glshaderelement: implement setting arbitrary uniforms

Currently float and int are supported by default. vec2, vec3, vec4
and mat4 are supported if graphene is used.  Of course if one wants
to set custom uniforms they can also be set using the create-shader
signal.
This commit is contained in:
Matthew Waters 2015-10-21 03:23:30 +11:00 committed by Tim-Philipp Müller
parent 06de6998e5
commit c766ca0381
2 changed files with 94 additions and 0 deletions

View file

@ -40,6 +40,9 @@
#include <gst/gl/gstglshadervariables.h>
#include "gstglfiltershader.h"
#if HAVE_GRAPHENE
#include <graphene-gobject.h>
#endif
enum
{
@ -47,6 +50,7 @@ enum
PROP_SHADER,
PROP_VERTEX,
PROP_FRAGMENT,
PROP_UNIFORMS,
PROP_UPDATE_SHADER,
PROP_LAST,
};
@ -112,6 +116,11 @@ gst_gl_filtershader_class_init (GstGLFilterShaderClass * klass)
G_PARAM_READWRITE | G_PARAM_STATIC_STRINGS));
/* FIXME: add other stages */
g_object_class_install_property (gobject_class, PROP_UNIFORMS,
g_param_spec_boxed ("uniforms", "GLSL Uniforms",
"GLSL Uniforms", GST_TYPE_STRUCTURE,
G_PARAM_READWRITE | G_PARAM_STATIC_STRINGS));
g_object_class_install_property (gobject_class, PROP_UPDATE_SHADER,
g_param_spec_boolean ("update-shader", "Update Shader",
"Emit the \'create-shader\' signal for the next frame",
@ -154,6 +163,12 @@ gst_gl_filtershader_init (GstGLFilterShader * filtershader)
static void
gst_gl_filtershader_finalize (GObject * object)
{
GstGLFilterShader *filtershader = GST_GL_FILTERSHADER (object);
if (filtershader->uniforms)
gst_structure_free (filtershader->uniforms);
filtershader->uniforms = NULL;
G_OBJECT_CLASS (gst_gl_filtershader_parent_class)->finalize (object);
}
@ -187,6 +202,14 @@ gst_gl_filtershader_set_property (GObject * object, guint prop_id,
filtershader->new_source = TRUE;
GST_OBJECT_UNLOCK (filtershader);
break;
case PROP_UNIFORMS:
GST_OBJECT_LOCK (filtershader);
if (filtershader->uniforms)
gst_structure_free (filtershader->uniforms);
filtershader->uniforms = g_value_dup_boxed (value);
filtershader->new_uniforms = TRUE;
GST_OBJECT_UNLOCK (filtershader);
break;
case PROP_UPDATE_SHADER:
GST_OBJECT_LOCK (filtershader);
filtershader->update_shader = g_value_get_boolean (value);
@ -220,6 +243,11 @@ gst_gl_filtershader_get_property (GObject * object, guint prop_id,
g_value_set_string (value, filtershader->fragment);
GST_OBJECT_UNLOCK (filtershader);
break;
case PROP_UNIFORMS:
GST_OBJECT_LOCK (filtershader);
g_value_set_boxed (value, filtershader->uniforms);
GST_OBJECT_UNLOCK (filtershader);
break;
default:
G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec);
break;
@ -296,6 +324,65 @@ gst_gl_filtershader_filter_texture (GstGLFilter * filter, guint in_tex,
return TRUE;
}
static gboolean
_set_uniform (GQuark field_id, const GValue * value, gpointer user_data)
{
GstGLShader *shader = user_data;
const gchar *field_name = g_quark_to_string (field_id);
if (G_TYPE_CHECK_VALUE_TYPE ((value), G_TYPE_INT)) {
gst_gl_shader_set_uniform_1i (shader, field_name, g_value_get_int (value));
} else if (G_TYPE_CHECK_VALUE_TYPE ((value), G_TYPE_FLOAT)) {
