An option that can be activated on bufferpools to request OpenGL
synchronization metadata on buffers from the pool.
String used for %GST_GL_TEXTURE_TARGET_2D as a #GstBufferPool pool option
String used for %GST_GL_TEXTURE_TARGET_EXTERNAL_OES as a #GstBufferPool pool option
String used for %GST_GL_TEXTURE_TARGET_RECTANGLE as a #GstBufferPool pool option
Name of the caps feature indicating the use of GL buffers
Name of the caps feature for indicating the use of #GstGLMemory
no API
Desktop OpenGL up to and including 3.1. The
compatibility profile when the OpenGL version is >= 3.2
Desktop OpenGL >= 3.2 core profile
OpenGL ES 1.x
OpenGL ES 2.x and 3.x
Any OpenGL API
the size of the struct (including and subclass data)
a #GstGLAllocationParamsCopyFunc
a #GstGLAllocationParamsFreeFunc
allocation flags
the allocation size
the #GstAllocationParams
a #GstGLContext
a #GDestroyNotify
argument to call @notify with
the wrapped data pointer
the wrapped OpenGL handle
a copy of the #GstGLAllocationParams specified by
@src or %NULL on failure
the #GstGLAllocationParams to initialize
Copies the dynamically allocated data from @src to @dest. Direct subclasses
should call this function in their own overriden copy function.
the source #GstGLAllocationParams
the destination #GstGLAllocationParams
Frees the #GstGLAllocationParams and all associated data.
the #GstGLAllocationParams to initialize
Frees the dynamically allocated data in @params. Direct subclasses
should call this function in their own overriden free function.
the source #GstGLAllocationParams
@notify will be called once for each allocated memory using these @params
when freeing the memory.
whether the paramaters could be initialized
the #GstGLAllocationParams to initialize
the struct size of the implementation
some alloc flags
a copy function
a free function
a #GstGLContext
the number of bytes to allocate.
a #GstAllocationParams to apply
a sysmem data pointer to initialize the allocation with
a GL handle to initialize the allocation with
user data to call @notify with
a #GDestroyNotify
Copies the parameters from @src into @dest. The subclass must compose copy
functions from the superclass.
the source #GstGLAllocationParams to copy from
the source #GstGLAllocationParams to copy
Free any dynamically allocated data. The subclass must call the superclass'
free.
a #GstGLAllocationParams
#GstGLAsyncDebug an opaque structure and should only be accessed through the
provided API.
Frees @ad
a #GstGLAsyncDebug
freeze the debug output. While frozen, any call to
gst_gl_async_debug_output_log_msg() will not output any messages but
subsequent calls to gst_gl_async_debug_store_log_msg() will overwrite previous
messages.
a #GstGLAsyncDebug
Initialize @ad. Intended for use with #GstGLAsyncDebug's that are embedded
in other structs.
a #GstGLAsyncDebug
Outputs a previously stored debug message.
the #GstGLAsyncDebug to store the message in
Stores a debug message for later output by gst_gl_async_debug_output_log_msg()
the #GstGLAsyncDebug to store the message in
the #GstDebugCategory to output the message in
the #GstLevel
the file where the debug message originates from
the function where the debug message originates from
the line in @file where the debug message originates from
a #GObject to associate with the debug message
a printf style format string
the list of arguments for @format
Stores a debug message for later output by gst_gl_async_debug_output_log_msg()
the #GstGLAsyncDebug to store the message in
the #GstDebugCategory to output the message in
the #GstLevel
the file where the debug message originates from
the function where the debug message originates from
the line in @file where the debug message originates from
a #GObject to associate with the debug message
a printf style format string
the list of arguments for @format
unfreeze the debug output. See gst_gl_async_debug_freeze() for what freezing means
a #GstGLAsyncDebug
Unset any dynamically allocated data. Intended for use with
#GstGLAsyncDebug's that are embedded in other structs.
a #GstGLAsyncDebug
Free with gst_gl_async_debug_free()
a new #GstGLAsyncDebug
#GstGLBaseFilter handles the nitty gritty details of retrieving an OpenGL
context. It also provided some wrappers around #GstBaseTransform's
start(), stop() and set_caps() virtual methods that ensure an OpenGL context
is available and current in the calling thread.
parent #GstBaseTransform
the currently configured #GstGLDisplay
the currently configured #GstGLContext
the currently configured input #GstCaps
the currently configured output #GstCaps
parent class
the logical-OR of #GstGLAPI's supported by this element
GstGLBaseMemory is a #GstMemory subclass providing the basis of support
for the mapping of GL buffers.
