gstreamer/gst-libs/gst/gl/gstglshader.c
Julien Isorce b85ffef956 [387/906] glmixer: add a glmixer base element
glmixer can be seen as a glfilter except it handles N requested
sink pads.
Each sink pad and the src pad are video/x-raw-gl.
glmixer is responsible for managing different framerates from inputs.
It uses OpenGL context sharing. It means that each input is in its
own OpenGL context shared together and shared with the OpenGL context
of the ouput gl chain.
Also add a glmosaic which is an example of implementation of glmixer.
For now glmosaic is a cube but it will be fixed in the next commits.
For now the glmixer has some weird behaviours in some configurations
but it will be improved in the next commits.
The autotools builds is temporarly broken since those changes
have been made on win32.
2017-12-09 19:31:22 +00:00

561 lines
14 KiB
C

/*
* GStreamer
* Copyright (C) 2008 Filippo Argiolas <filippo.argiolas@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., 59 Temple Place - Suite 330,
* Boston, MA 02111-1307, USA.
*/
#ifdef HAVE_CONFIG_H
#include "config.h"
#endif
#include "gstglshader.h"
#define GST_GL_SHADER_GET_PRIVATE(o) \
(G_TYPE_INSTANCE_GET_PRIVATE((o), GST_GL_TYPE_SHADER, GstGLShaderPrivate))
enum
{
PROP_0,
PROP_VERTEX_SRC,
PROP_FRAGMENT_SRC,
PROP_COMPILED,
PROP_ACTIVE //unused
};
struct _GstGLShaderPrivate
{
gchar *vertex_src;
gchar *fragment_src;
GLhandleARB vertex_handle;
GLhandleARB fragment_handle;
GLhandleARB program_handle;
gboolean compiled;
gboolean active;
};
G_DEFINE_TYPE (GstGLShader, gst_gl_shader, G_TYPE_OBJECT);
#undef G_LOG_DOMAIN
#define G_LOG_DOMAIN "GstGLShader"
gboolean _gst_gl_shader_debug = FALSE;
static void
gst_gl_shader_finalize (GObject * object)
{
GstGLShader *shader;
GstGLShaderPrivate *priv;
/* GLint status = GL_FALSE; */
shader = GST_GL_SHADER (object);
priv = shader->priv;
g_debug ("finalizing shader %ud", priv->program_handle);
g_free (priv->vertex_src);
g_free (priv->fragment_src);
/* release shader objects */
gst_gl_shader_release (shader);
/* delete program */
if (priv->program_handle) {
glDeleteObjectARB (priv->program_handle);
glGetError ();
/* g_debug ("error: 0x%x", err); */
/* glGetObjectParameterivARB(priv->program_handle, GL_OBJECT_DELETE_STATUS_ARB, &status); */
/* g_debug ("program deletion status:%s", status == GL_TRUE ? "true" : "false" ); */
}
g_debug ("shader deleted %ud", priv->program_handle);
priv->fragment_handle = 0;
priv->vertex_handle = 0;
priv->program_handle = 0;
G_OBJECT_CLASS (gst_gl_shader_parent_class)->finalize (object);
}
static void
gst_gl_shader_set_property (GObject * object,
guint prop_id, const GValue * value, GParamSpec * pspec)
{
GstGLShader *shader = GST_GL_SHADER (object);
switch (prop_id) {
case PROP_VERTEX_SRC:
gst_gl_shader_set_vertex_source (shader, g_value_get_string (value));
break;
case PROP_FRAGMENT_SRC:
gst_gl_shader_set_fragment_source (shader, g_value_get_string (value));
break;
default:
G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec);
break;
}
}
static void
gst_gl_shader_get_property (GObject * object,
guint prop_id, GValue * value, GParamSpec * pspec)
{
GstGLShader *shader = GST_GL_SHADER (object);
GstGLShaderPrivate *priv = shader->priv;
switch (prop_id) {
case PROP_VERTEX_SRC:
g_value_set_string (value, priv->vertex_src);
break;
case PROP_FRAGMENT_SRC:
g_value_set_string (value, priv->fragment_src);
break;
case PROP_COMPILED:
g_value_set_boolean (value, priv->compiled);
break;
default:
G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec);
break;
}
}
static void
gst_gl_shader_log_handler (const gchar * domain, GLogLevelFlags flags,
const gchar * message, gpointer user_data)
{
if (_gst_gl_shader_debug) {
g_log_default_handler (domain, flags, message, user_data);
}
}
static void
gst_gl_shader_class_init (GstGLShaderClass * klass)
{
/* bind class methods .. */
GObjectClass *obj_class = G_OBJECT_CLASS (klass);
g_type_class_add_private (klass, sizeof (GstGLShaderPrivate));
obj_class->finalize = gst_gl_shader_finalize;
obj_class->set_property = gst_gl_shader_set_property;
obj_class->get_property = gst_gl_shader_get_property;
/* .. and install properties */
g_object_class_install_property (obj_class,
