enum
{
- PROP_0
+ PROP_0,
+ PROP_METHOD
};
#define DEBUG_INIT \
static void gst_gl_deinterlace_get_property (GObject * object,
guint prop_id, GValue * value, GParamSpec * pspec);
+static gboolean gst_gl_deinterlace_start (GstBaseTransform * trans);
static gboolean gst_gl_deinterlace_reset (GstBaseTransform * trans);
-static gboolean gst_gl_deinterlace_init_shader (GstGLFilter * filter);
+static gboolean gst_gl_deinterlace_init_fbo (GstGLFilter * filter);
static gboolean gst_gl_deinterlace_filter (GstGLFilter * filter,
GstBuffer * inbuf, GstBuffer * outbuf);
static gboolean gst_gl_deinterlace_filter_texture (GstGLFilter * filter,
guint in_tex, guint out_tex);
-static void gst_gl_deinterlace_callback (gint width, gint height,
+static void gst_gl_deinterlace_vfir_callback (gint width, gint height,
+ guint texture, gpointer stuff);
+static void gst_gl_deinterlace_greedyh_callback (gint width, gint height,
guint texture, gpointer stuff);
/* *INDENT-OFF* */
static const gchar *greedyh_fragment_source =
+ "#ifdef GL_ES\n"
+ "precision mediump float;\n"
+ "#endif\n"
"uniform sampler2D tex;\n"
"uniform sampler2D tex_prev;\n"
"uniform float max_comb;\n"
"uniform float motion_sense;\n"
"uniform float width;\n"
"uniform float height;\n"
+ "varying vec2 v_texcoord;\n"
"void main () {\n"
- " vec2 texcoord = gl_TexCoord[0].xy;\n"
- " if (int(mod(texcoord.y * height, 2.0)) == 0) {\n"
- " gl_FragColor = vec4(texture2D(tex_prev, texcoord).rgb, 1.0);\n"
+ " if (int(mod(v_texcoord.y * height, 2.0)) == 0) {\n"
+ " gl_FragColor = vec4(texture2D(tex_prev, v_texcoord).rgb, 1.0);\n"
" } else {\n"
" vec2 texcoord_L1_a1, texcoord_L3_a1, texcoord_L1, texcoord_L3, texcoord_L1_1, texcoord_L3_1;\n"
" vec3 L1_a1, L3_a1, L1, L3, L1_1, L3_1;\n"
- " texcoord_L1 = vec2(texcoord.x, texcoord.y - 1.0 / height);\n"
- " texcoord_L3 = vec2(texcoord.x, texcoord.y + 1.0 / height);\n"
+ " texcoord_L1 = vec2(v_texcoord.x, v_texcoord.y - 1.0 / height);\n"
+ " texcoord_L3 = vec2(v_texcoord.x, v_texcoord.y + 1.0 / height);\n"
" L1 = texture2D(tex_prev, texcoord_L1).rgb;\n"
" L3 = texture2D(tex_prev, texcoord_L3).rgb;\n"
- " if (texcoord.x == 1.0 && texcoord.y == 1.0) {\n"
+ " if (v_texcoord.x == 1.0 && v_texcoord.y == 1.0) {\n"
" L1_1 = L1;\n"
" L3_1 = L3;\n"
" } else {\n"
- " texcoord_L1_1 = vec2(texcoord.x + 1.0 / width, texcoord.y - 1.0 / height);\n"
- " texcoord_L3_1 = vec2(texcoord.x + 1.0 / width, texcoord.y + 1.0 / height);\n"
+ " texcoord_L1_1 = vec2(v_texcoord.x + 1.0 / width, v_texcoord.y - 1.0 / height);\n"
+ " texcoord_L3_1 = vec2(v_texcoord.x + 1.0 / width, v_texcoord.y + 1.0 / height);\n"
" L1_1 = texture2D(tex_prev, texcoord_L1_1).rgb;\n"
" L3_1 = texture2D(tex_prev, texcoord_L3_1).rgb;\n"
" }\n"
- " if (int(ceil(texcoord.x + texcoord.y)) == 0) {\n"
+ " if (int(ceil(v_texcoord.x + v_texcoord.y)) == 0) {\n"
" L1_a1 = L1;\n"
" L3_a1 = L3;\n"
" } else {\n"
- " texcoord_L1_a1 = vec2(texcoord.x - 1.0 / width, texcoord.y - 1.0 / height);\n"
- " texcoord_L3_a1 = vec2(texcoord.x - 1.0 / width, texcoord.y + 1.0 / height);\n"
+ " texcoord_L1_a1 = vec2(v_texcoord.x - 1.0 / width, v_texcoord.y - 1.0 / height);\n"
+ " texcoord_L3_a1 = vec2(v_texcoord.x - 1.0 / width, v_texcoord.y + 1.0 / height);\n"
