/** * Copyright (c) 2011, Martin Srom * All rights reserved. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions are met: * * * Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * * Redistributions in binary form must reproduce the above copyright * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" * AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE * ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE * LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR * CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF * SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS * INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN * CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE * POSSIBILITY OF SUCH DAMAGE. */ #ifdef HAVE_CONFIG_H #include "config.h" #endif #include "dxt_common.h" #include "dxt_decoder.h" #include "dxt_util.h" #include "dxt_glsl.h" #if defined __APPLE__ #include #if defined __MAC_10_11 #include #endif // defined __MAC_10_11 #endif // defined __APPLE__ #if defined __APPLE__ && !defined __MAC_10_11 #define glGenFramebuffers glGenFramebuffersEXT #define glBindFramebuffer glBindFramebufferEXT #define GL_FRAMEBUFFER GL_FRAMEBUFFER_EXT #define glFramebufferTexture2D glFramebufferTexture2DEXT #define glDeleteFramebuffers glDeleteFramebuffersEXT #endif static GLfloat points[] = { -1.0f, -1.0f, 0.0f, 1.0f, 1.0f, -1.0f, 0.0f, 1.0f, -1.0f, 1.0f, 0.0f, 1.0f, /* second triangle */ 1.0f, -1.0f, 0.0f, 1.0f, -1.0f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f }; /** Documented at declaration */ struct dxt_decoder { // DXT type enum dxt_type type; enum dxt_format out_format; // Width in pixels int width; // Height in pixels int height; // Texture id GLuint compressed_tex; /* compressed */ GLuint uncompressed_rgba_tex; /* decompressed */ GLuint uncompressed_yuv422_tex; // Framebuffer GLuint fbo_rgba; GLuint fbo_yuv422; // Program and shader handles GLuint program_display; GLuint shader_fragment_display; GLuint shader_vertex_display; GLuint program_rgba_to_yuv422; GLuint shader_fragment_rgba_to_yuv422; GLuint shader_vertex_rgba_to_yuv422; /** * The VAO for the vertices etc. */ GLuint g_vao; GLuint g_vao_422; #ifdef USE_PBO_DXT_DECODER GLuint pbo_in; GLuint pbo_out; #endif unsigned int legacy:1; }; /** Documented at declaration */ struct dxt_decoder* dxt_decoder_create(enum dxt_type type, int width, int height, enum dxt_format out_format, int legacy) { struct dxt_decoder* decoder = (struct dxt_decoder*)malloc(sizeof(struct dxt_decoder)); #ifndef HAVE_MACOSX glewExperimental = GL_TRUE; GLenum err = glewInit(); assert(err == GLEW_OK); #endif assert(out_format == DXT_FORMAT_RGBA || out_format == DXT_FORMAT_YUV422); assert(out_format == DXT_FORMAT_RGBA || (out_format == DXT_FORMAT_YUV422 && width % 2 == 0)); /* width % 2 for YUV422 */ if ( decoder == NULL ) return NULL; decoder->type = type; decoder->width = width; decoder->height = height; decoder->out_format = out_format; decoder->legacy = legacy; //glutReshapeWindow(1, 1); if(legacy) { glEnable(GL_TEXTURE_2D); } // Create empty texture glGenTextures(1, &decoder->compressed_tex); glBindTexture(GL_TEXTURE_2D, decoder->compressed_tex); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); GLenum internalformat; size_t size; if ( decoder->type == DXT_TYPE_DXT5_YCOCG ) { internalformat = GL_COMPRESSED_RGBA_S3TC_DXT5_EXT; size = ((decoder->width + 3) / 4 * 4) * ((decoder->height + 3) / 4 * 4); } else { internalformat = GL_COMPRESSED_RGB_S3TC_DXT1_EXT; size = ((decoder->width + 3) / 4 * 4) * ((decoder->height + 3) / 4 * 4) / 2; } GLvoid *tmp_data = malloc(size); // data pointer to glCompressedTexImage2D shouldn't be 0 glCompressedTexImage2DARB(GL_TEXTURE_2D, 0, internalformat, decoder->width, decoder->height, 0, size, tmp_data); free(tmp_data); // Create fbo glGenFramebuffers(1, &decoder->fbo_rgba); glBindFramebuffer(GL_FRAMEBUFFER, decoder->fbo_rgba); glGenTextures(1, &decoder->uncompressed_rgba_tex); glBindTexture(GL_TEXTURE_2D, decoder->uncompressed_rgba_tex); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexImage2D(GL_TEXTURE_2D, 0 , DXT_IMAGE_GL_FORMAT, decoder->width, decoder->height, 0, GL_RGBA, DXT_IMAGE_GL_TYPE, 0); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, decoder->uncompressed_rgba_tex, 0); glBindFramebuffer(GL_FRAMEBUFFER, 0); // Create program [display] and its shader decoder->program_display = glCreateProgram(); // Create shader from file decoder->shader_fragment_display = 0; switch(decoder->type) { case DXT_TYPE_DXT5_YCOCG: if(legacy) decoder->shader_fragment_display = dxt_shader_create_from_source(fp_display_dxt5ycocg_legacy, GL_FRAGMENT_SHADER); else decoder->shader_fragment_display = dxt_shader_create_from_source(fp_display_dxt5ycocg, GL_FRAGMENT_SHADER); break; case DXT_TYPE_DXT1: if(legacy) decoder->shader_fragment_display = dxt_shader_create_from_source(fp_display_legacy, GL_FRAGMENT_SHADER); else decoder->shader_fragment_display = dxt_shader_create_from_source(fp_display, GL_FRAGMENT_SHADER); break; case DXT_TYPE_DXT1_YUV: if(legacy) decoder->shader_fragment_display = dxt_shader_create_from_source(fp_display_dxt1_yuv_legacy, GL_FRAGMENT_SHADER); else decoder->shader_fragment_display = dxt_shader_create_from_source(fp_display_dxt1_yuv, GL_FRAGMENT_SHADER); break; } if(legacy) { decoder->shader_vertex_display = dxt_shader_create_from_source(vp_compress_legacy, GL_VERTEX_SHADER); } else { decoder->shader_vertex_display = dxt_shader_create_from_source(vp_compress, GL_VERTEX_SHADER); } if ( decoder->shader_fragment_display == 0 || decoder->shader_vertex_display == 0 ) { /// @todo Free other stuff as well free(decoder); return NULL; } // Attach shader to program and link the program glAttachShader(decoder->program_display, decoder->shader_fragment_display); glAttachShader(decoder->program_display, decoder->shader_vertex_display); glLinkProgram(decoder->program_display); if(out_format == DXT_FORMAT_YUV422) { glGenTextures(1, &decoder->uncompressed_yuv422_tex); glBindTexture(GL_TEXTURE_2D, decoder->uncompressed_yuv422_tex); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexImage2D(GL_TEXTURE_2D, 0 , GL_RGBA, decoder->width / 2, decoder->height, 0, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8_REV, 0); glGenFramebuffers(1, &decoder->fbo_yuv422); if(legacy) { decoder->shader_fragment_rgba_to_yuv422 = dxt_shader_create_from_source(fp_display_rgba_to_yuv422_legacy, GL_FRAGMENT_SHADER); decoder->shader_vertex_rgba_to_yuv422 = dxt_shader_create_from_source(vp_compress_legacy, GL_VERTEX_SHADER); } else { decoder->shader_fragment_rgba_to_yuv422 = dxt_shader_create_from_source(fp_display_rgba_to_yuv422, GL_FRAGMENT_SHADER); decoder->shader_vertex_rgba_to_yuv422 = dxt_shader_create_from_source(vp_compress, GL_VERTEX_SHADER); } decoder->program_rgba_to_yuv422 = glCreateProgram(); glAttachShader(decoder->program_rgba_to_yuv422, decoder->shader_fragment_rgba_to_yuv422); glAttachShader(decoder->program_rgba_to_yuv422, decoder->shader_vertex_rgba_to_yuv422); glLinkProgram(decoder->program_rgba_to_yuv422); glUseProgram(decoder->program_rgba_to_yuv422); glUniform1i(glGetUniformLocation(decoder->program_rgba_to_yuv422, "image"), 0); glUniform1f(glGetUniformLocation(decoder->program_rgba_to_yuv422, "imageWidth"), (GLfloat) decoder->width); if(!decoder->legacy) { #if ! defined __APPLE__ || defined __MAC_10_11 GLint g_vertexLocation; GLuint g_vertices; // ToDo: glGenVertexArrays(1, &decoder->g_vao_422); // ToDo: glBindVertexArray(decoder->g_vao_422); // http://www.opengl.org/sdk/docs/man/xhtml/glGetAttribLocation.xml g_vertexLocation = glGetAttribLocation(decoder->program_rgba_to_yuv422, "position"); // http://www.opengl.org/sdk/docs/man/xhtml/glGenBuffers.xml glGenBuffers(1, &g_vertices); // http://www.opengl.org/sdk/docs/man/xhtml/glBindBuffer.xml glBindBuffer(GL_ARRAY_BUFFER, g_vertices); // http://www.opengl.org/sdk/docs/man/xhtml/glBufferData.xml //glBufferData(GL_ARRAY_BUFFER, 3 * 4 * sizeof(GLfloat), (GLfloat*) points, GL_STATIC_DRAW); glBufferData(GL_ARRAY_BUFFER, 8 * 4 * sizeof(GLfloat), (GLfloat*) points, GL_STATIC_DRAW); // http://www.opengl.org/sdk/docs/man/xhtml/glUseProgram.xml glUseProgram(decoder->program_rgba_to_yuv422); // http://www.opengl.org/sdk/docs/man/xhtml/glVertexAttribPointer.xml glVertexAttribPointer(g_vertexLocation, 4, GL_FLOAT, GL_FALSE, 0, 0); // http://www.opengl.org/sdk/docs/man/xhtml/glEnableVertexAttribArray.xml glEnableVertexAttribArray(g_vertexLocation); glBindFragDataLocation(decoder->program_rgba_to_yuv422, 0, "colorOut"); #endif } glUseProgram(0); } if(!decoder->legacy) { #if ! defined __APPLE__ || defined __MAC_10_11 GLint g_vertexLocation; GLuint g_vertices; // ToDo: glGenVertexArrays(1, &decoder->g_vao); // ToDo: glBindVertexArray(decoder->g_vao); // http://www.opengl.org/sdk/docs/man/xhtml/glGetAttribLocation.xml g_vertexLocation = glGetAttribLocation(decoder->program_display, "position"); // http://www.opengl.org/sdk/docs/man/xhtml/glGenBuffers.xml glGenBuffers(1, &g_vertices); // http://www.opengl.org/sdk/docs/man/xhtml/glBindBuffer.xml glBindBuffer(GL_ARRAY_BUFFER, g_vertices); // http://www.opengl.org/sdk/docs/man/xhtml/glBufferData.xml //glBufferData(GL_ARRAY_BUFFER, 3 * 4 * sizeof(GLfloat), (GLfloat*) points, GL_STATIC_DRAW); glBufferData(GL_ARRAY_BUFFER, 8 * 4 * sizeof(GLfloat), (GLfloat*) points, GL_STATIC_DRAW); // http://www.opengl.org/sdk/docs/man/xhtml/glUseProgram.xml glUseProgram(decoder->program_display); // http://www.opengl.org/sdk/docs/man/xhtml/glVertexAttribPointer.xml glVertexAttribPointer(g_vertexLocation, 4, GL_FLOAT, GL_FALSE, 0, 0); // http://www.opengl.org/sdk/docs/man/xhtml/glEnableVertexAttribArray.xml glEnableVertexAttribArray(g_vertexLocation); glBindFragDataLocation(decoder->program_display, 0, "colorOut"); glUseProgram(0); #endif #ifdef USE_PBO_DXT_DECODER glGenBuffersARB(1, &decoder->pbo_in); //Allocate PBO glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, decoder->pbo_in); glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, ((width + 3) / 4 * 4) * ((height + 3) / 4 * 4) / (decoder->type == DXT_TYPE_DXT5_YCOCG ? 