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:
Matthew Waters 2015-09-04 16:16:51 +10:00 committed by Tim-Philipp Müller
parent f688a8f0b2
commit ad4109dbec
2 changed files with 215 additions and 241 deletions

View file

@ -41,26 +41,23 @@
#include "gstglfiltershader.h" #include "gstglfiltershader.h"
/* horizontal filter */
static gchar *hfilter_fragment_source;
static gchar *hfilter_fragment_variables[2];
enum enum
{ {
PROP_0, PROP_0,
PROP_LOCATION, PROP_SHADER,
PROP_PRESET, PROP_VERTEX,
PROP_VARIABLES PROP_FRAGMENT,
PROP_LAST,
}; };
static const gchar text_vertex_shader[] = enum
"attribute vec4 a_position; \n" {
"attribute vec2 a_texcoord; \n" SIGNAL_0,
"varying vec2 v_texcoord; \n" SIGNAL_CREATE_SHADER,
"void main() \n" SIGNAL_LAST,
"{ \n" };
" gl_Position = a_position; \n"
" v_texcoord = a_texcoord; \n" "} \n"; static guint gst_gl_shader_signals[SIGNAL_LAST] = { 0 };
#define GST_CAT_DEFAULT gst_gl_filtershader_debug #define GST_CAT_DEFAULT gst_gl_filtershader_debug
GST_DEBUG_CATEGORY_STATIC (GST_CAT_DEFAULT); GST_DEBUG_CATEGORY_STATIC (GST_CAT_DEFAULT);
@ -71,17 +68,13 @@ GST_DEBUG_CATEGORY_STATIC (GST_CAT_DEFAULT);
G_DEFINE_TYPE_WITH_CODE (GstGLFilterShader, gst_gl_filtershader, G_DEFINE_TYPE_WITH_CODE (GstGLFilterShader, gst_gl_filtershader,
GST_TYPE_GL_FILTER, DEBUG_INIT); GST_TYPE_GL_FILTER, DEBUG_INIT);
static void gst_gl_filtershader_finalize (GObject * object);
static void gst_gl_filtershader_set_property (GObject * object, guint prop_id, static void gst_gl_filtershader_set_property (GObject * object, guint prop_id,
const GValue * value, GParamSpec * pspec); const GValue * value, GParamSpec * pspec);
static void gst_gl_filtershader_get_property (GObject * object, guint prop_id, static void gst_gl_filtershader_get_property (GObject * object, guint prop_id,
GValue * value, GParamSpec * pspec); GValue * value, GParamSpec * pspec);
static gboolean gst_gl_filter_filtershader_reset (GstBaseTransform * trans); static gboolean gst_gl_filtershader_gl_start (GstGLBaseFilter * base);
static void gst_gl_filtershader_gl_stop (GstGLBaseFilter * base);
static gboolean gst_gl_filtershader_load_shader (GstGLFilterShader *
filter_shader, char *filename, char **storage);
static gboolean gst_gl_filtershader_load_variables (GstGLFilterShader *
filter_shader, char *filename, char **storage);
static gboolean gst_gl_filtershader_init_shader (GstGLFilter * filter);
static gboolean gst_gl_filtershader_filter (GstGLFilter * filter, static gboolean gst_gl_filtershader_filter (GstGLFilter * filter,
GstBuffer * inbuf, GstBuffer * outbuf); GstBuffer * inbuf, GstBuffer * outbuf);
static gboolean gst_gl_filtershader_filter_texture (GstGLFilter * filter, static gboolean gst_gl_filtershader_filter_texture (GstGLFilter * filter,
@ -89,32 +82,6 @@ static gboolean gst_gl_filtershader_filter_texture (GstGLFilter * filter,
static void gst_gl_filtershader_hcallback (gint width, gint height, static void gst_gl_filtershader_hcallback (gint width, gint height,
guint texture, gpointer stuff); guint texture, gpointer stuff);
static void
gst_gl_filtershader_init_resources (GstGLFilter * filter)
{
GstGLContext *context = GST_GL_BASE_FILTER (filter)->context;
guint internal_format;
internal_format =
