/* * GStreamer * Copyright (C) 2007 David A. Schleef * Copyright (C) 2008 Julien Isorce * Copyright (C) 2008 Filippo Argiolas * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Library General Public * License as published by the Free Software Foundation; either * version 2 of the License, or (at your option) any later version. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Library General Public License for more details. * * You should have received a copy of the GNU Library General Public * License along with this library; if not, write to the * Free Software Foundation, Inc., 59 Temple Place - Suite 330, * Boston, MA 02111-1307, USA. */ #ifdef HAVE_CONFIG_H #include "config.h" #endif #include #include "gstgldisplay.h" /* * gst-launch-0.10 --gst-debug=gldisplay:N pipeline * N=1: errors * N=2: errors warnings * N=3: errors warnings infos * N=4: errors warnings infos * N=5: errors warnings infos logs */ GST_DEBUG_CATEGORY_STATIC (gst_gl_display_debug); #define GST_CAT_DEFAULT gst_gl_display_debug #define DEBUG_INIT(bla) \ GST_DEBUG_CATEGORY_INIT (gst_gl_display_debug, "gldisplay", 0, "opengl display"); GST_BOILERPLATE_FULL (GstGLDisplay, gst_gl_display, GObject, G_TYPE_OBJECT, DEBUG_INIT); static void gst_gl_display_finalize (GObject * object); /* Called in the gl thread, protected by lock and unlock */ gpointer gst_gl_display_thread_create_context (GstGLDisplay * display); void gst_gl_display_thread_destroy_context (GstGLDisplay * display); void gst_gl_display_thread_run_generic (GstGLDisplay * display); void gst_gl_display_thread_gen_texture (GstGLDisplay * display); void gst_gl_display_thread_del_texture (GstGLDisplay * display); #ifdef OPENGL_ES2 void gst_gl_display_thread_init_redisplay (GstGLDisplay * display); #endif void gst_gl_display_thread_init_upload (GstGLDisplay * display); void gst_gl_display_thread_do_upload (GstGLDisplay * display); void gst_gl_display_thread_init_download (GstGLDisplay * display); void gst_gl_display_thread_do_download (GstGLDisplay * display); void gst_gl_display_thread_gen_fbo (GstGLDisplay * display); void gst_gl_display_thread_use_fbo (GstGLDisplay * display); void gst_gl_display_thread_del_fbo (GstGLDisplay * display); void gst_gl_display_thread_gen_shader (GstGLDisplay * display); void gst_gl_display_thread_del_shader (GstGLDisplay * display); /* private methods */ void gst_gl_display_lock (GstGLDisplay * display); void gst_gl_display_unlock (GstGLDisplay * display); void gst_gl_display_on_resize (GstGLDisplay * display, gint width, gint height); void gst_gl_display_on_draw (GstGLDisplay * display); void gst_gl_display_on_close (GstGLDisplay * display); void gst_gl_display_glgen_texture (GstGLDisplay * display, GLuint * pTexture, GLint width, GLint height); void gst_gl_display_gldel_texture (GstGLDisplay * display, GLuint * pTexture, GLint width, GLint height); gboolean gst_gl_display_texture_pool_func_clean (gpointer key, gpointer value, gpointer data); void gst_gl_display_check_framebuffer_status (void); /* To not make gst_gl_display_thread_do_upload * and gst_gl_display_thread_do_download too big */ void gst_gl_display_thread_init_upload_fbo (GstGLDisplay * display); void gst_gl_display_thread_do_upload_make (GstGLDisplay * display); void gst_gl_display_thread_do_upload_fill (GstGLDisplay * display); void gst_gl_display_thread_do_upload_draw (GstGLDisplay * display); void gst_gl_display_thread_do_download_draw_rgb (GstGLDisplay * display); void gst_gl_display_thread_do_download_draw_yuv (GstGLDisplay * display); //------------------------------------------------------------ //---------------------- For klass GstGLDisplay --------------- //------------------------------------------------------------ static void gst_gl_display_base_init (gpointer g_class) { } static void gst_gl_display_class_init (GstGLDisplayClass * klass) { G_OBJECT_CLASS (klass)->finalize = gst_gl_display_finalize; } static void gst_gl_display_init (GstGLDisplay * display, GstGLDisplayClass * klass) { //thread safe display->mutex = g_mutex_new (); //gl context display->gl_thread = NULL; display->gl_window = NULL; display->visible = FALSE; display->isAlive = TRUE; display->texture_pool = g_hash_table_new (g_direct_hash, g_direct_equal); //conditions display->cond_create_context = g_cond_new (); display->cond_destroy_context = g_cond_new (); //action redisplay display->redisplay_texture = 0; display->redisplay_texture_width = 0; display->redisplay_texture_height = 0; display->keep_aspect_ratio = FALSE; #ifdef OPENGL_ES2 display->redisplay_shader = NULL; display->redisplay_attr_position_loc = 0; display->redisplay_attr_texture_loc = 0; #endif //action gen and del texture display->gen_texture = 0; display->gen_texture_width = 0; display->gen_texture_height = 0; display->del_texture = 0; display->del_texture_width = 0; display->del_texture_height = 0; //client callbacks display->clientReshapeCallback = NULL; display->clientDrawCallback = NULL; //upload display->upload_fbo = 0; display->upload_depth_buffer = 0; display->upload_outtex = 0; display->upload_intex = 0; display->upload_intex_u = 0; display->upload_intex_v = 0; display->upload_width = 0; display->upload_height = 0; display->upload_video_format = GST_VIDEO_FORMAT_RGBx; display->upload_colorspace_conversion = GST_GL_DISPLAY_CONVERSION_MESA; display->upload_data_width = 0; display->upload_data_height = 0; display->upload_data = NULL; //foreign gl context display->external_gl_context = 0; //filter gen fbo display->gen_fbo_width = 0; display->gen_fbo_height = 0; display->generated_fbo = 0; display->generated_depth_buffer = 0; //filter use fbo display->use_fbo = 0; display->use_depth_buffer = 0; display->use_fbo_texture = 0; display->use_fbo_width = 0; display->use_fbo_height = 0; display->use_fbo_scene_cb = NULL; display->use_fbo_proj_param1 = 0; display->use_fbo_proj_param2 = 0; display->use_fbo_proj_param3 = 0; display->use_fbo_proj_param4 = 0; display->use_fbo_projection = 0; display->use_fbo_stuff = NULL; display->input_texture_width = 0; display->input_texture_height = 0; display->input_texture = 0; //filter del fbo display->del_fbo = 0; display->del_depth_buffer = 0; //download display->download_fbo = 0; display->download_depth_buffer = 0; display->download_texture = 0; display->download_texture_u = 0; display->download_texture_v = 0; display->download_width = 0; display->download_height = 0; display->download_video_format = 0; display->download_data = NULL; display->ouput_texture = 0; display->ouput_texture_width = 0; display->ouput_texture_height = 0; //action gen and del shader display->gen_shader_fragment_source = NULL; display->gen_shader_vertex_source = NULL; display->gen_shader = NULL; display->del_shader = NULL; //fragment shader upload display->shader_upload_YUY2 = NULL; display->shader_upload_UYVY = NULL; display->shader_upload_I420_YV12 = NULL; display->shader_upload_AYUV = NULL; #ifdef OPENGL_ES2 display->shader_upload_attr_position_loc = 0; display->shader_upload_attr_texture_loc = 0; #endif //fragment shader download display->shader_download_YUY2 = NULL; display->shader_download_UYVY = NULL; display->shader_download_I420_YV12 = NULL; display->shader_download_AYUV = NULL; #ifdef OPENGL_ES2 display->shader_download_attr_position_loc = 0; display->shader_download_attr_texture_loc = 0; display->shader_download_RGB = NULL; #endif //YUY2:r,g,a //UYVY:a,b,r display->text_shader_upload_YUY2_UYVY = #ifndef OPENGL_ES2 "#extension GL_ARB_texture_rectangle : enable\n" "uniform sampler2DRect Ytex, UVtex;\n" #else "precision mediump float;\n" "varying vec2 v_texCoord;\n" "uniform sampler2D Ytex, UVtex;\n" #endif "void main(void) {\n" " float fx, fy, y, u, v, r, g, b;\n" #ifndef OPENGL_ES2 " fx = gl_TexCoord[0].x;\n" " fy = gl_TexCoord[0].y;\n" " y = texture2DRect(Ytex,vec2(fx,fy)).%c;\n" " u = texture2DRect(UVtex,vec2(fx*0.5,fy)).%c;\n" " v = texture2DRect(UVtex,vec2(fx*0.5,fy)).%c;\n" #else " fx = v_texCoord.x;\n" " fy = v_texCoord.y;\n" " y = texture2D(Ytex,vec2(fx,fy)).%c;\n" " u = texture2D(UVtex,vec2(fx*0.5,fy)).%c;\n" " v = texture2D(UVtex,vec2(fx*0.5,fy)).%c;\n" #endif " y=1.164*(y-0.0627);\n" " u=u-0.5;\n" " v=v-0.5;\n" " r = y+1.5958*v;\n" " g = y-0.39173*u-0.81290*v;\n" " b = y+2.017*u;\n" " gl_FragColor = vec4(r, g, b, 1.0);\n" "}\n"; //ATI: "*0.5", "" //normal: "", "*0.5" display->text_shader_upload_I420_YV12 = #ifndef OPENGL_ES2 "#extension GL_ARB_texture_rectangle : enable\n" "uniform sampler2DRect Ytex,Utex,Vtex;\n" #else "precision mediump float;\n" "varying vec2 v_texCoord;\n" "uniform sampler2D Ytex,Utex,Vtex;\n" #endif "void main(void) {\n" " float r,g,b,y,u,v;\n" #ifndef OPENGL_ES2 " vec2 nxy = gl_TexCoord[0].xy;\n" " y=texture2DRect(Ytex,nxy%s).r;\n" " u=texture2DRect(Utex,nxy%s).r;\n" " v=texture2DRect(Vtex,nxy*0.5).r;\n" #else " vec2 nxy = v_texCoord.xy;\n" " y=texture2D(Ytex,nxy).r;\n" " u=texture2D(Utex,nxy).r;\n" " v=texture2D(Vtex,nxy).r;\n" #endif " y=1.1643*(y-0.0625);\n" " u=u-0.5;\n" " v=v-0.5;\n" " r=y+1.5958*v;\n" " g=y-0.39173*u-0.81290*v;\n" " b=y+2.017*u;\n" " gl_FragColor=vec4(r,g,b,1.0);\n" "}\n"; display->text_shader_upload_AYUV = #ifndef OPENGL_ES2 "#extension GL_ARB_texture_rectangle : enable\n" "uniform sampler2DRect tex;\n" #else "precision mediump float;\n" "varying vec2 v_texCoord;\n" "uniform sampler2D tex;\n" #endif "void main(void) {\n" " float r,g,b,y,u,v;\n" #ifndef OPENGL_ES2 " vec2 nxy=gl_TexCoord[0].xy;\n" " y=texture2DRect(tex,nxy).r;\n" " u=texture2DRect(tex,nxy).g;\n" " v=texture2DRect(tex,nxy).b;\n" #else " vec2 nxy = v_texCoord.xy;\n" " y=texture2D(tex,nxy).g;\n" " u=texture2D(tex,nxy).b;\n" " v=texture2D(tex,nxy).a;\n" #endif " y=1.1643*(y-0.0625);\n" " u=u-0.5;\n" " v=v-0.5;\n" " r=y+1.5958*v;\n" " g=y-0.39173*u-0.81290*v;\n" " b=y+2.017*u;\n" " gl_FragColor=vec4(r,g,b,1.0);\n" "}\n"; //YUY2:y2,u,y1,v //UYVY:v,y1,u,y2 display->text_shader_download_YUY2_UYVY = #ifndef OPENGL_ES2 "#extension GL_ARB_texture_rectangle : enable\n" "uniform sampler2DRect tex;\n" #else "precision mediump float;\n" "varying vec2 v_texCoord;\n" "uniform sampler2D tex;\n" #endif "void main(void) {\n" " float fx,fy,r,g,b,r2,g2,b2,y1,y2,u,v;\n" #ifndef OPENGL_ES2 " fx = gl_TexCoord[0].x;\n" " fy = gl_TexCoord[0].y;\n" " r=texture2DRect(tex,vec2(fx*2.0,fy)).r;\n" " g=texture2DRect(tex,vec2(fx*2.0,fy)).g;\n" " b=texture2DRect(tex,vec2(fx*2.0,fy)).b;\n" " r2=texture2DRect(tex,vec2(fx*2.0+1.0,fy)).r;\n" " g2=texture2DRect(tex,vec2(fx*2.0+1.0,fy)).g;\n" " b2=texture2DRect(tex,vec2(fx*2.0+1.0,fy)).b;\n" #else " fx = v_texCoord.x;\n" " fy = v_texCoord.y;\n" " r=texture2D(tex,vec2(fx*2.0,fy)).r;\n" " g=texture2D(tex,vec2(fx*2.0,fy)).g;\n" " b=texture2D(tex,vec2(fx*2.0,fy)).b;\n" " r2=texture2D(tex,vec2(fx*2.0+1.0,fy)).r;\n" " g2=texture2D(tex,vec2(fx*2.0+1.0,fy)).g;\n" " b2=texture2D(tex,vec2(fx*2.0+1.0,fy)).b;\n" #endif " y1=0.299011*r + 0.586987*g + 0.114001*b;\n" " y2=0.299011*r2 + 0.586987*g2 + 0.114001*b2;\n" " u=-0.148246*r -0.29102*g + 0.439266*b;\n" " v=0.439271*r - 0.367833*g - 0.071438*b ;\n" " y1=0.858885*y1 + 0.0625;\n" " y2=0.858885*y2 + 0.0625;\n" " u=u + 0.5;\n" " v=v + 0.5;\n" " gl_FragColor=vec4(%s);\n" "}\n"; //no OpenGL ES 2.0 support because for now it's not possible //to attach multiple textures to a frame buffer object display->text_shader_download_I420_YV12 = "#extension