gstreamer/subprojects/gst-plugins-base/gst-libs/gst/gl/gstglshader.c

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/*
* GStreamer
* Copyright (C) 2008 Filippo Argiolas <filippo.argiolas@gmail.com>
* Copyright (C) 2014 Julien Isorce <julien.isorce@collabora.co.uk>
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Library General Public
* License as published by the Free Software Foundation; either
* version 2 of the License, or (at your option) any later version.
*
* This library 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
* Library General Public License for more details.
*
* You should have received a copy of the GNU Library General Public
* License along with this library; if not, write to the
2012-11-08 11:53:56 +00:00
* Free Software Foundation, Inc., 51 Franklin St, Fifth Floor,
* Boston, MA 02110-1301, USA.
*/
#ifdef HAVE_CONFIG_H
#include "config.h"
#endif
#include "gl.h"
#include "gstglshader.h"
#include "gstglsl_private.h"
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/**
* SECTION:gstglshader
* @title: GstGLShader
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* @short_description: object representing an OpenGL shader program
* @see_also: #GstGLSLStage
*/
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#ifndef GLhandleARB
#define GLhandleARB GLuint
#endif
#define USING_OPENGL(context) (gst_gl_context_check_gl_version (context, GST_GL_API_OPENGL, 1, 0))
#define USING_OPENGL3(context) (gst_gl_context_check_gl_version (context, GST_GL_API_OPENGL3, 3, 1))
#define USING_GLES(context) (gst_gl_context_check_gl_version (context, GST_GL_API_GLES, 1, 0))
#define USING_GLES2(context) (gst_gl_context_check_gl_version (context, GST_GL_API_GLES2, 2, 0))
#define USING_GLES3(context) (gst_gl_context_check_gl_version (context, GST_GL_API_GLES2, 3, 0))
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typedef struct _GstGLShaderVTable
{
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GLuint (GSTGLAPI * CreateProgram) (void);
void (GSTGLAPI * DeleteProgram) (GLuint program);
void (GSTGLAPI * UseProgram) (GLuint program);
void (GSTGLAPI * GetAttachedShaders) (GLuint program, GLsizei maxcount,
GLsizei * count, GLuint * shaders);
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GLuint (GSTGLAPI * CreateShader) (GLenum shaderType);
void (GSTGLAPI * DeleteShader) (GLuint shader);
void (GSTGLAPI * AttachShader) (GLuint program, GLuint shader);
void (GSTGLAPI * DetachShader) (GLuint program, GLuint shader);
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void (GSTGLAPI * GetShaderiv) (GLuint program, GLenum pname, GLint * params);
void (GSTGLAPI * GetProgramiv) (GLuint program, GLenum pname, GLint * params);
void (GSTGLAPI * GetShaderInfoLog) (GLuint shader, GLsizei maxLength,
GLsizei * length, char *log);
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void (GSTGLAPI * GetProgramInfoLog) (GLuint shader, GLsizei maxLength,
GLsizei * length, char *log);
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} GstGLShaderVTable;
enum
{
PROP_0,
PROP_LINKED,
};
struct _GstGLShaderPrivate
{
GLhandleARB program_handle;
GList *stages;
gboolean linked;
GHashTable *uniform_locations;
GstGLSLFuncs vtable;
};
GST_DEBUG_CATEGORY_STATIC (gst_gl_shader_debug);
#define GST_CAT_DEFAULT gst_gl_shader_debug
#define DEBUG_INIT \
GST_DEBUG_CATEGORY_INIT (gst_gl_shader_debug, "glshader", 0, "shader");
G_DEFINE_TYPE_WITH_CODE (GstGLShader, gst_gl_shader, GST_TYPE_OBJECT,
G_ADD_PRIVATE (GstGLShader) DEBUG_INIT);
static void
_cleanup_shader (GstGLContext * context, GstGLShader * shader)
{
GstGLShaderPrivate *priv = shader->priv;
GST_OBJECT_LOCK (shader);
/* release shader objects */
gst_gl_shader_release_unlocked (shader);
/* delete program */
if (priv->program_handle) {
GST_TRACE ("finalizing program shader %u", priv->program_handle);
priv->vtable.DeleteProgram (priv->program_handle);
}
GST_DEBUG ("shader deleted %u", priv->program_handle);
GST_OBJECT_UNLOCK (shader);
}
static void
gst_gl_shader_finalize (GObject * object)
{
GstGLShader *shader;
GstGLShaderPrivate *priv;
shader = GST_GL_SHADER (object);
priv = shader->priv;
GST_TRACE_OBJECT (shader, "finalizing shader %u", priv->program_handle);
gst_gl_context_thread_add (shader->context,
(GstGLContextThreadFunc) _cleanup_shader, shader);
priv->program_handle = 0;
g_hash_table_destroy (priv->uniform_locations);
if (shader->context) {
gst_object_unref (shader->context);
shader->context = NULL;
}
