[107/906] fix opengl version checker

git-svn-id: svn://svn.wobow.com/GStreamer_playground/gst-plugins-gl@534 93df14bb-0f41-7a43-8087-d3e2a2f0e464
This commit is contained in:
Julien Isorce 2008-06-19 23:38:36 +00:00 committed by Matthew Waters
parent 6fe0a756a1
commit 04946b3f1d

View file

@ -1,4 +1,4 @@
/*
/*
* GStreamer
* Copyright (C) 2008 Julien Isorce <julien.isorce@gmail.com>
*
@ -64,7 +64,7 @@ GST_BOILERPLATE (GstGLDisplay, gst_gl_display, GObject, G_TYPE_OBJECT);
//------------------------------------------------------------
//-------------------- Glut context management ---------------
//------------------------------------------------------------
//------------------------------------------------------------
//(key=int glutWinId) and (value=GstGLDisplay *display)
static GHashTable *gst_gl_display_map = NULL;
@ -87,7 +87,7 @@ gst_gl_display_base_init (gpointer g_class)
static void
gst_gl_display_class_init (GstGLDisplayClass * klass)
{
{
G_OBJECT_CLASS (klass)->finalize = gst_gl_display_finalize;
}
@ -219,7 +219,7 @@ gst_gl_display_init (GstGLDisplay *display, GstGLDisplayClass *klass)
"uniform sampler2DRect Ytex, UVtex;\n"
"void main(void) {\n"
" float fx, fy, y, u, v, r, g, b;\n"
" fx = gl_TexCoord[0].x;\n"
" fx = gl_TexCoord[0].x;\n"
" fy = gl_TexCoord[0].y;\n"
" y = texture2DRect(Ytex,vec2(fx,fy)).%c;\n"
" u = texture2DRect(UVtex,vec2(fx*0.5,fy)).%c;\n"
@ -273,7 +273,7 @@ gst_gl_display_init (GstGLDisplay *display, GstGLDisplayClass *klass)
"uniform sampler2DRect tex;\n"
"void main(void) {\n"
" float fx,fy,r,g,b,r2,g2,b2,y1,y2,u,v;\n"
" fx = gl_TexCoord[0].x;\n"
" fx = gl_TexCoord[0].x;\n"
" fy = gl_TexCoord[0].y;\n"
" r=texture2DRect(tex,vec2(fx*2.0,fy)).r;\n"
" g=texture2DRect(tex,vec2(fx*2.0,fy)).g;\n"
@ -338,7 +338,7 @@ static void
gst_gl_display_finalize (GObject *object)
{
GstGLDisplay *display = GST_GL_DISPLAY (object);
//request glut window destruction
//blocking call because display must be alive
gst_gl_display_lock (display);
@ -349,12 +349,12 @@ gst_gl_display_finalize (GObject *object)
if (display->texturePool) {
g_queue_free (display->texturePool);
display->texturePool = NULL;
}
}
if (display->title) {
g_string_free (display->title, TRUE);
display->title = NULL;
}
}
if (display->mutex) {
g_mutex_free (display->mutex);
display->mutex = NULL;
@ -423,8 +423,8 @@ gst_gl_display_finalize (GObject *object)
display->p1 = NULL;
if (display->p2)
display->p2 = NULL;
//at this step, the next condition imply that the last display has been pushed
//at this step, the next condition imply that the last display has been pushed
if (g_hash_table_size (gst_gl_display_map) == 0)
{
g_thread_join (gst_gl_display_glutThread);
@ -441,14 +441,14 @@ static gpointer
gst_gl_display_glutThreadFunc (GstGLDisplay *display)
{
static char *argv = "gst-launch-0.10";
static gint argc = 1;
static gint argc = 1;
//-display DISPLAY
//Specify the X server to connect to. If not specified, the value of the DISPLAY environment variable is used.
