view libvo/gl_common.c @ 16718:044260623695

makes demux_lavf (-demuxer 35) use the framerate specified in the container if it's set and only fall back to the codec framerate if the former is not set. This solves the issue of some avi's playing at 30000/1 fps instead of the correct framerate. Patch by Ivo < ivop AH euronet POIS nl > Original thread: Date: Sep 25, 2005 12:34 AM Subject: [MPlayer-dev-eng] [PATCH] make demux_lavf use container framerate
author gpoirier
date Mon, 10 Oct 2005 05:45:38 +0000
parents 5e3e86e8c9b4
children 6ea220b10e8e
line wrap: on
line source

/**
 * \file gl_common.c
 * \brief OpenGL helper functions used by vo_gl.c and vo_gl2.c
 *
 * Common OpenGL routines.
 * Copyleft (C) Reimar Döffinger <Reimar.Doeffinger@stud.uni-karlsruhe.de>, 2005
 * Licensend under the GNU GPL v2.
 * Special thanks go to the xine team and Matthias Hopf, whose video_out_opengl.c
 * gave me lots of good ideas.
 */
#include <stdlib.h>
#include <stdio.h>
#include <string.h>
#include <ctype.h>
#include <math.h>
#include "gl_common.h"

/**
 * \defgroup glextfunctions OpenGL extension functions
 *
 * the pointers to these functions are acquired when the OpenGL
 * context is created
 * \{
 */
void (APIENTRY *GenBuffers)(GLsizei, GLuint *);
void (APIENTRY *DeleteBuffers)(GLsizei, const GLuint *);
void (APIENTRY *BindBuffer)(GLenum, GLuint);
GLvoid* (APIENTRY *MapBuffer)(GLenum, GLenum); 
GLboolean (APIENTRY *UnmapBuffer)(GLenum);
void (APIENTRY *BufferData)(GLenum, intptr_t, const GLvoid *, GLenum);
void (APIENTRY *CombinerParameterfv)(GLenum, const GLfloat *);
void (APIENTRY *CombinerParameteri)(GLenum, GLint);
void (APIENTRY *CombinerInput)(GLenum, GLenum, GLenum, GLenum, GLenum,
                               GLenum);
void (APIENTRY *CombinerOutput)(GLenum, GLenum, GLenum, GLenum, GLenum,
                                GLenum, GLenum, GLboolean, GLboolean,
                                GLboolean);
void (APIENTRY *BeginFragmentShader)(void);
void (APIENTRY *EndFragmentShader)(void);
void (APIENTRY *SampleMap)(GLuint, GLuint, GLenum);
void (APIENTRY *ColorFragmentOp2)(GLenum, GLuint, GLuint, GLuint, GLuint,
                                  GLuint, GLuint, GLuint, GLuint, GLuint);
void (APIENTRY *ColorFragmentOp3)(GLenum, GLuint, GLuint, GLuint, GLuint,
                                  GLuint, GLuint, GLuint, GLuint, GLuint,
                                  GLuint, GLuint, GLuint);
void (APIENTRY *SetFragmentShaderConstant)(GLuint, const GLfloat *);
void (APIENTRY *ActiveTexture)(GLenum);
void (APIENTRY *BindTexture)(GLenum, GLuint);
void (APIENTRY *MultiTexCoord2f)(GLenum, GLfloat, GLfloat);
void (APIENTRY *GenPrograms)(GLsizei, GLuint *);
void (APIENTRY *DeletePrograms)(GLsizei, const GLuint *);
void (APIENTRY *BindProgram)(GLenum, GLuint);
void (APIENTRY *ProgramString)(GLenum, GLenum, GLsizei, const GLvoid *);
void (APIENTRY *ProgramEnvParameter4f)(GLenum, GLuint, GLfloat, GLfloat,
                                       GLfloat, GLfloat);
int (APIENTRY *SwapInterval)(int);
/** \} */ // end of glextfunctions group

//! \defgroup glgeneral OpenGL general helper functions

//! \defgroup glcontext OpenGL context management helper functions

//! \defgroup gltexture OpenGL texture handling helper functions

//! \defgroup glconversion OpenGL conversion helper functions

/**
 * \brief adjusts the GL_UNPACK_ALIGNMENT to fit the stride.
 * \param stride number of bytes per line for which alignment should fit.
 * \ingroup glgeneral
 */
void glAdjustAlignment(int stride) {
  GLint gl_alignment;
  if (stride % 8 == 0)
    gl_alignment=8;
  else if (stride % 4 == 0)
    gl_alignment=4;
  else if (stride % 2 == 0)
    gl_alignment=2;
  else
    gl_alignment=1;
  glPixelStorei (GL_UNPACK_ALIGNMENT, gl_alignment);
}

struct gl_name_map_struct {
  GLint value;
  char *name;
};

#undef MAP
#define MAP(a) {a, #a}
//! mapping table for the glValName function
static const struct gl_name_map_struct gl_name_map[] = {
  // internal format
  MAP(GL_R3_G3_B2), MAP(GL_RGB4), MAP(GL_RGB5), MAP(GL_RGB8),
  MAP(GL_RGB10), MAP(GL_RGB12), MAP(GL_RGB16), MAP(GL_RGBA2),
  MAP(GL_RGBA4), MAP(GL_RGB5_A1), MAP(GL_RGBA8), MAP(GL_RGB10_A2),
  MAP(GL_RGBA12), MAP(GL_RGBA16), MAP(GL_LUMINANCE8),

  // format
  MAP(GL_RGB), MAP(GL_RGBA), MAP(GL_RED), MAP(GL_GREEN), MAP(GL_BLUE),
  MAP(GL_ALPHA), MAP(GL_LUMINANCE), MAP(GL_LUMINANCE_ALPHA),
  MAP(GL_COLOR_INDEX),
  // rest 1.2 only
  MAP(GL_BGR), MAP(GL_BGRA),

