return TRUE;
}
-static gboolean
-_create_shader (GstGLContext * context, const gchar * vertex_src,
- const gchar * fragment_src, GstGLShader ** out_shader)
-{
- GstGLShader *shader;
- GError *error = NULL;
-
- g_return_val_if_fail (vertex_src != NULL || fragment_src != NULL, FALSE);
-
- shader = gst_gl_shader_new (context);
-
- if (vertex_src)
- gst_gl_shader_set_vertex_source (shader, vertex_src);
- if (fragment_src)
- gst_gl_shader_set_fragment_source (shader, fragment_src);
-
- if (!gst_gl_shader_compile (shader, &error)) {
- gst_gl_context_set_error (context, "%s", error->message);
- g_error_free (error);
- gst_gl_context_clear_shader (context);
- gst_object_unref (shader);
- return FALSE;
- }
-
- *out_shader = shader;
- return TRUE;
-}
-
static inline gchar
_index_to_shader_swizzle (int idx)
{
}
res =
- _create_shader (context, text_vertex_shader, info->frag_prog,
+ gst_gl_context_gen_shader (context, text_vertex_shader, info->frag_prog,
&convert->shader);
g_free (info->frag_prog);
if (!res)