//Should be pass through a glimagesink property
glutInit(&argc, &argv);
glutSetOption(GLUT_ACTION_ON_WINDOW_CLOSE, GLUT_ACTION_CONTINUE_EXECUTION);
glutIdleFunc (gst_gl_display_glut_idle);
gst_gl_display_lock (display);
@ -474,7 +474,7 @@ gst_gl_display_glutCreateWindow (GstGLDisplay *display)
//prepare opengl context
glutInitDisplayMode(GLUT_RGBA | GLUT_DOUBLE | GLUT_DEPTH);
glutInitWindowPosition(display->win_xpos, display->win_ypos);
glutInitWindowSize(display->glcontext_width, display->glcontext_height);
glutInitWindowSize(display->glcontext_width, display->glcontext_height);
//create opengl context
sprintf(buffer, "%d", glutWinId);
@ -497,25 +497,28 @@ gst_gl_display_glutCreateWindow (GstGLDisplay *display)
{
//OpenGL > 2.1.0 and Glew > 1.5.0
GString* opengl_version = g_string_truncate (g_string_new ((gchar*) glGetString (GL_VERSION)), 3);
gfloat opengl_version_f = 0.0f;
gint opengl_version_major = 0.;
gint opengl_version_minor = 0;
GString* glew_version = g_string_truncate (g_string_new ((gchar*) glewGetString (GLEW_VERSION)), 3);
gfloat glew_version_f = 0.0f;
gint glew_version_major = 0.;
gint glew_version_minor = 0;
sscanf(opengl_version->str, "%f", &opengl_version_f);
sscanf(glew_version->str, "%f", &glew_version_f);
sscanf(opengl_version->str, "%d.%d", &opengl_version_major, &opengl_version_minor);
sscanf(glew_version->str, "%d.%d", &glew_version_major, &glew_version_minor);
GST_DEBUG ("GL_VERSION: %s", glGetString (GL_VERSION));
GST_DEBUG ("GLEW_VERSION: %s", glewGetString (GLEW_VERSION));
GST_DEBUG ("GL_VENDOR: %s", glGetString (GL_VENDOR));
GST_DEBUG ("GL_RENDERER: %s", glGetString (GL_RENDERER));
g_print ("GL_VERSION: %s\n", glGetString (GL_VERSION));
g_print ("GLEW_VERSION: %s\n", glewGetString (GLEW_VERSION));
g_print ("GL_VENDOR: %s\n", glGetString (GL_VENDOR));
g_print ("GL_RENDERER: %s\n", glGetString (GL_RENDERER));
g_string_free (opengl_version, TRUE);
g_string_free (glew_version, TRUE);
if (opengl_version_f < 1.4f || glew_version_f < 1.4)
if ( (opengl_version_major < 1 && opengl_version_minor < 4) ||
(glew_version_major < 1 && glew_version_minor < 4) )
{
GST_DEBUG ("Required OpenGL >= 1.4.0 and Glew >= 1.4.0");
g_print ("Required OpenGL >= 1.4.0 and Glew >= 1.4.0\n");
g_assert_not_reached ();
}
}
@ -530,7 +533,7 @@ gst_gl_display_glutCreateWindow (GstGLDisplay *display)
glGenFramebuffersEXT (1, &display->fbo);
glBindFramebufferEXT (GL_FRAMEBUFFER_EXT, display->fbo);
//setup the render buffer for depth
//setup the render buffer for depth
glGenRenderbuffersEXT(1, &display->depthBuffer);
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, display->depthBuffer);
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT,
@ -539,7 +542,7 @@ gst_gl_display_glutCreateWindow (GstGLDisplay *display)
//setup a texture to render to
glGenTextures (1, &display->textureFBO);
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, display->textureFBO);
glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA8,
glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA8,
display->textureFBOWidth, display->textureFBOHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
@ -547,11 +550,11 @@ gst_gl_display_glutCreateWindow (GstGLDisplay *display)
glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
//attach the texture to the FBO to renderer to
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT,
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT,
GL_TEXTURE_RECTANGLE_ARB, display->textureFBO, 0);
//attach the depth render buffer to the FBO
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT,
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT,
GL_RENDERBUFFER_EXT, display->depthBuffer);
g_assert (glCheckFramebufferStatusEXT (GL_FRAMEBUFFER_EXT) ==
@ -561,7 +564,7 @@ gst_gl_display_glutCreateWindow (GstGLDisplay *display)
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
}
else
else
{
GST_DEBUG ("Context %d, EXT_framebuffer_object supported: no", glutWinId);
g_assert_not_reached ();
@ -588,7 +591,7 @@ gst_gl_display_glutCreateWindow (GstGLDisplay *display)
display->GLSLProgram_AYUV = gst_gl_display_loadGLSLprogram (display->textFProgram_AYUV);
}
else
else
{
GST_DEBUG ("Context %d, ARB_fragment_program supported: no", glutWinId);
g_assert_not_reached ();
@ -617,8 +620,8 @@ static void
gst_gl_display_glutGenerateOutputVideoFBO (GstGLDisplay *display)
{
glutSetWindow (display->glutWinId);
if (GLEW_EXT_framebuffer_object)
{
GST_DEBUG ("Context %d, EXT_framebuffer_object supported: yes", display->glutWinId);
@ -630,16 +633,16 @@ gst_gl_display_glutGenerateOutputVideoFBO (GstGLDisplay *display)
