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2101685b7d
GstVaapiTexture is a generic abstraction that could be moved to the core libgstvaapi library. While doing this, no extra dependency needs to be added. This means that a GstVaapitextureClass is now available for any specific code that needs to be added, e.g. creation of the underlying GL texture objects, or backend dependent ways to upload a surface to the texture object. Generic OpenGL data types (GLuint, GLenum) are also replaced with a plain guint. https://bugzilla.gnome.org/show_bug.cgi?id=736715
383 lines
11 KiB
C
383 lines
11 KiB
C
/*
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* gstvaapitexture_glx.c - VA/GLX texture abstraction
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*
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* Copyright (C) 2010-2011 Splitted-Desktop Systems
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* Author: Gwenole Beauchesne <gwenole.beauchesne@splitted-desktop.com>
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* Copyright (C) 2012-2014 Intel Corporation
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* Author: Gwenole Beauchesne <gwenole.beauchesne@intel.com>
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public License
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* as published by the Free Software Foundation; either version 2.1
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* of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free
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* Software Foundation, Inc., 51 Franklin Street, Fifth Floor,
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* Boston, MA 02110-1301 USA
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*/
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/**
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* SECTION:gstvaapitexture_glx
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* @short_description: VA/GLX texture abstraction
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*/
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#include "sysdeps.h"
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#include "gstvaapitexture.h"
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#include "gstvaapitexture_glx.h"
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#include "gstvaapitexture_priv.h"
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#include "gstvaapicompat.h"
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#include "gstvaapiutils.h"
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#include "gstvaapiutils_glx.h"
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#include "gstvaapidisplay_glx.h"
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#include "gstvaapidisplay_x11_priv.h"
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#include "gstvaapidisplay_glx_priv.h"
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#define DEBUG 1
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#include "gstvaapidebug.h"
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#define GST_VAAPI_TEXTURE_GLX(texture) \
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((GstVaapiTextureGLX *)(texture))
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typedef struct _GstVaapiTextureGLX GstVaapiTextureGLX;
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typedef struct _GstVaapiTextureGLXClass GstVaapiTextureGLXClass;
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/**
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* GstVaapiTextureGLX:
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*
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* Base object for GLX texture wrapper.
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*/
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struct _GstVaapiTextureGLX
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{
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/*< private >*/
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GstVaapiTexture parent_instance;
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GLContextState *gl_context;
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GLPixmapObject *pixo;
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GLFramebufferObject *fbo;
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};
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/**
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* GstVaapiTextureGLXClass:
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*
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* Base class for GLX texture wrapper.
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*/
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struct _GstVaapiTextureGLXClass
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{
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/*< private >*/
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GstVaapiTextureClass parent_class;
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};
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static gboolean
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gst_vaapi_texture_glx_put_surface (GstVaapiTexture * texture,
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GstVaapiSurface * surface, const GstVaapiRectangle * crop_rect,
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guint flags);
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static void
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destroy_objects (GstVaapiTextureGLX * texture)
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{
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GLContextState old_cs;
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if (texture->gl_context)
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gl_set_current_context (texture->gl_context, &old_cs);
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if (texture->fbo) {
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gl_destroy_framebuffer_object (texture->fbo);
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texture->fbo = NULL;
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}
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if (texture->pixo) {
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gl_destroy_pixmap_object (texture->pixo);
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texture->pixo = NULL;
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}
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if (texture->gl_context) {
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gl_set_current_context (&old_cs, NULL);
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gl_destroy_context (texture->gl_context);
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texture->gl_context = NULL;
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}
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}
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static void
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destroy_texture_unlocked (GstVaapiTexture * texture)
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{
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const guint texture_id = GST_VAAPI_TEXTURE_ID (texture);
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destroy_objects (GST_VAAPI_TEXTURE_GLX (texture));
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if (texture_id) {
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if (!texture->is_wrapped)
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glDeleteTextures (1, &texture_id);
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GST_VAAPI_TEXTURE_ID (texture) = 0;
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}
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}
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static void
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gst_vaapi_texture_glx_destroy (GstVaapiTexture * texture)
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{
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GST_VAAPI_OBJECT_LOCK_DISPLAY (texture);
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destroy_texture_unlocked (texture);
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GST_VAAPI_OBJECT_UNLOCK_DISPLAY (texture);
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}
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static gboolean
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create_objects (GstVaapiTextureGLX * texture, guint texture_id)
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{
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GstVaapiTexture *const base_texture = GST_VAAPI_TEXTURE (texture);
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GLContextState old_cs;
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gboolean success = FALSE;
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gl_get_current_context (&old_cs);
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texture->gl_context = gl_create_context (GST_VAAPI_OBJECT_XDISPLAY (texture),
