/* * GStreamer * Copyright (C) 2009 Julien Isorce * * 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. */ /** * SECTION:element-deinterlace * @title: deinterlace * * Deinterlacing using based on fragment shaders. * * ## Examples * |[ * gst-launch-1.0 videotestsrc ! glupload ! gldeinterlace ! glimagesink * ]| * FBO (Frame Buffer Object) and GLSL (OpenGL Shading Language) are required. * */ #ifdef HAVE_CONFIG_H #include "config.h" #endif #include #include "gstgldeinterlace.h" #define GST_CAT_DEFAULT gst_gl_deinterlace_debug GST_DEBUG_CATEGORY_STATIC (GST_CAT_DEFAULT); enum { PROP_0, PROP_METHOD }; #define DEBUG_INIT \ GST_DEBUG_CATEGORY_INIT (gst_gl_deinterlace_debug, "gldeinterlace", 0, "gldeinterlace element"); #define gst_gl_deinterlace_parent_class parent_class G_DEFINE_TYPE_WITH_CODE (GstGLDeinterlace, gst_gl_deinterlace, GST_TYPE_GL_FILTER, DEBUG_INIT); static void gst_gl_deinterlace_set_property (GObject * object, guint prop_id, const GValue * value, GParamSpec * pspec); static void gst_gl_deinterlace_get_property (GObject * object, guint prop_id, GValue * value, GParamSpec * pspec); static gboolean gst_gl_deinterlace_start (GstBaseTransform * trans); static gboolean gst_gl_deinterlace_reset (GstBaseTransform * trans); static gboolean gst_gl_deinterlace_init_fbo (GstGLFilter * filter); static gboolean gst_gl_deinterlace_filter (GstGLFilter * filter, GstBuffer * inbuf, GstBuffer * outbuf); static gboolean gst_gl_deinterlace_filter_texture (GstGLFilter * filter, GstGLMemory * in_tex, GstGLMemory * out_tex); static gboolean gst_gl_deinterlace_vfir_callback (GstGLFilter * filter, GstGLMemory * in_tex, gpointer stuff); static gboolean gst_gl_deinterlace_greedyh_callback (GstGLFilter * filter, GstGLMemory * in_tex, gpointer stuff); /* *INDENT-OFF* */ static const gchar *greedyh_fragment_source = "#ifdef GL_ES\n" "precision mediump float;\n" "#endif\n" "uniform sampler2D tex;\n" "uniform sampler2D tex_prev;\n" "uniform float max_comb;\n" "uniform float motion_threshold;\n" "uniform float motion_sense;\n" "uniform float width;\n" "uniform float height;\n" "varying vec2 v_texcoord;\n" "void main () {\n" " if (int(mod(v_texcoord.y * height, 2.0)) == 0) {\n" " gl_FragColor = vec4(texture2D(tex_prev, v_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(v_texcoord.x, v_texcoord.y - 1.0 / height);\n" " texcoord_L3 = vec2(v_texcoord.x, v_texcoord.y + 1.0 / height);\n" " L1 = texture2D(tex_prev, texcoord_L1).rgb;\n" " L3 = texture2D(tex_prev, texcoord_L3).rgb;\n" " if (v_texcoord.x == 1.0 && v_texcoord.y == 1.0) {\n" " L1_1 = L1;\n" " L3_1 = L3;\n" " } else {\n" " texcoord_L1_1 = vec2(v_texcoord.x + 1.0 / width, v_texcoord.y - 1.0 / height);\n" " texcoord_L3_1 = vec2(v_texcoord.x + 1.0 / width, v_texcoord.y + 1.0 / height);\n" " L1_1 = texture2D(tex_prev, texcoord_L1_1).rgb;\n" " L3_1 = texture2D(tex_prev, texcoord_L3_1).rgb;\n" " }\n" " if (int(ceil(v_texcoord.x + v_texcoord.y)) == 0) {\n" " L1_a1 = L1;\n" " L3_a1 = L3;\n" " } else {\n" " texcoord_L1_a1 = vec2(v_texcoord.x - 1.0 / width, v_texcoord.y - 1.0 / height);\n" " texcoord_L3_a1 = vec2(v_texcoord.x - 1.0 / width, v_texcoord.y + 1.0 / height);\n" " L1_a1 = texture2D(tex_prev, texcoord_L1_a1).rgb;\n" " L3_a1 = texture2D(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 = texture2D(tex, v_texcoord).rgb;\n" " vec3 