glGenFramebuffersEXT (1, &display->graphicFBO);
glBindFramebufferEXT (GL_FRAMEBUFFER_EXT, display->graphicFBO);
//setup the render buffer for depth
//setup the render buffer for depth
glGenRenderbuffersEXT(1, &display->graphicDepthBuffer);
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, display->graphicDepthBuffer);
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT,
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT,
display->glcontext_width, display->glcontext_height);
//setup a texture to render to
glGenTextures (1, &display->graphicTexture);
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, display->graphicTexture);
glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA8,
glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA8,
display->glcontext_width, display->glcontext_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
@ -647,11 +650,11 @@ gst_gl_display_glutGenerateOutputVideoFBO (GstGLDisplay *display)
glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
//attach the texture to the FBO to renderer to
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT,
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT,
GL_TEXTURE_RECTANGLE_ARB, display->graphicTexture, 0);
//attach the depth render buffer to the FBO
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT,
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT,
GL_RENDERBUFFER_EXT, display->graphicDepthBuffer);
g_assert (glCheckFramebufferStatusEXT (GL_FRAMEBUFFER_EXT) ==
@ -669,16 +672,16 @@ gst_gl_display_glutGenerateOutputVideoFBO (GstGLDisplay *display)
glGenFramebuffersEXT (1, &display->videoFBO);
glBindFramebufferEXT (GL_FRAMEBUFFER_EXT, display->videoFBO);
//setup the render buffer for depth
//setup the render buffer for depth
glGenRenderbuffersEXT(1, &display->videoDepthBuffer);
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, display->videoDepthBuffer);
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT,
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT,
display->outputWidth, display->outputHeight);
//setup a first texture to render to
glGenTextures (1, &display->videoTexture);
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, display->videoTexture);
glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA8,
glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA8,
display->outputWidth, display->outputHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
@ -686,13 +689,13 @@ gst_gl_display_glutGenerateOutputVideoFBO (GstGLDisplay *display)
glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
//attach the first texture to the FBO to renderer to
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT,
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT,
GL_TEXTURE_RECTANGLE_ARB, display->videoTexture, 0);
//setup a second texture to render to
glGenTextures (1, &display->videoTexture_u);
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, display->videoTexture_u);
glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA8,
glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA8,
display->outputWidth, display->outputHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
@ -700,13 +703,13 @@ gst_gl_display_glutGenerateOutputVideoFBO (GstGLDisplay *display)
glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
//attach the second texture to the FBO to renderer to
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT1_EXT,
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT1_EXT,
GL_TEXTURE_RECTANGLE_ARB, display->videoTexture_u, 0);
//setup a third texture to render to
glGenTextures (1, &display->videoTexture_v);
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, display->videoTexture_v);
glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA8,
glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA8,
display->outputWidth, display->outputHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
@ -714,11 +717,11 @@ gst_gl_display_glutGenerateOutputVideoFBO (GstGLDisplay *display)
glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
//attach the third texture to the FBO to renderer to
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT2_EXT,
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT2_EXT,
GL_TEXTURE_RECTANGLE_ARB, display->videoTexture_v, 0);
//attach the depth render buffer to the FBO
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT,
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT,
GL_RENDERBUFFER_EXT, display->videoDepthBuffer);
checkFramebufferStatus();
