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MIME-type -> media types Fix up the manual in various places with the 1.0 way of doing things such as probes, static elements, scheduling, ... Add porting from 0.10 to 1.0 chapter. Add probe example to build. Remove some docs for remove components such as GstMixer and GstPropertyProbe, XML...
566 lines
24 KiB
XML
566 lines
24 KiB
XML
<chapter id="chapter-elements" xreflabel="Elements">
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<title>Elements</title>
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<para>
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The most important object in &GStreamer; for the application programmer
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is the <ulink type="http"
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url="../../gstreamer/html/GstElement.html"><classname>GstElement</classname></ulink>
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object. An element is the basic building block for a media pipeline. All
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the different high-level components you will use are derived from
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<classname>GstElement</classname>. Every decoder, encoder, demuxer, video
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or audio output is in fact a <classname>GstElement</classname>
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</para>
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<sect1 id="section-elements-design" xreflabel="What are elements?">
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<title>What are elements?</title>
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<para>
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For the application programmer, elements are best visualized as black
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boxes. On the one end, you might put something in, the element does
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something with it and something else comes out at the other side. For
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a decoder element, for example, you'd put in encoded data, and the
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element would output decoded data. In the next chapter (see <xref
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linkend="chapter-pads"/>), you will learn more about data input and
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output in elements, and how you can set that up in your application.
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</para>
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<sect2 id="section-elements-src">
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<title>Source elements</title>
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<para>
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Source elements generate data for use by a pipeline, for example
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reading from disk or from a sound card. <xref
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linkend="section-element-srcimg"/> shows how we will visualise
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a source element. We always draw a source pad to the right of
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the element.
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</para>
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<figure float="1" id="section-element-srcimg">
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<title>Visualisation of a source element</title>
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<mediaobject>
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<imageobject>
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<imagedata scale="75" fileref="images/src-element.ℑ"
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format="&IMAGE;"/>
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</imageobject>
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</mediaobject>
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</figure>
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<para>
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Source elements do not accept data, they only generate data. You can
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see this in the figure because it only has a source pad (on the
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right). A source pad can only generate data.
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</para>
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</sect2>
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<sect2 id="section-elements-filter">
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<title>Filters, convertors, demuxers, muxers and codecs</title>
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<para>
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Filters and filter-like elements have both input and outputs pads.
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They operate on data that they receive on their input (sink) pads,
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and will provide data on their output (source) pads. Examples of
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such elements are a volume element (filter), a video scaler
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(convertor), an Ogg demuxer or a Vorbis decoder.
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</para>
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<para>
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Filter-like elements can have any number of source or sink pads. A
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video demuxer, for example, would have one sink pad and several
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(1-N) source pads, one for each elementary stream contained in the
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container format. Decoders, on the other hand, will only have one
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source and sink pads.
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</para>
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<figure float="1" id="section-element-filterimg">
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<title>Visualisation of a filter element</title>
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<mediaobject>
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<imageobject>
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<imagedata scale="75" fileref="images/filter-element.ℑ"
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format="&IMAGE;"/>
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</imageobject>
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</mediaobject>
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</figure>
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<para>
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<xref linkend="section-element-filterimg"/> shows how we will
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visualise a filter-like element. This specific element has one source
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and one sink element. Sink pads, receiving input data, are depicted
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at the left of the element; source pads are still on the right.
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</para>
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<figure float="1" id="section-element-multifilterimg">
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<title>Visualisation of a filter element with
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more than one output pad</title>
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<mediaobject>
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<imageobject>
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<imagedata scale="75" fileref="images/filter-element-multi.ℑ"
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format="&IMAGE;" />
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</imageobject>
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</mediaobject>
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</figure>
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<para>
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<xref linkend="section-element-multifilterimg"/> shows another
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filter-like element, this one having more than one output (source)
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pad. An example of one such element could, for example, be an Ogg
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demuxer for an Ogg stream containing both audio and video. One
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source pad will contain the elementary video stream, another will
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contain the elementary audio stream. Demuxers will generally fire
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signals when a new pad is created. The application programmer can
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then handle the new elementary stream in the signal handler.
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</para>
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</sect2>
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<sect2 id="section-elements-sink">
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<title>Sink elements</title>
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<para>
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Sink elements are end points in a media pipeline. They accept
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data but do not produce anything. Disk writing, soundcard playback,
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and video output would all be implemented by sink elements.