Data is uploaded or downloaded from the GPU as is necessary.
the parent object
the #GstGLContext to use for GL operations
Note: only intended for subclass usage to allocate the sytem memory buffer
on demand. If there is already a non-NULL data pointer in @gl_mem->data,
then this function imply returns TRUE.
whether the system memory could be allocated
a #GstGLBaseMemory
Initializes @mem with the required parameters
the #GstGLBaseMemory to initialize
the #GstAllocator to initialize with
the parent #GstMemory to initialize with
the #GstGLContext to initialize with
the @GstAllocationParams to initialize with
the number of bytes to be allocated
user data to call @notify with
a #GDestroyNotify
whether the copy suceeded.
the source #GstGLBaseMemory
the destination #GstGLBaseMemory
the offset to start at
the number of bytes to copy
a new #GstGLBaseMemory from @allocator with the requested @params.
a #GstGLBaseMemoryAllocator
the #GstGLAllocationParams to allocate the memory with
Initializes the GL Base Memory allocator. It is safe to call this function
multiple times. This must be called before any other GstGLBaseMemory operation.
Opaque #GstGLBaseMemoryAllocator struct
a newly allocated #GstGLBaseMemory from @allocator and @params
a #GstGLBaseMemoryAllocator
the #GstGLAllocationParams to allocate the memory with
Note: not called with a GL context current
a newly allocated #GstGLBaseMemory from @allocator and @params
a #GstGLBaseMemoryAllocator
the #GstGLAllocationParams to allocate the memory with
the parent class
a #GstGLBaseMemoryAllocatorAllocFunction
a #GstGLBaseMemoryAllocatorCreateFunction
a #GstGLBaseMemoryAllocatorMapFunction
a #GstGLBaseMemoryAllocatorUnmapFunction
a #GstGLBaseMemoryAllocatorCopyFunction
a #GstGLBaseMemoryAllocatorDestroyFunction
Also see gst_memory_copy();
the newly copied #GstGLMemory or %NULL
a #GstGLBaseMemory
the offset to copy from
the number of bytes to copy
As this virtual method is called with an OpenGL context current, use this
function to allocate and OpenGL resources needed for your application
whether the creation succeeded
a #GstGLBaseMemory
Destroy any resources allocated throughout the lifetime of @mem
a #GstGLBaseMemory
Also see gst_memory_map();
the mapped pointer
a #GstGLBaseMemory
a #GstMapInfo to map with
the size to map
Also see gst_memory_unmap();
a #GstGLBaseMemory
a #GstMapInfo to map with
generic faliure
the implementation is too old and doesn't
implement enough features
a resource could not be found
the texture needs downloading
to the data pointer
the data pointer needs uploading
to the texture
GstGLBuffer is a #GstMemory subclass providing support for the mapping of
GL buffers.
Data is uploaded or downloaded from the GPU as is necessary.
the parent object
the buffer id for this memory
the OpenGL target of this texture for binding purposes
the OpenGL usage hints this buffer was created with
Initializes the GL Buffer allocator. It is safe to call this function
multiple times. This must be called before any other #GstGLBuffer operation.
parent object
the OpenGL target to bind the buffer to
the OpenGL usage hint to create the buffer with
a new #GstGLBufferAllocationParams for allocating OpenGL buffer
objects
a #GstGLContext
the size in bytes to allocate
the #GstAllocationParams for @tex_id
the OpenGL target to allocate
the OpenGL usage hint to allocate with
Opaque #GstGLAllocator struct
The #GstGLBufferAllocatorClass only contains private data
a #GstGLBufferPool is an object that allocates buffers with #GstGLBaseMemory
A #GstGLBufferPool is created with gst_gl_buffer_pool_new()
#GstGLBufferPool implements the VideoMeta buffer pool option
%GST_BUFFER_POOL_OPTION_VIDEO_META, the VideoAligment buffer pool option
%GST_BUFFER_POOL_OPTION_VIDEO_ALIGNMENT as well as the OpenGL specific
%GST_BUFFER_POOL_OPTION_GL_SYNC_META buffer pool option.
a #GstBufferPool that allocates buffers with #GstGLMemory
the #GstGLContext to use
The #GstGLBufferPoolClass structure contains only private data
#GstGLColorConvert is an object that converts between color spaces and/or
formats using OpenGL Shaders.
