gl/upload: remove the legacy GL 1.x upload path

uploading requires shaders and fbos available in GL2.
This commit is contained in:
Matthew Waters 2014-03-23 23:43:28 +11:00
parent cc6df204e2
commit f55b299826

View file

@ -52,14 +52,7 @@ static gboolean _gst_gl_upload_perform_with_data_unlocked (GstGLUpload * upload,
GLuint texture_id, gpointer data[GST_VIDEO_MAX_PLANES]);
static void _do_upload_with_meta (GstGLContext * context, GstGLUpload * upload);
#if GST_GL_HAVE_OPENGL
static gboolean _do_upload_draw_opengl (GstGLContext * context,
GstGLUpload * upload);
#endif
#if GST_GL_HAVE_GLES2
static gboolean _do_upload_draw_gles2 (GstGLContext * context,
GstGLUpload * upload);
#endif
static gboolean _do_upload_draw (GstGLContext * context, GstGLUpload * upload);
/* *INDENT-OFF* */
@ -67,12 +60,28 @@ static gboolean _do_upload_draw_gles2 (GstGLContext * context,
* Y = [16..235] (of 255)
* Cb/Cr = [16..240] (of 255)
*/
#define YUV_TO_RGB_BT601_COEFFICIENTS \
const gfloat[] bt601_offset = {-0.0625f, -0.5, -0.5) \
const gfloat[] bt601_rcoeff = {1.164, 0.000, 1.596} \
const gfloat[] bt601_gcoeff = {1.164,-0.391,-0.813} \
const gfloat[] bt601_bcoeff = {1.164, 2.018, 0.000}
#define YUV_TO_RGB_COEFFICIENTS \
"const vec3 offset = vec3(-0.0625, -0.5, -0.5);\n" \
"const vec3 rcoeff = vec3(1.164, 0.000, 1.596);\n" \
"const vec3 gcoeff = vec3(1.164,-0.391,-0.813);\n" \
"const vec3 bcoeff = vec3(1.164, 2.018, 0.000);\n"
/* BT. 709 standard with the following ranges:
* Y = [16..235] (of 255)
* Cb/Cr = [16..240] (of 255)
*/
#define YUV_TO_RGB_BT709_COEFFICIENTS \
const gfloat[] bt709_offset = {-0.0625, -0.5, -0.5} \
const gfloat[] bt709_rcoeff = {1.164, 0.000, 1.787} \
const gfloat[] bt709_gcoeff = {1.164,-0.213,-0.531} \
const gfloat[] bt709_bcoeff = {1.164,-2.112, 0.000}
/** GRAY16 to RGB conversion
* data transfered as GL_LUMINANCE_ALPHA then convert back to GRAY16
* high byte weight as : 255*256/65535
@ -82,136 +91,11 @@ static gboolean _do_upload_draw_gles2 (GstGLContext * context,
#define COMPOSE_WEIGHT \
"const vec2 compose_weight = vec2(0.996109, 0.003891);\n"
#if GST_GL_HAVE_OPENGL
static const char *frag_AYUV_opengl = {
"uniform sampler2D tex;\n"
"uniform vec2 tex_scale0;\n"
"uniform vec2 tex_scale1;\n"
"uniform vec2 tex_scale2;\n"
YUV_TO_RGB_COEFFICIENTS
"void main(void) {\n"
" float r,g,b;\n"
" vec3 yuv;\n"
" yuv = texture2D(tex, gl_TexCoord[0].xy * tex_scale0).gba;\n"
" yuv += offset;\n"
" r = dot(yuv, rcoeff);\n"
" g = dot(yuv, gcoeff);\n"
" b = dot(yuv, bcoeff);\n"
" gl_FragColor=vec4(r,g,b,1.0);\n"
"}"
};
/** YUV to RGB conversion */
static const char *frag_PLANAR_YUV_opengl = {
"uniform sampler2D Ytex,Utex,Vtex;\n"
