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https://gitlab.freedesktop.org/gstreamer/gstreamer.git
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ec0bb66fe9
In OpenGL 2.x for Embedded System, a lot of basic scene/draw functions have been removed. It means that everything is made using vertex and fragment shaders. I have also added a gstglwindow backend for winCE that uses EGL (Native Platform Graphics Intercace) (which is a full part of OpenGL ES specification). It remove the use of wgl/glx functions.
545 lines
14 KiB
C
545 lines
14 KiB
C
/*
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* GStreamer
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* Copyright (C) 2008 Filippo Argiolas <filippo.argiolas@gmail.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., 59 Temple Place - Suite 330,
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* Boston, MA 02111-1307, USA.
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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 "gstglshader.h"
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#define GST_GL_SHADER_GET_PRIVATE(o) \
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(G_TYPE_INSTANCE_GET_PRIVATE((o), GST_GL_TYPE_SHADER, GstGLShaderPrivate))
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enum
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{
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PROP_0,
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PROP_VERTEX_SRC,
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PROP_FRAGMENT_SRC,
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PROP_COMPILED,
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PROP_ACTIVE //unused
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};
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struct _GstGLShaderPrivate
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{
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gchar *vertex_src;
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gchar *fragment_src;
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GLhandleARB vertex_handle;
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GLhandleARB fragment_handle;
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GLhandleARB program_handle;
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gboolean compiled;
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gboolean active;
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};
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G_DEFINE_TYPE (GstGLShader, gst_gl_shader, G_TYPE_OBJECT);
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#undef G_LOG_DOMAIN
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#define G_LOG_DOMAIN "GstGLShader"
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gboolean _gst_gl_shader_debug = FALSE;
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static void
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gst_gl_shader_finalize (GObject * object)
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{
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GstGLShader *shader;
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GstGLShaderPrivate *priv;
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/* GLint status = GL_FALSE; */
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shader = GST_GL_SHADER (object);
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priv = shader->priv;
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g_free (priv->vertex_src);
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g_free (priv->fragment_src);
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/* release shader objects */
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gst_gl_shader_release (shader);
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/* delete program */
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if (priv->program_handle) {
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glDeleteObjectARB (priv->program_handle);
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glGetError ();
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/* g_debug ("error: 0x%x", err); */
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/* glGetObjectParameterivARB(priv->program_handle, GL_OBJECT_DELETE_STATUS_ARB, &status); */
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/* g_debug ("program deletion status:%s", status == GL_TRUE ? "true" : "false" ); */
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}
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priv->fragment_handle = 0;
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priv->vertex_handle = 0;
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priv->program_handle = 0;
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G_OBJECT_CLASS (gst_gl_shader_parent_class)->finalize (object);
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}
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static void
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gst_gl_shader_set_property (GObject * object,
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guint prop_id, const GValue * value, GParamSpec * pspec)
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{
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GstGLShader *shader = GST_GL_SHADER (object);
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switch (prop_id) {
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case PROP_VERTEX_SRC:
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gst_gl_shader_set_vertex_source (shader, g_value_get_string (value));
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break;
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case PROP_FRAGMENT_SRC:
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gst_gl_shader_set_fragment_source (shader, g_value_get_string (value));
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break;
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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_shader_get_property (GObject * object,
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guint prop_id, GValue * value, GParamSpec * pspec)
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{
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GstGLShader *shader = GST_GL_SHADER (object);
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GstGLShaderPrivate *priv = shader->priv;
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switch (prop_id) {
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case PROP_VERTEX_SRC:
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g_value_set_string (value, priv->vertex_src);
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break;
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case PROP_FRAGMENT_SRC:
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g_value_set_string (value, priv->fragment_src);
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break;
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case PROP_COMPILED:
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g_value_set_boolean (value, priv->compiled);
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break;
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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_shader_log_handler (const gchar * domain, GLogLevelFlags flags,
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const gchar * message, gpointer user_data)
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{
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if (_gst_gl_shader_debug) {
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g_log_default_handler (domain, flags, message, user_data);
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}
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}
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static void
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gst_gl_shader_class_init (GstGLShaderClass * klass)
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{
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/* bind class methods .. */
