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glimagesink: use new helper function to avoid duplicating default shader text
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commit
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1 changed files with 4 additions and 45 deletions
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@ -147,30 +147,6 @@ static void gst_glimage_sink_set_window_handle (GstVideoOverlay * overlay,
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guintptr id);
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static void gst_glimage_sink_expose (GstVideoOverlay * overlay);
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#if GST_GL_HAVE_GLES2
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/* *INDENT-OFF* */
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static const gchar *redisplay_vertex_shader_str_gles2 =
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"attribute vec4 a_position; \n"
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"attribute vec2 a_texCoord; \n"
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"varying vec2 v_texCoord; \n"
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"void main() \n"
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"{ \n"
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" gl_Position = a_position; \n"
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" v_texCoord = a_texCoord; \n"
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"} \n";
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static const gchar *redisplay_fragment_shader_str_gles2 =
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"precision mediump float; \n"
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"varying vec2 v_texCoord; \n"
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"uniform sampler2D s_texture; \n"
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"void main() \n"
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"{ \n"
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" gl_FragColor = texture2D( s_texture, v_texCoord );\n"
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"} \n";
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/* *INDENT-ON* */
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#endif
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static GstStaticPadTemplate gst_glimage_sink_template =
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GST_STATIC_PAD_TEMPLATE ("sink",
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GST_PAD_SINK,
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@ -984,29 +960,12 @@ config_failed:
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static void
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gst_glimage_sink_thread_init_redisplay (GstGLImageSink * gl_sink)
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{
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GError *error = NULL;
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gl_sink->redisplay_shader = gst_gl_shader_new (gl_sink->context);
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gst_gl_shader_set_vertex_source (gl_sink->redisplay_shader,
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redisplay_vertex_shader_str_gles2);
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gst_gl_shader_set_fragment_source (gl_sink->redisplay_shader,
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redisplay_fragment_shader_str_gles2);
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gst_gl_shader_compile (gl_sink->redisplay_shader, &error);
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if (error) {
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gst_gl_context_set_error (gl_sink->context, "%s", error->message);
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g_error_free (error);
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error = NULL;
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gst_gl_context_clear_shader (gl_sink->context);
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if (!gst_gl_shader_compile_with_default_vf_and_check
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(gl_sink->redisplay_shader, &gl_sink->redisplay_attr_position_loc,
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&gl_sink->redisplay_attr_texture_loc))
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gst_glimage_sink_cleanup_glthread (gl_sink);
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} else {
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gl_sink->redisplay_attr_position_loc =
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gst_gl_shader_get_attribute_location (gl_sink->redisplay_shader,
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"a_position");
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gl_sink->redisplay_attr_texture_loc =
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gst_gl_shader_get_attribute_location (gl_sink->redisplay_shader,
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"a_texCoord");
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}
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}
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#endif
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@ -1180,7 +1139,7 @@ gst_glimage_sink_on_draw (const GstGLImageSink * gl_sink)
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gl->ActiveTexture (GL_TEXTURE0);
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gl->BindTexture (GL_TEXTURE_2D, gl_sink->redisplay_texture);
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gst_gl_shader_set_uniform_1i (gl_sink->redisplay_shader, "s_texture", 0);
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gst_gl_shader_set_uniform_1i (gl_sink->redisplay_shader, "tex", 0);
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gl->DrawElements (GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, indices);
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}
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