Missing include.
[dcpomatic.git] / src / wx / gl_video_view.cc
1 /*
2     Copyright (C) 2018-2021 Carl Hetherington <cth@carlh.net>
3
4     This file is part of DCP-o-matic.
5
6     DCP-o-matic is free software; you can redistribute it and/or modify
7     it under the terms of the GNU General Public License as published by
8     the Free Software Foundation; either version 2 of the License, or
9     (at your option) any later version.
10
11     DCP-o-matic 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
14     GNU General Public License for more details.
15
16     You should have received a copy of the GNU General Public License
17     along with DCP-o-matic.  If not, see <http://www.gnu.org/licenses/>.
18
19 */
20
21
22 #ifdef DCPOMATIC_WINDOWS
23 #include <GL/glew.h>
24 #endif
25
26 #include "gl_video_view.h"
27
28 /* This will only build on an new-enough wxWidgets: see the comment in gl_video_view.h */
29 #if wxCHECK_VERSION(3,1,0)
30
31 #include "film_viewer.h"
32 #include "wx_util.h"
33 #include "lib/butler.h"
34 #include "lib/cross.h"
35 #include "lib/dcpomatic_assert.h"
36 #include "lib/dcpomatic_log.h"
37 #include "lib/exceptions.h"
38 #include "lib/image.h"
39 #include "lib/player_video.h"
40 #include <boost/bind/bind.hpp>
41 #include <iostream>
42
43 #ifdef DCPOMATIC_OSX
44 #define GL_DO_NOT_WARN_IF_MULTI_GL_VERSION_HEADERS_INCLUDED
45 #include <OpenGL/OpenGL.h>
46 #include <OpenGL/gl3.h>
47 #endif
48
49 #ifdef DCPOMATIC_LINUX
50 #include <GL/glu.h>
51 #include <GL/glext.h>
52 #endif
53
54 #ifdef DCPOMATIC_WINDOWS
55 #include <GL/glu.h>
56 #include <GL/wglext.h>
57 #endif
58
59
60 using std::cout;
61 using std::shared_ptr;
62 using std::string;
63 using boost::optional;
64 #if BOOST_VERSION >= 106100
65 using namespace boost::placeholders;
66 #endif
67
68
69 static void
70 check_gl_error (char const * last)
71 {
72         GLenum const e = glGetError ();
73         if (e != GL_NO_ERROR) {
74                 throw GLError (last, e);
75         }
76 }
77
78
79 GLVideoView::GLVideoView (FilmViewer* viewer, wxWindow *parent)
80         : VideoView (viewer)
81         , _context (nullptr)
82         , _vsync_enabled (false)
83         , _playing (false)
84         , _one_shot (false)
85 {
86         wxGLAttributes attributes;
87         /* We don't need a depth buffer, and indeed there is apparently a bug with Windows/Intel HD 630
88          * which puts green lines over the OpenGL display if you have a non-zero depth buffer size.
89          * https://community.intel.com/t5/Graphics/Request-for-details-on-Intel-HD-630-green-lines-in-OpenGL-apps/m-p/1202179
90          */
91         attributes.PlatformDefaults().MinRGBA(8, 8, 8, 8).DoubleBuffer().Depth(0).EndList();
92         _canvas = new wxGLCanvas (
93                 parent, attributes, wxID_ANY, wxDefaultPosition, wxDefaultSize, wxFULL_REPAINT_ON_RESIZE
94         );
95         _canvas->Bind (wxEVT_PAINT, boost::bind(&GLVideoView::update, this));
96         _canvas->Bind (wxEVT_SIZE, boost::bind(&GLVideoView::size_changed, this, _1));
97
98         _canvas->Bind (wxEVT_TIMER, boost::bind(&GLVideoView::check_for_butler_errors, this));
99         _timer.reset (new wxTimer(_canvas));
100         _timer->Start (2000);
101 }
102
103
104 void
105 GLVideoView::size_changed (wxSizeEvent const& ev)
106 {
107         auto const scale = _canvas->GetDPIScaleFactor();
108         int const width = std::round(ev.GetSize().GetWidth() * scale);
109         int const height = std::round(ev.GetSize().GetHeight() * scale);
110         _canvas_size = { width, height };
111         LOG_GENERAL("GLVideoView canvas size changed to %1x%2", width, height);
112         Sized ();
113 }
114
115
116 GLVideoView::~GLVideoView ()
117 {
118         boost::this_thread::disable_interruption dis;
119
120         try {
121                 _thread.interrupt ();
122                 _thread.join ();
123         } catch (...) {}
124 }
125
126 void
127 GLVideoView::check_for_butler_errors ()
128 {
129         if (!_viewer->butler()) {
130                 return;
131         }
132
133         try {
134                 _viewer->butler()->rethrow ();
135         } catch (DecodeError& e) {
136                 error_dialog (get(), e.what());
137         } catch (dcp::ReadError& e) {
138                 error_dialog (get(), wxString::Format(_("Could not read DCP: %s"), std_to_wx(e.what())));
139         }
140 }
141
142
143 /** Called from the UI thread */
144 void
145 GLVideoView::update ()
146 {
147         if (!_canvas->IsShownOnScreen()) {
148                 return;
149         }
150
151         /* It appears important to do this from the GUI thread; if we do it from the GL thread
152          * on Linux we get strange failures to create the context for any version of GL higher
153          * than 3.2.
