mirror of
https://gitlab.freedesktop.org/gstreamer/gstreamer.git
synced 2024-11-10 03:19:40 +00:00
67eea92044
Drop obsolete GST_VAAPI_IS_xxx() helper macros since we are no longer deriving from GObject and so those were only checking for whether the argument was NULL or not. This is now irrelevant, and even confusing to some extent, because we no longer have type checking. Note: this incurs more type checking (review) but the libgstvaapi is rather small, so this is manageable.
540 lines
16 KiB
C
540 lines
16 KiB
C
/*
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* gstvaapiwindow_glx.c - VA/GLX window abstraction
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*
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* Copyright (C) 2010-2011 Splitted-Desktop Systems
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* Copyright (C) 2012 Intel Corporation
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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:gstvaapiwindow_glx
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* @short_description: VA/GLX window abstraction
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*/
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#include "sysdeps.h"
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#include "gstvaapiwindow_glx.h"
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#include "gstvaapiwindow_x11_priv.h"
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#include "gstvaapidisplay_x11.h"
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#include "gstvaapidisplay_x11_priv.h"
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#include "gstvaapiutils_x11.h"
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#include "gstvaapiutils_glx.h"
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#define DEBUG 1
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#include "gstvaapidebug.h"
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#define GST_VAAPI_WINDOW_GLX_GET_PRIVATE(window) \
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(&GST_VAAPI_WINDOW_GLX(window)->priv)
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#define GST_VAAPI_WINDOW_GLX_CLASS(klass) \
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((GstVaapiWindowGLXClass *)(klass))
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#define GST_VAAPI_WINDOW_GLX_GET_CLASS(obj) \
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GST_VAAPI_WINDOW_GLX_CLASS(GST_VAAPI_OBJECT_GET_CLASS(obj))
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typedef struct _GstVaapiWindowGLXPrivate GstVaapiWindowGLXPrivate;
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typedef struct _GstVaapiWindowGLXClass GstVaapiWindowGLXClass;
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struct _GstVaapiWindowGLXPrivate {
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Colormap cmap;
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GLContextState *gl_context;
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};
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/**
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* GstVaapiWindowGLX:
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*
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* An X11 #Window suitable for GLX rendering.
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*/
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struct _GstVaapiWindowGLX {
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/*< private >*/
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GstVaapiWindowX11 parent_instance;
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GstVaapiWindowGLXPrivate priv;
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};
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/**
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* GstVaapiWindowGLXClass:
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*
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* An X11 #Window suitable for GLX rendering.
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*/
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struct _GstVaapiWindowGLXClass {
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/*< private >*/
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GstVaapiWindowX11Class parent_class;
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GstVaapiObjectFinalizeFunc parent_finalize;
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GstVaapiWindowResizeFunc parent_resize;
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};
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/* Fill rectangle coords with capped bounds */
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static inline void
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fill_rect(
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GstVaapiRectangle *dst_rect,
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const GstVaapiRectangle *src_rect,
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guint width,
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guint height
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)
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{
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if (src_rect) {
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dst_rect->x = src_rect->x > 0 ? src_rect->x : 0;
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dst_rect->y = src_rect->y > 0 ? src_rect->y : 0;
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if (src_rect->x + src_rect->width < width)
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dst_rect->width = src_rect->width;
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else
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dst_rect->width = width - dst_rect->x;
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if (src_rect->y + src_rect->height < height)
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dst_rect->height = src_rect->height;
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else
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dst_rect->height = height - dst_rect->y;
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}
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else {
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dst_rect->x = 0;
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dst_rect->y = 0;
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dst_rect->width = width;
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dst_rect->height = height;
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}
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}
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static void
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_gst_vaapi_window_glx_destroy_context(GstVaapiWindow *window)
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{
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GstVaapiWindowGLXPrivate * const priv =
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GST_VAAPI_WINDOW_GLX_GET_PRIVATE(window);
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GST_VAAPI_OBJECT_LOCK_DISPLAY(window);
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if (priv->gl_context) {
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gl_destroy_context(priv->gl_context);
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priv->gl_context = NULL;
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}
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GST_VAAPI_OBJECT_UNLOCK_DISPLAY(window);
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}
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static gboolean
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_gst_vaapi_window_glx_create_context(
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GstVaapiWindow *window,
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GLXContext foreign_context
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)
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{
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GstVaapiWindowGLXPrivate * const priv =
