Blame ext/gl/gstgldeinterlace.c

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/*
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 * GStreamer
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 * Copyright (C) 2009 Julien Isorce <julien.isorce@mail.com>
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 *
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 * This library is free software; you can redistribute it and/or
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 * modify it under the terms of the GNU Library General Public
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 * License as published by the Free Software Foundation; either
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 * version 2 of the License, or (at your option) any later version.
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 *
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 * This library is distributed in the hope that it will be useful,
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 * but WITHOUT ANY WARRANTY; without even the implied warranty of
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 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
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 * Library General Public License for more details.
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 *
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 * You should have received a copy of the GNU Library General Public
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 * License along with this library; if not, write to the
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 * Free Software Foundation, Inc., 51 Franklin St, Fifth Floor,
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 * Boston, MA 02110-1301, USA.
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 */
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/**
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 * SECTION:element-deinterlace
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 * @title: deinterlace
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 *
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 * Deinterlacing using based on fragment shaders.
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 *
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 * ## Examples
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 * |[
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 * gst-launch-1.0 videotestsrc ! glupload ! gldeinterlace ! glimagesink
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 * ]|
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 * FBO (Frame Buffer Object) and GLSL (OpenGL Shading Language) are required.
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 *
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 */
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#ifdef HAVE_CONFIG_H
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#include "config.h"
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#endif
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#include <gst/gl/gstglfuncs.h>
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#include "gstgldeinterlace.h"
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#define GST_CAT_DEFAULT gst_gl_deinterlace_debug
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GST_DEBUG_CATEGORY_STATIC (GST_CAT_DEFAULT);
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enum
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{
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  PROP_0,
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  PROP_METHOD
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};
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#define DEBUG_INIT \
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  GST_DEBUG_CATEGORY_INIT (gst_gl_deinterlace_debug, "gldeinterlace", 0, "gldeinterlace element");
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#define gst_gl_deinterlace_parent_class parent_class
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G_DEFINE_TYPE_WITH_CODE (GstGLDeinterlace, gst_gl_deinterlace,
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    GST_TYPE_GL_FILTER, DEBUG_INIT);
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static void gst_gl_deinterlace_set_property (GObject * object,
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    guint prop_id, const GValue * value, GParamSpec * pspec);
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static void gst_gl_deinterlace_get_property (GObject * object,
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    guint prop_id, GValue * value, GParamSpec * pspec);
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static gboolean gst_gl_deinterlace_start (GstBaseTransform * trans);
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static gboolean gst_gl_deinterlace_reset (GstBaseTransform * trans);
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static GstCaps *gst_gl_deinterlace_transform_internal_caps (GstGLFilter *
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    filter, GstPadDirection direction, GstCaps * caps, GstCaps * caps_filter);
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static gboolean gst_gl_deinterlace_init_fbo (GstGLFilter * filter);
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static gboolean gst_gl_deinterlace_filter (GstGLFilter * filter,
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    GstBuffer * inbuf, GstBuffer * outbuf);
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static gboolean gst_gl_deinterlace_filter_texture (GstGLFilter * filter,
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    GstGLMemory * in_tex, GstGLMemory * out_tex);
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static gboolean gst_gl_deinterlace_vfir_callback (GstGLFilter * filter,
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    GstGLMemory * in_tex, gpointer stuff);
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static gboolean gst_gl_deinterlace_greedyh_callback (GstGLFilter * filter,
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    GstGLMemory * in_tex, gpointer stuff);
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/* *INDENT-OFF* */
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static const gchar *greedyh_fragment_source =
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  "uniform sampler2D tex;\n"
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  "uniform sampler2D tex_prev;\n"
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  "uniform float max_comb;\n"
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  "uniform float motion_threshold;\n"
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  "uniform float motion_sense;\n"
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  "uniform float width;\n"
