gstreamer/gst-libs/gst/gl/gstgldisplay.c

2870 lines
90 KiB
C

/*
* GStreamer
* 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., 59 Temple Place - Suite 330,
* Boston, MA 02111-1307, USA.
*/
#ifdef HAVE_CONFIG_H
#include "config.h"
#endif
#include "gstgldisplay.h"
#include <gst/gst.h>
GST_BOILERPLATE (GstGLDisplay, gst_gl_display, GObject, G_TYPE_OBJECT);
static void gst_gl_display_finalize (GObject* object);
/* GL thread loop */
static gpointer gst_gl_display_thread_func (GstGLDisplay* display);
static void gst_gl_display_thread_loop (void);
static void gst_gl_display_thread_dispatch_action (GstGLDisplayMsg *msg);
static gboolean gst_gl_display_thread_check_msg_validity (GstGLDisplayMsg *msg);
/* Called in the gl thread, protected by lock and unlock */
static void gst_gl_display_thread_create_context (GstGLDisplay* display);
static void gst_gl_display_thread_destroy_context (GstGLDisplay* display);
static void gst_gl_display_thread_change_context (GstGLDisplay* display);
static void gst_gl_display_thread_set_visible_context (GstGLDisplay* display);
static void gst_gl_display_thread_resize_context (GstGLDisplay* display);
static void gst_gl_display_thread_redisplay (GstGLDisplay* display);
static void gst_gl_display_thread_run_generic (GstGLDisplay *display);
static void gst_gl_display_thread_gen_texture (GstGLDisplay* display);
static void gst_gl_display_thread_del_texture (GstGLDisplay* display);
static void gst_gl_display_thread_init_upload (GstGLDisplay* display);
static void gst_gl_display_thread_do_upload (GstGLDisplay* display);
static void gst_gl_display_thread_init_download (GstGLDisplay *display);
static void gst_gl_display_thread_do_download (GstGLDisplay* display);
static void gst_gl_display_thread_gen_fbo (GstGLDisplay *display);
static void gst_gl_display_thread_use_fbo (GstGLDisplay *display);
static void gst_gl_display_thread_del_fbo (GstGLDisplay *display);
static void gst_gl_display_thread_gen_shader (GstGLDisplay *display);
static 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_post_message (GstGLDisplayAction action, GstGLDisplay* display);
void gst_gl_display_on_resize(gint width, gint height);
void gst_gl_display_on_draw (void);
void gst_gl_display_on_close (void);
void gst_gl_display_glgen_texture (GstGLDisplay* display, GLuint* pTexture, GLint width, GLint height);
void gst_gl_display_gldel_texture (GstGLDisplay* display, GLuint* pTexture, GLint width, GLint height);
void gst_gl_display_destroynotify_func_pool (gpointer data);
void gst_gl_display_check_framebuffer_status (void);
/* To not make gst_gl_display_thread_do_upload
* and gst_gl_display_thread_do_download too big */
static void gst_gl_display_thread_do_upload_make (GstGLDisplay *display);
static void gst_gl_display_thread_do_upload_fill (GstGLDisplay *display);
static void gst_gl_display_thread_do_upload_draw (GstGLDisplay *display);
static void gst_gl_display_thread_do_download_draw (GstGLDisplay *display);
//------------------------------------------------------------
//-------------------- GL context management -----------------
//------------------------------------------------------------
//(key=int glutWinId) and (value=GstGLDisplay *display)
static GHashTable* gst_gl_display_map = NULL;
//all glut functions and opengl primitives are called in this thread
static GThread* gst_gl_display_gl_thread = NULL;
//-timepoped by glutIdleFunc
static GAsyncQueue* gst_gl_display_messageQueue = NULL;
//------------------------------------------------------------
//---------------------- For klass GstGLDisplay ---------------
//------------------------------------------------------------
static void
gst_gl_display_base_init (gpointer g_class)
{
}
static void
gst_gl_display_class_init (GstGLDisplayClass * klass)
{
G_OBJECT_CLASS (klass)->finalize = gst_gl_display_finalize;
}
static void
gst_gl_display_init (GstGLDisplay *display, GstGLDisplayClass *klass)
{
//thread safe
display->mutex = g_mutex_new ();
//gl context
display->glutWinId = -1;
display->winId = 0;
display->title = g_string_new ("OpenGL renderer ");
display->win_xpos = 0;
display->win_ypos = 0;
display->visible = FALSE;
display->isAlive = TRUE;
g_datalist_init (&display->texture_pool);
//conditions
display->cond_create_context = g_cond_new ();
display->cond_destroy_context = g_cond_new ();
display->cond_change_context = g_cond_new ();
display->cond_generic = g_cond_new ();
display->cond_gen_texture = g_cond_new ();
display->cond_del_texture = g_cond_new ();
display->cond_init_upload = g_cond_new ();
display->cond_do_upload = g_cond_new ();
display->cond_init_download = g_cond_new ();
display->cond_do_download = g_cond_new ();
display->cond_gen_fbo = g_cond_new ();
display->cond_use_fbo = g_cond_new ();
display->cond_del_fbo = g_cond_new ();
display->cond_gen_shader = g_cond_new ();
display->cond_del_shader = g_cond_new ();
//action redisplay
display->redisplay_texture = 0;
display->redisplay_texture_width = 0;
display->redisplay_texture_height = 0;
//action resize
display->resize_width = 0;
display->resize_height = 0;
//action gen and del texture
display->gen_texture = 0;
display->gen_texture_width = 0;
display->gen_texture_height = 0;
display->del_texture = 0;
display->del_texture_width = 0;
display->del_texture_height = 0;
//client callbacks
display->clientReshapeCallback = NULL;
display->clientDrawCallback = NULL;
//upload
display->upload_fbo = 0;
display->upload_depth_buffer = 0;
display->upload_outtex = 0;
display->upload_intex = 0;
display->upload_intex_u = 0;
display->upload_intex_v = 0;
display->upload_width = 0;
display->upload_height = 0;
display->upload_video_format = 0;
display->colorspace_conversion = GST_GL_DISPLAY_CONVERSION_MESA;
display->upload_data_width = 0;
display->upload_data_height = 0;
display->upload_data = NULL;
//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_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;
//download
display->download_fbo = 0;
display->download_depth_buffer = 0;
display->download_texture = 0;
display->download_texture_u = 0;
display->download_texture_v = 0;
display->download_width = 0;
display->download_height = 0;
display->download_video_format = 0;
display->download_data = NULL;
display->ouput_texture = 0;
display->ouput_texture_width = 0;
display->ouput_texture_height = 0;
//action gen and del shader
display->gen_text_shader = NULL;
display->gen_shader = NULL;
display->del_shader = NULL;
//fragement shader upload
display->shader_upload_YUY2 = NULL;
display->shader_upload_UYVY = NULL;
display->shader_upload_I420_YV12 = NULL;
display->shader_upload_AYUV = NULL;
//fragement shader download
display->shader_download_YUY2 = NULL;
display->shader_download_UYVY = NULL;
display->shader_download_I420_YV12 = NULL;
display->shader_download_AYUV = NULL;
//YUY2:r,g,a
//UYVY:a,b,r
display->text_shader_upload_YUY2_UYVY =
"#extension GL_ARB_texture_rectangle : enable\n"
"uniform sampler2DRect Ytex, UVtex;\n"
"void main(void) {\n"
" float fx, fy, y, u, v, r, g, b;\n"
" fx = gl_TexCoord[0].x;\n"
" fy = gl_TexCoord[0].y;\n"
" y = texture2DRect(Ytex,vec2(fx,fy)).%c;\n"
" u = texture2DRect(UVtex,vec2(fx*0.5,fy)).%c;\n"
" v = texture2DRect(UVtex,vec2(fx*0.5,fy)).%c;\n"
" y=1.164*(y-0.0627);\n"
" u=u-0.5;\n"
" v=v-0.5;\n"
" r = y+1.5958*v;\n"
" g = y-0.39173*u-0.81290*v;\n"
" b = y+2.017*u;\n"
" gl_FragColor = vec4(r, g, b, 1.0);\n"
"}\n";
//it works on nvidia+linux but
//there is a bug on ATI+win32 (I think only ATI)
//and the follwing 3 lines:
//" y=texture2DRect(Ytex,nxy).r;\n"
//" u=texture2DRect(Utex,nxy*0.5).r;\n"
//" v=texture2DRect(Vtex,nxy*0.5).r;\n"
//has to be replaced by :
//" y=texture2DRect(Ytex,nxy0.5).r;\n"
//" u=texture2DRect(Utex,nxy).r;\n"
//" v=texture2DRect(Vtex,nxy*0.5).r;\n"
//
//so we have to set a display->hardware (ATI/ NVIDIA)
//and check it etc...
