fail_if (tex == 0, "failed to create texture");
#if GST_GL_HAVE_GLES2
- shader = gst_gl_shader_new (context);
- fail_if (shader == NULL, "failed to create shader object");
-
- gst_gl_shader_set_vertex_source (shader, vertex_shader_str_gles2);
- gst_gl_shader_set_fragment_source (shader, fragment_shader_str_gles2);
-
- error = NULL;
- gst_gl_shader_compile (shader, &error);
- fail_if (error != NULL, "Error compiling shader %s\n",
- error ? error->message : "Unknown Error");
-
- shader_attr_position_loc =
- gst_gl_shader_get_attribute_location (shader, "a_position");
- shader_attr_texture_loc =
- gst_gl_shader_get_attribute_location (shader, "a_texCoord");
+ if (gst_gl_context_get_gl_api (context) & GST_GL_API_GLES2) {
+ shader = gst_gl_shader_new (context);
+ fail_if (shader == NULL, "failed to create shader object");
+
+ gst_gl_shader_set_vertex_source (shader, vertex_shader_str_gles2);
+ gst_gl_shader_set_fragment_source (shader, fragment_shader_str_gles2);
+
+ error = NULL;
+ gst_gl_shader_compile (shader, &error);
+ fail_if (error != NULL, "Error compiling shader %s\n",
+ error ? error->message : "Unknown Error");
+
+ shader_attr_position_loc =
+ gst_gl_shader_get_attribute_location (shader, "a_position");
+ shader_attr_texture_loc =
+ gst_gl_shader_get_attribute_location (shader, "a_texCoord");
+ }
#endif
}
/* redraw the texture into the system provided framebuffer */
#if GST_GL_HAVE_OPENGL
- GLfloat verts[8] = { 1.0f, 1.0f,
- -1.0f, 1.0f,
- -1.0f, -1.0f,
- 1.0f, -1.0f
- };
- GLfloat texcoords[8] = { 1.0f, 0.0f,
- 0.0f, 0.0f,
- 0.0f, 1.0f,
- 1.0f, 1.0f
- };
+ if (gst_gl_context_get_gl_api (context) & GST_GL_API_OPENGL) {
+ GLfloat verts[8] = { 1.0f, 1.0f,
+ -1.0f, 1.0f,
+ -1.0f, -1.0f,
+ 1.0f, -1.0f
+ };
+ GLfloat texcoords[8] = { 1.0f, 0.0f,
+ 0.0f, 0.0f,
+ 0.0f, 1.0f,
+ 1.0f, 1.0f
+ };
- gl->Viewport (0, 0, 320, 240);
+ gl->Viewport (0, 0, 320, 240);
- gl->Clear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+ gl->Clear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
- gl->MatrixMode (GL_PROJECTION);
- gl->LoadIdentity ();
+ gl->MatrixMode (GL_PROJECTION);
+ gl->LoadIdentity ();
- gl->Enable (GL_TEXTURE_2D);
- gl->BindTexture (GL_TEXTURE_2D, tex);
+ gl->Enable (GL_TEXTURE_2D);
+ gl->BindTexture (GL_TEXTURE_2D, tex);
- gl->EnableClientState (GL_VERTEX_ARRAY);
- gl->EnableClientState (GL_TEXTURE_COORD_ARRAY);
- gl->VertexPointer (2, GL_FLOAT, 0, &verts);
- gl->TexCoordPointer (2, GL_FLOAT, 0, &texcoords);
+ gl->EnableClientState (GL_VERTEX_ARRAY);
+ gl->EnableClientState (GL_TEXTURE_COORD_ARRAY);
+ gl->VertexPointer (2, GL_FLOAT, 0, &verts);
+ gl->TexCoordPointer (2, GL_FLOAT, 0, &texcoords);
- gl->DrawArrays (GL_TRIANGLE_FAN, 0, 4);
+ gl->DrawArrays (GL_TRIANGLE_FAN, 0, 4);
- gl->DisableClientState (GL_VERTEX_ARRAY);
- gl->DisableClientState (GL_TEXTURE_COORD_ARRAY);
+ gl->DisableClientState (GL_VERTEX_ARRAY);
+ gl->DisableClientState (GL_TEXTURE_COORD_ARRAY);
- gl->Disable (GL_TEXTURE_2D);
