gboolean gst_gl_ensure_display (gpointer element, GstGLDisplay ** display_ptr) { GstGLDisplay *display; g_return_val_if_fail (element != NULL, FALSE); g_return_val_if_fail (display_ptr != NULL, FALSE); /* 1) Check if the element already has a context of the specific * type. */ display = *display_ptr; if (gst_gl_display_found (element, display)) return TRUE; gst_gl_display_context_prepare (element, display_ptr); /* Neighbour found and it updated the display */ if (gst_gl_display_found (element, *display_ptr)) return TRUE; /* If no neighboor, or application not interested, use system default */ display = gst_gl_display_new (); *display_ptr = display; gst_gl_display_context_propagate (element, display); return display != NULL; }
static void setup (void) { display = gst_gl_display_new (); context = gst_gl_context_new (display); gst_gl_context_create (context, 0, NULL); }
void QGLRenderer::initializeGL () { GstGLContext *context; GstGLDisplay *display; #if GST_GL_HAVE_PLATFORM_GLX display = (GstGLDisplay *) gst_gl_display_x11_new_with_display (QX11Info:: display ()); #else display = gst_gl_display_new (); #endif /* FIXME: Allow the choice at runtime */ #if GST_GL_HAVE_PLATFORM_WGL context = gst_gl_context_new_wrapped (display, (guintptr) wglGetCurrentContext (), GST_GL_PLATFORM_WGL, GST_GL_API_OPENGL); #elif GST_GL_HAVE_PLATFORM_CGL context = gst_gl_context_new_wrapped (display, (guintptr) qt_current_nsopengl_context (), GST_GL_PLATFORM_CGL, GST_GL_API_OPENGL); #elif GST_GL_HAVE_PLATFORM_GLX context = gst_gl_context_new_wrapped (display, (guintptr) glXGetCurrentContext (), GST_GL_PLATFORM_GLX, GST_GL_API_OPENGL); #endif gst_object_unref (display); // We need to unset Qt context before initializing gst-gl plugin. // Otherwise the attempt to share gst-gl context with Qt will fail. this->doneCurrent (); this->gst_thread = new GstThread (display, context, this->videoLoc, SLOT (newFrame ()), this); this->makeCurrent (); QObject::connect (this->gst_thread, SIGNAL (finished ()), this, SLOT (close ())); QObject::connect (this, SIGNAL (closeRequested ()), this->gst_thread, SLOT (stop ()), Qt::QueuedConnection); qglClearColor (QApplication::palette ().color (QPalette::Active, QPalette::Window)); //glShadeModel(GL_FLAT); //glEnable(GL_DEPTH_TEST); //glEnable(GL_CULL_FACE); glEnable (GL_TEXTURE_2D); // Enable Texture Mapping this->gst_thread->start (); }
static void setup (void) { GError *error = NULL; display = gst_gl_display_new (); context = gst_gl_context_new (display); gst_gl_context_create (context, NULL, &error); fail_if (error != NULL, "Error creating context: %s\n", error ? error->message : "Unknown Error"); }
static GUBGraphicContext *gub_create_graphic_context_opengl(GstPipeline *pipeline, float crop_left, float crop_top, float crop_right, float crop_bottom) { GUBGraphicContextOpenGL *gcontext = NULL; guintptr raw_context = gst_gl_context_get_current_gl_context(GUB_GL_PLATFORM); if (raw_context) { GstGLDisplay *display = gst_gl_display_new(); GstGLContext *gl_context = gst_gl_context_new_wrapped(display, raw_context, GUB_GL_PLATFORM, GST_GL_API_OPENGL); gcontext = (GUBGraphicContextOpenGL *)malloc(sizeof(GUBGraphicContextOpenGL)); gcontext->display = display; } else { gub_log("Could not retrieve current GL context"); } return gcontext; }
