blob: 4f56da754d15270b1fd30db6d22c5d023390e245 [file] [log] [blame]
/*
* GStreamer
* Copyright (C) 2012-2014 Matthew Waters <ystree00@gmail.com>
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Library General Public
* License as published by the Free Software Foundation; either
* version 2 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Library General Public License for more details.
*
* You should have received a copy of the GNU Library General Public
* License along with this library; if not, write to the
* Free Software Foundation, Inc., 51 Franklin St, Fifth Floor,
* Boston, MA 02110-1301, USA.
*/
#ifdef HAVE_CONFIG_H
#include "config.h"
#endif
#include <stdio.h>
#include "gl.h"
#include "gstglcolorconvert.h"
/**
* SECTION:gstglcolorconvert
* @short_description: an object that converts between color spaces/formats
* @see_also: #GstGLUpload, #GstGLDownload, #GstGLMemory
*
* #GstGLColorConvert is an object that converts between color spaces and/or
* formats using OpenGL Shaders.
*
* A #GstGLColorConvert can be created with gst_gl_color_convert_new().
*
* For handling stride scaling in the shader, see
* gst_gl_color_convert_set_texture_scaling().
*/
#define USING_OPENGL(context) (gst_gl_context_check_gl_version (context, GST_GL_API_OPENGL, 1, 0))
#define USING_OPENGL3(context) (gst_gl_context_check_gl_version (context, GST_GL_API_OPENGL3, 3, 1))
#define USING_GLES(context) (gst_gl_context_check_gl_version (context, GST_GL_API_GLES, 1, 0))
#define USING_GLES2(context) (gst_gl_context_check_gl_version (context, GST_GL_API_GLES2, 2, 0))
#define USING_GLES3(context) (gst_gl_context_check_gl_version (context, GST_GL_API_GLES2, 3, 0))
static void _do_convert (GstGLContext * context, GstGLColorConvert * convert);
static gboolean _init_convert (GstGLColorConvert * convert);
static gboolean _init_convert_fbo (GstGLColorConvert * convert);
static GstBuffer *_gst_gl_color_convert_perform_unlocked (GstGLColorConvert *
convert, GstBuffer * inbuf);
static gboolean _do_convert_draw (GstGLContext * context,
GstGLColorConvert * convert);
/* *INDENT-OFF* */
#define YUV_TO_RGB_COEFFICIENTS \
"uniform vec3 offset;\n" \
"uniform vec3 coeff1;\n" \
"uniform vec3 coeff2;\n" \
"uniform vec3 coeff3;\n"
/* FIXME: use the colormatrix support from videoconvert */
/* BT. 601 standard with the following ranges:
* Y = [16..235] (of 255)
* Cb/Cr = [16..240] (of 255)
*/
static const gfloat from_yuv_bt601_offset[] = {-0.0625, -0.5, -0.5};
static const gfloat from_yuv_bt601_rcoeff[] = {1.164, 0.000, 1.596};
static const gfloat from_yuv_bt601_gcoeff[] = {1.164,-0.391,-0.813};
static const gfloat from_yuv_bt601_bcoeff[] = {1.164, 2.018, 0.000};
/* BT. 709 standard with the following ranges:
* Y = [16..235] (of 255)
* Cb/Cr = [16..240] (of 255)
*/
static const gfloat from_yuv_bt709_offset[] = {-0.0625, -0.5, -0.5};
static const gfloat from_yuv_bt709_rcoeff[] = {1.164, 0.000, 1.787};
static const gfloat from_yuv_bt709_gcoeff[] = {1.164,-0.213,-0.531};
static const gfloat from_yuv_bt709_bcoeff[] = {1.164,2.112, 0.000};
#define RGB_TO_YUV_COEFFICIENTS \
"uniform vec3 offset;\n" \
"uniform vec3 coeff1;\n" \
"uniform vec3 coeff2;\n" \
"uniform vec3 coeff3;\n"
/* Matrix inverses of the color matrices found above */
/* BT. 601 standard with the following ranges:
* Y = [16..235] (of 255)
* Cb/Cr = [16..240] (of 255)
*/
static const gfloat from_rgb_bt601_offset[] = {0.0625, 0.5, 0.5};
static const gfloat from_rgb_bt601_ycoeff[] = {0.256816, 0.504154, 0.0979137};
static const gfloat from_rgb_bt601_ucoeff[] = {-0.148246, -0.29102, 0.439266};
static const gfloat from_rgb_bt601_vcoeff[] = {0.439271, -0.367833, -0.071438};
/* BT. 709 standard with the following ranges:
* Y = [16..235] (of 255)
* Cb/Cr = [16..240] (of 255)
*/
static const gfloat from_rgb_bt709_offset[] = {0.0625, 0.5, 0.5};
static const gfloat from_rgb_bt709_ycoeff[] = { 0.182604, 0.614526, 0.061976 };
static const gfloat from_rgb_bt709_ucoeff[] = { -0.100640, -0.338688, 0.439327 };
static const gfloat from_rgb_bt709_vcoeff[] = { 0.440654, -0.400285, -0.040370 };
/* GRAY16 to RGB conversion
* data transfered as GL_LUMINANCE_ALPHA then convert back to GRAY16
* high byte weight as : 255*256/65535
* ([0~1] denormalize to [0~255],shift to high byte,normalize to [0~1])
* low byte weight as : 255/65535 (similar)
* */
#define COMPOSE_WEIGHT \
"const vec2 compose_weight = vec2(0.996109, 0.003891);\n"
/* Channel reordering for XYZ <-> ZYX conversion */
static const gchar 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"
"uniform vec2 tex_scale1;\n"
"uniform vec2 tex_scale2;\n"
"void main(void)\n"
"{\n"
" vec4 t = texture2D(tex, v_texcoord * tex_scale0);\n"
" %s\n" /* clobber alpha channel? */
" gl_FragColor = vec4(t.%c, t.%c, t.%c, t.%c);\n"
"}";
static const gchar frag_APPLE_YUV_TO_RGB[] =
"#ifdef GL_ES\n"
"precision mediump float;\n"
"#endif\n"
"varying vec2 v_texcoord;\n"
"uniform float width;\n"
"uniform float height;\n"
"uniform sampler2DRect tex;\n"
"uniform vec2 tex_scale0;\n"
"uniform vec2 tex_scale1;\n"
"uniform vec2 tex_scale2;\n"
"void main(void)\n"
"{\n"
" vec4 t = texture2DRect(tex, v_texcoord * vec2(width, height) * tex_scale0);\n"
" gl_FragColor = vec4(t.%c, t.%c, t.%c, t.%c);\n"
"}";
/* GRAY16 to RGB conversion
* data transfered as GL_LUMINANCE_ALPHA then convert back to GRAY16
* high byte weight as : 255*256/65535
* ([0~1] denormalize to [0~255],shift to high byte,normalize to [0~1])
* low byte weight as : 255/65535 (similar)
* */
static const gchar 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"
"uniform vec2 tex_scale1;\n"
"uniform vec2 tex_scale2;\n"
COMPOSE_WEIGHT
"void main(void)\n"
"{\n"
" float r, g, b, a;\n"
" vec4 t = texture2D(tex, v_texcoord * tex_scale0);\n"
" r = dot(t.%c%c, compose_weight);"
" g = r;\n"
" b = r;\n"
" a = 1.0;\n"
" gl_FragColor = vec4(%c, %c, %c, %c);\n"
"}";
static const char frag_AYUV_to_RGB[] =
"#ifdef GL_ES\n"
"precision mediump float;\n"
"#endif\n"
"varying vec2 v_texcoord;\n"
"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,a;\n"
" vec4 texel;\n"
" texel = texture2D(tex, v_texcoord * tex_scale0);\n"
" texel.gba += offset;\n"
" r = dot(texel.gba, coeff1);\n"
" g = dot(texel.gba, coeff2);\n"
" b = dot(texel.gba, coeff3);\n"
" a = texel.r;\n"
" gl_FragColor=vec4(%c,%c,%c,%c);\n"
"}";
static const gchar frag_RGB_to_AYUV[] =
"#ifdef GL_ES\n"
"precision mediump float;\n"
"#endif\n"
"varying vec2 v_texcoord;\n"
"uniform sampler2D tex;\n"
RGB_TO_YUV_COEFFICIENTS
"void main(void) {\n"
" vec4 texel;\n"
" float y, u, v, a;\n"
" texel = texture2D(tex, v_texcoord).%c%c%c%c;\n"
" y = dot(texel.rgb, coeff1);\n"
" u = dot(texel.rgb, coeff2);\n"
" v = dot(texel.rgb, coeff3);\n"
" y += offset.x;\n"
" u += offset.y;\n"
" v += offset.z;\n"
" a = %s;\n"
" gl_FragColor = vec4(a,y,u,v);\n"
"}\n";
/* YUV to RGB conversion */
static const char frag_PLANAR_YUV_to_RGB[] =
"#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"
"uniform vec2 tex_scale1;\n"
"uniform vec2 tex_scale2;\n"
YUV_TO_RGB_COEFFICIENTS
"void main(void) {\n"
" float r, g, b, a;\n"
" vec3 yuv;\n"
" yuv.x = texture2D(Ytex,v_texcoord * tex_scale0).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, coeff1);\n"
" g = dot(yuv, coeff2);\n"
" b = dot(yuv, coeff3);\n"
" a = 1.0;\n"
" gl_FragColor = vec4(%c, %c, %c, %c);\n"
"}\n";
static const gchar frag_RGB_to_PLANAR_YUV[] =
"#ifdef GL_ES\n"
"precision mediump float;\n"
"#endif\n"
"varying vec2 v_texcoord;\n"
"uniform sampler2D tex;\n"
"uniform float width;\n"
"uniform float height;\n"
"uniform vec2 chroma_sampling;\n"
RGB_TO_YUV_COEFFICIENTS
"void main(void) {\n"
" float y, u, v;\n"
" vec4 uv_texel;\n"
" vec4 texel = texture2D(tex, v_texcoord).%c%c%c%c;\n"
/* One u and v sample can be generated by a nxm sized block given by
* @chroma_sampling. The result is the average of all the values in the
* block computed with a rolling average.
