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2101685b7d
GstVaapiTexture is a generic abstraction that could be moved to the core libgstvaapi library. While doing this, no extra dependency needs to be added. This means that a GstVaapitextureClass is now available for any specific code that needs to be added, e.g. creation of the underlying GL texture objects, or backend dependent ways to upload a surface to the texture object. Generic OpenGL data types (GLuint, GLenum) are also replaced with a plain guint. https://bugzilla.gnome.org/show_bug.cgi?id=736715
194 lines
6.2 KiB
C
194 lines
6.2 KiB
C
/*
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* test-textures.c - Test GstVaapiTexture
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*
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* Copyright (C) 2010-2011 Splitted-Desktop Systems
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* Author: Gwenole Beauchesne <gwenole.beauchesne@splitted-desktop.com>
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public License
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* as published by the Free Software Foundation; either version 2.1
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* of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free
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* Software Foundation, Inc., 51 Franklin Street, Fifth Floor,
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* Boston, MA 02110-1301 USA
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*/
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#include "gst/vaapi/sysdeps.h"
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#include <gst/vaapi/gstvaapidisplay_glx.h>
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#include <gst/vaapi/gstvaapiwindow_glx.h>
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#include <gst/vaapi/gstvaapitexture_glx.h>
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#include <gst/vaapi/gstvaapisurface.h>
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#include <gst/vaapi/gstvaapiimage.h>
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#include "image.h"
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static inline void pause(void)
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{
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g_print("Press any key to continue...\n");
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getchar();
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}
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static inline guint gl_get_current_texture_2d(void)
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{
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GLint texture;
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glGetIntegerv(GL_TEXTURE_BINDING_2D, &texture);
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return (guint)texture;
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}
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int
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main(int argc, char *argv[])
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{
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GstVaapiDisplay *display;
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GstVaapiWindow *window;
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GstVaapiWindowGLX *glx_window;
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GstVaapiSurface *surface;
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GstVaapiImage *image;
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GstVaapiTexture *textures[2];
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GstVaapiTexture *texture;
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GLuint texture_id;
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GstVaapiRectangle src_rect;
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GstVaapiRectangle dst_rect;
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guint flags = GST_VAAPI_PICTURE_STRUCTURE_FRAME;
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static const GstVaapiChromaType chroma_type = GST_VAAPI_CHROMA_TYPE_YUV420;
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static const guint width = 320;
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static const guint height = 240;
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static const guint win_width = 640;
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static const guint win_height = 480;
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gst_init(&argc, &argv);
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display = gst_vaapi_display_glx_new(NULL);
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if (!display)
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g_error("could not create VA display");
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surface = gst_vaapi_surface_new(display, chroma_type, width, height);
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if (!surface)
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g_error("could not create VA surface");
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image = image_generate(display, GST_VIDEO_FORMAT_NV12, width, height);
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if (!image)
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g_error("could not create VA image");
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if (!image_upload(image, surface))
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g_error("could not upload VA image to surface");
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window = gst_vaapi_window_glx_new(display, win_width, win_height);
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if (!window)
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g_error("could not create window");
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glx_window = GST_VAAPI_WINDOW_GLX(window);
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gst_vaapi_window_show(window);
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if (!gst_vaapi_window_glx_make_current(glx_window))
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g_error("coult not bind GL context");
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g_print("#\n");
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g_print("# Create texture with gst_vaapi_texture_glx_new()\n");
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g_print("#\n");
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{
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texture = gst_vaapi_texture_glx_new(
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display,
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GL_TEXTURE_2D,
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GL_RGBA,
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width,
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height
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);
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if (!texture)
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g_error("could not create VA texture");
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textures[0] = texture;
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texture_id = gst_vaapi_texture_get_id(texture);
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if (!gst_vaapi_texture_put_surface(texture, surface, NULL, flags))
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g_error("could not transfer VA surface to texture");
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if (!gst_vaapi_window_glx_put_texture(glx_window, texture, NULL, NULL))
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g_error("could not render texture into the window");
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}
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g_print("#\n");
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g_print("# Create texture with gst_vaapi_texture_glx_new_wrapped()\n");
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g_print("#\n");
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{
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const GLenum target = GL_TEXTURE_2D;
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const GLenum format = GL_BGRA;
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glEnable(target);
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glGenTextures(1, &texture_id);
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glBindTexture(target, texture_id);
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glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
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glTexImage2D(
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target,
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0,
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GL_RGBA8,
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width, height,
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0,
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format,
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GL_UNSIGNED_BYTE,
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NULL
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);
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glDisable(target);
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texture = gst_vaapi_texture_glx_new_wrapped(
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display,
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texture_id,
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target,
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format
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);
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if (!texture)
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g_error("could not create VA texture");
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if (texture_id != gst_vaapi_texture_get_id(texture))
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g_error("invalid texture id");
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if (gl_get_current_texture_2d() != texture_id)
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g_error("gst_vaapi_texture_glx_new_wrapped() altered texture bindings");
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textures[1] = texture;
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if (!gst_vaapi_texture_put_surface(texture, surface, NULL, flags))
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g_error("could not transfer VA surface to texture");
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if (gl_get_current_texture_2d() != texture_id)
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g_error("gst_vaapi_texture_put_surface() altered texture bindings");
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src_rect.x = 0;
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src_rect.y = 0;
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src_rect.width = width;
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src_rect.height = height;
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dst_rect.x = win_width/2;
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dst_rect.y = win_height/2;
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dst_rect.width = win_width/2;
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dst_rect.height = win_height/2;
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if (!gst_vaapi_window_glx_put_texture(glx_window, texture,
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&src_rect, &dst_rect))
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g_error("could not render texture into the window");
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if (gl_get_current_texture_2d() != texture_id)
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g_error("gst_vaapi_window_glx_put_texture() altered texture bindings");
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}
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gst_vaapi_window_glx_swap_buffers(glx_window);
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pause();
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gst_vaapi_texture_unref(textures[0]);
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gst_vaapi_texture_unref(textures[1]);
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glDeleteTextures(1, &texture_id);
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gst_vaapi_window_unref(window);
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gst_vaapi_display_unref(display);
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gst_deinit();
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return 0;
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}
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