[653/906] deinterlace: port to non-GLEW + arrays

This commit is contained in:
Matthew Waters 2013-01-17 23:16:07 +11:00
parent 3ceb7949a8
commit 0ed85f3d13

View file

@ -66,14 +66,86 @@ static gboolean gst_gl_deinterlace_filter_texture (GstGLFilter * filter,
static void gst_gl_deinterlace_callback (gint width, gint height,
guint texture, gpointer stuff);
static const gchar *greedyh_fragment_source = "#extension GL_ARB_texture_rectangle : enable\n" "uniform sampler2DRect tex;\n" "uniform sampler2DRect tex_prev;\n" "uniform float max_comb;\n" "uniform float motion_threshold;\n" "uniform float motion_sense;\n" "uniform int width;\n" "uniform int height;\n" "" "void main () {\n" " vec2 texcoord = gl_TexCoord[0].xy;\n" " if (int(mod(texcoord.y, 2.0)) == 0)\n" " gl_FragColor = vec4(texture2DRect(tex_prev, texcoord).rgb, 1.0);\n" " else {\n" "" // cannot have __ in a var so __ is replaced by _a
" vec2 texcoord_L1_a1, texcoord_L3_a1, texcoord_L1, texcoord_L3, texcoord_L1_1, texcoord_L3_1;\n" " vec3 L1_a1, L3_a1, L1, L3, L1_1, L3_1;\n" "" " texcoord_L1 = vec2(texcoord.x, texcoord.y - 1.0);\n" " texcoord_L3 = vec2(texcoord.x, texcoord.y + 1.0);\n" " L1 = texture2DRect(tex_prev, texcoord_L1).rgb;\n" " L3 = texture2DRect(tex_prev, texcoord_L3).rgb;\n" " if (int(ceil(texcoord.x)) == width && int(ceil(texcoord.y)) == height) {\n" " L1_1 = L1;\n" " L3_1 = L3;\n" " } else {\n" " texcoord_L1_1 = vec2(texcoord.x + 1.0, texcoord.y - 1.0);\n" " texcoord_L3_1 = vec2(texcoord.x + 1.0, texcoord.y + 1.0);\n" " L1_1 = texture2DRect(tex_prev, texcoord_L1_1).rgb;\n" " L3_1 = texture2DRect(tex_prev, texcoord_L3_1).rgb;\n" " }\n" " if (int(ceil(texcoord.x + texcoord.y)) == 0) {\n" " L1_a1 = L1;\n" " L3_a1 = L3;\n" " } else {\n" " texcoord_L1_a1 = vec2(texcoord.x - 1.0, texcoord.y - 1.0);\n" " texcoord_L3_a1 = vec2(texcoord.x - 1.0, texcoord.y + 1.0);\n" " L1_a1 = texture2DRect(tex_prev, texcoord_L1_a1).rgb;\n" " L3_a1 = texture2DRect(tex_prev, texcoord_L3_a1).rgb;\n" " }\n" "" "" //STEP 1
" vec3 avg_a1 = (L1_a1 + L3_a1) / 2.0;\n" " vec3 avg = (L1 + L3) / 2.0;\n" " vec3 avg_1 = (L1_1 + L3_1) / 2.0;\n" "" " vec3 avg_s = (avg_a1 + avg_1) / 2.0;\n" "" " vec3 avg_sc = (avg_s + avg) / 2.0;\n" "" " vec3 L2 = texture2DRect(tex, texcoord).rgb;\n" " vec3 LP2 = texture2DRect(tex_prev, texcoord).rgb;\n" "" " vec3 best;\n" "" " if (abs(L2.r - avg_sc.r) < abs(LP2.r - avg_sc.r)) {\n" " best.r = L2.r;\n" " } else {\n" " best.r = LP2.r;\n" " }\n" "" " if (abs(L2.g - avg_sc.g) < abs(LP2.g - avg_sc.g)) {\n" " best.g = L2.g;\n" " } else {\n" " best.g = LP2.g;\n" " }\n" "" " if (abs(L2.b - avg_sc.b) < abs(LP2.b - avg_sc.b)) {\n" " best.b = L2.b;\n" " } else {\n" " best.b = LP2.b;\n" " }\n" "" "" //STEP 2
" vec3 last;\n" " last.r = clamp(best.r, max(min(L1.r, L3.r) - max_comb, 0.0), min(max(L1.r, L3.r) + max_comb, 1.0));\n" " last.g = clamp(best.g, max(min(L1.g, L3.g) - max_comb, 0.0), min(max(L1.g, L3.g) + max_comb, 1.0));\n" " last.b = clamp(best.b, max(min(L1.b, L3.b) - max_comb, 0.0), min(max(L1.b, L3.b) + max_comb, 1.0));\n" "" "" //STEP 3
" const vec3 luma = vec3 (0.299011, 0.586987, 0.114001);"
