mirror of
https://gitlab.freedesktop.org/gstreamer/gstreamer.git
synced 2024-12-23 16:50:47 +00:00
gl/upload: remove the legacy GL 1.x upload path
uploading requires shaders and fbos available in GL2.
This commit is contained in:
parent
cc6df204e2
commit
f55b299826
1 changed files with 55 additions and 292 deletions
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@ -52,14 +52,7 @@ static gboolean _gst_gl_upload_perform_with_data_unlocked (GstGLUpload * upload,
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GLuint texture_id, gpointer data[GST_VIDEO_MAX_PLANES]);
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static void _do_upload_with_meta (GstGLContext * context, GstGLUpload * upload);
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#if GST_GL_HAVE_OPENGL
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static gboolean _do_upload_draw_opengl (GstGLContext * context,
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GstGLUpload * upload);
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#endif
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#if GST_GL_HAVE_GLES2
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static gboolean _do_upload_draw_gles2 (GstGLContext * context,
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GstGLUpload * upload);
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#endif
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static gboolean _do_upload_draw (GstGLContext * context, GstGLUpload * upload);
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/* *INDENT-OFF* */
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@ -67,12 +60,28 @@ static gboolean _do_upload_draw_gles2 (GstGLContext * context,
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* Y = [16..235] (of 255)
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* Cb/Cr = [16..240] (of 255)
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*/
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#define YUV_TO_RGB_BT601_COEFFICIENTS \
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const gfloat[] bt601_offset = {-0.0625f, -0.5, -0.5) \
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const gfloat[] bt601_rcoeff = {1.164, 0.000, 1.596} \
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const gfloat[] bt601_gcoeff = {1.164,-0.391,-0.813} \
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const gfloat[] bt601_bcoeff = {1.164, 2.018, 0.000}
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#define YUV_TO_RGB_COEFFICIENTS \
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"const vec3 offset = vec3(-0.0625, -0.5, -0.5);\n" \
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"const vec3 rcoeff = vec3(1.164, 0.000, 1.596);\n" \
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"const vec3 gcoeff = vec3(1.164,-0.391,-0.813);\n" \
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"const vec3 bcoeff = vec3(1.164, 2.018, 0.000);\n"
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/* BT. 709 standard with the following ranges:
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* Y = [16..235] (of 255)
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* Cb/Cr = [16..240] (of 255)
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*/
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#define YUV_TO_RGB_BT709_COEFFICIENTS \
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const gfloat[] bt709_offset = {-0.0625, -0.5, -0.5} \
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const gfloat[] bt709_rcoeff = {1.164, 0.000, 1.787} \
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const gfloat[] bt709_gcoeff = {1.164,-0.213,-0.531} \
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const gfloat[] bt709_bcoeff = {1.164,-2.112, 0.000}
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/** GRAY16 to RGB conversion
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* data transfered as GL_LUMINANCE_ALPHA then convert back to GRAY16
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* high byte weight as : 255*256/65535
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@ -82,136 +91,11 @@ static gboolean _do_upload_draw_gles2 (GstGLContext * context,
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#define COMPOSE_WEIGHT \
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"const vec2 compose_weight = vec2(0.996109, 0.003891);\n"
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#if GST_GL_HAVE_OPENGL
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static const char *frag_AYUV_opengl = {
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"uniform sampler2D tex;\n"
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"uniform vec2 tex_scale0;\n"
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"uniform vec2 tex_scale1;\n"
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"uniform vec2 tex_scale2;\n"
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YUV_TO_RGB_COEFFICIENTS
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"void main(void) {\n"
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" float r,g,b;\n"
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" vec3 yuv;\n"
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" yuv = texture2D(tex, gl_TexCoord[0].xy * tex_scale0).gba;\n"
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" yuv += offset;\n"
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" r = dot(yuv, rcoeff);\n"
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" g = dot(yuv, gcoeff);\n"
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" b = dot(yuv, bcoeff);\n"
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" gl_FragColor=vec4(r,g,b,1.0);\n"
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"}"
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};
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/** YUV to RGB conversion */
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static const char *frag_PLANAR_YUV_opengl = {
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"uniform sampler2D Ytex,Utex,Vtex;\n"
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"uniform vec2 tex_scale0;\n"
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"uniform vec2 tex_scale1;\n"
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"uniform vec2 tex_scale2;\n"
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YUV_TO_RGB_COEFFICIENTS
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"void main(void) {\n"
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" float r,g,b;\n"