  //type
  MAP(GL_BYTE), MAP(GL_UNSIGNED_BYTE), MAP(GL_SHORT), MAP(GL_UNSIGNED_SHORT),
  MAP(GL_INT), MAP(GL_UNSIGNED_INT), MAP(GL_FLOAT), MAP(GL_DOUBLE),
  MAP(GL_2_BYTES), MAP(GL_3_BYTES), MAP(GL_4_BYTES),
  // rest 1.2 only
  MAP(GL_UNSIGNED_BYTE_3_3_2), MAP(GL_UNSIGNED_BYTE_2_3_3_REV),
  MAP(GL_UNSIGNED_SHORT_5_6_5), MAP(GL_UNSIGNED_SHORT_5_6_5_REV),
  MAP(GL_UNSIGNED_SHORT_4_4_4_4), MAP(GL_UNSIGNED_SHORT_4_4_4_4_REV),
  MAP(GL_UNSIGNED_SHORT_5_5_5_1), MAP(GL_UNSIGNED_SHORT_1_5_5_5_REV),
  MAP(GL_UNSIGNED_INT_8_8_8_8), MAP(GL_UNSIGNED_INT_8_8_8_8_REV),
  MAP(GL_UNSIGNED_INT_10_10_10_2), MAP(GL_UNSIGNED_INT_2_10_10_10_REV),
  {0, 0}
};
#undef MAP

/**
 * \brief return the name of an OpenGL constant
 * \param value the constant
 * \return name of the constant or "Unknown format!"
 * \ingroup glgeneral
 */
const char *glValName(GLint value)
{
  int i = 0;

  while (gl_name_map[i].name) {
    if (gl_name_map[i].value == value)
      return gl_name_map[i].name;
    i++;
  }
  return "Unknown format!";
}

//! always return this format as internal texture format in glFindFormat
#define TEXTUREFORMAT_ALWAYS GL_RGB8
#undef TEXTUREFORMAT_ALWAYS

/**
 * \brief find the OpenGL settings coresponding to format.
 *
 * All parameters may be NULL.
 * \param fmt MPlayer format to analyze.
 * \param bpp [OUT] bits per pixel of that format.
 * \param gl_texfmt [OUT] internal texture format that fits the
 * image format, not necessarily the best for performance.
 * \param gl_format [OUT] OpenGL format for this image format.
 * \param gl_type [OUT] OpenGL type for this image format.
 * \return 1 if format is supported by OpenGL, 0 if not.
 * \ingroup gltexture
 */
int glFindFormat(uint32_t fmt, uint32_t *bpp, GLint *gl_texfmt,
                  GLenum *gl_format, GLenum *gl_type)
{
  int supported = 1;
  int dummy1;
  GLenum dummy2;
  GLint dummy3;
  if (bpp == NULL) bpp = &dummy1;
  if (gl_texfmt == NULL) gl_texfmt = &dummy3;
  if (gl_format == NULL) gl_format = &dummy2;
  if (gl_type == NULL) gl_type = &dummy2;
  
  *bpp = IMGFMT_IS_BGR(fmt)?IMGFMT_BGR_DEPTH(fmt):IMGFMT_RGB_DEPTH(fmt);
  *gl_texfmt = 3;
  switch (fmt) {
    case IMGFMT_RGB24:
      *gl_format = GL_RGB;
      *gl_type = GL_UNSIGNED_BYTE;
      break;
    case IMGFMT_RGBA:
      *gl_texfmt = 4;
      *gl_format = GL_RGBA;
      *gl_type = GL_UNSIGNED_BYTE;
      break;
    case IMGFMT_YV12:
      supported = 0; // no native YV12 support
    case IMGFMT_Y800:
    case IMGFMT_Y8:
      *gl_texfmt = 1;
      *bpp = 8;
      *gl_format = GL_LUMINANCE;
      *gl_type = GL_UNSIGNED_BYTE;
      break;
#if 0
    // we do not support palettized formats, although the format the
    // swscale produces works
    case IMGFMT_RGB8:
      gl_format = GL_RGB;
      gl_type = GL_UNSIGNED_BYTE_2_3_3_REV;
      break;
#endif
    case IMGFMT_RGB15:
      *gl_format = GL_RGBA;
      *gl_type = GL_UNSIGNED_SHORT_1_5_5_5_REV;
      break;
    case IMGFMT_RGB16:
      *gl_format = GL_RGB;
      *gl_type = GL_UNSIGNED_SHORT_5_6_5_REV;
      break;
#if 0
    case IMGFMT_BGR8:
      // special case as red and blue have a differen number of bits.
      // GL_BGR and GL_UNSIGNED_BYTE_3_3_2 isn't supported at least
      // by nVidia drivers, and in addition would give more bits to
      // blue than to red, which isn't wanted
      gl_format = GL_RGB;
      gl_type = GL_UNSIGNED_BYTE_3_3_2;
      break;
#endif
    case IMGFMT_BGR15:
      *gl_format = GL_BGRA;
      *gl_type = GL_UNSIGNED_SHORT_1_5_5_5_REV;
      break;
    case IMGFMT_BGR16:
      *gl_format = GL_RGB;
      *gl_type = GL_UNSIGNED_SHORT_5_6_5;
      break;
    case IMGFMT_BGR24:
      *gl_format = GL_BGR;
      *gl_type = GL_UNSIGNED_BYTE;
      break;
    case IMGFMT_BGRA:
      *gl_texfmt = 4;
      *gl_format = GL_BGRA;
      *gl_type = GL_UNSIGNED_BYTE;
      break;
    default:
      *gl_texfmt = 4;
      *gl_format = GL_RGBA;
      *gl_type = GL_UNSIGNED_BYTE;
      supported = 0;
  }
#ifdef TEXTUREFORMAT_ALWAYS
  *gl_texfmt = TEXTUREFORMAT_ALWAYS;
#endif
  return supported;
}

