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5da138d1ae
There's no need for the jump to an extra thread in most cases, especially when relying solely on a shader to render. We can use the provided render_to_target() functions to simplify filter writing.
515 lines
16 KiB
C
515 lines
16 KiB
C
/*
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* GStreamer
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* Copyright (C) 2009 Julien Isorce <julien.isorce@mail.com>
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Library General Public
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* License as published by the Free Software Foundation; either
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* version 2 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Library General Public License for more details.
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*
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* You should have received a copy of the GNU Library General Public
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* License along with this library; if not, write to the
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* Free Software Foundation, Inc., 51 Franklin St, Fifth Floor,
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* Boston, MA 02110-1301, USA.
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*/
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/**
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* SECTION:element-deinterlace
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*
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* Deinterlacing using based on fragment shaders.
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*
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* <refsect2>
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* <title>Examples</title>
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* |[
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* gst-launch-1.0 videotestsrc ! glupload ! gldeinterlace ! glimagesink
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* ]|
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* FBO (Frame Buffer Object) and GLSL (OpenGL Shading Language) are required.
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* </refsect2>
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*/
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#ifdef HAVE_CONFIG_H
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#include "config.h"
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#endif
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#include "gstgldeinterlace.h"
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#define GST_CAT_DEFAULT gst_gl_deinterlace_debug
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GST_DEBUG_CATEGORY_STATIC (GST_CAT_DEFAULT);
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enum
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{
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PROP_0,
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PROP_METHOD
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};
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#define DEBUG_INIT \
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GST_DEBUG_CATEGORY_INIT (gst_gl_deinterlace_debug, "gldeinterlace", 0, "gldeinterlace element");
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#define gst_gl_deinterlace_parent_class parent_class
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G_DEFINE_TYPE_WITH_CODE (GstGLDeinterlace, gst_gl_deinterlace,
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GST_TYPE_GL_FILTER, DEBUG_INIT);
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static void gst_gl_deinterlace_set_property (GObject * object,
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guint prop_id, const GValue * value, GParamSpec * pspec);
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static void gst_gl_deinterlace_get_property (GObject * object,
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guint prop_id, GValue * value, GParamSpec * pspec);
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static gboolean gst_gl_deinterlace_start (GstBaseTransform * trans);
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static gboolean gst_gl_deinterlace_reset (GstBaseTransform * trans);
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static gboolean gst_gl_deinterlace_init_fbo (GstGLFilter * filter);
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static gboolean gst_gl_deinterlace_filter (GstGLFilter * filter,
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GstBuffer * inbuf, GstBuffer * outbuf);
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static gboolean gst_gl_deinterlace_filter_texture (GstGLFilter * filter,
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GstGLMemory * in_tex, GstGLMemory * out_tex);
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static gboolean gst_gl_deinterlace_vfir_callback (GstGLFilter * filter,
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GstGLMemory * in_tex, gpointer stuff);
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static gboolean gst_gl_deinterlace_greedyh_callback (GstGLFilter * filter,
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GstGLMemory * in_tex, gpointer stuff);
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/* *INDENT-OFF* */
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static const gchar *greedyh_fragment_source =
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"#ifdef GL_ES\n"
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"precision mediump float;\n"
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"#endif\n"
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"uniform sampler2D tex;\n"
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"uniform sampler2D tex_prev;\n"
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"uniform float max_comb;\n"
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"uniform float motion_threshold;\n"
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"uniform float motion_sense;\n"
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"uniform float width;\n"
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"uniform float height;\n"
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"varying vec2 v_texcoord;\n"
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"void main () {\n"
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" if (int(mod(v_texcoord.y * height, 2.0)) == 0) {\n"
