[714/906] Add GstGLFramebuffer to replace _display_gen_fbo and friends

This version is simply API compatible with _display_gen_fbo.
The next version will likely revamp the API
This commit is contained in:
Matthew Waters 2013-06-16 20:44:47 +10:00 committed by Tim-Philipp Müller
parent d7f5cac7ce
commit 1c84c0fb96
5 changed files with 525 additions and 330 deletions

View file

@ -16,7 +16,8 @@ libgstgl_@GST_API_VERSION@_la_SOURCES = \
gstglwindow.c \
gstglapi.c \
gstglfeature.c \
gstglutils.c
gstglutils.c \
gstglframebuffer.c
libgstgl_@GST_API_VERSION@_la_LIBADD = \
$(GST_PLUGINS_BASE_LIBS) \
@ -61,7 +62,8 @@ libgstgl_@GST_API_VERSION@include_HEADERS = \
gstglupload.h \
gstglapi.h \
gstglfeature.h \
gstglutils.h
gstglutils.h \
gstglframebuffer.h
libgstgl_@GST_API_VERSION@_la_CFLAGS = \
$(GL_CFLAGS) \

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@ -0,0 +1,335 @@
/*
* GStreamer
* Copyright (C) 2013 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.
*/
#include "gstglframebuffer.h"
GST_DEBUG_CATEGORY_STATIC (gst_gl_framebuffer_debug);
#define GST_CAT_DEFAULT gst_gl_framebuffer_debug
#define DEBUG_INIT \
GST_DEBUG_CATEGORY_INIT (gst_gl_framebuffer_debug, "glframebuffer", 0, "GL Framebuffer");
G_DEFINE_TYPE_WITH_CODE (GstGLFramebuffer, gst_gl_framebuffer, G_TYPE_OBJECT,
DEBUG_INIT);
#define GST_GL_FRAMEBUFFER_GET_PRIVATE(o) \
(G_TYPE_INSTANCE_GET_PRIVATE((o), GST_TYPE_GL_FRAMEBUFFER, GstGLFramebufferPrivate))
static void gst_gl_framebuffer_finalize (GObject * object);
struct _GstGLFramebufferPrivate
{
gint width;
gint height;
guint fbo;
guint depth;
};
static void
gst_gl_framebuffer_class_init (GstGLFramebufferClass * klass)
{
g_type_class_add_private (klass, sizeof (GstGLFramebufferPrivate));
G_OBJECT_CLASS (klass)->finalize = gst_gl_framebuffer_finalize;
}
static void
gst_gl_framebuffer_init (GstGLFramebuffer * fbo)
{
fbo->priv = GST_GL_FRAMEBUFFER_GET_PRIVATE (fbo);
}
static void
gst_gl_framebuffer_finalize (GObject * object)
{
GstGLFramebuffer *fbo = GST_GL_FRAMEBUFFER (object);
if (fbo->display) {
gst_object_unref (fbo->display);
fbo->display = NULL;
}
G_OBJECT_CLASS (gst_gl_framebuffer_parent_class)->finalize (object);
}
GstGLFramebuffer *
gst_gl_framebuffer_new (GstGLDisplay * display)
{
GstGLFramebuffer *fbo = g_object_new (GST_TYPE_GL_FRAMEBUFFER, NULL);
fbo->display = gst_object_ref (display);
return fbo;
}
gboolean
gst_gl_framebuffer_generate (GstGLFramebuffer * frame, gint width, gint height,
guint * fbo, guint * depth)
{
GLuint fake_texture = 0;
const GstGLFuncs *gl;
g_return_val_if_fail (GST_IS_GL_FRAMEBUFFER (frame), FALSE);
g_return_val_if_fail (fbo != NULL && depth != NULL, FALSE);
g_return_val_if_fail (width > 0 && height > 0, FALSE);
gl = gst_gl_display_get_gl_vtable (frame->display);
GST_TRACE ("creating FBO dimensions:%ux%u", width, height);
if (!gl->GenFramebuffers) {
gst_gl_display_set_error (frame->display,
"Context, EXT_framebuffer_object not supported");
return FALSE;
}
/* setup FBO */
gl->GenFramebuffers (1, fbo);
gl->BindFramebuffer (GL_FRAMEBUFFER, *fbo);
/* setup the render buffer for depth */
gl->GenRenderbuffers (1, depth);
gl->BindRenderbuffer (GL_RENDERBUFFER, *depth);
if (gst_gl_display_get_gl_api (frame->display) & GST_GL_API_OPENGL) {
gl->RenderbufferStorage (GL_RENDERBUFFER, GL_DEPTH_COMPONENT,
