gstreamer/gst-libs/gst/gl/gstglutils.c

678 lines
20 KiB
C
Raw Normal View History

/*
* GStreamer
* Copyright (C) 2013 Matthew Waters <ystreet00@gmail.com>
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Library General Public
* License as published by the Free Software Foundation; either
* version 2 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Library General Public License for more details.
*
* You should have received a copy of the GNU Library General Public
* License along with this library; if not, write to the
* Free Software Foundation, Inc., 51 Franklin St, Fifth Floor,
* Boston, MA 02110-1301, USA.
*/
#include <stdio.h>
#include <gst/gst.h>
#include "gstglutils.h"
#include "gstglfeature.h"
#ifndef GL_FRAMEBUFFER_UNDEFINED
#define GL_FRAMEBUFFER_UNDEFINED 0x8219
#endif
#ifndef GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT
#define GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT 0x8CD6
#endif
#ifndef GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT
#define GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT 0x8CD7
#endif
#ifndef GL_FRAMEBUFFER_UNSUPPORTED
#define GL_FRAMEBUFFER_UNSUPPORTED 0x8CDD
#endif
#ifndef GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS
#define GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS 0x8CD9
#endif
#define USING_OPENGL(display) (display->gl_api & GST_GL_API_OPENGL)
#define USING_OPENGL3(display) (display->gl_api & GST_GL_API_OPENGL3)
#define USING_GLES(display) (display->gl_api & GST_GL_API_GLES)
#define USING_GLES2(display) (display->gl_api & GST_GL_API_GLES2)
#define USING_GLES3(display) (display->gl_api & GST_GL_API_GLES3)
static GLuint gen_texture;
static GLuint gen_texture_width;
static GLuint gen_texture_height;
static GstVideoFormat gen_texture_video_format;
/* filter gen fbo */
static GLuint gen_fbo_width;
static GLuint gen_fbo_height;
static GLuint generated_fbo;
static GLuint generated_depth_buffer;
/* filter use fbo */
static GLuint use_fbo;
static GLuint use_depth_buffer;
static GLuint use_fbo_texture;
static GLuint use_fbo_width;
static GLuint use_fbo_height;
static GLCB use_fbo_scene_cb;
static GLCB_V2 use_fbo_scene_cb_v2;
static gdouble use_fbo_proj_param1;
static gdouble use_fbo_proj_param2;
static gdouble use_fbo_proj_param3;
static gdouble use_fbo_proj_param4;
static GstGLDisplayProjection use_fbo_projection;
static gpointer *use_fbo_stuff;
static GLuint input_texture_width;
static GLuint input_texture_height;
static GLuint input_texture;
/* filter del fbo */
static GLuint del_fbo;
static GLuint del_depth_buffer;
/* action gen and del shader */
static const gchar *gen_shader_fragment_source;
static const gchar *gen_shader_vertex_source;
static GstGLShader *gen_shader;
static GstGLShader *del_shader;
static void _gen_fbo (GstGLDisplay * display);
static void _use_fbo (GstGLDisplay * display);
static void _use_fbo_v2 (GstGLDisplay * display);
static void _del_fbo (GstGLDisplay * display);
static void _gen_shader (GstGLDisplay * display);
static void _del_shader (GstGLDisplay * display);
static void
gst_gl_display_gen_texture_window_cb (GstGLDisplay * display)
{
gst_gl_display_gen_texture_thread (display, &gen_texture,
gen_texture_video_format, gen_texture_width, gen_texture_height);
}
/* Generate a texture if no one is available in the pool
* Called in the gl thread */
void
gst_gl_display_gen_texture_thread (GstGLDisplay * display, GLuint * pTexture,
GstVideoFormat v_format, GLint width, GLint height)
{
const GstGLFuncs *gl = display->gl_vtable;
GST_TRACE ("Generating texture format:%u dimensions:%ux%u", v_format,
width, height);
gl->GenTextures (1, pTexture);
gl->BindTexture (GL_TEXTURE_RECTANGLE_ARB, *pTexture);
switch (v_format) {
