mirror of
https://gitlab.freedesktop.org/gstreamer/gstreamer.git
synced 2024-11-18 07:47:17 +00:00
f0b62d760f
This reverts commit 96e4ab18c2cf9876f6c031b9aba6282d0bd45a93. You should have asked first. And you would have been told "no", because it causes people on development branches to do a huge amount of extra work.
529 lines
13 KiB
C
529 lines
13 KiB
C
/*
|
|
* GStreamer
|
|
* Copyright (C) 2008 Filippo Argiolas <filippo.argiolas@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., 59 Temple Place - Suite 330,
|
|
* Boston, MA 02111-1307, USA.
|
|
*/
|
|
|
|
#ifdef HAVE_CONFIG_H
|
|
#include "config.h"
|
|
#endif
|
|
|
|
#include "gstglshader.h"
|
|
|
|
#define GST_GL_SHADER_GET_PRIVATE(o) \
|
|
(G_TYPE_INSTANCE_GET_PRIVATE((o), GST_GL_TYPE_SHADER, GstGLShaderPrivate))
|
|
|
|
enum
|
|
{
|
|
PROP_0,
|
|
PROP_VERTEX_SRC,
|
|
PROP_FRAGMENT_SRC,
|
|
PROP_COMPILED,
|
|
PROP_ACTIVE //unused
|
|
};
|
|
|
|
struct _GstGLShaderPrivate
|
|
{
|
|
gchar *vertex_src;
|
|
gchar *fragment_src;
|
|
|
|
GLhandleARB vertex_handle;
|
|
GLhandleARB fragment_handle;
|
|
GLhandleARB program_handle;
|
|
|
|
gboolean compiled;
|
|
gboolean active;
|
|
};
|
|
|
|
G_DEFINE_TYPE (GstGLShader, gst_gl_shader, G_TYPE_OBJECT);
|
|
|
|
#undef G_LOG_DOMAIN
|
|
#define G_LOG_DOMAIN "GstGLShader"
|
|
|
|
gboolean _gst_gl_shader_debug = FALSE;
|
|
|
|
static void
|
|
gst_gl_shader_finalize (GObject * object)
|
|
{
|
|
GstGLShader *shader;
|
|
GstGLShaderPrivate *priv;
|
|
/* GLint status = GL_FALSE; */
|
|
|
|
shader = GST_GL_SHADER (object);
|
|
priv = shader->priv;
|
|
|
|
g_free (priv->vertex_src);
|
|
g_free (priv->fragment_src);
|
|
|
|
/* release shader objects */
|
|
gst_gl_shader_release (shader);
|
|
|
|
/* delete program */
|
|
if (priv->program_handle) {
|
|
glDeleteObjectARB (priv->program_handle);
|
|
glGetError ();
|
|
/* g_debug ("error: 0x%x", err); */
|
|
/* glGetObjectParameterivARB(priv->program_handle, GL_OBJECT_DELETE_STATUS_ARB, &status); */
|
|
/* g_debug ("program deletion status:%s", status == GL_TRUE ? "true" : "false" ); */
|
|
}
|
|
|
|
priv->fragment_handle = 0;
|
|
priv->vertex_handle = 0;
|
|
priv->program_handle = 0;
|
|
|
|
G_OBJECT_CLASS (gst_gl_shader_parent_class)->finalize (object);
|
|
}
|
|
|
|
static void
|
|
gst_gl_shader_set_property (GObject * object,
|
|
guint prop_id, const GValue * value, GParamSpec * pspec)
|
|
{
|
|
GstGLShader *shader = GST_GL_SHADER (object);
|
|
|
|
switch (prop_id) {
|
|
case PROP_VERTEX_SRC:
|
|
gst_gl_shader_set_vertex_source (shader, g_value_get_string (value));
|
|
break;
|
|
case PROP_FRAGMENT_SRC:
|
|
gst_gl_shader_set_fragment_source (shader, g_value_get_string (value));
|
|
break;
|
|
default:
|
|
G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec);
|
|
break;
|
|
}
|
|
}
|
|
|
|
static void
|
|
gst_gl_shader_get_property (GObject * object,
|
|
