- 09 Dec, 2017 40 commits
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Otherwise we leak GWeakRef's. Found with make -C tests/check libs/gstglcontext.valgrind
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e.g. passing with_gl_api=gles2 would still build the glx code but not be linking against the libGL library which is where the glX* functions are located and would result in a linker error. Solved by checking for the libGL library if either opengl or glx may be needed and then disabling the corresponding deps as requested.
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Currently only works on linux with egl/glx + wayland/x11 but the general principals have been layed out for adding the other GL platforms/winsys'.
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It's triggering a warning building git master on OSX
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The tests were broken since 91fea30, which changed glupload to return GST_GL_UPLOAD_RECONFIGURE if the texture target in the input buffers doesn't match the texture-target configured in the output caps. This commit fixes that and adds more checks for the new behaviour.
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Now when used with video/x-raw as input, the GLMemoryUpload method checks for ->tex_target in input GLMemory(es) and sets the output texture-target accordingly. Fixes video corruption with a pipeline like avfvideosrc ! video/x-raw ! glimagesink where on macos avfvideosrc pushes RECTANGLE textures but glupload was configuring texture-target=2D as output.
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Don't set the chosen texture-target into the wrong structure. The input caps may not be writable, and in any case - the intention was to configure the othercaps. Also, remove an extra unref - the othercaps ref is consumed by gst_caps_make_writable already.
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https://github.com/mesonbuild/meson With contributions from: Tim-Philipp Müller <tim@centricular.com> Matej Knopp <matej.knopp@gmail.com> Jussi Pakkanen <jpakkane@gmail.com> (original port) Highlights of the features provided are: * Faster builds on Linux (~40-50% faster) * The ability to build with MSVC on Windows * Generate Visual Studio project files * Generate XCode project files * Much faster builds on Windows (on-par with Linux) * Seriously fast configure and building on embedded ... and many more. For more details see: http://blog.nirbheek.in/2016/05/gstreamer-and-meson-new-hope.html http://blog.nirbheek.in/2016/07/building-and-developing-gstreamer-using.html Building with Meson should work on both Linux and Windows, but may need a few more tweaks on other operating systems.
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saves having every caller do it themselves.
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Multiple threads may be accessing the wayland fd at the same time which requires the use of special wayland API to deal with to ensure nobody will steal reads and cause a stall for anyone else.
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2b6841d had an inverted typedef defining ginptr and EGLAttrib. Fix that.
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Fixes the build on older android targets.
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For EGL 1.5 spec, the attribute list type should be EGLAttrib. https://bugzilla.gnome.org/show_bug.cgi?id=768602
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Fixes an assertion that code should not be reached https://bugzilla.gnome.org/show_bug.cgi?id=769462
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When connect to qmlglsrc, x11 event loop will be replace by qt event loop which will cause the window cannot receive event from xserver, such as resize https://bugzilla.gnome.org/show_bug.cgi?id=768160
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To improve performace of upload with GLTextureUploadMeta, use bufferpool instead of allocating new buffer every time. https://bugzilla.gnome.org/show_bug.cgi?id=769293
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Makes infinitely more sense and implementation were expecting that behaviour anyway and would enter a resize, draw, resize, draw, ... cycle instead of only resizing once.
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GLES2 doesn't have it defined...
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There's no need for the jump to an extra thread in most cases, especially when relying solely on a shader to render. We can use the provided render_to_target() functions to simplify filter writing.
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Use GError's instead if necessary.
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Facilities are given to create fbo's and attach GL memory (renderbuffers or textures). It also keeps track of the renderable size for use with effective use with glViewport().
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This simplifies and consolidates a lot of duplicated code creating and modifying textures.
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And remove unused arguments.
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Soon to be used for framebuffers for e.g. depth buffers or throwaway color buffers.
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also add some depth/stencil formats
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Tim-Philipp Müller authored
And another copy'n'paste-o. https://bugzilla.gnome.org/show_bug.cgi?id=768929
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Calling glUniformMatrix before the shader is bound is invalid and would result in errors like: GL_INVALID_OPERATION in glUniformMatrix(program not linked) Move glUniformMatrix() to after the gst_gl_shader_use() call.
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Fixes regression from 989200820d43c78fb179d7984827800d83787390 https://bugzilla.gnome.org/show_bug.cgi?id=768217
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This reverts commit eb142736318463e6e553c21707ba0d716f85a46f. vtdec now successfully outputs textures that can be converted by glcolorconvert in GLES3 contexts.
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Rather than assuming something. e.g. zerocopy on iOS with GLES3 requires the use of Luminance/Luminance Alpha formats and does not work with Red/RG textures.
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Take the used texture type from the memory instead. Fixes conversion from multi-planar YUV formats with two components per plane (NV12, NV21, YUY2, UYVY, GRAY16_*, etc) with Luminance Alpha input textures. This is also needed for zerocopy decoding on iOS with GLES 3.x.
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The intention was to assert if both maj and min were NULL (as there would be no point calling the function). Instead if either maj or min were NULL, the assert would occur. Fix that.
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It's not used otherwise currently and causes compiler warnings.
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