static void *setNull(const GLubyte *s) {
  return NULL;
}

/**
 * \brief find the function pointers of some useful OpenGL extensions
 * \param getProcAddress function to resolve function names, may be NULL
 */
static void getFunctions(void *(*getProcAddress)(const GLubyte *)) {
  if (!getProcAddress)
    getProcAddress = setNull;
  GenBuffers = getProcAddress("glGenBuffers");
  if (!GenBuffers)
    GenBuffers = getProcAddress("glGenBuffersARB");
  DeleteBuffers = getProcAddress("glDeleteBuffers");
  if (!DeleteBuffers)
    DeleteBuffers = getProcAddress("glDeleteBuffersARB");
  BindBuffer = getProcAddress("glBindBuffer");
  if (!BindBuffer)
    BindBuffer = getProcAddress("glBindBufferARB");
  MapBuffer = getProcAddress("glMapBuffer");
  if (!MapBuffer)
    MapBuffer = getProcAddress("glMapBufferARB");
  UnmapBuffer = getProcAddress("glUnmapBuffer");
  if (!UnmapBuffer)
    UnmapBuffer = getProcAddress("glUnmapBufferARB");
  BufferData = getProcAddress("glBufferData");
  if (!BufferData)
    BufferData = getProcAddress("glBufferDataARB");
  CombinerParameterfv = getProcAddress("glCombinerParameterfv");
  if (!CombinerParameterfv)
    CombinerParameterfv = getProcAddress("glCombinerParameterfvNV");
  CombinerParameteri = getProcAddress("glCombinerParameteri");
  if (!CombinerParameteri)
    CombinerParameteri = getProcAddress("glCombinerParameteriNV");
  CombinerInput = getProcAddress("glCombinerInput");
  if (!CombinerInput)
    CombinerInput = getProcAddress("glCombinerInputNV");
  CombinerOutput = getProcAddress("glCombinerOutput");
  if (!CombinerOutput)
    CombinerOutput = getProcAddress("glCombinerOutputNV");
  BeginFragmentShader = getProcAddress("glBeginFragmentShaderATI");
  EndFragmentShader = getProcAddress("glEndFragmentShaderATI");
  SampleMap = getProcAddress("glSampleMapATI");
  ColorFragmentOp2 = getProcAddress("glColorFragmentOp2ATI");
  ColorFragmentOp3 = getProcAddress("glColorFragmentOp3ATI");
  SetFragmentShaderConstant = getProcAddress("glSetFragmentShaderConstantATI");
  ActiveTexture = getProcAddress("glActiveTexture");
  if (!ActiveTexture)
    ActiveTexture = getProcAddress("glActiveTextureARB");
  BindTexture = getProcAddress("glBindTexture");
  if (!BindTexture)
    BindTexture = getProcAddress("glBindTextureARB");
  MultiTexCoord2f = getProcAddress("glMultiTexCoord2f");
  if (!MultiTexCoord2f)
    MultiTexCoord2f = getProcAddress("glMultiTexCoord2fARB");
  GenPrograms = getProcAddress("glGenPrograms");
  if (!GenPrograms)
    GenPrograms = getProcAddress("glGenProgramsARB");
  if (!GenPrograms)
    GenPrograms = getProcAddress("glGenProgramsNV");
  DeletePrograms = getProcAddress("glDeletePrograms");
  if (!DeletePrograms)
    DeletePrograms = getProcAddress("glDeleteProgramsARB");
  if (!DeletePrograms)
    DeletePrograms = getProcAddress("glDeleteProgramsNV");
  BindProgram = getProcAddress("glBindProgram");
  if (!BindProgram)
    BindProgram = getProcAddress("glBindProgramARB");
  if (!BindProgram)
    BindProgram = getProcAddress("glBindProgramNV");
  ProgramString = getProcAddress("glProgramString");
  if (!ProgramString)
    ProgramString = getProcAddress("glProgramStringARB");
  if (!ProgramString)
    ProgramString = getProcAddress("glProgramStringNV");
  ProgramEnvParameter4f = getProcAddress("glProgramEnvParameter4f");
  if (!ProgramEnvParameter4f)
    ProgramEnvParameter4f = getProcAddress("glProgramEnvParameter4fARB");
  if (!ProgramEnvParameter4f)
    ProgramEnvParameter4f = getProcAddress("glProgramEnvParameter4fNV");
  SwapInterval = getProcAddress("glXSwapInterval");
  if (!SwapInterval)
    SwapInterval = getProcAddress("glXSwapIntervalEXT");
  if (!SwapInterval)
    SwapInterval = getProcAddress("glXSwapIntervalSGI");
  if (!SwapInterval)
    SwapInterval = getProcAddress("wglSwapInterval");
  if (!SwapInterval)
    SwapInterval = getProcAddress("wglSwapIntervalEXT");
  if (!SwapInterval)
    SwapInterval = getProcAddress("wglSwapIntervalSGI");
}

/**
 * \brief create a texture and set some defaults
 * \param target texture taget, usually GL_TEXTURE_2D
 * \param fmt internal texture format
 * \param filter filter used for scaling, e.g. GL_LINEAR
 * \param w texture width
 * \param h texture height
 * \param val luminance value to fill texture with
 * \ingroup gltexture
 */
void glCreateClearTex(GLenum target, GLenum fmt, GLint filter,
                      int w, int h, unsigned char val) {
  GLfloat fval = (GLfloat)val / 255.0;
  GLfloat border[4] = {fval, fval, fval, fval};
  GLenum clrfmt = (fmt == GL_ALPHA) ? GL_ALPHA : GL_LUMINANCE;
  char *init = (char *)malloc(w * h);
  memset(init, val, w * h);
  glAdjustAlignment(w);
  glPixelStorei(GL_UNPACK_ROW_LENGTH, w);
  glTexImage2D(target, 0, fmt, w, h, 0, clrfmt, GL_UNSIGNED_BYTE, init);
  glTexParameterf(target, GL_TEXTURE_PRIORITY, 1.0);
  glTexParameteri(target, GL_TEXTURE_MIN_FILTER, filter);
  glTexParameteri(target, GL_TEXTURE_MAG_FILTER, filter);
  glTexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
  glTexParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
  // Border texels should not be used with CLAMP_TO_EDGE
  // We set a sane default anyway.
  glTexParameterfv(target, GL_TEXTURE_BORDER_COLOR, border);
  free(init);
}

/**
 * \brief skips whitespace and comments
 * \param f file to read from
 */
static void ppm_skip(FILE *f) {
  int c, comment = 0;
  do {
    c = fgetc(f);
    if (c == '#')
      comment = 1;
    if (c == '\n')
      comment = 0;
  } while (c != EOF && (isspace(c) || comment));
  if (c != EOF)
    ungetc(c, f);
}

/**
 * \brief creates a texture from a PPM file
 * \param target texture taget, usually GL_TEXTURE_2D
 * \param fmt internal texture format
 * \param filter filter used for scaling, e.g. GL_LINEAR
 * \param f file to read PPM from
 * \param width [out] width of texture
 * \param height [out] height of texture
 * \param maxval [out] maxval value from PPM file
 * \return 0 on error, 1 otherwise
 * \ingroup gltexture
 */
int glCreatePPMTex(GLenum target, GLenum fmt, GLint filter,
                   FILE *f, int *width, int *height, int *maxval) {
  int w, h, m, val;
  char *data;
  ppm_skip(f);
  if (fgetc(f) != 'P' || fgetc(f) != '6')
    return 0;
  ppm_skip(f);
  if (fscanf(f, "%i", &w) != 1)
    return 0;
  ppm_skip(f);
  if (fscanf(f, "%i", &h) != 1)
    return 0;
  ppm_skip(f);
  if (fscanf(f, "%i", &m) != 1)
    return 0;
  val = fgetc(f);
  if (!isspace(val))
    return 0;
  data = (char *)malloc(w * h * 3);
  if (fread(data, w * 3, h, f) != h)
    return 0;
  glCreateClearTex(target, fmt, filter, w, h, 0);
  glUploadTex(target, GL_RGB, GL_UNSIGNED_BYTE, data, w * 3, 0, 0, w, h, 0);
  free(data);
  if (width) *width = w;
  if (height) *height = h;
  if (maxval) *maxval = m;
  return 1;
}

