[139/906] fix warnings when compiling upload/download shaders

This commit is contained in:
Julien Isorce 2008-08-04 12:13:29 +02:00 committed by Tim-Philipp Müller
parent b384525a55
commit e0f1cfeac5

View file

@ -227,6 +227,7 @@ gst_gl_display_init (GstGLDisplay *display, GstGLDisplayClass *klass)
//YUY2:r,g,a
//UYVY:a,b,r
display->text_shader_upload_YUY2_UYVY =
"#extension GL_ARB_texture_rectangle : enable\n"
"uniform sampler2DRect Ytex, UVtex;\n"
"void main(void) {\n"
" float fx, fy, y, u, v, r, g, b;\n"
@ -245,6 +246,7 @@ gst_gl_display_init (GstGLDisplay *display, GstGLDisplayClass *klass)
"}\n";
display->text_shader_upload_I420_YV12 =
"#extension GL_ARB_texture_rectangle : enable\n"
"uniform sampler2DRect Ytex,Utex,Vtex;\n"
"void main(void) {\n"
" float r,g,b,y,u,v;\n"
@ -262,6 +264,7 @@ gst_gl_display_init (GstGLDisplay *display, GstGLDisplayClass *klass)
"}\n";
display->text_shader_upload_AYUV =
"#extension GL_ARB_texture_rectangle : enable\n"
"uniform sampler2DRect tex;\n"
"void main(void) {\n"
" float r,g,b,y,u,v;\n"
@ -281,6 +284,7 @@ gst_gl_display_init (GstGLDisplay *display, GstGLDisplayClass *klass)
//YUY2:y2,u,y1,v
//UYVY:v,y1,u,y2
display->text_shader_download_YUY2_UYVY =
"#extension GL_ARB_texture_rectangle : enable\n"
"uniform sampler2DRect tex;\n"
"void main(void) {\n"
" float fx,fy,r,g,b,r2,g2,b2,y1,y2,u,v;\n"
@ -304,6 +308,7 @@ gst_gl_display_init (GstGLDisplay *display, GstGLDisplayClass *klass)
"}\n";
display->text_shader_download_I420_YV12 =
"#extension GL_ARB_texture_rectangle : enable\n"
"uniform sampler2DRect tex;\n"
"uniform float w, h;\n"
"void main(void) {\n"
@ -328,6 +333,7 @@ gst_gl_display_init (GstGLDisplay *display, GstGLDisplayClass *klass)
"}\n";
display->text_shader_download_AYUV =
"#extension GL_ARB_texture_rectangle : enable\n"
"uniform sampler2DRect tex;\n"
"void main(void) {\n"
" float r,g,b,y,u,v;\n"
@ -727,42 +733,42 @@ gst_gl_display_thread_destroy_context (GstGLDisplay *display)
{
glUseProgramObjectARB (0);
if (display->shader_upload_YUY2)
{
{
g_object_unref (G_OBJECT (display->shader_upload_YUY2));
display->shader_upload_YUY2 = NULL;
}
if (display->shader_upload_UYVY)
{
{
g_object_unref (G_OBJECT (display->shader_upload_UYVY));
display->shader_upload_UYVY = NULL;
}
if (display->shader_upload_I420_YV12)
{
{
g_object_unref (G_OBJECT (display->shader_upload_I420_YV12));
display->shader_upload_I420_YV12 = NULL;
}
if (display->shader_upload_AYUV)
{
{
g_object_unref (G_OBJECT (display->shader_upload_AYUV));
display->shader_upload_AYUV = NULL;
}
if (display->shader_download_YUY2)
{
{
g_object_unref (G_OBJECT (display->shader_download_YUY2));
display->shader_download_YUY2 = NULL;
}
if (display->shader_download_UYVY)
{
{
g_object_unref (G_OBJECT (display->shader_download_UYVY));
display->shader_download_UYVY = NULL;
}
if (display->shader_download_I420_YV12)
{
{
g_object_unref (G_OBJECT (display->shader_download_I420_YV12));
display->shader_download_I420_YV12 = NULL;
}
if (display->shader_download_AYUV)
{
{
g_object_unref (G_OBJECT (display->shader_download_AYUV));
display->shader_download_AYUV = NULL;
}
@ -822,7 +828,7 @@ gst_gl_display_thread_destroy_context (GstGLDisplay *display)
glDeleteTextures (1, &display->upload_intex_v);
display->upload_intex = 0;
}
//clean up the texture pool
while (g_queue_get_length (display->texturePool))
@ -999,7 +1005,7 @@ gst_gl_display_thread_init_upload (GstGLDisplay *display)
sprintf (text_shader_upload_YUY2, display->text_shader_upload_YUY2_UYVY, 'r', 'g', 'a');
display->shader_upload_YUY2 = gst_gl_shader_new ();
if(!gst_gl_shader_compile_and_check (display->shader_upload_YUY2,
