Mixer::DisplayFrame frame;
if (!global_mixer->get_display_frame(output, &frame)) {
glClearColor(0.0f, 1.0f, 0.0f, 1.0f);
+ check_error();
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+ check_error();
return;
}
+ check_error();
glWaitSync(frame.ready_fence.get(), /*flags=*/0, GL_TIMEOUT_IGNORED);
+ check_error();
frame.setup_chain();
+ check_error();
frame.chain->render_to_screen();
check_error();
}
GLuint cbcr_full_tex = resource_pool->create_2d_texture(GL_RG8, WIDTH, HEIGHT);
GLuint rgba_tex = resource_pool->create_2d_texture(GL_RGB565, WIDTH, HEIGHT); // Saves texture bandwidth, although dithering gets messed up.
GLuint fbo = resource_pool->create_fbo(y_tex, cbcr_full_tex, rgba_tex);
+ check_error();
chain->render_to_fbo(fbo, WIDTH, HEIGHT);
resource_pool->release_fbo(fbo);