gst_gl_shader_set_uniform_1f (shader, field_name,
g_value_get_float (value));
#if HAVE_GRAPHENE
} else if (G_TYPE_CHECK_VALUE_TYPE ((value), GRAPHENE_TYPE_VEC2)) {
graphene_vec2_t *vec2 = g_value_get_boxed (value);
float x = graphene_vec2_get_x (vec2);
float y = graphene_vec2_get_y (vec2);
gst_gl_shader_set_uniform_2f (shader, field_name, x, y);
} else if (G_TYPE_CHECK_VALUE_TYPE ((value), GRAPHENE_TYPE_VEC3)) {
graphene_vec3_t *vec3 = g_value_get_boxed (value);
float x = graphene_vec3_get_x (vec3);
float y = graphene_vec3_get_y (vec3);
float z = graphene_vec3_get_z (vec3);
gst_gl_shader_set_uniform_3f (shader, field_name, x, y, z);
} else if (G_TYPE_CHECK_VALUE_TYPE ((value), GRAPHENE_TYPE_VEC4)) {
graphene_vec4_t *vec4 = g_value_get_boxed (value);
float x = graphene_vec4_get_x (vec4);
float y = graphene_vec4_get_y (vec4);
float z = graphene_vec4_get_z (vec4);
float w = graphene_vec4_get_w (vec4);
gst_gl_shader_set_uniform_4f (shader, field_name, x, y, z, w);
} else if (G_TYPE_CHECK_VALUE_TYPE ((value), GRAPHENE_TYPE_MATRIX)) {
graphene_matrix_t *matrix = g_value_get_boxed (value);
float matrix_f[16];
graphene_matrix_to_float (matrix, matrix_f);
gst_gl_shader_set_uniform_matrix_4fv (shader, field_name, 1, FALSE,
matrix_f);
#endif
} else {
/* FIXME: Add support for unsigned ints, non 4x4 matrices, etc */
GST_FIXME ("Don't know how to set the \'%s\' paramater. Unknown type",
field_name);
return TRUE;
}
return TRUE;
}
static void
_update_uniforms (GstGLFilterShader * filtershader)
{
if (filtershader->new_uniforms && filtershader->uniforms) {
gst_gl_shader_use (filtershader->shader);
gst_structure_foreach (filtershader->uniforms,
(GstStructureForeachFunc) _set_uniform, filtershader->shader);
filtershader->new_uniforms = FALSE;
}
}
static GstGLShader *
_maybe_recompile_shader (GstGLFilterShader * filtershader)
{
@ -317,6 +404,8 @@ _maybe_recompile_shader (GstGLFilterShader * filtershader)
gst_object_unref (filtershader->shader);
filtershader->new_source = FALSE;
filtershader->shader = gst_object_ref (shader);
filtershader->new_uniforms = TRUE;
_update_uniforms (filtershader);
GST_OBJECT_UNLOCK (filtershader);
return shader;
}
@ -324,6 +413,7 @@ _maybe_recompile_shader (GstGLFilterShader * filtershader)
if (filtershader->shader) {
shader = gst_object_ref (filtershader->shader);
_update_uniforms (filtershader);
GST_OBJECT_UNLOCK (filtershader);
return shader;
}
@ -374,10 +464,13 @@ _maybe_recompile_shader (GstGLFilterShader * filtershader)
gst_object_unref (filtershader->shader);
filtershader->shader = gst_object_ref (shader);
filtershader->new_source = FALSE;
filtershader->new_uniforms = TRUE;
_update_uniforms (filtershader);
GST_OBJECT_UNLOCK (filtershader);
return shader;
} else if (filtershader->shader) {
_update_uniforms (filtershader);
shader = gst_object_ref (filtershader->shader);
GST_OBJECT_UNLOCK (filtershader);
return shader;

View file

@ -46,6 +46,7 @@ struct _GstGLFilterShader
GstStructure *uniforms;
gboolean new_source;
gboolean new_uniforms;
gdouble time;
gint attr_position_loc;