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a0441778ad
Since the Cogl 1.18 branch is actively maintained in parallel with the
master branch; this is a counter part to commit 1b83ef938fc16b which
re-licensed the master branch to use the MIT license.
This re-licensing is a follow up to the proposal that was sent to the
Cogl mailing list:
http://lists.freedesktop.org/archives/cogl/2013-December/001465.html
Note: there was a copyright assignment policy in place for Clutter (and
therefore Cogl which was part of Clutter at the time) until the 11th of
June 2010 and so we only checked the details after that point (commit
0bbf50f905
)
For each file, authors were identified via this Git command:
$ git blame -p -C -C -C20 -M -M10 0bbf50f905..HEAD
We received blanket approvals for re-licensing all Red Hat and Collabora
contributions which reduced how many people needed to be contacted
individually:
- http://lists.freedesktop.org/archives/cogl/2013-December/001470.html
- http://lists.freedesktop.org/archives/cogl/2014-January/001536.html
Individual approval requests were sent to all the other identified authors
who all confirmed the re-license on the Cogl mailinglist:
http://lists.freedesktop.org/archives/cogl/2014-January
As well as updating the copyright header in all sources files, the
COPYING file has been updated to reflect the license change and also
document the other licenses used in Cogl such as the SGI Free Software
License B, version 2.0 and the 3-clause BSD license.
This patch was not simply cherry-picked from master; but the same
methodology was used to check the source files.
457 lines
15 KiB
C
457 lines
15 KiB
C
/*
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* Cogl
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*
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* A Low Level GPU Graphics and Utilities API
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*
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* Copyright (C) 2007, 2008 OpenedHand
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* Copyright (C) 2009, 2010, 2013 Intel Corporation
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*
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* Permission is hereby granted, free of charge, to any person
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* obtaining a copy of this software and associated documentation
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* files (the "Software"), to deal in the Software without
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* restriction, including without limitation the rights to use, copy,
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* modify, merge, publish, distribute, sublicense, and/or sell copies
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* of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be
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* included in all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
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* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
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* NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS
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* BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN
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* ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
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* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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* SOFTWARE.
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*/
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#ifndef __COGL_GST_VIDEO_SINK_H__
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#define __COGL_GST_VIDEO_SINK_H__
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#include <glib-object.h>
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#include <gst/base/gstbasesink.h>
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/* We just need the public Cogl api for cogl-gst but we first need to
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* undef COGL_COMPILATION to avoid getting an error that normally
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* checks cogl.h isn't used internally. */
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#ifdef COGL_COMPILATION
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#undef COGL_COMPILATION
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#endif
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#include <cogl/cogl.h>
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#include <cogl/cogl.h>
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/**
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* SECTION:cogl-gst-video-sink
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* @short_description: A video sink for integrating a GStreamer
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* pipeline with a Cogl pipeline.
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*
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* #CoglGstVideoSink is a subclass of #GstBaseSink which can be used to
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* create a #CoglPipeline for rendering the frames of the video.
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*
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* To create a basic video player, an application can create a
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* #GstPipeline as normal using gst_pipeline_new() and set the
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* sink on it to one created with cogl_gst_video_sink_new(). The
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* application can then listen for the #CoglGstVideoSink::new-frame
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* signal which will be emitted whenever there are new textures ready
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* for rendering. For simple rendering, the application can just call
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* cogl_gst_video_sink_get_pipeline() in the signal handler and use
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* the returned pipeline to paint the new frame.
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*
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* An application is also free to do more advanced rendering by
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* customizing the pipeline. In that case it should listen for the
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* #CoglGstVideoSink::pipeline-ready signal which will be emitted as
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* soon as the sink has determined enough information about the video
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* to know how it should be rendered. In the handler for this signal,
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* the application can either make modifications to a copy of the
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* pipeline returned by cogl_gst_video_sink_get_pipeline() or it can
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* create its own pipeline from scratch and ask the sink to configure
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* it with cogl_gst_video_sink_setup_pipeline(). If a custom pipeline
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* is created using one of these methods then the application should
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* call cogl_gst_video_sink_attach_frame() on the pipeline before
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* rendering in order to update the textures on the pipeline's layers.
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*
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* If the %COGL_FEATURE_ID_GLSL feature is available then the pipeline
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* used by the sink will have a shader snippet with a function in it
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* called cogl_gst_sample_video0 which takes a single vec2 argument.
