gst_object_unref (display);
}
-static GLuint vbo, vbo_indices, vao, fbo_id, rbo, tex;
+static GstGLMemory *gl_tex;
+static GLuint vbo, vbo_indices, vao, fbo_id, rbo;
static GstGLFramebuffer *fbo;
static GstGLShader *shader;
static GLint shader_attr_position_loc;
{
GstGLContext *context = data;
GError *error = NULL;
+ GstVideoInfo v_info;
+ GstGLMemoryAllocator *allocator;
+ GstGLVideoAllocationParams *params;
+
+ gst_video_info_set_format (&v_info, GST_VIDEO_FORMAT_RGBA, 320, 240);
+ allocator = gst_gl_memory_allocator_get_default (context);
+ params =
+ gst_gl_video_allocation_params_new (context, NULL, &v_info, 0, NULL,
+ GST_GL_TEXTURE_TARGET_2D);
/* has to be called in the thread that is going to use the framebuffer */
fbo = gst_gl_framebuffer_new (context);
gst_gl_framebuffer_generate (fbo, 320, 240, &fbo_id, &rbo);
fail_if (fbo == NULL || fbo_id == 0, "failed to create framebuffer object");
- gst_gl_context_gen_texture (context, &tex, GST_VIDEO_FORMAT_RGBA, 320, 240);
- fail_if (tex == 0, "failed to create texture");
+ gl_tex =
+ (GstGLMemory *) gst_gl_base_memory_alloc ((GstGLBaseMemoryAllocator *)
+ allocator, (GstGLAllocationParams *) params);
+ gst_object_unref (allocator);
+ gst_gl_allocation_params_free ((GstGLAllocationParams *) params);
+ fail_if (gl_tex == NULL, "failed to create texture");
shader = gst_gl_shader_new_default (context, &error);
fail_if (shader == NULL, "failed to create shader object: %s",
{
GstGLContext *context = data;
GstGLFuncs *gl = context->gl_vtable;
- gl->DeleteTextures (1, &tex);
if (vao)
gl->DeleteVertexArrays (1, &vao);
gst_object_unref (fbo);
gst_object_unref (shader);
+ gst_memory_unref (GST_MEMORY_CAST (gl_tex));
}
static void
static void
draw_tex (gpointer data)
{
- gst_gl_framebuffer_use_v2 (fbo, 320, 240, fbo_id, rbo, tex,
- (GLCB_V2) clear_tex, data);
+ gst_gl_framebuffer_use_v2 (fbo, 320, 240, fbo_id, rbo,
+ gst_gl_memory_get_texture_id (gl_tex), (GLCB_V2) clear_tex, data);
}
static void
gst_gl_shader_use (shader);
gl->ActiveTexture (GL_TEXTURE0);
- gl->BindTexture (GL_TEXTURE_2D, tex);
+ gl->BindTexture (GL_TEXTURE_2D, gst_gl_memory_get_texture_id (gl_tex));
gst_gl_shader_set_uniform_1i (shader, "s_texture", 0);
if (gl->GenVertexArrays)