gstreamer/gst-libs/gst/gl/gstglcolorconvert.c
Matthew Waters 33091ff6a5 gl/mem: implement texture copying between formats with strides properly
Previously, we used the width to determine the amount of data to be
copied using pbos.  This, makes it allocate enough data for the
the strides as well.
2017-12-09 19:31:38 +00:00

1362 lines
43 KiB
C

/*
* GStreamer
* Copyright (C) 2012-2014 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 "gstglcolorconvert.h"
/**
* SECTION:gstglcolorconvert
* @short_description: an object that converts between color spaces/formats
* @see_also: #GstGLUpload, #GstGLDownload, #GstGLMemory
*
* #GstGLColorConvert is an object that converts between color spaces and/or
* formats using OpenGL Shaders.
*
* A #GstGLColorConvert can be created with gst_gl_color_convert_new().
*
* For handling stride scaling in the shader, see
* gst_gl_color_convert_set_texture_scaling().
*/
#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_convert (GstGLContext * context, GstGLColorConvert * convert);
static void _init_convert (GstGLContext * context, GstGLColorConvert * convert);
static gboolean _init_convert_fbo (GstGLContext * context,
GstGLColorConvert * convert);
static gboolean _gst_gl_color_convert_perform_unlocked (GstGLColorConvert *
convert, GstGLMemory * in_tex[GST_VIDEO_MAX_PLANES],
GstGLMemory * out_tex[GST_VIDEO_MAX_PLANES]);
static gboolean _do_convert_draw (GstGLContext * context,
GstGLColorConvert * convert);
/* *INDENT-OFF* */
#define YUV_TO_RGB_COEFFICIENTS \
"uniform vec3 offset;\n" \
"uniform vec3 coeff1;\n" \
"uniform vec3 coeff2;\n" \
"uniform vec3 coeff3;\n"
/* FIXME: use the colormatrix support from videoconvert */
/* BT. 601 standard with the following ranges:
* Y = [16..235] (of 255)
* Cb/Cr = [16..240] (of 255)
*/
static const gfloat from_yuv_bt601_offset[] = {-0.0625, -0.5, -0.5};
static const gfloat from_yuv_bt601_rcoeff[] = {1.164, 0.000, 1.596};
static const gfloat from_yuv_bt601_gcoeff[] = {1.164,-0.391,-0.813};
static const gfloat from_yuv_bt601_bcoeff[] = {1.164, 2.018, 0.000};
/* BT. 709 standard with the following ranges:
* Y = [16..235] (of 255)
* Cb/Cr = [16..240] (of 255)
*/
static const gfloat from_yuv_bt709_offset[] = {-0.0625, -0.5, -0.5};
static const gfloat from_yuv_bt709_rcoeff[] = {1.164, 0.000, 1.787};
static const gfloat from_yuv_bt709_gcoeff[] = {1.164,-0.213,-0.531};
static const gfloat from_yuv_bt709_bcoeff[] = {1.164,2.112, 0.000};
#define RGB_TO_YUV_COEFFICIENTS \
"uniform vec3 offset;\n" \
"uniform vec3 coeff1;\n" \
"uniform vec3 coeff2;\n" \
"uniform vec3 coeff3;\n"
/* Matrix inverses of the color matrices found above */
/* BT. 601 standard with the following ranges:
* Y = [16..235] (of 255)
* Cb/Cr = [16..240] (of 255)
*/
static const gfloat from_rgb_bt601_offset[] = {0.0625, 0.5, 0.5};
static const gfloat from_rgb_bt601_ycoeff[] = {0.256816, 0.504154, 0.0979137};
static const gfloat from_rgb_bt601_ucoeff[] = {-0.148246, -0.29102, 0.439266};
static const gfloat from_rgb_bt601_vcoeff[] = {0.439271, -0.367833, -0.071438};
/* BT. 709 standard with the following ranges:
* Y = [16..235] (of 255)
* Cb/Cr = [16..240] (of 255)
*/
static const gfloat from_rgb_bt709_offset[] = {0.0625, 0.5, 0.5};
static const gfloat from_rgb_bt709_ycoeff[] = { 0.182604, 0.614526, 0.061976 };
static const gfloat from_rgb_bt709_ucoeff[] = { -0.100640, -0.338688, 0.439327 };
static const gfloat from_rgb_bt709_vcoeff[] = { 0.440654, -0.400285, -0.040370 };
/** 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"
/* Channel reordering for XYZ <-> ZYX conversion */
static const gchar frag_REORDER[] =
"#ifdef GL_ES\n"
"precision mediump float;\n"
"#endif\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, t.%c);\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 gchar frag_COMPOSE[] =
"#ifdef GL_ES\n"
"precision mediump float;\n"
"#endif\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"
" float r, g, b, a;\n"
" vec4 t = texture2D(tex, v_texcoord * tex_scale0);\n"
" r = dot(t.%c%c, compose_weight);"
" g = r;\n"
" b = r;\n"
" a = 1.0;\n"
" gl_FragColor = vec4(%c, %c, %c, %c);\n"
"}";
static const char frag_AYUV_to_RGB[] =
"#ifdef GL_ES\n"
"precision mediump float;\n"
"#endif\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,a;\n"
" vec3 yuv;\n"
" yuv = texture2D(tex,v_texcoord * tex_scale0).gba;\n"
