gstreamer/gst-libs/gst/gl/gstglwindow.c
Matthew Waters 0d1d42b205 [890/906] x11: add display subclass
GstGLDisplayX11 holds the display connection and name.  Each thread requires
it's own X11 Display connection (initialised from name) due to the fact that
we do not want to call XInitThreads().  Doing so would result in segfaults
when integrating with GUI toolkits Gtk, Qt, etc.

The Display connection is for OpenGL platforms where a constant display is
required in order to share contexts (egl).  In the case of a wrapped context
(added later), we do not have GstGLWindow to retreive the display from so a
'master' connection is used instead.
2014-03-15 18:37:06 +01:00

538 lines
14 KiB
C

/*
* GStreamer
* Copyright (C) 2012 Matthew Waters <ystreet00@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.
*/
/**
* SECTION:gstglwindow
* @short_description: window/surface abstraction
* @title: GstGLWindow
* @see_also: #GstGLContext, #GstGLDisplay
*
* GstGLWindow represents a window that elements can render into. A window can
* either be a user visible window (onscreen) or hidden (offscreen).
*/
#if HAVE_CONFIG_H
# include "config.h"
#endif
#include <gmodule.h>
#include <stdio.h>
#include "gl.h"
#include "gstglwindow.h"
/* FIXME make this work with windowless contexts */
#if GST_GL_HAVE_WINDOW_X11
#include "x11/gstglwindow_x11.h"
#endif
#if GST_GL_HAVE_WINDOW_WIN32
#include "win32/gstglwindow_win32.h"
#endif
#if GST_GL_HAVE_WINDOW_COCOA
#include "cocoa/gstglwindow_cocoa.h"
#endif
#if GST_GL_HAVE_WINDOW_WAYLAND
#include "wayland/gstglwindow_wayland_egl.h"
#endif
#if GST_GL_HAVE_WINDOW_ANDROID
#include "android/gstglwindow_android_egl.h"
#endif
#if GST_GL_HAVE_WINDOW_DISPMANX
#include "dispmanx/gstglwindow_dispmanx_egl.h"
#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)
#define GST_CAT_DEFAULT gst_gl_window_debug
GST_DEBUG_CATEGORY (GST_CAT_DEFAULT);
#define gst_gl_window_parent_class parent_class
G_DEFINE_ABSTRACT_TYPE (GstGLWindow, gst_gl_window, G_TYPE_OBJECT);
#define GST_GL_WINDOW_GET_PRIVATE(o) \
(G_TYPE_INSTANCE_GET_PRIVATE((o), GST_GL_TYPE_WINDOW, GstGLWindowPrivate))
static void gst_gl_window_default_send_message (GstGLWindow * window,
GstGLWindowCB callback, gpointer data);
struct _GstGLWindowPrivate
{
GThread *gl_thread;
gboolean alive;
};
static void gst_gl_window_finalize (GObject * object);
GQuark
gst_gl_window_error_quark (void)
{
return g_quark_from_static_string ("gst-gl-window-error-quark");
}
static void
gst_gl_window_init (GstGLWindow * window)
{
window->priv = GST_GL_WINDOW_GET_PRIVATE (window);
g_mutex_init (&window->lock);
window->is_drawing = FALSE;
g_weak_ref_init (&window->context_ref, NULL);
}
static void
gst_gl_window_class_init (GstGLWindowClass * klass)
{
g_type_class_add_private (klass, sizeof (GstGLWindowPrivate));
klass->send_message = GST_DEBUG_FUNCPTR (gst_gl_window_default_send_message);
G_OBJECT_CLASS (klass)->finalize = gst_gl_window_finalize;
}
/**
* gst_gl_window_new:
* @display: a #GstGLDisplay
*
* Returns: (transfer full): a new #GstGLWindow using @display's connection
*/
GstGLWindow *
gst_gl_window_new (GstGLDisplay * display)
{
GstGLWindow *window = NULL;
const gchar *user_choice;
