gstreamer/gst-libs/gst/gl/gstglframebuffer.c
Matthew Waters 1c84c0fb96 [714/906] Add GstGLFramebuffer to replace _display_gen_fbo and friends
This version is simply API compatible with _display_gen_fbo.
The next version will likely revamp the API
2017-12-09 19:31:28 +00:00

335 lines
9.9 KiB
C

/*
* GStreamer
* Copyright (C) 2013 Matthew Waters <ystreet00@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.
*/
#include "gstglframebuffer.h"
GST_DEBUG_CATEGORY_STATIC (gst_gl_framebuffer_debug);
#define GST_CAT_DEFAULT gst_gl_framebuffer_debug
#define DEBUG_INIT \
GST_DEBUG_CATEGORY_INIT (gst_gl_framebuffer_debug, "glframebuffer", 0, "GL Framebuffer");
G_DEFINE_TYPE_WITH_CODE (GstGLFramebuffer, gst_gl_framebuffer, G_TYPE_OBJECT,
DEBUG_INIT);
#define GST_GL_FRAMEBUFFER_GET_PRIVATE(o) \
(G_TYPE_INSTANCE_GET_PRIVATE((o), GST_TYPE_GL_FRAMEBUFFER, GstGLFramebufferPrivate))
static void gst_gl_framebuffer_finalize (GObject * object);
struct _GstGLFramebufferPrivate
{
gint width;
gint height;
guint fbo;
guint depth;
};
static void
gst_gl_framebuffer_class_init (GstGLFramebufferClass * klass)
{
g_type_class_add_private (klass, sizeof (GstGLFramebufferPrivate));
G_OBJECT_CLASS (klass)->finalize = gst_gl_framebuffer_finalize;
}
static void
gst_gl_framebuffer_init (GstGLFramebuffer * fbo)
{
fbo->priv = GST_GL_FRAMEBUFFER_GET_PRIVATE (fbo);
}
static void
gst_gl_framebuffer_finalize (GObject * object)
{
GstGLFramebuffer *fbo = GST_GL_FRAMEBUFFER (object);
if (fbo->display) {
gst_object_unref (fbo->display);
fbo->display = NULL;
}
G_OBJECT_CLASS (gst_gl_framebuffer_parent_class)->finalize (object);
}
GstGLFramebuffer *
gst_gl_framebuffer_new (GstGLDisplay * display)
{
GstGLFramebuffer *fbo = g_object_new (GST_TYPE_GL_FRAMEBUFFER, NULL);
fbo->display = gst_object_ref (display);
return fbo;
}
gboolean
gst_gl_framebuffer_generate (GstGLFramebuffer * frame, gint width, gint height,
guint * fbo, guint * depth)
{
GLuint fake_texture = 0;
const GstGLFuncs *gl;
g_return_val_if_fail (GST_IS_GL_FRAMEBUFFER (frame), FALSE);
g_return_val_if_fail (fbo != NULL && depth != NULL, FALSE);
g_return_val_if_fail (width > 0 && height > 0, FALSE);
gl = gst_gl_display_get_gl_vtable (frame->display);
GST_TRACE ("creating FBO dimensions:%ux%u", width, height);
if (!gl->GenFramebuffers) {
gst_gl_display_set_error (frame->display,
"Context, EXT_framebuffer_object not supported");
return FALSE;
}
/* setup FBO */
gl->GenFramebuffers (1, fbo);
gl->BindFramebuffer (GL_FRAMEBUFFER, *fbo);
/* setup the render buffer for depth */
gl->GenRenderbuffers (1, depth);
gl->BindRenderbuffer (GL_RENDERBUFFER, *depth);
if (gst_gl_display_get_gl_api (frame->display) & GST_GL_API_OPENGL) {
gl->RenderbufferStorage (GL_RENDERBUFFER, GL_DEPTH_COMPONENT,
width, height);
gl->RenderbufferStorage (GL_RENDERBUFFER, GL_DEPTH24_STENCIL8,
width, height);
}
if (gst_gl_display_get_gl_api (frame->display) & GST_GL_API_GLES2) {
gl->RenderbufferStorage (GL_RENDERBUFFER, GL_DEPTH_COMPONENT16,
width, height);
}
/* setup a texture to render to */
gl->GenTextures (1, &fake_texture);
