gldifferencematte: port to gl3/gles2

This commit is contained in:
Matthew Waters 2016-03-17 23:50:00 +11:00 committed by Tim-Philipp Müller
parent cdcd234613
commit 79935c7ee3
3 changed files with 63 additions and 52 deletions

View file

@ -466,32 +466,44 @@ const gchar *sin_fragment_source_gles2 =
"}"; "}";
const gchar *interpolate_fragment_source = const gchar *interpolate_fragment_source =
"#ifdef GL_ES\n"
"precision mediump float;\n"
"#endif\n"
"varying vec2 v_texcoord;"
"uniform sampler2D base;" "uniform sampler2D base;"
"uniform sampler2D blend;" "uniform sampler2D blend;"
"void main () {" "void main () {"
"vec4 basecolor = texture2D (base, gl_TexCoord[0].st);" "vec4 basecolor = texture2D (base, v_texcoord);"
"vec4 blendcolor = texture2D (blend, gl_TexCoord[0].st);" "vec4 blendcolor = texture2D (blend, v_texcoord);"
"vec4 white = vec4(1.0);" "vec4 white = vec4(1.0);"
"gl_FragColor = blendcolor + (1.0 - blendcolor.a) * basecolor;" "gl_FragColor = blendcolor + (1.0 - blendcolor.a) * basecolor;"
"}"; "}";
const gchar *texture_interp_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 base;"
"uniform sampler2D blend;" "uniform sampler2D blend;"
"uniform sampler2D alpha;" "uniform sampler2D alpha;"
"void main () {" "void main () {"
" vec4 basecolor = texture2D (base, gl_TexCoord[0].st);" " vec4 basecolor = texture2D (base, v_texcoord);"
" vec4 blendcolor = texture2D (blend, gl_TexCoord[0].st);" " vec4 blendcolor = texture2D (blend, v_texcoord);"
" vec4 alphacolor = texture2D (alpha, gl_TexCoord[0].st);" " vec4 alphacolor = texture2D (alpha, v_texcoord);"
" gl_FragColor = (alphacolor * blendcolor) + (1.0 - alphacolor) * basecolor;" " gl_FragColor = (alphacolor * blendcolor) + (1.0 - alphacolor) * basecolor;"
"}"; "}";
const gchar *difference_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 saved;"
"uniform sampler2D current;" "uniform sampler2D current;"
"void main () {" "void main () {"
"vec4 savedcolor = texture2D (saved, gl_TexCoord[0].st);" "vec4 savedcolor = texture2D (saved, v_texcoord);"
"vec4 currentcolor = texture2D (current, gl_TexCoord[0].st);" "vec4 currentcolor = texture2D (current, v_texcoord);"
"gl_FragColor = vec4 (step (0.12, length (savedcolor - currentcolor)));" "gl_FragColor = vec4 (step (0.12, length (savedcolor - currentcolor)));"
"}"; "}";