/**
 * \brief return the number of bytes per pixel for the given format
 * \param format OpenGL format
 * \param type OpenGL type
 * \return bytes per pixel
 * \ingroup glgeneral
 *
 * Does not handle all possible variants, just those used by MPlayer
 */
int glFmt2bpp(GLenum format, GLenum type) {
  switch (type) {
    case GL_UNSIGNED_BYTE_3_3_2:
    case GL_UNSIGNED_BYTE_2_3_3_REV:
      return 1;
    case GL_UNSIGNED_SHORT_5_5_5_1:
    case GL_UNSIGNED_SHORT_1_5_5_5_REV:
    case GL_UNSIGNED_SHORT_5_6_5:
    case GL_UNSIGNED_SHORT_5_6_5_REV:
      return 2;
  }
  if (type != GL_UNSIGNED_BYTE)
    return 0; //not implemented
  switch (format) {
    case GL_LUMINANCE:
    case GL_ALPHA:
      return 1;
    case GL_RGB:
    case GL_BGR:
      return 3;
    case GL_RGBA:
    case GL_BGRA:
      return 4;
  }
  return 0; // unknown
}

/**
 * \brief upload a texture, handling things like stride and slices
 * \param target texture target, usually GL_TEXTURE_2D
 * \param format OpenGL format of data
 * \param type OpenGL type of data
 * \param data data to upload
 * \param stride data stride
 * \param x x offset in texture
 * \param y y offset in texture
 * \param w width of the texture part to upload
 * \param h height of the texture part to upload
 * \param slice height of an upload slice, 0 for all at once
 * \ingroup gltexture
 */
void glUploadTex(GLenum target, GLenum format, GLenum type,
                 const char *data, int stride,
                 int x, int y, int w, int h, int slice) {
  int y_max = y + h;
  if (w <= 0 || h <= 0) return;
  if (slice <= 0)
    slice = h;
  // this is not always correct, but should work for MPlayer
  glAdjustAlignment(stride);
  glPixelStorei(GL_UNPACK_ROW_LENGTH, stride / glFmt2bpp(format, type));
  for (; y + slice <= y_max; y += slice) {
    glTexSubImage2D(target, 0, x, y, w, slice, format, type, data);
    data += stride * slice;
  }
  if (y < y_max)
    glTexSubImage2D(target, 0, x, y, w, y_max - y, format, type, data);
}

static void fillUVcoeff(GLfloat *ucoef, GLfloat *vcoef,
                        float uvcos, float uvsin) {
  int i;
  ucoef[0] = 0 * uvcos + 1.403 * uvsin;
  vcoef[0] = 0 * uvsin + 1.403 * uvcos;
  ucoef[1] = -0.344 * uvcos + -0.714 * uvsin;
  vcoef[1] = -0.344 * uvsin + -0.714 * uvcos;
  ucoef[2] = 1.770 * uvcos + 0 * uvsin;
  vcoef[2] = 1.770 * uvsin + 0 * uvcos;
  ucoef[3] = 0;
  vcoef[3] = 0;
  // Coefficients (probably) must be in [0, 1] range, whereas they originally
  // are in [-2, 2] range, so here comes the trick:
  // First put them in the [-0.5, 0.5] range, then add 0.5.
  // This can be undone with the HALF_BIAS and SCALE_BY_FOUR arguments
  // for CombinerInput and CombinerOutput (or the respective ATI variants)
  for (i = 0; i < 4; i++) {
    ucoef[i] = ucoef[i] * 0.25 + 0.5;
    vcoef[i] = vcoef[i] * 0.25 + 0.5;
  }
}

/**
 * \brief Setup register combiners for YUV to RGB conversion.
 * \param uvcos used for saturation and hue adjustment
 * \param uvsin used for saturation and hue adjustment
 */
static void glSetupYUVCombiners(float uvcos, float uvsin) {
  GLfloat ucoef[4];
  GLfloat vcoef[4];
  GLint i;
  glGetIntegerv(GL_MAX_GENERAL_COMBINERS_NV, &i);
  if (i < 2)
    mp_msg(MSGT_VO, MSGL_ERR,
           "[gl] 2 general combiners needed for YUV combiner support (found %i)\n", i);
  glGetIntegerv (GL_MAX_TEXTURE_UNITS, &i);
  if (i < 3)
    mp_msg(MSGT_VO, MSGL_ERR,
           "[gl] 3 texture units needed for YUV combiner support (found %i)\n", i);
  if (!CombinerInput || !CombinerOutput ||
      !CombinerParameterfv || !CombinerParameteri) {
    mp_msg(MSGT_VO, MSGL_FATAL, "[gl] Combiner functions missing!\n");
    return;
  }
  fillUVcoeff(ucoef, vcoef, uvcos, uvsin);
  CombinerParameterfv(GL_CONSTANT_COLOR0_NV, ucoef);
  CombinerParameterfv(GL_CONSTANT_COLOR1_NV, vcoef);

  // UV first, like this green component cannot overflow
  CombinerInput(GL_COMBINER0_NV, GL_RGB, GL_VARIABLE_A_NV,
                GL_TEXTURE1, GL_HALF_BIAS_NORMAL_NV, GL_RGB);
  CombinerInput(GL_COMBINER0_NV, GL_RGB, GL_VARIABLE_B_NV,
                GL_CONSTANT_COLOR0_NV, GL_HALF_BIAS_NORMAL_NV, GL_RGB);
  CombinerInput(GL_COMBINER0_NV, GL_RGB, GL_VARIABLE_C_NV,
                GL_TEXTURE2, GL_HALF_BIAS_NORMAL_NV, GL_RGB);
  CombinerInput(GL_COMBINER0_NV, GL_RGB, GL_VARIABLE_D_NV,
                GL_CONSTANT_COLOR1_NV, GL_HALF_BIAS_NORMAL_NV, GL_RGB);
  CombinerOutput(GL_COMBINER0_NV, GL_RGB, GL_DISCARD_NV, GL_DISCARD_NV,
                 GL_SPARE0_NV, GL_SCALE_BY_FOUR_NV, GL_NONE, GL_FALSE,
                 GL_FALSE, GL_FALSE);