display->text_shader_upload_I420_YV12 =
"#extension GL_ARB_texture_rectangle : enable\n"
"uniform sampler2DRect Ytex,Utex,Vtex;\n"
"void main(void) {\n"
" float r,g,b,y,u,v;\n"
" vec2 nxy=gl_TexCoord[0].xy;\n"
" y=texture2DRect(Ytex,nxy).r;\n"
" u=texture2DRect(Utex,nxy*0.5).r;\n"
" v=texture2DRect(Vtex,nxy*0.5).r;\n"
" y=1.1643*(y-0.0625);\n"
" u=u-0.5;\n"
" v=v-0.5;\n"
" r=y+1.5958*v;\n"
" g=y-0.39173*u-0.81290*v;\n"
" b=y+2.017*u;\n"
" gl_FragColor=vec4(r,g,b,1.0);\n"
"}\n";
display->text_shader_upload_AYUV =
"#extension GL_ARB_texture_rectangle : enable\n"
"uniform sampler2DRect tex;\n"
"void main(void) {\n"
" float r,g,b,y,u,v;\n"
" vec2 nxy=gl_TexCoord[0].xy;\n"
" y=texture2DRect(tex,nxy).r;\n"
" u=texture2DRect(tex,nxy).g;\n"
" v=texture2DRect(tex,nxy).b;\n"
" y=1.1643*(y-0.0625);\n"
" u=u-0.5;\n"
" v=v-0.5;\n"
" r=y+1.5958*v;\n"
" g=y-0.39173*u-0.81290*v;\n"
" b=y+2.017*u;\n"
" gl_FragColor=vec4(r,g,b,1.0);\n"
"}\n";
//YUY2:y2,u,y1,v
//UYVY:v,y1,u,y2
display->text_shader_download_YUY2_UYVY =
"#extension GL_ARB_texture_rectangle : enable\n"
"uniform sampler2DRect tex;\n"
"void main(void) {\n"
" float fx,fy,r,g,b,r2,g2,b2,y1,y2,u,v;\n"
" fx = gl_TexCoord[0].x;\n"
" fy = gl_TexCoord[0].y;\n"
" r=texture2DRect(tex,vec2(fx*2.0,fy)).r;\n"
" g=texture2DRect(tex,vec2(fx*2.0,fy)).g;\n"
" b=texture2DRect(tex,vec2(fx*2.0,fy)).b;\n"
" r2=texture2DRect(tex,vec2(fx*2.0+1.0,fy)).r;\n"
" g2=texture2DRect(tex,vec2(fx*2.0+1.0,fy)).g;\n"
" b2=texture2DRect(tex,vec2(fx*2.0+1.0,fy)).b;\n"
" y1=0.299011*r + 0.586987*g + 0.114001*b;\n"
" y2=0.299011*r2 + 0.586987*g2 + 0.114001*b2;\n"
" u=-0.148246*r -0.29102*g + 0.439266*b;\n"
" v=0.439271*r - 0.367833*g - 0.071438*b ;\n"
" y1=0.858885*y1 + 0.0625;\n"
" y2=0.858885*y2 + 0.0625;\n"
" u=u + 0.5;\n"
" v=v + 0.5;\n"
" gl_FragColor=vec4(%s);\n"
"}\n";
display->text_shader_download_I420_YV12 =
"#extension GL_ARB_texture_rectangle : enable\n"
"uniform sampler2DRect tex;\n"
"uniform float w, h;\n"
"void main(void) {\n"
" float r,g,b,r2,b2,g2,y,u,v;\n"
" vec2 nxy=gl_TexCoord[0].xy;\n"
" vec2 nxy2=mod(2.0*nxy, vec2(w, h));\n"
" r=texture2DRect(tex,nxy).r;\n"
" g=texture2DRect(tex,nxy).g;\n"
" b=texture2DRect(tex,nxy).b;\n"
" r2=texture2DRect(tex,nxy2).r;\n"
" g2=texture2DRect(tex,nxy2).g;\n"
" b2=texture2DRect(tex,nxy2).b;\n"
" y=0.299011*r + 0.586987*g + 0.114001*b;\n"
" u=-0.148246*r2 -0.29102*g2 + 0.439266*b2;\n"
" v=0.439271*r2 - 0.367833*g2 - 0.071438*b2 ;\n"
" y=0.858885*y + 0.0625;\n"
" u=u + 0.5;\n"
" v=v + 0.5;\n"
" gl_FragData[0] = vec4(y, 0.0, 0.0, 1.0);\n"
" gl_FragData[1] = vec4(u, 0.0, 0.0, 1.0);\n"
" gl_FragData[2] = vec4(v, 0.0, 0.0, 1.0);\n"
"}\n";
display->text_shader_download_AYUV =
"#extension GL_ARB_texture_rectangle : enable\n"
"uniform sampler2DRect tex;\n"
"void main(void) {\n"
" float r,g,b,y,u,v;\n"
" vec2 nxy=gl_TexCoord[0].xy;\n"
" r=texture2DRect(tex,nxy).r;\n"
" g=texture2DRect(tex,nxy).g;\n"
" b=texture2DRect(tex,nxy).b;\n"
" y=0.299011*r + 0.586987*g + 0.114001*b;\n"
" u=-0.148246*r -0.29102*g + 0.439266*b;\n"
" v=0.439271*r - 0.367833*g - 0.071438*b ;\n"
" y=0.858885*y + 0.0625;\n"
" u=u + 0.5;\n"
" v=v + 0.5;\n"
" gl_FragColor=vec4(y,u,v,1.0);\n"
"}\n";
}
static void
gst_gl_display_finalize (GObject* object)
{
GstGLDisplay* display = GST_GL_DISPLAY (object);
//request glut window destruction
//blocking call because display must be alive
gst_gl_display_lock (display);
gst_gl_display_post_message (GST_GL_DISPLAY_ACTION_DESTROY_CONTEXT, display);
g_cond_wait (display->cond_destroy_context, display->mutex);
gst_gl_display_unlock (display);
if (display->texture_pool) {
g_datalist_init (&display->texture_pool);
display->texture_pool = NULL;
}
if (display->title) {
g_string_free (display->title, TRUE);
display->title = NULL;
}
if (display->mutex) {
g_mutex_free (display->mutex);
display->mutex = NULL;
}
if (display->cond_del_shader) {
g_cond_free (display->cond_del_shader);
display->cond_del_shader = NULL;
}
if (display->cond_gen_shader) {
g_cond_free (display->cond_gen_shader);
display->cond_gen_shader = NULL;
}
if (display->cond_del_fbo) {
g_cond_free (display->cond_del_fbo);
display->cond_del_fbo = NULL;
}
if (display->cond_use_fbo) {
g_cond_free (display->cond_use_fbo);
display->cond_use_fbo = NULL;
}
if (display->cond_gen_fbo) {
g_cond_free (display->cond_gen_fbo);
display->cond_gen_fbo = NULL;
}
if (display->cond_do_download) {
g_cond_free (display->cond_do_download);
display->cond_do_download = NULL;
}
if (display->cond_init_download) {
g_cond_free (display->cond_init_download);
display->cond_init_download = NULL;
}
if (display->cond_do_upload) {
g_cond_free (display->cond_do_upload);
display->cond_do_upload = NULL;
}
if (display->cond_init_upload) {
g_cond_free (display->cond_init_upload);
display->cond_init_upload = NULL;
}
if (display->cond_del_texture) {
g_cond_free (display->cond_del_texture);
display->cond_del_texture = NULL;
}
if (display->cond_gen_texture) {
g_cond_free (display->cond_gen_texture);
display->cond_gen_texture = NULL;
}
if (display->cond_gen_texture) {
g_cond_free (display->cond_gen_texture);
display->cond_gen_texture = NULL;
}
if (display->cond_change_context) {
g_cond_free (display->cond_change_context);
display->cond_change_context = 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->use_fbo_scene_cb)
display->use_fbo_scene_cb = NULL;
if (display->use_fbo_stuff)
display->use_fbo_stuff = NULL;
//at this step, the next condition implies that
//the last display has been removed
if (g_hash_table_size (gst_gl_display_map) == 0)
{
g_thread_join (gst_gl_display_gl_thread);
g_print ("gl thread joined\n");
gst_gl_display_gl_thread = NULL;
g_async_queue_unref (gst_gl_display_messageQueue);
g_hash_table_unref (gst_gl_display_map);
gst_gl_display_map = NULL;
}
}
//------------------------------------------------------------
//----------------- BEGIN GL THREAD LOOP ---------------------
//------------------------------------------------------------
/* The gl thread handles GstGLDisplayMsg messages
* Every OpenGL code lines are called in the gl thread */
static gpointer
gst_gl_display_thread_func (GstGLDisplay *display)
{
static char *argv = "gst-launch-0.10";
static gint argc = 1;
//-display DISPLAY
//Specify the X server to connect to. If not specified, the value of the DISPLAY environment variable is used.
//Should be pass through a glimagesink property
glutInit(&argc, &argv);
glutSetOption(GLUT_ACTION_ON_WINDOW_CLOSE, GLUT_ACTION_CONTINUE_EXECUTION);
//glutSetOption(GLUT_RENDERING_CONTEXT, GLUT_USE_CURRENT_CONTEXT);
glutIdleFunc (gst_gl_display_thread_loop);
gst_gl_display_lock (display);
gst_gl_display_thread_create_context (display);
gst_gl_display_unlock (display);
g_print ("gl mainLoop started\n");
glutMainLoop ();
g_print ("gl mainLoop exited\n");
return NULL;
}
/* Called in the gl thread */
static void
gst_gl_display_thread_loop (void)
{
GTimeVal timeout;
GstGLDisplayMsg *msg;
//check for pending actions that require a glut context
g_get_current_time (&timeout);
g_time_val_add (&timeout, 1000000L); //timeout 1 sec
msg = g_async_queue_timed_pop (gst_gl_display_messageQueue, &timeout);
if (msg)
{
if (gst_gl_display_thread_check_msg_validity (msg))
gst_gl_display_thread_dispatch_action (msg);
while (g_async_queue_length (gst_gl_display_messageQueue))
{
msg = g_async_queue_pop (gst_gl_display_messageQueue);
if (gst_gl_display_thread_check_msg_validity (msg))
gst_gl_display_thread_dispatch_action (msg);
}
}
else GST_DEBUG ("timeout reached in idle func\n");
}
/* Called in the gl thread loop */
static void
gst_gl_display_thread_dispatch_action (GstGLDisplayMsg* msg)
{
gst_gl_display_lock (msg->display);
switch (msg->action)
{
case GST_GL_DISPLAY_ACTION_CREATE_CONTEXT:
gst_gl_display_thread_create_context (msg->display);
break;
case GST_GL_DISPLAY_ACTION_DESTROY_CONTEXT:
gst_gl_display_thread_destroy_context (msg->display);
break;
case GST_GL_DISPLAY_ACTION_CHANGE_CONTEXT:
gst_gl_display_thread_change_context (msg->display);
break;
case GST_GL_DISPLAY_ACTION_VISIBLE_CONTEXT:
gst_gl_display_thread_set_visible_context (msg->display);
break;
case GST_GL_DISPLAY_ACTION_RESIZE_CONTEXT:
gst_gl_display_thread_resize_context (msg->display);
break;
case GST_GL_DISPLAY_ACTION_REDISPLAY_CONTEXT:
gst_gl_display_thread_redisplay (msg->display);
break;
case GST_GL_DISPLAY_ACTION_GENERIC:
gst_gl_display_thread_run_generic (msg->display);
break;
case GST_GL_DISPLAY_ACTION_GEN_TEXTURE:
gst_gl_display_thread_gen_texture (msg->display);
break;
case GST_GL_DISPLAY_ACTION_DEL_TEXTURE:
gst_gl_display_thread_del_texture (msg->display);
break;
case GST_GL_DISPLAY_ACTION_INIT_UPLOAD:
gst_gl_display_thread_init_upload (msg->display);
break;
case GST_GL_DISPLAY_ACTION_DO_UPLOAD:
gst_gl_display_thread_do_upload (msg->display);
break;
case GST_GL_DISPLAY_ACTION_INIT_DOWNLOAD:
gst_gl_display_thread_init_download (msg->display);
break;
case GST_GL_DISPLAY_ACTION_DO_DOWNLOAD:
gst_gl_display_thread_do_download (msg->display);
break;
case GST_GL_DISPLAY_ACTION_GEN_FBO:
gst_gl_display_thread_gen_fbo (msg->display);
break;
case GST_GL_DISPLAY_ACTION_USE_FBO:
gst_gl_display_thread_use_fbo (msg->display);
break;
case GST_GL_DISPLAY_ACTION_DEL_FBO:
gst_gl_display_thread_del_fbo (msg->display);
break;
case GST_GL_DISPLAY_ACTION_GEN_SHADER:
gst_gl_display_thread_gen_shader (msg->display);
break;
case GST_GL_DISPLAY_ACTION_DEL_SHADER:
gst_gl_display_thread_del_shader (msg->display);
break;
default:
g_assert_not_reached ();
}
gst_gl_display_unlock (msg->display);
g_free (msg);
}
/* Called in the gl thread loop
* Return false if the message is out of date */
static gboolean
gst_gl_display_thread_check_msg_validity (GstGLDisplayMsg *msg)
{
gboolean valid = TRUE;
switch (msg->action)
{
case GST_GL_DISPLAY_ACTION_CREATE_CONTEXT:
//display is not in the map only when we want create one
valid = TRUE;
break;
case GST_GL_DISPLAY_ACTION_DESTROY_CONTEXT:
case GST_GL_DISPLAY_ACTION_CHANGE_CONTEXT:
case GST_GL_DISPLAY_ACTION_VISIBLE_CONTEXT:
case GST_GL_DISPLAY_ACTION_RESIZE_CONTEXT:
case GST_GL_DISPLAY_ACTION_REDISPLAY_CONTEXT:
case GST_GL_DISPLAY_ACTION_GENERIC:
case GST_GL_DISPLAY_ACTION_GEN_TEXTURE:
case GST_GL_DISPLAY_ACTION_DEL_TEXTURE:
case GST_GL_DISPLAY_ACTION_INIT_UPLOAD:
case GST_GL_DISPLAY_ACTION_DO_UPLOAD:
case GST_GL_DISPLAY_ACTION_INIT_DOWNLOAD:
case GST_GL_DISPLAY_ACTION_DO_DOWNLOAD:
case GST_GL_DISPLAY_ACTION_GEN_FBO:
case GST_GL_DISPLAY_ACTION_USE_FBO:
case GST_GL_DISPLAY_ACTION_DEL_FBO:
case GST_GL_DISPLAY_ACTION_GEN_SHADER:
case GST_GL_DISPLAY_ACTION_DEL_SHADER:
//msg is out of date if the associated display is not in the map
if (!g_hash_table_lookup (gst_gl_display_map, GINT_TO_POINTER (msg->glutWinId)))
valid = FALSE;
break;
default:
g_assert_not_reached ();
}
return valid;
}
//------------------------------------------------------------
//------------------ END GL THREAD LOOP ----------------------
//------------------------------------------------------------
//------------------------------------------------------------
//------------------ BEGIN GL THREAD ACTIONS -----------------
//------------------------------------------------------------
//The following functions are thread safe because
//called by the "gst_gl_display_thread_dispatch_action"
//in a lock/unlock scope.
