# define PFNGLUSEPROGRAMPROC typeof(glUseProgram)*
# define PFNGLDELETEPROGRAMPROC typeof(glDeleteProgram)*
# define PFNGLATTACHSHADERPROC typeof(glAttachShader)*
-# define PFNGLACTIVETEXTUREPROC typeof(glActiveTexture)*
-# define PFNGLCLIENTACTIVETEXTUREPROC typeof(glClientActiveTexture)*
#if USE_OPENGL_ES
# define GL_UNPACK_ROW_LENGTH 0
# import <CoreFoundation/CoreFoundation.h>
/* multitexture */
- PFNGLACTIVETEXTUREPROC ActiveTexture;
- PFNGLCLIENTACTIVETEXTUREPROC ClientActiveTexture;
bool use_multitexture;
/* Non-power-of-2 texture size support */
vgl->LinkProgram = (PFNGLLINKPROGRAMPROC)vlc_gl_GetProcAddress(vgl->gl, "glLinkProgram");
vgl->UseProgram = (PFNGLUSEPROGRAMPROC)vlc_gl_GetProcAddress(vgl->gl, "glUseProgram");
vgl->DeleteProgram = (PFNGLDELETEPROGRAMPROC)vlc_gl_GetProcAddress(vgl->gl, "glDeleteProgram");
- vgl->ActiveTexture = (PFNGLACTIVETEXTUREPROC)vlc_gl_GetProcAddress(vgl->gl, "glActiveTexture");
- vgl->ClientActiveTexture = (PFNGLCLIENTACTIVETEXTUREPROC)vlc_gl_GetProcAddress(vgl->gl, "glClientActiveTexture");
vgl->chroma = vlc_fourcc_GetChromaDescription(vgl->fmt.i_chroma);
vgl->use_multitexture = vgl->chroma->plane_count > 1;
for (unsigned j = 0; j < vgl->chroma->plane_count; j++) {
if (vgl->use_multitexture)
{
- vgl->ActiveTexture(GL_TEXTURE0 + j);
- vgl->ClientActiveTexture(GL_TEXTURE0 + j);
+ glActiveTexture(GL_TEXTURE0 + j);
+ glClientActiveTexture(GL_TEXTURE0 + j);
}
glBindTexture(vgl->tex_target, vgl->texture[i][j]);
for (unsigned j = 0; j < vgl->chroma->plane_count; j++) {
if (vgl->use_multitexture)
{
- vgl->ActiveTexture(GL_TEXTURE0 + j);
- vgl->ClientActiveTexture(GL_TEXTURE0 + j);
+ glActiveTexture(GL_TEXTURE0 + j);
+ glClientActiveTexture(GL_TEXTURE0 + j);
}
glBindTexture(vgl->tex_target, vgl->texture[0][j]);
glPixelStorei(GL_UNPACK_ROW_LENGTH, picture->p[j].i_pitch / picture->p[j].i_pixel_pitch);
if (vgl->use_multitexture)
{
- vgl->ActiveTexture(GL_TEXTURE0 + 0);
- vgl->ClientActiveTexture(GL_TEXTURE0 + 0);
+ glActiveTexture(GL_TEXTURE0 + 0);
+ glClientActiveTexture(GL_TEXTURE0 + 0);
}
int i = 0;
for (subpicture_region_t *r = subpicture->p_region; r; r = r->p_next, i++) {
};
for (unsigned j = 0; j < vgl->chroma->plane_count; j++) {
- vgl->ActiveTexture( GL_TEXTURE0 + j );
- vgl->ClientActiveTexture( GL_TEXTURE0 + j );
+ glActiveTexture( GL_TEXTURE0 + j );
+ glClientActiveTexture( GL_TEXTURE0 + j );
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glBindTexture(vgl->tex_target, vgl->texture[0][j]);
glTexCoordPointer(2, GL_FLOAT, 0, textureCoord);
}
- vgl->ActiveTexture( GL_TEXTURE0 );
- vgl->ClientActiveTexture( GL_TEXTURE0 );
+ glActiveTexture( GL_TEXTURE0 );
+ glClientActiveTexture( GL_TEXTURE0 );
glVertexPointer(2, GL_FLOAT, 0, vertexCoord);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
for (unsigned j = 0; j < vgl->chroma->plane_count; j++) {
- vgl->ActiveTexture( GL_TEXTURE0 + j );
- vgl->ClientActiveTexture( GL_TEXTURE0 + j );
+ glActiveTexture( GL_TEXTURE0 + j );
+ glClientActiveTexture( GL_TEXTURE0 + j );
glDisable(vgl->tex_target);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
}
- vgl->ActiveTexture( GL_TEXTURE0 );
- vgl->ClientActiveTexture( GL_TEXTURE0 );
+ glActiveTexture( GL_TEXTURE0 );
+ glClientActiveTexture( GL_TEXTURE0 );
}
static void draw_with_shaders( vout_display_opengl_t *vgl, float *left, float *top, float *right, float *bottom )
right[j], top[j],
right[j], bottom[j],
};
- vgl->ActiveTexture( GL_TEXTURE0+j);
- vgl->ClientActiveTexture( GL_TEXTURE0+j);
+ glActiveTexture( GL_TEXTURE0+j);
+ glClientActiveTexture( GL_TEXTURE0+j);
glEnable(vgl->tex_target);
glBindTexture(vgl->tex_target, vgl->texture[0][j]);
if(asprintf( &attribute, "MultiTexCoord%1d", j ) == -1 )
free( attribute );
attribute = NULL;
}
- vgl->ActiveTexture(GL_TEXTURE0 + 0);
- vgl->ClientActiveTexture(GL_TEXTURE0 + 0);
+ glActiveTexture(GL_TEXTURE0 + 0);
+ glClientActiveTexture(GL_TEXTURE0 + 0);
vgl->EnableVertexAttribArray( vgl->GetAttribLocation( vgl->program[0], "vertex_position"));
vgl->VertexAttribPointer( vgl->GetAttribLocation( vgl->program[0], "vertex_position"), 2, GL_FLOAT, 0, 0, vertexCoord);
draw_without_shaders( vgl, left, top, right, bottom );
}
- vgl->ActiveTexture(GL_TEXTURE0 + 0);
- vgl->ClientActiveTexture(GL_TEXTURE0 + 0);
+ glActiveTexture(GL_TEXTURE0 + 0);
+ glClientActiveTexture(GL_TEXTURE0 + 0);
glEnable(GL_TEXTURE_2D);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);