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b40c9ff39a
It seems EAGL expects the application to simply ignore unused EAGL contexts as the resources for it would be released when a new context is set as the current one. Also move the egl extensions querying to after a context is set to prevent crashes. This makes the EAGL version of eglglessink reusable.
338 lines
10 KiB
Objective-C
338 lines
10 KiB
Objective-C
/*
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* GStreamer EGL/GLES Sink Adaptation for IOS
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* Copyright (C) 2013 Collabora Ltd.
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* @author: Thiago Santos <thiago.sousa.santos@collabora.com>
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation
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* the rights to use, copy, modify, merge, publish, distribute, sublicense,
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* and/or sell copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in
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* all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
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* DEALINGS IN THE SOFTWARE.
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*
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* Alternatively, the contents of this file may be used under the
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* GNU Lesser General Public License Version 2.1 (the "LGPL"), in
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* which case the following provisions apply instead of the ones
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* mentioned above:
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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., 59 Temple Place - Suite 330,
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* Boston, MA 02111-1307, USA.
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*/
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#import <OpenGLES/EAGL.h>
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#import <QuartzCore/QuartzCore.h>
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#import <UIKit/UIKit.h>
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#include <OpenGLES/ES2/gl.h>
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#include "gstegladaptation.h"
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#define GST_CAT_DEFAULT egladaption_debug
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struct _GstEaglContext
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{
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EAGLContext *eagl_context;
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GLuint framebuffer;
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GLuint color_renderbuffer;
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UIView *window;
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UIView *used_window;
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};
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void
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gst_egl_adaptation_init (GstEglAdaptationContext * ctx)
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{
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ctx->eaglctx = g_new0 (GstEaglContext, 1);
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}
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void
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gst_egl_adaptation_deinit (GstEglAdaptationContext * ctx)
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{
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g_free (ctx->eaglctx);
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}
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gboolean
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gst_egl_adaptation_init_display (GstEglAdaptationContext * ctx)
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{
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/* NOP - the display should be initialized by the application */
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return TRUE;
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}
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void
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gst_egl_adaptation_terminate_display (GstEglAdaptationContext * ctx)
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{
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/* NOP */
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}
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void
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gst_egl_adaptation_bind_API (GstEglAdaptationContext * ctx)
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{
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/* NOP */
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}
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gboolean
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gst_egl_adaptation_create_native_window (GstEglAdaptationContext * ctx, gint width, gint height, gpointer * own_window_data)
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{
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return FALSE;
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}
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void
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gst_egl_adaptation_destroy_native_window (GstEglAdaptationContext * ctx, gpointer * own_window_data)
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{
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}
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gboolean
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gst_egl_adaptation_create_egl_context (GstEglAdaptationContext * ctx)
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{
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__block EAGLContext *context;
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dispatch_sync(dispatch_get_main_queue(), ^{
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EAGLContext *cur_ctx = [EAGLContext currentContext];
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if (cur_ctx) {
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context = cur_ctx;
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} else {
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context = [[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES2];
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if (context == nil) {
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GST_ERROR_OBJECT (ctx->element, "Failed to create EAGL GLES2 context");
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}
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}
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});
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ctx->eaglctx->eagl_context = context;
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if (context == nil)
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return FALSE;
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/* EAGL needs the context to be set here to allow surface creation */
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return gst_egl_adaptation_make_current (ctx, TRUE);
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}
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gboolean
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gst_egl_adaptation_make_current (GstEglAdaptationContext * ctx,
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gboolean bind)
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{
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__block EAGLContext *ctx_to_set = nil;
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if (bind && ctx->eaglctx->eagl_context) {
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EAGLContext *cur_ctx = [EAGLContext currentContext];
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if (cur_ctx == ctx->eaglctx->eagl_context) {
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GST_DEBUG_OBJECT (ctx->element,
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"Already attached the context to thread %p", g_thread_self ());
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return TRUE;
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}
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GST_DEBUG_OBJECT (ctx->element, "Attaching context to thread %p",
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g_thread_self ());
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if ([EAGLContext setCurrentContext: ctx->eaglctx->eagl_context] == NO) {
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got_gl_error ("setCurrentContext");
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GST_ERROR_OBJECT (ctx->element, "Couldn't bind context");
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return FALSE;
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}
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ctx_to_set = ctx->eaglctx->eagl_context;
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dispatch_sync(dispatch_get_main_queue(), ^{
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[EAGLContext setCurrentContext: ctx_to_set];
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});
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} else {
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GST_DEBUG_OBJECT (ctx->element, "Detaching context from thread %p",
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g_thread_self ());
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if ([EAGLContext setCurrentContext: nil] == NO) {
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got_gl_error ("setCurrentContext");
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GST_ERROR_OBJECT (ctx->element, "Couldn't unbind context");
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return FALSE;
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}
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}
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return TRUE;
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}
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gboolean
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gst_egl_adaptation_create_surface (GstEglAdaptationContext * ctx)
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{
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__block GLuint framebuffer;
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__block GLuint colorRenderbuffer;
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__block GLint width;
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__block GLint height;
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__block GLuint depthRenderbuffer;
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__block GLenum status;
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__block CAEAGLLayer *eaglLayer = (CAEAGLLayer *)[ctx->eaglctx->window layer];
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dispatch_sync(dispatch_get_main_queue(), ^{
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/* Allocate framebuffer */
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glGenFramebuffers(1, &framebuffer);