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GST_VAAPI_OBJECT_XSCREEN (texture), &old_cs);
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if (!texture->gl_context ||
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!gl_set_current_context (texture->gl_context, NULL))
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return FALSE;
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texture->pixo = gl_create_pixmap_object (GST_VAAPI_OBJECT_XDISPLAY (texture),
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base_texture->width, base_texture->height);
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if (!texture->pixo) {
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GST_ERROR ("failed to create GLX pixmap");
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goto out_reset_context;
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}
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texture->fbo = gl_create_framebuffer_object (base_texture->gl_target,
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texture_id, base_texture->width, base_texture->height);
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if (!texture->fbo) {
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GST_ERROR ("failed to create FBO");
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goto out_reset_context;
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}
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success = TRUE;
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out_reset_context:
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gl_set_current_context (&old_cs, NULL);
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return success;
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}
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static gboolean
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create_texture_unlocked (GstVaapiTexture * texture)
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{
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guint texture_id;
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if (texture->is_wrapped)
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texture_id = GST_VAAPI_TEXTURE_ID (texture);
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else {
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texture_id = gl_create_texture (texture->gl_target, texture->gl_format,
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texture->width, texture->height);
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if (!texture_id)
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return FALSE;
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GST_VAAPI_TEXTURE_ID (texture) = texture_id;
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}
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return create_objects (GST_VAAPI_TEXTURE_GLX (texture), texture_id);
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}
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static gboolean
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gst_vaapi_texture_glx_create (GstVaapiTexture * texture)
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{
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gboolean success;
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GST_VAAPI_OBJECT_LOCK_DISPLAY (texture);
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success = create_texture_unlocked (texture);
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GST_VAAPI_OBJECT_UNLOCK_DISPLAY (texture);
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return success;
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}
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static void
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gst_vaapi_texture_glx_class_init (GstVaapiTextureGLXClass * klass)
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{
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GstVaapiObjectClass *const object_class = GST_VAAPI_OBJECT_CLASS (klass);
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GstVaapiTextureClass *const texture_class = GST_VAAPI_TEXTURE_CLASS (klass);
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object_class->finalize = (GstVaapiObjectFinalizeFunc)
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gst_vaapi_texture_glx_destroy;
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texture_class->allocate = gst_vaapi_texture_glx_create;
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texture_class->put_surface = gst_vaapi_texture_glx_put_surface;
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}
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#define gst_vaapi_texture_glx_finalize gst_vaapi_texture_glx_destroy
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GST_VAAPI_OBJECT_DEFINE_CLASS_WITH_CODE (GstVaapiTextureGLX,
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gst_vaapi_texture_glx, gst_vaapi_texture_glx_class_init (&g_class));
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/**
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* gst_vaapi_texture_glx_new:
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* @display: a #GstVaapiDisplay
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* @target: the target to which the texture is bound
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* @format: the format of the pixel data
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* @width: the requested width, in pixels
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* @height: the requested height, in pixels
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*
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* Creates a texture with the specified dimensions, @target and
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* @format. Note that only GL_TEXTURE_2D @target and GL_RGBA or
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* GL_BGRA formats are supported at this time.
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*
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* The application shall maintain the live GL context itself. That is,
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* gst_vaapi_window_glx_make_current() must be called beforehand, or
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* any other function like glXMakeCurrent() if the context is managed
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* outside of this library.
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*
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* Return value: the newly created #GstVaapiTexture object
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*/
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GstVaapiTexture *
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gst_vaapi_texture_glx_new (GstVaapiDisplay * display, guint target,
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guint format, guint width, guint height)
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{
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g_return_val_if_fail (GST_VAAPI_IS_DISPLAY_GLX (display), NULL);
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return
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gst_vaapi_texture_new (GST_VAAPI_TEXTURE_CLASS
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(gst_vaapi_texture_glx_class ()), display, GL_NONE, target, format, width,
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height);
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}
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/**
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* gst_vaapi_texture_glx_new_wrapped:
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* @display: a #GstVaapiDisplay
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* @texture_id: the foreign GL texture name to use
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* @target: the target to which the texture is bound
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* @format: the format of the pixel data
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*
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* Creates a texture from an existing GL texture, with the specified
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* @target and @format. Note that only GL_TEXTURE_2D @target and
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* GL_RGBA or GL_BGRA formats are supported at this time. The
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* dimensions will be retrieved from the @texture_id.
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*
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* The application shall maintain the live GL context itself. That is,
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* gst_vaapi_window_glx_make_current() must be called beforehand, or
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* any other function like glXMakeCurrent() if the context is managed
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* outside of this library.
