gl: initialize output params to 0 before calling gl functions
The client side API of the Chromium's GPU Process has asserts in debug mode that check that output params are initialized to 0.
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@ -1714,7 +1714,7 @@ _do_convert_draw (GstGLContext * context, GstGLColorConvert * convert)
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guint out_width, out_height;
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guint out_width, out_height;
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gint i;
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gint i;
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GLint viewport_dim[4];
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GLint viewport_dim[4] = { 0 };
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GLenum multipleRT[] = {
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GLenum multipleRT[] = {
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GL_COLOR_ATTACHMENT0,
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GL_COLOR_ATTACHMENT0,
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@ -1179,7 +1179,8 @@ _build_extension_string (GstGLContext * context)
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const GstGLFuncs *gl = context->gl_vtable;
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const GstGLFuncs *gl = context->gl_vtable;
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GString *ext_g_str = g_string_sized_new (1024);
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GString *ext_g_str = g_string_sized_new (1024);
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const gchar *ext_const_c_str = NULL;
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const gchar *ext_const_c_str = NULL;
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int i, n;
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GLint i = 0;
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GLint n = 0;
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gl->GetIntegerv (GL_NUM_EXTENSIONS, &n);
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gl->GetIntegerv (GL_NUM_EXTENSIONS, &n);
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@ -173,7 +173,7 @@ gst_gl_framebuffer_use_v2 (GstGLFramebuffer * frame, gint texture_fbo_width,
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GLuint texture_fbo, GLCB_V2 cb, gpointer stuff)
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GLuint texture_fbo, GLCB_V2 cb, gpointer stuff)
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{
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{
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const GstGLFuncs *gl;
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const GstGLFuncs *gl;
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GLint viewport_dim[4];
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GLint viewport_dim[4] = { 0 };
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g_return_val_if_fail (GST_IS_GL_FRAMEBUFFER (frame), FALSE);
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g_return_val_if_fail (GST_IS_GL_FRAMEBUFFER (frame), FALSE);
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g_return_val_if_fail (texture_fbo_width > 0 && texture_fbo_height > 0, FALSE);
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g_return_val_if_fail (texture_fbo_width > 0 && texture_fbo_height > 0, FALSE);
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@ -522,6 +522,7 @@ gst_gl_shader_compile (GstGLShader * shader, GError ** error)
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/* compile */
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/* compile */
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gl->CompileShader (priv->vertex_handle);
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gl->CompileShader (priv->vertex_handle);
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/* check everything is ok */
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/* check everything is ok */
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status = GL_FALSE;
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gl->GetShaderiv (priv->vertex_handle, GL_COMPILE_STATUS, &status);
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gl->GetShaderiv (priv->vertex_handle, GL_COMPILE_STATUS, &status);
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priv->vtable.GetShaderInfoLog (priv->vertex_handle,
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priv->vtable.GetShaderInfoLog (priv->vertex_handle,
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@ -561,6 +562,7 @@ gst_gl_shader_compile (GstGLShader * shader, GError ** error)
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/* compile */
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/* compile */
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gl->CompileShader (priv->fragment_handle);
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gl->CompileShader (priv->fragment_handle);
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/* check everything is ok */
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/* check everything is ok */
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status = GL_FALSE;
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priv->vtable.GetShaderiv (priv->fragment_handle,
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priv->vtable.GetShaderiv (priv->fragment_handle,
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GL_COMPILE_STATUS, &status);
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GL_COMPILE_STATUS, &status);
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@ -587,6 +589,7 @@ gst_gl_shader_compile (GstGLShader * shader, GError ** error)
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/* if nothing failed link shaders */
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/* if nothing failed link shaders */
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gl->LinkProgram (priv->program_handle);
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gl->LinkProgram (priv->program_handle);
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status = GL_FALSE;
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priv->vtable.GetProgramiv (priv->program_handle, GL_LINK_STATUS, &status);
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priv->vtable.GetProgramiv (priv->program_handle, GL_LINK_STATUS, &status);
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priv->vtable.GetProgramInfoLog (priv->program_handle,
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priv->vtable.GetProgramInfoLog (priv->program_handle,
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@ -1586,7 +1586,7 @@ _do_view_convert_draw (GstGLContext * context, GstGLViewConvert * viewconvert)
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GstGLFuncs *gl;
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GstGLFuncs *gl;
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guint out_width, out_height;
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guint out_width, out_height;
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gint out_views, i;
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gint out_views, i;
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GLint viewport_dim[4];
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GLint viewport_dim[4] = { 0 };
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GLenum multipleRT[] = {
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GLenum multipleRT[] = {
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GL_COLOR_ATTACHMENT0,
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GL_COLOR_ATTACHMENT0,
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GL_COLOR_ATTACHMENT1,
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GL_COLOR_ATTACHMENT1,
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