gstreamer/tests/test-textures.c
Gwenole Beauchesne 2101685b7d texture: move to core libgstvaapi base library.
GstVaapiTexture is a generic abstraction that could be moved to the
core libgstvaapi library. While doing this, no extra dependency needs
to be added. This means that a GstVaapitextureClass is now available
for any specific code that needs to be added, e.g. creation of the
underlying GL texture objects, or backend dependent ways to upload
a surface to the texture object.

Generic OpenGL data types (GLuint, GLenum) are also replaced with a
plain guint.

https://bugzilla.gnome.org/show_bug.cgi?id=736715
2015-01-27 18:11:44 +01:00

195 lines
6.2 KiB
C

/*
* test-textures.c - Test GstVaapiTexture
*
* Copyright (C) 2010-2011 Splitted-Desktop Systems
* Author: Gwenole Beauchesne <gwenole.beauchesne@splitted-desktop.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
*/
#include "gst/vaapi/sysdeps.h"
#include <gst/vaapi/gstvaapidisplay_glx.h>
#include <gst/vaapi/gstvaapiwindow_glx.h>
#include <gst/vaapi/gstvaapitexture_glx.h>
#include <gst/vaapi/gstvaapisurface.h>
#include <gst/vaapi/gstvaapiimage.h>
#include "image.h"
static inline void pause(void)
{
g_print("Press any key to continue...\n");
getchar();
}
static inline guint gl_get_current_texture_2d(void)
{
GLint texture;
glGetIntegerv(GL_TEXTURE_BINDING_2D, &texture);
return (guint)texture;
}
int
main(int argc, char *argv[])
{
GstVaapiDisplay *display;
GstVaapiWindow *window;
GstVaapiWindowGLX *glx_window;
GstVaapiSurface *surface;
GstVaapiImage *image;
GstVaapiTexture *textures[2];
GstVaapiTexture *texture;
GLuint texture_id;
GstVaapiRectangle src_rect;
GstVaapiRectangle dst_rect;
guint flags = GST_VAAPI_PICTURE_STRUCTURE_FRAME;
static const GstVaapiChromaType chroma_type = GST_VAAPI_CHROMA_TYPE_YUV420;
static const guint width = 320;
static const guint height = 240;
static const guint win_width = 640;
static const guint win_height = 480;
gst_init(&argc, &argv);
display = gst_vaapi_display_glx_new(NULL);
if (!display)
g_error("could not create VA display");
surface = gst_vaapi_surface_new(display, chroma_type, width, height);
if (!surface)
g_error("could not create VA surface");
image = image_generate(display, GST_VIDEO_FORMAT_NV12, width, height);
if (!image)
g_error("could not create VA image");
if (!image_upload(image, surface))
g_error("could not upload VA image to surface");
window = gst_vaapi_window_glx_new(display, win_width, win_height);
if (!window)
g_error("could not create window");
glx_window = GST_VAAPI_WINDOW_GLX(window);
gst_vaapi_window_show(window);
if (!gst_vaapi_window_glx_make_current(glx_window))
g_error("coult not bind GL context");
g_print("#\n");
g_print("# Create texture with gst_vaapi_texture_glx_new()\n");
g_print("#\n");
{
texture = gst_vaapi_texture_glx_new(
display,
GL_TEXTURE_2D,
GL_RGBA,
width,
height
);
if (!texture)
g_error("could not create VA texture");
textures[0] = texture;
texture_id = gst_vaapi_texture_get_id(texture);
if (!gst_vaapi_texture_put_surface(texture, surface, NULL, flags))
g_error("could not transfer VA surface to texture");
if (!gst_vaapi_window_glx_put_texture(glx_window, texture, NULL, NULL))
g_error("could not render texture into the window");
}
g_print("#\n");
g_print("# Create texture with gst_vaapi_texture_glx_new_wrapped()\n");
g_print("#\n");
{
const GLenum target = GL_TEXTURE_2D;
const GLenum format = GL_BGRA;
glEnable(target);
glGenTextures(1, &texture_id);
glBindTexture(target, texture_id);
glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
glTexImage2D(
target,
0,
GL_RGBA8,
width, height,
0,
format,
GL_UNSIGNED_BYTE,
NULL
);
glDisable(target);
texture = gst_vaapi_texture_glx_new_wrapped(
display,
texture_id,
target,
format
);
if (!texture)
g_error("could not create VA texture");
if (texture_id != gst_vaapi_texture_get_id(texture))
g_error("invalid texture id");
if (gl_get_current_texture_2d() != texture_id)
g_error("gst_vaapi_texture_glx_new_wrapped() altered texture bindings");
textures[1] = texture;
if (!gst_vaapi_texture_put_surface(texture, surface, NULL, flags))
g_error("could not transfer VA surface to texture");
if (gl_get_current_texture_2d() != texture_id)
g_error("gst_vaapi_texture_put_surface() altered texture bindings");
src_rect.x = 0;
src_rect.y = 0;
src_rect.width = width;
src_rect.height = height;
dst_rect.x = win_width/2;
dst_rect.y = win_height/2;
dst_rect.width = win_width/2;
dst_rect.height = win_height/2;
if (!gst_vaapi_window_glx_put_texture(glx_window, texture,
&src_rect, &dst_rect))
g_error("could not render texture into the window");
if (gl_get_current_texture_2d() != texture_id)
g_error("gst_vaapi_window_glx_put_texture() altered texture bindings");
}
gst_vaapi_window_glx_swap_buffers(glx_window);
pause();
gst_vaapi_texture_unref(textures[0]);
gst_vaapi_texture_unref(textures[1]);
glDeleteTextures(1, &texture_id);
gst_vaapi_window_unref(window);
gst_vaapi_display_unref(display);
gst_deinit();
return 0;
}