gstreamer/gst-libs/gst/gl/gstglupload.c
Matthew Waters b90d824626 [838/906] gl: Use GL_TEXTURE_2D instead of GL_TEXTURE_RECTANGLE
We create our textures (in Desktop GL) with GL_TEXTURE_RECTANGLE,
vaapi attempts to bind our texture to GL_TEXTURE_2D which throws a
GL_INVALID_OPERATION error and as thus, no video.

Also, by moving exclusively to GL_TEXTURE_2D and the npot extension
we also remove a difference between the Desktop GL and GLES2 code.

https://bugzilla.gnome.org/show_bug.cgi?id=712287
2014-03-15 18:37:03 +01:00

1485 lines
45 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 "gl.h"
#include "gstglupload.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()
*/
#define USING_OPENGL(context) (gst_gl_context_get_gl_api (context) & GST_GL_API_OPENGL)
#define USING_OPENGL3(context) (gst_gl_context_get_gl_api (context) & GST_GL_API_OPENGL3)
#define USING_GLES(context) (gst_gl_context_get_gl_api (context) & GST_GL_API_GLES)
#define USING_GLES2(context) (gst_gl_context_get_gl_api (context) & GST_GL_API_GLES2)
#define USING_GLES3(context) (gst_gl_context_get_gl_api (context) & GST_GL_API_GLES3)
static void _do_upload (GstGLContext * context, GstGLUpload * upload);
static gboolean _do_upload_fill (GstGLContext * context, GstGLUpload * upload);
static gboolean _do_upload_make (GstGLContext * context, GstGLUpload * upload);
static void _init_upload (GstGLContext * context, GstGLUpload * upload);
static gboolean _init_upload_fbo (GstGLContext * context, GstGLUpload * upload);
static gboolean _gst_gl_upload_perform_with_data_unlocked (GstGLUpload * upload,
GLuint texture_id, gpointer data[GST_VIDEO_MAX_PLANES]);
#if GST_GL_HAVE_OPENGL
static gboolean _do_upload_draw_opengl (GstGLContext * context,
GstGLUpload * upload);
#endif
#if GST_GL_HAVE_GLES2
static gboolean _do_upload_draw_gles2 (GstGLContext * context,
GstGLUpload * upload);
#endif
/* *INDENT-OFF* */
#define YUV_TO_RGB_COEFFICIENTS \
"const vec3 offset = vec3(-0.0625, -0.5, -0.5);\n" \
"const vec3 rcoeff = vec3(1.164, 0.000, 1.596);\n" \
"const vec3 gcoeff = vec3(1.164,-0.391,-0.813);\n" \
"const vec3 bcoeff = vec3(1.164, 2.018, 0.000);\n"
#if GST_GL_HAVE_OPENGL
static const char *frag_AYUV_opengl = {
"uniform sampler2D tex;\n"
"uniform vec2 tex_scale0;\n"
"uniform vec2 tex_scale1;\n"
"uniform vec2 tex_scale2;\n"
YUV_TO_RGB_COEFFICIENTS
"void main(void) {\n"
" float r,g,b;\n"
" vec3 yuv;\n"
" yuv = texture2D(tex, gl_TexCoord[0].xy * tex_scale0).gba;\n"
" yuv += offset;\n"
" r = dot(yuv, rcoeff);\n"
" g = dot(yuv, gcoeff);\n"
" b = dot(yuv, bcoeff);\n"
" gl_FragColor=vec4(r,g,b,1.0);\n"
"}"
};
/** YUV to RGB conversion */
static const char *frag_PLANAR_YUV_opengl = {
"uniform sampler2D Ytex,Utex,Vtex;\n"
"uniform vec2 tex_scale0;\n"
"uniform vec2 tex_scale1;\n"
"uniform vec2 tex_scale2;\n"
YUV_TO_RGB_COEFFICIENTS
"void main(void) {\n"
" float r,g,b;\n"
" vec3 yuv;\n"
" yuv.x=texture2D(Ytex, gl_TexCoord[0].xy * tex_scale0).r;\n"
" yuv.y=texture2D(Utex, gl_TexCoord[0].xy * tex_scale1).r;\n"
" yuv.z=texture2D(Vtex, gl_TexCoord[0].xy * tex_scale2).r;\n"
" yuv += offset;\n"
" r = dot(yuv, rcoeff);\n"
" g = dot(yuv, gcoeff);\n"
" b = dot(yuv, bcoeff);\n"
" gl_FragColor=vec4(r,g,b,1.0);\n"
"}"
};
/** NV12/NV21 to RGB conversion */
static const char *frag_NV12_NV21_opengl = {
"uniform sampler2D Ytex,UVtex;\n"
"uniform vec2 tex_scale0;\n"
"uniform vec2 tex_scale1;\n"
"uniform vec2 tex_scale2;\n"
YUV_TO_RGB_COEFFICIENTS
"void main(void) {\n\n"
" float r,g,b;\n"
" vec3 yuv;\n"
" yuv.x = texture2D(Ytex, gl_TexCoord[0].xy * tex_scale0).r;\n"
" yuv.yz = texture2D(UVtex, gl_TexCoord[0].xy * tex_scale1).%c%c;\n"
" yuv += offset;\n"
" r = dot(yuv, rcoeff);\n"
" g = dot(yuv, gcoeff);\n"
" b = dot(yuv, bcoeff);\n"
" gl_FragColor=vec4(r,g,b,1.0);\n"
"}"
};
/* Channel reordering for XYZ <-> ZYX conversion */
static const char *frag_REORDER_opengl = {
