mirror of
https://gitlab.freedesktop.org/gstreamer/gstreamer.git
synced 2024-11-24 02:31:03 +00:00
5592a966c6
This reverts commit eb14273631
.
vtdec now successfully outputs textures that can be converted by
glcolorconvert in GLES3 contexts.
394 lines
12 KiB
Objective-C
394 lines
12 KiB
Objective-C
/*
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* GStreamer
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* Copyright (C) 2014 Sebastian Dröge <sebastian@centricular.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 Library General Public
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* License as published by the Free Software Foundation; either
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* version 2 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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* Library General Public License for more details.
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*
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* You should have received a copy of the GNU Library General Public
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* License along with this library; if not, write to the
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* Free Software Foundation, Inc., 51 Franklin St, Fifth Floor,
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* Boston, MA 02110-1301, USA.
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*/
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#ifdef HAVE_CONFIG_H
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#include "config.h"
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#endif
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#import <OpenGLES/EAGL.h>
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#import <QuartzCore/QuartzCore.h>
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#import <UIKit/UIKit.h>
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#include <OpenGLES/ES2/gl.h>
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#include "gstglcontext_eagl.h"
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#define GST_CAT_DEFAULT gst_gl_context_debug
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static gboolean gst_gl_context_eagl_create_context (GstGLContext * context,
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GstGLAPI gl_api, GstGLContext * other_context, GError ** error);
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static void gst_gl_context_eagl_destroy_context (GstGLContext * context);
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static gboolean gst_gl_context_eagl_choose_format (GstGLContext * context,
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GError ** error);
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static guintptr gst_gl_context_eagl_get_gl_context (GstGLContext * window);
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static gboolean gst_gl_context_eagl_activate (GstGLContext * context,
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gboolean activate);
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static void gst_gl_context_eagl_swap_buffers (GstGLContext * context);
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static GstGLAPI gst_gl_context_eagl_get_gl_api (GstGLContext * context);
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static GstGLPlatform gst_gl_context_eagl_get_gl_platform (GstGLContext *
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context);
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struct _GstGLContextEaglPrivate
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{
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EAGLContext *eagl_context;
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/* Used if we render to a window */
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CAEAGLLayer *eagl_layer;
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GLuint framebuffer;
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GLuint color_renderbuffer;
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GLuint depth_renderbuffer;
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};
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#define GST_GL_CONTEXT_EAGL_GET_PRIVATE(o) \
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(G_TYPE_INSTANCE_GET_PRIVATE((o), GST_GL_TYPE_CONTEXT_EAGL, GstGLContextEaglPrivate))
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G_DEFINE_TYPE (GstGLContextEagl, gst_gl_context_eagl, GST_GL_TYPE_CONTEXT);
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static void
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gst_gl_context_eagl_class_init (GstGLContextEaglClass * klass)
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{
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GstGLContextClass *context_class;
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context_class = (GstGLContextClass *) klass;
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g_type_class_add_private (klass, sizeof (GstGLContextEaglPrivate));
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context_class->destroy_context =
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GST_DEBUG_FUNCPTR (gst_gl_context_eagl_destroy_context);
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context_class->create_context =
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GST_DEBUG_FUNCPTR (gst_gl_context_eagl_create_context);
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context_class->choose_format =
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GST_DEBUG_FUNCPTR (gst_gl_context_eagl_choose_format);
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context_class->get_gl_context =
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GST_DEBUG_FUNCPTR (gst_gl_context_eagl_get_gl_context);
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context_class->activate = GST_DEBUG_FUNCPTR (gst_gl_context_eagl_activate);
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context_class->swap_buffers =
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GST_DEBUG_FUNCPTR (gst_gl_context_eagl_swap_buffers);
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context_class->get_gl_api =
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GST_DEBUG_FUNCPTR (gst_gl_context_eagl_get_gl_api);
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context_class->get_gl_platform =
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GST_DEBUG_FUNCPTR (gst_gl_context_eagl_get_gl_platform);
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}
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static void
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gst_gl_context_eagl_init (GstGLContextEagl * context)
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{
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context->priv = GST_GL_CONTEXT_EAGL_GET_PRIVATE (context);
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}
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/* Must be called in the gl thread */
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GstGLContextEagl *
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gst_gl_context_eagl_new (GstGLDisplay * display)
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{
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/* there isn't actually a display type for eagl yet? */
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return g_object_new (GST_GL_TYPE_CONTEXT_EAGL, NULL);
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}
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void
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gst_gl_context_eagl_resize (GstGLContextEagl * eagl_context)
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{
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int width, height;
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glBindRenderbuffer (GL_RENDERBUFFER, eagl_context->priv->color_renderbuffer);
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[eagl_context->priv->eagl_context renderbufferStorage:GL_RENDERBUFFER fromDrawable:eagl_context->priv->eagl_layer];
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glGetRenderbufferParameteriv (GL_RENDERBUFFER,
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GL_RENDERBUFFER_WIDTH, &width);
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glGetRenderbufferParameteriv (GL_RENDERBUFFER,
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GL_RENDERBUFFER_HEIGHT, &height);
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glBindRenderbuffer (GL_RENDERBUFFER, eagl_context->priv->depth_renderbuffer);
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glRenderbufferStorage (GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, width,
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height);
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}
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static void
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gst_gl_context_eagl_release_layer (GstGLContext * context)
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{
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GstGLContextEagl *context_eagl;
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context_eagl = GST_GL_CONTEXT_EAGL (context);
