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0870e8785e
We are using shaders everywhere and so they are not needed
347 lines
11 KiB
C
347 lines
11 KiB
C
/*
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* GStreamer
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* Copyright (C) 2009 Julien Isorce <julien.isorce@mail.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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/**
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* SECTION:element-deinterlace
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*
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* Deinterlacing using based on fragment shaders.
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*
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* <refsect2>
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* <title>Examples</title>
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* |[
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* gst-launch videotestsrc ! glupload ! gldeinterlace ! glimagesink
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* ]|
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* FBO (Frame Buffer Object) and GLSL (OpenGL Shading Language) are required.
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* </refsect2>
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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 "gstgldeinterlace.h"
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#define GST_CAT_DEFAULT gst_gl_deinterlace_debug
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GST_DEBUG_CATEGORY_STATIC (GST_CAT_DEFAULT);
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enum
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{
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PROP_0
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};
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#define DEBUG_INIT \
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GST_DEBUG_CATEGORY_INIT (gst_gl_deinterlace_debug, "gldeinterlace", 0, "gldeinterlace element");
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#define gst_gl_deinterlace_parent_class parent_class
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G_DEFINE_TYPE_WITH_CODE (GstGLDeinterlace, gst_gl_deinterlace,
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GST_TYPE_GL_FILTER, DEBUG_INIT);
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static void gst_gl_deinterlace_set_property (GObject * object,
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guint prop_id, const GValue * value, GParamSpec * pspec);
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static void gst_gl_deinterlace_get_property (GObject * object,
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guint prop_id, GValue * value, GParamSpec * pspec);
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static gboolean gst_gl_deinterlace_reset (GstBaseTransform * trans);
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static gboolean gst_gl_deinterlace_init_shader (GstGLFilter * filter);
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static gboolean gst_gl_deinterlace_filter (GstGLFilter * filter,
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GstBuffer * inbuf, GstBuffer * outbuf);
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static gboolean gst_gl_deinterlace_filter_texture (GstGLFilter * filter,
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guint in_tex, guint out_tex);
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static void gst_gl_deinterlace_callback (gint width, gint height,
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guint texture, gpointer stuff);
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/* *INDENT-OFF* */
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static const gchar *greedyh_fragment_source =
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"uniform sampler2D tex;\n"
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"uniform sampler2D tex_prev;\n"
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"uniform float max_comb;\n"
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"uniform float motion_threshold;\n"
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"uniform float motion_sense;\n"
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"uniform float width;\n"
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"uniform float height;\n"
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"void main () {\n"
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" vec2 texcoord = gl_TexCoord[0].xy;\n"
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" if (int(mod(texcoord.y * height, 2.0)) == 0) {\n"
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" gl_FragColor = vec4(texture2D(tex_prev, texcoord).rgb, 1.0);\n"
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" } else {\n"
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" vec2 texcoord_L1_a1, texcoord_L3_a1, texcoord_L1, texcoord_L3, texcoord_L1_1, texcoord_L3_1;\n"
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" vec3 L1_a1, L3_a1, L1, L3, L1_1, L3_1;\n"
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" texcoord_L1 = vec2(texcoord.x, texcoord.y - 1.0 / height);\n"
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" texcoord_L3 = vec2(texcoord.x, texcoord.y + 1.0 / height);\n"
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" L1 = texture2D(tex_prev, texcoord_L1).rgb;\n"
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" L3 = texture2D(tex_prev, texcoord_L3).rgb;\n"
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" if (texcoord.x == 1.0 && texcoord.y == 1.0) {\n"
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" L1_1 = L1;\n"
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" L3_1 = L3;\n"
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" } else {\n"
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" texcoord_L1_1 = vec2(texcoord.x + 1.0 / width, texcoord.y - 1.0 / height);\n"
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" texcoord_L3_1 = vec2(texcoord.x + 1.0 / width, texcoord.y + 1.0 / height);\n"
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" L1_1 = texture2D(tex_prev, texcoord_L1_1).rgb;\n"
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" L3_1 = texture2D(tex_prev, texcoord_L3_1).rgb;\n"
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" }\n"
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" if (int(ceil(texcoord.x + texcoord.y)) == 0) {\n"
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" L1_a1 = L1;\n"
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" L3_a1 = L3;\n"
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" } else {\n"
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" texcoord_L1_a1 = vec2(texcoord.x - 1.0 / width, texcoord.y - 1.0 / height);\n"
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" texcoord_L3_a1 = vec2(texcoord.x - 1.0 / width, texcoord.y + 1.0 / height);\n"
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" L1_a1 = texture2D(tex_prev, texcoord_L1_a1).rgb;\n"
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" L3_a1 = texture2D(tex_prev, texcoord_L3_a1).rgb;\n"
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" }\n"
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//STEP 1
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" vec3 avg_a1 = (L1_a1 + L3_a1) / 2.0;\n"
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" vec3 avg = (L1 + L3) / 2.0;\n"
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" vec3 avg_1 = (L1_1 + L3_1) / 2.0;\n"
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" vec3 avg_s = (avg_a1 + avg_1) / 2.0;\n"
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" vec3 avg_sc = (avg_s + avg) / 2.0;\n"
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" vec3 L2 = texture2D(tex, texcoord).rgb;\n"
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" vec3 LP2 = texture2D(tex_prev, texcoord).rgb;\n"
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" vec3 best;\n"
