gstreamer/ext/gl/gstgldeinterlace.c
Matthew Waters b3d8e09839 glfilter: rewrite subclasses for filter_texture() occuring on GL thread
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.
2017-12-09 19:32:21 +00:00

515 lines
16 KiB
C

/*
* GStreamer
* Copyright (C) 2009 Julien Isorce <julien.isorce@mail.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., 51 Franklin St, Fifth Floor,
* Boston, MA 02110-1301, USA.
*/
/**
* SECTION:element-deinterlace
*
* Deinterlacing using based on fragment shaders.
*
* <refsect2>
* <title>Examples</title>
* |[
* gst-launch-1.0 videotestsrc ! glupload ! gldeinterlace ! glimagesink
* ]|
* FBO (Frame Buffer Object) and GLSL (OpenGL Shading Language) are required.
* </refsect2>
*/
#ifdef HAVE_CONFIG_H
#include "config.h"
#endif
#include "gstgldeinterlace.h"
#define GST_CAT_DEFAULT gst_gl_deinterlace_debug
GST_DEBUG_CATEGORY_STATIC (GST_CAT_DEFAULT);
enum
{
PROP_0,
PROP_METHOD
};
#define DEBUG_INIT \
GST_DEBUG_CATEGORY_INIT (gst_gl_deinterlace_debug, "gldeinterlace", 0, "gldeinterlace element");
#define gst_gl_deinterlace_parent_class parent_class
G_DEFINE_TYPE_WITH_CODE (GstGLDeinterlace, gst_gl_deinterlace,
GST_TYPE_GL_FILTER, DEBUG_INIT);
static void gst_gl_deinterlace_set_property (GObject * object,
guint prop_id, const GValue * value, GParamSpec * pspec);
static void gst_gl_deinterlace_get_property (GObject * object,
guint prop_id, GValue * value, GParamSpec * pspec);
static gboolean gst_gl_deinterlace_start (GstBaseTransform * trans);
static gboolean gst_gl_deinterlace_reset (GstBaseTransform * trans);
static gboolean gst_gl_deinterlace_init_fbo (GstGLFilter * filter);
static gboolean gst_gl_deinterlace_filter (GstGLFilter * filter,
GstBuffer * inbuf, GstBuffer * outbuf);
static gboolean gst_gl_deinterlace_filter_texture (GstGLFilter * filter,
GstGLMemory * in_tex, GstGLMemory * out_tex);
static gboolean gst_gl_deinterlace_vfir_callback (GstGLFilter * filter,
GstGLMemory * in_tex, gpointer stuff);
static gboolean gst_gl_deinterlace_greedyh_callback (GstGLFilter * filter,
GstGLMemory * in_tex, gpointer stuff);
/* *INDENT-OFF* */
static const gchar *greedyh_fragment_source =
"#ifdef GL_ES\n"
"precision mediump float;\n"
"#endif\n"
"uniform sampler2D tex;\n"
"uniform sampler2D tex_prev;\n"
"uniform float max_comb;\n"
"uniform float motion_threshold;\n"
"uniform float motion_sense;\n"
"uniform float width;\n"
"uniform float height;\n"
"varying vec2 v_texcoord;\n"
"void main () {\n"
" if (int(mod(v_texcoord.y * height, 2.0)) == 0) {\n"
" gl_FragColor = vec4(texture2D(tex_prev, v_texcoord).rgb, 1.0);\n"
" } else {\n"
" vec2 texcoord_L1_a1, texcoord_L3_a1, texcoord_L1, texcoord_L3, texcoord_L1_1, texcoord_L3_1;\n"
" vec3 L1_a1, L3_a1, L1, L3, L1_1, L3_1;\n"
" texcoord_L1 = vec2(v_texcoord.x, v_texcoord.y - 1.0 / height);\n"
" texcoord_L3 = vec2(v_texcoord.x, v_texcoord.y + 1.0 / height);\n"
" L1 = texture2D(tex_prev, texcoord_L1).rgb;\n"
" L3 = texture2D(tex_prev, texcoord_L3).rgb;\n"