154          */
155         ensure_context ();
156
157 #ifdef DCPOMATIC_OSX
158         /* macOS gives errors if we don't do this (and therefore [NSOpenGLContext setView:]) from the main thread */
159         if (!_setup_shaders_done) {
160                 setup_shaders ();
161                 _setup_shaders_done = true;
162         }
163 #endif
164
165         if (!_thread.joinable()) {
166                 _thread = boost::thread (boost::bind(&GLVideoView::thread, this));
167         }
168
169         request_one_shot ();
170
171         rethrow ();
172 }
173
174
175 static constexpr char vertex_source[] =
176 "#version 330 core\n"
177 "\n"
178 "layout (location = 0) in vec3 in_pos;\n"
179 "layout (location = 1) in vec2 in_tex_coord;\n"
180 "\n"
181 "out vec2 TexCoord;\n"
182 "\n"
183 "void main()\n"
184 "{\n"
185 "       gl_Position = vec4(in_pos, 1.0);\n"
186 "       TexCoord = in_tex_coord;\n"
187 "}\n";
188
189
190 /* Bicubic interpolation stolen from https://stackoverflow.com/questions/13501081/efficient-bicubic-filtering-code-in-glsl */
191 static constexpr char fragment_source[] =
192 "#version 330 core\n"
193 "\n"
194 "in vec2 TexCoord;\n"
195 "\n"
196 "uniform sampler2D texture_sampler;\n"
197 /* type = 0: draw border
198  * type = 1: draw XYZ image
199  * type = 2: draw RGB image
200  */
201 "uniform int type = 0;\n"
202 "uniform vec4 border_colour;\n"
203 "uniform mat4 colour_conversion;\n"
204 "\n"
205 "out vec4 FragColor;\n"
206 "\n"
207 "vec4 cubic(float x)\n"
208 "\n"
209 "#define IN_GAMMA 2.2\n"
210 "#define OUT_GAMMA 0.384615385\n"       //  1 /  2.6
211 "#define DCI_COEFFICIENT 0.91655528\n"  // 48 / 53.37
212 "\n"
213 "{\n"
214 "    float x2 = x * x;\n"
215 "    float x3 = x2 * x;\n"
216 "    vec4 w;\n"
217 "    w.x =     -x3 + 3 * x2 - 3 * x + 1;\n"
218 "    w.y =  3 * x3 - 6 * x2         + 4;\n"
219 "    w.z = -3 * x3 + 3 * x2 + 3 * x + 1;\n"
220 "    w.w =  x3;\n"
221 "    return w / 6.f;\n"
222 "}\n"
223 "\n"
224 "vec4 texture_bicubic(sampler2D sampler, vec2 tex_coords)\n"
225 "{\n"
226 "   vec2 tex_size = textureSize(sampler, 0);\n"
227 "   vec2 inv_tex_size = 1.0 / tex_size;\n"
228 "\n"
229 "   tex_coords = tex_coords * tex_size - 0.5;\n"
230 "\n"
231 "   vec2 fxy = fract(tex_coords);\n"
232 "   tex_coords -= fxy;\n"
233 "\n"
234 "   vec4 xcubic = cubic(fxy.x);\n"
235 "   vec4 ycubic = cubic(fxy.y);\n"
236 "\n"
237 "   vec4 c = tex_coords.xxyy + vec2 (-0.5, +1.5).xyxy;\n"
238 "\n"
239 "   vec4 s = vec4(xcubic.xz + xcubic.yw, ycubic.xz + ycubic.yw);\n"
240 "   vec4 offset = c + vec4 (xcubic.yw, ycubic.yw) / s;\n"
241 "\n"
242 "   offset *= inv_tex_size.xxyy;\n"
243 "\n"
244 "   vec4 sample0 = texture(sampler, offset.xz);\n"
245 "   vec4 sample1 = texture(sampler, offset.yz);\n"
246 "   vec4 sample2 = texture(sampler, offset.xw);\n"
247 "   vec4 sample3 = texture(sampler, offset.yw);\n"
248 "\n"
249 "   float sx = s.x / (s.x + s.y);\n"
250 "   float sy = s.z / (s.z + s.w);\n"
251 "\n"
252 "   return mix(\n"
253 "          mix(sample3, sample2, sx), mix(sample1, sample0, sx)\n"
254 "          , sy);\n"
255 "}\n"
256 "\n"
257 "void main()\n"
258 "{\n"
259 "       switch (type) {\n"
260 "               case 0:\n"
261 "                       FragColor = border_colour;\n"
262 "                       break;\n"
263 "               case 1:\n"
264 "                       FragColor = texture_bicubic(texture_sampler, TexCoord);\n"
265 "                       FragColor.x = pow(FragColor.x, IN_GAMMA) / DCI_COEFFICIENT;\n"
