AV_PIX_FMT_GBRP:       case AV_PIX_FMT_GBRAP:
+        opengl->format = GL_RED_COMPONENT;
+        opengl->type   = GL_UNSIGNED_BYTE;
+        break;
+    case AV_PIX_FMT_YUV420P16:  case AV_PIX_FMT_YUV422P16:
+    case AV_PIX_FMT_YUV444P16:
+    case AV_PIX_FMT_YUVA420P16: case AV_PIX_FMT_YUVA422P16:
+    case AV_PIX_FMT_YUVA444P16:
+    case AV_PIX_FMT_GBRP16:     case AV_PIX_FMT_GBRAP16:
+        opengl->format = GL_RED_COMPONENT;
+        opengl->type   = GL_UNSIGNED_SHORT;
+        break;
+    case AV_PIX_FMT_RGB24:      case AV_PIX_FMT_BGR24:
+        opengl->format = GL_RGB;
+        opengl->type   = GL_UNSIGNED_BYTE;
+        break;
+    case AV_PIX_FMT_ARGB:       case AV_PIX_FMT_RGBA:
+    case AV_PIX_FMT_ABGR:       case AV_PIX_FMT_BGRA:
+    case AV_PIX_FMT_0RGB:       case AV_PIX_FMT_RGB0:
+    case AV_PIX_FMT_0BGR:       case AV_PIX_FMT_BGR0:
+        opengl->format = GL_RGBA;
+        opengl->type   = GL_UNSIGNED_BYTE;
+        break;
+    case AV_PIX_FMT_RGB8:
+        opengl->format = GL_RGB;
+        opengl->type   = FF_GL_UNSIGNED_BYTE_3_3_2;
+        break;
+    case AV_PIX_FMT_BGR8:
+        opengl->format = GL_RGB;
+        opengl->type   = FF_GL_UNSIGNED_BYTE_2_3_3_REV;
+        break;
+    case AV_PIX_FMT_RGB555:     case AV_PIX_FMT_BGR555:
+        opengl->format = GL_RGBA;
+        opengl->type   = FF_GL_UNSIGNED_SHORT_1_5_5_5_REV;
+        break;
+    case AV_PIX_FMT_RGB565:     case AV_PIX_FMT_BGR565:
+        opengl->format = GL_RGB;
+        opengl->type   = GL_UNSIGNED_SHORT_5_6_5;
+        break;
+    case AV_PIX_FMT_RGB48:
+        opengl->format = GL_RGB;
+        opengl->type   = GL_UNSIGNED_SHORT;
+        break;
+    case AV_PIX_FMT_RGBA64:     case AV_PIX_FMT_BGRA64:
+        opengl->format = GL_RGBA;
+        opengl->type   = GL_UNSIGNED_SHORT;
+        break;
+    }
+}
+
+static void opengl_compute_display_area(AVFormatContext *s)
+{
+    AVRational sar, dar; /* sample and display aspect ratios */
+    OpenGLContext *opengl = s->priv_data;
+    AVStream *st = s->streams[0];
+    AVCodecContext *encctx = st->codec;
+
+    /* compute overlay width and height from the codec context information */
+    sar = st->sample_aspect_ratio.num ? st->sample_aspect_ratio : (AVRational){ 1, 1 };
+    dar = av_mul_q(sar, (AVRational){ encctx->width, encctx->height });
+
+    /* we suppose the screen has a 1/1 sample aspect ratio */
+    /* fit in the window */
+    if (av_cmp_q(dar, (AVRational){ opengl->window_width, opengl->window_height }) > 0) {
+        /* fit in width */
+        opengl->picture_width = opengl->window_width;
+        opengl->picture_height = av_rescale(opengl->picture_width, dar.den, dar.num);
+    } else {
+        /* fit in height */
+        opengl->picture_height = opengl->window_height;
+        opengl->picture_width = av_rescale(opengl->picture_height, dar.num, dar.den);
+    }
+}
+
+static av_cold void opengl_get_texture_size(OpenGLContext *opengl, int in_width, int in_height,
+                                            int *out_width, int *out_height)
+{
+    if (opengl->non_pow_2_textures) {
+        *out_width = in_width;
+        *out_height = in_height;
+    } else {
+        int max = FFMIN(FFMAX(in_width, in_height), opengl->max_texture_size);
+        unsigned power_of_2 = 1;
+        while (power_of_2 < max)
+            power_of_2 *= 2;
+        *out_height = power_of_2;
+        *out_width = power_of_2;
+        av_log(opengl, AV_LOG_DEBUG, "Texture size calculated from %dx%d into %dx%d\n",
+               in_width, in_height, *out_width, *out_height);
+    }
+}
+
+static av_cold void opengl_fill_color_map(OpenGLContext *opengl)
+{
+    const AVPixFmtDescriptor *desc;
+    int shift;
+    enum AVPixelFormat pix_fmt = opengl->pix_fmt;
+
+    /* We need order of components, not exact position, some minor HACKs here */