" yuv += offset;\n"
" r = dot(yuv, coeff1);\n"
" g = dot(yuv, coeff2);\n"
" b = dot(yuv, coeff3);\n"
" a = 1.0;\n"
" gl_FragColor=vec4(%c,%c,%c,%c);\n"
"}";
static const gchar frag_RGB_to_AYUV[] =
"#ifdef GL_ES\n"
"precision mediump float;\n"
"#endif\n"
"varying vec2 v_texcoord;\n"
"uniform sampler2D tex;\n"
RGB_TO_YUV_COEFFICIENTS
"void main(void) {\n"
" vec4 texel;\n"
" float y, u, v;\n"
" texel = texture2D(tex, v_texcoord).%c%c%c%c;\n"
" y = dot(texel.rgb, coeff1);\n"
" u = dot(texel.rgb, coeff2);\n"
" v = dot(texel.rgb, coeff3);\n"
" y += offset.x;\n"
" u += offset.y;\n"
" v += offset.z;\n"
" gl_FragColor = vec4(1.0,y,u,v);\n"
"}\n";
/** YUV to RGB conversion */
static const char frag_PLANAR_YUV_to_RGB[] =
"#ifdef GL_ES\n"
"precision mediump float;\n"
"#endif\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, a;\n"
" vec3 yuv;\n"
" yuv.x = texture2D(Ytex,v_texcoord * tex_scale0).r;\n"
" yuv.y = texture2D(Utex,v_texcoord * tex_scale1).r;\n"
" yuv.z = texture2D(Vtex,v_texcoord * tex_scale2).r;\n"
" yuv += offset;\n"
" r = dot(yuv, coeff1);\n"
" g = dot(yuv, coeff2);\n"
" b = dot(yuv, coeff3);\n"
" a = 1.0;\n"
" gl_FragColor = vec4(%c, %c, %c, %c);\n"
"}\n";
static const gchar frag_RGB_to_PLANAR_YUV[] =
"#ifdef GL_ES\n"
"precision mediump float;\n"
"#endif\n"
"varying vec2 v_texcoord;\n"
"uniform sampler2D tex;\n"
"uniform float w, h;\n"
RGB_TO_YUV_COEFFICIENTS
"void main(void) {\n"
" float y, u, v;\n"
" vec4 texel = texture2D(tex, v_texcoord).%c%c%c%c;\n"
" vec4 texel2 = texture2D(tex, v_texcoord * 2.0).%c%c%c%c;\n"
" y = dot(texel.rgb, coeff1);\n"
" u = dot(texel2.rgb, coeff2);\n"
" v = dot(texel2.rgb, coeff3);\n"
" y += offset.x;\n"
" u += offset.y;\n"
" v += offset.z;\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";
/** NV12/NV21 to RGB conversion */
static const char frag_NV12_NV21_to_RGB[] = {
"#ifdef GL_ES\n"
"precision mediump float;\n"
"#endif\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, a;\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, coeff1);\n"
" g = dot(yuv, coeff2);\n"
" b = dot(yuv, coeff3);\n"
" a = 1.0;\n"
" gl_FragColor=vec4(%c, %c, %c, %c);\n"
"}"
};
/* YUY2:r,g,a
UYVY:a,b,r */
static const gchar frag_YUY2_UYVY_to_RGB[] =
"#ifdef GL_ES\n"
"precision mediump float;\n"
"#endif\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 r, g, b, a;\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, coeff1);\n"
" g = dot(yuv, coeff2);\n"
" b = dot(yuv, coeff3);\n"
" a = 1.0;\n"
" gl_FragColor = vec4(%c, %c, %c, %c);\n"
"}\n";
static const gchar frag_RGB_to_YUY2_UYVY[] =
"#ifdef GL_ES\n"
"precision mediump float;\n"
"#endif\n"
"varying vec2 v_texcoord;\n"
"uniform sampler2D tex;\n"
"uniform float width;\n"
RGB_TO_YUV_COEFFICIENTS
"void main(void) {\n"
" vec4 texel1, texel2;\n"
" float fx, fy, y1, y2, u, v;\n"
" fx = v_texcoord.x;\n"
" fy = v_texcoord.y;\n"
" texel1 = texture2D(tex, vec2(fx*2.0, fy)).%c%c%c%c;\n"
" texel2 = texture2D(tex, vec2(fx*2.0+1.0 / width, fy)).%c%c%c%c;\n"
" y1 = dot(texel1.rgb, coeff1);\n"
" y2 = dot(texel2.rgb, coeff1);\n"
" u = dot(texel1.rgb, coeff2);\n"
" v = dot(texel1.rgb, coeff3);\n"
" y1 += offset.x;\n"
" y2 += offset.x;\n"
" u += offset.y;\n"
" v += offset.z;\n"
" gl_FragColor = vec4(%s);\n"
"}\n";
static const gchar text_vertex_shader[] =
"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";
/* *INDENT-ON* */
struct ConvertInfo
{
gint in_n_textures;
gint out_n_textures;
gchar *frag_prog;
const gchar *shader_tex_names[GST_VIDEO_MAX_PLANES];
gfloat shader_scaling[GST_VIDEO_MAX_PLANES][2];
gfloat *cms_offset;
gfloat *cms_coeff1; /* r,y */
gfloat *cms_coeff2; /* g,u */
gfloat *cms_coeff3; /* b,v */
};
struct _GstGLColorConvertPrivate
{
int n_textures;
gboolean result;
gboolean (*draw) (GstGLContext * context, GstGLColorConvert * download);
struct ConvertInfo convert_info;
GstGLMemory *scratch;
GstGLMemory *out_temp[GST_VIDEO_MAX_PLANES];
};
GST_DEBUG_CATEGORY_STATIC (gst_gl_color_convert_debug);
#define GST_CAT_DEFAULT gst_gl_color_convert_debug
#define DEBUG_INIT \
GST_DEBUG_CATEGORY_INIT (gst_gl_color_convert_debug, "glconvert", 0, "convert");
G_DEFINE_TYPE_WITH_CODE (GstGLColorConvert, gst_gl_color_convert, G_TYPE_OBJECT,
DEBUG_INIT);
static void gst_gl_color_convert_finalize (GObject * object);