@ -733,7 +736,7 @@ gst_gl_display_glutGenerateOutputVideoFBO (GstGLDisplay *display)
display->multipleRT[1] = GL_COLOR_ATTACHMENT1_EXT;
display->multipleRT[2] = GL_COLOR_ATTACHMENT2_EXT;
}
else
else
{
GST_DEBUG ("Context %d, EXT_framebuffer_object supported: no", display->glutWinId);
g_assert_not_reached ();
@ -755,7 +758,7 @@ gst_gl_display_glutGenerateOutputVideoFBO (GstGLDisplay *display)
display->GLSLProgram_to_AYUV = gst_gl_display_loadGLSLprogram (display->textFProgram_to_AYUV);
}
else
else
{
GST_DEBUG ("Context %d, ARB_fragment_program supported: no", display->glutWinId);
g_assert_not_reached ();
@ -769,16 +772,16 @@ gst_gl_display_glutGenerateOutputVideoFBO (GstGLDisplay *display)
static void
gst_gl_display_glutGenerateFBO (GstGLDisplay *display)
{
glutSetWindow (display->glutWinId);
//-- generate frame buffer object
//setup FBO
glGenFramebuffersEXT (1, &display->requestedFBO);
glBindFramebufferEXT (GL_FRAMEBUFFER_EXT, display->requestedFBO);
//setup the render buffer for depth
//setup the render buffer for depth
glGenRenderbuffersEXT(1, &display->requestedDepthBuffer);
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, display->requestedDepthBuffer);
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT,
@ -787,7 +790,7 @@ gst_gl_display_glutGenerateFBO (GstGLDisplay *display)
//setup a texture to render to
glGenTextures (1, &display->requestedTextureFBO);
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, display->requestedTextureFBO);
glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA8,
glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA8,
display->requestedTextureFBOWidth, display->requestedTextureFBOHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
@ -795,11 +798,11 @@ gst_gl_display_glutGenerateFBO (GstGLDisplay *display)
glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
//attach the texture to the FBO to renderer to
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT,
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT,
GL_TEXTURE_RECTANGLE_ARB, display->requestedTextureFBO, 0);
//attach the depth render buffer to the FBO
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT,
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT,
GL_RENDERBUFFER_EXT, display->requestedDepthBuffer);
g_assert (glCheckFramebufferStatusEXT (GL_FRAMEBUFFER_EXT) ==
@ -816,7 +819,7 @@ gst_gl_display_glutGenerateFBO (GstGLDisplay *display)
static void
gst_gl_display_glutUseFBO (GstGLDisplay *display)
{
glutSetWindow (display->glutWinId);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, display->usedFBO);
@ -826,7 +829,7 @@ gst_gl_display_glutUseFBO (GstGLDisplay *display)
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
gluPerspective(45, (gfloat)display->usedTextureFBOWidth/(gfloat)display->usedTextureFBOHeight, 0.1, 100);
gluPerspective(45, (gfloat)display->usedTextureFBOWidth/(gfloat)display->usedTextureFBOHeight, 0.1, 100);
//gluOrtho2D(0.0, display->usedTextureFBOWidth, 0.0, display->usedTextureFBOHeight);
glMatrixMode(GL_MODELVIEW);
@ -856,7 +859,7 @@ gst_gl_display_glutUseFBO (GstGLDisplay *display)
glPopAttrib();
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
g_cond_signal (display->cond_useFBO);
}
@ -874,7 +877,7 @@ gst_gl_display_glutUseFBO2 (GstGLDisplay *display)
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
//gluPerspective(45, (gfloat)display->usedTextureFBOWidth/(gfloat)display->usedTextureFBOHeight, 0.1, 100);
//gluPerspective(45, (gfloat)display->usedTextureFBOWidth/(gfloat)display->usedTextureFBOHeight, 0.1, 100);
gluOrtho2D(0.0, display->usedTextureFBOWidth, 0.0, display->usedTextureFBOHeight);
glMatrixMode(GL_MODELVIEW);
@ -903,7 +906,7 @@ gst_gl_display_glutUseFBO2 (GstGLDisplay *display)
glPopAttrib();
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
g_cond_signal (display->cond_useFBO2);
}
@ -914,7 +917,7 @@ gst_gl_display_glutDestroyFBO (GstGLDisplay* display)
{
glutSetWindow (display->glutWinId);
glDeleteFramebuffersEXT (1, &display->rejectedFBO);
glDeleteFramebuffersEXT (1, &display->rejectedFBO);
glDeleteRenderbuffersEXT(1, &display->rejectedDepthBuffer);
glDeleteTextures (1, &display->rejectedTextureFBO);
display->rejectedFBO = 0;
@ -965,15 +968,15 @@ gst_gl_display_glutDestroyWindow (GstGLDisplay *display)
glDeleteObjectARB (display->GLSLProgram_to_I420_YV12);
glDeleteObjectARB (display->GLSLProgram_to_AYUV);
glDeleteFramebuffersEXT (1, &display->fbo);
glDeleteFramebuffersEXT (1, &display->fbo);
glDeleteRenderbuffersEXT(1, &display->depthBuffer);
glDeleteTextures (1, &display->textureFBO);
