[130/906] use GstGLShader in the GLSL colorspace conversion

This commit is contained in:
Julien Isorce 2008-07-19 03:00:26 +02:00 committed by Tim-Philipp Müller
parent de6eb8677e
commit ffbc182446
2 changed files with 204 additions and 136 deletions

View file

@ -62,7 +62,6 @@ void gst_gl_display_on_draw (void);
void gst_gl_display_on_close (void);
void gst_gl_display_glgen_texture (GstGLDisplay* display, GLuint* pTexture);
void gst_gl_display_gldel_texture (GstGLDisplay* display, GLuint* pTexture);
GLhandleARB gst_gl_display_load_fragment_shader (gchar* textFProgram);
void gst_gl_display_check_framebuffer_status (void);
/* To not make gst_gl_display_thread_do_upload
@ -212,24 +211,24 @@ gst_gl_display_init (GstGLDisplay *display, GstGLDisplayClass *klass)
//action gen and del shader
display->gen_text_shader = NULL;
display->gen_handle_shader = 0;
display->del_handle_shader = 0;
display->gen_shader = NULL;
display->del_shader = NULL;
//fragement shader upload
display->GLSLProgram_YUY2 = 0;
display->GLSLProgram_UYVY = 0;
display->GLSLProgram_I420_YV12 = 0;
display->GLSLProgram_AYUV = 0;
display->shader_upload_YUY2 = NULL;
display->shader_upload_UYVY = NULL;
display->shader_upload_I420_YV12 = NULL;
display->shader_upload_AYUV = NULL;
//fragement shader download
display->GLSLProgram_to_YUY2 = 0;
display->GLSLProgram_to_UYVY = 0;
display->GLSLProgram_to_I420_YV12 = 0;
display->GLSLProgram_to_AYUV = 0;
display->shader_download_YUY2 = NULL;
display->shader_download_UYVY = NULL;
display->shader_download_I420_YV12 = NULL;
display->shader_download_AYUV = NULL;
//YUY2:r,g,a
//UYVY:a,b,r
display->textFProgram_YUY2_UYVY =
display->text_shader_upload_YUY2_UYVY =
"uniform sampler2DRect Ytex, UVtex;\n"
"void main(void) {\n"
" float fx, fy, y, u, v, r, g, b;\n"
@ -247,7 +246,7 @@ gst_gl_display_init (GstGLDisplay *display, GstGLDisplayClass *klass)
" gl_FragColor = vec4(r, g, b, 1.0);\n"
"}\n";
display->textFProgram_I420_YV12 =
display->text_shader_upload_I420_YV12 =
"uniform sampler2DRect Ytex,Utex,Vtex;\n"
"void main(void) {\n"
" float r,g,b,y,u,v;\n"
@ -264,7 +263,7 @@ gst_gl_display_init (GstGLDisplay *display, GstGLDisplayClass *klass)
" gl_FragColor=vec4(r,g,b,1.0);\n"
"}\n";
display->textFProgram_AYUV =
display->text_shader_upload_AYUV =
"uniform sampler2DRect tex;\n"
"void main(void) {\n"
" float r,g,b,y,u,v;\n"
@ -283,7 +282,7 @@ gst_gl_display_init (GstGLDisplay *display, GstGLDisplayClass *klass)
//YUY2:y2,u,y1,v
//UYVY:v,y1,u,y2
display->textFProgram_to_YUY2_UYVY =
display->text_shader_download_YUY2_UYVY =
"uniform sampler2DRect tex;\n"
"void main(void) {\n"
" float fx,fy,r,g,b,r2,g2,b2,y1,y2,u,v;\n"
@ -306,7 +305,7 @@ gst_gl_display_init (GstGLDisplay *display, GstGLDisplayClass *klass)
" gl_FragColor=vec4(%s);\n"
"}\n";
display->textFProgram_to_I420_YV12 =
display->text_shader_download_I420_YV12 =
"uniform sampler2DRect tex;\n"
"uniform float w, h;\n"
"void main(void) {\n"
@ -330,7 +329,7 @@ gst_gl_display_init (GstGLDisplay *display, GstGLDisplayClass *klass)
" gl_FragData[2] = vec4(v, 0.0, 0.0, 1.0);\n"
"}\n";
display->textFProgram_to_AYUV =
