Sign Up

Sign Up to our social questions and Answers Engine to ask questions, answer people’s questions, and connect with other people.

Have an account? Sign In

Have an account? Sign In Now

Sign In

Login to our social questions & Answers Engine to ask questions answer people’s questions & connect with other people.

Sign Up Here

Forgot Password?

Don't have account, Sign Up Here

Forgot Password

Lost your password? Please enter your email address. You will receive a link and will create a new password via email.

Have an account? Sign In Now

You must login to ask a question.

Forgot Password?

Need An Account, Sign Up Here

Please briefly explain why you feel this question should be reported.

Please briefly explain why you feel this answer should be reported.

Please briefly explain why you feel this user should be reported.

Sign InSign Up

The Archive Base

The Archive Base Logo The Archive Base Logo

The Archive Base Navigation

  • SEARCH
  • Home
  • About Us
  • Blog
  • Contact Us
Search
Ask A Question

Mobile menu

Close
Ask a Question
  • Home
  • Add group
  • Groups page
  • Feed
  • User Profile
  • Communities
  • Questions
    • New Questions
    • Trending Questions
    • Must read Questions
    • Hot Questions
  • Polls
  • Tags
  • Badges
  • Buy Points
  • Users
  • Help
  • Buy Theme
  • SEARCH
Home/ Questions/Q 7077765
In Process

The Archive Base Latest Questions

Editorial Team
  • 0
Editorial Team
Asked: May 28, 20262026-05-28T06:27:50+00:00 2026-05-28T06:27:50+00:00

I’m trying to make some optimizations in a private video player for Linux aiming

  • 0

I’m trying to make some optimizations in a private video player for Linux aiming to improve performance because playing MP4 files are heavy on the CPU, since the video frames are encoded in YV12 and OpenGL doesn’t provide a native way to display this format. Right now there’s a code that runs on the CPU to converts YV12 to RGB before the image is sent to the GPU for display, and this consumes 100% of CPU processing.

I’m currently investigating how to decode YV12 frames without having to write a shader to do the YV12 -> RGB conversion. As far I as understand, one way to do this is through the GL_MESA_ycbcr_texture, apparently supported by my system (reported by glxinfo).

In this Fedora Box I have an ATI Technologies Inc RV610 video device [Radeon HD 2400 PRO], which is a decent video card. Then, I downloaded the yuvrect test and made a few changes to replace GL_TEXTURE_RECTANGLE_NV for a texture that is supported by this card: GL_TEXTURE_RECTANGLE_ARB.

However, when I execute this modified application it outputs:

The MESA driver reports *unsupported texture format in setup_hardware_state*

I noticed that this error shows up when glPopMatrix(); is executed from the Display() callback. Now, this doesn’t seem like a bug in my application because I ran this exact same code on another Fedora box (same system) which has a different video card: Intel Corporation Sandy Bridge Integrated Graphics Controller (rev 09) , and it works beatifully.

The only visible difference between the 2 binaries are the libraries they are linked with. On the (problematic) ATI card ldd reports:

linux-gate.so.1 =>  (0x00da3000)
libGL.so.1 => /usr/lib/libGL.so.1 (0x077bd000)
libGLU.so.1 => /usr/lib/libGLU.so.1 (0x0783b000)
libglut.so.3 => /usr/lib/libglut.so.3 (0x005a9000)
libGLEW.so.1.5 => /usr/lib/libGLEW.so.1.5 (0x00aa3000)
libstdc++.so.6 => /usr/lib/libstdc++.so.6 (0x057e2000)
libm.so.6 => /lib/libm.so.6 (0x004e4000)
libgcc_s.so.1 => /lib/libgcc_s.so.1 (0x0053f000)
libc.so.6 => /lib/libc.so.6 (0x00358000)
libX11.so.6 => /usr/lib/libX11.so.6 (0x0071b000)
libXext.so.6 => /usr/lib/libXext.so.6 (0x009c5000)
libXdamage.so.1 => /usr/lib/libXdamage.so.1 (0x00af7000)
libXfixes.so.3 => /usr/lib/libXfixes.so.3 (0x00b76000)
libXxf86vm.so.1 => /usr/lib/libXxf86vm.so.1 (0x0014e000)
libdrm.so.2 => /usr/lib/libdrm.so.2 (0x00101000)
libpthread.so.0 => /lib/libpthread.so.0 (0x00510000)
libdl.so.2 => /lib/libdl.so.2 (0x0052d000)
libXi.so.6 => /usr/lib/libXi.so.6 (0x00110000)
/lib/ld-linux.so.2 (0x00337000)
libxcb.so.1 => /usr/lib/libxcb.so.1 (0x00859000)
librt.so.1 => /lib/librt.so.1 (0x00534000)
libXau.so.6 => /usr/lib/libXau.so.6 (0x00854000)

