mirror of
https://gitlab.freedesktop.org/gstreamer/gstreamer.git
synced 2024-11-24 10:41:04 +00:00
766 lines
22 KiB
C
766 lines
22 KiB
C
/*
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* GStreamer
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* Copyright (C) 2013 Matthew Waters <ystreet00@gmail.com>
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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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#include <stdio.h>
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#include <gst/gst.h>
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#include "gstglutils.h"
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#include "gstglfeature.h"
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#ifndef GL_FRAMEBUFFER_UNDEFINED
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#define GL_FRAMEBUFFER_UNDEFINED 0x8219
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#endif
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#ifndef GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT
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#define GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT 0x8CD6
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#endif
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#ifndef GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT
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#define GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT 0x8CD7
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#endif
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#ifndef GL_FRAMEBUFFER_UNSUPPORTED
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#define GL_FRAMEBUFFER_UNSUPPORTED 0x8CDD
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#endif
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#ifndef GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS
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#define GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS 0x8CD9
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#endif
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#define USING_OPENGL(display) (display->gl_api & GST_GL_API_OPENGL)
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#define USING_OPENGL3(display) (display->gl_api & GST_GL_API_OPENGL3)
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#define USING_GLES(display) (display->gl_api & GST_GL_API_GLES)
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#define USING_GLES2(display) (display->gl_api & GST_GL_API_GLES2)
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#define USING_GLES3(display) (display->gl_api & GST_GL_API_GLES3)
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static GLuint gen_texture;
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static GLuint gen_texture_width;
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static GLuint gen_texture_height;
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static GstVideoFormat gen_texture_video_format;
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static GLuint *del_texture;
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/* filter gen fbo */
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static GLuint gen_fbo_width;
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static GLuint gen_fbo_height;
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static GLuint generated_fbo;
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static GLuint generated_depth_buffer;
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/* filter use fbo */
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static GLuint use_fbo;
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static GLuint use_depth_buffer;
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static GLuint use_fbo_texture;
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static GLuint use_fbo_width;
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static GLuint use_fbo_height;
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static GLCB use_fbo_scene_cb;
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static GLCB_V2 use_fbo_scene_cb_v2;
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static gdouble use_fbo_proj_param1;
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static gdouble use_fbo_proj_param2;
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static gdouble use_fbo_proj_param3;
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static gdouble use_fbo_proj_param4;
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static GstGLDisplayProjection use_fbo_projection;
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static gpointer *use_fbo_stuff;
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static GLuint input_texture_width;
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static GLuint input_texture_height;
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static GLuint input_texture;
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/* filter del fbo */
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static GLuint del_fbo;
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static GLuint del_depth_buffer;
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/* action gen and del shader */
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static const gchar *gen_shader_fragment_source;
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static const gchar *gen_shader_vertex_source;
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static GstGLShader *gen_shader;
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static GstGLShader *del_shader;
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static void _gen_fbo (GstGLDisplay * display);
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static void _use_fbo (GstGLDisplay * display);
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static void _use_fbo_v2 (GstGLDisplay * display);
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static void _del_fbo (GstGLDisplay * display);
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static void _gen_shader (GstGLDisplay * display);
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static void _del_shader (GstGLDisplay * display);
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static gchar *error_message;
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static void
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gst_gl_display_gen_texture_window_cb (GstGLDisplay * display)
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{
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gst_gl_display_gen_texture_thread (display, &gen_texture,
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gen_texture_video_format, gen_texture_width, gen_texture_height);
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}
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/* Generate a texture if no one is available in the pool
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* Called in the gl thread */
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void
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gst_gl_display_gen_texture_thread (GstGLDisplay * display, GLuint * pTexture,
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GstVideoFormat v_format, GLint width, GLint height)
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{
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const GstGLFuncs *gl = display->gl_vtable;
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GST_TRACE ("Generating texture format:%u dimensions:%ux%u", v_format,
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width, height);
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gl->GenTextures (1, pTexture);
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gl->BindTexture (GL_TEXTURE_RECTANGLE_ARB, *pTexture);
