Files
forge-steel/src/shaders.c
T

749 lines
25 KiB
C

#include <linmath.h>
#include <log.h>
#include <stddef.h>
#include <stdio.h>
#include "types.h"
#include "config.h"
#include "config_file.h"
#include "constants.h"
#include "file.h"
#include "shaders.h"
#define GLAD_GL_IMPLEMENTATION
#include <glad/gl.h>
#ifdef VIDEO_IN
#define GLAD_EGL_IMPLEMENTATION
#include <glad/egl.h>
#endif /* VIDEO_IN */
#include <GLFW/glfw3.h>
#ifdef VIDEO_IN
#include <GLFW/glfw3native.h>
#endif /* VIDEO_IN */
static const GLuint unused_uniform = (GLuint)-1;
bool check_glerror(ShaderProgram *program) {
unsigned int code;
code = glGetError();
if (code > 0) {
log_warn("GL Error: %04x", code);
program->error = true;
}
return code > 0;
}
bool check_eglerror(ShaderProgram *program, const char *context) {
unsigned int code;
code = eglGetError();
if (code > 0 && code != EGL_SUCCESS) {
log_warn("(%s) EGL Error: %04x", context, code);
program->error = true;
return true;
}
return false;
}
static void init_gl(ShaderProgram *program) {
gladLoadGL(glfwGetProcAddress);
#ifdef VIDEO_IN
program->egl_display = glfwGetEGLDisplay();
if (program->egl_display == EGL_NO_DISPLAY) {
log_error("error: glfwGetEGLDisplay no EGLDisplay returned");
program->error = true;
return;
}
gladLoadEGL(program->egl_display, glfwGetProcAddress);
#endif /* VIDEO_IN */
}
static void init_textures(ShaderProgram *program,
const SharedContext *context) {
glGenTextures(program->tex_count, program->textures);
for (unsigned int i = 0; i < program->tex_count; i++) {
// selects which texture unit subsequent texture state calls will affect
glActiveTexture(GL_TEXTURE0 + i);
glBindTexture(GL_TEXTURE_2D, program->textures[i]);
glDisable(GL_DEPTH_TEST);
glDisable(GL_BLEND);
// define texture image as empty
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, context->tex_resolution[0],
context->tex_resolution[1], 0, GL_RGB, GL_UNSIGNED_BYTE, 0);
// setup mipmap context
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
log_info("Texture %d initialized", i);
}
}
static void rebind_textures(const ShaderProgram *program) {
for (unsigned int i = 0; i < program->tex_count; i++) {
glActiveTexture(GL_TEXTURE0 + i);
glBindTexture(GL_TEXTURE_2D, program->textures[i]);
}
}
#ifdef VIDEO_IN
static void link_input_to_texture(ShaderProgram *program, VideoCapture *input,
unsigned int input_index,
unsigned int texture_index, bool swap,
bool reload) {
if (reload) {
glDeleteTextures(1, program->textures + texture_index);
glGenTextures(1, program->textures + texture_index);
}
EGLImageKHR dma_image;
dma_image = EGL_NO_IMAGE_KHR;
// https://registry.khronos.org/EGL/extensions/EXT/EGL_EXT_image_dma_buf_import.txt
const EGLint attrib_list[] = {EGL_WIDTH,
input->width,
EGL_HEIGHT,
input->height,
EGL_LINUX_DRM_FOURCC_EXT,
input->pixelformat,
EGL_DMA_BUF_PLANE0_FD_EXT,
swap ? input->exp_fd_swap : input->exp_fd,
EGL_DMA_BUF_PLANE0_OFFSET_EXT,
0,
EGL_DMA_BUF_PLANE0_PITCH_EXT,
input->bytesperline,
EGL_NONE};
dma_image = eglCreateImageKHR(program->egl_display, EGL_NO_CONTEXT,
EGL_LINUX_DMA_BUF_EXT, NULL, attrib_list);
if (check_eglerror(program, "eglCreateImageKHR")) {
return;
}
if (swap) {
program->dma_images_swap[input_index] = dma_image;
} else {
program->dma_images[input_index] = dma_image;
}
glActiveTexture(GL_TEXTURE0 + texture_index);
glBindTexture(GL_TEXTURE_2D, program->textures[texture_index]);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, input->width, input->height, 0, GL_RGB,
GL_UNSIGNED_BYTE, 0);
// https://registry.khronos.org/OpenGL/extensions/EXT/EXT_EGL_image_storage.txt
glEGLImageTargetTexStorageEXT(GL_TEXTURE_2D, dma_image, NULL);
if (check_eglerror(program, "glEGLImageTargetTexStorageEXT")) {
return;