width, height);
gl->RenderbufferStorage (GL_RENDERBUFFER, GL_DEPTH24_STENCIL8,
width, height);
}
if (gst_gl_display_get_gl_api (frame->display) & GST_GL_API_GLES2) {
gl->RenderbufferStorage (GL_RENDERBUFFER, GL_DEPTH_COMPONENT16,
width, height);
}
/* setup a texture to render to */
gl->GenTextures (1, &fake_texture);
gl->BindTexture (GL_TEXTURE_RECTANGLE_ARB, fake_texture);
gl->TexImage2D (GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA8,
width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
gl->TexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER,
GL_LINEAR);
gl->TexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER,
GL_LINEAR);
gl->TexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_S,
GL_CLAMP_TO_EDGE);
gl->TexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_T,
GL_CLAMP_TO_EDGE);
/* attach the texture to the FBO to renderer to */
gl->FramebufferTexture2D (GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
GL_TEXTURE_RECTANGLE_ARB, fake_texture, 0);
/* attach the depth render buffer to the FBO */
gl->FramebufferRenderbuffer (GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
GL_RENDERBUFFER, *depth);
if (gst_gl_display_get_gl_api (frame->display) & GST_GL_API_OPENGL) {
gl->FramebufferRenderbuffer (GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT,
GL_RENDERBUFFER, *depth);
}
if (gl->CheckFramebufferStatus (GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
gst_gl_display_set_error (frame->display,
"GL framebuffer status incomplete");
return FALSE;
}
/* unbind the FBO */
gl->BindFramebuffer (GL_FRAMEBUFFER, 0);
gl->DeleteTextures (1, &fake_texture);
return TRUE;
}
gboolean
gst_gl_framebuffer_use (GstGLFramebuffer * frame, gint texture_fbo_width,
gint texture_fbo_height, GLuint fbo, GLuint depth_buffer,
GLuint texture_fbo, GLCB cb, gint input_tex_width,
gint input_tex_height, GLuint input_tex, gdouble proj_param1,
gdouble proj_param2, gdouble proj_param3, gdouble proj_param4,
GstGLDisplayProjection projection, gpointer stuff)
{
const GstGLFuncs *gl;
#if GST_GL_HAVE_GLES2
GLint viewport_dim[4];
#endif
g_return_val_if_fail (GST_IS_GL_FRAMEBUFFER (frame), FALSE);
g_return_val_if_fail (input_tex_width > 0 && input_tex_height > 0, FALSE);
g_return_val_if_fail (texture_fbo_width > 0 && texture_fbo_height > 0, FALSE);
g_return_val_if_fail (input_tex != 0, FALSE);
g_return_val_if_fail (fbo != 0, FALSE);
g_return_val_if_fail (texture_fbo != 0, FALSE);
g_return_val_if_fail (cb != NULL, FALSE);
gl = frame->display->gl_vtable;
GST_TRACE ("Binding v1 FBO %u dimensions:%ux%u with texture:%u "
"dimensions:%ux%u", fbo, texture_fbo_width,
texture_fbo_height, texture_fbo, input_tex_width, input_tex_height);
gl->BindFramebuffer (GL_FRAMEBUFFER, fbo);
/*setup a texture to render to */
gl->BindTexture (GL_TEXTURE_RECTANGLE_ARB, texture_fbo);
/* attach the texture to the FBO to renderer to */
gl->FramebufferTexture2D (GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
GL_TEXTURE_RECTANGLE_ARB, texture_fbo, 0);
gst_gl_display_clear_shader (frame->display);
#if GST_GL_HAVE_OPENGL
if (gst_gl_display_get_gl_api (frame->display) & GST_GL_API_OPENGL) {
gl->PushAttrib (GL_VIEWPORT_BIT);
gl->MatrixMode (GL_PROJECTION);
gl->PushMatrix ();
gl->LoadIdentity ();
switch (projection) {
case GST_GL_DISPLAY_PROJECTION_ORTHO2D:
gluOrtho2D (proj_param1, proj_param2, proj_param3, proj_param4);
break;
case GST_GL_DISPLAY_PROJECTION_PERSPECTIVE:
gluPerspective (proj_param1, proj_param2, proj_param3, proj_param4);
break;
default:
gst_gl_display_set_error (frame->display, "Unknow fbo projection %d",
projection);
}
gl->MatrixMode (GL_MODELVIEW);
gl->PushMatrix ();
gl->LoadIdentity ();
}
#endif
#if GST_GL_HAVE_GLES2
if (gst_gl_display_get_gl_api (frame->display) & GST_GL_API_GLES2)
gl->GetIntegerv (GL_VIEWPORT, viewport_dim);
#endif
gl->Viewport (0, 0, texture_fbo_width, texture_fbo_height);
#if GST_GL_HAVE_OPENGL
if (gst_gl_display_get_gl_api (frame->display) & GST_GL_API_OPENGL) {
const GLenum rt[] = { GL_COLOR_ATTACHMENT0 };
gl->DrawBuffers (1, rt);
}
#endif
gl->ClearColor (0.0, 0.0, 0.0, 0.0);
gl->Clear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
cb (input_tex_width, input_tex_height, input_tex, stuff);
#if GST_GL_HAVE_OPENGL
if (gst_gl_display_get_gl_api (frame->display) & GST_GL_API_OPENGL) {
const GLenum rt[] = { GL_NONE };
gl->DrawBuffers (1, rt);
gl->MatrixMode (GL_PROJECTION);
gl->PopMatrix ();
gl->MatrixMode (GL_MODELVIEW);
gl->PopMatrix ();
gl->PopAttrib ();
}
#endif
#if GST_GL_HAVE_GLES2
if (gst_gl_display_get_gl_api (frame->display) & GST_GL_API_GLES2) {
gl->Viewport (viewport_dim[0], viewport_dim[1], viewport_dim[2],
viewport_dim[3]);
}
#endif
gl->BindFramebuffer (GL_FRAMEBUFFER, 0);
return TRUE;
}
gboolean
gst_gl_framebuffer_use_v2 (GstGLFramebuffer * frame, gint texture_fbo_width,
gint texture_fbo_height, GLuint fbo, GLuint depth_buffer,
GLuint texture_fbo, GLCB_V2 cb, gpointer stuff)
{
const GstGLFuncs *gl;
GLint viewport_dim[4];
g_return_val_if_fail (GST_IS_GL_FRAMEBUFFER (frame), FALSE);
g_return_val_if_fail (texture_fbo_width > 0 && texture_fbo_height > 0, FALSE);
g_return_val_if_fail (fbo != 0, FALSE);
g_return_val_if_fail (texture_fbo != 0, FALSE);
g_return_val_if_fail (cb != NULL, FALSE);
gl = frame->display->gl_vtable;
GST_TRACE ("Binding v2 FBO %u dimensions:%ux%u with texture:%u ",
fbo, texture_fbo_width, texture_fbo_height, texture_fbo);
gl->BindFramebuffer (GL_FRAMEBUFFER, fbo);
/* setup a texture to render to */
gl->BindTexture (GL_TEXTURE_RECTANGLE_ARB, texture_fbo);
/* attach the texture to the FBO to renderer to */
gl->FramebufferTexture2D (GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
GL_TEXTURE_RECTANGLE_ARB, texture_fbo, 0);
gl->GetIntegerv (GL_VIEWPORT, viewport_dim);
gl->Viewport (0, 0, texture_fbo_width, texture_fbo_height);
gl->DrawBuffer (GL_COLOR_ATTACHMENT0);
gl->ClearColor (0.0, 0.0, 0.0, 0.0);
gl->Clear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
/* the opengl scene */
cb (stuff);
gl->DrawBuffer (GL_NONE);
gl->Viewport (viewport_dim[0], viewport_dim[1],
viewport_dim[2], viewport_dim[3]);
gl->BindFramebuffer (GL_FRAMEBUFFER, 0);
return TRUE;
}
void
gst_gl_framebuffer_delete (GstGLFramebuffer * frame, guint fbo, guint depth)
{
const GstGLFuncs *gl;
g_return_if_fail (GST_IS_GL_FRAMEBUFFER (frame));
gl = frame->display->gl_vtable;
GST_TRACE ("Deleting FBO %u", fbo);
if (fbo) {
gl->DeleteFramebuffers (1, &fbo);
}
if (depth) {
gl->DeleteRenderbuffers (1, &depth);
}
}

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@ -0,0 +1,76 @@
/*
* GStreamer
* Copyright (C) 2013 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.
