gstreamer/subprojects/gstreamer-vaapi/gst-libs/gst/vaapi/gstvaapiwindow_glx.c

557 lines
16 KiB
C

/*
* gstvaapiwindow_glx.c - VA/GLX window abstraction
*
* Copyright (C) 2010-2011 Splitted-Desktop Systems
* Author: Gwenole Beauchesne <gwenole.beauchesne@splitted-desktop.com>
* Copyright (C) 2012-2014 Intel Corporation
* Author: Gwenole Beauchesne <gwenole.beauchesne@intel.com>
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public License
* as published by the Free Software Foundation; either version 2.1
* 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
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free
* Software Foundation, Inc., 51 Franklin Street, Fifth Floor,
* Boston, MA 02110-1301 USA
*/
/**
* SECTION:gstvaapiwindow_glx
* @short_description: VA/GLX window abstraction
*/
#include "sysdeps.h"
#include "gstvaapiwindow_glx.h"
#include "gstvaapiwindow_x11_priv.h"
#include "gstvaapidisplay_x11.h"
#include "gstvaapidisplay_x11_priv.h"
#include "gstvaapidisplay_glx_priv.h"
#include "gstvaapiutils_x11.h"
#include "gstvaapiutils_glx.h"
GST_DEBUG_CATEGORY_EXTERN (gst_debug_vaapi_window);
#define GST_CAT_DEFAULT gst_debug_vaapi_window
#define GST_VAAPI_WINDOW_GLX_CAST(obj) ((GstVaapiWindowGLX *)(obj))
#define GST_VAAPI_WINDOW_GLX_GET_PRIVATE(window) \
gst_vaapi_window_glx_get_instance_private (GST_VAAPI_WINDOW_GLX_CAST (window))
#define GST_VAAPI_WINDOW_GLX_GET_CLASS(obj) \
(G_TYPE_INSTANCE_GET_CLASS ((obj), GST_TYPE_VAAPI_WINDOW_GLX, GstVaapiWindowGLXClass))
typedef struct _GstVaapiWindowGLXPrivate GstVaapiWindowGLXPrivate;
typedef struct _GstVaapiWindowGLXClass GstVaapiWindowGLXClass;
struct _GstVaapiWindowGLXPrivate
{
Colormap cmap;
GLContextState *gl_context;
};
/**
* GstVaapiWindowGLX:
*
* An X11 Window suitable for GLX rendering.
*/
struct _GstVaapiWindowGLX
{
/*< private > */
GstVaapiWindowX11 parent_instance;
};
/**
* GstVaapiWindowGLXClass:
*
* An X11 Window suitable for GLX rendering.
*/
struct _GstVaapiWindowGLXClass
{
/*< private > */
GstVaapiWindowX11Class parent_class;
};
G_DEFINE_TYPE_WITH_PRIVATE (GstVaapiWindowGLX, gst_vaapi_window_glx,
GST_TYPE_VAAPI_WINDOW_X11);
/* Fill rectangle coords with capped bounds */
static inline void
fill_rect (GstVaapiRectangle * dst_rect,
const GstVaapiRectangle * src_rect, guint width, guint height)
{
if (src_rect) {
dst_rect->x = src_rect->x > 0 ? src_rect->x : 0;
dst_rect->y = src_rect->y > 0 ? src_rect->y : 0;
if (src_rect->x + src_rect->width < width)
dst_rect->width = src_rect->width;
else
dst_rect->width = width - dst_rect->x;
if (src_rect->y + src_rect->height < height)
dst_rect->height = src_rect->height;
else
dst_rect->height = height - dst_rect->y;
} else {
dst_rect->x = 0;
dst_rect->y = 0;
dst_rect->width = width;
dst_rect->height = height;
}
}
static void
_gst_vaapi_window_glx_destroy_context (GstVaapiWindow * window)
{
GstVaapiWindowGLXPrivate *const priv =
GST_VAAPI_WINDOW_GLX_GET_PRIVATE (window);
GST_VAAPI_WINDOW_LOCK_DISPLAY (window);
if (priv->gl_context) {
gl_destroy_context (priv->gl_context);
