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https://gitlab.freedesktop.org/gstreamer/gstreamer.git
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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
338 lines
9.9 KiB
C
338 lines
9.9 KiB
C
/*
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* GStreamer
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* Copyright (C) 2013 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 "gl.h"
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#include "gstglframebuffer.h"
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GST_DEBUG_CATEGORY_STATIC (gst_gl_framebuffer_debug);
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#define GST_CAT_DEFAULT gst_gl_framebuffer_debug
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#define DEBUG_INIT \
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GST_DEBUG_CATEGORY_INIT (gst_gl_framebuffer_debug, "glframebuffer", 0, "GL Framebuffer");
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G_DEFINE_TYPE_WITH_CODE (GstGLFramebuffer, gst_gl_framebuffer, G_TYPE_OBJECT,
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DEBUG_INIT);
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#define GST_GL_FRAMEBUFFER_GET_PRIVATE(o) \
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(G_TYPE_INSTANCE_GET_PRIVATE((o), GST_TYPE_GL_FRAMEBUFFER, GstGLFramebufferPrivate))
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static void gst_gl_framebuffer_finalize (GObject * object);
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struct _GstGLFramebufferPrivate
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{
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gint width;
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gint height;
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guint fbo;
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guint depth;
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};
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static void
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gst_gl_framebuffer_class_init (GstGLFramebufferClass * klass)
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{
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g_type_class_add_private (klass, sizeof (GstGLFramebufferPrivate));
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G_OBJECT_CLASS (klass)->finalize = gst_gl_framebuffer_finalize;
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}
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static void
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gst_gl_framebuffer_init (GstGLFramebuffer * fbo)
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{
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fbo->priv = GST_GL_FRAMEBUFFER_GET_PRIVATE (fbo);
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}
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static void
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gst_gl_framebuffer_finalize (GObject * object)
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{
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GstGLFramebuffer *fbo = GST_GL_FRAMEBUFFER (object);
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if (fbo->context) {
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gst_object_unref (fbo->context);
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fbo->context = NULL;
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}
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G_OBJECT_CLASS (gst_gl_framebuffer_parent_class)->finalize (object);
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}
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GstGLFramebuffer *
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gst_gl_framebuffer_new (GstGLContext * context)
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{
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GstGLFramebuffer *fbo = g_object_new (GST_TYPE_GL_FRAMEBUFFER, NULL);
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fbo->context = gst_object_ref (context);
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return fbo;
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}
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gboolean
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gst_gl_framebuffer_generate (GstGLFramebuffer * frame, gint width, gint height,
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guint * fbo, guint * depth)
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{
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GLuint fake_texture = 0;
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const GstGLFuncs *gl;
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g_return_val_if_fail (GST_IS_GL_FRAMEBUFFER (frame), FALSE);
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g_return_val_if_fail (fbo != NULL && depth != NULL, FALSE);
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g_return_val_if_fail (width > 0 && height > 0, FALSE);
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gl = frame->context->gl_vtable;
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GST_TRACE ("creating FBO dimensions:%ux%u", width, height);
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if (!gl->GenFramebuffers) {
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gst_gl_context_set_error (frame->context,
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"Context, EXT_framebuffer_object not supported");
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return FALSE;
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}
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/* setup FBO */
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gl->GenFramebuffers (1, fbo);
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gl->BindFramebuffer (GL_FRAMEBUFFER, *fbo);
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/* setup the render buffer for depth */
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gl->GenRenderbuffers (1, depth);
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gl->BindRenderbuffer (GL_RENDERBUFFER, *depth);
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if (gst_gl_context_get_gl_api (frame->context) & GST_GL_API_OPENGL) {
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gl->RenderbufferStorage (GL_RENDERBUFFER, GL_DEPTH_COMPONENT,
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width, height);
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gl->RenderbufferStorage (GL_RENDERBUFFER, GL_DEPTH24_STENCIL8,
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width, height);
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}
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if (gst_gl_context_get_gl_api (frame->context) & GST_GL_API_GLES2) {
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gl->RenderbufferStorage (GL_RENDERBUFFER, GL_DEPTH_COMPONENT16,
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width, height);
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}
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/* setup a texture to render to */
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gl->GenTextures (1, &fake_texture);