PROP_VERTEX_SRC,
g_param_spec_string ("vertex-src",
"Vertex Source",
"GLSL Vertex Shader source code", NULL, G_PARAM_READWRITE));
g_object_class_install_property (obj_class,
PROP_FRAGMENT_SRC,
g_param_spec_string ("fragment-src",
"Fragment Source",
"GLSL Fragment Shader source code", NULL, G_PARAM_READWRITE));
g_object_class_install_property (obj_class,
PROP_ACTIVE,
g_param_spec_string ("active",
"Active", "Enable/Disable the shader", NULL, G_PARAM_READWRITE));
g_object_class_install_property (obj_class,
PROP_COMPILED,
g_param_spec_boolean ("compiled",
"Compiled",
"Shader compile and link status", FALSE, G_PARAM_READABLE));
}
void
gst_gl_shader_set_vertex_source (GstGLShader * shader, const gchar * src)
{
GstGLShaderPrivate *priv;
g_return_if_fail (GST_GL_IS_SHADER (shader));
g_return_if_fail (src != NULL);
priv = shader->priv;
if (gst_gl_shader_is_compiled (shader))
gst_gl_shader_release (shader);
g_free (priv->vertex_src);
priv->vertex_src = g_strdup (src);
}
void
gst_gl_shader_set_fragment_source (GstGLShader * shader, const gchar * src)
{
GstGLShaderPrivate *priv;
g_return_if_fail (GST_GL_IS_SHADER (shader));
g_return_if_fail (src != NULL);
priv = shader->priv;
if (gst_gl_shader_is_compiled (shader))
gst_gl_shader_release (shader);
g_free (priv->fragment_src);
priv->fragment_src = g_strdup (src);
}
G_CONST_RETURN gchar *
gst_gl_shader_get_vertex_source (GstGLShader * shader)
{
g_return_val_if_fail (GST_GL_IS_SHADER (shader), NULL);
return shader->priv->vertex_src;
}
G_CONST_RETURN gchar *
gst_gl_shader_get_fragment_source (GstGLShader * shader)
{
g_return_val_if_fail (GST_GL_IS_SHADER (shader), NULL);
return shader->priv->fragment_src;
}
static void
gst_gl_shader_init (GstGLShader * self)
{
/* initialize sources and create program object */
GstGLShaderPrivate *priv;
priv = self->priv = GST_GL_SHADER_GET_PRIVATE (self);
priv->vertex_src = NULL;
priv->fragment_src = NULL;
priv->fragment_handle = 0;
priv->vertex_handle = 0;
priv->program_handle = glCreateProgramObjectARB ();
g_assert (priv->program_handle);
priv->compiled = FALSE;
priv->active = FALSE; // unused at the moment
if (g_getenv ("GST_GL_SHADER_DEBUG") != NULL)
_gst_gl_shader_debug = TRUE;
g_log_set_handler ("GstGLShader", G_LOG_LEVEL_DEBUG,
gst_gl_shader_log_handler, NULL);
}
GstGLShader *
gst_gl_shader_new (void)
{
return g_object_new (GST_GL_TYPE_SHADER, NULL);
}
gboolean
gst_gl_shader_is_compiled (GstGLShader * shader)
{
g_return_val_if_fail (GST_GL_IS_SHADER (shader), FALSE);
return shader->priv->compiled;
}
gboolean
gst_gl_shader_compile (GstGLShader * shader, GError ** error)
{
GstGLShaderPrivate *priv;
gchar info_buffer[2048];
GLsizei len = 0;
GLint status = GL_FALSE;
g_return_val_if_fail (GST_GL_IS_SHADER (shader), FALSE);
priv = shader->priv;
if (priv->compiled)
return priv->compiled;
g_assert (priv->program_handle);
if (priv->vertex_src) {
/* create vertex object */
const gchar *vertex_source = priv->vertex_src;
priv->vertex_handle = glCreateShaderObjectARB (GL_VERTEX_SHADER);
glShaderSourceARB (priv->vertex_handle, 1, &vertex_source, NULL);
/* compile */
glCompileShaderARB (priv->vertex_handle);
/* check everything is ok */
glGetObjectParameterivARB (priv->vertex_handle,
GL_OBJECT_COMPILE_STATUS_ARB, &status);
glGetInfoLogARB (priv->vertex_handle,
sizeof (info_buffer) - 1, &len, info_buffer);
info_buffer[len] = '\0';
if (status != GL_TRUE) {
g_set_error (error, GST_GL_SHADER_ERROR,
GST_GL_SHADER_ERROR_COMPILE,
"Vertex Shader compilation failed:\n%s", info_buffer);
glDeleteObjectARB (priv->vertex_handle);
priv->compiled = FALSE;
return priv->compiled;
} else if (len > 1) {
g_debug ("\n%s\n", info_buffer);
}
glAttachObjectARB (priv->program_handle, priv->vertex_handle);
}
if (priv->fragment_src) {
/* create fragment object */
const gchar *fragment_source = priv->fragment_src;
priv->fragment_handle = glCreateShaderObjectARB (GL_FRAGMENT_SHADER_ARB);
glShaderSourceARB (priv->fragment_handle, 1, &fragment_source, NULL);
/* compile */
glCompileShaderARB (priv->fragment_handle);
/* check everything is ok */
glGetObjectParameterivARB (priv->fragment_handle,
GL_OBJECT_COMPILE_STATUS_ARB, &status);
glGetInfoLogARB (priv->fragment_handle,
