int main() { init_stage(); setup_stage(); main_loop(); cleanup(); return 0; }
static INLINE void emit_prim( struct draw_stage *stage, struct prim_header *prim, unsigned hwprim, unsigned nr ) { struct i915_context *i915 = setup_stage(stage)->i915; unsigned vertex_size; unsigned i; if (i915->dirty) i915_update_derived( i915 ); if (i915->hardware_dirty) i915_emit_hardware_state( i915 ); /* need to do this after validation! */ vertex_size = i915->current.vertex_info.size * 4; /* in bytes */ assert(vertex_size >= 12); /* never smaller than 12 bytes */ if (!BEGIN_BATCH( 1 + nr * vertex_size / 4)) { FLUSH_BATCH(NULL); /* Make sure state is re-emitted after a flush: */ i915_emit_hardware_state( i915 ); if (!BEGIN_BATCH( 1 + nr * vertex_size / 4)) { assert(0); return; } } /* Emit each triangle as a single primitive. I told you this was * simple. */ OUT_BATCH(_3DPRIMITIVE | hwprim | ((4 + vertex_size * nr)/4 - 2)); for (i = 0; i < nr; i++) emit_hw_vertex(i915, prim->v[i]); }
int main (int argc, char *argv[]) { GLenum err = 0; #ifdef WIN32 HGLRC clutter_gl_context = 0; HDC clutter_dc = 0; #else Display *clutter_display = NULL; Window clutter_win = 0; GLXContext clutter_gl_context = NULL; #endif GstPipeline *pipeline = NULL; GstBus *bus = NULL; GstElement *glupload = NULL; GstState state = 0; ClutterActor *stage = NULL; ClutterActor *clutter_texture = NULL; GAsyncQueue *queue_input_buf = NULL; GAsyncQueue *queue_output_buf = NULL; GstElement *fakesink = NULL; /* init gstreamer then clutter */ gst_init (&argc, &argv); clutter_threads_init (); clutter_init (&argc, &argv); clutter_threads_enter (); g_print ("clutter version: %s\n", CLUTTER_VERSION_S); /* init glew */ err = glewInit (); if (err != GLEW_OK) g_debug ("failed to init GLEW: %s", glewGetErrorString (err)); /* avoid to dispatch unecesary events */ clutter_ungrab_keyboard (); clutter_ungrab_pointer (); /* retrieve and turn off clutter opengl context */ stage = clutter_stage_get_default (); /* retrieve and turn off clutter opengl context */ #ifdef WIN32 clutter_gl_context = wglGetCurrentContext (); clutter_dc = wglGetCurrentDC (); wglMakeCurrent (0, 0); #else clutter_display = clutter_x11_get_default_display (); clutter_win = clutter_x11_get_stage_window (CLUTTER_STAGE (stage)); clutter_gl_context = glXGetCurrentContext (); glXMakeCurrent (clutter_display, None, 0); #endif /* setup gstreamer pipeline */ pipeline = GST_PIPELINE (gst_parse_launch ("videotestsrc ! video/x-raw-yuv, width=320, height=240, framerate=(fraction)30/1 ! " "glupload ! gleffects effect=5 ! glfiltercube ! fakesink sync=1", NULL)); /* setup bus */ bus = gst_pipeline_get_bus (GST_PIPELINE (pipeline)); gst_bus_add_signal_watch (bus); g_signal_connect (bus, "message::error", G_CALLBACK (end_stream_cb), NULL); g_signal_connect (bus, "message::warning", G_CALLBACK (end_stream_cb), NULL); g_signal_connect (bus, "message::eos", G_CALLBACK (end_stream_cb), NULL); gst_object_unref (bus); /* clutter_gl_context is an external OpenGL context with which gst-plugins-gl want to share textures */ glupload = gst_bin_get_by_name (GST_BIN (pipeline), "glupload0"); g_object_set (G_OBJECT (glupload), "external-opengl-context", clutter_gl_context, NULL); g_object_unref (glupload); /* NULL to PAUSED state pipeline to make sure the gst opengl context is created and * shared with the clutter one */ gst_element_set_state (GST_ELEMENT (pipeline), GST_STATE_PAUSED); state = GST_STATE_PAUSED; if (gst_element_get_state (GST_ELEMENT (pipeline), &state, NULL, GST_CLOCK_TIME_NONE) != GST_STATE_CHANGE_SUCCESS) { g_debug ("failed to pause pipeline\n"); return -1; } /* turn on back clutter opengl context */ #ifdef WIN32 wglMakeCurrent (clutter_dc, clutter_gl_context); #else glXMakeCurrent (clutter_display, clutter_win, clutter_gl_context); #endif /* clutter stage */ clutter_actor_set_size (stage, 640, 480); clutter_actor_set_position (stage, 0, 0); clutter_stage_set_title (CLUTTER_STAGE (stage), "clutter and gst-plugins-gl"); clutter_texture = setup_stage (CLUTTER_STAGE (stage)); /* append a gst-gl texture to this queue when you do not need it no more */ queue_input_buf = g_async_queue_new (); queue_output_buf = g_async_queue_new (); g_object_set_data (G_OBJECT (clutter_texture), "queue_input_buf", queue_input_buf); g_object_set_data (G_OBJECT (clutter_texture), "queue_output_buf", queue_output_buf); /* set a callback to retrieve the gst gl textures */ fakesink = gst_bin_get_by_name (GST_BIN (pipeline), "fakesink0"); g_object_set (G_OBJECT (fakesink), "signal-handoffs", TRUE, NULL); g_signal_connect (fakesink, "handoff", G_CALLBACK (on_gst_buffer), clutter_texture); g_object_unref (fakesink); /* play gst */ gst_element_set_state (GST_ELEMENT (pipeline), GST_STATE_PLAYING); /* main loop */ clutter_main (); /* before to deinitialize the gst-gl-opengl context, * no shared context (here the clutter one) must be current */ #ifdef WIN32 wglMakeCurrent (0, 0); #else glXMakeCurrent (clutter_display, None, 0); #endif clutter_threads_leave (); /* stop and clean up the pipeline */ gst_element_set_state (GST_ELEMENT (pipeline), GST_STATE_NULL); g_object_unref (pipeline); /* make sure there is no pending gst gl buffer in the communication queues * between clutter and gst-gl */ while (g_async_queue_length (queue_input_buf) > 0) { GstBuffer *buf = g_async_queue_pop (queue_input_buf); gst_buffer_unref (buf); } while (g_async_queue_length (queue_output_buf) > 0) { GstBuffer *buf = g_async_queue_pop (queue_output_buf); gst_buffer_unref (buf); } return 0; }