/* * GStreamer * Copyright (C) 2007 David A. Schleef * Copyright (C) 2008 Julien Isorce * Copyright (C) 2008 Filippo Argiolas * * 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 #include #include #include #include "gstgldownload.h" #include "gstglmemory.h" #include "gstglfeature.h" #include "gstglapi.h" #include "gstgldisplay.h" #ifndef GL_FRAMEBUFFER_UNDEFINED #define GL_FRAMEBUFFER_UNDEFINED 0x8219 #endif #ifndef GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT #define GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT 0x8CD6 #endif #ifndef GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT #define GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT 0x8CD7 #endif #ifndef GL_FRAMEBUFFER_UNSUPPORTED #define GL_FRAMEBUFFER_UNSUPPORTED 0x8CDD #endif #ifndef GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS #define GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS 0x8CD9 #endif #define USING_OPENGL(display) (display->gl_api & GST_GL_API_OPENGL) #define USING_OPENGL3(display) (display->gl_api & GST_GL_API_OPENGL3) #define USING_GLES(display) (display->gl_api & GST_GL_API_GLES) #define USING_GLES2(display) (display->gl_api & GST_GL_API_GLES2) #define USING_GLES3(display) (display->gl_api & GST_GL_API_GLES3) GST_DEBUG_CATEGORY_STATIC (gst_gl_display_debug); #define GST_CAT_DEFAULT gst_gl_display_debug #define DEBUG_INIT \ GST_DEBUG_CATEGORY_INIT (gst_gl_display_debug, "gldisplay", 0, "opengl display"); G_DEFINE_TYPE_WITH_CODE (GstGLDisplay, gst_gl_display, G_TYPE_OBJECT, DEBUG_INIT); #define GST_GL_DISPLAY_GET_PRIVATE(o) \ (G_TYPE_INSTANCE_GET_PRIVATE((o), GST_GL_TYPE_DISPLAY, GstGLDisplayPrivate)) static void gst_gl_display_finalize (GObject * object); /* Called in the gl thread, protected by lock and unlock */ gpointer gst_gl_display_thread_create_context (GstGLDisplay * display); void gst_gl_display_thread_destroy_context (GstGLDisplay * display); void gst_gl_display_thread_run_generic (GstGLDisplay * display); void gst_gl_display_thread_gen_fbo (GstGLDisplay * display); void gst_gl_display_thread_use_fbo (GstGLDisplay * display); void gst_gl_display_thread_use_fbo_v2 (GstGLDisplay * display); void gst_gl_display_thread_del_fbo (GstGLDisplay * display); void gst_gl_display_thread_gen_shader (GstGLDisplay * display); void gst_gl_display_thread_del_shader (GstGLDisplay * display); /* private methods */ void gst_gl_display_lock (GstGLDisplay * display); void gst_gl_display_unlock (GstGLDisplay * display); void gst_gl_display_del_texture_thread (GstGLDisplay * display, GLuint * pTexture); void gst_gl_display_gen_texture_window_cb (GstGLDisplay * display); void _gen_fbo (GstGLDisplay * display); void _del_fbo (GstGLDisplay * display); void _gen_shader (GstGLDisplay * display); void _del_shader (GstGLDisplay * display); void _use_fbo (GstGLDisplay * display); void _use_fbo_v2 (GstGLDisplay * display); struct _GstGLDisplayPrivate { /* conditions */ GCond cond_create_context; GCond cond_destroy_context; /* generic gl code */ GstGLDisplayThreadFunc generic_callback; gpointer data; /* action gen and del texture */ GLuint gen_texture; GLuint gen_texture_width; GLuint gen_texture_height; GstVideoFormat gen_texture_video_format; /* client callbacks */ CRCB clientReshapeCallback; CDCB clientDrawCallback; gpointer client_data; /* filter gen fbo */ GLuint gen_fbo_width; GLuint gen_fbo_height; GLuint generated_fbo; GLuint generated_depth_buffer; /* filter use fbo */ GLuint use_fbo; GLuint use_depth_buffer; GLuint use_fbo_texture; GLuint use_fbo_width; GLuint use_fbo_height; GLCB use_fbo_scene_cb; GLCB_V2 use_fbo_scene_cb_v2; gdouble use_fbo_proj_param1; gdouble use_fbo_proj_param2; gdouble use_fbo_proj_param3; gdouble use_fbo_proj_param4; GstGLDisplayProjection use_fbo_projection; gpointer *use_fbo_stuff; GLuint input_texture_width; GLuint input_texture_height; GLuint input_texture; /* filter del fbo */ GLuint del_fbo; GLuint del_depth_buffer; /* action gen and del shader */ const gchar *gen_shader_fragment_source; const gchar *gen_shader_vertex_source; GstGLShader *gen_shader; GstGLShader *del_shader; }; /*------------------------------------------------------------ --------------------- For klass GstGLDisplay --------------- ----------------------------------------------------------*/ static void gst_gl_display_class_init (GstGLDisplayClass * klass) { g_type_class_add_private (klass, sizeof (GstGLDisplayPrivate)); G_OBJECT_CLASS (klass)->finalize = gst_gl_display_finalize; } static void gst_gl_display_init (GstGLDisplay * display) { display->priv = GST_GL_DISPLAY_GET_PRIVATE (display); /* thread safe */ g_mutex_init (&display->mutex); g_cond_init (&display->priv->cond_create_context); g_cond_init (&display->priv->cond_destroy_context); display->gl_vtable = g_slice_alloc0 (sizeof (GstGLFuncs)); display->gl_window = gst_gl_window_new (); gst_gl_memory_init (); } static void gst_gl_display_finalize (GObject * object) { GstGLDisplay *display = GST_GL_DISPLAY (object); if (display->gl_window) { gst_gl_display_lock (display); gst_gl_window_set_resize_callback (display->gl_window, NULL, NULL); gst_gl_window_set_draw_callback (display->gl_window, NULL, NULL); gst_gl_window_set_close_callback (display->gl_window, NULL, NULL); if (display->context_created) { GST_INFO ("send quit gl window loop"); gst_gl_window_quit (display->gl_window, GST_GL_WINDOW_CB (gst_gl_display_thread_destroy_context), display); GST_INFO ("quit sent to gl window loop"); g_cond_wait (&display->priv->cond_destroy_context, &display->mutex); GST_INFO ("quit received from gl window"); } gst_gl_display_unlock (display); } if (display->gl_thread) { gpointer ret = g_thread_join (display->gl_thread); GST_INFO ("gl thread joined"); if (ret != NULL) GST_ERROR ("gl thread returned a not null pointer"); display->gl_thread = NULL; } g_mutex_clear (&display->mutex); g_cond_clear (&display->priv->cond_destroy_context); g_cond_clear (&display->priv->cond_create_context); if (display->priv->clientReshapeCallback) display->priv->clientReshapeCallback = NULL; if (display->priv->clientDrawCallback) display->priv->clientDrawCallback = NULL; if (display->priv->client_data) display->priv->client_data = NULL; if (display->priv->use_fbo_scene_cb) display->priv->use_fbo_scene_cb = NULL; if (display->priv->use_fbo_scene_cb_v2) display->priv->use_fbo_scene_cb_v2 = NULL; if (display->priv->use_fbo_stuff) display->priv->use_fbo_stuff = NULL; if (display->error_message) { g_free (display->error_message); display->error_message = NULL; } if (display->gl_vtable) { g_slice_free (GstGLFuncs, display->gl_vtable); display->gl_vtable = NULL; } } //------------------------------------------------------------ //------------------ BEGIN GL THREAD PROCS ------------------- //------------------------------------------------------------ /* Called in the gl thread */ void gst_gl_display_set_error (GstGLDisplay * display, const char *format, ...) { va_list args; if (display->error_message) g_free (display->error_message); va_start (args, format); display->error_message = g_strdup_vprintf (format, args); va_end (args); GST_WARNING ("%s", display->error_message); display->isAlive = FALSE; } static gboolean _create_context_gles2 (GstGLDisplay * display, gint * gl_major, gint * gl_minor) { const GstGLFuncs *gl; GLenum gl_err = GL_NO_ERROR; gl = display->gl_vtable; GST_INFO ("GL_VERSION: %s", gl->GetString (GL_VERSION)); GST_INFO ("GL_SHADING_LANGUAGE_VERSION: %s", gl->GetString (GL_SHADING_LANGUAGE_VERSION)); GST_INFO ("GL_VENDOR: %s", gl->GetString (GL_VENDOR)); GST_INFO ("GL_RENDERER: %s", gl->GetString (GL_RENDERER)); gl_err = gl->GetError (); if (gl_err != GL_NO_ERROR) { gst_gl_display_set_error (display, "glGetString error: 0x%x", gl_err); return FALSE; } #if GST_GL_HAVE_GLES2 if (!GL_ES_VERSION_2_0) { gst_gl_display_set_error (display, "OpenGL|ES >= 2.0 is required"); return FALSE; } #endif _gst_gl_feature_check_ext_functions (display, 0, 0, (const gchar *) gl->GetString (GL_EXTENSIONS)); if (gl_major) *gl_major = 2; if (gl_minor) *gl_minor = 0; return TRUE; } gboolean _create_context_opengl (GstGLDisplay * display, gint * gl_major, gint * gl_minor) { const GstGLFuncs *gl; guint maj, min; GLenum gl_err = GL_NO_ERROR; GString *opengl_version = NULL; gl = display->gl_vtable; GST_INFO ("GL_VERSION: %s", gl->GetString (GL_VERSION)); GST_INFO ("GL_SHADING_LANGUAGE_VERSION: %s", gl->GetString (GL_SHADING_LANGUAGE_VERSION)); GST_INFO ("GL_VENDOR: %s", gl->GetString (GL_VENDOR)); GST_INFO ("GL_RENDERER: %s", gl->GetString (GL_RENDERER)); gl_err = gl->GetError (); if (gl_err != GL_NO_ERROR) { gst_gl_display_set_error (display, "glGetString error: 0x%x", gl_err); return FALSE; } opengl_version = g_string_truncate (g_string_new ((gchar *) gl->GetString (GL_VERSION)), 3); sscanf (opengl_version->str, "%d.