glimagesink: use new helper function to avoid duplicating default shader text

This commit is contained in:
Julien Isorce 2014-04-30 15:30:53 +01:00
parent f4626ef619
commit a20f17e29c

View file

@ -147,30 +147,6 @@ static void gst_glimage_sink_set_window_handle (GstVideoOverlay * overlay,
guintptr id); guintptr id);
static void gst_glimage_sink_expose (GstVideoOverlay * overlay); static void gst_glimage_sink_expose (GstVideoOverlay * overlay);
#if GST_GL_HAVE_GLES2
/* *INDENT-OFF* */
static const gchar *redisplay_vertex_shader_str_gles2 =
"attribute vec4 a_position; \n"
"attribute vec2 a_texCoord; \n"
"varying vec2 v_texCoord; \n"
"void main() \n"
"{ \n"
" gl_Position = a_position; \n"
" v_texCoord = a_texCoord; \n"
"} \n";
static const gchar *redisplay_fragment_shader_str_gles2 =
"precision mediump float; \n"
"varying vec2 v_texCoord; \n"
"uniform sampler2D s_texture; \n"
"void main() \n"
"{ \n"
" gl_FragColor = texture2D( s_texture, v_texCoord );\n"
"} \n";
/* *INDENT-ON* */
#endif
static GstStaticPadTemplate gst_glimage_sink_template = static GstStaticPadTemplate gst_glimage_sink_template =
GST_STATIC_PAD_TEMPLATE ("sink", GST_STATIC_PAD_TEMPLATE ("sink",
GST_PAD_SINK, GST_PAD_SINK,
@ -984,29 +960,12 @@ config_failed:
static void static void
gst_glimage_sink_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->context); gl_sink->redisplay_shader = gst_gl_shader_new (gl_sink->context);
gst_gl_shader_set_vertex_source (gl_sink->redisplay_shader, if (!gst_gl_shader_compile_with_default_vf_and_check
redisplay_vertex_shader_str_gles2); (gl_sink->redisplay_shader, &gl_sink->redisplay_attr_position_loc,
gst_gl_shader_set_fragment_source (gl_sink->redisplay_shader, &gl_sink->redisplay_attr_texture_loc))
redisplay_fragment_shader_str_gles2);
gst_gl_shader_compile (gl_sink->redisplay_shader, &error);
if (error) {
gst_gl_context_set_error (gl_sink->context, "%s", error->message);
g_error_free (error);
error = NULL;
gst_gl_context_clear_shader (gl_sink->context);
gst_glimage_sink_cleanup_glthread (gl_sink); gst_glimage_sink_cleanup_glthread (gl_sink);
} else {
gl_sink->redisplay_attr_position_loc =
gst_gl_shader_get_attribute_location (gl_sink->redisplay_shader,
"a_position");
gl_sink->redisplay_attr_texture_loc =
gst_gl_shader_get_attribute_location (gl_sink->redisplay_shader,
"a_texCoord");
}
} }
#endif #endif
@ -1180,7 +1139,7 @@ gst_glimage_sink_on_draw (const GstGLImageSink * gl_sink)
gl->ActiveTexture (GL_TEXTURE0); gl->ActiveTexture (GL_TEXTURE0);
gl->BindTexture (GL_TEXTURE_2D, gl_sink->redisplay_texture); gl->BindTexture (GL_TEXTURE_2D, gl_sink->redisplay_texture);
gst_gl_shader_set_uniform_1i (gl_sink->redisplay_shader, "s_texture", 0); gst_gl_shader_set_uniform_1i (gl_sink->redisplay_shader, "tex", 0);
gl->DrawElements (GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, indices); gl->DrawElements (GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, indices);
} }