" if (v_texcoord.x == 1.0 && v_texcoord.y == 1.0) {\n"
" L1_1 = L1;\n"
" L3_1 = L3;\n"
" } else {\n"
" texcoord_L1_1 = vec2(v_texcoord.x + 1.0 / width, v_texcoord.y - 1.0 / height);\n"
" texcoord_L3_1 = vec2(v_texcoord.x + 1.0 / width, v_texcoord.y + 1.0 / height);\n"
" L1_1 = texture2D(tex_prev, texcoord_L1_1).rgb;\n"
" L3_1 = texture2D(tex_prev, texcoord_L3_1).rgb;\n"
" }\n"
" if (int(ceil(v_texcoord.x + v_texcoord.y)) == 0) {\n"
" L1_a1 = L1;\n"
" L3_a1 = L3;\n"
" } else {\n"
" texcoord_L1_a1 = vec2(v_texcoord.x - 1.0 / width, v_texcoord.y - 1.0 / height);\n"
" texcoord_L3_a1 = vec2(v_texcoord.x - 1.0 / width, v_texcoord.y + 1.0 / height);\n"
" L1_a1 = texture2D(tex_prev, texcoord_L1_a1).rgb;\n"
" L3_a1 = texture2D(tex_prev, texcoord_L3_a1).rgb;\n"
" }\n"
//STEP 1
" vec3 avg_a1 = (L1_a1 + L3_a1) / 2.0;\n"
" vec3 avg = (L1 + L3) / 2.0;\n"
" vec3 avg_1 = (L1_1 + L3_1) / 2.0;\n"
" vec3 avg_s = (avg_a1 + avg_1) / 2.0;\n"
" vec3 avg_sc = (avg_s + avg) / 2.0;\n"
" vec3 L2 = texture2D(tex, v_texcoord).rgb;\n"
" vec3 LP2 = texture2D(tex_prev, v_texcoord).rgb;\n"
" vec3 best;\n"
" if (abs(L2.r - avg_sc.r) < abs(LP2.r - avg_sc.r)) {\n"
" best.r = L2.r;\n" " } else {\n"
" best.r = LP2.r;\n"
" }\n"
" if (abs(L2.g - avg_sc.g) < abs(LP2.g - avg_sc.g)) {\n"
" best.g = L2.g;\n"
" } else {\n"
" best.g = LP2.g;\n"
" }\n"
" if (abs(L2.b - avg_sc.b) < abs(LP2.b - avg_sc.b)) {\n"
" best.b = L2.b;\n"
" } else {\n"
" best.b = LP2.b;\n"
" }\n"
//STEP 2
" vec3 last;\n"
" last.r = clamp(best.r, max(min(L1.r, L3.r) - max_comb, 0.0), min(max(L1.r, L3.r) + max_comb, 1.0));\n"
" last.g = clamp(best.g, max(min(L1.g, L3.g) - max_comb, 0.0), min(max(L1.g, L3.g) + max_comb, 1.0));\n"
" last.b = clamp(best.b, max(min(L1.b, L3.b) - max_comb, 0.0), min(max(L1.b, L3.b) + max_comb, 1.0));\n"
//STEP 3
" const vec3 luma = vec3 (0.299011, 0.586987, 0.114001);"
" float mov = min(max(abs(dot(L2 - LP2, luma)) - motion_threshold, 0.0) * motion_sense, 1.0);\n"
" last = last * (1.0 - mov) + avg_sc * mov;\n"
" gl_FragColor = vec4(last, 1.0);\n"
" }\n"
"}\n";
const gchar *vfir_fragment_source =
"#ifdef GL_ES\n"
"precision mediump float;\n"
"#endif\n"
"uniform sampler2D tex;\n"
"uniform float width;\n"
"uniform float height;\n"
"varying vec2 v_texcoord;\n"
"void main()\n"
"{\n"
" vec2 topcoord, botcoord;\n"
" vec4 cur_color, top_color, bot_color;\n"
" topcoord.x = v_texcoord.x;\n"
" botcoord.x = v_texcoord.x;\n"
" if (v_texcoord.y == 0.0 || v_texcoord.y == 1.0) {\n"
" topcoord.y = v_texcoord.y ;\n"
" botcoord.y = v_texcoord.y ;\n"
" }\n"
" else {\n"
" topcoord.y = v_texcoord.y - 1.0/height;\n"
" botcoord.y = v_texcoord.y + 1.0/height;\n"
" }\n"
" cur_color = texture2D(tex, v_texcoord);\n"
" top_color = texture2D(tex, topcoord);\n"
" bot_color = texture2D(tex, botcoord);\n"
" gl_FragColor = 0.5*cur_color + 0.25*top_color + 0.25*bot_color;\n"
"}";
/* *INDENT-ON* */
/* dont' forget to edit the following when a new method is added */
typedef enum
{
GST_GL_DEINTERLACE_VFIR,
GST_GL_DEINTERLACE_GREEDYH
} GstGLDeinterlaceMethod;
