gstreamer/gst-libs/gst/vaapi/gstvaapiwindow_egl.c
Víctor Manuel Jáquez Leal 6c364cb9a7 libs: window: refactor as gobject
This is another step in the gobjectification of the internal library
of gstreamer-vaapi. Now it is the turn of GstVaapiWindow and its
derivates.

The idea is to minimize the changeset keeping the same design as
much as possible.

GstVaapiWindow is defined as an abstract class with two properties:
the GstVaapiDisplay and the native ID. Thus, many of the
GstVaapiObject macros were copied as GstVaapiWindow macros.

The function gst_vaapi_window_new_internal() is kept as a decorator
of for calling gst_vaapi_window_create() and the possibility of
failure.

The descendant classes, such as glx, still use the private
structures, but through the gobject mechanism.
2018-12-24 12:20:00 +00:00

562 lines
18 KiB
C

/*
* gstvaapiwindow_egl.c - VA/EGL window abstraction
*
* Copyright (C) 2014 Intel Corporation
* Author: Gwenole Beauchesne <gwenole.beauchesne@intel.com>
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public License
* as published by the Free Software Foundation; either version 2.1
* of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free
* Software Foundation, Inc., 51 Franklin Street, Fifth Floor,
* Boston, MA 02110-1301 USA
*/
/**
* SECTION:gstvaapiwindow_egl
* @short_description: VA/EGL window abstraction
*/
#include "sysdeps.h"
#include "gstvaapiwindow_egl.h"
#include "gstvaapiwindow_priv.h"
#include "gstvaapitexture_egl.h"
#include "gstvaapitexture_priv.h"
#include "gstvaapidisplay_egl_priv.h"
#define GST_VAAPI_WINDOW_EGL_CAST(obj) \
((GstVaapiWindowEGL *)(obj))
#define GST_VAAPI_WINDOW_EGL_GET_PROXY(obj) \
(GST_VAAPI_WINDOW_EGL_CAST(obj)->window)
#define GST_VAAPI_WINDOW_EGL_GET_CLASS(obj) \
(G_TYPE_INSTANCE_GET_CLASS ((obj), GST_TYPE_VAAPI_WINDOW_EGL, GstVaapiWindowEGLClass))
typedef struct _GstVaapiWindowEGLClass GstVaapiWindowEGLClass;
enum
{
RENDER_PROGRAM_VAR_PROJ = 0,
RENDER_PROGRAM_VAR_TEX0,
RENDER_PROGRAM_VAR_TEX1,
RENDER_PROGRAM_VAR_TEX2,
};
struct _GstVaapiWindowEGL
{
GstVaapiWindow parent_instance;
GstVaapiWindow *window;
GstVaapiTexture *texture;
EglWindow *egl_window;
EglVTable *egl_vtable;
EglProgram *render_program;
gfloat render_projection[16];
};
struct _GstVaapiWindowEGLClass
{
GstVaapiWindowClass parent_class;
};
typedef struct
{
GstVaapiWindowEGL *window;
guint width;
guint height;
EglContext *egl_context;
gboolean success; /* result */
} CreateObjectsArgs;
typedef struct
{
GstVaapiWindowEGL *window;
guint width;
guint height;
gboolean success; /* result */
} ResizeWindowArgs;
typedef struct
{
GstVaapiWindowEGL *window;
GstVaapiSurface *surface;
const GstVaapiRectangle *src_rect;
const GstVaapiRectangle *dst_rect;
guint flags;
gboolean success; /* result */
} UploadSurfaceArgs;
/* *IDENT-OFF* */
static const gchar *vert_shader_text =
"#ifdef GL_ES \n"
"precision mediump float; \n"
"#endif \n"
"uniform mat4 proj; \n"
"attribute vec2 position; \n"
"attribute vec2 texcoord; \n"
"varying vec2 v_texcoord; \n"
"void main () \n"
"{ \n"
" gl_Position = proj * vec4 (position, 0.0, 1.0); \n"
