When the player is used in OpenGL mode, pass unscaled XYZ data through to the shader...
[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 #include "film_viewer.h"
28 #include "wx_util.h"
29 #include "lib/image.h"
30 #include "lib/dcpomatic_assert.h"
31 #include "lib/exceptions.h"
32 #include "lib/cross.h"
33 #include "lib/player_video.h"
34 #include "lib/butler.h"
35 #include <boost/bind/bind.hpp>
36 #include <iostream>
37
38 #ifdef DCPOMATIC_OSX
39 #define GL_DO_NOT_WARN_IF_MULTI_GL_VERSION_HEADERS_INCLUDED
40 #include <OpenGL/OpenGL.h>
41 #include <OpenGL/gl3.h>
42 #endif
43
44 #ifdef DCPOMATIC_LINUX
45 #include <GL/glu.h>
46 #include <GL/glext.h>
47 #endif
48
49 #ifdef DCPOMATIC_WINDOWS
50 #include <GL/glu.h>
51 #include <GL/wglext.h>
52 #endif
53
54
55 using std::cout;
56 using std::shared_ptr;
57 using std::string;
58 using boost::optional;
59 #if BOOST_VERSION >= 106100
60 using namespace boost::placeholders;
61 #endif
62
63
64 static void
65 check_gl_error (char const * last)
66 {
67         GLenum const e = glGetError ();
68         if (e != GL_NO_ERROR) {
69                 throw GLError (last, e);
70         }
71 }
72
73
74 GLVideoView::GLVideoView (FilmViewer* viewer, wxWindow *parent)
75         : VideoView (viewer)
76         , _context (nullptr)
77         , _have_storage (false)
78         , _vsync_enabled (false)
79         , _playing (false)
80         , _one_shot (false)
81 {
82         wxGLAttributes attributes;
83         /* We don't need a depth buffer, and indeed there is apparently a bug with Windows/Intel HD 630
84          * which puts green lines over the OpenGL display if you have a non-zero depth buffer size.
85          * https://community.intel.com/t5/Graphics/Request-for-details-on-Intel-HD-630-green-lines-in-OpenGL-apps/m-p/1202179
86          */
87         attributes.PlatformDefaults().MinRGBA(8, 8, 8, 8).DoubleBuffer().Depth(0).EndList();
88         _canvas = new wxGLCanvas (
89                 parent, attributes, wxID_ANY, wxDefaultPosition, wxDefaultSize, wxFULL_REPAINT_ON_RESIZE
90         );
91         _canvas->Bind (wxEVT_PAINT, boost::bind(&GLVideoView::update, this));
92         _canvas->Bind (wxEVT_SIZE, boost::bind(&GLVideoView::size_changed, this, _1));
93
94         _canvas->Bind (wxEVT_TIMER, boost::bind(&GLVideoView::check_for_butler_errors, this));
95         _timer.reset (new wxTimer(_canvas));
96         _timer->Start (2000);
97 }
98
99
100 void
101 GLVideoView::size_changed (wxSizeEvent const& ev)
102 {
103         _canvas_size = ev.GetSize ();
104         Sized ();
105 }
106
107
108
109 GLVideoView::~GLVideoView ()
110 {
111         boost::this_thread::disable_interruption dis;
112
113         try {
114                 _thread.interrupt ();
115                 _thread.join ();
116         } catch (...) {}
117
118         glDeleteTextures (1, &_texture);
119 }
120
121 void
122 GLVideoView::check_for_butler_errors ()
123 {
124         if (!_viewer->butler()) {
125                 return;
126         }
127
128         try {
129                 _viewer->butler()->rethrow ();
130         } catch (DecodeError& e) {
131                 error_dialog (get(), e.what());
132         } catch (dcp::ReadError& e) {
133                 error_dialog (get(), wxString::Format(_("Could not read DCP: %s"), std_to_wx(e.what())));
134         }
135 }
136
137
138 /** Called from the UI thread */
139 void
140 GLVideoView::update ()
141 {
142         if (!_canvas->IsShownOnScreen()) {
143                 return;
144         }
145
146         /* It appears important to do this from the GUI thread; if we do it from the GL thread
147          * on Linux we get strange failures to create the context for any version of GL higher
148          * than 3.2.