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" gl_FragColor = vec4(texture2D(tex_prev, v_texcoord).rgb, 1.0);\n"
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" } else {\n"
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" vec2 texcoord_L1_a1, texcoord_L3_a1, texcoord_L1, texcoord_L3, texcoord_L1_1, texcoord_L3_1;\n"
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" vec3 L1_a1, L3_a1, L1, L3, L1_1, L3_1;\n"
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" texcoord_L1 = vec2(v_texcoord.x, v_texcoord.y - 1.0 / height);\n"
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" texcoord_L3 = vec2(v_texcoord.x, v_texcoord.y + 1.0 / height);\n"
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" L1 = texture2D(tex_prev, texcoord_L1).rgb;\n"
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" L3 = texture2D(tex_prev, texcoord_L3).rgb;\n"
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" if (v_texcoord.x == 1.0 && v_texcoord.y == 1.0) {\n"
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" L1_1 = L1;\n"
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" L3_1 = L3;\n"
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" } else {\n"
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" texcoord_L1_1 = vec2(v_texcoord.x + 1.0 / width, v_texcoord.y - 1.0 / height);\n"
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" texcoord_L3_1 = vec2(v_texcoord.x + 1.0 / width, v_texcoord.y + 1.0 / height);\n"
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" L1_1 = texture2D(tex_prev, texcoord_L1_1).rgb;\n"
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" L3_1 = texture2D(tex_prev, texcoord_L3_1).rgb;\n"
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" }\n"
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" if (int(ceil(v_texcoord.x + v_texcoord.y)) == 0) {\n"
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" L1_a1 = L1;\n"
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" L3_a1 = L3;\n"
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" } else {\n"
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" texcoord_L1_a1 = vec2(v_texcoord.x - 1.0 / width, v_texcoord.y - 1.0 / height);\n"
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" texcoord_L3_a1 = vec2(v_texcoord.x - 1.0 / width, v_texcoord.y + 1.0 / height);\n"
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" L1_a1 = texture2D(tex_prev, texcoord_L1_a1).rgb;\n"
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" L3_a1 = texture2D(tex_prev, texcoord_L3_a1).rgb;\n"
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" }\n"
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//STEP 1
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" vec3 avg_a1 = (L1_a1 + L3_a1) / 2.0;\n"
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" vec3 avg = (L1 + L3) / 2.0;\n"
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" vec3 avg_1 = (L1_1 + L3_1) / 2.0;\n"
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" vec3 avg_s = (avg_a1 + avg_1) / 2.0;\n"
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" vec3 avg_sc = (avg_s + avg) / 2.0;\n"
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" vec3 L2 = texture2D(tex, v_texcoord).rgb;\n"
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" vec3 LP2 = texture2D(tex_prev, v_texcoord).rgb;\n"
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" vec3 best;\n"
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" if (abs(L2.r - avg_sc.r) < abs(LP2.r - avg_sc.r)) {\n"
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" best.r = L2.r;\n" " } else {\n"
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" best.r = LP2.r;\n"
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" }\n"
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" if (abs(L2.g - avg_sc.g) < abs(LP2.g - avg_sc.g)) {\n"
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" best.g = L2.g;\n"
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" } else {\n"
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" best.g = LP2.g;\n"
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" }\n"
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" if (abs(L2.b - avg_sc.b) < abs(LP2.b - avg_sc.b)) {\n"
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" best.b = L2.b;\n"
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" } else {\n"
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" best.b = LP2.b;\n"
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" }\n"
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//STEP 2
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" vec3 last;\n"
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" last.r = clamp(best.r, max(min(L1.r, L3.r) - max_comb, 0.0), min(max(L1.r, L3.r) + max_comb, 1.0));\n"
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" last.g = clamp(best.g, max(min(L1.g, L3.g) - max_comb, 0.0), min(max(L1.g, L3.g) + max_comb, 1.0));\n"
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" last.b = clamp(best.b, max(min(L1.b, L3.b) - max_comb, 0.0), min(max(L1.b, L3.b) + max_comb, 1.0));\n"
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//STEP 3
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" const vec3 luma = vec3 (0.299011, 0.586987, 0.114001);"
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" float mov = min(max(abs(dot(L2 - LP2, luma)) - motion_threshold, 0.0) * motion_sense, 1.0);\n"
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" last = last * (1.0 - mov) + avg_sc * mov;\n"
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" gl_FragColor = vec4(last, 1.0);\n"
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" }\n"
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"}\n";
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const gchar *vfir_fragment_source =
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"#ifdef GL_ES\n"
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"precision mediump float;\n"
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"#endif\n"
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"uniform sampler2D tex;\n"
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"uniform float width;\n"
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"uniform float height;\n"
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"varying vec2 v_texcoord;\n"
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"void main()\n"
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"{\n"
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" vec2 topcoord, botcoord;\n"
