glcolorconvert: add support for gl3

This commit is contained in:
Matthew Waters 2014-10-23 22:35:20 +11:00 committed by Tim-Philipp Müller
parent 96e5304517
commit b6fc74c9b8
2 changed files with 91 additions and 23 deletions

View file

@ -392,6 +392,12 @@ static const gchar text_vertex_shader[] =
" v_texcoord = a_texcoord; \n"
"} \n";
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* */
struct ConvertInfo
@ -415,6 +421,11 @@ struct _GstGLColorConvertPrivate
GstGLMemory *in_tex[GST_VIDEO_MAX_PLANES];
GstGLMemory *out_tex[GST_VIDEO_MAX_PLANES];
GLuint vao;
GLuint vertex_buffer;
GLuint attr_position;
GLuint attr_texture;
};
GST_DEBUG_CATEGORY_STATIC (gst_gl_color_convert_debug);
@ -486,6 +497,22 @@ gst_gl_color_convert_finalize (GObject * object)
G_OBJECT_CLASS (gst_gl_color_convert_parent_class)->finalize (object);
}
static void
_reset_gl (GstGLContext * context, GstGLColorConvert * convert)
{
const GstGLFuncs *gl = context->gl_vtable;
if (convert->priv->vao) {
gl->DeleteVertexArrays (1, &convert->priv->vao);
convert->priv->vao = 0;
}
if (convert->priv->vertex_buffer) {
gl->DeleteBuffers (1, &convert->priv->vertex_buffer);
convert->priv->vertex_buffer = 0;
}
}
static void
gst_gl_color_convert_reset (GstGLColorConvert * convert)
{
@ -511,6 +538,11 @@ gst_gl_color_convert_reset (GstGLColorConvert * convert)
gst_object_unref (convert->shader);
convert->shader = NULL;
}
if (convert->context) {
gst_gl_context_thread_add (convert->context,
(GstGLContextThreadFunc) _reset_gl, convert);
}
}
static void
@ -998,6 +1030,36 @@ _GRAY_to_RGB (GstGLColorConvert * convert)
g_free (pixel_order);
}
static void
_bind_buffer (GstGLColorConvert * convert)
{
const GstGLFuncs *gl = convert->context->gl_vtable;
gl->BindBuffer (GL_ARRAY_BUFFER, convert->priv->vertex_buffer);
/* Load the vertex position */
gl->VertexAttribPointer (convert->priv->attr_position, 3, GL_FLOAT, GL_FALSE,
5 * sizeof (GLfloat), (void *) 0);
/* Load the texture coordinate */
gl->VertexAttribPointer (convert->priv->attr_texture, 2, GL_FLOAT, GL_FALSE,
5 * sizeof (GLfloat), (void *) (3 * sizeof (GLfloat)));
gl->EnableVertexAttribArray (convert->priv->attr_position);
gl->EnableVertexAttribArray (convert->priv->attr_texture);
}
static void
_unbind_buffer (GstGLColorConvert * convert)
{
const GstGLFuncs *gl = convert->context->gl_vtable;
gl->BindBuffer (GL_ARRAY_BUFFER, 0);
gl->DisableVertexAttribArray (convert->priv->attr_position);
gl->DisableVertexAttribArray (convert->priv->attr_texture);
}
/* Called in the gl thread */
static gboolean
_init_convert (GstGLColorConvert * convert)
@ -1080,9 +1142,9 @@ _init_convert (GstGLColorConvert * convert)
if (!res)
goto error;
convert->shader_attr_position_loc =
convert->priv->attr_position =
gst_gl_shader_get_attribute_location (convert->shader, "a_position");
convert->shader_attr_texture_loc =
convert->priv->attr_texture =
gst_gl_shader_get_attribute_location (convert->shader, "a_texcoord");
gst_gl_shader_use (convert->shader);
@ -1121,6 +1183,25 @@ _init_convert (GstGLColorConvert * convert)
goto error;
}
if (!convert->priv->vertex_buffer) {
if (gl->GenVertexArrays) {
gl->GenVertexArrays (1, &convert->priv->vao);
gl->BindVertexArray (convert->priv->vao);
}
gl->GenBuffers (1, &convert->priv->vertex_buffer);
gl->BindBuffer (GL_ARRAY_BUFFER, convert->priv->vertex_buffer);
gl->BufferData (GL_ARRAY_BUFFER, 4 * 5 * sizeof (GLfloat), vertices,
GL_STATIC_DRAW);
if (gl->GenVertexArrays) {
_bind_buffer (convert);
gl->BindVertexArray (0);
}
gl->BindBuffer (GL_ARRAY_BUFFER, 0);
}
gl->BindTexture (GL_TEXTURE_2D, 0);
convert->initted = TRUE;
@ -1405,16 +1486,6 @@ _do_convert_draw (GstGLContext * context, GstGLColorConvert * convert)
GLint viewport_dim[4];
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 };
GLenum multipleRT[] = {
@ -1453,13 +1524,10 @@ _do_convert_draw (GstGLContext * context, GstGLColorConvert * convert)
gst_gl_shader_use (convert->shader);
gl->VertexAttribPointer (convert->shader_attr_position_loc, 3,
GL_FLOAT, GL_FALSE, 5 * sizeof (GLfloat), vVertices);
gl->VertexAttribPointer (convert->shader_attr_texture_loc, 2,
GL_FLOAT, GL_FALSE, 5 * sizeof (GLfloat), &vVertices[3]);
gl->EnableVertexAttribArray (convert->shader_attr_position_loc);
gl->EnableVertexAttribArray (convert->shader_attr_texture_loc);
if (gl->BindVertexArray)
gl->BindVertexArray (convert->priv->vao);
else
_bind_buffer (convert);
for (i = c_info->in_n_textures - 1; i >= 0; i--) {
gchar *scale_name = g_strdup_printf ("tex_scale%u", i);
@ -1480,8 +1548,10 @@ _do_convert_draw (GstGLContext * context, GstGLColorConvert * convert)
gl->DrawElements (GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, indices);
gl->DisableVertexAttribArray (convert->shader_attr_position_loc);
gl->DisableVertexAttribArray (convert->shader_attr_texture_loc);
if (gl->BindVertexArray)
gl->BindVertexArray (0);
else
_unbind_buffer (convert);
if (gl->DrawBuffer)
gl->DrawBuffer (GL_NONE);

View file

@ -61,8 +61,6 @@ struct _GstGLColorConvert
GLuint fbo;
GLuint depth_buffer;
GstGLShader *shader;
GLint shader_attr_position_loc;
GLint shader_attr_texture_loc;
/* <private> */
GstGLColorConvertPrivate *priv;