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https://gitlab.freedesktop.org/gstreamer/gstreamer.git
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2fd84a6c86
Except for gst/gl/gstglfuncs.h It is up to the client app to include these headers. It is coherent with the fact that gstreamer-gl.pc does not require any egl.pc/gles.pc. I.e. it is the responsability of the app to search these headers within its build setup. For example gstreamer-vaapi includes explicitly EGL/egl.h and search for it in its configure.ac. For example with this patch, if an app includes the headers gst/gl/egl/gstglcontext_egl.h gst/gl/egl/gstgldisplay_egl.h gst/gl/egl/gstglmemoryegl.h it will *no longer* automatically include EGL/egl.h and GLES2/gl2.h. Which is good because the app might want to use the gstgl api only without the need to bother about gl headers. Also added a test: cd tests/check && make libs/gstglheaders.check https://bugzilla.gnome.org/show_bug.cgi?id=784779
556 lines
17 KiB
C
556 lines
17 KiB
C
/*
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* glshader gstreamer plugin
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* Copyrithg (C) 2008 Filippo Argiolas <filippo.argiolas@gmail.com>
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* Copyright (C) 2009 Luc Deschenaux <luc.deschenaux@freesurf.ch>
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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-glshader
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* @title: glshader
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*
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* OpenGL fragment shader filter
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*
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* ## Examples
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* |[
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* gst-launch-1.0 videotestsrc ! glupload ! glshader fragment="\"`cat myshader.frag`\"" ! glimagesink
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* ]|
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* FBO (Frame Buffer Object) and GLSL (OpenGL Shading Language) are required.
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* Depending on the exact OpenGL version chosen and the exact requirements of
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* the OpenGL implementation, a #version header may be required.
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*
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* The following is a simple OpenGL ES (also usable with OpenGL 3 core contexts)
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* passthrough shader with the required inputs.
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* |[
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* #version 100
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* #ifdef GL_ES
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* precision mediump float;
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* #endif
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* varying vec2 v_texcoord;
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* uniform sampler2D tex;
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* uniform float time;
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* uniform float width;
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* uniform float height;
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*
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* void main () {
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* gl_FragColor = texture2D( tex, v_texcoord );
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* }
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* ]|
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*
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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 <gst/gl/gstglfuncs.h>
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#include "gstglfiltershader.h"
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#if HAVE_GRAPHENE
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#include <graphene-gobject.h>
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#endif
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enum
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{
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PROP_0,
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PROP_SHADER,
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PROP_VERTEX,
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PROP_FRAGMENT,
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PROP_UNIFORMS,
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PROP_UPDATE_SHADER,
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PROP_LAST,
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};
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enum
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{
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SIGNAL_0,
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SIGNAL_CREATE_SHADER,
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SIGNAL_LAST,
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};
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static guint gst_gl_shader_signals[SIGNAL_LAST] = { 0 };
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#define GST_CAT_DEFAULT gst_gl_filtershader_debug
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GST_DEBUG_CATEGORY_STATIC (GST_CAT_DEFAULT);
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#define DEBUG_INIT \
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GST_DEBUG_CATEGORY_INIT (gst_gl_filtershader_debug, "glshader", 0, "glshader element");
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#define gst_gl_filtershader_parent_class parent_class
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G_DEFINE_TYPE_WITH_CODE (GstGLFilterShader, gst_gl_filtershader,
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GST_TYPE_GL_FILTER, DEBUG_INIT);
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static void gst_gl_filtershader_finalize (GObject * object);
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static void gst_gl_filtershader_set_property (GObject * object, guint prop_id,
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const GValue * value, GParamSpec * pspec);
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static void gst_gl_filtershader_get_property (GObject * object, guint prop_id,
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GValue * value, GParamSpec * pspec);
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static gboolean gst_gl_filtershader_gl_start (GstGLBaseFilter * base);
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static void gst_gl_filtershader_gl_stop (GstGLBaseFilter * base);
