[FFmpeg-devel] [PATCH 3/3] lavd: add opengl device

Lukasz Marek lukasz.m.luki at gmail.com
Mon Jan 13 01:41:48 CET 2014


It can render to OpenGL context provided by application or into SDL window

Signed-off-by: Lukasz Marek <lukasz.m.luki at gmail.com>
---
 Changelog                        |    1 +
 configure                        |    9 +
 doc/outdevs.texi                 |   31 ++
 libavdevice/Makefile             |    1 +
 libavdevice/alldevices.c         |    1 +
 libavdevice/opengl_enc.c         | 1060 ++++++++++++++++++++++++++++++++++++++
 libavdevice/opengl_enc_shaders.h |  158 ++++++
 libavdevice/version.h            |    4 +-
 8 files changed, 1263 insertions(+), 2 deletions(-)
 create mode 100644 libavdevice/opengl_enc.c
 create mode 100644 libavdevice/opengl_enc_shaders.h

diff --git a/Changelog b/Changelog
index 116daa6..183fa7d 100644
--- a/Changelog
+++ b/Changelog
@@ -20,6 +20,7 @@ version <next>
 - side & metadata support in NUT
 - framepack filter
 - XYZ12 rawvideo support in NUT
+- OpenGL device
 
 
 version 2.1:
diff --git a/configure b/configure
index df1cb60..fe06dd1 100755
--- a/configure
+++ b/configure
@@ -251,6 +251,7 @@ External library support:
   --enable-libzvbi         enable teletext support via libzvbi [no]
   --enable-openal          enable OpenAL 1.1 capture support [no]
   --enable-opencl          enable OpenCL code
+  --enable-opengl          enable OpenGL rendering [no]
   --enable-openssl         enable openssl [no]
   --enable-x11grab         enable X11 grabbing [no]
   --disable-zlib           disable zlib [autodetect]
@@ -1309,6 +1310,7 @@ EXTERNAL_LIBRARY_LIST="
     libzvbi
     openal
     opencl
+    opengl
     openssl
     x11grab
     zlib
@@ -1568,6 +1570,7 @@ HAVE_LIST="
     getservbyport
     gettimeofday
     glob
+    glXGetProcAddress
     gnu_as
     gnu_windres
     gsm_h
@@ -1654,6 +1657,7 @@ HAVE_LIST="
     vdpau_x11
     vfp_args
     VirtualAlloc
+    wglGetProcAddress
     windows_h
     winsock2_h
     xform_asm
@@ -2257,6 +2261,7 @@ libcdio_indev_deps="libcdio"
 libdc1394_indev_deps="libdc1394"
 libv4l2_indev_deps="libv4l2"
 openal_indev_deps="openal"
+opengl_outdev_deps="opengl"
 oss_indev_deps_any="soundcard_h sys_soundcard_h"
 oss_outdev_deps_any="soundcard_h sys_soundcard_h"
 pulse_indev_deps="libpulse"
@@ -4484,6 +4489,10 @@ enabled opencl            && { check_lib2 OpenCL/cl.h clEnqueueNDRangeKernel -Wl
                              { check_cpp_condition "OpenCL/cl.h" "defined(CL_VERSION_1_2)" ||
                                check_cpp_condition "CL/cl.h" "defined(CL_VERSION_1_2)" ||
                                die "ERROR: opencl must be installed and version must be 1.2 or compatible"; }
+enabled opengl            && { check_lib GL/glx.h glXGetProcAddress "-lGL" ||
+                               check_lib2 windows.h wglGetProcAddress "-lopengl32 -lgdi32" ||
+                               die "ERROR: opengl not found."
+                             }
 enabled openssl           && { check_lib openssl/ssl.h SSL_library_init -lssl -lcrypto ||
                                check_lib openssl/ssl.h SSL_library_init -lssl32 -leay32 ||
                                check_lib openssl/ssl.h SSL_library_init -lssl -lcrypto -lws2_32 -lgdi32 ||
diff --git a/doc/outdevs.texi b/doc/outdevs.texi
index a204f32..96b35cd 100644
--- a/doc/outdevs.texi
+++ b/doc/outdevs.texi
@@ -149,6 +149,37 @@ ffmpeg -re -i INPUT -vcodec rawvideo -pix_fmt bgra -f fbdev /dev/fb0
 
 See also @url{http://linux-fbdev.sourceforge.net/}, and fbset(1).
 
+ at section opengl
+OpenGL output device.
+
+To enable this output device you need to configure FFmpeg with @code{--enable-opengl}.
+
+Device allows to render to OpenGL context.
+Context may be provided by application or default SDL window is created.
+
+When device renders to external context, @code{window_size_cb} and @code{window_swap_buffers_cb}
+callbacks need to be provided in @code{AVFormatContext}.
+
+ at subsection Options
+ at table @option
+
+ at item background
+Set background color. Black is a default.
+ at item no_window
+Disables default SDL window when set to non-zero value.
+Application must provide OpenGL context and both @code{window_size_cb} and @code{window_swap_buffers_cb} callbacks when set.
+ at item window_title
+Set the SDL window title, if not specified default to the filename specified for the output device.
+Ignored when @option{no_window} is set.
