glshaderelement: implement on-demand create-shader signalling

One may not have an GstGLContext available or current in the thread where one
would need to update the shader.  Support this by signalling create-shader
whenever the one-shot 'update-shader' is set to TRUE.
This commit is contained in:
Matthew Waters 2015-10-17 15:26:46 +11:00 committed by Tim-Philipp Müller
parent 9650e92bea
commit 3a8fc708ee
2 changed files with 40 additions and 20 deletions

View file

@ -47,6 +47,7 @@ enum
PROP_SHADER,
PROP_VERTEX,
PROP_FRAGMENT,
PROP_UPDATE_SHADER,
PROP_LAST,
};
@ -111,6 +112,20 @@ gst_gl_filtershader_class_init (GstGLFilterShaderClass * klass)
G_PARAM_READWRITE | G_PARAM_STATIC_STRINGS));
/* FIXME: add other stages */
g_object_class_install_property (gobject_class, PROP_UPDATE_SHADER,
g_param_spec_boolean ("update-shader", "Update Shader",
"Emit the \'create-shader\' signal for the next frame",
FALSE, G_PARAM_WRITABLE | G_PARAM_STATIC_STRINGS));
/*
* GstGLFilterShader::create-shader:
* @object: the #GstGLFilterShader
*
* Ask's the application for a shader to render with as a result of
* inititialization or setting the 'update-shader' property.
*
* Returns: a new #GstGLShader for use in the rendering pipeline
*/
gst_gl_shader_signals[SIGNAL_CREATE_SHADER] =
g_signal_new ("create-shader", G_TYPE_FROM_CLASS (klass),
G_SIGNAL_RUN_LAST, 0, NULL, NULL, g_cclosure_marshal_generic,
@ -139,13 +154,6 @@ gst_gl_filtershader_init (GstGLFilterShader * filtershader)
static void
gst_gl_filtershader_finalize (GObject * object)
{
GstGLFilterShader *filtershader = GST_GL_FILTERSHADER (object);
if (filtershader->shader_prop) {
gst_object_unref (filtershader->shader_prop);
filtershader->shader_prop = NULL;
}
G_OBJECT_CLASS (gst_gl_filtershader_parent_class)->finalize (object);
}
@ -158,9 +166,9 @@ gst_gl_filtershader_set_property (GObject * object, guint prop_id,
switch (prop_id) {
case PROP_SHADER:
GST_OBJECT_LOCK (filtershader);
gst_object_replace ((GstObject **) & filtershader->shader_prop,
gst_object_replace ((GstObject **) & filtershader->shader,
g_value_dup_object (value));
filtershader->new_source = TRUE;
filtershader->new_source = FALSE;
GST_OBJECT_UNLOCK (filtershader);
break;
case PROP_VERTEX:
@ -179,6 +187,11 @@ gst_gl_filtershader_set_property (GObject * object, guint prop_id,
filtershader->new_source = TRUE;
GST_OBJECT_UNLOCK (filtershader);
break;
case PROP_UPDATE_SHADER:
GST_OBJECT_LOCK (filtershader);
filtershader->update_shader = g_value_get_boolean (value);
GST_OBJECT_UNLOCK (filtershader);
break;
default:
G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec);
break;
@ -194,7 +207,7 @@ gst_gl_filtershader_get_property (GObject * object, guint prop_id,
switch (prop_id) {
case PROP_SHADER:
GST_OBJECT_LOCK (filtershader);
g_value_set_object (value, filtershader->shader_prop);
g_value_set_object (value, filtershader->shader);
GST_OBJECT_UNLOCK (filtershader);
break;
case PROP_VERTEX:
@ -292,22 +305,29 @@ _maybe_recompile_shader (GstGLFilterShader * filtershader)
GST_OBJECT_LOCK (filtershader);
if (filtershader->shader_prop) {
shader = gst_object_ref (filtershader->shader_prop);
if (!filtershader->shader || filtershader->update_shader) {
filtershader->update_shader = FALSE;
GST_OBJECT_UNLOCK (filtershader);
return shader;
}
if (!filtershader->shader) {
g_signal_emit (filtershader, gst_gl_shader_signals[SIGNAL_CREATE_SHADER], 0,
&filtershader->shader);
if (filtershader->shader) {
&shader);
GST_OBJECT_LOCK (filtershader);
if (shader) {
if (filtershader->shader)
gst_object_unref (filtershader->shader);
filtershader->new_source = FALSE;
shader = gst_object_ref (filtershader->shader);
filtershader->shader = gst_object_ref (shader);
GST_OBJECT_UNLOCK (filtershader);
return shader;
}
}
if (filtershader->shader) {
shader = gst_object_ref (filtershader->shader);
GST_OBJECT_UNLOCK (filtershader);
return shader;
}
if (filtershader->new_source) {
GstGLSLStage *stage;

View file

@ -39,12 +39,12 @@ struct _GstGLFilterShader
GstGLFilter filter;
/* properties */
GstGLShader *shader_prop;
GstGLShader *shader;
gchar *vertex;
gchar *fragment;
gboolean update_shader; /* update the shader on the next draw */
GstStructure *uniforms;
GstGLShader *shader;
gboolean new_source;
gdouble time;