+    if (pix_fmt == AV_PIX_FMT_RGB565 || pix_fmt == AV_PIX_FMT_BGR555 ||
+        pix_fmt == AV_PIX_FMT_BGR8   || pix_fmt == AV_PIX_FMT_RGB8)
+        pix_fmt = AV_PIX_FMT_RGB24;
+    else if (pix_fmt == AV_PIX_FMT_BGR565 || pix_fmt == AV_PIX_FMT_RGB555)
+        pix_fmt = AV_PIX_FMT_BGR24;
+
+    desc = av_pix_fmt_desc_get(pix_fmt);
+    if (!(desc->flags & AV_PIX_FMT_FLAG_RGB))
+        return;
+
+#define FILL_COMPONENT(i) { \
+        shift = desc->comp[i].depth_minus1 >> 3; \
+        opengl->color_map[(i << 2) + ((desc->comp[i].offset_plus1 - 1) >> shift)] = 1.0; \
+    }
+
+    memset(opengl->color_map, 0, sizeof(opengl->color_map));
+    FILL_COMPONENT(0);
+    FILL_COMPONENT(1);
+    FILL_COMPONENT(2);
+    if (desc->flags & AV_PIX_FMT_FLAG_ALPHA)
+        FILL_COMPONENT(3);
+
+#undef FILL_COMPONENT
+}
+
+static av_cold GLuint opengl_load_shader(OpenGLContext *opengl, GLenum type, const char *source)
+{
+    GLuint shader = opengl->glprocs.glCreateShader(type);
+    GLint result;
+    if (!shader) {
+        av_log(opengl, AV_LOG_ERROR, "glCreateShader() failed\n");
+        return 0;
+    }
+    opengl->glprocs.glShaderSource(shader, 1, &source, NULL);
+    opengl->glprocs.glCompileShader(shader);
+
+    opengl->glprocs.glGetShaderiv(shader, FF_GL_COMPILE_STATUS, &result);
+    if (!result) {
+        char *log;
+        opengl->glprocs.glGetShaderiv(shader, FF_GL_INFO_LOG_LENGTH, &result);
+        if (result) {
+            if ((log = av_malloc(result))) {
+                opengl->glprocs.glGetShaderInfoLog(shader, result, NULL, log);
+                av_log(opengl, AV_LOG_ERROR, "Compile error: %s\n", log);
+                av_free(log);
+            }
+        }
+        goto fail;
+    }
+    OPENGL_ERROR_CHECK(opengl);
+    return shader;
+  fail:
+    opengl->glprocs.glDeleteShader(shader);
+    return 0;
+}
+
+static av_cold int opengl_compile_shaders(OpenGLContext *opengl, enum AVPixelFormat pix_fmt)
+{
+    GLuint vertex_shader = 0, fragment_shader = 0;
+    GLint result;
+    const char *fragment_shader_code = opengl_get_fragment_shader_code(pix_fmt);
+
+    if (!fragment_shader_code) {
+        av_log(opengl, AV_LOG_ERROR, "Provided pixel format '%s' is not supported\n",
+               av_get_pix_fmt_name(pix_fmt));
+        return AVERROR(EINVAL);
+    }
+
+    vertex_shader = opengl_load_shader(opengl, FF_GL_VERTEX_SHADER,
+                                       FF_OPENGL_VERTEX_SHADER);
+    if (!vertex_shader) {
+        av_log(opengl, AV_LOG_ERROR, "Vertex shader loading failed.\n");
+        goto fail;
+    }
+    fragment_shader = opengl_load_shader(opengl, FF_GL_FRAGMENT_SHADER,
+                                         fragment_shader_code);
+    if (!fragment_shader) {
+        av_log(opengl, AV_LOG_ERROR, "Fragment shader loading failed.\n");
+        goto fail;
+    }
+
+    opengl->program = opengl->glprocs.glCreateProgram();
+    if (!opengl->program)
+        goto fail;
+
+    opengl->glprocs.glAttachShader(opengl->program, vertex_shader);
+    opengl->glprocs.glAttachShader(opengl->program, fragment_shader);
+    opengl->glprocs.glLinkProgram(opengl->program);
+
+    opengl->glprocs.glGetProgramiv(opengl->program, FF_GL_LINK_STATUS, &result);
+    if (!result) {
+        char *log;
+        opengl->glprocs.glGetProgramiv(opengl->program, FF_GL_INFO_LOG_LENGTH, &result);
+        if (result) {
+            log = av_malloc(result);
+            if (!log)
+                goto fail;
+            opengl->glprocs.glGetProgramInfoLog(opengl->program, result, NULL, log);
+            av_log(opengl, AV_LOG_ERROR, "Link error: %s\n", log);
+            av_free(log);
+        }
+        goto fail;
+    }
+
+    opengl->position_attrib = opengl->glprocs.glGetAttribLocation(opengl->program, "a_position");
+    opengl->texture_coords_attrib = opengl->glprocs.glGetAttribLocation(opengl->program, "a_textureCoords");
