static void gst_gl_effects_xray_step_three (gint width, gint height, guint texture, gpointer data) { GstGLEffects *effects = GST_GL_EFFECTS (data); GstGLShader *shader; shader = g_hash_table_lookup (effects->shaderstable, "xray2"); if (!shader) { shader = gst_gl_shader_new (); g_hash_table_insert (effects->shaderstable, "xray2", shader); } g_return_if_fail (gst_gl_shader_compile_and_check (shader, vconv7_fragment_source, GST_GL_SHADER_FRAGMENT_SOURCE)); glMatrixMode (GL_PROJECTION); glLoadIdentity (); gst_gl_shader_use (shader); glActiveTexture (GL_TEXTURE1); glEnable (GL_TEXTURE_RECTANGLE_ARB); glBindTexture (GL_TEXTURE_RECTANGLE_ARB, texture); glDisable (GL_TEXTURE_RECTANGLE_ARB); gst_gl_shader_set_uniform_1i (shader, "tex", 1); gst_gl_shader_set_uniform_1fv (shader, "kernel", 9, gauss_kernel); gst_gl_effects_draw_texture (effects, texture); }
/* init resources that need a gl context */ static void gst_gl_differencematte_init_gl_resources (GstGLFilter * filter) { GstGLDifferenceMatte *differencematte = GST_GL_DIFFERENCEMATTE (filter); gint i; for (i = 0; i < 4; i++) { glGenTextures (1, &differencematte->midtexture[i]); glBindTexture (GL_TEXTURE_RECTANGLE_ARB, differencematte->midtexture[i]); glTexImage2D (GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA8, filter->width, filter->height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); differencematte->shader[i] = gst_gl_shader_new (); } g_return_if_fail (gst_gl_shader_compile_and_check (differencematte->shader[0], difference_fragment_source, GST_GL_SHADER_FRAGMENT_SOURCE)); g_return_if_fail (gst_gl_shader_compile_and_check (differencematte->shader[1], hconv9_fragment_source, GST_GL_SHADER_FRAGMENT_SOURCE)); g_return_if_fail (gst_gl_shader_compile_and_check (differencematte->shader[2], vconv9_fragment_source, GST_GL_SHADER_FRAGMENT_SOURCE)); g_return_if_fail (gst_gl_shader_compile_and_check (differencematte->shader[3], texture_interp_fragment_source, GST_GL_SHADER_FRAGMENT_SOURCE)); }
/* Called in the gl thread */ static void gst_glimage_sink_thread_init_redisplay (GstGLImageSink * gl_sink) { GError *error = NULL; gl_sink->redisplay_shader = gst_gl_shader_new (gl_sink->context); gst_gl_shader_set_vertex_source (gl_sink->redisplay_shader, redisplay_vertex_shader_str_gles2); gst_gl_shader_set_fragment_source (gl_sink->redisplay_shader, redisplay_fragment_shader_str_gles2); gst_gl_shader_compile (gl_sink->redisplay_shader, &error); if (error) { gst_gl_context_set_error (gl_sink->context, "%s", error->message); g_error_free (error); error = NULL; gst_gl_context_clear_shader (gl_sink->context); } else { gl_sink->redisplay_attr_position_loc = gst_gl_shader_get_attribute_location (gl_sink->redisplay_shader, "a_position"); gl_sink->redisplay_attr_texture_loc = gst_gl_shader_get_attribute_location (gl_sink->redisplay_shader, "a_texCoord"); } }
