mirror of
https://gitlab.freedesktop.org/gstreamer/gstreamer.git
synced 2024-11-27 12:11:13 +00:00
771b94b3ca
Instead of the possibly non-GL input buffer.
351 lines
11 KiB
C
351 lines
11 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 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
|
|
};
|
|
|
|
#define DEBUG_INIT \
|
|
GST_DEBUG_CATEGORY_INIT (gst_gl_deinterlace_debug, "gldeinterlace", 0, "gldeinterlace element");
|
|
|
|
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 void gst_gl_deinterlace_reset (GstGLFilter * filter);
|
|
static gboolean gst_gl_deinterlace_init_shader (GstGLFilter * filter);
|
|
static gboolean gst_gl_deinterlace_filter (GstGLFilter * filter,
|
|
GstBuffer * inbuf, GstBuffer * outbuf);
|
|
static gboolean gst_gl_deinterlace_filter_texture (GstGLFilter * filter,
|
|
guint in_tex, guint out_tex);
|
|
static void gst_gl_deinterlace_callback (gint width, gint height,
|
|
guint texture, gpointer stuff);
|
|
|
|
/* *INDENT-OFF* */
|
|
static const gchar *greedyh_fragment_source =
|
|
"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"
|
|
|
|
"void main () {\n"
|
|
" vec2 texcoord = gl_TexCoord[0].xy;\n"
|
|
" if (int(mod(texcoord.y * height, 2.0)) == 0) {\n"
|
|
" gl_FragColor = vec4(texture2D(tex_prev, 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(texcoord.x, texcoord.y - 1.0 / height);\n"
|
|
" texcoord_L3 = vec2(texcoord.x, texcoord.y + 1.0 / height);\n"
|
|
" L1 = texture2D(tex_prev, texcoord_L1).rgb;\n"
|
|
" L3 = texture2D(tex_prev, texcoord_L3).rgb;\n"
|
|
" if (texcoord.x == 1.0 && texcoord.y == 1.0) {\n"
|
|
" L1_1 = L1;\n"
|
|
" L3_1 = L3;\n"
|
|
" } else {\n"
|
|
" texcoord_L1_1 = vec2(texcoord.x + 1.0 / width, texcoord.y - 1.0 / height);\n"
|
|
" texcoord_L3_1 = vec2(texcoord.x + 1.0 / width, 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(texcoord.x + texcoord.y)) == 0) {\n"
|
|
" L1_a1 = L1;\n"
|
|
" L3_a1 = L3;\n"
|
|
" } else {\n"
|
|
" texcoord_L1_a1 = vec2(texcoord.x - 1.0 / width, texcoord.y - 1.0 / height);\n"
|
|
" texcoord_L3_a1 = vec2(texcoord.x - 1.0 / width, 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, texcoord).rgb;\n"
|
|
" vec3 LP2 = texture2D(tex_prev, 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";
|
|
/* *INDENT-ON* */
|
|
|
|
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>");
|
|
|
|
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)->onInitFBO = gst_gl_deinterlace_init_shader;
|
|
GST_GL_FILTER_CLASS (klass)->onReset = gst_gl_deinterlace_reset;
|
|
}
|
|
|
|
static void
|
|
gst_gl_deinterlace_init (GstGLDeinterlace * filter)
|
|
{
|
|
filter->shader = NULL;
|
|
filter->prev_buffer = NULL;
|
|
filter->prev_tex = 0;
|
|
}
|
|
|
|
static void
|
|
gst_gl_deinterlace_reset (GstGLFilter * filter)
|
|
{
|
|
GstGLDeinterlace *deinterlace_filter = GST_GL_DEINTERLACE (filter);
|
|
|
|
if (deinterlace_filter->prev_buffer) {
|
|
gst_buffer_unref (deinterlace_filter->prev_buffer);
|
|
deinterlace_filter->prev_buffer = NULL;
|
|
}
|
|
//blocking call, wait the opengl thread has destroyed the shader
|
|
if (deinterlace_filter->shader)
|
|
gst_gl_context_del_shader (filter->context, deinterlace_filter->shader);
|
|
deinterlace_filter->shader = NULL;
|
|
}
|
|
|
|
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) {
|
|
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) {
|
|
default:
|
|
G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec);
|
|
break;
|
|
}
|
|
}
|
|
|
|
static gboolean
|
|
gst_gl_deinterlace_init_shader (GstGLFilter * filter)
|
|
{
|
|
GstGLDeinterlace *deinterlace_filter = GST_GL_DEINTERLACE (filter);
|
|
|
|
//blocking call, wait the opengl thread has compiled the shader