+    opengl->projection_matrix_location = opengl->glprocs.glGetUniformLocation(opengl->program, "u_projectionMatrix");
+    opengl->model_view_matrix_location = opengl->glprocs.glGetUniformLocation(opengl->program, "u_modelViewMatrix");
+    opengl->color_map_location = opengl->glprocs.glGetUniformLocation(opengl->program, "u_colorMap");
+    opengl->texture_location[0] = opengl->glprocs.glGetUniformLocation(opengl->program, "u_texture0");
+    opengl->texture_location[1] = opengl->glprocs.glGetUniformLocation(opengl->program, "u_texture1");
+    opengl->texture_location[2] = opengl->glprocs.glGetUniformLocation(opengl->program, "u_texture2");
+    opengl->texture_location[3] = opengl->glprocs.glGetUniformLocation(opengl->program, "u_texture3");
+    opengl->chroma_div_w_location = opengl->glprocs.glGetUniformLocation(opengl->program, "u_chroma_div_w");
+    opengl->chroma_div_h_location = opengl->glprocs.glGetUniformLocation(opengl->program, "u_chroma_div_h");
+
+    OPENGL_ERROR_CHECK(opengl);
+    return 0;
+  fail:
+    opengl->glprocs.glDeleteShader(vertex_shader);
+    opengl->glprocs.glDeleteShader(fragment_shader);
+    opengl->glprocs.glDeleteProgram(opengl->program);
+    opengl->program = 0;
+    return AVERROR_EXTERNAL;
+}
+
+static av_cold int opengl_configure_texture(OpenGLContext *opengl, GLuint texture,
+                                            GLsizei width, GLsizei height)
+{
+    if (texture) {
+        int new_width, new_height;
+        opengl_get_texture_size(opengl, width, height, &new_width, &new_height);
+        glBindTexture(GL_TEXTURE_2D, texture);
+        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+        glTexImage2D(GL_TEXTURE_2D, 0, opengl->format, new_width, new_height, 0,
+                     opengl->format, opengl->type, NULL);
+        OPENGL_ERROR_CHECK(NULL);
+    }
+    return 0;
+  fail:
+    return AVERROR_EXTERNAL;
+}
+
+static av_cold int opengl_prepare_vertex(AVFormatContext *s)
+{
+    OpenGLContext *opengl = s->priv_data;
+    int tex_w, tex_h;
+
+    if (opengl->window_width > opengl->max_viewport_width || opengl->window_height > opengl->max_viewport_height) {
+        opengl->window_width = FFMAX(opengl->window_width, opengl->max_viewport_width);
+        opengl->window_height = FFMAX(opengl->window_height, opengl->max_viewport_height);
+        av_log(opengl, AV_LOG_WARNING, "Too big viewport requested, limited to %dx%d", opengl->window_width, opengl->window_height);
+    }
+    glViewport(0, 0, opengl->window_width, opengl->window_height);
+    opengl_make_ortho(opengl->projection_matrix,
+                      - (float)opengl->window_width  / 2.0f, (float)opengl->window_width  / 2.0f,
+                      - (float)opengl->window_height / 2.0f, (float)opengl->window_height / 2.0f,
+                      1.0f, -1.0f);
+    opengl_make_identity(opengl->model_view_matrix);
+
+    opengl_compute_display_area(s);
+
+    opengl->vertex[0].z = opengl->vertex[1].z = opengl->vertex[2].z = opengl->vertex[3].z = 0.0f;
+    opengl->vertex[0].x = opengl->vertex[1].x = - (float)opengl->picture_width / 2.0f;
+    opengl->vertex[2].x = opengl->vertex[3].x =   (float)opengl->picture_width / 2.0f;
+    opengl->vertex[1].y = opengl->vertex[2].y = - (float)opengl->picture_height / 2.0f;
+    opengl->vertex[0].y = opengl->vertex[3].y =   (float)opengl->picture_height / 2.0f;
+
+    opengl_get_texture_size(opengl, opengl->width, opengl->height, &tex_w, &tex_h);
+
+    opengl->vertex[0].s0 = 0.0f;
+    opengl->vertex[0].t0 = 0.0f;
+    opengl->vertex[1].s0 = 0.0f;
+    opengl->vertex[1].t0 = (float)opengl->height / (float)tex_h;
+    opengl->vertex[2].s0 = (float)opengl->width  / (float)tex_w;
+    opengl->vertex[2].t0 = (float)opengl->height / (float)tex_h;
+    opengl->vertex[3].s0 = (float)opengl->width  / (float)tex_w;
