/* * GStreamer * Copyright (C) 2012 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., 59 Temple Place - Suite 330, * Boston, MA 02111-1307, USA. */ #ifdef HAVE_CONFIG_H #include "config.h" #endif #include #include "gstglmemory.h" /*GST_DEBUG_CATEGORY_STATIC (GST_CAT_GL_MEMORY); #define GST_CAT_DEFUALT GST_CAT_GL_MEMORY GST_DEBUG_CATEGORY_STATIC (GST_CAT_MEMORY);*/ static GstAllocator *_gl_allocator; typedef struct { GstGLMemory *src; GLuint tex_id; } GstGLMemoryCopyParams; static void _gl_mem_init (GstGLMemory * mem, GstAllocator * allocator, GstMemory * parent, GstGLDisplay * display, GstVideoFormat v_format, gsize width, gsize height) { gst_memory_init (GST_MEMORY_CAST (mem), GST_MEMORY_FLAG_NO_SHARE, allocator, parent, 0, 0, 0, 0); mem->display = g_object_ref (display); mem->gl_format = GL_RGBA; mem->v_format = v_format; mem->width = width; mem->height = height; GST_DEBUG ("new GL memory"); } static GstGLMemory * _gl_mem_new (GstAllocator * allocator, GstMemory * parent, GstGLDisplay * display, GstVideoFormat v_format, gsize width, gsize height) { GstGLMemory *mem; GLuint tex_id; gst_gl_display_gen_texture (display, &tex_id, v_format, width, height); if (!tex_id) { GST_WARNING ("Could not create GL texture with display:%p", display); } GST_TRACE ("created texture %u", tex_id); mem = g_slice_alloc (sizeof (GstGLMemory)); _gl_mem_init (mem, allocator, parent, display, v_format, width, height); mem->tex_id = tex_id; return mem; } gpointer _gl_mem_map (GstGLMemory * gl_mem, gsize maxsize, GstMapFlags flags) { /* should we perform a {up,down}load? */ return NULL; } void _gl_mem_unmap (GstGLMemory * gl_mem) { } void _gl_mem_copy_thread (GstGLDisplay * display, gpointer data) { GstGLMemoryCopyParams *copy_params; GstGLMemory *src; GLuint tex_id; GLuint rboId, fboId; GLenum status; gsize width, height; GLuint gl_format; GstVideoFormat v_format; copy_params = (GstGLMemoryCopyParams *) data; src = copy_params->src; width = src->width; height = src->height; v_format = src->v_format; gl_format = src->gl_format; if (!GLEW_EXT_framebuffer_object) { gst_gl_display_set_error (display, "Context, EXT_framebuffer_object not supported"); return; } gst_gl_display_gen_texture_thread (src->display, &tex_id, v_format, width, height); if (!tex_id) { GST_WARNING ("Could not create GL texture with display:%p", src->display); } GST_DEBUG ("created texture %i", tex_id); /* create a framebuffer object */ glGenFramebuffersEXT (1, &fboId); glBindFramebufferEXT (GL_FRAMEBUFFER_EXT, fboId); /* create a renderbuffer object */ glGenRenderbuffersEXT (1, &rboId); glBindRenderbufferEXT (GL_RENDERBUFFER_EXT, rboId); #ifndef OPENGL_ES2 glRenderbufferStorageEXT (GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT, width, height); glRenderbufferStorageEXT (GL_RENDERBUFFER_EXT, GL_DEPTH24_STENCIL8_EXT, width, height); #else glRenderbufferStorageEXT (GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT16, width, height); #endif /* attach the renderbuffer to depth attachment point */ glFramebufferRenderbufferEXT (GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, rboId); #ifndef OPENGL_ES2 glFramebufferRenderbufferEXT (GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, rboId); #endif glFramebufferTexture2DEXT (GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_RECTANGLE_ARB, src->tex_id, 0); /* check FBO status */ status = glCheckFramebufferStatusEXT (GL_FRAMEBUFFER_EXT); if (status != GL_FRAMEBUFFER_COMPLETE) { switch (status) { case GL_FRAMEBUFFER_UNSUPPORTED_EXT: GST_ERROR ("GL_FRAMEBUFFER_UNSUPPORTED"); break; case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT_EXT: GST_ERROR ("GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT"); break; case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT_EXT: GST_ERROR ("GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT"); break; case GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS_EXT: GST_ERROR ("GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS"); break; #ifndef OPENGL_ES2 case GL_FRAMEBUFFER_UNDEFINED: GST_ERROR ("GL_FRAMEBUFFER_UNDEFINED"); break; #endif default: GST_ERROR ("Unknown FBO error"); } goto fbo_error; } /* copy tex */ glBindTexture (GL_TEXTURE_RECTANGLE_ARB, tex_id); glCopyTexImage2D (GL_TEXTURE_RECTANGLE_ARB, 0, gl_format, 0, 0, width, height, 0); glBindTexture (GL_TEXTURE_RECTANGLE_ARB, 0); glBindFramebuffer (GL_FRAMEBUFFER_EXT, 0); glDeleteRenderbuffers (1, &rboId); glDeleteFramebuffers (1, &fboId); copy_params->tex_id = tex_id; return; /* ERRORS */ fbo_error: { glDeleteRenderbuffers (1, &rboId); glDeleteFramebuffers (1, &fboId); copy_params->tex_id = 0; } } GstMemory * _gl_mem_copy (GstGLMemory * src, gssize offset, gssize size) { GstGLMemory *dest; GstGLMemoryCopyParams copy_params; copy_params = (GstGLMemoryCopyParams) { src, 0,}; gst_gl_display_thread_add (src->display, _gl_mem_copy_thread, ©_params); dest = g_slice_alloc (sizeof (GstGLMemory)); _gl_mem_init (dest, src->mem.allocator, NULL, src->display, src->v_format, src->width, src->height); if (!copy_params.tex_id) GST_WARNING ("Could not copy GL Memory"); dest->tex_id = copy_params.tex_id; return (GstMemory *) dest; } GstGLMemory * gst_gl_memory_copy (GstGLMemory * src) { return (GstGLMemory *) _gl_mem_copy (src, 0, 0); } GstMemory * _gl_mem_share (GstGLMemory * mem, gssize offset, gssize size) { return NULL; } gboolean _gl_mem_is_span (GstGLMemory * mem1, GstGLMemory * mem2, gsize * offset) { return FALSE; } GstMemory * _gl_mem_alloc (GstAllocator * allocator, gsize size, GstAllocationParams * params) { g_warning ("use gst_gl_memory_alloc () to allocate from this " "GstGLMemory allocator"); return NULL; } void _gl_mem_free (GstAllocator * allocator, GstMemory * mem) { GstGLMemory *gl_mem = (GstGLMemory *) mem; gst_gl_display_del_texture (gl_mem->display, &gl_mem->tex_id); g_object_unref (gl_mem->display); g_slice_free (GstGLMemory, gl_mem); } /** * gst_gl_memory_alloc: * @display:a #GstGLDisplay * @format: the format for the texture * @width: width of the texture * @height: height of the texture * * Returns: a GstMemory object with a GL texture specified by @format, @width and @height * from @display */ GstMemory * gst_gl_memory_alloc (GstGLDisplay * display, GstVideoFormat format, gsize width, gsize height) { return (GstMemory *) _gl_mem_new (_gl_allocator, NULL, display, format, width, height); } G_DEFINE_TYPE (GstGLAllocator, gst_gl_allocator, GST_TYPE_ALLOCATOR); static void gst_gl_allocator_class_init (GstGLAllocatorClass * klass) { GstAllocatorClass *allocator_class; allocator_class = (GstAllocatorClass *) klass; allocator_class->alloc = _gl_mem_alloc; allocator_class->free = _gl_mem_free; } static void gst_gl_allocator_init (GstGLAllocator * allocator) { GstAllocator *alloc = GST_ALLOCATOR_CAST (allocator); alloc->mem_type = GST_GL_MEMORY_ALLOCATOR; alloc->mem_map = (GstMemoryMapFunction) _gl_mem_map; alloc->mem_unmap = (GstMemoryUnmapFunction) _gl_mem_unmap; alloc->mem_copy = (GstMemoryCopyFunction) _gl_mem_copy; alloc->mem_share = (GstMemoryShareFunction) _gl_mem_share; alloc->mem_is_span = (GstMemoryIsSpanFunction) _gl_mem_is_span; } /** * gst_gl_memory_init: * * Initializes the GL Memory allocator. It is safe to call this function * multiple times. This must be called before any other GstGLMemory operation. */ void gst_gl_memory_init (void) { static volatile gsize _init = 0; if (g_once_init_enter (&_init)) { _gl_allocator = g_object_new (gst_gl_allocator_get_type (), NULL); gst_allocator_register (GST_GL_MEMORY_ALLOCATOR, gst_object_ref (_gl_allocator)); g_once_init_leave (&_init, 1); } } gboolean gst_is_gl_memory (GstMemory * mem) { return mem->allocator == _gl_allocator; }