From 0ed85f3d13a48e8be0b97924135195f52e8f1006 Mon Sep 17 00:00:00 2001 From: Matthew Waters Date: Thu, 17 Jan 2013 23:16:07 +1100 Subject: [PATCH] [653/906] deinterlace: port to non-GLEW + arrays --- gst/gl/gstgldeinterlace.c | 154 ++++++++++++++++++++++++++++++-------- 1 file changed, 124 insertions(+), 30 deletions(-) diff --git a/gst/gl/gstgldeinterlace.c b/gst/gl/gstgldeinterlace.c index 09ba653c58..26820f8422 100644 --- a/gst/gl/gstgldeinterlace.c +++ b/gst/gl/gstgldeinterlace.c @@ -66,14 +66,86 @@ static gboolean gst_gl_deinterlace_filter_texture (GstGLFilter * filter, static void gst_gl_deinterlace_callback (gint width, gint height, guint texture, gpointer stuff); -static const gchar *greedyh_fragment_source = "#extension GL_ARB_texture_rectangle : enable\n" "uniform sampler2DRect tex;\n" "uniform sampler2DRect tex_prev;\n" "uniform float max_comb;\n" "uniform float motion_threshold;\n" "uniform float motion_sense;\n" "uniform int width;\n" "uniform int height;\n" "" "void main () {\n" " vec2 texcoord = gl_TexCoord[0].xy;\n" " if (int(mod(texcoord.y, 2.0)) == 0)\n" " gl_FragColor = vec4(texture2DRect(tex_prev, texcoord).rgb, 1.0);\n" " else {\n" "" // cannot have __ in a var so __ is replaced by _a - " 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);\n" " texcoord_L3 = vec2(texcoord.x, texcoord.y + 1.0);\n" " L1 = texture2DRect(tex_prev, texcoord_L1).rgb;\n" " L3 = texture2DRect(tex_prev, texcoord_L3).rgb;\n" " if (int(ceil(texcoord.x)) == width && int(ceil(texcoord.y)) == height) {\n" " L1_1 = L1;\n" " L3_1 = L3;\n" " } else {\n" " texcoord_L1_1 = vec2(texcoord.x + 1.0, texcoord.y - 1.0);\n" " texcoord_L3_1 = vec2(texcoord.x + 1.0, texcoord.y + 1.0);\n" " L1_1 = texture2DRect(tex_prev, texcoord_L1_1).rgb;\n" " L3_1 = texture2DRect(tex_prev, texcoord_L3_1).rgb;\n" " }\n" " if (int(ceil(texcoord.x + texcoord.y)) == 0) {\n" " L1_a1 = L1;\n" " L3_a1 = L3;\n" " } else {\n" " texcoord_L1_a1 = vec2(texcoord.x - 1.0, texcoord.y - 1.0);\n" " texcoord_L3_a1 = vec2(texcoord.x - 1.0, texcoord.y + 1.0);\n" " L1_a1 = texture2DRect(tex_prev, texcoord_L1_a1).rgb;\n" " L3_a1 = texture2DRect(tex_prev, texcoord_L3_a1).rgb;\n" " }\n" "" "" //STEP 1 - " vec3 avg_a1 = (L1_a1 + L3_a1) / 2.0;\n" " vec3 avg = (L1 + L3) / 2.0;\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 = texture2DRect(tex, texcoord).rgb;\n" " vec3 LP2 = texture2DRect(tex_prev, 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" " best.r = LP2.r;\n" " }\n" "" " if (abs(L2.g - avg_sc.g) < abs(LP2.g - avg_sc.g)) {\n" " best.g = L2.g;\n" " } else {\n" " best.g = LP2.g;\n" " }\n" "" " if (abs(L2.b - avg_sc.b) < abs(LP2.b - avg_sc.b)) {\n" " best.b = L2.b;\n" " } else {\n" " best.b = LP2.b;\n" " }\n" "" "" //STEP 2 - " vec3 last;\n" " last.r = clamp(best.r, max(min(L1.r, L3.r) - max_comb, 0.0), min(max(L1.r, L3.r) + max_comb, 1.0));\n" " last.g = clamp(best.g, max(min(L1.g, L3.g) - max_comb, 0.0), min(max(L1.g, L3.g) + max_comb, 1.0));\n" " last.b = clamp(best.b, max(min(L1.b, L3.b) - max_comb, 0.0), min(max(L1.b, L3.b) + max_comb, 1.0));\n" "" "" //STEP 3 - " const vec3 luma = vec3 (0.299011, 0.586987, 0.114001);" - " float mov = min(max(abs(dot(L2 - LP2, luma)) - motion_threshold, 0.0) * motion_sense, 1.0);\n" - " last = last * (1.0 - mov) + avg_sc * mov;\n" - "" " gl_FragColor = vec4(last, 1.0);\n" " }\n" "}\n"; +/* *INDENT-OFF* */ +static const gchar *greedyh_fragment_source = + "#extension GL_ARB_texture_rectangle : enable\n" + "uniform sampler2DRect tex;\n" + "uniform sampler2DRect tex_prev;\n" + "uniform float max_comb;\n" + "uniform float motion_threshold;\n" + "uniform float motion_sense;\n" + "uniform int width;\n" + "uniform int height;\n" + + "void main () {\n" + " vec2 texcoord = gl_TexCoord[0].xy;\n" + " if (int(mod(texcoord.y, 2.0)) == 0) {\n" + " gl_FragColor = vec4(texture2DRect(tex_prev, 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);\n" + " texcoord_L3 = vec2(texcoord.x, texcoord.y + 1.0);\n" + " L1 = texture2DRect(tex_prev, texcoord_L1).rgb;\n" + " L3 = texture2DRect(tex_prev, texcoord_L3).rgb;\n" + " if (int(ceil(texcoord.x)) == width && int(ceil(texcoord.y)) == height) {\n" + " L1_1 = L1;\n" + " L3_1 = L3;\n" + " } else {\n" + " texcoord_L1_1 = vec2(texcoord.x + 1.0, texcoord.y - 1.0);\n" + " texcoord_L3_1 = vec2(texcoord.x + 1.0, texcoord.y + 1.0);\n" + " L1_1 = texture2DRect(tex_prev, texcoord_L1_1).rgb;\n" + " L3_1 = texture2DRect(tex_prev, texcoord_L3_1).rgb;\n" + " }\n" + + " if (int(ceil(texcoord.x + texcoord.y)) == 0) {\n" + " L1_a1 = L1;\n" + " L3_a1 = L3;\n" + " } else {\n" + " texcoord_L1_a1 = vec2(texcoord.x - 1.0, texcoord.y - 1.0);\n" + " texcoord_L3_a1 = vec2(texcoord.x - 1.0, texcoord.y + 1.0);\n" + " L1_a1 = texture2DRect(tex_prev, texcoord_L1_a1).rgb;\n" + " L3_a1 = texture2DRect(tex_prev, texcoord_L3_a1).rgb;\n" + " }\n" + //STEP 1 + " vec3 avg_a1 = (L1_a1 + L3_a1) / 2.0;\n" + " vec3 avg = (L1 + L3) / 2.0;\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 = texture2DRect(tex, texcoord).rgb;\n" + " vec3 LP2 = texture2DRect(tex_prev, 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" + " best.r = LP2.r;\n" + " }\n" + + " if (abs(L2.g - avg_sc.g) < abs(LP2.g - avg_sc.g)) {\n" + " best.g = L2.g;\n" + " } else {\n" + " best.g = LP2.g;\n" + " }\n" + + " if (abs(L2.b - avg_sc.b) < abs(LP2.b - avg_sc.b)) {\n" + " best.b = L2.b;\n" + " } else {\n" + " best.b = LP2.b;\n" + " }\n" + //STEP 2 + " vec3 last;\n" + " last.r = clamp(best.r, max(min(L1.r, L3.r) - max_comb, 0.0), min(max(L1.r, L3.r) + max_comb, 1.0));\n" + " last.g = clamp(best.g, max(min(L1.g, L3.g) - max_comb, 0.0), min(max(L1.g, L3.g) + max_comb, 1.0));\n" + " last.b = clamp(best.b, max(min(L1.b, L3.b) - max_comb, 0.0), min(max(L1.b, L3.b) + max_comb, 1.0));\n" + //STEP 3 + " const vec3 luma = vec3 (0.299011, 0.586987, 0.114001);" + " float mov = min(max(abs(dot(L2 - LP2, luma)) - motion_threshold, 0.0) * motion_sense, 1.0);\n" + " last = last * (1.0 - mov) + avg_sc * mov;\n" + " gl_FragColor = vec4(last, 1.0);\n" + " }\n" + "}\n"; +/* *INDENT-ON* */ static void gst_gl_deinterlace_class_init (GstGLDeinterlaceClass * klass) @@ -192,14 +264,31 @@ gst_gl_deinterlace_callback (gint width, gint height, guint texture, { GstGLDeinterlace *deinterlace_filter = GST_GL_DEINTERLACE (stuff); GstGLFilter *filter = GST_GL_FILTER (stuff); + GstGLFuncs *gl = filter->display->gl_vtable; guint temp; - glMatrixMode (GL_PROJECTION); - glLoadIdentity (); + gfloat verts[] = { -1.0, -1.0, + 1.0, -1.0, + 1.0, 1.0, + -1.0, 1.0 + }; + gint texcoords0[] = { 0, 0, + width, 0, + width, height, + 0, height + }; + gint texcoords1[] = { 0, 0, + width, 0, + width, height, + 0, height + }; + + gl->MatrixMode (GL_PROJECTION); + gl->LoadIdentity (); gst_gl_shader_use (deinterlace_filter->shader); - glEnable (GL_TEXTURE_RECTANGLE_ARB); + gl->Enable (GL_TEXTURE_RECTANGLE_ARB); if (G_UNLIKELY (deinterlace_filter->prev_tex == 0)) { gst_gl_display_gen_texture_thread (filter->display, @@ -208,14 +297,14 @@ gst_gl_deinterlace_callback (gint width, gint height, guint texture, GST_VIDEO_INFO_WIDTH (&filter->out_info), GST_VIDEO_INFO_HEIGHT (&filter->out_info)); } else { - glActiveTexture (GL_TEXTURE1_ARB); + gl->ActiveTexture (GL_TEXTURE1); gst_gl_shader_set_uniform_1i (deinterlace_filter->shader, "tex_prev", 1); - glBindTexture (GL_TEXTURE_RECTANGLE_ARB, deinterlace_filter->prev_tex); + gl->BindTexture (GL_TEXTURE_RECTANGLE_ARB, deinterlace_filter->prev_tex); } - glActiveTexture (GL_TEXTURE0_ARB); + gl->ActiveTexture (GL_TEXTURE0); gst_gl_shader_set_uniform_1i (deinterlace_filter->shader, "tex", 0); - glBindTexture (GL_TEXTURE_RECTANGLE_ARB, texture); + gl->BindTexture (GL_TEXTURE_RECTANGLE_ARB, texture); gst_gl_shader_set_uniform_1f (deinterlace_filter->shader, "max_comb", 5.0f / 255.0f); @@ -229,22 +318,27 @@ gst_gl_deinterlace_callback (gint width, gint height, guint texture, gst_gl_shader_set_uniform_1i (deinterlace_filter->shader, "height", GST_VIDEO_INFO_HEIGHT (&filter->out_info)); - glBegin (GL_QUADS); - glMultiTexCoord2iARB (GL_TEXTURE0_ARB, 0, 0); - glMultiTexCoord2iARB (GL_TEXTURE1_ARB, 0, 0); - glVertex2i (-1, -1); - glMultiTexCoord2iARB (GL_TEXTURE0_ARB, width, 0); - glMultiTexCoord2iARB (GL_TEXTURE1_ARB, width, 0); - glVertex2i (1, -1); - glMultiTexCoord2iARB (GL_TEXTURE0_ARB, width, height); - glMultiTexCoord2iARB (GL_TEXTURE1_ARB, width, height); - glVertex2i (1, 1); - glMultiTexCoord2iARB (GL_TEXTURE0_ARB, 0, height); - glMultiTexCoord2iARB (GL_TEXTURE1_ARB, 0, height); - glVertex2i (-1, 1); - glEnd (); + gl->ClientActiveTexture (GL_TEXTURE0); - glDisable (GL_TEXTURE_RECTANGLE_ARB); + gl->EnableClientState (GL_TEXTURE_COORD_ARRAY); + gl->EnableClientState (GL_VERTEX_ARRAY); + + gl->VertexPointer (2, GL_FLOAT, 0, &verts); + gl->TexCoordPointer (2, GL_INT, 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); + + gl->Disable (GL_TEXTURE_RECTANGLE_ARB); if (texture == filter->in_tex_id) { temp = filter->in_tex_id;