mirror of
https://gitlab.freedesktop.org/gstreamer/gstreamer.git
synced 2025-02-21 13:36:39 +00:00
[189/906] update vs8 build and fix some warnings that comes from vc8
This commit is contained in:
parent
72f6eb52dc
commit
f8f81eae40
12 changed files with 43 additions and 43 deletions
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@ -49,8 +49,8 @@ gst_gl_effects_bulge_callback (gint width, gint height, guint texture, gpointer
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gst_gl_shader_set_uniform_1i (shader, "tex", 0);
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gst_gl_shader_set_uniform_1f (shader, "width", width / 2.0);
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gst_gl_shader_set_uniform_1f (shader, "height", height / 2.0);
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gst_gl_shader_set_uniform_1f (shader, "width", (gfloat) width / 2.0f);
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gst_gl_shader_set_uniform_1f (shader, "height", (gfloat) height / 2.0f);
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gst_gl_effects_draw_texture (effects, texture);
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}
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@ -49,8 +49,8 @@ gst_gl_effects_fisheye_callback (gint width, gint height, guint texture, gpointe
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gst_gl_shader_set_uniform_1i (shader, "tex", 0);
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gst_gl_shader_set_uniform_1f (shader, "width", width / 2.0);
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gst_gl_shader_set_uniform_1f (shader, "height", height / 2.0);
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gst_gl_shader_set_uniform_1f (shader, "width", (gfloat) width / 2.0f);
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gst_gl_shader_set_uniform_1f (shader, "height", (gfloat) height / 2.0f);
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gst_gl_effects_draw_texture (effects, texture);
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}
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@ -20,9 +20,9 @@
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#include <gstgleffects.h>
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static gfloat gauss_kernel[9] = { 0.060493, 0.075284, 0.088016,
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0.096667, 0.099736, 0.096667,
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0.088016, 0.075284, 0.060493 };
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static gfloat gauss_kernel[9] = { 0.060493f, 0.075284f, 0.088016f,
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0.096667f, 0.099736f, 0.096667f,
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0.088016f, 0.075284f, 0.060493f };
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static void
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gst_gl_effects_glow_step_one (gint width, gint height, guint texture, gpointer data)
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@ -89,8 +89,8 @@ gst_gl_effects_glow_step_two (gint width, gint height, guint texture, gpointer s
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gst_gl_shader_set_uniform_1i (shader, "tex", 1);
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gst_gl_shader_set_uniform_1fv (shader, "kernel", 9, gauss_kernel);
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gst_gl_shader_set_uniform_1f (shader, "norm_const", 0.740656);
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gst_gl_shader_set_uniform_1f (shader, "norm_offset", 0.0);
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gst_gl_shader_set_uniform_1f (shader, "norm_const", 0.740656f);
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gst_gl_shader_set_uniform_1f (shader, "norm_offset", 0.0f);
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gst_gl_effects_draw_texture (effects, texture);
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}
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@ -125,8 +125,8 @@ gst_gl_effects_glow_step_three (gint width, gint height, guint texture, gpointer
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gst_gl_shader_set_uniform_1i (shader, "tex", 1);
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gst_gl_shader_set_uniform_1fv (shader, "kernel", 9, gauss_kernel);
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gst_gl_shader_set_uniform_1f (shader, "norm_const", 0.740656);
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gst_gl_shader_set_uniform_1f (shader, "norm_offset", 0.0);
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gst_gl_shader_set_uniform_1f (shader, "norm_const", 0.740656f);
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gst_gl_shader_set_uniform_1f (shader, "norm_offset", 0.0f);
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gst_gl_effects_draw_texture (effects, texture);
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}
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@ -166,7 +166,7 @@ gst_gl_effects_glow_step_four (gint width, gint height, guint texture, gpointer
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glBindTexture (GL_TEXTURE_RECTANGLE_ARB, texture);
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glDisable(GL_TEXTURE_RECTANGLE_ARB);
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gst_gl_shader_set_uniform_1f (shader, "beta", 1/3.5);
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gst_gl_shader_set_uniform_1f (shader, "beta", (gfloat) 1/3.5f);
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gst_gl_shader_set_uniform_1i (shader, "blend", 1);
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gst_gl_effects_draw_texture (effects, texture);
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@ -49,8 +49,8 @@ gst_gl_effects_mirror_callback (gint width, gint height, guint texture, gpointer
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gst_gl_shader_set_uniform_1i (shader, "tex", 0);
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gst_gl_shader_set_uniform_1f (shader, "width", width / 2.0);
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gst_gl_shader_set_uniform_1f (shader, "height", height / 2.0);
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gst_gl_shader_set_uniform_1f (shader, "width", (gfloat) width / 2.0f);