"uniform vec2 tex_scale0;\n"
"uniform vec2 tex_scale1;\n"
"uniform vec2 tex_scale2;\n"
YUV_TO_RGB_COEFFICIENTS
"void main(void) {\n"
" float r,g,b;\n"
" vec3 yuv;\n"
" yuv.x=texture2D(Ytex, gl_TexCoord[0].xy * tex_scale0).r;\n"
" yuv.y=texture2D(Utex, gl_TexCoord[0].xy * tex_scale1).r;\n"
" yuv.z=texture2D(Vtex, gl_TexCoord[0].xy * tex_scale2).r;\n"
" yuv += offset;\n"
" r = dot(yuv, rcoeff);\n"
" g = dot(yuv, gcoeff);\n"
" b = dot(yuv, bcoeff);\n"
" gl_FragColor=vec4(r,g,b,1.0);\n"
"}"
};
/** NV12/NV21 to RGB conversion */
static const char *frag_NV12_NV21_opengl = {
"uniform sampler2D Ytex,UVtex;\n"
"uniform vec2 tex_scale0;\n"
"uniform vec2 tex_scale1;\n"
"uniform vec2 tex_scale2;\n"
YUV_TO_RGB_COEFFICIENTS
"void main(void) {\n\n"
" float r,g,b;\n"
" vec3 yuv;\n"
" yuv.x = texture2D(Ytex, gl_TexCoord[0].xy * tex_scale0).r;\n"
" yuv.yz = texture2D(UVtex, gl_TexCoord[0].xy * tex_scale1).%c%c;\n"
" yuv += offset;\n"
" r = dot(yuv, rcoeff);\n"
" g = dot(yuv, gcoeff);\n"
" b = dot(yuv, bcoeff);\n"
" gl_FragColor=vec4(r,g,b,1.0);\n"
"}"
};
/* Channel reordering for XYZ <-> ZYX conversion */
static const char *frag_REORDER_opengl = {
"uniform sampler2D tex;\n"
"uniform vec2 tex_scale0;\n"
"uniform vec2 tex_scale1;\n"
"uniform vec2 tex_scale2;\n"
"void main(void)\n"
"{\n"
" vec4 t = texture2D(tex, gl_TexCoord[0].xy);\n"
" gl_FragColor = vec4(t.%c, t.%c, t.%c, 1.0);\n"
"}"
};
/* Compose LUMINANCE/ALPHA as 8bit-8bit value */
static const char *frag_COMPOSE_opengl = {
"uniform sampler2D tex;\n"
"uniform vec2 tex_scale0;\n"
"uniform vec2 tex_scale1;\n"
"uniform vec2 tex_scale2;\n"
COMPOSE_WEIGHT
"void main(void)\n"
"{\n"
" vec4 t = texture2D(tex, gl_TexCoord[0].xy);\n"
" float value = dot(t.%c%c, compose_weight);"
" gl_FragColor = vec4(value, value, value, 1.0);\n"
"}"
};
/* Direct fragments copy with stride-scaling */
static const char *frag_COPY_opengl = {
"uniform sampler2D tex;\n"
"uniform vec2 tex_scale0;\n"
"uniform vec2 tex_scale1;\n"
"uniform vec2 tex_scale2;\n"
"void main(void)\n"
"{\n"
" vec4 t = texture2D(tex, gl_TexCoord[0].xy);\n"
" gl_FragColor = vec4(t.rgb, 1.0);\n"
"}\n"
};
/* YUY2:r,g,a
UYVY:a,b,r */
static const gchar *frag_YUY2_UYVY_opengl =
"uniform sampler2D Ytex, UVtex;\n"
"uniform vec2 tex_scale0;\n"
"uniform vec2 tex_scale1;\n"
"uniform vec2 tex_scale2;\n"
YUV_TO_RGB_COEFFICIENTS
"void main(void) {\n"
" float fx, fy, y, u, v, r, g, b;\n"
" vec3 yuv;\n"
" yuv.x = texture2D(Ytex, gl_TexCoord[0].xy * tex_scale0).%c;\n"
" yuv.yz = texture2D(UVtex, gl_TexCoord[0].xy * tex_scale1).%c%c;\n"
" yuv += offset;\n"
" r = dot(yuv, rcoeff);\n"
" g = dot(yuv, gcoeff);\n"
" b = dot(yuv, bcoeff);\n"
" gl_FragColor = vec4(r, g, b, 1.0);\n"
