gst_gl_filterblur_init_resources (GstGLFilter * filter)
{
GstGLFilterBlur *filterblur = GST_GL_FILTERBLUR (filter);
+ GstGLFuncs *gl = filter->display->gl_vtable;
- glGenTextures (1, &filterblur->midtexture);
- glBindTexture (GL_TEXTURE_RECTANGLE_ARB, filterblur->midtexture);
- glTexImage2D (GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA8,
+ gl->GenTextures (1, &filterblur->midtexture);
+ gl->BindTexture (GL_TEXTURE_RECTANGLE_ARB, filterblur->midtexture);
+ gl->TexImage2D (GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA8,
GST_VIDEO_INFO_WIDTH (&filter->out_info),
GST_VIDEO_INFO_HEIGHT (&filter->out_info),
0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
- glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_S,
+ gl->TexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER,
+ GL_LINEAR);
+ gl->TexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER,
+ GL_LINEAR);
+ gl->TexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_S,
GL_CLAMP_TO_EDGE);
- glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_T,
+ gl->TexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_T,
GL_CLAMP_TO_EDGE);
}
gst_gl_filterblur_reset_resources (GstGLFilter * filter)
{
GstGLFilterBlur *filterblur = GST_GL_FILTERBLUR (filter);
+ GstGLFuncs *gl = filter->display->gl_vtable;
- glDeleteTextures (1, &filterblur->midtexture);
+ gl->DeleteTextures (1, &filterblur->midtexture);
}
static void
{
GstGLFilter *filter = GST_GL_FILTER (stuff);
GstGLFilterBlur *filterblur = GST_GL_FILTERBLUR (filter);
+ GstGLFuncs *gl = filter->display->gl_vtable;
- glMatrixMode (GL_PROJECTION);
- glLoadIdentity ();
+ gl->MatrixMode (GL_PROJECTION);
+ gl->LoadIdentity ();
gst_gl_shader_use (filterblur->shader0);
- glActiveTexture (GL_TEXTURE1);
- glEnable (GL_TEXTURE_RECTANGLE_ARB);
- glBindTexture (GL_TEXTURE_RECTANGLE_ARB, texture);
- glDisable (GL_TEXTURE_RECTANGLE_ARB);
+ gl->ActiveTexture (GL_TEXTURE1);
+ gl->Enable (GL_TEXTURE_RECTANGLE_ARB);
+ gl->BindTexture (GL_TEXTURE_RECTANGLE_ARB, texture);
+ gl->Disable (GL_TEXTURE_RECTANGLE_ARB);
gst_gl_shader_set_uniform_1i (filterblur->shader0, "tex", 1);
gst_gl_shader_set_uniform_1fv (filterblur->shader0, "kernel", 7,
{
GstGLFilter *filter = GST_GL_FILTER (stuff);
GstGLFilterBlur *filterblur = GST_GL_FILTERBLUR (filter);
+ GstGLFuncs *gl = filter->display->gl_vtable;
- glMatrixMode (GL_PROJECTION);
- glLoadIdentity ();
+ gl->MatrixMode (GL_PROJECTION);
+ gl->LoadIdentity ();
gst_gl_shader_use (filterblur->shader1);
- glActiveTexture (GL_TEXTURE1);
- glEnable (GL_TEXTURE_RECTANGLE_ARB);
- glBindTexture (GL_TEXTURE_RECTANGLE_ARB, texture);
- glDisable (GL_TEXTURE_RECTANGLE_ARB);
+ gl->ActiveTexture (GL_TEXTURE1);
+ gl->Enable (GL_TEXTURE_RECTANGLE_ARB);
+ gl->BindTexture (GL_TEXTURE_RECTANGLE_ARB, texture);
+ gl->Disable (GL_TEXTURE_RECTANGLE_ARB);
gst_gl_shader_set_uniform_1i (filterblur->shader1, "tex", 1);
gst_gl_shader_set_uniform_1fv (filterblur->shader1, "kernel", 7,