The use of mediump as a specifier in GLSL shaders will have limited
resolution and when used as texture coordinates may become inaccurate
over texture sizes of 1024.
glcolorbalance is in the default GL path inside glimagesink,
so has been causing an possibly-unnecessary extra texture copy
on Android for a while now. If we're just doing passthrough,
we can support OES directly. If not, they'll be transformed
to 2D textures and colourbalanced.
Except for gst/gl/gstglfuncs.h
It is up to the client app to include these headers.
It is coherent with the fact that gstreamer-gl.pc does not
require any egl.pc/gles.pc. I.e. it is the responsability
of the app to search these headers within its build setup.
For example gstreamer-vaapi includes explicitly EGL/egl.h
and search for it in its configure.ac.
For example with this patch, if an app includes the headers
gst/gl/egl/gstglcontext_egl.h
gst/gl/egl/gstgldisplay_egl.h
gst/gl/egl/gstglmemoryegl.h
it will *no longer* automatically include EGL/egl.h and GLES2/gl2.h.
Which is good because the app might want to use the gstgl api only
without the need to bother about gl headers.
Also added a test: cd tests/check && make libs/gstglheaders.check
https://bugzilla.gnome.org/show_bug.cgi?id=784779
Add a function to install the default RGBA pad templates,
but don't make them required so that there can be
GstGLFilter sub-classes with different input/output
caps if they want. Remove the hard-coded RGBA restriction in
the set_caps_features call, as it will be taken care
of by intersecting with the pad templates.
Update all the sub-classes to match
Fixes an assertion when moving from passthrough to non-passthrough
Without an explicit reconfigure, glfiter won't have created the GL
resources such as the FBO, GL bufferpool, etc and basetransform will
allocate sysmem buffers instead.
There's no need for the jump to an extra thread in most cases, especially
when relying solely on a shader to render. We can use the provided
render_to_target() functions to simplify filter writing.
It performs the exact same operation as videobalance but with opengl shaders and
was tested with glvideomixer by comparing frames from videobalance and
glcolorbalance.