gltransformation: support gl3
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@ -81,6 +81,7 @@ static void gst_gl_transformation_get_property (GObject * object, guint prop_id,
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static gboolean gst_gl_transformation_set_caps (GstGLFilter * filter,
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static gboolean gst_gl_transformation_set_caps (GstGLFilter * filter,
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GstCaps * incaps, GstCaps * outcaps);
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GstCaps * incaps, GstCaps * outcaps);
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static void gst_gl_transformation_reset_gl (GstGLFilter * filter);
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static void gst_gl_transformation_reset (GstGLFilter * filter);
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static void gst_gl_transformation_reset (GstGLFilter * filter);
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static gboolean gst_gl_transformation_init_shader (GstGLFilter * filter);
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static gboolean gst_gl_transformation_init_shader (GstGLFilter * filter);
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static void gst_gl_transformation_callback (gpointer stuff);
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static void gst_gl_transformation_callback (gpointer stuff);
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@ -127,6 +128,8 @@ gst_gl_transformation_class_init (GstGLTransformationClass * klass)
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gobject_class->get_property = gst_gl_transformation_get_property;
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gobject_class->get_property = gst_gl_transformation_get_property;
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GST_GL_FILTER_CLASS (klass)->onInitFBO = gst_gl_transformation_init_shader;
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GST_GL_FILTER_CLASS (klass)->onInitFBO = gst_gl_transformation_init_shader;
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GST_GL_FILTER_CLASS (klass)->display_reset_cb =
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gst_gl_transformation_reset_gl;
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GST_GL_FILTER_CLASS (klass)->onReset = gst_gl_transformation_reset;
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GST_GL_FILTER_CLASS (klass)->onReset = gst_gl_transformation_reset;
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GST_GL_FILTER_CLASS (klass)->set_caps = gst_gl_transformation_set_caps;
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GST_GL_FILTER_CLASS (klass)->set_caps = gst_gl_transformation_set_caps;
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GST_GL_FILTER_CLASS (klass)->filter_texture =
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GST_GL_FILTER_CLASS (klass)->filter_texture =
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@ -374,11 +377,30 @@ gst_gl_transformation_set_caps (GstGLFilter * filter, GstCaps * incaps,
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(gdouble) GST_VIDEO_INFO_WIDTH (&filter->out_info) /
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(gdouble) GST_VIDEO_INFO_WIDTH (&filter->out_info) /
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(gdouble) GST_VIDEO_INFO_HEIGHT (&filter->out_info);
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(gdouble) GST_VIDEO_INFO_HEIGHT (&filter->out_info);
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transformation->caps_change = TRUE;
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gst_gl_transformation_build_mvp (transformation);
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gst_gl_transformation_build_mvp (transformation);
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return TRUE;
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return TRUE;
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}
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}
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static void
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gst_gl_transformation_reset_gl (GstGLFilter * filter)
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{
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GstGLTransformation *transformation = GST_GL_TRANSFORMATION (filter);
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const GstGLFuncs *gl = filter->context->gl_vtable;
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if (transformation->vao) {
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gl->DeleteVertexArrays (1, &transformation->vao);
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transformation->vao = 0;
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}
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if (transformation->vertex_buffer) {
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gl->DeleteBuffers (1, &transformation->vertex_buffer);
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transformation->vertex_buffer = 0;
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}
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}
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static void
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static void
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gst_gl_transformation_reset (GstGLFilter * filter)
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gst_gl_transformation_reset (GstGLFilter * filter)
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{
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{
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@ -421,6 +443,59 @@ gst_gl_transformation_filter_texture (GstGLFilter * filter, guint in_tex,
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return TRUE;
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return TRUE;
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}
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}
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static void
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_upload_vertices (GstGLTransformation * transformation)
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{
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const GstGLFuncs *gl = GST_GL_FILTER (transformation)->context->gl_vtable;
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/* *INDENT-OFF* */
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GLfloat vertices[] = {
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-transformation->aspect, 1.0, 0.0, 1.0, 0.0, 1.0,
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transformation->aspect, 1.0, 0.0, 1.0, 1.0, 1.0,
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transformation->aspect, -1.0, 0.0, 1.0, 1.0, 0.0,
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-transformation->aspect, -1.0, 0.0, 1.0, 0.0, 0.0
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};
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/* *INDENT-ON* */
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gl->BindBuffer (GL_ARRAY_BUFFER, transformation->vertex_buffer);
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gl->BufferData (GL_ARRAY_BUFFER, 4 * 6 * sizeof (GLfloat), vertices,
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GL_STATIC_DRAW);
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gl->BindBuffer (GL_ARRAY_BUFFER, 0);
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}
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static void
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_bind_buffer (GstGLTransformation * transformation)
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{
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const GstGLFuncs *gl = GST_GL_FILTER (transformation)->context->gl_vtable;
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gl->BindBuffer (GL_ARRAY_BUFFER, transformation->vertex_buffer);
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/* Load the vertex position */
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gl->VertexAttribPointer (transformation->attr_position, 4, GL_FLOAT,
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GL_FALSE, 6 * sizeof (GLfloat), (void *) 0);
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/* Load the texture coordinate */
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gl->VertexAttribPointer (transformation->attr_texture, 2, GL_FLOAT, GL_FALSE,
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6 * sizeof (GLfloat), (void *) (4 * sizeof (GLfloat)));
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gl->EnableVertexAttribArray (transformation->attr_position);
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gl->EnableVertexAttribArray (transformation->attr_texture);
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}
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static void
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_unbind_buffer (GstGLTransformation * transformation)
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{
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const GstGLFuncs *gl = GST_GL_FILTER (transformation)->context->gl_vtable;
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gl->BindBuffer (GL_ARRAY_BUFFER, 0);
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gl->DisableVertexAttribArray (transformation->attr_position);
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gl->DisableVertexAttribArray (transformation->attr_texture);
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}
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static void
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static void