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<xref linkend="section-element-sinkimg"/> shows a sink element.
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</para>
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<figure float="1" id="section-element-sinkimg">
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<title>Visualisation of a sink element</title>
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<mediaobject>
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<imageobject>
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<imagedata scale="75" fileref="images/sink-element.ℑ"
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format="&IMAGE;" />
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</imageobject>
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</mediaobject>
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</figure>
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</sect2>
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</sect1>
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<sect1 id="section-elements-create">
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<title>Creating a <classname>GstElement</classname></title>
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<para>
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The simplest way to create an element is to use <ulink type="http"
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url="&URLAPI;GstElementFactory.html#gst-element-factory-make"><function>gst_element_factory_make
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()</function></ulink>. This function takes a factory name and an
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element name for the newly created element. The name of the element
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is something you can use later on to look up the element in a bin,
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for example. The name will also be used in debug output. You can
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pass <symbol>NULL</symbol> as the name argument to get a unique,
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default name.
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</para>
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<para>
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When you don't need the element anymore, you need to unref it using
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<ulink type="http"
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url="&URLAPI;GstObject.html#gst-object-unref"><function>gst_object_unref
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()</function></ulink>. This decreases the reference count for the
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element by 1. An element has a refcount of 1 when it gets created.
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An element gets destroyed completely when the refcount is decreased
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to 0.
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</para>
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<para>
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The following example &EXAFOOT; shows how to create an element named
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<emphasis>source</emphasis> from the element factory named
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<emphasis>fakesrc</emphasis>. It checks if the creation succeeded.
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After checking, it unrefs the element.
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</para>
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<programlisting><!-- example-begin elementmake.c --><![CDATA[
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#include <gst/gst.h>
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int
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main (int argc,
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char *argv[])
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{
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GstElement *element;
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/* init GStreamer */
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gst_init (&argc, &argv);
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/* create element */
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element = gst_element_factory_make ("fakesrc", "source");
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if (!element) {
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g_print ("Failed to create element of type 'fakesrc'\n");
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return -1;
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}
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gst_object_unref (GST_OBJECT (element));
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return 0;
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}
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]]><!-- example-end elementmake.c --></programlisting>
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<para>
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<function>gst_element_factory_make</function> is actually a shorthand
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for a combination of two functions. A <ulink type="http"
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url="&URLAPI;GstElement.html"><classname>GstElement</classname></ulink>
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object is created from a factory. To create the element, you have to
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get access to a <ulink type="http"
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url="&URLAPI;GstElementFactory.html"><classname>GstElementFactory</classname></ulink>
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object using a unique factory name. This is done with <ulink type="http"
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url="&URLAPI;GstElementFactory.html#gst-element-factory-find"><function>gst_element_factory_find
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()</function></ulink>.
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</para>
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<para>
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The following code fragment is used to get a factory that can be used
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to create the <emphasis>fakesrc</emphasis> element, a fake data source.
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The function <ulink type="http"
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url="&URLAPI;GstElementFactory.html#gst-element-factory-create"><function>gst_element_factory_create
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()</function></ulink> will use the element factory to create an
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element with the given name.
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</para>
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<programlisting><!-- example-begin elementcreate.c --><![CDATA[
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#include <gst/gst.h>
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int
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main (int argc,
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char *argv[])
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{
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GstElementFactory *factory;
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GstElement * element;
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/* init GStreamer */
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gst_init (&argc, &argv);
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/* create element, method #2 */
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factory = gst_element_factory_find ("fakesrc");
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if (!factory) {
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g_print ("Failed to find factory of type 'fakesrc'\n");
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return -1;
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}
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element = gst_element_factory_create (factory, "source");
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if (!element) {
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g_print ("Failed to create element, even though its factory exists!\n");
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return -1;
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}
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gst_object_unref (GST_OBJECT (element));
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return 0;
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}
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]]><!-- example-end elementcreate.c --></programlisting>
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</sect1>
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<sect1 id="section-elements-properties">
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<title>Using an element as a <classname>GObject</classname></title>
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<para>
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A <ulink type="http"
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url="&URLAPI;GstElement.html"><classname>GstElement</classname></ulink>
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can have several properties which are implemented using standard
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<classname>GObject</classname> properties. The usual
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<classname>GObject</classname> methods to query, set and get
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property values and <classname>GParamSpecs</classname> are
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therefore supported.