" v_texcoord = texcoord; \n"
"} \n";
static const gchar *frag_shader_text_rgba =
"#ifdef GL_ES \n"
"precision mediump float; \n"
"#endif \n"
"uniform sampler2D tex0; \n"
"varying vec2 v_texcoord; \n"
"void main () \n"
"{ \n"
" gl_FragColor = texture2D (tex0, v_texcoord); \n"
"} \n";
/* *IDENT-ON* */
G_DEFINE_TYPE (GstVaapiWindowEGL, gst_vaapi_window_egl, GST_TYPE_VAAPI_WINDOW);
static gboolean
ensure_texture (GstVaapiWindowEGL * window, guint width, guint height)
{
GstVaapiTexture *texture;
if (window->texture &&
GST_VAAPI_TEXTURE_WIDTH (window->texture) == width &&
GST_VAAPI_TEXTURE_HEIGHT (window->texture) == height)
return TRUE;
texture = gst_vaapi_texture_egl_new (GST_VAAPI_WINDOW_DISPLAY (window),
GL_TEXTURE_2D, GL_RGBA, width, height);
gst_vaapi_texture_replace (&window->texture, texture);
gst_vaapi_texture_replace (&texture, NULL);
return window->texture != NULL;
}
static gboolean
ensure_shaders (GstVaapiWindowEGL * window)
{
EglVTable *const vtable = window->egl_vtable;
EglProgram *program;
GLuint prog_id;
g_return_val_if_fail (window->texture != NULL, FALSE);
g_return_val_if_fail (GST_VAAPI_TEXTURE_FORMAT (window->texture) == GL_RGBA,
FALSE);
if (window->render_program)
return TRUE;
program = egl_program_new (window->egl_window->context,
frag_shader_text_rgba, vert_shader_text);
if (!program)
return FALSE;
prog_id = program->base.handle.u;
vtable->glUseProgram (prog_id);
program->uniforms[RENDER_PROGRAM_VAR_PROJ] =
vtable->glGetUniformLocation (prog_id, "proj");
program->uniforms[RENDER_PROGRAM_VAR_TEX0] =
vtable->glGetUniformLocation (prog_id, "tex0");
program->uniforms[RENDER_PROGRAM_VAR_TEX1] =
vtable->glGetUniformLocation (prog_id, "tex1");
program->uniforms[RENDER_PROGRAM_VAR_TEX2] =
vtable->glGetUniformLocation (prog_id, "tex2");
vtable->glUseProgram (0);
egl_matrix_set_identity (window->render_projection);
egl_object_replace (&window->render_program, program);
egl_object_replace (&program, NULL);
return TRUE;
}
static gboolean
do_create_objects_unlocked (GstVaapiWindowEGL * window, guint width,
guint height, EglContext * egl_context)
{
EglWindow *egl_window;
EglVTable *egl_vtable;
egl_window = egl_window_new (egl_context,
GSIZE_TO_POINTER (GST_VAAPI_WINDOW_ID (GST_VAAPI_WINDOW_EGL_GET_PROXY
(window))));
if (!egl_window)
return FALSE;
window->egl_window = egl_window;
egl_vtable = egl_context_get_vtable (egl_window->context, TRUE);
if (!egl_vtable)
return FALSE;
window->egl_vtable = egl_object_ref (egl_vtable);
return TRUE;
}
static void
do_create_objects (CreateObjectsArgs * args)
{
GstVaapiWindowEGL *const window = args->window;
EglContextState old_cs;
args->success = FALSE;
GST_VAAPI_WINDOW_LOCK_DISPLAY (window);
if (egl_context_set_current (args->egl_context, TRUE, &old_cs)) {
args->success = do_create_objects_unlocked (window, args->width,
args->height, args->egl_context);
egl_context_set_current (args->egl_context, FALSE, &old_cs);
}
GST_VAAPI_WINDOW_UNLOCK_DISPLAY (window);
}
static gboolean
gst_vaapi_window_egl_create (GstVaapiWindow * window, guint * width,
guint * height)
{
GstVaapiDisplayEGL *const display =
