mirror of
https://gitlab.freedesktop.org/gstreamer/gstreamer.git
synced 2024-11-10 03:19:40 +00:00
[327/906] fix init FBO's texture attachment on ES 2.0
This commit is contained in:
parent
bb0781a389
commit
bf0b1fa1ab
1 changed files with 243 additions and 247 deletions
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@ -236,11 +236,9 @@ gst_gl_display_init (GstGLDisplay * display, GstGLDisplayClass * klass)
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"uniform sampler2DRect Ytex, UVtex;\n"
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#else
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"precision mediump float;\n"
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"varying vec2 v_texCoord;\n"
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"uniform sampler2D Ytex, UVtex;\n"
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"varying vec2 v_texCoord;\n" "uniform sampler2D Ytex, UVtex;\n"
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#endif
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"void main(void) {\n"
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" float fx, fy, y, u, v, r, g, b;\n"
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"void main(void) {\n" " float fx, fy, y, u, v, r, g, b;\n"
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#ifndef OPENGL_ES2
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" fx = gl_TexCoord[0].x;\n"
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" fy = gl_TexCoord[0].y;\n"
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@ -259,9 +257,7 @@ gst_gl_display_init (GstGLDisplay * display, GstGLDisplayClass * klass)
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" v=v-0.5;\n"
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" r = y+1.5958*v;\n"
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" g = y-0.39173*u-0.81290*v;\n"
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" b = y+2.017*u;\n"
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" gl_FragColor = vec4(r, g, b, 1.0);\n"
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"}\n";
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" b = y+2.017*u;\n" " gl_FragColor = vec4(r, g, b, 1.0);\n" "}\n";
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//ATI: "*0.5", ""
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//normal: "", "*0.5"
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@ -271,11 +267,9 @@ gst_gl_display_init (GstGLDisplay * display, GstGLDisplayClass * klass)
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"uniform sampler2DRect Ytex,Utex,Vtex;\n"
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#else
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"precision mediump float;\n"
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"varying vec2 v_texCoord;\n"
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"uniform sampler2D Ytex,Utex,Vtex;\n"
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"varying vec2 v_texCoord;\n" "uniform sampler2D Ytex,Utex,Vtex;\n"
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#endif
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"void main(void) {\n"
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" float r,g,b,y,u,v;\n"
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"void main(void) {\n" " float r,g,b,y,u,v;\n"
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#ifndef OPENGL_ES2
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" vec2 nxy = gl_TexCoord[0].xy;\n"
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" y=texture2DRect(Ytex,nxy%s).r;\n"
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@ -284,17 +278,14 @@ gst_gl_display_init (GstGLDisplay * display, GstGLDisplayClass * klass)
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#else
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" vec2 nxy = v_texCoord.xy;\n"
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" y=texture2D(Ytex,nxy).r;\n"
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" u=texture2D(Utex,nxy).r;\n"
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" v=texture2D(Vtex,nxy).r;\n"
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" u=texture2D(Utex,nxy).r;\n" " v=texture2D(Vtex,nxy).r;\n"
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#endif
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" y=1.1643*(y-0.0625);\n"
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" u=u-0.5;\n"
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" v=v-0.5;\n"
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" r=y+1.5958*v;\n"
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" g=y-0.39173*u-0.81290*v;\n"
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" b=y+2.017*u;\n"
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" gl_FragColor=vec4(r,g,b,1.0);\n"
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"}\n";
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" b=y+2.017*u;\n" " gl_FragColor=vec4(r,g,b,1.0);\n" "}\n";
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display->text_shader_upload_AYUV =
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#ifndef OPENGL_ES2
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@ -302,30 +293,24 @@ gst_gl_display_init (GstGLDisplay * display, GstGLDisplayClass * klass)
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"uniform sampler2DRect tex;\n"
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#else
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"precision mediump float;\n"
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"varying vec2 v_texCoord;\n"
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"uniform sampler2D tex;\n"
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"varying vec2 v_texCoord;\n" "uniform sampler2D tex;\n"
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#endif