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</para>
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<para>
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Every <classname>GstElement</classname> inherits at least one
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property from its parent <classname>GstObject</classname>: the
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"name" property. This is the name you provide to the functions
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<function>gst_element_factory_make ()</function> or
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<function>gst_element_factory_create ()</function>. You can get
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and set this property using the functions
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<function>gst_object_set_name</function> and
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<function>gst_object_get_name</function> or use the
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<classname>GObject</classname> property mechanism as shown below.
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</para>
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<programlisting><!-- example-begin elementget.c --><![CDATA[
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#include <gst/gst.h>
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int
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main (int argc,
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char *argv[])
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{
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GstElement *element;
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gchar *name;
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/* init GStreamer */
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gst_init (&argc, &argv);
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/* create element */
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element = gst_element_factory_make ("fakesrc", "source");
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/* get name */
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g_object_get (G_OBJECT (element), "name", &name, NULL);
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g_print ("The name of the element is '%s'.\n", name);
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g_free (name);
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gst_object_unref (GST_OBJECT (element));
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return 0;
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}
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]]><!-- example-end elementget.c --></programlisting>
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<para>
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Most plugins provide additional properties to provide more information
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about their configuration or to configure the element.
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<command>gst-inspect</command> is a useful tool to query the properties
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of a particular element, it will also use property introspection to give
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a short explanation about the function of the property and about the
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parameter types and ranges it supports. See
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<xref linkend="section-applications-inspect"/>
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in the appendix for details about <command>gst-inspect</command>.
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</para>
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<para>
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For more information about <classname>GObject</classname>
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properties we recommend you read the <ulink
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url="http://developer.gnome.org/doc/API/2.0/gobject/index.html"
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type="http">GObject manual</ulink> and an introduction to <ulink
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url="http://developer.gnome.org/doc/API/2.0/gobject/pr01.html" type="http">
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The Glib Object system</ulink>.
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</para>
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<para>
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A <ulink type="http" url="&URLAPI;GstElement.html">
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<classname>GstElement</classname></ulink> also provides various
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<classname>GObject</classname> signals that can be used as a flexible
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callback mechanism. Here, too, you can use <command>gst-inspect</command>
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to see which signals a specific element supports. Together, signals
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and properties are the most basic way in which elements and
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applications interact.
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</para>
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</sect1>
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<sect1 id="section-elements-factories">
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<title>More about element factories</title>
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<para>
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In the previous section, we briefly introduced the <ulink type="http"
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url="&URLAPI;GstElementFactory.html"><classname>GstElementFactory</classname></ulink>
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object already as a way to create instances of an element. Element
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factories, however, are much more than just that. Element factories
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are the basic types retrieved from the &GStreamer; registry, they
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describe all plugins and elements that &GStreamer; can create. This
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means that element factories are useful for automated element
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instancing, such as what autopluggers do, and for creating lists
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of available elements.
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</para>
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<sect2 id="section-elements-factories-details">
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<title>Getting information about an element using a factory</title>
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<para>
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Tools like <command>gst-inspect</command> will provide some generic
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information about an element, such as the person that wrote the
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plugin, a descriptive name (and a shortname), a rank and a category.
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The category can be used to get the type of the element that can
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be created using this element factory. Examples of categories include
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<classname>Codec/Decoder/Video</classname> (video decoder),
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<classname>Codec/Encoder/Video</classname> (video encoder),
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<classname>Source/Video</classname> (a video generator),
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<classname>Sink/Video</classname> (a video output), and all these
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exist for audio as well, of course. Then, there's also
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<classname>Codec/Demuxer</classname> and
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<classname>Codec/Muxer</classname> and a whole lot more.
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<command>gst-inspect</command> will give a list of all factories, and
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<command>gst-inspect <factory-name></command> will list all
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of the above information, and a lot more.
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</para>
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<programlisting><!-- example-begin elementfactory.c --><![CDATA[
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#include <gst/gst.h>
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int
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main (int argc,
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char *argv[])
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{
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GstElementFactory *factory;
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/* init GStreamer */
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gst_init (&argc, &argv);
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/* get factory */
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factory = gst_element_factory_find ("fakesrc");
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if (!factory) {
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g_print ("You don't have the 'fakesrc' element installed!\n");
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return -1;
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}
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/* display information */
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g_print ("The '%s' element is a member of the category %s.\n"
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"Description: %s\n",
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gst_plugin_feature_get_name (GST_PLUGIN_FEATURE (factory)),
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gst_element_factory_get_metadata (factory, GST_ELEMENT_METADATA_KLASS),
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gst_element_factory_get_metadata (factory, GST_ELEMENT_METADATA_DESCRIPTION));
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return 0;
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}
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]]><!-- example-end elementfactory.c --></programlisting>
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<para>
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You can use <function>gst_registry_pool_feature_list (GST_TYPE_ELEMENT_FACTORY)</function>
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to get a list of all the element factories that &GStreamer; knows
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about.