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gl->BindTexture (GL_TEXTURE_2D, fake_texture);
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gl->TexImage2D (GL_TEXTURE_2D, 0, GL_RGBA8,
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width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
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gl->TexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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gl->TexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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gl->TexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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gl->TexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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/* attach the texture to the FBO to renderer to */
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gl->FramebufferTexture2D (GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
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GL_TEXTURE_2D, fake_texture, 0);
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/* attach the depth render buffer to the FBO */
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gl->FramebufferRenderbuffer (GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
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GL_RENDERBUFFER, *depth);
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if (gst_gl_context_get_gl_api (frame->context) & GST_GL_API_OPENGL) {
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gl->FramebufferRenderbuffer (GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT,
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GL_RENDERBUFFER, *depth);
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}
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if (gl->CheckFramebufferStatus (GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
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gst_gl_context_set_error (frame->context,
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"GL framebuffer status incomplete");
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return FALSE;
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}
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/* unbind the FBO */
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gl->BindFramebuffer (GL_FRAMEBUFFER, 0);
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gl->DeleteTextures (1, &fake_texture);
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return TRUE;
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}
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gboolean
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gst_gl_framebuffer_use (GstGLFramebuffer * frame, gint texture_fbo_width,
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gint texture_fbo_height, GLuint fbo, GLuint depth_buffer,
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GLuint texture_fbo, GLCB cb, gint input_tex_width,
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gint input_tex_height, GLuint input_tex, gdouble proj_param1,
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gdouble proj_param2, gdouble proj_param3, gdouble proj_param4,
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GstGLDisplayProjection projection, gpointer stuff)
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{
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const GstGLFuncs *gl;
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#if GST_GL_HAVE_GLES2
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GLint viewport_dim[4];
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#endif
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g_return_val_if_fail (GST_IS_GL_FRAMEBUFFER (frame), FALSE);
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g_return_val_if_fail (input_tex_width > 0 && input_tex_height > 0, FALSE);
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g_return_val_if_fail (texture_fbo_width > 0 && texture_fbo_height > 0, FALSE);
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g_return_val_if_fail (input_tex != 0, FALSE);
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g_return_val_if_fail (fbo != 0, FALSE);
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g_return_val_if_fail (texture_fbo != 0, FALSE);
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g_return_val_if_fail (cb != NULL, FALSE);
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gl = frame->context->gl_vtable;
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GST_TRACE ("Binding v1 FBO %u dimensions:%ux%u with texture:%u "
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"dimensions:%ux%u", fbo, texture_fbo_width,
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texture_fbo_height, texture_fbo, input_tex_width, input_tex_height);
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gl->BindFramebuffer (GL_FRAMEBUFFER, fbo);
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/*setup a texture to render to */
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gl->BindTexture (GL_TEXTURE_2D, texture_fbo);
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/* attach the texture to the FBO to renderer to */
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gl->FramebufferTexture2D (GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
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GL_TEXTURE_2D, texture_fbo, 0);
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gst_gl_context_clear_shader (frame->context);
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#if GST_GL_HAVE_OPENGL
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if (gst_gl_context_get_gl_api (frame->context) & GST_GL_API_OPENGL) {
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gl->PushAttrib (GL_VIEWPORT_BIT);
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gl->MatrixMode (GL_PROJECTION);
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gl->PushMatrix ();
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gl->LoadIdentity ();
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switch (projection) {
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case GST_GL_DISPLAY_PROJECTION_ORTHO2D:
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gluOrtho2D (proj_param1, proj_param2, proj_param3, proj_param4);
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break;
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case GST_GL_DISPLAY_PROJECTION_PERSPECTIVE:
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gluPerspective (proj_param1, proj_param2, proj_param3, proj_param4);
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break;
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default:
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gst_gl_context_set_error (frame->context, "Unknow fbo projection %d",
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projection);
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}
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gl->MatrixMode (GL_MODELVIEW);
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gl->PushMatrix ();
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gl->LoadIdentity ();