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static gboolean gst_gl_filtershader_filter (GstGLFilter * filter,
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GstBuffer * inbuf, GstBuffer * outbuf);
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static gboolean gst_gl_filtershader_filter_texture (GstGLFilter * filter,
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GstGLMemory * in_tex, GstGLMemory * out_tex);
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static gboolean gst_gl_filtershader_hcallback (GstGLFilter * filter,
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GstGLMemory * in_tex, gpointer stuff);
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static void
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gst_gl_filtershader_class_init (GstGLFilterShaderClass * 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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gst_gl_filter_add_rgba_pad_templates (GST_GL_FILTER_CLASS (klass));
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gobject_class->finalize = gst_gl_filtershader_finalize;
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gobject_class->set_property = gst_gl_filtershader_set_property;
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gobject_class->get_property = gst_gl_filtershader_get_property;
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g_object_class_install_property (gobject_class, PROP_SHADER,
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g_param_spec_object ("shader", "Shader object",
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"GstGLShader to use", GST_TYPE_GL_SHADER,
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G_PARAM_READWRITE | G_PARAM_STATIC_STRINGS));
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g_object_class_install_property (gobject_class, PROP_VERTEX,
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g_param_spec_string ("vertex", "Vertex Source",
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"GLSL vertex source", NULL,
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G_PARAM_READWRITE | G_PARAM_STATIC_STRINGS));
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g_object_class_install_property (gobject_class, PROP_FRAGMENT,
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g_param_spec_string ("fragment", "Fragment Source",
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"GLSL fragment source", NULL,
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G_PARAM_READWRITE | G_PARAM_STATIC_STRINGS));
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/* FIXME: add other stages */
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g_object_class_install_property (gobject_class, PROP_UNIFORMS,
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g_param_spec_boxed ("uniforms", "GLSL Uniforms",
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"GLSL Uniforms", GST_TYPE_STRUCTURE,
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G_PARAM_READWRITE | G_PARAM_STATIC_STRINGS));
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g_object_class_install_property (gobject_class, PROP_UPDATE_SHADER,
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g_param_spec_boolean ("update-shader", "Update Shader",
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"Emit the \'create-shader\' signal for the next frame",
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FALSE, G_PARAM_WRITABLE | G_PARAM_STATIC_STRINGS));
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/*
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* GstGLFilterShader::create-shader:
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* @object: the #GstGLFilterShader
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*
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* Ask's the application for a shader to render with as a result of
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* inititialization or setting the 'update-shader' property.
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*
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* Returns: a new #GstGLShader for use in the rendering pipeline
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*/
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gst_gl_shader_signals[SIGNAL_CREATE_SHADER] =
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g_signal_new ("create-shader", G_TYPE_FROM_CLASS (klass),
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G_SIGNAL_RUN_LAST, 0, NULL, NULL, g_cclosure_marshal_generic,
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GST_TYPE_GL_SHADER, 0);
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gst_element_class_set_metadata (element_class,
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"OpenGL fragment shader filter", "Filter/Effect",
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"Perform operations with a GLSL shader", "<matthew@centricular.com>");
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GST_GL_FILTER_CLASS (klass)->filter = gst_gl_filtershader_filter;
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GST_GL_FILTER_CLASS (klass)->filter_texture =
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gst_gl_filtershader_filter_texture;
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GST_GL_BASE_FILTER_CLASS (klass)->gl_start = gst_gl_filtershader_gl_start;
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GST_GL_BASE_FILTER_CLASS (klass)->gl_stop = gst_gl_filtershader_gl_stop;
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GST_GL_BASE_FILTER_CLASS (klass)->supported_gl_api =
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GST_GL_API_OPENGL | GST_GL_API_GLES2 | GST_GL_API_OPENGL3;
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}
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static void
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gst_gl_filtershader_init (GstGLFilterShader * filtershader)
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{
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filtershader->new_source = TRUE;
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}
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static void
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gst_gl_filtershader_finalize (GObject * object)
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{
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GstGLFilterShader *filtershader = GST_GL_FILTERSHADER (object);
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g_free (filtershader->vertex);
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filtershader->vertex = NULL;
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g_free (filtershader->fragment);
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filtershader->fragment = NULL;
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if (filtershader->uniforms)
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gst_structure_free (filtershader->uniforms);
