[809/906] tests: port test_share to GLES2

Also add a deinit function to release fbo, tex and shader.
This commit is contained in:
Julien Isorce 2013-09-26 14:43:19 +01:00 committed by Matthew Waters
parent 135ea8e562
commit ad3f202b34

View file

@ -28,6 +28,29 @@
#include <stdio.h>
#if GST_GL_HAVE_GLES2
/* *INDENT-OFF* */
static const gchar *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 *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 GstGLDisplay *display;
void
@ -44,6 +67,12 @@ teardown (void)
static GLuint fbo_id, rbo, tex;
static GstGLFramebuffer *fbo;
#if GST_GL_HAVE_GLES2
static GError *error;
static GstGLShader *shader;
static GLint shader_attr_position_loc;
static GLint shader_attr_texture_loc;
#endif
void
init (gpointer data)
@ -54,8 +83,38 @@ init (gpointer data)
gst_gl_framebuffer_generate (fbo, 320, 240, &fbo_id, &rbo);
fail_if (fbo == NULL || fbo_id == 0, "failed to create framebuffer object");
gst_gl_display_gen_texture (display, &tex, GST_VIDEO_FORMAT_RGBA, 320, 240);
gst_gl_display_gen_texture_thread (display, &tex, GST_VIDEO_FORMAT_RGBA, 320,
240);
fail_if (tex == 0, "failed to create texture");
#if GST_GL_HAVE_GLES2
shader = gst_gl_shader_new (display);
fail_if (shader == NULL, "failed to create shader object");
gst_gl_shader_set_vertex_source (shader, vertex_shader_str_gles2);
gst_gl_shader_set_fragment_source (shader, fragment_shader_str_gles2);
error = NULL;
gst_gl_shader_compile (shader, &error);
fail_if (error != NULL, "Error compiling shader %s\n",
error ? error->message : "Unknown Error");
shader_attr_position_loc =
gst_gl_shader_get_attribute_location (shader, "a_position");
shader_attr_texture_loc =
gst_gl_shader_get_attribute_location (shader, "a_texCoord");
#endif
}
void
deinit (gpointer data)
{
GstGLFuncs *gl = display->gl_vtable;
gl->DeleteTextures (1, &tex);;
gst_object_unref (fbo);
#if GST_GL_HAVE_GLES2
gst_object_unref (shader);
#endif
}
void
@ -88,6 +147,7 @@ draw_render (gpointer data)
/* redraw the texture into the system provided framebuffer */
#if GST_GL_HAVE_OPENGL
GLfloat verts[8] = { 1.0f, 1.0f,
-1.0f, 1.0f,
-1.0f, -1.0f,
@ -120,6 +180,41 @@ draw_render (gpointer data)
gl->DisableClientState (GL_TEXTURE_COORD_ARRAY);
gl->Disable (GL_TEXTURE_RECTANGLE_ARB);
#endif
#if GST_GL_HAVE_GLES2
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);
#endif
context_class->swap_buffers (context);
}
@ -168,6 +263,8 @@ GST_START_TEST (test_share)
i++;
}
gst_gl_window_send_message (other_window, GST_GL_WINDOW_CB (deinit), context);
gst_object_unref (window);
gst_object_unref (other_window);
gst_object_unref (other_context);