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"void main(void) {\n"
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" float r,g,b,y,u,v;\n"
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"void main(void) {\n" " float r,g,b,y,u,v;\n"
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#ifndef OPENGL_ES2
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" vec2 nxy=gl_TexCoord[0].xy;\n"
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" y=texture2DRect(tex,nxy).r;\n"
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" u=texture2DRect(tex,nxy).g;\n"
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" v=texture2DRect(tex,nxy).b;\n"
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" u=texture2DRect(tex,nxy).g;\n" " v=texture2DRect(tex,nxy).b;\n"
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#else
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" vec2 nxy = v_texCoord.xy;\n"
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" y=texture2D(tex,nxy).g;\n"
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" u=texture2D(tex,nxy).b;\n"
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" v=texture2D(tex,nxy).a;\n"
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" u=texture2D(tex,nxy).b;\n" " v=texture2D(tex,nxy).a;\n"
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#endif
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" y=1.1643*(y-0.0625);\n"
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" u=u-0.5;\n"
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" v=v-0.5;\n"
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" r=y+1.5958*v;\n"
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" g=y-0.39173*u-0.81290*v;\n"
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" b=y+2.017*u;\n"
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" gl_FragColor=vec4(r,g,b,1.0);\n"
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"}\n";
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" b=y+2.017*u;\n" " gl_FragColor=vec4(r,g,b,1.0);\n" "}\n";
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//YUY2:y2,u,y1,v
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//UYVY:v,y1,u,y2
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@ -335,11 +320,9 @@ gst_gl_display_init (GstGLDisplay * display, GstGLDisplayClass * klass)
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"uniform sampler2DRect tex;\n"
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#else
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"precision mediump float;\n"
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"varying vec2 v_texCoord;\n"
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"uniform sampler2D tex;\n"
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"varying vec2 v_texCoord;\n" "uniform sampler2D tex;\n"
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#endif
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"void main(void) {\n"
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" float fx,fy,r,g,b,r2,g2,b2,y1,y2,u,v;\n"
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"void main(void) {\n" " float fx,fy,r,g,b,r2,g2,b2,y1,y2,u,v;\n"
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#ifndef OPENGL_ES2
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" fx = gl_TexCoord[0].x;\n"
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" fy = gl_TexCoord[0].y;\n"
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@ -365,10 +348,7 @@ gst_gl_display_init (GstGLDisplay * display, GstGLDisplayClass * klass)
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" v=0.439271*r - 0.367833*g - 0.071438*b ;\n"
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" y1=0.858885*y1 + 0.0625;\n"
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" y2=0.858885*y2 + 0.0625;\n"
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" u=u + 0.5;\n"
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" v=v + 0.5;\n"
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" gl_FragColor=vec4(%s);\n"
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"}\n";
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" u=u + 0.5;\n" " v=v + 0.5;\n" " gl_FragColor=vec4(%s);\n" "}\n";
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//no OpenGL ES 2.0 support because for now it's not possible
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//to attach multiple textures to a frame buffer object
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@ -394,8 +374,7 @@ gst_gl_display_init (GstGLDisplay * display, GstGLDisplayClass * klass)
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" v=v + 0.5;\n"
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" gl_FragData[0] = vec4(y, 0.0, 0.0, 1.0);\n"
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" gl_FragData[1] = vec4(u, 0.0, 0.0, 1.0);\n"
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" gl_FragData[2] = vec4(v, 0.0, 0.0, 1.0);\n"
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"}\n";
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" gl_FragData[2] = vec4(v, 0.0, 0.0, 1.0);\n" "}\n";
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display->text_shader_download_AYUV =
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#ifndef OPENGL_ES2
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@ -403,28 +382,22 @@ gst_gl_display_init (GstGLDisplay * display, GstGLDisplayClass * klass)
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"uniform sampler2DRect tex;\n"
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#else
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"precision mediump float;\n"
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"varying vec2 v_texCoord;\n"
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"uniform sampler2D tex;\n"
