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https://gitlab.freedesktop.org/gstreamer/gstreamer.git
synced 2024-11-28 04:31:06 +00:00
libgstgl: fix rendering on iOS
Stop assuming that the handle has been set by the time ->create_context is
called. After bc7a7259f3
set_window_handle always
happens after ->create_context in fact.
See also https://bugzilla.gnome.org/show_bug.cgi?id=745090
This commit is contained in:
parent
36419f2f79
commit
83990b491e
3 changed files with 127 additions and 96 deletions
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@ -59,6 +59,7 @@ GType gst_gl_context_eagl_get_type (void);
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GstGLContextEagl * gst_gl_context_eagl_new (void);
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GstGLContextEagl * gst_gl_context_eagl_new (void);
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void gst_gl_context_eagl_update_layer (GstGLContext * context);
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void gst_gl_context_eagl_resize (GstGLContextEagl * eagl_context);
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void gst_gl_context_eagl_resize (GstGLContextEagl * eagl_context);
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void gst_gl_context_eagl_prepare_draw (GstGLContextEagl * context);
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void gst_gl_context_eagl_prepare_draw (GstGLContextEagl * context);
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void gst_gl_context_eagl_finish_draw (GstGLContextEagl * context);
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void gst_gl_context_eagl_finish_draw (GstGLContextEagl * context);
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@ -115,108 +115,13 @@ gst_gl_context_eagl_resize (GstGLContextEagl * eagl_context)
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height);
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height);
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}
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}
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static gboolean
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gst_gl_context_eagl_create_context (GstGLContext * context, GstGLAPI gl_api,
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GstGLContext * other_context, GError ** error)
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{
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GstGLContextEagl *context_eagl = GST_GL_CONTEXT_EAGL (context);
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GstGLContextEaglPrivate *priv = context_eagl->priv;
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GstGLWindow *window = gst_gl_context_get_window (context);
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UIView *window_handle = nil;
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dispatch_sync (dispatch_get_main_queue (), ^{
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if (other_context) {
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EAGLContext *external_gl_context = (EAGLContext *)
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gst_gl_context_get_gl_context (other_context);
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EAGLSharegroup *share_group = [external_gl_context sharegroup];
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priv->eagl_context = [[EAGLContext alloc] initWithAPI: kEAGLRenderingAPIOpenGLES2 sharegroup:share_group];
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[share_group release];
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} else {
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priv->eagl_context = [[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES2];
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}
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});
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if (window)
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window_handle = (UIView *) gst_gl_window_get_window_handle (window);
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if (window_handle) {
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__block GLuint framebuffer;
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__block GLuint color_renderbuffer;
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__block GLuint depth_renderbuffer;
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__block GLint width;
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__block GLint height;
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__block CAEAGLLayer *eagl_layer;
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GLenum status;
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dispatch_sync (dispatch_get_main_queue (), ^{
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eagl_layer = (CAEAGLLayer *)[window_handle layer];
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[EAGLContext setCurrentContext:priv->eagl_context];
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/* Allocate framebuffer */
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glGenFramebuffers (1, &framebuffer);
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glBindFramebuffer (GL_FRAMEBUFFER, framebuffer);
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/* Allocate color render buffer */
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glGenRenderbuffers (1, &color_renderbuffer);
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glBindRenderbuffer (GL_RENDERBUFFER, color_renderbuffer);
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[priv->eagl_context renderbufferStorage: GL_RENDERBUFFER fromDrawable:eagl_layer];
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glFramebufferRenderbuffer (GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
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GL_RENDERBUFFER, color_renderbuffer);
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/* Get renderbuffer width/height */
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glGetRenderbufferParameteriv (GL_RENDERBUFFER, GL_RENDERBUFFER_WIDTH,
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&width);
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glGetRenderbufferParameteriv (GL_RENDERBUFFER, GL_RENDERBUFFER_HEIGHT,
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&height);
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/* allocate depth render buffer */
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glGenRenderbuffers (1, &depth_renderbuffer);
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glBindRenderbuffer (GL_RENDERBUFFER, depth_renderbuffer);
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glRenderbufferStorage (GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, width,
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height);
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glFramebufferRenderbuffer (GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
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GL_RENDERBUFFER, depth_renderbuffer);
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[EAGLContext setCurrentContext:nil];
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});
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[EAGLContext setCurrentContext:priv->eagl_context];
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glBindFramebuffer (GL_FRAMEBUFFER, framebuffer);
