/* * gstvaapiwindow_glx.c - VA/GLX window abstraction * * Copyright (C) 2010-2011 Splitted-Desktop Systems * Author: Gwenole Beauchesne * Copyright (C) 2012-2013 Intel Corporation * Author: Gwenole Beauchesne * * 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:gstvaapiwindow_glx * @short_description: VA/GLX window abstraction */ #include "sysdeps.h" #include "gstvaapiwindow_glx.h" #include "gstvaapiwindow_x11_priv.h" #include "gstvaapidisplay_x11.h" #include "gstvaapidisplay_x11_priv.h" #include "gstvaapidisplay_glx_priv.h" #include "gstvaapiutils_x11.h" #include "gstvaapiutils_glx.h" #define DEBUG 1 #include "gstvaapidebug.h" #define GST_VAAPI_WINDOW_GLX_GET_PRIVATE(window) \ (&GST_VAAPI_WINDOW_GLX(window)->priv) #define GST_VAAPI_WINDOW_GLX_CLASS(klass) \ ((GstVaapiWindowGLXClass *)(klass)) #define GST_VAAPI_WINDOW_GLX_GET_CLASS(obj) \ GST_VAAPI_WINDOW_GLX_CLASS(GST_VAAPI_OBJECT_GET_CLASS(obj)) typedef struct _GstVaapiWindowGLXPrivate GstVaapiWindowGLXPrivate; typedef struct _GstVaapiWindowGLXClass GstVaapiWindowGLXClass; struct _GstVaapiWindowGLXPrivate { Colormap cmap; GLContextState *gl_context; }; /** * GstVaapiWindowGLX: * * An X11 #Window suitable for GLX rendering. */ struct _GstVaapiWindowGLX { /*< private >*/ GstVaapiWindowX11 parent_instance; GstVaapiWindowGLXPrivate priv; }; /** * GstVaapiWindowGLXClass: * * An X11 #Window suitable for GLX rendering. */ struct _GstVaapiWindowGLXClass { /*< private >*/ GstVaapiWindowX11Class parent_class; GstVaapiObjectFinalizeFunc parent_finalize; GstVaapiWindowResizeFunc parent_resize; }; /* Fill rectangle coords with capped bounds */ static inline void fill_rect( GstVaapiRectangle *dst_rect, const GstVaapiRectangle *src_rect, guint width, guint height ) { if (src_rect) { dst_rect->x = src_rect->x > 0 ? src_rect->x : 0; dst_rect->y = src_rect->y > 0 ? src_rect->y : 0; if (src_rect->x + src_rect->width < width) dst_rect->width = src_rect->width; else dst_rect->width = width - dst_rect->x; if (src_rect->y + src_rect->height < height) dst_rect->height = src_rect->height; else dst_rect->height = height - dst_rect->y; } else { dst_rect->x = 0; dst_rect->y = 0; dst_rect->width = width; dst_rect->height = height; } } static void _gst_vaapi_window_glx_destroy_context(GstVaapiWindow *window) { GstVaapiWindowGLXPrivate * const priv = GST_VAAPI_WINDOW_GLX_GET_PRIVATE(window); GST_VAAPI_OBJECT_LOCK_DISPLAY(window); if (priv->gl_context) { gl_destroy_context(priv->gl_context); priv->gl_context = NULL; } GST_VAAPI_OBJECT_UNLOCK_DISPLAY(window); } static gboolean _gst_vaapi_window_glx_create_context( GstVaapiWindow *window, GLXContext foreign_context ) { GstVaapiWindowGLXPrivate * const priv = GST_VAAPI_WINDOW_GLX_GET_PRIVATE(window); Display * const dpy = GST_VAAPI_OBJECT_XDISPLAY(window); GLContextState parent_cs; parent_cs.display = dpy; parent_cs.window = None; parent_cs.context = foreign_context; GST_VAAPI_OBJECT_LOCK_DISPLAY(window); priv->gl_context = gl_create_context( dpy, GST_VAAPI_OBJECT_XSCREEN(window), &parent_cs ); if (!priv->gl_context) { GST_DEBUG("could not create GLX context"); goto end; } if (!glXIsDirect(dpy, priv->gl_context->context)) { GST_DEBUG("could not create a direct-rendering GLX context"); goto out_destroy_context; } goto end; out_destroy_context: gl_destroy_context(priv->gl_context); priv->gl_context = NULL; end: GST_VAAPI_OBJECT_UNLOCK_DISPLAY(window); return priv->gl_context != NULL; } static gboolean _gst_vaapi_window_glx_ensure_context( GstVaapiWindow *window, GLXContext foreign_context ) { GstVaapiWindowGLXPrivate * const priv = GST_VAAPI_WINDOW_GLX_GET_PRIVATE(window); if (priv->gl_context) { if (!foreign_context || foreign_context == priv->gl_context->context) return TRUE; _gst_vaapi_window_glx_destroy_context(window); } return _gst_vaapi_window_glx_create_context(window, foreign_context); } static gboolean gst_vaapi_window_glx_ensure_context( GstVaapiWindow *window, GLXContext foreign_context ) { GstVaapiWindowGLXPrivate * const priv = GST_VAAPI_WINDOW_GLX_GET_PRIVATE(window); GLContextState old_cs; guint width, height; if (!