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https://gitlab.freedesktop.org/gstreamer/gstreamer.git
synced 2024-12-21 07:46:38 +00:00
30c6efc432
This patch provides the basic infrastructure required for this. Upload and Download has been ported to this. Has the nice effect of allowing GstGLMemory to be our refcounted texture object for any texture type (not just RGBA). Should not lose any features/video formats.
390 lines
11 KiB
C
390 lines
11 KiB
C
/* GStreamer
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*
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* Copyright (C) 2014 Matthew Waters <ystreet00@gmail.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 Library General Public
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* License as published by the Free Software Foundation; either
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* version 2 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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* Library General Public License for more details.
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*
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* You should have received a copy of the GNU Library General Public
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* License along with this library; if not, write to the
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* Free Software Foundation, Inc., 51 Franklin St, Fifth Floor,
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* Boston, MA 02110-1301, USA.
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*/
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#ifdef HAVE_CONFIG_H
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# include "config.h"
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#endif
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#include <gst/check/gstcheck.h>
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#include <gst/gl/gstglcontext.h>
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#include <gst/gl/gstglupload.h>
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#include <stdio.h>
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#if GST_GL_HAVE_GLES2
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/* *INDENT-OFF* */
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static const gchar *vertex_shader_str_gles2 =
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"attribute vec4 a_position; \n"
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"attribute vec2 a_texCoord; \n"
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"varying vec2 v_texCoord; \n"
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"void main() \n"
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"{ \n"
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" gl_Position = a_position; \n"
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" v_texCoord = a_texCoord; \n"
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"} \n";
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static const gchar *fragment_shader_str_gles2 =
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"precision mediump float; \n"
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"varying vec2 v_texCoord; \n"
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"uniform sampler2D s_texture; \n"
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"void main() \n"
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"{ \n"
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" gl_FragColor = texture2D( s_texture, v_texCoord );\n"
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"} \n";
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/* *INDENT-ON* */
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#endif
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static GstGLDisplay *display;
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static GstGLContext *context;
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static GstGLWindow *window;
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static GstGLUpload *upload;
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static guint tex_id;
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#if GST_GL_HAVE_GLES2
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static GError *error;
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static GstGLShader *shader;
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static GLint shader_attr_position_loc;
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static GLint shader_attr_texture_loc;
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#endif
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#define FORMAT GST_VIDEO_GL_TEXTURE_TYPE_RGBA
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#define WIDTH 10
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#define HEIGHT 10
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#define RED 0xff, 0x00, 0x00, 0xff
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#define GREEN 0x00, 0xff, 0x00, 0xff
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#define BLUE 0x00, 0x00, 0xff, 0xff
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static gchar rgba_data[] =
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{ RED, GREEN, BLUE, RED, GREEN, BLUE, RED, GREEN, BLUE, RED,
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GREEN, BLUE, RED, GREEN, BLUE, RED, GREEN, BLUE, RED, GREEN,
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BLUE, RED, GREEN, BLUE, RED, GREEN, BLUE, RED, GREEN, BLUE,
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RED, RED, RED, RED, RED, RED, RED, RED, RED, RED,
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GREEN, GREEN, GREEN, GREEN, GREEN, GREEN, GREEN, GREEN, GREEN, GREEN,
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BLUE, BLUE, BLUE, BLUE, BLUE, BLUE, BLUE, BLUE, BLUE, BLUE,
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RED, GREEN, BLUE, RED, GREEN, BLUE, RED, GREEN, BLUE, RED,
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RED, GREEN, BLUE, RED, GREEN, BLUE, RED, GREEN, BLUE, RED,
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RED, GREEN, BLUE, RED, GREEN, BLUE, RED, GREEN, BLUE, RED,
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RED, GREEN, BLUE, RED, GREEN, BLUE, RED, GREEN, BLUE, RED
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};
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static void
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setup (void)
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{
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GError *error = NULL;
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display = gst_gl_display_new ();
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context = gst_gl_context_new (display);
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gst_gl_context_create (context, 0, &error);
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window = gst_gl_context_get_window (context);
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fail_if (error != NULL, "Error creating context: %s\n",
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error ? error->message : "Unknown Error");
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upload = gst_gl_upload_new (context);
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}
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static void
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teardown (void)
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{
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GLuint error = context->gl_vtable->GetError ();
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fail_if (error != GL_NONE, "GL error 0x%x encountered during processing\n",
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error);
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gst_object_unref (upload);
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gst_object_unref (window);
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gst_object_unref (context);
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gst_object_unref (display);
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}
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static void
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init (gpointer data)
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{
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#if GST_GL_HAVE_GLES2
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if (gst_gl_context_get_gl_api (context) & GST_GL_API_GLES2) {
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shader = gst_gl_shader_new (context);
