view libvo/gl_common.c @ 36126:fd34a83228ca

Switch OpenGL ES renderer to 2.0. 1.0 is too limited to be really useful for video, and 2.0 is almost universally available anyway. This also adds support for YUV conversion in hardware, however this code is still very rough and limited in features. A lot of work, like being able to change the coefficients, supporting gamma, supporting EOSD (ASS rendering) still needs to be done for this to be really usable. Unfortunately development is difficult since almost no working implementations are available: MESA seems currently completely broken unless you use and Intel card _and_ force software rendering, Galaxy S2 still crashes regularly (certainly in part my fault for doing something weird, but still).
author reimar
date Sat, 04 May 2013 13:28:14 +0000
parents c4075d9e329d
children 18c289284727
line wrap: on
line source

/*
 * common OpenGL routines
 *
 * copyleft (C) 2005-2010 Reimar Döffinger <Reimar.Doeffinger@gmx.de>
 * Special thanks go to the xine team and Matthias Hopf, whose video_out_opengl.c
 * gave me lots of good ideas.
 *
 * This file is part of MPlayer.
 *
 * MPlayer is free software; you can redistribute it and/or modify
 * it under the terms of the GNU General Public License as published by
 * the Free Software Foundation; either version 2 of the License, or
 * (at your option) any later version.
 *
 * MPlayer 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 General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License along
 * with MPlayer; if not, write to the Free Software Foundation, Inc.,
 * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
 *
 * You can alternatively redistribute this file 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.
 */

/**
 * \file
 * \brief OpenGL helper functions used by vo_gl.c and vo_gl2.c
 */

#include <stdlib.h>
#include <stdio.h>
#include <string.h>
#include <ctype.h>
#include <math.h>

#include "mp_msg.h"
#include "gl_common.h"
#include "csputils.h"
#include "aspect.h"
#include "pnm_loader.h"

GLenum (GLAPIENTRY *mpglGetError)(void);
void (GLAPIENTRY *mpglBegin)(GLenum);
void (GLAPIENTRY *mpglEnd)(void);
void (GLAPIENTRY *mpglViewport)(GLint, GLint, GLsizei, GLsizei);
void (GLAPIENTRY *mpglMatrixMode)(GLenum);
void (GLAPIENTRY *mpglLoadIdentity)(void);
void (GLAPIENTRY *mpglLoadMatrixf)(const float *);
void (GLAPIENTRY *mpglClear)(GLbitfield);
GLuint (GLAPIENTRY *mpglGenLists)(GLsizei);
void (GLAPIENTRY *mpglDeleteLists)(GLuint, GLsizei);
void (GLAPIENTRY *mpglNewList)(GLuint, GLenum);
void (GLAPIENTRY *mpglEndList)(void);
void (GLAPIENTRY *mpglCallList)(GLuint);
void (GLAPIENTRY *mpglCallLists)(GLsizei, GLenum, const GLvoid *);
void (GLAPIENTRY *mpglGenTextures)(GLsizei, GLuint *);
void (GLAPIENTRY *mpglDeleteTextures)(GLsizei, const GLuint *);
void (GLAPIENTRY *mpglTexEnvf)(GLenum, GLenum, GLfloat);
void (GLAPIENTRY *mpglTexEnvi)(GLenum, GLenum, GLint);
void (GLAPIENTRY *mpglColor4ub)(GLubyte, GLubyte, GLubyte, GLubyte);
void (GLAPIENTRY *mpglColor4f)(GLfloat, GLfloat, GLfloat, GLfloat);
void (GLAPIENTRY *mpglClearColor)(GLclampf, GLclampf, GLclampf, GLclampf);
void (GLAPIENTRY *mpglClearDepth)(double);
void (GLAPIENTRY *mpglDepthFunc)(GLenum);
void (GLAPIENTRY *mpglEnable)(GLenum);
void (GLAPIENTRY *mpglDisable)(GLenum);
const GLubyte *(GLAPIENTRY *mpglGetString)(GLenum);
void (GLAPIENTRY *mpglDrawBuffer)(GLenum);
void (GLAPIENTRY *mpglDepthMask)(GLboolean);
void (GLAPIENTRY *mpglBlendFunc)(GLenum, GLenum);
void (GLAPIENTRY *mpglFlush)(void);
void (GLAPIENTRY *mpglFinish)(void);
void (GLAPIENTRY *mpglPixelStorei)(GLenum, GLint);
void (GLAPIENTRY *mpglTexImage1D)(GLenum, GLint, GLint, GLsizei, GLint, GLenum, GLenum, const GLvoid *);
void (GLAPIENTRY *mpglTexImage2D)(GLenum, GLint, GLint, GLsizei, GLsizei, GLint, GLenum, GLenum, const GLvoid *);
void (GLAPIENTRY *mpglTexSubImage2D)(GLenum, GLint, GLint, GLint, GLsizei, GLsizei, GLenum, GLenum, const GLvoid *);
void (GLAPIENTRY *mpglTexParameteri)(GLenum, GLenum, GLint);
void (GLAPIENTRY *mpglTexParameterf)(GLenum, GLenum, GLfloat);
void (GLAPIENTRY *mpglTexParameterfv)(GLenum, GLenum, const GLfloat *);
void (GLAPIENTRY *mpglTexCoord2f)(GLfloat, GLfloat);
void (GLAPIENTRY *mpglVertex2f)(GLfloat, GLfloat);
void (GLAPIENTRY *mpglVertex3f)(GLfloat, GLfloat, GLfloat);
void (GLAPIENTRY *mpglNormal3f)(GLfloat, GLfloat, GLfloat);
void (GLAPIENTRY *mpglLightfv)(GLenum, GLenum, const GLfloat *);
void (GLAPIENTRY *mpglColorMaterial)(GLenum, GLenum);
void (GLAPIENTRY *mpglShadeModel)(GLenum);
void (GLAPIENTRY *mpglGetIntegerv)(GLenum, GLint *);
static void (GLAPIENTRY *mpglGetTexLevelParameteriv)(GLenum, GLint, GLenum, GLint *);
void (GLAPIENTRY *mpglColorMask)(GLboolean, GLboolean, GLboolean, GLboolean);

/**
 * \defgroup glextfunctions OpenGL extension functions
 *
 * the pointers to these functions are acquired when the OpenGL
 * context is created
 * \{
 */
void (GLAPIENTRY *mpglGenBuffers)(GLsizei, GLuint *);
void (GLAPIENTRY *mpglDeleteBuffers)(GLsizei, const GLuint *);
void (GLAPIENTRY *mpglBindBuffer)(GLenum, GLuint);
GLvoid* (GLAPIENTRY *mpglMapBuffer)(GLenum, GLenum);
GLboolean (GLAPIENTRY *mpglUnmapBuffer)(GLenum);
void (GLAPIENTRY *mpglBufferData)(GLenum, intptr_t, const GLvoid *, GLenum);
void (GLAPIENTRY *mpglCombinerParameterfv)(GLenum, const GLfloat *);
void (GLAPIENTRY *mpglCombinerParameteri)(GLenum, GLint);
void (GLAPIENTRY *mpglCombinerInput)(GLenum, GLenum, GLenum, GLenum, GLenum,
                               GLenum);
void (GLAPIENTRY *mpglCombinerOutput)(GLenum, GLenum, GLenum, GLenum, GLenum,
                                GLenum, GLenum, GLboolean, GLboolean,
                                GLboolean);
void (GLAPIENTRY *mpglBeginFragmentShader)(void);
void (GLAPIENTRY *mpglEndFragmentShader)(void);
void (GLAPIENTRY *mpglSampleMap)(GLuint, GLuint, GLenum);
void (GLAPIENTRY *mpglColorFragmentOp2)(GLenum, GLuint, GLuint, GLuint, GLuint,
                                  GLuint, GLuint, GLuint, GLuint, GLuint);
void (GLAPIENTRY *mpglColorFragmentOp3)(GLenum, GLuint, GLuint, GLuint, GLuint,
                                  GLuint, GLuint, GLuint, GLuint, GLuint,
                                  GLuint, GLuint, GLuint);
void (GLAPIENTRY *mpglSetFragmentShaderConstant)(GLuint, const GLfloat *);
void (GLAPIENTRY *mpglActiveTexture)(GLenum);
void (GLAPIENTRY *mpglBindTexture)(GLenum, GLuint);
void (GLAPIENTRY *mpglMultiTexCoord2f)(GLenum, GLfloat, GLfloat);
void (GLAPIENTRY *mpglGenPrograms)(GLsizei, GLuint *);
void (GLAPIENTRY *mpglDeletePrograms)(GLsizei, const GLuint *);
void (GLAPIENTRY *mpglBindProgram)(GLenum, GLuint);
void (GLAPIENTRY *mpglProgramString)(GLenum, GLenum, GLsizei, const GLvoid *);
void (GLAPIENTRY *mpglGetProgramiv)(GLenum, GLenum, GLint *);
void (GLAPIENTRY *mpglProgramEnvParameter4f)(GLenum, GLuint, GLfloat, GLfloat,
                                       GLfloat, GLfloat);
int (GLAPIENTRY *mpglSwapInterval)(int);
void (GLAPIENTRY *mpglTexImage3D)(GLenum, GLint, GLenum, GLsizei, GLsizei, GLsizei,
                            GLint, GLenum, GLenum, const GLvoid *);
void* (GLAPIENTRY *mpglAllocateMemoryMESA)(void *, int, size_t, float, float, float);
void (GLAPIENTRY *mpglFreeMemoryMESA)(void *, int, void *);
/** \} */ // end of glextfunctions group


void (GLAPIENTRY *mpglVertexPointer)(GLint, GLenum, GLsizei, const GLvoid *);
void (GLAPIENTRY *mpglTexCoordPointer)(GLint, GLenum, GLsizei, const GLvoid *);
void (GLAPIENTRY *mpglClientActiveTexture)(GLenum);
void (GLAPIENTRY *mpglEnableClientState)(GLenum);
void (GLAPIENTRY *mpglDisableClientState)(GLenum);

void (GLAPIENTRY *mpglVertexAttribPointer)(GLuint, GLint, GLenum, GLboolean, GLsizei, const void *);
void (GLAPIENTRY *mpglEnableVertexAttribArray)(GLuint);
void (GLAPIENTRY *mpglDrawArrays)(GLenum, GLint, GLsizei);

GLuint (GLAPIENTRY *mpglCreateProgram)(void);
GLuint (GLAPIENTRY *mpglCreateShader)(GLenum);
void (GLAPIENTRY *mpglShaderSource)(GLuint, GLsizei, const char **, const GLint *);
void (GLAPIENTRY *mpglCompileShader)(GLuint);
void (GLAPIENTRY *mpglGetShaderiv)(GLuint, GLenum, GLint *);
void (GLAPIENTRY *mpglGetShaderInfoLog)(GLuint, GLsizei, GLsizei *, char *);
void (GLAPIENTRY *mpglAttachShader)(GLuint, GLuint);
void (GLAPIENTRY *mpglDetachShader)(GLuint, GLuint);
void (GLAPIENTRY *mpglDeleteShader)(GLuint);
void (GLAPIENTRY *mpglBindAttribLocation)(GLuint, GLuint, const char *);
void (GLAPIENTRY *mpglLinkProgram)(GLuint);
void (GLAPIENTRY *mpglGetProgramInfoLog)(GLuint, GLsizei, GLsizei *, char *);
void (GLAPIENTRY *mpglUseProgram)(GLuint);
GLint (GLAPIENTRY *mpglGetUniformLocation)(GLuint, const char *);
void (GLAPIENTRY *mpglUniform1iv)(GLint, GLsizei, const GLint *);
void (GLAPIENTRY *mpglUniformMatrix4fv)(GLint, GLsizei, GLboolean, const float *);

//! \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

static GLint hqtexfmt;
static int use_depth_l16;
static GLenum l16_format;
static GLuint gpu_def_sl_program;
static GLuint gpu_yuv_sl_program;
static GLuint gpu_cur_sl_program;
static float transform_matrix[16];

/**
 * \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;
  mpglPixelStorei(GL_UNPACK_ALIGNMENT, gl_alignment);
}

struct gl_name_map_struct {
  GLint value;
  const 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), MAP(GL_LUMINANCE16),

  // 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, int *bpp, GLint *gl_texfmt,
                  GLenum *gl_format, GLenum *gl_type)
{
  int supported = 1;
  int dummy1;
  GLenum dummy2;
  GLint dummy3;
  if (!bpp) bpp = &dummy1;
  if (!gl_texfmt) gl_texfmt = &dummy3;
  if (!gl_format) gl_format = &dummy2;
  if (!gl_type) gl_type = &dummy2;

  if (mp_get_chroma_shift(fmt, NULL, NULL, NULL)) {
    // reduce the possible cases a bit
    if (IMGFMT_IS_YUVP16_LE(fmt))
      fmt = IMGFMT_420P16_LE;
    else if (IMGFMT_IS_YUVP16_BE(fmt))
      fmt = IMGFMT_420P16_BE;
    else
      fmt = IMGFMT_YV12;
  }