*/
" vec2 size = vec2(width, height);\n"
" vec2 pos = v_texcoord * size;\n"
/* scale for chroma size */
" vec2 chroma_pos = v_texcoord * chroma_sampling * size;\n"
/* offset chroma to the center of the first texel in the block */
" chroma_pos -= clamp(chroma_sampling * 0.5 - 0.5, vec2(0.0), chroma_sampling);\n"
" if (chroma_pos.x < width && chroma_pos.y < height) {\n"
" for (int i = 0; i < int(chroma_sampling.x); i++) {\n"
" vec2 delta = vec2 (float(i), 0.0);\n"
" for (int j = 0; j < int(chroma_sampling.y); j++) {\n"
" int n = (i+1)*(j+1);\n"
" delta.y = float(j);\n"
" vec4 sample = texture2D(tex, (chroma_pos + delta) / size).%c%c%c%c;\n"
/* rolling average */
" uv_texel = (float(n-1) * uv_texel + sample) / float(n);\n"
" }\n"
" }\n"
" }\n"
" y = dot(texel.rgb, coeff1);\n"
" u = dot(uv_texel.rgb, coeff2);\n"
" v = dot(uv_texel.rgb, coeff3);\n"
" y += offset.x;\n"
" u += offset.y;\n"
" v += offset.z;\n"
" gl_FragData[0] = vec4(y, 0.0, 0.0, 1.0);\n"
" gl_FragData[1] = vec4(u, 0.0, 0.0, 1.0);\n"
" gl_FragData[2] = vec4(v, 0.0, 0.0, 1.0);\n"
"}\n";
/* NV12/NV21 to RGB conversion */
static const char frag_NV12_NV21_to_RGB[] = {
"#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"
"uniform vec2 tex_scale1;\n"
"uniform vec2 tex_scale2;\n"
YUV_TO_RGB_COEFFICIENTS
"void main(void) {\n"
" float r, g, b, a;\n"
" vec3 yuv;\n"
" yuv.x=texture2D(Ytex, v_texcoord * tex_scale0).r;\n"
" yuv.yz=texture2D(UVtex, v_texcoord * tex_scale1).%c%c;\n"
" yuv += offset;\n"
" r = dot(yuv, coeff1);\n"
" g = dot(yuv, coeff2);\n"
" b = dot(yuv, coeff3);\n"
" a = 1.0;\n"
" gl_FragColor=vec4(%c, %c, %c, %c);\n"
"}"
};
/* YUY2:r,g,a
UYVY:a,b,r */
static const gchar frag_YUY2_UYVY_to_RGB[] =
"#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"
"uniform vec2 tex_scale1;\n"
"uniform vec2 tex_scale2;\n"
"uniform float width;\n"
YUV_TO_RGB_COEFFICIENTS
"void main(void) {\n"
" vec3 yuv;\n"
" vec4 uv_texel;\n"
" float r, g, b, a;\n"
" float dx1 = -1.0 / width;\n"
" float dx2 = 0.0;\n"
" yuv.x = texture2D(Ytex, v_texcoord * tex_scale0).%c;\n"
" float inorder = mod (v_texcoord.x * width, 2.0);\n"
" if (inorder < 1.0) {\n"
" dx2 = -dx1;\n"
" dx1 = 0.0;\n"
" }\n"
" uv_texel.rg = texture2D(Ytex, v_texcoord * tex_scale0 + dx1).r%c;\n"
" uv_texel.ba = texture2D(Ytex, v_texcoord * tex_scale0 + dx2).r%c;\n"
" yuv.yz = uv_texel.%c%c;\n"
" yuv += offset;\n"
" r = dot(yuv, coeff1);\n"
" g = dot(yuv, coeff2);\n"
" b = dot(yuv, coeff3);\n"
" a = 1.0;\n"
" gl_FragColor = vec4(%c, %c, %c, %c);\n"
"}\n";
static const gchar frag_RGB_to_YUY2_UYVY[] =
"#ifdef GL_ES\n"
"precision mediump float;\n"
"#endif\n"
"varying vec2 v_texcoord;\n"
"uniform sampler2D tex;\n"
"uniform float width;\n"
RGB_TO_YUV_COEFFICIENTS
"void main(void) {\n"
" vec4 texel1, texel2;\n"
" vec2 texel3;\n"
" float fx, dx, fy, y, u, u1, u2, v, v1, v2;\n"
" float inorder = mod (v_texcoord.x * width, 2.0);\n"
" fx = v_texcoord.x;\n"
" dx = 1.0 / width;\n"
" if (v_texcoord.x >= (1.0 - 0.5 * dx) || (v_texcoord.x > 0.5 * dx && inorder < 1.0)) {\n"
" dx = -dx;\n"
" }\n"
" fy = v_texcoord.y;\n"
" texel1 = texture2D(tex, vec2(fx, fy)).%c%c%c%c;\n"
" texel2 = texture2D(tex, vec2(fx + dx, fy)).%c%c%c%c;\n"
" y = dot(texel1.rgb, coeff1);\n"
" u1 = dot(texel1.rgb, coeff2);\n"
" u2 = dot(texel2.rgb, coeff2);\n"
" v1 = dot(texel1.rgb, coeff3);\n"
" v2 = dot(texel2.rgb, coeff3);\n"
" y += offset.x;\n"
" u1 += offset.y;\n"
" u2 += offset.y;\n"
" v1 += offset.z;\n"
" v2 += offset.z;\n"
" u = (u1 + u2) / 2.0;\n"
" v = (v1 + v2) / 2.0;\n"
" if (inorder < 1.0) {\n"
" texel3.r =%s;\n"
" texel3.g = %s;\n"
" } else {\n"
" texel3.r =%s;\n"
" texel3.g = %s;\n"
" }\n"
" gl_FragColor = vec4(texel3.r, texel3.g, 0.0, 0.0);\n"
"}\n";
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 const GLfloat vertices[] = {
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
};
static const GLushort indices[] = { 0, 1, 2, 0, 2, 3 };
/* *INDENT-ON* */
struct ConvertInfo
{
gint in_n_textures;
gint out_n_textures;
gchar *frag_prog;
const gchar *shader_tex_names[GST_VIDEO_MAX_PLANES];
gfloat *cms_offset;
gfloat *cms_coeff1; /* r,y */
gfloat *cms_coeff2; /* g,u */
gfloat *cms_coeff3; /* b,v */
gfloat chroma_sampling[2];
};
struct _GstGLColorConvertPrivate
{
gboolean result;
struct ConvertInfo convert_info;
GstGLMemory *in_tex[GST_VIDEO_MAX_PLANES];
GstGLMemory *out_tex[GST_VIDEO_MAX_PLANES];
GLuint vao;
GLuint vertex_buffer;
GLuint vbo_indices;
GLuint attr_position;
GLuint attr_texture;
};
GST_DEBUG_CATEGORY_STATIC (gst_gl_color_convert_debug);
#define GST_CAT_DEFAULT gst_gl_color_convert_debug
#define DEBUG_INIT \
GST_DEBUG_CATEGORY_INIT (gst_gl_color_convert_debug, "glconvert", 0, "convert");
G_DEFINE_TYPE_WITH_CODE (GstGLColorConvert, gst_gl_color_convert,
GST_TYPE_OBJECT, DEBUG_INIT);
static void gst_gl_color_convert_finalize (GObject * object);
static void gst_gl_color_convert_reset (GstGLColorConvert * convert);
#define GST_GL_COLOR_CONVERT_GET_PRIVATE(obj) (G_TYPE_INSTANCE_GET_PRIVATE ((obj), \
GST_TYPE_GL_COLOR_CONVERT, GstGLColorConvertPrivate))
static void
gst_gl_color_convert_class_init (GstGLColorConvertClass * klass)
{
g_type_class_add_private (klass, sizeof (GstGLColorConvertPrivate));
