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f56c4c541a
Where possible, use the _OBJECT variants in order to track better from which object the debug statement is coming from Define (and use) GST_CAT_DEFAULT where applicable Use GST_PTR_FORMAT where applicable
1197 lines
32 KiB
C
1197 lines
32 KiB
C
/*
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* GStreamer
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* Copyright (C) 2008 Filippo Argiolas <filippo.argiolas@gmail.com>
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* Copyright (C) 2014 Julien Isorce <julien.isorce@collabora.co.uk>
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Library General Public
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* License as published by the Free Software Foundation; either
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* version 2 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Library General Public License for more details.
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*
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* You should have received a copy of the GNU Library General Public
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* License along with this library; if not, write to the
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* Free Software Foundation, Inc., 51 Franklin St, Fifth Floor,
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* Boston, MA 02110-1301, USA.
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*/
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#ifdef HAVE_CONFIG_H
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#include "config.h"
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#endif
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#include "gl.h"
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#include "gstglshader.h"
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/* *INDENT-OFF* */
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static const gchar *simple_vertex_shader_str_gles2 =
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"attribute vec4 a_position;\n"
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"attribute vec2 a_texcoord;\n"
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"varying vec2 v_texcoord;\n"
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"void main()\n"
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"{\n"
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" gl_Position = a_position;\n"
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" v_texcoord = a_texcoord;\n"
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"}\n";
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static const gchar *simple_fragment_shader_str_gles2 =
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"#ifdef GL_ES\n"
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"precision mediump float;\n"
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"#endif\n"
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"varying vec2 v_texcoord;\n"
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"uniform sampler2D tex;\n"
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"void main()\n"
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"{\n"
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" gl_FragColor = texture2D(tex, v_texcoord);\n"
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"}";
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static const gchar *simple_vertex_shader_str_gl3 =
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"#version 130\n"
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"in vec4 a_position;\n"
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"in vec2 a_texcoord;\n"
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"out vec2 v_texcoord;\n"
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"void main()\n"
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"{\n"
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" gl_Position = a_position;\n"
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" v_texcoord = a_texcoord;\n"
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"}\n";
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static const gchar *simple_fragment_shader_str_gl3 =
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"#version 130\n"
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"in vec2 v_texcoord;\n"
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"out vec4 frag_color;\n"
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"uniform sampler2D tex;\n"
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"void main()\n"
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"{\n"
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" frag_color = texture(tex, v_texcoord);\n"
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"}\n";
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/* *INDENT-ON* */
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#ifndef GL_COMPILE_STATUS
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#define GL_COMPILE_STATUS 0x8B81
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#endif
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#ifndef GLhandleARB
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#define GLhandleARB GLuint
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#endif
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#define GST_GL_SHADER_GET_PRIVATE(o) \
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(G_TYPE_INSTANCE_GET_PRIVATE((o), GST_GL_TYPE_SHADER, GstGLShaderPrivate))
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#define USING_OPENGL(context) (gst_gl_context_check_gl_version (context, GST_GL_API_OPENGL, 1, 0))
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#define USING_OPENGL3(context) (gst_gl_context_check_gl_version (context, GST_GL_API_OPENGL3, 3, 1))
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#define USING_GLES(context) (gst_gl_context_check_gl_version (context, GST_GL_API_GLES, 1, 0))
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#define USING_GLES2(context) (gst_gl_context_check_gl_version (context, GST_GL_API_GLES2, 2, 0))
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#define USING_GLES3(context) (gst_gl_context_check_gl_version (context, GST_GL_API_GLES2, 3, 0))
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typedef struct _GstGLShaderVTable
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{
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GLuint GSTGLAPI (*CreateProgram) (void);
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void GSTGLAPI (*DeleteProgram) (GLuint program);