  *bpp = IMGFMT_IS_BGR(fmt)?IMGFMT_BGR_DEPTH(fmt):IMGFMT_RGB_DEPTH(fmt);
  if (IMGFMT_IS_XYZ(fmt)) {
    supported = 0; // no native XYZ support
    *bpp = 24;
    fmt = IMGFMT_RGB24;
    if (IMGFMT_XYZ_DEPTH(fmt) > 8) {
      *bpp = 48;
      fmt = IMGFMT_RGB48NE;
    }
  }
  *gl_texfmt = GL_RGB;
  switch (fmt) {
    case IMGFMT_RGB64NE:
      *gl_texfmt = GL_RGBA16;
    case IMGFMT_RGB48NE:
      *gl_format = GL_RGB;
      *gl_type = GL_UNSIGNED_SHORT;
      break;
    case IMGFMT_RGB24:
      *gl_format = GL_RGB;
      *gl_type = GL_UNSIGNED_BYTE;
      break;
    case IMGFMT_RGBA:
      *gl_texfmt = GL_RGBA;
      *gl_format = GL_RGBA;
      *gl_type = GL_UNSIGNED_BYTE;
      break;
    case IMGFMT_420P16:
      supported = 0; // no native YUV support
      *gl_texfmt = GL_LUMINANCE16;
      *bpp = 16;
      *gl_format = GL_LUMINANCE;
      *gl_type = GL_UNSIGNED_SHORT;
      break;
    case IMGFMT_YV12:
      supported = 0; // no native YV12 support
    case IMGFMT_Y800:
    case IMGFMT_Y8:
      *gl_texfmt = GL_LUMINANCE;
      *bpp = 8;
      *gl_format = GL_LUMINANCE;
      *gl_type = GL_UNSIGNED_BYTE;
      break;
    case IMGFMT_YUY2:
    case IMGFMT_UYVY:
      *gl_texfmt = GL_RGB;
      *bpp = 16;
      *gl_format = GL_YCBCR_422_APPLE;
#if HAVE_BIGENDIAN
      *gl_type = fmt == IMGFMT_YUY2 ? GL_UNSIGNED_SHORT_8_8 : GL_UNSIGNED_SHORT_8_8_REV;
#else
      *gl_type = fmt == IMGFMT_UYVY ? GL_UNSIGNED_SHORT_8_8 : GL_UNSIGNED_SHORT_8_8_REV;
#endif
      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 different 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 = GL_RGBA;
      *gl_format = GL_BGRA;
      *gl_type = GL_UNSIGNED_BYTE;
      break;
    default:
      *gl_texfmt = GL_RGBA;
      *gl_format = GL_RGBA;
      *gl_type = GL_UNSIGNED_BYTE;
      supported = 0;
  }
#ifdef TEXTUREFORMAT_ALWAYS
  *gl_texfmt = TEXTUREFORMAT_ALWAYS;
#endif
  return supported;
}

#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
 */
static void *getdladdr(const char *s) {
  void *ret = NULL;
#ifdef HAVE_LIBDL
  void *handle = dlopen(NULL, RTLD_LAZY);
  if (!handle)
    return NULL;
  ret = dlsym(handle, s);
  dlclose(handle);
#endif
  return ret;
}

typedef struct {
  void *funcptr;
  const char *extstr;
  const char *funcnames[7];
  void *fallback;
} extfunc_desc_t;

#define SIMPLE_FUNC_DESC(name) {&mpgl##name, NULL, {"gl"#name, NULL}, NULL}
#if !defined(CONFIG_GL_WIN32) && !defined(CONFIG_GL_X11)
#define DEF_FUNC_DESC(name) SIMPLE_FUNC_DESC(name)
#else
#define DEF_FUNC_DESC(name) {&mpgl##name, NULL, {"gl"#name, NULL}, gl ##name}
#endif
static const extfunc_desc_t extfuncs[] = {
  // these aren't extension functions but we query them anyway to allow
  // different "backends" with one binary
  DEF_FUNC_DESC(GetError),
  DEF_FUNC_DESC(Begin),
  DEF_FUNC_DESC(End),
  DEF_FUNC_DESC(Viewport),
  DEF_FUNC_DESC(MatrixMode),
  DEF_FUNC_DESC(LoadIdentity),
  DEF_FUNC_DESC(LoadMatrixf),
  DEF_FUNC_DESC(Clear),
  DEF_FUNC_DESC(GenLists),
  DEF_FUNC_DESC(DeleteLists),
  DEF_FUNC_DESC(NewList),
  DEF_FUNC_DESC(EndList),
  DEF_FUNC_DESC(CallList),
  DEF_FUNC_DESC(CallLists),
  DEF_FUNC_DESC(GenTextures),
  DEF_FUNC_DESC(DeleteTextures),
  DEF_FUNC_DESC(TexEnvf),
  DEF_FUNC_DESC(TexEnvi),
  DEF_FUNC_DESC(Color4ub),
  DEF_FUNC_DESC(Color4f),
  DEF_FUNC_DESC(ClearColor),
  DEF_FUNC_DESC(ClearDepth),
  DEF_FUNC_DESC(DepthFunc),
  DEF_FUNC_DESC(Enable),
  DEF_FUNC_DESC(Disable),
  DEF_FUNC_DESC(DrawBuffer),
  DEF_FUNC_DESC(DepthMask),
  DEF_FUNC_DESC(BlendFunc),
  DEF_FUNC_DESC(Flush),
  DEF_FUNC_DESC(Finish),
  DEF_FUNC_DESC(PixelStorei),
  DEF_FUNC_DESC(TexImage1D),
  DEF_FUNC_DESC(TexImage2D),
  DEF_FUNC_DESC(TexSubImage2D),
  DEF_FUNC_DESC(TexParameteri),
  DEF_FUNC_DESC(TexParameterf),
  DEF_FUNC_DESC(TexParameterfv),
  DEF_FUNC_DESC(TexCoord2f),
  DEF_FUNC_DESC(Vertex2f),
  DEF_FUNC_DESC(Vertex3f),
  DEF_FUNC_DESC(Normal3f),
  DEF_FUNC_DESC(Lightfv),
  DEF_FUNC_DESC(ColorMaterial),
  DEF_FUNC_DESC(ShadeModel),
  DEF_FUNC_DESC(GetIntegerv),
  DEF_FUNC_DESC(GetTexLevelParameteriv),
  DEF_FUNC_DESC(ColorMask),

  // here start the real extensions
  {&mpglGenBuffers, NULL, {"glGenBuffers", "glGenBuffersARB", NULL}},
  {&mpglDeleteBuffers, NULL, {"glDeleteBuffers", "glDeleteBuffersARB", NULL}},
  {&mpglBindBuffer, NULL, {"glBindBuffer", "glBindBufferARB", NULL}},
  {&mpglMapBuffer, NULL, {"glMapBuffer", "glMapBufferARB", NULL}},
  {&mpglUnmapBuffer, NULL, {"glUnmapBuffer", "glUnmapBufferARB", NULL}},
  {&mpglBufferData, NULL, {"glBufferData", "glBufferDataARB", NULL}},
  {&mpglCombinerParameterfv, "NV_register_combiners", {"glCombinerParameterfv", "glCombinerParameterfvNV", NULL}},
  {&mpglCombinerParameteri, "NV_register_combiners", {"glCombinerParameteri", "glCombinerParameteriNV", NULL}},
  {&mpglCombinerInput, "NV_register_combiners", {"glCombinerInput", "glCombinerInputNV", NULL}},
  {&mpglCombinerOutput, "NV_register_combiners", {"glCombinerOutput", "glCombinerOutputNV", NULL}},
  {&mpglBeginFragmentShader, "ATI_fragment_shader", {"glBeginFragmentShaderATI", NULL}},
  {&mpglEndFragmentShader, "ATI_fragment_shader", {"glEndFragmentShaderATI", NULL}},
  {&mpglSampleMap, "ATI_fragment_shader", {"glSampleMapATI", NULL}},
  {&mpglColorFragmentOp2, "ATI_fragment_shader", {"glColorFragmentOp2ATI", NULL}},
  {&mpglColorFragmentOp3, "ATI_fragment_shader", {"glColorFragmentOp3ATI", NULL}},
  {&mpglSetFragmentShaderConstant, "ATI_fragment_shader", {"glSetFragmentShaderConstantATI", NULL}},
  {&mpglActiveTexture, NULL, {"glActiveTexture", "glActiveTextureARB", NULL}},
  {&mpglBindTexture, NULL, {"glBindTexture", "glBindTextureARB", "glBindTextureEXT", NULL}},
  {&mpglMultiTexCoord2f, NULL, {"glMultiTexCoord2f", "glMultiTexCoord2fARB", NULL}},
  {&mpglGenPrograms, "_program", {"glGenProgramsARB", NULL}},
  {&mpglDeletePrograms, "_program", {"glDeleteProgramsARB", NULL}},
  {&mpglBindProgram, "_program", {"glBindProgramARB", NULL}},
  {&mpglProgramString, "_program", {"glProgramStringARB", NULL}},
  {&mpglGetProgramiv, "_program", {"glGetProgramivARB", NULL}},
  {&mpglProgramEnvParameter4f, "_program", {"glProgramEnvParameter4fARB", NULL}},
  {&mpglSwapInterval, "_swap_control", {"glXSwapIntervalSGI", "glXSwapInterval", "wglSwapIntervalSGI", "wglSwapInterval", "wglSwapIntervalEXT", NULL}},
  {&mpglTexImage3D, NULL, {"glTexImage3D", NULL}},
  {&mpglAllocateMemoryMESA, "GLX_MESA_allocate_memory", {"glXAllocateMemoryMESA", NULL}},
  {&mpglFreeMemoryMESA, "GLX_MESA_allocate_memory", {"glXFreeMemoryMESA", NULL}},

  // Things needed to run on GLES
  SIMPLE_FUNC_DESC(VertexPointer),
  SIMPLE_FUNC_DESC(TexCoordPointer),
  SIMPLE_FUNC_DESC(ClientActiveTexture),
  SIMPLE_FUNC_DESC(EnableClientState),
  SIMPLE_FUNC_DESC(DisableClientState),

  SIMPLE_FUNC_DESC(VertexAttribPointer),
  SIMPLE_FUNC_DESC(EnableVertexAttribArray),
  SIMPLE_FUNC_DESC(DrawArrays),


  SIMPLE_FUNC_DESC(CreateProgram),
  SIMPLE_FUNC_DESC(CreateShader),
  SIMPLE_FUNC_DESC(ShaderSource),
  SIMPLE_FUNC_DESC(CompileShader),
  SIMPLE_FUNC_DESC(GetShaderiv),
  SIMPLE_FUNC_DESC(GetShaderInfoLog),
  SIMPLE_FUNC_DESC(AttachShader),
  SIMPLE_FUNC_DESC(DetachShader),
  SIMPLE_FUNC_DESC(DeleteShader),
  SIMPLE_FUNC_DESC(BindAttribLocation),
  SIMPLE_FUNC_DESC(LinkProgram),
  SIMPLE_FUNC_DESC(GetProgramiv),
  SIMPLE_FUNC_DESC(GetProgramInfoLog),
  SIMPLE_FUNC_DESC(UseProgram),
  SIMPLE_FUNC_DESC(GetUniformLocation),
  SIMPLE_FUNC_DESC(Uniform1iv),
  SIMPLE_FUNC_DESC(UniformMatrix4fv),
  {NULL}
};

/**
 * \brief find the function pointers of some useful OpenGL extensions
 * \param getProcAddress function to resolve function names, may be NULL
 * \param ext2 an extra extension string
 */
static void getFunctions(void *(*getProcAddress)(const GLubyte *),
                         const char *ext2) {
  const extfunc_desc_t *dsc;
  const char *extensions = NULL;
  char *allexts;

  if (!getProcAddress)
    getProcAddress = (void *)getdladdr;

  // special case, we need glGetString before starting to find the other functions
  mpglGetString = getProcAddress("glGetString");
#if defined(CONFIG_GL_WIN32) || defined(CONFIG_GL_X11)
  if (!mpglGetString)
      mpglGetString = glGetString;
#endif

  if (mpglGetString)
    extensions = (const char *)mpglGetString(GL_EXTENSIONS);
  if (!extensions) extensions = "";
  if (!ext2) ext2 = "";
  allexts = malloc(strlen(extensions) + strlen(ext2) + 2);
  strcpy(allexts, extensions);
  strcat(allexts, " ");
  strcat(allexts, ext2);
  mp_msg(MSGT_VO, MSGL_DBG2, "OpenGL extensions string:\n%s\n", allexts);
  for (dsc = extfuncs; dsc->funcptr; dsc++) {
    void *ptr = NULL;
    int i;
    if (!dsc->extstr || strstr(allexts, dsc->extstr)) {
      for (i = 0; !ptr && dsc->funcnames[i]; i++)
        ptr = getProcAddress((const GLubyte *)dsc->funcnames[i]);
    }
    if (!ptr)
        ptr = dsc->fallback;
    *(void **)dsc->funcptr = ptr;
  }
  if (strstr(allexts, "_texture_float"))
    hqtexfmt = GL_RGB32F;
  else if (strstr(allexts, "NV_float_buffer"))
    hqtexfmt = GL_FLOAT_RGB32_NV;
  else
    hqtexfmt = GL_RGB16;
  use_depth_l16 = !!strstr(allexts, "GL_EXT_shadow") ||
                  !!strstr(allexts, "GL_ARB_shadow");
  free(allexts);
}