G_OBJECT_CLASS (gst_gl_shader_parent_class)->finalize (object);
}
static void
gst_gl_shader_set_property (GObject * object,
guint prop_id, const GValue * value, GParamSpec * pspec)
{
switch (prop_id) {
default:
G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec);
break;
}
}
static void
gst_gl_shader_get_property (GObject * object,
guint prop_id, GValue * value, GParamSpec * pspec)
{
GstGLShader *shader = GST_GL_SHADER (object);
GstGLShaderPrivate *priv = shader->priv;
switch (prop_id) {
case PROP_LINKED:
g_value_set_boolean (value, priv->linked);
break;
default:
G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec);
break;
}
}
static void
gst_gl_shader_class_init (GstGLShaderClass * klass)
{
/* bind class methods .. */
GObjectClass *obj_class = G_OBJECT_CLASS (klass);
obj_class->finalize = gst_gl_shader_finalize;
obj_class->set_property = gst_gl_shader_set_property;
obj_class->get_property = gst_gl_shader_get_property;
/* .. and install properties */
g_object_class_install_property (obj_class,
PROP_LINKED,
g_param_spec_boolean ("linked",
"Linked",
"Shader link status", FALSE,
G_PARAM_READABLE | G_PARAM_STATIC_STRINGS));
}
static void
gst_gl_shader_init (GstGLShader * self)
{
/* initialize sources and create program object */
GstGLShaderPrivate *priv;
priv = self->priv = gst_gl_shader_get_instance_private (self);
priv->linked = FALSE;
priv->uniform_locations =
g_hash_table_new_full (g_str_hash, g_str_equal, g_free, NULL);
}
static int
_get_uniform_location (GstGLShader * shader, const gchar * name)
{
GstGLShaderPrivate *priv = shader->priv;
int location;
gpointer value;
g_return_val_if_fail (priv->linked, 0);
if (!g_hash_table_lookup_extended (priv->uniform_locations, name, NULL,
&value)) {
const GstGLFuncs *gl = shader->context->gl_vtable;
location = gl->GetUniformLocation (priv->program_handle, name);
g_hash_table_insert (priv->uniform_locations, g_strdup (name),
GINT_TO_POINTER (location));
} else {
location = GPOINTER_TO_INT (value);
}
GST_TRACE_OBJECT (shader, "Retrieved uniform \'%s\' location %i", name,
location);
return location;
}
static GstGLShader *
_new_with_stages_va_list (GstGLContext * context, GError ** error,
va_list varargs)
{
GstGLShader *shader;
GstGLSLStage *stage;
gboolean to_unref_and_out = FALSE;
g_return_val_if_fail (GST_IS_GL_CONTEXT (context), NULL);
shader = g_object_new (GST_TYPE_GL_SHADER, NULL);
gst_object_ref_sink (shader);
shader->context = gst_object_ref (context);
while ((stage = va_arg (varargs, GstGLSLStage *))) {
if (to_unref_and_out) {
gst_object_unref (stage);
continue;
}
if (!gst_glsl_stage_compile (stage, error)) {
gst_object_unref (stage);
to_unref_and_out = TRUE;
continue;
}
if (!gst_gl_shader_attach (shader, stage)) {
g_set_error (error, GST_GLSL_ERROR, GST_GLSL_ERROR_PROGRAM,
"Failed to attach stage to program");
to_unref_and_out = TRUE;
continue;
}
}
if (to_unref_and_out) {
gst_object_unref (shader);
return NULL;
}
return shader;
}
/**
* gst_gl_shader_new_link_with_stages:
* @context: a #GstGLContext
* @error: (optional): a #GError
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* @...: a NULL terminated list of #GstGLSLStage's
*
* Each stage will attempt to be compiled and attached to @shader. Then
* the shader will be linked. On error, %NULL will be returned and @error will
* contain the details of the error.
*
* Note: must be called in the GL thread
*
* Returns: (transfer full): a new @shader with the specified stages.
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*
* Since: 1.8
*/
GstGLShader *
gst_gl_shader_new_link_with_stages (GstGLContext * context, GError ** error,
...)
{
GstGLShader *shader;
va_list varargs;
va_start (varargs, error);
shader = _new_with_stages_va_list (context, error, varargs);
va_end (varargs);
if (!shader)
return NULL;
if (!gst_gl_shader_link (shader, error))
return NULL;
return shader;
}
/**
* gst_gl_shader_new_with_stages:
* @context: a #GstGLContext
* @error: (optional): a #GError
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* @...: a NULL terminated list of #GstGLSLStage's
*
* Each stage will attempt to be compiled and attached to @shader. On error,
* %NULL will be returned and @error will contain the details of the error.
*
* Note: must be called in the GL thread
*
* Returns: (transfer full): a new @shader with the specified stages.
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*
* Since: 1.8
*/
GstGLShader *
gst_gl_shader_new_with_stages (GstGLContext * context, GError ** error, ...)
