gstreamer/gst-libs/gst/gl/gstglupload.c

1886 lines
62 KiB
C

/*
* GStreamer
* Copyright (C) 2012 Matthew Waters <ystree00@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., 51 Franklin St, Fifth Floor,
* Boston, MA 02110-1301, USA.
*/
#ifdef HAVE_CONFIG_H
#include "config.h"
#endif
#include <stdio.h>
#include "gstglupload.h"
#include "gstglmemory.h"
/**
* SECTION:gstglupload
* @short_description: an object that uploads to GL textures
* @see_also: #GstGLDownload, #GstGLMemory
*
* #GstGLUpload is an object that uploads data from system memory into GL textures.
*
* A #GstGLUpload can be created with gst_gl_upload_new() or found with
* gst_gl_display_find_upload().
*
* All of the _thread() variants should only be called within the GL thread
* they don't try to take a lock on the associated #GstGLDisplay and
* don't dispatch to the GL thread. Rather they run the required code in the
* calling thread.
*/
#define USING_OPENGL(display) (gst_gl_display_get_gl_api_unlocked (display) & GST_GL_API_OPENGL)
#define USING_OPENGL3(display) (gst_gl_display_get_gl_api_unlocked (display) & GST_GL_API_OPENGL3)
#define USING_GLES(display) (gst_gl_display_get_gl_api_unlocked (display) & GST_GL_API_GLES)
#define USING_GLES2(display) (gst_gl_display_get_gl_api_unlocked (display) & GST_GL_API_GLES2)
#define USING_GLES3(display) (gst_gl_display_get_gl_api_unlocked (display) & GST_GL_API_GLES3)
static void _do_upload (GstGLDisplay * display, GstGLUpload * upload);
static void _do_upload_fill (GstGLDisplay * display, GstGLUpload * upload);
static void _do_upload_make (GstGLDisplay * display, GstGLUpload * upload);
static void _init_upload (GstGLDisplay * display, GstGLUpload * upload);
static void _init_upload_fbo (GstGLDisplay * display, GstGLUpload * upload);
static gboolean gst_gl_upload_perform_with_data_unlocked (GstGLUpload * upload,
GLuint texture_id, gpointer data[GST_VIDEO_MAX_PLANES]);
static gboolean gst_gl_upload_perform_with_data_unlocked_thread (GstGLUpload *
upload, GLuint texture_id, gpointer data[GST_VIDEO_MAX_PLANES]);
#if GST_GL_HAVE_OPENGL
static void _do_upload_draw_opengl (GstGLDisplay * display,
GstGLUpload * upload);
#endif
#if GST_GL_HAVE_GLES2
static void _do_upload_draw_gles2 (GstGLDisplay * display,
GstGLUpload * upload);
#endif
/* *INDENT-OFF* */
#if GST_GL_HAVE_OPENGL
/* YUY2:r,g,a
UYVY:a,b,r */
static gchar *text_shader_YUY2_UYVY_opengl =
"#extension GL_ARB_texture_rectangle : enable\n"
"uniform sampler2DRect Ytex, UVtex;\n"
"void main(void) {\n"
" float fx, fy, y, u, v, r, g, b;\n"
" fx = gl_TexCoord[0].x;\n"
" fy = gl_TexCoord[0].y;\n"
" y = texture2DRect(Ytex,vec2(fx,fy)).%c;\n"
" u = texture2DRect(UVtex,vec2(fx*0.5,fy)).%c;\n"
" v = texture2DRect(UVtex,vec2(fx*0.5,fy)).%c;\n"
" y=1.164*(y-0.0627);\n"
" u=u-0.5;\n"
" v=v-0.5;\n"
" r = y+1.5958*v;\n"
" g = y-0.39173*u-0.81290*v;\n"
" b = y+2.017*u;\n"
" gl_FragColor = vec4(r, g, b, 1.0);\n"
"}\n";
/* ATI: "*0.5", ""
normal: "", "*0.5" */
static gchar *text_shader_I420_YV12_opengl =
"#extension GL_ARB_texture_rectangle : enable\n"
"uniform sampler2DRect Ytex,Utex,Vtex;\n"
"void main(void) {\n"
" float r,g,b,y,u,v;\n"
" vec2 nxy = gl_TexCoord[0].xy;\n"
" y=texture2DRect(Ytex,nxy%s).r;\n"
" u=texture2DRect(Utex,nxy%s).r;\n"
" v=texture2DRect(Vtex,nxy*0.5).r;\n"
" y=1.1643*(y-0.0625);\n"
" u=u-0.5;\n"
" v=v-0.5;\n"
" r=y+1.5958*v;\n"
" g=y-0.39173*u-0.81290*v;\n"
" b=y+2.017*u;\n"
" gl_FragColor=vec4(r,g,b,1.0);\n"
"}\n";
static gchar *text_shader_AYUV_opengl =
"#extension GL_ARB_texture_rectangle : enable\n"
"uniform sampler2DRect tex;\n"
"void main(void) {\n"
" float r,g,b,y,u,v;\n"
" vec2 nxy=gl_TexCoord[0].xy;\n"
" y=texture2DRect(tex,nxy).r;\n"
" u=texture2DRect(tex,nxy).g;\n"
" v=texture2DRect(tex,nxy).b;\n"
" y=1.1643*(y-0.0625);\n"
" u=u-0.5;\n"
" v=v-0.5;\n"
" r=y+1.5958*v;\n"
" g=y-0.39173*u-0.81290*v;\n"
" b=y+2.017*u;\n"
" gl_FragColor=vec4(r,g,b,1.0);\n"
"}\n";
#define text_vertex_shader_opengl NULL
#endif
#if GST_GL_HAVE_GLES2
/* YUY2:r,g,a
UYVY:a,b,r */
static gchar *text_shader_YUY2_UYVY_gles2 =
"precision mediump float;\n"
"varying vec2 v_texCoord;\n"
"uniform sampler2D Ytex, UVtex;\n"
"void main(void) {\n"
" float fx, fy, y, u, v, r, g, b;\n"
" fx = v_texCoord.x;\n"
" fy = v_texCoord.y;\n"
" y = texture2D(Ytex,vec2(fx,fy)).%c;\n"
" u = texture2D(UVtex,vec2(fx*0.5,fy)).%c;\n"
" v = texture2D(UVtex,vec2(fx*0.5,fy)).%c;\n"
" y=1.164*(y-0.0627);\n"
" u=u-0.5;\n"
" v=v-0.5;\n"
" r = y+1.5958*v;\n"
" g = y-0.39173*u-0.81290*v;\n"
" b = y+2.017*u;\n"
" gl_FragColor = vec4(r, g, b, 1.0);\n"
"}\n";
static gchar *text_shader_I420_YV12_gles2 =
"precision mediump float;\n"
"varying vec2 v_texCoord;\n"
"uniform sampler2D Ytex,Utex,Vtex;\n"
"void main(void) {\n"
" float r,g,b,y,u,v;\n"
" vec2 nxy = v_texCoord.xy;\n"
" y=texture2D(Ytex,nxy).r;\n"
" u=texture2D(Utex,nxy).r;\n"
" v=texture2D(Vtex,nxy).r;\n"
" y=1.1643*(y-0.0625);\n"
" u=u-0.5;\n"
" v=v-0.5;\n"
" r=y+1.5958*v;\n"
" g=y-0.39173*u-0.81290*v;\n"
" b=y+2.017*u;\n"
" gl_FragColor=vec4(r,g,b,1.0);\n"
"}\n";
static gchar *text_shader_AYUV_gles2 =
"precision mediump float;\n"