G_OBJECT_CLASS (klass)->finalize = gst_gl_color_convert_finalize;
}
static void
gst_gl_color_convert_init (GstGLColorConvert * convert)
{
convert->priv = GST_GL_COLOR_CONVERT_GET_PRIVATE (convert);
gst_gl_color_convert_reset (convert);
}
/**
* gst_gl_color_convert_new:
* @context: a #GstGLContext
*
* Returns: a new #GstGLColorConvert object
*/
GstGLColorConvert *
gst_gl_color_convert_new (GstGLContext * context)
{
GstGLColorConvert *convert;
convert = g_object_new (GST_TYPE_GL_COLOR_CONVERT, NULL);
convert->context = gst_object_ref (context);
gst_video_info_set_format (&convert->in_info, GST_VIDEO_FORMAT_ENCODED, 0, 0);
gst_video_info_set_format (&convert->out_info, GST_VIDEO_FORMAT_ENCODED, 0,
0);
GST_DEBUG_OBJECT (convert,
"Created new colorconvert for context %" GST_PTR_FORMAT, context);
return convert;
}
static void
gst_gl_color_convert_finalize (GObject * object)
{
GstGLColorConvert *convert;
convert = GST_GL_COLOR_CONVERT (object);
gst_gl_color_convert_reset (convert);
if (convert->context) {
gst_object_unref (convert->context);
convert->context = NULL;
}
G_OBJECT_CLASS (gst_gl_color_convert_parent_class)->finalize (object);
}
static void
_reset_gl (GstGLContext * context, GstGLColorConvert * convert)
{
const GstGLFuncs *gl = context->gl_vtable;
if (convert->priv->vao) {
gl->DeleteVertexArrays (1, &convert->priv->vao);
convert->priv->vao = 0;
}
if (convert->priv->vertex_buffer) {
gl->DeleteBuffers (1, &convert->priv->vertex_buffer);
convert->priv->vertex_buffer = 0;
}
if (convert->priv->vbo_indices) {
gl->DeleteBuffers (1, &convert->priv->vbo_indices);
convert->priv->vbo_indices = 0;
}
}
static void
gst_gl_color_convert_reset (GstGLColorConvert * convert)
{
guint i;
if (convert->fbo || convert->depth_buffer) {
gst_gl_context_del_fbo (convert->context, convert->fbo,
convert->depth_buffer);
convert->fbo = 0;
convert->depth_buffer = 0;
}
for (i = 0; i < convert->priv->convert_info.out_n_textures; i++) {
if (convert->priv->out_tex[i])
gst_memory_unref ((GstMemory *) convert->priv->out_tex[i]);
convert->priv->out_tex[i] = NULL;
}
convert->priv->convert_info.chroma_sampling[0] = 1.0f;
convert->priv->convert_info.chroma_sampling[1] = 1.0f;
if (convert->shader) {
gst_object_unref (convert->shader);
convert->shader = NULL;
}
if (convert->context) {
gst_gl_context_thread_add (convert->context,
(GstGLContextThreadFunc) _reset_gl, convert);
}
}
static gboolean
_gst_gl_color_convert_can_passthrough (GstVideoInfo * in, GstVideoInfo * out)
{
gint i;
if (GST_VIDEO_INFO_FORMAT (in) != GST_VIDEO_INFO_FORMAT (out))
return FALSE;
if (GST_VIDEO_INFO_WIDTH (in) != GST_VIDEO_INFO_WIDTH (out))
return FALSE;
if (GST_VIDEO_INFO_HEIGHT (in) != GST_VIDEO_INFO_HEIGHT (out))
return FALSE;
if (GST_VIDEO_INFO_SIZE (in) != GST_VIDEO_INFO_SIZE (out))
return FALSE;
for (i = 0; i < in->finfo->n_planes; i++) {
if (in->stride[i] != out->stride[i])
return FALSE;
if (in->offset[i] != out->offset[i])
return FALSE;
}
if (!gst_video_colorimetry_is_equal (&in->colorimetry, &out->colorimetry))
return FALSE;
if (in->chroma_site != out->chroma_site)
return FALSE;
return TRUE;
}
static gboolean
_gst_gl_color_convert_set_caps_unlocked (GstGLColorConvert * convert,
GstCaps * in_caps, GstCaps * out_caps)
{
GstVideoInfo in_info, out_info;
GstCapsFeatures *in_features, *out_features;
g_return_val_if_fail (convert != NULL, FALSE);
g_return_val_if_fail (in_caps, FALSE);
g_return_val_if_fail (out_caps, FALSE);
if (!gst_video_info_from_caps (&in_info, in_caps))
g_assert_not_reached ();
if (!gst_video_info_from_caps (&out_info, out_caps))
g_assert_not_reached ();
g_return_val_if_fail (GST_VIDEO_INFO_FORMAT (&in_info) !=
GST_VIDEO_FORMAT_UNKNOWN, FALSE);
g_return_val_if_fail (GST_VIDEO_INFO_FORMAT (&in_info) !=
GST_VIDEO_FORMAT_ENCODED, FALSE);
g_return_val_if_fail (GST_VIDEO_INFO_FORMAT (&out_info) !=
GST_VIDEO_FORMAT_UNKNOWN, FALSE);
g_return_val_if_fail (GST_VIDEO_INFO_FORMAT (&out_info) !=
GST_VIDEO_FORMAT_ENCODED, FALSE);
in_features = gst_caps_get_features (in_caps, 0);
out_features = gst_caps_get_features (out_caps, 0);
if (!gst_caps_features_contains (in_features,
GST_CAPS_FEATURE_MEMORY_GL_MEMORY)
|| !gst_caps_features_contains (out_features,
GST_CAPS_FEATURE_MEMORY_GL_MEMORY)) {
return FALSE;
}
if (gst_video_info_is_equal (&convert->in_info, &in_info) &&
gst_video_info_is_equal (&convert->out_info, &out_info))
return TRUE;
gst_gl_color_convert_reset (convert);
convert->in_info = in_info;
convert->out_info = out_info;
convert->initted = FALSE;
/* If input and output are identical, pass through directly */
convert->passthrough =
_gst_gl_color_convert_can_passthrough (&in_info, &out_info);
#ifndef GST_DISABLE_GST_DEBUG
if (G_UNLIKELY (convert->passthrough))
GST_DEBUG_OBJECT (convert,
"Configuring passthrough mode for same in/out caps");
else {
GST_DEBUG_OBJECT (convert, "Color converting %" GST_PTR_FORMAT
" to %" GST_PTR_FORMAT, in_caps, out_caps);
}
#endif
return TRUE;
}
/**
* gst_gl_color_convert_set_caps:
* @convert: a #GstGLColorConvert
* @in_caps: input #GstCaps
* @out_caps: output #GstCaps
*
* Initializes @convert with the information required for conversion.
