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https://gitlab.freedesktop.org/gstreamer/gstreamer.git
synced 2024-11-27 04:01:08 +00:00
glimagesink: use vbo's and vao's for gl3
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parent
dcd5fce8fb
commit
96e5304517
2 changed files with 68 additions and 105 deletions
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@ -111,9 +111,8 @@ GST_DEBUG_CATEGORY (gst_debug_glimage_sink);
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#define USING_GLES2(context) (gst_gl_context_check_gl_version (context, GST_GL_API_GLES2, 2, 0))
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#define USING_GLES3(context) (gst_gl_context_check_gl_version (context, GST_GL_API_GLES2, 3, 0))
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#if GST_GL_HAVE_GLES2
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static void gst_glimage_sink_thread_init_redisplay (GstGLImageSink * gl_sink);
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#endif
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static void gst_glimage_sink_cleanup_glthread (GstGLImageSink * gl_sink);
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static void gst_glimage_sink_on_close (GstGLImageSink * gl_sink);
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static void gst_glimage_sink_on_resize (GstGLImageSink * gl_sink,
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gint width, gint height);
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@ -595,21 +594,6 @@ gst_glimage_sink_query (GstBaseSink * bsink, GstQuery * query)
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return res;
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}
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static void
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gst_glimage_sink_cleanup_glthread (GstGLImageSink * gl_sink)
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{
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#if GST_GL_HAVE_GLES2
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if (gl_sink->redisplay_shader) {
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gst_object_unref (gl_sink->redisplay_shader);
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gl_sink->redisplay_shader = NULL;
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}
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#endif
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}
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/*
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* GstElement methods
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*/
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static gboolean
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gst_glimage_sink_stop (GstBaseSink * bsink)
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{
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@ -1162,19 +1146,63 @@ config_failed:
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}
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}
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#if GST_GL_HAVE_GLES2
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/* *INDENT-OFF* */
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static const GLfloat vertices[] = {
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1.0f, 1.0f, 0.0f, 1.0f, 0.0f,
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-1.0f, 1.0f, 0.0f, 0.0f, 0.0f,
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-1.0f, -1.0f, 0.0f, 0.0f, 1.0f,
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1.0f, -1.0f, 0.0f, 1.0f, 1.0f
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};
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/* *INDENT-ON* */
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/* Called in the gl thread */
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static void
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gst_glimage_sink_thread_init_redisplay (GstGLImageSink * gl_sink)
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{
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const GstGLFuncs *gl = gl_sink->context->gl_vtable;
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int attr_position, attr_texture;
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gl_sink->redisplay_shader = gst_gl_shader_new (gl_sink->context);
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if (!gst_gl_shader_compile_with_default_vf_and_check
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(gl_sink->redisplay_shader, &gl_sink->redisplay_attr_position_loc,
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&gl_sink->redisplay_attr_texture_loc))
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(gl_sink->redisplay_shader, &attr_position, &attr_texture))
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gst_glimage_sink_cleanup_glthread (gl_sink);
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gl->GenVertexArrays (1, &gl_sink->vao);
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gl->BindVertexArray (gl_sink->vao);
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gl->GenBuffers (1, &gl_sink->vertex_buffer);
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gl->BindBuffer (GL_ARRAY_BUFFER, gl_sink->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 vertex position */
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gl->VertexAttribPointer (attr_position, 3, GL_FLOAT, GL_FALSE,
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5 * sizeof (GLfloat), (void *) 0);
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/* Load the texture coordinate */
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gl->VertexAttribPointer (attr_texture, 2, GL_FLOAT, GL_FALSE,
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5 * sizeof (GLfloat), (void *) (3 * sizeof (GLfloat)));
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gl->EnableVertexAttribArray (attr_position);
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gl->EnableVertexAttribArray (attr_texture);
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gl->BindVertexArray (0);
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gl->BindBuffer (GL_ARRAY_BUFFER, 0);
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}
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static void
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gst_glimage_sink_cleanup_glthread (GstGLImageSink * gl_sink)
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{
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const GstGLFuncs *gl = gl_sink->context->gl_vtable;
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if (gl_sink->redisplay_shader) {
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gst_object_unref (gl_sink->redisplay_shader);
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gl_sink->redisplay_shader = NULL;
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}
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gl->DeleteVertexArrays (1, &gl_sink->vao);
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}
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#endif
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static void
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gst_glimage_sink_on_resize (GstGLImageSink * gl_sink, gint width, gint height)
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@ -1228,7 +1256,6 @@ gst_glimage_sink_on_resize (GstGLImageSink * gl_sink, gint width, gint height)
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}
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}
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static void
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gst_glimage_sink_on_draw (GstGLImageSink * gl_sink)
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{
