The calling convention may be deprecated, but we still need it for
OpenGL. The build issue was caused by an incorrect syntax being used for
the WINAPI (__stdcall) prototype in function pointers which was accepted
by GCC but is rejected by MSVC.
There are some cases where it's needed for binding in/out variables in shaders.
e.g. glsl 150 (gl 3.2) doesn't support the 'layout (location = ?)' specifiers in
the shader source so we have to bind them ourselves.
GL 1.4 (with GL_ARB_shader_objects) doesn't have glIsProgram or glIsShader
equivalents. As they are simply assertions, skip them when there isn't a
valid function pointer.
gst_gl_shader_detach_unlocked already removes the list entry so attempting to
use the element to iterate to the next stage could read invalid data.
Based on patch by Vineeth TM <vineeth.tm@samsung.com>
https://bugzilla.gnome.org/show_bug.cgi?id=758039
A GstGLShader is now simply a collection of stages that are
compiled and linked together into a program. The uniform/attribute
interface has remained the same.
Where possible, use the _OBJECT variants in order to track better from
which object the debug statement is coming from
Define (and use) GST_CAT_DEFAULT where applicable
Use GST_PTR_FORMAT where applicable
Most of our 2D filters use the same simple vertex shader.
Also define the default fragment shader as the identity.
Avoid duplicating the same vertex and fragment shader text.
Write forward declarations in another way to avoid
repeated typedefs "error: redefinition of typedef".
Raised when using i686-apple-darwin11-llvm-gcc-4.2
It seems that C apple compiler does not support
C11 feature.
https://bugzilla.gnome.org/show_bug.cgi?id=703885
- cmake could not find glib
- put gtk variables at the beginning to avoid GL conflicts
- update examples to clutter-1.8
- use const instead of deprecated G_CONST_RETURN
- set max pending events to 0 to make cube example works again
glmixer can be seen as a glfilter except it handles N requested
sink pads.
Each sink pad and the src pad are video/x-raw-gl.
glmixer is responsible for managing different framerates from inputs.
It uses OpenGL context sharing. It means that each input is in its
own OpenGL context shared together and shared with the OpenGL context
of the ouput gl chain.
Also add a glmosaic which is an example of implementation of glmixer.
For now glmosaic is a cube but it will be fixed in the next commits.
For now the glmixer has some weird behaviours in some configurations
but it will be improved in the next commits.
The autotools builds is temporarly broken since those changes
have been made on win32.
In OpenGL 2.x for Embedded System, a lot of basic scene/draw functions
have been removed. It means that everything is made using vertex and
fragment shaders.
I have also added a gstglwindow backend for winCE that uses EGL
(Native Platform Graphics Intercace) (which is a full part of
OpenGL ES specification). It remove the use of wgl/glx functions.