X-Git-Url: https://main.carlh.net/gitweb/?a=blobdiff_plain;f=src%2Fwx%2Fgl_video_view.cc;h=035d337e5e51ebc9d9d5742c38a8df9eca8a87b1;hb=f802565830bed9ec9e7ad6c16ccaa7b0700625d9;hp=076cb49ecedf2ec2a0fccdc13d0cb202c8504c7a;hpb=5ba3832a034eec21b491215f7fb2d0fff55ee7b2;p=dcpomatic.git diff --git a/src/wx/gl_video_view.cc b/src/wx/gl_video_view.cc index 076cb49ec..035d337e5 100644 --- a/src/wx/gl_video_view.cc +++ b/src/wx/gl_video_view.cc @@ -1,5 +1,5 @@ /* - Copyright (C) 2018-2019 Carl Hetherington + Copyright (C) 2018-2021 Carl Hetherington This file is part of DCP-o-matic. @@ -18,6 +18,11 @@ */ + +#ifdef DCPOMATIC_WINDOWS +#include +#endif + #include "gl_video_view.h" #include "film_viewer.h" #include "wx_util.h" @@ -31,10 +36,9 @@ #include #ifdef DCPOMATIC_OSX -#include -#include -#include +#define GL_DO_NOT_WARN_IF_MULTI_GL_VERSION_HEADERS_INCLUDED #include +#include #endif #ifdef DCPOMATIC_LINUX @@ -44,12 +48,13 @@ #ifdef DCPOMATIC_WINDOWS #include -#include #include #endif + using std::cout; using std::shared_ptr; +using std::string; using boost::optional; #if BOOST_VERSION >= 106100 using namespace boost::placeholders; @@ -74,15 +79,33 @@ GLVideoView::GLVideoView (FilmViewer* viewer, wxWindow *parent) , _playing (false) , _one_shot (false) { - _canvas = new wxGLCanvas (parent, wxID_ANY, 0, wxDefaultPosition, wxDefaultSize, wxFULL_REPAINT_ON_RESIZE); + wxGLAttributes attributes; + /* We don't need a depth buffer, and indeed there is apparently a bug with Windows/Intel HD 630 + * which puts green lines over the OpenGL display if you have a non-zero depth buffer size. + * https://community.intel.com/t5/Graphics/Request-for-details-on-Intel-HD-630-green-lines-in-OpenGL-apps/m-p/1202179 + */ + attributes.PlatformDefaults().MinRGBA(8, 8, 8, 8).DoubleBuffer().Depth(0).EndList(); + _canvas = new wxGLCanvas ( + parent, attributes, wxID_ANY, wxDefaultPosition, wxDefaultSize, wxFULL_REPAINT_ON_RESIZE + ); _canvas->Bind (wxEVT_PAINT, boost::bind(&GLVideoView::update, this)); - _canvas->Bind (wxEVT_SIZE, boost::bind(boost::ref(Sized))); + _canvas->Bind (wxEVT_SIZE, boost::bind(&GLVideoView::size_changed, this, _1)); _canvas->Bind (wxEVT_TIMER, boost::bind(&GLVideoView::check_for_butler_errors, this)); _timer.reset (new wxTimer(_canvas)); _timer->Start (2000); } + +void +GLVideoView::size_changed (wxSizeEvent const& ev) +{ + _canvas_size = ev.GetSize (); + Sized (); +} + + + GLVideoView::~GLVideoView () { boost::this_thread::disable_interruption dis; @@ -92,7 +115,7 @@ GLVideoView::~GLVideoView () _thread.join (); } catch (...) {} - glDeleteTextures (1, &_id); + glDeleteTextures (1, &_video_texture); } void @@ -112,179 +135,425 @@ GLVideoView::check_for_butler_errors () } +/** Called from the UI thread */ void GLVideoView::update () { - { - boost::mutex::scoped_lock lm (_canvas_mutex); - if (!_canvas->IsShownOnScreen()) { - return; - } + if (!_canvas->IsShownOnScreen()) { + return; + } + + /* It appears important to do this from the GUI thread; if we do it from the GL thread + * on Linux we get strange failures to create the context for any version of GL higher + * than 3.2. + */ + ensure_context (); #ifdef DCPOMATIC_OSX - /* macOS gives errors if we don't do this (and therefore [NSOpenGLContext setView:]) from the main thread */ - ensure_context (); -#endif + /* macOS gives errors if we don't do this (and therefore [NSOpenGLContext setView:]) from the main thread */ + if (!