mirror of
https://gitlab.freedesktop.org/gstreamer/gstreamer.git
synced 2024-11-24 02:31:03 +00:00
glshader: port element to GstGLSLStage
- Provide a shader property to set the full shader pipeline - Provide vertex and fragment properties for just providing simple shader sources.
This commit is contained in:
parent
f688a8f0b2
commit
ad4109dbec
2 changed files with 215 additions and 241 deletions
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@ -41,26 +41,23 @@
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#include "gstglfiltershader.h"
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/* horizontal filter */
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static gchar *hfilter_fragment_source;
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static gchar *hfilter_fragment_variables[2];
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enum
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{
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PROP_0,
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PROP_LOCATION,
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PROP_PRESET,
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PROP_VARIABLES
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PROP_SHADER,
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PROP_VERTEX,
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PROP_FRAGMENT,
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PROP_LAST,
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};
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static const gchar text_vertex_shader[] =
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"attribute vec4 a_position; \n"
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"attribute vec2 a_texcoord; \n"
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"varying vec2 v_texcoord; \n"
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"void main() \n"
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"{ \n"
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" gl_Position = a_position; \n"
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" v_texcoord = a_texcoord; \n" "} \n";
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enum
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{
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SIGNAL_0,
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SIGNAL_CREATE_SHADER,
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SIGNAL_LAST,
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};
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static guint gst_gl_shader_signals[SIGNAL_LAST] = { 0 };
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#define GST_CAT_DEFAULT gst_gl_filtershader_debug
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GST_DEBUG_CATEGORY_STATIC (GST_CAT_DEFAULT);
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@ -71,17 +68,13 @@ GST_DEBUG_CATEGORY_STATIC (GST_CAT_DEFAULT);
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G_DEFINE_TYPE_WITH_CODE (GstGLFilterShader, gst_gl_filtershader,
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GST_TYPE_GL_FILTER, DEBUG_INIT);
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static void gst_gl_filtershader_finalize (GObject * object);
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static void gst_gl_filtershader_set_property (GObject * object, guint prop_id,
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const GValue * value, GParamSpec * pspec);
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static void gst_gl_filtershader_get_property (GObject * object, guint prop_id,
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GValue * value, GParamSpec * pspec);
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static gboolean gst_gl_filter_filtershader_reset (GstBaseTransform * trans);
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static gboolean gst_gl_filtershader_load_shader (GstGLFilterShader *
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filter_shader, char *filename, char **storage);
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static gboolean gst_gl_filtershader_load_variables (GstGLFilterShader *
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filter_shader, char *filename, char **storage);
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static gboolean gst_gl_filtershader_init_shader (GstGLFilter * filter);
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static gboolean gst_gl_filtershader_gl_start (GstGLBaseFilter * base);
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static void gst_gl_filtershader_gl_stop (GstGLBaseFilter * base);
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static gboolean gst_gl_filtershader_filter (GstGLFilter * filter,
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GstBuffer * inbuf, GstBuffer * outbuf);
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static gboolean gst_gl_filtershader_filter_texture (GstGLFilter * filter,
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@ -89,32 +82,6 @@ static gboolean gst_gl_filtershader_filter_texture (GstGLFilter * filter,
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static void gst_gl_filtershader_hcallback (gint width, gint height,
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guint texture, gpointer stuff);
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static void
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gst_gl_filtershader_init_resources (GstGLFilter * filter)
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{
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GstGLContext *context = GST_GL_BASE_FILTER (filter)->context;
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guint internal_format;
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internal_format =
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gst_gl_sized_gl_format_from_gl_format_type (context, GL_RGBA,
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GL_UNSIGNED_BYTE);