{
GstGLShader *shader;
va_list varargs;
va_start (varargs, error);
shader = _new_with_stages_va_list (context, error, varargs);
va_end (varargs);
return shader;
}
/**
* gst_gl_shader_new:
* @context: a #GstGLContext
*
* Note: must be called in the GL thread
*
* Returns: (transfer full): a new empty @shader
*/
GstGLShader *
gst_gl_shader_new (GstGLContext * context)
{
return gst_gl_shader_new_with_stages (context, NULL, NULL);
}
/**
* gst_gl_shader_new_default:
* @context: a #GstGLContext
* @error: (optional): a #GError that is filled on failure
*
* Note: must be called in the GL thread
*
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* Returns: (transfer full): a default @shader or %NULL on failure
*
* Since: 1.8
*/
GstGLShader *
gst_gl_shader_new_default (GstGLContext * context, GError ** error)
{
return gst_gl_shader_new_link_with_stages (context, error,
gst_glsl_stage_new_default_vertex (context),
gst_glsl_stage_new_default_fragment (context), NULL);
}
/**
* gst_gl_shader_is_linked:
* @shader: a #GstGLShader
*
* Note: must be called in the GL thread
*
* Returns: whether @shader has been successfully linked
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*
* Since: 1.8
*/
gboolean
gst_gl_shader_is_linked (GstGLShader * shader)
{
gboolean ret;
g_return_val_if_fail (GST_IS_GL_SHADER (shader), FALSE);
GST_OBJECT_LOCK (shader);
ret = shader->priv->linked;
GST_OBJECT_UNLOCK (shader);
return ret;
}
static gboolean
_ensure_program (GstGLShader * shader)
{
if (shader->priv->program_handle)
return TRUE;
shader->priv->program_handle = shader->priv->vtable.CreateProgram ();
return shader->priv->program_handle != 0;
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}
/**
* gst_gl_shader_get_program_handle:
* @shader: a #GstGLShader
*
* Returns: the GL program handle for this shader
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*
* Since: 1.8
*/
int
gst_gl_shader_get_program_handle (GstGLShader * shader)
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{
int ret;
g_return_val_if_fail (GST_IS_GL_SHADER (shader), 0);
GST_OBJECT_LOCK (shader);
ret = (int) shader->priv->program_handle;
GST_OBJECT_UNLOCK (shader);
return ret;
}
/**
* gst_gl_shader_detach_unlocked:
* @shader: a #GstGLShader
* @stage: a #GstGLSLStage to attach
*
* Detaches @stage from @shader. @stage must have been successfully attached
* to @shader with gst_gl_shader_attach() or gst_gl_shader_attach_unlocked().
*
* Note: must be called in the GL thread
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*
* Since: 1.8
*/
void
gst_gl_shader_detach_unlocked (GstGLShader * shader, GstGLSLStage * stage)
{
guint stage_handle;
GList *elem;
g_return_if_fail (GST_IS_GL_SHADER (shader));
g_return_if_fail (GST_IS_GLSL_STAGE (stage));
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if (!_gst_glsl_funcs_fill (&shader->priv->vtable, shader->context)) {
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GST_WARNING_OBJECT (shader, "Failed to retrieve required GLSL functions");
return;
}
if (!shader->priv->program_handle)
return;
elem = g_list_find (shader->priv->stages, stage);
if (!elem) {
GST_FIXME_OBJECT (shader, "Could not find stage %p in shader %p", stage,
shader);
return;
}
stage_handle = gst_glsl_stage_get_handle (stage);
if (!stage_handle) {
GST_FIXME_OBJECT (shader, "Stage %p doesn't have a GL handle", stage);
return;
}
if (shader->context->gl_vtable->IsProgram)
g_assert (shader->context->gl_vtable->IsProgram (shader->
priv->program_handle));
if (shader->context->gl_vtable->IsShader)
g_assert (shader->context->gl_vtable->IsShader (stage_handle));
GST_LOG_OBJECT (shader, "detaching shader %i from program %i", stage_handle,
(int) shader->priv->program_handle);
shader->priv->vtable.DetachShader (shader->priv->program_handle,
stage_handle);
shader->priv->stages = g_list_delete_link (shader->priv->stages, elem);
gst_object_unref (stage);
}
/**
* gst_gl_shader_detach:
* @shader: a #GstGLShader
* @stage: a #GstGLSLStage to attach
*
* Detaches @stage from @shader. @stage must have been successfully attached
* to @shader with gst_gl_shader_attach() or gst_gl_shader_attach_unlocked().
*
* Note: must be called in the GL thread
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*
* Since: 1.8
*/
void
gst_gl_shader_detach (GstGLShader * shader, GstGLSLStage * stage)
{
g_return_if_fail (GST_IS_GL_SHADER (shader));
g_return_if_fail (GST_IS_GLSL_STAGE (stage));
GST_OBJECT_LOCK (shader);
gst_gl_shader_detach_unlocked (shader, stage);
GST_OBJECT_UNLOCK (shader);
}
/**
* gst_gl_shader_attach_unlocked:
* @shader: a #GstGLShader
* @stage: (transfer floating): a #GstGLSLStage to attach
*
* Attaches @stage to @shader. @stage must have been successfully compiled
* with gst_glsl_stage_compile().