_setup_shaders_done) { + setup_shaders (); + _setup_shaders_done = true; } +#endif if (!_thread.joinable()) { _thread = boost::thread (boost::bind(&GLVideoView::thread, this)); } request_one_shot (); + + rethrow (); } +static constexpr char vertex_source[] = +"#version 330 core\n" +"\n" +"layout (location = 0) in vec3 in_pos;\n" +"layout (location = 1) in vec2 in_tex_coord;\n" +"\n" +"out vec2 TexCoord;\n" +"\n" +"void main()\n" +"{\n" +" gl_Position = vec4(in_pos, 1.0);\n" +" TexCoord = in_tex_coord;\n" +"}\n"; + + +/* Bicubic interpolation stolen from https://stackoverflow.com/questions/13501081/efficient-bicubic-filtering-code-in-glsl */ +static constexpr char fragment_source[] = +"#version 330 core\n" +"\n" +"in vec2 TexCoord;\n" +"\n" +"uniform sampler2D texture_sampler;\n" +/* type = 0: draw border + * type = 1: draw XYZ image + * type = 2: draw RGB image + */ +"uniform int type = 0;\n" +"uniform vec4 border_colour;\n" +"uniform mat4 colour_conversion;\n" +"\n" +"out vec4 FragColor;\n" +"\n" +"vec4 cubic(float x)\n" +"\n" +"#define IN_GAMMA 2.2\n" +"#define OUT_GAMMA 0.384615385\n" // 1 / 2.6 +"#define DCI_COEFFICIENT 0.91655528\n" // 48 / 53.37 +"\n" +"{\n" +" float x2 = x * x;\n" +" float x3 = x2 * x;\n" +" vec4 w;\n" +" w.x = -x3 + 3 * x2 - 3 * x + 1;\n" +" w.y = 3 * x3 - 6 * x2 + 4;\n" +" w.z = -3 * x3 + 3 * x2 + 3 * x + 1;\n" +" w.w = x3;\n" +" return w / 6.f;\n" +"}\n" +"\n" +"vec4 texture_bicubic(sampler2D sampler, vec2 tex_coords)\n" +"{\n" +" vec2 tex_size = textureSize(sampler, 0);\n" +" vec2 inv_tex_size = 1.0 / tex_size;\n" +"\n" +" tex_coords = tex_coords * tex_size - 0.5;\n" +"\n" +" vec2 fxy = fract(tex_coords);\n" +" tex_coords -= fxy;\n" +"\n" +" vec4 xcubic = cubic(fxy.x);\n" +" vec4 ycubic = cubic(fxy.y);\n" +"\n" +" vec4 c = tex_coords.xxyy + vec2 (-0.5, +1.5).xyxy;\n" +"\n" +" vec4 s = vec4(xcubic.xz + xcubic.yw, ycubic.xz + ycubic.yw);\n" +" vec4 offset = c + vec4 (xcubic.yw, ycubic.yw) / s;\n" +"\n" +" offset *= inv_tex_size.xxyy;\n" +"\n" +" vec4 sample0 = texture(sampler, offset.xz);\n" +" vec4 sample1 = texture(sampler, offset.yz);\n" +" vec4 sample2 = texture(sampler, offset.xw);\n" +" vec4 sample3 = texture(sampler, offset.yw);\n" +"\n" +" float sx = s.x / (s.x + s.y);\n" +" float sy = s.z / (s.z + s.w);\n" +"\n" +" return mix(\n" +" mix(sample3, sample2, sx), mix(sample1, sample0, sx)\n" +" , sy);\n" +"}\n" +"\n" +"void main()\n" +"{\n" +" switch (type) {\n" +" case 0:\n" +" FragColor = border_colour;\n" +" break;\n" +" case 1:\n" +" FragColor = texture_bicubic(texture_sampler, TexCoord);\n" +" FragColor.x = pow(FragColor.x, IN_GAMMA) / DCI_COEFFICIENT;\n" +" FragColor.y = pow(FragColor.y, IN_GAMMA) / DCI_COEFFICIENT;\n" +" FragColor.z = pow(FragColor.z, IN_GAMMA) / DCI_COEFFICIENT;\n" +" FragColor = colour_conversion * FragColor;\n" +" FragColor.x = pow(FragColor.x, OUT_GAMMA);\n" +" FragColor.y = pow(FragColor.y, OUT_GAMMA);\n" +" FragColor.z = pow(FragColor.z, OUT_GAMMA);\n" +" break;\n" +" case 2:\n" +" FragColor = texture_bicubic(texture_sampler, TexCoord);\n" +" break;\n" +" }\n" +"}\n"; + + void GLVideoView::ensure_context () { if (!