[719/906] gl: Fix compilation with GLES2

This commit is contained in:
Sebastian Dröge 2013-06-28 11:00:07 +02:00 committed by Matthew Waters
parent 11b810fcf5
commit 98cca97840
3 changed files with 20 additions and 20 deletions

View file

@ -34,11 +34,11 @@
#define GST_GL_SHADER_GET_PRIVATE(o) \
(G_TYPE_INSTANCE_GET_PRIVATE((o), GST_GL_TYPE_SHADER, GstGLShaderPrivate))
#define USING_OPENGL(display) (gst_gl_display_get_gl_api_unlocked (display) & GST_GL_API_OPENGL)
#define USING_OPENGL3(display) (gst_gl_display_get_gl_api_unlocked (display) & GST_GL_API_OPENGL3)
#define USING_GLES(display) (gst_gl_display_get_gl_api_unlocked (display) & GST_GL_API_GLES)
#define USING_GLES2(display) (gst_gl_display_get_gl_api_unlocked (display) & GST_GL_API_GLES2)
#define USING_GLES3(display) (gst_gl_display_get_gl_api_unlocked (display) & GST_GL_API_GLES3)
#define USING_OPENGL(display) (gst_gl_display_get_gl_api (display) & GST_GL_API_OPENGL)
#define USING_OPENGL3(display) (gst_gl_display_get_gl_api (display) & GST_GL_API_OPENGL3)
#define USING_GLES(display) (gst_gl_display_get_gl_api (display) & GST_GL_API_GLES)
#define USING_GLES2(display) (gst_gl_display_get_gl_api (display) & GST_GL_API_GLES2)
#define USING_GLES3(display) (gst_gl_display_get_gl_api (display) & GST_GL_API_GLES3)
typedef struct _GstGLShaderVTable
{

View file

@ -310,7 +310,7 @@ gst_gl_effects_draw_texture (GstGLEffects * effects, GLuint tex, guint width,
}
#endif
#if GST_GL_HAVE_GLES2
if (gst_gl_display_get_gl_api_unlocked (display) & GST_GL_API_GLES2) {
if (gst_gl_display_get_gl_api (display) & GST_GL_API_GLES2) {
const GLfloat vVertices[] = {
-1.0f, -1.0f, 0.0f,
0.0f, 0.0f,

View file

@ -97,7 +97,7 @@ GST_DEBUG_CATEGORY (gst_debug_glimage_sink);
#define USING_GLES3(display) (display->gl_api & GST_GL_API_GLES3)
#if GST_GL_HAVE_GLES2
static void gst_glimage_sink_thread_init_redisplay (GstGLDisplay * display);
static void gst_glimage_sink_thread_init_redisplay (GstGLImageSink * gl_sink);
#endif
static void gst_glimage_sink_on_close (GstGLImageSink * gl_sink);
static void gst_glimage_sink_on_resize (GstGLImageSink * gl_sink, gint width,
@ -820,7 +820,7 @@ config_failed:
#if GST_GL_HAVE_GLES2
/* Called in the gl thread */
static void
gst_gl_display_thread_init_redisplay (GstGLImageSink * gl_sink)
gst_glimage_sink_thread_init_redisplay (GstGLImageSink * gl_sink)
{
GError *error = NULL;
gl_sink->redisplay_shader = gst_gl_shader_new (gl_sink->display);
@ -830,7 +830,7 @@ gst_gl_display_thread_init_redisplay (GstGLImageSink * gl_sink)
gst_gl_shader_set_fragment_source (gl_sink->redisplay_shader,
redisplay_fragment_shader_str_gles2);
gst_gl_shader_compile (display->gl_sink->redisplay_shader, &error);
gst_gl_shader_compile (gl_sink->redisplay_shader, &error);
if (error) {
gst_gl_display_set_error (gl_sink->display, "%s", error->message);
g_error_free (error);
@ -838,10 +838,10 @@ gst_gl_display_thread_init_redisplay (GstGLImageSink * gl_sink)
gst_gl_display_clear_shader (gl_sink->display);
} else {
gl_sink->redisplay_attr_position_loc =
gst_gl_shader_get_attribute_location (display->priv->redisplay_shader,
gst_gl_shader_get_attribute_location (gl_sink->redisplay_shader,
"a_position");
gl_sink->redisplay_attr_texture_loc =
gst_gl_shader_get_attribute_location (display->priv->redisplay_shader,
gst_gl_shader_get_attribute_location (gl_sink->redisplay_shader,
"a_texCoord");
}
}
@ -964,7 +964,7 @@ gst_glimage_sink_on_draw (GstGLImageSink * gl_sink)
}
#endif
#if GST_GL_HAVE_GLES2
if (USING_GLES2 (display)) {
if (USING_GLES2 (gl_sink->display)) {
const GLfloat vVertices[] = { 1.0f, 1.0f, 0.0f,
1.0f, 0.0f,
-1.0f, 1.0f, 0.0f,
@ -982,20 +982,19 @@ gst_glimage_sink_on_draw (GstGLImageSink * gl_sink)
gst_gl_shader_use (gl_sink->redisplay_shader);
/* Load the vertex position */
gl->VertexAttribPointer (display->priv->redisplay_attr_position_loc, 3,
gl->VertexAttribPointer (gl_sink->redisplay_attr_position_loc, 3,
GL_FLOAT, GL_FALSE, 5 * sizeof (GLfloat), vVertices);
/* Load the texture coordinate */
gl->VertexAttribPointer (display->priv->redisplay_attr_texture_loc, 2,
gl->VertexAttribPointer (gl_sink->redisplay_attr_texture_loc, 2,
GL_FLOAT, GL_FALSE, 5 * sizeof (GLfloat), &vVertices[3]);
gl->EnableVertexAttribArray (display->priv->redisplay_attr_position_loc);
gl->EnableVertexAttribArray (display->priv->redisplay_attr_texture_loc);
gl->EnableVertexAttribArray (gl_sink->redisplay_attr_position_loc);
gl->EnableVertexAttribArray (gl_sink->redisplay_attr_texture_loc);
gl->ActiveTexture (GL_TEXTURE0);
gl->BindTexture (GL_TEXTURE_2D, display->priv->redisplay_texture);
gst_gl_shader_set_uniform_1i (display->priv->redisplay_shader,
"s_texture", 0);
gl->BindTexture (GL_TEXTURE_2D, gl_sink->redisplay_texture);
gst_gl_shader_set_uniform_1i (gl_sink->redisplay_shader, "s_texture", 0);
gl->DrawElements (GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, indices);
}
@ -1027,7 +1026,8 @@ gst_glimage_sink_redisplay (GstGLImageSink * gl_sink, GLuint texture,
if (USING_GLES2 (gl_sink->display)) {
if (!gl_sink->redisplay_shader) {
gst_gl_window_send_message (window,
GST_GL_WINDOW_CB (gst_glimage_sink_thread_init_redisplay), display);
GST_GL_WINDOW_CB (gst_glimage_sink_thread_init_redisplay),
gl_sink->display);
}
}
#endif