cogl-gst: Use alpha textures instead of luminance textures
Luminance textures are not supported on GL3 and as the textures are accessed via a shader anyway it doesn't seem like it should make much difference which component the single-component textures are in. Cogl already has code to fake alpha textures via the texture swizzle extension on GL3. Reviewed-by: Robert Bragg <robert@linux.intel.com> (cherry picked from commit ca1666860a325fa4d2362cdd38297d6281e997d8)
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52b0e91537
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2 changed files with 4 additions and 4 deletions
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@ -49,9 +49,9 @@ _cogl_gst_shader_yv12_to_rgba_decl[] =
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"vec4\n"
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"cogl_gst_sample_video (vec2 UV)\n"
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"{\n"
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" float y = 1.1640625 * (texture2D (cogl_sampler0, UV).g - 0.0625);\n"
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" float u = texture2D (cogl_sampler1, UV).g - 0.5;\n"
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" float v = texture2D (cogl_sampler2, UV).g - 0.5;\n"
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" float y = 1.1640625 * (texture2D (cogl_sampler0, UV).a - 0.0625);\n"
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" float u = texture2D (cogl_sampler1, UV).a - 0.5;\n"
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" float v = texture2D (cogl_sampler2, UV).a - 0.5;\n"
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" vec4 color;\n"
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" color.r = y + 1.59765625 * v;\n"
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" color.g = y - 0.390625 * u - 0.8125 * v;\n"
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@ -428,7 +428,7 @@ cogl_gst_yv12_upload (CoglGstVideoSink *sink,
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{
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CoglGstVideoSinkPrivate *priv = sink->priv;
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GstVideoFrame frame;
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CoglPixelFormat format = COGL_PIXEL_FORMAT_G_8;
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CoglPixelFormat format = COGL_PIXEL_FORMAT_A_8;
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if (!gst_video_frame_map (&frame, &priv->info, buffer, GST_MAP_READ))
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goto map_fail;
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