/**
 * \brief create a texture and set some defaults
 * \param target texture taget, usually GL_TEXTURE_2D
 * \param fmt internal texture format
 * \param format texture host data format
 * \param type texture host data type
 * \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, GLenum format, GLenum type, GLint filter,
                      int w, int h, unsigned char val) {
  GLfloat fval = (GLfloat)val / 255.0;
  GLfloat border[4] = {fval, fval, fval, fval};
  int stride;
  char *init;
  if (w == 0) w = 1;
  if (h == 0) h = 1;
  stride = w * glFmt2bpp(format, type);
  if (!stride) return;
  // For BGRA internal format must be BGRA for GLES and RGBA for GL...
  if (format == GL_BGRA && !mpglBegin) fmt = GL_BGRA;
  init = malloc(stride * h);
  memset(init, val, stride * h);
  glAdjustAlignment(stride);
  mpglPixelStorei(GL_UNPACK_ROW_LENGTH, w);
  // This needs to be here before the very first TexImage call to get
  // best performance on PPC Mac Mini running OSX 10.5
  mpglTexParameteri(target, GL_TEXTURE_STORAGE_HINT_APPLE, GL_STORAGE_CACHED_APPLE);
  mpglTexImage2D(target, 0, fmt, w, h, 0, format, type, init);
  if (format == GL_LUMINANCE && type == GL_UNSIGNED_SHORT) {
    // ensure we get enough bits
    GLint bits = 0;
    mpglGetTexLevelParameteriv(target, 0, GL_TEXTURE_LUMINANCE_SIZE, &bits);
    if (bits > 0 && bits < 14 && (use_depth_l16 || HAVE_BIGENDIAN)) {
      fmt = GL_DEPTH_COMPONENT16;
      format = GL_DEPTH_COMPONENT;
      if (!use_depth_l16) {
        // if we cannot get 16 bit anyway, we can fall back
        // to L8A8 on big-endian, which is at least faster...
        fmt = format = GL_LUMINANCE_ALPHA;
        type = GL_UNSIGNED_BYTE;
      }
      mpglTexImage2D(target, 0, fmt, w, h, 0, format, type, init);
    }
    l16_format = format;
  }
  mpglTexParameterf(target, GL_TEXTURE_PRIORITY, 1.0);
  mpglTexParameteri(target, GL_TEXTURE_MIN_FILTER, filter);
  mpglTexParameteri(target, GL_TEXTURE_MAG_FILTER, filter);
  mpglTexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
  mpglTexParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
  if (format == GL_DEPTH_COMPONENT) {
      mpglTexParameteri(target, GL_TEXTURE_COMPARE_MODE, GL_NONE);
      mpglTexParameteri(target, GL_DEPTH_TEXTURE_MODE, GL_LUMINANCE);
  }
  // Border texels should not be used with CLAMP_TO_EDGE
  // We set a sane default anyway.
  mpglTexParameterfv(target, GL_TEXTURE_BORDER_COLOR, border);
  free(init);
}

/**
 * \brief creates a texture from a PPM file
 * \param target texture taget, usually GL_TEXTURE_2D
 * \param fmt internal texture format, 0 for default
 * \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, bpp;
  GLenum type;
  uint8_t *data = read_pnm(f, &w, &h, &bpp, &m);
  if (!data || (bpp != 3 && bpp != 6)) {
    free(data);
    return 0;
  }
  if (!fmt) {
    fmt = bpp == 6 ? hqtexfmt : 3;
    if (fmt == GL_FLOAT_RGB32_NV && target != GL_TEXTURE_RECTANGLE)
      fmt = GL_RGB16;
  }
  type = bpp == 6 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_BYTE;
  glCreateClearTex(target, fmt, GL_RGB, type, filter, w, h, 0);
  glUploadTex(target, GL_RGB, type,
              data, w * bpp, 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) {
  int component_size = 0;
  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:
    case GL_UNSIGNED_SHORT_8_8:
    case GL_UNSIGNED_SHORT_8_8_REV:
      return 2;
    case GL_UNSIGNED_BYTE:
      component_size = 1;
      break;
    case GL_UNSIGNED_SHORT:
      component_size = 2;
      break;
  }
  switch (format) {
    case GL_LUMINANCE:
    case GL_ALPHA:
    case GL_DEPTH_COMPONENT:
      return component_size;
    case GL_LUMINANCE_ALPHA:
      return 2 * component_size;
    case GL_YCBCR_422_APPLE:
    case GL_YCBCR_MESA:
      return 2;
    case GL_RGB:
    case GL_BGR:
      return 3 * component_size;
    case GL_RGBA:
    case GL_BGRA:
      return 4 * component_size;
  }
  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 dataptr 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, -1 forces use of
 *              TexImage instead of TexSubImage
 * \ingroup gltexture
 */
void glUploadTex(GLenum target, GLenum format, GLenum type,
                 const void *dataptr, int stride,
                 int x, int y, int w, int h, int slice) {
  const uint8_t *data = dataptr;
  int y_max = y + h;
  if (w <= 0 || h <= 0) return;
  if (slice == 0)
    slice = h;
  if (stride < 0) {
    data += (h - 1) * stride;
    stride = -stride;
  }
  if (format == GL_LUMINANCE && type == GL_UNSIGNED_SHORT) {
    format = l16_format;
    if (l16_format == GL_LUMINANCE_ALPHA) type = GL_UNSIGNED_BYTE;
  }
  // this is not always correct, but should work for MPlayer
  glAdjustAlignment(stride);
  mpglPixelStorei(GL_UNPACK_ROW_LENGTH, stride / glFmt2bpp(format, type));
  if (slice < 0) {
    mpglPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
    mpglTexImage2D(target, 0, GL_RGB, w, h, 0, format, type, data);
    mpglPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE);
    return;
  }
  for (; y + slice <= y_max; y += slice) {
    mpglTexSubImage2D(target, 0, x, y, w, slice, format, type, data);
    data += stride * slice;
  }
  if (y < y_max)
    mpglTexSubImage2D(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;
  if (!mpglCombinerInput || !mpglCombinerOutput ||
      !mpglCombinerParameterfv || !mpglCombinerParameteri) {
    mp_msg(MSGT_VO, MSGL_FATAL, "[gl] Combiner functions missing!\n");
    return;
  }
  mpglGetIntegerv(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);
  mpglGetIntegerv(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);
  fillUVcoeff(ucoef, vcoef, uvcos, uvsin);
  mpglCombinerParameterfv(GL_CONSTANT_COLOR0_NV, ucoef);
  mpglCombinerParameterfv(GL_CONSTANT_COLOR1_NV, vcoef);

  // UV first, like this green component cannot overflow
  mpglCombinerInput(GL_COMBINER0_NV, GL_RGB, GL_VARIABLE_A_NV,
                    GL_TEXTURE1, GL_HALF_BIAS_NORMAL_NV, GL_RGB);
  mpglCombinerInput(GL_COMBINER0_NV, GL_RGB, GL_VARIABLE_B_NV,
                    GL_CONSTANT_COLOR0_NV, GL_HALF_BIAS_NORMAL_NV, GL_RGB);
  mpglCombinerInput(GL_COMBINER0_NV, GL_RGB, GL_VARIABLE_C_NV,
                    GL_TEXTURE2, GL_HALF_BIAS_NORMAL_NV, GL_RGB);
  mpglCombinerInput(GL_COMBINER0_NV, GL_RGB, GL_VARIABLE_D_NV,
                    GL_CONSTANT_COLOR1_NV, GL_HALF_BIAS_NORMAL_NV, GL_RGB);
  mpglCombinerOutput(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
  mpglCombinerInput(GL_COMBINER1_NV, GL_RGB, GL_VARIABLE_A_NV, GL_SPARE0_NV,
                    GL_SIGNED_IDENTITY_NV, GL_RGB);
  mpglCombinerInput(GL_COMBINER1_NV, GL_RGB, GL_VARIABLE_B_NV, GL_ZERO,
                    GL_UNSIGNED_INVERT_NV, GL_RGB);
  mpglCombinerInput(GL_COMBINER1_NV, GL_RGB, GL_VARIABLE_C_NV,
                    GL_TEXTURE0, GL_SIGNED_IDENTITY_NV, GL_RGB);
  mpglCombinerInput(GL_COMBINER1_NV, GL_RGB, GL_VARIABLE_D_NV, GL_ZERO,
                    GL_UNSIGNED_INVERT_NV, GL_RGB);
  mpglCombinerOutput(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
  mpglCombinerParameteri(GL_NUM_GENERAL_COMBINERS_NV, 2);
}

/**
 * \brief Setup ATI version of register combiners for YUV to RGB conversion.
 * \param csp_params parameters used for colorspace conversion
 * \param text if set use the GL_ATI_text_fragment_shader API as
 *             used on OS X.
 */
static void glSetupYUVFragmentATI(struct mp_csp_params *csp_params,
                                  int text) {
  GLint i;
  float yuv2rgb[3][4];

  mpglGetIntegerv (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);

  mp_get_yuv2rgb_coeffs(csp_params, yuv2rgb);
  for (i = 0; i < 3; i++) {
    int j;
    yuv2rgb[i][3] -= -0.5 * (yuv2rgb[i][1] + yuv2rgb[i][2]);
    for (j = 0; j < 4; j++) {
      yuv2rgb[i][j] *= 0.125;
      yuv2rgb[i][j] += 0.5;
      if (yuv2rgb[i][j] > 1)
        yuv2rgb[i][j] = 1;
      if (yuv2rgb[i][j] < 0)
        yuv2rgb[i][j] = 0;
    }
  }
  if (text == 0) {
    GLfloat c0[4] = {yuv2rgb[0][0], yuv2rgb[1][0], yuv2rgb[2][0]};
    GLfloat c1[4] = {yuv2rgb[0][1], yuv2rgb[1][1], yuv2rgb[2][1]};
    GLfloat c2[4] = {yuv2rgb[0][2], yuv2rgb[1][2], yuv2rgb[2][2]};
    GLfloat c3[4] = {yuv2rgb[0][3], yuv2rgb[1][3], yuv2rgb[2][3]};
    if (!mpglBeginFragmentShader || !mpglEndFragmentShader ||
        !mpglSetFragmentShaderConstant || !mpglSampleMap ||
        !mpglColorFragmentOp2 || !mpglColorFragmentOp3) {
      mp_msg(MSGT_VO, MSGL_FATAL, "[gl] Combiner (ATI) functions missing!\n");
      return;
    }
    mpglGetIntegerv(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);
    mpglBeginFragmentShader();
    mpglSetFragmentShaderConstant(GL_CON_0_ATI, c0);
    mpglSetFragmentShaderConstant(GL_CON_1_ATI, c1);
    mpglSetFragmentShaderConstant(GL_CON_2_ATI, c2);
    mpglSetFragmentShaderConstant(GL_CON_3_ATI, c3);
    mpglSampleMap(GL_REG_0_ATI, GL_TEXTURE0, GL_SWIZZLE_STR_ATI);
    mpglSampleMap(GL_REG_1_ATI, GL_TEXTURE1, GL_SWIZZLE_STR_ATI);
    mpglSampleMap(GL_REG_2_ATI, GL_TEXTURE2, GL_SWIZZLE_STR_ATI);
    mpglColorFragmentOp2(GL_MUL_ATI, GL_REG_1_ATI, GL_NONE, GL_NONE,
                         GL_REG_1_ATI, GL_NONE, GL_BIAS_BIT_ATI,
                         GL_CON_1_ATI, GL_NONE, GL_BIAS_BIT_ATI);
    mpglColorFragmentOp3(GL_MAD_ATI, GL_REG_2_ATI, GL_NONE, GL_NONE,
                         GL_REG_2_ATI, GL_NONE, GL_BIAS_BIT_ATI,
                         GL_CON_2_ATI, GL_NONE, GL_BIAS_BIT_ATI,
                         GL_REG_1_ATI, GL_NONE, GL_NONE);
    mpglColorFragmentOp3(GL_MAD_ATI, GL_REG_0_ATI, GL_NONE, GL_NONE,
                         GL_REG_0_ATI, GL_NONE, GL_NONE,
                         GL_CON_0_ATI, GL_NONE, GL_BIAS_BIT_ATI,
                         GL_REG_2_ATI, GL_NONE, GL_NONE);
    mpglColorFragmentOp2(GL_ADD_ATI, GL_REG_0_ATI, GL_NONE, GL_8X_BIT_ATI,
                         GL_REG_0_ATI, GL_NONE, GL_NONE,
                         GL_CON_3_ATI, GL_NONE, GL_BIAS_BIT_ATI);
    mpglEndFragmentShader();
  } else {
    static const char template[] =
      "!!ATIfs1.0\n"
      "StartConstants;\n"
      "  CONSTANT c0 = {%e, %e, %e};\n"
      "  CONSTANT c1 = {%e, %e, %e};\n"
      "  CONSTANT c2 = {%e, %e, %e};\n"
      "  CONSTANT c3 = {%e, %e, %e};\n"
      "EndConstants;\n"
      "StartOutputPass;\n"
      "  SampleMap r0, t0.str;\n"
      "  SampleMap r1, t1.str;\n"
      "  SampleMap r2, t2.str;\n"
      "  MUL r1.rgb, r1.bias, c1.bias;\n"
      "  MAD r2.rgb, r2.bias, c2.bias, r1;\n"
      "  MAD r0.rgb, r0, c0.bias, r2;\n"
      "  ADD r0.rgb.8x, r0, c3.bias;\n"
      "EndPass;\n";
    char buffer[512];
    snprintf(buffer, sizeof(buffer), template,
             yuv2rgb[0][0], yuv2rgb[1][0], yuv2rgb[2][0],
             yuv2rgb[0][1], yuv2rgb[1][1], yuv2rgb[2][1],
             yuv2rgb[0][2], yuv2rgb[1][2], yuv2rgb[2][2],
             yuv2rgb[0][3], yuv2rgb[1][3], yuv2rgb[2][3]);
    mp_msg(MSGT_VO, MSGL_DBG2, "[gl] generated fragment program:\n%s\n", buffer);
    loadGPUProgram(GL_TEXT_FRAGMENT_SHADER_ATI, buffer);
  }
}

/**
 * \brief helper function for gen_spline_lookup_tex
 * \param x subpixel-position ((0,1) range) to calculate weights for
 * \param dst where to store transformed weights, must provide space for 4 GLfloats
 *
 * calculates the weights and stores them after appropriate transformation
 * for the scaler fragment program.
 */
static void store_weights(float x, GLfloat *dst) {
  float w0 = (((-1 * x + 3) * x - 3) * x + 1) / 6;
  float w1 = ((( 3 * x - 6) * x + 0) * x + 4) / 6;
  float w2 = (((-3 * x + 3) * x + 3) * x + 1) / 6;
  float w3 = ((( 1 * x + 0) * x + 0) * x + 0) / 6;
  *dst++ = 1 + x - w1 / (w0 + w1);
  *dst++ = 1 - x + w3 / (w2 + w3);
  *dst++ = w0 + w1;
  *dst++ = 0;
}

