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431 lines
13 KiB
C
431 lines
13 KiB
C
/*
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* gstvaapitexture_glx.c - VA/GLX texture abstraction
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*
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* Copyright (C) 2010-2011 Splitted-Desktop Systems
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* Author: Gwenole Beauchesne <gwenole.beauchesne@splitted-desktop.com>
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* Copyright (C) 2012-2014 Intel Corporation
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* Author: Gwenole Beauchesne <gwenole.beauchesne@intel.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 Lesser General Public License
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* as published by the Free Software Foundation; either version 2.1
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* 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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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free
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* Software Foundation, Inc., 51 Franklin Street, Fifth Floor,
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* Boston, MA 02110-1301 USA
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*/
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/**
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* SECTION:gstvaapitexture_glx
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* @short_description: VA/GLX texture abstraction
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*/
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#include "sysdeps.h"
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#include "gstvaapitexture.h"
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#include "gstvaapitexture_glx.h"
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#include "gstvaapitexture_priv.h"
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#include "gstvaapisurface_priv.h"
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#include "gstvaapicompat.h"
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#include "gstvaapiutils.h"
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#include "gstvaapiutils_glx.h"
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#include "gstvaapidisplay_glx.h"
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#include "gstvaapidisplay_x11_priv.h"
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#include "gstvaapidisplay_glx_priv.h"
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#define DEBUG 1
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#include "gstvaapidebug.h"
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#define GST_VAAPI_TEXTURE_GLX(texture) \
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((GstVaapiTextureGLX *)(texture))
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typedef struct _GstVaapiTextureGLXPrivate GstVaapiTextureGLXPrivate;
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/**
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* GstVaapiTextureGLXPrivate:
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*
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* GLX texture specific fields.
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*/
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struct _GstVaapiTextureGLXPrivate
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{
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/*< private > */
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GstVaapiTexture *texture;
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GLContextState *gl_context;
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GLPixmapObject *pixo;
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GLFramebufferObject *fbo;
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};
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static gboolean
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gst_vaapi_texture_glx_put_surface (GstVaapiTexture * texture,
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GstVaapiSurface * surface, const GstVaapiRectangle * crop_rect,
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guint flags);
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static void
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destroy_objects (GstVaapiTextureGLXPrivate * texture)
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{
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GLContextState old_cs;
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if (texture->gl_context)
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gl_set_current_context (texture->gl_context, &old_cs);
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if (texture->fbo) {
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gl_destroy_framebuffer_object (texture->fbo);
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texture->fbo = NULL;
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}
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if (texture->pixo) {
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gl_destroy_pixmap_object (texture->pixo);
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texture->pixo = NULL;
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}
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if (texture->gl_context) {
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gl_set_current_context (&old_cs, NULL);
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gl_destroy_context (texture->gl_context);
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texture->gl_context = NULL;
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}
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}
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static void
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destroy_texture_unlocked (GstVaapiTextureGLXPrivate * texture_glx)
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{
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GstVaapiTexture *texture = texture_glx->texture;
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const guint texture_id = GST_VAAPI_TEXTURE_ID (texture);
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destroy_objects (texture_glx);
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if (texture_id) {
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if (!texture->is_wrapped)
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glDeleteTextures (1, &texture_id);
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GST_VAAPI_TEXTURE_ID (texture) = 0;
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}
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}
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static void
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gst_vaapi_texture_glx_destroy (GstVaapiTextureGLXPrivate * texture_glx)
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{
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GstVaapiTexture *texture = texture_glx->texture;
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GST_VAAPI_DISPLAY_LOCK (GST_VAAPI_TEXTURE_DISPLAY (texture));
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destroy_texture_unlocked (texture_glx);
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GST_VAAPI_DISPLAY_UNLOCK (GST_VAAPI_TEXTURE_DISPLAY (texture));
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g_free (texture_glx);
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}
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static gboolean