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void GSTGLAPI (*UseProgram) (GLuint program);
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void GSTGLAPI (*GetAttachedShaders) (GLuint program, GLsizei maxcount,
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GLsizei * count, GLuint * shaders);
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GLuint GSTGLAPI (*CreateShader) (GLenum shaderType);
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void GSTGLAPI (*DeleteShader) (GLuint shader);
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void GSTGLAPI (*AttachShader) (GLuint program, GLuint shader);
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void GSTGLAPI (*DetachShader) (GLuint program, GLuint shader);
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void GSTGLAPI (*GetShaderiv) (GLuint program, GLenum pname, GLint * params);
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void GSTGLAPI (*GetProgramiv) (GLuint program, GLenum pname, GLint * params);
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void GSTGLAPI (*GetShaderInfoLog) (GLuint shader, GLsizei maxLength,
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GLsizei * length, char *log);
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void GSTGLAPI (*GetProgramInfoLog) (GLuint shader, GLsizei maxLength,
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GLsizei * length, char *log);
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} GstGLShaderVTable;
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enum
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{
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PROP_0,
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PROP_VERTEX_SRC,
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PROP_FRAGMENT_SRC,
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PROP_COMPILED,
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PROP_ACTIVE /* unused */
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};
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struct _GstGLShaderPrivate
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{
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gchar *vertex_src;
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gchar *fragment_src;
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GLhandleARB vertex_handle;
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GLhandleARB fragment_handle;
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GLhandleARB program_handle;
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gboolean compiled;
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gboolean active;
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GstGLShaderVTable vtable;
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};
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GST_DEBUG_CATEGORY_STATIC (gst_gl_shader_debug);
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#define GST_CAT_DEFAULT gst_gl_shader_debug
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#define DEBUG_INIT \
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GST_DEBUG_CATEGORY_INIT (gst_gl_shader_debug, "glshader", 0, "shader");
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G_DEFINE_TYPE_WITH_CODE (GstGLShader, gst_gl_shader, GST_TYPE_OBJECT,
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DEBUG_INIT);
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static void
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_cleanup_shader (GstGLContext * context, GstGLShader * shader)
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{
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GstGLShaderPrivate *priv = shader->priv;
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/* release shader objects */
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gst_gl_shader_release (shader);
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/* delete program */
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if (priv->program_handle) {
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GST_TRACE ("finalizing program shader %u", priv->program_handle);
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priv->vtable.DeleteProgram (priv->program_handle);
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/* err = glGetError (); */
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/* GST_WARNING ("error: 0x%x", err); */
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/* glGetObjectParameteriv(priv->program_handle, GL_OBJECT_DELETE_STATUS_, &status); */
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/* GST_INFO ("program deletion status:%s", status == GL_TRUE ? "true" : "false" ); */
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}
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GST_DEBUG ("shader deleted %u", priv->program_handle);
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}
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static void
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gst_gl_shader_finalize (GObject * object)
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{
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GstGLShader *shader;
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GstGLShaderPrivate *priv;
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shader = GST_GL_SHADER (object);
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priv = shader->priv;
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GST_TRACE_OBJECT (shader, "finalizing shader %u", priv->program_handle);
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g_free (priv->vertex_src);
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g_free (priv->fragment_src);
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gst_gl_context_thread_add (shader->context,
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(GstGLContextThreadFunc) _cleanup_shader, shader);
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priv->fragment_handle = 0;
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priv->vertex_handle = 0;
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priv->program_handle = 0;
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if (shader->context) {
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gst_object_unref (shader->context);
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shader->context = NULL;
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}
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G_OBJECT_CLASS (gst_gl_shader_parent_class)->finalize (object);
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}