+ gl->Disable (GL_TEXTURE_2D);
+ }
#endif
#if GST_GL_HAVE_GLES2
- const GLfloat vVertices[] = { 1.0f, 1.0f, 0.0f,
- 1.0f, 0.0f,
- -1.0f, 1.0f, 0.0f,
- 0.0f, 0.0f,
- -1.0f, -1.0f, 0.0f,
- 0.0f, 1.0f,
- 1.0f, -1.0f, 0.0f,
- 1.0f, 1.0f
- };
-
- GLushort indices[] = { 0, 1, 2, 0, 2, 3 };
+ if (gst_gl_context_get_gl_api (context) & GST_GL_API_GLES2) {
+ const GLfloat vVertices[] = { 1.0f, 1.0f, 0.0f,
+ 1.0f, 0.0f,
+ -1.0f, 1.0f, 0.0f,
+ 0.0f, 0.0f,
+ -1.0f, -1.0f, 0.0f,
+ 0.0f, 1.0f,
+ 1.0f, -1.0f, 0.0f,
+ 1.0f, 1.0f
+ };
- gl->Clear (GL_COLOR_BUFFER_BIT);
+ GLushort indices[] = { 0, 1, 2, 0, 2, 3 };
- gst_gl_shader_use (shader);
+ gl->Clear (GL_COLOR_BUFFER_BIT);
- /* Load the vertex position */
- gl->VertexAttribPointer (shader_attr_position_loc, 3,
- GL_FLOAT, GL_FALSE, 5 * sizeof (GLfloat), vVertices);
+ gst_gl_shader_use (shader);
- /* Load the texture coordinate */
- gl->VertexAttribPointer (shader_attr_texture_loc, 2,
- GL_FLOAT, GL_FALSE, 5 * sizeof (GLfloat), &vVertices[3]);
+ /* Load the vertex position */
+ gl->VertexAttribPointer (shader_attr_position_loc, 3,
+ GL_FLOAT, GL_FALSE, 5 * sizeof (GLfloat), vVertices);
- gl->EnableVertexAttribArray (shader_attr_position_loc);
- gl->EnableVertexAttribArray (shader_attr_texture_loc);
+ /* Load the texture coordinate */
+ gl->VertexAttribPointer (shader_attr_texture_loc, 2,
+ GL_FLOAT, GL_FALSE, 5 * sizeof (GLfloat), &vVertices[3]);
- gl->ActiveTexture (GL_TEXTURE0);
- gl->BindTexture (GL_TEXTURE_2D, tex);
- gst_gl_shader_set_uniform_1i (shader, "s_texture", 0);
+ gl->EnableVertexAttribArray (shader_attr_position_loc);
+ gl->EnableVertexAttribArray (shader_attr_texture_loc);
- gl->DrawElements (GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, indices);
+ gl->ActiveTexture (GL_TEXTURE0);
+ gl->BindTexture (GL_TEXTURE_2D, tex);
+ gst_gl_shader_set_uniform_1i (shader, "s_texture", 0);
+
+ gl->DrawElements (GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, indices);
+ }
#endif
context_class->swap_buffers (context);
init (gpointer data)
{
#if GST_GL_HAVE_GLES2
- shader = gst_gl_shader_new (context);
- fail_if (shader == NULL, "failed to create shader object");
-
- gst_gl_shader_set_vertex_source (shader, vertex_shader_str_gles2);
- gst_gl_shader_set_fragment_source (shader, fragment_shader_str_gles2);
-
- error = NULL;
- gst_gl_shader_compile (shader, &error);
- fail_if (error != NULL, "Error compiling shader %s\n",
- error ? error->message : "Unknown Error");
-
- shader_attr_position_loc =
- gst_gl_shader_get_attribute_location (shader, "a_position");
- shader_attr_texture_loc =
- gst_gl_shader_get_attribute_location (shader, "a_texCoord");
+ if (gst_gl_context_get_gl_api (context) & GST_GL_API_GLES2) {
+ shader = gst_gl_shader_new (context);
+ fail_if (shader == NULL, "failed to create shader object");
+
+ gst_gl_shader_set_vertex_source (shader, vertex_shader_str_gles2);
+ gst_gl_shader_set_fragment_source (shader, fragment_shader_str_gles2);