}
log_info("Texture %d linked to %s", texture_index, input->name);
}
static void init_input(ShaderProgram *program, const ConfigFile *config,
VideoCaptureArray *inputs, unsigned int i, bool reload) {
unsigned int tex_i;
char name[STR_LEN];
if (i < inputs->length && !inputs->values[i].error) {
snprintf(name, STR_LEN, "IN_%d_OUT", i + 1);
tex_i = config_file_get_int(config, name, 0);
link_input_to_texture(program, &inputs->values[i], i, tex_i, false, reload);
if (inputs->values[i].with_swap) {
snprintf(name, STR_LEN, "IN_%d_SWAP_OUT", i + 1);
tex_i = config_file_get_int(config, name, 0);
link_input_to_texture(program, &inputs->values[i], i, tex_i, true,
reload);
}
} else {
log_warn("Cannot link input %d", i + 1);
}
check_glerror(program);
}
#endif /* VIDEO_IN */
static void init_framebuffers(ShaderProgram *program,
const ConfigFile *config) {
unsigned int tex_i;
char name[STR_LEN];
glGenFramebuffers(program->frag_count, program->frame_buffers);
for (unsigned int i = 0; i < program->frag_count; i++) {
if (i == program->frag_output_index || i == program->frag_monitor_index) {
continue;
}
glBindFramebuffer(GL_FRAMEBUFFER, program->frame_buffers[i]);
snprintf(name, STR_LEN, "FRAG_%d_OUT", i + 1);
tex_i = config_file_get_int(config, name, 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
program->textures[tex_i], 0);
// check framebuffer status
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
log_error("Framebuffer %d is KO: %x", i + 1,
glCheckFramebufferStatus(GL_FRAMEBUFFER));
program->error = true;
return;
}
log_info("Framebuffer %d initialized", i);
}
return;
}
static void init_vertices(ShaderProgram *program) {
glGenBuffers(1, &program->vertex_buffer);
glBindBuffer(GL_ARRAY_BUFFER, program->vertex_buffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
}
static void bind_vertices(ShaderProgram *program, unsigned int index) {
glBindBuffer(GL_ARRAY_BUFFER, program->vertex_buffer);
glGenVertexArrays(1, &program->vertex_array[index]);
glBindVertexArray(program->vertex_array[index]);
for (unsigned int i = 0; i < program->frag_count; i++) {
// enable attribute pointer
glEnableVertexAttribArray(program->vpos_locations[i]);
// specify the location and data format of the array of generic vertex
// attributes to use when rendering
glVertexAttribPointer(program->vpos_locations[i], 2, GL_FLOAT, GL_FALSE,
sizeof(Vertex), (void *)offsetof(Vertex, pos));
}
}
static bool compile_shader(GLuint shader_id, const char *name,
const char *source_code) {
GLint status_params;
char log[STR_LEN];
log_info("Compiling '%s'...", name);
// update shader source code
glShaderSource(shader_id, 1, &source_code, NULL);
// compile shader
glCompileShader(shader_id);
// get compilation status
glGetShaderiv(shader_id, GL_COMPILE_STATUS, &status_params);
glGetShaderInfoLog(shader_id, 1024, NULL, (GLchar *)&log);
if (status_params == GL_FALSE) {
log_error("Failed to compile\n%s", log);
file_dump("error.glsl", source_code);
} else {
log_info("Compilation successful");
}
return status_params == GL_TRUE;
}
static void init_shaders(ShaderProgram *program, const Project *project) {
// compile vertex shader
program->vertex_shader = glCreateShader(GL_VERTEX_SHADER);
program->error = program->error || !compile_shader(program->vertex_shader,
"internal vertex shader",
vertex_shader_text);
// compile fragment shaders
for (unsigned int i = 0; i < program->frag_count; i++) {
program->fragment_shaders[i] = glCreateShader(GL_FRAGMENT_SHADER);
program->error = program->error ||
!compile_shader(program->fragment_shaders[i],
project->fragment_shaders[i][0].path,
project->fragment_shaders[i][0].content);
if (program->error) {
return;
}
}
}
static void init_single_program(ShaderProgram *program, unsigned int i,