Meanwhile, on the Intel card you can see that it linked with libv4l and some other libraries while the ATI didn’t! I wonder if this have anything to do with the problem I’m facing:

linux-gate.so.1 =>  (0x008d6000)
/usr/lib/libv4l/v4l1compat.so (0x00345000)
libGL.so.1 => /usr/lib/libGL.so.1 (0x4fb85000)
libGLU.so.1 => /usr/lib/libGLU.so.1 (0x4fc10000)
libglut.so.3 => /usr/lib/libglut.so.3 (0x005a9000)
libGLEW.so.1.5 => /usr/lib/libGLEW.so.1.5 (0x4fc82000)
libstdc++.so.6 => /usr/lib/libstdc++.so.6 (0x42ca7000)
libm.so.6 => /lib/libm.so.6 (0x41fbc000)
libgcc_s.so.1 => /lib/libgcc_s.so.1 (0x42017000)
libc.so.6 => /lib/libc.so.6 (0x41e30000)
libv4l1.so.0 => /usr/lib/libv4l1.so.0 (0x00110000)
libX11.so.6 => /usr/lib/libX11.so.6 (0x421f8000)
libXext.so.6 => /usr/lib/libXext.so.6 (0x424c0000)
libXdamage.so.1 => /usr/lib/libXdamage.so.1 (0x42c0e000)
libXfixes.so.3 => /usr/lib/libXfixes.so.3 (0x42d98000)
libXxf86vm.so.1 => /usr/lib/libXxf86vm.so.1 (0x432a2000)
libdrm.so.2 => /usr/lib/libdrm.so.2 (0x4247b000)
libpthread.so.0 => /lib/libpthread.so.0 (0x41fe8000)
libdl.so.2 => /lib/libdl.so.2 (0x42005000)
libXi.so.6 => /usr/lib/libXi.so.6 (0x42748000)
/lib/ld-linux.so.2 (0x41e0f000)
libv4l2.so.0 => /usr/lib/libv4l2.so.0 (0x4217c000)
libxcb.so.1 => /usr/lib/libxcb.so.1 (0x42337000)
librt.so.1 => /lib/librt.so.1 (0x4200c000)
libv4lconvert.so.0 => /usr/lib/libv4lconvert.so.0 (0x42357000)
libXau.so.6 => /usr/lib/libXau.so.6 (0x421f3000)
libjpeg.so.62 => /usr/lib/libjpeg.so.62 (0x43317000)

If you want to run the example below you’ll need readtex.c , readtex.h and girl.rgb, and compile it with: g++ yuvrect.cpp -o yuvrect -lGL -lGLU -lglut -lGLEW

#include <assert.h>
#include <math.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <GL/glew.h>
#include <GL/glut.h>