"varying vec2 v_texCoord;\n"
"uniform sampler2D tex;\n"
"void main(void) {\n"
" float r,g,b,y,u,v;\n"
" vec2 nxy = v_texCoord.xy;\n"
" y=texture2D(tex,nxy).g;\n"
" u=texture2D(tex,nxy).b;\n"
" v=texture2D(tex,nxy).a;\n"
" y=1.1643*(y-0.0625);\n"
" u=u-0.5;\n"
" v=v-0.5;\n"
" r=y+1.5958*v;\n"
" g=y-0.39173*u-0.81290*v;\n"
" b=y+2.017*u;\n"
" gl_FragColor=vec4(r,g,b,1.0);\n"
"}\n";
static gchar *text_vertex_shader_gles2 =
"attribute vec4 a_position; \n"
"attribute vec2 a_texCoord; \n"
"varying vec2 v_texCoord; \n"
"void main() \n"
"{ \n"
" gl_Position = a_position; \n"
" v_texCoord = a_texCoord; \n"
"} \n";
#endif
/* *INDENT-ON* */
struct _GstGLUploadPrivate
{
const gchar *YUY2_UYVY;
const gchar *I420_YV12;
const gchar *AYUV;
const gchar *vert_shader;
void (*draw) (GstGLDisplay * display, GstGLUpload * download);
};
GST_DEBUG_CATEGORY_STATIC (gst_gl_upload_debug);
#define GST_CAT_DEFAULT gst_gl_upload_debug
#define DEBUG_INIT \
GST_DEBUG_CATEGORY_INIT (gst_gl_upload_debug, "glupload", 0, "upload");
G_DEFINE_TYPE_WITH_CODE (GstGLUpload, gst_gl_upload, G_TYPE_OBJECT, DEBUG_INIT);
static void gst_gl_upload_finalize (GObject * object);
#define GST_GL_UPLOAD_GET_PRIVATE(obj) (G_TYPE_INSTANCE_GET_PRIVATE ((obj), \
GST_TYPE_GL_UPLOAD, GstGLUploadPrivate))
static void
gst_gl_upload_class_init (GstGLUploadClass * klass)
{
g_type_class_add_private (klass, sizeof (GstGLUploadPrivate));
G_OBJECT_CLASS (klass)->finalize = gst_gl_upload_finalize;
}
static void
gst_gl_upload_init (GstGLUpload * upload)
{
upload->priv = GST_GL_UPLOAD_GET_PRIVATE (upload);
upload->display = NULL;
g_mutex_init (&upload->lock);
upload->fbo = 0;
upload->depth_buffer = 0;
upload->out_texture = 0;
upload->shader = NULL;
upload->shader_attr_position_loc = 0;
upload->shader_attr_texture_loc = 0;
gst_video_info_init (&upload->info);
}
/**
* gst_gl_upload_new:
* @display: a #GstGLDisplay
*
* Returns: a new #GstGLUpload object
*/
GstGLUpload *
gst_gl_upload_new (GstGLDisplay * display)
{
GstGLUpload *upload;
GstGLUploadPrivate *priv;
upload = g_object_new (GST_TYPE_GL_UPLOAD, NULL);
upload->display = g_object_ref (display);
priv = upload->priv;
g_mutex_init (&upload->lock);
#if GST_GL_HAVE_OPENGL
if (USING_OPENGL (display)) {
priv->YUY2_UYVY = text_shader_YUY2_UYVY_opengl;
priv->I420_YV12 = text_shader_I420_YV12_opengl;
priv->AYUV = text_shader_AYUV_opengl;
priv->vert_shader = text_vertex_shader_opengl;
priv->draw = _do_upload_draw_opengl;
}
#endif
#if GST_GL_HAVE_GLES2
if (USING_GLES2 (display)) {
priv->YUY2_UYVY = text_shader_YUY2_UYVY_gles2;
priv->I420_YV12 = text_shader_I420_YV12_gles2;
priv->AYUV = text_shader_AYUV_gles2;
priv->vert_shader = text_vertex_shader_gles2;
priv->draw = _do_upload_draw_gles2;
}
#endif
return upload;
}
static void
gst_gl_upload_finalize (GObject * object)
{
GstGLUpload *upload;
guint i;
upload = GST_GL_UPLOAD (object);
for (i = 0; i < GST_VIDEO_MAX_PLANES; i++) {
if (upload->in_texture[i]) {
gst_gl_display_del_texture (upload->display, &upload->in_texture[i]);
upload->in_texture[i] = 0;
}
}
if (upload->out_texture) {
gst_gl_display_del_texture (upload->display, &upload->out_texture);
upload->out_texture = 0;
}
if (upload->fbo || upload->depth_buffer) {
gst_gl_display_del_fbo (upload->display, upload->fbo, upload->depth_buffer);
upload->fbo = 0;
upload->depth_buffer = 0;
}
if (upload->shader) {
g_object_unref (G_OBJECT (upload->shader));
upload->shader = NULL;
}
if (upload->display) {
g_object_unref (G_OBJECT (upload->display));
upload->display = NULL;
}
}
/**
* gst_gl_upload_init_format:
* @upload: a #GstGLUpload
* @v_format: a #GstVideoFormat
* @in_width: the width of the data to upload
* @in_height: the height of the data to upload
* @out_width: the width to upload to
* @out_height: the height to upload to
*
* Initializes @upload with the information required for upload.
*
* Returns: whether the initialization was successful
*/
gboolean
gst_gl_upload_init_format (GstGLUpload * upload, GstVideoFormat v_format,
guint in_width, guint in_height, guint out_width, guint out_height)
{
GstVideoInfo info;
g_return_val_if_fail (upload != NULL, FALSE);
g_return_val_if_fail (v_format != GST_VIDEO_FORMAT_UNKNOWN, FALSE);
g_return_val_if_fail (v_format != GST_VIDEO_FORMAT_ENCODED, FALSE);
g_return_val_if_fail (in_width > 0 && in_height > 0, FALSE);
g_return_val_if_fail (out_width > 0 && out_height > 0, FALSE);
g_mutex_lock (&upload->lock);
if (upload->initted) {
g_mutex_unlock (&upload->lock);
return FALSE;
} else {
upload->initted = TRUE;
}
gst_video_info_set_format (&info, v_format, out_width, out_height);
upload->info = info;
upload->in_width = in_width;
upload->in_height = in_height;
gst_gl_display_thread_add (upload->display,
(GstGLDisplayThreadFunc) _init_upload, upload);
g_mutex_unlock (&upload->lock);
return TRUE;
}
/**
* gst_gl_upload_init_format:
* @upload: a #GstGLUpload
* @v_format: a #GstVideoFormat
* @in_width: the width of the data to upload
* @in_height: the height of the data to upload
* @out_width: the width to upload to
* @out_height: the height to upload to
*
* Initializes @upload with the information required for upload.
