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https://gitlab.freedesktop.org/gstreamer/gstreamer.git
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9e208ba0b6
The client-draw callback is running on the GL Thread, which will be required to map the buffer. Map early, and pass the mapped frame instead. On top of that, make sure to signal any pending draw before trying to push EOS, as some pad locks might be taken. This is the cost of using the same thread to control GStreamer and to render GL.
411 lines
12 KiB
C
411 lines
12 KiB
C
/*
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* GStreamer
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* Copyright (C) 2015 Julien Isorce <julien.isorce@gmail.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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#ifdef WIN32
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#include <windows.h>
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#endif
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#include <GL/gl.h>
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#include "SDL/SDL.h"
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#include "SDL/SDL_opengl.h"
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#ifndef WIN32
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#include <GL/glx.h>
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#include "SDL/SDL_syswm.h"
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#include <gst/gl/x11/gstgldisplay_x11.h>
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#endif
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#include <gst/gst.h>
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#include <gst/gl/gl.h>
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static GstGLContext *sdl_context;
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static GstGLDisplay *sdl_gl_display;
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/* rotation angle for the triangle. */
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float rtri = 0.0f;
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/* rotation angle for the quadrilateral. */
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float rquad = 0.0f;
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/* A general OpenGL initialization function. Sets all of the initial parameters. */
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static void
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InitGL (int Width, int Height) // We call this right after our OpenGL window is created.
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{
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glViewport (0, 0, Width, Height);
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glClearColor (0.0f, 0.0f, 0.0f, 0.0f); // This Will Clear The Background Color To Black
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glClearDepth (1.0); // Enables Clearing Of The Depth Buffer
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glDepthFunc (GL_LESS); // The Type Of Depth Test To Do
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glEnable (GL_DEPTH_TEST); // Enables Depth Testing
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glShadeModel (GL_SMOOTH); // Enables Smooth Color Shading
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glMatrixMode (GL_PROJECTION);
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glLoadIdentity (); // Reset The Projection Matrix
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glMatrixMode (GL_MODELVIEW);
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}
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/* The main drawing function. */
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static void
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DrawGLScene (GstVideoFrame * v_frame)
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{
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guint texture = 0;
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#ifdef WIN32
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if (!wglGetCurrentContext ())
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return;
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#else
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if (!glXGetCurrentContext ())
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return;
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#endif
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texture = *(guint *) v_frame->data[0];
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glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear The Screen And The Depth Buffer
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glLoadIdentity (); // Reset The View
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glTranslatef (-0.4f, 0.0f, 0.0f); // Move Left 1.5 Units And Into The Screen 6.0
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glRotatef (rtri, 0.0f, 1.0f, 0.0f); // Rotate The Triangle On The Y axis
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// draw a triangle (in smooth coloring mode)
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glBegin (GL_POLYGON); // start drawing a polygon
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glColor3f (1.0f, 0.0f, 0.0f); // Set The Color To Red
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glVertex3f (0.0f, 0.4f, 0.0f); // Top
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glColor3f (0.0f, 1.0f, 0.0f); // Set The Color To Green
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glVertex3f (0.4f, -0.4f, 0.0f); // Bottom Right
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glColor3f (0.0f, 0.0f, 1.0f); // Set The Color To Blue
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glVertex3f (-0.4f, -0.4f, 0.0f); // Bottom Left
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glEnd (); // we're done with the polygon (smooth color interpolation)
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glEnable (GL_TEXTURE_2D);
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glBindTexture (GL_TEXTURE_2D, texture);
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glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
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glLoadIdentity (); // make sure we're no longer rotated.
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glTranslatef (0.5f, 0.0f, 0.0f); // Move Right 3 Units, and back into the screen 6.0
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glRotatef (rquad, 1.0f, 0.0f, 0.0f); // Rotate The Quad On The X axis
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// draw a square (quadrilateral)
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glColor3f (0.4f, 0.4f, 1.0f); // set color to a blue shade.
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glBegin (GL_QUADS); // start drawing a polygon (4 sided)
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glTexCoord3f (0.0f, 1.0f, 0.0f);
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glVertex3f (-0.4f, 0.4f, 0.0f); // Top Left
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glTexCoord3f (1.0f, 1.0f, 0.0f);
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glVertex3f (0.4f, 0.4f, 0.0f); // Top Right
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glTexCoord3f (1.0f, 0.0f, 0.0f);
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glVertex3f (0.4f, -0.4f, 0.0f); // Bottom Right
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glTexCoord3f (0.0f, 0.0f, 0.0f);
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glVertex3f (-0.4f, -0.4f, 0.0f); // Bottom Left
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glEnd (); // done with the polygon
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glBindTexture (GL_TEXTURE_2D, 0);
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rtri += 1.0f; // Increase The Rotation Variable For The Triangle
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rquad -= 1.0f; // Decrease The Rotation Variable For The Quad
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// swap buffers to display, since we're double buffered.
