gl: fails glimagesink when shader compilation went wrong

Those shaders are fixed and very simple so it should not fail
but it's worth to handle a such case.
This commit is contained in:
Julien Isorce 2014-04-24 16:05:32 +01:00
parent 673b813ab3
commit 3db1e3e1ed

View file

@ -998,6 +998,7 @@ gst_glimage_sink_thread_init_redisplay (GstGLImageSink * gl_sink)
g_error_free (error);
error = NULL;
gst_gl_context_clear_shader (gl_sink->context);
gst_glimage_sink_cleanup_glthread (gl_sink);
} else {
gl_sink->redisplay_attr_position_loc =
gst_gl_shader_get_attribute_location (gl_sink->redisplay_shader,
@ -1214,9 +1215,15 @@ gst_glimage_sink_redisplay (GstGLImageSink * gl_sink)
#if GST_GL_HAVE_GLES2
if (USING_GLES2 (gl_sink->context)) {
if (!gl_sink->redisplay_shader) {
if (G_UNLIKELY (!gl_sink->redisplay_shader)) {
gst_gl_window_send_message (window,
GST_GL_WINDOW_CB (gst_glimage_sink_thread_init_redisplay), gl_sink);
/* if the shader is still null it means it failed to be useable */
if (G_UNLIKELY (!gl_sink->redisplay_shader)) {
gst_object_unref (window);
return FALSE;
}
}
}
#endif