266 "                       FragColor.y = pow(FragColor.y, IN_GAMMA) / DCI_COEFFICIENT;\n"
267 "                       FragColor.z = pow(FragColor.z, IN_GAMMA) / DCI_COEFFICIENT;\n"
268 "                       FragColor = colour_conversion * FragColor;\n"
269 "                       FragColor.x = pow(FragColor.x, OUT_GAMMA);\n"
270 "                       FragColor.y = pow(FragColor.y, OUT_GAMMA);\n"
271 "                       FragColor.z = pow(FragColor.z, OUT_GAMMA);\n"
272 "                       break;\n"
273 "               case 2:\n"
274 "                       FragColor = texture_bicubic(texture_sampler, TexCoord);\n"
275 "                       break;\n"
276 "       }\n"
277 "}\n";
278
279
280 void
281 GLVideoView::ensure_context ()
282 {
283         if (!_context) {
284                 wxGLContextAttrs attrs;
285                 attrs.PlatformDefaults().CoreProfile().OGLVersion(4, 1).EndList();
286                 _context = new wxGLContext (_canvas, nullptr, &attrs);
287                 if (!_context->IsOK()) {
288                         throw GLError ("Making GL context", -1);
289                 }
290         }
291 }
292
293
294 /* Offset of video texture triangles in indices */
295 static constexpr int indices_video_texture = 0;
296 /* Offset of subtitle texture triangles in indices */
297 static constexpr int indices_subtitle_texture = 6;
298 /* Offset of border lines in indices */
299 static constexpr int indices_border = 12;
300
301 static constexpr unsigned int indices[] = {
302         0, 1, 3, // video texture triangle #1
303         1, 2, 3, // video texture triangle #2
304         4, 5, 7, // subtitle texture triangle #1
305         5, 6, 7, // subtitle texture triangle #2
306         8, 9,    // border line #1
307         9, 10,   // border line #2
308         10, 11,  // border line #3
309         11, 8,   // border line #4
310 };
311
312
313 void
314 GLVideoView::setup_shaders ()
315 {
316         DCPOMATIC_ASSERT (_canvas);
317         DCPOMATIC_ASSERT (_context);
318         auto r = _canvas->SetCurrent (*_context);
319         DCPOMATIC_ASSERT (r);
320
321 #ifdef DCPOMATIC_WINDOWS
322         r = glewInit();
323         if (r != GLEW_OK) {
324                 throw GLError(reinterpret_cast<char const*>(glewGetErrorString(r)));
325         }
326 #endif
327
328         auto get_information = [this](GLenum name) {
329                 auto s = glGetString (name);
330                 if (s) {
331                         _information[name] = std::string (reinterpret_cast<char const *>(s));
332                 }
333         };
334
335         get_information (GL_VENDOR);
336         get_information (GL_RENDERER);
337         get_information (GL_VERSION);
338         get_information (GL_SHADING_LANGUAGE_VERSION);
339
340         glGenVertexArrays(1, &_vao);
341         check_gl_error ("glGenVertexArrays");
342         GLuint vbo;
343         glGenBuffers(1, &vbo);
344         check_gl_error ("glGenBuffers");
345         GLuint ebo;
346         glGenBuffers(1, &ebo);
347         check_gl_error ("glGenBuffers");
348
349         glBindVertexArray(_vao);
350         check_gl_error ("glBindVertexArray");
351
352         glBindBuffer(GL_ARRAY_BUFFER, vbo);
353         check_gl_error ("glBindBuffer");
354
355         glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo);
356         check_gl_error ("glBindBuffer");
357         glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
358         check_gl_error ("glBufferData");
359
360         /* position attribute to vertex shader (location = 0) */
