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Handle type: Supported formats for the handle by this node:org.qt-project.qt.videowindowcontrol/5.0QSGVideoMaterial_YUV: Cannot obtain GL context, unable to delete texturesbool QDeclarativeVideoOutput::createBackend(QMediaService*)24QDeclarativeVideoBackend32QDeclarativeVideoRendererBackend21FilterRunnableDeleter30QDeclarativeVideoWindowBackend7:/qtmultimediaquicktools/shaders/triplanaryuvvideo.frag7:/qtmultimediaquicktools/shaders/triplanaryuvvideo.vert>:/qtmultimediaquicktools/shaders/biplanaryuvvideo_swizzle.frag6:/qtmultimediaquicktools/shaders/biplanaryuvvideo.frag6:/qtmultimediaquicktools/shaders/biplanaryuvvideo.vert16QSGVideoNode_YUV23QSGVideoNodeFactory_YUV35QSGVideoMaterialShader_YUV_BiPlanar43QSGVideoMaterialShader_YUV_BiPlanar_swizzle36QSGVideoMaterialShader_YUV_TriPlanar20QSGVideoMaterial_YUV6:/qtmultimediaquicktools/shaders/rgbvideo_swizzle.frag.:/qtmultimediaquicktools/shaders/rgbvideo.frag5:/qtmultimediaquicktools/shaders/rgbvideo_padded.vert16QSGVideoNode_RGB23QSGVideoNodeFactory_RGB26QSGVideoMaterialShader_RGB34QSGVideoMaterialShader_RGB_swizzle20QSGVideoMaterial_RGB6:/qtmultimediaquicktools/shaders/rgbvideo_swizzle.frag.:/qtmultimediaquicktools/shaders/rgbvideo.frag.:/qtmultimediaquicktools/shaders/rgbvideo.vert20QSGVideoNode_Texture27QSGVideoNodeFactory_Texture30QSGVideoMaterialShader_Texture38QSGVideoMaterialShader_Texture_swizzle24QSGVideoMaterial_Texture2 xxD&Fx  X)Sqtmultimediaquicktools sshaders Striplanaryuvvideo.frag-rgbvideo_swizzle.frag Frgbvideo.frag ]-biplanaryuvvideo.fragrgbvideo_padded.vert Rttriplanaryuvvideo.vert R4rgbvideo.vert \9tbiplanaryuvvideo.vert biplanaryuvvideo_swizzle.frag@uniform sampler2D plane1Texture; uniform sampler2D plane2Texture; uniform sampler2D plane3Texture; uniform mediump mat4 colorMatrix; uniform lowp float opacity; varying highp vec2 plane1TexCoord; varying highp vec2 plane2TexCoord; varying highp vec2 plane3TexCoord; void main() { mediump float Y = texture2D(plane1Texture, plane1TexCoord).r; mediump float U = texture2D(plane2Texture, plane2TexCoord).r; mediump float V = texture2D(plane3Texture, plane3TexCoord).r; mediump vec4 color = vec4(Y, U, V, 1.); gl_FragColor = colorMatrix * color * opacity; } uniform sampler2D rgbTexture; uniform lowp float opacity; varying highp vec2 qt_TexCoord; void main() { gl_FragColor = vec4(texture2D(rgbTexture, qt_TexCoord).bgr, 1.0) * opacity; } uniform sampler2D rgbTexture; uniform lowp float opacity; varying highp vec2 qt_TexCoord; void main() { gl_FragColor = texture2D(rgbTexture, qt_TexCoord) * opacity; } uniform sampler2D plane1Texture; uniform sampler2D plane2Texture; uniform mediump mat4 colorMatrix; uniform lowp float opacity; varying highp vec2 plane1TexCoord; varying highp vec2 plane2TexCoord; void main() { mediump float Y = texture2D(plane1Texture, plane1TexCoord).r; mediump vec2 UV = texture2D(plane2Texture, plane2TexCoord).ra; mediump vec4 color = vec4(Y, UV.x, UV.y, 1.); gl_FragColor = colorMatrix * color * opacity; } !uniform highp mat4 qt_Matrix; uniform highp float width; attribute highp vec4 qt_VertexPosition; attribute highp vec2 qt_VertexTexCoord; varying highp vec2 qt_TexCoord; void main() { qt_TexCoord = qt_VertexTexCoord * vec2(width, 1); gl_Position = qt_Matrix * qt_VertexPosition; } 9uniform highp mat4 qt_Matrix; uniform highp float plane1Width; uniform highp float plane2Width; uniform highp float plane3Width; attribute highp vec4 qt_VertexPosition; attribute highp vec2 qt_VertexTexCoord; varying highp vec2 plane1TexCoord; varying highp vec2 plane2TexCoord; varying highp vec2 plane3TexCoord; void main() { plane1TexCoord = qt_VertexTexCoord * vec2(plane1Width, 1); plane2TexCoord = qt_VertexTexCoord * vec2(plane2Width, 1); plane3TexCoord = qt_VertexTexCoord * vec2(plane3Width, 1); gl_Position = qt_Matrix * qt_VertexPosition; } uniform highp mat4 qt_Matrix; attribute highp vec4 qt_VertexPosition; attribute highp vec2 qt_VertexTexCoord; varying highp vec2 qt_TexCoord; void main() { qt_TexCoord = qt_VertexTexCoord; gl_Position = qt_Matrix * qt_VertexPosition; } uniform highp mat4 qt_Matrix; uniform highp float plane1Width; uniform highp float plane2Width; attribute highp vec4 qt_VertexPosition; attribute highp vec2 qt_VertexTexCoord; varying highp vec2 plane1TexCoord; varying highp vec2 plane2TexCoord; void main() { plane1TexCoord = qt_VertexTexCoord * vec2(plane1Width, 1); plane2TexCoord = qt_VertexTexCoord * vec2(plane2Width, 1); gl_Position = qt_Matrix * qt_VertexPosition; } uniform sampler2D plane1Texture; uniform sampler2D plane2Texture; uniform mediump mat4 colorMatrix; uniform lowp float opacity; varying highp vec2 plane1TexCoord; varying highp vec2 plane2TexCoord; void main() { mediump float Y = texture2D(plane1Texture, plane1TexCoord).r; mediump vec2 UV = texture2D(plane2Texture, plane2TexCoord).ar; mediump vec4 color = vec4(Y, UV.x, UV.y, 1.); gl_FragColor = colorMatrix * color * opacity; } <\|܀<\|L|܂l<\ rsvwxy z { | } ~++++++++++++'QI QIQIQPIPI ! 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