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glviewconvert: fix transformation matrix usage
Calling glUniformMatrix before the shader is bound is invalid and would result in errors like: GL_INVALID_OPERATION in glUniformMatrix(program not linked) Move glUniformMatrix() to after the gst_gl_shader_use() call.
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1 changed files with 14 additions and 12 deletions
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@ -1875,18 +1875,6 @@ _do_view_convert_draw (GstGLContext * context, GstGLViewConvert * viewconvert)
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out_views = 1;
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}
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/* FIXME: the auxillary buffer could have a different transform matrix */
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{
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GstVideoAffineTransformationMeta *af_meta;
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gfloat matrix[16];
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af_meta =
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gst_buffer_get_video_affine_transformation_meta (priv->primary_in);
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gst_gl_get_affine_transformation_meta_as_ndc (af_meta, matrix);
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gst_gl_shader_set_uniform_matrix_4fv (viewconvert->shader,
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"u_transformation", 1, FALSE, matrix);
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}
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/* attach the texture to the FBO to renderer to */
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for (i = 0; i < out_views; i++) {
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guint gl_target =
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@ -1904,7 +1892,21 @@ _do_view_convert_draw (GstGLContext * context, GstGLViewConvert * viewconvert)
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gl->DrawBuffer (GL_COLOR_ATTACHMENT0);
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gl->GetIntegerv (GL_VIEWPORT, viewport_dim);
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gl->Viewport (0, 0, out_width, out_height);
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gst_gl_shader_use (viewconvert->shader);
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/* FIXME: the auxillary buffer could have a different transform matrix */
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{
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GstVideoAffineTransformationMeta *af_meta;
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gfloat matrix[16];
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af_meta =
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gst_buffer_get_video_affine_transformation_meta (priv->primary_in);
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gst_gl_get_affine_transformation_meta_as_ndc (af_meta, matrix);
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gst_gl_shader_set_uniform_matrix_4fv (viewconvert->shader,
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"u_transformation", 1, FALSE, matrix);
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}
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if (gl->BindVertexArray)
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gl->BindVertexArray (priv->vao);
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else
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