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lavd/opengl_enc: factorize deinit_context function

This commit also fixes opengl deinitialization.
Program and shaders where not deleted.
Could impact MacOS implementation based on SDL window.

Signed-off-by: Lukasz Marek <lukasz.m.luki@gmail.com>
tags/n2.2-rc1
Lukasz Marek 11 years ago
parent
commit
c8275331ba
1 changed files with 41 additions and 18 deletions
  1. +41
    -18
      libavdevice/opengl_enc.c

+ 41
- 18
libavdevice/opengl_enc.c View File

@@ -188,6 +188,8 @@ typedef struct OpenGLContext {


/* Current OpenGL configuration */ /* Current OpenGL configuration */
GLuint program; ///< Shader program GLuint program; ///< Shader program
GLuint vertex_shader; ///< Vertex shader
GLuint fragment_shader; ///< Fragment shader for current pix_pmt
GLuint texture_name[4]; ///< Textures' IDs GLuint texture_name[4]; ///< Textures' IDs
GLuint index_buffer; ///< Index buffer GLuint index_buffer; ///< Index buffer
GLuint vertex_buffer; ///< Vertex buffer GLuint vertex_buffer; ///< Vertex buffer
@@ -270,6 +272,32 @@ static av_cold int opengl_prepare_vertex(AVFormatContext *s);
static int opengl_draw(AVFormatContext *h, AVPacket *pkt, int repaint); static int opengl_draw(AVFormatContext *h, AVPacket *pkt, int repaint);
static av_cold int opengl_init_context(OpenGLContext *opengl); static av_cold int opengl_init_context(OpenGLContext *opengl);


static av_cold void opengl_deinit_context(OpenGLContext *opengl)
{
glDeleteTextures(4, opengl->texture_name);
opengl->texture_name[0] = opengl->texture_name[1] =
opengl->texture_name[2] = opengl->texture_name[3] = 0;
if (opengl->glprocs.glUseProgram)
opengl->glprocs.glUseProgram(0);
if (opengl->glprocs.glDeleteProgram) {
opengl->glprocs.glDeleteProgram(opengl->program);
opengl->program = 0;
}
if (opengl->glprocs.glDeleteShader) {
opengl->glprocs.glDeleteShader(opengl->vertex_shader);
opengl->glprocs.glDeleteShader(opengl->fragment_shader);
opengl->vertex_shader = opengl->fragment_shader = 0;
}
if (opengl->glprocs.glBindBuffer) {
opengl->glprocs.glBindBuffer(FF_GL_ARRAY_BUFFER, 0);
opengl->glprocs.glBindBuffer(FF_GL_ELEMENT_ARRAY_BUFFER, 0);
}
if (opengl->glprocs.glDeleteBuffers) {
opengl->glprocs.glDeleteBuffers(2, &opengl->index_buffer);
opengl->vertex_buffer = opengl->index_buffer = 0;
}
}

static int opengl_resize(AVFormatContext *h, int width, int height) static int opengl_resize(AVFormatContext *h, int width, int height)
{ {
int ret = 0; int ret = 0;
@@ -349,8 +377,7 @@ static int opengl_sdl_process_events(AVFormatContext *h)
SDL_VideoDriverName(buffer, sizeof(buffer)); SDL_VideoDriverName(buffer, sizeof(buffer));
reinit = !av_strncasecmp(buffer, "quartz", sizeof(buffer)); reinit = !av_strncasecmp(buffer, "quartz", sizeof(buffer));
if (reinit) { if (reinit) {
glDeleteTextures(4, opengl->texture_name);
opengl->glprocs.glDeleteBuffers(2, &opengl->index_buffer);
opengl_deinit_context(opengl);
} }
if ((ret = opengl_sdl_recreate_window(opengl, event.resize.w, event.resize.h)) < 0) if ((ret = opengl_sdl_recreate_window(opengl, event.resize.w, event.resize.h)) < 0)
return ret; return ret;
@@ -731,7 +758,6 @@ static av_cold GLuint opengl_load_shader(OpenGLContext *opengl, GLenum type, con


static av_cold int opengl_compile_shaders(OpenGLContext *opengl, enum AVPixelFormat pix_fmt) static av_cold int opengl_compile_shaders(OpenGLContext *opengl, enum AVPixelFormat pix_fmt)
{ {
GLuint vertex_shader = 0, fragment_shader = 0;
GLint result; GLint result;
const char *fragment_shader_code = opengl_get_fragment_shader_code(pix_fmt); const char *fragment_shader_code = opengl_get_fragment_shader_code(pix_fmt);