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switch (v_format) {
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case GST_VIDEO_FORMAT_RGB:
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case GST_VIDEO_FORMAT_BGR:
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case GST_VIDEO_FORMAT_RGBx:
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case GST_VIDEO_FORMAT_BGRx:
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case GST_VIDEO_FORMAT_xRGB:
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case GST_VIDEO_FORMAT_xBGR:
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case GST_VIDEO_FORMAT_RGBA:
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case GST_VIDEO_FORMAT_BGRA:
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case GST_VIDEO_FORMAT_ARGB:
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case GST_VIDEO_FORMAT_ABGR:
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{
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gl->TexImage2D (GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA8,
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width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
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break;
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}
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case GST_VIDEO_FORMAT_YUY2:
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case GST_VIDEO_FORMAT_UYVY:
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{
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#if 0
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switch (display->colorspace_conversion) {
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case GST_GL_DISPLAY_CONVERSION_GLSL:
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case GST_GL_DISPLAY_CONVERSION_MATRIX:
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#endif
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gl->TexImage2D (GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA8,
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width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
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#if 0
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break;
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case GST_GL_DISPLAY_CONVERSION_MESA:
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if (display->upload_width != display->upload_data_width ||
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display->upload_height != display->upload_data_height)
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gl->TexImage2D (GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA8,
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width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
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else
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gl->TexImage2D (GL_TEXTURE_RECTANGLE_ARB, 0, GL_YCBCR_MESA, width,
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height, 0, GL_YCBCR_MESA, GL_UNSIGNED_SHORT_8_8_MESA, NULL);
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break;
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default:
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gst_gl_display_set_error (display, "Unknow colorspace conversion %d",
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display->colorspace_conversion);
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}
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#endif
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break;
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}
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case GST_VIDEO_FORMAT_I420:
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case GST_VIDEO_FORMAT_YV12:
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case GST_VIDEO_FORMAT_AYUV:
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{
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gl->TexImage2D (GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA8,
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width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
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break;
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}
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default:
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{
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gst_gl_display_set_error (display, "Unsupported upload video format %d",
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v_format);
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break;
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}
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}
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gl->TexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER,
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GL_LINEAR);
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gl->TexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER,
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GL_LINEAR);
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gl->TexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_S,
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GL_CLAMP_TO_EDGE);
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gl->TexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_T,
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GL_CLAMP_TO_EDGE);
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GST_LOG ("generated texture id:%d", *pTexture);
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}
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void
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gst_gl_display_del_texture_window_cb (GstGLDisplay * display)
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{
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glDeleteTextures (1, del_texture);
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}
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/* called in the gl thread */
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gboolean
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gst_gl_display_check_framebuffer_status (GstGLDisplay * display)
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{
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GLenum status = 0;
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status = display->gl_vtable->CheckFramebufferStatus (GL_FRAMEBUFFER);
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switch (status) {
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case GL_FRAMEBUFFER_COMPLETE:
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return TRUE;
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break;
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case GL_FRAMEBUFFER_UNSUPPORTED:
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GST_ERROR ("GL_FRAMEBUFFER_UNSUPPORTED");
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break;
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case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT:
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GST_ERROR ("GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT");
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break;
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case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT:
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GST_ERROR ("GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT");
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break;
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case GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS:
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GST_ERROR ("GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS");
