gl: try to use highp precision where supported

The use of mediump as a specifier in GLSL shaders will have limited
resolution and when used as texture coordinates may become inaccurate
over texture sizes of 1024.
This commit is contained in:
Matthew Waters 2019-02-28 16:17:37 +11:00
parent af17302526
commit 675415bf2e
22 changed files with 460 additions and 239 deletions

View file

@ -4508,6 +4508,9 @@ gst_gl_shader_string_fragment_external_oes_default
gst_gl_shader_string_vertex_default
gst_gl_shader_string_vertex_mat4_texture_transform
gst_gl_shader_string_vertex_mat4_vertex_transform
gst_gl_shader_string_get_highest_precision
gst_gl_shader_string_fragment_get_default
gst_gl_shader_string_fragment_external_oes_get_default
<SUBSECTION Standard>
GstGLShaderPrivate
GST_GL_SHADER
@ -4536,6 +4539,8 @@ gst_glsl_version_profile_to_string
gst_glsl_string_get_version_profile
gst_gl_context_supports_glsl_profile_version
gst_gl_version_to_glsl_version
gst_gl_context_supports_precision
gst_gl_context_supports_precision_highp
<SUBSECTION Standard>
gst_glsl_error_quark
</SECTION>

View file

@ -78,9 +78,6 @@ const gchar *mirror_fragment_source_opengl =
"}";
const gchar *mirror_fragment_source_gles2 =
"#ifdef GL_ES\n"
"precision mediump float;\n"
"#endif\n"
"varying vec2 v_texcoord;"
"uniform sampler2D tex;"
"void main () {"
@ -92,9 +89,6 @@ const gchar *mirror_fragment_source_gles2 =
"}";
const gchar *squeeze_fragment_source_gles2 =
"#ifdef GL_ES\n"
"precision mediump float;\n"
"#endif\n"
"varying vec2 v_texcoord;"
"uniform sampler2D tex;"
"void main () {"
@ -109,9 +103,6 @@ const gchar *squeeze_fragment_source_gles2 =
"}";
const gchar *stretch_fragment_source_gles2 =
"#ifdef GL_ES\n"
"precision mediump float;\n"
"#endif\n"
"varying vec2 v_texcoord;"
"uniform sampler2D tex;"
"void main () {"
@ -125,9 +116,6 @@ const gchar *stretch_fragment_source_gles2 =
"}";
const gchar *tunnel_fragment_source_gles2 =
"#ifdef GL_ES\n"
"precision mediump float;\n"
"#endif\n"
"varying vec2 v_texcoord;"
"uniform sampler2D tex;"
"void main () {"
@ -144,9 +132,6 @@ const gchar *tunnel_fragment_source_gles2 =
"}";
const gchar *fisheye_fragment_source_gles2 =
"#ifdef GL_ES\n"
"precision mediump float;\n"
"#endif\n"
"varying vec2 v_texcoord;"
"uniform sampler2D tex;"
"void main () {"
@ -160,11 +145,8 @@ const gchar *fisheye_fragment_source_gles2 =
"}";
const gchar *twirl_fragment_source_gles2 =
"#ifdef GL_ES\n"
"precision mediump float;\n"
"#endif\n"
"varying vec2 v_texcoord;"
"uniform sampler2D tex;"
"uniform sampler2D tex;"
"void main () {"
" vec2 texturecoord = v_texcoord.xy;"
" vec2 normcoord;"
@ -183,9 +165,6 @@ const gchar *twirl_fragment_source_gles2 =
"}";
const gchar *bulge_fragment_source_gles2 =
"#ifdef GL_ES\n"
"precision mediump float;\n"
"#endif\n"
"varying vec2 v_texcoord;"
"uniform sampler2D tex;"
"void main () {"
@ -199,9 +178,6 @@ const gchar *bulge_fragment_source_gles2 =
"}";
const gchar *square_fragment_source_gles2 =
"#ifdef GL_ES\n"
"precision mediump float;\n"
"#endif\n"
"varying vec2 v_texcoord;"
"uniform sampler2D tex;"
"void main () {"
@ -216,9 +192,6 @@ const gchar *square_fragment_source_gles2 =
"}";
const gchar *luma_threshold_fragment_source_gles2 =
"#ifdef GL_ES\n"
"precision mediump float;\n"
"#endif\n"
"varying vec2 v_texcoord;"
"uniform sampler2D tex;"
"void main () {"
@ -229,9 +202,6 @@ const gchar *luma_threshold_fragment_source_gles2 =
"}";
const gchar *sep_sobel_length_fragment_source_gles2 =
"#ifdef GL_ES\n"
"precision mediump float;\n"
"#endif\n"
"varying vec2 v_texcoord;"
"uniform sampler2D tex;"
"uniform bool invert;"
@ -246,9 +216,6 @@ const gchar *sep_sobel_length_fragment_source_gles2 =
"}";
const gchar *desaturate_fragment_source_gles2 =
"#ifdef GL_ES\n"
"precision mediump float;\n"
"#endif\n"
"varying vec2 v_texcoord;"
"uniform sampler2D tex;"
"void main () {"
@ -258,9 +225,6 @@ const gchar *desaturate_fragment_source_gles2 =
"}";
const gchar *sep_sobel_hconv3_fragment_source_gles2 =
"#ifdef GL_ES\n"
"precision mediump float;\n"
"#endif\n"
"varying vec2 v_texcoord;"
"uniform sampler2D tex;"
"uniform float width;"
@ -289,9 +253,6 @@ const gchar *sep_sobel_hconv3_fragment_source_gles2 =
"}";
const gchar *sep_sobel_vconv3_fragment_source_gles2 =
"#ifdef GL_ES\n"
"precision mediump float;\n"
"#endif\n"
"varying vec2 v_texcoord;"
"uniform sampler2D tex;"
"uniform float height;"
@ -320,9 +281,6 @@ const gchar *sep_sobel_vconv3_fragment_source_gles2 =
"}";
const gchar *hconv7_fragment_source_gles2 =
"#ifdef GL_ES\n"
"precision mediump float;\n"
"#endif\n"
"varying vec2 v_texcoord;"
"uniform sampler2D tex;"
"uniform float kernel[7];"
@ -348,9 +306,6 @@ const gchar *hconv7_fragment_source_gles2 =
/* vertical convolution 7x7 */
const gchar *vconv7_fragment_source_gles2 =
"#ifdef GL_ES\n"
"precision mediump float;\n"
"#endif\n"
"varying vec2 v_texcoord;"
"uniform sampler2D tex;"
"uniform float kernel[7];"
@ -376,9 +331,6 @@ const gchar *vconv7_fragment_source_gles2 =
/* TODO: support several blend modes */
const gchar *sum_fragment_source_gles2 =
"#ifdef GL_ES\n"
"precision mediump float;\n"
"#endif\n"
"varying vec2 v_texcoord;"
"uniform sampler2D base;"
"uniform sampler2D blend;"
@ -391,9 +343,6 @@ const gchar *sum_fragment_source_gles2 =
"}";
const gchar *multiply_fragment_source_gles2 =
"#ifdef GL_ES\n"
"precision mediump float;\n"
"#endif\n"
"varying vec2 v_texcoord;"
"uniform sampler2D base;"
"uniform sampler2D blend;"
@ -406,9 +355,6 @@ const gchar *multiply_fragment_source_gles2 =
/* lut operations, map luma to tex1d, see orange book (chapter 19) */
const gchar *luma_to_curve_fragment_source_gles2 =
"#ifdef GL_ES\n"
"precision mediump float;\n"
"#endif\n"
"varying vec2 v_texcoord;"
"uniform sampler2D tex;"
"uniform sampler2D curve;"
@ -422,9 +368,6 @@ const gchar *luma_to_curve_fragment_source_gles2 =
/* lut operations, map rgb to tex1d, see orange book (chapter 19) */
const gchar *rgb_to_curve_fragment_source_gles2 =
"#ifdef GL_ES\n"
"precision mediump float;\n"
"#endif\n"
"varying vec2 v_texcoord;"
"uniform sampler2D tex;"
"uniform sampler2D curve;"
@ -439,9 +382,6 @@ const gchar *rgb_to_curve_fragment_source_gles2 =
"}";
const gchar *sin_fragment_source_gles2 =
"#ifdef GL_ES\n"
"precision mediump float;\n"
"#endif\n"
"varying vec2 v_texcoord;"
"uniform sampler2D tex;"
"void main () {"
@ -468,9 +408,6 @@ const gchar *sin_fragment_source_gles2 =
"}";
const gchar *interpolate_fragment_source =
"#ifdef GL_ES\n"
"precision mediump float;\n"
"#endif\n"
"varying vec2 v_texcoord;"
"uniform sampler2D base;"
"uniform sampler2D blend;"
@ -482,9 +419,6 @@ const gchar *interpolate_fragment_source =
"}";
const gchar *texture_interp_fragment_source =
"#ifdef GL_ES\n"
"precision mediump float;\n"
"#endif\n"
"varying vec2 v_texcoord;"
"uniform sampler2D base;"
"uniform sampler2D blend;"
@ -497,9 +431,6 @@ const gchar *texture_interp_fragment_source =
"}";
const gchar *difference_fragment_source =
"#ifdef GL_ES\n"
"precision mediump float;\n"
"#endif\n"
"varying vec2 v_texcoord;"
"uniform sampler2D saved;"
"uniform sampler2D current;"
@ -515,9 +446,6 @@ const gchar *difference_fragment_source =
kernel into the shader and remove unneeded zero multiplications in
the convolution */
const gchar *conv9_fragment_source_gles2 =
"#ifdef GL_ES\n"
"precision mediump float;\n"
"#endif\n"
"varying vec2 v_texcoord;"
"uniform sampler2D tex;"
"uniform float kernel[9];"