glDeleteFramebuffersEXT (1, &display->graphicFBO);
glDeleteFramebuffersEXT (1, &display->graphicFBO);
glDeleteRenderbuffersEXT(1, &display->graphicDepthBuffer);
glDeleteTextures (1, &display->graphicTexture);
glDeleteFramebuffersEXT (1, &display->videoFBO);
glDeleteFramebuffersEXT (1, &display->videoFBO);
glDeleteRenderbuffersEXT(1, &display->videoDepthBuffer);
glDeleteTextures (1, &display->videoTexture);
glDeleteTextures (1, &display->videoTexture_u);
@ -983,7 +986,7 @@ gst_gl_display_glutDestroyWindow (GstGLDisplay *display)
while (g_queue_get_length (display->texturePool))
{
GstGLDisplayTex* tex = g_queue_pop_head (display->texturePool);
//delete textures
glDeleteTextures (1, &tex->texture);
if (tex->texture_u) {
@ -994,7 +997,7 @@ gst_gl_display_glutDestroyWindow (GstGLDisplay *display)
}
}
g_hash_table_remove (gst_gl_display_map, GINT_TO_POINTER (display->glutWinId));
g_hash_table_remove (gst_gl_display_map, GINT_TO_POINTER (display->glutWinId));
g_print ("glut window destroyed: %d\n", display->glutWinId);
//if the map is empty, leaveMainloop and join the thread
@ -1095,9 +1098,9 @@ gst_gl_display_glutPostRedisplay (GstGLDisplay * display)
/* Called continuously from freeglut while no events are pending */
static void
static void
gst_gl_display_glut_idle (void)
{
{
GTimeVal timeout;
GstGLDisplayMsg *msg;
@ -1105,7 +1108,7 @@ gst_gl_display_glut_idle (void)
g_get_current_time (&timeout);
g_time_val_add (&timeout, 1000000L); //timeout 1 sec
msg = g_async_queue_timed_pop (gst_gl_display_messageQueue, &timeout);
if (msg)
if (msg)
{
if (gst_gl_display_checkMsgValidity (msg))
gst_gl_display_glutDispatchAction (msg);
@ -1113,7 +1116,7 @@ gst_gl_display_glut_idle (void)
{
msg = g_async_queue_pop (gst_gl_display_messageQueue);
if (gst_gl_display_checkMsgValidity (msg))
gst_gl_display_glutDispatchAction (msg);
gst_gl_display_glutDispatchAction (msg);
}
}
else g_print ("timeout reached in idle func\n");
@ -1194,12 +1197,12 @@ gst_gl_display_checkMsgValidity (GstGLDisplayMsg *msg)
case GST_GL_DISPLAY_ACTION_CREATE:
valid = TRUE;
break;
case GST_GL_DISPLAY_ACTION_DESTROY:
case GST_GL_DISPLAY_ACTION_DESTROY:
case GST_GL_DISPLAY_ACTION_VISIBLE:
case GST_GL_DISPLAY_ACTION_RESHAPE:
case GST_GL_DISPLAY_ACTION_PREPARE:
case GST_GL_DISPLAY_ACTION_CHANGE:
case GST_GL_DISPLAY_ACTION_CLEAR:
case GST_GL_DISPLAY_ACTION_PREPARE:
case GST_GL_DISPLAY_ACTION_CHANGE:
case GST_GL_DISPLAY_ACTION_CLEAR:
case GST_GL_DISPLAY_ACTION_VIDEO:
case GST_GL_DISPLAY_ACTION_REDISPLAY:
case GST_GL_DISPLAY_ACTION_GENFBO:
@ -1233,13 +1236,13 @@ gst_gl_display_new (void)
/* Init an opengl context */
void
gst_gl_display_initGLContext (GstGLDisplay *display,
GLint x, GLint y,
gst_gl_display_initGLContext (GstGLDisplay *display,
GLint x, GLint y,
GLint graphic_width, GLint graphic_height,
GLint video_width, GLint video_height,
gulong winId,
gboolean visible)
{
{
gst_gl_display_lock (display);
display->winId = winId;
@ -1261,24 +1264,24 @@ gst_gl_display_initGLContext (GstGLDisplay *display,
g_cond_wait (display->cond_create, display->mutex);
}
//request glut window creation
else
else
{
//blocking call because glut context must be alive
gst_gl_display_postMessage (GST_GL_DISPLAY_ACTION_CREATE, display);
g_cond_wait (display->cond_create, display->mutex);
}
gst_gl_display_unlock (display);
gst_gl_display_unlock (display);
}
void
void
gst_gl_display_lock (GstGLDisplay * display)
{
g_mutex_lock (display->mutex);
}
void
void
gst_gl_display_unlock (GstGLDisplay * display)
{
g_mutex_unlock (display->mutex);
@ -1318,7 +1321,7 @@ gst_gl_display_setClientDrawCallback (GstGLDisplay * display, CDCB cb)
/* Called by gst gl elements */
void
void
gst_gl_display_setVisibleWindow (GstGLDisplay* display, gboolean visible)
{
gst_gl_display_lock (display);
@ -1332,7 +1335,7 @@ gst_gl_display_setVisibleWindow (GstGLDisplay* display, gboolean visible)
/* Called by gst gl elements */
void
void
gst_gl_display_resizeWindow (GstGLDisplay* display, gint width, gint height)
{
gst_gl_display_lock (display);
@ -1344,8 +1347,8 @@ gst_gl_display_resizeWindow (GstGLDisplay* display, gint width, gint height)
/* Called by gstglbuffer */
void
gst_gl_display_textureRequested (GstGLDisplay* display, GstVideoFormat video_format,
void
gst_gl_display_textureRequested (GstGLDisplay* display, GstVideoFormat video_format,
gint width, gint height, guint* texture,
guint* texture_u, guint* texture_v)
{
@ -1363,9 +1366,9 @@ gst_gl_display_textureRequested (GstGLDisplay* display, GstVideoFormat video_for
/* Called by gst_gl elements */
void
gst_gl_display_textureChanged (GstGLDisplay* display, GstVideoFormat video_format,
