Blame gst-libs/gst/gl/eagl/gstglcontext_eagl.m

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/*
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 * GStreamer
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 * Copyright (C) 2014 Sebastian Dröge <sebastian@centricular.com>
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 *
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 * This library is free software; you can redistribute it and/or
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 * modify it under the terms of the GNU Library General Public
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 * License as published by the Free Software Foundation; either
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 * version 2 of the License, or (at your option) any later version.
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 *
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 * This library is distributed in the hope that it will be useful,
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 * but WITHOUT ANY WARRANTY; without even the implied warranty of
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 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
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 * Library General Public License for more details.
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 *
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 * You should have received a copy of the GNU Library General Public
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 * License along with this library; if not, write to the
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 * Free Software Foundation, Inc., 51 Franklin St, Fifth Floor,
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 * Boston, MA 02110-1301, USA.
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 */
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#ifdef HAVE_CONFIG_H
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#include "config.h"
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#endif
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#import <OpenGLES/EAGL.h>
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#import <QuartzCore/QuartzCore.h>
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#import <UIKit/UIKit.h>
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#include <OpenGLES/ES2/gl.h>
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#include "gstglcontext_eagl.h"
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#include "../gstglcontext_private.h"
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#define GST_CAT_DEFAULT gst_gl_context_debug
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static gboolean gst_gl_context_eagl_create_context (GstGLContext * context,
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    GstGLAPI gl_api, GstGLContext * other_context, GError ** error);
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static void gst_gl_context_eagl_destroy_context (GstGLContext * context);
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static gboolean gst_gl_context_eagl_choose_format (GstGLContext * context,
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    GError ** error);
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static guintptr gst_gl_context_eagl_get_gl_context (GstGLContext * window);
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static gboolean gst_gl_context_eagl_activate (GstGLContext * context,
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    gboolean activate);
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static void gst_gl_context_eagl_swap_buffers (GstGLContext * context);
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static GstGLAPI gst_gl_context_eagl_get_gl_api (GstGLContext * context);
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static GstGLPlatform gst_gl_context_eagl_get_gl_platform (GstGLContext *
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    context);
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struct _GstGLContextEaglPrivate
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{
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  gpointer eagl_context;
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  /* Used if we render to a window */
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  gpointer eagl_layer;
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  GLuint framebuffer;
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  GLuint color_renderbuffer;
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  GLuint depth_renderbuffer;
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};
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#define GST_GL_CONTEXT_EAGL_GET_PRIVATE(o)  \
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  (G_TYPE_INSTANCE_GET_PRIVATE((o), GST_TYPE_GL_CONTEXT_EAGL, GstGLContextEaglPrivate))
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G_DEFINE_TYPE (GstGLContextEagl, gst_gl_context_eagl, GST_TYPE_GL_CONTEXT);
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static void
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gst_gl_context_eagl_class_init (GstGLContextEaglClass * klass)
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{
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  GstGLContextClass *context_class;
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  context_class = (GstGLContextClass *) klass;
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  g_type_class_add_private (klass, sizeof (GstGLContextEaglPrivate));
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  context_class->destroy_context =
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      GST_DEBUG_FUNCPTR (gst_gl_context_eagl_destroy_context);
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  context_class->create_context =
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      GST_DEBUG_FUNCPTR (gst_gl_context_eagl_create_context);
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  context_class->choose_format =
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      GST_DEBUG_FUNCPTR (gst_gl_context_eagl_choose_format);
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  context_class->get_gl_context =
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      GST_DEBUG_FUNCPTR (gst_gl_context_eagl_get_gl_context);
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  context_class->activate = GST_DEBUG_FUNCPTR (gst_gl_context_eagl_activate);
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  context_class->swap_buffers =
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      GST_DEBUG_FUNCPTR (gst_gl_context_eagl_swap_buffers);
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  context_class->get_gl_api =
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      GST_DEBUG_FUNCPTR (gst_gl_context_eagl_get_gl_api);
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  context_class->get_gl_platform =
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      GST_DEBUG_FUNCPTR (gst_gl_context_eagl_get_gl_platform);
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}
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static void
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gst_gl_context_eagl_init (GstGLContextEagl * context)