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" vec3 yuv;\n"
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" yuv.x=texture2D(Ytex, gl_TexCoord[0].xy * tex_scale0).r;\n"
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" yuv.y=texture2D(Utex, gl_TexCoord[0].xy * tex_scale1).r;\n"
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" yuv.z=texture2D(Vtex, gl_TexCoord[0].xy * tex_scale2).r;\n"
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" yuv += offset;\n"
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" r = dot(yuv, rcoeff);\n"
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" g = dot(yuv, gcoeff);\n"
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" b = dot(yuv, bcoeff);\n"
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" gl_FragColor=vec4(r,g,b,1.0);\n"
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"}"
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};
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/** NV12/NV21 to RGB conversion */
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static const char *frag_NV12_NV21_opengl = {
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"uniform sampler2D Ytex,UVtex;\n"
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"uniform vec2 tex_scale0;\n"
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"uniform vec2 tex_scale1;\n"
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"uniform vec2 tex_scale2;\n"
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YUV_TO_RGB_COEFFICIENTS
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"void main(void) {\n\n"
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" float r,g,b;\n"
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" vec3 yuv;\n"
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" yuv.x = texture2D(Ytex, gl_TexCoord[0].xy * tex_scale0).r;\n"
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" yuv.yz = texture2D(UVtex, gl_TexCoord[0].xy * tex_scale1).%c%c;\n"
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" yuv += offset;\n"
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" r = dot(yuv, rcoeff);\n"
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" g = dot(yuv, gcoeff);\n"
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" b = dot(yuv, bcoeff);\n"
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" gl_FragColor=vec4(r,g,b,1.0);\n"
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"}"
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};
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/* Channel reordering for XYZ <-> ZYX conversion */
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static const char *frag_REORDER_opengl = {
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"uniform sampler2D tex;\n"
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"uniform vec2 tex_scale0;\n"
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"uniform vec2 tex_scale1;\n"
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"uniform vec2 tex_scale2;\n"
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"void main(void)\n"
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"{\n"
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" vec4 t = texture2D(tex, gl_TexCoord[0].xy);\n"
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" gl_FragColor = vec4(t.%c, t.%c, t.%c, 1.0);\n"
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"}"
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};
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/* Compose LUMINANCE/ALPHA as 8bit-8bit value */
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static const char *frag_COMPOSE_opengl = {
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"uniform sampler2D tex;\n"
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"uniform vec2 tex_scale0;\n"
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"uniform vec2 tex_scale1;\n"
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"uniform vec2 tex_scale2;\n"
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COMPOSE_WEIGHT
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"void main(void)\n"
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"{\n"
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" vec4 t = texture2D(tex, gl_TexCoord[0].xy);\n"
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" float value = dot(t.%c%c, compose_weight);"
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" gl_FragColor = vec4(value, value, value, 1.0);\n"
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"}"
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};
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/* Direct fragments copy with stride-scaling */
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static const char *frag_COPY_opengl = {
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"uniform sampler2D tex;\n"
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"uniform vec2 tex_scale0;\n"
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"uniform vec2 tex_scale1;\n"
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"uniform vec2 tex_scale2;\n"
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"void main(void)\n"
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"{\n"
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" vec4 t = texture2D(tex, gl_TexCoord[0].xy);\n"
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" gl_FragColor = vec4(t.rgb, 1.0);\n"
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"}\n"
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};
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/* YUY2:r,g,a
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UYVY:a,b,r */
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static const gchar *frag_YUY2_UYVY_opengl =
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"uniform sampler2D Ytex, UVtex;\n"
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"uniform vec2 tex_scale0;\n"
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"uniform vec2 tex_scale1;\n"
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"uniform vec2 tex_scale2;\n"
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YUV_TO_RGB_COEFFICIENTS
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"void main(void) {\n"
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" float fx, fy, y, u, v, r, g, b;\n"
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" vec3 yuv;\n"
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" yuv.x = texture2D(Ytex, gl_TexCoord[0].xy * tex_scale0).%c;\n"