"}\n";
#define text_vertex_shader_opengl NULL
#endif
#if GST_GL_HAVE_GLES2
/* Channel reordering for XYZ <-> ZYX conversion */
static const char *frag_REORDER_gles2 = {
static const char *frag_REORDER = {
"#ifdef GL_ES\n"
"precision mediump float;\n"
"#endif\n"
"varying vec2 v_texcoord;\n"
"uniform sampler2D tex;\n"
"uniform vec2 tex_scale0;\n"
@ -230,8 +114,10 @@ static const char *frag_REORDER_gles2 = {
* ([0~1] denormalize to [0~255],shift to high byte,normalize to [0~1])
* low byte weight as : 255/65535 (similar)
* */
static const char *frag_COMPOSE_gles2 = {
static const char *frag_COMPOSE = {
"#ifdef GL_ES\n"
"precision mediump float;\n"
"#endif\n"
"varying vec2 v_texcoord;\n"
"uniform sampler2D tex;\n"
"uniform vec2 tex_scale0;\n"
@ -246,8 +132,10 @@ static const char *frag_COMPOSE_gles2 = {
"}"
};
static const char *frag_AYUV_gles2 = {
static const char *frag_AYUV = {
"#ifdef GL_ES\n"
"precision mediump float;\n"
"#endif\n"
"varying vec2 v_texcoord;\n"
"uniform sampler2D tex;\n"
"uniform vec2 tex_scale0;\n"
@ -267,8 +155,10 @@ static const char *frag_AYUV_gles2 = {
};
/** YUV to RGB conversion */
static const char *frag_PLANAR_YUV_gles2 = {
static const char *frag_PLANAR_YUV = {
"#ifdef GL_ES\n"
"precision mediump float;\n"
"#endif\n"
"varying vec2 v_texcoord;\n"
"uniform sampler2D Ytex,Utex,Vtex;\n"
"uniform vec2 tex_scale0;\n"
@ -279,8 +169,8 @@ static const char *frag_PLANAR_YUV_gles2 = {
" float r,g,b;\n"
" vec3 yuv;\n"
" yuv.x=texture2D(Ytex,v_texcoord * tex_scale0).r;\n"
" yuv.y=texture2D(Utex,v_texcoord).r;\n"
" yuv.z=texture2D(Vtex,v_texcoord).r;\n"
" yuv.y=texture2D(Utex,v_texcoord * tex_scale1).r;\n"
" yuv.z=texture2D(Vtex,v_texcoord * tex_scale2).r;\n"
" yuv += offset;\n"
" r = dot(yuv, rcoeff);\n"
" g = dot(yuv, gcoeff);\n"
@ -290,8 +180,10 @@ static const char *frag_PLANAR_YUV_gles2 = {
};
/** NV12/NV21 to RGB conversion */
static const char *frag_NV12_NV21_gles2 = {
static const char *frag_NV12_NV21 = {
"#ifdef GL_ES\n"
"precision mediump float;\n"
"#endif\n"
"varying vec2 v_texcoord;\n"
"uniform sampler2D Ytex,UVtex;\n"
"uniform vec2 tex_scale0;\n"
@ -312,8 +204,10 @@ static const char *frag_NV12_NV21_gles2 = {
};
/* Direct fragments copy with stride-scaling */
static const char *frag_COPY_gles2 = {
static const char *frag_COPY = {
"#ifdef GL_ES\n"
"precision mediump float;\n"
"#endif\n"
"varying vec2 v_texcoord;\n"
"uniform sampler2D tex;\n"
"uniform vec2 tex_scale0;\n"
@ -328,8 +222,10 @@ static const char *frag_COPY_gles2 = {
/* YUY2:r,g,a
UYVY:a,b,r */
static const gchar *frag_YUY2_UYVY_gles2 =
static const gchar *frag_YUY2_UYVY =
"#ifdef GL_ES\n"
"precision mediump float;\n"
"#endif\n"
"varying vec2 v_texcoord;\n"
