gstreamer/gst-libs/gst/gl/gstgldisplay.c
Matthew Waters a9106ccce9 [688/906] display: properly shutdown if we error after context creation
The _finalize() code checks to see if the context was created before
attempting to destroy it.  We never did say that we had created the context.
2014-03-15 18:36:55 +01:00

1557 lines
45 KiB
C

/*
* GStreamer
* Copyright (C) 2007 David A. Schleef <ds@schleef.org>
* Copyright (C) 2008 Julien Isorce <julien.isorce@gmail.com>
* Copyright (C) 2008 Filippo Argiolas <filippo.argiolas@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 <stdio.h>
#include <gst/gst.h>
#include <gst/video/gstvideosink.h>
#include "gstgldownload.h"
#include "gstglmemory.h"
#include "gstglfeature.h"
#include "gstglapi.h"
#include "gstgldisplay.h"
#ifndef GL_FRAMEBUFFER_UNDEFINED
#define GL_FRAMEBUFFER_UNDEFINED 0x8219
#endif
#ifndef GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT
#define GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT 0x8CD6
#endif
#ifndef GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT
#define GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT 0x8CD7
#endif
#ifndef GL_FRAMEBUFFER_UNSUPPORTED
#define GL_FRAMEBUFFER_UNSUPPORTED 0x8CDD
#endif
#ifndef GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS
#define GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS 0x8CD9
#endif
#define USING_OPENGL(display) (display->gl_api & GST_GL_API_OPENGL)
#define USING_OPENGL3(display) (display->gl_api & GST_GL_API_OPENGL3)
#define USING_GLES(display) (display->gl_api & GST_GL_API_GLES)
#define USING_GLES2(display) (display->gl_api & GST_GL_API_GLES2)
#define USING_GLES3(display) (display->gl_api & GST_GL_API_GLES3)
GST_DEBUG_CATEGORY_STATIC (gst_gl_display_debug);
#define GST_CAT_DEFAULT gst_gl_display_debug
#define DEBUG_INIT \
GST_DEBUG_CATEGORY_INIT (gst_gl_display_debug, "gldisplay", 0, "opengl display");
G_DEFINE_TYPE_WITH_CODE (GstGLDisplay, gst_gl_display, G_TYPE_OBJECT,
DEBUG_INIT);
#define GST_GL_DISPLAY_GET_PRIVATE(o) \
(G_TYPE_INSTANCE_GET_PRIVATE((o), GST_GL_TYPE_DISPLAY, GstGLDisplayPrivate))
static void gst_gl_display_finalize (GObject * object);
/* Called in the gl thread, protected by lock and unlock */
gpointer gst_gl_display_thread_create_context (GstGLDisplay * display);
void gst_gl_display_thread_destroy_context (GstGLDisplay * display);
void gst_gl_display_thread_run_generic (GstGLDisplay * display);
#if GST_GL_HAVE_GLES2
void gst_gl_display_thread_init_redisplay (GstGLDisplay * display);
#endif
void gst_gl_display_thread_gen_fbo (GstGLDisplay * display);
void gst_gl_display_thread_use_fbo (GstGLDisplay * display);
void gst_gl_display_thread_use_fbo_v2 (GstGLDisplay * display);
void gst_gl_display_thread_del_fbo (GstGLDisplay * display);
void gst_gl_display_thread_gen_shader (GstGLDisplay * display);
void gst_gl_display_thread_del_shader (GstGLDisplay * display);
/* private methods */
void gst_gl_display_lock (GstGLDisplay * display);
void gst_gl_display_unlock (GstGLDisplay * display);
void gst_gl_display_on_resize (GstGLDisplay * display, gint width, gint height);
void gst_gl_display_on_draw (GstGLDisplay * display);
void gst_gl_display_on_close (GstGLDisplay * display);
void gst_gl_display_del_texture_thread (GstGLDisplay * display,
GLuint * pTexture);
void gst_gl_display_gen_texture_window_cb (GstGLDisplay * display);
void _gen_fbo (GstGLDisplay * display);
void _del_fbo (GstGLDisplay * display);
void _gen_shader (GstGLDisplay * display);
void _del_shader (GstGLDisplay * display);
void _use_fbo (GstGLDisplay * display);
void _use_fbo_v2 (GstGLDisplay * display);
#if GST_GL_HAVE_GLES2
/* *INDENT-OFF* */
static const gchar *redisplay_vertex_shader_str_gles2 =
"attribute vec4 a_position; \n"
"attribute vec2 a_texCoord; \n"
"varying vec2 v_texCoord; \n"
"void main() \n"
"{ \n"
" gl_Position = a_position; \n"
" v_texCoord = a_texCoord; \n"
"} \n";
static const gchar *redisplay_fragment_shader_str_gles2 =
"precision mediump float; \n"
"varying vec2 v_texCoord; \n"
"uniform sampler2D s_texture; \n"
"void main() \n"
"{ \n"
" gl_FragColor = texture2D( s_texture, v_texCoord );\n"
"} \n";
/* *INDENT-ON* */
#endif
struct _GstGLDisplayPrivate
{
/* conditions */
GCond cond_create_context;
GCond cond_destroy_context;
/* generic gl code */
GstGLDisplayThreadFunc generic_callback;
gpointer data;
/* action redisplay */
GLuint redisplay_texture;
GLuint redisplay_texture_width;
GLuint redisplay_texture_height;
#if GST_GL_HAVE_GLES2
GstGLShader *redisplay_shader;
gchar *redisplay_vertex_shader_str_gles2;
gchar *redisplay_fragment_shader_str_gles2;
GLint redisplay_attr_position_loc;
GLint redisplay_attr_texture_loc;
#endif
/* action gen and del texture */
GLuint gen_texture;
GLuint gen_texture_width;
GLuint gen_texture_height;
GstVideoFormat gen_texture_video_format;
/* client callbacks */
CRCB clientReshapeCallback;
CDCB clientDrawCallback;
gpointer client_data;
/* filter gen fbo */
GLuint gen_fbo_width;
GLuint gen_fbo_height;
GLuint generated_fbo;
GLuint generated_depth_buffer;
/* filter use fbo */
GLuint use_fbo;
GLuint use_depth_buffer;
GLuint use_fbo_texture;
GLuint use_fbo_width;
GLuint use_fbo_height;
GLCB use_fbo_scene_cb;
GLCB_V2 use_fbo_scene_cb_v2;
gdouble use_fbo_proj_param1;
gdouble use_fbo_proj_param2;