+    opengl->vertex[3].t0 = 0.0f;
+
+    opengl->glprocs.glBindBuffer(FF_GL_ARRAY_BUFFER, opengl->vertex_buffer);
+    opengl->glprocs.glBufferData(FF_GL_ARRAY_BUFFER, sizeof(opengl->vertex), opengl->vertex, FF_GL_STATIC_DRAW);
+    opengl->glprocs.glBindBuffer(FF_GL_ARRAY_BUFFER, 0);
+    OPENGL_ERROR_CHECK(opengl);
+    return 0;
+  fail:
+    return AVERROR_EXTERNAL;
+}
+
+static int opengl_prepare(OpenGLContext *opengl)
+{
+    int i;
+    opengl->glprocs.glUseProgram(opengl->program);
+    opengl->glprocs.glUniformMatrix4fv(opengl->projection_matrix_location, 1, GL_FALSE, opengl->projection_matrix);
+    opengl->glprocs.glUniformMatrix4fv(opengl->model_view_matrix_location, 1, GL_FALSE, opengl->model_view_matrix);
+    for (i = 0; i < 4; i++)
+        if (opengl->texture_location[i] != -1) {
+            opengl->glprocs.glActiveTexture(GL_TEXTURE0 + i);
+            glBindTexture(GL_TEXTURE_2D, opengl->texture_name[i]);
+            opengl->glprocs.glUniform1i(opengl->texture_location[i], i);
+        }
+    if (opengl->color_map_location != -1)
+        opengl->glprocs.glUniformMatrix4fv(opengl->color_map_location, 1, GL_FALSE, opengl->color_map);
+    if (opengl->chroma_div_h_location != -1)
+        opengl->glprocs.glUniform1f(opengl->chroma_div_h_location, opengl->chroma_div_h);
+    if (opengl->chroma_div_w_location != -1)
+        opengl->glprocs.glUniform1f(opengl->chroma_div_w_location, opengl->chroma_div_w);
+
+    OPENGL_ERROR_CHECK(opengl);
+    return 0;
+  fail:
+    return AVERROR_EXTERNAL;
+}
+
+static av_cold int opengl_write_trailer(AVFormatContext *h)
+{
+    OpenGLContext *opengl = h->priv_data;
+
+    if (opengl->no_window &&
+        avdevice_dev_to_app_control_message(h, AV_DEV_TO_APP_PREPARE_WINDOW_BUFFER, NULL , 0) < 0)
+        av_log(opengl, AV_LOG_ERROR, "Application failed to prepare window buffer.\n");
+
+    glDeleteTextures(4, opengl->texture_name);
+    if (opengl && opengl->glprocs.glDeleteBuffers)
+        opengl->glprocs.glDeleteBuffers(2, &opengl->index_buffer);
+
+#if HAVE_SDL
+    if (!opengl->no_window)
+        SDL_Quit();
+#endif
+    if (opengl->no_window &&
+        avdevice_dev_to_app_control_message(h, AV_DEV_TO_APP_DESTROY_WINDOW_BUFFER, NULL , 0) < 0)
+        av_log(opengl, AV_LOG_ERROR, "Application failed to release window buffer.\n");
+
+    return 0;
+}
+
+static av_cold int opengl_init_context(OpenGLContext *opengl)
+{
+    int i, ret;
+    const AVPixFmtDescriptor *desc;
+
+    if ((ret = opengl_compile_shaders(opengl, opengl->pix_fmt)) < 0)
+        goto fail;
+
+    desc = av_pix_fmt_desc_get(opengl->pix_fmt);
+    av_assert0(desc->nb_components > 0 && desc->nb_components <= 4);
+    glGenTextures(desc->nb_components, opengl->texture_name);
+
+    opengl->glprocs.glGenBuffers(2, &opengl->index_buffer);
+    if (!opengl->index_buffer || !opengl->vertex_buffer) {
+        av_log(opengl, AV_LOG_ERROR, "Buffer generation failed.\n");
+        ret = AVERROR_EXTERNAL;
+        goto fail;
+    }
+
+    opengl_configure_texture(opengl, opengl->texture_name[0], opengl->width, opengl->height);
+    if (desc->nb_components > 1) {
+        int has_alpha = desc->flags & AV_PIX_FMT_FLAG_ALPHA;
+        int num_planes = desc->nb_components - (has_alpha ? 1 : 0);
+        if (opengl->non_pow_2_textures) {
+            opengl->chroma_div_w = 1.0f;
+            opengl->chroma_div_h = 1.0f;
+        } else {
+            opengl->chroma_div_w = 1 << desc->log2_chroma_w;
+            opengl->chroma_div_h = 1 << desc->log2_chroma_h;
+        }
+        for (i = 1; i < num_planes; i++)
+            if (opengl->non_pow_2_textures)
+                opengl_configure_texture(opengl, opengl->texture_name[i],
+                        FF_CEIL_RSHIFT(opengl->width, desc->log2_chroma_w),
+                        FF_CEIL_RSHIFT(opengl->height, desc->log2_chroma_h));
