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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.
92 lines
3 KiB
C
92 lines
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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*
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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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#include "gstgleffectlumatocurve.h"
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void
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gst_gl_effects_luma_to_curve (GstGLEffects * effects,
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const GstGLEffectsCurve * curve, gint curve_index, GstGLMemory * in_tex,
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GstGLMemory * out_tex)
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{
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GstGLContext *context = GST_GL_BASE_FILTER (effects)->context;
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GstGLFilter *filter = GST_GL_FILTER (effects);
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const GstGLFuncs *gl = context->gl_vtable;
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GstGLShader *shader;
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shader = gst_gl_effects_get_fragment_shader (effects, "luma_to_curve",
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luma_to_curve_fragment_source_gles2);
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if (!shader)
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return;
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#if GST_GL_HAVE_OPENGL
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if (USING_OPENGL (context)) {
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gl->MatrixMode (GL_PROJECTION);
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gl->LoadIdentity ();
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}
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#endif
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if (effects->curve[curve_index] == 0) {
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/* this parameters are needed to have a right, predictable, mapping */
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gl->GenTextures (1, &effects->curve[curve_index]);
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gl->BindTexture (GL_TEXTURE_2D, effects->curve[curve_index]);
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gl->TexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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gl->TexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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gl->TexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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gl->TexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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gl->TexImage2D (GL_TEXTURE_2D, 0, GL_RGB,
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curve->width, 1, 0, GL_RGB, GL_UNSIGNED_BYTE, curve->pixel_data);
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}
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gst_gl_shader_use (shader);
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gl->ActiveTexture (GL_TEXTURE2);
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gl->BindTexture (GL_TEXTURE_2D, effects->curve[curve_index]);
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gst_gl_shader_set_uniform_1i (shader, "curve", 2);
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gst_gl_filter_render_to_target_with_shader (filter, in_tex, out_tex, shader);
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}
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void
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gst_gl_effects_heat (GstGLEffects * effects)
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{
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gst_gl_effects_luma_to_curve (effects, &heat_curve,
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GST_GL_EFFECTS_CURVE_HEAT, effects->intexture, effects->outtexture);
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}
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void
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gst_gl_effects_sepia (GstGLEffects * effects)
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{
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gst_gl_effects_luma_to_curve (effects, &sepia_curve,
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GST_GL_EFFECTS_CURVE_SEPIA, effects->intexture, effects->outtexture);
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}
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void
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gst_gl_effects_luma_xpro (GstGLEffects * effects)
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{
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gst_gl_effects_luma_to_curve (effects, &luma_xpro_curve,
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GST_GL_EFFECTS_CURVE_LUMA_XPRO, effects->intexture, effects->outtexture);
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}
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