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glTexImage2D (GL_TEXTURE_2D, 0, internal_format,
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GST_VIDEO_INFO_WIDTH (&filter->out_info),
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GST_VIDEO_INFO_HEIGHT (&filter->out_info), 0, GL_RGBA, GL_UNSIGNED_BYTE,
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NULL);
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glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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}
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static void
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gst_gl_filtershader_reset_resources (GstGLFilter * filter)
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{
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//GstGLFilterShader *filtershader = GST_GL_FILTERSHADER (filter);
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}
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static void
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gst_gl_filtershader_class_init (GstGLFilterShaderClass * klass)
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{
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@ -124,39 +91,41 @@ gst_gl_filtershader_class_init (GstGLFilterShaderClass * klass)
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gobject_class = (GObjectClass *) klass;
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element_class = GST_ELEMENT_CLASS (klass);
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gobject_class->finalize = gst_gl_filtershader_finalize;
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gobject_class->set_property = gst_gl_filtershader_set_property;
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gobject_class->get_property = gst_gl_filtershader_get_property;
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g_object_class_install_property (gobject_class, PROP_LOCATION,
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g_param_spec_string ("location", "File Location",
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"Location of the GLSL file to load", NULL,
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g_object_class_install_property (gobject_class, PROP_SHADER,
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g_param_spec_object ("shader", "Shader object",
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"GstGLShader to use", GST_GL_TYPE_SHADER,
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G_PARAM_READWRITE | G_PARAM_STATIC_STRINGS));
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g_object_class_install_property (gobject_class, PROP_PRESET,
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g_param_spec_string ("preset", "Preset File Location",
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"Location of the shader uniform variables preset file", NULL,
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g_object_class_install_property (gobject_class, PROP_VERTEX,
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g_param_spec_string ("vertex", "Vertex Source",
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"GLSL vertex source", NULL,
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G_PARAM_READWRITE | G_PARAM_STATIC_STRINGS));
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g_object_class_install_property (gobject_class, PROP_VARIABLES,
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g_param_spec_string ("vars", "Uniform variables",
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"Set the shader uniform variables", NULL,
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G_PARAM_WRITABLE | GST_PARAM_CONTROLLABLE | G_PARAM_STATIC_STRINGS));
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g_object_class_install_property (gobject_class, PROP_FRAGMENT,
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g_param_spec_string ("fragment", "Fragment Source",
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"GLSL fragment source", NULL,
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G_PARAM_READWRITE | G_PARAM_STATIC_STRINGS));
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/* FIXME: add other stages */
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gst_gl_shader_signals[SIGNAL_CREATE_SHADER] =
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g_signal_new ("create-shader", G_TYPE_FROM_CLASS (klass),
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G_SIGNAL_RUN_LAST, 0, NULL, NULL, g_cclosure_marshal_generic,
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GST_GL_TYPE_SHADER, 0);
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gst_element_class_set_metadata (element_class,
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"OpenGL fragment shader filter", "Filter/Effect",
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"Load GLSL fragment shader from file", "<luc.deschenaux@freesurf.ch>");
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GST_BASE_TRANSFORM_CLASS (klass)->stop = gst_gl_filter_filtershader_reset;
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"Perform operations with a GLSL shader", "<matthew@centricular.com>");
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GST_GL_FILTER_CLASS (klass)->filter = gst_gl_filtershader_filter;
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GST_GL_FILTER_CLASS (klass)->filter_texture =
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gst_gl_filtershader_filter_texture;
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GST_GL_FILTER_CLASS (klass)->display_init_cb =
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gst_gl_filtershader_init_resources;
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GST_GL_FILTER_CLASS (klass)->display_reset_cb =
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gst_gl_filtershader_reset_resources;
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GST_GL_FILTER_CLASS (klass)->init_fbo = gst_gl_filtershader_init_shader;
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GST_GL_BASE_FILTER_CLASS (klass)->gl_start = gst_gl_filtershader_gl_start;