GL_ARB_texture_rectangle : enable\n" "uniform sampler2DRect tex;\n" "uniform float w, h;\n" "void main(void) {\n" " float r,g,b,r2,b2,g2,y,u,v;\n" " vec2 nxy=gl_TexCoord[0].xy;\n" " vec2 nxy2=mod(2.0*nxy, vec2(w, h));\n" " r=texture2DRect(tex,nxy).r;\n" " g=texture2DRect(tex,nxy).g;\n" " b=texture2DRect(tex,nxy).b;\n" " r2=texture2DRect(tex,nxy2).r;\n" " g2=texture2DRect(tex,nxy2).g;\n" " b2=texture2DRect(tex,nxy2).b;\n" " y=0.299011*r + 0.586987*g + 0.114001*b;\n" " u=-0.148246*r2 -0.29102*g2 + 0.439266*b2;\n" " v=0.439271*r2 - 0.367833*g2 - 0.071438*b2 ;\n" " y=0.858885*y + 0.0625;\n" " u=u + 0.5;\n" " v=v + 0.5;\n" " gl_FragData[0] = vec4(y, 0.0, 0.0, 1.0);\n" " gl_FragData[1] = vec4(u, 0.0, 0.0, 1.0);\n" " gl_FragData[2] = vec4(v, 0.0, 0.0, 1.0);\n" "}\n"; display->text_shader_download_AYUV = #ifndef OPENGL_ES2 "#extension GL_ARB_texture_rectangle : enable\n" "uniform sampler2DRect tex;\n" #else "precision mediump float;\n" "varying vec2 v_texCoord;\n" "uniform sampler2D tex;\n" #endif "void main(void) {\n" " float r,g,b,y,u,v;\n" #ifndef OPENGL_ES2 " vec2 nxy=gl_TexCoord[0].xy;\n" " r=texture2DRect(tex,nxy).r;\n" " g=texture2DRect(tex,nxy).g;\n" " b=texture2DRect(tex,nxy).b;\n" #else " vec2 nxy=v_texCoord.xy;\n" " r=texture2D(tex,nxy).r;\n" " g=texture2D(tex,nxy).g;\n" " b=texture2D(tex,nxy).b;\n" #endif " y=0.299011*r + 0.586987*g + 0.114001*b;\n" " u=-0.148246*r -0.29102*g + 0.439266*b;\n" " v=0.439271*r - 0.367833*g - 0.071438*b ;\n" " y=0.858885*y + 0.0625;\n" " u=u + 0.5;\n" " v=v + 0.5;\n" #ifndef OPENGL_ES2 " gl_FragColor=vec4(y,u,v,1.0);\n" #else " gl_FragColor=vec4(1.0,y,u,v);\n" #endif "}\n"; #ifdef OPENGL_ES2 display->redisplay_vertex_shader_str = "attribute vec4 a_position; \n" "attribute vec2 a_texCoord; \n" "varying vec2 v_texCoord; \n" "void main() \n" "{ \n" " gl_Position = a_position; \n" " v_texCoord = a_texCoord; \n" "} \n"; display->redisplay_fragment_shader_str = "precision mediump float; \n" "varying vec2 v_texCoord; \n" "uniform sampler2D s_texture; \n" "void main() \n" "{ \n" " gl_FragColor = texture2D( s_texture, v_texCoord );\n" "} \n"; display->text_vertex_shader_upload = "attribute vec4 a_position; \n" "attribute vec2 a_texCoord; \n" "varying vec2 v_texCoord; \n" "void main() \n" "{ \n" " gl_Position = a_position; \n" " v_texCoord = a_texCoord; \n" "} \n"; display->text_vertex_shader_download = "attribute vec4 a_position; \n" "attribute vec2 a_texCoord; \n" "varying vec2 v_texCoord; \n" "void main() \n" "{ \n" " gl_Position = a_position; \n" " v_texCoord = a_texCoord; \n" "} \n"; display->text_fragment_shader_download_RGB = "precision mediump float; \n" "varying vec2 v_texCoord; \n" "uniform sampler2D s_texture; \n" "void main() \n" "{ \n" " gl_FragColor = texture2D( s_texture, v_texCoord );\n" "} \n"; #endif } static void gst_gl_display_finalize (GObject * object) { GstGLDisplay *display = GST_GL_DISPLAY (object); if (display->mutex && display->gl_window) { gst_gl_display_lock (display); gst_gl_window_set_resize_callback (display->gl_window, NULL, NULL); gst_gl_window_set_draw_callback (display->gl_window, NULL, NULL); gst_gl_window_set_close_callback (display->gl_window, NULL, NULL); GST_INFO ("send quit gl window loop"); gst_gl_window_quit_loop (display->gl_window, GST_GL_WINDOW_CB (gst_gl_display_thread_destroy_context), display); GST_INFO ("quit sent to gl window loop"); g_cond_wait (display->cond_destroy_context, display->mutex); GST_INFO ("quit received from gl window"); gst_gl_display_unlock (display); } if (display->gl_thread) { gpointer ret = g_thread_join (display->gl_thread); GST_INFO ("gl thread joined"); if (ret != NULL) GST_ERROR ("gl thread returned a not null pointer"); display->gl_thread = NULL; } if (display->texture_pool) { //texture pool is empty after destroying the gl context if (g_hash_table_size (display->texture_pool) != 0) GST_ERROR ("texture pool is not empty"); g_hash_table_unref (display->texture_pool); display->texture_pool = NULL; } if (display->mutex) { g_mutex_free (display->mutex); display->mutex = NULL; } if (display->cond_destroy_context) { g_cond_free (display->cond_destroy_context); display->cond_destroy_context = NULL; } if (display->cond_create_context) { g_cond_free (display->cond_create_context); display->cond_create_context = NULL; } if (display->clientReshapeCallback) display->clientReshapeCallback = NULL; if (display->clientDrawCallback) display->clientDrawCallback = NULL; if (display->use_fbo_scene_cb) display->use_fbo_scene_cb = NULL; if (display->use_fbo_stuff) display->use_fbo_stuff = NULL; } //------------------------------------------------------------ //------------------ BEGIN GL THREAD PROCS ------------------- //------------------------------------------------------------ /* Called in the gl thread */ gpointer gst_gl_display_thread_create_context (GstGLDisplay * display) { GLenum err = 0; display->gl_window = gst_gl_window_new (display->upload_width, display->upload_height, display->external_gl_context); if (!display->gl_window) { display->isAlive = FALSE; GST_ERROR_OBJECT (display, "Failed to create gl window"); g_cond_signal (display->cond_create_context); return NULL; } GST_INFO ("gl window created"); //Init glew err = glewInit (); if (err != GLEW_OK) { GST_ERROR_OBJECT (display, "Failed to init GLEW: %s", glewGetErrorString (err)); display->isAlive = FALSE; } else { //OpenGL > 1.2.0 and Glew > 1.4.0 GString *opengl_version = g_string_truncate (g_string_new ((gchar *) glGetString (GL_VERSION)), 3); gint opengl_version_major = 0; gint opengl_version_minor = 0; sscanf (opengl_version->str, "%d.%d", &opengl_version_major, &opengl_version_minor); GST_INFO ("GL_VERSION: %s", glGetString (GL_VERSION)); GST_INFO ("GLEW_VERSION: %s", glewGetString (GLEW_VERSION)); if (glGetString (GL_SHADING_LANGUAGE_VERSION)) GST_INFO ("GL_SHADING_LANGUAGE_VERSION: %s", glGetString (GL_SHADING_LANGUAGE_VERSION)); else GST_INFO ("Your driver does not support GLSL (OpenGL Shading Language)"); GST_INFO ("GL_VENDOR: %s", glGetString (GL_VENDOR)); GST_INFO ("GL_RENDERER: %s", glGetString (GL_RENDERER)); g_string_free (opengl_version, TRUE); #ifndef OPENGL_ES2 if ((opengl_version_major < 1) || (GLEW_VERSION_MAJOR < 1) || (opengl_version_major < 2 && opengl_version_major >= 1 && opengl_version_minor < 2) || (GLEW_VERSION_MAJOR < 2 && GLEW_VERSION_MAJOR >= 1 && GLEW_VERSION_MINOR < 4)) { //turn off the pipeline, the old drivers are not yet supported GST_WARNING ("Required OpenGL >= 1.2.0 and Glew >= 1.4.0"); display->isAlive = FALSE; } #else if (!GL_ES_VERSION_2_0) { GST_WARNING ("Required OpenGL ES > 2.0"); display->isAlive = FALSE; } #endif } //setup callbacks gst_gl_window_set_resize_callback (display->gl_window, GST_GL_WINDOW_CB2 (gst_gl_display_on_resize), display); gst_gl_window_set_draw_callback (display->gl_window, GST_GL_WINDOW_CB (gst_gl_display_on_draw), display); gst_gl_window_set_close_callback (display->gl_window, GST_GL_WINDOW_CB (gst_gl_display_on_close), display); g_cond_signal (display->cond_create_context); gst_gl_window_run_loop (display->gl_window); GST_INFO ("loop exited\n"); gst_gl_display_lock (display); display->isAlive = FALSE; g_object_unref (G_OBJECT (display->gl_window)); display->gl_window = NULL; g_cond_signal (display->cond_destroy_context); gst_gl_display_unlock (display); return NULL; } /* Called in the gl thread */ void gst_gl_display_thread_destroy_context (GstGLDisplay * display) { //colorspace_conversion specific switch (display->upload_colorspace_conversion) { case GST_GL_DISPLAY_CONVERSION_MESA: case GST_GL_DISPLAY_CONVERSION_MATRIX: break; case GST_GL_DISPLAY_CONVERSION_GLSL: { glUseProgramObjectARB (0); 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; } #ifdef OPENGL_ES2 if (display->shader_download_RGB) { g_object_unref (G_OBJECT (display->shader_download_RGB)); display->shader_download_RGB = NULL; } #endif } break; default: g_assert_not_reached (); } if (display->upload_fbo) { glDeleteFramebuffersEXT (1, &display->upload_fbo); display->upload_fbo = 0; } if (display->upload_depth_buffer) { glDeleteRenderbuffersEXT (1, &display->upload_depth_buffer); display->upload_depth_buffer = 0; } if (display->download_fbo) { glDeleteFramebuffersEXT (1, &display->download_fbo); display->download_fbo = 0; } if (display->download_depth_buffer) { glDeleteRenderbuffersEXT (1, &display->download_depth_buffer); display->download_depth_buffer = 0; } if (display->download_texture) { glDeleteTextures (1, &display->download_texture); display->download_texture = 0; } if (display->download_texture_u) { glDeleteTextures (1, &display->download_texture_u); display->download_texture_u = 0; } if (display->download_texture_v) { glDeleteTextures (1, &display->download_texture_v); display->download_texture_v = 0; } if (display->upload_intex != 0) { glDeleteTextures (1, &display->upload_intex); display->upload_intex = 0; } if (display->upload_intex_u != 0) { glDeleteTextures (1, &display->upload_intex_u); display->upload_intex_u = 0; } if (display->upload_intex_v != 0) { glDeleteTextures (1, &display->upload_intex_v); display->upload_intex_v = 0; } #ifdef OPENGL_ES2 if (display->redisplay_shader) { g_object_unref (G_OBJECT (display->redisplay_shader)); display->redisplay_shader = NULL; } #endif GST_INFO ("Cleaning texture pool"); //clean up the texture pool g_hash_table_foreach_remove (display->texture_pool, gst_gl_display_texture_pool_func_clean, NULL); GST_INFO ("Context destroyed"); } void gst_gl_display_thread_run_generic (GstGLDisplay * display) { display->generic_callback (display, display->data); } /* Called in the gl thread */ void gst_gl_display_thread_gen_texture (GstGLDisplay * display) { //setup a texture to render to (this one will be in a gl buffer) gst_gl_display_glgen_texture (display, &display->gen_texture, display->gen_texture_width, display->gen_texture_height); } /* Called in the gl thread */ void gst_gl_display_thread_del_texture (GstGLDisplay * display) { gst_gl_display_gldel_texture (display, &display->del_texture, display->del_texture_width, display->del_texture_height); } #ifdef OPENGL_ES2 /* Called in the gl thread */ void gst_gl_display_thread_init_redisplay (GstGLDisplay * display) { GError *error = NULL; display->redisplay_shader = gst_gl_shader_new (); gst_gl_shader_set_vertex_source (display->redisplay_shader, display->redisplay_vertex_shader_str); gst_gl_shader_set_fragment_source (display->redisplay_shader, display->redisplay_fragment_shader_str); gst_gl_shader_compile (display->redisplay_shader, &error); if (error) { GST_ERROR ("%s", error->message); g_error_free (error); error = NULL; gst_gl_shader_use (NULL); display->isAlive = FALSE; } else { display->redisplay_attr_position_loc = gst_gl_shader_get_attribute_location (display->redisplay_shader, "a_position"); display->redisplay_attr_texture_loc = gst_gl_shader_get_attribute_location (display->redisplay_shader, "a_texCoord"); } } #endif /* Called in the gl thread */ void gst_gl_display_thread_init_upload (GstGLDisplay * display) { switch (display->upload_video_format) { case GST_VIDEO_FORMAT_RGBx: case GST_VIDEO_FORMAT_BGRx: case GST_VIDEO_FORMAT_xRGB: case GST_VIDEO_FORMAT_xBGR: case GST_VIDEO_FORMAT_RGBA: case GST_VIDEO_FORMAT_BGRA: case GST_VIDEO_FORMAT_ARGB: case GST_VIDEO_FORMAT_ABGR: case GST_VIDEO_FORMAT_RGB: case GST_VIDEO_FORMAT_BGR: //color