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static void
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gst_gl_shader_set_property (GObject * object,
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guint prop_id, const GValue * value, GParamSpec * pspec)
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{
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GstGLShader *shader = GST_GL_SHADER (object);
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switch (prop_id) {
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case PROP_VERTEX_SRC:
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gst_gl_shader_set_vertex_source (shader, g_value_get_string (value));
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break;
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case PROP_FRAGMENT_SRC:
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gst_gl_shader_set_fragment_source (shader, g_value_get_string (value));
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break;
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default:
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G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec);
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break;
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}
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}
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static void
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gst_gl_shader_get_property (GObject * object,
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guint prop_id, GValue * value, GParamSpec * pspec)
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{
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GstGLShader *shader = GST_GL_SHADER (object);
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GstGLShaderPrivate *priv = shader->priv;
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switch (prop_id) {
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case PROP_VERTEX_SRC:
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g_value_set_string (value, priv->vertex_src);
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break;
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case PROP_FRAGMENT_SRC:
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g_value_set_string (value, priv->fragment_src);
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break;
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case PROP_COMPILED:
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g_value_set_boolean (value, priv->compiled);
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break;
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default:
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G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec);
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break;
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}
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}
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int
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gst_gl_shader_get_program_handle (GstGLShader * shader)
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{
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GstGLShaderPrivate *priv = shader->priv;
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return (int) priv->program_handle;
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}
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static void
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gst_gl_shader_class_init (GstGLShaderClass * klass)
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{
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/* bind class methods .. */
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GObjectClass *obj_class = G_OBJECT_CLASS (klass);
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g_type_class_add_private (klass, sizeof (GstGLShaderPrivate));
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obj_class->finalize = gst_gl_shader_finalize;
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obj_class->set_property = gst_gl_shader_set_property;
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obj_class->get_property = gst_gl_shader_get_property;
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/* .. and install properties */
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g_object_class_install_property (obj_class,
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PROP_VERTEX_SRC,
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g_param_spec_string ("vertex-src",
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"Vertex Source",
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"GLSL Vertex Shader source code", NULL,
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G_PARAM_READWRITE | G_PARAM_STATIC_STRINGS));
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g_object_class_install_property (obj_class,
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PROP_FRAGMENT_SRC,
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g_param_spec_string ("fragment-src",
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"Fragment Source",
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"GLSL Fragment Shader source code", NULL,
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G_PARAM_READWRITE | G_PARAM_STATIC_STRINGS));
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g_object_class_install_property (obj_class,
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PROP_ACTIVE,
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g_param_spec_string ("active",
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"Active", "Enable/Disable the shader", NULL,
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G_PARAM_READWRITE | G_PARAM_STATIC_STRINGS));
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g_object_class_install_property (obj_class,
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PROP_COMPILED,
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g_param_spec_boolean ("compiled",
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"Compiled",
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"Shader compile and link status", FALSE,
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G_PARAM_READABLE | G_PARAM_STATIC_STRINGS));
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}
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void
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gst_gl_shader_set_vertex_source (GstGLShader * shader, const gchar * src)
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{
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GstGLShaderPrivate *priv;