GST_VAAPI_DISPLAY_EGL (GST_VAAPI_WINDOW_DISPLAY (window));
const GstVaapiDisplayClass *const native_dpy_class =
GST_VAAPI_DISPLAY_GET_CLASS (display->display);
CreateObjectsArgs args;
g_return_val_if_fail (native_dpy_class != NULL, FALSE);
GST_VAAPI_WINDOW_EGL_GET_PROXY (window) =
native_dpy_class->create_window (GST_VAAPI_DISPLAY (display->display),
GST_VAAPI_ID_INVALID, *width, *height);
if (!GST_VAAPI_WINDOW_EGL_GET_PROXY (window))
return FALSE;
gst_vaapi_window_get_size (GST_VAAPI_WINDOW_EGL_GET_PROXY (window), width,
height);
args.window = GST_VAAPI_WINDOW_EGL_CAST (window);
args.width = *width;
args.height = *height;
args.egl_context = GST_VAAPI_DISPLAY_EGL_CONTEXT (display);
return egl_context_run (args.egl_context,
(EglContextRunFunc) do_create_objects, &args) && args.success;
}
static void
do_destroy_objects_unlocked (GstVaapiWindowEGL * window)
{
egl_object_replace (&window->render_program, NULL);
egl_object_replace (&window->egl_vtable, NULL);
egl_object_replace (&window->egl_window, NULL);
}
static void
do_destroy_objects (GstVaapiWindowEGL * window)
{
EglContext *const egl_context =
GST_VAAPI_DISPLAY_EGL_CONTEXT (GST_VAAPI_WINDOW_DISPLAY (window));
EglContextState old_cs;
if (!window->egl_window)
return;
GST_VAAPI_WINDOW_LOCK_DISPLAY (window);
if (egl_context_set_current (egl_context, TRUE, &old_cs)) {
do_destroy_objects_unlocked (window);
egl_context_set_current (egl_context, FALSE, &old_cs);
}
GST_VAAPI_WINDOW_UNLOCK_DISPLAY (window);
}
static void
gst_vaapi_window_egl_finalize (GObject * object)
{
GstVaapiWindowEGL *const window = GST_VAAPI_WINDOW_EGL (object);
egl_context_run (window->egl_window->context,
(EglContextRunFunc) do_destroy_objects, window);
gst_vaapi_window_replace (&window->window, NULL);
gst_vaapi_texture_replace (&window->texture, NULL);
G_OBJECT_CLASS (gst_vaapi_window_egl_parent_class)->finalize (object);
}
static gboolean
gst_vaapi_window_egl_show (GstVaapiWindow * window)
{
const GstVaapiWindowClass *const klass =
GST_VAAPI_WINDOW_GET_CLASS (GST_VAAPI_WINDOW_EGL_GET_PROXY (window));
g_return_val_if_fail (klass->show, FALSE);
return klass->show (GST_VAAPI_WINDOW_EGL_GET_PROXY (window));
}
static gboolean
gst_vaapi_window_egl_hide (GstVaapiWindow * window)
{
const GstVaapiWindowClass *const klass =
GST_VAAPI_WINDOW_GET_CLASS (GST_VAAPI_WINDOW_EGL_GET_PROXY (window));
g_return_val_if_fail (klass->hide, FALSE);
return klass->hide (GST_VAAPI_WINDOW_EGL_GET_PROXY (window));
}
static gboolean
gst_vaapi_window_egl_get_geometry (GstVaapiWindow * window, gint * x_ptr,
gint * y_ptr, guint * width_ptr, guint * height_ptr)
{
const GstVaapiWindowClass *const klass =
GST_VAAPI_WINDOW_GET_CLASS (GST_VAAPI_WINDOW_EGL_GET_PROXY (window));
return klass->get_geometry ?
klass->get_geometry (GST_VAAPI_WINDOW_EGL_GET_PROXY (window), x_ptr,
y_ptr, width_ptr, height_ptr) : FALSE;
}
static gboolean
gst_vaapi_window_egl_set_fullscreen (GstVaapiWindow * window,
gboolean fullscreen)
{
const GstVaapiWindowClass *const klass =
GST_VAAPI_WINDOW_GET_CLASS (GST_VAAPI_WINDOW_EGL_GET_PROXY (window));
return klass->set_fullscreen ?