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"varying vec2 v_texCoord;\n" "uniform sampler2D tex;\n"
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#endif
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"void main(void) {\n"
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" float r,g,b,y,u,v;\n"
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"void main(void) {\n" " float r,g,b,y,u,v;\n"
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#ifndef OPENGL_ES2
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" vec2 nxy=gl_TexCoord[0].xy;\n"
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" r=texture2DRect(tex,nxy).r;\n"
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" g=texture2DRect(tex,nxy).g;\n"
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" b=texture2DRect(tex,nxy).b;\n"
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" g=texture2DRect(tex,nxy).g;\n" " b=texture2DRect(tex,nxy).b;\n"
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#else
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" vec2 nxy=v_texCoord.xy;\n"
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" r=texture2D(tex,nxy).r;\n"
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" g=texture2D(tex,nxy).g;\n"
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" b=texture2D(tex,nxy).b;\n"
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" g=texture2D(tex,nxy).g;\n" " b=texture2D(tex,nxy).b;\n"
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#endif
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" y=0.299011*r + 0.586987*g + 0.114001*b;\n"
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" u=-0.148246*r -0.29102*g + 0.439266*b;\n"
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" v=0.439271*r - 0.367833*g - 0.071438*b ;\n"
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" y=0.858885*y + 0.0625;\n"
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" u=u + 0.5;\n"
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" v=v + 0.5;\n"
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" y=0.858885*y + 0.0625;\n" " u=u + 0.5;\n" " v=v + 0.5;\n"
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#ifndef OPENGL_ES2
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" gl_FragColor=vec4(y,u,v,1.0);\n"
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#else
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@ -434,52 +407,49 @@ gst_gl_display_init (GstGLDisplay * display, GstGLDisplayClass * klass)
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#ifdef OPENGL_ES2
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display->redisplay_vertex_shader_str =
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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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"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" "} \n";
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display->redisplay_fragment_shader_str =
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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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"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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display->text_vertex_shader_upload =
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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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"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" "} \n";
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display->text_vertex_shader_download =
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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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"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" "} \n";
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display->text_fragment_shader_download_RGB =
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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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"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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#endif
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}
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@ -742,7 +712,6 @@ gst_gl_display_thread_destroy_context (GstGLDisplay * display)
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glDeleteTextures (1, &display->upload_intex_v);
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display->upload_intex_v = 0;
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}
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#ifdef OPENGL_ES2
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if (display->redisplay_shader) {
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g_object_unref (G_OBJECT (display->redisplay_shader));
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@ -793,10 +762,10 @@ gst_gl_display_thread_init_redisplay (GstGLDisplay * display)
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GError *error = NULL;
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display->redisplay_shader = gst_gl_shader_new ();
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gst_gl_shader_set_vertex_source(display->redisplay_shader,
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display->redisplay_vertex_shader_str);
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gst_gl_shader_set_fragment_source(display->redisplay_shader,
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display->redisplay_fragment_shader_str);
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gst_gl_shader_set_vertex_source (display->redisplay_shader,
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display->redisplay_vertex_shader_str);
