glfilter: add a gl3 code path using vao's and vbo's

This commit is contained in:
Matthew Waters 2014-11-12 22:49:11 +11:00 committed by Tim-Philipp Müller
parent 414a319f03
commit 8e98591153
2 changed files with 124 additions and 31 deletions

View file

@ -347,10 +347,21 @@ gst_gl_filter_start_gl (GstGLContext * context, gpointer data)
static void
gst_gl_filter_stop_gl (GstGLContext * context, gpointer data)
{
const GstGLFuncs *gl = context->gl_vtable;
GstGLFilter *filter = GST_GL_FILTER (data);
GstGLFilterClass *filter_class = GST_GL_FILTER_GET_CLASS (filter);
filter_class->display_reset_cb (filter);
if (filter->vao) {
gl->DeleteVertexArrays (1, &filter->vao);
filter->vao = 0;
}
if (filter->vertex_buffer) {
gl->DeleteBuffers (1, &filter->vertex_buffer);
filter->vertex_buffer = 0;
}
}
static GstCaps *
@ -1307,7 +1318,24 @@ gst_gl_filter_transform (GstBaseTransform * bt, GstBuffer * inbuf,
return GST_FLOW_OK;
}
struct glcb2
{
GLCB func;
gpointer data;
guint texture;
guint width;
guint height;
};
/* convenience functions to simplify filter development */
static void
_glcb2 (gpointer data)
{
struct glcb2 *cb = data;
cb->func (cb->width, cb->height, cb->texture, cb->data);
}
/**
* gst_gl_filter_render_to_target:
* @filter: a #GstGLFilter
@ -1326,6 +1354,7 @@ gst_gl_filter_render_to_target (GstGLFilter * filter, gboolean resize,
GLuint input, GLuint target, GLCB func, gpointer data)
{
guint in_width, in_height, out_width, out_height;
struct glcb2 cb;
out_width = GST_VIDEO_INFO_WIDTH (&filter->out_info);
out_height = GST_VIDEO_INFO_HEIGHT (&filter->out_info);
@ -1340,11 +1369,14 @@ gst_gl_filter_render_to_target (GstGLFilter * filter, gboolean resize,
GST_LOG ("rendering to target. in %u, %ux%u out %u, %ux%u", input, in_width,
in_height, target, out_width, out_height);
gst_gl_context_use_fbo (filter->context,
out_width, out_height,
filter->fbo, filter->depthbuffer, target,
func, in_width, in_height, input, 0,
in_width, 0, in_height, GST_GL_DISPLAY_PROJECTION_ORTHO2D, data);
cb.func = func;
cb.data = data;
cb.texture = input;
cb.width = in_width;
cb.height = in_height;
gst_gl_context_use_fbo_v2 (filter->context, out_width, out_height,
filter->fbo, filter->depthbuffer, target, _glcb2, &cb);
}
static void
@ -1372,6 +1404,23 @@ _draw_with_shader_cb (gint width, gint height, guint texture, gpointer stuff)
gst_gl_filter_draw_texture (filter, texture, width, height);
}
static void
_get_attributes (GstGLFilter * filter)
{
if (!filter->default_shader)
return;
if (!filter->draw_attr_position_loc)
filter->draw_attr_position_loc =
gst_gl_shader_get_attribute_location (filter->default_shader,
"a_position");
if (!filter->draw_attr_texture_loc)
filter->draw_attr_texture_loc =
gst_gl_shader_get_attribute_location (filter->default_shader,
"a_texcoord");
}
/**
* gst_gl_filter_render_to_target_with_shader:
* @filter: a #GstGLFilter
@ -1393,10 +1442,53 @@ gst_gl_filter_render_to_target_with_shader (GstGLFilter * filter,
gboolean resize, GLuint input, GLuint target, GstGLShader * shader)
{
filter->default_shader = shader;
_get_attributes (filter);
gst_gl_filter_render_to_target (filter, resize, input, target,
_draw_with_shader_cb, filter);