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" yuv.yz = texture2D(UVtex, gl_TexCoord[0].xy * tex_scale1).%c%c;\n"
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" yuv += offset;\n"
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" r = dot(yuv, rcoeff);\n"
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" g = dot(yuv, gcoeff);\n"
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" b = dot(yuv, bcoeff);\n"
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" gl_FragColor = vec4(r, g, b, 1.0);\n"
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"}\n";
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#define text_vertex_shader_opengl NULL
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#endif
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#if GST_GL_HAVE_GLES2
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/* Channel reordering for XYZ <-> ZYX conversion */
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static const char *frag_REORDER_gles2 = {
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static const char *frag_REORDER = {
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"#ifdef GL_ES\n"
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"precision mediump float;\n"
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"#endif\n"
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"varying vec2 v_texcoord;\n"
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"uniform sampler2D tex;\n"
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"uniform vec2 tex_scale0;\n"
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@ -230,8 +114,10 @@ static const char *frag_REORDER_gles2 = {
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* ([0~1] denormalize to [0~255],shift to high byte,normalize to [0~1])
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* low byte weight as : 255/65535 (similar)
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* */
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static const char *frag_COMPOSE_gles2 = {
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static const char *frag_COMPOSE = {
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"#ifdef GL_ES\n"
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"precision mediump float;\n"
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"#endif\n"
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"varying vec2 v_texcoord;\n"
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"uniform sampler2D tex;\n"
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"uniform vec2 tex_scale0;\n"
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@ -246,8 +132,10 @@ static const char *frag_COMPOSE_gles2 = {
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"}"
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};
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static const char *frag_AYUV_gles2 = {
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static const char *frag_AYUV = {
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"#ifdef GL_ES\n"
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"precision mediump float;\n"
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"#endif\n"
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"varying vec2 v_texcoord;\n"
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"uniform sampler2D tex;\n"
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"uniform vec2 tex_scale0;\n"
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};
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/** YUV to RGB conversion */
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static const char *frag_PLANAR_YUV_gles2 = {
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static const char *frag_PLANAR_YUV = {
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"#ifdef GL_ES\n"
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"precision mediump float;\n"
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"#endif\n"
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"varying vec2 v_texcoord;\n"
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"uniform sampler2D Ytex,Utex,Vtex;\n"
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"uniform vec2 tex_scale0;\n"
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@ -279,8 +169,8 @@ static const char *frag_PLANAR_YUV_gles2 = {
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" float r,g,b;\n"
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" vec3 yuv;\n"
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" yuv.x=texture2D(Ytex,v_texcoord * tex_scale0).r;\n"
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" yuv.y=texture2D(Utex,v_texcoord).r;\n"
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" yuv.z=texture2D(Vtex,v_texcoord).r;\n"
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" yuv.y=texture2D(Utex,v_texcoord * tex_scale1).r;\n"
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" yuv.z=texture2D(Vtex,v_texcoord * tex_scale2).r;\n"
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" yuv += offset;\n"
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" r = dot(yuv, rcoeff);\n"
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" g = dot(yuv, gcoeff);\n"
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@ -290,8 +180,10 @@ static const char *frag_PLANAR_YUV_gles2 = {
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};
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/** NV12/NV21 to RGB conversion */
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static const char *frag_NV12_NV21_gles2 = {
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static const char *frag_NV12_NV21 = {
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"#ifdef GL_ES\n"
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"precision mediump float;\n"
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"#endif\n"
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"varying vec2 v_texcoord;\n"
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"uniform sampler2D Ytex,UVtex;\n"
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"uniform vec2 tex_scale0;\n"
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@ -312,8 +204,10 @@ static const char *frag_NV12_NV21_gles2 = {
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};
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/* Direct fragments copy with stride-scaling */
