gstreamer/tests/check/libs/gstglupload.c

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2014-01-29 21:28:52 +00:00
/* GStreamer
*
* Copyright (C) 2014 Matthew Waters <ystreet00@gmail.com>
*
* 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.
*/
#ifdef HAVE_CONFIG_H
# include "config.h"
#endif
#include <gst/check/gstcheck.h>
#include <gst/gl/gstglcontext.h>
#include <gst/gl/gstglupload.h>
#include <stdio.h>
#if GST_GL_HAVE_GLES2
/* *INDENT-OFF* */
static const gchar *vertex_shader_str_gles2 =
"attribute vec4 a_position; \n"
"attribute vec2 a_texCoord; \n"
"varying vec2 v_texCoord; \n"
"void main() \n"
"{ \n"
" gl_Position = a_position; \n"
" v_texCoord = a_texCoord; \n"
"} \n";
static const gchar *fragment_shader_str_gles2 =
"precision mediump float; \n"
"varying vec2 v_texCoord; \n"
"uniform sampler2D s_texture; \n"
"void main() \n"
"{ \n"
" gl_FragColor = texture2D( s_texture, v_texCoord );\n"
"} \n";
/* *INDENT-ON* */
#endif
static GstGLDisplay *display;
static GstGLContext *context;
static GstGLWindow *window;
static GstGLUpload *upload;
static guint tex_id;
#if GST_GL_HAVE_GLES2
static GError *error;
static GstGLShader *shader;
static GLint shader_attr_position_loc;
static GLint shader_attr_texture_loc;
#endif
#define FORMAT GST_VIDEO_FORMAT_RGBA
#define WIDTH 10
#define HEIGHT 10
#define RED 0xff, 0x00, 0x00, 0xff
#define GREEN 0x00, 0xff, 0x00, 0xff
#define BLUE 0x00, 0x00, 0xff, 0xff
static gchar rgba_data[] =
{ RED, GREEN, BLUE, RED, GREEN, BLUE, RED, GREEN, BLUE, RED,
GREEN, BLUE, RED, GREEN, BLUE, RED, GREEN, BLUE, RED, GREEN,
BLUE, RED, GREEN, BLUE, RED, GREEN, BLUE, RED, GREEN, BLUE,
RED, RED, RED, RED, RED, RED, RED, RED, RED, RED,
GREEN, GREEN, GREEN, GREEN, GREEN, GREEN, GREEN, GREEN, GREEN, GREEN,
BLUE, BLUE, BLUE, BLUE, BLUE, BLUE, BLUE, BLUE, BLUE, BLUE,
RED, GREEN, BLUE, RED, GREEN, BLUE, RED, GREEN, BLUE, RED,
RED, GREEN, BLUE, RED, GREEN, BLUE, RED, GREEN, BLUE, RED,
RED, GREEN, BLUE, RED, GREEN, BLUE, RED, GREEN, BLUE, RED,
RED, GREEN, BLUE, RED, GREEN, BLUE, RED, GREEN, BLUE, RED
};
void
setup (void)
{
GError *error = NULL;
display = gst_gl_display_new ();
context = gst_gl_context_new (display);
gst_gl_context_create (context, 0, &error);
window = gst_gl_context_get_window (context);
fail_if (error != NULL, "Error creating context: %s\n",
error ? error->message : "Unknown Error");
upload = gst_gl_upload_new (context);
}
void
teardown (void)
{
GLuint error = context->gl_vtable->GetError ();
fail_if (error != GL_NONE, "GL error 0x%x encountered during processing\n",
error);
gst_object_unref (upload);
gst_object_unref (window);
gst_object_unref (context);
gst_object_unref (display);
}
void
init (gpointer data)
{
#if GST_GL_HAVE_GLES2
shader = gst_gl_shader_new (context);
fail_if (shader == NULL, "failed to create shader object");
gst_gl_shader_set_vertex_source (shader, vertex_shader_str_gles2);
gst_gl_shader_set_fragment_source (shader, fragment_shader_str_gles2);
error = NULL;
gst_gl_shader_compile (shader, &error);
fail_if (error != NULL, "Error compiling shader %s\n",
error ? error->message : "Unknown Error");
shader_attr_position_loc =
gst_gl_shader_get_attribute_location (shader, "a_position");
shader_attr_texture_loc =
gst_gl_shader_get_attribute_location (shader, "a_texCoord");
#endif
}
void
draw_render (gpointer data)
{
GstGLContext *context = data;
GstGLContextClass *context_class = GST_GL_CONTEXT_GET_CLASS (context);
const GstGLFuncs *gl = context->gl_vtable;