  // stage 2
  CombinerInput(GL_COMBINER1_NV, GL_RGB, GL_VARIABLE_A_NV, GL_SPARE0_NV,
                GL_SIGNED_IDENTITY_NV, GL_RGB);
  CombinerInput(GL_COMBINER1_NV, GL_RGB, GL_VARIABLE_B_NV, GL_ZERO,
                 GL_UNSIGNED_INVERT_NV, GL_RGB);
  CombinerInput(GL_COMBINER1_NV, GL_RGB, GL_VARIABLE_C_NV,
                GL_TEXTURE0, GL_SIGNED_IDENTITY_NV, GL_RGB);
  CombinerInput(GL_COMBINER1_NV, GL_RGB, GL_VARIABLE_D_NV, GL_ZERO,
                GL_UNSIGNED_INVERT_NV, GL_RGB);
  CombinerOutput(GL_COMBINER1_NV, GL_RGB, GL_DISCARD_NV, GL_DISCARD_NV,
                 GL_SPARE0_NV, GL_NONE, GL_NONE, GL_FALSE,
                 GL_FALSE, GL_FALSE);

  // leave final combiner stage in default mode
  CombinerParameteri(GL_NUM_GENERAL_COMBINERS_NV, 2);
}

/**
 * \brief Setup ATI version of register combiners for YUV to RGB conversion.
 * \param uvcos used for saturation and hue adjustment
 * \param uvsin used for saturation and hue adjustment
 *
 * ATI called this fragment shader, but the name is confusing in the
 * light of a very different OpenGL 2.0 extension with the same name
 */
static void glSetupYUVCombinersATI(float uvcos, float uvsin) {
  GLfloat ucoef[4];
  GLfloat vcoef[4];
  GLint i;
  glGetIntegerv(GL_NUM_FRAGMENT_REGISTERS_ATI, &i);
  if (i < 3)
    mp_msg(MSGT_VO, MSGL_ERR,
           "[gl] 3 registers needed for YUV combiner (ATI) support (found %i)\n", i);
  glGetIntegerv (GL_MAX_TEXTURE_UNITS, &i);
  if (i < 3)
    mp_msg(MSGT_VO, MSGL_ERR,
           "[gl] 3 texture units needed for YUV combiner (ATI) support (found %i)\n", i);
  if (!BeginFragmentShader || !EndFragmentShader ||
      !SetFragmentShaderConstant || !SampleMap ||
      !ColorFragmentOp2 || !ColorFragmentOp3) {
    mp_msg(MSGT_VO, MSGL_FATAL, "[gl] Combiner (ATI) functions missing!\n");
    return;
  }
  fillUVcoeff(ucoef, vcoef, uvcos, uvsin);
  BeginFragmentShader();
  SetFragmentShaderConstant(GL_CON_0_ATI, ucoef);
  SetFragmentShaderConstant(GL_CON_1_ATI, vcoef);
  SampleMap(GL_REG_0_ATI, GL_TEXTURE0, GL_SWIZZLE_STR_ATI);
  SampleMap(GL_REG_1_ATI, GL_TEXTURE1, GL_SWIZZLE_STR_ATI);
  SampleMap(GL_REG_2_ATI, GL_TEXTURE2, GL_SWIZZLE_STR_ATI);
  // UV first, like this green component cannot overflow
  ColorFragmentOp2(GL_MUL_ATI, GL_REG_1_ATI, GL_NONE, GL_NONE,
                   GL_REG_1_ATI, GL_NONE, GL_BIAS_BIT_ATI,
                   GL_CON_0_ATI, GL_NONE, GL_BIAS_BIT_ATI);
  ColorFragmentOp3(GL_MAD_ATI, GL_REG_2_ATI, GL_NONE, GL_4X_BIT_ATI,
                   GL_REG_2_ATI, GL_NONE, GL_BIAS_BIT_ATI,
                   GL_CON_1_ATI, GL_NONE, GL_BIAS_BIT_ATI,
                   GL_REG_1_ATI, GL_NONE, GL_NONE);
  ColorFragmentOp2(GL_ADD_ATI, GL_REG_0_ATI, GL_NONE, GL_NONE,
                   GL_REG_0_ATI, GL_NONE, GL_NONE,
                   GL_REG_2_ATI, GL_NONE, GL_NONE);
  EndFragmentShader();
}

static const char *yuv_prog_template =
  "!!ARBfp1.0\n"
  "OPTION ARB_precision_hint_fastest;"
  "PARAM ycoef = {%.4f, %.4f, %.4f};"
  "PARAM ucoef = {%.4f, %.4f, %.4f};"
  "PARAM vcoef = {%.4f, %.4f, %.4f};"
  "PARAM offsets = {%.4f, %.4f, %.4f};"
  "PARAM gamma = {%.4f, %.4f, %.4f};"
  "TEMP res, y, u, v;"
  "TEX y, fragment.texcoord[0], texture[0], %s;"
  "MAD res, y, ycoef, offsets;"
  "TEX u, fragment.texcoord[1], texture[1], %s;"
  "MAD res, u, ucoef, res;"
  "TEX v, fragment.texcoord[2], texture[2], %s;"
  "MAD result.color, v, vcoef, res;"
  "END";

static const char *yuv_pow_prog_template =
  "!!ARBfp1.0\n"
  "OPTION ARB_precision_hint_fastest;"
  "PARAM ycoef = {%.4f, %.4f, %.4f};"
  "PARAM ucoef = {%.4f, %.4f, %.4f};"
  "PARAM vcoef = {%.4f, %.4f, %.4f};"
  "PARAM offsets = {%.4f, %.4f, %.4f};"
  "PARAM gamma = {%.4f, %.4f, %.4f};"
  "TEMP res, y, u, v;"
  "TEX y, fragment.texcoord[0], texture[0], %s;"
  "MAD res, y, ycoef, offsets;"
  "TEX u, fragment.texcoord[1], texture[1], %s;"
  "MAD res, u, ucoef, res;"
  "TEX v, fragment.texcoord[2], texture[2], %s;"
  "MAD_SAT res, v, vcoef, res;"
  "POW result.color.r, res.r, gamma.r;"
  "POW result.color.g, res.g, gamma.g;"
  "POW result.color.b, res.b, gamma.b;"
  "END";

