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2543a86ba1
Commit 99a53c82e9ab0a1e5 removed the internal format argument when uploading a video frame to a texture so that the format will just be determined automatically from the image format. However this also leaves the premultiplied state at the default and the default is TRUE. That means that when we upload RGBA data Cogl will do a premultiplied conversion on the CPU. We probably don't want to be putting a CPU conversion in the way of video frames so this patch changes it to set the premultiplied state to FALSE on the textures and then do the premultiplied conversion in the shader. This is particularly important for AYUV which uses the alpha channel for the V component so doing a premultiplied conversion on the CPU just creates garbage and messes up the image. The RGB and RGBA renderers have each been split into two; one that uses GLSL and one that uses a regular pipeline. The RGBA pipeline without GLSL is then changed to use 2 layers so we that we can do the premultiplied conversion in the second layer with a special layer combine string. Reviewed-by: Robert Bragg <robert@linux.intel.com> (cherry picked from commit 07a57f26596c72507035369c90ed6d62568330b5) |
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cogl-gst-1.0.pc.in | ||
cogl-gst-2.0-experimental.pc.in | ||
cogl-gst-plugin.c | ||
cogl-gst-video-sink.c | ||
cogl-gst-video-sink.h | ||
cogl-gst.h | ||
cogl-gst.pc.in | ||
Makefile.am |