gdouble use_fbo_proj_param3;
gdouble use_fbo_proj_param4;
GstGLDisplayProjection use_fbo_projection;
gpointer *use_fbo_stuff;
GLuint input_texture_width;
GLuint input_texture_height;
GLuint input_texture;
/* filter del fbo */
GLuint del_fbo;
GLuint del_depth_buffer;
/* action gen and del shader */
const gchar *gen_shader_fragment_source;
const gchar *gen_shader_vertex_source;
GstGLShader *gen_shader;
GstGLShader *del_shader;
};
/*------------------------------------------------------------
--------------------- For klass GstGLDisplay ---------------
----------------------------------------------------------*/
static void
gst_gl_display_class_init (GstGLDisplayClass * klass)
{
g_type_class_add_private (klass, sizeof (GstGLDisplayPrivate));
G_OBJECT_CLASS (klass)->finalize = gst_gl_display_finalize;
}
static void
gst_gl_display_init (GstGLDisplay * display)
{
display->priv = GST_GL_DISPLAY_GET_PRIVATE (display);
/* thread safe */
g_mutex_init (&display->mutex);
g_cond_init (&display->priv->cond_create_context);
g_cond_init (&display->priv->cond_destroy_context);
display->gl_vtable = g_slice_alloc0 (sizeof (GstGLFuncs));
display->gl_window = gst_gl_window_new ();
gst_gl_memory_init ();
}
static void
gst_gl_display_finalize (GObject * object)
{
GstGLDisplay *display = GST_GL_DISPLAY (object);
if (display->gl_window) {
gst_gl_display_lock (display);
gst_gl_window_set_resize_callback (display->gl_window, NULL, NULL);
gst_gl_window_set_draw_callback (display->gl_window, NULL, NULL);
gst_gl_window_set_close_callback (display->gl_window, NULL, NULL);
if (display->context_created) {
GST_INFO ("send quit gl window loop");
gst_gl_window_quit (display->gl_window,
GST_GL_WINDOW_CB (gst_gl_display_thread_destroy_context), display);
GST_INFO ("quit sent to gl window loop");
g_cond_wait (&display->priv->cond_destroy_context, &display->mutex);
GST_INFO ("quit received from gl window");
}
gst_gl_display_unlock (display);
}
if (display->gl_thread) {
gpointer ret = g_thread_join (display->gl_thread);
GST_INFO ("gl thread joined");
if (ret != NULL)
GST_ERROR ("gl thread returned a not null pointer");
display->gl_thread = NULL;
}
g_mutex_clear (&display->mutex);
g_cond_clear (&display->priv->cond_destroy_context);
g_cond_clear (&display->priv->cond_create_context);
if (display->priv->clientReshapeCallback)
display->priv->clientReshapeCallback = NULL;
if (display->priv->clientDrawCallback)
display->priv->clientDrawCallback = NULL;
if (display->priv->client_data)
display->priv->client_data = NULL;
if (display->priv->use_fbo_scene_cb)
display->priv->use_fbo_scene_cb = NULL;
if (display->priv->use_fbo_scene_cb_v2)
display->priv->use_fbo_scene_cb_v2 = NULL;
if (display->priv->use_fbo_stuff)
display->priv->use_fbo_stuff = NULL;
if (display->error_message) {
g_free (display->error_message);
display->error_message = NULL;
}
if (display->uploads) {
g_slist_free_full (display->uploads, g_object_unref);
display->uploads = NULL;
}
if (display->downloads) {
g_slist_free_full (display->downloads, g_object_unref);
display->downloads = NULL;
}
if (display->gl_vtable) {
g_slice_free (GstGLFuncs, display->gl_vtable);
display->gl_vtable = NULL;
}
}
//------------------------------------------------------------
//------------------ BEGIN GL THREAD PROCS -------------------
//------------------------------------------------------------
/* Called in the gl thread */
void
gst_gl_display_set_error (GstGLDisplay * display, const char *format, ...)
{
va_list args;
if (display->error_message)
g_free (display->error_message);
va_start (args, format);
display->error_message = g_strdup_vprintf (format, args);
va_end (args);
GST_WARNING ("%s", display->error_message);
display->isAlive = FALSE;
}
static gboolean
_create_context_gles2 (GstGLDisplay * display, gint * gl_major, gint * gl_minor)
{
const GstGLFuncs *gl;
GLenum gl_err = GL_NO_ERROR;
gl = display->gl_vtable;
GST_INFO ("GL_VERSION: %s", gl->GetString (GL_VERSION));
GST_INFO ("GL_SHADING_LANGUAGE_VERSION: %s",
gl->GetString (GL_SHADING_LANGUAGE_VERSION));
GST_INFO ("GL_VENDOR: %s", gl->GetString (GL_VENDOR));
GST_INFO ("GL_RENDERER: %s", gl->GetString (GL_RENDERER));
gl_err = gl->GetError ();
if (gl_err != GL_NO_ERROR) {
gst_gl_display_set_error (display, "glGetString error: 0x%x", gl_err);
return FALSE;
}
#if GST_GL_HAVE_GLES2
if (!GL_ES_VERSION_2_0) {
gst_gl_display_set_error (display, "OpenGL|ES >= 2.0 is required");
return FALSE;
}
#endif
_gst_gl_feature_check_ext_functions (display, 0, 0,
(const gchar *) gl->GetString (GL_EXTENSIONS));
if (gl_major)
*gl_major = 2;
if (gl_minor)
*gl_minor = 0;
return TRUE;
}
gboolean
_create_context_opengl (GstGLDisplay * display, gint * gl_major,
gint * gl_minor)
{
const GstGLFuncs *gl;
guint maj, min;
GLenum gl_err = GL_NO_ERROR;
GString *opengl_version = NULL;
gl = display->gl_vtable;
GST_INFO ("GL_VERSION: %s", gl->GetString (GL_VERSION));
GST_INFO ("GL_SHADING_LANGUAGE_VERSION: %s",
gl->GetString (GL_SHADING_LANGUAGE_VERSION));
GST_INFO ("GL_VENDOR: %s", gl->GetString (GL_VENDOR));
GST_INFO ("GL_RENDERER: %s", gl->GetString (GL_RENDERER));
gl_err = gl->GetError ();
if (gl_err != GL_NO_ERROR) {
gst_gl_display_set_error (display, "glGetString error: 0x%x", gl_err);
return FALSE;
}
opengl_version =