}
/* *INDENT-OFF* */
static const GLfloat vertices[] = {
-1.0f, -1.0f, 0.0f, 0.0f, 0.0f,
1.0f, -1.0f, 0.0f, 1.0f, 0.0f,
1.0f, 1.0f, 0.0f, 1.0f, 1.0f,
-1.0f, 1.0f, 0.0f, 0.0f, 1.0f
};
/* *INDENT-ON* */
static void
_bind_buffer (GstGLFilter * filter)
{
const GstGLFuncs *gl = filter->context->gl_vtable;
gl->BindBuffer (GL_ARRAY_BUFFER, filter->vertex_buffer);
/* Load the vertex position */
gl->VertexAttribPointer (filter->draw_attr_position_loc, 3, GL_FLOAT,
GL_FALSE, 5 * sizeof (GLfloat), (void *) 0);
/* Load the texture coordinate */
gl->VertexAttribPointer (filter->draw_attr_texture_loc, 2, GL_FLOAT, GL_FALSE,
5 * sizeof (GLfloat), (void *) (3 * sizeof (GLfloat)));
_get_attributes (filter);
gl->EnableVertexAttribArray (filter->draw_attr_position_loc);
gl->EnableVertexAttribArray (filter->draw_attr_texture_loc);
}
static void
_unbind_buffer (GstGLFilter * filter)
{
const GstGLFuncs *gl = filter->context->gl_vtable;
gl->BindBuffer (GL_ARRAY_BUFFER, 0);
gl->DisableVertexAttribArray (filter->draw_attr_position_loc);
gl->DisableVertexAttribArray (filter->draw_attr_texture_loc);
}
/**
* gst_gl_filter_draw_texture:
* @filter: a #GstGLFilter
@ -1447,35 +1539,36 @@ gst_gl_filter_draw_texture (GstGLFilter * filter, GLuint texture,
gl->DisableClientState (GL_TEXTURE_COORD_ARRAY);
}
#endif
#if GST_GL_HAVE_GLES2
if (gst_gl_context_get_gl_api (context) & GST_GL_API_GLES2) {
const GLfloat vVertices[] = {
-1.0f, -1.0f, 0.0f,
0.0f, 0.0f,
1.0, -1.0f, 0.0f,
1.0f, 0.0f,
1.0f, 1.0f, 0.0f, 1.0f, 1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f
};
if (gst_gl_context_get_gl_api (context) & (GST_GL_API_GLES2 |
GST_GL_API_OPENGL3)) {
GLushort indices[] = { 0, 1, 2, 0, 2, 3 };
/* glClear (GL_COLOR_BUFFER_BIT); */
if (!filter->vertex_buffer) {
if (gl->GenVertexArrays) {
gl->GenVertexArrays (1, &filter->vao);
gl->BindVertexArray (filter->vao);
}
/* Load the vertex position */
gl->VertexAttribPointer (filter->draw_attr_position_loc, 3, GL_FLOAT,
GL_FALSE, 5 * sizeof (GLfloat), vVertices);
gl->GenBuffers (1, &filter->vertex_buffer);
gl->BindBuffer (GL_ARRAY_BUFFER, filter->vertex_buffer);
gl->BufferData (GL_ARRAY_BUFFER, 4 * 5 * sizeof (GLfloat), vertices,
GL_STATIC_DRAW);
/* Load the texture coordinate */
gl->VertexAttribPointer (filter->draw_attr_texture_loc, 2, GL_FLOAT,
GL_FALSE, 5 * sizeof (GLfloat), &vVertices[3]);
if (gl->GenVertexArrays) {
_bind_buffer (filter);
}
}
gl->EnableVertexAttribArray (filter->draw_attr_position_loc);
gl->EnableVertexAttribArray (filter->draw_attr_texture_loc);
if (gl->GenVertexArrays)
gl->BindVertexArray (filter->vao);
else
_bind_buffer (filter);
gl->DrawElements (GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, indices);
gl->DisableVertexAttribArray (filter->draw_attr_position_loc);
gl->DisableVertexAttribArray (filter->draw_attr_texture_loc);
if (gl->GenVertexArrays)
gl->BindVertexArray (0);
else
_unbind_buffer (filter);
}
#endif
}

View file

@ -90,10 +90,10 @@ struct _GstGLFilter
GstCaps *in_gl_caps;
#if GST_GL_HAVE_GLES2
GLint draw_attr_position_loc;
GLint draw_attr_texture_loc;
#endif
GLuint vao;
GLuint vertex_buffer;
GLint draw_attr_position_loc;
GLint draw_attr_texture_loc;
};
/**