1 /*
2 * GStreamer
3 * Copyright (C) 2009 Julien Isorce <julien.isorce@mail.com>
4 *
5 * This library is free software; you can redistribute it and/or
6 * modify it under the terms of the GNU Library General Public
7 * License as published by the Free Software Foundation; either
8 * version 2 of the License, or (at your option) any later version.
9 *
10 * This library is distributed in the hope that it will be useful,
11 * but WITHOUT ANY WARRANTY; without even the implied warranty of
12 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
13 * Library General Public License for more details.
14 *
15 * You should have received a copy of the GNU Library General Public
16 * License along with this library; if not, write to the
17 * Free Software Foundation, Inc., 51 Franklin St, Fifth Floor,
18 * Boston, MA 02110-1301, USA.
19 */
20
21 /**
22 * SECTION:element-deinterlace
23 * @title: deinterlace
24 *
25 * Deinterlacing using based on fragment shaders.
26 *
27 * ## Examples
28 * |[
29 * gst-launch-1.0 videotestsrc ! glupload ! gldeinterlace ! glimagesink
30 * ]|
31 * FBO (Frame Buffer Object) and GLSL (OpenGL Shading Language) are required.
32 *
33 */
34
35 #ifdef HAVE_CONFIG_H
36 #include "config.h"
37 #endif
38
39 #include <gst/gl/gstglfuncs.h>
40
41 #include "gstgldeinterlace.h"
42
43 #define GST_CAT_DEFAULT gst_gl_deinterlace_debug
44 GST_DEBUG_CATEGORY_STATIC (GST_CAT_DEFAULT);
45
46 enum
47 {
48 PROP_0,
49 PROP_METHOD
50 };
51
52 #define DEBUG_INIT \
53 GST_DEBUG_CATEGORY_INIT (gst_gl_deinterlace_debug, "gldeinterlace", 0, "gldeinterlace element");
54 #define gst_gl_deinterlace_parent_class parent_class
55 G_DEFINE_TYPE_WITH_CODE (GstGLDeinterlace, gst_gl_deinterlace,
56 GST_TYPE_GL_FILTER, DEBUG_INIT);
57
58 static void gst_gl_deinterlace_set_property (GObject * object,
59 guint prop_id, const GValue * value, GParamSpec * pspec);
60 static void gst_gl_deinterlace_get_property (GObject * object,
61 guint prop_id, GValue * value, GParamSpec * pspec);
62
63 static gboolean gst_gl_deinterlace_start (GstBaseTransform * trans);
64 static gboolean gst_gl_deinterlace_reset (GstBaseTransform * trans);
65 static GstCaps *gst_gl_deinterlace_transform_internal_caps (GstGLFilter *
66 filter, GstPadDirection direction, GstCaps * caps, GstCaps * caps_filter);
67 static gboolean gst_gl_deinterlace_init_fbo (GstGLFilter * filter);
68 static gboolean gst_gl_deinterlace_filter (GstGLFilter * filter,
69 GstBuffer * inbuf, GstBuffer * outbuf);
70 static gboolean gst_gl_deinterlace_filter_texture (GstGLFilter * filter,
71 GstGLMemory * in_tex, GstGLMemory * out_tex);
72 static gboolean gst_gl_deinterlace_vfir_callback (GstGLFilter * filter,
73 GstGLMemory * in_tex, gpointer stuff);
74 static gboolean gst_gl_deinterlace_greedyh_callback (GstGLFilter * filter,
75 GstGLMemory * in_tex, gpointer stuff);
76
77 /* *INDENT-OFF* */
78 static const gchar *greedyh_fragment_source =
79 "uniform sampler2D tex;\n"
80 "uniform sampler2D tex_prev;\n"
81 "uniform float max_comb;\n"
82 "uniform float motion_threshold;\n"
83 "uniform float motion_sense;\n"
84 "uniform float width;\n"
85 "uniform float height;\n"
86 "varying vec2 v_texcoord;\n"
87
88 "void main () {\n"
