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docs/pwg/: Add as a placeholder for future filling-in.
Original commit message from CVS: 2004-01-27 Ronald Bultje <rbultje@ronald.bitfreak.net> * docs/pwg/advanced_interfaces.xml: * docs/pwg/pwg.xml: Add as a placeholder for future filling-in. * docs/pwg/basics_autoplugging.xml: * docs/pwg/basics_buffers.xml: * docs/pwg/basics_elements.xml: * docs/pwg/basics_events.xml: * docs/pwg/basics_plugins.xml: * docs/pwg/basics_types.xml: Remove, because unused (this is all in intro_basics.xml). * docs/pwg/building_signals.xml: Short intro to signals + reference to GObject docs - we really shouldn't go into these sort of things to deply because we don't use them that extensively anyway. * docs/pwg/building_state.xml: Explanation of states. Benjamin, please check. * docs/pwg/building_testapp.xml: Put everything in one page - putting only a few lines of content per page doesn't really make sense. Time to get into the advanced topics. ;).
This commit is contained in:
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12 changed files with 126 additions and 161 deletions
24
ChangeLog
24
ChangeLog
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@ -1,3 +1,27 @@
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2004-01-27 Ronald Bultje <rbultje@ronald.bitfreak.net>
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* docs/pwg/advanced_interfaces.xml:
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* docs/pwg/pwg.xml:
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Add as a placeholder for future filling-in.
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* docs/pwg/basics_autoplugging.xml:
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* docs/pwg/basics_buffers.xml:
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* docs/pwg/basics_elements.xml:
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* docs/pwg/basics_events.xml:
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* docs/pwg/basics_plugins.xml:
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* docs/pwg/basics_types.xml:
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Remove, because unused (this is all in intro_basics.xml).
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* docs/pwg/building_signals.xml:
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Short intro to signals + reference to GObject docs - we really
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shouldn't go into these sort of things to deply because we don't
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use them that extensively anyway.
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* docs/pwg/building_state.xml:
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Explanation of states. Benjamin, please check.
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* docs/pwg/building_testapp.xml:
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Put everything in one page - putting only a few lines of content
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per page doesn't really make sense.
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Time to get into the advanced topics. ;).
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2004-01-27 Ronald Bultje <rbultje@ronald.bitfreak.net>
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* docs/pwg/advanced_types.xml:
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6
docs/pwg/advanced-interfaces.xml
Normal file
6
docs/pwg/advanced-interfaces.xml
Normal file
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<chapter id="cha-advanced-interfaces">
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<title>Interfaces</title>
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<para>
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WRITEME
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</para>
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</chapter>
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@ -1,18 +0,0 @@
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<!-- ############ chapter ############# -->
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<chapter id="cha-autopluggers">
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<title>Autopluggers</title>
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<para>
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&GStreamer; has an autoplugging mechanism, which enables application writers
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to simply specify start and end elements for a path, and the system will
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then create a path which links these elements, in accordance with the type
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information provided by the elements.
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</para>
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<para>
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It is possible to devise many different schemes for generating such
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pathways, perhaps to optimise based on special criteria, or with some
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specific constraints. It is thus possible to define new autoplugging
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systems, using the plugin system.
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</para>
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</chapter>
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@ -1,32 +0,0 @@
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<!-- ############ chapter ############# -->
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<chapter id="cha-buffers">
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<title>Buffers</title>
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<para>
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Buffers are structures used to pass data between elements. All streams of
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data are chopped up into chunks which are stored in buffers. Buffers can be
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of any size, and also contain metadata indicating the type of data contained
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in them. Buffers can be allocated by various different schemes, and may
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either be passed on by elements or unreferenced (and the memory used by the
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buffer freed).
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</para>
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<sect1 id="sect1-buffers-anatomy">
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<title>Anatomy of a buffer</title>
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<para>
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</para>
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</sect1>
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<sect1 id="sect1-buffers-refcounts">
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<title>Refcounts and mutability</title>
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<para>
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</para>
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</sect1>
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<sect1 id="sect1-buffers-metadata">
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<title>Metadata</title>
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<para>
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</para>
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</sect1>
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</chapter>
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@ -1,39 +0,0 @@
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<!-- ############ chapter ############# -->
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<chapter id="cha-basics-elements">
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<title>Elements, Plugins, and Filters</title>
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<para>
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In the &GStreamer; framework, a <emphasis>plugin</emphasis> is a specific
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sort of code module that gets loaded when a program requests the
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functionality that the plugin provides. A plugin is essentially a shared
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code library.
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<emphasis>Filters</emphasis> are an
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important subset of plugins that process data, as opposed to producing or
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consuming data. (Producers and consumers of data are called
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<emphasis>source</emphasis> and <emphasis>sink</emphasis> plugins,
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respectively.)
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</para>
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<para>
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Elements are at the core of &GStreamer;. Without elements, &GStreamer; is
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just a bunch of pipe fittings with nothing to link. A large number of
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elements (filters, sources, and sinks) ship with &GStreamer;, but extra
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elements can also be written. The purpose of this guide is to help you
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learn to create new elements.
