gstreamer/gst-libs/gst/gl/gstgldisplay.c
Matthew Waters b11d8b8664 [630/906] display: add gl api checking
i.e. check for cases where the window wants a different API than
what the library was compiled with
2014-03-15 18:36:51 +01:00

1700 lines
50 KiB
C

/*
* GStreamer
* Copyright (C) 2007 David A. Schleef <ds@schleef.org>
* Copyright (C) 2008 Julien Isorce <julien.isorce@gmail.com>
* Copyright (C) 2008 Filippo Argiolas <filippo.argiolas@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.
*/
#define GLIB_DISABLE_DEPRECATION_WARNINGS
#ifdef HAVE_CONFIG_H
#include "config.h"
#endif
#include <stdio.h>
#include <gst/gst.h>
#include <gst/video/gstvideosink.h>
#include "gstgldisplay.h"
#include "gstgldownload.h"
#include "gstglmemory.h"
#ifndef GLEW_VERSION_MAJOR
#define GLEW_VERSION_MAJOR 4
#endif
#ifndef GLEW_VERSION_MINOR
#define GLEW_VERSION_MINOR 0
#endif
#define USING_OPENGL(display) (display->gl_api & GST_GL_API_OPENGL)
#define USING_OPENGL3(display) (display->gl_api & GST_GL_API_OPENGL3)
#define USING_GLES(display) (display->gl_api & GST_GL_API_GLES)
#define USING_GLES2(display) (display->gl_api & GST_GL_API_GLES2)
#define USING_GLES3(display) (display->gl_api & GST_GL_API_GLES3)
GST_DEBUG_CATEGORY_STATIC (gst_gl_display_debug);
#define GST_CAT_DEFAULT gst_gl_display_debug
#define DEBUG_INIT \
GST_DEBUG_CATEGORY_INIT (gst_gl_display_debug, "gldisplay", 0, "opengl display");
G_DEFINE_TYPE_WITH_CODE (GstGLDisplay, gst_gl_display, G_TYPE_OBJECT,
DEBUG_INIT);
#define GST_GL_DISPLAY_GET_PRIVATE(o) \
(G_TYPE_INSTANCE_GET_PRIVATE((o), GST_GL_TYPE_DISPLAY, GstGLDisplayPrivate))
static void gst_gl_display_finalize (GObject * object);
/* Called in the gl thread, protected by lock and unlock */
gpointer gst_gl_display_thread_create_context (GstGLDisplay * display);
void gst_gl_display_thread_destroy_context (GstGLDisplay * display);
void gst_gl_display_thread_run_generic (GstGLDisplay * display);
#if HAVE_GLES2
void gst_gl_display_thread_init_redisplay (GstGLDisplay * display);
#endif
void gst_gl_display_thread_gen_fbo (GstGLDisplay * display);
void gst_gl_display_thread_use_fbo (GstGLDisplay * display);
void gst_gl_display_thread_use_fbo_v2 (GstGLDisplay * display);
void gst_gl_display_thread_del_fbo (GstGLDisplay * display);
void gst_gl_display_thread_gen_shader (GstGLDisplay * display);
void gst_gl_display_thread_del_shader (GstGLDisplay * display);
/* private methods */
void gst_gl_display_lock (GstGLDisplay * display);
void gst_gl_display_unlock (GstGLDisplay * display);
void gst_gl_display_on_resize (GstGLDisplay * display, gint width, gint height);
void gst_gl_display_on_draw (GstGLDisplay * display);
void gst_gl_display_on_close (GstGLDisplay * display);
void gst_gl_display_del_texture_thread (GstGLDisplay * display,
GLuint * pTexture);
void gst_gl_display_gen_texture_window_cb (GstGLDisplay * display);
#if HAVE_OPENGL
void _gen_fbo_opengl (GstGLDisplay * display);
void _use_fbo_opengl (GstGLDisplay * display);
void _use_fbo_v2_opengl (GstGLDisplay * display);
void _del_fbo_opengl (GstGLDisplay * display);
void _gen_shader_opengl (GstGLDisplay * display);
void _del_shader_opengl (GstGLDisplay * display);
#endif
#if HAVE_GLES2
void _gen_fbo_gles2 (GstGLDisplay * display);
void _use_fbo_gles2 (GstGLDisplay * display);
void _use_fbo_v2_gles2 (GstGLDisplay * display);
void _del_fbo_gles2 (GstGLDisplay * display);
void _gen_shader_gles2 (GstGLDisplay * display);
void _del_shader_gles2 (GstGLDisplay * display);
#endif
typedef struct _GstGLVtable
{
GstGLWindowCB gen_fbo;
GstGLWindowCB use_fbo;
GstGLWindowCB use_fbo_v2;
GstGLWindowCB del_fbo;
GstGLWindowCB gen_shader;
GstGLWindowCB del_shader;
} GstGLVtable;
struct _GstGLDisplayPrivate
{
GstGLVtable vtable;
};
/*------------------------------------------------------------
--------------------- For klass GstGLDisplay ---------------
----------------------------------------------------------*/
static void
gst_gl_display_class_init (GstGLDisplayClass * klass)
{
g_type_class_add_private (klass, sizeof (GstGLDisplayPrivate));
G_OBJECT_CLASS (klass)->finalize = gst_gl_display_finalize;
}
static void
gst_gl_display_init (GstGLDisplay * display)
{
display->priv = GST_GL_DISPLAY_GET_PRIVATE (display);
/* thread safe */
display->mutex = g_mutex_new ();
/* gl context */
display->gl_thread = NULL;
display->gl_window = NULL;
display->isAlive = TRUE;
/* conditions */
display->cond_create_context = g_cond_new ();
display->cond_destroy_context = g_cond_new ();
/* action redisplay */
display->redisplay_texture = 0;
display->redisplay_texture_width = 0;
display->redisplay_texture_height = 0;
display->keep_aspect_ratio = FALSE;
#if HAVE_GLES2
display->redisplay_shader = NULL;
display->redisplay_attr_position_loc = 0;
display->redisplay_attr_texture_loc = 0;
#endif
/* action gen and del texture */
display->gen_texture = 0;
display->gen_texture_width = 0;
display->gen_texture_height = 0;
display->gen_texture_video_format = GST_VIDEO_FORMAT_UNKNOWN;
/* client callbacks */
display->clientReshapeCallback = NULL;
display->clientDrawCallback = NULL;
display->client_data = NULL;
display->colorspace_conversion = GST_GL_DISPLAY_CONVERSION_GLSL;
/* foreign gl context */
display->external_gl_context = 0;
/* filter gen fbo */
display->gen_fbo_width = 0;
display->gen_fbo_height = 0;
display->generated_fbo = 0;
display->generated_depth_buffer = 0;
/* filter use fbo */
display->use_fbo = 0;
display->use_depth_buffer = 0;
display->use_fbo_texture = 0;
display->use_fbo_width = 0;
display->use_fbo_height = 0;
display->use_fbo_scene_cb = NULL;
display->use_fbo_scene_cb_v2 = NULL;
display->use_fbo_proj_param1 = 0;
display->use_fbo_proj_param2 = 0;
display->use_fbo_proj_param3 = 0;
display->use_fbo_proj_param4 = 0;
display->use_fbo_projection = 0;
display->use_fbo_stuff = NULL;