#define GST_GL_COLOR_CONVERT_GET_PRIVATE(obj) (G_TYPE_INSTANCE_GET_PRIVATE ((obj), \
GST_TYPE_GL_COLOR_CONVERT, GstGLColorConvertPrivate))
static void
gst_gl_color_convert_class_init (GstGLColorConvertClass * klass)
{
g_type_class_add_private (klass, sizeof (GstGLColorConvertPrivate));
G_OBJECT_CLASS (klass)->finalize = gst_gl_color_convert_finalize;
}
static void
gst_gl_color_convert_init (GstGLColorConvert * convert)
{
convert->priv = GST_GL_COLOR_CONVERT_GET_PRIVATE (convert);
g_mutex_init (&convert->lock);
}
/**
* gst_gl_color_convert_new:
* @context: a #GstGLContext
*
* Returns: a new #GstGLColorConvert object
*/
GstGLColorConvert *
gst_gl_color_convert_new (GstGLContext * context)
{
GstGLColorConvert *convert;
GstGLColorConvertPrivate *priv;
convert = g_object_new (GST_TYPE_GL_COLOR_CONVERT, NULL);
convert->context = gst_object_ref (context);
priv = convert->priv;
priv->draw = _do_convert_draw;
return convert;
}
static void
gst_gl_color_convert_finalize (GObject * object)
{
GstGLColorConvert *convert;
guint i;
convert = GST_GL_COLOR_CONVERT (object);
if (convert->fbo || convert->depth_buffer) {
gst_gl_context_del_fbo (convert->context, convert->fbo,
convert->depth_buffer);
convert->fbo = 0;
convert->depth_buffer = 0;
}
for (i = 0; i < convert->priv->convert_info.out_n_textures; i++) {
if (convert->priv->out_temp[i])
gst_memory_unref ((GstMemory *) convert->priv->out_temp[i]);
convert->priv->out_temp[i] = NULL;
}
if (convert->shader) {
gst_object_unref (convert->shader);
convert->shader = NULL;
}
if (convert->priv->scratch) {
gst_memory_unref ((GstMemory *) convert->priv->scratch);
convert->priv->scratch = NULL;
}
if (convert->context) {
gst_object_unref (convert->context);
convert->context = NULL;
}
g_mutex_clear (&convert->lock);
G_OBJECT_CLASS (gst_gl_color_convert_parent_class)->finalize (object);
}
static gboolean
_gst_gl_color_convert_init_format_unlocked (GstGLColorConvert * convert,
GstVideoInfo * in_info, GstVideoInfo * out_info)
{
g_return_val_if_fail (convert != NULL, FALSE);
g_return_val_if_fail (in_info, FALSE);
g_return_val_if_fail (out_info, 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);
g_return_val_if_fail (GST_VIDEO_INFO_FORMAT (out_info) !=
GST_VIDEO_FORMAT_UNKNOWN, FALSE);
g_return_val_if_fail (GST_VIDEO_INFO_FORMAT (out_info) !=
GST_VIDEO_FORMAT_ENCODED, FALSE);
if (convert->initted) {
return TRUE;
} else {
convert->initted = TRUE;
}
convert->in_info = *in_info;
convert->out_info = *out_info;
gst_gl_context_thread_add (convert->context,
(GstGLContextThreadFunc) _init_convert, convert);
return convert->priv->result;
}
/**
* gst_gl_color_convert_init_format:
* @convert: a #GstGLColorConvert
* @in_info: input #GstVideoInfo
* @out_info: output #GstVideoInfo
*
* Initializes @convert with the information required for conversion.
*
* Returns: whether the initialization was successful
*/
gboolean
gst_gl_color_convert_init_format (GstGLColorConvert * convert,
GstVideoInfo * in_info, GstVideoInfo * out_info)
{
gboolean ret;
g_mutex_lock (&convert->lock);
ret = _gst_gl_color_convert_init_format_unlocked (convert, in_info, out_info);
g_mutex_unlock (&convert->lock);
return ret;
}
/**
* gst_gl_color_convert_perform:
* @convert: a #GstGLColorConvert
* @in_tex: the texture ids for input formatted according to in_info
* @out_tex: the texture ids for output formatted according to out_info
*
* Converts the data contained in in_tex into out_tex using the formats
* specified by the #GstVideoInfo<!-- -->s passed to
* gst_gl_color_convert_init_format()
*
* Returns: whether the conversion was successful
*/
gboolean
gst_gl_color_convert_perform (GstGLColorConvert * convert,
GstGLMemory * in_tex[GST_VIDEO_MAX_PLANES],
GstGLMemory * out_tex[GST_VIDEO_MAX_PLANES])
{
gboolean ret;
g_return_val_if_fail (convert != NULL, FALSE);
g_mutex_lock (&convert->lock);
ret = _gst_gl_color_convert_perform_unlocked (convert, in_tex, out_tex);
g_mutex_unlock (&convert->lock);
return ret;
}
/**
* gst_gl_color_convert_set_texture_scaling:
* @convert: a #GstGLColorConvert
* @scaling: array of texture scaling coefficients stored in width, height
* order per texture being converted.
*
* Scales the input textures by the given amount. Useful for performing stride
* scaling in a shader on OpenGL platforms that do not support
* GL_PIXEL_[UN]PACK_LENGTH such as GL|ES 2.0.