" float mov = min(max(abs(dot(L2 - LP2, luma)) - motion_threshold, 0.0) * motion_sense, 1.0);\n"
" last = last * (1.0 - mov) + avg_sc * mov;\n"
"" " gl_FragColor = vec4(last, 1.0);\n" " }\n" "}\n";
/* *INDENT-OFF* */
static const gchar *greedyh_fragment_source =
"#extension GL_ARB_texture_rectangle : enable\n"
"uniform sampler2DRect tex;\n"
"uniform sampler2DRect tex_prev;\n"
"uniform float max_comb;\n"
"uniform float motion_threshold;\n"
"uniform float motion_sense;\n"
"uniform int width;\n"
"uniform int height;\n"
"void main () {\n"
" vec2 texcoord = gl_TexCoord[0].xy;\n"
" if (int(mod(texcoord.y, 2.0)) == 0) {\n"
" gl_FragColor = vec4(texture2DRect(tex_prev, texcoord).rgb, 1.0);\n"
" } else {\n"
" vec2 texcoord_L1_a1, texcoord_L3_a1, texcoord_L1, texcoord_L3, texcoord_L1_1, texcoord_L3_1;\n"
" vec3 L1_a1, L3_a1, L1, L3, L1_1, L3_1;\n"
" texcoord_L1 = vec2(texcoord.x, texcoord.y - 1.0);\n"
" texcoord_L3 = vec2(texcoord.x, texcoord.y + 1.0);\n"
" L1 = texture2DRect(tex_prev, texcoord_L1).rgb;\n"
" L3 = texture2DRect(tex_prev, texcoord_L3).rgb;\n"
" if (int(ceil(texcoord.x)) == width && int(ceil(texcoord.y)) == height) {\n"
" L1_1 = L1;\n"
" L3_1 = L3;\n"
" } else {\n"
" texcoord_L1_1 = vec2(texcoord.x + 1.0, texcoord.y - 1.0);\n"
" texcoord_L3_1 = vec2(texcoord.x + 1.0, texcoord.y + 1.0);\n"
" L1_1 = texture2DRect(tex_prev, texcoord_L1_1).rgb;\n"
" L3_1 = texture2DRect(tex_prev, texcoord_L3_1).rgb;\n"
" }\n"
" if (int(ceil(texcoord.x + texcoord.y)) == 0) {\n"
" L1_a1 = L1;\n"
" L3_a1 = L3;\n"
" } else {\n"
" texcoord_L1_a1 = vec2(texcoord.x - 1.0, texcoord.y - 1.0);\n"
" texcoord_L3_a1 = vec2(texcoord.x - 1.0, texcoord.y + 1.0);\n"
" L1_a1 = texture2DRect(tex_prev, texcoord_L1_a1).rgb;\n"
" L3_a1 = texture2DRect(tex_prev, texcoord_L3_a1).rgb;\n"
" }\n"
//STEP 1
" vec3 avg_a1 = (L1_a1 + L3_a1) / 2.0;\n"
" vec3 avg = (L1 + L3) / 2.0;\n"
" vec3 avg_1 = (L1_1 + L3_1) / 2.0;\n"
" vec3 avg_s = (avg_a1 + avg_1) / 2.0;\n"
" vec3 avg_sc = (avg_s + avg) / 2.0;\n"
" vec3 L2 = texture2DRect(tex, texcoord).rgb;\n"
" vec3 LP2 = texture2DRect(tex_prev, texcoord).rgb;\n"
" vec3 best;\n"
" if (abs(L2.r - avg_sc.r) < abs(LP2.r - avg_sc.r)) {\n"
" best.r = L2.r;\n" " } else {\n"
" best.r = LP2.r;\n"
" }\n"
" if (abs(L2.g - avg_sc.g) < abs(LP2.g - avg_sc.g)) {\n"
" best.g = L2.g;\n"
" } else {\n"
" best.g = LP2.g;\n"
" }\n"
" if (abs(L2.b - avg_sc.b) < abs(LP2.b - avg_sc.b)) {\n"
" best.b = L2.b;\n"
" } else {\n"
" best.b = LP2.b;\n"
" }\n"
//STEP 2
" vec3 last;\n"
" last.r = clamp(best.r, max(min(L1.r, L3.r) - max_comb, 0.0), min(max(L1.r, L3.r) + max_comb, 1.0));\n"
" last.g = clamp(best.g, max(min(L1.g, L3.g) - max_comb, 0.0), min(max(L1.g, L3.g) + max_comb, 1.0));\n"
" last.b = clamp(best.b, max(min(L1.b, L3.b) - max_comb, 0.0), min(max(L1.b, L3.b) + max_comb, 1.0));\n"
//STEP 3
" const vec3 luma = vec3 (0.299011, 0.586987, 0.114001);"
" float mov = min(max(abs(dot(L2 - LP2, luma)) - motion_threshold, 0.0) * motion_sense, 1.0);\n"
" last = last * (1.0 - mov) + avg_sc * mov;\n"
" gl_FragColor = vec4(last, 1.0);\n"
" }\n"
"}\n";
/* *INDENT-ON* */
