mirror of
https://gitlab.freedesktop.org/gstreamer/gstreamer.git
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360 lines
9.8 KiB
C
360 lines
9.8 KiB
C
/* GStreamer
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*
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* Copyright (C) 2013 Matthew Waters <ystreet00@gmail.com>
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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., 51 Franklin St, Fifth Floor,
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* Boston, MA 02110-1301, USA.
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*/
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#ifdef HAVE_CONFIG_H
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# include "config.h"
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#endif
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#include <gst/check/gstcheck.h>
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#include <gst/gl/gstglcontext.h>
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#include <stdio.h>
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#if GST_GL_HAVE_GLES2
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/* *INDENT-OFF* */
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static const gchar *vertex_shader_str_gles2 =
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"attribute vec4 a_position; \n"
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"attribute vec2 a_texCoord; \n"
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"varying vec2 v_texCoord; \n"
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"void main() \n"
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"{ \n"
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" gl_Position = a_position; \n"
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" v_texCoord = a_texCoord; \n"
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"} \n";
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static const gchar *fragment_shader_str_gles2 =
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"precision mediump float; \n"
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"varying vec2 v_texCoord; \n"
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"uniform sampler2D s_texture; \n"
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"void main() \n"
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"{ \n"
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" gl_FragColor = texture2D( s_texture, v_texCoord );\n"
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"} \n";
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/* *INDENT-ON* */
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#endif
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static GstGLDisplay *display;
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static void
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setup (void)
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{
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display = gst_gl_display_new ();
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}
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static void
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teardown (void)
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{
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gst_object_unref (display);
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}
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static GLuint fbo_id, rbo, tex;
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static GstGLFramebuffer *fbo;
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#if GST_GL_HAVE_GLES2
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static GError *error;
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static GstGLShader *shader;
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static GLint shader_attr_position_loc;
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static GLint shader_attr_texture_loc;
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#endif
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static void
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init (gpointer data)
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{
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GstGLContext *context = data;
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/* has to be called in the thread that is going to use the framebuffer */
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fbo = gst_gl_framebuffer_new (context);
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gst_gl_framebuffer_generate (fbo, 320, 240, &fbo_id, &rbo);
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fail_if (fbo == NULL || fbo_id == 0, "failed to create framebuffer object");
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gst_gl_context_gen_texture (context, &tex, GST_VIDEO_FORMAT_RGBA, 320, 240);
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fail_if (tex == 0, "failed to create texture");
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#if GST_GL_HAVE_GLES2
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if (gst_gl_context_get_gl_api (context) & GST_GL_API_GLES2) {
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shader = gst_gl_shader_new (context);
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fail_if (shader == NULL, "failed to create shader object");
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gst_gl_shader_set_vertex_source (shader, vertex_shader_str_gles2);
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gst_gl_shader_set_fragment_source (shader, fragment_shader_str_gles2);
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error = NULL;
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gst_gl_shader_compile (shader, &error);
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fail_if (error != NULL, "Error compiling shader %s\n",
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error ? error->message : "Unknown Error");
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shader_attr_position_loc =
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gst_gl_shader_get_attribute_location (shader, "a_position");
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shader_attr_texture_loc =
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gst_gl_shader_get_attribute_location (shader, "a_texCoord");
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}
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#endif
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}
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static void
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deinit (gpointer data)
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{
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GstGLContext *context = data;
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GstGLFuncs *gl = context->gl_vtable;
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gl->DeleteTextures (1, &tex);;
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gst_object_unref (fbo);
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#if GST_GL_HAVE_GLES2
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if (gst_gl_context_get_gl_api (context) & GST_GL_API_GLES2)
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gst_object_unref (shader);
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#endif
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}
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static void
