gstreamer/gst-libs/gst/gl/eagl/gstglcontext_eagl.m
Sebastian Dröge cff2d74cd4 gl/eagl: Don't call anything synchronously from the main thread
This will deadlock if the main thread is the one who creates the GstGLContext.
All things we call from the main thread should be possible from any thread.

https://bugzilla.gnome.org/show_bug.cgi?id=751101
2017-12-09 19:32:05 +00:00

384 lines
12 KiB
Objective-C

/*
* GStreamer
* Copyright (C) 2014 Sebastian Dröge <sebastian@centricular.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
#import <OpenGLES/EAGL.h>
#import <QuartzCore/QuartzCore.h>
#import <UIKit/UIKit.h>
#include <OpenGLES/ES2/gl.h>
#include "gstglcontext_eagl.h"
static gboolean gst_gl_context_eagl_create_context (GstGLContext * context,
GstGLAPI gl_api, GstGLContext * other_context, GError ** error);
static void gst_gl_context_eagl_destroy_context (GstGLContext * context);
static gboolean gst_gl_context_eagl_choose_format (GstGLContext * context,
GError ** error);
static guintptr gst_gl_context_eagl_get_gl_context (GstGLContext * window);
static gboolean gst_gl_context_eagl_activate (GstGLContext * context,
gboolean activate);
static void gst_gl_context_eagl_swap_buffers (GstGLContext * context);
static GstGLAPI gst_gl_context_eagl_get_gl_api (GstGLContext * context);
static GstGLPlatform gst_gl_context_eagl_get_gl_platform (GstGLContext *
context);
struct _GstGLContextEaglPrivate
{
EAGLContext *eagl_context;
/* Used if we render to a window */
CAEAGLLayer *eagl_layer;
GLuint framebuffer;
GLuint color_renderbuffer;
GLuint depth_renderbuffer;
};
#define GST_GL_CONTEXT_EAGL_GET_PRIVATE(o) \
(G_TYPE_INSTANCE_GET_PRIVATE((o), GST_GL_TYPE_CONTEXT_EAGL, GstGLContextEaglPrivate))
G_DEFINE_TYPE (GstGLContextEagl, gst_gl_context_eagl, GST_GL_TYPE_CONTEXT);
static void
gst_gl_context_eagl_class_init (GstGLContextEaglClass * klass)
{
GstGLContextClass *context_class;
context_class = (GstGLContextClass *) klass;
g_type_class_add_private (klass, sizeof (GstGLContextEaglPrivate));
context_class->destroy_context =
GST_DEBUG_FUNCPTR (gst_gl_context_eagl_destroy_context);
context_class->create_context =
GST_DEBUG_FUNCPTR (gst_gl_context_eagl_create_context);
context_class->choose_format =
GST_DEBUG_FUNCPTR (gst_gl_context_eagl_choose_format);
context_class->get_gl_context =
GST_DEBUG_FUNCPTR (gst_gl_context_eagl_get_gl_context);
context_class->activate = GST_DEBUG_FUNCPTR (gst_gl_context_eagl_activate);
context_class->swap_buffers =
GST_DEBUG_FUNCPTR (gst_gl_context_eagl_swap_buffers);
context_class->get_gl_api =
GST_DEBUG_FUNCPTR (gst_gl_context_eagl_get_gl_api);
context_class->get_gl_platform =
GST_DEBUG_FUNCPTR (gst_gl_context_eagl_get_gl_platform);
}
static void
gst_gl_context_eagl_init (GstGLContextEagl * context)
{
context->priv = GST_GL_CONTEXT_EAGL_GET_PRIVATE (context);
}
/* Must be called in the gl thread */
GstGLContextEagl *
gst_gl_context_eagl_new (void)
{
GstGLContextEagl *context = g_object_new (GST_GL_TYPE_CONTEXT_EAGL, NULL);
return context;
}
void
gst_gl_context_eagl_resize (GstGLContextEagl * eagl_context)
{
int width, height;
glBindRenderbuffer (GL_RENDERBUFFER, eagl_context->priv->color_renderbuffer);
[eagl_context->priv->eagl_context renderbufferStorage:GL_RENDERBUFFER fromDrawable:eagl_context->priv->eagl_layer];
glGetRenderbufferParameteriv (GL_RENDERBUFFER,
GL_RENDERBUFFER_WIDTH, &width);
glGetRenderbufferParameteriv (GL_RENDERBUFFER,
GL_RENDERBUFFER_HEIGHT, &height);
glBindRenderbuffer (GL_RENDERBUFFER, eagl_context->priv->depth_renderbuffer);
glRenderbufferStorage (GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, width,