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{
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  context->priv = GST_GL_CONTEXT_EAGL_GET_PRIVATE (context);
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}
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/* Must be called in the gl thread */
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GstGLContextEagl *
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gst_gl_context_eagl_new (GstGLDisplay * display)
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{
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  GstGLContextEagl *context;
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  /* there isn't actually a display type for eagl yet? */
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  context = g_object_new (GST_TYPE_GL_CONTEXT_EAGL, NULL);
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  gst_object_ref_sink (context);
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  return context;
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}
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void
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gst_gl_context_eagl_resize (GstGLContextEagl * eagl_context)
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{
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  int width, height;
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  glBindRenderbuffer (GL_RENDERBUFFER, eagl_context->priv->color_renderbuffer);
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  [GS_GL_CONTEXT_EAGL_CONTEXT(eagl_context) renderbufferStorage:GL_RENDERBUFFER fromDrawable:GS_GL_CONTEXT_EAGL_LAYER(eagl_context)];
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  glGetRenderbufferParameteriv (GL_RENDERBUFFER,
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      GL_RENDERBUFFER_WIDTH, &width);
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  glGetRenderbufferParameteriv (GL_RENDERBUFFER,
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      GL_RENDERBUFFER_HEIGHT, &height);
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  glBindRenderbuffer (GL_RENDERBUFFER, eagl_context->priv->depth_renderbuffer);
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  glRenderbufferStorage (GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, width,
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      height);
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}
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static void
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gst_gl_context_eagl_release_layer (GstGLContext * context)
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{
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  GstGLContextEagl *context_eagl;
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  context_eagl = GST_GL_CONTEXT_EAGL (context);
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  if (context_eagl->priv->eagl_layer) {
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    gst_gl_context_eagl_activate (context, TRUE);
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    [GS_GL_CONTEXT_EAGL_CONTEXT(context_eagl) renderbufferStorage: GL_RENDERBUFFER fromDrawable:nil];
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    glDeleteFramebuffers (1, &context_eagl->priv->framebuffer);
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    context_eagl->priv->framebuffer = 0;
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    glDeleteRenderbuffers (1, &context_eagl->priv->depth_renderbuffer);
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    context_eagl->priv->depth_renderbuffer = 0;
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    glDeleteRenderbuffers (1, &context_eagl->priv->color_renderbuffer);
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    context_eagl->priv->color_renderbuffer = 0;
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    context_eagl->priv->eagl_layer = nil;
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    gst_gl_context_eagl_activate (context, FALSE);
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  }
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}
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void
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gst_gl_context_eagl_update_layer (GstGLContext * context)
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{
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  GLuint framebuffer;
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  GLuint color_renderbuffer;
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  GLuint depth_renderbuffer;
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  GLint width;
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  GLint height;
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  CAEAGLLayer *eagl_layer;
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  GLenum status;
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  GstGLContextEagl *context_eagl = GST_GL_CONTEXT_EAGL (context);
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  GstGLContextEaglPrivate *priv = context_eagl->priv;
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  UIView *window_handle = nil;
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  GstGLWindow *window = gst_gl_context_get_window (context);
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  if (window)
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    window_handle = (__bridge UIView *)((void *)gst_gl_window_get_window_handle (window));
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  if (!window_handle) {
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    GST_INFO_OBJECT (context, "window handle not set yet, not updating layer");
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    goto out;
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  }
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  GST_INFO_OBJECT (context, "updating layer, frame %fx%f",
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      window_handle.frame.size.width, window_handle.frame.size.height);
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  if (priv->eagl_layer)
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    gst_gl_context_eagl_release_layer (context);
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  eagl_layer = (CAEAGLLayer *)[window_handle layer];
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  [EAGLContext setCurrentContext:GS_GL_CONTEXT_EAGL_CONTEXT(context_eagl)];
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  /* Allocate framebuffer */
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  glGenFramebuffers (1, &framebuffer);
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  glBindFramebuffer (GL_FRAMEBUFFER, framebuffer);
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  /* Allocate color render buffer */
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  glGenRenderbuffers (1, &color_renderbuffer);
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  glBindRenderbuffer (GL_RENDERBUFFER, color_renderbuffer);
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  [GS_GL_CONTEXT_EAGL_CONTEXT(context_eagl) renderbufferStorage: GL_RENDERBUFFER fromDrawable:eagl_layer];
