mirror of
https://gitlab.freedesktop.org/gstreamer/gstreamer.git
synced 2024-11-27 20:21:24 +00:00
glviewconvert: support outputting to multiple draw buffers on GLES3
A similar change that was done to glcolorconvert adding the necessary shader mangling.
This commit is contained in:
parent
822f09f6ae
commit
beeb3ff883
1 changed files with 228 additions and 37 deletions
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@ -152,8 +152,10 @@ static gfloat identity_matrix[] = {
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0.0f, 0.0f, 0.0f, 1.0f,
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};
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#define glsl_OES_extension_string "#extension GL_OES_EGL_image_external : require \n"
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/* *INDENT-OFF* */
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static const gchar *fragment_source =
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static const gchar *fragment_header =
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"#ifdef GL_ES\n"
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"precision mediump float;\n"
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"#endif\n"
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@ -164,15 +166,7 @@ static const gchar *fragment_source =
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"uniform float height;\n"
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"uniform mat3 downmix[2];\n"
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"uniform vec2 tex_scale[2];\n"
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"uniform vec2 offsets[2];\n"
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"void main () {\n"
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"vec4 l, r;\n"
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/* input */
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"%s"
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/* now have left and right pixel into l and r */
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/* output */
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"%s"
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"}\n";
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"uniform vec2 offsets[2];\n";
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static const gchar *frag_input =
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" vec2 l_tex = v_texcoord * tex_scale[0] + offsets[0];\n"
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@ -1542,28 +1536,129 @@ _mangle_sampler_type (const gchar * str, GstGLTextureTarget from,
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}
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static gchar *
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_mangle_extensions (const gchar * str, GstGLTextureTarget from)
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_mangle_varying_attribute (const gchar * str, guint shader_type,
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GstGLSLVersion version, GstGLSLProfile profile)
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{
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const gchar *ext_str = NULL;
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if (shader_type == GL_VERTEX_SHADER) {
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if (profile == GST_GLSL_PROFILE_CORE || (profile == GST_GLSL_PROFILE_ES
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&& version >= GST_GLSL_VERSION_300)) {
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gchar *tmp, *tmp2;
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GRegex *regex;
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if (from == GST_GL_TEXTURE_TARGET_EXTERNAL_OES)
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ext_str = "#extension GL_OES_EGL_image_external : require\n";
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/* followed by some whitespace */
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regex = g_regex_new ("varying(?=\\s)", 0, 0, NULL);
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tmp = g_regex_replace_literal (regex, str, -1, 0, "out", 0, NULL);
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g_regex_unref (regex);
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if (ext_str) {
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return g_strdup_printf ("%s%s", ext_str, str);
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} else {
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/* followed by some whitespace */
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regex = g_regex_new ("attribute(?=\\s)", 0, 0, NULL);
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tmp2 = g_regex_replace_literal (regex, tmp, -1, 0, "in", 0, NULL);
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g_regex_unref (regex);
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g_free (tmp);
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return tmp2;
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}
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} else if (shader_type == GL_FRAGMENT_SHADER) {
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if (profile == GST_GLSL_PROFILE_CORE || (profile == GST_GLSL_PROFILE_ES
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&& version >= GST_GLSL_VERSION_300)) {
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gchar *tmp;
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GRegex *regex;
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/* followed by some whitespace */
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regex = g_regex_new ("varying(?=\\s)", 0, 0, NULL);
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tmp = g_regex_replace_literal (regex, str, -1, 0, "in", 0, NULL);
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g_regex_unref (regex);
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return tmp;
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}
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}
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return g_strdup (str);
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}
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static gchar *
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_mangle_frag_color_data (const gchar * str)
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{
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GRegex *regex;
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gchar *ret, *tmp;
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regex = g_regex_new ("gl_FragColor", 0, 0, NULL);
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ret = g_regex_replace_literal (regex, str, -1, 0, "fragColor", 0, NULL);
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g_regex_unref (regex);
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tmp = ret;
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/* search and replace 'gl_FragData[NUM]' into fragColor_NUM */
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regex = g_regex_new ("gl_FragData\\[(\\d+)\\]", 0, 0, NULL);
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ret = g_regex_replace (regex, tmp, -1, 0, "fragColor_\\1", 0, NULL);
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g_regex_unref (regex);
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g_free (tmp);
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return ret;
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}
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static void
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_mangle_version_profile_from_gl_api (GstGLAPI gl_api, gint gl_major,
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gint gl_minor, GstGLSLVersion * version, GstGLSLProfile * profile)
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{
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*version = GST_GLSL_VERSION_NONE;
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*profile = GST_GLSL_PROFILE_NONE;
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if (gl_api & GST_GL_API_OPENGL3) {
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if (gl_major > 3 || gl_minor >= 3) {
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*version = GST_GLSL_VERSION_330;
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*profile = GST_GLSL_PROFILE_CORE;
