#include "gstglfiltershader.h"
-/* horizontal filter */
-static gchar *hfilter_fragment_source;
-static gchar *hfilter_fragment_variables[2];
-
enum
{
PROP_0,
- PROP_LOCATION,
- PROP_PRESET,
- PROP_VARIABLES
+ PROP_SHADER,
+ PROP_VERTEX,
+ PROP_FRAGMENT,
+ PROP_LAST,
+};
+
+enum
+{
+ SIGNAL_0,
+ SIGNAL_CREATE_SHADER,
+ SIGNAL_LAST,
};
-static const gchar text_vertex_shader[] =
- "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";
+static guint gst_gl_shader_signals[SIGNAL_LAST] = { 0 };
#define GST_CAT_DEFAULT gst_gl_filtershader_debug
GST_DEBUG_CATEGORY_STATIC (GST_CAT_DEFAULT);
G_DEFINE_TYPE_WITH_CODE (GstGLFilterShader, gst_gl_filtershader,
GST_TYPE_GL_FILTER, DEBUG_INIT);
+static void gst_gl_filtershader_finalize (GObject * object);
static void gst_gl_filtershader_set_property (GObject * object, guint prop_id,
const GValue * value, GParamSpec * pspec);
static void gst_gl_filtershader_get_property (GObject * object, guint prop_id,
GValue * value, GParamSpec * pspec);
-static gboolean gst_gl_filter_filtershader_reset (GstBaseTransform * trans);
-
-static gboolean gst_gl_filtershader_load_shader (GstGLFilterShader *
- filter_shader, char *filename, char **storage);
-static gboolean gst_gl_filtershader_load_variables (GstGLFilterShader *
- filter_shader, char *filename, char **storage);
-static gboolean gst_gl_filtershader_init_shader (GstGLFilter * filter);
+static gboolean gst_gl_filtershader_gl_start (GstGLBaseFilter * base);
+static void gst_gl_filtershader_gl_stop (GstGLBaseFilter * base);
static gboolean gst_gl_filtershader_filter (GstGLFilter * filter,
GstBuffer * inbuf, GstBuffer * outbuf);
static gboolean gst_gl_filtershader_filter_texture (GstGLFilter * filter,
static void gst_gl_filtershader_hcallback (gint width, gint height,
guint texture, gpointer stuff);
-
-static void
-gst_gl_filtershader_init_resources (GstGLFilter * filter)
-{
- GstGLContext *context = GST_GL_BASE_FILTER (filter)->context;
- guint internal_format;
-
- internal_format =
- gst_gl_sized_gl_format_from_gl_format_type (context, GL_RGBA,
- GL_UNSIGNED_BYTE);
- glTexImage2D (GL_TEXTURE_2D, 0, internal_format,
- GST_VIDEO_INFO_WIDTH (&filter->out_info),
- GST_VIDEO_INFO_HEIGHT (&filter->out_info), 0, GL_RGBA, GL_UNSIGNED_BYTE,
- NULL);
- glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
- glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
-}
-
-static void
-gst_gl_filtershader_reset_resources (GstGLFilter * filter)
-{
- //GstGLFilterShader *filtershader = GST_GL_FILTERSHADER (filter);
-}
-
static void
gst_gl_filtershader_class_init (GstGLFilterShaderClass * klass)
{
gobject_class = (GObjectClass *) klass;
element_class = GST_ELEMENT_CLASS (klass);
+ gobject_class->finalize = gst_gl_filtershader_finalize;
gobject_class->set_property = gst_gl_filtershader_set_property;
gobject_class->get_property = gst_gl_filtershader_get_property;
- g_object_class_install_property (gobject_class, PROP_LOCATION,
- g_param_spec_string ("location", "File Location",
- "Location of the GLSL file to load", NULL,
+ g_object_class_install_property (gobject_class, PROP_SHADER,
+ g_param_spec_object ("shader", "Shader object",
+ "GstGLShader to use", GST_GL_TYPE_SHADER,
G_PARAM_READWRITE | G_PARAM_STATIC_STRINGS));