guint prop_id, GValue * value, GParamSpec * pspec)
|
|
{
|
|
GstGLShader *shader = GST_GL_SHADER (object);
|
|
GstGLShaderPrivate *priv = shader->priv;
|
|
|
|
switch (prop_id) {
|
|
case PROP_VERTEX_SRC:
|
|
g_value_set_string (value, priv->vertex_src);
|
|
break;
|
|
case PROP_FRAGMENT_SRC:
|
|
g_value_set_string (value, priv->fragment_src);
|
|
break;
|
|
case PROP_COMPILED:
|
|
g_value_set_boolean (value, priv->compiled);
|
|
break;
|
|
default:
|
|
G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec);
|
|
break;
|
|
}
|
|
|
|
}
|
|
|
|
static void
|
|
gst_gl_shader_log_handler (const gchar *domain, GLogLevelFlags flags,
|
|
const gchar *message, gpointer user_data)
|
|
{
|
|
if (_gst_gl_shader_debug) {
|
|
g_log_default_handler (domain, flags, message, user_data);
|
|
}
|
|
}
|
|
|
|
static void
|
|
gst_gl_shader_class_init (GstGLShaderClass * klass)
|
|
{
|
|
/* bind class methods .. */
|
|
GObjectClass *obj_class = G_OBJECT_CLASS (klass);
|
|
|
|
g_type_class_add_private (klass, sizeof (GstGLShaderPrivate));
|
|
|
|
obj_class->finalize = gst_gl_shader_finalize;
|
|
obj_class->set_property = gst_gl_shader_set_property;
|
|
obj_class->get_property = gst_gl_shader_get_property;
|
|
|
|
/* .. and install properties */
|
|
|
|
g_object_class_install_property (obj_class,
|
|
PROP_VERTEX_SRC,
|
|
g_param_spec_string ("vertex-src",
|
|
"Vertex Source",
|
|
"GLSL Vertex Shader source code", NULL, G_PARAM_READWRITE));
|
|
g_object_class_install_property (obj_class,
|
|
PROP_FRAGMENT_SRC,
|
|
g_param_spec_string ("fragment-src",
|
|
"Fragment Source",
|
|
"GLSL Fragment Shader source code", NULL, G_PARAM_READWRITE));
|
|
g_object_class_install_property (obj_class,
|
|
PROP_ACTIVE,
|
|
g_param_spec_string ("active",
|
|
"Active", "Enable/Disable the shader", NULL, G_PARAM_READWRITE));
|
|
g_object_class_install_property (obj_class,
|
|
PROP_COMPILED,
|
|
g_param_spec_boolean ("compiled",
|
|
"Compiled",
|
|
"Shader compile and link status", FALSE, G_PARAM_READABLE));
|
|
}
|
|
|
|
void
|
|
gst_gl_shader_set_vertex_source (GstGLShader * shader, const gchar * src)
|
|
{
|
|
GstGLShaderPrivate *priv;
|
|
|
|
g_return_if_fail (GST_GL_IS_SHADER (shader));
|
|
g_return_if_fail (src != NULL);
|
|
|
|
priv = shader->priv;
|
|
|
|
if (gst_gl_shader_is_compiled (shader))
|
|
gst_gl_shader_release (shader);
|
|
|
|
g_free (priv->vertex_src);
|
|
|
|
priv->vertex_src = g_strdup (src);
|
|
}
|
|
|
|
void
|
|
gst_gl_shader_set_fragment_source (GstGLShader * shader, const gchar * src)
|
|
{
|
|
GstGLShaderPrivate *priv;
|
|
|
|
g_return_if_fail (GST_GL_IS_SHADER (shader));
|
|
g_return_if_fail (src != NULL);
|
|
|
|
priv = shader->priv;
|
|
|
|
if (gst_gl_shader_is_compiled (shader))
|
|
gst_gl_shader_release (shader);
|
|
|
|
g_free (priv->fragment_src);
|
|
|
|
priv->fragment_src = g_strdup (src);
|
|
}
|
|
|
|
