/* * gstvaapiwindow_glx.c - VA/GLX window abstraction * * Copyright (C) 2010-2011 Splitted-Desktop Systems * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Lesser General Public License * as published by the Free Software Foundation; either version 2.1 * 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 * Lesser General Public License for more details. * * You should have received a copy of the GNU Lesser General Public * License along with this library; if not, write to the Free * Software Foundation, Inc., 51 Franklin Street, Fifth Floor, * Boston, MA 02110-1301 USA */ /** * SECTION:gstvaapiwindow_glx * @short_description: VA/GLX window abstraction */ #include "sysdeps.h" #include "gstvaapiwindow_glx.h" #include "gstvaapidisplay_x11.h" #include "gstvaapidisplay_x11_priv.h" #include "gstvaapiutils_x11.h" #include "gstvaapiutils_glx.h" #include "gstvaapi_priv.h" #define DEBUG 1 #include "gstvaapidebug.h" G_DEFINE_TYPE(GstVaapiWindowGLX, gst_vaapi_window_glx, GST_VAAPI_TYPE_WINDOW_X11) #define GST_VAAPI_WINDOW_GLX_GET_PRIVATE(obj) \ (G_TYPE_INSTANCE_GET_PRIVATE((obj), \ GST_VAAPI_TYPE_WINDOW_GLX, \ GstVaapiWindowGLXPrivate)) struct _GstVaapiWindowGLXPrivate { Colormap cmap; GLContextState *gl_context; guint is_constructed : 1; guint foreign_window : 1; }; enum { PROP_0, PROP_GLX_CONTEXT }; /* Fill rectangle coords with capped bounds */ static inline void fill_rect( GstVaapiRectangle *dst_rect, const GstVaapiRectangle *src_rect, guint width, guint height ) { if (src_rect) { dst_rect->x = src_rect->x > 0 ? src_rect->x : 0; dst_rect->y = src_rect->y > 0 ? src_rect->y : 0; if (src_rect->x + src_rect->width < width) dst_rect->width = src_rect->width; else dst_rect->width = width - dst_rect->x; if (src_rect->y + src_rect->height < height) dst_rect->height = src_rect->height; else dst_rect->height = height - dst_rect->y; } else { dst_rect->x = 0; dst_rect->y = 0; dst_rect->width = width; dst_rect->height = height; } } static void _gst_vaapi_window_glx_destroy_context(GstVaapiWindowGLX *window) { GstVaapiWindowGLXPrivate * const priv = window->priv; GST_VAAPI_OBJECT_LOCK_DISPLAY(window); if (priv->gl_context) { gl_destroy_context(priv->gl_context); priv->gl_context = NULL; } GST_VAAPI_OBJECT_UNLOCK_DISPLAY(window); } static gboolean _gst_vaapi_window_glx_create_context( GstVaapiWindowGLX *window, GLXContext foreign_context ) { GstVaapiWindowGLXPrivate * const priv = window->priv; Display * const dpy = GST_VAAPI_OBJECT_XDISPLAY(window); GLContextState parent_cs; parent_cs.display = dpy; parent_cs.window = None; parent_cs.context = foreign_context; GST_VAAPI_OBJECT_LOCK_DISPLAY(window); priv->gl_context = gl_create_context( dpy, GST_VAAPI_OBJECT_XSCREEN(window), &parent_cs ); if (!priv->gl_context) { GST_DEBUG("could not create GLX context"); goto end; } if (!glXIsDirect(dpy, priv->gl_context->context)) { GST_DEBUG("could not create a direct-rendering GLX context"); goto out_destroy_context; } goto end; out_destroy_context: gl_destroy_context(priv->gl_context); priv->gl_context = NULL; end: GST_VAAPI_OBJECT_UNLOCK_DISPLAY(window); return priv->gl_context != NULL; } static gboolean _gst_vaapi_window_glx_ensure_context( GstVaapiWindowGLX *window, GLXContext foreign_context ) { GstVaapiWindowGLXPrivate * const priv = window->priv; if (priv->gl_context) { if (!foreign_context || foreign_context == priv->gl_context->context) return TRUE; _gst_vaapi_window_glx_destroy_context(window); } return _gst_vaapi_window_glx_create_context(window, foreign_context); } static gboolean gst_vaapi_window_glx_ensure_context( GstVaapiWindowGLX *window, GLXContext foreign_context ) { GstVaapiWindowGLXPrivate * const priv = window->priv; GLContextState old_cs; guint width, height; if (!_gst_vaapi_window_glx_ensure_context(window, foreign_context)) return FALSE; priv->gl_context->window = GST_VAAPI_OBJECT_ID(window); if (!gl_set_current_context(priv->gl_context, &old_cs)) { GST_DEBUG("could not make newly created GLX context current"); return FALSE; } glDisable(GL_DEPTH_TEST); glDepthMask(GL_FALSE); glDisable(GL_CULL_FACE); glDrawBuffer(GL_BACK); glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); gst_vaapi_window_get_size(GST_VAAPI_WINDOW(window), &width, &height); gl_resize(width, height); gl_set_bgcolor(0); glClear(GL_COLOR_BUFFER_BIT); gl_set_current_context(&old_cs, NULL); return TRUE; } static Visual * gst_vaapi_window_glx_get_visual(GstVaapiWindow *window) { GstVaapiWindowGLX * const glx_window = GST_VAAPI_WINDOW_GLX(window); if (!_gst_vaapi_window_glx_ensure_context(glx_window, NULL)) return NULL; return glx_window->priv->gl_context->visual->visual; } static void gst_vaapi_window_glx_destroy_colormap(GstVaapiWindowGLX *window) { GstVaapiWindowGLXPrivate * const priv = window->priv; Display * const dpy = GST_VAAPI_OBJECT_XDISPLAY(window); if (priv->cmap) { if (!priv->foreign_window) { GST_VAAPI_OBJECT_LOCK_DISPLAY(window); XFreeColormap(dpy, priv->cmap); GST_VAAPI_OBJECT_UNLOCK_DISPLAY(window); } priv->cmap = None; } } static Colormap gst_vaapi_window_glx_create_colormap(GstVaapiWindowGLX *window) { GstVaapiWindowGLXPrivate * const priv = window->priv; Display * const dpy = GST_VAAPI_OBJECT_XDISPLAY(window); int screen; XWindowAttributes wattr; gboolean success = FALSE; if (!priv->cmap) { if (!priv->foreign_window) { if (!_gst_vaapi_window_glx_ensure_context(window, NULL)) return None; GST_VAAPI_OBJECT_LOCK_DISPLAY(window); x11_trap_errors(); /* XXX: add a GstVaapiDisplayX11:x11-screen property? */ screen = GST_VAAPI_OBJECT_XSCREEN(window); priv->cmap = XCreateColormap( dpy, RootWindow(dpy, screen), priv->gl_context->visual->visual, AllocNone ); success = x11_untrap_errors() == 0; GST_VAAPI_OBJECT_UNLOCK_DISPLAY(window); } else { GST_VAAPI_OBJECT_LOCK_DISPLAY(window); x11_trap_errors(); XGetWindowAttributes(dpy, GST_VAAPI_OBJECT_ID(window), &wattr); priv->cmap = wattr.colormap; success = x11_untrap_errors() == 0; GST_VAAPI_OBJECT_UNLOCK_DISPLAY(window); } if (!success) return None; } return priv->cmap; } static Colormap gst_vaapi_window_glx_get_colormap(GstVaapiWindow *window) { return gst_vaapi_window_glx_create_colormap(GST_VAAPI_WINDOW_GLX(window)); } static gboolean gst_vaapi_window_glx_resize(GstVaapiWindow *window, guint width, guint height) { GstVaapiWindowGLXPrivate * const priv = GST_VAAPI_WINDOW_GLX(window)->priv; Display * const dpy = GST_VAAPI_OBJECT_XDISPLAY(window); GLContextState old_cs; if (!GST_VAAPI_WINDOW_CLASS(gst_vaapi_window_glx_parent_class)-> resize(window, width, height)) return FALSE; GST_VAAPI_OBJECT_LOCK_DISPLAY(window); XSync(dpy, False); /* make sure resize completed */ if (gl_set_current_context(priv->gl_context, &old_cs)) { gl_resize(width, height); gl_set_current_context(&old_cs, NULL); } GST_VAAPI_OBJECT_UNLOCK_DISPLAY(window); return TRUE; } static void gst_vaapi_window_glx_finalize(GObject *object) { GstVaapiWindowGLX * const window = GST_VAAPI_WINDOW_GLX(object); _gst_vaapi_window_glx_destroy_context(window); gst_vaapi_window_glx_destroy_colormap(window); G_OBJECT_CLASS(gst_vaapi_window_glx_parent_class)->finalize(object); } static void gst_vaapi_window_glx_set_property( GObject *object, guint prop_id, const GValue *value, GParamSpec *pspec ) { GstVaapiWindowGLX * const window = GST_VAAPI_WINDOW_GLX(object); switch (prop_id) { case PROP_GLX_CONTEXT: gst_vaapi_window_glx_set_context(window, g_value_get_pointer(value)); break; default: G_OBJECT_WARN_INVALID_PROPERTY_ID(object, prop_id, pspec); break; } } static void gst_vaapi_window_glx_get_property( GObject *object, guint prop_id, GValue *value, GParamSpec *pspec ) { GstVaapiWindowGLX * const window = GST_VAAPI_WINDOW_GLX(object); switch (prop_id) { case PROP_GLX_CONTEXT: g_value_set_pointer(value, gst_vaapi_window_glx_get_context(window)); break; default: G_OBJECT_WARN_INVALID_PROPERTY_ID(object, prop_id, pspec); break; } } static void gst_vaapi_window_glx_constructed(GObject *object) { GstVaapiWindowGLXPrivate * const priv = GST_VAAPI_WINDOW_GLX(object)->priv; GObjectClass *parent_class; parent_class = G_OBJECT_CLASS(gst_vaapi_window_glx_parent_class); if (parent_class->constructed) parent_class->constructed(object); priv->foreign_window = gst_vaapi_window_x11_is_foreign_xid(GST_VAAPI_WINDOW_X11(object)); priv->is_constructed = gst_vaapi_window_glx_ensure_context(GST_VAAPI_WINDOW_GLX(object), NULL); } static void gst_vaapi_window_glx_class_init(GstVaapiWindowGLXClass *klass) { GObjectClass * const object_class = G_OBJECT_CLASS(klass); GstVaapiWindowClass * const win_class = GST_VAAPI_WINDOW_CLASS(klass); GstVaapiWindowX11Class * const xwin_class = GST_VAAPI_WINDOW_X11_CLASS(klass); g_type_class_add_private(klass, sizeof(GstVaapiWindowGLXPrivate)); object_class->finalize = gst_vaapi_window_glx_finalize; object_class->set_property = gst_vaapi_window_glx_set_property; object_class->get_property = gst_vaapi_window_glx_get_property; object_class->constructed = gst_vaapi_window_glx_constructed; win_class->resize = gst_vaapi_window_glx_resize; xwin_class->get_visual = gst_vaapi_window_glx_get_visual; xwin_class->get_colormap = gst_vaapi_window_glx_get_colormap; /** * GstVaapiDisplayGLX:glx-context: * * The GLX context that was created by gst_vaapi_window_glx_new() * or that was bound from gst_vaapi_window_glx_set_context(). */ g_object_class_install_property (object_class, PROP_GLX_CONTEXT, g_param_spec_pointer("glx-context", "GLX context", "GLX context", G_PARAM_READWRITE)); } static