height);
}
static void
gst_gl_context_eagl_release_layer (GstGLContext * context)
{
GstGLContextEagl *context_eagl;
context_eagl = GST_GL_CONTEXT_EAGL (context);
if (context_eagl->priv->eagl_layer) {
gst_gl_context_eagl_activate (context, TRUE);
[context_eagl->priv->eagl_context renderbufferStorage: GL_RENDERBUFFER fromDrawable:nil];
glDeleteFramebuffers (1, &context_eagl->priv->framebuffer);
context_eagl->priv->framebuffer = 0;
glDeleteRenderbuffers (1, &context_eagl->priv->depth_renderbuffer);
context_eagl->priv->depth_renderbuffer = 0;
glDeleteRenderbuffers (1, &context_eagl->priv->color_renderbuffer);
context_eagl->priv->color_renderbuffer = 0;
context_eagl->priv->eagl_layer = nil;
gst_gl_context_eagl_activate (context, FALSE);
}
}
void
gst_gl_context_eagl_update_layer (GstGLContext * context)
{
GLuint framebuffer;
GLuint color_renderbuffer;
GLuint depth_renderbuffer;
GLint width;
GLint height;
CAEAGLLayer *eagl_layer;
GLenum status;
GstGLContextEagl *context_eagl = GST_GL_CONTEXT_EAGL (context);
GstGLContextEaglPrivate *priv = context_eagl->priv;
UIView *window_handle = nil;
GstGLWindow *window = gst_gl_context_get_window (context);
if (window)
window_handle = (UIView *) gst_gl_window_get_window_handle (window);
if (!window_handle) {
GST_INFO_OBJECT (context, "window handle not set yet, not updating layer");
goto out;
}
GST_INFO_OBJECT (context, "updating layer, frame %fx%f",
window_handle.frame.size.width, window_handle.frame.size.height);
if (priv->eagl_layer)
gst_gl_context_eagl_release_layer (context);
eagl_layer = (CAEAGLLayer *)[window_handle layer];
[EAGLContext setCurrentContext:priv->eagl_context];
/* Allocate framebuffer */
glGenFramebuffers (1, &framebuffer);
glBindFramebuffer (GL_FRAMEBUFFER, framebuffer);
/* Allocate color render buffer */
glGenRenderbuffers (1, &color_renderbuffer);
glBindRenderbuffer (GL_RENDERBUFFER, color_renderbuffer);
[priv->eagl_context renderbufferStorage: GL_RENDERBUFFER fromDrawable:eagl_layer];
glFramebufferRenderbuffer (GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
GL_RENDERBUFFER, color_renderbuffer);
/* Get renderbuffer width/height */
glGetRenderbufferParameteriv (GL_RENDERBUFFER, GL_RENDERBUFFER_WIDTH,
&width);
glGetRenderbufferParameteriv (GL_RENDERBUFFER, GL_RENDERBUFFER_HEIGHT,
&height);
/* allocate depth render buffer */
glGenRenderbuffers (1, &depth_renderbuffer);
glBindRenderbuffer (GL_RENDERBUFFER, depth_renderbuffer);
glRenderbufferStorage (GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, width,
height);
glFramebufferRenderbuffer (GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
GL_RENDERBUFFER, depth_renderbuffer);
[EAGLContext setCurrentContext:nil];
[EAGLContext setCurrentContext:priv->eagl_context];
glBindFramebuffer (GL_FRAMEBUFFER, framebuffer);
/* check creation status */
status = glCheckFramebufferStatus (GL_FRAMEBUFFER);
if (status != GL_FRAMEBUFFER_COMPLETE) {
GST_ERROR ("Failed to make complete framebuffer object %x", status);
goto out;
}
glBindFramebuffer (GL_FRAMEBUFFER, 0);
priv->eagl_layer = eagl_layer;
priv->framebuffer = framebuffer;
priv->color_renderbuffer = color_renderbuffer;
priv->depth_renderbuffer = depth_renderbuffer;
out:
if (window)
gst_object_unref (window);
}
static gboolean
gst_gl_context_eagl_create_context (GstGLContext * context, GstGLAPI gl_api,
GstGLContext * other_context, GError ** error)
{
GstGLContextEagl *context_eagl = GST_GL_CONTEXT_EAGL (context);
GstGLContextEaglPrivate *priv = context_eagl->priv;
if (other_context) {
EAGLContext *external_gl_context = (EAGLContext *)
gst_gl_context_get_gl_context (other_context);