*
* Note: must be called in the GL thread
*
* Returns: whether @stage could be attached to @shader
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*
* Since: 1.8
*/
gboolean
gst_gl_shader_attach_unlocked (GstGLShader * shader, GstGLSLStage * stage)
{
guint stage_handle;
g_return_val_if_fail (GST_IS_GL_SHADER (shader), FALSE);
g_return_val_if_fail (GST_IS_GLSL_STAGE (stage), FALSE);
if (!_gst_glsl_funcs_fill (&shader->priv->vtable, shader->context)) {
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GST_WARNING_OBJECT (shader, "Failed to retrieve required GLSL functions");
gst_object_ref_sink (stage);
gst_object_unref (stage);
return FALSE;
}
if (!_ensure_program (shader)) {
gst_object_ref_sink (stage);
gst_object_unref (stage);
return FALSE;
}
/* already attached? */
if (g_list_find (shader->priv->stages, stage)) {
gst_object_ref_sink (stage);
gst_object_unref (stage);
return TRUE;
}
stage_handle = gst_glsl_stage_get_handle (stage);
if (!stage_handle) {
gst_object_ref_sink (stage);
gst_object_unref (stage);
return FALSE;
}
if (shader->context->gl_vtable->IsProgram)
g_assert (shader->context->gl_vtable->IsProgram (shader->
priv->program_handle));
if (shader->context->gl_vtable->IsShader)
g_assert (shader->context->gl_vtable->IsShader (stage_handle));
shader->priv->stages =
g_list_prepend (shader->priv->stages, gst_object_ref_sink (stage));
GST_LOG_OBJECT (shader, "attaching shader %i to program %i", stage_handle,
(int) shader->priv->program_handle);
shader->priv->vtable.AttachShader (shader->priv->program_handle,
stage_handle);
return TRUE;
}
/**
* gst_gl_shader_attach:
* @shader: a #GstGLShader
* @stage: (transfer floating): a #GstGLSLStage to attach
*
* Attaches @stage to @shader. @stage must have been successfully compiled
* with gst_glsl_stage_compile().
*
* Note: must be called in the GL thread
*
* Returns: whether @stage could be attached to @shader
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*
* Since: 1.8
*/
gboolean
gst_gl_shader_attach (GstGLShader * shader, GstGLSLStage * stage)
{
gboolean ret;
g_return_val_if_fail (GST_IS_GL_SHADER (shader), FALSE);
g_return_val_if_fail (GST_IS_GLSL_STAGE (stage), FALSE);
GST_OBJECT_LOCK (shader);
ret = gst_gl_shader_attach_unlocked (shader, stage);
GST_OBJECT_UNLOCK (shader);
return ret;
}
/**
* gst_gl_shader_compile_attach_stage:
* @shader: a #GstGLShader
* @stage: a #GstGLSLStage to attach
* @error: (optional): a #GError
*
* Compiles @stage and attaches it to @shader.
*
* Note: must be called in the GL thread
*
* Returns: whether @stage could be compiled and attached to @shader
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*
* Since: 1.8
*/
gboolean
gst_gl_shader_compile_attach_stage (GstGLShader * shader, GstGLSLStage * stage,
GError ** error)
{
g_return_val_if_fail (GST_IS_GLSL_STAGE (stage), FALSE);
if (!gst_glsl_stage_compile (stage, error)) {
return FALSE;
}
if (!gst_gl_shader_attach (shader, stage)) {
g_set_error (error, GST_GLSL_ERROR, GST_GLSL_ERROR_COMPILE,
"Failed to attach stage to shader");
return FALSE;
}
return TRUE;
}
/**
* gst_gl_shader_link:
* @shader: a #GstGLShader
* @error: (optional): a #GError
*
* Links the current list of #GstGLSLStage's in @shader.
*
* Note: must be called in the GL thread
*
* Returns: whether @shader could be linked together.
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*
* Since: 1.8
*/
gboolean
gst_gl_shader_link (GstGLShader * shader, GError ** error)
{
GstGLShaderPrivate *priv;
const GstGLFuncs *gl;
gchar info_buffer[2048];
GLint status = GL_FALSE;
gint len = 0;
gboolean ret;
GList *elem;
g_return_val_if_fail (GST_IS_GL_SHADER (shader), FALSE);
GST_OBJECT_LOCK (shader);
priv = shader->priv;
gl = shader->context->gl_vtable;
if (priv->linked) {
GST_OBJECT_UNLOCK (shader);
return TRUE;
}
if (!_gst_glsl_funcs_fill (&shader->priv->vtable, shader->context)) {
g_set_error (error, GST_GLSL_ERROR, GST_GLSL_ERROR_PROGRAM,
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"Failed to retrieve required GLSL functions");
GST_OBJECT_UNLOCK (shader);
return FALSE;
}
if (!_ensure_program (shader)) {
g_set_error (error, GST_GLSL_ERROR, GST_GLSL_ERROR_PROGRAM,
"Failed to create GL program object");
GST_OBJECT_UNLOCK (shader);
return FALSE;
}
GST_TRACE ("shader created %u", shader->priv->program_handle);
for (elem = shader->priv->stages; elem; elem = elem->next) {
GstGLSLStage *stage = elem->data;
if (!gst_glsl_stage_compile (stage, error)) {
GST_OBJECT_UNLOCK (shader);
return FALSE;
}
if (!gst_gl_shader_attach_unlocked (shader, stage)) {
g_set_error (error, GST_GLSL_ERROR, GST_GLSL_ERROR_COMPILE,
"Failed to attach shader %" GST_PTR_FORMAT "to program %"
GST_PTR_FORMAT, stage, shader);
GST_OBJECT_UNLOCK (shader);
return FALSE;
}
}
/* if nothing failed link shaders */
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gl->LinkProgram (priv->program_handle);
status = GL_FALSE;
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priv->vtable.GetProgramiv (priv->program_handle, GL_LINK_STATUS, &status);
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priv->vtable.GetProgramInfoLog (priv->program_handle,
sizeof (info_buffer) - 1, &len, info_buffer);
info_buffer[len] = '\0';
if (status != GL_TRUE) {
GST_ERROR ("Shader linking failed:\n%s", info_buffer);
g_set_error (error, GST_GLSL_ERROR, GST_GLSL_ERROR_LINK,
"Shader Linking failed:\n%s", info_buffer);
ret = priv->linked = FALSE;
GST_OBJECT_UNLOCK (shader);
return ret;
} else if (len > 1) {
GST_FIXME ("shader link log:\n%s", info_buffer);
}
ret = priv->linked = TRUE;
GST_OBJECT_UNLOCK (shader);
g_object_notify (G_OBJECT (shader), "linked");
return ret;
}
/**
* gst_gl_shader_release_unlocked:
* @shader: a #GstGLShader
*
* Releases the shader and stages.