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/* check creation status */
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status = glCheckFramebufferStatus (GL_FRAMEBUFFER);
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if (status != GL_FRAMEBUFFER_COMPLETE) {
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GST_ERROR ("Failed to make complete framebuffer object %x", status);
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if (window)
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gst_object_unref (window);
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return FALSE;
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}
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glBindFramebuffer (GL_FRAMEBUFFER, 0);
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priv->eagl_layer = eagl_layer;
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priv->framebuffer = framebuffer;
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priv->color_renderbuffer = color_renderbuffer;
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priv->depth_renderbuffer = depth_renderbuffer;
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} else {
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priv->eagl_layer = NULL;
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priv->framebuffer = 0;
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priv->color_renderbuffer = 0;
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priv->depth_renderbuffer = 0;
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}
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if (window)
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gst_object_unref (window);
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return TRUE;
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}
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static void
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static void
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gst_gl_context_eagl_destroy_context (GstGLContext * context)
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gst_gl_context_eagl_release_layer (GstGLContext * context)
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{
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{
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GstGLContextEagl *context_eagl;
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GstGLContextEagl *context_eagl;
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context_eagl = GST_GL_CONTEXT_EAGL (context);
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context_eagl = GST_GL_CONTEXT_EAGL (context);
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if (!context_eagl->priv->eagl_context)
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return;
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if (context_eagl->priv->eagl_layer) {
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if (context_eagl->priv->eagl_layer) {
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gst_gl_context_eagl_activate (context, TRUE);
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gst_gl_context_eagl_activate (context, TRUE);
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@ -233,6 +138,127 @@ gst_gl_context_eagl_destroy_context (GstGLContext * context)
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context_eagl->priv->eagl_layer = nil;
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context_eagl->priv->eagl_layer = nil;
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gst_gl_context_eagl_activate (context, FALSE);
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gst_gl_context_eagl_activate (context, FALSE);
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}
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}
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}
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void
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gst_gl_context_eagl_update_layer (GstGLContext * context)
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{
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__block GLuint framebuffer;
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__block GLuint color_renderbuffer;
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__block GLuint depth_renderbuffer;
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__block GLint width;
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__block GLint height;
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__block CAEAGLLayer *eagl_layer;
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GLenum status;
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GstGLContextEagl *context_eagl = GST_GL_CONTEXT_EAGL (context);
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GstGLContextEaglPrivate *priv = context_eagl->priv;
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UIView *window_handle = nil;
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GstGLWindow *window = gst_gl_context_get_window (context);
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if (window)
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window_handle = (UIView *) gst_gl_window_get_window_handle (window);
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if (!window_handle) {
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GST_INFO_OBJECT (context, "window handle not set yet, not updating layer");
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goto out;
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}
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GST_INFO_OBJECT (context, "updating layer, frame %fx%f",
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window_handle.frame.size.width, window_handle.frame.size.height);
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if (priv->eagl_layer)
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gst_gl_context_eagl_release_layer (context);
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dispatch_sync (dispatch_get_main_queue (), ^{
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eagl_layer = (CAEAGLLayer *)[window_handle layer];
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[EAGLContext setCurrentContext:priv->eagl_context];
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/* Allocate framebuffer */
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glGenFramebuffers (1, &framebuffer);
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glBindFramebuffer (GL_FRAMEBUFFER, framebuffer);
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/* Allocate color render buffer */
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glGenRenderbuffers (1, &color_renderbuffer);
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glBindRenderbuffer (GL_RENDERBUFFER, color_renderbuffer);
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[priv->eagl_context renderbufferStorage: GL_RENDERBUFFER fromDrawable:eagl_layer];
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glFramebufferRenderbuffer (GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
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GL_RENDERBUFFER, color_renderbuffer);
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/* Get renderbuffer width/height */
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glGetRenderbufferParameteriv (GL_RENDERBUFFER, GL_RENDERBUFFER_WIDTH,
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&width);