display->input_texture_width = 0;
display->input_texture_height = 0;
display->input_texture = 0;
/* filter del fbo */
display->del_fbo = 0;
display->del_depth_buffer = 0;
/* action gen and del shader */
display->gen_shader_fragment_source = NULL;
display->gen_shader_vertex_source = NULL;
display->gen_shader = NULL;
display->del_shader = NULL;
display->uploads = NULL;
display->downloads = NULL;
#if HAVE_GLES2
/* *INDENT-OFF* */
display->redisplay_vertex_shader_str_gles2 =
"attribute vec4 a_position; \n"
"attribute vec2 a_texCoord; \n"
"varying vec2 v_texCoord; \n"
"void main() \n"
"{ \n"
" gl_Position = a_position; \n"
" v_texCoord = a_texCoord; \n"
"} \n";
display->redisplay_fragment_shader_str_gles2 =
"precision mediump float; \n"
"varying vec2 v_texCoord; \n"
"uniform sampler2D s_texture; \n"
"void main() \n"
"{ \n"
" gl_FragColor = texture2D( s_texture, v_texCoord );\n"
"} \n";
/* *INDENT_ON* */
#endif
display->error_message = NULL;
gst_gl_memory_init ();
}
static void
gst_gl_display_finalize (GObject * object)
{
GstGLDisplay *display = GST_GL_DISPLAY (object);
if (display->mutex && display->gl_window) {
gst_gl_display_lock (display);
gst_gl_window_set_resize_callback (display->gl_window, NULL, NULL);
gst_gl_window_set_draw_callback (display->gl_window, NULL, NULL);
gst_gl_window_set_close_callback (display->gl_window, NULL, NULL);
GST_INFO ("send quit gl window loop");
gst_gl_window_quit (display->gl_window,
GST_GL_WINDOW_CB (gst_gl_display_thread_destroy_context), display);
GST_INFO ("quit sent to gl window loop");
g_cond_wait (display->cond_destroy_context, display->mutex);
GST_INFO ("quit received from gl window");
gst_gl_display_unlock (display);
}
if (display->gl_thread) {
gpointer ret = g_thread_join (display->gl_thread);
GST_INFO ("gl thread joined");
if (ret != NULL)
GST_ERROR ("gl thread returned a not null pointer");
display->gl_thread = NULL;
}
if (display->mutex) {
g_mutex_free (display->mutex);
display->mutex = NULL;
}
if (display->cond_destroy_context) {
g_cond_free (display->cond_destroy_context);
display->cond_destroy_context = NULL;
}
if (display->cond_create_context) {
g_cond_free (display->cond_create_context);
display->cond_create_context = NULL;
}
if (display->clientReshapeCallback)
display->clientReshapeCallback = NULL;
if (display->clientDrawCallback)
display->clientDrawCallback = NULL;
if (display->client_data)
display->client_data = NULL;
if (display->use_fbo_scene_cb)
display->use_fbo_scene_cb = NULL;
if (display->use_fbo_scene_cb_v2)
display->use_fbo_scene_cb_v2 = NULL;
if (display->use_fbo_stuff)
display->use_fbo_stuff = NULL;
if (display->error_message) {
g_free (display->error_message);
display->error_message = NULL;
}
if (display->uploads) {
g_slist_free_full (display->uploads, g_object_unref);
display->uploads = NULL;
}
if (display->downloads) {
g_slist_free_full (display->downloads, g_object_unref);
display->downloads = NULL;
}
}
//------------------------------------------------------------
//------------------ BEGIN GL THREAD PROCS -------------------
//------------------------------------------------------------
/* Called in the gl thread */
void
gst_gl_display_set_error (GstGLDisplay * display, const char *format, ...)
{
va_list args;
if (display->error_message)
g_free (display->error_message);
va_start (args, format);
display->error_message = g_strdup_vprintf (format, args);
va_end (args);
GST_WARNING (display->error_message);
display->isAlive = FALSE;
}
#if HAVE_GLES2
static gboolean
_create_context_gles2 (GstGLDisplay * display, gint * gl_major, gint * gl_minor)
{
GLenum gl_err = GL_NO_ERROR;
if (glGetString (GL_VERSION))
GST_INFO ("GL_VERSION: %s", glGetString (GL_VERSION));
if (glGetString (GL_SHADING_LANGUAGE_VERSION))
GST_INFO ("GL_SHADING_LANGUAGE_VERSION: %s",
glGetString (GL_SHADING_LANGUAGE_VERSION));
else
GST_INFO ("Your driver does not support GLSL (OpenGL Shading Language)");
if (glGetString (GL_VENDOR))
GST_INFO ("GL_VENDOR: %s", glGetString (GL_VENDOR));
if (glGetString (GL_RENDERER))
GST_INFO ("GL_RENDERER: %s", glGetString (GL_RENDERER));
gl_err = glGetError ();
if (gl_err != GL_NO_ERROR) {
gst_gl_display_set_error (display, "glGetString error: 0x%x", gl_err);
}
if (!GL_ES_VERSION_2_0)
gst_gl_display_set_error (display, "OpenGL|ES >= 2.0 is required");
display->priv->vtable.gen_fbo = (GstGLWindowCB) _gen_fbo_gles2;
display->priv->vtable.use_fbo = (GstGLWindowCB) _use_fbo_gles2;
display->priv->vtable.use_fbo_v2 = (GstGLWindowCB) _use_fbo_v2_gles2;
display->priv->vtable.del_fbo = (GstGLWindowCB) _del_fbo_gles2;
display->priv->vtable.gen_shader = (GstGLWindowCB) _gen_shader_gles2;
display->priv->vtable.del_shader = (GstGLWindowCB) _del_shader_gles2;
*gl_major = 2;
*gl_minor = 0;
return TRUE;
}
#endif
#if HAVE_OPENGL
gboolean
_create_context_opengl (GstGLDisplay * display, gint * gl_major, gint * gl_minor)
{
GLenum err = GLEW_OK;
GLenum gl_err = GL_NO_ERROR;
GString *opengl_version = NULL;
if (glewInit () != GLEW_OK) {
gst_gl_display_set_error (display, "Failed to init GLEW: %s",
glewGetErrorString (err));
return TRUE;
}
/* OpenGL > 1.2.0 and Glew > 1.4.0 */
if (glGetString (GL_VERSION))
GST_INFO ("GL_VERSION: %s", glGetString (GL_VERSION));
GST_INFO ("GLEW_VERSION: %s", glewGetString (GLEW_VERSION));
if (glGetString (GL_SHADING_LANGUAGE_VERSION))
GST_INFO ("GL_SHADING_LANGUAGE_VERSION: %s",
glGetString (GL_SHADING_LANGUAGE_VERSION));
else
GST_INFO ("Your driver does not support GLSL (OpenGL Shading Language)");
if (glGetString (GL_VENDOR))
GST_INFO ("GL_VENDOR: %s", glGetString (GL_VENDOR));
if (glGetString (GL_RENDERER))
GST_INFO ("GL_RENDERER: %s", glGetString (GL_RENDERER));
gl_err = glGetError ();
if (gl_err != GL_NO_ERROR) {
gst_gl_display_set_error (display, "glGetString error: 0x%x", gl_err);
}
if (glGetString (GL_VERSION)) {