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GObjectClass *obj_class = G_OBJECT_CLASS (klass);
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g_type_class_add_private (klass, sizeof (GstGLShaderPrivate));
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obj_class->finalize = gst_gl_shader_finalize;
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obj_class->set_property = gst_gl_shader_set_property;
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obj_class->get_property = gst_gl_shader_get_property;
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/* .. and install properties */
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g_object_class_install_property (obj_class,
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PROP_VERTEX_SRC,
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g_param_spec_string ("vertex-src",
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"Vertex Source",
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"GLSL Vertex Shader source code", NULL, G_PARAM_READWRITE));
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g_object_class_install_property (obj_class,
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PROP_FRAGMENT_SRC,
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g_param_spec_string ("fragment-src",
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"Fragment Source",
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"GLSL Fragment Shader source code", NULL, G_PARAM_READWRITE));
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g_object_class_install_property (obj_class,
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PROP_ACTIVE,
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g_param_spec_string ("active",
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"Active", "Enable/Disable the shader", NULL, G_PARAM_READWRITE));
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g_object_class_install_property (obj_class,
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PROP_COMPILED,
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g_param_spec_boolean ("compiled",
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"Compiled",
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"Shader compile and link status", FALSE, G_PARAM_READABLE));
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}
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void
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gst_gl_shader_set_vertex_source (GstGLShader * shader, const gchar * src)
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{
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GstGLShaderPrivate *priv;
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g_return_if_fail (GST_GL_IS_SHADER (shader));
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g_return_if_fail (src != NULL);
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priv = shader->priv;
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if (gst_gl_shader_is_compiled (shader))
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gst_gl_shader_release (shader);
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g_free (priv->vertex_src);
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priv->vertex_src = g_strdup (src);
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}
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void
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gst_gl_shader_set_fragment_source (GstGLShader * shader, const gchar * src)
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{
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GstGLShaderPrivate *priv;
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g_return_if_fail (GST_GL_IS_SHADER (shader));
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g_return_if_fail (src != NULL);
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priv = shader->priv;
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if (gst_gl_shader_is_compiled (shader))
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gst_gl_shader_release (shader);
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g_free (priv->fragment_src);
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priv->fragment_src = g_strdup (src);
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}
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G_CONST_RETURN gchar *
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gst_gl_shader_get_vertex_source (GstGLShader * shader)
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{
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g_return_val_if_fail (GST_GL_IS_SHADER (shader), NULL);
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return shader->priv->vertex_src;
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}
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G_CONST_RETURN gchar *
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gst_gl_shader_get_fragment_source (GstGLShader * shader)
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{
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g_return_val_if_fail (GST_GL_IS_SHADER (shader), NULL);
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return shader->priv->fragment_src;
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}
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static void
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gst_gl_shader_init (GstGLShader * self)
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{
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/* initialize sources and create program object */
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GstGLShaderPrivate *priv;
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priv = self->priv = GST_GL_SHADER_GET_PRIVATE (self);
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priv->vertex_src = NULL;
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priv->fragment_src = NULL;
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priv->fragment_handle = 0;
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priv->vertex_handle = 0;
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priv->program_handle = glCreateProgramObjectARB ();
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g_assert (priv->program_handle);
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priv->compiled = FALSE;
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priv->active = FALSE; // unused at the moment
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if (g_getenv ("GST_GL_SHADER_DEBUG") != NULL)
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_gst_gl_shader_debug = TRUE;
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g_log_set_handler ("GstGLShader", G_LOG_LEVEL_DEBUG,
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gst_gl_shader_log_handler, NULL);
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}
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GstGLShader *
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gst_gl_shader_new (void)
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{
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return g_object_new (GST_GL_TYPE_SHADER, NULL);
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}
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gboolean
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gst_gl_shader_is_compiled (GstGLShader * shader)
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{
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g_return_val_if_fail (GST_GL_IS_SHADER (shader), FALSE);
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return shader->priv->compiled;
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}
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gboolean
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gst_gl_shader_compile (GstGLShader * shader, GError ** error)
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{
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GstGLShaderPrivate *priv;
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gchar info_buffer[2048];
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GLsizei len = 0;