- g_object_class_install_property (gobject_class, PROP_PRESET,
- g_param_spec_string ("preset", "Preset File Location",
- "Location of the shader uniform variables preset file", NULL,
+ g_object_class_install_property (gobject_class, PROP_VERTEX,
+ g_param_spec_string ("vertex", "Vertex Source",
+ "GLSL vertex source", NULL,
G_PARAM_READWRITE | G_PARAM_STATIC_STRINGS));
- g_object_class_install_property (gobject_class, PROP_VARIABLES,
- g_param_spec_string ("vars", "Uniform variables",
- "Set the shader uniform variables", NULL,
- G_PARAM_WRITABLE | GST_PARAM_CONTROLLABLE | G_PARAM_STATIC_STRINGS));
+ g_object_class_install_property (gobject_class, PROP_FRAGMENT,
+ g_param_spec_string ("fragment", "Fragment Source",
+ "GLSL fragment source", NULL,
+ G_PARAM_READWRITE | G_PARAM_STATIC_STRINGS));
+ /* FIXME: add other stages */
+
+ gst_gl_shader_signals[SIGNAL_CREATE_SHADER] =
+ g_signal_new ("create-shader", G_TYPE_FROM_CLASS (klass),
+ G_SIGNAL_RUN_LAST, 0, NULL, NULL, g_cclosure_marshal_generic,
+ GST_GL_TYPE_SHADER, 0);
gst_element_class_set_metadata (element_class,
"OpenGL fragment shader filter", "Filter/Effect",
- "Load GLSL fragment shader from file", "<luc.deschenaux@freesurf.ch>");
-
- GST_BASE_TRANSFORM_CLASS (klass)->stop = gst_gl_filter_filtershader_reset;
+ "Perform operations with a GLSL shader", "<matthew@centricular.com>");
GST_GL_FILTER_CLASS (klass)->filter = gst_gl_filtershader_filter;
GST_GL_FILTER_CLASS (klass)->filter_texture =
gst_gl_filtershader_filter_texture;
- GST_GL_FILTER_CLASS (klass)->display_init_cb =
- gst_gl_filtershader_init_resources;
- GST_GL_FILTER_CLASS (klass)->display_reset_cb =
- gst_gl_filtershader_reset_resources;
- GST_GL_FILTER_CLASS (klass)->init_fbo = gst_gl_filtershader_init_shader;
+ GST_GL_BASE_FILTER_CLASS (klass)->gl_start = gst_gl_filtershader_gl_start;
+ GST_GL_BASE_FILTER_CLASS (klass)->gl_stop = gst_gl_filtershader_gl_stop;
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_filtershader_init (GstGLFilterShader * filtershader)
{
- filtershader->shader0 = NULL;
+ filtershader->new_source = TRUE;
}
-static gboolean
-gst_gl_filter_filtershader_reset (GstBaseTransform * trans)
+static void
+gst_gl_filtershader_finalize (GObject * object)
{
- GstGLFilterShader *filtershader = GST_GL_FILTERSHADER (trans);
+ GstGLFilterShader *filtershader = GST_GL_FILTERSHADER (object);
- //blocking call, wait the opengl thread has destroyed the shader
- if (filtershader->shader0)
- gst_gl_context_del_shader (GST_GL_BASE_FILTER (trans)->context,
- filtershader->shader0);
- filtershader->shader0 = NULL;
+ if (filtershader->shader_prop) {
+ gst_object_unref (filtershader->shader_prop);
+ filtershader->shader_prop = NULL;
+ }
- return GST_BASE_TRANSFORM_CLASS (parent_class)->stop (trans);
+ G_OBJECT_CLASS (gst_gl_filtershader_parent_class)->finalize (object);
}
static void
GstGLFilterShader *filtershader = GST_GL_FILTERSHADER (object);
switch (prop_id) {
-
- case PROP_LOCATION:
-
- if (filtershader->filename) {
- g_free (filtershader->filename);
- }
- if (filtershader->compiled) {
- if (filtershader->shader0)
- gst_gl_context_del_shader (GST_GL_BASE_FILTER (filtershader)->context,
- filtershader->shader0);