*/
void
gst_gl_color_convert_set_texture_scaling (GstGLColorConvert * convert,
gfloat scaling[GST_VIDEO_MAX_PLANES][2])
{
guint i;
g_return_if_fail (convert != NULL);
for (i = 0; i < GST_VIDEO_MAX_PLANES; i++) {
convert->priv->convert_info.shader_scaling[i][0] = scaling[i][0];
convert->priv->convert_info.shader_scaling[i][1] = scaling[i][1];
}
}
static gboolean
_gst_gl_color_convert_perform_unlocked (GstGLColorConvert * convert,
GstGLMemory * in_tex[GST_VIDEO_MAX_PLANES],
GstGLMemory * out_tex[GST_VIDEO_MAX_PLANES])
{
g_return_val_if_fail (convert != NULL, FALSE);
g_return_val_if_fail (in_tex, FALSE);
g_return_val_if_fail (out_tex, FALSE);
convert->in_tex[0] = in_tex[0];
convert->in_tex[1] = in_tex[1];
convert->in_tex[2] = in_tex[2];
convert->in_tex[3] = in_tex[3];
convert->out_tex[0] = out_tex[0];
convert->out_tex[1] = out_tex[1];
convert->out_tex[2] = out_tex[2];
convert->out_tex[3] = out_tex[3];
GST_LOG ("Converting %s from %p,%p,%p,%p into %s using %p,%p,%p,%p",
gst_video_format_to_string (GST_VIDEO_INFO_FORMAT (&convert->in_info)),
in_tex[0], in_tex[1], in_tex[2], in_tex[3],
gst_video_format_to_string (GST_VIDEO_INFO_FORMAT (&convert->out_info)),
out_tex[0], out_tex[1], out_tex[2], out_tex[3]);
gst_gl_context_thread_add (convert->context,
(GstGLContextThreadFunc) _do_convert, convert);
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;
}
static inline gchar
_index_to_shader_swizzle (int idx)
{
switch (idx) {
case 0:
return 'r';
case 1:
return 'g';
case 2:
return 'b';
case 3:
return 'a';
default:
return '#';
}
}
/* attempts to transform expected to want using swizzling */
static gchar *
_RGB_pixel_order (const gchar * expected, const gchar * wanted)
{
GString *ret = g_string_sized_new (4);
gchar *expect, *want;
int len;
if (g_ascii_strcasecmp (expected, wanted) == 0)
return g_ascii_strdown (expected, -1);
expect = g_ascii_strdown (expected, -1);
want = g_ascii_strdown (wanted, -1);
/* pad want with 'a's */
if ((len = strlen (want)) < 4) {
gchar *new_want = g_strndup (want, 4);
while (len < 4) {
new_want[len] = 'a';
len++;
}
g_free (want);
want = new_want;
}
/* pad expect with 'a's */
if ((len = strlen (expect)) < 4) {
gchar *new_expect = g_strndup (expect, 4);
while (len < 4) {
new_expect[len] = 'a';
len++;
}
g_free (expect);
expect = new_expect;
}
/* build the swizzle format */
while (want && want[0] != '\0') {
gchar *val;
gint idx;
gchar needle = want[0];
if (needle == 'x')
needle = 'a';
if (!(val = strchr (expect, needle))
&& needle == 'a' && !(val = strchr (expect, 'x')))
goto fail;
idx = (gint) (val - expect);
ret = g_string_append_c (ret, _index_to_shader_swizzle (idx));
want = &want[1];
}
return g_string_free (ret, FALSE);
fail:
g_string_free (ret, TRUE);
return NULL;
}
static void
_RGB_to_RGB (GstGLContext * context, GstGLColorConvert * convert)
{
struct ConvertInfo *info = &convert->priv->convert_info;
GstVideoFormat in_format = GST_VIDEO_INFO_FORMAT (&convert->in_info);
const gchar *in_format_str = gst_video_format_to_string (in_format);
GstVideoFormat out_format = GST_VIDEO_INFO_FORMAT (&convert->out_info);
const gchar *out_format_str = gst_video_format_to_string (out_format);
gchar *pixel_order = _RGB_pixel_order (in_format_str, out_format_str);
info->in_n_textures = 1;
info->out_n_textures = 1;
info->frag_prog = g_strdup_printf (frag_REORDER, pixel_order[0],
pixel_order[1], pixel_order[2], pixel_order[3]);
info->shader_tex_names[0] = "tex";
info->shader_scaling[0][0] = 1.0f;
info->shader_scaling[0][1] = 1.0f;
}
static void
_YUV_to_RGB (GstGLContext * context, GstGLColorConvert * convert)
{
struct ConvertInfo *info = &convert->priv->convert_info;
GstVideoFormat out_format = GST_VIDEO_INFO_FORMAT (&convert->out_info);
const gchar *out_format_str = gst_video_format_to_string (out_format);
gchar *pixel_order = _RGB_pixel_order ("rgba", out_format_str);
info->out_n_textures = 1;
info->shader_scaling[0][0] = 1.0f;
info->shader_scaling[0][1] = 1.0f;
info->shader_scaling[1][0] = 1.0f;
info->shader_scaling[1][1] = 1.0f;
info->shader_scaling[2][0] = 1.0f;
info->shader_scaling[2][1] = 1.0f;
switch (GST_VIDEO_INFO_FORMAT (&convert->in_info)) {
case GST_VIDEO_FORMAT_AYUV:
info->frag_prog = g_strdup_printf (frag_AYUV_to_RGB, pixel_order[0],
pixel_order[1], pixel_order[2], pixel_order[3]);