/* Called in the gl thread */
static void
gst_gl_display_thread_create_context (GstGLDisplay *display)
{
gint glutWinId = 0;
gchar buffer[5];
GLenum err = 0;
//prepare opengl context
glutInitDisplayMode(GLUT_RGBA | GLUT_DOUBLE | GLUT_DEPTH);
glutInitWindowPosition(display->win_xpos, display->win_ypos);
glutInitWindowSize(display->upload_width, display->upload_height);
//create opengl context
sprintf(buffer, "%d", glutWinId);
display->title = g_string_append (display->title, buffer);
glutWinId = glutCreateWindow (display->title->str, display->winId);
g_print ("Context %d created\n", glutWinId);
if (display->visible)
glutShowWindow ();
else
glutHideWindow ();
//Init glew
err = glewInit();
if (err != GLEW_OK)
{
GST_DEBUG ("Error: %s", glewGetErrorString(err));
display->isAlive = FALSE;
}
else
{
//OpenGL > 2.1.0 and Glew > 1.5.0
GString* opengl_version = g_string_truncate (g_string_new ((gchar*) glGetString (GL_VERSION)), 3);
gint opengl_version_major = 0;
gint opengl_version_minor = 0;
sscanf(opengl_version->str, "%d.%d", &opengl_version_major, &opengl_version_minor);
g_print ("GL_VERSION: %s\n", glGetString (GL_VERSION));
g_print ("GLEW_VERSION: %s\n", glewGetString (GLEW_VERSION));
if (glGetString (GL_SHADING_LANGUAGE_VERSION))
g_print ("GL_SHADING_LANGUAGE_VERSION: %s\n", glGetString (GL_SHADING_LANGUAGE_VERSION));
g_print ("GL_VENDOR: %s\n", glGetString (GL_VENDOR));
g_print ("GL_RENDERER: %s\n", glGetString (GL_RENDERER));
g_string_free (opengl_version, TRUE);
if ((opengl_version_major < 1) ||
(GLEW_VERSION_MAJOR < 1) ||
(opengl_version_major < 2 && opengl_version_major >= 1 && opengl_version_minor < 4) ||
(GLEW_VERSION_MAJOR < 2 && GLEW_VERSION_MAJOR >= 1 && GLEW_VERSION_MINOR < 4) )
{
//turn off the pipeline, the old drivers are not yet supported
g_warning ("Required OpenGL >= 1.4.0 and Glew >= 1.4.0\n");
display->isAlive = FALSE;
}
}
//setup callbacks
glutReshapeFunc (gst_gl_display_on_resize);
glutDisplayFunc (gst_gl_display_on_draw);
glutCloseFunc (gst_gl_display_on_close);
//insert glut context to the map
display->glutWinId = glutWinId;
g_hash_table_insert (gst_gl_display_map, GUINT_TO_POINTER (glutWinId), display);
//check glut id validity
g_assert (glutGetWindow() == glutWinId);
GST_DEBUG ("Context %d initialized", display->glutWinId);
//release display constructor
g_cond_signal (display->cond_create_context);
}
/* Called in the gl thread */
static void
gst_gl_display_thread_destroy_context (GstGLDisplay *display)
{
glutSetWindow (display->glutWinId);
glutReshapeFunc (NULL);
glutDestroyWindow (display->glutWinId);
//colorspace_conversion specific
switch (display->colorspace_conversion)
{
case GST_GL_DISPLAY_CONVERSION_MESA:
case GST_GL_DISPLAY_CONVERSION_MATRIX:
break;
case GST_GL_DISPLAY_CONVERSION_GLSL:
{
glUseProgramObjectARB (0);
if (display->shader_upload_YUY2)
{
g_object_unref (G_OBJECT (display->shader_upload_YUY2));
display->shader_upload_YUY2 = NULL;
}
if (display->shader_upload_UYVY)
{
g_object_unref (G_OBJECT (display->shader_upload_UYVY));
display->shader_upload_UYVY = NULL;
}
if (display->shader_upload_I420_YV12)
{
g_object_unref (G_OBJECT (display->shader_upload_I420_YV12));
display->shader_upload_I420_YV12 = NULL;
}
if (display->shader_upload_AYUV)
{
g_object_unref (G_OBJECT (display->shader_upload_AYUV));
display->shader_upload_AYUV = NULL;
}
if (display->shader_download_YUY2)
{
g_object_unref (G_OBJECT (display->shader_download_YUY2));
display->shader_download_YUY2 = NULL;
}
if (display->shader_download_UYVY)
{
g_object_unref (G_OBJECT (display->shader_download_UYVY));
display->shader_download_UYVY = NULL;
}
if (display->shader_download_I420_YV12)
{
g_object_unref (G_OBJECT (display->shader_download_I420_YV12));
display->shader_download_I420_YV12 = NULL;
}
if (display->shader_download_AYUV)
{
g_object_unref (G_OBJECT (display->shader_download_AYUV));
display->shader_download_AYUV = NULL;
}
}
break;
default:
g_assert_not_reached ();
}
if (display->upload_fbo)
{
glDeleteFramebuffersEXT (1, &display->upload_fbo);
display->upload_fbo = 0;
}
if (display->upload_depth_buffer)
{
glDeleteRenderbuffersEXT(1, &display->upload_depth_buffer);
display->upload_depth_buffer = 0;
}
if (display->download_fbo)
{
glDeleteFramebuffersEXT (1, &display->download_fbo);
display->download_fbo = 0;
}
if (display->download_depth_buffer)
{
glDeleteRenderbuffersEXT(1, &display->download_depth_buffer);
display->download_depth_buffer = 0;
}
if (display->download_texture)
{
glDeleteTextures (1, &display->download_texture);
display->download_texture = 0;
}
if (display->download_texture_u)
{
glDeleteTextures (1, &display->download_texture_u);
display->download_texture_u = 0;
}
if (display->download_texture_v)
{
glDeleteTextures (1, &display->download_texture_v);
display->download_texture_v = 0;
}
if (display->upload_intex != 0)
{
glDeleteTextures (1, &display->upload_intex);
display->upload_intex = 0;
}
if (display->upload_intex_v != 0)
{
glDeleteTextures (1, &display->upload_intex_v);
display->upload_intex = 0;
}
if (display->upload_intex_v != 0)
{
glDeleteTextures (1, &display->upload_intex_v);
display->upload_intex = 0;
}
//clean up the texture pool
g_datalist_clear (&display->texture_pool);
g_hash_table_remove (gst_gl_display_map, GINT_TO_POINTER (display->glutWinId));
g_print ("Context %d destroyed\n", display->glutWinId);
//if the map is empty, leaveMainloop and join the thread
if (g_hash_table_size (gst_gl_display_map) == 0)
glutLeaveMainLoop ();
//release display destructor
g_cond_signal (display->cond_destroy_context);
}
/* Called in the gl thread */
static void
gst_gl_display_thread_change_context (GstGLDisplay *display)
{
glutSetWindow (display->glutWinId);
glutChangeWindow (display->winId);
g_cond_signal (display->cond_change_context);
}
/* Called in the gl thread */
static void
gst_gl_display_thread_set_visible_context (GstGLDisplay *display)
{
glutSetWindow (display->glutWinId);
if (display->visible)
glutShowWindow ();
else
glutHideWindow ();
}
/* Called by the idle function */
static void
gst_gl_display_thread_resize_context (GstGLDisplay* display)
{
glutSetWindow (display->glutWinId);
glutReshapeWindow (display->resize_width, display->resize_height);
}
/* Called in the gl thread */
static void
gst_gl_display_thread_redisplay (GstGLDisplay * display)
{
glutSetWindow (display->glutWinId);
glutPostRedisplay ();
}
static void
gst_gl_display_thread_run_generic (GstGLDisplay *display)
{
glutSetWindow (display->glutWinId);
display->generic_callback (display, display->data);
g_cond_signal (display->cond_generic);
}
/* Called in the gl thread */
static void
gst_gl_display_thread_gen_texture (GstGLDisplay * display)
{
glutSetWindow (display->glutWinId);
//setup a texture to render to (this one will be in a gl buffer)
gst_gl_display_glgen_texture (display, &display->gen_texture,
display->gen_texture_width, display->gen_texture_height);
g_cond_signal (display->cond_gen_texture);
}
/* Called in the gl thread */
static void
gst_gl_display_thread_del_texture (GstGLDisplay* display)
{
glutSetWindow (display->glutWinId);
gst_gl_display_gldel_texture (display, &display->del_texture,
display->del_texture_width, display->del_texture_height);
g_cond_signal (display->cond_del_texture);
}
/* Called in the gl thread */
static void
gst_gl_display_thread_init_upload (GstGLDisplay *display)
{
glutSetWindow (display->glutWinId);
//Frame buffer object is a requirement for every cases
if (GLEW_EXT_framebuffer_object)
{
//a texture must be attached to the FBO
GLuint fake_texture = 0;
g_print ("Context %d, EXT_framebuffer_object supported: yes\n", display->glutWinId);
//-- init intput frame buffer object (video -> GL)
//setup FBO
glGenFramebuffersEXT (1, &display->upload_fbo);
glBindFramebufferEXT (GL_FRAMEBUFFER_EXT, display->upload_fbo);
//setup the render buffer for depth
glGenRenderbuffersEXT(1, &display->upload_depth_buffer);
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, display->upload_depth_buffer);
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT,
display->upload_width, display->upload_height);
//a fake texture is attached to the upload FBO (cannot init without it)
glGenTextures (1, &fake_texture);
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, fake_texture);
glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA8,
display->upload_width, display->upload_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
//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->upload_depth_buffer);
gst_gl_display_check_framebuffer_status();
g_assert (glCheckFramebufferStatusEXT (GL_FRAMEBUFFER_EXT) ==
GL_FRAMEBUFFER_COMPLETE_EXT);