g_string_truncate (g_string_new ((gchar *) gl->GetString (GL_VERSION)),
3);
sscanf (opengl_version->str, "%d.%d", &maj, &min);
g_string_free (opengl_version, TRUE);
/* OpenGL > 1.2.0 */
if ((maj < 1) || (maj < 2 && maj >= 1 && min < 2)) {
gst_gl_display_set_error (display, "OpenGL >= 1.2.0 required, found %u.%u",
maj, min);
return FALSE;
}
_gst_gl_feature_check_ext_functions (display, maj, min,
(const gchar *) gl->GetString (GL_EXTENSIONS));
if (gl_major)
*gl_major = maj;
if (gl_minor)
*gl_minor = min;
return TRUE;
}
GstGLAPI
_compiled_api (void)
{
GstGLAPI ret = GST_GL_API_NONE;
#if GST_GL_HAVE_OPENGL
ret |= GST_GL_API_OPENGL;
#endif
#if GST_GL_HAVE_GLES2
ret |= GST_GL_API_GLES2;
#endif
return ret;
}
gpointer
gst_gl_display_thread_create_context (GstGLDisplay * display)
{
GstGLFuncs *gl;
gint gl_major = 0;
gboolean ret = FALSE;
GError *error = NULL;
GstGLAPI compiled_api;
gchar *api_string;
gchar *compiled_api_s;
gst_gl_display_lock (display);
gl = display->gl_vtable;
compiled_api = _compiled_api ();
if (!display->gl_window) {
gst_gl_display_set_error (display, "Failed to create opengl window");
goto failure;
}
if (!gst_gl_window_create_context (display->gl_window, compiled_api,
display->external_gl_context, &error)) {
gst_gl_display_set_error (display,
error ? error->message : "Failed to create gl window");
goto failure;
}
GST_INFO ("window created context");
display->gl_api = gst_gl_window_get_gl_api (display->gl_window);
g_assert (display->gl_api != GST_GL_API_NONE
&& display->gl_api != GST_GL_API_ANY);
api_string = gst_gl_api_string (display->gl_api);
GST_INFO ("available GL APIs: %s", api_string);
compiled_api_s = gst_gl_api_string (compiled_api);
GST_INFO ("compiled api support: %s", compiled_api_s);
if ((compiled_api & display->gl_api) == GST_GL_API_NONE) {
gst_gl_display_set_error (display, "failed to create_context, window "
"could not provide correct api. compiled api supports:%s, window "
"supports:%s", compiled_api_s, api_string);
goto failure;
}
g_free (api_string);
g_free (compiled_api_s);
gl->GetError =
gst_gl_window_get_proc_address (display->gl_window, "glGetError");
gl->GetString =
gst_gl_window_get_proc_address (display->gl_window, "glGetString");
if (!gl->GetError || !gl->GetString) {
gst_gl_display_set_error (display,
"could not GetProcAddress core opengl functions");
goto failure;
}
/* gl api specific code */
if (!ret && USING_OPENGL (display))
ret = _create_context_opengl (display, &gl_major, NULL);
if (!ret && USING_GLES2 (display))
ret = _create_context_gles2 (display, &gl_major, NULL);
if (!ret || !gl_major) {
GST_WARNING ("GL api specific initialization failed");
goto failure;
}
/* setup callbacks */
gst_gl_window_set_resize_callback (display->gl_window,
GST_GL_WINDOW_RESIZE_CB (gst_gl_display_on_resize), display);
gst_gl_window_set_draw_callback (display->gl_window,
GST_GL_WINDOW_CB (gst_gl_display_on_draw), display);
gst_gl_window_set_close_callback (display->gl_window,
GST_GL_WINDOW_CB (gst_gl_display_on_close), display);
g_cond_signal (&display->priv->cond_create_context);
display->isAlive = TRUE;
gst_gl_display_unlock (display);
gst_gl_window_run (display->gl_window);
GST_INFO ("loop exited\n");
gst_gl_display_lock (display);
display->isAlive = FALSE;
g_object_unref (G_OBJECT (display->gl_window));
display->gl_window = NULL;
g_cond_signal (&display->priv->cond_destroy_context);
gst_gl_display_unlock (display);
return NULL;
failure:
{
if (display->gl_window) {
g_object_unref (display->gl_window);
display->gl_window = NULL;
}
g_cond_signal (&display->priv->cond_create_context);
gst_gl_display_unlock (display);
return NULL;
}
}
/* Called in the gl thread */
void
gst_gl_display_thread_destroy_context (GstGLDisplay * display)
{
#if GST_GL_HAVE_GLES2
if (display->priv->redisplay_shader) {
g_object_unref (G_OBJECT (display->priv->redisplay_shader));
display->priv->redisplay_shader = NULL;
}
#endif
GST_INFO ("Context destroyed");
}
void
gst_gl_display_thread_run_generic (GstGLDisplay * display)
{
GST_TRACE ("running function:%p data:%p",
display->priv->generic_callback, display->priv->data);
display->priv->generic_callback (display, display->priv->data);
}
#if GST_GL_HAVE_GLES2
/* Called in the gl thread */
void
gst_gl_display_thread_init_redisplay (GstGLDisplay * display)
{
GError *error = NULL;
display->priv->redisplay_shader = gst_gl_shader_new (display);
gst_gl_shader_set_vertex_source (display->priv->redisplay_shader,
redisplay_vertex_shader_str_gles2);
gst_gl_shader_set_fragment_source (display->priv->redisplay_shader,
redisplay_fragment_shader_str_gles2);
gst_gl_shader_compile (display->priv->redisplay_shader, &error);
if (error) {
gst_gl_display_set_error (display, "%s", error->message);
g_error_free (error);
error = NULL;
gst_gl_display_clear_shader (display);
} else {
display->priv->redisplay_attr_position_loc =
gst_gl_shader_get_attribute_location (display->priv->redisplay_shader,
"a_position");
display->priv->redisplay_attr_texture_loc =
gst_gl_shader_get_attribute_location (display->priv->redisplay_shader,
"a_texCoord");
}
}
#endif
void
_gen_fbo (GstGLDisplay * display)
{
/* a texture must be attached to the FBO */
const GstGLFuncs *gl = display->gl_vtable;
GLuint fake_texture = 0;
GST_TRACE ("creating FBO dimensions:%ux%u", display->priv->gen_fbo_width,