display->text_shader_download_AYUV =
"uniform sampler2DRect tex;\n"
"void main(void) {\n"
" float r,g,b,y,u,v;\n"
@ -728,14 +727,46 @@ gst_gl_display_thread_destroy_context (GstGLDisplay *display)
case GST_GL_DISPLAY_CONVERSION_GLSL:
{
glUseProgramObjectARB (0);
glDeleteObjectARB (display->GLSLProgram_YUY2);
glDeleteObjectARB (display->GLSLProgram_UYVY);
glDeleteObjectARB (display->GLSLProgram_I420_YV12);
glDeleteObjectARB (display->GLSLProgram_AYUV);
glDeleteObjectARB (display->GLSLProgram_to_YUY2);
glDeleteObjectARB (display->GLSLProgram_to_UYVY);
glDeleteObjectARB (display->GLSLProgram_to_I420_YV12);
glDeleteObjectARB (display->GLSLProgram_to_AYUV);
if (display->shader_upload_YUY2)
{
g_object_unref (G_OBJECT (display->shader_upload_YUY2));
display->shader_upload_YUY2 = NULL;
}
if (display->shader_upload_UYVY)
{
g_object_unref (G_OBJECT (display->shader_upload_UYVY));
display->shader_upload_UYVY = NULL;
}
if (display->shader_upload_I420_YV12)
{
g_object_unref (G_OBJECT (display->shader_upload_I420_YV12));
display->shader_upload_I420_YV12 = NULL;
}
if (display->shader_upload_AYUV)
{
g_object_unref (G_OBJECT (display->shader_upload_AYUV));
display->shader_upload_AYUV = NULL;
}
if (display->shader_download_YUY2)
{
g_object_unref (G_OBJECT (display->shader_download_YUY2));
display->shader_download_YUY2 = NULL;
}
if (display->shader_download_UYVY)
{
g_object_unref (G_OBJECT (display->shader_download_UYVY));
display->shader_download_UYVY = NULL;
}
if (display->shader_download_I420_YV12)
{
g_object_unref (G_OBJECT (display->shader_download_I420_YV12));
display->shader_download_I420_YV12 = NULL;
}
if (display->shader_download_AYUV)
{
g_object_unref (G_OBJECT (display->shader_download_AYUV));
display->shader_download_AYUV = NULL;
}
}
break;
default:
@ -921,24 +952,54 @@ gst_gl_display_thread_init_upload (GstGLDisplay *display)
{
case GST_VIDEO_FORMAT_YUY2:
{
gchar program[2048];
sprintf (program, display->textFProgram_YUY2_UYVY, 'r', 'g', 'a');
display->GLSLProgram_YUY2 = gst_gl_display_load_fragment_shader (program);
gchar text_shader_upload_YUY2[2048];
sprintf (text_shader_upload_YUY2, display->text_shader_upload_YUY2_UYVY, 'r', 'g', 'a');
display->shader_upload_YUY2 = gst_gl_shader_new ();
if(!gst_gl_shader_compile_and_check (display->shader_upload_YUY2,
text_shader_upload_YUY2, GST_GL_SHADER_FRAGMENT_SOURCE))
{
display->isAlive = FALSE;
g_object_unref (G_OBJECT (display->shader_upload_YUY2));
display->shader_upload_YUY2 = NULL;
}
}
break;
case GST_VIDEO_FORMAT_UYVY:
{
gchar program[2048];
sprintf (program, display->textFProgram_YUY2_UYVY, 'a', 'b', 'r');
display->GLSLProgram_UYVY = gst_gl_display_load_fragment_shader (program);
gchar text_shader_upload_UYVY[2048];
sprintf (text_shader_upload_UYVY, display->text_shader_upload_YUY2_UYVY, 'a', 'b', 'r');
display->shader_upload_UYVY = gst_gl_shader_new ();
if(!gst_gl_shader_compile_and_check (display->shader_upload_UYVY,
text_shader_upload_UYVY, GST_GL_SHADER_FRAGMENT_SOURCE))
{
display->isAlive = FALSE;
g_object_unref (G_OBJECT (display->shader_upload_UYVY));
