Y210 is a 10-bit YUY2, so we may re-use the YUY2 shaders but gl format
is set to RG16
Sample pipeline:
gst-launch-1.0 videotestsrc ! video/x-raw,format=Y210 ! glimagesink
NV16/NV61 is basically the same as NV12/NV21 with a higher chroma resolution.
Since only the size of the UV plane/texture is different, the same shaders are used as for NV12/NV21.
This makes a pipeline below works:
little endian:
gst-launch-1.0 videotestsrc ! video/x-raw,format=P010_10LE ! glimagesink
big endian:
gst-launch-1.0 videotestsrc ! video/x-raw,format=P010_10BE ! glimagesink
Doing so involves retrieving the current viewport from OpenGL which as
with any glGet operation, is expensive.
This means that the various sinks need to reset the viewport on draw.
In the process, fix resizing on cocoa.
If we only ever make it to READY, transform_caps can create an
internal convert object that will never be freed by basetransform's
stop vmethod (PAUSED->READY).
The use of mediump as a specifier in GLSL shaders will have limited
resolution and when used as texture coordinates may become inaccurate
over texture sizes of 1024.
Binding the vertex array to 0 will unbind everything else already.
In the previous order older versions of the Intel GL driver caused
errors to be printed for every single call when disabling the vertex
attrib arrays after binding the vertex array to 0.
For a single format in the caps, we were returning some weird answers,
like only RGB formats for a RGB input when we can also support YUV from
RGB.
Fixup of 3cfff727b1 where I thought my
previous (~6month) self had got this right. Don't trust your previous
self people!
We can pass string constants here to g_strdup_printf(),
so do so and re-enable the -Wformat-nonliteral warning
we had to disable when merging the opengl libs.
Except for gst/gl/gstglfuncs.h
It is up to the client app to include these headers.
It is coherent with the fact that gstreamer-gl.pc does not
require any egl.pc/gles.pc. I.e. it is the responsability
of the app to search these headers within its build setup.
For example gstreamer-vaapi includes explicitly EGL/egl.h
and search for it in its configure.ac.
For example with this patch, if an app includes the headers
gst/gl/egl/gstglcontext_egl.h
gst/gl/egl/gstgldisplay_egl.h
gst/gl/egl/gstglmemoryegl.h
it will *no longer* automatically include EGL/egl.h and GLES2/gl2.h.
Which is good because the app might want to use the gstgl api only
without the need to bother about gl headers.
Also added a test: cd tests/check && make libs/gstglheaders.check
https://bugzilla.gnome.org/show_bug.cgi?id=784779
With MSVC, this gives the following warning:
warning C4305: 'function': truncation from 'double' to 'gfloat'
Apparently, MSVC does not figure out what type to use for constants
based on the assignment. This warning is very spammy, so let's try to
fix it.
Facilities are given to create fbo's and attach GL memory (renderbuffers
or textures). It also keeps track of the renderable size for use with
effective use with glViewport().
Rather than assuming something. e.g. zerocopy on iOS with GLES3 requires
the use of Luminance/Luminance Alpha formats and does not work with
Red/RG textures.
Take the used texture type from the memory instead.
Fixes conversion from multi-planar YUV formats with two components per plane
(NV12, NV21, YUY2, UYVY, GRAY16_*, etc) with Luminance Alpha input textures.
This is also needed for zerocopy decoding on iOS with GLES 3.x.
Newer devices require using a different GLSL extension for accessing
external-oes textures in a shader using the texture() functions.
While the GL_OES_EGL_image_external_essl3 should supposedly be supported
on a any GLES3 android device, the extension was defined after a lot of the
older drivers were built so they will not know about it. Thus there are two
possible interpretations of which of texture[2D]() should be supported for
external-oes textures. Strict adherence to the GL_OES_EGL_image_external
extension spec which uses texture2D() or following GLES3's pattern, also
allowing texture() as a function for accessing external-oes textures
This adds another mangling pass to convert
#extension GL_OES_EGL_image_external : ...
into
#extension GL_OES_EGL_image_external_essl3 : ...
on GLES3 and when the GL_OES_EGL_image_external_essl3 extension is supported.
Only uses texture() when the GLES3 and the GL_OES_EGL_image_external_essl3
extension is supported for external-oes textures.
Uses GLES2 + texture2D() + GL_OES_EGL_image_external in all other external-oes
cases.
https://bugzilla.gnome.org/show_bug.cgi?id=766993
There are numerous slight differences required between Desktop GL and GLES3 for
multiple render targets.
1. gl_FragData doesn't exist at all and one is required to use
'layout (location = ?) out ...' instead.
2. gl_FragColor doesn't exist, same as 1
3. texture2D() has been deprecated
Fortunately most of these have been taken care of with GL3 and the shader
mangling already exists so just expand the conditions they are used in. The
gl_FragData issue requires a new mangle pass though. We also use this new
pass on desktop GL for consistency.
We may need them to transform into a different set of formats.
Fixes YUV->YUV with two glcolorconverts, e.g:
format=I420 ! glcolorconvert ! glcolorconvert ! format=NV12
1.0 / width does not offset by one pixel in rectangular textures (which use
unnormalized coordinates).
Provide the actual pixel offset as a uniform to the shader.