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5da138d1ae
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.
36 lines
1.2 KiB
C
36 lines
1.2 KiB
C
/*
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* GStreamer
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* Copyright (C) 2008 Filippo Argiolas <filippo.argiolas@gmail.com>
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Library General Public
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* License as published by the Free Software Foundation; either
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* version 2 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Library General Public License for more details.
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*
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* You should have received a copy of the GNU Library General Public
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* License along with this library; if not, write to the
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* Free Software Foundation, Inc., 51 Franklin St, Fifth Floor,
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* Boston, MA 02110-1301, USA.
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*/
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#ifdef HAVE_CONFIG_H
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#include "config.h"
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#endif
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#include "../gstgleffects.h"
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void
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gst_gl_effects_bulge (GstGLEffects * effects)
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{
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GstGLFilter *filter = GST_GL_FILTER (effects);
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GstGLShader *shader;
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shader = gst_gl_effects_get_fragment_shader (effects, "bulge",
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bulge_fragment_source_gles2);
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gst_gl_filter_render_to_target_with_shader (filter, effects->intexture,
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effects->outtexture, shader);
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}
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