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    /*
     * 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)
    {