static void init (gpointer data) { GstGLContext *context = data; /* has to be called in the thread that is going to use the framebuffer */ fbo = gst_gl_framebuffer_new (context); gst_gl_framebuffer_generate (fbo, 320, 240, &fbo_id, &rbo); fail_if (fbo == NULL || fbo_id == 0, "failed to create framebuffer object"); gst_gl_context_gen_texture (context, &tex, GST_VIDEO_FORMAT_RGBA, 320, 240); fail_if (tex == 0, "failed to create texture"); #if GST_GL_HAVE_GLES2 if (gst_gl_context_get_gl_api (context) & GST_GL_API_GLES2) { shader = gst_gl_shader_new (context); fail_if (shader == NULL, "failed to create shader object"); gst_gl_shader_set_vertex_source (shader, vertex_shader_str_gles2); gst_gl_shader_set_fragment_source (shader, fragment_shader_str_gles2); error = NULL; gst_gl_shader_compile (shader, &error); fail_if (error != NULL, "Error compiling shader %s\n", error ? error->message : "Unknown Error"); shader_attr_position_loc = gst_gl_shader_get_attribute_location (shader, "a_position"); shader_attr_texture_loc = gst_gl_shader_get_attribute_location (shader, "a_texCoord"); } #endif }
static void gst_gl_effects_squeeze_callback (gint width, gint height, guint texture, gpointer data) { GstGLShader *shader; GstGLFilter *filter = GST_GL_FILTER (data); GstGLEffects *effects = GST_GL_EFFECTS (data); GstGLContext *context = filter->context; GstGLFuncs *gl = context->gl_vtable; shader = g_hash_table_lookup (effects->shaderstable, "squeeze0"); if (!shader) { shader = gst_gl_shader_new (context); g_hash_table_insert (effects->shaderstable, (gchar *) "squeeze0", shader); if (USING_GLES2 (context) || USING_OPENGL3 (context)) { if (!gst_gl_shader_compile_with_default_v_and_check (shader, squeeze_fragment_source_gles2, &filter->draw_attr_position_loc, &filter->draw_attr_texture_loc)) { /* gst gl context error is already set */ GST_ELEMENT_ERROR (effects, RESOURCE, NOT_FOUND, ("Failed to initialize squeeze shader, %s", gst_gl_context_get_error ()), (NULL)); return; } } #if GST_GL_HAVE_OPENGL if (USING_OPENGL (context)) { if (!gst_gl_shader_compile_and_check (shader, squeeze_fragment_source_opengl, GST_GL_SHADER_FRAGMENT_SOURCE)) { gst_gl_context_set_error (context, "Failed to initialize squeeze shader"); GST_ELEMENT_ERROR (effects, RESOURCE, NOT_FOUND, ("%s", gst_gl_context_get_error ()), (NULL)); return; } } #endif } #if GST_GL_HAVE_OPENGL if (USING_OPENGL (context)) { gl->MatrixMode (GL_PROJECTION); gl->LoadIdentity (); } #endif gst_gl_shader_use (shader); gl->ActiveTexture (GL_TEXTURE0); if (USING_OPENGL (context)) gl->Enable (GL_TEXTURE_2D); gl->BindTexture (GL_TEXTURE_2D, texture); gst_gl_shader_set_uniform_1i (shader, "tex", 0); gst_gl_filter_draw_texture (filter, texture, width, height); }
/* Called in the gl thread */ static void gst_glimage_sink_thread_init_redisplay (GstGLImageSink * gl_sink) { gl_sink->redisplay_shader = gst_gl_shader_new (gl_sink->context); if (!gst_gl_shader_compile_with_default_vf_and_check (gl_sink->redisplay_shader, &gl_sink->redisplay_attr_position_loc, &gl_sink->redisplay_attr_texture_loc)) gst_glimage_sink_cleanup_glthread (gl_sink); }
static void _compile_shader (GstGLContext * context, struct _compile_shader *data) { GstGLShader *shader; GstGLSLStage *vert, *frag; GError *error = NULL; shader = gst_gl_shader_new (context); if (data->vertex_src) { vert = gst_glsl_stage_new_with_string (context, GL_VERTEX_SHADER, GST_GLSL_VERSION_NONE, GST_GLSL_PROFILE_ES | GST_GLSL_PROFILE_COMPATIBILITY, data->vertex_src); if (!gst_glsl_stage_compile (vert, &error)) { GST_ERROR_OBJECT (vert, "%s", error->message); gst_object_unref (vert); gst_object_unref (shader); return; } if (!gst_gl_shader_attach (shader, vert)) { gst_object_unref (shader); return; } } if (data->fragment_src) { frag = gst_glsl_stage_new_with_string (context, GL_FRAGMENT_SHADER, GST_GLSL_VERSION_NONE, GST_GLSL_PROFILE_ES | GST_GLSL_PROFILE_COMPATIBILITY, data->fragment_src); if (!gst_glsl_stage_compile (frag, &error)) { GST_ERROR_OBJECT (frag, "%s", error->message); gst_object_unref (frag); gst_object_unref (shader); return; } if (!gst_gl_shader_attach (shader, frag)) { gst_object_unref (shader); return; } } if (!gst_gl_shader_link (shader, &error)) { GST_ERROR_OBJECT (shader, "%s", error->message); g_error_free (error); error = NULL; gst_gl_context_clear_shader (context); gst_object_unref (shader); return; } *data->shader = shader; }
static void _test_compile_attach_gl (GstGLContext * context, gpointer data) { GstGLShader *shader; GstGLSLStage *vert; GError *error = NULL; shader = gst_gl_shader_new (context); vert = gst_glsl_stage_new_default_vertex (context); fail_unless (gst_gl_shader_compile_attach_stage (shader, vert, &error)); gst_object_unref (shader); }
static void _compile_identity_shader (GstGLContext * context, GstGLColorscale * colorscale) { GstGLFilter *filter = GST_GL_FILTER (colorscale); colorscale->shader = gst_gl_shader_new (context); if (!gst_gl_shader_compile_with_default_vf_and_check (colorscale->shader, &filter->draw_attr_position_loc, &filter->draw_attr_texture_loc)) { gst_gl_context_clear_shader (context); gst_object_unref (colorscale->shader); colorscale->shader = NULL; } }
void gst_gl_effects_xray_step_five (gint width, gint height, guint texture, gpointer data) { GstGLShader *shader; GstGLEffects *effects = GST_GL_EFFECTS (data); GstGLFilter *filter = GST_GL_FILTER (effects); GstGLContext *context = filter->context; GstGLFuncs *gl = context->gl_vtable; shader = g_hash_table_lookup (effects->shaderstable, "xray4"); if (!shader) { shader = gst_gl_shader_new (context); g_hash_table_insert (effects->shaderstable, "xray4", shader); } if (!gst_gl_shader_compile_and_check (shader, multiply_fragment_source, GST_GL_SHADER_FRAGMENT_SOURCE)) { gst_gl_context_set_error (context, "Failed to initialize multiply shader"); GST_ELEMENT_ERROR (effects, RESOURCE, NOT_FOUND, ("%s", gst_gl_context_get_error ()), (NULL)); return; } gl->MatrixMode (GL_PROJECTION); gl->LoadIdentity (); gst_gl_shader_use (shader); gl->ActiveTexture (GL_TEXTURE2); gl->Enable (GL_TEXTURE_2D); gl->BindTexture (GL_TEXTURE_2D, effects->midtexture[2]); gl->Disable (GL_TEXTURE_2D); gst_gl_shader_set_uniform_1i (shader, "base", 2); gl->ActiveTexture (GL_TEXTURE1); gl->Enable (GL_TEXTURE_2D); gl->BindTexture (GL_TEXTURE_2D, texture); gl->Disable (GL_TEXTURE_2D); gst_gl_shader_set_uniform_1f (shader, "alpha", (gfloat) 0.5f); gst_gl_shader_set_uniform_1i (shader, "blend", 1); gst_gl_filter_draw_texture (filter, texture, width, height); }