case GST_VIDEO_FORMAT_RGB:
case GST_VIDEO_FORMAT_BGR:
case GST_VIDEO_FORMAT_RGBx:
case GST_VIDEO_FORMAT_BGRx:
case GST_VIDEO_FORMAT_xRGB:
case GST_VIDEO_FORMAT_xBGR:
case GST_VIDEO_FORMAT_RGBA:
case GST_VIDEO_FORMAT_BGRA:
case GST_VIDEO_FORMAT_ARGB:
case GST_VIDEO_FORMAT_ABGR:
{
gl->TexImage2D (GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA8,
width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
break;
}
case GST_VIDEO_FORMAT_YUY2:
case GST_VIDEO_FORMAT_UYVY:
{
#if 0
switch (display->colorspace_conversion) {
case GST_GL_DISPLAY_CONVERSION_GLSL:
case GST_GL_DISPLAY_CONVERSION_MATRIX:
#endif
gl->TexImage2D (GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA8,
width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
#if 0
break;
case GST_GL_DISPLAY_CONVERSION_MESA:
if (display->upload_width != display->upload_data_width ||
display->upload_height != display->upload_data_height)
gl->TexImage2D (GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA8,
width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
else
gl->TexImage2D (GL_TEXTURE_RECTANGLE_ARB, 0, GL_YCBCR_MESA, width,
height, 0, GL_YCBCR_MESA, GL_UNSIGNED_SHORT_8_8_MESA, NULL);
break;
default:
gst_gl_display_set_error (display, "Unknow colorspace conversion %d",
display->colorspace_conversion);
}
#endif
break;
}
case GST_VIDEO_FORMAT_I420:
case GST_VIDEO_FORMAT_YV12:
case GST_VIDEO_FORMAT_AYUV:
{
gl->TexImage2D (GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA8,
width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
break;
}
default:
{
gst_gl_display_set_error (display, "Unsupported upload video format %d",
v_format);
break;
}
}
gl->TexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER,
GL_LINEAR);
gl->TexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER,
GL_LINEAR);
gl->TexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_S,
GL_CLAMP_TO_EDGE);
gl->TexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_T,
GL_CLAMP_TO_EDGE);
GST_LOG ("generated texture id:%d", *pTexture);
}
void
gst_gl_display_del_texture_thread (GstGLDisplay * display, GLuint * pTexture)
{
//glDeleteTextures (1, pTexture);
}
/* called in the gl thread */
gboolean
gst_gl_display_check_framebuffer_status (GstGLDisplay * display)
{
GLenum status = 0;
status = display->gl_vtable->CheckFramebufferStatus (GL_FRAMEBUFFER);
switch (status) {
case GL_FRAMEBUFFER_COMPLETE:
return TRUE;
break;
case GL_FRAMEBUFFER_UNSUPPORTED:
GST_ERROR ("GL_FRAMEBUFFER_UNSUPPORTED");
break;
case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT:
GST_ERROR ("GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT");
break;
case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT:
GST_ERROR ("GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT");
break;
case GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS:
GST_ERROR ("GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS");
break;
#if GST_GL_HAVE_OPENGL
case GL_FRAMEBUFFER_UNDEFINED:
GST_ERROR ("GL_FRAMEBUFFER_UNDEFINED");
break;
#endif
default:
GST_ERROR ("General FBO error");
}
return FALSE;
}
void
gst_gl_display_gen_texture (GstGLDisplay * display, GLuint * pTexture,
GstVideoFormat v_format, GLint width, GLint height)
{
gst_gl_display_lock (display);
if (display->isAlive) {
gen_texture_width = width;
gen_texture_height = height;
gen_texture_video_format = v_format;
gst_gl_window_send_message (display->gl_window,
GST_GL_WINDOW_CB (gst_gl_display_gen_texture_window_cb), display);
*pTexture = gen_texture;
} else
*pTexture = 0;
gst_gl_display_unlock (display);
}
void
gst_gl_display_del_texture (GstGLDisplay * display, GLuint * pTexture)
{
gst_gl_display_lock (display);
if (*pTexture) {
gst_gl_display_del_texture_thread (display, pTexture);
}
