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58e392f129
Use clutter_threads_API. When just using glupload from rgb, we have to be sure that the upload texture is not in use in our gst gl context.
3361 lines
112 KiB
C
3361 lines
112 KiB
C
/*
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* GStreamer
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* Copyright (C) 2007 David A. Schleef <ds@schleef.org>
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* Copyright (C) 2008 Julien Isorce <julien.isorce@gmail.com>
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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 <gst/video/gstvideosink.h>
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#include "gstgldisplay.h"
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/*
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* gst-launch-0.10 --gst-debug=gldisplay:N pipeline
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* N=1: errors
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* N=2: errors warnings
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* N=3: errors warnings infos
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* N=4: errors warnings infos
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* N=5: errors warnings infos logs
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*/
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GST_DEBUG_CATEGORY_STATIC (gst_gl_display_debug);
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#define GST_CAT_DEFAULT gst_gl_display_debug
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#define DEBUG_INIT(bla) \
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GST_DEBUG_CATEGORY_INIT (gst_gl_display_debug, "gldisplay", 0, "opengl display");
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GST_BOILERPLATE_FULL (GstGLDisplay, gst_gl_display, GObject, G_TYPE_OBJECT,
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DEBUG_INIT);
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static void gst_gl_display_finalize (GObject * object);
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/* Called in the gl thread, protected by lock and unlock */
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gpointer gst_gl_display_thread_create_context (GstGLDisplay * display);
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void gst_gl_display_thread_destroy_context (GstGLDisplay * display);
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void gst_gl_display_thread_run_generic (GstGLDisplay * display);
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void gst_gl_display_thread_gen_texture (GstGLDisplay * display);
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void gst_gl_display_thread_del_texture (GstGLDisplay * display);
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#ifdef OPENGL_ES2
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void gst_gl_display_thread_init_redisplay (GstGLDisplay * display);
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#endif
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void gst_gl_display_thread_init_upload (GstGLDisplay * display);
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void gst_gl_display_thread_do_upload (GstGLDisplay * display);
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void gst_gl_display_thread_init_download (GstGLDisplay * display);
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void gst_gl_display_thread_do_download (GstGLDisplay * display);
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void gst_gl_display_thread_gen_fbo (GstGLDisplay * display);
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void gst_gl_display_thread_use_fbo (GstGLDisplay * display);
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void gst_gl_display_thread_del_fbo (GstGLDisplay * display);
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void gst_gl_display_thread_gen_shader (GstGLDisplay * display);
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void gst_gl_display_thread_del_shader (GstGLDisplay * display);
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/* private methods */
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void gst_gl_display_lock (GstGLDisplay * display);
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void gst_gl_display_unlock (GstGLDisplay * display);
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void gst_gl_display_on_resize (GstGLDisplay * display, gint width, gint height);
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void gst_gl_display_on_draw (GstGLDisplay * display);
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void gst_gl_display_on_close (GstGLDisplay * display);
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void gst_gl_display_glgen_texture (GstGLDisplay * display, GLuint * pTexture,
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GLint width, GLint height);
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void gst_gl_display_gldel_texture (GstGLDisplay * display, GLuint * pTexture,
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GLint width, GLint height);
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gboolean gst_gl_display_texture_pool_func_clean (gpointer key, gpointer value,
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gpointer data);
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void gst_gl_display_check_framebuffer_status (void);
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/* To not make gst_gl_display_thread_do_upload
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* and gst_gl_display_thread_do_download too big */
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void gst_gl_display_thread_init_upload_fbo (GstGLDisplay * display);
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void gst_gl_display_thread_do_upload_make (GstGLDisplay * display);
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void gst_gl_display_thread_do_upload_fill (GstGLDisplay * display);
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void gst_gl_display_thread_do_upload_draw (GstGLDisplay * display);
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void gst_gl_display_thread_do_download_draw_rgb (GstGLDisplay * display);
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void gst_gl_display_thread_do_download_draw_yuv (GstGLDisplay * display);
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//------------------------------------------------------------
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//---------------------- For klass GstGLDisplay ---------------
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//------------------------------------------------------------
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static void
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gst_gl_display_base_init (gpointer g_class)
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{
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}
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static void
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gst_gl_display_class_init (GstGLDisplayClass * klass)
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{
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G_OBJECT_CLASS (klass)->finalize = gst_gl_display_finalize;
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}
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static void
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gst_gl_display_init (GstGLDisplay * display, GstGLDisplayClass * klass)
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{
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//thread safe
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display->mutex = g_mutex_new ();
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//gl context
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display->gl_thread = NULL;
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display->gl_window = NULL;
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display->visible = FALSE;
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display->isAlive = TRUE;
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display->texture_pool = g_hash_table_new (g_direct_hash, g_direct_equal);
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//conditions
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display->cond_create_context = g_cond_new ();
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display->cond_destroy_context = g_cond_new ();
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//action redisplay
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display->redisplay_texture = 0;
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display->redisplay_texture_width = 0;
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display->redisplay_texture_height = 0;
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display->keep_aspect_ratio = FALSE;
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#ifdef OPENGL_ES2
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display->redisplay_shader = NULL;
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display->redisplay_attr_position_loc = 0;
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display->redisplay_attr_texture_loc = 0;
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#endif
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//action gen and del texture
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display->gen_texture = 0;
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display->gen_texture_width = 0;
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display->gen_texture_height = 0;
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display->del_texture = 0;
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display->del_texture_width = 0;
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display->del_texture_height = 0;
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//client callbacks
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display->clientReshapeCallback = NULL;
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display->clientDrawCallback = NULL;
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//upload
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display->upload_fbo = 0;
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display->upload_depth_buffer = 0;
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display->upload_outtex = 0;
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display->upload_intex = 0;
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display->upload_intex_u = 0;
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display->upload_intex_v = 0;
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display->upload_width = 0;
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display->upload_height = 0;
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display->upload_video_format = GST_VIDEO_FORMAT_RGBx;
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display->upload_colorspace_conversion = GST_GL_DISPLAY_CONVERSION_MESA;
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display->upload_data_width = 0;
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display->upload_data_height = 0;
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display->upload_data = NULL;
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//foreign gl context
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display->external_gl_context = 0;
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//filter gen fbo
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display->gen_fbo_width = 0;
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display->gen_fbo_height = 0;
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display->generated_fbo = 0;
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display->generated_depth_buffer = 0;
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//filter use fbo
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display->use_fbo = 0;
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display->use_depth_buffer = 0;
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display->use_fbo_texture = 0;
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display->use_fbo_width = 0;
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display->use_fbo_height = 0;
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display->use_fbo_scene_cb = NULL;
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display->use_fbo_proj_param1 = 0;
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display->use_fbo_proj_param2 = 0;
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display->use_fbo_proj_param3 = 0;
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display->use_fbo_proj_param4 = 0;
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display->use_fbo_projection = 0;
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display->use_fbo_stuff = NULL;
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display->input_texture_width = 0;
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display->input_texture_height = 0;
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display->input_texture = 0;
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//filter del fbo
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display->del_fbo = 0;
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display->del_depth_buffer = 0;
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//download
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display->download_fbo = 0;
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display->download_depth_buffer = 0;
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display->download_texture = 0;
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display->download_texture_u = 0;
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display->download_texture_v = 0;
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display->download_width = 0;
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display->download_height = 0;
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display->download_video_format = 0;
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display->download_data = NULL;
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display->ouput_texture = 0;
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display->ouput_texture_width = 0;
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display->ouput_texture_height = 0;
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//action gen and del shader
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display->gen_shader_fragment_source = NULL;
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display->gen_shader_vertex_source = NULL;
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display->gen_shader = NULL;
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display->del_shader = NULL;
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//fragment shader upload
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display->shader_upload_YUY2 = NULL;
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display->shader_upload_UYVY = NULL;
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display->shader_upload_I420_YV12 = NULL;
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display->shader_upload_AYUV = NULL;
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#ifdef OPENGL_ES2
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display->shader_upload_attr_position_loc = 0;
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display->shader_upload_attr_texture_loc = 0;
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#endif
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//fragment shader download
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display->shader_download_YUY2 = NULL;
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display->shader_download_UYVY = NULL;
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display->shader_download_I420_YV12 = NULL;
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display->shader_download_AYUV = NULL;
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#ifdef OPENGL_ES2
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display->shader_download_attr_position_loc = 0;
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display->shader_download_attr_texture_loc = 0;
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display->shader_download_RGB = NULL;
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#endif
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//YUY2:r,g,a
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//UYVY:a,b,r
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display->text_shader_upload_YUY2_UYVY =
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#ifndef OPENGL_ES2