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  "uniform float height;\n"
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  "varying vec2 v_texcoord;\n"
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  "void main () {\n"
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  "  if (int(mod(v_texcoord.y * height, 2.0)) == 0) {\n"
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  "    gl_FragColor = vec4(texture2D(tex_prev, v_texcoord).rgb, 1.0);\n"
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  "  } else {\n"
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  "    vec2 texcoord_L1_a1, texcoord_L3_a1, texcoord_L1, texcoord_L3, texcoord_L1_1, texcoord_L3_1;\n"
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  "    vec3 L1_a1, L3_a1, L1, L3, L1_1, L3_1;\n"
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  "    texcoord_L1 = vec2(v_texcoord.x, v_texcoord.y - 1.0 / height);\n"
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  "    texcoord_L3 = vec2(v_texcoord.x, v_texcoord.y + 1.0 / height);\n"
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  "    L1 = texture2D(tex_prev, texcoord_L1).rgb;\n"
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  "    L3 = texture2D(tex_prev, texcoord_L3).rgb;\n"
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  "    if (v_texcoord.x == 1.0 && v_texcoord.y == 1.0) {\n"
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  "      L1_1 = L1;\n"
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  "      L3_1 = L3;\n"
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  "    } else {\n"
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  "      texcoord_L1_1 = vec2(v_texcoord.x + 1.0 / width, v_texcoord.y - 1.0 / height);\n"
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  "      texcoord_L3_1 = vec2(v_texcoord.x + 1.0 / width, v_texcoord.y + 1.0 / height);\n"
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  "      L1_1 = texture2D(tex_prev, texcoord_L1_1).rgb;\n"
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  "      L3_1 = texture2D(tex_prev, texcoord_L3_1).rgb;\n"
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  "    }\n"
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  "    if (int(ceil(v_texcoord.x + v_texcoord.y)) == 0) {\n"
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  "      L1_a1 = L1;\n"
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  "      L3_a1 = L3;\n"
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  "    } else {\n"
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  "      texcoord_L1_a1 = vec2(v_texcoord.x - 1.0 / width, v_texcoord.y - 1.0 / height);\n"
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  "      texcoord_L3_a1 = vec2(v_texcoord.x - 1.0 / width, v_texcoord.y + 1.0 / height);\n"
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  "      L1_a1 = texture2D(tex_prev, texcoord_L1_a1).rgb;\n"
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  "      L3_a1 = texture2D(tex_prev, texcoord_L3_a1).rgb;\n"
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  "    }\n"
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          //STEP 1
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  "    vec3 avg_a1 = (L1_a1 + L3_a1) / 2.0;\n"
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  "    vec3 avg = (L1 + L3) / 2.0;\n"
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  "    vec3 avg_1 = (L1_1 + L3_1) / 2.0;\n"
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  "    vec3 avg_s = (avg_a1 + avg_1) / 2.0;\n"
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  "    vec3 avg_sc = (avg_s + avg) / 2.0;\n"
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  "    vec3 L2 = texture2D(tex, v_texcoord).rgb;\n"
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  "    vec3 LP2 = texture2D(tex_prev, v_texcoord).rgb;\n"
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  "    vec3 best;\n"
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  "    if (abs(L2.r - avg_sc.r) < abs(LP2.r - avg_sc.r)) {\n"
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  "      best.r = L2.r;\n" "    } else {\n"
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  "      best.r = LP2.r;\n"
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  "    }\n"
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  "    if (abs(L2.g - avg_sc.g) < abs(LP2.g - avg_sc.g)) {\n"
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  "      best.g = L2.g;\n"
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  "    } else {\n"
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  "      best.g = LP2.g;\n"
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  "    }\n"
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  "    if (abs(L2.b - avg_sc.b) < abs(LP2.b - avg_sc.b)) {\n"
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  "      best.b = L2.b;\n"
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  "    } else {\n"
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  "      best.b = LP2.b;\n"
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  "    }\n"
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          //STEP 2
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  "    vec3 last;\n"
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  "    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"
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  "    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"
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  "    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"
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          //STEP 3
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  "    const vec3 luma = vec3 (0.299011, 0.586987, 0.114001);"
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  "    float mov = min(max(abs(dot(L2 - LP2, luma)) - motion_threshold, 0.0) * motion_sense, 1.0);\n"
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  "    last = last * (1.0 - mov) + avg_sc * mov;\n"
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  "    gl_FragColor = vec4(last, 1.0);\n"
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  "  }\n"
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  "}\n";
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const gchar *vfir_fragment_source =
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  "uniform sampler2D tex;\n"
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  "uniform float width;\n"
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  "uniform float height;\n"
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  "varying vec2 v_texcoord;\n"
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  "void main()\n"
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  "{\n"
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  "  vec2 topcoord, botcoord;\n"