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</para>
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<para>
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An element may be constructed in several different ways, but all must
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conform to the same basic rules. This guide presents one basic way to build
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a filter elementA simple filter may be built with the
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FilterFactory, where the only code that need be written is the actual filter
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code. A more complex filter, or a source or sink, will need to be written
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out fully for complete access to the features and performance possible with
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&GStreamer;.
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</para>
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<para>
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The implementation of a new element will be contained in a plugin: a single
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plugin may contain the implementation of several elements, or just a single
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one.
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</para>
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</chapter>
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@ -1,8 +0,0 @@
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<!-- ############ chapter ############# -->
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<chapter id="cha-events">
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<title>Events</title>
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<para>
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</para>
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</chapter>
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@ -1,30 +0,0 @@
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<!-- ############ chapter ############# -->
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<chapter id="cha-plugins">
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<title>Plugins</title>
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<para>
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Extensions to &GStreamer; can be made using a plugin mechanism. This is used
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extensively in &GStreamer; even if only the standard package is being used:
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a few very basic functions reside in the core library, and all others are
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implemented in plugins.
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</para>
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<para>
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Plugins are only loaded when needed: a plugin registry is used to store the
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details of the plugins so that it is not neccessary to load all plugins to
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determine which are needed. This registry needs to be updated whenever a new
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plugin is added to the system: see the <emphasis>gst-register</emphasis>
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utility and the documentation in the &GstAppDevMan; for more details.
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</para>
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<para>
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User extensions to &GStreamer; can be installed in the main plugin
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directory, and will immediately be available for use in applications.
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<emphasis>gst-register</emphasis> should be run to update the repository:
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but the system should work correctly even if it hasn't been - it will just
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take longer to load the correct plugin.
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</para>
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<para>
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User specific plugin directories and registries will be available in future
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versions of &GStreamer;.
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</para>
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</chapter>
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<!-- ############ chapter ############# -->
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<chapter id="cha-typing">
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<title>Typing and Properties</title>
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<para>
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A type system is used to ensure that the data passed between elements is in
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a recognised format, and that the various parameters required to fully
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specify that format match up correctly. Each link that is made between
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elements has a specified type. This is related, but different, to the
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metadata in buffers which describes the type of data in that particular
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buffer. See the next chapter of this document for details of the available
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types.
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</para>
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</chapter>
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<chapter id="cha-building-signals">
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<title>Signals</title>
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<para>
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Define signals in enum.
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Signals can be used to notify applications of events specific to this
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object. Note, however, that the application needs to be aware of signals
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and their meaning, so if you're looking for a generic way for application-
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element interaction, signals are probably not what you're looking for. In
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many cases, however, signals can be very useful. See the GObject
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documentation for all internals about signals.
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</para>
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</chapter>
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What are states?
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</title>
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<para>
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A state describes whether the element instance is initialized, whether it
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is ready to transfer data and whether it is currently handling data. There
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are four states defined in &GStreamer;: <classname>GST_STATE_NULL</classname>,
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<classname>GST_STATE_READY</classname>, <classname>GST_STATE_PAUSED</classname>
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and <classname>GST_STATE_PLAYING</classname>.
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</para>
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<para>
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<classname>GST_STATE_NULL</classname> (from now on referred to as
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<quote>NULL</quote>) is the default state of an element. In this state, it
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has not allocated any runtime resources, it has not loaded any runtime
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libraries and it can obviously not handle data.
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</para>
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<para>
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<classname>GST_STATE_READY</classname> (from now on referred to as
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<quote>READY</quote>) is the next state that an element can be in. In the
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READY state, an element has all default resources (runtime-libraries,
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runtime-memory) allocated. However, it has not yet allocated or defined
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anything that is stream-specific. When going from NULL to READY state
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(<classname>GST_STATE_NULL_TO_READY</classname>), an element should
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allocate any non-stream-specific resources and should load runtime-loadable
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libraries (if any). When going the other way around (from READY to NULL,
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<classname>GST_STATE_READY_TO_NULL</classname>), an element should unload
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these libraries and free all allocated resources. Examples of such
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resources are hardware devices. Note that files are generally streams,
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and these should thus be considered as stream-specific resources; therefore,
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they should <emphasis>not</emphasis> be allocated in this state.
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</para>
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<para>
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<classname>GST_STATE_PAUSED</classname> (from now on referred to as
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<quote>PAUSED</quote>) is a state in which an element is by all means able
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to handle data; the only 'but' here is that it doesn't actually handle
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any data. When going from the READY state into the PAUSED state
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(<classname>GST_STATE_READY_TO_PAUSED</classname>), the element will
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usually not do anything at all: all stream-specific info is generally
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handled in the <function>_link ()</function>, which is called during caps
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negotiation. Exceptions to this rule are, for example, files: these are
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considered stream-specific data (since one file is one stream), and should
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thus be opened in this state change. When going from the PAUSED back to
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READY (<classname>GST_STATE_PAUSED_TO_READY</classname>), all
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stream-specific data should be discarded.
