[700/906] display: move most of the code into utils for sorting later

This contains a hack that essentially requires one GstGLDisplay
per process.
This commit is contained in:
Matthew Waters 2013-06-12 01:04:55 +10:00
parent 96114e62cb
commit 5841abc5e4
6 changed files with 839 additions and 817 deletions

View file

@ -15,7 +15,8 @@ libgstgl_@GST_API_VERSION@_la_SOURCES = \
gstglupload.c \
gstglwindow.c \
gstglapi.c \
gstglfeature.c
gstglfeature.c \
gstglutils.c
libgstgl_@GST_API_VERSION@_la_LIBADD = \
$(GST_PLUGINS_BASE_LIBS) \
@ -59,7 +60,8 @@ libgstgl_@GST_API_VERSION@include_HEADERS = \
gstgldownload.h \
gstglupload.h \
gstglapi.h \
gstglfeature.h
gstglfeature.h \
gstglutils.h
libgstgl_@GST_API_VERSION@_la_CFLAGS = \
$(GL_CFLAGS) \

View file

@ -35,22 +35,6 @@
#include "gstgldisplay.h"
#ifndef GL_FRAMEBUFFER_UNDEFINED
#define GL_FRAMEBUFFER_UNDEFINED 0x8219
#endif
#ifndef GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT
#define GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT 0x8CD6
#endif
#ifndef GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT
#define GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT 0x8CD7
#endif
#ifndef GL_FRAMEBUFFER_UNSUPPORTED
#define GL_FRAMEBUFFER_UNSUPPORTED 0x8CDD
#endif
#ifndef GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS
#define GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS 0x8CD9
#endif
#define USING_OPENGL(display) (display->gl_api & GST_GL_API_OPENGL)
#define USING_OPENGL3(display) (display->gl_api & GST_GL_API_OPENGL3)
#define USING_GLES(display) (display->gl_api & GST_GL_API_GLES)
@ -75,27 +59,6 @@ static void gst_gl_display_finalize (GObject * object);
gpointer gst_gl_display_thread_create_context (GstGLDisplay * display);
void gst_gl_display_thread_destroy_context (GstGLDisplay * display);
void gst_gl_display_thread_run_generic (GstGLDisplay * display);
void gst_gl_display_thread_gen_fbo (GstGLDisplay * display);
void gst_gl_display_thread_use_fbo (GstGLDisplay * display);
void gst_gl_display_thread_use_fbo_v2 (GstGLDisplay * display);
void gst_gl_display_thread_del_fbo (GstGLDisplay * display);
void gst_gl_display_thread_gen_shader (GstGLDisplay * display);
void gst_gl_display_thread_del_shader (GstGLDisplay * display);
/* private methods */
void gst_gl_display_lock (GstGLDisplay * display);
void gst_gl_display_unlock (GstGLDisplay * display);
void gst_gl_display_del_texture_thread (GstGLDisplay * display,
GLuint * pTexture);
void gst_gl_display_gen_texture_window_cb (GstGLDisplay * display);
void _gen_fbo (GstGLDisplay * display);
void _del_fbo (GstGLDisplay * display);
void _gen_shader (GstGLDisplay * display);
void _del_shader (GstGLDisplay * display);
void _use_fbo (GstGLDisplay * display);
void _use_fbo_v2 (GstGLDisplay * display);
struct _GstGLDisplayPrivate
{
@ -106,51 +69,6 @@ struct _GstGLDisplayPrivate
/* generic gl code */
GstGLDisplayThreadFunc generic_callback;
gpointer data;
/* action gen and del texture */
GLuint gen_texture;
GLuint gen_texture_width;
GLuint gen_texture_height;
GstVideoFormat gen_texture_video_format;
/* client callbacks */
CRCB clientReshapeCallback;
CDCB clientDrawCallback;
gpointer client_data;
/* filter gen fbo */
GLuint gen_fbo_width;
GLuint gen_fbo_height;
GLuint generated_fbo;
GLuint generated_depth_buffer;
/* filter use fbo */
GLuint use_fbo;
GLuint use_depth_buffer;
GLuint use_fbo_texture;
GLuint use_fbo_width;
GLuint use_fbo_height;
GLCB use_fbo_scene_cb;
GLCB_V2 use_fbo_scene_cb_v2;
gdouble use_fbo_proj_param1;
gdouble use_fbo_proj_param2;
gdouble use_fbo_proj_param3;
gdouble use_fbo_proj_param4;
GstGLDisplayProjection use_fbo_projection;
gpointer *use_fbo_stuff;
GLuint input_texture_width;
GLuint input_texture_height;
GLuint input_texture;
/* filter del fbo */
GLuint del_fbo;
GLuint del_depth_buffer;
/* action gen and del shader */
const gchar *gen_shader_fragment_source;
const gchar *gen_shader_vertex_source;
GstGLShader *gen_shader;
GstGLShader *del_shader;
};
/*------------------------------------------------------------
@ -221,19 +139,6 @@ gst_gl_display_finalize (GObject * object)
g_cond_clear (&display->priv->cond_destroy_context);
g_cond_clear (&display->priv->cond_create_context);
if (display->priv->clientReshapeCallback)
display->priv->clientReshapeCallback = NULL;
if (display->priv->clientDrawCallback)
display->priv->clientDrawCallback = NULL;
if (display->priv->client_data)
display->priv->client_data = NULL;
if (display->priv->use_fbo_scene_cb)
display->priv->use_fbo_scene_cb = NULL;
if (display->priv->use_fbo_scene_cb_v2)
display->priv->use_fbo_scene_cb_v2 = NULL;
if (display->priv->use_fbo_stuff)
display->priv->use_fbo_stuff = NULL;
if (display->error_message) {
g_free (display->error_message);
display->error_message = NULL;
@ -245,30 +150,6 @@ gst_gl_display_finalize (GObject * object)
}
}
//------------------------------------------------------------
//------------------ BEGIN GL THREAD PROCS -------------------
//------------------------------------------------------------
/* Called in the gl thread */
void
gst_gl_display_set_error (GstGLDisplay * display, const char *format, ...)
{
va_list args;
if (display->error_message)
g_free (display->error_message);
va_start (args, format);
display->error_message = g_strdup_vprintf (format, args);
va_end (args);
GST_WARNING ("%s", display->error_message);
display->isAlive = FALSE;
}
static gboolean
_create_context_gles2 (GstGLDisplay * display, gint * gl_major, gint * gl_minor)
{
@ -528,14 +409,34 @@ failure:
}
}
/* Called in the gl thread */
void
gst_gl_display_thread_destroy_context (GstGLDisplay * display)
{
GST_INFO ("Context destroyed");
}
//------------------------------------------------------------
//------------------ BEGIN GL THREAD PROCS -------------------
//------------------------------------------------------------
/* Called in the gl thread */
void
gst_gl_display_set_error (GstGLDisplay * display, const char *format, ...)
