fix aspect ratio on split screen drag handle, add videoscope to editpanel in cwindow...
[goodguy/cinelerra.git] / cinelerra-5.1 / cinelerra / playback3d.C
index 295ce6fe0a028816217b90f020572eb9a1f715b7..9eee736f36d47d926bd6ca8909c03ec897c5ed52 100644 (file)
@@ -509,63 +509,63 @@ void Playback3D::copy_from_sync(Playback3DCommand *command)
        if( window ) {
                window->enable_opengl();
                glFinish();
+               int copy_to_ram = 0;
                int w = command->input->get_w();
                int h = command->input->get_h();
-
-               if(command->input->get_opengl_state() == VFrame::SCREEN &&
-                       w == command->frame->get_w() && h == command->frame->get_h())
-               {
+               if( command->input->get_opengl_state() == VFrame::SCREEN &&
+                   w == command->frame->get_w() && h == command->frame->get_h() ) {
 // printf("Playback3D::copy_from_sync 1 %d %d %d %d %d\n",
-// command->input->get_w(),
-// command->input->get_h(),
-// command->frame->get_w(),
-// command->frame->get_h(),
+// command->input->get_w(), command->input->get_h(),
+// command->frame->get_w(), command->frame->get_h(),
 // command->frame->get_color_model());
 #ifdef GLx4
 // With NVidia at least
-                       if(w % 4)
-                       {
+                       if(w % 4) {
                                printf("Playback3D::copy_from_sync: w=%d not supported because it is not divisible by 4.\n", w);
                        }
                        else
 #endif
 // Copy to texture
-                       if(command->want_texture)
-                       {
+                       if( command->want_texture ) {
 //printf("Playback3D::copy_from_sync 1 dst=%p src=%p\n", command->frame, command->input);
 // Screen_to_texture requires the source pbuffer enabled.
                                command->input->enable_opengl();
                                command->frame->screen_to_texture();
                                command->frame->set_opengl_state(VFrame::TEXTURE);
                        }
-                       else
-// Copy to RAM
-                       {
+                       else {
                                command->input->to_texture();
-                               command->input->bind_texture(0);
-                               command->frame->enable_opengl();
-                               command->frame->init_screen();
-                               unsigned int shader = BC_CModels::is_yuv(command->input->get_color_model()) ?
-                                       VFrame::make_shader(0, yuv_to_rgb_frag, 0) : 0;
-                               if( shader > 0 ) {
-                                       glUseProgram(shader);
-                                       int variable = glGetUniformLocation(shader, "tex");
-                                       glUniform1i(variable, 0);
-                                       BC_GL_YUV_TO_RGB(shader);
-                               }
-                               else
-                                       glUseProgram(0);
-                               command->input->draw_texture(1);
-                               command->frame->screen_to_ram();
-                               glUseProgram(0);
+                               copy_to_ram = 1;
                        }
                }
-               else
-               {
+               else if( command->input->get_opengl_state() == VFrame::TEXTURE &&
+                       w == command->frame->get_w() && h == command->frame->get_h() ) {
+                               copy_to_ram = 1;
+               }
+               else {
                        printf("Playback3D::copy_from_sync: invalid formats opengl_state=%d %dx%d -> %dx%d\n",
                                command->input->get_opengl_state(), w, h,
                                command->frame->get_w(), command->frame->get_h());
                }
+
+               if( copy_to_ram ) {
+                       command->input->bind_texture(0);
+                       command->frame->enable_opengl();
+                       command->frame->init_screen();
+                       unsigned int shader = BC_CModels::is_yuv(command->input->get_color_model()) ?
+                               VFrame::make_shader(0, yuv_to_rgb_frag, 0) : 0;
+                       if( shader > 0 ) {
+                               glUseProgram(shader);
+                               int variable = glGetUniformLocation(shader, "tex");
+                               glUniform1i(variable, 0);
+                               BC_GL_YUV_TO_RGB(shader);
+                       }
+                       else
+                               glUseProgram(0);
+                       command->input->draw_texture(1);
+                       command->frame->screen_to_ram();
+                       glUseProgram(0);
+               }
        }
        command->canvas->unlock_canvas();
 #endif