display->priv->gen_fbo_height);
/* -- generate frame buffer object */
if (!gl->GenFramebuffers) {
gst_gl_display_set_error (display,
"Context, EXT_framebuffer_object not supported");
return;
}
/* setup FBO */
gl->GenFramebuffers (1, &display->priv->generated_fbo);
gl->BindFramebuffer (GL_FRAMEBUFFER, display->priv->generated_fbo);
/* setup the render buffer for depth */
gl->GenRenderbuffers (1, &display->priv->generated_depth_buffer);
gl->BindRenderbuffer (GL_RENDERBUFFER, display->priv->generated_depth_buffer);
if (USING_OPENGL (display)) {
gl->RenderbufferStorage (GL_RENDERBUFFER, GL_DEPTH_COMPONENT,
display->priv->gen_fbo_width, display->priv->gen_fbo_height);
gl->RenderbufferStorage (GL_RENDERBUFFER, GL_DEPTH24_STENCIL8,
display->priv->gen_fbo_width, display->priv->gen_fbo_height);
}
if (USING_GLES2 (display)) {
gl->RenderbufferStorage (GL_RENDERBUFFER, GL_DEPTH_COMPONENT16,
display->priv->gen_fbo_width, display->priv->gen_fbo_height);
}
/* setup a texture to render to */
gl->GenTextures (1, &fake_texture);
gl->BindTexture (GL_TEXTURE_RECTANGLE_ARB, fake_texture);
gl->TexImage2D (GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA8,
display->priv->gen_fbo_width, display->priv->gen_fbo_height, 0, GL_RGBA,
GL_UNSIGNED_BYTE, NULL);
gl->TexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER,
GL_LINEAR);
gl->TexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER,
GL_LINEAR);
gl->TexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_S,
GL_CLAMP_TO_EDGE);
gl->TexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_T,
GL_CLAMP_TO_EDGE);
/* attach the texture to the FBO to renderer to */
gl->FramebufferTexture2D (GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
GL_TEXTURE_RECTANGLE_ARB, fake_texture, 0);
/* attach the depth render buffer to the FBO */
gl->FramebufferRenderbuffer (GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
GL_RENDERBUFFER, display->priv->generated_depth_buffer);
if (USING_OPENGL (display)) {
gl->FramebufferRenderbuffer (GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT,
GL_RENDERBUFFER, display->priv->generated_depth_buffer);
}
if (gl->CheckFramebufferStatus (GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
gst_gl_display_set_error (display, "GL framebuffer status incomplete");
/* unbind the FBO */
gl->BindFramebuffer (GL_FRAMEBUFFER, 0);
gl->DeleteTextures (1, &fake_texture);
}
void
_use_fbo (GstGLDisplay * display)
{
const GstGLFuncs *gl = display->gl_vtable;
#if GST_GL_HAVE_GLES2
GLint viewport_dim[4];
#endif
GST_TRACE ("Binding v1 FBO %u dimensions:%ux%u with texture:%u "
"dimensions:%ux%u", display->priv->use_fbo, display->priv->use_fbo_width,
display->priv->use_fbo_height, display->priv->use_fbo_texture,
display->priv->input_texture_width, display->priv->input_texture_height);
gl->BindFramebuffer (GL_FRAMEBUFFER, display->priv->use_fbo);
/*setup a texture to render to */
gl->BindTexture (GL_TEXTURE_RECTANGLE_ARB, display->priv->use_fbo_texture);
/* attach the texture to the FBO to renderer to */
gl->FramebufferTexture2D (GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
GL_TEXTURE_RECTANGLE_ARB, display->priv->use_fbo_texture, 0);
gst_gl_display_clear_shader (display);
#if GST_GL_HAVE_OPENGL
if (USING_OPENGL (display)) {
gl->PushAttrib (GL_VIEWPORT_BIT);
gl->MatrixMode (GL_PROJECTION);
gl->PushMatrix ();
gl->LoadIdentity ();
switch (display->priv->use_fbo_projection) {
case GST_GL_DISPLAY_PROJECTION_ORTHO2D:
gluOrtho2D (display->priv->use_fbo_proj_param1,
display->priv->use_fbo_proj_param2,
display->priv->use_fbo_proj_param3,
display->priv->use_fbo_proj_param4);
break;
case GST_GL_DISPLAY_PROJECTION_PERSPECTIVE:
gluPerspective (display->priv->use_fbo_proj_param1,
display->priv->use_fbo_proj_param2,
display->priv->use_fbo_proj_param3,
display->priv->use_fbo_proj_param4);
break;
default:
gst_gl_display_set_error (display, "Unknow fbo projection %d",
display->priv->use_fbo_projection);
}
gl->MatrixMode (GL_MODELVIEW);
gl->PushMatrix ();
gl->LoadIdentity ();
}
#endif
#if GST_GL_HAVE_GLES2
if (USING_GLES2 (display))
gl->GetIntegerv (GL_VIEWPORT, viewport_dim);
#endif
gl->Viewport (0, 0, display->priv->use_fbo_width,
display->priv->use_fbo_height);
#if GST_GL_HAVE_OPENGL
if (USING_OPENGL (display)) {
const GLenum rt[] = { GL_COLOR_ATTACHMENT0 };
gl->DrawBuffers (1, rt);
}
#endif
gl->ClearColor (0.0, 0.0, 0.0, 0.0);
gl->Clear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
display->priv->use_fbo_scene_cb (display->priv->input_texture_width,
display->priv->input_texture_height, display->priv->input_texture,
display->priv->use_fbo_stuff);
#if GST_GL_HAVE_OPENGL
if (USING_OPENGL (display)) {
const GLenum rt[] = { GL_NONE };
gl->DrawBuffers (1, rt);
gl->MatrixMode (GL_PROJECTION);
gl->PopMatrix ();
gl->MatrixMode (GL_MODELVIEW);
gl->PopMatrix ();
gl->PopAttrib ();
}
#endif
#if GST_GL_HAVE_GLES2
if (USING_GLES2 (display)) {
gl->Viewport (viewport_dim[0], viewport_dim[1], viewport_dim[2],
viewport_dim[3]);
}
#endif
gl->BindFramebuffer (GL_FRAMEBUFFER, 0);
}
/* Called in a gl thread
* Need full shader support */
void
_use_fbo_v2 (GstGLDisplay * display)
{
const GstGLFuncs *gl = display->gl_vtable;
GLint viewport_dim[4];
GST_TRACE ("Binding v2 FBO %u dimensions:%ux%u with texture:%u ",
display->priv->use_fbo, display->priv->use_fbo_width,