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gst_gl_shader_set_fragment_source (display->redisplay_shader,
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display->redisplay_fragment_shader_str);
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gst_gl_shader_compile (display->redisplay_shader, &error);
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if (error) {
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@ -807,11 +776,11 @@ gst_gl_display_thread_init_redisplay (GstGLDisplay * display)
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display->isAlive = FALSE;
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} else {
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display->redisplay_attr_position_loc =
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gst_gl_shader_get_attribute_location (display->redisplay_shader,
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"a_position");
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gst_gl_shader_get_attribute_location (display->redisplay_shader,
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"a_position");
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display->redisplay_attr_texture_loc =
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gst_gl_shader_get_attribute_location (display->redisplay_shader,
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"a_texCoord");
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gst_gl_shader_get_attribute_location (display->redisplay_shader,
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"a_texCoord");
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}
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}
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#endif
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@ -878,10 +847,10 @@ gst_gl_display_thread_init_upload (GstGLDisplay * display)
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display->shader_upload_YUY2 = NULL;
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}
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#else
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gst_gl_shader_set_vertex_source(display->shader_upload_YUY2,
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display->text_vertex_shader_upload);
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gst_gl_shader_set_fragment_source(display->shader_upload_YUY2,
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text_shader_upload_YUY2);
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gst_gl_shader_set_vertex_source (display->shader_upload_YUY2,
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display->text_vertex_shader_upload);
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gst_gl_shader_set_fragment_source (display->shader_upload_YUY2,
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text_shader_upload_YUY2);
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gst_gl_shader_compile (display->shader_upload_YUY2, &error);
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if (error) {
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@ -894,11 +863,11 @@ gst_gl_display_thread_init_upload (GstGLDisplay * display)
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display->shader_upload_YUY2 = NULL;
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} else {
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display->shader_upload_attr_position_loc =
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gst_gl_shader_get_attribute_location (display->shader_upload_YUY2,
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"a_position");
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gst_gl_shader_get_attribute_location
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(display->shader_upload_YUY2, "a_position");
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display->shader_upload_attr_texture_loc =
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gst_gl_shader_get_attribute_location (display->shader_upload_YUY2,
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"a_texCoord");
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gst_gl_shader_get_attribute_location
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(display->shader_upload_YUY2, "a_texCoord");
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}
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#endif
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}
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@ -923,10 +892,10 @@ gst_gl_display_thread_init_upload (GstGLDisplay * display)
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display->shader_upload_UYVY = NULL;
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}
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#else
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gst_gl_shader_set_vertex_source(display->shader_upload_UYVY,
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display->text_vertex_shader_upload);
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gst_gl_shader_set_fragment_source(display->shader_upload_UYVY,
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text_shader_upload_UYVY);
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gst_gl_shader_set_vertex_source (display->shader_upload_UYVY,
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display->text_vertex_shader_upload);
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gst_gl_shader_set_fragment_source (display->shader_upload_UYVY,
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text_shader_upload_UYVY);
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gst_gl_shader_compile (display->shader_upload_UYVY, &error);
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if (error) {
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@ -939,11 +908,11 @@ gst_gl_display_thread_init_upload (GstGLDisplay * display)