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SDL_GL_SwapBuffers ();
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}
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static GMutex app_lock;
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static GCond app_cond;
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static gboolean app_rendered = FALSE;
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static gboolean app_quit = FALSE;
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static void
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stop_pipeline (GstElement * pipeline)
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{
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g_mutex_lock (&app_lock);
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app_quit = TRUE;
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g_cond_signal (&app_cond);
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g_mutex_unlock (&app_lock);
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gst_element_send_event (pipeline, gst_event_new_eos ());
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}
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static gboolean
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update_sdl_scene (gpointer data)
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{
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GstElement *pipeline = (GstElement *) data;
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SDL_Event event;
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while (SDL_PollEvent (&event)) {
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if (event.type == SDL_QUIT) {
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stop_pipeline (pipeline);
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return FALSE;
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}
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if (event.type == SDL_KEYDOWN) {
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if (event.key.keysym.sym == SDLK_ESCAPE) {
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stop_pipeline (pipeline);
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return FALSE;
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}
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}
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}
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return TRUE;
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}
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static gboolean
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executeCallback (gpointer data)
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{
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g_mutex_lock (&app_lock);
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if (!app_quit)
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DrawGLScene (data);
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app_rendered = TRUE;
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g_cond_signal (&app_cond);
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g_mutex_unlock (&app_lock);
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return FALSE;
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}
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static gboolean
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on_client_draw (GstElement * glsink, GstGLContext * context, GstSample * sample,
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gpointer data)
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{
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GstBuffer *buf = gst_sample_get_buffer (sample);
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GstCaps *caps = gst_sample_get_caps (sample);
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GstVideoFrame v_frame;
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GstVideoInfo v_info;
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/* FIXME don't do that every frame */
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gst_video_info_from_caps (&v_info, caps);
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if (!gst_video_frame_map (&v_frame, &v_info, buf, GST_MAP_READ | GST_MAP_GL)) {
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g_warning ("Failed to map the video buffer");
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return TRUE;
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}
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g_mutex_lock (&app_lock);
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app_rendered = FALSE;
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g_idle_add_full (G_PRIORITY_HIGH, executeCallback, &v_frame, NULL);
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while (!app_rendered && !app_quit)
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g_cond_wait (&app_cond, &app_lock);
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g_mutex_unlock (&app_lock);
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gst_video_frame_unmap (&v_frame);
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return TRUE;
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}
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/* gst bus signal watch callback */
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static void
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end_stream_cb (GstBus * bus, GstMessage * msg, GMainLoop * loop)
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{
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switch (GST_MESSAGE_TYPE (msg)) {
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case GST_MESSAGE_EOS:
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g_print ("End-of-stream\n");
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break;
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case GST_MESSAGE_ERROR:
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{
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gchar *debug = NULL;
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GError *err = NULL;
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gst_message_parse_error (msg, &err, &debug);
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g_print ("Error: %s\n", err->message);
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g_error_free (err);
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if (debug) {
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g_print ("Debug deails: %s\n", debug);
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g_free (debug);
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}
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break;
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}
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default:
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break;
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}
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g_main_loop_quit (loop);
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}
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static gboolean
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sync_bus_call (GstBus * bus, GstMessage * msg, gpointer data)
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{
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switch (GST_MESSAGE_TYPE (msg)) {
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case GST_MESSAGE_NEED_CONTEXT:
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{
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const gchar *context_type;
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gst_message_parse_context_type (msg, &context_type);
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g_print ("got need context %s\n", context_type);
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if (g_strcmp0 (context_type, GST_GL_DISPLAY_CONTEXT_TYPE) == 0) {
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GstContext *display_context =
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gst_context_new (GST_GL_DISPLAY_CONTEXT_TYPE, TRUE);
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gst_context_set_gl_display (display_context, sdl_gl_display);
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gst_element_set_context (GST_ELEMENT (msg->src), display_context);
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return TRUE;
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} else if (g_strcmp0 (context_type, "gst.gl.app_context") == 0) {
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GstContext *app_context = gst_context_new ("gst.gl.app_context", TRUE);
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GstStructure *s = gst_context_writable_structure (app_context);
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gst_structure_set (s, "context", GST_TYPE_GL_CONTEXT, sdl_context,
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NULL);
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gst_element_set_context (GST_ELEMENT (msg->src), app_context);
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return TRUE;
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}
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break;