" L1_a1 = texture2D(tex_prev, texcoord_L1_a1).rgb;\n"
" L3_a1 = texture2D(tex_prev, texcoord_L3_a1).rgb;\n"
" }\n"
" vec3 avg_1 = (L1_1 + L3_1) / 2.0;\n"
" vec3 avg_s = (avg_a1 + avg_1) / 2.0;\n"
" vec3 avg_sc = (avg_s + avg) / 2.0;\n"
- " vec3 L2 = texture2D(tex, texcoord).rgb;\n"
- " vec3 LP2 = texture2D(tex_prev, texcoord).rgb;\n"
+ " vec3 L2 = texture2D(tex, v_texcoord).rgb;\n"
+ " vec3 LP2 = texture2D(tex_prev, v_texcoord).rgb;\n"
" vec3 best;\n"
" if (abs(L2.r - avg_sc.r) < abs(LP2.r - avg_sc.r)) {\n"
" best.r = L2.r;\n" " } else {\n"
" gl_FragColor = vec4(last, 1.0);\n"
" }\n"
"}\n";
+
+const gchar *vfir_fragment_source =
+ "#ifdef GL_ES\n"
+ "precision mediump float;\n"
+ "#endif\n"
+ "uniform sampler2D tex;\n"
+ "uniform float width;\n"
+ "uniform float height;\n"
+ "varying vec2 v_texcoord;\n"
+ "void main()\n"
+ "{\n"
+ " vec2 topcoord, botcoord;\n"
+ " vec4 cur_color, top_color, bot_color;\n"
+ " topcoord.x = v_texcoord.x;\n"
+ " botcoord.x = v_texcoord.x;\n"
+ " if (v_texcoord.y == 0.0 || v_texcoord.y == 1.0) {\n"
+ " topcoord.y = v_texcoord.y ;\n"
+ " botcoord.y = v_texcoord.y ;\n"
+ " }\n"
+ " else {\n"
+ " topcoord.y = v_texcoord.y - 1.0/height;\n"
+ " botcoord.y = v_texcoord.y + 1.0/height;\n"
+ " }\n"
+ " cur_color = texture2D(tex, v_texcoord);\n"
+ " top_color = texture2D(tex, topcoord);\n"
+ " bot_color = texture2D(tex, botcoord);\n"
+ " gl_FragColor = 0.5*cur_color + 0.25*top_color + 0.25*bot_color;\n"
+ "}";
/* *INDENT-ON* */
+/* dont' forget to edit the following when a new method is added */
+typedef enum
+{
+ GST_GL_DEINTERLACE_VFIR,
+ GST_GL_DEINTERLACE_GREEDYH
+} GstGLDeinterlaceMethod;
+
+static const GEnumValue *
+gst_gl_deinterlace_get_methods (void)
+{
+ static const GEnumValue method_types[] = {
+ {GST_GL_DEINTERLACE_VFIR, "Blur Vertical", "vfir"},
+ {GST_GL_DEINTERLACE_GREEDYH, "Motion Adaptive: Advanced Detection",
+ "greedyh"},
+ {0, NULL, NULL}
+ };
+ return method_types;
+}
+
+#define GST_TYPE_GL_DEINTERLACE_METHODS (gst_gl_deinterlace_method_get_type ())
+static GType
+gst_gl_deinterlace_method_get_type (void)
+{
+ static GType gl_deinterlace_method_type = 0;
+ if (!gl_deinterlace_method_type) {
+ gl_deinterlace_method_type =
+ g_enum_register_static ("GstGLDeinterlaceMethod",
+ gst_gl_deinterlace_get_methods ());
+ }
+ return gl_deinterlace_method_type;
+}
+
+static void
+gst_gl_deinterlace_set_method (GstGLDeinterlace * deinterlace,
+ guint method_types)
+{
+ switch (method_types) {
+ case GST_GL_DEINTERLACE_VFIR:
+ deinterlace->deinterlacefunc = gst_gl_deinterlace_vfir_callback;
+ deinterlace->current_method = method_types;
+ break;
+ case GST_GL_DEINTERLACE_GREEDYH:
+ deinterlace->deinterlacefunc = gst_gl_deinterlace_greedyh_callback;
+ deinterlace->current_method = method_types;
+ break;
+ default:
+ g_assert_not_reached ();
+ break;
+ }
+}
+
static void
gst_gl_deinterlace_class_init (GstGLDeinterlaceClass * klass)
{
"Deinterlacing based on fragment shaders",
"Julien Isorce <julien.isorce@mail.com>");
+ g_object_class_install_property (gobject_class,
+ PROP_METHOD,
+ g_param_spec_enum ("method",
+ "Deinterlace Method",
+ "Select which deinterlace method apply to GL video texture",
+ GST_TYPE_GL_DEINTERLACE_METHODS,
