/* GStreamer * * Copyright (C) 2013 Matthew Waters * * 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 #if GST_GL_HAVE_GLES2 /* *INDENT-OFF* */ static const gchar *vertex_shader_str_gles2 = "attribute vec4 a_position; \n" "attribute vec2 a_texCoord; \n" "varying vec2 v_texCoord; \n" "void main() \n" "{ \n" " gl_Position = a_position; \n" " v_texCoord = a_texCoord; \n" "} \n"; static const gchar *fragment_shader_str_gles2 = "precision mediump float; \n" "varying vec2 v_texCoord; \n" "uniform sampler2D s_texture; \n" "void main() \n" "{ \n" " gl_FragColor = texture2D( s_texture, v_texCoord );\n" "} \n"; /* *INDENT-ON* */ #endif static GstGLDisplay *display; void setup (void) { display = gst_gl_display_new (); } void teardown (void) { gst_object_unref (display); } static GLuint fbo_id, rbo, tex; static GstGLFramebuffer *fbo; #if GST_GL_HAVE_GLES2 static GError *error; static GstGLShader *shader; static GLint shader_attr_position_loc; static GLint shader_attr_texture_loc; #endif void init (gpointer data) { GstGLContext *context = data; /* has to be called in the thread that is going to use the framebuffer */ fbo = gst_gl_framebuffer_new (context); gst_gl_framebuffer_generate (fbo, 320, 240, &fbo_id, &rbo); fail_if (fbo == NULL || fbo_id == 0, "failed to create framebuffer object"); gst_gl_context_gen_texture (context, &tex, GST_VIDEO_FORMAT_RGBA, 320, 240); fail_if (tex == 0, "failed to create texture"); #if GST_GL_HAVE_GLES2 shader = gst_gl_shader_new (context); fail_if (shader == NULL, "failed to create shader object"); gst_gl_shader_set_vertex_source (shader, vertex_shader_str_gles2); gst_gl_shader_set_fragment_source (shader, fragment_shader_str_gles2); error = NULL; gst_gl_shader_compile (shader, &error); fail_if (error != NULL, "Error compiling shader %s\n", error ? error->message : "Unknown Error"); shader_attr_position_loc = gst_gl_shader_get_attribute_location (shader, "a_position"); shader_attr_texture_loc = gst_gl_shader_get_attribute_location (shader, "a_texCoord"); #endif } void deinit (gpointer data) { GstGLContext *context = data; GstGLFuncs *gl = context->gl_vtable; gl->DeleteTextures (1, &tex);; gst_object_unref (fbo); #if GST_GL_HAVE_GLES2 gst_object_unref (shader); #endif } void clear_tex (gpointer data) { GstGLContext *context = data; GstGLFuncs *gl = context->gl_vtable; static gfloat r = 0.0, g = 0.0, b = 0.0; gl->ClearColor (r, g, b, 1.0); gl->Clear (GL_COLOR_BUFFER_BIT); r = r > 1.0 ? 0.0 : r + 0.03; g = g > 1.0 ? 0.0 : g + 0.01; b = b > 1.0 ? 0.0 : b + 0.015; } void draw_tex (gpointer data) { gst_gl_framebuffer_use_v2 (fbo, 320, 240, fbo_id, rbo, tex, (GLCB_V2) clear_tex, data); } void draw_render (gpointer data) { GstGLContext *context = data; GstGLContextClass *context_class = GST_GL_CONTEXT_GET_CLASS (context); const GstGLFuncs *gl = context->gl_vtable; /* redraw the texture into the system provided framebuffer */ #if GST_GL_HAVE_OPENGL GLfloat verts[8] = { 1.0f, 1.0f, -1.0f, 1.0f, -1.0f, -1.0f, 1.0f, -1.0f }; GLfloat texcoords[8] = { 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f }; gl->Viewport (0, 0, 320, 240); gl->Clear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); gl->MatrixMode (GL_PROJECTION); gl->LoadIdentity (); gl->Enable (GL_TEXTURE_2D); gl->BindTexture (GL_TEXTURE_2D, tex); gl->EnableClientState (GL_VERTEX_ARRAY); gl->EnableClientState (GL_TEXTURE_COORD_ARRAY); gl->VertexPointer (2, GL_FLOAT, 0, &verts); gl->TexCoordPointer (2, GL_FLOAT, 0, &texcoords); gl->DrawArrays (GL_TRIANGLE_FAN, 0, 4); gl->DisableClientState (GL_VERTEX_ARRAY); gl->DisableClientState (GL_TEXTURE_COORD_ARRAY); gl->Disable (GL_TEXTURE_2D); #endif #if GST_GL_HAVE_GLES2 const GLfloat vVertices[] = { 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, -1.0f, 1.0f, 0.0f, 0.0f, 0.0f, -1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 1.0f, -1.0f, 0.0f, 1.0f, 1.0f }; GLushort indices[] = { 0, 1, 2, 0, 2, 3 }; gl->Clear (GL_COLOR_BUFFER_BIT); gst_gl_shader_use (shader); /* Load the vertex position */ gl->VertexAttribPointer (shader_attr_position_loc, 3, GL_FLOAT, GL_FALSE, 5 * sizeof (GLfloat), vVertices); /* Load the texture coordinate */ gl->VertexAttribPointer (shader_attr_texture_loc, 2, GL_FLOAT, GL_FALSE, 5 * sizeof (GLfloat), &vVertices[3]); gl->EnableVertexAttribArray (shader_attr_position_loc); gl->EnableVertexAttribArray (shader_attr_texture_loc); gl->ActiveTexture (GL_TEXTURE0); gl->BindTexture (GL_TEXTURE_2D, tex); gst_gl_shader_set_uniform_1i (shader, "s_texture", 0); gl->DrawElements (GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, indices); #endif context_class->swap_buffers (context); } GST_START_TEST (test_share) { GstGLContext *context; GstGLWindow *window; GstGLContext *other_context; GstGLWindow *other_window; GError *error = NULL; gint i = 0; display = gst_gl_display_new (); context = gst_gl_context_new (display); window = gst_gl_window_new (display); gst_gl_context_set_window (context, window); gst_gl_context_create (context, 0, &error); fail_if (error != NULL, "Error creating master context %s\n", error ? error->message : "Unknown Error"); other_window = gst_gl_window_new (display); other_context = gst_gl_context_new (display); gst_gl_context_set_window (other_context, other_window); gst_gl_context_create (other_context, context, &error); fail_if (error != NULL, "Error creating secondary context %s\n", error ? error->message : "Unknown Error"); /* make the window visible */ gst_gl_window_draw (window, 320, 240); gst_gl_window_send_message (other_window, GST_GL_WINDOW_CB (init), context); while (i < 10) { gst_gl_window_send_message (other_window, GST_GL_WINDOW_CB (draw_tex), context); gst_gl_window_send_message (window, GST_GL_WINDOW_CB (draw_render), context); i++; } gst_gl_window_send_message (other_window, GST_GL_WINDOW_CB (deinit), context); gst_object_unref (window); gst_object_unref (other_window); gst_object_unref (other_context); gst_object_unref (context); } GST_END_TEST; Suite * gst_gl_memory_suite (void) { Suite *s = suite_create ("GstGLContext"); TCase *tc_chain = tcase_create ("general"); suite_add_tcase (s, tc_chain); tcase_add_checked_fixture (tc_chain, setup, teardown); tcase_add_test (tc_chain, test_share); return s; } GST_CHECK_MAIN (gst_gl_memory);