static volatile gsize _init = 0;
g_return_val_if_fail (display != NULL, NULL);
if (g_once_init_enter (&_init)) {
GST_DEBUG_CATEGORY_INIT (gst_gl_window_debug, "glwindow", 0,
"glwindow element");
g_once_init_leave (&_init, 1);
}
user_choice = g_getenv ("GST_GL_WINDOW");
GST_INFO ("creating a window, user choice:%s", user_choice);
#if GST_GL_HAVE_WINDOW_COCOA
if (!window && (!user_choice || g_strstr_len (user_choice, 5, "cocoa")))
window = GST_GL_WINDOW (gst_gl_window_cocoa_new ());
#endif
#if GST_GL_HAVE_WINDOW_X11
if (!window && (!user_choice || g_strstr_len (user_choice, 3, "x11")))
window = GST_GL_WINDOW (gst_gl_window_x11_new (display));
#endif
#if GST_GL_HAVE_WINDOW_WIN32
if (!window && (!user_choice || g_strstr_len (user_choice, 5, "win32")))
window = GST_GL_WINDOW (gst_gl_window_win32_new ());
#endif
#if GST_GL_HAVE_WINDOW_WAYLAND
if (!window && (!user_choice || g_strstr_len (user_choice, 7, "wayland")))
window = GST_GL_WINDOW (gst_gl_window_wayland_egl_new ());
#endif
#if GST_GL_HAVE_WINDOW_DISPMANX
if (!window && (!user_choice || g_strstr_len (user_choice, 8, "dispmanx")))
window = GST_GL_WINDOW (gst_gl_window_dispmanx_egl_new ());
#endif
#if GST_GL_HAVE_WINDOW_ANDROID
if (!window && (!user_choice || g_strstr_len (user_choice, 7, "android")))
window = GST_GL_WINDOW (gst_gl_window_android_egl_new ());
#endif
if (!window) {
/* subclass returned a NULL window */
GST_WARNING ("Could not create window. user specified %s",
user_choice ? user_choice : "(null)");
return NULL;
}
window->display = gst_object_ref (display);
return window;
}
static void
gst_gl_window_finalize (GObject * object)
{
GstGLWindow *window = GST_GL_WINDOW (object);
g_weak_ref_clear (&window->context_ref);
g_mutex_clear (&window->lock);
gst_object_unref (window->display);
G_OBJECT_CLASS (gst_gl_window_parent_class)->finalize (object);
}
/**
* gst_gl_window_set_window_handle:
* @window: a #GstGLWindow
* @handle: handle to the window
*
* Sets the window that this @window should render into. Some implementations
* require this to be called with a valid handle before drawing can commence.
*/
void
gst_gl_window_set_window_handle (GstGLWindow * window, guintptr handle)
{
GstGLWindowClass *window_class;
g_return_if_fail (GST_GL_IS_WINDOW (window));
g_return_if_fail (handle != 0);
window_class = GST_GL_WINDOW_GET_CLASS (window);
g_return_if_fail (window_class->set_window_handle != NULL);
window_class->set_window_handle (window, handle);
}
/**
* gst_gl_window_draw_unlocked:
* @window: a #GstGLWindow
* @width: requested width of the window
* @height: requested height of the window
*
* Redraw the window contents. Implementations should invoke the draw callback.
*/
void
gst_gl_window_draw_unlocked (GstGLWindow * window, guint width, guint height)
{
GstGLWindowClass *window_class;
g_return_if_fail (GST_GL_IS_WINDOW (window));
window_class = GST_GL_WINDOW_GET_CLASS (window);
g_return_if_fail (window_class->draw_unlocked != NULL);
window_class->draw_unlocked (window, width, height);
}
/**
* gst_gl_window_draw:
* @window: a #GstGLWindow
* @width: requested width of the window
* @height: requested height of the window
*
* Redraw the window contents. Implementations should invoke the draw callback.