*/
#ifndef __GST_GL_FRAMEBUFFER_H__
#define __GST_GL_FRAMEBUFFER_H__
#include "gstgldisplay.h"
G_BEGIN_DECLS
GType gst_gl_framebuffer_get_type (void);
#define GST_TYPE_GL_FRAMEBUFFER (gst_gl_framebuffer_get_type())
#define GST_GL_FRAMEBUFFER(obj) (G_TYPE_CHECK_INSTANCE_CAST((obj),GST_TYPE_GL_FRAMEBUFFER,GstGLFramebuffer))
#define GST_GL_FRAMEBUFFER_CLASS(klass) (G_TYPE_CHECK_CLASS_CAST((klass), GST_TYPE_GL_FRAMEBUFFER,GstGLFramebufferClass))
#define GST_IS_GL_FRAMEBUFFER(obj) (G_TYPE_CHECK_INSTANCE_TYPE((obj),GST_TYPE_GL_FRAMEBUFFER))
#define GST_IS_GL_FRAMEBUFFER_CLASS(klass) (G_TYPE_CHECK_CLASS_TYPE((klass), GST_TYPE_GL_FRAMEBUFFER))
#define GST_GL_FRAMEBUFFER_CAST(obj) ((GstGLFramebuffer*)(obj))
typedef struct _GstGLFramebuffer GstGLFramebuffer;
typedef struct _GstGLFramebufferClass GstGLFramebufferClass;
typedef struct _GstGLFramebufferPrivate GstGLFramebufferPrivate;
struct _GstGLFramebuffer
{
GObject object;
/* <private> */
GstGLDisplay *display;
GstGLFramebufferPrivate *priv;
};
struct _GstGLFramebufferClass
{
GObjectClass object_class;
};
GstGLFramebuffer *gst_gl_framebuffer_new (GstGLDisplay *display);
gboolean gst_gl_framebuffer_generate (GstGLFramebuffer *frame, gint width, gint height,
guint * fbo, guint * depthbuffer);
gboolean gst_gl_framebuffer_use (GstGLFramebuffer * frame, gint texture_fbo_width,
gint texture_fbo_height, GLuint fbo, GLuint depth_buffer,
GLuint texture_fbo, GLCB cb, gint input_tex_width,
gint input_tex_height, GLuint input_tex, gdouble proj_param1,
gdouble proj_param2, gdouble proj_param3, gdouble proj_param4,
GstGLDisplayProjection projection, gpointer stuff);
gboolean gst_gl_framebuffer_use_v2 (GstGLFramebuffer * frame, gint texture_fbo_width,
gint texture_fbo_height, GLuint fbo, GLuint depth_buffer,
GLuint texture_fbo, GLCB_V2 cb, gpointer stuff);
void gst_gl_framebuffer_delete (GstGLFramebuffer *frame, guint fbo, guint depth);
G_END_DECLS
#endif

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@ -24,6 +24,7 @@
#include "gstglutils.h"
#include "gstglfeature.h"
#include "gstglframebuffer.h"
#ifndef GL_FRAMEBUFFER_UNDEFINED
#define GL_FRAMEBUFFER_UNDEFINED 0x8219
@ -54,44 +55,12 @@ static GstVideoFormat gen_texture_video_format;
static GLuint *del_texture;
/* filter gen fbo */
static GLuint gen_fbo_width;
static GLuint gen_fbo_height;
static GLuint generated_fbo;
static GLuint generated_depth_buffer;
/* filter use fbo */
static GLuint use_fbo;
static GLuint use_depth_buffer;
static GLuint use_fbo_texture;
static GLuint use_fbo_width;
static GLuint use_fbo_height;
static GLCB use_fbo_scene_cb;
static GLCB_V2 use_fbo_scene_cb_v2;
static gdouble use_fbo_proj_param1;
static gdouble use_fbo_proj_param2;
static gdouble use_fbo_proj_param3;
static gdouble use_fbo_proj_param4;
static GstGLDisplayProjection use_fbo_projection;
static gpointer *use_fbo_stuff;
static GLuint input_texture_width;
static GLuint input_texture_height;
static GLuint input_texture;
/* filter del fbo */
static GLuint del_fbo;
static GLuint del_depth_buffer;
/* action gen and del shader */
static const gchar *gen_shader_fragment_source;
static const gchar *gen_shader_vertex_source;
static GstGLShader *gen_shader;
static GstGLShader *del_shader;
static void _gen_fbo (GstGLDisplay * display);
static void _use_fbo (GstGLDisplay * display);
