/* * GStreamer * Copyright (C) 2014 Sebastian Dröge * * 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. */ #ifdef HAVE_CONFIG_H #include "config.h" #endif #import #import #import #include #include "gstglcontext_eagl.h" #define GST_CAT_DEFAULT gst_gl_context_debug static gboolean gst_gl_context_eagl_create_context (GstGLContext * context, GstGLAPI gl_api, GstGLContext * other_context, GError ** error); static void gst_gl_context_eagl_destroy_context (GstGLContext * context); static gboolean gst_gl_context_eagl_choose_format (GstGLContext * context, GError ** error); static guintptr gst_gl_context_eagl_get_gl_context (GstGLContext * window); static gboolean gst_gl_context_eagl_activate (GstGLContext * context, gboolean activate); static void gst_gl_context_eagl_swap_buffers (GstGLContext * context); static GstGLAPI gst_gl_context_eagl_get_gl_api (GstGLContext * context); static GstGLPlatform gst_gl_context_eagl_get_gl_platform (GstGLContext * context); struct _GstGLContextEaglPrivate { gpointer eagl_context; /* Used if we render to a window */ gpointer eagl_layer; GLuint framebuffer; GLuint color_renderbuffer; GLuint depth_renderbuffer; }; #define GST_GL_CONTEXT_EAGL_GET_PRIVATE(o) \ (G_TYPE_INSTANCE_GET_PRIVATE((o), GST_TYPE_GL_CONTEXT_EAGL, GstGLContextEaglPrivate)) G_DEFINE_TYPE (GstGLContextEagl, gst_gl_context_eagl, GST_TYPE_GL_CONTEXT); static void gst_gl_context_eagl_class_init (GstGLContextEaglClass * klass) { GstGLContextClass *context_class; context_class = (GstGLContextClass *) klass; g_type_class_add_private (klass, sizeof (GstGLContextEaglPrivate)); context_class->destroy_context = GST_DEBUG_FUNCPTR (gst_gl_context_eagl_destroy_context); context_class->create_context = GST_DEBUG_FUNCPTR (gst_gl_context_eagl_create_context); context_class->choose_format = GST_DEBUG_FUNCPTR (gst_gl_context_eagl_choose_format); context_class->get_gl_context = GST_DEBUG_FUNCPTR (gst_gl_context_eagl_get_gl_context); context_class->activate = GST_DEBUG_FUNCPTR (gst_gl_context_eagl_activate); context_class->swap_buffers = GST_DEBUG_FUNCPTR (gst_gl_context_eagl_swap_buffers); context_class->get_gl_api = GST_DEBUG_FUNCPTR (gst_gl_context_eagl_get_gl_api); context_class->get_gl_platform = GST_DEBUG_FUNCPTR (gst_gl_context_eagl_get_gl_platform); } static void gst_gl_context_eagl_init (GstGLContextEagl * context) { context->priv = GST_GL_CONTEXT_EAGL_GET_PRIVATE (context); } /* Must be called in the gl thread */ GstGLContextEagl * gst_gl_context_eagl_new (GstGLDisplay * display) { GstGLContextEagl *context; /* there isn't actually a display type for eagl yet? */ context = g_object_new (GST_TYPE_GL_CONTEXT_EAGL, NULL); gst_object_ref_sink (context); return context; } void gst_gl_context_eagl_resize (GstGLContextEagl * eagl_context) { int width, height; glBindRenderbuffer (GL_RENDERBUFFER, eagl_context->priv->color_renderbuffer); [GS_GL_CONTEXT_EAGL_CONTEXT(eagl_context) renderbufferStorage:GL_RENDERBUFFER fromDrawable:GS_GL_CONTEXT_EAGL_LAYER(eagl_context)]; glGetRenderbufferParameteriv (GL_RENDERBUFFER, GL_RENDERBUFFER_WIDTH, &width); glGetRenderbufferParameteriv (GL_RENDERBUFFER, GL_RENDERBUFFER_HEIGHT, &height); glBindRenderbuffer (GL_RENDERBUFFER, eagl_context->priv->depth_renderbuffer); glRenderbufferStorage (GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, width, height); } static void gst_gl_context_eagl_release_layer (GstGLContext * context) { GstGLContextEagl *context_eagl; context_eagl = GST_GL_CONTEXT_EAGL (context); if (context_eagl->priv->eagl_layer) { gst_gl_context_eagl_activate (context, TRUE); [GS_GL_CONTEXT_EAGL_CONTEXT(context_eagl) renderbufferStorage: GL_RENDERBUFFER fromDrawable:nil]; glDeleteFramebuffers (1, &context_eagl->priv->framebuffer); context_eagl->priv->framebuffer = 0; glDeleteRenderbuffers (1, &context_eagl->priv->depth_renderbuffer); context_eagl->priv->depth_renderbuffer = 0; glDeleteRenderbuffers (1, &context_eagl->priv->color_renderbuffer); context_eagl->priv->color_renderbuffer = 0; context_eagl->priv->eagl_layer = nil; gst_gl_context_eagl_activate (context, FALSE); } } void gst_gl_context_eagl_update_layer (GstGLContext * context) { GLuint framebuffer; GLuint color_renderbuffer; GLuint depth_renderbuffer; GLint width; GLint height; CAEAGLLayer *eagl_layer; GLenum status; GstGLContextEagl *context_eagl = GST_GL_CONTEXT_EAGL (context); GstGLContextEaglPrivate *priv = context_eagl->priv; UIView *window_handle = nil; GstGLWindow *window = gst_gl_context_get_window (context); if (window) window_handle = (__bridge UIView *)((void *)gst_gl_window_get_window_handle (window)); if (!window_handle) { GST_INFO_OBJECT (context, "window handle not set yet, not updating layer"); goto out; } GST_INFO_OBJECT (context, "updating layer, frame %fx%f", window_handle.frame.size.width, window_handle.frame.size.height); if (priv->eagl_layer) gst_gl_context_eagl_release_layer (context); eagl_layer = (CAEAGLLayer *)[window_handle layer]; [EAGLContext setCurrentContext:GS_GL_CONTEXT_EAGL_CONTEXT(context_eagl)]; /* Allocate framebuffer */ glGenFramebuffers (1, &framebuffer); glBindFramebuffer (GL_FRAMEBUFFER, framebuffer); /* Allocate color render buffer */ glGenRenderbuffers (1, &color_renderbuffer); glBindRenderbuffer (GL_RENDERBUFFER, color_renderbuffer); [GS_GL_CONTEXT_EAGL_CONTEXT(context_eagl) renderbufferStorage: GL_RENDERBUFFER fromDrawable:eagl_layer]; glFramebufferRenderbuffer (GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, color_renderbuffer); /* Get renderbuffer width/height */ glGetRenderbufferParameteriv (GL_RENDERBUFFER, GL_RENDERBUFFER_WIDTH, &width); glGetRenderbufferParameteriv (GL_RENDERBUFFER, GL_RENDERBUFFER_HEIGHT, &height); /* allocate depth render buffer */ glGenRenderbuffers (1, &depth_renderbuffer); glBindRenderbuffer (GL_RENDERBUFFER, depth_renderbuffer); glRenderbufferStorage (GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, width, height); glFramebufferRenderbuffer (GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depth_renderbuffer); /* check creation status */ status = glCheckFramebufferStatus (GL_FRAMEBUFFER); if (status != GL_FRAMEBUFFER_COMPLETE) { GST_ERROR ("Failed to make complete framebuffer object %x", status); goto out; } glBindRenderbuffer (GL_RENDERBUFFER, 0); glBindFramebuffer (GL_FRAMEBUFFER, 0); priv->eagl_layer = (__bridge_retained gpointer)eagl_layer; priv->framebuffer = framebuffer; priv->color_renderbuffer = color_renderbuffer; priv->depth_renderbuffer = depth_renderbuffer; out: if (window) gst_object_unref (window); } static gboolean gst_gl_context_eagl_create_context (GstGLContext * context, GstGLAPI gl_api, GstGLContext * other_context, GError ** error) { GstGLContextEagl *context_eagl = GST_GL_CONTEXT_EAGL (context); GstGLContextEaglPrivate *priv = context_eagl->priv; EAGLSharegroup *share_group; if (other_context) { EAGLContext *external_gl_context = (__bridge EAGLContext *)(void *) gst_gl_context_get_gl_context (other_context); share_group = [external_gl_context sharegroup]; } else { share_group = nil; } priv->eagl_context = (__bridge_retained gpointer)[[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES3 sharegroup:share_group]; if (!priv->eagl_context) { priv->eagl_context = (__bridge_retained