/* * gstvaapitexture.c - VA texture abstraction * * Copyright (C) 2010-2011 Splitted-Desktop Systems * Copyright (C) 2012 Intel Corporation * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Lesser General Public License * as published by the Free Software Foundation; either version 2.1 * 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 * Lesser General Public License for more details. * * You should have received a copy of the GNU Lesser General Public * License along with this library; if not, write to the Free * Software Foundation, Inc., 51 Franklin Street, Fifth Floor, * Boston, MA 02110-1301 USA */ /** * SECTION:gstvaapitexture * @short_description: VA/GLX texture abstraction */ #include "sysdeps.h" #include "gstvaapitexture.h" #include "gstvaapicompat.h" #include "gstvaapiutils.h" #include "gstvaapiutils_glx.h" #include "gstvaapidisplay_glx.h" #include "gstvaapidisplay_x11_priv.h" #include "gstvaapiobject_priv.h" #define DEBUG 1 #include "gstvaapidebug.h" typedef struct _GstVaapiTextureClass GstVaapiTextureClass; /** * GstVaapiTexture: * * Base object for system-dependent textures. */ struct _GstVaapiTexture { /*< private >*/ GstVaapiObject parent_instance; GLenum target; GLenum format; guint width; guint height; GLContextState *gl_context; void *gl_surface; GLPixmapObject *pixo; GLFramebufferObject *fbo; guint foreign_texture : 1; }; /** * GstVaapiTextureClass: * * Base class for system-dependent textures. */ struct _GstVaapiTextureClass { GstVaapiObjectClass parent_class; }; static void _gst_vaapi_texture_destroy_objects(GstVaapiTexture *texture) { #if USE_VAAPI_GLX GST_VAAPI_OBJECT_LOCK_DISPLAY(texture); if (texture->gl_surface) { vaDestroySurfaceGLX( GST_VAAPI_OBJECT_VADISPLAY(texture), texture->gl_surface ); texture->gl_surface = NULL; } GST_VAAPI_OBJECT_UNLOCK_DISPLAY(texture); #else GLContextState old_cs; GST_VAAPI_OBJECT_LOCK_DISPLAY(texture); if (texture->gl_context) gl_set_current_context(texture->gl_context, &old_cs); if (texture->fbo) { gl_destroy_framebuffer_object(texture->fbo); texture->fbo = NULL; } if (texture->pixo) { gl_destroy_pixmap_object(texture->pixo); texture->pixo = NULL; } if (texture->gl_context) { gl_set_current_context(&old_cs, NULL); gl_destroy_context(texture->gl_context); texture->gl_context = NULL; } GST_VAAPI_OBJECT_UNLOCK_DISPLAY(texture); #endif } static void gst_vaapi_texture_destroy(GstVaapiTexture *texture) { const GLuint texture_id = GST_VAAPI_OBJECT_ID(texture); _gst_vaapi_texture_destroy_objects(texture); if (texture_id) { if (!texture->foreign_texture) glDeleteTextures(1, &texture_id); GST_VAAPI_OBJECT_ID(texture) = 0; } } static gboolean _gst_vaapi_texture_create_objects(GstVaapiTexture *texture, GLuint texture_id) { gboolean success = FALSE; #if USE_VAAPI_GLX VAStatus status; GST_VAAPI_OBJECT_LOCK_DISPLAY(texture); status = vaCreateSurfaceGLX( GST_VAAPI_OBJECT_VADISPLAY(texture), texture->target, texture_id, &texture->gl_surface ); GST_VAAPI_OBJECT_UNLOCK_DISPLAY(texture); success = vaapi_check_status(status, "vaCreateSurfaceGLX()"); #else GLContextState old_cs; GST_VAAPI_OBJECT_LOCK_DISPLAY(texture); gl_get_current_context(&old_cs); texture->gl_context = gl_create_context( GST_VAAPI_OBJECT_XDISPLAY(texture), GST_VAAPI_OBJECT_XSCREEN(texture), &old_cs ); if (!texture->gl_context || !gl_set_current_context(texture->gl_context, NULL)) goto end; texture->pixo = gl_create_pixmap_object( GST_VAAPI_OBJECT_XDISPLAY(texture), texture->width, texture->height ); if (!texture->pixo) goto