gstreamer/subprojects/gstreamer-vaapi/gst-libs/gst/vaapi/gstvaapitexture_glx.c

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/*
* gstvaapitexture_glx.c - VA/GLX texture abstraction
*
* Copyright (C) 2010-2011 Splitted-Desktop Systems
* Author: Gwenole Beauchesne <gwenole.beauchesne@splitted-desktop.com>
* Copyright (C) 2012-2014 Intel Corporation
* Author: Gwenole Beauchesne <gwenole.beauchesne@intel.com>
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public License
* as published by the Free Software Foundation; either version 2.1
* 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
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free
* Software Foundation, Inc., 51 Franklin Street, Fifth Floor,
* Boston, MA 02110-1301 USA
*/
/**
* SECTION:gstvaapitexture_glx
* @short_description: VA/GLX texture abstraction
*/
#include "sysdeps.h"
#include "gstvaapitexture.h"
#include "gstvaapitexture_glx.h"
#include "gstvaapitexture_priv.h"
#include "gstvaapisurface_priv.h"
#include "gstvaapicompat.h"
#include "gstvaapiutils.h"
#include "gstvaapiutils_glx.h"
#include "gstvaapidisplay_glx.h"
#include "gstvaapidisplay_x11_priv.h"
#include "gstvaapidisplay_glx_priv.h"
#define DEBUG 1
#include "gstvaapidebug.h"
#define GST_VAAPI_TEXTURE_GLX(texture) \
((GstVaapiTextureGLX *)(texture))
typedef struct _GstVaapiTextureGLXPrivate GstVaapiTextureGLXPrivate;
/**
* GstVaapiTextureGLXPrivate:
*
* GLX texture specific fields.
*/
struct _GstVaapiTextureGLXPrivate
{
/*< private > */
GstVaapiTexture *texture;
GLContextState *gl_context;
GLPixmapObject *pixo;
GLFramebufferObject *fbo;
};
static gboolean
gst_vaapi_texture_glx_put_surface (GstVaapiTexture * texture,
GstVaapiSurface * surface, const GstVaapiRectangle * crop_rect,
guint flags);
static void
destroy_objects (GstVaapiTextureGLXPrivate * texture)
{
GLContextState old_cs;
if (texture->gl_context)
gl_set_current_context (texture->gl_context, &old_cs);
if (texture->fbo) {
gl_destroy_framebuffer_object (texture->fbo);
texture->fbo = NULL;
}
if (texture->pixo) {
gl_destroy_pixmap_object (texture->pixo);
texture->pixo = NULL;
}
if (texture->gl_context) {
gl_set_current_context (&old_cs, NULL);
gl_destroy_context (texture->gl_context);
texture->gl_context = NULL;
}
}
static void
destroy_texture_unlocked (GstVaapiTextureGLXPrivate * texture_glx)
{
GstVaapiTexture *texture = texture_glx->texture;
const guint texture_id = GST_VAAPI_TEXTURE_ID (texture);
destroy_objects (texture_glx);
if (texture_id) {
if (!texture->is_wrapped)
glDeleteTextures (1, &texture_id);
GST_VAAPI_TEXTURE_ID (texture) = 0;
}
}
static void
gst_vaapi_texture_glx_destroy (GstVaapiTextureGLXPrivate * texture_glx)
{
GstVaapiTexture *texture = texture_glx->texture;
GST_VAAPI_DISPLAY_LOCK (GST_VAAPI_TEXTURE_DISPLAY (texture));
destroy_texture_unlocked (texture_glx);
GST_VAAPI_DISPLAY_UNLOCK (GST_VAAPI_TEXTURE_DISPLAY (texture));
g_free (texture_glx);
}
static gboolean
create_objects (GstVaapiTexture * texture, guint texture_id)
{
GstVaapiTextureGLXPrivate *texture_glx =
gst_vaapi_texture_get_private (texture);
Display *const dpy =
GST_VAAPI_DISPLAY_NATIVE (GST_VAAPI_TEXTURE_DISPLAY (texture));
GLContextState old_cs;
gboolean success = FALSE;
gl_get_current_context (&old_cs);
texture_glx->gl_context =
gl_create_context (dpy, DefaultScreen (dpy), &old_cs);
if (!texture_glx->gl_context
|| !gl_set_current_context (texture_glx->gl_context, NULL))
return FALSE;
texture_glx->pixo = gl_create_pixmap_object (dpy,
texture->width, texture->height);
if (!texture_glx->pixo) {
GST_ERROR ("failed to create GLX pixmap");
goto out_reset_context;
}
texture_glx->fbo = gl_create_framebuffer_object (texture->gl_target,
