GLuint texture_id, gpointer data[GST_VIDEO_MAX_PLANES]);
static void _do_upload_with_meta (GstGLContext * context, GstGLUpload * upload);
-#if GST_GL_HAVE_OPENGL
-static gboolean _do_upload_draw_opengl (GstGLContext * context,
- GstGLUpload * upload);
-#endif
-#if GST_GL_HAVE_GLES2
-static gboolean _do_upload_draw_gles2 (GstGLContext * context,
- GstGLUpload * upload);
-#endif
+static gboolean _do_upload_draw (GstGLContext * context, GstGLUpload * upload);
/* *INDENT-OFF* */
* Y = [16..235] (of 255)
* Cb/Cr = [16..240] (of 255)
*/
+#define YUV_TO_RGB_BT601_COEFFICIENTS \
+ const gfloat[] bt601_offset = {-0.0625f, -0.5, -0.5) \
+ const gfloat[] bt601_rcoeff = {1.164, 0.000, 1.596} \
+ const gfloat[] bt601_gcoeff = {1.164,-0.391,-0.813} \
+ const gfloat[] bt601_bcoeff = {1.164, 2.018, 0.000}
+
#define YUV_TO_RGB_COEFFICIENTS \
"const vec3 offset = vec3(-0.0625, -0.5, -0.5);\n" \
"const vec3 rcoeff = vec3(1.164, 0.000, 1.596);\n" \
"const vec3 gcoeff = vec3(1.164,-0.391,-0.813);\n" \
"const vec3 bcoeff = vec3(1.164, 2.018, 0.000);\n"
+/* BT. 709 standard with the following ranges:
+ * Y = [16..235] (of 255)
+ * Cb/Cr = [16..240] (of 255)
+ */
+#define YUV_TO_RGB_BT709_COEFFICIENTS \
+ const gfloat[] bt709_offset = {-0.0625, -0.5, -0.5} \
+ const gfloat[] bt709_rcoeff = {1.164, 0.000, 1.787} \
+ const gfloat[] bt709_gcoeff = {1.164,-0.213,-0.531} \
+ const gfloat[] bt709_bcoeff = {1.164,-2.112, 0.000}
+
/** GRAY16 to RGB conversion
* data transfered as GL_LUMINANCE_ALPHA then convert back to GRAY16
* high byte weight as : 255*256/65535
#define COMPOSE_WEIGHT \
"const vec2 compose_weight = vec2(0.996109, 0.003891);\n"
-#if GST_GL_HAVE_OPENGL
-
-static const char *frag_AYUV_opengl = {
- "uniform sampler2D tex;\n"
- "uniform vec2 tex_scale0;\n"
- "uniform vec2 tex_scale1;\n"
- "uniform vec2 tex_scale2;\n"
- YUV_TO_RGB_COEFFICIENTS
- "void main(void) {\n"
- " float r,g,b;\n"
- " vec3 yuv;\n"
- " yuv = texture2D(tex, gl_TexCoord[0].xy * tex_scale0).gba;\n"
- " yuv += offset;\n"
- " r = dot(yuv, rcoeff);\n"
- " g = dot(yuv, gcoeff);\n"
- " b = dot(yuv, bcoeff);\n"
- " gl_FragColor=vec4(r,g,b,1.0);\n"
- "}"
-};
-
-/** YUV to RGB conversion */
-static const char *frag_PLANAR_YUV_opengl = {
- "uniform sampler2D Ytex,Utex,Vtex;\n"
- "uniform vec2 tex_scale0;\n"
- "uniform vec2 tex_scale1;\n"
- "uniform vec2 tex_scale2;\n"
- YUV_TO_RGB_COEFFICIENTS
- "void main(void) {\n"
- " float r,g,b;\n"
- " vec3 yuv;\n"
- " yuv.x=texture2D(Ytex, gl_TexCoord[0].xy * tex_scale0).r;\n"
- " yuv.y=texture2D(Utex, gl_TexCoord[0].xy * tex_scale1).r;\n"
- " yuv.z=texture2D(Vtex, gl_TexCoord[0].xy * tex_scale2).r;\n"
- " yuv += offset;\n"
- " r = dot(yuv, rcoeff);\n"
- " g = dot(yuv, gcoeff);\n"
- " b = dot(yuv, bcoeff);\n"
- " gl_FragColor=vec4(r,g,b,1.0);\n"
- "}"
-};
-
-/** NV12/NV21 to RGB conversion */
-static const char *frag_NV12_NV21_opengl = {
- "uniform sampler2D Ytex,UVtex;\n"
- "uniform vec2 tex_scale0;\n"
- "uniform vec2 tex_scale1;\n"
- "uniform vec2 tex_scale2;\n"
- YUV_TO_RGB_COEFFICIENTS
- "void main(void) {\n\n"
- " float r,g,b;\n"
- " vec3 yuv;\n"
- " yuv.x = texture2D(Ytex, gl_TexCoord[0].xy * tex_scale0).r;\n"
- " yuv.yz = texture2D(UVtex, gl_TexCoord[0].xy * tex_scale1).%c%c;\n"
