mirror of
https://gitlab.freedesktop.org/gstreamer/gstreamer.git
synced 2024-12-18 14:26:43 +00:00
glfilter: add a gl3 code path using vao's and vbo's
This commit is contained in:
parent
414a319f03
commit
8e98591153
2 changed files with 124 additions and 31 deletions
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@ -347,10 +347,21 @@ gst_gl_filter_start_gl (GstGLContext * context, gpointer data)
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static void
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gst_gl_filter_stop_gl (GstGLContext * context, gpointer data)
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{
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const GstGLFuncs *gl = context->gl_vtable;
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GstGLFilter *filter = GST_GL_FILTER (data);
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GstGLFilterClass *filter_class = GST_GL_FILTER_GET_CLASS (filter);
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filter_class->display_reset_cb (filter);
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if (filter->vao) {
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gl->DeleteVertexArrays (1, &filter->vao);
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filter->vao = 0;
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}
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if (filter->vertex_buffer) {
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gl->DeleteBuffers (1, &filter->vertex_buffer);
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filter->vertex_buffer = 0;
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}
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}
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static GstCaps *
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@ -1307,7 +1318,24 @@ gst_gl_filter_transform (GstBaseTransform * bt, GstBuffer * inbuf,
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return GST_FLOW_OK;
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}
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struct glcb2
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{
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GLCB func;
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gpointer data;
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guint texture;
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guint width;
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guint height;
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};
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/* convenience functions to simplify filter development */
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static void
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_glcb2 (gpointer data)
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{
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struct glcb2 *cb = data;
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cb->func (cb->width, cb->height, cb->texture, cb->data);
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}
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/**
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* gst_gl_filter_render_to_target:
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* @filter: a #GstGLFilter
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@ -1326,6 +1354,7 @@ gst_gl_filter_render_to_target (GstGLFilter * filter, gboolean resize,
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GLuint input, GLuint target, GLCB func, gpointer data)
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{
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guint in_width, in_height, out_width, out_height;
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struct glcb2 cb;
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out_width = GST_VIDEO_INFO_WIDTH (&filter->out_info);
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out_height = GST_VIDEO_INFO_HEIGHT (&filter->out_info);
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@ -1340,11 +1369,14 @@ gst_gl_filter_render_to_target (GstGLFilter * filter, gboolean resize,
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GST_LOG ("rendering to target. in %u, %ux%u out %u, %ux%u", input, in_width,
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in_height, target, out_width, out_height);
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gst_gl_context_use_fbo (filter->context,
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out_width, out_height,
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filter->fbo, filter->depthbuffer, target,
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func, in_width, in_height, input, 0,
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in_width, 0, in_height, GST_GL_DISPLAY_PROJECTION_ORTHO2D, data);
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cb.func = func;
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cb.data = data;
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cb.texture = input;
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cb.width = in_width;
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cb.height = in_height;
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gst_gl_context_use_fbo_v2 (filter->context, out_width, out_height,
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filter->fbo, filter->depthbuffer, target, _glcb2, &cb);
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}
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static void
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@ -1372,6 +1404,23 @@ _draw_with_shader_cb (gint width, gint height, guint texture, gpointer stuff)
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gst_gl_filter_draw_texture (filter, texture, width, height);
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}
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static void
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_get_attributes (GstGLFilter * filter)
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{
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if (!filter->default_shader)
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return;
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if (!filter->draw_attr_position_loc)
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filter->draw_attr_position_loc =
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gst_gl_shader_get_attribute_location (filter->default_shader,
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"a_position");
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if (!filter->draw_attr_texture_loc)
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filter->draw_attr_texture_loc =
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gst_gl_shader_get_attribute_location (filter->default_shader,
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"a_texcoord");
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}
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/**
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* gst_gl_filter_render_to_target_with_shader:
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* @filter: a #GstGLFilter
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@ -1393,10 +1442,53 @@ gst_gl_filter_render_to_target_with_shader (GstGLFilter * filter,
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gboolean resize, GLuint input, GLuint target, GstGLShader * shader)
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{
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filter->default_shader = shader;
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_get_attributes (filter);
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gst_gl_filter_render_to_target (filter, resize, input, target,
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_draw_with_shader_cb, filter);
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}
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/* *INDENT-OFF* */
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static const GLfloat vertices[] = {