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GST_GL_BASE_FILTER_CLASS (klass)->gl_stop = gst_gl_filtershader_gl_stop;
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GST_GL_BASE_FILTER_CLASS (klass)->supported_gl_api =
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GST_GL_API_OPENGL | GST_GL_API_GLES2 | GST_GL_API_OPENGL3;
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}
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@ -164,21 +133,20 @@ gst_gl_filtershader_class_init (GstGLFilterShaderClass * klass)
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static void
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gst_gl_filtershader_init (GstGLFilterShader * filtershader)
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{
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filtershader->shader0 = NULL;
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filtershader->new_source = TRUE;
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}
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static gboolean
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gst_gl_filter_filtershader_reset (GstBaseTransform * trans)
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static void
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gst_gl_filtershader_finalize (GObject * object)
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{
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GstGLFilterShader *filtershader = GST_GL_FILTERSHADER (trans);
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GstGLFilterShader *filtershader = GST_GL_FILTERSHADER (object);
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//blocking call, wait the opengl thread has destroyed the shader
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if (filtershader->shader0)
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gst_gl_context_del_shader (GST_GL_BASE_FILTER (trans)->context,
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filtershader->shader0);
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filtershader->shader0 = NULL;
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if (filtershader->shader_prop) {
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gst_object_unref (filtershader->shader_prop);
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filtershader->shader_prop = NULL;
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}
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return GST_BASE_TRANSFORM_CLASS (parent_class)->stop (trans);
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G_OBJECT_CLASS (gst_gl_filtershader_parent_class)->finalize (object);
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}
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static void
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@ -188,59 +156,29 @@ gst_gl_filtershader_set_property (GObject * object, guint prop_id,
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GstGLFilterShader *filtershader = GST_GL_FILTERSHADER (object);
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switch (prop_id) {
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case PROP_LOCATION:
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if (filtershader->filename) {
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g_free (filtershader->filename);
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}
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if (filtershader->compiled) {
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if (filtershader->shader0)
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gst_gl_context_del_shader (GST_GL_BASE_FILTER (filtershader)->context,
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filtershader->shader0);
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filtershader->shader0 = 0;
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}
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filtershader->filename = g_strdup (g_value_get_string (value));
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filtershader->compiled = 0;
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filtershader->texSet = 0;
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case PROP_SHADER:
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GST_OBJECT_LOCK (filtershader);
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gst_object_replace ((GstObject **) & filtershader->shader_prop,
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g_value_dup_object (value));
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filtershader->new_source = TRUE;
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GST_OBJECT_UNLOCK (filtershader);
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break;
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case PROP_PRESET:
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if (filtershader->presetfile) {
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g_free (filtershader->presetfile);
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}
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filtershader->presetfile = g_strdup (g_value_get_string (value));
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if (hfilter_fragment_variables[0]) {
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g_free (hfilter_fragment_variables[0]);
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hfilter_fragment_variables[0] = 0;
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}
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if (!filtershader->presetfile[0]) {
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g_free (filtershader->presetfile);
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filtershader->presetfile = 0;
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}
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case PROP_VERTEX:
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GST_OBJECT_LOCK (filtershader);
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if (filtershader->vertex)