*/
gboolean
gst_gl_color_convert_set_caps (GstGLColorConvert * convert,
GstCaps * in_caps, GstCaps * out_caps)
{
gboolean ret;
GST_OBJECT_LOCK (convert);
ret = _gst_gl_color_convert_set_caps_unlocked (convert, in_caps, out_caps);
GST_OBJECT_UNLOCK (convert);
return ret;
}
/* copies the given caps */
static GstCaps *
gst_gl_color_convert_caps_remove_format_info (GstCaps * caps)
{
GstStructure *st;
GstCapsFeatures *f;
gint i, n;
GstCaps *res;
res = gst_caps_new_empty ();
n = gst_caps_get_size (caps);
for (i = 0; i < n; i++) {
st = gst_caps_get_structure (caps, i);
f = gst_caps_get_features (caps, i);
/* If this is already expressed by the existing caps
* skip this structure */
if (i > 0 && gst_caps_is_subset_structure_full (res, st, f))
continue;
st = gst_structure_copy (st);
gst_structure_remove_fields (st, "format", "colorimetry", "chroma-site",
NULL);
gst_caps_append_structure_full (res, st,
gst_caps_features_new (GST_CAPS_FEATURE_MEMORY_GL_MEMORY, NULL));
}
return res;
}
GstCaps *
gst_gl_color_convert_transform_caps (GstGLContext * convert,
GstPadDirection direction, GstCaps * caps, GstCaps * filter)
{
GstCaps *templ, *result;
templ =
gst_caps_from_string (GST_VIDEO_CAPS_MAKE_WITH_FEATURES
(GST_CAPS_FEATURE_MEMORY_GL_MEMORY, GST_GL_COLOR_CONVERT_FORMATS));
caps = gst_gl_color_convert_caps_remove_format_info (caps);
result = gst_caps_intersect (caps, templ);
gst_caps_unref (caps);
gst_caps_unref (templ);
if (filter) {
GstCaps *tmp;
tmp = gst_caps_intersect_full (filter, result, GST_CAPS_INTERSECT_FIRST);
gst_caps_unref (result);
result = tmp;
}
return result;
}
/**
* gst_gl_color_convert_perform:
* @convert: a #GstGLColorConvert
* @inbuf: the texture ids for input formatted according to in_info
*
* Converts the data contained by @inbuf using the formats specified by the
* #GstVideoInfo<!-- -->s passed to gst_gl_color_convert_set_caps()
*
* Returns: a converted #GstBuffer or %NULL%
*/
GstBuffer *
gst_gl_color_convert_perform (GstGLColorConvert * convert, GstBuffer * inbuf)
{
GstBuffer *ret;
g_return_val_if_fail (convert != NULL, FALSE);
GST_OBJECT_LOCK (convert);
ret = _gst_gl_color_convert_perform_unlocked (convert, inbuf);
GST_OBJECT_UNLOCK (convert);
return ret;
}
static GstBuffer *
_gst_gl_color_convert_perform_unlocked (GstGLColorConvert * convert,
GstBuffer * inbuf)
{
g_return_val_if_fail (convert != NULL, FALSE);
g_return_val_if_fail (inbuf, FALSE);
if (G_UNLIKELY (convert->passthrough))
return gst_buffer_ref (inbuf);
convert->inbuf = inbuf;
gst_gl_context_thread_add (convert->context,
(GstGLContextThreadFunc) _do_convert, convert);
if (!convert->priv->result) {
if (convert->outbuf)
gst_buffer_unref (convert->outbuf);
convert->outbuf = NULL;
return NULL;
}
return convert->outbuf;
}
static inline gboolean
_is_RGBx (GstVideoFormat v_format)
{
switch (v_format) {
case GST_VIDEO_FORMAT_RGBx:
case GST_VIDEO_FORMAT_xRGB:
case GST_VIDEO_FORMAT_BGRx:
case GST_VIDEO_FORMAT_xBGR:
return TRUE;
default:
return FALSE;
}
}
static inline gchar
_index_to_shader_swizzle (int idx)
{
switch (idx) {
case 0:
return 'r';
case 1:
return 'g';
case 2:
return 'b';
case 3:
return 'a';
default:
return '#';
}
}
/* attempts to transform expected to want using swizzling */
static gchar *
_RGB_pixel_order (const gchar * expected, const gchar * wanted)
{
GString *ret = g_string_sized_new (4);
gchar *expect, *want;
int len;
if (g_ascii_strcasecmp (expected, wanted) == 0) {
g_string_free (ret, TRUE);
return g_ascii_strdown (expected, -1);
}
expect = g_ascii_strdown (expected, -1);
want = g_ascii_strdown (wanted, -1);
if (strcmp (expect, "rgb16") == 0 || strcmp (expect, "bgr16") == 0) {
gchar *temp = expect;
expect = g_strndup (temp, 3);
g_free (temp);
}
if (strcmp (want, "rgb16") == 0 || strcmp (want, "bgr16") == 0) {
gchar *temp = want;
want = g_strndup (temp, 3);
g_free (temp);
}
/* pad want with 'a's */
if ((len = strlen (want)) < 4) {
gchar *new_want = g_strndup (want, 4);
while (len < 4) {
new_want[len] = 'a';
len++;
}
g_free (want);
want = new_want;
}
/* pad expect with 'a's */
if ((len = strlen (expect)) < 4) {
gchar *new_expect = g_strndup (expect, 4);
while (len < 4) {
new_expect[len] = 'a';
len++;
}
g_free (expect);
expect = new_expect;
}
/* build the swizzle format */
while (want && want[0] != '\0') {
gchar *val;
gint idx;
gchar needle = want[0];
if (needle == 'x')
needle = 'a';
if (!(val = strchr (expect, needle))
&& needle == 'a' && !(val = strchr (expect, 'x')))
goto fail;
idx = (gint) (val - expect);
ret = g_string_append_c (ret, _index_to_shader_swizzle (idx));
want = &want[1];
}
return g_string_free (ret, FALSE);
fail:
g_string_free (ret, TRUE);
return NULL;
}
static void
_RGB_to_RGB (GstGLColorConvert * convert)
{
struct ConvertInfo *info = &convert->priv->convert_info;
GstVideoFormat in_format = GST_VIDEO_INFO_FORMAT (&convert->in_info);
const gchar *in_format_str = gst_video_format_to_string (in_format);
GstVideoFormat out_format = GST_VIDEO_INFO_FORMAT (&convert->out_info);
const gchar *out_format_str = gst_video_format_to_string (out_format);
gchar *pixel_order = _RGB_pixel_order (in_format_str, out_format_str);
gchar *alpha = NULL;
info->in_n_textures = 1;
info->out_n_textures = 1;
if (_is_RGBx (in_format)) {
int i;
char input_alpha_channel = 'a';
for (i = 0; i < GST_VIDEO_MAX_PLANES; i++) {
if (in_format_str[i] == 'X' || in_format_str[i] == 'x') {
input_alpha_channel = _index_to_shader_swizzle (i);
break;
}
}
alpha = g_strdup_printf ("t.%c = 1.0;", input_alpha_channel);
}
info->frag_prog = g_strdup_printf (frag_REORDER, alpha ? alpha : "",
pixel_order[0], pixel_order[1], pixel_order[2], pixel_order[3]);
info->shader_tex_names[0] = "tex";
g_free (alpha);
g_free (pixel_order);
}
static void
_YUV_to_RGB (GstGLColorConvert * convert)
{
struct ConvertInfo *info = &convert->priv->convert_info;
GstVideoFormat out_format = GST_VIDEO_INFO_FORMAT (&convert->out_info);
const gchar *out_format_str = gst_video_format_to_string (out_format);
gchar *pixel_order = _RGB_pixel_order ("rgba", out_format_str);
gboolean texture_rg =
gst_gl_context_check_feature (convert->context, "GL_EXT_texture_rg")