- filtershader->shader0 = 0;
- }
- filtershader->filename = g_strdup (g_value_get_string (value));
- filtershader->compiled = 0;
- filtershader->texSet = 0;
-
+ case PROP_SHADER:
+ GST_OBJECT_LOCK (filtershader);
+ gst_object_replace ((GstObject **) & filtershader->shader_prop,
+ g_value_dup_object (value));
+ filtershader->new_source = TRUE;
+ GST_OBJECT_UNLOCK (filtershader);
break;
-
- case PROP_PRESET:
-
- if (filtershader->presetfile) {
- g_free (filtershader->presetfile);
- }
-
- filtershader->presetfile = g_strdup (g_value_get_string (value));
-
- if (hfilter_fragment_variables[0]) {
- g_free (hfilter_fragment_variables[0]);
- hfilter_fragment_variables[0] = 0;
- }
-
- if (!filtershader->presetfile[0]) {
- g_free (filtershader->presetfile);
- filtershader->presetfile = 0;
- }
-
+ case PROP_VERTEX:
+ GST_OBJECT_LOCK (filtershader);
+ if (filtershader->vertex)
+ g_free (filtershader->vertex);
+ filtershader->vertex = g_value_dup_string (value);
+ filtershader->new_source = TRUE;
+ GST_OBJECT_UNLOCK (filtershader);
break;
-
- case PROP_VARIABLES:
-
- if (hfilter_fragment_variables[1]) {
- g_free (hfilter_fragment_variables[1]);
- }
-
- hfilter_fragment_variables[1] = g_strdup (g_value_get_string (value));
-
- if (!hfilter_fragment_variables[1][0]) {
- g_free (hfilter_fragment_variables[1]);
- hfilter_fragment_variables[1] = 0;
- }
-
+ case PROP_FRAGMENT:
+ GST_OBJECT_LOCK (filtershader);
+ if (filtershader->fragment)
+ g_free (filtershader->fragment);
+ filtershader->fragment = g_value_dup_string (value);
+ filtershader->new_source = TRUE;
+ GST_OBJECT_UNLOCK (filtershader);
break;
-
default:
G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec);
break;
GstGLFilterShader *filtershader = GST_GL_FILTERSHADER (object);
switch (prop_id) {
- case PROP_LOCATION:
- g_value_set_string (value, filtershader->filename);
+ case PROP_SHADER:
+ GST_OBJECT_LOCK (filtershader);
+ g_value_set_object (value, filtershader->shader_prop);
+ GST_OBJECT_UNLOCK (filtershader);
break;
-
- case PROP_PRESET:
- g_value_set_string (value, filtershader->presetfile);
+ case PROP_VERTEX:
+ GST_OBJECT_LOCK (filtershader);
+ g_value_set_string (value, filtershader->vertex);
+ GST_OBJECT_UNLOCK (filtershader);
+ break;
+ case PROP_FRAGMENT:
+ GST_OBJECT_LOCK (filtershader);
+ g_value_set_string (value, filtershader->fragment);
+ GST_OBJECT_UNLOCK (filtershader);
break;
-
default:
G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec);
break;
}
}
-static gboolean
-gst_gl_filtershader_load_shader (GstGLFilterShader * filter_shader,
- char *filename, char **storage)
-{
- GError *error = NULL;
- gsize length;
-
- g_return_val_if_fail (storage != NULL, FALSE);
-
- if (!filename) {
- GST_ELEMENT_ERROR (filter_shader, RESOURCE, NOT_FOUND,
- ("A shader file is required"), (NULL));
- return FALSE;
- }
-
- if (!g_file_get_contents (filename, storage, &length, &error)) {
- GST_ELEMENT_ERROR (filter_shader, RESOURCE, NOT_FOUND, ("%s",
- error->message), (NULL));
- g_error_free (error);
-
- return FALSE;
- }
-
- return TRUE;
-}
-
-static gboolean
-gst_gl_filtershader_load_variables (GstGLFilterShader * filter_shader,
- char *filename, char **storage)
+static void
+gst_gl_filtershader_gl_stop (GstGLBaseFilter * base)