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g_free (filtershader->vertex);
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filtershader->vertex = g_value_dup_string (value);
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filtershader->new_source = TRUE;
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GST_OBJECT_UNLOCK (filtershader);
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break;
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case PROP_VARIABLES:
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if (hfilter_fragment_variables[1]) {
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g_free (hfilter_fragment_variables[1]);
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}
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hfilter_fragment_variables[1] = g_strdup (g_value_get_string (value));
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if (!hfilter_fragment_variables[1][0]) {
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g_free (hfilter_fragment_variables[1]);
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hfilter_fragment_variables[1] = 0;
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}
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case PROP_FRAGMENT:
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GST_OBJECT_LOCK (filtershader);
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if (filtershader->fragment)
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g_free (filtershader->fragment);
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filtershader->fragment = g_value_dup_string (value);
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filtershader->new_source = TRUE;
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GST_OBJECT_UNLOCK (filtershader);
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break;
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default:
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G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec);
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break;
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@ -254,101 +192,43 @@ gst_gl_filtershader_get_property (GObject * object, guint prop_id,
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GstGLFilterShader *filtershader = GST_GL_FILTERSHADER (object);
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switch (prop_id) {
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case PROP_LOCATION:
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g_value_set_string (value, filtershader->filename);
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case PROP_SHADER:
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GST_OBJECT_LOCK (filtershader);
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g_value_set_object (value, filtershader->shader_prop);
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GST_OBJECT_UNLOCK (filtershader);
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break;
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case PROP_PRESET:
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g_value_set_string (value, filtershader->presetfile);
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case PROP_VERTEX:
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GST_OBJECT_LOCK (filtershader);
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g_value_set_string (value, filtershader->vertex);
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GST_OBJECT_UNLOCK (filtershader);
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break;
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case PROP_FRAGMENT:
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GST_OBJECT_LOCK (filtershader);
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g_value_set_string (value, filtershader->fragment);
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GST_OBJECT_UNLOCK (filtershader);
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break;
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default:
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G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec);
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break;
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}
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}
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static gboolean
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gst_gl_filtershader_load_shader (GstGLFilterShader * filter_shader,
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char *filename, char **storage)
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{
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GError *error = NULL;
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gsize length;
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g_return_val_if_fail (storage != NULL, FALSE);
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if (!filename) {
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GST_ELEMENT_ERROR (filter_shader, RESOURCE, NOT_FOUND,
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("A shader file is required"), (NULL));
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return FALSE;
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}
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if (!g_file_get_contents (filename, storage, &length, &error)) {
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GST_ELEMENT_ERROR (filter_shader, RESOURCE, NOT_FOUND, ("%s",
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error->message), (NULL));
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g_error_free (error);
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return FALSE;
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}
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return TRUE;
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}
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static gboolean
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gst_gl_filtershader_load_variables (GstGLFilterShader * filter_shader,