89 " if (int(mod(v_texcoord.y * height, 2.0)) == 0) {\n"
90 " gl_FragColor = vec4(texture2D(tex_prev, v_texcoord).rgb, 1.0);\n"
91 " } else {\n"
92 " vec2 texcoord_L1_a1, texcoord_L3_a1, texcoord_L1, texcoord_L3, texcoord_L1_1, texcoord_L3_1;\n"
93 " vec3 L1_a1, L3_a1, L1, L3, L1_1, L3_1;\n"
94
95 " texcoord_L1 = vec2(v_texcoord.x, v_texcoord.y - 1.0 / height);\n"
96 " texcoord_L3 = vec2(v_texcoord.x, v_texcoord.y + 1.0 / height);\n"
97 " L1 = texture2D(tex_prev, texcoord_L1).rgb;\n"
98 " L3 = texture2D(tex_prev, texcoord_L3).rgb;\n"
99 " if (v_texcoord.x == 1.0 && v_texcoord.y == 1.0) {\n"
100 " L1_1 = L1;\n"
101 " L3_1 = L3;\n"
102 " } else {\n"
103 " texcoord_L1_1 = vec2(v_texcoord.x + 1.0 / width, v_texcoord.y - 1.0 / height);\n"
104 " texcoord_L3_1 = vec2(v_texcoord.x + 1.0 / width, v_texcoord.y + 1.0 / height);\n"
105 " L1_1 = texture2D(tex_prev, texcoord_L1_1).rgb;\n"
106 " L3_1 = texture2D(tex_prev, texcoord_L3_1).rgb;\n"
107 " }\n"
108
109 " if (int(ceil(v_texcoord.x + v_texcoord.y)) == 0) {\n"
110 " L1_a1 = L1;\n"
111 " L3_a1 = L3;\n"
112 " } else {\n"
113 " texcoord_L1_a1 = vec2(v_texcoord.x - 1.0 / width, v_texcoord.y - 1.0 / height);\n"
114 " texcoord_L3_a1 = vec2(v_texcoord.x - 1.0 / width, v_texcoord.y + 1.0 / height);\n"
115 " L1_a1 = texture2D(tex_prev, texcoord_L1_a1).rgb;\n"
116 " L3_a1 = texture2D(tex_prev, texcoord_L3_a1).rgb;\n"
117 " }\n"
118 //STEP 1
119 " vec3 avg_a1 = (L1_a1 + L3_a1) / 2.0;\n"
120 " vec3 avg = (L1 + L3) / 2.0;\n"
121 " vec3 avg_1 = (L1_1 + L3_1) / 2.0;\n"
122 " vec3 avg_s = (avg_a1 + avg_1) / 2.0;\n"
123 " vec3 avg_sc = (avg_s + avg) / 2.0;\n"
124 " vec3 L2 = texture2D(tex, v_texcoord).rgb;\n"
125 " vec3 LP2 = texture2D(tex_prev, v_texcoord).rgb;\n"
126 " vec3 best;\n"
127 " if (abs(L2.r - avg_sc.r) < abs(LP2.r - avg_sc.r)) {\n"
128 " best.r = L2.r;\n" " } else {\n"
129 " best.r = LP2.r;\n"
130 " }\n"
131
132 " if (abs(L2.g - avg_sc.g) < abs(LP2.g - avg_sc.g)) {\n"
133 " best.g = L2.g;\n"
134 " } else {\n"
135 " best.g = LP2.g;\n"
136 " }\n"
137
138 " if (abs(L2.b - avg_sc.b) < abs(LP2.b - avg_sc.b)) {\n"
139 " best.b = L2.b;\n"
140 " } else {\n"
141 " best.b = LP2.b;\n"
142 " }\n"
143 //STEP 2
144 " vec3 last;\n"
145 " 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"
146 " 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"
147 " 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"
148 //STEP 3
149 " const vec3 luma = vec3 (0.299011, 0.586987, 0.114001);"
150 " float mov = min(max(abs(dot(L2 - LP2, luma)) - motion_threshold, 0.0) * motion_sense, 1.0);\n"
151 " last = last * (1.0 - mov) + avg_sc * mov;\n"
152 " gl_FragColor = vec4(last, 1.0);\n"
153 " }\n"
154 "}\n";
155
156 const gchar *vfir_fragment_source =
157 "uniform sampler2D tex;\n"
158 "uniform float width;\n"
159 "uniform float height;\n"
160 "varying vec2 v_texcoord;\n"
161 "void main()\n"
162 "{\n"
163 " vec2 topcoord, botcoord;\n"
164 " vec4 cur_color, top_color, bot_color;\n"
165 " topcoord.x = v_texcoord.x;\n"
166 " botcoord.x = v_texcoord.x;\n"
167 " if (v_texcoord.y == 0.0 || v_texcoord.y == 1.0) {\n"
168 " topcoord.y = v_texcoord.y ;\n"
169 " botcoord.y = v_texcoord.y ;\n"
170 " }\n"
171 " else {\n"
172 " topcoord.y = v_texcoord.y - 1.0/height;\n"