"uniform sampler2D Ytex, UVtex;\n"
"uniform vec2 tex_scale0;\n"
@ -350,7 +246,7 @@ static const gchar *frag_YUY2_UYVY_gles2 =
" gl_FragColor = vec4(r, g, b, 1.0);\n"
"}\n";
static const gchar *text_vertex_shader_gles2 =
static const gchar *text_vertex_shader =
"attribute vec4 a_position; \n"
"attribute vec2 a_texcoord; \n"
"varying vec2 v_texcoord; \n"
@ -359,7 +255,6 @@ static const gchar *text_vertex_shader_gles2 =
" gl_Position = a_position; \n"
" v_texcoord = a_texcoord; \n"
"} \n";
#endif
/* *INDENT-ON* */
@ -451,32 +346,15 @@ gst_gl_upload_new (GstGLContext * context)
upload->context = gst_object_ref (context);
priv = upload->priv;
#if GST_GL_HAVE_OPENGL
if (USING_OPENGL (context)) {
priv->YUY2_UYVY = frag_YUY2_UYVY_opengl;
priv->PLANAR_YUV = frag_PLANAR_YUV_opengl;
priv->AYUV = frag_AYUV_opengl;
priv->REORDER = frag_REORDER_opengl;
priv->COMPOSE = frag_COMPOSE_opengl;
priv->COPY = frag_COPY_opengl;
priv->NV12_NV21 = frag_NV12_NV21_opengl;
priv->vert_shader = text_vertex_shader_opengl;
priv->draw = _do_upload_draw_opengl;
}
#endif
#if GST_GL_HAVE_GLES2
if (USING_GLES2 (context)) {
priv->YUY2_UYVY = frag_YUY2_UYVY_gles2;
priv->PLANAR_YUV = frag_PLANAR_YUV_gles2;
priv->AYUV = frag_AYUV_gles2;
priv->REORDER = frag_REORDER_gles2;
priv->COMPOSE = frag_COMPOSE_gles2;
priv->COPY = frag_COPY_gles2;
priv->NV12_NV21 = frag_NV12_NV21_gles2;
priv->vert_shader = text_vertex_shader_gles2;
priv->draw = _do_upload_draw_gles2;
}
#endif
priv->YUY2_UYVY = frag_YUY2_UYVY;
priv->PLANAR_YUV = frag_PLANAR_YUV;
priv->AYUV = frag_AYUV;
priv->REORDER = frag_REORDER;
priv->COMPOSE = frag_COMPOSE;
priv->COPY = frag_COPY;
priv->NV12_NV21 = frag_NV12_NV21;
priv->vert_shader = text_vertex_shader;
priv->draw = _do_upload_draw;
return upload;
}
@ -1108,12 +986,10 @@ _init_upload (GstGLContext * context, GstGLUpload * upload)
if (!res)
goto error;
if (USING_GLES2 (context)) {
upload->shader_attr_position_loc =
gst_gl_shader_get_attribute_location (upload->shader, "a_position");
upload->shader_attr_texture_loc =
gst_gl_shader_get_attribute_location (upload->shader, "a_texcoord");
}
if (!_do_upload_make (context, upload))
goto error;
@ -1538,120 +1414,8 @@ _do_upload_fill (GstGLContext * context, GstGLUpload * upload)
return TRUE;
}
#if GST_GL_HAVE_OPENGL
/* called by _do_upload (in the gl thread) */
static gboolean
_do_upload_draw_opengl (GstGLContext * context, GstGLUpload * upload)
{
GstGLFuncs *gl;
guint out_width, out_height;
struct TexData *tex = upload->priv->texture_info;
gint i;
GLfloat verts[8] = { 1.0f, -1.0f,
-1.0f, -1.0f,
-1.0f, 1.0f,
1.0f, 1.0f
};
GLfloat texcoords[8] = { 1.0f, 0.0f,
0.0f, 0.0f,
0.0f, 1.0f,
1.0f, 1.0f
};
