mirror of
https://gitlab.freedesktop.org/gstreamer/gstreamer.git
synced 2024-12-28 03:00:35 +00:00
660 lines
19 KiB
C
660 lines
19 KiB
C
/*
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* GStreamer
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* Copyright (C) 2009 Julien Isorce <julien.isorce@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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#ifdef WIN32
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#include <windows.h>
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#endif
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#include <GL/gl.h>
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#include <SDL2/SDL.h>
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#include <SDL2/SDL_opengl.h>
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#ifndef WIN32
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#include <GL/glx.h>
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#include <SDL2/SDL_syswm.h>
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#include <gst/gl/x11/gstgldisplay_x11.h>
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#endif
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#include <gst/gst.h>
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#include <gst/gl/gl.h>
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#include <gst/gl/gstglfuncs.h>
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static GstStaticCaps render_caps =
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GST_STATIC_CAPS
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("video/x-raw(memory:GLMemory),format=RGBA,width=320,height=240,framerate=(fraction)30/1,texture-target=2D");
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static GstVideoInfo render_video_info;
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static GstPipeline *pipeline = NULL;
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static GstGLContext *sdl_context;
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static GstGLContext *gst_context;
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static GstGLDisplay *sdl_gl_display;
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static GstGLShader *texture_shader;
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static GLuint texture_vao;
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static GLuint texture_vbo;
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static GLint texture_vertex_attr;
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static GLint texture_texcoord_attr;
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static GstGLShader *triangle_shader;
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static GLuint triangle_vao;
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static GLuint triangle_vbo;
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static GLint triangle_vertex_attr;
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static GLint triangle_color_attr;
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static GLuint index_buffer;
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/* OpenGL shaders */
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static const gchar *triangle_vert = "attribute vec4 a_position;\n\
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attribute vec4 a_color;\n\
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uniform float yrot;\n\
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varying vec4 v_color;\n\
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void main()\n\
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{\n\
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mat4 rotate_y = mat4 (\n\
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cos(yrot), 0.0, -sin(yrot), 0.0,\n\
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0.0, 1.0, 0.0, 0.0,\n\
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sin(yrot), 0.0, cos(yrot), 0.0,\n\
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0.0, 0.0, 0.0, 1.0 );\n\
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mat4 translate_x = mat4 (\n\
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1.0, 0.0, 0.0, 0.0,\n\
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0.0, 1.0, 0.0, 0.0,\n\
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0.0, 0.0, 1.0, 0.0,\n\
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-0.4, 0.0, 0.0, 1.0 );\n\
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gl_Position = translate_x * rotate_y * a_position;\n\
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v_color = a_color;\n\
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}";
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static const gchar *triangle_frag = "#ifdef GL_ES\n\
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precision mediump float;\n\
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#endif\n\
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varying vec4 v_color;\n\
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void main()\n\
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{\n\
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gl_FragColor = v_color;\n\
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}";
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static const gchar *texture_vert = "attribute vec4 a_position;\n\
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attribute vec2 a_texcoord;\n\
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uniform float xrot;\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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mat4 rotate_x = mat4 (\n\
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1.0, 0.0, 0.0, 0.0,\n\
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0.0, cos(xrot), sin(xrot), 0.0,\n\
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0.0, -sin(xrot), cos(xrot), 0.0,\n\
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0.0, 0.0, 0.0, 1.0 );\n\
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gl_Position = rotate_x * a_position;\n\
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v_texcoord = a_texcoord;\n\
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}";
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static const gchar *texture_frag = "#ifdef GL_ES\n\
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precision mediump float;\n\
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#endif\n\
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varying vec2 v_texcoord;\n\
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uniform sampler2D tex;\n\
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void main()\n\
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{\n\
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gl_FragColor = texture2D(tex, v_texcoord);\n\
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}";
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/* *INDENT-OFF* */
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static const float texture_vertices[] = {
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/* X Y Z S T */
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0.1f, 0.4f, 0.0f, 0.0f, 0.0f,
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0.9f, 0.4f, 0.0f, 1.0f, 0.0f,
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0.9f, -0.4f, 0.0f, 1.0f, 1.0f,
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0.1f, -0.4f, 0.0f, 0.0f, 1.0f,
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};
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static const float triangle_vertices[] = {
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/* X Y Z R G B A */
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0.0f, 0.4f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f,
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0.4f, -0.4f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f,
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-0.4f, -0.4f, 0.0f, 0.0f, 0.0f, 1.0f, 1.0f
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};
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static const GLushort indices[] = { 0, 1, 2, 0, 2, 3 };
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/* *INDENT-ON* */
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static guint32 sdl_message_event = -1;
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static SDL_Window *sdl_window;
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static SDL_GLContext sdl_gl_context;
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static GAsyncQueue *queue_input_buf;
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static GAsyncQueue *queue_output_buf;
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/* rotation angle for the triangle. */
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static float rtri = 0.0f;
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/* rotation angle for the quadrilateral. */
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static float rquad = 0.0f;
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/* A general OpenGL initialization function. Sets all of the initial parameters. */
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static gboolean
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InitGL (int width, int height) // We call this right after our OpenGL window is created.