"uniform sampler2D tex;\n"
"uniform vec2 tex_scale0;\n"
"uniform vec2 tex_scale1;\n"
"uniform vec2 tex_scale2;\n"
"void main(void)\n"
"{\n"
" vec4 t = texture2D(tex, gl_TexCoord[0].xy);\n"
" gl_FragColor = vec4(t.%c, t.%c, t.%c, 1.0);\n"
"}"
};
/* Direct fragments copy with stride-scaling */
static const char *frag_COPY_opengl = {
"uniform sampler2D tex;\n"
"uniform vec2 tex_scale0;\n"
"uniform vec2 tex_scale1;\n"
"uniform vec2 tex_scale2;\n"
"void main(void)\n"
"{\n"
" vec4 t = texture2D(tex, gl_TexCoord[0].xy);\n"
" gl_FragColor = vec4(t.rgb, 1.0);\n"
"}\n"
};
/* YUY2:r,g,a
UYVY:a,b,r */
static const gchar *frag_YUY2_UYVY_opengl =
"uniform sampler2D Ytex, UVtex;\n"
"uniform vec2 tex_scale0;\n"
"uniform vec2 tex_scale1;\n"
"uniform vec2 tex_scale2;\n"
YUV_TO_RGB_COEFFICIENTS
"void main(void) {\n"
" float fx, fy, y, u, v, r, g, b;\n"
" vec3 yuv;\n"
" yuv.x = texture2D(Ytex, gl_TexCoord[0].xy * tex_scale0).%c;\n"
" yuv.y = texture2D(UVtex, gl_TexCoord[0].xy * tex_scale1).%c;\n"
" yuv.z = texture2D(UVtex, gl_TexCoord[0].xy * tex_scale2).%c;\n"
" yuv += offset;\n"
" r = dot(yuv, rcoeff);\n"
" g = dot(yuv, gcoeff);\n"
" b = dot(yuv, bcoeff);\n"
" gl_FragColor = vec4(r, g, b, 1.0);\n"
"}\n";
#define text_vertex_shader_opengl NULL
#endif
#if GST_GL_HAVE_GLES2
/* Channel reordering for XYZ <-> ZYX conversion */
static const char *frag_REORDER_gles2 = {
"precision mediump float;\n"
"varying vec2 v_texcoord;\n"
"uniform sampler2D tex;\n"
"uniform vec2 tex_scale0;\n"
"uniform vec2 tex_scale1;\n"
"uniform vec2 tex_scale2;\n"
"void main(void)\n"
"{\n"
" vec4 t = texture2D(tex, v_texcoord);\n"
" gl_FragColor = vec4(t.%c, t.%c, t.%c, 1.0);\n"
"}"
};
static const char *frag_AYUV_gles2 = {
"precision mediump float;\n"
"varying vec2 v_texcoord;\n"
"uniform sampler2D tex;\n"
"uniform vec2 tex_scale0;\n"
"uniform vec2 tex_scale1;\n"
"uniform vec2 tex_scale2;\n"
YUV_TO_RGB_COEFFICIENTS
"void main(void) {\n"
" float r,g,b;\n"
" vec3 yuv;\n"
" yuv = texture2D(tex,v_texcoord).gba;\n"
" yuv += offset;\n"
" r = dot(yuv, rcoeff);\n"
" g = dot(yuv, gcoeff);\n"
" b = dot(yuv, bcoeff);\n"
" gl_FragColor=vec4(r,g,b,1.0);\n"
"}"
};
/** YUV to RGB conversion */
static const char *frag_PLANAR_YUV_gles2 = {
"precision mediump float;\n"
"varying vec2 v_texcoord;\n"
"uniform sampler2D Ytex,Utex,Vtex;\n"
"uniform vec2 tex_scale0;\n"
"uniform vec2 tex_scale1;\n"
"uniform vec2 tex_scale2;\n"
YUV_TO_RGB_COEFFICIENTS
"void main(void) {\n"
" float r,g,b;\n"
" vec3 yuv;\n"
" yuv.x=texture2D(Ytex,v_texcoord).r;\n"
" yuv.y=texture2D(Utex,v_texcoord).r;\n"
" yuv.z=texture2D(Vtex,v_texcoord).r;\n"
" yuv += offset;\n"
" r = dot(yuv, rcoeff);\n"
" g = dot(yuv, gcoeff);\n"
" b = dot(yuv, bcoeff);\n"
" gl_FragColor=vec4(r,g,b,1.0);\n"
"}"
};
/** NV12/NV21 to RGB conversion */
static const char *frag_NV12_NV21_gles2 = {
"precision mediump float;\n"
"varying vec2 v_texcoord;\n"
"uniform sampler2D Ytex,UVtex;\n"
"uniform vec2 tex_scale0;\n"
"uniform vec2 tex_scale1;\n"
"uniform vec2 tex_scale2;\n"
YUV_TO_RGB_COEFFICIENTS
"void main(void) {\n"
" float r,g,b;\n"
" vec3 yuv;\n"
" yuv.x=texture2D(Ytex, v_texcoord).r;\n"
" yuv.yz=texture2D(UVtex, v_texcoord).%c%c;\n"
" yuv += offset;\n"
" r = dot(yuv, rcoeff);\n"
" g = dot(yuv, gcoeff);\n"
" b = dot(yuv, bcoeff);\n"
" gl_FragColor=vec4(r,g,b,1.0);\n"
"}"
};
/* Direct fragments copy with stride-scaling */
static const char *frag_COPY_gles2 = {
"precision mediump float;\n"
"varying vec2 v_texcoord;\n"
"uniform sampler2D tex;\n"
"uniform vec2 tex_scale0;\n"
"uniform vec2 tex_scale1;\n"
"uniform vec2 tex_scale2;\n"
"void main(void)\n"
"{\n"
" vec4 t = texture2D(tex, v_texcoord);\n"
" gl_FragColor = vec4(t.rgb, 1.0);\n"
"}"
};
/* YUY2:r,g,a
UYVY:a,b,r */
static const gchar *frag_YUY2_UYVY_gles2 =
"precision mediump float;\n"
"varying vec2 v_texcoord;\n"
"uniform sampler2D Ytex, UVtex;\n"