gst_gl_sized_gl_format_from_gl_format_type (context, GL_RGBA,
GL_UNSIGNED_BYTE);
glTexImage2D (GL_TEXTURE_2D, 0, internal_format,
GST_VIDEO_INFO_WIDTH (&filter->out_info),
GST_VIDEO_INFO_HEIGHT (&filter->out_info), 0, GL_RGBA, GL_UNSIGNED_BYTE,
NULL);
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
}
static void
gst_gl_filtershader_reset_resources (GstGLFilter * filter)
{
//GstGLFilterShader *filtershader = GST_GL_FILTERSHADER (filter);
}
static void static void
gst_gl_filtershader_class_init (GstGLFilterShaderClass * klass) gst_gl_filtershader_class_init (GstGLFilterShaderClass * klass)
{ {
@ -124,39 +91,41 @@ gst_gl_filtershader_class_init (GstGLFilterShaderClass * klass)
gobject_class = (GObjectClass *) klass; gobject_class = (GObjectClass *) klass;
element_class = GST_ELEMENT_CLASS (klass); element_class = GST_ELEMENT_CLASS (klass);
gobject_class->finalize = gst_gl_filtershader_finalize;
gobject_class->set_property = gst_gl_filtershader_set_property; gobject_class->set_property = gst_gl_filtershader_set_property;
gobject_class->get_property = gst_gl_filtershader_get_property; gobject_class->get_property = gst_gl_filtershader_get_property;
g_object_class_install_property (gobject_class, PROP_LOCATION, g_object_class_install_property (gobject_class, PROP_SHADER,
g_param_spec_string ("location", "File Location", g_param_spec_object ("shader", "Shader object",
"Location of the GLSL file to load", NULL, "GstGLShader to use", GST_GL_TYPE_SHADER,
G_PARAM_READWRITE | G_PARAM_STATIC_STRINGS)); G_PARAM_READWRITE | G_PARAM_STATIC_STRINGS));
g_object_class_install_property (gobject_class, PROP_PRESET, g_object_class_install_property (gobject_class, PROP_VERTEX,
g_param_spec_string ("preset", "Preset File Location", g_param_spec_string ("vertex", "Vertex Source",
"Location of the shader uniform variables preset file", NULL, "GLSL vertex source", NULL,
G_PARAM_READWRITE | G_PARAM_STATIC_STRINGS)); G_PARAM_READWRITE | G_PARAM_STATIC_STRINGS));
g_object_class_install_property (gobject_class, PROP_VARIABLES, g_object_class_install_property (gobject_class, PROP_FRAGMENT,
g_param_spec_string ("vars", "Uniform variables", g_param_spec_string ("fragment", "Fragment Source",
"Set the shader uniform variables", NULL, "GLSL fragment source", NULL,
G_PARAM_WRITABLE | GST_PARAM_CONTROLLABLE | G_PARAM_STATIC_STRINGS)); G_PARAM_READWRITE | G_PARAM_STATIC_STRINGS));
/* FIXME: add other stages */
gst_gl_shader_signals[SIGNAL_CREATE_SHADER] =
g_signal_new ("create-shader", G_TYPE_FROM_CLASS (klass),
G_SIGNAL_RUN_LAST, 0, NULL, NULL, g_cclosure_marshal_generic,
GST_GL_TYPE_SHADER, 0);
gst_element_class_set_metadata (element_class, gst_element_class_set_metadata (element_class,
"OpenGL fragment shader filter", "Filter/Effect", "OpenGL fragment shader filter", "Filter/Effect",
"Load GLSL fragment shader from file", "<luc.deschenaux@freesurf.ch>"); "Perform operations with a GLSL shader", "<matthew@centricular.com>");
GST_BASE_TRANSFORM_CLASS (klass)->stop = gst_gl_filter_filtershader_reset;
GST_GL_FILTER_CLASS (klass)->filter = gst_gl_filtershader_filter; GST_GL_FILTER_CLASS (klass)->filter = gst_gl_filtershader_filter;
GST_GL_FILTER_CLASS (klass)->filter_texture = GST_GL_FILTER_CLASS (klass)->filter_texture =