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</para>
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<para>
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<classname>GST_STATE_PLAYING</classname> (from now on referred to as
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<quote>PLAYING</quote>) is the highest state that an element can be in. It
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is similar to PAUSED, except that now, data is actually passing over the
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pipeline. The transition from PAUSED to PLAYING
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(<classname>GST_STATE_PAUSED_TO_PLAYING</classname>) should be as small
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as possible and would ideally cause no delay at all. The same goes for the
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reverse transition (<classname>GST_STATE_PLAYING_TO_PAUSED</classname>).
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</para>
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</chapter>
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<chapter id="cha-statemanage-filters">
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Mangaging filter state
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</title>
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<para>
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An element can be notified of state changes through a virtual function
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pointer. Inside this function, the element can initialize any sort of
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specific data needed by the element, and it can optionally fail to
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go from one state to another.
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</para>
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<programlisting>
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static GstElementStateReturn
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gst_my_filter_change_state (GstElement *element);
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static void
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gst_my_filter_class_init (GstMyFilterClass *klass)
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{
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GstElementClass *element_class = GST_ELEMENT_CLASS (klass);
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element_class->change_state = gst_my_filter_change_state;
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}
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static GstElementStateReturn
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gst_my_filter_change_state (GstElement *element)
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{
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GstMyFilter *filter = GST_MY_FILTER (element);
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switch (GST_STATE_TRANSITION (element)) {
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case GST_STATE_NULL_TO_READY:
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if (!gst_my_filter_allocate_memory (filter))
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return GST_STATE_FAILURE;
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break;
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case GST_STATE_READY_TO_NULL:
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gst_my_filter_free_memory (filter);
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break;
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default:
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break;
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}
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if (GST_ELEMENT_CLASS (parent_class)->change_state)
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return GST_ELEMENT_CLASS (parent_class)->change_state (element);
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return GST_STATE_SUCCESS;
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}
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</programlisting>
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</chapter>
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Manual</ulink>.
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</para>
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<sect1 id="cha-testapp-init" xreflabel="Initialization">
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<title>Initialization</title>
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<para>
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At the start, you need to initialize the &GStreamer; core library by
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calling <function>gst_init ()</function>. You can alternatively call
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a pointer to popt tables. You can then use libpopt to handle the
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given argument table, and this will finish the &GStreamer; intialization.
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</para>
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</sect1>
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<sect1 id="cha-testapp-inst" xreflabel="Instantiating the plugins">
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<title>Instantiating the plugins</title>
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<para>
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You can create elements using <function>gst_element_factory_make ()</function>,
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where the first argument is the element type that you want to create,
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(indeed, an eletric fence memory debugger wrapper element) to check
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for memory errors.
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</para>
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</sect1>
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<sect1 id="cha-testapp-link" xreflabel="Linking the plugins">
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<title>Linking the plugins</title>
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<para>
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During linking, your test application can use fixation or filtered caps
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as a way to drive a specific type of data to or from your element. This
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is a very simple and effective way of checking multiple types of input
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and output in your element.
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</para>
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</sect1>
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<sect1 id="cha-testapp-running" xreflabel="Running the pipeline">
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<title>Running the pipeline</title>
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<para>
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Running the pipeline happens through the <function>gst_bin_iterate ()</function>
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function. Note that during running, you should connect to at least the
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you should add events into the pipeline and make sure your plugin handles
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these correctly (with respect to clocking, internal caching, etc.).
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</para>
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</sect1>
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<sect1 id="cha-testapp-cleanup" xreflabel="Cleaning up the memory">
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<title>Cleaning up the memory</title>
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<para>
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Never forget to clean up memory in your plugin or your test application.
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When going to the NULL state, your element should clean up allocated
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possible support libraries. Your application should <function>unref ()</function>
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the pipeline and make sure it doesn't crash.
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</para>
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</sect1>
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<sect1 id="cha-testapp-all" xreflabel="Summary">
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<title>Summary</title>
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<programlisting>
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#include <gst/gst.h>
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return 0;
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}
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</programlisting>
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</sect1>
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</chapter>
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<!ENTITY ADVANCED_CLOCK SYSTEM "advanced_clock.xml">
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<!ENTITY ADVANCED_DPARAMS SYSTEM "advanced_dparams.xml">
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<!ENTITY ADVANCED_MIDI SYSTEM "advanced_midi.xml">
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<!ENTITY ADVANCED_INTERFACES SYSTEM "advanced_interfaces.xml">
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<!ENTITY OTHER_SOURCE SYSTEM "other_source.xml">
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<!ENTITY OTHER_SINK SYSTEM "other_sink.xml">
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&ADVANCED_CLOCK;
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&ADVANCED_DPARAMS;
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&ADVANCED_MIDI;
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&ADVANCED_INTERFACES;
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</part>
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<!-- ############ part ############# -->
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Reference in a new issue