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gl: fails glimagesink when shader compilation went wrong
Those shaders are fixed and very simple so it should not fail but it's worth to handle a such case.
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1 changed files with 8 additions and 1 deletions
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@ -998,6 +998,7 @@ gst_glimage_sink_thread_init_redisplay (GstGLImageSink * gl_sink)
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g_error_free (error);
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error = NULL;
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gst_gl_context_clear_shader (gl_sink->context);
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gst_glimage_sink_cleanup_glthread (gl_sink);
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} else {
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gl_sink->redisplay_attr_position_loc =
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gst_gl_shader_get_attribute_location (gl_sink->redisplay_shader,
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@ -1214,9 +1215,15 @@ gst_glimage_sink_redisplay (GstGLImageSink * gl_sink)
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#if GST_GL_HAVE_GLES2
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if (USING_GLES2 (gl_sink->context)) {
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if (!gl_sink->redisplay_shader) {
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if (G_UNLIKELY (!gl_sink->redisplay_shader)) {
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gst_gl_window_send_message (window,
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GST_GL_WINDOW_CB (gst_glimage_sink_thread_init_redisplay), gl_sink);
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/* if the shader is still null it means it failed to be useable */
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if (G_UNLIKELY (!gl_sink->redisplay_shader)) {
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gst_object_unref (window);
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return FALSE;
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}
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}
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}
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#endif
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