{
- GError *error = NULL;
- gsize length;
-
- if (storage[0]) {
- g_free (storage[0]);
- storage[0] = 0;
- }
+ GstGLFilterShader *filtershader = GST_GL_FILTERSHADER (base);
- if (!filename)
- return TRUE;
-
- if (!g_file_get_contents (filename, storage, &length, &error)) {
- GST_ELEMENT_ERROR (filter_shader, RESOURCE, NOT_FOUND, ("%s",
- error->message), (NULL));
- g_error_free (error);
-
- return FALSE;
- }
-
- return TRUE;
-}
+ if (filtershader->shader)
+ gst_object_unref (filtershader->shader);
+ filtershader->shader = NULL;
-static void
-gst_gl_filtershader_variables_parse (GstGLShader * shader, gchar * variables)
-{
- gst_gl_shadervariables_parse (shader, variables, 0);
+ GST_GL_BASE_FILTER_CLASS (parent_class)->gl_stop (base);
}
static gboolean
-gst_gl_filtershader_init_shader (GstGLFilter * filter)
+gst_gl_filtershader_gl_start (GstGLBaseFilter * base)
{
-
- GstGLFilterShader *filtershader = GST_GL_FILTERSHADER (filter);
-
- if (!gst_gl_filtershader_load_shader (filtershader, filtershader->filename,
- &hfilter_fragment_source))
- return FALSE;
-
- //blocking call, wait the opengl thread has compiled the shader
- if (!gst_gl_context_gen_shader (GST_GL_BASE_FILTER (filter)->context,
- text_vertex_shader, hfilter_fragment_source, &filtershader->shader0))
- return FALSE;
-
-
- if (!gst_gl_filtershader_load_variables (filtershader,
- filtershader->presetfile, &hfilter_fragment_variables[0]))
- return FALSE;
-
- filtershader->compiled = 1;
-
- return TRUE;
+ return GST_GL_BASE_FILTER_CLASS (parent_class)->gl_start (base);
}
static inline gboolean
gst_gl_filter_render_to_target (filter, TRUE, in_tex, out_tex,
gst_gl_filtershader_hcallback, filtershader);
+ if (!filtershader->shader)
+ return FALSE;
+
return TRUE;
}
+static GstGLShader *
+_maybe_recompile_shader (GstGLFilterShader * filtershader)
+{
+ GstGLContext *context = GST_GL_BASE_FILTER (filtershader)->context;
+ GstGLShader *shader;
+ GError *error = NULL;
+
+ GST_OBJECT_LOCK (filtershader);
+
+ if (filtershader->shader_prop) {
+ shader = gst_object_ref (filtershader->shader_prop);
+ GST_OBJECT_UNLOCK (filtershader);
+ return shader;
+ }
+ if (!filtershader->shader) {
+ g_signal_emit (filtershader, gst_gl_shader_signals[SIGNAL_CREATE_SHADER], 0,
+ &filtershader->shader);
+ if (filtershader->shader) {
+ filtershader->new_source = FALSE;
+ shader = gst_object_ref (filtershader->shader);
+ GST_OBJECT_UNLOCK (filtershader);
+ return shader;
+ }
+ }
+
+ if (filtershader->new_source) {
+ GstGLSLStage *stage;
+
+ shader = gst_gl_shader_new (context);
+
+ if (filtershader->vertex) {
+ if (!(stage = gst_glsl_stage_new_with_string (context, GL_VERTEX_SHADER,
+ GST_GLSL_VERSION_NONE, GST_GLSL_PROFILE_NONE,
+ filtershader->vertex))) {
+ g_set_error (&error, GST_GLSL_ERROR, GST_GLSL_ERROR_COMPILE,
+ "Failed to create shader vertex stage");
+ goto print_error;
+ }
+ } else {
+ stage = gst_glsl_stage_new_default_vertex (context);
+ }
+
+ if (!gst_gl_shader_compile_attach_stage (shader, stage, &error)) {
+ gst_object_unref (stage);
+ goto print_error;
+ }
+
+ if (filtershader->fragment) {
+ if (!(stage = gst_glsl_stage_new_with_string (context, GL_FRAGMENT_SHADER,
+ GST_GLSL_VERSION_NONE, GST_GLSL_PROFILE_NONE,