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break;
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#if GST_GL_HAVE_OPENGL
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case GL_FRAMEBUFFER_UNDEFINED:
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GST_ERROR ("GL_FRAMEBUFFER_UNDEFINED");
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break;
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#endif
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default:
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GST_ERROR ("General FBO error");
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}
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return FALSE;
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}
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void
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gst_gl_display_activate_gl_context (GstGLDisplay * display, gboolean activate)
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{
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GstGLWindow *window;
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g_return_if_fail (GST_IS_GL_DISPLAY (display));
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if (!activate)
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gst_gl_display_lock (display);
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window = gst_gl_display_get_window_unlocked (display);
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gst_gl_window_activate (window, activate);
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if (activate)
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gst_gl_display_unlock (display);
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gst_object_unref (window);
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}
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void
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gst_gl_display_gen_texture (GstGLDisplay * display, GLuint * pTexture,
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GstVideoFormat v_format, GLint width, GLint height)
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{
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GstGLWindow *window;
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gst_gl_display_lock (display);
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window = gst_gl_display_get_window_unlocked (display);
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if (gst_gl_window_is_running (window)) {
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gen_texture_width = width;
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gen_texture_height = height;
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gen_texture_video_format = v_format;
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gst_gl_window_send_message (window,
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GST_GL_WINDOW_CB (gst_gl_display_gen_texture_window_cb), display);
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*pTexture = gen_texture;
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} else
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*pTexture = 0;
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gst_object_unref (window);
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gst_gl_display_unlock (display);
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}
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void
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gst_gl_display_del_texture (GstGLDisplay * display, GLuint * pTexture)
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{
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GstGLWindow *window;
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gst_gl_display_lock (display);
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window = gst_gl_display_get_window_unlocked (display);
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if (gst_gl_window_is_running (window) && *pTexture) {
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del_texture = pTexture;
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gst_gl_window_send_message (window,
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GST_GL_WINDOW_CB (gst_gl_display_del_texture_window_cb), display);
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}
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gst_object_unref (window);
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gst_gl_display_unlock (display);
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}
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gboolean
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gst_gl_display_gen_fbo (GstGLDisplay * display, gint width, gint height,
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GLuint * fbo, GLuint * depthbuffer)
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{
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gboolean alive = FALSE;
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GstGLWindow *window;
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gst_gl_display_lock (display);
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window = gst_gl_display_get_window_unlocked (display);
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if (gst_gl_window_is_running (window)) {
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gen_fbo_width = width;
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gen_fbo_height = height;
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gst_gl_window_send_message (window, GST_GL_WINDOW_CB (_gen_fbo), display);
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*fbo = generated_fbo;
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*depthbuffer = generated_depth_buffer;
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}
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alive = gst_gl_window_is_running (window);
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gst_object_unref (window);
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gst_gl_display_unlock (display);
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return alive;
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}
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/* Called by glfilter */
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/* this function really has to be simplified... do we really need to
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set projection this way? Wouldn't be better a set_projection
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separate call? or just make glut functions available out of
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gst-libs and call it if needed on drawcallback? -- Filippo */
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/* GLCB too.. I think that only needed parameters should be
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* GstGLDisplay *display and gpointer data, or just gpointer data */
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/* ..everything here has to be simplified! */
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gboolean
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gst_gl_display_use_fbo (GstGLDisplay * display, gint texture_fbo_width,
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gint texture_fbo_height, GLuint fbo, GLuint depth_buffer,
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GLuint texture_fbo, GLCB cb, gint input_tex_width,
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gint input_tex_height, GLuint input_tex, gdouble proj_param1,
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gdouble proj_param2, gdouble proj_param3, gdouble proj_param4,
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GstGLDisplayProjection projection, gpointer * stuff)
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{
