glshaderelement: implement on-demand create-shader signalling

One may not have an GstGLContext available or current in the thread where one
would need to update the shader.  Support this by signalling create-shader
whenever the one-shot 'update-shader' is set to TRUE.
This commit is contained in:
Matthew Waters 2015-10-17 15:26:46 +11:00
parent 2882f6b90b
commit 608cf31a25

View file

@ -195,36 +195,36 @@ _new_shader (GstGLContext * context, struct shader_state *state)
return shader;
}
static gboolean
_set_compilation_state (struct shader_state *state)
{
gtk_label_set_text (GTK_LABEL (state->label),
state->shader_linked ? "Success" : "Failure");
return G_SOURCE_REMOVE;
}
static GstGLShader *
_create_shader (GstElement * element, struct shader_state *state)
{
GstGLContext *context;
GstGLShader *shader;
GstGLShader *shader, *new_shader;
g_object_get (G_OBJECT (element), "context", &context, NULL);
g_object_get (G_OBJECT (element), "context", &context, "shader", &shader,
NULL);
shader = _new_shader (context, state);
state->shader_linked = TRUE;
new_shader = _new_shader (context, state);
if (!shader && !new_shader)
g_warning ("Failed to create a shader!");
state->shader_linked = new_shader != NULL;
if (state->context)
gst_object_unref (state->context);
state->context = context;
if (shader)
gst_object_unref (shader);
gst_object_unref (context);
return shader;
}
g_main_context_invoke (NULL, (GSourceFunc) _set_compilation_state, state);
static void
_modify_shader (GstGLContext * context, struct shader_state *state)
{
GstGLShader *shader;
if (!(shader = _new_shader (context, state))) {
state->shader_linked = FALSE;
return;
}
state->shader_linked = TRUE;
g_object_set (state->shader, "shader", shader, NULL);
return new_shader;
}
static void
@ -232,18 +232,11 @@ _on_text_changed (GtkTextBuffer * text, struct text_view_state *state)
{
GtkTextIter start, end;
if (!state->state->context)
return;
gtk_text_buffer_get_bounds (text, &start, &end);
if (state->str)
g_free (state->str);
state->str = gtk_text_buffer_get_text (text, &start, &end, FALSE);
gst_gl_context_thread_add (state->state->context,
(GstGLContextThreadFunc) _modify_shader, state->state);
gtk_label_set_text (GTK_LABEL (state->state->label),
state->state->shader_linked ? "Success" : "Failure");
g_object_set (state->state->shader, "update-shader", TRUE, NULL);
}
static GtkWidget *