gstreamer/gst-libs/gst/gl/gstglupload.c
2017-12-09 19:31:34 +00:00

1739 lines
50 KiB
C

/*
* GStreamer
* Copyright (C) 2012 Matthew Waters <ystree00@gmail.com>
*
* 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 <stdio.h>
#include "gl.h"
#include "gstglupload.h"
/**
* SECTION:gstglupload
* @short_description: an object that uploads to GL textures
* @see_also: #GstGLDownload, #GstGLMemory
*
* #GstGLUpload is an object that uploads data from system memory into GL textures.
*
* A #GstGLUpload can be created with gst_gl_upload_new()
*/
#define USING_OPENGL(context) (gst_gl_context_get_gl_api (context) & GST_GL_API_OPENGL)
#define USING_OPENGL3(context) (gst_gl_context_get_gl_api (context) & GST_GL_API_OPENGL3)
#define USING_GLES(context) (gst_gl_context_get_gl_api (context) & GST_GL_API_GLES)
#define USING_GLES2(context) (gst_gl_context_get_gl_api (context) & GST_GL_API_GLES2)
#define USING_GLES3(context) (gst_gl_context_get_gl_api (context) & GST_GL_API_GLES3)
static void _do_upload (GstGLContext * context, GstGLUpload * upload);
static gboolean _do_upload_fill (GstGLContext * context, GstGLUpload * upload);
static gboolean _do_upload_make (GstGLContext * context, GstGLUpload * upload);
static void _init_upload (GstGLContext * context, GstGLUpload * upload);
static gboolean _init_upload_fbo (GstGLContext * context, GstGLUpload * upload);
static gboolean _gst_gl_upload_perform_with_data_unlocked (GstGLUpload * upload,
GLuint texture_id, gpointer data[GST_VIDEO_MAX_PLANES]);
static void _do_upload_with_meta (GstGLContext * context, GstGLUpload * upload);
#if GST_GL_HAVE_OPENGL
static gboolean _do_upload_draw_opengl (GstGLContext * context,
GstGLUpload * upload);
#endif
#if GST_GL_HAVE_GLES2
static gboolean _do_upload_draw_gles2 (GstGLContext * context,
GstGLUpload * upload);
#endif
/* *INDENT-OFF* */
/* BT. 601 standard with the following ranges:
* Y = [16..235] (of 255)
* Cb/Cr = [16..240] (of 255)
*/
#define YUV_TO_RGB_COEFFICIENTS \
"const vec3 offset = vec3(-0.0625, -0.5, -0.5);\n" \
"const vec3 rcoeff = vec3(1.164, 0.000, 1.596);\n" \
"const vec3 gcoeff = vec3(1.164,-0.391,-0.813);\n" \
"const vec3 bcoeff = vec3(1.164, 2.018, 0.000);\n"
/** GRAY16 to RGB conversion
* data transfered as GL_LUMINANCE_ALPHA then convert back to GRAY16
* high byte weight as : 255*256/65535
* ([0~1] denormalize to [0~255],shift to high byte,normalize to [0~1])
* low byte weight as : 255/65535 (similar)
* */
#define COMPOSE_WEIGHT \
"const vec2 compose_weight = vec2(0.996109, 0.003891);\n"
#if GST_GL_HAVE_OPENGL
static const char *frag_AYUV_opengl = {
"uniform sampler2D tex;\n"
"uniform vec2 tex_scale0;\n"
"uniform vec2 tex_scale1;\n"
"uniform vec2 tex_scale2;\n"
YUV_TO_RGB_COEFFICIENTS
"void main(void) {\n"
" float r,g,b;\n"
" vec3 yuv;\n"
" yuv = texture2D(tex, gl_TexCoord[0].xy * tex_scale0).gba;\n"
" yuv += offset;\n"
" r = dot(yuv, rcoeff);\n"
" g = dot(yuv, gcoeff);\n"
" b = dot(yuv, bcoeff);\n"
" gl_FragColor=vec4(r,g,b,1.0);\n"
"}"
};
/** YUV to RGB conversion */
static const char *frag_PLANAR_YUV_opengl = {
"uniform sampler2D Ytex,Utex,Vtex;\n"
"uniform vec2 tex_scale0;\n"
"uniform vec2 tex_scale1;\n"
"uniform vec2 tex_scale2;\n"
YUV_TO_RGB_COEFFICIENTS
"void main(void) {\n"
" float r,g,b;\n"
" vec3 yuv;\n"
" yuv.x=texture2D(Ytex, gl_TexCoord[0].xy * tex_scale0).r;\n"
" yuv.y=texture2D(Utex, gl_TexCoord[0].xy * tex_scale1).r;\n"
" yuv.z=texture2D(Vtex, gl_TexCoord[0].xy * tex_scale2).r;\n"
" yuv += offset;\n"
" r = dot(yuv, rcoeff);\n"
" g = dot(yuv, gcoeff);\n"
" b = dot(yuv, bcoeff);\n"
" gl_FragColor=vec4(r,g,b,1.0);\n"
"}"
};
/** NV12/NV21 to RGB conversion */
static const char *frag_NV12_NV21_opengl = {
"uniform sampler2D Ytex,UVtex;\n"
"uniform vec2 tex_scale0;\n"
"uniform vec2 tex_scale1;\n"
"uniform vec2 tex_scale2;\n"
YUV_TO_RGB_COEFFICIENTS
"void main(void) {\n\n"
" float r,g,b;\n"
" vec3 yuv;\n"
" yuv.x = texture2D(Ytex, gl_TexCoord[0].xy * tex_scale0).r;\n"
" yuv.yz = texture2D(UVtex, gl_TexCoord[0].xy * tex_scale1).%c%c;\n"
" yuv += offset;\n"
" r = dot(yuv, rcoeff);\n"
" g = dot(yuv, gcoeff);\n"
" b = dot(yuv, bcoeff);\n"
" gl_FragColor=vec4(r,g,b,1.0);\n"
"}"
};
/* Channel reordering for XYZ <-> ZYX conversion */
static const char *frag_REORDER_opengl = {
"uniform sampler2D tex;\n"
"uniform vec2 tex_scale0;\n"
"uniform vec2 tex_scale1;\n"
"uniform vec2 tex_scale2;\n"
"void main(void)\n"
"{\n"
" vec4 t = texture2D(tex, gl_TexCoord[0].xy);\n"
" gl_FragColor = vec4(t.%c, t.%c, t.%c, 1.0);\n"
"}"
};
/* Compose LUMINANCE/ALPHA as 8bit-8bit value */
static const char *frag_COMPOSE_opengl = {
"uniform sampler2D tex;\n"
"uniform vec2 tex_scale0;\n"
"uniform vec2 tex_scale1;\n"
"uniform vec2 tex_scale2;\n"
COMPOSE_WEIGHT
"void main(void)\n"
"{\n"
" vec4 t = texture2D(tex, gl_TexCoord[0].xy);\n"
" float value = dot(t.%c%c, compose_weight);"
" gl_FragColor = vec4(value, value, value, 1.0);\n"
"}"
};
/* Direct fragments copy with stride-scaling */