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gboolean alive;
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GstGLWindow *window;
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gst_gl_display_lock (display);
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window = gst_gl_display_get_window_unlocked (display);
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if (gst_gl_window_is_running (window)) {
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use_fbo = fbo;
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use_depth_buffer = depth_buffer;
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use_fbo_texture = texture_fbo;
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use_fbo_width = texture_fbo_width;
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use_fbo_height = texture_fbo_height;
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use_fbo_scene_cb = cb;
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use_fbo_proj_param1 = proj_param1;
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use_fbo_proj_param2 = proj_param2;
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use_fbo_proj_param3 = proj_param3;
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use_fbo_proj_param4 = proj_param4;
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use_fbo_projection = projection;
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use_fbo_stuff = stuff;
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input_texture_width = input_tex_width;
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input_texture_height = input_tex_height;
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input_texture = input_tex;
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gst_gl_window_send_message (window, GST_GL_WINDOW_CB (_use_fbo), display);
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}
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alive = gst_gl_window_is_running (window);
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gst_object_unref (window);
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gst_gl_display_unlock (display);
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return alive;
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}
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gboolean
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gst_gl_display_use_fbo_v2 (GstGLDisplay * display, gint texture_fbo_width,
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gint texture_fbo_height, GLuint fbo, GLuint depth_buffer,
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GLuint texture_fbo, GLCB_V2 cb, gpointer * stuff)
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{
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gboolean alive;
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GstGLWindow *window;
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gst_gl_display_lock (display);
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window = gst_gl_display_get_window_unlocked (display);
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if (gst_gl_window_is_running (window)) {
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use_fbo = fbo;
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use_depth_buffer = depth_buffer;
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use_fbo_texture = texture_fbo;
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use_fbo_width = texture_fbo_width;
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use_fbo_height = texture_fbo_height;
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use_fbo_scene_cb_v2 = cb;
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use_fbo_stuff = stuff;
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gst_gl_window_send_message (window,
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GST_GL_WINDOW_CB (_use_fbo_v2), display);
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}
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alive = gst_gl_window_is_running (window);
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gst_object_unref (window);
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gst_gl_display_unlock (display);
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return alive;
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}
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/* Called by gltestsrc and glfilter */
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void
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gst_gl_display_del_fbo (GstGLDisplay * display, GLuint fbo, GLuint depth_buffer)
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{
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GstGLWindow *window;
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gst_gl_display_lock (display);
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window = gst_gl_display_get_window_unlocked (display);
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if (gst_gl_window_is_running (window)) {
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del_fbo = fbo;
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del_depth_buffer = depth_buffer;
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gst_gl_window_send_message (window, GST_GL_WINDOW_CB (_del_fbo), display);
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}
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gst_object_unref (window);
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gst_gl_display_unlock (display);
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}
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/* Called by glfilter */
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gboolean
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gst_gl_display_gen_shader (GstGLDisplay * display,
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const gchar * shader_vertex_source,
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const gchar * shader_fragment_source, GstGLShader ** shader)
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{
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gboolean alive;
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GstGLWindow *window;
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gst_gl_display_lock (display);
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window = gst_gl_display_get_window_unlocked (display);
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if (gst_gl_window_is_running (window)) {
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gen_shader_vertex_source = shader_vertex_source;
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gen_shader_fragment_source = shader_fragment_source;
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gst_gl_window_send_message (window,
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GST_GL_WINDOW_CB (_gen_shader), display);
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if (shader)
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*shader = gen_shader;
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gen_shader = NULL;
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gen_shader_vertex_source = NULL;
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gen_shader_fragment_source = NULL;
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}
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alive = gst_gl_window_is_running (window);
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gst_object_unref (window);
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gst_gl_display_unlock (display);
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return alive;
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}
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void
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gst_gl_display_set_error (GstGLDisplay * display, const char *format, ...)
