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gl/caopengllayersink: port to new GstGLShader API
fixes build error: "undefined symbols for architecture: gst_gl_shader_compile_with_default_vf_and_check"
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2b3a224dc0
1 changed files with 12 additions and 3 deletions
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@ -889,13 +889,22 @@ static void
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gst_ca_opengl_layer_sink_thread_init_redisplay (GstCAOpenGLLayerSink * ca_sink)
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gst_ca_opengl_layer_sink_thread_init_redisplay (GstCAOpenGLLayerSink * ca_sink)
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{
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{
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const GstGLFuncs *gl = ca_sink->context->gl_vtable;
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const GstGLFuncs *gl = ca_sink->context->gl_vtable;
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GError *error = NULL;
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ca_sink->redisplay_shader = gst_gl_shader_new (ca_sink->context);
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ca_sink->redisplay_shader = gst_gl_shader_new (ca_sink->context);
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if (!gst_gl_shader_compile_with_default_vf_and_check
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if (!(ca_sink->redisplay_shader = gst_gl_shader_new_default (ca_sink->context, &error))) {
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(ca_sink->redisplay_shader, &ca_sink->attr_position,
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GST_ERROR_OBJECT (ca_sink, "Failed to link shader: %s", error->message);
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&ca_sink->attr_texture))
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gst_ca_opengl_layer_sink_cleanup_glthread (ca_sink);
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gst_ca_opengl_layer_sink_cleanup_glthread (ca_sink);
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return;
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}
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ca_sink->attr_position =
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gst_gl_shader_get_attribute_location (ca_sink->redisplay_shader,
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"a_position");
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ca_sink->attr_texture =
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gst_gl_shader_get_attribute_location (ca_sink->redisplay_shader,
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"a_texcoord");
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if (gl->GenVertexArrays) {
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if (gl->GenVertexArrays) {
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gl->GenVertexArrays (1, &ca_sink->vao);
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gl->GenVertexArrays (1, &ca_sink->vao);
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