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" vec4 cur_color, top_color, bot_color;\n"
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" topcoord.x = v_texcoord.x;\n"
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" botcoord.x = v_texcoord.x;\n"
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" if (v_texcoord.y == 0.0 || v_texcoord.y == 1.0) {\n"
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" topcoord.y = v_texcoord.y ;\n"
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" botcoord.y = v_texcoord.y ;\n"
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" }\n"
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" else {\n"
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" topcoord.y = v_texcoord.y - 1.0/height;\n"
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" botcoord.y = v_texcoord.y + 1.0/height;\n"
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" }\n"
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" cur_color = texture2D(tex, v_texcoord);\n"
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" top_color = texture2D(tex, topcoord);\n"
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" bot_color = texture2D(tex, botcoord);\n"
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" gl_FragColor = 0.5*cur_color + 0.25*top_color + 0.25*bot_color;\n"
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"}";
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/* *INDENT-ON* */
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/* dont' forget to edit the following when a new method is added */
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typedef enum
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{
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GST_GL_DEINTERLACE_VFIR,
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GST_GL_DEINTERLACE_GREEDYH
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} GstGLDeinterlaceMethod;
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static const GEnumValue *
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gst_gl_deinterlace_get_methods (void)
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{
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static const GEnumValue method_types[] = {
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{GST_GL_DEINTERLACE_VFIR, "Blur Vertical", "vfir"},
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{GST_GL_DEINTERLACE_GREEDYH, "Motion Adaptive: Advanced Detection",
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"greedyh"},
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{0, NULL, NULL}
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};
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return method_types;
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}
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#define GST_TYPE_GL_DEINTERLACE_METHODS (gst_gl_deinterlace_method_get_type ())
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static GType
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gst_gl_deinterlace_method_get_type (void)
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{
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static GType gl_deinterlace_method_type = 0;
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if (!gl_deinterlace_method_type) {
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gl_deinterlace_method_type =
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g_enum_register_static ("GstGLDeinterlaceMethod",
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gst_gl_deinterlace_get_methods ());
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}
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return gl_deinterlace_method_type;
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}
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static void
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gst_gl_deinterlace_set_method (GstGLDeinterlace * deinterlace,
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guint method_types)
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{
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switch (method_types) {
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case GST_GL_DEINTERLACE_VFIR:
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deinterlace->deinterlacefunc = gst_gl_deinterlace_vfir_callback;
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deinterlace->current_method = method_types;
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break;
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case GST_GL_DEINTERLACE_GREEDYH:
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deinterlace->deinterlacefunc = gst_gl_deinterlace_greedyh_callback;
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deinterlace->current_method = method_types;
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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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}
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static void
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gst_gl_deinterlace_class_init (GstGLDeinterlaceClass * klass)
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{
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GObjectClass *gobject_class;
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GstElementClass *element_class;
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gobject_class = (GObjectClass *) klass;
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element_class = GST_ELEMENT_CLASS (klass);
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gobject_class->set_property = gst_gl_deinterlace_set_property;
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gobject_class->get_property = gst_gl_deinterlace_get_property;
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gst_element_class_set_metadata (element_class,
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"OpenGL deinterlacing filter", "Deinterlace",
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"Deinterlacing based on fragment shaders",
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"Julien Isorce <julien.isorce@mail.com>");
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g_object_class_install_property (gobject_class,
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PROP_METHOD,
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g_param_spec_enum ("method",
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"Deinterlace Method",