361         glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), nullptr);
362         glEnableVertexAttribArray(0);
363         /* texture coord attribute to vertex shader (location = 1) */
364         glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), reinterpret_cast<void*>(3 * sizeof(float)));
365         glEnableVertexAttribArray(1);
366         check_gl_error ("glEnableVertexAttribArray");
367
368         auto compile = [](GLenum type, char const* source) -> GLuint {
369                 auto shader = glCreateShader(type);
370                 DCPOMATIC_ASSERT (shader);
371                 GLchar const * src[] = { static_cast<GLchar const *>(source) };
372                 glShaderSource(shader, 1, src, nullptr);
373                 check_gl_error ("glShaderSource");
374                 glCompileShader(shader);
375                 check_gl_error ("glCompileShader");
376                 GLint ok;
377                 glGetShaderiv(shader, GL_COMPILE_STATUS, &ok);
378                 if (!ok) {
379                         GLint log_length;
380                         glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &log_length);
381                         string log;
382                         if (log_length > 0) {
383                                 std::vector<char> log_char(log_length);
384                                 glGetShaderInfoLog(shader, log_length, nullptr, log_char.data());
385                                 log = string(log_char.data());
386                         }
387                         glDeleteShader(shader);
388                         throw GLError(String::compose("Could not compile shader (%1)", log).c_str(), -1);
389                 }
390                 return shader;
391         };
392
393         auto vertex_shader = compile (GL_VERTEX_SHADER, vertex_source);
394         auto fragment_shader = compile (GL_FRAGMENT_SHADER, fragment_source);
395
396         auto program = glCreateProgram();
397         check_gl_error ("glCreateProgram");
398         glAttachShader (program, vertex_shader);
399         check_gl_error ("glAttachShader");
400         glAttachShader (program, fragment_shader);
401         check_gl_error ("glAttachShader");
402         glLinkProgram (program);
403         check_gl_error ("glLinkProgram");
404         GLint ok;
405         glGetProgramiv (program, GL_LINK_STATUS, &ok);
406         if (!ok) {
407                 GLint log_length;
408                 glGetProgramiv(program, GL_INFO_LOG_LENGTH, &log_length);
409                 string log;
410                 if (log_length > 0) {
411                         std::vector<char> log_char(log_length);
412                         glGetProgramInfoLog(program, log_length, nullptr, log_char.data());
413                         log = string(log_char.data());
414                 }
415                 glDeleteProgram (program);
416                 throw GLError(String::compose("Could not link shader (%1)", log).c_str(), -1);
417         }
418         glDeleteShader (vertex_shader);
419         glDeleteShader (fragment_shader);
420
421         glUseProgram (program);
422
423         _fragment_type = glGetUniformLocation (program, "type");
424         check_gl_error ("glGetUniformLocation");
425         set_border_colour (program);
426
427         auto conversion = dcp::ColourConversion::rec709_to_xyz();
428         boost::numeric::ublas::matrix<double> matrix = conversion.xyz_to_rgb ();
429         GLfloat gl_matrix[] = {