texture_id, texture->width, texture->height);
if (!texture_glx->fbo) {
GST_ERROR ("failed to create FBO");
goto out_reset_context;
}
success = TRUE;
out_reset_context:
gl_set_current_context (&old_cs, NULL);
return success;
}
static gboolean
create_texture_unlocked (GstVaapiTexture * texture)
{
guint texture_id;
if (texture->is_wrapped)
texture_id = GST_VAAPI_TEXTURE_ID (texture);
else {
texture_id = gl_create_texture (texture->gl_target, texture->gl_format,
texture->width, texture->height);
if (!texture_id)
return FALSE;
GST_VAAPI_TEXTURE_ID (texture) = texture_id;
}
return create_objects (texture, texture_id);
}
static gboolean
gst_vaapi_texture_glx_create (GstVaapiTexture * texture)
{
gboolean success;
GST_VAAPI_DISPLAY_LOCK (GST_VAAPI_TEXTURE_DISPLAY (texture));
success = create_texture_unlocked (texture);
GST_VAAPI_DISPLAY_UNLOCK (GST_VAAPI_TEXTURE_DISPLAY (texture));
return success;
}
static GstVaapiTexture *
gst_vaapi_texture_glx_new_internal (GstVaapiTexture * texture)
{
GstVaapiTextureGLXPrivate *texture_glx;
texture->put_surface = gst_vaapi_texture_glx_put_surface;
texture_glx = g_malloc0 (sizeof (GstVaapiTextureGLXPrivate));
if (!texture_glx) {
gst_mini_object_unref (GST_MINI_OBJECT_CAST (texture));
return NULL;
}
texture_glx->texture = texture;
gst_vaapi_texture_set_private (texture, texture_glx,
(GDestroyNotify) gst_vaapi_texture_glx_destroy);
if (!gst_vaapi_texture_glx_create (texture)) {
gst_mini_object_unref (GST_MINI_OBJECT_CAST (texture));
return NULL;
}
return texture;
}
/**
* gst_vaapi_texture_glx_new:
* @display: a #GstVaapiDisplay
* @target: the target to which the texture is bound
* @format: the format of the pixel data
* @width: the requested width, in pixels
* @height: the requested height, in pixels
*
* Creates a texture with the specified dimensions, @target and
* @format. Note that only GL_TEXTURE_2D @target and GL_RGBA or
* GL_BGRA formats are supported at this time.
*
* The application shall maintain the live GL context itself. That is,
* gst_vaapi_window_glx_make_current() must be called beforehand, or
* any other function like glXMakeCurrent() if the context is managed
* outside of this library.
*
* Return value: the newly created #GstVaapiTexture object
*/
GstVaapiTexture *
gst_vaapi_texture_glx_new (GstVaapiDisplay * display, guint target,
guint format, guint width, guint height)
{
GstVaapiTexture *texture;
g_return_val_if_fail (GST_VAAPI_IS_DISPLAY_GLX (display), NULL);
texture = gst_vaapi_texture_new_internal (display, GST_VAAPI_ID_INVALID,
target, format, width, height);
if (!texture)
return NULL;
return gst_vaapi_texture_glx_new_internal (texture);
}
/* Can we assume that the vsink/app context API won't change ever? */
GstVaapiGLApi
gl_get_curent_api_once ()
{
static GstVaapiGLApi cur_api = GST_VAAPI_GL_API_NONE;
static gsize _init = 0;
if (g_once_init_enter (&_init)) {
cur_api = gl_get_current_api (NULL, NULL);
g_once_init_leave (&_init, 1);
}
return cur_api;
}
/**
* gst_vaapi_texture_glx_new_wrapped:
* @display: a #GstVaapiDisplay
* @texture_id: the foreign GL texture name to use
* @target: the target to which the texture is bound
* @format: the format of the pixel data
*
* Creates a texture from an existing GL texture, with the specified
* @target and @format. Note that only GL_TEXTURE_2D @target and
* GL_RGBA or GL_BGRA formats are supported at this time. The
* dimensions will be retrieved from the @texture_id.
*
* The application shall maintain the live GL context itself. That is,
* gst_vaapi_window_glx_make_current() must be called beforehand, or
* any other function like glXMakeCurrent() if the context is managed
* outside of this library.