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} else {
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*version = GST_GLSL_VERSION_150;
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*profile = GST_GLSL_PROFILE_NONE;
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}
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} else if (gl_api & GST_GL_API_GLES2) {
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if (gl_major >= 3) {
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*version = GST_GLSL_VERSION_300;
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*profile = GST_GLSL_PROFILE_ES;
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} else if (gl_major >= 2) {
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*version = GST_GLSL_VERSION_100;
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*profile = GST_GLSL_PROFILE_ES;
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}
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} else if (gl_api & GST_GL_API_OPENGL) {
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*version = GST_GLSL_VERSION_110;
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*profile = GST_GLSL_PROFILE_COMPATIBILITY;
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}
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}
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static gchar *
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_mangle_shader (const gchar * str, guint shader_type, GstGLTextureTarget from,
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GstGLTextureTarget to, GstGLSLVersion version, GstGLSLProfile profile)
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{
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gchar *tmp, *tmp2;
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tmp2 = _mangle_sampler_type (str, from, to);
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tmp = _mangle_texture_access (tmp2, from, to);
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g_free (tmp2);
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tmp2 = _mangle_varying_attribute (tmp, shader_type, version, profile);
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g_free (tmp);
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if (shader_type == GL_FRAGMENT_SHADER) {
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if ((profile == GST_GLSL_PROFILE_ES && version >= GST_GLSL_VERSION_300)
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|| (profile == GST_GLSL_PROFILE_CORE
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&& version >= GST_GLSL_VERSION_150)) {
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tmp = _mangle_frag_color_data (tmp2);
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g_free (tmp2);
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tmp2 = tmp;
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}
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}
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return tmp2;
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}
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/* free after use */
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static gchar *
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_get_shader_string (GstGLViewConvert * viewconvert,
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GstVideoMultiviewMode in_mode, GstVideoMultiviewMode out_mode)
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_get_shader_string (GstGLViewConvert * viewconvert, GstGLShader * shader,
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GstVideoMultiviewMode in_mode, GstVideoMultiviewMode out_mode,
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GstGLSLVersion version, GstGLSLProfile profile)
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{
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const gchar *input_str, *output_str;
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gboolean mono_input = FALSE;
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gchar *tmp, *tmp2;
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GString *str = g_string_new (NULL);
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guint n_outputs = 1;
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switch (in_mode) {
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case GST_VIDEO_MULTIVIEW_MODE_NONE:
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@ -1601,6 +1696,7 @@ _get_shader_string (GstGLViewConvert * viewconvert,
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case GST_VIDEO_MULTIVIEW_MODE_SEPARATED:
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case GST_VIDEO_MULTIVIEW_MODE_FRAME_BY_FRAME:
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output_str = frag_output_separated;
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n_outputs = 2;
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break;
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case GST_VIDEO_MULTIVIEW_MODE_CHECKERBOARD:
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output_str = frag_output_checkerboard;
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@ -1615,15 +1711,50 @@ _get_shader_string (GstGLViewConvert * viewconvert,
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break;
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}
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tmp = g_strdup_printf (fragment_source, input_str, output_str);
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tmp2 = _mangle_sampler_type (tmp, GST_GL_TEXTURE_TARGET_2D,
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viewconvert->from_texture_target);
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g_free (tmp);
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tmp = _mangle_texture_access (tmp2, GST_GL_TEXTURE_TARGET_2D,
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viewconvert->from_texture_target);
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g_free (tmp2);
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tmp2 = _mangle_extensions (tmp, viewconvert->from_texture_target);
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g_free (tmp);
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if (viewconvert->from_texture_target == GST_GL_TEXTURE_TARGET_EXTERNAL_OES)
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g_string_append (str, glsl_OES_extension_string);
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g_string_append (str, fragment_header);
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/* GL 3.3+ and GL ES 3.x */
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if ((profile == GST_GLSL_PROFILE_CORE && version >= GST_GLSL_VERSION_330)
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|| (profile == GST_GLSL_PROFILE_ES && version >= GST_GLSL_VERSION_300)) {
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if (n_outputs > 1) {
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gint i;
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for (i = 0; i < n_outputs; i++) {
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g_string_append_printf (str,
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"layout(location = %d) out vec4 fragColor_%d;\n", i, i);
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}
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} else {
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g_string_append (str, "layout (location = 0) out vec4 fragColor;\n");
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}
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} else if (profile == GST_GLSL_PROFILE_CORE
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&& version >= GST_GLSL_VERSION_150) {
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/* no layout specifiers, use glBindFragDataLocation instead */
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if (n_outputs > 1) {
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gint i;
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for (i = 0; i < n_outputs; i++) {
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gchar *var_name = g_strdup_printf ("fragColor_%d", i);
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g_string_append_printf (str, "out vec4 %s;\n", var_name);