*
* Note: must be called in the GL thread
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*
* Since: 1.8
*/
void
gst_gl_shader_release_unlocked (GstGLShader * shader)
{
GstGLShaderPrivate *priv;
GList *elem;
g_return_if_fail (GST_IS_GL_SHADER (shader));
priv = shader->priv;
for (elem = shader->priv->stages; elem;) {
GstGLSLStage *stage = elem->data;
GList *next = elem->next;
gst_gl_shader_detach_unlocked (shader, stage);
elem = next;
}
g_list_free_full (shader->priv->stages, (GDestroyNotify) gst_object_unref);
shader->priv->stages = NULL;
priv->linked = FALSE;
g_hash_table_remove_all (priv->uniform_locations);
g_object_notify (G_OBJECT (shader), "linked");
}
/**
* gst_gl_shader_release:
* @shader: a #GstGLShader
*
* Releases the shader and stages.
*
* Note: must be called in the GL thread
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*
* Since: 1.8
*/
void
gst_gl_shader_release (GstGLShader * shader)
{
g_return_if_fail (GST_IS_GL_SHADER (shader));
GST_OBJECT_LOCK (shader);
gst_gl_shader_release_unlocked (shader);
GST_OBJECT_UNLOCK (shader);
}
/**
* gst_gl_shader_use:
* @shader: a #GstGLShader
*
* Mark's @shader as being used for the next GL draw command.
*
* Note: must be called in the GL thread and @shader must have been linked.
*/
void
gst_gl_shader_use (GstGLShader * shader)
{
GstGLShaderPrivate *priv;
g_return_if_fail (GST_IS_GL_SHADER (shader));
priv = shader->priv;
g_return_if_fail (priv->program_handle);
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priv->vtable.UseProgram (priv->program_handle);
return;
}
/**
* gst_gl_context_clear_shader:
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* @context: a #GstGLContext
*
* Clear's the currently set shader from the GL state machine.
*
* Note: must be called in the GL thread.
*/
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void
gst_gl_context_clear_shader (GstGLContext * context)
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{
GstGLFuncs *gl;
g_return_if_fail (GST_IS_GL_CONTEXT (context));
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gl = context->gl_vtable;
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if (gl->CreateProgram)
gl->UseProgram (0);
else if (gl->CreateProgramObject)
gl->UseProgramObject (0);
}
#define set_uniform_pre_check(shader, name) \
GLint location = -1; \
g_return_if_fail (shader != NULL); \
g_return_if_fail (shader->priv->program_handle != 0); \
location = _get_uniform_location (shader, name);
#ifdef G_HAVE_ISO_VARARGS
#define set_uniform_v(gl_suffix, c_type, debug_stride, debug_str, ...) \
void \
G_PASTE(gst_gl_shader_set_uniform_,gl_suffix) (GstGLShader * shader, \
const gchar * name, guint count, const c_type * value) \
{ \
guint i; \
set_uniform_pre_check(shader, name) \
for (i = 0; i < count; i++) { \
const c_type * item = &value[i * debug_stride]; \
GST_TRACE_OBJECT (shader, "Setting uniform %s (%i) index %i to " \
debug_str, name, location, i, __VA_ARGS__); \
} \
shader->context->gl_vtable->G_PASTE(Uniform,gl_suffix) (location, count, value); \
}
#define set_uniform_func_decl(gl_suffix, ...) \
void \
G_PASTE(gst_gl_shader_set_uniform_,gl_suffix) (GstGLShader * shader, \
const gchar * name, __VA_ARGS__)
#define set_uniform_body(gl_suffix, debug_str, ...) \
{ \
set_uniform_pre_check(shader, name) \
GST_TRACE_OBJECT (shader, "Setting uniform %s (%i) = " debug_str, \
name, location, __VA_ARGS__); \
shader->context->gl_vtable->G_PASTE(Uniform,gl_suffix) (location, __VA_ARGS__); \
}
#else /* G_HAVE_ISO_VARARGS */
#if G_HAVE_GNUC_VARARGS
#define set_uniform_v(gl_suffix, c_type, debug_stride, debug_str, args...) \
void \
G_PASTE(gst_gl_shader_set_uniform_,gl_suffix) (GstGLShader * shader, \
const gchar * name, guint count, const c_type * value) \
{ \
guint i; \
set_uniform_pre_check(shader, name) \
for (i = 0; i < count; i++) { \
const c_type * item = &value[i * debug_stride]; \
GST_TRACE_OBJECT (shader, "Setting uniform %s (%i) index %i to " \
debug_str, name, location, i, ##args); \
} \
shader->context->gl_vtable->G_PASTE(Uniform,gl_suffix) (location, count, value); \
}
#define set_uniform_func_decl(gl_suffix, args...) \
void \
G_PASTE(gst_gl_shader_set_uniform_,gl_suffix) (GstGLShader * shader, \
const gchar * name, ##args)
#define set_uniform_body(gl_suffix, debug_str, args...) \
{ \
set_uniform_pre_check(shader, name) \
GST_TRACE_OBJECT (shader, "Setting uniform %s (%i) = " debug_str, \
name, location, ##args); \
shader->context->gl_vtable->G_PASTE(Uniform,gl_suffix) (location, ##args); \
}
#else
#error "No vararg support in C macros. What kind of C compiler is this?!"
