gl/caopengllayersink: port to new GstGLShader API

fixes build error:
"undefined symbols for architecture:
gst_gl_shader_compile_with_default_vf_and_check"
This commit is contained in:
Matthew Waters 2015-10-15 23:47:11 +11:00
parent 924f2ca986
commit 9ad6872b5b

View file

@ -889,13 +889,22 @@ static void
gst_ca_opengl_layer_sink_thread_init_redisplay (GstCAOpenGLLayerSink * ca_sink)
{
const GstGLFuncs *gl = ca_sink->context->gl_vtable;
GError *error = NULL;
ca_sink->redisplay_shader = gst_gl_shader_new (ca_sink->context);
if (!gst_gl_shader_compile_with_default_vf_and_check
(ca_sink->redisplay_shader, &ca_sink->attr_position,
&ca_sink->attr_texture))
if (!(ca_sink->redisplay_shader = gst_gl_shader_new_default (ca_sink->context, &error))) {
GST_ERROR_OBJECT (ca_sink, "Failed to link shader: %s", error->message);
gst_ca_opengl_layer_sink_cleanup_glthread (ca_sink);
return;
}
ca_sink->attr_position =
gst_gl_shader_get_attribute_location (ca_sink->redisplay_shader,
"a_position");
ca_sink->attr_texture =
gst_gl_shader_get_attribute_location (ca_sink->redisplay_shader,
"a_texcoord");
if (gl->GenVertexArrays) {
gl->GenVertexArrays (1, &ca_sink->vao);