info->in_n_textures = 1;
info->shader_tex_names[0] = "tex";
break;
case GST_VIDEO_FORMAT_I420:
case GST_VIDEO_FORMAT_Y444:
case GST_VIDEO_FORMAT_Y42B:
case GST_VIDEO_FORMAT_Y41B:
info->frag_prog = g_strdup_printf (frag_PLANAR_YUV_to_RGB, pixel_order[0],
pixel_order[1], pixel_order[2], pixel_order[3]);
info->in_n_textures = 3;
info->shader_tex_names[0] = "Ytex";
info->shader_tex_names[1] = "Utex";
info->shader_tex_names[2] = "Vtex";
break;
case GST_VIDEO_FORMAT_YV12:
info->frag_prog = g_strdup_printf (frag_PLANAR_YUV_to_RGB, pixel_order[0],
pixel_order[1], pixel_order[2], pixel_order[3]);
info->in_n_textures = 3;
info->shader_tex_names[0] = "Ytex";
info->shader_tex_names[1] = "Vtex";
info->shader_tex_names[2] = "Utex";
break;
case GST_VIDEO_FORMAT_YUY2:
info->frag_prog = g_strdup_printf (frag_YUY2_UYVY_to_RGB, 'r', 'g', 'a',
pixel_order[0], pixel_order[1], pixel_order[2], pixel_order[3]);
info->in_n_textures = 1;
info->shader_tex_names[1] = "Ytex";
info->shader_tex_names[0] = "UVtex";
convert->priv->scratch = (GstGLMemory *) gst_gl_memory_alloc (context,
GST_VIDEO_GL_TEXTURE_TYPE_LUMINANCE_ALPHA,
GST_VIDEO_INFO_WIDTH (&convert->in_info),
GST_VIDEO_INFO_HEIGHT (&convert->in_info),
GST_VIDEO_INFO_PLANE_STRIDE (&convert->in_info, 0));
break;
case GST_VIDEO_FORMAT_NV12:
info->frag_prog = g_strdup_printf (frag_NV12_NV21_to_RGB, 'r', 'a',
pixel_order[0], pixel_order[1], pixel_order[2], pixel_order[3]);
info->in_n_textures = 2;
info->shader_tex_names[0] = "Ytex";
info->shader_tex_names[1] = "UVtex";
break;
case GST_VIDEO_FORMAT_NV21:
info->frag_prog = g_strdup_printf (frag_NV12_NV21_to_RGB, 'a', 'r',
pixel_order[0], pixel_order[1], pixel_order[2], pixel_order[3]);
info->in_n_textures = 2;
info->shader_tex_names[0] = "Ytex";
info->shader_tex_names[1] = "UVtex";
break;
case GST_VIDEO_FORMAT_UYVY:
info->frag_prog = g_strdup_printf (frag_YUY2_UYVY_to_RGB, 'a', 'r', 'b',
pixel_order[0], pixel_order[1], pixel_order[2], pixel_order[3]);
info->in_n_textures = 1;
info->shader_tex_names[1] = "Ytex";
info->shader_tex_names[0] = "UVtex";
convert->priv->scratch = (GstGLMemory *) gst_gl_memory_alloc (context,
GST_VIDEO_GL_TEXTURE_TYPE_LUMINANCE_ALPHA,
GST_VIDEO_INFO_WIDTH (&convert->in_info),
GST_VIDEO_INFO_HEIGHT (&convert->in_info),
GST_VIDEO_INFO_PLANE_STRIDE (&convert->in_info, 0));
break;
default:
break;
}
if (gst_video_colorimetry_matches (&convert->in_info.colorimetry,
GST_VIDEO_COLORIMETRY_BT709)) {
info->cms_offset = (gfloat *) from_yuv_bt709_offset;
info->cms_coeff1 = (gfloat *) from_yuv_bt709_rcoeff;
info->cms_coeff2 = (gfloat *) from_yuv_bt709_gcoeff;
info->cms_coeff3 = (gfloat *) from_yuv_bt709_bcoeff;
} else {
/* defaults/bt601 */
info->cms_offset = (gfloat *) from_yuv_bt601_offset;
info->cms_coeff1 = (gfloat *) from_yuv_bt601_rcoeff;
info->cms_coeff2 = (gfloat *) from_yuv_bt601_gcoeff;
info->cms_coeff3 = (gfloat *) from_yuv_bt601_bcoeff;
}
g_free (pixel_order);
}
static void
_RGB_to_YUV (GstGLContext * context, GstGLColorConvert * convert)
{
struct ConvertInfo *info = &convert->priv->convert_info;
GstVideoFormat in_format = GST_VIDEO_INFO_FORMAT (&convert->in_info);
const gchar *in_format_str = gst_video_format_to_string (in_format);
gchar *pixel_order = _RGB_pixel_order (in_format_str, "rgba");
info->frag_prog = NULL;
info->in_n_textures = 1;
info->shader_tex_names[0] = "tex";
info->shader_scaling[0][0] = 1.0f;
info->shader_scaling[0][1] = 1.0f;
info->shader_scaling[1][0] = 1.0f;
info->shader_scaling[1][1] = 1.0f;
info->shader_scaling[2][0] = 1.0f;
info->shader_scaling[2][1] = 1.0f;
switch (GST_VIDEO_INFO_FORMAT (&convert->out_info)) {
case GST_VIDEO_FORMAT_AYUV:
info->frag_prog = g_strdup_printf (frag_RGB_to_AYUV, pixel_order[0],
pixel_order[1], pixel_order[2], pixel_order[3]);
info->out_n_textures = 1;
break;
case GST_VIDEO_FORMAT_I420:
case GST_VIDEO_FORMAT_YV12:
case GST_VIDEO_FORMAT_Y444:
case GST_VIDEO_FORMAT_Y42B:
case GST_VIDEO_FORMAT_Y41B:
info->frag_prog = g_strdup_printf (frag_RGB_to_PLANAR_YUV,
pixel_order[0], pixel_order[1], pixel_order[2], pixel_order[3],
pixel_order[0], pixel_order[1], pixel_order[2], pixel_order[3]);
info->out_n_textures = 3;
break;
case GST_VIDEO_FORMAT_YUY2:
info->frag_prog = g_strdup_printf (frag_RGB_to_YUY2_UYVY,