opengl_version =
g_string_truncate (g_string_new ((gchar *) glGetString (GL_VERSION)), 3);
sscanf (opengl_version->str, "%d.%d", gl_major, gl_minor);
g_string_free (opengl_version, TRUE);
if ((*gl_major < 1) ||
(GLEW_VERSION_MAJOR < 1) ||
(*gl_major < 2 && *gl_major >= 1
&& *gl_minor < 2) || (GLEW_VERSION_MAJOR < 2
&& GLEW_VERSION_MAJOR >= 1 && GLEW_VERSION_MINOR < 4)) {
/* turn off the pipeline, the old drivers are not yet supported */
gst_gl_display_set_error (display,
"OpenGL >= 1.2.0 and Glew >= 1.4.0 is required");
}
}
display->priv->vtable.gen_fbo = (GstGLWindowCB) _gen_fbo_opengl;
display->priv->vtable.use_fbo = (GstGLWindowCB) _use_fbo_opengl;
display->priv->vtable.use_fbo_v2 = (GstGLWindowCB) _use_fbo_v2_opengl;
display->priv->vtable.del_fbo = (GstGLWindowCB) _del_fbo_opengl;
display->priv->vtable.gen_shader = (GstGLWindowCB) _gen_shader_opengl;
display->priv->vtable.del_shader = (GstGLWindowCB) _del_shader_opengl;
return TRUE;
}
#endif
GstGLAPI
_compiled_api (void)
{
GstGLAPI ret = GST_GL_API_NONE;
#if HAVE_OPENGL
ret |= GST_GL_API_OPENGL;
#endif
#if HAVE_GLES2
ret |= GST_GL_API_GLES2;
#endif
return ret;
}
gpointer
gst_gl_display_thread_create_context (GstGLDisplay * display)
{
gint gl_major = 0, gl_minor = 0;
gboolean ret = FALSE;
GError *error = NULL;
GstGLAPI compiled_api;
gchar *api_string;
gchar *compiled_api_s;
gst_gl_display_lock (display);
compiled_api = _compiled_api ();
display->gl_window =
gst_gl_window_new (compiled_api, display->external_gl_context, &error);
if (!display->gl_window || error) {
gst_gl_display_set_error (display, error ? error->message : "Failed to create gl window");
g_cond_signal (display->cond_create_context);
gst_gl_display_unlock (display);
return NULL;
}
GST_INFO ("gl window created");
display->gl_api = gst_gl_window_get_gl_api (display->gl_window);
g_assert (display->gl_api != GST_GL_API_NONE && display->gl_api != GST_GL_API_ANY);
api_string = gst_gl_api_string (display->gl_api);
GST_INFO ("available GL APIs: %s", api_string);
compiled_api_s = gst_gl_api_string (compiled_api);
GST_INFO ("compiled api support: %s", compiled_api_s);
if ((compiled_api & display->gl_api) == GST_GL_API_NONE)
gst_gl_display_set_error (display, "failed to create_context, window "
"could not provide correct api. compiled api supports:%s, window "
"supports:%s", compiled_api_s, api_string);
g_free (api_string);
g_free (compiled_api_s);
/* gl api specific code */
#if HAVE_OPENGL
if (!ret && USING_OPENGL(display))
ret = _create_context_opengl (display, &gl_major, &gl_minor);
#endif
#if HAVE_GLES2
if (!ret && USING_GLES2(display))
ret = _create_context_gles2 (display, &gl_major, &gl_minor);
#endif
if (!ret || !gl_major)
gst_gl_display_set_error (display, "failed to create context, unknown reason");
/* setup callbacks */
gst_gl_window_set_resize_callback (display->gl_window,
GST_GL_WINDOW_RESIZE_CB (gst_gl_display_on_resize), display);
gst_gl_window_set_draw_callback (display->gl_window,
GST_GL_WINDOW_CB (gst_gl_display_on_draw), display);
gst_gl_window_set_close_callback (display->gl_window,
GST_GL_WINDOW_CB (gst_gl_display_on_close), display);
g_cond_signal (display->cond_create_context);
gst_gl_display_unlock (display);
gst_gl_window_run (display->gl_window);
GST_INFO ("loop exited\n");
gst_gl_display_lock (display);
display->isAlive = FALSE;
g_object_unref (G_OBJECT (display->gl_window));
display->gl_window = NULL;
g_cond_signal (display->cond_destroy_context);
gst_gl_display_unlock (display);
return NULL;
}
/* Called in the gl thread */
void
gst_gl_display_thread_destroy_context (GstGLDisplay * display)
{
#if HAVE_GLES2
if (display->redisplay_shader) {
g_object_unref (G_OBJECT (display->redisplay_shader));
display->redisplay_shader = NULL;
}
#endif
GST_INFO ("Context destroyed");
}
void
gst_gl_display_thread_run_generic (GstGLDisplay * display)
{
GST_TRACE ("running function:%p data:%p",
display->generic_callback, display->data);
display->generic_callback (display, display->data);
}
#if HAVE_GLES2
/* Called in the gl thread */
void
gst_gl_display_thread_init_redisplay (GstGLDisplay * display)
{
GError *error = NULL;
display->redisplay_shader = gst_gl_shader_new (display);
gst_gl_shader_set_vertex_source (display->redisplay_shader,
display->redisplay_vertex_shader_str_gles2);
gst_gl_shader_set_fragment_source (display->redisplay_shader,
display->redisplay_fragment_shader_str_gles2);
gst_gl_shader_compile (display->redisplay_shader, &error);
if (error) {
gst_gl_display_set_error (display, "%s", error->message);
g_error_free (error);
error = NULL;
gst_gl_shader_use (NULL);
} else {
display->redisplay_attr_position_loc =
gst_gl_shader_get_attribute_location (display->redisplay_shader,
"a_position");
display->redisplay_attr_texture_loc =
gst_gl_shader_get_attribute_location (display->redisplay_shader,
"a_texCoord");
}
}
#endif
#if HAVE_OPENGL
void
_gen_fbo_opengl (GstGLDisplay * display)
{
/* a texture must be attached to the FBO */
GLuint fake_texture = 0;
GST_TRACE ("creating FBO dimensions:%ux%u", display->gen_fbo_width,
display->gen_fbo_height);
/* -- generate frame buffer object */
if (!GLEW_EXT_framebuffer_object) {
gst_gl_display_set_error (display,
"Context, EXT_framebuffer_object not supported");
return;
}
/* setup FBO */
glGenFramebuffersEXT (1, &display->generated_fbo);
glBindFramebufferEXT (GL_FRAMEBUFFER_EXT, display->generated_fbo);
/* setup the render buffer for depth */
glGenRenderbuffersEXT (1, &display->generated_depth_buffer);
glBindRenderbufferEXT (GL_RENDERBUFFER_EXT, display->generated_depth_buffer);
glRenderbufferStorageEXT (GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT,
display->gen_fbo_width, display->gen_fbo_height);
glRenderbufferStorageEXT (GL_RENDERBUFFER_EXT, GL_DEPTH24_STENCIL8_EXT,
display->gen_fbo_width, display->gen_fbo_height);