_gst_vaapi_window_glx_ensure_context(window, foreign_context)) return FALSE; priv->gl_context->window = GST_VAAPI_OBJECT_ID(window); if (!gl_set_current_context(priv->gl_context, &old_cs)) { GST_DEBUG("could not make newly created GLX context current"); return FALSE; } glDisable(GL_DEPTH_TEST); glDepthMask(GL_FALSE); glDisable(GL_CULL_FACE); glDrawBuffer(GL_BACK); glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); gst_vaapi_window_get_size(window, &width, &height); gl_resize(width, height); gl_set_bgcolor(0); glClear(GL_COLOR_BUFFER_BIT); gl_set_current_context(&old_cs, NULL); return TRUE; } static Visual * gst_vaapi_window_glx_get_visual(GstVaapiWindow *window) { GstVaapiWindowGLXPrivate * const priv = GST_VAAPI_WINDOW_GLX_GET_PRIVATE(window); if (!_gst_vaapi_window_glx_ensure_context(window, NULL)) return NULL; return priv->gl_context->visual->visual; } static void gst_vaapi_window_glx_destroy_colormap(GstVaapiWindow *window) { GstVaapiWindowGLXPrivate * const priv = GST_VAAPI_WINDOW_GLX_GET_PRIVATE(window); Display * const dpy = GST_VAAPI_OBJECT_XDISPLAY(window); if (priv->cmap) { if (!window->use_foreign_window) { GST_VAAPI_OBJECT_LOCK_DISPLAY(window); XFreeColormap(dpy, priv->cmap); GST_VAAPI_OBJECT_UNLOCK_DISPLAY(window); } priv->cmap = None; } } static Colormap gst_vaapi_window_glx_create_colormap(GstVaapiWindow *window) { GstVaapiWindowGLXPrivate * const priv = GST_VAAPI_WINDOW_GLX_GET_PRIVATE(window); Display * const dpy = GST_VAAPI_OBJECT_XDISPLAY(window); int screen; XWindowAttributes wattr; gboolean success = FALSE; if (!priv->cmap) { if (!window->use_foreign_window) { if (!_gst_vaapi_window_glx_ensure_context(window, NULL)) return None; GST_VAAPI_OBJECT_LOCK_DISPLAY(window); x11_trap_errors(); /* XXX: add a GstVaapiDisplayX11:x11-screen property? */ screen = GST_VAAPI_OBJECT_XSCREEN(window); priv->cmap = XCreateColormap( dpy, RootWindow(dpy, screen), priv->gl_context->visual->visual, AllocNone ); success = x11_untrap_errors() == 0; GST_VAAPI_OBJECT_UNLOCK_DISPLAY(window); } else { GST_VAAPI_OBJECT_LOCK_DISPLAY(window); x11_trap_errors(); XGetWindowAttributes(dpy, GST_VAAPI_OBJECT_ID(window), &wattr); priv->cmap = wattr.colormap; success = x11_untrap_errors() == 0; GST_VAAPI_OBJECT_UNLOCK_DISPLAY(window); } if (!success) return None; } return priv->cmap; } static Colormap gst_vaapi_window_glx_get_colormap(GstVaapiWindow *window) { return gst_vaapi_window_glx_create_colormap(window); } static gboolean gst_vaapi_window_glx_resize(GstVaapiWindow *window, guint width, guint height) { GstVaapiWindowGLXPrivate * const priv = GST_VAAPI_WINDOW_GLX_GET_PRIVATE(window); const GstVaapiWindowGLXClass * const klass = GST_VAAPI_WINDOW_GLX_GET_CLASS(window); Display * const dpy = GST_VAAPI_OBJECT_XDISPLAY(window); GLContextState old_cs; if (!klass->parent_resize(window, width, height)) return FALSE; GST_VAAPI_OBJECT_LOCK_DISPLAY(window); XSync(dpy, False); /* make sure resize completed */ if (gl_set_current_context(priv->gl_context, &old_cs)) { gl_resize(width, height); gl_set_current_context(&old_cs, NULL); } GST_VAAPI_OBJECT_UNLOCK_DISPLAY(window); return