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g_return_if_fail (GST_GL_IS_SHADER (shader));
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g_return_if_fail (src != NULL);
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priv = shader->priv;
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if (gst_gl_shader_is_compiled (shader))
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gst_gl_shader_release (shader);
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g_free (priv->vertex_src);
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priv->vertex_src = g_strdup (src);
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}
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void
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gst_gl_shader_set_fragment_source (GstGLShader * shader, const gchar * src)
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{
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GstGLShaderPrivate *priv;
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g_return_if_fail (GST_GL_IS_SHADER (shader));
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g_return_if_fail (src != NULL);
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priv = shader->priv;
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if (gst_gl_shader_is_compiled (shader))
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gst_gl_shader_release (shader);
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g_free (priv->fragment_src);
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priv->fragment_src = g_strdup (src);
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}
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const gchar *
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gst_gl_shader_get_vertex_source (GstGLShader * shader)
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{
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g_return_val_if_fail (GST_GL_IS_SHADER (shader), NULL);
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return shader->priv->vertex_src;
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}
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const gchar *
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gst_gl_shader_get_fragment_source (GstGLShader * shader)
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{
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g_return_val_if_fail (GST_GL_IS_SHADER (shader), NULL);
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return shader->priv->fragment_src;
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}
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static void
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gst_gl_shader_init (GstGLShader * self)
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{
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/* initialize sources and create program object */
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GstGLShaderPrivate *priv;
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priv = self->priv = GST_GL_SHADER_GET_PRIVATE (self);
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priv->vertex_src = NULL;
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priv->fragment_src = NULL;
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priv->fragment_handle = 0;
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priv->vertex_handle = 0;
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priv->compiled = FALSE;
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priv->active = FALSE; /* unused at the moment */
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}
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static gboolean
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_fill_vtable (GstGLShader * shader, GstGLContext * context)
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{
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GstGLFuncs *gl = context->gl_vtable;
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GstGLShaderVTable *vtable = &shader->priv->vtable;
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if (gl->CreateProgram) {
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vtable->CreateProgram = gl->CreateProgram;
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vtable->DeleteProgram = gl->DeleteProgram;
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vtable->UseProgram = gl->UseProgram;
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vtable->CreateShader = gl->CreateShader;
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vtable->DeleteShader = gl->DeleteShader;
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vtable->AttachShader = gl->AttachShader;
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vtable->DetachShader = gl->DetachShader;
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vtable->GetAttachedShaders = gl->GetAttachedShaders;
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vtable->GetShaderInfoLog = gl->GetShaderInfoLog;
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vtable->GetShaderiv = gl->GetShaderiv;
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vtable->GetProgramInfoLog = gl->GetProgramInfoLog;
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vtable->GetProgramiv = gl->GetProgramiv;
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} else if (gl->CreateProgramObject) {
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vtable->CreateProgram = gl->CreateProgramObject;
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vtable->DeleteProgram = gl->DeleteObject;
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vtable->UseProgram = gl->UseProgramObject;
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vtable->CreateShader = gl->CreateShaderObject;
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vtable->DeleteShader = gl->DeleteObject;
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vtable->AttachShader = gl->AttachObject;
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vtable->DetachShader = gl->DetachObject;
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vtable->GetAttachedShaders = gl->GetAttachedObjects;
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vtable->GetShaderInfoLog = gl->GetInfoLog;
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vtable->GetShaderiv = gl->GetObjectParameteriv;
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vtable->GetProgramInfoLog = gl->GetInfoLog;
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vtable->GetProgramiv = gl->GetObjectParameteriv;
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} else {