{
va_list args;
if (display->error_message)
g_free (display->error_message);
va_start (args, format);
display->error_message = g_strdup_vprintf (format, args);
va_end (args);
GST_WARNING ("%s", display->error_message);
display->isAlive = FALSE;
}
void
gst_gl_display_thread_run_generic (GstGLDisplay * display)
@ -546,402 +447,6 @@ gst_gl_display_thread_run_generic (GstGLDisplay * display)
display->priv->generic_callback (display, display->priv->data);
}
void
_gen_fbo (GstGLDisplay * display)
{
/* a texture must be attached to the FBO */
const GstGLFuncs *gl = display->gl_vtable;
GLuint fake_texture = 0;
GST_TRACE ("creating FBO dimensions:%ux%u", display->priv->gen_fbo_width,
display->priv->gen_fbo_height);
/* -- generate frame buffer object */
if (!gl->GenFramebuffers) {
gst_gl_display_set_error (display,
"Context, EXT_framebuffer_object not supported");
return;
}
/* setup FBO */
gl->GenFramebuffers (1, &display->priv->generated_fbo);
gl->BindFramebuffer (GL_FRAMEBUFFER, display->priv->generated_fbo);
/* setup the render buffer for depth */
gl->GenRenderbuffers (1, &display->priv->generated_depth_buffer);
gl->BindRenderbuffer (GL_RENDERBUFFER, display->priv->generated_depth_buffer);
if (USING_OPENGL (display)) {
gl->RenderbufferStorage (GL_RENDERBUFFER, GL_DEPTH_COMPONENT,
display->priv->gen_fbo_width, display->priv->gen_fbo_height);
gl->RenderbufferStorage (GL_RENDERBUFFER, GL_DEPTH24_STENCIL8,
display->priv->gen_fbo_width, display->priv->gen_fbo_height);
}
if (USING_GLES2 (display)) {
gl->RenderbufferStorage (GL_RENDERBUFFER, GL_DEPTH_COMPONENT16,
display->priv->gen_fbo_width, display->priv->gen_fbo_height);
}
/* setup a texture to render to */
gl->GenTextures (1, &fake_texture);
gl->BindTexture (GL_TEXTURE_RECTANGLE_ARB, fake_texture);
gl->TexImage2D (GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA8,
display->priv->gen_fbo_width, display->priv->gen_fbo_height, 0, GL_RGBA,
GL_UNSIGNED_BYTE, NULL);
gl->TexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER,
GL_LINEAR);
gl->TexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER,
GL_LINEAR);
gl->TexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_S,
GL_CLAMP_TO_EDGE);
gl->TexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_T,
GL_CLAMP_TO_EDGE);
/* attach the texture to the FBO to renderer to */
gl->FramebufferTexture2D (GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
GL_TEXTURE_RECTANGLE_ARB, fake_texture, 0);
/* attach the depth render buffer to the FBO */
gl->FramebufferRenderbuffer (GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
GL_RENDERBUFFER, display->priv->generated_depth_buffer);
if (USING_OPENGL (display)) {
gl->FramebufferRenderbuffer (GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT,
GL_RENDERBUFFER, display->priv->generated_depth_buffer);
}
if (gl->CheckFramebufferStatus (GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
gst_gl_display_set_error (display, "GL framebuffer status incomplete");
/* unbind the FBO */
gl->BindFramebuffer (GL_FRAMEBUFFER, 0);
gl->DeleteTextures (1, &fake_texture);
}
void
_use_fbo (GstGLDisplay * display)
{
const GstGLFuncs *gl = display->gl_vtable;
#if GST_GL_HAVE_GLES2
GLint viewport_dim[4];
#endif
GST_TRACE ("Binding v1 FBO %u dimensions:%ux%u with texture:%u "
"dimensions:%ux%u", display->priv->use_fbo, display->priv->use_fbo_width,
display->priv->use_fbo_height, display->priv->use_fbo_texture,
display->priv->input_texture_width, display->priv->input_texture_height);
gl->BindFramebuffer (GL_FRAMEBUFFER, display->priv->use_fbo);
/*setup a texture to render to */
gl->BindTexture (GL_TEXTURE_RECTANGLE_ARB, display->priv->use_fbo_texture);
/* attach the texture to the FBO to renderer to */
gl->FramebufferTexture2D (GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
GL_TEXTURE_RECTANGLE_ARB, display->priv->use_fbo_texture, 0);
gst_gl_display_clear_shader (display);
#if GST_GL_HAVE_OPENGL
if (USING_OPENGL (display)) {
gl->PushAttrib (GL_VIEWPORT_BIT);
gl->MatrixMode (GL_PROJECTION);
gl->PushMatrix ();
gl->LoadIdentity ();
switch (display->priv->use_fbo_projection) {
case GST_GL_DISPLAY_PROJECTION_ORTHO2D:
gluOrtho2D (display->priv->use_fbo_proj_param1,
display->priv->use_fbo_proj_param2,
display->priv->use_fbo_proj_param3,
display->priv->use_fbo_proj_param4);
break;
case GST_GL_DISPLAY_PROJECTION_PERSPECTIVE:
gluPerspective (display->priv->use_fbo_proj_param1,
display->priv->use_fbo_proj_param2,
display->priv->use_fbo_proj_param3,
display->priv->use_fbo_proj_param4);
break;
default:
gst_gl_display_set_error (display, "Unknow fbo projection %d",
display->priv->use_fbo_projection);
}
gl->MatrixMode (GL_MODELVIEW);
gl->PushMatrix ();
gl->LoadIdentity ();
}
#endif
#if GST_GL_HAVE_GLES2
if (USING_GLES2 (display))
gl->GetIntegerv (GL_VIEWPORT, viewport_dim);
#endif
gl->Viewport (0, 0, display->priv->use_fbo_width,
display->priv->use_fbo_height);
#if GST_GL_HAVE_OPENGL
if (USING_OPENGL (display)) {
const GLenum rt[] = { GL_COLOR_ATTACHMENT0 };
gl->DrawBuffers (1, rt);
}
#endif
gl->ClearColor (0.0, 0.0, 0.0, 0.0);
gl->Clear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
display->priv->use_fbo_scene_cb (display->priv->input_texture_width,
display->priv->input_texture_height, display->priv->input_texture,
display->priv->use_fbo_stuff);
#if GST_GL_HAVE_OPENGL
if (USING_OPENGL (display)) {
const GLenum rt[] = { GL_NONE };
gl->DrawBuffers (1, rt);
gl->MatrixMode (GL_PROJECTION);
gl->PopMatrix ();
gl->MatrixMode (GL_MODELVIEW);
gl->PopMatrix ();
gl->PopAttrib ();
}
#endif
#if GST_GL_HAVE_GLES2
if (USING_GLES2 (display)) {
gl->Viewport (viewport_dim[0], viewport_dim[1], viewport_dim[2],
viewport_dim[3]);
}
#endif
gl->BindFramebuffer (GL_FRAMEBUFFER, 0);
}
/* Called in a gl thread
* Need full shader support */
void
_use_fbo_v2 (GstGLDisplay * display)
{
const GstGLFuncs *gl = display->gl_vtable;
GLint viewport_dim[4];
GST_TRACE ("Binding v2 FBO %u dimensions:%ux%u with texture:%u ",
display->priv->use_fbo, display->priv->use_fbo_width,
display->priv->use_fbo_height, display->priv->use_fbo_texture);
gl->BindFramebuffer (GL_FRAMEBUFFER, display->priv->use_fbo);
/* setup a texture to render to */
gl->BindTexture (GL_TEXTURE_RECTANGLE_ARB, display->priv->use_fbo_texture);
/* attach the texture to the FBO to renderer to */
gl->FramebufferTexture2D (GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
GL_TEXTURE_RECTANGLE_ARB, display->priv->use_fbo_texture, 0);
gl->GetIntegerv (GL_VIEWPORT, viewport_dim);
gl->Viewport (0, 0, display->priv->use_fbo_width,
display->priv->use_fbo_height);
gl->DrawBuffer (GL_COLOR_ATTACHMENT0);
gl->ClearColor (0.0, 0.0, 0.0, 0.0);
gl->Clear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
/* the opengl scene */
display->priv->use_fbo_scene_cb_v2 (display->priv->use_fbo_stuff);
gl->DrawBuffer (GL_NONE);
gl->Viewport (viewport_dim[0], viewport_dim[1],
viewport_dim[2], viewport_dim[3]);
gl->BindFramebuffer (GL_FRAMEBUFFER, 0);
}
/* Called in the gl thread */
void
_del_fbo (GstGLDisplay * display)
{
const GstGLFuncs *gl = display->gl_vtable;
GST_TRACE ("Deleting FBO %u", display->priv->del_fbo);
if (display->priv->del_fbo) {
gl->DeleteFramebuffers (1, &display->priv->del_fbo);
display->priv->del_fbo = 0;
}
if (display->priv->del_depth_buffer) {
gl->DeleteRenderbuffers (1, &display->priv->del_depth_buffer);
display->priv->del_depth_buffer = 0;
}
}
/* Called in the gl thread */
void
_gen_shader (GstGLDisplay * display)
{
const GstGLFuncs *gl = display->gl_vtable;