//unbind the FBO
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
glDeleteTextures (1, &fake_texture);
}
else
{
//turn off the pipeline because Frame buffer object is a requirement
g_print ("Context %d, EXT_framebuffer_object supported: no\n", display->glutWinId);
display->isAlive = FALSE;
}
switch (display->upload_video_format)
{
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:
case GST_VIDEO_FORMAT_RGB:
case GST_VIDEO_FORMAT_BGR:
//color space conversion is not needed
break;
case GST_VIDEO_FORMAT_YUY2:
case GST_VIDEO_FORMAT_UYVY:
case GST_VIDEO_FORMAT_I420:
case GST_VIDEO_FORMAT_YV12:
case GST_VIDEO_FORMAT_AYUV:
//color space conversion is needed
{
//check if fragment shader is available, then load them
/* shouldn't we require ARB_shading_language_100? --Filippo */
if (GLEW_ARB_fragment_shader)
{
g_print ("Context %d, ARB_fragment_shader supported: yes\n", display->glutWinId);
display->colorspace_conversion = GST_GL_DISPLAY_CONVERSION_GLSL;
switch (display->upload_video_format)
{
case GST_VIDEO_FORMAT_YUY2:
{
gchar text_shader_upload_YUY2[2048];
sprintf (text_shader_upload_YUY2, display->text_shader_upload_YUY2_UYVY, 'r', 'g', 'a');
display->shader_upload_YUY2 = gst_gl_shader_new ();
if(!gst_gl_shader_compile_and_check (display->shader_upload_YUY2,
text_shader_upload_YUY2, GST_GL_SHADER_FRAGMENT_SOURCE))
{
display->isAlive = FALSE;
g_object_unref (G_OBJECT (display->shader_upload_YUY2));
display->shader_upload_YUY2 = NULL;
}
}
break;
case GST_VIDEO_FORMAT_UYVY:
{
gchar text_shader_upload_UYVY[2048];
sprintf (text_shader_upload_UYVY, display->text_shader_upload_YUY2_UYVY, 'a', 'b', 'r');
display->shader_upload_UYVY = gst_gl_shader_new ();
if(!gst_gl_shader_compile_and_check (display->shader_upload_UYVY,
text_shader_upload_UYVY, GST_GL_SHADER_FRAGMENT_SOURCE))
{
display->isAlive = FALSE;
g_object_unref (G_OBJECT (display->shader_upload_UYVY));
display->shader_upload_UYVY = NULL;
}
}
break;
case GST_VIDEO_FORMAT_I420:
case GST_VIDEO_FORMAT_YV12:
display->shader_upload_I420_YV12 = gst_gl_shader_new ();
if(!gst_gl_shader_compile_and_check (display->shader_upload_I420_YV12,
display->text_shader_upload_I420_YV12, GST_GL_SHADER_FRAGMENT_SOURCE))
{
display->isAlive = FALSE;
g_object_unref (G_OBJECT (display->shader_upload_I420_YV12));
display->shader_upload_I420_YV12 = NULL;
}
break;
case GST_VIDEO_FORMAT_AYUV:
display->shader_upload_AYUV = gst_gl_shader_new ();
if(!gst_gl_shader_compile_and_check (display->shader_upload_AYUV,
display->text_shader_upload_AYUV, GST_GL_SHADER_FRAGMENT_SOURCE))
{
display->isAlive = FALSE;
g_object_unref (G_OBJECT (display->shader_upload_AYUV));
display->shader_upload_AYUV = NULL;
}
break;
default:
g_assert_not_reached ();
}
}
//check if YCBCR MESA is available
else if (GLEW_MESA_ycbcr_texture)
{
//GLSL and Color Matrix are not available on your drivers, switch to YCBCR MESA
g_print ("Context %d, ARB_fragment_shader supported: no\n", display->glutWinId);
g_print ("Context %d, GLEW_ARB_imaging supported: no\n", display->glutWinId);
g_print ("Context %d, GLEW_MESA_ycbcr_texture supported: yes\n", display->glutWinId);
display->colorspace_conversion = GST_GL_DISPLAY_CONVERSION_MESA;
switch (display->upload_video_format)
{
case GST_VIDEO_FORMAT_YUY2:
case GST_VIDEO_FORMAT_UYVY:
break;
case GST_VIDEO_FORMAT_I420:
case GST_VIDEO_FORMAT_YV12:
case GST_VIDEO_FORMAT_AYUV:
//turn off the pipeline because
//MESA only support YUY2 and UYVY
display->isAlive = FALSE;
break;
default:
g_assert_not_reached ();
}
}
//check if color matrix is available
else if (GLEW_ARB_imaging)
{
//GLSL is not available on your drivers, switch to Color Matrix
g_print ("Context %d, ARB_fragment_shader supported: no\n", display->glutWinId);
g_print ("Context %d, GLEW_ARB_imaging supported: yes\n", display->glutWinId);
display->colorspace_conversion = GST_GL_DISPLAY_CONVERSION_MATRIX;
//turn off the pipeline because we do not support it yet
display->isAlive = FALSE;
}
else
{
g_print ("Context %d, ARB_fragment_shader supported: no\n", display->glutWinId);
g_print ("Context %d, GLEW_ARB_imaging supported: no\n", display->glutWinId);
g_print ("Context %d, GLEW_MESA_ycbcr_texture supported: no\n", display->glutWinId);
//turn off the pipeline because colorspace conversion is not possible
display->isAlive = FALSE;
}
}
break;
default:
g_assert_not_reached ();
}
//alloc texture (related to upload) memory only on time
gst_gl_display_thread_do_upload_make (display);
g_cond_signal (display->cond_init_upload);
}
/* Called by the idle function */
static void
gst_gl_display_thread_do_upload (GstGLDisplay *display)
{
glutSetWindow (display->glutWinId);
gst_gl_display_thread_do_upload_fill (display);
gst_gl_display_thread_do_upload_draw (display);
g_cond_signal (display->cond_do_upload);
}
/* Called in the gl thread */
static void
gst_gl_display_thread_init_download (GstGLDisplay *display)
{
glutSetWindow (display->glutWinId);
if (GLEW_EXT_framebuffer_object)
{
GST_DEBUG ("Context %d, EXT_framebuffer_object supported: yes", display->glutWinId);
//-- init output frame buffer object (GL -> video)
//setup FBO
glGenFramebuffersEXT (1, &display->download_fbo);
glBindFramebufferEXT (GL_FRAMEBUFFER_EXT, display->download_fbo);
//setup the render buffer for depth
glGenRenderbuffersEXT(1, &display->download_depth_buffer);
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, display->download_depth_buffer);
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT,
display->download_width, display->download_height);
//setup a first texture to render to
glGenTextures (1, &display->download_texture);
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, display->download_texture);
glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA8,
display->download_width, display->download_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 first texture to the FBO to renderer to
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT,
GL_TEXTURE_RECTANGLE_ARB, display->download_texture, 0);
switch (display->download_video_format)
{
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:
case GST_VIDEO_FORMAT_RGB:
case GST_VIDEO_FORMAT_BGR:
case GST_VIDEO_FORMAT_YUY2:
case GST_VIDEO_FORMAT_UYVY:
case GST_VIDEO_FORMAT_AYUV:
//only one attached texture is needed
break;
case GST_VIDEO_FORMAT_I420:
case GST_VIDEO_FORMAT_YV12:
//setup a second texture to render to
glGenTextures (1, &display->download_texture_u);
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, display->download_texture_u);
glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA8,
display->download_width, display->download_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 second texture to the FBO to renderer to
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT1_EXT,
GL_TEXTURE_RECTANGLE_ARB, display->download_texture_u, 0);
//setup a third texture to render to
glGenTextures (1, &display->download_texture_v);
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, display->download_texture_v);
glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA8,
display->download_width, display->download_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 third texture to the FBO to renderer to
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT2_EXT,
GL_TEXTURE_RECTANGLE_ARB, display->download_texture_v, 0);
display->multipleRT[0] = GL_COLOR_ATTACHMENT0_EXT;
display->multipleRT[1] = GL_COLOR_ATTACHMENT1_EXT;
display->multipleRT[2] = GL_COLOR_ATTACHMENT2_EXT;
break;
default:
g_assert_not_reached ();
}
//attach the depth render buffer to the FBO
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT,
GL_RENDERBUFFER_EXT, display->download_depth_buffer);
gst_gl_display_check_framebuffer_status();
g_assert (glCheckFramebufferStatusEXT (GL_FRAMEBUFFER_EXT) ==
GL_FRAMEBUFFER_COMPLETE_EXT);
//unbind the FBO
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
}
else
{
//turn off the pipeline because Frame buffer object is a requirement
g_print ("Context %d, EXT_framebuffer_object supported: no\n", display->glutWinId);
display->isAlive = FALSE;
}
switch (display->download_video_format)
{
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:
case GST_VIDEO_FORMAT_RGB:
case GST_VIDEO_FORMAT_BGR:
//color space conversion is not needed
break;
case GST_VIDEO_FORMAT_YUY2:
case GST_VIDEO_FORMAT_UYVY:
case GST_VIDEO_FORMAT_I420:
case GST_VIDEO_FORMAT_YV12:
case GST_VIDEO_FORMAT_AYUV:
//color space conversion is needed
{
//check if fragment shader is available, then load them
//GLSL is a requirement for donwload
if (GLEW_ARB_fragment_shader)
{
switch (display->download_video_format)
{
case GST_VIDEO_FORMAT_YUY2:
{
gchar text_shader_download_YUY2[2048];
sprintf (text_shader_download_YUY2, display->text_shader_download_YUY2_UYVY, "y2,u,y1,v");
display->shader_download_YUY2 = gst_gl_shader_new ();
if(!gst_gl_shader_compile_and_check (display->shader_download_YUY2,
text_shader_download_YUY2, GST_GL_SHADER_FRAGMENT_SOURCE))
{
display->isAlive = FALSE;
g_object_unref (G_OBJECT (display->shader_download_YUY2));
display->shader_download_YUY2 = NULL;
}
}
break;
case GST_VIDEO_FORMAT_UYVY:
{
gchar text_shader_download_UYVY[2048];
sprintf (text_shader_download_UYVY, display->text_shader_download_YUY2_UYVY, "v,y1,u,y2");
display->shader_download_UYVY = gst_gl_shader_new ();
if(!gst_gl_shader_compile_and_check (display->shader_download_UYVY,
text_shader_download_UYVY, GST_GL_SHADER_FRAGMENT_SOURCE))
{
display->isAlive = FALSE;
g_object_unref (G_OBJECT (display->shader_download_UYVY));
display->shader_download_UYVY = NULL;
}
}
break;
case GST_VIDEO_FORMAT_I420:
case GST_VIDEO_FORMAT_YV12:
display->shader_download_I420_YV12 = gst_gl_shader_new ();
if(!gst_gl_shader_compile_and_check (display->shader_download_I420_YV12,
display->text_shader_download_I420_YV12, GST_GL_SHADER_FRAGMENT_SOURCE))
{
display->isAlive = FALSE;
g_object_unref (G_OBJECT (display->shader_download_I420_YV12));
display->shader_download_I420_YV12 = NULL;
}
break;
case GST_VIDEO_FORMAT_AYUV:
display->shader_download_AYUV = gst_gl_shader_new ();
if(!gst_gl_shader_compile_and_check (display->shader_download_AYUV,
display->text_shader_download_AYUV, GST_GL_SHADER_FRAGMENT_SOURCE))
{
display->isAlive = FALSE;
g_object_unref (G_OBJECT (display->shader_download_AYUV));
display->shader_download_AYUV = NULL;
}
break;
default:
g_assert_not_reached ();
}
}
else
{
//turn off the pipeline because colorspace conversion is not possible
GST_DEBUG ("Context %d, ARB_fragment_shader supported: no", display->glutWinId);
display->isAlive = FALSE;
}
}
break;
default:
g_assert_not_reached ();
}
g_cond_signal (display->cond_init_download);
}
/* Called in the gl thread */
static void
gst_gl_display_thread_do_download (GstGLDisplay * display)
{
glutSetWindow (display->glutWinId);
gst_gl_display_thread_do_download_draw (display);
g_cond_signal (display->cond_do_download);
}
/* Called in the gl thread */
static void
gst_gl_display_thread_gen_fbo (GstGLDisplay *display)
{
//a texture must be attached to the FBO
GLuint fake_texture = 0;
glutSetWindow (display->glutWinId);
//-- generate frame buffer object
//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);
//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);
//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);
g_assert (glCheckFramebufferStatusEXT (GL_FRAMEBUFFER_EXT) ==
GL_FRAMEBUFFER_COMPLETE_EXT);
//unbind the FBO
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
glDeleteTextures (1, &fake_texture);
g_cond_signal (display->cond_gen_fbo);
}
/* Called in the gl thread */
static void
gst_gl_display_thread_use_fbo (GstGLDisplay *display)
{
glutSetWindow (display->glutWinId);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, display->use_fbo);
//setup a texture to render to
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, display->use_fbo_texture);
/*glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA8,
display->use_fbo_width, display->use_fbo_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);*/
//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_PERSPECIVE:
gluPerspective(display->use_fbo_proj_param1, display->use_fbo_proj_param2,
display->use_fbo_proj_param3, display->use_fbo_proj_param4);
break;
default:
g_assert_not_reached ();
}
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);
g_cond_signal (display->cond_use_fbo);
}
/* Called in the gl thread */
static void
gst_gl_display_thread_del_fbo (GstGLDisplay* display)
{
glutSetWindow (display->glutWinId);
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;
}
g_cond_signal (display->cond_del_fbo);
}
/* Called in the gl thread */
static void
gst_gl_display_thread_gen_shader (GstGLDisplay* display)
{
glutSetWindow (display->glutWinId);
if (GLEW_ARB_fragment_shader)
{
display->gen_shader = gst_gl_shader_new ();
if (!gst_gl_shader_compile_and_check (display->gen_shader,
display->gen_text_shader,
GST_GL_SHADER_FRAGMENT_SOURCE))
{
display->isAlive = FALSE;
g_object_unref (G_OBJECT (display->gen_shader));
display->gen_shader = NULL;
}
}
else
{
g_warning ("One of the filter required ARB_fragment_shader\n");
display->isAlive = FALSE;
display->gen_shader = NULL;
}
g_cond_signal (display->cond_gen_shader);
}
/* Called in the gl thread */
static void
gst_gl_display_thread_del_shader (GstGLDisplay* display)
{
glutSetWindow (display->glutWinId);
if (display->del_shader)
{
g_object_unref (G_OBJECT (display->del_shader));
display->del_shader = NULL;
}
g_cond_signal (display->cond_del_shader);
}
//------------------------------------------------------------
//------------------ BEGIN GL THREAD ACTIONS -----------------
//------------------------------------------------------------
//------------------------------------------------------------
//---------------------- BEGIN PRIVATE -----------------------
//------------------------------------------------------------
void
gst_gl_display_lock (GstGLDisplay * display)
{
g_mutex_lock (display->mutex);
}
void
gst_gl_display_unlock (GstGLDisplay * display)
{
g_mutex_unlock (display->mutex);
}
/* Post a message that will be handled by the gl thread
* Must be preceded by gst_gl_display_lock
* and followed by gst_gl_display_unlock
* Called in the public functions */
void
gst_gl_display_post_message (GstGLDisplayAction action, GstGLDisplay* display)
{
GstGLDisplayMsg* msg = g_new0 (GstGLDisplayMsg, 1);
msg->action = action;
msg->glutWinId = display->glutWinId;
msg->display = display;
g_async_queue_push (gst_gl_display_messageQueue, msg);
}
/* glutReshapeFunc callback */
void
gst_gl_display_on_resize (gint width, gint height)
{
gint glutWinId = 0;
GstGLDisplay *display = NULL;
//retrieve the display associated to the glut context
glutWinId = glutGetWindow ();
display = g_hash_table_lookup (gst_gl_display_map, GINT_TO_POINTER (glutWinId));
//glutGetWindow return 0 if no windows exists, then g_hash_table_lookup return NULL
if (display == NULL) return;
gst_gl_display_lock (display);
//check if a client reshape callback is registered
if (display->clientReshapeCallback)
display->clientReshapeCallback(width, height);
//default reshape
else
{
glViewport(0, 0, width, height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluOrtho2D(0, width, 0, height);
glMatrixMode(GL_MODELVIEW);
}
gst_gl_display_unlock (display);
}
/* glutDisplayFunc callback */
void gst_gl_display_on_draw(void)
{
gint glutWinId = 0;
GstGLDisplay *display = NULL;
//retrieve the display associated to the glut context
glutWinId = glutGetWindow ();
display = g_hash_table_lookup (gst_gl_display_map, GINT_TO_POINTER (glutWinId));
//glutGetWindow return 0 if no windows exists, then g_hash_table_lookup return NULL
if (display == NULL) return;
//lock the display because gstreamer elements
//(and so the main thread) may modify it
gst_gl_display_lock (display);
//check if video format has been setup
if (!display->redisplay_texture)
{
gst_gl_display_unlock (display);
return;
}
//opengl scene
//make sure that the environnement is clean
if (display->colorspace_conversion == GST_GL_DISPLAY_CONVERSION_GLSL)
glUseProgramObjectARB (0);
glDisable (GL_TEXTURE_RECTANGLE_ARB);
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);
glFlush();
glutSwapBuffers();
if (doRedisplay)
gst_gl_display_post_message (GST_GL_DISPLAY_ACTION_REDISPLAY_CONTEXT, display);
}
//default opengl scene
else
{
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);
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);
glEnd ();
glDisable(GL_TEXTURE_RECTANGLE_ARB);
glFlush();
glutSwapBuffers();
}//end default opengl scene
gst_gl_display_unlock (display);
}
/* glutCloseFunc callback */
void gst_gl_display_on_close (void)
{
gint glutWinId = 0;
GstGLDisplay* display = NULL;
//retrieve the display associated to the glut context
glutWinId = glutGetWindow ();
display = g_hash_table_lookup (gst_gl_display_map, GINT_TO_POINTER (glutWinId));
//glutGetWindow return 0 if no windows exists, then g_hash_table_lookup return NULL
if (display == NULL) return;
GST_DEBUG ("on close");
gst_gl_display_lock (display);
display->isAlive = FALSE;
gst_gl_display_unlock (display);
}
/* Generate a texture if no one is available in the pool
* Called in the gl thread */
void
gst_gl_display_glgen_texture (GstGLDisplay* display, GLuint* pTexture, GLint width, GLint height)
