mirror of
https://gitlab.freedesktop.org/gstreamer/gstreamer.git
synced 2024-11-05 09:00:54 +00:00
ecab99a7a9
This was otherwise leading to a deadlock in the GL library.
420 lines
13 KiB
C
420 lines
13 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 "SDL/SDL.h"
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#include "SDL/SDL_opengl.h"
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#ifndef WIN32
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#include <GL/glx.h>
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#include "SDL/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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static GstGLContext *sdl_context;
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static GstGLDisplay *sdl_gl_display;
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/* rotation angle for the triangle. */
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float rtri = 0.0f;
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/* rotation angle for the quadrilateral. */
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float rquad = 0.0f;
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/* A general OpenGL initialization function. Sets all of the initial parameters. */
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static void
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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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glViewport (0, 0, Width, Height);
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glClearColor (0.0f, 0.0f, 0.0f, 0.0f); // This Will Clear The Background Color To Black
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glClearDepth (1.0); // Enables Clearing Of The Depth Buffer
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glDepthFunc (GL_LESS); // The Type Of Depth Test To Do
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glEnable (GL_DEPTH_TEST); // Enables Depth Testing
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glShadeModel (GL_SMOOTH); // Enables Smooth Color Shading
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glMatrixMode (GL_PROJECTION);
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glLoadIdentity (); // Reset The Projection Matrix
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glMatrixMode (GL_MODELVIEW);
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}
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/* The main drawing function. */
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static void
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DrawGLScene (GstBuffer * buf)
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{
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GstVideoFrame v_frame;
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GstVideoInfo v_info;
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guint texture;
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gst_video_info_set_format (&v_info, GST_VIDEO_FORMAT_RGBA, 320, 240);
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if (!gst_video_frame_map (&v_frame, &v_info, buf, GST_MAP_READ | GST_MAP_GL)) {
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g_warning ("Failed to map the video buffer");
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return;
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}
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texture = *(guint *) v_frame.data[0];
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glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear The Screen And The Depth Buffer
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glLoadIdentity (); // Reset The View
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glTranslatef (-0.4f, 0.0f, 0.0f); // Move Left 1.5 Units And Into The Screen 6.0
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glRotatef (rtri, 0.0f, 1.0f, 0.0f); // Rotate The Triangle On The Y axis
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// draw a triangle (in smooth coloring mode)
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glBegin (GL_POLYGON); // start drawing a polygon
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glColor3f (1.0f, 0.0f, 0.0f); // Set The Color To Red
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glVertex3f (0.0f, 0.4f, 0.0f); // Top
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glColor3f (0.0f, 1.0f, 0.0f); // Set The Color To Green
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glVertex3f (0.4f, -0.4f, 0.0f); // Bottom Right
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glColor3f (0.0f, 0.0f, 1.0f); // Set The Color To Blue
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glVertex3f (-0.4f, -0.4f, 0.0f); // Bottom Left
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glEnd (); // we're done with the polygon (smooth color interpolation)
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glEnable (GL_TEXTURE_2D);
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glBindTexture (GL_TEXTURE_2D, texture);
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glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
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glLoadIdentity (); // make sure we're no longer rotated.
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glTranslatef (0.5f, 0.0f, 0.0f); // Move Right 3 Units, and back into the screen 6.0
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glRotatef (rquad, 1.0f, 0.0f, 0.0f); // Rotate The Quad On The X axis
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// draw a square (quadrilateral)
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glColor3f (0.4f, 0.4f, 1.0f); // set color to a blue shade.