GST_TRACE ("Generating shader %" GST_PTR_FORMAT, display->priv->gen_shader);
if (gl->CreateProgramObject || gl->CreateProgram) {
if (display->priv->gen_shader_vertex_source ||
display->priv->gen_shader_fragment_source) {
GError *error = NULL;
display->priv->gen_shader = gst_gl_shader_new (display);
if (display->priv->gen_shader_vertex_source)
gst_gl_shader_set_vertex_source (display->priv->gen_shader,
display->priv->gen_shader_vertex_source);
if (display->priv->gen_shader_fragment_source)
gst_gl_shader_set_fragment_source (display->priv->gen_shader,
display->priv->gen_shader_fragment_source);
gst_gl_shader_compile (display->priv->gen_shader, &error);
if (error) {
gst_gl_display_set_error (display, "%s", error->message);
g_error_free (error);
error = NULL;
gst_gl_display_clear_shader (display);
g_object_unref (G_OBJECT (display->priv->gen_shader));
display->priv->gen_shader = NULL;
}
}
} else {
gst_gl_display_set_error (display,
"One of the filter required ARB_fragment_shader");
display->priv->gen_shader = NULL;
}
}
/* Called in the gl thread */
void
_del_shader (GstGLDisplay * display)
{
GST_TRACE ("Deleting shader %" GST_PTR_FORMAT, display->priv->del_shader);
if (display->priv->del_shader) {
g_object_unref (G_OBJECT (display->priv->del_shader));
display->priv->del_shader = NULL;
}
}
//------------------------------------------------------------
//------------------ BEGIN GL THREAD ACTIONS -----------------
//------------------------------------------------------------
//------------------------------------------------------------
//---------------------- BEGIN PRIVATE -----------------------
//------------------------------------------------------------
void
gst_gl_display_gen_texture_window_cb (GstGLDisplay * display)
{
gst_gl_display_gen_texture_thread (display, &display->priv->gen_texture,
display->priv->gen_texture_video_format, display->priv->gen_texture_width,
display->priv->gen_texture_height);
}
/* Generate a texture if no one is available in the pool
* Called in the gl thread */
void
gst_gl_display_gen_texture_thread (GstGLDisplay * display, GLuint * pTexture,
GstVideoFormat v_format, GLint width, GLint height)
{
const GstGLFuncs *gl = display->gl_vtable;
GST_TRACE ("Generating texture format:%u dimensions:%ux%u", v_format,
width, height);
gl->GenTextures (1, pTexture);
gl->BindTexture (GL_TEXTURE_RECTANGLE_ARB, *pTexture);
switch (v_format) {
case GST_VIDEO_FORMAT_RGB:
case GST_VIDEO_FORMAT_BGR:
case GST_VIDEO_FORMAT_RGBx:
case GST_VIDEO_FORMAT_BGRx:
case GST_VIDEO_FORMAT_xRGB:
case GST_VIDEO_FORMAT_xBGR:
case GST_VIDEO_FORMAT_RGBA:
case GST_VIDEO_FORMAT_BGRA:
case GST_VIDEO_FORMAT_ARGB:
case GST_VIDEO_FORMAT_ABGR:
{
gl->TexImage2D (GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA8,
width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
break;
}
case GST_VIDEO_FORMAT_YUY2:
case GST_VIDEO_FORMAT_UYVY:
{
switch (display->colorspace_conversion) {
case GST_GL_DISPLAY_CONVERSION_GLSL:
case GST_GL_DISPLAY_CONVERSION_MATRIX:
gl->TexImage2D (GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA8,
width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
break;
#if 0
case GST_GL_DISPLAY_CONVERSION_MESA:
if (display->upload_width != display->upload_data_width ||
display->upload_height != display->upload_data_height)
gl->TexImage2D (GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA8,
width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
else
gl->TexImage2D (GL_TEXTURE_RECTANGLE_ARB, 0, GL_YCBCR_MESA, width,
height, 0, GL_YCBCR_MESA, GL_UNSIGNED_SHORT_8_8_MESA, NULL);
break;
#endif
default:
gst_gl_display_set_error (display, "Unknow colorspace conversion %d",
display->colorspace_conversion);
}
break;
}
case GST_VIDEO_FORMAT_I420:
case GST_VIDEO_FORMAT_YV12:
case GST_VIDEO_FORMAT_AYUV:
{
gl->TexImage2D (GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA8,
width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
break;
}
default:
{
gst_gl_display_set_error (display, "Unsupported upload video format %d",
v_format);
break;
}
}
gl->TexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER,
GL_LINEAR);
gl->TexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER,
GL_LINEAR);
gl->TexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_S,
GL_CLAMP_TO_EDGE);
gl->TexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_T,
GL_CLAMP_TO_EDGE);
GST_LOG ("generated texture id:%d", *pTexture);
}
void
gst_gl_display_del_texture_thread (GstGLDisplay * display, GLuint * pTexture)
{
//glDeleteTextures (1, pTexture);
}
/*------------------------------------------------------------
--------------------- END PRIVATE -------------------------
----------------------------------------------------------*/
/*------------------------------------------------------------
--------------------- BEGIN PUBLIC -------------------------
----------------------------------------------------------*/
@ -958,44 +463,6 @@ gst_gl_display_unlock (GstGLDisplay * display)
g_mutex_unlock (&display->mutex);
}
/* called in the gl thread */
gboolean
gst_gl_display_check_framebuffer_status (GstGLDisplay * display)
{
GLenum status = 0;
status = display->gl_vtable->CheckFramebufferStatus (GL_FRAMEBUFFER);
switch (status) {
case GL_FRAMEBUFFER_COMPLETE:
return TRUE;
break;
case GL_FRAMEBUFFER_UNSUPPORTED:
GST_ERROR ("GL_FRAMEBUFFER_UNSUPPORTED");
break;
case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT:
GST_ERROR ("GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT");
break;
case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT:
GST_ERROR ("GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT");
break;
case GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS:
GST_ERROR ("GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS");
break;
#if GST_GL_HAVE_OPENGL
case GL_FRAMEBUFFER_UNDEFINED:
GST_ERROR ("GL_FRAMEBUFFER_UNDEFINED");
break;
#endif
default:
GST_ERROR ("General FBO error");
}
return FALSE;
}
/* Called by the first gl element of a video/x-raw-gl flow */
GstGLDisplay *
gst_gl_display_new (void)
@ -1003,7 +470,6 @@ gst_gl_display_new (void)
return g_object_new (GST_GL_TYPE_DISPLAY, NULL);
}
/* Create an opengl context (one context for one GstGLDisplay) */
gboolean
gst_gl_display_create_context (GstGLDisplay * display,
@ -1045,182 +511,7 @@ gst_gl_display_thread_add (GstGLDisplay * display,
gst_gl_display_unlock (display);
}
void
gst_gl_display_gen_texture (GstGLDisplay * display, GLuint * pTexture,
GstVideoFormat v_format, GLint width, GLint height)
{
gst_gl_display_lock (display);
if (display->isAlive) {
display->priv->gen_texture_width = width;
display->priv->gen_texture_height = height;
display->priv->gen_texture_video_format = v_format;
gst_gl_window_send_message (display->gl_window,
GST_GL_WINDOW_CB (gst_gl_display_gen_texture_window_cb), display);
*pTexture = display->priv->gen_texture;
} else
*pTexture = 0;
gst_gl_display_unlock (display);
}
void
gst_gl_display_del_texture (GstGLDisplay * display, GLuint * pTexture)
{
gst_gl_display_lock (display);
if (*pTexture) {
gst_gl_display_del_texture_thread (display, pTexture);
}
gst_gl_display_unlock (display);
}
gboolean
gst_gl_display_gen_fbo (GstGLDisplay * display, gint width, gint height,
GLuint * fbo, GLuint * depthbuffer)
{
gboolean isAlive = FALSE;
gst_gl_display_lock (display);
if (display->isAlive) {
display->priv->gen_fbo_width = width;
display->priv->gen_fbo_height = height;
gst_gl_window_send_message (display->gl_window, GST_GL_WINDOW_CB (_gen_fbo),
display);
*fbo = display->priv->generated_fbo;