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"#extension GL_ARB_texture_rectangle : enable\n"
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"uniform sampler2DRect Ytex, UVtex;\n"
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#else
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"precision mediump float;\n"
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"varying vec2 v_texCoord;\n" "uniform sampler2D Ytex, UVtex;\n"
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#endif
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"void main(void) {\n" " float fx, fy, y, u, v, r, g, b;\n"
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#ifndef OPENGL_ES2
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" fx = gl_TexCoord[0].x;\n"
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" fy = gl_TexCoord[0].y;\n"
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" y = texture2DRect(Ytex,vec2(fx,fy)).%c;\n"
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" u = texture2DRect(UVtex,vec2(fx*0.5,fy)).%c;\n"
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" v = texture2DRect(UVtex,vec2(fx*0.5,fy)).%c;\n"
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#else
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" fx = v_texCoord.x;\n"
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" fy = v_texCoord.y;\n"
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" y = texture2D(Ytex,vec2(fx,fy)).%c;\n"
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" u = texture2D(UVtex,vec2(fx*0.5,fy)).%c;\n"
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" v = texture2D(UVtex,vec2(fx*0.5,fy)).%c;\n"
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#endif
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" y=1.164*(y-0.0627);\n"
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" u=u-0.5;\n"
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" v=v-0.5;\n"
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" r = y+1.5958*v;\n"
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" g = y-0.39173*u-0.81290*v;\n"
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" b = y+2.017*u;\n" " gl_FragColor = vec4(r, g, b, 1.0);\n" "}\n";
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//ATI: "*0.5", ""
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//normal: "", "*0.5"
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display->text_shader_upload_I420_YV12 =
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#ifndef OPENGL_ES2
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"#extension GL_ARB_texture_rectangle : enable\n"
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"uniform sampler2DRect Ytex,Utex,Vtex;\n"
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#else
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"precision mediump float;\n"
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"varying vec2 v_texCoord;\n" "uniform sampler2D Ytex,Utex,Vtex;\n"
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#endif
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"void main(void) {\n" " float r,g,b,y,u,v;\n"
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#ifndef OPENGL_ES2
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" vec2 nxy = gl_TexCoord[0].xy;\n"
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" y=texture2DRect(Ytex,nxy%s).r;\n"
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" u=texture2DRect(Utex,nxy%s).r;\n"
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" v=texture2DRect(Vtex,nxy*0.5).r;\n"
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#else
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" vec2 nxy = v_texCoord.xy;\n"
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" y=texture2D(Ytex,nxy).r;\n"
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" u=texture2D(Utex,nxy).r;\n" " v=texture2D(Vtex,nxy).r;\n"
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#endif
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" y=1.1643*(y-0.0625);\n"
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" u=u-0.5;\n"
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" v=v-0.5;\n"
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" r=y+1.5958*v;\n"
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" g=y-0.39173*u-0.81290*v;\n"
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" b=y+2.017*u;\n" " gl_FragColor=vec4(r,g,b,1.0);\n" "}\n";
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display->text_shader_upload_AYUV =
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#ifndef OPENGL_ES2
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"#extension GL_ARB_texture_rectangle : enable\n"
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"uniform sampler2DRect tex;\n"
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#else
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"precision mediump float;\n"
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"varying vec2 v_texCoord;\n" "uniform sampler2D tex;\n"
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#endif
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"void main(void) {\n" " float r,g,b,y,u,v;\n"
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#ifndef OPENGL_ES2
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" vec2 nxy=gl_TexCoord[0].xy;\n"
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" y=texture2DRect(tex,nxy).r;\n"
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" u=texture2DRect(tex,nxy).g;\n" " v=texture2DRect(tex,nxy).b;\n"
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#else
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" vec2 nxy = v_texCoord.xy;\n"
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" y=texture2D(tex,nxy).g;\n"
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" u=texture2D(tex,nxy).b;\n" " v=texture2D(tex,nxy).a;\n"
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#endif
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" y=1.1643*(y-0.0625);\n"
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" u=u-0.5;\n"
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" v=v-0.5;\n"
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" r=y+1.5958*v;\n"
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" g=y-0.39173*u-0.81290*v;\n"
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" b=y+2.017*u;\n" " gl_FragColor=vec4(r,g,b,1.0);\n" "}\n";
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//YUY2:y2,u,y1,v
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//UYVY:v,y1,u,y2
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display->text_shader_download_YUY2_UYVY =
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#ifndef OPENGL_ES2
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"#extension GL_ARB_texture_rectangle : enable\n"
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"uniform sampler2DRect tex;\n"
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#else
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"precision mediump float;\n"
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"varying vec2 v_texCoord;\n" "uniform sampler2D tex;\n"
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#endif
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"void main(void) {\n" " float fx,fy,r,g,b,r2,g2,b2,y1,y2,u,v;\n"
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#ifndef OPENGL_ES2
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" fx = gl_TexCoord[0].x;\n"
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" fy = gl_TexCoord[0].y;\n"
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" r=texture2DRect(tex,vec2(fx*2.0,fy)).r;\n"
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" g=texture2DRect(tex,vec2(fx*2.0,fy)).g;\n"
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" b=texture2DRect(tex,vec2(fx*2.0,fy)).b;\n"
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" r2=texture2DRect(tex,vec2(fx*2.0+1.0,fy)).r;\n"
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" g2=texture2DRect(tex,vec2(fx*2.0+1.0,fy)).g;\n"
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" b2=texture2DRect(tex,vec2(fx*2.0+1.0,fy)).b;\n"
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#else
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" fx = v_texCoord.x;\n"
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" fy = v_texCoord.y;\n"
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" r=texture2D(tex,vec2(fx*2.0,fy)).r;\n"
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" g=texture2D(tex,vec2(fx*2.0,fy)).g;\n"
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" b=texture2D(tex,vec2(fx*2.0,fy)).b;\n"
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" r2=texture2D(tex,vec2(fx*2.0+1.0,fy)).r;\n"
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" g2=texture2D(tex,vec2(fx*2.0+1.0,fy)).g;\n"
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" b2=texture2D(tex,vec2(fx*2.0+1.0,fy)).b;\n"
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#endif
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" y1=0.299011*r + 0.586987*g + 0.114001*b;\n"
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" y2=0.299011*r2 + 0.586987*g2 + 0.114001*b2;\n"
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" u=-0.148246*r -0.29102*g + 0.439266*b;\n"
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" v=0.439271*r - 0.367833*g - 0.071438*b ;\n"
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" y1=0.858885*y1 + 0.0625;\n"
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" y2=0.858885*y2 + 0.0625;\n"
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" u=u + 0.5;\n" " v=v + 0.5;\n" " gl_FragColor=vec4(%s);\n" "}\n";
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//no OpenGL ES 2.0 support because for now it's not possible
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//to attach multiple textures to a frame buffer object
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display->text_shader_download_I420_YV12 =
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"#extension GL_ARB_texture_rectangle : enable\n"
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"uniform sampler2DRect tex;\n"
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"uniform float w, h;\n"
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"void main(void) {\n"
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" float r,g,b,r2,b2,g2,y,u,v;\n"
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" vec2 nxy=gl_TexCoord[0].xy;\n"
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" vec2 nxy2=mod(2.0*nxy, vec2(w, h));\n"
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" r=texture2DRect(tex,nxy).r;\n"
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" g=texture2DRect(tex,nxy).g;\n"
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" b=texture2DRect(tex,nxy).b;\n"
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" r2=texture2DRect(tex,nxy2).r;\n"
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" g2=texture2DRect(tex,nxy2).g;\n"
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" b2=texture2DRect(tex,nxy2).b;\n"
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" y=0.299011*r + 0.586987*g + 0.114001*b;\n"
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" u=-0.148246*r2 -0.29102*g2 + 0.439266*b2;\n"
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" v=0.439271*r2 - 0.367833*g2 - 0.071438*b2 ;\n"
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" y=0.858885*y + 0.0625;\n"
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" u=u + 0.5;\n"
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" v=v + 0.5;\n"
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" gl_FragData[0] = vec4(y, 0.0, 0.0, 1.0);\n"
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" gl_FragData[1] = vec4(u, 0.0, 0.0, 1.0);\n"
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" gl_FragData[2] = vec4(v, 0.0, 0.0, 1.0);\n" "}\n";
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display->text_shader_download_AYUV =
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#ifndef OPENGL_ES2
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"#extension GL_ARB_texture_rectangle : enable\n"
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"uniform sampler2DRect tex;\n"
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#else
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"precision mediump float;\n"
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"varying vec2 v_texCoord;\n" "uniform sampler2D tex;\n"
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#endif
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"void main(void) {\n" " float r,g,b,y,u,v;\n"
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#ifndef OPENGL_ES2
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" vec2 nxy=gl_TexCoord[0].xy;\n"
|
|
" r=texture2DRect(tex,nxy).r;\n"
|
|
" g=texture2DRect(tex,nxy).g;\n" " b=texture2DRect(tex,nxy).b;\n"
|
|
#else
|
|
" vec2 nxy=v_texCoord.xy;\n"
|
|
" r=texture2D(tex,nxy).r;\n"
|
|
" g=texture2D(tex,nxy).g;\n" " b=texture2D(tex,nxy).b;\n"
|
|
#endif
|
|
" y=0.299011*r + 0.586987*g + 0.114001*b;\n"
|
|
" u=-0.148246*r -0.29102*g + 0.439266*b;\n"
|
|
" v=0.439271*r - 0.367833*g - 0.071438*b ;\n"
|
|
" y=0.858885*y + 0.0625;\n" " u=u + 0.5;\n" " v=v + 0.5;\n"
|
|
#ifndef OPENGL_ES2
|
|
" gl_FragColor=vec4(y,u,v,1.0);\n"
|
|
#else
|
|
" gl_FragColor=vec4(1.0,y,u,v);\n"
|
|
#endif
|
|
"}\n";
|
|
|
|
#ifdef OPENGL_ES2
|
|
display->redisplay_vertex_shader_str =
|
|
"attribute vec4 a_position; \n"
|
|
"attribute vec2 a_texCoord; \n"
|
|
"varying vec2 v_texCoord; \n"
|
|
"void main() \n"
|
|
"{ \n"
|
|
" gl_Position = a_position; \n"
|
|
" v_texCoord = a_texCoord; \n" "} \n";
|
|
|
|
display->redisplay_fragment_shader_str =
|
|
"precision mediump float; \n"
|
|
"varying vec2 v_texCoord; \n"
|
|
"uniform sampler2D s_texture; \n"
|
|
"void main() \n"
|
|
"{ \n"
|
|
" gl_FragColor = texture2D( s_texture, v_texCoord );\n"
|
|
"} \n";
|
|
|
|
display->text_vertex_shader_upload =
|
|
"attribute vec4 a_position; \n"
|
|
"attribute vec2 a_texCoord; \n"
|
|
"varying vec2 v_texCoord; \n"
|
|
"void main() \n"
|
|
"{ \n"
|
|
" gl_Position = a_position; \n"
|
|
" v_texCoord = a_texCoord; \n" "} \n";
|
|
|
|
display->text_vertex_shader_download =
|
|
"attribute vec4 a_position; \n"
|
|
"attribute vec2 a_texCoord; \n"
|
|
"varying vec2 v_texCoord; \n"
|
|
"void main() \n"
|
|
"{ \n"
|
|
" gl_Position = a_position; \n"
|
|
" v_texCoord = a_texCoord; \n" "} \n";
|
|
|
|
display->text_fragment_shader_download_RGB =
|
|
"precision mediump float; \n"
|
|
"varying vec2 v_texCoord; \n"
|
|
"uniform sampler2D s_texture; \n"
|
|
"void main() \n"
|
|
"{ \n"
|
|
" gl_FragColor = texture2D( s_texture, v_texCoord );\n"
|
|
"} \n";
|
|
#endif
|
|
}
|
|
|
|
static void
|
|
gst_gl_display_finalize (GObject * object)
|
|
{
|
|
GstGLDisplay *display = GST_GL_DISPLAY (object);
|
|
|
|
if (display->mutex && display->gl_window) {
|
|
|
|
gst_gl_display_lock (display);
|
|
|
|
gst_gl_window_set_resize_callback (display->gl_window, NULL, NULL);
|
|
gst_gl_window_set_draw_callback (display->gl_window, NULL, NULL);
|
|
gst_gl_window_set_close_callback (display->gl_window, NULL, NULL);
|
|
|
|
GST_INFO ("send quit gl window loop");
|
|
|
|
gst_gl_window_quit_loop (display->gl_window,
|
|
GST_GL_WINDOW_CB (gst_gl_display_thread_destroy_context), display);
|
|
|
|
GST_INFO ("quit sent to gl window loop");
|
|
|
|
g_cond_wait (display->cond_destroy_context, display->mutex);
|
|
GST_INFO ("quit received from gl window");
|
|
gst_gl_display_unlock (display);
|
|
}
|
|
|
|
if (display->gl_thread) {
|
|
gpointer ret = g_thread_join (display->gl_thread);
|
|
GST_INFO ("gl thread joined");
|
|
if (ret != NULL)
|
|
GST_ERROR ("gl thread returned a not null pointer");
|
|
display->gl_thread = NULL;
|
|
}
|
|
|
|
if (display->texture_pool) {
|
|
//texture pool is empty after destroying the gl context
|
|
if (g_hash_table_size (display->texture_pool) != 0)
|
|
GST_ERROR ("texture pool is not empty");
|
|
g_hash_table_unref (display->texture_pool);
|
|
display->texture_pool = NULL;
|
|
}
|
|
if (display->mutex) {
|
|
g_mutex_free (display->mutex);
|
|
display->mutex = NULL;
|
|
}
|
|
if (display->cond_destroy_context) {
|
|
g_cond_free (display->cond_destroy_context);
|
|
display->cond_destroy_context = NULL;
|
|
}
|
|
if (display->cond_create_context) {
|
|
g_cond_free (display->cond_create_context);
|
|
display->cond_create_context = NULL;
|
|
}
|
|
if (display->clientReshapeCallback)
|
|
display->clientReshapeCallback = NULL;
|
|
if (display->clientDrawCallback)
|
|
display->clientDrawCallback = NULL;
|
|
if (display->use_fbo_scene_cb)
|
|
display->use_fbo_scene_cb = NULL;
|
|
if (display->use_fbo_stuff)
|
|
display->use_fbo_stuff = NULL;
|
|
}
|
|
|
|
|
|
//------------------------------------------------------------
|
|
//------------------ BEGIN GL THREAD PROCS -------------------
|
|
//------------------------------------------------------------