static void gst_gl_effects_xray_step_two (gint width, gint height, guint texture, gpointer data) { GstGLShader *shader; GstGLEffects *effects = GST_GL_EFFECTS (data); GstGLFilter *filter = GST_GL_FILTER (effects); GstGLContext *context = filter->context; GstGLFuncs *gl = context->gl_vtable; shader = g_hash_table_lookup (effects->shaderstable, "xray1"); if (!shader) { shader = gst_gl_shader_new (context); g_hash_table_insert (effects->shaderstable, "xray1", shader); } if (!kernel_ready) { fill_gaussian_kernel (gauss_kernel, 7, 1.5); kernel_ready = TRUE; } if (!gst_gl_shader_compile_and_check (shader, hconv7_fragment_source, GST_GL_SHADER_FRAGMENT_SOURCE)) { gst_gl_context_set_error (context, "Failed to initialize hconv7 shader"); GST_ELEMENT_ERROR (effects, RESOURCE, NOT_FOUND, ("%s", gst_gl_context_get_error ()), (NULL)); return; } gl->MatrixMode (GL_PROJECTION); gl->LoadIdentity (); gst_gl_shader_use (shader); gl->ActiveTexture (GL_TEXTURE1); gl->Enable (GL_TEXTURE_2D); gl->BindTexture (GL_TEXTURE_2D, texture); gl->Disable (GL_TEXTURE_2D); gst_gl_shader_set_uniform_1i (shader, "tex", 1); gst_gl_shader_set_uniform_1fv (shader, "kernel", 9, gauss_kernel); gst_gl_shader_set_uniform_1f (shader, "width", width); gst_gl_filter_draw_texture (filter, texture, width, height); }
void gst_gl_effects_xray_step_five (gint width, gint height, guint texture, gpointer stuff) { GstGLEffects *effects = GST_GL_EFFECTS (stuff); GstGLShader *shader; shader = g_hash_table_lookup (effects->shaderstable, "xray4"); if (!shader) { shader = gst_gl_shader_new (); g_hash_table_insert (effects->shaderstable, "xray4", shader); } if (!gst_gl_shader_compile_and_check (shader, multiply_fragment_source, GST_GL_SHADER_FRAGMENT_SOURCE)) { gst_gl_display_set_error (GST_GL_FILTER (effects)->display, "Failed to initialize multiply shader"); GST_ELEMENT_ERROR (effects, RESOURCE, NOT_FOUND, GST_GL_DISPLAY_ERR_MSG (GST_GL_FILTER (effects)->display), (NULL)); return; } glMatrixMode (GL_PROJECTION); glLoadIdentity (); gst_gl_shader_use (shader); glActiveTexture (GL_TEXTURE2); glEnable (GL_TEXTURE_RECTANGLE_ARB); glBindTexture (GL_TEXTURE_RECTANGLE_ARB, effects->midtexture[2]); glDisable (GL_TEXTURE_RECTANGLE_ARB); gst_gl_shader_set_uniform_1i (shader, "base", 2); glActiveTexture (GL_TEXTURE1); glEnable (GL_TEXTURE_RECTANGLE_ARB); glBindTexture (GL_TEXTURE_RECTANGLE_ARB, texture); glDisable (GL_TEXTURE_RECTANGLE_ARB); gst_gl_shader_set_uniform_1f (shader, "alpha", (gfloat) 0.5f); gst_gl_shader_set_uniform_1i (shader, "blend", 1); gst_gl_effects_draw_texture (effects, texture); }
/* Called by glfilter */ gboolean gst_gl_context_gen_shader (GstGLContext * context, const gchar * vert_src, const gchar * frag_src, GstGLShader ** shader) { g_return_val_if_fail (frag_src != NULL || vert_src != NULL, FALSE); g_return_val_if_fail (shader != NULL, FALSE); *shader = gst_gl_shader_new (context); if (frag_src) gst_gl_shader_set_fragment_source (*shader, frag_src); if (vert_src) gst_gl_shader_set_vertex_source (*shader, vert_src); gst_gl_context_thread_add (context, (GstGLContextThreadFunc) _compile_shader, shader); return *shader != NULL; }
static void gst_gl_effects_xray_step_two (gint width, gint height, guint texture, gpointer data) { GstGLEffects *effects = GST_GL_EFFECTS (data); GstGLShader *shader; shader = g_hash_table_lookup (effects->shaderstable, "xray1"); if (!shader) { shader = gst_gl_shader_new (); g_hash_table_insert (effects->shaderstable, "xray1", shader); } if (!kernel_ready) { fill_gaussian_kernel (gauss_kernel, 7, 1.5); kernel_ready = TRUE; } if (!gst_gl_shader_compile_and_check (shader, hconv7_fragment_source, GST_GL_SHADER_FRAGMENT_SOURCE)) { gst_gl_display_set_error (GST_GL_FILTER (effects)->display, "Failed to initialize hconv7 shader"); GST_ELEMENT_ERROR (effects, RESOURCE, NOT_FOUND, GST_GL_DISPLAY_ERR_MSG (GST_GL_FILTER (effects)->display), (NULL)); return; } glMatrixMode (GL_PROJECTION); glLoadIdentity (); gst_gl_shader_use (shader); glActiveTexture (GL_TEXTURE1); glEnable (GL_TEXTURE_RECTANGLE_ARB); glBindTexture (GL_TEXTURE_RECTANGLE_ARB, texture); glDisable (GL_TEXTURE_RECTANGLE_ARB); gst_gl_shader_set_uniform_1i (shader, "tex", 1); gst_gl_shader_set_uniform_1fv (shader, "kernel", 9, gauss_kernel); gst_gl_effects_draw_texture (effects, texture); }
static void gst_gl_effects_square_callback (gint width, gint height, guint texture, gpointer data) { GstGLShader *shader; GstGLEffects *effects = GST_GL_EFFECTS (data); GstGLFilter *filter = GST_GL_FILTER (effects); GstGLContext *context = filter->context; GstGLFuncs *gl = context->gl_vtable; shader = g_hash_table_lookup (effects->shaderstable, "square0"); if (!shader) { shader = gst_gl_shader_new (context); g_hash_table_insert (effects->shaderstable, "square0", shader); } if (!gst_gl_shader_compile_and_check (shader, square_fragment_source, GST_GL_SHADER_FRAGMENT_SOURCE)) { gst_gl_context_set_error (context, "Failed to initialize square shader"); GST_ELEMENT_ERROR (effects, RESOURCE, NOT_FOUND, ("%s", gst_gl_context_get_error ()), (NULL)); return; } gl->MatrixMode (GL_PROJECTION); gl->LoadIdentity (); gst_gl_shader_use (shader); gl->ActiveTexture (GL_TEXTURE0); gl->Enable (GL_TEXTURE_2D); gl->BindTexture (GL_TEXTURE_2D, texture); gst_gl_shader_set_uniform_1i (shader, "tex", 0); gst_gl_shader_set_uniform_1f (shader, "width", (gfloat) width / 2.0f); gst_gl_shader_set_uniform_1f (shader, "height", (gfloat) height / 2.0f); gst_gl_filter_draw_texture (filter, texture, width, height); }
static void gst_gl_effects_xray_sobel_length (gint width, gint height, guint texture, gpointer data) { GstGLShader *shader; GstGLEffects *effects = GST_GL_EFFECTS (data); GstGLFilter *filter = GST_GL_FILTER (effects); GstGLContext *context = filter->context; GstGLFuncs *gl = context->gl_vtable; shader = g_hash_table_lookup (effects->shaderstable, "xray_sob_len"); if (!shader) { shader = gst_gl_shader_new (context); g_hash_table_insert (effects->shaderstable, (gchar *) "xray_sob_len", shader); } if (!gst_gl_shader_compile_and_check (shader, sep_sobel_length_fragment_source, GST_GL_SHADER_FRAGMENT_SOURCE)) { gst_gl_context_set_error (context, "Failed to initialize seobel length shader"); GST_ELEMENT_ERROR (effects, RESOURCE, NOT_FOUND, ("%s", gst_gl_context_get_error ()), (NULL)); return; } gl->MatrixMode (GL_PROJECTION); gl->LoadIdentity (); gst_gl_shader_use (shader); gl->ActiveTexture (GL_TEXTURE1); gl->Enable (GL_TEXTURE_2D); gl->BindTexture (GL_TEXTURE_2D, texture); gl->Disable (GL_TEXTURE_2D); gst_gl_shader_set_uniform_1i (shader, "tex", 1); gst_gl_shader_set_uniform_1i (shader, "invert", TRUE); gst_gl_filter_draw_texture (filter, texture, width, height); }