/* setup a texture to render to */
glGenTextures (1, &fake_texture);
glBindTexture (GL_TEXTURE_RECTANGLE_ARB, fake_texture);
glTexImage2D (GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA8,
display->gen_fbo_width, display->gen_fbo_height, 0, GL_RGBA,
GL_UNSIGNED_BYTE, NULL);
glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_S,
GL_CLAMP_TO_EDGE);
glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_T,
GL_CLAMP_TO_EDGE);
/* attach the texture to the FBO to renderer to */
glFramebufferTexture2DEXT (GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT,
GL_TEXTURE_RECTANGLE_ARB, fake_texture, 0);
/* attach the depth render buffer to the FBO */
glFramebufferRenderbufferEXT (GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT,
GL_RENDERBUFFER_EXT, display->generated_depth_buffer);
if (USING_OPENGL(display))
glFramebufferRenderbufferEXT (GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT_EXT,
GL_RENDERBUFFER_EXT, display->generated_depth_buffer);
if (glCheckFramebufferStatusEXT (GL_FRAMEBUFFER_EXT) !=
GL_FRAMEBUFFER_COMPLETE_EXT)
gst_gl_display_set_error (display, "GL framebuffer status incomplete");
/* unbind the FBO */
glBindFramebufferEXT (GL_FRAMEBUFFER_EXT, 0);
glDeleteTextures (1, &fake_texture);
}
#endif
#if HAVE_GLES2
void
_gen_fbo_gles2 (GstGLDisplay * display)
{
/* a texture must be attached to the FBO */
GLuint fake_texture = 0;
GST_TRACE ("creating FBO dimensions:%ux%u", display->gen_fbo_width,
display->gen_fbo_height);
/* -- generate frame buffer object */
if (!GLEW_EXT_framebuffer_object) {
gst_gl_display_set_error (display,
"Context, EXT_framebuffer_object not supported");
return;
}
/* setup FBO */
glGenFramebuffersEXT (1, &display->generated_fbo);
glBindFramebufferEXT (GL_FRAMEBUFFER_EXT, display->generated_fbo);
/* setup the render buffer for depth */
glGenRenderbuffersEXT (1, &display->generated_depth_buffer);
glBindRenderbufferEXT (GL_RENDERBUFFER_EXT, display->generated_depth_buffer);
glRenderbufferStorageEXT (GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT16,
display->gen_fbo_width, display->gen_fbo_height);
/* setup a texture to render to */
glGenTextures (1, &fake_texture);
glBindTexture (GL_TEXTURE_RECTANGLE_ARB, fake_texture);
glTexImage2D (GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA8,
display->gen_fbo_width, display->gen_fbo_height, 0, GL_RGBA,
GL_UNSIGNED_BYTE, NULL);
glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_S,
GL_CLAMP_TO_EDGE);
glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_T,
GL_CLAMP_TO_EDGE);
/* attach the texture to the FBO to renderer to */
glFramebufferTexture2DEXT (GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT,
GL_TEXTURE_RECTANGLE_ARB, fake_texture, 0);
/* attach the depth render buffer to the FBO */
glFramebufferRenderbufferEXT (GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT,
GL_RENDERBUFFER_EXT, display->generated_depth_buffer);
if (glCheckFramebufferStatusEXT (GL_FRAMEBUFFER_EXT) !=
GL_FRAMEBUFFER_COMPLETE_EXT)
gst_gl_display_set_error (display, "GL framebuffer status incomplete");
/* unbind the FBO */
glBindFramebufferEXT (GL_FRAMEBUFFER_EXT, 0);
glDeleteTextures (1, &fake_texture);
}
#endif
/* Called in the gl thread */
#if HAVE_OPENGL
void
_use_fbo_opengl (GstGLDisplay * display)
{
GST_TRACE ("Binding v1 FBO %u dimensions:%ux%u with texture:%u "
"dimensions:%ux%u", display->use_fbo, display->use_fbo_width,
display->use_fbo_height, display->use_fbo_texture,
display->input_texture_width, display->input_texture_height);
glBindFramebufferEXT (GL_FRAMEBUFFER_EXT, display->use_fbo);
/* setup a texture to render to */
glBindTexture (GL_TEXTURE_RECTANGLE_ARB, display->use_fbo_texture);
/* attach the texture to the FBO to renderer to */
glFramebufferTexture2DEXT (GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT,
GL_TEXTURE_RECTANGLE_ARB, display->use_fbo_texture, 0);
if (GLEW_ARB_fragment_shader)
gst_gl_shader_use (NULL);
glPushAttrib (GL_VIEWPORT_BIT);
glMatrixMode (GL_PROJECTION);
glPushMatrix ();
glLoadIdentity ();
switch (display->use_fbo_projection) {
case GST_GL_DISPLAY_PROJECTION_ORTHO2D:
gluOrtho2D (display->use_fbo_proj_param1, display->use_fbo_proj_param2,
display->use_fbo_proj_param3, display->use_fbo_proj_param4);
break;
case GST_GL_DISPLAY_PROJECTION_PERSPECTIVE:
gluPerspective (display->use_fbo_proj_param1,
display->use_fbo_proj_param2, display->use_fbo_proj_param3,
display->use_fbo_proj_param4);
break;
default:
gst_gl_display_set_error (display, "Unknow fbo projection %d",
display->use_fbo_projection);
}
glMatrixMode (GL_MODELVIEW);
glPushMatrix ();
glLoadIdentity ();
glViewport (0, 0, display->use_fbo_width, display->use_fbo_height);
glDrawBuffer (GL_COLOR_ATTACHMENT0_EXT);
glClearColor (0.0, 0.0, 0.0, 0.0);
glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
/* the opengl scene */
display->use_fbo_scene_cb (display->input_texture_width,
display->input_texture_height, display->input_texture,
display->use_fbo_stuff);
glDrawBuffer (GL_NONE);
glMatrixMode (GL_PROJECTION);
glPopMatrix ();
glMatrixMode (GL_MODELVIEW);
glPopMatrix ();
glPopAttrib ();
glBindFramebufferEXT (GL_FRAMEBUFFER_EXT, 0);
}
#endif
#if HAVE_GLES2
void
_use_fbo_gles2 (GstGLDisplay * display)
{
GLint viewport_dim[4];
GST_TRACE ("Binding v1 FBO %u dimensions:%ux%u with texture:%u "
"dimensions:%ux%u", display->use_fbo, display->use_fbo_width,
display->use_fbo_height, display->use_fbo_texture,
display->input_texture_width, display->input_texture_height);
glBindFramebufferEXT (GL_FRAMEBUFFER_EXT, display->use_fbo);
/* setup a texture to render to */
glBindTexture (GL_TEXTURE_RECTANGLE_ARB, display->use_fbo_texture);
/* attach the texture to the FBO to renderer to */
glFramebufferTexture2DEXT (GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT,
GL_TEXTURE_RECTANGLE_ARB, display->use_fbo_texture, 0);