/* redraw the texture into the system provided framebuffer */
#if GST_GL_HAVE_OPENGL
GLfloat verts[8] = { 1.0f, 1.0f,
-1.0f, 1.0f,
-1.0f, -1.0f,
1.0f, -1.0f
};
GLfloat texcoords[8] = { 1.0f, 0.0f,
0.0f, 0.0f,
0.0f, 1.0f,
1.0f, 1.0f
};
gl->Viewport (0, 0, WIDTH, HEIGHT);
gl->Clear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
gl->MatrixMode (GL_PROJECTION);
gl->LoadIdentity ();
gl->Enable (GL_TEXTURE_2D);
gl->BindTexture (GL_TEXTURE_2D, tex_id);
gl->EnableClientState (GL_VERTEX_ARRAY);
gl->EnableClientState (GL_TEXTURE_COORD_ARRAY);
gl->VertexPointer (2, GL_FLOAT, 0, &verts);
gl->TexCoordPointer (2, GL_FLOAT, 0, &texcoords);
gl->DrawArrays (GL_TRIANGLE_FAN, 0, 4);
gl->DisableClientState (GL_VERTEX_ARRAY);
gl->DisableClientState (GL_TEXTURE_COORD_ARRAY);
gl->Disable (GL_TEXTURE_2D);
#endif
#if GST_GL_HAVE_GLES2
const GLfloat vVertices[] = { 1.0f, 1.0f, 0.0f,
1.0f, 0.0f,
-1.0f, 1.0f, 0.0f,
0.0f, 0.0f,
-1.0f, -1.0f, 0.0f,
0.0f, 1.0f,
1.0f, -1.0f, 0.0f,
1.0f, 1.0f
};
GLushort indices[] = { 0, 1, 2, 0, 2, 3 };
gl->Clear (GL_COLOR_BUFFER_BIT);
gst_gl_shader_use (shader);
/* Load the vertex position */
gl->VertexAttribPointer (shader_attr_position_loc, 3,
GL_FLOAT, GL_FALSE, 5 * sizeof (GLfloat), vVertices);
/* Load the texture coordinate */
gl->VertexAttribPointer (shader_attr_texture_loc, 2,
GL_FLOAT, GL_FALSE, 5 * sizeof (GLfloat), &vVertices[3]);
gl->EnableVertexAttribArray (shader_attr_position_loc);
gl->EnableVertexAttribArray (shader_attr_texture_loc);
gl->ActiveTexture (GL_TEXTURE0);
gl->BindTexture (GL_TEXTURE_2D, tex_id);
gst_gl_shader_set_uniform_1i (shader, "s_texture", 0);
gl->DrawElements (GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, indices);
#endif
context_class->swap_buffers (context);
}
GST_START_TEST (test_shader_compile)
{
const gchar *formats[] = { "RGB", "RGBx", "RGBA", "BGR", "BGRx", "BGRA",
"xRGB", "xBGR", "ARGB", "ABGR", "Y444", "I420", "YV12", "Y42B", "Y41B",
"NV12", "NV21", "YUY2", "UYVY", "AYUV", "GRAY8", "GRAY16_LE", "GRAY16_BE"
};
guint i;
gboolean res;
for (i = 0; i < G_N_ELEMENTS (formats); i++) {
GstVideoInfo info;
GstVideoFormat v_format;
v_format = gst_video_format_from_string (formats[i]);
gst_video_info_set_format (&info, v_format, 320, 240);
res = gst_gl_upload_init_format (upload, info, info);
fail_if (res == FALSE, "Failed to init upload for video format %s\n",
formats[i]);
gst_object_unref (upload);
upload = gst_gl_upload_new (context);
}
}
GST_END_TEST;
GST_START_TEST (test_upload_data)
{
gpointer data[GST_VIDEO_MAX_PLANES] = { rgba_data, NULL, NULL, NULL };
GstVideoInfo in_info;
GstVideoInfo out_info;
gboolean res;
gint i = 0;
gst_video_info_set_format (&in_info, FORMAT, WIDTH, HEIGHT);
gst_video_info_set_format (&out_info, FORMAT, WIDTH, HEIGHT);
gst_gl_context_gen_texture (context, &tex_id, FORMAT, WIDTH, HEIGHT);
gst_gl_upload_init_format (upload, in_info, out_info);
res = gst_gl_upload_perform_with_data (upload, tex_id, data);
fail_if (res == FALSE, "Failed to upload buffer: %s\n",
gst_gl_context_get_error ());
gst_gl_window_draw (window, WIDTH, HEIGHT);
gst_gl_window_send_message (window, GST_GL_WINDOW_CB (init), context);
while (i < 2) {
gst_gl_window_send_message (window, GST_GL_WINDOW_CB (draw_render),
context);
i++;
}
gst_gl_context_del_texture (context, &tex_id);
}
GST_END_TEST;
GST_START_TEST (test_upload_memory)
{
GstGLMemory *gl_mem;
GstVideoInfo in_info;
GstVideoInfo out_info;
gboolean res;
gint i = 0;