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create_objects (GstVaapiTexture * texture, guint texture_id)
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{
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GstVaapiTextureGLXPrivate *texture_glx =
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gst_vaapi_texture_get_private (texture);
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Display *const dpy =
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GST_VAAPI_DISPLAY_NATIVE (GST_VAAPI_TEXTURE_DISPLAY (texture));
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GLContextState old_cs;
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gboolean success = FALSE;
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gl_get_current_context (&old_cs);
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texture_glx->gl_context =
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gl_create_context (dpy, DefaultScreen (dpy), &old_cs);
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if (!texture_glx->gl_context
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|| !gl_set_current_context (texture_glx->gl_context, NULL))
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return FALSE;
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texture_glx->pixo = gl_create_pixmap_object (dpy,
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texture->width, texture->height);
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if (!texture_glx->pixo) {
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GST_ERROR ("failed to create GLX pixmap");
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goto out_reset_context;
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}
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texture_glx->fbo = gl_create_framebuffer_object (texture->gl_target,
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texture_id, texture->width, texture->height);
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if (!texture_glx->fbo) {
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GST_ERROR ("failed to create FBO");
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goto out_reset_context;
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}
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success = TRUE;
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out_reset_context:
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gl_set_current_context (&old_cs, NULL);
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return success;
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}
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static gboolean
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create_texture_unlocked (GstVaapiTexture * texture)
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{
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guint texture_id;
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if (texture->is_wrapped)
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texture_id = GST_VAAPI_TEXTURE_ID (texture);
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else {
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texture_id = gl_create_texture (texture->gl_target, texture->gl_format,
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texture->width, texture->height);
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if (!texture_id)
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return FALSE;
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GST_VAAPI_TEXTURE_ID (texture) = texture_id;
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}
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return create_objects (texture, texture_id);
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}
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static gboolean
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gst_vaapi_texture_glx_create (GstVaapiTexture * texture)
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{
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gboolean success;
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GST_VAAPI_DISPLAY_LOCK (GST_VAAPI_TEXTURE_DISPLAY (texture));
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success = create_texture_unlocked (texture);
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GST_VAAPI_DISPLAY_UNLOCK (GST_VAAPI_TEXTURE_DISPLAY (texture));
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return success;
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}
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static GstVaapiTexture *
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gst_vaapi_texture_glx_new_internal (GstVaapiTexture * texture)
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{
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GstVaapiTextureGLXPrivate *texture_glx;
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texture->put_surface = gst_vaapi_texture_glx_put_surface;
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texture_glx = g_malloc0 (sizeof (GstVaapiTextureGLXPrivate));
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if (!texture_glx) {
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gst_mini_object_unref (GST_MINI_OBJECT_CAST (texture));
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return NULL;
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}
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texture_glx->texture = texture;
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gst_vaapi_texture_set_private (texture, texture_glx,
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(GDestroyNotify) gst_vaapi_texture_glx_destroy);
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if (!gst_vaapi_texture_glx_create (texture)) {
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gst_mini_object_unref (GST_MINI_OBJECT_CAST (texture));
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return NULL;
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}
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return texture;
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}
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/**
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* gst_vaapi_texture_glx_new:
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* @display: a #GstVaapiDisplay
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* @target: the target to which the texture is bound
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* @format: the format of the pixel data
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* @width: the requested width, in pixels
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* @height: the requested height, in pixels
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*
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* Creates a texture with the specified dimensions, @target and
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* @format. Note that only GL_TEXTURE_2D @target and GL_RGBA or
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* GL_BGRA formats are supported at this time.
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*
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* The application shall maintain the live GL context itself. That is,
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* gst_vaapi_window_glx_make_current() must be called beforehand, or
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* any other function like glXMakeCurrent() if the context is managed
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* outside of this library.