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  "  vec4 cur_color, top_color, bot_color;\n"
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  "  topcoord.x = v_texcoord.x;\n"
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  "  botcoord.x = v_texcoord.x;\n"
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  "  if (v_texcoord.y == 0.0 || v_texcoord.y == 1.0) {\n"
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  "    topcoord.y = v_texcoord.y ;\n"
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  "    botcoord.y = v_texcoord.y ;\n"
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  "  }\n"
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  "  else {\n"
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  "    topcoord.y = v_texcoord.y - 1.0/height;\n"
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  "    botcoord.y = v_texcoord.y + 1.0/height;\n"
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  "  }\n"
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  "  cur_color = texture2D(tex, v_texcoord);\n"
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  "  top_color = texture2D(tex, topcoord);\n"
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  "  bot_color = texture2D(tex, botcoord);\n"
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  "  gl_FragColor = 0.5*cur_color + 0.25*top_color + 0.25*bot_color;\n"
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  "}";
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/* *INDENT-ON* */
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/* dont' forget to edit the following when a new method is added */
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typedef enum
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{
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  GST_GL_DEINTERLACE_VFIR,
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  GST_GL_DEINTERLACE_GREEDYH
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} GstGLDeinterlaceMethod;
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static const GEnumValue *
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gst_gl_deinterlace_get_methods (void)
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{
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  static const GEnumValue method_types[] = {
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    {GST_GL_DEINTERLACE_VFIR, "Blur Vertical", "vfir"},
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    {GST_GL_DEINTERLACE_GREEDYH, "Motion Adaptive: Advanced Detection",
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        "greedyh"},
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    {0, NULL, NULL}
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  };
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  return method_types;
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}
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#define GST_TYPE_GL_DEINTERLACE_METHODS (gst_gl_deinterlace_method_get_type ())
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static GType
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gst_gl_deinterlace_method_get_type (void)
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{
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  static GType gl_deinterlace_method_type = 0;
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  if (!gl_deinterlace_method_type) {
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    gl_deinterlace_method_type =
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        g_enum_register_static ("GstGLDeinterlaceMethod",
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        gst_gl_deinterlace_get_methods ());
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  }
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  return gl_deinterlace_method_type;
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}
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static void
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gst_gl_deinterlace_set_method (GstGLDeinterlace * deinterlace,
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    guint method_types)
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{
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  switch (method_types) {
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    case GST_GL_DEINTERLACE_VFIR:
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      deinterlace->deinterlacefunc = gst_gl_deinterlace_vfir_callback;
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      deinterlace->current_method = method_types;
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      break;
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    case GST_GL_DEINTERLACE_GREEDYH:
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      deinterlace->deinterlacefunc = gst_gl_deinterlace_greedyh_callback;
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      deinterlace->current_method = method_types;
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      break;
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    default:
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      g_assert_not_reached ();
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      break;
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  }
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}
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static void
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gst_gl_deinterlace_class_init (GstGLDeinterlaceClass * klass)
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{
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  GObjectClass *gobject_class;
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  GstElementClass *element_class;
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  gobject_class = (GObjectClass *) klass;
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  element_class = GST_ELEMENT_CLASS (klass);
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  gst_gl_filter_add_rgba_pad_templates (GST_GL_FILTER_CLASS (klass));
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  gobject_class->set_property = gst_gl_deinterlace_set_property;
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  gobject_class->get_property = gst_gl_deinterlace_get_property;
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  gst_element_class_set_metadata (element_class,
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      "OpenGL deinterlacing filter", "Deinterlace",
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      "Deinterlacing based on fragment shaders",
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      "Julien Isorce <julien.isorce@mail.com>");
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  g_object_class_install_property (gobject_class,
