gstreamer/tests/examples/clutter/cluttershare.c
Matthew Waters b90d824626 [838/906] gl: Use GL_TEXTURE_2D instead of GL_TEXTURE_RECTANGLE
We create our textures (in Desktop GL) with GL_TEXTURE_RECTANGLE,
vaapi attempts to bind our texture to GL_TEXTURE_2D which throws a
GL_INVALID_OPERATION error and as thus, no video.

Also, by moving exclusively to GL_TEXTURE_2D and the npot extension
we also remove a difference between the Desktop GL and GLES2 code.

https://bugzilla.gnome.org/show_bug.cgi?id=712287
2014-03-15 18:37:03 +01:00

380 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
#include <GL/gl.h>
#define CLUTTER_VERSION_MIN_REQUIRED CLUTTER_VERSION_1_8
#include <clutter/clutter.h>
#ifndef WIN32
#include <clutter/x11/clutter-x11.h>
#include <GL/glx.h>
#endif
#include <gst/gst.h>
#include <gst/video/video.h>
#include <gst/video/gstvideometa.h>
#include <gst/gl/gstglmemory.h>
/* This example shows how to use textures that come from a
* gst-plugins-gl pipeline, into the clutter framework
* It requires at least clutter 0.8.6
*/
/* rotation */
void
on_new_frame (ClutterTimeline * timeline, gint msecs, gpointer data)
{
ClutterActor *rect_actor = CLUTTER_ACTOR (data);
ClutterActor *texture_actor =
g_object_get_data (G_OBJECT (timeline), "texture_actor");
clutter_actor_set_rotation (rect_actor, CLUTTER_Z_AXIS,
60.0 * (gdouble) msecs / 1000.0, clutter_actor_get_width (rect_actor) / 2,
clutter_actor_get_height (rect_actor) / 2, 0);
clutter_actor_set_rotation (texture_actor, CLUTTER_Z_AXIS,
60.0 * (gdouble) msecs / 1000.0,
clutter_actor_get_width (texture_actor) / 6,
clutter_actor_get_height (texture_actor) / 6, 0);
}
/* clutter scene */
ClutterActor *
setup_stage (ClutterStage * stage)
{
ClutterTimeline *timeline = NULL;
ClutterActor *texture_actor = NULL;
ClutterColor rect_color = { 125, 50, 200, 255 };
ClutterActor *rect_actor = NULL;
/* texture actor */
texture_actor = clutter_texture_new ();
clutter_container_add_actor (CLUTTER_CONTAINER (stage), texture_actor);
clutter_actor_set_position (texture_actor, 300, 170);
clutter_actor_set_scale (texture_actor, 0.6, 0.6);
clutter_actor_show (texture_actor);
g_object_set_data (G_OBJECT (texture_actor), "stage", stage);
/* rectangle actor */
rect_actor = clutter_rectangle_new_with_color (&rect_color);
clutter_container_add_actor (CLUTTER_CONTAINER (stage), rect_actor);
clutter_actor_set_size (rect_actor, 50, 50);
clutter_actor_set_position (rect_actor, 300, 300);
clutter_actor_show (rect_actor);
/* timeline */
timeline = clutter_timeline_new (6000);
g_object_set_data (G_OBJECT (timeline), "texture_actor", texture_actor);
clutter_timeline_set_loop (timeline, TRUE);
clutter_timeline_start (timeline);
g_signal_connect (timeline, "new-frame", G_CALLBACK (on_new_frame),
rect_actor);
return texture_actor;
}
/* put a gst gl buffer in the texture actor */
gboolean
update_texture_actor (gpointer data)
{
ClutterTexture *texture_actor = (ClutterTexture *) data;
GAsyncQueue *queue_input_buf =
g_object_get_data (G_OBJECT (texture_actor), "queue_input_buf");
GAsyncQueue *queue_output_buf =
g_object_get_data (G_OBJECT (texture_actor), "queue_output_buf");
GstBuffer *inbuf = g_async_queue_pop (queue_input_buf);
ClutterActor *stage = g_object_get_data (G_OBJECT (texture_actor), "stage");
CoglHandle cogl_texture = 0;
GstVideoMeta *v_meta;
GstVideoInfo info;
GstVideoFrame frame;
guint tex_id;
v_meta = gst_buffer_get_video_meta (inbuf);
if (!v_meta) {
g_warning ("Required Meta was not found on buffers");
return FALSE;
}
gst_video_info_set_format (&info, v_meta->format, v_meta->width,
v_meta->height);
if (!gst_video_frame_map (&frame, &info, inbuf, GST_MAP_READ | GST_MAP_GL)) {
g_warning ("Failed to map video frame");
return FALSE;
}
if (!gst_is_gl_memory (frame.map[0].memory)) {
g_warning ("Input buffer does not have GLMemory");
gst_video_frame_unmap (&frame);
return FALSE;
}
tex_id = *(guint *) frame.data[0];
/* Create a cogl texture from the gst gl texture */
glEnable (GL_TEXTURE_2D);
glBindTexture (GL_TEXTURE_2D, tex_id);
if (glGetError () != GL_NO_ERROR)
g_debug ("failed to bind texture that comes from gst-gl\n");
cogl_texture = cogl_texture_new_from_foreign (tex_id,
GL_TEXTURE_2D, v_meta->width, v_meta->height, 0, 0,
COGL_PIXEL_FORMAT_RGBA_8888);
glBindTexture (GL_TEXTURE_2D, 0);
gst_video_frame_unmap (&frame);
/* Previous cogl texture is replaced and so its ref counter discreases to 0.
