[445/906] blur: use draw_texture from glfilter
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@ -53,8 +53,6 @@ static void gst_gl_filterblur_set_property (GObject * object, guint prop_id,
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static void gst_gl_filterblur_get_property (GObject * object, guint prop_id,
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static void gst_gl_filterblur_get_property (GObject * object, guint prop_id,
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GValue * value, GParamSpec * pspec);
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GValue * value, GParamSpec * pspec);
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static void gst_gl_filter_filterblur_reset (GstGLFilter * filter);
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static void gst_gl_filter_filterblur_reset (GstGLFilter * filter);
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static void gst_gl_filterblur_draw_texture (GstGLFilterBlur * filterblur,
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GLuint tex);
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static void gst_gl_filterblur_init_shader (GstGLFilter * filter);
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static void gst_gl_filterblur_init_shader (GstGLFilter * filter);
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static gboolean gst_gl_filterblur_filter (GstGLFilter * filter,
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static gboolean gst_gl_filterblur_filter (GstGLFilter * filter,
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@ -183,29 +181,6 @@ gst_gl_filterblur_init_shader (GstGLFilter * filter)
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&blur_filter->shader1);
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&blur_filter->shader1);
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}
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}
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static void
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gst_gl_filterblur_draw_texture (GstGLFilterBlur * filterblur, GLuint tex)
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{
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GstGLFilter *filter = GST_GL_FILTER (filterblur);
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glActiveTexture (GL_TEXTURE0);
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glEnable (GL_TEXTURE_RECTANGLE_ARB);
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glBindTexture (GL_TEXTURE_RECTANGLE_ARB, tex);
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glBegin (GL_QUADS);
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glTexCoord2f (0.0, 0.0);
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glVertex2f (-1.0, -1.0);
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glTexCoord2f ((gfloat) filter->width, 0.0);
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glVertex2f (1.0, -1.0);
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glTexCoord2f ((gfloat) filter->width, (gfloat) filter->height);
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glVertex2f (1.0, 1.0);
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glTexCoord2f (0.0, (gfloat) filter->height);
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glVertex2f (-1.0, 1.0);
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glEnd ();
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}
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static gboolean
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static gboolean
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gst_gl_filterblur_filter (GstGLFilter * filter, GstGLBuffer * inbuf,
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gst_gl_filterblur_filter (GstGLFilter * filter, GstGLBuffer * inbuf,
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GstGLBuffer * outbuf)
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GstGLBuffer * outbuf)
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@ -241,7 +216,7 @@ gst_gl_filterblur_hcallback (gint width, gint height, guint texture,
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gst_gl_shader_set_uniform_1fv (filterblur->shader0, "kernel", 9,
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gst_gl_shader_set_uniform_1fv (filterblur->shader0, "kernel", 9,
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filterblur->gauss_kernel);
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filterblur->gauss_kernel);
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gst_gl_filterblur_draw_texture (filterblur, texture);
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gst_gl_filter_draw_texture (filterblur, texture);
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}
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}
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@ -265,5 +240,5 @@ gst_gl_filterblur_vcallback (gint width, gint height, guint texture,
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gst_gl_shader_set_uniform_1fv (filterblur->shader1, "kernel", 9,
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gst_gl_shader_set_uniform_1fv (filterblur->shader1, "kernel", 9,
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filterblur->gauss_kernel);
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filterblur->gauss_kernel);
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gst_gl_filterblur_draw_texture (filterblur, texture);
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gst_gl_filter_draw_texture (filterblur, texture);
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}
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}
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