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822f09f6ae
There are numerous slight differences required between Desktop GL and GLES3 for multiple render targets. 1. gl_FragData doesn't exist at all and one is required to use 'layout (location = ?) out ...' instead. 2. gl_FragColor doesn't exist, same as 1 3. texture2D() has been deprecated Fortunately most of these have been taken care of with GL3 and the shader mangling already exists so just expand the conditions they are used in. The gl_FragData issue requires a new mangle pass though. We also use this new pass on desktop GL for consistency. |
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adaptivedemux | ||
audio | ||
base | ||
basecamerabinsrc | ||
codecparsers | ||
gl | ||
insertbin | ||
interfaces | ||
mpegts | ||
player | ||
uridownloader | ||
video | ||
wayland | ||
gettext.h | ||
glib-compat-private.h | ||
gst-i18n-plugin.h | ||
Makefile.am |