*
* Returns: whether the initialization was successful
*/
gboolean
gst_gl_upload_init_format_thread (GstGLUpload * upload, GstVideoFormat v_format,
guint in_width, guint in_height, guint out_width, guint out_height)
{
GstVideoInfo info;
g_return_val_if_fail (upload != NULL, FALSE);
g_return_val_if_fail (v_format != GST_VIDEO_FORMAT_UNKNOWN, FALSE);
g_return_val_if_fail (v_format != GST_VIDEO_FORMAT_ENCODED, FALSE);
g_return_val_if_fail (in_width > 0 && in_height > 0, FALSE);
g_return_val_if_fail (out_width > 0 && out_height > 0, FALSE);
g_mutex_lock (&upload->lock);
if (upload->initted) {
g_mutex_unlock (&upload->lock);
return FALSE;
} else {
upload->initted = TRUE;
}
gst_video_info_set_format (&info, v_format, out_width, out_height);
upload->info = info;
upload->in_width = in_width;
upload->in_height = in_height;
_init_upload (upload->display, upload);
g_mutex_unlock (&upload->lock);
return TRUE;
}
/**
* gst_gl_upload_perform_with_memory:
* @upload: a #GstGLUpload
* @gl_mem: a #GstGLMemory
*
* Uploads the texture in @gl_mem
*
* Returns: whether the upload was successful
*/
gboolean
gst_gl_upload_perform_with_memory (GstGLUpload * upload, GstGLMemory * gl_mem)
{
gpointer data[GST_VIDEO_MAX_PLANES];
guint i;
gboolean ret;
g_return_val_if_fail (upload != NULL, FALSE);
if (!GST_GL_MEMORY_FLAG_IS_SET (gl_mem, GST_GL_MEMORY_FLAG_UPLOAD_INITTED))
return FALSE;
if (!GST_GL_MEMORY_FLAG_IS_SET (gl_mem, GST_GL_MEMORY_FLAG_NEED_UPLOAD))
return FALSE;
g_mutex_lock (&upload->lock);
upload->in_width = GST_VIDEO_INFO_WIDTH (&upload->info);
upload->in_height = GST_VIDEO_INFO_HEIGHT (&upload->info);
for (i = 0; i < GST_VIDEO_INFO_N_PLANES (&upload->info); i++) {
data[i] = (guint8 *) gl_mem->data +
GST_VIDEO_INFO_PLANE_OFFSET (&upload->info, i);
}
ret = gst_gl_upload_perform_with_data_unlocked (upload, gl_mem->tex_id, data);
GST_GL_MEMORY_FLAG_UNSET (gl_mem, GST_GL_MEMORY_FLAG_NEED_UPLOAD);
g_mutex_unlock (&upload->lock);
return ret;
}
/**
* gst_gl_upload_perform_with_data:
* @upload: a #GstGLUpload
* @texture_id: the texture id to download
* @data: where the downloaded data should go
*
* Uploads @data into @texture_id. @data size and format is specified by
* the #GstVideoFormat passed to gst_gl_upload_init_format()
*
* Returns: whether the upload was successful
*/
gboolean
gst_gl_upload_perform_with_data (GstGLUpload * upload, GLuint texture_id,
gpointer data[GST_VIDEO_MAX_PLANES])
{
gboolean ret;
g_return_val_if_fail (upload != NULL, FALSE);
g_mutex_lock (&upload->lock);
ret = gst_gl_upload_perform_with_data_unlocked (upload, texture_id, data);
g_mutex_unlock (&upload->lock);
return ret;
}
static inline gboolean
_perform_with_data_unlocked_pre (GstGLUpload * upload,
GLuint texture_id, gpointer data[GST_VIDEO_MAX_PLANES])
{
guint i;
g_return_val_if_fail (upload != NULL, FALSE);
g_return_val_if_fail (texture_id > 0, FALSE);
g_return_val_if_fail (GST_VIDEO_INFO_FORMAT (&upload->info) !=
GST_VIDEO_FORMAT_UNKNOWN
&& GST_VIDEO_INFO_FORMAT (&upload->info) != GST_VIDEO_FORMAT_ENCODED,
FALSE);
upload->out_texture = texture_id;
for (i = 0; i < GST_VIDEO_INFO_N_PLANES (&upload->info); i++) {
upload->data[i] = data[i];
}
return TRUE;
}
static gboolean
gst_gl_upload_perform_with_data_unlocked (GstGLUpload * upload,
GLuint texture_id, gpointer data[GST_VIDEO_MAX_PLANES])
{
if (!_perform_with_data_unlocked_pre (upload, texture_id, data))
return FALSE;
gst_gl_display_thread_add (upload->display,
(GstGLDisplayThreadFunc) _do_upload, upload);
return TRUE;
}
/**
* gst_gl_upload_perform_with_memory_thread:
* @upload: a #GstGLUpload
* @gl_mem: a #GstGLMemory
*
* Uploads the texture in @gl_mem
*
* Returns: whether the upload was successful
*/
gboolean
gst_gl_upload_perform_with_memory_thread (GstGLUpload * upload,
GstGLMemory * gl_mem)
{
gpointer data[GST_VIDEO_MAX_PLANES];
guint i;
gboolean ret;
g_return_val_if_fail (upload != NULL, FALSE);
if (!GST_GL_MEMORY_FLAG_IS_SET (gl_mem, GST_GL_MEMORY_FLAG_UPLOAD_INITTED))
return FALSE;
if (!GST_GL_MEMORY_FLAG_IS_SET (gl_mem, GST_GL_MEMORY_FLAG_NEED_UPLOAD))
return FALSE;
g_mutex_lock (&upload->lock);
for (i = 0; i < GST_VIDEO_INFO_N_PLANES (&upload->info); i++) {
data[i] = (guint8 *) gl_mem->data +
GST_VIDEO_INFO_PLANE_OFFSET (&upload->info, i);
}
ret =
gst_gl_upload_perform_with_data_unlocked_thread (upload, gl_mem->tex_id,
data);
GST_GL_MEMORY_FLAG_UNSET (gl_mem, GST_GL_MEMORY_FLAG_NEED_UPLOAD);
g_mutex_unlock (&upload->lock);
return ret;
}
/**
* gst_gl_upload_perform_with_data_thread:
* @upload: a #GstGLUpload
* @texture_id: the texture id to download
* @data: where the downloaded data should go
*
* Uploads @data into @texture_id. @data size and format is specified by
* the #GstVideoFormat passed to gst_gl_upload_init_format()
*
* Returns: whether the upload was successful
*/
gboolean
gst_gl_upload_perform_with_data_thread (GstGLUpload * upload, GLuint texture_id,
gpointer data[GST_VIDEO_MAX_PLANES])
{
gboolean ret;
g_return_val_if_fail (upload != NULL, FALSE);
g_mutex_lock (&upload->lock);
ret =
gst_gl_upload_perform_with_data_unlocked_thread (upload, texture_id,
data);
g_mutex_unlock (&upload->lock);
return ret;
}
static gboolean
gst_gl_upload_perform_with_data_unlocked_thread (GstGLUpload * upload,
GLuint texture_id, gpointer data[GST_VIDEO_MAX_PLANES])
{
if (!_perform_with_data_unlocked_pre (upload, texture_id, data))
return FALSE;
_do_upload (upload->display, upload);
return TRUE;
}
/**
* gst_gl_display_find_upload_unlocked:
* @display: a #GstGLDisplay
* @v_format: a #GstVideoFormat
* @in_width: the width of the data to upload
* @in_height: the height of the data to upload
* @out_width: the width to upload to
* @out_height: the height to upload to
*
* Finds a #GstGLDownload with the required upload settings, creating one
* if needed. The returned object may not be initialized so you still
* have to call gst_gl_upload_init_format.
*
* This function is safe to be called in the GL thread
*
* Returns: a #GstGLUpload object with the required settings
*/
GstGLUpload *
gst_gl_display_find_upload_unlocked (GstGLDisplay * display,
GstVideoFormat v_format, guint in_width, guint in_height,
guint out_width, guint out_height)
{
GstGLUpload *ret = NULL;
GSList *walk;
walk = display->uploads;
while (walk) {
ret = walk->data;
if (ret && v_format == GST_VIDEO_INFO_FORMAT (&ret->info) &&
out_width == GST_VIDEO_INFO_WIDTH (&ret->info) &&
out_height == GST_VIDEO_INFO_HEIGHT (&ret->info) &&
in_width == ret->in_width && in_height == ret->in_height)
break;
ret = NULL;
walk = g_slist_next (walk);
}
if (!ret) {
ret = gst_gl_upload_new (display);
display->uploads = g_slist_prepend (display->uploads, ret);
}
return ret;
}
/**
* gst_gl_display_find_upload:
* @display: a #GstGLDisplay
* @v_format: a #GstVideoFormat
* @in_width: the width of the data to upload
* @in_height: the height of the data to upload
* @out_width: the width to upload to
* @out_height: the height to upload to
*
* Finds a #GstGLDownload with the required upload settings, creating one
* if needed. The returned object may not be initialized so you still
* have to call gst_gl_upload_init_format.