/** * gst_gl_ensure_element_data: * @element: the #GstElement running the query * @display_ptr: (inout): the resulting #GstGLDisplay * @other_context_ptr: (inout): the resulting #GstGLContext * * Perform the steps necessary for retrieving a #GstGLDisplay and (optionally) * an application provided #GstGLContext from the surrounding elements or from * the application using the #GstContext mechanism. * * If the contents of @display_ptr or @other_context_ptr are not %NULL, then no * #GstContext query is necessary for #GstGLDisplay or #GstGLContext retrieval * or is performed. * * This performs #GstContext queries (if necessary) for a winsys display * connection with %GST_GL_DISPLAY_CONTEXT_TYPE, "gst.x11.display.handle", and * "GstWaylandDisplayHandleContextType" stopping after the first successful * retrieval. * * This also performs a #GstContext query (if necessary) for an optional * application provided #GstGLContext using the name "gst.gl.app_context". * The returned #GstGLContext will be shared with a GStreamer created OpenGL context. * * Returns: whether a #GstGLDisplay exists in @display_ptr */ gboolean gst_gl_ensure_element_data (gpointer element, GstGLDisplay ** display_ptr, GstGLContext ** other_context_ptr) { GstGLDisplay *display; g_return_val_if_fail (element != NULL, FALSE); g_return_val_if_fail (display_ptr != NULL, FALSE); g_return_val_if_fail (other_context_ptr != NULL, FALSE); /* 1) Check if the element already has a context of the specific * type. */ display = *display_ptr; if (gst_gl_display_found (element, display)) goto done; gst_gl_display_context_query (element, display_ptr); /* Neighbour found and it updated the display */ if (gst_gl_display_found (element, *display_ptr)) goto get_gl_context; /* If no neighboor, or application not interested, use system default */ display = gst_gl_display_new (); *display_ptr = display; gst_gl_element_propagate_display_context (element, display); get_gl_context: if (*other_context_ptr) goto done; gst_gl_context_query (element); done: return *display_ptr != NULL; }
static GstFlowReturn gst_glimage_sink_render (GstBaseSink * bsink, GstBuffer * buf) { GstGLImageSink *glimage_sink = NULL; GstGLBuffer *gl_buffer = NULL; glimage_sink = GST_GLIMAGE_SINK (bsink); GST_INFO ("buffer size: %d", GST_BUFFER_SIZE (buf)); //is gl if (glimage_sink->is_gl) { //increment gl buffer ref before storage gl_buffer = GST_GL_BUFFER (gst_buffer_ref (buf)); //if glimagesink has not the display yet if (glimage_sink->display == NULL) { glimage_sink->display = g_object_ref (gl_buffer->display); gst_gl_display_set_client_reshape_callback (glimage_sink->display, glimage_sink->clientReshapeCallback); gst_gl_display_set_client_draw_callback (glimage_sink->display, glimage_sink->clientDrawCallback); } } //is not gl else { //if glimagesink has not the display yet if (glimage_sink->display == NULL) { //create a display glimage_sink->display = gst_gl_display_new (); //init opengl context gst_gl_display_create_context (glimage_sink->display, glimage_sink->width, glimage_sink->height, 0); //init colorspace conversion if needed gst_gl_display_init_upload (glimage_sink->display, glimage_sink->format, glimage_sink->width, glimage_sink->height, glimage_sink->width, glimage_sink->height); gst_gl_display_set_client_reshape_callback (glimage_sink->display, glimage_sink->clientReshapeCallback); gst_gl_display_set_client_draw_callback (glimage_sink->display, glimage_sink->clientDrawCallback); } //blocking call gl_buffer = gst_gl_buffer_new (glimage_sink->display, glimage_sink->width, glimage_sink->height); //blocking call gst_gl_display_do_upload (glimage_sink->display, gl_buffer->texture, glimage_sink->width, glimage_sink->height, GST_BUFFER_DATA (buf)); //gl_buffer is created in this block, so the gl