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display->shader_upload_UYVY = NULL;
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} else {
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display->shader_upload_attr_position_loc =
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gst_gl_shader_get_attribute_location (display->shader_upload_UYVY,
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"a_position");
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gst_gl_shader_get_attribute_location
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(display->shader_upload_UYVY, "a_position");
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display->shader_upload_attr_texture_loc =
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gst_gl_shader_get_attribute_location (display->shader_upload_UYVY,
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"a_texCoord");
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gst_gl_shader_get_attribute_location
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(display->shader_upload_UYVY, "a_texCoord");
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}
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#endif
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||||
}
|
||||
|
@ -973,10 +942,10 @@ gst_gl_display_thread_init_upload (GstGLDisplay * display)
|
|||
display->shader_upload_I420_YV12 = NULL;
|
||||
}
|
||||
#else
|
||||
gst_gl_shader_set_vertex_source(display->shader_upload_I420_YV12,
|
||||
display->text_vertex_shader_upload);
|
||||
gst_gl_shader_set_fragment_source(display->shader_upload_I420_YV12,
|
||||
display->text_shader_upload_I420_YV12);
|
||||
gst_gl_shader_set_vertex_source (display->shader_upload_I420_YV12,
|
||||
display->text_vertex_shader_upload);
|
||||
gst_gl_shader_set_fragment_source (display->shader_upload_I420_YV12,
|
||||
display->text_shader_upload_I420_YV12);
|
||||
|
||||
gst_gl_shader_compile (display->shader_upload_I420_YV12, &error);
|
||||
if (error) {
|
||||
|
@ -989,11 +958,11 @@ gst_gl_display_thread_init_upload (GstGLDisplay * display)
|
|||
display->shader_upload_I420_YV12 = NULL;
|
||||
} else {
|
||||
display->shader_upload_attr_position_loc =
|
||||
gst_gl_shader_get_attribute_location (display->shader_upload_I420_YV12,
|
||||
"a_position");
|
||||
gst_gl_shader_get_attribute_location
|
||||
(display->shader_upload_I420_YV12, "a_position");
|
||||
display->shader_upload_attr_texture_loc =
|
||||
gst_gl_shader_get_attribute_location (display->shader_upload_I420_YV12,
|
||||
"a_texCoord");
|
||||
gst_gl_shader_get_attribute_location
|
||||
(display->shader_upload_I420_YV12, "a_texCoord");
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
@ -1011,10 +980,10 @@ gst_gl_display_thread_init_upload (GstGLDisplay * display)
|
|||
display->shader_upload_AYUV = NULL;
|
||||
}
|
||||
#else
|
||||
gst_gl_shader_set_vertex_source(display->shader_upload_AYUV,
|
||||
display->text_vertex_shader_upload);
|
||||
gst_gl_shader_set_fragment_source(display->shader_upload_AYUV,
|
||||
display->text_shader_upload_AYUV);
|
||||
gst_gl_shader_set_vertex_source (display->shader_upload_AYUV,
|
||||
display->text_vertex_shader_upload);
|
||||
gst_gl_shader_set_fragment_source (display->shader_upload_AYUV,
|
||||
display->text_shader_upload_AYUV);
|
||||
|
||||
gst_gl_shader_compile (display->shader_upload_AYUV, &error);
|
||||
if (error) {
|
||||
|
@ -1027,11 +996,11 @@ gst_gl_display_thread_init_upload (GstGLDisplay * display)
|
|||
display->shader_upload_AYUV = NULL;
|
||||
} else {
|
||||
display->shader_upload_attr_position_loc =
|
||||
gst_gl_shader_get_attribute_location (display->shader_upload_AYUV,
|
||||
"a_position");
|
||||
gst_gl_shader_get_attribute_location
|
||||
(display->shader_upload_AYUV, "a_position");
|
||||
display->shader_upload_attr_texture_loc =
|
||||
gst_gl_shader_get_attribute_location (display->shader_upload_AYUV,
|
||||
"a_texCoord");
|
||||
gst_gl_shader_get_attribute_location
|
||||
(display->shader_upload_AYUV, "a_texCoord");
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
@ -1320,10 +1289,10 @@ gst_gl_display_thread_init_download (GstGLDisplay * display)
|
|||
GError *error = NULL;
|
||||
display->shader_download_RGB = gst_gl_shader_new ();
|
||||
|
||||
gst_gl_shader_set_vertex_source(display->shader_download_RGB,
|
||||
display->text_vertex_shader_download);
|
||||
gst_gl_shader_set_fragment_source(display->shader_download_RGB,
|
||||
display->text_fragment_shader_download_RGB);
|
||||
gst_gl_shader_set_vertex_source (display->shader_download_RGB,
|
||||
display->text_vertex_shader_download);
|
||||
gst_gl_shader_set_fragment_source (display->shader_download_RGB,
|
||||
display->text_fragment_shader_download_RGB);
|
||||
|
||||
gst_gl_shader_compile (display->shader_download_RGB, &error);
|
||||
if (error) {
|
||||
|
@ -1336,11 +1305,11 @@ gst_gl_display_thread_init_download (GstGLDisplay * display)
|
|||
display->shader_download_RGB = NULL;
|
||||
} else {
|
||||
display->shader_download_attr_position_loc =
|
||||
gst_gl_shader_get_attribute_location (display->shader_download_RGB,
|
||||
"a_position");
|
||||
gst_gl_shader_get_attribute_location (display->shader_download_RGB,
|
||||
"a_position");
|
||||
display->shader_download_attr_texture_loc =
|
||||
gst_gl_shader_get_attribute_location (display->shader_download_RGB,
|
||||
"a_texCoord");
|
||||
gst_gl_shader_get_attribute_location (display->shader_download_RGB,
|
||||
"a_texCoord");
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
@ -1376,10 +1345,10 @@ gst_gl_display_thread_init_download (GstGLDisplay * display)
|
|||
display->shader_download_YUY2 = NULL;
|
||||
}
|
||||
#else
|
||||
gst_gl_shader_set_vertex_source(display->shader_download_YUY2,
|
||||
display->text_vertex_shader_download);
|
||||