priv->gl_context = NULL;
}
GST_VAAPI_WINDOW_UNLOCK_DISPLAY (window);
}
static gboolean
_gst_vaapi_window_glx_create_context (GstVaapiWindow * window,
GLXContext foreign_context)
{
GstVaapiWindowGLXPrivate *const priv =
GST_VAAPI_WINDOW_GLX_GET_PRIVATE (window);
Display *const dpy = GST_VAAPI_WINDOW_NATIVE_DISPLAY (window);
GLContextState parent_cs;
parent_cs.display = dpy;
parent_cs.window = None;
parent_cs.context = foreign_context;
GST_VAAPI_WINDOW_LOCK_DISPLAY (window);
priv->gl_context = gl_create_context (dpy, DefaultScreen (dpy), &parent_cs);
if (!priv->gl_context) {
GST_DEBUG ("could not create GLX context");
goto end;
}
if (!glXIsDirect (dpy, priv->gl_context->context)) {
GST_DEBUG ("could not create a direct-rendering GLX context");
goto out_destroy_context;
}
goto end;
out_destroy_context:
gl_destroy_context (priv->gl_context);
priv->gl_context = NULL;
end:
GST_VAAPI_WINDOW_UNLOCK_DISPLAY (window);
return priv->gl_context != NULL;
}
static gboolean
_gst_vaapi_window_glx_ensure_context (GstVaapiWindow * window,
GLXContext foreign_context)
{
GstVaapiWindowGLXPrivate *const priv =
GST_VAAPI_WINDOW_GLX_GET_PRIVATE (window);
if (priv->gl_context) {
if (!foreign_context || foreign_context == priv->gl_context->context)
return TRUE;
_gst_vaapi_window_glx_destroy_context (window);
}
return _gst_vaapi_window_glx_create_context (window, foreign_context);
}
static gboolean
gst_vaapi_window_glx_ensure_context (GstVaapiWindow * window,
GLXContext foreign_context)
{
GstVaapiWindowGLXPrivate *const priv =
GST_VAAPI_WINDOW_GLX_GET_PRIVATE (window);
GLContextState old_cs;
guint width, height;
if (!_gst_vaapi_window_glx_ensure_context (window, foreign_context))
return FALSE;
priv->gl_context->window = GST_VAAPI_WINDOW_ID (window);
if (!gl_set_current_context (priv->gl_context, &old_cs)) {
GST_DEBUG ("could not make newly created GLX context current");
return FALSE;
}
glDisable (GL_DEPTH_TEST);
glDepthMask (GL_FALSE);
glDisable (GL_CULL_FACE);
glDrawBuffer (GL_BACK);
glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glEnable (GL_BLEND);
glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
gst_vaapi_window_get_size (window, &width, &height);
gl_resize (width, height);
gl_set_bgcolor (0);
glClear (GL_COLOR_BUFFER_BIT);
gl_set_current_context (&old_cs, NULL);
return TRUE;
}
static guintptr
gst_vaapi_window_glx_get_visual_id (GstVaapiWindow * window)
{
GstVaapiWindowGLXPrivate *const priv =
GST_VAAPI_WINDOW_GLX_GET_PRIVATE (window);
if (!_gst_vaapi_window_glx_ensure_context (window, NULL))
return 0;
return priv->gl_context->visual->visualid;
}
static void
gst_vaapi_window_glx_destroy_colormap (GstVaapiWindow * window)
{
GstVaapiWindowGLXPrivate *const priv =
GST_VAAPI_WINDOW_GLX_GET_PRIVATE (window);
Display *const dpy = GST_VAAPI_WINDOW_NATIVE_DISPLAY (window);
if (priv->cmap) {
if (!window->use_foreign_window) {
GST_VAAPI_WINDOW_LOCK_DISPLAY (window);
XFreeColormap (dpy, priv->cmap);
GST_VAAPI_WINDOW_UNLOCK_DISPLAY (window);
}
priv->cmap = None;
}
}
static Colormap