{
if (display->isAlive)
{
gchar string_size[512];
GQueue* sub_texture_pool = NULL;
sprintf (string_size, "%dx%d", width, height);
sub_texture_pool = g_datalist_get_data(&display->texture_pool, string_size);
//if the size is known
if (sub_texture_pool)
{
//check if there is a texture available in the pool
GstGLDisplayTex* tex = g_queue_pop_head (sub_texture_pool);
if (tex)
{
*pTexture = tex->texture;
g_free (tex);
}
//otherwise one more texture is generated
//note that this new texture is added in the pool
//only after being used
else
{
glGenTextures (1, pTexture);
glBindTexture (GL_TEXTURE_RECTANGLE_ARB, *pTexture);
glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA8,
width, 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);
}
}
//should be factorized
else
{
glGenTextures (1, pTexture);
glBindTexture (GL_TEXTURE_RECTANGLE_ARB, *pTexture);
glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA8,
width, 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);
}
}
else
*pTexture = 0;
}
/* Delete a texture, actually the texture is just added to the pool
* Called in the gl thread */
void
gst_gl_display_gldel_texture (GstGLDisplay* display, GLuint* pTexture, GLint width, GLint height)
{
//Each existing texture is destroyed only when the pool is destroyed
//The pool of textures is deleted in the GstGLDisplay destructor
gchar string_size[512];
GQueue* sub_texture_pool = NULL;
GstGLDisplayTex* tex = NULL;
sprintf (string_size, "%dx%d", width, height);
sub_texture_pool = g_datalist_get_data(&display->texture_pool, string_size);
//if the size is known
if (!sub_texture_pool)
{
sub_texture_pool = g_queue_new ();
g_datalist_set_data_full(&display->texture_pool, string_size,
sub_texture_pool, gst_gl_display_destroynotify_func_pool);
}
//contruct a sub texture pool element
tex = g_new0 (GstGLDisplayTex, 1);
tex->texture = *pTexture;
*pTexture = 0;
//add tex to the pool, it makes texture allocation reusable
g_queue_push_tail (sub_texture_pool, tex);
}
/* call when a sub texture pool is removed from the data list */
void gst_gl_display_destroynotify_func_pool (gpointer data)
{
GQueue* sub_texture_pool = (GQueue*) data;
while (g_queue_get_length (sub_texture_pool))
{
GstGLDisplayTex* tex = g_queue_pop_head (sub_texture_pool);
glDeleteTextures (1, &tex->texture);
g_free (tex);
}
}
/* 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:
g_print ("GL_FRAMEBUFFER_UNSUPPORTED_EXT\n");
break;
default:
g_print ("General FBO error\n");
}
}
//------------------------------------------------------------
//--------------------- END PRIVATE -------------------------
//------------------------------------------------------------
//------------------------------------------------------------
//---------------------- BEGIN PUBLIC ------------------------
//------------------------------------------------------------
/* Called by the first gl element of a video/x-raw-gl flow */
GstGLDisplay*
gst_gl_display_new (void)
{
return g_object_new (GST_TYPE_GL_DISPLAY, NULL);
}
/* Create an opengl context (one context for one GstGLDisplay)
* Called by the first gl element of a video/x-raw-gl flow */
void
gst_gl_display_create_context (GstGLDisplay *display,
GLint x, GLint y,
GLint width, GLint height,
gulong winId,
gboolean visible)
{
gst_gl_display_lock (display);
display->winId = winId;
display->win_xpos = x;
display->win_ypos = y;
display->upload_width = width;
display->upload_height = height;
display->visible = visible;
//if no glut_thread exists, create it with a window associated to the display
if (!gst_gl_display_map)
{
gst_gl_display_messageQueue = g_async_queue_new ();
gst_gl_display_map = g_hash_table_new (g_direct_hash, g_direct_equal);
gst_gl_display_gl_thread = g_thread_create (
(GThreadFunc) gst_gl_display_thread_func, display, TRUE, NULL);
g_cond_wait (display->cond_create_context, display->mutex);
}
//request glut window creation
else
{
//blocking call because glut context must be alive
gst_gl_display_post_message (GST_GL_DISPLAY_ACTION_CREATE_CONTEXT, display);
g_cond_wait (display->cond_create_context, display->mutex);
}
gst_gl_display_unlock (display);
}
/* Called by the glimagesink element */
void
gst_gl_display_set_visible_context (GstGLDisplay* display, gboolean visible)
{
gst_gl_display_lock (display);
if (display->visible != visible)
{
display->visible = visible;
gst_gl_display_post_message (GST_GL_DISPLAY_ACTION_VISIBLE_CONTEXT, display);
}
gst_gl_display_unlock (display);
}
/* Called by the glimagesink element */
void
gst_gl_display_resize_context (GstGLDisplay* display, gint width, gint height)
{
gst_gl_display_lock (display);
display->resize_width = width;
display->resize_height = height;
gst_gl_display_post_message (GST_GL_DISPLAY_ACTION_RESIZE_CONTEXT, display);
gst_gl_display_unlock (display);
}
/* Called by the glimagesink element */
gboolean
gst_gl_display_redisplay (GstGLDisplay* display, GLuint texture, gint width , gint height)
{
gboolean isAlive = TRUE;
gst_gl_display_lock (display);
isAlive = display->isAlive;
if (isAlive)
{
if (texture)
{
display->redisplay_texture = texture;
display->redisplay_texture_width = width;
display->redisplay_texture_height = height;
}
gst_gl_display_post_message (GST_GL_DISPLAY_ACTION_REDISPLAY_CONTEXT, display);
}
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_display_post_message (GST_GL_DISPLAY_ACTION_GENERIC, display);
g_cond_wait (display->cond_generic, display->mutex);
gst_gl_display_unlock (display);
}
/* Called by gst_gl_buffer_new */
void
gst_gl_display_gen_texture (GstGLDisplay* display, GLuint* pTexture, GLint width, GLint height)
{
gst_gl_display_lock (display);
display->gen_texture_width = width;
display->gen_texture_height = height;
gst_gl_display_post_message (GST_GL_DISPLAY_ACTION_GEN_TEXTURE, display);
g_cond_wait (display->cond_gen_texture, display->mutex);
*pTexture = display->gen_texture;
gst_gl_display_unlock (display);
}
/* Called by gst_gl_buffer_finalize */
void
gst_gl_display_del_texture (GstGLDisplay* display, GLuint texture, GLint width, GLint height)
{
gst_gl_display_lock (display);
display->del_texture = texture;
display->del_texture_width = width;
display->del_texture_height = height;
gst_gl_display_post_message (GST_GL_DISPLAY_ACTION_DEL_TEXTURE, display);
g_cond_wait (display->cond_del_texture, display->mutex);
gst_gl_display_unlock (display);
}
/* Called by the first gl element of a video/x-raw-gl flow */
void
gst_gl_display_init_upload (GstGLDisplay* display, GstVideoFormat video_format,
guint gl_width, guint gl_height,
gint video_width, gint video_height)
{
gst_gl_display_lock (display);
display->upload_video_format = video_format;
display->upload_width = gl_width;
display->upload_height = gl_height;
display->upload_data_width = video_width;
display->upload_data_height = video_height;
gst_gl_display_post_message (GST_GL_DISPLAY_ACTION_INIT_UPLOAD, display);
g_cond_wait (display->cond_init_upload, display->mutex);
gst_gl_display_unlock (display);
}
/* Called by the first gl element of a video/x-raw-gl flow */
gboolean
gst_gl_display_do_upload (GstGLDisplay *display, GLuint texture,
gint data_width, gint data_height,
gpointer data)
{
gboolean isAlive = TRUE;
gst_gl_display_lock (display);
isAlive = display->isAlive;
if (isAlive)
{
display->upload_outtex = texture;
display->upload_data_width = data_width;
display->upload_data_height = data_height;
display->upload_data = data;
gst_gl_display_post_message (GST_GL_DISPLAY_ACTION_DO_UPLOAD, display);
g_cond_wait (display->cond_do_upload, display->mutex);
}
gst_gl_display_unlock (display);
return isAlive;
}
/* Called by the gldownload and glcolorscale element */
void
gst_gl_display_init_download (GstGLDisplay* display, GstVideoFormat video_format,
gint width, gint height)
{
gst_gl_display_lock (display);
display->download_video_format = video_format;
display->download_width = width;
display->download_height = height;
gst_gl_display_post_message (GST_GL_DISPLAY_ACTION_INIT_DOWNLOAD, display);
g_cond_wait (display->cond_init_download, display->mutex);
gst_gl_display_unlock (display);
}
/* Called by the gldownload and glcolorscale element */
gboolean
gst_gl_display_do_download (GstGLDisplay* display, GLuint texture,
gint width, gint height,
gpointer data)
{
gboolean isAlive = TRUE;
gst_gl_display_lock (display);
isAlive = display->isAlive;
if (isAlive)
{
//data size is aocciated to the glcontext size
display->download_data = data;
display->ouput_texture = texture;
display->ouput_texture_width = width;
display->ouput_texture_height = height;