display->priv->use_fbo_height, display->priv->use_fbo_texture);
gl->BindFramebuffer (GL_FRAMEBUFFER, display->priv->use_fbo);
/* setup a texture to render to */
gl->BindTexture (GL_TEXTURE_RECTANGLE_ARB, display->priv->use_fbo_texture);
/* attach the texture to the FBO to renderer to */
gl->FramebufferTexture2D (GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
GL_TEXTURE_RECTANGLE_ARB, display->priv->use_fbo_texture, 0);
gl->GetIntegerv (GL_VIEWPORT, viewport_dim);
gl->Viewport (0, 0, display->priv->use_fbo_width,
display->priv->use_fbo_height);
gl->DrawBuffer (GL_COLOR_ATTACHMENT0);
gl->ClearColor (0.0, 0.0, 0.0, 0.0);
gl->Clear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
/* the opengl scene */
display->priv->use_fbo_scene_cb_v2 (display->priv->use_fbo_stuff);
gl->DrawBuffer (GL_NONE);
gl->Viewport (viewport_dim[0], viewport_dim[1],
viewport_dim[2], viewport_dim[3]);
gl->BindFramebuffer (GL_FRAMEBUFFER, 0);
}
/* Called in the gl thread */
void
_del_fbo (GstGLDisplay * display)
{
const GstGLFuncs *gl = display->gl_vtable;
GST_TRACE ("Deleting FBO %u", display->priv->del_fbo);
if (display->priv->del_fbo) {
gl->DeleteFramebuffers (1, &display->priv->del_fbo);
display->priv->del_fbo = 0;
}
if (display->priv->del_depth_buffer) {
gl->DeleteRenderbuffers (1, &display->priv->del_depth_buffer);
display->priv->del_depth_buffer = 0;
}
}
/* Called in the gl thread */
void
_gen_shader (GstGLDisplay * display)
{
const GstGLFuncs *gl = display->gl_vtable;
GST_TRACE ("Generating shader %" GST_PTR_FORMAT, display->priv->gen_shader);
if (gl->CreateProgramObject || gl->CreateProgram) {
if (display->priv->gen_shader_vertex_source ||
display->priv->gen_shader_fragment_source) {
GError *error = NULL;
display->priv->gen_shader = gst_gl_shader_new (display);
if (display->priv->gen_shader_vertex_source)
gst_gl_shader_set_vertex_source (display->priv->gen_shader,
display->priv->gen_shader_vertex_source);
if (display->priv->gen_shader_fragment_source)
gst_gl_shader_set_fragment_source (display->priv->gen_shader,
display->priv->gen_shader_fragment_source);
gst_gl_shader_compile (display->priv->gen_shader, &error);
if (error) {
gst_gl_display_set_error (display, "%s", error->message);
g_error_free (error);
error = NULL;
gst_gl_display_clear_shader (display);
g_object_unref (G_OBJECT (display->priv->gen_shader));
display->priv->gen_shader = NULL;
}
}
} else {
gst_gl_display_set_error (display,
"One of the filter required ARB_fragment_shader");
display->priv->gen_shader = NULL;
}
}
/* Called in the gl thread */
void
_del_shader (GstGLDisplay * display)
{
GST_TRACE ("Deleting shader %" GST_PTR_FORMAT, display->priv->del_shader);
if (display->priv->del_shader) {
g_object_unref (G_OBJECT (display->priv->del_shader));
display->priv->del_shader = NULL;
}
}
//------------------------------------------------------------
//------------------ BEGIN GL THREAD ACTIONS -----------------
//------------------------------------------------------------
//------------------------------------------------------------
//---------------------- BEGIN PRIVATE -----------------------
//------------------------------------------------------------
void
gst_gl_display_on_resize (GstGLDisplay * display, gint width, gint height)
{
const GstGLFuncs *gl = display->gl_vtable;
GST_TRACE ("GL Window resized to %ux%u", width, height);
//check if a client reshape callback is registered
if (display->priv->clientReshapeCallback)
display->priv->clientReshapeCallback (width, height,
display->priv->client_data);
//default reshape
else {
if (display->keep_aspect_ratio) {
GstVideoRectangle src, dst, result;
src.x = 0;
src.y = 0;
src.w = display->priv->redisplay_texture_width;
src.h = display->priv->redisplay_texture_height;
dst.x = 0;
dst.y = 0;
dst.w = width;
dst.h = height;
gst_video_sink_center_rect (src, dst, &result, TRUE);
gl->Viewport (result.x, result.y, result.w, result.h);
} else {
gl->Viewport (0, 0, width, height);
}
#if GST_GL_HAVE_OPENGL
if (USING_OPENGL (display)) {
gl->MatrixMode (GL_PROJECTION);
gl->LoadIdentity ();
gluOrtho2D (0, width, 0, height);
gl->MatrixMode (GL_MODELVIEW);
}
#endif
}
}
void
gst_gl_display_on_draw (GstGLDisplay * display)
{
const GstGLFuncs *gl = display->gl_vtable;
/* check if texture is ready for being drawn */
if (!display->priv->redisplay_texture)
return;
/* opengl scene */
GST_TRACE ("drawing texture:%u", display->priv->redisplay_texture);
/* make sure that the environnement is clean */
gst_gl_display_clear_shader (display);
#if GST_GL_HAVE_OPENGL
if (USING_OPENGL (display))
gl->Disable (GL_TEXTURE_RECTANGLE_ARB);
#endif
gl->BindTexture (GL_TEXTURE_RECTANGLE_ARB, 0);
/* check if a client draw callback is registered */
if (display->priv->clientDrawCallback) {
gboolean doRedisplay =
display->priv->clientDrawCallback (display->priv->redisplay_texture,
display->priv->redisplay_texture_width,
display->priv->redisplay_texture_height,
display->priv->client_data);
if (doRedisplay && display->gl_window)
gst_gl_window_draw_unlocked (display->gl_window,
display->priv->redisplay_texture_width,
display->priv->redisplay_texture_height);
}
/* default opengl scene */
else {
#if GST_GL_HAVE_OPENGL
if (USING_OPENGL (display)) {
gfloat verts[8] = { 1.0f, 1.0f,
-1.0f, 1.0f,
-1.0f, -1.0f,