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@ -1285,53 +1312,6 @@ gst_glimage_sink_on_draw (GstGLImageSink * gl_sink)
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GST_VIDEO_INFO_HEIGHT (&gl_sink->info), &do_redisplay);
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if (!do_redisplay) {
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#if GST_GL_HAVE_OPENGL
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if (USING_OPENGL (gl_sink->context)) {
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GLfloat verts[8] = { 1.0f, 1.0f,
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-1.0f, 1.0f,
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-1.0f, -1.0f,
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1.0f, -1.0f
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};
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GLfloat texcoords[8] = { 1.0f, 0.0f,
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0.0f, 0.0f,
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0.0f, 1.0f,
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1.0f, 1.0f
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};
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gl->ClearColor (0.0, 0.0, 0.0, 0.0);
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gl->Clear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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gl->MatrixMode (GL_PROJECTION);
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gl->LoadIdentity ();
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gl->Enable (GL_TEXTURE_2D);
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gl->BindTexture (GL_TEXTURE_2D, gl_sink->redisplay_texture);
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gl->EnableClientState (GL_VERTEX_ARRAY);
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gl->EnableClientState (GL_TEXTURE_COORD_ARRAY);
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gl->VertexPointer (2, GL_FLOAT, 0, &verts);
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gl->TexCoordPointer (2, GL_FLOAT, 0, &texcoords);
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gl->DrawArrays (GL_TRIANGLE_FAN, 0, 4);
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gl->DisableClientState (GL_VERTEX_ARRAY);
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gl->DisableClientState (GL_TEXTURE_COORD_ARRAY);
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gl->Disable (GL_TEXTURE_2D);
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}
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#endif
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#if GST_GL_HAVE_GLES2
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if (USING_GLES2 (gl_sink->context)) {
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const GLfloat vVertices[] = { 1.0f, 1.0f, 0.0f,
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1.0f, 0.0f,
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-1.0f, 1.0f, 0.0f,
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0.0f, 0.0f,
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-1.0f, -1.0f, 0.0f,
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0.0f, 1.0f,
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1.0f, -1.0f, 0.0f,
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1.0f, 1.0f
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};
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GLushort indices[] = { 0, 1, 2, 0, 2, 3 };
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gl->ClearColor (0.0, 0.0, 0.0, 0.0);
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@ -1339,24 +1319,15 @@ gst_glimage_sink_on_draw (GstGLImageSink * gl_sink)
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gst_gl_shader_use (gl_sink->redisplay_shader);
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/* Load the vertex position */
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gl->VertexAttribPointer (gl_sink->redisplay_attr_position_loc, 3,
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GL_FLOAT, GL_FALSE, 5 * sizeof (GLfloat), vVertices);
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/* Load the texture coordinate */
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gl->VertexAttribPointer (gl_sink->redisplay_attr_texture_loc, 2,
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GL_FLOAT, GL_FALSE, 5 * sizeof (GLfloat), &vVertices[3]);
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gl->EnableVertexAttribArray (gl_sink->redisplay_attr_position_loc);
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gl->EnableVertexAttribArray (gl_sink->redisplay_attr_texture_loc);
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gl->BindVertexArray (gl_sink->vao);
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gl->ActiveTexture (GL_TEXTURE0);
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gl->BindTexture (GL_TEXTURE_2D, gl_sink->redisplay_texture);
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gst_gl_shader_set_uniform_1i (gl_sink->redisplay_shader, "tex", 0);
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gl->DrawElements (GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, indices);
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}
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#endif
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gl->BindVertexArray (0);
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}
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/* end default opengl scene */
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window->is_drawing = FALSE;
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@ -1393,9 +1364,6 @@ gst_glimage_sink_redisplay (GstGLImageSink * gl_sink)
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return FALSE;
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if (gst_gl_window_is_running (window)) {
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#if GST_GL_HAVE_GLES2
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if (USING_GLES2 (gl_sink->context)) {
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if (G_UNLIKELY (!gl_sink->redisplay_shader)) {
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gst_gl_window_send_message (window,
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GST_GL_WINDOW_CB (gst_glimage_sink_thread_init_redisplay), gl_sink);
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@ -1406,8 +1374,6 @@ gst_glimage_sink_redisplay (GstGLImageSink * gl_sink)
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return FALSE;
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}
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}
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}
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#endif
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/* Drawing is asynchronous: gst_gl_window_draw is not blocking
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* It means that it does not wait for stuff to be executed in other threads
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@ -87,12 +87,9 @@ struct _GstGLImageSink
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guint window_width;
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guint window_height;
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#if GST_GL_HAVE_GLES2
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GstGLShader *redisplay_shader;
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GLint redisplay_attr_position_loc;
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GLint redisplay_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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};
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struct _GstGLImageSinkClass
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