A #GstGLColorConvert can be created with gst_gl_color_convert_new(), the
configuration negotiated with gst_gl_color_convert_transform_caps() and the
conversion performed with gst_gl_color_convert_perform().
The glcolorconvertelement provides a GStreamer element that uses
#GstGLColorConvert to convert between video formats and color spaces.
a new #GstGLColorConvert object
a #GstGLContext
Provides an implementation of #GstBaseTransformClass::fixate_caps()
the fixated #GstCaps
a #GstGLContext to use for transforming @caps
a #GstPadDirection
the #GstCaps of @direction
the #GstCaps to fixate
Provides an implementation of #GstBaseTransformClass::transform_caps()
the converted #GstCaps
a #GstGLContext to use for transforming @caps
a #GstPadDirection
the #GstCaps to transform
a set of filter #GstCaps
Provides an implementation of #GstBaseTransfromClass::decide_allocation()
whether the allocation parameters were successfully chosen
a #GstGLColorConvert
a completed ALLOCATION #GstQuery
Converts the data contained by @inbuf using the formats specified by the
#GstCaps passed to gst_gl_color_convert_set_caps()
a converted #GstBuffer or %NULL
a #GstGLColorConvert
the #GstGLMemory filled #GstBuffer to convert
Initializes @convert with the information required for conversion.
a #GstGLColorConvert
input #GstCaps
output #GstCaps
The #GstGLColorConvertClass struct only contains private data
#GstGLContext wraps an OpenGL context object in a uniform API. As a result
of the limitation on OpenGL context, this object is not thread safe unless
specified and must only be activated in a single thread.
Create a new #GstGLContext with the specified @display
a new #GstGLContext
a #GstGLDisplay
Wraps an existing OpenGL context into a #GstGLContext.
Note: The caller is responsible for ensuring that the OpenGL context
represented by @handle stays alive while the returned #GstGLContext is
active.
a #GstGLContext wrapping @handle
a #GstGLDisplay
the OpenGL context to wrap
a #GstGLPlatform specifying the type of context in @handle
a #GstGLAPI containing the available OpenGL apis in @handle
A default implementation of the various GetProcAddress functions that looks
for @name in the OpenGL shared libraries or in the current process.
See also: gst_gl_context_get_proc_address()
an address pointing to @name or %NULL
a #GstGLAPI
then function to get the address of
See also gst_gl_context_activate().
the #GstGLContext active in the current thread or %NULL
If an error occurs, @major and @minor are not modified and %GST_GL_API_NONE is
returned.
The version supported by the OpenGL context current in the calling
thread or %GST_GL_API_NONE
the #GstGLPlatform to retrieve the API for
the major version
the minor version
The OpenGL context handle current in the calling thread or %NULL
a #GstGLPlatform specifying the type of context to retrieve
Attempts to use the @context_type specific GetProcAddress implementations
to retreive @name.
See also gst_gl_context_get_proc_address().
a function pointer for @name, or %NULL
a #GstGLPlatform
a #GstGLAPI
the name of the function to retrieve
(De)activate the OpenGL context represented by this @context.
In OpenGL terms, calls eglMakeCurrent or similar with this context and the
currently set window. See gst_gl_context_set_window() for details.
Whether the activation succeeded
a #GstGLContext
%TRUE to activate, %FALSE to deactivate
Check for an OpenGL @feature being supported.
Note: Most features require that the context be created before it is
possible to determine their existence and so will fail if that is not the
case.
Whether @feature is supported by @context
a #GstGLContext
a platform specific feature
Get the currently enabled OpenGL api.
The currently available API may be limited by the #GstGLDisplay in use and/or
the #GstGLWindow chosen.
the available OpenGL api
a #GstGLContext
Gets the backing OpenGL context used by @context.
The platform specific backing OpenGL context
a #GstGLContext:
Gets the OpenGL platform that used by @context.
The platform specific backing OpenGL context
a #GstGLContext:
Get the version of the OpenGL platform (GLX, EGL, etc) used. Only valid
after a call to gst_gl_context_create_context().
a #GstGLContext
return for the major version
return for the minor version
Swap the front and back buffers on the window attached to @context.