*
* Returns: a #GstGLUpload object with the required settings
*/
GstGLUpload *
gst_gl_display_find_upload (GstGLDisplay * display, GstVideoFormat v_format,
guint in_width, guint in_height, guint out_width, guint out_height)
{
GstGLUpload *ret;
gst_gl_display_lock (display);
ret =
gst_gl_display_find_upload_unlocked (display, v_format, in_width,
in_height, out_width, out_height);
gst_gl_display_unlock (display);
return ret;
}
static gboolean
_create_shader (GstGLDisplay * display, const gchar * vertex_src,
const gchar * fragment_src, GstGLShader ** out_shader)
{
GstGLShader *shader;
GError *error = NULL;
g_return_val_if_fail (vertex_src != NULL || fragment_src != NULL, FALSE);
shader = gst_gl_shader_new (display);
if (vertex_src)
gst_gl_shader_set_vertex_source (shader, vertex_src);
if (fragment_src)
gst_gl_shader_set_fragment_source (shader, fragment_src);
if (!gst_gl_shader_compile (shader, &error)) {
gst_gl_display_set_error (display, "%s", error->message);
g_error_free (error);
gst_gl_display_clear_shader (display);
g_object_unref (G_OBJECT (shader));
return FALSE;
}
*out_shader = shader;
return TRUE;
}
/* Called in the gl thread */
void
_init_upload (GstGLDisplay * display, GstGLUpload * upload)
{
GstGLFuncs *gl;
GstVideoFormat v_format;
guint in_width, in_height, out_width, out_height;
gl = display->gl_vtable;
v_format = GST_VIDEO_INFO_FORMAT (&upload->info);
in_width = upload->in_width;
in_height = upload->in_height;
out_width = GST_VIDEO_INFO_WIDTH (&upload->info);
out_height = GST_VIDEO_INFO_HEIGHT (&upload->info);
GST_TRACE ("initializing texture upload for format:%d", v_format);
switch (v_format) {
case GST_VIDEO_FORMAT_RGBx:
case GST_VIDEO_FORMAT_BGRx:
case GST_VIDEO_FORMAT_xRGB:
case GST_VIDEO_FORMAT_xBGR:
case GST_VIDEO_FORMAT_RGBA:
case GST_VIDEO_FORMAT_BGRA:
case GST_VIDEO_FORMAT_ARGB:
case GST_VIDEO_FORMAT_ABGR:
case GST_VIDEO_FORMAT_RGB:
case GST_VIDEO_FORMAT_BGR:
if (in_width != out_width || in_height != out_height)
_init_upload_fbo (display, upload);
/* color space conversion is not needed */
break;
case GST_VIDEO_FORMAT_YUY2:
case GST_VIDEO_FORMAT_UYVY:
case GST_VIDEO_FORMAT_I420:
case GST_VIDEO_FORMAT_YV12:
case GST_VIDEO_FORMAT_AYUV:
/* color space conversion is needed */
{
/* check if fragment shader is available, then load them */
/* shouldn't we require ARB_shading_language_100? --Filippo */
if (gl->CreateProgramObject || gl->CreateProgram) {
GST_INFO ("Context, ARB_fragment_shader supported: yes");
display->colorspace_conversion = GST_GL_DISPLAY_CONVERSION_GLSL;
_init_upload_fbo (display, upload);
switch (v_format) {
case GST_VIDEO_FORMAT_YUY2:
{
gchar text_shader_YUY2[2048];
sprintf (text_shader_YUY2, upload->priv->YUY2_UYVY, 'r', 'g', 'a');
if (_create_shader (display, upload->priv->vert_shader,
text_shader_YUY2, &upload->shader)) {
if (USING_GLES2 (display)) {
upload->shader_attr_position_loc =
gst_gl_shader_get_attribute_location
(upload->shader, "a_position");
upload->shader_attr_texture_loc =
gst_gl_shader_get_attribute_location
(upload->shader, "a_texCoord");
}
}
}
break;
case GST_VIDEO_FORMAT_UYVY:
{
gchar text_shader_UYVY[2048];
#if GST_GL_HAVE_OPENGL
if (USING_OPENGL (display)) {
sprintf (text_shader_UYVY, upload->priv->YUY2_UYVY,
'a', 'b', 'r');
}
#endif
#if GST_GL_HAVE_GLES2
if (USING_GLES2 (display)) {
sprintf (text_shader_UYVY, upload->priv->YUY2_UYVY,
'a', 'r', 'b');
}
#endif
if (_create_shader (display, upload->priv->vert_shader,
text_shader_UYVY, &upload->shader)) {
if (USING_GLES2 (display)) {
upload->shader_attr_position_loc =
gst_gl_shader_get_attribute_location
(upload->shader, "a_position");
upload->shader_attr_texture_loc =
gst_gl_shader_get_attribute_location
(upload->shader, "a_texCoord");
}
}
}
break;
case GST_VIDEO_FORMAT_I420:
case GST_VIDEO_FORMAT_YV12:
{
gchar text_shader_I420_YV12[2048];
#if GST_GL_HAVE_OPENGL
if (USING_OPENGL (display)) {
if ((g_ascii_strncasecmp ("ATI",
(gchar *) glGetString (GL_VENDOR), 3) == 0)
&& (g_ascii_strncasecmp ("ATI Mobility Radeon HD",
(gchar *) glGetString (GL_RENDERER), 22) != 0)
&& (g_ascii_strncasecmp ("ATI Radeon HD",
(gchar *) glGetString (GL_RENDERER), 13) != 0))
sprintf (text_shader_I420_YV12, upload->priv->I420_YV12, "*0.5",
"");
else
sprintf (text_shader_I420_YV12, upload->priv->I420_YV12, "",
"*0.5");
}
#endif
#if GST_GL_HAVE_GLES2
if (USING_GLES2 (display))
g_strlcpy (text_shader_I420_YV12, upload->priv->I420_YV12, 2048);
#endif
if (_create_shader (display, upload->priv->vert_shader,
text_shader_I420_YV12, &upload->shader)) {
if (USING_GLES2 (display)) {
upload->shader_attr_position_loc =
gst_gl_shader_get_attribute_location
(upload->shader, "a_position");
upload->shader_attr_texture_loc =
gst_gl_shader_get_attribute_location
(upload->shader, "a_texCoord");
}
}
}
break;
case GST_VIDEO_FORMAT_AYUV:
{
if (_create_shader (display, upload->priv->vert_shader,
upload->priv->AYUV, &upload->shader)) {
if (USING_GLES2 (display)) {
upload->shader_attr_position_loc =
gst_gl_shader_get_attribute_location
(upload->shader, "a_position");
upload->shader_attr_texture_loc =
gst_gl_shader_get_attribute_location
(upload->shader, "a_texCoord");
}
}
}
break;
default:
gst_gl_display_set_error (display,
"Unsupported upload video format %d", v_format);
break;
}
/* check if YCBCR MESA is available */
#if 0
} else if (GLEW_MESA_ycbcr_texture) {
/* GLSL and Color Matrix are not available on your drivers,
* switch to YCBCR MESA
*/
GST_INFO ("Context, ARB_fragment_shader supported: no");
GST_INFO ("Context, GLEW_MESA_ycbcr_texture supported: yes");
display->colorspace_conversion = GST_GL_DISPLAY_CONVERSION_MESA;
switch (v_format) {
case GST_VIDEO_FORMAT_YUY2:
case GST_VIDEO_FORMAT_UYVY:
/* color space conversion is not needed */
break;
case GST_VIDEO_FORMAT_I420:
case GST_VIDEO_FORMAT_YV12:
case GST_VIDEO_FORMAT_AYUV:
/* MESA only supports YUY2 and UYVY */
gst_gl_display_set_error (display,
"Your MESA version only supports YUY2 and UYVY (GLSL is required for others yuv formats)");
break;
default:
gst_gl_display_set_error (display,
"Unsupported upload video format %d", v_format);
break;
}
}
/* check if color matrix is available (not supported) */
else if (GLEW_ARB_imaging) {
/* GLSL is not available on your drivers, switch to Color Matrix */
GST_INFO ("Context, ARB_fragment_shader supported: no");
GST_INFO ("Context, GLEW_MESA_ycbcr_texture supported: no");
