示例#1
0
static void
_upload_memory (GstGLMemory * gl_mem, GstMapInfo * info, gsize maxsize)
{
  GstGLContext *context = gl_mem->mem.context;
  const GstGLFuncs *gl;
  GLenum gl_format, gl_type, gl_target;
  gpointer data;
  gsize plane_start;

  if ((gl_mem->transfer_state & GST_GL_MEMORY_TRANSFER_NEED_UPLOAD) == 0)
    return;

  gl = context->gl_vtable;

  gl_type = GL_UNSIGNED_BYTE;
  if (gl_mem->tex_type == GST_VIDEO_GL_TEXTURE_TYPE_RGB16)
    gl_type = GL_UNSIGNED_SHORT_5_6_5;

  gl_format = gst_gl_format_from_gl_texture_type (gl_mem->tex_type);
  gl_target = gl_mem->tex_target;

  if (USING_OPENGL (context) || USING_GLES3 (context)
      || USING_OPENGL3 (context)) {
    gl->PixelStorei (GL_UNPACK_ROW_LENGTH, gl_mem->unpack_length);
  } else if (USING_GLES2 (context)) {
    gl->PixelStorei (GL_UNPACK_ALIGNMENT, gl_mem->unpack_length);
  }

  GST_LOG ("upload for texture id:%u, with pbo %u %ux%u",
      gl_mem->tex_id, gl_mem->mem.id, gl_mem->tex_width,
      GL_MEM_HEIGHT (gl_mem));

  /* find the start of the plane data including padding */
  plane_start = _find_plane_frame_start (gl_mem);

  if (gl_mem->mem.id && CONTEXT_SUPPORTS_PBO_UPLOAD (context)) {
    gl->BindBuffer (GL_PIXEL_UNPACK_BUFFER, gl_mem->mem.id);
    data = (void *) plane_start;
  } else {
    data = (gpointer) ((gintptr) plane_start + (gintptr) gl_mem->mem.data);
  }

  gl->BindTexture (gl_target, gl_mem->tex_id);
  gl->TexSubImage2D (gl_target, 0, 0, 0, gl_mem->tex_width,
      GL_MEM_HEIGHT (gl_mem), gl_format, gl_type, data);

  if (gl_mem->mem.id && CONTEXT_SUPPORTS_PBO_UPLOAD (context))
    gl->BindBuffer (GL_PIXEL_UNPACK_BUFFER, 0);

  /* Reset to default values */
  if (USING_OPENGL (context) || USING_GLES3 (context)) {
    gl->PixelStorei (GL_UNPACK_ROW_LENGTH, 0);
  } else if (USING_GLES2 (context)) {
    gl->PixelStorei (GL_UNPACK_ALIGNMENT, 4);
  }

  gl->BindTexture (gl_target, 0);

  gl_mem->transfer_state &= ~GST_GL_MEMORY_TRANSFER_NEED_UPLOAD;
}
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);
}
static void
_upload_pbo_memory (GstGLMemoryPBO * gl_mem, GstMapInfo * info,
    GstGLBuffer * pbo, GstMapInfo * pbo_info)
{
  GstGLContext *context = gl_mem->mem.mem.context;
  const GstGLFuncs *gl;
  guint gl_format, gl_type, gl_target;
  guint pbo_id;
  gsize plane_start;

  if (!GST_MEMORY_FLAG_IS_SET (gl_mem, GST_GL_BASE_MEMORY_TRANSFER_NEED_UPLOAD))
    return;

  g_return_if_fail (CONTEXT_SUPPORTS_PBO_UPLOAD (context));

  gl = context->gl_vtable;
  pbo_id = *(guint *) pbo_info->data;

  gl_type = GL_UNSIGNED_BYTE;
  if (gl_mem->mem.tex_type == GST_VIDEO_GL_TEXTURE_TYPE_RGB16)
    gl_type = GL_UNSIGNED_SHORT_5_6_5;

  gl_format = gst_gl_format_from_gl_texture_type (gl_mem->mem.tex_type);
  gl_target = gst_gl_texture_target_to_gl (gl_mem->mem.tex_target);

  if (USING_OPENGL (context) || USING_GLES3 (context)
      || USING_OPENGL3 (context)) {
    gl->PixelStorei (GL_UNPACK_ROW_LENGTH, gl_mem->mem.unpack_length);
  } else if (USING_GLES2 (context)) {
    gl->PixelStorei (GL_UNPACK_ALIGNMENT, gl_mem->mem.unpack_length);
  }