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}
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default:
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break;
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}
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return FALSE;
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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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#ifdef WIN32
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HGLRC sdl_gl_context = 0;
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HDC sdl_dc = 0;
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#else
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SDL_SysWMinfo info;
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Display *sdl_display = NULL;
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Window sdl_win = 0;
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GLXContext sdl_gl_context = NULL;
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#endif
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GMainLoop *loop = NULL;
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GstPipeline *pipeline = NULL;
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GstBus *bus = NULL;
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GstElement *glimagesink = NULL;
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const gchar *platform;
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/* Initialize SDL for video output */
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if (SDL_Init (SDL_INIT_VIDEO) < 0) {
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fprintf (stderr, "Unable to initialize SDL: %s\n", SDL_GetError ());
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return -1;
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}
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/* Create a 640x480 OpenGL screen */
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if (SDL_SetVideoMode (640, 480, 0, SDL_OPENGL) == NULL) {
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fprintf (stderr, "Unable to create OpenGL screen: %s\n", SDL_GetError ());
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SDL_Quit ();
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return -1;
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}
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/* Set the title bar in environments that support it */
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SDL_WM_SetCaption ("SDL and gst-plugins-gl", NULL);
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/* Loop, drawing and checking events */
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InitGL (640, 480);
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gst_init (&argc, &argv);
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loop = g_main_loop_new (NULL, FALSE);
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/* retrieve and turn off sdl opengl context */
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#ifdef WIN32
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sdl_gl_context = wglGetCurrentContext ();
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sdl_dc = wglGetCurrentDC ();
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wglMakeCurrent (0, 0);
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platform = "wgl";
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sdl_gl_display = gst_gl_display_new ();
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#else
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SDL_VERSION (&info.version);
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SDL_GetWMInfo (&info);
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/* FIXME: This display is different to the one that SDL uses to create the
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* GL context inside SDL_SetVideoMode() above which fails on Intel hardware
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*/
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sdl_display = info.info.x11.gfxdisplay;
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sdl_win = info.info.x11.window;
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sdl_gl_context = glXGetCurrentContext ();
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glXMakeCurrent (sdl_display, None, 0);
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platform = "glx";
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sdl_gl_display =
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(GstGLDisplay *) gst_gl_display_x11_new_with_display (sdl_display);
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#endif
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sdl_context =
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gst_gl_context_new_wrapped (sdl_gl_display, (guintptr) sdl_gl_context,
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gst_gl_platform_from_string (platform), GST_GL_API_OPENGL);
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pipeline =
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GST_PIPELINE (gst_parse_launch
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("videotestsrc ! video/x-raw, width=320, height=240, framerate=(fraction)30/1 ! "
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"glimagesink name=glimagesink0", NULL));
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bus = gst_pipeline_get_bus (GST_PIPELINE (pipeline));
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gst_bus_add_signal_watch (bus);
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g_signal_connect (bus, "message::error", G_CALLBACK (end_stream_cb), loop);
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g_signal_connect (bus, "message::warning", G_CALLBACK (end_stream_cb), loop);
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g_signal_connect (bus, "message::eos", G_CALLBACK (end_stream_cb), loop);
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gst_bus_enable_sync_message_emission (bus);
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g_signal_connect (bus, "sync-message", G_CALLBACK (sync_bus_call), NULL);
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gst_object_unref (bus);
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glimagesink = gst_bin_get_by_name (GST_BIN (pipeline), "glimagesink0");
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g_signal_connect (G_OBJECT (glimagesink), "client-draw",
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G_CALLBACK (on_client_draw), NULL);
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gst_object_unref (glimagesink);
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/* NULL to PAUSED state pipeline to make sure the gst opengl context is created and
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* shared with the sdl one */
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gst_element_set_state (GST_ELEMENT (pipeline), GST_STATE_PAUSED);
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/* turn on back sdl opengl context */
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#ifdef WIN32
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wglMakeCurrent (sdl_dc, sdl_gl_context);
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#else
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glXMakeCurrent (sdl_display, sdl_win, sdl_gl_context);
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#endif
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gst_element_set_state (GST_ELEMENT (pipeline), GST_STATE_PLAYING);
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g_timeout_add (100, update_sdl_scene, pipeline);
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g_main_loop_run (loop);
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/* before to deinitialize the gst-gl-opengl context,
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* no shared context (here the sdl one) must be current
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*/
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#ifdef WIN32
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wglMakeCurrent (0, 0);
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#else
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glXMakeCurrent (sdl_display, sdl_win, sdl_gl_context);
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#endif
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gst_element_set_state (GST_ELEMENT (pipeline), GST_STATE_NULL);
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gst_object_unref (pipeline);
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/* turn on back sdl opengl context */
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#ifdef WIN32
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wglMakeCurrent (sdl_dc, sdl_gl_context);
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#else
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glXMakeCurrent (sdl_display, None, 0);
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#endif
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SDL_Quit ();
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return 0;
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}
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