//! to avoid artefacts this should be rather large
#define LOOKUP_BSPLINE_RES (2 * 1024)
/**
 * \brief creates the 1D lookup texture needed for fast higher-order filtering
 * \param unit texture unit to attach texture to
 */
static void gen_spline_lookup_tex(GLenum unit) {
  GLfloat *tex = calloc(4 * LOOKUP_BSPLINE_RES, sizeof(*tex));
  GLfloat *tp = tex;
  int i;
  for (i = 0; i < LOOKUP_BSPLINE_RES; i++) {
    float x = (float)(i + 0.5) / LOOKUP_BSPLINE_RES;
    store_weights(x, tp);
    tp += 4;
  }
  store_weights(0, tex);
  store_weights(1, &tex[4 * (LOOKUP_BSPLINE_RES - 1)]);
  mpglActiveTexture(unit);
  mpglTexImage1D(GL_TEXTURE_1D, 0, GL_RGBA16, LOOKUP_BSPLINE_RES, 0, GL_RGBA, GL_FLOAT, tex);
  mpglTexParameterf(GL_TEXTURE_1D, GL_TEXTURE_PRIORITY, 1.0);
  mpglTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
  mpglTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
  mpglTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_REPEAT);
  mpglActiveTexture(GL_TEXTURE0);
  free(tex);
}

#define NOISE_RES 2048

/**
 * \brief creates the 1D lookup texture needed to generate pseudo-random numbers.
 * \param unit texture unit to attach texture to
 */
static void gen_noise_lookup_tex(GLenum unit) {
  GLfloat *tex = calloc(NOISE_RES, sizeof(*tex));
  uint32_t lcg = 0x79381c11;
  int i;
  for (i = 0; i < NOISE_RES; i++)
    tex[i] = (double)i / (NOISE_RES - 1);
  for (i = 0; i < NOISE_RES - 1; i++) {
    int remain = NOISE_RES - i;
    int idx = i + (lcg >> 16) % remain;
    GLfloat tmp = tex[i];
    tex[i] = tex[idx];
    tex[idx] = tmp;
    lcg = lcg * 1664525 + 1013904223;
  }
  mpglActiveTexture(unit);
  mpglTexImage1D(GL_TEXTURE_1D, 0, 1, NOISE_RES, 0, GL_RED, GL_FLOAT, tex);
  mpglTexParameterf(GL_TEXTURE_1D, GL_TEXTURE_PRIORITY, 1.0);
  mpglTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
  mpglTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
  mpglTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_REPEAT);
  mpglActiveTexture(GL_TEXTURE0);
  free(tex);
}

static const char bilin_filt_template[] =
  "TEX yuv.%c, fragment.texcoord[%c], texture[%c], %s;\n";

#define BICUB_FILT_MAIN(textype) \
  /* first y-interpolation */ \
  "ADD coord, fragment.texcoord[%c].xyxy, cdelta.xyxw;\n" \
  "ADD coord2, fragment.texcoord[%c].xyxy, cdelta.zyzw;\n" \
  "TEX a.r, coord.xyxy, texture[%c], "textype";\n" \
  "TEX a.g, coord.zwzw, texture[%c], "textype";\n" \
  /* second y-interpolation */ \
  "TEX b.r, coord2.xyxy, texture[%c], "textype";\n" \
  "TEX b.g, coord2.zwzw, texture[%c], "textype";\n" \
  "LRP a.b, parmy.b, a.rrrr, a.gggg;\n" \
  "LRP a.a, parmy.b, b.rrrr, b.gggg;\n" \
  /* x-interpolation */ \
  "LRP yuv.%c, parmx.b, a.bbbb, a.aaaa;\n"

static const char bicub_filt_template_2D[] =
  "MAD coord.xy, fragment.texcoord[%c], {%e, %e}, {0.5, 0.5};\n"
  "TEX parmx, coord.x, texture[%c], 1D;\n"
  "MUL cdelta.xz, parmx.rrgg, {-%e, 0, %e, 0};\n"
  "TEX parmy, coord.y, texture[%c], 1D;\n"
  "MUL cdelta.yw, parmy.rrgg, {0, -%e, 0, %e};\n"
  BICUB_FILT_MAIN("2D");

static const char bicub_filt_template_RECT[] =
  "ADD coord, fragment.texcoord[%c], {0.5, 0.5};\n"
  "TEX parmx, coord.x, texture[%c], 1D;\n"
  "MUL cdelta.xz, parmx.rrgg, {-1, 0, 1, 0};\n"
  "TEX parmy, coord.y, texture[%c], 1D;\n"
  "MUL cdelta.yw, parmy.rrgg, {0, -1, 0, 1};\n"
  BICUB_FILT_MAIN("RECT");

#define CALCWEIGHTS(t, s) \
  "MAD "t", {-0.5, 0.1666, 0.3333, -0.3333}, "s", {1, 0, -0.5, 0.5};\n" \
  "MAD "t", "t", "s", {0, 0, -0.5, 0.5};\n" \
  "MAD "t", "t", "s", {-0.6666, 0, 0.8333, 0.1666};\n" \
  "RCP a.x, "t".z;\n" \
  "RCP a.y, "t".w;\n" \
  "MAD "t".xy, "t".xyxy, a.xyxy, {1, 1, 0, 0};\n" \
  "ADD "t".x, "t".xxxx, "s";\n" \
  "SUB "t".y, "t".yyyy, "s";\n"

static const char bicub_notex_filt_template_2D[] =
  "MAD coord.xy, fragment.texcoord[%c], {%e, %e}, {0.5, 0.5};\n"
  "FRC coord.xy, coord.xyxy;\n"
  CALCWEIGHTS("parmx", "coord.xxxx")
  "MUL cdelta.xz, parmx.rrgg, {-%e, 0, %e, 0};\n"
  CALCWEIGHTS("parmy", "coord.yyyy")
  "MUL cdelta.yw, parmy.rrgg, {0, -%e, 0, %e};\n"
  BICUB_FILT_MAIN("2D");

static const char bicub_notex_filt_template_RECT[] =
  "ADD coord, fragment.texcoord[%c], {0.5, 0.5};\n"
  "FRC coord.xy, coord.xyxy;\n"
  CALCWEIGHTS("parmx", "coord.xxxx")
  "MUL cdelta.xz, parmx.rrgg, {-1, 0, 1, 0};\n"
  CALCWEIGHTS("parmy", "coord.yyyy")
  "MUL cdelta.yw, parmy.rrgg, {0, -1, 0, 1};\n"
  BICUB_FILT_MAIN("RECT");

#define BICUB_X_FILT_MAIN(textype) \
  "ADD coord.xy, fragment.texcoord[%c].xyxy, cdelta.xyxy;\n" \
  "ADD coord2.xy, fragment.texcoord[%c].xyxy, cdelta.zyzy;\n" \
  "TEX a.r, coord, texture[%c], "textype";\n" \
  "TEX b.r, coord2, texture[%c], "textype";\n" \
  /* x-interpolation */ \
  "LRP yuv.%c, parmx.b, a.rrrr, b.rrrr;\n"

static const char bicub_x_filt_template_2D[] =
  "MAD coord.x, fragment.texcoord[%c], {%e}, {0.5};\n"
  "TEX parmx, coord, texture[%c], 1D;\n"
  "MUL cdelta.xyz, parmx.rrgg, {-%e, 0, %e};\n"
  BICUB_X_FILT_MAIN("2D");

static const char bicub_x_filt_template_RECT[] =
  "ADD coord.x, fragment.texcoord[%c], {0.5};\n"
  "TEX parmx, coord, texture[%c], 1D;\n"
  "MUL cdelta.xyz, parmx.rrgg, {-1, 0, 1};\n"
  BICUB_X_FILT_MAIN("RECT");

static const char unsharp_filt_template[] =
  "PARAM dcoord%c = {%e, %e, %e, %e};\n"
  "ADD coord, fragment.texcoord[%c].xyxy, dcoord%c;\n"
  "SUB coord2, fragment.texcoord[%c].xyxy, dcoord%c;\n"
  "TEX a.r, fragment.texcoord[%c], texture[%c], %s;\n"
  "TEX b.r, coord.xyxy, texture[%c], %s;\n"
  "TEX b.g, coord.zwzw, texture[%c], %s;\n"
  "ADD b.r, b.r, b.g;\n"
  "TEX b.b, coord2.xyxy, texture[%c], %s;\n"
  "TEX b.g, coord2.zwzw, texture[%c], %s;\n"
  "DP3 b, b, {0.25, 0.25, 0.25};\n"
  "SUB b.r, a.r, b.r;\n"
  // NOTE: destination component is only write mask, not swizzle
  // so calculate result in all three components
  "MAD yuv.%c, b.rrrr, {%e, %e, %e}, a.rrrr;\n";

static const char unsharp_filt_template2[] =
  "PARAM dcoord%c = {%e, %e, %e, %e};\n"
  "PARAM dcoord2%c = {%e, 0, 0, %e};\n"
  "ADD coord, fragment.texcoord[%c].xyxy, dcoord%c;\n"
  "SUB coord2, fragment.texcoord[%c].xyxy, dcoord%c;\n"
  "TEX a.r, fragment.texcoord[%c], texture[%c], %s;\n"
  "TEX b.r, coord.xyxy, texture[%c], %s;\n"
  "TEX b.g, coord.zwzw, texture[%c], %s;\n"
  "ADD b.r, b.r, b.g;\n"
  "TEX b.b, coord2.xyxy, texture[%c], %s;\n"
  "TEX b.g, coord2.zwzw, texture[%c], %s;\n"
  "ADD b.r, b.r, b.b;\n"
  "ADD b.a, b.r, b.g;\n"
  "ADD coord, fragment.texcoord[%c].xyxy, dcoord2%c;\n"
  "SUB coord2, fragment.texcoord[%c].xyxy, dcoord2%c;\n"
  "TEX b.r, coord.xyxy, texture[%c], %s;\n"
  "TEX b.g, coord.zwzw, texture[%c], %s;\n"
  "ADD b.r, b.r, b.g;\n"
  "TEX b.b, coord2.xyxy, texture[%c], %s;\n"
  "TEX b.g, coord2.zwzw, texture[%c], %s;\n"
  "DP4 b.r, b, {-0.1171875, -0.1171875, -0.1171875, -0.09765625};\n"
  "MAD b.r, a.r, {0.859375}, b.r;\n"
  // NOTE: destination component is only write mask, not swizzle
  // so calculate result in all three components
  "MAD yuv.%c, b.rrrr, {%e, %e, %e}, a.rrrr;\n";

static const char yuv_prog_template[] =
  "PARAM ycoef = {%e, %e, %e};\n"
  "PARAM ucoef = {%e, %e, %e};\n"
  "PARAM vcoef = {%e, %e, %e};\n"
  "PARAM offsets = {%e, %e, %e};\n"
  "TEMP res;\n"
  "MAD res.rgb, yuv.rrrr, ycoef, offsets;\n"
  "MAD res.rgb, yuv.gggg, ucoef, res;\n"
  "MAD res.rgb, yuv.bbbb, vcoef, res;\n";

static const char yuv_pow_prog_template[] =
  "PARAM ycoef = {%e, %e, %e};\n"
  "PARAM ucoef = {%e, %e, %e};\n"
  "PARAM vcoef = {%e, %e, %e};\n"
  "PARAM offsets = {%e, %e, %e};\n"
  "PARAM gamma = {%e, %e, %e};\n"
  "TEMP res;\n"
  "MAD res.rgb, yuv.rrrr, ycoef, offsets;\n"
  "MAD res.rgb, yuv.gggg, ucoef, res;\n"
  "MAD_SAT res.rgb, yuv.bbbb, vcoef, res;\n"
  "POW res.r, res.r, gamma.r;\n"
  "POW res.g, res.g, gamma.g;\n"
  "POW res.b, res.b, gamma.b;\n";

static const char yuv_lookup_prog_template[] =
  "PARAM ycoef = {%e, %e, %e, 0};\n"
  "PARAM ucoef = {%e, %e, %e, 0};\n"
  "PARAM vcoef = {%e, %e, %e, 0};\n"
  "PARAM offsets = {%e, %e, %e, 0.125};\n"
  "TEMP res;\n"
  "MAD res, yuv.rrrr, ycoef, offsets;\n"
  "MAD res.rgb, yuv.gggg, ucoef, res;\n"
  "MAD res.rgb, yuv.bbbb, vcoef, res;\n"
  "TEX res.r, res.raaa, texture[%c], 2D;\n"
  "ADD res.a, res.a, 0.25;\n"
  "TEX res.g, res.gaaa, texture[%c], 2D;\n"
  "ADD res.a, res.a, 0.25;\n"
  "TEX res.b, res.baaa, texture[%c], 2D;\n";

static const char yuv_lookup3d_prog_template[] =
  "TEMP res;\n"
  "TEX res, yuv, texture[%c], 3D;\n";

static const char noise_filt_template[] =
  "MUL coord.xy, fragment.texcoord[0], {%e, %e};\n"
  "TEMP rand;\n"
  "TEX rand.r, coord.x, texture[%c], 1D;\n"
  "ADD rand.r, rand.r, coord.y;\n"
  "TEX rand.r, rand.r, texture[%c], 1D;\n"
  "MAD res.rgb, rand.rrrr, {%e, %e, %e}, res;\n";

