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https://gitlab.freedesktop.org/gstreamer/gstreamer.git
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[340/906] Fix cluttershare example.
It requires at least clutter 0.8.6 since lower clutter versions are not compatible with GL_TEXTURE_RECTANGLE_ARB. Remove use of ClutterEffectTemplace since it does not exist in clutter 0.9.
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1aae908977
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1 changed files with 69 additions and 50 deletions
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@ -34,6 +34,7 @@
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/* This example shows how to use textures that come from a
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* gst-plugins-gl pipeline, into the clutter framework
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* It requires at least clutter 0.8.6
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*/
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/* hack */
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@ -49,50 +50,58 @@ struct _GstGLBuffer
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GLuint texture;
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};
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/* rotation */
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void
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on_new_frame (ClutterTimeline * timeline, gint frame_num, gpointer data)
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{
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ClutterActor *rect_actor = CLUTTER_ACTOR (data);
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ClutterActor *texture_actor =
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g_object_get_data (G_OBJECT (timeline), "texture_actor");
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clutter_actor_set_rotation (rect_actor, CLUTTER_Z_AXIS, (gdouble) frame_num,
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clutter_actor_get_width (rect_actor) / 2,
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clutter_actor_get_height (rect_actor) / 2, 0);
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clutter_actor_set_rotation (texture_actor, CLUTTER_Z_AXIS,
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(gdouble) frame_num, clutter_actor_get_width (texture_actor) / 2,
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clutter_actor_get_height (texture_actor) / 2, 0);
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}
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/* clutter scene */
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ClutterActor *
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setup_stage (ClutterStage * stage)
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{
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ClutterTimeline *timeline = NULL;
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ClutterEffectTemplate *effect_template = NULL;
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ClutterActor *texture_actor = NULL;
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ClutterColor rect_color = { 125, 50, 200, 255 };
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ClutterActor *actorRect = NULL;
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/* timeline */
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timeline = clutter_timeline_new (120, 50);
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clutter_timeline_set_loop (timeline, TRUE);
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clutter_timeline_start (timeline);
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/* effect template */
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effect_template =
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clutter_effect_template_new (timeline, CLUTTER_ALPHA_SINE_INC);
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ClutterActor *rect_actor = NULL;
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/* texture actor */
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texture_actor = clutter_texture_new ();
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clutter_container_add_actor (CLUTTER_CONTAINER (stage), texture_actor);
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clutter_actor_set_position (texture_actor, 300, 170);
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clutter_actor_set_scale (texture_actor, 0.8, 0.8);
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clutter_effect_rotate (effect_template, texture_actor,
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CLUTTER_Z_AXIS, 180.0, 50, 50, 0, CLUTTER_ROTATE_CW, NULL, NULL);
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clutter_actor_set_scale (texture_actor, 0.6, 0.6);
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clutter_actor_show (texture_actor);
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g_object_set_data (G_OBJECT (texture_actor), "stage", stage);
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g_object_unref (effect_template);
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g_object_unref (timeline);
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/* rectangle actor */
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actorRect = clutter_rectangle_new_with_color (&rect_color);
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clutter_container_add_actor (CLUTTER_CONTAINER (stage), actorRect);
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clutter_actor_set_size (actorRect, 50, 50);
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clutter_actor_set_position (actorRect, 300, 300);
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clutter_effect_rotate (effect_template, actorRect,
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CLUTTER_Z_AXIS, 180.0, 25, 25, 0, CLUTTER_ROTATE_CW, NULL, NULL);
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clutter_actor_show (actorRect);
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rect_actor = clutter_rectangle_new_with_color (&rect_color);
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clutter_container_add_actor (CLUTTER_CONTAINER (stage), rect_actor);
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clutter_actor_set_size (rect_actor, 50, 50);
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clutter_actor_set_position (rect_actor, 300, 300);
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clutter_actor_show (rect_actor);
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/* timeline */
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timeline = clutter_timeline_new (360, 60);
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g_object_set_data (G_OBJECT (timeline), "texture_actor", texture_actor);
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clutter_timeline_set_loop (timeline, TRUE);
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clutter_timeline_start (timeline);
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g_signal_connect (timeline, "new-frame", G_CALLBACK (on_new_frame),
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rect_actor);
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return texture_actor;
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}
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@ -102,24 +111,29 @@ gboolean
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update_texture_actor (gpointer data)
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{
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ClutterTexture *texture_actor = (ClutterTexture *) data;
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GQueue *queue_input_buf = g_object_get_data (G_OBJECT (texture_actor), "queue_input_buf");
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GQueue *queue_output_buf = g_object_get_data (G_OBJECT (texture_actor), "queue_output_buf");
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GQueue *queue_input_buf =
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g_object_get_data (G_OBJECT (texture_actor), "queue_input_buf");
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GQueue *queue_output_buf =
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g_object_get_data (G_OBJECT (texture_actor), "queue_output_buf");
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GstGLBuffer *gst_gl_buf = g_queue_pop_head (queue_input_buf);
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ClutterActor *stage = g_object_get_data (G_OBJECT (texture_actor), "stage");
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CoglHandle cogl_texture = 0;
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/* Create a cogl texture from the gst gl texture */
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glEnable (GL_TEXTURE_2D);
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glBindTexture (GL_TEXTURE_2D, gst_gl_buf->texture);
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glEnable (GL_TEXTURE_RECTANGLE_ARB);
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glBindTexture (GL_TEXTURE_RECTANGLE_ARB, gst_gl_buf->texture);
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if (glGetError () != GL_NO_ERROR)
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g_debug ("failed to bind texture that comes from gst-gl\n");
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cogl_texture = cogl_texture_new_from_foreign (gst_gl_buf->texture,
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GL_TEXTURE_2D, gst_gl_buf->width, gst_gl_buf->height, 0, 0,
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CGL_TEXTURE_RECTANGLE_ARB, gst_gl_buf->width, gst_gl_buf->height, 0, 0,
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COGL_PIXEL_FORMAT_RGBA_8888);
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glBindTexture (GL_TEXTURE_2D, 0);
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glBindTexture (GL_TEXTURE_RECTANGLE_ARB, 0);
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/* Previous cogl texture is replaced and so its ref counter discreases to 0.