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-1.0f, -1.0f, 0.0f, 0.0f, 0.0f,
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1.0f, -1.0f, 0.0f, 1.0f, 0.0f,
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1.0f, 1.0f, 0.0f, 1.0f, 1.0f,
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-1.0f, 1.0f, 0.0f, 0.0f, 1.0f
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};
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/* *INDENT-ON* */
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static void
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_bind_buffer (GstGLFilter * filter)
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{
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const GstGLFuncs *gl = filter->context->gl_vtable;
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gl->BindBuffer (GL_ARRAY_BUFFER, filter->vertex_buffer);
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/* Load the vertex position */
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gl->VertexAttribPointer (filter->draw_attr_position_loc, 3, GL_FLOAT,
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GL_FALSE, 5 * sizeof (GLfloat), (void *) 0);
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/* Load the texture coordinate */
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gl->VertexAttribPointer (filter->draw_attr_texture_loc, 2, GL_FLOAT, GL_FALSE,
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5 * sizeof (GLfloat), (void *) (3 * sizeof (GLfloat)));
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_get_attributes (filter);
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gl->EnableVertexAttribArray (filter->draw_attr_position_loc);
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gl->EnableVertexAttribArray (filter->draw_attr_texture_loc);
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}
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static void
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_unbind_buffer (GstGLFilter * filter)
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{
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const GstGLFuncs *gl = filter->context->gl_vtable;
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gl->BindBuffer (GL_ARRAY_BUFFER, 0);
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gl->DisableVertexAttribArray (filter->draw_attr_position_loc);
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gl->DisableVertexAttribArray (filter->draw_attr_texture_loc);
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}
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/**
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* gst_gl_filter_draw_texture:
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* @filter: a #GstGLFilter
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@ -1447,35 +1539,36 @@ gst_gl_filter_draw_texture (GstGLFilter * filter, GLuint texture,
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gl->DisableClientState (GL_TEXTURE_COORD_ARRAY);
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}
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#endif
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#if GST_GL_HAVE_GLES2
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if (gst_gl_context_get_gl_api (context) & GST_GL_API_GLES2) {
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const GLfloat vVertices[] = {
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-1.0f, -1.0f, 0.0f,
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0.0f, 0.0f,
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1.0, -1.0f, 0.0f,
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1.0f, 0.0f,
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1.0f, 1.0f, 0.0f, 1.0f, 1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 1.0f
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};
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if (gst_gl_context_get_gl_api (context) & (GST_GL_API_GLES2 |
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GST_GL_API_OPENGL3)) {
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GLushort indices[] = { 0, 1, 2, 0, 2, 3 };
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/* glClear (GL_COLOR_BUFFER_BIT); */
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if (!filter->vertex_buffer) {
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if (gl->GenVertexArrays) {
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gl->GenVertexArrays (1, &filter->vao);
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gl->BindVertexArray (filter->vao);
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}
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/* Load the vertex position */
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gl->VertexAttribPointer (filter->draw_attr_position_loc, 3, GL_FLOAT,
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GL_FALSE, 5 * sizeof (GLfloat), vVertices);
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gl->GenBuffers (1, &filter->vertex_buffer);
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gl->BindBuffer (GL_ARRAY_BUFFER, filter->vertex_buffer);
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gl->BufferData (GL_ARRAY_BUFFER, 4 * 5 * sizeof (GLfloat), vertices,
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GL_STATIC_DRAW);
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/* Load the texture coordinate */
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gl->VertexAttribPointer (filter->draw_attr_texture_loc, 2, GL_FLOAT,
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GL_FALSE, 5 * sizeof (GLfloat), &vVertices[3]);
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if (gl->GenVertexArrays) {
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_bind_buffer (filter);
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}
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}
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gl->EnableVertexAttribArray (filter->draw_attr_position_loc);
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gl->EnableVertexAttribArray (filter->draw_attr_texture_loc);
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if (gl->GenVertexArrays)
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gl->BindVertexArray (filter->vao);
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else
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_bind_buffer (filter);
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gl->DrawElements (GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, indices);
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gl->DisableVertexAttribArray (filter->draw_attr_position_loc);
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gl->DisableVertexAttribArray (filter->draw_attr_texture_loc);
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if (gl->GenVertexArrays)
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gl->BindVertexArray (0);
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else
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_unbind_buffer (filter);
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}
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#endif
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}
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@ -90,10 +90,10 @@ struct _GstGLFilter
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GstCaps *in_gl_caps;
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#if GST_GL_HAVE_GLES2
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GLint draw_attr_position_loc;
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GLint draw_attr_texture_loc;
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#endif
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GLuint vao;
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GLuint vertex_buffer;
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GLint draw_attr_position_loc;
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GLint draw_attr_texture_loc;
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};
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/**
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