static void init (gpointer data) { GstGLContext *context = data; /* has to be called in the thread that is going to use the framebuffer */ fbo = gst_gl_framebuffer_new (context); gst_gl_framebuffer_generate (fbo, 320, 240, &fbo_id, &rbo); fail_if (fbo == NULL || fbo_id == 0, "failed to create framebuffer object"); gst_gl_context_gen_texture (context, &tex, GST_VIDEO_FORMAT_RGBA, 320, 240); fail_if (tex == 0, "failed to create texture"); #if GST_GL_HAVE_GLES2 if (gst_gl_context_get_gl_api (context) & GST_GL_API_GLES2) { shader = gst_gl_shader_new (context); fail_if (shader == NULL, "failed to create shader object"); gst_gl_shader_set_vertex_source (shader, vertex_shader_str_gles2); gst_gl_shader_set_fragment_source (shader, fragment_shader_str_gles2); error = NULL; gst_gl_shader_compile (shader, &error); fail_if (error != NULL, "Error compiling shader %s\n", error ? error->message : "Unknown Error"); shader_attr_position_loc = gst_gl_shader_get_attribute_location (shader, "a_position"); shader_attr_texture_loc = gst_gl_shader_get_attribute_location (shader, "a_texCoord"); } #endif }
static void _gen_fbo (GstGLContext * context, GenFBO * data) { gst_gl_framebuffer_generate (data->frame, data->width, data->height, data->fbo, data->depth); }