+ GST_GL_DEINTERLACE_VFIR, G_PARAM_READWRITE | G_PARAM_STATIC_STRINGS));
+
+ GST_BASE_TRANSFORM_CLASS (klass)->start = gst_gl_deinterlace_start;
GST_BASE_TRANSFORM_CLASS (klass)->stop = gst_gl_deinterlace_reset;
GST_GL_FILTER_CLASS (klass)->filter = gst_gl_deinterlace_filter;
GST_GL_FILTER_CLASS (klass)->filter_texture =
gst_gl_deinterlace_filter_texture;
- GST_GL_FILTER_CLASS (klass)->init_fbo = gst_gl_deinterlace_init_shader;
+ GST_GL_FILTER_CLASS (klass)->init_fbo = gst_gl_deinterlace_init_fbo;
- GST_GL_BASE_FILTER_CLASS (klass)->supported_gl_api = GST_GL_API_OPENGL;
+ GST_GL_BASE_FILTER_CLASS (klass)->supported_gl_api =
+ GST_GL_API_OPENGL | GST_GL_API_GLES2 | GST_GL_API_OPENGL3;
}
static void
gst_gl_deinterlace_init (GstGLDeinterlace * filter)
{
- filter->shader = NULL;
+ filter->shaderstable = NULL;
+ filter->deinterlacefunc = gst_gl_deinterlace_vfir_callback;
+ filter->current_method = GST_GL_DEINTERLACE_VFIR;
filter->prev_buffer = NULL;
filter->prev_tex = 0;
}
static gboolean
+gst_gl_deinterlace_start (GstBaseTransform * trans)
+{
+ GstGLDeinterlace *deinterlace_filter = GST_GL_DEINTERLACE (trans);
+
+ deinterlace_filter->shaderstable = g_hash_table_new (g_str_hash, g_str_equal);
+
+ return GST_BASE_TRANSFORM_CLASS (parent_class)->start (trans);
+}
+
+static void
+gst_gl_deinterlace_ghash_func_clean (gpointer key, gpointer value,
+ gpointer data)
+{
+ GstGLShader *shader = (GstGLShader *) value;
+ GstGLFilter *filter = (GstGLFilter *) data;
+
+ //blocking call, wait the opengl thread has destroyed the shader
+ gst_gl_context_del_shader (GST_GL_BASE_FILTER (filter)->context, shader);
+
+ value = NULL;
+}
+
+static gboolean
gst_gl_deinterlace_reset (GstBaseTransform * trans)
{
GstGLDeinterlace *deinterlace_filter = GST_GL_DEINTERLACE (trans);
gst_buffer_replace (&deinterlace_filter->prev_buffer, NULL);
//blocking call, wait the opengl thread has destroyed the shader
- if (deinterlace_filter->shader)
- gst_gl_context_del_shader (GST_GL_BASE_FILTER (trans)->context,
- deinterlace_filter->shader);
- deinterlace_filter->shader = NULL;
+ if (deinterlace_filter->shaderstable) {
+ /* release shaders in the gl thread */
+ g_hash_table_foreach (deinterlace_filter->shaderstable,
+ gst_gl_deinterlace_ghash_func_clean, deinterlace_filter);
+
+ /* clean the htable without calling values destructors
+ * because shaders have been released in the glthread
+ * through the foreach func */
+ g_hash_table_unref (deinterlace_filter->shaderstable);
+ deinterlace_filter->shaderstable = NULL;
+ }
return GST_BASE_TRANSFORM_CLASS (parent_class)->stop (trans);
}
gst_gl_deinterlace_set_property (GObject * object, guint prop_id,
const GValue * value, GParamSpec * pspec)
{
- //GstGLDeinterlace *filter = GST_GL_DEINTERLACE (object);
+ GstGLDeinterlace *filter = GST_GL_DEINTERLACE (object);
switch (prop_id) {
+ case PROP_METHOD:
+ gst_gl_deinterlace_set_method (filter, g_value_get_enum (value));
+ break;
default:
G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec);
break;
gst_gl_deinterlace_get_property (GObject * object, guint prop_id,
GValue * value, GParamSpec * pspec)
{
- //GstGLDeinterlace *filter = GST_GL_DEINTERLACE (object);
+ GstGLDeinterlace *filter = GST_GL_DEINTERLACE (object);