+
+ at end table
+
+ at subsection Examples
+Play a file on SDL window using OpenGL rendering:
+ at example
+ffmpeg  -i INPUT -f opengl "window title"
+ at end example
+
 @section oss
 
 OSS (Open Sound System) output device.
diff --git a/libavdevice/Makefile b/libavdevice/Makefile
index 531818a..fb57c33 100644
--- a/libavdevice/Makefile
+++ b/libavdevice/Makefile
@@ -29,6 +29,7 @@ OBJS-$(CONFIG_IEC61883_INDEV)            += iec61883.o
 OBJS-$(CONFIG_JACK_INDEV)                += jack_audio.o timefilter.o
 OBJS-$(CONFIG_LAVFI_INDEV)               += lavfi.o
 OBJS-$(CONFIG_OPENAL_INDEV)              += openal-dec.o
+OBJS-$(CONFIG_OPENGL_OUTDEV)             += opengl_enc.o
 OBJS-$(CONFIG_OSS_INDEV)                 += oss_audio.o
 OBJS-$(CONFIG_OSS_OUTDEV)                += oss_audio.o
 OBJS-$(CONFIG_PULSE_INDEV)               += pulse_audio_dec.o \
diff --git a/libavdevice/alldevices.c b/libavdevice/alldevices.c
index 5178f30..63bff11 100644
--- a/libavdevice/alldevices.c
+++ b/libavdevice/alldevices.c
@@ -56,6 +56,7 @@ void avdevice_register_all(void)
     REGISTER_INDEV   (JACK,             jack);
     REGISTER_INDEV   (LAVFI,            lavfi);
     REGISTER_INDEV   (OPENAL,           openal);
+    REGISTER_OUTDEV  (OPENGL,           opengl);
     REGISTER_INOUTDEV(OSS,              oss);
     REGISTER_INOUTDEV(PULSE,            pulse);
     REGISTER_OUTDEV  (SDL,              sdl);
diff --git a/libavdevice/opengl_enc.c b/libavdevice/opengl_enc.c
new file mode 100644
index 0000000..032251f
--- /dev/null
+++ b/libavdevice/opengl_enc.c
@@ -0,0 +1,1060 @@
+/*
+ * 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 Mac OS and 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 <GL/gl.h>
+#include <GL/glext.h>
+#include "config.h"
+#if HAVE_SDL
+#include <SDL.h>
+#endif
+#if HAVE_GLXGETPROCADDRESS
+#include <GL/glx.h>
+#endif
+#if defined(__MINGW32__)
+#include <windows.h>
+#endif
+#include "libavutil/common.h"
+#include "libavutil/pixdesc.h"
+#include "libavutil/log.h"
+#include "libavutil/opt.h"
+#include "libavutil/avassert.h"
+#include "libavformat/avformat.h"
+#include "libavdevice/avdevice.h"
+#include "opengl_enc_shaders.h"
+
+/* MinGW exposes only OpenGL 1.1 API */
+#if defined(__MINGW32__)
+#ifndef GL_MAJOR_VERSION
+#define GL_MAJOR_VERSION                  0x821B
+#endif
+#ifndef GL_MINOR_VERSION
+#define GL_MINOR_VERSION                  0x821C
+#endif
+#ifndef GL_NUM_EXTENSIONS
+#define GL_NUM_EXTENSIONS                 0x821D
+#endif
+#ifndef GL_ARRAY_BUFFER
+#define GL_ARRAY_BUFFER                   0x8892
+#endif
+#ifndef GL_ELEMENT_ARRAY_BUFFER
+#define GL_ELEMENT_ARRAY_BUFFER           0x8893
+#endif
+#ifndef GL_STATIC_DRAW
+#define GL_STATIC_DRAW                    0x88E4
+#endif
+#ifndef GL_FRAGMENT_SHADER
+#define GL_FRAGMENT_SHADER                0x8B30
+#endif
+#ifndef GL_VERTEX_SHADER
+#define GL_VERTEX_SHADER                  0x8B31
+#endif
+#ifndef GL_COMPILE_STATUS
+#define GL_COMPILE_STATUS                 0x8B81
+#endif
+#ifndef GL_LINK_STATUS
+#define GL_LINK_STATUS                    0x8B82
+#endif
+#ifndef GL_INFO_LOG_LENGTH
+#define GL_INFO_LOG_LENGTH                0x8B84
+#endif
+
+#ifndef GLchar
+typedef char GLchar;
+#endif
+#ifndef GLsizeiptr
+#include <stddef.h>
+typedef ptrdiff_t GLsizeiptr;
+#endif
+
+#ifndef PFNGLGETSTRINGIPROC
+typedef const GLubyte * (APIENTRY *PFNGLGETSTRINGIPROC) (GLenum name, GLuint index);
+#endif
+#ifndef PFNGLACTIVETEXTUREPROC
+typedef void (APIENTRY *PFNGLACTIVETEXTUREPROC) (GLenum texture);
+#endif
+#ifndef PFNGLGENBUFFERSPROC
+typedef void (APIENTRY *PFNGLGENBUFFERSPROC) (GLsizei n, GLuint *buffers);
+#endif
+#ifndef PFNGLDELETEBUFFERSPROC
+typedef void (APIENTRY *PFNGLDELETEBUFFERSPROC) (GLsizei n, const GLuint *buffers);
+#endif
+#ifndef PFNGLBUFFERDATAPROC
+typedef void (APIENTRY *PFNGLBUFFERDATAPROC) (GLenum target, GLsizeiptr size, const GLvoid *data, GLenum usage);
+#endif
+#ifndef PFNGLBINDBUFFERPROC
+typedef void (APIENTRY *PFNGLBINDBUFFERPROC) (GLenum target, GLuint buffer);
+#endif
+#ifndef PFNGLGETATTRIBLOCATIONPROC
+typedef GLint (APIENTRY *PFNGLGETATTRIBLOCATIONPROC) (GLuint program, const GLchar *name);
+#endif
+#ifndef PFNGLGETUNIFORMLOCATIONPROC
+typedef GLint (APIENTRY *PFNGLGETUNIFORMLOCATIONPROC) (GLuint program, const GLchar *name);
+#endif
+#ifndef PFNGLUNIFORM1FPROC