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gst_gl_shader_bind_frag_data_location (shader, i, var_name);
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g_free (var_name);
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}
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} else {
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g_string_append (str, "out vec4 fragColor;\n");
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gst_gl_shader_bind_frag_data_location (shader, 0, "fragColor");
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}
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}
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g_string_append (str, "\nvoid main() {\nvec4 l, r;\n");
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g_string_append (str, input_str);
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g_string_append (str, output_str);
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g_string_append (str, "\n}");
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tmp = g_string_free (str, FALSE);
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tmp2 = _mangle_shader (tmp, GL_FRAGMENT_SHADER, GST_GL_TEXTURE_TARGET_2D,
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viewconvert->from_texture_target, version, profile);
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return tmp2;
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}
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@ -1673,7 +1804,6 @@ _init_view_convert (GstGLViewConvert * viewconvert)
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};
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gchar *fragment_source_str;
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GstGLFuncs *gl;
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gboolean res;
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gint l_index, r_index;
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gl = viewconvert->context->gl_vtable;
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@ -1774,13 +1904,74 @@ _init_view_convert (GstGLViewConvert * viewconvert)
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tex_scale[0][0], tex_scale[0][1],
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tex_scale[1][0], tex_scale[1][1],
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offsets[0][0], offsets[0][1], offsets[1][0], offsets[1][1]);
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fragment_source_str = _get_shader_string (viewconvert, in_mode, out_mode);
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res = gst_gl_context_gen_shader (viewconvert->context,
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gst_gl_shader_string_vertex_mat4_texture_transform, fragment_source_str,
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&viewconvert->shader);
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g_free (fragment_source_str);
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if (!res)
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viewconvert->shader = gst_gl_shader_new (viewconvert->context);
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{
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GstGLSLVersion version;
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GstGLSLProfile profile;
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GstGLAPI gl_api;
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gint gl_major, gl_minor;
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GstGLSLStage *vert, *frag;
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gchar *tmp, *version_str;
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const gchar *strings[2];
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GError *error = NULL;
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gl_api = gst_gl_context_get_gl_api (viewconvert->context);
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gst_gl_context_get_gl_version (viewconvert->context, &gl_major, &gl_minor);
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_mangle_version_profile_from_gl_api (gl_api, gl_major, gl_minor, &version,
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&profile);
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tmp = gst_glsl_version_profile_to_string (version, profile);
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version_str = g_strdup_printf ("#version %s\n", tmp);
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g_free (tmp);
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strings[0] = version_str;
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tmp = _mangle_shader (gst_gl_shader_string_vertex_mat4_texture_transform,
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GL_VERTEX_SHADER, GST_GL_TEXTURE_TARGET_2D,
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viewconvert->from_texture_target, version, profile);
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strings[1] = tmp;
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vert =
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gst_glsl_stage_new_with_strings (viewconvert->context,
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GL_VERTEX_SHADER, version, profile, 2, strings);
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g_free (tmp);
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if (!gst_gl_shader_compile_attach_stage (viewconvert->shader, vert, &error)) {
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GST_ERROR_OBJECT (viewconvert, "Failed to compile vertex stage %s",
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error->message);
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gst_object_unref (viewconvert->shader);
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viewconvert->shader = NULL;
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g_free (version_str);
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goto error;
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}
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fragment_source_str = _get_shader_string (viewconvert, viewconvert->shader,
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in_mode, out_mode, version, profile);
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strings[1] = fragment_source_str;
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frag =
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gst_glsl_stage_new_with_strings (viewconvert->context,
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GL_FRAGMENT_SHADER, version, profile, 2, strings);
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g_free (version_str);
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if (!gst_gl_shader_compile_attach_stage (viewconvert->shader, frag, &error)) {
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GST_ERROR_OBJECT (viewconvert, "Failed to compile fragment stage %s",
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error->message);
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g_free (fragment_source_str);
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gst_object_unref (viewconvert->shader);
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viewconvert->shader = NULL;
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goto error;
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}
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g_free (fragment_source_str);
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if (!gst_gl_shader_link (viewconvert->shader, &error)) {
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GST_ERROR_OBJECT (viewconvert, "Failed to link conversion shader %s",
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error->message);
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gst_object_unref (viewconvert->shader);
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viewconvert->shader = NULL;
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goto error;
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}
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}
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viewconvert->priv->attr_position =
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gst_gl_shader_get_attribute_location (viewconvert->shader, "a_position");
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viewconvert->priv->attr_texture =
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