[659/906] blur: port for non-glew

This commit is contained in:
Matthew Waters 2013-01-31 23:34:42 +11:00
parent 7fdc174bbb
commit bd80d4e9cc

View file

@ -67,18 +67,21 @@ static void
gst_gl_filterblur_init_resources (GstGLFilter * filter)
{
GstGLFilterBlur *filterblur = GST_GL_FILTERBLUR (filter);
GstGLFuncs *gl = filter->display->gl_vtable;
glGenTextures (1, &filterblur->midtexture);
glBindTexture (GL_TEXTURE_RECTANGLE_ARB, filterblur->midtexture);
glTexImage2D (GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA8,
gl->GenTextures (1, &filterblur->midtexture);
gl->BindTexture (GL_TEXTURE_RECTANGLE_ARB, filterblur->midtexture);
gl->TexImage2D (GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA8,
GST_VIDEO_INFO_WIDTH (&filter->out_info),
GST_VIDEO_INFO_HEIGHT (&filter->out_info),
0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_S,
gl->TexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER,
GL_LINEAR);
gl->TexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER,
GL_LINEAR);
gl->TexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_S,
GL_CLAMP_TO_EDGE);
glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_T,
gl->TexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_T,
GL_CLAMP_TO_EDGE);
}
@ -86,8 +89,9 @@ static void
gst_gl_filterblur_reset_resources (GstGLFilter * filter)
{
GstGLFilterBlur *filterblur = GST_GL_FILTERBLUR (filter);
GstGLFuncs *gl = filter->display->gl_vtable;
glDeleteTextures (1, &filterblur->midtexture);
gl->DeleteTextures (1, &filterblur->midtexture);
}
static void
@ -205,16 +209,17 @@ gst_gl_filterblur_hcallback (gint width, gint height, guint texture,
{
GstGLFilter *filter = GST_GL_FILTER (stuff);
GstGLFilterBlur *filterblur = GST_GL_FILTERBLUR (filter);
GstGLFuncs *gl = filter->display->gl_vtable;
glMatrixMode (GL_PROJECTION);
glLoadIdentity ();
gl->MatrixMode (GL_PROJECTION);
gl->LoadIdentity ();
gst_gl_shader_use (filterblur->shader0);
glActiveTexture (GL_TEXTURE1);
glEnable (GL_TEXTURE_RECTANGLE_ARB);
glBindTexture (GL_TEXTURE_RECTANGLE_ARB, texture);
glDisable (GL_TEXTURE_RECTANGLE_ARB);
gl->ActiveTexture (GL_TEXTURE1);
gl->Enable (GL_TEXTURE_RECTANGLE_ARB);
gl->BindTexture (GL_TEXTURE_RECTANGLE_ARB, texture);
gl->Disable (GL_TEXTURE_RECTANGLE_ARB);
gst_gl_shader_set_uniform_1i (filterblur->shader0, "tex", 1);
gst_gl_shader_set_uniform_1fv (filterblur->shader0, "kernel", 7,
@ -230,16 +235,17 @@ gst_gl_filterblur_vcallback (gint width, gint height, guint texture,
{
GstGLFilter *filter = GST_GL_FILTER (stuff);
GstGLFilterBlur *filterblur = GST_GL_FILTERBLUR (filter);
GstGLFuncs *gl = filter->display->gl_vtable;
glMatrixMode (GL_PROJECTION);
glLoadIdentity ();
gl->MatrixMode (GL_PROJECTION);
gl->LoadIdentity ();
gst_gl_shader_use (filterblur->shader1);
glActiveTexture (GL_TEXTURE1);
glEnable (GL_TEXTURE_RECTANGLE_ARB);
glBindTexture (GL_TEXTURE_RECTANGLE_ARB, texture);
glDisable (GL_TEXTURE_RECTANGLE_ARB);
gl->ActiveTexture (GL_TEXTURE1);
gl->Enable (GL_TEXTURE_RECTANGLE_ARB);
gl->BindTexture (GL_TEXTURE_RECTANGLE_ARB, texture);
gl->Disable (GL_TEXTURE_RECTANGLE_ARB);
gst_gl_shader_set_uniform_1i (filterblur->shader1, "tex", 1);
gst_gl_shader_set_uniform_1fv (filterblur->shader1, "kernel", 7,