TRUE; } static void gst_vaapi_window_glx_finalize(GstVaapiWindowGLX *window) { GstVaapiWindow * const base_window = GST_VAAPI_WINDOW(window); _gst_vaapi_window_glx_destroy_context(base_window); gst_vaapi_window_glx_destroy_colormap(base_window); GST_VAAPI_WINDOW_GLX_GET_CLASS(window)->parent_finalize( GST_VAAPI_OBJECT(window)); } static void gst_vaapi_window_glx_class_init(GstVaapiWindowGLXClass *klass) { GstVaapiWindowClass * const window_class = GST_VAAPI_WINDOW_CLASS(klass); GstVaapiWindowX11Class * const xwindow_class = GST_VAAPI_WINDOW_X11_CLASS(klass); gst_vaapi_window_x11_class_init(xwindow_class); klass->parent_resize = window_class->resize; klass->parent_finalize = GST_VAAPI_OBJECT_CLASS(klass)->finalize; window_class->resize = gst_vaapi_window_glx_resize; xwindow_class->get_visual = gst_vaapi_window_glx_get_visual; xwindow_class->get_colormap = gst_vaapi_window_glx_get_colormap; } GST_VAAPI_OBJECT_DEFINE_CLASS_WITH_CODE( GstVaapiWindowGLX, gst_vaapi_window_glx, gst_vaapi_window_glx_class_init(&g_class)) /** * gst_vaapi_window_glx_new: * @display: a #GstVaapiDisplay * @width: the requested window width, in pixels * @height: the requested windo height, in pixels * * Creates a window with the specified @width and @height. The window * will be attached to the @display and remains invisible to the user * until gst_vaapi_window_show() is called. * * Return value: the newly allocated #GstVaapiWindow object */ GstVaapiWindow * gst_vaapi_window_glx_new(GstVaapiDisplay *display, guint width, guint height) { GstVaapiWindow *window; g_return_val_if_fail(GST_VAAPI_IS_DISPLAY_GLX(display), NULL); window = gst_vaapi_window_new(GST_VAAPI_WINDOW_CLASS( gst_vaapi_window_glx_class()), display, width, height); if (!window) return NULL; if (!gst_vaapi_window_glx_ensure_context(window, NULL)) goto error; return window; error: gst_vaapi_window_unref(window); return NULL; } /** * gst_vaapi_window_glx_new_with_xid: * @display: a #GstVaapiDisplay * @xid: an X11 #Window id * * Creates a #GstVaapiWindow using the X11 #Window @xid. The caller * still owns the window and must call XDestroyWindow() when all * #GstVaapiWindow references are released. Doing so too early can * yield undefined behaviour. * * Return value: the newly allocated #GstVaapiWindow object */ GstVaapiWindow * gst_vaapi_window_glx_new_with_xid(GstVaapiDisplay *display, Window xid) { GstVaapiWindow *window; GST_DEBUG("new window from xid 0x%08x", xid); g_return_val_if_fail(GST_VAAPI_IS_DISPLAY_GLX(display), NULL); g_return_val_if_fail(xid != None, NULL); window = gst_vaapi_window_new_from_native(GST_VAAPI_WINDOW_CLASS( gst_vaapi_window_glx_class()), display, GINT_TO_POINTER(xid)); if (!window) return NULL; if (!gst_vaapi_window_glx_ensure_context(window, NULL)) goto error; return window; error: gst_vaapi_window_unref(window); return NULL; } /** * gst_vaapi_window_glx_get_context: * @window: a #GstVaapiWindowGLX * * Returns the #GLXContext bound to the @window. * * Return value: the #GLXContext bound to the @window */ GLXContext gst_vaapi_window_glx_get_context(GstVaapiWindowGLX *window) { g_return_val_if_fail(window != NULL, NULL); return GST_VAAPI_WINDOW_GLX_GET_PRIVATE(window)->gl_context->context; } /** * gst_vaapi_window_glx_set_context: * @window: a #GstVaapiWindowGLX * @ctx: a GLX context * * Binds GLX context @ctx to @window. If @ctx is non %NULL, the caller * is responsible to making sure it has compatible visual with that of * the underlying X window. If @ctx is %NULL, a new