static const char *frag_COPY_opengl = {
"uniform sampler2D tex;\n"
"uniform vec2 tex_scale0;\n"
"uniform vec2 tex_scale1;\n"
"uniform vec2 tex_scale2;\n"
"void main(void)\n"
"{\n"
" vec4 t = texture2D(tex, gl_TexCoord[0].xy);\n"
" gl_FragColor = vec4(t.rgb, 1.0);\n"
"}\n"
};
/* YUY2:r,g,a
UYVY:a,b,r */
static const gchar *frag_YUY2_UYVY_opengl =
"uniform sampler2D Ytex, UVtex;\n"
"uniform vec2 tex_scale0;\n"
"uniform vec2 tex_scale1;\n"
"uniform vec2 tex_scale2;\n"
YUV_TO_RGB_COEFFICIENTS
"void main(void) {\n"
" float fx, fy, y, u, v, r, g, b;\n"
" vec3 yuv;\n"
" yuv.x = texture2D(Ytex, gl_TexCoord[0].xy * tex_scale0).%c;\n"
" yuv.yz = texture2D(UVtex, gl_TexCoord[0].xy * tex_scale1).%c%c;\n"
" yuv += offset;\n"
" r = dot(yuv, rcoeff);\n"
" g = dot(yuv, gcoeff);\n"
" b = dot(yuv, bcoeff);\n"
" gl_FragColor = vec4(r, g, b, 1.0);\n"
"}\n";
#define text_vertex_shader_opengl NULL
#endif
#if GST_GL_HAVE_GLES2
/* Channel reordering for XYZ <-> ZYX conversion */
static const char *frag_REORDER_gles2 = {
"precision mediump float;\n"
"varying vec2 v_texcoord;\n"
"uniform sampler2D tex;\n"
"uniform vec2 tex_scale0;\n"
"uniform vec2 tex_scale1;\n"
"uniform vec2 tex_scale2;\n"
"void main(void)\n"
"{\n"
" vec4 t = texture2D(tex, v_texcoord * tex_scale0);\n"
" gl_FragColor = vec4(t.%c, t.%c, t.%c, 1.0);\n"
"}"
};
/** GRAY16 to RGB conversion
* data transfered as GL_LUMINANCE_ALPHA then convert back to GRAY16
* high byte weight as : 255*256/65535
* ([0~1] denormalize to [0~255],shift to high byte,normalize to [0~1])
* low byte weight as : 255/65535 (similar)
* */
static const char *frag_COMPOSE_gles2 = {
"precision mediump float;\n"
"varying vec2 v_texcoord;\n"
"uniform sampler2D tex;\n"
"uniform vec2 tex_scale0;\n"
"uniform vec2 tex_scale1;\n"
"uniform vec2 tex_scale2;\n"
COMPOSE_WEIGHT
"void main(void)\n"
"{\n"
" vec4 t = texture2D(tex, v_texcoord * tex_scale0);\n"
" float value = dot(t.%c%c, compose_weight);"
" gl_FragColor = vec4(value, value, value, 1.0);\n"
"}"
};
static const char *frag_AYUV_gles2 = {
"precision mediump float;\n"
"varying vec2 v_texcoord;\n"
"uniform sampler2D tex;\n"
"uniform vec2 tex_scale0;\n"
"uniform vec2 tex_scale1;\n"
"uniform vec2 tex_scale2;\n"
YUV_TO_RGB_COEFFICIENTS
"void main(void) {\n"
" float r,g,b;\n"
" vec3 yuv;\n"
" yuv = texture2D(tex,v_texcoord * tex_scale0).gba;\n"
" yuv += offset;\n"
" r = dot(yuv, rcoeff);\n"
" g = dot(yuv, gcoeff);\n"
" b = dot(yuv, bcoeff);\n"
" gl_FragColor=vec4(r,g,b,1.0);\n"
"}"
};
/** YUV to RGB conversion */
static const char *frag_PLANAR_YUV_gles2 = {
"precision mediump float;\n"
"varying vec2 v_texcoord;\n"
"uniform sampler2D Ytex,Utex,Vtex;\n"
"uniform vec2 tex_scale0;\n"
"uniform vec2 tex_scale1;\n"
"uniform vec2 tex_scale2;\n"
YUV_TO_RGB_COEFFICIENTS
"void main(void) {\n"
" float r,g,b;\n"
" vec3 yuv;\n"
" yuv.x=texture2D(Ytex,v_texcoord * tex_scale0).r;\n"
" yuv.y=texture2D(Utex,v_texcoord).r;\n"
" yuv.z=texture2D(Vtex,v_texcoord).r;\n"
" yuv += offset;\n"
" r = dot(yuv, rcoeff);\n"
" g = dot(yuv, gcoeff);\n"
" b = dot(yuv, bcoeff);\n"
" gl_FragColor=vec4(r,g,b,1.0);\n"
"}"
};
/** NV12/NV21 to RGB conversion */
static const char *frag_NV12_NV21_gles2 = {
"precision mediump float;\n"
"varying vec2 v_texcoord;\n"
"uniform sampler2D Ytex,UVtex;\n"
"uniform vec2 tex_scale0;\n"
"uniform vec2 tex_scale1;\n"
"uniform vec2 tex_scale2;\n"
YUV_TO_RGB_COEFFICIENTS
"void main(void) {\n"
" float r,g,b;\n"
" vec3 yuv;\n"
" yuv.x=texture2D(Ytex, v_texcoord * tex_scale0).r;\n"
" yuv.yz=texture2D(UVtex, v_texcoord * tex_scale1).%c%c;\n"
" yuv += offset;\n"
" r = dot(yuv, rcoeff);\n"
" g = dot(yuv, gcoeff);\n"
" b = dot(yuv, bcoeff);\n"
" gl_FragColor=vec4(r,g,b,1.0);\n"
"}"
};
/* Direct fragments copy with stride-scaling */
static const char *frag_COPY_gles2 = {
"precision mediump float;\n"
"varying vec2 v_texcoord;\n"
"uniform sampler2D tex;\n"
"uniform vec2 tex_scale0;\n"
"uniform vec2 tex_scale1;\n"
"uniform vec2 tex_scale2;\n"
"void main(void)\n"
"{\n"
" vec4 t = texture2D(tex, v_texcoord * tex_scale0);\n"
" gl_FragColor = vec4(t.rgb, 1.0);\n"
"}"
};
/* YUY2:r,g,a
UYVY:a,b,r */
static const gchar *frag_YUY2_UYVY_gles2 =
"precision mediump float;\n"
"varying vec2 v_texcoord;\n"
"uniform sampler2D Ytex, UVtex;\n"
"uniform vec2 tex_scale0;\n"
"uniform vec2 tex_scale1;\n"
"uniform vec2 tex_scale2;\n"
YUV_TO_RGB_COEFFICIENTS
"void main(void) {\n"
" vec3 yuv;\n"
" float fx, fy, y, u, v, r, g, b;\n"
" fx = v_texcoord.x;\n"
" fy = v_texcoord.y;\n"
" yuv.x = texture2D(Ytex,v_texcoord * tex_scale0).%c;\n"
" yuv.yz = texture2D(UVtex,v_texcoord * tex_scale1).%c%c;\n"
" yuv+=offset;\n"
" r = dot(yuv, rcoeff);\n"
" g = dot(yuv, gcoeff);\n"
" b = dot(yuv, bcoeff);\n"
" gl_FragColor = vec4(r, g, b, 1.0);\n"
"}\n";
static const gchar *text_vertex_shader_gles2 =
"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";
#endif
/* *INDENT-ON* */
struct TexData
{
guint internal_format, format, type, width, height;
gfloat tex_scaling[2];