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      PROP_METHOD,
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      g_param_spec_enum ("method",
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          "Deinterlace Method",
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          "Select which deinterlace method apply to GL video texture",
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          GST_TYPE_GL_DEINTERLACE_METHODS,
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          GST_GL_DEINTERLACE_VFIR, G_PARAM_READWRITE | G_PARAM_STATIC_STRINGS));
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  GST_BASE_TRANSFORM_CLASS (klass)->start = gst_gl_deinterlace_start;
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  GST_BASE_TRANSFORM_CLASS (klass)->stop = gst_gl_deinterlace_reset;
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  GST_GL_FILTER_CLASS (klass)->transform_internal_caps =
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      gst_gl_deinterlace_transform_internal_caps;
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  GST_GL_FILTER_CLASS (klass)->filter = gst_gl_deinterlace_filter;
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  GST_GL_FILTER_CLASS (klass)->filter_texture =
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      gst_gl_deinterlace_filter_texture;
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  GST_GL_FILTER_CLASS (klass)->init_fbo = gst_gl_deinterlace_init_fbo;
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  GST_GL_BASE_FILTER_CLASS (klass)->supported_gl_api =
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      GST_GL_API_OPENGL | GST_GL_API_GLES2 | GST_GL_API_OPENGL3;
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}
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static void
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gst_gl_deinterlace_init (GstGLDeinterlace * filter)
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{
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  filter->shaderstable = NULL;
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  filter->deinterlacefunc = gst_gl_deinterlace_vfir_callback;
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  filter->current_method = GST_GL_DEINTERLACE_VFIR;
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  filter->prev_buffer = NULL;
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  filter->prev_tex = NULL;
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}
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static gboolean
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gst_gl_deinterlace_start (GstBaseTransform * trans)
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{
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  GstGLDeinterlace *deinterlace_filter = GST_GL_DEINTERLACE (trans);
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  deinterlace_filter->shaderstable = g_hash_table_new (g_str_hash, g_str_equal);
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  return GST_BASE_TRANSFORM_CLASS (parent_class)->start (trans);
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}
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static void
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gst_gl_deinterlace_ghash_func_clean (gpointer key, gpointer value,
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    gpointer data)
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{
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  GstGLShader *shader = (GstGLShader *) value;
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  gst_object_unref (shader);
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  value = NULL;
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}
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static gboolean
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gst_gl_deinterlace_reset (GstBaseTransform * trans)
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{
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  GstGLDeinterlace *deinterlace_filter = GST_GL_DEINTERLACE (trans);
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  gst_buffer_replace (&deinterlace_filter->prev_buffer, NULL);
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  //blocking call, wait the opengl thread has destroyed the shader
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  if (deinterlace_filter->shaderstable) {
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    /* release shaders in the gl thread */
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    g_hash_table_foreach (deinterlace_filter->shaderstable,
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        gst_gl_deinterlace_ghash_func_clean, deinterlace_filter);
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    /* clean the htable without calling values destructors
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     * because shaders have been released in the glthread
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     * through the foreach func */
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    g_hash_table_unref (deinterlace_filter->shaderstable);
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    deinterlace_filter->shaderstable = NULL;
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  }
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  return GST_BASE_TRANSFORM_CLASS (parent_class)->stop (trans);
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}
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static GstCaps *
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gst_gl_deinterlace_transform_internal_caps (GstGLFilter * filter,
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    GstPadDirection direction, GstCaps * caps, GstCaps * caps_filter)
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{
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  gint len;
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  GstCaps *res;
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  GstStructure *s;
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  res = gst_caps_copy (caps);
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  for (len = gst_caps_get_size (res); len > 0; len--) {
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    s = gst_caps_get_structure (res, len - 1);
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    if (direction == GST_PAD_SINK) {
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      gst_structure_remove_field (s, "interlace-mode");
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    }
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  }
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  return res;
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}
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static void