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{
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const GstGLFuncs *gl = sdl_context->gl_vtable;
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GError *error = NULL;
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gboolean ret = TRUE;
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gl->Viewport (0, 0, width, height);
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gl->ClearColor (0.0f, 0.0f, 0.0f, 0.0f); // This Will Clear The Background Color To Black
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gl->ClearDepth (1.0); // Enables Clearing Of The Depth Buffer
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gl->DepthFunc (GL_LESS); // The Type Of Depth Test To Do
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gl->Enable (GL_DEPTH_TEST); // Enables Depth Testing
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/* setup the index buffer shared between the texture and triangle draw code */
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gl->GenBuffers (1, &index_buffer);
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gl->BindBuffer (GL_ELEMENT_ARRAY_BUFFER, index_buffer);
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gl->BufferData (GL_ELEMENT_ARRAY_BUFFER, sizeof (indices), indices,
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GL_STATIC_DRAW);
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gl->BindBuffer (GL_ELEMENT_ARRAY_BUFFER, 0);
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/* setup texture shader */
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texture_shader = gst_gl_shader_new_link_with_stages (sdl_context, &error,
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gst_glsl_stage_new_with_string (sdl_context, GL_VERTEX_SHADER,
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GST_GLSL_VERSION_NONE,
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GST_GLSL_PROFILE_ES | GST_GLSL_PROFILE_COMPATIBILITY, texture_vert),
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gst_glsl_stage_new_with_string (sdl_context, GL_FRAGMENT_SHADER,
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GST_GLSL_VERSION_NONE,
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GST_GLSL_PROFILE_ES | GST_GLSL_PROFILE_COMPATIBILITY, texture_frag),
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NULL);
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if (!texture_shader) {
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g_warning ("Failed to compile and link shader: %s", error->message);
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g_clear_error (&error);
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ret = FALSE;
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goto out;
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}
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/* setup buffers for drawing the texture */
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gl->GenVertexArrays (1, &texture_vao);
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gl->BindVertexArray (texture_vao);
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gl->BindBuffer (GL_ELEMENT_ARRAY_BUFFER, index_buffer);
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gl->GenBuffers (1, &texture_vbo);
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gl->BindBuffer (GL_ARRAY_BUFFER, texture_vbo);
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gl->BufferData (GL_ARRAY_BUFFER, sizeof (texture_vertices), texture_vertices,
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GL_STATIC_DRAW);
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texture_vertex_attr = gst_gl_shader_get_attribute_location (texture_shader,
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"a_position");
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gl->VertexAttribPointer (texture_vertex_attr, 3, GL_FLOAT, GL_FALSE,
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5 * sizeof (float), (void *) 0);
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texture_texcoord_attr = gst_gl_shader_get_attribute_location (texture_shader,
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"a_texcoord");
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gl->VertexAttribPointer (texture_texcoord_attr, 2, GL_FLOAT, GL_FALSE,
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5 * sizeof (float), (void *) (3 * sizeof (float)));
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gl->EnableVertexAttribArray (texture_vertex_attr);
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gl->EnableVertexAttribArray (texture_texcoord_attr);
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gl->BindVertexArray (0);
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/* setup triangle shader */
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triangle_shader = gst_gl_shader_new_link_with_stages (sdl_context, &error,
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gst_glsl_stage_new_with_string (sdl_context, GL_VERTEX_SHADER,
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GST_GLSL_VERSION_NONE,
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GST_GLSL_PROFILE_ES | GST_GLSL_PROFILE_COMPATIBILITY, triangle_vert),
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gst_glsl_stage_new_with_string (sdl_context, GL_FRAGMENT_SHADER,
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GST_GLSL_VERSION_NONE,
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GST_GLSL_PROFILE_ES | GST_GLSL_PROFILE_COMPATIBILITY, triangle_frag),
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NULL);
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if (!triangle_shader) {
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g_warning ("Failed to compile and link shader: %s", error->message);
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gst_clear_object (&texture_shader);
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g_clear_error (&error);
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ret = FALSE;
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goto out;