G_CONST_RETURN gchar *
|
|
gst_gl_shader_get_vertex_source (GstGLShader * shader)
|
|
{
|
|
g_return_val_if_fail (GST_GL_IS_SHADER (shader), NULL);
|
|
return shader->priv->vertex_src;
|
|
}
|
|
|
|
G_CONST_RETURN gchar *
|
|
gst_gl_shader_get_fragment_source (GstGLShader * shader)
|
|
{
|
|
g_return_val_if_fail (GST_GL_IS_SHADER (shader), NULL);
|
|
return shader->priv->fragment_src;
|
|
}
|
|
|
|
static void
|
|
gst_gl_shader_init (GstGLShader * self)
|
|
{
|
|
/* initialize sources and create program object */
|
|
GstGLShaderPrivate *priv;
|
|
|
|
priv = self->priv = GST_GL_SHADER_GET_PRIVATE (self);
|
|
|
|
priv->vertex_src = NULL;
|
|
priv->fragment_src = NULL;
|
|
|
|
priv->fragment_handle = 0;
|
|
priv->vertex_handle = 0;
|
|
priv->program_handle = glCreateProgramObjectARB ();
|
|
|
|
g_assert (priv->program_handle);
|
|
|
|
priv->compiled = FALSE;
|
|
priv->active = FALSE; // unused at the moment
|
|
|
|
if (g_getenv ("GST_GL_SHADER_DEBUG") != NULL)
|
|
_gst_gl_shader_debug = TRUE;
|
|
|
|
g_log_set_handler ("GstGLShader", G_LOG_LEVEL_DEBUG,
|
|
gst_gl_shader_log_handler, NULL);
|
|
}
|
|
|
|
GstGLShader *
|
|
gst_gl_shader_new (void)
|
|
{
|
|
return g_object_new (GST_GL_TYPE_SHADER, NULL);
|
|
}
|
|
|
|
gboolean
|
|
gst_gl_shader_is_compiled (GstGLShader * shader)
|
|
{
|
|
g_return_val_if_fail (GST_GL_IS_SHADER (shader), FALSE);
|
|
|
|
return shader->priv->compiled;
|
|
}
|
|
|
|
gboolean
|
|
gst_gl_shader_compile (GstGLShader * shader, GError ** error)
|
|
{
|
|
GstGLShaderPrivate *priv;
|
|
|
|
gchar info_buffer[2048];
|
|
GLsizei len = 0;
|
|
GLint status = GL_FALSE;
|
|
|
|
g_return_val_if_fail (GST_GL_IS_SHADER (shader), FALSE);
|
|
|
|
priv = shader->priv;
|
|
|
|
if (priv->compiled)
|
|
return priv->compiled;
|
|
|
|
g_assert (priv->program_handle);
|
|
|
|
if (priv->vertex_src) {
|
|
/* create vertex object */
|
|
const gchar *vertex_source = priv->vertex_src;
|
|
priv->vertex_handle = glCreateShaderObjectARB (GL_VERTEX_SHADER);
|
|
glShaderSourceARB (priv->vertex_handle, 1, &vertex_source, NULL);
|
|
/* compile */
|
|
glCompileShaderARB (priv->vertex_handle);
|
|
/* check everything is ok */
|
|
glGetObjectParameterivARB (priv->vertex_handle,
|
|
GL_OBJECT_COMPILE_STATUS_ARB, &status);
|
|
|
|
glGetInfoLogARB (priv->vertex_handle,
|
|
sizeof (info_buffer) - 1, &len, info_buffer);
|
|
info_buffer[len] = '\0';
|
|
|
|
if (status != GL_TRUE) {
|
|
g_set_error (error, GST_GL_SHADER_ERROR,
|
|
GST_GL_SHADER_ERROR_COMPILE,
|
|
"Vertex Shader compilation failed:\n%s", info_buffer);
|
|
|
|
glDeleteObjectARB (priv->vertex_handle);
|
|
priv->compiled = FALSE;
|
|
return priv->compiled;
|
|
} else if (len > 1) {
|
|
g_debug ("\n%s\n", info_buffer);
|
|
}
|
|
glAttachObjectARB (priv->program_handle, priv->vertex_handle);
|
|
}
|
|
|
|
if (priv->fragment_src) {
|
|
/* create fragment object */
|
|
