gstreamer/tests/examples/gl/sdl/sdlshare.c
Sebastian Dröge 0bcba6a3ec examples/sdlshare: Activate and initialize our wrapped GL context
This allows us to e.g. use the GL functions vtable on it later.
2019-09-30 13:29:58 +03:00

422 lines
12 KiB
C

/*
* GStreamer
* Copyright (C) 2009 Julien Isorce <julien.isorce@gmail.com>
*
* 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
#ifdef WIN32
#include <windows.h>
#endif
#include <GL/gl.h>
#include <SDL2/SDL.h>
#include <SDL2/SDL_opengl.h>
#ifndef WIN32
#include <GL/glx.h>
#include <SDL2/SDL_syswm.h>
#include <gst/gl/x11/gstgldisplay_x11.h>
#endif
#include <gst/gst.h>
#include <gst/gl/gl.h>
static GstGLContext *sdl_context;
static GstGLDisplay *sdl_gl_display;
static guint32 sdl_message_event = -1;
static SDL_Window *sdl_window;
static SDL_GLContext sdl_gl_context;
static GAsyncQueue *queue_input_buf;
static GAsyncQueue *queue_output_buf;
/* rotation angle for the triangle. */
float rtri = 0.0f;
/* rotation angle for the quadrilateral. */
float rquad = 0.0f;
/* A general OpenGL initialization function. Sets all of the initial parameters. */
static void
InitGL (int Width, int Height) // We call this right after our OpenGL window is created.
{
glViewport (0, 0, Width, Height);
glClearColor (0.0f, 0.0f, 0.0f, 0.0f); // This Will Clear The Background Color To Black
glClearDepth (1.0); // Enables Clearing Of The Depth Buffer
glDepthFunc (GL_LESS); // The Type Of Depth Test To Do
glEnable (GL_DEPTH_TEST); // Enables Depth Testing
glShadeModel (GL_SMOOTH); // Enables Smooth Color Shading
glMatrixMode (GL_PROJECTION);
glLoadIdentity (); // Reset The Projection Matrix
glMatrixMode (GL_MODELVIEW);
}
/* The main drawing function. */
static void
DrawGLScene (GstBuffer * buf)
{
GstVideoFrame v_frame;
GstVideoInfo v_info;
guint texture;
gst_video_info_set_format (&v_info, GST_VIDEO_FORMAT_RGBA, 320, 240);
if (!gst_video_frame_map (&v_frame, &v_info, buf, GST_MAP_READ | GST_MAP_GL)) {
g_warning ("Failed to map the video buffer");
return;
}
texture = *(guint *) v_frame.data[0];
glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear The Screen And The Depth Buffer
glLoadIdentity (); // Reset The View
glTranslatef (-0.4f, 0.0f, 0.0f); // Move Left 1.5 Units And Into The Screen 6.0
glRotatef (rtri, 0.0f, 1.0f, 0.0f); // Rotate The Triangle On The Y axis
// draw a triangle (in smooth coloring mode)
glBegin (GL_POLYGON); // start drawing a polygon
glColor3f (1.0f, 0.0f, 0.0f); // Set The Color To Red
glVertex3f (0.0f, 0.4f, 0.0f); // Top
glColor3f (0.0f, 1.0f, 0.0f); // Set The Color To Green
glVertex3f (0.4f, -0.4f, 0.0f); // Bottom Right
glColor3f (0.0f, 0.0f, 1.0f); // Set The Color To Blue
glVertex3f (-0.4f, -0.4f, 0.0f); // Bottom Left
glEnd (); // we're done with the polygon (smooth color interpolation)
glEnable (GL_TEXTURE_2D);
glBindTexture (GL_TEXTURE_2D, texture);
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
glLoadIdentity (); // make sure we're no longer rotated.
glTranslatef (0.5f, 0.0f, 0.0f); // Move Right 3 Units, and back into the screen 6.0
glRotatef (rquad, 1.0f, 0.0f, 0.0f); // Rotate The Quad On The X axis
// draw a square (quadrilateral)
glColor3f (0.4f, 0.4f, 1.0f); // set color to a blue shade.
glBegin (GL_QUADS); // start drawing a polygon (4 sided)
glTexCoord3f (0.0f, 1.0f, 0.0f);
glVertex3f (-0.4f, 0.4f, 0.0f); // Top Left
glTexCoord3f (1.0f, 1.0f, 0.0f);
glVertex3f (0.4f, 0.4f, 0.0f); // Top Right
glTexCoord3f (1.0f, 0.0f, 0.0f);
glVertex3f (0.4f, -0.4f, 0.0f); // Bottom Right
glTexCoord3f (0.0f, 0.0f, 0.0f);
glVertex3f (-0.4f, -0.4f, 0.0f); // Bottom Left
glEnd (); // done with the polygon
glBindTexture (GL_TEXTURE_2D, 0);
rtri += 1.0f; // Increase The Rotation Variable For The Triangle
rquad -= 1.0f; // Decrease The Rotation Variable For The Quad
// swap buffers to display, since we're double buffered.
