gstreamer/gst-libs/gst/vaapi/gstvaapiutils_glx.c

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2010-03-25 17:28:49 +00:00
/*
* gstvaapiutils_glx.c - GLX utilties
*
* Copyright (C) 2010-2011 Splitted-Desktop Systems
* Copyright (C) 2011-2012 Intel Corporation
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*
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* 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.
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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
* Lesser General Public License for more details.
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*
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* 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
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*/
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#define _GNU_SOURCE 1 /* RTLD_DEFAULT */
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#include "config.h"
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#include <string.h>
#include <math.h>
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#include <dlfcn.h>
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#include "gstvaapiutils_glx.h"
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#include "gstvaapiutils_x11.h"
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#define DEBUG 1
#include "gstvaapidebug.h"
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/** Lookup for substring NAME in string EXT using SEP as separators */
static gboolean
find_string(const char *name, const char *ext, const char *sep)
{
const char *end;
int name_len, n;
if (!name || !ext)
return FALSE;
end = ext + strlen(ext);
name_len = strlen(name);
while (ext < end) {
n = strcspn(ext, sep);
if (n == name_len && strncmp(name, ext, n) == 0)
return TRUE;
ext += (n + 1);
}
return FALSE;
}
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/**
* gl_get_error_string:
* @error: an OpenGL error enumeration
*
* Retrieves the string representation the OpenGL @error.
*
* Return error: the static string representing the OpenGL @error
*/
const char *
gl_get_error_string(GLenum error)
{
switch (error) {
#define MAP(id, str) \
case id: return str " (" #id ")"
MAP(GL_NO_ERROR, "no error");
MAP(GL_INVALID_ENUM, "invalid enumerant");
MAP(GL_INVALID_VALUE, "invalid value");
MAP(GL_INVALID_OPERATION, "invalid operation");
MAP(GL_STACK_OVERFLOW, "stack overflow");
MAP(GL_STACK_UNDERFLOW, "stack underflow");
MAP(GL_OUT_OF_MEMORY, "out of memory");
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#ifdef GL_INVALID_FRAMEBUFFER_OPERATION_EXT
MAP(GL_INVALID_FRAMEBUFFER_OPERATION_EXT,
"invalid framebuffer operation");
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#endif
#undef MAP
default: break;
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};
return "<unknown>";
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}
/**
* gl_purge_errors:
*
* Purges all OpenGL errors. This function is generally useful to
* clear up the pending errors prior to calling gl_check_error().
*/
void
gl_purge_errors(void)
{
while (glGetError() != GL_NO_ERROR)
; /* nothing */
}
/**
* gl_check_error:
*
* Checks whether there is any OpenGL error pending.
*
* Return value: %TRUE if an error was encountered
*/
gboolean
gl_check_error(void)
{
GLenum error;
gboolean has_errors = FALSE;
while ((error = glGetError()) != GL_NO_ERROR) {
GST_DEBUG("glError: %s caught", gl_get_error_string(error));
has_errors = TRUE;
}
return has_errors;
}
/**
* gl_get_param:
* @param: the parameter name
* @pval: return location for the value
*
* This function is a wrapper around glGetIntegerv() that does extra
* error checking.
*
* Return value: %TRUE on success
*/
gboolean
gl_get_param(GLenum param, guint *pval)
{
GLint val;
gl_purge_errors();
glGetIntegerv(param, &val);
if (gl_check_error())
return FALSE;
if (pval)
*pval = val;
return TRUE;
}
/**
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* gl_get_texture_param:
* @target: the target to which the texture is bound
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* @param: the parameter name
* @pval: return location for the value
*
* This function is a wrapper around glGetTexLevelParameteriv() that
* does extra error checking.
*
* Return value: %TRUE on success
*/
gboolean
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gl_get_texture_param(GLenum target, GLenum param, guint *pval)
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{
GLint val;
gl_purge_errors();
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glGetTexLevelParameteriv(target, 0, param, &val);
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if (gl_check_error())
return FALSE;
if (pval)
*pval = val;
return TRUE;
}
/**
* gl_get_texture_binding:
* @target: a texture target
*
* Determines the texture binding type for the specified target.
