e.g. the final glGetError() must also be completed on the GL thread
}
static void
-teardown (void)
+_check_gl_error (GstGLContext * context, gpointer data)
{
GLuint error = context->gl_vtable->GetError ();
fail_if (error != GL_NONE, "GL error 0x%x encountered during processing\n",
error);
+}
+static void
+teardown (void)
+{
gst_object_unref (convert);
gst_object_unref (window);
+
+ gst_gl_context_thread_add (context, (GstGLContextThreadFunc) _check_gl_error,
+ NULL);
gst_object_unref (context);
gst_object_unref (display);
}
}
static void
-teardown (void)
+_check_gl_error (GstGLContext * context, gpointer data)
{
GLuint error = context->gl_vtable->GetError ();
fail_if (error != GL_NONE, "GL error 0x%x encountered during processing\n",
error);
+}
+static void
+teardown (void)
+{
gst_object_unref (upload);
gst_object_unref (window);
+
+ gst_gl_context_thread_add (context, (GstGLContextThreadFunc) _check_gl_error,
+ NULL);
gst_object_unref (context);
gst_object_unref (display);
if (shader)