gstreamer/tests/internal/test-textures.c
He Junyan f20bd8bfd1 libs: texture: Make texture a standard GstMiniObject.
We store GstVaapiTextureGLX and GstVaapiTextureEGL's private data in
the qdata of miniobject and avoid extending the base texture class.

Part-of: <https://gitlab.freedesktop.org/gstreamer/gstreamer-vaapi/-/merge_requests/317>
2020-05-16 19:18:46 +02:00

179 lines
5.6 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_mini_object_unref (GST_MINI_OBJECT_CAST (textures[0]));
gst_mini_object_unref (GST_MINI_OBJECT_CAST (textures[1]));
glDeleteTextures (1, &texture_id);
gst_object_unref (window);
gst_object_unref (display);
gst_deinit ();
return 0;
}