@@ -741,15 +767,15 @@ static av_cold int opengl_compile_shaders(OpenGLContext *opengl, enum AVPixelFor
return AVERROR(EINVAL); return AVERROR(EINVAL);
} }


vertex_shader = opengl_load_shader(opengl, FF_GL_VERTEX_SHADER,
FF_OPENGL_VERTEX_SHADER);
if (!vertex_shader) {
opengl->vertex_shader = opengl_load_shader(opengl, FF_GL_VERTEX_SHADER,
FF_OPENGL_VERTEX_SHADER);
if (!opengl->vertex_shader) {
av_log(opengl, AV_LOG_ERROR, "Vertex shader loading failed.\n"); av_log(opengl, AV_LOG_ERROR, "Vertex shader loading failed.\n");
goto fail; goto fail;
} }
fragment_shader = opengl_load_shader(opengl, FF_GL_FRAGMENT_SHADER,
fragment_shader_code);
if (!fragment_shader) {
opengl->fragment_shader = opengl_load_shader(opengl, FF_GL_FRAGMENT_SHADER,
fragment_shader_code);
if (!opengl->fragment_shader) {
av_log(opengl, AV_LOG_ERROR, "Fragment shader loading failed.\n"); av_log(opengl, AV_LOG_ERROR, "Fragment shader loading failed.\n");
goto fail; goto fail;
} }
@@ -758,8 +784,8 @@ static av_cold int opengl_compile_shaders(OpenGLContext *opengl, enum AVPixelFor
if (!opengl->program) if (!opengl->program)
goto fail; goto fail;


opengl->glprocs.glAttachShader(opengl->program, vertex_shader);
opengl->glprocs.glAttachShader(opengl->program, fragment_shader);
opengl->glprocs.glAttachShader(opengl->program, opengl->vertex_shader);
opengl->glprocs.glAttachShader(opengl->program, opengl->fragment_shader);
opengl->glprocs.glLinkProgram(opengl->program); opengl->glprocs.glLinkProgram(opengl->program);


opengl->glprocs.glGetProgramiv(opengl->program, FF_GL_LINK_STATUS, &result); opengl->glprocs.glGetProgramiv(opengl->program, FF_GL_LINK_STATUS, &result);
@@ -792,10 +818,10 @@ static av_cold int opengl_compile_shaders(OpenGLContext *opengl, enum AVPixelFor
OPENGL_ERROR_CHECK(opengl); OPENGL_ERROR_CHECK(opengl);
return 0; return 0;
fail: fail:
opengl->glprocs.glDeleteShader(vertex_shader);
opengl->glprocs.glDeleteShader(fragment_shader);
opengl->glprocs.glDeleteShader(opengl->vertex_shader);
opengl->glprocs.glDeleteShader(opengl->fragment_shader);
opengl->glprocs.glDeleteProgram(opengl->program); opengl->glprocs.glDeleteProgram(opengl->program);
opengl->program = 0;
opengl->fragment_shader = opengl->vertex_shader = opengl->program = 0;
return AVERROR_EXTERNAL; return AVERROR_EXTERNAL;
} }


@@ -940,10 +966,7 @@ static av_cold int opengl_write_trailer(AVFormatContext *h)
avdevice_dev_to_app_control_message(h, AV_DEV_TO_APP_PREPARE_WINDOW_BUFFER, NULL , 0) < 0) avdevice_dev_to_app_control_message(h, AV_DEV_TO_APP_PREPARE_WINDOW_BUFFER, NULL , 0) < 0)
av_log(opengl, AV_LOG_ERROR, "Application failed to prepare window buffer.\n"); av_log(opengl, AV_LOG_ERROR, "Application failed to prepare window buffer.\n");


glDeleteTextures(4, opengl->texture_name);
if (opengl && opengl->glprocs.glDeleteBuffers)
opengl->glprocs.glDeleteBuffers(2, &opengl->index_buffer);

opengl_deinit_context(opengl);
opengl_release_window(h); opengl_release_window(h);


return 0; return 0;


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