const gchar *shader_name;
guint unpack_length;
};
struct _GstGLUploadPrivate
{
int n_textures;
gboolean result;
const gchar *YUY2_UYVY;
const gchar *PLANAR_YUV;
const gchar *AYUV;
const gchar *NV12_NV21;
const gchar *REORDER;
const gchar *COPY;
const gchar *COMPOSE;
const gchar *vert_shader;
gboolean (*draw) (GstGLContext * context, GstGLUpload * download);
struct TexData texture_info[GST_VIDEO_MAX_PLANES];
GstBuffer *buffer;
GstVideoFrame frame;
GstVideoGLTextureUploadMeta *meta;
guint tex_id;
gboolean mapped;
};
GST_DEBUG_CATEGORY_STATIC (gst_gl_upload_debug);
#define GST_CAT_DEFAULT gst_gl_upload_debug
#define DEBUG_INIT \
GST_DEBUG_CATEGORY_INIT (gst_gl_upload_debug, "glupload", 0, "upload");
G_DEFINE_TYPE_WITH_CODE (GstGLUpload, gst_gl_upload, G_TYPE_OBJECT, DEBUG_INIT);
static void gst_gl_upload_finalize (GObject * object);
#define GST_GL_UPLOAD_GET_PRIVATE(obj) (G_TYPE_INSTANCE_GET_PRIVATE ((obj), \
GST_TYPE_GL_UPLOAD, GstGLUploadPrivate))
static void
gst_gl_upload_class_init (GstGLUploadClass * klass)
{
g_type_class_add_private (klass, sizeof (GstGLUploadPrivate));
G_OBJECT_CLASS (klass)->finalize = gst_gl_upload_finalize;
}
static void
gst_gl_upload_init (GstGLUpload * upload)
{
upload->priv = GST_GL_UPLOAD_GET_PRIVATE (upload);
upload->context = NULL;
g_mutex_init (&upload->lock);
upload->fbo = 0;
upload->depth_buffer = 0;
upload->out_texture = 0;
upload->shader = NULL;
upload->shader_attr_position_loc = 0;
upload->shader_attr_texture_loc = 0;
}
/**
* gst_gl_upload_new:
* @context: a #GstGLContext
*
* Returns: a new #GstGLUpload object
*/
GstGLUpload *
gst_gl_upload_new (GstGLContext * context)
{
GstGLUpload *upload;
GstGLUploadPrivate *priv;
upload = g_object_new (GST_TYPE_GL_UPLOAD, NULL);
upload->context = gst_object_ref (context);
priv = upload->priv;
#if GST_GL_HAVE_OPENGL
if (USING_OPENGL (context)) {
priv->YUY2_UYVY = frag_YUY2_UYVY_opengl;
priv->PLANAR_YUV = frag_PLANAR_YUV_opengl;
priv->AYUV = frag_AYUV_opengl;
priv->REORDER = frag_REORDER_opengl;
priv->COMPOSE = frag_COMPOSE_opengl;
priv->COPY = frag_COPY_opengl;
priv->NV12_NV21 = frag_NV12_NV21_opengl;
priv->vert_shader = text_vertex_shader_opengl;
priv->draw = _do_upload_draw_opengl;
}
#endif
#if GST_GL_HAVE_GLES2
if (USING_GLES2 (context)) {
priv->YUY2_UYVY = frag_YUY2_UYVY_gles2;
priv->PLANAR_YUV = frag_PLANAR_YUV_gles2;
priv->AYUV = frag_AYUV_gles2;
priv->REORDER = frag_REORDER_gles2;
priv->COMPOSE = frag_COMPOSE_gles2;
priv->COPY = frag_COPY_gles2;
priv->NV12_NV21 = frag_NV12_NV21_gles2;
priv->vert_shader = text_vertex_shader_gles2;
priv->draw = _do_upload_draw_gles2;
}
#endif
return upload;
}
static void
gst_gl_upload_finalize (GObject * object)
{
GstGLUpload *upload;
guint i;
upload = GST_GL_UPLOAD (object);
for (i = 0; i < GST_VIDEO_MAX_PLANES; i++) {
if (upload->in_texture[i]) {
gst_gl_context_del_texture (upload->context, &upload->in_texture[i]);
upload->in_texture[i] = 0;
}
}
if (upload->out_texture) {
gst_gl_context_del_texture (upload->context, &upload->out_texture);
upload->out_texture = 0;
}
if (upload->priv->tex_id) {
gst_gl_context_del_texture (upload->context, &upload->priv->tex_id);
upload->priv->tex_id = 0;
}
if (upload->fbo || upload->depth_buffer) {
gst_gl_context_del_fbo (upload->context, upload->fbo, upload->depth_buffer);
upload->fbo = 0;
upload->depth_buffer = 0;
}
if (upload->shader) {
gst_object_unref (upload->shader);
upload->shader = NULL;
}
if (upload->context) {
gst_object_unref (upload->context);
upload->context = NULL;
}
g_mutex_clear (&upload->lock);
G_OBJECT_CLASS (gst_gl_upload_parent_class)->finalize (object);
}
static gboolean
_gst_gl_upload_init_format_unlocked (GstGLUpload * upload,
GstVideoInfo in_info, GstVideoInfo out_info)
{
g_return_val_if_fail (upload != NULL, FALSE);
g_return_val_if_fail (GST_VIDEO_INFO_FORMAT (&in_info) !=
GST_VIDEO_FORMAT_UNKNOWN, FALSE);
g_return_val_if_fail (GST_VIDEO_INFO_FORMAT (&in_info) !=
GST_VIDEO_FORMAT_ENCODED, FALSE);
if (upload->initted) {
return FALSE;
} else {
upload->initted = TRUE;
}
upload->in_info = in_info;
upload->out_info = out_info;
gst_gl_context_thread_add (upload->context,
(GstGLContextThreadFunc) _init_upload, upload);
return upload->priv->result;
}
/**
* gst_gl_upload_init_format:
* @upload: a #GstGLUpload
* @in_info: input #GstVideoInfo
* @out_info: output #GstVideoInfo
*
* Initializes @upload with the information required for upload.
*
* Returns: whether the initialization was successful
*/
gboolean
gst_gl_upload_init_format (GstGLUpload * upload, GstVideoInfo in_info,
GstVideoInfo out_info)
{
gboolean ret;
g_mutex_lock (&upload->lock);
ret = _gst_gl_upload_init_format_unlocked (upload, in_info, out_info);
g_mutex_unlock (&upload->lock);
return ret;
}
/**
* gst_gl_upload_perform_with_buffer:
* @upload: a #GstGLUpload
* @buffer: a #GstBuffer
* @tex_id: resulting texture
*
* Uploads @buffer to the texture given by @tex_id. @tex_id is valid
* until gst_gl_upload_release_buffer() is called.
