diff --git a/libavdevice/opengl_enc.c b/libavdevice/opengl_enc.c index b91b32c9b5..ff9ffc006d 100644 --- a/libavdevice/opengl_enc.c +++ b/libavdevice/opengl_enc.c @@ -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;