+typedef void (APIENTRY *PFNGLUNIFORM1FPROC) (GLint location, GLfloat v0);
+#endif
+#ifndef PFNGLUNIFORM1IPROC
+typedef void (APIENTRY *PFNGLUNIFORM1IPROC) (GLint location, GLint v0);
+#endif
+#ifndef PFNGLUNIFORMMATRIX4FVPROC
+typedef void (APIENTRY *PFNGLUNIFORMMATRIX4FVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
+#endif
+#ifndef PFNGLCREATEPROGRAMPROC
+typedef GLuint (APIENTRY *PFNGLCREATEPROGRAMPROC) (void);
+#endif
+#ifndef PFNGLDELETEPROGRAMPROC
+typedef void (APIENTRY *PFNGLDELETEPROGRAMPROC) (GLuint program);
+#endif
+#ifndef PFNGLUSEPROGRAMPROC
+typedef void (APIENTRY *PFNGLUSEPROGRAMPROC) (GLuint program);
+#endif
+#ifndef PFNGLLINKPROGRAMPROC
+typedef void (APIENTRY *PFNGLLINKPROGRAMPROC) (GLuint program);
+#endif
+#ifndef PFNGLGETPROGRAMIVPROC
+typedef void (APIENTRY *PFNGLGETPROGRAMIVPROC) (GLuint program, GLenum pname, GLint *params);
+#endif
+#ifndef PFNGLGETPROGRAMINFOLOGPROC
+typedef void (APIENTRY *PFNGLGETPROGRAMINFOLOGPROC) (GLuint program, GLsizei bufSize, GLsizei *length, GLchar *infoLog);
+#endif
+#ifndef PFNGLATTACHSHADERPROC
+typedef void (APIENTRY *PFNGLATTACHSHADERPROC) (GLuint program, GLuint shader);
+#endif
+#ifndef PFNGLCREATESHADERPROC
+typedef GLuint (APIENTRY *PFNGLCREATESHADERPROC) (GLenum type);
+#endif
+#ifndef PFNGLDELETESHADERPROC
+typedef void (APIENTRY *PFNGLDELETESHADERPROC) (GLuint shader);
+#endif
+#ifndef PFNGLCOMPILESHADERPROC
+typedef void (APIENTRY *PFNGLCOMPILESHADERPROC) (GLuint shader);
+#endif
+#ifndef PFNGLSHADERSOURCEPROC
+typedef void (APIENTRY *PFNGLSHADERSOURCEPROC) (GLuint shader, GLsizei count, const GLchar* *string, const GLint *length);
+#endif
+#ifndef PFNGLGETSHADERIVPROC
+typedef void (APIENTRY *PFNGLGETSHADERIVPROC) (GLuint shader, GLenum pname, GLint *params);
+#endif
+#ifndef PFNGLGETSHADERINFOLOGPROC
+typedef void (APIENTRY *PFNGLGETSHADERINFOLOGPROC) (GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *infoLog);
+#endif
+#ifndef PFNGLENABLEVERTEXATTRIBARRAYPROC
+typedef void (APIENTRY *PFNGLENABLEVERTEXATTRIBARRAYPROC) (GLuint index);
+#endif
+#ifndef PFNGLVERTEXATTRIBPOINTERPROC
+typedef void (APIENTRY *PFNGLVERTEXATTRIBPOINTERPROC) (GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid *pointer);
+#endif
+#endif /* __MINGW32__ */
+
+typedef struct FFOpenGLFunctions {
+    PFNGLGETSTRINGIPROC glGetStringi;
+    PFNGLACTIVETEXTUREPROC glActiveTexture;
+    PFNGLGENBUFFERSPROC glGenBuffers;
+    PFNGLDELETEBUFFERSPROC glDeleteBuffers;
+    PFNGLBUFFERDATAPROC glBufferData;
+    PFNGLBINDBUFFERPROC glBindBuffer;
+    PFNGLGETATTRIBLOCATIONPROC glGetAttribLocation;
+    PFNGLGETUNIFORMLOCATIONPROC glGetUniformLocation;
+    PFNGLUNIFORM1FPROC glUniform1f;
+    PFNGLUNIFORM1IPROC glUniform1i;
+    PFNGLUNIFORMMATRIX4FVPROC glUniformMatrix4fv;
+    PFNGLCREATEPROGRAMPROC glCreateProgram;
+    PFNGLDELETEPROGRAMPROC glDeleteProgram;
+    PFNGLUSEPROGRAMPROC glUseProgram;
+    PFNGLLINKPROGRAMPROC glLinkProgram;
+    PFNGLGETPROGRAMIVPROC glGetProgramiv;
+    PFNGLGETPROGRAMINFOLOGPROC glGetProgramInfoLog;
+    PFNGLATTACHSHADERPROC glAttachShader;
+    PFNGLCREATESHADERPROC glCreateShader;
+    PFNGLDELETESHADERPROC glDeleteShader;
+    PFNGLCOMPILESHADERPROC glCompileShader;
+    PFNGLSHADERSOURCEPROC glShaderSource;
+    PFNGLGETSHADERIVPROC glGetShaderiv;
+    PFNGLGETSHADERINFOLOGPROC glGetShaderInfoLog;
+    PFNGLENABLEVERTEXATTRIBARRAYPROC glEnableVertexAttribArray;
+    PFNGLVERTEXATTRIBPOINTERPROC glVertexAttribPointer;
+} FFOpenGLFunctions;
+
+#define BUFFER_OFFSET(i) ((char *)NULL + (i))
+
+#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
+    int picture_width;                 ///< Rendered width
+    int picture_height;                ///< Rendered height
+    int window_width;
+    int window_height;
+} OpenGLContext;
+
+#if HAVE_SDL
+static int opengl_sdl_process_events(OpenGLContext *opengl)
+{
+    SDL_Event event;
+    SDL_PumpEvents();
+    while (SDL_PeepEvents(&event, 1, SDL_GETEVENT, SDL_ALLEVENTS) > 0) {
+        switch (event.type) {
+        case SDL_QUIT:
+            return -1;
+        case SDL_KEYDOWN:
+            switch (event.key.keysym.sym) {
+            case SDLK_ESCAPE:
+            case SDLK_q:
+                return  -1;
+            }
+            break;
+        case SDL_VIDEORESIZE:
+            opengl->surface = SDL_SetVideoMode(event.resize.w, event.resize.h,
