gstreamer/gst-libs/gst/gl/gstglshader.c

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/*
* GStreamer
* Copyright (C) 2008 Filippo Argiolas <filippo.argiolas@gmail.com>
*
* 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
* Free Software Foundation, Inc., 59 Temple Place - Suite 330,
* Boston, MA 02111-1307, USA.
*/
#ifdef HAVE_CONFIG_H
#include "config.h"
#endif
#include "gstglshader.h"
#define GST_GL_SHADER_GET_PRIVATE(o) \
(G_TYPE_INSTANCE_GET_PRIVATE((o), GST_GL_TYPE_SHADER, GstGLShaderPrivate))
enum
{
PROP_0,
PROP_VERTEX_SRC,
PROP_FRAGMENT_SRC,
PROP_COMPILED,
PROP_ACTIVE //unused
};
struct _GstGLShaderPrivate
{
gchar *vertex_src;
gchar *fragment_src;
GLhandleARB vertex_handle;
GLhandleARB fragment_handle;
GLhandleARB program_handle;
gboolean compiled;
gboolean active;
};
G_DEFINE_TYPE (GstGLShader, gst_gl_shader, G_TYPE_OBJECT);
#undef G_LOG_DOMAIN
#define G_LOG_DOMAIN "GstGLShader"
gboolean _gst_gl_shader_debug = FALSE;
static void
gst_gl_shader_finalize (GObject * object)
{
GstGLShader *shader;
GstGLShaderPrivate *priv;
/* GLint status = GL_FALSE; */
shader = GST_GL_SHADER (object);
priv = shader->priv;
g_free (priv->vertex_src);
g_free (priv->fragment_src);
/* release shader objects */
gst_gl_shader_release (shader);
/* delete program */
if (priv->program_handle) {
glDeleteObjectARB (priv->program_handle);
glGetError ();
/* g_debug ("error: 0x%x", err); */
/* glGetObjectParameterivARB(priv->program_handle, GL_OBJECT_DELETE_STATUS_ARB, &status); */
/* g_debug ("program deletion status:%s", status == GL_TRUE ? "true" : "false" ); */
}
priv->fragment_handle = 0;
priv->vertex_handle = 0;
priv->program_handle = 0;
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)
{
GstGLShader *shader = GST_GL_SHADER (object);
switch (prop_id) {
case PROP_VERTEX_SRC:
gst_gl_shader_set_vertex_source (shader, g_value_get_string (value));
break;
case PROP_FRAGMENT_SRC:
gst_gl_shader_set_fragment_source (shader, g_value_get_string (value));
break;
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_VERTEX_SRC:
g_value_set_string (value, priv->vertex_src);
break;
case PROP_FRAGMENT_SRC:
g_value_set_string (value, priv->fragment_src);
break;
case PROP_COMPILED:
g_value_set_boolean (value, priv->compiled);
break;
default:
G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec);
break;
}
}
static void
gst_gl_shader_log_handler (const gchar * domain, GLogLevelFlags flags,
const gchar * message, gpointer user_data)
{
if (_gst_gl_shader_debug) {
g_log_default_handler (domain, flags, message, user_data);
}
}
static void
gst_gl_shader_class_init (GstGLShaderClass * klass)
{
/* bind class methods .. */
GObjectClass *obj_class = G_OBJECT_CLASS (klass);
g_type_class_add_private (klass, sizeof (GstGLShaderPrivate));
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_VERTEX_SRC,
g_param_spec_string ("vertex-src",
"Vertex Source",
"GLSL Vertex Shader source code", NULL, G_PARAM_READWRITE));
g_object_class_install_property (obj_class,
PROP_FRAGMENT_SRC,
g_param_spec_string ("fragment-src",
"Fragment Source",
"GLSL Fragment Shader source code", NULL, G_PARAM_READWRITE));
g_object_class_install_property (obj_class,
PROP_ACTIVE,
g_param_spec_string ("active",
"Active", "Enable/Disable the shader", NULL, G_PARAM_READWRITE));
g_object_class_install_property (obj_class,
PROP_COMPILED,
g_param_spec_boolean ("compiled",
"Compiled",
"Shader compile and link status", FALSE, G_PARAM_READABLE));
}
void
gst_gl_shader_set_vertex_source (GstGLShader * shader, const gchar * src)
{
GstGLShaderPrivate *priv;
g_return_if_fail (GST_GL_IS_SHADER (shader));
g_return_if_fail (src != NULL);
priv = shader->priv;
if (gst_gl_shader_is_compiled (shader))
gst_gl_shader_release (shader);
g_free (priv->vertex_src);
priv->vertex_src = g_strdup (src);
}
void
gst_gl_shader_set_fragment_source (GstGLShader * shader, const gchar * src)
{
GstGLShaderPrivate *priv;
g_return_if_fail (GST_GL_IS_SHADER (shader));
g_return_if_fail (src != NULL);