pixel_order[0], pixel_order[1], pixel_order[2], pixel_order[3],
pixel_order[0], pixel_order[1], pixel_order[2], pixel_order[3],
"y1,u,y2,v");
info->out_n_textures = 1;
break;
case GST_VIDEO_FORMAT_UYVY:
info->frag_prog = g_strdup_printf (frag_RGB_to_YUY2_UYVY,
pixel_order[0], pixel_order[1], pixel_order[2], pixel_order[3],
pixel_order[0], pixel_order[1], pixel_order[2], pixel_order[3],
"u,y1,v,y2");
info->out_n_textures = 1;
break;
default:
break;
}
if (gst_video_colorimetry_matches (&convert->in_info.colorimetry,
GST_VIDEO_COLORIMETRY_BT709)) {
info->cms_offset = (gfloat *) from_rgb_bt709_offset;
info->cms_coeff1 = (gfloat *) from_rgb_bt709_ycoeff;
info->cms_coeff2 = (gfloat *) from_rgb_bt709_ucoeff;
info->cms_coeff3 = (gfloat *) from_rgb_bt709_vcoeff;
} else {
/* defaults/bt601 */
info->cms_offset = (gfloat *) from_rgb_bt601_offset;
info->cms_coeff1 = (gfloat *) from_rgb_bt601_ycoeff;
info->cms_coeff2 = (gfloat *) from_rgb_bt601_ucoeff;
info->cms_coeff3 = (gfloat *) from_rgb_bt601_vcoeff;
}
g_free (pixel_order);
}
static void
_RGB_to_GRAY (GstGLContext * context, GstGLColorConvert * convert)
{
struct ConvertInfo *info = &convert->priv->convert_info;
GstVideoFormat in_format = GST_VIDEO_INFO_FORMAT (&convert->in_info);
const gchar *in_format_str = gst_video_format_to_string (in_format);
gchar *pixel_order = _RGB_pixel_order (in_format_str, "rgba");
info->in_n_textures = 1;
info->out_n_textures = 1;
info->shader_tex_names[0] = "tex";
info->shader_scaling[0][0] = 1.0f;
info->shader_scaling[0][1] = 1.0f;
info->shader_scaling[1][0] = 1.0f;
info->shader_scaling[1][1] = 1.0f;
info->shader_scaling[2][0] = 1.0f;
info->shader_scaling[2][1] = 1.0f;
switch (GST_VIDEO_INFO_FORMAT (&convert->out_info)) {
case GST_VIDEO_FORMAT_GRAY8:
info->frag_prog = g_strdup_printf (frag_REORDER, pixel_order[0],
pixel_order[0], pixel_order[0], pixel_order[3]);
break;
default:
break;
}
}
static void
_GRAY_to_RGB (GstGLContext * context, GstGLColorConvert * convert)
{
struct ConvertInfo *info = &convert->priv->convert_info;
GstVideoFormat out_format = GST_VIDEO_INFO_FORMAT (&convert->out_info);
const gchar *out_format_str = gst_video_format_to_string (out_format);
gchar *pixel_order = _RGB_pixel_order ("rgba", out_format_str);
info->in_n_textures = 1;
info->out_n_textures = 1;
info->shader_tex_names[0] = "tex";
info->shader_scaling[0][0] = 1.0f;
info->shader_scaling[0][1] = 1.0f;
info->shader_scaling[1][0] = 1.0f;
info->shader_scaling[1][1] = 1.0f;
info->shader_scaling[2][0] = 1.0f;
info->shader_scaling[2][1] = 1.0f;
switch (GST_VIDEO_INFO_FORMAT (&convert->in_info)) {
case GST_VIDEO_FORMAT_GRAY8:
info->frag_prog = g_strdup_printf (frag_REORDER, pixel_order[0],
pixel_order[1], pixel_order[2], pixel_order[3]);
break;
case GST_VIDEO_FORMAT_GRAY16_LE:
info->frag_prog = g_strdup_printf (frag_COMPOSE, 'a', 'r',
pixel_order[0], pixel_order[1], pixel_order[2], pixel_order[3]);
break;
case GST_VIDEO_FORMAT_GRAY16_BE:
info->frag_prog = g_strdup_printf (frag_COMPOSE, 'r', 'a',
pixel_order[0], pixel_order[1], pixel_order[2], pixel_order[3]);
break;
default:
break;
}
}
/* Called in the gl thread */
void
_init_convert (GstGLContext * context, GstGLColorConvert * convert)
{
GstGLFuncs *gl;
gboolean res;
struct ConvertInfo *info = &convert->priv->convert_info;
gint i;
gl = context->gl_vtable;
GST_INFO ("Initializing color conversion from %s to %s",
gst_video_format_to_string (GST_VIDEO_INFO_FORMAT (&convert->in_info)),
gst_video_format_to_string (GST_VIDEO_INFO_FORMAT (&convert->out_info)));
if (!gl->CreateProgramObject && !gl->CreateProgram) {
gst_gl_context_set_error (context,
"Cannot perform color conversion without OpenGL shaders");
goto error;
}
if (GST_VIDEO_INFO_IS_RGB (&convert->in_info)) {
if (GST_VIDEO_INFO_IS_RGB (&convert->out_info)) {
_RGB_to_RGB (context, convert);
}
}
if (GST_VIDEO_INFO_IS_YUV (&convert->in_info)) {
if (GST_VIDEO_INFO_IS_RGB (&convert->out_info)) {
_YUV_to_RGB (context, convert);
}
}
if (GST_VIDEO_INFO_IS_RGB (&convert->in_info)) {
if (GST_VIDEO_INFO_IS_YUV (&convert->out_info)) {
_RGB_to_YUV (context, convert);
}
}
if (GST_VIDEO_INFO_IS_RGB (&convert->in_info)) {
if (GST_VIDEO_INFO_IS_GRAY (&convert->out_info)) {
_RGB_to_GRAY (context, convert);
}
}
if (GST_VIDEO_INFO_IS_GRAY (&convert->in_info)) {