gst_vaapi_window_glx_create_colormap (GstVaapiWindow * window)
{
GstVaapiWindowGLXPrivate *const priv =
GST_VAAPI_WINDOW_GLX_GET_PRIVATE (window);
Display *const dpy = GST_VAAPI_WINDOW_NATIVE_DISPLAY (window);
XWindowAttributes wattr;
gboolean success = FALSE;
if (!priv->cmap) {
if (!window->use_foreign_window) {
if (!_gst_vaapi_window_glx_ensure_context (window, NULL))
return None;
GST_VAAPI_WINDOW_LOCK_DISPLAY (window);
x11_trap_errors ();
/* XXX: add a GstVaapiDisplayX11:x11-screen property? */
priv->cmap = XCreateColormap (dpy, RootWindow (dpy, DefaultScreen (dpy)),
priv->gl_context->visual->visual, AllocNone);
success = x11_untrap_errors () == 0;
GST_VAAPI_WINDOW_UNLOCK_DISPLAY (window);
} else {
GST_VAAPI_WINDOW_LOCK_DISPLAY (window);
x11_trap_errors ();
XGetWindowAttributes (dpy, GST_VAAPI_WINDOW_ID (window), &wattr);
priv->cmap = wattr.colormap;
success = x11_untrap_errors () == 0;
GST_VAAPI_WINDOW_UNLOCK_DISPLAY (window);
}
if (!success)
return None;
}
return priv->cmap;
}
static guintptr
gst_vaapi_window_glx_get_colormap (GstVaapiWindow * window)
{
return GPOINTER_TO_SIZE (gst_vaapi_window_glx_create_colormap (window));
}
static gboolean
gst_vaapi_window_glx_resize (GstVaapiWindow * window, guint width, guint height)
{
GstVaapiWindowGLXPrivate *const priv =
GST_VAAPI_WINDOW_GLX_GET_PRIVATE (window);
const GstVaapiWindowClass *const parent_klass =
GST_VAAPI_WINDOW_CLASS (gst_vaapi_window_glx_parent_class);
Display *const dpy = GST_VAAPI_WINDOW_NATIVE_DISPLAY (window);
GLContextState old_cs;
if (!parent_klass->resize (window, width, height))
return FALSE;
GST_VAAPI_WINDOW_LOCK_DISPLAY (window);
XSync (dpy, False); /* make sure resize completed */
if (gl_set_current_context (priv->gl_context, &old_cs)) {
gl_resize (width, height);
gl_set_current_context (&old_cs, NULL);
}
GST_VAAPI_WINDOW_UNLOCK_DISPLAY (window);
return TRUE;
}
static void
gst_vaapi_window_glx_finalize (GObject * object)
{
GstVaapiWindow *const window = GST_VAAPI_WINDOW (object);
_gst_vaapi_window_glx_destroy_context (window);
gst_vaapi_window_glx_destroy_colormap (window);
G_OBJECT_CLASS (gst_vaapi_window_glx_parent_class)->finalize (object);
}
static void
gst_vaapi_window_glx_class_init (GstVaapiWindowGLXClass * klass)
{
GObjectClass *const object_class = G_OBJECT_CLASS (klass);
GstVaapiWindowClass *const window_class = GST_VAAPI_WINDOW_CLASS (klass);
object_class->finalize = gst_vaapi_window_glx_finalize;
window_class->resize = gst_vaapi_window_glx_resize;
window_class->get_visual_id = gst_vaapi_window_glx_get_visual_id;
window_class->get_colormap = gst_vaapi_window_glx_get_colormap;
}
static void
gst_vaapi_window_glx_init (GstVaapiWindowGLX * window)
{
}
/**
* gst_vaapi_window_glx_new:
* @display: a #GstVaapiDisplay
* @width: the requested window width, in pixels
* @height: the requested windo height, in pixels
*
* Creates a window with the specified @width and @height. The window
* will be attached to the @display and remains invisible to the user
* until gst_vaapi_window_show() is called.