gst_gl_shader_set_fragment_source(display->shader_download_YUY2,
|
||||
text_shader_download_YUY2);
|
||||
gst_gl_shader_set_vertex_source (display->shader_download_YUY2,
|
||||
display->text_vertex_shader_download);
|
||||
gst_gl_shader_set_fragment_source (display->shader_download_YUY2,
|
||||
text_shader_download_YUY2);
|
||||
|
||||
gst_gl_shader_compile (display->shader_download_YUY2, &error);
|
||||
if (error) {
|
||||
|
@ -1392,11 +1361,11 @@ gst_gl_display_thread_init_download (GstGLDisplay * display)
|
|||
display->shader_download_YUY2 = NULL;
|
||||
} else {
|
||||
display->shader_download_attr_position_loc =
|
||||
gst_gl_shader_get_attribute_location (display->shader_download_YUY2,
|
||||
"a_position");
|
||||
gst_gl_shader_get_attribute_location
|
||||
(display->shader_download_YUY2, "a_position");
|
||||
display->shader_download_attr_texture_loc =
|
||||
gst_gl_shader_get_attribute_location (display->shader_download_YUY2,
|
||||
"a_texCoord");
|
||||
gst_gl_shader_get_attribute_location
|
||||
(display->shader_download_YUY2, "a_texCoord");
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
@ -1417,10 +1386,10 @@ gst_gl_display_thread_init_download (GstGLDisplay * display)
|
|||
display->shader_download_UYVY = NULL;
|
||||
}
|
||||
#else
|
||||
gst_gl_shader_set_vertex_source(display->shader_download_UYVY,
|
||||
display->text_vertex_shader_download);
|
||||
gst_gl_shader_set_fragment_source(display->shader_download_UYVY,
|
||||
text_shader_download_UYVY);
|
||||
gst_gl_shader_set_vertex_source (display->shader_download_UYVY,
|
||||
display->text_vertex_shader_download);
|
||||
gst_gl_shader_set_fragment_source (display->shader_download_UYVY,
|
||||
text_shader_download_UYVY);
|
||||
|
||||
gst_gl_shader_compile (display->shader_download_UYVY, &error);
|
||||
if (error) {
|
||||
|
@ -1433,11 +1402,11 @@ gst_gl_display_thread_init_download (GstGLDisplay * display)
|
|||
display->shader_download_UYVY = NULL;
|
||||
} else {
|
||||
display->shader_download_attr_position_loc =
|
||||
gst_gl_shader_get_attribute_location (display->shader_download_UYVY,
|
||||
"a_position");
|
||||
gst_gl_shader_get_attribute_location
|
||||
(display->shader_download_UYVY, "a_position");
|
||||
display->shader_download_attr_texture_loc =
|
||||
gst_gl_shader_get_attribute_location (display->shader_download_UYVY,
|
||||
"a_texCoord");
|
||||
gst_gl_shader_get_attribute_location
|
||||
(display->shader_download_UYVY, "a_texCoord");
|
||||
}
|
||||
#endif
|
||||
|
||||
|
@ -1467,10 +1436,10 @@ gst_gl_display_thread_init_download (GstGLDisplay * display)
|
|||
display->shader_download_AYUV = NULL;
|
||||
}
|
||||
#else
|
||||
gst_gl_shader_set_vertex_source(display->shader_download_AYUV,
|
||||
display->text_vertex_shader_download);
|
||||
gst_gl_shader_set_fragment_source(display->shader_download_AYUV,
|
||||
display->text_shader_download_AYUV);
|
||||
gst_gl_shader_set_vertex_source (display->shader_download_AYUV,
|
||||
display->text_vertex_shader_download);
|
||||
gst_gl_shader_set_fragment_source (display->shader_download_AYUV,
|
||||
display->text_shader_download_AYUV);
|
||||
|
||||
gst_gl_shader_compile (display->shader_download_AYUV, &error);
|
||||
if (error) {
|
||||
|
@ -1483,11 +1452,11 @@ gst_gl_display_thread_init_download (GstGLDisplay * display)
|
|||
display->shader_download_AYUV = NULL;
|
||||
} else {
|
||||
display->shader_download_attr_position_loc =
|
||||
gst_gl_shader_get_attribute_location (display->shader_download_AYUV,
|
||||
"a_position");
|
||||
gst_gl_shader_get_attribute_location
|
||||
(display->shader_download_AYUV, "a_position");
|
||||
display->shader_download_attr_texture_loc =
|
||||
gst_gl_shader_get_attribute_location (display->shader_download_AYUV,
|
||||
"a_texCoord");
|
||||
gst_gl_shader_get_attribute_location
|
||||
(display->shader_download_AYUV, "a_texCoord");
|
||||
}
|
||||
#endif
|
||||
break;
|
||||
|
@ -1570,6 +1539,12 @@ gst_gl_display_thread_gen_fbo (GstGLDisplay * display)
|
|||
glTexImage2D (GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA8,
|
||||
display->gen_fbo_width, display->gen_fbo_height, 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_CLAMP_TO_EDGE);
|
||||
glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_T,
|
||||
GL_CLAMP_TO_EDGE);
|
||||
|
||||
//attach the texture to the FBO to renderer to
|
||||
glFramebufferTexture2DEXT (GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT,
|
||||
|
@ -1633,7 +1608,7 @@ gst_gl_display_thread_use_fbo (GstGLDisplay * display)
|
|||
glPushMatrix ();
|
||||
glLoadIdentity ();
|
||||
#else // OPENGL_ES2
|
||||
glGetIntegerv(GL_VIEWPORT, viewport_dim);
|
||||
glGetIntegerv (GL_VIEWPORT, viewport_dim);
|
||||
#endif
|
||||
|
||||
glViewport (0, 0, display->use_fbo_width, display->use_fbo_height);
|
||||
|
@ -1658,7 +1633,8 @@ gst_gl_display_thread_use_fbo (GstGLDisplay * display)
|
|||
glPopMatrix ();
|
||||
glPopAttrib ();
|
||||
#else
|
||||
glViewport(viewport_dim[0], viewport_dim[1], viewport_dim[2], viewport_dim[3]);
|
||||
glViewport (viewport_dim[0], viewport_dim[1], viewport_dim[2],
|
||||
viewport_dim[3]);
|
||||
#endif
|
||||
|
||||
glBindFramebufferEXT (GL_FRAMEBUFFER_EXT, 0);
|
||||
|
@ -1831,15 +1807,15 @@ gst_gl_display_on_draw (GstGLDisplay * display)
|
|||
|
||||
#else //OPENGL_ES2
|
||||
|
||||
const GLfloat vVertices [] =
|
||||
{1.0f, 1.0f, 0.0f,
|
||||
1.0f, 0.0f,
|
||||
-1.0f, 1.0f, 0.0f,
|
||||
0.0f, 0.0f,
|
||||
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};
|
||||
0.0f, 1.0f,
|
||||
1.0f, -1.0f, 0.0f,
|
||||
1.0f, 1.0f
|
||||
};
|
||||
|
||||
GLushort indices[] = { 0, 1, 2, 0, 2, 3 };
|
||||
|
||||
|
@ -1849,11 +1825,11 @@ gst_gl_display_on_draw (GstGLDisplay * display)
|
|||
|
||||
//Load the vertex position
|
||||
glVertexAttribPointer (display->redisplay_attr_position_loc, 3, GL_FLOAT,
|
||||
