gstreamer/tests/examples/sdl/sdlshare.c
Matthew Waters b90d824626 [838/906] gl: Use GL_TEXTURE_2D instead of GL_TEXTURE_RECTANGLE
We create our textures (in Desktop GL) with GL_TEXTURE_RECTANGLE,
vaapi attempts to bind our texture to GL_TEXTURE_2D which throws a
GL_INVALID_OPERATION error and as thus, no video.

Also, by moving exclusively to GL_TEXTURE_2D and the npot extension
we also remove a difference between the Desktop GL and GLES2 code.

https://bugzilla.gnome.org/show_bug.cgi?id=712287
2014-03-15 18:37:03 +01:00

380 lines
12 KiB
C

/*
* GStreamer
* Copyright (C) 2009 Julien Isorce <julien.isorce@gmail.com>
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Library General Public
* License as published by the Free Software Foundation; either
* version 2 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
* Library General Public License for more details.
*
* You should have received a copy of the GNU Library General Public
* License along with this library; if not, write to the
* Free Software Foundation, Inc., 51 Franklin St, Fifth Floor,
* Boston, MA 02110-1301, USA.
*/
#ifdef HAVE_CONFIG_H
#include "config.h"
#endif
#ifdef WIN32
#include <windows.h>
#endif
#include <GL/gl.h>
#include <GL/glu.h>
#include "SDL/SDL.h"
#include "SDL/SDL_opengl.h"
#ifndef WIN32
#include <GL/glx.h>
#include "SDL/SDL_syswm.h"
#endif
#include <gst/gst.h>
/* hack */
typedef struct _GstGLBuffer GstGLBuffer;
struct _GstGLBuffer
{
GstBuffer buffer;
GObject *obj;
gint width;
gint height;
GLuint texture;
};
/* rotation angle for the triangle. */
float rtri = 0.0f;
/* rotation angle for the quadrilateral. */
float rquad = 0.0f;
/* A general OpenGL initialization function. Sets all of the initial parameters. */
void
InitGL (int Width, int Height) // We call this right after our OpenGL window is created.
{
glViewport (0, 0, Width, Height);
glClearColor (0.0f, 0.0f, 0.0f, 0.0f); // This Will Clear The Background Color To Black
glClearDepth (1.0); // Enables Clearing Of The Depth Buffer
glDepthFunc (GL_LESS); // The Type Of Depth Test To Do
glEnable (GL_DEPTH_TEST); // Enables Depth Testing
glShadeModel (GL_SMOOTH); // Enables Smooth Color Shading
glMatrixMode (GL_PROJECTION);
glLoadIdentity (); // Reset The Projection Matrix
gluPerspective (45.0f, (GLfloat) Width / (GLfloat) Height, 0.1f, 100.0f); // Calculate The Aspect Ratio Of The Window
glMatrixMode (GL_MODELVIEW);
}
/* The main drawing function. */
void
DrawGLScene (GstGLBuffer * gst_gl_buf)
{
GLuint texture = gst_gl_buf->texture;
GLfloat width = (GLfloat) gst_gl_buf->width;
GLfloat height = (GLfloat) gst_gl_buf->height;
glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear The Screen And The Depth Buffer
glLoadIdentity (); // Reset The View
glTranslatef (-1.5f, 0.0f, -6.0f); // Move Left 1.5 Units And Into The Screen 6.0
glRotatef (rtri, 0.0f, 1.0f, 0.0f); // Rotate The Triangle On The Y axis
// draw a triangle (in smooth coloring mode)
glBegin (GL_POLYGON); // start drawing a polygon
glColor3f (1.0f, 0.0f, 0.0f); // Set The Color To Red
glVertex3f (0.0f, 1.0f, 0.0f); // Top
glColor3f (0.0f, 1.0f, 0.0f); // Set The Color To Green
glVertex3f (1.0f, -1.0f, 0.0f); // Bottom Right
glColor3f (0.0f, 0.0f, 1.0f); // Set The Color To Blue
glVertex3f (-1.0f, -1.0f, 0.0f); // Bottom Left
glEnd (); // we're done with the polygon (smooth color interpolation)
glEnable (GL_TEXTURE_2D);
glBindTexture (GL_TEXTURE_2D, texture);
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
glLoadIdentity (); // make sure we're no longer rotated.
glTranslatef (1.5f, 0.0f, -6.0f); // Move Right 3 Units, and back into the screen 6.0
glRotatef (rquad, 1.0f, 0.0f, 0.0f); // Rotate The Quad On The X axis
// draw a square (quadrilateral)
glColor3f (0.5f, 0.5f, 1.0f); // set color to a blue shade.