#include "readtex.c"   /* I know, this is a hack. */

#define TEXTURE_FILE "girl.rgb"

static GLfloat Xrot = 0, Yrot = 0, Zrot = 0;
static GLint ImgWidth, ImgHeight;
static GLushort *ImageYUV = NULL;


static void DrawObject(void)
{
   glBegin(GL_QUADS);

   glTexCoord2f(0, 0);
   glVertex2f(-1.0, -1.0);

   glTexCoord2f(ImgWidth, 0);
   glVertex2f(1.0, -1.0);

   glTexCoord2f(ImgWidth, ImgHeight);
   glVertex2f(1.0, 1.0);

   glTexCoord2f(0, ImgHeight);
   glVertex2f(-1.0, 1.0);

   glEnd();
}


static void Display( void )
{
   glClear( GL_COLOR_BUFFER_BIT );

   glPushMatrix();
      glRotatef(Xrot, 1.0, 0.0, 0.0);
      glRotatef(Yrot, 0.0, 1.0, 0.0);
      glRotatef(Zrot, 0.0, 0.0, 1.0);
      DrawObject();
   glPopMatrix(); // <--- error message comes from this call

   glutSwapBuffers();
}


static void Reshape( int width, int height )
{
   glViewport( 0, 0, width, height );
   glMatrixMode( GL_PROJECTION );
   glLoadIdentity();
   glFrustum( -1.0, 1.0, -1.0, 1.0, 10.0, 100.0 );
   glMatrixMode( GL_MODELVIEW );
   glLoadIdentity();
   glTranslatef( 0.0, 0.0, -15.0 );
}


static void Key( unsigned char key, int x, int y )
{
   (void) x;
   (void) y;
   switch (key) {
      case 27:
         exit(0);
         break;
   }
   glutPostRedisplay();
}


static void SpecialKey( int key, int x, int y )
{
   float step = 3.0;
   (void) x;
   (void) y;

   switch (key) {
      case GLUT_KEY_UP:
         Xrot += step;
         break;
      case GLUT_KEY_DOWN:
         Xrot -= step;
         break;
      case GLUT_KEY_LEFT:
         Yrot += step;
         break;
      case GLUT_KEY_RIGHT:
         Yrot -= step;
         break;
   }
   glutPostRedisplay();
}        

static void Init( int argc, char *argv[] )
{
   GLuint texObj = 100;
   const char *file;

   printf("Checking GL_ARB_texture_rectangle\n");
   if (!glutExtensionSupported("GL_ARB_texture_rectangle")) {
      printf("Sorry, GL_NV_texture_rectangle is required\n");
      exit(0);
   }

   printf("Checking GL_MESA_ycbcr_texture\n");
   if (!glutExtensionSupported("GL_MESA_ycbcr_texture")) {
      printf("Sorry, GL_MESA_ycbcr_texture is required\n");
      exit(0);
   }

   glPixelStorei(GL_UNPACK_ALIGNMENT, 1);

   glBindTexture(GL_TEXTURE_RECTANGLE_ARB, texObj);
#ifdef LINEAR_FILTER
   /* linear filtering looks much nicer but is much slower for Mesa */
   glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
   glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
#else
   glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
   glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
#endif

   if (argc > 1)
      file = argv[1];
   else
      file = TEXTURE_FILE;

   ImageYUV = LoadYUVImage(file, &ImgWidth, &ImgHeight);
   if (!ImageYUV) {
      printf("Couldn't read %s\n", TEXTURE_FILE);
      exit(0);
   }

   printf("Image: %dx%d\n", ImgWidth, ImgHeight);

   printf("Calling glTexImage2D\n");
   glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0,
                GL_YCBCR_MESA, ImgWidth, ImgHeight, 0,
                GL_YCBCR_MESA, GL_UNSIGNED_SHORT_8_8_MESA, ImageYUV);
   printf("Called glTexImage2D\n");
   assert(glGetError() == GL_NO_ERROR);
   printf("* Assert #1\n");

   glTexSubImage2D(GL_TEXTURE_RECTANGLE_ARB, 0,
                   0, 0, ImgWidth, ImgHeight,
                   GL_YCBCR_MESA, GL_UNSIGNED_SHORT_8_8_MESA, ImageYUV);

   assert(glGetError() == GL_NO_ERROR);
   printf("* Assert #2\n");

   glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);

   glEnable(GL_TEXTURE_RECTANGLE_ARB);

   glShadeModel(GL_FLAT);
   glClearColor(0.3, 0.3, 0.4, 1.0);

   if (argc > 1 && strcmp(argv[1], "-info")==0) {
      printf("GL_RENDERER   = %s\n", (char *) glGetString(GL_RENDERER));
      printf("GL_VERSION    = %s\n", (char *) glGetString(GL_VERSION));
      printf("GL_VENDOR     = %s\n", (char *) glGetString(GL_VENDOR));
      printf("GL_EXTENSIONS = %s\n", (char *) glGetString(GL_EXTENSIONS));
   }
}


int main( int argc, char *argv[] )
{
   glutInit( &argc, argv );
   glutInitWindowSize( 300, 300 );
   glutInitWindowPosition( 0, 0 );
   glutInitDisplayMode( GLUT_RGB | GLUT_DOUBLE );
   glutCreateWindow(argv[0] );
   glewInit();

   Init( argc, argv );

   glutReshapeFunc( Reshape );
   glutKeyboardFunc( Key );
   glutSpecialFunc( SpecialKey );
   glutDisplayFunc( Display );

   glutMainLoop();
   return 0;
}

Any tips to solve this issue, guys?

  • 1 1 Answer
  • 0 Views
  • 0 Followers
  • 0
Share
  • Facebook
  • Report

Leave an answer
Cancel reply

You must login to add an answer.

Forgot Password?

Need An Account, Sign Up Here

1 Answer

  • Voted
  • Oldest
  • Recent
  • Random
  1. Editorial Team
    Editorial Team
    2026-05-28T06:27:50+00:00Added an answer on May 28, 2026 at 6:27 am

    this can most likely be accounted to a driver error, or something. I won’t help you with that. However, it is not worth it to shy away from shaders. Using shaders, you can forget about the GL_MESA_ycbcr_texture and make your app more compatible.

    We are going to use plain old GL_LUMINANCE_ALPHA format, so the image loads become:

    glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0,
                GL_LUMINANCE_ALPHA, ImgWidth, ImgHeight, 0,
                GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, ImageYUV);
    
    glTexSubImage2D(GL_TEXTURE_RECTANGLE_ARB, 0,
                   0, 0, ImgWidth, ImgHeight,
                   GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, ImageYUV);
    

    Then about the shaders:

    static const char *p_s_vertex_shader =
        "varying vec2 t;"
        "void main()"
        "{"
        "    t = gl_MultiTexCoord0.xy;"
        "    gl_Position = ftransform();"
        "}";
    static const char *p_s_fragment_shader =
        "#extension GL_ARB_texture_rectangle : enable\n"
        "varying vec2 t;"
        "uniform sampler2DRect tex;"
        "void main()"
        "{"
        "    vec2 tcEven = vec2(floor(t.x * .5) * 2.0, t.y);"
        "    vec2 tcOdd = vec2(tcEven.x + 1.0, t.y);"
        "    float Cb = texture2DRect(tex, tcEven).x - .5;"
        "    float Cr = texture2DRect(tex, tcOdd).x - .5;"
        "    float y = texture2DRect(tex, t).w;" // redundant texture read optimized away by texture cache
        "    float r = y + 1.28033 * Cr;"
        "    float g = y - .21482 * Cb - .38059 * Cr;"
        "    float b = y + 2.12798 * Cb;"
        "    gl_FragColor = vec4(r, g, b, 1.0);"
        "}";
    int v = glCreateShader(GL_VERTEX_SHADER);
    int f = glCreateShader(GL_FRAGMENT_SHADER);
    int p = glCreateProgram();
    glShaderSource(v, 1, &p_s_vertex_shader, 0);
    glShaderSource(f, 1, &p_s_fragment_shader, 0);
    glCompileShader(v);
    //CheckShader(v);
    glCompileShader(f);
    //CheckShader(f);
    glAttachShader(p, v);
    glAttachShader(p, f);
    glLinkProgram(p);
    glUseProgram(p);
    glUniform1i(glGetUniformLocation(p, "tex"), 0);
    