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*
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* Return value: the newly created #GstVaapiTexture object
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*/
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GstVaapiTexture *
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gst_vaapi_texture_glx_new (GstVaapiDisplay * display, guint target,
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guint format, guint width, guint height)
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{
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GstVaapiTexture *texture;
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g_return_val_if_fail (GST_VAAPI_IS_DISPLAY_GLX (display), NULL);
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texture = gst_vaapi_texture_new_internal (display, GST_VAAPI_ID_INVALID,
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target, format, width, height);
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if (!texture)
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return NULL;
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return gst_vaapi_texture_glx_new_internal (texture);
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}
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/* Can we assume that the vsink/app context API won't change ever? */
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GstVaapiGLApi
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gl_get_curent_api_once ()
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{
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static GstVaapiGLApi cur_api = GST_VAAPI_GL_API_NONE;
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static gsize _init = 0;
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if (g_once_init_enter (&_init)) {
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cur_api = gl_get_current_api (NULL, NULL);
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g_once_init_leave (&_init, 1);
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}
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return cur_api;
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}
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/**
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* gst_vaapi_texture_glx_new_wrapped:
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* @display: a #GstVaapiDisplay
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* @texture_id: the foreign GL texture name to use
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* @target: the target to which the texture is bound
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* @format: the format of the pixel data
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*
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* Creates a texture from an existing GL texture, with the specified
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* @target and @format. Note that only GL_TEXTURE_2D @target and
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* GL_RGBA or GL_BGRA formats are supported at this time. The
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* dimensions will be retrieved from the @texture_id.
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*
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* The application shall maintain the live GL context itself. That is,
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* gst_vaapi_window_glx_make_current() must be called beforehand, or
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* any other function like glXMakeCurrent() if the context is managed
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* outside of this library.
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*
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* Return value: the newly created #GstVaapiTexture object
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*/
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GstVaapiTexture *
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gst_vaapi_texture_glx_new_wrapped (GstVaapiDisplay * display,
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guint texture_id, guint target, guint format)
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{
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guint width, height, border_width = 0;
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GLTextureState ts = { 0, };
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gboolean success;
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GstVaapiGLApi gl_api;
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GstVaapiTexture *texture;
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g_return_val_if_fail (GST_VAAPI_IS_DISPLAY_GLX (display), NULL);
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g_return_val_if_fail (texture_id != GL_NONE, NULL);
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g_return_val_if_fail (target == GL_TEXTURE_2D, NULL);
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g_return_val_if_fail (format == GL_RGBA || format == GL_BGRA, NULL);
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gl_api = gl_get_curent_api_once ();
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if (gl_api != GST_VAAPI_GL_API_OPENGL && gl_api != GST_VAAPI_GL_API_OPENGL3)
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return NULL;
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/* Check texture dimensions */
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GST_VAAPI_DISPLAY_LOCK (display);
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if (gl_api == GST_VAAPI_GL_API_OPENGL)
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success = gl_bind_texture (&ts, target, texture_id);
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else
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success = gl3_bind_texture_2d (&ts, target, texture_id);
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if (success) {
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if (!gl_get_texture_param (target, GL_TEXTURE_WIDTH, &width) ||
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!gl_get_texture_param (target, GL_TEXTURE_HEIGHT, &height))
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success = FALSE;
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if (success && gl_api == GST_VAAPI_GL_API_OPENGL)
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success = gl_get_texture_param (target, GL_TEXTURE_BORDER, &border_width);
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gl_unbind_texture (&ts);
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}
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GST_VAAPI_DISPLAY_UNLOCK (display);
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if (!success)
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return NULL;
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width -= 2 * border_width;
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height -= 2 * border_width;
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g_return_val_if_fail (width > 0, NULL);
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g_return_val_if_fail (height > 0, NULL);
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texture = gst_vaapi_texture_new_internal (display, texture_id, target,
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format, width, height);
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if (!texture)
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return NULL;
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return gst_vaapi_texture_glx_new_internal (texture);
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}
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/**
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* gst_vaapi_texture_put_surface:
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* @texture: a #GstVaapiTexture
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* @surface: a #GstVaapiSurface
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* @flags: postprocessing flags. See #GstVaapiTextureRenderFlags
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*
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* Renders the @surface into the àtexture. The @flags specify how
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* de-interlacing (if needed), color space conversion, scaling and
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* other postprocessing transformations are performed.