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* This can be used by custom snippets set the by the application to
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* sample from the video. The vec2 argument represents the normalised
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* coordinates within the video. The function returns a vec4
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* containing a pre-multiplied RGBA color of the pixel within the
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* video.
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*
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* Since: 1.16
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*/
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G_BEGIN_DECLS
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#define COGL_GST_TYPE_VIDEO_SINK cogl_gst_video_sink_get_type()
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#define COGL_GST_VIDEO_SINK(obj) \
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(G_TYPE_CHECK_INSTANCE_CAST ((obj), \
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COGL_GST_TYPE_VIDEO_SINK, CoglGstVideoSink))
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#define COGL_GST_VIDEO_SINK_CLASS(klass) \
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(G_TYPE_CHECK_CLASS_CAST ((klass), \
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COGL_GST_TYPE_VIDEO_SINK, CoglGstVideoSinkClass))
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#define COGL_GST_IS_VIDEO_SINK(obj) \
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(G_TYPE_CHECK_INSTANCE_TYPE ((obj), \
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COGL_GST_TYPE_VIDEO_SINK))
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#define COGL_GST_IS_VIDEO_SINK_CLASS(klass) \
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(G_TYPE_CHECK_CLASS_TYPE ((klass), \
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COGL_GST_TYPE_VIDEO_SINK))
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#define COGL_GST_VIDEO_SINK_GET_CLASS(obj) \
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(G_TYPE_INSTANCE_GET_CLASS ((obj), \
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COGL_GST_TYPE_VIDEO_SINK, CoglGstVideoSinkClass))
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typedef struct _CoglGstVideoSink CoglGstVideoSink;
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typedef struct _CoglGstVideoSinkClass CoglGstVideoSinkClass;
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typedef struct _CoglGstVideoSinkPrivate CoglGstVideoSinkPrivate;
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/**
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* CoglGstVideoSink:
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*
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* The #CoglGstVideoSink structure contains only private data and
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* should be accessed using the provided API.
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*
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* Since: 1.16
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*/
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struct _CoglGstVideoSink
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{
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/*< private >*/
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GstBaseSink parent;
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CoglGstVideoSinkPrivate *priv;
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};
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/**
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* CoglGstVideoSinkClass:
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* @new_frame: handler for the #CoglGstVideoSink::new-frame signal
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* @pipeline_ready: handler for the #CoglGstVideoSink::pipeline-ready signal
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*
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* Since: 1.16
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*/
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/**
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* CoglGstVideoSink::new-frame:
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* @sink: the #CoglGstVideoSink
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*
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* The sink will emit this signal whenever there are new textures
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* available for a new frame of the video. After this signal is
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* emitted, an application can call cogl_gst_video_sink_get_pipeline()
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* to get a pipeline suitable for rendering the frame. If the
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* application is using a custom pipeline it can alternatively call
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* cogl_gst_video_sink_attach_frame() to attach the textures.
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*
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* Since: 1.16
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*/
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/**
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* CoglGstVideoSink::pipeline-ready:
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* @sink: the #CoglGstVideoSink
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*
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* The sink will emit this signal as soon as it has gathered enough
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* information from the video to configure a pipeline. If the
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* application wants to do some customized rendering, it can setup its
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* pipeline after this signal is emitted. The application's pipeline
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* will typically either be a copy of the one returned by
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* cogl_gst_video_sink_get_pipeline() or it can be a completely custom
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* pipeline which is setup using cogl_gst_video_sink_setup_pipeline().
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*
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* Note that it is an error to call either of those functions before
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* this signal is emitted. The #CoglGstVideoSink::new-frame signal
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* will only be emitted after the pipeline is ready so the application
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* could also create its pipeline in the handler for that.
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*
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* Since: 1.16
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*/
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struct _CoglGstVideoSinkClass
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{
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/*< private >*/
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GstBaseSinkClass parent_class;
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/*< public >*/
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void (* new_frame) (CoglGstVideoSink *sink);
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void (* pipeline_ready) (CoglGstVideoSink *sink);
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/*< private >*/
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void *_padding_dummy[8];
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};
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GType
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cogl_gst_video_sink_get_type (void) G_GNUC_CONST;
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/**
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* cogl_gst_video_sink_new:
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* @ctx: The #CoglContext
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*
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* Creates a new #CoglGstVideoSink which will create resources for use
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* with the given context.