gl_mem = gst_gl_memory_wrapped (context, FORMAT, WIDTH, HEIGHT, rgba_data,
NULL, NULL);
gst_video_info_set_format (&in_info, FORMAT, WIDTH, HEIGHT);
gst_video_info_set_format (&out_info, FORMAT, WIDTH, HEIGHT);
gst_gl_upload_init_format (upload, in_info, out_info);
res = gst_gl_upload_perform_with_memory (upload, gl_mem);
fail_if (res == FALSE, "Failed to upload GstGLMemory: %s\n",
gst_gl_context_get_error ());
tex_id = gl_mem->tex_id;
gst_gl_window_draw (window, WIDTH, HEIGHT);
gst_gl_window_send_message (window, GST_GL_WINDOW_CB (init), context);
while (i < 2) {
gst_gl_window_send_message (window, GST_GL_WINDOW_CB (draw_render),
context);
i++;
}
}
GST_END_TEST;
GST_START_TEST (test_upload_buffer)
{
GstBuffer *buffer;
GstGLMemory *gl_mem;
GstVideoInfo in_info;
GstVideoInfo out_info;
gint i = 0;
gboolean res;
/* create GL buffer */
buffer = gst_buffer_new ();
gl_mem = gst_gl_memory_wrapped (context, FORMAT, WIDTH, HEIGHT, rgba_data,
NULL, NULL);
gst_buffer_append_memory (buffer, (GstMemory *) gl_mem);
gst_video_info_set_format (&in_info, FORMAT, WIDTH, HEIGHT);
gst_video_info_set_format (&out_info, FORMAT, WIDTH, HEIGHT);
gst_gl_upload_init_format (upload, in_info, out_info);
res = gst_gl_upload_perform_with_buffer (upload, buffer, &tex_id);
fail_if (res == FALSE, "Failed to upload buffer: %s\n",
gst_gl_context_get_error ());
gst_gl_window_draw (window, WIDTH, HEIGHT);
gst_gl_window_send_message (window, GST_GL_WINDOW_CB (init), context);
while (i < 2) {
gst_gl_window_send_message (window, GST_GL_WINDOW_CB (draw_render),
context);
i++;
}
gst_gl_upload_release_buffer (upload);
}
GST_END_TEST;
GST_START_TEST (test_upload_meta_producer)
{
GstBuffer *buffer;
GstGLMemory *gl_mem;
GstVideoInfo in_info;
GstVideoInfo out_info;
GstVideoGLTextureUploadMeta *gl_upload_meta;
guint tex_ids[] = { 0, 0, 0, 0 };
gboolean res;
gint i = 0;
/* create GL buffer */
buffer = gst_buffer_new ();
gl_mem = gst_gl_memory_wrapped (context, FORMAT, WIDTH, HEIGHT, rgba_data,
NULL, NULL);
gst_buffer_append_memory (buffer, (GstMemory *) gl_mem);
gst_gl_context_gen_texture (context, &tex_ids[0], FORMAT, WIDTH, HEIGHT);
gst_video_info_set_format (&in_info, FORMAT, WIDTH, HEIGHT);
gst_video_info_set_format (&out_info, FORMAT, WIDTH, HEIGHT);
gst_gl_upload_init_format (upload, in_info, out_info);
gst_gl_upload_add_video_gl_texture_upload_meta (upload, buffer);
gl_upload_meta = gst_buffer_get_video_gl_texture_upload_meta (buffer);
fail_if (gl_upload_meta == NULL, "Failed to add GstVideoGLTextureUploadMeta"
" to buffer\n");
res = gst_video_gl_texture_upload_meta_upload (gl_upload_meta, tex_ids);
fail_if (res == FALSE, "Failed to upload GstVideoGLTextureUploadMeta\n");
tex_id = tex_ids[0];
gst_gl_window_draw (window, WIDTH, HEIGHT);
gst_gl_window_send_message (window, GST_GL_WINDOW_CB (init), context);
while (i < 2) {
gst_gl_window_send_message (window, GST_GL_WINDOW_CB (draw_render),
context);
i++;
}
gst_gl_context_del_texture (context, &tex_ids[0]);
}
GST_END_TEST;
Suite *
gst_gl_upload_suite (void)
{
Suite *s = suite_create ("GstGLUpload");
TCase *tc_chain = tcase_create ("upload");
suite_add_tcase (s, tc_chain);
tcase_add_checked_fixture (tc_chain, setup, teardown);
tcase_add_test (tc_chain, test_shader_compile);
tcase_add_test (tc_chain, test_upload_data);
tcase_add_test (tc_chain, test_upload_memory);
tcase_add_test (tc_chain, test_upload_buffer);
tcase_add_test (tc_chain, test_upload_meta_producer);
return s;
}
GST_CHECK_MAIN (gst_gl_upload);