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if (context_eagl->priv->eagl_layer) {
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gst_gl_context_eagl_activate (context, TRUE);
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[context_eagl->priv->eagl_context renderbufferStorage: GL_RENDERBUFFER fromDrawable:nil];
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glDeleteFramebuffers (1, &context_eagl->priv->framebuffer);
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context_eagl->priv->framebuffer = 0;
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glDeleteRenderbuffers (1, &context_eagl->priv->depth_renderbuffer);
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context_eagl->priv->depth_renderbuffer = 0;
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glDeleteRenderbuffers (1, &context_eagl->priv->color_renderbuffer);
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context_eagl->priv->color_renderbuffer = 0;
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context_eagl->priv->eagl_layer = nil;
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gst_gl_context_eagl_activate (context, FALSE);
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}
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}
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void
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gst_gl_context_eagl_update_layer (GstGLContext * context)
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{
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GLuint framebuffer;
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GLuint color_renderbuffer;
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GLuint depth_renderbuffer;
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GLint width;
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GLint height;
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CAEAGLLayer *eagl_layer;
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GLenum status;
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GstGLContextEagl *context_eagl = GST_GL_CONTEXT_EAGL (context);
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GstGLContextEaglPrivate *priv = context_eagl->priv;
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UIView *window_handle = nil;
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GstGLWindow *window = gst_gl_context_get_window (context);
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if (window)
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window_handle = (UIView *) gst_gl_window_get_window_handle (window);
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if (!window_handle) {
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GST_INFO_OBJECT (context, "window handle not set yet, not updating layer");
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goto out;
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}
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GST_INFO_OBJECT (context, "updating layer, frame %fx%f",
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window_handle.frame.size.width, window_handle.frame.size.height);
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if (priv->eagl_layer)
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gst_gl_context_eagl_release_layer (context);
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eagl_layer = (CAEAGLLayer *)[window_handle layer];
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[EAGLContext setCurrentContext:priv->eagl_context];
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/* Allocate framebuffer */
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glGenFramebuffers (1, &framebuffer);
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glBindFramebuffer (GL_FRAMEBUFFER, framebuffer);
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/* Allocate color render buffer */
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glGenRenderbuffers (1, &color_renderbuffer);
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glBindRenderbuffer (GL_RENDERBUFFER, color_renderbuffer);
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[priv->eagl_context renderbufferStorage: GL_RENDERBUFFER fromDrawable:eagl_layer];
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glFramebufferRenderbuffer (GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
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GL_RENDERBUFFER, color_renderbuffer);
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/* Get renderbuffer width/height */
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glGetRenderbufferParameteriv (GL_RENDERBUFFER, GL_RENDERBUFFER_WIDTH,
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&width);
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glGetRenderbufferParameteriv (GL_RENDERBUFFER, GL_RENDERBUFFER_HEIGHT,
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&height);
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/* allocate depth render buffer */
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glGenRenderbuffers (1, &depth_renderbuffer);
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glBindRenderbuffer (GL_RENDERBUFFER, depth_renderbuffer);
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glRenderbufferStorage (GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, width,
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height);
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glFramebufferRenderbuffer (GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
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GL_RENDERBUFFER, depth_renderbuffer);
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/* check creation status */
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status = glCheckFramebufferStatus (GL_FRAMEBUFFER);
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if (status != GL_FRAMEBUFFER_COMPLETE) {
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GST_ERROR ("Failed to make complete framebuffer object %x", status);
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goto out;
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}
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glBindRenderbuffer (GL_RENDERBUFFER, 0);
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glBindFramebuffer (GL_FRAMEBUFFER, 0);
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priv->eagl_layer = eagl_layer;
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priv->framebuffer = framebuffer;
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priv->color_renderbuffer = color_renderbuffer;
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priv->depth_renderbuffer = depth_renderbuffer;
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out:
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if (window)
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gst_object_unref (window);
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}
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static gboolean
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gst_gl_context_eagl_create_context (GstGLContext * context, GstGLAPI gl_api,
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GstGLContext * other_context, GError ** error)
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{
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GstGLContextEagl *context_eagl = GST_GL_CONTEXT_EAGL (context);
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GstGLContextEaglPrivate *priv = context_eagl->priv;
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EAGLSharegroup *share_group;
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if (other_context) {
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EAGLContext *external_gl_context = (EAGLContext *)
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gst_gl_context_get_gl_context (other_context);
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share_group = [external_gl_context sharegroup];
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} else {
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share_group = nil;
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}
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priv->eagl_context = [[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES3 sharegroup:share_group];
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if (!priv->eagl_context) {
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priv->eagl_context = [[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES2 sharegroup:share_group];
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}
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if (!priv->eagl_context) {
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g_set_error_literal (error, GST_GL_CONTEXT_ERROR,
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GST_GL_CONTEXT_ERROR_CREATE_CONTEXT,
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"Failed to create OpenGL ES context");
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return FALSE;
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}
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if (share_group)
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[share_group release];
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priv->eagl_layer = NULL;