const gchar *fragment_source = priv->fragment_src;
|
|
priv->fragment_handle = glCreateShaderObjectARB (GL_FRAGMENT_SHADER_ARB);
|
|
glShaderSourceARB (priv->fragment_handle, 1, &fragment_source, NULL);
|
|
/* compile */
|
|
glCompileShaderARB (priv->fragment_handle);
|
|
/* check everything is ok */
|
|
glGetObjectParameterivARB (priv->fragment_handle,
|
|
GL_OBJECT_COMPILE_STATUS_ARB, &status);
|
|
|
|
glGetInfoLogARB (priv->fragment_handle,
|
|
sizeof (info_buffer) - 1, &len, info_buffer);
|
|
info_buffer[len] = '\0';
|
|
if (status != GL_TRUE) {
|
|
g_set_error (error, GST_GL_SHADER_ERROR,
|
|
GST_GL_SHADER_ERROR_COMPILE,
|
|
"Fragment Shader compilation failed:\n%s", info_buffer);
|
|
|
|
glDeleteObjectARB (priv->fragment_handle);
|
|
priv->compiled = FALSE;
|
|
return priv->compiled;
|
|
} else if (len > 1) {
|
|
g_debug ("\n%s\n", info_buffer);
|
|
}
|
|
glAttachObjectARB (priv->program_handle, priv->fragment_handle);
|
|
}
|
|
|
|
/* if nothing failed link shaders */
|
|
glLinkProgramARB (priv->program_handle);
|
|
|
|
glGetObjectParameterivARB (priv->program_handle, GL_LINK_STATUS, &status);
|
|
|
|
glGetInfoLogARB (priv->program_handle,
|
|
sizeof (info_buffer) - 1, &len, info_buffer);
|
|
info_buffer[len] = '\0';
|
|
|
|
if (status != GL_TRUE) {
|
|
g_set_error (error, GST_GL_SHADER_ERROR,
|
|
GST_GL_SHADER_ERROR_LINK, "Shader Linking failed:\n%s", info_buffer);
|
|
priv->compiled = FALSE;
|
|
return priv->compiled;
|
|
} else if (len > 1) {
|
|
g_debug ("\n%s\n", info_buffer);
|
|
}
|
|
/* success! */
|
|
priv->compiled = TRUE;
|
|
g_object_notify (G_OBJECT (shader), "compiled");
|
|
|
|
return priv->compiled;
|
|
}
|
|
|
|
void
|
|
gst_gl_shader_release (GstGLShader * shader)
|
|
{
|
|
GstGLShaderPrivate *priv;
|
|
/* GLint status; */
|
|
/* GLenum err = 0; */
|
|
|
|
g_return_if_fail (GST_GL_IS_SHADER (shader));
|
|
|
|
priv = shader->priv;
|
|
|
|
g_assert (priv->program_handle);
|
|
|
|
if (!priv->compiled)
|
|
return;
|
|
|
|
if (priv->vertex_handle) { // not needed but nvidia doesn't care to respect the spec
|
|
glDeleteObjectARB (priv->vertex_handle);
|
|
|
|
/* err = glGetError (); */
|
|
/* g_debug ("error: 0x%x", err); */
|
|
/* glGetObjectParameterivARB(priv->vertex_handle, GL_OBJECT_DELETE_STATUS_ARB, &status); */
|
|
/* g_debug ("vertex deletion status:%s", status == GL_TRUE ? "true" : "false" ); */
|
|
}
|
|
|
|
if (priv->fragment_handle) {
|
|
glDeleteObjectARB (priv->fragment_handle);
|
|
|
|
/* err = glGetError (); */
|
|
/* g_debug ("error: 0x%x", err); */
|
|
/* glGetObjectParameterivARB(priv->fragment_handle, GL_OBJECT_DELETE_STATUS_ARB, &status); */
|
|
/* g_debug ("fragment deletion status:%s", status == GL_TRUE ? "true" : "false" ); */
|
|
}
|
|
|
|
if (priv->vertex_handle)
|
|
glDetachObjectARB (priv->program_handle, priv->vertex_handle);
|
|
if (priv->fragment_handle)
|