if(!gst_gl_shader_compile_and_check (display->shader_upload_YUY2,
text_shader_upload_YUY2, GST_GL_SHADER_FRAGMENT_SOURCE))
{
display->isAlive = FALSE;
@ -1014,7 +1020,7 @@ gst_gl_display_thread_init_upload (GstGLDisplay *display)
sprintf (text_shader_upload_UYVY, display->text_shader_upload_YUY2_UYVY, 'a', 'b', 'r');
display->shader_upload_UYVY = gst_gl_shader_new ();
if(!gst_gl_shader_compile_and_check (display->shader_upload_UYVY,
if(!gst_gl_shader_compile_and_check (display->shader_upload_UYVY,
text_shader_upload_UYVY, GST_GL_SHADER_FRAGMENT_SOURCE))
{
display->isAlive = FALSE;
@ -1026,7 +1032,7 @@ gst_gl_display_thread_init_upload (GstGLDisplay *display)
case GST_VIDEO_FORMAT_I420:
case GST_VIDEO_FORMAT_YV12:
display->shader_upload_I420_YV12 = gst_gl_shader_new ();
if(!gst_gl_shader_compile_and_check (display->shader_upload_I420_YV12,
if(!gst_gl_shader_compile_and_check (display->shader_upload_I420_YV12,
display->text_shader_upload_I420_YV12, GST_GL_SHADER_FRAGMENT_SOURCE))
{
display->isAlive = FALSE;
@ -1036,7 +1042,7 @@ gst_gl_display_thread_init_upload (GstGLDisplay *display)
break;
case GST_VIDEO_FORMAT_AYUV:
display->shader_upload_AYUV = gst_gl_shader_new ();
if(!gst_gl_shader_compile_and_check (display->shader_upload_AYUV,
if(!gst_gl_shader_compile_and_check (display->shader_upload_AYUV,
display->text_shader_upload_AYUV, GST_GL_SHADER_FRAGMENT_SOURCE))
{
display->isAlive = FALSE;
@ -1046,7 +1052,7 @@ gst_gl_display_thread_init_upload (GstGLDisplay *display)
break;
default:
g_assert_not_reached ();
}
}
}
//check if YCBCR MESA is available
else if (GLEW_MESA_ycbcr_texture)
@ -1261,9 +1267,9 @@ gst_gl_display_thread_init_download (GstGLDisplay *display)
{
gchar text_shader_download_YUY2[2048];
sprintf (text_shader_download_YUY2, display->text_shader_download_YUY2_UYVY, "y2,u,y1,v");
display->shader_download_YUY2 = gst_gl_shader_new ();
if(!gst_gl_shader_compile_and_check (display->shader_download_YUY2,
if(!gst_gl_shader_compile_and_check (display->shader_download_YUY2,
text_shader_download_YUY2, GST_GL_SHADER_FRAGMENT_SOURCE))
{
display->isAlive = FALSE;
@ -1276,9 +1282,9 @@ gst_gl_display_thread_init_download (GstGLDisplay *display)
{
gchar text_shader_download_UYVY[2048];
sprintf (text_shader_download_UYVY, display->text_shader_download_YUY2_UYVY, "v,y1,u,y2");
display->shader_download_UYVY = gst_gl_shader_new ();
if(!gst_gl_shader_compile_and_check (display->shader_download_UYVY,
if(!gst_gl_shader_compile_and_check (display->shader_download_UYVY,
text_shader_download_UYVY, GST_GL_SHADER_FRAGMENT_SOURCE))
{
display->isAlive = FALSE;
@ -1290,7 +1296,7 @@ gst_gl_display_thread_init_download (GstGLDisplay *display)
case GST_VIDEO_FORMAT_I420:
case GST_VIDEO_FORMAT_YV12:
display->shader_download_I420_YV12 = gst_gl_shader_new ();
if(!gst_gl_shader_compile_and_check (display->shader_download_I420_YV12,
if(!gst_gl_shader_compile_and_check (display->shader_download_I420_YV12,
display->text_shader_download_I420_YV12, GST_GL_SHADER_FRAGMENT_SOURCE))
{
display->isAlive = FALSE;
@ -1300,7 +1306,7 @@ gst_gl_display_thread_init_download (GstGLDisplay *display)
break;
case GST_VIDEO_FORMAT_AYUV:
display->shader_download_AYUV = gst_gl_shader_new ();
if(!gst_gl_shader_compile_and_check (display->shader_download_AYUV,
if(!gst_gl_shader_compile_and_check (display->shader_download_AYUV,
display->text_shader_download_AYUV, GST_GL_SHADER_FRAGMENT_SOURCE))
{
display->isAlive = FALSE;
@ -1490,7 +1496,7 @@ gst_gl_display_thread_gen_shader (GstGLDisplay* display)
{
display->gen_shader = gst_gl_shader_new ();
if (!gst_gl_shader_compile_and_check (display->gen_shader,