|
|
return gst_gl_context_gen_shader (filter->context, 0, greedyh_fragment_source,
|
|
&deinterlace_filter->shader);
|
|
}
|
|
|
|
static gboolean
|
|
gst_gl_deinterlace_filter_texture (GstGLFilter * filter, guint in_tex,
|
|
guint out_tex)
|
|
{
|
|
GstGLDeinterlace *deinterlace_filter = GST_GL_DEINTERLACE (filter);
|
|
|
|
//blocking call, use a FBO
|
|
gst_gl_filter_render_to_target (filter, TRUE, in_tex, out_tex,
|
|
gst_gl_deinterlace_callback, 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);
|
|
|
|
if (deinterlace_filter->prev_buffer) {
|
|
gst_buffer_unref (deinterlace_filter->prev_buffer);
|
|
}
|
|
deinterlace_filter->prev_buffer = gst_buffer_ref (filter->uploaded_buffer);
|
|
|
|
return TRUE;
|
|
}
|
|
|
|
//opengl scene, params: input texture (not the output filter->texture)
|
|
static void
|
|
gst_gl_deinterlace_callback (gint width, gint height, guint texture,
|
|
gpointer stuff)
|
|
{
|
|
GstGLDeinterlace *deinterlace_filter = GST_GL_DEINTERLACE (stuff);
|
|
GstGLFilter *filter = GST_GL_FILTER (stuff);
|
|
GstGLFuncs *gl = filter->context->gl_vtable;
|
|
guint temp;
|
|
|
|
GLfloat verts[] = { -1.0, -1.0,
|
|
1.0, -1.0,
|
|
1.0, 1.0,
|
|
-1.0, 1.0
|
|
};
|
|
GLfloat texcoords0[] = { 0.0f, 0.0f,
|
|
1.0f, 0.0f,
|
|
1.0f, 1.0f,
|
|
0.0f, 1.0f
|
|
};
|
|
GLfloat texcoords1[] = { 0.0f, 0.0f,
|
|
1.0f, 0.0f,
|
|
1.0f, 1.0f,
|
|
0.0f, 1.0f
|
|
};
|
|
|
|
gl->MatrixMode (GL_PROJECTION);
|
|
gl->LoadIdentity ();
|
|
|
|
gst_gl_shader_use (deinterlace_filter->shader);
|
|
|
|
gl->Enable (GL_TEXTURE_2D);
|
|
|
|
if (G_UNLIKELY (deinterlace_filter->prev_tex == 0)) {
|
|
gst_gl_context_gen_texture (filter->context,
|
|
&deinterlace_filter->prev_tex,
|
|
GST_VIDEO_INFO_FORMAT (&filter->out_info),
|
|
GST_VIDEO_INFO_WIDTH (&filter->out_info),
|
|
GST_VIDEO_INFO_HEIGHT (&filter->out_info));
|
|
} else {
|
|
gl->ActiveTexture (GL_TEXTURE1);
|
|
gst_gl_shader_set_uniform_1i (deinterlace_filter->shader, "tex_prev", 1);
|
|
gl->BindTexture (GL_TEXTURE_2D, deinterlace_filter->prev_tex);
|
|
}
|
|
|
|
gl->ActiveTexture (GL_TEXTURE0);
|
|
gst_gl_shader_set_uniform_1i (deinterlace_filter->shader, "tex", 0);
|
|
gl->BindTexture (GL_TEXTURE_2D, texture);
|
|
|
|
gst_gl_shader_set_uniform_1f (deinterlace_filter->shader, "max_comb",
|
|
5.0f / 255.0f);
|
|
gst_gl_shader_set_uniform_1f (deinterlace_filter->shader, "motion_threshold",
|
|
25.0f / 255.0f);
|
|
gst_gl_shader_set_uniform_1f (deinterlace_filter->shader, "motion_sense",
|
|
30.0f / 255.0f);
|
|
|
|
gst_gl_shader_set_uniform_1f (deinterlace_filter->shader, "width",
|
|
GST_VIDEO_INFO_WIDTH (&filter->out_info));
|
|
gst_gl_shader_set_uniform_1f (deinterlace_filter->shader, "height",
|
|
GST_VIDEO_INFO_HEIGHT (&filter->out_info));
|
|
|
|
gl->ClientActiveTexture (GL_TEXTURE0);
|
|
|
|
gl->EnableClientState (GL_TEXTURE_COORD_ARRAY);
|
|
gl->EnableClientState (GL_VERTEX_ARRAY);
|
|
|
|
gl->VertexPointer (2, GL_FLOAT, 0, &verts);
|
|
gl->TexCoordPointer (2, GL_FLOAT, 0, &texcoords0);
|
|
|
|
gl->ClientActiveTexture (GL_TEXTURE1);
|
|
gl->EnableClientState (GL_TEXTURE_COORD_ARRAY);
|
|
gl->TexCoordPointer (2, GL_FLOAT, 0, &texcoords1);
|
|
|
|
gl->DrawArrays (GL_TRIANGLE_FAN, 0, 4);
|
|
|
|
gl->DisableClientState (GL_VERTEX_ARRAY);
|
|
gl->DisableClientState (GL_TEXTURE_COORD_ARRAY);
|
|
|
|
gl->ClientActiveTexture (GL_TEXTURE0);
|
|
gl->DisableClientState (GL_TEXTURE_COORD_ARRAY);
|
|
|
|
gl->Disable (GL_TEXTURE_2D);
|
|
|
|
if (texture == filter->in_tex_id) {
|
|
temp = filter->in_tex_id;
|
|
filter->in_tex_id = deinterlace_filter->prev_tex;
|
|
deinterlace_filter->prev_tex = temp;
|
|
} else {
|
|
deinterlace_filter->prev_tex = texture;
|
|
}
|
|
}
|