- " yuv += offset;\n"
- " r = dot(yuv, rcoeff);\n"
- " g = dot(yuv, gcoeff);\n"
- " b = dot(yuv, bcoeff);\n"
- " gl_FragColor=vec4(r,g,b,1.0);\n"
- "}"
-};
-
-/* Channel reordering for XYZ <-> ZYX conversion */
-static const char *frag_REORDER_opengl = {
- "uniform sampler2D tex;\n"
- "uniform vec2 tex_scale0;\n"
- "uniform vec2 tex_scale1;\n"
- "uniform vec2 tex_scale2;\n"
- "void main(void)\n"
- "{\n"
- " vec4 t = texture2D(tex, gl_TexCoord[0].xy);\n"
- " gl_FragColor = vec4(t.%c, t.%c, t.%c, 1.0);\n"
- "}"
-};
-
-/* Compose LUMINANCE/ALPHA as 8bit-8bit value */
-static const char *frag_COMPOSE_opengl = {
- "uniform sampler2D tex;\n"
- "uniform vec2 tex_scale0;\n"
- "uniform vec2 tex_scale1;\n"
- "uniform vec2 tex_scale2;\n"
- COMPOSE_WEIGHT
- "void main(void)\n"
- "{\n"
- " vec4 t = texture2D(tex, gl_TexCoord[0].xy);\n"
- " float value = dot(t.%c%c, compose_weight);"
- " gl_FragColor = vec4(value, value, value, 1.0);\n"
- "}"
-
-};
-
-/* Direct fragments copy with stride-scaling */
-static const char *frag_COPY_opengl = {
- "uniform sampler2D tex;\n"
- "uniform vec2 tex_scale0;\n"
- "uniform vec2 tex_scale1;\n"
- "uniform vec2 tex_scale2;\n"
- "void main(void)\n"
- "{\n"
- " vec4 t = texture2D(tex, gl_TexCoord[0].xy);\n"
- " gl_FragColor = vec4(t.rgb, 1.0);\n"
- "}\n"
-};
-
-/* YUY2:r,g,a
- UYVY:a,b,r */
-static const gchar *frag_YUY2_UYVY_opengl =
- "uniform sampler2D Ytex, UVtex;\n"
- "uniform vec2 tex_scale0;\n"
- "uniform vec2 tex_scale1;\n"
- "uniform vec2 tex_scale2;\n"
- YUV_TO_RGB_COEFFICIENTS
- "void main(void) {\n"
- " float fx, fy, y, u, v, r, g, b;\n"
- " vec3 yuv;\n"
- " yuv.x = texture2D(Ytex, gl_TexCoord[0].xy * tex_scale0).%c;\n"
- " yuv.yz = texture2D(UVtex, gl_TexCoord[0].xy * tex_scale1).%c%c;\n"
- " yuv += offset;\n"
- " r = dot(yuv, rcoeff);\n"
- " g = dot(yuv, gcoeff);\n"
- " b = dot(yuv, bcoeff);\n"
- " gl_FragColor = vec4(r, g, b, 1.0);\n"
- "}\n";
-
-#define text_vertex_shader_opengl NULL
-#endif
-
-#if GST_GL_HAVE_GLES2
/* Channel reordering for XYZ <-> ZYX conversion */
-static const char *frag_REORDER_gles2 = {
+static const char *frag_REORDER = {
+ "#ifdef GL_ES\n"
"precision mediump float;\n"
+ "#endif\n"
"varying vec2 v_texcoord;\n"
"uniform sampler2D tex;\n"
"uniform vec2 tex_scale0;\n"
* ([0~1] denormalize to [0~255],shift to high byte,normalize to [0~1])
* low byte weight as : 255/65535 (similar)
* */
-static const char *frag_COMPOSE_gles2 = {
+static const char *frag_COMPOSE = {
+ "#ifdef GL_ES\n"
"precision mediump float;\n"
+ "#endif\n"
"varying vec2 v_texcoord;\n"
"uniform sampler2D tex;\n"
"uniform vec2 tex_scale0;\n"
"}"
};
-static const char *frag_AYUV_gles2 = {
+static const char *frag_AYUV = {
+ "#ifdef GL_ES\n"
"precision mediump float;\n"
+ "#endif\n"
"varying vec2 v_texcoord;\n"
"uniform sampler2D tex;\n"
"uniform vec2 tex_scale0;\n"
};
/** YUV to RGB conversion */
-static const char *frag_PLANAR_YUV_gles2 = {
+static const char *frag_PLANAR_YUV = {
+ "#ifdef GL_ES\n"
"precision mediump float;\n"
+ "#endif\n"
"varying vec2 v_texcoord;\n"
"uniform sampler2D Ytex,Utex,Vtex;\n"
"uniform vec2 tex_scale0;\n"
" float r,g,b;\n"
" vec3 yuv;\n"
" yuv.x=texture2D(Ytex,v_texcoord * tex_scale0).r;\n"