View file

@ -94,18 +94,24 @@ gst_gl_differencematte_init_gl_resources (GstGLFilter * filter)
gl->TexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); gl->TexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
gl->TexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); gl->TexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
gl->TexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); gl->TexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
differencematte->shader[i] = }
gst_gl_shader_new (GST_GL_BASE_FILTER (filter)->context);
if (!(differencematte->identity_shader =
gst_gl_shader_new_default (context, &error))) {
GST_ELEMENT_ERROR (differencematte, RESOURCE, NOT_FOUND, ("%s",
"Failed to compile identity shader"), ("%s", error->message));
return;
} }
if (!(differencematte->shader[0] = if (!(differencematte->shader[0] =
gst_gl_shader_new_link_with_stages (context, &error, gst_gl_shader_new_link_with_stages (context, &error,
gst_glsl_stage_new_default_vertex (context), gst_glsl_stage_new_default_vertex (context),
gst_glsl_stage_new_with_string (context, GL_FRAGMENT_SHADER, gst_glsl_stage_new_with_string (context, GL_FRAGMENT_SHADER,
GST_GLSL_VERSION_NONE, GST_GLSL_PROFILE_ES, GST_GLSL_VERSION_NONE,
GST_GLSL_PROFILE_ES | GST_GLSL_PROFILE_COMPATIBILITY,
difference_fragment_source), NULL))) { difference_fragment_source), NULL))) {
GST_ELEMENT_ERROR (differencematte, RESOURCE, NOT_FOUND, ("%s", GST_ELEMENT_ERROR (differencematte, RESOURCE, NOT_FOUND, ("%s",
gst_gl_context_get_error ()), (NULL)); "Failed to compile difference shader"), ("%s", error->message));
return; return;
} }
@ -113,10 +119,11 @@ gst_gl_differencematte_init_gl_resources (GstGLFilter * filter)
gst_gl_shader_new_link_with_stages (context, &error, gst_gl_shader_new_link_with_stages (context, &error,
gst_glsl_stage_new_default_vertex (context), gst_glsl_stage_new_default_vertex (context),
gst_glsl_stage_new_with_string (context, GL_FRAGMENT_SHADER, gst_glsl_stage_new_with_string (context, GL_FRAGMENT_SHADER,
GST_GLSL_VERSION_NONE, GST_GLSL_PROFILE_ES, GST_GLSL_VERSION_NONE,
GST_GLSL_PROFILE_ES | GST_GLSL_PROFILE_COMPATIBILITY,
hconv7_fragment_source_gles2), NULL))) { hconv7_fragment_source_gles2), NULL))) {
GST_ELEMENT_ERROR (differencematte, RESOURCE, NOT_FOUND, ("%s", GST_ELEMENT_ERROR (differencematte, RESOURCE, NOT_FOUND, ("%s",
gst_gl_context_get_error ()), (NULL)); "Failed to compile convolution shader"), ("%s", error->message));
return; return;
} }
@ -124,10 +131,11 @@ gst_gl_differencematte_init_gl_resources (GstGLFilter * filter)
gst_gl_shader_new_link_with_stages (context, &error, gst_gl_shader_new_link_with_stages (context, &error,
gst_glsl_stage_new_default_vertex (context), gst_glsl_stage_new_default_vertex (context),
gst_glsl_stage_new_with_string (context, GL_FRAGMENT_SHADER, gst_glsl_stage_new_with_string (context, GL_FRAGMENT_SHADER,
GST_GLSL_VERSION_NONE, GST_GLSL_PROFILE_ES, GST_GLSL_VERSION_NONE,
GST_GLSL_PROFILE_ES | GST_GLSL_PROFILE_COMPATIBILITY,
vconv7_fragment_source_gles2), NULL))) { vconv7_fragment_source_gles2), NULL))) {
GST_ELEMENT_ERROR (differencematte, RESOURCE, NOT_FOUND, ("%s", GST_ELEMENT_ERROR (differencematte, RESOURCE, NOT_FOUND, ("%s",
gst_gl_context_get_error ()), (NULL)); "Failed to compile convolution shader"), ("%s", error->message));
return; return;
} }
@ -135,19 +143,20 @@ gst_gl_differencematte_init_gl_resources (GstGLFilter * filter)
gst_gl_shader_new_link_with_stages (context, &error, gst_gl_shader_new_link_with_stages (context, &error,
gst_glsl_stage_new_default_vertex (context), gst_glsl_stage_new_default_vertex (context),
gst_glsl_stage_new_with_string (context, GL_FRAGMENT_SHADER, gst_glsl_stage_new_with_string (context, GL_FRAGMENT_SHADER,
GST_GLSL_VERSION_NONE, GST_GLSL_PROFILE_ES, GST_GLSL_VERSION_NONE,
GST_GLSL_PROFILE_ES | GST_GLSL_PROFILE_COMPATIBILITY,
texture_interp_fragment_source), NULL))) { texture_interp_fragment_source), NULL))) {
GST_ELEMENT_ERROR (differencematte, RESOURCE, NOT_FOUND, ("%s", GST_ELEMENT_ERROR (differencematte, RESOURCE, NOT_FOUND, ("%s",
gst_gl_context_get_error ()), (NULL)); "Failed to compile interpolation shader"), ("%s", error->message));
return; return;
} }
/* FIXME: this should really be per shader */ /* FIXME: this should really be per shader */