*depthbuffer = display->priv->generated_depth_buffer;
}
isAlive = display->isAlive;
gst_gl_display_unlock (display);
return isAlive;
}
/* Called by glfilter */
/* this function really has to be simplified... do we really need to
set projection this way? Wouldn't be better a set_projection
separate call? or just make glut functions available out of
gst-libs and call it if needed on drawcallback? -- Filippo */
/* GLCB too.. I think that only needed parameters should be
* GstGLDisplay *display and gpointer data, or just gpointer data */
/* ..everything here has to be simplified! */
gboolean
gst_gl_display_use_fbo (GstGLDisplay * display, gint texture_fbo_width,
gint texture_fbo_height, GLuint fbo, GLuint depth_buffer,
GLuint texture_fbo, GLCB cb, gint input_texture_width,
gint input_texture_height, GLuint input_texture, gdouble proj_param1,
gdouble proj_param2, gdouble proj_param3, gdouble proj_param4,
GstGLDisplayProjection projection, gpointer * stuff)
{
gboolean isAlive;
gst_gl_display_lock (display);
if (display->isAlive) {
display->priv->use_fbo = fbo;
display->priv->use_depth_buffer = depth_buffer;
display->priv->use_fbo_texture = texture_fbo;
display->priv->use_fbo_width = texture_fbo_width;
display->priv->use_fbo_height = texture_fbo_height;
display->priv->use_fbo_scene_cb = cb;
display->priv->use_fbo_proj_param1 = proj_param1;
display->priv->use_fbo_proj_param2 = proj_param2;
display->priv->use_fbo_proj_param3 = proj_param3;
display->priv->use_fbo_proj_param4 = proj_param4;
display->priv->use_fbo_projection = projection;
display->priv->use_fbo_stuff = stuff;
display->priv->input_texture_width = input_texture_width;
display->priv->input_texture_height = input_texture_height;
display->priv->input_texture = input_texture;
gst_gl_window_send_message (display->gl_window, GST_GL_WINDOW_CB (_use_fbo),
display);
}
isAlive = display->isAlive;
gst_gl_display_unlock (display);
return isAlive;
}
gboolean
gst_gl_display_use_fbo_v2 (GstGLDisplay * display, gint texture_fbo_width,
gint texture_fbo_height, GLuint fbo, GLuint depth_buffer,
GLuint texture_fbo, GLCB_V2 cb, gpointer * stuff)
{
gboolean isAlive;
gst_gl_display_lock (display);
if (display->isAlive) {
display->priv->use_fbo = fbo;
display->priv->use_depth_buffer = depth_buffer;
display->priv->use_fbo_texture = texture_fbo;
display->priv->use_fbo_width = texture_fbo_width;
display->priv->use_fbo_height = texture_fbo_height;
display->priv->use_fbo_scene_cb_v2 = cb;
display->priv->use_fbo_stuff = stuff;
gst_gl_window_send_message (display->gl_window,
GST_GL_WINDOW_CB (_use_fbo_v2), display);
}
isAlive = display->isAlive;
gst_gl_display_unlock (display);
return isAlive;
}
/* Called by gltestsrc and glfilter */
void
gst_gl_display_del_fbo (GstGLDisplay * display, GLuint fbo, GLuint depth_buffer)
{
gst_gl_display_lock (display);
if (display->isAlive) {
display->priv->del_fbo = fbo;
display->priv->del_depth_buffer = depth_buffer;
gst_gl_window_send_message (display->gl_window, GST_GL_WINDOW_CB (_del_fbo),
display);
}
gst_gl_display_unlock (display);
}
/* Called by glfilter */
gboolean
gst_gl_display_gen_shader (GstGLDisplay * display,
const gchar * shader_vertex_source,
const gchar * shader_fragment_source, GstGLShader ** shader)
{
gboolean isAlive;
gst_gl_display_lock (display);
if (display->isAlive) {
display->priv->gen_shader_vertex_source = shader_vertex_source;
display->priv->gen_shader_fragment_source = shader_fragment_source;
gst_gl_window_send_message (display->gl_window,
GST_GL_WINDOW_CB (_gen_shader), display);
if (shader)
*shader = display->priv->gen_shader;
display->priv->gen_shader = NULL;
display->priv->gen_shader_vertex_source = NULL;
display->priv->gen_shader_fragment_source = NULL;
}
isAlive = display->isAlive;
gst_gl_display_unlock (display);
return isAlive;
}
/* Called by glfilter */
void
gst_gl_display_del_shader (GstGLDisplay * display, GstGLShader * shader)
{
gst_gl_display_lock (display);
if (display->isAlive) {
display->priv->del_shader = shader;
gst_gl_window_send_message (display->gl_window,
GST_GL_WINDOW_CB (_del_shader), display);
}
gst_gl_display_unlock (display);
}
gulong
guintptr
gst_gl_display_get_internal_gl_context (GstGLDisplay * display)
{
gulong external_gl_context = 0;

View file

@ -31,6 +31,7 @@ typedef struct _GstGLShader GstGLShader;
#include "gstglwindow.h"
#include "gstglshader.h"
#include "gstglutils.h"
G_BEGIN_DECLS
@ -63,37 +64,7 @@ typedef enum
GST_GL_DISPLAY_CONVERSION_MESA,
} GstGLDisplayConversion;
/**
* GstGLDisplayProjection:
*
* %GST_GL_DISPLAY_PROJECTION_ORTHO2D: Orthogonal projection
* %GST_GL_DISPLAY_CONVERSION_MATRIX: Perspective projection
*/
typedef enum
{
GST_GL_DISPLAY_PROJECTION_ORTHO2D,
GST_GL_DISPLAY_PROJECTION_PERSPECTIVE
} GstGLDisplayProjection;
/**
* CRCB:
* @width: new width
* @height: new height:
* @data: user data
*
* client reshape callback
*/
typedef void (*CRCB) (GLuint width, GLuint height, gpointer data);
/**
* CDCB:
* @texture: texture to draw
* @width: new width
* @height: new height:
* @data: user data
*
* client draw callback
*/
typedef gboolean (*CDCB) (GLuint texture, GLuint width, GLuint height, gpointer data);
/**
* GstGLDisplayThreadFunc:
* @display: a #GstGLDisplay
@ -103,24 +74,6 @@ typedef gboolean (*CDCB) (GLuint texture, GLuint width, GLuint height, gpointer
*/
typedef void (*GstGLDisplayThreadFunc) (GstGLDisplay * display, gpointer data);
/**
* GLCB:
* @width: the width
* @height: the height
* @texture: texture
* @stuff: user data
*
* callback definition for operating on textures
*/
typedef void (*GLCB) (gint, gint, guint, gpointer stuff);
/**
* GLCB_V2:
* @stuff: user data
*
* callback definition for operating through a Framebuffer object
*/
typedef void (*GLCB_V2) (gpointer stuff);
#define GST_GL_DISPLAY_ERR_MSG(obj) ("%s", GST_GL_DISPLAY_CAST(obj)->error_message)
/**
@ -144,13 +97,9 @@ struct _GstGLDisplay
/* gl API we are using */
GstGLAPI gl_api;
gboolean keep_aspect_ratio;
/* foreign gl context */
gulong external_gl_context;
GstGLDisplayConversion colorspace_conversion;
gchar *error_message;
GstGLFuncs *gl_vtable;
@ -164,10 +113,6 @@ struct _GstGLDisplayClass
GObjectClass object_class;
};
/*-----------------------------------------------------------*\
-------------------- Public declarations -------------------
\*-----------------------------------------------------------*/
GstGLDisplay *gst_gl_display_new (void);
gboolean gst_gl_display_create_context (GstGLDisplay * display,
@ -176,31 +121,6 @@ gboolean gst_gl_display_create_context (GstGLDisplay * display,
void gst_gl_display_thread_add (GstGLDisplay * display,
GstGLDisplayThreadFunc func, gpointer data);
void gst_gl_display_gen_texture (GstGLDisplay * display, GLuint * pTexture,
GstVideoFormat v_format, GLint width, GLint height);
void gst_gl_display_gen_texture_thread (GstGLDisplay * display, GLuint * pTexture,
GstVideoFormat v_format, GLint width, GLint height);
void gst_gl_display_del_texture (GstGLDisplay * display, GLuint * pTexture);
gboolean gst_gl_display_gen_fbo (GstGLDisplay * display, gint width, gint height,
GLuint * fbo, GLuint * depthbuffer);
gboolean gst_gl_display_use_fbo (GstGLDisplay * display, gint texture_fbo_width,
gint texture_fbo_height, GLuint fbo, GLuint depth_buffer,
GLuint texture_fbo, GLCB cb, gint input_texture_width,
gint input_texture_height, GLuint input_texture, gdouble proj_param1,
gdouble proj_param2, gdouble proj_param3, gdouble proj_param4,
GstGLDisplayProjection projection, gpointer * stuff);