/**
 * \brief creates and initializes helper textures needed for scaling texture read
 * \param scaler scaler type to create texture for
 * \param texu contains next free texture unit number
 * \param texs texture unit ids for the scaler are stored in this array
 */
static void create_scaler_textures(int scaler, int *texu, char *texs) {
  switch (scaler) {
    case YUV_SCALER_BILIN:
    case YUV_SCALER_BICUB_NOTEX:
    case YUV_SCALER_UNSHARP:
    case YUV_SCALER_UNSHARP2:
      break;
    case YUV_SCALER_BICUB:
    case YUV_SCALER_BICUB_X:
      texs[0] = (*texu)++;
      gen_spline_lookup_tex(GL_TEXTURE0 + texs[0]);
      texs[0] += '0';
      break;
    default:
      mp_msg(MSGT_VO, MSGL_ERR, "[gl] unknown scaler type %i\n", scaler);
  }
}

//! resolution of texture for gamma lookup table
#define LOOKUP_RES 512
//! resolution for 3D yuv->rgb conversion lookup table
#define LOOKUP_3DRES 32
/**
 * \brief creates and initializes helper textures needed for yuv conversion
 * \param params struct containing parameters like brightness, gamma, ...
 * \param texu contains next free texture unit number
 * \param texs texture unit ids for the conversion are stored in this array
 */
static void create_conv_textures(gl_conversion_params_t *params, int *texu, char *texs) {
  unsigned char *lookup_data = NULL;
  int conv = YUV_CONVERSION(params->type);
  switch (conv) {
    case YUV_CONVERSION_FRAGMENT:
    case YUV_CONVERSION_FRAGMENT_POW:
      break;
    case YUV_CONVERSION_FRAGMENT_LOOKUP:
      texs[0] = (*texu)++;
      mpglActiveTexture(GL_TEXTURE0 + texs[0]);
      lookup_data = malloc(4 * LOOKUP_RES);
      mp_gen_gamma_map(lookup_data, LOOKUP_RES, params->csp_params.rgamma);
      mp_gen_gamma_map(&lookup_data[LOOKUP_RES], LOOKUP_RES, params->csp_params.ggamma);
      mp_gen_gamma_map(&lookup_data[2 * LOOKUP_RES], LOOKUP_RES, params->csp_params.bgamma);
      glCreateClearTex(GL_TEXTURE_2D, GL_LUMINANCE8, GL_LUMINANCE, GL_UNSIGNED_BYTE, 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);
      mpglActiveTexture(GL_TEXTURE0);
      texs[0] += '0';
      break;
    case YUV_CONVERSION_FRAGMENT_LOOKUP3D:
      {
        int sz = LOOKUP_3DRES; // texture size
        if (!mpglTexImage3D) {
          mp_msg(MSGT_VO, MSGL_ERR, "[gl] Missing 3D texture function!\n");
          break;
        }
        texs[0] = (*texu)++;
        mpglActiveTexture(GL_TEXTURE0 + texs[0]);
        lookup_data = malloc(3 * sz * sz * sz);
        mp_gen_yuv2rgb_map(&params->csp_params, lookup_data, LOOKUP_3DRES);
        glAdjustAlignment(sz);
        mpglPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
        mpglTexImage3D(GL_TEXTURE_3D, 0, 3, sz, sz, sz, 0,
                       GL_RGB, GL_UNSIGNED_BYTE, lookup_data);
        mpglTexParameterf(GL_TEXTURE_3D, GL_TEXTURE_PRIORITY, 1.0);
        mpglTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
        mpglTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
        mpglTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
        mpglTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
        mpglTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
        mpglActiveTexture(GL_TEXTURE0);
        texs[0] += '0';
      }
      break;
    default:
      mp_msg(MSGT_VO, MSGL_ERR, "[gl] unknown conversion type %i\n", conv);
  }
  free(lookup_data);
}

/**
 * \brief adds a scaling texture read at the current fragment program position
 * \param scaler type of scaler to insert
 * \param prog_pos current position in fragment program
 * \param remain how many bytes remain in the buffer given by prog_pos
 * \param texs array containing the texture unit identifiers for this scaler
 * \param in_tex texture unit the scaler should read from
 * \param out_comp component of the yuv variable the scaler stores the result in
 * \param rect if rectangular (pixel) adressing should be used for in_tex
 * \param texw width of the in_tex texture
 * \param texh height of the in_tex texture
 * \param strength strength of filter effect if the scaler does some kind of filtering
 */
static void add_scaler(int scaler, char **prog_pos, int *remain, char *texs,
                    char in_tex, char out_comp, int rect, int texw, int texh,
                    double strength) {
  const char *ttype = rect ? "RECT" : "2D";
  const float ptw = rect ? 1.0 : 1.0 / texw;
  const float pth = rect ? 1.0 : 1.0 / texh;
  switch (scaler) {
    case YUV_SCALER_BILIN:
      snprintf(*prog_pos, *remain, bilin_filt_template, out_comp, in_tex,
                 in_tex, ttype);
      break;
    case YUV_SCALER_BICUB:
      if (rect)
        snprintf(*prog_pos, *remain, bicub_filt_template_RECT,
                 in_tex, texs[0], texs[0],
                 in_tex, in_tex, in_tex, in_tex, in_tex, in_tex, out_comp);
      else
        snprintf(*prog_pos, *remain, bicub_filt_template_2D,
                 in_tex, (float)texw, (float)texh,
                 texs[0], ptw, ptw, texs[0], pth, pth,
                 in_tex, in_tex, in_tex, in_tex, in_tex, in_tex, out_comp);
      break;
    case YUV_SCALER_BICUB_X:
      if (rect)
        snprintf(*prog_pos, *remain, bicub_x_filt_template_RECT,
                 in_tex, texs[0],
                 in_tex, in_tex, in_tex, in_tex, out_comp);
      else
        snprintf(*prog_pos, *remain, bicub_x_filt_template_2D,
                 in_tex, (float)texw,
                 texs[0], ptw, ptw,
                 in_tex, in_tex, in_tex, in_tex, out_comp);
      break;
    case YUV_SCALER_BICUB_NOTEX:
      if (rect)
        snprintf(*prog_pos, *remain, bicub_notex_filt_template_RECT,
                 in_tex,
                 in_tex, in_tex, in_tex, in_tex, in_tex, in_tex, out_comp);
      else
        snprintf(*prog_pos, *remain, bicub_notex_filt_template_2D,
                 in_tex, (float)texw, (float)texh, ptw, ptw, pth, pth,
                 in_tex, in_tex, in_tex, in_tex, in_tex, in_tex, out_comp);
      break;
    case YUV_SCALER_UNSHARP:
      snprintf(*prog_pos, *remain, unsharp_filt_template,
               out_comp, 0.5 * ptw, 0.5 * pth, 0.5 * ptw, -0.5 * pth,
               in_tex, out_comp, in_tex, out_comp, in_tex,
               in_tex, ttype, in_tex, ttype, in_tex, ttype, in_tex, ttype,
               in_tex, ttype, out_comp, strength, strength, strength);
      break;
    case YUV_SCALER_UNSHARP2:
      snprintf(*prog_pos, *remain, unsharp_filt_template2,
               out_comp, 1.2 * ptw, 1.2 * pth, 1.2 * ptw, -1.2 * pth,
               out_comp, 1.5 * ptw, 1.5 * pth,
               in_tex, out_comp, in_tex, out_comp, in_tex,
               in_tex, ttype, in_tex, ttype, in_tex, ttype, in_tex, ttype,
               in_tex, ttype, in_tex, out_comp, in_tex, out_comp,
               in_tex, ttype, in_tex, ttype, in_tex, ttype,
               in_tex, ttype, out_comp, strength, strength, strength);
      break;
  }
  *remain -= strlen(*prog_pos);
  *prog_pos += strlen(*prog_pos);
}

static const struct {
  const char *name;
  GLenum cur;
  GLenum max;
} progstats[] = {
  {"instructions", 0x88A0, 0x88A1},
  {"native instructions", 0x88A2, 0x88A3},
  {"temporaries", 0x88A4, 0x88A5},
  {"native temporaries", 0x88A6, 0x88A7},
  {"parameters", 0x88A8, 0x88A9},
  {"native parameters", 0x88AA, 0x88AB},
  {"attribs", 0x88AC, 0x88AD},
  {"native attribs", 0x88AE, 0x88AF},
  {"ALU instructions", 0x8805, 0x880B},
  {"TEX instructions", 0x8806, 0x880C},
  {"TEX indirections", 0x8807, 0x880D},
  {"native ALU instructions", 0x8808, 0x880E},
  {"native TEX instructions", 0x8809, 0x880F},
  {"native TEX indirections", 0x880A, 0x8810},
  {NULL, 0, 0}
};

/**
 * \brief load the specified GPU Program
 * \param target program target to load into, only GL_FRAGMENT_PROGRAM is tested
 * \param prog program string
 * \return 1 on success, 0 otherwise
 */
int loadGPUProgram(GLenum target, char *prog) {
  int i;
  GLint cur = 0, max = 0, err = 0;
  if (!mpglProgramString) {
    mp_msg(MSGT_VO, MSGL_ERR, "[gl] Missing GPU program function\n");
    return 0;
  }
  mpglProgramString(target, GL_PROGRAM_FORMAT_ASCII, strlen(prog), prog);
  mpglGetIntegerv(GL_PROGRAM_ERROR_POSITION, &err);
  if (err != -1) {
    mp_msg(MSGT_VO, MSGL_ERR,
      "[gl] Error compiling fragment program, make sure your card supports\n"
      "[gl]   GL_ARB_fragment_program (use glxinfo to check).\n"
      "[gl]   Error message:\n  %s at %.10s\n",
      mpglGetString(GL_PROGRAM_ERROR_STRING), &prog[err]);
    return 0;
  }
  if (!mpglGetProgramiv || !mp_msg_test(MSGT_VO, MSGL_DBG2))
    return 1;
  mp_msg(MSGT_VO, MSGL_V, "[gl] Program statistics:\n");
  for (i = 0; progstats[i].name; i++) {
    mpglGetProgramiv(target, progstats[i].cur, &cur);
    mpglGetProgramiv(target, progstats[i].max, &max);
    mp_msg(MSGT_VO, MSGL_V, "[gl]   %s: %i/%i\n", progstats[i].name, cur, max);
  }
  return 1;
}

#define MAX_PROGSZ (1024*1024)

/**
 * \brief setup a fragment program that will do YUV->RGB conversion
 * \param parms struct containing parameters like conversion and scaler type,
 *              brightness, ...
 */
static void glSetupYUVFragprog(gl_conversion_params_t *params) {
  int type = params->type;
  int texw = params->texw;
  int texh = params->texh;
  int rect = params->target == GL_TEXTURE_RECTANGLE;
  int convtype = YUV_CONVERSION(type);
  int has_gamma = params->csp_params.rgamma != 1 || params->csp_params.bgamma != 1 || params->csp_params.bgamma != 1;
  static const char prog_hdr[] =
    "!!ARBfp1.0\n"
    "OPTION ARB_precision_hint_fastest;\n"
    // all scaler variables must go here so they aren't defined
    // multiple times when the same scaler is used more than once
    "TEMP coord, coord2, cdelta, parmx, parmy, a, b, yuv;\n";
  int prog_remain;
  char *yuv_prog, *prog_pos;
  int cur_texu = 3 + params->has_alpha_tex;
  char lum_scale_texs[1];
  char chrom_scale_texs[1];
  char conv_texs[1];
  char filt_texs[1] = {0};
  GLint i;
  // this is the conversion matrix, with y, u, v factors
  // for red, green, blue and the constant offsets
  float yuv2rgb[3][4];
  int noise = params->noise_strength != 0;
  create_conv_textures(params, &cur_texu, conv_texs);
  create_scaler_textures(YUV_LUM_SCALER(type), &cur_texu, lum_scale_texs);
  if (YUV_CHROM_SCALER(type) == YUV_LUM_SCALER(type))
    memcpy(chrom_scale_texs, lum_scale_texs, sizeof(chrom_scale_texs));
  else
    create_scaler_textures(YUV_CHROM_SCALER(type), &cur_texu, chrom_scale_texs);

  if (noise) {
    gen_noise_lookup_tex(cur_texu);
    filt_texs[0] = '0' + cur_texu++;
  }

  mpglGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &i);
  if (i < cur_texu)
    mp_msg(MSGT_VO, MSGL_ERR,
           "[gl] %i texture units needed for this type of YUV fragment support (found %i)\n",
           cur_texu, i);
  if (!mpglProgramString) {
    mp_msg(MSGT_VO, MSGL_FATAL, "[gl] ProgramString function missing!\n");
    return;
  }
  yuv_prog = malloc(MAX_PROGSZ);
  strcpy(yuv_prog, prog_hdr);
  prog_pos    = yuv_prog + sizeof(prog_hdr) - 1;
  prog_remain = MAX_PROGSZ - sizeof(prog_hdr);
  if (!params->is_planar) {
    // interleaved
    snprintf(prog_pos, prog_remain, "TEX yuv.rgb, fragment.texcoord[0], texture[0], %s;\n", rect ? "RECT" : "2D");
    prog_remain -= strlen(prog_pos);
    prog_pos    += strlen(prog_pos);
  } else {
  add_scaler(YUV_LUM_SCALER(type), &prog_pos, &prog_remain, lum_scale_texs,
             '0', 'r', rect, texw, texh, params->filter_strength);
  add_scaler(YUV_CHROM_SCALER(type), &prog_pos, &prog_remain, chrom_scale_texs,
             '1', 'g', rect, params->chrom_texw, params->chrom_texh, params->filter_strength);
  add_scaler(YUV_CHROM_SCALER(type), &prog_pos, &prog_remain, chrom_scale_texs,
             '2', 'b', rect, params->chrom_texw, params->chrom_texh, params->filter_strength);
  }
  if (params->csp_params.format == MP_CSP_XYZ) {
    snprintf(prog_pos, prog_remain, "PARAM xyzgamma = {2.6};\nPOW yuv.r, yuv.r, xyzgamma.r;\nPOW yuv.g, yuv.g, xyzgamma.r;\nPOW yuv.b, yuv.b, xyzgamma.r;\n");
    prog_remain -= strlen(prog_pos);
    prog_pos    += strlen(prog_pos);
  }
  mp_get_yuv2rgb_coeffs(&params->csp_params, yuv2rgb);

