gstreamer/gst-libs/gst/vaapi/gstvaapiwindow_glx.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

556 lines
16 KiB
C

/*
* gstvaapiwindow_glx.c - VA/GLX window abstraction
*
* Copyright (C) 2010-2011 Splitted-Desktop Systems
* Author: Gwenole Beauchesne <gwenole.beauchesne@splitted-desktop.com>
* Copyright (C) 2012-2014 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_glx
* @short_description: VA/GLX window abstraction
*/
#include "sysdeps.h"
#include "gstvaapiwindow_glx.h"
#include "gstvaapiwindow_x11_priv.h"
#include "gstvaapidisplay_x11.h"
#include "gstvaapidisplay_x11_priv.h"
#include "gstvaapidisplay_glx_priv.h"
#include "gstvaapiutils_x11.h"
#include "gstvaapiutils_glx.h"
#define DEBUG 1
#include "gstvaapidebug.h"
#define GST_VAAPI_WINDOW_GLX_CAST(obj) ((GstVaapiWindowGLX *)(obj))
#define GST_VAAPI_WINDOW_GLX_GET_PRIVATE(window) \
gst_vaapi_window_glx_get_instance_private (GST_VAAPI_WINDOW_GLX_CAST (window))
#define GST_VAAPI_WINDOW_GLX_GET_CLASS(obj) \
(G_TYPE_INSTANCE_GET_CLASS ((obj), GST_TYPE_VAAPI_WINDOW_GLX, GstVaapiWindowGLXClass))
typedef struct _GstVaapiWindowGLXPrivate GstVaapiWindowGLXPrivate;
typedef struct _GstVaapiWindowGLXClass GstVaapiWindowGLXClass;
struct _GstVaapiWindowGLXPrivate
{
Colormap cmap;
GLContextState *gl_context;
};
/**
* GstVaapiWindowGLX:
*
* An X11 #Window suitable for GLX rendering.
*/
struct _GstVaapiWindowGLX
{
/*< private > */
GstVaapiWindowX11 parent_instance;
};
/**
* GstVaapiWindowGLXClass:
*
* An X11 #Window suitable for GLX rendering.
*/
struct _GstVaapiWindowGLXClass
{
/*< private > */
GstVaapiWindowX11Class parent_class;
};
G_DEFINE_TYPE_WITH_PRIVATE (GstVaapiWindowGLX, gst_vaapi_window_glx,
GST_TYPE_VAAPI_WINDOW_X11);
/* Fill rectangle coords with capped bounds */
static inline void
fill_rect (GstVaapiRectangle * dst_rect,
const GstVaapiRectangle * src_rect, guint width, guint height)
{
if (src_rect) {
dst_rect->x = src_rect->x > 0 ? src_rect->x : 0;
dst_rect->y = src_rect->y > 0 ? src_rect->y : 0;
if (src_rect->x + src_rect->width < width)
dst_rect->width = src_rect->width;
else
dst_rect->width = width - dst_rect->x;
if (src_rect->y + src_rect->height < height)
dst_rect->height = src_rect->height;
else
dst_rect->height = height - dst_rect->y;
} else {
dst_rect->x = 0;
dst_rect->y = 0;
dst_rect->width = width;
dst_rect->height = height;
}
}
static void
_gst_vaapi_window_glx_destroy_context (GstVaapiWindow * window)
{
GstVaapiWindowGLXPrivate *const priv =
GST_VAAPI_WINDOW_GLX_GET_PRIVATE (window);
GST_VAAPI_WINDOW_LOCK_DISPLAY (window);
if (priv->gl_context) {
gl_destroy_context (priv->gl_context);
priv->gl_context = NULL;
}
GST_VAAPI_WINDOW_UNLOCK_DISPLAY (window);
}
static gboolean
_gst_vaapi_window_glx_create_context (GstVaapiWindow * window,
GLXContext foreign_context)
{
GstVaapiWindowGLXPrivate *const priv =
GST_VAAPI_WINDOW_GLX_GET_PRIVATE (window);
Display *const dpy = GST_VAAPI_WINDOW_NATIVE_DISPLAY (window);
GLContextState parent_cs;
parent_cs.display = dpy;
parent_cs.window = None;
parent_cs.context = foreign_context;
GST_VAAPI_WINDOW_LOCK_DISPLAY (window);
priv->gl_context = gl_create_context (dpy, DefaultScreen (dpy), &parent_cs);
if (!priv->gl_context) {
GST_DEBUG ("could not create GLX context");
goto end;
}
if (!glXIsDirect (dpy, priv->gl_context->context)) {
GST_DEBUG ("could not create a direct-rendering GLX context");
goto out_destroy_context;
}
goto end;
out_destroy_context:
gl_destroy_context (priv->gl_context);
priv->gl_context = NULL;
end:
GST_VAAPI_WINDOW_UNLOCK_DISPLAY (window);
return priv->gl_context != NULL;
}
static gboolean
_gst_vaapi_window_glx_ensure_context (GstVaapiWindow * window,
GLXContext foreign_context)
{
GstVaapiWindowGLXPrivate *const priv =
GST_VAAPI_WINDOW_GLX_GET_PRIVATE (window);
if (priv->gl_context) {
if (!foreign_context || foreign_context == priv->gl_context->context)
return TRUE;
_gst_vaapi_window_glx_destroy_context (window);
}
return _gst_vaapi_window_glx_create_context (window, foreign_context);
}
static gboolean
gst_vaapi_window_glx_ensure_context (GstVaapiWindow * window,
GLXContext foreign_context)
{
GstVaapiWindowGLXPrivate *const priv =
GST_VAAPI_WINDOW_GLX_GET_PRIVATE (window);
GLContextState old_cs;
guint width, height;
if (!_gst_vaapi_window_glx_ensure_context (window, foreign_context))
return FALSE;
priv->gl_context->window = GST_VAAPI_WINDOW_ID (window);
if (!gl_set_current_context (priv->gl_context, &old_cs)) {
GST_DEBUG ("could not make newly created GLX context current");
return FALSE;
}
glDisable (GL_DEPTH_TEST);
glDepthMask (GL_FALSE);
glDisable (GL_CULL_FACE);
glDrawBuffer (GL_BACK);
glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glEnable (GL_BLEND);
glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
gst_vaapi_window_get_size (window, &width, &height);
gl_resize (width, height);
gl_set_bgcolor (0);
glClear (GL_COLOR_BUFFER_BIT);
gl_set_current_context (&old_cs, NULL);
return TRUE;
}
static guintptr
gst_vaapi_window_glx_get_visual_id (GstVaapiWindow * window)
{
GstVaapiWindowGLXPrivate *const priv =
GST_VAAPI_WINDOW_GLX_GET_PRIVATE (window);
if (!_gst_vaapi_window_glx_ensure_context (window, NULL))
return 0;
return priv->gl_context->visual->visualid;
}
static void
gst_vaapi_window_glx_destroy_colormap (GstVaapiWindow * window)
{
GstVaapiWindowGLXPrivate *const priv =
GST_VAAPI_WINDOW_GLX_GET_PRIVATE (window);
Display *const dpy = GST_VAAPI_WINDOW_NATIVE_DISPLAY (window);
if (priv->cmap) {
if (!window->use_foreign_window) {
GST_VAAPI_WINDOW_LOCK_DISPLAY (window);
XFreeColormap (dpy, priv->cmap);
GST_VAAPI_WINDOW_UNLOCK_DISPLAY (window);
}
priv->cmap = None;
}
}
static Colormap
gst_vaapi_window_glx_create_colormap (GstVaapiWindow * window)
{
GstVaapiWindowGLXPrivate *const priv =
GST_VAAPI_WINDOW_GLX_GET_PRIVATE (window);
Display *const dpy = GST_VAAPI_WINDOW_NATIVE_DISPLAY (window);
XWindowAttributes wattr;
gboolean success = FALSE;
if (!priv->cmap) {
if (!window->use_foreign_window) {
if (!_gst_vaapi_window_glx_ensure_context (window, NULL))
return None;
GST_VAAPI_WINDOW_LOCK_DISPLAY (window);
x11_trap_errors ();
/* XXX: add a GstVaapiDisplayX11:x11-screen property? */
priv->cmap = XCreateColormap (dpy, RootWindow (dpy, DefaultScreen (dpy)),
priv->gl_context->visual->visual, AllocNone);
success = x11_untrap_errors () == 0;
GST_VAAPI_WINDOW_UNLOCK_DISPLAY (window);
} else {
GST_VAAPI_WINDOW_LOCK_DISPLAY (window);
x11_trap_errors ();
XGetWindowAttributes (dpy, GST_VAAPI_WINDOW_ID (window), &wattr);
priv->cmap = wattr.colormap;
success = x11_untrap_errors () == 0;
GST_VAAPI_WINDOW_UNLOCK_DISPLAY (window);
}
if (!success)
return None;
}
return priv->cmap;
}
static guintptr
gst_vaapi_window_glx_get_colormap (GstVaapiWindow * window)
{
return GPOINTER_TO_SIZE (gst_vaapi_window_glx_create_colormap (window));
}
static gboolean
gst_vaapi_window_glx_resize (GstVaapiWindow * window, guint width, guint height)
{
GstVaapiWindowGLXPrivate *const priv =
GST_VAAPI_WINDOW_GLX_GET_PRIVATE (window);
const GstVaapiWindowClass *const parent_klass =
