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gl: Fix indentation
This commit is contained in:
parent
4cac59d222
commit
0572c41c28
4 changed files with 30 additions and 22 deletions
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@ -130,7 +130,8 @@ gst_gl_window_dispmanx_egl_close (GstGLWindow * window)
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window_egl = GST_GL_WINDOW_DISPMANX_EGL (window);
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if (window_egl->native.element && window_egl->native.element != window_egl->foreign.element) {
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if (window_egl->native.element
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&& window_egl->native.element != window_egl->foreign.element) {
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dispman_update = vc_dispmanx_update_start (0);
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vc_dispmanx_element_remove (dispman_update, window_egl->native.element);
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vc_dispmanx_update_submit_sync (dispman_update);
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@ -184,10 +185,11 @@ gst_gl_window_dispmanx_egl_set_window_handle (GstGLWindow * window,
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guintptr handle)
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{
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GstGLWindowDispmanxEGL *window_egl = GST_GL_WINDOW_DISPMANX_EGL (window);
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EGL_DISPMANX_WINDOW_T *foreign_window = (EGL_DISPMANX_WINDOW_T *)handle;
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EGL_DISPMANX_WINDOW_T *foreign_window = (EGL_DISPMANX_WINDOW_T *) handle;
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DISPMANX_UPDATE_HANDLE_T dispman_update;
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GST_DEBUG_OBJECT (window, "set window handle with size %dx%d", foreign_window->width, foreign_window->height);
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GST_DEBUG_OBJECT (window, "set window handle with size %dx%d",
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foreign_window->width, foreign_window->height);
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if (window_egl->native.element) {
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dispman_update = vc_dispmanx_update_start (0);
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@ -195,9 +197,11 @@ gst_gl_window_dispmanx_egl_set_window_handle (GstGLWindow * window,
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vc_dispmanx_update_submit_sync (dispman_update);
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}
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window_egl->native.element = window_egl->foreign.element = foreign_window->element;
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window_egl->native.width = window_egl->foreign.width = foreign_window->width;
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window_egl->native.height = window_egl->foreign.height = foreign_window->height;
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window_egl->native.element = window_egl->foreign.element =
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foreign_window->element;
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window_egl->native.width = window_egl->foreign.width = foreign_window->width;
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window_egl->native.height = window_egl->foreign.height =
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foreign_window->height;
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}
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static void
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@ -515,7 +515,8 @@ gst_gl_framebuffer_get_effective_dimensions (GstGLFramebuffer * fb,
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* Since: 1.10
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*/
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gboolean
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gst_gl_context_check_framebuffer_status (GstGLContext * context, GLenum fbo_target)
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gst_gl_context_check_framebuffer_status (GstGLContext * context,
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GLenum fbo_target)
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{
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g_return_val_if_fail (GST_IS_GL_CONTEXT (context), FALSE);
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@ -684,7 +684,8 @@ gst_gl_memory_copy_teximage (GstGLMemory * src, guint tex_id,
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gl->FramebufferTexture2D (GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
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gst_gl_texture_target_to_gl (src->tex_target), src_tex_id, 0);
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if (!gst_gl_context_check_framebuffer_status (src->mem.context, GL_FRAMEBUFFER))
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if (!gst_gl_context_check_framebuffer_status (src->mem.context,
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GL_FRAMEBUFFER))
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goto fbo_error;
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gl->BindTexture (out_tex_target, tex_id);
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@ -713,7 +714,8 @@ gst_gl_memory_copy_teximage (GstGLMemory * src, guint tex_id,
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gl->FramebufferTexture2D (GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
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gst_gl_texture_target_to_gl (src->tex_target), src_tex_id, 0);
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if (!gst_gl_context_check_framebuffer_status (src->mem.context, GL_READ_FRAMEBUFFER))
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if (!gst_gl_context_check_framebuffer_status (src->mem.context,
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GL_READ_FRAMEBUFFER))
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goto fbo_error;
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gl->BindFramebuffer (GL_DRAW_FRAMEBUFFER, fbo[1]);
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@ -721,7 +723,8 @@ gst_gl_memory_copy_teximage (GstGLMemory * src, guint tex_id,
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gl->FramebufferTexture2D (GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
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gst_gl_texture_target_to_gl (src->tex_target), tex_id, 0);
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if (!gst_gl_context_check_framebuffer_status (src->mem.context, GL_DRAW_FRAMEBUFFER))
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if (!gst_gl_context_check_framebuffer_status (src->mem.context,
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GL_DRAW_FRAMEBUFFER))
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goto fbo_error;
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gl->BindTexture (out_tex_target, tex_id);
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@ -49,22 +49,22 @@
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typedef struct _GstGLShaderVTable
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{
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GLuint (GSTGLAPI *CreateProgram) (void);
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void (GSTGLAPI *DeleteProgram) (GLuint program);
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void (GSTGLAPI *UseProgram) (GLuint program);
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void (GSTGLAPI *GetAttachedShaders) (GLuint program, GLsizei maxcount,
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GLuint (GSTGLAPI * CreateProgram) (void);
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void (GSTGLAPI * DeleteProgram) (GLuint program);
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void (GSTGLAPI * UseProgram) (GLuint program);
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void (GSTGLAPI * GetAttachedShaders) (GLuint program, GLsizei maxcount,
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GLsizei * count, GLuint * shaders);
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GLuint (GSTGLAPI *CreateShader) (GLenum shaderType);
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void (GSTGLAPI *DeleteShader) (GLuint shader);
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void (GSTGLAPI *AttachShader) (GLuint program, GLuint shader);
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void (GSTGLAPI *DetachShader) (GLuint program, GLuint shader);
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GLuint (GSTGLAPI * CreateShader) (GLenum shaderType);
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void (GSTGLAPI * DeleteShader) (GLuint shader);
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void (GSTGLAPI * AttachShader) (GLuint program, GLuint shader);
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void (GSTGLAPI * DetachShader) (GLuint program, GLuint shader);
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void (GSTGLAPI *GetShaderiv) (GLuint program, GLenum pname, GLint * params);
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void (GSTGLAPI *GetProgramiv) (GLuint program, GLenum pname, GLint * params);
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void (GSTGLAPI *GetShaderInfoLog) (GLuint shader, GLsizei maxLength,
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void (GSTGLAPI * GetShaderiv) (GLuint program, GLenum pname, GLint * params);
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void (GSTGLAPI * GetProgramiv) (GLuint program, GLenum pname, GLint * params);
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void (GSTGLAPI * GetShaderInfoLog) (GLuint shader, GLsizei maxLength,
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GLsizei * length, char *log);
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void (GSTGLAPI *GetProgramInfoLog) (GLuint shader, GLsizei maxLength,
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void (GSTGLAPI * GetProgramInfoLog) (GLuint shader, GLsizei maxLength,
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GLsizei * length, char *log);
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} GstGLShaderVTable;
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