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char *filename, char **storage)
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{
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GError *error = NULL;
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gsize length;
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if (storage[0]) {
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g_free (storage[0]);
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storage[0] = 0;
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}
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if (!filename)
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return TRUE;
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if (!g_file_get_contents (filename, storage, &length, &error)) {
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GST_ELEMENT_ERROR (filter_shader, RESOURCE, NOT_FOUND, ("%s",
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error->message), (NULL));
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g_error_free (error);
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return FALSE;
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}
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return TRUE;
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}
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static void
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gst_gl_filtershader_variables_parse (GstGLShader * shader, gchar * variables)
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gst_gl_filtershader_gl_stop (GstGLBaseFilter * base)
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{
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gst_gl_shadervariables_parse (shader, variables, 0);
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GstGLFilterShader *filtershader = GST_GL_FILTERSHADER (base);
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if (filtershader->shader)
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gst_object_unref (filtershader->shader);
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filtershader->shader = NULL;
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GST_GL_BASE_FILTER_CLASS (parent_class)->gl_stop (base);
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}
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static gboolean
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gst_gl_filtershader_init_shader (GstGLFilter * filter)
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gst_gl_filtershader_gl_start (GstGLBaseFilter * base)
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{
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GstGLFilterShader *filtershader = GST_GL_FILTERSHADER (filter);
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if (!gst_gl_filtershader_load_shader (filtershader, filtershader->filename,
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&hfilter_fragment_source))
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return FALSE;
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//blocking call, wait the opengl thread has compiled the shader
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if (!gst_gl_context_gen_shader (GST_GL_BASE_FILTER (filter)->context,
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text_vertex_shader, hfilter_fragment_source, &filtershader->shader0))
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return FALSE;
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if (!gst_gl_filtershader_load_variables (filtershader,
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filtershader->presetfile, &hfilter_fragment_variables[0]))
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return FALSE;
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filtershader->compiled = 1;
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return TRUE;
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return GST_GL_BASE_FILTER_CLASS (parent_class)->gl_start (base);
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}
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static inline gboolean
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@ -397,9 +277,106 @@ gst_gl_filtershader_filter_texture (GstGLFilter * filter, guint in_tex,
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gst_gl_filter_render_to_target (filter, TRUE, in_tex, out_tex,
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gst_gl_filtershader_hcallback, filtershader);
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if (!filtershader->shader)
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return FALSE;
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return TRUE;
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}
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static GstGLShader *
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_maybe_recompile_shader (GstGLFilterShader * filtershader)
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{
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GstGLContext *context = GST_GL_BASE_FILTER (filtershader)->context;
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GstGLShader *shader;
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GError *error = NULL;
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GST_OBJECT_LOCK (filtershader);
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if (filtershader->shader_prop) {
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shader = gst_object_ref (filtershader->shader_prop);
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GST_OBJECT_UNLOCK (filtershader);
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return shader;
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}
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if (!filtershader->shader) {
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g_signal_emit (filtershader, gst_gl_shader_signals[SIGNAL_CREATE_SHADER], 0,
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&filtershader->shader);