glGetIntegerv (GL_VIEWPORT, viewport_dim);
glViewport (0, 0, display->use_fbo_width, display->use_fbo_height);
glClearColor (0.0, 0.0, 0.0, 0.0);
glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
/* the opengl scene */
display->use_fbo_scene_cb (display->input_texture_width,
display->input_texture_height, display->input_texture,
display->use_fbo_stuff);
glViewport (viewport_dim[0], viewport_dim[1], viewport_dim[2],
viewport_dim[3]);
glBindFramebufferEXT (GL_FRAMEBUFFER_EXT, 0);
}
#endif
/* Called in a gl thread
* Need full shader support */
#if HAVE_OPENGL
void
_use_fbo_v2_opengl (GstGLDisplay * display)
{
GLint viewport_dim[4];
GST_TRACE ("Binding v2 FBO %u dimensions:%ux%u with texture:%u ",
display->use_fbo, display->use_fbo_width,
display->use_fbo_height, display->use_fbo_texture);
glBindFramebufferEXT (GL_FRAMEBUFFER_EXT, display->use_fbo);
/* setup a texture to render to */
glBindTexture (GL_TEXTURE_RECTANGLE_ARB, display->use_fbo_texture);
/* attach the texture to the FBO to renderer to */
glFramebufferTexture2DEXT (GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT,
GL_TEXTURE_RECTANGLE_ARB, display->use_fbo_texture, 0);
glGetIntegerv (GL_VIEWPORT, viewport_dim);
glViewport (0, 0, display->use_fbo_width, display->use_fbo_height);
glDrawBuffer (GL_COLOR_ATTACHMENT0_EXT);
glClearColor (0.0, 0.0, 0.0, 0.0);
glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
/* the opengl scene */
display->use_fbo_scene_cb_v2 (display->use_fbo_stuff);
glDrawBuffer (GL_NONE);
glViewport (viewport_dim[0], viewport_dim[1],
viewport_dim[2], viewport_dim[3]);
glBindFramebufferEXT (GL_FRAMEBUFFER_EXT, 0);
}
#endif
#if HAVE_GLES2
void
_use_fbo_v2_gles2 (GstGLDisplay * display)
{
GLint viewport_dim[4];
GST_TRACE ("Binding v2 FBO %u dimensions:%ux%u with texture:%u ",
display->use_fbo, display->use_fbo_width,
display->use_fbo_height, display->use_fbo_texture);
glBindFramebufferEXT (GL_FRAMEBUFFER_EXT, display->use_fbo);
/* setup a texture to render to */
glBindTexture (GL_TEXTURE_RECTANGLE_ARB, display->use_fbo_texture);
/* attach the texture to the FBO to renderer to */
glFramebufferTexture2DEXT (GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT,
GL_TEXTURE_RECTANGLE_ARB, display->use_fbo_texture, 0);
glGetIntegerv (GL_VIEWPORT, viewport_dim);
glViewport (0, 0, display->use_fbo_width, display->use_fbo_height);
glClearColor (0.0, 0.0, 0.0, 0.0);
glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
//the opengl scene
display->use_fbo_scene_cb_v2 (display->use_fbo_stuff);
glViewport (viewport_dim[0], viewport_dim[1],
viewport_dim[2], viewport_dim[3]);
glBindFramebufferEXT (GL_FRAMEBUFFER_EXT, 0);
}
#endif
/* Called in the gl thread */
#if HAVE_OPENGL
void
_del_fbo_opengl (GstGLDisplay * display)
{
GST_TRACE ("Deleting FBO %u", display->del_fbo);
if (display->del_fbo) {
glDeleteFramebuffersEXT (1, &display->del_fbo);
display->del_fbo = 0;
}
if (display->del_depth_buffer) {
glDeleteRenderbuffersEXT (1, &display->del_depth_buffer);
display->del_depth_buffer = 0;
}
}
#endif
#if HAVE_GLES2
void
_del_fbo_gles2 (GstGLDisplay * display)
{
GST_TRACE ("Deleting FBO %u", display->del_fbo);
if (display->del_fbo) {
glDeleteFramebuffersEXT (1, &display->del_fbo);
display->del_fbo = 0;
}
if (display->del_depth_buffer) {
glDeleteRenderbuffersEXT (1, &display->del_depth_buffer);
display->del_depth_buffer = 0;
}
}
#endif
/* Called in the gl thread */
void
_gen_shader_opengl (GstGLDisplay * display)
{
GST_TRACE ("Generating shader %" GST_PTR_FORMAT, display->gen_shader);
if (GLEW_ARB_fragment_shader) {
if (display->gen_shader_vertex_source ||
display->gen_shader_fragment_source) {
GError *error = NULL;
display->gen_shader = gst_gl_shader_new (display);
if (display->gen_shader_vertex_source)
gst_gl_shader_set_vertex_source (display->gen_shader,
display->gen_shader_vertex_source);
if (display->gen_shader_fragment_source)
gst_gl_shader_set_fragment_source (display->gen_shader,
display->gen_shader_fragment_source);
gst_gl_shader_compile (display->gen_shader, &error);
if (error) {
gst_gl_display_set_error (display, "%s", error->message);
g_error_free (error);
error = NULL;
gst_gl_shader_use (NULL);
g_object_unref (G_OBJECT (display->gen_shader));
display->gen_shader = NULL;
}
}
} else {
gst_gl_display_set_error (display,
"One of the filter required ARB_fragment_shader");
display->gen_shader = NULL;
}
}
#if HAVE_GLES2
void
_gen_shader_gles2 (GstGLDisplay * display)
{
GST_TRACE ("Generating shader %" GST_PTR_FORMAT, display->gen_shader);
if (GLEW_ARB_fragment_shader) {
if (display->gen_shader_vertex_source ||
display->gen_shader_fragment_source) {
GError *error = NULL;
display->gen_shader = gst_gl_shader_new (display);
if (display->gen_shader_vertex_source)
gst_gl_shader_set_vertex_source (display->gen_shader,
display->gen_shader_vertex_source);
if (display->gen_shader_fragment_source)
gst_gl_shader_set_fragment_source (display->gen_shader,
display->gen_shader_fragment_source);
gst_gl_shader_compile (display->gen_shader, &error);
if (error) {
gst_gl_display_set_error (display, "%s", error->message);
g_error_free (error);
error = NULL;
gst_gl_shader_use (NULL);
g_object_unref (G_OBJECT (display->gen_shader));
display->gen_shader = NULL;
}
}
} else {
gst_gl_display_set_error (display,
"One of the filter required ARB_fragment_shader");
display->gen_shader = NULL;
}
}
#endif
/* Called in the gl thread */
#if HAVE_OPENGL
void
_del_shader_opengl (GstGLDisplay * display)
{
GST_TRACE ("Deleting shader %" GST_PTR_FORMAT, display->del_shader);
if (display->del_shader) {
g_object_unref (G_OBJECT (display->del_shader));
display->del_shader = NULL;
}
}
#endif
#if HAVE_GLES2
void
_del_shader_gles2 (GstGLDisplay * display)
{
GST_TRACE ("Deleting shader %" GST_PTR_FORMAT, display->del_shader);
if (display->del_shader) {