*
* Return value: texture binding type for @target
*/
static GLenum
gl_get_texture_binding(GLenum target)
{
GLenum binding;
switch (target) {
case GL_TEXTURE_1D:
binding = GL_TEXTURE_BINDING_1D;
break;
case GL_TEXTURE_2D:
binding = GL_TEXTURE_BINDING_2D;
break;
case GL_TEXTURE_3D:
binding = GL_TEXTURE_BINDING_3D;
break;
case GL_TEXTURE_RECTANGLE_ARB:
binding = GL_TEXTURE_BINDING_RECTANGLE_ARB;
break;
default:
binding = 0;
break;
}
return binding;
}
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/**
* gl_set_bgcolor:
* @color: the requested RGB color
*
* Sets background color to the RGB @color. This basically is a
* wrapper around glClearColor().
*/
void
gl_set_bgcolor(guint32 color)
{
glClearColor(
((color >> 16) & 0xff) / 255.0f,
((color >> 8) & 0xff) / 255.0f,
( color & 0xff) / 255.0f,
1.0f
);
}
/**
* gl_perspective:
* @fovy: the field of view angle, in degrees, in the y direction
* @aspect: the aspect ratio that determines the field of view in the
* x direction. The aspect ratio is the ratio of x (width) to y
* (height)
* @zNear: the distance from the viewer to the near clipping plane
* (always positive)
* @zFar: the distance from the viewer to the far clipping plane
* (always positive)
*
* Specified a viewing frustum into the world coordinate system. This
* basically is the Mesa implementation of gluPerspective().
*/
static void
gl_perspective(GLdouble fovy, GLdouble aspect, GLdouble near_val, GLdouble far_val)
{
GLdouble left, right, top, bottom;
/* Source (Q 9.085):
<http://www.opengl.org/resources/faq/technical/transformations.htm> */
top = tan(fovy * M_PI / 360.0) * near_val;
bottom = -top;
left = aspect * bottom;
right = aspect * top;
glFrustum(left, right, bottom, top, near_val, far_val);
}
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/**
* gl_resize:
* @width: the requested width, in pixels
* @height: the requested height, in pixels
*
* Resizes the OpenGL viewport to the specified dimensions, using an
* orthogonal projection. (0,0) represents the top-left corner of the
* window.
*/
void
gl_resize(guint width, guint height)
{
#define FOVY 60.0f
#define ASPECT 1.0f
#define Z_NEAR 0.1f
#define Z_FAR 100.0f
#define Z_CAMERA 0.869f
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glViewport(0, 0, width, height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gl_perspective(FOVY, ASPECT, Z_NEAR, Z_FAR);
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glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTranslatef(-0.5f, -0.5f, -Z_CAMERA);
glScalef(1.0f/width, -1.0f/height, 1.0f/width);
glTranslatef(0.0f, -1.0f*height, 0.0f);
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}
/**
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* gl_create_context:
* @dpy: an X11 #Display
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* @screen: the associated screen of @dpy
* @parent: the parent #GLContextState, or %NULL if none is to be used
*
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* Creates a GLX context sharing textures and displays lists with
* @parent, if not %NULL.