klass->set_fullscreen (GST_VAAPI_WINDOW_EGL_GET_PROXY (window),
fullscreen) : FALSE;
}
static gboolean
do_resize_window_unlocked (GstVaapiWindowEGL * window, guint width,
guint height)
{
EglVTable *const vtable = window->egl_vtable;
vtable->glViewport (0, 0, width, height);
vtable->glClearColor (0.0f, 0.0f, 0.0f, 1.0f);
vtable->glClear (GL_COLOR_BUFFER_BIT);
return TRUE;
}
static void
do_resize_window (ResizeWindowArgs * args)
{
GstVaapiWindowEGL *const window = args->window;
EglContextState old_cs;
GST_VAAPI_WINDOW_LOCK_DISPLAY (window);
if (egl_context_set_current (window->egl_window->context, TRUE, &old_cs)) {
args->success = do_resize_window_unlocked (window, args->width,
args->height);
egl_context_set_current (window->egl_window->context, FALSE, &old_cs);
}
GST_VAAPI_WINDOW_UNLOCK_DISPLAY (window);
}
static gboolean
gst_vaapi_window_egl_resize (GstVaapiWindow * window, guint width, guint height)
{
GstVaapiWindowEGL *const win = GST_VAAPI_WINDOW_EGL_CAST (window);
const GstVaapiWindowClass *const klass =
GST_VAAPI_WINDOW_GET_CLASS (GST_VAAPI_WINDOW_EGL_GET_PROXY (window));
ResizeWindowArgs args = { win, width, height };
g_return_val_if_fail (klass->resize, FALSE);
if (!klass->resize (GST_VAAPI_WINDOW_EGL_GET_PROXY (window), width, height))
return FALSE;
return egl_context_run (win->egl_window->context,
(EglContextRunFunc) do_resize_window, &args) && args.success;
}
static gboolean
do_render_texture (GstVaapiWindowEGL * window, const GstVaapiRectangle * rect)
{
const GLuint tex_id = GST_VAAPI_OBJECT_ID (window->texture);
EglVTable *const vtable = window->egl_vtable;
GLfloat x0, y0, x1, y1;
GLfloat texcoords[4][2];
GLfloat positions[4][2];
guint tex_width, tex_height;
if (!ensure_shaders (window))
return FALSE;
tex_width = GST_VAAPI_TEXTURE_WIDTH (window->texture);
tex_height = GST_VAAPI_TEXTURE_HEIGHT (window->texture);
// Source coords in VA surface
x0 = 0.0f;
y0 = 0.0f;
x1 = 1.0f;
y1 = 1.0f;
texcoords[0][0] = x0;
texcoords[0][1] = y1;
texcoords[1][0] = x1;
texcoords[1][1] = y1;
texcoords[2][0] = x1;
texcoords[2][1] = y0;
texcoords[3][0] = x0;
texcoords[3][1] = y0;
// Target coords in EGL surface
x0 = 2.0f * ((GLfloat) rect->x / tex_width) - 1.0f;
y1 = -2.0f * ((GLfloat) rect->y / tex_height) + 1.0f;
x1 = 2.0f * ((GLfloat) (rect->x + rect->width) / tex_width) - 1.0f;
y0 = -2.0f * ((GLfloat) (rect->y + rect->height) / tex_height) + 1.0f;
positions[0][0] = x0;
positions[0][1] = y0;
positions[1][0] = x1;
positions[1][1] = y0;
positions[2][0] = x1;
positions[2][1] = y1;
positions[3][0] = x0;
positions[3][1] = y1;
vtable->glClear (GL_COLOR_BUFFER_BIT);
if (G_UNLIKELY (window->egl_window->context->config->gles_version == 1)) {
vtable->glBindTexture (GST_VAAPI_TEXTURE_TARGET (window->texture), tex_id);
vtable->glEnableClientState (GL_VERTEX_ARRAY);
vtable->glVertexPointer (2, GL_FLOAT, 0, positions);
vtable->glEnableClientState (GL_TEXTURE_COORD_ARRAY);
vtable->glTexCoordPointer (2, GL_FLOAT, 0, texcoords);
vtable->glDrawArrays (GL_TRIANGLE_FAN, 0, 4);
vtable->glDisableClientState (GL_VERTEX_ARRAY);
vtable->glDisableClientState (GL_TEXTURE_COORD_ARRAY);
} else {
EglProgram *const program = window->render_program;
vtable->glUseProgram (program->base.handle.u);
vtable->glUniformMatrix4fv (program->uniforms[RENDER_PROGRAM_VAR_PROJ],
1, GL_FALSE, window->render_projection);
vtable->glEnableVertexAttribArray (0);
vtable->glVertexAttribPointer (0, 2, GL_FLOAT, GL_FALSE, 0, positions);
vtable->glEnableVertexAttribArray (1);
vtable->glVertexAttribPointer (1, 2, GL_FLOAT, GL_FALSE, 0, texcoords);
vtable->glBindTexture (GST_VAAPI_TEXTURE_TARGET (window->texture), tex_id);