if (GST_VIDEO_INFO_IS_RGB (&convert->out_info)) {
_GRAY_to_RGB (context, convert);
}
}
if (!info->frag_prog || info->in_n_textures == 0 || info->out_n_textures == 0)
goto unhandled_format;
/* multiple draw targets not supported on GLES2...yet */
if (info->out_n_textures > 1 && (!gl->DrawBuffers || USING_GLES2 (context))) {
g_free (info->frag_prog);
GST_ERROR ("Conversion requires output to multiple draw buffers");
goto incompatible_api;
}
res =
_create_shader (context, text_vertex_shader, info->frag_prog,
&convert->shader);
g_free (info->frag_prog);
if (!res)
goto error;
convert->shader_attr_position_loc =
gst_gl_shader_get_attribute_location (convert->shader, "a_position");
convert->shader_attr_texture_loc =
gst_gl_shader_get_attribute_location (convert->shader, "a_texcoord");
gst_gl_shader_use (convert->shader);
if (info->cms_offset && info->cms_coeff1
&& info->cms_coeff2 && info->cms_coeff3) {
gst_gl_shader_set_uniform_3fv (convert->shader, "offset", 1,
info->cms_offset);
gst_gl_shader_set_uniform_3fv (convert->shader, "coeff1", 1,
info->cms_coeff1);
gst_gl_shader_set_uniform_3fv (convert->shader, "coeff2", 1,
info->cms_coeff2);
gst_gl_shader_set_uniform_3fv (convert->shader, "coeff3", 1,
info->cms_coeff3);
}
for (i = info->in_n_textures; i >= 0; i--) {
gchar *scale_name = g_strdup_printf ("tex_scale%u", i);
if (info->shader_tex_names[i])
gst_gl_shader_set_uniform_1i (convert->shader, info->shader_tex_names[i],
i);
gst_gl_shader_set_uniform_2fv (convert->shader, scale_name, 1,
info->shader_scaling[i]);
g_free (scale_name);
}
gst_gl_shader_set_uniform_1f (convert->shader, "width",
GST_VIDEO_INFO_WIDTH (&convert->in_info));
gst_gl_context_clear_shader (context);
if (!_init_convert_fbo (context, convert)) {
goto error;
}
gl->BindTexture (GL_TEXTURE_2D, 0);
convert->priv->result = TRUE;
return;
unhandled_format:
gst_gl_context_set_error (context, "Don't know how to convert from %s to %s",
gst_video_format_to_string (GST_VIDEO_INFO_FORMAT (&convert->in_info)),
gst_video_format_to_string (GST_VIDEO_INFO_FORMAT (&convert->out_info)));
error:
convert->priv->result = FALSE;
return;
incompatible_api:
{
gst_gl_context_set_error (context, "Converting from %s to %s requires "
"functionality that the current OpenGL setup does not support",
gst_video_format_to_string (GST_VIDEO_INFO_FORMAT (&convert->in_info)),
gst_video_format_to_string (GST_VIDEO_INFO_FORMAT
(&convert->out_info)));
convert->priv->result = FALSE;
return;
}
}
/* called by _init_convert (in the gl thread) */
gboolean
_init_convert_fbo (GstGLContext * context, GstGLColorConvert * convert)
{
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 (&convert->out_info);
out_height = GST_VIDEO_INFO_HEIGHT (&convert->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, &convert->fbo);
gl->BindFramebuffer (GL_FRAMEBUFFER, convert->fbo);
/* setup the render buffer for depth */
gl->GenRenderbuffers (1, &convert->depth_buffer);
gl->BindRenderbuffer (GL_RENDERBUFFER, convert->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 convert 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, convert->depth_buffer);
if (USING_OPENGL (context)) {
gl->FramebufferRenderbuffer (GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT,
GL_RENDERBUFFER, convert->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_convert (GstGLContext * context, GstGLColorConvert * convert)
{
guint in_width, in_height, out_width, out_height;
struct ConvertInfo *c_info = &convert->priv->convert_info;
GstMapInfo in_infos[GST_VIDEO_MAX_PLANES], out_infos[GST_VIDEO_MAX_PLANES];
gboolean res = TRUE;
gint i = 0;
out_width = GST_VIDEO_INFO_WIDTH (&convert->out_info);
out_height = GST_VIDEO_INFO_HEIGHT (&convert->out_info);
in_width = GST_VIDEO_INFO_WIDTH (&convert->in_info);
in_height = GST_VIDEO_INFO_HEIGHT (&convert->in_info);
GST_TRACE ("converting to textures:%p,%p,%p,%p dimensions:%ux%u, "
"from textures:%p,%p,%p,%p dimensions:%ux%u", convert->out_tex[0],
convert->out_tex[1], convert->out_tex[2], convert->out_tex[3],
out_width, out_height, convert->in_tex[0], convert->in_tex[1],
convert->in_tex[2], convert->in_tex[3], in_width, in_height);
for (i = 0; i < c_info->in_n_textures; i++) {
gst_memory_map ((GstMemory *) convert->in_tex[i], &in_infos[i],