*
* Return value: the newly created GLX context
*/
GLContextState *
gl_create_context(Display *dpy, int screen, GLContextState *parent)
{
GLContextState *cs;
GLXFBConfig *fbconfigs = NULL;
int fbconfig_id, val, n, n_fbconfigs;
Status status;
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static GLint fbconfig_attrs[] = {
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GLX_DRAWABLE_TYPE, GLX_WINDOW_BIT,
GLX_RENDER_TYPE, GLX_RGBA_BIT,
GLX_DOUBLEBUFFER, True,
GLX_RED_SIZE, 8,
GLX_GREEN_SIZE, 8,
GLX_BLUE_SIZE, 8,
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None
};
cs = malloc(sizeof(*cs));
if (!cs)
goto error;
cs->display = dpy;
cs->window = parent ? parent->window : None;
cs->visual = NULL;
cs->context = NULL;
cs->swapped_buffers = FALSE;
if (parent && parent->context) {
status = glXQueryContext(
parent->display,
parent->context,
GLX_FBCONFIG_ID, &fbconfig_id
);
if (status != Success)
goto error;
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if (fbconfig_id == GLX_DONT_CARE)
goto choose_fbconfig;
fbconfigs = glXGetFBConfigs(dpy, screen, &n_fbconfigs);
if (!fbconfigs)
goto error;
/* Find out a GLXFBConfig compatible with the parent context */
for (n = 0; n < n_fbconfigs; n++) {
status = glXGetFBConfigAttrib(
dpy,
fbconfigs[n],
GLX_FBCONFIG_ID, &val
);
if (status == Success && val == fbconfig_id)
break;
}
if (n == n_fbconfigs)
goto error;
}
else {
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choose_fbconfig:
fbconfigs = glXChooseFBConfig(
dpy,
screen,
fbconfig_attrs, &n_fbconfigs
);
if (!fbconfigs)
goto error;
/* Select the first one */
n = 0;
}
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cs->visual = glXGetVisualFromFBConfig(dpy, fbconfigs[n]);
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cs->context = glXCreateNewContext(
dpy,
fbconfigs[n],
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GLX_RGBA_TYPE,
parent ? parent->context : NULL,
True
);
if (cs->context)
goto end;
error:
gl_destroy_context(cs);
cs = NULL;
end:
if (fbconfigs)
XFree(fbconfigs);
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return cs;
}
/**
* gl_destroy_context:
* @cs: a #GLContextState
*
* Destroys the GLX context @cs
*/
void
gl_destroy_context(GLContextState *cs)
{
if (!cs)
return;
if (cs->visual) {
XFree(cs->visual);
cs->visual = NULL;
}
if (cs->display && cs->context) {
if (glXGetCurrentContext() == cs->context) {
/* XXX: if buffers were never swapped, the application
will crash later with the NVIDIA driver */
if (!cs->swapped_buffers)
gl_swap_buffers(cs);
glXMakeCurrent(cs->display, None, NULL);
}
glXDestroyContext(cs->display, cs->context);
cs->display = NULL;
cs->context = NULL;
}
free(cs);
}
/**
* gl_get_current_context:
* @cs: return location to the current #GLContextState
*
* Retrieves the current GLX context, display and drawable packed into
* the #GLContextState struct.
*/
void
gl_get_current_context(GLContextState *cs)
{
cs->display = glXGetCurrentDisplay();
cs->window = glXGetCurrentDrawable();
cs->context = glXGetCurrentContext();
}
/**
* gl_set_current_context:
* @new_cs: the requested new #GLContextState
* @old_cs: return location to the context that was previously current
*
* Makes the @new_cs GLX context the current GLX rendering context of
* the calling thread, replacing the previously current context if
* there was one.
*
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* If @old_cs is non %NULL, the previously current GLX context and
* window are recorded.
*
* Return value: %TRUE on success
*/
gboolean
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gl_set_current_context(GLContextState *new_cs, GLContextState *old_cs)
{
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/* If display is NULL, this could be that new_cs was retrieved from
gl_get_current_context() with none set previously. If that case,
the other fields are also NULL and we don't return an error */
if (!new_cs->display)
return !new_cs->window && !new_cs->context;
if (old_cs) {
if (old_cs == new_cs)
return TRUE;
gl_get_current_context(old_cs);
if (old_cs->display == new_cs->display &&
old_cs->window == new_cs->window &&
old_cs->context == new_cs->context)
return TRUE;
}
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return glXMakeCurrent(new_cs->display, new_cs->window, new_cs->context);
}
/**
* gl_swap_buffers:
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* @cs: a #GLContextState
*
* Promotes the contents of the back buffer of the @win window to
* become the contents of the front buffer. This simply is wrapper
* around glXSwapBuffers().
*/
void
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gl_swap_buffers(GLContextState *cs)
{
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glXSwapBuffers(cs->display, cs->window);
cs->swapped_buffers = TRUE;
}
/**
* gl_bind_texture:
* @ts: a #GLTextureState
* @target: the target to which the texture is bound
* @texture: the name of a texture
*
* Binds @texture to the specified @target, while recording the
* previous state in @ts.