- " yuv.y=texture2D(Utex,v_texcoord).r;\n"
- " yuv.z=texture2D(Vtex,v_texcoord).r;\n"
+ " yuv.y=texture2D(Utex,v_texcoord * tex_scale1).r;\n"
+ " yuv.z=texture2D(Vtex,v_texcoord * tex_scale2).r;\n"
" yuv += offset;\n"
" r = dot(yuv, rcoeff);\n"
" g = dot(yuv, gcoeff);\n"
};
/** NV12/NV21 to RGB conversion */
-static const char *frag_NV12_NV21_gles2 = {
+static const char *frag_NV12_NV21 = {
+ "#ifdef GL_ES\n"
"precision mediump float;\n"
+ "#endif\n"
"varying vec2 v_texcoord;\n"
"uniform sampler2D Ytex,UVtex;\n"
"uniform vec2 tex_scale0;\n"
};
/* Direct fragments copy with stride-scaling */
-static const char *frag_COPY_gles2 = {
+static const char *frag_COPY = {
+ "#ifdef GL_ES\n"
"precision mediump float;\n"
+ "#endif\n"
"varying vec2 v_texcoord;\n"
"uniform sampler2D tex;\n"
"uniform vec2 tex_scale0;\n"
/* YUY2:r,g,a
UYVY:a,b,r */
-static const gchar *frag_YUY2_UYVY_gles2 =
+static const gchar *frag_YUY2_UYVY =
+ "#ifdef GL_ES\n"
"precision mediump float;\n"
+ "#endif\n"
"varying vec2 v_texcoord;\n"
"uniform sampler2D Ytex, UVtex;\n"
"uniform vec2 tex_scale0;\n"
" gl_FragColor = vec4(r, g, b, 1.0);\n"
"}\n";
-static const gchar *text_vertex_shader_gles2 =
+static const gchar *text_vertex_shader =
"attribute vec4 a_position; \n"
"attribute vec2 a_texcoord; \n"
"varying vec2 v_texcoord; \n"
" gl_Position = a_position; \n"
" v_texcoord = a_texcoord; \n"
"} \n";
-#endif
/* *INDENT-ON* */
upload->context = gst_object_ref (context);
priv = upload->priv;
-#if GST_GL_HAVE_OPENGL
- if (USING_OPENGL (context)) {
- priv->YUY2_UYVY = frag_YUY2_UYVY_opengl;
- priv->PLANAR_YUV = frag_PLANAR_YUV_opengl;
- priv->AYUV = frag_AYUV_opengl;
- priv->REORDER = frag_REORDER_opengl;
- priv->COMPOSE = frag_COMPOSE_opengl;
- priv->COPY = frag_COPY_opengl;
- priv->NV12_NV21 = frag_NV12_NV21_opengl;
- priv->vert_shader = text_vertex_shader_opengl;
- priv->draw = _do_upload_draw_opengl;
- }
-#endif
-#if GST_GL_HAVE_GLES2
- if (USING_GLES2 (context)) {
- priv->YUY2_UYVY = frag_YUY2_UYVY_gles2;
- priv->PLANAR_YUV = frag_PLANAR_YUV_gles2;
- priv->AYUV = frag_AYUV_gles2;
- priv->REORDER = frag_REORDER_gles2;
- priv->COMPOSE = frag_COMPOSE_gles2;
- priv->COPY = frag_COPY_gles2;
- priv->NV12_NV21 = frag_NV12_NV21_gles2;
- priv->vert_shader = text_vertex_shader_gles2;
- priv->draw = _do_upload_draw_gles2;
- }
-#endif
+ priv->YUY2_UYVY = frag_YUY2_UYVY;
+ priv->PLANAR_YUV = frag_PLANAR_YUV;
+ priv->AYUV = frag_AYUV;
+ priv->REORDER = frag_REORDER;
+ priv->COMPOSE = frag_COMPOSE;
+ priv->COPY = frag_COPY;
+ priv->NV12_NV21 = frag_NV12_NV21;
+ priv->vert_shader = text_vertex_shader;
+ priv->draw = _do_upload_draw;
return upload;
}
if (!res)
goto error;
- if (USING_GLES2 (context)) {
- upload->shader_attr_position_loc =
- gst_gl_shader_get_attribute_location (upload->shader, "a_position");
- upload->shader_attr_texture_loc =
- gst_gl_shader_get_attribute_location (upload->shader, "a_texcoord");
- }
+ upload->shader_attr_position_loc =
+ gst_gl_shader_get_attribute_location (upload->shader, "a_position");
+ upload->shader_attr_texture_loc =
+ gst_gl_shader_get_attribute_location (upload->shader, "a_texcoord");
if (!_do_upload_make (context, upload))
goto error;
return TRUE;
}
-#if GST_GL_HAVE_OPENGL