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if (filtershader->shader) {
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filtershader->new_source = FALSE;
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shader = gst_object_ref (filtershader->shader);
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GST_OBJECT_UNLOCK (filtershader);
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return shader;
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}
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}
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if (filtershader->new_source) {
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GstGLSLStage *stage;
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shader = gst_gl_shader_new (context);
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if (filtershader->vertex) {
|
||||
if (!(stage = gst_glsl_stage_new_with_string (context, GL_VERTEX_SHADER,
|
||||
GST_GLSL_VERSION_NONE, GST_GLSL_PROFILE_NONE,
|
||||
filtershader->vertex))) {
|
||||
g_set_error (&error, GST_GLSL_ERROR, GST_GLSL_ERROR_COMPILE,
|
||||
"Failed to create shader vertex stage");
|
||||
goto print_error;
|
||||
}
|
||||
} else {
|
||||
stage = gst_glsl_stage_new_default_vertex (context);
|
||||
}
|
||||
|
||||
if (!gst_gl_shader_compile_attach_stage (shader, stage, &error)) {
|
||||
gst_object_unref (stage);
|
||||
goto print_error;
|
||||
}
|
||||
|
||||
if (filtershader->fragment) {
|
||||
if (!(stage = gst_glsl_stage_new_with_string (context, GL_FRAGMENT_SHADER,
|
||||
GST_GLSL_VERSION_NONE, GST_GLSL_PROFILE_NONE,
|
||||
filtershader->fragment))) {
|
||||
g_set_error (&error, GST_GLSL_ERROR, GST_GLSL_ERROR_COMPILE,
|
||||
"Failed to create shader fragment stage");
|
||||
goto print_error;
|
||||
}
|
||||
} else {
|
||||
stage = gst_glsl_stage_new_default_fragment (context);
|
||||
}
|
||||
|
||||
if (!gst_gl_shader_compile_attach_stage (shader, stage, &error)) {
|
||||
gst_object_unref (stage);
|
||||
goto print_error;
|
||||
}
|
||||
|
||||
if (!gst_gl_shader_link (shader, &error)) {
|
||||
goto print_error;
|
||||
}
|
||||
if (filtershader->shader)
|
||||
gst_object_unref (filtershader->shader);
|
||||
filtershader->shader = gst_object_ref (shader);
|
||||
filtershader->new_source = FALSE;
|
||||
|
||||
GST_OBJECT_UNLOCK (filtershader);
|
||||
return shader;
|
||||
} else if (filtershader->shader) {
|
||||
shader = gst_object_ref (filtershader->shader);
|
||||
GST_OBJECT_UNLOCK (filtershader);
|
||||
return shader;
|
||||
}
|
||||
|
||||
return NULL;
|
||||
|
||||
print_error:
|
||||
if (shader) {
|
||||
gst_object_unref (shader);
|
||||
shader = NULL;
|
||||
}
|
||||
|
||||
GST_OBJECT_UNLOCK (filtershader);
|
||||
GST_ELEMENT_ERROR (filtershader, RESOURCE, NOT_FOUND,
|
||||
("%s", error->message), (NULL));
|
||||
return NULL;
|
||||
}
|
||||
|
||||
static void
|
||||
gst_gl_filtershader_hcallback (gint width, gint height, guint texture,
|
||||
gpointer stuff)
|
||||
|
@ -407,39 +384,32 @@ gst_gl_filtershader_hcallback (gint width, gint height, guint texture,
|
|||
GstGLFilter *filter = GST_GL_FILTER (stuff);
|
||||
GstGLFilterShader *filtershader = GST_GL_FILTERSHADER (filter);
|
||||
GstGLFuncs *gl = GST_GL_BASE_FILTER (filter)->context->gl_vtable;
|
||||
GstGLShader *shader;
|
||||
|
||||
gst_gl_shader_use (filtershader->shader0);
|
||||
if (!(shader = _maybe_recompile_shader (filtershader)))
|
||||
return;
|
||||
|
||||
gl->ClearColor (0.0, 0.0, 0.0, 1.0);
|
||||
gl->Clear (GL_COLOR_BUFFER_BIT);
|
||||
|
||||
gst_gl_shader_use (shader);
|
||||
|
||||
/* FIXME: propertise these */
|
||||
gst_gl_shader_set_uniform_1i (shader, "tex", 0);
|
||||
gst_gl_shader_set_uniform_1f (shader, "width", width);
|
||||
gst_gl_shader_set_uniform_1f (shader, "height", height);
|
||||
gst_gl_shader_set_uniform_1f (shader, "time", filtershader->time);
|
||||
|
||||
/* FIXME: propertise these */
|
||||
filter->draw_attr_position_loc =
|
||||
gst_gl_shader_get_attribute_location (shader, "a_position");
|
||||
filter->draw_attr_texture_loc =
|
||||
gst_gl_shader_get_attribute_location (shader, "a_texcoord");
|
||||
|
||||
gl->ActiveTexture (GL_TEXTURE0);
|
||||
gl->BindTexture (GL_TEXTURE_2D, texture);
|
||||
|
||||
gst_gl_shader_set_uniform_1i (filtershader->shader0, "tex", 0);
|
||||
gst_gl_shader_set_uniform_1f (filtershader->shader0, "width", width);
|
||||
gst_gl_shader_set_uniform_1f (filtershader->shader0, "height", height);
|
||||
gst_gl_shader_set_uniform_1f (filtershader->shader0, "time",
|
||||
filtershader->time);
|
||||
|
||||
filter->draw_attr_position_loc =
|
||||
gst_gl_shader_get_attribute_location (filtershader->shader0,
|
||||
"a_position");
|
||||
filter->draw_attr_texture_loc =
|
||||
gst_gl_shader_get_attribute_location (filtershader->shader0,
|
||||
"a_texcoord");
|
||||
|
||||
if (hfilter_fragment_variables[0]) {
|
||||
gst_gl_filtershader_variables_parse (filtershader->shader0,
|
||||
hfilter_fragment_variables[0]);
|
||||
g_free (hfilter_fragment_variables[0]);
|
||||
hfilter_fragment_variables[0] = 0;
|
||||
}
|
||||
if (hfilter_fragment_variables[1]) {
|
||||
gst_gl_filtershader_variables_parse (filtershader->shader0,
|
||||
hfilter_fragment_variables[1]);
|
||||
g_free (hfilter_fragment_variables[1]);
|
||||
hfilter_fragment_variables[1] = 0;
|
||||
}
|
||||
|
||||
gl->Clear (GL_COLOR_BUFFER_BIT);
|
||||
|
||||
gst_gl_filter_draw_texture (filter, texture, width, height);
|
||||
|
||||
gst_object_unref (shader);
|
||||
}
|
||||
|
|
|
@ -37,11 +37,15 @@ typedef struct _GstGLFilterShaderClass GstGLFilterShaderClass;
|
|||
struct _GstGLFilterShader
|
||||
{
|
||||
GstGLFilter filter;
|
||||
GstGLShader *shader0;
|
||||
int compiled;
|
||||
gchar *filename;
|
||||
gchar *presetfile;
|
||||
int texSet;
|
||||
|
||||
/* properties */
|
||||
GstGLShader *shader_prop;
|
||||
gchar *vertex;
|
||||
gchar *fragment;
|
||||
GstStructure *uniforms;
|
||||
|
||||
GstGLShader *shader;
|
||||
gboolean new_source;
|
||||
gdouble time;
|
||||
|
||||
gint attr_position_loc;
|
||||
|
|
Loading…
Reference in a new issue