static void gst_gl_effects_stretch_callback (gint width, gint height, guint texture, gpointer data) { GstGLEffects *effects = GST_GL_EFFECTS (data); GstGLShader *shader; shader = g_hash_table_lookup (effects->shaderstable, "stretch0"); if (!shader) { shader = gst_gl_shader_new (); g_hash_table_insert (effects->shaderstable, "stretch0", shader); } if (!gst_gl_shader_compile_and_check (shader, stretch_fragment_source, GST_GL_SHADER_FRAGMENT_SOURCE)) { gst_gl_display_set_error (GST_GL_FILTER (effects)->display, "Failed to initialize stretch shader"); GST_ELEMENT_ERROR (effects, RESOURCE, NOT_FOUND, GST_GL_DISPLAY_ERR_MSG (GST_GL_FILTER (effects)->display), (NULL)); return; } glMatrixMode (GL_PROJECTION); glLoadIdentity (); gst_gl_shader_use (shader); glActiveTexture (GL_TEXTURE0); glEnable (GL_TEXTURE_RECTANGLE_ARB); glBindTexture (GL_TEXTURE_RECTANGLE_ARB, texture); gst_gl_shader_set_uniform_1i (shader, "tex", 0); gst_gl_shader_set_uniform_1f (shader, "width", (gfloat) width / 2.0f); gst_gl_shader_set_uniform_1f (shader, "height", (gfloat) height / 2.0f); gst_gl_effects_draw_texture (effects, texture); }
void gst_gl_effects_xray_step_five (gint width, gint height, guint texture, gpointer stuff) { GstGLEffects *effects = GST_GL_EFFECTS (stuff); GstGLShader *shader; shader = g_hash_table_lookup (effects->shaderstable, "xray4"); if (!shader) { shader = gst_gl_shader_new (); g_hash_table_insert (effects->shaderstable, "xray4", shader); } g_return_if_fail (gst_gl_shader_compile_and_check (shader, multiply_fragment_source, GST_GL_SHADER_FRAGMENT_SOURCE)); glMatrixMode (GL_PROJECTION); glLoadIdentity (); gst_gl_shader_use (shader); glActiveTexture (GL_TEXTURE2); glEnable (GL_TEXTURE_RECTANGLE_ARB); glBindTexture (GL_TEXTURE_RECTANGLE_ARB, effects->midtexture[2]); glDisable (GL_TEXTURE_RECTANGLE_ARB); gst_gl_shader_set_uniform_1i (shader, "base", 2); glActiveTexture (GL_TEXTURE1); glEnable (GL_TEXTURE_RECTANGLE_ARB); glBindTexture (GL_TEXTURE_RECTANGLE_ARB, texture); glDisable (GL_TEXTURE_RECTANGLE_ARB); gst_gl_shader_set_uniform_1f (shader, "alpha", (gfloat) 0.5f); gst_gl_shader_set_uniform_1i (shader, "blend", 1); gst_gl_effects_draw_texture (effects, texture); }
static void init (gpointer data) { #if GST_GL_HAVE_GLES2 if (gst_gl_context_get_gl_api (context) & GST_GL_API_GLES2) { shader = gst_gl_shader_new (context); fail_if (shader == NULL, "failed to create shader object"); gst_gl_shader_set_vertex_source (shader, vertex_shader_str_gles2); gst_gl_shader_set_fragment_source (shader, fragment_shader_str_gles2); error = NULL; gst_gl_shader_compile (shader, &error); fail_if (error != NULL, "Error compiling shader %s\n", error ? error->message : "Unknown Error"); shader_attr_position_loc = gst_gl_shader_get_attribute_location (shader, "a_position"); shader_attr_texture_loc = gst_gl_shader_get_attribute_location (shader, "a_texCoord"); } #endif }
static GstGLShader * _maybe_recompile_shader (GstGLFilterShader * filtershader) { GstGLContext *context = GST_GL_BASE_FILTER (filtershader)->context; GstGLShader *shader; GError *error = NULL; GST_OBJECT_LOCK (filtershader); if (!filtershader->shader || filtershader->update_shader) { filtershader->update_shader = FALSE; GST_OBJECT_UNLOCK (filtershader); g_signal_emit (filtershader, gst_gl_shader_signals[SIGNAL_CREATE_SHADER], 0, &shader); GST_OBJECT_LOCK (filtershader); if (shader) { if (filtershader->shader) gst_object_unref (filtershader->shader); filtershader->new_source = FALSE; filtershader->shader = gst_object_ref (shader); filtershader->new_uniforms = TRUE; _update_uniforms (filtershader); GST_OBJECT_UNLOCK (filtershader); return shader; } } if (filtershader->shader) { shader = gst_object_ref (filtershader->shader); _update_uniforms (filtershader); GST_OBJECT_UNLOCK (filtershader); return shader; } if (filtershader->new_source) { GstGLSLStage *stage; shader = gst_gl_shader_new (context); if (filtershader->vertex) { if (!