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return FALSE;
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}
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return TRUE;
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}
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GstGLShader *
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gst_gl_shader_new (GstGLContext * context)
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{
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GstGLShader *shader;
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g_return_val_if_fail (GST_GL_IS_CONTEXT (context), NULL);
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shader = g_object_new (GST_GL_TYPE_SHADER, NULL);
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shader->context = gst_object_ref (context);
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GST_DEBUG_OBJECT (shader, "Created new GLShader for context %" GST_PTR_FORMAT,
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context);
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return shader;
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}
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gboolean
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gst_gl_shader_is_compiled (GstGLShader * shader)
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{
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g_return_val_if_fail (GST_GL_IS_SHADER (shader), FALSE);
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return shader->priv->compiled;
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}
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gboolean
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gst_gl_shader_compile (GstGLShader * shader, GError ** error)
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{
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GstGLShaderPrivate *priv;
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GstGLFuncs *gl;
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gchar info_buffer[2048];
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gint len = 0;
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GLint status = GL_FALSE;
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g_return_val_if_fail (GST_GL_IS_SHADER (shader), FALSE);
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priv = shader->priv;
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gl = shader->context->gl_vtable;
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if (priv->compiled)
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return priv->compiled;
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if (!_fill_vtable (shader, shader->context))
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return FALSE;
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shader->priv->program_handle = shader->priv->vtable.CreateProgram ();
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GST_TRACE ("shader created %u", shader->priv->program_handle);
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g_return_val_if_fail (priv->program_handle, FALSE);
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if (priv->vertex_src) {
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/* create vertex object */
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const gchar *vertex_source = priv->vertex_src;
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priv->vertex_handle = priv->vtable.CreateShader (GL_VERTEX_SHADER);
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gl->ShaderSource (priv->vertex_handle, 1, &vertex_source, NULL);
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/* compile */
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gl->CompileShader (priv->vertex_handle);
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/* check everything is ok */
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gl->GetShaderiv (priv->vertex_handle, GL_COMPILE_STATUS, &status);
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priv->vtable.GetShaderInfoLog (priv->vertex_handle,
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sizeof (info_buffer) - 1, &len, info_buffer);
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info_buffer[len] = '\0';
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if (status != GL_TRUE) {
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GST_ERROR ("Vertex Shader compilation failed:\n%s", info_buffer);
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g_set_error (error, GST_GL_SHADER_ERROR,
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GST_GL_SHADER_ERROR_COMPILE,
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"Vertex Shader compilation failed:\n%s", info_buffer);
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priv->vtable.DeleteShader (priv->vertex_handle);
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priv->compiled = FALSE;
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return priv->compiled;
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} else if (len > 1) {
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GST_FIXME ("vertex shader info log:\n%s\n", info_buffer);
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}
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priv->vtable.AttachShader (priv->program_handle, priv->vertex_handle);
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GST_LOG ("vertex shader attached %u", priv->vertex_handle);
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}
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if (priv->fragment_src) {
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/* create fragment object */
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const gchar *fragment_source = priv->fragment_src;
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priv->fragment_handle = priv->vtable.CreateShader (GL_FRAGMENT_SHADER);
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gl->ShaderSource (priv->fragment_handle, 1, &fragment_source, NULL);
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/* compile */
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gl->CompileShader (priv->fragment_handle);
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/* check everything is ok */
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priv->vtable.GetShaderiv (priv->fragment_handle,
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GL_COMPILE_STATUS, &status);
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priv->vtable.GetShaderInfoLog (priv->fragment_handle,
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sizeof (info_buffer) - 1, &len, info_buffer);
