/* * GStreamer * Copyright (C) 2015 Matthew Waters * * 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., 51 Franklin St, Fifth Floor, * Boston, MA 02110-1301, USA. */ #ifdef HAVE_CONFIG_H #include "config.h" #endif #include "gstglshaderstrings.h" #define MEDIUMP_PRECISION \ "#ifdef GL_ES\n" \ "precision mediump float;\n" \ "#endif\n" #define HIGHP_PRECISION \ "#ifdef GL_ES\n" \ "precision highp float;\n" \ "#endif\n" /* *INDENT-OFF* */ const gchar *gst_gl_shader_string_fragment_mediump_precision = MEDIUMP_PRECISION; const gchar *gst_gl_shader_string_fragment_highp_precision = HIGHP_PRECISION; const gchar *gst_gl_shader_string_vertex_default = "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"; const gchar *gst_gl_shader_string_vertex_mat4_texture_transform = "uniform mat4 u_transformation;\n" "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 = (u_transformation * vec4(a_texcoord, 0, 1)).xy;\n" "}\n"; const gchar *gst_gl_shader_string_vertex_mat4_vertex_transform = "uniform mat4 u_transformation;\n" "attribute vec4 a_position;\n" "attribute vec2 a_texcoord;\n" "varying vec2 v_texcoord;\n" "void main()\n" "{\n" " gl_Position = u_transformation * a_position;\n" " v_texcoord = a_texcoord;\n" "}\n"; #define DEFAULT_FRAGMENT_BODY \ "varying vec2 v_texcoord;\n" \ "uniform sampler2D tex;\n" \ "void main()\n" \ "{\n" \ " gl_FragColor = texture2D(tex, v_texcoord);\n" \ "}" #ifndef GST_REMOVE_DEPRECATED const gchar *gst_gl_shader_string_fragment_default = MEDIUMP_PRECISION DEFAULT_FRAGMENT_BODY; #endif #define EXTERNAL_FRAGMENT_HEADER \ "#extension GL_OES_EGL_image_external : require\n" #define EXTERNAL_FRAGMENT_BODY \ "varying vec2 v_texcoord;\n" \ "uniform samplerExternalOES tex;\n" \ "void main()\n" \ "{\n" \ " gl_FragColor = texture2D(tex, v_texcoord);\n" \ "}" #ifndef GST_REMOVE_DEPRECATED const gchar *gst_gl_shader_string_fragment_external_oes_default = EXTERNAL_FRAGMENT_HEADER MEDIUMP_PRECISION EXTERNAL_FRAGMENT_BODY; #endif /* *INDENT-ON* */ /** * gst_gl_shader_string_get_highest_precision: * @context: a #GstGLContext * @version: a #GstGLSLVersion * @profile: a #GstGLSLProfile * * Generates a shader string that defines the precision of float types in * GLSL shaders. This is particularly needed for fragment shaders in a * GLSL ES context where there is no default precision specified. * * Practically, this will return the string 'precision mediump float' * or 'precision highp float' depending on if high precision floats are * determined to be supported. * * Returns: a shader string defining the precision of float types based on * @context, @version and @profile * * Since: 1.16 */ const gchar * gst_gl_shader_string_get_highest_precision (GstGLContext * context, GstGLSLVersion version, GstGLSLProfile profile) { if (gst_gl_context_supports_precision (context, version, profile)) { if (gst_gl_context_supports_precision_highp (context, version, profile)) return gst_gl_shader_string_fragment_highp_precision; else return gst_gl_shader_string_fragment_mediump_precision; } return ""; } /** * gst_gl_shader_string_fragment_get_default: * @context: a #GstGLContext * @version: a #GstGLSLVersion * @profile: a #GstGLSLProfile * * Returns: a passthrough shader string for copying an input texture to * the output * * Since: 1.16 */ gchar * gst_gl_shader_string_fragment_get_default (GstGLContext * context, GstGLSLVersion version, GstGLSLProfile profile) { const gchar *precision = gst_gl_shader_string_get_highest_precision (context, version, profile); return g_strdup_printf ("%s%s", precision, DEFAULT_FRAGMENT_BODY); } /** * gst_gl_shader_string_fragment_external_oes_get_default: * @context: a #GstGLContext * @version: a #GstGLSLVersion * @profile: a #GstGLSLProfile * * Returns: a passthrough shader string for copying an input external-oes * texture to the output * * Since: 1.16 */ gchar * gst_gl_shader_string_fragment_external_oes_get_default (GstGLContext * context, GstGLSLVersion version, GstGLSLProfile profile) { const gchar *precision = gst_gl_shader_string_get_highest_precision (context, version, profile); return g_strdup_printf ("%s%s%s", EXTERNAL_FRAGMENT_HEADER, precision, EXTERNAL_FRAGMENT_BODY); }