gst_gl_filtershader_filter_texture; gst_gl_filtershader_filter_texture;
GST_GL_FILTER_CLASS (klass)->display_init_cb =
gst_gl_filtershader_init_resources;
GST_GL_FILTER_CLASS (klass)->display_reset_cb =
gst_gl_filtershader_reset_resources;
GST_GL_FILTER_CLASS (klass)->init_fbo = gst_gl_filtershader_init_shader;
GST_GL_BASE_FILTER_CLASS (klass)->gl_start = gst_gl_filtershader_gl_start;
GST_GL_BASE_FILTER_CLASS (klass)->gl_stop = gst_gl_filtershader_gl_stop;
GST_GL_BASE_FILTER_CLASS (klass)->supported_gl_api = GST_GL_BASE_FILTER_CLASS (klass)->supported_gl_api =
GST_GL_API_OPENGL | GST_GL_API_GLES2 | GST_GL_API_OPENGL3; GST_GL_API_OPENGL | GST_GL_API_GLES2 | GST_GL_API_OPENGL3;
} }
@ -164,21 +133,20 @@ gst_gl_filtershader_class_init (GstGLFilterShaderClass * klass)
static void static void
gst_gl_filtershader_init (GstGLFilterShader * filtershader) gst_gl_filtershader_init (GstGLFilterShader * filtershader)
{ {
filtershader->shader0 = NULL; filtershader->new_source = TRUE;
} }
static gboolean static void
gst_gl_filter_filtershader_reset (GstBaseTransform * trans) gst_gl_filtershader_finalize (GObject * object)
{ {
GstGLFilterShader *filtershader = GST_GL_FILTERSHADER (trans); GstGLFilterShader *filtershader = GST_GL_FILTERSHADER (object);
//blocking call, wait the opengl thread has destroyed the shader if (filtershader->shader_prop) {
if (filtershader->shader0) gst_object_unref (filtershader->shader_prop);
gst_gl_context_del_shader (GST_GL_BASE_FILTER (trans)->context, filtershader->shader_prop = NULL;
filtershader->shader0); }
filtershader->shader0 = NULL;
return GST_BASE_TRANSFORM_CLASS (parent_class)->stop (trans); G_OBJECT_CLASS (gst_gl_filtershader_parent_class)->finalize (object);
} }
static void static void
@ -188,59 +156,29 @@ gst_gl_filtershader_set_property (GObject * object, guint prop_id,
GstGLFilterShader *filtershader = GST_GL_FILTERSHADER (object); GstGLFilterShader *filtershader = GST_GL_FILTERSHADER (object);
switch (prop_id) { switch (prop_id) {
case PROP_SHADER:
case PROP_LOCATION: GST_OBJECT_LOCK (filtershader);
gst_object_replace ((GstObject **) & filtershader->shader_prop,
if (filtershader->filename) { g_value_dup_object (value));
g_free (filtershader->filename); filtershader->new_source = TRUE;
} GST_OBJECT_UNLOCK (filtershader);
if (filtershader->compiled) {
if (filtershader->shader0)
gst_gl_context_del_shader (GST_GL_BASE_FILTER (filtershader)->context,
filtershader->shader0);
filtershader->shader0 = 0;
}
filtershader->filename = g_strdup (g_value_get_string (value));
filtershader->compiled = 0;
filtershader->texSet = 0;
break; break;
case PROP_VERTEX:
case PROP_PRESET: GST_OBJECT_LOCK (filtershader);
if (filtershader->vertex)
if (filtershader->presetfile) { g_free (filtershader->vertex);
g_free (filtershader->presetfile); filtershader->vertex = g_value_dup_string (value);
} filtershader->new_source = TRUE;
GST_OBJECT_UNLOCK (filtershader);
filtershader->presetfile = g_strdup (g_value_get_string (value));
if (hfilter_fragment_variables[0]) {
g_free (hfilter_fragment_variables[0]);
hfilter_fragment_variables[0] = 0;
}
if (!filtershader->presetfile[0]) {
g_free (filtershader->presetfile);
filtershader->presetfile = 0;