*
* Returns: whether the upload was successful
*/
gboolean
gst_gl_upload_perform_with_buffer (GstGLUpload * upload, GstBuffer * buffer,
guint * tex_id)
{
GstMemory *mem;
GstVideoGLTextureUploadMeta *gl_tex_upload_meta;
g_return_val_if_fail (upload != NULL, FALSE);
g_return_val_if_fail (buffer != NULL, FALSE);
g_return_val_if_fail (tex_id != NULL, FALSE);
g_return_val_if_fail (gst_buffer_n_memory (buffer) > 0, FALSE);
/* GstGLMemory */
mem = gst_buffer_peek_memory (buffer, 0);
if (gst_is_gl_memory (mem)) {
GST_LOG_OBJECT (upload, "Attempting upload with GstGLMemory");
/* Assuming only one memory */
if (!gst_video_frame_map (&upload->priv->frame, &upload->in_info, buffer,
GST_MAP_READ | GST_MAP_GL)) {
GST_ERROR_OBJECT (upload, "Failed to map memory");
return FALSE;
}
*tex_id = *(guint *) upload->priv->frame.data[0];
upload->priv->mapped = TRUE;
return TRUE;
}
if (!upload->priv->tex_id)
gst_gl_context_gen_texture (upload->context, &upload->priv->tex_id,
GST_VIDEO_INFO_FORMAT (&upload->in_info),
GST_VIDEO_INFO_WIDTH (&upload->in_info),
GST_VIDEO_INFO_HEIGHT (&upload->in_info));
/* GstVideoGLTextureUploadMeta */
gl_tex_upload_meta = gst_buffer_get_video_gl_texture_upload_meta (buffer);
if (gl_tex_upload_meta) {
guint texture_ids[] = { 0, 0, 0, 0 };
GST_LOG_OBJECT (upload, "Attempting upload with "
"GstVideoGLTextureUploadMeta");
texture_ids[0] = upload->priv->tex_id;
if (!gst_gl_upload_perform_with_gl_texture_upload_meta (upload,
gl_tex_upload_meta, texture_ids)) {
GST_DEBUG_OBJECT (upload, "Upload with GstVideoGLTextureUploadMeta "
"failed");
} else {
upload->priv->mapped = FALSE;
*tex_id = upload->priv->tex_id;
return TRUE;
}
}
GST_LOG_OBJECT (upload, "Attempting upload with raw data");
/* GstVideoMeta map */
if (!gst_video_frame_map (&upload->priv->frame, &upload->in_info, buffer,
GST_MAP_READ)) {
GST_ERROR_OBJECT (upload, "Failed to map memory");
return FALSE;
}
if (!gst_gl_upload_perform_with_data (upload, upload->priv->tex_id,
upload->priv->frame.data)) {
return FALSE;
}
upload->priv->mapped = TRUE;
*tex_id = upload->priv->tex_id;
return TRUE;
}
void
gst_gl_upload_release_buffer (GstGLUpload * upload)
{
g_return_if_fail (upload != NULL);
if (upload->priv->mapped)
gst_video_frame_unmap (&upload->priv->frame);
}
static gboolean
_upload_memory_unlocked (GstGLUpload * upload, GstGLMemory * gl_mem,
guint tex_id)
{
gpointer data[GST_VIDEO_MAX_PLANES];
guint i;
gboolean ret;
for (i = 0; i < GST_VIDEO_INFO_N_PLANES (&upload->in_info); i++) {
data[i] = (guint8 *) gl_mem->data +
GST_VIDEO_INFO_PLANE_OFFSET (&upload->in_info, i);
}
ret = _gst_gl_upload_perform_with_data_unlocked (upload, tex_id, data);
if (ret && tex_id == gl_mem->tex_id)
GST_GL_MEMORY_FLAG_UNSET (gl_mem, GST_GL_MEMORY_FLAG_NEED_UPLOAD);
return ret;
}
/**
* gst_gl_upload_perform_with_memory:
* @upload: a #GstGLUpload
* @gl_mem: a #GstGLMemory
*
* Uploads the texture in @gl_mem
*
* Returns: whether the upload was successful
*/
gboolean
gst_gl_upload_perform_with_memory (GstGLUpload * upload, GstGLMemory * gl_mem)
{
gboolean ret;
g_return_val_if_fail (upload != NULL, FALSE);
if (!GST_GL_MEMORY_FLAG_IS_SET (gl_mem, GST_GL_MEMORY_FLAG_UPLOAD_INITTED)) {
gst_gl_upload_init_format (upload, gl_mem->v_info, gl_mem->v_info);
}
if (!GST_GL_MEMORY_FLAG_IS_SET (gl_mem, GST_GL_MEMORY_FLAG_NEED_UPLOAD))
return FALSE;
g_mutex_lock (&upload->lock);
ret = _upload_memory_unlocked (upload, gl_mem, gl_mem->tex_id);
g_mutex_unlock (&upload->lock);
return ret;
}
/*
* Uploads as a result of a call to gst_video_gl_texture_upload_meta_upload().
* i.e. provider of GstVideoGLTextureUploadMeta
*/
static gboolean
_do_upload_for_meta (GstGLUpload * upload, GstVideoGLTextureUploadMeta * meta)
{
GstVideoMeta *v_meta;
GstVideoInfo in_info, out_info;
GstVideoFrame frame;
GstMemory *mem;
gboolean ret;
g_return_val_if_fail (upload != NULL, FALSE);
g_return_val_if_fail (meta != NULL, FALSE);
v_meta = gst_buffer_get_video_meta (upload->priv->buffer);
if (!upload->initted) {
GstVideoFormat v_format;
guint width, height;
if (v_meta == NULL)
return FALSE;
v_format = v_meta->format;
width = v_meta->width;
height = v_meta->height;
gst_video_info_set_format (&in_info, v_format, width, height);
gst_video_info_set_format (&out_info, GST_VIDEO_FORMAT_RGBA, width, height);
if (!_gst_gl_upload_init_format_unlocked (upload, in_info, out_info))
return FALSE;
}
/* GstGLMemory */
mem = gst_buffer_peek_memory (upload->priv->buffer, 0);
if (gst_is_gl_memory (mem)) {
if (GST_GL_MEMORY_FLAG_IS_SET (mem, GST_GL_MEMORY_FLAG_NEED_UPLOAD)) {
ret = _upload_memory_unlocked (upload, (GstGLMemory *) mem,
upload->out_texture);
} else {
ret = gst_gl_memory_copy_into_texture ((GstGLMemory *) mem,
upload->out_texture);
}
if (ret)
return TRUE;
}
if (v_meta == NULL)
return FALSE;
gst_video_info_set_format (&in_info, v_meta->format, v_meta->width,
v_meta->height);
if (!gst_video_frame_map (&frame, &in_info, upload->priv->buffer,
GST_MAP_READ)) {
GST_ERROR ("failed to map video frame");
return FALSE;
}
ret = _gst_gl_upload_perform_with_data_unlocked (upload, upload->out_texture,
frame.data);
gst_video_frame_unmap (&frame);
if (ret)
return TRUE;
return ret;
}
/*
* Uploads using gst_video_gl_texture_upload_meta_upload().
* i.e. consumer of GstVideoGLTextureUploadMeta
*/
static void
_do_upload_with_meta (GstGLContext * context, GstGLUpload * upload)
{
guint texture_ids[] = { upload->priv->tex_id, 0, 0, 0 };
if (!gst_video_gl_texture_upload_meta_upload (upload->priv->meta,
texture_ids))
goto error;
upload->priv->result = TRUE;
return;
error:
upload->priv->result = FALSE;
}
/**
* gst_gl_upload_perform_with_gl_texture_upload_meta:
* @upload: a #GstGLUpload
* @meta: a #GstVideoGLTextureUploadMeta
* @texture_id: resulting GL textures to place the data into.
*
* Uploads @meta into @texture_id.