*/
void
gst_gl_window_draw (GstGLWindow * window, guint width, guint height)
{
GstGLWindowClass *window_class;
g_return_if_fail (GST_GL_IS_WINDOW (window));
window_class = GST_GL_WINDOW_GET_CLASS (window);
g_return_if_fail (window_class->draw != NULL);
/* avoid to overload the drawer */
if (window->is_drawing) {
return;
}
window_class->draw (window, width, height);
}
/**
* gst_gl_window_run:
* @window: a #GstGLWindow
*
* Start the execution of the runloop.
*/
void
gst_gl_window_run (GstGLWindow * window)
{
GstGLWindowClass *window_class;
g_return_if_fail (GST_GL_IS_WINDOW (window));
window_class = GST_GL_WINDOW_GET_CLASS (window);
g_return_if_fail (window_class->run != NULL);
window->priv->alive = TRUE;
window_class->run (window);
}
/**
* gst_gl_window_quit:
* @window: a #GstGLWindow
*
* Quit the runloop's execution.
*/
void
gst_gl_window_quit (GstGLWindow * window)
{
GstGLWindowClass *window_class;
g_return_if_fail (GST_GL_IS_WINDOW (window));
window_class = GST_GL_WINDOW_GET_CLASS (window);
g_return_if_fail (window_class->quit != NULL);
GST_GL_WINDOW_LOCK (window);
window->priv->alive = FALSE;
window_class->quit (window);
GST_INFO ("quit sent to gl window loop");
GST_GL_WINDOW_UNLOCK (window);
}
typedef struct _GstGLSyncMessage
{
GMutex lock;
GCond cond;
gboolean fired;
GstGLWindowCB callback;
gpointer data;
} GstGLSyncMessage;
static void
_run_message_sync (GstGLSyncMessage * message)
{
g_mutex_lock (&message->lock);
if (message->callback)
message->callback (message->data);
message->fired = TRUE;
g_cond_signal (&message->cond);
g_mutex_unlock (&message->lock);
}
void
gst_gl_window_default_send_message (GstGLWindow * window,
GstGLWindowCB callback, gpointer data)
{
GstGLSyncMessage message;
message.callback = callback;
message.data = data;
message.fired = FALSE;
g_mutex_init (&message.lock);
g_cond_init (&message.cond);
gst_gl_window_send_message_async (window, (GstGLWindowCB) _run_message_sync,
&message, NULL);
g_mutex_lock (&message.lock);
/* block until opengl calls have been executed in the gl thread */
while (!message.fired)
g_cond_wait (&message.cond, &message.lock);
g_mutex_unlock (&message.lock);
g_mutex_clear (&message.lock);
g_cond_clear (&message.cond);
}
/**
* gst_gl_window_send_message:
* @window: a #GstGLWindow
* @callback: (scope async): function to invoke
* @data: (closure): data to invoke @callback with
*
* Invoke @callback with data on the window thread. @callback is guarenteed to
* have executed when this function returns.
*/
void
gst_gl_window_send_message (GstGLWindow * window, GstGLWindowCB callback,
gpointer data)
{
GstGLWindowClass *window_class;
g_return_if_fail (GST_GL_IS_WINDOW (window));
g_return_if_fail (callback != NULL);
window_class = GST_GL_WINDOW_GET_CLASS (window);
g_return_if_fail (window_class->send_message != NULL);
window_class->send_message (window, callback, data);
}
/**
* gst_gl_window_send_message_async:
* @window: a #GstGLWindow
* @callback: (scope async): function to invoke
* @data: (closure): data to invoke @callback with
* @destroy: (destroy): called when @data is not needed anymore
*
* Invoke @callback with @data on the window thread. The callback may not
* have been executed when this function returns.