GL_FALSE, 5 * sizeof(GLfloat), vVertices);
|
||||
GL_FALSE, 5 * sizeof (GLfloat), vVertices);
|
||||
|
||||
//Load the texture coordinate
|
||||
glVertexAttribPointer (display->redisplay_attr_texture_loc, 2, GL_FLOAT,
|
||||
GL_FALSE, 5 * sizeof(GLfloat), &vVertices[3]);
|
||||
GL_FALSE, 5 * sizeof (GLfloat), &vVertices[3]);
|
||||
|
||||
glEnableVertexAttribArray (display->redisplay_attr_position_loc);
|
||||
glEnableVertexAttribArray (display->redisplay_attr_texture_loc);
|
||||
|
@ -1865,7 +1841,7 @@ gst_gl_display_on_draw (GstGLDisplay * display)
|
|||
glDrawElements (GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, indices);
|
||||
#endif
|
||||
|
||||
}//end default opengl scene
|
||||
} //end default opengl scene
|
||||
}
|
||||
|
||||
|
||||
|
@ -2046,7 +2022,19 @@ gst_gl_display_check_framebuffer_status (void)
|
|||
break;
|
||||
|
||||
case GL_FRAMEBUFFER_UNSUPPORTED_EXT:
|
||||
GST_ERROR ("GL_FRAMEBUFFER_UNSUPPORTED_EXT");
|
||||
GST_ERROR ("GL_FRAMEBUFFER_UNSUPPORTED");
|
||||
break;
|
||||
|
||||
case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT_EXT:
|
||||
GST_ERROR ("GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT");
|
||||
break;
|
||||
|
||||
case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT_EXT:
|
||||
GST_ERROR ("GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT");
|
||||
break;
|
||||
|
||||
case GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS_EXT:
|
||||
GST_ERROR ("GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS");
|
||||
break;
|
||||
|
||||
default:
|
||||
|
@ -2109,7 +2097,7 @@ gst_gl_display_redisplay (GstGLDisplay * display, GLuint texture, gint width,
|
|||
#ifdef OPENGL_ES2
|
||||
if (!display->redisplay_shader) {
|
||||
gst_gl_window_send_message (display->gl_window,
|
||||
GST_GL_WINDOW_CB (gst_gl_display_thread_init_redisplay), display);
|
||||
GST_GL_WINDOW_CB (gst_gl_display_thread_init_redisplay), display);
|
||||
}
|
||||
#endif
|
||||
|
||||
|
@ -2420,6 +2408,14 @@ gst_gl_display_thread_init_upload_fbo (GstGLDisplay * display)
|
|||
glTexImage2D (GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA8,
|
||||
display->upload_width, display->upload_height, 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_CLAMP_TO_EDGE);
|
||||
glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_T,
|
||||
GL_CLAMP_TO_EDGE);
|
||||
|
||||
//attach the texture to the FBO to renderer to
|
||||
glFramebufferTexture2DEXT (GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT,
|
||||
|
@ -2699,15 +2695,15 @@ gst_gl_display_thread_do_upload_draw (GstGLDisplay * display)
|
|||
#ifdef OPENGL_ES2
|
||||
GLint viewport_dim[4];
|
||||
|
||||
const GLfloat vVertices [] =
|
||||
{1.0f, -1.0f, 0.0f,
|
||||
1.0f, 0.0f,
|
||||
-1.0f, -1.0f, 0.0f,
|
||||
0.0f, .0f,
|
||||
-1.0f, 1.0f, 0.0f,
|
||||
0.0f, 1.0f,
|
||||
1.0f, 1.0f, 0.0f,
|
||||
1.0f, 1.0f};
|
||||
const GLfloat vVertices[] = { 1.0f, -1.0f, 0.0f,
|
||||
1.0f, 0.0f,
|
||||
-1.0f, -1.0f, 0.0f,
|
||||
0.0f, .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 };
|
||||
#endif
|
||||
|
@ -2737,13 +2733,13 @@ gst_gl_display_thread_do_upload_draw (GstGLDisplay * display)
|
|||
glPushMatrix ();
|
||||
glLoadIdentity ();
|
||||
#else // OPENGL_ES2
|
||||
glGetIntegerv(GL_VIEWPORT, viewport_dim);
|
||||
glGetIntegerv (GL_VIEWPORT, viewport_dim);
|
||||
#endif
|
||||
|
||||
glViewport (0, 0, display->upload_width, display->upload_height);
|
||||
|
||||
#ifndef OPENGL_ES2
|
||||
glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);
|
||||
glDrawBuffer (GL_COLOR_ATTACHMENT0_EXT);
|
||||
#endif
|
||||
|
||||
glClearColor (0.0, 0.0, 0.0, 0.0);
|
||||
|
@ -2766,9 +2762,9 @@ gst_gl_display_thread_do_upload_draw (GstGLDisplay * display)
|
|||
glLoadIdentity ();
|
||||
#else
|
||||
glVertexAttribPointer (display->shader_upload_attr_position_loc, 3,
|
||||
GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), vVertices);
|
||||
GL_FLOAT, GL_FALSE, 5 * sizeof (GLfloat), vVertices);
|
||||
glVertexAttribPointer (display->shader_upload_attr_texture_loc, 2,
|
||||
GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), &vVertices[3]);
|
||||
GL_FLOAT, GL_FALSE, 5 * sizeof (GLfloat), &vVertices[3]);
|
||||
|
||||
glEnableVertexAttribArray (display->shader_upload_attr_position_loc);
|
||||
glEnableVertexAttribArray (display->shader_upload_attr_texture_loc);
|
||||
|
@ -2814,9 +2810,9 @@ gst_gl_display_thread_do_upload_draw (GstGLDisplay * display)
|
|||
glLoadIdentity ();
|
||||
#else
|
||||
glVertexAttribPointer (display->shader_upload_attr_position_loc, 3,
|
||||
GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), vVertices);
|
||||
GL_FLOAT, GL_FALSE, 5 * sizeof (GLfloat), vVertices);
|
||||
glVertexAttribPointer (display->shader_upload_attr_texture_loc, 2,
|
||||
GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), &vVertices[3]);
|
||||
GL_FLOAT, GL_FALSE, 5 * sizeof (GLfloat), &vVertices[3]);
|
||||
|
||||
glEnableVertexAttribArray (display->shader_upload_attr_position_loc);
|
||||
glEnableVertexAttribArray (display->shader_upload_attr_texture_loc);
|
||||
|
@ -2884,9 +2880,9 @@ gst_gl_display_thread_do_upload_draw (GstGLDisplay * display)
|
|||
glLoadIdentity ();
|
||||
#else
|
||||
glVertexAttribPointer (display->shader_upload_attr_position_loc, 3,
|
||||
GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), vVertices);
|
||||
GL_FLOAT, GL_FALSE, 5 * sizeof (GLfloat), vVertices);
|
||||
glVertexAttribPointer (display->shader_upload_attr_texture_loc, 2,
|
||||
GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), &vVertices[3]);
|
||||
GL_FLOAT, GL_FALSE, 5 * sizeof (GLfloat), &vVertices[3]);
|
||||
|
||||
glEnableVertexAttribArray (display->shader_upload_attr_position_loc);
|
||||
glEnableVertexAttribArray (display->shader_upload_attr_texture_loc);
|
||||
|
@ -2942,9 +2938,9 @@ gst_gl_display_thread_do_upload_draw (GstGLDisplay * display)