*
* Return value: %TRUE on success
*/
gboolean
gl_bind_texture(GLTextureState *ts, GLenum target, GLuint texture)
{
GLenum binding;
ts->target = target;
if (glIsEnabled(target)) {
binding = gl_get_texture_binding(target);
if (!binding)
return FALSE;
if (!gl_get_param(binding, &ts->old_texture))
return FALSE;
ts->was_enabled = TRUE;
ts->was_bound = texture == ts->old_texture;
if (ts->was_bound)
return TRUE;
}
else {
glEnable(target);
ts->old_texture = 0;
ts->was_enabled = FALSE;
ts->was_bound = FALSE;
}
gl_purge_errors();
glBindTexture(target, texture);
if (gl_check_error())
return FALSE;
return TRUE;
}
/**
* gl_unbind_texture:
* @ts: a #GLTextureState
*
* Rebinds the texture that was previously bound and recorded in @ts.
*/
void
gl_unbind_texture(GLTextureState *ts)
{
if (!ts->was_bound && ts->old_texture)
glBindTexture(ts->target, ts->old_texture);
if (!ts->was_enabled)
glDisable(ts->target);
}
/**
* gl_create_texture:
* @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 and @format. The
* internal format will be automatically derived from @format.
*
* Return value: the newly created texture name
*/
GLuint
gl_create_texture(GLenum target, GLenum format, guint width, guint height)
{
GLenum internal_format;
GLuint texture;
GLTextureState ts;
guint bytes_per_component;
internal_format = format;
switch (format) {
case GL_LUMINANCE:
bytes_per_component = 1;
break;
case GL_LUMINANCE_ALPHA:
bytes_per_component = 2;
break;
case GL_RGBA:
case GL_BGRA:
internal_format = GL_RGBA;
bytes_per_component = 4;
break;
default:
bytes_per_component = 0;
break;
}
g_assert(bytes_per_component > 0);
glGenTextures(1, &texture);
if (!gl_bind_texture(&ts, target, texture))
return 0;
glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glPixelStorei(GL_UNPACK_ALIGNMENT, bytes_per_component);
glTexImage2D(
target,
0,
internal_format,
width, height,
0,
format,
GL_UNSIGNED_BYTE,
NULL
);
gl_unbind_texture(&ts);
return texture;
}
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/**
* get_proc_address:
* @name: the name of the OpenGL extension function to lookup
*
* Returns the specified OpenGL extension function
*
* Return value: the OpenGL extension matching @name, or %NULL if none
* was found
*/
typedef void (*GLFuncPtr)(void);
typedef GLFuncPtr (*GLXGetProcAddressProc)(const char *);
static GLFuncPtr
get_proc_address_default(const char *name)
{
return NULL;
}
static GLXGetProcAddressProc
get_proc_address_func(void)
{
GLXGetProcAddressProc get_proc_func;
dlerror();
get_proc_func = (GLXGetProcAddressProc)
dlsym(RTLD_DEFAULT, "glXGetProcAddress");
if (!dlerror())
return get_proc_func;
get_proc_func = (GLXGetProcAddressProc)
dlsym(RTLD_DEFAULT, "glXGetProcAddressARB");
if (!dlerror())
return get_proc_func;
return get_proc_address_default;
}
static inline GLFuncPtr
get_proc_address(const char *name)
{
static GLXGetProcAddressProc get_proc_func = NULL;
if (!get_proc_func)
get_proc_func = get_proc_address_func();
return get_proc_func(name);
}
/**
* gl_init_vtable:
*
* Initializes the global #GLVTable.
*
* Return value: the #GLVTable filled in with OpenGL extensions, or
* %NULL on error.