glBegin (GL_QUADS); // start drawing a polygon (4 sided)
glTexCoord3f (0.0f, height, 0.0f);
glVertex3f (-1.0f, 1.0f, 0.0f); // Top Left
glTexCoord3f (width, height, 0.0f);
glVertex3f (1.0f, 1.0f, 0.0f); // Top Right
glTexCoord3f (width, 0.0f, 0.0f);
glVertex3f (1.0f, -1.0f, 0.0f); // Bottom Right
glTexCoord3f (0.0f, 0.0f, 0.0f);
glVertex3f (-1.0f, -1.0f, 0.0f); // Bottom Left
glEnd (); // done with the polygon
glBindTexture (GL_TEXTURE_2D, 0);
rtri += 1.0f; // Increase The Rotation Variable For The Triangle
rquad -= 1.0f; // Decrease The Rotation Variable For The Quad
// swap buffers to display, since we're double buffered.
SDL_GL_SwapBuffers ();
}
gboolean
update_sdl_scene (void *fk)
{
GstElement *fakesink = (GstElement *) fk;
GMainLoop *loop =
(GMainLoop *) g_object_get_data (G_OBJECT (fakesink), "loop");
GAsyncQueue *queue_input_buf =
(GAsyncQueue *) g_object_get_data (G_OBJECT (fakesink),
"queue_input_buf");
GAsyncQueue *queue_output_buf =
(GAsyncQueue *) g_object_get_data (G_OBJECT (fakesink),
"queue_output_buf");
GstGLBuffer *gst_gl_buf = (GstGLBuffer *) g_async_queue_pop (queue_input_buf);
SDL_Event event;
while (SDL_PollEvent (&event)) {
if (event.type == SDL_QUIT) {
g_main_loop_quit (loop);
}
if (event.type == SDL_KEYDOWN) {
if (event.key.keysym.sym == SDLK_ESCAPE) {
g_main_loop_quit (loop);
}
}
}
DrawGLScene (gst_gl_buf);
/* push buffer so it can be unref later */
g_async_queue_push (queue_output_buf, gst_gl_buf);
return FALSE;
}
/* fakesink handoff callback */
void
on_gst_buffer (GstElement * fakesink, GstBuffer * buf, GstPad * pad,
gpointer data)
{
GAsyncQueue *queue_input_buf = NULL;
GAsyncQueue *queue_output_buf = NULL;
/* ref then push buffer to use it in sdl */
gst_buffer_ref (buf);
queue_input_buf =
(GAsyncQueue *) g_object_get_data (G_OBJECT (fakesink),
"queue_input_buf");
g_async_queue_push (queue_input_buf, buf);
if (g_async_queue_length (queue_input_buf) > 3)
g_idle_add (update_sdl_scene, (gpointer) fakesink);
/* pop then unref buffer we have finished to use in sdl */
queue_output_buf =
(GAsyncQueue *) g_object_get_data (G_OBJECT (fakesink),
"queue_output_buf");
if (g_async_queue_length (queue_output_buf) > 3) {
GstBuffer *buf_old = (GstBuffer *) g_async_queue_pop (queue_output_buf);
gst_buffer_unref (buf_old);
}
}
/* gst bus signal watch callback */
void
end_stream_cb (GstBus * bus, GstMessage * msg, GMainLoop * loop)
{
switch (GST_MESSAGE_TYPE (msg)) {
case GST_MESSAGE_EOS:
g_print ("End-of-stream\n");
g_print
("For more information, try to run: GST_DEBUG=gldisplay:2 ./sdlshare\n");
break;
case GST_MESSAGE_ERROR:
{
gchar *debug = NULL;
GError *err = NULL;
gst_message_parse_error (msg, &err, &debug);
g_print ("Error: %s\n", err->message);
g_error_free (err);
if (debug) {
g_print ("Debug deails: %s\n", debug);
g_free (debug);
}
break;
}
default:
break;
}
g_main_loop_quit (loop);
}
int
main (int argc, char **argv)
{
#ifdef WIN32
HGLRC sdl_gl_context = 0;
HDC sdl_dc = 0;
#else
SDL_SysWMinfo info;
Display *sdl_display = NULL;
Window sdl_win = 0;
GLXContext sdl_gl_context = NULL;
#endif
GMainLoop *loop = NULL;
GstPipeline *pipeline = NULL;
GstBus *bus = NULL;
GstElement *glfilter = NULL;
GstElement *fakesink = NULL;
GstState state;
GAsyncQueue *queue_input_buf = NULL;
GAsyncQueue *queue_output_buf = NULL;
/* Initialize SDL for video output */
if (SDL_Init (SDL_INIT_VIDEO) < 0) {
fprintf (stderr, "Unable to initialize SDL: %s\n", SDL_GetError ());
return -1;
}
/* Create a 640x480 OpenGL screen */
if (SDL_SetVideoMode (640, 480, 0, SDL_OPENGL) == NULL) {
