internal.h
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/*
* copyright (c) 2016 Zhang Rui <bbcallen@gmail.com>
*
* This file is part of ijkPlayer.
*
* ijkPlayer 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.
*
* ijkPlayer 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 ijkPlayer; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
*/
#ifndef IJKSDL__IJKSDL_GLES2__INTERNAL__H
#define IJKSDL__IJKSDL_GLES2__INTERNAL__H
#include <assert.h>
#include <stdlib.h>
#include "ijksdl_fourcc.h"
#include "ijksdl_log.h"
#include "ijksdl_gles2.h"
#include "ijksdl_vout.h"
#define IJK_GLES_STRINGIZE(x) #x
#define IJK_GLES_STRINGIZE2(x) IJK_GLES_STRINGIZE(x)
#define IJK_GLES_STRING(x) IJK_GLES_STRINGIZE2(x)
typedef struct IJK_GLES2_Renderer_Opaque IJK_GLES2_Renderer_Opaque;
typedef struct IJK_GLES2_Renderer
{
IJK_GLES2_Renderer_Opaque *opaque;
GLuint program;
GLuint vertex_shader;
GLuint fragment_shader;
GLuint plane_textures[IJK_GLES2_MAX_PLANE];
GLuint av4_position;
GLuint av2_texcoord;
GLuint um4_mvp;
GLuint us2_sampler[IJK_GLES2_MAX_PLANE];
GLuint um3_color_conversion;
GLboolean (*func_use)(IJK_GLES2_Renderer *renderer);
GLsizei (*func_getBufferWidth)(IJK_GLES2_Renderer *renderer, SDL_VoutOverlay *overlay);
GLboolean (*func_uploadTexture)(IJK_GLES2_Renderer *renderer, SDL_VoutOverlay *overlay);
GLvoid (*func_destroy)(IJK_GLES2_Renderer *renderer);
GLsizei buffer_width;
GLsizei visible_width;
GLfloat texcoords[8];
GLfloat vertices[8];
int vertices_changed;
int format;
int gravity;
GLsizei layer_width;
GLsizei layer_height;
int frame_width;
int frame_height;
int frame_sar_num;
int frame_sar_den;
GLsizei last_buffer_width;
} IJK_GLES2_Renderer;
typedef struct IJK_GLES_Matrix
{
GLfloat m[16];
} IJK_GLES_Matrix;
void NTES_IJK_GLES2_loadOrtho(IJK_GLES_Matrix *matrix, GLfloat left, GLfloat right, GLfloat bottom, GLfloat top, GLfloat near, GLfloat far);
const char *NTES_IJK_GLES2_getVertexShader_default();
const char *NTES_IJK_GLES2_getFragmentShader_yuv420p();
const char *NTES_IJK_GLES2_getFragmentShader_yuv444p10le();
const char *NTES_IJK_GLES2_getFragmentShader_yuv420sp();
const char *NTES_IJK_GLES2_getFragmentShader_rgb();
const GLfloat *NTES_IJK_GLES2_getColorMatrix_bt709();
const GLfloat *NTES_IJK_GLES2_getColorMatrix_bt601();
IJK_GLES2_Renderer *NTES_IJK_GLES2_Renderer_create_base(const char *fragment_shader_source);
IJK_GLES2_Renderer *NTES_IJK_GLES2_Renderer_create_yuv420p();
IJK_GLES2_Renderer *NTES_IJK_GLES2_Renderer_create_yuv444p10le();
IJK_GLES2_Renderer *NTES_IJK_GLES2_Renderer_create_yuv420sp();
IJK_GLES2_Renderer *NTES_IJK_GLES2_Renderer_create_yuv420sp_vtb(SDL_VoutOverlay *overlay);
IJK_GLES2_Renderer *NTES_IJK_GLES2_Renderer_create_rgb565();
IJK_GLES2_Renderer *NTES_IJK_GLES2_Renderer_create_rgb888();
IJK_GLES2_Renderer *NTES_IJK_GLES2_Renderer_create_rgbx8888();
IJK_GLES2_Renderer *NTES_IJK_GLES2_Renderer_create_bgra8888();
#endif