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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 (frame->context) & GST_GL_API_GLES2)
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gl->GetIntegerv (GL_VIEWPORT, viewport_dim);
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#endif
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gl->Viewport (0, 0, texture_fbo_width, texture_fbo_height);
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#if GST_GL_HAVE_OPENGL
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if (gst_gl_context_get_gl_api (frame->context) & GST_GL_API_OPENGL) {
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const GLenum rt[] = { GL_COLOR_ATTACHMENT0 };
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gl->DrawBuffers (1, rt);
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}
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#endif
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gl->ClearColor (0.0, 0.0, 0.0, 0.0);
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gl->Clear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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cb (input_tex_width, input_tex_height, input_tex, stuff);
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#if GST_GL_HAVE_OPENGL
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if (gst_gl_context_get_gl_api (frame->context) & GST_GL_API_OPENGL) {
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const GLenum rt[] = { GL_NONE };
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gl->DrawBuffers (1, rt);
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gl->MatrixMode (GL_PROJECTION);
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gl->PopMatrix ();
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gl->MatrixMode (GL_MODELVIEW);
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gl->PopMatrix ();
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gl->PopAttrib ();
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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 (frame->context) & GST_GL_API_GLES2) {
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gl->Viewport (viewport_dim[0], viewport_dim[1], viewport_dim[2],
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viewport_dim[3]);
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}
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#endif
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gl->BindFramebuffer (GL_FRAMEBUFFER, 0);
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return TRUE;
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}
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gboolean
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gst_gl_framebuffer_use_v2 (GstGLFramebuffer * frame, gint texture_fbo_width,
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gint texture_fbo_height, GLuint fbo, GLuint depth_buffer,
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GLuint texture_fbo, GLCB_V2 cb, gpointer stuff)
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{
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const GstGLFuncs *gl;
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GLint viewport_dim[4];
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g_return_val_if_fail (GST_IS_GL_FRAMEBUFFER (frame), FALSE);
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g_return_val_if_fail (texture_fbo_width > 0 && texture_fbo_height > 0, FALSE);
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g_return_val_if_fail (fbo != 0, FALSE);
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g_return_val_if_fail (texture_fbo != 0, FALSE);
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g_return_val_if_fail (cb != NULL, FALSE);
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gl = frame->context->gl_vtable;
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GST_TRACE ("Binding v2 FBO %u dimensions:%ux%u with texture:%u ",
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fbo, texture_fbo_width, texture_fbo_height, texture_fbo);
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gl->BindFramebuffer (GL_FRAMEBUFFER, fbo);
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/* setup a texture to render to */
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gl->BindTexture (GL_TEXTURE_2D, texture_fbo);
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/* attach the texture to the FBO to renderer to */
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gl->FramebufferTexture2D (GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
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GL_TEXTURE_2D, texture_fbo, 0);
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gl->GetIntegerv (GL_VIEWPORT, viewport_dim);
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gl->Viewport (0, 0, texture_fbo_width, texture_fbo_height);
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#if GST_GL_HAVE_OPENGL
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gl->DrawBuffer (GL_COLOR_ATTACHMENT0);
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#endif
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gl->ClearColor (0.0, 0.0, 0.0, 0.0);
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gl->Clear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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/* the opengl scene */
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cb (stuff);
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#if GST_GL_HAVE_OPENGL
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gl->DrawBuffer (GL_NONE);
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#endif
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gl->Viewport (viewport_dim[0], viewport_dim[1],
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viewport_dim[2], viewport_dim[3]);
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gl->BindFramebuffer (GL_FRAMEBUFFER, 0);
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return TRUE;
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}
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void
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gst_gl_framebuffer_delete (GstGLFramebuffer * frame, guint fbo, guint depth)
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{
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const GstGLFuncs *gl;
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g_return_if_fail (GST_IS_GL_FRAMEBUFFER (frame));
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gl = frame->context->gl_vtable;
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GST_TRACE ("Deleting FBO %u", fbo);
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if (fbo) {
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gl->DeleteFramebuffers (1, &fbo);
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}
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if (depth) {
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gl->DeleteRenderbuffers (1, &depth);
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}
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}
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