display->shader_upload_UYVY = NULL;
}
}
break;
case GST_VIDEO_FORMAT_I420:
case GST_VIDEO_FORMAT_YV12:
display->GLSLProgram_I420_YV12 = gst_gl_display_load_fragment_shader (display->textFProgram_I420_YV12);
display->shader_upload_I420_YV12 = gst_gl_shader_new ();
if(!gst_gl_shader_compile_and_check (display->shader_upload_I420_YV12,
display->text_shader_upload_I420_YV12, GST_GL_SHADER_FRAGMENT_SOURCE))
{
display->isAlive = FALSE;
g_object_unref (G_OBJECT (display->shader_upload_I420_YV12));
display->shader_upload_I420_YV12 = NULL;
}
break;
case GST_VIDEO_FORMAT_AYUV:
display->GLSLProgram_AYUV = gst_gl_display_load_fragment_shader (display->textFProgram_AYUV);
display->shader_upload_AYUV = gst_gl_shader_new ();
if(!gst_gl_shader_compile_and_check (display->shader_upload_AYUV,
display->text_shader_upload_AYUV, GST_GL_SHADER_FRAGMENT_SOURCE))
{
display->isAlive = FALSE;
g_object_unref (G_OBJECT (display->shader_upload_AYUV));
display->shader_upload_AYUV = NULL;
}
break;
default:
g_assert_not_reached ();
@ -978,6 +1039,9 @@ gst_gl_display_thread_init_upload (GstGLDisplay *display)
g_print ("Context %d, GLEW_ARB_imaging supported: yes\n", display->glutWinId);
display->colorspace_conversion = GST_GL_DISPLAY_CONVERSION_MATRIX;
//turn off the pipeline because we do not support it yet
display->isAlive = FALSE;
}
else
{
@ -1164,24 +1228,54 @@ gst_gl_display_thread_init_download (GstGLDisplay *display)
{
case GST_VIDEO_FORMAT_YUY2:
{
gchar program[2048];
sprintf (program, display->textFProgram_to_YUY2_UYVY, "y2,u,y1,v");
display->GLSLProgram_to_YUY2 = gst_gl_display_load_fragment_shader (program);
gchar text_shader_download_YUY2[2048];
sprintf (text_shader_download_YUY2, display->text_shader_download_YUY2_UYVY, "y2,u,y1,v");
display->shader_download_YUY2 = gst_gl_shader_new ();
if(!gst_gl_shader_compile_and_check (display->shader_download_YUY2,
text_shader_download_YUY2, GST_GL_SHADER_FRAGMENT_SOURCE))
{
display->isAlive = FALSE;
g_object_unref (G_OBJECT (display->shader_download_YUY2));
display->shader_download_YUY2 = NULL;
}
}
break;
case GST_VIDEO_FORMAT_UYVY:
{
gchar program[2048];
sprintf (program, display->textFProgram_to_YUY2_UYVY, "v,y1,u,y2");
display->GLSLProgram_to_UYVY = gst_gl_display_load_fragment_shader (program);
gchar text_shader_download_UYVY[2048];
sprintf (text_shader_download_UYVY, display->text_shader_download_YUY2_UYVY, "v,y1,u,y2");
display->shader_download_UYVY = gst_gl_shader_new ();
if(!gst_gl_shader_compile_and_check (display->shader_download_UYVY,
text_shader_download_UYVY, GST_GL_SHADER_FRAGMENT_SOURCE))
{
display->isAlive = FALSE;
g_object_unref (G_OBJECT (display->shader_download_UYVY));
display->shader_download_UYVY = NULL;
}
}
break;
case GST_VIDEO_FORMAT_I420:
case GST_VIDEO_FORMAT_YV12:
display->GLSLProgram_to_I420_YV12 = gst_gl_display_load_fragment_shader (display->textFProgram_to_I420_YV12);
display->shader_download_I420_YV12 = gst_gl_shader_new ();
if(!gst_gl_shader_compile_and_check (display->shader_download_I420_YV12,
display->text_shader_download_I420_YV12, GST_GL_SHADER_FRAGMENT_SOURCE))
{
display->isAlive = FALSE;
