gstreamer/gst-libs/gst/vaapi/gstvaapitexture.c
Gwenole Beauchesne 1799b362a3 texture: drop support for VA/GLX interfaces.
The VA/GLX interfaces are obsolete. They used to exist for XvBA, and
ease of use, but they had other caveats to deal with. It's now better
to move on to legacy mode, whereby VA/GLX interop is two be provided
through (i) X11 Pixmap, and (ii) other modern means of buffer sharing.

https://bugzilla.gnome.org/show_bug.cgi?id=736711
2015-01-27 18:11:44 +01:00

542 lines
14 KiB
C

/*
* gstvaapitexture.c - VA texture abstraction
*
* Copyright (C) 2010-2011 Splitted-Desktop Systems
* Author: Gwenole Beauchesne <gwenole.beauchesne@splitted-desktop.com>
* Copyright (C) 2012-2013 Intel Corporation
* Author: Gwenole Beauchesne <gwenole.beauchesne@intel.com>
*
* 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
* @short_description: VA/GLX texture abstraction
*/
#include "sysdeps.h"
#include "gstvaapitexture.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"
#include "gstvaapiobject_priv.h"
#define DEBUG 1
#include "gstvaapidebug.h"
typedef struct _GstVaapiTextureClass GstVaapiTextureClass;
/**
* GstVaapiTexture:
*
* Base object for system-dependent textures.
*/
struct _GstVaapiTexture
{
/*< private >*/
GstVaapiObject parent_instance;
GLenum target;
GLenum format;
guint width;
guint height;
GLContextState *gl_context;
void *gl_surface;
GLPixmapObject *pixo;
GLFramebufferObject *fbo;
guint foreign_texture:1;
};
/**
* GstVaapiTextureClass:
*
* Base class for system-dependent textures.
*/
struct _GstVaapiTextureClass
{
GstVaapiObjectClass parent_class;
};
static void
_gst_vaapi_texture_destroy_objects (GstVaapiTexture * texture)
{
GLContextState old_cs;
GST_VAAPI_OBJECT_LOCK_DISPLAY (texture);
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;
}
GST_VAAPI_OBJECT_UNLOCK_DISPLAY (texture);
}
static void
gst_vaapi_texture_destroy (GstVaapiTexture * texture)
{
const GLuint texture_id = GST_VAAPI_OBJECT_ID (texture);
_gst_vaapi_texture_destroy_objects (texture);
if (texture_id) {
if (!texture->foreign_texture)
glDeleteTextures (1, &texture_id);
GST_VAAPI_OBJECT_ID (texture) = 0;
}
}
static gboolean
_gst_vaapi_texture_create_objects (GstVaapiTexture * texture, GLuint texture_id)
{
gboolean success = FALSE;
GLContextState old_cs;
GST_VAAPI_OBJECT_LOCK_DISPLAY (texture);
gl_get_current_context (&old_cs);
texture->gl_context = gl_create_context (GST_VAAPI_OBJECT_XDISPLAY (texture),
GST_VAAPI_OBJECT_XSCREEN (texture), &old_cs);
if (!texture->gl_context ||
!gl_set_current_context (texture->gl_context, NULL))
goto end;
texture->pixo = gl_create_pixmap_object (GST_VAAPI_OBJECT_XDISPLAY (texture),
texture->width, texture->height);
if (!texture->pixo)
goto end;
texture->fbo = gl_create_framebuffer_object (texture->target,
texture_id, texture->width, texture->height);
if (texture->fbo)
success = TRUE;
end:
gl_set_current_context (&old_cs, NULL);
GST_VAAPI_OBJECT_UNLOCK_DISPLAY (texture);
return success;
}
static gboolean
gst_vaapi_texture_create (GstVaapiTexture * texture)
{
GLuint texture_id;
if (texture->foreign_texture)
texture_id = GST_VAAPI_OBJECT_ID (texture);
else {
GST_VAAPI_OBJECT_LOCK_DISPLAY (texture);
texture_id = gl_create_texture (texture->target,
texture->format, texture->width, texture->height);
GST_VAAPI_OBJECT_UNLOCK_DISPLAY (texture);
if (!texture_id)
return FALSE;
GST_VAAPI_OBJECT_ID (texture) = texture_id;
}
return _gst_vaapi_texture_create_objects (texture, texture_id);
}
static void
gst_vaapi_texture_init (GstVaapiTexture * texture, GLuint texture_id,
GLenum target, GLenum format, guint width, guint height)
{
GST_VAAPI_OBJECT_ID (texture) = texture_id;
texture->foreign_texture = texture_id != GL_NONE;
texture->target = target;
texture->format = format;
texture->width = width;
texture->height = height;
}
#define gst_vaapi_texture_finalize gst_vaapi_texture_destroy
