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glcolorconvert: Fix syntax for GLSL shaders
Shader compilation was failing on macOS: gstglslstage.c:519:_compile_shader:<glslstage1> fragment shader compilation failed: ERROR: 0:10: 'input_swizzle' : syntax error: Array size must appear after variable name Co-authored-by: Matthew Waters <matthew@centricular.com> Part-of: <https://gitlab.freedesktop.org/gstreamer/gstreamer/-/merge_requests/5123>
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1 changed files with 8 additions and 8 deletions
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@ -142,8 +142,8 @@ static const gfloat from_rgb_bt709_vcoeff[] = {0.440654f, -0.400285f, -0.040370f
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"uniform float height;\n" \
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"uniform float height;\n" \
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"uniform float poffset_x;\n" \
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"uniform float poffset_x;\n" \
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"uniform float poffset_y;\n" \
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"uniform float poffset_y;\n" \
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"uniform int[4] input_swizzle;\n" \
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"uniform int input_swizzle[4];\n" \
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"uniform int[4] output_swizzle;\n"
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"uniform int output_swizzle[4];\n"
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#define MAX_FUNCTIONS 4
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#define MAX_FUNCTIONS 4
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@ -178,22 +178,22 @@ static const char glsl_func_rgb_to_yuv[] = \
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" return yuv;\n" \
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" return yuv;\n" \
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"}\n";
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"}\n";
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static const char glsl_func_swizzle[] = "vec4 swizzle(vec4 texel, int[4] components) {\n" \
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static const char glsl_func_swizzle[] = "vec4 swizzle(vec4 texel, int components[4]) {\n" \
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" return vec4(texel[components[0]], texel[components[1]], texel[components[2]], texel[components[3]]);\n" \
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" return vec4(texel[components[0]], texel[components[1]], texel[components[2]], texel[components[3]]);\n" \
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"}\n" \
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"}\n" \
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"vec3 swizzle(vec3 texel, int[3] components) {\n" \
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"vec3 swizzle(vec3 texel, int components[3]) {\n" \
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" return vec3(texel[components[0]], texel[components[1]], texel[components[2]]);\n" \
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" return vec3(texel[components[0]], texel[components[1]], texel[components[2]]);\n" \
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"}\n" \
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"}\n" \
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"vec2 swizzle(vec2 texel, int[2] components) {\n" \
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"vec2 swizzle(vec2 texel, int components[2]) {\n" \
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" return vec2(texel[components[0]], texel[components[1]]);\n" \
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" return vec2(texel[components[0]], texel[components[1]]);\n" \
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"}\n" \
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"}\n" \
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"vec2 swizzle2(vec3 texel, int[3] components) {\n" \
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"vec2 swizzle2(vec3 texel, int components[3]) {\n" \
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" return vec2(texel[components[0]], texel[components[1]]);\n" \
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" return vec2(texel[components[0]], texel[components[1]]);\n" \
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"}\n" \
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"}\n" \
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"vec2 swizzle2(vec4 texel, int[4] components) {\n" \
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"vec2 swizzle2(vec4 texel, int components[4]) {\n" \
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" return vec2(texel[components[0]], texel[components[1]]);\n" \
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" return vec2(texel[components[0]], texel[components[1]]);\n" \
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"}\n" \
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"}\n" \
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"vec3 swizzle3(vec4 texel, int[4] components) {\n" \
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"vec3 swizzle3(vec4 texel, int components[4]) {\n" \
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" return vec3(texel[components[0]], texel[components[1]], texel[components[2]]);\n" \
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" return vec3(texel[components[0]], texel[components[1]], texel[components[2]]);\n" \
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"}\n";
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"}\n";
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