+                                               32, SDL_OPENGL | SDL_RESIZABLE);
+            break;
+        }
+    }
+    return 0;
+}
+
+static int av_cold opengl_sdl_create_window(OpenGLContext *opengl)
+{
+    if (SDL_Init(SDL_INIT_VIDEO) < 0) {
+        av_log(opengl, AV_LOG_ERROR, "Cannot initialize SDL\n");
+        return -1;
+    }
+    opengl->surface = SDL_SetVideoMode(opengl->window_width, opengl->window_height,
+                                       32, SDL_OPENGL | SDL_RESIZABLE);
+    SDL_WM_SetCaption(opengl->window_title, NULL);
+    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;
+}
+#endif /* HAVE_SDL */
+
+static int av_cold opengl_load_procedures(FFOpenGLFunctions *procs)
+{
+#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(NULL, AV_LOG_ERROR, "Cannot load OpenGL function: '%s'\n", #name); \
+        return -1; \
+    }
+
+    LOAD_OPENGL_FUN(glGetStringi, PFNGLGETSTRINGIPROC)
+    LOAD_OPENGL_FUN(glActiveTexture, PFNGLACTIVETEXTUREPROC)
+    LOAD_OPENGL_FUN(glGenBuffers, PFNGLGENBUFFERSPROC)
+    LOAD_OPENGL_FUN(glDeleteBuffers, PFNGLDELETEBUFFERSPROC)
+    LOAD_OPENGL_FUN(glBufferData, PFNGLBUFFERDATAPROC)
+    LOAD_OPENGL_FUN(glBindBuffer, PFNGLBINDBUFFERPROC)
+    LOAD_OPENGL_FUN(glGetAttribLocation, PFNGLGETATTRIBLOCATIONPROC)
+    LOAD_OPENGL_FUN(glGetUniformLocation, PFNGLGETUNIFORMLOCATIONPROC)
+    LOAD_OPENGL_FUN(glUniform1f, PFNGLUNIFORM1FPROC)
+    LOAD_OPENGL_FUN(glUniform1i, PFNGLUNIFORM1IPROC)
+    LOAD_OPENGL_FUN(glUniformMatrix4fv, PFNGLUNIFORMMATRIX4FVPROC)
+    LOAD_OPENGL_FUN(glCreateProgram, PFNGLCREATEPROGRAMPROC)
+    LOAD_OPENGL_FUN(glDeleteProgram, PFNGLDELETEPROGRAMPROC)
+    LOAD_OPENGL_FUN(glUseProgram, PFNGLUSEPROGRAMPROC)
+    LOAD_OPENGL_FUN(glLinkProgram, PFNGLLINKPROGRAMPROC)
+    LOAD_OPENGL_FUN(glGetProgramiv, PFNGLGETPROGRAMIVPROC)
+    LOAD_OPENGL_FUN(glGetProgramInfoLog, PFNGLGETPROGRAMINFOLOGPROC)
+    LOAD_OPENGL_FUN(glAttachShader, PFNGLATTACHSHADERPROC)
+    LOAD_OPENGL_FUN(glCreateShader, PFNGLCREATESHADERPROC)
+    LOAD_OPENGL_FUN(glDeleteShader, PFNGLDELETESHADERPROC)
+    LOAD_OPENGL_FUN(glCompileShader, PFNGLCOMPILESHADERPROC)
+    LOAD_OPENGL_FUN(glShaderSource, PFNGLSHADERSOURCEPROC)
+    LOAD_OPENGL_FUN(glGetShaderiv, PFNGLGETSHADERIVPROC)
+    LOAD_OPENGL_FUN(glGetShaderInfoLog, PFNGLGETSHADERINFOLOGPROC)
+    LOAD_OPENGL_FUN(glEnableVertexAttribArray, PFNGLENABLEVERTEXATTRIBARRAYPROC)
+    LOAD_OPENGL_FUN(glVertexAttribPointer, PFNGLVERTEXATTRIBPOINTERPROC)
+
+    return 0;
+
+#undef SelectedGetProcAddress
+#undef LOAD_OPENGL_FUN
+}
+
+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)
+{
+    GLuint i;
+    const GLubyte *ext = NULL;
+    GLint major = 0, minor = 0, ext_cnt = 0;
+
+    glGetIntegerv(GL_MAJOR_VERSION, &major);
+    glGetIntegerv(GL_MINOR_VERSION, &minor);
+    glGetIntegerv(GL_NUM_EXTENSIONS, &ext_cnt);
+    glGetIntegerv(GL_MAX_TEXTURE_SIZE, &opengl->max_texture_size);
+    glGetIntegerv(GL_MAX_VIEWPORT_DIMS, &opengl->max_viewport_width);
+
+    av_log(opengl, AV_LOG_DEBUG, "OpenGL version %d.%d\n", major, minor);
+    av_log(opengl, AV_LOG_DEBUG, "Max texture size: %d\n", opengl->max_texture_size);
+    av_log(opengl, AV_LOG_DEBUG, "Max viewport size: %dx%d\n",
+           opengl->max_viewport_width, opengl->max_viewport_height);
+
+    for (i = 0; i < ext_cnt; i++) {
+        ext = opengl->glprocs.glGetStringi(GL_EXTENSIONS, i);
+        if (!strcmp(ext, "GL_ARB_texture_non_power_of_two")) {
+            opengl->non_pow_2_textures = 1;
+            av_log(opengl, AV_LOG_DEBUG, "Extension available: %s\n", ext);
+            break;
+        }
+    }
+
+    OPENGL_ERROR_CHECK(opengl);
+    return 0;
+  fail:
+    return -1;
+}
+
+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 GL_UNSIGNED_SHORT_1_5_5_5_REV:
+    case GL_UNSIGNED_SHORT_5_6_5:
+        return 2;
+    case GL_UNSIGNED_BYTE:
+    case GL_UNSIGNED_BYTE_3_3_2:
+    case GL_UNSIGNED_BYTE_2_3_3_REV:
+    default:
+        break;
+    }
+    return 1;
+}
+
+static av_cold void opengl_get_texture_params(OpenGLContext *opengl, enum AVPixelFormat pix_fmt)
+{
+    switch(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_LUMINANCE;
+        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_LUMINANCE;
+        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   = GL_UNSIGNED_BYTE_3_3_2;
+        break;
+    case AV_PIX_FMT_BGR8:
+        opengl->format = GL_RGB;
+        opengl->type   = GL_UNSIGNED_BYTE_2_3_3_REV;
+        break;
+    case AV_PIX_FMT_RGB555:     case AV_PIX_FMT_BGR555:
+        opengl->format = GL_RGBA;
+        opengl->type   = 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 = FFMAX(in_width, in_height);
+        unsigned power_of_2 = 1;
+        while (power_of_2 < max && power_of_2 < opengl->max_texture_size)
+            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, enum AVPixelFormat pix_fmt)
+{
+    const AVPixFmtDescriptor *desc;
+    int shift;
+
+    /* 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, (const GLchar**)&source, NULL);
+    opengl->glprocs.glCompileShader(shader);
+
+    opengl->glprocs.glGetShaderiv(shader, GL_COMPILE_STATUS, &result);
+    if (!result) {
+        char *log;
+        opengl->glprocs.glGetShaderiv(shader, 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 -1;
+    }
+
+    vertex_shader = opengl_load_shader(opengl, 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, 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, GL_LINK_STATUS, &result);
+    if (!result) {
+        char *log;
+        opengl->glprocs.glGetProgramiv(opengl->program, 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, (const GLchar *)"a_position");
+    opengl->texture_coords_attrib = opengl->glprocs.glGetAttribLocation(opengl->program, (const GLchar *)"a_textureCoords");
+    opengl->projection_matrix_location = opengl->glprocs.glGetUniformLocation(opengl->program, (const GLchar *)"u_projectionMatrix");
+    opengl->model_view_matrix_location = opengl->glprocs.glGetUniformLocation(opengl->program, (const GLchar *)"u_modelViewMatrix");
+    opengl->color_map_location = opengl->glprocs.glGetUniformLocation(opengl->program, (const GLchar *)"u_colorMap");
+    opengl->texture_location[0] = opengl->glprocs.glGetUniformLocation(opengl->program, (const GLchar *)"u_texture0");
+    opengl->texture_location[1] = opengl->glprocs.glGetUniformLocation(opengl->program, (const GLchar *)"u_texture1");
+    opengl->texture_location[2] = opengl->glprocs.glGetUniformLocation(opengl->program, (const GLchar *)"u_texture2");
+    opengl->texture_location[3] = opengl->glprocs.glGetUniformLocation(opengl->program, (const GLchar *)"u_texture3");
+    opengl->chroma_div_w_location = opengl->glprocs.glGetUniformLocation(opengl->program, (const GLchar *)"u_chroma_div_w");
+    opengl->chroma_div_h_location = opengl->glprocs.glGetUniformLocation(opengl->program, (const GLchar *)"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 -1;
+}
+
+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 -1;
+}
+
+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(GL_ARRAY_BUFFER, opengl->vertex_buffer);
+    opengl->glprocs.glBufferData(GL_ARRAY_BUFFER, sizeof(opengl->vertex), opengl->vertex, GL_STATIC_DRAW);
+    opengl->glprocs.glBindBuffer(GL_ARRAY_BUFFER, 0);
+    OPENGL_ERROR_CHECK(opengl);
+    return 0;
+  fail:
+    return -1;
+}
+
+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 -1;
+}
+
+static av_cold int opengl_write_trailer(AVFormatContext *h)
+{
+    OpenGLContext *opengl = h->priv_data;
+
+    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
+
+    return 0;
+}
+
+static av_cold int opengl_write_header(AVFormatContext *h)
+{
+    OpenGLContext *opengl = h->priv_data;
+    const AVPixFmtDescriptor *desc;
+    AVStream *st;
+    enum AVPixelFormat pix_fmt;
+    int i;
+
+    if (h->nb_streams != 1 ||
+        h->streams[0]->codec->codec_type != AVMEDIA_TYPE_VIDEO ||
+        h->streams[0]->codec->codec_id != AV_CODEC_ID_RAWVIDEO) {
+        av_log(opengl, AV_LOG_ERROR, "Only a single video stream is supported.\n");
+        return AVERROR(EINVAL);
+    }
+    st = h->streams[0];
+    pix_fmt = st->codec->pix_fmt;
+    opengl->width = st->codec->width;
+    opengl->height = st->codec->height;
+
+    if (!opengl->window_title && !opengl->no_window)
+        opengl->window_title = av_strdup(h->filename);
+
+    if (!opengl->no_window) {
+#if HAVE_SDL
+        //TODO: apply aspect ratio
+        opengl->window_width = opengl->width;
+        opengl->window_height = opengl->height;
+        if (opengl_sdl_create_window(opengl) < 0)
+            goto fail;
+#else
+        av_log(opengl, AV_LOG_ERROR, "FFmpeg is compiled without SDL. Cannot create default window.\n");