YUV_TO_RGB_COEFFICIENTS
"void main(void) {\n"
" vec3 yuv;\n"
" float fx, fy, y, u, v, r, g, b;\n"
" fx = v_texcoord.x;\n"
" fy = v_texcoord.y;\n"
" yuv.x = texture2D(Ytex,vec2(fx,fy)).%c;\n"
" yuv.y = texture2D(UVtex,vec2(fx*0.5,fy)).%c;\n"
" yuv.z = texture2D(UVtex,vec2(fx*0.5,fy)).%c;\n"
" yuv+=offset;\n"
" r = dot(yuv, rcoeff);\n"
" g = dot(yuv, gcoeff);\n"
" b = dot(yuv, bcoeff);\n"
" gl_FragColor = vec4(r, g, b, 1.0);\n"
"}\n";
static const 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
{
int n_textures;
gboolean result;
const gchar *YUY2_UYVY;
const gchar *PLANAR_YUV;
const gchar *AYUV;
const gchar *NV12_NV21;
const gchar *REORDER;
const gchar *COPY;
const gchar *vert_shader;
gboolean (*draw) (GstGLContext * context, 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->context = 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:
* @context: a #GstGLContext
*
* Returns: a new #GstGLUpload object
*/
GstGLUpload *
gst_gl_upload_new (GstGLContext * context)
{
GstGLUpload *upload;
GstGLUploadPrivate *priv;
upload = g_object_new (GST_TYPE_GL_UPLOAD, NULL);
upload->context = gst_object_ref (context);
priv = upload->priv;
g_mutex_init (&upload->lock);
#if GST_GL_HAVE_OPENGL
if (USING_OPENGL (context)) {
priv->YUY2_UYVY = frag_YUY2_UYVY_opengl;
priv->PLANAR_YUV = frag_PLANAR_YUV_opengl;
priv->AYUV = frag_AYUV_opengl;
priv->REORDER = frag_REORDER_opengl;
priv->COPY = frag_COPY_opengl;
priv->NV12_NV21 = frag_NV12_NV21_opengl;
priv->vert_shader = text_vertex_shader_opengl;
priv->draw = _do_upload_draw_opengl;
}
#endif
#if GST_GL_HAVE_GLES2
if (USING_GLES2 (context)) {
priv->YUY2_UYVY = frag_YUY2_UYVY_gles2;
priv->PLANAR_YUV = frag_PLANAR_YUV_gles2;
priv->AYUV = frag_AYUV_gles2;
priv->REORDER = frag_REORDER_gles2;
priv->COPY = frag_COPY_gles2;
priv->NV12_NV21 = frag_NV12_NV21_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_context_del_texture (upload->context, &upload->in_texture[i]);
upload->in_texture[i] = 0;
}
}
if (upload->out_texture) {
gst_gl_context_del_texture (upload->context, &upload->out_texture);
upload->out_texture = 0;
}
if (upload->fbo || upload->depth_buffer) {
gst_gl_context_del_fbo (upload->context, upload->fbo, upload->depth_buffer);
upload->fbo = 0;
upload->depth_buffer = 0;
}
if (upload->shader) {
gst_object_unref (upload->shader);
upload->shader = NULL;
}
if (upload->context) {
gst_object_unref (upload->context);
upload->context = NULL;
}
g_mutex_clear (&upload->lock);
G_OBJECT_CLASS (gst_gl_upload_parent_class)->finalize (object);
}
/**
* 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_context_thread_add (upload->context,
(GstGLContextThreadFunc) _init_upload, upload);
g_mutex_unlock (&upload->lock);
return upload->priv->result;
}
/**
* 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);
if (ret)
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 gboolean
_gst_gl_upload_perform_with_data_unlocked (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];
}
gst_gl_context_thread_add (upload->context,
(GstGLContextThreadFunc) _do_upload, upload);
return TRUE;
}
static gboolean
_create_shader (GstGLContext * context, 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 (context);
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_context_set_error (context, "%s", error->message);
g_error_free (error);
gst_gl_context_clear_shader (context);
gst_object_unref (shader);
return FALSE;
}
*out_shader = shader;
return TRUE;
}
/* Called in the gl thread */
void
_init_upload (GstGLContext * context, GstGLUpload * upload)
{
GstGLFuncs *gl;
GstVideoFormat v_format;
gchar *frag_prog = NULL;
gboolean free_frag_prog, res;
gl = context->gl_vtable;
v_format = GST_VIDEO_INFO_FORMAT (&upload->info);
GST_INFO ("Initializing texture upload for format:%s",
gst_video_format_to_string (v_format));
if (!gl->CreateProgramObject && !gl->CreateProgram) {
gst_gl_context_set_error (context,