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filtershader->uniforms = NULL;
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G_OBJECT_CLASS (gst_gl_filtershader_parent_class)->finalize (object);
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}
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static void
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gst_gl_filtershader_set_property (GObject * object, guint prop_id,
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const GValue * value, GParamSpec * pspec)
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{
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GstGLFilterShader *filtershader = GST_GL_FILTERSHADER (object);
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switch (prop_id) {
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case PROP_SHADER:
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GST_OBJECT_LOCK (filtershader);
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gst_object_replace ((GstObject **) & filtershader->shader,
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g_value_dup_object (value));
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filtershader->new_source = FALSE;
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GST_OBJECT_UNLOCK (filtershader);
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break;
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case PROP_VERTEX:
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GST_OBJECT_LOCK (filtershader);
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g_free (filtershader->vertex);
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filtershader->vertex = g_value_dup_string (value);
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filtershader->new_source = TRUE;
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GST_OBJECT_UNLOCK (filtershader);
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break;
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case PROP_FRAGMENT:
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GST_OBJECT_LOCK (filtershader);
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g_free (filtershader->fragment);
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filtershader->fragment = g_value_dup_string (value);
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filtershader->new_source = TRUE;
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GST_OBJECT_UNLOCK (filtershader);
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break;
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case PROP_UNIFORMS:
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GST_OBJECT_LOCK (filtershader);
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if (filtershader->uniforms)
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gst_structure_free (filtershader->uniforms);
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filtershader->uniforms = g_value_dup_boxed (value);
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filtershader->new_uniforms = TRUE;
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GST_OBJECT_UNLOCK (filtershader);
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break;
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case PROP_UPDATE_SHADER:
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GST_OBJECT_LOCK (filtershader);
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filtershader->update_shader = g_value_get_boolean (value);
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GST_OBJECT_UNLOCK (filtershader);
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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_filtershader_get_property (GObject * object, guint prop_id,
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GValue * value, GParamSpec * pspec)
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{
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GstGLFilterShader *filtershader = GST_GL_FILTERSHADER (object);
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switch (prop_id) {
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case PROP_SHADER:
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GST_OBJECT_LOCK (filtershader);
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g_value_set_object (value, filtershader->shader);
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GST_OBJECT_UNLOCK (filtershader);
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break;
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case PROP_VERTEX:
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GST_OBJECT_LOCK (filtershader);
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g_value_set_string (value, filtershader->vertex);
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GST_OBJECT_UNLOCK (filtershader);
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break;
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case PROP_FRAGMENT:
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GST_OBJECT_LOCK (filtershader);
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g_value_set_string (value, filtershader->fragment);
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GST_OBJECT_UNLOCK (filtershader);
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break;
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case PROP_UNIFORMS:
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GST_OBJECT_LOCK (filtershader);
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g_value_set_boxed (value, filtershader->uniforms);
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GST_OBJECT_UNLOCK (filtershader);
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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_filtershader_gl_stop (GstGLBaseFilter * base)
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{
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GstGLFilterShader *filtershader = GST_GL_FILTERSHADER (base);
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if (filtershader->shader)
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gst_object_unref (filtershader->shader);
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filtershader->shader = NULL;
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GST_GL_BASE_FILTER_CLASS (parent_class)->gl_stop (base);
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}
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static gboolean
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gst_gl_filtershader_gl_start (GstGLBaseFilter * base)
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{
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return GST_GL_BASE_FILTER_CLASS (parent_class)->gl_start (base);
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}
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static inline gboolean
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_gst_clock_time_to_double (GstClockTime time, gdouble * result)