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gst_gl_shader_set_uniform_1f (shader, "height", (gfloat) height / 2.0f);
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gst_gl_effects_draw_texture (effects, texture);
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}
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@ -49,8 +49,8 @@ gst_gl_effects_square_callback (gint width, gint height, guint texture, gpointer
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gst_gl_shader_set_uniform_1i (shader, "tex", 0);
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gst_gl_shader_set_uniform_1f (shader, "width", width / 2.0);
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gst_gl_shader_set_uniform_1f (shader, "height", height / 2.0);
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gst_gl_shader_set_uniform_1f (shader, "width", (gfloat) width / 2.0f);
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gst_gl_shader_set_uniform_1f (shader, "height", (gfloat) height / 2.0f);
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gst_gl_effects_draw_texture (effects, texture);
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}
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@ -49,8 +49,8 @@ gst_gl_effects_squeeze_callback (gint width, gint height, guint texture, gpointe
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gst_gl_shader_set_uniform_1i (shader, "tex", 0);
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gst_gl_shader_set_uniform_1f (shader, "width", width / 2.0);
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gst_gl_shader_set_uniform_1f (shader, "height", height / 2.0);
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gst_gl_shader_set_uniform_1f (shader, "width", (gfloat) width / 2.0f);
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gst_gl_shader_set_uniform_1f (shader, "height", (gfloat) height / 2.0f);
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gst_gl_effects_draw_texture (effects, texture);
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}
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@ -49,8 +49,8 @@ gst_gl_effects_stretch_callback (gint width, gint height, guint texture, gpointe
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gst_gl_shader_set_uniform_1i (shader, "tex", 0);
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gst_gl_shader_set_uniform_1f (shader, "width", width / 2.0);
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gst_gl_shader_set_uniform_1f (shader, "height", height / 2.0);
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gst_gl_shader_set_uniform_1f (shader, "width", (gfloat) width / 2.0f);
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gst_gl_shader_set_uniform_1f (shader, "height", (gfloat) height / 2.0f);
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gst_gl_effects_draw_texture (effects, texture);
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}
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@ -49,8 +49,8 @@ gst_gl_effects_tunnel_callback (gint width, gint height, guint texture, gpointer
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gst_gl_shader_set_uniform_1i (shader, "tex", 0);
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gst_gl_shader_set_uniform_1f (shader, "width", width / 2.0);
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gst_gl_shader_set_uniform_1f (shader, "height", height / 2.0);
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gst_gl_shader_set_uniform_1f (shader, "width", (gfloat) width / 2.0f);
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gst_gl_shader_set_uniform_1f (shader, "height", (gfloat) height / 2.0f);
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gst_gl_effects_draw_texture (effects, texture);
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}
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@ -49,8 +49,8 @@ gst_gl_effects_twirl_callback (gint width, gint height, guint texture, gpointer
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gst_gl_shader_set_uniform_1i (shader, "tex", 0);
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gst_gl_shader_set_uniform_1f (shader, "width", width / 2.0);
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gst_gl_shader_set_uniform_1f (shader, "height", height / 2.0);
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gst_gl_shader_set_uniform_1f (shader, "width", (gfloat) width / 2.0f);
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gst_gl_shader_set_uniform_1f (shader, "height", (gfloat) height / 2.0f);
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gst_gl_effects_draw_texture (effects, texture);
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}
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@ -250,11 +250,11 @@ gst_gl_effects_draw_texture (GstGLEffects * effects, GLuint tex)
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glTexCoord2f (0.0, 0.0);
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glVertex2f (-1.0, -1.0);
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glTexCoord2f (filter->width, 0.0);
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glTexCoord2f ((gfloat)filter->width, 0.0);
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glVertex2f (1.0, -1.0);
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glTexCoord2f (filter->width, filter->height);
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glTexCoord2f ((gfloat)filter->width, (gfloat)filter->height);
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glVertex2f (1.0, 1.0);
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glTexCoord2f (0.0, filter->height);
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glTexCoord2f (0.0, (gfloat)filter->height);
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glVertex2f (-1.0, 1.0);
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glEnd ();
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@ -239,11 +239,11 @@ gst_gl_filterblur_draw_texture (GstGLFilterBlur * filterblur, GLuint tex)
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glTexCoord2f (0.0, 0.0);
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glVertex2f (-1.0, -1.0);
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glTexCoord2f (filter->width, 0.0);
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glTexCoord2f ((gfloat)filter->width, 0.0);