const ConfigFile *config,
const StateConfig *state_config) {
unsigned int index1;
unsigned int index2;
char name[STR_LEN];
const char *prefix;
program->programs[i] = glCreateProgram();
glAttachShader(program->programs[i], program->vertex_shader);
glAttachShader(program->programs[i], program->fragment_shaders[i]);
glLinkProgram(program->programs[i]);
// create uniforms pointers
program->itime_locations[i] = glGetUniformLocation(
program->programs[i],
config_file_get_str(config, "UNIFORM_TIME", "iTime"));
program->itempo_locations[i] = glGetUniformLocation(
program->programs[i],
config_file_get_str(config, "UNIFORM_TEMPO", "iTempo"));
program->ibeats_locations[i] = glGetUniformLocation(
program->programs[i],
config_file_get_str(config, "UNIFORM_BEATS", "iBeats"));
program->ifps_locations[i] = glGetUniformLocation(
program->programs[i], config_file_get_str(config, "UNIFORM_FPS", "iFPS"));
program->ires_locations[i] = glGetUniformLocation(
program->programs[i],
config_file_get_str(config, "UNIFORM_RESOLUTION", "iResolution"));
program->itexres_locations[i] = glGetUniformLocation(
program->programs[i],
config_file_get_str(config, "UNIFORM_TEX_RESOLUTION", "iTexResolution"));
program->idemo_locations[i] = glGetUniformLocation(
program->programs[i],
config_file_get_str(config, "UNIFORM_DEMO", "iDemo"));
program->iautorand_locations[i] = glGetUniformLocation(
program->programs[i],
config_file_get_str(config, "UNIFORM_AUTORAND", "iAutoRand"));
program->iautorandcycle_locations[i] = glGetUniformLocation(
program->programs[i],
config_file_get_str(config, "UNIFORM_AUTORANDCYCLE", "iAutoRandCycle"));
program->ipage_locations[i] = glGetUniformLocation(
program->programs[i],
config_file_get_str(config, "UNIFORM_PAGE", "iPage"));
program->iselected_locations[i] = glGetUniformLocation(
program->programs[i],
config_file_get_str(config, "UNIFORM_SELECTED", "iSelected"));
prefix = config_file_get_str(config, "UNIFORM_IN_RESOLUTION_PREFIX",
"iInputResolution");
for (unsigned int j = 0; j < program->in_count; j++) {
snprintf(name, STR_LEN, "%s%d", prefix, j + 1);
program->iinres_locations[i * program->in_count + j] =
glGetUniformLocation(program->programs[i], name);
}
prefix =
config_file_get_str(config, "UNIFORM_IN_FORMAT_PREFIX", "iInputFormat");
for (unsigned int j = 0; j < program->in_count; j++) {
snprintf(name, STR_LEN, "%s%d", prefix, j + 1);
program->iinfmt_locations[i * program->in_count + j] =
glGetUniformLocation(program->programs[i], name);
}
prefix = config_file_get_str(config, "UNIFORM_IN_FPS_PREFIX", "iInputFPS");
for (unsigned int j = 0; j < program->in_count; j++) {
snprintf(name, STR_LEN, "%s%d", prefix, j + 1);
program->iinfps_locations[i * program->in_count + j] =
glGetUniformLocation(program->programs[i], name);
}
prefix = config_file_get_str(config, "UNIFORM_IN_SWAP_PREFIX", "iInputSwap");
for (unsigned int j = 0; j < program->in_count; j++) {
snprintf(name, STR_LEN, "%s%d", prefix, j + 1);
program->iinswap_locations[i * program->in_count + j] =
glGetUniformLocation(program->programs[i], name);
}
prefix = config_file_get_str(config, "UNIFORM_SEED_PREFIX", "iSeed");
for (unsigned int j = 0; j < program->frag_count; j++) {
snprintf(name, STR_LEN, "%s%d", prefix, j + 1);
program->iseed_locations[i * program->frag_count + j] =
glGetUniformLocation(program->programs[i], name);
}
prefix = config_file_get_str(config, "UNIFORM_STATE_PREFIX", "iState");
for (unsigned int j = 0; j < program->frag_count; j++) {
snprintf(name, STR_LEN, "%s%d", prefix, j + 1);
program->istate_locations[i * program->frag_count + j] =
glGetUniformLocation(program->programs[i], name);
}
for (unsigned int j = 0; j < program->sub_type_count; j++) {