GST_VAAPI_WINDOW_CLASS (gst_vaapi_window_glx_parent_class);
Display *const dpy = GST_VAAPI_WINDOW_NATIVE_DISPLAY (window);
GLContextState old_cs;
if (!parent_klass->resize (window, width, height))
return FALSE;
GST_VAAPI_WINDOW_LOCK_DISPLAY (window);
XSync (dpy, False); /* make sure resize completed */
if (gl_set_current_context (priv->gl_context, &old_cs)) {
gl_resize (width, height);
gl_set_current_context (&old_cs, NULL);
}
GST_VAAPI_WINDOW_UNLOCK_DISPLAY (window);
return TRUE;
}
static void
gst_vaapi_window_glx_finalize (GObject * object)
{
GstVaapiWindow *const window = GST_VAAPI_WINDOW (object);
_gst_vaapi_window_glx_destroy_context (window);
gst_vaapi_window_glx_destroy_colormap (window);
G_OBJECT_CLASS (gst_vaapi_window_glx_parent_class)->finalize (object);
}
static void
gst_vaapi_window_glx_class_init (GstVaapiWindowGLXClass * klass)
{
GObjectClass *const object_class = G_OBJECT_CLASS (klass);
GstVaapiWindowClass *const window_class = GST_VAAPI_WINDOW_CLASS (klass);
object_class->finalize = gst_vaapi_window_glx_finalize;
window_class->resize = gst_vaapi_window_glx_resize;
window_class->get_visual_id = gst_vaapi_window_glx_get_visual_id;
window_class->get_colormap = gst_vaapi_window_glx_get_colormap;
}
static void
gst_vaapi_window_glx_init (GstVaapiWindowGLX * window)
{
}
/**
* gst_vaapi_window_glx_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_glx_new (GstVaapiDisplay * display, guint width, guint height)
{
GstVaapiWindow *window;
g_return_val_if_fail (GST_VAAPI_IS_DISPLAY_GLX (display), NULL);
window = gst_vaapi_window_new_internal (GST_TYPE_VAAPI_WINDOW_GLX, display,
GST_VAAPI_ID_INVALID, width, height);
if (!window)
return NULL;
if (!gst_vaapi_window_glx_ensure_context (window, NULL))
goto error;
return window;
/* ERRORS */
error:
{
gst_vaapi_window_unref (window);
return NULL;
}
}
/**
* gst_vaapi_window_glx_new_with_xid:
* @display: a #GstVaapiDisplay
* @xid: an X11 #Window id
*
* Creates a #GstVaapiWindow using the X11 #Window @xid. The caller
* still owns the window and must call XDestroyWindow() when all
* #GstVaapiWindow references are released. Doing so too early can
* yield undefined behaviour.
*
* Return value: the newly allocated #GstVaapiWindow object
*/
GstVaapiWindow *
gst_vaapi_window_glx_new_with_xid (GstVaapiDisplay * display, Window xid)
{
GstVaapiWindow *window;
g_return_val_if_fail (GST_VAAPI_IS_DISPLAY_GLX (display), NULL);
g_return_val_if_fail (xid != None, NULL);
window = gst_vaapi_window_new_internal (GST_TYPE_VAAPI_WINDOW_GLX, display,
xid, 0, 0);
if (!window)
return NULL;
if (!gst_vaapi_window_glx_ensure_context (window, NULL))
goto error;
return window;
/* ERRORS */
error:
{
gst_vaapi_window_unref (window);
return NULL;
}
}
/**
* gst_vaapi_window_glx_get_context:
* @window: a #GstVaapiWindowGLX
*
* Returns the #GLXContext bound to the @window.
*
* Return value: the #GLXContext bound to the @window
*/
GLXContext
gst_vaapi_window_glx_get_context (GstVaapiWindowGLX * window)
{
GstVaapiWindowGLXPrivate *priv;
g_return_val_if_fail (GST_VAAPI_IS_WINDOW_GLX (window), NULL);
priv = GST_VAAPI_WINDOW_GLX_GET_PRIVATE (window);
return priv->gl_context->context;
}
/**
* gst_vaapi_window_glx_set_context:
* @window: a #GstVaapiWindowGLX
* @ctx: a GLX context
*
* Binds GLX context @ctx to @window. If @ctx is non %NULL, the caller
* is responsible to making sure it has compatible visual with that of
* the underlying X window. If @ctx is %NULL, a new context is created
* and the @window owns it.