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glGetRenderbufferParameteriv (GL_RENDERBUFFER, GL_RENDERBUFFER_HEIGHT,
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&height);
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/* allocate depth render buffer */
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glGenRenderbuffers (1, &depth_renderbuffer);
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glBindRenderbuffer (GL_RENDERBUFFER, depth_renderbuffer);
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glRenderbufferStorage (GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, width,
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height);
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glFramebufferRenderbuffer (GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
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GL_RENDERBUFFER, depth_renderbuffer);
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[EAGLContext setCurrentContext:nil];
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});
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[EAGLContext setCurrentContext:priv->eagl_context];
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glBindFramebuffer (GL_FRAMEBUFFER, framebuffer);
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/* check creation status */
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status = glCheckFramebufferStatus (GL_FRAMEBUFFER);
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if (status != GL_FRAMEBUFFER_COMPLETE) {
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GST_ERROR ("Failed to make complete framebuffer object %x", status);
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goto out;
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}
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glBindFramebuffer (GL_FRAMEBUFFER, 0);
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priv->eagl_layer = eagl_layer;
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priv->framebuffer = framebuffer;
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priv->color_renderbuffer = color_renderbuffer;
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priv->depth_renderbuffer = depth_renderbuffer;
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out:
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if (window)
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gst_object_unref (window);
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}
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static gboolean
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gst_gl_context_eagl_create_context (GstGLContext * context, GstGLAPI gl_api,
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GstGLContext * other_context, GError ** error)
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{
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GstGLContextEagl *context_eagl = GST_GL_CONTEXT_EAGL (context);
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GstGLContextEaglPrivate *priv = context_eagl->priv;
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dispatch_sync (dispatch_get_main_queue (), ^{
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if (other_context) {
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EAGLContext *external_gl_context = (EAGLContext *)
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gst_gl_context_get_gl_context (other_context);
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EAGLSharegroup *share_group = [external_gl_context sharegroup];
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priv->eagl_context = [[EAGLContext alloc] initWithAPI: kEAGLRenderingAPIOpenGLES2 sharegroup:share_group];
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[share_group release];
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} else {
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priv->eagl_context = [[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES2];
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}
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});
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priv->eagl_layer = NULL;
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priv->framebuffer = 0;
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priv->color_renderbuffer = 0;
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priv->depth_renderbuffer = 0;
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GST_INFO_OBJECT (context, "context created, updating layer");
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gst_gl_context_eagl_update_layer (context);
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return TRUE;
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}
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static void
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gst_gl_context_eagl_destroy_context (GstGLContext * context)
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{
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GstGLContextEagl *context_eagl;
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context_eagl = GST_GL_CONTEXT_EAGL (context);
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if (!context_eagl->priv->eagl_context)
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return;
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gst_gl_context_eagl_release_layer (context);
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[context_eagl->priv->eagl_context release];
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[context_eagl->priv->eagl_context release];
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context_eagl->priv->eagl_context = nil;
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context_eagl->priv->eagl_context = nil;
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@ -139,10 +139,14 @@ static void
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gst_gl_window_eagl_set_window_handle (GstGLWindow * window, guintptr handle)
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gst_gl_window_eagl_set_window_handle (GstGLWindow * window, guintptr handle)
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{
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{
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GstGLWindowEagl *window_eagl;
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GstGLWindowEagl *window_eagl;
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GstGLContext *context;
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window_eagl = GST_GL_WINDOW_EAGL (window);
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window_eagl = GST_GL_WINDOW_EAGL (window);
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context = gst_gl_window_get_context (window);
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window_eagl->priv->view = (UIView *) handle;
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window_eagl->priv->view = (UIView *) handle;
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GST_INFO_OBJECT (context, "handle set, updating layer");
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gst_gl_context_eagl_update_layer (context);
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}
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}
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static gboolean
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static gboolean
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