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GST_VAAPI_WINDOW_GLX_GET_PRIVATE(window);
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Display * const dpy = GST_VAAPI_OBJECT_XDISPLAY(window);
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GLContextState parent_cs;
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parent_cs.display = dpy;
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parent_cs.window = None;
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parent_cs.context = foreign_context;
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GST_VAAPI_OBJECT_LOCK_DISPLAY(window);
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priv->gl_context = gl_create_context(
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dpy,
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GST_VAAPI_OBJECT_XSCREEN(window),
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&parent_cs
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);
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if (!priv->gl_context) {
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GST_DEBUG("could not create GLX context");
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goto end;
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}
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if (!glXIsDirect(dpy, priv->gl_context->context)) {
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GST_DEBUG("could not create a direct-rendering GLX context");
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goto out_destroy_context;
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}
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goto end;
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out_destroy_context:
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gl_destroy_context(priv->gl_context);
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priv->gl_context = NULL;
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end:
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GST_VAAPI_OBJECT_UNLOCK_DISPLAY(window);
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return priv->gl_context != NULL;
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}
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static gboolean
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_gst_vaapi_window_glx_ensure_context(
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GstVaapiWindow *window,
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GLXContext foreign_context
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)
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{
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GstVaapiWindowGLXPrivate * const priv =
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GST_VAAPI_WINDOW_GLX_GET_PRIVATE(window);
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if (priv->gl_context) {
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if (!foreign_context || foreign_context == priv->gl_context->context)
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return TRUE;
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_gst_vaapi_window_glx_destroy_context(window);
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}
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return _gst_vaapi_window_glx_create_context(window, foreign_context);
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}
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static gboolean
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gst_vaapi_window_glx_ensure_context(
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GstVaapiWindow *window,
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GLXContext foreign_context
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)
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{
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GstVaapiWindowGLXPrivate * const priv =
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GST_VAAPI_WINDOW_GLX_GET_PRIVATE(window);
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GLContextState old_cs;
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guint width, height;
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if (!_gst_vaapi_window_glx_ensure_context(window, foreign_context))
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return FALSE;
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priv->gl_context->window = GST_VAAPI_OBJECT_ID(window);
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if (!gl_set_current_context(priv->gl_context, &old_cs)) {
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GST_DEBUG("could not make newly created GLX context current");
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return FALSE;
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}
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glDisable(GL_DEPTH_TEST);
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glDepthMask(GL_FALSE);
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glDisable(GL_CULL_FACE);
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glDrawBuffer(GL_BACK);
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glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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gst_vaapi_window_get_size(window, &width, &height);
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gl_resize(width, height);
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gl_set_bgcolor(0);
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glClear(GL_COLOR_BUFFER_BIT);
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gl_set_current_context(&old_cs, NULL);
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return TRUE;
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}
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static Visual *
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gst_vaapi_window_glx_get_visual(GstVaapiWindow *window)
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{
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GstVaapiWindowGLXPrivate * const priv =
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GST_VAAPI_WINDOW_GLX_GET_PRIVATE(window);
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if (!_gst_vaapi_window_glx_ensure_context(window, NULL))
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return NULL;
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return priv->gl_context->visual->visual;
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}
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static void
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gst_vaapi_window_glx_destroy_colormap(GstVaapiWindow *window)
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{
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GstVaapiWindowGLXPrivate * const priv =
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GST_VAAPI_WINDOW_GLX_GET_PRIVATE(window);
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Display * const dpy = GST_VAAPI_OBJECT_XDISPLAY(window);
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if (priv->cmap) {
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if (!window->use_foreign_window) {
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GST_VAAPI_OBJECT_LOCK_DISPLAY(window);
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XFreeColormap(dpy, priv->cmap);
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GST_VAAPI_OBJECT_UNLOCK_DISPLAY(window);
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}
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priv->cmap = None;
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}
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}
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static Colormap
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gst_vaapi_window_glx_create_colormap(GstVaapiWindow *window)
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{
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GstVaapiWindowGLXPrivate * const priv =
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GST_VAAPI_WINDOW_GLX_GET_PRIVATE(window);