*/
static GLVTable gl_vtable_static;
static GLVTable *
gl_init_vtable(void)
{
GLVTable * const gl_vtable = &gl_vtable_static;
const gchar *gl_extensions = (const gchar *)glGetString(GL_EXTENSIONS);
gboolean has_extension;
/* GLX_EXT_texture_from_pixmap */
gl_vtable->glx_create_pixmap = (PFNGLXCREATEPIXMAPPROC)
get_proc_address("glXCreatePixmap");
if (!gl_vtable->glx_create_pixmap)
return NULL;
gl_vtable->glx_destroy_pixmap = (PFNGLXDESTROYPIXMAPPROC)
get_proc_address("glXDestroyPixmap");
if (!gl_vtable->glx_destroy_pixmap)
return NULL;
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gl_vtable->glx_bind_tex_image = (PFNGLXBINDTEXIMAGEEXTPROC)
get_proc_address("glXBindTexImageEXT");
if (!gl_vtable->glx_bind_tex_image)
return NULL;
gl_vtable->glx_release_tex_image = (PFNGLXRELEASETEXIMAGEEXTPROC)
get_proc_address("glXReleaseTexImageEXT");
if (!gl_vtable->glx_release_tex_image)
return NULL;
/* GL_ARB_framebuffer_object */
has_extension = (
find_string("GL_ARB_framebuffer_object", gl_extensions, " ") ||
find_string("GL_EXT_framebuffer_object", gl_extensions, " ")
);
if (has_extension) {
gl_vtable->gl_gen_framebuffers = (PFNGLGENFRAMEBUFFERSEXTPROC)
get_proc_address("glGenFramebuffersEXT");
if (!gl_vtable->gl_gen_framebuffers)
return NULL;
gl_vtable->gl_delete_framebuffers = (PFNGLDELETEFRAMEBUFFERSEXTPROC)
get_proc_address("glDeleteFramebuffersEXT");
if (!gl_vtable->gl_delete_framebuffers)
return NULL;
gl_vtable->gl_bind_framebuffer = (PFNGLBINDFRAMEBUFFEREXTPROC)
get_proc_address("glBindFramebufferEXT");
if (!gl_vtable->gl_bind_framebuffer)
return NULL;
gl_vtable->gl_gen_renderbuffers = (PFNGLGENRENDERBUFFERSEXTPROC)
get_proc_address("glGenRenderbuffersEXT");
if (!gl_vtable->gl_gen_renderbuffers)
return NULL;
gl_vtable->gl_delete_renderbuffers = (PFNGLDELETERENDERBUFFERSEXTPROC)
get_proc_address("glDeleteRenderbuffersEXT");
if (!gl_vtable->gl_delete_renderbuffers)
return NULL;
gl_vtable->gl_bind_renderbuffer = (PFNGLBINDRENDERBUFFEREXTPROC)
get_proc_address("glBindRenderbufferEXT");
if (!gl_vtable->gl_bind_renderbuffer)
return NULL;
gl_vtable->gl_renderbuffer_storage = (PFNGLRENDERBUFFERSTORAGEEXTPROC)
get_proc_address("glRenderbufferStorageEXT");
if (!gl_vtable->gl_renderbuffer_storage)
return NULL;
gl_vtable->gl_framebuffer_renderbuffer = (PFNGLFRAMEBUFFERRENDERBUFFEREXTPROC)
get_proc_address("glFramebufferRenderbufferEXT");
if (!gl_vtable->gl_framebuffer_renderbuffer)
return NULL;
gl_vtable->gl_framebuffer_texture_2d = (PFNGLFRAMEBUFFERTEXTURE2DEXTPROC)
get_proc_address("glFramebufferTexture2DEXT");
if (!gl_vtable->gl_framebuffer_texture_2d)
return NULL;
gl_vtable->gl_check_framebuffer_status = (PFNGLCHECKFRAMEBUFFERSTATUSEXTPROC)
get_proc_address("glCheckFramebufferStatusEXT");
if (!gl_vtable->gl_check_framebuffer_status)
return NULL;
gl_vtable->has_framebuffer_object = TRUE;
}
/* GL_ARB_fragment_program */
has_extension = (
find_string("GL_ARB_fragment_program", gl_extensions, " ")
);
if (has_extension) {
gl_vtable->gl_gen_programs = (PFNGLGENPROGRAMSARBPROC)
get_proc_address("glGenProgramsARB");
if (!gl_vtable->gl_gen_programs)
return NULL;
gl_vtable->gl_delete_programs = (PFNGLDELETEPROGRAMSARBPROC)
get_proc_address("glDeleteProgramsARB");
if (!gl_vtable->gl_delete_programs)
return NULL;
gl_vtable->gl_bind_program = (PFNGLBINDPROGRAMARBPROC)
get_proc_address("glBindProgramARB");
if (!gl_vtable->gl_bind_program)
return NULL;
gl_vtable->gl_program_string = (PFNGLPROGRAMSTRINGARBPROC)
get_proc_address("glProgramStringARB");
if (!gl_vtable->gl_program_string)
return NULL;
gl_vtable->gl_get_program_iv = (PFNGLGETPROGRAMIVARBPROC)
get_proc_address("glGetProgramivARB");
if (!gl_vtable->gl_get_program_iv)
return NULL;
gl_vtable->gl_program_local_parameter_4fv = (PFNGLPROGRAMLOCALPARAMETER4FVARBPROC)
get_proc_address("glProgramLocalParameter4fvARB");
if (!gl_vtable->gl_program_local_parameter_4fv)
return NULL;
gl_vtable->has_fragment_program = TRUE;
}
/* GL_ARB_multitexture */
has_extension = (
find_string("GL_ARB_multitexture", gl_extensions, " ")
);
if (has_extension) {
gl_vtable->gl_active_texture = (PFNGLACTIVETEXTUREPROC)
get_proc_address("glActiveTextureARB");
if (!gl_vtable->gl_active_texture)
return NULL;
gl_vtable->gl_multi_tex_coord_2f = (PFNGLMULTITEXCOORD2FPROC)
get_proc_address("glMultiTexCoord2fARB");
if (!gl_vtable->gl_multi_tex_coord_2f)
return NULL;
gl_vtable->has_multitexture = TRUE;
}
return gl_vtable;
}
/**
* gl_get_vtable:
*
* Retrieves a VTable for OpenGL extensions.