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glBegin (GL_QUADS); // start drawing a polygon (4 sided)
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glTexCoord3f (0.0f, 1.0f, 0.0f);
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glVertex3f (-0.4f, 0.4f, 0.0f); // Top Left
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glTexCoord3f (1.0f, 1.0f, 0.0f);
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glVertex3f (0.4f, 0.4f, 0.0f); // Top Right
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glTexCoord3f (1.0f, 0.0f, 0.0f);
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glVertex3f (0.4f, -0.4f, 0.0f); // Bottom Right
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glTexCoord3f (0.0f, 0.0f, 0.0f);
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glVertex3f (-0.4f, -0.4f, 0.0f); // Bottom Left
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glEnd (); // done with the polygon
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glBindTexture (GL_TEXTURE_2D, 0);
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rtri += 1.0f; // Increase The Rotation Variable For The Triangle
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rquad -= 1.0f; // 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_SwapBuffers ();
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gst_video_frame_unmap (&v_frame);
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}
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static gboolean
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update_sdl_scene (void *fk)
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{
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GstElement *fakesink = (GstElement *) fk;
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GMainLoop *loop =
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(GMainLoop *) g_object_get_data (G_OBJECT (fakesink), "loop");
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GAsyncQueue *queue_input_buf =
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(GAsyncQueue *) g_object_get_data (G_OBJECT (fakesink),
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"queue_input_buf");
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GAsyncQueue *queue_output_buf =
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(GAsyncQueue *) g_object_get_data (G_OBJECT (fakesink),
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"queue_output_buf");
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GstBuffer *buf = (GstBuffer *) g_async_queue_pop (queue_input_buf);
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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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g_main_loop_quit (loop);
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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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g_main_loop_quit (loop);
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}
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}
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}
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DrawGLScene (buf);
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/* push buffer so it can be unref later */
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g_async_queue_push (queue_output_buf, buf);
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return FALSE;
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}
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/* fakesink handoff callback */
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static void
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on_gst_buffer (GstElement * fakesink, GstBuffer * buf, GstPad * pad,
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gpointer data)
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{
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GAsyncQueue *queue_input_buf = NULL;
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GAsyncQueue *queue_output_buf = NULL;
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/* ref then push buffer to use it in sdl */
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gst_buffer_ref (buf);
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queue_input_buf =
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(GAsyncQueue *) g_object_get_data (G_OBJECT (fakesink),
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"queue_input_buf");
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g_async_queue_push (queue_input_buf, buf);
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if (g_async_queue_length (queue_input_buf) > 3)
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g_idle_add (update_sdl_scene, (gpointer) fakesink);
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/* pop then unref buffer we have finished to use in sdl */
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queue_output_buf =
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(GAsyncQueue *) g_object_get_data (G_OBJECT (fakesink),
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"queue_output_buf");
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if (g_async_queue_length (queue_output_buf) > 3) {
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GstBuffer *buf_old = (GstBuffer *) g_async_queue_pop (queue_output_buf);
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gst_buffer_unref (buf_old);
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}
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}
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/* gst bus signal watch callback */
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static void
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end_stream_cb (GstBus * bus, GstMessage * msg, GMainLoop * loop)
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{
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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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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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break;
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}
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default:
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break;
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}
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g_main_loop_quit (loop);
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}
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static gboolean
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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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return TRUE;
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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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return TRUE;
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}
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break;
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}
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default:
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break;
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}
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return FALSE;
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}
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int
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main (int argc, char **argv)
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{
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#ifdef WIN32
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HGLRC sdl_gl_context = 0;
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HDC sdl_dc = 0;
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#else
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SDL_SysWMinfo info;
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Display *sdl_display = NULL;
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Window sdl_win = 0;
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GLXContext sdl_gl_context = NULL;
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#endif
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GMainLoop *loop = NULL;
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GstPipeline *pipeline = NULL;
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GstBus *bus = NULL;
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GstElement *fakesink = NULL;
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GstState state;
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GAsyncQueue *queue_input_buf = NULL;
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GAsyncQueue *queue_output_buf = NULL;
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const gchar *platform;
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/* Initialize SDL for video output */
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if (SDL_Init (SDL_INIT_VIDEO) < 0) {
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fprintf (stderr, "Unable to initialize SDL: %s\n", SDL_GetError ());
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return -1;
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}
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/* Create a 640x480 OpenGL screen */