This will display the frame on the next refresh cycle.
a #GstGLContext
(De)activate the OpenGL context represented by this @context.
In OpenGL terms, calls eglMakeCurrent or similar with this context and the
currently set window. See gst_gl_context_set_window() for details.
Whether the activation succeeded
a #GstGLContext
%TRUE to activate, %FALSE to deactivate
Note: This will always fail for two wrapped #GstGLContext's
whether @context and @other_context are able to share OpenGL
resources.
a #GstGLContext
another #GstGLContext
Check for an OpenGL @feature being supported.
Note: Most features require that the context be created before it is
possible to determine their existence and so will fail if that is not the
case.
Whether @feature is supported by @context
a #GstGLContext
a platform specific feature
whether whether the current framebuffer is complete
a #GstGLContext
the GL value of the framebuffer target, GL_FRAMEBUFFER,
GL_READ_FRAMEBUFFER, GL_DRAW_FRAMEBUFFER
whether OpenGL context implements the required api and specified
version.
a #GstGLContext
api type required
major version required
minor version required
Unbind the current framebuffer
a #GstGLContext
Clear's the currently set shader from the GL state machine.
Note: must be called in the GL thread.
a #GstGLContext
Creates an OpenGL context with the specified @other_context as a context
to share shareable OpenGL objects with. See the OpenGL specification for
what is shared between OpenGL contexts.
If an error occurs, and @error is not %NULL, then error will contain details
of the error and %FALSE will be returned.
Should only be called once.
whether the context could successfully be created
a #GstGLContext:
a #GstGLContext to share OpenGL objects with
Destroys an OpenGL context.
Should only be called after gst_gl_context_create() has been successfully
called for this context.
a #GstGLContext:
Fills @context's info (version, extensions, vtable, etc) from the GL
context in the current thread. Typically used with wrapped contexts to
allow wrapped contexts to be used as regular #GstGLContext's.
a #GstGLContext:
the #GstGLDisplay associated with this @context
a #GstGLContext:
Get the currently enabled OpenGL api.
The currently available API may be limited by the #GstGLDisplay in use and/or
the #GstGLWindow chosen.
the available OpenGL api
a #GstGLContext
Gets the backing OpenGL context used by @context.
The platform specific backing OpenGL context
a #GstGLContext:
Gets the OpenGL platform that used by @context.
The platform specific backing OpenGL context
a #GstGLContext:
Get the version of the OpenGL platform (GLX, EGL, etc) used. Only valid
after a call to gst_gl_context_create_context().
a #GstGLContext
return for the major version
return for the minor version
Returns the OpenGL version implemented by @context. See
gst_gl_context_get_gl_api() for retreiving the OpenGL api implemented by
@context.
a #GstGLContext
resulting major version
resulting minor version
Get a function pointer to a specified opengl function, @name. If the the
specific function does not exist, NULL is returned instead.
Platform specfic functions (names starting 'egl', 'glX', 'wgl', etc) can also
be retrieved using this method.
Note: This function may return valid function pointers that may not be valid
to call in @context. The caller is responsible for ensuring that the
returned function is a valid function to call in @context by either checking
the OpenGL API and version or for an appropriate OpenGL extension.
Note: On success, you need to cast the returned function pointer to the
correct type to be able to call it correctly. On 32-bit Windows, this will
include the %GSTGLAPI identifier to use the correct calling convention.
e.g.
|[<!-- language="C" -->
void (GSTGLAPI *PFN_glGetIntegerv) (GLenum name, GLint * ret)
]|
a function pointer or %NULL
a #GstGLContext
an opengl function name
The #GThread, @context is current in or NULL
a #GstGLContext
the currently set window
a #GstGLContext
Whether the #GstGLContext has been shared with another #GstGLContext
a #GstGLContext
Will internally set @context as shared with @share
a wrapped #GstGLContext
another #GstGLContext
Set's the current window on @context to @window. The window can only be
changed before gst_gl_context_create() has been called and the @window is not
already running.
Whether the window was successfully updated
a #GstGLContext
a #GstGLWindow
Whether @context supports the combination of @version with @profile
a #GstGLContext
a #GstGLSLVersion
a #GstGLSLProfile
Swap the front and back buffers on the window attached to @context.