GLuint texture, GLuint texture_u, GLuint texture_v,
void
gst_gl_display_textureChanged (GstGLDisplay* display, GstVideoFormat video_format,
GLuint texture, GLuint texture_u, GLuint texture_v,
gint width, gint height, gpointer data, GLuint* outputTexture)
{
gst_gl_display_lock (display);
@ -1386,8 +1389,8 @@ gst_gl_display_textureChanged (GstGLDisplay* display, GstVideoFormat video_forma
/* Called by gstglbuffer */
void
gst_gl_display_clearTexture (GstGLDisplay* display, guint texture,
void
gst_gl_display_clearTexture (GstGLDisplay* display, guint texture,
guint texture_u, guint texture_v)
{
gst_gl_display_lock (display);
@ -1401,7 +1404,7 @@ gst_gl_display_clearTexture (GstGLDisplay* display, guint texture,
/* Called by gst_gl elements */
void
void
gst_gl_display_videoChanged (GstGLDisplay* display, GstVideoFormat video_format,
gint width, gint height, GLuint recordedTexture, gpointer data)
{
@ -1419,11 +1422,11 @@ gst_gl_display_videoChanged (GstGLDisplay* display, GstVideoFormat video_format,
/* Called by gst_gl elements */
gboolean
gboolean
gst_gl_display_postRedisplay (GstGLDisplay* display, GLuint texture, gint width , gint height)
{
gboolean isAlive = TRUE;
gst_gl_display_lock (display);
isAlive = display->isAlive;
if (texture)
@ -1441,8 +1444,8 @@ gst_gl_display_postRedisplay (GstGLDisplay* display, GLuint texture, gint width
/* Called by gst_gl elements */
void
gst_gl_display_requestFBO (GstGLDisplay* display, gint width, gint height,
void
gst_gl_display_requestFBO (GstGLDisplay* display, gint width, gint height,
guint* fbo, guint* depthbuffer, guint* texture)
{
gst_gl_display_lock (display);
@ -1458,8 +1461,8 @@ gst_gl_display_requestFBO (GstGLDisplay* display, gint width, gint height,
/* Called by gst_gl elements */
void
gst_gl_display_useFBO (GstGLDisplay* display, gint textureFBOWidth, gint textureFBOheight,
void
gst_gl_display_useFBO (GstGLDisplay* display, gint textureFBOWidth, gint textureFBOheight,
guint fbo, guint depthbuffer, guint textureFBO, GLCB cb,
guint inputTextureWidth, guint inputTextureHeight, guint inputTexture,
GLhandleARB handleShader)
@ -1482,8 +1485,8 @@ gst_gl_display_useFBO (GstGLDisplay* display, gint textureFBOWidth, gint texture
/* Called by gst_gl elements */
void
gst_gl_display_useFBO2 (GstGLDisplay* display, gint textureFBOWidth, gint textureFBOheight,
void
gst_gl_display_useFBO2 (GstGLDisplay* display, gint textureFBOWidth, gint textureFBOheight,
guint fbo, guint depthbuffer, guint textureFBO, GLCB2 cb2,
gpointer* p1, gpointer* p2)
{
@ -1501,8 +1504,8 @@ gst_gl_display_useFBO2 (GstGLDisplay* display, gint textureFBOWidth, gint textur
/* Called by gst_gl elements */
void
gst_gl_display_rejectFBO (GstGLDisplay* display, guint fbo,
void
gst_gl_display_rejectFBO (GstGLDisplay* display, guint fbo,
guint depthbuffer, guint texture)
{
gst_gl_display_lock (display);
@ -1516,7 +1519,7 @@ gst_gl_display_rejectFBO (GstGLDisplay* display, guint fbo,
/* Called by gst_gl elements */
void
void
gst_gl_display_initDonwloadFBO (GstGLDisplay* display, gint width, gint height)
{
gst_gl_display_lock (display);
@ -1529,7 +1532,7 @@ gst_gl_display_initDonwloadFBO (GstGLDisplay* display, gint width, gint height)
/* Called by gst_gl elements */
void
void
gst_gl_display_initShader (GstGLDisplay* display, gchar* textShader, GLhandleARB* handleShader)
{
gst_gl_display_lock (display);
@ -1542,7 +1545,7 @@ gst_gl_display_initShader (GstGLDisplay* display, gchar* textShader, GLhandleARB
/* Called by gst_gl elements */
void
void
gst_gl_display_destroyShader (GstGLDisplay* display, GLhandleARB shader)
{
gst_gl_display_lock (display);
@ -1554,7 +1557,7 @@ gst_gl_display_destroyShader (GstGLDisplay* display, GLhandleARB shader)
/* Called by gst_gl elements */
void
void
gst_gl_display_set_windowId (GstGLDisplay* display, gulong winId)
{
static gint glheight = 0;
@ -1575,8 +1578,8 @@ gst_gl_display_set_windowId (GstGLDisplay* display, gulong winId)
}
//init opengl context
gst_gl_display_initGLContext (display,
50, glheight++ * (display->glcontext_height+50) + 50,
gst_gl_display_initGLContext (display,
50, glheight++ * (display->glcontext_height+50) + 50,
display->glcontext_width, display->glcontext_height,
display->textureFBOWidth, display->textureFBOHeight,
winId,
@ -1584,13 +1587,13 @@ gst_gl_display_set_windowId (GstGLDisplay* display, gulong winId)
}
/* glutReshapeFunc callback */
void
/* glutReshapeFunc callback */
void
gst_gl_display_onReshape(gint width, gint height)
{
{
gint glutWinId = 0;
GstGLDisplay *display = NULL;