+        goto fail;
+#endif
+    } else if (avdevice_external_window_size(h, &opengl->window_width, &opengl->window_height) < 0)
+        goto fail;
+
+    if (opengl_load_procedures(&opengl->glprocs) < 0)
+        goto fail;
+
+    if (opengl_read_limits(opengl) < 0)
+        goto fail;
+
+    if (opengl->width > opengl->max_texture_size || opengl->height > opengl->max_texture_size) {
+        av_log(opengl, AV_LOG_ERROR, "Too big picture %dx%d, max supported size is %dx%d\n",
+               opengl->width, opengl->height, opengl->max_texture_size, opengl->max_texture_size);
+        goto fail;
+    }
+
+    if (opengl_compile_shaders(opengl, pix_fmt) < 0)
+        goto fail;
+
+    desc = av_pix_fmt_desc_get(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");
+        goto fail;
+    }
+
+    opengl_fill_color_map(opengl, pix_fmt);
+    opengl_get_texture_params(opengl, pix_fmt);
+
+    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_prepare_vertex(h);
+
+    opengl->glprocs.glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, opengl->index_buffer);
+    opengl->glprocs.glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(g_index), g_index, GL_STATIC_DRAW);
+    opengl->glprocs.glBindBuffer(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);
+    glClear(GL_COLOR_BUFFER_BIT);
+
+#if HAVE_SDL
+    if (!opengl->no_window)
+        SDL_GL_SwapBuffers();
+    else
+#endif
+    if (avdevice_swap_external_window_buffers(h) < 0)
+        goto fail;
+
+    OPENGL_ERROR_CHECK(opengl);
+    return 0;
+
+  fail:
+    opengl_write_trailer(h);
+    return AVERROR_EXTERNAL;
+}
+
+static uint8_t* opengl_get_plane_pointer(OpenGLContext *opengl, AVPacket *pkt, int comp_index,
+                                         const AVPixFmtDescriptor *desc)
+{
+    uint8_t *data = pkt->data;
+    int wordsize = opengl_type_size(opengl->type);
+    int width_chroma = FF_CEIL_RSHIFT(opengl->width, desc->log2_chroma_w);
+    int height_chroma = FF_CEIL_RSHIFT(opengl->height, desc->log2_chroma_h);
+    int plane = desc->comp[comp_index].plane;
+
+    switch(plane) {
+    case 0:
+        break;
+    case 1:
+        data += opengl->width * opengl->height * wordsize;
+        break;
+    case 2:
+        data += opengl->width * opengl->height * wordsize;
+        data += width_chroma * height_chroma * wordsize;
+        break;
+    case 3:
+        data += opengl->width * opengl->height * wordsize;
+        data += 2 * width_chroma * height_chroma * wordsize;
+        break;
+    default:
+        return NULL;
+    }
+    return data;
+}
+
+static int opengl_write_packet(AVFormatContext *h, AVPacket *pkt)
+{
+    OpenGLContext *opengl = h->priv_data;
+    enum AVPixelFormat pix_fmt = h->streams[0]->codec->pix_fmt;
+    const AVPixFmtDescriptor *desc = av_pix_fmt_desc_get(pix_fmt);
+    int window_width, window_height;
+
+#if HAVE_SDL
+    if (!opengl->no_window) {
+        if (opengl_sdl_process_events(opengl) < 0)
+            goto fail;
+        window_width = opengl->surface->w;
+        window_height = opengl->surface->h;
+    } else
+#endif
+    if (avdevice_external_window_size(h, &window_width, &window_height) < 0)
+        goto fail;
+
+    if (window_width != opengl->window_width || window_height != opengl->window_height) {
+        opengl->window_width = window_width;
+        opengl->window_height = window_height;
+        opengl_prepare_vertex(h);
+    }
+
+    glClear(GL_COLOR_BUFFER_BIT);
+
+    glBindTexture(GL_TEXTURE_2D, opengl->texture_name[0]);
+    glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, opengl->width, opengl->height, opengl->format, opengl->type,
+                    opengl_get_plane_pointer(opengl, pkt, 0, desc));
+    if (desc->flags & AV_PIX_FMT_FLAG_PLANAR) {
+        int width_chroma = FF_CEIL_RSHIFT(opengl->width, desc->log2_chroma_w);
+        int height_chroma = FF_CEIL_RSHIFT(opengl->height, desc->log2_chroma_h);
+        glBindTexture(GL_TEXTURE_2D, opengl->texture_name[1]);
+        glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width_chroma, height_chroma, opengl->format, opengl->type,
+                        opengl_get_plane_pointer(opengl, pkt, 1, desc));
+        glBindTexture(GL_TEXTURE_2D, opengl->texture_name[2]);
+        glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width_chroma, height_chroma, opengl->format, opengl->type,
