From 5759b60ba30c5d9b78a91d764772827c5c71a065 Mon Sep 17 00:00:00 2001 From: Julien Date: Sat, 13 Sep 2008 19:47:44 +0200 Subject: [PATCH] [221/906] fix g_int_hash -> g_direct_hash --- gst-libs/gst/gl/gstgldisplay.c | 26 +++++++++++++------------- 1 file changed, 13 insertions(+), 13 deletions(-) diff --git a/gst-libs/gst/gl/gstgldisplay.c b/gst-libs/gst/gl/gstgldisplay.c index fee2b9820e..c4e83b6c81 100644 --- a/gst-libs/gst/gl/gstgldisplay.c +++ b/gst-libs/gst/gl/gstgldisplay.c @@ -30,7 +30,7 @@ * N=1: errors * N=2: errors warnings * N=3: errors warnings infos - * N=4: errors warnings infos + * N=4: errors warnings infos * N=5: errors warnings infos logs */ @@ -133,7 +133,7 @@ gst_gl_display_init (GstGLDisplay *display, GstGLDisplayClass *klass) display->win_ypos = 0; display->visible = FALSE; display->isAlive = TRUE; - display->texture_pool = g_hash_table_new (g_int_hash, g_int_equal); + display->texture_pool = g_hash_table_new (g_direct_hash, g_direct_equal); //conditions display->cond_create_context = g_cond_new (); @@ -699,7 +699,7 @@ gst_gl_display_thread_create_context (GstGLDisplay *display) err = glewInit(); if (err != GLEW_OK) { - GST_CAT_ERROR_OBJECT (GST_CAT_DEFAULT, display, "Failed to init GLEW: %s", + GST_CAT_ERROR_OBJECT (GST_CAT_DEFAULT, display, "Failed to init GLEW: %s", glewGetErrorString (err)); display->isAlive = FALSE; } @@ -1337,7 +1337,7 @@ gst_gl_display_thread_init_download (GstGLDisplay *display) } else { - //turn off the pipeline because Frame buffer object is a requirement when using filters + //turn off the pipeline because Frame buffer object is a requirement when using filters //or when using GLSL colorspace conversion GST_CAT_WARNING (GST_CAT_DEFAULT, "Context %d, EXT_framebuffer_object supported: no", display->glutWinId); display->isAlive = FALSE; @@ -1626,7 +1626,7 @@ gst_gl_display_thread_gen_shader (GstGLDisplay* display) { gboolean isAlive = TRUE; GError *error = NULL; - + display->gen_shader = gst_gl_shader_new (); if (display->gen_shader_vertex_source) @@ -1636,7 +1636,7 @@ gst_gl_display_thread_gen_shader (GstGLDisplay* display) gst_gl_shader_set_fragment_source(display->gen_shader, display->gen_shader_fragment_source); gst_gl_shader_compile (display->gen_shader, &error); - if (error) + if (error) { GST_CAT_ERROR (GST_CAT_DEFAULT, "%s", error->message); g_error_free (error); @@ -1859,9 +1859,9 @@ gst_gl_display_glgen_texture (GstGLDisplay* display, GLuint* pTexture, GLint wid //make a unique key from w and h //the key cannot be w*h because (4*6 = 6*4 = 2*12 = 12*2) - guint key = width; + guint key = (gint)width; key <<= 16; - key |= height; + key |= (gint)height; sub_texture_pool = g_hash_table_lookup (display->texture_pool, GUINT_TO_POINTER(key)); //if there is a sub texture pool associated to th given key @@ -1908,9 +1908,9 @@ gst_gl_display_gldel_texture (GstGLDisplay* display, GLuint* pTexture, GLint wid //make a unique key from w and h //the key cannot be w*h because (4*6 = 6*4 = 2*12 = 12*2) - guint key = width; + guint key = (gint)width; key <<= 16; - key |= height; + key |= (gint)height; sub_texture_pool = g_hash_table_lookup (display->texture_pool, GUINT_TO_POINTER(key)); //if the size is known @@ -1930,9 +1930,9 @@ gst_gl_display_gldel_texture (GstGLDisplay* display, GLuint* pTexture, GLint wid //add tex to the pool, it makes texture allocation reusable g_queue_push_tail (sub_texture_pool, tex); - GST_CAT_LOG (GST_CAT_DEFAULT, "texture id:%d added to the sub texture pool: %d", + GST_CAT_LOG (GST_CAT_DEFAULT, "texture id:%d added to the sub texture pool: %d", tex->texture, key); - GST_CAT_LOG (GST_CAT_DEFAULT, "%d texture(s) in the sub texture pool: %d", + GST_CAT_LOG (GST_CAT_DEFAULT, "%d texture(s) in the sub texture pool: %d", g_queue_get_length (sub_texture_pool), key); } @@ -2287,7 +2287,7 @@ gst_gl_display_del_fbo (GstGLDisplay* display, GLuint fbo, /* Called by glfilter */ void -gst_gl_display_gen_shader (GstGLDisplay* display, +gst_gl_display_gen_shader (GstGLDisplay* display, const gchar* shader_vertex_source, const gchar* shader_fragment_source, GstGLShader** shader)