gl->BindTexture (GL_TEXTURE_RECTANGLE_ARB, fake_texture);
gl->TexImage2D (GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA8,
width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
gl->TexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER,
GL_LINEAR);
gl->TexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER,
GL_LINEAR);
gl->TexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_S,
GL_CLAMP_TO_EDGE);
gl->TexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_T,
GL_CLAMP_TO_EDGE);
/* attach the texture to the FBO to renderer to */
gl->FramebufferTexture2D (GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
GL_TEXTURE_RECTANGLE_ARB, fake_texture, 0);
/* attach the depth render buffer to the FBO */
gl->FramebufferRenderbuffer (GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
GL_RENDERBUFFER, *depth);
if (gst_gl_display_get_gl_api (frame->display) & GST_GL_API_OPENGL) {
gl->FramebufferRenderbuffer (GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT,
GL_RENDERBUFFER, *depth);
}
if (gl->CheckFramebufferStatus (GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
gst_gl_display_set_error (frame->display,
"GL framebuffer status incomplete");
return FALSE;
}
/* unbind the FBO */
gl->BindFramebuffer (GL_FRAMEBUFFER, 0);
gl->DeleteTextures (1, &fake_texture);
return TRUE;
}
gboolean
gst_gl_framebuffer_use (GstGLFramebuffer * frame, gint texture_fbo_width,
gint texture_fbo_height, GLuint fbo, GLuint depth_buffer,
GLuint texture_fbo, GLCB cb, gint input_tex_width,
gint input_tex_height, GLuint input_tex, gdouble proj_param1,
gdouble proj_param2, gdouble proj_param3, gdouble proj_param4,
GstGLDisplayProjection projection, gpointer stuff)
{
const GstGLFuncs *gl;
#if GST_GL_HAVE_GLES2
GLint viewport_dim[4];
#endif
g_return_val_if_fail (GST_IS_GL_FRAMEBUFFER (frame), FALSE);
g_return_val_if_fail (input_tex_width > 0 && input_tex_height > 0, FALSE);
g_return_val_if_fail (texture_fbo_width > 0 && texture_fbo_height > 0, FALSE);
g_return_val_if_fail (input_tex != 0, FALSE);
g_return_val_if_fail (fbo != 0, FALSE);
g_return_val_if_fail (texture_fbo != 0, FALSE);
g_return_val_if_fail (cb != NULL, FALSE);
gl = frame->display->gl_vtable;
GST_TRACE ("Binding v1 FBO %u dimensions:%ux%u with texture:%u "
"dimensions:%ux%u", fbo, texture_fbo_width,
texture_fbo_height, texture_fbo, input_tex_width, input_tex_height);
gl->BindFramebuffer (GL_FRAMEBUFFER, fbo);
/*setup a texture to render to */
gl->BindTexture (GL_TEXTURE_RECTANGLE_ARB, texture_fbo);
/* attach the texture to the FBO to renderer to */
gl->FramebufferTexture2D (GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
GL_TEXTURE_RECTANGLE_ARB, texture_fbo, 0);
gst_gl_display_clear_shader (frame->display);
#if GST_GL_HAVE_OPENGL
if (gst_gl_display_get_gl_api (frame->display) & GST_GL_API_OPENGL) {
gl->PushAttrib (GL_VIEWPORT_BIT);
gl->MatrixMode (GL_PROJECTION);
gl->PushMatrix ();
gl->LoadIdentity ();
switch (projection) {
case GST_GL_DISPLAY_PROJECTION_ORTHO2D:
gluOrtho2D (proj_param1, proj_param2, proj_param3, proj_param4);
break;