#endif /* G_HAVE_GNUC_VARARGS */
#endif /* G_HAVE_ISO_VARARGS */
/* *INDENT-OFF* */
/**
* gst_gl_shader_set_uniform_1f:
* @shader: a #GstGLShader
* @name: name of the uniform
* @value: value to set
*
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* Perform `glUniform1f()` for @name on @shader
*/
set_uniform_func_decl(1f, float value)
set_uniform_body(1f, "%f", value);
/**
* gst_gl_shader_set_uniform_1fv:
* @shader: a #GstGLShader
* @name: name of the uniform
* @count: number of values to set
* @value: (array length=count): values to set
*
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* Perform `glUniform1fv()` for @name on @shader
*/
set_uniform_v(1fv, float, 1, "%f", item[0]);
/**
* gst_gl_shader_set_uniform_1i:
* @shader: a #GstGLShader
* @name: name of the uniform
* @value: value to set
*
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* Perform `glUniform1i()` for @name on @shader
*/
set_uniform_func_decl(1i, int value)
set_uniform_body(1i, "%i", value);
/**
* gst_gl_shader_set_uniform_1iv:
* @shader: a #GstGLShader
* @name: name of the uniform
* @count: number of values to set
* @value: (array length=count): values to set
*
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* Perform `glUniform1iv()` for @name on @shader
*/
set_uniform_v(1iv, int, 1, "%i", item[0]);
/**
* gst_gl_shader_set_uniform_2f:
* @shader: a #GstGLShader
* @name: name of the uniform
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* @v0: first value to set
* @v1: second value to set
*
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* Perform `glUniform2f()` for @name on @shader
*/
set_uniform_func_decl(2f, float v0, float v1)
set_uniform_body(2f, "%f, %f", v0, v1);
/**
* gst_gl_shader_set_uniform_2fv:
* @shader: a #GstGLShader
* @name: name of the uniform
* @count: number of values to set
* @value: (array length=count): values to set
*
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* Perform `glUniform2fv()` for @name on @shader
*/
set_uniform_v(2fv, float, 2, "%f, %f", item[0], item[1]);
/**
* gst_gl_shader_set_uniform_2i:
* @shader: a #GstGLShader
* @name: name of the uniform
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* @v0: first value to set
* @v1: second value to set
*
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* Perform `glUniform2i()` for @name on @shader
*/
set_uniform_func_decl(2i, int v0, int v1)
set_uniform_body(2i, "%i, %i", v0, v1);
/**
* gst_gl_shader_set_uniform_2iv:
* @shader: a #GstGLShader
* @name: name of the uniform
* @count: number of values to set
* @value: (array length=count): values to set
*
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* Perform `glUniform2iv()` for @name on @shader
*/
set_uniform_v(2iv, int, 2, "%i, %i", item[0], item[1]);
/**
* gst_gl_shader_set_uniform_3f:
* @shader: a #GstGLShader
* @name: name of the uniform
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* @v0: first value to set
* @v1: second value to set
* @v2: third value to set
*
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* Perform `glUniform3f()` for @name on @shader
*/
set_uniform_func_decl(3f, float v0, float v1, float v2)
set_uniform_body(3f, "%f, %f, %f", v0, v1, v2);
/**
* gst_gl_shader_set_uniform_3fv:
* @shader: a #GstGLShader
* @name: name of the uniform
* @count: number of values to set
* @value: (array length=count): values to set
*
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* Perform `glUniform3fv()` for @name on @shader
*/
set_uniform_v(3fv, float, 3, "%f, %f, %f", item[0], item[1], item[2]);
/**
* gst_gl_shader_set_uniform_3i:
* @shader: a #GstGLShader
* @name: name of the uniform
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* @v0: first value to set
* @v1: second value to set
* @v2: third value to set
*
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* Perform `glUniform3i()` for @name on @shader
*/
set_uniform_func_decl(3i, int v0, int v1, int v2)
set_uniform_body(3i, "%i, %i, %i", v0, v1, v2);
/**
* gst_gl_shader_set_uniform_3iv:
* @shader: a #GstGLShader
* @name: name of the uniform
* @count: number of values to set
* @value: (array length=count): values to set
*
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* Perform `glUniform3iv()` for @name on @shader
*/
set_uniform_v(3iv, int, 3, "%i, %i, %i", item[0], item[1], item[2]);
/**
* gst_gl_shader_set_uniform_4f:
* @shader: a #GstGLShader
* @name: name of the uniform
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* @v0: first value to set