_context) { - _context = new wxGLContext (_canvas); - _canvas->SetCurrent (*_context); + wxGLContextAttrs attrs; + attrs.PlatformDefaults().CoreProfile().OGLVersion(4, 1).EndList(); + _context = new wxGLContext (_canvas, nullptr, &attrs); + if (!_context->IsOK()) { + throw GLError ("Making GL context", -1); + } } } + +/* Offset of video texture triangles in indices */ +static constexpr int indices_video_texture = 0; +/* Offset of border lines in indices */ +static constexpr int indices_border = 6; + +static constexpr unsigned int indices[] = { + 0, 1, 3, // video texture triangle #1 + 1, 2, 3, // video texture triangle #2 + 4, 5, // border line #1 + 5, 6, // border line #2 + 6, 7, // border line #3 + 7, 4, // border line #4 +}; + + void -GLVideoView::draw (Position inter_position, dcp::Size inter_size) +GLVideoView::setup_shaders () { - glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); - check_gl_error ("glClear"); + DCPOMATIC_ASSERT (_canvas); + DCPOMATIC_ASSERT (_context); + auto r = _canvas->SetCurrent (*_context); + DCPOMATIC_ASSERT (r); - glClearColor (0.0f, 0.0f, 0.0f, 1.0f); - check_gl_error ("glClearColor"); - glEnable (GL_TEXTURE_2D); - check_gl_error ("glEnable GL_TEXTURE_2D"); - glEnable (GL_BLEND); - check_gl_error ("glEnable GL_BLEND"); - glDisable (GL_DEPTH_TEST); - check_gl_error ("glDisable GL_DEPTH_TEST"); - glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - - wxSize canvas_size; - { - boost::mutex::scoped_lock lm (_canvas_mutex); - if (_canvas) { - canvas_size = _canvas->GetSize (); - } +#ifdef DCPOMATIC_WINDOWS + r = glewInit(); + if (r != GLEW_OK) { + throw GLError(reinterpret_cast(glewGetErrorString(r))); } +#endif - if (canvas_size.GetWidth() < 64 || canvas_size.GetHeight() < 0) { - return; + auto get_information = [this](GLenum name) { + auto s = glGetString (name); + if (s) { + _information[name] = std::string (reinterpret_cast(s)); + } + }; + + get_information (GL_VENDOR); + get_information (GL_RENDERER); + get_information (GL_VERSION); + get_information (GL_SHADING_LANGUAGE_VERSION); + + glGenVertexArrays(1, &_vao); + check_gl_error ("glGenVertexArrays"); + GLuint vbo; + glGenBuffers(1, &vbo); + check_gl_error ("glGenBuffers"); + GLuint ebo; + glGenBuffers(1, &ebo); + check_gl_error ("glGenBuffers"); + + glBindVertexArray(_vao); + check_gl_error ("glBindVertexArray"); + + glBindBuffer(GL_ARRAY_BUFFER, vbo); + check_gl_error ("glBindBuffer"); + + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo); + check_gl_error ("glBindBuffer"); + glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW); + check_gl_error ("glBufferData"); + + /* position attribute to vertex shader (location = 0) */ + glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), nullptr); + glEnableVertexAttribArray(0); + /* texture coord attribute to vertex shader (location = 1) */ + glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), reinterpret_cast(3 * sizeof(float))); + glEnableVertexAttribArray(1); + check_gl_error ("glEnableVertexAttribArray"); + + auto compile = [](GLenum type, char const* source) -> GLuint { + auto shader = glCreateShader(type); + DCPOMATIC_ASSERT (shader); + GLchar const * src[] = { static_cast(source) }; + glShaderSource(shader, 1, src, nullptr); + check_gl_error ("glShaderSource"); + glCompileShader(shader); + check_gl_error ("glCompileShader"); + GLint ok; + glGetShaderiv(shader, GL_COMPILE_STATUS, &ok); + if (!ok) { + GLint log_length; + glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &log_length); + string log; + if (log_length > 0) { + char* log_char = new char[log_length]; + glGetShaderInfoLog(shader, log_length, nullptr, log_char); + log = string(log_char); + delete[] log_char; + } + glDeleteShader(shader); + throw GLError(String::compose("Could not compile shader (%1)", log).c_str(), -1); + } + return shader; + }; + + auto vertex_shader = compile (GL_VERTEX_SHADER, vertex_source); + auto fragment_shader = compile (GL_FRAGMENT_SHADER, fragment_source); + + auto program = glCreateProgram(); + check_gl_error ("glCreateProgram"); + glAttachShader (program, vertex_shader); + check_gl_error ("glAttachShader"); + glAttachShader (program, fragment_shader); + check_gl_error ("glAttachShader"); + glLinkProgram (program); + check_gl_error ("glLinkProgram"); + GLint ok; + glGetProgramiv (program, GL_LINK_STATUS, &ok); + if (!ok) { + GLint log_length; + glGetProgramiv(program, GL_INFO_LOG_LENGTH, &log_length); + string log; + if (log_length > 0) { + char* log_char = new char[log_length]; + glGetProgramInfoLog(program, log_length, nullptr, log_char); + log = string(log_char); + delete[] log_char; + } + glDeleteProgram (program); + throw GLError(String::compose("Could not link shader (%1)", log).c_str(), -1); } + glDeleteShader (vertex_shader); + glDeleteShader (fragment_shader); - glViewport (0, 0, canvas_size.GetWidth(), canvas_size.GetHeight()); - check_gl_error ("glViewport"); - glMatrixMode (GL_PROJECTION); - glLoadIdentity (); - -DCPOMATIC_DISABLE_WARNINGS - gluOrtho2D (0, canvas_size.GetWidth(), canvas_size.GetHeight(), 0); -DCPOMATIC_ENABLE_WARNINGS - check_gl_error ("gluOrtho2d"); - glMatrixMode (GL_MODELVIEW); - glLoadIdentity (); - - glTranslatef (0, 0, 0); - - dcp::Size const out_size = _viewer->out_size (); - - if (_size) { - /* Render our image (texture) */ - glBegin (GL_QUADS); - glTexCoord2f (0, 1); - glVertex2f (0, _size->height); - glTexCoord2f (1, 1); - glVertex2f (_size->width, _size->height); - glTexCoord2f (1, 0); - glVertex2f (_size->width, 0); - glTexCoord2f (0, 0); - glVertex2f (0, 0); - glEnd (); - } else { - /* No image, so just fill with black */ - glBegin (GL_QUADS); - glColor3ub (0, 0, 0); - glVertex2f (0, 0); - glVertex2f (out_size.width, 0); - glVertex2f (out_size.width, out_size.height); - glVertex2f (0, out_size.height); - glVertex2f (0, 0); - glEnd (); - } + glUseProgram (program); - if (!