/* * gstvaapitexture_glx.c - VA/GLX texture abstraction * * Copyright (C) 2010-2011 Splitted-Desktop Systems * Author: Gwenole Beauchesne * Copyright (C) 2012-2014 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:gstvaapitexture_glx * @short_description: VA/GLX texture abstraction */ #include "sysdeps.h" #include "gstvaapitexture.h" #include "gstvaapitexture_glx.h" #include "gstvaapitexture_priv.h" #include "gstvaapisurface_priv.h" #include "gstvaapicompat.h" #include "gstvaapiutils.h" #include "gstvaapiutils_glx.h" #include "gstvaapidisplay_glx.h" #include "gstvaapidisplay_x11_priv.h" #include "gstvaapidisplay_glx_priv.h" #define DEBUG 1 #include "gstvaapidebug.h" #define GST_VAAPI_TEXTURE_GLX(texture) \ ((GstVaapiTextureGLX *)(texture)) typedef struct _GstVaapiTextureGLXPrivate GstVaapiTextureGLXPrivate; /** * GstVaapiTextureGLXPrivate: * * GLX texture specific fields. */ struct _GstVaapiTextureGLXPrivate { /*< private > */ GstVaapiTexture *texture; GLContextState *gl_context; GLPixmapObject *pixo; GLFramebufferObject *fbo; }; static gboolean gst_vaapi_texture_glx_put_surface (GstVaapiTexture * texture, GstVaapiSurface * surface, const GstVaapiRectangle * crop_rect, guint flags); static void destroy_objects (GstVaapiTextureGLXPrivate * texture) { GLContextState old_cs; 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; } } static void destroy_texture_unlocked (GstVaapiTextureGLXPrivate * texture_glx) { GstVaapiTexture *texture = texture_glx->texture; const guint texture_id = GST_VAAPI_TEXTURE_ID (texture); destroy_objects (texture_glx); if (texture_id) { if (!texture->is_wrapped) glDeleteTextures (1, &texture_id); GST_VAAPI_TEXTURE_ID (texture) = 0; } } static void gst_vaapi_texture_glx_destroy (GstVaapiTextureGLXPrivate * texture_glx) { GstVaapiTexture *texture = texture_glx->texture; GST_VAAPI_DISPLAY_LOCK (GST_VAAPI_TEXTURE_DISPLAY (texture)); destroy_texture_unlocked (texture_glx); GST_VAAPI_DISPLAY_UNLOCK (GST_VAAPI_TEXTURE_DISPLAY (texture)); g_free (texture_glx); } static gboolean create_objects (GstVaapiTexture * texture, guint texture_id) { GstVaapiTextureGLXPrivate *texture_glx = gst_vaapi_texture_get_private (texture); Display *const dpy = GST_VAAPI_DISPLAY_NATIVE (GST_VAAPI_TEXTURE_DISPLAY (texture)); GLContextState old_cs; gboolean success = FALSE; gl_get_current_context (&old_cs); texture_glx->gl_context = gl_create_context (dpy, DefaultScreen (dpy), &old_cs); if (!texture_glx->gl_context || !gl_set_current_context (texture_glx->gl_context, NULL)) return FALSE; texture_glx->pixo = gl_create_pixmap_object (dpy, texture->width, texture->height); if (!texture_glx->pixo) { GST_ERROR ("failed to create GLX pixmap"); goto out_reset_context; } texture_glx->fbo = gl_create_framebuffer_object (texture->gl_target, texture_id, texture->width, texture->height); if (!texture_glx->fbo) { GST_ERROR ("failed to create FBO"); goto out_reset_context; } success = TRUE; out_reset_context: gl_set_current_context (&old_cs, NULL); return success; } static gboolean create_texture_unlocked (GstVaapiTexture * texture) { guint texture_id; if (texture->is_wrapped) texture_id = GST_VAAPI_TEXTURE_ID (texture); else { texture_id = gl_create_texture (texture->gl_target, texture->gl_format, texture->width, texture->height); if (!texture_id) return FALSE; GST_VAAPI_TEXTURE_ID (texture) = texture_id; } return create_objects (texture, texture_id); } static gboolean gst_vaapi_texture_glx_create (GstVaapiTexture * texture) { gboolean success; GST_VAAPI_DISPLAY_LOCK (GST_VAAPI_TEXTURE_DISPLAY (texture)); success = create_texture_unlocked (texture); GST_VAAPI_DISPLAY_UNLOCK (GST_VAAPI_TEXTURE_DISPLAY (texture)); return success; } static GstVaapiTexture * gst_vaapi_texture_glx_new_internal (GstVaapiTexture * texture) { GstVaapiTextureGLXPrivate *texture_glx; texture->put_surface = gst_vaapi_texture_glx_put_surface; texture_glx = g_malloc0 (sizeof (GstVaapiTextureGLXPrivate)); if (!texture_glx) { gst_mini_object_unref (GST_MINI_OBJECT_CAST (texture)); return NULL; } texture_glx->texture = texture; gst_vaapi_texture_set_private (texture, texture_glx, (GDestroyNotify) gst_vaapi_texture_glx_destroy); if (!gst_vaapi_texture_glx_create (texture)) { gst_mini_object_unref (GST_MINI_OBJECT_CAST (texture)); return NULL; } return texture; } /** * gst_vaapi_texture_glx_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_glx_new (GstVaapiDisplay * display, guint target, guint format, guint