}
break; break;
case PROP_FRAGMENT:
case PROP_VARIABLES: GST_OBJECT_LOCK (filtershader);
if (filtershader->fragment)
if (hfilter_fragment_variables[1]) { g_free (filtershader->fragment);
g_free (hfilter_fragment_variables[1]); filtershader->fragment = g_value_dup_string (value);
} filtershader->new_source = TRUE;
GST_OBJECT_UNLOCK (filtershader);
hfilter_fragment_variables[1] = g_strdup (g_value_get_string (value));
if (!hfilter_fragment_variables[1][0]) {
g_free (hfilter_fragment_variables[1]);
hfilter_fragment_variables[1] = 0;
}
break; break;
default: default:
G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec); G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec);
break; break;
@ -254,101 +192,43 @@ gst_gl_filtershader_get_property (GObject * object, guint prop_id,
GstGLFilterShader *filtershader = GST_GL_FILTERSHADER (object); GstGLFilterShader *filtershader = GST_GL_FILTERSHADER (object);
switch (prop_id) { switch (prop_id) {
case PROP_LOCATION: case PROP_SHADER:
g_value_set_string (value, filtershader->filename); GST_OBJECT_LOCK (filtershader);
g_value_set_object (value, filtershader->shader_prop);
GST_OBJECT_UNLOCK (filtershader);
break; break;
case PROP_VERTEX:
case PROP_PRESET: GST_OBJECT_LOCK (filtershader);
g_value_set_string (value, filtershader->presetfile); g_value_set_string (value, filtershader->vertex);
GST_OBJECT_UNLOCK (filtershader);
break;
case PROP_FRAGMENT:
GST_OBJECT_LOCK (filtershader);
g_value_set_string (value, filtershader->fragment);
GST_OBJECT_UNLOCK (filtershader);
break; break;
default: default:
G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec); G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec);
break; break;
} }
} }
static gboolean
gst_gl_filtershader_load_shader (GstGLFilterShader * filter_shader,
char *filename, char **storage)
{
GError *error = NULL;
gsize length;
g_return_val_if_fail (storage != NULL, FALSE);
if (!filename) {
GST_ELEMENT_ERROR (filter_shader, RESOURCE, NOT_FOUND,
("A shader file is required"), (NULL));
return FALSE;
}
if (!g_file_get_contents (filename, storage, &length, &error)) {
GST_ELEMENT_ERROR (filter_shader, RESOURCE, NOT_FOUND, ("%s",
error->message), (NULL));
g_error_free (error);
return FALSE;
}
return TRUE;
}
static gboolean
gst_gl_filtershader_load_variables (GstGLFilterShader * filter_shader,
char *filename, char **storage)
{
GError *error = NULL;
gsize length;
if (storage[0]) {
g_free (storage[0]);
storage[0] = 0;
}
if (!filename)
return TRUE;
if (!g_file_get_contents (filename, storage, &length, &error)) {
GST_ELEMENT_ERROR (filter_shader, RESOURCE, NOT_FOUND, ("%s",
error->message), (NULL));
g_error_free (error);
return FALSE;
}
return TRUE;
}
static void static void
gst_gl_filtershader_variables_parse (GstGLShader * shader, gchar * variables) gst_gl_filtershader_gl_stop (GstGLBaseFilter * base)
{ {
gst_gl_shadervariables_parse (shader, variables, 0); GstGLFilterShader *filtershader = GST_GL_FILTERSHADER (base);
if (filtershader->shader)
gst_object_unref (filtershader->shader);
filtershader->shader = NULL;
GST_GL_BASE_FILTER_CLASS (parent_class)->gl_stop (base);
} }
static gboolean static gboolean
gst_gl_filtershader_init_shader (GstGLFilter * filter) gst_gl_filtershader_gl_start (GstGLBaseFilter * base)
