filter->fbo, filter->depthbuffer, target, _glcb2, &cb);
}
+static void
+_get_attributes (GstGLFilter * filter)
+{
+ if (!filter->default_shader)
+ return;
+
+ if (filter->valid_attributes)
+ return;
+
+ if (filter->draw_attr_position_loc == -1)
+ filter->draw_attr_position_loc =
+ gst_gl_shader_get_attribute_location (filter->default_shader,
+ "a_position");
+
+ if (filter->draw_attr_texture_loc == -1)
+ filter->draw_attr_texture_loc =
+ gst_gl_shader_get_attribute_location (filter->default_shader,
+ "a_texcoord");
+
+ filter->valid_attributes = TRUE;
+}
+
static void
_draw_with_shader_cb (gint width, gint height, guint texture, gpointer stuff)
{
}
#endif
+ _get_attributes (filter);
gst_gl_shader_use (filter->default_shader);
gl->ActiveTexture (GL_TEXTURE1);
gst_gl_filter_draw_texture (filter, texture, width, height);
}
-static void
-_get_attributes (GstGLFilter * filter)
-{
- if (!filter->default_shader)
- return;
-
- if (filter->draw_attr_position_loc == -1)
- filter->draw_attr_position_loc =
- gst_gl_shader_get_attribute_location (filter->default_shader,
- "a_position");
-
- if (filter->draw_attr_texture_loc == -1)
- filter->draw_attr_texture_loc =
- gst_gl_shader_get_attribute_location (filter->default_shader,
- "a_texcoord");
-}
-
/**
* gst_gl_filter_render_to_target_with_shader:
* @filter: a #GstGLFilter
gst_gl_filter_render_to_target_with_shader (GstGLFilter * filter,
gboolean resize, GLuint input, GLuint target, GstGLShader * shader)
{
+ if (filter->default_shader != shader)
+ filter->valid_attributes = FALSE;
filter->default_shader = shader;
- _get_attributes (filter);
gst_gl_filter_render_to_target (filter, resize, input, target,
_draw_with_shader_cb, filter);