gst_gl_display_unlock (display);
}
gboolean
gst_gl_display_gen_fbo (GstGLDisplay * display, gint width, gint height,
GLuint * fbo, GLuint * depthbuffer)
{
gboolean isAlive = FALSE;
gst_gl_display_lock (display);
if (display->isAlive) {
gen_fbo_width = width;
gen_fbo_height = height;
gst_gl_window_send_message (display->gl_window, GST_GL_WINDOW_CB (_gen_fbo),
display);
*fbo = generated_fbo;
*depthbuffer = generated_depth_buffer;
}
isAlive = display->isAlive;
gst_gl_display_unlock (display);
return isAlive;
}
/* Called by glfilter */
/* this function really has to be simplified... do we really need to
set projection this way? Wouldn't be better a set_projection
separate call? or just make glut functions available out of
gst-libs and call it if needed on drawcallback? -- Filippo */
/* GLCB too.. I think that only needed parameters should be
* GstGLDisplay *display and gpointer data, or just gpointer data */
/* ..everything here has to be simplified! */
gboolean
gst_gl_display_use_fbo (GstGLDisplay * display, gint texture_fbo_width,
gint texture_fbo_height, GLuint fbo, GLuint depth_buffer,
GLuint texture_fbo, GLCB cb, gint input_tex_width,
gint input_tex_height, GLuint input_tex, gdouble proj_param1,
gdouble proj_param2, gdouble proj_param3, gdouble proj_param4,
GstGLDisplayProjection projection, gpointer * stuff)
{
gboolean isAlive;
gst_gl_display_lock (display);
if (display->isAlive) {
use_fbo = fbo;
use_depth_buffer = depth_buffer;
use_fbo_texture = texture_fbo;
use_fbo_width = texture_fbo_width;
use_fbo_height = texture_fbo_height;
use_fbo_scene_cb = cb;
use_fbo_proj_param1 = proj_param1;
use_fbo_proj_param2 = proj_param2;
use_fbo_proj_param3 = proj_param3;
use_fbo_proj_param4 = proj_param4;
use_fbo_projection = projection;
use_fbo_stuff = stuff;
input_texture_width = input_tex_width;
input_texture_height = input_tex_height;
input_texture = input_tex;
gst_gl_window_send_message (display->gl_window, GST_GL_WINDOW_CB (_use_fbo),
display);
}
isAlive = display->isAlive;
gst_gl_display_unlock (display);
return isAlive;
}
gboolean
gst_gl_display_use_fbo_v2 (GstGLDisplay * display, gint texture_fbo_width,
gint texture_fbo_height, GLuint fbo, GLuint depth_buffer,
GLuint texture_fbo, GLCB_V2 cb, gpointer * stuff)
{
gboolean isAlive;
gst_gl_display_lock (display);
if (display->isAlive) {
use_fbo = fbo;
use_depth_buffer = depth_buffer;
use_fbo_texture = texture_fbo;
use_fbo_width = texture_fbo_width;
use_fbo_height = texture_fbo_height;
use_fbo_scene_cb_v2 = cb;
use_fbo_stuff = stuff;
gst_gl_window_send_message (display->gl_window,
GST_GL_WINDOW_CB (_use_fbo_v2), display);
}
isAlive = display->isAlive;
gst_gl_display_unlock (display);
return isAlive;
}
/* Called by gltestsrc and glfilter */
void
gst_gl_display_del_fbo (GstGLDisplay * display, GLuint fbo, GLuint depth_buffer)
{
gst_gl_display_lock (display);
if (display->isAlive) {
del_fbo = fbo;
del_depth_buffer = depth_buffer;
gst_gl_window_send_message (display->gl_window, GST_GL_WINDOW_CB (_del_fbo),
display);
}
gst_gl_display_unlock (display);
}
/* Called by glfilter */
gboolean
gst_gl_display_gen_shader (GstGLDisplay * display,
const gchar * shader_vertex_source,
const gchar * shader_fragment_source, GstGLShader ** shader)
{
gboolean isAlive;
gst_gl_display_lock (display);
if (display->isAlive) {
gen_shader_vertex_source = shader_vertex_source;
gen_shader_fragment_source = shader_fragment_source;
gst_gl_window_send_message (display->gl_window,
GST_GL_WINDOW_CB (_gen_shader), display);
if (shader)
*shader = gen_shader;
gen_shader = NULL;
gen_shader_vertex_source = NULL;
gen_shader_fragment_source = NULL;
}
isAlive = display->isAlive;
gst_gl_display_unlock (display);
return isAlive;
}
/* Called by glfilter */
void