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glVertex2f (1.0, -1.0);
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glTexCoord2f (filter->width, filter->height);
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glTexCoord2f ((gfloat)filter->width, (gfloat)filter->height);
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glVertex2f (1.0, 1.0);
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glTexCoord2f (0.0, filter->height);
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glTexCoord2f (0.0, (gfloat)filter->height);
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glVertex2f (-1.0, 1.0);
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glEnd ();
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@ -290,9 +290,9 @@ gst_gl_filterblur_hcallback (gint width, gint height, guint texture, gpointer st
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/* hard coded kernel, it could be easily generated at runtime with a
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* property to change standard deviation */
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gfloat gauss_kernel[9] = {
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0.026995, 0.064759, 0.120985,
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0.176033, 0.199471, 0.176033,
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0.120985, 0.064759, 0.026995 };
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0.026995f, 0.064759f, 0.120985f,
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0.176033f, 0.199471f, 0.176033f,
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0.120985f, 0.064759f, 0.026995f };
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glMatrixMode (GL_PROJECTION);
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glLoadIdentity ();
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@ -307,8 +307,8 @@ gst_gl_filterblur_hcallback (gint width, gint height, guint texture, gpointer st
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gst_gl_shader_set_uniform_1i (filterblur->shader0, "tex", 1);
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gst_gl_shader_set_uniform_1fv (filterblur->shader0, "kernel", 9, gauss_kernel);
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gst_gl_shader_set_uniform_1f (filterblur->shader0, "norm_const", 0.977016);
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gst_gl_shader_set_uniform_1f (filterblur->shader0, "norm_offset", 0.0);
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gst_gl_shader_set_uniform_1f (filterblur->shader0, "norm_const", 0.977016f);
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gst_gl_shader_set_uniform_1f (filterblur->shader0, "norm_offset", 0.0f);
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gst_gl_filterblur_draw_texture (filterblur, texture);
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}
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@ -322,9 +322,9 @@ gst_gl_filterblur_vcallback (gint width, gint height, guint texture, gpointer st
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/* hard coded kernel, it could be easily generated at runtime with a
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* property to change standard deviation */
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gfloat gauss_kernel[9] = {
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0.026995, 0.064759, 0.120985,
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0.176033, 0.199471, 0.176033,
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0.120985, 0.064759, 0.026995 };
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0.026995f, 0.064759f, 0.120985f,
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0.176033f, 0.199471f, 0.176033f,
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0.120985f, 0.064759f, 0.026995f };
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glMatrixMode (GL_PROJECTION);
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glLoadIdentity ();
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@ -339,8 +339,8 @@ gst_gl_filterblur_vcallback (gint width, gint height, guint texture, gpointer st
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gst_gl_shader_set_uniform_1i (filterblur->shader1, "tex", 1);
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gst_gl_shader_set_uniform_1fv (filterblur->shader1, "kernel", 9, gauss_kernel);
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gst_gl_shader_set_uniform_1f (filterblur->shader1, "norm_const", 0.977016);
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gst_gl_shader_set_uniform_1f (filterblur->shader1, "norm_offset", 0.0);
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gst_gl_shader_set_uniform_1f (filterblur->shader1, "norm_const", 0.977016f);
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gst_gl_shader_set_uniform_1f (filterblur->shader1, "norm_offset", 0.0f);
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gst_gl_filterblur_draw_texture (filterblur, texture);
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}
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@ -170,11 +170,11 @@ gst_gl_pixbufoverlay_draw_texture (GstGLPixbufOverlay * pixbufoverlay, GLuint te
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glTexCoord2f (0.0, 0.0);
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glVertex2f (-1.0, -1.0);
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glTexCoord2f (filter->width, 0.0);
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glTexCoord2f ((gfloat)filter->width, 0.0);
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glVertex2f (1.0, -1.0);
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glTexCoord2f (filter->width, filter->height);
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glTexCoord2f ((gfloat)filter->width, (gfloat)filter->height);
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glVertex2f (1.0, 1.0);
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glTexCoord2f (0.0, filter->height);
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glTexCoord2f (0.0, (gfloat)filter->height);
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glVertex2f (-1.0, 1.0);
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glEnd ();
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