glimagesink: use vbo's and vao's for gl3

This commit is contained in:
Matthew Waters 2014-10-21 22:18:51 +11:00 committed by Tim-Philipp Müller
parent dcd5fce8fb
commit 96e5304517
2 changed files with 68 additions and 105 deletions

View file

@ -111,9 +111,8 @@ GST_DEBUG_CATEGORY (gst_debug_glimage_sink);
#define USING_GLES2(context) (gst_gl_context_check_gl_version (context, GST_GL_API_GLES2, 2, 0))
#define USING_GLES3(context) (gst_gl_context_check_gl_version (context, GST_GL_API_GLES2, 3, 0))
#if GST_GL_HAVE_GLES2
static void gst_glimage_sink_thread_init_redisplay (GstGLImageSink * gl_sink);
#endif
static void gst_glimage_sink_cleanup_glthread (GstGLImageSink * gl_sink);
static void gst_glimage_sink_on_close (GstGLImageSink * gl_sink);
static void gst_glimage_sink_on_resize (GstGLImageSink * gl_sink,
gint width, gint height);
@ -595,21 +594,6 @@ gst_glimage_sink_query (GstBaseSink * bsink, GstQuery * query)
return res;
}
static void
gst_glimage_sink_cleanup_glthread (GstGLImageSink * gl_sink)
{
#if GST_GL_HAVE_GLES2
if (gl_sink->redisplay_shader) {
gst_object_unref (gl_sink->redisplay_shader);
gl_sink->redisplay_shader = NULL;
}
#endif
}
/*
* GstElement methods
*/
static gboolean
gst_glimage_sink_stop (GstBaseSink * bsink)
{
@ -1162,19 +1146,63 @@ config_failed:
}
}
#if GST_GL_HAVE_GLES2
/* *INDENT-OFF* */
static const GLfloat vertices[] = {
1.0f, 1.0f, 0.0f, 1.0f, 0.0f,
-1.0f, 1.0f, 0.0f, 0.0f, 0.0f,
-1.0f, -1.0f, 0.0f, 0.0f, 1.0f,
1.0f, -1.0f, 0.0f, 1.0f, 1.0f
};
/* *INDENT-ON* */
/* Called in the gl thread */
static void
gst_glimage_sink_thread_init_redisplay (GstGLImageSink * gl_sink)
{
const GstGLFuncs *gl = gl_sink->context->gl_vtable;
int attr_position, attr_texture;
gl_sink->redisplay_shader = gst_gl_shader_new (gl_sink->context);
if (!gst_gl_shader_compile_with_default_vf_and_check
(gl_sink->redisplay_shader, &gl_sink->redisplay_attr_position_loc,
&gl_sink->redisplay_attr_texture_loc))
(gl_sink->redisplay_shader, &attr_position, &attr_texture))
gst_glimage_sink_cleanup_glthread (gl_sink);
gl->GenVertexArrays (1, &gl_sink->vao);
gl->BindVertexArray (gl_sink->vao);
gl->GenBuffers (1, &gl_sink->vertex_buffer);
gl->BindBuffer (GL_ARRAY_BUFFER, gl_sink->vertex_buffer);
gl->BufferData (GL_ARRAY_BUFFER, 4 * 5 * sizeof (GLfloat), vertices,
GL_STATIC_DRAW);
/* Load the vertex position */
gl->VertexAttribPointer (attr_position, 3, GL_FLOAT, GL_FALSE,
5 * sizeof (GLfloat), (void *) 0);
/* Load the texture coordinate */
gl->VertexAttribPointer (attr_texture, 2, GL_FLOAT, GL_FALSE,
5 * sizeof (GLfloat), (void *) (3 * sizeof (GLfloat)));
gl->EnableVertexAttribArray (attr_position);
gl->EnableVertexAttribArray (attr_texture);
gl->BindVertexArray (0);
gl->BindBuffer (GL_ARRAY_BUFFER, 0);
}
static void
gst_glimage_sink_cleanup_glthread (GstGLImageSink * gl_sink)
{
const GstGLFuncs *gl = gl_sink->context->gl_vtable;
if (gl_sink->redisplay_shader) {
gst_object_unref (gl_sink->redisplay_shader);
gl_sink->redisplay_shader = NULL;
}
gl->DeleteVertexArrays (1, &gl_sink->vao);
}
#endif
static void
gst_glimage_sink_on_resize (GstGLImageSink * gl_sink, gint width, gint height)
@ -1228,7 +1256,6 @@ gst_glimage_sink_on_resize (GstGLImageSink * gl_sink, gint width, gint height)
