return;
}
- g_assert (shader->context->gl_vtable->IsProgram (shader->priv->
- program_handle));
- g_assert (shader->context->gl_vtable->IsShader (stage_handle));
+ if (shader->context->gl_vtable->IsProgram)
+ g_assert (shader->context->gl_vtable->IsProgram (shader->
+ priv->program_handle));
+ if (shader->context->gl_vtable->IsShader)
+ g_assert (shader->context->gl_vtable->IsShader (stage_handle));
GST_LOG_OBJECT (shader, "detaching shader %i from program %i", stage_handle,
(int) shader->priv->program_handle);
return FALSE;
}
- g_assert (shader->context->gl_vtable->IsProgram (shader->priv->
- program_handle));
- g_assert (shader->context->gl_vtable->IsShader (stage_handle));
+ if (shader->context->gl_vtable->IsProgram)
+ g_assert (shader->context->gl_vtable->IsProgram (shader->
+ priv->program_handle));
+ if (shader->context->gl_vtable->IsShader)
+ g_assert (shader->context->gl_vtable->IsShader (stage_handle));
shader->priv->stages =
g_list_prepend (shader->priv->stages, gst_object_ref_sink (stage));
/* FIXME: supported threaded GLSL compilers and don't destroy compilation
* performance by getting the compilation result directly after compilation */
status = GL_FALSE;
- gl->GetShaderiv (priv->handle, GL_COMPILE_STATUS, &status);
+ vtable->GetShaderiv (priv->handle, GL_COMPILE_STATUS, &status);
len = 0;
vtable->GetShaderInfoLog (priv->handle, sizeof (info_buffer) - 1, &len,