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}
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/* setup buffers for drawing the triangle */
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gl->GenVertexArrays (1, &triangle_vao);
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gl->BindVertexArray (triangle_vao);
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gl->BindBuffer (GL_ELEMENT_ARRAY_BUFFER, index_buffer);
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gl->GenBuffers (1, &triangle_vbo);
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gl->BindBuffer (GL_ARRAY_BUFFER, triangle_vbo);
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gl->BufferData (GL_ARRAY_BUFFER, sizeof (triangle_vertices),
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triangle_vertices, GL_STATIC_DRAW);
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/* reuse the index buffer */
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triangle_vertex_attr = gst_gl_shader_get_attribute_location (triangle_shader,
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"a_position");
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gl->VertexAttribPointer (triangle_vertex_attr, 3, GL_FLOAT, GL_FALSE,
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7 * sizeof (float), (void *) 0);
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triangle_color_attr = gst_gl_shader_get_attribute_location (triangle_shader,
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"a_color");
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gl->VertexAttribPointer (triangle_color_attr, 4, GL_FLOAT, GL_FALSE,
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7 * sizeof (float), (void *) (3 * sizeof (float)));
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gl->EnableVertexAttribArray (triangle_vertex_attr);
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gl->EnableVertexAttribArray (triangle_color_attr);
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gl->BindVertexArray (0);
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out:
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return ret;
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}
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static void
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DeinitGL (void)
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{
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const GstGLFuncs *gl = sdl_context->gl_vtable;
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gst_gl_context_activate (sdl_context, TRUE);
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gst_clear_object (&texture_shader);
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gst_clear_object (&triangle_shader);
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gst_gl_context_activate (sdl_context, FALSE);
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gl->DeleteBuffers (1, &triangle_vbo);
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gl->DeleteBuffers (1, &texture_vbo);
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gl->DeleteBuffers (1, &index_buffer);
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gl->DeleteVertexArrays (1, &triangle_vao);
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gl->DeleteVertexArrays (1, &texture_vao);
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}
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/* The main drawing function. */
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static void
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DrawGLScene (GstVideoFrame * vframe)
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{
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const GstGLFuncs *gl = sdl_context->gl_vtable;
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guint texture;
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texture = *(guint *) vframe->data[0];
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gl->Clear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear The Screen And The Depth Buffer
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/* draw the triangle */
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gl->BindVertexArray (triangle_vao);
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gst_gl_shader_use (triangle_shader);
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gst_gl_shader_set_uniform_1f (triangle_shader, "yrot", rtri);
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gl->DrawElements (GL_TRIANGLES, 3, GL_UNSIGNED_SHORT, 0);
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/* draw the textured quad */
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gl->BindVertexArray (texture_vao);
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gl->ActiveTexture (GL_TEXTURE0);
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gl->BindTexture (GL_TEXTURE_2D, texture);
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gst_gl_shader_use (texture_shader);
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gst_gl_shader_set_uniform_1i (texture_shader, "tex", 0);
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gst_gl_shader_set_uniform_1f (texture_shader, "xrot", rquad);
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gl->DrawElements (GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, 0);
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/* reset GL state we have changed to the default */
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gl->BindTexture (GL_TEXTURE_2D, 0);
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gl->BindVertexArray (0);
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gst_gl_context_clear_shader (sdl_context);
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rtri += 1.0f * G_PI / 360.0; // Increase The Rotation Variable For The Triangle
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rquad -= 1.0f * G_PI / 360.0; // Decrease The Rotation Variable For The Quad
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// swap buffers to display, since we're double buffered.
