Improve VA/GLX textures test.

This commit is contained in:
gb 2010-03-29 13:27:16 +00:00
parent 9255310311
commit ee230e6a1d
2 changed files with 130 additions and 11 deletions

View file

@ -46,7 +46,7 @@ test_windows_SOURCES = test-windows.c image.c
test_windows_CFLAGS = $(TEST_CFLAGS) $(TEST_X11_CFLAGS)
test_windows_LDADD = $(TEST_LIBS) $(TEST_X11_LIBS)
test_textures_SOURCES = test-textures.c
test_textures_SOURCES = test-textures.c image.c
test_textures_CFLAGS = $(TEST_CFLAGS) $(TEST_GLX_CFLAGS)
test_textures_LDADD = $(TEST_LIBS) $(TEST_GLX_LIBS)

View file

@ -20,6 +20,10 @@
#include <gst/vaapi/gstvaapidisplay_glx.h>
#include <gst/vaapi/gstvaapiwindow_glx.h>
#include <gst/vaapi/gstvaapisurface.h>
#include <gst/vaapi/gstvaapiimage.h>
#include <gst/vaapi/gstvaapitexture.h>
#include "image.h"
static inline void pause(void)
{
@ -27,15 +31,27 @@ static inline void pause(void)
getchar();
}
static inline guint gl_get_current_texture_2d(void)
{
GLint texture;
glGetIntegerv(GL_TEXTURE_BINDING_2D, &texture);
return (guint)texture;
}
int
main(int argc, char *argv[])
{
GstVaapiDisplay *display;
GstVaapiWindow *window;
GstVaapiWindowGLX *glx_window;
GLXContext glx_context;
Display *x11_display;
Window x11_window;
GstVaapiSurface *surface;
GstVaapiImage *image;
GstVaapiTexture *textures[2];
GstVaapiTexture *texture;
GLuint texture_id;
GstVaapiRectangle src_rect;
GstVaapiRectangle dst_rect;
guint flags = GST_VAAPI_PICTURE_STRUCTURE_FRAME;
static const GstVaapiChromaType chroma_type = GST_VAAPI_CHROMA_TYPE_YUV420;
static const guint width = 320;
@ -47,24 +63,127 @@ main(int argc, char *argv[])
display = gst_vaapi_display_glx_new(NULL);
if (!display)
g_error("could not create Gst/VA display");
g_error("could not create VA display");
surface = gst_vaapi_surface_new(display, chroma_type, width, height);
if (!surface)
g_error("could not create VA surface");
image = image_generate(display, GST_VAAPI_IMAGE_NV12, width, height);
if (!image)
g_error("could not create VA image");
if (!image_upload(image, surface))
g_error("could not upload VA image to surface");
window = gst_vaapi_window_glx_new(display, win_width, win_height);
if (!window)
g_error("could not create window");
glx_window = GST_VAAPI_WINDOW_GLX(window);
gst_vaapi_window_show(window);
glx_window = GST_VAAPI_WINDOW_GLX(window);
glx_context = gst_vaapi_window_glx_get_context(glx_window);
x11_display = gst_vaapi_display_x11_get_display(GST_VAAPI_DISPLAY_X11(display));
x11_window = gst_vaapi_object_get_id(GST_VAAPI_OBJECT(window));
if (!gst_vaapi_window_glx_make_current(glx_window))
g_error("coult not bind GL context");
if (!glXMakeCurrent(x11_display, x11_window, glx_context))
g_error("could not make VA/GLX window context current");
g_print("#\n");
g_print("# Create texture with gst_vaapi_texture_new()\n");
g_print("#\n");
{
texture = gst_vaapi_texture_new(
display,
GL_TEXTURE_2D,
GL_RGBA,
width,
height
);
if (!texture)
g_error("could not create VA texture");
textures[0] = texture;
texture_id = gst_vaapi_texture_get_id(texture);
if (!gst_vaapi_texture_put_surface(texture, surface, flags))
g_error("could not transfer VA surface to texture");
if (!gst_vaapi_window_glx_put_texture(glx_window, texture, NULL, NULL))
g_error("could not render texture into the window");
}
g_print("#\n");
g_print("# Create texture with gst_vaapi_texture_new_with_texture()\n");
g_print("#\n");
{
const GLenum target = GL_TEXTURE_2D;
const GLenum format = GL_BGRA;
glEnable(target);
glGenTextures(1, &texture_id);
glBindTexture(target, texture_id);
glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
glTexImage2D(
target,
0,
GL_RGBA8,
width, height,
0,
format,
GL_UNSIGNED_BYTE,
NULL
);
glDisable(target);
texture = gst_vaapi_texture_new_with_texture(
display,
texture_id,
target,
format
);
if (!texture)
g_error("could not create VA texture");
if (texture_id != gst_vaapi_texture_get_id(texture))
g_error("invalid texture id");
if (gl_get_current_texture_2d() != texture_id)
g_error("gst_vaapi_texture_new_with_texture() altered texture bindings");
textures[1] = texture;
if (!gst_vaapi_texture_put_surface(texture, surface, flags))
g_error("could not transfer VA surface to texture");
if (gl_get_current_texture_2d() != texture_id)
g_error("gst_vaapi_texture_put_surface() altered texture bindings");
src_rect.x = 0;
src_rect.y = 0;
src_rect.width = width;
src_rect.height = height;
dst_rect.x = win_width/2;
dst_rect.y = win_height/2;
dst_rect.width = win_width/2;
dst_rect.height = win_height/2;
if (!gst_vaapi_window_glx_put_texture(glx_window, texture,
&src_rect, &dst_rect))
g_error("could not render texture into the window");
if (gl_get_current_texture_2d() != texture_id)
g_error("gst_vaapi_window_glx_put_texture() altered texture bindings");
}
gst_vaapi_window_glx_swap_buffers(glx_window);
pause();
g_object_unref(textures[0]);
g_object_unref(textures[1]);
glDeleteTextures(1, &texture_id);
g_object_unref(window);
g_object_unref(display);
gst_deinit();