|| gst_gl_context_check_gl_version (convert->context, GST_GL_API_GLES2, 3,
0)
|| gst_gl_context_check_feature (convert->context, "GL_ARB_texture_rg")
|| gst_gl_context_check_gl_version (convert->context, GST_GL_API_OPENGL3,
3, 0);
gboolean apple_ycbcr = gst_gl_context_check_feature (convert->context,
"GL_APPLE_ycbcr_422");
gboolean in_tex_rectangular = FALSE;
#if GST_GL_HAVE_OPENGL
GstMemory *memory = gst_buffer_peek_memory (convert->inbuf, 0);
if (gst_is_gl_memory (memory) && (USING_OPENGL (convert->context)
|| USING_OPENGL3 (convert->context))) {
in_tex_rectangular =
((GstGLMemory *) memory)->tex_target == GL_TEXTURE_RECTANGLE;
}
#endif
info->out_n_textures = 1;
if (in_tex_rectangular && apple_ycbcr
&& gst_buffer_n_memory (convert->inbuf) == 1) {
/* FIXME: We should probably also check if tex_target actually is using
* the Apple YCbCr422 extension. It could also be a normal UYVY texture
* with RB or Lum/Alpha
*/
info->frag_prog =
g_strdup_printf (frag_APPLE_YUV_TO_RGB, pixel_order[0], pixel_order[1],
pixel_order[2], pixel_order[3]);
info->in_n_textures = 1;
info->shader_tex_names[0] = "tex";
} else {
switch (GST_VIDEO_INFO_FORMAT (&convert->in_info)) {
case GST_VIDEO_FORMAT_AYUV:
info->frag_prog = g_strdup_printf (frag_AYUV_to_RGB, pixel_order[0],
pixel_order[1], pixel_order[2], pixel_order[3]);
info->in_n_textures = 1;
info->shader_tex_names[0] = "tex";
break;
case GST_VIDEO_FORMAT_I420:
case GST_VIDEO_FORMAT_Y444:
case GST_VIDEO_FORMAT_Y42B:
case GST_VIDEO_FORMAT_Y41B:
info->frag_prog =
g_strdup_printf (frag_PLANAR_YUV_to_RGB, pixel_order[0],
pixel_order[1], pixel_order[2], pixel_order[3]);
info->in_n_textures = 3;
info->shader_tex_names[0] = "Ytex";
info->shader_tex_names[1] = "Utex";
info->shader_tex_names[2] = "Vtex";
break;
case GST_VIDEO_FORMAT_YV12:
info->frag_prog =
g_strdup_printf (frag_PLANAR_YUV_to_RGB, pixel_order[0],
pixel_order[1], pixel_order[2], pixel_order[3]);
info->in_n_textures = 3;
info->shader_tex_names[0] = "Ytex";
info->shader_tex_names[1] = "Vtex";
info->shader_tex_names[2] = "Utex";
break;
case GST_VIDEO_FORMAT_YUY2:
{
char uv_val = texture_rg ? 'g' : 'a';
info->frag_prog = g_strdup_printf (frag_YUY2_UYVY_to_RGB, 'r', uv_val,
uv_val, 'g', 'a', pixel_order[0], pixel_order[1], pixel_order[2],
pixel_order[3]);
info->in_n_textures = 1;
info->shader_tex_names[0] = "Ytex";
break;
}
case GST_VIDEO_FORMAT_NV12:
{
char val2 = texture_rg ? 'g' : 'a';
info->frag_prog = g_strdup_printf (frag_NV12_NV21_to_RGB, 'r', val2,
pixel_order[0], pixel_order[1], pixel_order[2], pixel_order[3]);
info->in_n_textures = 2;
info->shader_tex_names[0] = "Ytex";
info->shader_tex_names[1] = "UVtex";
break;
}
case GST_VIDEO_FORMAT_NV21:
{
char val2 = texture_rg ? 'g' : 'a';
info->frag_prog = g_strdup_printf (frag_NV12_NV21_to_RGB, val2, 'r',
pixel_order[0], pixel_order[1], pixel_order[2], pixel_order[3]);
info->in_n_textures = 2;
info->shader_tex_names[0] = "Ytex";
info->shader_tex_names[1] = "UVtex";
break;
}
case GST_VIDEO_FORMAT_UYVY:
{
char y_val = texture_rg ? 'g' : 'a';
info->frag_prog = g_strdup_printf (frag_YUY2_UYVY_to_RGB, y_val, 'g',
'g', 'r', 'b', pixel_order[0], pixel_order[1], pixel_order[2],
pixel_order[3]);
info->in_n_textures = 1;
info->shader_tex_names[0] = "Ytex";
break;
}
default:
break;
}
}
if (gst_video_colorimetry_matches (&convert->in_info.colorimetry,
GST_VIDEO_COLORIMETRY_BT709)) {
info->cms_offset = (gfloat *) from_yuv_bt709_offset;
info->cms_coeff1 = (gfloat *) from_yuv_bt709_rcoeff;
info->cms_coeff2 = (gfloat *) from_yuv_bt709_gcoeff;
info->cms_coeff3 = (gfloat *) from_yuv_bt709_bcoeff;
} else {
/* defaults/bt601 */
info->cms_offset = (gfloat *) from_yuv_bt601_offset;
info->cms_coeff1 = (gfloat *) from_yuv_bt601_rcoeff;
info->cms_coeff2 = (gfloat *) from_yuv_bt601_gcoeff;
info->cms_coeff3 = (gfloat *) from_yuv_bt601_bcoeff;
}
g_free (pixel_order);
}
static void
_RGB_to_YUV (GstGLColorConvert * convert)
{
struct ConvertInfo *info = &convert->priv->convert_info;
GstVideoFormat in_format = GST_VIDEO_INFO_FORMAT (&convert->in_info);
const gchar *in_format_str = gst_video_format_to_string (in_format);
GstVideoFormat out_format = GST_VIDEO_INFO_FORMAT (&convert->out_info);
gchar *pixel_order = _RGB_pixel_order (in_format_str, "rgba");
const gchar *alpha;
info->frag_prog = NULL;
info->in_n_textures = 1;
info->shader_tex_names[0] = "tex";
switch (out_format) {
case GST_VIDEO_FORMAT_AYUV:
alpha = _is_RGBx (in_format) ? "1.0" : "texel.a";
info->frag_prog = g_strdup_printf (frag_RGB_to_AYUV, pixel_order[0],
pixel_order[1], pixel_order[2], pixel_order[3], alpha);
info->out_n_textures = 1;
break;
case GST_VIDEO_FORMAT_I420:
case GST_VIDEO_FORMAT_YV12:
case GST_VIDEO_FORMAT_Y444:
case GST_VIDEO_FORMAT_Y42B:
case GST_VIDEO_FORMAT_Y41B:
info->frag_prog = g_strdup_printf (frag_RGB_to_PLANAR_YUV,
pixel_order[0], pixel_order[1], pixel_order[2], pixel_order[3],
pixel_order[0], pixel_order[1], pixel_order[2], pixel_order[3]);
info->out_n_textures = 3;
if (out_format == GST_VIDEO_FORMAT_Y444) {
info->chroma_sampling[0] = info->chroma_sampling[1] = 1.0f;
} else if (out_format == GST_VIDEO_FORMAT_Y42B) {
info->chroma_sampling[0] = 2.0f;
info->chroma_sampling[1] = 1.0f;
} else if (out_format == GST_VIDEO_FORMAT_Y41B) {
info->chroma_sampling[0] = 4.0f;
info->chroma_sampling[1] = 1.0f;
} else {
info->chroma_sampling[0] = info->chroma_sampling[1] = 2.0f;
}
break;
case GST_VIDEO_FORMAT_YUY2:
info->frag_prog = g_strdup_printf (frag_RGB_to_YUY2_UYVY,
pixel_order[0], pixel_order[1], pixel_order[2], pixel_order[3],
pixel_order[0], pixel_order[1], pixel_order[2], pixel_order[3],
"y", "u", "y", "v");
info->out_n_textures = 1;
break;
case GST_VIDEO_FORMAT_UYVY:
info->frag_prog = g_strdup_printf (frag_RGB_to_YUY2_UYVY,
pixel_order[0], pixel_order[1], pixel_order[2], pixel_order[3],
pixel_order[0], pixel_order[1], pixel_order[2], pixel_order[3],
"u", "y", "v", "y");
info->out_n_textures = 1;
break;
default:
break;
}
if (gst_video_colorimetry_matches (&convert->in_info.colorimetry,
GST_VIDEO_COLORIMETRY_BT709)) {
info->cms_offset = (gfloat *) from_rgb_bt709_offset;
info->cms_coeff1 = (gfloat *) from_rgb_bt709_ycoeff;
