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[809/906] tests: port test_share to GLES2
Also add a deinit function to release fbo, tex and shader.
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135ea8e562
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1 changed files with 98 additions and 1 deletions
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@ -28,6 +28,29 @@
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#include <stdio.h>
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#if GST_GL_HAVE_GLES2
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/* *INDENT-OFF* */
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static const gchar *vertex_shader_str_gles2 =
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"attribute vec4 a_position; \n"
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"attribute vec2 a_texCoord; \n"
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"varying vec2 v_texCoord; \n"
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"void main() \n"
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"{ \n"
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" gl_Position = a_position; \n"
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" v_texCoord = a_texCoord; \n"
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"} \n";
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static const gchar *fragment_shader_str_gles2 =
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"precision mediump float; \n"
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"varying vec2 v_texCoord; \n"
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"uniform sampler2D s_texture; \n"
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"void main() \n"
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"{ \n"
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" gl_FragColor = texture2D( s_texture, v_texCoord );\n"
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"} \n";
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/* *INDENT-ON* */
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#endif
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static GstGLDisplay *display;
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void
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@ -44,6 +67,12 @@ teardown (void)
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static GLuint fbo_id, rbo, tex;
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static GstGLFramebuffer *fbo;
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#if GST_GL_HAVE_GLES2
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static GError *error;
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static GstGLShader *shader;
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static GLint shader_attr_position_loc;
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static GLint shader_attr_texture_loc;
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#endif
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void
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init (gpointer data)
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@ -54,8 +83,38 @@ init (gpointer data)
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gst_gl_framebuffer_generate (fbo, 320, 240, &fbo_id, &rbo);
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fail_if (fbo == NULL || fbo_id == 0, "failed to create framebuffer object");
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gst_gl_display_gen_texture (display, &tex, GST_VIDEO_FORMAT_RGBA, 320, 240);
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gst_gl_display_gen_texture_thread (display, &tex, GST_VIDEO_FORMAT_RGBA, 320,
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240);
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fail_if (tex == 0, "failed to create texture");
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#if GST_GL_HAVE_GLES2
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shader = gst_gl_shader_new (display);
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fail_if (shader == NULL, "failed to create shader object");
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gst_gl_shader_set_vertex_source (shader, vertex_shader_str_gles2);
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gst_gl_shader_set_fragment_source (shader, fragment_shader_str_gles2);
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error = NULL;
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gst_gl_shader_compile (shader, &error);
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fail_if (error != NULL, "Error compiling shader %s\n",
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error ? error->message : "Unknown Error");
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shader_attr_position_loc =
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gst_gl_shader_get_attribute_location (shader, "a_position");
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shader_attr_texture_loc =
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gst_gl_shader_get_attribute_location (shader, "a_texCoord");
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#endif
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}
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void
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deinit (gpointer data)
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{
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GstGLFuncs *gl = display->gl_vtable;
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gl->DeleteTextures (1, &tex);;
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gst_object_unref (fbo);
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#if GST_GL_HAVE_GLES2
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gst_object_unref (shader);
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#endif
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}
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void
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@ -88,6 +147,7 @@ draw_render (gpointer data)
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/* redraw the texture into the system provided framebuffer */
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#if GST_GL_HAVE_OPENGL
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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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@ -120,6 +180,41 @@ draw_render (gpointer data)
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gl->DisableClientState (GL_TEXTURE_COORD_ARRAY);
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gl->Disable (GL_TEXTURE_RECTANGLE_ARB);
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#endif
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#if GST_GL_HAVE_GLES2
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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->Clear (GL_COLOR_BUFFER_BIT);
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gst_gl_shader_use (shader);
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/* Load the vertex position */
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gl->VertexAttribPointer (shader_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 (shader_attr_texture_loc, 2,
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GL_FLOAT, GL_FALSE, 5 * sizeof (GLfloat), &vVertices[3]);
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gl->EnableVertexAttribArray (shader_attr_position_loc);
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gl->EnableVertexAttribArray (shader_attr_texture_loc);
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gl->ActiveTexture (GL_TEXTURE0);
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gl->BindTexture (GL_TEXTURE_2D, tex);
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gst_gl_shader_set_uniform_1i (shader, "s_texture", 0);
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gl->DrawElements (GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, indices);
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#endif
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context_class->swap_buffers (context);
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}
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@ -168,6 +263,8 @@ GST_START_TEST (test_share)
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i++;
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}
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gst_gl_window_send_message (other_window, GST_GL_WINDOW_CB (deinit), context);
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gst_object_unref (window);
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gst_object_unref (other_window);
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gst_object_unref (other_context);
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