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" if (abs(L2.r - avg_sc.r) < abs(LP2.r - avg_sc.r)) {\n"
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" best.r = L2.r;\n" " } else {\n"
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" best.r = LP2.r;\n"
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" }\n"
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" if (abs(L2.g - avg_sc.g) < abs(LP2.g - avg_sc.g)) {\n"
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" best.g = L2.g;\n"
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" } else {\n"
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" best.g = LP2.g;\n"
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" }\n"
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" if (abs(L2.b - avg_sc.b) < abs(LP2.b - avg_sc.b)) {\n"
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" best.b = L2.b;\n"
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" } else {\n"
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" best.b = LP2.b;\n"
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" }\n"
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//STEP 2
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" vec3 last;\n"
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" 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"
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" 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"
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" 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"
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//STEP 3
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" const vec3 luma = vec3 (0.299011, 0.586987, 0.114001);"
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" float mov = min(max(abs(dot(L2 - LP2, luma)) - motion_threshold, 0.0) * motion_sense, 1.0);\n"
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" last = last * (1.0 - mov) + avg_sc * mov;\n"
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" gl_FragColor = vec4(last, 1.0);\n"
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" }\n"
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"}\n";
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/* *INDENT-ON* */
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static void
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gst_gl_deinterlace_class_init (GstGLDeinterlaceClass * klass)
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{
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GObjectClass *gobject_class;
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GstElementClass *element_class;
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gobject_class = (GObjectClass *) klass;
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element_class = GST_ELEMENT_CLASS (klass);
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gobject_class->set_property = gst_gl_deinterlace_set_property;
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gobject_class->get_property = gst_gl_deinterlace_get_property;
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gst_element_class_set_metadata (element_class,
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"OpenGL deinterlacing filter", "Deinterlace",
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"Deinterlacing based on fragment shaders",
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"Julien Isorce <julien.isorce@mail.com>");
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GST_BASE_TRANSFORM_CLASS (klass)->stop = gst_gl_deinterlace_reset;
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GST_GL_FILTER_CLASS (klass)->filter = gst_gl_deinterlace_filter;
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GST_GL_FILTER_CLASS (klass)->filter_texture =
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gst_gl_deinterlace_filter_texture;
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GST_GL_FILTER_CLASS (klass)->init_fbo = gst_gl_deinterlace_init_shader;
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GST_GL_BASE_FILTER_CLASS (klass)->supported_gl_api = GST_GL_API_OPENGL;
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}
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static void
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gst_gl_deinterlace_init (GstGLDeinterlace * filter)
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{
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filter->shader = NULL;
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filter->prev_buffer = NULL;
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filter->prev_tex = 0;
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}
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static gboolean
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gst_gl_deinterlace_reset (GstBaseTransform * trans)
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{
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GstGLDeinterlace *deinterlace_filter = GST_GL_DEINTERLACE (trans);
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gst_buffer_replace (&deinterlace_filter->prev_buffer, NULL);
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//blocking call, wait the opengl thread has destroyed the shader
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if (deinterlace_filter->shader)
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gst_gl_context_del_shader (GST_GL_BASE_FILTER (trans)->context,
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deinterlace_filter->shader);
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deinterlace_filter->shader = NULL;
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return GST_BASE_TRANSFORM_CLASS (parent_class)->stop (trans);
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}
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static void
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gst_gl_deinterlace_set_property (GObject * object, guint prop_id,
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const GValue * value, GParamSpec * pspec)
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{
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//GstGLDeinterlace *filter = GST_GL_DEINTERLACE (object);
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switch (prop_id) {
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default:
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G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec);
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break;
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}
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}
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static void
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gst_gl_deinterlace_get_property (GObject * object, guint prop_id,
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GValue * value, GParamSpec * pspec)
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{
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//GstGLDeinterlace *filter = GST_GL_DEINTERLACE (object);
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switch (prop_id) {
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default:
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G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec);
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break;
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}
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}
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static gboolean
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gst_gl_deinterlace_init_shader (GstGLFilter * filter)
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{
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GstGLDeinterlace *deinterlace_filter = GST_GL_DEINTERLACE (filter);
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//blocking call, wait the opengl thread has compiled the shader
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return gst_gl_context_gen_shader (GST_GL_BASE_FILTER (filter)->context, 0,
