gl/tests: port glcontext test to opengl

Now uses vao's and vbo's when possible like the rest of the gstgl library.
This commit is contained in:
Matthew Waters 2015-10-15 22:42:26 +11:00
parent 7ddb05eab2
commit 924f2ca986

View file

@ -42,12 +42,22 @@ teardown (void)
gst_object_unref (display);
}
static GLuint fbo_id, rbo, tex;
static GLuint vbo, vbo_indices, vao, fbo_id, rbo, tex;
static GstGLFramebuffer *fbo;
static GstGLShader *shader;
static GLint shader_attr_position_loc;
static GLint shader_attr_texture_loc;
static const GLfloat vertices[] = {
/* x, y, z, s, t */
1.0f, 1.0f, 0.0f, 1.0f, 0.0f,
-1.0f, 1.0f, 0.0f, 0.0f, 0.0f,
-1.0f, -1.0f, 0.0f, 0.0f, 1.0f,
1.0f, -1.0f, 0.0f, 1.0f, 1.0f
};
static const GLushort indices[] = { 0, 1, 2, 0, 2, 3 };
static void
init (gpointer data)
{
@ -79,6 +89,8 @@ deinit (gpointer data)
GstGLContext *context = data;
GstGLFuncs *gl = context->gl_vtable;
gl->DeleteTextures (1, &tex);
if (vao)
gl->DeleteVertexArrays (1, &vao);
gst_object_unref (fbo);
gst_object_unref (shader);
}
@ -105,44 +117,113 @@ draw_tex (gpointer data)
(GLCB_V2) clear_tex, data);
}
static void
_bind_buffer (GstGLContext * context)
{
const GstGLFuncs *gl = context->gl_vtable;
gl->BindBuffer (GL_ELEMENT_ARRAY_BUFFER, vbo_indices);
gl->BindBuffer (GL_ARRAY_BUFFER, vbo);
/* Load the vertex position */
gl->VertexAttribPointer (shader_attr_position_loc, 3, GL_FLOAT, GL_FALSE,
5 * sizeof (GLfloat), (void *) 0);
/* Load the texture coordinate */
gl->VertexAttribPointer (shader_attr_texture_loc, 2, GL_FLOAT, GL_FALSE,
5 * sizeof (GLfloat), (void *) (3 * sizeof (GLfloat)));
gl->EnableVertexAttribArray (shader_attr_position_loc);
gl->EnableVertexAttribArray (shader_attr_texture_loc);
}
static void
_unbind_buffer (GstGLContext * context)
{
const GstGLFuncs *gl = context->gl_vtable;
gl->BindBuffer (GL_ELEMENT_ARRAY_BUFFER, 0);
gl->BindBuffer (GL_ARRAY_BUFFER, 0);
gl->DisableVertexAttribArray (shader_attr_position_loc);
gl->DisableVertexAttribArray (shader_attr_texture_loc);
}
static void
init_blit (gpointer data)
{
GstGLContext *context = data;
const GstGLFuncs *gl = context->gl_vtable;
if (!vbo) {
if (gl->GenVertexArrays) {
gl->GenVertexArrays (1, &vao);
gl->BindVertexArray (vao);
}
gl->GenBuffers (1, &vbo);
gl->BindBuffer (GL_ARRAY_BUFFER, vbo);
gl->BufferData (GL_ARRAY_BUFFER, 4 * 5 * sizeof (GLfloat), vertices,
GL_STATIC_DRAW);
gl->GenBuffers (1, &vbo_indices);
gl->BindBuffer (GL_ELEMENT_ARRAY_BUFFER, vbo_indices);
gl->BufferData (GL_ELEMENT_ARRAY_BUFFER, sizeof (indices), indices,
GL_STATIC_DRAW);
if (gl->GenVertexArrays) {
_bind_buffer (context);
gl->BindVertexArray (0);
}
gl->BindBuffer (GL_ARRAY_BUFFER, 0);
gl->BindBuffer (GL_ELEMENT_ARRAY_BUFFER, 0);
}
}
static void
deinit_blit (gpointer data)
{
GstGLContext *context = data;