  // enable/disable gamma on demand
  if (has_gamma && convtype == YUV_CONVERSION_FRAGMENT) convtype = YUV_CONVERSION_FRAGMENT_POW;
  else if (!has_gamma && (convtype == YUV_CONVERSION_FRAGMENT_POW || convtype == YUV_CONVERSION_FRAGMENT_LOOKUP))
    convtype = YUV_CONVERSION_FRAGMENT;

  switch (convtype) {
    case YUV_CONVERSION_FRAGMENT:
      snprintf(prog_pos, prog_remain, yuv_prog_template,
               yuv2rgb[ROW_R][COL_Y], yuv2rgb[ROW_G][COL_Y], yuv2rgb[ROW_B][COL_Y],
               yuv2rgb[ROW_R][COL_U], yuv2rgb[ROW_G][COL_U], yuv2rgb[ROW_B][COL_U],
               yuv2rgb[ROW_R][COL_V], yuv2rgb[ROW_G][COL_V], yuv2rgb[ROW_B][COL_V],
               yuv2rgb[ROW_R][COL_C], yuv2rgb[ROW_G][COL_C], yuv2rgb[ROW_B][COL_C]);
      break;
    case YUV_CONVERSION_FRAGMENT_POW:
      snprintf(prog_pos, prog_remain, yuv_pow_prog_template,
               yuv2rgb[ROW_R][COL_Y], yuv2rgb[ROW_G][COL_Y], yuv2rgb[ROW_B][COL_Y],
               yuv2rgb[ROW_R][COL_U], yuv2rgb[ROW_G][COL_U], yuv2rgb[ROW_B][COL_U],
               yuv2rgb[ROW_R][COL_V], yuv2rgb[ROW_G][COL_V], yuv2rgb[ROW_B][COL_V],
               yuv2rgb[ROW_R][COL_C], yuv2rgb[ROW_G][COL_C], yuv2rgb[ROW_B][COL_C],
               (float)1.0 / params->csp_params.rgamma, (float)1.0 / params->csp_params.bgamma, (float)1.0 / params->csp_params.bgamma);
      break;
    case YUV_CONVERSION_FRAGMENT_LOOKUP:
      snprintf(prog_pos, prog_remain, yuv_lookup_prog_template,
               yuv2rgb[ROW_R][COL_Y], yuv2rgb[ROW_G][COL_Y], yuv2rgb[ROW_B][COL_Y],
               yuv2rgb[ROW_R][COL_U], yuv2rgb[ROW_G][COL_U], yuv2rgb[ROW_B][COL_U],
               yuv2rgb[ROW_R][COL_V], yuv2rgb[ROW_G][COL_V], yuv2rgb[ROW_B][COL_V],
               yuv2rgb[ROW_R][COL_C], yuv2rgb[ROW_G][COL_C], yuv2rgb[ROW_B][COL_C],
               conv_texs[0], conv_texs[0], conv_texs[0]);
      break;
    case YUV_CONVERSION_FRAGMENT_LOOKUP3D:
      snprintf(prog_pos, prog_remain, yuv_lookup3d_prog_template, conv_texs[0]);
      break;
    default:
      mp_msg(MSGT_VO, MSGL_ERR, "[gl] unknown conversion type %i\n", YUV_CONVERSION(type));
      break;
  }
  prog_remain -= strlen(prog_pos);
  prog_pos    += strlen(prog_pos);

  if (noise) {
    // 1.0 strength is suitable for dithering 8 to 6 bit
    double str = params->noise_strength * (1.0 / 64);
    double scale_x = (double)NOISE_RES / texw;
    double scale_y = (double)NOISE_RES / texh;
    if (rect) {
      scale_x /= texw;
      scale_y /= texh;
    }
    snprintf(prog_pos, prog_remain, noise_filt_template,
             scale_x, scale_y,
             filt_texs[0], filt_texs[0],
             str, str, str);
    prog_remain -= strlen(prog_pos);
    prog_pos    += strlen(prog_pos);
  }
  if (params->has_alpha_tex) {
    snprintf(prog_pos, prog_remain, "TEX result.color.a, fragment.texcoord[3], texture[3], 2D;\n");
    prog_remain -= strlen(prog_pos);
    prog_pos    += strlen(prog_pos);
  }
  snprintf(prog_pos, prog_remain, "MOV result.color.rgb, res;\nEND");

  mp_msg(MSGT_VO, MSGL_DBG2, "[gl] generated fragment program:\n%s\n", yuv_prog);
  loadGPUProgram(GL_FRAGMENT_PROGRAM, yuv_prog);
  free(yuv_prog);
}

static void print_result(int link, GLuint obj) {
  char msgtmp[500];
  GLint status;
  (link ? mpglGetProgramiv : mpglGetShaderiv)(obj, link ? GL_LINK_STATUS : GL_COMPILE_STATUS, &status);
  if (!status)
    mp_msg(MSGT_VO, MSGL_ERR, "[gl] Shader %s failed.\n", link ? "linking" : "compilation");
  msgtmp[0] = 0;
  (link ? mpglGetProgramInfoLog : mpglGetShaderInfoLog)(obj, sizeof(msgtmp), NULL, msgtmp);
  mp_msg(MSGT_VO, status ? MSGL_V : MSGL_ERR, "[gl] %s messages:\n%s\n", link ? "Linker" : "Compiler", msgtmp);
}

static GLuint compile_shader(GLenum type, const char *source) {
  GLuint shader = mpglCreateShader(type);
  mp_msg(MSGT_VO, MSGL_DBG2, "[gl] Compiling shader:\n%s\n", source);
  mpglShaderSource(shader, 1, &source, NULL);
  mpglCompileShader(shader);
  print_result(0, shader);
  return shader;
}

static const char vertex_shader[] =
  "uniform mat4 matrix;\n"
  "attribute vec4 vPos;\n"
  "attribute vec2 tca, tca2, tca3;\n"
  "varying vec2 tcv, tcv2, tcv3;\n"
  "void main() {\n"
  "  gl_Position = matrix * vPos;\n"
  "  tcv = tca; tcv2 = tca2; tcv3 = tca3;\n"
  "}\n";

static GLuint new_gpu_program(void) {
  GLuint program = mpglCreateProgram();
  GLuint shader = compile_shader(GL_VERTEX_SHADER, vertex_shader);
  mpglAttachShader(program, shader);
  mpglDeleteShader(shader);
  return program;
}

static const char def_frag_shader[] =
  "precision mediump float;\n"
  "uniform sampler2D texs[4];\n"
  "varying vec2 tcv;\n"
  "void main() {\n"
  "  gl_FragColor = texture2D(texs[0], tcv);\n"
  "}\n";

static const char yuv_frag_shader[] =
  "precision mediump float;\n"
  "uniform sampler2D texs[4];\n"
  "varying vec2 tcv, tcv2;\n"
  "void main() {\n"
  "  mat4 yuv_conv = mat4(\n"
  "     1.164000e+00,  1.164000e+00,  1.164000e+00, 0,\n"
  "     0.000000e+00, -3.910000e-01,  2.018000e+00, 0,\n"
  "     1.596000e+00, -8.130000e-01,  0.000000e+00, 0,\n"
  "    -8.741648e-01,  5.313256e-01, -1.085992e+00, 1\n"
  "  );\n"
  "  vec4 yuv = vec4(0.0, 0.5, 0.5, 1.0);\n"
  "  yuv.r = texture2D(texs[0], tcv).r;\n"
  "  yuv.g = texture2D(texs[1], tcv2).r;\n"
  "  yuv.b = texture2D(texs[2], tcv2).r;\n"
  "  gl_FragColor = yuv_conv * yuv;\n"
  "}\n";

static void set_frag_shader(GLuint prog, GLuint shader) {
  mpglAttachShader(prog, shader);
  mpglBindAttribLocation(prog, 0, "vPos");
  mpglBindAttribLocation(prog, 1, "tca");
  mpglBindAttribLocation(prog, 2, "tca2");
  mpglBindAttribLocation(prog, 3, "tca3");
  mpglLinkProgram(prog);
  print_result(1, prog);
}

static void set_frag_src(GLuint prog, const char *src) {
  GLuint shader = compile_shader(GL_FRAGMENT_SHADER, src);
  set_frag_shader(prog, shader);
  mpglDeleteShader(shader);
}

static void GLAPIENTRY matrix_uniform(const float *matrix)
{
  GLint loc;
  if (matrix != transform_matrix)
    memcpy(transform_matrix, matrix, sizeof(transform_matrix));
  loc = mpglGetUniformLocation(gpu_cur_sl_program, "matrix");
  mpglUniformMatrix4fv(loc, 1, GL_FALSE, transform_matrix);
}

static void use_program(GLuint prog) {
  GLint loc;
  static const GLint texs[] = {0, 1, 2, 3, 4};
  mpglUseProgram(prog);
  gpu_cur_sl_program = prog;
  loc = mpglGetUniformLocation(prog, "texs");
  mpglUniform1iv(loc, sizeof(texs)/sizeof(texs[0]), texs);
  matrix_uniform(transform_matrix);
}

/**
 * \brief detect the best YUV->RGB conversion method available
 */
int glAutodetectYUVConversion(void) {
  const char *extensions = mpglGetString(GL_EXTENSIONS);
  const char *vendor     = mpglGetString(GL_VENDOR);
  // Imagination cannot parse floats in exponential representation (%e)
  int is_img = vendor && strstr(vendor, "Imagination") != NULL;
  if (!mpglBegin)
    return YUV_CONVERSION_SL_PROGRAM;
  if (!extensions || !mpglMultiTexCoord2f)
    return YUV_CONVERSION_NONE;
  if (strstr(extensions, "GL_ARB_fragment_program") && !is_img)
    return YUV_CONVERSION_FRAGMENT_LOOKUP;
  if (strstr(extensions, "GL_ATI_text_fragment_shader") && !is_img)
    return YUV_CONVERSION_TEXT_FRAGMENT;
  if (strstr(extensions, "GL_ATI_fragment_shader"))
    return YUV_CONVERSION_COMBINERS_ATI;
  return YUV_CONVERSION_NONE;
}

/**
 * \brief setup YUV->RGB conversion
 * \param parms struct containing parameters like conversion and scaler type,
 *              brightness, ...
 * \ingroup glconversion
 */
void glSetupYUVConversion(gl_conversion_params_t *params) {
  float uvcos = params->csp_params.saturation * cos(params->csp_params.hue);
  float uvsin = params->csp_params.saturation * sin(params->csp_params.hue);
  if (params->chrom_texw == 0) params->chrom_texw = 1;
  if (params->chrom_texh == 0) params->chrom_texh = 1;
  switch (YUV_CONVERSION(params->type)) {
    case YUV_CONVERSION_COMBINERS:
      glSetupYUVCombiners(uvcos, uvsin);
      break;
    case YUV_CONVERSION_COMBINERS_ATI:
      glSetupYUVFragmentATI(&params->csp_params, 0);
      break;
    case YUV_CONVERSION_TEXT_FRAGMENT:
      glSetupYUVFragmentATI(&params->csp_params, 1);
      break;
    case YUV_CONVERSION_FRAGMENT_LOOKUP:
    case YUV_CONVERSION_FRAGMENT_LOOKUP3D:
    case YUV_CONVERSION_FRAGMENT:
    case YUV_CONVERSION_FRAGMENT_POW:
      glSetupYUVFragprog(params);
      break;
    case YUV_CONVERSION_SL_PROGRAM:
      break;
    case YUV_CONVERSION_NONE:
      break;
    default:
      mp_msg(MSGT_VO, MSGL_ERR, "[gl] unknown conversion type %i\n", YUV_CONVERSION(params->type));
  }
}