|
glDetachObjectARB (priv->program_handle, priv->fragment_handle);
|
|
|
|
priv->compiled = FALSE;
|
|
g_object_notify (G_OBJECT (shader), "compiled");
|
|
}
|
|
|
|
void
|
|
gst_gl_shader_use (GstGLShader * shader)
|
|
{
|
|
GstGLShaderPrivate *priv;
|
|
|
|
if (!shader) {
|
|
glUseProgramObjectARB (0);
|
|
return;
|
|
}
|
|
|
|
priv = shader->priv;
|
|
|
|
g_assert (priv->program_handle);
|
|
|
|
glUseProgramObjectARB (priv->program_handle);
|
|
|
|
return;
|
|
}
|
|
|
|
gboolean
|
|
gst_gl_shader_compile_and_check (GstGLShader * shader,
|
|
const gchar * source, GstGLShaderSourceType type)
|
|
{
|
|
gboolean is_compiled = FALSE;
|
|
|
|
g_object_get (G_OBJECT (shader), "compiled", &is_compiled, NULL);
|
|
|
|
if (!is_compiled) {
|
|
GError *error = NULL;
|
|
|
|
switch (type) {
|
|
case GST_GL_SHADER_FRAGMENT_SOURCE:
|
|
gst_gl_shader_set_fragment_source (shader, source);
|
|
break;
|
|
case GST_GL_SHADER_VERTEX_SOURCE:
|
|
gst_gl_shader_set_vertex_source (shader, source);
|
|
break;
|
|
default:
|
|
g_assert_not_reached ();
|
|
break;
|
|
}
|
|
|
|
gst_gl_shader_compile (shader, &error);
|
|
if (error) {
|
|
g_warning ("%s", error->message);
|
|
g_error_free (error);
|
|
error = NULL;
|
|
gst_gl_shader_use (NULL);
|
|
return FALSE;
|
|
}
|
|
}
|
|
return TRUE;
|
|
}
|
|
|
|
void
|
|
gst_gl_shader_set_uniform_1f (GstGLShader * shader, const gchar * name,
|
|
gfloat value)
|
|
{
|
|
GstGLShaderPrivate *priv;
|
|
GLint location = -1;
|
|
|
|
priv = shader->priv;
|
|
|
|
g_return_if_fail (priv->program_handle != 0);
|
|
|
|
location = glGetUniformLocationARB (priv->program_handle, name);
|
|
|
|
glUniform1fARB (location, value);
|
|
}
|
|
|
|
void
|
|
gst_gl_shader_set_uniform_1fv (GstGLShader * shader, const gchar * name,
|
|
guint count, gfloat * value)
|
|
{
|
|
GstGLShaderPrivate *priv;
|
|
GLint location = -1;
|
|
|
|
priv = shader->priv;
|
|
|
|
g_return_if_fail (priv->program_handle != 0);
|
|
|
|
location = glGetUniformLocationARB (priv->program_handle, name);
|
|
|
|
glUniform1fvARB (location, count, value);
|
|
}
|
|
|
|
void
|
|
gst_gl_shader_set_uniform_1i (GstGLShader * shader, const gchar * name,
|
|
gint value)
|
|
{
|
|
GstGLShaderPrivate *priv;
|
|
GLint location = -1;
|
|
|
|
priv = shader->priv;
|
|
|
|
g_return_if_fail (priv->program_handle != 0);
|
|
|
|
location = glGetUniformLocationARB (priv->program_handle, name);
|
|
|
|
glUniform1iARB (location, value);
|
|
}
|
|
|
|
GLint
|
|
gst_gl_shader_get_attribute_location (GstGLShader * shader, const gchar *name)
|
|
{
|
|
GstGLShaderPrivate *priv;
|
|
|
|
priv = shader->priv;
|
|
|
|
g_return_val_if_fail (priv->program_handle != 0, 0);
|
|
|
|
return glGetUniformLocationARB (priv->program_handle, name);
|
|
}
|
|
|
|
GQuark
|
|
gst_gl_shader_error_quark (void)
|
|
{
|
|
return g_quark_from_static_string ("gst-gl-shader-error");
|
|
}
|