* According to the source code, glDeleteTexture is not called when the previous
* ref counter of the previous cogl texture is reaching 0 because is_foreign is TRUE */
clutter_texture_set_cogl_texture (CLUTTER_TEXTURE (texture_actor),
cogl_texture);
cogl_handle_unref (cogl_texture);
/* we can now show the clutter scene if not yet visible */
if (!CLUTTER_ACTOR_IS_VISIBLE (stage))
clutter_actor_show_all (stage);
/* push buffer so it can be unref later */
g_async_queue_push (queue_output_buf, inbuf);
return FALSE;
}
/* fakesink handoff callback */
void
on_gst_buffer (GstElement * element, GstBuffer * buf, GstPad * pad,
ClutterActor * texture_actor)
{
GAsyncQueue *queue_input_buf = NULL;
GAsyncQueue *queue_output_buf = NULL;
/* ref then push buffer to use it in clutter */
gst_buffer_ref (buf);
queue_input_buf =
g_object_get_data (G_OBJECT (texture_actor), "queue_input_buf");
g_async_queue_push (queue_input_buf, buf);
if (g_async_queue_length (queue_input_buf) > 2)
clutter_threads_add_idle_full (G_PRIORITY_HIGH, update_texture_actor,
texture_actor, NULL);
/* pop then unref buffer we have finished to use in clutter */
queue_output_buf =
g_object_get_data (G_OBJECT (texture_actor), "queue_output_buf");
if (g_async_queue_length (queue_output_buf) > 2) {
GstBuffer *buf_old = g_async_queue_pop (queue_output_buf);
gst_buffer_unref (buf_old);
}
}
/* gst bus signal watch callback */
void
end_stream_cb (GstBus * bus, GstMessage * msg, gpointer data)
{
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=gldisplay:2 ./cluttershare\n");
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);
}
break;
}
default:
break;
}
clutter_main_quit ();
}
int
main (int argc, char *argv[])
{
ClutterInitError clutter_err = CLUTTER_INIT_ERROR_UNKNOWN;
#ifdef WIN32
HGLRC clutter_gl_context = 0;
HDC clutter_dc = 0;
#else
Display *clutter_display = NULL;
Window clutter_win = 0;
GLXContext clutter_gl_context = NULL;
#endif
GstPipeline *pipeline = NULL;
GstBus *bus = NULL;
GstElement *glfilter = NULL;
GstState state = 0;
ClutterActor *stage = NULL;
ClutterActor *clutter_texture = NULL;
GAsyncQueue *queue_input_buf = NULL;
GAsyncQueue *queue_output_buf = NULL;
GstElement *fakesink = NULL;
/* init gstreamer then clutter */
gst_init (&argc, &argv);
clutter_threads_init ();
clutter_err = clutter_init (&argc, &argv);
if (clutter_err != CLUTTER_INIT_SUCCESS)
g_warning ("Failed to initalize clutter: %d\n", clutter_err);
clutter_threads_enter ();
g_print ("clutter version: %s\n", CLUTTER_VERSION_S);
clutter_set_default_frame_rate (2);
/* avoid to dispatch unecesary events */
clutter_ungrab_keyboard ();
clutter_ungrab_pointer ();
/* retrieve and turn off clutter opengl context */
stage = clutter_stage_get_default ();
#ifdef WIN32
clutter_gl_context = wglGetCurrentContext ();
clutter_dc = wglGetCurrentDC ();
wglMakeCurrent (0, 0);
#else
clutter_display = clutter_x11_get_default_display ();
clutter_win = clutter_x11_get_stage_window (CLUTTER_STAGE (stage));
clutter_gl_context = glXGetCurrentContext ();
glXMakeCurrent (clutter_display, None, 0);
#endif
/* setup gstreamer pipeline */
pipeline =