LP2 = texture2D(tex_prev, v_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"; const gchar *vfir_fragment_source = "#ifdef GL_ES\n" "precision mediump float;\n" "#endif\n" "uniform sampler2D tex;\n" "uniform float width;\n" "uniform float height;\n" "varying vec2 v_texcoord;\n" "void main()\n" "{\n" " vec2 topcoord, botcoord;\n" " vec4 cur_color, top_color, bot_color;\n" " topcoord.x = v_texcoord.x;\n" " botcoord.x = v_texcoord.x;\n" " if (v_texcoord.y == 0.0 || v_texcoord.y == 1.0) {\n" " topcoord.y = v_texcoord.y ;\n" " botcoord.y = v_texcoord.y ;\n" " }\n" " else {\n" " topcoord.y = v_texcoord.y - 1.0/height;\n" " botcoord.y = v_texcoord.y + 1.0/height;\n" " }\n" " cur_color = texture2D(tex, v_texcoord);\n" " top_color = texture2D(tex, topcoord);\n" " bot_color = texture2D(tex, botcoord);\n" " gl_FragColor = 0.5*cur_color + 0.25*top_color + 0.25*bot_color;\n" "}"; /* *INDENT-ON* */ /* dont' forget to edit the following when a new method is added */ typedef enum { GST_GL_DEINTERLACE_VFIR, GST_GL_DEINTERLACE_GREEDYH } GstGLDeinterlaceMethod; static const GEnumValue * gst_gl_deinterlace_get_methods (void) { static const GEnumValue method_types[] = { {GST_GL_DEINTERLACE_VFIR, "Blur Vertical", "vfir"}, {GST_GL_DEINTERLACE_GREEDYH, "Motion Adaptive: Advanced Detection", "greedyh"}, {0, NULL, NULL} }; return method_types; } #define GST_TYPE_GL_DEINTERLACE_METHODS (gst_gl_deinterlace_method_get_type ()) static GType gst_gl_deinterlace_method_get_type (void) { static GType gl_deinterlace_method_type = 0; if (!gl_deinterlace_method_type) { gl_deinterlace_method_type = g_enum_register_static ("GstGLDeinterlaceMethod", gst_gl_deinterlace_get_methods ()); } return gl_deinterlace_method_type; } static void gst_gl_deinterlace_set_method (GstGLDeinterlace * deinterlace, guint method_types) { switch (method_types) { case GST_GL_DEINTERLACE_VFIR: deinterlace->deinterlacefunc = gst_gl_deinterlace_vfir_callback; deinterlace->current_method = method_types; break; case GST_GL_DEINTERLACE_GREEDYH: deinterlace->deinterlacefunc = gst_gl_deinterlace_greedyh_callback; deinterlace->current_method = method_types; break; default: g_assert_not_reached (); break; } } static void gst_gl_deinterlace_class_init (GstGLDeinterlaceClass * klass) { GObjectClass *gobject_class; GstElementClass *element_class; gobject_class = (GObjectClass *) klass; element_class = GST_ELEMENT_CLASS (klass); gst_gl_filter_add_rgba_pad_templates (GST_GL_FILTER_CLASS (klass)); gobject_class->set_property = gst_gl_deinterlace_set_property; gobject_class->get_property = gst_gl_deinterlace_get_property; gst_element_class_set_metadata (element_class, "OpenGL deinterlacing filter", "Deinterlace", "Deinterlacing based on fragment shaders", "Julien Isorce "); g_object_class_install_property (gobject_class, PROP_METHOD, g_param_spec_enum ("method", "Deinterlace Method", "Select which deinterlace method apply to GL video texture", GST_TYPE_GL_DEINTERLACE_METHODS, GST_GL_DEINTERLACE_VFIR, G_PARAM_READWRITE | G_PARAM_STATIC_STRINGS)); GST_BASE_TRANSFORM_CLASS (klass)->start = gst_gl_deinterlace_start; GST_BASE_TRANSFORM_CLASS (klass)->stop = gst_gl_deinterlace_reset; GST_GL_FILTER_CLASS (klass)->filter = gst_gl_deinterlace_filter; GST_GL_FILTER_CLASS (klass)->filter_texture = gst_gl_deinterlace_filter_texture; GST_GL_FILTER_CLASS (klass)->init_fbo = gst_gl_deinterlace_init_fbo; GST_GL_BASE_FILTER_CLASS (klass)->supported_gl_api = GST_GL_API_OPENGL | GST_GL_API_GLES2 | GST_GL_API_OPENGL3; } static void gst_gl_deinterlace_init (GstGLDeinterlace * filter) { filter->shaderstable = NULL; filter->deinterlacefunc = gst_gl_deinterlace_vfir_callback; filter->current_method = GST_GL_DEINTERLACE_VFIR; filter->prev_buffer = NULL; filter->prev_tex = NULL; } static gboolean gst_gl_deinterlace_start (GstBaseTransform * trans) { GstGLDeinterlace *deinterlace_filter = GST_GL_DEINTERLACE (trans); deinterlace_filter->shaderstable = g_hash_table_new (g_str_hash, g_str_equal); return GST_BASE_TRANSFORM_CLASS (parent_class)->start (trans); } static void gst_gl_deinterlace_ghash_func_clean (gpointer key, gpointer value, gpointer data) { GstGLShader *shader = (GstGLShader *) value; gst_object_unref (shader); value = NULL; } static gboolean gst_gl_deinterlace_reset (GstBaseTransform * trans) { GstGLDeinterlace *deinterlace_filter = GST_GL_DEINTERLACE (trans); gst_buffer_replace (&deinterlace_filter->prev_buffer, NULL); //blocking call, wait the opengl thread has destroyed the shader if (deinterlace_filter->shaderstable) { /* release shaders in the gl thread */ g_hash_table_foreach (deinterlace_filter->shaderstable, gst_gl_deinterlace_ghash_func_clean, deinterlace_filter); /* clean the htable without calling values destructors * because shaders have been released in the glthread * through the foreach func */ g_hash_table_unref (deinterlace_filter->shaderstable); deinterlace_filter->shaderstable = NULL; } return GST_BASE_TRANSFORM_CLASS (parent_class)->stop (trans); } static void gst_gl_deinterlace_set_property (GObject * object, guint prop_id, const GValue * value, GParamSpec * pspec) { GstGLDeinterlace *filter = GST_GL_DEINTERLACE (object); switch (prop_id) { case PROP_METHOD: gst_gl_deinterlace_set_method (filter, g_value_get_enum (value)); break; default: G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec); break; } } static void gst_gl_deinterlace_get_property (GObject * object, guint prop_id, GValue * value, GParamSpec * pspec) { GstGLDeinterlace *filter = GST_GL_DEINTERLACE (object); switch (prop_id) { case PROP_METHOD: g_value_set_enum (value, filter->current_method); break; default: G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec); break; } } static gboolean gst_gl_deinterlace_init_fbo (GstGLFilter * filter) { return TRUE; } static gboolean gst_gl_deinterlace_filter_texture (GstGLFilter * filter, GstGLMemory * in_tex, GstGLMemory * out_tex) { GstGLDeinterlace *deinterlace_filter = GST_GL_DEINTERLACE (filter); //blocking call, use a FBO gst_gl_filter_render_to_target (filter, in_tex, out_tex, deinterlace_filter->deinterlacefunc, deinterlace_filter); return TRUE; } static gboolean gst_gl_deinterlace_filter (GstGLFilter * filter, GstBuffer * inbuf, GstBuffer * outbuf) { GstGLDeinterlace *deinterlace_filter = GST_GL_DEINTERLACE (filter); gst_gl_filter_filter_texture (filter, inbuf, outbuf); gst_buffer_replace (&deinterlace_filter->prev_buffer, inbuf); return TRUE; } static GstGLShader * gst_gl_deinterlace_get_fragment_shader (GstGLFilter * filter, const gchar * shader_name, const gchar * shader_source) { GstGLShader *shader = NULL; GstGLDeinterlace *deinterlace_filter = GST_GL_DEINTERLACE (filter); GstGLContext *context = GST_GL_BASE_FILTER (filter)->context; shader = g_hash_table_lookup (deinterlace_filter->shaderstable, shader_name); if (!shader) { GError *error = NULL; if (!