//retrieve the display associated to the glut context
glutWinId = glutGetWindow ();
display = g_hash_table_lookup (gst_gl_display_map, GINT_TO_POINTER (glutWinId));
@ -1601,7 +1604,7 @@ gst_gl_display_onReshape(gint width, gint height)
gst_gl_display_lock (display);
//check if a client reshape callback is registered
if (display->clientReshapeCallback)
if (display->clientReshapeCallback)
display->clientReshapeCallback(width, height);
//default reshape
@ -1609,31 +1612,31 @@ gst_gl_display_onReshape(gint width, gint height)
{
glViewport(0, 0, width, height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glLoadIdentity();
gluOrtho2D(0, width, 0, height);
glMatrixMode(GL_MODELVIEW);
}
gst_gl_display_unlock (display);
}
}
/* glutDisplayFunc callback */
/* glutDisplayFunc callback */
void gst_gl_display_draw(void)
{
gint glutWinId = 0;
GstGLDisplay *display = NULL;
//retrieve the display associated to the glut context
glutWinId = glutGetWindow ();
display = g_hash_table_lookup (gst_gl_display_map, GINT_TO_POINTER (glutWinId));
//glutGetWindow return 0 if no windows exists, then g_hash_table_lookup return NULL
if (display == NULL) return;
//lock the display because gstreamer elements
//lock the display because gstreamer elements
//(and so the main thread) may modify it
gst_gl_display_lock (display);
//check if video format has been setup
if (!display->displayedTexture)
{
@ -1641,19 +1644,19 @@ void gst_gl_display_draw(void)
return;
}
//opengl scene
//opengl scene
glUseProgramObjectARB (0);
glDisable (GL_TEXTURE_RECTANGLE_ARB);
glBindTexture (GL_TEXTURE_RECTANGLE_ARB, 0);
//check if a client draw callback is registered
if (display->clientDrawCallback)
if (display->clientDrawCallback)
{
gboolean doRedisplay =
gboolean doRedisplay =
display->clientDrawCallback(display->displayedTexture,
display->displayedTextureWidth, display->displayedTextureHeight);
glFlush();
glutSwapBuffers();
@ -1662,13 +1665,13 @@ void gst_gl_display_draw(void)
}
//default opengl scene
else
{
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glMatrixMode (GL_PROJECTION);
glLoadIdentity ();
glLoadIdentity ();
glBindTexture (GL_TEXTURE_RECTANGLE_ARB, display->displayedTexture);
glEnable (GL_TEXTURE_RECTANGLE_ARB);
@ -1694,19 +1697,19 @@ void gst_gl_display_draw(void)
}
/* glutCloseFunc callback */
/* glutCloseFunc callback */
void gst_gl_display_onClose (void)
{
gint glutWinId = 0;
GstGLDisplay* display = NULL;
//retrieve the display associated to the glut context
glutWinId = glutGetWindow ();
display = g_hash_table_lookup (gst_gl_display_map, GINT_TO_POINTER (glutWinId));
//glutGetWindow return 0 if no windows exists, then g_hash_table_lookup return NULL
if (display == NULL) return;
GST_DEBUG ("on close");
gst_gl_display_lock (display);
@ -1717,13 +1720,13 @@ void gst_gl_display_onClose (void)
/* called by gst_gl_display_glutPrepareTexture (in the glut thread) */
void gst_gl_display_make_texture (GstGLDisplay * display)
{
{
GstGLDisplayTex* tex = NULL;
//check if there is a tex available in the pool
if (g_queue_get_length (display->texturePool))
tex = g_queue_pop_head (display->texturePool);
//one tex is available
if (tex)
display->requestedTexture = tex->texture;
@ -1853,7 +1856,7 @@ gst_gl_display_fill_texture (GstGLDisplay * display)
gint offsetU = 0;
gint offsetV = 0;
switch (video_format)
switch (video_format)
{
case GST_VIDEO_FORMAT_I420:
offsetU = 1;
@ -1882,7 +1885,7 @@ gst_gl_display_fill_texture (GstGLDisplay * display)
GST_ROUND_UP_2 (width) / 2, GST_ROUND_UP_2 (height) / 2,
GL_LUMINANCE, GL_UNSIGNED_BYTE,
(guint8 *) data +
gst_video_format_get_component_offset (video_format, offsetV, width, height));
gst_video_format_get_component_offset (video_format, offsetV, width, height));
}
break;
default:
@ -1932,7 +1935,7 @@ gst_gl_display_draw_texture (GstGLDisplay* display)
{
glMatrixMode (GL_PROJECTION);
glLoadIdentity ();
glEnable(GL_TEXTURE_RECTANGLE_ARB);
glBindTexture (GL_TEXTURE_RECTANGLE_ARB, display->currentTexture);
glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
@ -1948,8 +1951,8 @@ gst_gl_display_draw_texture (GstGLDisplay* display)
{
gint i=0;
GLhandleARB GLSLProgram_YUY2_UYVY = 0;
switch (display->currentVideo_format)
switch (display->currentVideo_format)
{
case GST_VIDEO_FORMAT_YUY2:
GLSLProgram_YUY2_UYVY = display->GLSLProgram_YUY2;
@ -1965,7 +1968,7 @@ gst_gl_display_draw_texture (GstGLDisplay* display)
glMatrixMode (GL_PROJECTION);
glLoadIdentity ();
glActiveTextureARB(GL_TEXTURE1_ARB);
i = glGetUniformLocationARB (GLSLProgram_YUY2_UYVY, "UVtex");
glUniform1iARB (i, 1);