buffer is already referenced } if (glimage_sink->window_id != glimage_sink->new_window_id) { glimage_sink->window_id = glimage_sink->new_window_id; gst_gl_display_set_window_id (glimage_sink->display, glimage_sink->window_id); } //the buffer is cleared when an other comes in if (glimage_sink->stored_buffer) { gst_buffer_unref (GST_BUFFER_CAST (glimage_sink->stored_buffer)); glimage_sink->stored_buffer = NULL; } //store current buffer glimage_sink->stored_buffer = gl_buffer; //redisplay opengl scene if (gl_buffer->texture && gst_gl_display_redisplay (glimage_sink->display, gl_buffer->texture, gl_buffer->width, gl_buffer->height, glimage_sink->keep_aspect_ratio)) return GST_FLOW_OK; else return GST_FLOW_UNEXPECTED; }
int main (int argc, char **argv) { #ifdef WIN32 HGLRC sdl_gl_context = 0; HDC sdl_dc = 0; #else SDL_SysWMinfo info; Display *sdl_display = NULL; Window sdl_win = 0; GLXContext sdl_gl_context = NULL; #endif GMainLoop *loop = NULL; GstPipeline *pipeline = NULL; GstBus *bus = NULL; GstElement *glimagesink = NULL; const gchar *platform; /* Initialize SDL for video output */ if (SDL_Init (SDL_INIT_VIDEO) < 0) { fprintf (stderr, "Unable to initialize SDL: %s\n", SDL_GetError ()); return -1; } /* Create a 640x480 OpenGL screen */ if (SDL_SetVideoMode (640, 480, 0, SDL_OPENGL) == NULL) { fprintf (stderr, "Unable to create OpenGL screen: %s\n", SDL_GetError ()); SDL_Quit (); return -1; } /* Set the title bar in environments that support it */ SDL_WM_SetCaption ("SDL and gst-plugins-gl", NULL); /* Loop, drawing and checking events */ InitGL (640, 480); gst_init (&argc, &argv); loop = g_main_loop_new (NULL, FALSE); /* retrieve and turn off sdl opengl context */ #ifdef WIN32 sdl_gl_context = wglGetCurrentContext (); sdl_dc = wglGetCurrentDC (); wglMakeCurrent (0, 0); platform = "wgl"; sdl_gl_display = gst_gl_display_new (); #else SDL_VERSION (&info.version); SDL_GetWMInfo (&info); /* FIXME: This display is different to the one that SDL uses to create the * GL context inside SDL_SetVideoMode() above which fails on Intel hardware */ sdl_display = info.info.x11.gfxdisplay; sdl_win = info.info.x11.window; sdl_gl_context = glXGetCurrentContext (); glXMakeCurrent (sdl_display, None, 0); platform = "glx"; sdl_gl_display = (GstGLDisplay *) gst_gl_display_x11_new_with_display (sdl_display); #endif sdl_context = gst_gl_context_new_wrapped (sdl_gl_display, (guintptr) sdl_gl_context, gst_gl_platform_from_string (platform), GST_GL_API_OPENGL); pipeline = GST_PIPELINE (gst_parse_launch ("videotestsrc ! video/x-raw, width=320, height=240, framerate=(fraction)30/1 ! " "glimagesink name=glimagesink0", NULL)); 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), loop); g_signal_connect (bus, "message::warning", G_CALLBACK (end_stream_cb), loop); g_signal_connect (bus, "message::eos", G_CALLBACK (end_stream_cb), loop); gst_bus_enable_sync_message_emission (bus); g_signal_connect (bus, "sync-message", G_CALLBACK (sync_bus_call), NULL); gst_object_unref (bus); glimagesink = gst_bin_get_by_name (GST_BIN (pipeline), "glimagesink0"); g_signal_connect (G_OBJECT (glimagesink), "client-draw", G_CALLBACK (on_client_draw), NULL); gst_object_unref (glimagesink); /* NULL to PAUSED state pipeline to make sure the gst opengl context is created and * shared with the sdl one */ gst_element_set_state (GST_ELEMENT (pipeline), GST_STATE_PAUSED); /* turn on back sdl opengl context */ #ifdef WIN32 wglMakeCurrent (sdl_dc, sdl_gl_context); #else glXMakeCurrent (sdl_display, sdl_win, sdl_gl_context); #endif