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gst_gl_deinterlace_set_property (GObject * object, guint prop_id,
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    const GValue * value, GParamSpec * pspec)
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{
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  GstGLDeinterlace *filter = GST_GL_DEINTERLACE (object);
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  switch (prop_id) {
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    case PROP_METHOD:
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      gst_gl_deinterlace_set_method (filter, g_value_get_enum (value));
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      break;
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    default:
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      G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec);
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      break;
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  }
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}
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static void
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gst_gl_deinterlace_get_property (GObject * object, guint prop_id,
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    GValue * value, GParamSpec * pspec)
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{
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  GstGLDeinterlace *filter = GST_GL_DEINTERLACE (object);
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  switch (prop_id) {
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    case PROP_METHOD:
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      g_value_set_enum (value, filter->current_method);
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      break;
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    default:
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      G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec);
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      break;
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  }
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}
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static gboolean
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gst_gl_deinterlace_init_fbo (GstGLFilter * filter)
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{
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  return TRUE;
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}
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static gboolean
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gst_gl_deinterlace_filter_texture (GstGLFilter * filter, GstGLMemory * in_tex,
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    GstGLMemory * out_tex)
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{
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  GstGLDeinterlace *deinterlace_filter = GST_GL_DEINTERLACE (filter);
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  //blocking call, use a FBO
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  gst_gl_filter_render_to_target (filter, in_tex, out_tex,
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      deinterlace_filter->deinterlacefunc, deinterlace_filter);
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  return TRUE;
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}
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static gboolean
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gst_gl_deinterlace_filter (GstGLFilter * filter, GstBuffer * inbuf,
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    GstBuffer * outbuf)
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{
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  GstGLDeinterlace *deinterlace_filter = GST_GL_DEINTERLACE (filter);
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  gst_gl_filter_filter_texture (filter, inbuf, outbuf);
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  gst_buffer_replace (&deinterlace_filter->prev_buffer, inbuf);
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  return TRUE;
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}
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static GstGLShader *
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gst_gl_deinterlace_get_fragment_shader (GstGLFilter * filter,
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    const gchar * shader_name, const gchar * shader_source)
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{
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  GstGLShader *shader = NULL;
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  GstGLDeinterlace *deinterlace_filter = GST_GL_DEINTERLACE (filter);
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  GstGLContext *context = GST_GL_BASE_FILTER (filter)->context;
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  const gchar *frags[2];
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  shader = g_hash_table_lookup (deinterlace_filter->shaderstable, shader_name);
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  frags[0] =
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      gst_gl_shader_string_get_highest_precision (context,
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      GST_GLSL_VERSION_NONE,
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      GST_GLSL_PROFILE_ES | GST_GLSL_PROFILE_COMPATIBILITY);
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  frags[1] = shader_source;
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  if (!shader) {
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    GError *error = NULL;
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    if (!(shader = gst_gl_shader_new_link_with_stages (context, &error,
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                gst_glsl_stage_new_default_vertex (context),
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                gst_glsl_stage_new_with_strings (context, GL_FRAGMENT_SHADER,
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                    GST_GLSL_VERSION_NONE,
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                    GST_GLSL_PROFILE_ES | GST_GLSL_PROFILE_COMPATIBILITY, 2,
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                    frags), NULL))) {
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      GST_ELEMENT_ERROR (deinterlace_filter, RESOURCE, NOT_FOUND,
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          ("Failed to initialize %s shader", shader_name), (NULL));
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    }
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    filter->draw_attr_position_loc =