filter->draw_attr_position_loc = filter->draw_attr_position_loc =
gst_gl_shader_get_attribute_location (differencematte->shader[3], gst_gl_shader_get_attribute_location (differencematte->shader[2],
"a_position"); "a_position");
filter->draw_attr_texture_loc = filter->draw_attr_texture_loc =
gst_gl_shader_get_attribute_location (differencematte->shader[3], gst_gl_shader_get_attribute_location (differencematte->shader[2],
"a_texcoord"); "a_texcoord");
} }
@ -162,6 +171,11 @@ gst_gl_differencematte_reset_gl_resources (GstGLFilter * filter)
gl->DeleteTextures (1, &differencematte->savedbgtexture); gl->DeleteTextures (1, &differencematte->savedbgtexture);
gl->DeleteTextures (1, &differencematte->newbgtexture); gl->DeleteTextures (1, &differencematte->newbgtexture);
for (i = 0; i < 4; i++) { for (i = 0; i < 4; i++) {
if (differencematte->identity_shader) {
gst_object_unref (differencematte->identity_shader);
differencematte->identity_shader = NULL;
}
if (differencematte->shader[i]) { if (differencematte->shader[i]) {
gst_object_unref (differencematte->shader[i]); gst_object_unref (differencematte->shader[i]);
differencematte->shader[i] = NULL; differencematte->shader[i] = NULL;
@ -262,30 +276,20 @@ gst_gl_differencematte_get_property (GObject * object, guint prop_id,
} }
} }
static void
gst_gl_differencematte_save_texture (gint width, gint height, guint texture,
gpointer stuff)
{
GstGLFilter *filter = GST_GL_FILTER (stuff);
GstGLFuncs *gl = GST_GL_BASE_FILTER (filter)->context->gl_vtable;
gl->MatrixMode (GL_PROJECTION);
gl->LoadIdentity ();
gst_gl_filter_draw_texture (filter, texture, width, height);
}
static void static void
init_pixbuf_texture (GstGLContext * context, gpointer data) init_pixbuf_texture (GstGLContext * context, gpointer data)
{ {
GstGLDifferenceMatte *differencematte = GST_GL_DIFFERENCEMATTE (data); GstGLDifferenceMatte *differencematte = GST_GL_DIFFERENCEMATTE (data);
GstGLFilter *filter = GST_GL_FILTER (data); GstGLFilter *filter = GST_GL_FILTER (data);
GstGLFuncs *gl = GST_GL_BASE_FILTER (filter)->context->gl_vtable; const GstGLFuncs *gl = context->gl_vtable;
guint internal_format =
gst_gl_sized_gl_format_from_gl_format_type (context, GL_RGBA,
GL_UNSIGNED_BYTE);
gl->DeleteTextures (1, &differencematte->newbgtexture); gl->DeleteTextures (1, &differencematte->newbgtexture);
gl->GenTextures (1, &differencematte->newbgtexture); gl->GenTextures (1, &differencematte->newbgtexture);
gl->BindTexture (GL_TEXTURE_2D, differencematte->newbgtexture); gl->BindTexture (GL_TEXTURE_2D, differencematte->newbgtexture);
gl->TexImage2D (GL_TEXTURE_2D, 0, GL_RGBA, gl->TexImage2D (GL_TEXTURE_2D, 0, internal_format,
(gint) differencematte->pbuf_width, (gint) differencematte->pbuf_height, (gint) differencematte->pbuf_width, (gint) differencematte->pbuf_height,
0, GL_RGBA, GL_UNSIGNED_BYTE, differencematte->pixbuf); 0, GL_RGBA, GL_UNSIGNED_BYTE, differencematte->pixbuf);
gl->TexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); gl->TexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
@ -296,7 +300,7 @@ init_pixbuf_texture (GstGLContext * context, gpointer data)
if (differencematte->savedbgtexture == 0) { if (differencematte->savedbgtexture == 0) {
gl->GenTextures (1, &differencematte->savedbgtexture); gl->GenTextures (1, &differencematte->savedbgtexture);
gl->BindTexture (GL_TEXTURE_2D, differencematte->savedbgtexture); gl->BindTexture (GL_TEXTURE_2D, differencematte->savedbgtexture);
gl->TexImage2D (GL_TEXTURE_2D, 0, GL_RGBA8, gl->TexImage2D (GL_TEXTURE_2D, 0, internal_format,
GST_VIDEO_INFO_WIDTH (&filter->out_info), GST_VIDEO_INFO_WIDTH (&filter->out_info),
GST_VIDEO_INFO_HEIGHT (&filter->out_info), GST_VIDEO_INFO_HEIGHT (&filter->out_info),
0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
@ -315,9 +319,6 @@ gst_gl_differencematte_diff (gint width, gint height, guint texture,
GstGLFilter *filter = GST_GL_FILTER (stuff); GstGLFilter *filter = GST_GL_FILTER (stuff);
GstGLFuncs *gl = GST_GL_BASE_FILTER (filter)->context->gl_vtable; GstGLFuncs *gl = GST_GL_BASE_FILTER (filter)->context->gl_vtable;
gl->MatrixMode (GL_PROJECTION);
gl->LoadIdentity ();
gst_gl_shader_use (differencematte->shader[0]); gst_gl_shader_use (differencematte->shader[0]);