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SDL_GL_SwapWindow (sdl_window);
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}
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/* appsink new-sample callback */
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static GstFlowReturn
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on_new_sample (GstElement * appsink, gpointer data)
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{
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GstSample *sample = NULL;
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GstBuffer *buf;
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GstVideoFrame *vframe;
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GstGLSyncMeta *sync_meta;
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g_signal_emit_by_name (appsink, "pull-sample", &sample, NULL);
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if (!sample)
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return GST_FLOW_FLUSHING;
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buf = gst_buffer_ref (gst_sample_get_buffer (sample));
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gst_sample_unref (sample);
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if (!gst_context) {
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GstMemory *mem = gst_buffer_peek_memory (buf, 0);
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gst_context = gst_object_ref (((GstGLBaseMemory *) mem)->context);
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}
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sync_meta = gst_buffer_get_gl_sync_meta (buf);
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if (!sync_meta) {
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buf = gst_buffer_make_writable (buf);
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sync_meta = gst_buffer_add_gl_sync_meta (gst_context, buf);
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}
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gst_gl_sync_meta_set_sync_point (sync_meta, gst_context);
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vframe = g_new0 (GstVideoFrame, 1);
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if (!gst_video_frame_map (vframe, &render_video_info, buf,
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GST_MAP_READ | GST_MAP_GL)) {
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g_warning ("Failed to map the video buffer");
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gst_buffer_unref (buf);
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return GST_FLOW_ERROR;
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}
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// Another reference is owned by the video frame now and we can
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// get rid of our own
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gst_buffer_unref (buf);
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g_async_queue_push (queue_input_buf, vframe);
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/* pop then unref buffer we have finished to use in sdl */
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if (g_async_queue_length (queue_output_buf) > 3) {
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vframe = (GstVideoFrame *) g_async_queue_pop (queue_output_buf);
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gst_video_frame_unmap (vframe);
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g_free (vframe);
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}
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return GST_FLOW_OK;
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}
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static void
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sync_bus_call (GstBus * bus, GstMessage * msg, gpointer data)
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{
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switch (GST_MESSAGE_TYPE (msg)) {
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case GST_MESSAGE_NEED_CONTEXT:
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{
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const gchar *context_type;
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gst_message_parse_context_type (msg, &context_type);
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g_print ("got need context %s\n", context_type);
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if (g_strcmp0 (context_type, GST_GL_DISPLAY_CONTEXT_TYPE) == 0) {
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GstContext *display_context =
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gst_context_new (GST_GL_DISPLAY_CONTEXT_TYPE, TRUE);
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gst_context_set_gl_display (display_context, sdl_gl_display);
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gst_element_set_context (GST_ELEMENT (msg->src), display_context);