gboolean gst_gl_display_use_fbo_v2 (GstGLDisplay * display, gint texture_fbo_width,
gint texture_fbo_height, GLuint fbo, GLuint depth_buffer,
GLuint texture_fbo, GLCB_V2 cb, gpointer * stuff);
void gst_gl_display_del_fbo (GstGLDisplay * display, GLuint fbo,
GLuint depth_buffer);
gboolean gst_gl_display_gen_shader (GstGLDisplay * display,
const gchar * shader_vertex_source,
const gchar * shader_fragment_source, GstGLShader ** shader);
void gst_gl_display_del_shader (GstGLDisplay * display, GstGLShader * shader);
gulong gst_gl_display_get_internal_gl_context (GstGLDisplay * display);
void gst_gl_display_activate_gl_context (GstGLDisplay * display, gboolean activate);

View file

@ -692,8 +692,6 @@ _init_upload (GstGLDisplay * display, GstGLUpload * upload)
GST_INFO ("We have OpenGL shaders");
display->colorspace_conversion = GST_GL_DISPLAY_CONVERSION_GLSL;
_init_upload_fbo (display, upload);
switch (v_format) {
@ -977,10 +975,13 @@ _do_upload (GstGLDisplay * display, GstGLUpload * upload)
case GST_VIDEO_FORMAT_YV12:
case GST_VIDEO_FORMAT_AYUV:
{
#if 0
switch (display->colorspace_conversion) {
case GST_GL_DISPLAY_CONVERSION_GLSL:
/* color space conversion is needed */
#endif
upload->priv->draw (display, upload);
#if 0
break;
case GST_GL_DISPLAY_CONVERSION_MATRIX:
/* color space conversion is needed */
@ -997,6 +998,7 @@ _do_upload (GstGLDisplay * display, GstGLUpload * upload)
g_assert_not_reached ();
break;
}
#endif
}
break;
default:
@ -1046,9 +1048,11 @@ _do_upload_make (GstGLDisplay * display, GstGLUpload * upload)
in_width, in_height, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8, NULL);
break;
case GST_VIDEO_FORMAT_YUY2:
#if 0
switch (display->colorspace_conversion) {
case GST_GL_DISPLAY_CONVERSION_GLSL:
case GST_GL_DISPLAY_CONVERSION_MATRIX:
#endif
gl->TexImage2D (GL_TEXTURE_RECTANGLE_ARB, 0, GL_LUMINANCE_ALPHA,
in_width, in_height, 0, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE,
NULL);
@ -1057,6 +1061,7 @@ _do_upload_make (GstGLDisplay * display, GstGLUpload * upload)
gl->TexImage2D (GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA8,
in_width, in_height, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV,
NULL);
#if 0
break;
case GST_GL_DISPLAY_CONVERSION_MESA:
gl->TexImage2D (GL_TEXTURE_RECTANGLE_ARB, 0, GL_YCBCR_MESA, in_width,
@ -1068,11 +1073,14 @@ _do_upload_make (GstGLDisplay * display, GstGLUpload * upload)
g_assert_not_reached ();
break;
}
#endif
break;
case GST_VIDEO_FORMAT_UYVY:
#if 0
switch (display->colorspace_conversion) {
case GST_GL_DISPLAY_CONVERSION_GLSL:
case GST_GL_DISPLAY_CONVERSION_MATRIX:
#endif
glTexImage2D (GL_TEXTURE_RECTANGLE_ARB, 0, GL_LUMINANCE_ALPHA,
in_width, in_height, 0, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE,
NULL);
@ -1081,6 +1089,7 @@ _do_upload_make (GstGLDisplay * display, GstGLUpload * upload)
glTexImage2D (GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA8,
in_width, in_height, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV,
NULL);
#if 0
break;
case GST_GL_DISPLAY_CONVERSION_MESA:
glTexImage2D (GL_TEXTURE_RECTANGLE_ARB, 0, GL_YCBCR_MESA, in_width,
@ -1092,6 +1101,7 @@ _do_upload_make (GstGLDisplay * display, GstGLUpload * upload)
g_assert_not_reached ();
break;
}
#endif
break;
case GST_VIDEO_FORMAT_I420:
case GST_VIDEO_FORMAT_YV12:
@ -1160,10 +1170,13 @@ _do_upload_fill (GstGLDisplay * display, GstGLUpload * upload)
case GST_VIDEO_FORMAT_I420:
case GST_VIDEO_FORMAT_YV12:
case GST_VIDEO_FORMAT_AYUV:
#if 0
switch (display->colorspace_conversion) {
case GST_GL_DISPLAY_CONVERSION_GLSL:
case GST_GL_DISPLAY_CONVERSION_MATRIX:
#endif
gl->BindTexture (GL_TEXTURE_RECTANGLE_ARB, upload->in_texture[0]);
#if 0
break;
case GST_GL_DISPLAY_CONVERSION_MESA:
if (in_width != out_width || in_height != out_height)
@ -1177,6 +1190,7 @@ _do_upload_fill (GstGLDisplay * display, GstGLUpload * upload)
g_assert_not_reached ();
break;
}
#endif
break;
default:
gst_gl_display_set_error (display, "Unsupported upload video format %d",
@ -1216,9 +1230,11 @@ _do_upload_fill (GstGLDisplay * display, GstGLUpload * upload)
GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, upload->data[0]);
break;
case GST_VIDEO_FORMAT_YUY2:
#if 0
switch (display->colorspace_conversion) {
case GST_GL_DISPLAY_CONVERSION_GLSL:
case GST_GL_DISPLAY_CONVERSION_MATRIX:
#endif
gl->TexSubImage2D (GL_TEXTURE_RECTANGLE_ARB, 0, 0, 0, in_width,
in_height, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, upload->data[0]);
@ -1226,6 +1242,7 @@ _do_upload_fill (GstGLDisplay * display, GstGLUpload * upload)
gl->TexSubImage2D (GL_TEXTURE_RECTANGLE_ARB, 0, 0, 0,
GST_ROUND_UP_2 (in_width) / 2, in_height,
GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, upload->data[0]);
#if 0
break;
case GST_GL_DISPLAY_CONVERSION_MESA:
gl->TexSubImage2D (GL_TEXTURE_RECTANGLE_ARB, 0, 0, 0, in_width,
@ -1238,11 +1255,14 @@ _do_upload_fill (GstGLDisplay * display, GstGLUpload * upload)
g_assert_not_reached ();
break;
}
#endif
break;
case GST_VIDEO_FORMAT_UYVY:
#if 0
switch (display->colorspace_conversion) {
case GST_GL_DISPLAY_CONVERSION_GLSL:
case GST_GL_DISPLAY_CONVERSION_MATRIX:
#endif
gl->TexSubImage2D (GL_TEXTURE_RECTANGLE_ARB, 0, 0, 0, in_width,
in_height, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, upload->data[0]);
@ -1250,6 +1270,7 @@ _do_upload_fill (GstGLDisplay * display, GstGLUpload * upload)
gl->TexSubImage2D (GL_TEXTURE_RECTANGLE_ARB, 0, 0, 0,
GST_ROUND_UP_2 (in_width) / 2, in_height,
GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, upload->data[0]);
#if 0
break;
case GST_GL_DISPLAY_CONVERSION_MESA:
gl->TexSubImage2D (GL_TEXTURE_RECTANGLE_ARB, 0, 0, 0, in_width,
@ -1262,6 +1283,7 @@ _do_upload_fill (GstGLDisplay * display, GstGLUpload * upload)
g_assert_not_reached ();
break;
}
#endif
break;
case GST_VIDEO_FORMAT_I420:
{
@ -1399,10 +1421,12 @@ _do_upload_draw_opengl (GstGLDisplay * display, GstGLUpload * upload)
case GST_VIDEO_FORMAT_YUY2:
case GST_VIDEO_FORMAT_UYVY:
{
#if 0
switch (display->colorspace_conversion) {
case GST_GL_DISPLAY_CONVERSION_GLSL:
case GST_GL_DISPLAY_CONVERSION_MATRIX:
{
#endif
gst_gl_shader_use (upload->shader);
gl->MatrixMode (GL_PROJECTION);
@ -1431,6 +1455,7 @@ _do_upload_draw_opengl (GstGLDisplay * display, GstGLUpload * upload)
GL_CLAMP_TO_EDGE);
gl->TexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_T,
GL_CLAMP_TO_EDGE);
#if 0
}
break;
case GST_GL_DISPLAY_CONVERSION_MESA:
@ -1457,6 +1482,7 @@ _do_upload_draw_opengl (GstGLDisplay * display, GstGLUpload * upload)
g_assert_not_reached ();
break;
}
#endif
}
break;
@ -1645,10 +1671,12 @@ _do_upload_draw_gles2 (GstGLDisplay * display, GstGLUpload * upload)
case GST_VIDEO_FORMAT_YUY2:
case GST_VIDEO_FORMAT_UYVY:
{
#if 0
switch (display->colorspace_conversion) {
case GST_GL_DISPLAY_CONVERSION_GLSL:
case GST_GL_DISPLAY_CONVERSION_MATRIX:
{
#endif
gst_gl_shader_use (upload->shader);
gl->VertexAttribPointer (upload->shader_attr_position_loc, 3,
@ -1682,6 +1710,7 @@ _do_upload_draw_gles2 (GstGLDisplay * display, GstGLUpload * upload)
GL_CLAMP_TO_EDGE);
gl->TexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_T,
GL_CLAMP_TO_EDGE);
#if 0
}
break;
case GST_GL_DISPLAY_CONVERSION_MESA:
@ -1704,6 +1733,7 @@ _do_upload_draw_gles2 (GstGLDisplay * display, GstGLUpload * upload)
g_assert_not_reached ();
break;
}
#endif
}
break;

View file

@ -0,0 +1,677 @@
/*
* GStreamer
* Copyright (C) 2013 Matthew Waters <ystreet00@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., 51 Franklin St, Fifth Floor,
* Boston, MA 02110-1301, USA.