+            else
+                opengl_configure_texture(opengl, opengl->texture_name[i], opengl->width, opengl->height);
+        if (has_alpha)
+            opengl_configure_texture(opengl, opengl->texture_name[3], opengl->width, opengl->height);
+    }
+
+    opengl->glprocs.glBindBuffer(FF_GL_ELEMENT_ARRAY_BUFFER, opengl->index_buffer);
+    opengl->glprocs.glBufferData(FF_GL_ELEMENT_ARRAY_BUFFER, sizeof(g_index), g_index, FF_GL_STATIC_DRAW);
+    opengl->glprocs.glBindBuffer(FF_GL_ELEMENT_ARRAY_BUFFER, 0);
+
+    glEnable(GL_BLEND);
+    glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+
+    glClearColor((float)opengl->background[0] / 255.0f, (float)opengl->background[1] / 255.0f,
+                 (float)opengl->background[2] / 255.0f, 1.0f);
+
+    ret = AVERROR_EXTERNAL;
+    OPENGL_ERROR_CHECK(opengl);
+
+    return 0;
+  fail:
+    return ret;
+}
+
+static av_cold int opengl_write_header(AVFormatContext *h)
+{
+    OpenGLContext *opengl = h->priv_data;
+    AVStream *st;
+    int ret;
+
+    if (h->nb_streams != 1 ||
+        h->streams[0]->codec->codec_type != AVMEDIA_TYPE_VIDEO ||
+        h->streams[0]->codec->codec_id != AV_CODEC_ID_RAWVIDEO) {
+        av_log(opengl, AV_LOG_ERROR, "Only a single video stream is supported.\n");
+        return AVERROR(EINVAL);
+    }
+    st = h->streams[0];
+    opengl->width = st->codec->width;
+    opengl->height = st->codec->height;
+    opengl->pix_fmt = st->codec->pix_fmt;
+
+    if (!opengl->window_title && !opengl->no_window)
+        opengl->window_title = av_strdup(h->filename);
+
+    if (!opengl->no_window) {
+#if HAVE_SDL
+        if ((ret = opengl_sdl_create_window(h)) < 0)
+            goto fail;
+#else
+        av_log(opengl, AV_LOG_ERROR, "FFmpeg is compiled without SDL. Cannot create default window.\n");
+        ret = AVERROR(ENOSYS);
+        goto fail;
+#endif
+    } else {
+        if ((ret = avdevice_dev_to_app_control_message(h, AV_DEV_TO_APP_CREATE_WINDOW_BUFFER, NULL , 0)) < 0) {
+            av_log(opengl, AV_LOG_ERROR, "Application failed to create window buffer.\n");
+            goto fail;
+        }
+        if ((ret = avdevice_dev_to_app_control_message(h, AV_DEV_TO_APP_PREPARE_WINDOW_BUFFER, NULL , 0)) < 0) {
+            av_log(opengl, AV_LOG_ERROR, "Application failed to prepare window buffer.\n");
+            goto fail;
+        }
+    }
+
+    if ((ret = opengl_read_limits(opengl)) < 0)
+        goto fail;
+
+    if (opengl->width > opengl->max_texture_size || opengl->height > opengl->max_texture_size) {
+        av_log(opengl, AV_LOG_ERROR, "Too big picture %dx%d, max supported size is %dx%d\n",
+               opengl->width, opengl->height, opengl->max_texture_size, opengl->max_texture_size);
+        ret = AVERROR(EINVAL);
+        goto fail;
+    }
+
+    if (!opengl->no_window) {
+#if HAVE_SDL
+        if ((ret = opengl_sdl_load_procedures(opengl)) < 0)
+            goto fail;
+#endif
+    } else if ((ret = opengl_load_procedures(opengl)) < 0)
+        goto fail;
+
+    opengl_fill_color_map(opengl);
+    opengl_get_texture_params(opengl);
+
+    if ((ret = opengl_init_context(opengl)) < 0)
+        goto fail;
+
+    if ((ret = opengl_prepare_vertex(h)) < 0)
+        goto fail;
+
+    glClear(GL_COLOR_BUFFER_BIT);
+
+#if HAVE_SDL
+    if (!opengl->no_window)
+        SDL_GL_SwapBuffers();
+#endif
+    if (opengl->no_window &&
+        (ret = avdevice_dev_to_app_control_message(h, AV_DEV_TO_APP_DISPLAY_WINDOW_BUFFER, NULL , 0)) < 0) {
+        av_log(opengl, AV_LOG_ERROR, "Application failed to display window buffer.\n");
+        goto fail;
+    }
+
+    ret = AVERROR_EXTERNAL;
+    OPENGL_ERROR_CHECK(opengl);
+    return 0;
+
+  fail:
+    opengl_write_trailer(h);
+    return ret;
+}
+
+static uint8_t* opengl_get_plane_pointer(OpenGLContext *opengl, AVPacket *pkt, int comp_index,