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  glFramebufferRenderbuffer (GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
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      GL_RENDERBUFFER, color_renderbuffer);
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  /* Get renderbuffer width/height */
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  glGetRenderbufferParameteriv (GL_RENDERBUFFER, GL_RENDERBUFFER_WIDTH,
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      &width);
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  glGetRenderbufferParameteriv (GL_RENDERBUFFER, GL_RENDERBUFFER_HEIGHT,
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      &height);
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  /* allocate depth render buffer */
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  glGenRenderbuffers (1, &depth_renderbuffer);
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  glBindRenderbuffer (GL_RENDERBUFFER, depth_renderbuffer);
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  glRenderbufferStorage (GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, width,
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      height);
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  glFramebufferRenderbuffer (GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
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      GL_RENDERBUFFER, depth_renderbuffer);
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  /* check creation status */
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  status = glCheckFramebufferStatus (GL_FRAMEBUFFER);
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  if (status != GL_FRAMEBUFFER_COMPLETE) {
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    GST_ERROR ("Failed to make complete framebuffer object %x", status);
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    goto out;
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  }
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  glBindRenderbuffer (GL_RENDERBUFFER, 0);
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  glBindFramebuffer (GL_FRAMEBUFFER, 0);
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  priv->eagl_layer = (__bridge_retained gpointer)eagl_layer;
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  priv->framebuffer = framebuffer;
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  priv->color_renderbuffer = color_renderbuffer;
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  priv->depth_renderbuffer = depth_renderbuffer;
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out:
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  if (window)
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    gst_object_unref (window);
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}
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static gboolean
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gst_gl_context_eagl_create_context (GstGLContext * context, GstGLAPI gl_api,
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    GstGLContext * other_context, GError ** error)
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{
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  GstGLContextEagl *context_eagl = GST_GL_CONTEXT_EAGL (context);
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  GstGLContextEaglPrivate *priv = context_eagl->priv;
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  EAGLSharegroup *share_group;
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  if (other_context) {
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    EAGLContext *external_gl_context = (__bridge EAGLContext *)(void *)
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        gst_gl_context_get_gl_context (other_context);
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    share_group = [external_gl_context sharegroup];
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  } else {
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    share_group = nil;
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  }
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  priv->eagl_context = (__bridge_retained gpointer)[[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES3 sharegroup:share_group];
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  if (!priv->eagl_context) {
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    priv->eagl_context = (__bridge_retained gpointer)[[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES2 sharegroup:share_group];
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  }
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  if (!priv->eagl_context) {
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    g_set_error_literal (error, GST_GL_CONTEXT_ERROR,
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        GST_GL_CONTEXT_ERROR_CREATE_CONTEXT,
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        "Failed to create OpenGL ES context");
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    return FALSE;
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  }
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  priv->eagl_layer = NULL;
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  priv->framebuffer = 0;
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  priv->color_renderbuffer = 0;
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  priv->depth_renderbuffer = 0;
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  GST_INFO_OBJECT (context, "context created, updating layer");
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  gst_gl_context_eagl_update_layer (context);
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  return TRUE;
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}
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static void
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gst_gl_context_eagl_destroy_context (GstGLContext * context)
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{
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  GstGLContextEagl *context_eagl;
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  context_eagl = GST_GL_CONTEXT_EAGL (context);
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  if (!context_eagl->priv->eagl_context)
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    return;
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  gst_gl_context_eagl_release_layer (context);
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  CFRelease(context_eagl->priv->eagl_context);
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  context_eagl->priv->eagl_context = NULL;
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}
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static gboolean
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gst_gl_context_eagl_choose_format (GstGLContext * context, GError ** error)
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{
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  GstGLContextEagl *context_eagl;
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  GstGLWindow *window;
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  UIView *window_handle = nil;
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  context_eagl = GST_GL_CONTEXT_EAGL (context);
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  window = gst_gl_context_get_window (context);