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info_buffer[len] = '\0';
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if (status != GL_TRUE) {
|
|
GST_ERROR ("Fragment Shader compilation failed:\n%s", info_buffer);
|
|
|
|
g_set_error (error, GST_GL_SHADER_ERROR,
|
|
GST_GL_SHADER_ERROR_COMPILE,
|
|
"Fragment Shader compilation failed:\n%s", info_buffer);
|
|
|
|
priv->vtable.DeleteShader (priv->fragment_handle);
|
|
priv->compiled = FALSE;
|
|
return priv->compiled;
|
|
} else if (len > 1) {
|
|
GST_FIXME ("vertex shader info log:\n%s\n", info_buffer);
|
|
}
|
|
priv->vtable.AttachShader (priv->program_handle, priv->fragment_handle);
|
|
|
|
GST_LOG ("fragment shader attached %u", priv->fragment_handle);
|
|
}
|
|
|
|
/* if nothing failed link shaders */
|
|
gl->LinkProgram (priv->program_handle);
|
|
priv->vtable.GetProgramiv (priv->program_handle, GL_LINK_STATUS, &status);
|
|
|
|
priv->vtable.GetProgramInfoLog (priv->program_handle,
|
|
sizeof (info_buffer) - 1, &len, info_buffer);
|
|
info_buffer[len] = '\0';
|
|
|
|
if (status != GL_TRUE) {
|
|
GST_ERROR ("Shader linking failed:\n%s", info_buffer);
|
|
|
|
g_set_error (error, GST_GL_SHADER_ERROR,
|
|
GST_GL_SHADER_ERROR_LINK, "Shader Linking failed:\n%s", info_buffer);
|
|
priv->compiled = FALSE;
|
|
return priv->compiled;
|
|
} else if (len > 1) {
|
|
GST_FIXME ("shader link log:\n%s\n", info_buffer);
|
|
}
|
|
/* success! */
|
|
priv->compiled = TRUE;
|
|
g_object_notify (G_OBJECT (shader), "compiled");
|
|
|
|
return priv->compiled;
|
|
}
|
|
|
|
void
|
|
gst_gl_shader_release (GstGLShader * shader)
|
|
{
|
|
GstGLShaderPrivate *priv;
|
|
|
|
g_return_if_fail (GST_GL_IS_SHADER (shader));
|
|
|
|
priv = shader->priv;
|
|
|
|
if (!priv->compiled || !priv->program_handle)
|
|
return;
|
|
|
|
if (priv->vertex_handle) { /* not needed but nvidia doesn't care to respect the spec */
|
|
GST_TRACE ("finalizing vertex shader %u", priv->vertex_handle);
|
|
|
|
priv->vtable.DeleteShader (priv->vertex_handle);
|
|
}
|
|
|
|
if (priv->fragment_handle) {
|
|
GST_TRACE ("finalizing fragment shader %u", priv->fragment_handle);
|
|
|
|
priv->vtable.DeleteShader (priv->fragment_handle);
|
|
}
|
|
|
|
if (priv->vertex_handle)
|
|
priv->vtable.DetachShader (priv->program_handle, priv->vertex_handle);
|
|
if (priv->fragment_handle)
|
|
priv->vtable.DetachShader (priv->program_handle, priv->fragment_handle);
|
|
|
|
priv->compiled = FALSE;
|
|
g_object_notify (G_OBJECT (shader), "compiled");
|
|
}
|
|
|
|
void
|
|
gst_gl_shader_use (GstGLShader * shader)
|
|
{
|
|
GstGLShaderPrivate *priv;
|
|
|
|
g_return_if_fail (GST_GL_IS_SHADER (shader));
|
|
|
|
priv = shader->priv;
|
|
|
|
g_return_if_fail (priv->program_handle);
|
|
|
|
priv->vtable.UseProgram (priv->program_handle);
|
|
|
|
return;
|
|
}
|
|
|
|
void
|
|
gst_gl_context_clear_shader (GstGLContext * context)
|
|
{
|
|
GstGLFuncs *gl;
|
|
|
|
g_return_if_fail (GST_GL_IS_CONTEXT (context));
|
|
|
|
gl = context->gl_vtable;
|
|
|
|
if (gl->CreateProgram)
|
|
gl->UseProgram (0);
|
|
else if (gl->CreateProgramObject)
|
|
gl->UseProgramObject (0);
|
|
}
|
|
|
|
gboolean
|
|
gst_gl_shader_compile_and_check (GstGLShader * shader,
|
|
const gchar * source, GstGLShaderSourceType type)
|
|
{
|
|
gboolean is_compiled = FALSE;
|
|
|
|
g_object_get (G_OBJECT (shader), "compiled", &is_compiled, NULL);
|
|
|
|
if (!is_compiled) {
|
|
GError *error = NULL;
|
|
|
|
switch (type) {
|
|
case GST_GL_SHADER_FRAGMENT_SOURCE:
|
|
gst_gl_shader_set_fragment_source (shader, source);
|
|
break;
|
|
case GST_GL_SHADER_VERTEX_SOURCE:
|
|
gst_gl_shader_set_vertex_source (shader, source);
|
|
break;
|
|
default:
|
|
g_assert_not_reached ();
|
|
break;
|
|
}
|
|
|
|
gst_gl_shader_compile (shader, &error);
|
|
if (error) {
|
|
gst_gl_context_set_error (shader->context, "%s", error->message);
|
|
g_error_free (error);
|
|
gst_gl_context_clear_shader (shader->context);
|
|
|
|
return FALSE;
|
|
}
|
|
}
|
|
return TRUE;
|
|
}
|
|
|
|
gboolean
|
|
gst_gl_shader_compile_all_with_attribs_and_check (GstGLShader * shader,
|
|
const gchar * v_src, const gchar * f_src, const gint n_attribs,
|
|
const gchar * attrib_names[], GLint attrib_locs[])
|
|
{
|
|
gint i = 0;
|
|
GError *error = NULL;
|
|
|
|
gst_gl_shader_set_vertex_source (shader, v_src);
|
|
gst_gl_shader_set_fragment_source (shader, f_src);
|
|
|
|
gst_gl_shader_compile (shader, &error);
|
|
if (error) {
|
|
gst_gl_context_set_error (shader->context, "%s", error->message);
|
|
g_error_free (error);
|
|
gst_gl_context_clear_shader (shader->context);
|
|
|
|
return FALSE;
|
|
}
|
|
|
|
for (i = 0; i < n_attribs; i++)
|
|
attrib_locs[i] =
|
|
gst_gl_shader_get_attribute_location (shader, attrib_names[i]);
|
|
|
|
return TRUE;
|
|
}
|
|
|
|
gboolean
|
|
gst_gl_shader_compile_with_default_f_and_check (GstGLShader * shader,
|
|
const gchar * v_src, const gint n_attribs, const gchar * attrib_names[],
|
|
GLint attrib_locs[])
|
|
{
|
|
if (gst_gl_context_get_gl_api (shader->context) & GST_GL_API_OPENGL3)
|
|
return gst_gl_shader_compile_all_with_attribs_and_check (shader, v_src,
|
|
simple_fragment_shader_str_gl3, n_attribs, attrib_names, attrib_locs);
|
|
else
|
|
return gst_gl_shader_compile_all_with_attribs_and_check (shader, v_src,
|
|
simple_fragment_shader_str_gles2, n_attribs, attrib_names, attrib_locs);
|
|
}
|
|
|
|
gboolean
|
|
gst_gl_shader_compile_with_default_v_and_check (GstGLShader * shader,
|
|
const gchar * f_src, GLint * pos_loc, GLint * tex_loc)
|
|
{
|
|
const gchar *attrib_names[2] = { "a_position", "a_texcoord" };
|
|
GLint attrib_locs[2] = { 0 };
|
|
gboolean ret = TRUE;
|
|
|
|
if (gst_gl_context_get_gl_api (shader->context) & GST_GL_API_OPENGL3)
|
|
ret =
|
|
gst_gl_shader_compile_all_with_attribs_and_check (shader,
|
|
simple_vertex_shader_str_gl3, f_src, 2, attrib_names, attrib_locs);
|
|
else
|
|
ret =
|
|
gst_gl_shader_compile_all_with_attribs_and_check (shader,
|
|
simple_vertex_shader_str_gles2, f_src, 2, attrib_names, attrib_locs);
|
|
|
|
if (ret) {
|
|
*pos_loc = attrib_locs[0];
|
|
*tex_loc = attrib_locs[1];
|
|
}
|
|
|
|
return ret;
|
|
}
|
|
|
|
gboolean
|
|
gst_gl_shader_compile_with_default_vf_and_check (GstGLShader * shader,
|
|
GLint * pos_loc, GLint * tex_loc)
|
|
{
|
|
if (gst_gl_context_get_gl_api (shader->context) & GST_GL_API_OPENGL3)
|
|
return gst_gl_shader_compile_with_default_v_and_check (shader,
|
|
simple_fragment_shader_str_gl3, pos_loc, tex_loc);
|
|
else
|
|
return gst_gl_shader_compile_with_default_v_and_check (shader,
|
|
simple_fragment_shader_str_gles2, pos_loc, tex_loc);
|
|
}
|
|
|
|
void
|
|
gst_gl_shader_set_uniform_1f (GstGLShader * shader, const gchar * name,
|
|
gfloat value)
|
|
{
|
|
GstGLShaderPrivate *priv;