430                 static_cast<float>(matrix(0, 0)), static_cast<float>(matrix(0, 1)), static_cast<float>(matrix(0, 2)), 0.0f,
431                 static_cast<float>(matrix(1, 0)), static_cast<float>(matrix(1, 1)), static_cast<float>(matrix(1, 2)), 0.0f,
432                 static_cast<float>(matrix(2, 0)), static_cast<float>(matrix(2, 1)), static_cast<float>(matrix(2, 2)), 0.0f,
433                 0.0f, 0.0f, 0.0f, 1.0f
434                 };
435
436         auto colour_conversion = glGetUniformLocation (program, "colour_conversion");
437         check_gl_error ("glGetUniformLocation");
438         glUniformMatrix4fv (colour_conversion, 1, GL_TRUE, gl_matrix);
439
440         glLineWidth (1.0f);
441         check_gl_error ("glLineWidth");
442         glEnable (GL_BLEND);
443         check_gl_error ("glEnable");
444         glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
445         check_gl_error ("glBlendFunc");
446
447         /* Reserve space for the GL_ARRAY_BUFFER */
448         glBufferData(GL_ARRAY_BUFFER, 12 * 5 * sizeof(float), nullptr, GL_STATIC_DRAW);
449         check_gl_error ("glBufferData");
450 }
451
452
453 void
454 GLVideoView::set_border_colour (GLuint program)
455 {
456         auto uniform = glGetUniformLocation (program, "border_colour");
457         check_gl_error ("glGetUniformLocation");
458         auto colour = outline_content_colour ();
459         glUniform4f (uniform, colour.Red() / 255.0f, colour.Green() / 255.0f, colour.Blue() / 255.0f, 1.0f);
460         check_gl_error ("glUniform4f");
461 }
462
463
464 void
465 GLVideoView::draw ()
466 {
467         auto pad = pad_colour();
468         glClearColor(pad.Red() / 255.0, pad.Green() / 255.0, pad.Blue() / 255.0, 1.0);
469         glClear (GL_COLOR_BUFFER_BIT);
470         check_gl_error ("glClear");
471
472         auto const size = _canvas_size.load();
473         int const width = size.GetWidth();
474         int const height = size.GetHeight();
475
476         if (width < 64 || height < 0) {
477                 return;
478         }
479
480         glViewport (0, 0, width, height);
481         check_gl_error ("glViewport");
482
483         glBindVertexArray(_vao);
484         check_gl_error ("glBindVertexArray");
485         glUniform1i(_fragment_type, _optimise_for_j2k ? 1 : 2);
486         _video_texture->bind();
487         glDrawElements (GL_TRIANGLES, 6, GL_UNSIGNED_INT, reinterpret_cast<void*>(indices_video_texture * sizeof(int)));
488         if (_have_subtitle_to_render) {
489                 glUniform1i(_fragment_type, 2);
490                 _subtitle_texture->bind();
491                 glDrawElements (GL_TRIANGLES, 6, GL_UNSIGNED_INT, reinterpret_cast<void*>(indices_subtitle_texture * sizeof(int)));
492         }
493         if (_viewer->outline_content()) {
494                 glUniform1i(_fragment_type, 0);
495                 glDrawElements (GL_LINES, 8, GL_UNSIGNED_INT, reinterpret_cast<void*>(indices_border * sizeof(int)));
496                 check_gl_error ("glDrawElements");
497         }
498
499         glFlush();
500         check_gl_error ("glFlush");
501
502         _canvas->SwapBuffers();
503 }
504
505
506 void
507 GLVideoView::set_image (shared_ptr<const PlayerVideo> pv)
508 {
509         shared_ptr<const Image> video = _optimise_for_j2k ? pv->raw_image() : pv->image(bind(&PlayerVideo::force, _1, AV_PIX_FMT_RGB24), VideoRange::FULL, true);
510
511         /* Only the player's black frames should be aligned at this stage, so this should
512          * almost always have no work to do.