_viewer->pad_black() && out_size.width < canvas_size.GetWidth()) { - glBegin (GL_QUADS); - /* XXX: these colours are right for GNOME; may need adjusting for other OS */ - glColor3ub (240, 240, 240); - glVertex2f (out_size.width, 0); - glVertex2f (canvas_size.GetWidth(), 0); - glVertex2f (canvas_size.GetWidth(), canvas_size.GetHeight()); - glVertex2f (out_size.width, canvas_size.GetHeight()); - glEnd (); - glColor3ub (255, 255, 255); - } + _fragment_type = glGetUniformLocation (program, "type"); + check_gl_error ("glGetUniformLocation"); + set_border_colour (program); + + auto conversion = dcp::ColourConversion::rec709_to_xyz(); + boost::numeric::ublas::matrix matrix = conversion.xyz_to_rgb (); + GLfloat gl_matrix[] = { + static_cast(matrix(0, 0)), static_cast(matrix(0, 1)), static_cast(matrix(0, 2)), 0.0f, + static_cast(matrix(1, 0)), static_cast(matrix(1, 1)), static_cast(matrix(1, 2)), 0.0f, + static_cast(matrix(2, 0)), static_cast(matrix(2, 1)), static_cast(matrix(2, 2)), 0.0f, + 0.0f, 0.0f, 0.0f, 1.0f + }; + + auto colour_conversion = glGetUniformLocation (program, "colour_conversion"); + check_gl_error ("glGetUniformLocation"); + glUniformMatrix4fv (colour_conversion, 1, GL_TRUE, gl_matrix); - if (!_viewer->pad_black() && out_size.height < canvas_size.GetHeight()) { - glColor3ub (240, 240, 240); - int const gap = (canvas_size.GetHeight() - out_size.height) / 2; - glBegin (GL_QUADS); - glVertex2f (0, 0); - glVertex2f (canvas_size.GetWidth(), 0); - glVertex2f (canvas_size.GetWidth(), gap); - glVertex2f (0, gap); - glEnd (); - glBegin (GL_QUADS); - glVertex2f (0, gap + out_size.height + 1); - glVertex2f (canvas_size.GetWidth(), gap + out_size.height + 1); - glVertex2f (canvas_size.GetWidth(), 2 * gap + out_size.height + 2); - glVertex2f (0, 2 * gap + out_size.height + 2); - glEnd (); - glColor3ub (255, 255, 255); + glLineWidth (2.0f); +} + + +void +GLVideoView::set_border_colour (GLuint program) +{ + auto uniform = glGetUniformLocation (program, "border_colour"); + check_gl_error ("glGetUniformLocation"); + auto colour = outline_content_colour (); + glUniform4f (uniform, colour.Red() / 255.0f, colour.Green() / 255.0f, colour.Blue() / 255.0f, 1.0f); + check_gl_error ("glUniform4f"); +} + + +void +GLVideoView::draw (Position, dcp::Size) +{ + auto pad = pad_colour(); + glClearColor(pad.Red() / 255.0, pad.Green() / 255.0, pad.Blue() / 255.0, 1.0); + glClear (GL_COLOR_BUFFER_BIT); + check_gl_error ("glClear"); + + auto const size = _canvas_size.load(); + int const width = size.GetWidth(); + int const height = size.GetHeight(); + + if (width < 64 || height < 0) { + return; } + glViewport (0, 0, width, height); + check_gl_error ("glViewport"); + + glBindTexture(GL_TEXTURE_2D, _video_texture); + glBindVertexArray(_vao); + check_gl_error ("glBindVertexArray"); + glUniform1i(_fragment_type, _optimise_for_j2k ? 1 : 2); + glDrawElements (GL_TRIANGLES, 6, GL_UNSIGNED_INT, reinterpret_cast(indices_video_texture)); if (_viewer->outline_content()) { - glColor3ub (255, 0, 0); - glBegin (GL_LINE_LOOP); - glVertex2f (inter_position.x, inter_position.y + (canvas_size.GetHeight() - out_size.height) / 2); - glVertex2f (inter_position.x + inter_size.width, inter_position.y + (canvas_size.GetHeight() - out_size.height) / 2); - glVertex2f (inter_position.x + inter_size.width, inter_position.y + (canvas_size.GetHeight() - out_size.height) / 2 + inter_size.height); - glVertex2f (inter_position.x, inter_position.y + (canvas_size.GetHeight() - out_size.height) / 2 + inter_size.height); - glEnd (); - glColor3ub (255, 255, 255); + glUniform1i(_fragment_type, 1); + glDrawElements (GL_LINES, 8, GL_UNSIGNED_INT, reinterpret_cast(indices_border * sizeof(int))); + check_gl_error ("glDrawElements"); } glFlush(); check_gl_error ("glFlush"); - boost::mutex::scoped_lock lm (_canvas_mutex); _canvas->SwapBuffers(); } + void -GLVideoView::set_image (shared_ptr image) +GLVideoView::set_image (shared_ptr pv) { - if (!image) { - _size = optional(); - return; - } + auto image = _optimise_for_j2k ? pv->raw_image() : pv->image(bind(&PlayerVideo::force, _1, AV_PIX_FMT_RGB24), VideoRange::FULL, false, true); - DCPOMATIC_ASSERT (image->pixel_format() == AV_PIX_FMT_RGB24); DCPOMATIC_ASSERT (!image->aligned()); - if (image->size() != _size) { + /** If _optimise_for_j2k is true we render a XYZ image, doing the colourspace + * conversion, scaling and video range conversion in the GL shader. + * Othewise we render a RGB image without any shader-side processing. + */ + + /* XXX: video range conversion */ + /* XXX: subs */ + + if (image->size() != _video_size) { _have_storage = false; } - _size = image->size (); - glPixelStorei (GL_UNPACK_ALIGNMENT, 1); + _video_size = image->size (); + glPixelStorei (GL_UNPACK_ALIGNMENT, _optimise_for_j2k ? 2 : 1); check_gl_error ("glPixelStorei"); + + auto const format = _optimise_for_j2k ? GL_UNSIGNED_SHORT : GL_UNSIGNED_BYTE; + if (_have_storage) { - glTexSubImage2D (GL_TEXTURE_2D, 0, 0, 0, _size->width, _size->height, GL_RGB, GL_UNSIGNED_BYTE, image->data()[0]); + glTexSubImage2D (GL_TEXTURE_2D, 0, 0, 0, _video_size->width, _video_size->height, GL_RGB, format, image->data()[0]); check_gl_error ("glTexSubImage2D"); } else { - glTexImage2D (GL_TEXTURE_2D, 0, GL_RGB8, _size->width, _size->height, 0, GL_RGB, GL_UNSIGNED_BYTE, image->data()[0]); - _have_storage = true; + glTexImage2D (GL_TEXTURE_2D, 0, _optimise_for_j2k ? GL_RGBA12 : GL_RGBA8, _video_size->width, _video_size->height, 0, GL_RGB, format, image->data()[0]); check_gl_error ("glTexImage2D"); + + auto const canvas_size = _canvas_size.load(); + int const canvas_width = canvas_size.GetWidth(); + int const canvas_height = canvas_size.GetHeight(); + + float const image_x = float(_video_size->width) / canvas_width; + float const image_y = float(_video_size->height) / canvas_height; + + auto x_pixels_to_gl = [canvas_width](int x) { + return (x * 2.0f / canvas_width) - 1.0f; + }; + + auto y_pixels_to_gl = [canvas_height](int y) { + return (y * 2.0f / canvas_height) - 1.0f; + }; + + auto inter_position = player_video().first->inter_position(); + auto inter_size = player_video().first->inter_size(); + + float const border_x1 = x_pixels_to_gl (inter_position.x) + 1.0f - image_x; + float const border_y1 = y_pixels_to_gl (inter_position.y) + 1.0f - image_y; + float const border_x2 = x_pixels_to_gl (inter_position.x + inter_size.width) + 1.0f - image_x; + float const border_y2 = y_pixels_to_gl (inter_position.y + inter_size.height) + 1.0f - image_y; + + float vertices[] = { + // positions // texture coords + image_x, image_y, 0.0f, 1.0f, 0.0f, // video texture top right (index 0) + image_x, -image_y, 0.0f, 1.0f, 1.0f, // video texture