g_object_unref (G_OBJECT (display->shader_download_I420_YV12));
display->shader_download_I420_YV12 = NULL;
}
break;
case GST_VIDEO_FORMAT_AYUV:
display->GLSLProgram_to_AYUV = gst_gl_display_load_fragment_shader (display->textFProgram_to_AYUV);
display->shader_download_AYUV = gst_gl_shader_new ();
if(!gst_gl_shader_compile_and_check (display->shader_download_AYUV,
display->text_shader_download_AYUV, GST_GL_SHADER_FRAGMENT_SOURCE))
{
display->isAlive = FALSE;
g_object_unref (G_OBJECT (display->shader_download_AYUV));
display->shader_download_AYUV = NULL;
}
break;
default:
g_assert_not_reached ();
@ -1356,8 +1450,18 @@ gst_gl_display_thread_gen_shader (GstGLDisplay* display)
{
glutSetWindow (display->glutWinId);
if (GLEW_ARB_fragment_shader)
display->gen_handle_shader =
gst_gl_display_load_fragment_shader (display->gen_text_shader);
{
display->gen_shader = gst_gl_shader_new ();
if (!gst_gl_shader_compile_and_check (display->gen_shader,
display->gen_text_shader,
GST_GL_SHADER_FRAGMENT_SOURCE))
{
display->isAlive = FALSE;
g_object_unref (G_OBJECT (display->gen_shader));
display->gen_shader = NULL;
}
}
else
{
g_print ("One of the filter required ARB_fragment_shader\n");
@ -1372,7 +1476,8 @@ static void
gst_gl_display_thread_del_shader (GstGLDisplay* display)
{
glutSetWindow (display->glutWinId);
glDeleteObjectARB (display->del_handle_shader);
g_object_unref (G_OBJECT (display->del_shader));
display->del_shader = NULL;
g_cond_signal (display->cond_del_shader);
}
@ -1587,40 +1692,6 @@ gst_gl_display_gldel_texture (GstGLDisplay* display, GLuint* pTexture)
}
/* called in the gl thread */
GLhandleARB
gst_gl_display_load_fragment_shader (gchar* textFProgram)
{
GLhandleARB FHandle = 0;
GLhandleARB PHandle = 0;
gchar s[32768];
GLint i = 0;
//Set up program objects
PHandle = glCreateProgramObjectARB ();
//Compile the shader
FHandle = glCreateShaderObjectARB (GL_FRAGMENT_SHADER_ARB);
glShaderSourceARB (FHandle, 1, (const GLcharARB**)&textFProgram, NULL);
glCompileShaderARB (FHandle);
//Print the compilation log
glGetObjectParameterivARB (FHandle, GL_OBJECT_COMPILE_STATUS_ARB, &i);
glGetInfoLogARB (FHandle, sizeof(s)/sizeof(char), NULL, s);
GST_DEBUG ("Compile Log: %s", s);
//link the shader
glAttachObjectARB (PHandle, FHandle);
glLinkProgramARB (PHandle);
//Print the link log
glGetInfoLogARB (PHandle, sizeof(s)/sizeof(char), NULL, s);
GST_DEBUG ("Link Log: %s", s);
return PHandle;
}
/* called in the gl thread */
void
gst_gl_display_check_framebuffer_status(void)
@ -1897,23 +1968,23 @@ gst_gl_display_del_fbo (GstGLDisplay* display, GLuint fbo,
/* Called by glfilter */
void
gst_gl_display_gen_shader (GstGLDisplay* display, gchar* textShader, GLhandleARB* handleShader)
gst_gl_display_gen_shader (GstGLDisplay* display, const gchar* textShader, GstGLShader** shader)
{
gst_gl_display_lock (display);
display->gen_text_shader = textShader;
gst_gl_display_post_message (GST_GL_DISPLAY_ACTION_GEN_SHADER, display);
g_cond_wait (display->cond_gen_shader, display->mutex);
*handleShader = display->gen_handle_shader;
*shader = display->gen_shader;
gst_gl_display_unlock (display);
