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glshader: remove references to gl3 specific shaders
We rely specifically on gles2 shaders being supported by the GL implementation with GL3 core profile.
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parent
65c57b77ff
commit
2b4ce9435d
1 changed files with 6 additions and 41 deletions
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@ -47,27 +47,6 @@ static const gchar *simple_fragment_shader_str_gles2 =
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"{\n"
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" gl_FragColor = texture2D(tex, v_texcoord);\n"
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"}";
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static const gchar *simple_vertex_shader_str_gl3 =
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"#version 130\n"
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"in vec4 a_position;\n"
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"in vec2 a_texcoord;\n"
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"out 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 *simple_fragment_shader_str_gl3 =
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"#version 130\n"
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"in vec2 v_texcoord;\n"
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"out vec4 frag_color;\n"
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"uniform sampler2D tex;\n"
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"void main()\n"
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"{\n"
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" frag_color = texture(tex, v_texcoord);\n"
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"}\n";
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/* *INDENT-ON* */
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#ifndef GL_COMPILE_STATUS
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@ -663,12 +642,8 @@ gst_gl_shader_compile_with_default_f_and_check (GstGLShader * shader,
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const gchar * v_src, const gint n_attribs, const gchar * attrib_names[],
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GLint attrib_locs[])
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{
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if (gst_gl_context_get_gl_api (shader->context) & GST_GL_API_OPENGL3)
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return gst_gl_shader_compile_all_with_attribs_and_check (shader, v_src,
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simple_fragment_shader_str_gl3, n_attribs, attrib_names, attrib_locs);
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else
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return gst_gl_shader_compile_all_with_attribs_and_check (shader, v_src,
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simple_fragment_shader_str_gles2, n_attribs, attrib_names, attrib_locs);
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return gst_gl_shader_compile_all_with_attribs_and_check (shader, v_src,
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simple_fragment_shader_str_gles2, n_attribs, attrib_names, attrib_locs);
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}
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gboolean
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@ -679,14 +654,8 @@ gst_gl_shader_compile_with_default_v_and_check (GstGLShader * shader,
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GLint attrib_locs[2] = { 0 };
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gboolean ret = TRUE;
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if (gst_gl_context_get_gl_api (shader->context) & GST_GL_API_OPENGL3)
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ret =
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gst_gl_shader_compile_all_with_attribs_and_check (shader,
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simple_vertex_shader_str_gl3, f_src, 2, attrib_names, attrib_locs);
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else
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ret =
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gst_gl_shader_compile_all_with_attribs_and_check (shader,
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simple_vertex_shader_str_gles2, f_src, 2, attrib_names, attrib_locs);
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ret = gst_gl_shader_compile_all_with_attribs_and_check (shader,
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simple_vertex_shader_str_gles2, f_src, 2, attrib_names, attrib_locs);
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if (ret) {
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*pos_loc = attrib_locs[0];
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@ -700,12 +669,8 @@ gboolean
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gst_gl_shader_compile_with_default_vf_and_check (GstGLShader * shader,
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GLint * pos_loc, GLint * tex_loc)
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{
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if (gst_gl_context_get_gl_api (shader->context) & GST_GL_API_OPENGL3)
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return gst_gl_shader_compile_with_default_v_and_check (shader,
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simple_fragment_shader_str_gl3, pos_loc, tex_loc);
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else
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return gst_gl_shader_compile_with_default_v_and_check (shader,
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simple_fragment_shader_str_gles2, pos_loc, tex_loc);
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return gst_gl_shader_compile_with_default_v_and_check (shader,
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simple_fragment_shader_str_gles2, pos_loc, tex_loc);
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}
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void
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