(stage = gst_glsl_stage_new_with_string (context, GL_VERTEX_SHADER, GST_GLSL_VERSION_NONE, GST_GLSL_PROFILE_NONE, filtershader->vertex))) { g_set_error (&error, GST_GLSL_ERROR, GST_GLSL_ERROR_COMPILE, "Failed to create shader vertex stage"); goto print_error; } } else { stage = gst_glsl_stage_new_default_vertex (context); } if (!gst_gl_shader_compile_attach_stage (shader, stage, &error)) { gst_object_unref (stage); goto print_error; } if (filtershader->fragment) { if (!(stage = gst_glsl_stage_new_with_string (context, GL_FRAGMENT_SHADER, GST_GLSL_VERSION_NONE, GST_GLSL_PROFILE_NONE, filtershader->fragment))) { g_set_error (&error, GST_GLSL_ERROR, GST_GLSL_ERROR_COMPILE, "Failed to create shader fragment stage"); goto print_error; } } else { stage = gst_glsl_stage_new_default_fragment (context); } if (!gst_gl_shader_compile_attach_stage (shader, stage, &error)) { gst_object_unref (stage); goto print_error; } if (!gst_gl_shader_link (shader, &error)) { goto print_error; } if (filtershader->shader) gst_object_unref (filtershader->shader); filtershader->shader = gst_object_ref (shader); filtershader->new_source = FALSE; filtershader->new_uniforms = TRUE; _update_uniforms (filtershader); GST_OBJECT_UNLOCK (filtershader); return shader; } else if (filtershader->shader) { _update_uniforms (filtershader); shader = gst_object_ref (filtershader->shader); GST_OBJECT_UNLOCK (filtershader); return shader; } return NULL; print_error: if (shader) { gst_object_unref (shader); shader = NULL; } GST_OBJECT_UNLOCK (filtershader); GST_ELEMENT_ERROR (filtershader, RESOURCE, NOT_FOUND, ("%s", error->message), (NULL)); return NULL; }
/* init resources that need a gl context */ static void gst_gl_differencematte_init_gl_resources (GstGLFilter * filter) { GstGLDifferenceMatte *differencematte = GST_GL_DIFFERENCEMATTE (filter); GstGLContext *context = GST_GL_BASE_FILTER (filter)->context; const GstGLFuncs *gl = context->gl_vtable; GError *error = NULL; gint i; for (i = 0; i < 4; i++) { gl->GenTextures (1, &differencematte->midtexture[i]); gl->BindTexture (GL_TEXTURE_2D, differencematte->midtexture[i]); 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); differencematte->shader[i] = gst_gl_shader_new (GST_GL_BASE_FILTER (filter)->context); } if (!(differencematte->shader[0] = gst_gl_shader_new_link_with_stages (context, &error, gst_glsl_stage_new_default_vertex (context), gst_glsl_stage_new_with_string (context, GL_FRAGMENT_SHADER, GST_GLSL_VERSION_NONE, GST_GLSL_PROFILE_ES, difference_fragment_source), NULL))) { GST_ELEMENT_ERROR (differencematte, RESOURCE, NOT_FOUND, ("%s", gst_gl_context_get_error ()), (NULL)); return; } if (!