height);
}
+static void
+gst_gl_context_eagl_release_layer (GstGLContext * context)
+{
+ GstGLContextEagl *context_eagl;
+
+ context_eagl = GST_GL_CONTEXT_EAGL (context);
+
+ if (context_eagl->priv->eagl_layer) {
+ gst_gl_context_eagl_activate (context, TRUE);
+
+ [context_eagl->priv->eagl_context renderbufferStorage: GL_RENDERBUFFER fromDrawable:nil];
+
+ glDeleteFramebuffers (1, &context_eagl->priv->framebuffer);
+ context_eagl->priv->framebuffer = 0;
+
+ glDeleteRenderbuffers (1, &context_eagl->priv->depth_renderbuffer);
+ context_eagl->priv->depth_renderbuffer = 0;
+ glDeleteRenderbuffers (1, &context_eagl->priv->color_renderbuffer);
+ context_eagl->priv->color_renderbuffer = 0;
+
+ context_eagl->priv->eagl_layer = nil;
+ gst_gl_context_eagl_activate (context, FALSE);
+ }
+}
+
+void
+gst_gl_context_eagl_update_layer (GstGLContext * context)
+{
+ __block GLuint framebuffer;
+ __block GLuint color_renderbuffer;
+ __block GLuint depth_renderbuffer;
+ __block GLint width;
+ __block GLint height;
+ __block CAEAGLLayer *eagl_layer;
+ GLenum status;
+ GstGLContextEagl *context_eagl = GST_GL_CONTEXT_EAGL (context);
+ GstGLContextEaglPrivate *priv = context_eagl->priv;
+ UIView *window_handle = nil;
+ GstGLWindow *window = gst_gl_context_get_window (context);
+ if (window)
+ window_handle = (UIView *) gst_gl_window_get_window_handle (window);
+
+ if (!window_handle) {
+ GST_INFO_OBJECT (context, "window handle not set yet, not updating layer");
+ goto out;
+ }
+
+ GST_INFO_OBJECT (context, "updating layer, frame %fx%f",
+ window_handle.frame.size.width, window_handle.frame.size.height);
+
+ if (priv->eagl_layer)
+ gst_gl_context_eagl_release_layer (context);
+
+ dispatch_sync (dispatch_get_main_queue (), ^{
+ eagl_layer = (CAEAGLLayer *)[window_handle layer];
+ [EAGLContext setCurrentContext:priv->eagl_context];
+
+ /* Allocate framebuffer */
+ glGenFramebuffers (1, &framebuffer);
+ glBindFramebuffer (GL_FRAMEBUFFER, framebuffer);
+ /* Allocate color render buffer */
+ glGenRenderbuffers (1, &color_renderbuffer);
+ glBindRenderbuffer (GL_RENDERBUFFER, color_renderbuffer);
+ [priv->eagl_context renderbufferStorage: GL_RENDERBUFFER fromDrawable:eagl_layer];
+ glFramebufferRenderbuffer (GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
+ GL_RENDERBUFFER, color_renderbuffer);
+ /* Get renderbuffer width/height */
+ glGetRenderbufferParameteriv (GL_RENDERBUFFER, GL_RENDERBUFFER_WIDTH,
+ &width);
+ glGetRenderbufferParameteriv (GL_RENDERBUFFER, GL_RENDERBUFFER_HEIGHT,
+ &height);
+ /* allocate depth render buffer */
+ glGenRenderbuffers (1, &depth_renderbuffer);
+ glBindRenderbuffer (GL_RENDERBUFFER, depth_renderbuffer);
+ glRenderbufferStorage (GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, width,
+ height);
+ glFramebufferRenderbuffer (GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
+ GL_RENDERBUFFER, depth_renderbuffer);
+ [EAGLContext setCurrentContext:nil];
+ });
+
+ [EAGLContext setCurrentContext:priv->eagl_context];
+
+ glBindFramebuffer (GL_FRAMEBUFFER, framebuffer);
+ /* check creation status */
+ status = glCheckFramebufferStatus (GL_FRAMEBUFFER);
+ if (status != GL_FRAMEBUFFER_COMPLETE) {
+ GST_ERROR ("Failed to make complete framebuffer object %x", status);
+ goto out;
+ }
+ glBindFramebuffer (GL_FRAMEBUFFER, 0);
+
+ priv->eagl_layer = eagl_layer;
+ priv->framebuffer = framebuffer;
+ priv->color_renderbuffer = color_renderbuffer;
+ priv->depth_renderbuffer = depth_renderbuffer;
+
+out:
+ if (window)
+ gst_object_unref (window);
+}
+
static gboolean
gst_gl_context_eagl_create_context (GstGLContext * context, GstGLAPI gl_api,
GstGLContext * other_context, GError ** error)
{
