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There's no need for the jump to an extra thread in most cases, especially when relying solely on a shader to render. We can use the provided render_to_target() functions to simplify filter writing.
68 lines
2.3 KiB
C
68 lines
2.3 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) 2015 Michał Dębski <debski.mi.zd@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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#ifdef HAVE_CONFIG_H
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#include "config.h"
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#endif
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#include "../gstgleffects.h"
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static float *
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gst_gl_effects_blur_kernel (void)
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{
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/* gaussian kernel (well, actually vector), size 9, standard
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* deviation 3.0 */
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/* FIXME: make this a runtime property */
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static gfloat *kernel = NULL;
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if (G_UNLIKELY (NULL == kernel)) {
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/* 3x3 matrix */
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kernel = g_malloc (sizeof (gfloat) * 9);
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fill_gaussian_kernel (kernel, 7, 3.f);
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}
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return kernel;
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}
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void
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gst_gl_effects_blur (GstGLEffects * effects)
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{
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GstGLFilter *filter = GST_GL_FILTER (effects);
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GstGLShader *shader;
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shader = gst_gl_effects_get_fragment_shader (effects, "hconv0",
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hconv7_fragment_source_gles2);
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gst_gl_shader_use (shader);
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gst_gl_shader_set_uniform_1f (shader, "gauss_width",
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GST_VIDEO_INFO_WIDTH (&filter->in_info));
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gst_gl_shader_set_uniform_1fv (shader, "kernel", 7,
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gst_gl_effects_blur_kernel ());
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gst_gl_filter_render_to_target_with_shader (filter, effects->intexture,
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effects->midtexture[0], shader);
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shader = gst_gl_effects_get_fragment_shader (effects, "vconv0",
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vconv7_fragment_source_gles2);
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gst_gl_shader_use (shader);
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gst_gl_shader_set_uniform_1f (shader, "gauss_height",
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GST_VIDEO_INFO_HEIGHT (&filter->in_info));
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gst_gl_shader_set_uniform_1fv (shader, "kernel", 7,
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gst_gl_effects_blur_kernel ());
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gst_gl_filter_render_to_target_with_shader (filter, effects->midtexture[0],
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effects->outtexture, shader);
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}
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