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</para>
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</sect2>
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<sect2 id="section-elements-factories-padtemplates">
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<title>Finding out what pads an element can contain</title>
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<para>
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Perhaps the most powerful feature of element factories is that
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they contain a full description of the pads that the element
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can generate, and the capabilities of those pads (in layman words:
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what types of media can stream over those pads), without actually
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having to load those plugins into memory. This can be used
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to provide a codec selection list for encoders, or it can be used
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for autoplugging purposes for media players. All current
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&GStreamer;-based media players and autopluggers work this way.
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We'll look closer at these features as we learn about
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<classname>GstPad</classname> and <classname>GstCaps</classname>
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in the next chapter: <xref linkend="chapter-pads"/>
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</para>
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</sect2>
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</sect1>
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<sect1 id="section-elements-link" xreflabel="Linking elements">
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<title>Linking elements</title>
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<para>
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By linking a source element with zero or more filter-like
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elements and finally a sink element, you set up a media
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pipeline. Data will flow through the elements. This is the
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basic concept of media handling in &GStreamer;.
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</para>
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<figure float="1" id="section-link">
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<title>Visualisation of three linked elements</title>
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<mediaobject>
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<imageobject>
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<imagedata scale="75" fileref="images/linked-elements.ℑ"
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format="&IMAGE;"/>
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</imageobject>
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</mediaobject>
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</figure>
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<para>
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By linking these three elements, we have created a very simple
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chain of elements. The effect of this will be that the output of
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the source element (<quote>element1</quote>) will be used as input
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for the filter-like element (<quote>element2</quote>). The
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filter-like element will do something with the data and send the
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result to the final sink element (<quote>element3</quote>).
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</para>
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<para>
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Imagine the above graph as a simple Ogg/Vorbis audio decoder. The
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source is a disk source which reads the file from disc. The second
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element is a Ogg/Vorbis audio decoder. The sink element is your
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soundcard, playing back the decoded audio data. We will use this
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simple graph to construct an Ogg/Vorbis player later in this manual.
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</para>
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<para>
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In code, the above graph is written like this:
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</para>
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<programlisting><!-- example-begin elementlink.c a -->
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#include <gst/gst.h>
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int
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main (int argc,
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char *argv[])
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{
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GstElement *pipeline;
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GstElement *source, *filter, *sink;
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/* init */
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gst_init (&argc, &argv);
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/* create pipeline */
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pipeline = gst_pipeline_new ("my-pipeline");
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/* create elements */
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source = gst_element_factory_make ("fakesrc", "source");
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filter = gst_element_factory_make ("identity", "filter");
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sink = gst_element_factory_make ("fakesink", "sink");
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/* must add elements to pipeline before linking them */
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gst_bin_add_many (GST_BIN (pipeline), source, filter, sink, NULL);
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/* link */
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if (!gst_element_link_many (source, filter, sink, NULL)) {
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g_warning ("Failed to link elements!");
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}
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<!-- example-end elementlink.c a -->
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[..]<!-- example-begin elementlink.c b --><!--
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return 0;
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--><!-- example-end elementlink.c b -->
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<!-- example-begin elementlink.c c -->
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}
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<!-- example-end elementlink.c c --></programlisting>
|
|
<para>
|
|
For more specific behaviour, there are also the functions
|
|
<function>gst_element_link ()</function> and
|
|
<function>gst_element_link_pads ()</function>. You can also obtain
|
|
references to individual pads and link those using various
|
|
<function>gst_pad_link_* ()</function> functions. See the API
|
|
references for more details.
|
|
</para>
|
|
<para>
|
|
Important: you must add elements to a bin or pipeline
|
|
<emphasis>before</emphasis> linking them, since adding an element to
|
|
a bin will disconnect any already existing links. Also, you cannot
|
|
directly link elements that are not in the same bin or pipeline; if
|
|
you want to link elements or pads at different hierarchy levels, you
|
|
will need to use ghost pads (more about ghost pads later).