"Cannot upload YUV formats without OpenGL shaders");
goto error;
}
_init_upload_fbo (context, upload);
switch (v_format) {
case GST_VIDEO_FORMAT_AYUV:
frag_prog = (gchar *) upload->priv->AYUV;
free_frag_prog = FALSE;
upload->priv->n_textures = 1;
break;
case GST_VIDEO_FORMAT_Y444:
case GST_VIDEO_FORMAT_I420:
case GST_VIDEO_FORMAT_YV12:
case GST_VIDEO_FORMAT_Y42B:
case GST_VIDEO_FORMAT_Y41B:
frag_prog = (gchar *) upload->priv->PLANAR_YUV;
free_frag_prog = FALSE;
upload->priv->n_textures = 3;
break;
case GST_VIDEO_FORMAT_NV12:
frag_prog = g_strdup_printf (upload->priv->NV12_NV21, 'r', 'a');
free_frag_prog = TRUE;
upload->priv->n_textures = 2;
break;
case GST_VIDEO_FORMAT_NV21:
frag_prog = g_strdup_printf (upload->priv->NV12_NV21, 'a', 'r');
free_frag_prog = TRUE;
upload->priv->n_textures = 2;
break;
case GST_VIDEO_FORMAT_BGR:
case GST_VIDEO_FORMAT_BGRx:
case GST_VIDEO_FORMAT_BGRA:
frag_prog = g_strdup_printf (upload->priv->REORDER, 'b', 'g', 'r');
free_frag_prog = TRUE;
upload->priv->n_textures = 1;
break;
case GST_VIDEO_FORMAT_xRGB:
case GST_VIDEO_FORMAT_ARGB:
frag_prog = g_strdup_printf (upload->priv->REORDER, 'g', 'b', 'a');
free_frag_prog = TRUE;
upload->priv->n_textures = 1;
break;
case GST_VIDEO_FORMAT_xBGR:
case GST_VIDEO_FORMAT_ABGR:
frag_prog = g_strdup_printf (upload->priv->REORDER, 'a', 'b', 'g');
free_frag_prog = TRUE;
upload->priv->n_textures = 1;
break;
case GST_VIDEO_FORMAT_RGB:
case GST_VIDEO_FORMAT_RGBx:
case GST_VIDEO_FORMAT_RGBA:
case GST_VIDEO_FORMAT_RGB16:
frag_prog = (gchar *) upload->priv->COPY;
free_frag_prog = FALSE;
upload->priv->n_textures = 1;
break;
case GST_VIDEO_FORMAT_YUY2:
frag_prog = g_strdup_printf (upload->priv->YUY2_UYVY, 'r', 'g', 'a');
free_frag_prog = TRUE;
upload->priv->n_textures = 2;
break;
case GST_VIDEO_FORMAT_UYVY:
if (USING_GLES2 (context)) {
frag_prog = g_strdup_printf (upload->priv->YUY2_UYVY, 'a', 'r', 'b');
} else {
frag_prog = g_strdup_printf (upload->priv->YUY2_UYVY, 'a', 'b', 'r');
}
free_frag_prog = TRUE;
upload->priv->n_textures = 2;
break;
default:
g_assert_not_reached ();
break;
}
res =
_create_shader (context, upload->priv->vert_shader, frag_prog,
&upload->shader);
if (free_frag_prog)
g_free (frag_prog);
frag_prog = NULL;
if (!res)
goto error;
if (USING_GLES2 (context)) {
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");
}
if (!_do_upload_make (context, upload))
goto error;
upload->priv->result = TRUE;
return;
error:
upload->priv->result = FALSE;
}
/* called by _init_upload (in the gl thread) */
gboolean
_init_upload_fbo (GstGLContext * context, GstGLUpload * upload)
{
GstGLFuncs *gl;
guint out_width, out_height;
GLuint fake_texture = 0; /* a FBO must hava texture to init */
gl = context->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_context_set_error (context,
"Context, EXT_framebuffer_object supported: no");
return FALSE;
}
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 (context)) {
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 (context)) {
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_2D, fake_texture);
gl->TexImage2D (GL_TEXTURE_2D, 0, GL_RGBA8, out_width, out_height,
0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
gl->TexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
gl->TexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
gl->TexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
gl->TexParameteri (GL_TEXTURE_2D, 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_2D, 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 (context)) {
gl->FramebufferRenderbuffer (GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT,
GL_RENDERBUFFER, upload->depth_buffer);
}
if (!gst_gl_context_check_framebuffer_status (context)) {
gst_gl_context_set_error (context, "GL framebuffer status incomplete");
return FALSE;
}
/* unbind the FBO */
gl->BindFramebuffer (GL_FRAMEBUFFER, 0);