snprintf(name, STR_LEN, "SUB_%d_PREFIX", j + 1);
prefix = config_file_get_str(config, name, 0);
for (unsigned int k = 0; k < program->sub_variant_count; k++) {
snprintf(name, STR_LEN, "%s%d", prefix, k + 1);
program->sub_locations[i * program->sub_variant_count *
program->sub_type_count +
j * program->sub_variant_count + k] =
glGetSubroutineIndex(program->programs[i], GL_FRAGMENT_SHADER, name);
}
}
prefix = config_file_get_str(config, "UNIFORM_ACTIVE_PREFIX", "iActive");
for (unsigned int j = 0; j < program->active_count; j++) {
snprintf(name, STR_LEN, "%s%d", prefix, j + 1);
program->iactive_locations[i * program->active_count + j] =
glGetUniformLocation(program->programs[i], name);
}
if (program->midi_lengths.length == 0) {
index1 = 0;
for (unsigned int j = 0; j < state_config->midi_active_counts.length; j++) {
for (unsigned int k = 0; k < state_config->midi_active_counts.values[j];
k++) {
program->midi_lengths.values[index1++] =
state_config->midi_counts.values[j];
}
}
program->midi_lengths.length = index1;
}
prefix = config_file_get_str(config, "UNIFORM_MIDI_PREFIX", "iMidi");
index2 = 0;
for (unsigned int j = 0; j < state_config->midi_active_counts.length; j++) {
for (unsigned int k = 0; k < state_config->midi_active_counts.values[j];
k++) {
snprintf(name, STR_LEN, "%s%d_%d", prefix, j + 1, k + 1);
program->imidi_locations[i * program->midi_lengths.length + index2++] =
glGetUniformLocation(program->programs[i], name);
}
}
// create texX uniforms pointer
prefix = config_file_get_str(config, "UNIFORM_TEX_PREFIX", "iTex");
for (unsigned int j = 0; j < program->tex_count; j++) {
snprintf(name, STR_LEN, "%s%d", prefix, j);
program->textures_locations[i * program->tex_count + j] =
glGetUniformLocation(program->programs[i], name);
}
// create attribute pointer
program->vpos_locations[i] =
glGetAttribLocation(program->programs[i], "vPos");
log_info("Program %d initialized", i + 1);
}
static void init_programs(ShaderProgram *program, const ConfigFile *config,
const StateConfig *state_config) {
for (unsigned int i = 0; i < program->frag_count; i++) {
init_single_program(program, i, config, state_config);
}
}
static void update_viewport(ShaderProgram *program,
const SharedContext *context) {
// viewport changed
if (context->resolution[0] != program->last_resolution[0] ||
context->resolution[1] != program->last_resolution[1]) {
// clean and resize all textures
for (unsigned int i = 0; i < program->tex_count; i++) {
glActiveTexture(GL_TEXTURE0 + i);
// TODO dont remap input textures
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, context->tex_resolution[0],
context->tex_resolution[1], 0, GL_RGB, GL_UNSIGNED_BYTE, 0);
check_glerror(program);
}
program->last_resolution[0] = context->resolution[0];
program->last_resolution[1] = context->resolution[1];
}
}
static void write_uniform_1f(GLuint location, float value) {
if (location != unused_uniform) {
glUniform1f(location, value);
}
}
static void write_uniform_1i(GLuint location, unsigned int value) {
if (location != unused_uniform) {
glUniform1i(location, (const GLint)value);
}
}
static void write_uniform_2f(GLuint location, const vec2 *value) {
if (location != unused_uniform) {
glUniform2fv(location, 1, (const GLfloat *)value);
}
}
static void write_uniform_multi_3f(GLuint location, unsigned int count,
const vec3 *value) {
if (location != unused_uniform) {
glUniform3fv(location, count, (const GLfloat *)value);
}
}
static void use_program(const ShaderProgram *program, int i, bool output,
const SharedContext *context) {
unsigned int k;
unsigned int offset;
unsigned int subcount;
GLuint subroutines[ARRAY_SIZE];
// use specific shader program
glUseProgram(program->programs[i]);