SDL_GL_SwapWindow (sdl_window);
gst_video_frame_unmap (&v_frame);
}
/* appsink new-sample callback */
static GstFlowReturn
on_new_sample (GstElement * appsink, gpointer data)
{
GstSample *sample = NULL;
GstBuffer *buf;
g_signal_emit_by_name (appsink, "pull-sample", &sample, NULL);
if (!sample)
return GST_FLOW_FLUSHING;
buf = gst_sample_get_buffer (sample);
/* ref then push buffer to use it in sdl */
gst_buffer_ref (buf);
gst_sample_unref (sample);
g_async_queue_push (queue_input_buf, buf);
/* pop then unref buffer we have finished to use in sdl */
if (g_async_queue_length (queue_output_buf) > 3) {
GstBuffer *buf_old = (GstBuffer *) g_async_queue_pop (queue_output_buf);
gst_buffer_unref (buf_old);
}
return GST_FLOW_OK;
}
static void
sync_bus_call (GstBus * bus, GstMessage * msg, gpointer data)
{
switch (GST_MESSAGE_TYPE (msg)) {
case GST_MESSAGE_NEED_CONTEXT:
{
const gchar *context_type;
gst_message_parse_context_type (msg, &context_type);
g_print ("got need context %s\n", context_type);
if (g_strcmp0 (context_type, GST_GL_DISPLAY_CONTEXT_TYPE) == 0) {
GstContext *display_context =
gst_context_new (GST_GL_DISPLAY_CONTEXT_TYPE, TRUE);
gst_context_set_gl_display (display_context, sdl_gl_display);
gst_element_set_context (GST_ELEMENT (msg->src), display_context);
gst_context_unref (display_context);
} else if (g_strcmp0 (context_type, "gst.gl.app_context") == 0) {
GstContext *app_context = gst_context_new ("gst.gl.app_context", TRUE);
GstStructure *s = gst_context_writable_structure (app_context);
gst_structure_set (s, "context", GST_TYPE_GL_CONTEXT, sdl_context,
NULL);
gst_element_set_context (GST_ELEMENT (msg->src), app_context);
gst_context_unref (app_context);
}
break;
}
default:
{
SDL_Event event = { 0, };
event.type = sdl_message_event;
SDL_PushEvent (&event);
break;
}
}
}
static void
sdl_event_loop (GstBus * bus)
{
GstBuffer *buf = NULL;
gboolean quit = FALSE;
SDL_GL_MakeCurrent (sdl_window, sdl_gl_context);
SDL_GL_SetSwapInterval (1);
while (!quit) {
SDL_Event event;
while (SDL_PollEvent (&event)) {
if (event.type == SDL_QUIT) {
quit = TRUE;
}
if (event.type == SDL_KEYDOWN) {
if (event.key.keysym.sym == SDLK_ESCAPE) {
quit = TRUE;
}
}
if (event.type == sdl_message_event) {
GstMessage *msg;
while ((msg = gst_bus_pop (bus))) {
switch (GST_MESSAGE_TYPE (msg)) {
case GST_MESSAGE_EOS:
g_print ("End-of-stream\n");
g_print
("For more information, try to run: GST_DEBUG=gl*:3 ./sdlshare\n");
quit = TRUE;
break;
case GST_MESSAGE_ERROR:
{
gchar *debug = NULL;
GError *err = NULL;
gst_message_parse_error (msg, &err, &debug);
g_print ("Error: %s\n", err->message);
g_error_free (err);
if (debug) {
g_print ("Debug deails: %s\n", debug);
g_free (debug);
}
quit = TRUE;
break;
}
default:
break;
}
gst_message_unref (msg);
}
}
}
while (g_async_queue_length (queue_input_buf) > 3) {
if (buf)
g_async_queue_push (queue_output_buf, buf);
buf = (GstBuffer *) g_async_queue_pop (queue_input_buf);
}
if (buf)
DrawGLScene (buf);
}
SDL_GL_MakeCurrent (sdl_window, NULL);
if (buf)
g_async_queue_push (queue_output_buf, buf);
}
int
main (int argc, char **argv)
{
#ifdef WIN32
HGLRC gl_context = 0;
HDC sdl_dc = 0;
#else
SDL_SysWMinfo info;
Display *sdl_display = NULL;
GLXContext gl_context = NULL;
#endif
GstPipeline *pipeline = NULL;
GstBus *bus = NULL;
GstElement *appsink = NULL;