gst_element_set_state (GST_ELEMENT (pipeline), GST_STATE_PLAYING); g_timeout_add (100, update_sdl_scene, pipeline); g_main_loop_run (loop); /* before to deinitialize the gst-gl-opengl context, * no shared context (here the sdl one) must be current */ #ifdef WIN32 wglMakeCurrent (0, 0); #else glXMakeCurrent (sdl_display, sdl_win, sdl_gl_context); #endif gst_element_set_state (GST_ELEMENT (pipeline), GST_STATE_NULL); gst_object_unref (pipeline); /* turn on back sdl opengl context */ #ifdef WIN32 wglMakeCurrent (sdl_dc, sdl_gl_context); #else glXMakeCurrent (sdl_display, None, 0); #endif SDL_Quit (); return 0; }
int main (int argc, char **argv) { #ifdef WIN32 HGLRC sdl_gl_context = 0; HDC sdl_dc = 0; #else SDL_SysWMinfo info; Display *sdl_display = NULL; Window sdl_win = 0; GLXContext sdl_gl_context = NULL; #endif GMainLoop *loop = NULL; GstPipeline *pipeline = NULL; GstBus *bus = NULL; GstElement *fakesink = NULL; GstState state; GAsyncQueue *queue_input_buf = NULL; GAsyncQueue *queue_output_buf = NULL; const gchar *platform; /* Initialize SDL for video output */ if (SDL_Init (SDL_INIT_VIDEO) < 0) { fprintf (stderr, "Unable to initialize SDL: %s\n", SDL_GetError ()); return -1; } /* Create a 640x480 OpenGL screen */ if (SDL_SetVideoMode (640, 480, 0, SDL_OPENGL) == NULL) { fprintf (stderr, "Unable to create OpenGL screen: %s\n", SDL_GetError ()); SDL_Quit (); return -1; } /* Set the title bar in environments that support it */ SDL_WM_SetCaption ("SDL and gst-plugins-gl", NULL); /* Loop, drawing and checking events */ InitGL (640, 480); gst_init (&argc, &argv); loop = g_main_loop_new (NULL, FALSE); /* retrieve and turn off sdl opengl context */ #ifdef WIN32 sdl_gl_context = wglGetCurrentContext (); sdl_dc = wglGetCurrentDC (); wglMakeCurrent (0, 0); platform = "wgl"; sdl_gl_display = gst_gl_display_new (); #else SDL_VERSION (&info.version); SDL_GetWMInfo (&info); /* FIXME: This display is different to the one that SDL uses to create the * GL context inside SDL_SetVideoMode() above which fails on Intel hardware */ sdl_display = info.info.x11.gfxdisplay; sdl_win = info.info.x11.window; sdl_gl_context = glXGetCurrentContext (); glXMakeCurrent (sdl_display, None, 0); platform = "glx"; sdl_gl_display = (GstGLDisplay *) gst_gl_display_x11_new_with_display (sdl_display); #endif sdl_context = gst_gl_context_new_wrapped (sdl_gl_display, (guintptr) sdl_gl_context, gst_gl_platform_from_string (platform), GST_GL_API_OPENGL); pipeline = GST_PIPELINE (gst_parse_launch ("videotestsrc ! video/x-raw, width=320, height=240, framerate=(fraction)30/1 ! " "gleffects effect=5 ! fakesink sync=1", NULL)); 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), loop); g_signal_connect (bus, "message::warning", G_CALLBACK (end_stream_cb), loop); g_signal_connect (bus, "message::eos", G_CALLBACK (end_stream_cb), loop); gst_bus_enable_sync_message_emission (bus); g_signal_connect (bus, "sync-message", G_CALLBACK (sync_bus_call), NULL); gst_object_unref (bus); /* NULL to PAUSED state pipeline to make sure the gst opengl context is created and * shared with the sdl 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 sdl opengl context */ #ifdef WIN32 wglMakeCurrent (sdl_dc, sdl_gl_context); #else glXMakeCurrent (sdl_display, sdl_win, sdl_gl_context); #endif /* append a gst-gl texture to this queue when you do not need it no more */ 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), NULL); queue_input_buf = g_async_queue_new (); queue_output_buf = g_async_queue_new (); g_object_set_data (G_OBJECT (fakesink), "queue_input_buf", queue_input_buf); g_object_set_data (G_OBJECT (fakesink), "queue_output_buf", queue_output_buf); g_object_set_data (G_OBJECT (fakesink), "loop", loop); gst_object_unref (fakesink); gst_element_set_state (GST_ELEMENT (pipeline), GST_STATE_PLAYING); g_main_loop_run (loop); /* before to deinitialize the gst-gl-opengl context, * no shared context (here the sdl one) must be current */ #ifdef WIN32 wglMakeCurrent (0, 0); #else glXMakeCurrent (sdl_display, sdl_win, sdl_gl_context); #endif gst_element_set_state (GST_ELEMENT (pipeline), GST_STATE_NULL); gst_object_unref (pipeline); /* turn on back sdl opengl context */ #ifdef WIN32 wglMakeCurrent (sdl_dc, sdl_gl_context); #else glXMakeCurrent (sdl_display, None, 0); #endif SDL_Quit (); /* make sure there is no pending gst gl buffer in the communication queues * between sdl and gst-gl */ while (g_async_queue_length (queue_input_buf) > 0) { GstBuffer *buf = (GstBuffer *) g_async_queue_pop (queue_input_buf); gst_buffer_unref (buf); } while (g_async_queue_length (queue_output_buf) > 0) { GstBuffer *buf = (GstBuffer *) g_async_queue_pop (queue_output_buf); gst_buffer_unref (buf); } return 0; }
static GstStateChangeReturn gst_glimage_sink_change_state (GstElement * element, GstStateChange transition) { GstGLImageSink *glimage_sink; GstStateChangeReturn ret = GST_STATE_CHANGE_SUCCESS; GST_DEBUG ("change state"); glimage_sink = GST_GLIMAGE_SINK (element); switch (transition) { case GST_STATE_CHANGE_NULL_TO_READY: break; case GST_STATE_CHANGE_READY_TO_PAUSED: if (!glimage_sink->display) { gboolean ok = FALSE; glimage_sink->display = gst_gl_display_new (); /* init opengl context */ ok = gst_gl_display_create_context (glimage_sink->display, 0); if (!ok) { GST_ELEMENT_ERROR (glimage_sink, RESOURCE, NOT_FOUND, GST_GL_DISPLAY_ERR_MSG (glimage_sink->display), (NULL)); if (glimage_sink->display) { g_object_unref (glimage_sink->display); glimage_sink->display = NULL; } return GST_STATE_CHANGE_FAILURE; } } break; case GST_STATE_CHANGE_PAUSED_TO_PLAYING: break; default: break; } ret = GST_ELEMENT_CLASS (parent_class)->change_state (element, transition); if (ret == GST_STATE_CHANGE_FAILURE) return ret; switch (transition) { case GST_STATE_CHANGE_PLAYING_TO_PAUSED: break; case GST_STATE_CHANGE_PAUSED_TO_READY: { if (glimage_sink->stored_buffer) { gst_buffer_unref (GST_BUFFER_CAST (glimage_sink->stored_buffer)); glimage_sink->stored_buffer = NULL; } if (glimage_sink->display) { g_object_unref (glimage_sink->display); glimage_sink->display = NULL; } glimage_sink->window_id = 0; //but do not reset glimage_sink->new_window_id glimage_sink->fps_n = 0; glimage_sink->fps_d = 1; GST_VIDEO_SINK_WIDTH (glimage_sink) = 0; GST_VIDEO_SINK_HEIGHT (glimage_sink) = 0; } break; case GST_STATE_CHANGE_READY_TO_NULL: break; default: break; } return ret; }
static GstStateChangeReturn gst_visual_gl_change_state (GstElement * element, GstStateChange transition) { GstVisualGL *visual = GST_VISUAL_GL (element); GstStateChangeReturn ret; switch (transition) { case GST_STATE_CHANGE_NULL_TO_READY: break; case GST_STATE_CHANGE_READY_TO_PAUSED: { GstElement *parent = GST_ELEMENT (gst_element_get_parent (visual)); GstStructure *structure = NULL; GstQuery *query = NULL; gboolean isPerformed = FALSE; gchar *name; if (!parent) { GST_ELEMENT_ERROR (visual, CORE, STATE_CHANGE, (NULL), ("A parent bin is required")); return FALSE; } name = gst_element_get_name (visual); structure = gst_structure_new (name, NULL); query = gst_query_new_application (GST_QUERY_CUSTOM, structure); g_free (name); isPerformed = gst_element_query (parent, query); if (isPerformed) { const GValue *id_value = gst_structure_get_value (structure, "gstgldisplay"); if (G_VALUE_HOLDS_POINTER (id_value)) /* at least one gl element is after in our gl chain */ visual->display = gst_object_ref (GST_GL_DISPLAY (g_value_get_pointer (id_value))); else { /* this gl filter is a sink in terms of the gl chain */ visual->display = gst_gl_display_new (); gst_gl_display_create_context (visual->display, 0); //TODO visual->external_gl_context); } gst_visual_gl_reset (visual); visual->actor = visual_actor_new (GST_VISUAL_GL_GET_CLASS (visual)->plugin->info-> plugname); visual->video = visual_video_new (); visual->audio = visual_audio_new (); if (!visual->actor || !visual->video) goto actor_setup_failed; gst_gl_display_thread_add (visual->display, (GstGLDisplayThreadFunc) actor_setup, visual); if (visual->actor_setup_result != 0) goto actor_setup_failed; else visual_actor_set_video (visual->actor, visual->video); } gst_query_unref (query); gst_object_unref (GST_OBJECT (parent)); if (!isPerformed) return GST_STATE_CHANGE_FAILURE; } break; case GST_STATE_CHANGE_PAUSED_TO_PLAYING: break; default: break; } ret = GST_ELEMENT_CLASS (parent_class)->change_state (element, transition); switch (transition) { case GST_STATE_CHANGE_PLAYING_TO_PAUSED: break; case GST_STATE_CHANGE_PAUSED_TO_READY: { if (visual->fbo) { gst_gl_display_del_fbo (visual->display, visual->fbo, visual->depthbuffer); visual->fbo = 0; visual->depthbuffer = 0; } if (visual->midtexture) { gst_gl_display_del_texture (visual->display, visual->midtexture, visual->width, visual->height); visual->midtexture = 0; } if (visual->display) { gst_object_unref (visual->display); visual->display = NULL; } gst_visual_gl_clear_actors (visual); } break; case GST_STATE_CHANGE_READY_TO_NULL: break; default: break; } return ret; /* ERRORS */ actor_setup_failed: { GST_ELEMENT_ERROR (visual, LIBRARY, INIT, (NULL), ("could not set up actor")); gst_visual_gl_clear_actors (visual); return GST_STATE_CHANGE_FAILURE; } }
static void setup (void) { display = gst_gl_display_new (); }
static GstStateChangeReturn gst_egl_sink_change_state (GstElement * element, GstStateChange transition) { GstEGLSink *egl_sink; GstStateChangeReturn ret = GST_STATE_CHANGE_SUCCESS; GST_DEBUG ("change state"); egl_sink = GST_EGL_SINK (element); switch (transition) { case GST_STATE_CHANGE_NULL_TO_READY: break; case GST_STATE_CHANGE_READY_TO_PAUSED: if (!egl_sink->display && !egl_sink->draw_callback) { GST_INFO("Create GLDisplay"); egl_sink->display = gst_gl_display_new (); egl_sink->display->keep_aspect_ratio = egl_sink->keep_aspect_ratio; /* init opengl context */ gst_gl_display_create_context (egl_sink->display, 0); } break; case GST_STATE_CHANGE_PAUSED_TO_PLAYING: break; default: break; } ret = GST_ELEMENT_CLASS (parent_class)->change_state (element, transition); if (ret == GST_STATE_CHANGE_FAILURE) return ret; switch (transition) { case GST_STATE_CHANGE_PLAYING_TO_PAUSED: break; case GST_STATE_CHANGE_PAUSED_TO_READY: { if (egl_sink->display) { gst_gl_display_destroy_context(egl_sink->display); g_object_unref (egl_sink->display); egl_sink->display = NULL; } egl_sink->window_id = 0; //but do not reset egl_sink->new_window_id egl_sink->fps_n = 0; egl_sink->fps_d = 1; egl_sink->par_n = 1; egl_sink->par_d = 1; GST_VIDEO_SINK_WIDTH (egl_sink) = 0; GST_VIDEO_SINK_HEIGHT (egl_sink) = 0; } break; case GST_STATE_CHANGE_READY_TO_NULL: break; default: break; } return ret; }