*/
void
gst_gl_window_send_message_async (GstGLWindow * window, GstGLWindowCB callback,
gpointer data, GDestroyNotify destroy)
{
GstGLWindowClass *window_class;
g_return_if_fail (GST_GL_IS_WINDOW (window));
g_return_if_fail (callback != NULL);
window_class = GST_GL_WINDOW_GET_CLASS (window);
g_return_if_fail (window_class->send_message_async != NULL);
window_class->send_message_async (window, callback, data, destroy);
}
/**
* gst_gl_window_set_draw_callback:
* @window: a #GstGLWindow
* @callback: (scope notified): function to invoke
* @data: (closure): data to invoke @callback with
* @destroy_notify: (destroy): called when @data is not needed any more
*
* Sets the draw callback called everytime gst_gl_window_draw() is called
*/
void
gst_gl_window_set_draw_callback (GstGLWindow * window, GstGLWindowCB callback,
gpointer data, GDestroyNotify destroy_notify)
{
g_return_if_fail (GST_GL_IS_WINDOW (window));
GST_GL_WINDOW_LOCK (window);
if (window->draw_notify)
window->draw_notify (window->draw_data);
window->draw = callback;
window->draw_data = data;
window->draw_notify = destroy_notify;
GST_GL_WINDOW_UNLOCK (window);
}
/**
* gst_gl_window_set_resize_callback:
* @window: a #GstGLWindow
* @callback: (scope notified): function to invoke
* @data: (closure): data to invoke @callback with
* @destroy_notify: (destroy): called when @data is not needed any more
*
* Sets the resize callback called everytime a resize of the window occurs.
*/
void
gst_gl_window_set_resize_callback (GstGLWindow * window,
GstGLWindowResizeCB callback, gpointer data, GDestroyNotify destroy_notify)
{
g_return_if_fail (GST_GL_IS_WINDOW (window));
GST_GL_WINDOW_LOCK (window);
if (window->resize_notify)
window->resize_notify (window->resize_data);
window->resize = callback;
window->resize_data = data;
window->resize_notify = destroy_notify;
GST_GL_WINDOW_UNLOCK (window);
}
/**
* gst_gl_window_set_close_callback:
* @window: a #GstGLWindow
* @callback: (scope notified): function to invoke
* @data: (closure): data to invoke @callback with
* @destroy_notify: (destroy): called when @data is not needed any more
*
* Sets the callback called when the window is about to close.
*/
void
gst_gl_window_set_close_callback (GstGLWindow * window, GstGLWindowCB callback,
gpointer data, GDestroyNotify destroy_notify)
{
g_return_if_fail (GST_GL_IS_WINDOW (window));
GST_GL_WINDOW_LOCK (window);
if (window->close_notify)
window->close_notify (window->close_data);
window->close = callback;
window->close_data = data;
window->close_notify = destroy_notify;
GST_GL_WINDOW_UNLOCK (window);
}
/**
* gst_gl_window_is_running:
* @window: a #GstGLWindow
*
* Whether the runloop is running
*/
gboolean
gst_gl_window_is_running (GstGLWindow * window)
{
return window->priv->alive;
}
/**
* gst_gl_window_get_display:
* @window: a #GstGLWindow
*
* Returns: the windowing system display handle for this @window
*/
guintptr
gst_gl_window_get_display (GstGLWindow * window)
{
GstGLWindowClass *window_class;
g_return_val_if_fail (GST_GL_IS_WINDOW (window), 0);
window_class = GST_GL_WINDOW_GET_CLASS (window);
g_return_val_if_fail (window_class->get_display != NULL, 0);
return window_class->get_display (window);
}
/**
* gst_gl_window_get_window_handle:
* @window: a #GstGLWindow
*
* Returns: the window handle we are currently rendering into
*/
guintptr
gst_gl_window_get_window_handle (GstGLWindow * window)
{
GstGLWindowClass *window_class;
g_return_val_if_fail (GST_GL_IS_WINDOW (window), 0);
window_class = GST_GL_WINDOW_GET_CLASS (window);
g_return_val_if_fail (window_class->get_window_handle != NULL, 0);
return window_class->get_window_handle (window);
}
/**
* gst_gl_window_get_context:
* @window: a #GstGLWindow
*
* Returns: (transfer full): the #GstGLContext associated with this @window
*/
GstGLContext *
gst_gl_window_get_context (GstGLWindow * window)
{
g_return_val_if_fail (GST_GL_IS_WINDOW (window), NULL);
return (GstGLContext *) g_weak_ref_get (&window->context_ref);
}