width, guint height) { GstVaapiTexture *texture; g_return_val_if_fail (GST_VAAPI_IS_DISPLAY_GLX (display), NULL); texture = gst_vaapi_texture_new_internal (display, GST_VAAPI_ID_INVALID, target, format, width, height); if (!texture) return NULL; return gst_vaapi_texture_glx_new_internal (texture); } /* Can we assume that the vsink/app context API won't change ever? */ GstVaapiGLApi gl_get_curent_api_once () { static GstVaapiGLApi cur_api = GST_VAAPI_GL_API_NONE; static gsize _init = 0; if (g_once_init_enter (&_init)) { cur_api = gl_get_current_api (NULL, NULL); g_once_init_leave (&_init, 1); } return cur_api; } /** * gst_vaapi_texture_glx_new_wrapped: * @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_glx_new_wrapped (GstVaapiDisplay * display, guint texture_id, guint target, guint format) { guint width, height, border_width = 0; GLTextureState ts = { 0, }; gboolean success; GstVaapiGLApi gl_api; GstVaapiTexture *texture; g_return_val_if_fail (GST_VAAPI_IS_DISPLAY_GLX (display), NULL); g_return_val_if_fail (texture_id != GL_NONE, NULL); g_return_val_if_fail (target == GL_TEXTURE_2D, NULL); g_return_val_if_fail (format == GL_RGBA || format == GL_BGRA, NULL); gl_api = gl_get_curent_api_once (); if (gl_api != GST_VAAPI_GL_API_OPENGL && gl_api != GST_VAAPI_GL_API_OPENGL3) return NULL; /* Check texture dimensions */ GST_VAAPI_DISPLAY_LOCK (display); if (gl_api == GST_VAAPI_GL_API_OPENGL) success = gl_bind_texture (&ts, target, texture_id); else success = gl3_bind_texture_2d (&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)) success = FALSE; if (success && gl_api == GST_VAAPI_GL_API_OPENGL) success = gl_get_texture_param (target, GL_TEXTURE_BORDER, &border_width); 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_texture_new_internal (display, texture_id, target, format, width, height); if (!texture) return NULL; return gst_vaapi_texture_glx_new_internal (texture); } /** * 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_glx_put_surface_unlocked (GstVaapiTexture * texture, GstVaapiSurface * surface, const GstVaapiRectangle * crop_rect, guint flags) { GstVaapiTextureGLXPrivate *texture_glx = gst_vaapi_texture_get_private (texture); VAStatus status; GLContextState old_cs; gboolean success = FALSE; const GLfloat *txc, *tyc; static const GLfloat g_texcoords[2][2] = { {0.0f, 1.0f}, {1.0f, 0.0f}, }; status = vaPutSurface (GST_VAAPI_DISPLAY_VADISPLAY (GST_VAAPI_TEXTURE_DISPLAY (texture)), GST_VAAPI_SURFACE_ID (surface), texture_glx->pixo->pixmap, crop_rect->x, crop_rect->y, crop_rect->width, crop_rect->height, 0, 0, texture->width, texture->height, NULL, 0, from_GstVaapiSurfaceRenderFlags (flags)); if (!vaapi_check_status (status, "vaPutSurface() [TFP]")) return FALSE; if (texture_glx->gl_context && !gl_set_current_context (texture_glx->gl_context, &old_cs)) return FALSE; if (!gl_bind_framebuffer_object (texture_glx->fbo)) { GST_ERROR ("failed to bind FBO"); goto out_reset_context; } if (!gst_vaapi_surface_sync (surface)) { GST_ERROR ("failed to render surface to pixmap"); goto out_unbind_fbo; } if (!gl_bind_pixmap_object (texture_glx->pixo)) { GST_ERROR ("could not bind GLX pixmap"); goto out_unbind_fbo; } flags = GST_MINI_OBJECT_FLAGS (texture); txc = g_texcoords[!!(flags & GST_VAAPI_TEXTURE_ORIENTATION_FLAG_X_INVERTED)]; tyc = g_texcoords[!!(flags & GST_VAAPI_TEXTURE_ORIENTATION_FLAG_Y_INVERTED)]; glColor4f (1.0f, 1.0f, 1.0f, 1.0f); glBegin (GL_QUADS); { glTexCoord2f (txc[0], tyc[0]); glVertex2i (0, 0); glTexCoord2f (txc[0], tyc[1]); glVertex2i (0, texture->height); glTexCoord2f (txc[1], tyc[1]); glVertex2i (texture->width, texture->height); glTexCoord2f (txc[1], tyc[0]); glVertex2i (texture->width, 0); } glEnd (); if (!gl_unbind_pixmap_object (texture_glx->pixo)) { GST_ERROR ("failed to release GLX pixmap"); goto out_unbind_fbo; } success = TRUE; out_unbind_fbo: if (!gl_unbind_framebuffer_object (texture_glx->fbo)) success = FALSE; out_reset_context: if (texture_glx->gl_context && !gl_set_current_context (&old_cs, NULL)) success = FALSE; return success; } static gboolean gst_vaapi_texture_glx_put_surface (GstVaapiTexture * texture, GstVaapiSurface * surface, const GstVaapiRectangle * crop_rect, guint flags) { gboolean success; GST_VAAPI_DISPLAY_LOCK (GST_VAAPI_TEXTURE_DISPLAY (texture)); success = gst_vaapi_texture_glx_put_surface_unlocked (texture, surface, crop_rect, flags); GST_VAAPI_DISPLAY_UNLOCK (GST_VAAPI_TEXTURE_DISPLAY (texture)); return success; }