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fail_if (shader == NULL, "failed to create shader object");
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gst_gl_shader_set_vertex_source (shader, vertex_shader_str_gles2);
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gst_gl_shader_set_fragment_source (shader, fragment_shader_str_gles2);
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error = NULL;
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gst_gl_shader_compile (shader, &error);
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fail_if (error != NULL, "Error compiling shader %s\n",
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error ? error->message : "Unknown Error");
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shader_attr_position_loc =
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gst_gl_shader_get_attribute_location (shader, "a_position");
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shader_attr_texture_loc =
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gst_gl_shader_get_attribute_location (shader, "a_texCoord");
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}
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#endif
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}
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static void
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draw_render (gpointer data)
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{
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GstGLContext *context = data;
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GstGLContextClass *context_class = GST_GL_CONTEXT_GET_CLASS (context);
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const GstGLFuncs *gl = context->gl_vtable;
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/* redraw the texture into the system provided framebuffer */
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#if GST_GL_HAVE_OPENGL
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if (gst_gl_context_get_gl_api (context) & GST_GL_API_OPENGL) {
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GLfloat verts[8] = { 1.0f, 1.0f,
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-1.0f, 1.0f,
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-1.0f, -1.0f,
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1.0f, -1.0f
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};
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GLfloat texcoords[8] = { 1.0f, 0.0f,
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0.0f, 0.0f,
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0.0f, 1.0f,
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1.0f, 1.0f
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};
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gl->Viewport (0, 0, 10, 10);
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gl->Clear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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gl->MatrixMode (GL_PROJECTION);
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gl->LoadIdentity ();
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gl->Enable (GL_TEXTURE_2D);
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gl->BindTexture (GL_TEXTURE_2D, tex_id);
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gl->EnableClientState (GL_VERTEX_ARRAY);
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gl->EnableClientState (GL_TEXTURE_COORD_ARRAY);
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gl->VertexPointer (2, GL_FLOAT, 0, &verts);
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gl->TexCoordPointer (2, GL_FLOAT, 0, &texcoords);
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gl->DrawArrays (GL_TRIANGLE_FAN, 0, 4);
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gl->DisableClientState (GL_VERTEX_ARRAY);
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gl->DisableClientState (GL_TEXTURE_COORD_ARRAY);
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gl->Disable (GL_TEXTURE_2D);
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}
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#endif
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#if GST_GL_HAVE_GLES2
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if (gst_gl_context_get_gl_api (context) & GST_GL_API_GLES2) {
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const GLfloat vVertices[] = { 1.0f, 1.0f, 0.0f,
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1.0f, 0.0f,
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-1.0f, 1.0f, 0.0f,
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0.0f, 0.0f,
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-1.0f, -1.0f, 0.0f,
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0.0f, 1.0f,
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1.0f, -1.0f, 0.0f,
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1.0f, 1.0f
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};
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GLushort indices[] = { 0, 1, 2, 0, 2, 3 };
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gl->Clear (GL_COLOR_BUFFER_BIT);
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gst_gl_shader_use (shader);
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/* Load the vertex position */
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gl->VertexAttribPointer (shader_attr_position_loc, 3,
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GL_FLOAT, GL_FALSE, 5 * sizeof (GLfloat), vVertices);
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/* Load the texture coordinate */
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gl->VertexAttribPointer (shader_attr_texture_loc, 2,
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GL_FLOAT, GL_FALSE, 5 * sizeof (GLfloat), &vVertices[3]);
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gl->EnableVertexAttribArray (shader_attr_position_loc);
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gl->EnableVertexAttribArray (shader_attr_texture_loc);
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gl->ActiveTexture (GL_TEXTURE0);
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gl->BindTexture (GL_TEXTURE_2D, tex_id);
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gst_gl_shader_set_uniform_1i (shader, "s_texture", 0);
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gl->DrawElements (GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, indices);
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}
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#endif
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context_class->swap_buffers (context);
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}
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GST_START_TEST (test_shader_compile)
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{
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const gchar *formats[] = { "RGB", "RGBx", "RGBA", "BGR", "BGRx", "BGRA",
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"xRGB", "xBGR", "ARGB", "ABGR", "Y444", "I420", "YV12", "Y42B", "Y41B",
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"NV12", "NV21", "YUY2", "UYVY", "AYUV", "GRAY8", "GRAY16_LE", "GRAY16_BE"
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};
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guint i;
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gboolean res;
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for (i = 0; i < G_N_ELEMENTS (formats); i++) {
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GstVideoInfo info;
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GstVideoFormat v_format;
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v_format = gst_video_format_from_string (formats[i]);
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gst_video_info_set_format (&info, v_format, 320, 240);
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res = gst_gl_upload_init_format (upload, &info);
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fail_if (res == FALSE, "Failed to init upload for video format %s\n",
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formats[i]);
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gst_object_unref (upload);
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upload = gst_gl_upload_new (context);
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}
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}
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GST_END_TEST;
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GST_START_TEST (test_upload_data)
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{
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gpointer data[GST_VIDEO_MAX_PLANES] = { rgba_data, NULL, NULL, NULL };