gst_gl_display_del_shader (GstGLDisplay * display, GstGLShader * shader)
{
gst_gl_display_lock (display);
if (display->isAlive) {
del_shader = shader;
gst_gl_window_send_message (display->gl_window,
GST_GL_WINDOW_CB (_del_shader), display);
}
gst_gl_display_unlock (display);
}
void
_gen_fbo (GstGLDisplay * display)
{
/* a texture must be attached to the FBO */
const GstGLFuncs *gl = display->gl_vtable;
GLuint fake_texture = 0;
GST_TRACE ("creating FBO dimensions:%ux%u", gen_fbo_width, gen_fbo_height);
/* -- generate frame buffer object */
if (!gl->GenFramebuffers) {
gst_gl_display_set_error (display,
"Context, EXT_framebuffer_object not supported");
return;
}
/* setup FBO */
gl->GenFramebuffers (1, &generated_fbo);
gl->BindFramebuffer (GL_FRAMEBUFFER, generated_fbo);
/* setup the render buffer for depth */
gl->GenRenderbuffers (1, &generated_depth_buffer);
gl->BindRenderbuffer (GL_RENDERBUFFER, generated_depth_buffer);
if (USING_OPENGL (display)) {
gl->RenderbufferStorage (GL_RENDERBUFFER, GL_DEPTH_COMPONENT,
gen_fbo_width, gen_fbo_height);
gl->RenderbufferStorage (GL_RENDERBUFFER, GL_DEPTH24_STENCIL8,
gen_fbo_width, gen_fbo_height);
}
if (USING_GLES2 (display)) {
gl->RenderbufferStorage (GL_RENDERBUFFER, GL_DEPTH_COMPONENT16,
gen_fbo_width, gen_fbo_height);
}
/* setup a texture to render to */
gl->GenTextures (1, &fake_texture);
gl->BindTexture (GL_TEXTURE_RECTANGLE_ARB, fake_texture);
gl->TexImage2D (GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA8,
gen_fbo_width, gen_fbo_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
gl->TexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER,
GL_LINEAR);
gl->TexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER,
GL_LINEAR);
gl->TexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_S,
GL_CLAMP_TO_EDGE);
gl->TexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_T,
GL_CLAMP_TO_EDGE);
/* attach the texture to the FBO to renderer to */
gl->FramebufferTexture2D (GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
GL_TEXTURE_RECTANGLE_ARB, fake_texture, 0);
/* attach the depth render buffer to the FBO */
gl->FramebufferRenderbuffer (GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
GL_RENDERBUFFER, generated_depth_buffer);
if (USING_OPENGL (display)) {
gl->FramebufferRenderbuffer (GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT,
GL_RENDERBUFFER, generated_depth_buffer);
}
if (gl->CheckFramebufferStatus (GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
gst_gl_display_set_error (display, "GL framebuffer status incomplete");
/* unbind the FBO */
gl->BindFramebuffer (GL_FRAMEBUFFER, 0);
gl->DeleteTextures (1, &fake_texture);
}
static void
_use_fbo (GstGLDisplay * display)
{
const GstGLFuncs *gl = display->gl_vtable;
#if GST_GL_HAVE_GLES2
GLint viewport_dim[4];
#endif
GST_TRACE ("Binding v1 FBO %u dimensions:%ux%u with texture:%u "
"dimensions:%ux%u", use_fbo, use_fbo_width,
use_fbo_height, use_fbo_texture,
input_texture_width, input_texture_height);
gl->BindFramebuffer (GL_FRAMEBUFFER, use_fbo);
/*setup a texture to render to */
gl->BindTexture (GL_TEXTURE_RECTANGLE_ARB, use_fbo_texture);
/* attach the texture to the FBO to renderer to */
gl->FramebufferTexture2D (GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
GL_TEXTURE_RECTANGLE_ARB, use_fbo_texture, 0);
gst_gl_display_clear_shader (display);
#if GST_GL_HAVE_OPENGL
if (USING_OPENGL (display)) {
gl->PushAttrib (GL_VIEWPORT_BIT);
gl->MatrixMode (GL_PROJECTION);
gl->PushMatrix ();
gl->LoadIdentity ();
switch (use_fbo_projection) {
case GST_GL_DISPLAY_PROJECTION_ORTHO2D:
gluOrtho2D (use_fbo_proj_param1,
use_fbo_proj_param2, use_fbo_proj_param3, use_fbo_proj_param4);
break;
case GST_GL_DISPLAY_PROJECTION_PERSPECTIVE:
gluPerspective (use_fbo_proj_param1,