/**
 * \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 glEnableYUVConversion(GLenum target, int type) {
  switch (YUV_CONVERSION(type)) {
    case YUV_CONVERSION_COMBINERS:
      mpglActiveTexture(GL_TEXTURE1);
      mpglEnable(target);
      mpglActiveTexture(GL_TEXTURE2);
      mpglEnable(target);
      mpglActiveTexture(GL_TEXTURE0);
      mpglEnable(GL_REGISTER_COMBINERS_NV);
      break;
    case YUV_CONVERSION_COMBINERS_ATI:
      mpglActiveTexture(GL_TEXTURE1);
      mpglEnable(target);
      mpglActiveTexture(GL_TEXTURE2);
      mpglEnable(target);
      mpglActiveTexture(GL_TEXTURE0);
      mpglEnable(GL_FRAGMENT_SHADER_ATI);
      break;
    case YUV_CONVERSION_TEXT_FRAGMENT:
      mpglActiveTexture(GL_TEXTURE1);
      mpglEnable(target);
      mpglActiveTexture(GL_TEXTURE2);
      mpglEnable(target);
      mpglActiveTexture(GL_TEXTURE0);
      mpglEnable(GL_TEXT_FRAGMENT_SHADER_ATI);
      break;
    case YUV_CONVERSION_FRAGMENT_LOOKUP3D:
    case YUV_CONVERSION_FRAGMENT_LOOKUP:
    case YUV_CONVERSION_FRAGMENT_POW:
    case YUV_CONVERSION_FRAGMENT:
    case YUV_CONVERSION_NONE:
      mpglEnable(GL_FRAGMENT_PROGRAM);
      break;
    case YUV_CONVERSION_SL_PROGRAM:
      use_program(gpu_yuv_sl_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 glDisableYUVConversion(GLenum target, int type) {
  switch (YUV_CONVERSION(type)) {
    case YUV_CONVERSION_COMBINERS:
      mpglActiveTexture(GL_TEXTURE1);
      mpglDisable(target);
      mpglActiveTexture(GL_TEXTURE2);
      mpglDisable(target);
      mpglActiveTexture(GL_TEXTURE0);
      mpglDisable(GL_REGISTER_COMBINERS_NV);
      break;
    case YUV_CONVERSION_COMBINERS_ATI:
      mpglActiveTexture(GL_TEXTURE1);
      mpglDisable(target);
      mpglActiveTexture(GL_TEXTURE2);
      mpglDisable(target);
      mpglActiveTexture(GL_TEXTURE0);
      mpglDisable(GL_FRAGMENT_SHADER_ATI);
      break;
    case YUV_CONVERSION_TEXT_FRAGMENT:
      mpglDisable(GL_TEXT_FRAGMENT_SHADER_ATI);
      // HACK: at least the Mac OS X 10.5 PPC Radeon drivers are broken and
      // without this disable the texture units while the program is still
      // running (10.4 PPC seems to work without this though).
      mpglFlush();
      mpglActiveTexture(GL_TEXTURE1);
      mpglDisable(target);
      mpglActiveTexture(GL_TEXTURE2);
      mpglDisable(target);
      mpglActiveTexture(GL_TEXTURE0);
      break;
    case YUV_CONVERSION_FRAGMENT_LOOKUP3D:
    case YUV_CONVERSION_FRAGMENT_LOOKUP:
    case YUV_CONVERSION_FRAGMENT_POW:
    case YUV_CONVERSION_FRAGMENT:
    case YUV_CONVERSION_NONE:
      mpglDisable(GL_FRAGMENT_PROGRAM);
      break;
    case YUV_CONVERSION_SL_PROGRAM:
      use_program(gpu_def_sl_program);
      break;
  }
}

void glSetupAlphaStippleTex(unsigned pattern) {
  int i;
  uint8_t stipple[16];
  for (i = 0; i < 16; i++) {
    stipple[i] = (pattern & 1) * 0xff;
    pattern >>= 1;
  }
  mpglActiveTexture(GL_TEXTURE3);
  glAdjustAlignment(2);
  mpglPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
  mpglTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, 4, 4, 0, GL_ALPHA, GL_UNSIGNED_BYTE, stipple);
  mpglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
  mpglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
  mpglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
  mpglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
  mpglActiveTexture(GL_TEXTURE0);
}

void glEnable3DLeft(int type) {
  GLint buffer;
  if (type & GL_3D_SWAP)
    return glEnable3DRight(type & ~GL_3D_SWAP);
  switch (type) {
    case GL_3D_RED_CYAN:
      mpglColorMask(GL_TRUE,  GL_FALSE, GL_FALSE, GL_FALSE);
      break;
    case GL_3D_GREEN_MAGENTA:
      mpglColorMask(GL_FALSE, GL_TRUE,  GL_FALSE, GL_FALSE);
      break;
    case GL_3D_QUADBUFFER:
      mpglGetIntegerv(GL_DRAW_BUFFER, &buffer);
      switch (buffer) {
        case GL_FRONT:
        case GL_FRONT_LEFT:
        case GL_FRONT_RIGHT:
          buffer = GL_FRONT_LEFT;
          break;
        case GL_BACK:
        case GL_BACK_LEFT:
        case GL_BACK_RIGHT:
          buffer = GL_BACK_LEFT;
          break;
      }
      mpglDrawBuffer(buffer);
      break;
    case GL_3D_STIPPLE:
      mpglActiveTexture(GL_TEXTURE3);
      mpglEnable(GL_TEXTURE_2D);
      mpglActiveTexture(GL_TEXTURE0);
      mpglEnable(GL_BLEND);
      mpglBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
      break;
  }
}

void glEnable3DRight(int type) {
  GLint buffer;
  if (type & GL_3D_SWAP)
    return glEnable3DLeft(type & ~GL_3D_SWAP);
  switch (type) {
    case GL_3D_RED_CYAN:
      mpglColorMask(GL_FALSE, GL_TRUE,  GL_TRUE,  GL_FALSE);
      break;
    case GL_3D_GREEN_MAGENTA:
      mpglColorMask(GL_TRUE,  GL_FALSE, GL_TRUE,  GL_FALSE);
      break;
    case GL_3D_QUADBUFFER:
      mpglGetIntegerv(GL_DRAW_BUFFER, &buffer);
      switch (buffer) {
        case GL_FRONT:
        case GL_FRONT_LEFT:
        case GL_FRONT_RIGHT:
          buffer = GL_FRONT_RIGHT;
          break;
        case GL_BACK:
        case GL_BACK_LEFT:
        case GL_BACK_RIGHT:
          buffer = GL_BACK_RIGHT;
          break;
      }
      mpglDrawBuffer(buffer);
      break;
    case GL_3D_STIPPLE:
      mpglActiveTexture(GL_TEXTURE3);
      mpglEnable(GL_TEXTURE_2D);
      mpglActiveTexture(GL_TEXTURE0);
      mpglEnable(GL_BLEND);
      mpglBlendFunc(GL_ONE_MINUS_SRC_ALPHA, GL_SRC_ALPHA);
      break;
  }
}

void glDisable3D(int type) {
  GLint buffer;
  switch (type) {
    case GL_3D_RED_CYAN:
    case GL_3D_GREEN_MAGENTA:
      mpglColorMask(GL_TRUE,  GL_TRUE,  GL_TRUE,  GL_TRUE);
      break;
    case GL_3D_QUADBUFFER:
      mpglDrawBuffer(vo_doublebuffering ? GL_BACK : GL_FRONT);
      mpglGetIntegerv(GL_DRAW_BUFFER, &buffer);
      switch (buffer) {
        case GL_FRONT:
        case GL_FRONT_LEFT:
        case GL_FRONT_RIGHT:
          buffer = GL_FRONT;
          break;
        case GL_BACK:
        case GL_BACK_LEFT:
        case GL_BACK_RIGHT:
          buffer = GL_BACK;
          break;
      }
      mpglDrawBuffer(buffer);
      break;
    case GL_3D_STIPPLE:
      mpglActiveTexture(GL_TEXTURE3);
      mpglDisable(GL_TEXTURE_2D);
      mpglActiveTexture(GL_TEXTURE0);
      mpglDisable(GL_BLEND);
      break;
  }
}

static void draw_vertices(GLfloat x, GLfloat y, GLfloat w, GLfloat h,
                          GLfloat tx, GLfloat ty, GLfloat tw, GLfloat th,
                          GLfloat tx2, GLfloat ty2, GLfloat tw2, GLfloat th2,
                          int is_yv12, int use_stipple)
{
  int i;
  GLfloat vertices  [8] = { x,   y,   x,   y  +  h,   x  +  w,   y,   x  +  w,   y  +  h};
  GLfloat texcoords [8] = {tx,  ty,  tx,  ty  + th,  tx  + tw,  ty,  tx  + tw,  ty  + th};
  GLfloat texcoords2[8] = {tx2, ty2, tx2, ty2 + th2, tx2 + tw2, ty2, tx2 + tw2, ty2 + th2};
  GLfloat texcoords3[8] = {vo_dx / 4.0, vo_dy / 4.0, vo_dx / 4.0, (vo_dy + vo_dheight) / 4.0, (vo_dx + vo_dwidth) / 4.0, vo_dy / 4.0, (vo_dx + vo_dwidth) / 4.0, (vo_dy + vo_dheight) / 4.0};

  if (!mpglBegin) {
    mpglVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, vertices);
    mpglEnableVertexAttribArray(0);
    mpglVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 0, texcoords);
    mpglEnableVertexAttribArray(1);
    mpglVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 0, texcoords2);
    mpglEnableVertexAttribArray(2);
    mpglVertexAttribPointer(3, 2, GL_FLOAT, GL_FALSE, 0, texcoords3);
    mpglEnableVertexAttribArray(3);
    mpglDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
    return;
  }

  mpglBegin(GL_TRIANGLE_STRIP);
  for (i = 0; i < 4; i++) {
    int px = 2*i;
    int py = 2*i + 1;
    mpglTexCoord2f(texcoords[px], texcoords[py]);
    if (is_yv12) {
      mpglMultiTexCoord2f(GL_TEXTURE1, texcoords2[px], texcoords[py]);
      mpglMultiTexCoord2f(GL_TEXTURE2, texcoords2[px], texcoords[py]);
    }
    if (use_stipple)
      mpglMultiTexCoord2f(GL_TEXTURE3, texcoords3[px], texcoords3[py]);
    mpglVertex2f(vertices[px], vertices[py]);
  }
  mpglEnd();
}

/**
 * \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 != 0, also draw the textures from units 1 and 2,
 *                bits 8 - 15 and 16 - 23 specify the x and y scaling of those textures
 * \param flip flip the texture upside down
 * \param use_stipple overlay texture 3 as 4x4 alpha stipple
 * \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, int flip,
               int use_stipple) {
  int chroma_x_shift = (is_yv12 >>  8) & 31;
  int chroma_y_shift = (is_yv12 >> 16) & 31;
  GLfloat xscale = 1 << chroma_x_shift;
  GLfloat yscale = 1 << chroma_y_shift;
  GLfloat tx2 = tx / xscale, ty2 = ty / yscale, tw2 = tw / xscale, th2 = th / yscale;
  if (!rect_tex) {
    tx /= sx; ty /= sy; tw /= sx; th /= sy;
    tx2 = tx; ty2 = ty; tw2 = tw; th2 = th;
  }
  if (flip) {
    y += h;
    h = -h;
  }
  draw_vertices(x, y, w, h, tx, ty, tw, th, tx2, ty2, tw2, th2, is_yv12, use_stipple);
}

#ifdef CONFIG_GL_WIN32
#include "w32_common.h"
/**
 * \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) {
  HMODULE oglmod;
  void *res = wglGetProcAddress(procName);
  if (res) return res;
  oglmod = GetModuleHandle("opengl32.dll");
  return GetProcAddress(oglmod, procName);
}

static int setGlWindow_w32(MPGLContext *ctx)
{
  int *vinfo = &ctx->vinfo.w32;
  HGLRC *context = &ctx->context.w32;
  int new_vinfo;
  HDC windc = vo_w32_get_dc(vo_w32_window);
  HGLRC new_context = 0;
  int keep_context = 0;
  int res = SET_WINDOW_FAILED;

  // should only be needed when keeping context, but not doing glFinish
  // can cause flickering even when we do not keep it.
  if (*context)
  mpglFinish();
  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");
      goto out;
    }
  }

  // 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);
    }
    goto out;
  }

  // set new values
  {
    RECT rect;
    GetClientRect(vo_w32_window, &rect);
    vo_dwidth = rect.right;
    vo_dheight = rect.bottom;
  }
  if (!keep_context) {
    if (*context)
      wglDeleteContext(*context);
    *context = new_context;
    *vinfo = new_vinfo;
    getFunctions(w32gpa, NULL);

    // and inform that reinit is neccessary
    res = SET_WINDOW_REINIT;
  } else
    res = SET_WINDOW_OK;

out:
  vo_w32_release_dc(vo_w32_window, windc);
  return res;
}

static void releaseGlContext_w32(MPGLContext *ctx) {
  int *vinfo = &ctx->vinfo.w32;
  HGLRC *context = &ctx->context.w32;
  *vinfo = 0;
  if (*context) {
    wglMakeCurrent(0, 0);
    wglDeleteContext(*context);
  }
  *context = 0;
}

static void swapGlBuffers_w32(MPGLContext *ctx) {
  HDC vo_hdc = vo_w32_get_dc(vo_w32_window);
  SwapBuffers(vo_hdc);
  vo_w32_release_dc(vo_w32_window, vo_hdc);
}
#endif
#ifdef CONFIG_GL_X11
#include "x11_common.h"

/**
 * \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);
}

static void appendstr(char **dst, const char *str)
{
    int newsize;
    char *newstr;
    if (!str)
        return;
    newsize = strlen(*dst) + 1 + strlen(str) + 1;
    newstr = realloc(*dst, newsize);
    if (!newstr)
        return;
    *dst = newstr;
    strcat(*dst, " ");
    strcat(*dst, str);
}

/**
 * \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
 */
static int setGlWindow_x11(MPGLContext *ctx)
{
  XVisualInfo **vinfo = &ctx->vinfo.x11;
  GLXContext *context = &ctx->context.x11;
  Window win = vo_window;
  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.
  if (*context)
  mpglFinish();
  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;
  vo_x11_update_geometry();
  if (!keep_context) {
    void *(*getProcAddress)(const GLubyte *);
    const char *(*glXExtStr)(Display *, int);
    char *glxstr = strdup("");
    if (*context)
      glXDestroyContext(mDisplay, *context);
    *context = new_context;
    if (*vinfo)
      XFree(*vinfo);
    *vinfo = new_vinfo;
    getProcAddress = getdladdr("glXGetProcAddress");
    if (!getProcAddress)
      getProcAddress = getdladdr("glXGetProcAddressARB");
    glXExtStr = getdladdr("glXQueryExtensionsString");
    if (glXExtStr)
        appendstr(&glxstr, glXExtStr(mDisplay, DefaultScreen(mDisplay)));
    glXExtStr = getdladdr("glXGetClientString");
    if (glXExtStr)
        appendstr(&glxstr, glXExtStr(mDisplay, GLX_EXTENSIONS));
    glXExtStr = getdladdr("glXGetServerString");
    if (glXExtStr)
        appendstr(&glxstr, glXExtStr(mDisplay, GLX_EXTENSIONS));

    getFunctions(getProcAddress, glxstr);
    if (!mpglGenPrograms && mpglGetString &&
        getProcAddress &&
        strstr(mpglGetString(GL_EXTENSIONS), "GL_ARB_vertex_program")) {
      mp_msg(MSGT_VO, MSGL_WARN, "Broken glXGetProcAddress detected, trying workaround\n");
      getFunctions(NULL, glxstr);
    }
    free(glxstr);