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{
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va_list args;
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if (error_message)
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g_free (error_message);
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va_start (args, format);
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error_message = g_strdup_vprintf (format, args);
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va_end (args);
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GST_WARNING ("%s", error_message);
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}
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gchar *
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gst_gl_display_get_error (void)
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{
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return error_message;
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}
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/* Called by glfilter */
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void
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gst_gl_display_del_shader (GstGLDisplay * display, GstGLShader * shader)
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{
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GstGLWindow *window;
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gst_gl_display_lock (display);
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window = gst_gl_display_get_window_unlocked (display);
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if (gst_gl_window_is_running (window)) {
|
|
del_shader = shader;
|
|
gst_gl_window_send_message (window,
|
|
GST_GL_WINDOW_CB (_del_shader), display);
|
|
}
|
|
|
|
gst_object_unref (window);
|
|
gst_gl_display_unlock (display);
|
|
}
|
|
|
|
void
|
|
_gen_fbo (GstGLDisplay * display)
|
|
{
|
|
/* a texture must be attached to the FBO */
|
|
const GstGLFuncs *gl = display->gl_vtable;
|
|
GLuint fake_texture = 0;
|
|
|
|
GST_TRACE ("creating FBO dimensions:%ux%u", gen_fbo_width, gen_fbo_height);
|
|
|
|
/* -- generate frame buffer object */
|
|
|
|
if (!gl->GenFramebuffers) {
|
|
gst_gl_display_set_error (display,
|
|
"Context, EXT_framebuffer_object not supported");
|
|
return;
|
|
}
|
|
/* setup FBO */
|
|
gl->GenFramebuffers (1, &generated_fbo);
|
|
gl->BindFramebuffer (GL_FRAMEBUFFER, generated_fbo);
|
|
|
|
/* setup the render buffer for depth */
|
|
gl->GenRenderbuffers (1, &generated_depth_buffer);
|
|
gl->BindRenderbuffer (GL_RENDERBUFFER, generated_depth_buffer);
|
|
|
|
if (USING_OPENGL (display)) {
|
|
gl->RenderbufferStorage (GL_RENDERBUFFER, GL_DEPTH_COMPONENT,
|
|
gen_fbo_width, gen_fbo_height);
|
|
gl->RenderbufferStorage (GL_RENDERBUFFER, GL_DEPTH24_STENCIL8,
|
|
gen_fbo_width, gen_fbo_height);
|
|
}
|
|
if (USING_GLES2 (display)) {
|
|
gl->RenderbufferStorage (GL_RENDERBUFFER, GL_DEPTH_COMPONENT16,
|
|
gen_fbo_width, gen_fbo_height);
|
|
}
|
|
|
|
/* setup a texture to render to */
|
|
gl->GenTextures (1, &fake_texture);
|
|
gl->BindTexture (GL_TEXTURE_RECTANGLE_ARB, fake_texture);
|
|
gl->TexImage2D (GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA8,
|
|
gen_fbo_width, gen_fbo_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
|
|