gst_gl_display_post_message (GST_GL_DISPLAY_ACTION_DO_DOWNLOAD, display);
g_cond_wait (display->cond_do_download, display->mutex);
}
gst_gl_display_unlock (display);
return isAlive;
}
/* Called by gltestsrc and glfilter */
void
gst_gl_display_gen_fbo (GstGLDisplay* display, gint width, gint height,
GLuint* fbo, GLuint* depthbuffer)
{
gst_gl_display_lock (display);
if (display->isAlive)
{
display->gen_fbo_width = width;
display->gen_fbo_height = height;
gst_gl_display_post_message (GST_GL_DISPLAY_ACTION_GEN_FBO, display);
g_cond_wait (display->cond_gen_fbo, display->mutex);
*fbo = display->generated_fbo;
*depthbuffer = display->generated_depth_buffer;
}
gst_gl_display_unlock (display);
}
/* 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 = TRUE;
gst_gl_display_lock (display);
isAlive = display->isAlive;
if (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_display_post_message (GST_GL_DISPLAY_ACTION_USE_FBO, display);
g_cond_wait (display->cond_use_fbo, display->mutex);
}
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);
display->del_fbo = fbo;
display->del_depth_buffer = depth_buffer;
gst_gl_display_post_message (GST_GL_DISPLAY_ACTION_DEL_FBO, display);
g_cond_wait (display->cond_del_fbo, display->mutex);
gst_gl_display_unlock (display);
}
/* Called by glfilter */
void
gst_gl_display_gen_shader (GstGLDisplay* display, const gchar* textShader, GstGLShader** shader)
{
gst_gl_display_lock (display);
display->gen_text_shader = textShader;
gst_gl_display_post_message (GST_GL_DISPLAY_ACTION_GEN_SHADER, display);
g_cond_wait (display->cond_gen_shader, display->mutex);
*shader = display->gen_shader;
gst_gl_display_unlock (display);
}
/* Called by glfilter */
void
gst_gl_display_del_shader (GstGLDisplay* display, GstGLShader* shader)
{
gst_gl_display_lock (display);
display->del_shader = shader;
gst_gl_display_post_message (GST_GL_DISPLAY_ACTION_DEL_SHADER, display);
g_cond_wait (display->cond_del_shader, display->mutex);
gst_gl_display_unlock (display);
}
/* Called by the glimagesink */
void
gst_gl_display_set_window_id (GstGLDisplay* display, gulong winId)
{
//used only when glimagesink is connected to a gl flow
//otehrwise it can directly create the gl context using the winId
gst_gl_display_lock (display);
display->winId = winId;
gst_gl_display_post_message (GST_GL_DISPLAY_ACTION_CHANGE_CONTEXT, display);
g_cond_wait (display->cond_change_context, display->mutex);
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);
}
//------------------------------------------------------------
//------------------------ END PUBLIC ------------------------
//------------------------------------------------------------
/* called by gst_gl_display_thread_do_upload (in the gl thread) */
void gst_gl_display_thread_do_upload_make (GstGLDisplay *display)
{
gint width = display->upload_data_width;
gint height = display->upload_data_height;
glGenTextures (1, &display->upload_intex);
glBindTexture (GL_TEXTURE_RECTANGLE_ARB, display->upload_intex);
switch (display->upload_video_format)
{
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:
case GST_VIDEO_FORMAT_AYUV:
glTexImage2D (GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA,
width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
break;
case GST_VIDEO_FORMAT_RGB:
case GST_VIDEO_FORMAT_BGR:
glTexImage2D (GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGB,
width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
break;
case GST_VIDEO_FORMAT_YUY2:
switch (display->colorspace_conversion)
{
case GST_GL_DISPLAY_CONVERSION_GLSL:
case GST_GL_DISPLAY_CONVERSION_MATRIX:
glTexImage2D (GL_TEXTURE_RECTANGLE_ARB, 0, GL_LUMINANCE_ALPHA,
width, height,
0, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, NULL);
if (display->upload_intex_u == 0) {
glGenTextures (1, &display->upload_intex_u);
glBindTexture (GL_TEXTURE_RECTANGLE_ARB, display->upload_intex_u);
glTexImage2D (GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA8,
width, height,
0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
}
break;
case GST_GL_DISPLAY_CONVERSION_MESA:
glTexImage2D (GL_TEXTURE_RECTANGLE_ARB, 0, GL_YCBCR_MESA,
width, height,
0, GL_YCBCR_MESA, GL_UNSIGNED_SHORT_8_8_MESA, NULL);
break;
default:
g_assert_not_reached ();
}
break;
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_LUMINANCE_ALPHA,
width, height,
0, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, NULL);
if (display->upload_intex_u == 0) {
glGenTextures (1, &display->upload_intex_u);
glBindTexture (GL_TEXTURE_RECTANGLE_ARB, display->upload_intex_u);
glTexImage2D (GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA8,
width, height,
0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
break;
}
case GST_GL_DISPLAY_CONVERSION_MESA:
glTexImage2D (GL_TEXTURE_RECTANGLE_ARB, 0, GL_YCBCR_MESA,
width, height,
0, GL_YCBCR_MESA, GL_UNSIGNED_SHORT_8_8_MESA, NULL);
break;
default:
g_assert_not_reached ();
}
break;
case GST_VIDEO_FORMAT_I420:
case GST_VIDEO_FORMAT_YV12:
glTexImage2D (GL_TEXTURE_RECTANGLE_ARB, 0, GL_LUMINANCE,
width, height,
0, GL_LUMINANCE, GL_UNSIGNED_BYTE, NULL);
if (display->upload_intex_u == 0) {
glGenTextures (1, &display->upload_intex_u);
glBindTexture (GL_TEXTURE_RECTANGLE_ARB, display->upload_intex_u);
glTexImage2D (GL_TEXTURE_RECTANGLE_ARB, 0, GL_LUMINANCE,
GST_ROUND_UP_2 (width) / 2,
GST_ROUND_UP_2 (height) / 2,
0, GL_LUMINANCE, GL_UNSIGNED_BYTE, NULL);
}
if (display->upload_intex_v == 0) {
glGenTextures (1, &display->upload_intex_v);
glBindTexture (GL_TEXTURE_RECTANGLE_ARB, display->upload_intex_v);
glTexImage2D (GL_TEXTURE_RECTANGLE_ARB, 0, GL_LUMINANCE,
GST_ROUND_UP_2 (width) / 2,
GST_ROUND_UP_2 (height) / 2,
0, GL_LUMINANCE, GL_UNSIGNED_BYTE, NULL);
}
break;
default:
g_assert_not_reached ();
}
}
/* called by gst_gl_display_thread_do_upload (in the gl thread) */
void
gst_gl_display_thread_do_upload_fill (GstGLDisplay *display)
{
gint width = display->upload_data_width;
gint height = display->upload_data_height;
gpointer data = display->upload_data;
glBindTexture (GL_TEXTURE_RECTANGLE_ARB, display->upload_intex);
switch (display->upload_video_format) {
case GST_VIDEO_FORMAT_RGBx:
glTexSubImage2D (GL_TEXTURE_RECTANGLE_ARB, 0, 0, 0, width, height,
GL_RGBA, GL_UNSIGNED_BYTE, data);
break;
case GST_VIDEO_FORMAT_BGRx:
glTexSubImage2D (GL_TEXTURE_RECTANGLE_ARB, 0, 0, 0, width, height,
GL_BGRA, GL_UNSIGNED_BYTE, data);
break;
case GST_VIDEO_FORMAT_AYUV:
case GST_VIDEO_FORMAT_xRGB:
glTexSubImage2D (GL_TEXTURE_RECTANGLE_ARB, 0, 0, 0, width, height,
GL_BGRA, GL_UNSIGNED_INT_8_8_8_8, data);
break;
case GST_VIDEO_FORMAT_xBGR:
glTexSubImage2D (GL_TEXTURE_RECTANGLE_ARB, 0, 0, 0, width, height,
GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, data);
break;
case GST_VIDEO_FORMAT_YUY2:
switch (display->colorspace_conversion)
{
case GST_GL_DISPLAY_CONVERSION_GLSL:
case GST_GL_DISPLAY_CONVERSION_MATRIX:
glTexSubImage2D (GL_TEXTURE_RECTANGLE_ARB, 0, 0, 0, width, height,
GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, data);
glBindTexture (GL_TEXTURE_RECTANGLE_ARB, display->upload_intex_u);
glTexSubImage2D (GL_TEXTURE_RECTANGLE_ARB, 0, 0, 0,
GST_ROUND_UP_2 (width) / 2, height,
GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data);
break;
case GST_GL_DISPLAY_CONVERSION_MESA:
glTexSubImage2D (GL_TEXTURE_RECTANGLE_ARB, 0, 0, 0, width, height,
GL_YCBCR_MESA, GL_UNSIGNED_SHORT_8_8_REV_MESA, data);
display->upload_video_format = GST_VIDEO_FORMAT_RGBx;
break;
default:
g_assert_not_reached ();
}
break;
case GST_VIDEO_FORMAT_UYVY:
switch (display->colorspace_conversion)
{
case GST_GL_DISPLAY_CONVERSION_GLSL:
case GST_GL_DISPLAY_CONVERSION_MATRIX:
glTexSubImage2D (GL_TEXTURE_RECTANGLE_ARB, 0, 0, 0, width, height,
GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, data);
glBindTexture (GL_TEXTURE_RECTANGLE_ARB, display->upload_intex_u);
glTexSubImage2D (GL_TEXTURE_RECTANGLE_ARB, 0, 0, 0,
GST_ROUND_UP_2 (width) / 2, height,
GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data);
break;
case GST_GL_DISPLAY_CONVERSION_MESA:
glTexSubImage2D (GL_TEXTURE_RECTANGLE_ARB, 0, 0, 0, width, height,
GL_YCBCR_MESA, GL_UNSIGNED_SHORT_8_8_MESA, data);
display->upload_video_format = GST_VIDEO_FORMAT_RGBx;
break;
default:
g_assert_not_reached ();
}
break;
case GST_VIDEO_FORMAT_I420:
case GST_VIDEO_FORMAT_YV12:
{
gint offsetU = 0;
gint offsetV = 0;
switch (display->upload_video_format)
{
case GST_VIDEO_FORMAT_I420:
offsetU = 1;
offsetV = 2;
break;
//it works on ati+win32 but we have to use the same offset as
//I420 on nvidia + linux (I mean offsetU = 1; offsetV = 2;)
//So we have to set a display->hardware (ATI o/ NVIDIA) and
//etc...