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static const char *frag_COPY_gles2 = {
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static const char *frag_COPY = {
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"#ifdef GL_ES\n"
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"precision mediump float;\n"
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"#endif\n"
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"varying vec2 v_texcoord;\n"
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"uniform sampler2D tex;\n"
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"uniform vec2 tex_scale0;\n"
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@ -328,8 +222,10 @@ static const char *frag_COPY_gles2 = {
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/* YUY2:r,g,a
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UYVY:a,b,r */
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static const gchar *frag_YUY2_UYVY_gles2 =
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static const gchar *frag_YUY2_UYVY =
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"#ifdef GL_ES\n"
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"precision mediump float;\n"
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"#endif\n"
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"varying vec2 v_texcoord;\n"
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"uniform sampler2D Ytex, UVtex;\n"
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"uniform vec2 tex_scale0;\n"
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@ -350,7 +246,7 @@ static const gchar *frag_YUY2_UYVY_gles2 =
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" gl_FragColor = vec4(r, g, b, 1.0);\n"
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"}\n";
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static const gchar *text_vertex_shader_gles2 =
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static const gchar *text_vertex_shader =
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"attribute vec4 a_position; \n"
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"attribute vec2 a_texcoord; \n"
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"varying vec2 v_texcoord; \n"
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@ -359,7 +255,6 @@ static const gchar *text_vertex_shader_gles2 =
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" gl_Position = a_position; \n"
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" v_texcoord = a_texcoord; \n"
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"} \n";
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#endif
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/* *INDENT-ON* */
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@ -451,32 +346,15 @@ gst_gl_upload_new (GstGLContext * context)
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upload->context = gst_object_ref (context);
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priv = upload->priv;
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#if GST_GL_HAVE_OPENGL
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if (USING_OPENGL (context)) {
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priv->YUY2_UYVY = frag_YUY2_UYVY_opengl;
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priv->PLANAR_YUV = frag_PLANAR_YUV_opengl;
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priv->AYUV = frag_AYUV_opengl;
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priv->REORDER = frag_REORDER_opengl;
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priv->COMPOSE = frag_COMPOSE_opengl;
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priv->COPY = frag_COPY_opengl;
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priv->NV12_NV21 = frag_NV12_NV21_opengl;
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priv->vert_shader = text_vertex_shader_opengl;
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priv->draw = _do_upload_draw_opengl;
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}
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#endif
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#if GST_GL_HAVE_GLES2
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if (USING_GLES2 (context)) {
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priv->YUY2_UYVY = frag_YUY2_UYVY_gles2;
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priv->PLANAR_YUV = frag_PLANAR_YUV_gles2;
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priv->AYUV = frag_AYUV_gles2;
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priv->REORDER = frag_REORDER_gles2;
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priv->COMPOSE = frag_COMPOSE_gles2;
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priv->COPY = frag_COPY_gles2;
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priv->NV12_NV21 = frag_NV12_NV21_gles2;
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priv->vert_shader = text_vertex_shader_gles2;
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priv->draw = _do_upload_draw_gles2;
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}
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#endif
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priv->YUY2_UYVY = frag_YUY2_UYVY;
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priv->PLANAR_YUV = frag_PLANAR_YUV;
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priv->AYUV = frag_AYUV;
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priv->REORDER = frag_REORDER;
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priv->COMPOSE = frag_COMPOSE;
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priv->COPY = frag_COPY;
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priv->NV12_NV21 = frag_NV12_NV21;
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priv->vert_shader = text_vertex_shader;
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priv->draw = _do_upload_draw;
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return upload;
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}
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@ -1108,12 +986,10 @@ _init_upload (GstGLContext * context, GstGLUpload * upload)
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if (!res)
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goto error;
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if (USING_GLES2 (context)) {
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upload->shader_attr_position_loc =