priv = shader->priv;
if (gst_gl_shader_is_compiled (shader))
gst_gl_shader_release (shader);
g_free (priv->fragment_src);
priv->fragment_src = g_strdup (src);
}
G_CONST_RETURN gchar *
gst_gl_shader_get_vertex_source (GstGLShader * shader)
{
g_return_val_if_fail (GST_GL_IS_SHADER (shader), NULL);
return shader->priv->vertex_src;
}
G_CONST_RETURN gchar *
gst_gl_shader_get_fragment_source (GstGLShader * shader)
{
g_return_val_if_fail (GST_GL_IS_SHADER (shader), NULL);
return shader->priv->fragment_src;
}
static void
gst_gl_shader_init (GstGLShader * self)
{
/* initialize sources and create program object */
GstGLShaderPrivate *priv;
priv = self->priv = GST_GL_SHADER_GET_PRIVATE (self);
priv->vertex_src = NULL;
priv->fragment_src = NULL;
priv->fragment_handle = 0;
priv->vertex_handle = 0;
priv->program_handle = glCreateProgramObjectARB ();
g_assert (priv->program_handle);
priv->compiled = FALSE;
priv->active = FALSE; // unused at the moment
if (g_getenv ("GST_GL_SHADER_DEBUG") != NULL)
_gst_gl_shader_debug = TRUE;
g_log_set_handler ("GstGLShader", G_LOG_LEVEL_DEBUG,
gst_gl_shader_log_handler, NULL);
}
GstGLShader *
gst_gl_shader_new (void)
{
return g_object_new (GST_GL_TYPE_SHADER, NULL);
}
gboolean
gst_gl_shader_is_compiled (GstGLShader * shader)
{
g_return_val_if_fail (GST_GL_IS_SHADER (shader), FALSE);
return shader->priv->compiled;
}
gboolean
gst_gl_shader_compile (GstGLShader * shader, GError ** error)
{
GstGLShaderPrivate *priv;
gchar info_buffer[2048];
GLsizei len = 0;
GLint status = GL_FALSE;
g_return_val_if_fail (GST_GL_IS_SHADER (shader), FALSE);
priv = shader->priv;
if (priv->compiled)
return priv->compiled;
g_assert (priv->program_handle);
if (priv->vertex_src) {
/* create vertex object */
const gchar *vertex_source = priv->vertex_src;
priv->vertex_handle = glCreateShaderObjectARB (GL_VERTEX_SHADER);
glShaderSourceARB (priv->vertex_handle, 1, &vertex_source, NULL);
/* compile */
glCompileShaderARB (priv->vertex_handle);
/* check everything is ok */
glGetObjectParameterivARB (priv->vertex_handle,
GL_OBJECT_COMPILE_STATUS_ARB, &status);
glGetInfoLogARB (priv->vertex_handle,
sizeof (info_buffer) - 1, &len, info_buffer);
info_buffer[len] = '\0';
if (status != GL_TRUE) {
g_set_error (error, GST_GL_SHADER_ERROR,
GST_GL_SHADER_ERROR_COMPILE,
"Vertex Shader compilation failed:\n%s", info_buffer);
glDeleteObjectARB (priv->vertex_handle);
priv->compiled = FALSE;
return priv->compiled;
} else if (len > 1) {
g_debug ("\n%s\n", info_buffer);
}
glAttachObjectARB (priv->program_handle, priv->vertex_handle);
}
if (priv->fragment_src) {
/* create fragment object */
const gchar *fragment_source = priv->fragment_src;
priv->fragment_handle = glCreateShaderObjectARB (GL_FRAGMENT_SHADER_ARB);
glShaderSourceARB (priv->fragment_handle, 1, &fragment_source, NULL);
/* compile */
glCompileShaderARB (priv->fragment_handle);
/* check everything is ok */
glGetObjectParameterivARB (priv->fragment_handle,
GL_OBJECT_COMPILE_STATUS_ARB, &status);
glGetInfoLogARB (priv->fragment_handle,
sizeof (info_buffer) - 1, &len, info_buffer);
info_buffer[len] = '\0';
if (status != GL_TRUE) {
g_set_error (error, GST_GL_SHADER_ERROR,
GST_GL_SHADER_ERROR_COMPILE,
"Fragment Shader compilation failed:\n%s", info_buffer);
glDeleteObjectARB (priv->fragment_handle);
priv->compiled = FALSE;
return priv->compiled;
} else if (len > 1) {
g_debug ("\n%s\n", info_buffer);
}
glAttachObjectARB (priv->program_handle, priv->fragment_handle);
}
/* if nothing failed link shaders */
glLinkProgramARB (priv->program_handle);
glGetObjectParameterivARB (priv->program_handle, GL_LINK_STATUS, &status);
glGetInfoLogARB (priv->program_handle,
sizeof (info_buffer) - 1, &len, info_buffer);
info_buffer[len] = '\0';
if (status != GL_TRUE) {
g_set_error (error, GST_GL_SHADER_ERROR,
GST_GL_SHADER_ERROR_LINK, "Shader Linking failed:\n%s", info_buffer);
priv->compiled = FALSE;
return priv->compiled;
} else if (len > 1) {
g_debug ("\n%s\n", info_buffer);