use_fbo_proj_param2, use_fbo_proj_param3, use_fbo_proj_param4);
break;
default:
gst_gl_display_set_error (display, "Unknow fbo projection %d",
use_fbo_projection);
}
gl->MatrixMode (GL_MODELVIEW);
gl->PushMatrix ();
gl->LoadIdentity ();
}
#endif
#if GST_GL_HAVE_GLES2
if (USING_GLES2 (display))
gl->GetIntegerv (GL_VIEWPORT, viewport_dim);
#endif
gl->Viewport (0, 0, use_fbo_width, use_fbo_height);
#if GST_GL_HAVE_OPENGL
if (USING_OPENGL (display)) {
const GLenum rt[] = { GL_COLOR_ATTACHMENT0 };
gl->DrawBuffers (1, rt);
}
#endif
gl->ClearColor (0.0, 0.0, 0.0, 0.0);
gl->Clear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
use_fbo_scene_cb (input_texture_width,
input_texture_height, input_texture, use_fbo_stuff);
#if GST_GL_HAVE_OPENGL
if (USING_OPENGL (display)) {
const GLenum rt[] = { GL_NONE };
gl->DrawBuffers (1, rt);
gl->MatrixMode (GL_PROJECTION);
gl->PopMatrix ();
gl->MatrixMode (GL_MODELVIEW);
gl->PopMatrix ();
gl->PopAttrib ();
}
#endif
#if GST_GL_HAVE_GLES2
if (USING_GLES2 (display)) {
gl->Viewport (viewport_dim[0], viewport_dim[1], viewport_dim[2],
viewport_dim[3]);
}
#endif
gl->BindFramebuffer (GL_FRAMEBUFFER, 0);
}
/* Called in a gl thread
* Need full shader support */
static void
_use_fbo_v2 (GstGLDisplay * display)
{
const GstGLFuncs *gl = display->gl_vtable;
GLint viewport_dim[4];
GST_TRACE ("Binding v2 FBO %u dimensions:%ux%u with texture:%u ",
use_fbo, use_fbo_width, use_fbo_height, use_fbo_texture);
gl->BindFramebuffer (GL_FRAMEBUFFER, use_fbo);
/* setup a texture to render to */
gl->BindTexture (GL_TEXTURE_RECTANGLE_ARB, use_fbo_texture);
/* attach the texture to the FBO to renderer to */
gl->FramebufferTexture2D (GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
GL_TEXTURE_RECTANGLE_ARB, use_fbo_texture, 0);
gl->GetIntegerv (GL_VIEWPORT, viewport_dim);
gl->Viewport (0, 0, use_fbo_width, use_fbo_height);
gl->DrawBuffer (GL_COLOR_ATTACHMENT0);
gl->ClearColor (0.0, 0.0, 0.0, 0.0);
gl->Clear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
/* the opengl scene */
use_fbo_scene_cb_v2 (use_fbo_stuff);
gl->DrawBuffer (GL_NONE);
gl->Viewport (viewport_dim[0], viewport_dim[1],
viewport_dim[2], viewport_dim[3]);
gl->BindFramebuffer (GL_FRAMEBUFFER, 0);
}
/* Called in the gl thread */
static void
_del_fbo (GstGLDisplay * display)
{
const GstGLFuncs *gl = display->gl_vtable;
GST_TRACE ("Deleting FBO %u", del_fbo);
if (del_fbo) {
gl->DeleteFramebuffers (1, &del_fbo);
del_fbo = 0;
}
if (del_depth_buffer) {
gl->DeleteRenderbuffers (1, &del_depth_buffer);
del_depth_buffer = 0;
}
}
/* Called in the gl thread */
static void
_gen_shader (GstGLDisplay * display)
{
const GstGLFuncs *gl = display->gl_vtable;
GST_TRACE ("Generating shader %" GST_PTR_FORMAT, gen_shader);
if (gl->CreateProgramObject || gl->CreateProgram) {
if (gen_shader_vertex_source || gen_shader_fragment_source) {
GError *error = NULL;
gen_shader = gst_gl_shader_new (display);
if (gen_shader_vertex_source)
gst_gl_shader_set_vertex_source (gen_shader, gen_shader_vertex_source);
if (gen_shader_fragment_source)
gst_gl_shader_set_fragment_source (gen_shader,
gen_shader_fragment_source);
gst_gl_shader_compile (gen_shader, &error);
if (error) {
gst_gl_display_set_error (display, "%s", error->message);
g_error_free (error);
error = NULL;
gst_gl_display_clear_shader (display);
g_object_unref (G_OBJECT (gen_shader));
gen_shader = NULL;
}
}
} else {
gst_gl_display_set_error (display,
"One of the filter required ARB_fragment_shader");
gen_shader = NULL;
}
}
/* Called in the gl thread */
static void
_del_shader (GstGLDisplay * display)
{
GST_TRACE ("Deleting shader %" GST_PTR_FORMAT, del_shader);
if (del_shader) {
g_object_unref (G_OBJECT (del_shader));
del_shader = NULL;
}
}