*
* Returns: whether the upload was successful
*/
gboolean
gst_gl_upload_perform_with_gl_texture_upload_meta (GstGLUpload * upload,
GstVideoGLTextureUploadMeta * meta, guint texture_id[4])
{
gboolean ret;
g_return_val_if_fail (upload != NULL, FALSE);
g_return_val_if_fail (meta != NULL, FALSE);
if (meta->texture_orientation !=
GST_VIDEO_GL_TEXTURE_ORIENTATION_X_NORMAL_Y_NORMAL)
GST_FIXME_OBJECT (upload, "only x-normal,y-normal textures supported, "
"the images will not appear the right way up");
if (meta->texture_type[0] != GST_VIDEO_GL_TEXTURE_TYPE_RGBA) {
GST_FIXME_OBJECT (upload, "only single rgba texture supported");
return FALSE;
}
g_mutex_lock (&upload->lock);
upload->priv->meta = meta;
upload->priv->tex_id = texture_id[0];
GST_LOG ("Uploading with GLTextureUploadMeta with textures %i,%i,%i,%i",
texture_id[0], texture_id[1], texture_id[2], texture_id[3]);
gst_gl_context_thread_add (upload->context,
(GstGLContextThreadFunc) _do_upload_with_meta, upload);
ret = upload->priv->result;
g_mutex_unlock (&upload->lock);
return ret;
}
static gboolean
_gst_gl_upload_perform_for_gl_texture_upload_meta (GstVideoGLTextureUploadMeta *
meta, guint texture_id[4])
{
GstGLUpload *upload;
gboolean ret;
g_return_val_if_fail (meta != NULL, FALSE);
g_return_val_if_fail (texture_id != NULL, FALSE);
upload = meta->user_data;
g_mutex_lock (&upload->lock);
upload->out_texture = texture_id[0];
GST_LOG ("Uploading for meta with textures %i,%i,%i,%i", texture_id[0],
texture_id[1], texture_id[2], texture_id[3]);
ret = _do_upload_for_meta (upload, meta);
g_mutex_unlock (&upload->lock);
return ret;
}
/**
* gst_gl_upload_add_video_gl_texture_upload_meta:
* @upload: a #GstGLUpload
* @buffer: a #GstBuffer
*
* Adds a #GstVideoGLTextureUploadMeta on @buffer using @upload
*
* Returns: whether it was successful
*/
gboolean
gst_gl_upload_add_video_gl_texture_upload_meta (GstGLUpload * upload,
GstBuffer * buffer)
{
GstVideoGLTextureType texture_types[] =
{ GST_VIDEO_GL_TEXTURE_TYPE_RGBA, 0, 0, 0 };
g_return_val_if_fail (upload != NULL, FALSE);
g_return_val_if_fail (buffer != NULL, FALSE);
g_return_val_if_fail (gst_buffer_n_memory (buffer) == 1, FALSE);
upload->priv->buffer = buffer;
gst_buffer_add_video_gl_texture_upload_meta (buffer,
GST_VIDEO_GL_TEXTURE_ORIENTATION_X_NORMAL_Y_NORMAL, 1, texture_types,
_gst_gl_upload_perform_for_gl_texture_upload_meta,
gst_object_ref (upload), gst_object_ref, gst_object_unref);
return TRUE;
}
/**
* gst_gl_upload_perform_with_data:
* @upload: a #GstGLUpload
* @texture_id: the texture id to download
* @data: where the downloaded data should go
*
* Uploads @data into @texture_id. data size and format is specified by
* the #GstVideoInfo<!-- -->s passed to gst_gl_upload_init_format()
*
* Returns: whether the upload was successful
*/
gboolean
gst_gl_upload_perform_with_data (GstGLUpload * upload, GLuint texture_id,
gpointer data[GST_VIDEO_MAX_PLANES])
{
gboolean ret;
g_return_val_if_fail (upload != NULL, FALSE);
g_mutex_lock (&upload->lock);
ret = _gst_gl_upload_perform_with_data_unlocked (upload, texture_id, data);
g_mutex_unlock (&upload->lock);
return ret;
}
static gboolean
_gst_gl_upload_perform_with_data_unlocked (GstGLUpload * upload,
GLuint texture_id, gpointer data[GST_VIDEO_MAX_PLANES])
{
guint i;
g_return_val_if_fail (upload != NULL, FALSE);
g_return_val_if_fail (texture_id > 0, FALSE);
upload->out_texture = texture_id;
for (i = 0; i < GST_VIDEO_INFO_N_PLANES (&upload->in_info); i++) {
upload->data[i] = data[i];
}
GST_LOG ("Uploading data into texture %u", texture_id);
gst_gl_context_thread_add (upload->context,
(GstGLContextThreadFunc) _do_upload, upload);
return TRUE;
}
static gboolean
_create_shader (GstGLContext * context, const gchar * vertex_src,
const gchar * fragment_src, GstGLShader ** out_shader)
{
GstGLShader *shader;
GError *error = NULL;
g_return_val_if_fail (vertex_src != NULL || fragment_src != NULL, FALSE);
shader = gst_gl_shader_new (context);
if (vertex_src)
gst_gl_shader_set_vertex_source (shader, vertex_src);
if (fragment_src)
gst_gl_shader_set_fragment_source (shader, fragment_src);
if (!gst_gl_shader_compile (shader, &error)) {
gst_gl_context_set_error (context, "%s", error->message);
g_error_free (error);
gst_gl_context_clear_shader (context);
gst_object_unref (shader);
return FALSE;
}
*out_shader = shader;
return TRUE;
}
/* Called in the gl thread */
void
_init_upload (GstGLContext * context, GstGLUpload * upload)
{
GstGLFuncs *gl;
GstVideoFormat v_format;
gchar *frag_prog = NULL;
gboolean free_frag_prog, res;
gl = context->gl_vtable;
v_format = GST_VIDEO_INFO_FORMAT (&upload->in_info);
GST_INFO ("Initializing texture upload for format:%s",
gst_video_format_to_string (v_format));
if (!gl->CreateProgramObject && !gl->CreateProgram) {
gst_gl_context_set_error (context,
"Cannot upload YUV formats without OpenGL shaders");
goto error;
}
if (!_init_upload_fbo (context, upload)) {
goto error;
}
switch (v_format) {
case GST_VIDEO_FORMAT_AYUV:
frag_prog = (gchar *) upload->priv->AYUV;
free_frag_prog = FALSE;
upload->priv->n_textures = 1;
break;
case GST_VIDEO_FORMAT_Y444:
case GST_VIDEO_FORMAT_I420:
case GST_VIDEO_FORMAT_YV12:
case GST_VIDEO_FORMAT_Y42B:
case GST_VIDEO_FORMAT_Y41B:
frag_prog = (gchar *) upload->priv->PLANAR_YUV;
free_frag_prog = FALSE;
upload->priv->n_textures = 3;
break;
case GST_VIDEO_FORMAT_NV12:
frag_prog = g_strdup_printf (upload->priv->NV12_NV21, 'r', 'a');
free_frag_prog = TRUE;
upload->priv->n_textures = 2;
break;
case GST_VIDEO_FORMAT_NV21:
frag_prog = g_strdup_printf (upload->priv->NV12_NV21, 'a', 'r');
free_frag_prog = TRUE;
upload->priv->n_textures = 2;
break;
case GST_VIDEO_FORMAT_BGR:
case GST_VIDEO_FORMAT_BGRx:
case GST_VIDEO_FORMAT_BGRA:
frag_prog = g_strdup_printf (upload->priv->REORDER, 'b', 'g', 'r');
free_frag_prog = TRUE;
upload->priv->n_textures = 1;
break;
case GST_VIDEO_FORMAT_xRGB:
case GST_VIDEO_FORMAT_ARGB:
frag_prog = g_strdup_printf (upload->priv->REORDER, 'g', 'b', 'a');
free_frag_prog = TRUE;
upload->priv->n_textures = 1;
break;