View file

@ -265,9 +265,6 @@ static const gchar *smpte_vertex_src =
"}";
static const gchar *smpte_fragment_src =
"#ifdef GL_ES\n"
"precision mediump float;\n"
"#endif\n"
"varying vec4 color;\n"
"void main()\n"
"{\n"
@ -284,9 +281,6 @@ static const gchar *snow_vertex_src =
"}";
static const gchar *snow_fragment_src =
"#ifdef GL_ES\n"
"precision mediump float;\n"
"#endif\n"
"uniform float time;\n"
"varying vec2 out_uv;\n"
"\n"
@ -327,6 +321,7 @@ _src_smpte_init (gpointer impl, GstGLContext * context, GstVideoInfo * v_info)
gushort *plane_indices;
GError *error = NULL;
int color_idx = 0;
const gchar *frags[2];
int i;
src->base.base.context = context;
@ -447,20 +442,29 @@ _src_smpte_init (gpointer impl, GstGLContext * context, GstVideoInfo * v_info)
if (src->color_shader)
gst_object_unref (src->color_shader);
frags[0] =
gst_gl_shader_string_get_highest_precision (context,
GST_GLSL_VERSION_NONE,
GST_GLSL_PROFILE_ES | GST_GLSL_PROFILE_COMPATIBILITY);
frags[1] = smpte_fragment_src;
src->color_shader = gst_gl_shader_new_link_with_stages (context, &error,
gst_glsl_stage_new_with_string (context, GL_VERTEX_SHADER,
GST_GLSL_VERSION_NONE,
GST_GLSL_PROFILE_ES | GST_GLSL_PROFILE_COMPATIBILITY,
smpte_vertex_src),
gst_glsl_stage_new_with_string (context, GL_FRAGMENT_SHADER,
gst_glsl_stage_new_with_strings (context, GL_FRAGMENT_SHADER,
GST_GLSL_VERSION_NONE,
GST_GLSL_PROFILE_ES | GST_GLSL_PROFILE_COMPATIBILITY,
smpte_fragment_src), NULL);
GST_GLSL_PROFILE_ES | GST_GLSL_PROFILE_COMPATIBILITY, 2,
frags), NULL);
if (!src->color_shader) {
GST_ERROR_OBJECT (src->base.base.src, "%s", error->message);
return FALSE;
}
frags[1] = snow_fragment_src;
if (src->snow_shader)
gst_object_unref (src->snow_shader);
src->snow_shader = gst_gl_shader_new_link_with_stages (context, &error,
@ -468,10 +472,10 @@ _src_smpte_init (gpointer impl, GstGLContext * context, GstVideoInfo * v_info)
GST_GLSL_VERSION_NONE,
GST_GLSL_PROFILE_ES | GST_GLSL_PROFILE_COMPATIBILITY,
snow_vertex_src),
gst_glsl_stage_new_with_string (context, GL_FRAGMENT_SHADER,
gst_glsl_stage_new_with_strings (context, GL_FRAGMENT_SHADER,
GST_GLSL_VERSION_NONE,
GST_GLSL_PROFILE_ES | GST_GLSL_PROFILE_COMPATIBILITY,
snow_fragment_src), NULL);
GST_GLSL_PROFILE_ES | GST_GLSL_PROFILE_COMPATIBILITY, 2,
frags), NULL);
if (!src->snow_shader) {
GST_ERROR_OBJECT (src->base.base.src, "%s", error->message);
return FALSE;
@ -684,9 +688,6 @@ static const gchar *checkers_vertex_src = "attribute vec4 position;\n"
"}";
static const gchar *checkers_fragment_src =
"#ifdef GL_ES\n"
"precision mediump float;\n"
"#endif\n"
"uniform float checker_width;\n"
"uniform float width;\n"
"uniform float height;\n"
@ -714,9 +715,16 @@ _src_checkers_init (gpointer impl, GstGLContext * context,
{
struct SrcCheckers *src = impl;
GError *error = NULL;
const gchar *frags[2];
src->base.base.context = context;
frags[0] =
gst_gl_shader_string_get_highest_precision (context,
GST_GLSL_VERSION_NONE,
GST_GLSL_PROFILE_ES | GST_GLSL_PROFILE_COMPATIBILITY);
frags[1] = checkers_fragment_src;
if (src->base.shader)
gst_object_unref (src->base.shader);
src->base.shader = gst_gl_shader_new_link_with_stages (context, &error,
@ -724,10 +732,10 @@ _src_checkers_init (gpointer impl, GstGLContext * context,
GST_GLSL_VERSION_NONE,
GST_GLSL_PROFILE_ES | GST_GLSL_PROFILE_COMPATIBILITY,
checkers_vertex_src),
gst_glsl_stage_new_with_string (context, GL_FRAGMENT_SHADER,
gst_glsl_stage_new_with_strings (context, GL_FRAGMENT_SHADER,
GST_GLSL_VERSION_NONE,
GST_GLSL_PROFILE_ES | GST_GLSL_PROFILE_COMPATIBILITY,
checkers_fragment_src), NULL);
GST_GLSL_PROFILE_ES | GST_GLSL_PROFILE_COMPATIBILITY, 2,
frags), NULL);
if (!src->base.shader) {
GST_ERROR_OBJECT (src->base.base.src, "%s", error->message);
return FALSE;
@ -808,9 +816,16 @@ _src_snow_init (gpointer impl, GstGLContext * context, GstVideoInfo * v_info)
{
struct SrcShader *src = impl;
GError *error = NULL;
const gchar *frags[2];
src->base.context = context;
frags[0] =
gst_gl_shader_string_get_highest_precision (context,
GST_GLSL_VERSION_NONE,
GST_GLSL_PROFILE_ES | GST_GLSL_PROFILE_COMPATIBILITY);
frags[1] = snow_fragment_src;
if (src->shader)
gst_object_unref (src->shader);
src->shader = gst_gl_shader_new_link_with_stages (context, &error,
@ -818,10 +833,10 @@ _src_snow_init (gpointer impl, GstGLContext * context, GstVideoInfo * v_info)
GST_GLSL_VERSION_NONE,
GST_GLSL_PROFILE_ES | GST_GLSL_PROFILE_COMPATIBILITY,
snow_vertex_src),
gst_glsl_stage_new_with_string (context, GL_FRAGMENT_SHADER,
gst_glsl_stage_new_with_strings (context, GL_FRAGMENT_SHADER,
GST_GLSL_VERSION_NONE,
GST_GLSL_PROFILE_ES | GST_GLSL_PROFILE_COMPATIBILITY,
snow_fragment_src), NULL);
GST_GLSL_PROFILE_ES | GST_GLSL_PROFILE_COMPATIBILITY, 2,
frags), NULL);
if (!src->shader) {
GST_ERROR_OBJECT (src->base.src, "%s", error->message);
return FALSE;
@ -902,9 +917,6 @@ static const gchar *mandelbrot_vertex_src = "attribute vec4 position;\n"