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*
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* Return value: (transfer full): a new #CoglGstVideoSink
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* Since: 1.16
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*/
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CoglGstVideoSink *
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cogl_gst_video_sink_new (CoglContext *ctx);
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/**
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* cogl_gst_video_sink_is_ready:
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* @sink: The #CoglGstVideoSink
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*
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* Returns whether the pipeline is ready and so
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* cogl_gst_video_sink_get_pipeline() and
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* cogl_gst_video_sink_setup_pipeline() can be called without causing error.
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*
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* Note: Normally an application will wait until the
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* #CoglGstVideoSink::pipeline-ready signal is emitted instead of
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* polling the ready status with this api, but sometimes when a sink
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* is passed between components that didn't have an opportunity to
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* connect a signal handler this can be useful.
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*
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* Return value: %TRUE if the sink is ready, else %FALSE
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* Since: 1.16
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*/
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CoglBool
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cogl_gst_video_sink_is_ready (CoglGstVideoSink *sink);
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/**
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* cogl_gst_video_sink_get_pipeline:
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* @vt: The #CoglGstVideoSink
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*
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* Returns a pipeline suitable for rendering the current frame of the
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* given video sink. The pipeline will already have the textures for
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* the frame attached. For simple rendering, an application will
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* typically call this function immediately before it paints the
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* video. It can then just paint a rectangle using the returned
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* pipeline.
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*
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* An application is free to make a copy of this
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* pipeline and modify it for custom rendering.
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*
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* Note: it is considered an error to call this function before the
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* #CoglGstVideoSink::pipeline-ready signal is emitted.
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*
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* Return value: (transfer none): the pipeline for rendering the
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* current frame
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* Since: 1.16
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*/
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CoglPipeline *
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cogl_gst_video_sink_get_pipeline (CoglGstVideoSink *vt);
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/**
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* cogl_gst_video_sink_set_context:
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* @vt: The #CoglGstVideoSink
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* @ctx: The #CoglContext for the sink to use
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*
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* Sets the #CoglContext that the video sink should use for creating
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* any resources. This function would normally only be used if the
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* sink was constructed via gst_element_factory_make() instead of
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* cogl_gst_video_sink_new().
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*
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* Since: 1.16
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*/
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void
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cogl_gst_video_sink_set_context (CoglGstVideoSink *vt,
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CoglContext *ctx);
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/**
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* cogl_gst_video_sink_get_free_layer:
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* @sink: The #CoglGstVideoSink
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*
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* This can be used when doing specialised rendering of the video by
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* customizing the pipeline. #CoglGstVideoSink may use up to three
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* private layers on the pipeline in order to attach the textures of
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* the video frame. This function will return the index of the next
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* available unused layer after the sink's internal layers. This can
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* be used by the application to add additional layers, for example to
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* blend in another color in the fragment processing.
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*
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* Return value: the index of the next available layer after the
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* sink's internal layers.
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* Since: 1.16
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*/
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int
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cogl_gst_video_sink_get_free_layer (CoglGstVideoSink *sink);
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/**
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* cogl_gst_video_sink_attach_frame:
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* @sink: The #CoglGstVideoSink
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* @pln: A #CoglPipeline
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*
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* Updates the given pipeline with the textures for the current frame.
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* This can be used if the application wants to customize the
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* rendering using its own pipeline. Typically this would be called in
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* response to the #CoglGstVideoSink::new-frame signal which is
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* emitted whenever the new textures are available. The application
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* would then make a copy of its template pipeline and call this to
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* set the textures.
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*
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* Since: 1.16
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*/
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void
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cogl_gst_video_sink_attach_frame (CoglGstVideoSink *sink,
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CoglPipeline *pln);
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/**
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* cogl_gst_video_sink_set_first_layer:
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* @sink: The #CoglGstVideoSink
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* @first_layer: The new first layer
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*
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* Sets the index of the first layer that the sink will use for its
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* rendering. This is useful if the application wants to have custom
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* layers that appear before the layers added by the sink. In that
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* case by default the sink's layers will be modulated with the result
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* of the application's layers that come before @first_layer.
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*
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* Note that if this function is called then the name of the function
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* to call in the shader snippets to sample the video will also
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* change. For example, if @first_layer is three then the function
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* will be cogl_gst_sample_video3.
