Support dynamic opengl32 - ANGLE switching on Windows

Change-Id: I38532db3ab0ad4fcb8dbabd0cbb528f7d8e4ba06
Reviewed-by: Andrew Knight <andrew.knight@digia.com>
Reviewed-by: Friedemann Kleint <Friedemann.Kleint@digia.com>
This commit is contained in:
Laszlo Agocs
2014-02-05 15:54:36 +01:00
parent 49cde1b2c4
commit 66ba21971b
13 changed files with 330 additions and 110 deletions

View File

@@ -45,6 +45,7 @@
#include <QtGui/QOpenGLContext>
#include <QtGui/QOpenGLFunctions>
#include <QtGui/QOpenGLShaderProgram>
#include <QtMultimedia/private/qmediaopenglhelper_p.h>
QT_BEGIN_NAMESPACE
@@ -120,7 +121,6 @@ protected:
" gl_FragColor = texture2D(rgbTexture, qt_TexCoord) * opacity;"
"}";
#ifndef QT_OPENGL_ES_2_ANGLE
static const char *colorsSwapShader =
"uniform sampler2D rgbTexture;"
"uniform lowp float opacity;"
@@ -132,17 +132,17 @@ protected:
" gl_FragColor = vec4(texture2D(rgbTexture, qt_TexCoord).bgr, 1.0) * opacity;"
"}";
switch (m_pixelFormat) {
if (!QMediaOpenGLHelper::isANGLE()) {
switch (m_pixelFormat) {
case QVideoFrame::Format_RGB32:
case QVideoFrame::Format_ARGB32:
return colorsSwapShader;
default:
return shader;
break;
}
}
#else
return shader;
#endif
}
virtual void initialize() {
@@ -210,12 +210,13 @@ public:
QMutexLocker lock(&m_frameMutex);
if (m_frame.isValid()) {
m_textureId = m_frame.handle().toUInt();
glBindTexture(GL_TEXTURE_2D, m_textureId);
QOpenGLFunctions *functions = QOpenGLContext::currentContext()->functions();
functions->glBindTexture(GL_TEXTURE_2D, m_textureId);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
functions->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
functions->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
functions->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
functions->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
} else {
m_textureId = 0;
}