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authorRobert Bragg <robert@linux.intel.com>2010-08-05 17:49:37 +0100
committerDamien Lespiau <damien.lespiau@intel.com>2010-08-18 16:39:12 +0100
commit06919141d782b874df80ce4f643dc8b65c3af597 (patch)
tree565255d97b9e3047149664e77a49221dda406eca
parent1e3cfe33702ccc7b5bafdc609befa1ccd0de4564 (diff)
sink: It's no longer necessary to set a dummy shader
Since we we now use cogl_material_set_user_program to use a CoglProgram instead of calling cogl_program_use in a pre-paint I don't think we need to worry about interfering with the clutter shader stack. This improves the workingness of clutter-gst when using shaders for me, though there are still some problems to resolve.
-rw-r--r--clutter-gst/clutter-gst-video-sink.c16
1 files changed, 0 insertions, 16 deletions
diff --git a/clutter-gst/clutter-gst-video-sink.c b/clutter-gst/clutter-gst-video-sink.c
index d672e6e..df073f9 100644
--- a/clutter-gst/clutter-gst-video-sink.c
+++ b/clutter-gst/clutter-gst-video-sink.c
@@ -83,11 +83,6 @@ static gchar *ayuv_to_rgba_shader = \
FRAGMENT_SHADER_END
"}";
-static gchar *dummy_shader = \
- FRAGMENT_SHADER_VARS
- "void main () {"
- "}";
-
static gchar *yv12_to_rgba_shader = \
FRAGMENT_SHADER_VARS
"uniform sampler2D ytex;"
@@ -410,9 +405,6 @@ clutter_gst_video_sink_set_glsl_shader (ClutterGstVideoSink *sink,
{
ClutterGstVideoSinkPrivate *priv = sink->priv;
- if (priv->texture)
- clutter_actor_set_shader (CLUTTER_ACTOR (priv->texture), NULL);
-
if (priv->program)
{
cogl_program_unref (priv->program);
@@ -427,14 +419,6 @@ clutter_gst_video_sink_set_glsl_shader (ClutterGstVideoSink *sink,
if (shader_src)
{
- ClutterShader *shader;
-
- /* Set a dummy shader so we don't interfere with the shader stack */
- shader = clutter_shader_new ();
- clutter_shader_set_fragment_source (shader, dummy_shader, -1);
- clutter_actor_set_shader (CLUTTER_ACTOR (priv->texture), shader);
- g_object_unref (shader);
-
/* Create shader through COGL - necessary as we need to be able to set
* integer uniform variables for multi-texturing.
*/