switch (prop_id) {
+ case PROP_METHOD:
+ g_value_set_enum (value, filter->current_method);
+ break;
default:
G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec);
break;
}
static gboolean
-gst_gl_deinterlace_init_shader (GstGLFilter * filter)
+gst_gl_deinterlace_init_fbo (GstGLFilter * filter)
{
- GstGLDeinterlace *deinterlace_filter = GST_GL_DEINTERLACE (filter);
-
- //blocking call, wait the opengl thread has compiled the shader
- return gst_gl_context_gen_shader (GST_GL_BASE_FILTER (filter)->context, 0,
- greedyh_fragment_source, &deinterlace_filter->shader);
+ return TRUE;
}
static gboolean
//blocking call, use a FBO
gst_gl_filter_render_to_target (filter, TRUE, in_tex, out_tex,
- gst_gl_deinterlace_callback, deinterlace_filter);
+ deinterlace_filter->deinterlacefunc, deinterlace_filter);
return TRUE;
}
return TRUE;
}
-//opengl scene, params: input texture (not the output filter->texture)
+static GstGLShader *
+gst_gl_deinterlace_get_fragment_shader (GstGLFilter * filter,
+ const gchar * shader_name, const gchar * shader_source)
+{
+ GstGLShader *shader = NULL;
+ GstGLDeinterlace *deinterlace_filter = GST_GL_DEINTERLACE (filter);
+ GstGLContext *context = GST_GL_BASE_FILTER (filter)->context;
+
+ shader = g_hash_table_lookup (deinterlace_filter->shaderstable, shader_name);
+
+ if (!shader) {
+ GError *error = NULL;
+
+ if (!(shader = gst_gl_shader_new_link_with_stages (context, &error,
+ gst_glsl_stage_new_default_vertex (context),
+ gst_glsl_stage_new_with_string (context, GL_FRAGMENT_SHADER,
+ GST_GLSL_VERSION_NONE,
+ GST_GLSL_PROFILE_ES | GST_GLSL_PROFILE_COMPATIBILITY,
+ shader_source), NULL))) {
+ GST_ELEMENT_ERROR (deinterlace_filter, RESOURCE, NOT_FOUND,
+ ("Failed to initialize %s shader", shader_name), (NULL));
+ }
+
+ filter->draw_attr_position_loc =
+ gst_gl_shader_get_attribute_location (shader, "a_position");
+ filter->draw_attr_texture_loc =
+ gst_gl_shader_get_attribute_location (shader, "a_texcoord");
+ }
+
+ g_hash_table_insert (deinterlace_filter->shaderstable, (gchar *) shader_name,
+ shader);
+
+ return shader;
+}
+
+static void
+gst_gl_deinterlace_vfir_callback (gint width, gint height, guint texture,
+ gpointer stuff)
+{
+ GstGLShader *shader;
+ GstGLFilter *filter = GST_GL_FILTER (stuff);
+ GstGLContext *context = GST_GL_BASE_FILTER (filter)->context;
+ GstGLFuncs *gl = context->gl_vtable;
+
+ shader = gst_gl_deinterlace_get_fragment_shader (filter, "vfir",
+ vfir_fragment_source);
+
+ if (!shader)
+ return;
+
+#if GST_GL_HAVE_OPENGL
+ if (USING_OPENGL (context)) {
+ gl->MatrixMode (GL_PROJECTION);
+ gl->LoadIdentity ();
+ }
+#endif
+
+ gst_gl_shader_use (shader);
+
+ gl->ActiveTexture (GL_TEXTURE0);
+ gl->BindTexture (GL_TEXTURE_2D, texture);
+
+ gst_gl_shader_set_uniform_1i (shader, "tex", 0);
+ gst_gl_shader_set_uniform_1f (shader, "width",
+ GST_VIDEO_INFO_WIDTH (&filter->out_info));
+ gst_gl_shader_set_uniform_1f (shader, "height",
+ GST_VIDEO_INFO_HEIGHT (&filter->out_info));
+
+ gst_gl_filter_draw_texture (filter, texture, width, height);
+}
+
static void
-gst_gl_deinterlace_callback (gint width, gint height, guint texture,
+gst_gl_deinterlace_greedyh_callback (gint width, gint height, guint texture,