* @v1: second value to set
* @v2: third value to set
* @v3: fourth value to set
*
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* Perform `glUniform4f()` for @name on @shader
*/
set_uniform_func_decl(4f, float v0, float v1, float v2, float v3)
set_uniform_body(4f, "%f, %f, %f, %f", v0, v1, v2, v3);
/**
* gst_gl_shader_set_uniform_4fv:
* @shader: a #GstGLShader
* @name: name of the uniform
* @count: number of values to set
* @value: (array length=count): values to set
*
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* Perform `glUniform4fv()` for @name on @shader
*/
set_uniform_v(4fv, float, 4, "%f, %f, %f, %f", item[0], item[1], item[2], item[3]);
/**
* gst_gl_shader_set_uniform_4i:
* @shader: a #GstGLShader
* @name: name of the uniform
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* @v0: first value to set
* @v1: second value to set
* @v2: third value to set
* @v3: fourth value to set
*
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* Perform `glUniform4i()` for @name on @shader
*/
set_uniform_func_decl(4i, int v0, int v1, int v2, int v3)
set_uniform_body(4i, "%i, %i, %i, %i", v0, v1, v2, v3);
/**
* gst_gl_shader_set_uniform_4iv:
* @shader: a #GstGLShader
* @name: name of the uniform
* @count: number of values to set
* @value: (array length=count): values to set
*
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* Perform `glUniform4iv()` for @name on @shader
*/
set_uniform_v(4iv, int, 4, "%i, %i, %i, %i", item[0], item[1], item[2], item[3]);
/* *INDENT-ON* */
/**
* gst_gl_shader_set_uniform_matrix_2fv:
* @shader: a #GstGLShader
* @name: name of the uniform
* @count: number of 2x2 matrices to set
* @transpose: transpose the matrix
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* @value: matrix to set
*
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* Perform `glUniformMatrix2fv()` for @name on @shader
*/
void
gst_gl_shader_set_uniform_matrix_2fv (GstGLShader * shader, const gchar * name,
gint count, gboolean transpose, const gfloat * value)
{
set_uniform_pre_check (shader, name);
shader->context->gl_vtable->UniformMatrix2fv (location, count, transpose,
value);
}
/**
* gst_gl_shader_set_uniform_matrix_3fv:
* @shader: a #GstGLShader
* @name: name of the uniform
* @count: number of 3x3 matrices to set
* @transpose: transpose the matrix
* @value: values to set
*
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* Perform `glUniformMatrix3fv()` for @name on @shader
*/
void
gst_gl_shader_set_uniform_matrix_3fv (GstGLShader * shader, const gchar * name,
gint count, gboolean transpose, const gfloat * value)
{
set_uniform_pre_check (shader, name);
shader->context->gl_vtable->UniformMatrix3fv (location, count, transpose,
value);
}
/**
* gst_gl_shader_set_uniform_matrix_4fv:
* @shader: a #GstGLShader
* @name: name of the uniform
* @count: number of 4x4 matrices to set
* @transpose: transpose the matrix
* @value: values to set
*
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* Perform `glUniformMatrix4fv()` for @name on @shader
*/
void
gst_gl_shader_set_uniform_matrix_4fv (GstGLShader * shader, const gchar * name,
gint count, gboolean transpose, const gfloat * value)
{
set_uniform_pre_check (shader, name);
shader->context->gl_vtable->UniformMatrix4fv (location, count, transpose,
value);
}
/**
* gst_gl_shader_set_uniform_matrix_2x3fv:
* @shader: a #GstGLShader
* @name: name of the uniform
* @count: number of 2x3 matrices to set
* @transpose: transpose the matrix
* @value: values to set
*
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* Perform `glUniformMatrix2x3fv()` for @name on @shader
*/
void
gst_gl_shader_set_uniform_matrix_2x3fv (GstGLShader * shader,
const gchar * name, gint count, gboolean transpose, const gfloat * value)
{
set_uniform_pre_check (shader, name);
shader->context->gl_vtable->UniformMatrix2x3fv (location, count, transpose,
value);
}
/**
* gst_gl_shader_set_uniform_matrix_2x4fv:
* @shader: a #GstGLShader
* @name: name of the uniform
* @count: number of 2x4 matrices to set
* @transpose: transpose the matrix
* @value: values to set
*
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* Perform `glUniformMatrix2x4fv()` for @name on @shader
*/
void
gst_gl_shader_set_uniform_matrix_2x4fv (GstGLShader * shader,
const gchar * name, gint count, gboolean transpose, const gfloat * value)
{
set_uniform_pre_check (shader, name);
shader->context->gl_vtable->UniformMatrix2x4fv (location, count, transpose,
value);
}
/**