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greedyh_fragment_source, &deinterlace_filter->shader);
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}
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static gboolean
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gst_gl_deinterlace_filter_texture (GstGLFilter * filter, guint in_tex,
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guint out_tex)
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{
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GstGLDeinterlace *deinterlace_filter = GST_GL_DEINTERLACE (filter);
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//blocking call, use a FBO
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gst_gl_filter_render_to_target (filter, TRUE, in_tex, out_tex,
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gst_gl_deinterlace_callback, deinterlace_filter);
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return TRUE;
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}
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static gboolean
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gst_gl_deinterlace_filter (GstGLFilter * filter, GstBuffer * inbuf,
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GstBuffer * outbuf)
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{
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GstGLDeinterlace *deinterlace_filter = GST_GL_DEINTERLACE (filter);
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gst_gl_filter_filter_texture (filter, inbuf, outbuf);
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gst_buffer_replace (&deinterlace_filter->prev_buffer, inbuf);
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return TRUE;
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}
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//opengl scene, params: input texture (not the output filter->texture)
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static void
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gst_gl_deinterlace_callback (gint width, gint height, guint texture,
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gpointer stuff)
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{
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GstGLDeinterlace *deinterlace_filter = GST_GL_DEINTERLACE (stuff);
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GstGLFilter *filter = GST_GL_FILTER (stuff);
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GstGLFuncs *gl = GST_GL_BASE_FILTER (filter)->context->gl_vtable;
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guint temp;
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GLfloat verts[] = { -1.0, -1.0,
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1.0, -1.0,
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1.0, 1.0,
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-1.0, 1.0
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};
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GLfloat texcoords0[] = { 0.0f, 0.0f,
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1.0f, 0.0f,
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1.0f, 1.0f,
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0.0f, 1.0f
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};
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GLfloat texcoords1[] = { 0.0f, 0.0f,
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1.0f, 0.0f,
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1.0f, 1.0f,
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0.0f, 1.0f
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};
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gl->MatrixMode (GL_PROJECTION);
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gl->LoadIdentity ();
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gst_gl_shader_use (deinterlace_filter->shader);
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if (G_UNLIKELY (deinterlace_filter->prev_tex == 0)) {
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gst_gl_context_gen_texture (GST_GL_BASE_FILTER (filter)->context,
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&deinterlace_filter->prev_tex,
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GST_VIDEO_INFO_FORMAT (&filter->out_info),
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GST_VIDEO_INFO_WIDTH (&filter->out_info),
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GST_VIDEO_INFO_HEIGHT (&filter->out_info));
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} else {
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gl->ActiveTexture (GL_TEXTURE1);
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gst_gl_shader_set_uniform_1i (deinterlace_filter->shader, "tex_prev", 1);
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gl->BindTexture (GL_TEXTURE_2D, deinterlace_filter->prev_tex);
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}
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gl->ActiveTexture (GL_TEXTURE0);
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gst_gl_shader_set_uniform_1i (deinterlace_filter->shader, "tex", 0);
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gst_gl_shader_set_uniform_1f (deinterlace_filter->shader, "max_comb",
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5.0f / 255.0f);
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gst_gl_shader_set_uniform_1f (deinterlace_filter->shader, "motion_threshold",
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25.0f / 255.0f);
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gst_gl_shader_set_uniform_1f (deinterlace_filter->shader, "motion_sense",
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30.0f / 255.0f);
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gst_gl_shader_set_uniform_1f (deinterlace_filter->shader, "width",
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GST_VIDEO_INFO_WIDTH (&filter->out_info));
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gst_gl_shader_set_uniform_1f (deinterlace_filter->shader, "height",
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GST_VIDEO_INFO_HEIGHT (&filter->out_info));
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gl->ClientActiveTexture (GL_TEXTURE0);
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gl->EnableClientState (GL_TEXTURE_COORD_ARRAY);
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gl->EnableClientState (GL_VERTEX_ARRAY);
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gl->VertexPointer (2, GL_FLOAT, 0, &verts);
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gl->TexCoordPointer (2, GL_FLOAT, 0, &texcoords0);
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gl->ClientActiveTexture (GL_TEXTURE1);
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gl->EnableClientState (GL_TEXTURE_COORD_ARRAY);
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gl->TexCoordPointer (2, GL_FLOAT, 0, &texcoords1);
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gl->DrawArrays (GL_TRIANGLE_FAN, 0, 4);
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gl->DisableClientState (GL_VERTEX_ARRAY);
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gl->DisableClientState (GL_TEXTURE_COORD_ARRAY);
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gl->ClientActiveTexture (GL_TEXTURE0);
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gl->DisableClientState (GL_TEXTURE_COORD_ARRAY);
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if (texture == filter->in_tex_id) {
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temp = filter->in_tex_id;
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filter->in_tex_id = deinterlace_filter->prev_tex;
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deinterlace_filter->prev_tex = temp;
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} else {
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deinterlace_filter->prev_tex = texture;
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}
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}
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