"}";
static const gchar *mandelbrot_fragment_src =
"#ifdef GL_ES\n"
"precision mediump float;\n"
"#endif\n"
"uniform float time;\n"
"varying vec2 fractal_position;\n"
"const vec4 K = vec4(1.0, 0.66, 0.33, 3.0);\n"
@ -942,9 +954,16 @@ _src_mandelbrot_init (gpointer impl, GstGLContext * context,
{
struct SrcShader *src = impl;
GError *error = NULL;
const gchar *frags[2];
src->base.context = context;
frags[0] =
gst_gl_shader_string_get_highest_precision (context,
GST_GLSL_VERSION_NONE,
GST_GLSL_PROFILE_ES | GST_GLSL_PROFILE_COMPATIBILITY);
frags[1] = mandelbrot_fragment_src;
if (src->shader)
gst_object_unref (src->shader);
src->shader = gst_gl_shader_new_link_with_stages (context, &error,
@ -952,10 +971,10 @@ _src_mandelbrot_init (gpointer impl, GstGLContext * context,
GST_GLSL_VERSION_NONE,
GST_GLSL_PROFILE_ES | GST_GLSL_PROFILE_COMPATIBILITY,
mandelbrot_vertex_src),
gst_glsl_stage_new_with_string (context, GL_FRAGMENT_SHADER,
gst_glsl_stage_new_with_strings (context, GL_FRAGMENT_SHADER,
GST_GLSL_VERSION_NONE,
GST_GLSL_PROFILE_ES | GST_GLSL_PROFILE_COMPATIBILITY,
mandelbrot_fragment_src), NULL);
GST_GLSL_PROFILE_ES | GST_GLSL_PROFILE_COMPATIBILITY, 2,
frags), NULL);
if (!src->shader) {
GST_ERROR_OBJECT (src->base.src, "%s", error->message);
return FALSE;
@ -1041,9 +1060,6 @@ static const gchar *circular_vertex_src =
"}";
static const gchar *circular_fragment_src =
"#ifdef GL_ES\n"
"precision mediump float;\n"
"#endif\n"
"uniform float aspect_ratio;\n"
"varying vec2 uv;\n"
"#define PI 3.14159265\n"
@ -1065,9 +1081,16 @@ _src_circular_init (gpointer impl, GstGLContext * context,
{
struct SrcShader *src = impl;
GError *error = NULL;
const gchar *frags[2];
src->base.context = context;
frags[0] =
gst_gl_shader_string_get_highest_precision (context,
GST_GLSL_VERSION_NONE,
GST_GLSL_PROFILE_ES | GST_GLSL_PROFILE_COMPATIBILITY);
frags[1] = circular_fragment_src;
if (src->shader)
gst_object_unref (src->shader);
src->shader = gst_gl_shader_new_link_with_stages (context, &error,
@ -1075,10 +1098,10 @@ _src_circular_init (gpointer impl, GstGLContext * context,
GST_GLSL_VERSION_NONE,
GST_GLSL_PROFILE_ES | GST_GLSL_PROFILE_COMPATIBILITY,
circular_vertex_src),
gst_glsl_stage_new_with_string (context, GL_FRAGMENT_SHADER,
gst_glsl_stage_new_with_strings (context, GL_FRAGMENT_SHADER,
GST_GLSL_VERSION_NONE,
GST_GLSL_PROFILE_ES | GST_GLSL_PROFILE_COMPATIBILITY,
circular_fragment_src), NULL);
GST_GLSL_PROFILE_ES | GST_GLSL_PROFILE_COMPATIBILITY, 2,
frags), NULL);
if (!src->shader) {
GST_ERROR_OBJECT (src->base.src, "%s", error->message);
return FALSE;

View file

@ -104,9 +104,6 @@ enum
/* *INDENT-OFF* */
static const gchar *alpha_frag =
"#ifdef GL_ES\n"
"precision mediump float;\n"
"#endif\n"
"varying vec2 v_texcoord;\n"
"uniform sampler2D tex;\n"
"uniform float alpha;\n"
@ -117,9 +114,6 @@ static const gchar *alpha_frag =
"}\n";
static const gchar *chroma_key_frag =
"#ifdef GL_ES\n"
"precision mediump float;\n"
"#endif\n"
"varying vec2 v_texcoord;\n"
"uniform sampler2D tex;\n"
"uniform float cb;\n"
@ -344,17 +338,24 @@ _create_shader (GstGLAlpha * alpha)
GstGLBaseFilter *base_filter = GST_GL_BASE_FILTER (alpha);
GstGLFilter *filter = GST_GL_FILTER (alpha);
GError *error = NULL;
const gchar *frags[2];
if (alpha->alpha_shader)
gst_object_unref (alpha->alpha_shader);
frags[0] =
gst_gl_shader_string_get_highest_precision (base_filter->context,
GST_GLSL_VERSION_NONE,
GST_GLSL_PROFILE_ES | GST_GLSL_PROFILE_COMPATIBILITY);
frags[1] = alpha_frag;
if (!(alpha->alpha_shader =
gst_gl_shader_new_link_with_stages (base_filter->context, &error,
gst_glsl_stage_new_default_vertex (base_filter->context),
gst_glsl_stage_new_with_string (base_filter->context,
gst_glsl_stage_new_with_strings (base_filter->context,
GL_FRAGMENT_SHADER, GST_GLSL_VERSION_NONE,
GST_GLSL_PROFILE_ES | GST_GLSL_PROFILE_COMPATIBILITY,
alpha_frag), NULL))) {
GST_GLSL_PROFILE_ES | GST_GLSL_PROFILE_COMPATIBILITY, 2,
frags), NULL))) {
GST_ELEMENT_ERROR (alpha, RESOURCE, NOT_FOUND, ("%s",
"Failed to initialize alpha shader"), ("%s",
error ? error->message : "Unknown error"));
@ -364,13 +365,15 @@ _create_shader (GstGLAlpha * alpha)
if (alpha->chroma_key_shader)
gst_object_unref (alpha->chroma_key_shader);
frags[1] = chroma_key_frag;
if (!(alpha->chroma_key_shader =
gst_gl_shader_new_link_with_stages (base_filter->context, &error,
gst_glsl_stage_new_default_vertex (base_filter->context),
gst_glsl_stage_new_with_string (base_filter->context,
gst_glsl_stage_new_with_strings (base_filter->context,
GL_FRAGMENT_SHADER, GST_GLSL_VERSION_NONE,
GST_GLSL_PROFILE_ES | GST_GLSL_PROFILE_COMPATIBILITY,
chroma_key_frag), NULL))) {
GST_GLSL_PROFILE_ES | GST_GLSL_PROFILE_COMPATIBILITY, 2,
frags), NULL))) {
GST_ELEMENT_ERROR (alpha, RESOURCE, NOT_FOUND, ("%s",
"Failed to initialize chroma key shader"), ("%s",
error ? error->message : "Unknown error"));