GST_MAP_READ | GST_MAP_GL);
}
for (i = 0; i < c_info->out_n_textures; i++) {
if (convert->out_tex[i]->tex_type == GST_VIDEO_GL_TEXTURE_TYPE_LUMINANCE
|| convert->out_tex[i]->tex_type ==
GST_VIDEO_GL_TEXTURE_TYPE_LUMINANCE_ALPHA
|| out_width != convert->out_tex[i]->width
|| out_height != convert->out_tex[i]->height) {
/* Luminance formats are not color renderable */
/* renderering to a framebuffer only renders the intersection of all
* the attachments i.e. the smallest attachment size */
if (!convert->priv->out_temp[i])
convert->priv->out_temp[i] =
(GstGLMemory *) gst_gl_memory_alloc (context,
GST_VIDEO_GL_TEXTURE_TYPE_RGBA, out_width, out_height, out_width);
} else {
convert->priv->out_temp[i] = convert->out_tex[i];
}
gst_memory_map ((GstMemory *) convert->priv->out_temp[i], &out_infos[i],
GST_MAP_WRITE | GST_MAP_GL);
}
if (!convert->priv->draw (context, convert))
res = FALSE;
for (i = 0; i < c_info->in_n_textures; i++) {
gst_memory_unmap ((GstMemory *) convert->in_tex[i], &in_infos[i]);
}
for (i = 0; i < c_info->out_n_textures; i++) {
gst_memory_unmap ((GstMemory *) convert->priv->out_temp[i], &out_infos[i]);
if (convert->out_tex[i]->tex_type == GST_VIDEO_GL_TEXTURE_TYPE_LUMINANCE
|| convert->out_tex[i]->tex_type ==
GST_VIDEO_GL_TEXTURE_TYPE_LUMINANCE_ALPHA
|| out_width != convert->out_tex[i]->width
|| out_height != convert->out_tex[i]->height) {
GstGLMemory *gl_mem = convert->out_tex[i];
GstMapInfo from_info, to_info;
gst_memory_map ((GstMemory *) convert->priv->out_temp[i], &from_info,
GST_MAP_READ | GST_MAP_GL);
gst_memory_map ((GstMemory *) gl_mem, &to_info,
GST_MAP_WRITE | GST_MAP_GL);
gst_gl_memory_copy_into_texture (convert->priv->out_temp[i],
gl_mem->tex_id, gl_mem->tex_type, gl_mem->width, gl_mem->height,
gl_mem->stride, FALSE);
gst_memory_unmap ((GstMemory *) gl_mem, &to_info);
gst_memory_unmap ((GstMemory *) convert->priv->out_temp[i], &from_info);
} else {
convert->priv->out_temp[i] = NULL;
}
}
convert->priv->result = res;
return;
}
static gboolean
_do_convert_draw (GstGLContext * context, GstGLColorConvert * convert)
{
GstGLFuncs *gl;
struct ConvertInfo *c_info = &convert->priv->convert_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 };
GLenum multipleRT[] = {
GL_COLOR_ATTACHMENT0,
GL_COLOR_ATTACHMENT1,
GL_COLOR_ATTACHMENT2
};
gl = context->gl_vtable;
out_width = GST_VIDEO_INFO_WIDTH (&convert->out_info);
out_height = GST_VIDEO_INFO_HEIGHT (&convert->out_info);
/* two sources of the same data */
if (convert->priv->scratch) {
gst_gl_memory_copy_into_texture (convert->in_tex[0],
convert->priv->scratch->tex_id, convert->priv->scratch->tex_type,
convert->priv->scratch->width, convert->priv->scratch->height,
convert->priv->scratch->stride, TRUE);
}
gl->BindFramebuffer (GL_FRAMEBUFFER, convert->fbo);
/* attach the texture to the FBO to renderer to */
for (i = 0; i < c_info->out_n_textures; i++) {
/* needed? */
gl->BindTexture (GL_TEXTURE_2D, convert->out_tex[i]->tex_id);
gl->FramebufferTexture2D (GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + i,
GL_TEXTURE_2D, convert->priv->out_temp[i]->tex_id, 0);
}
if (gl->DrawBuffers)
gl->DrawBuffers (c_info->out_n_textures, multipleRT);
else if (gl->DrawBuffer)
gl->DrawBuffer (GL_COLOR_ATTACHMENT0);
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 (convert->shader);
gl->VertexAttribPointer (convert->shader_attr_position_loc, 3,
GL_FLOAT, GL_FALSE, 5 * sizeof (GLfloat), vVertices);
gl->VertexAttribPointer (convert->shader_attr_texture_loc, 2,
GL_FLOAT, GL_FALSE, 5 * sizeof (GLfloat), &vVertices[3]);
gl->EnableVertexAttribArray (convert->shader_attr_position_loc);
gl->EnableVertexAttribArray (convert->shader_attr_texture_loc);
if (convert->priv->scratch) {
gl->ActiveTexture (GL_TEXTURE0 + c_info->in_n_textures);
gl->BindTexture (GL_TEXTURE_2D, convert->priv->scratch->tex_id);
}
for (i = c_info->in_n_textures - 1; i >= 0; i--) {
gl->ActiveTexture (GL_TEXTURE0 + i);
gl->BindTexture (GL_TEXTURE_2D, convert->in_tex[i]->tex_id);
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);
gl->DisableVertexAttribArray (convert->shader_attr_position_loc);
gl->DisableVertexAttribArray (convert->shader_attr_texture_loc);
if (gl->DrawBuffer)
gl->DrawBuffer (GL_NONE);
/* 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;
}