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Display * const dpy = GST_VAAPI_OBJECT_XDISPLAY(window);
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int screen;
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XWindowAttributes wattr;
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gboolean success = FALSE;
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if (!priv->cmap) {
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if (!window->use_foreign_window) {
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if (!_gst_vaapi_window_glx_ensure_context(window, NULL))
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return None;
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GST_VAAPI_OBJECT_LOCK_DISPLAY(window);
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x11_trap_errors();
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/* XXX: add a GstVaapiDisplayX11:x11-screen property? */
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screen = GST_VAAPI_OBJECT_XSCREEN(window);
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priv->cmap = XCreateColormap(
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dpy,
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RootWindow(dpy, screen),
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priv->gl_context->visual->visual,
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AllocNone
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);
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success = x11_untrap_errors() == 0;
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GST_VAAPI_OBJECT_UNLOCK_DISPLAY(window);
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}
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else {
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GST_VAAPI_OBJECT_LOCK_DISPLAY(window);
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x11_trap_errors();
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XGetWindowAttributes(dpy, GST_VAAPI_OBJECT_ID(window), &wattr);
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priv->cmap = wattr.colormap;
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success = x11_untrap_errors() == 0;
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GST_VAAPI_OBJECT_UNLOCK_DISPLAY(window);
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}
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if (!success)
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return None;
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}
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return priv->cmap;
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}
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static Colormap
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gst_vaapi_window_glx_get_colormap(GstVaapiWindow *window)
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{
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return gst_vaapi_window_glx_create_colormap(window);
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}
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static gboolean
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gst_vaapi_window_glx_resize(GstVaapiWindow *window,
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guint width, guint height)
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{
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GstVaapiWindowGLXPrivate * const priv =
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GST_VAAPI_WINDOW_GLX_GET_PRIVATE(window);
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const GstVaapiWindowGLXClass * const klass =
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GST_VAAPI_WINDOW_GLX_GET_CLASS(window);
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Display * const dpy = GST_VAAPI_OBJECT_XDISPLAY(window);
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GLContextState old_cs;
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if (!klass->parent_resize(window, width, height))
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return FALSE;
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GST_VAAPI_OBJECT_LOCK_DISPLAY(window);
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XSync(dpy, False); /* make sure resize completed */
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if (gl_set_current_context(priv->gl_context, &old_cs)) {
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gl_resize(width, height);
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gl_set_current_context(&old_cs, NULL);
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}
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GST_VAAPI_OBJECT_UNLOCK_DISPLAY(window);
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return TRUE;
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}
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static void
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gst_vaapi_window_glx_finalize(GstVaapiWindowGLX *window)
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{
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GstVaapiWindow * const base_window = GST_VAAPI_WINDOW(window);
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_gst_vaapi_window_glx_destroy_context(base_window);
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gst_vaapi_window_glx_destroy_colormap(base_window);
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GST_VAAPI_WINDOW_GLX_GET_CLASS(window)->parent_finalize(
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GST_VAAPI_OBJECT(window));
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}
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static void
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gst_vaapi_window_glx_class_init(GstVaapiWindowGLXClass *klass)
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{
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GstVaapiWindowClass * const window_class =
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GST_VAAPI_WINDOW_CLASS(klass);
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GstVaapiWindowX11Class * const xwindow_class =
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GST_VAAPI_WINDOW_X11_CLASS(klass);
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gst_vaapi_window_x11_class_init(xwindow_class);
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klass->parent_resize = window_class->resize;
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klass->parent_finalize = GST_VAAPI_OBJECT_CLASS(klass)->finalize;
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window_class->resize = gst_vaapi_window_glx_resize;
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xwindow_class->get_visual = gst_vaapi_window_glx_get_visual;
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xwindow_class->get_colormap = gst_vaapi_window_glx_get_colormap;
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}
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GST_VAAPI_OBJECT_DEFINE_CLASS_WITH_CODE(
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GstVaapiWindowGLX,
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gst_vaapi_window_glx,
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gst_vaapi_window_glx_class_init(&g_class))
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/**
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* gst_vaapi_window_glx_new:
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* @display: a #GstVaapiDisplay
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* @width: the requested window width, in pixels
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* @height: the requested windo height, in pixels
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*
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* Creates a window with the specified @width and @height. The window
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* will be attached to the @display and remains invisible to the user
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* until gst_vaapi_window_show() is called.