+                        opengl_get_plane_pointer(opengl, pkt, 2, desc));
+        if (desc->flags & AV_PIX_FMT_FLAG_ALPHA) {
+            glBindTexture(GL_TEXTURE_2D, opengl->texture_name[3]);
+            glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, opengl->width, opengl->height, opengl->format, opengl->type,
+                            opengl_get_plane_pointer(opengl, pkt, 3, desc));
+        }
+    }
+    OPENGL_ERROR_CHECK(opengl);
+
+    opengl_prepare(opengl);
+
+    opengl->glprocs.glBindBuffer(GL_ARRAY_BUFFER, opengl->vertex_buffer);
+    opengl->glprocs.glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, opengl->index_buffer);
+    opengl->glprocs.glVertexAttribPointer(opengl->position_attrib, 3, GL_FLOAT, GL_FALSE, sizeof(OpenGlVertexInfo), BUFFER_OFFSET(0));
+    opengl->glprocs.glEnableVertexAttribArray(opengl->position_attrib);
+    opengl->glprocs.glVertexAttribPointer(opengl->texture_coords_attrib, 2, GL_FLOAT, GL_FALSE, sizeof(OpenGlVertexInfo), BUFFER_OFFSET(12));
+    opengl->glprocs.glEnableVertexAttribArray(opengl->texture_coords_attrib);
+
+    glDrawElements(GL_TRIANGLES, FF_ARRAY_ELEMS(g_index), GL_UNSIGNED_SHORT, 0);
+
+#if HAVE_SDL
+    if (!opengl->no_window)
+        SDL_GL_SwapBuffers();
+    else
+#endif
+    if (avdevice_swap_external_window_buffers(h) < 0)
+        goto fail;
+
+    OPENGL_ERROR_CHECK(opengl);
+    return 0;
+  fail:
+    return -1;
+}
+
+#define OFFSET(x) offsetof(OpenGLContext, x)
+#define ENC AV_OPT_FLAG_ENCODING_PARAM
+static const AVOption options[] = {
+    { "background",   "set background color",   OFFSET(background),   AV_OPT_TYPE_COLOR,  {.str = "black"}, CHAR_MIN, CHAR_MAX, ENC },
+    { "no_window",    "disable default window", OFFSET(no_window),    AV_OPT_TYPE_INT,    {.i64 = 0}, INT_MIN, INT_MAX, ENC },
+    { "window_title", "set window title",       OFFSET(window_title), AV_OPT_TYPE_STRING, {.str = NULL}, 0, 0, ENC },
+    { NULL }
+};
+
+static const AVClass opengl_class = {
+    .class_name = "opengl outdev",
+    .item_name  = av_default_item_name,
+    .option     = options,
+    .version    = LIBAVUTIL_VERSION_INT,
+};
+
+AVOutputFormat ff_opengl_muxer = {
+    .name           = "opengl",
+    .long_name      = NULL_IF_CONFIG_SMALL("OpenGL output"),
+    .priv_data_size = sizeof(OpenGLContext),
+    .audio_codec    = AV_CODEC_ID_NONE,
+    .video_codec    = AV_CODEC_ID_RAWVIDEO,
+    .write_header   = opengl_write_header,
+    .write_packet   = opengl_write_packet,
+    .write_trailer  = opengl_write_trailer,
+    .flags          = AVFMT_NOFILE | AVFMT_VARIABLE_FPS | AVFMT_NOTIMESTAMPS,
+    .priv_class     = &opengl_class,
+};
diff --git a/libavdevice/opengl_enc_shaders.h b/libavdevice/opengl_enc_shaders.h
new file mode 100644
index 0000000..4783eff
--- /dev/null
+++ b/libavdevice/opengl_enc_shaders.h
@@ -0,0 +1,158 @@
+/*
+ * Copyright (c) 2014 Lukasz Marek
+ *
+ * This file is part of FFmpeg.
+ *
+ * FFmpeg is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Lesser General Public
+ * License as published by the Free Software Foundation; either
+ * version 2.1 of the License, or (at your option) any later version.
+ *
+ * FFmpeg is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
+ * Lesser General Public License for more details.
+ *
+ * You should have received a copy of the GNU Lesser General Public
+ * License along with FFmpeg; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
+ */
+
+#ifndef AVDEVICE_OPENGL_SHADERS_H
+#define AVDEVICE_OPENGL_SHADERS_H
+
+#include "libavutil/pixfmt.h"
+
+const char *FF_OPENGL_VERTEX_SHADER =
+    "uniform mat4 u_projectionMatrix;"
+    "uniform mat4 u_modelViewMatrix;"
+
+    "attribute vec4 a_position;"
+    "attribute vec2 a_textureCoords;"
+
+    "varying vec2 texture_coordinate;"
+
+    "void main()"
+    "{"
+        "gl_Position = u_projectionMatrix * (a_position * u_modelViewMatrix);"
+        "texture_coordinate = a_textureCoords;"
+    "}";
+
+/**
+ * Fragment shader for packet RGBA formats.
+ */
+const char *FF_OPENGL_FRAGMENT_SHADER_RGBA_PACKET =
+    "uniform sampler2D u_texture0;"
+    "uniform mat4 u_colorMap;"
+
+    "varying vec2 texture_coordinate;"
+
+    "void main()"
+    "{"
+        "gl_FragColor = texture2D(u_texture0, texture_coordinate) * u_colorMap;"
+    "}";
+
+/**
+ * Fragment shader for packet RGB formats.