}
/* success! */
priv->compiled = TRUE;
g_object_notify (G_OBJECT (shader), "compiled");
return priv->compiled;
}
void
gst_gl_shader_release (GstGLShader * shader)
{
GstGLShaderPrivate *priv;
/* GLint status; */
/* GLenum err = 0; */
g_return_if_fail (GST_GL_IS_SHADER (shader));
priv = shader->priv;
g_assert (priv->program_handle);
if (!priv->compiled)
return;
if (priv->vertex_handle) { // not needed but nvidia doesn't care to respect the spec
glDeleteObjectARB (priv->vertex_handle);
/* err = glGetError (); */
/* g_debug ("error: 0x%x", err); */
/* glGetObjectParameterivARB(priv->vertex_handle, GL_OBJECT_DELETE_STATUS_ARB, &status); */
/* g_debug ("vertex deletion status:%s", status == GL_TRUE ? "true" : "false" ); */
}
if (priv->fragment_handle) {
glDeleteObjectARB (priv->fragment_handle);
/* err = glGetError (); */
/* g_debug ("error: 0x%x", err); */
/* glGetObjectParameterivARB(priv->fragment_handle, GL_OBJECT_DELETE_STATUS_ARB, &status); */
/* g_debug ("fragment deletion status:%s", status == GL_TRUE ? "true" : "false" ); */
}
if (priv->vertex_handle)
glDetachObjectARB (priv->program_handle, priv->vertex_handle);
if (priv->fragment_handle)
glDetachObjectARB (priv->program_handle, priv->fragment_handle);
priv->compiled = FALSE;
g_object_notify (G_OBJECT (shader), "compiled");
}
void
gst_gl_shader_use (GstGLShader * shader)
{
GstGLShaderPrivate *priv;
if (!shader) {
glUseProgramObjectARB (0);
return;
}
priv = shader->priv;
g_assert (priv->program_handle);
glUseProgramObjectARB (priv->program_handle);
return;
}
gboolean
gst_gl_shader_compile_and_check (GstGLShader * shader,
const gchar * source, GstGLShaderSourceType type)
{
gboolean is_compiled = FALSE;
g_object_get (G_OBJECT (shader), "compiled", &is_compiled, NULL);
if (!is_compiled) {
GError *error = NULL;
switch (type) {
case GST_GL_SHADER_FRAGMENT_SOURCE:
gst_gl_shader_set_fragment_source (shader, source);
break;
case GST_GL_SHADER_VERTEX_SOURCE:
gst_gl_shader_set_vertex_source (shader, source);
break;
default:
g_assert_not_reached ();
break;
}
gst_gl_shader_compile (shader, &error);
if (error) {
g_warning ("%s", error->message);
g_error_free (error);
error = NULL;
gst_gl_shader_use (NULL);
return FALSE;
}
}
return TRUE;
}
void
gst_gl_shader_set_uniform_1f (GstGLShader * shader, const gchar * name,
gfloat value)
{
GstGLShaderPrivate *priv;
GLint location = -1;
priv = shader->priv;
g_return_if_fail (priv->program_handle != 0);
location = glGetUniformLocationARB (priv->program_handle, name);
glUniform1fARB (location, value);
}
void
gst_gl_shader_set_uniform_1fv (GstGLShader * shader, const gchar * name,
guint count, gfloat * value)
{
GstGLShaderPrivate *priv;
GLint location = -1;
priv = shader->priv;
g_return_if_fail (priv->program_handle != 0);
location = glGetUniformLocationARB (priv->program_handle, name);
glUniform1fvARB (location, count, value);
}
void
gst_gl_shader_set_uniform_1i (GstGLShader * shader, const gchar * name,
gint value)
{
GstGLShaderPrivate *priv;
GLint location = -1;
priv = shader->priv;
g_return_if_fail (priv->program_handle != 0);
location = glGetUniformLocationARB (priv->program_handle, name);
glUniform1iARB (location, value);
}
void
gst_gl_shader_set_uniform_matrix_4fv (GstGLShader * shader, const gchar * name,
GLsizei count, GLboolean transpose, const GLfloat* value)
{
GstGLShaderPrivate *priv;
GLint location = -1;
priv = shader->priv;
g_return_if_fail (priv->program_handle != 0);
location = glGetUniformLocationARB (priv->program_handle, name);
glUniformMatrix4fvARB (location, count, transpose, value);
}
GLint
gst_gl_shader_get_attribute_location (GstGLShader * shader, const gchar * name)
{
GstGLShaderPrivate *priv;
priv = shader->priv;
g_return_val_if_fail (priv->program_handle != 0, 0);
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return glGetAttribLocationARB (priv->program_handle, name);
}
GQuark
gst_gl_shader_error_quark (void)
{
return g_quark_from_static_string ("gst-gl-shader-error");
}