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if (SDL_SetVideoMode (640, 480, 0, SDL_OPENGL) == NULL) {
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fprintf (stderr, "Unable to create OpenGL screen: %s\n", SDL_GetError ());
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SDL_Quit ();
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return -1;
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}
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/* Set the title bar in environments that support it */
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SDL_WM_SetCaption ("SDL and gst-plugins-gl", NULL);
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/* Loop, drawing and checking events */
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InitGL (640, 480);
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gst_init (&argc, &argv);
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loop = g_main_loop_new (NULL, FALSE);
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/* retrieve and turn off sdl opengl context */
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#ifdef WIN32
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sdl_gl_context = wglGetCurrentContext ();
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sdl_dc = wglGetCurrentDC ();
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wglMakeCurrent (0, 0);
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platform = "wgl";
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sdl_gl_display = gst_gl_display_new ();
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#else
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SDL_VERSION (&info.version);
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SDL_GetWMInfo (&info);
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/* FIXME: This display is different to the one that SDL uses to create the
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* GL context inside SDL_SetVideoMode() above which fails on Intel hardware
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*/
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sdl_display = info.info.x11.gfxdisplay;
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sdl_win = info.info.x11.window;
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sdl_gl_context = glXGetCurrentContext ();
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glXMakeCurrent (sdl_display, None, 0);
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platform = "glx";
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sdl_gl_display =
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(GstGLDisplay *) gst_gl_display_x11_new_with_display (sdl_display);
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#endif
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sdl_context =
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gst_gl_context_new_wrapped (sdl_gl_display, (guintptr) sdl_gl_context,
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gst_gl_platform_from_string (platform), GST_GL_API_OPENGL);
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pipeline =
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GST_PIPELINE (gst_parse_launch
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("videotestsrc ! video/x-raw, width=320, height=240, framerate=(fraction)30/1 ! "
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"glupload ! gleffects effect=5 ! fakesink sync=1", NULL));
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bus = gst_pipeline_get_bus (GST_PIPELINE (pipeline));
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gst_bus_add_signal_watch (bus);
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g_signal_connect (bus, "message::error", G_CALLBACK (end_stream_cb), loop);
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g_signal_connect (bus, "message::warning", G_CALLBACK (end_stream_cb), loop);
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g_signal_connect (bus, "message::eos", G_CALLBACK (end_stream_cb), loop);
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gst_bus_enable_sync_message_emission (bus);
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g_signal_connect (bus, "sync-message", G_CALLBACK (sync_bus_call), NULL);
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gst_object_unref (bus);
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/* NULL to PAUSED state pipeline to make sure the gst opengl context is created and
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* shared with the sdl one */
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gst_element_set_state (GST_ELEMENT (pipeline), GST_STATE_PAUSED);
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state = GST_STATE_PAUSED;
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if (gst_element_get_state (GST_ELEMENT (pipeline), &state, NULL,
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GST_CLOCK_TIME_NONE) != GST_STATE_CHANGE_SUCCESS) {
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g_debug ("failed to pause pipeline\n");
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return -1;
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}
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/* turn on back sdl opengl context */
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#ifdef WIN32
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wglMakeCurrent (sdl_dc, sdl_gl_context);
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#else
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glXMakeCurrent (sdl_display, sdl_win, sdl_gl_context);
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#endif
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/* append a gst-gl texture to this queue when you do not need it no more */
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fakesink = gst_bin_get_by_name (GST_BIN (pipeline), "fakesink0");
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g_object_set (G_OBJECT (fakesink), "signal-handoffs", TRUE, NULL);
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g_signal_connect (fakesink, "handoff", G_CALLBACK (on_gst_buffer), NULL);
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queue_input_buf = g_async_queue_new ();
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queue_output_buf = g_async_queue_new ();
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g_object_set_data (G_OBJECT (fakesink), "queue_input_buf", queue_input_buf);
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g_object_set_data (G_OBJECT (fakesink), "queue_output_buf", queue_output_buf);
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g_object_set_data (G_OBJECT (fakesink), "loop", loop);
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gst_object_unref (fakesink);
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gst_element_set_state (GST_ELEMENT (pipeline), GST_STATE_PLAYING);
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g_main_loop_run (loop);
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/* before to deinitialize the gst-gl-opengl context,
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* no shared context (here the sdl one) must be current
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*/
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#ifdef WIN32
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wglMakeCurrent (0, 0);
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#else
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glXMakeCurrent (sdl_display, sdl_win, sdl_gl_context);
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#endif
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gst_element_set_state (GST_ELEMENT (pipeline), GST_STATE_NULL);
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gst_object_unref (pipeline);
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/* make sure there is no pending gst gl buffer in the communication queues
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* between sdl and gst-gl
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*/
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while (g_async_queue_length (queue_input_buf) > 0) {
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GstBuffer *buf = (GstBuffer *) g_async_queue_pop (queue_input_buf);
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gst_buffer_unref (buf);
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}
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while (g_async_queue_length (queue_output_buf) > 0) {
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GstBuffer *buf = (GstBuffer *) g_async_queue_pop (queue_output_buf);
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gst_buffer_unref (buf);
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}
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/* turn on back sdl opengl context */
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#ifdef WIN32
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wglMakeCurrent (sdl_dc, sdl_gl_context);
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#else
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glXMakeCurrent (sdl_display, None, 0);
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#endif
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SDL_Quit ();
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return 0;
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}
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