*/
#include <stdio.h>
#include <gst/gst.h>
#include "gstglutils.h"
#include "gstglfeature.h"
#ifndef GL_FRAMEBUFFER_UNDEFINED
#define GL_FRAMEBUFFER_UNDEFINED 0x8219
#endif
#ifndef GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT
#define GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT 0x8CD6
#endif
#ifndef GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT
#define GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT 0x8CD7
#endif
#ifndef GL_FRAMEBUFFER_UNSUPPORTED
#define GL_FRAMEBUFFER_UNSUPPORTED 0x8CDD
#endif
#ifndef GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS
#define GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS 0x8CD9
#endif
#define USING_OPENGL(display) (display->gl_api & GST_GL_API_OPENGL)
#define USING_OPENGL3(display) (display->gl_api & GST_GL_API_OPENGL3)
#define USING_GLES(display) (display->gl_api & GST_GL_API_GLES)
#define USING_GLES2(display) (display->gl_api & GST_GL_API_GLES2)
#define USING_GLES3(display) (display->gl_api & GST_GL_API_GLES3)
static GLuint gen_texture;
static GLuint gen_texture_width;
static GLuint gen_texture_height;
static GstVideoFormat gen_texture_video_format;
/* filter gen fbo */
static GLuint gen_fbo_width;
static GLuint gen_fbo_height;
static GLuint generated_fbo;
static GLuint generated_depth_buffer;
/* filter use fbo */
static GLuint use_fbo;
static GLuint use_depth_buffer;
static GLuint use_fbo_texture;
static GLuint use_fbo_width;
static GLuint use_fbo_height;
static GLCB use_fbo_scene_cb;
static GLCB_V2 use_fbo_scene_cb_v2;
static gdouble use_fbo_proj_param1;
static gdouble use_fbo_proj_param2;
static gdouble use_fbo_proj_param3;
static gdouble use_fbo_proj_param4;
static GstGLDisplayProjection use_fbo_projection;
static gpointer *use_fbo_stuff;
static GLuint input_texture_width;
static GLuint input_texture_height;
static GLuint input_texture;
/* filter del fbo */
static GLuint del_fbo;
static GLuint del_depth_buffer;
/* action gen and del shader */
static const gchar *gen_shader_fragment_source;
static const gchar *gen_shader_vertex_source;
static GstGLShader *gen_shader;
static GstGLShader *del_shader;
static void _gen_fbo (GstGLDisplay * display);
static void _use_fbo (GstGLDisplay * display);
static void _use_fbo_v2 (GstGLDisplay * display);
static void _del_fbo (GstGLDisplay * display);
static void _gen_shader (GstGLDisplay * display);
static void _del_shader (GstGLDisplay * display);
static void
gst_gl_display_gen_texture_window_cb (GstGLDisplay * display)
{
gst_gl_display_gen_texture_thread (display, &gen_texture,
gen_texture_video_format, gen_texture_width, gen_texture_height);
}
/* Generate a texture if no one is available in the pool
* Called in the gl thread */
void
gst_gl_display_gen_texture_thread (GstGLDisplay * display, GLuint * pTexture,
GstVideoFormat v_format, GLint width, GLint height)
{
const GstGLFuncs *gl = display->gl_vtable;
GST_TRACE ("Generating texture format:%u dimensions:%ux%u", v_format,
width, height);
gl->GenTextures (1, pTexture);
gl->BindTexture (GL_TEXTURE_RECTANGLE_ARB, *pTexture);
switch (v_format) {
case GST_VIDEO_FORMAT_RGB:
case GST_VIDEO_FORMAT_BGR:
case GST_VIDEO_FORMAT_RGBx:
case GST_VIDEO_FORMAT_BGRx:
case GST_VIDEO_FORMAT_xRGB:
case GST_VIDEO_FORMAT_xBGR:
case GST_VIDEO_FORMAT_RGBA:
case GST_VIDEO_FORMAT_BGRA:
case GST_VIDEO_FORMAT_ARGB:
case GST_VIDEO_FORMAT_ABGR:
{
gl->TexImage2D (GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA8,
width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
break;
}
case GST_VIDEO_FORMAT_YUY2:
case GST_VIDEO_FORMAT_UYVY:
{
#if 0
switch (display->colorspace_conversion) {
case GST_GL_DISPLAY_CONVERSION_GLSL:
case GST_GL_DISPLAY_CONVERSION_MATRIX:
#endif
gl->TexImage2D (GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA8,
width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
#if 0
break;
case GST_GL_DISPLAY_CONVERSION_MESA:
if (display->upload_width != display->upload_data_width ||
display->upload_height != display->upload_data_height)
gl->TexImage2D (GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA8,
width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
else
gl->TexImage2D (GL_TEXTURE_RECTANGLE_ARB, 0, GL_YCBCR_MESA, width,
height, 0, GL_YCBCR_MESA, GL_UNSIGNED_SHORT_8_8_MESA, NULL);
break;
default:
gst_gl_display_set_error (display, "Unknow colorspace conversion %d",
display->colorspace_conversion);
}
#endif
break;
}
case GST_VIDEO_FORMAT_I420:
case GST_VIDEO_FORMAT_YV12:
case GST_VIDEO_FORMAT_AYUV:
{
gl->TexImage2D (GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA8,
width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
break;
}
default:
{
gst_gl_display_set_error (display, "Unsupported upload video format %d",
v_format);
break;
}
}
gl->TexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER,
GL_LINEAR);
gl->TexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER,
GL_LINEAR);
gl->TexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_S,
GL_CLAMP_TO_EDGE);
gl->TexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_T,
GL_CLAMP_TO_EDGE);
GST_LOG ("generated texture id:%d", *pTexture);
}
void
gst_gl_display_del_texture_thread (GstGLDisplay * display, GLuint * pTexture)
{
//glDeleteTextures (1, pTexture);
}
/* called in the gl thread */
gboolean
gst_gl_display_check_framebuffer_status (GstGLDisplay * display)
{
GLenum status = 0;
status = display->gl_vtable->CheckFramebufferStatus (GL_FRAMEBUFFER);
switch (status) {
case GL_FRAMEBUFFER_COMPLETE:
return TRUE;
break;
case GL_FRAMEBUFFER_UNSUPPORTED:
GST_ERROR ("GL_FRAMEBUFFER_UNSUPPORTED");
break;
case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT:
GST_ERROR ("GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT");
break;
case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT:
GST_ERROR ("GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT");
break;
case GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS:
GST_ERROR ("GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS");
break;
#if GST_GL_HAVE_OPENGL
case GL_FRAMEBUFFER_UNDEFINED:
GST_ERROR ("GL_FRAMEBUFFER_UNDEFINED");
break;
#endif
default:
GST_ERROR ("General FBO error");
}
return FALSE;
}
void
gst_gl_display_gen_texture (GstGLDisplay * display, GLuint * pTexture,
GstVideoFormat v_format, GLint width, GLint height)
{
gst_gl_display_lock (display);
if (display->isAlive) {
gen_texture_width = width;
gen_texture_height = height;
gen_texture_video_format = v_format;
gst_gl_window_send_message (display->gl_window,
GST_GL_WINDOW_CB (gst_gl_display_gen_texture_window_cb), display);
*pTexture = gen_texture;
} else
*pTexture = 0;
gst_gl_display_unlock (display);
}
void
gst_gl_display_del_texture (GstGLDisplay * display, GLuint * pTexture)
{
gst_gl_display_lock (display);
if (*pTexture) {
gst_gl_display_del_texture_thread (display, pTexture);
}
gst_gl_display_unlock (display);
}
gboolean
gst_gl_display_gen_fbo (GstGLDisplay * display, gint width, gint height,