1.0f, -1.0f
};
gint texcoords[8] = { display->priv->redisplay_texture_width, 0,
0, 0,
0, display->priv->redisplay_texture_height,
display->priv->redisplay_texture_width,
display->priv->redisplay_texture_height
};
gl->Clear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
gl->MatrixMode (GL_PROJECTION);
gl->LoadIdentity ();
gl->Enable (GL_TEXTURE_RECTANGLE_ARB);
gl->BindTexture (GL_TEXTURE_RECTANGLE_ARB,
display->priv->redisplay_texture);
gl->EnableClientState (GL_VERTEX_ARRAY);
gl->EnableClientState (GL_TEXTURE_COORD_ARRAY);
gl->VertexPointer (2, GL_FLOAT, 0, &verts);
gl->TexCoordPointer (2, GL_INT, 0, &texcoords);
gl->DrawArrays (GL_TRIANGLE_FAN, 0, 4);
gl->DisableClientState (GL_VERTEX_ARRAY);
gl->DisableClientState (GL_TEXTURE_COORD_ARRAY);
gl->Disable (GL_TEXTURE_RECTANGLE_ARB);
}
#endif
#if GST_GL_HAVE_GLES2
if (USING_GLES2 (display)) {
const GLfloat vVertices[] = { 1.0f, 1.0f, 0.0f,
1.0f, 0.0f,
-1.0f, 1.0f, 0.0f,
0.0f, 0.0f,
-1.0f, -1.0f, 0.0f,
0.0f, 1.0f,
1.0f, -1.0f, 0.0f,
1.0f, 1.0f
};
GLushort indices[] = { 0, 1, 2, 0, 2, 3 };
gl->Clear (GL_COLOR_BUFFER_BIT);
gst_gl_shader_use (display->priv->redisplay_shader);
/* Load the vertex position */
gl->VertexAttribPointer (display->priv->redisplay_attr_position_loc, 3,
GL_FLOAT, GL_FALSE, 5 * sizeof (GLfloat), vVertices);
/* Load the texture coordinate */
gl->VertexAttribPointer (display->priv->redisplay_attr_texture_loc, 2,
GL_FLOAT, GL_FALSE, 5 * sizeof (GLfloat), &vVertices[3]);
gl->EnableVertexAttribArray (display->priv->redisplay_attr_position_loc);
gl->EnableVertexAttribArray (display->priv->redisplay_attr_texture_loc);
gl->ActiveTexture (GL_TEXTURE0);
gl->BindTexture (GL_TEXTURE_2D, display->priv->redisplay_texture);
gst_gl_shader_set_uniform_1i (display->priv->redisplay_shader,
"s_texture", 0);
gl->DrawElements (GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, indices);
}
#endif
} /* end default opengl scene */
}
void
gst_gl_display_on_close (GstGLDisplay * display)
{
gst_gl_display_set_error (display, "Output window was closed");
}
void
gst_gl_display_gen_texture_window_cb (GstGLDisplay * display)
{
gst_gl_display_gen_texture_thread (display, &display->priv->gen_texture,
display->priv->gen_texture_video_format, display->priv->gen_texture_width,
display->priv->gen_texture_height);
}
/* Generate a texture if no one is available in the pool
* Called in the gl thread */
void
gst_gl_display_gen_texture_thread (GstGLDisplay * display, GLuint * pTexture,
GstVideoFormat v_format, GLint width, GLint height)
{
const GstGLFuncs *gl = display->gl_vtable;
GST_TRACE ("Generating texture format:%u dimensions:%ux%u", v_format,
width, height);
gl->GenTextures (1, pTexture);
gl->BindTexture (GL_TEXTURE_RECTANGLE_ARB, *pTexture);
switch (v_format) {
case GST_VIDEO_FORMAT_RGB:
case GST_VIDEO_FORMAT_BGR:
case GST_VIDEO_FORMAT_RGBx:
case GST_VIDEO_FORMAT_BGRx:
case GST_VIDEO_FORMAT_xRGB:
case GST_VIDEO_FORMAT_xBGR:
case GST_VIDEO_FORMAT_RGBA:
case GST_VIDEO_FORMAT_BGRA:
case GST_VIDEO_FORMAT_ARGB:
case GST_VIDEO_FORMAT_ABGR:
{
gl->TexImage2D (GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA8,
width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
break;
}
case GST_VIDEO_FORMAT_YUY2:
case GST_VIDEO_FORMAT_UYVY:
{
switch (display->colorspace_conversion) {
case GST_GL_DISPLAY_CONVERSION_GLSL:
case GST_GL_DISPLAY_CONVERSION_MATRIX:
gl->TexImage2D (GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA8,
width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
break;
#if 0
case GST_GL_DISPLAY_CONVERSION_MESA:
if (display->upload_width != display->upload_data_width ||
display->upload_height != display->upload_data_height)
gl->TexImage2D (GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA8,
width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
else
gl->TexImage2D (GL_TEXTURE_RECTANGLE_ARB, 0, GL_YCBCR_MESA, width,
height, 0, GL_YCBCR_MESA, GL_UNSIGNED_SHORT_8_8_MESA, NULL);
break;
#endif
default:
gst_gl_display_set_error (display, "Unknow colorspace conversion %d",
display->colorspace_conversion);
}
break;
}
case GST_VIDEO_FORMAT_I420:
case GST_VIDEO_FORMAT_YV12:
case GST_VIDEO_FORMAT_AYUV:
{
gl->TexImage2D (GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA8,
width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
break;
}
default:
{
gst_gl_display_set_error (display, "Unsupported upload video format %d",
v_format);
break;
}
}
gl->TexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER,
GL_LINEAR);
gl->TexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER,
GL_LINEAR);
gl->TexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_S,
GL_CLAMP_TO_EDGE);
gl->TexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_T,
GL_CLAMP_TO_EDGE);
GST_LOG ("generated texture id:%d", *pTexture);
}
void
gst_gl_display_del_texture_thread (GstGLDisplay * display, GLuint * pTexture)
{
//glDeleteTextures (1, pTexture);
}
/*------------------------------------------------------------
--------------------- END PRIVATE -------------------------
----------------------------------------------------------*/
/*------------------------------------------------------------
--------------------- BEGIN PUBLIC -------------------------
----------------------------------------------------------*/
void