gpointer stuff)
{
- GstGLDeinterlace *deinterlace_filter = GST_GL_DEINTERLACE (stuff);
+ GstGLShader *shader;
GstGLFilter *filter = GST_GL_FILTER (stuff);
- GstGLFuncs *gl = GST_GL_BASE_FILTER (filter)->context->gl_vtable;
+ GstGLDeinterlace *deinterlace_filter = GST_GL_DEINTERLACE (filter);
+ GstGLContext *context = GST_GL_BASE_FILTER (filter)->context;
+ GstGLFuncs *gl = context->gl_vtable;
guint temp;
- GLfloat verts[] = { -1.0, -1.0,
- 1.0, -1.0,
- 1.0, 1.0,
- -1.0, 1.0
- };
- GLfloat texcoords0[] = { 0.0f, 0.0f,
- 1.0f, 0.0f,
- 1.0f, 1.0f,
- 0.0f, 1.0f
- };
- GLfloat texcoords1[] = { 0.0f, 0.0f,
- 1.0f, 0.0f,
- 1.0f, 1.0f,
- 0.0f, 1.0f
- };
+ shader =
+ gst_gl_deinterlace_get_fragment_shader (filter, "greedhy",
+ greedyh_fragment_source);
- gl->MatrixMode (GL_PROJECTION);
- gl->LoadIdentity ();
+ if (!shader)
+ return;
- gst_gl_shader_use (deinterlace_filter->shader);
+#if GST_GL_HAVE_OPENGL
+ if (USING_OPENGL (context)) {
+ gl->MatrixMode (GL_PROJECTION);
+ gl->LoadIdentity ();
+ }
+#endif
+
+ gst_gl_shader_use (shader);
if (G_UNLIKELY (deinterlace_filter->prev_tex == 0)) {
gst_gl_context_gen_texture (GST_GL_BASE_FILTER (filter)->context,
GST_VIDEO_INFO_HEIGHT (&filter->out_info));
} else {
gl->ActiveTexture (GL_TEXTURE1);
- gst_gl_shader_set_uniform_1i (deinterlace_filter->shader, "tex_prev", 1);
+ gst_gl_shader_set_uniform_1i (shader, "tex_prev", 1);
gl->BindTexture (GL_TEXTURE_2D, deinterlace_filter->prev_tex);
}
gl->ActiveTexture (GL_TEXTURE0);
- gst_gl_shader_set_uniform_1i (deinterlace_filter->shader, "tex", 0);
+ gl->BindTexture (GL_TEXTURE_2D, texture);
- gst_gl_shader_set_uniform_1f (deinterlace_filter->shader, "max_comb",
- 5.0f / 255.0f);
- gst_gl_shader_set_uniform_1f (deinterlace_filter->shader, "motion_threshold",
- 25.0f / 255.0f);
- gst_gl_shader_set_uniform_1f (deinterlace_filter->shader, "motion_sense",
- 30.0f / 255.0f);
+ gst_gl_shader_set_uniform_1i (shader, "tex", 0);
+ gst_gl_shader_set_uniform_1f (shader, "max_comb", 5.0f / 255.0f);
+ gst_gl_shader_set_uniform_1f (shader, "motion_threshold", 25.0f / 255.0f);
+ gst_gl_shader_set_uniform_1f (shader, "motion_sense", 30.0f / 255.0f);
- gst_gl_shader_set_uniform_1f (deinterlace_filter->shader, "width",
+ gst_gl_shader_set_uniform_1f (shader, "width",
GST_VIDEO_INFO_WIDTH (&filter->out_info));
- gst_gl_shader_set_uniform_1f (deinterlace_filter->shader, "height",
+ gst_gl_shader_set_uniform_1f (shader, "height",
GST_VIDEO_INFO_HEIGHT (&filter->out_info));
- gl->ClientActiveTexture (GL_TEXTURE0);
-
- gl->EnableClientState (GL_TEXTURE_COORD_ARRAY);
- gl->EnableClientState (GL_VERTEX_ARRAY);
-
- gl->VertexPointer (2, GL_FLOAT, 0, &verts);
- gl->TexCoordPointer (2, GL_FLOAT, 0, &texcoords0);
-
- gl->ClientActiveTexture (GL_TEXTURE1);
- gl->EnableClientState (GL_TEXTURE_COORD_ARRAY);
- gl->TexCoordPointer (2, GL_FLOAT, 0, &texcoords1);
-
- gl->DrawArrays (GL_TRIANGLE_FAN, 0, 4);
-
- gl->DisableClientState (GL_VERTEX_ARRAY);
- gl->DisableClientState (GL_TEXTURE_COORD_ARRAY);
-
- gl->ClientActiveTexture (GL_TEXTURE0);
- gl->DisableClientState (GL_TEXTURE_COORD_ARRAY);
+ gst_gl_filter_draw_texture (filter, texture, width, height);
if (texture == filter->in_tex_id) {
temp = filter->in_tex_id;