{ {
return GST_GL_BASE_FILTER_CLASS (parent_class)->gl_start (base);
GstGLFilterShader *filtershader = GST_GL_FILTERSHADER (filter);
if (!gst_gl_filtershader_load_shader (filtershader, filtershader->filename,
&hfilter_fragment_source))
return FALSE;
//blocking call, wait the opengl thread has compiled the shader
if (!gst_gl_context_gen_shader (GST_GL_BASE_FILTER (filter)->context,
text_vertex_shader, hfilter_fragment_source, &filtershader->shader0))
return FALSE;
if (!gst_gl_filtershader_load_variables (filtershader,
filtershader->presetfile, &hfilter_fragment_variables[0]))
return FALSE;
filtershader->compiled = 1;
return TRUE;
} }
static inline gboolean static inline gboolean
@ -397,9 +277,106 @@ gst_gl_filtershader_filter_texture (GstGLFilter * filter, guint in_tex,
gst_gl_filter_render_to_target (filter, TRUE, in_tex, out_tex, gst_gl_filter_render_to_target (filter, TRUE, in_tex, out_tex,
gst_gl_filtershader_hcallback, filtershader); gst_gl_filtershader_hcallback, filtershader);
if (!filtershader->shader)
return FALSE;
return TRUE; return TRUE;
} }
static GstGLShader *
_maybe_recompile_shader (GstGLFilterShader * filtershader)
{
GstGLContext *context = GST_GL_BASE_FILTER (filtershader)->context;
GstGLShader *shader;
GError *error = NULL;
GST_OBJECT_LOCK (filtershader);
if (filtershader->shader_prop) {
shader = gst_object_ref (filtershader->shader_prop);
GST_OBJECT_UNLOCK (filtershader);
return shader;
}
if (!filtershader->shader) {
g_signal_emit (filtershader, gst_gl_shader_signals[SIGNAL_CREATE_SHADER], 0,
&filtershader->shader);
if (filtershader->shader) {
filtershader->new_source = FALSE;
shader = gst_object_ref (filtershader->shader);
GST_OBJECT_UNLOCK (filtershader);
return shader;
}
}
if (filtershader->new_source) {
GstGLSLStage *stage;
shader = gst_gl_shader_new (context);
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 static void
gst_gl_filtershader_hcallback (gint width, gint height, guint texture, gst_gl_filtershader_hcallback (gint width, gint height, guint texture,
gpointer stuff) gpointer stuff)
@ -407,39 +384,32 @@ gst_gl_filtershader_hcallback (gint width, gint height, guint texture,
GstGLFilter *filter = GST_GL_FILTER (stuff); GstGLFilter *filter = GST_GL_FILTER (stuff);
GstGLFilterShader *filtershader = GST_GL_FILTERSHADER (filter); GstGLFilterShader *filtershader = GST_GL_FILTERSHADER (filter);
GstGLFuncs *gl = GST_GL_BASE_FILTER (filter)->context->gl_vtable; 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->ActiveTexture (GL_TEXTURE0);
gl->BindTexture (GL_TEXTURE_2D, texture); 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_gl_filter_draw_texture (filter, texture, width, height);
gst_object_unref (shader);
} }

View file

@ -37,11 +37,15 @@ typedef struct _GstGLFilterShaderClass GstGLFilterShaderClass;
struct _GstGLFilterShader struct _GstGLFilterShader
{ {
GstGLFilter filter; GstGLFilter filter;
GstGLShader *shader0;
int compiled; /* properties */
gchar *filename; GstGLShader *shader_prop;
gchar *presetfile; gchar *vertex;
int texSet; gchar *fragment;
GstStructure *uniforms;
GstGLShader *shader;
gboolean new_source;
gdouble time; gdouble time;
gint attr_position_loc; gint attr_position_loc;