173 " botcoord.y = v_texcoord.y + 1.0/height;\n"
174 " }\n"
175 " cur_color = texture2D(tex, v_texcoord);\n"
176 " top_color = texture2D(tex, topcoord);\n"
177 " bot_color = texture2D(tex, botcoord);\n"
178 " gl_FragColor = 0.5*cur_color + 0.25*top_color + 0.25*bot_color;\n"
179 "}";
180 /* *INDENT-ON* */
181
182 /* dont' forget to edit the following when a new method is added */
183 typedef enum
184 {
185 GST_GL_DEINTERLACE_VFIR,
186 GST_GL_DEINTERLACE_GREEDYH
187 } GstGLDeinterlaceMethod;
188
189 static const GEnumValue *
gst_gl_deinterlace_get_methods(void)190 gst_gl_deinterlace_get_methods (void)
191 {
192 static const GEnumValue method_types[] = {
193 {GST_GL_DEINTERLACE_VFIR, "Blur Vertical", "vfir"},
194 {GST_GL_DEINTERLACE_GREEDYH, "Motion Adaptive: Advanced Detection",
195 "greedyh"},
196 {0, NULL, NULL}
197 };
198 return method_types;
199 }
200
201 #define GST_TYPE_GL_DEINTERLACE_METHODS (gst_gl_deinterlace_method_get_type ())
202 static GType
gst_gl_deinterlace_method_get_type(void)203 gst_gl_deinterlace_method_get_type (void)
204 {
205 static GType gl_deinterlace_method_type = 0;
206 if (!gl_deinterlace_method_type) {
207 gl_deinterlace_method_type =
208 g_enum_register_static ("GstGLDeinterlaceMethod",
209 gst_gl_deinterlace_get_methods ());
210 }
211 return gl_deinterlace_method_type;
212 }
213
214 static void
gst_gl_deinterlace_set_method(GstGLDeinterlace * deinterlace,guint method_types)215 gst_gl_deinterlace_set_method (GstGLDeinterlace * deinterlace,
216 guint method_types)
217 {
218 switch (method_types) {
219 case GST_GL_DEINTERLACE_VFIR:
220 deinterlace->deinterlacefunc = gst_gl_deinterlace_vfir_callback;
221 deinterlace->current_method = method_types;
222 break;
223 case GST_GL_DEINTERLACE_GREEDYH:
224 deinterlace->deinterlacefunc = gst_gl_deinterlace_greedyh_callback;
225 deinterlace->current_method = method_types;
226 break;
227 default:
228 g_assert_not_reached ();
229 break;
230 }
231 }
232
233 static void
gst_gl_deinterlace_class_init(GstGLDeinterlaceClass * klass)234 gst_gl_deinterlace_class_init (GstGLDeinterlaceClass * klass)
235 {
236 GObjectClass *gobject_class;
237 GstElementClass *element_class;
238
239 gobject_class = (GObjectClass *) klass;
240 element_class = GST_ELEMENT_CLASS (klass);
241
242 gst_gl_filter_add_rgba_pad_templates (GST_GL_FILTER_CLASS (klass));
243
244 gobject_class->set_property = gst_gl_deinterlace_set_property;
245 gobject_class->get_property = gst_gl_deinterlace_get_property;
246
247 gst_element_class_set_metadata (element_class,
248 "OpenGL deinterlacing filter", "Deinterlace",
249 "Deinterlacing based on fragment shaders",
250 "Julien Isorce <julien.isorce@mail.com>");
251
252 g_object_class_install_property (gobject_class,
253 PROP_METHOD,
254 g_param_spec_enum ("method",
255 "Deinterlace Method",
256 "Select which deinterlace method apply to GL video texture",
257 GST_TYPE_GL_DEINTERLACE_METHODS,
258 GST_GL_DEINTERLACE_VFIR, G_PARAM_READWRITE | G_PARAM_STATIC_STRINGS));
259
260 GST_BASE_TRANSFORM_CLASS (klass)->start = gst_gl_deinterlace_start;
261 GST_BASE_TRANSFORM_CLASS (klass)->stop = gst_gl_deinterlace_reset;
262
263 GST_GL_FILTER_CLASS (klass)->transform_internal_caps =