(differencematte->shader[1] = gst_gl_shader_new_link_with_stages (context, &error, gst_glsl_stage_new_default_vertex (context), gst_glsl_stage_new_with_string (context, GL_FRAGMENT_SHADER, GST_GLSL_VERSION_NONE, GST_GLSL_PROFILE_ES, hconv7_fragment_source_gles2), NULL))) { GST_ELEMENT_ERROR (differencematte, RESOURCE, NOT_FOUND, ("%s", gst_gl_context_get_error ()), (NULL)); return; } if (!(differencematte->shader[2] = gst_gl_shader_new_link_with_stages (context, &error, gst_glsl_stage_new_default_vertex (context), gst_glsl_stage_new_with_string (context, GL_FRAGMENT_SHADER, GST_GLSL_VERSION_NONE, GST_GLSL_PROFILE_ES, vconv7_fragment_source_gles2), NULL))) { GST_ELEMENT_ERROR (differencematte, RESOURCE, NOT_FOUND, ("%s", gst_gl_context_get_error ()), (NULL)); return; } if (!(differencematte->shader[3] = gst_gl_shader_new_link_with_stages (context, &error, gst_glsl_stage_new_default_vertex (context), gst_glsl_stage_new_with_string (context, GL_FRAGMENT_SHADER, GST_GLSL_VERSION_NONE, GST_GLSL_PROFILE_ES, texture_interp_fragment_source), NULL))) { GST_ELEMENT_ERROR (differencematte, RESOURCE, NOT_FOUND, ("%s", gst_gl_context_get_error ()), (NULL)); return; } /* FIXME: this should really be per shader */ filter->draw_attr_position_loc = gst_gl_shader_get_attribute_location (differencematte->shader[3], "a_position"); filter->draw_attr_texture_loc = gst_gl_shader_get_attribute_location (differencematte->shader[3], "a_texcoord"); }
void gst_gl_effects_luma_to_curve (GstGLEffects * effects, GstGLEffectsCurve curve, gint curve_index, gint width, gint height, GLuint texture) { GstGLShader *shader; GstGLFilter *filter = GST_GL_FILTER (effects); GstGLContext *context = filter->context; GstGLFuncs *gl = context->gl_vtable; shader = g_hash_table_lookup (effects->shaderstable, "lumamap0"); if (!shader) { shader = gst_gl_shader_new (context); g_hash_table_insert (effects->shaderstable, "lumamap0", shader); } if (!gst_gl_shader_compile_and_check (shader, luma_to_curve_fragment_source, GST_GL_SHADER_FRAGMENT_SOURCE)) { gst_gl_context_set_error (context, "Failed to initialize luma to curve shader"); GST_ELEMENT_ERROR (effects, RESOURCE, NOT_FOUND, ("%s", gst_gl_context_get_error ()), (NULL)); return; } gl->MatrixMode (GL_PROJECTION); gl->LoadIdentity (); gst_gl_shader_use (shader); if (effects->curve[curve_index] == 0) { /* this parameters are needed to have a right, predictable, mapping */ gl->GenTextures (1, &effects->curve[curve_index]); gl->Enable (GL_TEXTURE_1D); gl->BindTexture (GL_TEXTURE_1D, effects->curve[curve_index]); gl->TexParameteri (GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); gl->TexParameteri (GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); gl->TexParameteri (GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_CLAMP); gl->TexParameteri (GL_TEXTURE_1D, GL_TEXTURE_WRAP_T, GL_CLAMP); gl->TexImage1D (GL_TEXTURE_1D, 0, curve.bytes_per_pixel, curve.width, 0, GL_RGB, GL_UNSIGNED_BYTE, curve.pixel_data); gl->Disable (GL_TEXTURE_1D); } gl->ActiveTexture (GL_TEXTURE2); gl->Enable (GL_TEXTURE_2D); gl->BindTexture (GL_TEXTURE_2D, texture); gst_gl_shader_set_uniform_1i (shader, "tex", 2); gl->Disable (GL_TEXTURE_2D); gl->ActiveTexture (GL_TEXTURE1); gl->Enable (GL_TEXTURE_1D); gl->BindTexture (GL_TEXTURE_1D, effects->curve[curve_index]); gst_gl_shader_set_uniform_1i (shader, "curve", 1); gl->Disable (GL_TEXTURE_1D); gst_gl_filter_draw_texture (filter, texture, width, height); }