+                                         const AVPixFmtDescriptor *desc)
+{
+    uint8_t *data = pkt->data;
+    int wordsize = opengl_type_size(opengl->type);
+    int width_chroma = FF_CEIL_RSHIFT(opengl->width, desc->log2_chroma_w);
+    int height_chroma = FF_CEIL_RSHIFT(opengl->height, desc->log2_chroma_h);
+    int plane = desc->comp[comp_index].plane;
+
+    switch(plane) {
+    case 0:
+        break;
+    case 1:
+        data += opengl->width * opengl->height * wordsize;
+        break;
+    case 2:
+        data += opengl->width * opengl->height * wordsize;
+        data += width_chroma * height_chroma * wordsize;
+        break;
+    case 3:
+        data += opengl->width * opengl->height * wordsize;
+        data += 2 * width_chroma * height_chroma * wordsize;
+        break;
+    default:
+        return NULL;
+    }
+    return data;
+}
+
+static int opengl_draw(AVFormatContext *h, AVPacket *pkt, int repaint)
+{
+    OpenGLContext *opengl = h->priv_data;
+    enum AVPixelFormat pix_fmt = h->streams[0]->codec->pix_fmt;
+    const AVPixFmtDescriptor *desc = av_pix_fmt_desc_get(pix_fmt);
+    int ret;
+
+#if HAVE_SDL
+    if (!opengl->no_window && (ret = opengl_sdl_process_events(h)) < 0)
+        goto fail;
+#endif
+    if (opengl->no_window &&
+        (ret = avdevice_dev_to_app_control_message(h, AV_DEV_TO_APP_PREPARE_WINDOW_BUFFER, NULL , 0)) < 0) {
+        av_log(opengl, AV_LOG_ERROR, "Application failed to prepare window buffer.\n");
+        goto fail;
+    }
+
+    glClear(GL_COLOR_BUFFER_BIT);
+
+    if (!repaint) {
+        glBindTexture(GL_TEXTURE_2D, opengl->texture_name[0]);
+        glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, opengl->width, opengl->height, opengl->format, opengl->type,
+                        opengl_get_plane_pointer(opengl, pkt, 0, desc));
+        if (desc->flags & AV_PIX_FMT_FLAG_PLANAR) {
+            int width_chroma = FF_CEIL_RSHIFT(opengl->width, desc->log2_chroma_w);
+            int height_chroma = FF_CEIL_RSHIFT(opengl->height, desc->log2_chroma_h);
+            glBindTexture(GL_TEXTURE_2D, opengl->texture_name[1]);
+            glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width_chroma, height_chroma, opengl->format, opengl->type,
+                            opengl_get_plane_pointer(opengl, pkt, 1, desc));
+            glBindTexture(GL_TEXTURE_2D, opengl->texture_name[2]);
+            glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width_chroma, height_chroma, opengl->format, opengl->type,
+                            opengl_get_plane_pointer(opengl, pkt, 2, desc));
+            if (desc->flags & AV_PIX_FMT_FLAG_ALPHA) {
+                glBindTexture(GL_TEXTURE_2D, opengl->texture_name[3]);
+                glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, opengl->width, opengl->height, opengl->format, opengl->type,
+                                opengl_get_plane_pointer(opengl, pkt, 3, desc));
+            }
+        }
+    }
+    ret = AVERROR_EXTERNAL;
+    OPENGL_ERROR_CHECK(opengl);
+
+    if ((ret = opengl_prepare(opengl)) < 0)
+        goto fail;
+
+    opengl->glprocs.glBindBuffer(FF_GL_ARRAY_BUFFER, opengl->vertex_buffer);
+    opengl->glprocs.glBindBuffer(FF_GL_ELEMENT_ARRAY_BUFFER, opengl->index_buffer);
+    opengl->glprocs.glVertexAttribPointer(opengl->position_attrib, 3, GL_FLOAT, GL_FALSE, sizeof(OpenGLVertexInfo), 0);
+    opengl->glprocs.glEnableVertexAttribArray(opengl->position_attrib);
+    opengl->glprocs.glVertexAttribPointer(opengl->texture_coords_attrib, 2, GL_FLOAT, GL_FALSE, sizeof(OpenGLVertexInfo), 12);
+    opengl->glprocs.glEnableVertexAttribArray(opengl->texture_coords_attrib);
+
+    glDrawElements(GL_TRIANGLES, FF_ARRAY_ELEMS(g_index), GL_UNSIGNED_SHORT, 0);
+
+    ret = AVERROR_EXTERNAL;
+    OPENGL_ERROR_CHECK(opengl);
+
+#if HAVE_SDL
+    if (!opengl->no_window)
+        SDL_GL_SwapBuffers();