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* According to the source code, glDeleteTexture is not called when the previous
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* ref counter of the previous cogl texture is reaching 0 because is_foreign is TRUE */
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clutter_texture_set_cogl_texture (CLUTTER_TEXTURE (texture_actor), cogl_texture);
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clutter_texture_set_cogl_texture (CLUTTER_TEXTURE (texture_actor),
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cogl_texture);
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cogl_texture_unref (cogl_texture);
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/* we can now show the clutter scene if not yet visible */
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@ -138,28 +152,30 @@ void
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on_gst_buffer (GstElement * element, GstBuffer * buf, GstPad * pad,
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ClutterActor * texture_actor)
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{
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GQueue *queue_input_buf = NULL;
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GQueue *queue_output_buf = NULL;
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GQueue *queue_input_buf = NULL;
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GQueue *queue_output_buf = NULL;
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/* hold clutter lock */
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clutter_threads_enter ();
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/* hold clutter lock */
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clutter_threads_enter ();
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/* ref then push buffer to use it in clutter */
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gst_buffer_ref (buf);
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queue_input_buf = g_object_get_data (G_OBJECT (texture_actor), "queue_input_buf");
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queue_input_buf =
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g_object_get_data (G_OBJECT (texture_actor), "queue_input_buf");
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g_queue_push_tail (queue_input_buf, buf);
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if (g_queue_get_length (queue_input_buf) > 2)
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clutter_threads_add_idle (update_texture_actor, texture_actor);
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clutter_threads_add_idle (update_texture_actor, texture_actor);
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/* pop then unref buffer we have finished to use in clutter */
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queue_output_buf = g_object_get_data (G_OBJECT (texture_actor), "queue_output_buf");
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queue_output_buf =
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g_object_get_data (G_OBJECT (texture_actor), "queue_output_buf");
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if (g_queue_get_length (queue_output_buf) > 2) {
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GstGLBuffer *gst_gl_buf_old = g_queue_pop_head (queue_output_buf);
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gst_buffer_unref (GST_BUFFER_CAST (gst_gl_buf_old));
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}
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GstGLBuffer *gst_gl_buf_old = g_queue_pop_head (queue_output_buf);
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gst_buffer_unref (GST_BUFFER_CAST (gst_gl_buf_old));
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}
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/* release clutter lock */
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clutter_threads_leave ();
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clutter_threads_leave ();
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}
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int
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@ -179,16 +195,17 @@ main (int argc, char *argv[])
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GstState state = 0;
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ClutterActor *stage = NULL;
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ClutterActor *clutter_texture = NULL;
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GQueue* queue_input_buf = NULL;
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GQueue* queue_output_buf = NULL;
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GQueue *queue_input_buf = NULL;
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GQueue *queue_output_buf = NULL;
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GstElement *fakesink = NULL;
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/* init gstreamer then clutter */
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gst_init (&argc, &argv);
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clutter_threads_init ();
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gst_init (&argc, &argv);
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clutter_threads_init ();
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clutter_init (&argc, &argv);
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clutter_threads_enter ();
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g_print ("clutter version: %s\n", CLUTTER_VERSION_S);
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/* init glew */
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@ -262,8 +279,10 @@ main (int argc, char *argv[])
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queue_input_buf = g_queue_new ();
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queue_output_buf = g_queue_new ();
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g_object_set_data (G_OBJECT (clutter_texture), "queue_input_buf", queue_input_buf);
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g_object_set_data (G_OBJECT (clutter_texture), "queue_output_buf", queue_output_buf);
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g_object_set_data (G_OBJECT (clutter_texture), "queue_input_buf",
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queue_input_buf);
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g_object_set_data (G_OBJECT (clutter_texture), "queue_output_buf",
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queue_output_buf);
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/* set a callback to retrieve the gst gl textures */
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