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        gst_gl_shader_get_attribute_location (shader, "a_position");
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    filter->draw_attr_texture_loc =
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        gst_gl_shader_get_attribute_location (shader, "a_texcoord");
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  }
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  g_hash_table_insert (deinterlace_filter->shaderstable, (gchar *) shader_name,
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      shader);
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  return shader;
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}
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static gboolean
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gst_gl_deinterlace_vfir_callback (GstGLFilter * filter, GstGLMemory * in_tex,
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    gpointer user_data)
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{
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  GstGLContext *context = GST_GL_BASE_FILTER (filter)->context;
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  const GstGLFuncs *gl = context->gl_vtable;
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  GstGLShader *shader;
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  shader = gst_gl_deinterlace_get_fragment_shader (filter, "vfir",
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      vfir_fragment_source);
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  if (!shader)
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    return FALSE;
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#if GST_GL_HAVE_OPENGL
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  if (USING_OPENGL (context)) {
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    gl->MatrixMode (GL_PROJECTION);
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    gl->LoadIdentity ();
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  }
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#endif
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  gst_gl_shader_use (shader);
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  gl->ActiveTexture (GL_TEXTURE0);
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  gl->BindTexture (GL_TEXTURE_2D, gst_gl_memory_get_texture_id (in_tex));
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  gst_gl_shader_set_uniform_1i (shader, "tex", 0);
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  gst_gl_shader_set_uniform_1f (shader, "width",
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      GST_VIDEO_INFO_WIDTH (&filter->out_info));
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  gst_gl_shader_set_uniform_1f (shader, "height",
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      GST_VIDEO_INFO_HEIGHT (&filter->out_info));
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  gst_gl_filter_draw_fullscreen_quad (filter);
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  return TRUE;
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}
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static gboolean
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gst_gl_deinterlace_greedyh_callback (GstGLFilter * filter, GstGLMemory * in_tex,
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    gpointer user_data)
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{
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  GstGLShader *shader;
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  GstGLDeinterlace *deinterlace_filter = GST_GL_DEINTERLACE (filter);
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  GstGLContext *context = GST_GL_BASE_FILTER (filter)->context;
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  GstGLFuncs *gl = context->gl_vtable;
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  shader =
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      gst_gl_deinterlace_get_fragment_shader (filter, "greedhy",
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      greedyh_fragment_source);
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  if (!shader)
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    return FALSE;
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#if GST_GL_HAVE_OPENGL
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  if (USING_OPENGL (context)) {
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    gl->MatrixMode (GL_PROJECTION);
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    gl->LoadIdentity ();
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  }
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#endif
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  gst_gl_shader_use (shader);
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  if (G_LIKELY (deinterlace_filter->prev_tex != NULL)) {
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    gl->ActiveTexture (GL_TEXTURE1);
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    gst_gl_shader_set_uniform_1i (shader, "tex_prev", 1);
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    gl->BindTexture (GL_TEXTURE_2D,
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        gst_gl_memory_get_texture_id (deinterlace_filter->prev_tex));
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  }
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  gl->ActiveTexture (GL_TEXTURE0);
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  gl->BindTexture (GL_TEXTURE_2D, gst_gl_memory_get_texture_id (in_tex));
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  gst_gl_shader_set_uniform_1i (shader, "tex", 0);
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  gst_gl_shader_set_uniform_1f (shader, "max_comb", 5.0f / 255.0f);
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  gst_gl_shader_set_uniform_1f (shader, "motion_threshold", 25.0f / 255.0f);
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  gst_gl_shader_set_uniform_1f (shader, "motion_sense", 30.0f / 255.0f);
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  gst_gl_shader_set_uniform_1f (shader, "width",
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      GST_VIDEO_INFO_WIDTH (&filter->out_info));
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  gst_gl_shader_set_uniform_1f (shader, "height",
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      GST_VIDEO_INFO_HEIGHT (&filter->out_info));
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  gst_gl_filter_draw_fullscreen_quad (filter);
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  /* we keep the previous buffer around so this is safe */
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  deinterlace_filter->prev_tex = in_tex;
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  return TRUE;
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}