|
|
|
|
/* Called in the gl thread */
|
|
gpointer
|
|
gst_gl_display_thread_create_context (GstGLDisplay * display)
|
|
{
|
|
GLenum err = 0;
|
|
|
|
display->gl_window =
|
|
gst_gl_window_new (display->upload_width, display->upload_height,
|
|
display->external_gl_context);
|
|
|
|
if (!display->gl_window) {
|
|
display->isAlive = FALSE;
|
|
GST_ERROR_OBJECT (display, "Failed to create gl window");
|
|
g_cond_signal (display->cond_create_context);
|
|
return NULL;
|
|
}
|
|
|
|
GST_INFO ("gl window created");
|
|
|
|
//Init glew
|
|
err = glewInit ();
|
|
if (err != GLEW_OK) {
|
|
GST_ERROR_OBJECT (display, "Failed to init GLEW: %s",
|
|
glewGetErrorString (err));
|
|
display->isAlive = FALSE;
|
|
} else {
|
|
//OpenGL > 1.2.0 and Glew > 1.4.0
|
|
GString *opengl_version =
|
|
g_string_truncate (g_string_new ((gchar *) glGetString (GL_VERSION)),
|
|
3);
|
|
gint opengl_version_major = 0;
|
|
gint opengl_version_minor = 0;
|
|
|
|
sscanf (opengl_version->str, "%d.%d", &opengl_version_major,
|
|
&opengl_version_minor);
|
|
|
|
GST_INFO ("GL_VERSION: %s", glGetString (GL_VERSION));
|
|
GST_INFO ("GLEW_VERSION: %s", glewGetString (GLEW_VERSION));
|
|
if (glGetString (GL_SHADING_LANGUAGE_VERSION))
|
|
GST_INFO ("GL_SHADING_LANGUAGE_VERSION: %s",
|
|
glGetString (GL_SHADING_LANGUAGE_VERSION));
|
|
else
|
|
GST_INFO ("Your driver does not support GLSL (OpenGL Shading Language)");
|
|
|
|
GST_INFO ("GL_VENDOR: %s", glGetString (GL_VENDOR));
|
|
GST_INFO ("GL_RENDERER: %s", glGetString (GL_RENDERER));
|
|
|
|
g_string_free (opengl_version, TRUE);
|
|
|
|
#ifndef OPENGL_ES2
|
|
if ((opengl_version_major < 1) ||
|
|
(GLEW_VERSION_MAJOR < 1) ||
|
|
(opengl_version_major < 2 && opengl_version_major >= 1
|
|
&& opengl_version_minor < 2) || (GLEW_VERSION_MAJOR < 2
|
|
&& GLEW_VERSION_MAJOR >= 1 && GLEW_VERSION_MINOR < 4)) {
|
|
//turn off the pipeline, the old drivers are not yet supported
|
|
GST_WARNING ("Required OpenGL >= 1.2.0 and Glew >= 1.4.0");
|
|
display->isAlive = FALSE;
|
|
}
|
|
#else
|
|
if (!GL_ES_VERSION_2_0) {
|
|
GST_WARNING ("Required OpenGL ES > 2.0");
|
|
display->isAlive = FALSE;
|
|
}
|
|
#endif
|
|
}
|
|
|
|
//setup callbacks
|
|
gst_gl_window_set_resize_callback (display->gl_window,
|
|
GST_GL_WINDOW_CB2 (gst_gl_display_on_resize), display);
|
|
gst_gl_window_set_draw_callback (display->gl_window,
|
|
GST_GL_WINDOW_CB (gst_gl_display_on_draw), display);
|
|
gst_gl_window_set_close_callback (display->gl_window,
|
|
GST_GL_WINDOW_CB (gst_gl_display_on_close), display);
|
|
|
|
g_cond_signal (display->cond_create_context);
|
|
|
|
gst_gl_window_run_loop (display->gl_window);
|
|
|
|
GST_INFO ("loop exited\n");
|
|
|
|
gst_gl_display_lock (display);
|
|
|
|
display->isAlive = FALSE;
|
|
|
|
g_object_unref (G_OBJECT (display->gl_window));
|
|
|
|
display->gl_window = NULL;
|
|
|
|
g_cond_signal (display->cond_destroy_context);
|
|
|
|
gst_gl_display_unlock (display);
|
|
|
|
return NULL;
|
|
}
|
|
|
|
|
|
/* Called in the gl thread */
|
|
void
|
|
gst_gl_display_thread_destroy_context (GstGLDisplay * display)
|
|
{
|
|
//colorspace_conversion specific
|
|
switch (display->upload_colorspace_conversion) {
|
|
case GST_GL_DISPLAY_CONVERSION_MESA:
|
|
case GST_GL_DISPLAY_CONVERSION_MATRIX:
|
|
break;
|
|
case GST_GL_DISPLAY_CONVERSION_GLSL:
|
|
{
|
|
glUseProgramObjectARB (0);
|
|
if (display->shader_upload_YUY2) {
|
|
g_object_unref (G_OBJECT (display->shader_upload_YUY2));
|
|
display->shader_upload_YUY2 = NULL;
|
|
}
|
|
if (display->shader_upload_UYVY) {
|
|
g_object_unref (G_OBJECT (display->shader_upload_UYVY));
|
|
display->shader_upload_UYVY = NULL;
|
|
}
|
|
if (display->shader_upload_I420_YV12) {
|
|
g_object_unref (G_OBJECT (display->shader_upload_I420_YV12));
|
|
display->shader_upload_I420_YV12 = NULL;
|
|
}
|
|
if (display->shader_upload_AYUV) {
|
|
g_object_unref (G_OBJECT (display->shader_upload_AYUV));
|
|
display->shader_upload_AYUV = NULL;
|
|
}
|
|
if (display->shader_download_YUY2) {
|
|
g_object_unref (G_OBJECT (display->shader_download_YUY2));
|
|
display->shader_download_YUY2 = NULL;
|
|
}
|
|
if (display->shader_download_UYVY) {
|
|
g_object_unref (G_OBJECT (display->shader_download_UYVY));
|
|
display->shader_download_UYVY = NULL;
|
|
}
|
|
if (display->shader_download_I420_YV12) {
|
|
g_object_unref (G_OBJECT (display->shader_download_I420_YV12));
|
|
display->shader_download_I420_YV12 = NULL;
|
|
}
|
|
if (display->shader_download_AYUV) {
|
|
g_object_unref (G_OBJECT (display->shader_download_AYUV));
|
|
display->shader_download_AYUV = NULL;
|
|
}
|
|
#ifdef OPENGL_ES2
|
|
if (display->shader_download_RGB) {
|
|
g_object_unref (G_OBJECT (display->shader_download_RGB));
|
|
display->shader_download_RGB = NULL;
|
|
}
|
|
#endif
|
|
}
|
|
break;
|
|
default:
|
|
g_assert_not_reached ();
|
|
}
|
|
|
|
if (display->upload_fbo) {
|
|
glDeleteFramebuffersEXT (1, &display->upload_fbo);
|
|
display->upload_fbo = 0;
|
|
}
|
|
if (display->upload_depth_buffer) {
|
|
glDeleteRenderbuffersEXT (1, &display->upload_depth_buffer);
|
|
display->upload_depth_buffer = 0;
|
|
}
|
|
if (display->download_fbo) {
|
|
glDeleteFramebuffersEXT (1, &display->download_fbo);
|
|
display->download_fbo = 0;
|
|
}
|
|
if (display->download_depth_buffer) {
|
|
glDeleteRenderbuffersEXT (1, &display->download_depth_buffer);
|
|
display->download_depth_buffer = 0;
|
|
}
|
|
if (display->download_texture) {
|
|
glDeleteTextures (1, &display->download_texture);
|
|
display->download_texture = 0;
|
|
}
|
|
if (display->download_texture_u) {
|
|
glDeleteTextures (1, &display->download_texture_u);
|
|
display->download_texture_u = 0;
|
|
}
|
|
if (display->download_texture_v) {
|
|
glDeleteTextures (1, &display->download_texture_v);
|
|
display->download_texture_v = 0;
|
|
}
|
|
if (display->upload_intex != 0) {
|
|
glDeleteTextures (1, &display->upload_intex);
|
|
display->upload_intex = 0;
|
|
}
|
|
if (display->upload_intex_u != 0) {
|
|
glDeleteTextures (1, &display->upload_intex_u);
|
|
display->upload_intex_u = 0;
|
|
}
|
|
if (display->upload_intex_v != 0) {
|
|
glDeleteTextures (1, &display->upload_intex_v);
|
|
display->upload_intex_v = 0;
|
|
}
|
|
#ifdef OPENGL_ES2
|
|
if (display->redisplay_shader) {
|
|
g_object_unref (G_OBJECT (display->redisplay_shader));
|
|
display->redisplay_shader = NULL;
|
|
}
|
|
#endif
|
|
|
|
GST_INFO ("Cleaning texture pool");
|
|
|
|
//clean up the texture pool
|
|
g_hash_table_foreach_remove (display->texture_pool,
|
|
gst_gl_display_texture_pool_func_clean, NULL);
|
|
|
|
GST_INFO ("Context destroyed");
|
|
}
|
|
|
|
|
|
void
|
|
gst_gl_display_thread_run_generic (GstGLDisplay * display)
|
|
{
|
|
display->generic_callback (display, display->data);
|
|
}
|
|
|
|
|
|
/* Called in the gl thread */
|
|
void
|
|
gst_gl_display_thread_gen_texture (GstGLDisplay * display)
|
|
{
|
|
//setup a texture to render to (this one will be in a gl buffer)
|
|
gst_gl_display_glgen_texture (display, &display->gen_texture,
|
|
display->gen_texture_width, display->gen_texture_height);
|
|
}
|
|
|
|
|
|
/* Called in the gl thread */
|
|
void
|
|
gst_gl_display_thread_del_texture (GstGLDisplay * display)
|
|
{
|
|
gst_gl_display_gldel_texture (display, &display->del_texture,
|
|
display->del_texture_width, display->del_texture_height);
|
|
}
|
|
|
|
#ifdef OPENGL_ES2
|
|
/* Called in the gl thread */
|
|
void
|
|
gst_gl_display_thread_init_redisplay (GstGLDisplay * display)
|
|
{
|
|
GError *error = NULL;
|
|
display->redisplay_shader = gst_gl_shader_new ();
|
|
|
|
gst_gl_shader_set_vertex_source (display->redisplay_shader,
|
|
display->redisplay_vertex_shader_str);
|
|
gst_gl_shader_set_fragment_source (display->redisplay_shader,
|
|
display->redisplay_fragment_shader_str);
|
|
|
|
gst_gl_shader_compile (display->redisplay_shader, &error);
|
|
if (error) {
|
|
GST_ERROR ("%s", error->message);
|
|
g_error_free (error);
|
|
error = NULL;
|
|
gst_gl_shader_use (NULL);
|
|
display->isAlive = FALSE;
|
|
} else {
|
|
display->redisplay_attr_position_loc =
|
|
gst_gl_shader_get_attribute_location (display->redisplay_shader,
|
|
"a_position");
|
|
display->redisplay_attr_texture_loc =
|
|
gst_gl_shader_get_attribute_location (display->redisplay_shader,
|
|
"a_texCoord");
|
|
}
|
|
}
|
|
#endif
|
|
|
|
|
|
/* Called in the gl thread */
|
|
void
|
|
gst_gl_display_thread_init_upload (GstGLDisplay * display)
|
|
{
|
|
switch (display->upload_video_format) {
|
|
case GST_VIDEO_FORMAT_RGBx:
|
|
case GST_VIDEO_FORMAT_BGRx:
|
|
case GST_VIDEO_FORMAT_xRGB:
|
|
case GST_VIDEO_FORMAT_xBGR:
|
|
case GST_VIDEO_FORMAT_RGBA:
|
|
case GST_VIDEO_FORMAT_BGRA:
|
|
case GST_VIDEO_FORMAT_ARGB:
|
|
case GST_VIDEO_FORMAT_ABGR:
|
|
case GST_VIDEO_FORMAT_RGB:
|
|
case GST_VIDEO_FORMAT_BGR:
|
|
//color space conversion is not needed
|
|
//but if the size is different we need to redraw it
|
|
//using fbo
|
|
if (display->upload_width != display->upload_data_width ||
|
|
display->upload_height != display->upload_data_height)
|
|
gst_gl_display_thread_init_upload_fbo (display);
|
|
break;
|
|
case GST_VIDEO_FORMAT_YUY2:
|
|
case GST_VIDEO_FORMAT_UYVY:
|
|
case GST_VIDEO_FORMAT_I420:
|
|
case GST_VIDEO_FORMAT_YV12:
|
|
case GST_VIDEO_FORMAT_AYUV:
|
|
//color space conversion is needed
|
|
{
|
|
//check if fragment shader is available, then load them
|
|
/* shouldn't we require ARB_shading_language_100? --Filippo */
|
|
if (GLEW_ARB_fragment_shader) {
|
|
|
|
#ifdef OPENGL_ES2
|
|
GError *error = NULL;
|
|
#endif
|
|
|
|
GST_INFO ("Context, ARB_fragment_shader supported: yes");
|
|
|
|
display->upload_colorspace_conversion = GST_GL_DISPLAY_CONVERSION_GLSL;
|
|
|
|
gst_gl_display_thread_init_upload_fbo (display);
|
|
if (!display->isAlive)
|
|
break;
|
|
|
|
switch (display->upload_video_format) {
|
|
case GST_VIDEO_FORMAT_YUY2:
|
|
{
|
|
gchar text_shader_upload_YUY2[2048];
|
|
sprintf (text_shader_upload_YUY2,
|
|
display->text_shader_upload_YUY2_UYVY, 'r', 'g', 'a');
|
|
|
|
display->shader_upload_YUY2 = gst_gl_shader_new ();
|
|
#ifndef OPENGL_ES2
|
|
if (!gst_gl_shader_compile_and_check (display->shader_upload_YUY2,
|
|
text_shader_upload_YUY2, GST_GL_SHADER_FRAGMENT_SOURCE)) {
|
|
display->isAlive = FALSE;
|
|
g_object_unref (G_OBJECT (display->shader_upload_YUY2));
|
|
display->shader_upload_YUY2 = NULL;
|
|
}
|
|
#else
|
|
gst_gl_shader_set_vertex_source (display->shader_upload_YUY2,
|
|
display->text_vertex_shader_upload);
|
|
gst_gl_shader_set_fragment_source (display->shader_upload_YUY2,
|
|
text_shader_upload_YUY2);
|
|
|
|
gst_gl_shader_compile (display->shader_upload_YUY2, &error);
|
|
if (error) {
|
|
GST_ERROR ("%s", error->message);
|
|
g_error_free (error);
|
|
error = NULL;
|
|
gst_gl_shader_use (NULL);
|
|
display->isAlive = FALSE;
|
|
g_object_unref (G_OBJECT (display->shader_upload_YUY2));
|
|
display->shader_upload_YUY2 = NULL;
|
|
} else {
|
|
display->shader_upload_attr_position_loc =
|
|
gst_gl_shader_get_attribute_location
|
|
(display->shader_upload_YUY2, "a_position");
|
|
display->shader_upload_attr_texture_loc =
|
|
gst_gl_shader_get_attribute_location
|
|
(display->shader_upload_YUY2, "a_texCoord");
|
|
}
|
|
#endif
|
|
}
|
|
break;
|
|
case GST_VIDEO_FORMAT_UYVY:
|
|
{
|
|
gchar text_shader_upload_UYVY[2048];
|
|
sprintf (text_shader_upload_UYVY,
|
|
#ifndef OPENGL_ES2
|
|
display->text_shader_upload_YUY2_UYVY, 'a', 'b', 'r');
|
|
#else
|
|
display->text_shader_upload_YUY2_UYVY, 'a', 'r', 'b');
|
|
#endif
|
|
|
|
display->shader_upload_UYVY = gst_gl_shader_new ();
|
|
|
|
#ifndef OPENGL_ES2
|
|
if (!gst_gl_shader_compile_and_check (display->shader_upload_UYVY,
|
|
text_shader_upload_UYVY, GST_GL_SHADER_FRAGMENT_SOURCE)) {
|
|
display->isAlive = FALSE;
|
|
g_object_unref (G_OBJECT (display->shader_upload_UYVY));
|
|
display->shader_upload_UYVY = NULL;
|
|
}
|
|
#else
|
|
gst_gl_shader_set_vertex_source (display->shader_upload_UYVY,
|
|
display->text_vertex_shader_upload);
|
|
gst_gl_shader_set_fragment_source (display->shader_upload_UYVY,
|
|
text_shader_upload_UYVY);
|
|
|
|
gst_gl_shader_compile (display->shader_upload_UYVY, &error);
|
|
if (error) {
|
|
GST_ERROR ("%s", error->message);
|
|
g_error_free (error);
|
|
error = NULL;
|
|
gst_gl_shader_use (NULL);
|
|
display->isAlive = FALSE;
|
|
g_object_unref (G_OBJECT (display->shader_upload_UYVY));
|
|
display->shader_upload_UYVY = NULL;
|
|
} else {
|
|
display->shader_upload_attr_position_loc =
|
|
gst_gl_shader_get_attribute_location
|
|
(display->shader_upload_UYVY, "a_position");
|
|
display->shader_upload_attr_texture_loc =
|
|
gst_gl_shader_get_attribute_location
|
|
(display->shader_upload_UYVY, "a_texCoord");
|
|
}
|
|
#endif
|
|
}
|
|
break;
|
|
case GST_VIDEO_FORMAT_I420:
|
|
case GST_VIDEO_FORMAT_YV12:
|
|
{
|
|
#ifndef OPENGL_ES2
|
|
gchar text_shader_upload_I420_YV12[2048];
|
|
if (g_ascii_strncasecmp ("ATI", (gchar *) glGetString (GL_VENDOR),
|
|
3) == 0)
|
|
sprintf (text_shader_upload_I420_YV12,
|
|
display->text_shader_upload_I420_YV12, "*0.5", "");
|
|
else
|
|
sprintf (text_shader_upload_I420_YV12,
|
|
display->text_shader_upload_I420_YV12, "", "*0.5");
|
|
#endif
|
|
|
|
display->shader_upload_I420_YV12 = gst_gl_shader_new ();
|
|
|
|
#ifndef OPENGL_ES2
|
|
if (!gst_gl_shader_compile_and_check
|
|
(display->shader_upload_I420_YV12, text_shader_upload_I420_YV12,
|
|
GST_GL_SHADER_FRAGMENT_SOURCE)) {
|
|
display->isAlive = FALSE;
|
|
g_object_unref (G_OBJECT (display->shader_upload_I420_YV12));
|
|
display->shader_upload_I420_YV12 = NULL;
|
|
}
|
|
#else
|
|
gst_gl_shader_set_vertex_source (display->shader_upload_I420_YV12,
|
|
display->text_vertex_shader_upload);
|
|
gst_gl_shader_set_fragment_source (display->shader_upload_I420_YV12,
|
|
display->text_shader_upload_I420_YV12);
|
|
|
|
gst_gl_shader_compile (display->shader_upload_I420_YV12, &error);
|
|
if (error) {
|
|
GST_ERROR ("%s", error->message);
|
|
g_error_free (error);
|
|
error = NULL;
|
|
gst_gl_shader_use (NULL);
|
|
display->isAlive = FALSE;
|
|
g_object_unref (G_OBJECT (display->shader_upload_I420_YV12));
|
|
display->shader_upload_I420_YV12 = NULL;
|
|
} else {
|
|
display->shader_upload_attr_position_loc =
|
|
gst_gl_shader_get_attribute_location
|
|
(display->shader_upload_I420_YV12, "a_position");
|
|
display->shader_upload_attr_texture_loc =
|
|
gst_gl_shader_get_attribute_location
|
|
(display->shader_upload_I420_YV12, "a_texCoord");
|
|
}
|
|
#endif
|
|
}
|
|
break;
|
|
case GST_VIDEO_FORMAT_AYUV:
|
|
{
|
|
display->shader_upload_AYUV = gst_gl_shader_new ();
|
|
|
|
#ifndef OPENGL_ES2
|
|
if (!gst_gl_shader_compile_and_check (display->shader_upload_AYUV,
|
|
display->text_shader_upload_AYUV,
|
|
GST_GL_SHADER_FRAGMENT_SOURCE)) {
|
|
display->isAlive = FALSE;
|
|
g_object_unref (G_OBJECT (display->shader_upload_AYUV));
|
|
display->shader_upload_AYUV = NULL;
|
|
}
|
|
#else
|
|
gst_gl_shader_set_vertex_source (display->shader_upload_AYUV,
|
|
display->text_vertex_shader_upload);
|
|
gst_gl_shader_set_fragment_source (display->shader_upload_AYUV,
|
|
display->text_shader_upload_AYUV);
|
|
|
|
gst_gl_shader_compile (display->shader_upload_AYUV, &error);
|
|
if (error) {
|
|
GST_ERROR ("%s", error->message);
|
|
g_error_free (error);
|
|
error = NULL;
|
|
gst_gl_shader_use (NULL);
|
|
display->isAlive = FALSE;
|
|
g_object_unref (G_OBJECT (display->shader_upload_AYUV));
|
|
display->shader_upload_AYUV = NULL;
|
|
} else {
|
|
display->shader_upload_attr_position_loc =
|
|
gst_gl_shader_get_attribute_location
|
|
(display->shader_upload_AYUV, "a_position");
|
|
display->shader_upload_attr_texture_loc =
|
|
gst_gl_shader_get_attribute_location
|
|
(display->shader_upload_AYUV, "a_texCoord");
|
|
}
|
|
#endif
|
|
}
|
|
break;
|
|
default:
|
|
g_assert_not_reached ();
|
|
}
|
|
}
|
|
//check if YCBCR MESA is available
|
|
else if (GLEW_MESA_ycbcr_texture) {
|
|
//GLSL and Color Matrix are not available on your drivers, switch to YCBCR MESA
|
|
GST_INFO ("Context, ARB_fragment_shader supported: no");
|
|
GST_INFO ("Context, GLEW_MESA_ycbcr_texture supported: yes");
|
|
|
|
display->upload_colorspace_conversion = GST_GL_DISPLAY_CONVERSION_MESA;
|
|
|
|
switch (display->upload_video_format) {
|
|
case GST_VIDEO_FORMAT_YUY2:
|
|
case GST_VIDEO_FORMAT_UYVY:
|
|
//color space conversion is not needed
|
|
//but if the size is different we need to redraw it
|
|
//using fbo
|
|
if (display->upload_width != display->upload_data_width ||
|
|
display->upload_height != display->upload_data_height)
|
|
gst_gl_display_thread_init_upload_fbo (display);
|
|
break;
|
|
case GST_VIDEO_FORMAT_I420:
|
|
case GST_VIDEO_FORMAT_YV12:
|
|
case GST_VIDEO_FORMAT_AYUV:
|
|
//turn off the pipeline because
|
|
//MESA only support YUY2 and UYVY
|
|
GST_WARNING
|
|
("Your MESA version only supports YUY2 and UYVY (GLSL is required for others yuv formats");
|
|
display->isAlive = FALSE;
|
|
break;
|
|
default:
|
|
g_assert_not_reached ();
|
|
}
|
|
}
|
|
//check if color matrix is available
|
|
else if (GLEW_ARB_imaging) {
|
|
//GLSL is not available on your drivers, switch to Color Matrix
|
|