*
* Return value: the newly allocated #GstVaapiWindow object
*/
GstVaapiWindow *
gst_vaapi_window_glx_new (GstVaapiDisplay * display, guint width, guint height)
{
GstVaapiWindow *window;
g_return_val_if_fail (GST_VAAPI_IS_DISPLAY_GLX (display), NULL);
window = gst_vaapi_window_new_internal (GST_TYPE_VAAPI_WINDOW_GLX, display,
GST_VAAPI_ID_INVALID, width, height);
if (!window)
return NULL;
if (!gst_vaapi_window_glx_ensure_context (window, NULL))
goto error;
return window;
/* ERRORS */
error:
{
gst_object_unref (window);
return NULL;
}
}
/**
* gst_vaapi_window_glx_new_with_xid:
* @display: a #GstVaapiDisplay
* @xid: an X11 Window id
*
* Creates a #GstVaapiWindow using the X11 Window @xid. The caller
* still owns the window and must call XDestroyWindow() when all
* #GstVaapiWindow references are released. Doing so too early can
* yield undefined behaviour.
*
* Return value: the newly allocated #GstVaapiWindow object
*/
GstVaapiWindow *
gst_vaapi_window_glx_new_with_xid (GstVaapiDisplay * display, Window xid)
{
GstVaapiWindow *window;
g_return_val_if_fail (GST_VAAPI_IS_DISPLAY_GLX (display), NULL);
g_return_val_if_fail (xid != None, NULL);
window = gst_vaapi_window_new_internal (GST_TYPE_VAAPI_WINDOW_GLX, display,
xid, 0, 0);
if (!window)
return NULL;
if (!gst_vaapi_window_glx_ensure_context (window, NULL))
goto error;
return window;
/* ERRORS */
error:
{
gst_object_unref (window);
return NULL;
}
}
/**
* gst_vaapi_window_glx_get_context:
* @window: a #GstVaapiWindowGLX
*
* Returns the #GLXContext bound to the @window.
*
* Return value: the #GLXContext bound to the @window
*/
GLXContext
gst_vaapi_window_glx_get_context (GstVaapiWindowGLX * window)
{
GstVaapiWindowGLXPrivate *priv;
g_return_val_if_fail (GST_VAAPI_IS_WINDOW_GLX (window), NULL);
priv = GST_VAAPI_WINDOW_GLX_GET_PRIVATE (window);
return priv->gl_context->context;
}
/**
* gst_vaapi_window_glx_set_context:
* @window: a #GstVaapiWindowGLX
* @ctx: a GLX context
*
* Binds GLX context @ctx to @window. If @ctx is non %NULL, the caller
* is responsible to making sure it has compatible visual with that of
* the underlying X window. If @ctx is %NULL, a new context is created
* and the @window owns it.
*
* Return value: %TRUE on success
*/
gboolean
gst_vaapi_window_glx_set_context (GstVaapiWindowGLX * window, GLXContext ctx)
{
g_return_val_if_fail (GST_VAAPI_IS_WINDOW_GLX (window), FALSE);
return gst_vaapi_window_glx_ensure_context (GST_VAAPI_WINDOW (window), ctx);
}
/**
* gst_vaapi_window_glx_make_current:
* @window: a #GstVaapiWindowGLX
*
* Makes the @window GLX context the current GLX rendering context of
* the calling thread, replacing the previously current context if
* there was one.
*
* Return value: %TRUE on success
*/
gboolean
gst_vaapi_window_glx_make_current (GstVaapiWindowGLX * window)
{
gboolean success;
GstVaapiWindowGLXPrivate *priv;
g_return_val_if_fail (GST_VAAPI_IS_WINDOW_GLX (window), FALSE);
GST_VAAPI_WINDOW_LOCK_DISPLAY (window);
priv = GST_VAAPI_WINDOW_GLX_GET_PRIVATE (window);
success = gl_set_current_context (priv->gl_context, NULL);
GST_VAAPI_WINDOW_UNLOCK_DISPLAY (window);
return success;
}
/**
* gst_vaapi_window_glx_swap_buffers:
* @window: a #GstVaapiWindowGLX
*
* Promotes the contents of the back buffer of @window to become the
* contents of the front buffer of @window. This simply is wrapper
* around glXSwapBuffers().