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"Select which deinterlace method apply to GL video texture",
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GST_TYPE_GL_DEINTERLACE_METHODS,
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GST_GL_DEINTERLACE_VFIR, G_PARAM_READWRITE | G_PARAM_STATIC_STRINGS));
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GST_BASE_TRANSFORM_CLASS (klass)->start = gst_gl_deinterlace_start;
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GST_BASE_TRANSFORM_CLASS (klass)->stop = gst_gl_deinterlace_reset;
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GST_GL_FILTER_CLASS (klass)->filter = gst_gl_deinterlace_filter;
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GST_GL_FILTER_CLASS (klass)->filter_texture =
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gst_gl_deinterlace_filter_texture;
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GST_GL_FILTER_CLASS (klass)->init_fbo = gst_gl_deinterlace_init_fbo;
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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_deinterlace_init (GstGLDeinterlace * filter)
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{
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filter->shaderstable = NULL;
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filter->deinterlacefunc = gst_gl_deinterlace_vfir_callback;
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filter->current_method = GST_GL_DEINTERLACE_VFIR;
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filter->prev_buffer = NULL;
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filter->prev_tex = NULL;
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}
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static gboolean
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gst_gl_deinterlace_start (GstBaseTransform * trans)
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{
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GstGLDeinterlace *deinterlace_filter = GST_GL_DEINTERLACE (trans);
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deinterlace_filter->shaderstable = g_hash_table_new (g_str_hash, g_str_equal);
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return GST_BASE_TRANSFORM_CLASS (parent_class)->start (trans);
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}
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static void
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gst_gl_deinterlace_ghash_func_clean (gpointer key, gpointer value,
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gpointer data)
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{
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GstGLShader *shader = (GstGLShader *) value;
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GstGLFilter *filter = (GstGLFilter *) data;
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//blocking call, wait the opengl thread has destroyed the shader
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gst_gl_context_del_shader (GST_GL_BASE_FILTER (filter)->context, shader);
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value = NULL;
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}
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static gboolean
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gst_gl_deinterlace_reset (GstBaseTransform * trans)
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{
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GstGLDeinterlace *deinterlace_filter = GST_GL_DEINTERLACE (trans);
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gst_buffer_replace (&deinterlace_filter->prev_buffer, NULL);
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//blocking call, wait the opengl thread has destroyed the shader
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if (deinterlace_filter->shaderstable) {
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/* release shaders in the gl thread */
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g_hash_table_foreach (deinterlace_filter->shaderstable,
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gst_gl_deinterlace_ghash_func_clean, deinterlace_filter);
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/* clean the htable without calling values destructors
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* because shaders have been released in the glthread
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* through the foreach func */
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g_hash_table_unref (deinterlace_filter->shaderstable);
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deinterlace_filter->shaderstable = NULL;
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}
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return GST_BASE_TRANSFORM_CLASS (parent_class)->stop (trans);
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}
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static void
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gst_gl_deinterlace_set_property (GObject * object, guint prop_id,
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const GValue * value, GParamSpec * pspec)
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{
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GstGLDeinterlace *filter = GST_GL_DEINTERLACE (object);
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switch (prop_id) {
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case PROP_METHOD:
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gst_gl_deinterlace_set_method (filter, g_value_get_enum (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_deinterlace_get_property (GObject * object, guint prop_id,
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GValue * value, GParamSpec * pspec)
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{
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GstGLDeinterlace *filter = GST_GL_DEINTERLACE (object);
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switch (prop_id) {
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case PROP_METHOD:
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g_value_set_enum (value, filter->current_method);
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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 gboolean
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gst_gl_deinterlace_init_fbo (GstGLFilter * filter)
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{
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return TRUE;
