By implementing support for `GdkDmabufTextureBuilder` and
`GstVideoInfoDmaDrm`. This allows zero-copy video playback on Wayland
when paired with hardware video decoding.
Can be tested with `gtk4-demo --run=video_player`
Make the "gl-context" property of the GstGLSink readable as well so that
we can query whether the GstGLContext sharing really succeeded. If it
did, then we proceed to playback our video using the glimagesink as we
did before. If it didn't, throw out the GtkGstSink we were creating, and
re-create the GtkGstSink without the "gl-context" property, meaning that
we won't be using the glimagesink in this case.
Add support to share the WGL context in GDK with the WGL context in GStreamer,
so that we can also use OpenGL in the gstreamer media backend to playback
videos. For now OpenGL/ES is not supported for this under Windows.
The process of setting this up in Windows is a little bit more involved, as:
* The OpenGL support in GstGL requires a GL 4.1 Core context, but we may just
get the GL version from wglCreateContextAttribsARB() that we pass into the
attributes, which is 3.2 by default. So, try to ask for a 4.1 Core context
first if we are asking for anything less.
* There is only one GstDisplay available for Windows, so we just use
gst_gl_display_new().
* We must explicitly tell libepoxy that we are using wglMakeCurrent() outside
of libepoxy that is being used in GdkGL, otherwise we would end up crashing
as the GL/WGL function pointers would become invalid.
* We must also deactivate temporarily the underlying WGL context that was made
current by gdk_gl_context_make_current() so that when
gst_gl_display_create_context() calls wglShareLists(), we won't get bitten
by error 0xaa (resource busy), as some drivers don't handle this well when
the GL context is current in another thread.
For the last two points we make use of macros defined by the platforms that the
build is done for to help us carry out the necessary tasks as needed.
Thanks to Matthew Waters for the info on integrating GstGL and windowing
toolkits on Windows.
As long as we can create a GL context, pass one to
gstreamer. This at least gets us GL textures with
the ngl renderer, the previous code was arbitrarily
refusing that.
...for at least WGL, since we are not allowed to use wglMakeCurrent(),
which is eventually called by gdk_gl_context_make_current() to share WGL
contexts across different threads, which will cause a crash.
This means, we cannot enable WGL in the gstreamer media backend on
Windows.