static void _use_fbo_v2 (GstGLDisplay * display);
static void _del_fbo (GstGLDisplay * display);
static void _gen_shader (GstGLDisplay * display);
static void _del_shader (GstGLDisplay * display);
@ -298,32 +267,65 @@ gst_gl_display_del_texture (GstGLDisplay * display, GLuint * pTexture)
gst_gl_display_unlock (display);
}
typedef struct _GenFBO
{
GstGLFramebuffer *frame;
gint width, height;
GLuint *fbo, *depth;
} GenFBO;
static void
_gen_fbo (GstGLDisplay * display, GenFBO * data)
{
gst_gl_framebuffer_generate (data->frame, data->width, data->height,
data->fbo, data->depth);
}
gboolean
gst_gl_display_gen_fbo (GstGLDisplay * display, gint width, gint height,
GLuint * fbo, GLuint * depthbuffer)
{
gboolean alive = FALSE;
GstGLWindow *window;
GstGLFramebuffer *frame = gst_gl_framebuffer_new (display);
gst_gl_display_lock (display);
GenFBO data = { frame, width, height, fbo, depthbuffer };
window = gst_gl_display_get_window_unlocked (display);
gst_gl_display_thread_add (display, (GstGLDisplayThreadFunc) _gen_fbo, &data);
if (gst_gl_window_is_running (window)) {
gen_fbo_width = width;
gen_fbo_height = height;
gst_gl_window_send_message (window, GST_GL_WINDOW_CB (_gen_fbo), display);
*fbo = generated_fbo;
*depthbuffer = generated_depth_buffer;
}
alive = gst_gl_window_is_running (window);
gst_object_unref (frame);
gst_object_unref (window);
gst_gl_display_unlock (display);
return alive;
return TRUE;
}
typedef struct _UseFBO
{
GstGLFramebuffer *frame;
gint texture_fbo_width;
gint texture_fbo_height;
GLuint fbo;
GLuint depth_buffer;
GLuint texture_fbo;
GLCB cb;
gint input_tex_width;
gint input_tex_height;
GLuint input_tex;
gdouble proj_param1;
gdouble proj_param2;
gdouble proj_param3;
gdouble proj_param4;
GstGLDisplayProjection projection;
gpointer stuff;
} UseFBO;
static void
_use_fbo (GstGLDisplay * display, UseFBO * data)
{
gst_gl_framebuffer_use (data->frame, data->texture_fbo_width,
data->texture_fbo_height, data->fbo, data->depth_buffer,
data->texture_fbo, data->cb, data->input_tex_width,
data->input_tex_height, data->input_tex, data->proj_param1,
data->proj_param2, data->proj_param3, data->proj_param4, data->projection,
data->stuff);
}
/* Called by glfilter */
/* this function really has to be simplified... do we really need to
@ -339,87 +341,88 @@ gst_gl_display_use_fbo (GstGLDisplay * display, gint texture_fbo_width,
GLuint texture_fbo, GLCB cb, gint input_tex_width,
gint input_tex_height, GLuint input_tex, gdouble proj_param1,
gdouble proj_param2, gdouble proj_param3, gdouble proj_param4,
GstGLDisplayProjection projection, gpointer * stuff)
GstGLDisplayProjection projection, gpointer stuff)
{
gboolean alive;
GstGLWindow *window;
GstGLFramebuffer *frame = gst_gl_framebuffer_new (display);
gst_gl_display_lock (display);
UseFBO data =
{ frame, texture_fbo_width, texture_fbo_height, fbo, depth_buffer,
texture_fbo, cb, input_tex_width, input_tex_height, input_tex,
proj_param1, proj_param2, proj_param3, proj_param4, projection, stuff
};
window = gst_gl_display_get_window_unlocked (display);
if (gst_gl_window_is_running (window)) {
use_fbo = fbo;
use_depth_buffer = depth_buffer;
use_fbo_texture = texture_fbo;
use_fbo_width = texture_fbo_width;
use_fbo_height = texture_fbo_height;
use_fbo_scene_cb = cb;
use_fbo_proj_param1 = proj_param1;
use_fbo_proj_param2 = proj_param2;
