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[141/906] some steps towards simplification. added a convenience function to gstglfilter and some comment here and there
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4 changed files with 34 additions and 14 deletions
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@ -1996,6 +1996,13 @@ gst_gl_display_gen_fbo (GstGLDisplay* display, gint width, gint height,
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/* Called by glfilter */
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/* this function really has to be simplified... do we really need to
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set projection this way? Wouldn't be better a set_projection
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separate call? or just make glut functions available out of
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gst-libs and call it if needed on drawcallback? -- Filippo */
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/* GLCB too.. I think that only needed parameters should be
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* GstGLDisplay *display and gpointer data, or just gpointer data */
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/* ..everything here has to be simplified! */
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gboolean
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gst_gl_display_use_fbo (GstGLDisplay* display, gint texture_fbo_width, gint texture_fbo_height,
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GLuint fbo, GLuint depth_buffer, GLuint texture_fbo, GLCB cb,
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@ -315,3 +315,19 @@ gst_gl_filter_do_transform (GstGLFilter* filter,
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return TRUE;
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}
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/* convenience functions to simplify filter development */
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void
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gst_gl_filter_render_to_target (GstGLFilter *filter,
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GLuint input, GLuint target,
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GLCB func, gpointer data)
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{
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gst_gl_display_use_fbo (filter->display, filter->width, filter->height,
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filter->fbo, filter->depthbuffer, target,
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func,
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filter->width, filter->height, input,
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0, filter->width, 0, filter->height,
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GST_GL_DISPLAY_PROJECTION_ORTHO2D,
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data);
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}
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@ -72,6 +72,13 @@ struct _GstGLFilterClass
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GType gst_gl_filter_get_type(void);
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void
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gst_gl_filter_render_to_target (GstGLFilter *filter,
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GLuint input, GLuint target,
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GLCB func, gpointer data);
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G_END_DECLS
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#endif
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@ -206,20 +206,10 @@ gst_gl_filterblur_filter (GstGLFilter* filter, GstGLBuffer* inbuf,
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//blocking call, generate a texture using the pool
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gst_gl_display_gen_texture (filter->display, &midtexture) ;
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//blocking call, use a FBO
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gst_gl_display_use_fbo (filter->display, filter->width, filter->height,
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filter->fbo, filter->depthbuffer, midtexture, gst_gl_filterblur_hcallback,
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inbuf->width, inbuf->height, inbuf->texture,
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0, filter->width, 0, filter->height,
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GST_GL_DISPLAY_PROJECTION_ORTHO2D, filterblur);
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//blocking call, use a FBO
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gst_gl_display_use_fbo (filter->display, filter->width, filter->height,
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filter->fbo, filter->depthbuffer, outbuf->texture, gst_gl_filterblur_vcallback,
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inbuf->width, inbuf->height, midtexture,
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0, filter->width, 0, filter->height,
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GST_GL_DISPLAY_PROJECTION_ORTHO2D, filterblur);
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gst_gl_filter_render_to_target (filter, inbuf->texture, midtexture,
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gst_gl_filterblur_hcallback, filterblur);
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gst_gl_filter_render_to_target (filter, midtexture, outbuf->texture,
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gst_gl_filterblur_vcallback, filterblur);
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//blocking call, put the texture in the pool
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gst_gl_display_del_texture (filter->display, midtexture);
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