static const GEnumValue *
gst_gl_deinterlace_get_methods (void)
{
static const GEnumValue method_types[] = {
{GST_GL_DEINTERLACE_VFIR, "Blur Vertical", "vfir"},
{GST_GL_DEINTERLACE_GREEDYH, "Motion Adaptive: Advanced Detection",
"greedyh"},
{0, NULL, NULL}
};
return method_types;
}
#define GST_TYPE_GL_DEINTERLACE_METHODS (gst_gl_deinterlace_method_get_type ())
static GType
gst_gl_deinterlace_method_get_type (void)
{
static GType gl_deinterlace_method_type = 0;
if (!gl_deinterlace_method_type) {
gl_deinterlace_method_type =
g_enum_register_static ("GstGLDeinterlaceMethod",
gst_gl_deinterlace_get_methods ());
}
return gl_deinterlace_method_type;
}
static void
gst_gl_deinterlace_set_method (GstGLDeinterlace * deinterlace,
guint method_types)
{
switch (method_types) {
case GST_GL_DEINTERLACE_VFIR:
deinterlace->deinterlacefunc = gst_gl_deinterlace_vfir_callback;
deinterlace->current_method = method_types;
break;
case GST_GL_DEINTERLACE_GREEDYH:
deinterlace->deinterlacefunc = gst_gl_deinterlace_greedyh_callback;
deinterlace->current_method = method_types;
break;
default:
g_assert_not_reached ();
break;
}
}
static void
gst_gl_deinterlace_class_init (GstGLDeinterlaceClass * klass)
{
GObjectClass *gobject_class;
GstElementClass *element_class;
gobject_class = (GObjectClass *) klass;
element_class = GST_ELEMENT_CLASS (klass);
gobject_class->set_property = gst_gl_deinterlace_set_property;
gobject_class->get_property = gst_gl_deinterlace_get_property;
gst_element_class_set_metadata (element_class,
"OpenGL deinterlacing filter", "Deinterlace",
"Deinterlacing based on fragment shaders",
"Julien Isorce <julien.isorce@mail.com>");
g_object_class_install_property (gobject_class,
PROP_METHOD,
g_param_spec_enum ("method",
"Deinterlace Method",
"Select which deinterlace method apply to GL video texture",
GST_TYPE_GL_DEINTERLACE_METHODS,
GST_GL_DEINTERLACE_VFIR, G_PARAM_READWRITE | G_PARAM_STATIC_STRINGS));
GST_BASE_TRANSFORM_CLASS (klass)->start = gst_gl_deinterlace_start;
GST_BASE_TRANSFORM_CLASS (klass)->stop = gst_gl_deinterlace_reset;
GST_GL_FILTER_CLASS (klass)->filter = gst_gl_deinterlace_filter;
GST_GL_FILTER_CLASS (klass)->filter_texture =
gst_gl_deinterlace_filter_texture;
GST_GL_FILTER_CLASS (klass)->init_fbo = gst_gl_deinterlace_init_fbo;
GST_GL_BASE_FILTER_CLASS (klass)->supported_gl_api =
GST_GL_API_OPENGL | GST_GL_API_GLES2 | GST_GL_API_OPENGL3;
}
static void
gst_gl_deinterlace_init (GstGLDeinterlace * filter)
{
filter->shaderstable = NULL;
filter->deinterlacefunc = gst_gl_deinterlace_vfir_callback;
filter->current_method = GST_GL_DEINTERLACE_VFIR;
filter->prev_buffer = NULL;
filter->prev_tex = NULL;
}
static gboolean
gst_gl_deinterlace_start (GstBaseTransform * trans)
{
GstGLDeinterlace *deinterlace_filter = GST_GL_DEINTERLACE (trans);
deinterlace_filter->shaderstable = g_hash_table_new (g_str_hash, g_str_equal);
return GST_BASE_TRANSFORM_CLASS (parent_class)->start (trans);
}
static void
gst_gl_deinterlace_ghash_func_clean (gpointer key, gpointer value,