View file

@ -83,21 +83,16 @@ GST_STATIC_PAD_TEMPLATE ("sink",
GST_STATIC_CAPS (GST_GL_COLOR_BALANCE_VIDEO_CAPS));
/* *INDENT-OFF* */
static const gchar color_balance_frag_OES_preamble[] =
"#extension GL_OES_EGL_image_external : require\n"
"#ifdef GL_ES\n"
"precision mediump float;\n"
"#endif\n"
static const gchar glsl_external_image_extension[] =
"#extension GL_OES_EGL_image_external : require\n";
static const gchar glsl_external_image_sampler[] =
"uniform samplerExternalOES tex;\n";
static const gchar color_balance_frag_2D_preamble[] =
"#ifdef GL_ES\n"
"precision mediump float;\n"
"#endif\n"
static const gchar glsl_2D_image_sampler[] =
"uniform sampler2D tex;\n";
static const gchar color_balance_frag_templ[] =
"%s\n" // Preamble
"uniform float brightness;\n"
"uniform float contrast;\n"
"uniform float saturation;\n"
@ -229,35 +224,48 @@ _create_shader (GstGLColorBalance * balance)
GstGLBaseFilter *base_filter = GST_GL_BASE_FILTER (balance);
GstGLFilter *filter = GST_GL_FILTER (balance);
GError *error = NULL;
gchar *frag_str;
gchar *frag_body;
const gchar *frags[4];
guint frag_i = 0;
if (balance->shader)
gst_object_unref (balance->shader);
if (filter->in_texture_target == GST_GL_TEXTURE_TARGET_EXTERNAL_OES)
frags[frag_i++] = glsl_external_image_extension;
frags[frag_i++] =
gst_gl_shader_string_get_highest_precision (base_filter->context,
GST_GLSL_VERSION_NONE,
GST_GLSL_PROFILE_ES | GST_GLSL_PROFILE_COMPATIBILITY);
/* Can support rectangle textures in the future if needed */
if (filter->in_texture_target == GST_GL_TEXTURE_TARGET_2D)
frag_str =
g_strdup_printf (color_balance_frag_templ,
color_balance_frag_2D_preamble, "texture2D");
else
frag_str =
g_strdup_printf (color_balance_frag_templ,
color_balance_frag_OES_preamble, "texture2D");
if (filter->in_texture_target == GST_GL_TEXTURE_TARGET_2D) {
frags[frag_i++] = glsl_2D_image_sampler;
frags[frag_i++] = frag_body =
g_strdup_printf (color_balance_frag_templ, "texture2D");
} else {
frags[frag_i++] = glsl_external_image_sampler;
frags[frag_i++] = frag_body =
g_strdup_printf (color_balance_frag_templ, "texture2D");
}
g_assert (frag_i <= G_N_ELEMENTS (frags));
if (!(balance->shader =
gst_gl_shader_new_link_with_stages (base_filter->context, &error,
gst_glsl_stage_new_default_vertex (base_filter->context),
gst_glsl_stage_new_with_string (base_filter->context,
gst_glsl_stage_new_with_strings (base_filter->context,
GL_FRAGMENT_SHADER, GST_GLSL_VERSION_NONE,
GST_GLSL_PROFILE_ES | GST_GLSL_PROFILE_COMPATIBILITY,
frag_str), NULL))) {
g_free (frag_str);
GST_GLSL_PROFILE_ES | GST_GLSL_PROFILE_COMPATIBILITY, frag_i,
frags), NULL))) {
g_free (frag_body);
GST_ELEMENT_ERROR (balance, RESOURCE, NOT_FOUND, ("%s",
"Failed to initialize colorbalance shader"), ("%s",
error ? error->message : "Unknown error"));
return FALSE;
}
g_free (frag_str);
g_free (frag_body);
filter->draw_attr_position_loc =
gst_gl_shader_get_attribute_location (balance->shader, "a_position");

View file

@ -76,9 +76,6 @@ static gboolean gst_gl_deinterlace_greedyh_callback (GstGLFilter * filter,
/* *INDENT-OFF* */
static const gchar *greedyh_fragment_source =
"#ifdef GL_ES\n"
"precision mediump float;\n"
"#endif\n"
"uniform sampler2D tex;\n"
"uniform sampler2D tex_prev;\n"
"uniform float max_comb;\n"
@ -157,9 +154,6 @@ static const gchar *greedyh_fragment_source =
"}\n";
const gchar *vfir_fragment_source =
"#ifdef GL_ES\n"
"precision mediump float;\n"
"#endif\n"
"uniform sampler2D tex;\n"
"uniform float width;\n"
"uniform float height;\n"
@ -422,18 +416,25 @@ gst_gl_deinterlace_get_fragment_shader (GstGLFilter * filter,
GstGLShader *shader = NULL;
GstGLDeinterlace *deinterlace_filter = GST_GL_DEINTERLACE (filter);
GstGLContext *context = GST_GL_BASE_FILTER (filter)->context;
const gchar *frags[2];
shader = g_hash_table_lookup (deinterlace_filter->shaderstable, shader_name);
frags[0] =
gst_gl_shader_string_get_highest_precision (context,
GST_GLSL_VERSION_NONE,
GST_GLSL_PROFILE_ES | GST_GLSL_PROFILE_COMPATIBILITY);
frags[1] = shader_source;
if (!shader) {
GError *error = NULL;
if (!(shader = gst_gl_shader_new_link_with_stages (context, &error,
gst_glsl_stage_new_default_vertex (context),
gst_glsl_stage_new_with_string (context, GL_FRAGMENT_SHADER,
gst_glsl_stage_new_with_strings (context, GL_FRAGMENT_SHADER,
GST_GLSL_VERSION_NONE,
GST_GLSL_PROFILE_ES | GST_GLSL_PROFILE_COMPATIBILITY,
shader_source), NULL))) {
GST_GLSL_PROFILE_ES | GST_GLSL_PROFILE_COMPATIBILITY, 2,
frags), NULL))) {
GST_ELEMENT_ERROR (deinterlace_filter, RESOURCE, NOT_FOUND,
("Failed to initialize %s shader", shader_name), (NULL));
}