This will display the frame on the next refresh cycle.
a #GstGLContext
Execute @func in the OpenGL thread of @context with @data
MT-safe
a #GstGLContext
a #GstGLContextThreadFunc
user data to call @func with
a list of OpenGL function pointers
The platform specific backing OpenGL context
a #GstGLContext:
the available OpenGL api
a #GstGLContext
The platform specific backing OpenGL context
a #GstGLContext:
Whether the activation succeeded
a #GstGLContext
%TRUE to activate, %FALSE to deactivate
a #GstGLContext
Whether @feature is supported by @context
a #GstGLContext
a platform specific feature
a #GstGLContext
return for the major version
return for the minor version
OpenGL context errors.
Failed for an unspecified reason
The configuration requested is not correct
The OpenGL API requested is not correct
The OpenGL libraries are too old
glXCreateContext (or similar) failed
A resource is not available
Represents a function to run in the GL thread with @context and @data
a #GstGLContext
user data
#GstGLDisplay represents a connection to the underlying windowing system.
Elements are required to make use of #GstContext to share and propogate
a #GstGLDisplay.
There are a number of environment variables that influence the choice of
platform and window system specific functionality.
- GST_GL_WINDOW influences the window system to use. Common values are
'x11', 'wayland', 'win32' or 'cocoa'.
- GST_GL_PLATFORM influences the OpenGL platform to use. Common values are
'egl', 'glx', 'wgl' or 'cgl'.
- GST_GL_API influences the OpenGL API requested by the OpenGL platform.
Common values are 'opengl', 'opengl3' and 'gles2'.
> Certain window systems require a special function to be called to
> initialize threading support. As this GStreamer GL library does not preclude
> concurrent access to the windowing system, it is strongly advised that
> applications ensure that threading support has been initialized before any
> other toolkit/library functionality is accessed. Failure to do so could
> result in sudden application abortion during execution. The most notably
> example of such a function is X11's XInitThreads\().
a new #GstGLDisplay
It requires the display's object lock to be held.
a new #GstGLWindow for @display or %NULL.
a #GstGLDisplay
the native handle for the display
a #GstGLDisplay
whether @context was successfully added. %FALSE may be returned
if there already exists another context for @context's active thread.
Must be called with the object lock held.
a #GstGLDisplay
a #GstGLContext
It requires the display's object lock to be held.
whether a new context could be created.
a #GstGLDisplay
other #GstGLContext to share resources with.
resulting #GstGLContext
It requires the display's object lock to be held.
a new #GstGLWindow for @display or %NULL.
a #GstGLDisplay
limit the use of OpenGL to the requested @gl_api. This is intended to allow
application and elements to request a specific set of OpenGL API's based on
what they support. See gst_gl_context_get_gl_api() for the retreiving the
API supported by a #GstGLContext.
a #GstGLDisplay
a #GstGLAPI to filter with
Execute @compare_func over the list of windows stored by @display. The
first argment to @compare_func is the #GstGLWindow being checked and the
second argument is @data.
The first #GstGLWindow that causes a match
from @compare_func
a #GstGLDisplay
some data to pass to @compare_func
a comparison function to run
see gst_gl_display_filter_gl_api() for what the returned value represents
the #GstGLAPI configured for @display
a #GstGLDisplay
the #GstGLContext current on @thread or %NULL
Must be called with the object lock held.
a #GstGLDisplay
a #GThread
the native handle for the display
a #GstGLDisplay
the #GstGLDisplayType of @display
a #GstGLDisplay
if @window could be removed from @display
a #GstGLDisplay
a #GstGLWindow to remove
Overrides the @GstGLContext creation mechanism.
It can be called in any thread and it is emitted with
display's object lock held.
the new context.
other context to share resources with.
the native handle for the display
a #GstGLDisplay
a new #GstGLWindow for @display or %NULL.
a #GstGLDisplay
no display type
X11 display
Wayland display
Cocoa display
Win32 display
Dispmanx display
EGL display
Vivante Framebuffer display
Mesa3D GBM display
any display type
#GstGLFilter helps to implement simple OpenGL filter elements taking a
single input and producing a single output with a #GstGLFramebuffer
Calls filter_texture vfunc with correctly mapped #GstGLMemorys
whether the transformation succeeded
a #GstGLFilter
Render a fullscreen quad using the current GL state. The only GL state this
modifies is the necessary vertex/index buffers and, if necessary, a
Vertex Array Object for drawing a fullscreen quad. Framebuffer state,
any shaders, viewport state, etc must be setup by the caller.
a #GstGLFilter
Calls filter_texture vfunc with correctly mapped #GstGLMemorys
whether the transformation succeeded
a #GstGLFilter
an input buffer
an output buffer
Transforms @input into @output using @func on through FBO.
the return value of @func
a #GstGLFilter
the input texture
the output texture
the function to transform @input into @output. called with @data
the data associated with @func
Transforms @input into @output using @shader with a FBO.