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gst_context_unref (display_context);
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} else if (g_strcmp0 (context_type, "gst.gl.app_context") == 0) {
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GstContext *app_context = gst_context_new ("gst.gl.app_context", TRUE);
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GstStructure *s = gst_context_writable_structure (app_context);
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gst_structure_set (s, "context", GST_TYPE_GL_CONTEXT, sdl_context,
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NULL);
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gst_element_set_context (GST_ELEMENT (msg->src), app_context);
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gst_context_unref (app_context);
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}
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break;
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}
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default:
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{
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SDL_Event event = { 0, };
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event.type = sdl_message_event;
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SDL_PushEvent (&event);
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break;
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}
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}
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}
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static void
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sdl_event_loop (GstBus * bus)
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{
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GstVideoFrame *vframe = NULL;
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gboolean quit = FALSE;
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SDL_GL_MakeCurrent (sdl_window, sdl_gl_context);
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SDL_GL_SetSwapInterval (1);
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if (!InitGL (640, 480))
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return;
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while (!quit) {
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SDL_Event event;
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while (SDL_PollEvent (&event)) {
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if (event.type == SDL_QUIT) {
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quit = TRUE;
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}
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if (event.type == SDL_KEYDOWN) {
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if (event.key.keysym.sym == SDLK_ESCAPE) {
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quit = TRUE;
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}
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}
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if (event.type == sdl_message_event) {
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GstMessage *msg;
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while ((msg = gst_bus_pop (bus))) {
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switch (GST_MESSAGE_TYPE (msg)) {
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case GST_MESSAGE_EOS:
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g_print ("End-of-stream\n");
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g_print
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("For more information, try to run: GST_DEBUG=gl*:3 ./sdlshare\n");
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quit = TRUE;
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break;
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case GST_MESSAGE_ERROR:
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{
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gchar *debug = NULL;
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GError *err = NULL;
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gst_message_parse_error (msg, &err, &debug);
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g_print ("Error: %s\n", err->message);
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g_error_free (err);
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if (debug) {
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g_print ("Debug deails: %s\n", debug);
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g_free (debug);
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}
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|
quit = TRUE;
|
|
break;
|
|
}
|
|
|
|
default:
|
|
break;
|
|
}
|
|
|
|
gst_message_unref (msg);
|
|
}
|
|
}
|
|
}
|
|
|
|
if (g_async_queue_length (queue_input_buf) > 3) {
|
|
GstGLSyncMeta *sync_meta;
|
|
|
|
if (vframe) {
|
|
