return gst_gl_window_get_gl_context (display->priv->window);
}
-void
-gst_gl_display_activate_gl_context (GstGLDisplay * display, gboolean activate)
-{
- g_return_if_fail (GST_IS_GL_DISPLAY (display));
- g_return_if_fail (GST_GL_IS_WINDOW (display->priv->window));
-
- if (!activate)
- gst_gl_display_lock (display);
-
- gst_gl_window_activate (display->priv->window, activate);
-
- if (activate)
- gst_gl_display_unlock (display);
-}
-
GstGLAPI
gst_gl_display_get_gl_api (GstGLDisplay * display)
{
GstGLDisplayThreadFunc func, gpointer data);
gulong gst_gl_display_get_internal_gl_context (GstGLDisplay * display);
-void gst_gl_display_activate_gl_context (GstGLDisplay * display, gboolean activate);
/* Must be called inside a lock/unlock on display, or within the glthread */
void gst_gl_display_set_error (GstGLDisplay * display, const char * format, ...);
}
void
+gst_gl_display_activate_gl_context (GstGLDisplay * display, gboolean activate)
+{
+ GstGLWindow *window;
+
+ g_return_if_fail (GST_IS_GL_DISPLAY (display));
+
+ if (!activate)
+ gst_gl_display_lock (display);
+
+ window = gst_gl_display_get_window_unlocked (display);
+
+ gst_gl_window_activate (window, activate);
+
+ if (activate)
+ gst_gl_display_unlock (display);
+
+ gst_object_unref (window);
+}
+
+void
gst_gl_display_gen_texture (GstGLDisplay * display, GLuint * pTexture,
GstVideoFormat v_format, GLint width, GLint height)
{
void gst_gl_display_del_shader (GstGLDisplay * display, GstGLShader * shader);
gboolean gst_gl_display_check_framebuffer_status (GstGLDisplay * display);
+void gst_gl_display_activate_gl_context (GstGLDisplay * display, gboolean activate);
#endif /* __GST_GL_UTILS_H__ */