GST_VAAPI_OBJECT_DEFINE_CLASS (GstVaapiTexture, gst_vaapi_texture);
/**
* gst_vaapi_texture_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_new (GstVaapiDisplay * display, GLenum target, GLenum format,
guint width, guint height)
{
GstVaapiTexture *texture;
g_return_val_if_fail (GST_VAAPI_IS_DISPLAY_GLX (display), NULL);
g_return_val_if_fail (target != GL_NONE, NULL);
g_return_val_if_fail (format != GL_NONE, NULL);
g_return_val_if_fail (width > 0, NULL);
g_return_val_if_fail (height > 0, NULL);
texture = gst_vaapi_object_new (gst_vaapi_texture_class (), display);
if (!texture)
return NULL;
gst_vaapi_texture_init (texture, GL_NONE, target, format, width, height);
if (!gst_vaapi_texture_create (texture))
goto error;
return texture;
error:
gst_vaapi_object_unref (texture);
return NULL;
}
/**
* gst_vaapi_texture_new_with_texture:
* @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_new_with_texture (GstVaapiDisplay * display,
GLuint texture_id, GLenum target, GLenum format)
{
GstVaapiTexture *texture;
guint width, height, border_width;
GLTextureState ts;
gboolean success;
g_return_val_if_fail (GST_VAAPI_IS_DISPLAY_GLX (display), NULL);
g_return_val_if_fail (target != GL_NONE, NULL);
g_return_val_if_fail (format != GL_NONE, NULL);
/* Check texture dimensions */
GST_VAAPI_DISPLAY_LOCK (display);
success = gl_bind_texture (&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) ||
!gl_get_texture_param (target, GL_TEXTURE_BORDER, &border_width))
success = FALSE;
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_object_new (gst_vaapi_texture_class (), display);
if (!texture)
return NULL;
gst_vaapi_texture_init (texture, texture_id, target, format, width, height);
if (!gst_vaapi_texture_create (texture))
goto error;
return texture;
error:
gst_vaapi_object_unref (texture);
return NULL;
}
/**
* gst_vaapi_texture_ref:
* @texture: a #GstVaapiTexture
*
* Atomically increases the reference count of the given @texture by one.
*
* Returns: The same @texture argument
*/
GstVaapiTexture *
gst_vaapi_texture_ref (GstVaapiTexture * texture)
{
return gst_vaapi_object_ref (texture);
}
/**
* gst_vaapi_texture_unref:
* @texture: a #GstVaapiTexture
*
* Atomically decreases the reference count of the @texture by one. If
* the reference count reaches zero, the texture will be free'd.
*/
void
gst_vaapi_texture_unref (GstVaapiTexture * texture)
{
gst_vaapi_object_unref (texture);
}
/**
* gst_vaapi_texture_replace:
* @old_texture_ptr: a pointer to a #GstVaapiTexture
* @new_texture: a #GstVaapiTexture
*
* Atomically replaces the texture texture held in @old_texture_ptr
* with @new_texture. This means that @old_texture_ptr shall reference
* a valid texture. However, @new_texture can be NULL.
*/
void
gst_vaapi_texture_replace (GstVaapiTexture ** old_texture_ptr,
GstVaapiTexture * new_texture)
{
gst_vaapi_object_replace (old_texture_ptr, new_texture);
}
/**
* gst_vaapi_texture_get_id:
* @texture: a #GstVaapiTexture
*
* Returns the underlying texture id of the @texture.
*
* Return value: the underlying texture id of the @texture
*/
GLuint
gst_vaapi_texture_get_id (GstVaapiTexture * texture)
{
g_return_val_if_fail (texture != NULL, 0);
return GST_VAAPI_OBJECT_ID (texture);
}
/**
* gst_vaapi_texture_get_target:
* @texture: a #GstVaapiTexture
*
* Returns the @texture target type
*
* Return value: the texture target
*/
GLenum
gst_vaapi_texture_get_target (GstVaapiTexture * texture)
{
g_return_val_if_fail (texture != NULL, GL_NONE);
return texture->target;
}
/**
* gst_vaapi_texture_get_format
* @texture: a #GstVaapiTexture
*
* Returns the @texture format
*
* Return value: the texture format
*/
GLenum
gst_vaapi_texture_get_format (GstVaapiTexture * texture)
{
g_return_val_if_fail (texture != NULL, GL_NONE);
return texture->format;
}
/**
* gst_vaapi_texture_get_width:
* @texture: a #GstVaapiTexture
*
* Returns the @texture width.