gst_gl_display_lock (GstGLDisplay * display)
{
g_mutex_lock (&display->mutex);
}
void
gst_gl_display_unlock (GstGLDisplay * display)
{
g_mutex_unlock (&display->mutex);
}
/* called in the gl thread */
gboolean
gst_gl_display_check_framebuffer_status (GstGLDisplay * display)
{
GLenum status = 0;
status = display->gl_vtable->CheckFramebufferStatus (GL_FRAMEBUFFER);
switch (status) {
case GL_FRAMEBUFFER_COMPLETE:
return TRUE;
break;
case GL_FRAMEBUFFER_UNSUPPORTED:
GST_ERROR ("GL_FRAMEBUFFER_UNSUPPORTED");
break;
case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT:
GST_ERROR ("GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT");
break;
case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT:
GST_ERROR ("GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT");
break;
case GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS:
GST_ERROR ("GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS");
break;
#if GST_GL_HAVE_OPENGL
case GL_FRAMEBUFFER_UNDEFINED:
GST_ERROR ("GL_FRAMEBUFFER_UNDEFINED");
break;
#endif
default:
GST_ERROR ("General FBO error");
}
return FALSE;
}
/* Called by the first gl element of a video/x-raw-gl flow */
GstGLDisplay *
gst_gl_display_new (void)
{
return g_object_new (GST_GL_TYPE_DISPLAY, NULL);
}
/* Create an opengl context (one context for one GstGLDisplay) */
gboolean
gst_gl_display_create_context (GstGLDisplay * display,
gulong external_gl_context)
{
gboolean isAlive = FALSE;
gst_gl_display_lock (display);
if (!display->context_created) {
display->external_gl_context = external_gl_context;
display->gl_thread = g_thread_new ("gstglcontext",
(GThreadFunc) gst_gl_display_thread_create_context, display);
g_cond_wait (&display->priv->cond_create_context, &display->mutex);
display->context_created = TRUE;
GST_INFO ("gl thread created");
}
isAlive = display->isAlive;
gst_gl_display_unlock (display);
return isAlive;
}
/* Called by the glimagesink element */
gboolean
gst_gl_display_redisplay (GstGLDisplay * display, GLuint texture,
gint gl_width, gint gl_height, gint window_width, gint window_height,
gboolean keep_aspect_ratio)
{
gboolean isAlive;
gst_gl_display_lock (display);
if (display->isAlive) {
#if GST_GL_HAVE_GLES2
if (USING_GLES2 (display)) {
if (!display->priv->redisplay_shader) {
gst_gl_window_send_message (display->gl_window,
GST_GL_WINDOW_CB (gst_gl_display_thread_init_redisplay), display);
}
}
#endif
if (texture) {
display->priv->redisplay_texture = texture;
display->priv->redisplay_texture_width = gl_width;
display->priv->redisplay_texture_height = gl_height;
}
display->keep_aspect_ratio = keep_aspect_ratio;
if (display->gl_window)
gst_gl_window_draw (display->gl_window, window_width, window_height);
}
isAlive = display->isAlive;
gst_gl_display_unlock (display);
return isAlive;
}
void
gst_gl_display_thread_add (GstGLDisplay * display,
GstGLDisplayThreadFunc func, gpointer data)
{
gst_gl_display_lock (display);
display->priv->data = data;
display->priv->generic_callback = func;
gst_gl_window_send_message (display->gl_window,
GST_GL_WINDOW_CB (gst_gl_display_thread_run_generic), display);
gst_gl_display_unlock (display);
}
/* Called by gst_gl_buffer_new */
void
gst_gl_display_gen_texture (GstGLDisplay * display, GLuint * pTexture,
GstVideoFormat v_format, GLint width, GLint height)
{
gst_gl_display_lock (display);
if (display->isAlive) {
display->priv->gen_texture_width = width;
display->priv->gen_texture_height = height;
display->priv->gen_texture_video_format = v_format;
gst_gl_window_send_message (display->gl_window,
GST_GL_WINDOW_CB (gst_gl_display_gen_texture_window_cb), display);
*pTexture = display->priv->gen_texture;
} else
*pTexture = 0;
gst_gl_display_unlock (display);
}
/* Called by gst_gl_buffer_finalize */
void
gst_gl_display_del_texture (GstGLDisplay * display, GLuint * pTexture)
{
gst_gl_display_lock (display);
if (*pTexture) {
gst_gl_display_del_texture_thread (display, pTexture);
}
gst_gl_display_unlock (display);
}
/* Called by gltestsrc and glfilter */
gboolean
gst_gl_display_gen_fbo (GstGLDisplay * display, gint width, gint height,
GLuint * fbo, GLuint * depthbuffer)
{
gboolean isAlive = FALSE;
gst_gl_display_lock (display);
if (display->isAlive) {
display->priv->gen_fbo_width = width;
display->priv->gen_fbo_height = height;
gst_gl_window_send_message (display->gl_window, GST_GL_WINDOW_CB (_gen_fbo),
display);
*fbo = display->priv->generated_fbo;
*depthbuffer = display->priv->generated_depth_buffer;
}
isAlive = display->isAlive;
gst_gl_display_unlock (display);
return isAlive;
}
/* Called by glfilter */
/* this function really has to be simplified... do we really need to
set projection this way? Wouldn't be better a set_projection
separate call? or just make glut functions available out of
gst-libs and call it if needed on drawcallback? -- Filippo */
/* GLCB too.. I think that only needed parameters should be
* GstGLDisplay *display and gpointer data, or just gpointer data */
/* ..everything here has to be simplified! */
gboolean
gst_gl_display_use_fbo (GstGLDisplay * display, gint texture_fbo_width,
gint texture_fbo_height, GLuint fbo, GLuint depth_buffer,
GLuint texture_fbo, GLCB cb, gint input_texture_width,
gint input_texture_height, GLuint input_texture, gdouble proj_param1,
gdouble proj_param2, gdouble proj_param3, gdouble proj_param4,