use_fbo_proj_param3 = proj_param3;
use_fbo_proj_param4 = proj_param4;
use_fbo_projection = projection;
use_fbo_stuff = stuff;
input_texture_width = input_tex_width;
input_texture_height = input_tex_height;
input_texture = input_tex;
gst_gl_window_send_message (window, GST_GL_WINDOW_CB (_use_fbo), display);
}
alive = gst_gl_window_is_running (window);
gst_gl_display_thread_add (display, (GstGLDisplayThreadFunc) _use_fbo, &data);
gst_object_unref (window);
gst_gl_display_unlock (display);
gst_object_unref (frame);
return alive;
return TRUE;
}
typedef struct _UseFBO2
{
GstGLFramebuffer *frame;
gint texture_fbo_width;
gint texture_fbo_height;
GLuint fbo;
GLuint depth_buffer;
GLuint texture_fbo;
GLCB_V2 cb;
gpointer stuff;
} UseFBO2;
static void
_use_fbo_v2 (GstGLDisplay * display, UseFBO2 * data)
{
gst_gl_framebuffer_use_v2 (data->frame, data->texture_fbo_width,
data->texture_fbo_height, data->fbo, data->depth_buffer,
data->texture_fbo, data->cb, data->stuff);
}
gboolean
gst_gl_display_use_fbo_v2 (GstGLDisplay * display, gint texture_fbo_width,
gint texture_fbo_height, GLuint fbo, GLuint depth_buffer,
GLuint texture_fbo, GLCB_V2 cb, gpointer * stuff)
GLuint texture_fbo, GLCB_V2 cb, gpointer stuff)
{
gboolean alive;
GstGLWindow *window;
GstGLFramebuffer *frame = gst_gl_framebuffer_new (display);
gst_gl_display_lock (display);
UseFBO2 data =
{ frame, texture_fbo_width, texture_fbo_height, fbo, depth_buffer,
texture_fbo, cb, stuff
};
window = gst_gl_display_get_window_unlocked (display);
if (gst_gl_window_is_running (window)) {
use_fbo = fbo;
use_depth_buffer = depth_buffer;
use_fbo_texture = texture_fbo;
use_fbo_width = texture_fbo_width;
use_fbo_height = texture_fbo_height;
use_fbo_scene_cb_v2 = cb;
use_fbo_stuff = stuff;
gst_gl_window_send_message (window,
GST_GL_WINDOW_CB (_use_fbo_v2), display);
}
alive = gst_gl_window_is_running (window);
gst_gl_display_thread_add (display, (GstGLDisplayThreadFunc) _use_fbo_v2,
&data);
gst_object_unref (window);
gst_gl_display_unlock (display);
gst_object_unref (frame);
return alive;
return TRUE;
}
typedef struct _DelFBO
{
GstGLFramebuffer *frame;
GLuint fbo;
GLuint depth;
} DelFBO;
/* Called in the gl thread */
static void
_del_fbo (GstGLDisplay * display, DelFBO * data)
{
gst_gl_framebuffer_delete (data->frame, data->fbo, data->depth);
}
/* Called by gltestsrc and glfilter */
void
gst_gl_display_del_fbo (GstGLDisplay * display, GLuint fbo, GLuint depth_buffer)
{
GstGLWindow *window;
GstGLFramebuffer *frame = gst_gl_framebuffer_new (display);
gst_gl_display_lock (display);
DelFBO data = { frame, fbo, depth_buffer };
window = gst_gl_display_get_window_unlocked (display);
if (gst_gl_window_is_running (window)) {
del_fbo = fbo;
del_depth_buffer = depth_buffer;
gst_gl_window_send_message (window, GST_GL_WINDOW_CB (_del_fbo), display);
}
gst_gl_display_thread_add (display, (GstGLDisplayThreadFunc) _del_fbo, &data);
gst_object_unref (window);
gst_gl_display_unlock (display);
gst_object_unref (frame);
}
@ -494,227 +497,6 @@ gst_gl_display_del_shader (GstGLDisplay * display, GstGLShader * shader)
gst_gl_display_unlock (display);
}
void
_gen_fbo (GstGLDisplay * display)
{
/* a texture must be attached to the FBO */
const GstGLFuncs *gl = display->gl_vtable;
GLuint fake_texture = 0;
GST_TRACE ("creating FBO dimensions:%ux%u", gen_fbo_width, gen_fbo_height);