}
}
static void
gst_glimage_sink_on_draw (GstGLImageSink * gl_sink)
{
@ -1285,53 +1312,6 @@ gst_glimage_sink_on_draw (GstGLImageSink * gl_sink)
GST_VIDEO_INFO_HEIGHT (&gl_sink->info), &do_redisplay);
if (!do_redisplay) {
#if GST_GL_HAVE_OPENGL
if (USING_OPENGL (gl_sink->context)) {
GLfloat verts[8] = { 1.0f, 1.0f,
-1.0f, 1.0f,
-1.0f, -1.0f,
1.0f, -1.0f
};
GLfloat texcoords[8] = { 1.0f, 0.0f,
0.0f, 0.0f,
0.0f, 1.0f,
1.0f, 1.0f
};
gl->ClearColor (0.0, 0.0, 0.0, 0.0);
gl->Clear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
gl->MatrixMode (GL_PROJECTION);
gl->LoadIdentity ();
gl->Enable (GL_TEXTURE_2D);
gl->BindTexture (GL_TEXTURE_2D, gl_sink->redisplay_texture);
gl->EnableClientState (GL_VERTEX_ARRAY);
gl->EnableClientState (GL_TEXTURE_COORD_ARRAY);
gl->VertexPointer (2, GL_FLOAT, 0, &verts);
gl->TexCoordPointer (2, GL_FLOAT, 0, &texcoords);
gl->DrawArrays (GL_TRIANGLE_FAN, 0, 4);
gl->DisableClientState (GL_VERTEX_ARRAY);
gl->DisableClientState (GL_TEXTURE_COORD_ARRAY);
gl->Disable (GL_TEXTURE_2D);
}
#endif
#if GST_GL_HAVE_GLES2
if (USING_GLES2 (gl_sink->context)) {
const GLfloat vVertices[] = { 1.0f, 1.0f, 0.0f,
1.0f, 0.0f,
-1.0f, 1.0f, 0.0f,
0.0f, 0.0f,
-1.0f, -1.0f, 0.0f,
0.0f, 1.0f,
1.0f, -1.0f, 0.0f,
1.0f, 1.0f
};
GLushort indices[] = { 0, 1, 2, 0, 2, 3 };
gl->ClearColor (0.0, 0.0, 0.0, 0.0);
@ -1339,24 +1319,15 @@ gst_glimage_sink_on_draw (GstGLImageSink * gl_sink)
gst_gl_shader_use (gl_sink->redisplay_shader);
/* Load the vertex position */
gl->VertexAttribPointer (gl_sink->redisplay_attr_position_loc, 3,
GL_FLOAT, GL_FALSE, 5 * sizeof (GLfloat), vVertices);
/* Load the texture coordinate */
gl->VertexAttribPointer (gl_sink->redisplay_attr_texture_loc, 2,
GL_FLOAT, GL_FALSE, 5 * sizeof (GLfloat), &vVertices[3]);
gl->EnableVertexAttribArray (gl_sink->redisplay_attr_position_loc);
gl->EnableVertexAttribArray (gl_sink->redisplay_attr_texture_loc);
gl->BindVertexArray (gl_sink->vao);
gl->ActiveTexture (GL_TEXTURE0);
gl->BindTexture (GL_TEXTURE_2D, gl_sink->redisplay_texture);
gst_gl_shader_set_uniform_1i (gl_sink->redisplay_shader, "tex", 0);
gl->DrawElements (GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, indices);
}
#endif
gl->BindVertexArray (0);
}
/* end default opengl scene */
window->is_drawing = FALSE;
@ -1393,9 +1364,6 @@ gst_glimage_sink_redisplay (GstGLImageSink * gl_sink)
return FALSE;
if (gst_gl_window_is_running (window)) {
#if GST_GL_HAVE_GLES2
if (USING_GLES2 (gl_sink->context)) {
if (G_UNLIKELY (!gl_sink->redisplay_shader)) {
gst_gl_window_send_message (window,
GST_GL_WINDOW_CB (gst_glimage_sink_thread_init_redisplay), gl_sink);
@ -1406,8 +1374,6 @@ gst_glimage_sink_redisplay (GstGLImageSink * gl_sink)
return FALSE;
}
}
}
#endif
/* Drawing is asynchronous: gst_gl_window_draw is not blocking
* It means that it does not wait for stuff to be executed in other threads

View file

@ -87,12 +87,9 @@ struct _GstGLImageSink
guint window_width;
guint window_height;
#if GST_GL_HAVE_GLES2
GstGLShader *redisplay_shader;
GLint redisplay_attr_position_loc;
GLint redisplay_attr_texture_loc;
#endif
GLuint vao;
GLuint vertex_buffer;
};
struct _GstGLImageSinkClass