space conversion is not needed //but if the size is different we need to redraw it //using fbo if (display->upload_width != display->upload_data_width || display->upload_height != display->upload_data_height) gst_gl_display_thread_init_upload_fbo (display); break; case GST_VIDEO_FORMAT_YUY2: case GST_VIDEO_FORMAT_UYVY: case GST_VIDEO_FORMAT_I420: case GST_VIDEO_FORMAT_YV12: case GST_VIDEO_FORMAT_AYUV: //color space conversion is needed { //check if fragment shader is available, then load them /* shouldn't we require ARB_shading_language_100? --Filippo */ if (GLEW_ARB_fragment_shader) { #ifdef OPENGL_ES2 GError *error = NULL; #endif GST_INFO ("Context, ARB_fragment_shader supported: yes"); display->upload_colorspace_conversion = GST_GL_DISPLAY_CONVERSION_GLSL; gst_gl_display_thread_init_upload_fbo (display); if (!display->isAlive) break; switch (display->upload_video_format) { case GST_VIDEO_FORMAT_YUY2: { 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 (); #ifndef OPENGL_ES2 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; } #else gst_gl_shader_set_vertex_source (display->shader_upload_YUY2, display->text_vertex_shader_upload); gst_gl_shader_set_fragment_source (display->shader_upload_YUY2, text_shader_upload_YUY2); gst_gl_shader_compile (display->shader_upload_YUY2, &error); if (error) { GST_ERROR ("%s", error->message); g_error_free (error); error = NULL; gst_gl_shader_use (NULL); display->isAlive = FALSE; g_object_unref (G_OBJECT (display->shader_upload_YUY2)); display->shader_upload_YUY2 = NULL; } else { display->shader_upload_attr_position_loc = gst_gl_shader_get_attribute_location (display->shader_upload_YUY2, "a_position"); display->shader_upload_attr_texture_loc = gst_gl_shader_get_attribute_location (display->shader_upload_YUY2, "a_texCoord"); } #endif } break; case GST_VIDEO_FORMAT_UYVY: { gchar text_shader_upload_UYVY[2048]; sprintf (text_shader_upload_UYVY, #ifndef OPENGL_ES2 display->text_shader_upload_YUY2_UYVY, 'a', 'b', 'r'); #else display->text_shader_upload_YUY2_UYVY, 'a', 'r', 'b'); #endif display->shader_upload_UYVY = gst_gl_shader_new (); #ifndef OPENGL_ES2 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; } #else gst_gl_shader_set_vertex_source (display->shader_upload_UYVY, display->text_vertex_shader_upload); gst_gl_shader_set_fragment_source (display->shader_upload_UYVY, text_shader_upload_UYVY); gst_gl_shader_compile (display->shader_upload_UYVY, &error); if (error) { GST_ERROR ("%s", error->message); g_error_free (error); error = NULL; gst_gl_shader_use (NULL); display->isAlive = FALSE; g_object_unref (G_OBJECT (display->shader_upload_UYVY)); display->shader_upload_UYVY = NULL; } else { display->shader_upload_attr_position_loc = gst_gl_shader_get_attribute_location (display->shader_upload_UYVY, "a_position"); display->shader_upload_attr_texture_loc = gst_gl_shader_get_attribute_location (display->shader_upload_UYVY, "a_texCoord"); } #endif } break; case GST_VIDEO_FORMAT_I420: case GST_VIDEO_FORMAT_YV12: { #ifndef OPENGL_ES2 gchar text_shader_upload_I420_YV12[2048]; if (g_ascii_strncasecmp ("ATI", (gchar *) glGetString (GL_VENDOR), 3) == 0) sprintf (text_shader_upload_I420_YV12, display->text_shader_upload_I420_YV12, "*0.5", ""); else sprintf (text_shader_upload_I420_YV12, display->text_shader_upload_I420_YV12, "", "*0.5"); #endif display->shader_upload_I420_YV12 = gst_gl_shader_new (); #ifndef OPENGL_ES2 if (!gst_gl_shader_compile_and_check (display->shader_upload_I420_YV12, 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; } #else gst_gl_shader_set_vertex_source (display->shader_upload_I420_YV12, display->text_vertex_shader_upload); gst_gl_shader_set_fragment_source (display->shader_upload_I420_YV12, display->text_shader_upload_I420_YV12); gst_gl_shader_compile (display->shader_upload_I420_YV12, &error); if (error) { GST_ERROR ("%s", error->message); g_error_free (error); error = NULL; gst_gl_shader_use (NULL); display->isAlive = FALSE; g_object_unref (G_OBJECT (display->shader_upload_I420_YV12)); display->shader_upload_I420_YV12 = NULL; } else { display->shader_upload_attr_position_loc = gst_gl_shader_get_attribute_location (display->shader_upload_I420_YV12, "a_position"); display->shader_upload_attr_texture_loc = gst_gl_shader_get_attribute_location (display->shader_upload_I420_YV12, "a_texCoord"); } #endif } break; case GST_VIDEO_FORMAT_AYUV: { display->shader_upload_AYUV = gst_gl_shader_new (); #ifndef OPENGL_ES2 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; } #else gst_gl_shader_set_vertex_source (display->shader_upload_AYUV, display->text_vertex_shader_upload); gst_gl_shader_set_fragment_source (display->shader_upload_AYUV, display->text_shader_upload_AYUV); gst_gl_shader_compile (display->shader_upload_AYUV, &error); if (error) { GST_ERROR ("%s", error->message); g_error_free (error); error = NULL; gst_gl_shader_use (NULL); display->isAlive = FALSE; g_object_unref (G_OBJECT (display->shader_upload_AYUV)); display->shader_upload_AYUV = NULL; } else { display->shader_upload_attr_position_loc = gst_gl_shader_get_attribute_location (display->shader_upload_AYUV, "a_position"); display->shader_upload_attr_texture_loc = gst_gl_shader_get_attribute_location (display->shader_upload_AYUV, "a_texCoord"); } #endif } break; default: g_assert_not_reached (); } } //check if YCBCR MESA is available else if (GLEW_MESA_ycbcr_texture) { //GLSL and Color Matrix are not available on your drivers, switch to YCBCR MESA GST_INFO ("Context, ARB_fragment_shader supported: no"); GST_INFO ("Context, GLEW_MESA_ycbcr_texture supported: yes"); display->upload_colorspace_conversion = GST_GL_DISPLAY_CONVERSION_MESA; switch (display->upload_video_format) { case GST_VIDEO_FORMAT_YUY2: case GST_VIDEO_FORMAT_UYVY: //color space conversion is not needed //but if the size is different we need to redraw it //using fbo if (display->upload_width != display->upload_data_width || display->upload_height != display->upload_data_height) gst_gl_display_thread_init_upload_fbo (display); break; case GST_VIDEO_FORMAT_I420: case GST_VIDEO_FORMAT_YV12: case GST_VIDEO_FORMAT_AYUV: //turn off the pipeline because //MESA only support YUY2 and UYVY GST_WARNING ("Your MESA version only supports YUY2 and UYVY (GLSL is required for others yuv formats"); display->isAlive = FALSE; break; default: g_assert_not_reached (); } } //check if color matrix is available else if (GLEW_ARB_imaging) { //GLSL is not available on your drivers, switch to Color Matrix GST_INFO ("Context, ARB_fragment_shader supported: no"); GST_INFO ("Context, GLEW_MESA_ycbcr_texture supported: no"); GST_INFO ("Context, GLEW_ARB_imaging supported: yes"); display->upload_colorspace_conversion = GST_GL_DISPLAY_CONVERSION_MATRIX; //turn off the pipeline because we do not support it yet GST_WARNING ("Colorspace conversion using Color Matrix is not yet supported"); display->isAlive = FALSE; } else { GST_WARNING ("Context, ARB_fragment_shader supported: no"); GST_WARNING ("Context, GLEW_ARB_imaging supported: no"); GST_WARNING ("Context, GLEW_MESA_ycbcr_texture supported: no"); //turn off the pipeline because colorspace conversion is not possible display->isAlive = FALSE; } } break; default: g_assert_not_reached (); } } /* Called by the idle function */ void gst_gl_display_thread_do_upload (GstGLDisplay * display) { gst_gl_display_thread_do_upload_fill (display); switch (display->upload_video_format) { case GST_VIDEO_FORMAT_RGBx: case GST_VIDEO_FORMAT_BGRx: case GST_VIDEO_FORMAT_xRGB: case GST_VIDEO_FORMAT_xBGR: case GST_VIDEO_FORMAT_RGBA: case GST_VIDEO_FORMAT_BGRA: case GST_VIDEO_FORMAT_ARGB: case GST_VIDEO_FORMAT_ABGR: case GST_VIDEO_FORMAT_RGB: case GST_VIDEO_FORMAT_BGR: //color space conversion is not needed //but if the size is different we need to redraw it //using fbo if (display->upload_width != display->upload_data_width || display->upload_height != display->upload_data_height) gst_gl_display_thread_do_upload_draw (display); break; case GST_VIDEO_FORMAT_YUY2: case GST_VIDEO_FORMAT_UYVY: case GST_VIDEO_FORMAT_I420: case GST_VIDEO_FORMAT_YV12: case GST_VIDEO_FORMAT_AYUV: { switch (display->upload_colorspace_conversion) { case GST_GL_DISPLAY_CONVERSION_GLSL: //color space conversion is needed gst_gl_display_thread_do_upload_draw (display); break; case GST_GL_DISPLAY_CONVERSION_MATRIX: //color space conversion is needed //not yet supported break; case GST_GL_DISPLAY_CONVERSION_MESA: //color space conversion is not needed //but if the size is different we need to redraw it //using fbo if (display->upload_width != display->upload_data_width || display->upload_height != display->upload_data_height) gst_gl_display_thread_do_upload_draw (display); break; default: g_assert_not_reached (); } } break; default: g_assert_not_reached (); } } /* Called in the gl thread */ void gst_gl_display_thread_init_download (GstGLDisplay * display) { switch (display->download_video_format) { case GST_VIDEO_FORMAT_RGBx: case GST_VIDEO_FORMAT_BGRx: case GST_VIDEO_FORMAT_xRGB: case GST_VIDEO_FORMAT_xBGR: case GST_VIDEO_FORMAT_RGBA: case GST_VIDEO_FORMAT_BGRA: case GST_VIDEO_FORMAT_ARGB: case GST_VIDEO_FORMAT_ABGR: case GST_VIDEO_FORMAT_RGB: case GST_VIDEO_FORMAT_BGR: //color space conversion is not needed break; case GST_VIDEO_FORMAT_YUY2: case GST_VIDEO_FORMAT_UYVY: case GST_VIDEO_FORMAT_I420: case GST_VIDEO_FORMAT_YV12: case GST_VIDEO_FORMAT_AYUV: //color space conversion is needed { if (GLEW_EXT_framebuffer_object) { GST_INFO ("Context, EXT_framebuffer_object supported: yes"); //-- init output frame buffer object (GL -> video) //setup FBO glGenFramebuffersEXT (1, &display->download_fbo); glBindFramebufferEXT (GL_FRAMEBUFFER_EXT, display->download_fbo); //setup the render buffer for depth glGenRenderbuffersEXT (1, &display->download_depth_buffer); glBindRenderbufferEXT (GL_RENDERBUFFER_EXT, display->download_depth_buffer); glRenderbufferStorageEXT (GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT, display->download_width, display->download_height); //setup a first texture to render to glGenTextures (1, &display->download_texture); glBindTexture (GL_TEXTURE_RECTANGLE_ARB, display->download_texture); glTexImage2D (GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA8, display->download_width, display->download_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); //attach the first texture to the FBO to renderer to glFramebufferTexture2DEXT (GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_RECTANGLE_ARB, display->download_texture, 0); switch (display->download_video_format) { case GST_VIDEO_FORMAT_YUY2: case GST_VIDEO_FORMAT_UYVY: case GST_VIDEO_FORMAT_AYUV: //only one attached texture is needed break; case GST_VIDEO_FORMAT_I420: case GST_VIDEO_FORMAT_YV12: //setup a second texture to render to glGenTextures (1, &display->download_texture_u); glBindTexture (GL_TEXTURE_RECTANGLE_ARB, display->download_texture_u); glTexImage2D (GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA8, display->download_width, display->download_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); //attach the second texture to the FBO to renderer to glFramebufferTexture2DEXT (GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT1_EXT, GL_TEXTURE_RECTANGLE_ARB, display->download_texture_u, 0); //setup a third texture to render to glGenTextures (1, &display->download_texture_v); glBindTexture (GL_TEXTURE_RECTANGLE_ARB, display->download_texture_v); glTexImage2D (GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA8, display->download_width, display->download_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); //attach the third texture to the FBO to renderer to glFramebufferTexture2DEXT (GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT2_EXT, GL_TEXTURE_RECTANGLE_ARB, display->download_texture_v, 0); display->multipleRT[0] = GL_COLOR_ATTACHMENT0_EXT; display->multipleRT[1] = GL_COLOR_ATTACHMENT1_EXT; display->multipleRT[2] = GL_COLOR_ATTACHMENT2_EXT; break; default: g_assert_not_reached (); } //attach the depth render buffer to the FBO glFramebufferRenderbufferEXT (GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, display->download_depth_buffer); gst_gl_display_check_framebuffer_status (); g_assert (glCheckFramebufferStatusEXT (GL_FRAMEBUFFER_EXT) == GL_FRAMEBUFFER_COMPLETE_EXT); //unbind the FBO glBindFramebufferEXT (GL_FRAMEBUFFER_EXT, 0); } else { //turn off the pipeline because Frame buffer object is a requirement when using filters //or when using GLSL colorspace conversion GST_WARNING ("Context, EXT_framebuffer_object supported: no"); display->isAlive = FALSE; } } break; default: g_assert_not_reached (); } switch (display->download_video_format) { case GST_VIDEO_FORMAT_RGBx: case GST_VIDEO_FORMAT_BGRx: case GST_VIDEO_FORMAT_xRGB: case GST_VIDEO_FORMAT_xBGR: case GST_VIDEO_FORMAT_RGBA: case GST_VIDEO_FORMAT_BGRA: case GST_VIDEO_FORMAT_ARGB: case GST_VIDEO_FORMAT_ABGR: case GST_VIDEO_FORMAT_RGB: case GST_VIDEO_FORMAT_BGR: //color space conversion is not needed #ifdef OPENGL_ES2 { //glGetTexImage2D no available in OpenGL ES 2.0 GError *error = NULL; display->shader_download_RGB = gst_gl_shader_new (); gst_gl_shader_set_vertex_source (display->shader_download_RGB, display->text_vertex_shader_download); gst_gl_shader_set_fragment_source (display->shader_download_RGB, display->text_fragment_shader_download_RGB); gst_gl_shader_compile (display->shader_download_RGB, &error); if (error) { GST_ERROR ("%s", error->message); g_error_free (error); error = NULL; gst_gl_shader_use (NULL); display->isAlive = FALSE; g_object_unref (G_OBJECT (display->shader_download_RGB)); display->shader_download_RGB = NULL; } else { display->shader_download_attr_position_loc = gst_gl_shader_get_attribute_location (display->shader_download_RGB, "a_position"); display->shader_download_attr_texture_loc = gst_gl_shader_get_attribute_location (display->shader_download_RGB, "a_texCoord"); } } #endif break; case GST_VIDEO_FORMAT_YUY2: case GST_VIDEO_FORMAT_UYVY: case GST_VIDEO_FORMAT_I420: case GST_VIDEO_FORMAT_YV12: case GST_VIDEO_FORMAT_AYUV: //color space conversion is needed { //check if fragment shader is available, then load them //GLSL is a requirement for donwload if (GLEW_ARB_fragment_shader) { #ifdef OPENGL_ES2 GError *error = NULL; #endif switch (display->download_video_format) { case GST_VIDEO_FORMAT_YUY2: { 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 (); #ifndef OPENGL_ES2 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; } #else gst_gl_shader_set_vertex_source (display->shader_download_YUY2, display->text_vertex_shader_download); gst_gl_shader_set_fragment_source (display->shader_download_YUY2, text_shader_download_YUY2); gst_gl_shader_compile (display->shader_download_YUY2, &error); if (error) { GST_ERROR ("%s", error->message); g_error_free (error); error = NULL; gst_gl_shader_use (NULL); display->isAlive = FALSE; g_object_unref (G_OBJECT (display->shader_download_YUY2)); display->shader_download_YUY2 = NULL; } else { display->shader_download_attr_position_loc = gst_gl_shader_get_attribute_location (display->shader_download_YUY2, "a_position"); display->shader_download_attr_texture_loc = gst_gl_shader_get_attribute_location (display->shader_download_YUY2, "a_texCoord"); } #endif } break; case GST_VIDEO_FORMAT_UYVY: { 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 (); #ifndef OPENGL_ES2 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; } #else gst_gl_shader_set_vertex_source (display->shader_download_UYVY, display->text_vertex_shader_download); gst_gl_shader_set_fragment_source (display->shader_download_UYVY, text_shader_download_UYVY); gst_gl_shader_compile (display->shader_download_UYVY, &error); if (error) { GST_ERROR ("%s", error->message); g_error_free (error); error = NULL; gst_gl_shader_use (NULL); display->isAlive = FALSE; g_object_unref (G_OBJECT (display->shader_download_UYVY)); display->shader_download_UYVY = NULL; } else { display->shader_download_attr_position_loc = gst_gl_shader_get_attribute_location (display->shader_download_UYVY, "a_position"); display->shader_download_attr_texture_loc = gst_gl_shader_get_attribute_location (display->shader_download_UYVY, "a_texCoord"); } #endif } break; case GST_VIDEO_FORMAT_I420: case GST_VIDEO_FORMAT_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->shader_download_AYUV = gst_gl_shader_new (); #ifndef OPENGL_ES2 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; } #else gst_gl_shader_set_vertex_source (display->shader_download_AYUV, display->text_vertex_shader_download); gst_gl_shader_set_fragment_source (display->shader_download_AYUV, display->text_shader_download_AYUV); gst_gl_shader_compile (display->shader_download_AYUV, &error); if (error) { GST_ERROR ("%s", error->message); g_error_free (error); error = NULL; gst_gl_shader_use (NULL); display->isAlive = FALSE; g_object_unref (G_OBJECT (display->shader_download_AYUV)); display->shader_download_AYUV = NULL; } else { display->shader_download_attr_position_loc = gst_gl_shader_get_attribute_location (display->shader_download_AYUV, "a_position"); display->shader_download_attr_texture_loc = gst_gl_shader_get_attribute_location (display->shader_download_AYUV, "a_texCoord"); } #endif break; default: g_assert_not_reached (); } } else { //turn off the pipeline because colorspace conversion is not possible GST_WARNING ("Context, ARB_fragment_shader supported: no"); display->isAlive = FALSE; } } break; default: g_assert_not_reached (); } } /* Called in the gl thread */ void gst_gl_display_thread_do_download (GstGLDisplay * display) { switch (display->download_video_format) { case GST_VIDEO_FORMAT_RGBx: case GST_VIDEO_FORMAT_BGRx: case GST_VIDEO_FORMAT_xRGB: case GST_VIDEO_FORMAT_xBGR: case GST_VIDEO_FORMAT_RGBA: case GST_VIDEO_FORMAT_BGRA: case GST_VIDEO_FORMAT_ARGB: case GST_VIDEO_FORMAT_ABGR: case GST_VIDEO_FORMAT_RGB: case GST_VIDEO_FORMAT_BGR: //color space conversion is not needed gst_gl_display_thread_do_download_draw_rgb (display); break; case GST_VIDEO_FORMAT_YUY2: case GST_VIDEO_FORMAT_UYVY: case GST_VIDEO_FORMAT_I420: case GST_VIDEO_FORMAT_YV12: case GST_VIDEO_FORMAT_AYUV: //color space conversion is needed gst_gl_display_thread_do_download_draw_yuv (display); break; default: g_assert_not_reached (); } } /* Called in the gl thread */ void gst_gl_display_thread_gen_fbo (GstGLDisplay * display) { //a texture must be attached to the FBO GLuint fake_texture = 0; //-- generate frame buffer object if (!GLEW_EXT_framebuffer_object) { //turn off the pipeline because Frame buffer object is a not present GST_WARNING ("Context, EXT_framebuffer_object supported: no"); display->isAlive = FALSE; return; } //setup FBO glGenFramebuffersEXT (1, &display->generated_fbo); glBindFramebufferEXT (GL_FRAMEBUFFER_EXT, display->generated_fbo); //setup the render buffer for depth glGenRenderbuffersEXT (1, &display->generated_depth_buffer); glBindRenderbufferEXT (GL_RENDERBUFFER_EXT, display->generated_depth_buffer); glRenderbufferStorageEXT (GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT, display->gen_fbo_width, display->gen_fbo_height); //setup a texture to render to glGenTextures (1, &fake_texture); glBindTexture (GL_TEXTURE_RECTANGLE_ARB, fake_texture); glTexImage2D (GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA8, display->gen_fbo_width, display->gen_fbo_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); //attach the texture to the FBO to renderer to glFramebufferTexture2DEXT (GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_RECTANGLE_ARB, fake_texture, 0); //attach the depth render buffer to the FBO glFramebufferRenderbufferEXT (GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, display->generated_depth_buffer); g_assert (glCheckFramebufferStatusEXT (GL_FRAMEBUFFER_EXT) == GL_FRAMEBUFFER_COMPLETE_EXT); //unbind the FBO glBindFramebufferEXT (GL_FRAMEBUFFER_EXT, 0); glDeleteTextures (1, &fake_texture); } /* Called in the gl thread */ void gst_gl_display_thread_use_fbo (GstGLDisplay * display) { #ifdef OPENGL_ES2 GLint viewport_dim[4]; #endif glBindFramebufferEXT (GL_FRAMEBUFFER_EXT, display->use_fbo); //setup a texture to render to glBindTexture (GL_TEXTURE_RECTANGLE_ARB, display->use_fbo_texture); //attach the texture to the FBO to renderer to glFramebufferTexture2DEXT (GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_RECTANGLE_ARB, display->use_fbo_texture, 0); if (GLEW_ARB_fragment_shader) gst_gl_shader_use (NULL); #ifndef OPENGL_ES2 glPushAttrib (GL_VIEWPORT_BIT); glMatrixMode (GL_PROJECTION); glPushMatrix (); glLoadIdentity (); switch (display->use_fbo_projection) { case GST_GL_DISPLAY_PROJECTION_ORTHO2D: gluOrtho2D (display->use_fbo_proj_param1, display->use_fbo_proj_param2, display->use_fbo_proj_param3, display->use_fbo_proj_param4); break; case GST_GL_DISPLAY_PROJECTION_PERSPECIVE: gluPerspective (display->use_fbo_proj_param1, display->use_fbo_proj_param2, display->use_fbo_proj_param3, display->use_fbo_proj_param4); break; default: g_assert_not_reached (); } glMatrixMode (GL_MODELVIEW); glPushMatrix (); glLoadIdentity (); #else // OPENGL_ES2 glGetIntegerv (GL_VIEWPORT, viewport_dim); #endif glViewport (0, 0, display->use_fbo_width, display->use_fbo_height); #ifndef OPENGL_ES2 glDrawBuffer (GL_COLOR_ATTACHMENT0_EXT); #endif glClearColor (0.0, 0.0, 0.0, 0.0); glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); //the opengl scene display->use_fbo_scene_cb (display->input_texture_width, display->input_texture_height, display->input_texture, display->use_fbo_stuff); #ifndef OPENGL_ES2 glDrawBuffer (GL_NONE); glMatrixMode (GL_PROJECTION); glPopMatrix (); glMatrixMode (GL_MODELVIEW); glPopMatrix (); glPopAttrib (); #else glViewport (viewport_dim[0], viewport_dim[1], viewport_dim[2], viewport_dim[3]); #endif glBindFramebufferEXT (GL_FRAMEBUFFER_EXT, 0); } /* Called in the gl thread */ void gst_gl_display_thread_del_fbo (GstGLDisplay * display) { if (display->del_fbo) { glDeleteFramebuffersEXT (1, &display->del_fbo); display->del_fbo = 0; } if (display->del_depth_buffer) { glDeleteRenderbuffersEXT (1, &display->del_depth_buffer); display->del_depth_buffer = 0; } } /* Called in the gl thread */ void gst_gl_display_thread_gen_shader (GstGLDisplay * display) { if (GLEW_ARB_fragment_shader) { if (display->gen_shader_vertex_source || display->gen_shader_fragment_source) { gboolean isAlive = TRUE; GError *error = NULL; display->gen_shader = gst_gl_shader_new (); if (display->gen_shader_vertex_source) gst_gl_shader_set_vertex_source (display->gen_shader, display->gen_shader_vertex_source); if (display->gen_shader_fragment_source) gst_gl_shader_set_fragment_source (display->gen_shader, display->gen_shader_fragment_source); gst_gl_shader_compile (display->gen_shader, &error); if (error) { GST_ERROR ("%s", error->message); g_error_free (error); error = NULL; gst_gl_shader_use (NULL); isAlive = FALSE; } if (!isAlive) { display->isAlive = FALSE; g_object_unref (G_OBJECT (display->gen_shader)); display->gen_shader = NULL; } } } else { GST_WARNING ("One of the filter required ARB_fragment_shader"); display->isAlive = FALSE; display->gen_shader = NULL; } } /* Called in the gl thread */ void gst_gl_display_thread_del_shader (GstGLDisplay * display) { if (display->del_shader) { g_object_unref (G_OBJECT (display->del_shader)); display->del_shader = NULL; } } //------------------------------------------------------------ //------------------ BEGIN GL THREAD ACTIONS ----------------- //------------------------------------------------------------ //------------------------------------------------------------ //---------------------- BEGIN PRIVATE ----------------------- //------------------------------------------------------------ void gst_gl_display_lock (GstGLDisplay * display) { g_mutex_lock (display->mutex); } void gst_gl_display_unlock (GstGLDisplay * display) { g_mutex_unlock (display->mutex); } void gst_gl_display_on_resize (GstGLDisplay * display, gint width, gint height) { //check if a client reshape callback is registered if (display->clientReshapeCallback) display->clientReshapeCallback (width, height); //default reshape else { if (display->keep_aspect_ratio) { GstVideoRectangle src, dst, result; src.x = 0; src.y = 0; src.w = display->redisplay_texture_width; src.h = display->redisplay_texture_height; dst.x = 0; dst.y = 0; dst.w = width; dst.h = height; gst_video_sink_center_rect (src, dst, &result, TRUE); glViewport (result.x, result.y, result.w, result.h); } else { glViewport (0, 0, width, height); } #ifndef OPENGL_ES2 glMatrixMode (GL_PROJECTION); glLoadIdentity (); gluOrtho2D (0, width, 0, height); glMatrixMode (GL_MODELVIEW); #endif } } void gst_gl_display_on_draw (GstGLDisplay * display) { //check if tecture is ready for being drawn if (!display->redisplay_texture) return; //opengl scene GST_DEBUG ("on draw"); //make sure that the environnement is clean if (display->upload_colorspace_conversion == GST_GL_DISPLAY_CONVERSION_GLSL) glUseProgramObjectARB (0); glDisable (GL_TEXTURE_RECTANGLE_ARB); glBindTexture (GL_TEXTURE_RECTANGLE_ARB, 0); //check if a client draw callback is registered if (display->clientDrawCallback) { gboolean doRedisplay = display->clientDrawCallback (display->redisplay_texture, display->redisplay_texture_width, display->redisplay_texture_height); if (doRedisplay && display->gl_window) gst_gl_window_draw_unlocked (display->gl_window); } //default opengl scene else { #ifndef OPENGL_ES2 glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glMatrixMode (GL_PROJECTION); glLoadIdentity (); glBindTexture (GL_TEXTURE_RECTANGLE_ARB, display->redisplay_texture); glEnable (GL_TEXTURE_RECTANGLE_ARB); glBegin (GL_QUADS); glTexCoord2i (display->redisplay_texture_width, 0); glVertex2f (1.0f, 1.0f); glTexCoord2i (0, 0); glVertex2f (-1.0f, 1.0f); glTexCoord2i (0, display->redisplay_texture_height); glVertex2f (-1.0f, -1.0f); glTexCoord2i (display->redisplay_texture_width, display->redisplay_texture_height); glVertex2f (1.0f, -1.0f); glEnd (); glDisable (GL_TEXTURE_RECTANGLE_ARB); #else //OPENGL_ES2 const GLfloat vVertices[] = { 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, -1.0f, 1.0f, 0.0f, 0.0f, 0.0f, -1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 1.0f }; GLushort indices[] = { 0, 1, 2, 0, 2, 3 }; glClear (GL_COLOR_BUFFER_BIT); gst_gl_shader_use (display->redisplay_shader); //Load the vertex position glVertexAttribPointer (display->redisplay_attr_position_loc, 3, GL_FLOAT, GL_FALSE, 5 * sizeof (GLfloat), vVertices); //Load the texture coordinate glVertexAttribPointer (display->redisplay_attr_texture_loc, 2, GL_FLOAT, GL_FALSE, 5 * sizeof (GLfloat), &vVertices[3]); glEnableVertexAttribArray (display->redisplay_attr_position_loc); glEnableVertexAttribArray (display->redisplay_attr_texture_loc); glActiveTexture (GL_TEXTURE0); glBindTexture (GL_TEXTURE_2D, display->redisplay_texture); gst_gl_shader_set_uniform_1i (display->redisplay_shader, "s_texture", 0); glDrawElements (GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, indices); #endif } //end default opengl scene } void gst_gl_display_on_close (GstGLDisplay * display) { GST_INFO ("on close"); display->isAlive = FALSE; } /* Generate a texture if no one is available in the pool * Called in the gl thread */ void gst_gl_display_glgen_texture (GstGLDisplay * display, GLuint * pTexture, GLint width, GLint height) { if (display->isAlive) { GQueue *sub_texture_pool = NULL; //make a unique key from w and h //the key cannot be w*h because (4*6 = 6*4 = 2*12 = 12*2) guint key = (gint) width; key <<= 16; key |= (gint) height; sub_texture_pool = g_hash_table_lookup (display->texture_pool, GUINT_TO_POINTER (key)); //if there is a sub texture pool associated to th given key if (sub_texture_pool && g_queue_get_length (sub_texture_pool) > 0) { //a texture is available in the pool GstGLDisplayTex *tex = g_queue_pop_head (sub_texture_pool); *pTexture = tex->texture; g_free (tex); GST_LOG ("get texture id:%d from the sub texture pool: %d", *pTexture, key); } else { //sub texture pool does not exist yet or empty glGenTextures (1, pTexture); glBindTexture (GL_TEXTURE_RECTANGLE_ARB, *pTexture); switch (display->upload_video_format) { case GST_VIDEO_FORMAT_RGB: case GST_VIDEO_FORMAT_BGR: case GST_VIDEO_FORMAT_RGBx: case GST_VIDEO_FORMAT_BGRx: case GST_VIDEO_FORMAT_xRGB: case GST_VIDEO_FORMAT_xBGR: case GST_VIDEO_FORMAT_RGBA: case GST_VIDEO_FORMAT_BGRA: case GST_VIDEO_FORMAT_ARGB: case GST_VIDEO_FORMAT_ABGR: glTexImage2D (GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA8, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); break; case GST_VIDEO_FORMAT_YUY2: case GST_VIDEO_FORMAT_UYVY: switch (display->upload_colorspace_conversion) { case GST_GL_DISPLAY_CONVERSION_GLSL: case GST_GL_DISPLAY_CONVERSION_MATRIX: glTexImage2D (GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA8, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); break; case GST_GL_DISPLAY_CONVERSION_MESA: if (display->upload_width != display->upload_data_width || display->upload_height != display->upload_data_height) glTexImage2D (GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA8, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); else glTexImage2D (GL_TEXTURE_RECTANGLE_ARB, 0, GL_YCBCR_MESA, width, height, 0, GL_YCBCR_MESA, GL_UNSIGNED_SHORT_8_8_MESA, NULL); break; default: g_assert_not_reached (); } break; case GST_VIDEO_FORMAT_I420: case GST_VIDEO_FORMAT_YV12: case GST_VIDEO_FORMAT_AYUV: glTexImage2D (GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA8, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); break; default: g_assert_not_reached (); } glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); GST_LOG ("generate texture id:%d", *pTexture); } } else *pTexture = 0; } /* Delete a texture, actually the texture is just added to the pool * Called in the gl thread */ void gst_gl_display_gldel_texture (GstGLDisplay * display, GLuint * pTexture, GLint width, GLint height) { //Each existing texture is destroyed only when the pool is destroyed //The pool of textures is deleted in the GstGLDisplay destructor GQueue *sub_texture_pool = NULL; GstGLDisplayTex *tex = NULL; //make a unique key from w and h //the key cannot be w*h because (4*6 = 6*4 = 2*12 = 12*2) guint key = (gint) width; key <<= 16; key |= (gint) height; sub_texture_pool = g_hash_table_lookup (display->texture_pool, GUINT_TO_POINTER (key)); //if the size is known if (!sub_texture_pool) { sub_texture_pool = g_queue_new (); g_hash_table_insert (display->texture_pool, GUINT_TO_POINTER (key), sub_texture_pool); GST_INFO ("one more sub texture pool inserted: %d ", key); GST_INFO ("nb sub texture pools: %d", g_hash_table_size (display->texture_pool)); } //contruct a sub texture pool element tex = g_new0 (GstGLDisplayTex, 1); tex->texture = *pTexture; *pTexture = 0; //add tex to the pool, it makes texture allocation reusable g_queue_push_tail (sub_texture_pool, tex); GST_LOG ("texture id:%d added to the sub texture pool: %d", tex->texture, key); GST_LOG ("%d texture(s) in the sub texture pool: %d", g_queue_get_length (sub_texture_pool), key); } /* call when a sub texture pool is removed from the texture pool (ghash table) */ gboolean gst_gl_display_texture_pool_func_clean (gpointer key, gpointer value, gpointer data) { GQueue *sub_texture_pool = (GQueue *) value; while (g_queue_get_length (sub_texture_pool) > 0) { GstGLDisplayTex *tex = g_queue_pop_head (sub_texture_pool); GST_INFO ("trying to delete texture id: %d deleted", tex->texture); glDeleteTextures (1, &tex->texture); GST_INFO ("texture id: %d deleted", tex->texture); g_free (tex); } g_queue_free (sub_texture_pool); return TRUE; } /* called in the gl thread */ void gst_gl_display_check_framebuffer_status (void) { GLenum status = glCheckFramebufferStatusEXT (GL_FRAMEBUFFER_EXT); switch (status) { case GL_FRAMEBUFFER_COMPLETE_EXT: break; case GL_FRAMEBUFFER_UNSUPPORTED_EXT: GST_ERROR ("GL_FRAMEBUFFER_UNSUPPORTED"); break; case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT_EXT: GST_ERROR ("GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT"); break; case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT_EXT: GST_ERROR ("GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT"); break; case GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS_EXT: GST_ERROR ("GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS"); break; default: GST_ERROR ("General FBO error"); } } //------------------------------------------------------------ //--------------------- END PRIVATE ------------------------- //------------------------------------------------------------ //------------------------------------------------------------ //---------------------- BEGIN PUBLIC ------------------------ //------------------------------------------------------------ /* Called by the first gl element of a video/x-raw-gl flow */ GstGLDisplay * gst_gl_display_new (void) { return g_object_new (GST_TYPE_GL_DISPLAY, NULL); } /* Create an opengl context (one context for one GstGLDisplay) * Called by the first gl element of a video/x-raw-gl flow */ void gst_gl_display_create_context (GstGLDisplay * display, GLint width, GLint height, gulong external_gl_context) { gst_gl_display_lock (display); display->upload_width = width; display->upload_height = height; display->external_gl_context = external_gl_context; display->gl_thread = g_thread_create ( (GThreadFunc) gst_gl_display_thread_create_context, display, TRUE, NULL); g_cond_wait (display->cond_create_context, display->mutex); GST_INFO ("gl thread created"); gst_gl_display_unlock (display); } /* Called by the glimagesink element */ gboolean gst_gl_display_redisplay (GstGLDisplay * display, GLuint texture, gint width, gint height, gboolean keep_aspect_ratio) { gboolean isAlive = TRUE; gst_gl_display_lock (display); isAlive = display->isAlive; if (isAlive) { #ifdef OPENGL_ES2 if (!display->redisplay_shader) { gst_gl_window_send_message (display->gl_window, GST_GL_WINDOW_CB (gst_gl_display_thread_init_redisplay), display); } #endif if (texture) { display->redisplay_texture = texture; display->redisplay_texture_width = width; display->redisplay_texture_height = height; } display->keep_aspect_ratio = keep_aspect_ratio; if (display->gl_window) gst_gl_window_draw (display->gl_window); } gst_gl_display_unlock (display); return isAlive; } void gst_gl_display_thread_add (GstGLDisplay * display, GstGLDisplayThreadFunc func, gpointer data) { gst_gl_display_lock (display); display->data = data; display->generic_callback = func; gst_gl_window_send_message (display->gl_window, GST_GL_WINDOW_CB (gst_gl_display_thread_run_generic), display); gst_gl_display_unlock (display); } /* Called by gst_gl_buffer_new */ void gst_gl_display_gen_texture (GstGLDisplay * display, GLuint * pTexture, GLint width, GLint height) { gst_gl_display_lock (display); display->gen_texture_width = width; display->gen_texture_height = height; gst_gl_window_send_message (display->gl_window, GST_GL_WINDOW_CB (gst_gl_display_thread_gen_texture), display); *pTexture = display->gen_texture; gst_gl_display_unlock (display); } /* Called by gst_gl_buffer_finalize */ void gst_gl_display_del_texture (GstGLDisplay * display, GLuint texture, GLint width, GLint height) { gst_gl_display_lock (display); if (texture) { display->del_texture = texture; display->del_texture_width = width; display->del_texture_height = height; gst_gl_window_send_message (display->gl_window, GST_GL_WINDOW_CB (gst_gl_display_thread_del_texture), display); } gst_gl_display_unlock (display); } /* Called by the first gl element of a video/x-raw-gl flow */ void gst_gl_display_init_upload (GstGLDisplay * display, GstVideoFormat video_format, guint gl_width, guint gl_height, gint video_width, gint video_height) { gst_gl_display_lock (display); display->upload_video_format = video_format; display->upload_width = gl_width; display->upload_height = gl_height; display->upload_data_width = video_width; display->upload_data_height = video_height; gst_gl_window_send_message (display->gl_window, GST_GL_WINDOW_CB (gst_gl_display_thread_init_upload), display); gst_gl_display_unlock (display); } /* Called by the first gl element of a video/x-raw-gl flow */ gboolean gst_gl_display_do_upload (GstGLDisplay * display, GLuint texture, gint data_width, gint data_height, gpointer data) { gboolean isAlive = TRUE; gst_gl_display_lock (display); isAlive = display->isAlive; if (isAlive) { display->upload_outtex = texture; display->upload_data_width = data_width; display->upload_data_height = data_height; display->upload_data = data; gst_gl_window_send_message (display->gl_window, GST_GL_WINDOW_CB (gst_gl_display_thread_do_upload), display); } gst_gl_display_unlock (display); return isAlive; } /* Called by the gldownload and glcolorscale element */ void gst_gl_display_init_download (GstGLDisplay * display, GstVideoFormat video_format, gint width, gint height) { gst_gl_display_lock (display); display->download_video_format = video_format; display->download_width = width; display->download_height = height; gst_gl_window_send_message (display->gl_window, GST_GL_WINDOW_CB (gst_gl_display_thread_init_download), display); gst_gl_display_unlock (display); } /* Called by the gldownload and glcolorscale element */ gboolean gst_gl_display_do_download (GstGLDisplay * display, GLuint texture, gint width, gint height, gpointer data) { gboolean isAlive = TRUE; gst_gl_display_lock (display); isAlive = display->isAlive; if (isAlive) { //data size is aocciated to the glcontext size display->download_data = data; display->ouput_texture = texture; display->ouput_texture_width = width; display->ouput_texture_height = height; gst_gl_window_send_message (display->gl_window, GST_GL_WINDOW_CB (gst_gl_display_thread_do_download), display); } gst_gl_display_unlock (display); return isAlive; } /* Called by gltestsrc and glfilter */ void gst_gl_display_gen_fbo (GstGLDisplay * display, gint width, gint height, GLuint * fbo, GLuint * depthbuffer) { gst_gl_display_lock (display); if (display->isAlive) { display->gen_fbo_width = width; display->gen_fbo_height = height; gst_gl_window_send_message (display->gl_window, GST_GL_WINDOW_CB (gst_gl_display_thread_gen_fbo), display); *fbo = display->generated_fbo; *depthbuffer = display->generated_depth_buffer; } gst_gl_display_unlock (display); } /* Called by glfilter */ /* this function really has to be simplified... do we really need to set projection this way? Wouldn't be better a set_projection separate call? or just make glut functions available out of gst-libs and call it if needed on drawcallback? -- Filippo */ /* GLCB too.. I think that only needed parameters should be * GstGLDisplay *display and gpointer data, or just gpointer data */ /* ..everything here has to be simplified! */ gboolean gst_gl_display_use_fbo (GstGLDisplay * display, gint texture_fbo_width, gint texture_fbo_height, GLuint fbo, GLuint depth_buffer, GLuint texture_fbo, GLCB cb, gint input_texture_width, gint input_texture_height, GLuint input_texture, gdouble proj_param1, gdouble proj_param2, gdouble proj_param3, gdouble proj_param4, GstGLDisplayProjection projection, gpointer * stuff) { gboolean isAlive = TRUE; gst_gl_display_lock (display); isAlive = display->isAlive; if (isAlive) { display->use_fbo = fbo; display->use_depth_buffer = depth_buffer; display->use_fbo_texture = texture_fbo; display->use_fbo_width = texture_fbo_width; display->use_fbo_height = texture_fbo_height; display->use_fbo_scene_cb = cb; display->use_fbo_proj_param1 = proj_param1; display->use_fbo_proj_param2 = proj_param2; display->use_fbo_proj_param3 = proj_param3; display->use_fbo_proj_param4 = proj_param4; display->use_fbo_projection = projection; display->use_fbo_stuff = stuff; display->input_texture_width = input_texture_width; display->input_texture_height = input_texture_height; display->input_texture = input_texture; gst_gl_window_send_message (display->gl_window, GST_GL_WINDOW_CB (gst_gl_display_thread_use_fbo), display); } gst_gl_display_unlock (display); return isAlive; } /* Called by gltestsrc and glfilter */ void gst_gl_display_del_fbo (GstGLDisplay * display, GLuint fbo, GLuint depth_buffer) { gst_gl_display_lock (display); display->del_fbo = fbo; display->del_depth_buffer = depth_buffer; gst_gl_window_send_message (display->gl_window, GST_GL_WINDOW_CB (gst_gl_display_thread_del_fbo), display); gst_gl_display_unlock (display); } /* Called by glfilter */ void gst_gl_display_gen_shader (GstGLDisplay * display, const gchar * shader_vertex_source, const gchar * shader_fragment_source, GstGLShader ** shader) { gst_gl_display_lock (display); display->gen_shader_vertex_source = shader_vertex_source; display->gen_shader_fragment_source = shader_fragment_source; gst_gl_window_send_message (display->gl_window, GST_GL_WINDOW_CB (gst_gl_display_thread_gen_shader), display); if (shader) *shader = display->gen_shader; display->gen_shader = NULL; display->gen_shader_vertex_source = NULL; display->gen_shader_fragment_source = NULL; gst_gl_display_unlock (display); } /* Called by glfilter */ void gst_gl_display_del_shader (GstGLDisplay * display, GstGLShader * shader) { gst_gl_display_lock (display); display->del_shader = shader; gst_gl_window_send_message (display->gl_window, GST_GL_WINDOW_CB (gst_gl_display_thread_del_shader), display); gst_gl_display_unlock (display); } /* Called by the glimagesink */ void gst_gl_display_set_window_id (GstGLDisplay * display, gulong window_id) { gst_gl_display_lock (display); gst_gl_window_set_external_window_id (display->gl_window, window_id); gst_gl_display_unlock (display); } /* Called by the glimagesink */ void gst_gl_display_set_client_reshape_callback (GstGLDisplay * display, CRCB cb) { gst_gl_display_lock (display); display->clientReshapeCallback = cb; gst_gl_display_unlock (display); } /* Called by the glimagesink */ void gst_gl_display_set_client_draw_callback (GstGLDisplay * display, CDCB cb) { gst_gl_display_lock (display); display->clientDrawCallback = cb; gst_gl_display_unlock (display); } //------------------------------------------------------------ //------------------------ END PUBLIC ------------------------ //------------------------------------------------------------ /* called by gst_gl_display_thread_init_upload (in the gl thread) */ void gst_gl_display_thread_init_upload_fbo (GstGLDisplay * display) { //Frame buffer object is a requirement for every cases if (GLEW_EXT_framebuffer_object) { //a texture must be attached to the FBO GLuint fake_texture = 0; GST_INFO ("Context, EXT_framebuffer_object supported: yes"); //-- init intput frame buffer object (video -> GL) //setup FBO glGenFramebuffersEXT (1, &display->upload_fbo); glBindFramebufferEXT (GL_FRAMEBUFFER_EXT, display->upload_fbo); //setup the render buffer for depth glGenRenderbuffersEXT (1, &display->upload_depth_buffer); glBindRenderbufferEXT (GL_RENDERBUFFER_EXT, display->upload_depth_buffer); glRenderbufferStorageEXT (GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT, display->upload_width, display->upload_height); //a fake texture is attached to the upload FBO (cannot init without it) glGenTextures (1, &fake_texture); glBindTexture (GL_TEXTURE_RECTANGLE_ARB, fake_texture); glTexImage2D (GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA8, display->upload_width, display->upload_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); //attach the texture to the FBO to renderer to glFramebufferTexture2DEXT (GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_RECTANGLE_ARB, fake_texture, 0); //attach the depth render buffer to the FBO glFramebufferRenderbufferEXT (GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, display->upload_depth_buffer); gst_gl_display_check_framebuffer_status (); g_assert (glCheckFramebufferStatusEXT (GL_FRAMEBUFFER_EXT) == GL_FRAMEBUFFER_COMPLETE_EXT); //unbind the FBO glBindFramebufferEXT (GL_FRAMEBUFFER_EXT, 0); glDeleteTextures (1, &fake_texture); //alloc texture (related to upload) memory only on time gst_gl_display_thread_do_upload_make (display); } else { //turn off the pipeline because Frame buffer object is a not present GST_WARNING ("Context, EXT_framebuffer_object supported: no"); display->isAlive = FALSE; } } /* called by gst_gl_display_thread_do_upload (in the gl thread) */ void gst_gl_display_thread_do_upload_make (GstGLDisplay * display) { gint width = display->upload_data_width; gint height = display->upload_data_height; glGenTextures (1, &display->upload_intex); glBindTexture (GL_TEXTURE_RECTANGLE_ARB, display->upload_intex); switch (display->upload_video_format) { case GST_VIDEO_FORMAT_RGBx: case GST_VIDEO_FORMAT_BGRx: case GST_VIDEO_FORMAT_xRGB: case GST_VIDEO_FORMAT_xBGR: case GST_VIDEO_FORMAT_RGBA: case GST_VIDEO_FORMAT_BGRA: case GST_VIDEO_FORMAT_ARGB: case GST_VIDEO_FORMAT_ABGR: glTexImage2D (GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); break; case GST_VIDEO_FORMAT_RGB: case GST_VIDEO_FORMAT_BGR: glTexImage2D (GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL); break; case GST_VIDEO_FORMAT_AYUV: glTexImage2D (GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA, width, height, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8, NULL); break; case GST_VIDEO_FORMAT_YUY2: switch (display->upload_colorspace_conversion) { case