/* -- generate frame buffer object */
if (!gl->GenFramebuffers) {
gst_gl_display_set_error (display,
"Context, EXT_framebuffer_object not supported");
return;
}
/* setup FBO */
gl->GenFramebuffers (1, &generated_fbo);
gl->BindFramebuffer (GL_FRAMEBUFFER, generated_fbo);
/* setup the render buffer for depth */
gl->GenRenderbuffers (1, &generated_depth_buffer);
gl->BindRenderbuffer (GL_RENDERBUFFER, generated_depth_buffer);
if (USING_OPENGL (display)) {
gl->RenderbufferStorage (GL_RENDERBUFFER, GL_DEPTH_COMPONENT,
gen_fbo_width, gen_fbo_height);
gl->RenderbufferStorage (GL_RENDERBUFFER, GL_DEPTH24_STENCIL8,
gen_fbo_width, gen_fbo_height);
}
if (USING_GLES2 (display)) {
gl->RenderbufferStorage (GL_RENDERBUFFER, GL_DEPTH_COMPONENT16,
gen_fbo_width, gen_fbo_height);
}
/* setup a texture to render to */
gl->GenTextures (1, &fake_texture);
gl->BindTexture (GL_TEXTURE_RECTANGLE_ARB, fake_texture);
gl->TexImage2D (GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA8,
gen_fbo_width, gen_fbo_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
gl->TexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER,
GL_LINEAR);
gl->TexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER,
GL_LINEAR);
gl->TexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_S,
GL_CLAMP_TO_EDGE);
gl->TexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_T,
GL_CLAMP_TO_EDGE);
/* attach the texture to the FBO to renderer to */
gl->FramebufferTexture2D (GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
GL_TEXTURE_RECTANGLE_ARB, fake_texture, 0);
/* attach the depth render buffer to the FBO */
gl->FramebufferRenderbuffer (GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
GL_RENDERBUFFER, generated_depth_buffer);
if (USING_OPENGL (display)) {
gl->FramebufferRenderbuffer (GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT,
GL_RENDERBUFFER, generated_depth_buffer);
}
if (gl->CheckFramebufferStatus (GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
gst_gl_display_set_error (display, "GL framebuffer status incomplete");
/* unbind the FBO */
gl->BindFramebuffer (GL_FRAMEBUFFER, 0);
gl->DeleteTextures (1, &fake_texture);
}
static void
_use_fbo (GstGLDisplay * display)
{
const GstGLFuncs *gl = display->gl_vtable;
#if GST_GL_HAVE_GLES2
GLint viewport_dim[4];
#endif
GST_TRACE ("Binding v1 FBO %u dimensions:%ux%u with texture:%u "
"dimensions:%ux%u", use_fbo, use_fbo_width,
use_fbo_height, use_fbo_texture,
input_texture_width, input_texture_height);
gl->BindFramebuffer (GL_FRAMEBUFFER, use_fbo);
/*setup a texture to render to */
gl->BindTexture (GL_TEXTURE_RECTANGLE_ARB, use_fbo_texture);
/* attach the texture to the FBO to renderer to */
gl->FramebufferTexture2D (GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
GL_TEXTURE_RECTANGLE_ARB, use_fbo_texture, 0);
gst_gl_display_clear_shader (display);
#if GST_GL_HAVE_OPENGL
if (USING_OPENGL (display)) {
gl->PushAttrib (GL_VIEWPORT_BIT);
gl->MatrixMode (GL_PROJECTION);
gl->PushMatrix ();
gl->LoadIdentity ();
switch (use_fbo_projection) {
case GST_GL_DISPLAY_PROJECTION_ORTHO2D:
gluOrtho2D (use_fbo_proj_param1,
use_fbo_proj_param2, use_fbo_proj_param3, use_fbo_proj_param4);
break;
case GST_GL_DISPLAY_PROJECTION_PERSPECTIVE:
gluPerspective (use_fbo_proj_param1,
use_fbo_proj_param2, use_fbo_proj_param3, use_fbo_proj_param4);