513          */
514         video = Image::ensure_alignment (video, Image::Alignment::COMPACT);
515
516         /** If _optimise_for_j2k is true we render a XYZ image, doing the colourspace
517          *  conversion, scaling and video range conversion in the GL shader.
518          *  Othewise we render a RGB image without any shader-side processing.
519          */
520
521         /* XXX: video range conversion */
522
523         _video_texture->set (video);
524
525         auto const text = pv->text();
526         _have_subtitle_to_render = static_cast<bool>(text) && _optimise_for_j2k;
527         if (_have_subtitle_to_render) {
528                 /* opt: only do this if it's a new subtitle? */
529                 DCPOMATIC_ASSERT (text->image->alignment() == Image::Alignment::COMPACT);
530                 _subtitle_texture->set (text->image);
531         }
532
533
534         auto const canvas_size = _canvas_size.load();
535         int const canvas_width = canvas_size.GetWidth();
536         int const canvas_height = canvas_size.GetHeight();
537         auto const inter_position = player_video().first->inter_position();
538         auto const inter_size = player_video().first->inter_size();
539         auto const out_size = player_video().first->out_size();
540
541         auto x_offset = std::max(0, (canvas_width - out_size.width) / 2);
542         auto y_offset = std::max(0, (canvas_height - out_size.height) / 2);
543
544         _last_canvas_size.set_next (canvas_size);
545         _last_video_size.set_next (video->size());
546         _last_inter_position.set_next (inter_position);
547         _last_inter_size.set_next (inter_size);
548         _last_out_size.set_next (out_size);
549
550         class Rectangle
551         {
552         public:
553                 Rectangle (wxSize canvas_size, float x, float y, dcp::Size size)
554                         : _canvas_size (canvas_size)
555                 {
556                         auto const x1 = x_pixels_to_gl(x);
557                         auto const y1 = y_pixels_to_gl(y);
558                         auto const x2 = x_pixels_to_gl(x + size.width);
559                         auto const y2 = y_pixels_to_gl(y + size.height);
560
561                         /* The texture coordinates here have to account for the fact that when we put images into the texture OpenGL
562                          * expected us to start at the lower left but we actually started at the top left.  So although the
563                          * top of the texture is at 1.0 we pretend it's the other way round.
564                          */
565
566                         // bottom right
567                         _vertices[0] = x2;
568                         _vertices[1] = y2;
569                         _vertices[2] = 0.0f;
570                         _vertices[3] = 1.0f;
571                         _vertices[4] = 1.0f;
572
573                         // top right
574                         _vertices[5] = x2;
575                         _vertices[6] = y1;
576                         _vertices[7] = 0.0f;
577                         _vertices[8] = 1.0f;
578                         _vertices[9] = 0.0f;
579
580                         // top left
581                         _vertices[10] = x1;
582                         _vertices[11] = y1;
583                         _vertices[12] = 0.0f;
584                         _vertices[13] = 0.0f;
585                         _vertices[14] = 0.0f;
586
587                         // bottom left
588                         _vertices[15] = x1;
589                         _vertices[16] = y2;
590                         _vertices[17] = 0.0f;
591                         _vertices[18] = 0.0f;
592                         _vertices[19] = 1.0f;
593                 }
594
595                 float const * vertices () const {
596                         return _vertices;
597                 }
598
599                 int const size () const {
600                         return sizeof(_vertices);
601                 }
602
603         private:
604                 /* @param x x position in pixels where 0 is left and canvas_width is right on screen */
605                 float x_pixels_to_gl(int x) const {
606                         return (x * 2.0f / _canvas_size.GetWidth()) - 1.0f;
607                 }
608
609                 /* @param y y position in pixels where 0 is top and canvas_height is bottom on screen */
610                 float y_pixels_to_gl(int y) const {
611                         return 1.0f - (y * 2.0f / _canvas_size.GetHeight());
612                 }
613
614                 wxSize _canvas_size;
615                 float _vertices[20];
616         };
617
618         if (_last_canvas_size.changed() || _last_inter_position.changed() || _last_inter_size.changed() || _last_out_size.changed()) {
619
620                 const auto video = _optimise_for_j2k ?