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gst_gl_shader_get_attribute_location (upload->shader, "a_position");
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upload->shader_attr_texture_loc =
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gst_gl_shader_get_attribute_location (upload->shader, "a_texcoord");
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}
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upload->shader_attr_position_loc =
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gst_gl_shader_get_attribute_location (upload->shader, "a_position");
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upload->shader_attr_texture_loc =
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gst_gl_shader_get_attribute_location (upload->shader, "a_texcoord");
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if (!_do_upload_make (context, upload))
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goto error;
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@ -1538,120 +1414,8 @@ _do_upload_fill (GstGLContext * context, GstGLUpload * upload)
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return TRUE;
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}
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#if GST_GL_HAVE_OPENGL
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/* called by _do_upload (in the gl thread) */
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static gboolean
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_do_upload_draw_opengl (GstGLContext * context, GstGLUpload * upload)
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{
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GstGLFuncs *gl;
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guint out_width, out_height;
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struct TexData *tex = upload->priv->texture_info;
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gint i;
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GLfloat verts[8] = { 1.0f, -1.0f,
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-1.0f, -1.0f,
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-1.0f, 1.0f,
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1.0f, 1.0f
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};
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GLfloat texcoords[8] = { 1.0f, 0.0f,
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0.0f, 0.0f,
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0.0f, 1.0f,
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1.0f, 1.0f
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};
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gl = context->gl_vtable;
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out_width = GST_VIDEO_INFO_WIDTH (&upload->out_info);
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out_height = GST_VIDEO_INFO_HEIGHT (&upload->out_info);
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gl->BindFramebuffer (GL_FRAMEBUFFER, upload->fbo);
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/* setup a texture to render to */
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gl->Enable (GL_TEXTURE_2D);
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gl->BindTexture (GL_TEXTURE_2D, upload->out_texture);
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/* attach the texture to the FBO to renderer to */
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gl->FramebufferTexture2D (GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
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GL_TEXTURE_2D, upload->out_texture, 0);
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gst_gl_context_clear_shader (context);
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|
||||
gl->PushAttrib (GL_VIEWPORT_BIT);
|
||||
|
||||
gl->MatrixMode (GL_PROJECTION);
|
||||
gl->PushMatrix ();
|
||||
gl->LoadIdentity ();
|
||||
gluOrtho2D (0.0, out_width, 0.0, out_height);
|
||||
|
||||
gl->MatrixMode (GL_MODELVIEW);
|
||||
gl->PushMatrix ();
|
||||
gl->LoadIdentity ();
|
||||
|
||||
gl->Viewport (0, 0, out_width, out_height);
|
||||
|
||||
gl->DrawBuffer (GL_COLOR_ATTACHMENT0);
|
||||
|
||||
gl->ClearColor (0.0, 0.0, 0.0, 0.0);
|
||||
gl->Clear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
|
||||
gst_gl_shader_use (upload->shader);
|
||||
|
||||
gl->MatrixMode (GL_PROJECTION);
|
||||
gl->LoadIdentity ();
|
||||
|
||||
gl->Enable (GL_TEXTURE_2D);
|
||||
|
||||
for (i = upload->priv->n_textures - 1; i >= 0; i--) {
|
||||
gchar *scale_name = g_strdup_printf ("tex_scale%u", i);
|
||||
|
||||
gl->ActiveTexture (GL_TEXTURE0 + i);
|
||||
gst_gl_shader_set_uniform_1i (upload->shader, tex[i].shader_name, i);
|
||||
gst_gl_shader_set_uniform_2fv (upload->shader, scale_name, 1,
|
||||
&tex[i].tex_scaling[0]);
|
||||
g_free (scale_name);
|
||||
|
||||
gl->BindTexture (GL_TEXTURE_2D, upload->in_texture[i]);
|
||||
gl->TexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
gl->TexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
gl->TexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
||||
gl->TexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||||
}
|
||||
|
||||
gl->EnableClientState (GL_VERTEX_ARRAY);
|
||||
gl->EnableClientState (GL_TEXTURE_COORD_ARRAY);
|
||||
|
||||
gl->VertexPointer (2, GL_FLOAT, 0, &verts);
|
||||
gl->TexCoordPointer (2, GL_FLOAT, 0, &texcoords);
|
||||
|
||||
gl->DrawArrays (GL_TRIANGLE_FAN, 0, 4);
|
||||
|
||||
gl->DisableClientState (GL_VERTEX_ARRAY);
|
||||
gl->DisableClientState (GL_TEXTURE_COORD_ARRAY);
|
||||
|
||||
gl->DrawBuffer (GL_NONE);
|
||||
|
||||
/* we are done with the shader */
|
||||
gst_gl_context_clear_shader (context);
|
||||
|
||||
gl->Disable (GL_TEXTURE_2D);
|
||||
|
||||
gl->MatrixMode (GL_PROJECTION);
|
||||
gl->PopMatrix ();
|
||||
gl->MatrixMode (GL_MODELVIEW);
|
||||
gl->PopMatrix ();
|
||||
gl->PopAttrib ();
|
||||
|
||||
gst_gl_context_check_framebuffer_status (context);
|
||||
|
||||
gl->BindFramebuffer (GL_FRAMEBUFFER, 0);
|
||||
|
||||
return TRUE;
|
||||
}
|
||||
#endif
|
||||
|
||||
#if GST_GL_HAVE_GLES2
|
||||
static gboolean
|
||||
_do_upload_draw_gles2 (GstGLContext * context, GstGLUpload * upload)
|
||||
_do_upload_draw (GstGLContext * context, GstGLUpload * upload)
|
||||
{
|
||||
GstGLFuncs *gl;
|
||||
struct TexData *tex = upload->priv->texture_info;
|
||||
|
@ -1736,4 +1500,3 @@ _do_upload_draw_gles2 (GstGLContext * context, GstGLUpload * upload)
|
|||
|
||||
return TRUE;
|
||||
}
|
||||
#endif
|
||||
|
|
Loading…
Reference in a new issue