static const char *yuv_lookup_prog_template =
  "!!ARBfp1.0\n"
  "OPTION ARB_precision_hint_fastest;"
  "PARAM ycoef = {%.4f, %.4f, %.4f, 0};"
  "PARAM ucoef = {%.4f, %.4f, %.4f, 0};"
  "PARAM vcoef = {%.4f, %.4f, %.4f, 0};"
  "PARAM offsets = {%.4f, %.4f, %.4f, 0.125};"
  "PARAM gamma = {%.4f, %.4f, %.4f};"
  "TEMP res, y, u, v;"
  "TEX y, fragment.texcoord[0], texture[0], %s;"
  "MAD res, y, ycoef, offsets;"
  "TEX u, fragment.texcoord[1], texture[1], %s;"
  "MAD res, u, ucoef, res;"
  "TEX v, fragment.texcoord[2], texture[2], %s;"
  "MAD res, v, vcoef, res;"
  "TEX result.color.r, res.raaa, texture[3], 2D;"
  "ADD res.a, res.a, 0.25;"
  "TEX result.color.g, res.gaaa, texture[3], 2D;"
  "ADD res.a, res.a, 0.25;"
  "TEX result.color.b, res.baaa, texture[3], 2D;"
  "END";

/**
 * \brief setup a fragment program that will do YUV->RGB conversion
 * \param brightness brightness adjustment offset
 * \param contrast contrast adjustment factor
 * \param uvcos used for saturation and hue adjustment
 * \param uvsin used for saturation and hue adjustment
 * \param lookup use fragment program that uses texture unit 4 to
 *               do additional conversion via lookup.
 */
static void glSetupYUVFragprog(float brightness, float contrast,
                        float uvcos, float uvsin, float rgamma,
                        float ggamma, float bgamma, int type, int rect) {
  char yuv_prog[1000];
  const char *prog_template = yuv_prog_template;
  char *tex_type = rect ? "RECT" : "2D";
  int lookup = 0;
  GLint i;
  // this is the conversion matrix, with y, u, v factors
  // for red, green, blue and the constant offsets
  float ry, ru, rv, rc;
  float gy, gu, gv, gc;
  float by, bu, bv, bc;
  switch (type) {
    case YUV_CONVERSION_FRAGMENT_POW:
      prog_template = yuv_pow_prog_template;
      break;
    case YUV_CONVERSION_FRAGMENT_LOOKUP:
      prog_template = yuv_lookup_prog_template;
      lookup = 1;
      break;
  }
  glGetIntegerv (GL_MAX_TEXTURE_UNITS, &i);
  if (i < 3)
    mp_msg(MSGT_VO, MSGL_ERR,
           "[gl] 3 texture units needed for YUV fragment support (found %i)\n", i);
  if (lookup && i < 4)
    mp_msg(MSGT_VO, MSGL_ERR,
           "[gl] 4 texture units needed for YUV fragment support with lookup (found %i)\n", i);
  if (!ProgramString) {
    mp_msg(MSGT_VO, MSGL_FATAL, "[gl] ProgramString function missing!\n");
    return;
  }
  ry = 1.164 * contrast;
  gy = 1.164 * contrast;
  by = 1.164 * contrast;
  ru = 0 * uvcos + 1.596 * uvsin;
  rv = 0 * uvsin + 1.596 * uvcos;
  gu = -0.391 * uvcos + -0.813 * uvsin;
  gv = -0.391 * uvsin + -0.813 * uvcos;
  bu = 2.018 * uvcos + 0 * uvsin;
  bv = 2.018 * uvsin + 0 * uvcos;
  rc = (-16 * ry + (-128) * ru + (-128) * rv) / 255.0 + brightness;
  gc = (-16 * gy + (-128) * gu + (-128) * gv) / 255.0 + brightness;
  bc = (-16 * by + (-128) * bu + (-128) * bv) / 255.0 + brightness;
  // these "center" contrast control so that e.g. a contrast of 0
  // leads to a grey image, not a black one
  rc += 0.5 - contrast / 2.0;
  gc += 0.5 - contrast / 2.0;
  bc += 0.5 - contrast / 2.0;
  rgamma = 1.0 / rgamma;
  ggamma = 1.0 / ggamma;
  bgamma = 1.0 / bgamma;
  snprintf(yuv_prog, 1000, prog_template, ry, gy, by, ru, gu, bu, rv, gv, bv,
           rc, gc, bc, rgamma, bgamma, bgamma, tex_type, tex_type, tex_type);
  ProgramString(GL_FRAGMENT_PROGRAM, GL_PROGRAM_FORMAT_ASCII,
                strlen(yuv_prog), yuv_prog);
  glGetIntegerv(GL_PROGRAM_ERROR_POSITION, &i);
  if (i != -1)
    mp_msg(MSGT_VO, MSGL_ERR,
      "[gl] Error compiling fragment program, make sure your card supports\n"
      "GL_ARB_fragment_program (use glxinfo to check).%.10s\n", &yuv_prog[i]);
}

/**
 * \brief little helper function to create a lookup table for gamma
 * \param map buffer to create map into
 * \param size size of buffer
 * \param gamma gamma value
 */
static void gen_gamma_map(unsigned char *map, int size, float gamma) {
  int i;
  gamma = 1.0 / gamma;
  for (i = 0; i < size; i++) {
    float tmp = (float)i / (size - 1.0);
    tmp = pow(tmp, gamma);
    if (tmp > 1.0) tmp = 1.0;
    if (tmp < 0.0) tmp = 0.0;
    map[i] = 255 * tmp;
  }
}