case GST_VIDEO_FORMAT_xBGR:
case GST_VIDEO_FORMAT_ABGR:
frag_prog = g_strdup_printf (upload->priv->REORDER, 'a', 'b', 'g');
free_frag_prog = TRUE;
upload->priv->n_textures = 1;
break;
case GST_VIDEO_FORMAT_GRAY16_BE:
frag_prog = g_strdup_printf (upload->priv->COMPOSE, 'r', 'a');
free_frag_prog = TRUE;
upload->priv->n_textures = 1;
break;
case GST_VIDEO_FORMAT_GRAY16_LE:
frag_prog = g_strdup_printf (upload->priv->COMPOSE, 'a', 'r');
free_frag_prog = TRUE;
upload->priv->n_textures = 1;
break;
case GST_VIDEO_FORMAT_GRAY8:
case GST_VIDEO_FORMAT_RGB:
case GST_VIDEO_FORMAT_RGBx:
case GST_VIDEO_FORMAT_RGBA:
case GST_VIDEO_FORMAT_RGB16:
frag_prog = (gchar *) upload->priv->COPY;
free_frag_prog = FALSE;
upload->priv->n_textures = 1;
break;
case GST_VIDEO_FORMAT_YUY2:
frag_prog = g_strdup_printf (upload->priv->YUY2_UYVY, 'r', 'g', 'a');
free_frag_prog = TRUE;
upload->priv->n_textures = 2;
break;
case GST_VIDEO_FORMAT_UYVY:
frag_prog = g_strdup_printf (upload->priv->YUY2_UYVY, 'a', 'r', 'b');
free_frag_prog = TRUE;
upload->priv->n_textures = 2;
break;
default:
g_assert_not_reached ();
break;
}
res =
_create_shader (context, upload->priv->vert_shader, frag_prog,
&upload->shader);
if (free_frag_prog)
g_free (frag_prog);
frag_prog = NULL;
if (!res)
goto error;
if (USING_GLES2 (context)) {
upload->shader_attr_position_loc =
gst_gl_shader_get_attribute_location (upload->shader, "a_position");
upload->shader_attr_texture_loc =
gst_gl_shader_get_attribute_location (upload->shader, "a_texcoord");
}
if (!_do_upload_make (context, upload))
goto error;
upload->priv->result = TRUE;
return;
error:
upload->priv->result = FALSE;
}
/* called by _init_upload (in the gl thread) */
gboolean
_init_upload_fbo (GstGLContext * context, GstGLUpload * upload)
{
GstGLFuncs *gl;
guint out_width, out_height;
GLuint fake_texture = 0; /* a FBO must hava texture to init */
gl = context->gl_vtable;
out_width = GST_VIDEO_INFO_WIDTH (&upload->out_info);
out_height = GST_VIDEO_INFO_HEIGHT (&upload->out_info);
if (!gl->GenFramebuffers) {
/* turn off the pipeline because Frame buffer object is a not present */
gst_gl_context_set_error (context,
"Context, EXT_framebuffer_object supported: no");
return FALSE;
}
GST_INFO ("Context, EXT_framebuffer_object supported: yes");
/* setup FBO */
gl->GenFramebuffers (1, &upload->fbo);
gl->BindFramebuffer (GL_FRAMEBUFFER, upload->fbo);
/* setup the render buffer for depth */
gl->GenRenderbuffers (1, &upload->depth_buffer);
gl->BindRenderbuffer (GL_RENDERBUFFER, upload->depth_buffer);
if (USING_OPENGL (context)) {
gl->RenderbufferStorage (GL_RENDERBUFFER, GL_DEPTH_COMPONENT,
out_width, out_height);
gl->RenderbufferStorage (GL_RENDERBUFFER, GL_DEPTH24_STENCIL8,
out_width, out_height);
}
if (USING_GLES2 (context)) {
gl->RenderbufferStorage (GL_RENDERBUFFER, GL_DEPTH_COMPONENT16,
out_width, out_height);
}
/* a fake texture is attached to the upload FBO (cannot init without it) */
gl->GenTextures (1, &fake_texture);
gl->BindTexture (GL_TEXTURE_2D, fake_texture);
gl->TexImage2D (GL_TEXTURE_2D, 0, GL_RGBA8, out_width, out_height,
0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
gl->TexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
gl->TexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
gl->TexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
gl->TexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
/* attach the texture to the FBO to renderer to */
gl->FramebufferTexture2D (GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
GL_TEXTURE_2D, fake_texture, 0);
/* attach the depth render buffer to the FBO */
gl->FramebufferRenderbuffer (GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
GL_RENDERBUFFER, upload->depth_buffer);
if (USING_OPENGL (context)) {
gl->FramebufferRenderbuffer (GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT,
GL_RENDERBUFFER, upload->depth_buffer);
}
if (!gst_gl_context_check_framebuffer_status (context)) {
gst_gl_context_set_error (context, "GL framebuffer status incomplete");
return FALSE;
}
/* unbind the FBO */
gl->BindFramebuffer (GL_FRAMEBUFFER, 0);
gl->DeleteTextures (1, &fake_texture);
return TRUE;
}
/* Called by the idle function in the gl thread */
void
_do_upload (GstGLContext * context, GstGLUpload * upload)
{
guint in_width, in_height, out_width, out_height;
out_width = GST_VIDEO_INFO_WIDTH (&upload->out_info);
out_height = GST_VIDEO_INFO_HEIGHT (&upload->out_info);
in_width = GST_VIDEO_INFO_WIDTH (&upload->in_info);
in_height = GST_VIDEO_INFO_HEIGHT (&upload->in_info);
GST_TRACE ("uploading to texture:%u dimensions:%ux%u, "
"from textures:%u,%u,%u dimensions:%ux%u", upload->out_texture,
out_width, out_height, upload->in_texture[0], upload->in_texture[1],
upload->in_texture[2], in_width, in_height);
if (!_do_upload_fill (context, upload))
goto error;
if (!upload->priv->draw (context, upload))
goto error;
upload->priv->result = TRUE;
return;
error:
{
upload->priv->result = FALSE;
return;
}
}
static inline guint
_gl_format_n_components (GLenum format)
{
switch (format) {
case GL_RGBA:
return 4;
case GL_RGB:
return 3;
case GL_LUMINANCE_ALPHA:
return 2;
case GL_LUMINANCE:
return 1;
default:
return 1;
}
}
/* called by gst_gl_context_thread_do_upload (in the gl thread) */
gboolean
_do_upload_make (GstGLContext * context, GstGLUpload * upload)
{
GstGLFuncs *gl;
GstVideoFormat v_format;
guint in_height;
struct TexData *tex = upload->priv->texture_info;
guint i;
gl = context->gl_vtable;
in_height = GST_VIDEO_INFO_HEIGHT (&upload->in_info);
v_format = GST_VIDEO_INFO_FORMAT (&upload->in_info);
switch (v_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_AYUV:
tex[0].internal_format = GL_RGBA;
tex[0].format = GL_RGBA;
tex[0].type = GL_UNSIGNED_BYTE;
tex[0].height = in_height;
tex[0].shader_name = "tex";
break;
case GST_VIDEO_FORMAT_RGB:
case GST_VIDEO_FORMAT_BGR:
tex[0].internal_format = GL_RGB;
tex[0].format = GL_RGB;
tex[0].type = GL_UNSIGNED_BYTE;
tex[0].height = in_height;
tex[0].shader_name = "tex";
break;
case GST_VIDEO_FORMAT_GRAY8:
tex[0].internal_format = GL_LUMINANCE;
