void GETextureGroup::release_all_texture() { for (int i=0; i<(int)texture_list_.size(); ++i) { release_texture(i); } texture_list_.clear(); }
void release_gl(graphics_context_t *gc) { release_texture(gc->texture); release_shader(gc); release_vbo(GL_ARRAY_BUFFER, gc->vbo_pos); release_vbo(GL_ARRAY_BUFFER, gc->vbo_nor); release_vbo(GL_ARRAY_BUFFER, gc->vbo_tex); release_vbo(GL_ELEMENT_ARRAY_BUFFER, gc->vbo_ind); }
int GlslManager::render_frame_rgba(mlt_service service, mlt_frame frame, int width, int height, uint8_t **image) { EffectChain* chain = get_chain( service ); if (!chain) return 1; glsl_fbo fbo = get_fbo( width, height ); if (!fbo) return 1; glsl_texture texture = get_texture( width, height, GL_RGBA ); if (!texture) { release_fbo( fbo ); return 1; } // Use a PBO to hold the data we read back with glReadPixels(). // (Intel/DRI goes into a slow path if we don't read to PBO.) int img_size = width * height * 4; glsl_pbo pbo = get_pbo( img_size ); if (!pbo) { release_fbo( fbo ); release_texture(texture); return 1; } // Set the FBO check_error(); glBindFramebuffer( GL_FRAMEBUFFER, fbo->fbo ); check_error(); glFramebufferTexture2D( GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture->texture, 0 ); check_error(); glBindFramebuffer( GL_FRAMEBUFFER, 0 ); check_error(); render_fbo( service, chain, fbo->fbo, width, height ); // Read FBO into PBO glBindFramebuffer( GL_FRAMEBUFFER, fbo->fbo ); check_error(); glBindBuffer( GL_PIXEL_PACK_BUFFER_ARB, pbo->pbo ); check_error(); glBufferData( GL_PIXEL_PACK_BUFFER_ARB, img_size, NULL, GL_STREAM_READ ); check_error(); glReadPixels( 0, 0, width, height, GL_BGRA, GL_UNSIGNED_BYTE, BUFFER_OFFSET(0) ); check_error(); // Copy from PBO uint8_t* buf = (uint8_t*) glMapBuffer( GL_PIXEL_PACK_BUFFER_ARB, GL_READ_ONLY ); check_error(); *image = (uint8_t*) mlt_pool_alloc( img_size ); mlt_frame_set_image( frame, *image, img_size, mlt_pool_release ); memcpy( *image, buf, img_size ); // Convert BGRA to RGBA register uint8_t *p = *image; register int n = width * height + 1; while ( --n ) { uint8_t b = p[0]; *p = p[2]; p += 2; *p = b; p += 2; } // Release PBO and FBO glUnmapBuffer( GL_PIXEL_PACK_BUFFER_ARB ); check_error(); glBindBuffer( GL_PIXEL_PACK_BUFFER_ARB, 0 ); check_error(); glBindFramebuffer( GL_FRAMEBUFFER, 0 ); check_error(); glBindTexture( GL_TEXTURE_2D, 0 ); check_error(); mlt_properties_set_data( MLT_FRAME_PROPERTIES(frame), "movit.convert.texture", texture, 0, (mlt_destructor) GlslManager::release_texture, NULL); release_fbo( fbo ); return 0; }