GST_INFO ("Context, GLEW_ARB_imaging supported: yes");
display->colorspace_conversion = GST_GL_DISPLAY_CONVERSION_MATRIX;
gst_gl_display_set_error (display,
"Colorspace conversion using Color Matrix is not yet supported");
#endif
} else {
/* colorspace conversion is not possible */
gst_gl_display_set_error (display,
"ARB_fragment_shader supported, GL_ARB_imaging supported, GL_MESA_ycbcr_texture supported, not supported");
}
}
break;
default:
gst_gl_display_set_error (display, "Unsupported upload video format %d",
v_format);
break;
}
}
/* called by _init_upload (in the gl thread) */
void
_init_upload_fbo (GstGLDisplay * display, GstGLUpload * upload)
{
GstGLFuncs *gl;
guint out_width, out_height;
GLuint fake_texture = 0; /* a FBO must hava texture to init */
gl = display->gl_vtable;
out_width = GST_VIDEO_INFO_WIDTH (&upload->info);
out_height = GST_VIDEO_INFO_HEIGHT (&upload->info);
if (!gl->GenFramebuffers) {
/* turn off the pipeline because Frame buffer object is a not present */
gst_gl_display_set_error (display,
"Context, EXT_framebuffer_object supported: no");
return;
}
GST_INFO ("Context, EXT_framebuffer_object supported: yes");
/* setup FBO */
gl->GenFramebuffers (1, &upload->fbo);
gl->BindFramebuffer (GL_FRAMEBUFFER, upload->fbo);
/* setup the render buffer for depth */
gl->GenRenderbuffers (1, &upload->depth_buffer);
gl->BindRenderbuffer (GL_RENDERBUFFER, upload->depth_buffer);
if (USING_OPENGL (display)) {
gl->RenderbufferStorage (GL_RENDERBUFFER, GL_DEPTH_COMPONENT,
out_width, out_height);
gl->RenderbufferStorage (GL_RENDERBUFFER, GL_DEPTH24_STENCIL8,
out_width, out_height);
}
if (USING_GLES2 (display)) {
gl->RenderbufferStorage (GL_RENDERBUFFER, GL_DEPTH_COMPONENT16,
out_width, out_height);
}
/* a fake texture is attached to the upload FBO (cannot init without it) */
gl->GenTextures (1, &fake_texture);
gl->BindTexture (GL_TEXTURE_RECTANGLE_ARB, fake_texture);
gl->TexImage2D (GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA8, out_width, out_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, upload->depth_buffer);
if (USING_OPENGL (display)) {
gl->FramebufferRenderbuffer (GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT,
GL_RENDERBUFFER, upload->depth_buffer);
}
if (!gst_gl_display_check_framebuffer_status (display))
gst_gl_display_set_error (display, "GL framebuffer status incomplete");
/* unbind the FBO */
gl->BindFramebuffer (GL_FRAMEBUFFER, 0);
gl->DeleteTextures (1, &fake_texture);
_do_upload_make (display, upload);
}
/* Called by the idle function in the gl thread */
void
_do_upload (GstGLDisplay * display, GstGLUpload * upload)
{
GstVideoFormat v_format;
guint in_width, in_height, out_width, out_height;
out_width = GST_VIDEO_INFO_WIDTH (&upload->info);
out_height = GST_VIDEO_INFO_HEIGHT (&upload->info);
v_format = GST_VIDEO_INFO_FORMAT (&upload->info);
in_width = upload->in_width;
in_height = upload->in_height;
GST_TRACE ("uploading to texture:%u dimensions:%ux%u, "
"from textures:%u,%u,%u dimensions:%ux%u", upload->out_texture,
out_width, out_height, upload->in_texture[0], upload->in_texture[1],
upload->in_texture[2], in_width, in_height);
_do_upload_fill (display, upload);
switch (v_format) {
case GST_VIDEO_FORMAT_RGBx:
case GST_VIDEO_FORMAT_BGRx:
case GST_VIDEO_FORMAT_xRGB:
case GST_VIDEO_FORMAT_xBGR:
case GST_VIDEO_FORMAT_RGBA:
case GST_VIDEO_FORMAT_BGRA:
case GST_VIDEO_FORMAT_ARGB:
case GST_VIDEO_FORMAT_ABGR:
case GST_VIDEO_FORMAT_RGB:
case GST_VIDEO_FORMAT_BGR:
if (in_width != out_width || in_height != out_height)
upload->priv->draw (display, upload);
/* color space conversion is not needed */
break;
case GST_VIDEO_FORMAT_YUY2:
case GST_VIDEO_FORMAT_UYVY:
case GST_VIDEO_FORMAT_I420:
case GST_VIDEO_FORMAT_YV12:
case GST_VIDEO_FORMAT_AYUV:
{
switch (display->colorspace_conversion) {
case GST_GL_DISPLAY_CONVERSION_GLSL:
/* color space conversion is needed */
upload->priv->draw (display, upload);
break;
case GST_GL_DISPLAY_CONVERSION_MATRIX:
/* color space conversion is needed */
/* not yet supported */
break;
case GST_GL_DISPLAY_CONVERSION_MESA:
if (in_width != out_width || in_height != out_height)
upload->priv->draw (display, upload);
/* color space conversion is not needed */
break;
default:
gst_gl_display_set_error (display, "Unknown colorspace conversion %d",
display->colorspace_conversion);
g_assert_not_reached ();
break;
}
}
break;
default:
gst_gl_display_set_error (display, "Unsupported upload video format %d",
v_format);
g_assert_not_reached ();
break;
}
}
/* called by gst_gl_display_thread_do_upload (in the gl thread) */
void
_do_upload_make (GstGLDisplay * display, GstGLUpload * upload)
{
GstGLFuncs *gl;
GstVideoFormat v_format;
guint in_width, in_height;
gl = display->gl_vtable;
in_width = upload->in_width;
in_height = upload->in_height;
v_format = GST_VIDEO_INFO_FORMAT (&upload->info);
gl->GenTextures (1, &upload->in_texture[0]);
gl->BindTexture (GL_TEXTURE_RECTANGLE_ARB, upload->in_texture[0]);
switch (v_format) {
case GST_VIDEO_FORMAT_RGBx:
case GST_VIDEO_FORMAT_BGRx:
case GST_VIDEO_FORMAT_xRGB:
case GST_VIDEO_FORMAT_xBGR:
case GST_VIDEO_FORMAT_RGBA:
case GST_VIDEO_FORMAT_BGRA:
case GST_VIDEO_FORMAT_ARGB:
case GST_VIDEO_FORMAT_ABGR:
gl->TexImage2D (GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA,
in_width, in_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
break;
case GST_VIDEO_FORMAT_RGB:
case GST_VIDEO_FORMAT_BGR:
gl->TexImage2D (GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGB,
in_width, in_height, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
break;
case GST_VIDEO_FORMAT_AYUV:
gl->TexImage2D (GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA,
in_width, in_height, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8, NULL);
break;
case GST_VIDEO_FORMAT_YUY2:
switch (display->colorspace_conversion) {
case GST_GL_DISPLAY_CONVERSION_GLSL:
case GST_GL_DISPLAY_CONVERSION_MATRIX:
gl->TexImage2D (GL_TEXTURE_RECTANGLE_ARB, 0, GL_LUMINANCE_ALPHA,
in_width, in_height, 0, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE,
NULL);
gl->GenTextures (1, &upload->in_texture[1]);
gl->BindTexture (GL_TEXTURE_RECTANGLE_ARB, upload->in_texture[1]);
gl->TexImage2D (GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA8,
in_width, in_height, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV,
NULL);
break;
case GST_GL_DISPLAY_CONVERSION_MESA:
gl->TexImage2D (GL_TEXTURE_RECTANGLE_ARB, 0, GL_YCBCR_MESA, in_width,
in_height, 0, GL_YCBCR_MESA, GL_UNSIGNED_SHORT_8_8_MESA, NULL);
break;
default:
gst_gl_display_set_error (display, "Unknown colorspace conversion %d",
display->colorspace_conversion);
g_assert_not_reached ();
break;
}
break;
case GST_VIDEO_FORMAT_UYVY:
switch (display->colorspace_conversion) {
case GST_GL_DISPLAY_CONVERSION_GLSL:
case GST_GL_DISPLAY_CONVERSION_MATRIX:
glTexImage2D (GL_TEXTURE_RECTANGLE_ARB, 0, GL_LUMINANCE_ALPHA,
in_width, in_height, 0, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE,
NULL);
glGenTextures (1, &upload->in_texture[1]);
glBindTexture (GL_TEXTURE_RECTANGLE_ARB, upload->in_texture[1]);
glTexImage2D (GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA8,
in_width, in_height, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV,
NULL);
break;
case GST_GL_DISPLAY_CONVERSION_MESA:
glTexImage2D (GL_TEXTURE_RECTANGLE_ARB, 0, GL_YCBCR_MESA, in_width,
in_height, 0, GL_YCBCR_MESA, GL_UNSIGNED_SHORT_8_8_MESA, NULL);
break;
default:
gst_gl_display_set_error (display, "Unknown colorspace conversion %d",
display->colorspace_conversion);
g_assert_not_reached ();
break;
}
break;
case GST_VIDEO_FORMAT_I420:
case GST_VIDEO_FORMAT_YV12:
gl->TexImage2D (GL_TEXTURE_RECTANGLE_ARB, 0, GL_LUMINANCE,
in_width, in_height, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, NULL);
gl->GenTextures (1, &upload->in_texture[1]);
gl->BindTexture (GL_TEXTURE_RECTANGLE_ARB, upload->in_texture[1]);
gl->TexImage2D (GL_TEXTURE_RECTANGLE_ARB, 0, GL_LUMINANCE,
GST_ROUND_UP_2 (in_width) / 2,
GST_ROUND_UP_2 (in_height) / 2, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE,
NULL);
gl->GenTextures (1, &upload->in_texture[2]);
gl->BindTexture (GL_TEXTURE_RECTANGLE_ARB, upload->in_texture[2]);
gl->TexImage2D (GL_TEXTURE_RECTANGLE_ARB, 0, GL_LUMINANCE,
GST_ROUND_UP_2 (in_width) / 2,
GST_ROUND_UP_2 (in_height) / 2, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE,
NULL);
break;
default:
gst_gl_display_set_error (display, "Unsupported upload video format %d",
v_format);
g_assert_not_reached ();
break;
}
}
/* called by gst_gl_display_thread_do_upload (in the gl thread) */
void
_do_upload_fill (GstGLDisplay * display, GstGLUpload * upload)
{
GstGLFuncs *gl;
GstVideoFormat v_format;
guint in_width, in_height, out_width, out_height;
gl = display->gl_vtable;
in_width = upload->in_width;
in_height = upload->in_height;
out_width = GST_VIDEO_INFO_WIDTH (&upload->info);
out_height = GST_VIDEO_INFO_HEIGHT (&upload->info);
v_format = GST_VIDEO_INFO_FORMAT (&upload->info);
switch (v_format) {
case GST_VIDEO_FORMAT_RGB:
case GST_VIDEO_FORMAT_BGR:
case GST_VIDEO_FORMAT_RGBx:
case GST_VIDEO_FORMAT_BGRx:
case GST_VIDEO_FORMAT_xRGB:
case GST_VIDEO_FORMAT_xBGR:
case GST_VIDEO_FORMAT_RGBA:
case GST_VIDEO_FORMAT_BGRA:
case GST_VIDEO_FORMAT_ARGB:
case GST_VIDEO_FORMAT_ABGR:
/* color space conversion is not needed */
if (in_width != out_width || in_height != out_height)
gl->BindTexture (GL_TEXTURE_RECTANGLE_ARB, upload->in_texture[0]);
else
gl->BindTexture (GL_TEXTURE_RECTANGLE_ARB, upload->out_texture);
break;
case GST_VIDEO_FORMAT_YUY2:
case GST_VIDEO_FORMAT_UYVY:
case GST_VIDEO_FORMAT_I420:
case GST_VIDEO_FORMAT_YV12:
case GST_VIDEO_FORMAT_AYUV:
switch (display->colorspace_conversion) {
case GST_GL_DISPLAY_CONVERSION_GLSL:
case GST_GL_DISPLAY_CONVERSION_MATRIX:
gl->BindTexture (GL_TEXTURE_RECTANGLE_ARB, upload->in_texture[0]);
break;
case GST_GL_DISPLAY_CONVERSION_MESA:
if (in_width != out_width || in_height != out_height)
gl->BindTexture (GL_TEXTURE_RECTANGLE_ARB, upload->in_texture[0]);
else
gl->BindTexture (GL_TEXTURE_RECTANGLE_ARB, upload->out_texture);
break;
default:
gst_gl_display_set_error (display, "Unknown colorspace conversion %d",
display->colorspace_conversion);
g_assert_not_reached ();
break;
}
break;
default:
gst_gl_display_set_error (display, "Unsupported upload video format %d",
v_format);
g_assert_not_reached ();
break;
}
switch (v_format) {
case GST_VIDEO_FORMAT_RGB:
gl->TexSubImage2D (GL_TEXTURE_RECTANGLE_ARB, 0, 0, 0, in_width, in_height,
GL_RGB, GL_UNSIGNED_BYTE, upload->data[0]);
break;
case GST_VIDEO_FORMAT_BGR:
gl->TexSubImage2D (GL_TEXTURE_RECTANGLE_ARB, 0, 0, 0, in_width, in_height,
GL_BGR, GL_UNSIGNED_BYTE, upload->data[0]);
break;
case GST_VIDEO_FORMAT_RGBx:
case GST_VIDEO_FORMAT_RGBA:
gl->TexSubImage2D (GL_TEXTURE_RECTANGLE_ARB, 0, 0, 0, in_width, in_height,
GL_RGBA, GL_UNSIGNED_BYTE, upload->data[0]);
break;
case GST_VIDEO_FORMAT_BGRx:
case GST_VIDEO_FORMAT_BGRA:
gl->TexSubImage2D (GL_TEXTURE_RECTANGLE_ARB, 0, 0, 0, in_width, in_height,
GL_BGRA, GL_UNSIGNED_BYTE, upload->data[0]);
break;
case GST_VIDEO_FORMAT_AYUV:
case GST_VIDEO_FORMAT_xRGB:
case GST_VIDEO_FORMAT_ARGB:
gl->TexSubImage2D (GL_TEXTURE_RECTANGLE_ARB, 0, 0, 0, in_width, in_height,
GL_BGRA, GL_UNSIGNED_INT_8_8_8_8, upload->data[0]);
break;
case GST_VIDEO_FORMAT_xBGR:
case GST_VIDEO_FORMAT_ABGR:
gl->TexSubImage2D (GL_TEXTURE_RECTANGLE_ARB, 0, 0, 0, in_width, in_height,
GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, upload->data[0]);
break;
case GST_VIDEO_FORMAT_YUY2:
switch (display->colorspace_conversion) {
case GST_GL_DISPLAY_CONVERSION_GLSL:
case GST_GL_DISPLAY_CONVERSION_MATRIX:
gl->TexSubImage2D (GL_TEXTURE_RECTANGLE_ARB, 0, 0, 0, in_width,
in_height, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, upload->data[0]);
gl->BindTexture (GL_TEXTURE_RECTANGLE_ARB, upload->in_texture[1]);
gl->TexSubImage2D (GL_TEXTURE_RECTANGLE_ARB, 0, 0, 0,
GST_ROUND_UP_2 (in_width) / 2, in_height,
GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, upload->data[0]);
break;
case GST_GL_DISPLAY_CONVERSION_MESA:
gl->TexSubImage2D (GL_TEXTURE_RECTANGLE_ARB, 0, 0, 0, in_width,
in_height, GL_YCBCR_MESA, GL_UNSIGNED_SHORT_8_8_REV_MESA,
upload->data[0]);
break;
default:
gst_gl_display_set_error (display, "Unknow colorspace conversion %d",
display->colorspace_conversion);
g_assert_not_reached ();
break;
}
break;
case GST_VIDEO_FORMAT_UYVY:
switch (display->colorspace_conversion) {
case GST_GL_DISPLAY_CONVERSION_GLSL:
case GST_GL_DISPLAY_CONVERSION_MATRIX:
gl->TexSubImage2D (GL_TEXTURE_RECTANGLE_ARB, 0, 0, 0, in_width,
in_height, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, upload->data[0]);
gl->BindTexture (GL_TEXTURE_RECTANGLE_ARB, upload->in_texture[1]);
gl->TexSubImage2D (GL_TEXTURE_RECTANGLE_ARB, 0, 0, 0,