*
* Return value: the newly created #GstVaapiTexture object
*/
GstVaapiTexture *
gst_vaapi_texture_glx_new_wrapped (GstVaapiDisplay * display,
guint texture_id, guint target, guint format)
{
guint width, height, border_width = 0;
GLTextureState ts = { 0, };
gboolean success;
GstVaapiGLApi gl_api;
GstVaapiTexture *texture;
g_return_val_if_fail (GST_VAAPI_IS_DISPLAY_GLX (display), NULL);
g_return_val_if_fail (texture_id != GL_NONE, NULL);
g_return_val_if_fail (target == GL_TEXTURE_2D, NULL);
g_return_val_if_fail (format == GL_RGBA || format == GL_BGRA, NULL);
gl_api = gl_get_curent_api_once ();
if (gl_api != GST_VAAPI_GL_API_OPENGL && gl_api != GST_VAAPI_GL_API_OPENGL3)
return NULL;
/* Check texture dimensions */
GST_VAAPI_DISPLAY_LOCK (display);
if (gl_api == GST_VAAPI_GL_API_OPENGL)
success = gl_bind_texture (&ts, target, texture_id);
else
success = gl3_bind_texture_2d (&ts, target, texture_id);
if (success) {
if (!gl_get_texture_param (target, GL_TEXTURE_WIDTH, &width) ||
!gl_get_texture_param (target, GL_TEXTURE_HEIGHT, &height))
success = FALSE;
if (success && gl_api == GST_VAAPI_GL_API_OPENGL)
success = gl_get_texture_param (target, GL_TEXTURE_BORDER, &border_width);
gl_unbind_texture (&ts);
}
GST_VAAPI_DISPLAY_UNLOCK (display);
if (!success)
return NULL;
width -= 2 * border_width;
height -= 2 * border_width;
g_return_val_if_fail (width > 0, NULL);
g_return_val_if_fail (height > 0, NULL);
texture = gst_vaapi_texture_new_internal (display, texture_id, target,
format, width, height);
if (!texture)
return NULL;
return gst_vaapi_texture_glx_new_internal (texture);
}
/**
* gst_vaapi_texture_put_surface:
* @texture: a #GstVaapiTexture
* @surface: a #GstVaapiSurface
* @flags: postprocessing flags. See #GstVaapiTextureRenderFlags
*
* Renders the @surface into the àtexture. The @flags specify how
* de-interlacing (if needed), color space conversion, scaling and
* other postprocessing transformations are performed.
*
* Return value: %TRUE on success
*/
static gboolean
gst_vaapi_texture_glx_put_surface_unlocked (GstVaapiTexture * texture,
GstVaapiSurface * surface, const GstVaapiRectangle * crop_rect, guint flags)
{
GstVaapiTextureGLXPrivate *texture_glx =
gst_vaapi_texture_get_private (texture);
VAStatus status;
GLContextState old_cs;
gboolean success = FALSE;
const GLfloat *txc, *tyc;
static const GLfloat g_texcoords[2][2] = {
{0.0f, 1.0f},
{1.0f, 0.0f},
};
status = vaPutSurface (GST_VAAPI_DISPLAY_VADISPLAY (GST_VAAPI_TEXTURE_DISPLAY
(texture)), GST_VAAPI_SURFACE_ID (surface), texture_glx->pixo->pixmap,
crop_rect->x, crop_rect->y, crop_rect->width, crop_rect->height, 0, 0,
texture->width, texture->height, NULL, 0,
from_GstVaapiSurfaceRenderFlags (flags));
if (!vaapi_check_status (status, "vaPutSurface() [TFP]"))
return FALSE;
if (texture_glx->gl_context &&
!gl_set_current_context (texture_glx->gl_context, &old_cs))
return FALSE;
if (!gl_bind_framebuffer_object (texture_glx->fbo)) {
GST_ERROR ("failed to bind FBO");
goto out_reset_context;
}
if (!gst_vaapi_surface_sync (surface)) {
GST_ERROR ("failed to render surface to pixmap");
goto out_unbind_fbo;
}
if (!gl_bind_pixmap_object (texture_glx->pixo)) {
GST_ERROR ("could not bind GLX pixmap");
goto out_unbind_fbo;
}
flags = GST_MINI_OBJECT_FLAGS (texture);
txc = g_texcoords[! !(flags & GST_VAAPI_TEXTURE_ORIENTATION_FLAG_X_INVERTED)];
tyc = g_texcoords[! !(flags & GST_VAAPI_TEXTURE_ORIENTATION_FLAG_Y_INVERTED)];
glColor4f (1.0f, 1.0f, 1.0f, 1.0f);
glBegin (GL_QUADS);
{
glTexCoord2f (txc[0], tyc[0]);
glVertex2i (0, 0);
glTexCoord2f (txc[0], tyc[1]);
glVertex2i (0, texture->height);
glTexCoord2f (txc[1], tyc[1]);
glVertex2i (texture->width, texture->height);
glTexCoord2f (txc[1], tyc[0]);
glVertex2i (texture->width, 0);
}
glEnd ();
if (!gl_unbind_pixmap_object (texture_glx->pixo)) {
GST_ERROR ("failed to release GLX pixmap");
goto out_unbind_fbo;
}
success = TRUE;
out_unbind_fbo:
if (!gl_unbind_framebuffer_object (texture_glx->fbo))
success = FALSE;
out_reset_context:
if (texture_glx->gl_context && !gl_set_current_context (&old_cs, NULL))
success = FALSE;
return success;
}
static gboolean
gst_vaapi_texture_glx_put_surface (GstVaapiTexture * texture,
GstVaapiSurface * surface, const GstVaapiRectangle * crop_rect, guint flags)
{
gboolean success;
GST_VAAPI_DISPLAY_LOCK (GST_VAAPI_TEXTURE_DISPLAY (texture));
success = gst_vaapi_texture_glx_put_surface_unlocked (texture, surface,
crop_rect, flags);
GST_VAAPI_DISPLAY_UNLOCK (GST_VAAPI_TEXTURE_DISPLAY (texture));
return success;
}