g_object_unref (G_OBJECT (display->del_shader));
display->del_shader = NULL;
}
}
#endif
//------------------------------------------------------------
//------------------ BEGIN GL THREAD ACTIONS -----------------
//------------------------------------------------------------
//------------------------------------------------------------
//---------------------- BEGIN PRIVATE -----------------------
//------------------------------------------------------------
void
gst_gl_display_on_resize (GstGLDisplay * display, gint width, gint height)
{
GST_TRACE ("GL Window resized to %ux%u", width, height);
//check if a client reshape callback is registered
if (display->clientReshapeCallback)
display->clientReshapeCallback (width, height, display->client_data);
//default reshape
else {
if (display->keep_aspect_ratio) {
GstVideoRectangle src, dst, result;
src.x = 0;
src.y = 0;
src.w = display->redisplay_texture_width;
src.h = display->redisplay_texture_height;
dst.x = 0;
dst.y = 0;
dst.w = width;
dst.h = height;
gst_video_sink_center_rect (src, dst, &result, TRUE);
glViewport (result.x, result.y, result.w, result.h);
} else {
glViewport (0, 0, width, height);
}
#if HAVE_OPENGL
if (USING_OPENGL(display)) {
glMatrixMode (GL_PROJECTION);
glLoadIdentity ();
gluOrtho2D (0, width, 0, height);
glMatrixMode (GL_MODELVIEW);
}
#endif
}
}
void
gst_gl_display_on_draw (GstGLDisplay * display)
{
/* check if texture is ready for being drawn */
if (!display->redisplay_texture)
return;
/* opengl scene */
GST_TRACE ("on draw");
/* make sure that the environnement is clean */
if (display->colorspace_conversion == GST_GL_DISPLAY_CONVERSION_GLSL)
glUseProgramObjectARB (0);
#if HAVE_OPENGL
if (USING_OPENGL(display))
glDisable (GL_TEXTURE_RECTANGLE_ARB);
#endif
glBindTexture (GL_TEXTURE_RECTANGLE_ARB, 0);
/* check if a client draw callback is registered */
if (display->clientDrawCallback) {
gboolean doRedisplay =
display->clientDrawCallback (display->redisplay_texture,
display->redisplay_texture_width, display->redisplay_texture_height,
display->client_data);
if (doRedisplay && display->gl_window)
gst_gl_window_draw_unlocked (display->gl_window,
display->redisplay_texture_width, display->redisplay_texture_height);
}
/* default opengl scene */
else {
#if HAVE_OPENGL
if (USING_OPENGL(display)) {
glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glMatrixMode (GL_PROJECTION);
glLoadIdentity ();
glBindTexture (GL_TEXTURE_RECTANGLE_ARB, display->redisplay_texture);
glEnable (GL_TEXTURE_RECTANGLE_ARB);
glBegin (GL_QUADS);
/* gst images are top-down while opengl plane is bottom-up */
glTexCoord2i (display->redisplay_texture_width, 0);
glVertex2f (1.0f, 1.0f);
glTexCoord2i (0, 0);
glVertex2f (-1.0f, 1.0f);
glTexCoord2i (0, display->redisplay_texture_height);
glVertex2f (-1.0f, -1.0f);
glTexCoord2i (display->redisplay_texture_width,
display->redisplay_texture_height);
glVertex2f (1.0f, -1.0f);
/*glTexCoord2i (display->redisplay_texture_width, 0);
glVertex2i (1, -1);
glTexCoord2i (0, 0);
glVertex2f (-1.0f, -1.0f);
glTexCoord2i (0, display->redisplay_texture_height);
glVertex2f (-1.0f, 1.0f);
glTexCoord2i (display->redisplay_texture_width,
display->redisplay_texture_height);
glVertex2f (1.0f, 1.0f); */
glEnd ();
glDisable (GL_TEXTURE_RECTANGLE_ARB);
}
#endif
#if HAVE_GLES2
if (USING_GLES2(display)) {
const GLfloat vVertices[] = { 1.0f, 1.0f, 0.0f,
1.0f, 0.0f,
-1.0f, 1.0f, 0.0f,
0.0f, 0.0f,
-1.0f, -1.0f, 0.0f,
0.0f, 1.0f,
1.0f, -1.0f, 0.0f,
1.0f, 1.0f
};
GLushort indices[] = { 0, 1, 2, 0, 2, 3 };
glClear (GL_COLOR_BUFFER_BIT);
gst_gl_shader_use (display->redisplay_shader);
/* Load the vertex position */
glVertexAttribPointer (display->redisplay_attr_position_loc, 3, GL_FLOAT,
GL_FALSE, 5 * sizeof (GLfloat), vVertices);
/* Load the texture coordinate */
glVertexAttribPointer (display->redisplay_attr_texture_loc, 2, GL_FLOAT,
GL_FALSE, 5 * sizeof (GLfloat), &vVertices[3]);
glEnableVertexAttribArray (display->redisplay_attr_position_loc);
glEnableVertexAttribArray (display->redisplay_attr_texture_loc);
glActiveTexture (GL_TEXTURE0);
glBindTexture (GL_TEXTURE_2D, display->redisplay_texture);
gst_gl_shader_set_uniform_1i (display->redisplay_shader, "s_texture", 0);
glDrawElements (GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, indices);
}
#endif
} /* end default opengl scene */
}
void
gst_gl_display_on_close (GstGLDisplay * display)
{
gst_gl_display_set_error (display, "Output window was closed");
}
void
gst_gl_display_gen_texture_window_cb (GstGLDisplay * display)
{
gst_gl_display_gen_texture_thread (display, &display->gen_texture,
display->gen_texture_video_format, display->gen_texture_width,
display->gen_texture_height);
}
/* Generate a texture if no one is available in the pool
* Called in the gl thread */
void
gst_gl_display_gen_texture_thread (GstGLDisplay * display, GLuint * pTexture,
GstVideoFormat v_format, GLint width, GLint height)
{
GST_TRACE ("Generating texture format:%u dimensions:%ux%u", v_format,
width, height);
glGenTextures (1, pTexture);
glBindTexture (GL_TEXTURE_RECTANGLE_ARB, *pTexture);
switch (v_format) {
case GST_VIDEO_FORMAT_RGB:
case GST_VIDEO_FORMAT_BGR:
case GST_VIDEO_FORMAT_RGBx:
case GST_VIDEO_FORMAT_BGRx:
case GST_VIDEO_FORMAT_xRGB:
case GST_VIDEO_FORMAT_xBGR:
case GST_VIDEO_FORMAT_RGBA:
case GST_VIDEO_FORMAT_BGRA:
case GST_VIDEO_FORMAT_ARGB:
case GST_VIDEO_FORMAT_ABGR:
glTexImage2D (GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA8,
width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
break;
case GST_VIDEO_FORMAT_YUY2:
case GST_VIDEO_FORMAT_UYVY:
switch (display->colorspace_conversion) {
case GST_GL_DISPLAY_CONVERSION_GLSL:
case GST_GL_DISPLAY_CONVERSION_MATRIX:
glTexImage2D (GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA8,
width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