if (output) {
glViewport(0, 0, context->resolution[0], context->resolution[1]);
// use default framebuffer (output)
glBindFramebuffer(GL_FRAMEBUFFER, 0);
// clear buffer
glClear(GL_COLOR_BUFFER_BIT);
} else {
glViewport(0, 0, context->tex_resolution[0], context->tex_resolution[1]);
// use memory framebuffer
glBindFramebuffer(GL_FRAMEBUFFER, program->frame_buffers[i]);
glDrawBuffer(GL_COLOR_ATTACHMENT0);
}
// set fragment uniforms
write_uniform_1f(program->itime_locations[i], context->time);
write_uniform_1f(program->itempo_locations[i], context->tempo.tempo);
write_uniform_1f(program->ibeats_locations[i], context->tempo_total);
write_uniform_1i(program->ifps_locations[i], context->fps);
write_uniform_1i(program->idemo_locations[i], context->demo ? 1 : 0);
write_uniform_1i(program->iautorand_locations[i],
context->auto_random ? 1 : 0);
write_uniform_1i(program->iautorandcycle_locations[i],
context->auto_random_cycle);
write_uniform_1i(program->ipage_locations[i], context->page);
write_uniform_1i(program->iselected_locations[i], context->selected + 1);
write_uniform_2f(program->ires_locations[i], &context->resolution);
write_uniform_2f(program->itexres_locations[i], &context->tex_resolution);
for (unsigned int j = 0; j < program->active_count; j++) {
write_uniform_1i(program->iactive_locations[i * program->active_count + j],
context->active[j] + 1);
}
for (unsigned int j = 0; j < program->in_count; j++) {
write_uniform_2f(program->iinres_locations[i * program->in_count + j],
&context->input_resolutions[j]);
write_uniform_1i(program->iinfmt_locations[i * program->in_count + j],
context->inputs.values[j].pixelformat);
write_uniform_1i(program->iinfps_locations[i * program->in_count + j],
context->inputs.values[j].fps);
write_uniform_1i(program->iinswap_locations[i * program->in_count + j],
context->inputs.values[j].swap ? 1 : 0);
}
// set seeds uniforms
for (unsigned int j = 0; j < program->frag_count; j++) {
write_uniform_1i(program->iseed_locations[i * program->frag_count + j],
context->seeds[j]);
}
for (unsigned int j = 0; j < program->frag_count; j++) {
write_uniform_1i(program->istate_locations[i * program->frag_count + j],
context->state.values[j] + 1);
}
offset = 0;
for (unsigned int j = 0; j < program->midi_lengths.length; j++) {
write_uniform_multi_3f(
program->imidi_locations[i * program->midi_lengths.length + j],
program->midi_lengths.values[j], context->values + offset);
offset += program->midi_lengths.values[j];
}
// set subroutines for fragment and update state uniforms
k = context->state.values[i];
subcount = 0;
for (unsigned int j = 0; j < program->sub_type_count; j++) {
if (program->sub_locations[i * program->sub_variant_count *
program->sub_type_count +
j * program->sub_variant_count + k] !=
unused_uniform) {
subroutines[subcount++] =
program->sub_locations[i * program->sub_variant_count *
program->sub_type_count +
j * program->sub_variant_count + k];
}
}
if (subcount > 0) {
glUniformSubroutinesuiv(GL_FRAGMENT_SHADER, subcount, subroutines);
}
// set GL_TEXTURE(X) to uniform sampler2D texX
for (unsigned int j = 0; j < program->tex_count; j++) {
write_uniform_1i(program->textures_locations[i * program->tex_count + j],
j);
}
// draw output
glDrawArrays(GL_TRIANGLES, 0, 6);
}
void shaders_init(ShaderProgram *program, const Project *project,
const SharedContext *context, bool rebind) {
if (!rebind) {
program->error = false;
program->last_resolution[0] = context->resolution[0];
program->last_resolution[1] = context->resolution[1];
program->tex_count = config_file_get_int(&project->config, "TEX_COUNT", 9);
program->frag_count = project->frag_count;
program->frag_output_index =