+#endif
+    if (opengl->no_window &&
+        (ret = avdevice_dev_to_app_control_message(h, AV_DEV_TO_APP_DISPLAY_WINDOW_BUFFER, NULL , 0)) < 0) {
+        av_log(opengl, AV_LOG_ERROR, "Application failed to display window buffer.\n");
+        goto fail;
+    }
+
+    return 0;
+  fail:
+    return ret;
+}
+
+static int opengl_write_packet(AVFormatContext *h, AVPacket *pkt)
+{
+    return opengl_draw(h, pkt, 0);
+}
+
+#define OFFSET(x) offsetof(OpenGLContext, x)
+#define ENC AV_OPT_FLAG_ENCODING_PARAM
+static const AVOption options[] = {
+    { "background",   "set background color",   OFFSET(background),   AV_OPT_TYPE_COLOR,  {.str = "black"}, CHAR_MIN, CHAR_MAX, ENC },
+    { "no_window",    "disable default window", OFFSET(no_window),    AV_OPT_TYPE_INT,    {.i64 = 0}, INT_MIN, INT_MAX, ENC },
+    { "window_title", "set window title",       OFFSET(window_title), AV_OPT_TYPE_STRING, {.str = NULL}, 0, 0, ENC },
+    { NULL }
+};
+
+static const AVClass opengl_class = {
+    .class_name = "opengl outdev",
+    .item_name  = av_default_item_name,
+    .option     = options,
+    .version    = LIBAVUTIL_VERSION_INT,
+};
+
+AVOutputFormat ff_opengl_muxer = {
+    .name           = "opengl",
+    .long_name      = NULL_IF_CONFIG_SMALL("OpenGL output"),
+    .priv_data_size = sizeof(OpenGLContext),
+    .audio_codec    = AV_CODEC_ID_NONE,
+    .video_codec    = AV_CODEC_ID_RAWVIDEO,
+    .write_header   = opengl_write_header,
+    .write_packet   = opengl_write_packet,
+    .write_trailer  = opengl_write_trailer,
+    .control_message = opengl_control_message,
+    .flags          = AVFMT_NOFILE | AVFMT_VARIABLE_FPS | AVFMT_NOTIMESTAMPS,
+    .priv_class     = &opengl_class,
+};
diff --git a/libavdevice/opengl_enc_shaders.h b/libavdevice/opengl_enc_shaders.h
new file mode 100644 (file)
index 0000000..e3115c4
--- /dev/null
@@ -0,0 +1,176 @@
+/*
+ * Copyright (c) 2014 Lukasz Marek
+ *
+ * This file is part of FFmpeg.
+ *
+ * FFmpeg is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Lesser General Public
+ * License as published by the Free Software Foundation; either
+ * version 2.1 of the License, or (at your option) any later version.
+ *
+ * FFmpeg is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
+ * Lesser General Public License for more details.
+ *
+ * You should have received a copy of the GNU Lesser General Public
+ * License along with FFmpeg; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
+ */
+
+#ifndef AVDEVICE_OPENGL_SHADERS_H
+#define AVDEVICE_OPENGL_SHADERS_H
+
+#include "libavutil/pixfmt.h"
+
+const char *FF_OPENGL_VERTEX_SHADER =
+    "uniform mat4 u_projectionMatrix;"
+    "uniform mat4 u_modelViewMatrix;"
+
+    "attribute vec4 a_position;"
+    "attribute vec2 a_textureCoords;"
+
+    "varying vec2 texture_coordinate;"
+
+    "void main()"
+    "{"
+        "gl_Position = u_projectionMatrix * (a_position * u_modelViewMatrix);"
+        "texture_coordinate = a_textureCoords;"
+    "}";
+
+/**
+ * Fragment shader for packet RGBA formats.
+ */
+const char *FF_OPENGL_FRAGMENT_SHADER_RGBA_PACKET =
+#if defined(GL_ES_VERSION_2_0)
+    "precision mediump float;"
+#endif
+    "uniform sampler2D u_texture0;"
+    "uniform mat4 u_colorMap;"
+
+    "varying vec2 texture_coordinate;"
+
+    "void main()"
+    "{"
+        "gl_FragColor = texture2D(u_texture0, texture_coordinate) * u_colorMap;"
+    "}";
+
+/**
+ * Fragment shader for packet RGB formats.
+ */
+const char *FF_OPENGL_FRAGMENT_SHADER_RGB_PACKET =
+#if defined(GL_ES_VERSION_2_0)
+    "precision mediump float;"
+#endif
+    "uniform sampler2D u_texture0;"
+    "uniform mat4 u_colorMap;"
+
+    "varying vec2 texture_coordinate;"
+
+    "void main()"
+    "{"
+        "gl_FragColor = vec4((texture2D(u_texture0, texture_coordinate) * u_colorMap).rgb, 1.0);"
+    "}";
+
+/**
+ * Fragment shader for planar RGBA formats.