See also: gst_gl_filter_render_to_target()
a #GstGLFilter
the input texture
the output texture
the shader to use.
parent #GstGLBaseFilter
the video info for input buffers
the video info for output buffers
The texture target of the input buffers (usually 2D)
The texture target of the output buffers (usually 2D)
the output #GstCaps
#GstGLFramebuffer object used for transformations
parent #GstGLBaseFilterClass
whether the transformation succeeded
a #GstGLFilter
whether the render succeeded
the #GstGLFIlter
the input #GstGLMemory to render
user data
Single component replicated across R, G, and B textures
components
Single component stored in the A texture component
Combination of #GST_GL_LUMINANCE and #GST_GL_ALPHA
Single component stored in the R texture component
Single 8-bit component stored in the R texture component
Two components stored in the R and G texture components
Two 8-bit components stored in the R and G texture components
Three components stored in the R, G, and B texture components
Three 8-bit components stored in the R, G, and B
texture components
Three components of bit depth 5, 6 and 5 stored in the R, G,
and B texture components respectively.
Four components stored in the R, G, B, and A texture
components respectively.
Four 8-bit components stored in the R, G, B, and A texture
components respectively.
A single 16-bit component for depth information.
A 24-bit component for depth information and
a 8-bit component for stencil informat.
A #GstGLFramebuffer represents and holds an OpenGL framebuffer object with
it's associated attachments.
A #GstGLFramebuffer can be created with gst_gl_framebuffer_new() or
gst_gl_framebuffer_new_with_default_depth() and bound with
gst_gl_framebuffer_bind(). Other resources can be bound with
gst_gl_framebuffer_attach()
Note: OpenGL framebuffers are not shareable resources so cannot be used
between multiple OpenGL contexts.
a new #GstGLFramebuffer
a #GstGLContext
a new #GstGLFramebuffer with a depth buffer of @width and @height
a #GstGLContext
width for the depth buffer
for the depth buffer
attach @mem to @attachment_point
a #GstGLFramebuffer
the OpenGL attachment point to bind @mem to
the memory object to bind to @attachment_point
Bind @fb into the current thread
a #GstGLFramebuffer
Perform the steps necessary to have the output of a glDraw* command in
@func update the contents of @mem.
the result of executing @func
a #GstGLFramebuffer
the #GstGLMemory to draw to
the function to run
data to pass to @func
Retreive the effective dimensions from the current attachments attached to
@fb.
a #GstGLFramebuffer
output width
output height
the OpenGL id for @fb
a #GstGLFramebuffer
Opaque #GstGLFramebufferClass struct
callback definition for operating through a #GstGLFramebuffer object
user data
GstGLMemory is a #GstGLBaseMemory subclass providing support for the mapping of
OpenGL textures.
#GstGLMemory is created or wrapped through gst_gl_base_memory_alloc()
with #GstGLVideoAllocationParams.
Data is uploaded or downloaded from the GPU as is necessary.
the parent #GstGLBaseMemory object
the GL texture id for this memory
the GL texture target for this memory
the texture's #GstVideoInfo
data alignment for system memory mapping
data plane in @info
GL shader scaling parameters for @valign and/or width/height
Copies @gl_mem into the texture specfified by @tex_id. The format of @tex_id
is specified by @tex_format, @width and @height.
Whether the copy suceeded
a #GstGLMemory
OpenGL texture id
the #GstGLTextureTarget
the #GstGLFormat
width of @tex_id
height of @tex_id
Copies the texture in #GstGLMemory into the texture specified by @tex_id,
@out_target, @out_tex_format, @out_width and @out_height.
whether the copy succeeded.
the source #GstGLMemory
the destination texture id
the destination #GstGLTextureTarget
the destination #GstGLFormat
the destination width
the destination height
the #GstGLFormat of @gl_mem
a #GstGLMemory
the texture height of @gl_mem
a #GstGLMemory
the OpenGL texture handle of @gl_mem
a #GstGLMemory
the #GstGLTextureTarget of @gl_mem
a #GstGLMemory
the texture width of @gl_mem
a #GstGLMemory
Initializes @mem with the required parameters. @info is assumed to have
already have been modified with gst_video_info_align().