info->cms_coeff2 = (gfloat *) from_rgb_bt709_ucoeff;
info->cms_coeff3 = (gfloat *) from_rgb_bt709_vcoeff;
} else {
/* defaults/bt601 */
info->cms_offset = (gfloat *) from_rgb_bt601_offset;
info->cms_coeff1 = (gfloat *) from_rgb_bt601_ycoeff;
info->cms_coeff2 = (gfloat *) from_rgb_bt601_ucoeff;
info->cms_coeff3 = (gfloat *) from_rgb_bt601_vcoeff;
}
g_free (pixel_order);
}
static void
_RGB_to_GRAY (GstGLColorConvert * convert)
{
struct ConvertInfo *info = &convert->priv->convert_info;
GstVideoFormat in_format = GST_VIDEO_INFO_FORMAT (&convert->in_info);
const gchar *in_format_str = gst_video_format_to_string (in_format);
gchar *pixel_order = _RGB_pixel_order (in_format_str, "rgba");
gchar *alpha = NULL;
info->in_n_textures = 1;
info->out_n_textures = 1;
info->shader_tex_names[0] = "tex";
if (_is_RGBx (in_format))
alpha = g_strdup_printf ("t.%c = 1.0;", pixel_order[3]);
switch (GST_VIDEO_INFO_FORMAT (&convert->out_info)) {
case GST_VIDEO_FORMAT_GRAY8:
info->frag_prog = g_strdup_printf (frag_REORDER, alpha ? alpha : "",
pixel_order[0], pixel_order[0], pixel_order[0], pixel_order[3]);
break;
default:
break;
}
g_free (alpha);
g_free (pixel_order);
}
static void
_GRAY_to_RGB (GstGLColorConvert * convert)
{
struct ConvertInfo *info = &convert->priv->convert_info;
GstVideoFormat out_format = GST_VIDEO_INFO_FORMAT (&convert->out_info);
const gchar *out_format_str = gst_video_format_to_string (out_format);
gchar *pixel_order = _RGB_pixel_order ("rgba", out_format_str);
gboolean texture_rg =
gst_gl_context_check_feature (convert->context, "GL_EXT_texture_rg")
|| gst_gl_context_check_gl_version (convert->context, GST_GL_API_GLES2, 3,
0)
|| gst_gl_context_check_feature (convert->context, "GL_ARB_texture_rg")
|| gst_gl_context_check_gl_version (convert->context, GST_GL_API_OPENGL3,
3, 0);
info->in_n_textures = 1;
info->out_n_textures = 1;
info->shader_tex_names[0] = "tex";
switch (GST_VIDEO_INFO_FORMAT (&convert->in_info)) {
case GST_VIDEO_FORMAT_GRAY8:
info->frag_prog = g_strdup_printf (frag_REORDER, "", pixel_order[0],
pixel_order[0], pixel_order[0], pixel_order[3]);
break;
case GST_VIDEO_FORMAT_GRAY16_LE:
{
char val2 = texture_rg ? 'g' : 'a';
info->frag_prog = g_strdup_printf (frag_COMPOSE, val2, 'r',
pixel_order[0], pixel_order[1], pixel_order[2], pixel_order[3]);
break;
}
case GST_VIDEO_FORMAT_GRAY16_BE:
{
char val2 = texture_rg ? 'g' : 'a';
info->frag_prog = g_strdup_printf (frag_COMPOSE, 'r', val2,
pixel_order[0], pixel_order[1], pixel_order[2], pixel_order[3]);
break;
}
default:
break;
}
g_free (pixel_order);
}
static void
_bind_buffer (GstGLColorConvert * convert)
{
const GstGLFuncs *gl = convert->context->gl_vtable;
gl->BindBuffer (GL_ARRAY_BUFFER, convert->priv->vertex_buffer);
/* Load the vertex position */
gl->VertexAttribPointer (convert->priv->attr_position, 3, GL_FLOAT, GL_FALSE,
5 * sizeof (GLfloat), (void *) 0);
/* Load the texture coordinate */
gl->VertexAttribPointer (convert->priv->attr_texture, 2, GL_FLOAT, GL_FALSE,
5 * sizeof (GLfloat), (void *) (3 * sizeof (GLfloat)));
gl->EnableVertexAttribArray (convert->priv->attr_position);
gl->EnableVertexAttribArray (convert->priv->attr_texture);
}
static void
_unbind_buffer (GstGLColorConvert * convert)
{
const GstGLFuncs *gl = convert->context->gl_vtable;
gl->BindBuffer (GL_ARRAY_BUFFER, 0);
gl->DisableVertexAttribArray (convert->priv->attr_position);
gl->DisableVertexAttribArray (convert->priv->attr_texture);
}
/* Called in the gl thread */
static gboolean
_init_convert (GstGLColorConvert * convert)
{
GstGLFuncs *gl;
gboolean res;
struct ConvertInfo *info = &convert->priv->convert_info;
gint i;
gl = convert->context->gl_vtable;
if (convert->initted)
return TRUE;
GST_INFO ("Initializing color conversion from %s to %s",
gst_video_format_to_string (GST_VIDEO_INFO_FORMAT (&convert->in_info)),
gst_video_format_to_string (GST_VIDEO_INFO_FORMAT (&convert->out_info)));
if (!gl->CreateProgramObject && !gl->CreateProgram) {
gst_gl_context_set_error (convert->context,
"Cannot perform color conversion without OpenGL shaders");
goto error;
}
if (GST_VIDEO_INFO_IS_RGB (&convert->in_info)) {
if (GST_VIDEO_INFO_IS_RGB (&convert->out_info)) {
_RGB_to_RGB (convert);
}
}
if (GST_VIDEO_INFO_IS_YUV (&convert->in_info)) {
if (GST_VIDEO_INFO_IS_RGB (&convert->out_info)) {
_YUV_to_RGB (convert);
}
}
if (GST_VIDEO_INFO_IS_RGB (&convert->in_info)) {
if (GST_VIDEO_INFO_IS_YUV (&convert->out_info)) {
_RGB_to_YUV (convert);
}
}
if (GST_VIDEO_INFO_IS_RGB (&convert->in_info)) {
if (GST_VIDEO_INFO_IS_GRAY (&convert->out_info)) {
_RGB_to_GRAY (convert);
}
}
if (GST_VIDEO_INFO_IS_GRAY (&convert->in_info)) {
if (GST_VIDEO_INFO_IS_RGB (&convert->out_info)) {
_GRAY_to_RGB (convert);
}
}
if (!info->frag_prog || info->in_n_textures == 0 || info->out_n_textures == 0)
goto unhandled_format;
/* multiple draw targets not supported on GLES2...yet */
if (info->out_n_textures > 1 && (!gl->DrawBuffers ||
USING_GLES2 (convert->context))) {
g_free (info->frag_prog);
GST_ERROR ("Conversion requires output to multiple draw buffers");
goto incompatible_api;
}
/* Requires reading from a RG/LA framebuffer... */
if (USING_GLES2 (convert->context) &&
(GST_VIDEO_INFO_FORMAT (&convert->out_info) == GST_VIDEO_FORMAT_YUY2 ||
GST_VIDEO_INFO_FORMAT (&convert->out_info) ==
GST_VIDEO_FORMAT_UYVY)) {
g_free (info->frag_prog);
GST_ERROR ("Conversion requires reading with an unsupported format");
goto incompatible_api;
}
res =
gst_gl_context_gen_shader (convert->context, text_vertex_shader,
info->frag_prog, &convert->shader);
g_free (info->frag_prog);
if (!res)
goto error;
convert->priv->attr_position =
gst_gl_shader_get_attribute_location (convert->shader, "a_position");
convert->priv->attr_texture =
gst_gl_shader_get_attribute_location (convert->shader, "a_texcoord");
gst_gl_shader_use (convert->shader);
if (info->cms_offset && info->cms_coeff1
&& info->cms_coeff2 && info->cms_coeff3) {
gst_gl_shader_set_uniform_3fv (convert->shader, "offset", 1,
info->cms_offset);
gst_gl_shader_set_uniform_3fv (convert->shader, "coeff1", 1,
info->cms_coeff1);
gst_gl_shader_set_uniform_3fv (convert->shader, "coeff2", 1,
info->cms_coeff2);