break;
#if 0
case GST_GL_DISPLAY_CONVERSION_MESA:
if (display->upload_width != display->upload_data_width ||
display->upload_height != display->upload_data_height)
glTexImage2D (GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA8,
width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
else
glTexImage2D (GL_TEXTURE_RECTANGLE_ARB, 0, GL_YCBCR_MESA, width,
height, 0, GL_YCBCR_MESA, GL_UNSIGNED_SHORT_8_8_MESA, NULL);
break;
#endif
default:
gst_gl_display_set_error (display, "Unknow colorspace conversion %d",
display->colorspace_conversion);
}
break;
case GST_VIDEO_FORMAT_I420:
case GST_VIDEO_FORMAT_YV12:
case GST_VIDEO_FORMAT_AYUV:
glTexImage2D (GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA8,
width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
break;
default:
gst_gl_display_set_error (display, "Unsupported upload video format %d",
v_format);
break;
}
glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_S,
GL_CLAMP_TO_EDGE);
glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_T,
GL_CLAMP_TO_EDGE);
GST_LOG ("generated texture id:%d", *pTexture);
}
void
gst_gl_display_del_texture_thread (GstGLDisplay * display, GLuint * pTexture)
{
//glDeleteTextures (1, pTexture);
}
/*------------------------------------------------------------
--------------------- END PRIVATE -------------------------
----------------------------------------------------------*/
/*------------------------------------------------------------
--------------------- BEGIN PUBLIC -------------------------
----------------------------------------------------------*/
void
gst_gl_display_lock (GstGLDisplay * display)
{
g_mutex_lock (display->mutex);
}
void
gst_gl_display_unlock (GstGLDisplay * display)
{
g_mutex_unlock (display->mutex);
}
/* called in the gl thread */
void
gst_gl_display_check_framebuffer_status (void)
{
GLenum status = glCheckFramebufferStatusEXT (GL_FRAMEBUFFER_EXT);
switch (status) {
case GL_FRAMEBUFFER_COMPLETE_EXT:
break;
case GL_FRAMEBUFFER_UNSUPPORTED_EXT:
GST_ERROR ("GL_FRAMEBUFFER_UNSUPPORTED");
break;
case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT_EXT:
GST_ERROR ("GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT");
break;
case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT_EXT:
GST_ERROR ("GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT");
break;
case GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS_EXT:
GST_ERROR ("GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS");
break;
#if HAVE_OPENGL
case GL_FRAMEBUFFER_UNDEFINED:
GST_ERROR ("GL_FRAMEBUFFER_UNDEFINED");
break;
#endif
default:
GST_ERROR ("General FBO error");
}
}
/* Called by the first gl element of a video/x-raw-gl flow */
GstGLDisplay *
gst_gl_display_new (void)
{
return g_object_new (GST_GL_TYPE_DISPLAY, NULL);
}
/* Create an opengl context (one context for one GstGLDisplay) */
gboolean
gst_gl_display_create_context (GstGLDisplay * display,
gulong external_gl_context)
{
gboolean isAlive = FALSE;
gst_gl_display_lock (display);
if (!display->gl_window) {
display->external_gl_context = external_gl_context;
display->gl_thread = g_thread_create (
(GThreadFunc) gst_gl_display_thread_create_context, display, TRUE,
NULL);
g_cond_wait (display->cond_create_context, display->mutex);
GST_INFO ("gl thread created");
}
isAlive = display->isAlive;
gst_gl_display_unlock (display);
return isAlive;
}
/* Called by the glimagesink element */
gboolean
gst_gl_display_redisplay (GstGLDisplay * display, GLuint texture,
gint gl_width, gint gl_height, gint window_width, gint window_height,
gboolean keep_aspect_ratio)
{
gboolean isAlive;
gst_gl_display_lock (display);
if (display->isAlive) {
#if HAVE_GLES2
if (USING_GLES2(display)) {
if (!display->redisplay_shader) {
gst_gl_window_send_message (display->gl_window,
GST_GL_WINDOW_CB (gst_gl_display_thread_init_redisplay), display);
}
}
#endif
if (texture) {
display->redisplay_texture = texture;
display->redisplay_texture_width = gl_width;
display->redisplay_texture_height = gl_height;
}
display->keep_aspect_ratio = keep_aspect_ratio;
if (display->gl_window)
gst_gl_window_draw (display->gl_window, window_width, window_height);
}
isAlive = display->isAlive;
gst_gl_display_unlock (display);
return isAlive;
}
void
gst_gl_display_thread_add (GstGLDisplay * display,
GstGLDisplayThreadFunc func, gpointer data)
{
gst_gl_display_lock (display);
display->data = data;
display->generic_callback = func;
gst_gl_window_send_message (display->gl_window,
GST_GL_WINDOW_CB (gst_gl_display_thread_run_generic), display);
gst_gl_display_unlock (display);
}
/* Called by gst_gl_buffer_new */
void
gst_gl_display_gen_texture (GstGLDisplay * display, GLuint * pTexture,
GstVideoFormat v_format, GLint width, GLint height)
{
gst_gl_display_lock (display);
if (display->isAlive) {
display->gen_texture_width = width;
display->gen_texture_height = height;
display->gen_texture_video_format = v_format;
gst_gl_window_send_message (display->gl_window,
GST_GL_WINDOW_CB (gst_gl_display_gen_texture_window_cb), display);
*pTexture = display->gen_texture;
} else
*pTexture = 0;
gst_gl_display_unlock (display);
}
/* Called by gst_gl_buffer_finalize */
void
gst_gl_display_del_texture (GstGLDisplay * display, GLuint * pTexture)
{
gst_gl_display_lock (display);
if (*pTexture) {
gst_gl_display_del_texture_thread (display, pTexture);
}
gst_gl_display_unlock (display);
}
/* Called by gltestsrc and glfilter */
gboolean
gst_gl_display_gen_fbo (GstGLDisplay * display, gint width, gint height,
GLuint * fbo, GLuint * depthbuffer)
{
gboolean isAlive = FALSE;
gst_gl_display_lock (display);
if (display->isAlive) {
display->gen_fbo_width = width;
display->gen_fbo_height = height;
gst_gl_window_send_message (display->gl_window,
GST_GL_WINDOW_CB (display->priv->vtable.gen_fbo), display);