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*
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* Return value: the newly allocated #GstVaapiWindow object
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*/
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GstVaapiWindow *
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gst_vaapi_window_glx_new(GstVaapiDisplay *display, guint width, guint height)
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{
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return gst_vaapi_window_new(GST_VAAPI_WINDOW_CLASS(
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gst_vaapi_window_glx_class()), display, width, height);
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}
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/**
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* gst_vaapi_window_glx_new_with_xid:
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* @display: a #GstVaapiDisplay
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* @xid: an X11 #Window id
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*
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* Creates a #GstVaapiWindow using the X11 #Window @xid. The caller
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* still owns the window and must call XDestroyWindow() when all
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* #GstVaapiWindow references are released. Doing so too early can
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* yield undefined behaviour.
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*
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* Return value: the newly allocated #GstVaapiWindow object
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*/
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GstVaapiWindow *
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gst_vaapi_window_glx_new_with_xid(GstVaapiDisplay *display, Window xid)
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{
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GST_DEBUG("new window from xid 0x%08x", xid);
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g_return_val_if_fail(xid != None, NULL);
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return gst_vaapi_window_new_from_native(GST_VAAPI_WINDOW_CLASS(
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gst_vaapi_window_glx_class()), display, GINT_TO_POINTER(xid));
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}
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/**
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* gst_vaapi_window_glx_get_context:
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* @window: a #GstVaapiWindowGLX
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*
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* Returns the #GLXContext bound to the @window.
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*
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* Return value: the #GLXContext bound to the @window
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*/
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GLXContext
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gst_vaapi_window_glx_get_context(GstVaapiWindowGLX *window)
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{
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g_return_val_if_fail(window != NULL, NULL);
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return GST_VAAPI_WINDOW_GLX_GET_PRIVATE(window)->gl_context->context;
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}
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/**
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* gst_vaapi_window_glx_set_context:
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* @window: a #GstVaapiWindowGLX
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* @ctx: a GLX context
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*
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* Binds GLX context @ctx to @window. If @ctx is non %NULL, the caller
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* is responsible to making sure it has compatible visual with that of
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* the underlying X window. If @ctx is %NULL, a new context is created
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* and the @window owns it.
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*
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* Return value: %TRUE on success
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*/
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gboolean
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gst_vaapi_window_glx_set_context(GstVaapiWindowGLX *window, GLXContext ctx)
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{
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g_return_val_if_fail(window != NULL, FALSE);
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return gst_vaapi_window_glx_ensure_context(GST_VAAPI_WINDOW(window), ctx);
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}
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/**
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* gst_vaapi_window_glx_make_current:
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* @window: a #GstVaapiWindowGLX
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*
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* Makes the @window GLX context the current GLX rendering context of
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* the calling thread, replacing the previously current context if
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* there was one.