g_async_queue_push (queue_output_buf, vframe);
|
|
vframe = NULL;
|
|
}
|
|
|
|
while (g_async_queue_length (queue_input_buf) > 3) {
|
|
if (vframe) {
|
|
gst_video_frame_unmap (vframe);
|
|
g_free (vframe);
|
|
}
|
|
vframe = (GstVideoFrame *) g_async_queue_pop (queue_input_buf);
|
|
}
|
|
|
|
sync_meta = gst_buffer_get_gl_sync_meta (vframe->buffer);
|
|
if (sync_meta)
|
|
gst_gl_sync_meta_wait (sync_meta, sdl_context);
|
|
}
|
|
|
|
if (vframe)
|
|
DrawGLScene (vframe);
|
|
}
|
|
|
|
SDL_GL_MakeCurrent (sdl_window, NULL);
|
|
|
|
if (vframe)
|
|
g_async_queue_push (queue_output_buf, vframe);
|
|
|
|
DeinitGL ();
|
|
}
|
|
|
|
int
|
|
main (int argc, char **argv)
|
|
{
|
|
|
|
#ifdef WIN32
|
|
HGLRC gl_context = 0;
|
|
HDC sdl_dc = 0;
|
|
#else
|
|
SDL_SysWMinfo info;
|
|
Display *sdl_display = NULL;
|
|
GLXContext gl_context = NULL;
|
|
#endif
|
|
|
|
GstBus *bus = NULL;
|
|
GstCaps *caps;
|
|
GstElement *appsink;
|
|
GstGLPlatform gl_platform;
|
|
GError *err = NULL;
|
|
GstGLAPI gl_api;
|
|
|
|
/* Initialize SDL for video output */
|
|
if (SDL_Init (SDL_INIT_VIDEO) < 0) {
|
|
fprintf (stderr, "Unable to initialize SDL: %s\n", SDL_GetError ());
|
|
return -1;
|
|
}
|
|
|
|
gst_init (&argc, &argv);
|
|
|
|
SDL_GL_SetAttribute (SDL_GL_CONTEXT_PROFILE_MASK,
|
|
SDL_GL_CONTEXT_PROFILE_CORE);
|
|
SDL_GL_SetAttribute (SDL_GL_CONTEXT_MAJOR_VERSION, 3);
|
|
SDL_GL_SetAttribute (SDL_GL_CONTEXT_MINOR_VERSION, 2);
|
|
|
|
sdl_message_event = SDL_RegisterEvents (1);
|
|
g_assert (sdl_message_event != -1);
|
|
|
|
/* Create a 640x480 OpenGL window */
|
|
sdl_window =
|
|
SDL_CreateWindow ("SDL and gst-plugins-gl", SDL_WINDOWPOS_UNDEFINED,
|
|
SDL_WINDOWPOS_UNDEFINED, 640, 480, SDL_WINDOW_OPENGL);
|
|
if (sdl_window == NULL) {
|
|
fprintf (stderr, "Unable to create OpenGL screen: %s\n", SDL_GetError ());
|
|
SDL_Quit ();
|
|
return -1;
|
|
}
|
|
|
|
/* Create GL context and a wrapped GStreamer context around it */
|
|
sdl_gl_context = SDL_GL_CreateContext (sdl_window);
|
|
|
|
SDL_GL_MakeCurrent (sdl_window, sdl_gl_context);
|
|
|
|
#ifdef WIN32
|
|
gl_context = wglGetCurrentContext ();
|
|
sdl_dc = wglGetCurrentDC ();
|
|
gl_platform = GST_GL_PLATFORM_WGL;
|
|
sdl_gl_display = gst_gl_display_new ();
|
|
#else
|
|
SDL_VERSION (&info.version);
|
|
SDL_GetWindowWMInfo (sdl_window, &info);
|
|
sdl_display = info.info.x11.display;
|
|
gl_context = glXGetCurrentContext ();
|
|
gl_platform = GST_GL_PLATFORM_GLX;
|
|
sdl_gl_display =
|
|
(GstGLDisplay *) gst_gl_display_x11_new_with_display (sdl_display);
|
|
#endif
|
|
|
|
gl_api = gst_gl_context_get_current_gl_api (gl_platform, NULL, NULL);
|
|
|
|
sdl_context =
|
|
gst_gl_context_new_wrapped (sdl_gl_display, (guintptr) gl_context,
|
|
gl_platform, gl_api);
|
|
|
|
gst_gl_context_activate (sdl_context, TRUE);
|
|
|
|
if (!gst_gl_context_fill_info (sdl_context, &err)) {
|
|
fprintf (stderr, "Failed to fill in wrapped GStreamer context: %s\n",
|
|
err->message);
|
|
g_clear_error (&err);
|
|
SDL_Quit ();
|
|
return -1;
|
|
}
|
|
SDL_GL_MakeCurrent (sdl_window, NULL);
|
|
|
|
pipeline =
|
|
GST_PIPELINE (gst_parse_launch
|
|
("videotestsrc ! glupload name=upload ! gleffects effect=5 ! "
|
|
"appsink name=sink", NULL));
|
|
|
|
bus = gst_pipeline_get_bus (GST_PIPELINE (pipeline));
|
|
gst_bus_enable_sync_message_emission (bus);
|
|
g_signal_connect (bus, "sync-message", G_CALLBACK (sync_bus_call), NULL);
|
|
|
|
queue_input_buf = g_async_queue_new ();
|
|
queue_output_buf = g_async_queue_new ();
|
|
|
|
appsink = gst_bin_get_by_name (GST_BIN (pipeline), "sink");
|
|
|
|
caps = gst_static_caps_get (&render_caps);
|
|
if (!gst_video_info_from_caps (&render_video_info, caps))
|
|
g_assert_not_reached ();
|
|
|
|
g_object_set (appsink, "emit-signals", TRUE, "sync", TRUE, "caps", caps,
|
|
NULL);
|
|
g_signal_connect (appsink, "new-sample", G_CALLBACK (on_new_sample), NULL);
|
|
gst_object_unref (appsink);
|
|
gst_caps_unref (caps);
|
|
|
|
gst_element_set_state (GST_ELEMENT (pipeline), GST_STATE_PLAYING);
|
|
|
|
sdl_event_loop (bus);
|
|
|
|
gst_element_set_state (GST_ELEMENT (pipeline), GST_STATE_NULL);
|
|
gst_object_unref (pipeline);
|
|
|
|
gst_object_unref (bus);
|
|
|
|
gst_gl_context_activate (sdl_context, FALSE);
|
|
gst_object_unref (sdl_context);
|
|
gst_object_unref (sdl_gl_display);
|
|
if (gst_context)
|
|
gst_object_unref (gst_context);
|
|
|
|
/* make sure there is no pending gst gl buffer in the communication queues
|
|
* between sdl and gst-gl
|
|
*/
|
|
while (g_async_queue_length (queue_input_buf) > 0) {
|
|
GstVideoFrame *vframe =
|
|
(GstVideoFrame *) g_async_queue_pop (queue_input_buf);
|
|
gst_video_frame_unmap (vframe);
|
|
g_free (vframe);
|
|
}
|
|
|
|
while (g_async_queue_length (queue_output_buf) > 0) {
|
|
GstVideoFrame *vframe =
|
|
(GstVideoFrame *) g_async_queue_pop (queue_output_buf);
|
|
gst_video_frame_unmap (vframe);
|
|
g_free (vframe);
|
|
}
|
|
|
|
SDL_GL_DeleteContext (gl_context);
|
|
|
|
SDL_DestroyWindow (sdl_window);
|
|
|
|
SDL_Quit ();
|
|
|
|
return 0;
|
|
}
|