}
/* Called by glfilter */
void
gst_gl_display_del_shader (GstGLDisplay* display, GLhandleARB shader)
gst_gl_display_del_shader (GstGLDisplay* display, GstGLShader* shader)
{
gst_gl_display_lock (display);
display->del_handle_shader = shader;
display->del_shader = shader;
gst_gl_display_post_message (GST_GL_DISPLAY_ACTION_DEL_SHADER, display);
g_cond_wait (display->cond_del_shader, display->mutex);
gst_gl_display_unlock (display);
@ -2251,28 +2322,28 @@ gst_gl_display_thread_do_upload_draw (GstGLDisplay* display, GLuint texture,
case GST_VIDEO_FORMAT_UYVY:
{
gint i=0;
GLhandleARB GLSLProgram_YUY2_UYVY = 0;
GstGLShader* shader_upload_YUY2_UYVY = NULL;
switch (video_format)
{
case GST_VIDEO_FORMAT_YUY2:
GLSLProgram_YUY2_UYVY = display->GLSLProgram_YUY2;
shader_upload_YUY2_UYVY = display->shader_upload_YUY2;
break;
case GST_VIDEO_FORMAT_UYVY:
GLSLProgram_YUY2_UYVY = display->GLSLProgram_UYVY;
shader_upload_YUY2_UYVY = display->shader_upload_UYVY;
break;
default:
g_assert_not_reached ();
}
glUseProgramObjectARB (GLSLProgram_YUY2_UYVY);
gst_gl_shader_use (shader_upload_YUY2_UYVY);
glMatrixMode (GL_PROJECTION);
glLoadIdentity ();
glActiveTextureARB(GL_TEXTURE1_ARB);
i = glGetUniformLocationARB (GLSLProgram_YUY2_UYVY, "UVtex");
glUniform1iARB (i, 1);
gst_gl_shader_set_uniform_1i (shader_upload_YUY2_UYVY, "UVtex", 1);
glBindTexture (GL_TEXTURE_RECTANGLE_ARB, texture_u);
glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
@ -2280,8 +2351,7 @@ gst_gl_display_thread_do_upload_draw (GstGLDisplay* display, GLuint texture,
glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glActiveTextureARB(GL_TEXTURE0_ARB);
i = glGetUniformLocationARB (GLSLProgram_YUY2_UYVY, "Ytex");
glUniform1iARB (i, 0);
gst_gl_shader_set_uniform_1i (shader_upload_YUY2_UYVY, "Ytex", 0);
glBindTexture (GL_TEXTURE_RECTANGLE_ARB, texture);
glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
@ -2295,14 +2365,13 @@ gst_gl_display_thread_do_upload_draw (GstGLDisplay* display, GLuint texture,
{
gint i=0;
glUseProgramObjectARB (display->GLSLProgram_I420_YV12);
gst_gl_shader_use (display->shader_upload_I420_YV12);
glMatrixMode (GL_PROJECTION);
glLoadIdentity ();
glActiveTextureARB(GL_TEXTURE1_ARB);
i = glGetUniformLocationARB (display->GLSLProgram_I420_YV12, "Utex");
glUniform1iARB (i, 1);
gst_gl_shader_set_uniform_1i (display->shader_upload_I420_YV12, "Utex", 1);
glBindTexture (GL_TEXTURE_RECTANGLE_ARB, texture_u);
glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
@ -2310,8 +2379,7 @@ gst_gl_display_thread_do_upload_draw (GstGLDisplay* display, GLuint texture,
glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glActiveTextureARB(GL_TEXTURE2_ARB);
i = glGetUniformLocationARB (display->GLSLProgram_I420_YV12, "Vtex");
glUniform1iARB (i, 2);
gst_gl_shader_set_uniform_1i (display->shader_upload_I420_YV12, "Vtex", 2);
glBindTexture (GL_TEXTURE_RECTANGLE_ARB, texture_v);
glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
@ -2319,8 +2387,7 @@ gst_gl_display_thread_do_upload_draw (GstGLDisplay* display, GLuint texture,
glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glActiveTextureARB(GL_TEXTURE0_ARB);
i = glGetUniformLocationARB (display->GLSLProgram_I420_YV12, "Ytex");
glUniform1iARB (i, 0);
gst_gl_shader_set_uniform_1i (display->shader_upload_I420_YV12, "Ytex", 0);
glBindTexture (GL_TEXTURE_RECTANGLE_ARB, texture);
glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
@ -2333,14 +2400,13 @@ gst_gl_display_thread_do_upload_draw (GstGLDisplay* display, GLuint texture,
{
gint i=0;
glUseProgramObjectARB (display->GLSLProgram_AYUV);
gst_gl_shader_use (display->shader_upload_AYUV);
glMatrixMode (GL_PROJECTION);
glLoadIdentity ();
glActiveTextureARB(GL_TEXTURE0_ARB);
i = glGetUniformLocationARB (display->GLSLProgram_AYUV, "tex");
glUniform1iARB (i, 0);
gst_gl_shader_set_uniform_1i (display->shader_upload_AYUV, "tex", 0);
glBindTexture (GL_TEXTURE_RECTANGLE_ARB, texture);
glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
@ -2433,15 +2499,15 @@ gst_gl_display_thread_do_download_draw (GstGLDisplay* display)
case GST_VIDEO_FORMAT_UYVY:
{
gint i=0;
GLhandleARB GLSLProgram_to_YUY2_UYVY = 0;
GstGLShader* shader_download_YUY2_UYVY = NULL;
switch (video_format)
{
case GST_VIDEO_FORMAT_YUY2:
GLSLProgram_to_YUY2_UYVY = display->GLSLProgram_to_YUY2;
shader_download_YUY2_UYVY = display->shader_download_YUY2;
break;
case GST_VIDEO_FORMAT_UYVY:
GLSLProgram_to_YUY2_UYVY = display->GLSLProgram_to_UYVY;
shader_download_YUY2_UYVY = display->shader_download_UYVY;
break;
default:
g_assert_not_reached ();
@ -2452,14 +2518,13 @@ gst_gl_display_thread_do_download_draw (GstGLDisplay* display)
glClearColor(0.0, 0.0, 0.0, 0.0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glUseProgramObjectARB (GLSLProgram_to_YUY2_UYVY);
gst_gl_shader_use (shader_download_YUY2_UYVY);
glMatrixMode (GL_PROJECTION);
glLoadIdentity ();
glActiveTextureARB(GL_TEXTURE0_ARB);
i = glGetUniformLocationARB (GLSLProgram_to_YUY2_UYVY, "tex");
glUniform1iARB (i, 0);
gst_gl_shader_set_uniform_1i (shader_download_YUY2_UYVY, "tex", 0);
glBindTexture (GL_TEXTURE_RECTANGLE_ARB, display->ouput_texture);
}
break;
@ -2474,18 +2539,17 @@ gst_gl_display_thread_do_download_draw (GstGLDisplay* display)
glClearColor(0.0, 0.0, 0.0, 0.0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glUseProgramObjectARB (display->GLSLProgram_to_I420_YV12);
gst_gl_shader_use (display->shader_download_I420_YV12);
glMatrixMode (GL_PROJECTION);
glLoadIdentity ();
glActiveTextureARB(GL_TEXTURE0_ARB);
i = glGetUniformLocationARB (display->GLSLProgram_to_I420_YV12, "tex");
glUniform1iARB (i, 0);
i = glGetUniformLocationARB (display->GLSLProgram_to_I420_YV12, "w");
glUniform1fARB (i, (gfloat)display->ouput_texture_width);
i = glGetUniformLocationARB (display->GLSLProgram_to_I420_YV12, "h");
glUniform1fARB (i, (gfloat)display->ouput_texture_height);
gst_gl_shader_set_uniform_1i (display->shader_download_I420_YV12, "tex", 0);
gst_gl_shader_set_uniform_1f (display->shader_download_I420_YV12, "w",
(gfloat)display->ouput_texture_width);
gst_gl_shader_set_uniform_1f (display->shader_download_I420_YV12, "h",
(gfloat)display->ouput_texture_height);