|
|||
glLoadIdentity ();
|
||||
#else
|
||||
glVertexAttribPointer (display->shader_upload_attr_position_loc, 3,
|
||||
GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), vVertices);
|
||||
GL_FLOAT, GL_FALSE, 5 * sizeof (GLfloat), vVertices);
|
||||
glVertexAttribPointer (display->shader_upload_attr_texture_loc, 2,
|
||||
GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), &vVertices[3]);
|
||||
GL_FLOAT, GL_FALSE, 5 * sizeof (GLfloat), &vVertices[3]);
|
||||
|
||||
glEnableVertexAttribArray (display->shader_upload_attr_position_loc);
|
||||
glEnableVertexAttribArray (display->shader_upload_attr_texture_loc);
|
||||
|
@ -2999,7 +2995,8 @@ gst_gl_display_thread_do_upload_draw (GstGLDisplay * display)
|
|||
glPopMatrix ();
|
||||
glPopAttrib ();
|
||||
#else
|
||||
glViewport(viewport_dim[0], viewport_dim[1], viewport_dim[2], viewport_dim[3]);
|
||||
glViewport (viewport_dim[0], viewport_dim[1], viewport_dim[2],
|
||||
viewport_dim[3]);
|
||||
#endif
|
||||
|
||||
glBindFramebufferEXT (GL_FRAMEBUFFER_EXT, 0);
|
||||
|
@ -3022,15 +3019,15 @@ gst_gl_display_thread_do_download_draw_rgb (GstGLDisplay * display)
|
|||
gint width = display->ouput_texture_width;
|
||||
gint height = display->ouput_texture_height;
|
||||
|
||||
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};
|
||||
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 };
|
||||
|
||||
|
@ -3042,9 +3039,9 @@ gst_gl_display_thread_do_download_draw_rgb (GstGLDisplay * display)
|
|||
gst_gl_shader_use (display->shader_download_RGB);
|
||||
|
||||
glVertexAttribPointer (display->shader_download_attr_position_loc, 3,
|
||||
GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), vVertices);
|
||||
GL_FLOAT, GL_FALSE, 5 * sizeof (GLfloat), vVertices);
|
||||
glVertexAttribPointer (display->shader_download_attr_texture_loc, 2,
|
||||
GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), &vVertices[3]);
|
||||
GL_FLOAT, GL_FALSE, 5 * sizeof (GLfloat), &vVertices[3]);
|
||||
|
||||
glEnableVertexAttribArray (display->shader_download_attr_position_loc);
|
||||
glEnableVertexAttribArray (display->shader_download_attr_texture_loc);
|
||||
|
@ -3070,8 +3067,7 @@ gst_gl_display_thread_do_download_draw_rgb (GstGLDisplay * display)
|
|||
glGetTexImage (GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA,
|
||||
GL_UNSIGNED_BYTE, data);
|
||||
#else
|
||||
glReadPixels (0, 0, width, height, GL_RGBA,
|
||||
GL_UNSIGNED_BYTE, data);
|
||||
glReadPixels (0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, data);
|
||||
#endif
|
||||
break;
|
||||
case GST_VIDEO_FORMAT_BGRx:
|
||||
|
@ -3088,8 +3084,7 @@ gst_gl_display_thread_do_download_draw_rgb (GstGLDisplay * display)
|
|||
glGetTexImage (GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGB,
|
||||
GL_UNSIGNED_BYTE, data);
|
||||
#else
|
||||
glReadPixels (0, 0, width, height, GL_RGB,
|
||||
GL_UNSIGNED_BYTE, data);
|
||||
glReadPixels (0, 0, width, height, GL_RGB, GL_UNSIGNED_BYTE, data);
|
||||
#endif
|
||||
break;
|
||||
case GST_VIDEO_FORMAT_BGR:
|
||||
|
@ -3116,15 +3111,15 @@ gst_gl_display_thread_do_download_draw_yuv (GstGLDisplay * display)
|
|||
#ifdef OPENGL_ES2
|
||||
GLint viewport_dim[4];
|
||||
|
||||
const GLfloat vVertices [] =
|
||||
{1.0f, -1.0f, 0.0f,
|
||||
1.0f, 0.0f,
|
||||
-1.0f, -1.0f, 0.0f,
|
||||
0.0f, .0f,
|
||||
-1.0f, 1.0f, 0.0f,
|
||||
0.0f, 1.0f,
|
||||
1.0f, 1.0f, 0.0f,
|
||||
1.0f, 1.0f};
|
||||
const GLfloat vVertices[] = { 1.0f, -1.0f, 0.0f,
|
||||
1.0f, 0.0f,
|
||||
-1.0f, -1.0f, 0.0f,
|
||||
0.0f, .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 };
|
||||
#endif
|
||||
|
@ -3143,7 +3138,7 @@ gst_gl_display_thread_do_download_draw_yuv (GstGLDisplay * display)
|
|||
glPushMatrix ();
|
||||
glLoadIdentity ();
|
||||
#else // OPENGL_ES2
|
||||
glGetIntegerv(GL_VIEWPORT, viewport_dim);
|
||||
glGetIntegerv (GL_VIEWPORT, viewport_dim);
|
||||
#endif
|
||||
|
||||
glViewport (0, 0, width, height);
|
||||
|
@ -3178,9 +3173,9 @@ gst_gl_display_thread_do_download_draw_yuv (GstGLDisplay * display)
|
|||
glLoadIdentity ();
|
||||
#else
|
||||
glVertexAttribPointer (display->shader_download_attr_position_loc, 3,
|
||||
GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), vVertices);
|
||||
GL_FLOAT, GL_FALSE, 5 * sizeof (GLfloat), vVertices);
|
||||
glVertexAttribPointer (display->shader_download_attr_texture_loc, 2,
|
||||
GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), &vVertices[3]);
|
||||
GL_FLOAT, GL_FALSE, 5 * sizeof (GLfloat), &vVertices[3]);
|
||||
|
||||
glEnableVertexAttribArray (display->shader_download_attr_position_loc);
|
||||
glEnableVertexAttribArray (display->shader_download_attr_texture_loc);
|
||||
|
@ -3236,9 +3231,9 @@ gst_gl_display_thread_do_download_draw_yuv (GstGLDisplay * display)
|
|||
glLoadIdentity ();
|
||||
#else
|
||||
glVertexAttribPointer (display->shader_download_attr_position_loc, 3,
|
||||
GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), vVertices);
|
||||
GL_FLOAT, GL_FALSE, 5 * sizeof (GLfloat), vVertices);
|
||||
glVertexAttribPointer (display->shader_download_attr_texture_loc, 2,
|
||||
GL_FLOAT, GL_FALSE, 5 * sizeof(GLfloat), &vVertices[3]);
|
||||
GL_FLOAT, GL_FALSE, 5 * sizeof (GLfloat), &vVertices[3]);
|
||||
|
||||
glEnableVertexAttribArray (display->shader_download_attr_position_loc);
|
||||
glEnableVertexAttribArray (display->shader_download_attr_texture_loc);
|
||||
|
@ -3286,7 +3281,8 @@ gst_gl_display_thread_do_download_draw_yuv (GstGLDisplay * display)
|
|||
glPopMatrix ();
|
||||
glPopAttrib ();
|
||||
#else
|
||||
glViewport(viewport_dim[0], viewport_dim[1], viewport_dim[2], viewport_dim[3]);
|
||||
glViewport (viewport_dim[0], viewport_dim[1], viewport_dim[2],
|
||||
viewport_dim[3]);
|
||||
#endif
|
||||
|
||||
glBindFramebufferEXT (GL_FRAMEBUFFER_EXT, 0);
|
||||
|
|
Loading…
Reference in a new issue