bottom right (index 1) + -image_x, -image_y, 0.0f, 0.0f, 1.0f, // video texture bottom left (index 2) + -image_x, image_y, 0.0f, 0.0f, 0.0f, // video texture top left (index 3) + border_x1, border_y1, 0.0f, 0.0f, 0.0f, // border bottom left (index 4) + border_x1, border_y2, 0.0f, 0.0f, 0.0f, // border top left (index 5) + border_x2, border_y2, 0.0f, 0.0f, 0.0f, // border top right (index 6) + border_x2, border_y1, 0.0f, 0.0f, 0.0f, // border bottom right (index 7) + }; + + /* Set the vertex shader's input data (GL_ARRAY_BUFFER) */ + glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW); + check_gl_error ("glBufferData"); + + _have_storage = true; } glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); @@ -296,6 +565,7 @@ GLVideoView::set_image (shared_ptr image) check_gl_error ("glTexParameterf"); } + void GLVideoView::start () { @@ -318,7 +588,7 @@ void GLVideoView::thread_playing () { if (length() != dcpomatic::DCPTime()) { - dcpomatic::DCPTime const next = position() + one_video_frame(); + auto const next = position() + one_video_frame(); if (next >= length()) { _viewer->finished (); @@ -343,9 +613,9 @@ GLVideoView::thread_playing () void GLVideoView::set_image_and_draw () { - shared_ptr pv = player_video().first; + auto pv = player_video().first; if (pv) { - set_image (pv->image(bind(&PlayerVideo::force, _1, AV_PIX_FMT_RGB24), VideoRange::FULL, false, true)); + set_image (pv); draw (pv->inter_position(), pv->inter_size()); _viewer->image_changed (pv); } @@ -356,23 +626,19 @@ void GLVideoView::thread () try { - { - boost::mutex::scoped_lock lm (_canvas_mutex); + start_of_thread ("GLVideoView"); #if defined(DCPOMATIC_OSX) - /* Without this we see errors like - * ../src/osx/cocoa/glcanvas.mm(194): assert ""context"" failed in SwapBuffers(): should have current context [in thread 700006970000] - */ - WXGLSetCurrentContext (_context->GetWXGLContext()); + /* Without this we see errors like + * ../src/osx/cocoa/glcanvas.mm(194): assert ""context"" failed in SwapBuffers(): should have current context [in thread 700006970000] + */ + WXGLSetCurrentContext (_context->GetWXGLContext()); #else - /* We must call this here on Linux otherwise we get no image (for reasons - * that aren't clear). However, doing ensure_context() from this thread - * on macOS gives - * "[NSOpenGLContext setView:] must be called from the main thread". - */ - ensure_context (); -#endif + if (!_setup_shaders_done) { + setup_shaders (); + _setup_shaders_done = true; } +#endif #if defined(DCPOMATIC_LINUX) && defined(DCPOMATIC_HAVE_GLX_SWAP_INTERVAL_EXT) if (_canvas->IsExtensionSupported("GLX_EXT_swap_control")) { @@ -402,12 +668,10 @@ try _vsync_enabled = true; #endif - glGenTextures (1, &_id); + glGenTextures (1, &_video_texture); check_gl_error ("glGenTextures"); - glBindTexture (GL_TEXTURE_2D, _id); + glBindTexture (GL_TEXTURE_2D, _video_texture); check_gl_error ("glBindTexture"); - glPixelStorei (GL_UNPACK_ALIGNMENT, 1); - check_gl_error ("glPixelStorei"); while (true) { boost::mutex::scoped_lock lm (_playing_mutex); @@ -431,7 +695,7 @@ try * without also deleting the wxGLCanvas. */ } -catch (boost::thread_interrupted& e) +catch (...) { store_current (); }