gpointer)[[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES2 sharegroup:share_group]; } if (!priv->eagl_context) { g_set_error_literal (error, GST_GL_CONTEXT_ERROR, GST_GL_CONTEXT_ERROR_CREATE_CONTEXT, "Failed to create OpenGL ES context"); return FALSE; } priv->eagl_layer = NULL; priv->framebuffer = 0; priv->color_renderbuffer = 0; priv->depth_renderbuffer = 0; GST_INFO_OBJECT (context, "context created, updating layer"); gst_gl_context_eagl_update_layer (context); return TRUE; } static void gst_gl_context_eagl_destroy_context (GstGLContext * context) { GstGLContextEagl *context_eagl; context_eagl = GST_GL_CONTEXT_EAGL (context); if (!context_eagl->priv->eagl_context) return; gst_gl_context_eagl_release_layer (context); CFRelease(context_eagl->priv->eagl_context); context_eagl->priv->eagl_context = NULL; } static gboolean gst_gl_context_eagl_choose_format (GstGLContext * context, GError ** error) { GstGLContextEagl *context_eagl; GstGLWindow *window; UIView *window_handle = nil; context_eagl = GST_GL_CONTEXT_EAGL (context); window = gst_gl_context_get_window (context); if (!window) return TRUE; if (window) window_handle = (__bridge UIView *)(void *)gst_gl_window_get_window_handle (window); if (!window_handle) { gst_object_unref (window); return TRUE; } CAEAGLLayer *eagl_layer; NSDictionary * dict =[NSDictionary dictionaryWithObjectsAndKeys: [NSNumber numberWithBool:NO], kEAGLDrawablePropertyRetainedBacking, kEAGLColorFormatRGBA8, kEAGLDrawablePropertyColorFormat, nil]; eagl_layer = (CAEAGLLayer *)[window_handle layer]; [eagl_layer setOpaque:YES]; [eagl_layer setDrawableProperties:dict]; gst_object_unref (window); return TRUE; } static guintptr gst_gl_context_eagl_get_gl_context (GstGLContext * context) { return (guintptr) GST_GL_CONTEXT_EAGL (context)->priv->eagl_context; } void gst_gl_context_eagl_prepare_draw (GstGLContextEagl * context) { if (!context->priv->eagl_layer) return; glBindFramebuffer (GL_FRAMEBUFFER, context->priv->framebuffer); glBindRenderbuffer (GL_RENDERBUFFER, context->priv->color_renderbuffer); } void gst_gl_context_eagl_finish_draw (GstGLContextEagl * context) { if (!context->priv->eagl_layer) return; glBindRenderbuffer (GL_RENDERBUFFER, 0); glBindFramebuffer (GL_FRAMEBUFFER, 0); } static void gst_gl_context_eagl_swap_buffers (GstGLContext * context) { GstGLContextEagl *context_eagl; context_eagl = GST_GL_CONTEXT_EAGL (context); if (!context_eagl->priv->eagl_layer) return; [GS_GL_CONTEXT_EAGL_CONTEXT(context_eagl) presentRenderbuffer:GL_RENDERBUFFER]; } static gboolean gst_gl_context_eagl_activate (GstGLContext * context, gboolean activate) { GstGLContextEagl *context_eagl; context_eagl = GST_GL_CONTEXT_EAGL (context); if (activate) { EAGLContext *cur_ctx =[EAGLContext currentContext]; if (cur_ctx == context_eagl->priv->eagl_context) { GST_DEBUG ("Already attached the context to thread %p", g_thread_self ()); return TRUE; } GST_DEBUG ("Attaching context to thread %p", g_thread_self ()); if ([EAGLContext setCurrentContext:GS_GL_CONTEXT_EAGL_CONTEXT(context_eagl)] == NO) { GST_ERROR ("Couldn't make context current"); return FALSE; } } else { GST_DEBUG ("Detaching context from thread %p", g_thread_self ()); if ([EAGLContext setCurrentContext:nil] == NO) { GST_ERROR ("Couldn't unbind context"); return FALSE; } } return TRUE; } static GstGLAPI gst_gl_context_eagl_get_gl_api (GstGLContext * context) { return GST_GL_API_GLES2; } static GstGLPlatform gst_gl_context_eagl_get_gl_platform (GstGLContext * context) { return GST_GL_PLATFORM_EAGL; } guintptr gst_gl_context_eagl_get_current_context (void) { return (guintptr) [EAGLContext currentContext]; }