-/* called by _do_upload (in the gl thread) */
-static gboolean
-_do_upload_draw_opengl (GstGLContext * context, GstGLUpload * upload)
-{
- GstGLFuncs *gl;
- guint out_width, out_height;
- struct TexData *tex = upload->priv->texture_info;
- gint i;
-
- GLfloat verts[8] = { 1.0f, -1.0f,
- -1.0f, -1.0f,
- -1.0f, 1.0f,
- 1.0f, 1.0f
- };
- GLfloat texcoords[8] = { 1.0f, 0.0f,
- 0.0f, 0.0f,
- 0.0f, 1.0f,
- 1.0f, 1.0f
- };
-
- gl = context->gl_vtable;
-
- out_width = GST_VIDEO_INFO_WIDTH (&upload->out_info);
- out_height = GST_VIDEO_INFO_HEIGHT (&upload->out_info);
-
- gl->BindFramebuffer (GL_FRAMEBUFFER, upload->fbo);
-
- /* setup a texture to render to */
- gl->Enable (GL_TEXTURE_2D);
- gl->BindTexture (GL_TEXTURE_2D, upload->out_texture);
-
- /* attach the texture to the FBO to renderer to */
- gl->FramebufferTexture2D (GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
- GL_TEXTURE_2D, upload->out_texture, 0);
-
- gst_gl_context_clear_shader (context);
-
- gl->PushAttrib (GL_VIEWPORT_BIT);
-
- gl->MatrixMode (GL_PROJECTION);
- gl->PushMatrix ();
- gl->LoadIdentity ();
- gluOrtho2D (0.0, out_width, 0.0, out_height);
-
- gl->MatrixMode (GL_MODELVIEW);
- gl->PushMatrix ();
- gl->LoadIdentity ();
-
- gl->Viewport (0, 0, out_width, out_height);
-
- gl->DrawBuffer (GL_COLOR_ATTACHMENT0);
-
- gl->ClearColor (0.0, 0.0, 0.0, 0.0);
- gl->Clear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
-
- gst_gl_shader_use (upload->shader);
-
- gl->MatrixMode (GL_PROJECTION);
- gl->LoadIdentity ();
-
- gl->Enable (GL_TEXTURE_2D);
-
- for (i = upload->priv->n_textures - 1; i >= 0; i--) {
- gchar *scale_name = g_strdup_printf ("tex_scale%u", i);
-
- gl->ActiveTexture (GL_TEXTURE0 + i);
- gst_gl_shader_set_uniform_1i (upload->shader, tex[i].shader_name, i);
- gst_gl_shader_set_uniform_2fv (upload->shader, scale_name, 1,
- &tex[i].tex_scaling[0]);
- g_free (scale_name);
-
- gl->BindTexture (GL_TEXTURE_2D, upload->in_texture[i]);
- gl->TexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- gl->TexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- gl->TexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
- gl->TexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
- }
-
- gl->EnableClientState (GL_VERTEX_ARRAY);
- gl->EnableClientState (GL_TEXTURE_COORD_ARRAY);
-
- gl->VertexPointer (2, GL_FLOAT, 0, &verts);
- gl->TexCoordPointer (2, GL_FLOAT, 0, &texcoords);
-
- gl->DrawArrays (GL_TRIANGLE_FAN, 0, 4);
-
- gl->DisableClientState (GL_VERTEX_ARRAY);
- gl->DisableClientState (GL_TEXTURE_COORD_ARRAY);
-
- gl->DrawBuffer (GL_NONE);
-
- /* we are done with the shader */
- gst_gl_context_clear_shader (context);
-
- gl->Disable (GL_TEXTURE_2D);
-
- gl->MatrixMode (GL_PROJECTION);
- gl->PopMatrix ();
- gl->MatrixMode (GL_MODELVIEW);
- gl->PopMatrix ();
- gl->PopAttrib ();
-
- gst_gl_context_check_framebuffer_status (context);
-
- gl->BindFramebuffer (GL_FRAMEBUFFER, 0);
-
- return TRUE;
-}
-#endif
-
-#if GST_GL_HAVE_GLES2
static gboolean
-_do_upload_draw_gles2 (GstGLContext * context, GstGLUpload * upload)
+_do_upload_draw (GstGLContext * context, GstGLUpload * upload)
{
GstGLFuncs *gl;
struct TexData *tex = upload->priv->texture_info;
return TRUE;
}
-#endif