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*
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* Return value: %TRUE on success
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*/
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gboolean
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gst_vaapi_window_glx_make_current(GstVaapiWindowGLX *window)
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{
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gboolean success;
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g_return_val_if_fail(window != NULL, FALSE);
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GST_VAAPI_OBJECT_LOCK_DISPLAY(window);
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success = gl_set_current_context(window->priv.gl_context, NULL);
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GST_VAAPI_OBJECT_UNLOCK_DISPLAY(window);
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return success;
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}
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/**
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* gst_vaapi_window_glx_swap_buffers:
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* @window: a #GstVaapiWindowGLX
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*
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* Promotes the contents of the back buffer of @window to become the
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* contents of the front buffer of @window. This simply is wrapper
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* around glXSwapBuffers().
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*/
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void
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gst_vaapi_window_glx_swap_buffers(GstVaapiWindowGLX *window)
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{
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g_return_if_fail(window != NULL);
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GST_VAAPI_OBJECT_LOCK_DISPLAY(window);
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gl_swap_buffers(window->priv.gl_context);
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GST_VAAPI_OBJECT_UNLOCK_DISPLAY(window);
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}
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/**
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* gst_vaapi_window_glx_put_texture:
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* @window: a #GstVaapiWindowGLX
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* @texture: a #GstVaapiTexture
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* @src_rect: the sub-rectangle of the source texture to
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* extract and process. If %NULL, the entire texture will be used.
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* @dst_rect: the sub-rectangle of the destination
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* window into which the texture is rendered. If %NULL, the entire
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* window will be used.
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*
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* Renders the @texture region specified by @src_rect into the @window
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* region specified by @dst_rect.
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*
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* NOTE: only GL_TEXTURE_2D textures are supported at this time.
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*
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* Return value: %TRUE on success
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*/
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gboolean
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gst_vaapi_window_glx_put_texture(
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GstVaapiWindowGLX *window,
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GstVaapiTexture *texture,
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const GstVaapiRectangle *src_rect,
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const GstVaapiRectangle *dst_rect
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)
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{
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GstVaapiRectangle tmp_src_rect, tmp_dst_rect;
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GLTextureState ts;
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GLenum tex_target;
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GLuint tex_id;
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guint tex_width, tex_height;
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guint win_width, win_height;
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g_return_val_if_fail(window != NULL, FALSE);
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g_return_val_if_fail(texture != NULL, FALSE);
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gst_vaapi_texture_get_size(texture, &tex_width, &tex_height);
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fill_rect(&tmp_src_rect, src_rect, tex_width, tex_height);
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src_rect = &tmp_src_rect;
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gst_vaapi_window_get_size(GST_VAAPI_WINDOW(window), &win_width, &win_height);
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fill_rect(&tmp_dst_rect, dst_rect, win_width, win_height);
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dst_rect = &tmp_dst_rect;
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/* XXX: only GL_TEXTURE_2D textures are supported at this time */
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tex_target = gst_vaapi_texture_get_target(texture);
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if (tex_target != GL_TEXTURE_2D)
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return FALSE;
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tex_id = gst_vaapi_texture_get_id(texture);
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if (!gl_bind_texture(&ts, tex_target, tex_id))
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return FALSE;
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glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
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glPushMatrix();
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glTranslatef((GLfloat)dst_rect->x, (GLfloat)dst_rect->y, 0.0f);
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glBegin(GL_QUADS);
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{
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const float tx1 = (float)src_rect->x / tex_width;
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const float tx2 = (float)(src_rect->x + src_rect->width) / tex_width;
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const float ty1 = (float)src_rect->y / tex_height;
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const float ty2 = (float)(src_rect->y + src_rect->height) / tex_height;
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const guint w = dst_rect->width;
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const guint h = dst_rect->height;
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glTexCoord2f(tx1, ty1); glVertex2i(0, 0);
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glTexCoord2f(tx1, ty2); glVertex2i(0, h);
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glTexCoord2f(tx2, ty2); glVertex2i(w, h);
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glTexCoord2f(tx2, ty1); glVertex2i(w, 0);
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}
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glEnd();
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glPopMatrix();
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gl_unbind_texture(&ts);
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return TRUE;
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}
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