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[443/906] sobel: move some highly duplicated code into glfilter
Add a new convenience function in GstGLFilter that just draws an input texture to a target texture using a simple shader with just a "tex" uniform sampler. Move draw_texture from glfiltersobel to glfilter. Still need to update other plugins to this.
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c390c30aac
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2 changed files with 62 additions and 1 deletions
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@ -223,10 +223,12 @@ gst_gl_filter_reset (GstGLFilter * filter)
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g_object_unref (filter->display);
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filter->display = NULL;
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}
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filter->width = 0;
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filter->height = 0;
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filter->fbo = 0;
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filter->depthbuffer = 0;
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filter->default_shader = NULL;
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filter->external_gl_context = 0;
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}
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@ -252,7 +254,8 @@ gst_gl_filter_start (GstBaseTransform * bt)
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else {
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/* this gl filter is a sink in terms of the gl chain */
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filter->display = gst_gl_display_new ();
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gst_gl_display_create_context (filter->display, filter->external_gl_context);
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gst_gl_display_create_context (filter->display,
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filter->external_gl_context);
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}
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}
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@ -442,3 +445,55 @@ gst_gl_filter_render_to_target (GstGLFilter * filter,
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0, filter->width, 0, filter->height,
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GST_GL_DISPLAY_PROJECTION_ORTHO2D, data);
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}
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static void
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_draw_with_shader_cb (gint width, gint height, guint texture, gpointer stuff)
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{
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GstGLFilter *filter = GST_GL_FILTER (stuff);
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glMatrixMode (GL_PROJECTION);
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glLoadIdentity ();
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gst_gl_shader_use (filter->default_shader);
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glActiveTexture (GL_TEXTURE1);
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glEnable (GL_TEXTURE_RECTANGLE_ARB);
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glBindTexture (GL_TEXTURE_RECTANGLE_ARB, texture);
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glDisable (GL_TEXTURE_RECTANGLE_ARB);
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gst_gl_shader_set_uniform_1i (filter->default_shader, "tex", 1);
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gst_gl_filter_draw_texture (filter, texture);
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}
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/* attach target to a FBO, use shader, pass input as "tex" uniform to
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* the shader, render input to a quad */
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void
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gst_gl_filter_render_to_target_with_shader (GstGLFilter * filter,
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GLuint input, GLuint target, GstGLShader * shader)
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{
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filter->default_shader = shader;
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gst_gl_filter_render_to_target (filter, input, target, _draw_with_shader_cb,
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filter);
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}
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void
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gst_gl_filter_draw_texture (GstGLFilter * filter, GLuint texture)
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{
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glActiveTexture (GL_TEXTURE0);
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glEnable (GL_TEXTURE_RECTANGLE_ARB);
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glBindTexture (GL_TEXTURE_RECTANGLE_ARB, texture);
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glBegin (GL_QUADS);
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glTexCoord2f (0.0, 0.0);
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glVertex2f (-1.0, -1.0);
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glTexCoord2f ((gfloat) filter->width, 0.0);
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glVertex2f (1.0, -1.0);
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glTexCoord2f ((gfloat) filter->width, (gfloat) filter->height);
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glVertex2f (1.0, 1.0);
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glTexCoord2f (0.0, (gfloat) filter->height);
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glVertex2f (-1.0, 1.0);
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glEnd ();
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}
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@ -64,6 +64,8 @@ struct _GstGLFilter
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GLuint fbo;
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GLuint depthbuffer;
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GstGLShader *default_shader;
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gulong external_gl_context;
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};
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@ -90,7 +92,11 @@ void
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gst_gl_filter_render_to_target (GstGLFilter *filter,
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GLuint input, GLuint target,
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GLCB func, gpointer data);
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void
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gst_gl_filter_render_to_target_with_shader (GstGLFilter * filter,
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GLuint input, GLuint target, GstGLShader *shader);
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void gst_gl_filter_draw_texture (GstGLFilter *filter, GLuint texture);
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G_END_DECLS
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