149          */
150         ensure_context ();
151
152 #ifdef DCPOMATIC_OSX
153         /* macOS gives errors if we don't do this (and therefore [NSOpenGLContext setView:]) from the main thread */
154         if (!_setup_shaders_done) {
155                 setup_shaders ();
156                 _setup_shaders_done = true;
157         }
158 #endif
159
160         if (!_thread.joinable()) {
161                 _thread = boost::thread (boost::bind(&GLVideoView::thread, this));
162         }
163
164         request_one_shot ();
165
166         rethrow ();
167 }
168
169
170 static constexpr char vertex_source[] =
171 "#version 330 core\n"
172 "\n"
173 "layout (location = 0) in vec3 in_pos;\n"
174 "layout (location = 1) in vec2 in_tex_coord;\n"
175 "\n"
176 "out vec2 TexCoord;\n"
177 "\n"
178 "void main()\n"
179 "{\n"
180 "       gl_Position = vec4(in_pos, 1.0);\n"
181 "       TexCoord = in_tex_coord;\n"
182 "}\n";
183
184
185 /* Bicubic interpolation stolen from https://stackoverflow.com/questions/13501081/efficient-bicubic-filtering-code-in-glsl */
186 static constexpr char fragment_source[] =
187 "#version 330 core\n"
188 "\n"
189 "in vec2 TexCoord;\n"
190 "\n"
191 "uniform sampler2D texture_sampler;\n"
192 /* type = 0: draw border
193  * type = 1: draw XYZ image
194  * type = 2: draw RGB image
195  */
196 "uniform int type = 0;\n"
197 "uniform vec4 border_colour;\n"
198 "uniform mat4 colour_conversion;\n"
199 "\n"
200 "out vec4 FragColor;\n"
201 "\n"
202 "vec4 cubic(float x)\n"
203 "\n"
204 "#define IN_GAMMA 2.2\n"
205 "#define OUT_GAMMA 0.384615385\n"       //  1 /  2.6
206 "#define DCI_COEFFICIENT 0.91655528\n"  // 48 / 53.37
207 "\n"
208 "{\n"
209 "    float x2 = x * x;\n"
210 "    float x3 = x2 * x;\n"
211 "    vec4 w;\n"
212 "    w.x =     -x3 + 3 * x2 - 3 * x + 1;\n"
213 "    w.y =  3 * x3 - 6 * x2         + 4;\n"
214 "    w.z = -3 * x3 + 3 * x2 + 3 * x + 1;\n"
215 "    w.w =  x3;\n"
216 "    return w / 6.f;\n"
217 "}\n"
218 "\n"
219 "vec4 texture_bicubic(sampler2D sampler, vec2 tex_coords)\n"
220 "{\n"
221 "   vec2 tex_size = textureSize(sampler, 0);\n"
222 "   vec2 inv_tex_size = 1.0 / tex_size;\n"
223 "\n"
224 "   tex_coords = tex_coords * tex_size - 0.5;\n"
225 "\n"
226 "   vec2 fxy = fract(tex_coords);\n"
227 "   tex_coords -= fxy;\n"
228 "\n"
229 "   vec4 xcubic = cubic(fxy.x);\n"
230 "   vec4 ycubic = cubic(fxy.y);\n"
231 "\n"
232 "   vec4 c = tex_coords.xxyy + vec2 (-0.5, +1.5).xyxy;\n"
233 "\n"
234 "   vec4 s = vec4(xcubic.xz + xcubic.yw, ycubic.xz + ycubic.yw);\n"
235 "   vec4 offset = c + vec4 (xcubic.yw, ycubic.yw) / s;\n"
236 "\n"
237 "   offset *= inv_tex_size.xxyy;\n"
238 "\n"
239 "   vec4 sample0 = texture(sampler, offset.xz);\n"
240 "   vec4 sample1 = texture(sampler, offset.yz);\n"
241 "   vec4 sample2 = texture(sampler, offset.xw);\n"
242 "   vec4 sample3 = texture(sampler, offset.yw);\n"
243 "\n"
244 "   float sx = s.x / (s.x + s.y);\n"
245 "   float sy = s.z / (s.z + s.w);\n"
246 "\n"
247 "   return mix(\n"
248 "          mix(sample3, sample2, sx), mix(sample1, sample0, sx)\n"
249 "          , sy);\n"
250 "}\n"
251 "\n"
252 "void main()\n"
253 "{\n"
254 "       switch (type) {\n"
255 "               case 0:\n"
256 "                       FragColor = border_colour;\n"
257 "                       break;\n"
258 "               case 1:\n"
259 "                       FragColor = texture_bicubic(texture_sampler, TexCoord);\n"
260 "                       FragColor.x = pow(FragColor.x, IN_GAMMA) / DCI_COEFFICIENT;\n"
261 "                       FragColor.y = pow(FragColor.y, IN_GAMMA) / DCI_COEFFICIENT;\n"
262 "                       FragColor.z = pow(FragColor.z, IN_GAMMA) / DCI_COEFFICIENT;\n"
263 "                       FragColor = colour_conversion * FragColor;\n"
264 "                       FragColor.x = pow(FragColor.x, OUT_GAMMA);\n"
265 "                       FragColor.y = pow(FragColor.y, OUT_GAMMA);\n"
266 "                       FragColor.z = pow(FragColor.z, OUT_GAMMA);\n"
267 "                       break;\n"
268 "               case 2:\n"
269 "                       FragColor = texture_bicubic(texture_sampler, TexCoord);\n"
270 "                       break;\n"
271 "       }\n"
272 "}\n";
273
274
275 void
276 GLVideoView::ensure_context ()
277 {
278         if (!_context) {
279                 wxGLContextAttrs attrs;
280                 attrs.PlatformDefaults().CoreProfile().OGLVersion(4, 1).EndList();