*/
void
gst_vaapi_window_glx_swap_buffers (GstVaapiWindowGLX * window)
{
GstVaapiWindowGLXPrivate *priv;
g_return_if_fail (GST_VAAPI_IS_WINDOW_GLX (window));
GST_VAAPI_WINDOW_LOCK_DISPLAY (window);
priv = GST_VAAPI_WINDOW_GLX_GET_PRIVATE (window);
gl_swap_buffers (priv->gl_context);
GST_VAAPI_WINDOW_UNLOCK_DISPLAY (window);
}
/**
* gst_vaapi_window_glx_put_texture:
* @window: a #GstVaapiWindowGLX
* @texture: a #GstVaapiTexture
* @src_rect: the sub-rectangle of the source texture to
* extract and process. If %NULL, the entire texture will be used.
* @dst_rect: the sub-rectangle of the destination
* window into which the texture is rendered. If %NULL, the entire
* window will be used.
*
* Renders the @texture region specified by @src_rect into the @window
* region specified by @dst_rect.
*
* NOTE: only GL_TEXTURE_2D textures are supported at this time.
*
* Return value: %TRUE on success
*/
gboolean
gst_vaapi_window_glx_put_texture (GstVaapiWindowGLX * window,
GstVaapiTexture * texture,
const GstVaapiRectangle * src_rect, const GstVaapiRectangle * dst_rect)
{
GstVaapiRectangle tmp_src_rect, tmp_dst_rect;
GLTextureState ts;
GLenum tex_target;
GLuint tex_id;
guint tex_width, tex_height;
guint win_width, win_height;
g_return_val_if_fail (GST_VAAPI_IS_WINDOW_GLX (window), FALSE);
g_return_val_if_fail (texture != NULL, FALSE);
gst_vaapi_texture_get_size (texture, &tex_width, &tex_height);
fill_rect (&tmp_src_rect, src_rect, tex_width, tex_height);
src_rect = &tmp_src_rect;
gst_vaapi_window_get_size (GST_VAAPI_WINDOW (window), &win_width,
&win_height);
fill_rect (&tmp_dst_rect, dst_rect, win_width, win_height);
dst_rect = &tmp_dst_rect;
/* XXX: only GL_TEXTURE_2D textures are supported at this time */
tex_target = gst_vaapi_texture_get_target (texture);
if (tex_target != GL_TEXTURE_2D)
return FALSE;
tex_id = gst_vaapi_texture_get_id (texture);
if (!gl_bind_texture (&ts, tex_target, tex_id))
return FALSE;
glColor4f (1.0f, 1.0f, 1.0f, 1.0f);
glPushMatrix ();
glTranslatef ((GLfloat) dst_rect->x, (GLfloat) dst_rect->y, 0.0f);
glBegin (GL_QUADS);
{
const float tx1 = (float) src_rect->x / tex_width;
const float tx2 = (float) (src_rect->x + src_rect->width) / tex_width;
const float ty1 = (float) src_rect->y / tex_height;
const float ty2 = (float) (src_rect->y + src_rect->height) / tex_height;
const guint w = dst_rect->width;
const guint h = dst_rect->height;
glTexCoord2f (tx1, ty1);
glVertex2i (0, 0);
glTexCoord2f (tx1, ty2);
glVertex2i (0, h);
glTexCoord2f (tx2, ty2);
glVertex2i (w, h);
glTexCoord2f (tx2, ty1);
glVertex2i (w, 0);
}
glEnd ();
glPopMatrix ();
gl_unbind_texture (&ts);
return TRUE;
}