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:
Matthew Waters 2016-04-01 14:58:56 +11:00
parent 822f09f6ae
commit beeb3ff883

View file

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