const gchar *platform;
GError *err = NULL;
/* Initialize SDL for video output */
if (SDL_Init (SDL_INIT_VIDEO) < 0) {
fprintf (stderr, "Unable to initialize SDL: %s\n", SDL_GetError ());
return -1;
}
gst_init (&argc, &argv);
SDL_GL_SetAttribute (SDL_GL_CONTEXT_MAJOR_VERSION, 2);
SDL_GL_SetAttribute (SDL_GL_CONTEXT_MINOR_VERSION, 0);
sdl_message_event = SDL_RegisterEvents (1);
g_assert (sdl_message_event != -1);
/* Create a 640x480 OpenGL window */
sdl_window =
SDL_CreateWindow ("SDL and gst-plugins-gl", SDL_WINDOWPOS_UNDEFINED,
SDL_WINDOWPOS_UNDEFINED, 640, 480, SDL_WINDOW_OPENGL);
if (sdl_window == NULL) {
fprintf (stderr, "Unable to create OpenGL screen: %s\n", SDL_GetError ());
SDL_Quit ();
return -1;
}
sdl_gl_context = SDL_GL_CreateContext (sdl_window);
SDL_GL_MakeCurrent (sdl_window, sdl_gl_context);
/* Loop, drawing and checking events */
InitGL (640, 480);
#ifdef WIN32
gl_context = wglGetCurrentContext ();
sdl_dc = wglGetCurrentDC ();
platform = "wgl";
sdl_gl_display = gst_gl_display_new ();
#else
SDL_VERSION (&info.version);
SDL_GetWindowWMInfo (sdl_window, &info);
sdl_display = info.info.x11.display;
gl_context = glXGetCurrentContext ();
platform = "glx";
sdl_gl_display =
(GstGLDisplay *) gst_gl_display_x11_new_with_display (sdl_display);
#endif
sdl_context =
gst_gl_context_new_wrapped (sdl_gl_display, (guintptr) gl_context,
gst_gl_platform_from_string (platform), GST_GL_API_OPENGL);
gst_gl_context_activate (sdl_context, TRUE);
if (!gst_gl_context_fill_info (sdl_context, &err)) {
fprintf (stderr, "Failed to fill in wrapped GStreamer context: %s\n",
err->message);
g_clear_error (&err);
SDL_Quit ();
return -1;
}
SDL_GL_MakeCurrent (sdl_window, NULL);
pipeline =
GST_PIPELINE (gst_parse_launch
("videotestsrc ! glupload ! gleffects effect=5 ! "
"appsink name=sink sync=true "
"caps=video/x-raw(memory:GLMemory),format=RGBA,width=320,height=240,framerate=(fraction)30/1,texture-target=2D",
NULL));
bus = gst_pipeline_get_bus (GST_PIPELINE (pipeline));
gst_bus_enable_sync_message_emission (bus);
g_signal_connect (bus, "sync-message", G_CALLBACK (sync_bus_call), NULL);
queue_input_buf = g_async_queue_new ();
queue_output_buf = g_async_queue_new ();
/* append a gst-gl texture to this queue when you do not need it no more */
appsink = gst_bin_get_by_name (GST_BIN (pipeline), "sink");
g_object_set (appsink, "emit-signals", TRUE, NULL);
g_signal_connect (appsink, "new-sample", G_CALLBACK (on_new_sample), NULL);
gst_object_unref (appsink);
gst_element_set_state (GST_ELEMENT (pipeline), GST_STATE_PLAYING);
sdl_event_loop (bus);
gst_element_set_state (GST_ELEMENT (pipeline), GST_STATE_NULL);
gst_object_unref (pipeline);
gst_object_unref (bus);
gst_gl_context_activate (sdl_context, FALSE);
gst_object_unref (sdl_context);
gst_object_unref (sdl_gl_display);
/* make sure there is no pending gst gl buffer in the communication queues
* between sdl and gst-gl
*/
while (g_async_queue_length (queue_input_buf) > 0) {
GstBuffer *buf = (GstBuffer *) g_async_queue_pop (queue_input_buf);
gst_buffer_unref (buf);
}
while (g_async_queue_length (queue_output_buf) > 0) {
GstBuffer *buf = (GstBuffer *) g_async_queue_pop (queue_output_buf);
gst_buffer_unref (buf);
}
SDL_GL_DeleteContext (gl_context);
SDL_DestroyWindow (sdl_window);
SDL_Quit ();
return 0;
}