* gst_gl_shader_set_uniform_matrix_3x2fv:
* @shader: a #GstGLShader
* @name: name of the uniform
* @count: number of 3x2 matrices to set
* @transpose: transpose the matrix
* @value: values to set
*
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* Perform `glUniformMatrix3x2fv()` for @name on @shader
*/
void
gst_gl_shader_set_uniform_matrix_3x2fv (GstGLShader * shader,
const gchar * name, gint count, gboolean transpose, const gfloat * value)
{
set_uniform_pre_check (shader, name);
shader->context->gl_vtable->UniformMatrix3x2fv (location, count, transpose,
value);
}
/**
* gst_gl_shader_set_uniform_matrix_3x4fv:
* @shader: a #GstGLShader
* @name: name of the uniform
* @count: number of 3x4 matrices to set
* @transpose: transpose the matrix
* @value: values to set
*
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* Perform `glUniformMatrix3x4fv()` for @name on @shader
*/
void
gst_gl_shader_set_uniform_matrix_3x4fv (GstGLShader * shader,
const gchar * name, gint count, gboolean transpose, const gfloat * value)
{
set_uniform_pre_check (shader, name);
shader->context->gl_vtable->UniformMatrix3x4fv (location, count, transpose,
value);
}
/**
* gst_gl_shader_set_uniform_matrix_4x2fv:
* @shader: a #GstGLShader
* @name: name of the uniform
* @count: number of 4x2 matrices to set
* @transpose: transpose the matrix
* @value: values to set
*
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* Perform `glUniformMatrix4x2fv()` for @name on @shader
*/
void
gst_gl_shader_set_uniform_matrix_4x2fv (GstGLShader * shader,
const gchar * name, gint count, gboolean transpose, const gfloat * value)
{
set_uniform_pre_check (shader, name);
shader->context->gl_vtable->UniformMatrix4x2fv (location, count, transpose,
value);
}
/**
* gst_gl_shader_set_uniform_matrix_4x3fv:
* @shader: a #GstGLShader
* @name: name of the uniform
* @count: number of 4x3 matrices to set
* @transpose: transpose the matrix
* @value: values to set
*
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* Perform `glUniformMatrix4x3fv()` for @name on @shader
*/
void
gst_gl_shader_set_uniform_matrix_4x3fv (GstGLShader * shader,
const gchar * name, gint count, gboolean transpose, const gfloat * value)
{
set_uniform_pre_check (shader, name);
shader->context->gl_vtable->UniformMatrix4x3fv (location, count, transpose,
value);
}
/**
* gst_gl_shader_get_attribute_location:
* @shader: a #GstGLShader
* @name: name of the attribute
*
* Returns: the attribute index for @name in @shader or -1 on failure
*/
GLint
gst_gl_shader_get_attribute_location (GstGLShader * shader, const gchar * name)
{
gint ret;
g_return_val_if_fail (shader != NULL, -1);
g_return_val_if_fail (shader->priv->program_handle != 0, -1);
ret =
shader->context->gl_vtable->GetAttribLocation (shader->priv->
program_handle, name);
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GST_TRACE_OBJECT (shader, "retrieved program %i attribute \'%s\' location %i",
(int) shader->priv->program_handle, name, ret);
return ret;
}
/**
* gst_gl_shader_bind_attribute_location:
* @shader: a #GstGLShader
* @index: attribute index to set
* @name: name of the attribute
*
* Bind attribute @name to the specified location @index using
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* `glBindAttributeLocation()`.
*/
void
gst_gl_shader_bind_attribute_location (GstGLShader * shader, GLuint index,
const gchar * name)
{
g_return_if_fail (shader != NULL);
g_return_if_fail (shader->priv->program_handle != 0);
GST_TRACE_OBJECT (shader, "binding program %i attribute \'%s\' location %i",
(int) shader->priv->program_handle, name, index);
shader->context->gl_vtable->BindAttribLocation (shader->priv->program_handle,
index, name);
}
/**
* gst_gl_shader_bind_frag_data_location:
* @shader: a #GstGLShader
* @index: attribute index to set
* @name: name of the attribute
*
* Bind attribute @name to the specified location @index using
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* `glBindFragDataLocation()`.
*/
void
gst_gl_shader_bind_frag_data_location (GstGLShader * shader,
guint index, const gchar * name)
{
g_return_if_fail (shader != NULL);
if (!_ensure_program (shader))
g_return_if_fail (shader->priv->program_handle);
g_return_if_fail (shader->context->gl_vtable->BindFragDataLocation);
GST_TRACE_OBJECT (shader, "binding program %i frag data \'%s\' location %i",
(int) shader->priv->program_handle, name, index);
shader->context->gl_vtable->BindFragDataLocation (shader->priv->
program_handle, index, name);
}