|
|
GstGLFuncs *gl;
|
|
GLint location = -1;
|
|
|
|
g_return_if_fail (shader != NULL);
|
|
|
|
priv = shader->priv;
|
|
g_return_if_fail (priv->program_handle != 0);
|
|
gl = shader->context->gl_vtable;
|
|
|
|
location = gl->GetUniformLocation (priv->program_handle, name);
|
|
|
|
gl->Uniform1f (location, value);
|
|
}
|
|
|
|
void
|
|
gst_gl_shader_set_uniform_1fv (GstGLShader * shader, const gchar * name,
|
|
guint count, gfloat * value)
|
|
{
|
|
GstGLShaderPrivate *priv;
|
|
GstGLFuncs *gl;
|
|
GLint location = -1;
|
|
|
|
g_return_if_fail (shader != NULL);
|
|
priv = shader->priv;
|
|
g_return_if_fail (priv->program_handle != 0);
|
|
gl = shader->context->gl_vtable;
|
|
|
|
location = gl->GetUniformLocation (priv->program_handle, name);
|
|
|
|
gl->Uniform1fv (location, count, value);
|
|
}
|
|
|
|
void
|
|
gst_gl_shader_set_uniform_1i (GstGLShader * shader, const gchar * name,
|
|
gint value)
|
|
{
|
|
GstGLShaderPrivate *priv;
|
|
GstGLFuncs *gl;
|
|
GLint location = -1;
|
|
|
|
g_return_if_fail (shader != NULL);
|
|
priv = shader->priv;
|
|
g_return_if_fail (priv->program_handle != 0);
|
|
gl = shader->context->gl_vtable;
|
|
|
|
location = gl->GetUniformLocation (priv->program_handle, name);
|
|
|
|
gl->Uniform1i (location, value);
|
|
}
|
|
|
|
void
|
|
gst_gl_shader_set_uniform_1iv (GstGLShader * shader, const gchar * name,
|
|
guint count, gint * value)
|
|
{
|
|
GstGLShaderPrivate *priv;
|
|
GstGLFuncs *gl;
|
|
GLint location = -1;
|
|
|
|
g_return_if_fail (shader != NULL);
|
|
priv = shader->priv;
|
|
g_return_if_fail (priv->program_handle != 0);
|
|
gl = shader->context->gl_vtable;
|
|
|
|
location = gl->GetUniformLocation (priv->program_handle, name);
|
|
|
|
gl->Uniform1iv (location, count, value);
|
|
}
|
|
|
|
void
|
|
gst_gl_shader_set_uniform_2f (GstGLShader * shader, const gchar * name,
|
|
gfloat value0, gfloat value1)
|
|
{
|
|
GstGLShaderPrivate *priv;
|
|
GstGLFuncs *gl;
|
|
GLint location = -1;
|
|
|
|
g_return_if_fail (shader != NULL);
|
|
priv = shader->priv;
|
|
g_return_if_fail (priv->program_handle != 0);
|
|
gl = shader->context->gl_vtable;
|
|
|
|
location = gl->GetUniformLocation (priv->program_handle, name);
|
|
|
|
gl->Uniform2f (location, value0, value1);
|
|
}
|
|
|
|
void
|
|
gst_gl_shader_set_uniform_2fv (GstGLShader * shader, const gchar * name,
|
|
guint count, gfloat * value)
|
|
{
|
|
GstGLShaderPrivate *priv;
|
|
GstGLFuncs *gl;
|
|
GLint location = -1;
|
|
|
|
g_return_if_fail (shader != NULL);
|
|
priv = shader->priv;
|
|
g_return_if_fail (priv->program_handle != 0);
|
|
gl = shader->context->gl_vtable;
|
|
|
|
location = gl->GetUniformLocation (priv->program_handle, name);
|
|
|
|
gl->Uniform2fv (location, count, value);
|
|
}
|
|
|
|
void
|
|
gst_gl_shader_set_uniform_2i (GstGLShader * shader, const gchar * name,
|
|
gint v0, gint v1)
|
|
{
|
|
GstGLShaderPrivate *priv;
|
|
GstGLFuncs *gl;
|
|
GLint location = -1;
|
|
|
|
g_return_if_fail (shader != NULL);
|
|
priv = shader->priv;
|
|
g_return_if_fail (priv->program_handle != 0);
|
|
gl = shader->context->gl_vtable;
|
|
|
|
location = gl->GetUniformLocation (priv->program_handle, name);
|
|
|
|
gl->Uniform2i (location, v0, v1);
|
|
}
|
|
|
|
void
|
|
gst_gl_shader_set_uniform_2iv (GstGLShader * shader, const gchar * name,
|
|
guint count, gint * value)
|
|
{
|
|
GstGLShaderPrivate *priv;
|
|
GstGLFuncs *gl;
|
|
GLint location = -1;
|
|
|
|
g_return_if_fail (shader != NULL);
|
|
priv = shader->priv;
|
|
g_return_if_fail (priv->program_handle != 0);
|
|
gl = shader->context->gl_vtable;
|
|
|
|
location = gl->GetUniformLocation (priv->program_handle, name);
|
|
|
|
gl->Uniform2iv (location, count, value);
|
|
}
|
|
|
|
void
|
|
gst_gl_shader_set_uniform_3f (GstGLShader * shader, const gchar * name,
|
|
gfloat v0, gfloat v1, gfloat v2)
|
|
{
|
|
GstGLShaderPrivate *priv;
|
|
GstGLFuncs *gl;
|
|
GLint location = -1;
|
|
|
|
g_return_if_fail (shader != NULL);
|
|
priv = shader->priv;
|
|
g_return_if_fail (priv->program_handle != 0);
|
|
gl = shader->context->gl_vtable;
|
|
|
|
location = gl->GetUniformLocation (priv->program_handle, name);
|
|
|
|
gl->Uniform3f (location, v0, v1, v2);
|
|
}
|
|
|
|
void
|
|
gst_gl_shader_set_uniform_3fv (GstGLShader * shader, const gchar * name,
|
|
guint count, gfloat * value)
|
|
{
|
|
GstGLShaderPrivate *priv;
|
|
GstGLFuncs *gl;
|
|
GLint location = -1;
|
|
|
|
g_return_if_fail (shader != NULL);
|
|
priv = shader->priv;
|
|
g_return_if_fail (priv->program_handle != 0);
|
|
gl = shader->context->gl_vtable;
|
|
|
|
location = gl->GetUniformLocation (priv->program_handle, name);
|
|
|
|
gl->Uniform3fv (location, count, value);
|
|
}
|
|
|
|
void
|
|
gst_gl_shader_set_uniform_3i (GstGLShader * shader, const gchar * name,
|
|
gint v0, gint v1, gint v2)
|
|
{
|
|
GstGLShaderPrivate *priv;
|
|
GstGLFuncs *gl;
|
|
GLint location = -1;
|
|
|
|
g_return_if_fail (shader != NULL);
|
|
priv = shader->priv;
|
|
g_return_if_fail (priv->program_handle != 0);
|
|
gl = shader->context->gl_vtable;
|
|
|
|
location = gl->GetUniformLocation (priv->program_handle, name);
|
|
|
|
gl->Uniform3i (location, v0, v1, v2);
|
|
}
|
|
|
|
void
|
|
gst_gl_shader_set_uniform_3iv (GstGLShader * shader, const gchar * name,
|
|
guint count, gint * value)
|
|
{
|
|
GstGLShaderPrivate *priv;
|
|
GstGLFuncs *gl;
|
|
GLint location = -1;
|
|
|
|
g_return_if_fail (shader != NULL);
|
|
priv = shader->priv;
|
|
g_return_if_fail (priv->program_handle != 0);
|
|
gl = shader->context->gl_vtable;
|
|
|
|
location = gl->GetUniformLocation (priv->program_handle, name);
|
|
|
|
gl->Uniform3iv (location, count, value);
|
|
}
|
|
|
|
void
|
|
gst_gl_shader_set_uniform_4f (GstGLShader * shader, const gchar * name,
|
|
gfloat v0, gfloat v1, gfloat v2, gfloat v3)
|
|
{
|
|
GstGLShaderPrivate *priv;
|
|
GstGLFuncs *gl;
|
|
GLint location = -1;
|
|
|
|
g_return_if_fail (shader != NULL);
|
|
priv = shader->priv;
|
|
g_return_if_fail (priv->program_handle != 0);
|
|
gl = shader->context->gl_vtable;
|
|
|
|
location = gl->GetUniformLocation (priv->program_handle, name);
|
|
|
|
gl->Uniform4f (location, v0, v1, v2, v3);
|
|
}
|
|
|
|
void
|
|
gst_gl_shader_set_uniform_4fv (GstGLShader * shader, const gchar * name,
|
|
guint count, gfloat * value)
|
|
{
|
|
GstGLShaderPrivate *priv;
|
|
GstGLFuncs *gl;
|
|
GLint location = -1;
|
|
|
|
g_return_if_fail (shader != NULL);
|
|
priv = shader->priv;
|
|
g_return_if_fail (priv->program_handle != 0);
|
|
gl = shader->context->gl_vtable;
|
|
|
|
location = gl->GetUniformLocation (priv->program_handle, name);
|
|
|
|
gl->Uniform4fv (location, count, value);
|
|
}
|
|
|
|
void
|
|
gst_gl_shader_set_uniform_4i (GstGLShader * shader, const gchar * name,
|
|