the #GstGLBaseMemory to initialize
the #GstAllocator to initialize with
the parent #GstMemory to initialize with
the #GstGLContext to initialize with
the #GstGLTextureTarget for this #GstGLMemory
the #GstGLFormat for this #GstGLMemory
the @GstAllocationParams to initialize with
the #GstVideoInfo for this #GstGLMemory
the plane number (starting from 0) for this #GstGLMemory
optional #GstVideoAlignment parameters
user data to call @notify with
a #GDestroyNotify
Reads the texture in #GstGLMemory into @read_pointer if no buffer is bound
to %GL_PIXEL_PACK_BUFFER. Otherwise @read_pointer is the byte offset into
the currently bound %GL_PIXEL_PACK_BUFFER buffer to store the result of
glReadPixels. See the OpenGL specification for glReadPixels for more
details.
whether theread operation succeeded
a #GstGLMemory
the data pointer to pass to glReadPixels
See gst_gl_memory_read_pixels() for what @read_pointer signifies.
a #GstGLMemory
the data pointer to pass to glTexSubImage
Initializes the GL Base Texture allocator. It is safe to call this function
multiple times. This must be called before any other GstGLMemory operation.
whether the buffer was correctly setup
the @GstGLMemoryAllocator to allocate from
a #GstBuffer to setup
the #GstGLVideoAllocationParams to allocate with
a list of #GstGLFormat's to allocate with.
a list of wrapped data pointers
the number of elements in @tex_formats and @wrapped_data
Opaque #GstGLMemoryAllocator struct
the default #GstGLMemoryAllocator supported by
@context
a #GstGLContext
provide a custom map implementation
provide a custom copy implementation
provide a custom unmap implementation
#GstGLMemoryPBO is created or wrapped through gst_gl_base_memory_alloc()
with #GstGLVideoAllocationParams.
Data is uploaded or downloaded from the GPU as is necessary.
Copies @gl_mem into the texture specfified by @tex_id. The format of @tex_id
is specified by @tex_format, @width and @height.
If @respecify is %TRUE, then the copy is performed in terms of the texture
data. This is useful for splitting RGBA textures into RG or R textures or
vice versa. The requirement for this to succeed is that the backing texture
data must be the same size, i.e. say a RGBA8 texture is converted into a RG8
texture, then the RG texture must have twice as many pixels available for
output as the RGBA texture.
Otherwise, if @respecify is %FALSE, then the copy is performed per texel
using glCopyTexImage. See the OpenGL specification for details on the
mappings between texture formats.
Whether the copy suceeded
a #GstGLMemoryPBO
the destination texture id
the destination #GstGLTextureTarget
the destination #GstGLFormat
width of @tex_id
height of @tex_id
stride of the backing texture data
whether to copy the data or copy per texel
Transfer the texture data from the texture into the PBO if necessary.
a #GstGLMemoryPBO
Transfer the texture data from the PBO into the texture if necessary.
a #GstGLMemoryPBO
Opaque #GstGLOverlayCompositor object
no platform
the EGL platform used primarily with the X11, wayland
and android window systems as well as on embedded Linux
the GLX platform used primarily with the X11 window system
the WGL platform used primarily on Windows
the CGL platform used primarily on OS X
the EAGL platform used primarily on iOS
any OpenGL platform
A #GstGLQuery represents and holds an OpenGL query object. Various types of
queries can be run or counters retrieved.
Record the result of a counter
a #GstGLQuery
End counting the query
a #GstGLQuery
Frees a #GstGLQuery
a #GstGLQuery
a #GstGLQuery
a #GstGLContext
the #GstGLQueryType
the result of the query
a #GstGLQuery
Start counting the query
a #GstGLQuery
Free any dynamically allocated resources
a #GstGLQuery
Performs a GST_QUERY_CONTEXT query of type "gst.gl.local_context" on all
#GstPads in @element of @direction for the local OpenGL context used by
GStreamer elements.
whether @context_ptr contains a #GstGLContext
a #GstElement to query from
the #GstPadDirection to query
location containing the current and/or resulting
#GstGLContext
Free with gst_gl_query_free()
a new #GstGLQuery
a #GstGLContext
the #GstGLQueryType to create
no query
query the time elapsed
query the current time
GstGLRenderbuffer is a #GstGLBaseMemory subclass providing support for
OpenGL renderbuffers.