621                         Rectangle(canvas_size, inter_position.x + x_offset, inter_position.y + y_offset, inter_size)
622                         : Rectangle(canvas_size, x_offset, y_offset, out_size);
623
624                 glBufferSubData (GL_ARRAY_BUFFER, 0, video.size(), video.vertices());
625                 check_gl_error ("glBufferSubData (video)");
626
627                 const auto border = Rectangle(canvas_size, inter_position.x + x_offset, inter_position.y + y_offset, inter_size);
628                 glBufferSubData (GL_ARRAY_BUFFER, 8 * 5 * sizeof(float), border.size(), border.vertices());
629                 check_gl_error ("glBufferSubData (border)");
630         }
631
632         if (_have_subtitle_to_render) {
633                 const auto subtitle = Rectangle(canvas_size, inter_position.x + x_offset + text->position.x, inter_position.y + y_offset + text->position.y, text->image->size());
634                 glBufferSubData (GL_ARRAY_BUFFER, 4 * 5 * sizeof(float), subtitle.size(), subtitle.vertices());
635                 check_gl_error ("glBufferSubData (subtitle)");
636         }
637
638         /* opt: where should these go? */
639
640         glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
641         glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
642         check_gl_error ("glTexParameteri");
643
644         glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
645         glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
646         check_gl_error ("glTexParameterf");
647 }
648
649
650 void
651 GLVideoView::start ()
652 {
653         VideoView::start ();
654
655         boost::mutex::scoped_lock lm (_playing_mutex);
656         _playing = true;
657         _thread_work_condition.notify_all ();
658 }
659
660 void
661 GLVideoView::stop ()
662 {
663         boost::mutex::scoped_lock lm (_playing_mutex);
664         _playing = false;
665 }
666
667
668 void
669 GLVideoView::thread_playing ()
670 {
671         if (length() != dcpomatic::DCPTime()) {
672                 auto const next = position() + one_video_frame();
673
674                 if (next >= length()) {
675                         _viewer->finished ();
676                         return;
677                 }
678
679                 get_next_frame (false);
680                 set_image_and_draw ();
681         }
682
683         while (true) {
684                 optional<int> n = time_until_next_frame();
685                 if (!n || *n > 5) {
686                         break;
687                 }
688                 get_next_frame (true);
689                 add_dropped ();
690         }
691 }
692
693
694 void
695 GLVideoView::set_image_and_draw ()
696 {
697         auto pv = player_video().first;
698         if (pv) {
699                 set_image (pv);
700         }
701
702         draw ();
703
704         if (pv) {
705                 _viewer->image_changed (pv);
706         }
707 }
708
709
710 void
711 GLVideoView::thread ()
712 try
713 {
714         start_of_thread ("GLVideoView");
715
716 #if defined(DCPOMATIC_OSX)
717         /* Without this we see errors like
718          * ../src/osx/cocoa/glcanvas.mm(194): assert ""context"" failed in SwapBuffers(): should have current context [in thread 700006970000]
719          */
720         WXGLSetCurrentContext (_context->GetWXGLContext());
721 #else
722         if (!_setup_shaders_done) {
723                 setup_shaders ();
724                 _setup_shaders_done = true;
725         }
726 #endif
727
728 #if defined(DCPOMATIC_LINUX) && defined(DCPOMATIC_HAVE_GLX_SWAP_INTERVAL_EXT)
729         if (_canvas->IsExtensionSupported("GLX_EXT_swap_control")) {
730                 /* Enable vsync */
731                 Display* dpy = wxGetX11Display();
732                 glXSwapIntervalEXT (dpy, DefaultScreen(dpy), 1);
733                 _vsync_enabled = true;
734         }
735 #endif
736
737 #ifdef DCPOMATIC_WINDOWS
738         if (_canvas->IsExtensionSupported("WGL_EXT_swap_control")) {
739                 /* Enable vsync */
740                 PFNWGLSWAPINTERVALEXTPROC swap = (PFNWGLSWAPINTERVALEXTPROC) wglGetProcAddress("wglSwapIntervalEXT");
741                 if (swap) {
742                         swap (1);
743                         _vsync_enabled = true;
744                 }
745         }
746
747 #endif
748
749 #ifdef DCPOMATIC_OSX
750         /* Enable vsync */
751         GLint swapInterval = 1;
752         CGLSetParameter (CGLGetCurrentContext(), kCGLCPSwapInterval, &swapInterval);
753         _vsync_enabled = true;
754 #endif
755
756         _video_texture.reset(new Texture(_optimise_for_j2k ? 2 : 1));
757         _subtitle_texture.reset(new Texture(1));
758
759         while (true) {
760                 boost::mutex::scoped_lock lm (_playing_mutex);
761                 while (!_playing && !_one_shot) {
762                         _thread_work_condition.wait (lm);
763                 }
764                 lm.unlock ();
765
766                 if (_playing) {
767                         thread_playing ();
768                 } else if (_one_shot) {
769                         _one_shot = false;
770                         set_image_and_draw ();
771                 }
772
773                 boost::this_thread::interruption_point ();
774                 dcpomatic_sleep_milliseconds (time_until_next_frame().get_value_or(0));
775         }
776
777         /* XXX: leaks _context, but that seems preferable to deleting it here
778          * without also deleting the wxGLCanvas.