case GST_GL_DISPLAY_PROJECTION_PERSPECTIVE:
gluPerspective (proj_param1, proj_param2, proj_param3, proj_param4);
break;
default:
gst_gl_display_set_error (frame->display, "Unknow fbo projection %d",
projection);
}
gl->MatrixMode (GL_MODELVIEW);
gl->PushMatrix ();
gl->LoadIdentity ();
}
#endif
#if GST_GL_HAVE_GLES2
if (gst_gl_display_get_gl_api (frame->display) & GST_GL_API_GLES2)
gl->GetIntegerv (GL_VIEWPORT, viewport_dim);
#endif
gl->Viewport (0, 0, texture_fbo_width, texture_fbo_height);
#if GST_GL_HAVE_OPENGL
if (gst_gl_display_get_gl_api (frame->display) & GST_GL_API_OPENGL) {
const GLenum rt[] = { GL_COLOR_ATTACHMENT0 };
gl->DrawBuffers (1, rt);
}
#endif
gl->ClearColor (0.0, 0.0, 0.0, 0.0);
gl->Clear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
cb (input_tex_width, input_tex_height, input_tex, stuff);
#if GST_GL_HAVE_OPENGL
if (gst_gl_display_get_gl_api (frame->display) & GST_GL_API_OPENGL) {
const GLenum rt[] = { GL_NONE };
gl->DrawBuffers (1, rt);
gl->MatrixMode (GL_PROJECTION);
gl->PopMatrix ();
gl->MatrixMode (GL_MODELVIEW);
gl->PopMatrix ();
gl->PopAttrib ();
}
#endif
#if GST_GL_HAVE_GLES2
if (gst_gl_display_get_gl_api (frame->display) & GST_GL_API_GLES2) {
gl->Viewport (viewport_dim[0], viewport_dim[1], viewport_dim[2],
viewport_dim[3]);
}
#endif
gl->BindFramebuffer (GL_FRAMEBUFFER, 0);
return TRUE;
}
gboolean
gst_gl_framebuffer_use_v2 (GstGLFramebuffer * frame, gint texture_fbo_width,
gint texture_fbo_height, GLuint fbo, GLuint depth_buffer,
GLuint texture_fbo, GLCB_V2 cb, gpointer stuff)
{
const GstGLFuncs *gl;
GLint viewport_dim[4];
g_return_val_if_fail (GST_IS_GL_FRAMEBUFFER (frame), FALSE);
g_return_val_if_fail (texture_fbo_width > 0 && texture_fbo_height > 0, FALSE);
g_return_val_if_fail (fbo != 0, FALSE);
g_return_val_if_fail (texture_fbo != 0, FALSE);
g_return_val_if_fail (cb != NULL, FALSE);
gl = frame->display->gl_vtable;
GST_TRACE ("Binding v2 FBO %u dimensions:%ux%u with texture:%u ",
fbo, texture_fbo_width, texture_fbo_height, texture_fbo);
gl->BindFramebuffer (GL_FRAMEBUFFER, fbo);
/* setup a texture to render to */
gl->BindTexture (GL_TEXTURE_RECTANGLE_ARB, texture_fbo);
/* attach the texture to the FBO to renderer to */
gl->FramebufferTexture2D (GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
GL_TEXTURE_RECTANGLE_ARB, texture_fbo, 0);
gl->GetIntegerv (GL_VIEWPORT, viewport_dim);
gl->Viewport (0, 0, texture_fbo_width, texture_fbo_height);
gl->DrawBuffer (GL_COLOR_ATTACHMENT0);
gl->ClearColor (0.0, 0.0, 0.0, 0.0);
gl->Clear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
/* the opengl scene */
cb (stuff);
gl->DrawBuffer (GL_NONE);
gl->Viewport (viewport_dim[0], viewport_dim[1],
viewport_dim[2], viewport_dim[3]);
gl->BindFramebuffer (GL_FRAMEBUFFER, 0);
return TRUE;
}
void
gst_gl_framebuffer_delete (GstGLFramebuffer * frame, guint fbo, guint depth)
{
const GstGLFuncs *gl;
g_return_if_fail (GST_IS_GL_FRAMEBUFFER (frame));
gl = frame->display->gl_vtable;
GST_TRACE ("Deleting FBO %u", fbo);
if (fbo) {
gl->DeleteFramebuffers (1, &fbo);
}
if (depth) {
gl->DeleteRenderbuffers (1, &depth);
}
}