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A generic interface proposal
Original commit message from CVS: A generic interface proposal
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INTERFACES & ELEMENTS
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---------------------
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1) Introduction
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===============
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Interfaces are descriptions on how to handle an object, without actually
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implementing the object. This allows for multiple objects to be instantiated
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based on this interface. Each of them can then be handled equally by an
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application.
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Glib, apparently (unchecked), has a way of creating interfaces, probably
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by means of a class struct without actually defining the object. The object,
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then, does not define a class and these two add up. Benjamin knows more
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about interfaces, I didn't study interfaces & glib too deeply, yet. I know
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them just from Java.
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Interfaces are cool! It allows for some sort of random element creation
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without needing to link to the implementation. This is similar to how
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GStreamer currently handles media plugins. GStreamer itself could be seen
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as an interface too, in that respect.
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2) So why do we need interfaces?
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================================
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Because GStreamer doesn't handle it all. GStreamer in itself is a media
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framework for streams of data from one element to the next. There's lots
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of things that's media-related, but not handled in this description.
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Several examples will probably clarify this: think of the Xvideo output
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plugin. We can create an overlay here (Xv-based), and we currently control
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this X-connection using glib properties. However, what property name is
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associated with what control? And does it work the same as v4lsrc's
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overlay image control?
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The same goes for a mixer, for image control, audio control, and probably
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a lot more. The general idea is simple: *this needs to be documented*.
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But properties aren't all - they simply cannot do this all. Some things
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cannot be described in a simple one-argument property thing. Of course,
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we could give a pointer to a struct as argument, but that's merely a hack
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and requires both plugin and app to know the ABI of the struct. This
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kills the whole idea of making the plugin independent of the app.
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In short: we want interfaces for this.
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3) How to integrate an interface in GStreamer
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=============================================
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Let us start with some starting point: an interface is associated
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with an element. It is a feature exported by that specific element,
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not by a pipeline or anything more complex. Pipelines are already
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handled just fine by GStreamer (or you wouldn't be reading all
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this).
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Obviously, a pipeline can be a fallback for an interface. Imagine
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that we're looking for an audio sink that exposes a mixer, but our
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fakesink audio output doesn't ("I wonder why"). We could then create
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a pipeline with the volume element in it to "fake" a mixer. Ideally,
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the volume element would implement a mixer itself.
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How are we going to do that in programmatic way? We currently use
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properties. Their huge advantage is that we do not need to care
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about adding new functions or whatever. Their disadvantage is that
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they're limited to one argument. Anything more complex requires
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app/plugin knowledge about the shared data, and that defeats the
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point of them: to have no dependency on each other. This could be
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solved partially by using action signals, but that makes the whole
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picture quite complex (since you use multiple methods for doing one
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simple thing). Also, they are quite slow compared to functions
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because of the table lookups. In short: it'd work, but I'm not in
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facour of it...
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OK, so an element exposes interfaces. This allows us to think of
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the idea of embedding interfaces (dynamically, of course) in the
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GstElement object. Think of an object being able to register an
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indefinate number of interfaces per object instance, and a client
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application could then enumerate interfaces and instantiate one.
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The API would then look like this:
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void gst_element_register_interface (GstElement *element,
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const gchar *name,
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GstInterfaceFunc func);
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const GList *gst_element_list_interfaces (GstElement *element);
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GstInterface *gst_element_get_interface (GstElement *element,
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const gchar *name);
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GstInterface is then a generic thing that is inherited by specific
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interfaces (see examples). Obviously, the client will need to know
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about the ABI/API of this struct, but that'll happen either way.
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Surely, there needs to binary linkage, but I don't consider that a
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bad thing. It does improve performance compared to action signals!
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So an element contains interfaces. But where are these interfaces
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described? And who creates them? I suggest that we do that just as
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we handle gstvideo and gstaudio right now (these libs do *nothing*
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useful currently, so this'd make them a lot more interesting).
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These interfaces inherit from GstInterface. The functions that
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are needed, can be provided through a class object. The element is
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then responsible for storing variables and so on. gstvideo/audio
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provides wrapper functions for the class functions.
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For the plugin, it's then as simple as can be. The class_init
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function sets the virtual functions in the interface class object,
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and the instance_init function registers the object per created
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element. The get_interface() handler refs this interface and
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returns it. The application unrefs it when it's done. The
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appropriate functions will be called by the application when it
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thinks it needs to. Perfectly simple!
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For applictions, it's even simpler. Request an interface and use
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it as documented. When you're done, unref it. It's just like
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elements: simple!