    // 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
 */
static void releaseGlContext_x11(MPGLContext *ctx) {
  XVisualInfo **vinfo = &ctx->vinfo.x11;
  GLXContext *context = &ctx->context.x11;
  if (*vinfo)
    XFree(*vinfo);
  *vinfo = NULL;
  if (*context)
  {
    mpglFinish();
    glXMakeCurrent(mDisplay, None, NULL);
    glXDestroyContext(mDisplay, *context);
  }
  *context = 0;
}

static void swapGlBuffers_x11(MPGLContext *ctx) {
  glXSwapBuffers(mDisplay, vo_window);
}
#endif

#if defined(CONFIG_GL_X11) || defined(CONFIG_GL_EGL_X11)
static int x11_check_events(void) {
  return vo_x11_check_events(mDisplay);
}
#endif

#ifdef CONFIG_GL_SDL
#include "sdl_common.h"

static void swapGlBuffers_sdl(MPGLContext *ctx) {
  SDL_GL_SwapBuffers();
}

static void *sdlgpa(const GLubyte *name) {
  return SDL_GL_GetProcAddress(name);
}

static int setGlWindow_sdl(MPGLContext *ctx) {
  if (!sdl_set_mode(0, SDL_OPENGL | SDL_RESIZABLE))
    return SET_WINDOW_FAILED;
  SDL_GL_LoadLibrary(NULL);
  getFunctions(sdlgpa, NULL);
  return SET_WINDOW_OK;
}

static int sdl_check_events(void) {
  int res = 0;
  SDL_Event event;
  while (SDL_PollEvent(&event)) {
    res |= sdl_default_handle_event(&event);
  }
  // poll "events" from within MPlayer code
  res |= sdl_default_handle_event(NULL);
  if (res & VO_EVENT_RESIZE)
    sdl_set_mode(0, SDL_OPENGL | SDL_RESIZABLE);
  return res;
}

#endif

#if defined(CONFIG_GL_EGL_X11) || defined(CONFIG_GL_EGL_ANDROID)
static EGLDisplay eglDisplay = EGL_NO_DISPLAY;
static EGLSurface eglSurface = EGL_NO_SURFACE;

/*
 * Some genius thought it a good idea to make
 * eglGetProcAddress not work for core functions.
 * So we have to use a non-portable way that in addition
 * might also return symbols from a different library
 * that the one providing the current context, great job!
 * In addition the implementation of eglGetProcAddress
 * on Galaxy S2 Android seems to actively return wrong
 * pointers, it just gets better and better...
 */
#ifdef CONFIG_GL_EGL_ANDROID
static EGLNativeWindowType vo_window;
#define eglGetProcAddress(a) 0
#define mDisplay EGL_DEFAULT_DISPLAY
EGLNativeWindowType android_createDisplaySurface(void);
#endif
static void *eglgpa(const GLubyte *name) {
  void *res = eglGetProcAddress(name);
  if (!res) {
    static const char * const paths[] = {
      "/usr/lib/libGLESv2.so",
      "/usr/lib/x86_64-linux-gnu/libGLESv2.so",
      "/usr/lib/i386-linux-gnu/libGLESv2.so",
      NULL};
    int i;
    void *h = NULL;
    for (i = 0; !h && paths[i]; i++)
      h = dlopen(paths[i], RTLD_LAZY);
    if (!h) return NULL;
    res = dlsym(h, name);
    dlclose(h);
  }
  return res;
}

static int setGlWindow_egl(MPGLContext *ctx)
{
  static const EGLint cfg_attribs[] = { EGL_RENDERABLE_TYPE, EGL_OPENGL_ES2_BIT, EGL_NONE };
  static const EGLint ctx_attribs[] = { EGL_CONTEXT_CLIENT_VERSION, 2, EGL_NONE };
  EGLContext *context = &ctx->context.egl;
  EGLContext new_context = NULL;
  EGLConfig eglConfig;
  int num_configs;
#ifdef CONFIG_GL_EGL_ANDROID
  EGLint w, h;
  if (vo_window) {
    eglQuerySurface(eglDisplay, eglSurface, EGL_WIDTH, &w);
    eglQuerySurface(eglDisplay, eglSurface, EGL_HEIGHT, &h);
    vo_screenwidth = vo_dwidth = w;
    vo_screenheight = vo_dheight = h;
    return SET_WINDOW_OK;
  }
  if (!vo_window)
    vo_window = android_createDisplaySurface();
  if (!vo_window)
    return SET_WINDOW_FAILED;
#endif
  if (eglDisplay == EGL_NO_DISPLAY) {
    eglDisplay = eglGetDisplay(mDisplay);
    if (eglDisplay == EGL_NO_DISPLAY) {
      mp_msg(MSGT_VO, MSGL_FATAL, "eglGetDisplay failed: 0x%x\n", eglGetError());
      return SET_WINDOW_FAILED;
    }
    if (!eglInitialize(eglDisplay, NULL, NULL)) {
      mp_msg(MSGT_VO, MSGL_FATAL, "eglInitialize failed: 0x%x\n", eglGetError());
      return SET_WINDOW_FAILED;
    }
  }
  if (*context != EGL_NO_CONTEXT) {
    eglMakeCurrent(eglDisplay, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT);
    eglDestroyContext(eglDisplay, *context);
    eglDestroySurface(eglDisplay, eglSurface);
  }
  if (!eglChooseConfig(eglDisplay, cfg_attribs, &eglConfig, 1, &num_configs) ||
      num_configs != 1)
    return SET_WINDOW_FAILED;
  eglSurface = eglCreateWindowSurface(eglDisplay, eglConfig, vo_window, NULL);
  if (eglSurface == EGL_NO_SURFACE)
    return SET_WINDOW_FAILED;

  new_context = eglCreateContext(eglDisplay, eglConfig, EGL_NO_CONTEXT, ctx_attribs);
  if (new_context == EGL_NO_CONTEXT)
    return SET_WINDOW_FAILED;
  if (!eglMakeCurrent(eglDisplay, eglSurface, eglSurface, new_context))
    return SET_WINDOW_FAILED;

  // set new values
#ifdef CONFIG_GL_EGL_X11
  vo_x11_update_geometry();
#else
  eglQuerySurface(eglDisplay, eglSurface, EGL_WIDTH, &w);
  eglQuerySurface(eglDisplay, eglSurface, EGL_HEIGHT, &h);
  vo_screenwidth = vo_dwidth = w;
  vo_screenheight = vo_dheight = h;
#endif
  *context = new_context;

  getFunctions(eglgpa, eglQueryString(eglDisplay, EGL_EXTENSIONS));
  mpglBegin = NULL;
  mpglDrawBuffer = NULL;

  gpu_def_sl_program = new_gpu_program();
  gpu_yuv_sl_program = new_gpu_program();
  set_frag_src(gpu_def_sl_program, def_frag_shader);
  set_frag_src(gpu_yuv_sl_program, yuv_frag_shader);
  mpglLoadMatrixf = matrix_uniform;
  use_program(gpu_def_sl_program);

  // and inform that reinit is necessary
  return SET_WINDOW_REINIT;
}

/**
 * \brief free the VisualInfo and GLXContext of an OpenGL context.
 * \ingroup glcontext
 */
static void releaseGlContext_egl(MPGLContext *ctx) {
  EGLContext *context = &ctx->context.egl;
  if (*context != EGL_NO_CONTEXT)
  {
    mpglFinish();
    eglMakeCurrent(eglDisplay, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT);
    eglDestroyContext(eglDisplay, *context);
  }
  *context = EGL_NO_CONTEXT;
}

static void swapGlBuffers_egl(MPGLContext *ctx) {
  eglSwapBuffers(eglDisplay, eglSurface);
}

#endif

static int setGlWindow_dummy(MPGLContext *ctx) {
  getFunctions(NULL, NULL);
  return SET_WINDOW_OK;
}

static void releaseGlContext_dummy(MPGLContext *ctx) {
}

static void swapGlBuffers_dummy(MPGLContext *ctx) {
}

static int dummy_check_events(void) {
  return 0;
}

static void dummy_fullscreen(void) {
  vo_fs = !vo_fs;
}

static void dummy_update_xinerama_info(void) {
  if (vo_screenwidth <= 0 || vo_screenheight <= 0) {
    mp_msg(MSGT_VO, MSGL_ERR, "You must specify the screen dimensions "
                              "with -screenw and -screenh\n");
    vo_screenwidth  = 1280;
    vo_screenheight = 768;
  }
  aspect_save_screenres(vo_screenwidth, vo_screenheight);
}

int init_mpglcontext(MPGLContext *ctx, enum MPGLType type) {
  if (type == GLTYPE_AUTO) {
    int res = init_mpglcontext(ctx, GLTYPE_W32);
    if (res) return res;
    res = init_mpglcontext(ctx, GLTYPE_OSX);
    if (res) return res;
    res = init_mpglcontext(ctx, GLTYPE_X11);
    if (res) return res;
    res = init_mpglcontext(ctx, GLTYPE_SDL);
    if (res) return res;
    res = init_mpglcontext(ctx, GLTYPE_EGL_ANDROID);
    if (res) return res;
    res = init_mpglcontext(ctx, GLTYPE_EGL_X11);
    return res;
  }
  memset(ctx, 0, sizeof(*ctx));
  ctx->setGlWindow = setGlWindow_dummy;
  ctx->releaseGlContext = releaseGlContext_dummy;
  ctx->swapGlBuffers = swapGlBuffers_dummy;
  ctx->update_xinerama_info = dummy_update_xinerama_info;
  ctx->check_events = dummy_check_events;
  ctx->fullscreen = dummy_fullscreen;
  ctx->type = type;
  switch (ctx->type) {
#ifdef CONFIG_GL_WIN32
  case GLTYPE_W32:
    ctx->setGlWindow = setGlWindow_w32;
    ctx->releaseGlContext = releaseGlContext_w32;
    ctx->swapGlBuffers = swapGlBuffers_w32;
    ctx->update_xinerama_info = w32_update_xinerama_info;
    ctx->border = vo_w32_border;
    ctx->check_events = vo_w32_check_events;
    ctx->fullscreen = vo_w32_fullscreen;
    ctx->ontop = vo_w32_ontop;
    return vo_w32_init();
#endif
#ifdef CONFIG_GL_X11
  case GLTYPE_X11:
    ctx->setGlWindow = setGlWindow_x11;
    ctx->releaseGlContext = releaseGlContext_x11;
    ctx->swapGlBuffers = swapGlBuffers_x11;
    ctx->update_xinerama_info = update_xinerama_info;
    ctx->border = vo_x11_border;
    ctx->check_events = x11_check_events;
    ctx->fullscreen = vo_x11_fullscreen;
    ctx->ontop = vo_x11_ontop;
    return vo_init();
#endif
#ifdef CONFIG_GL_SDL
  case GLTYPE_SDL:
    SDL_Init(SDL_INIT_VIDEO);
    ctx->setGlWindow = setGlWindow_sdl;
    ctx->swapGlBuffers = swapGlBuffers_sdl;
    ctx->check_events = sdl_check_events;
    ctx->fullscreen = vo_sdl_fullscreen;
    return vo_sdl_init();
#endif
#ifdef CONFIG_GL_EGL_ANDROID
  case GLTYPE_EGL_ANDROID:
    ctx->setGlWindow = setGlWindow_egl;
    ctx->releaseGlContext = releaseGlContext_egl;
    ctx->swapGlBuffers = swapGlBuffers_egl;
    return 1;
#endif
#ifdef CONFIG_GL_EGL_X11
  case GLTYPE_EGL_X11:
    ctx->setGlWindow = setGlWindow_egl;
    ctx->releaseGlContext = releaseGlContext_egl;
    ctx->swapGlBuffers = swapGlBuffers_egl;
    ctx->update_xinerama_info = update_xinerama_info;
    ctx->border = vo_x11_border;
    ctx->check_events = x11_check_events;
    ctx->fullscreen = vo_x11_fullscreen;
    ctx->ontop = vo_x11_ontop;
    return vo_init();
#endif
#ifdef CONFIG_GL_OSX
  case GLTYPE_OSX:
    ctx->swapGlBuffers = vo_osx_swap_buffers;
    ctx->update_xinerama_info = vo_osx_update_xinerama_info;
    ctx->check_events = vo_osx_check_events;
    ctx->fullscreen = vo_osx_fullscreen;
    ctx->ontop = vo_osx_ontop;
    return vo_osx_init();
#endif
  default:
    return 0;
  }
}

void uninit_mpglcontext(MPGLContext *ctx) {
  ctx->releaseGlContext(ctx);
  switch (ctx->type) {
#ifdef CONFIG_GL_WIN32
  case GLTYPE_W32:
    vo_w32_uninit();
    break;
#endif
#ifdef CONFIG_GL_X11
  case GLTYPE_X11:
    vo_x11_uninit();
    break;
#endif
#ifdef CONFIG_GL_SDL
  case GLTYPE_SDL:
    vo_sdl_uninit();
    break;
#endif
#ifdef CONFIG_GL_OSX
  case GLTYPE_OSX:
    vo_osx_uninit();
    break;
#endif
  }
  memset(ctx, 0, sizeof(*ctx));
}