GST_PIPELINE (gst_parse_launch
("videotestsrc ! video/x-raw, width=320, height=240, framerate=(fraction)30/1 ! "
"gleffects effect=5 ! glfiltercube ! fakesink sync=1", NULL));
/* setup bus */
bus = gst_pipeline_get_bus (GST_PIPELINE (pipeline));
gst_bus_add_signal_watch (bus);
g_signal_connect (bus, "message::error", G_CALLBACK (end_stream_cb), NULL);
g_signal_connect (bus, "message::warning", G_CALLBACK (end_stream_cb), NULL);
g_signal_connect (bus, "message::eos", G_CALLBACK (end_stream_cb), NULL);
gst_object_unref (bus);
/* clutter_gl_context is an external OpenGL context with which gst-plugins-gl want to share textures */
glfilter = gst_bin_get_by_name (GST_BIN (pipeline), "glfiltercube0");
g_object_set (G_OBJECT (glfilter), "external-opengl-context",
clutter_gl_context, NULL);
gst_object_unref (glfilter);
/* NULL to PAUSED state pipeline to make sure the gst opengl context is created and
* shared with the clutter one */
gst_element_set_state (GST_ELEMENT (pipeline), GST_STATE_PAUSED);
state = GST_STATE_PAUSED;
if (gst_element_get_state (GST_ELEMENT (pipeline), &state, NULL,
GST_CLOCK_TIME_NONE) != GST_STATE_CHANGE_SUCCESS) {
g_debug ("failed to pause pipeline\n");
return -1;
}
/* turn on back clutter opengl context */
#ifdef WIN32
wglMakeCurrent (clutter_dc, clutter_gl_context);
#else
glXMakeCurrent (clutter_display, clutter_win, clutter_gl_context);
#endif
/* clutter stage */
clutter_actor_set_size (stage, 640, 480);
clutter_actor_set_position (stage, 0, 0);
clutter_stage_set_title (CLUTTER_STAGE (stage), "clutter and gst-plugins-gl");
clutter_texture = setup_stage (CLUTTER_STAGE (stage));
/* append a gst-gl texture to this queue when you do not need it no more */
queue_input_buf = g_async_queue_new ();
queue_output_buf = g_async_queue_new ();
g_object_set_data (G_OBJECT (clutter_texture), "queue_input_buf",
queue_input_buf);
g_object_set_data (G_OBJECT (clutter_texture), "queue_output_buf",
queue_output_buf);
/* set a callback to retrieve the gst gl textures */
fakesink = gst_bin_get_by_name (GST_BIN (pipeline), "fakesink0");
g_object_set (G_OBJECT (fakesink), "signal-handoffs", TRUE, NULL);
g_signal_connect (fakesink, "handoff", G_CALLBACK (on_gst_buffer),
clutter_texture);
gst_object_unref (fakesink);
/* play gst */
gst_element_set_state (GST_ELEMENT (pipeline), GST_STATE_PLAYING);
/* main loop */
clutter_main ();
/* before to deinitialize the gst-gl-opengl context,
* no shared context (here the clutter one) must be current
*/
#ifdef WIN32
wglMakeCurrent (0, 0);
#else
glXMakeCurrent (clutter_display, None, 0);
#endif
clutter_threads_leave ();
/* stop and clean up the pipeline */
gst_element_set_state (GST_ELEMENT (pipeline), GST_STATE_NULL);
gst_object_unref (pipeline);
/* make sure there is no pending gst gl buffer in the communication queues
* between clutter and gst-gl
*/
while (g_async_queue_length (queue_input_buf) > 0) {
GstBuffer *buf = g_async_queue_pop (queue_input_buf);
gst_buffer_unref (buf);
}
while (g_async_queue_length (queue_output_buf) > 0) {
GstBuffer *buf = g_async_queue_pop (queue_output_buf);
gst_buffer_unref (buf);
}
g_print ("END\n");
return 0;
}