*
* Return value: VTable for OpenGL extensions
*/
GLVTable *
gl_get_vtable(void)
{
static GStaticMutex mutex = G_STATIC_MUTEX_INIT;
static gboolean gl_vtable_init = TRUE;
static GLVTable *gl_vtable = NULL;
g_static_mutex_lock(&mutex);
if (gl_vtable_init) {
gl_vtable_init = FALSE;
gl_vtable = gl_init_vtable();
}
g_static_mutex_unlock(&mutex);
return gl_vtable;
}
/**
* gl_create_pixmap_object:
* @dpy: an X11 #Display
* @width: the request width, in pixels
* @height: the request height, in pixels
*
* Creates a #GLPixmapObject of the specified dimensions. This
* requires the GLX_EXT_texture_from_pixmap extension.
*
* Return value: the newly created #GLPixmapObject object
*/
GLPixmapObject *
gl_create_pixmap_object(Display *dpy, guint width, guint height)
{
GLVTable * const gl_vtable = gl_get_vtable();
GLPixmapObject *pixo;
GLXFBConfig *fbconfig;
int screen;
Window rootwin;
XWindowAttributes wattr;
int *attr;
int n_fbconfig_attrs;
int fbconfig_attrs[32] = {
GLX_DRAWABLE_TYPE, GLX_PIXMAP_BIT,
GLX_DOUBLEBUFFER, GL_FALSE,
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GLX_RENDER_TYPE, GLX_RGBA_BIT,
GLX_X_RENDERABLE, GL_TRUE,
GLX_Y_INVERTED_EXT, GL_TRUE,
GLX_RED_SIZE, 8,
GLX_GREEN_SIZE, 8,
GLX_BLUE_SIZE, 8,
GL_NONE,
};
int pixmap_attrs[10] = {
GLX_TEXTURE_TARGET_EXT, GLX_TEXTURE_2D_EXT,
GLX_MIPMAP_TEXTURE_EXT, GL_FALSE,
GL_NONE,
};
if (!gl_vtable)
return NULL;
screen = DefaultScreen(dpy);
rootwin = RootWindow(dpy, screen);
/* XXX: this won't work for different displays */
if (!gl_vtable->has_texture_from_pixmap) {
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const char *glx_extensions = glXQueryExtensionsString(dpy, screen);
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if (!glx_extensions)
return NULL;
if (!find_string("GLX_EXT_texture_from_pixmap", glx_extensions, " "))
return NULL;
gl_vtable->has_texture_from_pixmap = TRUE;
}
pixo = calloc(1, sizeof(*pixo));
if (!pixo)
return NULL;
pixo->dpy = dpy;
pixo->width = width;
pixo->height = height;
pixo->pixmap = None;
pixo->glx_pixmap = None;
pixo->is_bound = FALSE;
XGetWindowAttributes(dpy, rootwin, &wattr);
pixo->pixmap = XCreatePixmap(dpy, rootwin, width, height, wattr.depth);
if (!pixo->pixmap)
goto error;
/* Initialize FBConfig attributes */
for (attr = fbconfig_attrs; *attr != GL_NONE; attr += 2)
;
*attr++ = GLX_DEPTH_SIZE; *attr++ = wattr.depth;
if (wattr.depth == 32) {
*attr++ = GLX_ALPHA_SIZE; *attr++ = 8;
*attr++ = GLX_BIND_TO_TEXTURE_RGBA_EXT; *attr++ = GL_TRUE;
}
else {
*attr++ = GLX_BIND_TO_TEXTURE_RGB_EXT; *attr++ = GL_TRUE;
}
*attr++ = GL_NONE;
fbconfig = glXChooseFBConfig(
dpy,
screen,
fbconfig_attrs, &n_fbconfig_attrs
);
if (!fbconfig)
goto error;
/* Initialize GLX Pixmap attributes */
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for (attr = pixmap_attrs; *attr != GL_NONE; attr += 2)
;
*attr++ = GLX_TEXTURE_FORMAT_EXT;
if (wattr.depth == 32)
*attr++ = GLX_TEXTURE_FORMAT_RGBA_EXT;
else
*attr++ = GLX_TEXTURE_FORMAT_RGB_EXT;
*attr++ = GL_NONE;
x11_trap_errors();
pixo->glx_pixmap = gl_vtable->glx_create_pixmap(
dpy,