View file

@ -86,6 +86,7 @@ gst_gl_differencematte_gl_start (GstGLBaseFilter * base_filter)
GstGLBaseMemoryAllocator *tex_alloc;
GstGLAllocationParams *params;
GError *error = NULL;
const gchar *frags[2];
gint i;
if (!GST_GL_BASE_FILTER_CLASS (parent_class)->gl_start (base_filter))
@ -110,49 +111,58 @@ gst_gl_differencematte_gl_start (GstGLBaseFilter * base_filter)
return FALSE;
}
frags[0] =
gst_gl_shader_string_get_highest_precision (context,
GST_GLSL_VERSION_NONE,
GST_GLSL_PROFILE_ES | GST_GLSL_PROFILE_COMPATIBILITY);
frags[1] = difference_fragment_source;
if (!(differencematte->shader[0] =
gst_gl_shader_new_link_with_stages (context, &error,
gst_glsl_stage_new_default_vertex (context),
gst_glsl_stage_new_with_string (context, GL_FRAGMENT_SHADER,
gst_glsl_stage_new_with_strings (context, GL_FRAGMENT_SHADER,
GST_GLSL_VERSION_NONE,
GST_GLSL_PROFILE_ES | GST_GLSL_PROFILE_COMPATIBILITY,
difference_fragment_source), NULL))) {
GST_GLSL_PROFILE_ES | GST_GLSL_PROFILE_COMPATIBILITY, 2,
frags), NULL))) {
GST_ELEMENT_ERROR (differencematte, RESOURCE, NOT_FOUND, ("%s",
"Failed to compile difference shader"), ("%s", error->message));
return FALSE;
}
frags[1] = hconv7_fragment_source_gles2;
if (!(differencematte->shader[1] =
gst_gl_shader_new_link_with_stages (context, &error,
gst_glsl_stage_new_default_vertex (context),
gst_glsl_stage_new_with_string (context, GL_FRAGMENT_SHADER,
gst_glsl_stage_new_with_strings (context, GL_FRAGMENT_SHADER,
GST_GLSL_VERSION_NONE,
GST_GLSL_PROFILE_ES | GST_GLSL_PROFILE_COMPATIBILITY,
hconv7_fragment_source_gles2), NULL))) {
GST_GLSL_PROFILE_ES | GST_GLSL_PROFILE_COMPATIBILITY, 2,
frags), NULL))) {
GST_ELEMENT_ERROR (differencematte, RESOURCE, NOT_FOUND, ("%s",
"Failed to compile convolution shader"), ("%s", error->message));
return FALSE;
}
frags[1] = vconv7_fragment_source_gles2;
if (!(differencematte->shader[2] =
gst_gl_shader_new_link_with_stages (context, &error,
gst_glsl_stage_new_default_vertex (context),
gst_glsl_stage_new_with_string (context, GL_FRAGMENT_SHADER,
gst_glsl_stage_new_with_strings (context, GL_FRAGMENT_SHADER,
GST_GLSL_VERSION_NONE,
GST_GLSL_PROFILE_ES | GST_GLSL_PROFILE_COMPATIBILITY,
vconv7_fragment_source_gles2), NULL))) {
GST_GLSL_PROFILE_ES | GST_GLSL_PROFILE_COMPATIBILITY, 2,
frags), NULL))) {
GST_ELEMENT_ERROR (differencematte, RESOURCE, NOT_FOUND, ("%s",
"Failed to compile convolution shader"), ("%s", error->message));
return FALSE;
}
frags[1] = texture_interp_fragment_source;
if (!(differencematte->shader[3] =
gst_gl_shader_new_link_with_stages (context, &error,
gst_glsl_stage_new_default_vertex (context),
gst_glsl_stage_new_with_string (context, GL_FRAGMENT_SHADER,
gst_glsl_stage_new_with_strings (context, GL_FRAGMENT_SHADER,
GST_GLSL_VERSION_NONE,
GST_GLSL_PROFILE_ES | GST_GLSL_PROFILE_COMPATIBILITY,
texture_interp_fragment_source), NULL))) {
GST_GLSL_PROFILE_ES | GST_GLSL_PROFILE_COMPATIBILITY, 2,
frags), NULL))) {
GST_ELEMENT_ERROR (differencematte, RESOURCE, NOT_FOUND, ("%s",
"Failed to compile interpolation shader"), ("%s", error->message));
return FALSE;

View file

@ -557,13 +557,20 @@ gst_gl_effects_get_fragment_shader (GstGLEffects * effects,
if (!shader) {
GError *error = NULL;
const gchar *frag_strs[2];
frag_strs[0] =
gst_gl_shader_string_get_highest_precision (context,
GST_GLSL_VERSION_NONE,
GST_GLSL_PROFILE_ES | GST_GLSL_PROFILE_COMPATIBILITY);
frag_strs[1] = shader_source_gles2;
if (!(shader = gst_gl_shader_new_link_with_stages (context, &error,
gst_glsl_stage_new_default_vertex (context),
gst_glsl_stage_new_with_string (context, GL_FRAGMENT_SHADER,
gst_glsl_stage_new_with_strings (context, GL_FRAGMENT_SHADER,
GST_GLSL_VERSION_NONE,
GST_GLSL_PROFILE_ES | GST_GLSL_PROFILE_COMPATIBILITY,
shader_source_gles2), NULL))) {
GST_GLSL_PROFILE_ES | GST_GLSL_PROFILE_COMPATIBILITY, 2,
frag_strs), NULL))) {
GST_ELEMENT_ERROR (effects, RESOURCE, NOT_FOUND,
("Failed to initialize %s shader", shader_name), (NULL));
}

View file

@ -116,9 +116,6 @@ static const gchar *cube_v_src =
/* fragment source */
static const gchar *cube_f_src =
"#ifdef GL_ES\n"
"precision mediump float;\n"
"#endif\n"
"varying vec2 v_texcoord; \n"
"uniform sampler2D s_texture; \n"
"void main() \n"
@ -310,10 +307,22 @@ static gboolean
gst_gl_filter_cube_gl_start (GstGLBaseFilter * filter)
{
GstGLFilterCube *cube_filter = GST_GL_FILTER_CUBE (filter);
GstGLContext *context = GST_GL_BASE_FILTER (filter)->context;
gchar *frag_str;
gboolean ret;
frag_str =
g_strdup_printf ("%s%s",
gst_gl_shader_string_get_highest_precision (context,
GST_GLSL_VERSION_NONE,
GST_GLSL_PROFILE_ES | GST_GLSL_PROFILE_COMPATIBILITY), cube_f_src);
/* blocking call, wait the opengl thread has compiled the shader */
return gst_gl_context_gen_shader (GST_GL_BASE_FILTER (filter)->context,
cube_v_src, cube_f_src, &cube_filter->shader);
ret = gst_gl_context_gen_shader (context, cube_v_src, frag_str,
&cube_filter->shader);
g_free (frag_str);
return ret;
}
static gboolean

