cogl-gst: allocate textures synchronously

This makes sure video textures being uploaded via
video_texture_new_from_data are allocated before the function returns.
This function create a CoglBitmap to wrap the data from gstreamer and by
allowing cogl to allocate the texture lazily it's possible that the data
being pointed to by the bitmap won't remain valid until we actually come
to allocate the texture.

Note: we don't simply use cogl_texture_2d_[sliced_]new_from_data() here
because we need to be able to call cogl_texture_set_premultiplied()
before allocating the texture.

Reviewed-by: Neil Roberts <neil@linux.intel.com>
This commit is contained in:
Robert Bragg 2014-01-10 20:44:00 +00:00 committed by Robert Bragg
parent ad9db72f74
commit 9f8ab5d809

View File

@ -455,10 +455,15 @@ video_texture_new_from_data (CoglContext *ctx,
cogl_has_feature (ctx, COGL_FEATURE_ID_TEXTURE_NPOT_BASIC))
{
tex = cogl_texture_2d_new_from_bitmap (bitmap);
if (!tex)
cogl_texture_set_premultiplied (tex, FALSE);
if (!cogl_texture_allocate (tex, &internal_error))
{
cogl_error_free (internal_error);
internal_error = NULL;
cogl_object_unref (tex);
tex = NULL;
}
}
else
@ -469,12 +474,14 @@ video_texture_new_from_data (CoglContext *ctx,
/* Otherwise create a sliced texture */
tex = cogl_texture_2d_sliced_new_from_bitmap (bitmap,
-1); /* no maximum waste */
cogl_texture_set_premultiplied (tex, FALSE);
cogl_texture_allocate (tex, NULL);
}
cogl_object_unref (bitmap);
cogl_texture_set_premultiplied (tex, FALSE);
return tex;
}