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clear_tex (gpointer data)
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{
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GstGLContext *context = data;
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GstGLFuncs *gl = context->gl_vtable;
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static gfloat r = 0.0, g = 0.0, b = 0.0;
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gl->ClearColor (r, g, b, 1.0);
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gl->Clear (GL_COLOR_BUFFER_BIT);
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r = r > 1.0 ? 0.0 : r + 0.03;
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g = g > 1.0 ? 0.0 : g + 0.01;
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b = b > 1.0 ? 0.0 : b + 0.015;
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}
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static void
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draw_tex (gpointer data)
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{
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gst_gl_framebuffer_use_v2 (fbo, 320, 240, fbo_id, rbo, tex,
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(GLCB_V2) clear_tex, data);
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}
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static void
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draw_render (gpointer data)
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{
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GstGLContext *context = data;
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GstGLContextClass *context_class = GST_GL_CONTEXT_GET_CLASS (context);
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const GstGLFuncs *gl = context->gl_vtable;
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/* redraw the texture into the system provided framebuffer */
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#if GST_GL_HAVE_OPENGL
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if (gst_gl_context_get_gl_api (context) & GST_GL_API_OPENGL) {
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GLfloat verts[8] = { 1.0f, 1.0f,
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-1.0f, 1.0f,
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-1.0f, -1.0f,
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1.0f, -1.0f
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};
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GLfloat texcoords[8] = { 1.0f, 0.0f,
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0.0f, 0.0f,
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0.0f, 1.0f,
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1.0f, 1.0f
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};
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gl->Viewport (0, 0, 320, 240);
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gl->Clear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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gl->MatrixMode (GL_PROJECTION);
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gl->LoadIdentity ();
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gl->Enable (GL_TEXTURE_2D);
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gl->BindTexture (GL_TEXTURE_2D, tex);
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gl->EnableClientState (GL_VERTEX_ARRAY);
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gl->EnableClientState (GL_TEXTURE_COORD_ARRAY);
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gl->VertexPointer (2, GL_FLOAT, 0, &verts);
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gl->TexCoordPointer (2, GL_FLOAT, 0, &texcoords);
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gl->DrawArrays (GL_TRIANGLE_FAN, 0, 4);
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gl->DisableClientState (GL_VERTEX_ARRAY);
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gl->DisableClientState (GL_TEXTURE_COORD_ARRAY);
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gl->Disable (GL_TEXTURE_2D);
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}
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#endif
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#if GST_GL_HAVE_GLES2
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if (gst_gl_context_get_gl_api (context) & GST_GL_API_GLES2) {
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const GLfloat vVertices[] = { 1.0f, 1.0f, 0.0f,
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1.0f, 0.0f,
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-1.0f, 1.0f, 0.0f,
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0.0f, 0.0f,
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-1.0f, -1.0f, 0.0f,
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0.0f, 1.0f,
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1.0f, -1.0f, 0.0f,
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1.0f, 1.0f
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};
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GLushort indices[] = { 0, 1, 2, 0, 2, 3 };
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gl->Clear (GL_COLOR_BUFFER_BIT);
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gst_gl_shader_use (shader);
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/* Load the vertex position */
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gl->VertexAttribPointer (shader_attr_position_loc, 3,
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GL_FLOAT, GL_FALSE, 5 * sizeof (GLfloat), vVertices);
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/* Load the texture coordinate */
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gl->VertexAttribPointer (shader_attr_texture_loc, 2,
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GL_FLOAT, GL_FALSE, 5 * sizeof (GLfloat), &vVertices[3]);
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gl->EnableVertexAttribArray (shader_attr_position_loc);
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gl->EnableVertexAttribArray (shader_attr_texture_loc);
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gl->ActiveTexture (GL_TEXTURE0);
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gl->BindTexture (GL_TEXTURE_2D, tex);
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gst_gl_shader_set_uniform_1i (shader, "s_texture", 0);
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gl->DrawElements (GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, indices);
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}
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#endif
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context_class->swap_buffers (context);
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}
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GST_START_TEST (test_share)
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{
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GstGLContext *context;
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GstGLWindow *window;
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GstGLContext *other_context;
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GstGLWindow *other_window;
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GError *error = NULL;
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gint i = 0;
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display = gst_gl_display_new ();
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context = gst_gl_context_new (display);