@ -1995,7 +1998,7 @@ gst_gl_display_draw_texture (GstGLDisplay* display)
glMatrixMode (GL_PROJECTION);
glLoadIdentity ();
glActiveTextureARB(GL_TEXTURE1_ARB);
i = glGetUniformLocationARB (display->GLSLProgram_I420_YV12, "Utex");
glUniform1iARB (i, 1);
@ -2090,7 +2093,7 @@ gst_gl_display_draw_graphic (GstGLDisplay* display)
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
gluPerspective(45, (gfloat)display->glcontext_width/(gfloat)display->glcontext_height, 0.1, 100);
gluPerspective(45, (gfloat)display->glcontext_width/(gfloat)display->glcontext_height, 0.1, 100);
//gluOrtho2D(0.0, display->glcontext_width, 0.0, display->glcontext_height);
glMatrixMode(GL_MODELVIEW);
@ -2105,7 +2108,7 @@ gst_gl_display_draw_graphic (GstGLDisplay* display)
//check if a client draw callback is registered
if (display->clientDrawCallback)
if (display->clientDrawCallback)
{
display->clientDrawCallback(display->recordedTexture,
display->recordedTextureWidth, display->recordedTextureHeight);
@ -2117,7 +2120,7 @@ gst_gl_display_draw_graphic (GstGLDisplay* display)
glBindTexture (GL_TEXTURE_RECTANGLE_ARB, display->recordedTexture);
glEnable (GL_TEXTURE_RECTANGLE_ARB);
glBegin (GL_QUADS);
glTexCoord2i (display->recordedTextureWidth, 0);
glVertex2f (1.0f, 1.0f);
@ -2152,12 +2155,12 @@ gst_gl_display_draw_graphic (GstGLDisplay* display)
void
gst_gl_display_fill_video (GstGLDisplay* display)
{
gint width = display->outputWidth;
gint height = display->outputHeight;
GstVideoFormat outputVideo_format = display->outputVideo_format;
gpointer data = display->outputData;
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, display->videoFBO);
glPushAttrib(GL_VIEWPORT_BIT);
@ -2179,15 +2182,15 @@ gst_gl_display_fill_video (GstGLDisplay* display)
case GST_VIDEO_FORMAT_BGRx:
case GST_VIDEO_FORMAT_xRGB:
case GST_VIDEO_FORMAT_xBGR:
{
{
glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);
glClearColor(0.0, 0.0, 0.0, 0.0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glMatrixMode (GL_PROJECTION);
glLoadIdentity ();
glBindTexture (GL_TEXTURE_RECTANGLE_ARB, display->graphicTexture);
glEnable(GL_TEXTURE_RECTANGLE_ARB);
}
@ -2198,8 +2201,8 @@ gst_gl_display_fill_video (GstGLDisplay* display)
{
gint i=0;
GLhandleARB GLSLProgram_to_YUY2_UYVY = 0;
switch (outputVideo_format)
switch (outputVideo_format)
{
case GST_VIDEO_FORMAT_YUY2:
GLSLProgram_to_YUY2_UYVY = display->GLSLProgram_to_YUY2;
@ -2209,7 +2212,7 @@ gst_gl_display_fill_video (GstGLDisplay* display)
break;
default:
g_assert_not_reached ();
}
}
glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);
@ -2232,9 +2235,9 @@ gst_gl_display_fill_video (GstGLDisplay* display)
case GST_VIDEO_FORMAT_YV12:
{
gint i=0;
glDrawBuffers(3, display->multipleRT);
glClearColor(0.0, 0.0, 0.0, 0.0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
@ -2289,7 +2292,7 @@ gst_gl_display_fill_video (GstGLDisplay* display)
glVertex2f (-1.0f, -1.0f);
glTexCoord2i (width, height);
glVertex2f (1.0f, -1.0f);
glEnd ();
glEnd ();
glDrawBuffer(GL_NONE);
@ -2339,7 +2342,7 @@ gst_gl_display_fill_video (GstGLDisplay* display)
gint offsetU = 0;
gint offsetV = 0;
switch (outputVideo_format)
switch (outputVideo_format)
{
case GST_VIDEO_FORMAT_I420:
offsetU = 1;
@ -2357,13 +2360,13 @@ gst_gl_display_fill_video (GstGLDisplay* display)
GL_UNSIGNED_BYTE, data);
glReadBuffer(GL_COLOR_ATTACHMENT1_EXT);
glReadPixels (0, 0, GST_ROUND_UP_2 (width) / 2, GST_ROUND_UP_2 (height) / 2,
glReadPixels (0, 0, GST_ROUND_UP_2 (width) / 2, GST_ROUND_UP_2 (height) / 2,
GL_LUMINANCE, GL_UNSIGNED_BYTE,
(guint8 *) data +
gst_video_format_get_component_offset (outputVideo_format, offsetU, width, height));
glReadBuffer(GL_COLOR_ATTACHMENT2_EXT);
glReadPixels (0, 0, GST_ROUND_UP_2 (width) / 2, GST_ROUND_UP_2 (height) / 2,
glReadPixels (0, 0, GST_ROUND_UP_2 (width) / 2, GST_ROUND_UP_2 (height) / 2,
GL_LUMINANCE, GL_UNSIGNED_BYTE,
(guint8 *) data +
gst_video_format_get_component_offset (outputVideo_format, offsetV, width, height));
@ -2380,11 +2383,11 @@ gst_gl_display_fill_video (GstGLDisplay* display)
/* called by gst_gl_display_glutCreateWindow (in the glut thread) */
GLhandleARB
gst_gl_display_loadGLSLprogram (gchar* textFProgram)
gst_gl_display_loadGLSLprogram (gchar* textFProgram)
{
GLhandleARB FHandle = 0;
GLhandleARB PHandle = 0;
gchar s[32768];
gchar s[32768];
gint i = 0;
//Set up program objects
@ -2413,7 +2416,7 @@ gst_gl_display_loadGLSLprogram (gchar* textFProgram)
/* Called by gst_gl_display_fill_video */
void
void
checkFramebufferStatus(void)
{
GLenum status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);