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*
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* Return value: the newly created #GstVaapiTexture object
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*/
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GstVaapiTexture *
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gst_vaapi_texture_glx_new_wrapped (GstVaapiDisplay * display,
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guint texture_id, guint target, guint format)
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{
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guint width, height, border_width;
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GLTextureState ts;
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gboolean success;
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g_return_val_if_fail (GST_VAAPI_IS_DISPLAY_GLX (display), NULL);
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g_return_val_if_fail (target != GL_NONE, NULL);
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g_return_val_if_fail (format != GL_NONE, NULL);
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/* Check texture dimensions */
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GST_VAAPI_DISPLAY_LOCK (display);
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success = gl_bind_texture (&ts, target, texture_id);
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if (success) {
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if (!gl_get_texture_param (target, GL_TEXTURE_WIDTH, &width) ||
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!gl_get_texture_param (target, GL_TEXTURE_HEIGHT, &height) ||
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!gl_get_texture_param (target, GL_TEXTURE_BORDER, &border_width))
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success = FALSE;
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gl_unbind_texture (&ts);
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}
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GST_VAAPI_DISPLAY_UNLOCK (display);
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if (!success)
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return NULL;
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width -= 2 * border_width;
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height -= 2 * border_width;
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g_return_val_if_fail (width > 0, NULL);
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g_return_val_if_fail (height > 0, NULL);
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return
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gst_vaapi_texture_new (GST_VAAPI_TEXTURE_CLASS
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(gst_vaapi_texture_glx_class ()), display, texture_id, target, format,
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width, height);
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}
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/**
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* gst_vaapi_texture_put_surface:
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* @texture: a #GstVaapiTexture
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* @surface: a #GstVaapiSurface
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* @flags: postprocessing flags. See #GstVaapiTextureRenderFlags
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*
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* Renders the @surface into the àtexture. The @flags specify how
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* de-interlacing (if needed), color space conversion, scaling and
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* other postprocessing transformations are performed.
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*
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* Return value: %TRUE on success
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*/
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static gboolean
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gst_vaapi_texture_glx_put_surface_unlocked (GstVaapiTexture * base_texture,
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GstVaapiSurface * surface, const GstVaapiRectangle * crop_rect, guint flags)
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{
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GstVaapiTextureGLX *const texture = GST_VAAPI_TEXTURE_GLX (base_texture);
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VAStatus status;
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GLContextState old_cs;
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gboolean success = FALSE;
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status = vaPutSurface (GST_VAAPI_OBJECT_VADISPLAY (texture),
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GST_VAAPI_OBJECT_ID (surface), texture->pixo->pixmap,
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crop_rect->x, crop_rect->y, crop_rect->width, crop_rect->height,
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0, 0, base_texture->width, base_texture->height,
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NULL, 0, from_GstVaapiSurfaceRenderFlags (flags));
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if (!vaapi_check_status (status, "vaPutSurface() [TFP]"))
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return FALSE;
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if (texture->gl_context &&
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!gl_set_current_context (texture->gl_context, &old_cs))
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return FALSE;
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if (!gl_bind_framebuffer_object (texture->fbo)) {
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GST_ERROR ("failed to bind FBO");
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goto out_reset_context;
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}
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if (!gst_vaapi_surface_sync (surface)) {
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GST_ERROR ("failed to render surface to pixmap");
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goto out_unbind_fbo;
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}
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if (!gl_bind_pixmap_object (texture->pixo)) {
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GST_ERROR ("could not bind GLX pixmap");
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goto out_unbind_fbo;
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}
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glColor4f (1.0f, 1.0f, 1.0f, 1.0f);
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glBegin (GL_QUADS);
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{
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glTexCoord2f (0.0f, 0.0f);
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glVertex2i (0, 0);
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glTexCoord2f (0.0f, 1.0f);
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glVertex2i (0, base_texture->height);
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glTexCoord2f (1.0f, 1.0f);
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glVertex2i (base_texture->width, base_texture->height);
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glTexCoord2f (1.0f, 0.0f);
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glVertex2i (base_texture->width, 0);
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}
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glEnd ();
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if (!gl_unbind_pixmap_object (texture->pixo)) {
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GST_ERROR ("failed to release GLX pixmap");
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goto out_unbind_fbo;
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}
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success = TRUE;
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out_unbind_fbo:
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if (!gl_unbind_framebuffer_object (texture->fbo))
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success = FALSE;
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out_reset_context:
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if (texture->gl_context && !gl_set_current_context (&old_cs, NULL))
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success = FALSE;
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return success;
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}
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static gboolean
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gst_vaapi_texture_glx_put_surface (GstVaapiTexture * texture,
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GstVaapiSurface * surface, const GstVaapiRectangle * crop_rect, guint flags)
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{
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gboolean success;
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GST_VAAPI_OBJECT_LOCK_DISPLAY (texture);
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success = gst_vaapi_texture_glx_put_surface_unlocked (texture, surface,
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crop_rect, flags);
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GST_VAAPI_OBJECT_UNLOCK_DISPLAY (texture);
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return success;
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}
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