fbconfig[0],
pixo->pixmap,
pixmap_attrs
);
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free(fbconfig);
if (x11_untrap_errors() != 0)
goto error;
pixo->target = GL_TEXTURE_2D;
glGenTextures(1, &pixo->texture);
if (!gl_bind_texture(&pixo->old_texture, pixo->target, pixo->texture))
goto error;
glTexParameteri(pixo->target, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(pixo->target, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
gl_unbind_texture(&pixo->old_texture);
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return pixo;
error:
gl_destroy_pixmap_object(pixo);
return NULL;
}
/**
* gl_destroy_pixmap_object:
* @pixo: a #GLPixmapObject
*
* Destroys the #GLPixmapObject object.
*/
void
gl_destroy_pixmap_object(GLPixmapObject *pixo)
{
GLVTable * const gl_vtable = gl_get_vtable();
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if (!pixo)
return;
gl_unbind_pixmap_object(pixo);
if (pixo->texture) {
glDeleteTextures(1, &pixo->texture);
pixo->texture = 0;
}
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if (pixo->glx_pixmap) {
gl_vtable->glx_destroy_pixmap(pixo->dpy, pixo->glx_pixmap);
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pixo->glx_pixmap = None;
}
if (pixo->pixmap) {
XFreePixmap(pixo->dpy, pixo->pixmap);
pixo->pixmap = None;
}
free(pixo);
}
/**
* gl_bind_pixmap_object:
* @pixo: a #GLPixmapObject
*
* Defines a two-dimensional texture image. The texture image is taken
* from the @pixo pixmap and need not be copied. The texture target,
* format and size are derived from attributes of the @pixo pixmap.
*
* Return value: %TRUE on success
*/
gboolean
gl_bind_pixmap_object(GLPixmapObject *pixo)
{
GLVTable * const gl_vtable = gl_get_vtable();
if (pixo->is_bound)
return TRUE;
if (!gl_bind_texture(&pixo->old_texture, pixo->target, pixo->texture))
return FALSE;
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x11_trap_errors();
gl_vtable->glx_bind_tex_image(
pixo->dpy,
pixo->glx_pixmap,
GLX_FRONT_LEFT_EXT,
NULL
);
XSync(pixo->dpy, False);
if (x11_untrap_errors() != 0) {
GST_DEBUG("failed to bind pixmap");
return FALSE;
}
pixo->is_bound = TRUE;
return TRUE;
}
/**
* gl_unbind_pixmap_object:
* @pixo: a #GLPixmapObject
*
* Releases a color buffers that is being used as a texture.
*
* Return value: %TRUE on success
*/
gboolean
gl_unbind_pixmap_object(GLPixmapObject *pixo)
{
GLVTable * const gl_vtable = gl_get_vtable();
if (!pixo->is_bound)
return TRUE;
x11_trap_errors();
gl_vtable->glx_release_tex_image(
pixo->dpy,
pixo->glx_pixmap,
GLX_FRONT_LEFT_EXT
);
XSync(pixo->dpy, False);
if (x11_untrap_errors() != 0) {
GST_DEBUG("failed to release pixmap");
return FALSE;
}
gl_unbind_texture(&pixo->old_texture);
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pixo->is_bound = FALSE;
return TRUE;
}
/**
* gl_create_framebuffer_object:
* @target: the target to which the texture is bound
* @texture: the GL texture to hold the framebuffer
* @width: the requested width, in pixels
* @height: the requested height, in pixels
*
* Creates an FBO with the specified texture and size.
