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[653/906] deinterlace: port to non-GLEW + arrays
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1 changed files with 124 additions and 30 deletions
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@ -66,14 +66,86 @@ static gboolean gst_gl_deinterlace_filter_texture (GstGLFilter * filter,
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static void gst_gl_deinterlace_callback (gint width, gint height,
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guint texture, gpointer stuff);
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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
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" 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
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" 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
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" 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
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" const vec3 luma = vec3 (0.299011, 0.586987, 0.114001);"
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" float mov = min(max(abs(dot(L2 - LP2, luma)) - motion_threshold, 0.0) * motion_sense, 1.0);\n"
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" last = last * (1.0 - mov) + avg_sc * mov;\n"
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"" " gl_FragColor = vec4(last, 1.0);\n" " }\n" "}\n";
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/* *INDENT-OFF* */
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static const gchar *greedyh_fragment_source =
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"#extension GL_ARB_texture_rectangle : enable\n"
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"uniform sampler2DRect tex;\n"
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"uniform sampler2DRect tex_prev;\n"
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"uniform float max_comb;\n"
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"uniform float motion_threshold;\n"
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"uniform float motion_sense;\n"
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"uniform int width;\n"
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"uniform int height;\n"
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"void main () {\n"
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" vec2 texcoord = gl_TexCoord[0].xy;\n"
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" if (int(mod(texcoord.y, 2.0)) == 0) {\n"
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" gl_FragColor = vec4(texture2DRect(tex_prev, texcoord).rgb, 1.0);\n"
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" } else {\n"
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" vec2 texcoord_L1_a1, texcoord_L3_a1, texcoord_L1, texcoord_L3, texcoord_L1_1, texcoord_L3_1;\n"
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" vec3 L1_a1, L3_a1, L1, L3, L1_1, L3_1;\n"
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" texcoord_L1 = vec2(texcoord.x, texcoord.y - 1.0);\n"
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" texcoord_L3 = vec2(texcoord.x, texcoord.y + 1.0);\n"
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" L1 = texture2DRect(tex_prev, texcoord_L1).rgb;\n"
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" L3 = texture2DRect(tex_prev, texcoord_L3).rgb;\n"
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" if (int(ceil(texcoord.x)) == width && int(ceil(texcoord.y)) == height) {\n"
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" L1_1 = L1;\n"
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" L3_1 = L3;\n"
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" } else {\n"
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" texcoord_L1_1 = vec2(texcoord.x + 1.0, texcoord.y - 1.0);\n"
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" texcoord_L3_1 = vec2(texcoord.x + 1.0, texcoord.y + 1.0);\n"
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" L1_1 = texture2DRect(tex_prev, texcoord_L1_1).rgb;\n"
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" L3_1 = texture2DRect(tex_prev, texcoord_L3_1).rgb;\n"
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" }\n"
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" if (int(ceil(texcoord.x + texcoord.y)) == 0) {\n"
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" L1_a1 = L1;\n"
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" L3_a1 = L3;\n"
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" } else {\n"
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" texcoord_L1_a1 = vec2(texcoord.x - 1.0, texcoord.y - 1.0);\n"
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" texcoord_L3_a1 = vec2(texcoord.x - 1.0, texcoord.y + 1.0);\n"
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" L1_a1 = texture2DRect(tex_prev, texcoord_L1_a1).rgb;\n"
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" L3_a1 = texture2DRect(tex_prev, texcoord_L3_a1).rgb;\n"
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" }\n"
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//STEP 1
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" vec3 avg_a1 = (L1_a1 + L3_a1) / 2.0;\n"
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" vec3 avg = (L1 + L3) / 2.0;\n"
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" vec3 avg_1 = (L1_1 + L3_1) / 2.0;\n"
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" vec3 avg_s = (avg_a1 + avg_1) / 2.0;\n"
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" vec3 avg_sc = (avg_s + avg) / 2.0;\n"
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" vec3 L2 = texture2DRect(tex, texcoord).rgb;\n"
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" vec3 LP2 = texture2DRect(tex_prev, texcoord).rgb;\n"
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" vec3 best;\n"
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" if (abs(L2.r - avg_sc.r) < abs(LP2.r - avg_sc.r)) {\n"
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" best.r = L2.r;\n" " } else {\n"
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" best.r = LP2.r;\n"
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" }\n"
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" if (abs(L2.g - avg_sc.g) < abs(LP2.g - avg_sc.g)) {\n"
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" best.g = L2.g;\n"
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" } else {\n"
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" best.g = LP2.g;\n"
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" }\n"
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" if (abs(L2.b - avg_sc.b) < abs(LP2.b - avg_sc.b)) {\n"
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" best.b = L2.b;\n"
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" } else {\n"
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" best.b = LP2.b;\n"
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" }\n"
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//STEP 2
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" vec3 last;\n"
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" 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"
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" 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"
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" 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"
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//STEP 3
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" const vec3 luma = vec3 (0.299011, 0.586987, 0.114001);"
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" float mov = min(max(abs(dot(L2 - LP2, luma)) - motion_threshold, 0.0) * motion_sense, 1.0);\n"
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" last = last * (1.0 - mov) + avg_sc * mov;\n"