    This come after the textures, somewhere at the end of Init(). And that’s it, works like a charm. For debugging, it’s probably better to include the CheckShader() as well (it reports compile errors in shaders):

    bool CheckShader(int n_shader_object)
    {
        int n_tmp;
        glGetShaderiv(n_shader_object, GL_COMPILE_STATUS, &n_tmp);
        bool b_compiled = n_tmp == GL_TRUE;
        int n_log_length;
        glGetShaderiv(n_shader_object, GL_INFO_LOG_LENGTH, &n_log_length);
        // query status ...
    
        if(n_log_length > 1) {
            char *p_s_temp_info_log;
            if(!(p_s_temp_info_log = (char*)malloc(n_log_length)))
                return false;
            int n_tmp;
            glGetShaderInfoLog(n_shader_object, n_log_length, &n_tmp,
                p_s_temp_info_log);
            assert(n_tmp <= n_log_length);
    
            fprintf(stderr, "%s\n", p_s_temp_info_log);
            free(p_s_temp_info_log);
        }
        // get/concat info-log
    
        return b_compiled;
    }
    

    The shader version will probably be a little bit slower than hardware optimized version, but i’d say it’s nothing to worry about.

    If you decide to give the code a try, and have any problems with it, let me know …

    EDIT: There actually was a problem running this on ATi, finally it turned out that there was error passing a varying variable “t”, in other words this doesn’t work:

    static const char *p_s_vertex_shader =
        "varying vec2 t;"
        "void main()"
        "{"
        "    t = gl_MultiTexCoord0.xy;"
        "    gl_Position = ftransform();"
        "}";
    static const char *p_s_fragment_shader =
        "#extension GL_ARB_texture_rectangle : enable\n"
        "varying vec2 t;"
        "uniform sampler2DRect tex;"
        "void main()"
        "{"
        "    gl_FragColor = texture2DRect(tex, t);"
        "}";
    

    And to easily fix this, one can just remove the vertex shader and let the fixed pipeline write texture coordinates. So this works on ATi as well:

    static const char *p_s_vertex_shader = null; // no vertex shader
    static const char *p_s_fragment_shader =
        "#extension GL_ARB_texture_rectangle : enable\n"
        "uniform sampler2DRect tex;"
        "void main()"
        "{"
        "    vec2 t = gl_TexCoord[0];" // use fixed pipeline output 
        "    gl_FragColor = texture2DRect(tex, t);"
        "}";
    
    • 0
    • Reply
    • Share
      Share
      • Share on Facebook
      • Share on Twitter
      • Share on LinkedIn
      • Share on WhatsApp
      • Report

Sidebar

Related Questions

I am trying to understand how to use SyndicationItem to display feed which is
Basically, what I'm trying to create is a page of div tags, each has
link Im having trouble converting the html entites into html characters, (&# 8217;) i
I have just tried to save a simple *.rtf file with some websites and
For some reason, after submitting a string like this Jack’s Spindle from a text
I'm parsing an RSS feed that has an &#8217; in it. SimpleXML turns this
I'm trying to decode HTML entries from here NYTimes.com and I cannot figure out
I'm trying to use string.replace('’','') to replace the dreaded weird single-quote character: ’ (aka
I'm trying to create an if statement in PHP that prevents a single post
I am trying to loop through a bunch of documents I have to put

Explore

  • Home
  • Add group
  • Groups page
  • Communities
  • Questions
    • New Questions
    • Trending Questions
    • Must read Questions
    • Hot Questions
  • Polls
  • Tags
  • Badges
  • Users
  • Help
  • SEARCH

Footer

© 2021 The Archive Base. All Rights Reserved
With Love by The Archive Base

Insert/edit link

Enter the destination URL

Or link to existing content

    No search term specified. Showing recent items. Search or use up and down arrow keys to select an item.