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priv->framebuffer = 0;
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priv->color_renderbuffer = 0;
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priv->depth_renderbuffer = 0;
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GST_INFO_OBJECT (context, "context created, updating layer");
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gst_gl_context_eagl_update_layer (context);
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return TRUE;
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}
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static void
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gst_gl_context_eagl_destroy_context (GstGLContext * context)
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{
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GstGLContextEagl *context_eagl;
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context_eagl = GST_GL_CONTEXT_EAGL (context);
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if (!context_eagl->priv->eagl_context)
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return;
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gst_gl_context_eagl_release_layer (context);
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[context_eagl->priv->eagl_context release];
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context_eagl->priv->eagl_context = nil;
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}
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static gboolean
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gst_gl_context_eagl_choose_format (GstGLContext * context, GError ** error)
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{
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GstGLContextEagl *context_eagl;
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GstGLWindow *window;
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UIView *window_handle = nil;
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context_eagl = GST_GL_CONTEXT_EAGL (context);
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window = gst_gl_context_get_window (context);
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if (!window)
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return TRUE;
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if (window)
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window_handle = (UIView *) gst_gl_window_get_window_handle (window);
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if (!window_handle) {
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gst_object_unref (window);
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return TRUE;
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}
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CAEAGLLayer *eagl_layer;
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NSDictionary * dict =[NSDictionary dictionaryWithObjectsAndKeys:
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[NSNumber numberWithBool:NO], kEAGLDrawablePropertyRetainedBacking,
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kEAGLColorFormatRGBA8, kEAGLDrawablePropertyColorFormat, nil];
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eagl_layer = (CAEAGLLayer *)[window_handle layer];
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[eagl_layer setOpaque:YES];
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[eagl_layer setDrawableProperties:dict];
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gst_object_unref (window);
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return TRUE;
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}
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static guintptr
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gst_gl_context_eagl_get_gl_context (GstGLContext * context)
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{
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return (guintptr) GST_GL_CONTEXT_EAGL (context)->priv->eagl_context;
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}
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void
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gst_gl_context_eagl_prepare_draw (GstGLContextEagl * context)
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{
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if (!context->priv->eagl_layer)
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return;
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glBindFramebuffer (GL_FRAMEBUFFER, context->priv->framebuffer);
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glBindRenderbuffer (GL_RENDERBUFFER, context->priv->color_renderbuffer);
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}
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void
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gst_gl_context_eagl_finish_draw (GstGLContextEagl * context)
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{
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if (!context->priv->eagl_layer)
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return;
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glBindRenderbuffer (GL_RENDERBUFFER, 0);
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glBindFramebuffer (GL_FRAMEBUFFER, 0);
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}
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static void
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gst_gl_context_eagl_swap_buffers (GstGLContext * context)
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{
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GstGLContextEagl *context_eagl;
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context_eagl = GST_GL_CONTEXT_EAGL (context);
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if (!context_eagl->priv->eagl_layer)
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return;
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[context_eagl->priv->eagl_context presentRenderbuffer:GL_RENDERBUFFER];
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}
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static gboolean
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gst_gl_context_eagl_activate (GstGLContext * context, gboolean activate)
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{
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GstGLContextEagl *context_eagl;
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context_eagl = GST_GL_CONTEXT_EAGL (context);
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if (activate) {
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EAGLContext *cur_ctx =[EAGLContext currentContext];
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if (cur_ctx == context_eagl->priv->eagl_context) {
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GST_DEBUG ("Already attached the context to thread %p", g_thread_self ());
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return TRUE;
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}
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GST_DEBUG ("Attaching context to thread %p", g_thread_self ());
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if ([EAGLContext setCurrentContext:context_eagl->priv->eagl_context] == NO) {
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GST_ERROR ("Couldn't make context current");
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return FALSE;
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}
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} else {
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GST_DEBUG ("Detaching context from thread %p", g_thread_self ());
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if ([EAGLContext setCurrentContext:nil] == NO) {
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GST_ERROR ("Couldn't unbind context");
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return FALSE;
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}
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}
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return TRUE;
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}
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static GstGLAPI
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gst_gl_context_eagl_get_gl_api (GstGLContext * context)
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{
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return GST_GL_API_GLES2;
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}
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static GstGLPlatform
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gst_gl_context_eagl_get_gl_platform (GstGLContext * context)
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{
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return GST_GL_PLATFORM_EAGL;
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}
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guintptr
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gst_gl_context_eagl_get_current_context (void)
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{
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return (guintptr) [EAGLContext currentContext];
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}
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