/* free resources that need a gl context */
static void
gst_gl_differencematte_reset_gl_resources (GstGLFilter * filter)
{
  GstGLDifferenceMatte *differencematte = GST_GL_DIFFERENCEMATTE (filter);
  GstGLFuncs *gl = GST_GL_BASE_FILTER (filter)->context->gl_vtable;
  gint i;

  gl->DeleteTextures (1, &differencematte->savedbgtexture);
  gl->DeleteTextures (1, &differencematte->newbgtexture);
  for (i = 0; i < 4; i++) {
    if (differencematte->identity_shader) {
      gst_object_unref (differencematte->identity_shader);
      differencematte->identity_shader = NULL;
    }

    if (differencematte->shader[i]) {
      gst_object_unref (differencematte->shader[i]);
      differencematte->shader[i] = NULL;
    }
    if (differencematte->midtexture[i]) {
      gl->DeleteTextures (1, &differencematte->midtexture[i]);
      differencematte->midtexture[i] = 0;
    }
  }
  differencematte->location = NULL;
  differencematte->pixbuf = NULL;
  differencematte->savedbgtexture = 0;
  differencematte->newbgtexture = 0;
  differencematte->bg_has_changed = FALSE;
}
Example #2
0
/* free resources that need a gl context */
static void
gst_gl_effects_reset_gl_resources (GstGLFilter * filter)
{
  GstGLEffects *effects = GST_GL_EFFECTS (filter);
  GstGLFuncs *gl = filter->context->gl_vtable;
  gint i = 0;

  for (i = 0; i < NEEDED_TEXTURES; i++) {
    gl->DeleteTextures (1, &effects->midtexture[i]);
    effects->midtexture[i] = 0;
  }
  for (i = 0; i < GST_GL_EFFECTS_N_CURVES; i++) {
    gl->DeleteTextures (1, &effects->curve[i]);
    effects->curve[i] = 0;
  }
}
static void
init_pixbuf_texture (GstGLContext * context, gpointer data)
{
  GstGLDifferenceMatte *differencematte = GST_GL_DIFFERENCEMATTE (data);
  GstGLFilter *filter = GST_GL_FILTER (data);
  GstGLFuncs *gl = GST_GL_BASE_FILTER (filter)->context->gl_vtable;

  gl->DeleteTextures (1, &differencematte->newbgtexture);
  gl->GenTextures (1, &differencematte->newbgtexture);
  gl->BindTexture (GL_TEXTURE_2D, differencematte->newbgtexture);
  gl->TexImage2D (GL_TEXTURE_2D, 0, GL_RGBA,
      (gint) differencematte->pbuf_width, (gint) differencematte->pbuf_height,
      0, GL_RGBA, GL_UNSIGNED_BYTE, differencematte->pixbuf);
  gl->TexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  gl->TexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
  gl->TexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
  gl->TexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);

  if (differencematte->savedbgtexture == 0) {
    gl->GenTextures (1, &differencematte->savedbgtexture);
    gl->BindTexture (GL_TEXTURE_2D, differencematte->savedbgtexture);
    gl->TexImage2D (GL_TEXTURE_2D, 0, GL_RGBA8,
        GST_VIDEO_INFO_WIDTH (&filter->out_info),
        GST_VIDEO_INFO_HEIGHT (&filter->out_info),
        0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
    gl->TexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    gl->TexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    gl->TexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
    gl->TexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
  }
}
Example #4
0
static void
deinit (gpointer data)
{
  GstGLContext *context = data;
  GstGLFuncs *gl = context->gl_vtable;
  gl->DeleteTextures (1, &tex);;
  gst_object_unref (fbo);
#if GST_GL_HAVE_GLES2
  if (gst_gl_context_get_gl_api (context) & GST_GL_API_GLES2)
    gst_object_unref (shader);
#endif
}
static gboolean
_2d_texture_renderer_init_fbo (GstAmc2DTextureRenderer * renderer)
{
  GstGLFuncs *gl;
  GLuint fake_texture = 0;
  guint out_width, out_height;

  out_width = GST_VIDEO_INFO_WIDTH (&renderer->info);
  out_height = GST_VIDEO_INFO_HEIGHT (&renderer->info);

  gl = renderer->context->gl_vtable;

  if (!gl->GenFramebuffers) {
    /* turn off the pipeline because Frame buffer object is a not present */
    gst_gl_context_set_error (renderer->context,
        "Context, EXT_framebuffer_object supported: no");
    return FALSE;
  }

  GST_INFO ("Context, EXT_framebuffer_object supported: yes");

  /* setup FBO */
  gl->GenFramebuffers (1, &renderer->fbo);
  gl->BindFramebuffer (GL_FRAMEBUFFER, renderer->fbo);

  /* setup the render buffer for depth */
  gl->GenRenderbuffers (1, &renderer->depth_buffer);
  gl->BindRenderbuffer (GL_RENDERBUFFER, renderer->depth_buffer);
  gl->RenderbufferStorage (GL_RENDERBUFFER, GL_DEPTH_COMPONENT16,
      out_width, out_height);

  /* a fake texture is attached to the render FBO (cannot init without it) */
  gl->GenTextures (1, &fake_texture);
  gl->BindTexture (GL_TEXTURE_2D, fake_texture);
  gl->TexImage2D (GL_TEXTURE_2D, 0, GL_RGBA8, out_width, out_height,
      0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
  gl->TexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  gl->TexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
  gl->TexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
  gl->TexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);

  /* attach the texture to the FBO to renderer to */
  gl->FramebufferTexture2D (GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
      GL_TEXTURE_2D, fake_texture, 0);

  /* attach the depth render buffer to the FBO */
  gl->FramebufferRenderbuffer (GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
      GL_RENDERBUFFER, renderer->depth_buffer);

  if (!gst_gl_context_check_framebuffer_status (renderer->context)) {
    gst_gl_context_set_error (renderer->context,
        "GL framebuffer status incomplete");
    return FALSE;
  }

  /* unbind the FBO */
  gl->BindFramebuffer (GL_FRAMEBUFFER, 0);
  gl->DeleteTextures (1, &fake_texture);

  return TRUE;
}