gpointer data)
{
GstGLShader *shader = (GstGLShader *) value;
GstGLFilter *filter = (GstGLFilter *) data;
//blocking call, wait the opengl thread has destroyed the shader
gst_gl_context_del_shader (GST_GL_BASE_FILTER (filter)->context, shader);
value = NULL;
}
static gboolean
gst_gl_deinterlace_reset (GstBaseTransform * trans)
{
GstGLDeinterlace *deinterlace_filter = GST_GL_DEINTERLACE (trans);
gst_buffer_replace (&deinterlace_filter->prev_buffer, NULL);
//blocking call, wait the opengl thread has destroyed the shader
if (deinterlace_filter->shaderstable) {
/* release shaders in the gl thread */
g_hash_table_foreach (deinterlace_filter->shaderstable,
gst_gl_deinterlace_ghash_func_clean, deinterlace_filter);
/* clean the htable without calling values destructors
* because shaders have been released in the glthread
* through the foreach func */
g_hash_table_unref (deinterlace_filter->shaderstable);
deinterlace_filter->shaderstable = NULL;
}
return GST_BASE_TRANSFORM_CLASS (parent_class)->stop (trans);
}
static void
gst_gl_deinterlace_set_property (GObject * object, guint prop_id,
const GValue * value, GParamSpec * pspec)
{
GstGLDeinterlace *filter = GST_GL_DEINTERLACE (object);
switch (prop_id) {
case PROP_METHOD:
gst_gl_deinterlace_set_method (filter, g_value_get_enum (value));
break;
default:
G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec);
break;
}
}
static void
gst_gl_deinterlace_get_property (GObject * object, guint prop_id,
GValue * value, GParamSpec * pspec)
{
GstGLDeinterlace *filter = GST_GL_DEINTERLACE (object);
switch (prop_id) {
case PROP_METHOD:
g_value_set_enum (value, filter->current_method);
break;
default:
G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec);
break;
}
}
static gboolean
gst_gl_deinterlace_init_fbo (GstGLFilter * filter)
{
return TRUE;
}
static gboolean
gst_gl_deinterlace_filter_texture (GstGLFilter * filter, GstGLMemory * in_tex,
GstGLMemory * out_tex)
{
GstGLDeinterlace *deinterlace_filter = GST_GL_DEINTERLACE (filter);
//blocking call, use a FBO
gst_gl_filter_render_to_target (filter, in_tex, out_tex,
deinterlace_filter->deinterlacefunc, deinterlace_filter);
return TRUE;
}
static gboolean
gst_gl_deinterlace_filter (GstGLFilter * filter, GstBuffer * inbuf,
GstBuffer * outbuf)
{
GstGLDeinterlace *deinterlace_filter = GST_GL_DEINTERLACE (filter);
gst_gl_filter_filter_texture (filter, inbuf, outbuf);
gst_buffer_replace (&deinterlace_filter->prev_buffer, inbuf);
return TRUE;
}
static GstGLShader *
gst_gl_deinterlace_get_fragment_shader (GstGLFilter * filter,
const gchar * shader_name, const gchar * shader_source)
{
GstGLShader *shader = NULL;
GstGLDeinterlace *deinterlace_filter = GST_GL_DEINTERLACE (filter);
GstGLContext *context = GST_GL_BASE_FILTER (filter)->context;
shader = g_hash_table_lookup (deinterlace_filter->shaderstable, shader_name);
if (!shader) {
GError *error = NULL;
if (!(shader = gst_gl_shader_new_link_with_stages (context, &error,
gst_glsl_stage_new_default_vertex (context),