config_file_get_int(&project->config, "FRAG_OUTPUT", 1) - 1;
program->frag_monitor_index =
config_file_get_int(&project->config, "FRAG_MONITOR", 1) - 1;
program->sub_type_count =
config_file_get_int(&project->config, "SUB_TYPE_COUNT", 0);
program->in_count = config_file_get_int(&project->config, "IN_COUNT", 0);
program->sub_variant_count = project->state_config.state_max;
program->active_count = project->state_config.midi_active_counts.length;
program->midi_lengths.length = 0;
#ifdef VIDEO_IN
memset(program->dma_images, 0, sizeof(program->dma_images));
memset(program->dma_images_swap, 0, sizeof(program->dma_images_swap));
#endif /* VIDEO_IN */
init_gl(program);
if (check_glerror(program)) {
return;
}
init_shaders(program, project);
if (program->error || check_glerror(program)) {
return;
}
init_textures(program, context);
if (check_glerror(program)) {
return;
}
init_framebuffers(program, &project->config);
if (check_glerror(program)) {
return;
}
init_programs(program, &project->config, &project->state_config);
if (check_glerror(program)) {
return;
}
init_vertices(program);
if (check_glerror(program)) {
return;
}
}
bind_vertices(program, rebind ? 1 : 0);
if (check_glerror(program)) {
return;
}
}
void shaders_relink_input(ShaderProgram *program, const Project *project,
VideoCaptureArray *inputs, unsigned int i) {
#ifdef VIDEO_IN
// shaders_free_input(program, i);
init_input(program, &project->config, inputs, i, true);
#endif /* VIDEO_IN */
}
void shaders_link_inputs(ShaderProgram *program, const Project *project,
VideoCaptureArray *inputs) {
#ifdef VIDEO_IN
for (unsigned int i = 0; i < program->in_count; i++) {
init_input(program, &project->config, inputs, i, false);
}
#endif /* VIDEO_IN */
}
void shaders_update(ShaderProgram *program, const File *fragment_shader,
unsigned int i, const Project *project) {
bool result;
result = compile_shader(program->fragment_shaders[i], fragment_shader->path,
fragment_shader->content);
if (result) {
init_single_program(program, i, &project->config, &project->state_config);
log_info("Program %d updated", i + 1);
}
}
void shaders_compute(ShaderProgram *program, const SharedContext *context,
bool monitor, bool output_only) {
if (!output_only) {
glBindVertexArray(program->vertex_array[0]);
update_viewport(program, context);
for (unsigned int i = 0; i < program->frag_count; i++) {
if (i != program->frag_output_index && i != program->frag_monitor_index) {
use_program(program, i, false, context);
}
}
} else {
glBindVertexArray(program->vertex_array[1]);
rebind_textures(program);
}
use_program(program,
monitor ? program->frag_monitor_index
: program->frag_output_index,
true, context);
}
void shaders_free(const ShaderProgram *program) {
for (unsigned int i = 0; i < program->frag_count; i++) {
glDeleteProgram(program->programs[i]);
}
glDeleteFramebuffers(program->frag_count, program->frame_buffers);
glDeleteTextures(program->tex_count, program->textures);
glDeleteBuffers(1, &program->vertex_buffer);
}
void shaders_free_window(const ShaderProgram *program, bool secondary) {
glDeleteVertexArrays(1, &program->vertex_array[secondary ? 1 : 0]);
}
void shaders_free_input(ShaderProgram *program, unsigned int input_index) {
#ifdef VIDEO_IN
if (program->dma_images[input_index] != EGL_NO_IMAGE_KHR) {
eglDestroyImageKHR(program->egl_display, program->dma_images[input_index]);
program->dma_images[input_index] = EGL_NO_IMAGE_KHR;
check_eglerror(program, "eglDestroyImageKHR");
}
if (program->dma_images_swap[input_index] != EGL_NO_IMAGE_KHR) {
eglDestroyImageKHR(program->egl_display,
program->dma_images_swap[input_index]);
program->dma_images_swap[input_index] = EGL_NO_IMAGE_KHR;
check_eglerror(program, "eglDestroyImageKHR");
}
#endif /* VIDEO_IN */
}