281                 _context = new wxGLContext (_canvas, nullptr, &attrs);
282                 if (!_context->IsOK()) {
283                         throw GLError ("Making GL context", -1);
284                 }
285         }
286 }
287
288 void
289 GLVideoView::setup_shaders ()
290 {
291         DCPOMATIC_ASSERT (_canvas);
292         DCPOMATIC_ASSERT (_context);
293         auto r = _canvas->SetCurrent (*_context);
294         DCPOMATIC_ASSERT (r);
295
296 #ifdef DCPOMATIC_WINDOWS
297         r = glewInit();
298         if (r != GLEW_OK) {
299                 throw GLError(reinterpret_cast<char const*>(glewGetErrorString(r)));
300         }
301 #endif
302
303         auto get_information = [this](GLenum name) {
304                 auto s = glGetString (name);
305                 if (s) {
306                         _information[name] = std::string (reinterpret_cast<char const *>(s));
307                 }
308         };
309
310         get_information (GL_VENDOR);
311         get_information (GL_RENDERER);
312         get_information (GL_VERSION);
313         get_information (GL_SHADING_LANGUAGE_VERSION);
314
315         unsigned int indices[] = {
316                 0, 1, 3, // texture triangle #1
317                 1, 2, 3, // texture triangle #2
318                 4, 5,    // border line #1
319                 5, 6,    // border line #2
320                 6, 7,    // border line #3
321                 7, 4,    // border line #4
322         };
323
324         glGenVertexArrays(1, &_vao);
325         check_gl_error ("glGenVertexArrays");
326         GLuint vbo;
327         glGenBuffers(1, &vbo);
328         check_gl_error ("glGenBuffers");
329         GLuint ebo;
330         glGenBuffers(1, &ebo);
331         check_gl_error ("glGenBuffers");
332
333         glBindVertexArray(_vao);
334         check_gl_error ("glBindVertexArray");
335
336         glBindBuffer(GL_ARRAY_BUFFER, vbo);
337         check_gl_error ("glBindBuffer");
338
339         glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo);
340         check_gl_error ("glBindBuffer");
341         glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(indices), indices, GL_STATIC_DRAW);
342         check_gl_error ("glBufferData");
343
344         /* position attribute to vertex shader (location = 0) */
345         glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), nullptr);
346         glEnableVertexAttribArray(0);
347         /* texture coord attribute to vertex shader (location = 1) */
348         glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), reinterpret_cast<void*>(3 * sizeof(float)));
349         glEnableVertexAttribArray(1);
350         check_gl_error ("glEnableVertexAttribArray");
351
352         auto compile = [](GLenum type, char const* source) -> GLuint {
353                 auto shader = glCreateShader(type);
354                 DCPOMATIC_ASSERT (shader);
355                 GLchar const * src[] = { static_cast<GLchar const *>(source) };
356                 glShaderSource(shader, 1, src, nullptr);
357                 check_gl_error ("glShaderSource");
358                 glCompileShader(shader);
359                 check_gl_error ("glCompileShader");
360                 GLint ok;
361                 glGetShaderiv(shader, GL_COMPILE_STATUS, &ok);
362                 if (!ok) {
363                         GLint log_length;
364                         glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &log_length);
365                         string log;
366                         if (log_length > 0) {
367                                 char* log_char = new char[log_length];
368                                 glGetShaderInfoLog(shader, log_length, nullptr, log_char);
369                                 log = string(log_char);
370                                 delete[] log_char;
371                         }
372                         glDeleteShader(shader);
373                         throw GLError(String::compose("Could not compile shader (%1)", log).c_str(), -1);
374                 }
375                 return shader;
376         };
377
378         auto vertex_shader = compile (GL_VERTEX_SHADER, vertex_source);
379         auto fragment_shader = compile (GL_FRAGMENT_SHADER, fragment_source);
380
381         auto program = glCreateProgram();
382         check_gl_error ("glCreateProgram");