GST_GL_DISPLAY_CONVERSION_GLSL: case GST_GL_DISPLAY_CONVERSION_MATRIX: glTexImage2D (GL_TEXTURE_RECTANGLE_ARB, 0, GL_LUMINANCE_ALPHA, width, height, 0, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, NULL); glGenTextures (1, &display->upload_intex_u); glBindTexture (GL_TEXTURE_RECTANGLE_ARB, display->upload_intex_u); glTexImage2D (GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA8, width, height, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL); break; case GST_GL_DISPLAY_CONVERSION_MESA: glTexImage2D (GL_TEXTURE_RECTANGLE_ARB, 0, GL_YCBCR_MESA, width, height, 0, GL_YCBCR_MESA, GL_UNSIGNED_SHORT_8_8_MESA, NULL); break; default: g_assert_not_reached (); } break; case GST_VIDEO_FORMAT_UYVY: switch (display->upload_colorspace_conversion) { case GST_GL_DISPLAY_CONVERSION_GLSL: case GST_GL_DISPLAY_CONVERSION_MATRIX: glTexImage2D (GL_TEXTURE_RECTANGLE_ARB, 0, GL_LUMINANCE_ALPHA, width, height, 0, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, NULL); glGenTextures (1, &display->upload_intex_u); glBindTexture (GL_TEXTURE_RECTANGLE_ARB, display->upload_intex_u); glTexImage2D (GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA8, width, height, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL); break; case GST_GL_DISPLAY_CONVERSION_MESA: glTexImage2D (GL_TEXTURE_RECTANGLE_ARB, 0, GL_YCBCR_MESA, width, height, 0, GL_YCBCR_MESA, GL_UNSIGNED_SHORT_8_8_MESA, NULL); break; default: g_assert_not_reached (); } break; case GST_VIDEO_FORMAT_I420: case GST_VIDEO_FORMAT_YV12: glTexImage2D (GL_TEXTURE_RECTANGLE_ARB, 0, GL_LUMINANCE, width, height, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, NULL); glGenTextures (1, &display->upload_intex_u); glBindTexture (GL_TEXTURE_RECTANGLE_ARB, display->upload_intex_u); glTexImage2D (GL_TEXTURE_RECTANGLE_ARB, 0, GL_LUMINANCE, GST_ROUND_UP_2 (width) / 2, GST_ROUND_UP_2 (height) / 2, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, NULL); glGenTextures (1, &display->upload_intex_v); glBindTexture (GL_TEXTURE_RECTANGLE_ARB, display->upload_intex_v); glTexImage2D (GL_TEXTURE_RECTANGLE_ARB, 0, GL_LUMINANCE, GST_ROUND_UP_2 (width) / 2, GST_ROUND_UP_2 (height) / 2, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, NULL); break; default: g_assert_not_reached (); } } /* called by gst_gl_display_thread_do_upload (in the gl thread) */ void gst_gl_display_thread_do_upload_fill (GstGLDisplay * display) { gint width = display->upload_data_width; gint height = display->upload_data_height; gpointer data = display->upload_data; switch (display->upload_video_format) { case GST_VIDEO_FORMAT_RGB: case GST_VIDEO_FORMAT_BGR: case GST_VIDEO_FORMAT_RGBx: case GST_VIDEO_FORMAT_BGRx: case GST_VIDEO_FORMAT_xRGB: case GST_VIDEO_FORMAT_xBGR: case GST_VIDEO_FORMAT_RGBA: case GST_VIDEO_FORMAT_BGRA: case GST_VIDEO_FORMAT_ARGB: case GST_VIDEO_FORMAT_ABGR: //color space conversion is not needed if (display->upload_width != display->upload_data_width || display->upload_height != display->upload_data_height) glBindTexture (GL_TEXTURE_RECTANGLE_ARB, display->upload_intex); else glBindTexture (GL_TEXTURE_RECTANGLE_ARB, display->upload_outtex); break; case GST_VIDEO_FORMAT_YUY2: case GST_VIDEO_FORMAT_UYVY: case GST_VIDEO_FORMAT_I420: case GST_VIDEO_FORMAT_YV12: case GST_VIDEO_FORMAT_AYUV: switch (display->upload_colorspace_conversion) { case GST_GL_DISPLAY_CONVERSION_GLSL: case GST_GL_DISPLAY_CONVERSION_MATRIX: glBindTexture (GL_TEXTURE_RECTANGLE_ARB, display->upload_intex); break; case GST_GL_DISPLAY_CONVERSION_MESA: if (display->upload_width != display->upload_data_width || display->upload_height != display->upload_data_height) glBindTexture (GL_TEXTURE_RECTANGLE_ARB, display->upload_intex); else glBindTexture (GL_TEXTURE_RECTANGLE_ARB, display->upload_outtex); break; default: g_assert_not_reached (); } break; default: g_assert_not_reached (); } switch (display->upload_video_format) { case GST_VIDEO_FORMAT_RGB: glTexSubImage2D (GL_TEXTURE_RECTANGLE_ARB, 0, 0, 0, width, height, GL_RGB, GL_UNSIGNED_BYTE, data); break; case GST_VIDEO_FORMAT_BGR: glTexSubImage2D (GL_TEXTURE_RECTANGLE_ARB, 0, 0, 0, width, height, GL_BGR, GL_UNSIGNED_BYTE, data); break; case GST_VIDEO_FORMAT_RGBx: case GST_VIDEO_FORMAT_RGBA: glTexSubImage2D (GL_TEXTURE_RECTANGLE_ARB, 0, 0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, data); break; case GST_VIDEO_FORMAT_BGRx: case GST_VIDEO_FORMAT_BGRA: glTexSubImage2D (GL_TEXTURE_RECTANGLE_ARB, 0, 0, 0, width, height, GL_BGRA, GL_UNSIGNED_BYTE, data); break; case GST_VIDEO_FORMAT_AYUV: case GST_VIDEO_FORMAT_xRGB: case GST_VIDEO_FORMAT_ARGB: glTexSubImage2D (GL_TEXTURE_RECTANGLE_ARB, 0, 0, 0, width, height, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8, data); break; case GST_VIDEO_FORMAT_xBGR: case GST_VIDEO_FORMAT_ABGR: glTexSubImage2D (GL_TEXTURE_RECTANGLE_ARB, 0, 0, 0, width, height, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, data); break; case GST_VIDEO_FORMAT_YUY2: switch (display->upload_colorspace_conversion) { case GST_GL_DISPLAY_CONVERSION_GLSL: case GST_GL_DISPLAY_CONVERSION_MATRIX: glTexSubImage2D (GL_TEXTURE_RECTANGLE_ARB, 0, 0, 0, width, height, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, data); glBindTexture (GL_TEXTURE_RECTANGLE_ARB, display->upload_intex_u); glTexSubImage2D (GL_TEXTURE_RECTANGLE_ARB, 0, 0, 0, GST_ROUND_UP_2 (width) / 2, height, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data); break; case GST_GL_DISPLAY_CONVERSION_MESA: glTexSubImage2D (GL_TEXTURE_RECTANGLE_ARB, 0, 0, 0, width, height, GL_YCBCR_MESA, GL_UNSIGNED_SHORT_8_8_REV_MESA, data); break; default: g_assert_not_reached (); } break; case GST_VIDEO_FORMAT_UYVY: switch (display->upload_colorspace_conversion) { case GST_GL_DISPLAY_CONVERSION_GLSL: case GST_GL_DISPLAY_CONVERSION_MATRIX: glTexSubImage2D (GL_TEXTURE_RECTANGLE_ARB, 0, 0, 0, width, height, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, data); glBindTexture (GL_TEXTURE_RECTANGLE_ARB, display->upload_intex_u); glTexSubImage2D (GL_TEXTURE_RECTANGLE_ARB, 0, 0, 0, GST_ROUND_UP_2 (width) / 2, height, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data); break; case GST_GL_DISPLAY_CONVERSION_MESA: glTexSubImage2D (GL_TEXTURE_RECTANGLE_ARB, 0, 0, 0, width, height, GL_YCBCR_MESA, GL_UNSIGNED_SHORT_8_8_MESA, data); break; default: g_assert_not_reached (); } break; case GST_VIDEO_FORMAT_I420: case GST_VIDEO_FORMAT_YV12: { glTexSubImage2D (GL_TEXTURE_RECTANGLE_ARB, 0, 0, 0, width, height, GL_LUMINANCE, GL_UNSIGNED_BYTE, data); glBindTexture (GL_TEXTURE_RECTANGLE_ARB, display->upload_intex_u); glTexSubImage2D (GL_TEXTURE_RECTANGLE_ARB, 0, 0, 0, GST_ROUND_UP_2 (width) / 2, GST_ROUND_UP_2 (height) / 2, GL_LUMINANCE, GL_UNSIGNED_BYTE, (guint8 *) data + gst_video_format_get_component_offset (display->upload_video_format, 1, width, height)); glBindTexture (GL_TEXTURE_RECTANGLE_ARB, display->upload_intex_v); glTexSubImage2D (GL_TEXTURE_RECTANGLE_ARB, 0, 0, 0, GST_ROUND_UP_2 (width) / 2, GST_ROUND_UP_2 (height) / 2, GL_LUMINANCE, GL_UNSIGNED_BYTE, (guint8 *) data + gst_video_format_get_component_offset (display->upload_video_format, 2, width, height)); } break; default: g_assert_not_reached (); } } /* called by gst_gl_display_thread_do_upload (in the gl thread) */ void gst_gl_display_thread_do_upload_draw (GstGLDisplay * display) { #ifdef OPENGL_ES2 GLint viewport_dim[4]; const GLfloat vVertices[] = { 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, -1.0f, -1.0f, 0.0f, 0.0f, .0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 1.0f }; GLushort indices[] = { 0, 1, 2, 0, 2, 3 }; #endif glBindFramebufferEXT (GL_FRAMEBUFFER_EXT, display->upload_fbo); //setup a texture to render to glEnable (GL_TEXTURE_RECTANGLE_ARB); glBindTexture (GL_TEXTURE_RECTANGLE_ARB, display->upload_outtex); //attach the texture to the FBO to renderer to glFramebufferTexture2DEXT (GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_RECTANGLE_ARB, display->upload_outtex, 0); if (GLEW_ARB_fragment_shader) gst_gl_shader_use (NULL); #ifndef OPENGL_ES2 glPushAttrib (GL_VIEWPORT_BIT); glMatrixMode (GL_PROJECTION); glPushMatrix (); glLoadIdentity (); gluOrtho2D (0.0, display->upload_width, 0.0, display->upload_height); glMatrixMode (GL_MODELVIEW); glPushMatrix (); glLoadIdentity (); #else // OPENGL_ES2 glGetIntegerv (GL_VIEWPORT, viewport_dim); #endif glViewport (0, 0, display->upload_width, display->upload_height); #ifndef OPENGL_ES2 glDrawBuffer (GL_COLOR_ATTACHMENT0_EXT); #endif glClearColor (0.0, 0.0, 0.0, 0.0); glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); switch (display->upload_video_format) { case GST_VIDEO_FORMAT_RGBx: case GST_VIDEO_FORMAT_BGRx: case GST_VIDEO_FORMAT_xRGB: case GST_VIDEO_FORMAT_xBGR: case GST_VIDEO_FORMAT_RGBA: case GST_VIDEO_FORMAT_BGRA: case GST_VIDEO_FORMAT_ARGB: case GST_VIDEO_FORMAT_ABGR: case GST_VIDEO_FORMAT_RGB: case GST_VIDEO_FORMAT_BGR: { #ifndef OPENGL_ES2 glMatrixMode (GL_PROJECTION); glLoadIdentity (); #else glVertexAttribPointer (display->shader_upload_attr_position_loc, 3, GL_FLOAT, GL_FALSE, 5 * sizeof (GLfloat), vVertices); glVertexAttribPointer (display->shader_upload_attr_texture_loc, 2, GL_FLOAT, GL_FALSE, 5 * sizeof (GLfloat), &vVertices[3]); glEnableVertexAttribArray (display->shader_upload_attr_position_loc); glEnableVertexAttribArray (display->shader_upload_attr_texture_loc); #endif glEnable (GL_TEXTURE_RECTANGLE_ARB); glBindTexture (GL_TEXTURE_RECTANGLE_ARB, display->upload_intex); glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); } break; case GST_VIDEO_FORMAT_YUY2: case GST_VIDEO_FORMAT_UYVY: { switch (display->upload_colorspace_conversion) { case GST_GL_DISPLAY_CONVERSION_GLSL: case GST_GL_DISPLAY_CONVERSION_MATRIX: { GstGLShader *shader_upload_YUY2_UYVY = NULL; switch (display->upload_video_format) { case GST_VIDEO_FORMAT_YUY2: shader_upload_YUY2_UYVY = display->shader_upload_YUY2; break; case GST_VIDEO_FORMAT_UYVY: shader_upload_YUY2_UYVY = display->shader_upload_UYVY; break; default: g_assert_not_reached (); } gst_gl_shader_use (shader_upload_YUY2_UYVY); #ifndef OPENGL_ES2 glMatrixMode (GL_PROJECTION); glLoadIdentity (); #else glVertexAttribPointer (display->shader_upload_attr_position_loc, 3, GL_FLOAT, GL_FALSE, 5 * sizeof (GLfloat), vVertices); glVertexAttribPointer (display->shader_upload_attr_texture_loc, 2, GL_FLOAT, GL_FALSE, 5 * sizeof (GLfloat), &vVertices[3]); glEnableVertexAttribArray (display->shader_upload_attr_position_loc); glEnableVertexAttribArray (display->shader_upload_attr_texture_loc); #endif glActiveTextureARB (GL_TEXTURE1_ARB); gst_gl_shader_set_uniform_1i (shader_upload_YUY2_UYVY, "UVtex", 1); glBindTexture (GL_TEXTURE_RECTANGLE_ARB, display->upload_intex_u); glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glActiveTextureARB (GL_TEXTURE0_ARB); gst_gl_shader_set_uniform_1i (shader_upload_YUY2_UYVY, "Ytex", 0); glBindTexture (GL_TEXTURE_RECTANGLE_ARB, display->upload_intex); glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); } break; case GST_GL_DISPLAY_CONVERSION_MESA: { #ifndef OPENGL_ES2 glMatrixMode (GL_PROJECTION); glLoadIdentity (); #endif glEnable (GL_TEXTURE_RECTANGLE_ARB); glBindTexture (GL_TEXTURE_RECTANGLE_ARB, display->upload_intex); glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); } break; default: g_assert_not_reached (); } } break; case GST_VIDEO_FORMAT_I420: case