gst_gl_shader_set_uniform_3fv (convert->shader, "coeff3", 1,
info->cms_coeff3);
}
for (i = info->in_n_textures; i >= 0; i--) {
if (info->shader_tex_names[i])
gst_gl_shader_set_uniform_1i (convert->shader, info->shader_tex_names[i],
i);
}
gst_gl_shader_set_uniform_1f (convert->shader, "width",
GST_VIDEO_INFO_WIDTH (&convert->in_info));
gst_gl_shader_set_uniform_1f (convert->shader, "height",
GST_VIDEO_INFO_HEIGHT (&convert->in_info));
if (info->chroma_sampling[0] > 0.0f && info->chroma_sampling[1] > 0.0f) {
gst_gl_shader_set_uniform_2fv (convert->shader, "chroma_sampling", 1,
info->chroma_sampling);
}
gst_gl_context_clear_shader (convert->context);
if (!_init_convert_fbo (convert)) {
goto error;
}
if (!convert->priv->vertex_buffer) {
if (gl->GenVertexArrays) {
gl->GenVertexArrays (1, &convert->priv->vao);
gl->BindVertexArray (convert->priv->vao);
}
gl->GenBuffers (1, &convert->priv->vertex_buffer);
gl->BindBuffer (GL_ARRAY_BUFFER, convert->priv->vertex_buffer);
gl->BufferData (GL_ARRAY_BUFFER, 4 * 5 * sizeof (GLfloat), vertices,
GL_STATIC_DRAW);
if (gl->GenVertexArrays) {
_bind_buffer (convert);
gl->BindVertexArray (0);
}
gl->BindBuffer (GL_ARRAY_BUFFER, 0);
}
if (!convert->priv->vbo_indices) {
gl->GenBuffers (1, &convert->priv->vbo_indices);
gl->BindBuffer (GL_ELEMENT_ARRAY_BUFFER, convert->priv->vbo_indices);
gl->BufferData (GL_ELEMENT_ARRAY_BUFFER, sizeof (indices), indices,
GL_STATIC_DRAW);
gl->BindBuffer (GL_ARRAY_BUFFER, 0);
}
gl->BindTexture (GL_TEXTURE_2D, 0);
convert->initted = TRUE;
return TRUE;
unhandled_format:
gst_gl_context_set_error (convert->context,
"Don't know how to convert from %s to %s",
gst_video_format_to_string (GST_VIDEO_INFO_FORMAT (&convert->in_info)),
gst_video_format_to_string (GST_VIDEO_INFO_FORMAT (&convert->out_info)));
error:
return FALSE;
incompatible_api:
{
gst_gl_context_set_error (convert->context,
"Converting from %s to %s requires "
"functionality that the current OpenGL setup does not support",
gst_video_format_to_string (GST_VIDEO_INFO_FORMAT (&convert->in_info)),
gst_video_format_to_string (GST_VIDEO_INFO_FORMAT
(&convert->out_info)));
return FALSE;
}
}
/* called by _init_convert (in the gl thread) */
static gboolean
_init_convert_fbo (GstGLColorConvert * convert)
{
GstGLFuncs *gl;
guint out_width, out_height;
GLuint fake_texture = 0; /* a FBO must hava texture to init */
gl = convert->context->gl_vtable;
out_width = GST_VIDEO_INFO_WIDTH (&convert->out_info);
out_height = GST_VIDEO_INFO_HEIGHT (&convert->out_info);
if (!gl->GenFramebuffers) {
/* turn off the pipeline because Frame buffer object is a not present */
gst_gl_context_set_error (convert->context,
"Context, EXT_framebuffer_object supported: no");
return FALSE;
}
GST_INFO ("Context, EXT_framebuffer_object supported: yes");
/* setup FBO */
gl->GenFramebuffers (1, &convert->fbo);
gl->BindFramebuffer (GL_FRAMEBUFFER, convert->fbo);
/* setup the render buffer for depth */
gl->GenRenderbuffers (1, &convert->depth_buffer);
gl->BindRenderbuffer (GL_RENDERBUFFER, convert->depth_buffer);
if (USING_OPENGL (convert->context) || USING_OPENGL3 (convert->context)) {
gl->RenderbufferStorage (GL_RENDERBUFFER, GL_DEPTH_COMPONENT,
out_width, out_height);
gl->RenderbufferStorage (GL_RENDERBUFFER, GL_DEPTH24_STENCIL8,
out_width, out_height);
}
if (USING_GLES2 (convert->context)) {
gl->RenderbufferStorage (GL_RENDERBUFFER, GL_DEPTH_COMPONENT16,
out_width, out_height);
}
/* a fake texture is attached to the convert FBO (cannot init without it) */
gl->GenTextures (1, &fake_texture);
gl->BindTexture (GL_TEXTURE_2D, fake_texture);
gl->TexImage2D (GL_TEXTURE_2D, 0, GL_RGBA8, out_width, out_height,
0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
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);
/* attach the texture to the FBO to renderer to */
gl->FramebufferTexture2D (GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
GL_TEXTURE_2D, fake_texture, 0);
/* attach the depth render buffer to the FBO */
gl->FramebufferRenderbuffer (GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
GL_RENDERBUFFER, convert->depth_buffer);
if (USING_OPENGL (convert->context)) {
gl->FramebufferRenderbuffer (GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT,
GL_RENDERBUFFER, convert->depth_buffer);
}
if (!gst_gl_context_check_framebuffer_status (convert->context)) {
gst_gl_context_set_error (convert->context,
"GL framebuffer status incomplete");
gl->DeleteTextures (1, &fake_texture);
return FALSE;
}
/* unbind the FBO */
gl->BindFramebuffer (GL_FRAMEBUFFER, 0);
gl->DeleteTextures (1, &fake_texture);
return TRUE;
}
/* Called by the idle function in the gl thread */
void
_do_convert (GstGLContext * context, GstGLColorConvert * convert)
{
guint in_width, in_height, out_width, out_height;
struct ConvertInfo *c_info = &convert->priv->convert_info;
GstMapInfo out_info[GST_VIDEO_MAX_PLANES], in_info[GST_VIDEO_MAX_PLANES];
gboolean res = TRUE;
gint i, j = 0;
out_width = GST_VIDEO_INFO_WIDTH (&convert->out_info);
out_height = GST_VIDEO_INFO_HEIGHT (&convert->out_info);
in_width = GST_VIDEO_INFO_WIDTH (&convert->in_info);
in_height = GST_VIDEO_INFO_HEIGHT (&convert->in_info);
convert->outbuf = NULL;
if (!_init_convert (convert)) {
convert->priv->result = FALSE;
return;
}
convert->outbuf = gst_buffer_new ();
if (!gst_gl_memory_setup_buffer (convert->context, NULL, &convert->out_info,
NULL, convert->outbuf)) {
convert->priv->result = FALSE;
return;
}
for (i = 0; i < c_info->in_n_textures; i++) {
convert->priv->in_tex[i] =
(GstGLMemory *) gst_buffer_peek_memory (convert->inbuf, i);
if (!gst_is_gl_memory ((GstMemory *) convert->priv->in_tex[i])) {
GST_ERROR_OBJECT (convert, "input must be GstGLMemory");
res = FALSE;
goto out;
}
if (!gst_memory_map ((GstMemory *) convert->priv->in_tex[i], &in_info[i],
GST_MAP_READ | GST_MAP_GL)) {
GST_ERROR_OBJECT (convert, "failed to map input memory %p",
convert->priv->in_tex[i]);
res = FALSE;
goto out;
}
}
for (j = 0; j < c_info->out_n_textures; j++) {
GstGLMemory *out_tex =
(GstGLMemory *) gst_buffer_peek_memory (convert->outbuf, j);
gint mem_width, mem_height;
if (!gst_is_gl_memory ((GstMemory *) out_tex)) {