*
* Return value: the newly created #GLFramebufferObject, or %NULL if
* an error occurred
*/
GLFramebufferObject *
gl_create_framebuffer_object(
GLenum target,
GLuint texture,
guint width,
guint height
)
{
GLVTable * const gl_vtable = gl_get_vtable();
GLFramebufferObject *fbo;
GLenum status;
if (!gl_vtable || !gl_vtable->has_framebuffer_object)
return NULL;
/* XXX: we only support GL_TEXTURE_2D at this time */
if (target != GL_TEXTURE_2D)
return NULL;
fbo = calloc(1, sizeof(*fbo));
if (!fbo)
return NULL;
fbo->width = width;
fbo->height = height;
fbo->fbo = 0;
fbo->old_fbo = 0;
fbo->is_bound = FALSE;
gl_get_param(GL_FRAMEBUFFER_BINDING, &fbo->old_fbo);
gl_vtable->gl_gen_framebuffers(1, &fbo->fbo);
gl_vtable->gl_bind_framebuffer(GL_FRAMEBUFFER_EXT, fbo->fbo);
gl_vtable->gl_framebuffer_texture_2d(
GL_FRAMEBUFFER_EXT,
GL_COLOR_ATTACHMENT0_EXT,
target, texture,
0
);
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status = gl_vtable->gl_check_framebuffer_status(GL_DRAW_FRAMEBUFFER_EXT);
gl_vtable->gl_bind_framebuffer(GL_FRAMEBUFFER_EXT, fbo->old_fbo);
if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
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goto error;
return fbo;
error:
gl_destroy_framebuffer_object(fbo);
return NULL;
}
/**
* gl_destroy_framebuffer_object:
* @fbo: a #GLFramebufferObject
*
* Destroys the @fbo object.
*/
void
gl_destroy_framebuffer_object(GLFramebufferObject *fbo)
{
GLVTable * const gl_vtable = gl_get_vtable();
if (!fbo)
return;
gl_unbind_framebuffer_object(fbo);
if (fbo->fbo) {
gl_vtable->gl_delete_framebuffers(1, &fbo->fbo);
fbo->fbo = 0;
}
free(fbo);
}
/**
* gl_bind_framebuffer_object:
* @fbo: a #GLFramebufferObject
*
* Binds @fbo object.
*
* Return value: %TRUE on success
*/
gboolean
gl_bind_framebuffer_object(GLFramebufferObject *fbo)
{
GLVTable * const gl_vtable = gl_get_vtable();
const guint width = fbo->width;
const guint height = fbo->height;
const guint attribs = (GL_VIEWPORT_BIT|
GL_CURRENT_BIT|
GL_ENABLE_BIT|
GL_TEXTURE_BIT|
GL_COLOR_BUFFER_BIT);
if (fbo->is_bound)
return TRUE;
gl_get_param(GL_FRAMEBUFFER_BINDING, &fbo->old_fbo);
gl_vtable->gl_bind_framebuffer(GL_FRAMEBUFFER_EXT, fbo->fbo);
glPushAttrib(attribs);
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
glViewport(0, 0, width, height);
glTranslatef(-1.0f, -1.0f, 0.0f);
glScalef(2.0f / width, 2.0f / height, 1.0f);
fbo->is_bound = TRUE;
return TRUE;
}
/**
* gl_unbind_framebuffer_object:
* @fbo: a #GLFramebufferObject
*
* Releases @fbo object.
*
* Return value: %TRUE on success
*/
gboolean
gl_unbind_framebuffer_object(GLFramebufferObject *fbo)
{
GLVTable * const gl_vtable = gl_get_vtable();
if (!fbo->is_bound)
return TRUE;
glPopAttrib();
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
gl_vtable->gl_bind_framebuffer(GL_FRAMEBUFFER_EXT, fbo->old_fbo);
fbo->is_bound = FALSE;
return TRUE;
}