GstGLContextEagl *context_eagl = GST_GL_CONTEXT_EAGL (context);
GstGLContextEaglPrivate *priv = context_eagl->priv;
- GstGLWindow *window = gst_gl_context_get_window (context);
- UIView *window_handle = nil;
dispatch_sync (dispatch_get_main_queue (), ^{
if (other_context) {
priv->eagl_context = [[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES2];
}
});
+
+ priv->eagl_layer = NULL;
+ priv->framebuffer = 0;
+ priv->color_renderbuffer = 0;
+ priv->depth_renderbuffer = 0;
- if (window)
- window_handle = (UIView *) gst_gl_window_get_window_handle (window);
-
- if (window_handle) {
- __block GLuint framebuffer;
- __block GLuint color_renderbuffer;
- __block GLuint depth_renderbuffer;
- __block GLint width;
- __block GLint height;
- __block CAEAGLLayer *eagl_layer;
- GLenum status;
-
- dispatch_sync (dispatch_get_main_queue (), ^{
- eagl_layer = (CAEAGLLayer *)[window_handle layer];
- [EAGLContext setCurrentContext:priv->eagl_context];
-
- /* Allocate framebuffer */
- glGenFramebuffers (1, &framebuffer);
- glBindFramebuffer (GL_FRAMEBUFFER, framebuffer);
- /* Allocate color render buffer */
- glGenRenderbuffers (1, &color_renderbuffer);
- glBindRenderbuffer (GL_RENDERBUFFER, color_renderbuffer);
- [priv->eagl_context renderbufferStorage: GL_RENDERBUFFER fromDrawable:eagl_layer];
- glFramebufferRenderbuffer (GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
- GL_RENDERBUFFER, color_renderbuffer);
- /* Get renderbuffer width/height */
- glGetRenderbufferParameteriv (GL_RENDERBUFFER, GL_RENDERBUFFER_WIDTH,
- &width);
- glGetRenderbufferParameteriv (GL_RENDERBUFFER, GL_RENDERBUFFER_HEIGHT,
- &height);
- /* allocate depth render buffer */
- glGenRenderbuffers (1, &depth_renderbuffer);
- glBindRenderbuffer (GL_RENDERBUFFER, depth_renderbuffer);
- glRenderbufferStorage (GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, width,
- height);
- glFramebufferRenderbuffer (GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
- GL_RENDERBUFFER, depth_renderbuffer);
- [EAGLContext setCurrentContext:nil];
- });
-
- [EAGLContext setCurrentContext:priv->eagl_context];
-
- glBindFramebuffer (GL_FRAMEBUFFER, framebuffer);
- /* check creation status */
- status = glCheckFramebufferStatus (GL_FRAMEBUFFER);
- if (status != GL_FRAMEBUFFER_COMPLETE) {
- GST_ERROR ("Failed to make complete framebuffer object %x", status);
- if (window)
- gst_object_unref (window);
- return FALSE;
- }
- glBindFramebuffer (GL_FRAMEBUFFER, 0);
-
- priv->eagl_layer = eagl_layer;
- priv->framebuffer = framebuffer;
- priv->color_renderbuffer = color_renderbuffer;
- priv->depth_renderbuffer = depth_renderbuffer;
- } else {
- priv->eagl_layer = NULL;
- priv->framebuffer = 0;
- priv->color_renderbuffer = 0;
- priv->depth_renderbuffer = 0;
- }
-
- if (window)
- gst_object_unref (window);
+ GST_INFO_OBJECT (context, "context created, updating layer");
+ gst_gl_context_eagl_update_layer (context);
return TRUE;
}
if (!context_eagl->priv->eagl_context)
return;
- if (context_eagl->priv->eagl_layer) {
- gst_gl_context_eagl_activate (context, TRUE);
-
- [context_eagl->priv->eagl_context renderbufferStorage: GL_RENDERBUFFER fromDrawable:nil];
-
- glDeleteFramebuffers (1, &context_eagl->priv->framebuffer);
- context_eagl->priv->framebuffer = 0;
-
- glDeleteRenderbuffers (1, &context_eagl->priv->depth_renderbuffer);
- context_eagl->priv->depth_renderbuffer = 0;
- glDeleteRenderbuffers (1, &context_eagl->priv->color_renderbuffer);
- context_eagl->priv->color_renderbuffer = 0;
-
- context_eagl->priv->eagl_layer = nil;
- gst_gl_context_eagl_activate (context, FALSE);
- }
+ gst_gl_context_eagl_release_layer (context);
[context_eagl->priv->eagl_context release];
context_eagl->priv->eagl_context = nil;