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GLint status = GL_FALSE;
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g_return_val_if_fail (GST_GL_IS_SHADER (shader), FALSE);
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priv = shader->priv;
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if (priv->compiled)
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return priv->compiled;
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g_assert (priv->program_handle);
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if (priv->vertex_src) {
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/* create vertex object */
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const gchar *vertex_source = priv->vertex_src;
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priv->vertex_handle = glCreateShaderObjectARB (GL_VERTEX_SHADER);
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glShaderSourceARB (priv->vertex_handle, 1, &vertex_source, NULL);
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/* compile */
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glCompileShaderARB (priv->vertex_handle);
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/* check everything is ok */
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glGetObjectParameterivARB (priv->vertex_handle,
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GL_OBJECT_COMPILE_STATUS_ARB, &status);
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glGetInfoLogARB (priv->vertex_handle,
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sizeof (info_buffer) - 1, &len, info_buffer);
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info_buffer[len] = '\0';
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if (status != GL_TRUE) {
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g_set_error (error, GST_GL_SHADER_ERROR,
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GST_GL_SHADER_ERROR_COMPILE,
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"Vertex Shader compilation failed:\n%s", info_buffer);
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glDeleteObjectARB (priv->vertex_handle);
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priv->compiled = FALSE;
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return priv->compiled;
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} else if (len > 1) {
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g_debug ("\n%s\n", info_buffer);
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}
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glAttachObjectARB (priv->program_handle, priv->vertex_handle);
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}
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if (priv->fragment_src) {
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/* create fragment object */
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const gchar *fragment_source = priv->fragment_src;
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priv->fragment_handle = glCreateShaderObjectARB (GL_FRAGMENT_SHADER_ARB);
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glShaderSourceARB (priv->fragment_handle, 1, &fragment_source, NULL);
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/* compile */
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glCompileShaderARB (priv->fragment_handle);
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/* check everything is ok */
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glGetObjectParameterivARB (priv->fragment_handle,
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GL_OBJECT_COMPILE_STATUS_ARB, &status);
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glGetInfoLogARB (priv->fragment_handle,
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sizeof (info_buffer) - 1, &len, info_buffer);
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info_buffer[len] = '\0';
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if (status != GL_TRUE) {
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g_set_error (error, GST_GL_SHADER_ERROR,
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GST_GL_SHADER_ERROR_COMPILE,
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"Fragment Shader compilation failed:\n%s", info_buffer);
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glDeleteObjectARB (priv->fragment_handle);
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priv->compiled = FALSE;
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return priv->compiled;
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} else if (len > 1) {
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g_debug ("\n%s\n", info_buffer);
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}
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glAttachObjectARB (priv->program_handle, priv->fragment_handle);
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}
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/* if nothing failed link shaders */
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glLinkProgramARB (priv->program_handle);
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glGetObjectParameterivARB (priv->program_handle, GL_LINK_STATUS, &status);
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glGetInfoLogARB (priv->program_handle,
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sizeof (info_buffer) - 1, &len, info_buffer);
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info_buffer[len] = '\0';
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if (status != GL_TRUE) {
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g_set_error (error, GST_GL_SHADER_ERROR,
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GST_GL_SHADER_ERROR_LINK, "Shader Linking failed:\n%s", info_buffer);
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priv->compiled = FALSE;
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return priv->compiled;
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} else if (len > 1) {
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g_debug ("\n%s\n", info_buffer);
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}
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/* success! */
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priv->compiled = TRUE;
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g_object_notify (G_OBJECT (shader), "compiled");
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return priv->compiled;
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}
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void
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gst_gl_shader_release (GstGLShader * shader)
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{
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GstGLShaderPrivate *priv;
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/* GLint status; */
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/* GLenum err = 0; */
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g_return_if_fail (GST_GL_IS_SHADER (shader));
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priv = shader->priv;
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g_assert (priv->program_handle);
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if (!priv->compiled)
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return;
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if (priv->vertex_handle) { // not needed but nvidia doesn't care to respect the spec
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glDeleteObjectARB (priv->vertex_handle);
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/* err = glGetError (); */
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/* g_debug ("error: 0x%x", err); */
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/* glGetObjectParameterivARB(priv->vertex_handle, GL_OBJECT_DELETE_STATUS_ARB, &status); */
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/* g_debug ("vertex deletion status:%s", status == GL_TRUE ? "true" : "false" ); */
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}
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if (priv->fragment_handle) {