GST_ERROR_OBJECT (convert, "output must be GstGLMemory");
res = FALSE;
goto out;
}
mem_width = gst_gl_memory_get_texture_width (out_tex);
mem_height = gst_gl_memory_get_texture_height (out_tex);
if (out_tex->tex_type == GST_VIDEO_GL_TEXTURE_TYPE_LUMINANCE
|| out_tex->tex_type == GST_VIDEO_GL_TEXTURE_TYPE_LUMINANCE_ALPHA
|| out_width != mem_width || out_height != mem_height) {
/* Luminance formats are not color renderable */
/* renderering to a framebuffer only renders the intersection of all
* the attachments i.e. the smallest attachment size */
GstVideoInfo temp_info;
gst_video_info_set_format (&temp_info, GST_VIDEO_FORMAT_RGBA, out_width,
out_height);
if (!convert->priv->out_tex[j])
convert->priv->out_tex[j] =
(GstGLMemory *) gst_gl_memory_alloc (context, NULL, &temp_info, 0,
NULL);
} else {
convert->priv->out_tex[j] = out_tex;
}
if (!gst_memory_map ((GstMemory *) convert->priv->out_tex[j], &out_info[j],
GST_MAP_WRITE | GST_MAP_GL)) {
GST_ERROR_OBJECT (convert, "failed to map output memory %p",
convert->priv->out_tex[i]);
res = FALSE;
goto out;
}
}
GST_LOG_OBJECT (convert, "converting to textures:%p,%p,%p,%p "
"dimensions:%ux%u, from textures:%p,%p,%p,%p dimensions:%ux%u",
convert->priv->out_tex[0], convert->priv->out_tex[1],
convert->priv->out_tex[2], convert->priv->out_tex[3], out_width,
out_height, convert->priv->in_tex[0], convert->priv->in_tex[1],
convert->priv->in_tex[2], convert->priv->in_tex[3], in_width, in_height);
if (!_do_convert_draw (context, convert))
res = FALSE;
out:
for (j--; j >= 0; j--) {
GstGLMemory *out_tex =
(GstGLMemory *) gst_buffer_peek_memory (convert->outbuf, j);
gint mem_width, mem_height;
gst_memory_unmap ((GstMemory *) convert->priv->out_tex[j], &out_info[j]);
mem_width = gst_gl_memory_get_texture_width (out_tex);
mem_height = gst_gl_memory_get_texture_height (out_tex);
if (out_tex->tex_type == GST_VIDEO_GL_TEXTURE_TYPE_LUMINANCE
|| out_tex->tex_type == GST_VIDEO_GL_TEXTURE_TYPE_LUMINANCE_ALPHA
|| out_width != mem_width || out_height != mem_height) {
GstMapInfo to_info, from_info;
if (!gst_memory_map ((GstMemory *) convert->priv->out_tex[j], &from_info,
GST_MAP_READ | GST_MAP_GL)) {
gst_gl_context_set_error (convert->context, "Failed to map "
"intermediate memory");
res = FALSE;
continue;
}
if (!gst_memory_map ((GstMemory *) out_tex, &to_info,
GST_MAP_WRITE | GST_MAP_GL)) {
gst_gl_context_set_error (convert->context, "Failed to map "
"intermediate memory");
res = FALSE;
continue;
}
gst_gl_memory_copy_into_texture (convert->priv->out_tex[j],
out_tex->tex_id, out_tex->tex_type, mem_width, mem_height,
GST_VIDEO_INFO_PLANE_STRIDE (&out_tex->info, out_tex->plane), FALSE);
gst_memory_unmap ((GstMemory *) convert->priv->out_tex[j], &from_info);
gst_memory_unmap ((GstMemory *) out_tex, &to_info);
} else {
convert->priv->out_tex[j] = NULL;
}
}
/* YV12 the same as I420 except planes 1+2 swapped */
if (GST_VIDEO_INFO_FORMAT (&convert->out_info) == GST_VIDEO_FORMAT_YV12) {
GstMemory *mem1 = gst_buffer_get_memory (convert->outbuf, 1);
GstMemory *mem2 = gst_buffer_get_memory (convert->outbuf, 2);
gst_buffer_replace_memory (convert->outbuf, 1, mem2);
gst_buffer_replace_memory (convert->outbuf, 2, mem1);
}
for (i--; i >= 0; i--) {
gst_memory_unmap ((GstMemory *) convert->priv->in_tex[i], &in_info[i]);
}
if (!res) {
gst_buffer_unref (convert->outbuf);
convert->outbuf = NULL;
}
if (convert->outbuf) {
GstGLSyncMeta *sync_meta =
gst_buffer_add_gl_sync_meta (convert->context, convert->outbuf);
if (sync_meta)
gst_gl_sync_meta_set_sync_point (sync_meta, convert->context);
}
convert->priv->result = res;
return;
}
static gboolean
_do_convert_draw (GstGLContext * context, GstGLColorConvert * convert)
{
GstGLFuncs *gl;
struct ConvertInfo *c_info = &convert->priv->convert_info;
guint out_width, out_height;
gint i;
GLint viewport_dim[4];
GLenum multipleRT[] = {
GL_COLOR_ATTACHMENT0,
GL_COLOR_ATTACHMENT1,
GL_COLOR_ATTACHMENT2
};
gl = context->gl_vtable;
out_width = GST_VIDEO_INFO_WIDTH (&convert->out_info);
out_height = GST_VIDEO_INFO_HEIGHT (&convert->out_info);
gl->BindFramebuffer (GL_FRAMEBUFFER, convert->fbo);
/* attach the texture to the FBO to renderer to */
for (i = 0; i < c_info->out_n_textures; i++) {
/* needed? */
gl->BindTexture (GL_TEXTURE_2D, convert->priv->out_tex[i]->tex_id);
gl->FramebufferTexture2D (GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 + i,
GL_TEXTURE_2D, convert->priv->out_tex[i]->tex_id, 0);
}
if (gl->DrawBuffers)
gl->DrawBuffers (c_info->out_n_textures, multipleRT);
else if (gl->DrawBuffer)
gl->DrawBuffer (GL_COLOR_ATTACHMENT0);
gl->GetIntegerv (GL_VIEWPORT, viewport_dim);
gl->Viewport (0, 0, out_width, out_height);
gst_gl_shader_use (convert->shader);
if (gl->BindVertexArray)
gl->BindVertexArray (convert->priv->vao);
else
_bind_buffer (convert);
for (i = c_info->in_n_textures - 1; i >= 0; i--) {
gchar *scale_name = g_strdup_printf ("tex_scale%u", i);
GstGLMemory *m = convert->priv->in_tex[i];
guint tex_target = m->tex_target;
gl->ActiveTexture (GL_TEXTURE0 + i);
gl->BindTexture (tex_target, convert->priv->in_tex[i]->tex_id);
gl->TexParameteri (tex_target, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
gl->TexParameteri (tex_target, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
gl->TexParameteri (tex_target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
gl->TexParameteri (tex_target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
gst_gl_shader_set_uniform_2fv (convert->shader, scale_name, 1,
convert->priv->in_tex[i]->tex_scaling);
g_free (scale_name);
}
gl->BindBuffer (GL_ELEMENT_ARRAY_BUFFER, convert->priv->vbo_indices);
gl->DrawElements (GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, 0);
if (gl->BindVertexArray)
gl->BindVertexArray (0);
else
_unbind_buffer (convert);
if (gl->DrawBuffer)
gl->DrawBuffer (GL_NONE);
gl->BindBuffer (GL_ELEMENT_ARRAY_BUFFER, 0);
/* we are done with the shader */
gst_gl_context_clear_shader (context);
gl->Viewport (viewport_dim[0], viewport_dim[1], viewport_dim[2],
viewport_dim[3]);
gst_gl_context_check_framebuffer_status (context);
gl->BindFramebuffer (GL_FRAMEBUFFER, 0);
return TRUE;
}