%d", &maj, &min); g_string_free (opengl_version, TRUE); /* OpenGL > 1.2.0 */ if ((maj < 1) || (maj < 2 && maj >= 1 && min < 2)) { gst_gl_display_set_error (display, "OpenGL >= 1.2.0 required, found %u.%u", maj, min); return FALSE; } _gst_gl_feature_check_ext_functions (display, maj, min, (const gchar *) gl->GetString (GL_EXTENSIONS)); if (gl_major) *gl_major = maj; if (gl_minor) *gl_minor = min; return TRUE; } GstGLAPI _compiled_api (void) { GstGLAPI ret = GST_GL_API_NONE; #if GST_GL_HAVE_OPENGL ret |= GST_GL_API_OPENGL; #endif #if GST_GL_HAVE_GLES2 ret |= GST_GL_API_GLES2; #endif return ret; } GstGLAPI _parse_gl_api (const gchar * apis_s) { GstGLAPI ret = GST_GL_API_NONE; gchar *apis = (gchar *) apis_s; while (apis) { if (apis[0] == '\0') { break; } else if (apis[0] == ' ' || apis[0] == ',') { apis = &apis[1]; } else if (g_strstr_len (apis, 7, "opengl3")) { ret |= GST_GL_API_OPENGL3; apis = &apis[7]; } else if (g_strstr_len (apis, 6, "opengl")) { ret |= GST_GL_API_OPENGL; apis = &apis[6]; } else if (g_strstr_len (apis, 5, "gles1")) { ret |= GST_GL_API_GLES; apis = &apis[5]; } else if (g_strstr_len (apis, 5, "gles2")) { ret |= GST_GL_API_GLES2; apis = &apis[5]; } else if (g_strstr_len (apis, 5, "gles3")) { ret |= GST_GL_API_GLES3; apis = &apis[5]; } else { break; } } if (ret == GST_GL_API_NONE) ret = GST_GL_API_ANY; return ret; } gpointer gst_gl_display_thread_create_context (GstGLDisplay * display) { GstGLFuncs *gl; gint gl_major = 0; gboolean ret = FALSE; GError *error = NULL; GstGLAPI compiled_api, user_api; gchar *api_string; gchar *compiled_api_s; gchar *user_api_string; const gchar *user_choice; gst_gl_display_lock (display); gl = display->gl_vtable; compiled_api = _compiled_api (); if (!display->gl_window) { gst_gl_display_set_error (display, "Failed to create opengl window"); goto failure; } user_choice = g_getenv ("GST_GL_API"); user_api = _parse_gl_api (user_choice); user_api_string = gst_gl_api_string (user_api); compiled_api_s = gst_gl_api_string (compiled_api); GST_INFO ("Attempting to create opengl context. user chosen api(s):%s, " "compiled api support:%s", user_api_string, compiled_api_s); if (!gst_gl_window_create_context (display->gl_window, compiled_api & user_api, display->external_gl_context, &error)) { gst_gl_display_set_error (display, error ? error->message : "Failed to create gl window"); g_free (compiled_api_s); g_free (user_api_string); goto failure; } GST_INFO ("window created context"); display->gl_api = gst_gl_window_get_gl_api (display->gl_window); g_assert (display->gl_api != GST_GL_API_NONE && display->gl_api != GST_GL_API_ANY); api_string = gst_gl_api_string (display->gl_api); GST_INFO ("available GL APIs: %s", api_string); if (((compiled_api & display->gl_api) & user_api) == GST_GL_API_NONE) { gst_gl_display_set_error (display, "failed to create context, window " "could not provide correct api. user:%s, compiled:%s, window:%s", user_api_string, compiled_api_s, api_string); g_free (api_string); g_free (compiled_api_s); g_free (user_api_string); goto failure; } g_free (api_string); g_free (compiled_api_s); g_free (user_api_string); gl->GetError = gst_gl_window_get_proc_address (display->gl_window, "glGetError"); gl->GetString = gst_gl_window_get_proc_address (display->gl_window, "glGetString"); if (!gl->GetError || !gl->GetString) { gst_gl_display_set_error (display, "could not GetProcAddress core opengl functions"); goto failure; } /* gl api specific code */ if (!ret && USING_OPENGL (display)) ret = _create_context_opengl (display, &gl_major, NULL); if (!ret && USING_GLES2 (display)) ret = _create_context_gles2 (display, &gl_major, NULL); if (!ret || !gl_major) { GST_WARNING ("GL api specific initialization failed"); goto failure; } g_cond_signal (&display->priv->cond_create_context); display->isAlive = TRUE; gst_gl_display_unlock (display); gst_gl_window_run (display->gl_window); GST_INFO ("loop exited\n"); gst_gl_display_lock (display); display->isAlive = FALSE; g_object_unref (G_OBJECT (display->gl_window)); display->gl_window = NULL; g_cond_signal (&display->priv->cond_destroy_context); gst_gl_display_unlock (display); return NULL; failure: { if (display->gl_window) { g_object_unref (display->gl_window); display->gl_window = NULL; } g_cond_signal (&display->priv->cond_create_context); gst_gl_display_unlock (display); return NULL; } } /* Called in the gl thread */ void gst_gl_display_thread_destroy_context (GstGLDisplay * display) { GST_INFO ("Context destroyed"); } void gst_gl_display_thread_run_generic (GstGLDisplay * display) { GST_TRACE ("running function:%p data:%p", display->priv->generic_callback, display->priv->data); display->priv->generic_callback (display, display->priv->data); } void _gen_fbo (GstGLDisplay * display) { /* a texture must be attached to the FBO */ const GstGLFuncs *gl = display->gl_vtable; GLuint fake_texture = 0; GST_TRACE ("creating FBO dimensions:%ux%u", display->priv->gen_fbo_width, display->priv->gen_fbo_height); /* -- generate frame buffer object */ if (!gl->GenFramebuffers) { gst_gl_display_set_error (display, "Context, EXT_framebuffer_object not supported"); return; } /* setup FBO */ gl->GenFramebuffers (1, &display->priv->generated_fbo); gl->BindFramebuffer (GL_FRAMEBUFFER, display->priv->generated_fbo); /* setup the render buffer for depth */ gl->GenRenderbuffers (1, &display->priv->generated_depth_buffer); gl->BindRenderbuffer (GL_RENDERBUFFER, display->priv->generated_depth_buffer); if (USING_OPENGL (display)) { gl->RenderbufferStorage (GL_RENDERBUFFER, GL_DEPTH_COMPONENT, display->priv->gen_fbo_width, display->priv->gen_fbo_height); gl->RenderbufferStorage (GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, display->priv->gen_fbo_width, display->priv->gen_fbo_height); } if (USING_GLES2 (display)) { gl->RenderbufferStorage (GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, display->priv->gen_fbo_width, display->priv->gen_fbo_height); } /* setup a texture to render to */ gl->GenTextures (1, &fake_texture); gl->BindTexture (GL_TEXTURE_RECTANGLE_ARB, fake_texture); gl->TexImage2D (GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA8, display->priv->gen_fbo_width, display->priv->gen_fbo_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); gl->TexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_LINEAR); gl->TexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_LINEAR); gl->TexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); gl->TexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); /* attach the texture to the FBO to renderer to */ gl->FramebufferTexture2D (GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_RECTANGLE_ARB, fake_texture, 0); /* attach the depth render buffer to the FBO */ gl->FramebufferRenderbuffer (GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, display->priv->generated_depth_buffer); if (USING_OPENGL (display)) { gl->FramebufferRenderbuffer (GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, display->priv->generated_depth_buffer); } if (gl->CheckFramebufferStatus (GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) gst_gl_display_set_error (display, "GL framebuffer status incomplete"); /* unbind the FBO */ gl->BindFramebuffer (GL_FRAMEBUFFER, 0); gl->DeleteTextures (1, &fake_texture); } void _use_fbo (GstGLDisplay * display) { const GstGLFuncs *gl = display->gl_vtable; #if GST_GL_HAVE_GLES2 GLint viewport_dim[4]; #endif GST_TRACE ("Binding v1 FBO %u dimensions:%ux%u with texture:%u " "dimensions:%ux%u", display->priv->use_fbo, display->priv->use_fbo_width, display->priv->use_fbo_height, display->priv->use_fbo_texture, display->priv->input_texture_width, display->priv->input_texture_height); gl->BindFramebuffer (GL_FRAMEBUFFER, display->priv->use_fbo); /*setup a texture to render to */ gl->BindTexture (GL_TEXTURE_RECTANGLE_ARB, display->priv->use_fbo_texture); /* attach the texture to the FBO to renderer to */ gl->FramebufferTexture2D (GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_RECTANGLE_ARB, display->priv->use_fbo_texture, 0); gst_gl_display_clear_shader (display); #if GST_GL_HAVE_OPENGL if (USING_OPENGL (display)) { gl->PushAttrib (GL_VIEWPORT_BIT); gl->MatrixMode (GL_PROJECTION); gl->PushMatrix (); gl->LoadIdentity (); switch (display->priv->use_fbo_projection) { case GST_GL_DISPLAY_PROJECTION_ORTHO2D: gluOrtho2D (display->priv->use_fbo_proj_param1, display->priv->use_fbo_proj_param2, display->priv->use_fbo_proj_param3, display->priv->use_fbo_proj_param4); break; case GST_GL_DISPLAY_PROJECTION_PERSPECTIVE: gluPerspective (display->priv->use_fbo_proj_param1, display->priv->use_fbo_proj_param2, display->priv->use_fbo_proj_param3, display->priv->use_fbo_proj_param4); break; default: gst_gl_display_set_error (display, "Unknow fbo projection %d", display->priv->use_fbo_projection); } gl->MatrixMode (GL_MODELVIEW); gl->PushMatrix (); gl->LoadIdentity (); } #endif #if GST_GL_HAVE_GLES2 if (USING_GLES2 (display)) gl->GetIntegerv (GL_VIEWPORT, viewport_dim); #endif gl->Viewport (0, 0, display->priv->use_fbo_width, display->priv->use_fbo_height); #if GST_GL_HAVE_OPENGL if (USING_OPENGL (display)) { const GLenum rt[] = { GL_COLOR_ATTACHMENT0 }; gl->DrawBuffers (1, rt); } #endif gl->ClearColor (0.0, 0.0, 0.0, 0.0); gl->Clear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); display->priv->use_fbo_scene_cb (display->priv->input_texture_width, display->priv->input_texture_height, display->priv->input_texture, display->priv->use_fbo_stuff); #if GST_GL_HAVE_OPENGL if (USING_OPENGL (display)) { const GLenum rt[] = { GL_NONE }; gl->DrawBuffers (1, rt); gl->MatrixMode (GL_PROJECTION); gl->PopMatrix (); gl->MatrixMode (GL_MODELVIEW); gl->PopMatrix (); gl->PopAttrib (); } #endif #if GST_GL_HAVE_GLES2 if (USING_GLES2 (display)) { gl->Viewport (viewport_dim[0], viewport_dim[1], viewport_dim[2], viewport_dim[3]); } #endif gl->BindFramebuffer (GL_FRAMEBUFFER, 0); } /* Called in a gl thread * Need full shader support */ void _use_fbo_v2 (GstGLDisplay * display) { const GstGLFuncs *gl = display->gl_vtable; GLint viewport_dim[4]; GST_TRACE ("Binding v2 FBO %u dimensions:%ux%u with texture:%u ", display->priv->use_fbo, display->priv->use_fbo_width, display->priv->use_fbo_height, display->priv->use_fbo_texture); gl->BindFramebuffer (GL_FRAMEBUFFER, display->priv->use_fbo); /* setup a texture to render to */ gl->BindTexture (GL_TEXTURE_RECTANGLE_ARB, display->priv->use_fbo_texture); /* attach the texture to the FBO to renderer to */ gl->FramebufferTexture2D (GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_RECTANGLE_ARB, display->priv->use_fbo_texture, 0); gl->GetIntegerv (GL_VIEWPORT, viewport_dim); gl->Viewport (0, 0, display->priv->use_fbo_width, display->priv->use_fbo_height); gl->DrawBuffer (GL_COLOR_ATTACHMENT0); gl->ClearColor (0.0, 0.0, 0.0, 0.0); gl->Clear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); /* the opengl scene */ display->priv->use_fbo_scene_cb_v2 (display->priv->use_fbo_stuff); gl->DrawBuffer (GL_NONE); gl->Viewport (viewport_dim[0], viewport_dim[1], viewport_dim[2], viewport_dim[3]); gl->BindFramebuffer (GL_FRAMEBUFFER, 0); } /* Called in the gl thread */ void _del_fbo (GstGLDisplay * display) { const GstGLFuncs *gl = display->gl_vtable; GST_TRACE ("Deleting FBO %u", display->priv->del_fbo); if (display->priv->del_fbo) { gl->DeleteFramebuffers (1, &display->priv->del_fbo); display->priv->del_fbo = 0; } if (display->priv->del_depth_buffer) { gl->DeleteRenderbuffers (1, &display->priv->del_depth_buffer); display->priv->del_depth_buffer = 0; } } /* Called in the gl thread */ void _gen_shader (GstGLDisplay * display) { const GstGLFuncs *gl = display->gl_vtable; GST_TRACE ("Generating shader %" GST_PTR_FORMAT, display->priv->gen_shader); if (gl->CreateProgramObject || gl->CreateProgram) { if (display->priv->gen_shader_vertex_source || display->priv->gen_shader_fragment_source) { GError *error = NULL; display->priv->gen_shader = gst_gl_shader_new (display); if (display->priv->gen_shader_vertex_source) gst_gl_shader_set_vertex_source (display->priv->gen_shader, display->priv->gen_shader_vertex_source); if (display->priv->gen_shader_fragment_source) gst_gl_shader_set_fragment_source (display->priv->gen_shader, display->priv->gen_shader_fragment_source); gst_gl_shader_compile (display->priv->gen_shader, &error); if (error) { gst_gl_display_set_error (display, "%s", error->message); g_error_free (error); error = NULL; gst_gl_display_clear_shader (display); g_object_unref (G_OBJECT (display->priv->gen_shader)); display->priv->gen_shader = NULL; } } } else { gst_gl_display_set_error (display, "One of the filter required ARB_fragment_shader"); display->priv->gen_shader = NULL; } } /* Called in the gl thread */ void _del_shader (GstGLDisplay * display) { GST_TRACE ("Deleting shader %" GST_PTR_FORMAT, display->priv->del_shader); if (display->priv->del_shader) { g_object_unref (G_OBJECT (display->priv->del_shader)); display->priv->del_shader = NULL; } } //------------------------------------------------------------ //------------------ BEGIN GL THREAD ACTIONS ----------------- //------------------------------------------------------------ //------------------------------------------------------------ //---------------------- BEGIN PRIVATE ----------------------- //------------------------------------------------------------ void gst_gl_display_gen_texture_window_cb (GstGLDisplay * display) { gst_gl_display_gen_texture_thread (display, &display->priv->gen_texture, display->priv->gen_texture_video_format, display->priv->gen_texture_width, display->priv->gen_texture_height); } /* Generate a texture if no one is available in the pool * Called in the gl thread */ void gst_gl_display_gen_texture_thread (GstGLDisplay * display, GLuint * pTexture, GstVideoFormat v_format, GLint width, GLint height) { const GstGLFuncs *gl = display->gl_vtable; GST_TRACE ("Generating texture format:%u dimensions:%ux%u", v_format, width, height); gl->GenTextures (1, pTexture); gl->BindTexture (GL_TEXTURE_RECTANGLE_ARB, *pTexture); switch (v_format) { case GST_VIDEO_FORMAT_RGB: case GST_VIDEO_FORMAT_BGR: case GST_VIDEO_FORMAT_RGBx: case GST_VIDEO_FORMAT_BGRx: case GST_VIDEO_FORMAT_xRGB: case GST_VIDEO_FORMAT_xBGR: case GST_VIDEO_FORMAT_RGBA: case GST_VIDEO_FORMAT_BGRA: case GST_VIDEO_FORMAT_ARGB: case GST_VIDEO_FORMAT_ABGR: { gl->TexImage2D (GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA8, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); break; } case GST_VIDEO_FORMAT_YUY2: case GST_VIDEO_FORMAT_UYVY: { switch (display->colorspace_conversion) { case GST_GL_DISPLAY_CONVERSION_GLSL: case GST_GL_DISPLAY_CONVERSION_MATRIX: gl->TexImage2D (GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA8, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); break; #if 0 case GST_GL_DISPLAY_CONVERSION_MESA: if (display->upload_width != display->upload_data_width || display->upload_height != display->upload_data_height) gl->TexImage2D (GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA8, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); else gl->TexImage2D (GL_TEXTURE_RECTANGLE_ARB, 0, GL_YCBCR_MESA, width, height, 0, GL_YCBCR_MESA, GL_UNSIGNED_SHORT_8_8_MESA, NULL); break; #endif default: gst_gl_display_set_error (display, "Unknow colorspace conversion %d", display->colorspace_conversion); } break; } case GST_VIDEO_FORMAT_I420: case GST_VIDEO_FORMAT_YV12: case GST_VIDEO_FORMAT_AYUV: { gl->TexImage2D (GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA8, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); break; } default: { gst_gl_display_set_error (display, "Unsupported upload video format %d", v_format); break; } } gl->TexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_LINEAR); gl->TexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_LINEAR); gl->TexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); gl->TexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); GST_LOG ("generated texture id:%d", *pTexture); } void gst_gl_display_del_texture_thread (GstGLDisplay * display, GLuint * pTexture) { //glDeleteTextures (1, pTexture); } /*------------------------------------------------------------ --------------------- END PRIVATE ------------------------- ----------------------------------------------------------*/ /*------------------------------------------------------------ --------------------- BEGIN PUBLIC ------------------------- ----------------------------------------------------------*/ void gst_gl_display_lock (GstGLDisplay * display) { g_mutex_lock (&display->mutex); } void gst_gl_display_unlock (GstGLDisplay * display) { g_mutex_unlock (&display->mutex); } /* called in the gl