GLuint * fbo, GLuint * depthbuffer)
{
gboolean isAlive = FALSE;
gst_gl_display_lock (display);
if (display->isAlive) {
gen_fbo_width = width;
gen_fbo_height = height;
gst_gl_window_send_message (display->gl_window, GST_GL_WINDOW_CB (_gen_fbo),
display);
*fbo = generated_fbo;
*depthbuffer = generated_depth_buffer;
}
isAlive = display->isAlive;
gst_gl_display_unlock (display);
return isAlive;
}
/* Called by glfilter */
/* this function really has to be simplified... do we really need to
set projection this way? Wouldn't be better a set_projection
separate call? or just make glut functions available out of
gst-libs and call it if needed on drawcallback? -- Filippo */
/* GLCB too.. I think that only needed parameters should be
* GstGLDisplay *display and gpointer data, or just gpointer data */
/* ..everything here has to be simplified! */
gboolean
gst_gl_display_use_fbo (GstGLDisplay * display, gint texture_fbo_width,
gint texture_fbo_height, GLuint fbo, GLuint depth_buffer,
GLuint texture_fbo, GLCB cb, gint input_tex_width,
gint input_tex_height, GLuint input_tex, gdouble proj_param1,
gdouble proj_param2, gdouble proj_param3, gdouble proj_param4,
GstGLDisplayProjection projection, gpointer * stuff)
{
gboolean isAlive;
gst_gl_display_lock (display);
if (display->isAlive) {
use_fbo = fbo;
use_depth_buffer = depth_buffer;
use_fbo_texture = texture_fbo;
use_fbo_width = texture_fbo_width;
use_fbo_height = texture_fbo_height;
use_fbo_scene_cb = cb;
use_fbo_proj_param1 = proj_param1;
use_fbo_proj_param2 = proj_param2;
use_fbo_proj_param3 = proj_param3;
use_fbo_proj_param4 = proj_param4;
use_fbo_projection = projection;
use_fbo_stuff = stuff;
input_texture_width = input_tex_width;
input_texture_height = input_tex_height;
input_texture = input_tex;
gst_gl_window_send_message (display->gl_window, GST_GL_WINDOW_CB (_use_fbo),
display);
}
isAlive = display->isAlive;
gst_gl_display_unlock (display);
return isAlive;
}
gboolean
gst_gl_display_use_fbo_v2 (GstGLDisplay * display, gint texture_fbo_width,
gint texture_fbo_height, GLuint fbo, GLuint depth_buffer,
GLuint texture_fbo, GLCB_V2 cb, gpointer * stuff)
{
gboolean isAlive;
gst_gl_display_lock (display);
if (display->isAlive) {
use_fbo = fbo;
use_depth_buffer = depth_buffer;
use_fbo_texture = texture_fbo;
use_fbo_width = texture_fbo_width;
use_fbo_height = texture_fbo_height;
use_fbo_scene_cb_v2 = cb;
use_fbo_stuff = stuff;
gst_gl_window_send_message (display->gl_window,
GST_GL_WINDOW_CB (_use_fbo_v2), display);
}
isAlive = display->isAlive;
gst_gl_display_unlock (display);
return isAlive;
}
/* Called by gltestsrc and glfilter */
void
gst_gl_display_del_fbo (GstGLDisplay * display, GLuint fbo, GLuint depth_buffer)
{
gst_gl_display_lock (display);
if (display->isAlive) {
del_fbo = fbo;
del_depth_buffer = depth_buffer;
gst_gl_window_send_message (display->gl_window, GST_GL_WINDOW_CB (_del_fbo),
display);
}
gst_gl_display_unlock (display);
}
/* Called by glfilter */
gboolean
gst_gl_display_gen_shader (GstGLDisplay * display,
const gchar * shader_vertex_source,
const gchar * shader_fragment_source, GstGLShader ** shader)
{
gboolean isAlive;
gst_gl_display_lock (display);
if (display->isAlive) {
gen_shader_vertex_source = shader_vertex_source;
gen_shader_fragment_source = shader_fragment_source;
gst_gl_window_send_message (display->gl_window,
GST_GL_WINDOW_CB (_gen_shader), display);
if (shader)
*shader = gen_shader;
gen_shader = NULL;
gen_shader_vertex_source = NULL;
gen_shader_fragment_source = NULL;
}
isAlive = display->isAlive;
gst_gl_display_unlock (display);
return isAlive;
}
/* Called by glfilter */
void
gst_gl_display_del_shader (GstGLDisplay * display, GstGLShader * shader)
{
gst_gl_display_lock (display);
if (display->isAlive) {
del_shader = shader;
gst_gl_window_send_message (display->gl_window,
GST_GL_WINDOW_CB (_del_shader), display);
}
gst_gl_display_unlock (display);
}
void
_gen_fbo (GstGLDisplay * display)
{
/* a texture must be attached to the FBO */
const GstGLFuncs *gl = display->gl_vtable;
GLuint fake_texture = 0;
GST_TRACE ("creating FBO dimensions:%ux%u", gen_fbo_width, gen_fbo_height);
/* -- generate frame buffer object */
if (!gl->GenFramebuffers) {
gst_gl_display_set_error (display,
"Context, EXT_framebuffer_object not supported");
return;
}
/* setup FBO */
gl->GenFramebuffers (1, &generated_fbo);
gl->BindFramebuffer (GL_FRAMEBUFFER, generated_fbo);
/* setup the render buffer for depth */
gl->GenRenderbuffers (1, &generated_depth_buffer);
gl->BindRenderbuffer (GL_RENDERBUFFER, generated_depth_buffer);
if (USING_OPENGL (display)) {
gl->RenderbufferStorage (GL_RENDERBUFFER, GL_DEPTH_COMPONENT,
gen_fbo_width, gen_fbo_height);
gl->RenderbufferStorage (GL_RENDERBUFFER, GL_DEPTH24_STENCIL8,
gen_fbo_width, gen_fbo_height);
}
if (USING_GLES2 (display)) {
gl->RenderbufferStorage (GL_RENDERBUFFER, GL_DEPTH_COMPONENT16,
gen_fbo_width, gen_fbo_height);
}
/* setup a texture to render to */
gl->GenTextures (1, &fake_texture);
gl->BindTexture (GL_TEXTURE_RECTANGLE_ARB, fake_texture);
gl->TexImage2D (GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA8,
gen_fbo_width, gen_fbo_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
gl->TexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER,
GL_LINEAR);
gl->TexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER,
GL_LINEAR);
gl->TexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_S,
GL_CLAMP_TO_EDGE);
gl->TexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_T,
GL_CLAMP_TO_EDGE);
/* attach the texture to the FBO to renderer to */
gl->FramebufferTexture2D (GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
GL_TEXTURE_RECTANGLE_ARB, fake_texture, 0);
/* attach the depth render buffer to the FBO */
gl->FramebufferRenderbuffer (GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
GL_RENDERBUFFER, generated_depth_buffer);
if (USING_OPENGL (display)) {
gl->FramebufferRenderbuffer (GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT,
GL_RENDERBUFFER, generated_depth_buffer);
}
if (gl->CheckFramebufferStatus (GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
gst_gl_display_set_error (display, "GL framebuffer status incomplete");
/* unbind the FBO */
gl->BindFramebuffer (GL_FRAMEBUFFER, 0);
gl->DeleteTextures (1, &fake_texture);
}
static void
_use_fbo (GstGLDisplay * display)
{
const GstGLFuncs *gl = display->gl_vtable;
#if GST_GL_HAVE_GLES2
GLint viewport_dim[4];
#endif
GST_TRACE ("Binding v1 FBO %u dimensions:%ux%u with texture:%u "
"dimensions:%ux%u", use_fbo, use_fbo_width,
use_fbo_height, use_fbo_texture,
input_texture_width, input_texture_height);
gl->BindFramebuffer (GL_FRAMEBUFFER, use_fbo);
/*setup a texture to render to */
gl->BindTexture (GL_TEXTURE_RECTANGLE_ARB, use_fbo_texture);
/* attach the texture to the FBO to renderer to */
gl->FramebufferTexture2D (GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
GL_TEXTURE_RECTANGLE_ARB, use_fbo_texture, 0);
