Commit c8275331 authored by Lukasz Marek's avatar Lukasz Marek

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: 's avatarLukasz Marek <lukasz.m.luki@gmail.com>
parent 4afe1c11
......@@ -188,6 +188,8 @@ typedef struct OpenGLContext {
/* Current OpenGL configuration */
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 index_buffer; ///< Index 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 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)
{
int ret = 0;
......@@ -349,8 +377,7 @@ static int opengl_sdl_process_events(AVFormatContext *h)
SDL_VideoDriverName(buffer, sizeof(buffer));
reinit = !av_strncasecmp(buffer, "quartz", sizeof(buffer));
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)
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)
{
GLuint vertex_shader = 0, fragment_shader = 0;
GLint result;
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);
}
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");
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");
goto fail;
}
......@@ -758,8 +784,8 @@ static av_cold int opengl_compile_shaders(OpenGLContext *opengl, enum AVPixelFor
if (!opengl->program)
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.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);
return 0;
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->program = 0;
opengl->fragment_shader = opengl->vertex_shader = opengl->program = 0;
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)
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);
return 0;
......
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