*
* Return value: %TRUE on success
*/
gboolean
gst_vaapi_window_glx_set_context (GstVaapiWindowGLX * window, GLXContext ctx)
{
g_return_val_if_fail (GST_VAAPI_IS_WINDOW_GLX (window), FALSE);
return gst_vaapi_window_glx_ensure_context (GST_VAAPI_WINDOW (window), ctx);
}
/**
* gst_vaapi_window_glx_make_current:
* @window: a #GstVaapiWindowGLX
*
* Makes the @window GLX context the current GLX rendering context of
* the calling thread, replacing the previously current context if
* there was one.
*
* Return value: %TRUE on success
*/
gboolean
gst_vaapi_window_glx_make_current (GstVaapiWindowGLX * window)
{
gboolean success;
GstVaapiWindowGLXPrivate *priv;
g_return_val_if_fail (GST_VAAPI_IS_WINDOW_GLX (window), FALSE);
GST_VAAPI_WINDOW_LOCK_DISPLAY (window);
priv = GST_VAAPI_WINDOW_GLX_GET_PRIVATE (window);
success = gl_set_current_context (priv->gl_context, NULL);
GST_VAAPI_WINDOW_UNLOCK_DISPLAY (window);
return success;
}
/**
* gst_vaapi_window_glx_swap_buffers:
* @window: a #GstVaapiWindowGLX
*
* Promotes the contents of the back buffer of @window to become the
* contents of the front buffer of @window. This simply is wrapper
* around glXSwapBuffers().
*/
void
gst_vaapi_window_glx_swap_buffers (GstVaapiWindowGLX * window)
{
GstVaapiWindowGLXPrivate *priv;
g_return_if_fail (GST_VAAPI_IS_WINDOW_GLX (window));
GST_VAAPI_WINDOW_LOCK_DISPLAY (window);
priv = GST_VAAPI_WINDOW_GLX_GET_PRIVATE (window);
gl_swap_buffers (priv->gl_context);
GST_VAAPI_WINDOW_UNLOCK_DISPLAY (window);
}
/**
* gst_vaapi_window_glx_put_texture:
* @window: a #GstVaapiWindowGLX
* @texture: a #GstVaapiTexture
* @src_rect: the sub-rectangle of the source texture to
* extract and process. If %NULL, the entire texture will be used.
* @dst_rect: the sub-rectangle of the destination
* window into which the texture is rendered. If %NULL, the entire
* window will be used.
*
* Renders the @texture region specified by @src_rect into the @window
* region specified by @dst_rect.
*
* NOTE: only GL_TEXTURE_2D textures are supported at this time.
*
* Return value: %TRUE on success
*/
gboolean
gst_vaapi_window_glx_put_texture (GstVaapiWindowGLX * window,
GstVaapiTexture * texture,
const GstVaapiRectangle * src_rect, const GstVaapiRectangle * dst_rect)
{
GstVaapiRectangle tmp_src_rect, tmp_dst_rect;
GLTextureState ts;
GLenum tex_target;
GLuint tex_id;
guint tex_width, tex_height;
guint win_width, win_height;
g_return_val_if_fail (GST_VAAPI_IS_WINDOW_GLX (window), FALSE);
g_return_val_if_fail (texture != NULL, FALSE);
gst_vaapi_texture_get_size (texture, &tex_width, &tex_height);
fill_rect (&tmp_src_rect, src_rect, tex_width, tex_height);
src_rect = &tmp_src_rect;
gst_vaapi_window_get_size (GST_VAAPI_WINDOW (window), &win_width,
&win_height);
fill_rect (&tmp_dst_rect, dst_rect, win_width, win_height);
dst_rect = &tmp_dst_rect;
/* XXX: only GL_TEXTURE_2D textures are supported at this time */
tex_target = gst_vaapi_texture_get_target (texture);
if (tex_target != GL_TEXTURE_2D)
return FALSE;
tex_id = gst_vaapi_texture_get_id (texture);
if (!gl_bind_texture (&ts, tex_target, tex_id))
return FALSE;
glColor4f (1.0f, 1.0f, 1.0f, 1.0f);
glPushMatrix ();
glTranslatef ((GLfloat) dst_rect->x, (GLfloat) dst_rect->y, 0.0f);
glBegin (GL_QUADS);
{
const float tx1 = (float) src_rect->x / tex_width;
const float tx2 = (float) (src_rect->x + src_rect->width) / tex_width;
const float ty1 = (float) src_rect->y / tex_height;
const float ty2 = (float) (src_rect->y + src_rect->height) / tex_height;
const guint w = dst_rect->width;
const guint h = dst_rect->height;
glTexCoord2f (tx1, ty1);
glVertex2i (0, 0);
glTexCoord2f (tx1, ty2);
glVertex2i (0, h);
glTexCoord2f (tx2, ty2);
glVertex2i (w, h);
glTexCoord2f (tx2, ty1);
glVertex2i (w, 0);
}
glEnd ();
glPopMatrix ();
gl_unbind_texture (&ts);
return TRUE;
}