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tests/glcontext: update test for gen,del_texture removal
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parent
8a92c66440
commit
ce72589510
1 changed files with 21 additions and 7 deletions
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@ -42,7 +42,8 @@ teardown (void)
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gst_object_unref (display);
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}
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static GLuint vbo, vbo_indices, vao, fbo_id, rbo, tex;
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static GstGLMemory *gl_tex;
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static GLuint vbo, vbo_indices, vao, fbo_id, rbo;
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static GstGLFramebuffer *fbo;
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static GstGLShader *shader;
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static GLint shader_attr_position_loc;
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@ -63,6 +64,15 @@ init (gpointer data)
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{
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GstGLContext *context = data;
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GError *error = NULL;
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GstVideoInfo v_info;
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GstGLMemoryAllocator *allocator;
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GstGLVideoAllocationParams *params;
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gst_video_info_set_format (&v_info, GST_VIDEO_FORMAT_RGBA, 320, 240);
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allocator = gst_gl_memory_allocator_get_default (context);
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params =
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gst_gl_video_allocation_params_new (context, NULL, &v_info, 0, NULL,
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GST_GL_TEXTURE_TARGET_2D);
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/* has to be called in the thread that is going to use the framebuffer */
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fbo = gst_gl_framebuffer_new (context);
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@ -70,8 +80,12 @@ 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_context_gen_texture (context, &tex, GST_VIDEO_FORMAT_RGBA, 320, 240);
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fail_if (tex == 0, "failed to create texture");
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gl_tex =
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(GstGLMemory *) gst_gl_base_memory_alloc ((GstGLBaseMemoryAllocator *)
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allocator, (GstGLAllocationParams *) params);
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gst_object_unref (allocator);
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gst_gl_allocation_params_free ((GstGLAllocationParams *) params);
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fail_if (gl_tex == NULL, "failed to create texture");
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shader = gst_gl_shader_new_default (context, &error);
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fail_if (shader == NULL, "failed to create shader object: %s",
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@ -88,11 +102,11 @@ deinit (gpointer data)
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{
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GstGLContext *context = data;
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GstGLFuncs *gl = context->gl_vtable;
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gl->DeleteTextures (1, &tex);
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if (vao)
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gl->DeleteVertexArrays (1, &vao);
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gst_object_unref (fbo);
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gst_object_unref (shader);
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gst_memory_unref (GST_MEMORY_CAST (gl_tex));
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}
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static void
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@ -113,8 +127,8 @@ clear_tex (gpointer data)
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static void
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draw_tex (gpointer data)
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{
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gst_gl_framebuffer_use_v2 (fbo, 320, 240, fbo_id, rbo, tex,
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(GLCB_V2) clear_tex, data);
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gst_gl_framebuffer_use_v2 (fbo, 320, 240, fbo_id, rbo,
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gst_gl_memory_get_texture_id (gl_tex), (GLCB_V2) clear_tex, data);
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}
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static void
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@ -210,7 +224,7 @@ draw_render (gpointer data)
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gst_gl_shader_use (shader);
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gl->ActiveTexture (GL_TEXTURE0);
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gl->BindTexture (GL_TEXTURE_2D, tex);
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gl->BindTexture (GL_TEXTURE_2D, gst_gl_memory_get_texture_id (gl_tex));
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gst_gl_shader_set_uniform_1i (shader, "s_texture", 0);
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if (gl->GenVertexArrays)
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