GST_INFO ("Context, ARB_fragment_shader supported: no");
|
|
GST_INFO ("Context, GLEW_MESA_ycbcr_texture supported: no");
|
|
GST_INFO ("Context, GLEW_ARB_imaging supported: yes");
|
|
|
|
display->upload_colorspace_conversion =
|
|
GST_GL_DISPLAY_CONVERSION_MATRIX;
|
|
|
|
//turn off the pipeline because we do not support it yet
|
|
GST_WARNING
|
|
("Colorspace conversion using Color Matrix is not yet supported");
|
|
display->isAlive = FALSE;
|
|
} else {
|
|
GST_WARNING ("Context, ARB_fragment_shader supported: no");
|
|
GST_WARNING ("Context, GLEW_ARB_imaging supported: no");
|
|
GST_WARNING ("Context, GLEW_MESA_ycbcr_texture supported: no");
|
|
|
|
//turn off the pipeline because colorspace conversion is not possible
|
|
display->isAlive = FALSE;
|
|
}
|
|
}
|
|
break;
|
|
default:
|
|
g_assert_not_reached ();
|
|
}
|
|
}
|
|
|
|
|
|
/* Called by the idle function */
|
|
void
|
|
gst_gl_display_thread_do_upload (GstGLDisplay * display)
|
|
{
|
|
gst_gl_display_thread_do_upload_fill (display);
|
|
|
|
switch (display->upload_video_format) {
|
|
case GST_VIDEO_FORMAT_RGBx:
|
|
case GST_VIDEO_FORMAT_BGRx:
|
|
case GST_VIDEO_FORMAT_xRGB:
|
|
case GST_VIDEO_FORMAT_xBGR:
|
|
case GST_VIDEO_FORMAT_RGBA:
|
|
case GST_VIDEO_FORMAT_BGRA:
|
|
case GST_VIDEO_FORMAT_ARGB:
|
|
case GST_VIDEO_FORMAT_ABGR:
|
|
case GST_VIDEO_FORMAT_RGB:
|
|
case GST_VIDEO_FORMAT_BGR:
|
|
//color space conversion is not needed
|
|
//but if the size is different we need to redraw it
|
|
//using fbo
|
|
if (display->upload_width != display->upload_data_width ||
|
|
display->upload_height != display->upload_data_height)
|
|
gst_gl_display_thread_do_upload_draw (display);
|
|
break;
|
|
case GST_VIDEO_FORMAT_YUY2:
|
|
case GST_VIDEO_FORMAT_UYVY:
|
|
case GST_VIDEO_FORMAT_I420:
|
|
case GST_VIDEO_FORMAT_YV12:
|
|
case GST_VIDEO_FORMAT_AYUV:
|
|
{
|
|
switch (display->upload_colorspace_conversion) {
|
|
case GST_GL_DISPLAY_CONVERSION_GLSL:
|
|
//color space conversion is needed
|
|
gst_gl_display_thread_do_upload_draw (display);
|
|
break;
|
|
case GST_GL_DISPLAY_CONVERSION_MATRIX:
|
|
//color space conversion is needed
|
|
//not yet supported
|
|
break;
|
|
case GST_GL_DISPLAY_CONVERSION_MESA:
|
|
//color space conversion is not needed
|
|
//but if the size is different we need to redraw it
|
|
//using fbo
|
|
if (display->upload_width != display->upload_data_width ||
|
|
display->upload_height != display->upload_data_height)
|
|
gst_gl_display_thread_do_upload_draw (display);
|
|
break;
|
|
default:
|
|
g_assert_not_reached ();
|
|
}
|
|
}
|
|
break;
|
|
default:
|
|
g_assert_not_reached ();
|
|
}
|
|
}
|
|
|
|
|
|
/* Called in the gl thread */
|
|
void
|
|
gst_gl_display_thread_init_download (GstGLDisplay * display)
|
|
{
|
|
switch (display->download_video_format) {
|
|
case GST_VIDEO_FORMAT_RGBx:
|
|
case GST_VIDEO_FORMAT_BGRx:
|
|
case GST_VIDEO_FORMAT_xRGB:
|
|
case GST_VIDEO_FORMAT_xBGR:
|
|
case GST_VIDEO_FORMAT_RGBA:
|
|
case GST_VIDEO_FORMAT_BGRA:
|
|
case GST_VIDEO_FORMAT_ARGB:
|
|
case GST_VIDEO_FORMAT_ABGR:
|
|
case GST_VIDEO_FORMAT_RGB:
|
|
case GST_VIDEO_FORMAT_BGR:
|
|
//color space conversion is not needed
|
|
break;
|
|
case GST_VIDEO_FORMAT_YUY2:
|
|
case GST_VIDEO_FORMAT_UYVY:
|
|
case GST_VIDEO_FORMAT_I420:
|
|
case GST_VIDEO_FORMAT_YV12:
|
|
case GST_VIDEO_FORMAT_AYUV:
|
|
//color space conversion is needed
|
|
{
|
|
|
|
if (GLEW_EXT_framebuffer_object) {
|
|
GST_INFO ("Context, EXT_framebuffer_object supported: yes");
|
|
|
|
//-- init output frame buffer object (GL -> video)
|
|
|
|
//setup FBO
|
|
glGenFramebuffersEXT (1, &display->download_fbo);
|
|
glBindFramebufferEXT (GL_FRAMEBUFFER_EXT, display->download_fbo);
|
|
|
|
//setup the render buffer for depth
|
|
glGenRenderbuffersEXT (1, &display->download_depth_buffer);
|
|
glBindRenderbufferEXT (GL_RENDERBUFFER_EXT,
|
|
display->download_depth_buffer);
|
|
glRenderbufferStorageEXT (GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT,
|
|
display->download_width, display->download_height);
|
|
|
|
//setup a first texture to render to
|
|
glGenTextures (1, &display->download_texture);
|
|
glBindTexture (GL_TEXTURE_RECTANGLE_ARB, display->download_texture);
|
|
glTexImage2D (GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA8,
|
|
display->download_width, display->download_height, 0, GL_RGBA,
|
|
GL_UNSIGNED_BYTE, NULL);
|
|
glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER,
|
|
GL_LINEAR);
|
|
glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER,
|
|
GL_LINEAR);
|
|
glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_S,
|
|
GL_CLAMP_TO_EDGE);
|
|
glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_T,
|
|
GL_CLAMP_TO_EDGE);
|
|
|
|
//attach the first texture to the FBO to renderer to
|
|
glFramebufferTexture2DEXT (GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT,
|
|
GL_TEXTURE_RECTANGLE_ARB, display->download_texture, 0);
|
|
|
|
switch (display->download_video_format) {
|
|
case GST_VIDEO_FORMAT_YUY2:
|
|
case GST_VIDEO_FORMAT_UYVY:
|
|
case GST_VIDEO_FORMAT_AYUV:
|
|
//only one attached texture is needed
|
|
break;
|
|
|
|
case GST_VIDEO_FORMAT_I420:
|
|
case GST_VIDEO_FORMAT_YV12:
|
|
//setup a second texture to render to
|
|
glGenTextures (1, &display->download_texture_u);
|
|
glBindTexture (GL_TEXTURE_RECTANGLE_ARB,
|
|
display->download_texture_u);
|
|
glTexImage2D (GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA8,
|
|
display->download_width, display->download_height, 0, GL_RGBA,
|
|
GL_UNSIGNED_BYTE, NULL);
|
|
glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER,
|
|
GL_LINEAR);
|
|
glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER,
|
|
GL_LINEAR);
|
|
glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_S,
|
|
GL_CLAMP_TO_EDGE);
|
|
glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_T,
|
|
GL_CLAMP_TO_EDGE);
|
|
|
|
//attach the second texture to the FBO to renderer to
|
|
glFramebufferTexture2DEXT (GL_FRAMEBUFFER_EXT,
|
|
GL_COLOR_ATTACHMENT1_EXT, GL_TEXTURE_RECTANGLE_ARB,
|
|
display->download_texture_u, 0);
|
|
|
|
//setup a third texture to render to
|
|
glGenTextures (1, &display->download_texture_v);
|
|
glBindTexture (GL_TEXTURE_RECTANGLE_ARB,
|
|
display->download_texture_v);
|
|
glTexImage2D (GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA8,
|
|
display->download_width, display->download_height, 0, GL_RGBA,
|
|
GL_UNSIGNED_BYTE, NULL);
|
|
glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER,
|
|
GL_LINEAR);
|
|
glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER,
|
|
GL_LINEAR);
|
|
glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_S,
|
|
GL_CLAMP_TO_EDGE);
|
|
glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_T,
|
|
GL_CLAMP_TO_EDGE);
|
|
|
|
//attach the third texture to the FBO to renderer to
|
|
glFramebufferTexture2DEXT (GL_FRAMEBUFFER_EXT,
|
|
GL_COLOR_ATTACHMENT2_EXT, GL_TEXTURE_RECTANGLE_ARB,
|
|
display->download_texture_v, 0);
|
|
|
|
display->multipleRT[0] = GL_COLOR_ATTACHMENT0_EXT;
|
|
display->multipleRT[1] = GL_COLOR_ATTACHMENT1_EXT;
|
|
display->multipleRT[2] = GL_COLOR_ATTACHMENT2_EXT;
|
|
break;
|
|
default:
|
|
g_assert_not_reached ();
|
|
}
|
|
|
|
//attach the depth render buffer to the FBO
|
|
glFramebufferRenderbufferEXT (GL_FRAMEBUFFER_EXT,
|
|
GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT,
|
|
display->download_depth_buffer);
|
|
|
|
gst_gl_display_check_framebuffer_status ();
|
|
|
|
g_assert (glCheckFramebufferStatusEXT (GL_FRAMEBUFFER_EXT) ==
|
|
GL_FRAMEBUFFER_COMPLETE_EXT);
|
|
|
|
//unbind the FBO
|
|
glBindFramebufferEXT (GL_FRAMEBUFFER_EXT, 0);
|
|
} else {
|
|
//turn off the pipeline because Frame buffer object is a requirement when using filters
|
|
//or when using GLSL colorspace conversion
|
|
GST_WARNING ("Context, EXT_framebuffer_object supported: no");
|
|
display->isAlive = FALSE;
|
|
}
|
|
}
|
|
break;
|
|
default:
|
|
g_assert_not_reached ();
|
|
}
|
|
|
|
switch (display->download_video_format) {
|
|
case GST_VIDEO_FORMAT_RGBx:
|
|
case GST_VIDEO_FORMAT_BGRx:
|
|
case GST_VIDEO_FORMAT_xRGB:
|
|
case GST_VIDEO_FORMAT_xBGR:
|
|
case GST_VIDEO_FORMAT_RGBA:
|
|
case GST_VIDEO_FORMAT_BGRA:
|
|
case GST_VIDEO_FORMAT_ARGB:
|
|
case GST_VIDEO_FORMAT_ABGR:
|
|
case GST_VIDEO_FORMAT_RGB:
|
|
case GST_VIDEO_FORMAT_BGR:
|
|
//color space conversion is not needed
|
|
#ifdef OPENGL_ES2
|
|
{
|
|
//glGetTexImage2D no available in OpenGL ES 2.0
|
|
GError *error = NULL;
|
|
display->shader_download_RGB = gst_gl_shader_new ();
|
|
|
|
gst_gl_shader_set_vertex_source (display->shader_download_RGB,
|
|
display->text_vertex_shader_download);
|
|
gst_gl_shader_set_fragment_source (display->shader_download_RGB,
|
|
display->text_fragment_shader_download_RGB);
|
|
|
|
gst_gl_shader_compile (display->shader_download_RGB, &error);
|
|
if (error) {
|
|
GST_ERROR ("%s", error->message);
|
|
g_error_free (error);
|
|
error = NULL;
|
|
gst_gl_shader_use (NULL);
|
|
display->isAlive = FALSE;
|
|
g_object_unref (G_OBJECT (display->shader_download_RGB));
|
|
display->shader_download_RGB = NULL;
|
|
} else {
|
|
display->shader_download_attr_position_loc =
|
|
gst_gl_shader_get_attribute_location (display->shader_download_RGB,
|
|
"a_position");
|
|
display->shader_download_attr_texture_loc =
|
|
gst_gl_shader_get_attribute_location (display->shader_download_RGB,
|
|
"a_texCoord");
|
|
}
|
|
}
|
|
#endif
|
|
break;
|
|
case GST_VIDEO_FORMAT_YUY2:
|
|
case GST_VIDEO_FORMAT_UYVY:
|
|
case GST_VIDEO_FORMAT_I420:
|
|
case GST_VIDEO_FORMAT_YV12:
|
|
case GST_VIDEO_FORMAT_AYUV:
|
|
//color space conversion is needed
|
|
{
|
|
//check if fragment shader is available, then load them
|
|
//GLSL is a requirement for donwload
|
|
if (GLEW_ARB_fragment_shader) {
|
|
|
|
#ifdef OPENGL_ES2
|
|
GError *error = NULL;
|
|
#endif
|
|
|
|
switch (display->download_video_format) {
|
|
case GST_VIDEO_FORMAT_YUY2:
|
|
{
|
|
gchar text_shader_download_YUY2[2048];
|
|
sprintf (text_shader_download_YUY2,
|
|
display->text_shader_download_YUY2_UYVY, "y2,u,y1,v");
|
|
|
|
display->shader_download_YUY2 = gst_gl_shader_new ();
|
|
#ifndef OPENGL_ES2
|
|
if (!gst_gl_shader_compile_and_check (display->shader_download_YUY2,
|
|
text_shader_download_YUY2, GST_GL_SHADER_FRAGMENT_SOURCE)) {
|
|
display->isAlive = FALSE;
|
|
g_object_unref (G_OBJECT (display->shader_download_YUY2));
|
|
display->shader_download_YUY2 = NULL;
|
|
}
|
|
#else
|
|
gst_gl_shader_set_vertex_source (display->shader_download_YUY2,
|
|
display->text_vertex_shader_download);
|
|
gst_gl_shader_set_fragment_source (display->shader_download_YUY2,
|
|
text_shader_download_YUY2);
|
|
|
|
gst_gl_shader_compile (display->shader_download_YUY2, &error);
|
|
if (error) {
|
|
GST_ERROR ("%s", error->message);
|
|
g_error_free (error);
|
|
error = NULL;
|
|
gst_gl_shader_use (NULL);
|
|
display->isAlive = FALSE;
|
|
g_object_unref (G_OBJECT (display->shader_download_YUY2));
|
|
display->shader_download_YUY2 = NULL;
|
|
} else {
|
|
display->shader_download_attr_position_loc =
|
|
gst_gl_shader_get_attribute_location
|
|
(display->shader_download_YUY2, "a_position");
|
|
display->shader_download_attr_texture_loc =
|
|
gst_gl_shader_get_attribute_location
|
|
(display->shader_download_YUY2, "a_texCoord");
|
|
}
|
|
#endif
|
|
}
|
|
break;
|
|
case GST_VIDEO_FORMAT_UYVY:
|
|
{
|
|
gchar text_shader_download_UYVY[2048];
|
|
sprintf (text_shader_download_UYVY,
|
|
display->text_shader_download_YUY2_UYVY, "v,y1,u,y2");
|
|
|
|
display->shader_download_UYVY = gst_gl_shader_new ();
|
|
|
|
#ifndef OPENGL_ES2
|
|
if (!gst_gl_shader_compile_and_check (display->shader_download_UYVY,
|
|
text_shader_download_UYVY, GST_GL_SHADER_FRAGMENT_SOURCE)) {
|
|
display->isAlive = FALSE;
|
|
g_object_unref (G_OBJECT (display->shader_download_UYVY));
|
|
display->shader_download_UYVY = NULL;
|
|
}
|
|
#else
|
|
gst_gl_shader_set_vertex_source (display->shader_download_UYVY,
|
|
display->text_vertex_shader_download);
|
|
gst_gl_shader_set_fragment_source (display->shader_download_UYVY,
|
|
text_shader_download_UYVY);
|
|
|
|
gst_gl_shader_compile (display->shader_download_UYVY, &error);
|
|
if (error) {
|
|
GST_ERROR ("%s", error->message);
|
|
g_error_free (error);
|
|
error = NULL;
|
|
gst_gl_shader_use (NULL);
|
|
display->isAlive = FALSE;
|
|
g_object_unref (G_OBJECT (display->shader_download_UYVY));
|
|
display->shader_download_UYVY = NULL;
|
|
} else {
|
|
display->shader_download_attr_position_loc =
|
|
gst_gl_shader_get_attribute_location
|
|
(display->shader_download_UYVY, "a_position");
|
|
display->shader_download_attr_texture_loc =
|
|
gst_gl_shader_get_attribute_location
|
|
(display->shader_download_UYVY, "a_texCoord");
|
|
}
|
|
#endif
|
|
|
|
}
|
|
break;
|
|
case GST_VIDEO_FORMAT_I420:
|
|
case GST_VIDEO_FORMAT_YV12:
|
|
display->shader_download_I420_YV12 = gst_gl_shader_new ();
|
|
if (!gst_gl_shader_compile_and_check
|
|
(display->shader_download_I420_YV12,
|
|
display->text_shader_download_I420_YV12,
|
|
GST_GL_SHADER_FRAGMENT_SOURCE)) {
|
|
display->isAlive = FALSE;
|
|
g_object_unref (G_OBJECT (display->shader_download_I420_YV12));
|
|
display->shader_download_I420_YV12 = NULL;
|
|
}
|
|
break;
|
|
case GST_VIDEO_FORMAT_AYUV:
|
|
display->shader_download_AYUV = gst_gl_shader_new ();
|
|
|
|
#ifndef OPENGL_ES2
|
|
if (!gst_gl_shader_compile_and_check (display->shader_download_AYUV,
|
|
display->text_shader_download_AYUV,
|
|
GST_GL_SHADER_FRAGMENT_SOURCE)) {
|
|
display->isAlive = FALSE;
|
|
g_object_unref (G_OBJECT (display->shader_download_AYUV));
|
|
display->shader_download_AYUV = NULL;
|
|
}
|
|
#else
|
|
gst_gl_shader_set_vertex_source (display->shader_download_AYUV,
|
|
display->text_vertex_shader_download);
|
|
gst_gl_shader_set_fragment_source (display->shader_download_AYUV,
|
|
display->text_shader_download_AYUV);
|
|
|
|
gst_gl_shader_compile (display->shader_download_AYUV, &error);
|
|
if (error) {
|
|
GST_ERROR ("%s", error->message);
|
|
g_error_free (error);
|
|
error = NULL;
|
|
gst_gl_shader_use (NULL);
|
|
display->isAlive = FALSE;
|
|
g_object_unref (G_OBJECT (display->shader_download_AYUV));
|
|
display->shader_download_AYUV = NULL;
|
|
} else {
|
|
display->shader_download_attr_position_loc =
|
|
gst_gl_shader_get_attribute_location
|
|
(display->shader_download_AYUV, "a_position");
|
|
display->shader_download_attr_texture_loc =
|
|
gst_gl_shader_get_attribute_location
|
|
(display->shader_download_AYUV, "a_texCoord");
|
|
}
|
|
#endif
|
|
break;
|
|
default:
|
|
g_assert_not_reached ();
|
|
}
|
|
} else {
|
|
//turn off the pipeline because colorspace conversion is not possible
|
|
GST_WARNING ("Context, ARB_fragment_shader supported: no");
|
|
display->isAlive = FALSE;
|
|
}
|
|
}
|
|
break;
|
|
default:
|
|
g_assert_not_reached ();
|
|
}
|
|
}
|
|
|
|
|
|
/* Called in the gl thread */
|
|
void
|
|
gst_gl_display_thread_do_download (GstGLDisplay * display)
|
|
{
|
|
switch (display->download_video_format) {
|
|
case GST_VIDEO_FORMAT_RGBx:
|
|
case GST_VIDEO_FORMAT_BGRx:
|
|
case GST_VIDEO_FORMAT_xRGB:
|
|
case GST_VIDEO_FORMAT_xBGR:
|
|
case GST_VIDEO_FORMAT_RGBA:
|
|
case GST_VIDEO_FORMAT_BGRA:
|
|
case GST_VIDEO_FORMAT_ARGB:
|
|
case GST_VIDEO_FORMAT_ABGR:
|
|
case GST_VIDEO_FORMAT_RGB:
|
|
case GST_VIDEO_FORMAT_BGR:
|
|
//color space conversion is not needed
|
|
gst_gl_display_thread_do_download_draw_rgb (display);
|
|
break;
|
|
case GST_VIDEO_FORMAT_YUY2:
|
|
case GST_VIDEO_FORMAT_UYVY:
|
|
case GST_VIDEO_FORMAT_I420:
|
|
case GST_VIDEO_FORMAT_YV12:
|
|
case GST_VIDEO_FORMAT_AYUV:
|
|
//color space conversion is needed
|
|
gst_gl_display_thread_do_download_draw_yuv (display);
|
|
break;
|
|
default:
|
|
g_assert_not_reached ();
|
|
}
|
|
}
|
|
|
|
|
|
/* Called in the gl thread */
|
|
void
|
|
gst_gl_display_thread_gen_fbo (GstGLDisplay * display)
|
|
{
|
|
//a texture must be attached to the FBO
|
|
GLuint fake_texture = 0;
|
|
|
|
//-- generate frame buffer object
|
|
|
|
if (!GLEW_EXT_framebuffer_object) {
|
|
//turn off the pipeline because Frame buffer object is a not present
|
|
GST_WARNING ("Context, EXT_framebuffer_object supported: no");
|
|
display->isAlive = FALSE;
|
|
return;
|
|
}
|
|
//setup FBO
|
|
glGenFramebuffersEXT (1, &display->generated_fbo);
|
|
glBindFramebufferEXT (GL_FRAMEBUFFER_EXT, display->generated_fbo);
|
|
|
|
//setup the render buffer for depth
|
|
glGenRenderbuffersEXT (1, &display->generated_depth_buffer);
|
|
glBindRenderbufferEXT (GL_RENDERBUFFER_EXT, display->generated_depth_buffer);
|
|
glRenderbufferStorageEXT (GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT,
|
|
display->gen_fbo_width, display->gen_fbo_height);
|
|
|
|
//setup a texture to render to
|
|
glGenTextures (1, &fake_texture);
|
|
glBindTexture (GL_TEXTURE_RECTANGLE_ARB, fake_texture);
|
|
glTexImage2D (GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA8,
|
|
display->gen_fbo_width, display->gen_fbo_height, 0, GL_RGBA,
|
|
GL_UNSIGNED_BYTE, NULL);
|
|
glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
|
glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
|
glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_S,