*
* Return value: the texture width, in pixels
*/
guint
gst_vaapi_texture_get_width (GstVaapiTexture * texture)
{
g_return_val_if_fail (texture != NULL, 0);
return texture->width;
}
/**
* gst_vaapi_texture_get_height:
* @texture: a #GstVaapiTexture
*
* Returns the @texture height.
*
* Return value: the texture height, in pixels.
*/
guint
gst_vaapi_texture_get_height (GstVaapiTexture * texture)
{
g_return_val_if_fail (texture != NULL, 0);
return texture->height;
}
/**
* gst_vaapi_texture_get_size:
* @texture: a #GstVaapiTexture
* @width_ptr: return location for the width, or %NULL
* @height_ptr: return location for the height, or %NULL
*
* Retrieves the dimensions of a #GstVaapiTexture.
*/
void
gst_vaapi_texture_get_size (GstVaapiTexture * texture,
guint * width_ptr, guint * height_ptr)
{
g_return_if_fail (texture != NULL);
if (width_ptr)
*width_ptr = texture->width;
if (height_ptr)
*height_ptr = texture->height;
}
/**
* 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_put_surface (GstVaapiTexture * texture,
GstVaapiSurface * surface, const GstVaapiRectangle * crop_rect, guint flags)
{
VAStatus status;
GstVaapiRectangle rect;
GLContextState old_cs;
gboolean success = FALSE;
if (!crop_rect) {
rect.x = 0;
rect.y = 0;
gst_vaapi_surface_get_size (surface, &rect.width, &rect.height);
crop_rect = &rect;
}
GST_VAAPI_OBJECT_LOCK_DISPLAY (texture);
status = vaPutSurface (GST_VAAPI_OBJECT_VADISPLAY (texture),
GST_VAAPI_OBJECT_ID (surface),
texture->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)
);
GST_VAAPI_OBJECT_UNLOCK_DISPLAY (texture);
if (!vaapi_check_status (status, "vaPutSurface() [TFP]"))
return FALSE;
GST_VAAPI_OBJECT_LOCK_DISPLAY (texture);
if (texture->gl_context) {
success = gl_set_current_context (texture->gl_context, &old_cs);
if (!success)
goto end;
}
success = gl_bind_framebuffer_object (texture->fbo);
if (!success) {
GST_DEBUG ("could not bind FBO");
goto out_reset_context;
}
GST_VAAPI_OBJECT_UNLOCK_DISPLAY (texture);
success = gst_vaapi_surface_sync (surface);
GST_VAAPI_OBJECT_LOCK_DISPLAY (texture);
if (!success) {
GST_DEBUG ("could not render surface to pixmap");
goto out_unbind_fbo;
}
success = gl_bind_pixmap_object (texture->pixo);
if (!success) {
GST_DEBUG ("could not bind GLX pixmap");
goto out_unbind_fbo;
}
glColor4f (1.0f, 1.0f, 1.0f, 1.0f);
glBegin (GL_QUADS);
{
glTexCoord2f (0.0f, 0.0f);
glVertex2i (0, 0);
glTexCoord2f (0.0f, 1.0f);
glVertex2i (0, texture->height);
glTexCoord2f (1.0f, 1.0f);
glVertex2i (texture->width, texture->height);
glTexCoord2f (1.0f, 0.0f);
glVertex2i (texture->width, 0);
}
glEnd ();
success = gl_unbind_pixmap_object (texture->pixo);
if (!success) {
GST_DEBUG ("could not release GLX pixmap");
goto out_unbind_fbo;
}
out_unbind_fbo:
if (!gl_unbind_framebuffer_object (texture->fbo))
success = FALSE;
out_reset_context:
if (texture->gl_context && !gl_set_current_context (&old_cs, NULL))
success = FALSE;
end:
GST_VAAPI_OBJECT_UNLOCK_DISPLAY (texture);
return success;
}
gboolean
gst_vaapi_texture_put_surface (GstVaapiTexture * texture,
GstVaapiSurface * surface, const GstVaapiRectangle * crop_rect, guint flags)
{
g_return_val_if_fail (texture != NULL, FALSE);
g_return_val_if_fail (surface != NULL, FALSE);
return _gst_vaapi_texture_put_surface (texture, surface, crop_rect, flags);
}