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gst_gl_transformation_callback (gpointer stuff)
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gst_gl_transformation_callback (gpointer stuff)
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{
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{
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@ -428,31 +503,10 @@ gst_gl_transformation_callback (gpointer stuff)
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GstGLTransformation *transformation = GST_GL_TRANSFORMATION (filter);
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GstGLTransformation *transformation = GST_GL_TRANSFORMATION (filter);
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GstGLFuncs *gl = filter->context->gl_vtable;
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GstGLFuncs *gl = filter->context->gl_vtable;
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/* *INDENT-OFF* */
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const GLfloat positions[] = {
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-transformation->aspect, 1.0, 0.0, 1.0,
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transformation->aspect, 1.0, 0.0, 1.0,
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transformation->aspect, -1.0, 0.0, 1.0,
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-transformation->aspect, -1.0, 0.0, 1.0,
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};
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const GLfloat texture_coordinates[] = {
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0.0, 1.0,
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1.0, 1.0,
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1.0, 0.0,
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0.0, 0.0,
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};
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/* *INDENT-ON* */
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GLushort indices[] = { 0, 1, 2, 3, 0 };
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GLushort indices[] = { 0, 1, 2, 3, 0 };
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GLfloat temp_matrix[16];
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GLfloat temp_matrix[16];
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GLint attr_position_loc = 0;
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GLint attr_texture_loc = 0;
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gst_gl_context_clear_shader (filter->context);
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gst_gl_context_clear_shader (filter->context);
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gl->BindTexture (GL_TEXTURE_2D, 0);
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gl->BindTexture (GL_TEXTURE_2D, 0);
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@ -461,23 +515,6 @@ gst_gl_transformation_callback (gpointer stuff)
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gst_gl_shader_use (transformation->shader);
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gst_gl_shader_use (transformation->shader);
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attr_position_loc =
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gst_gl_shader_get_attribute_location (transformation->shader, "position");
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attr_texture_loc =
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gst_gl_shader_get_attribute_location (transformation->shader, "uv");
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/* Load the vertex position */
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gl->VertexAttribPointer (attr_position_loc, 4, GL_FLOAT,
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GL_FALSE, 0, positions);
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/* Load the texture coordinate */
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gl->VertexAttribPointer (attr_texture_loc, 2, GL_FLOAT,
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GL_FALSE, 0, texture_coordinates);
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gl->EnableVertexAttribArray (attr_position_loc);
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gl->EnableVertexAttribArray (attr_texture_loc);
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gl->ActiveTexture (GL_TEXTURE0);
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gl->ActiveTexture (GL_TEXTURE0);
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gl->BindTexture (GL_TEXTURE_2D, transformation->in_tex);
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gl->BindTexture (GL_TEXTURE_2D, transformation->in_tex);
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gst_gl_shader_set_uniform_1i (transformation->shader, "texture", 0);
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gst_gl_shader_set_uniform_1i (transformation->shader, "texture", 0);
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@ -486,10 +523,39 @@ gst_gl_transformation_callback (gpointer stuff)
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gst_gl_shader_set_uniform_matrix_4fv (transformation->shader, "mvp",
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gst_gl_shader_set_uniform_matrix_4fv (transformation->shader, "mvp",
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1, GL_FALSE, temp_matrix);
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1, GL_FALSE, temp_matrix);
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if (!transformation->vertex_buffer) {
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transformation->attr_position =
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gst_gl_shader_get_attribute_location (transformation->shader,
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"position");
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transformation->attr_texture =
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gst_gl_shader_get_attribute_location (transformation->shader, "uv");
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if (gl->GenVertexArrays) {
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gl->GenVertexArrays (1, &transformation->vao);
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gl->BindVertexArray (transformation->vao);
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}
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gl->GenBuffers (1, &transformation->vertex_buffer);
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transformation->caps_change = TRUE;
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}
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if (gl->GenVertexArrays)
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gl->BindVertexArray (transformation->vao);
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if (transformation->caps_change)
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_upload_vertices (transformation);
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if (!gl->GenVertexArrays || transformation->caps_change)
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_bind_buffer (transformation);
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gl->DrawElements (GL_TRIANGLE_STRIP, 5, GL_UNSIGNED_SHORT, indices);
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gl->DrawElements (GL_TRIANGLE_STRIP, 5, GL_UNSIGNED_SHORT, indices);
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gl->DisableVertexAttribArray (attr_position_loc);
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if (gl->GenVertexArrays)
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gl->DisableVertexAttribArray (attr_texture_loc);
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gl->BindVertexArray (0);
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else
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_unbind_buffer (transformation);
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gst_gl_context_clear_shader (filter->context);
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gst_gl_context_clear_shader (filter->context);
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transformation->caps_change = FALSE;
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}
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}
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@ -41,6 +41,10 @@ struct _GstGLTransformation
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GstGLFilter filter;
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GstGLFilter filter;
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GstGLShader *shader;
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GstGLShader *shader;
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GLuint vao;
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GLuint vertex_buffer;
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GLint attr_position;
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GLint attr_texture;
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guint in_tex;
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guint in_tex;
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@ -63,6 +67,8 @@ struct _GstGLTransformation
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gboolean ortho;
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gboolean ortho;
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graphene_matrix_t mvp_matrix;
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graphene_matrix_t mvp_matrix;
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gboolean caps_change;
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};
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};
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struct _GstGLTransformationClass
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struct _GstGLTransformationClass
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