|
|
</para>
|
|
</sect1>
|
|
|
|
<sect1 id="section-elements-states">
|
|
<title>Element States</title>
|
|
<para>
|
|
After being created, an element will not actually perform any actions
|
|
yet. You need to change elements state to make it do something.
|
|
&GStreamer; knows four element states, each with a very specific
|
|
meaning. Those four states are:
|
|
</para>
|
|
<itemizedlist>
|
|
<listitem>
|
|
<para>
|
|
<classname>GST_STATE_NULL</classname>: this is the default state.
|
|
No resources are allocated in this state, so, transitioning to it
|
|
will free all resources. The element must be in this state when
|
|
its refcount reaches 0 and it is freed.
|
|
</para>
|
|
</listitem>
|
|
<listitem>
|
|
<para>
|
|
<classname>GST_STATE_READY</classname>: in the ready state, an
|
|
element has allocated all of its global resources, that is,
|
|
resources that can be kept within streams. You can think about
|
|
opening devices, allocating buffers and so on. However, the
|
|
stream is not opened in this state, so the stream positions is
|
|
automatically zero. If a stream was previously opened, it should
|
|
be closed in this state, and position, properties and such should
|
|
be reset.
|
|
</para>
|
|
</listitem>
|
|
<listitem>
|
|
<para>
|
|
<classname>GST_STATE_PAUSED</classname>: in this state, an
|
|
element has opened the stream, but is not actively processing
|
|
it. An element is allowed to modify a stream's position, read
|
|
and process data and such to prepare for playback as soon as
|
|
state is changed to PLAYING, but it is <emphasis>not</emphasis>
|
|
allowed to play the data which would make the clock run.
|
|
In summary, PAUSED is the same as PLAYING but without a running
|
|
clock.
|
|
</para>
|
|
<para>
|
|
Elements going into the PAUSED state should prepare themselves
|
|
for moving over to the PLAYING state as soon as possible. Video
|
|
or audio outputs would, for example, wait for data to arrive and
|
|
queue it so they can play it right after the state change. Also,
|
|
video sinks can already play the first frame (since this does
|
|
not affect the clock yet). Autopluggers could use this same
|
|
state transition to already plug together a pipeline. Most other
|
|
elements, such as codecs or filters, do not need to explicitly
|
|
do anything in this state, however.
|
|
</para>
|
|
</listitem>
|
|
<listitem>
|
|
<para>
|
|
<classname>GST_STATE_PLAYING</classname>: in the PLAYING state,
|
|
an element does exactly the same as in the PAUSED state, except
|
|
that the clock now runs.
|
|
</para>
|
|
</listitem>
|
|
</itemizedlist>
|
|
<para>
|
|
You can change the state of an element using the function
|
|
<function>gst_element_set_state ()</function>. If you set an element
|
|
to another state, &GStreamer; will internally traverse all intermediate
|
|
states. So if you set an element from NULL to PLAYING, &GStreamer;
|
|
will internally set the element to READY and PAUSED in between.
|
|
</para>
|
|
<para>
|
|
When moved to <classname>GST_STATE_PLAYING</classname>, pipelines
|
|
will process data automatically. They do not need to be iterated in
|
|
any form. Internally, &GStreamer; will start threads that take this
|
|
task on to them. &GStreamer; will also take care of switching
|
|
messages from the pipeline's thread into the application's own
|
|
thread, by using a <ulink type="http"
|
|
url="&URLAPI;GstBus.html"><classname>GstBus</classname></ulink>. See
|
|
<xref linkend="chapter-bus"/> for details.
|
|
</para>
|
|
<para>
|
|
When you set a bin or pipeline to a certain target state, it will usually
|
|
propagate the state change to all elements within the bin or pipeline
|
|
automatically, so it's usually only necessary to set the state of the
|
|
top-level pipeline to start up the pipeline or shut it down. However,
|
|
when adding elements dynamically to an already-running pipeline, e.g.
|
|
from within a "pad-added" or "new-decoded-pad" signal callback, you
|
|
need to set it to the desired target state yourself using
|
|
<function>gst_element_set_state ()</function> or
|
|
<function>gst_element_sync_state_with_parent ()</function>.
|
|
</para>
|
|
</sect1>
|
|
</chapter>
|