+
+ error = NULL;
+ gst_gl_shader_compile (shader, &error);
+ fail_if (error != NULL, "Error compiling shader %s\n",
+ error ? error->message : "Unknown Error");
+
+ shader_attr_position_loc =
+ gst_gl_shader_get_attribute_location (shader, "a_position");
+ shader_attr_texture_loc =
+ gst_gl_shader_get_attribute_location (shader, "a_texCoord");
+ }
#endif
}
/* redraw the texture into the system provided framebuffer */
#if GST_GL_HAVE_OPENGL
- GLfloat verts[8] = { 1.0f, 1.0f,
- -1.0f, 1.0f,
- -1.0f, -1.0f,
- 1.0f, -1.0f
- };
- GLfloat texcoords[8] = { 1.0f, 0.0f,
- 0.0f, 0.0f,
- 0.0f, 1.0f,
- 1.0f, 1.0f
- };
+ if (gst_gl_context_get_gl_api (context) & GST_GL_API_OPENGL) {
+ GLfloat verts[8] = { 1.0f, 1.0f,
+ -1.0f, 1.0f,
+ -1.0f, -1.0f,
+ 1.0f, -1.0f
+ };
+ GLfloat texcoords[8] = { 1.0f, 0.0f,
+ 0.0f, 0.0f,
+ 0.0f, 1.0f,
+ 1.0f, 1.0f
+ };
- gl->Viewport (0, 0, WIDTH, HEIGHT);
+ gl->Viewport (0, 0, 320, 240);
- gl->Clear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+ gl->Clear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
- gl->MatrixMode (GL_PROJECTION);
- gl->LoadIdentity ();
+ gl->MatrixMode (GL_PROJECTION);
+ gl->LoadIdentity ();
- gl->Enable (GL_TEXTURE_2D);
- gl->BindTexture (GL_TEXTURE_2D, tex_id);
+ gl->Enable (GL_TEXTURE_2D);
+ gl->BindTexture (GL_TEXTURE_2D, tex_id);
- gl->EnableClientState (GL_VERTEX_ARRAY);
- gl->EnableClientState (GL_TEXTURE_COORD_ARRAY);
- gl->VertexPointer (2, GL_FLOAT, 0, &verts);
- gl->TexCoordPointer (2, GL_FLOAT, 0, &texcoords);
+ gl->EnableClientState (GL_VERTEX_ARRAY);
+ gl->EnableClientState (GL_TEXTURE_COORD_ARRAY);
+ gl->VertexPointer (2, GL_FLOAT, 0, &verts);
+ gl->TexCoordPointer (2, GL_FLOAT, 0, &texcoords);
- gl->DrawArrays (GL_TRIANGLE_FAN, 0, 4);
+ gl->DrawArrays (GL_TRIANGLE_FAN, 0, 4);
- gl->DisableClientState (GL_VERTEX_ARRAY);
- gl->DisableClientState (GL_TEXTURE_COORD_ARRAY);
+ gl->DisableClientState (GL_VERTEX_ARRAY);
+ gl->DisableClientState (GL_TEXTURE_COORD_ARRAY);
- gl->Disable (GL_TEXTURE_2D);
+ gl->Disable (GL_TEXTURE_2D);
+ }
#endif
#if GST_GL_HAVE_GLES2
- const GLfloat vVertices[] = { 1.0f, 1.0f, 0.0f,
- 1.0f, 0.0f,
- -1.0f, 1.0f, 0.0f,
- 0.0f, 0.0f,
- -1.0f, -1.0f, 0.0f,
- 0.0f, 1.0f,
- 1.0f, -1.0f, 0.0f,
- 1.0f, 1.0f
- };
+ if (gst_gl_context_get_gl_api (context) & GST_GL_API_GLES2) {
+ const GLfloat vVertices[] = { 1.0f, 1.0f, 0.0f,
+ 1.0f, 0.0f,
+ -1.0f, 1.0f, 0.0f,
+ 0.0f, 0.0f,
+ -1.0f, -1.0f, 0.0f,
+ 0.0f, 1.0f,
+ 1.0f, -1.0f, 0.0f,
+ 1.0f, 1.0f
+ };
- GLushort indices[] = { 0, 1, 2, 0, 2, 3 };
+ GLushort indices[] = { 0, 1, 2, 0, 2, 3 };
- gl->Clear (GL_COLOR_BUFFER_BIT);
+ gl->Clear (GL_COLOR_BUFFER_BIT);
- gst_gl_shader_use (shader);
+ gst_gl_shader_use (shader);
- /* Load the vertex position */
- gl->VertexAttribPointer (shader_attr_position_loc, 3,
- GL_FLOAT, GL_FALSE, 5 * sizeof (GLfloat), vVertices);
+ /* Load the vertex position */
+ gl->VertexAttribPointer (shader_attr_position_loc, 3,