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glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
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/* Allocate color render buffer */
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glGenRenderbuffers(1, &colorRenderbuffer);
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glBindRenderbuffer(GL_RENDERBUFFER, colorRenderbuffer);
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[ctx->eaglctx->eagl_context renderbufferStorage:GL_RENDERBUFFER fromDrawable:eaglLayer];
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
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GL_RENDERBUFFER, colorRenderbuffer);
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/* Get renderbuffer width/height */
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glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_WIDTH, &width);
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glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_HEIGHT, &height);
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/* allocate depth render buffer */
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glGenRenderbuffers(1, &depthRenderbuffer);
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glBindRenderbuffer(GL_RENDERBUFFER, depthRenderbuffer);
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glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, width, height);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
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GL_RENDERBUFFER, depthRenderbuffer);
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});
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glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
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/* check creation status */
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status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
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if(status != GL_FRAMEBUFFER_COMPLETE) {
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NSLog(@"failed to make complete framebuffer object %x", status);
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return FALSE;
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}
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ctx->eaglctx->framebuffer = framebuffer;
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ctx->eaglctx->color_renderbuffer = colorRenderbuffer;
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glBindRenderbuffer(GL_RENDERBUFFER, ctx->eaglctx->color_renderbuffer);
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return TRUE;
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}
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gboolean
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gst_egl_choose_config (GstEglAdaptationContext * ctx, gboolean try_only, gint * num_configs)
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{
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CAEAGLLayer *eaglLayer = (CAEAGLLayer *)[ctx->eaglctx->window layer];
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NSDictionary *dict = [NSDictionary dictionaryWithObjectsAndKeys:
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[NSNumber numberWithBool:NO], kEAGLDrawablePropertyRetainedBacking,
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kEAGLColorFormatRGBA8, kEAGLDrawablePropertyColorFormat,
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nil];
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[eaglLayer setOpaque:YES];
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[eaglLayer setDrawableProperties:dict];
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if (num_configs)
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*num_configs = 1;
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return TRUE;
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}
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void
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gst_egl_adaptation_query_buffer_preserved (GstEglAdaptationContext * ctx)
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{
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CAEAGLLayer *eaglLayer = (CAEAGLLayer *)[ctx->eaglctx->window layer];
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NSDictionary *dict = [eaglLayer drawableProperties];
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ctx->buffer_preserved = FALSE;
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if ([dict objectForKey: kEAGLDrawablePropertyRetainedBacking] != nil) {
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NSNumber *n = [dict objectForKey: kEAGLDrawablePropertyRetainedBacking];
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ctx->buffer_preserved = [n boolValue] != NO;
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} else {
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GST_DEBUG_OBJECT (ctx->element, "No information about buffer preserving in layer properties");
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}
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}
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void
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gst_egl_adaptation_query_par (GstEglAdaptationContext * ctx)
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{
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/* TODO how can we check this? */
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ctx->pixel_aspect_ratio_n = 1;
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ctx->pixel_aspect_ratio_d = 1;
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}
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gboolean
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gst_egl_adaptation_update_surface_dimensions (GstEglAdaptationContext *
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ctx)
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{
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GLint width;
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GLint height;
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/* Get renderbuffer width/height */
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glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_WIDTH, &width);
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glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_HEIGHT, &height);
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if (width != ctx->surface_width || height != ctx->surface_height) {
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ctx->surface_width = width;
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ctx->surface_height = height;
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GST_INFO_OBJECT (ctx->element, "Got surface of %dx%d pixels", width,
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height);
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return TRUE;
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}
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return FALSE;
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}
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void
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gst_egl_adaptation_init_egl_exts (GstEglAdaptationContext * ctx)
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{
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const gchar *extensions = (const gchar *) glGetString(GL_EXTENSIONS);
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NSString *extensionsString = NULL;
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if (extensions) {
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extensionsString= [NSString stringWithCString:extensions encoding: NSASCIIStringEncoding];
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}
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GST_DEBUG_OBJECT (ctx->element, "Available GL extensions: %s\n",
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GST_STR_NULL ([extensionsString UTF8String]));
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}
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void
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gst_egl_adaptation_destroy_surface (GstEglAdaptationContext * ctx)
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{
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if (ctx->eaglctx->framebuffer) {
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glDeleteFramebuffers (1, &ctx->eaglctx->framebuffer);
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ctx->eaglctx->framebuffer = 0;
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ctx->have_surface = FALSE;
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}
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}
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void
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gst_egl_adaptation_destroy_context (GstEglAdaptationContext * ctx)
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{
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if (ctx->eaglctx->eagl_context) {
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/* Do not release/dealloc as it seems that EAGL expects to do all
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* the cleanup by itself when a new context replaces the old one */
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ctx->eaglctx->eagl_context = NULL;
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}
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}
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gboolean
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gst_egl_adaptation_swap_buffers (GstEglAdaptationContext * ctx)
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{
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[ctx->eaglctx->eagl_context presentRenderbuffer:GL_RENDERBUFFER];
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return TRUE;
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}
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void
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gst_egl_adaptation_set_window (GstEglAdaptationContext * ctx, guintptr window)
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{
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ctx->eaglctx->window = (UIView *) window;
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}
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void
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gst_egl_adaptation_update_used_window (GstEglAdaptationContext * ctx)
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{
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ctx->eaglctx->used_window = ctx->eaglctx->window;
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}
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guintptr
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gst_egl_adaptation_get_window (GstEglAdaptationContext * ctx)
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{
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return (guintptr) ctx->eaglctx->window;
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}
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