|
|
GL_CLAMP_TO_EDGE);
|
|
glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_T,
|
|
GL_CLAMP_TO_EDGE);
|
|
|
|
//attach the texture to the FBO to renderer to
|
|
glFramebufferTexture2DEXT (GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT,
|
|
GL_TEXTURE_RECTANGLE_ARB, fake_texture, 0);
|
|
|
|
//attach the depth render buffer to the FBO
|
|
glFramebufferRenderbufferEXT (GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT,
|
|
GL_RENDERBUFFER_EXT, display->generated_depth_buffer);
|
|
|
|
g_assert (glCheckFramebufferStatusEXT (GL_FRAMEBUFFER_EXT) ==
|
|
GL_FRAMEBUFFER_COMPLETE_EXT);
|
|
|
|
//unbind the FBO
|
|
glBindFramebufferEXT (GL_FRAMEBUFFER_EXT, 0);
|
|
|
|
glDeleteTextures (1, &fake_texture);
|
|
}
|
|
|
|
|
|
/* Called in the gl thread */
|
|
void
|
|
gst_gl_display_thread_use_fbo (GstGLDisplay * display)
|
|
{
|
|
#ifdef OPENGL_ES2
|
|
GLint viewport_dim[4];
|
|
#endif
|
|
|
|
glBindFramebufferEXT (GL_FRAMEBUFFER_EXT, display->use_fbo);
|
|
|
|
//setup a texture to render to
|
|
glBindTexture (GL_TEXTURE_RECTANGLE_ARB, display->use_fbo_texture);
|
|
|
|
//attach the texture to the FBO to renderer to
|
|
glFramebufferTexture2DEXT (GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT,
|
|
GL_TEXTURE_RECTANGLE_ARB, display->use_fbo_texture, 0);
|
|
|
|
if (GLEW_ARB_fragment_shader)
|
|
gst_gl_shader_use (NULL);
|
|
|
|
#ifndef OPENGL_ES2
|
|
glPushAttrib (GL_VIEWPORT_BIT);
|
|
glMatrixMode (GL_PROJECTION);
|
|
glPushMatrix ();
|
|
glLoadIdentity ();
|
|
|
|
switch (display->use_fbo_projection) {
|
|
case GST_GL_DISPLAY_PROJECTION_ORTHO2D:
|
|
gluOrtho2D (display->use_fbo_proj_param1, display->use_fbo_proj_param2,
|
|
display->use_fbo_proj_param3, display->use_fbo_proj_param4);
|
|
break;
|
|
case GST_GL_DISPLAY_PROJECTION_PERSPECIVE:
|
|
gluPerspective (display->use_fbo_proj_param1,
|
|
display->use_fbo_proj_param2, display->use_fbo_proj_param3,
|
|
display->use_fbo_proj_param4);
|
|
break;
|
|
default:
|
|
g_assert_not_reached ();
|
|
}
|
|
|
|
glMatrixMode (GL_MODELVIEW);
|
|
glPushMatrix ();
|
|
glLoadIdentity ();
|
|
#else // OPENGL_ES2
|
|
glGetIntegerv (GL_VIEWPORT, viewport_dim);
|
|
#endif
|
|
|
|
glViewport (0, 0, display->use_fbo_width, display->use_fbo_height);
|
|
|
|
#ifndef OPENGL_ES2
|
|
glDrawBuffer (GL_COLOR_ATTACHMENT0_EXT);
|
|
#endif
|
|
|
|
glClearColor (0.0, 0.0, 0.0, 0.0);
|
|
glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
|
|
|
//the opengl scene
|
|
display->use_fbo_scene_cb (display->input_texture_width,
|
|
display->input_texture_height, display->input_texture,
|
|
display->use_fbo_stuff);
|
|
|
|
#ifndef OPENGL_ES2
|
|
glDrawBuffer (GL_NONE);
|
|
glMatrixMode (GL_PROJECTION);
|
|
glPopMatrix ();
|
|
glMatrixMode (GL_MODELVIEW);
|
|
glPopMatrix ();
|
|
glPopAttrib ();
|
|
#else
|
|
glViewport (viewport_dim[0], viewport_dim[1], viewport_dim[2],
|
|
viewport_dim[3]);
|
|
#endif
|
|
|
|
glBindFramebufferEXT (GL_FRAMEBUFFER_EXT, 0);
|
|
}
|
|
|
|
|
|
/* Called in the gl thread */
|
|
void
|
|
gst_gl_display_thread_del_fbo (GstGLDisplay * display)
|
|
{
|
|
if (display->del_fbo) {
|
|
glDeleteFramebuffersEXT (1, &display->del_fbo);
|
|
display->del_fbo = 0;
|
|
}
|
|
if (display->del_depth_buffer) {
|
|
glDeleteRenderbuffersEXT (1, &display->del_depth_buffer);
|
|
display->del_depth_buffer = 0;
|
|
}
|
|
}
|
|
|
|
|
|
/* Called in the gl thread */
|
|
void
|
|
gst_gl_display_thread_gen_shader (GstGLDisplay * display)
|
|
{
|
|
if (GLEW_ARB_fragment_shader) {
|
|
if (display->gen_shader_vertex_source ||
|
|
display->gen_shader_fragment_source) {
|
|
gboolean isAlive = TRUE;
|
|
GError *error = NULL;
|
|
|
|
display->gen_shader = gst_gl_shader_new ();
|
|
|
|
if (display->gen_shader_vertex_source)
|
|
gst_gl_shader_set_vertex_source (display->gen_shader,
|
|
display->gen_shader_vertex_source);
|
|
|
|
if (display->gen_shader_fragment_source)
|
|
gst_gl_shader_set_fragment_source (display->gen_shader,
|
|
display->gen_shader_fragment_source);
|
|
|
|
gst_gl_shader_compile (display->gen_shader, &error);
|
|
if (error) {
|
|
GST_ERROR ("%s", error->message);
|
|
g_error_free (error);
|
|
error = NULL;
|
|
gst_gl_shader_use (NULL);
|
|
isAlive = FALSE;
|
|
}
|
|
|
|
if (!isAlive) {
|
|
display->isAlive = FALSE;
|
|
g_object_unref (G_OBJECT (display->gen_shader));
|
|
display->gen_shader = NULL;
|
|
}
|
|
}
|
|
} else {
|
|
GST_WARNING ("One of the filter required ARB_fragment_shader");
|
|
display->isAlive = FALSE;
|
|
display->gen_shader = NULL;
|
|
}
|
|
}
|
|
|
|
|
|
/* Called in the gl thread */
|
|
void
|
|
gst_gl_display_thread_del_shader (GstGLDisplay * display)
|
|
{
|
|
if (display->del_shader) {
|
|
g_object_unref (G_OBJECT (display->del_shader));
|
|
display->del_shader = NULL;
|
|
}
|
|
}
|
|
|
|
|
|
//------------------------------------------------------------
|
|
//------------------ BEGIN GL THREAD ACTIONS -----------------
|
|
//------------------------------------------------------------
|
|
|
|
|
|
//------------------------------------------------------------
|
|
//---------------------- BEGIN PRIVATE -----------------------
|
|
//------------------------------------------------------------
|
|
|
|
|
|
void
|
|
gst_gl_display_lock (GstGLDisplay * display)
|
|
{
|
|
g_mutex_lock (display->mutex);
|
|
}
|
|
|
|
|
|
void
|
|
gst_gl_display_unlock (GstGLDisplay * display)
|
|
{
|
|
g_mutex_unlock (display->mutex);
|
|
}
|
|
|
|
|
|
void
|
|
gst_gl_display_on_resize (GstGLDisplay * display, gint width, gint height)
|
|
{
|
|
//check if a client reshape callback is registered
|
|
if (display->clientReshapeCallback)
|
|
display->clientReshapeCallback (width, height);
|
|
|
|
//default reshape
|
|
else {
|
|
if (display->keep_aspect_ratio) {
|
|
GstVideoRectangle src, dst, result;
|
|
|
|
src.x = 0;
|
|
src.y = 0;
|
|
src.w = display->redisplay_texture_width;
|
|
src.h = display->redisplay_texture_height;
|
|
|
|
dst.x = 0;
|
|
dst.y = 0;
|
|
dst.w = width;
|
|
dst.h = height;
|
|
|
|
gst_video_sink_center_rect (src, dst, &result, TRUE);
|
|
glViewport (result.x, result.y, result.w, result.h);
|
|
} else {
|
|
glViewport (0, 0, width, height);
|
|
}
|
|
#ifndef OPENGL_ES2
|
|
glMatrixMode (GL_PROJECTION);
|
|
glLoadIdentity ();
|
|
gluOrtho2D (0, width, 0, height);
|
|
glMatrixMode (GL_MODELVIEW);
|
|
#endif
|
|
}
|
|
}
|
|
|
|
|
|
void
|
|
gst_gl_display_on_draw (GstGLDisplay * display)
|
|
{
|
|
//check if tecture is ready for being drawn
|
|
if (!display->redisplay_texture)
|
|
return;
|
|
|
|
//opengl scene
|
|
GST_DEBUG ("on draw");
|
|
|
|
//make sure that the environnement is clean
|
|
if (display->upload_colorspace_conversion == GST_GL_DISPLAY_CONVERSION_GLSL)
|
|
glUseProgramObjectARB (0);
|
|
glDisable (GL_TEXTURE_RECTANGLE_ARB);
|
|
glBindTexture (GL_TEXTURE_RECTANGLE_ARB, 0);
|
|
|
|
//check if a client draw callback is registered
|
|
if (display->clientDrawCallback) {
|
|
gboolean doRedisplay =
|
|
display->clientDrawCallback (display->redisplay_texture,
|
|
display->redisplay_texture_width, display->redisplay_texture_height);
|
|
|
|
if (doRedisplay && display->gl_window)
|
|
gst_gl_window_draw_unlocked (display->gl_window);
|
|
}
|
|
//default opengl scene
|
|
else {
|
|
|
|
#ifndef OPENGL_ES2
|
|
glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
|
|
|
glMatrixMode (GL_PROJECTION);
|
|
glLoadIdentity ();
|
|
|
|
glBindTexture (GL_TEXTURE_RECTANGLE_ARB, display->redisplay_texture);
|
|
glEnable (GL_TEXTURE_RECTANGLE_ARB);
|
|
|
|
glBegin (GL_QUADS);
|
|
glTexCoord2i (display->redisplay_texture_width, 0);
|
|
glVertex2f (1.0f, 1.0f);
|
|
glTexCoord2i (0, 0);
|
|
glVertex2f (-1.0f, 1.0f);
|
|
glTexCoord2i (0, display->redisplay_texture_height);
|
|
glVertex2f (-1.0f, -1.0f);
|
|
glTexCoord2i (display->redisplay_texture_width,
|
|
display->redisplay_texture_height);
|
|
glVertex2f (1.0f, -1.0f);
|
|
glEnd ();
|
|
|
|
glDisable (GL_TEXTURE_RECTANGLE_ARB);
|
|
|
|
#else //OPENGL_ES2
|
|
|
|
const GLfloat vVertices[] = { 1.0f, 1.0f, 0.0f,
|
|
1.0f, 0.0f,
|
|
-1.0f, 1.0f, 0.0f,
|
|
0.0f, 0.0f,
|
|
-1.0f, -1.0f, 0.0f,
|
|
0.0f, 1.0f,
|
|
1.0f, -1.0f, 0.0f,
|
|
1.0f, 1.0f
|
|
};
|
|
|
|
GLushort indices[] = { 0, 1, 2, 0, 2, 3 };
|
|
|
|
glClear (GL_COLOR_BUFFER_BIT);
|
|
|
|
gst_gl_shader_use (display->redisplay_shader);
|
|
|
|
//Load the vertex position
|
|
glVertexAttribPointer (display->redisplay_attr_position_loc, 3, GL_FLOAT,
|
|
GL_FALSE, 5 * sizeof (GLfloat), vVertices);
|
|
|
|
//Load the texture coordinate
|
|
glVertexAttribPointer (display->redisplay_attr_texture_loc, 2, GL_FLOAT,
|
|
GL_FALSE, 5 * sizeof (GLfloat), &vVertices[3]);
|
|
|
|
glEnableVertexAttribArray (display->redisplay_attr_position_loc);
|
|
glEnableVertexAttribArray (display->redisplay_attr_texture_loc);
|
|
|
|
glActiveTexture (GL_TEXTURE0);
|
|
glBindTexture (GL_TEXTURE_2D, display->redisplay_texture);
|
|
gst_gl_shader_set_uniform_1i (display->redisplay_shader, "s_texture", 0);
|
|
|
|
glDrawElements (GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, indices);
|
|
#endif
|
|
|
|
} //end default opengl scene
|
|
}
|
|
|
|
|
|
void
|
|
gst_gl_display_on_close (GstGLDisplay * display)
|
|
{
|
|
GST_INFO ("on close");
|
|
|
|
display->isAlive = FALSE;
|
|
}
|
|
|
|
|
|
/* Generate a texture if no one is available in the pool
|
|
* Called in the gl thread */
|
|
void
|
|
gst_gl_display_glgen_texture (GstGLDisplay * display, GLuint * pTexture,
|
|
GLint width, GLint height)
|
|
{
|
|
if (display->isAlive) {
|
|
GQueue *sub_texture_pool = NULL;
|
|
|
|
//make a unique key from w and h
|
|
//the key cannot be w*h because (4*6 = 6*4 = 2*12 = 12*2)
|
|
guint key = (gint) width;
|
|
key <<= 16;
|
|
key |= (gint) height;
|
|
sub_texture_pool =
|
|
g_hash_table_lookup (display->texture_pool, GUINT_TO_POINTER (key));
|
|
|
|
//if there is a sub texture pool associated to th given key
|
|
if (sub_texture_pool && g_queue_get_length (sub_texture_pool) > 0) {
|
|
//a texture is available in the pool
|
|
GstGLDisplayTex *tex = g_queue_pop_head (sub_texture_pool);
|
|
*pTexture = tex->texture;
|
|
g_free (tex);
|
|
GST_LOG ("get texture id:%d from the sub texture pool: %d",
|
|
*pTexture, key);
|
|
} else {
|
|
//sub texture pool does not exist yet or empty
|
|
glGenTextures (1, pTexture);
|
|
glBindTexture (GL_TEXTURE_RECTANGLE_ARB, *pTexture);
|
|
|
|
switch (display->upload_video_format) {
|
|
case GST_VIDEO_FORMAT_RGB:
|
|
case GST_VIDEO_FORMAT_BGR:
|
|
case GST_VIDEO_FORMAT_RGBx:
|
|
case GST_VIDEO_FORMAT_BGRx:
|
|
case GST_VIDEO_FORMAT_xRGB:
|
|
case GST_VIDEO_FORMAT_xBGR:
|
|
case GST_VIDEO_FORMAT_RGBA:
|
|
case GST_VIDEO_FORMAT_BGRA:
|
|
case GST_VIDEO_FORMAT_ARGB:
|
|
case GST_VIDEO_FORMAT_ABGR:
|
|
glTexImage2D (GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA8,
|
|
width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
|
|
break;
|
|
case GST_VIDEO_FORMAT_YUY2:
|
|
case GST_VIDEO_FORMAT_UYVY:
|
|
switch (display->upload_colorspace_conversion) {
|
|
case GST_GL_DISPLAY_CONVERSION_GLSL:
|
|
case GST_GL_DISPLAY_CONVERSION_MATRIX:
|
|
glTexImage2D (GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA8,
|
|
width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
|
|
break;
|
|
case GST_GL_DISPLAY_CONVERSION_MESA:
|
|
if (display->upload_width != display->upload_data_width ||
|
|
display->upload_height != display->upload_data_height)
|
|
glTexImage2D (GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA8,
|
|
width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
|
|
else
|
|
glTexImage2D (GL_TEXTURE_RECTANGLE_ARB, 0, GL_YCBCR_MESA, width,
|
|
height, 0, GL_YCBCR_MESA, GL_UNSIGNED_SHORT_8_8_MESA, NULL);
|
|
break;
|
|
default:
|
|
g_assert_not_reached ();
|
|
}
|
|
break;
|
|
case GST_VIDEO_FORMAT_I420:
|
|
case GST_VIDEO_FORMAT_YV12:
|
|
case GST_VIDEO_FORMAT_AYUV:
|
|
glTexImage2D (GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA8,
|
|
width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
|
|
break;
|
|
default:
|
|
g_assert_not_reached ();
|
|
}
|
|
|
|
glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER,
|
|
GL_LINEAR);
|
|
glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER,
|
|
GL_LINEAR);
|
|
glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_S,
|
|
GL_CLAMP_TO_EDGE);
|
|
glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_T,
|
|
GL_CLAMP_TO_EDGE);
|
|
|
|
GST_LOG ("generate texture id:%d", *pTexture);
|
|
}
|
|
|
|
} else
|
|
*pTexture = 0;
|
|
}
|
|
|
|
|
|
/* Delete a texture, actually the texture is just added to the pool
|
|
* Called in the gl thread */
|
|
void
|
|
gst_gl_display_gldel_texture (GstGLDisplay * display, GLuint * pTexture,
|
|
GLint width, GLint height)
|
|
{
|
|
//Each existing texture is destroyed only when the pool is destroyed
|
|
//The pool of textures is deleted in the GstGLDisplay destructor
|
|
|
|
GQueue *sub_texture_pool = NULL;
|
|
GstGLDisplayTex *tex = NULL;
|
|
|
|
//make a unique key from w and h
|
|
//the key cannot be w*h because (4*6 = 6*4 = 2*12 = 12*2)
|
|
guint key = (gint) width;
|
|
key <<= 16;
|
|
key |= (gint) height;
|
|
sub_texture_pool =
|
|
g_hash_table_lookup (display->texture_pool, GUINT_TO_POINTER (key));
|
|
|
|
//if the size is known
|
|
if (!sub_texture_pool) {
|
|
sub_texture_pool = g_queue_new ();
|
|
g_hash_table_insert (display->texture_pool, GUINT_TO_POINTER (key),
|
|
sub_texture_pool);
|
|
|
|
GST_INFO ("one more sub texture pool inserted: %d ", key);
|
|
GST_INFO ("nb sub texture pools: %d",
|
|
g_hash_table_size (display->texture_pool));
|
|
}
|
|
//contruct a sub texture pool element
|
|
tex = g_new0 (GstGLDisplayTex, 1);
|
|
tex->texture = *pTexture;
|
|
*pTexture = 0;
|
|
|
|
//add tex to the pool, it makes texture allocation reusable
|
|
g_queue_push_tail (sub_texture_pool, tex);
|
|
GST_LOG ("texture id:%d added to the sub texture pool: %d",
|
|
tex->texture, key);
|
|
GST_LOG ("%d texture(s) in the sub texture pool: %d",
|
|
g_queue_get_length (sub_texture_pool), key);
|
|
}
|
|
|
|
|
|
/* call when a sub texture pool is removed from the texture pool (ghash table) */
|
|
gboolean
|
|
gst_gl_display_texture_pool_func_clean (gpointer key, gpointer value,
|
|
gpointer data)
|
|
{
|
|
GQueue *sub_texture_pool = (GQueue *) value;
|
|
|
|
while (g_queue_get_length (sub_texture_pool) > 0) {
|
|
GstGLDisplayTex *tex = g_queue_pop_head (sub_texture_pool);
|
|
GST_INFO ("trying to delete texture id: %d deleted", tex->texture);
|
|
glDeleteTextures (1, &tex->texture);
|
|
GST_INFO ("texture id: %d deleted", tex->texture);
|
|
g_free (tex);
|
|
}
|
|
|
|
g_queue_free (sub_texture_pool);
|
|
|
|
return TRUE;
|
|
}
|
|
|
|
|
|
/* called in the gl thread */
|
|
void
|
|
gst_gl_display_check_framebuffer_status (void)
|
|
{
|
|
GLenum status = glCheckFramebufferStatusEXT (GL_FRAMEBUFFER_EXT);
|
|
|
|
switch (status) {
|
|
case GL_FRAMEBUFFER_COMPLETE_EXT:
|
|
break;
|
|
|
|
case GL_FRAMEBUFFER_UNSUPPORTED_EXT:
|
|
GST_ERROR ("GL_FRAMEBUFFER_UNSUPPORTED");
|
|
break;
|
|
|
|
case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT_EXT:
|
|
GST_ERROR ("GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT");
|
|
break;
|
|
|
|
case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT_EXT:
|
|
GST_ERROR ("GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT");
|
|
break;
|
|
|
|
case GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS_EXT:
|
|
GST_ERROR ("GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS");
|
|
break;
|
|
|
|
default:
|
|
GST_ERROR ("General FBO error");
|
|
}
|
|
}
|
|
|
|
|
|
//------------------------------------------------------------
|
|
//--------------------- END PRIVATE -------------------------
|
|
//------------------------------------------------------------
|
|
|
|
|
|
//------------------------------------------------------------
|
|
//---------------------- BEGIN PUBLIC ------------------------
|
|
//------------------------------------------------------------
|
|
|
|
|
|
/* Called by the first gl element of a video/x-raw-gl flow */
|
|
GstGLDisplay *
|
|
gst_gl_display_new (void)
|
|
{
|
|
return g_object_new (GST_TYPE_GL_DISPLAY, NULL);
|
|
}
|
|
|
|
|
|
/* Create an opengl context (one context for one GstGLDisplay)
|
|
* Called by the first gl element of a video/x-raw-gl flow */
|
|
void
|
|
gst_gl_display_create_context (GstGLDisplay * display,
|
|
GLint width, GLint height, gulong external_gl_context)
|
|
{
|
|
gst_gl_display_lock (display);
|
|
|
|
display->upload_width = width;
|
|
display->upload_height = height;
|
|
display->external_gl_context = external_gl_context;
|
|
|
|
display->gl_thread = g_thread_create (
|
|
(GThreadFunc) gst_gl_display_thread_create_context, display, TRUE, NULL);
|
|
|
|
g_cond_wait (display->cond_create_context, display->mutex);
|
|
|
|
GST_INFO ("gl thread created");
|
|
|
|
gst_gl_display_unlock (display);
|
|
}
|
|
|
|
|
|
/* Called by the glimagesink element */
|
|
gboolean
|
|
gst_gl_display_redisplay (GstGLDisplay * display, GLuint texture, gint width,
|
|
gint height, gboolean keep_aspect_ratio)
|
|
{
|
|
gboolean isAlive = TRUE;
|
|
|
|
gst_gl_display_lock (display);
|
|