tex[0].format = GL_LUMINANCE;
tex[0].type = GL_UNSIGNED_BYTE;
tex[0].height = in_height;
tex[0].shader_name = "tex";
break;
case GST_VIDEO_FORMAT_GRAY16_BE:
case GST_VIDEO_FORMAT_GRAY16_LE:
tex[0].internal_format = GL_LUMINANCE_ALPHA;
tex[0].format = GL_LUMINANCE_ALPHA;
tex[0].type = GL_UNSIGNED_BYTE;
tex[0].height = in_height;
tex[0].shader_name = "tex";
break;
case GST_VIDEO_FORMAT_YUY2:
case GST_VIDEO_FORMAT_UYVY:
tex[0].internal_format = GL_LUMINANCE_ALPHA;
tex[0].format = GL_LUMINANCE_ALPHA;
tex[0].type = GL_UNSIGNED_BYTE;
tex[0].height = in_height;
tex[0].shader_name = "Ytex";
tex[1].internal_format = GL_RGBA8;
tex[1].format = GL_RGBA;
tex[1].type = GL_UNSIGNED_BYTE;
tex[1].height = in_height;
tex[1].shader_name = "UVtex";
break;
case GST_VIDEO_FORMAT_NV12:
case GST_VIDEO_FORMAT_NV21:
tex[0].internal_format = GL_LUMINANCE;
tex[0].format = GL_LUMINANCE;
tex[0].type = GL_UNSIGNED_BYTE;
tex[0].height = in_height;
tex[0].shader_name = "Ytex";
tex[1].internal_format = GL_LUMINANCE_ALPHA;
tex[1].format = GL_LUMINANCE_ALPHA;
tex[1].type = GL_UNSIGNED_BYTE;
tex[1].height = GST_ROUND_UP_2 (in_height) / 2;
tex[1].shader_name = "UVtex";
break;
case GST_VIDEO_FORMAT_Y444:
case GST_VIDEO_FORMAT_Y42B:
case GST_VIDEO_FORMAT_Y41B:
tex[0].internal_format = GL_LUMINANCE;
tex[0].format = GL_LUMINANCE;
tex[0].type = GL_UNSIGNED_BYTE;
tex[0].height = in_height;
tex[0].shader_name = "Ytex";
tex[1].internal_format = GL_LUMINANCE;
tex[1].format = GL_LUMINANCE;
tex[1].type = GL_UNSIGNED_BYTE;
tex[1].height = in_height;
tex[1].shader_name = "Utex";
tex[2].internal_format = GL_LUMINANCE;
tex[2].format = GL_LUMINANCE;
tex[2].type = GL_UNSIGNED_BYTE;
tex[2].height = in_height;
tex[2].shader_name = "Vtex";
break;
case GST_VIDEO_FORMAT_I420:
case GST_VIDEO_FORMAT_YV12:
tex[0].internal_format = GL_LUMINANCE;
tex[0].format = GL_LUMINANCE;
tex[0].type = GL_UNSIGNED_BYTE;
tex[0].height = in_height;
tex[0].shader_name = "Ytex";
tex[1].internal_format = GL_LUMINANCE;
tex[1].format = GL_LUMINANCE;
tex[1].type = GL_UNSIGNED_BYTE;
tex[1].height = GST_ROUND_UP_2 (in_height) / 2;
tex[1].shader_name = "Utex";
tex[2].internal_format = GL_LUMINANCE;
tex[2].format = GL_LUMINANCE;
tex[2].type = GL_UNSIGNED_BYTE;
tex[2].height = GST_ROUND_UP_2 (in_height) / 2;
tex[2].shader_name = "Vtex";
break;
default:
gst_gl_context_set_error (context, "Unsupported upload video format %d",
v_format);
g_assert_not_reached ();
break;
}
for (i = 0; i < upload->priv->n_textures; i++) {
guint plane_stride, plane_width;
if (GST_VIDEO_INFO_IS_YUV (&upload->in_info))
/* For now component width and plane width are the same and the
* plane-component mapping matches
*/
plane_width = GST_VIDEO_INFO_COMP_WIDTH (&upload->in_info, i);
else /* RGB, GRAY */
plane_width = GST_VIDEO_INFO_WIDTH (&upload->in_info);
plane_stride = GST_VIDEO_INFO_PLANE_STRIDE (&upload->in_info, i);
/* YUV interleaved packed formats require special attention as we upload
* multiple textures from the same plane.
*/
if (v_format == GST_VIDEO_FORMAT_YUY2 || v_format == GST_VIDEO_FORMAT_UYVY) {
if (i == 1)
plane_stride = GST_VIDEO_INFO_COMP_STRIDE (&upload->in_info, 1);
}
tex[i].width = plane_width;
tex[i].tex_scaling[0] = 1.0f;
tex[i].tex_scaling[1] = 1.0f;
#if GST_GL_HAVE_OPENGL || GST_GL_HAVE_GLES3
if (USING_OPENGL (context) || USING_GLES3 (context)) {
guint n_gl_comps = _gl_format_n_components (tex[i].format);
tex[i].unpack_length = plane_stride / n_gl_comps;
}
#endif
#if GST_GL_HAVE_GLES2
if (USING_GLES2 (context)) {
guint pstride, n_planes;
guint j = 8;
pstride = GST_VIDEO_INFO_COMP_PSTRIDE (&upload->in_info, i);
n_planes = GST_VIDEO_INFO_N_PLANES (&upload->in_info);
while (j >= pstride) {
/* GST_ROUND_UP_j(plane_width * pstride) */
guint round_up_j = ((plane_width * pstride) + j - 1) & ~(j - 1);
if (round_up_j == plane_stride) {
GST_LOG ("Found alignment of %u for plane %u based on width (with "
"plane width:%u, plane stride:%u and pixel stride:%u. "
"RU%u(%u*%u) = %u)", j, i, plane_width, plane_stride, pstride,
j, plane_width, pstride, round_up_j);
tex[i].unpack_length = j;
break;
}
j >>= 1;
}
if (j < pstride) {
/* Failed to find a suitable alignment, try based on plane_stride and
* scale in the shader. Useful for alignments that are greater than 8.
*/
j = 8;
while (j >= n_planes) {
/* GST_ROUND_UP_j(plane_stride) */
guint round_up_j = ((plane_stride) + j - 1) & ~(j - 1);
if (round_up_j == plane_stride) {
GST_LOG ("Found alignment of %u for plane %u based on stride "
"(with plane stride:%u and pixel stride:%u. RU%u(%u) = %u)",
j, i, plane_stride, pstride, j, plane_stride, round_up_j);
tex[i].unpack_length = j;
tex[i].tex_scaling[0] =
(gfloat) (plane_width * pstride) / (gfloat) plane_stride;
break;
}
j >>= 1;
}
if (j < n_planes) {
GST_ERROR
("Failed to find matching alignment for plane %u, Image may "
"look corrupted. plane width:%u, plane stride:%u and pixel "
"stride:%u", i, plane_width, plane_stride, pstride);
}
}
}
#endif
gl->GenTextures (1, &upload->in_texture[i]);
gl->BindTexture (GL_TEXTURE_2D, upload->in_texture[i]);
gl->TexImage2D (GL_TEXTURE_2D, 0, tex[i].internal_format,
tex[i].width, tex[i].height, 0, tex[i].format, tex[i].type, NULL);
}
return TRUE;
}
/* called by gst_gl_context_thread_do_upload (in the gl thread) */
gboolean
_do_upload_fill (GstGLContext * context, GstGLUpload * upload)
{
guint i;
GstVideoFormat v_format;
struct TexData *tex = upload->priv->texture_info;
const GstGLFuncs *gl = context->gl_vtable;
v_format = GST_VIDEO_INFO_FORMAT (&upload->in_info);
for (i = 0; i < upload->priv->n_textures; i++) {
guint data_i = i;
/* upload from the same plane */
if (v_format == GST_VIDEO_FORMAT_YUY2 || v_format == GST_VIDEO_FORMAT_UYVY)
data_i = 0;
/* YV12 is the same as I420 except that planes 1+2 are swapped */
if (v_format == GST_VIDEO_FORMAT_YV12) {
if (i == 1)
data_i = 2;
else if (i == 2)
data_i = 1;
}
#if GST_GL_HAVE_OPENGL || GST_GL_HAVE_GLES3
if (USING_OPENGL (context) || USING_GLES3 (context)) {
gl->PixelStorei (GL_UNPACK_ROW_LENGTH, tex[i].unpack_length);
}
#endif