1 : 2), 0, GL_STREAM_DRAW_ARB); glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0); glGenBuffersARB(1, &decoder->pbo_out); //Allocate PBO glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, decoder->pbo_out); glBufferDataARB(GL_PIXEL_PACK_BUFFER_ARB, ((width + 3) / 4 * 4) * ((height + 3) / 4 * 4) * (out_format == DXT_FORMAT_YUV422 ? 2 : 4), 0, GL_STREAM_READ_ARB); glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, 0); #endif } return decoder; } /** Documented at declaration */ int dxt_decoder_buffer_allocate(struct dxt_decoder* decoder, unsigned char** image, int* image_size) { *image_size = decoder->width * decoder->height * 4 * sizeof(DXT_IMAGE_TYPE); *image = (DXT_IMAGE_TYPE*)malloc(*image_size); if ( *image == NULL ) return -1; return 0; } /** Documented at declaration */ int dxt_decoder_decompress(struct dxt_decoder* decoder, unsigned char* image_compressed, DXT_IMAGE_TYPE* image) { #ifdef USE_PBO_DXT_DECODER GLubyte *ptr; #endif #ifdef RTDXT_DEBUG TIMER_INIT(); TIMER_START(); #endif glBindTexture(GL_TEXTURE_2D, decoder->compressed_tex); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); int data_size = ((decoder->width + 3) / 4 * 4) * ((decoder->height + 3) / 4 * 4) / (decoder->type == DXT_TYPE_DXT5_YCOCG ? 1 : 2); #ifdef USE_PBO_DXT_DECODER glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, decoder->pbo_in); // current pbo glCompressedTexSubImage2DARB (GL_TEXTURE_2D, 0, 0, 0, (decoder->width + 3) / 4 * 4, (decoder->height + 3) / 4 * 4, decoder->type == DXT_TYPE_DXT5_YCOCG ? GL_COMPRESSED_RGBA_S3TC_DXT5_EXT : GL_COMPRESSED_RGB_S3TC_DXT1_EXT, data_size, 0); glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, data_size, 0, GL_STREAM_DRAW_ARB); ptr = (GLubyte*)glMapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, GL_WRITE_ONLY_ARB); if(ptr) { // update data directly on the mapped buffer memcpy(ptr, image_compressed, data_size); glUnmapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB); // release pointer to mapping buffer } #else glCompressedTexSubImage2DARB (GL_TEXTURE_2D, 0, 0, 0, (decoder->width + 3) / 4 * 4, (decoder->height + 3) / 4 * 4, decoder->type == DXT_TYPE_DXT5_YCOCG ? GL_COMPRESSED_RGBA_S3TC_DXT5_EXT : GL_COMPRESSED_RGB_S3TC_DXT1_EXT, data_size, image_compressed); #endif #ifdef RTDXT_DEBUG glFinish(); TIMER_STOP_PRINT("Texture Load: "); TIMER_START(); #endif // Render to framebuffer glBindFramebuffer(GL_FRAMEBUFFER, decoder->fbo_rgba); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glViewport(0, 0, decoder->width, decoder->height); glUseProgram(decoder->program_display); glBindTexture(GL_TEXTURE_2D, decoder->compressed_tex); if(decoder->legacy) { glBegin(GL_QUADS); glTexCoord2f(0.0, 0.0); glVertex2f(-1.0, -1.0); glTexCoord2f(1.0, 0.0); glVertex2f(1.0, -1.0); glTexCoord2f(1.0, 1.0); glVertex2f(1.0, 1.0); glTexCoord2f(0.0, 1.0); glVertex2f(-1.0, 1.0); glEnd(); } else { #if ! defined __APPLE__ || defined __MAC_10_11 glBindVertexArray(decoder->g_vao); glDrawArrays(GL_TRIANGLES, 0, 6); glBindVertexArray(0); #endif } glUseProgram(0); #ifdef RTDXT_DEBUG glFinish(); TIMER_STOP_PRINT("Texture Decompress:"); TIMER_START(); #endif if(decoder->out_format != DXT_FORMAT_YUV422) { /* so RGBA */ // Disable framebuffer #ifdef USE_PBO_DXT_DECODER // glReadPixels() should