gl->TexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER,
|
|
GL_LINEAR);
|
|
gl->TexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER,
|
|
GL_LINEAR);
|
|
gl->TexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_S,
|
|
GL_CLAMP_TO_EDGE);
|
|
gl->TexParameteri (GL_TEXTURE_RECTANGLE_ARB, 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_RECTANGLE_ARB, fake_texture, 0);
|
|
|
|
/* attach the depth render buffer to the FBO */
|
|
gl->FramebufferRenderbuffer (GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
|
|
GL_RENDERBUFFER, generated_depth_buffer);
|
|
|
|
if (USING_OPENGL (display)) {
|
|
gl->FramebufferRenderbuffer (GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT,
|
|
GL_RENDERBUFFER, generated_depth_buffer);
|
|
}
|
|
|
|
if (gl->CheckFramebufferStatus (GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
|
|
gst_gl_display_set_error (display, "GL framebuffer status incomplete");
|
|
|
|
/* unbind the FBO */
|
|
gl->BindFramebuffer (GL_FRAMEBUFFER, 0);
|
|
|
|
gl->DeleteTextures (1, &fake_texture);
|
|
}
|
|
|
|
static void
|
|
_use_fbo (GstGLDisplay * display)
|
|
{
|
|
const GstGLFuncs *gl = display->gl_vtable;
|
|
#if GST_GL_HAVE_GLES2
|
|
GLint viewport_dim[4];
|
|
#endif
|
|
|
|
GST_TRACE ("Binding v1 FBO %u dimensions:%ux%u with texture:%u "
|
|
"dimensions:%ux%u", use_fbo, use_fbo_width,
|
|
use_fbo_height, use_fbo_texture,
|
|
input_texture_width, input_texture_height);
|
|
|
|
gl->BindFramebuffer (GL_FRAMEBUFFER, use_fbo);
|
|
|
|
/*setup a texture to render to */
|
|
gl->BindTexture (GL_TEXTURE_RECTANGLE_ARB, use_fbo_texture);
|
|
|
|
/* attach the texture to the FBO to renderer to */
|
|
gl->FramebufferTexture2D (GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
|
|
GL_TEXTURE_RECTANGLE_ARB, use_fbo_texture, 0);
|
|
|
|
gst_gl_display_clear_shader (display);
|
|
|
|
|
|
#if GST_GL_HAVE_OPENGL
|
|
if (USING_OPENGL (display)) {
|
|
gl->PushAttrib (GL_VIEWPORT_BIT);
|
|
gl->MatrixMode (GL_PROJECTION);
|
|
gl->PushMatrix ();
|
|
gl->LoadIdentity ();
|
|
|
|
switch (use_fbo_projection) {
|
|
case GST_GL_DISPLAY_PROJECTION_ORTHO2D:
|
|
gluOrtho2D (use_fbo_proj_param1,
|
|
use_fbo_proj_param2, use_fbo_proj_param3, use_fbo_proj_param4);
|
|
break;
|
|
case GST_GL_DISPLAY_PROJECTION_PERSPECTIVE:
|
|
gluPerspective (use_fbo_proj_param1,
|
|
use_fbo_proj_param2, use_fbo_proj_param3, use_fbo_proj_param4);
|
|
break;
|
|
default:
|
|
gst_gl_display_set_error (display, "Unknow fbo projection %d",
|
|
use_fbo_projection);
|
|
}
|
|
|
|
gl->MatrixMode (GL_MODELVIEW);
|
|
gl->PushMatrix ();
|
|
gl->LoadIdentity ();
|
|
}
|
|
#endif
|
|
#if GST_GL_HAVE_GLES2
|
|
if (USING_GLES2 (display))
|
|
gl->GetIntegerv (GL_VIEWPORT, viewport_dim);
|
|
#endif
|
|
|
|
gl->Viewport (0, 0, use_fbo_width, use_fbo_height);
|
|
|
|
#if GST_GL_HAVE_OPENGL
|
|
if (USING_OPENGL (display)) {
|
|
const GLenum rt[] = { GL_COLOR_ATTACHMENT0 };
|
|
gl->DrawBuffers (1, rt);
|
|
}
|
|
#endif
|
|
|
|
gl->ClearColor (0.0, 0.0, 0.0, 0.0);
|
|
gl->Clear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
|
|
|
use_fbo_scene_cb (input_texture_width,
|
|
input_texture_height, input_texture, use_fbo_stuff);
|
|
|
|
#if GST_GL_HAVE_OPENGL
|
|
if (USING_OPENGL (display)) {
|
|
const GLenum rt[] = { GL_NONE };
|
|
gl->DrawBuffers (1, rt);
|
|
gl->MatrixMode (GL_PROJECTION);