+ */
+const char *FF_OPENGL_FRAGMENT_SHADER_RGB_PACKET =
+    "uniform sampler2D u_texture0;"
+    "uniform mat4 u_colorMap;"
+
+    "varying vec2 texture_coordinate;"
+
+    "void main()"
+    "{"
+        "gl_FragColor = vec4((texture2D(u_texture0, texture_coordinate) * u_colorMap).rgb, 1.0);"
+    "}";
+
+/**
+ * Fragment shader for planar RGBA formats.
+ */
+const char *FF_OPENGL_FRAGMENT_SHADER_RGBA_PLANAR =
+    "uniform sampler2D u_texture0;"
+    "uniform sampler2D u_texture1;"
+    "uniform sampler2D u_texture2;"
+    "uniform sampler2D u_texture3;"
+
+    "varying vec2 texture_coordinate;"
+
+    "void main()"
+    "{"
+        "gl_FragColor = vec4(texture2D(u_texture0, texture_coordinate).r,"
+                            "texture2D(u_texture1, texture_coordinate).r,"
+                            "texture2D(u_texture2, texture_coordinate).r,"
+                            "texture2D(u_texture3, texture_coordinate).r);"
+    "}";
+
+/**
+ * Fragment shader for planar RGB formats.
+ */
+const char *FF_OPENGL_FRAGMENT_SHADER_RGB_PLANAR =
+    "uniform sampler2D u_texture0;"
+    "uniform sampler2D u_texture1;"
+    "uniform sampler2D u_texture2;"
+
+    "varying vec2 texture_coordinate;"
+
+    "void main()"
+    "{"
+        "gl_FragColor = vec4(texture2D(u_texture0, texture_coordinate).r,"
+                            "texture2D(u_texture1, texture_coordinate).r,"
+                            "texture2D(u_texture2, texture_coordinate).r,"
+                            "1.0);"
+    "}";
+
+/**
+ * Fragment shader for planar YUV formats.
+ */
+const char *FF_OPENGL_FRAGMENT_SHADER_YUV_PLANAR =
+    "uniform sampler2D u_texture0;"
+    "uniform sampler2D u_texture1;"
+    "uniform sampler2D u_texture2;"
+    "uniform float u_chroma_div_w;"
+    "uniform float u_chroma_div_h;"
+
+    "varying vec2 texture_coordinate;"
+
+    "void main()"
+    "{"
+        "vec3 yuv;"
+
+        "yuv.r = texture2D(u_texture0, texture_coordinate).r - 0.0625;"
+        "yuv.g = texture2D(u_texture1, vec2(texture_coordinate.x / u_chroma_div_w, texture_coordinate.y / u_chroma_div_h)).r - 0.5;"
+        "yuv.b = texture2D(u_texture2, vec2(texture_coordinate.x / u_chroma_div_w, texture_coordinate.y / u_chroma_div_h)).r - 0.5;"
+
+        "gl_FragColor = clamp(vec4(mat3(1.1643,  1.16430, 1.1643,"
+                                       "0.0,    -0.39173, 2.0170,"
+                                       "1.5958, -0.81290, 0.0) * yuv, 1.0), 0.0, 1.0);"
+
+    "}";
+
+/**
+ * Fragment shader for planar YUVA formats.
+ */
+const char *FF_OPENGL_FRAGMENT_SHADER_YUVA_PLANAR =
+    "uniform sampler2D u_texture0;"
+    "uniform sampler2D u_texture1;"
+    "uniform sampler2D u_texture2;"
+    "uniform sampler2D u_texture3;"
+    "uniform float u_chroma_div_w;"
+    "uniform float u_chroma_div_h;"
+
+    "varying vec2 texture_coordinate;"
+
+    "void main()"
+    "{"
+        "vec3 yuv;"
+
+        "yuv.r = texture2D(u_texture0, texture_coordinate).r - 0.0625;"
+        "yuv.g = texture2D(u_texture1, vec2(texture_coordinate.x / u_chroma_div_w, texture_coordinate.y / u_chroma_div_h)).r - 0.5;"
+        "yuv.b = texture2D(u_texture2, vec2(texture_coordinate.x / u_chroma_div_w, texture_coordinate.y / u_chroma_div_h)).r - 0.5;"
+
+        "gl_FragColor = clamp(vec4(mat3(1.1643,  1.16430, 1.1643,"
+                                       "0.0,    -0.39173, 2.0170,"
+                                       "1.5958, -0.81290, 0.0) * yuv, texture2D(u_texture3, texture_coordinate).r), 0.0, 1.0);"
+    "}";
+
+#endif /* AVDEVICE_OPENGL_SHADERS_H */
\ No newline at end of file
diff --git a/libavdevice/version.h b/libavdevice/version.h
index 84f013d..bfd4a70 100644
--- a/libavdevice/version.h
+++ b/libavdevice/version.h
@@ -28,8 +28,8 @@
 #include "libavutil/version.h"
 
 #define LIBAVDEVICE_VERSION_MAJOR  55
-#define LIBAVDEVICE_VERSION_MINOR   5
-#define LIBAVDEVICE_VERSION_MICRO 103
+#define LIBAVDEVICE_VERSION_MINOR   6
+#define LIBAVDEVICE_VERSION_MICRO 100
 
 #define LIBAVDEVICE_VERSION_INT AV_VERSION_INT(LIBAVDEVICE_VERSION_MAJOR, \
                                                LIBAVDEVICE_VERSION_MINOR, \
-- 
1.8.3.2



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