#if GST_GL_HAVE_GLES2
if (USING_GLES2 (context)) {
gl->PixelStorei (GL_UNPACK_ALIGNMENT, tex[i].unpack_length);
}
#endif
GST_LOG ("data transfer for texture no %u, id:%u, %ux%u %u", i,
upload->in_texture[i], tex[i].width, tex[i].height, data_i);
gl->BindTexture (GL_TEXTURE_2D, upload->in_texture[i]);
gl->TexSubImage2D (GL_TEXTURE_2D, 0, 0, 0, tex[i].width, tex[i].height,
tex[i].format, tex[i].type, upload->data[data_i]);
}
/* Reset to default values */
#if GST_GL_HAVE_OPENGL || GST_GL_HAVE_GLES3
if (USING_OPENGL (context) || USING_GLES3 (context)) {
gl->PixelStorei (GL_UNPACK_ROW_LENGTH, 0);
}
#endif
#if GST_GL_HAVE_GLES2
if (USING_GLES2 (context)) {
gl->PixelStorei (GL_UNPACK_ALIGNMENT, 4);
}
#endif
/* make sure no texture is in use in our opengl context
* in case we want to use the upload texture in an other opengl context
*/
gl->BindTexture (GL_TEXTURE_2D, 0);
return TRUE;
}
#if GST_GL_HAVE_OPENGL
/* called by _do_upload (in the gl thread) */
static gboolean
_do_upload_draw_opengl (GstGLContext * context, GstGLUpload * upload)
{
GstGLFuncs *gl;
guint out_width, out_height;
struct TexData *tex = upload->priv->texture_info;
gint i;
GLfloat verts[8] = { 1.0f, -1.0f,
-1.0f, -1.0f,
-1.0f, 1.0f,
1.0f, 1.0f
};
GLfloat texcoords[8] = { 1.0f, 0.0f,
0.0f, 0.0f,
0.0f, 1.0f,
1.0f, 1.0f
};
gl = context->gl_vtable;
out_width = GST_VIDEO_INFO_WIDTH (&upload->out_info);
out_height = GST_VIDEO_INFO_HEIGHT (&upload->out_info);
gl->BindFramebuffer (GL_FRAMEBUFFER, upload->fbo);
/* setup a texture to render to */
gl->Enable (GL_TEXTURE_2D);
gl->BindTexture (GL_TEXTURE_2D, upload->out_texture);
/* attach the texture to the FBO to renderer to */
gl->FramebufferTexture2D (GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
GL_TEXTURE_2D, upload->out_texture, 0);
gst_gl_context_clear_shader (context);
gl->PushAttrib (GL_VIEWPORT_BIT);
gl->MatrixMode (GL_PROJECTION);
gl->PushMatrix ();
gl->LoadIdentity ();
gluOrtho2D (0.0, out_width, 0.0, out_height);
gl->MatrixMode (GL_MODELVIEW);
gl->PushMatrix ();
gl->LoadIdentity ();
gl->Viewport (0, 0, out_width, out_height);
gl->DrawBuffer (GL_COLOR_ATTACHMENT0);
gl->ClearColor (0.0, 0.0, 0.0, 0.0);
gl->Clear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
gst_gl_shader_use (upload->shader);
gl->MatrixMode (GL_PROJECTION);
gl->LoadIdentity ();
gl->Enable (GL_TEXTURE_2D);
for (i = upload->priv->n_textures - 1; i >= 0; i--) {
gchar *scale_name = g_strdup_printf ("tex_scale%u", i);
gl->ActiveTexture (GL_TEXTURE0 + i);
gst_gl_shader_set_uniform_1i (upload->shader, tex[i].shader_name, i);
gst_gl_shader_set_uniform_2fv (upload->shader, scale_name, 1,
&tex[i].tex_scaling[0]);
g_free (scale_name);
gl->BindTexture (GL_TEXTURE_2D, upload->in_texture[i]);
gl->TexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
gl->TexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
gl->TexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
gl->TexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
}
gl->EnableClientState (GL_VERTEX_ARRAY);
gl->EnableClientState (GL_TEXTURE_COORD_ARRAY);
gl->VertexPointer (2, GL_FLOAT, 0, &verts);
gl->TexCoordPointer (2, GL_FLOAT, 0, &texcoords);
gl->DrawArrays (GL_TRIANGLE_FAN, 0, 4);
gl->DisableClientState (GL_VERTEX_ARRAY);
gl->DisableClientState (GL_TEXTURE_COORD_ARRAY);
gl->DrawBuffer (GL_NONE);
/* we are done with the shader */
gst_gl_context_clear_shader (context);
gl->Disable (GL_TEXTURE_2D);
gl->MatrixMode (GL_PROJECTION);
gl->PopMatrix ();
gl->MatrixMode (GL_MODELVIEW);
gl->PopMatrix ();
gl->PopAttrib ();
gst_gl_context_check_framebuffer_status (context);
gl->BindFramebuffer (GL_FRAMEBUFFER, 0);
return TRUE;
}
#endif
#if GST_GL_HAVE_GLES2
static gboolean
_do_upload_draw_gles2 (GstGLContext * context, GstGLUpload * upload)
{
GstGLFuncs *gl;
struct TexData *tex = upload->priv->texture_info;
guint out_width, out_height;
gint i;
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, 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 };
gl = context->gl_vtable;
out_width = GST_VIDEO_INFO_WIDTH (&upload->out_info);
out_height = GST_VIDEO_INFO_HEIGHT (&upload->out_info);
gl->BindFramebuffer (GL_FRAMEBUFFER, upload->fbo);
/* setup a texture to render to */
gl->BindTexture (GL_TEXTURE_2D, upload->out_texture);
/* attach the texture to the FBO to renderer to */
gl->FramebufferTexture2D (GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
GL_TEXTURE_2D, upload->out_texture, 0);
gst_gl_context_clear_shader (context);
gl->GetIntegerv (GL_VIEWPORT, viewport_dim);
gl->Viewport (0, 0, out_width, out_height);
gl->ClearColor (0.0, 0.0, 0.0, 0.0);
gl->Clear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
gst_gl_shader_use (upload->shader);
gl->VertexAttribPointer (upload->shader_attr_position_loc, 3,
GL_FLOAT, GL_FALSE, 5 * sizeof (GLfloat), vVertices);
gl->VertexAttribPointer (upload->shader_attr_texture_loc, 2,
GL_FLOAT, GL_FALSE, 5 * sizeof (GLfloat), &vVertices[3]);
gl->EnableVertexAttribArray (upload->shader_attr_position_loc);
gl->EnableVertexAttribArray (upload->shader_attr_texture_loc);
for (i = upload->priv->n_textures - 1; i >= 0; i--) {
gchar *scale_name = g_strdup_printf ("tex_scale%u", i);
gl->ActiveTexture (GL_TEXTURE0 + i);
gst_gl_shader_set_uniform_1i (upload->shader, tex[i].shader_name, i);
gst_gl_shader_set_uniform_2fv (upload->shader, scale_name, 1,
&tex[i].tex_scaling[0]);
g_free (scale_name);
gl->BindTexture (GL_TEXTURE_2D, upload->in_texture[i]);
gl->TexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
gl->TexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
gl->TexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
gl->TexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
}
gl->DrawElements (GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, indices);
/* we are done with the shader */
gst_gl_context_clear_shader (context);
gl->Viewport (viewport_dim[0], viewport_dim[1], viewport_dim[2],
viewport_dim[3]);
gst_gl_context_check_framebuffer_status (context);
gl->BindFramebuffer (GL_FRAMEBUFFER, 0);
return TRUE;
}
#endif