[338/906] Use GQueue in the cluttershare example

This commit is contained in:
Julien Isorce 2009-05-02 14:27:23 +02:00 committed by Matthew Waters
parent 58e392f129
commit af48769e8d

View file

@ -101,12 +101,12 @@ setup_stage (ClutterStage * stage)
gboolean
update_texture_actor (gpointer data)
{
GstGLBuffer *gst_gl_buf = (GstGLBuffer *) data;
ClutterTexture *texture_actor = (ClutterTexture *) data;
GQueue *queue_input_buf = g_object_get_data (G_OBJECT (texture_actor), "queue_input_buf");
GQueue *queue_output_buf = g_object_get_data (G_OBJECT (texture_actor), "queue_output_buf");
GstGLBuffer *gst_gl_buf = g_queue_pop_head (queue_input_buf);
ClutterActor *stage = g_object_get_data (G_OBJECT (texture_actor), "stage");
CoglHandle cogl_texture = 0;
ClutterTexture *texture_actor = NULL;
GAsyncQueue *queue_buf = NULL;
GstGLBuffer *gst_gl_buf_old = NULL;
ClutterActor *stage = NULL;
/* Create a cogl texture from the gst gl texture */
glEnable (GL_TEXTURE_2D);
@ -114,60 +114,52 @@ update_texture_actor (gpointer data)
cogl_texture = cogl_texture_new_from_foreign (gst_gl_buf->texture,
GL_TEXTURE_2D, gst_gl_buf->width, gst_gl_buf->height, 0, 0,
COGL_PIXEL_FORMAT_RGBA_8888);
cogl_texture_set_filters (cogl_texture, GL_LINEAR, GL_LINEAR);
glBindTexture (GL_TEXTURE_2D, 0);
/* Previous cogl texture is replaced and so its ref counter discreases to 0.
* According to the source code, glDeleteTexture is not called when the previous
* ref counter of the previous cogl texture is reaching 0 because is_foreign is TRUE */
texture_actor =
g_type_get_qdata (G_TYPE_FROM_INSTANCE (gst_gl_buf),
g_quark_from_string ("texture_actor"));
clutter_texture_set_cogl_texture (CLUTTER_TEXTURE (texture_actor),
cogl_texture);
clutter_texture_set_cogl_texture (CLUTTER_TEXTURE (texture_actor), cogl_texture);
cogl_texture_unref (cogl_texture);
queue_buf = g_object_get_data (G_OBJECT (texture_actor), "queue_buf");
gst_gl_buf_old = g_object_get_data (G_OBJECT (texture_actor), "gst_gl_buf");
if (gst_gl_buf_old)
g_async_queue_push (queue_buf, gst_gl_buf_old);
g_object_set_data (G_OBJECT (texture_actor), "gst_gl_buf", gst_gl_buf);
/* we can now show the clutter scene if not yet visible */
stage = g_object_get_data (G_OBJECT (texture_actor), "stage");
if (!CLUTTER_ACTOR_IS_VISIBLE (stage))
clutter_actor_show_all (stage);
/* push buffer so it can be unref later */
g_queue_push_tail (queue_output_buf, gst_gl_buf);
return FALSE;
}
/* fakesink handoff callback */
void
on_gst_buffer (GstElement * element, GstBuffer * buf, GstPad * pad,
ClutterActor * texture_actor)
{
/* unref old buffers we have finished to use in clutter */
GAsyncQueue *queue_buf = g_object_get_data (G_OBJECT (texture_actor), "queue_buf");
if (g_async_queue_length (queue_buf) > 0) {
GstGLBuffer *gst_gl_buf_old = g_async_queue_pop (queue_buf);
if (gst_gl_buf_old)
gst_buffer_unref (gst_gl_buf_old);
GQueue *queue_input_buf = NULL;
GQueue *queue_output_buf = NULL;
/* hold clutter lock */
clutter_threads_enter ();
/* ref then push buffer to use it in clutter */
gst_buffer_ref (buf);
queue_input_buf = g_object_get_data (G_OBJECT (texture_actor), "queue_input_buf");
g_queue_push_tail (queue_input_buf, buf);
if (g_queue_get_length (queue_input_buf) > 2)
clutter_threads_add_idle (update_texture_actor, texture_actor);
/* pop then unref buffer we have finished to use in clutter */
queue_output_buf = g_object_get_data (G_OBJECT (texture_actor), "queue_output_buf");
if (g_queue_get_length (queue_output_buf) > 2) {
GstGLBuffer *gst_gl_buf_old = g_queue_pop_head (queue_output_buf);
gst_buffer_unref (gst_gl_buf_old);
}
/* increase ref because our pipeline and clutter scene have not a same framerate */
gst_buffer_ref (buf);
/* Just to avoid a global variable of texture_actor
* Texture_actor is not null because callback connection is set after the
* texture_actor was being setted up */
g_assert (texture_actor);
g_type_set_qdata (G_TYPE_FROM_INSTANCE (buf),
g_quark_from_string ("texture_actor"), texture_actor);
/* Here we are in the pipeline thread. It means that this thread may be
* not the same as the clutter thread
* make sure that the texture actor is updated in the clutter thread */
clutter_threads_add_idle (update_texture_actor, buf);
/* release clutter lock */
clutter_threads_leave ();
}
int
@ -187,7 +179,8 @@ main (int argc, char *argv[])
GstState state = 0;
ClutterActor *stage = NULL;
ClutterActor *clutter_texture = NULL;
GAsyncQueue* queue_buf = NULL;
GQueue* queue_input_buf = NULL;
GQueue* queue_output_buf = NULL;
GstElement *fakesink = NULL;
/* init gstreamer then clutter */
@ -203,12 +196,16 @@ main (int argc, char *argv[])
if (err != GLEW_OK)
g_debug ("failed to init GLEW: %s", glewGetErrorString (err));
/* avoid to dispatch unecesary events */
clutter_ungrab_keyboard ();
clutter_ungrab_pointer ();
/* retrieve and turn off clutter opengl context */
stage = clutter_stage_get_default ();
clutter_ungrab_keyboard ();
clutter_ungrab_pointer ();
/* retrieve and turn off clutter opengl context */
#ifdef WIN32
clutter_gl_context = wglGetCurrentContext ();
@ -235,7 +232,8 @@ main (int argc, char *argv[])
clutter_gl_context, NULL);
g_object_unref (glupload);
/* play pipeline */
/* NULL to PAUSED state pipeline to make sure the gst opengl context is created and
* shared with the clutter one */
gst_element_set_state (GST_ELEMENT (pipeline), GST_STATE_PAUSED);
state = GST_STATE_PAUSED;
@ -262,9 +260,10 @@ main (int argc, char *argv[])
/* append a gst-gl texture to this queue when you do not need it no more */
queue_buf = g_async_queue_new ();
g_object_set_data (G_OBJECT (clutter_texture), "queue_buf", queue_buf);
g_object_set_data (G_OBJECT (clutter_texture), "gst_gl_buf", NULL);
queue_input_buf = g_queue_new ();
queue_output_buf = g_queue_new ();
g_object_set_data (G_OBJECT (clutter_texture), "queue_input_buf", queue_input_buf);
g_object_set_data (G_OBJECT (clutter_texture), "queue_output_buf", queue_output_buf);
/* set a callback to retrieve the gst gl textures */