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{
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if (!GST_CLOCK_TIME_IS_VALID (time))
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return FALSE;
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*result = (gdouble) time / GST_SECOND;
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return TRUE;
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}
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static inline gboolean
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_gint64_time_val_to_double (gint64 time, gdouble * result)
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{
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if (time == -1)
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return FALSE;
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*result = (gdouble) time / GST_USECOND;
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return TRUE;
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}
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static gboolean
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gst_gl_filtershader_filter (GstGLFilter * filter, GstBuffer * inbuf,
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GstBuffer * outbuf)
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{
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GstGLFilterShader *filtershader = GST_GL_FILTERSHADER (filter);
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if (!_gst_clock_time_to_double (GST_BUFFER_PTS (inbuf), &filtershader->time)) {
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if (!_gst_clock_time_to_double (GST_BUFFER_DTS (inbuf),
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&filtershader->time))
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_gint64_time_val_to_double (g_get_monotonic_time (), &filtershader->time);
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}
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return gst_gl_filter_filter_texture (filter, inbuf, outbuf);
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}
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static gboolean
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gst_gl_filtershader_filter_texture (GstGLFilter * filter, GstGLMemory * in_tex,
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GstGLMemory * out_tex)
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{
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GstGLFilterShader *filtershader = GST_GL_FILTERSHADER (filter);
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gst_gl_filter_render_to_target (filter, in_tex, out_tex,
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gst_gl_filtershader_hcallback, NULL);
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if (!filtershader->shader)
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return FALSE;
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return TRUE;
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}
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static gboolean
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_set_uniform (GQuark field_id, const GValue * value, gpointer user_data)
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{
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GstGLShader *shader = user_data;
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const gchar *field_name = g_quark_to_string (field_id);
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if (G_TYPE_CHECK_VALUE_TYPE ((value), G_TYPE_INT)) {
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gst_gl_shader_set_uniform_1i (shader, field_name, g_value_get_int (value));
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} else if (G_TYPE_CHECK_VALUE_TYPE ((value), G_TYPE_FLOAT)) {
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gst_gl_shader_set_uniform_1f (shader, field_name,
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g_value_get_float (value));
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#if HAVE_GRAPHENE
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} else if (G_TYPE_CHECK_VALUE_TYPE ((value), GRAPHENE_TYPE_VEC2)) {
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graphene_vec2_t *vec2 = g_value_get_boxed (value);
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float x = graphene_vec2_get_x (vec2);
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float y = graphene_vec2_get_y (vec2);
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gst_gl_shader_set_uniform_2f (shader, field_name, x, y);
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} else if (G_TYPE_CHECK_VALUE_TYPE ((value), GRAPHENE_TYPE_VEC3)) {
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graphene_vec3_t *vec3 = g_value_get_boxed (value);
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float x = graphene_vec3_get_x (vec3);
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float y = graphene_vec3_get_y (vec3);
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float z = graphene_vec3_get_z (vec3);
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gst_gl_shader_set_uniform_3f (shader, field_name, x, y, z);
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} else if (G_TYPE_CHECK_VALUE_TYPE ((value), GRAPHENE_TYPE_VEC4)) {
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graphene_vec4_t *vec4 = g_value_get_boxed (value);
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float x = graphene_vec4_get_x (vec4);
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float y = graphene_vec4_get_y (vec4);
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float z = graphene_vec4_get_z (vec4);
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float w = graphene_vec4_get_w (vec4);
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gst_gl_shader_set_uniform_4f (shader, field_name, x, y, z, w);
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} else if (G_TYPE_CHECK_VALUE_TYPE ((value), GRAPHENE_TYPE_MATRIX)) {
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graphene_matrix_t *matrix = g_value_get_boxed (value);
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float matrix_f[16];
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graphene_matrix_to_float (matrix, matrix_f);
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gst_gl_shader_set_uniform_matrix_4fv (shader, field_name, 1, FALSE,
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matrix_f);
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#endif
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} else {
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/* FIXME: Add support for unsigned ints, non 4x4 matrices, etc */
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GST_FIXME ("Don't know how to set the \'%s\' paramater. Unknown type",
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field_name);