*fbo = display->generated_fbo;
*depthbuffer = display->generated_depth_buffer;
}
isAlive = display->isAlive;
gst_gl_display_unlock (display);
return isAlive;
}
/* Called by glfilter */
/* this function really has to be simplified... do we really need to
set projection this way? Wouldn't be better a set_projection
separate call? or just make glut functions available out of
gst-libs and call it if needed on drawcallback? -- Filippo */
/* GLCB too.. I think that only needed parameters should be
* GstGLDisplay *display and gpointer data, or just gpointer data */
/* ..everything here has to be simplified! */
gboolean
gst_gl_display_use_fbo (GstGLDisplay * display, gint texture_fbo_width,
gint texture_fbo_height, GLuint fbo, GLuint depth_buffer,
GLuint texture_fbo, GLCB cb, gint input_texture_width,
gint input_texture_height, GLuint input_texture, gdouble proj_param1,
gdouble proj_param2, gdouble proj_param3, gdouble proj_param4,
GstGLDisplayProjection projection, gpointer * stuff)
{
gboolean isAlive;
gst_gl_display_lock (display);
if (display->isAlive) {
display->use_fbo = fbo;
display->use_depth_buffer = depth_buffer;
display->use_fbo_texture = texture_fbo;
display->use_fbo_width = texture_fbo_width;
display->use_fbo_height = texture_fbo_height;
display->use_fbo_scene_cb = cb;
display->use_fbo_proj_param1 = proj_param1;
display->use_fbo_proj_param2 = proj_param2;
display->use_fbo_proj_param3 = proj_param3;
display->use_fbo_proj_param4 = proj_param4;
display->use_fbo_projection = projection;
display->use_fbo_stuff = stuff;
display->input_texture_width = input_texture_width;
display->input_texture_height = input_texture_height;
display->input_texture = input_texture;
gst_gl_window_send_message (display->gl_window, display->priv->vtable.use_fbo, display);
}
isAlive = display->isAlive;
gst_gl_display_unlock (display);
return isAlive;
}
gboolean
gst_gl_display_use_fbo_v2 (GstGLDisplay * display, gint texture_fbo_width,
gint texture_fbo_height, GLuint fbo, GLuint depth_buffer,
GLuint texture_fbo, GLCB_V2 cb, gpointer * stuff)
{
gboolean isAlive;
gst_gl_display_lock (display);
if (display->isAlive) {
display->use_fbo = fbo;
display->use_depth_buffer = depth_buffer;
display->use_fbo_texture = texture_fbo;
display->use_fbo_width = texture_fbo_width;
display->use_fbo_height = texture_fbo_height;
display->use_fbo_scene_cb_v2 = cb;
display->use_fbo_stuff = stuff;
gst_gl_window_send_message (display->gl_window, display->priv->vtable.use_fbo_v2, display);
}
isAlive = display->isAlive;
gst_gl_display_unlock (display);
return isAlive;
}
/* Called by gltestsrc and glfilter */
void
gst_gl_display_del_fbo (GstGLDisplay * display, GLuint fbo, GLuint depth_buffer)
{
gst_gl_display_lock (display);
if (display->isAlive) {
display->del_fbo = fbo;
display->del_depth_buffer = depth_buffer;
gst_gl_window_send_message (display->gl_window, display->priv->vtable.del_fbo, display);
}
gst_gl_display_unlock (display);
}
/* Called by glfilter */
gboolean
gst_gl_display_gen_shader (GstGLDisplay * display,
const gchar * shader_vertex_source,
const gchar * shader_fragment_source, GstGLShader ** shader)
{
gboolean isAlive;
gst_gl_display_lock (display);
if (display->isAlive) {
display->gen_shader_vertex_source = shader_vertex_source;
display->gen_shader_fragment_source = shader_fragment_source;
gst_gl_window_send_message (display->gl_window, display->priv->vtable.gen_shader, display);
if (shader)
*shader = display->gen_shader;
display->gen_shader = NULL;
display->gen_shader_vertex_source = NULL;
display->gen_shader_fragment_source = NULL;
}
isAlive = display->isAlive;
gst_gl_display_unlock (display);
return isAlive;
}
/* Called by glfilter */
void
gst_gl_display_del_shader (GstGLDisplay * display, GstGLShader * shader)
{
gst_gl_display_lock (display);
if (display->isAlive) {
display->del_shader = shader;
gst_gl_window_send_message (display->gl_window, display->priv->vtable.del_shader, display);
}
gst_gl_display_unlock (display);
}
/* Called by the glimagesink */
void
gst_gl_display_set_window_id (GstGLDisplay * display, guintptr window_id)
{
gst_gl_display_lock (display);
gst_gl_window_set_window_handle (display->gl_window, window_id);
gst_gl_display_unlock (display);
}
/* Called by the glimagesink */
void
gst_gl_display_set_client_reshape_callback (GstGLDisplay * display, CRCB cb)
{
gst_gl_display_lock (display);
display->clientReshapeCallback = cb;
gst_gl_display_unlock (display);
}
/* Called by the glimagesink */
void
gst_gl_display_set_client_draw_callback (GstGLDisplay * display, CDCB cb)
{
gst_gl_display_lock (display);
display->clientDrawCallback = cb;
gst_gl_display_unlock (display);
}
void
gst_gl_display_set_client_data (GstGLDisplay * display, gpointer data)
{
gst_gl_display_lock (display);
display->client_data = data;
gst_gl_display_unlock (display);
}
gulong
gst_gl_display_get_internal_gl_context (GstGLDisplay * display)
{
gulong external_gl_context = 0;
gst_gl_display_lock (display);
external_gl_context = gst_gl_window_get_gl_context (display->gl_window);
gst_gl_display_unlock (display);
return external_gl_context;
}
void
gst_gl_display_activate_gl_context (GstGLDisplay * display, gboolean activate)
{
if (!activate)
gst_gl_display_lock (display);
gst_gl_window_activate (display->gl_window, activate);
if (activate)
gst_gl_display_unlock (display);
}
GstGLAPI
gst_gl_display_get_gl_api_unlocked (GstGLDisplay * display)
{
return display->gl_api;
}
GstGLAPI
gst_gl_display_get_gl_api (GstGLDisplay * display)
{
GstGLAPI api;
gst_gl_display_lock (display);
api = gst_gl_display_get_gl_api_unlocked (display);
gst_gl_display_unlock (display);
return api;
}
//------------------------------------------------------------
//------------------------ END PUBLIC ------------------------
//------------------------------------------------------------