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[121/906] avoid use of GLSL functions when fragment_shader is not available
git-svn-id: svn://svn.wobow.com/GStreamer_playground/gst-plugins-gl@581 93df14bb-0f41-7a43-8087-d3e2a2f0e464
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parent
3505ae339c
commit
f2ea87e951
1 changed files with 40 additions and 16 deletions
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@ -718,17 +718,29 @@ gst_gl_display_thread_destroy_context (GstGLDisplay *display)
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glutSetWindow (display->glutWinId);
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glutReshapeFunc (NULL);
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glutDestroyWindow (display->glutWinId);
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glUseProgramObjectARB (0);
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glDeleteObjectARB (display->GLSLProgram_YUY2);
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glDeleteObjectARB (display->GLSLProgram_UYVY);
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glDeleteObjectARB (display->GLSLProgram_I420_YV12);
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glDeleteObjectARB (display->GLSLProgram_AYUV);
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glDeleteObjectARB (display->GLSLProgram_to_YUY2);
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glDeleteObjectARB (display->GLSLProgram_to_UYVY);
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glDeleteObjectARB (display->GLSLProgram_to_I420_YV12);
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glDeleteObjectARB (display->GLSLProgram_to_AYUV);
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//colorspace_conversion specific
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switch (display->colorspace_conversion)
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{
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case GST_GL_DISPLAY_CONVERSION_MESA:
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case GST_GL_DISPLAY_CONVERSION_MATRIX:
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break;
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case GST_GL_DISPLAY_CONVERSION_GLSL:
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{
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glUseProgramObjectARB (0);
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glDeleteObjectARB (display->GLSLProgram_YUY2);
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glDeleteObjectARB (display->GLSLProgram_UYVY);
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glDeleteObjectARB (display->GLSLProgram_I420_YV12);
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glDeleteObjectARB (display->GLSLProgram_AYUV);
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glDeleteObjectARB (display->GLSLProgram_to_YUY2);
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glDeleteObjectARB (display->GLSLProgram_to_UYVY);
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glDeleteObjectARB (display->GLSLProgram_to_I420_YV12);
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glDeleteObjectARB (display->GLSLProgram_to_AYUV);
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}
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break;
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default:
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g_assert_not_reached ();
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}
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glDeleteFramebuffersEXT (1, &display->upload_fbo);
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glDeleteRenderbuffersEXT(1, &display->upload_depth_buffer);
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@ -1305,7 +1317,9 @@ gst_gl_display_thread_use_fbo (GstGLDisplay *display)
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glDrawBuffer(GL_NONE);
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glUseProgramObjectARB (0);
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//in case of the developer forgot the de-init use of GLSL in the scene code
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if (display->colorspace_conversion == GST_GL_DISPLAY_CONVERSION_GLSL)
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glUseProgramObjectARB (0);
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glDisable(GL_TEXTURE_RECTANGLE_ARB);
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@ -1341,8 +1355,14 @@ static void
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gst_gl_display_thread_gen_shader (GstGLDisplay* display)
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{
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glutSetWindow (display->glutWinId);
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display->gen_handle_shader =
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gst_gl_display_load_fragment_shader (display->gen_text_shader);
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if (GLEW_ARB_fragment_shader)
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display->gen_handle_shader =
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gst_gl_display_load_fragment_shader (display->gen_text_shader);
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else
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{
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g_print ("One of the filter required ARB_fragment_shader\n");
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display->isAlive = FALSE;
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}
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g_cond_signal (display->cond_gen_shader);
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}
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@ -1455,7 +1475,9 @@ void gst_gl_display_on_draw(void)
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//opengl scene
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glUseProgramObjectARB (0);
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//make sure that the environnement is clean
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if (display->colorspace_conversion == GST_GL_DISPLAY_CONVERSION_GLSL)
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glUseProgramObjectARB (0);
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glDisable (GL_TEXTURE_RECTANGLE_ARB);
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glBindTexture (GL_TEXTURE_RECTANGLE_ARB, 0);
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@ -2367,8 +2389,10 @@ gst_gl_display_thread_do_upload_draw (GstGLDisplay* display, GLuint texture,
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glEnd ();
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glDrawBuffer(GL_NONE);
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glUseProgramObjectARB (0);
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//we are done with the shader
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if (display->colorspace_conversion == GST_GL_DISPLAY_CONVERSION_GLSL)
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glUseProgramObjectARB (0);
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glDisable(GL_TEXTURE_RECTANGLE_ARB);
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