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return TRUE;
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}
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return TRUE;
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}
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static void
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_update_uniforms (GstGLFilterShader * filtershader)
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{
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if (filtershader->new_uniforms && filtershader->uniforms) {
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gst_gl_shader_use (filtershader->shader);
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gst_structure_foreach (filtershader->uniforms,
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(GstStructureForeachFunc) _set_uniform, filtershader->shader);
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filtershader->new_uniforms = FALSE;
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}
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}
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static GstGLShader *
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_maybe_recompile_shader (GstGLFilterShader * filtershader)
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{
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GstGLContext *context = GST_GL_BASE_FILTER (filtershader)->context;
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GstGLShader *shader;
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GError *error = NULL;
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GST_OBJECT_LOCK (filtershader);
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if (!filtershader->shader || filtershader->update_shader) {
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filtershader->update_shader = FALSE;
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GST_OBJECT_UNLOCK (filtershader);
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g_signal_emit (filtershader, gst_gl_shader_signals[SIGNAL_CREATE_SHADER], 0,
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&shader);
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GST_OBJECT_LOCK (filtershader);
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if (shader) {
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if (filtershader->shader)
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gst_object_unref (filtershader->shader);
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filtershader->new_source = FALSE;
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filtershader->shader = gst_object_ref (shader);
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filtershader->new_uniforms = TRUE;
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_update_uniforms (filtershader);
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GST_OBJECT_UNLOCK (filtershader);
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return shader;
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}
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}
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if (filtershader->shader) {
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shader = gst_object_ref (filtershader->shader);
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_update_uniforms (filtershader);
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GST_OBJECT_UNLOCK (filtershader);
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|
return shader;
|
|
}
|
|
|
|
if (filtershader->new_source) {
|
|
GstGLSLStage *stage;
|
|
|
|
shader = gst_gl_shader_new (context);
|
|
|
|
if (filtershader->vertex) {
|
|
if (!(stage = gst_glsl_stage_new_with_string (context, GL_VERTEX_SHADER,
|
|
GST_GLSL_VERSION_NONE, GST_GLSL_PROFILE_NONE,
|
|
filtershader->vertex))) {
|
|
g_set_error (&error, GST_GLSL_ERROR, GST_GLSL_ERROR_COMPILE,
|
|
"Failed to create shader vertex stage");
|
|
goto print_error;
|
|
}
|
|
} else {
|
|
stage = gst_glsl_stage_new_default_vertex (context);
|
|
}
|
|
|
|
if (!gst_gl_shader_compile_attach_stage (shader, stage, &error)) {
|
|
gst_object_unref (stage);
|
|
goto print_error;
|
|
}
|
|
|
|
if (filtershader->fragment) {
|
|
if (!(stage = gst_glsl_stage_new_with_string (context, GL_FRAGMENT_SHADER,
|
|
GST_GLSL_VERSION_NONE, GST_GLSL_PROFILE_NONE,
|
|
filtershader->fragment))) {
|
|
g_set_error (&error, GST_GLSL_ERROR, GST_GLSL_ERROR_COMPILE,
|
|
"Failed to create shader fragment stage");
|
|
goto print_error;
|
|
}
|
|
} else {
|
|
stage = gst_glsl_stage_new_default_fragment (context);
|
|
}
|
|
|
|
if (!gst_gl_shader_compile_attach_stage (shader, stage, &error)) {
|
|
gst_object_unref (stage);
|
|
goto print_error;
|
|
}
|
|
|
|
if (!gst_gl_shader_link (shader, &error)) {
|
|
goto print_error;
|
|
}
|
|
if (filtershader->shader)
|
|
gst_object_unref (filtershader->shader);
|
|
filtershader->shader = gst_object_ref (shader);
|
|
filtershader->new_source = FALSE;
|
|
filtershader->new_uniforms = TRUE;
|
|
_update_uniforms (filtershader);
|
|
|
|
GST_OBJECT_UNLOCK (filtershader);
|
|
return shader;
|
|
} else if (filtershader->shader) {
|
|
_update_uniforms (filtershader);
|
|
shader = gst_object_ref (filtershader->shader);
|
|
GST_OBJECT_UNLOCK (filtershader);
|
|
return shader;
|
|
}
|
|
|
|
return NULL;
|
|
|
|
print_error:
|
|
if (shader) {
|
|
gst_object_unref (shader);
|
|
shader = NULL;
|
|
}
|
|
|
|
GST_OBJECT_UNLOCK (filtershader);
|
|
GST_ELEMENT_ERROR (filtershader, RESOURCE, NOT_FOUND,
|
|
("%s", error->message), (NULL));
|
|
return NULL;
|
|
}
|
|
|
|
static gboolean
|
|
gst_gl_filtershader_hcallback (GstGLFilter * filter, GstGLMemory * in_tex,
|
|
gpointer stuff)
|
|
{
|
|
GstGLFilterShader *filtershader = GST_GL_FILTERSHADER (filter);
|
|
GstGLFuncs *gl = GST_GL_BASE_FILTER (filter)->context->gl_vtable;
|
|
GstGLShader *shader;
|
|
|
|
if (!(shader = _maybe_recompile_shader (filtershader)))
|
|
return FALSE;
|
|
|
|
gl->ClearColor (0.0, 0.0, 0.0, 1.0);
|
|
gl->Clear (GL_COLOR_BUFFER_BIT);
|
|
|
|
gst_gl_shader_use (shader);
|
|
|
|
/* FIXME: propertise these */
|
|
gst_gl_shader_set_uniform_1i (shader, "tex", 0);
|
|
gst_gl_shader_set_uniform_1f (shader, "width",
|
|
GST_VIDEO_INFO_WIDTH (&filter->out_info));
|
|
gst_gl_shader_set_uniform_1f (shader, "height",
|
|
GST_VIDEO_INFO_HEIGHT (&filter->out_info));
|
|
gst_gl_shader_set_uniform_1f (shader, "time", filtershader->time);
|
|
|
|
/* FIXME: propertise these */
|
|
filter->draw_attr_position_loc =
|
|
gst_gl_shader_get_attribute_location (shader, "a_position");
|
|
filter->draw_attr_texture_loc =
|
|
gst_gl_shader_get_attribute_location (shader, "a_texcoord");
|
|
|
|
gl->ActiveTexture (GL_TEXTURE0);
|
|
gl->BindTexture (GL_TEXTURE_2D, gst_gl_memory_get_texture_id (in_tex));
|
|
|
|
gst_gl_filter_draw_fullscreen_quad (filter);
|
|
|
|
gst_object_unref (shader);
|
|
|
|
return TRUE;
|
|
}
|