//! resolution of texture for gamma lookup table
#define LOOKUP_RES 512

/**
 * \brief setup YUV->RGB conversion
 * \param target texture target for Y, U and V textures (e.g. GL_TEXTURE_2D)
 * \param type YUV conversion type
 * \param brightness brightness adjustment offset
 * \param contrast contrast adjustment factor
 * \param hue hue adjustment angle
 * \param saturation saturation adjustment factor
 * \param rgamma gamma value for red channel
 * \param ggamma gamma value for green channel
 * \param bgamma gamma value for blue channel
 * \ingroup glconversion
 */
void glSetupYUVConversion(GLenum target, int type,
                          float brightness, float contrast,
                          float hue, float saturation,
                          float rgamma, float ggamma, float bgamma) {
  float uvcos = saturation * cos(hue);
  float uvsin = saturation * sin(hue);
  switch (type) {
    case YUV_CONVERSION_COMBINERS:
      glSetupYUVCombiners(uvcos, uvsin);
      break;
    case YUV_CONVERSION_COMBINERS_ATI:
      glSetupYUVCombinersATI(uvcos, uvsin);
      break;
    case YUV_CONVERSION_FRAGMENT_LOOKUP:
      {
        unsigned char lookup_data[4 * LOOKUP_RES];
        gen_gamma_map(lookup_data, LOOKUP_RES, rgamma);
        gen_gamma_map(&lookup_data[LOOKUP_RES], LOOKUP_RES, ggamma);
        gen_gamma_map(&lookup_data[2 * LOOKUP_RES], LOOKUP_RES, bgamma);
        ActiveTexture(GL_TEXTURE3);
        glCreateClearTex(GL_TEXTURE_2D, GL_LUMINANCE8, GL_LINEAR,
                         LOOKUP_RES, 4, 0);
        glUploadTex(GL_TEXTURE_2D, GL_LUMINANCE, GL_UNSIGNED_BYTE, lookup_data,
                    LOOKUP_RES, 0, 0, LOOKUP_RES, 4, 0);
        ActiveTexture(GL_TEXTURE0);
      }
    case YUV_CONVERSION_FRAGMENT:
    case YUV_CONVERSION_FRAGMENT_POW:
      glSetupYUVFragprog(brightness, contrast, uvcos, uvsin,
                         rgamma, ggamma, bgamma, type,
                         target == GL_TEXTURE_RECTANGLE);
      break;
  }
}

/**
 * \brief enable the specified YUV conversion
 * \param target texture target for Y, U and V textures (e.g. GL_TEXTURE_2D)
 * \param type type of YUV conversion
 * \ingroup glconversion
 */
void inline glEnableYUVConversion(GLenum target, int type) {
  if (type <= 0) return;
  switch (type) {
    case YUV_CONVERSION_COMBINERS:
      ActiveTexture(GL_TEXTURE1);
      glEnable(target);
      ActiveTexture(GL_TEXTURE2);
      glEnable(target);
      ActiveTexture(GL_TEXTURE0);
      glEnable(GL_REGISTER_COMBINERS_NV);
      break;
    case YUV_CONVERSION_COMBINERS_ATI:
      ActiveTexture(GL_TEXTURE1);
      glEnable(target);
      ActiveTexture(GL_TEXTURE2);
      glEnable(target);
      ActiveTexture(GL_TEXTURE0);
      glEnable(GL_FRAGMENT_SHADER_ATI);
      break;
    case YUV_CONVERSION_FRAGMENT_LOOKUP:
    case YUV_CONVERSION_FRAGMENT_POW:
    case YUV_CONVERSION_FRAGMENT:
      glEnable(GL_FRAGMENT_PROGRAM);
      break;
  }
}

/**
 * \brief disable the specified YUV conversion
 * \param target texture target for Y, U and V textures (e.g. GL_TEXTURE_2D)
 * \param type type of YUV conversion
 * \ingroup glconversion
 */
void inline glDisableYUVConversion(GLenum target, int type) {
  if (type <= 0) return;
  switch (type) {
    case YUV_CONVERSION_COMBINERS:
      ActiveTexture(GL_TEXTURE1);
      glDisable(target);
      ActiveTexture(GL_TEXTURE2);
      glDisable(target);
      ActiveTexture(GL_TEXTURE0);
      glDisable(GL_REGISTER_COMBINERS_NV);
      break;
    case YUV_CONVERSION_COMBINERS_ATI:
      ActiveTexture(GL_TEXTURE1);
      glDisable(target);
      ActiveTexture(GL_TEXTURE2);
      glDisable(target);
      ActiveTexture(GL_TEXTURE0);
      glDisable(GL_FRAGMENT_SHADER_ATI);
      break;
    case YUV_CONVERSION_FRAGMENT_LOOKUP:
    case YUV_CONVERSION_FRAGMENT_POW:
    case YUV_CONVERSION_FRAGMENT:
      glDisable(GL_FRAGMENT_PROGRAM);
      break;
  }
}

/**
 * \brief draw a texture part at given 2D coordinates
 * \param x screen top coordinate
 * \param y screen left coordinate
 * \param w screen width coordinate
 * \param h screen height coordinate
 * \param tx texture top coordinate in pixels
 * \param ty texture left coordinate in pixels
 * \param tw texture part width in pixels
 * \param th texture part height in pixels
 * \param sx width of texture in pixels
 * \param sy height of texture in pixels
 * \param rect_tex whether this texture uses texture_rectangle extension
 * \param is_yv12 if set, also draw the textures from units 1 and 2
 * \ingroup gltexture
 */
void glDrawTex(GLfloat x, GLfloat y, GLfloat w, GLfloat h,
               GLfloat tx, GLfloat ty, GLfloat tw, GLfloat th,
               int sx, int sy, int rect_tex, int is_yv12) {
  GLfloat tx2 = tx / 2, ty2 = ty / 2, tw2 = tw / 2, th2 = th / 2;
  if (!rect_tex) {
    tx /= sx; ty /= sy; tw /= sx; th /= sy;
    tx2 = tx, ty2 = ty, tw2 = tw, th2 = th;
  }
  glBegin(GL_QUADS);
  glTexCoord2f(tx, ty);
  if (is_yv12) {
    MultiTexCoord2f(GL_TEXTURE1, tx2, ty2);
    MultiTexCoord2f(GL_TEXTURE2, tx2, ty2);
  }
  glVertex2f(x, y);
  glTexCoord2f(tx, ty + th);
  if (is_yv12) {
    MultiTexCoord2f(GL_TEXTURE1, tx2, ty2 + th2);
    MultiTexCoord2f(GL_TEXTURE2, tx2, ty2 + th2);
  }
  glVertex2f(x, y + h);
  glTexCoord2f(tx + tw, ty + th);
  if (is_yv12) {
    MultiTexCoord2f(GL_TEXTURE1, tx2 + tw2, ty2 + th2);
    MultiTexCoord2f(GL_TEXTURE2, tx2 + tw2, ty2 + th2);
  }
  glVertex2f(x + w, y + h);
  glTexCoord2f(tx + tw, ty);
  if (is_yv12) {
    MultiTexCoord2f(GL_TEXTURE1, tx2 + tw2, ty2);
    MultiTexCoord2f(GL_TEXTURE2, tx2 + tw2, ty2);
  }
  glVertex2f(x + w, y);
  glEnd();
}