|
|
gl->PopMatrix ();
|
|
gl->MatrixMode (GL_MODELVIEW);
|
|
gl->PopMatrix ();
|
|
gl->PopAttrib ();
|
|
}
|
|
#endif
|
|
#if GST_GL_HAVE_GLES2
|
|
if (USING_GLES2 (display)) {
|
|
gl->Viewport (viewport_dim[0], viewport_dim[1], viewport_dim[2],
|
|
viewport_dim[3]);
|
|
}
|
|
#endif
|
|
|
|
gl->BindFramebuffer (GL_FRAMEBUFFER, 0);
|
|
}
|
|
|
|
/* Called in a gl thread
|
|
* Need full shader support */
|
|
static void
|
|
_use_fbo_v2 (GstGLDisplay * display)
|
|
{
|
|
const GstGLFuncs *gl = display->gl_vtable;
|
|
GLint viewport_dim[4];
|
|
|
|
GST_TRACE ("Binding v2 FBO %u dimensions:%ux%u with texture:%u ",
|
|
use_fbo, use_fbo_width, use_fbo_height, use_fbo_texture);
|
|
|
|
gl->BindFramebuffer (GL_FRAMEBUFFER, use_fbo);
|
|
|
|
/* setup a texture to render to */
|
|
gl->BindTexture (GL_TEXTURE_RECTANGLE_ARB, use_fbo_texture);
|
|
|
|
/* attach the texture to the FBO to renderer to */
|
|
gl->FramebufferTexture2D (GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
|
|
GL_TEXTURE_RECTANGLE_ARB, use_fbo_texture, 0);
|
|
|
|
gl->GetIntegerv (GL_VIEWPORT, viewport_dim);
|
|
|
|
gl->Viewport (0, 0, use_fbo_width, use_fbo_height);
|
|
|
|
gl->DrawBuffer (GL_COLOR_ATTACHMENT0);
|
|
|
|
gl->ClearColor (0.0, 0.0, 0.0, 0.0);
|
|
gl->Clear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
|
|
|
/* the opengl scene */
|
|
use_fbo_scene_cb_v2 (use_fbo_stuff);
|
|
|
|
gl->DrawBuffer (GL_NONE);
|
|
|
|
gl->Viewport (viewport_dim[0], viewport_dim[1],
|
|
viewport_dim[2], viewport_dim[3]);
|
|
|
|
gl->BindFramebuffer (GL_FRAMEBUFFER, 0);
|
|
}
|
|
|
|
/* Called in the gl thread */
|
|
static void
|
|
_del_fbo (GstGLDisplay * display)
|
|
{
|
|
const GstGLFuncs *gl = display->gl_vtable;
|
|
|
|
GST_TRACE ("Deleting FBO %u", del_fbo);
|
|
|
|
if (del_fbo) {
|
|
gl->DeleteFramebuffers (1, &del_fbo);
|
|
del_fbo = 0;
|
|
}
|
|
if (del_depth_buffer) {
|
|
gl->DeleteRenderbuffers (1, &del_depth_buffer);
|
|
del_depth_buffer = 0;
|
|
}
|
|
}
|
|
|
|
/* Called in the gl thread */
|
|
static void
|
|
_gen_shader (GstGLDisplay * display)
|
|
{
|
|
const GstGLFuncs *gl = display->gl_vtable;
|
|
|
|
GST_TRACE ("Generating shader %" GST_PTR_FORMAT, gen_shader);
|
|
|
|
if (gl->CreateProgramObject || gl->CreateProgram) {
|
|
if (gen_shader_vertex_source || gen_shader_fragment_source) {
|
|
GError *error = NULL;
|
|
|
|
gen_shader = gst_gl_shader_new (display);
|
|
|
|
if (gen_shader_vertex_source)
|
|
gst_gl_shader_set_vertex_source (gen_shader, gen_shader_vertex_source);
|
|
|
|
if (gen_shader_fragment_source)
|
|
gst_gl_shader_set_fragment_source (gen_shader,
|
|
gen_shader_fragment_source);
|
|
|
|
gst_gl_shader_compile (gen_shader, &error);
|
|
if (error) {
|
|
gst_gl_display_set_error (display, "%s", error->message);
|
|
g_error_free (error);
|
|
error = NULL;
|
|
gst_gl_display_clear_shader (display);
|
|
gst_object_unref (gen_shader);
|
|
gen_shader = NULL;
|
|
}
|
|
}
|
|
} else {
|
|
gst_gl_display_set_error (display,
|
|
"One of the filter required ARB_fragment_shader");
|
|
gen_shader = NULL;
|
|
}
|
|
}
|
|
|
|
/* Called in the gl thread */
|
|
static void
|
|
_del_shader (GstGLDisplay * display)
|
|
{
|
|
GST_TRACE ("Deleting shader %" GST_PTR_FORMAT, del_shader);
|
|
|
|
if (del_shader) {
|
|
gst_object_unref (del_shader);
|
|
del_shader = NULL;
|
|
}
|
|
}
|