+ */
+const char *FF_OPENGL_FRAGMENT_SHADER_RGBA_PLANAR =
+#if defined(GL_ES_VERSION_2_0)
+    "precision mediump float;"
+#endif
+    "uniform sampler2D u_texture0;"
+    "uniform sampler2D u_texture1;"
+    "uniform sampler2D u_texture2;"
+    "uniform sampler2D u_texture3;"
+
+    "varying vec2 texture_coordinate;"
+
+    "void main()"
+    "{"
+        "gl_FragColor = vec4(texture2D(u_texture0, texture_coordinate).r,"
+                            "texture2D(u_texture1, texture_coordinate).r,"
+                            "texture2D(u_texture2, texture_coordinate).r,"
+                            "texture2D(u_texture3, texture_coordinate).r);"
+    "}";
+
+/**
+ * Fragment shader for planar RGB formats.
+ */
+const char *FF_OPENGL_FRAGMENT_SHADER_RGB_PLANAR =
+#if defined(GL_ES_VERSION_2_0)
+    "precision mediump float;"
+#endif
+    "uniform sampler2D u_texture0;"
+    "uniform sampler2D u_texture1;"
+    "uniform sampler2D u_texture2;"
+
+    "varying vec2 texture_coordinate;"
+
+    "void main()"
+    "{"
+        "gl_FragColor = vec4(texture2D(u_texture0, texture_coordinate).r,"
+                            "texture2D(u_texture1, texture_coordinate).r,"
+                            "texture2D(u_texture2, texture_coordinate).r,"
+                            "1.0);"
+    "}";
+
+/**
+ * Fragment shader for planar YUV formats.
+ */
+const char *FF_OPENGL_FRAGMENT_SHADER_YUV_PLANAR =
+#if defined(GL_ES_VERSION_2_0)
+    "precision mediump float;"
+#endif
+    "uniform sampler2D u_texture0;"
+    "uniform sampler2D u_texture1;"
+    "uniform sampler2D u_texture2;"
+    "uniform float u_chroma_div_w;"
+    "uniform float u_chroma_div_h;"
+
+    "varying vec2 texture_coordinate;"
+
+    "void main()"
+    "{"
+        "vec3 yuv;"
+
+        "yuv.r = texture2D(u_texture0, texture_coordinate).r - 0.0625;"
+        "yuv.g = texture2D(u_texture1, vec2(texture_coordinate.x / u_chroma_div_w, texture_coordinate.y / u_chroma_div_h)).r - 0.5;"
+        "yuv.b = texture2D(u_texture2, vec2(texture_coordinate.x / u_chroma_div_w, texture_coordinate.y / u_chroma_div_h)).r - 0.5;"
+
+        "gl_FragColor = clamp(vec4(mat3(1.1643,  1.16430, 1.1643,"
+                                       "0.0,    -0.39173, 2.0170,"
+                                       "1.5958, -0.81290, 0.0) * yuv, 1.0), 0.0, 1.0);"
+
+    "}";
+
+/**
+ * Fragment shader for planar YUVA formats.
+ */
+const char *FF_OPENGL_FRAGMENT_SHADER_YUVA_PLANAR =
+#if defined(GL_ES_VERSION_2_0)
+    "precision mediump float;"
+#endif
+    "uniform sampler2D u_texture0;"
+    "uniform sampler2D u_texture1;"
+    "uniform sampler2D u_texture2;"
+    "uniform sampler2D u_texture3;"
+    "uniform float u_chroma_div_w;"
+    "uniform float u_chroma_div_h;"
+
+    "varying vec2 texture_coordinate;"
+
+    "void main()"
+    "{"
+        "vec3 yuv;"
+
+        "yuv.r = texture2D(u_texture0, texture_coordinate).r - 0.0625;"
+        "yuv.g = texture2D(u_texture1, vec2(texture_coordinate.x / u_chroma_div_w, texture_coordinate.y / u_chroma_div_h)).r - 0.5;"
+        "yuv.b = texture2D(u_texture2, vec2(texture_coordinate.x / u_chroma_div_w, texture_coordinate.y / u_chroma_div_h)).r - 0.5;"
+
+        "gl_FragColor = clamp(vec4(mat3(1.1643,  1.16430, 1.1643,"
+                                       "0.0,    -0.39173, 2.0170,"
+                                       "1.5958, -0.81290, 0.0) * yuv, texture2D(u_texture3, texture_coordinate).r), 0.0, 1.0);"
+    "}";
+
+#endif /* AVDEVICE_OPENGL_SHADERS_H */