void gst_vaapi_window_glx_init(GstVaapiWindowGLX *window) { GstVaapiWindowGLXPrivate *priv = GST_VAAPI_WINDOW_GLX_GET_PRIVATE(window); window->priv = priv; priv->cmap = None; priv->gl_context = NULL; priv->is_constructed = FALSE; priv->foreign_window = FALSE; } /** * gst_vaapi_window_glx_new: * @display: a #GstVaapiDisplay * @width: the requested window width, in pixels * @height: the requested windo height, in pixels * * Creates a window with the specified @width and @height. The window * will be attached to the @display and remains invisible to the user * until gst_vaapi_window_show() is called. * * Return value: the newly allocated #GstVaapiWindow object */ GstVaapiWindow * gst_vaapi_window_glx_new(GstVaapiDisplay *display, guint width, guint height) { g_return_val_if_fail(GST_VAAPI_IS_DISPLAY(display), NULL); g_return_val_if_fail(width > 0, NULL); g_return_val_if_fail(height > 0, NULL); return g_object_new(GST_VAAPI_TYPE_WINDOW_GLX, "display", display, "id", GST_VAAPI_ID(None), "width", width, "height", height, NULL); } /** * gst_vaapi_window_glx_new_with_xid: * @display: a #GstVaapiDisplay * @xid: an X11 #Window id * * Creates a #GstVaapiWindow using the X11 #Window @xid. The caller * still owns the window and must call XDestroyWindow() when all * #GstVaapiWindow references are released. Doing so too early can * yield undefined behaviour. * * Return value: the newly allocated #GstVaapiWindow object */ GstVaapiWindow * gst_vaapi_window_glx_new_with_xid(GstVaapiDisplay *display, Window xid) { GST_DEBUG("new window from xid 0x%08x", xid); g_return_val_if_fail(GST_VAAPI_IS_DISPLAY(display), NULL); g_return_val_if_fail(xid != None, NULL); return g_object_new(GST_VAAPI_TYPE_WINDOW_GLX, "display", display, "id", GST_VAAPI_ID(xid), NULL); } /** * gst_vaapi_window_glx_get_context: * @window: a #GstVaapiWindowGLX * * Returns the #GLXContext bound to the @window. * * Return value: the #GLXContext bound to the @window */ GLXContext gst_vaapi_window_glx_get_context(GstVaapiWindowGLX *window) { g_return_val_if_fail(GST_VAAPI_IS_WINDOW_GLX(window), NULL); g_return_val_if_fail(window->priv->is_constructed, FALSE); return window->priv->gl_context->context; } /** * gst_vaapi_window_glx_set_context: * @window: a #GstVaapiWindowGLX * @ctx: a GLX context * * Binds GLX context @ctx to @window. If @ctx is non %NULL, the caller * is responsible to making sure it has compatible visual with that of * the underlying X window. If @ctx is %NULL, a new context is created * and the @window owns it. * * Return value: %TRUE on success */ gboolean gst_vaapi_window_glx_set_context(GstVaapiWindowGLX *window, GLXContext ctx) { g_return_val_if_fail(GST_VAAPI_IS_WINDOW_GLX(window), FALSE); g_return_val_if_fail(window->priv->is_constructed, FALSE); return gst_vaapi_window_glx_ensure_context(window, ctx); } /** * gst_vaapi_window_glx_make_current: * @window: a #GstVaapiWindowGLX * * Makes the @window GLX context the current GLX rendering context of * the calling thread, replacing the previously current context if * there was one. * * Return value: %TRUE on success */ gboolean gst_vaapi_window_glx_make_current(GstVaapiWindowGLX *window) { gboolean success; g_return_val_if_fail(GST_VAAPI_IS_WINDOW_GLX(window), FALSE); g_return_val_if_fail(window->priv->is_constructed, FALSE); GST_VAAPI_OBJECT_LOCK_DISPLAY(window); success = gl_set_current_context(window->priv->gl_context, NULL); GST_VAAPI_OBJECT_UNLOCK_DISPLAY(window); return success; } /** * gst_vaapi_window_glx_swap_buffers: * @window: a #GstVaapiWindowGLX * * Promotes the contents of the back buffer of @window to become the * contents of the front buffer of @window. This simply is wrapper * around glXSwapBuffers(). */ void gst_vaapi_window_glx_swap_buffers(GstVaapiWindowGLX *window) { g_return_if_fail(GST_VAAPI_IS_WINDOW_GLX(window)); g_return_if_fail(window->priv->is_constructed); GST_VAAPI_OBJECT_LOCK_DISPLAY(window); gl_swap_buffers(window->priv->gl_context); GST_VAAPI_OBJECT_UNLOCK_DISPLAY(window); } /** * gst_vaapi_window_glx_put_texture: * @window: a #GstVaapiWindowGLX * @texture: a #GstVaapiTexture * @src_rect: the sub-rectangle of the source texture to * extract and process. If %NULL, the entire texture will be used. * @dst_rect: the sub-rectangle of the destination * window into which the texture is rendered. If %NULL, the entire * window will be used. * * Renders the @texture region specified by @src_rect into the @window * region specified by @dst_rect. * * NOTE: only GL_TEXTURE_2D textures are supported at this time. * * Return value: %TRUE on success */ gboolean gst_vaapi_window_glx_put_texture( GstVaapiWindowGLX *window, GstVaapiTexture *texture, const GstVaapiRectangle *src_rect, const GstVaapiRectangle *dst_rect ) { GstVaapiRectangle tmp_src_rect, tmp_dst_rect; GLTextureState ts; GLenum tex_target; GLuint tex_id; guint tex_width, tex_height; guint win_width, win_height; g_return_val_if_fail(GST_VAAPI_IS_WINDOW_GLX(window), FALSE); g_return_val_if_fail(GST_VAAPI_IS_TEXTURE(texture), FALSE); gst_vaapi_texture_get_size(texture, &tex_width, &tex_height); fill_rect(&tmp_src_rect, src_rect, tex_width, tex_height); src_rect = &tmp_src_rect; gst_vaapi_window_get_size(GST_VAAPI_WINDOW(window), &win_width, &win_height); fill_rect(&tmp_dst_rect, dst_rect, win_width, win_height); dst_rect = &tmp_dst_rect; /* XXX: only GL_TEXTURE_2D textures are supported at this time */ tex_target = gst_vaapi_texture_get_target(texture); if (tex_target != GL_TEXTURE_2D) return FALSE; tex_id = gst_vaapi_texture_get_id(texture); if (!gl_bind_texture(&ts, tex_target, tex_id)) return FALSE; glColor4f(1.0f, 1.0f, 1.0f, 1.0f); glPushMatrix(); glTranslatef((GLfloat)dst_rect->x, (GLfloat)dst_rect->y, 0.0f); glBegin(GL_QUADS); { const float tx1 = (float)src_rect->x / tex_width; const float tx2 = (float)(src_rect->x + src_rect->width) / tex_width; const float ty1 = (float)src_rect->y / tex_height; const float ty2 = (float)(src_rect->y + src_rect->height) / tex_height; const guint w = dst_rect->width; const guint h = dst_rect->height; glTexCoord2f(tx1, ty1); glVertex2i(0, 0); glTexCoord2f(tx1, ty2); glVertex2i(0, h); glTexCoord2f(tx2, ty2); glVertex2i(w, h); glTexCoord2f(tx2, ty1); glVertex2i(w, 0); } glEnd(); glPopMatrix(); gl_unbind_texture(&ts); return TRUE; }