return immediately. glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, decoder->pbo_out); glReadBuffer(GL_COLOR_ATTACHMENT0_EXT); glReadPixels(0, 0, decoder->width, decoder->height, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8_REV, 0); // map the PBO to process its data by CPU glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, decoder->pbo_out); ptr = (GLubyte*)glMapBufferARB(GL_PIXEL_PACK_BUFFER_ARB, GL_READ_ONLY_ARB); if(ptr) { memcpy(image, ptr, decoder->width * decoder->height * 4); glUnmapBufferARB(GL_PIXEL_PACK_BUFFER_ARB); } // back to conventional pixel operation glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, 0); #else glReadPixels(0, 0, decoder->width, decoder->height, GL_RGBA, DXT_IMAGE_GL_TYPE, image); #endif glBindFramebuffer(GL_FRAMEBUFFER, 0); } else { glBindFramebuffer(GL_FRAMEBUFFER, decoder->fbo_yuv422); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, decoder->uncompressed_yuv422_tex, 0); glBindTexture(GL_TEXTURE_2D, decoder->uncompressed_rgba_tex); /* to texturing unit 0 */ glPushAttrib(GL_VIEWPORT_BIT); glViewport( 0, 0, decoder->width / 2, decoder->height); glUseProgram(decoder->program_rgba_to_yuv422); if(decoder->legacy) { glBegin(GL_QUADS); glTexCoord2f(0.0, 0.0); glVertex2f(-1.0, -1.0); glTexCoord2f(1.0, 0.0); glVertex2f(1.0, -1.0); glTexCoord2f(1.0, 1.0); glVertex2f(1.0, 1.0); glTexCoord2f(0.0, 1.0); glVertex2f(-1.0, 1.0); glEnd(); } else { #if ! defined __APPLE__ || defined __MAC_10_11 glBindVertexArray(decoder->g_vao_422); glDrawArrays(GL_TRIANGLES, 0, 6); glBindVertexArray(0); #endif } glPopAttrib(); #ifdef USE_PBO_DXT_DECODER // glReadPixels() should return immediately. glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, decoder->pbo_out); glReadBuffer(GL_COLOR_ATTACHMENT0_EXT); glReadPixels(0, 0, decoder->width / 2, decoder->height, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8_REV, 0); // map the PBO to process its data by CPU glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, decoder->pbo_out); ptr = (GLubyte*)glMapBufferARB(GL_PIXEL_PACK_BUFFER_ARB, GL_READ_ONLY_ARB); if(ptr) { memcpy(image, ptr, decoder->width * decoder->height * (decoder->out_format == DXT_FORMAT_YUV422 ? 2 : 4)); glUnmapBufferARB(GL_PIXEL_PACK_BUFFER_ARB); } // back to conventional pixel operation glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, 0); #else glReadPixels(0, 0, decoder->width / 2, decoder->height, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8_REV, image); #endif //glReadPixels(0, 0, decoder->width / 2, decoder->height, GL_RGBA, DXT_IMAGE_GL_TYPE, image); glBindFramebuffer(GL_FRAMEBUFFER, 0); glUseProgram(0); } #ifdef RTDXT_DEBUG glFinish(); TIMER_STOP_PRINT("Texture Save: "); #endif return 0; } /** Documented at declaration */ int dxt_decoder_buffer_free(unsigned char* image) { free(image); return 0; } /** Documented at declaration */ int dxt_decoder_destroy(struct dxt_decoder* decoder) { glDeleteShader(decoder->shader_fragment_display); glDeleteProgram(decoder->program_display); glDeleteTextures(1, &decoder->compressed_tex); glDeleteTextures(1, &decoder->uncompressed_rgba_tex); glDeleteFramebuffers(1, &decoder->fbo_rgba); if(decoder->out_format == DXT_FORMAT_YUV422) { glDeleteTextures(1, &decoder->uncompressed_yuv422_tex); glDeleteFramebuffers(1, &decoder->fbo_yuv422); } free(decoder); return 0; }