gl->DeleteTextures (1, &fake_texture);
return TRUE;
}
/* Called by the idle function in the gl thread */
void
_do_upload (GstGLContext * context, GstGLUpload * upload)
{
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);
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);
if (!_do_upload_fill (context, upload))
goto error;
if (!upload->priv->draw (context, upload))
goto error;
upload->priv->result = TRUE;
return;
error:
{
upload->priv->result = FALSE;
return;
}
}
struct TexData
{
gint internal_format, format, type, width, height;
};
/* called by gst_gl_context_thread_do_upload (in the gl thread) */
gboolean
_do_upload_make (GstGLContext * context, GstGLUpload * upload)
{
GstGLFuncs *gl;
GstVideoFormat v_format;
guint in_width, in_height;
struct TexData tex[GST_VIDEO_MAX_PLANES];
guint i;
gl = context->gl_vtable;
in_width = upload->in_width;
in_height = upload->in_height;
v_format = GST_VIDEO_INFO_FORMAT (&upload->info);
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:
tex[0].internal_format = GL_RGBA;
tex[0].format = GL_RGBA;
tex[0].type = GL_UNSIGNED_BYTE;
tex[0].width = in_width;
tex[0].height = in_height;
break;
case GST_VIDEO_FORMAT_RGB:
case GST_VIDEO_FORMAT_BGR:
tex[0].internal_format = GL_RGB;
tex[0].format = GL_RGB;
tex[0].type = GL_UNSIGNED_BYTE;
tex[0].width = in_width;
tex[0].height = in_height;
break;
case GST_VIDEO_FORMAT_AYUV:
tex[0].internal_format = GL_RGBA;
tex[0].format = GL_BGRA;
tex[0].type = GL_UNSIGNED_INT_8_8_8_8;
tex[0].width = in_width;
tex[0].height = in_height;
break;
case GST_VIDEO_FORMAT_YUY2:
tex[0].internal_format = GL_LUMINANCE_ALPHA;
tex[0].format = GL_LUMINANCE_ALPHA;
tex[0].type = GL_UNSIGNED_BYTE;
tex[0].width = in_width;
tex[0].height = in_height;
tex[1].internal_format = GL_RGBA8;
tex[1].format = GL_BGRA;
tex[1].type = GL_UNSIGNED_INT_8_8_8_8;
tex[1].width = GST_ROUND_UP_2 (in_width) / 2;
tex[1].height = in_height;
break;
case GST_VIDEO_FORMAT_UYVY:
tex[0].internal_format = GL_LUMINANCE_ALPHA;
tex[0].format = GL_LUMINANCE_ALPHA;
tex[0].type = GL_UNSIGNED_BYTE;
tex[0].width = in_width;
tex[0].height = in_height;
tex[1].internal_format = GL_RGBA8;
tex[1].format = GL_BGRA;
tex[1].type = GL_UNSIGNED_INT_8_8_8_8_REV;
tex[1].width = GST_ROUND_UP_2 (in_width) / 2;
tex[1].height = in_height;
break;
case GST_VIDEO_FORMAT_NV12:
case GST_VIDEO_FORMAT_NV21:
tex[0].internal_format = GL_LUMINANCE;
tex[0].format = GL_LUMINANCE;
tex[0].type = GL_UNSIGNED_BYTE;
tex[0].width = in_width;
tex[0].height = in_height;
tex[1].internal_format = GL_LUMINANCE_ALPHA;
tex[1].format = GL_LUMINANCE_ALPHA;
tex[1].type = GL_UNSIGNED_BYTE;
tex[1].width = GST_ROUND_UP_2 (in_width) / 2;
tex[1].height = GST_ROUND_UP_2 (in_height) / 2;
break;
case GST_VIDEO_FORMAT_Y444:
tex[0].internal_format = GL_LUMINANCE;
tex[0].format = GL_LUMINANCE;
tex[0].type = GL_UNSIGNED_BYTE;
tex[0].width = in_width;
tex[0].height = in_height;
tex[1].internal_format = GL_LUMINANCE;
tex[1].format = GL_LUMINANCE;
tex[1].type = GL_UNSIGNED_BYTE;
tex[1].width = in_width;
tex[1].height = in_height;
tex[2].internal_format = GL_LUMINANCE;
tex[2].format = GL_LUMINANCE;
tex[2].type = GL_UNSIGNED_BYTE;
tex[2].width = in_width;
tex[2].height = in_height;
break;
case GST_VIDEO_FORMAT_I420:
case GST_VIDEO_FORMAT_YV12:
tex[0].internal_format = GL_LUMINANCE;
tex[0].format = GL_LUMINANCE;
tex[0].type = GL_UNSIGNED_BYTE;
tex[0].width = in_width;
tex[0].height = in_height;
tex[1].internal_format = GL_LUMINANCE;
tex[1].format = GL_LUMINANCE;
tex[1].type = GL_UNSIGNED_BYTE;
tex[1].width = GST_ROUND_UP_2 (in_width) / 2;
tex[1].height = GST_ROUND_UP_2 (in_height) / 2;
tex[2].internal_format = GL_LUMINANCE;
tex[2].format = GL_LUMINANCE;
tex[2].type = GL_UNSIGNED_BYTE;
tex[2].width = GST_ROUND_UP_2 (in_width) / 2;
tex[2].height = GST_ROUND_UP_2 (in_height) / 2;
break;
case GST_VIDEO_FORMAT_Y42B:
tex[0].internal_format = GL_LUMINANCE;
tex[0].format = GL_LUMINANCE;
tex[0].type = GL_UNSIGNED_BYTE;
tex[0].width = in_width;
tex[0].height = in_height;
tex[1].internal_format = GL_LUMINANCE;
tex[1].format = GL_LUMINANCE;
tex[1].type = GL_UNSIGNED_BYTE;
tex[1].width = GST_ROUND_UP_2 (in_width) / 2;
tex[1].height = in_height;
tex[2].internal_format = GL_LUMINANCE;
tex[2].format = GL_LUMINANCE;
tex[2].type = GL_UNSIGNED_BYTE;
tex[2].width = GST_ROUND_UP_2 (in_width) / 2;
tex[2].height = in_height;
break;
case GST_VIDEO_FORMAT_Y41B:
tex[0].internal_format = GL_LUMINANCE;
tex[0].format = GL_LUMINANCE;
tex[0].type = GL_UNSIGNED_BYTE;
tex[0].width = in_width;
tex[0].height = in_height;
tex[1].internal_format = GL_LUMINANCE;
tex[1].format = GL_LUMINANCE;
tex[1].type = GL_UNSIGNED_BYTE;
tex[1].width = GST_ROUND_UP_4 (in_width) / 4;
tex[1].height = in_height;
tex[2].internal_format = GL_LUMINANCE;
tex[2].format = GL_LUMINANCE;
tex[2].type = GL_UNSIGNED_BYTE;
tex[2].width = GST_ROUND_UP_4 (in_width) / 4;
tex[2].height = in_height;
break;
default:
gst_gl_context_set_error (context, "Unsupported upload video format %d",
v_format);
g_assert_not_reached ();
break;
}
for (i = 0; i < upload->priv->n_textures; i++) {
gl->GenTextures (1, &upload->in_texture[i]);
gl->BindTexture (GL_TEXTURE_2D, upload->in_texture[i]);
gl->TexImage2D (GL_TEXTURE_2D, 0, tex[i].internal_format,
tex[i].width, tex[i].height, 0, tex[i].format, tex[i].type, NULL);
}
return TRUE;
}
/* called by gst_gl_context_thread_do_upload (in the gl thread) */
gboolean
_do_upload_fill (GstGLContext * context, GstGLUpload * upload)
{
GstGLFuncs *gl;
GstVideoFormat v_format;
guint in_width, in_height;
gl = context->gl_vtable;
in_width = upload->in_width;
in_height = upload->in_height;
v_format = GST_VIDEO_INFO_FORMAT (&upload->info);
gl->BindTexture (GL_TEXTURE_2D, upload->in_texture[0]);
switch (v_format) {
case GST_VIDEO_FORMAT_RGB:
case GST_VIDEO_FORMAT_BGR:
gl->TexSubImage2D (GL_TEXTURE_2D, 0, 0, 0, in_width, in_height,
GL_RGB, GL_UNSIGNED_BYTE, upload->data[0]);
break;
case GST_VIDEO_FORMAT_RGBx:
case GST_VIDEO_FORMAT_RGBA:
case GST_VIDEO_FORMAT_BGRx:
case GST_VIDEO_FORMAT_BGRA:
case GST_VIDEO_FORMAT_xRGB:
case GST_VIDEO_FORMAT_ARGB:
case GST_VIDEO_FORMAT_AYUV:
case GST_VIDEO_FORMAT_xBGR:
case GST_VIDEO_FORMAT_ABGR:
gl->TexSubImage2D (GL_TEXTURE_2D, 0, 0, 0, in_width, in_height,
GL_RGBA, GL_UNSIGNED_BYTE, upload->data[0]);
break;
case GST_VIDEO_FORMAT_YUY2:
gl->TexSubImage2D (GL_TEXTURE_2D, 0, 0, 0, in_width,
in_height, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, upload->data[0]);
gl->BindTexture (GL_TEXTURE_2D, upload->in_texture[1]);
gl->TexSubImage2D (GL_TEXTURE_2D, 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_VIDEO_FORMAT_UYVY:
gl->TexSubImage2D (GL_TEXTURE_2D, 0, 0, 0, in_width,
in_height, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, upload->data[0]);
gl->BindTexture (GL_TEXTURE_2D, upload->in_texture[1]);
gl->TexSubImage2D (GL_TEXTURE_2D, 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_VIDEO_FORMAT_NV12:
case GST_VIDEO_FORMAT_NV21:
gl->TexSubImage2D (GL_TEXTURE_2D, 0, 0, 0, in_width, in_height,
GL_LUMINANCE, GL_UNSIGNED_BYTE, upload->data[0]);
gl->BindTexture (GL_TEXTURE_2D, upload->in_texture[1]);
gl->TexSubImage2D (GL_TEXTURE_2D, 0, 0, 0,
in_width / 2, in_height / 2,
GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, upload->data[1]);
break;
case GST_VIDEO_FORMAT_I420:
{
gl->TexSubImage2D (GL_TEXTURE_2D, 0, 0, 0, in_width, in_height,
GL_LUMINANCE, GL_UNSIGNED_BYTE, upload->data[0]);
gl->BindTexture (GL_TEXTURE_2D, upload->in_texture[1]);
gl->TexSubImage2D (GL_TEXTURE_2D, 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_2D, upload->in_texture[2]);
gl->TexSubImage2D (GL_TEXTURE_2D, 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_2D, 0, 0, 0, in_width, in_height,
GL_LUMINANCE, GL_UNSIGNED_BYTE, upload->data[0]);