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*
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* Return value: %TRUE on success
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*/
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static gboolean
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gst_vaapi_texture_glx_put_surface_unlocked (GstVaapiTexture * texture,
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GstVaapiSurface * surface, const GstVaapiRectangle * crop_rect, guint flags)
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{
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GstVaapiTextureGLXPrivate *texture_glx =
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gst_vaapi_texture_get_private (texture);
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VAStatus status;
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GLContextState old_cs;
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gboolean success = FALSE;
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const GLfloat *txc, *tyc;
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static const GLfloat g_texcoords[2][2] = {
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{0.0f, 1.0f},
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{1.0f, 0.0f},
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};
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status = vaPutSurface (GST_VAAPI_DISPLAY_VADISPLAY (GST_VAAPI_TEXTURE_DISPLAY
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(texture)), GST_VAAPI_SURFACE_ID (surface), texture_glx->pixo->pixmap,
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crop_rect->x, crop_rect->y, crop_rect->width, crop_rect->height, 0, 0,
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texture->width, texture->height, NULL, 0,
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from_GstVaapiSurfaceRenderFlags (flags));
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if (!vaapi_check_status (status, "vaPutSurface() [TFP]"))
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return FALSE;
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if (texture_glx->gl_context &&
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!gl_set_current_context (texture_glx->gl_context, &old_cs))
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return FALSE;
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if (!gl_bind_framebuffer_object (texture_glx->fbo)) {
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GST_ERROR ("failed to bind FBO");
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goto out_reset_context;
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}
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if (!gst_vaapi_surface_sync (surface)) {
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GST_ERROR ("failed to render surface to pixmap");
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goto out_unbind_fbo;
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}
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if (!gl_bind_pixmap_object (texture_glx->pixo)) {
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GST_ERROR ("could not bind GLX pixmap");
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goto out_unbind_fbo;
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}
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flags = GST_MINI_OBJECT_FLAGS (texture);
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txc = g_texcoords[! !(flags & GST_VAAPI_TEXTURE_ORIENTATION_FLAG_X_INVERTED)];
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tyc = g_texcoords[! !(flags & GST_VAAPI_TEXTURE_ORIENTATION_FLAG_Y_INVERTED)];
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glColor4f (1.0f, 1.0f, 1.0f, 1.0f);
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glBegin (GL_QUADS);
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{
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glTexCoord2f (txc[0], tyc[0]);
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glVertex2i (0, 0);
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glTexCoord2f (txc[0], tyc[1]);
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glVertex2i (0, texture->height);
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glTexCoord2f (txc[1], tyc[1]);
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glVertex2i (texture->width, texture->height);
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glTexCoord2f (txc[1], tyc[0]);
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glVertex2i (texture->width, 0);
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}
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glEnd ();
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if (!gl_unbind_pixmap_object (texture_glx->pixo)) {
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GST_ERROR ("failed to release GLX pixmap");
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goto out_unbind_fbo;
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}
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success = TRUE;
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out_unbind_fbo:
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if (!gl_unbind_framebuffer_object (texture_glx->fbo))
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success = FALSE;
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out_reset_context:
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if (texture_glx->gl_context && !gl_set_current_context (&old_cs, NULL))
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success = FALSE;
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return success;
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}
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static gboolean
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gst_vaapi_texture_glx_put_surface (GstVaapiTexture * texture,
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GstVaapiSurface * surface, const GstVaapiRectangle * crop_rect, guint flags)
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{
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gboolean success;
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GST_VAAPI_DISPLAY_LOCK (GST_VAAPI_TEXTURE_DISPLAY (texture));
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success = gst_vaapi_texture_glx_put_surface_unlocked (texture, surface,
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crop_rect, flags);
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GST_VAAPI_DISPLAY_UNLOCK (GST_VAAPI_TEXTURE_DISPLAY (texture));
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return success;
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}
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