gl = context->gl_vtable;
out_width = GST_VIDEO_INFO_WIDTH (&upload->out_info);
out_height = GST_VIDEO_INFO_HEIGHT (&upload->out_info);
gl->BindFramebuffer (GL_FRAMEBUFFER, upload->fbo);
/* setup a texture to render to */
gl->Enable (GL_TEXTURE_2D);
gl->BindTexture (GL_TEXTURE_2D, upload->out_texture);
/* attach the texture to the FBO to renderer to */
gl->FramebufferTexture2D (GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
GL_TEXTURE_2D, upload->out_texture, 0);
gst_gl_context_clear_shader (context);
gl->PushAttrib (GL_VIEWPORT_BIT);
gl->MatrixMode (GL_PROJECTION);
gl->PushMatrix ();
gl->LoadIdentity ();
gluOrtho2D (0.0, out_width, 0.0, out_height);
gl->MatrixMode (GL_MODELVIEW);
gl->PushMatrix ();
gl->LoadIdentity ();
gl->Viewport (0, 0, out_width, out_height);
gl->DrawBuffer (GL_COLOR_ATTACHMENT0);
gl->ClearColor (0.0, 0.0, 0.0, 0.0);
gl->Clear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
gst_gl_shader_use (upload->shader);
gl->MatrixMode (GL_PROJECTION);
gl->LoadIdentity ();
gl->Enable (GL_TEXTURE_2D);
for (i = upload->priv->n_textures - 1; i >= 0; i--) {
gchar *scale_name = g_strdup_printf ("tex_scale%u", i);
gl->ActiveTexture (GL_TEXTURE0 + i);
gst_gl_shader_set_uniform_1i (upload->shader, tex[i].shader_name, i);
gst_gl_shader_set_uniform_2fv (upload->shader, scale_name, 1,
&tex[i].tex_scaling[0]);
g_free (scale_name);
gl->BindTexture (GL_TEXTURE_2D, upload->in_texture[i]);
gl->TexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
gl->TexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
gl->TexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
gl->TexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
}
gl->EnableClientState (GL_VERTEX_ARRAY);
gl->EnableClientState (GL_TEXTURE_COORD_ARRAY);
gl->VertexPointer (2, GL_FLOAT, 0, &verts);
gl->TexCoordPointer (2, GL_FLOAT, 0, &texcoords);
gl->DrawArrays (GL_TRIANGLE_FAN, 0, 4);
gl->DisableClientState (GL_VERTEX_ARRAY);
gl->DisableClientState (GL_TEXTURE_COORD_ARRAY);
gl->DrawBuffer (GL_NONE);
/* we are done with the shader */
gst_gl_context_clear_shader (context);
gl->Disable (GL_TEXTURE_2D);
gl->MatrixMode (GL_PROJECTION);
gl->PopMatrix ();
gl->MatrixMode (GL_MODELVIEW);
gl->PopMatrix ();
gl->PopAttrib ();
gst_gl_context_check_framebuffer_status (context);
gl->BindFramebuffer (GL_FRAMEBUFFER, 0);
return TRUE;
}
#endif
#if GST_GL_HAVE_GLES2
static gboolean
_do_upload_draw_gles2 (GstGLContext * context, GstGLUpload * upload)
_do_upload_draw (GstGLContext * context, GstGLUpload * upload)
{
GstGLFuncs *gl;
struct TexData *tex = upload->priv->texture_info;
@ -1736,4 +1500,3 @@ _do_upload_draw_gles2 (GstGLContext * context, GstGLUpload * upload)
return TRUE;
}
#endif