vtable->glUniform1i (program->uniforms[RENDER_PROGRAM_VAR_TEX0], 0);
vtable->glDrawArrays (GL_TRIANGLE_FAN, 0, 4);
vtable->glDisableVertexAttribArray (1);
vtable->glDisableVertexAttribArray (0);
vtable->glUseProgram (0);
}
eglSwapBuffers (window->egl_window->context->display->base.handle.p,
window->egl_window->base.handle.p);
return TRUE;
}
static gboolean
do_upload_surface_unlocked (GstVaapiWindowEGL * window,
GstVaapiSurface * surface, const GstVaapiRectangle * src_rect,
const GstVaapiRectangle * dst_rect, guint flags)
{
if (!ensure_texture (window, dst_rect->width, dst_rect->height))
return FALSE;
if (!gst_vaapi_texture_put_surface (window->texture, surface, src_rect,
flags))
return FALSE;
if (!do_render_texture (window, dst_rect))
return FALSE;
return TRUE;
}
static void
do_upload_surface (UploadSurfaceArgs * args)
{
GstVaapiWindowEGL *const window = args->window;
EglContextState old_cs;
args->success = FALSE;
GST_VAAPI_WINDOW_LOCK_DISPLAY (window);
if (egl_context_set_current (window->egl_window->context, TRUE, &old_cs)) {
args->success = do_upload_surface_unlocked (window, args->surface,
args->src_rect, args->dst_rect, args->flags);
egl_context_set_current (window->egl_window->context, FALSE, &old_cs);
}
GST_VAAPI_WINDOW_UNLOCK_DISPLAY (window);
}
static gboolean
gst_vaapi_window_egl_render (GstVaapiWindow * window, GstVaapiSurface * surface,
const GstVaapiRectangle * src_rect, const GstVaapiRectangle * dst_rect,
guint flags)
{
GstVaapiWindowEGL *const win = GST_VAAPI_WINDOW_EGL_CAST (window);
UploadSurfaceArgs args = { win, surface, src_rect, dst_rect, flags };
return egl_context_run (win->egl_window->context,
(EglContextRunFunc) do_upload_surface, &args) && args.success;
}
static gboolean
gst_vaapi_window_egl_render_pixmap (GstVaapiWindow * window,
GstVaapiPixmap * pixmap, const GstVaapiRectangle * src_rect,
const GstVaapiRectangle * dst_rect)
{
const GstVaapiWindowClass *const klass =
GST_VAAPI_WINDOW_GET_CLASS (GST_VAAPI_WINDOW_EGL_GET_PROXY (window));
if (!klass->render_pixmap)
return FALSE;
return klass->render_pixmap (GST_VAAPI_WINDOW_EGL_GET_PROXY (window), pixmap,
src_rect, dst_rect);
}
static void
gst_vaapi_window_egl_class_init (GstVaapiWindowEGLClass * klass)
{
GObjectClass *const object_class = G_OBJECT_CLASS (klass);
GstVaapiWindowClass *const window_class = GST_VAAPI_WINDOW_CLASS (klass);
object_class->finalize = gst_vaapi_window_egl_finalize;
window_class->create = gst_vaapi_window_egl_create;
window_class->show = gst_vaapi_window_egl_show;
window_class->hide = gst_vaapi_window_egl_hide;
window_class->get_geometry = gst_vaapi_window_egl_get_geometry;
window_class->set_fullscreen = gst_vaapi_window_egl_set_fullscreen;
window_class->resize = gst_vaapi_window_egl_resize;
window_class->render = gst_vaapi_window_egl_render;
window_class->render_pixmap = gst_vaapi_window_egl_render_pixmap;
}
static void
gst_vaapi_window_egl_init (GstVaapiWindowEGL * window)
{
}
/**
* gst_vaapi_window_egl_new:
* @display: a #GstVaapiDisplay
* @width: the requested window width, in pixels
* @height: the requested windo height, in pixels
*
* Creates a window with the specified @width and @height. The window
* will be attached to the @display and remains invisible to the user
* until gst_vaapi_window_show() is called.
*
* Return value: the newly allocated #GstVaapiWindow object
*/
GstVaapiWindow *
gst_vaapi_window_egl_new (GstVaapiDisplay * display, guint width, guint height)
{
g_return_val_if_fail (GST_VAAPI_IS_DISPLAY_EGL (display), NULL);
return gst_vaapi_window_new_internal (GST_TYPE_VAAPI_WINDOW_EGL, display,
GST_VAAPI_ID_INVALID, width, height);
}