thread */ gboolean gst_gl_display_check_framebuffer_status (GstGLDisplay * display) { GLenum status = 0; status = display->gl_vtable->CheckFramebufferStatus (GL_FRAMEBUFFER); switch (status) { case GL_FRAMEBUFFER_COMPLETE: return TRUE; break; case GL_FRAMEBUFFER_UNSUPPORTED: GST_ERROR ("GL_FRAMEBUFFER_UNSUPPORTED"); break; case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT: GST_ERROR ("GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT"); break; case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT: GST_ERROR ("GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT"); break; case GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS: GST_ERROR ("GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS"); break; #if GST_GL_HAVE_OPENGL case GL_FRAMEBUFFER_UNDEFINED: GST_ERROR ("GL_FRAMEBUFFER_UNDEFINED"); break; #endif default: GST_ERROR ("General FBO error"); } return FALSE; } /* Called by the first gl element of a video/x-raw-gl flow */ GstGLDisplay * gst_gl_display_new (void) { return g_object_new (GST_GL_TYPE_DISPLAY, NULL); } /* Create an opengl context (one context for one GstGLDisplay) */ gboolean gst_gl_display_create_context (GstGLDisplay * display, gulong external_gl_context) { gboolean isAlive = FALSE; gst_gl_display_lock (display); if (!display->context_created) { display->external_gl_context = external_gl_context; display->gl_thread = g_thread_new ("gstglcontext", (GThreadFunc) gst_gl_display_thread_create_context, display); g_cond_wait (&display->priv->cond_create_context, &display->mutex); display->context_created = TRUE; GST_INFO ("gl thread created"); } isAlive = display->isAlive; gst_gl_display_unlock (display); return isAlive; } void gst_gl_display_thread_add (GstGLDisplay * display, GstGLDisplayThreadFunc func, gpointer data) { gst_gl_display_lock (display); display->priv->data = data; display->priv->generic_callback = func; gst_gl_window_send_message (display->gl_window, GST_GL_WINDOW_CB (gst_gl_display_thread_run_generic), display); gst_gl_display_unlock (display); } void gst_gl_display_gen_texture (GstGLDisplay * display, GLuint * pTexture, GstVideoFormat v_format, GLint width, GLint height) { gst_gl_display_lock (display); if (display->isAlive) { display->priv->gen_texture_width = width; display->priv->gen_texture_height = height; display->priv->gen_texture_video_format = v_format; gst_gl_window_send_message (display->gl_window, GST_GL_WINDOW_CB (gst_gl_display_gen_texture_window_cb), display); *pTexture = display->priv->gen_texture; } else *pTexture = 0; gst_gl_display_unlock (display); } void gst_gl_display_del_texture (GstGLDisplay * display, GLuint * pTexture) { gst_gl_display_lock (display); if (*pTexture) { gst_gl_display_del_texture_thread (display, pTexture); } gst_gl_display_unlock (display); } gboolean gst_gl_display_gen_fbo (GstGLDisplay * display, gint width, gint height, GLuint * fbo, GLuint * depthbuffer) { gboolean isAlive = FALSE; gst_gl_display_lock (display); if (display->isAlive) { display->priv->gen_fbo_width = width; display->priv->gen_fbo_height = height; gst_gl_window_send_message (display->gl_window, GST_GL_WINDOW_CB (_gen_fbo), display); *fbo = display->priv->generated_fbo; *depthbuffer = display->priv->generated_depth_buffer; } isAlive = display->isAlive; gst_gl_display_unlock (display); return isAlive; } /* Called by glfilter */ /* this function really has to be simplified... do we really need to set projection this way? Wouldn't be better a set_projection separate call? or just make glut functions available out of gst-libs and call it if needed on drawcallback? -- Filippo */ /* GLCB too.. I think that only needed parameters should be * GstGLDisplay *display and gpointer data, or just gpointer data */ /* ..everything here has to be simplified! */ gboolean gst_gl_display_use_fbo (GstGLDisplay * display, gint texture_fbo_width, gint texture_fbo_height, GLuint fbo, GLuint depth_buffer, GLuint texture_fbo, GLCB cb, gint input_texture_width, gint input_texture_height, GLuint input_texture, gdouble proj_param1, gdouble proj_param2, gdouble proj_param3, gdouble proj_param4, GstGLDisplayProjection projection, gpointer * stuff) { gboolean isAlive; gst_gl_display_lock (display); if (display->isAlive) { display->priv->use_fbo = fbo; display->priv->use_depth_buffer = depth_buffer; display->priv->use_fbo_texture = texture_fbo; display->priv->use_fbo_width = texture_fbo_width; display->priv->use_fbo_height = texture_fbo_height; display->priv->use_fbo_scene_cb = cb; display->priv->use_fbo_proj_param1 = proj_param1; display->priv->use_fbo_proj_param2 = proj_param2; display->priv->use_fbo_proj_param3 = proj_param3; display->priv->use_fbo_proj_param4 = proj_param4; display->priv->use_fbo_projection = projection; display->priv->use_fbo_stuff = stuff; display->priv->input_texture_width = input_texture_width; display->priv->input_texture_height = input_texture_height; display->priv->input_texture = input_texture; gst_gl_window_send_message (display->gl_window, GST_GL_WINDOW_CB (_use_fbo), display); } isAlive = display->isAlive; gst_gl_display_unlock (display); return isAlive; } gboolean gst_gl_display_use_fbo_v2 (GstGLDisplay * display, gint texture_fbo_width, gint texture_fbo_height, GLuint fbo, GLuint depth_buffer, GLuint texture_fbo, GLCB_V2 cb, gpointer * stuff) { gboolean isAlive; gst_gl_display_lock (display); if (display->isAlive) { display->priv->use_fbo = fbo; display->priv->use_depth_buffer = depth_buffer; display->priv->use_fbo_texture = texture_fbo; display->priv->use_fbo_width = texture_fbo_width; display->priv->use_fbo_height = texture_fbo_height; display->priv->use_fbo_scene_cb_v2 = cb; display->priv->use_fbo_stuff = stuff; gst_gl_window_send_message (display->gl_window, GST_GL_WINDOW_CB (_use_fbo_v2), display); } isAlive = display->isAlive; gst_gl_display_unlock (display); return isAlive; } /* Called by gltestsrc and glfilter */ void gst_gl_display_del_fbo (GstGLDisplay * display, GLuint fbo, GLuint depth_buffer) { gst_gl_display_lock (display); if (display->isAlive) { display->priv->del_fbo = fbo; display->priv->del_depth_buffer = depth_buffer; gst_gl_window_send_message (display->gl_window, GST_GL_WINDOW_CB (_del_fbo), display); } gst_gl_display_unlock (display); } /* Called by glfilter */ gboolean gst_gl_display_gen_shader (GstGLDisplay * display, const gchar * shader_vertex_source, const gchar * shader_fragment_source, GstGLShader ** shader) { gboolean isAlive; gst_gl_display_lock (display); if (display->isAlive) { display->priv->gen_shader_vertex_source = shader_vertex_source; display->priv->gen_shader_fragment_source = shader_fragment_source; gst_gl_window_send_message (display->gl_window, GST_GL_WINDOW_CB (_gen_shader), display); if (shader) *shader = display->priv->gen_shader; display->priv->gen_shader = NULL; display->priv->gen_shader_vertex_source = NULL; display->priv->gen_shader_fragment_source = NULL; } isAlive = display->isAlive; gst_gl_display_unlock (display); return isAlive; } /* Called by glfilter */ void gst_gl_display_del_shader (GstGLDisplay * display, GstGLShader * shader) { gst_gl_display_lock (display); if (display->isAlive) { display->priv->del_shader = shader; gst_gl_window_send_message (display->gl_window, GST_GL_WINDOW_CB (_del_shader), display); } gst_gl_display_unlock (display); } gulong gst_gl_display_get_internal_gl_context (GstGLDisplay * display) { gulong external_gl_context = 0; gst_gl_display_lock (display); external_gl_context = gst_gl_window_get_gl_context (display->gl_window); gst_gl_display_unlock (display); return external_gl_context; } void gst_gl_display_activate_gl_context (GstGLDisplay * display, gboolean activate) { if (!activate) gst_gl_display_lock (display); gst_gl_window_activate (display->gl_window, activate); if (activate) gst_gl_display_unlock (display); } GstGLAPI gst_gl_display_get_gl_api_unlocked (GstGLDisplay * display) { return display->gl_api; } GstGLAPI gst_gl_display_get_gl_api (GstGLDisplay * display) { GstGLAPI api; gst_gl_display_lock (display); api = gst_gl_display_get_gl_api_unlocked (display); gst_gl_display_unlock (display); return api; } gpointer gst_gl_display_get_gl_vtable (GstGLDisplay * display) { gpointer gl; gst_gl_display_lock (display); gl = display->gl_vtable; gst_gl_display_unlock (display); return gl; } //------------------------------------------------------------ //------------------------ END PUBLIC ------------------------ //------------------------------------------------------------