context is created * and the @window owns it. * * Return value: %TRUE on success */ gboolean gst_vaapi_window_glx_set_context(GstVaapiWindowGLX *window, GLXContext ctx) { g_return_val_if_fail(window != NULL, FALSE); return gst_vaapi_window_glx_ensure_context(GST_VAAPI_WINDOW(window), ctx); } /** * gst_vaapi_window_glx_make_current: * @window: a #GstVaapiWindowGLX * * Makes the @window GLX context the current GLX rendering context of * the calling thread, replacing the previously current context if * there was one. * * Return value: %TRUE on success */ gboolean gst_vaapi_window_glx_make_current(GstVaapiWindowGLX *window) { gboolean success; g_return_val_if_fail(window != NULL, FALSE); GST_VAAPI_OBJECT_LOCK_DISPLAY(window); success = gl_set_current_context(window->priv.gl_context, NULL); GST_VAAPI_OBJECT_UNLOCK_DISPLAY(window); return success; } /** * gst_vaapi_window_glx_swap_buffers: * @window: a #GstVaapiWindowGLX * * Promotes the contents of the back buffer of @window to become the * contents of the front buffer of @window. This simply is wrapper * around glXSwapBuffers(). */ void gst_vaapi_window_glx_swap_buffers(GstVaapiWindowGLX *window) { g_return_if_fail(window != NULL); GST_VAAPI_OBJECT_LOCK_DISPLAY(window); gl_swap_buffers(window->priv.gl_context); GST_VAAPI_OBJECT_UNLOCK_DISPLAY(window); } /** * gst_vaapi_window_glx_put_texture: * @window: a #GstVaapiWindowGLX * @texture: a #GstVaapiTexture * @src_rect: the sub-rectangle of the source texture to * extract and process. If %NULL, the entire texture will be used. * @dst_rect: the sub-rectangle of the destination * window into which the texture is rendered. If %NULL, the entire * window will be used. * * Renders the @texture region specified by @src_rect into the @window * region specified by @dst_rect. * * NOTE: only GL_TEXTURE_2D textures are supported at this time. * * Return value: %TRUE on success */ gboolean gst_vaapi_window_glx_put_texture( GstVaapiWindowGLX *window, GstVaapiTexture *texture, const GstVaapiRectangle *src_rect, const GstVaapiRectangle *dst_rect ) { GstVaapiRectangle tmp_src_rect, tmp_dst_rect; GLTextureState ts; GLenum tex_target; GLuint tex_id; guint tex_width, tex_height; guint win_width, win_height; g_return_val_if_fail(window != NULL, FALSE); g_return_val_if_fail(texture != NULL, FALSE); gst_vaapi_texture_get_size(texture, &tex_width, &tex_height); fill_rect(&tmp_src_rect, src_rect, tex_width, tex_height); src_rect = &tmp_src_rect; gst_vaapi_window_get_size(GST_VAAPI_WINDOW(window), &win_width, &win_height); fill_rect(&tmp_dst_rect, dst_rect, win_width, win_height); dst_rect = &tmp_dst_rect; /* XXX: only GL_TEXTURE_2D textures are supported at this time */ tex_target = gst_vaapi_texture_get_target(texture); if (tex_target != GL_TEXTURE_2D) return FALSE; tex_id = gst_vaapi_texture_get_id(texture); if (!gl_bind_texture(&ts, tex_target, tex_id)) return FALSE; glColor4f(1.0f, 1.0f, 1.0f, 1.0f); glPushMatrix(); glTranslatef((GLfloat)dst_rect->x, (GLfloat)dst_rect->y, 0.0f); glBegin(GL_QUADS); { const float tx1 = (float)src_rect->x / tex_width; const float tx2 = (float)(src_rect->x + src_rect->width) / tex_width; const float ty1 = (float)src_rect->y / tex_height; const float ty2 = (float)(src_rect->y + src_rect->height) / tex_height; const guint w = dst_rect->width; const guint h = dst_rect->height; glTexCoord2f(tx1, ty1); glVertex2i(0, 0); glTexCoord2f(tx1, ty2); glVertex2i(0, h); glTexCoord2f(tx2, ty2); glVertex2i(w, h); glTexCoord2f(tx2, ty1); glVertex2i(w, 0); } glEnd(); glPopMatrix(); gl_unbind_texture(&ts); return TRUE; }