sizeof (info_buffer) - 1, &len, info_buffer);
info_buffer[len] = '\0';
if (status != GL_TRUE) {
g_set_error (error, GST_GL_SHADER_ERROR,
GST_GL_SHADER_ERROR_COMPILE,
"Fragment Shader compilation failed:\n%s", info_buffer);
glDeleteObjectARB (priv->fragment_handle);
priv->compiled = FALSE;
return priv->compiled;
} else if (len > 1) {
g_debug ("\n%s\n", info_buffer);
}
glAttachObjectARB (priv->program_handle, priv->fragment_handle);
}
/* if nothing failed link shaders */
glLinkProgramARB (priv->program_handle);
glGetObjectParameterivARB (priv->program_handle, GL_LINK_STATUS, &status);
glGetInfoLogARB (priv->program_handle,
sizeof (info_buffer) - 1, &len, info_buffer);
info_buffer[len] = '\0';
if (status != GL_TRUE) {
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) {
g_debug ("\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;
/* GLint status; */
/* GLenum err = 0; */
g_return_if_fail (GST_GL_IS_SHADER (shader));
priv = shader->priv;
g_assert (priv->program_handle);
if (!priv->compiled)
return;
if (priv->vertex_handle) { // not needed but nvidia doesn't care to respect the spec
glDeleteObjectARB (priv->vertex_handle);
/* err = glGetError (); */
/* g_debug ("error: 0x%x", err); */
/* glGetObjectParameterivARB(priv->vertex_handle, GL_OBJECT_DELETE_STATUS_ARB, &status); */
/* g_debug ("vertex deletion status:%s", status == GL_TRUE ? "true" : "false" ); */
}
if (priv->fragment_handle) {
glDeleteObjectARB (priv->fragment_handle);
/* err = glGetError (); */
/* g_debug ("error: 0x%x", err); */
/* glGetObjectParameterivARB(priv->fragment_handle, GL_OBJECT_DELETE_STATUS_ARB, &status); */
/* g_debug ("fragment deletion status:%s", status == GL_TRUE ? "true" : "false" ); */
}
if (priv->vertex_handle)
glDetachObjectARB (priv->program_handle, priv->vertex_handle);
if (priv->fragment_handle)
glDetachObjectARB (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;
if (!shader) {
glUseProgramObjectARB (0);
return;
}
priv = shader->priv;
g_assert (priv->program_handle);
glUseProgramObjectARB (priv->program_handle);
return;
}
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) {
g_warning ("%s", error->message);
g_error_free (error);
error = NULL;
gst_gl_shader_use (NULL);
return FALSE;
}
}
return TRUE;
}
void
gst_gl_shader_set_uniform_1f (GstGLShader * shader, const gchar * name,
gfloat value)
{
GstGLShaderPrivate *priv;
GLint location = -1;
priv = shader->priv;
g_return_if_fail (priv->program_handle != 0);
location = glGetUniformLocationARB (priv->program_handle, name);
glUniform1fARB (location, value);
}
void
gst_gl_shader_set_uniform_1fv (GstGLShader * shader, const gchar * name,
guint count, gfloat * value)
{
GstGLShaderPrivate *priv;
GLint location = -1;
priv = shader->priv;
g_return_if_fail (priv->program_handle != 0);
location = glGetUniformLocationARB (priv->program_handle, name);
glUniform1fvARB (location, count, value);
}
void
gst_gl_shader_set_uniform_1i (GstGLShader * shader, const gchar * name,
gint value)
{
GstGLShaderPrivate *priv;
GLint location = -1;
priv = shader->priv;
g_return_if_fail (priv->program_handle != 0);
location = glGetUniformLocationARB (priv->program_handle, name);
glUniform1iARB (location, value);
}
void
gst_gl_shader_set_uniform_matrix_4fv (GstGLShader * shader, const gchar * name,
GLsizei count, GLboolean transpose, const GLfloat* value)
{
GstGLShaderPrivate *priv;
GLint location = -1;
priv = shader->priv;
g_return_if_fail (priv->program_handle != 0);
location = glGetUniformLocationARB (priv->program_handle, name);
glUniformMatrix4fvARB (location, count, transpose, value);
}
GLint
gst_gl_shader_get_attribute_location (GstGLShader * shader, const gchar * name)
{
GstGLShaderPrivate *priv;
priv = shader->priv;
g_return_val_if_fail (priv->program_handle != 0, 0);
return glGetAttribLocationARB (priv->program_handle, name);
}
void
gst_gl_shader_bind_attribute_location (GstGLShader * shader, GLuint index, const gchar * name)
{
GstGLShaderPrivate *priv;
priv = shader->priv;
g_return_if_fail (priv->program_handle != 0);
glBindAttribLocationARB (priv->program_handle, index, name);
}
GQuark
gst_gl_shader_error_quark (void)
{
return g_quark_from_static_string ("gst-gl-shader-error");
}