264 gst_gl_deinterlace_transform_internal_caps;
265 GST_GL_FILTER_CLASS (klass)->filter = gst_gl_deinterlace_filter;
266 GST_GL_FILTER_CLASS (klass)->filter_texture =
267 gst_gl_deinterlace_filter_texture;
268 GST_GL_FILTER_CLASS (klass)->init_fbo = gst_gl_deinterlace_init_fbo;
269
270 GST_GL_BASE_FILTER_CLASS (klass)->supported_gl_api =
271 GST_GL_API_OPENGL | GST_GL_API_GLES2 | GST_GL_API_OPENGL3;
272 }
273
274 static void
gst_gl_deinterlace_init(GstGLDeinterlace * filter)275 gst_gl_deinterlace_init (GstGLDeinterlace * filter)
276 {
277 filter->shaderstable = NULL;
278 filter->deinterlacefunc = gst_gl_deinterlace_vfir_callback;
279 filter->current_method = GST_GL_DEINTERLACE_VFIR;
280 filter->prev_buffer = NULL;
281 filter->prev_tex = NULL;
282 }
283
284 static gboolean
gst_gl_deinterlace_start(GstBaseTransform * trans)285 gst_gl_deinterlace_start (GstBaseTransform * trans)
286 {
287 GstGLDeinterlace *deinterlace_filter = GST_GL_DEINTERLACE (trans);
288
289 deinterlace_filter->shaderstable = g_hash_table_new (g_str_hash, g_str_equal);
290
291 return GST_BASE_TRANSFORM_CLASS (parent_class)->start (trans);
292 }
293
294 static void
gst_gl_deinterlace_ghash_func_clean(gpointer key,gpointer value,gpointer data)295 gst_gl_deinterlace_ghash_func_clean (gpointer key, gpointer value,
296 gpointer data)
297 {
298 GstGLShader *shader = (GstGLShader *) value;
299
300 gst_object_unref (shader);
301
302 value = NULL;
303 }
304
305 static gboolean
gst_gl_deinterlace_reset(GstBaseTransform * trans)306 gst_gl_deinterlace_reset (GstBaseTransform * trans)
307 {
308 GstGLDeinterlace *deinterlace_filter = GST_GL_DEINTERLACE (trans);
309
310 gst_buffer_replace (&deinterlace_filter->prev_buffer, NULL);
311
312 //blocking call, wait the opengl thread has destroyed the shader
313 if (deinterlace_filter->shaderstable) {
314 /* release shaders in the gl thread */
315 g_hash_table_foreach (deinterlace_filter->shaderstable,
316 gst_gl_deinterlace_ghash_func_clean, deinterlace_filter);
317
318 /* clean the htable without calling values destructors
319 * because shaders have been released in the glthread
320 * through the foreach func */
321 g_hash_table_unref (deinterlace_filter->shaderstable);
322 deinterlace_filter->shaderstable = NULL;
323 }
324
325 return GST_BASE_TRANSFORM_CLASS (parent_class)->stop (trans);
326 }
327
328 static GstCaps *
gst_gl_deinterlace_transform_internal_caps(GstGLFilter * filter,GstPadDirection direction,GstCaps * caps,GstCaps * caps_filter)329 gst_gl_deinterlace_transform_internal_caps (GstGLFilter * filter,
330 GstPadDirection direction, GstCaps * caps, GstCaps * caps_filter)
331 {
332 gint len;
333 GstCaps *res;
334 GstStructure *s;
335
336 res = gst_caps_copy (caps);
337
338 for (len = gst_caps_get_size (res); len > 0; len--) {
339 s = gst_caps_get_structure (res, len - 1);
340 if (direction == GST_PAD_SINK) {
341 gst_structure_remove_field (s, "interlace-mode");
342 }
343 }
344
345 return res;
346 }
347
348 static void
gst_gl_deinterlace_set_property(GObject * object,guint prop_id,const GValue * value,GParamSpec * pspec)349 gst_gl_deinterlace_set_property (GObject * object, guint prop_id,
350 const GValue * value, GParamSpec * pspec)
351 {