View file

@ -2014,10 +2014,17 @@ gst_glimage_sink_thread_init_redisplay (GstGLImageSink * gl_sink)
GST_GLSL_PROFILE_ES | GST_GLSL_PROFILE_COMPATIBILITY,
gst_gl_shader_string_vertex_mat4_vertex_transform);
if (gl_sink->texture_target == GST_GL_TEXTURE_TARGET_EXTERNAL_OES) {
gchar *frag_str;
frag_str =
gst_gl_shader_string_fragment_external_oes_get_default
(gl_sink->context, GST_GLSL_VERSION_NONE,
GST_GLSL_PROFILE_ES | GST_GLSL_PROFILE_COMPATIBILITY);
frag_stage = gst_glsl_stage_new_with_string (gl_sink->context,
GL_FRAGMENT_SHADER, GST_GLSL_VERSION_NONE,
GST_GLSL_PROFILE_ES | GST_GLSL_PROFILE_COMPATIBILITY,
gst_gl_shader_string_fragment_external_oes_default);
GST_GLSL_PROFILE_ES | GST_GLSL_PROFILE_COMPATIBILITY, frag_str);
g_free (frag_str);
} else {
frag_stage = gst_glsl_stage_new_default_fragment (gl_sink->context);
}

View file

@ -109,9 +109,6 @@ static const gchar *overlay_v_src =
/* fragment source */
static const gchar *overlay_f_src =
"#ifdef GL_ES\n"
"precision mediump float;\n"
"#endif\n"
"uniform sampler2D texture;\n"
"uniform float alpha;\n"
"varying vec2 v_texcoord;\n"
@ -127,12 +124,24 @@ static gboolean
gst_gl_overlay_gl_start (GstGLBaseFilter * base_filter)
{
GstGLOverlay *overlay = GST_GL_OVERLAY (base_filter);
gchar *frag_str;
gboolean ret;
if (!GST_GL_BASE_FILTER_CLASS (parent_class)->gl_start (base_filter))
return FALSE;
return gst_gl_context_gen_shader (base_filter->context, overlay_v_src,
overlay_f_src, &overlay->shader);
frag_str =
g_strdup_printf ("%s%s",
gst_gl_shader_string_get_highest_precision (base_filter->context,
GST_GLSL_VERSION_NONE,
GST_GLSL_PROFILE_ES | GST_GLSL_PROFILE_COMPATIBILITY), overlay_f_src);
/* blocking call, wait the opengl thread has compiled the shader */
ret = gst_gl_context_gen_shader (base_filter->context, overlay_v_src,
frag_str, &overlay->shader);
g_free (frag_str);
return ret;
}
/* free resources that need a gl context */

View file

@ -762,10 +762,22 @@ gst_gl_transformation_gl_start (GstGLBaseFilter * base_filter)
return FALSE;
if (gst_gl_context_get_gl_api (base_filter->context)) {
gchar *frag_str;
gboolean ret;
frag_str =
gst_gl_shader_string_fragment_get_default (base_filter->context,
GST_GLSL_VERSION_NONE,
GST_GLSL_PROFILE_ES | GST_GLSL_PROFILE_COMPATIBILITY);
/* blocking call, wait until the opengl thread has compiled the shader */
return gst_gl_context_gen_shader (base_filter->context,
ret = gst_gl_context_gen_shader (base_filter->context,
gst_gl_shader_string_vertex_mat4_vertex_transform,
gst_gl_shader_string_fragment_default, &transformation->shader);
frag_str, &transformation->shader);
g_free (frag_str);
return ret;
}
return TRUE;
}

View file

@ -484,9 +484,6 @@ static gboolean gst_gl_video_mixer_callback (gpointer stuff);
/* fragment source */
static const gchar *video_mixer_f_src =
"#ifdef GL_ES\n"
"precision mediump float;\n"
"#endif\n"
"uniform sampler2D texture; \n"
"uniform float alpha;\n"
"varying vec2 v_texcoord; \n"
@ -506,9 +503,6 @@ static const gchar *checker_v_src =
/* checker fragment source */
static const gchar *checker_f_src =
"#ifdef GL_ES\n"
"precision mediump float;\n"
"#endif\n"
"const float blocksize = 8.0;\n"
"void main ()\n"
"{\n"
@ -1212,6 +1206,8 @@ static gboolean
gst_gl_video_mixer_init_shader (GstGLMixer * mixer, GstCaps * outcaps)
{
GstGLVideoMixer *video_mixer = GST_GL_VIDEO_MIXER (mixer);
gchar *frag_str;
gboolean ret;
if (video_mixer->shader)
gst_object_unref (video_mixer->shader);
@ -1219,9 +1215,18 @@ gst_gl_video_mixer_init_shader (GstGLMixer * mixer, GstCaps * outcaps)
/* need reconfigure output geometry */
video_mixer->output_geo_change = TRUE;
return gst_gl_context_gen_shader (GST_GL_BASE_MIXER (mixer)->context,
frag_str =
g_strdup_printf ("%s%s",
gst_gl_shader_string_get_highest_precision (GST_GL_BASE_MIXER
(mixer)->context, GST_GLSL_VERSION_NONE,
GST_GLSL_PROFILE_ES | GST_GLSL_PROFILE_COMPATIBILITY),
video_mixer_f_src);
ret = gst_gl_context_gen_shader (GST_GL_BASE_MIXER (mixer)->context,
gst_gl_shader_string_vertex_mat4_vertex_transform,
video_mixer_f_src, &video_mixer->shader);
frag_str, &video_mixer->shader);
g_free (frag_str);
return ret;
}
static void
@ -1279,9 +1284,21 @@ _draw_checker_background (GstGLVideoMixer * video_mixer)
/* *INDENT-ON* */
if (!video_mixer->checker) {
gchar *frag_str;
frag_str =
g_strdup_printf ("%s%s",
gst_gl_shader_string_get_highest_precision (GST_GL_BASE_MIXER
(mixer)->context, GST_GLSL_VERSION_NONE,
GST_GLSL_PROFILE_ES | GST_GLSL_PROFILE_COMPATIBILITY),
checker_f_src);
if (!gst_gl_context_gen_shader (GST_GL_BASE_MIXER (mixer)->context,
checker_v_src, checker_f_src, &video_mixer->checker))
checker_v_src, frag_str, &video_mixer->checker)) {
g_free (frag_str);
return FALSE;
}
g_free (frag_str);
}
gst_gl_shader_use (video_mixer->checker);

View file

@ -64,8 +64,8 @@ GST_GL_EXT_BEGIN (gles2_only_api,
GST_GL_API_GLES2,
255, 255,
2, 0,
"\0",
"\0")
"ARB:\0",
"ES2_compatibility\0")
GST_GL_EXT_FUNCTION (void, ReleaseShaderCompiler, (void))
GST_GL_EXT_FUNCTION (void, GetShaderPrecisionFormat,
(GLenum shadertype,

View file

@ -126,9 +126,6 @@ static const gfloat from_rgb_bt709_vcoeff[] = {0.440654f, -0.400285f, -0.040370f
"const vec2 compose_weight = vec2(0.996109, 0.003891);\n"
#define DEFAULT_UNIFORMS \
"#ifdef GL_ES\n" \
"precision mediump float;\n" \
"#endif\n" \
"uniform vec2 tex_scale0;\n" \
"uniform vec2 tex_scale1;\n" \
"uniform vec2 tex_scale2;\n" \
@ -526,6 +523,8 @@ gst_gl_color_convert_finalize (GObject * object)
convert->context = NULL;
}
GST_ERROR_OBJECT (convert, "finalize");
G_OBJECT_CLASS (gst_gl_color_convert_parent_class)->finalize (object);
}
@ -1877,7 +1876,7 @@ _create_shader (GstGLColorConvert * convert)
GstGLSLVersion version;
GstGLSLProfile profile;
gchar *version_str, *tmp, *tmp1;
const gchar *strings[2];
const gchar *strings[3];
GError *error = NULL;
int i;
@ -1997,9 +1996,12 @@ _create_shader (GstGLColorConvert * convert)
&version, &profile);
g_free (tmp);
strings[1] = info->frag_prog;
strings[1] =
gst_gl_shader_string_get_highest_precision (convert->context, version,
profile);
strings[2] = info->frag_prog;
if (!(stage = gst_glsl_stage_new_with_strings (convert->context,
GL_FRAGMENT_SHADER, version, profile, 2, strings))) {
GL_FRAGMENT_SHADER, version, profile, 3, strings))) {
GST_ERROR_OBJECT (convert, "Failed to create fragment stage");
g_free (info->frag_prog);
info->frag_prog = NULL;