fprintf (stderr, "Unable to create OpenGL screen: %s\n", SDL_GetError ());
SDL_Quit ();
return -1;
}
/* Set the title bar in environments that support it */
SDL_WM_SetCaption ("SDL and gst-plugins-gl", NULL);
/* Loop, drawing and checking events */
InitGL (640, 480);
gst_init (&argc, &argv);
loop = g_main_loop_new (NULL, FALSE);
/* retrieve and turn off sdl opengl context */
#ifdef WIN32
sdl_gl_context = wglGetCurrentContext ();
sdl_dc = wglGetCurrentDC ();
wglMakeCurrent (0, 0);
#else
SDL_VERSION (&info.version);
SDL_GetWMInfo (&info);
sdl_display = info.info.x11.display;
sdl_win = info.info.x11.window;
sdl_gl_context = glXGetCurrentContext ();
glXMakeCurrent (sdl_display, None, 0);
#endif
pipeline =
GST_PIPELINE (gst_parse_launch
("videotestsrc ! video/x-raw, width=320, height=240, framerate=(fraction)30/1 ! "
"gleffects effect=5 ! fakesink sync=1", NULL));
bus = gst_pipeline_get_bus (GST_PIPELINE (pipeline));
gst_bus_add_signal_watch (bus);
g_signal_connect (bus, "message::error", G_CALLBACK (end_stream_cb), loop);
g_signal_connect (bus, "message::warning", G_CALLBACK (end_stream_cb), loop);
g_signal_connect (bus, "message::eos", G_CALLBACK (end_stream_cb), loop);
gst_object_unref (bus);
/* sdl_gl_context is an external OpenGL context with which gst-plugins-gl want to share textures */
glfilter = gst_bin_get_by_name (GST_BIN (pipeline), "gleffects0");
g_object_set (G_OBJECT (glfilter), "external-opengl-context",
sdl_gl_context, NULL);
gst_object_unref (glfilter);
/* NULL to PAUSED state pipeline to make sure the gst opengl context is created and
* shared with the sdl one */
gst_element_set_state (GST_ELEMENT (pipeline), GST_STATE_PAUSED);
state = GST_STATE_PAUSED;
if (gst_element_get_state (GST_ELEMENT (pipeline), &state, NULL,
GST_CLOCK_TIME_NONE) != GST_STATE_CHANGE_SUCCESS) {
g_debug ("failed to pause pipeline\n");
return -1;
}
/* turn on back sdl opengl context */
#ifdef WIN32
wglMakeCurrent (sdl_dc, sdl_gl_context);
#else
glXMakeCurrent (sdl_display, sdl_win, sdl_gl_context);
#endif
/* append a gst-gl texture to this queue when you do not need it no more */
fakesink = gst_bin_get_by_name (GST_BIN (pipeline), "fakesink0");
g_object_set (G_OBJECT (fakesink), "signal-handoffs", TRUE, NULL);
g_signal_connect (fakesink, "handoff", G_CALLBACK (on_gst_buffer), NULL);
queue_input_buf = g_async_queue_new ();
queue_output_buf = g_async_queue_new ();
g_object_set_data (G_OBJECT (fakesink), "queue_input_buf", queue_input_buf);
g_object_set_data (G_OBJECT (fakesink), "queue_output_buf", queue_output_buf);
g_object_set_data (G_OBJECT (fakesink), "loop", loop);
gst_object_unref (fakesink);
gst_element_set_state (GST_ELEMENT (pipeline), GST_STATE_PLAYING);
g_main_loop_run (loop);
/* before to deinitialize the gst-gl-opengl context,
* no shared context (here the sdl one) must be current
*/
#ifdef WIN32
wglMakeCurrent (0, 0);
#else
glXMakeCurrent (sdl_display, sdl_win, sdl_gl_context);
#endif
gst_element_set_state (GST_ELEMENT (pipeline), GST_STATE_NULL);
gst_object_unref (pipeline);
/* turn on back sdl opengl context */
#ifdef WIN32
wglMakeCurrent (sdl_dc, sdl_gl_context);
#else
glXMakeCurrent (sdl_display, None, 0);
#endif
SDL_Quit ();
/* make sure there is no pending gst gl buffer in the communication queues
* between sdl and gst-gl
*/
while (g_async_queue_length (queue_input_buf) > 0) {
GstBuffer *buf = (GstBuffer *) g_async_queue_pop (queue_input_buf);
gst_buffer_unref (buf);
}
while (g_async_queue_length (queue_output_buf) > 0) {
GstBuffer *buf = (GstBuffer *) g_async_queue_pop (queue_output_buf);
gst_buffer_unref (buf);
}
return 0;
}