(shader = gst_gl_shader_new_link_with_stages (context, &error, gst_glsl_stage_new_default_vertex (context), gst_glsl_stage_new_with_string (context, GL_FRAGMENT_SHADER, GST_GLSL_VERSION_NONE, GST_GLSL_PROFILE_ES | GST_GLSL_PROFILE_COMPATIBILITY, shader_source), NULL))) { GST_ELEMENT_ERROR (deinterlace_filter, RESOURCE, NOT_FOUND, ("Failed to initialize %s shader", shader_name), (NULL)); } filter->draw_attr_position_loc = gst_gl_shader_get_attribute_location (shader, "a_position"); filter->draw_attr_texture_loc = gst_gl_shader_get_attribute_location (shader, "a_texcoord"); } g_hash_table_insert (deinterlace_filter->shaderstable, (gchar *) shader_name, shader); return shader; } static gboolean gst_gl_deinterlace_vfir_callback (GstGLFilter * filter, GstGLMemory * in_tex, gpointer user_data) { GstGLContext *context = GST_GL_BASE_FILTER (filter)->context; const GstGLFuncs *gl = context->gl_vtable; GstGLShader *shader; shader = gst_gl_deinterlace_get_fragment_shader (filter, "vfir", vfir_fragment_source); if (!shader) return FALSE; #if GST_GL_HAVE_OPENGL if (USING_OPENGL (context)) { gl->MatrixMode (GL_PROJECTION); gl->LoadIdentity (); } #endif gst_gl_shader_use (shader); gl->ActiveTexture (GL_TEXTURE0); gl->BindTexture (GL_TEXTURE_2D, gst_gl_memory_get_texture_id (in_tex)); gst_gl_shader_set_uniform_1i (shader, "tex", 0); gst_gl_shader_set_uniform_1f (shader, "width", GST_VIDEO_INFO_WIDTH (&filter->out_info)); gst_gl_shader_set_uniform_1f (shader, "height", GST_VIDEO_INFO_HEIGHT (&filter->out_info)); gst_gl_filter_draw_fullscreen_quad (filter); return TRUE; } static gboolean gst_gl_deinterlace_greedyh_callback (GstGLFilter * filter, GstGLMemory * in_tex, gpointer user_data) { GstGLShader *shader; GstGLDeinterlace *deinterlace_filter = GST_GL_DEINTERLACE (filter); GstGLContext *context = GST_GL_BASE_FILTER (filter)->context; GstGLFuncs *gl = context->gl_vtable; shader = gst_gl_deinterlace_get_fragment_shader (filter, "greedhy", greedyh_fragment_source); if (!shader) return FALSE; #if GST_GL_HAVE_OPENGL if (USING_OPENGL (context)) { gl->MatrixMode (GL_PROJECTION); gl->LoadIdentity (); } #endif gst_gl_shader_use (shader); if (G_LIKELY (deinterlace_filter->prev_tex != NULL)) { gl->ActiveTexture (GL_TEXTURE1); gst_gl_shader_set_uniform_1i (shader, "tex_prev", 1); gl->BindTexture (GL_TEXTURE_2D, gst_gl_memory_get_texture_id (deinterlace_filter->prev_tex)); } gl->ActiveTexture (GL_TEXTURE0); gl->BindTexture (GL_TEXTURE_2D, gst_gl_memory_get_texture_id (in_tex)); gst_gl_shader_set_uniform_1i (shader, "tex", 0); gst_gl_shader_set_uniform_1f (shader, "max_comb", 5.0f / 255.0f); gst_gl_shader_set_uniform_1f (shader, "motion_threshold", 25.0f / 255.0f); gst_gl_shader_set_uniform_1f (shader, "motion_sense", 30.0f / 255.0f); gst_gl_shader_set_uniform_1f (shader, "width", GST_VIDEO_INFO_WIDTH (&filter->out_info)); gst_gl_shader_set_uniform_1f (shader, "height", GST_VIDEO_INFO_HEIGHT (&filter->out_info)); gst_gl_filter_draw_fullscreen_quad (filter); /* we keep the previous buffer around so this is safe */ deinterlace_filter->prev_tex = in_tex; return TRUE; }