View file

@ -33,11 +33,8 @@
#include "gstgloverlaycompositor.h"
#include "gstglcontext.h"
#include "gstglfuncs.h"
#include "gstglmemory.h"
#include "gstglshader.h"
#include "gstglslstage.h"
#include <gst/gl/gl.h>
#include <gst/gl/gstglfuncs.h>
GST_DEBUG_CATEGORY_STATIC (gst_gl_overlay_compositor_debug);
#define GST_CAT_DEFAULT gst_gl_overlay_compositor_debug
@ -58,9 +55,6 @@ static GType gst_gl_composition_overlay_get_type (void);
/* *INDENT-OFF* */
const gchar *fragment_shader =
"#ifdef GL_ES\n"
"precision mediump float;\n"
"#endif\n"
"varying vec2 v_texcoord;\n"
"uniform sampler2D tex;\n"
"void main(void)\n"
@ -463,7 +457,8 @@ enum
#define DEFAULT_YINVERT FALSE
G_DEFINE_TYPE_WITH_CODE (GstGLOverlayCompositor, gst_gl_overlay_compositor,
GST_TYPE_OBJECT, G_ADD_PRIVATE (GstGLOverlayCompositor); DEBUG_INIT);
GST_TYPE_OBJECT, G_ADD_PRIVATE (GstGLOverlayCompositor);
DEBUG_INIT);
static void gst_gl_overlay_compositor_finalize (GObject * object);
static void gst_gl_overlay_compositor_set_property (GObject * object,
@ -545,14 +540,21 @@ gst_gl_overlay_compositor_init_gl (GstGLContext * context,
GstGLOverlayCompositor *compositor =
(GstGLOverlayCompositor *) compositor_pointer;
GError *error = NULL;
const gchar *frag_strs[2];
frag_strs[0] =
gst_gl_shader_string_get_highest_precision (context,
GST_GLSL_VERSION_NONE,
GST_GLSL_PROFILE_ES | GST_GLSL_PROFILE_COMPATIBILITY);
frag_strs[1] = fragment_shader;
if (!(compositor->shader =
gst_gl_shader_new_link_with_stages (context, &error,
gst_glsl_stage_new_default_vertex (context),
gst_glsl_stage_new_with_string (context, GL_FRAGMENT_SHADER,
gst_glsl_stage_new_with_strings (context, GL_FRAGMENT_SHADER,
GST_GLSL_VERSION_NONE,
GST_GLSL_PROFILE_ES | GST_GLSL_PROFILE_COMPATIBILITY,
fragment_shader), NULL))) {
GST_GLSL_PROFILE_ES | GST_GLSL_PROFILE_COMPATIBILITY, 2,
frag_strs), NULL))) {
GST_ERROR_OBJECT (compositor, "could not initialize shader: %s",
error->message);
return;

View file

@ -24,7 +24,23 @@
#include "gstglshaderstrings.h"
#define MEDIUMP_PRECISION \
"#ifdef GL_ES\n" \
"precision mediump float;\n" \
"#endif\n"
#define HIGHP_PRECISION \
"#ifdef GL_ES\n" \
"precision mediump float;\n" \
"#endif\n"
/* *INDENT-OFF* */
const gchar *gst_gl_shader_string_fragment_mediump_precision =
MEDIUMP_PRECISION;
const gchar *gst_gl_shader_string_fragment_highp_precision =
HIGHP_PRECISION;
const gchar *gst_gl_shader_string_vertex_default =
"attribute vec4 a_position;\n"
"attribute vec2 a_texcoord;\n"
@ -57,26 +73,94 @@ const gchar *gst_gl_shader_string_vertex_mat4_vertex_transform =
" v_texcoord = a_texcoord;\n"
"}\n";
#define DEFAULT_FRAGMENT_BODY \
"varying vec2 v_texcoord;\n" \
"uniform sampler2D tex;\n" \
"void main()\n" \
"{\n" \
" gl_FragColor = texture2D(tex, v_texcoord);\n" \
"}"
const gchar *gst_gl_shader_string_fragment_default =
"#ifdef GL_ES\n"
"precision mediump float;\n"
"#endif\n"
"varying vec2 v_texcoord;\n"
"uniform sampler2D tex;\n"
"void main()\n"
"{\n"
" gl_FragColor = texture2D(tex, v_texcoord);\n"
"}";
MEDIUMP_PRECISION
DEFAULT_FRAGMENT_BODY;
#define EXTERNAL_FRAGMENT_BODY \
"#extension GL_OES_EGL_image_external : require\n" \
"varying vec2 v_texcoord;\n" \
"uniform samplerExternalOES tex;\n" \
"void main()\n" \
"{\n" \
" gl_FragColor = texture2D(tex, v_texcoord);\n" \
"}"
const gchar *gst_gl_shader_string_fragment_external_oes_default =
"#extension GL_OES_EGL_image_external : require\n"
"#ifdef GL_ES\n"
"precision mediump float;\n"
"#endif\n"
"varying vec2 v_texcoord;\n"
"uniform samplerExternalOES tex;\n"
"void main()\n"
"{\n"
" gl_FragColor = texture2D(tex, v_texcoord);\n"
"}";
MEDIUMP_PRECISION
EXTERNAL_FRAGMENT_BODY;
/* *INDENT-ON* */
/**
* gst_gl_shader_string_get_highest_precision:
* @context: a #GstGLContext
* @version: a #GstGLSLVersion
* @profile: a #GstGLSLProfile
*
* Generates a shader string that defines the precision of float types in
* GLSL shaders. This is particularly needed for fragment shaders in a
* GLSL ES context where there is no default precision specified.
*
* Practically, this will return the string 'precision mediump float'
* or 'precision highp float' depending on if high precision floats are
* determined to be supported.
*
* Returns: a shader string defining the precision of float types based on
* @context, @version and @profile
*/
const gchar *
gst_gl_shader_string_get_highest_precision (GstGLContext * context,
GstGLSLVersion version, GstGLSLProfile profile)
{
if (gst_gl_context_supports_precision (context, version, profile)) {
if (gst_gl_context_supports_precision_highp (context, version, profile))
return gst_gl_shader_string_fragment_highp_precision;
else
return gst_gl_shader_string_fragment_mediump_precision;
}
return "";
}
/**
* gst_gl_shader_string_fragment_get_default:
* @context: a #GstGLContext
* @version: a #GstGLSLVersion
* @profile: a #GstGLSLProfile
*
* Returns: a passthrough shader string for copying an input texture to
* the output
*/
gchar *
gst_gl_shader_string_fragment_get_default (GstGLContext * context,
GstGLSLVersion version, GstGLSLProfile profile)
{
const gchar *precision =
gst_gl_shader_string_get_highest_precision (context, version, profile);
return g_strdup_printf ("%s%s", precision, DEFAULT_FRAGMENT_BODY);
}
/**
* gst_gl_shader_string_fragment_external_oes_get_default:
* @context: a #GstGLContext
* @version: a #GstGLSLVersion
* @profile: a #GstGLSLProfile
*
* Returns: a passthrough shader string for copying an input external-oes
* texture to the output
*/
gchar *
gst_gl_shader_string_fragment_external_oes_get_default (GstGLContext * context,
GstGLSLVersion version, GstGLSLProfile profile)
{
const gchar *precision =
gst_gl_shader_string_get_highest_precision (context, version, profile);
return g_strdup_printf ("%s%s", precision, EXTERNAL_FRAGMENT_BODY);
}