383         glAttachShader (program, vertex_shader);
384         check_gl_error ("glAttachShader");
385         glAttachShader (program, fragment_shader);
386         check_gl_error ("glAttachShader");
387         glLinkProgram (program);
388         check_gl_error ("glLinkProgram");
389         GLint ok;
390         glGetProgramiv (program, GL_LINK_STATUS, &ok);
391         if (!ok) {
392                 GLint log_length;
393                 glGetProgramiv(program, GL_INFO_LOG_LENGTH, &log_length);
394                 string log;
395                 if (log_length > 0) {
396                         char* log_char = new char[log_length];
397                         glGetProgramInfoLog(program, log_length, nullptr, log_char);
398                         log = string(log_char);
399                         delete[] log_char;
400                 }
401                 glDeleteProgram (program);
402                 throw GLError(String::compose("Could not link shader (%1)", log).c_str(), -1);
403         }
404         glDeleteShader (vertex_shader);
405         glDeleteShader (fragment_shader);
406
407         glUseProgram (program);
408
409         _fragment_type = glGetUniformLocation (program, "type");
410         check_gl_error ("glGetUniformLocation");
411         set_border_colour (program);
412
413         auto conversion = dcp::ColourConversion::rec709_to_xyz();
414         boost::numeric::ublas::matrix<double> matrix = conversion.xyz_to_rgb ();
415         GLfloat gl_matrix[] = {
416                 static_cast<float>(matrix(0, 0)), static_cast<float>(matrix(0, 1)), static_cast<float>(matrix(0, 2)), 0.0f,
417                 static_cast<float>(matrix(1, 0)), static_cast<float>(matrix(1, 1)), static_cast<float>(matrix(1, 2)), 0.0f,
418                 static_cast<float>(matrix(2, 0)), static_cast<float>(matrix(2, 1)), static_cast<float>(matrix(2, 2)), 0.0f,
419                 0.0f, 0.0f, 0.0f, 1.0f
420                 };
421
422         auto colour_conversion = glGetUniformLocation (program, "colour_conversion");
423         check_gl_error ("glGetUniformLocation");
424         glUniformMatrix4fv (colour_conversion, 1, GL_TRUE, gl_matrix);
425
426         glLineWidth (2.0f);
427 }
428
429
430 void
431 GLVideoView::set_border_colour (GLuint program)
432 {
433         auto uniform = glGetUniformLocation (program, "border_colour");
434         check_gl_error ("glGetUniformLocation");
435         auto colour = outline_content_colour ();
436         glUniform4f (uniform, colour.Red() / 255.0f, colour.Green() / 255.0f, colour.Blue() / 255.0f, 1.0f);
437         check_gl_error ("glUniform4f");
438 }
439
440
441 void
442 GLVideoView::draw (Position<int>, dcp::Size)
443 {
444         auto pad = pad_colour();
445         glClearColor(pad.Red() / 255.0, pad.Green() / 255.0, pad.Blue() / 255.0, 1.0);
446         glClear (GL_COLOR_BUFFER_BIT);
447         check_gl_error ("glClear");
448
449         auto const size = _canvas_size.load();
450         int const width = size.GetWidth();
451         int const height = size.GetHeight();
452
453         if (width < 64 || height < 0) {
454                 return;
455         }
456
457         glViewport (0, 0, width, height);
458         check_gl_error ("glViewport");
459
460         glBindTexture(GL_TEXTURE_2D, _texture);
461         glBindVertexArray(_vao);
462         check_gl_error ("glBindVertexArray");
463         glUniform1i(_fragment_type, _optimise_for_j2k ? 1 : 2);
464         glDrawElements (GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
465         if (_viewer->outline_content()) {
466                 glUniform1i(_fragment_type, 1);
467                 glDrawElements (GL_LINES, 8, GL_UNSIGNED_INT, reinterpret_cast<void*>(6 * sizeof(int)));
468                 check_gl_error ("glDrawElements");
469         }
470
471         glFlush();
472         check_gl_error ("glFlush");
473
474         _canvas->SwapBuffers();
475 }
476
477
478 void
479 GLVideoView::set_image (shared_ptr<const PlayerVideo> pv)
480 {
481         auto image = _optimise_for_j2k ? pv->raw_image() : pv->image(bind(&PlayerVideo::force, _1, AV_PIX_FMT_RGB24), VideoRange::FULL, false, true);
482
483         DCPOMATIC_ASSERT (!image->aligned());
484
485         /** If _optimise_for_j2k is true we render a XYZ image, doing the colourspace
486          *  conversion, scaling and video range conversion in the GL shader.