gst_gl_display_clear_shader (display);
#if GST_GL_HAVE_OPENGL
if (USING_OPENGL (display)) {
gl->PushAttrib (GL_VIEWPORT_BIT);
gl->MatrixMode (GL_PROJECTION);
gl->PushMatrix ();
gl->LoadIdentity ();
switch (use_fbo_projection) {
case GST_GL_DISPLAY_PROJECTION_ORTHO2D:
gluOrtho2D (use_fbo_proj_param1,
use_fbo_proj_param2, use_fbo_proj_param3, use_fbo_proj_param4);
break;
case GST_GL_DISPLAY_PROJECTION_PERSPECTIVE:
gluPerspective (use_fbo_proj_param1,
use_fbo_proj_param2, use_fbo_proj_param3, use_fbo_proj_param4);
break;
default:
gst_gl_display_set_error (display, "Unknow fbo projection %d",
use_fbo_projection);
}
gl->MatrixMode (GL_MODELVIEW);
gl->PushMatrix ();
gl->LoadIdentity ();
}
#endif
#if GST_GL_HAVE_GLES2
if (USING_GLES2 (display))
gl->GetIntegerv (GL_VIEWPORT, viewport_dim);
#endif
gl->Viewport (0, 0, use_fbo_width, use_fbo_height);
#if GST_GL_HAVE_OPENGL
if (USING_OPENGL (display)) {
const GLenum rt[] = { GL_COLOR_ATTACHMENT0 };
gl->DrawBuffers (1, rt);
}
#endif
gl->ClearColor (0.0, 0.0, 0.0, 0.0);
gl->Clear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
use_fbo_scene_cb (input_texture_width,
input_texture_height, input_texture, use_fbo_stuff);
#if GST_GL_HAVE_OPENGL
if (USING_OPENGL (display)) {
const GLenum rt[] = { GL_NONE };
gl->DrawBuffers (1, rt);
gl->MatrixMode (GL_PROJECTION);
gl->PopMatrix ();
gl->MatrixMode (GL_MODELVIEW);
gl->PopMatrix ();
gl->PopAttrib ();
}
#endif
#if GST_GL_HAVE_GLES2
if (USING_GLES2 (display)) {
gl->Viewport (viewport_dim[0], viewport_dim[1], viewport_dim[2],
viewport_dim[3]);
}
#endif
gl->BindFramebuffer (GL_FRAMEBUFFER, 0);
}
/* Called in a gl thread
* Need full shader support */
static void
_use_fbo_v2 (GstGLDisplay * display)
{
const GstGLFuncs *gl = display->gl_vtable;
GLint viewport_dim[4];
GST_TRACE ("Binding v2 FBO %u dimensions:%ux%u with texture:%u ",
use_fbo, use_fbo_width, use_fbo_height, use_fbo_texture);
gl->BindFramebuffer (GL_FRAMEBUFFER, use_fbo);
/* setup a texture to render to */
gl->BindTexture (GL_TEXTURE_RECTANGLE_ARB, use_fbo_texture);
/* attach the texture to the FBO to renderer to */
gl->FramebufferTexture2D (GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
GL_TEXTURE_RECTANGLE_ARB, use_fbo_texture, 0);
gl->GetIntegerv (GL_VIEWPORT, viewport_dim);
gl->Viewport (0, 0, use_fbo_width, use_fbo_height);
gl->DrawBuffer (GL_COLOR_ATTACHMENT0);
gl->ClearColor (0.0, 0.0, 0.0, 0.0);
gl->Clear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
/* the opengl scene */
use_fbo_scene_cb_v2 (use_fbo_stuff);
gl->DrawBuffer (GL_NONE);
gl->Viewport (viewport_dim[0], viewport_dim[1],
viewport_dim[2], viewport_dim[3]);
gl->BindFramebuffer (GL_FRAMEBUFFER, 0);
}
/* Called in the gl thread */
static void
_del_fbo (GstGLDisplay * display)
{
const GstGLFuncs *gl = display->gl_vtable;
GST_TRACE ("Deleting FBO %u", del_fbo);
if (del_fbo) {
gl->DeleteFramebuffers (1, &del_fbo);
del_fbo = 0;
}
if (del_depth_buffer) {
gl->DeleteRenderbuffers (1, &del_depth_buffer);
del_depth_buffer = 0;
}
}
/* Called in the gl thread */
static void
_gen_shader (GstGLDisplay * display)
{
const GstGLFuncs *gl = display->gl_vtable;
GST_TRACE ("Generating shader %" GST_PTR_FORMAT, gen_shader);
if (gl->CreateProgramObject || gl->CreateProgram) {
if (gen_shader_vertex_source || gen_shader_fragment_source) {
GError *error = NULL;
gen_shader = gst_gl_shader_new (display);
if (gen_shader_vertex_source)
gst_gl_shader_set_vertex_source (gen_shader, gen_shader_vertex_source);
if (gen_shader_fragment_source)
gst_gl_shader_set_fragment_source (gen_shader,
gen_shader_fragment_source);
gst_gl_shader_compile (gen_shader, &error);
if (error) {
gst_gl_display_set_error (display, "%s", error->message);
g_error_free (error);
error = NULL;
gst_gl_display_clear_shader (display);
g_object_unref (G_OBJECT (gen_shader));
gen_shader = NULL;
}
}
} else {
gst_gl_display_set_error (display,
"One of the filter required ARB_fragment_shader");
gen_shader = NULL;
}
}
/* Called in the gl thread */
static void
_del_shader (GstGLDisplay * display)
{
GST_TRACE ("Deleting shader %" GST_PTR_FORMAT, del_shader);
if (del_shader) {
g_object_unref (G_OBJECT (del_shader));
del_shader = NULL;
}
}

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@ -0,0 +1,102 @@
/*
* GStreamer
* Copyright (C) 2013 Matthew Waters <ystreet00@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., 51 Franklin St, Fifth Floor,
* Boston, MA 02110-1301, USA.
*/
#ifndef __GST_GL_UTILS_H__
#define __GST_GL_UTILS_H__
typedef struct _GstGLDisplay GstGLDisplay;
#include "gstgldisplay.h"
/**
* GstGLDisplayProjection:
*
* %GST_GL_DISPLAY_PROJECTION_ORTHO2D: Orthogonal projection
* %GST_GL_DISPLAY_CONVERSION_MATRIX: Perspective projection
*/
typedef enum
{
GST_GL_DISPLAY_PROJECTION_ORTHO2D,
GST_GL_DISPLAY_PROJECTION_PERSPECTIVE
} GstGLDisplayProjection;
/**
* CRCB:
* @width: new width
* @height: new height:
* @data: user data
*
* client reshape callback
*/
typedef void (*CRCB) (GLuint width, GLuint height, gpointer data);
/**
* CDCB:
* @texture: texture to draw
* @width: new width
* @height: new height:
* @data: user data
*
* client draw callback
*/
typedef gboolean (*CDCB) (GLuint texture, GLuint width, GLuint height, gpointer data);
/**
* GLCB:
* @width: the width
* @height: the height
* @texture: texture
* @stuff: user data
*
* callback definition for operating on textures
*/
typedef void (*GLCB) (gint, gint, guint, gpointer stuff);
/**
* GLCB_V2:
* @stuff: user data
*
* callback definition for operating through a Framebuffer object
*/
typedef void (*GLCB_V2) (gpointer stuff);
void gst_gl_display_gen_texture (GstGLDisplay * display, GLuint * pTexture,
GstVideoFormat v_format, GLint width, GLint height);
void gst_gl_display_gen_texture_thread (GstGLDisplay * display, GLuint * pTexture,
GstVideoFormat v_format, GLint width, GLint height);
void gst_gl_display_del_texture (GstGLDisplay * display, GLuint * pTexture);
gboolean gst_gl_display_gen_fbo (GstGLDisplay * display, gint width, gint height,
GLuint * fbo, GLuint * depthbuffer);
gboolean gst_gl_display_use_fbo (GstGLDisplay * display, gint texture_fbo_width,
gint texture_fbo_height, GLuint fbo, GLuint depth_buffer,
GLuint texture_fbo, GLCB cb, gint input_texture_width,
gint input_texture_height, GLuint input_texture, gdouble proj_param1,
gdouble proj_param2, gdouble proj_param3, gdouble proj_param4,
GstGLDisplayProjection projection, gpointer * stuff);
gboolean gst_gl_display_use_fbo_v2 (GstGLDisplay * display, gint texture_fbo_width,
gint texture_fbo_height, GLuint fbo, GLuint depth_buffer,
GLuint texture_fbo, GLCB_V2 cb, gpointer * stuff);
void gst_gl_display_del_fbo (GstGLDisplay * display, GLuint fbo,
GLuint depth_buffer);
gboolean gst_gl_display_gen_shader (GstGLDisplay * display,
const gchar * shader_vertex_source,
const gchar * shader_fragment_source, GstGLShader ** shader);
void gst_gl_display_del_shader (GstGLDisplay * display, GstGLShader * shader);
#endif /* __GST_GL_UTILS_H__ */