GST_VIDEO_FORMAT_YV12: { gst_gl_shader_use (display->shader_upload_I420_YV12); #ifndef OPENGL_ES2 glMatrixMode (GL_PROJECTION); glLoadIdentity (); #else glVertexAttribPointer (display->shader_upload_attr_position_loc, 3, GL_FLOAT, GL_FALSE, 5 * sizeof (GLfloat), vVertices); glVertexAttribPointer (display->shader_upload_attr_texture_loc, 2, GL_FLOAT, GL_FALSE, 5 * sizeof (GLfloat), &vVertices[3]); glEnableVertexAttribArray (display->shader_upload_attr_position_loc); glEnableVertexAttribArray (display->shader_upload_attr_texture_loc); #endif glActiveTextureARB (GL_TEXTURE1_ARB); gst_gl_shader_set_uniform_1i (display->shader_upload_I420_YV12, "Utex", 1); glBindTexture (GL_TEXTURE_RECTANGLE_ARB, display->upload_intex_u); glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glActiveTextureARB (GL_TEXTURE2_ARB); gst_gl_shader_set_uniform_1i (display->shader_upload_I420_YV12, "Vtex", 2); glBindTexture (GL_TEXTURE_RECTANGLE_ARB, display->upload_intex_v); glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glActiveTextureARB (GL_TEXTURE0_ARB); gst_gl_shader_set_uniform_1i (display->shader_upload_I420_YV12, "Ytex", 0); glBindTexture (GL_TEXTURE_RECTANGLE_ARB, display->upload_intex); glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); } break; case GST_VIDEO_FORMAT_AYUV: { gst_gl_shader_use (display->shader_upload_AYUV); #ifndef OPENGL_ES2 glMatrixMode (GL_PROJECTION); glLoadIdentity (); #else glVertexAttribPointer (display->shader_upload_attr_position_loc, 3, GL_FLOAT, GL_FALSE, 5 * sizeof (GLfloat), vVertices); glVertexAttribPointer (display->shader_upload_attr_texture_loc, 2, GL_FLOAT, GL_FALSE, 5 * sizeof (GLfloat), &vVertices[3]); glEnableVertexAttribArray (display->shader_upload_attr_position_loc); glEnableVertexAttribArray (display->shader_upload_attr_texture_loc); #endif glActiveTextureARB (GL_TEXTURE0_ARB); gst_gl_shader_set_uniform_1i (display->shader_upload_AYUV, "tex", 0); glBindTexture (GL_TEXTURE_RECTANGLE_ARB, display->upload_intex); glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); } break; default: g_assert_not_reached (); } //end switch display->currentVideo_format #ifndef OPENGL_ES2 glBegin (GL_QUADS); glTexCoord2i (display->upload_data_width, 0); glVertex2f (1.0f, -1.0f); glTexCoord2i (0, 0); glVertex2f (-1.0f, -1.0f); glTexCoord2i (0, display->upload_data_height); glVertex2f (-1.0f, 1.0f); glTexCoord2i (display->upload_data_width, display->upload_data_height); glVertex2f (1.0f, 1.0f); glEnd (); glDrawBuffer (GL_NONE); #else //OPENGL_ES2 glDrawElements (GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, indices); #endif //we are done with the shader if (display->upload_colorspace_conversion == GST_GL_DISPLAY_CONVERSION_GLSL) glUseProgramObjectARB (0); #ifndef OPENGL_ES2 glDisable (GL_TEXTURE_RECTANGLE_ARB); glMatrixMode (GL_PROJECTION); glPopMatrix (); glMatrixMode (GL_MODELVIEW); glPopMatrix (); glPopAttrib (); #else glViewport (viewport_dim[0], viewport_dim[1], viewport_dim[2], viewport_dim[3]); #endif glBindFramebufferEXT (GL_FRAMEBUFFER_EXT, 0); gst_gl_display_check_framebuffer_status (); } /* called by gst_gl_display_thread_do_download (in the gl thread) */ void gst_gl_display_thread_do_download_draw_rgb (GstGLDisplay * display) { GstVideoFormat video_format = display->download_video_format; gpointer data = display->download_data; #ifndef OPENGL_ES2 glEnable (GL_TEXTURE_RECTANGLE_ARB); glBindTexture (GL_TEXTURE_RECTANGLE_ARB, display->ouput_texture); #else gint width = display->ouput_texture_width; gint height = display->ouput_texture_height; const GLfloat vVertices[] = { 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 1.0f }; GLushort indices[] = { 0, 1, 2, 0, 2, 3 }; glViewport (0, 0, width, height); glClearColor (0.0, 0.0, 0.0, 0.0); glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); gst_gl_shader_use (display->shader_download_RGB); glVertexAttribPointer (display->shader_download_attr_position_loc, 3, GL_FLOAT, GL_FALSE, 5 * sizeof (GLfloat), vVertices); glVertexAttribPointer (display->shader_download_attr_texture_loc, 2, GL_FLOAT, GL_FALSE, 5 * sizeof (GLfloat), &vVertices[3]); glEnableVertexAttribArray (display->shader_download_attr_position_loc); glEnableVertexAttribArray (display->shader_download_attr_texture_loc); glActiveTextureARB (GL_TEXTURE0_ARB); gst_gl_shader_set_uniform_1i (display->shader_download_RGB, "s_texture", 0); glBindTexture (GL_TEXTURE_RECTANGLE_ARB, display->ouput_texture); glDrawElements (GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, indices); glUseProgramObjectARB (0); glDisable (GL_TEXTURE_RECTANGLE_ARB); glReadBuffer (GL_BACK); #endif switch (video_format) { case GST_VIDEO_FORMAT_RGBA: case GST_VIDEO_FORMAT_RGBx: case GST_VIDEO_FORMAT_xRGB: case GST_VIDEO_FORMAT_ARGB: #ifndef OPENGL_ES2 glGetTexImage (GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA, GL_UNSIGNED_BYTE, data); #else glReadPixels (0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, data); #endif break; case GST_VIDEO_FORMAT_BGRx: case GST_VIDEO_FORMAT_BGRA: case GST_VIDEO_FORMAT_xBGR: case GST_VIDEO_FORMAT_ABGR: #ifndef OPENGL_ES2 glGetTexImage (GL_TEXTURE_RECTANGLE_ARB, 0, GL_BGRA, GL_UNSIGNED_BYTE, data); #endif break; case GST_VIDEO_FORMAT_RGB: #ifndef OPENGL_ES2 glGetTexImage (GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGB, GL_UNSIGNED_BYTE, data); #else glReadPixels (0, 0, width, height, GL_RGB, GL_UNSIGNED_BYTE, data); #endif break; case GST_VIDEO_FORMAT_BGR: #ifndef OPENGL_ES2 glGetTexImage (GL_TEXTURE_RECTANGLE_ARB, 0, GL_BGR, GL_UNSIGNED_BYTE, data); #endif break; default: g_assert_not_reached (); } } /* called by gst_gl_display_thread_do_download (in the gl thread) */ void gst_gl_display_thread_do_download_draw_yuv (GstGLDisplay * display) { gint width = display->download_width; gint height = display->download_height; GstVideoFormat video_format = display->download_video_format; gpointer data = display->download_data; #ifdef OPENGL_ES2 GLint viewport_dim[4]; const GLfloat vVertices[] = { 1.0f, -1.0f, 0.0f, 1.0f, 0.0f, -1.0f, -1.0f, 0.0f, 0.0f, .0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 1.0f }; GLushort indices[] = { 0, 1, 2, 0, 2, 3 }; #endif glBindFramebufferEXT (GL_FRAMEBUFFER_EXT, display->download_fbo); #ifndef OPENGL_ES2 glPushAttrib (GL_VIEWPORT_BIT); glMatrixMode (GL_PROJECTION); glPushMatrix (); glLoadIdentity (); gluOrtho2D (0.0, width, 0.0, height); glMatrixMode (GL_MODELVIEW); glPushMatrix (); glLoadIdentity (); #else // OPENGL_ES2 glGetIntegerv (GL_VIEWPORT, viewport_dim); #endif glViewport (0, 0, width, height); switch (video_format) { case GST_VIDEO_FORMAT_YUY2: case GST_VIDEO_FORMAT_UYVY: { GstGLShader *shader_download_YUY2_UYVY = NULL; switch (video_format) { case GST_VIDEO_FORMAT_YUY2: shader_download_YUY2_UYVY = display->shader_download_YUY2; break; case GST_VIDEO_FORMAT_UYVY: shader_download_YUY2_UYVY = display->shader_download_UYVY; break; default: g_assert_not_reached (); } #ifndef OPENGL_ES2 glDrawBuffer (GL_COLOR_ATTACHMENT0_EXT); #endif glClearColor (0.0, 0.0, 0.0, 0.0); glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); gst_gl_shader_use (shader_download_YUY2_UYVY); #ifndef OPENGL_ES2 glMatrixMode (GL_PROJECTION); glLoadIdentity (); #else glVertexAttribPointer (display->shader_download_attr_position_loc, 3, GL_FLOAT, GL_FALSE, 5 * sizeof (GLfloat), vVertices); glVertexAttribPointer (display->shader_download_attr_texture_loc, 2, GL_FLOAT, GL_FALSE, 5 * sizeof (GLfloat), &vVertices[3]); glEnableVertexAttribArray (display->shader_download_attr_position_loc); glEnableVertexAttribArray (display->shader_download_attr_texture_loc); #endif glActiveTextureARB (GL_TEXTURE0_ARB); gst_gl_shader_set_uniform_1i (shader_download_YUY2_UYVY, "tex", 0); glBindTexture (GL_TEXTURE_RECTANGLE_ARB, display->ouput_texture); } break; case GST_VIDEO_FORMAT_I420: case GST_VIDEO_FORMAT_YV12: { #ifndef OPENGL_ES2 glDrawBuffers (3, display->multipleRT); #endif glClearColor (0.0, 0.0, 0.0, 0.0); glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); gst_gl_shader_use (display->shader_download_I420_YV12); #ifndef OPENGL_ES2 glMatrixMode (GL_PROJECTION); glLoadIdentity (); #endif glActiveTextureARB (GL_TEXTURE0_ARB); 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; case GST_VIDEO_FORMAT_AYUV: { #ifndef OPENGL_ES2 glDrawBuffer (GL_COLOR_ATTACHMENT0_EXT); #endif glClearColor (0.0, 0.0, 0.0, 0.0); glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); gst_gl_shader_use (display->shader_download_AYUV); #ifndef OPENGL_ES2 glMatrixMode (GL_PROJECTION); glLoadIdentity (); #else glVertexAttribPointer (display->shader_download_attr_position_loc, 3, GL_FLOAT, GL_FALSE, 5 * sizeof (GLfloat), vVertices); glVertexAttribPointer (display->shader_download_attr_texture_loc, 2, GL_FLOAT, GL_FALSE, 5 * sizeof (GLfloat), &vVertices[3]); glEnableVertexAttribArray (display->shader_download_attr_position_loc); glEnableVertexAttribArray (display->shader_download_attr_texture_loc); #endif glActiveTextureARB (GL_TEXTURE0_ARB); gst_gl_shader_set_uniform_1i (display->shader_download_AYUV, "tex", 0); glBindTexture (GL_TEXTURE_RECTANGLE_ARB, display->ouput_texture); } break; default: g_assert_not_reached (); } //end switch display->currentVideo_format #ifndef OPENGL_ES2 glBegin (GL_QUADS); glTexCoord2i (0, 0); glVertex2f (-1.0f, -1.0f); glTexCoord2i (width, 0); glVertex2f (1.0f, -1.0f); glTexCoord2i (width, height); glVertex2f (1.0f, 1.0f); glTexCoord2i (0, height); glVertex2f (-1.0f, 1.0f); glEnd (); glDrawBuffer (GL_NONE); #else //OPENGL_ES2 glDrawElements (GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, indices); #endif //dot not check if GLSL is available //because download yuv is not available //without GLSL (whereas rgb is) glUseProgramObjectARB (0); glDisable (GL_TEXTURE_RECTANGLE_ARB); #ifndef OPENGL_ES2 glMatrixMode (GL_PROJECTION); glPopMatrix (); glMatrixMode (GL_MODELVIEW); glPopMatrix (); glPopAttrib (); #else glViewport (viewport_dim[0], viewport_dim[1], viewport_dim[2], viewport_dim[3]); #endif glBindFramebufferEXT (GL_FRAMEBUFFER_EXT, 0); gst_gl_display_check_framebuffer_status (); glBindFramebufferEXT (GL_FRAMEBUFFER_EXT, display->download_fbo); glReadBuffer (GL_COLOR_ATTACHMENT0_EXT); switch (video_format) { case GST_VIDEO_FORMAT_AYUV: case GST_VIDEO_FORMAT_xRGB: glReadPixels (0, 0, width, height, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8, data); break; case GST_VIDEO_FORMAT_YUY2: case GST_VIDEO_FORMAT_UYVY: glReadPixels (0, 0, GST_ROUND_UP_2 (width) / 2, height, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data); break; case GST_VIDEO_FORMAT_I420: case GST_VIDEO_FORMAT_YV12: { glReadPixels (0, 0, width, height, GL_LUMINANCE, GL_UNSIGNED_BYTE, data); glReadBuffer (GL_COLOR_ATTACHMENT1_EXT); glReadPixels (0, 0, GST_ROUND_UP_2 (width) / 2, GST_ROUND_UP_2 (height) / 2, GL_LUMINANCE, GL_UNSIGNED_BYTE, (guint8 *) data + gst_video_format_get_component_offset (video_format, 1, width, height)); glReadBuffer (GL_COLOR_ATTACHMENT2_EXT); glReadPixels (0, 0, GST_ROUND_UP_2 (width) / 2, GST_ROUND_UP_2 (height) / 2, GL_LUMINANCE, GL_UNSIGNED_BYTE, (guint8 *) data + gst_video_format_get_component_offset (video_format, 2, width, height)); } break; default: g_assert_not_reached (); } glReadBuffer (GL_NONE); glBindFramebufferEXT (GL_FRAMEBUFFER_EXT, 0); gst_gl_display_check_framebuffer_status (); }