gl->BindTexture (GL_TEXTURE_2D, upload->in_texture[2]);
gl->TexSubImage2D (GL_TEXTURE_2D, 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_2D, upload->in_texture[1]);
gl->TexSubImage2D (GL_TEXTURE_2D, 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_Y444:
{
gl->TexSubImage2D (GL_TEXTURE_2D, 0, 0, 0, in_width, in_height,
GL_LUMINANCE, GL_UNSIGNED_BYTE, upload->data[0]);
gl->BindTexture (GL_TEXTURE_2D, upload->in_texture[1]);
gl->TexSubImage2D (GL_TEXTURE_2D, 0, 0, 0,
in_width, in_height, GL_LUMINANCE, GL_UNSIGNED_BYTE, upload->data[1]);
gl->BindTexture (GL_TEXTURE_2D, upload->in_texture[2]);
gl->TexSubImage2D (GL_TEXTURE_2D, 0, 0, 0,
in_width, in_height, GL_LUMINANCE, GL_UNSIGNED_BYTE, upload->data[2]);
}
break;
case GST_VIDEO_FORMAT_Y42B:
{
gl->TexSubImage2D (GL_TEXTURE_2D, 0, 0, 0, in_width, in_height,
GL_LUMINANCE, GL_UNSIGNED_BYTE, upload->data[0]);
gl->BindTexture (GL_TEXTURE_2D, upload->in_texture[1]);
gl->TexSubImage2D (GL_TEXTURE_2D, 0, 0, 0,
GST_ROUND_UP_2 (in_width) / 2, in_height,
GL_LUMINANCE, GL_UNSIGNED_BYTE, upload->data[1]);
gl->BindTexture (GL_TEXTURE_2D, upload->in_texture[2]);
gl->TexSubImage2D (GL_TEXTURE_2D, 0, 0, 0,
GST_ROUND_UP_2 (in_width) / 2, in_height,
GL_LUMINANCE, GL_UNSIGNED_BYTE, upload->data[2]);
}
break;
case GST_VIDEO_FORMAT_Y41B:
{
gl->TexSubImage2D (GL_TEXTURE_2D, 0, 0, 0, in_width, in_height,
GL_LUMINANCE, GL_UNSIGNED_BYTE, upload->data[0]);
gl->BindTexture (GL_TEXTURE_2D, upload->in_texture[1]);
gl->TexSubImage2D (GL_TEXTURE_2D, 0, 0, 0,
GST_ROUND_UP_4 (in_width) / 4, in_height,
GL_LUMINANCE, GL_UNSIGNED_BYTE, upload->data[1]);
gl->BindTexture (GL_TEXTURE_2D, upload->in_texture[2]);
gl->TexSubImage2D (GL_TEXTURE_2D, 0, 0, 0,
GST_ROUND_UP_4 (in_width) / 4, in_height,
GL_LUMINANCE, GL_UNSIGNED_BYTE, upload->data[2]);
}
break;
default:
gst_gl_context_set_error (context, "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_2D, 0);
return TRUE;
}
#if GST_GL_HAVE_OPENGL
/* called by _do_upload (in the gl thread) */
static gboolean
_do_upload_draw_opengl (GstGLContext * context, GstGLUpload * upload)
{
GstGLFuncs *gl;
GstVideoFormat v_format;
guint out_width, out_height;
char *texnames[GST_VIDEO_MAX_PLANES];
gint i;
gfloat tex_scaling[6] = { 1.0, 1.0, 1.0, 1.0, 1.0, 1.0 };
GLfloat verts[8] = { 1.0f, -1.0f,
-1.0f, -1.0f,
-1.0f, 1.0f,
1.0f, 1.0f
};
GLfloat texcoords[8] = { 1.0f, 0.0f,
0.0f, 0.0f,
0.0f, 1.0f,
1.0f, 1.0f
};
gl = context->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_2D);
gl->BindTexture (GL_TEXTURE_2D, upload->out_texture);
/* attach the texture to the FBO to renderer to */
gl->FramebufferTexture2D (GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
GL_TEXTURE_2D, upload->out_texture, 0);
gst_gl_context_clear_shader (context);
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:
texnames[0] = "tex";
break;
case GST_VIDEO_FORMAT_NV12:
case GST_VIDEO_FORMAT_NV21:
texnames[0] = "Ytex";
texnames[1] = "UVtex";
tex_scaling[2] = tex_scaling[3] = 0.5;
case GST_VIDEO_FORMAT_YUY2:
case GST_VIDEO_FORMAT_UYVY:
texnames[0] = "Ytex";
texnames[1] = "UVtex";
tex_scaling[2] = tex_scaling[4] = 0.5;
break;
case GST_VIDEO_FORMAT_I420:
case GST_VIDEO_FORMAT_YV12:
case GST_VIDEO_FORMAT_Y444:
case GST_VIDEO_FORMAT_Y42B:
case GST_VIDEO_FORMAT_Y41B:
texnames[0] = "Ytex";
texnames[1] = "Utex";
texnames[2] = "Vtex";
if (v_format == GST_VIDEO_FORMAT_I420
|| v_format == GST_VIDEO_FORMAT_YV12)
tex_scaling[2] = tex_scaling[3] = tex_scaling[4] = tex_scaling[5] = 0.5;
else if (v_format == GST_VIDEO_FORMAT_Y42B)
tex_scaling[2] = tex_scaling[4] = 0.5;
else if (v_format == GST_VIDEO_FORMAT_Y41B)
tex_scaling[2] = tex_scaling[4] = 0.25;
break;
case GST_VIDEO_FORMAT_AYUV:
texnames[0] = "tex";
break;
default:
gst_gl_context_set_error (context, "Unsupported upload video format %d",
v_format);
g_assert_not_reached ();
break;
}