const GstGLFuncs *gl = context->gl_vtable;
if (vbo)
gl->DeleteBuffers (1, &vbo);
vbo = 0;
if (vbo_indices)
gl->DeleteBuffers (1, &vbo_indices);
vbo_indices = 0;
if (vao)
gl->DeleteVertexArrays (1, &vao);
vao = 0;
}
static void
draw_render (gpointer data)
{
GstGLContext *context = data;
GstGLContextClass *context_class = GST_GL_CONTEXT_GET_CLASS (context);
const GstGLFuncs *gl = context->gl_vtable;
const GLfloat vVertices[] = { 1.0f, 1.0f, 0.0f,
1.0f, 0.0f,
-1.0f, 1.0f, 0.0f,
0.0f, 0.0f,
-1.0f, -1.0f, 0.0f,
0.0f, 1.0f,
1.0f, -1.0f, 0.0f,
1.0f, 1.0f
};
GLushort indices[] = { 0, 1, 2, 0, 2, 3 };
gl->Clear (GL_COLOR_BUFFER_BIT);
gst_gl_shader_use (shader);
/* Load the vertex position */
gl->VertexAttribPointer (shader_attr_position_loc, 3,
GL_FLOAT, GL_FALSE, 5 * sizeof (GLfloat), vVertices);
/* Load the texture coordinate */
gl->VertexAttribPointer (shader_attr_texture_loc, 2,
GL_FLOAT, GL_FALSE, 5 * sizeof (GLfloat), &vVertices[3]);
gl->EnableVertexAttribArray (shader_attr_position_loc);
gl->EnableVertexAttribArray (shader_attr_texture_loc);
gl->ActiveTexture (GL_TEXTURE0);
gl->BindTexture (GL_TEXTURE_2D, tex);
gst_gl_shader_set_uniform_1i (shader, "s_texture", 0);
gl->DrawElements (GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, indices);
if (gl->GenVertexArrays)
gl->BindVertexArray (vao);
else
_bind_buffer (context);
gl->DrawElements (GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, 0);
if (gl->GenVertexArrays)
gl->BindVertexArray (0);
else
_unbind_buffer (context);
context_class->swap_buffers (context);
}
@ -181,6 +262,7 @@ GST_START_TEST (test_share)
gst_gl_window_draw (window);
gst_gl_window_send_message (other_window, GST_GL_WINDOW_CB (init), context);
gst_gl_window_send_message (window, GST_GL_WINDOW_CB (init_blit), context);
while (i < 10) {
gst_gl_window_send_message (other_window, GST_GL_WINDOW_CB (draw_tex),
@ -191,6 +273,7 @@ GST_START_TEST (test_share)
}
gst_gl_window_send_message (other_window, GST_GL_WINDOW_CB (deinit), context);
gst_gl_window_send_message (window, GST_GL_WINDOW_CB (deinit_blit), context);
gst_object_unref (window);
gst_object_unref (other_window);
@ -284,6 +367,7 @@ GST_START_TEST (test_wrapped_context)
gst_gl_window_draw (window);
gst_gl_window_send_message (other_window, GST_GL_WINDOW_CB (init), context);
gst_gl_window_send_message (window, GST_GL_WINDOW_CB (init_blit), context);
while (i < 10) {
gst_gl_window_send_message (other_window, GST_GL_WINDOW_CB (draw_tex),
@ -297,6 +381,7 @@ GST_START_TEST (test_wrapped_context)
wrapped_context);
gst_gl_window_send_message (other_window, GST_GL_WINDOW_CB (deinit), context);
gst_gl_window_send_message (window, GST_GL_WINDOW_CB (deinit_blit), context);
gst_object_unref (other_context);
gst_object_unref (other_window);