487          *  Othewise we render a RGB image without any shader-side processing.
488          */
489
490         /* XXX: video range conversion */
491         /* XXX: subs */
492
493         if (image->size() != _size) {
494                 _have_storage = false;
495         }
496
497         _size = image->size ();
498         glPixelStorei (GL_UNPACK_ALIGNMENT, _optimise_for_j2k ? 2 : 1);
499         check_gl_error ("glPixelStorei");
500
501         auto const format = _optimise_for_j2k ? GL_UNSIGNED_SHORT : GL_UNSIGNED_BYTE;
502
503         if (_have_storage) {
504                 glTexSubImage2D (GL_TEXTURE_2D, 0, 0, 0, _size->width, _size->height, GL_RGB, format, image->data()[0]);
505                 check_gl_error ("glTexSubImage2D");
506         } else {
507                 glTexImage2D (GL_TEXTURE_2D, 0, _optimise_for_j2k ? GL_RGBA12 : GL_RGBA8, _size->width, _size->height, 0, GL_RGB, format, image->data()[0]);
508                 check_gl_error ("glTexImage2D");
509
510                 auto const canvas_size = _canvas_size.load();
511                 int const canvas_width = canvas_size.GetWidth();
512                 int const canvas_height = canvas_size.GetHeight();
513
514                 float const image_x = float(_size->width) / canvas_width;
515                 float const image_y = float(_size->height) / canvas_height;
516
517                 auto x_pixels_to_gl = [canvas_width](int x) {
518                         return (x * 2.0f / canvas_width) - 1.0f;
519                 };
520
521                 auto y_pixels_to_gl = [canvas_height](int y) {
522                         return (y * 2.0f / canvas_height) - 1.0f;
523                 };
524
525                 auto inter_position = player_video().first->inter_position();
526                 auto inter_size = player_video().first->inter_size();
527
528                 float const border_x1 = x_pixels_to_gl (inter_position.x) + 1.0f - image_x;
529                 float const border_y1 = y_pixels_to_gl (inter_position.y) + 1.0f - image_y;
530                 float const border_x2 = x_pixels_to_gl (inter_position.x + inter_size.width) + 1.0f - image_x;
531                 float const border_y2 = y_pixels_to_gl (inter_position.y + inter_size.height) + 1.0f - image_y;
532
533                 float vertices[] = {
534                         // positions                  // texture coords
535                          image_x,   image_y,   0.0f,  1.0f, 0.0f,   // top right           (index 0)
536                          image_x,  -image_y,   0.0f,  1.0f, 1.0f,   // bottom right        (index 1)
537                         -image_x,  -image_y,   0.0f,  0.0f, 1.0f,   // bottom left         (index 2)
538                         -image_x,   image_y,   0.0f,  0.0f, 0.0f,   // top left            (index 3)
539                          border_x1, border_y1, 0.0f,  0.0f, 0.0f,   // border bottom left  (index 4)
540                          border_x1, border_y2, 0.0f,  0.0f, 0.0f,   // border top left     (index 5)
541                          border_x2, border_y2, 0.0f,  0.0f, 0.0f,   // border top right    (index 6)
542                          border_x2, border_y1, 0.0f,  0.0f, 0.0f,   // border bottom right (index 7)
543                 };
544
545                 /* Set the vertex shader's input data (GL_ARRAY_BUFFER) */
546                 glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
547                 check_gl_error ("glBufferData");
548
549                 _have_storage = true;
550         }
551
552         glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
553         glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
554         check_gl_error ("glTexParameteri");
555
556         glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
557         glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
558         check_gl_error ("glTexParameterf");
559 }
560
561
562 void
563 GLVideoView::start ()
564 {
565         VideoView::start ();
566
567         boost::mutex::scoped_lock lm (_playing_mutex);
568         _playing = true;
569         _thread_work_condition.notify_all ();
570 }
571
572 void
573 GLVideoView::stop ()
574 {
575         boost::mutex::scoped_lock lm (_playing_mutex);