EAGLSharegroup *share_group = [external_gl_context sharegroup];
priv->eagl_context = [[EAGLContext alloc] initWithAPI: kEAGLRenderingAPIOpenGLES2 sharegroup:share_group];
[share_group release];
} else {
priv->eagl_context = [[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES2];
}
priv->eagl_layer = NULL;
priv->framebuffer = 0;
priv->color_renderbuffer = 0;
priv->depth_renderbuffer = 0;
GST_INFO_OBJECT (context, "context created, updating layer");
gst_gl_context_eagl_update_layer (context);
return TRUE;
}
static void
gst_gl_context_eagl_destroy_context (GstGLContext * context)
{
GstGLContextEagl *context_eagl;
context_eagl = GST_GL_CONTEXT_EAGL (context);
if (!context_eagl->priv->eagl_context)
return;
gst_gl_context_eagl_release_layer (context);
[context_eagl->priv->eagl_context release];
context_eagl->priv->eagl_context = nil;
}
static gboolean
gst_gl_context_eagl_choose_format (GstGLContext * context, GError ** error)
{
GstGLContextEagl *context_eagl;
GstGLWindow *window;
UIView *window_handle = nil;
context_eagl = GST_GL_CONTEXT_EAGL (context);
window = gst_gl_context_get_window (context);
if (!window)
return TRUE;
if (window)
window_handle = (UIView *) gst_gl_window_get_window_handle (window);
if (!window_handle) {
gst_object_unref (window);
return TRUE;
}
CAEAGLLayer *eagl_layer;
NSDictionary * dict =[NSDictionary dictionaryWithObjectsAndKeys:
[NSNumber numberWithBool:NO], kEAGLDrawablePropertyRetainedBacking,
kEAGLColorFormatRGBA8, kEAGLDrawablePropertyColorFormat, nil];
eagl_layer = (CAEAGLLayer *)[window_handle layer];
[eagl_layer setOpaque:YES];
[eagl_layer setDrawableProperties:dict];
gst_object_unref (window);
return TRUE;
}
static guintptr
gst_gl_context_eagl_get_gl_context (GstGLContext * context)
{
return (guintptr) GST_GL_CONTEXT_EAGL (context)->priv->eagl_context;
}
void
gst_gl_context_eagl_prepare_draw (GstGLContextEagl * context)
{
if (!context->priv->eagl_layer)
return;
glBindFramebuffer (GL_FRAMEBUFFER, context->priv->framebuffer);
glBindRenderbuffer (GL_RENDERBUFFER, context->priv->color_renderbuffer);
}
void
gst_gl_context_eagl_finish_draw (GstGLContextEagl * context)
{
if (!context->priv->eagl_layer)
return;
glBindRenderbuffer (GL_RENDERBUFFER, 0);
glBindFramebuffer (GL_FRAMEBUFFER, 0);
}
static void
gst_gl_context_eagl_swap_buffers (GstGLContext * context)
{
GstGLContextEagl *context_eagl;
context_eagl = GST_GL_CONTEXT_EAGL (context);
if (!context_eagl->priv->eagl_layer)
return;
[context_eagl->priv->eagl_context presentRenderbuffer:GL_RENDERBUFFER];
}
static gboolean
gst_gl_context_eagl_activate (GstGLContext * context, gboolean activate)
{
GstGLContextEagl *context_eagl;
context_eagl = GST_GL_CONTEXT_EAGL (context);
if (activate) {
EAGLContext *cur_ctx =[EAGLContext currentContext];
if (cur_ctx == context_eagl->priv->eagl_context) {
GST_DEBUG ("Already attached the context to thread %p", g_thread_self ());
return TRUE;
}
GST_DEBUG ("Attaching context to thread %p", g_thread_self ());
if ([EAGLContext setCurrentContext:context_eagl->priv->eagl_context] == NO) {
GST_ERROR ("Couldn't make context current");
return FALSE;
}
} else {
GST_DEBUG ("Detaching context from thread %p", g_thread_self ());
if ([EAGLContext setCurrentContext:nil] == NO) {
GST_ERROR ("Couldn't unbind context");
return FALSE;
}
}
return TRUE;
}
static GstGLAPI
gst_gl_context_eagl_get_gl_api (GstGLContext * context)
{
return GST_GL_API_GLES2;
}
static GstGLPlatform
gst_gl_context_eagl_get_gl_platform (GstGLContext * context)
{
return GST_GL_PLATFORM_EAGL;
}
guintptr
gst_gl_context_eagl_get_current_context (void)
{
return (guintptr) [EAGLContext currentContext];
}