GstGLDisplayProjection projection, gpointer * stuff)
{
gboolean isAlive;
gst_gl_display_lock (display);
if (display->isAlive) {
display->priv->use_fbo = fbo;
display->priv->use_depth_buffer = depth_buffer;
display->priv->use_fbo_texture = texture_fbo;
display->priv->use_fbo_width = texture_fbo_width;
display->priv->use_fbo_height = texture_fbo_height;
display->priv->use_fbo_scene_cb = cb;
display->priv->use_fbo_proj_param1 = proj_param1;
display->priv->use_fbo_proj_param2 = proj_param2;
display->priv->use_fbo_proj_param3 = proj_param3;
display->priv->use_fbo_proj_param4 = proj_param4;
display->priv->use_fbo_projection = projection;
display->priv->use_fbo_stuff = stuff;
display->priv->input_texture_width = input_texture_width;
display->priv->input_texture_height = input_texture_height;
display->priv->input_texture = input_texture;
gst_gl_window_send_message (display->gl_window, GST_GL_WINDOW_CB (_use_fbo),
display);
}
isAlive = display->isAlive;
gst_gl_display_unlock (display);
return isAlive;
}
gboolean
gst_gl_display_use_fbo_v2 (GstGLDisplay * display, gint texture_fbo_width,
gint texture_fbo_height, GLuint fbo, GLuint depth_buffer,
GLuint texture_fbo, GLCB_V2 cb, gpointer * stuff)
{
gboolean isAlive;
gst_gl_display_lock (display);
if (display->isAlive) {
display->priv->use_fbo = fbo;
display->priv->use_depth_buffer = depth_buffer;
display->priv->use_fbo_texture = texture_fbo;
display->priv->use_fbo_width = texture_fbo_width;
display->priv->use_fbo_height = texture_fbo_height;
display->priv->use_fbo_scene_cb_v2 = cb;
display->priv->use_fbo_stuff = stuff;
gst_gl_window_send_message (display->gl_window,
GST_GL_WINDOW_CB (_use_fbo_v2), display);
}
isAlive = display->isAlive;
gst_gl_display_unlock (display);
return isAlive;
}
/* Called by gltestsrc and glfilter */
void
gst_gl_display_del_fbo (GstGLDisplay * display, GLuint fbo, GLuint depth_buffer)
{
gst_gl_display_lock (display);
if (display->isAlive) {
display->priv->del_fbo = fbo;
display->priv->del_depth_buffer = depth_buffer;
gst_gl_window_send_message (display->gl_window, GST_GL_WINDOW_CB (_del_fbo),
display);
}
gst_gl_display_unlock (display);
}
/* Called by glfilter */
gboolean
gst_gl_display_gen_shader (GstGLDisplay * display,
const gchar * shader_vertex_source,
const gchar * shader_fragment_source, GstGLShader ** shader)
{
gboolean isAlive;
gst_gl_display_lock (display);
if (display->isAlive) {
display->priv->gen_shader_vertex_source = shader_vertex_source;
display->priv->gen_shader_fragment_source = shader_fragment_source;
gst_gl_window_send_message (display->gl_window,
GST_GL_WINDOW_CB (_gen_shader), display);
if (shader)
*shader = display->priv->gen_shader;
display->priv->gen_shader = NULL;
display->priv->gen_shader_vertex_source = NULL;
display->priv->gen_shader_fragment_source = NULL;
}
isAlive = display->isAlive;
gst_gl_display_unlock (display);
return isAlive;
}
/* Called by glfilter */
void
gst_gl_display_del_shader (GstGLDisplay * display, GstGLShader * shader)
{
gst_gl_display_lock (display);
if (display->isAlive) {
display->priv->del_shader = shader;
gst_gl_window_send_message (display->gl_window,
GST_GL_WINDOW_CB (_del_shader), display);
}
gst_gl_display_unlock (display);
}
/* Called by the glimagesink */
void
gst_gl_display_set_window_id (GstGLDisplay * display, guintptr window_id)
{
gst_gl_display_lock (display);
gst_gl_window_set_window_handle (display->gl_window, window_id);
gst_gl_display_unlock (display);
}
/* Called by the glimagesink */
void
gst_gl_display_set_client_reshape_callback (GstGLDisplay * display, CRCB cb)
{
gst_gl_display_lock (display);
display->priv->clientReshapeCallback = cb;
gst_gl_display_unlock (display);
}
/* Called by the glimagesink */
void
gst_gl_display_set_client_draw_callback (GstGLDisplay * display, CDCB cb)
{
gst_gl_display_lock (display);
display->priv->clientDrawCallback = cb;
gst_gl_display_unlock (display);
}
void
gst_gl_display_set_client_data (GstGLDisplay * display, gpointer data)
{
gst_gl_display_lock (display);
display->priv->client_data = data;
gst_gl_display_unlock (display);
}
gulong
gst_gl_display_get_internal_gl_context (GstGLDisplay * display)
{
gulong external_gl_context = 0;
gst_gl_display_lock (display);
external_gl_context = gst_gl_window_get_gl_context (display->gl_window);
gst_gl_display_unlock (display);
return external_gl_context;
}
void
gst_gl_display_activate_gl_context (GstGLDisplay * display, gboolean activate)
{
if (!activate)
gst_gl_display_lock (display);
gst_gl_window_activate (display->gl_window, activate);
if (activate)
gst_gl_display_unlock (display);
}
GstGLAPI
gst_gl_display_get_gl_api_unlocked (GstGLDisplay * display)
{
return display->gl_api;
}
GstGLAPI
gst_gl_display_get_gl_api (GstGLDisplay * display)
{
GstGLAPI api;
gst_gl_display_lock (display);
api = gst_gl_display_get_gl_api_unlocked (display);
gst_gl_display_unlock (display);
return api;
}
gpointer
gst_gl_display_get_gl_vtable (GstGLDisplay * display)
{
gpointer gl;
gst_gl_display_lock (display);
gl = display->gl_vtable;
gst_gl_display_unlock (display);
return gl;
}
//------------------------------------------------------------
//------------------------ END PUBLIC ------------------------
//------------------------------------------------------------