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" gl_FragColor = vec4(last, 1.0);\n"
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" }\n"
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"}\n";
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/* *INDENT-ON* */
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static void
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gst_gl_deinterlace_class_init (GstGLDeinterlaceClass * klass)
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@ -192,14 +264,31 @@ gst_gl_deinterlace_callback (gint width, gint height, guint texture,
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{
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GstGLDeinterlace *deinterlace_filter = GST_GL_DEINTERLACE (stuff);
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GstGLFilter *filter = GST_GL_FILTER (stuff);
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GstGLFuncs *gl = filter->display->gl_vtable;
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guint temp;
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glMatrixMode (GL_PROJECTION);
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glLoadIdentity ();
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gfloat verts[] = { -1.0, -1.0,
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1.0, -1.0,
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1.0, 1.0,
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-1.0, 1.0
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};
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gint texcoords0[] = { 0, 0,
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width, 0,
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width, height,
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0, height
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};
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gint texcoords1[] = { 0, 0,
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width, 0,
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width, height,
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0, height
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};
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gl->MatrixMode (GL_PROJECTION);
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gl->LoadIdentity ();
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gst_gl_shader_use (deinterlace_filter->shader);
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glEnable (GL_TEXTURE_RECTANGLE_ARB);
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gl->Enable (GL_TEXTURE_RECTANGLE_ARB);
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if (G_UNLIKELY (deinterlace_filter->prev_tex == 0)) {
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gst_gl_display_gen_texture_thread (filter->display,
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@ -208,14 +297,14 @@ gst_gl_deinterlace_callback (gint width, gint height, guint texture,
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GST_VIDEO_INFO_WIDTH (&filter->out_info),
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GST_VIDEO_INFO_HEIGHT (&filter->out_info));
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} else {
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glActiveTexture (GL_TEXTURE1_ARB);
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gl->ActiveTexture (GL_TEXTURE1);
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gst_gl_shader_set_uniform_1i (deinterlace_filter->shader, "tex_prev", 1);
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glBindTexture (GL_TEXTURE_RECTANGLE_ARB, deinterlace_filter->prev_tex);
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gl->BindTexture (GL_TEXTURE_RECTANGLE_ARB, deinterlace_filter->prev_tex);
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}
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glActiveTexture (GL_TEXTURE0_ARB);
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gl->ActiveTexture (GL_TEXTURE0);
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gst_gl_shader_set_uniform_1i (deinterlace_filter->shader, "tex", 0);
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glBindTexture (GL_TEXTURE_RECTANGLE_ARB, texture);
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gl->BindTexture (GL_TEXTURE_RECTANGLE_ARB, texture);
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gst_gl_shader_set_uniform_1f (deinterlace_filter->shader, "max_comb",
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5.0f / 255.0f);
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@ -229,22 +318,27 @@ gst_gl_deinterlace_callback (gint width, gint height, guint texture,
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gst_gl_shader_set_uniform_1i (deinterlace_filter->shader, "height",
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GST_VIDEO_INFO_HEIGHT (&filter->out_info));
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glBegin (GL_QUADS);
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glMultiTexCoord2iARB (GL_TEXTURE0_ARB, 0, 0);
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glMultiTexCoord2iARB (GL_TEXTURE1_ARB, 0, 0);
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glVertex2i (-1, -1);
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glMultiTexCoord2iARB (GL_TEXTURE0_ARB, width, 0);
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glMultiTexCoord2iARB (GL_TEXTURE1_ARB, width, 0);
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glVertex2i (1, -1);
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glMultiTexCoord2iARB (GL_TEXTURE0_ARB, width, height);
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glMultiTexCoord2iARB (GL_TEXTURE1_ARB, width, height);
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glVertex2i (1, 1);
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glMultiTexCoord2iARB (GL_TEXTURE0_ARB, 0, height);
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glMultiTexCoord2iARB (GL_TEXTURE1_ARB, 0, height);
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glVertex2i (-1, 1);
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glEnd ();
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gl->ClientActiveTexture (GL_TEXTURE0);
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glDisable (GL_TEXTURE_RECTANGLE_ARB);
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gl->EnableClientState (GL_TEXTURE_COORD_ARRAY);
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gl->EnableClientState (GL_VERTEX_ARRAY);
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gl->VertexPointer (2, GL_FLOAT, 0, &verts);
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gl->TexCoordPointer (2, GL_INT, 0, &texcoords0);
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gl->ClientActiveTexture (GL_TEXTURE1);
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gl->EnableClientState (GL_TEXTURE_COORD_ARRAY);
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gl->TexCoordPointer (2, GL_FLOAT, 0, &texcoords1);
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gl->DrawArrays (GL_TRIANGLE_FAN, 0, 4);
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gl->DisableClientState (GL_VERTEX_ARRAY);
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gl->DisableClientState (GL_TEXTURE_COORD_ARRAY);
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gl->ClientActiveTexture (GL_TEXTURE0);
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gl->DisableClientState (GL_TEXTURE_COORD_ARRAY);
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gl->Disable (GL_TEXTURE_RECTANGLE_ARB);
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if (texture == filter->in_tex_id) {
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temp = filter->in_tex_id;
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