+ GL_FLOAT, GL_FALSE, 5 * sizeof (GLfloat), vVertices);
- /* Load the texture coordinate */
- gl->VertexAttribPointer (shader_attr_texture_loc, 2,
- GL_FLOAT, GL_FALSE, 5 * sizeof (GLfloat), &vVertices[3]);
+ /* Load the texture coordinate */
+ gl->VertexAttribPointer (shader_attr_texture_loc, 2,
+ GL_FLOAT, GL_FALSE, 5 * sizeof (GLfloat), &vVertices[3]);
- gl->EnableVertexAttribArray (shader_attr_position_loc);
- gl->EnableVertexAttribArray (shader_attr_texture_loc);
+ gl->EnableVertexAttribArray (shader_attr_position_loc);
+ gl->EnableVertexAttribArray (shader_attr_texture_loc);
- gl->ActiveTexture (GL_TEXTURE0);
- gl->BindTexture (GL_TEXTURE_2D, tex_id);
- gst_gl_shader_set_uniform_1i (shader, "s_texture", 0);
+ gl->ActiveTexture (GL_TEXTURE0);
+ gl->BindTexture (GL_TEXTURE_2D, tex_id);
+ gst_gl_shader_set_uniform_1i (shader, "s_texture", 0);
- gl->DrawElements (GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, indices);
+ gl->DrawElements (GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, indices);
+ }
#endif
context_class->swap_buffers (context);
gboolean res;
gint i = 0;
- gl_mem = gst_gl_memory_wrapped (context, FORMAT, WIDTH, HEIGHT, rgba_data,
- NULL, NULL);
-
gst_video_info_set_format (&in_info, FORMAT, WIDTH, HEIGHT);
gst_video_info_set_format (&out_info, FORMAT, WIDTH, HEIGHT);
+ gl_mem = gst_gl_memory_wrapped (context, in_info, rgba_data, NULL, NULL);
+
gst_gl_upload_init_format (upload, in_info, out_info);
res = gst_gl_upload_perform_with_memory (upload, gl_mem);
gint i = 0;
gboolean res;
+ gst_video_info_set_format (&in_info, FORMAT, WIDTH, HEIGHT);
+ gst_video_info_set_format (&out_info, FORMAT, WIDTH, HEIGHT);
+
/* create GL buffer */
buffer = gst_buffer_new ();
- gl_mem = gst_gl_memory_wrapped (context, FORMAT, WIDTH, HEIGHT, rgba_data,
- NULL, NULL);
+ gl_mem = gst_gl_memory_wrapped (context, in_info, rgba_data, NULL, NULL);
gst_buffer_append_memory (buffer, (GstMemory *) gl_mem);
- gst_video_info_set_format (&in_info, FORMAT, WIDTH, HEIGHT);
- gst_video_info_set_format (&out_info, FORMAT, WIDTH, HEIGHT);
-
gst_gl_upload_init_format (upload, in_info, out_info);
res = gst_gl_upload_perform_with_buffer (upload, buffer, &tex_id);
gboolean res;
gint i = 0;
+ gst_video_info_set_format (&in_info, FORMAT, WIDTH, HEIGHT);
+ gst_video_info_set_format (&out_info, FORMAT, WIDTH, HEIGHT);
+
/* create GL buffer */
buffer = gst_buffer_new ();
- gl_mem = gst_gl_memory_wrapped (context, FORMAT, WIDTH, HEIGHT, rgba_data,
- NULL, NULL);
+ gl_mem = gst_gl_memory_wrapped (context, in_info, rgba_data, NULL, NULL);
gst_buffer_append_memory (buffer, (GstMemory *) gl_mem);
gst_gl_context_gen_texture (context, &tex_ids[0], FORMAT, WIDTH, HEIGHT);
- gst_video_info_set_format (&in_info, FORMAT, WIDTH, HEIGHT);
- gst_video_info_set_format (&out_info, FORMAT, WIDTH, HEIGHT);
-
gst_gl_upload_init_format (upload, in_info, out_info);
gst_gl_upload_add_video_gl_texture_upload_meta (upload, buffer);