if (!gst_gl_shader_compile_and_check (display->gen_shader,
display->gen_text_shader,
GST_GL_SHADER_FRAGMENT_SOURCE))
{
@ -1911,7 +1917,7 @@ gst_gl_display_do_upload (GstGLDisplay *display, GLuint texture,
gpointer data)
{
gboolean isAlive = TRUE;
gst_gl_display_lock (display);
isAlive = display->isAlive;
if (isAlive)
@ -1951,7 +1957,7 @@ gst_gl_display_do_download (GstGLDisplay* display, GLuint texture,
gpointer data)
{
gboolean isAlive = TRUE;
gst_gl_display_lock (display);
isAlive = display->isAlive;
if (isAlive)
@ -1999,7 +2005,7 @@ gst_gl_display_use_fbo (GstGLDisplay* display, gint texture_fbo_width, gint text
GstGLDisplayProjection projection, gpointer* stuff)
{
gboolean isAlive = TRUE;
gst_gl_display_lock (display);
isAlive = display->isAlive;
if (isAlive)
@ -2112,10 +2118,10 @@ void gst_gl_display_thread_do_upload_make (GstGLDisplay *display)
gint width = display->upload_data_with;
gint height = display->upload_data_height;
if (display->upload_intex == 0)
if (display->upload_intex == 0)
{
glGenTextures (1, &display->upload_intex);
glBindTexture (GL_TEXTURE_RECTANGLE_ARB, display->upload_intex);
switch (display->upload_video_format)
{
@ -2131,13 +2137,13 @@ void gst_gl_display_thread_do_upload_make (GstGLDisplay *display)
glTexImage2D (GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA,
width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
break;
case GST_VIDEO_FORMAT_RGB:
case GST_VIDEO_FORMAT_BGR:
glTexImage2D (GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGB,
width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
break;
case GST_VIDEO_FORMAT_YUY2:
switch (display->colorspace_conversion)
{
@ -2146,7 +2152,7 @@ void gst_gl_display_thread_do_upload_make (GstGLDisplay *display)
glTexImage2D (GL_TEXTURE_RECTANGLE_ARB, 0, GL_LUMINANCE_ALPHA,
width, height,
0, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, NULL);
if (display->upload_intex_u == 0) {
glGenTextures (1, &display->upload_intex_u);
glBindTexture (GL_TEXTURE_RECTANGLE_ARB, display->upload_intex_u);
@ -2189,13 +2195,13 @@ void gst_gl_display_thread_do_upload_make (GstGLDisplay *display)
g_assert_not_reached ();
}
break;
case GST_VIDEO_FORMAT_I420:
case GST_VIDEO_FORMAT_YV12:
glTexImage2D (GL_TEXTURE_RECTANGLE_ARB, 0, GL_LUMINANCE,
width, height,
0, GL_LUMINANCE, GL_UNSIGNED_BYTE, NULL);
if (display->upload_intex_u == 0) {
glGenTextures (1, &display->upload_intex_u);
glBindTexture (GL_TEXTURE_RECTANGLE_ARB, display->upload_intex_u);
@ -2214,7 +2220,7 @@ void gst_gl_display_thread_do_upload_make (GstGLDisplay *display)
0, GL_LUMINANCE, GL_UNSIGNED_BYTE, NULL);
}
break;
default:
g_assert_not_reached ();
}
@ -2612,9 +2618,9 @@ gst_gl_display_thread_do_download_draw (GstGLDisplay *display)
glActiveTextureARB(GL_TEXTURE0_ARB);
gst_gl_shader_set_uniform_1i (display->shader_download_I420_YV12, "tex", 0);
gst_gl_shader_set_uniform_1f (display->shader_download_I420_YV12, "w",
gst_gl_shader_set_uniform_1f (display->shader_download_I420_YV12, "w",
(gfloat)display->ouput_texture_width);
gst_gl_shader_set_uniform_1f (display->shader_download_I420_YV12, "h",
gst_gl_shader_set_uniform_1f (display->shader_download_I420_YV12, "h",
(gfloat)display->ouput_texture_height);
glBindTexture (GL_TEXTURE_RECTANGLE_ARB, display->ouput_texture);
}
@ -2656,8 +2662,8 @@ gst_gl_display_thread_do_download_draw (GstGLDisplay *display)
glDrawBuffer(GL_NONE);
//dot not check if GLSL is available
//because for now download is not available
//dot not check if GLSL is available
//because for now download is not available
//without GLSL
glUseProgramObjectARB (0);