576         _playing = false;
577 }
578
579
580 void
581 GLVideoView::thread_playing ()
582 {
583         if (length() != dcpomatic::DCPTime()) {
584                 auto const next = position() + one_video_frame();
585
586                 if (next >= length()) {
587                         _viewer->finished ();
588                         return;
589                 }
590
591                 get_next_frame (false);
592                 set_image_and_draw ();
593         }
594
595         while (true) {
596                 optional<int> n = time_until_next_frame();
597                 if (!n || *n > 5) {
598                         break;
599                 }
600                 get_next_frame (true);
601                 add_dropped ();
602         }
603 }
604
605
606 void
607 GLVideoView::set_image_and_draw ()
608 {
609         auto pv = player_video().first;
610         if (pv) {
611                 set_image (pv);
612                 draw (pv->inter_position(), pv->inter_size());
613                 _viewer->image_changed (pv);
614         }
615 }
616
617
618 void
619 GLVideoView::thread ()
620 try
621 {
622         start_of_thread ("GLVideoView");
623
624 #if defined(DCPOMATIC_OSX)
625         /* Without this we see errors like
626          * ../src/osx/cocoa/glcanvas.mm(194): assert ""context"" failed in SwapBuffers(): should have current context [in thread 700006970000]
627          */
628         WXGLSetCurrentContext (_context->GetWXGLContext());
629 #else
630         if (!_setup_shaders_done) {
631                 setup_shaders ();
632                 _setup_shaders_done = true;
633         }
634 #endif
635
636 #if defined(DCPOMATIC_LINUX) && defined(DCPOMATIC_HAVE_GLX_SWAP_INTERVAL_EXT)
637         if (_canvas->IsExtensionSupported("GLX_EXT_swap_control")) {
638                 /* Enable vsync */
639                 Display* dpy = wxGetX11Display();
640                 glXSwapIntervalEXT (dpy, DefaultScreen(dpy), 1);
641                 _vsync_enabled = true;
642         }
643 #endif
644
645 #ifdef DCPOMATIC_WINDOWS
646         if (_canvas->IsExtensionSupported("WGL_EXT_swap_control")) {
647                 /* Enable vsync */
648                 PFNWGLSWAPINTERVALEXTPROC swap = (PFNWGLSWAPINTERVALEXTPROC) wglGetProcAddress("wglSwapIntervalEXT");
649                 if (swap) {
650                         swap (1);
651                         _vsync_enabled = true;
652                 }
653         }
654
655 #endif
656
657 #ifdef DCPOMATIC_OSX
658         /* Enable vsync */
659         GLint swapInterval = 1;
660         CGLSetParameter (CGLGetCurrentContext(), kCGLCPSwapInterval, &swapInterval);
661         _vsync_enabled = true;
662 #endif
663
664         glGenTextures (1, &_texture);
665         check_gl_error ("glGenTextures");
666         glBindTexture (GL_TEXTURE_2D, _texture);
667         check_gl_error ("glBindTexture");
668
669         while (true) {
670                 boost::mutex::scoped_lock lm (_playing_mutex);
671                 while (!_playing && !_one_shot) {
672                         _thread_work_condition.wait (lm);
673                 }
674                 lm.unlock ();
675
676                 if (_playing) {
677                         thread_playing ();
678                 } else if (_one_shot) {
679                         _one_shot = false;
680                         set_image_and_draw ();
681                 }
682
683                 boost::this_thread::interruption_point ();
684                 dcpomatic_sleep_milliseconds (time_until_next_frame().get_value_or(0));
685         }
686
687         /* XXX: leaks _context, but that seems preferable to deleting it here
688          * without also deleting the wxGLCanvas.
689          */
690 }
691 catch (...)
692 {
693         store_current ();
694 }
695
696
697 VideoView::NextFrameResult
698 GLVideoView::display_next_frame (bool non_blocking)
699 {
700         NextFrameResult const r = get_next_frame (non_blocking);
701         request_one_shot ();
702         return r;
703 }
704
705
706 void
707 GLVideoView::request_one_shot ()
708 {
709         boost::mutex::scoped_lock lm (_playing_mutex);
710         _one_shot = true;
711         _thread_work_condition.notify_all ();
712 }
713