case GST_VIDEO_FORMAT_YV12:
offsetU = 2;
offsetV = 1;
break;
default:
g_assert_not_reached ();
}
glTexSubImage2D (GL_TEXTURE_RECTANGLE_ARB, 0, 0, 0, width, height,
GL_LUMINANCE, GL_UNSIGNED_BYTE, data);
glBindTexture (GL_TEXTURE_RECTANGLE_ARB, display->upload_intex_u);
glTexSubImage2D (GL_TEXTURE_RECTANGLE_ARB, 0, 0, 0,
GST_ROUND_UP_2 (width) / 2, GST_ROUND_UP_2 (height) / 2,
GL_LUMINANCE, GL_UNSIGNED_BYTE,
(guint8 *) data +
gst_video_format_get_component_offset (display->upload_video_format, offsetU, width, height));
glBindTexture (GL_TEXTURE_RECTANGLE_ARB, display->upload_intex_v);
glTexSubImage2D (GL_TEXTURE_RECTANGLE_ARB, 0, 0, 0,
GST_ROUND_UP_2 (width) / 2, GST_ROUND_UP_2 (height) / 2,
GL_LUMINANCE, GL_UNSIGNED_BYTE,
(guint8 *) data +
gst_video_format_get_component_offset (display->upload_video_format, offsetV, width, height));
}
break;
default:
g_assert_not_reached ();
}
}
/* called by gst_gl_display_thread_do_upload (in the gl thread) */
void
gst_gl_display_thread_do_upload_draw (GstGLDisplay *display)
{
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, display->upload_fbo);
/* no more needed? upload_outtex should already be in the pool */
/* glBindTexture(GL_TEXTURE_RECTANGLE_ARB, display->upload_outtex); */
/* glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA8, */
/* display->upload_width, display->upload_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, display->upload_outtex, 0);
if (GLEW_ARB_fragment_shader)
gst_gl_shader_use (NULL);
glPushAttrib(GL_VIEWPORT_BIT);
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
gluOrtho2D(0.0, display->upload_width, 0.0, display->upload_height);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
glViewport(0, 0, display->upload_width, display->upload_height);
glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);
glClearColor(0.0, 0.0, 0.0, 0.0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
switch (display->upload_video_format)
{
case GST_VIDEO_FORMAT_RGBx:
case GST_VIDEO_FORMAT_BGRx:
case GST_VIDEO_FORMAT_xRGB:
case GST_VIDEO_FORMAT_xBGR:
{
glMatrixMode (GL_PROJECTION);
glLoadIdentity ();
glEnable(GL_TEXTURE_RECTANGLE_ARB);
glBindTexture (GL_TEXTURE_RECTANGLE_ARB, display->upload_intex);
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);
glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
}
break;
case GST_VIDEO_FORMAT_YUY2:
case GST_VIDEO_FORMAT_UYVY:
{
GstGLShader* shader_upload_YUY2_UYVY = NULL;
switch (display->upload_video_format)
{
case GST_VIDEO_FORMAT_YUY2:
shader_upload_YUY2_UYVY = display->shader_upload_YUY2;
break;
case GST_VIDEO_FORMAT_UYVY:
shader_upload_YUY2_UYVY = display->shader_upload_UYVY;
break;
default:
g_assert_not_reached ();
}
gst_gl_shader_use (shader_upload_YUY2_UYVY);
glMatrixMode (GL_PROJECTION);
glLoadIdentity ();
glActiveTextureARB(GL_TEXTURE1_ARB);
gst_gl_shader_set_uniform_1i (shader_upload_YUY2_UYVY, "UVtex", 1);
glBindTexture (GL_TEXTURE_RECTANGLE_ARB, display->upload_intex_u);
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);
glActiveTextureARB(GL_TEXTURE0_ARB);
gst_gl_shader_set_uniform_1i (shader_upload_YUY2_UYVY, "Ytex", 0);
glBindTexture (GL_TEXTURE_RECTANGLE_ARB, display->upload_intex);
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);
}
break;
case GST_VIDEO_FORMAT_I420:
case GST_VIDEO_FORMAT_YV12:
{
gst_gl_shader_use (display->shader_upload_I420_YV12);
glMatrixMode (GL_PROJECTION);
glLoadIdentity ();
glActiveTextureARB(GL_TEXTURE1_ARB);
gst_gl_shader_set_uniform_1i (display->shader_upload_I420_YV12, "Utex", 1);
glBindTexture (GL_TEXTURE_RECTANGLE_ARB, display->upload_intex_u);
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);
glActiveTextureARB(GL_TEXTURE2_ARB);
gst_gl_shader_set_uniform_1i (display->shader_upload_I420_YV12, "Vtex", 2);
glBindTexture (GL_TEXTURE_RECTANGLE_ARB, display->upload_intex_v);
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);
glActiveTextureARB(GL_TEXTURE0_ARB);
gst_gl_shader_set_uniform_1i (display->shader_upload_I420_YV12, "Ytex", 0);
glBindTexture (GL_TEXTURE_RECTANGLE_ARB, display->upload_intex);
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);
}
break;
case GST_VIDEO_FORMAT_AYUV:
{
gst_gl_shader_use (display->shader_upload_AYUV);
glMatrixMode (GL_PROJECTION);
glLoadIdentity ();
glActiveTextureARB(GL_TEXTURE0_ARB);
gst_gl_shader_set_uniform_1i (display->shader_upload_AYUV, "tex", 0);
glBindTexture (GL_TEXTURE_RECTANGLE_ARB, display->upload_intex);
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);
}
break;
default:
g_assert_not_reached ();
}//end switch display->currentVideo_format
glBegin (GL_QUADS);
glTexCoord2i (display->upload_data_width, 0);
glVertex2f (1.0f, -1.0f);
glTexCoord2i (0, 0);
glVertex2f (-1.0f, -1.0f);
glTexCoord2i (0, display->upload_data_height);
glVertex2f (-1.0f, 1.0f);
glTexCoord2i (display->upload_data_width, display->upload_data_height);
glVertex2f (1.0f, 1.0f);
glEnd ();
glDrawBuffer(GL_NONE);
//we are done with the shader
if (display->colorspace_conversion == GST_GL_DISPLAY_CONVERSION_GLSL)
glUseProgramObjectARB (0);
glDisable(GL_TEXTURE_RECTANGLE_ARB);
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
glPopAttrib();
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
gst_gl_display_check_framebuffer_status();
}
/* called by gst_gl_display_thread_do_download (in the gl thread) */
void
gst_gl_display_thread_do_download_draw (GstGLDisplay *display)
{
gint width = display->download_width;
gint height = display->download_height;
GstVideoFormat video_format = display->download_video_format;
gpointer data = display->download_data;
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, display->download_fbo);
glPushAttrib(GL_VIEWPORT_BIT);
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
gluOrtho2D(0.0, width, 0.0, height);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
glViewport(0, 0, width, height);
switch (video_format)
{
case GST_VIDEO_FORMAT_RGBx:
case GST_VIDEO_FORMAT_BGRx:
case GST_VIDEO_FORMAT_xRGB:
case GST_VIDEO_FORMAT_xBGR:
{
glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);
glClearColor(0.0, 0.0, 0.0, 0.0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glMatrixMode (GL_PROJECTION);
glLoadIdentity ();
glBindTexture (GL_TEXTURE_RECTANGLE_ARB, display->ouput_texture);
glEnable(GL_TEXTURE_RECTANGLE_ARB);
}
break;
case GST_VIDEO_FORMAT_YUY2:
case GST_VIDEO_FORMAT_UYVY:
{
GstGLShader* shader_download_YUY2_UYVY = NULL;
switch (video_format)
{
case GST_VIDEO_FORMAT_YUY2:
shader_download_YUY2_UYVY = display->shader_download_YUY2;
break;
case GST_VIDEO_FORMAT_UYVY:
shader_download_YUY2_UYVY = display->shader_download_UYVY;
break;
default:
g_assert_not_reached ();
}
glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);
glClearColor(0.0, 0.0, 0.0, 0.0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
gst_gl_shader_use (shader_download_YUY2_UYVY);
glMatrixMode (GL_PROJECTION);
glLoadIdentity ();
glActiveTextureARB(GL_TEXTURE0_ARB);
gst_gl_shader_set_uniform_1i (shader_download_YUY2_UYVY, "tex", 0);
glBindTexture (GL_TEXTURE_RECTANGLE_ARB, display->ouput_texture);
}
break;
case GST_VIDEO_FORMAT_I420:
case GST_VIDEO_FORMAT_YV12:
{
glDrawBuffers(3, display->multipleRT);
glClearColor(0.0, 0.0, 0.0, 0.0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
gst_gl_shader_use (display->shader_download_I420_YV12);
glMatrixMode (GL_PROJECTION);
glLoadIdentity ();
glActiveTextureARB(GL_TEXTURE0_ARB);
gst_gl_shader_set_uniform_1i (display->shader_download_I420_YV12, "tex", 0);
gst_gl_shader_set_uniform_1f (display->shader_download_I420_YV12, "w",
(gfloat)display->ouput_texture_width);
gst_gl_shader_set_uniform_1f (display->shader_download_I420_YV12, "h",
(gfloat)display->ouput_texture_height);
glBindTexture (GL_TEXTURE_RECTANGLE_ARB, display->ouput_texture);
}
break;
case GST_VIDEO_FORMAT_AYUV:
{
glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);
glClearColor(0.0, 0.0, 0.0, 0.0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
gst_gl_shader_use (display->shader_download_AYUV);
glMatrixMode (GL_PROJECTION);
glLoadIdentity ();
glActiveTextureARB(GL_TEXTURE0_ARB);
gst_gl_shader_set_uniform_1i (display->shader_download_AYUV, "tex", 0);
glBindTexture (GL_TEXTURE_RECTANGLE_ARB, display->ouput_texture);
}
break;
default:
g_assert_not_reached ();
}//end switch display->currentVideo_format
glBegin (GL_QUADS);
glTexCoord2i (0, 0);
glVertex2f (-1.0f, -1.0f);
glTexCoord2i (width, 0);
glVertex2f (1.0f, -1.0f);
glTexCoord2i (width, height);
glVertex2f (1.0f, 1.0f);
glTexCoord2i (0, height);
glVertex2f (-1.0f, 1.0f);
glEnd ();
glDrawBuffer(GL_NONE);
//dot not check if GLSL is available
//because for now download is not available
//without GLSL
glUseProgramObjectARB (0);
glDisable(GL_TEXTURE_RECTANGLE_ARB);
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
glPopAttrib();
glBindFramebufferEXT (GL_FRAMEBUFFER_EXT, 0);
gst_gl_display_check_framebuffer_status();
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, display->download_fbo);
glReadBuffer(GL_COLOR_ATTACHMENT0_EXT);
switch (video_format)
{
case GST_VIDEO_FORMAT_RGBx:
glReadPixels (0, 0, width, height, GL_RGBA,
GL_UNSIGNED_BYTE, data);
break;
case GST_VIDEO_FORMAT_BGRx:
glReadPixels (0, 0, width, height, GL_BGRA,
GL_UNSIGNED_BYTE, data);
break;
case GST_VIDEO_FORMAT_xBGR:
glReadPixels (0, 0, width, height, GL_RGBA,
GL_UNSIGNED_INT_8_8_8_8, data);
break;
case GST_VIDEO_FORMAT_AYUV:
case GST_VIDEO_FORMAT_xRGB:
glReadPixels (0, 0, width, height, GL_BGRA,
GL_UNSIGNED_INT_8_8_8_8, data);
break;
case GST_VIDEO_FORMAT_YUY2:
case GST_VIDEO_FORMAT_UYVY:
glReadPixels (0, 0, GST_ROUND_UP_2 (width) / 2, height, GL_BGRA,
GL_UNSIGNED_INT_8_8_8_8_REV, data);
break;
case GST_VIDEO_FORMAT_I420:
case GST_VIDEO_FORMAT_YV12:
{
gint offsetU = 0;
gint offsetV = 0;
switch (video_format)
{
case GST_VIDEO_FORMAT_I420:
offsetU = 1;
offsetV = 2;
break;
case GST_VIDEO_FORMAT_YV12:
offsetU = 2;
offsetV = 1;
break;
default:
g_assert_not_reached ();
}
glReadPixels (0, 0, width, height, GL_LUMINANCE,
GL_UNSIGNED_BYTE, data);
glReadBuffer(GL_COLOR_ATTACHMENT1_EXT);
glReadPixels (0, 0, GST_ROUND_UP_2 (width) / 2, GST_ROUND_UP_2 (height) / 2,
GL_LUMINANCE, GL_UNSIGNED_BYTE,
(guint8 *) data +
gst_video_format_get_component_offset (video_format, offsetU, width, height));
glReadBuffer(GL_COLOR_ATTACHMENT2_EXT);
glReadPixels (0, 0, GST_ROUND_UP_2 (width) / 2, GST_ROUND_UP_2 (height) / 2,
GL_LUMINANCE, GL_UNSIGNED_BYTE,
(guint8 *) data +
gst_video_format_get_component_offset (video_format, offsetV, width, height));
}
break;
default:
g_assert_not_reached ();
}
glBindFramebufferEXT (GL_FRAMEBUFFER_EXT, 0);
gst_gl_display_check_framebuffer_status();
}