GST_ROUND_UP_2 (in_width) / 2, in_height,
GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, upload->data[0]);
break;
case GST_GL_DISPLAY_CONVERSION_MESA:
gl->TexSubImage2D (GL_TEXTURE_RECTANGLE_ARB, 0, 0, 0, in_width,
in_height, GL_YCBCR_MESA, GL_UNSIGNED_SHORT_8_8_MESA,
upload->data[0]);
break;
default:
gst_gl_display_set_error (display, "Unknow colorspace conversion %d",
display->colorspace_conversion);
g_assert_not_reached ();
break;
}
break;
case GST_VIDEO_FORMAT_I420:
{
gl->TexSubImage2D (GL_TEXTURE_RECTANGLE_ARB, 0, 0, 0, in_width, in_height,
GL_LUMINANCE, GL_UNSIGNED_BYTE, upload->data[0]);
gl->BindTexture (GL_TEXTURE_RECTANGLE_ARB, upload->in_texture[1]);
gl->TexSubImage2D (GL_TEXTURE_RECTANGLE_ARB, 0, 0, 0,
GST_ROUND_UP_2 (in_width) / 2, GST_ROUND_UP_2 (in_height) / 2,
GL_LUMINANCE, GL_UNSIGNED_BYTE, upload->data[1]);
gl->BindTexture (GL_TEXTURE_RECTANGLE_ARB, upload->in_texture[2]);
gl->TexSubImage2D (GL_TEXTURE_RECTANGLE_ARB, 0, 0, 0,
GST_ROUND_UP_2 (in_width) / 2, GST_ROUND_UP_2 (in_height) / 2,
GL_LUMINANCE, GL_UNSIGNED_BYTE, upload->data[2]);
}
break;
case GST_VIDEO_FORMAT_YV12: /* same as I420 except plane 1+2 swapped */
{
gl->TexSubImage2D (GL_TEXTURE_RECTANGLE_ARB, 0, 0, 0, in_width, in_height,
GL_LUMINANCE, GL_UNSIGNED_BYTE, upload->data[0]);
gl->BindTexture (GL_TEXTURE_RECTANGLE_ARB, upload->in_texture[2]);
gl->TexSubImage2D (GL_TEXTURE_RECTANGLE_ARB, 0, 0, 0,
GST_ROUND_UP_2 (in_width) / 2, GST_ROUND_UP_2 (in_height) / 2,
GL_LUMINANCE, GL_UNSIGNED_BYTE, upload->data[1]);
gl->BindTexture (GL_TEXTURE_RECTANGLE_ARB, upload->in_texture[1]);
gl->TexSubImage2D (GL_TEXTURE_RECTANGLE_ARB, 0, 0, 0,
GST_ROUND_UP_2 (in_width) / 2, GST_ROUND_UP_2 (in_height) / 2,
GL_LUMINANCE, GL_UNSIGNED_BYTE, upload->data[2]);
}
break;
default:
gst_gl_display_set_error (display, "Unsupported upload video format %d",
v_format);
g_assert_not_reached ();
break;
}
/* make sure no texture is in use in our opengl context
* in case we want to use the upload texture in an other opengl context
*/
glBindTexture (GL_TEXTURE_RECTANGLE_ARB, 0);
}
#if GST_GL_HAVE_OPENGL
/* called by _do_upload (in the gl thread) */
static void
_do_upload_draw_opengl (GstGLDisplay * display, GstGLUpload * upload)
{
GstGLFuncs *gl;
GstVideoFormat v_format;
guint out_width, out_height;
guint in_width = upload->in_width;
guint in_height = upload->in_height;
gfloat verts[8] = { 1.0f, -1.0f,
-1.0f, -1.0f,
-1.0f, 1.0f,
1.0f, 1.0f
};
gint texcoords[8] = { in_width, 0,
0, 0,
0, in_height,
in_width, in_height
};
gl = display->gl_vtable;
out_width = GST_VIDEO_INFO_WIDTH (&upload->info);
out_height = GST_VIDEO_INFO_HEIGHT (&upload->info);
v_format = GST_VIDEO_INFO_FORMAT (&upload->info);
gl->BindFramebuffer (GL_FRAMEBUFFER, upload->fbo);
/* setup a texture to render to */
gl->Enable (GL_TEXTURE_RECTANGLE_ARB);
gl->BindTexture (GL_TEXTURE_RECTANGLE_ARB, upload->out_texture);
/* attach the texture to the FBO to renderer to */
gl->FramebufferTexture2D (GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
GL_TEXTURE_RECTANGLE_ARB, upload->out_texture, 0);
gst_gl_display_clear_shader (display);
gl->PushAttrib (GL_VIEWPORT_BIT);
gl->MatrixMode (GL_PROJECTION);
gl->PushMatrix ();
gl->LoadIdentity ();
gluOrtho2D (0.0, out_width, 0.0, out_height);
gl->MatrixMode (GL_MODELVIEW);
gl->PushMatrix ();
gl->LoadIdentity ();
gl->Viewport (0, 0, out_width, out_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);
switch (v_format) {
case GST_VIDEO_FORMAT_RGBx:
case GST_VIDEO_FORMAT_BGRx:
case GST_VIDEO_FORMAT_xRGB:
case GST_VIDEO_FORMAT_xBGR:
case GST_VIDEO_FORMAT_RGBA:
case GST_VIDEO_FORMAT_BGRA:
case GST_VIDEO_FORMAT_ARGB:
case GST_VIDEO_FORMAT_ABGR:
case GST_VIDEO_FORMAT_RGB:
case GST_VIDEO_FORMAT_BGR:
{
gl->MatrixMode (GL_PROJECTION);
gl->LoadIdentity ();
gl->Enable (GL_TEXTURE_RECTANGLE_ARB);
gl->BindTexture (GL_TEXTURE_RECTANGLE_ARB, upload->in_texture[0]);
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);
gl->TexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
}
break;
case GST_VIDEO_FORMAT_YUY2:
case GST_VIDEO_FORMAT_UYVY:
{
switch (display->colorspace_conversion) {
case GST_GL_DISPLAY_CONVERSION_GLSL:
case GST_GL_DISPLAY_CONVERSION_MATRIX:
{
gst_gl_shader_use (upload->shader);
gl->MatrixMode (GL_PROJECTION);
gl->LoadIdentity ();
gl->ActiveTexture (GL_TEXTURE1);
gst_gl_shader_set_uniform_1i (upload->shader, "UVtex", 1);
gl->BindTexture (GL_TEXTURE_RECTANGLE_ARB, upload->in_texture[1]);
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);
gl->ActiveTexture (GL_TEXTURE0);
gst_gl_shader_set_uniform_1i (upload->shader, "Ytex", 0);
gl->BindTexture (GL_TEXTURE_RECTANGLE_ARB, upload->in_texture[0]);
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);
}
break;
case GST_GL_DISPLAY_CONVERSION_MESA:
{
gl->MatrixMode (GL_PROJECTION);
gl->LoadIdentity ();
gl->Enable (GL_TEXTURE_RECTANGLE_ARB);
gl->BindTexture (GL_TEXTURE_RECTANGLE_ARB, upload->in_texture[0]);
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);
gl->TexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
}
break;
default:
gst_gl_display_set_error (display, "Unknow colorspace conversion %d",
display->colorspace_conversion);
g_assert_not_reached ();
break;
}
}
break;
case GST_VIDEO_FORMAT_I420:
case GST_VIDEO_FORMAT_YV12:
{
gst_gl_shader_use (upload->shader);
gl->MatrixMode (GL_PROJECTION);
gl->LoadIdentity ();
gl->ActiveTexture (GL_TEXTURE1);
gst_gl_shader_set_uniform_1i (upload->shader, "Utex", 1);
gl->BindTexture (GL_TEXTURE_RECTANGLE_ARB, upload->in_texture[1]);
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);
gl->ActiveTexture (GL_TEXTURE2);
gst_gl_shader_set_uniform_1i (upload->shader, "Vtex", 2);
gl->BindTexture (GL_TEXTURE_RECTANGLE_ARB, upload->in_texture[2]);
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);
gl->ActiveTexture (GL_TEXTURE0);
gst_gl_shader_set_uniform_1i (upload->shader, "Ytex", 0);
gl->BindTexture (GL_TEXTURE_RECTANGLE_ARB, upload->in_texture[0]);
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);
}
break;
case GST_VIDEO_FORMAT_AYUV:
{
gst_gl_shader_use (upload->shader);
gl->MatrixMode (GL_PROJECTION);
gl->LoadIdentity ();
gl->ActiveTexture (GL_TEXTURE0);
gst_gl_shader_set_uniform_1i (upload->shader, "tex", 0);
gl->BindTexture (GL_TEXTURE_RECTANGLE_ARB, upload->in_texture[0]);
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);
}
break;
default:
gst_gl_display_set_error (display, "Unsupported upload video format %d",
v_format);
g_assert_not_reached ();
break;
} /* end switch display->currentVideo_format */
gl->EnableClientState (GL_VERTEX_ARRAY);
gl->EnableClientState (GL_TEXTURE_COORD_ARRAY);
gl->VertexPointer (2, GL_FLOAT, 0, &verts);
gl->TexCoordPointer (2, GL_INT, 0, &texcoords);
gl->DrawArrays (GL_TRIANGLE_FAN, 0, 4);
gl->DisableClientState (GL_VERTEX_ARRAY);
gl->DisableClientState (GL_TEXTURE_COORD_ARRAY);
gl->DrawBuffer (GL_NONE);
/* we are done with the shader */
gst_gl_display_clear_shader (display);
gl->Disable (GL_TEXTURE_RECTANGLE_ARB);
gl->MatrixMode (GL_PROJECTION);
gl->PopMatrix ();
gl->MatrixMode (GL_MODELVIEW);
gl->PopMatrix ();
gl->PopAttrib ();
gst_gl_display_check_framebuffer_status (display);
gl->BindFramebuffer (GL_FRAMEBUFFER, 0);
}
#endif
#if GST_GL_HAVE_GLES2
static void
_do_upload_draw_gles2 (GstGLDisplay * display, GstGLUpload * upload)
{
GstGLFuncs *gl;
GstVideoFormat v_format;
guint out_width, out_height;
GLint viewport_dim[4];
const GLfloat vVertices[] = { 1.0f, -1.0f, 0.0f,
1.0f, 0.0f,
-1.0f, -1.0f, 0.0f,
0.0f, .0f,
-1.0f, 1.0f, 0.0f,
0.0f, 1.0f,
1.0f, 1.0f, 0.0f,
1.0f, 1.0f
};
GLushort indices[] = { 0, 1, 2, 0, 2, 3 };
gl = display->gl_vtable;
out_width = GST_VIDEO_INFO_WIDTH (&upload->info);
out_height = GST_VIDEO_INFO_HEIGHT (&upload->info);
v_format = GST_VIDEO_INFO_FORMAT (&upload->info);
gl->BindFramebuffer (GL_FRAMEBUFFER, upload->fbo);
/* setup a texture to render to */
gl->BindTexture (GL_TEXTURE_RECTANGLE_ARB, upload->out_texture);
/* attach the texture to the FBO to renderer to */
gl->FramebufferTexture2D (GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
GL_TEXTURE_RECTANGLE_ARB, upload->out_texture, 0);
gst_gl_display_clear_shader (display);
gl->GetIntegerv (GL_VIEWPORT, viewport_dim);
gl->Viewport (0, 0, out_width, out_height);
gl->ClearColor (0.0, 0.0, 0.0, 0.0);
gl->Clear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
switch (v_format) {
case GST_VIDEO_FORMAT_RGBx:
case GST_VIDEO_FORMAT_BGRx:
case GST_VIDEO_FORMAT_xRGB:
case GST_VIDEO_FORMAT_xBGR:
case GST_VIDEO_FORMAT_RGBA:
case GST_VIDEO_FORMAT_BGRA:
case GST_VIDEO_FORMAT_ARGB:
case GST_VIDEO_FORMAT_ABGR:
case GST_VIDEO_FORMAT_RGB:
case GST_VIDEO_FORMAT_BGR:
{
gl->VertexAttribPointer (upload->shader_attr_position_loc, 3,
GL_FLOAT, GL_FALSE, 5 * sizeof (GLfloat), vVertices);
gl->VertexAttribPointer (upload->shader_attr_texture_loc, 2,
GL_FLOAT, GL_FALSE, 5 * sizeof (GLfloat), &vVertices[3]);
gl->EnableVertexAttribArray (upload->shader_attr_position_loc);
gl->EnableVertexAttribArray (upload->shader_attr_texture_loc);
gl->BindTexture (GL_TEXTURE_RECTANGLE_ARB, upload->in_texture[0]);
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);
}
break;
case GST_VIDEO_FORMAT_YUY2:
case GST_VIDEO_FORMAT_UYVY:
{
switch (display->colorspace_conversion) {
case GST_GL_DISPLAY_CONVERSION_GLSL:
case GST_GL_DISPLAY_CONVERSION_MATRIX:
{
gst_gl_shader_use (upload->shader);
gl->VertexAttribPointer (upload->shader_attr_position_loc, 3,
GL_FLOAT, GL_FALSE, 5 * sizeof (GLfloat), vVertices);
gl->VertexAttribPointer (upload->shader_attr_texture_loc, 2,
GL_FLOAT, GL_FALSE, 5 * sizeof (GLfloat), &vVertices[3]);
gl->EnableVertexAttribArray (upload->shader_attr_position_loc);
gl->EnableVertexAttribArray (upload->shader_attr_texture_loc);
gl->ActiveTexture (GL_TEXTURE1);
gst_gl_shader_set_uniform_1i (upload->shader, "UVtex", 1);
gl->BindTexture (GL_TEXTURE_RECTANGLE_ARB, upload->in_texture[1]);
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);
gl->ActiveTexture (GL_TEXTURE0);
gst_gl_shader_set_uniform_1i (upload->shader, "Ytex", 0);
gl->BindTexture (GL_TEXTURE_RECTANGLE_ARB, upload->in_texture[0]);
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);
}
break;
case GST_GL_DISPLAY_CONVERSION_MESA:
{
gl->BindTexture (GL_TEXTURE_RECTANGLE_ARB, upload->in_texture[0]);
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);
}
break;
default:
gst_gl_display_set_error (display, "Unknow colorspace conversion %d",
display->colorspace_conversion);
g_assert_not_reached ();
break;
}
}
break;
case GST_VIDEO_FORMAT_I420:
case GST_VIDEO_FORMAT_YV12:
{
gst_gl_shader_use (upload->shader);
gl->VertexAttribPointer (upload->shader_attr_position_loc, 3,
GL_FLOAT, GL_FALSE, 5 * sizeof (GLfloat), vVertices);
gl->VertexAttribPointer (upload->shader_attr_texture_loc, 2,
GL_FLOAT, GL_FALSE, 5 * sizeof (GLfloat), &vVertices[3]);
gl->EnableVertexAttribArray (upload->shader_attr_position_loc);
gl->EnableVertexAttribArray (upload->shader_attr_texture_loc);
gl->ActiveTexture (GL_TEXTURE1);
gst_gl_shader_set_uniform_1i (upload->shader, "Utex", 1);
gl->BindTexture (GL_TEXTURE_RECTANGLE_ARB, upload->in_texture[1]);
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);
gl->ActiveTexture (GL_TEXTURE2);
gst_gl_shader_set_uniform_1i (upload->shader, "Vtex", 2);
gl->BindTexture (GL_TEXTURE_RECTANGLE_ARB, upload->in_texture[2]);
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);
gl->ActiveTexture (GL_TEXTURE0);
gst_gl_shader_set_uniform_1i (upload->shader, "Ytex", 0);
gl->BindTexture (GL_TEXTURE_RECTANGLE_ARB, upload->in_texture[0]);
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);
}
break;
case GST_VIDEO_FORMAT_AYUV:
{
gst_gl_shader_use (upload->shader);
gl->VertexAttribPointer (upload->shader_attr_position_loc, 3,
GL_FLOAT, GL_FALSE, 5 * sizeof (GLfloat), vVertices);
gl->VertexAttribPointer (upload->shader_attr_texture_loc, 2,
GL_FLOAT, GL_FALSE, 5 * sizeof (GLfloat), &vVertices[3]);
gl->EnableVertexAttribArray (upload->shader_attr_position_loc);
gl->EnableVertexAttribArray (upload->shader_attr_texture_loc);
gl->ActiveTexture (GL_TEXTURE0);
gst_gl_shader_set_uniform_1i (upload->shader, "tex", 0);
gl->BindTexture (GL_TEXTURE_RECTANGLE_ARB, upload->in_texture[0]);
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);
}
break;
default:
gst_gl_display_set_error (display, "Unsupported upload video format %d",
v_format);
g_assert_not_reached ();
break;
} /* end switch display->currentVideo_format */
gl->DrawElements (GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, indices);
/* we are done with the shader */
gst_gl_display_clear_shader (display);
gl->Viewport (viewport_dim[0], viewport_dim[1], viewport_dim[2],
viewport_dim[3]);
gst_gl_display_check_framebuffer_status (display);
gl->BindFramebuffer (GL_FRAMEBUFFER, 0);
}
#endif