Go to the documentation of this file. 1 #ifndef MYTHEGLDMABUF_H
2 #define MYTHEGLDMABUF_H
13 struct AVDRMFrameDescriptor;
21 std::vector<MythVideoTextureOpenGL*>
CreateTextures(AVDRMFrameDescriptor* Desc,
27 std::vector<MythVideoTextureOpenGL*>& Textures) ;
30 std::vector<MythVideoTextureOpenGL*>
CreateComposed(AVDRMFrameDescriptor* Desc,
34 std::vector<MythVideoTextureOpenGL*>
CreateSeparate(AVDRMFrameDescriptor* Desc,
37 std::vector<MythVideoTextureOpenGL*>
CreateSeparate2(AVDRMFrameDescriptor* Desc,
static bool HaveDMABuf(MythRenderOpenGL *Context)
std::vector< MythVideoTextureOpenGL * > CreateTextures(AVDRMFrameDescriptor *Desc, MythRenderOpenGL *Context, MythVideoFrame *Frame, bool UseSeparate, FrameScanType Scan=kScan_Progressive)
std::vector< MythVideoTextureOpenGL * > CreateSeparate(AVDRMFrameDescriptor *Desc, MythRenderOpenGL *Context, MythVideoFrame *Frame) const
Create multiple textures that represent the planes for the given AVDRMFrameDescriptor.
MythEGLDMABUF(MythRenderOpenGL *Context)
static void ClearDMATextures(MythRenderOpenGL *Context, std::vector< MythVideoTextureOpenGL * > &Textures)
std::vector< MythVideoTextureOpenGL * > CreateComposed(AVDRMFrameDescriptor *Desc, MythRenderOpenGL *Context, MythVideoFrame *Frame, FrameScanType Scan) const
Create a single RGBA32 texture using the provided AVDRMFramDescriptor.
std::vector< MythVideoTextureOpenGL * > CreateSeparate2(AVDRMFrameDescriptor *Desc, MythRenderOpenGL *Context, MythVideoFrame *Frame) const
Create multiple textures that represent the planes for the given AVDRMFrameDescriptor.