gst_glsl_stage_new_with_string (context, GL_FRAGMENT_SHADER,
GST_GLSL_VERSION_NONE,
GST_GLSL_PROFILE_ES | GST_GLSL_PROFILE_COMPATIBILITY,
shader_source), NULL))) {
GST_ELEMENT_ERROR (deinterlace_filter, RESOURCE, NOT_FOUND,
("Failed to initialize %s shader", shader_name), (NULL));
}
filter->draw_attr_position_loc =
gst_gl_shader_get_attribute_location (shader, "a_position");
filter->draw_attr_texture_loc =
gst_gl_shader_get_attribute_location (shader, "a_texcoord");
}
g_hash_table_insert (deinterlace_filter->shaderstable, (gchar *) shader_name,
shader);
return shader;
}
static gboolean
gst_gl_deinterlace_vfir_callback (GstGLFilter * filter, GstGLMemory * in_tex,
gpointer user_data)
{
GstGLContext *context = GST_GL_BASE_FILTER (filter)->context;
const GstGLFuncs *gl = context->gl_vtable;
GstGLShader *shader;
shader = gst_gl_deinterlace_get_fragment_shader (filter, "vfir",
vfir_fragment_source);
if (!shader)
return FALSE;
#if GST_GL_HAVE_OPENGL
if (USING_OPENGL (context)) {
gl->MatrixMode (GL_PROJECTION);
gl->LoadIdentity ();
}
#endif
gst_gl_shader_use (shader);
gl->ActiveTexture (GL_TEXTURE0);
gl->BindTexture (GL_TEXTURE_2D, gst_gl_memory_get_texture_id (in_tex));
gst_gl_shader_set_uniform_1i (shader, "tex", 0);
gst_gl_shader_set_uniform_1f (shader, "width",
GST_VIDEO_INFO_WIDTH (&filter->out_info));
gst_gl_shader_set_uniform_1f (shader, "height",
GST_VIDEO_INFO_HEIGHT (&filter->out_info));
gst_gl_filter_draw_fullscreen_quad (filter);
return TRUE;
}
static gboolean
gst_gl_deinterlace_greedyh_callback (GstGLFilter * filter, GstGLMemory * in_tex,
gpointer user_data)
{
GstGLShader *shader;
GstGLDeinterlace *deinterlace_filter = GST_GL_DEINTERLACE (filter);
GstGLContext *context = GST_GL_BASE_FILTER (filter)->context;
GstGLFuncs *gl = context->gl_vtable;
shader =
gst_gl_deinterlace_get_fragment_shader (filter, "greedhy",
greedyh_fragment_source);
if (!shader)
return FALSE;
#if GST_GL_HAVE_OPENGL
if (USING_OPENGL (context)) {
gl->MatrixMode (GL_PROJECTION);
gl->LoadIdentity ();
}
#endif
gst_gl_shader_use (shader);
if (G_LIKELY (deinterlace_filter->prev_tex != NULL)) {
gl->ActiveTexture (GL_TEXTURE1);
gst_gl_shader_set_uniform_1i (shader, "tex_prev", 1);
gl->BindTexture (GL_TEXTURE_2D,
gst_gl_memory_get_texture_id (deinterlace_filter->prev_tex));
}
gl->ActiveTexture (GL_TEXTURE0);
gl->BindTexture (GL_TEXTURE_2D, gst_gl_memory_get_texture_id (in_tex));
gst_gl_shader_set_uniform_1i (shader, "tex", 0);
gst_gl_shader_set_uniform_1f (shader, "max_comb", 5.0f / 255.0f);
gst_gl_shader_set_uniform_1f (shader, "motion_threshold", 25.0f / 255.0f);
gst_gl_shader_set_uniform_1f (shader, "motion_sense", 30.0f / 255.0f);
gst_gl_shader_set_uniform_1f (shader, "width",
GST_VIDEO_INFO_WIDTH (&filter->out_info));
gst_gl_shader_set_uniform_1f (shader, "height",
GST_VIDEO_INFO_HEIGHT (&filter->out_info));
gst_gl_filter_draw_fullscreen_quad (filter);
/* we keep the previous buffer around so this is safe */
deinterlace_filter->prev_tex = in_tex;
return TRUE;
}