[706/906] display: move activate_context into utils
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@ -200,21 +200,6 @@ gst_gl_display_get_internal_gl_context (GstGLDisplay * display)
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return gst_gl_window_get_gl_context (display->priv->window);
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}
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void
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gst_gl_display_activate_gl_context (GstGLDisplay * display, gboolean activate)
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{
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g_return_if_fail (GST_IS_GL_DISPLAY (display));
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g_return_if_fail (GST_GL_IS_WINDOW (display->priv->window));
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if (!activate)
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gst_gl_display_lock (display);
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gst_gl_window_activate (display->priv->window, activate);
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if (activate)
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gst_gl_display_unlock (display);
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}
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GstGLAPI
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gst_gl_display_get_gl_api (GstGLDisplay * display)
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{
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@ -114,7 +114,6 @@ void gst_gl_display_thread_add (GstGLDisplay * display,
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GstGLDisplayThreadFunc func, gpointer data);
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gulong gst_gl_display_get_internal_gl_context (GstGLDisplay * display);
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void gst_gl_display_activate_gl_context (GstGLDisplay * display, gboolean activate);
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/* Must be called inside a lock/unlock on display, or within the glthread */
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void gst_gl_display_set_error (GstGLDisplay * display, const char * format, ...);
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@ -232,6 +232,26 @@ gst_gl_display_check_framebuffer_status (GstGLDisplay * display)
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return FALSE;
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}
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void
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gst_gl_display_activate_gl_context (GstGLDisplay * display, gboolean activate)
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{
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GstGLWindow *window;
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g_return_if_fail (GST_IS_GL_DISPLAY (display));
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if (!activate)
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gst_gl_display_lock (display);
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window = gst_gl_display_get_window_unlocked (display);
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gst_gl_window_activate (window, activate);
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if (activate)
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gst_gl_display_unlock (display);
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gst_object_unref (window);
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}
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void
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gst_gl_display_gen_texture (GstGLDisplay * display, GLuint * pTexture,
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GstVideoFormat v_format, GLint width, GLint height)
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@ -100,5 +100,6 @@ gboolean gst_gl_display_gen_shader (GstGLDisplay * display,
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void gst_gl_display_del_shader (GstGLDisplay * display, GstGLShader * shader);
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gboolean gst_gl_display_check_framebuffer_status (GstGLDisplay * display);
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void gst_gl_display_activate_gl_context (GstGLDisplay * display, gboolean activate);
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#endif /* __GST_GL_UTILS_H__ */
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