  GST_CAT_LOG (GST_CAT_GL_MEMORY, "upload for texture id:%u, with pbo %u %ux%u",
      gl_mem->mem.tex_id, pbo_id, gl_mem->mem.tex_width,
      GL_MEM_HEIGHT (gl_mem));

  /* find the start of the plane data including padding */
  plane_start =
      gst_gl_get_plane_start (&gl_mem->mem.info, &gl_mem->mem.valign,
      gl_mem->mem.plane) + GST_MEMORY_CAST (gl_mem)->offset;

  gl->BindBuffer (GL_PIXEL_UNPACK_BUFFER, pbo_id);
  gl->BindTexture (gl_target, gl_mem->mem.tex_id);
  gl->TexSubImage2D (gl_target, 0, 0, 0, gl_mem->mem.tex_width,
      GL_MEM_HEIGHT (gl_mem), gl_format, gl_type, (void *) plane_start);
  gl->BindBuffer (GL_PIXEL_UNPACK_BUFFER, 0);
  gl->BindTexture (gl_target, 0);

  /* Reset to default values */
  if (USING_OPENGL (context) || USING_GLES3 (context)) {
    gl->PixelStorei (GL_UNPACK_ROW_LENGTH, 0);
  } else if (USING_GLES2 (context)) {
    gl->PixelStorei (GL_UNPACK_ALIGNMENT, 4);
  }
}
示例#4
0
static inline void
_calculate_unpack_length (GstGLMemory * gl_mem, GstGLContext * context)
{
  guint n_gl_bytes;

  gl_mem->tex_scaling[0] = 1.0f;
  gl_mem->tex_scaling[1] = 1.0f;
  gl_mem->unpack_length = 1;
  gl_mem->tex_width = GL_MEM_WIDTH (gl_mem);

  n_gl_bytes = _gl_texture_type_n_bytes (gl_mem->tex_type);
  if (n_gl_bytes == 0) {
    GST_ERROR ("Unsupported texture type %d", gl_mem->tex_type);
    return;
  }

  if (USING_OPENGL (context) || USING_GLES3 (context)
      || USING_OPENGL3 (context)) {
    gl_mem->unpack_length = GL_MEM_STRIDE (gl_mem) / n_gl_bytes;
  } else if (USING_GLES2 (context)) {
    guint j = 8;

    while (j >= n_gl_bytes) {
      /* GST_ROUND_UP_j(GL_MEM_WIDTH (gl_mem) * n_gl_bytes) */
      guint round_up_j =
          ((GL_MEM_WIDTH (gl_mem) * n_gl_bytes) + j - 1) & ~(j - 1);

      if (round_up_j == GL_MEM_STRIDE (gl_mem)) {
        GST_LOG ("Found alignment of %u based on width "
            "(with plane width:%u, plane stride:%u and pixel stride:%u. "
            "RU%u(%u*%u) = %u)", j, GL_MEM_WIDTH (gl_mem),
            GL_MEM_STRIDE (gl_mem), n_gl_bytes, j, GL_MEM_WIDTH (gl_mem),
            n_gl_bytes, round_up_j);

        gl_mem->unpack_length = j;
        break;
      }
      j >>= 1;
    }

    if (j < n_gl_bytes) {
      /* Failed to find a suitable alignment, try based on plane_stride and
       * scale in the shader.  Useful for alignments that are greater than 8.
       */
      j = 8;

      while (j >= n_gl_bytes) {
        /* GST_ROUND_UP_j((GL_MEM_STRIDE (gl_mem)) */
        guint round_up_j = ((GL_MEM_STRIDE (gl_mem)) + j - 1) & ~(j - 1);

        if (round_up_j == (GL_MEM_STRIDE (gl_mem))) {
          GST_LOG ("Found alignment of %u based on "
              "stride (with plane stride:%u and pixel stride:%u. "
              "RU%u(%u) = %u)", j, GL_MEM_STRIDE (gl_mem), n_gl_bytes, j,
              GL_MEM_STRIDE (gl_mem), round_up_j);

          gl_mem->unpack_length = j;
          gl_mem->tex_scaling[0] =
              (gfloat) (GL_MEM_WIDTH (gl_mem) * n_gl_bytes) /
              (gfloat) GL_MEM_STRIDE (gl_mem);
          gl_mem->tex_width = GL_MEM_STRIDE (gl_mem) / n_gl_bytes;
          break;
        }
        j >>= 1;
      }

      if (j < n_gl_bytes) {
        GST_ERROR
            ("Failed to find matching alignment. Image may "
            "look corrupted. plane width:%u, plane stride:%u and pixel "
            "stride:%u", GL_MEM_WIDTH (gl_mem), GL_MEM_STRIDE (gl_mem),
            n_gl_bytes);
      }
    }
  }