gint v0, gint v1, gint v2, gint v3)
|
|
{
|
|
GstGLShaderPrivate *priv;
|
|
GstGLFuncs *gl;
|
|
GLint location = -1;
|
|
|
|
g_return_if_fail (shader != NULL);
|
|
priv = shader->priv;
|
|
g_return_if_fail (priv->program_handle != 0);
|
|
gl = shader->context->gl_vtable;
|
|
|
|
location = gl->GetUniformLocation (priv->program_handle, name);
|
|
|
|
gl->Uniform4i (location, v0, v1, v2, v3);
|
|
}
|
|
|
|
void
|
|
gst_gl_shader_set_uniform_4iv (GstGLShader * shader, const gchar * name,
|
|
guint count, gint * value)
|
|
{
|
|
GstGLShaderPrivate *priv;
|
|
GstGLFuncs *gl;
|
|
GLint location = -1;
|
|
|
|
g_return_if_fail (shader != NULL);
|
|
priv = shader->priv;
|
|
g_return_if_fail (priv->program_handle != 0);
|
|
gl = shader->context->gl_vtable;
|
|
|
|
location = gl->GetUniformLocation (priv->program_handle, name);
|
|
|
|
gl->Uniform4iv (location, count, value);
|
|
}
|
|
|
|
void
|
|
gst_gl_shader_set_uniform_matrix_2fv (GstGLShader * shader, const gchar * name,
|
|
gint count, gboolean transpose, const gfloat * value)
|
|
{
|
|
GstGLShaderPrivate *priv;
|
|
GstGLFuncs *gl;
|
|
GLint location = -1;
|
|
|
|
g_return_if_fail (shader != NULL);
|
|
priv = shader->priv;
|
|
g_return_if_fail (priv->program_handle != 0);
|
|
gl = shader->context->gl_vtable;
|
|
|
|
location = gl->GetUniformLocation (priv->program_handle, name);
|
|
|
|
gl->UniformMatrix2fv (location, count, transpose, value);
|
|
}
|
|
|
|
void
|
|
gst_gl_shader_set_uniform_matrix_3fv (GstGLShader * shader, const gchar * name,
|
|
gint count, gboolean transpose, const gfloat * value)
|
|
{
|
|
GstGLShaderPrivate *priv;
|
|
GstGLFuncs *gl;
|
|
GLint location = -1;
|
|
|
|
g_return_if_fail (shader != NULL);
|
|
priv = shader->priv;
|
|
g_return_if_fail (priv->program_handle != 0);
|
|
gl = shader->context->gl_vtable;
|
|
|
|
location = gl->GetUniformLocation (priv->program_handle, name);
|
|
|
|
gl->UniformMatrix3fv (location, count, transpose, value);
|
|
}
|
|
|
|
void
|
|
gst_gl_shader_set_uniform_matrix_4fv (GstGLShader * shader, const gchar * name,
|
|
gint count, gboolean transpose, const gfloat * value)
|
|
{
|
|
GstGLShaderPrivate *priv;
|
|
GstGLFuncs *gl;
|
|
GLint location = -1;
|
|
|
|
g_return_if_fail (shader != NULL);
|
|
priv = shader->priv;
|
|
g_return_if_fail (priv->program_handle != 0);
|
|
gl = shader->context->gl_vtable;
|
|
|
|
location = gl->GetUniformLocation (priv->program_handle, name);
|
|
|
|
gl->UniformMatrix4fv (location, count, transpose, value);
|
|
}
|
|
|
|
#if GST_GL_HAVE_OPENGL
|
|
void
|
|
gst_gl_shader_set_uniform_matrix_2x3fv (GstGLShader * shader,
|
|
const gchar * name, gint count, gboolean transpose, const gfloat * value)
|
|
{
|
|
GstGLShaderPrivate *priv;
|
|
GstGLFuncs *gl;
|
|
GLint location = -1;
|
|
|
|
g_return_if_fail (shader != NULL);
|
|
priv = shader->priv;
|
|
g_return_if_fail (priv->program_handle != 0);
|
|
gl = shader->context->gl_vtable;
|
|
|
|
location = gl->GetUniformLocation (priv->program_handle, name);
|
|
|
|
gl->UniformMatrix2x3fv (location, count, transpose, value);
|
|
}
|
|
|
|
void
|
|
gst_gl_shader_set_uniform_matrix_2x4fv (GstGLShader * shader,
|
|
const gchar * name, gint count, gboolean transpose, const gfloat * value)
|
|
{
|
|
GstGLShaderPrivate *priv;
|
|
GstGLFuncs *gl;
|
|
GLint location = -1;
|
|
|
|
g_return_if_fail (shader != NULL);
|
|
priv = shader->priv;
|
|
g_return_if_fail (priv->program_handle != 0);
|
|
gl = shader->context->gl_vtable;
|
|
|
|
location = gl->GetUniformLocation (priv->program_handle, name);
|
|
|
|
gl->UniformMatrix2x4fv (location, count, transpose, value);
|
|
}
|
|
|
|
void
|
|
gst_gl_shader_set_uniform_matrix_3x2fv (GstGLShader * shader,
|
|
const gchar * name, gint count, gboolean transpose, const gfloat * value)
|
|
{
|
|
GstGLShaderPrivate *priv;
|
|
GstGLFuncs *gl;
|
|
GLint location = -1;
|
|
|
|
g_return_if_fail (shader != NULL);
|
|
priv = shader->priv;
|
|
g_return_if_fail (priv->program_handle != 0);
|
|
gl = shader->context->gl_vtable;
|
|
|
|
location = gl->GetUniformLocation (priv->program_handle, name);
|
|
|
|
gl->UniformMatrix3x2fv (location, count, transpose, value);
|
|
}
|
|
|
|
void
|
|
gst_gl_shader_set_uniform_matrix_3x4fv (GstGLShader * shader,
|
|
const gchar * name, gint count, gboolean transpose, const gfloat * value)
|
|
{
|
|
GstGLShaderPrivate *priv;
|
|
GstGLFuncs *gl;
|
|
GLint location = -1;
|
|
|
|
g_return_if_fail (shader != NULL);
|
|
priv = shader->priv;
|
|
g_return_if_fail (priv->program_handle != 0);
|
|
gl = shader->context->gl_vtable;
|
|
|
|
location = gl->GetUniformLocation (priv->program_handle, name);
|
|
|
|
gl->UniformMatrix3x4fv (location, count, transpose, value);
|
|
}
|
|
|
|
void
|
|
gst_gl_shader_set_uniform_matrix_4x2fv (GstGLShader * shader,
|
|
const gchar * name, gint count, gboolean transpose, const gfloat * value)
|
|
{
|
|
GstGLShaderPrivate *priv;
|
|
GstGLFuncs *gl;
|
|
GLint location = -1;
|
|
|
|
g_return_if_fail (shader != NULL);
|
|
priv = shader->priv;
|
|
g_return_if_fail (priv->program_handle != 0);
|
|
gl = shader->context->gl_vtable;
|
|
|
|
location = gl->GetUniformLocation (priv->program_handle, name);
|
|
|
|
gl->UniformMatrix4x2fv (location, count, transpose, value);
|
|
}
|
|
|
|
void
|
|
gst_gl_shader_set_uniform_matrix_4x3fv (GstGLShader * shader,
|
|
const gchar * name, gint count, gboolean transpose, const gfloat * value)
|
|
{
|
|
GstGLShaderPrivate *priv;
|
|
GstGLFuncs *gl;
|
|
GLint location = -1;
|
|
|
|
g_return_if_fail (shader != NULL);
|
|
priv = shader->priv;
|
|
g_return_if_fail (priv->program_handle != 0);
|
|
gl = shader->context->gl_vtable;
|
|
|
|
location = gl->GetUniformLocation (priv->program_handle, name);
|
|
|
|
gl->UniformMatrix4x3fv (location, count, transpose, value);
|
|
}
|
|
#endif /* GST_GL_HAVE_OPENGL */
|
|
|
|
GLint
|
|
gst_gl_shader_get_attribute_location (GstGLShader * shader, const gchar * name)
|
|
{
|
|
GstGLShaderPrivate *priv;
|
|
GstGLFuncs *gl;
|
|
|
|
g_return_val_if_fail (shader != NULL, 0);
|
|
priv = shader->priv;
|
|
g_return_val_if_fail (priv->program_handle != 0, 0);
|
|
gl = shader->context->gl_vtable;
|
|
|
|
return gl->GetAttribLocation (priv->program_handle, name);
|
|
}
|
|
|
|
void
|
|
gst_gl_shader_bind_attribute_location (GstGLShader * shader, GLuint index,
|
|
const gchar * name)
|
|
{
|
|
GstGLShaderPrivate *priv;
|
|
GstGLFuncs *gl;
|
|
|
|
g_return_if_fail (shader != NULL);
|
|
priv = shader->priv;
|
|
g_return_if_fail (priv->program_handle != 0);
|
|
gl = shader->context->gl_vtable;
|
|
|
|
gl->BindAttribLocation (priv->program_handle, index, name);
|
|
}
|
|
|
|
GQuark
|
|
gst_gl_shader_error_quark (void)
|
|
{
|
|
return g_quark_from_static_string ("gst-gl-shader-error");
|
|
}
|