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}
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static gboolean
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gst_gl_deinterlace_filter_texture (GstGLFilter * filter, GstGLMemory * in_tex,
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GstGLMemory * out_tex)
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{
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GstGLDeinterlace *deinterlace_filter = GST_GL_DEINTERLACE (filter);
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//blocking call, use a FBO
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gst_gl_filter_render_to_target (filter, in_tex, out_tex,
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deinterlace_filter->deinterlacefunc, deinterlace_filter);
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return TRUE;
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}
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static gboolean
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gst_gl_deinterlace_filter (GstGLFilter * filter, GstBuffer * inbuf,
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GstBuffer * outbuf)
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{
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GstGLDeinterlace *deinterlace_filter = GST_GL_DEINTERLACE (filter);
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gst_gl_filter_filter_texture (filter, inbuf, outbuf);
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gst_buffer_replace (&deinterlace_filter->prev_buffer, inbuf);
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return TRUE;
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}
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static GstGLShader *
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gst_gl_deinterlace_get_fragment_shader (GstGLFilter * filter,
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const gchar * shader_name, const gchar * shader_source)
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{
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GstGLShader *shader = NULL;
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GstGLDeinterlace *deinterlace_filter = GST_GL_DEINTERLACE (filter);
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GstGLContext *context = GST_GL_BASE_FILTER (filter)->context;
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shader = g_hash_table_lookup (deinterlace_filter->shaderstable, shader_name);
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if (!shader) {
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GError *error = NULL;
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if (!(shader = gst_gl_shader_new_link_with_stages (context, &error,
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gst_glsl_stage_new_default_vertex (context),
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gst_glsl_stage_new_with_string (context, GL_FRAGMENT_SHADER,
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GST_GLSL_VERSION_NONE,
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GST_GLSL_PROFILE_ES | GST_GLSL_PROFILE_COMPATIBILITY,
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shader_source), NULL))) {
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GST_ELEMENT_ERROR (deinterlace_filter, RESOURCE, NOT_FOUND,
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("Failed to initialize %s shader", shader_name), (NULL));
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}
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filter->draw_attr_position_loc =
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gst_gl_shader_get_attribute_location (shader, "a_position");
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filter->draw_attr_texture_loc =
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gst_gl_shader_get_attribute_location (shader, "a_texcoord");
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}
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|
g_hash_table_insert (deinterlace_filter->shaderstable, (gchar *) shader_name,
|
|
shader);
|
|
|
|
return shader;
|
|
}
|
|
|
|
static gboolean
|
|
gst_gl_deinterlace_vfir_callback (GstGLFilter * filter, GstGLMemory * in_tex,
|
|
gpointer user_data)
|
|
{
|
|
GstGLContext *context = GST_GL_BASE_FILTER (filter)->context;
|
|
const GstGLFuncs *gl = context->gl_vtable;
|
|
GstGLShader *shader;
|
|
|
|
shader = gst_gl_deinterlace_get_fragment_shader (filter, "vfir",
|
|
vfir_fragment_source);
|
|
|
|
if (!shader)
|
|
return FALSE;
|
|
|
|
#if GST_GL_HAVE_OPENGL
|
|
if (USING_OPENGL (context)) {
|
|
gl->MatrixMode (GL_PROJECTION);
|
|
gl->LoadIdentity ();
|
|
}
|
|
#endif
|
|
|
|
gst_gl_shader_use (shader);
|
|
|
|
gl->ActiveTexture (GL_TEXTURE0);
|
|
gl->BindTexture (GL_TEXTURE_2D, gst_gl_memory_get_texture_id (in_tex));
|
|
|
|
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_filter_draw_fullscreen_quad (filter);
|
|
|
|
return TRUE;
|
|
}
|
|
|
|
static gboolean
|
|
gst_gl_deinterlace_greedyh_callback (GstGLFilter * filter, GstGLMemory * in_tex,
|
|
gpointer user_data)
|
|
{
|
|
GstGLShader *shader;
|
|
GstGLDeinterlace *deinterlace_filter = GST_GL_DEINTERLACE (filter);
|
|
GstGLContext *context = GST_GL_BASE_FILTER (filter)->context;
|
|
GstGLFuncs *gl = context->gl_vtable;
|
|
|
|
shader =
|
|
gst_gl_deinterlace_get_fragment_shader (filter, "greedhy",
|
|
greedyh_fragment_source);
|
|
|
|
if (!shader)
|
|
return FALSE;
|
|
|
|
#if GST_GL_HAVE_OPENGL
|
|
if (USING_OPENGL (context)) {
|
|
gl->MatrixMode (GL_PROJECTION);
|
|
gl->LoadIdentity ();
|
|
}
|
|
#endif
|
|
|
|
gst_gl_shader_use (shader);
|
|
|
|
if (G_LIKELY (deinterlace_filter->prev_tex != NULL)) {
|
|
gl->ActiveTexture (GL_TEXTURE1);
|
|
gst_gl_shader_set_uniform_1i (shader, "tex_prev", 1);
|
|
gl->BindTexture (GL_TEXTURE_2D,
|
|
gst_gl_memory_get_texture_id (deinterlace_filter->prev_tex));
|
|
}
|
|
|
|
gl->ActiveTexture (GL_TEXTURE0);
|
|
gl->BindTexture (GL_TEXTURE_2D, gst_gl_memory_get_texture_id (in_tex));
|
|
|
|
gst_gl_shader_set_uniform_1i (shader, "tex", 0);
|
|
gst_gl_shader_set_uniform_1f (shader, "max_comb", 5.0f / 255.0f);
|
|
gst_gl_shader_set_uniform_1f (shader, "motion_threshold", 25.0f / 255.0f);
|
|
gst_gl_shader_set_uniform_1f (shader, "motion_sense", 30.0f / 255.0f);
|
|
|
|
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_filter_draw_fullscreen_quad (filter);
|
|
|
|
/* we keep the previous buffer around so this is safe */
|
|
deinterlace_filter->prev_tex = in_tex;
|
|
|
|
return TRUE;
|
|
}
|