View file

@ -23,21 +23,41 @@
#include <gst/gst.h>
#include <gst/gl/gl-prelude.h>
#include <gst/gl/gl.h>
G_BEGIN_DECLS
GST_GL_API
const gchar *gst_gl_shader_string_vertex_default;
const gchar *gst_gl_shader_string_fragment_highp_precision;
GST_GL_API
const gchar *gst_gl_shader_string_fragment_mediump_precision;
GST_GL_API
const gchar *gst_gl_shader_string_vertex_default;
GST_GL_API G_DEPRECATED_FOR(gst_gl_shader_string_fragment_get_default)
const gchar *gst_gl_shader_string_fragment_default;
GST_GL_API
const gchar *gst_gl_shader_string_vertex_mat4_texture_transform;
GST_GL_API
const gchar *gst_gl_shader_string_vertex_mat4_vertex_transform;
GST_GL_API
GST_GL_API G_DEPRECATED_FOR(gst_gl_shader_string_fragment_external_oes_get_default)
const gchar *gst_gl_shader_string_fragment_external_oes_default;
GST_GL_API
const gchar * gst_gl_shader_string_get_highest_precision (GstGLContext * context,
GstGLSLVersion version,
GstGLSLProfile profile);
GST_GL_API
gchar * gst_gl_shader_string_fragment_get_default (GstGLContext * context,
GstGLSLVersion version,
GstGLSLProfile profile);
GST_GL_API
gchar * gst_gl_shader_string_fragment_external_oes_get_default (GstGLContext * context,
GstGLSLVersion version,
GstGLSLProfile profile);
G_END_DECLS
#endif /* __GST_GL_SHADER_STRINGS_H__ */

View file

@ -929,3 +929,59 @@ _gst_glsl_mangle_shader (const gchar * str, guint shader_type,
}
return tmp;
}
/**
* gst_gl_context_supports_precision:
* @context: a #GstGLContext
* @version: a #GstGLSLVersion
* @profile: a #GstGLSLProfile
*
* Returns: whether @context supports the 'precision' specifier in GLSL shaders
*/
gboolean
gst_gl_context_supports_precision (GstGLContext * context,
GstGLSLVersion version, GstGLSLProfile profile)
{
gboolean es2 = FALSE;
g_return_val_if_fail (GST_IS_GL_CONTEXT (context), FALSE);
if ((profile & GST_GLSL_PROFILE_ES) == 0)
return FALSE;
es2 = gst_gl_context_check_gl_version (context, GST_GL_API_GLES2, 2, 0)
|| gst_gl_context_check_feature (context, "GL_ARB_ES2_compatibility");
return es2 && context->gl_vtable->GetShaderPrecisionFormat;
}
/**
* gst_gl_context_supports_precision_highp:
* @context: a #GstGLContext
* @version: a #GstGLSLVersion
* @profile: a #GstGLSLProfile
*
* Returns: whether @context supports the 'precision highp' specifier in GLSL shaders
*/
gboolean
gst_gl_context_supports_precision_highp (GstGLContext * context,
GstGLSLVersion version, GstGLSLProfile profile)
{
gint v_range[2] = { 0, }
, v_precision = 0;
gint f_range[2] = { 0, }
, f_precision = 0;
g_return_val_if_fail (GST_IS_GL_CONTEXT (context), FALSE);
if (!gst_gl_context_supports_precision (context, version, profile))
return FALSE;
context->gl_vtable->GetShaderPrecisionFormat (GL_VERTEX_SHADER, GL_HIGH_FLOAT,
v_range, &v_precision);
context->gl_vtable->GetShaderPrecisionFormat (GL_FRAGMENT_SHADER,
GL_HIGH_FLOAT, f_range, &f_precision);
return v_range[0] != 0 && v_range[1] != 0 && v_precision != 0 &&
f_range[0] != 0 && f_range[1] != 0 && f_precision != 0;
}

View file

@ -155,6 +155,15 @@ gboolean gst_gl_context_supports_glsl_profile_version (GstGLContext * cont
GstGLSLVersion version,
GstGLSLProfile profile);
GST_GL_API
gboolean gst_gl_context_supports_precision (GstGLContext * context,
GstGLSLVersion version,
GstGLSLProfile profile);
GST_GL_API
gboolean gst_gl_context_supports_precision_highp (GstGLContext * context,
GstGLSLVersion version,
GstGLSLProfile profile);
G_END_DECLS
#endif /* __GST_GLSL_H__ */

View file

@ -72,8 +72,7 @@ struct _GstGLSLStagePrivate
G_DEFINE_TYPE_WITH_CODE (GstGLSLStage, gst_glsl_stage, GST_TYPE_OBJECT,
G_ADD_PRIVATE (GstGLSLStage)
GST_DEBUG_CATEGORY_INIT (gst_glsl_stage_debug, "glslstage", 0,
"GLSL Stage");
);
"GLSL Stage"););
static void
gst_glsl_stage_finalize (GObject * object)
@ -289,10 +288,20 @@ gst_glsl_stage_new_default_vertex (GstGLContext * context)
GstGLSLStage *
gst_glsl_stage_new_default_fragment (GstGLContext * context)
{
return gst_glsl_stage_new_with_string (context, GL_FRAGMENT_SHADER,
GST_GLSL_VERSION_NONE,
GST_GLSL_PROFILE_ES | GST_GLSL_PROFILE_COMPATIBILITY,
gst_gl_shader_string_fragment_default);
GstGLSLProfile profile = GST_GLSL_PROFILE_ES | GST_GLSL_PROFILE_COMPATIBILITY;
GstGLSLVersion version = GST_GLSL_VERSION_NONE;
gchar *frag_str;
GstGLSLStage *stage;
frag_str =
gst_gl_shader_string_fragment_get_default (context, version, profile);
stage = gst_glsl_stage_new_with_string (context, GL_FRAGMENT_SHADER,
version, profile, frag_str);
g_free (frag_str);
return stage;
}
/**

View file

@ -141,9 +141,6 @@ static gfloat identity_matrix[] = {
/* *INDENT-OFF* */
static const gchar *fragment_header =
"#ifdef GL_ES\n"
"precision mediump float;\n"
"#endif\n"
"uniform sampler2D tex_l;\n"
"uniform sampler2D tex_r;\n"
"uniform float width;\n"
@ -1516,6 +1513,9 @@ _get_shader_string (GstGLViewConvert * viewconvert, GstGLShader * shader,
if (viewconvert->from_texture_target == GST_GL_TEXTURE_TARGET_EXTERNAL_OES)
g_string_append (str, glsl_OES_extension_string);
g_string_append (str,
gst_gl_shader_string_get_highest_precision (viewconvert->context, version,
profile));
g_string_append (str, fragment_header);
/* GL 3.3+ and GL ES 3.x */