gl->ActiveTexture (GL_TEXTURE0); gl->ActiveTexture (GL_TEXTURE0);
@ -341,9 +342,6 @@ gst_gl_differencematte_hblur (gint width, gint height, guint texture,
GstGLFilter *filter = GST_GL_FILTER (stuff); GstGLFilter *filter = GST_GL_FILTER (stuff);
GstGLFuncs *gl = GST_GL_BASE_FILTER (filter)->context->gl_vtable; GstGLFuncs *gl = GST_GL_BASE_FILTER (filter)->context->gl_vtable;
gl->MatrixMode (GL_PROJECTION);
gl->LoadIdentity ();
gst_gl_shader_use (differencematte->shader[1]); gst_gl_shader_use (differencematte->shader[1]);
gl->ActiveTexture (GL_TEXTURE0); gl->ActiveTexture (GL_TEXTURE0);
@ -353,7 +351,8 @@ gst_gl_differencematte_hblur (gint width, gint height, guint texture,
gst_gl_shader_set_uniform_1fv (differencematte->shader[1], "kernel", 7, gst_gl_shader_set_uniform_1fv (differencematte->shader[1], "kernel", 7,
differencematte->kernel); differencematte->kernel);
gst_gl_shader_set_uniform_1f (differencematte->shader[1], "width", width); gst_gl_shader_set_uniform_1f (differencematte->shader[1], "gauss_width",
width);
gst_gl_filter_draw_texture (filter, texture, width, height); gst_gl_filter_draw_texture (filter, texture, width, height);
} }
@ -366,9 +365,6 @@ gst_gl_differencematte_vblur (gint width, gint height, guint texture,
GstGLFilter *filter = GST_GL_FILTER (stuff); GstGLFilter *filter = GST_GL_FILTER (stuff);
GstGLFuncs *gl = GST_GL_BASE_FILTER (filter)->context->gl_vtable; GstGLFuncs *gl = GST_GL_BASE_FILTER (filter)->context->gl_vtable;
gl->MatrixMode (GL_PROJECTION);
gl->LoadIdentity ();
gst_gl_shader_use (differencematte->shader[2]); gst_gl_shader_use (differencematte->shader[2]);
gl->ActiveTexture (GL_TEXTURE0); gl->ActiveTexture (GL_TEXTURE0);
@ -378,7 +374,8 @@ gst_gl_differencematte_vblur (gint width, gint height, guint texture,
gst_gl_shader_set_uniform_1fv (differencematte->shader[2], "kernel", 7, gst_gl_shader_set_uniform_1fv (differencematte->shader[2], "kernel", 7,
differencematte->kernel); differencematte->kernel);
gst_gl_shader_set_uniform_1f (differencematte->shader[2], "height", height); gst_gl_shader_set_uniform_1f (differencematte->shader[2], "gauss_height",
height);
gst_gl_filter_draw_texture (filter, texture, width, height); gst_gl_filter_draw_texture (filter, texture, width, height);
} }
@ -391,9 +388,6 @@ gst_gl_differencematte_interp (gint width, gint height, guint texture,
GstGLFilter *filter = GST_GL_FILTER (stuff); GstGLFilter *filter = GST_GL_FILTER (stuff);
GstGLFuncs *gl = GST_GL_BASE_FILTER (filter)->context->gl_vtable; GstGLFuncs *gl = GST_GL_BASE_FILTER (filter)->context->gl_vtable;
gl->MatrixMode (GL_PROJECTION);
glLoadIdentity ();
gst_gl_shader_use (differencematte->shader[3]); gst_gl_shader_use (differencematte->shader[3]);
gl->ActiveTexture (GL_TEXTURE0); gl->ActiveTexture (GL_TEXTURE0);
@ -422,8 +416,12 @@ gst_gl_differencematte_identity (gint width, gint height, guint texture,
GstGLFilter *filter = GST_GL_FILTER (differencematte); GstGLFilter *filter = GST_GL_FILTER (differencematte);
GstGLFuncs *gl = GST_GL_BASE_FILTER (filter)->context->gl_vtable; GstGLFuncs *gl = GST_GL_BASE_FILTER (filter)->context->gl_vtable;
gl->MatrixMode (GL_PROJECTION); gst_gl_shader_use (differencematte->identity_shader);
gl->LoadIdentity ();
gl->ActiveTexture (GL_TEXTURE0);
gl->BindTexture (GL_TEXTURE_2D, texture);
gst_gl_shader_set_uniform_1i (differencematte->identity_shader, "tex", 0);
gst_gl_filter_draw_texture (filter, texture, width, height); gst_gl_filter_draw_texture (filter, texture, width, height);
} }
@ -449,7 +447,7 @@ gst_gl_differencematte_filter_texture (GstGLFilter * filter, guint in_tex,
* this frame and next ones */ * this frame and next ones */
gst_gl_filter_render_to_target (filter, TRUE, in_tex, gst_gl_filter_render_to_target (filter, TRUE, in_tex,
differencematte->savedbgtexture, differencematte->savedbgtexture,
gst_gl_differencematte_save_texture, differencematte); gst_gl_differencematte_identity, differencematte);
if (differencematte->pixbuf) { if (differencematte->pixbuf) {
free (differencematte->pixbuf); free (differencematte->pixbuf);

View file

@ -37,6 +37,7 @@ struct _GstGLDifferenceMatte
{ {
GstGLFilter filter; GstGLFilter filter;
GstGLShader *identity_shader;
GstGLShader *shader[4]; GstGLShader *shader[4];
gchar *location; gchar *location;