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  if (!window)
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    return TRUE;
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  if (window)
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    window_handle = (__bridge UIView *)(void *)gst_gl_window_get_window_handle (window);
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  if (!window_handle) {
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    gst_object_unref (window);
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    return TRUE;
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  }
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  CAEAGLLayer *eagl_layer;
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  NSDictionary * dict =[NSDictionary dictionaryWithObjectsAndKeys:
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      [NSNumber numberWithBool:NO], kEAGLDrawablePropertyRetainedBacking,
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      kEAGLColorFormatRGBA8, kEAGLDrawablePropertyColorFormat, nil];
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  eagl_layer = (CAEAGLLayer *)[window_handle layer];
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  [eagl_layer setOpaque:YES];
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  [eagl_layer setDrawableProperties:dict];
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  gst_object_unref (window);
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  return TRUE;
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}
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static guintptr
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gst_gl_context_eagl_get_gl_context (GstGLContext * context)
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{
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  return (guintptr) GST_GL_CONTEXT_EAGL (context)->priv->eagl_context;
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}
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void
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gst_gl_context_eagl_prepare_draw (GstGLContextEagl * context)
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{
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  if (!context->priv->eagl_layer)
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    return;
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  glBindFramebuffer (GL_FRAMEBUFFER, context->priv->framebuffer);
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  glBindRenderbuffer (GL_RENDERBUFFER, context->priv->color_renderbuffer);
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}
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void
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gst_gl_context_eagl_finish_draw (GstGLContextEagl * context)
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{
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  if (!context->priv->eagl_layer)
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    return;
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  glBindRenderbuffer (GL_RENDERBUFFER, 0);
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  glBindFramebuffer (GL_FRAMEBUFFER, 0);
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}
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static void
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gst_gl_context_eagl_swap_buffers (GstGLContext * context)
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{
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  GstGLContextEagl *context_eagl;
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  context_eagl = GST_GL_CONTEXT_EAGL (context);
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  if (!context_eagl->priv->eagl_layer)
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    return;
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  [GS_GL_CONTEXT_EAGL_CONTEXT(context_eagl) presentRenderbuffer:GL_RENDERBUFFER];
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}
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static gboolean
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gst_gl_context_eagl_activate (GstGLContext * context, gboolean activate)
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{
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  GstGLContextEagl *context_eagl;
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  context_eagl = GST_GL_CONTEXT_EAGL (context);
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  if (activate) {
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    EAGLContext *cur_ctx =[EAGLContext currentContext];
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    if (cur_ctx == context_eagl->priv->eagl_context) {
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      GST_DEBUG ("Already attached the context to thread %p", g_thread_self ());
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      return TRUE;
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    }
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    GST_DEBUG ("Attaching context to thread %p", g_thread_self ());
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    if ([EAGLContext setCurrentContext:GS_GL_CONTEXT_EAGL_CONTEXT(context_eagl)] == NO) {
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      GST_ERROR ("Couldn't make context current");
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      return FALSE;
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    }
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  } else {
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    GST_DEBUG ("Detaching context from thread %p", g_thread_self ());
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    if ([EAGLContext setCurrentContext:nil] == NO) {
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      GST_ERROR ("Couldn't unbind context");
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      return FALSE;
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    }
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  }
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  return TRUE;
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}
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static GstGLAPI
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gst_gl_context_eagl_get_gl_api (GstGLContext * context)
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{
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  return GST_GL_API_GLES2;
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}
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static GstGLPlatform
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gst_gl_context_eagl_get_gl_platform (GstGLContext * context)
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{
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  return GST_GL_PLATFORM_EAGL;
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}
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guintptr
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gst_gl_context_eagl_get_current_context (void)
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{
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  return (guintptr) [EAGLContext currentContext];
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}