end; texture->fbo = gl_create_framebuffer_object( texture->target, texture_id, texture->width, texture->height ); if (texture->fbo) success = TRUE; end: gl_set_current_context(&old_cs, NULL); GST_VAAPI_OBJECT_UNLOCK_DISPLAY(texture); #endif return success; } static gboolean gst_vaapi_texture_create(GstVaapiTexture *texture) { GLuint texture_id; if (texture->foreign_texture) texture_id = GST_VAAPI_OBJECT_ID(texture); else { GST_VAAPI_OBJECT_LOCK_DISPLAY(texture); texture_id = gl_create_texture( texture->target, texture->format, texture->width, texture->height ); GST_VAAPI_OBJECT_UNLOCK_DISPLAY(texture); if (!texture_id) return FALSE; GST_VAAPI_OBJECT_ID(texture) = texture_id; } return _gst_vaapi_texture_create_objects(texture, texture_id); } static void gst_vaapi_texture_init(GstVaapiTexture *texture, GLuint texture_id, GLenum target, GLenum format, guint width, guint height) { GST_VAAPI_OBJECT_ID(texture) = texture_id; texture->foreign_texture = texture_id != GL_NONE; texture->target = target; texture->format = format; texture->width = width; texture->height = height; } #define gst_vaapi_texture_finalize gst_vaapi_texture_destroy GST_VAAPI_OBJECT_DEFINE_CLASS(GstVaapiTexture, gst_vaapi_texture) /** * gst_vaapi_texture_new: * @display: a #GstVaapiDisplay * @target: the target to which the texture is bound * @format: the format of the pixel data * @width: the requested width, in pixels * @height: the requested height, in pixels * * Creates a texture with the specified dimensions, @target and * @format. Note that only GL_TEXTURE_2D @target and GL_RGBA or * GL_BGRA formats are supported at this time. * * The application shall maintain the live GL context itself. That is, * gst_vaapi_window_glx_make_current() must be called beforehand, or * any other function like glXMakeCurrent() if the context is managed * outside of this library. * * Return value: the newly created #GstVaapiTexture object */ GstVaapiTexture * gst_vaapi_texture_new( GstVaapiDisplay *display, GLenum target, GLenum format, guint width, guint height ) { GstVaapiTexture *texture; g_return_val_if_fail(GST_VAAPI_IS_DISPLAY(display), NULL); g_return_val_if_fail(target != GL_NONE, NULL); g_return_val_if_fail(format != GL_NONE, NULL); g_return_val_if_fail(width > 0, NULL); g_return_val_if_fail(height > 0, NULL); texture = gst_vaapi_object_new(gst_vaapi_texture_class(), display); if (!texture) return NULL; gst_vaapi_texture_init(texture, GL_NONE, target, format, width, height); if (!gst_vaapi_texture_create(texture)) goto error; return texture; error: gst_vaapi_object_unref(texture); return NULL; } /** * gst_vaapi_texture_new_with_texture: * @display: a #GstVaapiDisplay * @texture_id: the foreign GL texture name to use * @target: the target to which the texture is bound * @format: the format of the pixel data * * Creates a texture from an existing GL texture, with the specified * @target and @format. Note that only GL_TEXTURE_2D @target and * GL_RGBA or GL_BGRA formats are supported at this time. The * dimensions will be retrieved from the @texture_id. * * The application shall maintain the live GL context itself. That is, * gst_vaapi_window_glx_make_current() must be called beforehand, or * any other function like glXMakeCurrent() if the context is managed * outside of this library. * * Return value: the newly created #GstVaapiTexture object */ GstVaapiTexture * gst_vaapi_texture_new_with_texture( GstVaapiDisplay *display, GLuint texture_id, GLenum target, GLenum format ) { GstVaapiTexture *texture; guint width, height, border_width; GLTextureState ts; gboolean success; g_return_val_if_fail(GST_VAAPI_IS_DISPLAY(display), NULL); g_return_val_if_fail(target != GL_NONE, NULL); g_return_val_if_fail(format != GL_NONE, NULL); /* Check texture dimensions */ GST_VAAPI_DISPLAY_LOCK(display); success = gl_bind_texture(&ts, target, texture_id); if (success) { if (!gl_get_texture_param(target, GL_TEXTURE_WIDTH, &width) || !gl_get_texture_param(target, GL_TEXTURE_HEIGHT, &height) || !gl_get_texture_param(target, GL_TEXTURE_BORDER, &border_width)) success = FALSE; gl_unbind_texture(&ts); } GST_VAAPI_DISPLAY_UNLOCK(display); if (!success) return NULL; width -= 2 * border_width; height -= 2 * border_width; g_return_val_if_fail(width > 0, NULL); g_return_val_if_fail(height > 0, NULL); texture = gst_vaapi_object_new(gst_vaapi_texture_class(), display); if (!texture) return NULL; gst_vaapi_texture_init(texture, texture_id, target, format, width, height); if (!gst_vaapi_texture_create(texture)) goto error; return texture; error: gst_vaapi_object_unref(texture); return NULL; } /** * gst_vaapi_texture_ref: * @texture: a #GstVaapiTexture * * Atomically increases the reference count of the given @texture by one. * * Returns: The same @texture argument */ GstVaapiTexture * gst_vaapi_texture_ref(GstVaapiTexture *texture) { return gst_vaapi_object_ref(texture); } /** * gst_vaapi_texture_unref: * @texture: a #GstVaapiTexture * * Atomically decreases the reference count of the @texture by one. If * the reference count reaches zero, the texture will be free'd. */ void gst_vaapi_texture_unref(GstVaapiTexture *texture) { gst_vaapi_object_unref(texture); } /** * gst_vaapi_texture_replace: * @old_texture_ptr: a pointer to a #GstVaapiTexture * @new_texture: a #GstVaapiTexture * * Atomically replaces the texture texture held in @old_texture_ptr * with @new_texture. This means that @old_texture_ptr shall reference * a valid texture. However, @new_texture can be NULL. */ void gst_vaapi_texture_replace(GstVaapiTexture **old_texture_ptr, GstVaapiTexture *new_texture) { gst_vaapi_object_replace(old_texture_ptr, new_texture); } /** * gst_vaapi_texture_get_id: * @texture: a #GstVaapiTexture * * Returns the underlying texture id of the @texture. * * Return value: the underlying texture id of the @texture */ GLuint gst_vaapi_texture_get_id(GstVaapiTexture *texture) { g_return_val_if_fail(texture != NULL, 0); return GST_VAAPI_OBJECT_ID(texture); } /** * gst_vaapi_texture_get_target: * @texture: a #GstVaapiTexture * * Returns the @texture target type * * Return value: the texture target */ GLenum gst_vaapi_texture_get_target(GstVaapiTexture *texture) { g_return_val_if_fail(texture != NULL, GL_NONE); return texture->target; } /** * gst_vaapi_texture_get_format * @texture: a #GstVaapiTexture * * Returns the @texture format * * Return value: the texture format */ GLenum gst_vaapi_texture_get_format(GstVaapiTexture *texture) { g_return_val_if_fail(texture != NULL, GL_NONE); return texture->format; } /** * gst_vaapi_texture_get_width: * @texture: a #GstVaapiTexture * * Returns the @texture width. * * Return value: the texture width, in pixels */ guint gst_vaapi_texture_get_width(GstVaapiTexture *texture) { g_return_val_if_fail(texture != NULL, 0); return texture->width; } /** * gst_vaapi_texture_get_height: * @texture: a #GstVaapiTexture * * Returns the @texture height. * * Return value: the texture height, in pixels. */ guint gst_vaapi_texture_get_height(GstVaapiTexture *texture) { g_return_val_if_fail(texture != NULL, 0); return texture->height; } /** * gst_vaapi_texture_get_size: * @texture: a #GstVaapiTexture * @pwidth: return location for the width, or %NULL * @pheight: return location for the height, or %NULL * * Retrieves the dimensions of a #GstVaapiTexture. */ void gst_vaapi_texture_get_size( GstVaapiTexture *texture, guint *pwidth, guint *pheight ) { g_return_if_fail(texture != NULL); if (pwidth) *pwidth = texture->width; if (pheight) *pheight = texture->height; } /** * gst_vaapi_texture_put_surface: * @texture: a #GstVaapiTexture * @surface: a #GstVaapiSurface * @flags: postprocessing flags. See #GstVaapiTextureRenderFlags * * Renders the @surface into the àtexture. The @flags specify how * de-interlacing (if needed), color space conversion, scaling and * other postprocessing transformations are performed. * * Return value: %TRUE on success */ static gboolean _gst_vaapi_texture_put_surface( GstVaapiTexture *texture, GstVaapiSurface *surface, guint flags ) { VAStatus status; #if USE_VAAPI_GLX GST_VAAPI_OBJECT_LOCK_DISPLAY(texture); status = vaCopySurfaceGLX( GST_VAAPI_OBJECT_VADISPLAY(texture), texture->gl_surface, GST_VAAPI_OBJECT_ID(surface), from_GstVaapiSurfaceRenderFlags(flags) ); GST_VAAPI_OBJECT_UNLOCK_DISPLAY(texture); if (!vaapi_check_status(status, "vaCopySurfaceGLX()")) return FALSE; #else guint surface_width, surface_height; GLContextState old_cs; gboolean success = FALSE; gst_vaapi_surface_get_size(surface, &surface_width, &surface_height); GST_VAAPI_OBJECT_LOCK_DISPLAY(texture); status = vaPutSurface( GST_VAAPI_OBJECT_VADISPLAY(texture), GST_VAAPI_OBJECT_ID(surface), texture->pixo->pixmap, 0, 0, surface_width, surface_height, 0, 0, texture->width, texture->height, NULL, 0, from_GstVaapiSurfaceRenderFlags(flags) ); GST_VAAPI_OBJECT_UNLOCK_DISPLAY(texture); if (!vaapi_check_status(status, "vaPutSurface() [TFP]")) return FALSE; GST_VAAPI_OBJECT_LOCK_DISPLAY(texture); if (texture->gl_context) { success = gl_set_current_context(texture->gl_context, &old_cs); if (!success) goto end; } success = gl_bind_framebuffer_object(texture->fbo); if (!success) { GST_DEBUG("could not bind FBO"); goto out_reset_context; } GST_VAAPI_OBJECT_UNLOCK_DISPLAY(texture); success = gst_vaapi_surface_sync(surface); GST_VAAPI_OBJECT_LOCK_DISPLAY(texture); if (!success) { GST_DEBUG("could not render surface to pixmap"); goto out_unbind_fbo; } success = gl_bind_pixmap_object(texture->pixo); if (!success) { GST_DEBUG("could not bind GLX pixmap"); goto out_unbind_fbo; } glColor4f(1.0f, 1.0f, 1.0f, 1.0f); glBegin(GL_QUADS); { glTexCoord2f(0.0f, 0.0f); glVertex2i(0, 0 ); glTexCoord2f(0.0f, 1.0f); glVertex2i(0, texture->height); glTexCoord2f(1.0f, 1.0f); glVertex2i(texture->width, texture->height); glTexCoord2f(1.0f, 0.0f); glVertex2i(texture->width, 0 ); } glEnd(); success = gl_unbind_pixmap_object(texture->pixo); if (!success) { GST_DEBUG("could not release GLX pixmap"); goto out_unbind_fbo; } out_unbind_fbo: if (!gl_unbind_framebuffer_object(texture->fbo)) success = FALSE; out_reset_context: if (texture->gl_context && !gl_set_current_context(&old_cs, NULL)) success = FALSE; end: GST_VAAPI_OBJECT_UNLOCK_DISPLAY(texture); return success; #endif return TRUE; } gboolean gst_vaapi_texture_put_surface( GstVaapiTexture *texture, GstVaapiSurface *surface, guint flags ) { g_return_val_if_fail(texture != NULL, FALSE); g_return_val_if_fail(GST_VAAPI_IS_SURFACE(surface), FALSE); return _gst_vaapi_texture_put_surface(texture, surface, flags); }