352 GstGLDeinterlace *filter = GST_GL_DEINTERLACE (object);
353
354 switch (prop_id) {
355 case PROP_METHOD:
356 gst_gl_deinterlace_set_method (filter, g_value_get_enum (value));
357 break;
358 default:
359 G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec);
360 break;
361 }
362 }
363
364 static void
gst_gl_deinterlace_get_property(GObject * object,guint prop_id,GValue * value,GParamSpec * pspec)365 gst_gl_deinterlace_get_property (GObject * object, guint prop_id,
366 GValue * value, GParamSpec * pspec)
367 {
368 GstGLDeinterlace *filter = GST_GL_DEINTERLACE (object);
369
370 switch (prop_id) {
371 case PROP_METHOD:
372 g_value_set_enum (value, filter->current_method);
373 break;
374 default:
375 G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec);
376 break;
377 }
378 }
379
380 static gboolean
gst_gl_deinterlace_init_fbo(GstGLFilter * filter)381 gst_gl_deinterlace_init_fbo (GstGLFilter * filter)
382 {
383 return TRUE;
384 }
385
386 static gboolean
gst_gl_deinterlace_filter_texture(GstGLFilter * filter,GstGLMemory * in_tex,GstGLMemory * out_tex)387 gst_gl_deinterlace_filter_texture (GstGLFilter * filter, GstGLMemory * in_tex,
388 GstGLMemory * out_tex)
389 {
390 GstGLDeinterlace *deinterlace_filter = GST_GL_DEINTERLACE (filter);
391
392 //blocking call, use a FBO
393 gst_gl_filter_render_to_target (filter, in_tex, out_tex,
394 deinterlace_filter->deinterlacefunc, deinterlace_filter);
395
396 return TRUE;
397 }
398
399 static gboolean
gst_gl_deinterlace_filter(GstGLFilter * filter,GstBuffer * inbuf,GstBuffer * outbuf)400 gst_gl_deinterlace_filter (GstGLFilter * filter, GstBuffer * inbuf,
401 GstBuffer * outbuf)
402 {
403 GstGLDeinterlace *deinterlace_filter = GST_GL_DEINTERLACE (filter);
404
405 gst_gl_filter_filter_texture (filter, inbuf, outbuf);
406
407 gst_buffer_replace (&deinterlace_filter->prev_buffer, inbuf);
408
409 return TRUE;
410 }
411
412 static GstGLShader *
gst_gl_deinterlace_get_fragment_shader(GstGLFilter * filter,const gchar * shader_name,const gchar * shader_source)413 gst_gl_deinterlace_get_fragment_shader (GstGLFilter * filter,
414 const gchar * shader_name, const gchar * shader_source)
415 {
416 GstGLShader *shader = NULL;
417 GstGLDeinterlace *deinterlace_filter = GST_GL_DEINTERLACE (filter);
418 GstGLContext *context = GST_GL_BASE_FILTER (filter)->context;
419 const gchar *frags[2];
420
421 shader = g_hash_table_lookup (deinterlace_filter->shaderstable, shader_name);
422
423 frags[0] =
424 gst_gl_shader_string_get_highest_precision (context,
425 GST_GLSL_VERSION_NONE,
426 GST_GLSL_PROFILE_ES | GST_GLSL_PROFILE_COMPATIBILITY);
427 frags[1] = shader_source;
428
429 if (!shader) {
430 GError *error = NULL;
431
432 if (!(shader = gst_gl_shader_new_link_with_stages (context, &error,
433 gst_glsl_stage_new_default_vertex (context),
434 gst_glsl_stage_new_with_strings (context, GL_FRAGMENT_SHADER,
435 GST_GLSL_VERSION_NONE,
436 GST_GLSL_PROFILE_ES | GST_GLSL_PROFILE_COMPATIBILITY, 2,
437 frags), NULL))) {
438 GST_ELEMENT_ERROR (deinterlace_filter, RESOURCE, NOT_FOUND,
439 ("Failed to initialize %s shader", shader_name), (NULL));
440 }
441
442 filter->draw_attr_position_loc =
443 gst_gl_shader_get_attribute_location (shader, "a_position");