+ filtershader->fragment))) {
+ g_set_error (&error, GST_GLSL_ERROR, GST_GLSL_ERROR_COMPILE,
+ "Failed to create shader fragment stage");
+ goto print_error;
+ }
+ } else {
+ stage = gst_glsl_stage_new_default_fragment (context);
+ }
+
+ if (!gst_gl_shader_compile_attach_stage (shader, stage, &error)) {
+ gst_object_unref (stage);
+ goto print_error;
+ }
+
+ if (!gst_gl_shader_link (shader, &error)) {
+ goto print_error;
+ }
+ if (filtershader->shader)
+ gst_object_unref (filtershader->shader);
+ filtershader->shader = gst_object_ref (shader);
+ filtershader->new_source = FALSE;
+
+ GST_OBJECT_UNLOCK (filtershader);
+ return shader;
+ } else if (filtershader->shader) {
+ shader = gst_object_ref (filtershader->shader);
+ GST_OBJECT_UNLOCK (filtershader);
+ return shader;
+ }
+
+ return NULL;
+
+print_error:
+ if (shader) {
+ gst_object_unref (shader);
+ shader = NULL;
+ }
+
+ GST_OBJECT_UNLOCK (filtershader);
+ GST_ELEMENT_ERROR (filtershader, RESOURCE, NOT_FOUND,
+ ("%s", error->message), (NULL));
+ return NULL;
+}
+
static void
gst_gl_filtershader_hcallback (gint width, gint height, guint texture,
gpointer stuff)
GstGLFilter *filter = GST_GL_FILTER (stuff);
GstGLFilterShader *filtershader = GST_GL_FILTERSHADER (filter);
GstGLFuncs *gl = GST_GL_BASE_FILTER (filter)->context->gl_vtable;
+ GstGLShader *shader;
- gst_gl_shader_use (filtershader->shader0);
+ if (!(shader = _maybe_recompile_shader (filtershader)))
+ return;
- gl->ActiveTexture (GL_TEXTURE0);
- gl->BindTexture (GL_TEXTURE_2D, texture);
+ gl->ClearColor (0.0, 0.0, 0.0, 1.0);
+ gl->Clear (GL_COLOR_BUFFER_BIT);
- gst_gl_shader_set_uniform_1i (filtershader->shader0, "tex", 0);
- gst_gl_shader_set_uniform_1f (filtershader->shader0, "width", width);
- gst_gl_shader_set_uniform_1f (filtershader->shader0, "height", height);
- gst_gl_shader_set_uniform_1f (filtershader->shader0, "time",
- filtershader->time);
+ gst_gl_shader_use (shader);
+ /* FIXME: propertise these */
+ gst_gl_shader_set_uniform_1i (shader, "tex", 0);
+ gst_gl_shader_set_uniform_1f (shader, "width", width);
+ gst_gl_shader_set_uniform_1f (shader, "height", height);
+ gst_gl_shader_set_uniform_1f (shader, "time", filtershader->time);
+
+ /* FIXME: propertise these */
filter->draw_attr_position_loc =
- gst_gl_shader_get_attribute_location (filtershader->shader0,
- "a_position");
+ gst_gl_shader_get_attribute_location (shader, "a_position");
filter->draw_attr_texture_loc =
- gst_gl_shader_get_attribute_location (filtershader->shader0,
- "a_texcoord");
-
- if (hfilter_fragment_variables[0]) {
- gst_gl_filtershader_variables_parse (filtershader->shader0,
- hfilter_fragment_variables[0]);
- g_free (hfilter_fragment_variables[0]);
- hfilter_fragment_variables[0] = 0;
- }
- if (hfilter_fragment_variables[1]) {
- gst_gl_filtershader_variables_parse (filtershader->shader0,
- hfilter_fragment_variables[1]);
- g_free (hfilter_fragment_variables[1]);
- hfilter_fragment_variables[1] = 0;
- }
+ gst_gl_shader_get_attribute_location (shader, "a_texcoord");
- gl->Clear (GL_COLOR_BUFFER_BIT);
+ gl->ActiveTexture (GL_TEXTURE0);
+ gl->BindTexture (GL_TEXTURE_2D, texture);
gst_gl_filter_draw_texture (filter, texture, width, height);
+
+ gst_object_unref (shader);
}