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window = gst_gl_window_new (display);
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gst_gl_context_set_window (context, window);
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gst_gl_context_create (context, 0, &error);
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fail_if (error != NULL, "Error creating master context %s\n",
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error ? error->message : "Unknown Error");
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other_window = gst_gl_window_new (display);
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other_context = gst_gl_context_new (display);
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gst_gl_context_set_window (other_context, other_window);
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gst_gl_context_create (other_context, context, &error);
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fail_if (error != NULL, "Error creating secondary context %s\n",
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error ? error->message : "Unknown Error");
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/* make the window visible */
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gst_gl_window_draw (window, 320, 240);
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gst_gl_window_send_message (other_window, GST_GL_WINDOW_CB (init), context);
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while (i < 10) {
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gst_gl_window_send_message (other_window, GST_GL_WINDOW_CB (draw_tex),
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context);
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gst_gl_window_send_message (window, GST_GL_WINDOW_CB (draw_render),
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context);
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i++;
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}
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gst_gl_window_send_message (other_window, GST_GL_WINDOW_CB (deinit), context);
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gst_object_unref (window);
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gst_object_unref (other_window);
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gst_object_unref (other_context);
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gst_object_unref (context);
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}
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GST_END_TEST;
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GST_START_TEST (test_wrapped_context)
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{
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GstGLContext *context, *other_context, *wrapped_context;
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GstGLWindow *window, *other_window;
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GError *error = NULL;
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gint i = 0;
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guintptr handle;
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GstGLPlatform platform;
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GstGLAPI apis;
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display = gst_gl_display_new ();
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context = gst_gl_context_new (display);
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window = gst_gl_window_new (display);
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gst_gl_context_set_window (context, window);
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gst_gl_context_create (context, 0, &error);
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fail_if (error != NULL, "Error creating master context %s\n",
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error ? error->message : "Unknown Error");
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handle = gst_gl_context_get_gl_context (context);
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platform = gst_gl_context_get_gl_platform (context);
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apis = gst_gl_context_get_gl_api (context);
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wrapped_context =
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gst_gl_context_new_wrapped (display, handle, platform, apis);
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other_context = gst_gl_context_new (display);
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other_window = gst_gl_window_new (display);
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gst_gl_context_set_window (other_context, other_window);
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gst_gl_context_create (other_context, wrapped_context, &error);
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fail_if (error != NULL, "Error creating secondary context %s\n",
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error ? error->message : "Unknown Error");
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/* make the window visible */
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gst_gl_window_draw (window, 320, 240);
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gst_gl_window_send_message (other_window, GST_GL_WINDOW_CB (init), context);
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while (i < 10) {
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gst_gl_window_send_message (other_window, GST_GL_WINDOW_CB (draw_tex),
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context);
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gst_gl_window_send_message (window, GST_GL_WINDOW_CB (draw_render),
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context);
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i++;
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}
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gst_gl_window_send_message (other_window, GST_GL_WINDOW_CB (deinit), context);
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gst_object_unref (window);
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gst_object_unref (other_window);
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gst_object_unref (other_context);
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gst_object_unref (context);
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}
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GST_END_TEST;
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static Suite *
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gst_gl_context_suite (void)
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{
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Suite *s = suite_create ("GstGLContext");
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TCase *tc_chain = tcase_create ("general");
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suite_add_tcase (s, tc_chain);
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tcase_add_checked_fixture (tc_chain, setup, teardown);
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tcase_add_test (tc_chain, test_share);
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tcase_add_test (tc_chain, test_wrapped_context);
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return s;
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}
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GST_CHECK_MAIN (gst_gl_context);
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