gst_gl_shader_use (upload->shader);
gst_gl_shader_set_uniform_2fv (upload->shader, "tex_scale0", 1,
&tex_scaling[0]);
gst_gl_shader_set_uniform_2fv (upload->shader, "tex_scale1", 1,
&tex_scaling[2]);
gst_gl_shader_set_uniform_2fv (upload->shader, "tex_scale2", 1,
&tex_scaling[4]);
gl->MatrixMode (GL_PROJECTION);
gl->LoadIdentity ();
gl->Enable (GL_TEXTURE_2D);
for (i = upload->priv->n_textures - 1; i >= 0; i--) {
gl->ActiveTexture (GL_TEXTURE0 + i);
gst_gl_shader_set_uniform_1i (upload->shader, texnames[i], i);
gl->BindTexture (GL_TEXTURE_2D, upload->in_texture[i]);
gl->TexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
gl->TexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
gl->TexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
gl->TexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
}
gl->EnableClientState (GL_VERTEX_ARRAY);
gl->EnableClientState (GL_TEXTURE_COORD_ARRAY);
gl->VertexPointer (2, GL_FLOAT, 0, &verts);
gl->TexCoordPointer (2, GL_FLOAT, 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_context_clear_shader (context);
gl->Disable (GL_TEXTURE_2D);
gl->MatrixMode (GL_PROJECTION);
gl->PopMatrix ();
gl->MatrixMode (GL_MODELVIEW);
gl->PopMatrix ();
gl->PopAttrib ();
gst_gl_context_check_framebuffer_status (context);
gl->BindFramebuffer (GL_FRAMEBUFFER, 0);
return TRUE;
}
#endif
#if GST_GL_HAVE_GLES2
static gboolean
_do_upload_draw_gles2 (GstGLContext * context, GstGLUpload * upload)
{
GstGLFuncs *gl;
GstVideoFormat v_format;
guint out_width, out_height;
char *texnames[GST_VIDEO_MAX_PLANES];
gint i;
gfloat tex_scaling[6] = { 1.0, 1.0, 1.0, 1.0, 1.0, 1.0 };
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, 0.0f,
-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 = context->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_2D, upload->out_texture);
/* attach the texture to the FBO to renderer to */
gl->FramebufferTexture2D (GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
GL_TEXTURE_2D, upload->out_texture, 0);
gst_gl_context_clear_shader (context);
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:
texnames[0] = "tex";
break;
case GST_VIDEO_FORMAT_NV12:
case GST_VIDEO_FORMAT_NV21:
texnames[0] = "Ytex";
texnames[1] = "UVtex";
case GST_VIDEO_FORMAT_YUY2:
case GST_VIDEO_FORMAT_UYVY:
texnames[0] = "Ytex";
texnames[1] = "UVtex";
break;
case GST_VIDEO_FORMAT_I420:
case GST_VIDEO_FORMAT_YV12:
case GST_VIDEO_FORMAT_Y444:
case GST_VIDEO_FORMAT_Y42B:
case GST_VIDEO_FORMAT_Y41B:
texnames[0] = "Ytex";
texnames[1] = "Utex";
texnames[2] = "Vtex";
break;
case GST_VIDEO_FORMAT_AYUV:
texnames[0] = "tex";
break;
default:
gst_gl_context_set_error (context, "Unsupported upload video format %d",
v_format);
g_assert_not_reached ();
break;
}
gst_gl_shader_use (upload->shader);
gst_gl_shader_set_uniform_2fv (upload->shader, "tex_scale0", 1,
&tex_scaling[0]);
gst_gl_shader_set_uniform_2fv (upload->shader, "tex_scale1", 1,
&tex_scaling[2]);
gst_gl_shader_set_uniform_2fv (upload->shader, "tex_scale2", 1,
&tex_scaling[4]);
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);
for (i = upload->priv->n_textures - 1; i >= 0; i--) {
gl->ActiveTexture (GL_TEXTURE0 + i);
gst_gl_shader_set_uniform_1i (upload->shader, texnames[i], i);
gl->BindTexture (GL_TEXTURE_2D, upload->in_texture[i]);
gl->TexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
gl->TexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
gl->TexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
gl->TexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
}
gl->DrawElements (GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, indices);
/* we are done with the shader */
gst_gl_context_clear_shader (context);
gl->Viewport (viewport_dim[0], viewport_dim[1], viewport_dim[2],
viewport_dim[3]);
gst_gl_context_check_framebuffer_status (context);
gl->BindFramebuffer (GL_FRAMEBUFFER, 0);
return TRUE;
}
#endif