static void
gst_gl_deinterlace_class_init (GstGLDeinterlaceClass * klass)
@ -192,14 +264,31 @@ gst_gl_deinterlace_callback (gint width, gint height, guint texture,
{
GstGLDeinterlace *deinterlace_filter = GST_GL_DEINTERLACE (stuff);
GstGLFilter *filter = GST_GL_FILTER (stuff);
GstGLFuncs *gl = filter->display->gl_vtable;
guint temp;
glMatrixMode (GL_PROJECTION);
glLoadIdentity ();
gfloat verts[] = { -1.0, -1.0,
1.0, -1.0,
1.0, 1.0,
-1.0, 1.0
};
gint texcoords0[] = { 0, 0,
width, 0,
width, height,
0, height
};
gint texcoords1[] = { 0, 0,
width, 0,
width, height,
0, height
};
gl->MatrixMode (GL_PROJECTION);
gl->LoadIdentity ();
gst_gl_shader_use (deinterlace_filter->shader);
glEnable (GL_TEXTURE_RECTANGLE_ARB);
gl->Enable (GL_TEXTURE_RECTANGLE_ARB);
if (G_UNLIKELY (deinterlace_filter->prev_tex == 0)) {
gst_gl_display_gen_texture_thread (filter->display,
@ -208,14 +297,14 @@ gst_gl_deinterlace_callback (gint width, gint height, guint texture,
GST_VIDEO_INFO_WIDTH (&filter->out_info),
GST_VIDEO_INFO_HEIGHT (&filter->out_info));
} else {
glActiveTexture (GL_TEXTURE1_ARB);
gl->ActiveTexture (GL_TEXTURE1);
gst_gl_shader_set_uniform_1i (deinterlace_filter->shader, "tex_prev", 1);
glBindTexture (GL_TEXTURE_RECTANGLE_ARB, deinterlace_filter->prev_tex);
gl->BindTexture (GL_TEXTURE_RECTANGLE_ARB, deinterlace_filter->prev_tex);
}
glActiveTexture (GL_TEXTURE0_ARB);
gl->ActiveTexture (GL_TEXTURE0);
gst_gl_shader_set_uniform_1i (deinterlace_filter->shader, "tex", 0);
glBindTexture (GL_TEXTURE_RECTANGLE_ARB, texture);
gl->BindTexture (GL_TEXTURE_RECTANGLE_ARB, texture);
gst_gl_shader_set_uniform_1f (deinterlace_filter->shader, "max_comb",
5.0f / 255.0f);
@ -229,22 +318,27 @@ gst_gl_deinterlace_callback (gint width, gint height, guint texture,
gst_gl_shader_set_uniform_1i (deinterlace_filter->shader, "height",
GST_VIDEO_INFO_HEIGHT (&filter->out_info));
glBegin (GL_QUADS);
glMultiTexCoord2iARB (GL_TEXTURE0_ARB, 0, 0);
glMultiTexCoord2iARB (GL_TEXTURE1_ARB, 0, 0);
glVertex2i (-1, -1);
glMultiTexCoord2iARB (GL_TEXTURE0_ARB, width, 0);
glMultiTexCoord2iARB (GL_TEXTURE1_ARB, width, 0);
glVertex2i (1, -1);
glMultiTexCoord2iARB (GL_TEXTURE0_ARB, width, height);
glMultiTexCoord2iARB (GL_TEXTURE1_ARB, width, height);
glVertex2i (1, 1);
glMultiTexCoord2iARB (GL_TEXTURE0_ARB, 0, height);
glMultiTexCoord2iARB (GL_TEXTURE1_ARB, 0, height);
glVertex2i (-1, 1);
glEnd ();
gl->ClientActiveTexture (GL_TEXTURE0);
glDisable (GL_TEXTURE_RECTANGLE_ARB);
gl->EnableClientState (GL_TEXTURE_COORD_ARRAY);
gl->EnableClientState (GL_VERTEX_ARRAY);
gl->VertexPointer (2, GL_FLOAT, 0, &verts);
gl->TexCoordPointer (2, GL_INT, 0, &texcoords0);
gl->ClientActiveTexture (GL_TEXTURE1);
gl->EnableClientState (GL_TEXTURE_COORD_ARRAY);
gl->TexCoordPointer (2, GL_FLOAT, 0, &texcoords1);
gl->DrawArrays (GL_TRIANGLE_FAN, 0, 4);
gl->DisableClientState (GL_VERTEX_ARRAY);
gl->DisableClientState (GL_TEXTURE_COORD_ARRAY);
gl->ClientActiveTexture (GL_TEXTURE0);
gl->DisableClientState (GL_TEXTURE_COORD_ARRAY);
gl->Disable (GL_TEXTURE_RECTANGLE_ARB);
if (texture == filter->in_tex_id) {
temp = filter->in_tex_id;