779          */
780 }
781 catch (...)
782 {
783         store_current ();
784 }
785
786
787 VideoView::NextFrameResult
788 GLVideoView::display_next_frame (bool non_blocking)
789 {
790         NextFrameResult const r = get_next_frame (non_blocking);
791         request_one_shot ();
792         return r;
793 }
794
795
796 void
797 GLVideoView::request_one_shot ()
798 {
799         boost::mutex::scoped_lock lm (_playing_mutex);
800         _one_shot = true;
801         _thread_work_condition.notify_all ();
802 }
803
804
805 Texture::Texture (GLint unpack_alignment)
806         : _unpack_alignment (unpack_alignment)
807 {
808         glGenTextures (1, &_name);
809         check_gl_error ("glGenTextures");
810 }
811
812
813 Texture::~Texture ()
814 {
815         glDeleteTextures (1, &_name);
816 }
817
818
819 void
820 Texture::bind ()
821 {
822         glBindTexture(GL_TEXTURE_2D, _name);
823         check_gl_error ("glBindTexture");
824 }
825
826
827 void
828 Texture::set (shared_ptr<const Image> image)
829 {
830         auto const create = !_size || image->size() != _size;
831         _size = image->size();
832
833         glPixelStorei (GL_UNPACK_ALIGNMENT, _unpack_alignment);
834         check_gl_error ("glPixelStorei");
835
836         DCPOMATIC_ASSERT (image->alignment() == Image::Alignment::COMPACT);
837
838         GLint internal_format;
839         GLenum format;
840         GLenum type;
841
842         switch (image->pixel_format()) {
843         case AV_PIX_FMT_BGRA:
844                 internal_format = GL_RGBA8;
845                 format = GL_BGRA;
846                 type = GL_UNSIGNED_BYTE;
847                 break;
848         case AV_PIX_FMT_RGBA:
849                 internal_format = GL_RGBA8;
850                 format = GL_RGBA;
851                 type = GL_UNSIGNED_BYTE;
852                 break;
853         case AV_PIX_FMT_RGB24:
854                 internal_format = GL_RGBA8;
855                 format = GL_RGB;
856                 type = GL_UNSIGNED_BYTE;
857                 break;
858         case AV_PIX_FMT_XYZ12:
859                 internal_format = GL_RGBA12;
860                 format = GL_RGB;
861                 type = GL_UNSIGNED_SHORT;
862                 break;
863         default:
864                 throw PixelFormatError ("Texture::set", image->pixel_format());
865         }
866
867         bind ();
868
869         if (create) {
870                 glTexImage2D (GL_TEXTURE_2D, 0, internal_format, _size->width, _size->height, 0, format, type, image->data()[0]);
871                 check_gl_error ("glTexImage2D");
872         } else {
873                 glTexSubImage2D (GL_TEXTURE_2D, 0, 0, 0, _size->width, _size->height, format, type, image->data()[0]);
874                 check_gl_error ("glTexSubImage2D");
875         }
876 }
877
878 #endif