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So the most important part left is to document the interfaces
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and make sure all elements exporting them work equally. For this,
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I'll give two examples.
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4) Examples
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===========
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typedef struct _GstInterface {
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GObject object;
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} GstInterface;
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typedef struct _GstInterfaceClass {
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GObjectClass klass;
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} GstInterfaceClass;
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4a) mixer
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---------
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A mixer is a way of controlling volume and input/output channels.
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This doesn't mean that you control which channel is the subwoofer,
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all that is supposed to be done automatically. It is really meant
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as a way of representing system-level volumes and such. It could
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also be used to turn on/off certain outputs or inputs.
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As you've noticed, I'm not only talking about output, but also
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input. Indeed, I want both osssrc *and* osssink to export the
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same mixer interface! Or at least a very similar one. Volume
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control works the same for both. You could say that osssrc should
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enumerate the input channels (such as microphone, line-in). Of
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course, osssink should not. Or maybe it should, not sure...
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And alsasink would surely implement the same interface.
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/* This is confusing naming... (i.e. FIXME)
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* A channel is referred to both as the number of simultaneous
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* sounds the input can handle as well as the in-/output itself
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*/
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typedef struct _GstMixerChannel {
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gchar *label;
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gint current_num_channels,
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max_num_channels;
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} GstMixerChannel;
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typedef struct _GstMixer {
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GstInterface interface;
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} GstMixer;
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typedef struct _GstMixerClass {
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GstInterfaceClass klass;
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/* virtual functions */
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GList * (* list_channels) (GstMixer *mixer);
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void (* set_volume) (GstMixer *mixer,
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GstMixerChannel *channel,
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gint *volumes);
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void (* get_volume) (GstMixer *mixer,
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GstMixerChannel *channel,
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gint *volumes);
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void (* set_mute) (GstMixer *mixer,
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GstMixerChannel *channel,
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gboolean mute);
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gboolean (* get_mute) (GstMixer *mixer,
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GstMixerChannel *channel);
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} GstMixerClass;
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Name for in the element list: "mixer". Gstaudio provides wrapper
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functions for each of the class' virtual functions. Possibly also
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some macros for GST_MIXER_CHANNEL_HAS_FLAG () or _get_channel ().
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4b) overlay
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-----------
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Overlay is used in both in- and output, too. Think of v4lsrc,
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v4l2src, v4lmjpegsrc, xvideosink - all overlays. But where do
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we position the overlay window? Control of this can be done at
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various levels: locational control (over the server, asynchronous)
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or XID control (but that makes you depend on X and limits the
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ability to broaden it over to non-X elements such as fbsink).
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However, simplicity *is* an issue here. Do we really care about
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overlay? In the end, users will have to link against either FB
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or X anyway, so we might want to create separate interfaces for
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both. On the other hand, we want to be general too... This is a
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decision that we need to make as early as possible in this process.
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Let's assume that we take X as a basis. Then, overlay becomes as
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simple as one function. Possible extendible by providing inputs
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(like in the mixer) and norms, although that only applies to
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input-to-analog, not to-digital... Discussion needed here!
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typedef struct _GstOverlayChannel {
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gchar *label;
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} GstOverlayChannel;
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typedef struct _GstOverlayNorm {
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gchar *label;
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} GstOverlayNorm;
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typedef struct _GstOverlay {
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GstInterface interface;
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} GstOverlay;
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typedef struct _GstOverlayClass {
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GstInterfaceClass klass;
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/* virtual functions */
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GList * (* list_channels) (GstOverlay *overlay);
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void (* set_channel) (GstOverlay *overlay,
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GstOverlayChannel *channel);
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const gchar * (* get_channel) (GstOverlay *overlay);
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GList * (* list_norms) (GstOverlay *overlay);
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void (* set_norm) (GstOverlay *overlay,
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GstOverlayNorm *norm);
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const gchar * (* get_norm) (GstOverlay *overlay);
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void (* set_xwindowid) (GstOverlay *overlay,
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XWindowID xid);
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} GstOverlayClass;
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4c) user input
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--------------
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And yes, user input could be an interface too. Even better, it
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should definately be. And wasn't this one of our key issues for
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0.8.0?
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No code here. Go implement it, lazy ass!
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5) Status of this document
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==========================
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This is a proposal, nothing more. Nothing is implemented. Target
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release is 0.8.0 or any 0.7.x version.
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6) Copyright and blabla
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=======================
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(c) Ronald Bultje, 2003 <rbultje@ronald.bitfreak.net> under the
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terms of the GNU Free Documentation License. See http://www.gnu.org/
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for details.
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And no, I'm not for hire. ;).
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