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glDeleteObjectARB (priv->fragment_handle);
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/* err = glGetError (); */
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/* g_debug ("error: 0x%x", err); */
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/* glGetObjectParameterivARB(priv->fragment_handle, GL_OBJECT_DELETE_STATUS_ARB, &status); */
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/* g_debug ("fragment deletion status:%s", status == GL_TRUE ? "true" : "false" ); */
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}
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if (priv->vertex_handle)
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glDetachObjectARB (priv->program_handle, priv->vertex_handle);
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if (priv->fragment_handle)
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glDetachObjectARB (priv->program_handle, priv->fragment_handle);
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priv->compiled = FALSE;
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g_object_notify (G_OBJECT (shader), "compiled");
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}
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void
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gst_gl_shader_use (GstGLShader * shader)
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{
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GstGLShaderPrivate *priv;
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if (!shader) {
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glUseProgramObjectARB (0);
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return;
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}
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priv = shader->priv;
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g_assert (priv->program_handle);
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glUseProgramObjectARB (priv->program_handle);
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return;
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}
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gboolean
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gst_gl_shader_compile_and_check (GstGLShader * shader,
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const gchar * source, GstGLShaderSourceType type)
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{
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gboolean is_compiled = FALSE;
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g_object_get (G_OBJECT (shader), "compiled", &is_compiled, NULL);
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if (!is_compiled) {
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GError *error = NULL;
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switch (type) {
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case GST_GL_SHADER_FRAGMENT_SOURCE:
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gst_gl_shader_set_fragment_source (shader, source);
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break;
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case GST_GL_SHADER_VERTEX_SOURCE:
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gst_gl_shader_set_vertex_source (shader, source);
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break;
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default:
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g_assert_not_reached ();
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break;
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}
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gst_gl_shader_compile (shader, &error);
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if (error) {
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g_warning ("%s", error->message);
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g_error_free (error);
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error = NULL;
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gst_gl_shader_use (NULL);
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return FALSE;
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}
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}
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return TRUE;
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}
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void
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gst_gl_shader_set_uniform_1f (GstGLShader * shader, const gchar * name,
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gfloat value)
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{
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GstGLShaderPrivate *priv;
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GLint location = -1;
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priv = shader->priv;
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g_return_if_fail (priv->program_handle != 0);
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location = glGetUniformLocationARB (priv->program_handle, name);
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glUniform1fARB (location, value);
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}
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void
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gst_gl_shader_set_uniform_1fv (GstGLShader * shader, const gchar * name,
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guint count, gfloat * value)
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{
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GstGLShaderPrivate *priv;
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GLint location = -1;
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priv = shader->priv;
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g_return_if_fail (priv->program_handle != 0);
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location = glGetUniformLocationARB (priv->program_handle, name);
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glUniform1fvARB (location, count, value);
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}
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void
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gst_gl_shader_set_uniform_1i (GstGLShader * shader, const gchar * name,
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gint value)
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{
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GstGLShaderPrivate *priv;
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GLint location = -1;
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priv = shader->priv;
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g_return_if_fail (priv->program_handle != 0);
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location = glGetUniformLocationARB (priv->program_handle, name);
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glUniform1iARB (location, value);
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}
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void
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gst_gl_shader_set_uniform_matrix_4fv (GstGLShader * shader, const gchar * name,
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GLsizei count, GLboolean transpose, const GLfloat* value)
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{
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GstGLShaderPrivate *priv;
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GLint location = -1;
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priv = shader->priv;
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g_return_if_fail (priv->program_handle != 0);
|
|
|
|
location = glGetUniformLocationARB (priv->program_handle, name);
|
|
|
|
glUniformMatrix4fvARB (location, count, transpose, 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 glGetAttribLocationARB (priv->program_handle, name);
|
|
}
|
|
|
|
GQuark
|
|
gst_gl_shader_error_quark (void)
|
|
{
|
|
return g_quark_from_static_string ("gst-gl-shader-error");
|
|
}
|