glBindTexture (GL_TEXTURE_RECTANGLE_ARB, display->ouput_texture);
}
break;
@ -2499,14 +2563,13 @@ gst_gl_display_thread_do_download_draw (GstGLDisplay* display)
glClearColor(0.0, 0.0, 0.0, 0.0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glUseProgramObjectARB (display->GLSLProgram_to_AYUV);
gst_gl_shader_use (display->shader_download_AYUV);
glMatrixMode (GL_PROJECTION);
glLoadIdentity ();
glActiveTextureARB(GL_TEXTURE0_ARB);
i = glGetUniformLocationARB (display->GLSLProgram_to_AYUV, "tex");
glUniform1iARB (i, 0);
gst_gl_shader_set_uniform_1i (display->shader_download_AYUV, "tex", 0);
glBindTexture (GL_TEXTURE_RECTANGLE_ARB, display->ouput_texture);
}
break;
@ -2529,6 +2592,9 @@ gst_gl_display_thread_do_download_draw (GstGLDisplay* display)
glDrawBuffer(GL_NONE);
//dot not check if GLSL is available
//because for now download is not available
//without GLSL
glUseProgramObjectARB (0);
glDisable(GL_TEXTURE_RECTANGLE_ARB);

View file

@ -27,6 +27,8 @@
#include <gst/gst.h>
#include <gst/video/video.h>
#include "gstglshader.h"
#define GST_TYPE_GL_DISPLAY \
(gst_gl_display_get_type())
#define GST_GL_DISPLAY(obj) \
@ -204,31 +206,31 @@ struct _GstGLDisplay {
GLuint ouput_texture_height;
//action gen and del shader
gchar* gen_text_shader;
GLhandleARB gen_handle_shader;
GLhandleARB del_handle_shader;
const gchar* gen_text_shader;
GstGLShader* gen_shader;
GstGLShader* del_shader;
//fragement shader upload
gchar* textFProgram_YUY2_UYVY;
GLhandleARB GLSLProgram_YUY2;
GLhandleARB GLSLProgram_UYVY;
gchar* text_shader_upload_YUY2_UYVY;
GstGLShader* shader_upload_YUY2;
GstGLShader* shader_upload_UYVY;
gchar* textFProgram_I420_YV12;
GLhandleARB GLSLProgram_I420_YV12;
gchar* text_shader_upload_I420_YV12;
GstGLShader* shader_upload_I420_YV12;
gchar* textFProgram_AYUV;
GLhandleARB GLSLProgram_AYUV;
gchar* text_shader_upload_AYUV;
GstGLShader* shader_upload_AYUV;
//fragement shader download
gchar* textFProgram_to_YUY2_UYVY;
GLhandleARB GLSLProgram_to_YUY2;
GLhandleARB GLSLProgram_to_UYVY;
gchar* text_shader_download_YUY2_UYVY;
GstGLShader* shader_download_YUY2;
GstGLShader* shader_download_UYVY;
gchar* textFProgram_to_I420_YV12;
GLhandleARB GLSLProgram_to_I420_YV12;
gchar* text_shader_download_I420_YV12;
GstGLShader* shader_download_I420_YV12;
gchar* textFProgram_to_AYUV;
GLhandleARB GLSLProgram_to_AYUV;
gchar* text_shader_download_AYUV;
GstGLShader* shader_download_AYUV;
};
@ -278,8 +280,8 @@ void gst_gl_display_use_fbo (GstGLDisplay* display, gint texture_fbo_width, gint
void gst_gl_display_del_fbo (GstGLDisplay* display, GLuint fbo,
GLuint depth_buffer);
void gst_gl_display_gen_shader (GstGLDisplay* display, gchar* textShader, GLhandleARB* handleShader);
void gst_gl_display_del_shader (GstGLDisplay* display, GLhandleARB shader);
void gst_gl_display_gen_shader (GstGLDisplay* display, const gchar* textShader, GstGLShader** shader);
void gst_gl_display_del_shader (GstGLDisplay* display, GstGLShader* shader);
void gst_gl_display_set_window_id (GstGLDisplay* display, gulong winId);
void gst_gl_display_set_client_reshape_callback (GstGLDisplay* display, CRCB cb);