#ifdef GL_WIN32
/**
 * \brief little helper since wglGetProcAddress definition does not fit our 
 *        getProcAddress
 * \param procName name of function to look up
 * \return function pointer returned by wglGetProcAddress
 */
static void *w32gpa(const GLubyte *procName) {
  return wglGetProcAddress(procName);
}

int setGlWindow(int *vinfo, HGLRC *context, HWND win)
{
  int new_vinfo;
  HDC windc = GetDC(win);
  HGLRC new_context = 0;
  int keep_context = 0;

  // should only be needed when keeping context, but not doing glFinish
  // can cause flickering even when we do not keep it.
  glFinish();
  new_vinfo = GetPixelFormat(windc);
  if (*context && *vinfo && new_vinfo && *vinfo == new_vinfo) {
      // we can keep the wglContext
      new_context = *context;
      keep_context = 1;
  } else {
    // create a context
    new_context = wglCreateContext(windc);
    if (!new_context) {
      mp_msg(MSGT_VO, MSGL_FATAL, "[gl] Could not create GL context!\n");
      return SET_WINDOW_FAILED;
    }
  }

  // set context
  if (!wglMakeCurrent(windc, new_context)) {
    mp_msg (MSGT_VO, MSGL_FATAL, "[gl] Could not set GL context!\n");
    if (!keep_context) {
      wglDeleteContext(new_context);
    }
    return SET_WINDOW_FAILED;
  }

  // set new values
  vo_window = win;
  vo_hdc = windc;
  {
    RECT rect;
    GetClientRect(win, &rect);
    vo_dwidth = rect.right;
    vo_dheight = rect.bottom;
  }
  if (!keep_context) {
    if (*context)
      wglDeleteContext(*context);
    *context = new_context;
    *vinfo = new_vinfo;
    getFunctions(w32gpa);

    // and inform that reinit is neccessary
    return SET_WINDOW_REINIT;
  }
  return SET_WINDOW_OK;
}

void releaseGlContext(int *vinfo, HGLRC *context) {
  *vinfo = 0;
  if (*context) {
    wglMakeCurrent(0, 0);
    wglDeleteContext(*context);
  }
  *context = 0;
}
#else
#ifdef HAVE_LIBDL
#include <dlfcn.h>
#endif
/**
 * \brief find address of a linked function
 * \param s name of function to find
 * \return address of function or NULL if not found
 *
 * Copied from xine
 */
static void *getdladdr(const GLubyte *s) {
#ifdef HAVE_LIBDL
#if defined(__sun) || defined(__sgi)
  static void *handle = dlopen(NULL, RTLD_LAZY);
  return dlsym(handle, s);
#else
  return dlsym(0, s);
#endif
#else
  return NULL;
#endif
}

/**
 * \brief Returns the XVisualInfo associated with Window win.
 * \param win Window whose XVisualInfo is returne.
 * \return XVisualInfo of the window. Caller must use XFree to free it.
 */
static XVisualInfo *getWindowVisualInfo(Window win) {
  XWindowAttributes xw_attr;
  XVisualInfo vinfo_template;
  int tmp;
  XGetWindowAttributes(mDisplay, win, &xw_attr);
  vinfo_template.visualid = XVisualIDFromVisual(xw_attr.visual);
  return XGetVisualInfo(mDisplay, VisualIDMask, &vinfo_template, &tmp);
}

/**
 * \brief Changes the window in which video is displayed.
 * If possible only transfers the context to the new window, otherwise
 * creates a new one, which must be initialized by the caller.
 * \param vinfo Currently used visual.
 * \param context Currently used context.
 * \param win window that should be used for drawing.
 * \return one of SET_WINDOW_FAILED, SET_WINDOW_OK or SET_WINDOW_REINIT.
 * In case of SET_WINDOW_REINIT the context could not be transfered
 * and the caller must initialize it correctly.
 * \ingroup glcontext
 */
int setGlWindow(XVisualInfo **vinfo, GLXContext *context, Window win)
{
  XVisualInfo *new_vinfo;
  GLXContext new_context = NULL;
  int keep_context = 0;

  // should only be needed when keeping context, but not doing glFinish
  // can cause flickering even when we do not keep it.
  glFinish();
  new_vinfo = getWindowVisualInfo(win);
  if (*context && *vinfo && new_vinfo &&
      (*vinfo)->visualid == new_vinfo->visualid) {
      // we can keep the GLXContext
      new_context = *context;
      XFree(new_vinfo);
      new_vinfo = *vinfo;
      keep_context = 1;
  } else {
    // create a context
    new_context = glXCreateContext(mDisplay, new_vinfo, NULL, True);
    if (!new_context) {
      mp_msg(MSGT_VO, MSGL_FATAL, "[gl] Could not create GLX context!\n");
      XFree(new_vinfo);
      return SET_WINDOW_FAILED;
    }
  }

  // set context
  if (!glXMakeCurrent(mDisplay, vo_window, new_context)) {
    mp_msg (MSGT_VO, MSGL_FATAL, "[gl] Could not set GLX context!\n");
    if (!keep_context) {
      glXDestroyContext (mDisplay, new_context);
      XFree(new_vinfo);
    }
    return SET_WINDOW_FAILED;
  }

  // set new values
  vo_window = win;
  {
    Window root;
    int tmp;
    XGetGeometry(mDisplay, vo_window, &root, &tmp, &tmp,
                  &vo_dwidth, &vo_dheight, &tmp, &tmp);
  }
  if (!keep_context) {
    void *(*getProcAddress)(const GLubyte *);
    if (*context)
      glXDestroyContext(mDisplay, *context);
    *context = new_context;
    if (*vinfo)
      XFree(*vinfo);
    *vinfo = new_vinfo;
      getProcAddress = getdladdr("glXGetProcAddress");
    if (!getProcAddress)
      getProcAddress = getdladdr("glXGetProcAddressARB");
    if (!getProcAddress)
      getProcAddress = getdladdr;
    getFunctions(getProcAddress);

    // and inform that reinit is neccessary
    return SET_WINDOW_REINIT;
  }
  return SET_WINDOW_OK;
}

/**
 * \brief free the VisualInfo and GLXContext of an OpenGL context.
 * \ingroup glcontext
 */
void releaseGlContext(XVisualInfo **vinfo, GLXContext *context) {
  if (*vinfo)
    XFree(*vinfo);
  *vinfo = NULL;
  if (*context)
  {
    glFinish();
    glXMakeCurrent(mDisplay, None, NULL);
    glXDestroyContext(mDisplay, *context);
  }
  *context = 0;
}
#endif