444 filter->draw_attr_texture_loc =
445 gst_gl_shader_get_attribute_location (shader, "a_texcoord");
446 }
447
448 g_hash_table_insert (deinterlace_filter->shaderstable, (gchar *) shader_name,
449 shader);
450
451 return shader;
452 }
453
454 static gboolean
gst_gl_deinterlace_vfir_callback(GstGLFilter * filter,GstGLMemory * in_tex,gpointer user_data)455 gst_gl_deinterlace_vfir_callback (GstGLFilter * filter, GstGLMemory * in_tex,
456 gpointer user_data)
457 {
458 GstGLContext *context = GST_GL_BASE_FILTER (filter)->context;
459 const GstGLFuncs *gl = context->gl_vtable;
460 GstGLShader *shader;
461
462 shader = gst_gl_deinterlace_get_fragment_shader (filter, "vfir",
463 vfir_fragment_source);
464
465 if (!shader)
466 return FALSE;
467
468 #if GST_GL_HAVE_OPENGL
469 if (USING_OPENGL (context)) {
470 gl->MatrixMode (GL_PROJECTION);
471 gl->LoadIdentity ();
472 }
473 #endif
474
475 gst_gl_shader_use (shader);
476
477 gl->ActiveTexture (GL_TEXTURE0);
478 gl->BindTexture (GL_TEXTURE_2D, gst_gl_memory_get_texture_id (in_tex));
479
480 gst_gl_shader_set_uniform_1i (shader, "tex", 0);
481 gst_gl_shader_set_uniform_1f (shader, "width",
482 GST_VIDEO_INFO_WIDTH (&filter->out_info));
483 gst_gl_shader_set_uniform_1f (shader, "height",
484 GST_VIDEO_INFO_HEIGHT (&filter->out_info));
485
486 gst_gl_filter_draw_fullscreen_quad (filter);
487
488 return TRUE;
489 }
490
491 static gboolean
gst_gl_deinterlace_greedyh_callback(GstGLFilter * filter,GstGLMemory * in_tex,gpointer user_data)492 gst_gl_deinterlace_greedyh_callback (GstGLFilter * filter, GstGLMemory * in_tex,
493 gpointer user_data)
494 {
495 GstGLShader *shader;
496 GstGLDeinterlace *deinterlace_filter = GST_GL_DEINTERLACE (filter);
497 GstGLContext *context = GST_GL_BASE_FILTER (filter)->context;
498 GstGLFuncs *gl = context->gl_vtable;
499
500 shader =
501 gst_gl_deinterlace_get_fragment_shader (filter, "greedhy",
502 greedyh_fragment_source);
503
504 if (!shader)
505 return FALSE;
506
507 #if GST_GL_HAVE_OPENGL
508 if (USING_OPENGL (context)) {
509 gl->MatrixMode (GL_PROJECTION);
510 gl->LoadIdentity ();
511 }
512 #endif
513
514 gst_gl_shader_use (shader);
515
516 if (G_LIKELY (deinterlace_filter->prev_tex != NULL)) {
517 gl->ActiveTexture (GL_TEXTURE1);
518 gst_gl_shader_set_uniform_1i (shader, "tex_prev", 1);
519 gl->BindTexture (GL_TEXTURE_2D,
520 gst_gl_memory_get_texture_id (deinterlace_filter->prev_tex));
521 }
522
523 gl->ActiveTexture (GL_TEXTURE0);
524 gl->BindTexture (GL_TEXTURE_2D, gst_gl_memory_get_texture_id (in_tex));
525
526 gst_gl_shader_set_uniform_1i (shader, "tex", 0);
527 gst_gl_shader_set_uniform_1f (shader, "max_comb", 5.0f / 255.0f);
528 gst_gl_shader_set_uniform_1f (shader, "motion_threshold", 25.0f / 255.0f);
529 gst_gl_shader_set_uniform_1f (shader, "motion_sense", 30.0f / 255.0f);
530
531 gst_gl_shader_set_uniform_1f (shader, "width",
532 GST_VIDEO_INFO_WIDTH (&filter->out_info));
533 gst_gl_shader_set_uniform_1f (shader, "height",
534 GST_VIDEO_INFO_HEIGHT (&filter->out_info));
535
536 gst_gl_filter_draw_fullscreen_quad (filter);
537
538 /* we keep the previous buffer around so this is safe */
539 deinterlace_filter->prev_tex = in_tex;
540
541 return TRUE;
542 }
543