break;
default:
gst_gl_display_set_error (display, "Unknow fbo projection %d",
use_fbo_projection);
}
gl->MatrixMode (GL_MODELVIEW);
gl->PushMatrix ();
gl->LoadIdentity ();
}
#endif
#if GST_GL_HAVE_GLES2
if (USING_GLES2 (display))
gl->GetIntegerv (GL_VIEWPORT, viewport_dim);
#endif
gl->Viewport (0, 0, use_fbo_width, use_fbo_height);
#if GST_GL_HAVE_OPENGL
if (USING_OPENGL (display)) {
const GLenum rt[] = { GL_COLOR_ATTACHMENT0 };
gl->DrawBuffers (1, rt);
}
#endif
gl->ClearColor (0.0, 0.0, 0.0, 0.0);
gl->Clear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
use_fbo_scene_cb (input_texture_width,
input_texture_height, input_texture, use_fbo_stuff);
#if GST_GL_HAVE_OPENGL
if (USING_OPENGL (display)) {
const GLenum rt[] = { GL_NONE };
gl->DrawBuffers (1, rt);
gl->MatrixMode (GL_PROJECTION);
gl->PopMatrix ();
gl->MatrixMode (GL_MODELVIEW);
gl->PopMatrix ();
gl->PopAttrib ();
}
#endif
#if GST_GL_HAVE_GLES2
if (USING_GLES2 (display)) {
gl->Viewport (viewport_dim[0], viewport_dim[1], viewport_dim[2],
viewport_dim[3]);
}
#endif
gl->BindFramebuffer (GL_FRAMEBUFFER, 0);
}
/* Called in a gl thread
* Need full shader support */
static void
_use_fbo_v2 (GstGLDisplay * display)
{
const GstGLFuncs *gl = display->gl_vtable;
GLint viewport_dim[4];
GST_TRACE ("Binding v2 FBO %u dimensions:%ux%u with texture:%u ",
use_fbo, use_fbo_width, use_fbo_height, use_fbo_texture);
gl->BindFramebuffer (GL_FRAMEBUFFER, use_fbo);
/* setup a texture to render to */
gl->BindTexture (GL_TEXTURE_RECTANGLE_ARB, use_fbo_texture);
/* attach the texture to the FBO to renderer to */
gl->FramebufferTexture2D (GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
GL_TEXTURE_RECTANGLE_ARB, use_fbo_texture, 0);
gl->GetIntegerv (GL_VIEWPORT, viewport_dim);
gl->Viewport (0, 0, use_fbo_width, use_fbo_height);
gl->DrawBuffer (GL_COLOR_ATTACHMENT0);
gl->ClearColor (0.0, 0.0, 0.0, 0.0);
gl->Clear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
/* the opengl scene */
use_fbo_scene_cb_v2 (use_fbo_stuff);
gl->DrawBuffer (GL_NONE);
gl->Viewport (viewport_dim[0], viewport_dim[1],
viewport_dim[2], viewport_dim[3]);
gl->BindFramebuffer (GL_FRAMEBUFFER, 0);
}
/* Called in the gl thread */
static void
_del_fbo (GstGLDisplay * display)
{
const GstGLFuncs *gl = display->gl_vtable;
GST_TRACE ("Deleting FBO %u", del_fbo);
if (del_fbo) {
gl->DeleteFramebuffers (1, &del_fbo);
del_fbo = 0;
}
if (del_depth_buffer) {
gl->DeleteRenderbuffers (1, &del_depth_buffer);
del_depth_buffer = 0;
}
}
/* Called in the gl thread */
static void
_gen_shader (GstGLDisplay * display)

View file

@ -91,10 +91,10 @@ gboolean gst_gl_display_use_fbo (GstGLDisplay * display, gint texture_fbo_width,
GLuint texture_fbo, GLCB cb, gint input_texture_width,
gint input_texture_height, GLuint input_texture, gdouble proj_param1,
gdouble proj_param2, gdouble proj_param3, gdouble proj_param4,
GstGLDisplayProjection projection, gpointer * stuff);
GstGLDisplayProjection projection, gpointer stuff);
gboolean gst_gl_display_use_fbo_v2 (GstGLDisplay * display, gint texture_fbo_width,
gint texture_fbo_height, GLuint fbo, GLuint depth_buffer,
GLuint texture_fbo, GLCB_V2 cb, gpointer * stuff);
GLuint texture_fbo, GLCB_V2 cb, gpointer stuff);
void gst_gl_display_del_fbo (GstGLDisplay * display, GLuint fbo,
GLuint depth_buffer);