isAlive = display->isAlive;
|
|
if (isAlive) {
|
|
|
|
#ifdef OPENGL_ES2
|
|
if (!display->redisplay_shader) {
|
|
gst_gl_window_send_message (display->gl_window,
|
|
GST_GL_WINDOW_CB (gst_gl_display_thread_init_redisplay), display);
|
|
}
|
|
#endif
|
|
|
|
if (texture) {
|
|
display->redisplay_texture = texture;
|
|
display->redisplay_texture_width = width;
|
|
display->redisplay_texture_height = height;
|
|
}
|
|
display->keep_aspect_ratio = keep_aspect_ratio;
|
|
if (display->gl_window)
|
|
gst_gl_window_draw (display->gl_window);
|
|
}
|
|
gst_gl_display_unlock (display);
|
|
|
|
return isAlive;
|
|
}
|
|
|
|
void
|
|
gst_gl_display_thread_add (GstGLDisplay * display,
|
|
GstGLDisplayThreadFunc func, gpointer data)
|
|
{
|
|
gst_gl_display_lock (display);
|
|
display->data = data;
|
|
display->generic_callback = func;
|
|
gst_gl_window_send_message (display->gl_window,
|
|
GST_GL_WINDOW_CB (gst_gl_display_thread_run_generic), display);
|
|
gst_gl_display_unlock (display);
|
|
}
|
|
|
|
/* Called by gst_gl_buffer_new */
|
|
void
|
|
gst_gl_display_gen_texture (GstGLDisplay * display, GLuint * pTexture,
|
|
GLint width, GLint height)
|
|
{
|
|
gst_gl_display_lock (display);
|
|
display->gen_texture_width = width;
|
|
display->gen_texture_height = height;
|
|
gst_gl_window_send_message (display->gl_window,
|
|
GST_GL_WINDOW_CB (gst_gl_display_thread_gen_texture), display);
|
|
*pTexture = display->gen_texture;
|
|
gst_gl_display_unlock (display);
|
|
}
|
|
|
|
|
|
/* Called by gst_gl_buffer_finalize */
|
|
void
|
|
gst_gl_display_del_texture (GstGLDisplay * display, GLuint texture, GLint width,
|
|
GLint height)
|
|
{
|
|
gst_gl_display_lock (display);
|
|
if (texture) {
|
|
display->del_texture = texture;
|
|
display->del_texture_width = width;
|
|
display->del_texture_height = height;
|
|
gst_gl_window_send_message (display->gl_window,
|
|
GST_GL_WINDOW_CB (gst_gl_display_thread_del_texture), display);
|
|
}
|
|
gst_gl_display_unlock (display);
|
|
}
|
|
|
|
|
|
/* Called by the first gl element of a video/x-raw-gl flow */
|
|
void
|
|
gst_gl_display_init_upload (GstGLDisplay * display, GstVideoFormat video_format,
|
|
guint gl_width, guint gl_height, gint video_width, gint video_height)
|
|
{
|
|
gst_gl_display_lock (display);
|
|
display->upload_video_format = video_format;
|
|
display->upload_width = gl_width;
|
|
display->upload_height = gl_height;
|
|
display->upload_data_width = video_width;
|
|
display->upload_data_height = video_height;
|
|
gst_gl_window_send_message (display->gl_window,
|
|
GST_GL_WINDOW_CB (gst_gl_display_thread_init_upload), display);
|
|
gst_gl_display_unlock (display);
|
|
}
|
|
|
|
|
|
/* Called by the first gl element of a video/x-raw-gl flow */
|
|
gboolean
|
|
gst_gl_display_do_upload (GstGLDisplay * display, GLuint texture,
|
|
gint data_width, gint data_height, gpointer data)
|
|
{
|
|
gboolean isAlive = TRUE;
|
|
|
|
gst_gl_display_lock (display);
|
|
isAlive = display->isAlive;
|
|
if (isAlive) {
|
|
display->upload_outtex = texture;
|
|
display->upload_data_width = data_width;
|
|
display->upload_data_height = data_height;
|
|
display->upload_data = data;
|
|
gst_gl_window_send_message (display->gl_window,
|
|
GST_GL_WINDOW_CB (gst_gl_display_thread_do_upload), display);
|
|
}
|
|
gst_gl_display_unlock (display);
|
|
|
|
return isAlive;
|
|
}
|
|
|
|
|
|
/* Called by the gldownload and glcolorscale element */
|
|
void
|
|
gst_gl_display_init_download (GstGLDisplay * display,
|
|
GstVideoFormat video_format, gint width, gint height)
|
|
{
|
|
gst_gl_display_lock (display);
|
|
display->download_video_format = video_format;
|
|
display->download_width = width;
|
|
display->download_height = height;
|
|
gst_gl_window_send_message (display->gl_window,
|
|
GST_GL_WINDOW_CB (gst_gl_display_thread_init_download), display);
|
|
gst_gl_display_unlock (display);
|
|
}
|
|
|
|
|
|
/* Called by the gldownload and glcolorscale element */
|
|
gboolean
|
|
gst_gl_display_do_download (GstGLDisplay * display, GLuint texture,
|
|
gint width, gint height, gpointer data)
|
|
{
|
|
gboolean isAlive = TRUE;
|
|
|
|
gst_gl_display_lock (display);
|
|
isAlive = display->isAlive;
|
|
if (isAlive) {
|
|
//data size is aocciated to the glcontext size
|
|
display->download_data = data;
|
|
display->ouput_texture = texture;
|
|
display->ouput_texture_width = width;
|
|
display->ouput_texture_height = height;
|
|
gst_gl_window_send_message (display->gl_window,
|
|
GST_GL_WINDOW_CB (gst_gl_display_thread_do_download), display);
|
|
}
|
|
gst_gl_display_unlock (display);
|
|
|
|
return isAlive;
|
|
}
|
|
|
|
|
|
/* Called by gltestsrc and glfilter */
|
|
void
|
|
gst_gl_display_gen_fbo (GstGLDisplay * display, gint width, gint height,
|
|
GLuint * fbo, GLuint * depthbuffer)
|
|
{
|
|
gst_gl_display_lock (display);
|
|
if (display->isAlive) {
|
|
display->gen_fbo_width = width;
|
|
display->gen_fbo_height = height;
|
|
gst_gl_window_send_message (display->gl_window,
|
|
GST_GL_WINDOW_CB (gst_gl_display_thread_gen_fbo), display);
|
|
*fbo = display->generated_fbo;
|
|
*depthbuffer = display->generated_depth_buffer;
|
|
}
|
|
gst_gl_display_unlock (display);
|
|
}
|
|
|
|
|
|
/* Called by glfilter */
|
|
/* this function really has to be simplified... do we really need to
|
|
set projection this way? Wouldn't be better a set_projection
|
|
separate call? or just make glut functions available out of
|
|
gst-libs and call it if needed on drawcallback? -- Filippo */
|
|
/* GLCB too.. I think that only needed parameters should be
|
|
* GstGLDisplay *display and gpointer data, or just gpointer data */
|
|
/* ..everything here has to be simplified! */
|
|
gboolean
|
|
gst_gl_display_use_fbo (GstGLDisplay * display, gint texture_fbo_width,
|
|
gint texture_fbo_height, GLuint fbo, GLuint depth_buffer,
|
|
GLuint texture_fbo, GLCB cb, gint input_texture_width,
|
|
gint input_texture_height, GLuint input_texture, gdouble proj_param1,
|
|
gdouble proj_param2, gdouble proj_param3, gdouble proj_param4,
|
|
GstGLDisplayProjection projection, gpointer * stuff)
|
|
{
|
|
gboolean isAlive = TRUE;
|
|
|
|
gst_gl_display_lock (display);
|
|
isAlive = display->isAlive;
|
|
if (isAlive) {
|
|
display->use_fbo = fbo;
|
|
display->use_depth_buffer = depth_buffer;
|
|
display->use_fbo_texture = texture_fbo;
|
|
display->use_fbo_width = texture_fbo_width;
|
|
display->use_fbo_height = texture_fbo_height;
|
|
display->use_fbo_scene_cb = cb;
|
|
display->use_fbo_proj_param1 = proj_param1;
|
|
display->use_fbo_proj_param2 = proj_param2;
|
|
display->use_fbo_proj_param3 = proj_param3;
|
|
display->use_fbo_proj_param4 = proj_param4;
|
|
display->use_fbo_projection = projection;
|
|
display->use_fbo_stuff = stuff;
|
|
display->input_texture_width = input_texture_width;
|
|
display->input_texture_height = input_texture_height;
|
|
display->input_texture = input_texture;
|
|
gst_gl_window_send_message (display->gl_window,
|
|
GST_GL_WINDOW_CB (gst_gl_display_thread_use_fbo), display);
|
|
}
|
|
gst_gl_display_unlock (display);
|
|
|
|
return isAlive;
|
|
}
|
|
|
|
|
|
/* Called by gltestsrc and glfilter */
|
|
void
|
|
gst_gl_display_del_fbo (GstGLDisplay * display, GLuint fbo, GLuint depth_buffer)
|
|
{
|
|
gst_gl_display_lock (display);
|
|
display->del_fbo = fbo;
|
|
display->del_depth_buffer = depth_buffer;
|
|
gst_gl_window_send_message (display->gl_window,
|
|
GST_GL_WINDOW_CB (gst_gl_display_thread_del_fbo), display);
|
|
gst_gl_display_unlock (display);
|
|
}
|
|
|
|
|
|
/* Called by glfilter */
|
|
void
|
|
gst_gl_display_gen_shader (GstGLDisplay * display,
|
|
const gchar * shader_vertex_source,
|
|
const gchar * shader_fragment_source, GstGLShader ** shader)
|
|
{
|
|
gst_gl_display_lock (display);
|
|
display->gen_shader_vertex_source = shader_vertex_source;
|
|
display->gen_shader_fragment_source = shader_fragment_source;
|
|
gst_gl_window_send_message (display->gl_window,
|
|
GST_GL_WINDOW_CB (gst_gl_display_thread_gen_shader), display);
|
|
if (shader)
|
|
*shader = display->gen_shader;
|
|
display->gen_shader = NULL;
|
|
display->gen_shader_vertex_source = NULL;
|
|
display->gen_shader_fragment_source = NULL;
|
|
gst_gl_display_unlock (display);
|
|
}
|
|
|
|
|
|
/* Called by glfilter */
|
|
void
|
|
gst_gl_display_del_shader (GstGLDisplay * display, GstGLShader * shader)
|
|
{
|
|
gst_gl_display_lock (display);
|
|
display->del_shader = shader;
|
|
gst_gl_window_send_message (display->gl_window,
|
|
GST_GL_WINDOW_CB (gst_gl_display_thread_del_shader), display);
|
|
gst_gl_display_unlock (display);
|
|
}
|
|
|
|
|
|
/* Called by the glimagesink */
|
|
void
|
|
gst_gl_display_set_window_id (GstGLDisplay * display, gulong window_id)
|
|
{
|
|
gst_gl_display_lock (display);
|
|
gst_gl_window_set_external_window_id (display->gl_window, window_id);
|
|
gst_gl_display_unlock (display);
|
|
}
|
|
|
|
|
|
/* Called by the glimagesink */
|
|
void
|
|
gst_gl_display_set_client_reshape_callback (GstGLDisplay * display, CRCB cb)
|
|
{
|
|
gst_gl_display_lock (display);
|
|
display->clientReshapeCallback = cb;
|
|
gst_gl_display_unlock (display);
|
|
}
|
|
|
|
|
|
/* Called by the glimagesink */
|
|
void
|
|
gst_gl_display_set_client_draw_callback (GstGLDisplay * display, CDCB cb)
|
|
{
|
|
gst_gl_display_lock (display);
|
|
display->clientDrawCallback = cb;
|
|
gst_gl_display_unlock (display);
|
|
}
|
|
|
|
|
|
//------------------------------------------------------------
|
|
//------------------------ END PUBLIC ------------------------
|
|
//------------------------------------------------------------
|
|
|
|
/* called by gst_gl_display_thread_init_upload (in the gl thread) */
|
|
void
|
|
gst_gl_display_thread_init_upload_fbo (GstGLDisplay * display)
|
|
{
|
|
//Frame buffer object is a requirement for every cases
|
|
if (GLEW_EXT_framebuffer_object) {
|
|
//a texture must be attached to the FBO
|
|
GLuint fake_texture = 0;
|
|
|
|
GST_INFO ("Context, EXT_framebuffer_object supported: yes");
|
|
|
|
//-- init intput frame buffer object (video -> GL)
|
|
|
|
//setup FBO
|
|
glGenFramebuffersEXT (1, &display->upload_fbo);
|
|
glBindFramebufferEXT (GL_FRAMEBUFFER_EXT, display->upload_fbo);
|
|
|
|
//setup the render buffer for depth
|
|
glGenRenderbuffersEXT (1, &display->upload_depth_buffer);
|
|
glBindRenderbufferEXT (GL_RENDERBUFFER_EXT, display->upload_depth_buffer);
|
|
glRenderbufferStorageEXT (GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT,
|
|
display->upload_width, display->upload_height);
|
|
|
|
//a fake texture is attached to the upload FBO (cannot init without it)
|
|
glGenTextures (1, &fake_texture);
|
|
glBindTexture (GL_TEXTURE_RECTANGLE_ARB, fake_texture);
|
|
glTexImage2D (GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA8,
|
|
display->upload_width, display->upload_height, 0, GL_RGBA,
|
|
GL_UNSIGNED_BYTE, NULL);
|
|
glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER,
|
|
GL_LINEAR);
|
|
glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER,
|
|
GL_LINEAR);
|
|
glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_S,
|
|
GL_CLAMP_TO_EDGE);
|
|
glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_T,
|
|
GL_CLAMP_TO_EDGE);
|
|
|
|
//attach the texture to the FBO to renderer to
|
|
glFramebufferTexture2DEXT (GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT,
|
|
GL_TEXTURE_RECTANGLE_ARB, fake_texture, 0);
|
|
|
|
//attach the depth render buffer to the FBO
|
|
glFramebufferRenderbufferEXT (GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT,
|
|
GL_RENDERBUFFER_EXT, display->upload_depth_buffer);
|
|
|
|
gst_gl_display_check_framebuffer_status ();
|
|
|
|
g_assert (glCheckFramebufferStatusEXT (GL_FRAMEBUFFER_EXT) ==
|
|
GL_FRAMEBUFFER_COMPLETE_EXT);
|
|
|
|
//unbind the FBO
|
|
glBindFramebufferEXT (GL_FRAMEBUFFER_EXT, 0);
|
|
|
|
glDeleteTextures (1, &fake_texture);
|
|
|
|
//alloc texture (related to upload) memory only on time
|
|
gst_gl_display_thread_do_upload_make (display);
|
|
} else {
|
|
//turn off the pipeline because Frame buffer object is a not present
|
|
GST_WARNING ("Context, EXT_framebuffer_object supported: no");
|
|
display->isAlive = FALSE;
|
|
}
|
|
}
|
|
|
|
/* called by gst_gl_display_thread_do_upload (in the gl thread) */
|
|
void
|
|
gst_gl_display_thread_do_upload_make (GstGLDisplay * display)
|
|
{
|
|
gint width = display->upload_data_width;
|
|
gint height = display->upload_data_height;
|
|
|
|
glGenTextures (1, &display->upload_intex);
|
|
|
|
glBindTexture (GL_TEXTURE_RECTANGLE_ARB, display->upload_intex);
|
|
switch (display->upload_video_format) {
|
|
case GST_VIDEO_FORMAT_RGBx:
|
|
case GST_VIDEO_FORMAT_BGRx:
|
|
case GST_VIDEO_FORMAT_xRGB:
|
|
case GST_VIDEO_FORMAT_xBGR:
|
|
case GST_VIDEO_FORMAT_RGBA:
|
|
case GST_VIDEO_FORMAT_BGRA:
|
|
case GST_VIDEO_FORMAT_ARGB:
|
|
case GST_VIDEO_FORMAT_ABGR:
|
|
glTexImage2D (GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA,
|
|
width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
|
|
break;
|
|
case GST_VIDEO_FORMAT_RGB:
|
|
case GST_VIDEO_FORMAT_BGR:
|
|
glTexImage2D (GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGB,
|
|
width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
|
|
break;
|
|
case GST_VIDEO_FORMAT_AYUV:
|
|
glTexImage2D (GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA,
|
|
width, height, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8, NULL);
|
|
break;
|
|
case GST_VIDEO_FORMAT_YUY2:
|
|
switch (display->upload_colorspace_conversion) {
|
|
case GST_GL_DISPLAY_CONVERSION_GLSL:
|
|
case GST_GL_DISPLAY_CONVERSION_MATRIX:
|
|
glTexImage2D (GL_TEXTURE_RECTANGLE_ARB, 0, GL_LUMINANCE_ALPHA,
|
|
width, height, 0, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, NULL);
|
|
glGenTextures (1, &display->upload_intex_u);
|
|
glBindTexture (GL_TEXTURE_RECTANGLE_ARB, display->upload_intex_u);
|
|
glTexImage2D (GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA8,
|
|
width, height, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
|
|
break;
|
|
case GST_GL_DISPLAY_CONVERSION_MESA:
|
|
glTexImage2D (GL_TEXTURE_RECTANGLE_ARB, 0, GL_YCBCR_MESA, width,
|
|
height, 0, GL_YCBCR_MESA, GL_UNSIGNED_SHORT_8_8_MESA, NULL);
|
|
break;
|
|
default:
|
|
g_assert_not_reached ();
|
|
}
|
|
break;
|
|
case GST_VIDEO_FORMAT_UYVY:
|
|
switch (display->upload_colorspace_conversion) {
|
|
case GST_GL_DISPLAY_CONVERSION_GLSL:
|
|
case GST_GL_DISPLAY_CONVERSION_MATRIX:
|
|
glTexImage2D (GL_TEXTURE_RECTANGLE_ARB, 0, GL_LUMINANCE_ALPHA,
|
|
width, height, 0, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, NULL);
|
|
glGenTextures (1, &display->upload_intex_u);
|
|
glBindTexture (GL_TEXTURE_RECTANGLE_ARB, display->upload_intex_u);
|
|
glTexImage2D (GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA8,
|
|
width, height, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
|
|
break;
|
|
case GST_GL_DISPLAY_CONVERSION_MESA:
|
|
glTexImage2D (GL_TEXTURE_RECTANGLE_ARB, 0, GL_YCBCR_MESA, width,
|
|
height, 0, GL_YCBCR_MESA, GL_UNSIGNED_SHORT_8_8_MESA, NULL);
|
|
break;
|
|
default:
|
|
g_assert_not_reached ();
|
|
}
|
|
break;
|
|
case GST_VIDEO_FORMAT_I420:
|
|
case GST_VIDEO_FORMAT_YV12:
|
|
glTexImage2D (GL_TEXTURE_RECTANGLE_ARB, 0, GL_LUMINANCE,
|
|
width, height, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, NULL);
|
|
|
|
glGenTextures (1, &display->upload_intex_u);
|
|
glBindTexture (GL_TEXTURE_RECTANGLE_ARB, display->upload_intex_u);
|
|
glTexImage2D (GL_TEXTURE_RECTANGLE_ARB, 0, GL_LUMINANCE,
|
|
GST_ROUND_UP_2 (width) / 2,
|
|
GST_ROUND_UP_2 (height) / 2, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, NULL);
|
|
|
|
glGenTextures (1, &display->upload_intex_v);
|
|
glBindTexture (GL_TEXTURE_RECTANGLE_ARB, display->upload_intex_v);
|
|
glTexImage2D (GL_TEXTURE_RECTANGLE_ARB, 0, GL_LUMINANCE,
|
|
GST_ROUND_UP_2 (width) / 2,
|
|
GST_ROUND_UP_2 (height) / 2, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, NULL);
|
|
break;
|
|
|
|
default:
|
|
g_assert_not_reached ();
|
|
}
|
|
}
|
|
|
|
|
|
/* called by gst_gl_display_thread_do_upload (in the gl thread) */
|
|
void
|
|
gst_gl_display_thread_do_upload_fill (GstGLDisplay * display)
|
|
{
|
|
gint width = display->upload_data_width;
|
|
gint height = display->upload_data_height;
|
|
gpointer data = display->upload_data;
|
|
|
|
switch (display->upload_video_format) {
|
|
case GST_VIDEO_FORMAT_RGB:
|
|
case GST_VIDEO_FORMAT_BGR:
|
|
case GST_VIDEO_FORMAT_RGBx:
|
|
case GST_VIDEO_FORMAT_BGRx:
|
|
case GST_VIDEO_FORMAT_xRGB:
|
|
case GST_VIDEO_FORMAT_xBGR:
|
|
case GST_VIDEO_FORMAT_RGBA:
|
|
case GST_VIDEO_FORMAT_BGRA:
|
|
case GST_VIDEO_FORMAT_ARGB:
|
|
case GST_VIDEO_FORMAT_ABGR:
|
|
//color space conversion is not needed
|
|
if (display->upload_width != display->upload_data_width ||
|
|
display->upload_height != display->upload_data_height)
|
|
glBindTexture (GL_TEXTURE_RECTANGLE_ARB, display->upload_intex);
|
|
else
|
|
glBindTexture (GL_TEXTURE_RECTANGLE_ARB, display->upload_outtex);
|
|
break;
|
|
case GST_VIDEO_FORMAT_YUY2:
|
|
case GST_VIDEO_FORMAT_UYVY:
|
|
case GST_VIDEO_FORMAT_I420:
|
|
case GST_VIDEO_FORMAT_YV12:
|
|
case GST_VIDEO_FORMAT_AYUV:
|
|
switch (display->upload_colorspace_conversion) {
|
|
case GST_GL_DISPLAY_CONVERSION_GLSL:
|
|
case GST_GL_DISPLAY_CONVERSION_MATRIX:
|
|
glBindTexture (GL_TEXTURE_RECTANGLE_ARB, display->upload_intex);
|
|
break;
|
|
case GST_GL_DISPLAY_CONVERSION_MESA:
|
|
if (display->upload_width != display->upload_data_width ||
|
|
display->upload_height != display->upload_data_height)
|
|
glBindTexture (GL_TEXTURE_RECTANGLE_ARB, display->upload_intex);
|
|
else
|
|
glBindTexture (GL_TEXTURE_RECTANGLE_ARB, display->upload_outtex);
|
|
break;
|
|
default:
|
|
g_assert_not_reached ();
|
|
}
|
|
break;
|
|
default:
|
|
g_assert_not_reached ();
|
|
}
|
|
|
|
switch (display->upload_video_format) {
|
|
case GST_VIDEO_FORMAT_RGB:
|
|
glTexSubImage2D (GL_TEXTURE_RECTANGLE_ARB, 0, 0, 0, width, height,
|
|
GL_RGB, GL_UNSIGNED_BYTE, data);
|
|
break;
|
|
case GST_VIDEO_FORMAT_BGR:
|
|
glTexSubImage2D (GL_TEXTURE_RECTANGLE_ARB, 0, 0, 0, width, height,
|
|
GL_BGR, GL_UNSIGNED_BYTE, data);
|
|
break;
|
|
case GST_VIDEO_FORMAT_RGBx:
|
|
case GST_VIDEO_FORMAT_RGBA:
|
|
glTexSubImage2D (GL_TEXTURE_RECTANGLE_ARB, 0, 0, 0, width, height,
|
|
GL_RGBA, GL_UNSIGNED_BYTE, data);
|
|
break;
|
|
case GST_VIDEO_FORMAT_BGRx:
|
|
case GST_VIDEO_FORMAT_BGRA:
|
|
glTexSubImage2D (GL_TEXTURE_RECTANGLE_ARB, 0, 0, 0, width, height,
|
|
GL_BGRA, GL_UNSIGNED_BYTE, data);
|
|
break;
|
|
case GST_VIDEO_FORMAT_AYUV:
|
|
case GST_VIDEO_FORMAT_xRGB:
|
|
case GST_VIDEO_FORMAT_ARGB:
|
|
glTexSubImage2D (GL_TEXTURE_RECTANGLE_ARB, 0, 0, 0, width, height,
|
|
GL_BGRA, GL_UNSIGNED_INT_8_8_8_8, data);
|
|
break;
|
|
case GST_VIDEO_FORMAT_xBGR:
|
|
case GST_VIDEO_FORMAT_ABGR:
|
|
glTexSubImage2D (GL_TEXTURE_RECTANGLE_ARB, 0, 0, 0, width, height,
|
|
GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, data);
|
|
break;
|
|
case GST_VIDEO_FORMAT_YUY2:
|
|
switch (display->upload_colorspace_conversion) {
|
|
case GST_GL_DISPLAY_CONVERSION_GLSL:
|
|
case GST_GL_DISPLAY_CONVERSION_MATRIX:
|
|
glTexSubImage2D (GL_TEXTURE_RECTANGLE_ARB, 0, 0, 0, width, height,
|
|
GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, data);
|
|
|
|
glBindTexture (GL_TEXTURE_RECTANGLE_ARB, display->upload_intex_u);
|
|
glTexSubImage2D (GL_TEXTURE_RECTANGLE_ARB, 0, 0, 0,
|
|
GST_ROUND_UP_2 (width) / 2, height,
|
|
GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data);
|
|
break;
|
|
case GST_GL_DISPLAY_CONVERSION_MESA:
|
|
glTexSubImage2D (GL_TEXTURE_RECTANGLE_ARB, 0, 0, 0, width, height,
|
|
GL_YCBCR_MESA, GL_UNSIGNED_SHORT_8_8_REV_MESA, data);
|
|
break;
|
|
default:
|
|
g_assert_not_reached ();
|
|
}
|
|
break;
|
|
case GST_VIDEO_FORMAT_UYVY:
|
|
switch (display->upload_colorspace_conversion) {
|
|
case GST_GL_DISPLAY_CONVERSION_GLSL:
|
|
case GST_GL_DISPLAY_CONVERSION_MATRIX:
|
|
glTexSubImage2D (GL_TEXTURE_RECTANGLE_ARB, 0, 0, 0, width, height,
|
|
GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, data);
|
|
|
|
glBindTexture (GL_TEXTURE_RECTANGLE_ARB, display->upload_intex_u);
|
|
glTexSubImage2D (GL_TEXTURE_RECTANGLE_ARB, 0, 0, 0,
|
|
GST_ROUND_UP_2 (width) / 2, height,
|
|
GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data);
|
|
break;
|
|
case GST_GL_DISPLAY_CONVERSION_MESA:
|
|
glTexSubImage2D (GL_TEXTURE_RECTANGLE_ARB, 0, 0, 0, width, height,
|
|
GL_YCBCR_MESA, GL_UNSIGNED_SHORT_8_8_MESA, data);
|
|
break;
|
|
default:
|
|
g_assert_not_reached ();
|
|
}
|
|
break;
|
|
case GST_VIDEO_FORMAT_I420:
|
|
case GST_VIDEO_FORMAT_YV12:
|
|
{
|
|
glTexSubImage2D (GL_TEXTURE_RECTANGLE_ARB, 0, 0, 0, width, height,
|
|
GL_LUMINANCE, GL_UNSIGNED_BYTE, data);
|
|
|
|
glBindTexture (GL_TEXTURE_RECTANGLE_ARB, display->upload_intex_u);
|
|
glTexSubImage2D (GL_TEXTURE_RECTANGLE_ARB, 0, 0, 0,
|
|
GST_ROUND_UP_2 (width) / 2, GST_ROUND_UP_2 (height) / 2,
|
|
GL_LUMINANCE, GL_UNSIGNED_BYTE,
|
|
(guint8 *) data +
|
|
gst_video_format_get_component_offset (display->upload_video_format,
|
|
1, width, height));
|
|
|
|
glBindTexture (GL_TEXTURE_RECTANGLE_ARB, display->upload_intex_v);
|
|
glTexSubImage2D (GL_TEXTURE_RECTANGLE_ARB, 0, 0, 0,
|
|
GST_ROUND_UP_2 (width) / 2, GST_ROUND_UP_2 (height) / 2,
|
|
GL_LUMINANCE, GL_UNSIGNED_BYTE,
|
|
(guint8 *) data +
|
|
gst_video_format_get_component_offset (display->upload_video_format,
|
|
2, width, height));
|
|
}
|
|
break;
|
|
default:
|
|
g_assert_not_reached ();
|
|
}
|
|
|
|
//make sure no texture is in use in our opengl context
|
|
//in case we want to use the upload texture in an other opengl context
|
|
glBindTexture (GL_TEXTURE_RECTANGLE_ARB, 0);
|
|
}
|
|
|
|
|
|
/* called by gst_gl_display_thread_do_upload (in the gl thread) */
|
|
void
|
|
gst_gl_display_thread_do_upload_draw (GstGLDisplay * display)
|
|
{
|
|
|
|
#ifdef OPENGL_ES2
|
|
GLint viewport_dim[4];
|
|
|
|
const GLfloat vVertices[] = { 1.0f, -1.0f, 0.0f,
|
|
1.0f, 0.0f,
|
|
-1.0f, -1.0f, 0.0f,
|
|
0.0f, .0f,
|
|
-1.0f, 1.0f, 0.0f,
|
|
0.0f, 1.0f,
|
|
1.0f, 1.0f, 0.0f,
|
|
1.0f, 1.0f
|
|
};
|
|
|
|
GLushort indices[] = { 0, 1, 2, 0, 2, 3 };
|
|
#endif
|
|
|
|
glBindFramebufferEXT (GL_FRAMEBUFFER_EXT, display->upload_fbo);
|
|
|
|
//setup a texture to render to
|
|
glEnable (GL_TEXTURE_RECTANGLE_ARB);
|
|
glBindTexture (GL_TEXTURE_RECTANGLE_ARB, display->upload_outtex);
|
|
|
|
//attach the texture to the FBO to renderer to
|
|
glFramebufferTexture2DEXT (GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT,
|
|
GL_TEXTURE_RECTANGLE_ARB, display->upload_outtex, 0);
|
|
|
|
if (GLEW_ARB_fragment_shader)
|
|
gst_gl_shader_use (NULL);
|
|
|
|
#ifndef OPENGL_ES2
|
|
glPushAttrib (GL_VIEWPORT_BIT);
|
|
|
|
glMatrixMode (GL_PROJECTION);
|
|
glPushMatrix ();
|
|
glLoadIdentity ();
|
|
gluOrtho2D (0.0, display->upload_width, 0.0, display->upload_height);
|
|
|
|
glMatrixMode (GL_MODELVIEW);
|
|
glPushMatrix ();
|
|
glLoadIdentity ();
|
|
#else // OPENGL_ES2
|
|
glGetIntegerv (GL_VIEWPORT, viewport_dim);
|
|
#endif
|
|
|
|
glViewport (0, 0, display->upload_width, display->upload_height);
|
|
|
|
#ifndef OPENGL_ES2
|
|
glDrawBuffer (GL_COLOR_ATTACHMENT0_EXT);
|
|
#endif
|
|
|
|
glClearColor (0.0, 0.0, 0.0, 0.0);
|
|
glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
|
|
|
switch (display->upload_video_format) {
|
|
case GST_VIDEO_FORMAT_RGBx:
|
|
case GST_VIDEO_FORMAT_BGRx:
|
|
case GST_VIDEO_FORMAT_xRGB:
|
|
case GST_VIDEO_FORMAT_xBGR:
|
|
case GST_VIDEO_FORMAT_RGBA:
|
|
case GST_VIDEO_FORMAT_BGRA:
|
|
case GST_VIDEO_FORMAT_ARGB:
|
|
case GST_VIDEO_FORMAT_ABGR:
|
|
case GST_VIDEO_FORMAT_RGB:
|
|
case GST_VIDEO_FORMAT_BGR:
|
|
{
|
|
#ifndef OPENGL_ES2
|
|
glMatrixMode (GL_PROJECTION);
|
|
glLoadIdentity ();
|
|
#else
|
|
glVertexAttribPointer (display->shader_upload_attr_position_loc, 3,
|
|
GL_FLOAT, GL_FALSE, 5 * sizeof (GLfloat), vVertices);
|
|
glVertexAttribPointer (display->shader_upload_attr_texture_loc, 2,
|
|
GL_FLOAT, GL_FALSE, 5 * sizeof (GLfloat), &vVertices[3]);
|
|
|
|
glEnableVertexAttribArray (display->shader_upload_attr_position_loc);
|
|
glEnableVertexAttribArray (display->shader_upload_attr_texture_loc);
|
|
#endif
|
|
glEnable (GL_TEXTURE_RECTANGLE_ARB);
|
|
glBindTexture (GL_TEXTURE_RECTANGLE_ARB, display->upload_intex);
|
|
glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER,
|
|
GL_LINEAR);
|
|
glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER,
|
|
GL_LINEAR);
|
|
glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_S,
|
|
GL_CLAMP_TO_EDGE);
|
|
glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_T,
|
|
GL_CLAMP_TO_EDGE);
|
|
glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
|
|
}
|
|
break;
|
|
|
|
case GST_VIDEO_FORMAT_YUY2:
|
|
case GST_VIDEO_FORMAT_UYVY:
|
|
{
|
|
switch (display->upload_colorspace_conversion) {
|
|
case GST_GL_DISPLAY_CONVERSION_GLSL:
|
|
case GST_GL_DISPLAY_CONVERSION_MATRIX:
|
|
{
|
|
GstGLShader *shader_upload_YUY2_UYVY = NULL;
|
|
|
|
switch (display->upload_video_format) {
|
|
case GST_VIDEO_FORMAT_YUY2:
|
|
shader_upload_YUY2_UYVY = display->shader_upload_YUY2;
|
|
break;
|
|
case GST_VIDEO_FORMAT_UYVY:
|
|
shader_upload_YUY2_UYVY = display->shader_upload_UYVY;
|
|
break;
|
|
default:
|
|
g_assert_not_reached ();
|
|
}
|
|
|
|
gst_gl_shader_use (shader_upload_YUY2_UYVY);
|
|
|
|
#ifndef OPENGL_ES2
|
|
glMatrixMode (GL_PROJECTION);
|
|
glLoadIdentity ();
|
|
#else
|
|
glVertexAttribPointer (display->shader_upload_attr_position_loc, 3,
|
|
GL_FLOAT, GL_FALSE, 5 * sizeof (GLfloat), vVertices);
|
|
glVertexAttribPointer (display->shader_upload_attr_texture_loc, 2,
|
|
GL_FLOAT, GL_FALSE, 5 * sizeof (GLfloat), &vVertices[3]);
|
|
|
|
glEnableVertexAttribArray (display->shader_upload_attr_position_loc);
|
|
glEnableVertexAttribArray (display->shader_upload_attr_texture_loc);
|
|
#endif
|
|
|
|
glActiveTextureARB (GL_TEXTURE1_ARB);
|
|
gst_gl_shader_set_uniform_1i (shader_upload_YUY2_UYVY, "UVtex", 1);
|
|
glBindTexture (GL_TEXTURE_RECTANGLE_ARB, display->upload_intex_u);
|
|
glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER,
|
|
GL_LINEAR);
|
|
glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER,
|
|
GL_LINEAR);
|
|
glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_S,
|
|
GL_CLAMP_TO_EDGE);
|
|
glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_T,
|
|
GL_CLAMP_TO_EDGE);
|
|
|
|
glActiveTextureARB (GL_TEXTURE0_ARB);
|
|
gst_gl_shader_set_uniform_1i (shader_upload_YUY2_UYVY, "Ytex", 0);
|
|
glBindTexture (GL_TEXTURE_RECTANGLE_ARB, display->upload_intex);
|
|
glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER,
|
|
GL_LINEAR);
|
|
glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER,
|
|
GL_LINEAR);
|
|
glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_S,
|
|
GL_CLAMP_TO_EDGE);
|
|
glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_T,
|
|
GL_CLAMP_TO_EDGE);
|
|
}
|
|
break;
|
|
case GST_GL_DISPLAY_CONVERSION_MESA:
|
|
{
|
|
|
|
#ifndef OPENGL_ES2
|
|
glMatrixMode (GL_PROJECTION);
|
|
glLoadIdentity ();
|
|
#endif
|
|
|
|
glEnable (GL_TEXTURE_RECTANGLE_ARB);
|
|
glBindTexture (GL_TEXTURE_RECTANGLE_ARB, display->upload_intex);
|
|
glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER,
|
|
GL_LINEAR);
|
|
glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER,
|
|
GL_LINEAR);
|
|
glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_S,
|
|
GL_CLAMP_TO_EDGE);
|
|
glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_T,
|
|
GL_CLAMP_TO_EDGE);
|
|
glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
|
|
}
|
|
break;
|
|
default:
|
|
g_assert_not_reached ();
|
|
}
|
|
}
|
|
break;
|
|
|
|
case GST_VIDEO_FORMAT_I420:
|
|
case GST_VIDEO_FORMAT_YV12:
|
|
{
|
|
gst_gl_shader_use (display->shader_upload_I420_YV12);
|
|
|
|
#ifndef OPENGL_ES2
|
|
glMatrixMode (GL_PROJECTION);
|
|
glLoadIdentity ();
|
|
#else
|
|
glVertexAttribPointer (display->shader_upload_attr_position_loc, 3,
|
|
GL_FLOAT, GL_FALSE, 5 * sizeof (GLfloat), vVertices);
|
|
glVertexAttribPointer (display->shader_upload_attr_texture_loc, 2,
|
|
GL_FLOAT, GL_FALSE, 5 * sizeof (GLfloat), &vVertices[3]);
|
|
|
|
glEnableVertexAttribArray (display->shader_upload_attr_position_loc);
|
|
glEnableVertexAttribArray (display->shader_upload_attr_texture_loc);
|
|
#endif
|
|
|
|
glActiveTextureARB (GL_TEXTURE1_ARB);
|
|
gst_gl_shader_set_uniform_1i (display->shader_upload_I420_YV12, "Utex",
|
|
1);
|
|
glBindTexture (GL_TEXTURE_RECTANGLE_ARB, display->upload_intex_u);
|
|
glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER,
|
|
GL_LINEAR);
|
|
glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER,
|
|
GL_LINEAR);
|
|
glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_S,
|
|
GL_CLAMP_TO_EDGE);
|
|
glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_T,
|
|
GL_CLAMP_TO_EDGE);
|
|
|
|
glActiveTextureARB (GL_TEXTURE2_ARB);
|
|
gst_gl_shader_set_uniform_1i (display->shader_upload_I420_YV12, "Vtex",
|
|
2);
|
|
glBindTexture (GL_TEXTURE_RECTANGLE_ARB, display->upload_intex_v);
|
|
glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER,
|
|
GL_LINEAR);
|
|
glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER,
|
|
GL_LINEAR);
|
|
glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_S,
|
|
GL_CLAMP_TO_EDGE);
|
|
glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_T,
|
|
GL_CLAMP_TO_EDGE);
|
|
|
|
glActiveTextureARB (GL_TEXTURE0_ARB);
|
|
gst_gl_shader_set_uniform_1i (display->shader_upload_I420_YV12, "Ytex",
|
|
0);
|
|
glBindTexture (GL_TEXTURE_RECTANGLE_ARB, display->upload_intex);
|
|
glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER,
|
|
GL_LINEAR);
|
|
glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER,
|
|
GL_LINEAR);
|
|
glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_S,
|
|
GL_CLAMP_TO_EDGE);
|
|
glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_T,
|
|
GL_CLAMP_TO_EDGE);
|
|
}
|
|
break;
|
|
|
|
case GST_VIDEO_FORMAT_AYUV:
|
|
{
|
|
gst_gl_shader_use (display->shader_upload_AYUV);
|
|
|
|
#ifndef OPENGL_ES2
|
|
glMatrixMode (GL_PROJECTION);
|
|
glLoadIdentity ();
|
|
#else
|
|
glVertexAttribPointer (display->shader_upload_attr_position_loc, 3,
|
|
GL_FLOAT, GL_FALSE, 5 * sizeof (GLfloat), vVertices);
|
|
glVertexAttribPointer (display->shader_upload_attr_texture_loc, 2,
|
|
GL_FLOAT, GL_FALSE, 5 * sizeof (GLfloat), &vVertices[3]);
|
|
|
|
glEnableVertexAttribArray (display->shader_upload_attr_position_loc);
|
|
glEnableVertexAttribArray (display->shader_upload_attr_texture_loc);
|
|
#endif
|
|
|
|
glActiveTextureARB (GL_TEXTURE0_ARB);
|
|
gst_gl_shader_set_uniform_1i (display->shader_upload_AYUV, "tex", 0);
|
|
glBindTexture (GL_TEXTURE_RECTANGLE_ARB, display->upload_intex);
|
|
glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER,
|
|
GL_LINEAR);
|
|
glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER,
|
|
GL_LINEAR);
|
|
glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_S,
|
|
GL_CLAMP_TO_EDGE);
|
|
glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_T,
|
|
GL_CLAMP_TO_EDGE);
|
|
}
|
|
break;
|
|
|
|
default:
|
|
g_assert_not_reached ();
|
|
|
|
} //end switch display->currentVideo_format
|
|
|
|
#ifndef OPENGL_ES2
|
|
glBegin (GL_QUADS);
|
|
glTexCoord2i (display->upload_data_width, 0);
|
|
glVertex2f (1.0f, -1.0f);
|
|
glTexCoord2i (0, 0);
|
|
glVertex2f (-1.0f, -1.0f);
|
|
glTexCoord2i (0, display->upload_data_height);
|
|
glVertex2f (-1.0f, 1.0f);
|
|
glTexCoord2i (display->upload_data_width, display->upload_data_height);
|
|
glVertex2f (1.0f, 1.0f);
|
|
glEnd ();
|
|
|
|
glDrawBuffer (GL_NONE);
|
|
#else //OPENGL_ES2
|
|
glDrawElements (GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, indices);
|
|
#endif
|
|
|
|
//we are done with the shader
|
|
if (display->upload_colorspace_conversion == GST_GL_DISPLAY_CONVERSION_GLSL)
|
|
glUseProgramObjectARB (0);
|
|
|
|
#ifndef OPENGL_ES2
|
|
glDisable (GL_TEXTURE_RECTANGLE_ARB);
|
|
|
|
glMatrixMode (GL_PROJECTION);
|
|
glPopMatrix ();
|
|
glMatrixMode (GL_MODELVIEW);
|
|
glPopMatrix ();
|
|
glPopAttrib ();
|
|
#else
|
|
glViewport (viewport_dim[0], viewport_dim[1], viewport_dim[2],
|
|
viewport_dim[3]);
|
|
#endif
|
|
|
|
glBindFramebufferEXT (GL_FRAMEBUFFER_EXT, 0);
|
|
|
|
gst_gl_display_check_framebuffer_status ();
|
|
}
|
|
|
|
|
|
/* called by gst_gl_display_thread_do_download (in the gl thread) */
|
|
void
|
|
gst_gl_display_thread_do_download_draw_rgb (GstGLDisplay * display)
|
|
{
|
|
GstVideoFormat video_format = display->download_video_format;
|
|
gpointer data = display->download_data;
|
|
|
|
#ifndef OPENGL_ES2
|
|
glEnable (GL_TEXTURE_RECTANGLE_ARB);
|
|
glBindTexture (GL_TEXTURE_RECTANGLE_ARB, display->ouput_texture);
|
|
#else
|
|
gint width = display->ouput_texture_width;
|
|
gint height = display->ouput_texture_height;
|
|
|
|
const GLfloat vVertices[] = { 1.0f, -1.0f, 0.0f,
|
|
1.0f, 0.0f,
|
|
-1.0f, -1.0f, 0.0f,
|
|
0.0f, 0.0f,
|
|
-1.0f, 1.0f, 0.0f,
|
|
0.0f, 1.0f,
|
|
1.0f, 1.0f, 0.0f,
|
|
1.0f, 1.0f
|
|
};
|
|
|
|
GLushort indices[] = { 0, 1, 2, 0, 2, 3 };
|
|
|
|
glViewport (0, 0, width, height);
|
|
|
|
glClearColor (0.0, 0.0, 0.0, 0.0);
|
|
glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
|
|
|
gst_gl_shader_use (display->shader_download_RGB);
|
|
|
|
glVertexAttribPointer (display->shader_download_attr_position_loc, 3,
|
|
GL_FLOAT, GL_FALSE, 5 * sizeof (GLfloat), vVertices);
|
|
glVertexAttribPointer (display->shader_download_attr_texture_loc, 2,
|
|
GL_FLOAT, GL_FALSE, 5 * sizeof (GLfloat), &vVertices[3]);
|
|
|
|
glEnableVertexAttribArray (display->shader_download_attr_position_loc);
|
|
glEnableVertexAttribArray (display->shader_download_attr_texture_loc);
|
|
|
|
glActiveTextureARB (GL_TEXTURE0_ARB);
|
|
gst_gl_shader_set_uniform_1i (display->shader_download_RGB, "s_texture", 0);
|
|
glBindTexture (GL_TEXTURE_RECTANGLE_ARB, display->ouput_texture);
|
|
|
|
glDrawElements (GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, indices);
|
|
|
|
glUseProgramObjectARB (0);
|
|
glDisable (GL_TEXTURE_RECTANGLE_ARB);
|
|
|
|
glReadBuffer (GL_BACK);
|
|
#endif
|
|
|
|
switch (video_format) {
|
|
case GST_VIDEO_FORMAT_RGBA:
|
|
case GST_VIDEO_FORMAT_RGBx:
|
|
case GST_VIDEO_FORMAT_xRGB:
|
|
case GST_VIDEO_FORMAT_ARGB:
|
|