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*
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* Since: 1.16
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*/
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void
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cogl_gst_video_sink_set_first_layer (CoglGstVideoSink *sink,
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int first_layer);
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/**
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* cogl_gst_video_sink_set_default_sample:
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* @sink: The #CoglGstVideoSink
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* @default_sample: Whether to add the default sampling
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*
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* By default the pipeline generated by
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* cogl_gst_video_sink_setup_pipeline() and
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* cogl_gst_video_sink_get_pipeline() will have a layer with a shader
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* snippet that automatically samples the video. If the application
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* wants to sample the video in a completely custom way using its own
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* shader snippet it can set @default_sample to %FALSE to avoid this
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* default snippet being added. In that case the application's snippet
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* can call cogl_gst_sample_video0 to sample the texture itself.
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*
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* Since: 1.16
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*/
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void
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cogl_gst_video_sink_set_default_sample (CoglGstVideoSink *sink,
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CoglBool default_sample);
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/**
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* cogl_gst_video_sink_setup_pipeline:
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* @sink: The #CoglGstVideoSink
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* @pipeline: A #CoglPipeline
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*
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* Configures the given pipeline so that will be able to render the
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* video for the @sink. This should only be used if the application
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* wants to perform some custom rendering using its own pipeline.
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* Typically an application will call this in response to the
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* #CoglGstVideoSink::pipeline-ready signal.
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*
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* Note: it is considered an error to call this function before the
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* #CoglGstVideoSink::pipeline-ready signal is emitted.
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*
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* Since: 1.16
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*/
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void
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cogl_gst_video_sink_setup_pipeline (CoglGstVideoSink *sink,
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CoglPipeline *pipeline);
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/**
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* cogl_gst_video_sink_get_aspect:
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* @sink: A #CoglGstVideoSink
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*
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* Returns a width-for-height aspect ratio that lets you calculate a
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* suitable width for displaying your video based on a given height by
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* multiplying your chosen height by the returned aspect ratio.
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*
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* This aspect ratio is calculated based on the underlying size of the
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* video buffers and the current pixel-aspect-ratio.
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*
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* Return value: a width-for-height aspect ratio
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*
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* Since: 1.16
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* Stability: unstable
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*/
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float
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cogl_gst_video_sink_get_aspect (CoglGstVideoSink *sink);
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/**
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* cogl_gst_video_sink_get_width_for_height:
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* @sink: A #CoglGstVideoSink
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* @height: A specific output @height
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*
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* Calculates a suitable output width for a specific output @height
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* that will maintain the video's aspect ratio.
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*
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* Return value: An output width for the given output @height.
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*
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* Since: 1.16
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* Stability: unstable
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*/
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float
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cogl_gst_video_sink_get_width_for_height (CoglGstVideoSink *sink,
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float height);
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/**
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* cogl_gst_video_sink_get_height_for_width:
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* @sink: A #CoglGstVideoSink
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* @width: A specific output @width
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*
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* Calculates a suitable output height for a specific output @width
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* that will maintain the video's aspect ratio.
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*
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* Return value: An output height for the given output @width.
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*
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* Since: 1.16
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* Stability: unstable
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*/
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float
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cogl_gst_video_sink_get_height_for_width (CoglGstVideoSink *sink,
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float width);
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/**
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* CoglGstRectangle:
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* @x: The X coordinate of the top left of the rectangle
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* @y: The Y coordinate of the top left of the rectangle
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* @width: The width of the rectangle
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* @height: The height of the rectangle
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*
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* Describes a rectangle that can be used for video output.
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*/
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typedef struct _CoglGstRectangle
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{
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float x;
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float y;
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float width;
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float height;
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} CoglGstRectangle;
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/**
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* cogl_gst_video_sink_fit_size:
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* @sink: A #CoglGstVideoSink
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* @available: (in): The space available for video output
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* @output: (inout): The return location for the calculated output position
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*
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* Calculates a suitable @output rectangle that can fit inside the
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* @available space while maintaining the aspect ratio of the current
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* video.
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*
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* Applications would typically use this api for "letterboxing" by
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* using this api to position a video inside a fixed screen space and
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* filling the remaining space with black borders.
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*
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* Since: 1.16
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* Stability: unstable
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*/
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void
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cogl_gst_video_sink_fit_size (CoglGstVideoSink *sink,
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const CoglGstRectangle *available,
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CoglGstRectangle *output);
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G_END_DECLS
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#endif
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