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GstVideoInfo in_info;
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gboolean res;
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gint i = 0;
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gst_video_info_set_format (&in_info, GST_VIDEO_FORMAT_RGBA, WIDTH, HEIGHT);
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gst_gl_context_gen_texture (context, &tex_id, GST_VIDEO_FORMAT_RGBA, WIDTH,
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HEIGHT);
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gst_gl_upload_init_format (upload, &in_info);
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res = gst_gl_upload_perform_with_data (upload, tex_id, data);
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fail_if (res == FALSE, "Failed to upload buffer: %s\n",
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gst_gl_context_get_error ());
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gst_gl_window_draw (window, WIDTH, HEIGHT);
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gst_gl_window_send_message (window, GST_GL_WINDOW_CB (init), context);
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while (i < 2) {
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gst_gl_window_send_message (window, GST_GL_WINDOW_CB (draw_render),
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context);
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i++;
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}
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gst_gl_context_del_texture (context, &tex_id);
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}
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GST_END_TEST;
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GST_START_TEST (test_upload_buffer)
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{
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GstBuffer *buffer;
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GstGLMemory *gl_mem;
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GstVideoInfo in_info;
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gint i = 0;
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gboolean res;
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gst_video_info_set_format (&in_info, GST_VIDEO_FORMAT_RGBA, WIDTH, HEIGHT);
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/* create GL buffer */
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buffer = gst_buffer_new ();
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gl_mem = gst_gl_memory_wrapped (context, FORMAT, WIDTH, HEIGHT, WIDTH * 4,
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rgba_data, NULL, NULL);
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gst_buffer_append_memory (buffer, (GstMemory *) gl_mem);
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gst_gl_upload_init_format (upload, &in_info);
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res = gst_gl_upload_perform_with_buffer (upload, buffer, &tex_id);
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fail_if (res == FALSE, "Failed to upload buffer: %s\n",
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gst_gl_context_get_error ());
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gst_gl_window_draw (window, WIDTH, HEIGHT);
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gst_gl_window_send_message (window, GST_GL_WINDOW_CB (init), context);
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while (i < 2) {
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gst_gl_window_send_message (window, GST_GL_WINDOW_CB (draw_render),
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context);
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i++;
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}
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gst_gl_upload_release_buffer (upload);
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gst_buffer_unref (buffer);
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}
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GST_END_TEST;
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GST_START_TEST (test_upload_meta_producer)
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{
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GstBuffer *buffer;
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GstGLMemory *gl_mem;
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GstVideoInfo in_info;
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GstVideoGLTextureUploadMeta *gl_upload_meta;
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guint tex_ids[] = { 0, 0, 0, 0 };
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gboolean res;
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gint i = 0;
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gst_video_info_set_format (&in_info, GST_VIDEO_FORMAT_RGBA, WIDTH, HEIGHT);
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/* create GL buffer */
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buffer = gst_buffer_new ();
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gl_mem = gst_gl_memory_wrapped (context, FORMAT, WIDTH, HEIGHT, WIDTH * 4,
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rgba_data, NULL, NULL);
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gst_buffer_append_memory (buffer, (GstMemory *) gl_mem);
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gst_gl_context_gen_texture (context, &tex_ids[0], GST_VIDEO_FORMAT_RGBA,
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WIDTH, HEIGHT);
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gst_gl_upload_init_format (upload, &in_info);
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gst_buffer_add_video_meta_full (buffer, 0, GST_VIDEO_FORMAT_RGBA, WIDTH,
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HEIGHT, 1, in_info.offset, in_info.stride);
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gst_gl_upload_add_video_gl_texture_upload_meta (upload, buffer);
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gl_upload_meta = gst_buffer_get_video_gl_texture_upload_meta (buffer);
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fail_if (gl_upload_meta == NULL, "Failed to add GstVideoGLTextureUploadMeta"
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" to buffer\n");
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res = gst_video_gl_texture_upload_meta_upload (gl_upload_meta, tex_ids);
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fail_if (res == FALSE, "Failed to upload GstVideoGLTextureUploadMeta\n");
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tex_id = tex_ids[0];
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gst_gl_window_draw (window, WIDTH, HEIGHT);
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gst_gl_window_send_message (window, GST_GL_WINDOW_CB (init), context);
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while (i < 2) {
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gst_gl_window_send_message (window, GST_GL_WINDOW_CB (draw_render),
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context);
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i++;
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}
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gst_gl_context_del_texture (context, &tex_ids[0]);
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}
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GST_END_TEST;
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static Suite *
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gst_gl_upload_suite (void)
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{
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Suite *s = suite_create ("GstGLUpload");
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TCase *tc_chain = tcase_create ("upload");
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suite_add_tcase (s, tc_chain);
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tcase_add_checked_fixture (tc_chain, setup, teardown);
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tcase_add_test (tc_chain, test_shader_compile);
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tcase_add_test (tc_chain, test_upload_data);
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tcase_add_test (tc_chain, test_upload_buffer);
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tcase_add_test (tc_chain, test_upload_meta_producer);
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return s;
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}
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GST_CHECK_MAIN (gst_gl_upload);
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