#ifndef OPENGL_ES2
|
|
glGetTexImage (GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA,
|
|
GL_UNSIGNED_BYTE, data);
|
|
#else
|
|
glReadPixels (0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, data);
|
|
#endif
|
|
break;
|
|
case GST_VIDEO_FORMAT_BGRx:
|
|
case GST_VIDEO_FORMAT_BGRA:
|
|
case GST_VIDEO_FORMAT_xBGR:
|
|
case GST_VIDEO_FORMAT_ABGR:
|
|
#ifndef OPENGL_ES2
|
|
glGetTexImage (GL_TEXTURE_RECTANGLE_ARB, 0, GL_BGRA,
|
|
GL_UNSIGNED_BYTE, data);
|
|
#endif
|
|
break;
|
|
case GST_VIDEO_FORMAT_RGB:
|
|
#ifndef OPENGL_ES2
|
|
glGetTexImage (GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGB,
|
|
GL_UNSIGNED_BYTE, data);
|
|
#else
|
|
glReadPixels (0, 0, width, height, GL_RGB, GL_UNSIGNED_BYTE, data);
|
|
#endif
|
|
break;
|
|
case GST_VIDEO_FORMAT_BGR:
|
|
#ifndef OPENGL_ES2
|
|
glGetTexImage (GL_TEXTURE_RECTANGLE_ARB, 0, GL_BGR,
|
|
GL_UNSIGNED_BYTE, data);
|
|
#endif
|
|
break;
|
|
default:
|
|
g_assert_not_reached ();
|
|
}
|
|
}
|
|
|
|
|
|
/* called by gst_gl_display_thread_do_download (in the gl thread) */
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void
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gst_gl_display_thread_do_download_draw_yuv (GstGLDisplay * display)
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{
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gint width = display->download_width;
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gint height = display->download_height;
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GstVideoFormat video_format = display->download_video_format;
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gpointer data = display->download_data;
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#ifdef OPENGL_ES2
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GLint viewport_dim[4];
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const GLfloat vVertices[] = { 1.0f, -1.0f, 0.0f,
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1.0f, 0.0f,
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-1.0f, -1.0f, 0.0f,
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0.0f, .0f,
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-1.0f, 1.0f, 0.0f,
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0.0f, 1.0f,
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1.0f, 1.0f, 0.0f,
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1.0f, 1.0f
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};
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GLushort indices[] = { 0, 1, 2, 0, 2, 3 };
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#endif
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glBindFramebufferEXT (GL_FRAMEBUFFER_EXT, display->download_fbo);
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#ifndef OPENGL_ES2
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glPushAttrib (GL_VIEWPORT_BIT);
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glMatrixMode (GL_PROJECTION);
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glPushMatrix ();
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glLoadIdentity ();
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gluOrtho2D (0.0, width, 0.0, height);
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glMatrixMode (GL_MODELVIEW);
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glPushMatrix ();
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glLoadIdentity ();
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#else // OPENGL_ES2
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glGetIntegerv (GL_VIEWPORT, viewport_dim);
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#endif
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glViewport (0, 0, width, height);
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switch (video_format) {
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case GST_VIDEO_FORMAT_YUY2:
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case GST_VIDEO_FORMAT_UYVY:
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{
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GstGLShader *shader_download_YUY2_UYVY = NULL;
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switch (video_format) {
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case GST_VIDEO_FORMAT_YUY2:
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shader_download_YUY2_UYVY = display->shader_download_YUY2;
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break;
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case GST_VIDEO_FORMAT_UYVY:
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shader_download_YUY2_UYVY = display->shader_download_UYVY;
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break;
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default:
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g_assert_not_reached ();
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}
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#ifndef OPENGL_ES2
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glDrawBuffer (GL_COLOR_ATTACHMENT0_EXT);
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#endif
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glClearColor (0.0, 0.0, 0.0, 0.0);
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glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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gst_gl_shader_use (shader_download_YUY2_UYVY);
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#ifndef OPENGL_ES2
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glMatrixMode (GL_PROJECTION);
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glLoadIdentity ();
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#else
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glVertexAttribPointer (display->shader_download_attr_position_loc, 3,
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GL_FLOAT, GL_FALSE, 5 * sizeof (GLfloat), vVertices);
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glVertexAttribPointer (display->shader_download_attr_texture_loc, 2,
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GL_FLOAT, GL_FALSE, 5 * sizeof (GLfloat), &vVertices[3]);
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glEnableVertexAttribArray (display->shader_download_attr_position_loc);
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glEnableVertexAttribArray (display->shader_download_attr_texture_loc);
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#endif
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glActiveTextureARB (GL_TEXTURE0_ARB);
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gst_gl_shader_set_uniform_1i (shader_download_YUY2_UYVY, "tex", 0);
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glBindTexture (GL_TEXTURE_RECTANGLE_ARB, display->ouput_texture);
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}
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break;
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case GST_VIDEO_FORMAT_I420:
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case GST_VIDEO_FORMAT_YV12:
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{
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#ifndef OPENGL_ES2
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glDrawBuffers (3, display->multipleRT);
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#endif
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glClearColor (0.0, 0.0, 0.0, 0.0);
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glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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gst_gl_shader_use (display->shader_download_I420_YV12);
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#ifndef OPENGL_ES2
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glMatrixMode (GL_PROJECTION);
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glLoadIdentity ();
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#endif
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glActiveTextureARB (GL_TEXTURE0_ARB);
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gst_gl_shader_set_uniform_1i (display->shader_download_I420_YV12, "tex",
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0);
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gst_gl_shader_set_uniform_1f (display->shader_download_I420_YV12, "w",
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(gfloat) display->ouput_texture_width);
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gst_gl_shader_set_uniform_1f (display->shader_download_I420_YV12, "h",
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(gfloat) display->ouput_texture_height);
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glBindTexture (GL_TEXTURE_RECTANGLE_ARB, display->ouput_texture);
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}
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break;
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case GST_VIDEO_FORMAT_AYUV:
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{
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#ifndef OPENGL_ES2
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glDrawBuffer (GL_COLOR_ATTACHMENT0_EXT);
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#endif
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glClearColor (0.0, 0.0, 0.0, 0.0);
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glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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gst_gl_shader_use (display->shader_download_AYUV);
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#ifndef OPENGL_ES2
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glMatrixMode (GL_PROJECTION);
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glLoadIdentity ();
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#else
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glVertexAttribPointer (display->shader_download_attr_position_loc, 3,
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GL_FLOAT, GL_FALSE, 5 * sizeof (GLfloat), vVertices);
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glVertexAttribPointer (display->shader_download_attr_texture_loc, 2,
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GL_FLOAT, GL_FALSE, 5 * sizeof (GLfloat), &vVertices[3]);
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glEnableVertexAttribArray (display->shader_download_attr_position_loc);
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glEnableVertexAttribArray (display->shader_download_attr_texture_loc);
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#endif
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glActiveTextureARB (GL_TEXTURE0_ARB);
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gst_gl_shader_set_uniform_1i (display->shader_download_AYUV, "tex", 0);
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glBindTexture (GL_TEXTURE_RECTANGLE_ARB, display->ouput_texture);
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}
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break;
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default:
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g_assert_not_reached ();
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} //end switch display->currentVideo_format
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#ifndef OPENGL_ES2
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glBegin (GL_QUADS);
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glTexCoord2i (0, 0);
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glVertex2f (-1.0f, -1.0f);
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glTexCoord2i (width, 0);
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glVertex2f (1.0f, -1.0f);
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glTexCoord2i (width, height);
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glVertex2f (1.0f, 1.0f);
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glTexCoord2i (0, height);
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glVertex2f (-1.0f, 1.0f);
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glEnd ();
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glDrawBuffer (GL_NONE);
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#else //OPENGL_ES2
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glDrawElements (GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, indices);
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#endif
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//dot not check if GLSL is available
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//because download yuv is not available
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//without GLSL (whereas rgb is)
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glUseProgramObjectARB (0);
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glDisable (GL_TEXTURE_RECTANGLE_ARB);
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#ifndef OPENGL_ES2
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glMatrixMode (GL_PROJECTION);
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glPopMatrix ();
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glMatrixMode (GL_MODELVIEW);
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glPopMatrix ();
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glPopAttrib ();
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#else
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glViewport (viewport_dim[0], viewport_dim[1], viewport_dim[2],
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viewport_dim[3]);
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#endif
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glBindFramebufferEXT (GL_FRAMEBUFFER_EXT, 0);
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gst_gl_display_check_framebuffer_status ();
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glBindFramebufferEXT (GL_FRAMEBUFFER_EXT, display->download_fbo);
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glReadBuffer (GL_COLOR_ATTACHMENT0_EXT);
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switch (video_format) {
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case GST_VIDEO_FORMAT_AYUV:
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case GST_VIDEO_FORMAT_xRGB:
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glReadPixels (0, 0, width, height, GL_BGRA,
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GL_UNSIGNED_INT_8_8_8_8, data);
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break;
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case GST_VIDEO_FORMAT_YUY2:
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case GST_VIDEO_FORMAT_UYVY:
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glReadPixels (0, 0, GST_ROUND_UP_2 (width) / 2, height, GL_BGRA,
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GL_UNSIGNED_INT_8_8_8_8_REV, data);
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break;
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case GST_VIDEO_FORMAT_I420:
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case GST_VIDEO_FORMAT_YV12:
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{
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glReadPixels (0, 0, width, height, GL_LUMINANCE, GL_UNSIGNED_BYTE, data);
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glReadBuffer (GL_COLOR_ATTACHMENT1_EXT);
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glReadPixels (0, 0, GST_ROUND_UP_2 (width) / 2,
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GST_ROUND_UP_2 (height) / 2, GL_LUMINANCE, GL_UNSIGNED_BYTE,
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(guint8 *) data + gst_video_format_get_component_offset (video_format,
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1, width, height));
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glReadBuffer (GL_COLOR_ATTACHMENT2_EXT);
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glReadPixels (0, 0, GST_ROUND_UP_2 (width) / 2,
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GST_ROUND_UP_2 (height) / 2, GL_LUMINANCE, GL_UNSIGNED_BYTE,
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(guint8 *) data + gst_video_format_get_component_offset (video_format,
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2, width, height));
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}
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break;
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default:
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g_assert_not_reached ();
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}
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glReadBuffer (GL_NONE);
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glBindFramebufferEXT (GL_FRAMEBUFFER_EXT, 0);
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gst_gl_display_check_framebuffer_status ();
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}
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