#GstGLRenderbuffer is created or wrapped through gst_gl_base_memory_alloc()
with #GstGLRenderbufferAllocationParams.
the parent object
the GL texture id for this memory
the width
the height
the #GstGLFormat of @gl_mem
a #GstGLRenderbuffer
the configured height of @gl_mem
a #GstGLRenderbuffer
the OpenGL renderbuffer handle of @gl_mem
a #GstGLRenderbuffer
the configured width of @gl_mem
a #GstGLRenderbuffer
Initializes the GL Base Texture allocator. It is safe to call this function
multiple times. This must be called before any other GstGLRenderbuffer operation.
a new #GstGLRenderbufferAllocationParams for allocating #GstGLRenderbuffer's
a #GstGLContext
the #GstAllocationParams for sysmem mappings of the texture
the #GstGLFormat for the created textures
the width of the renderbuffer
the height of the renderbuffer
a new #GstGLRenderbufferAllocationParams for wrapping @gl_handle as a
renderbuffer
a #GstGLContext
the #GstAllocationParams for @tex_id
the #GstGLFormat for @tex_id
the width of the renderbuffer
the height of the renderbuffer
the GL handle to wrap
user data to call @notify with
a #GDestroyNotify
Opaque #GstGLRenderbufferAllocator struct
The #GstGLRenderbufferAllocatorClass only contains private data
Compilation stage that caused an error
Compilation error occured
Link error occured
General program error occured
GLSL profiles
no profile supported/available
OpenGL|ES profile
OpenGL core profile
OpenGL compatibility profile
any OpenGL/OpenGL|ES profile
#GstGLSLStage holds and represents a single OpenGL shader stage.
a new #GstGLSLStage of the specified @type
a #GstGLContext
the GL enum shader stage type
a new #GstGLSLStage of the specified @type
a #GstGLContext
the GL enum shader stage type
the #GstGLSLVersion
the #GstGLSLProfile
a shader string
a new #GstGLSLStage of the specified @type
a #GstGLContext
the GL enum shader stage type
the #GstGLSLVersion
the #GstGLSLProfile
the number of strings in @str
an array of strings concatted together to produce a shader
whether the compilation suceeded
a #GstGLSLStage
The GL handle for this shader stage
a #GstGLSLStage
The GLSL profile for the current shader stage
a #GstGLSLStage
The GL shader type for this shader stage
a #GstGLSLStage
The GLSL version for the current shader stage
a #GstGLSLStage
Replaces the current shader string with @str.
a #GstGLSLStage
a #GstGLSLVersion
a #GstGLSLProfile
number of strings in @str
a GLSL shader string
Opaque #GstGLSLStageClass struct
GLSL version list
no version
version 100 (only valid for ES)
version 110 (only valid for compatibility desktop GL)
version 120 (only valid for compatibility desktop GL)
version 130 (only valid for compatibility desktop GL)
version 140 (only valid for compatibility desktop GL)
version 150 (valid for compatibility/core desktop GL)
version 300 (only valid for ES)
version 310 (only valid for ES)
version 320 (only valid for ES)
version 330 (valid for compatibility/core desktop GL)
version 400 (valid for compatibility/core desktop GL)
version 410 (valid for compatibility/core desktop GL)
version 420 (valid for compatibility/core desktop GL)
version 430 (valid for compatibility/core desktop GL)
version 440 (valid for compatibility/core desktop GL)
version 450 (valid for compatibility/core desktop GL)
Note: must be called in the GL thread
a new empty @shader
a #GstGLContext
Note: must be called in the GL thread
a default @shader or %NULL on failure
a #GstGLContext
Each stage will attempt to be compiled and attached to @shader. Then
the shader will be linked. On error, %NULL will be returned and @error will
contain the details of the error.
Note: must be called in the GL thread
a new @shader with the specified stages.
a #GstGLContext
a #GError
a NULL terminated list of #GstGLSLStage's
Each stage will attempt to be compiled and attached to @shader. On error,
%NULL will be returned and @error will contain the details of the error.
Note: must be called in the GL thread
a new @shader with the specified stages.
a #GstGLContext
a #GError
a NULL terminated list of #GstGLSLStage's
Attaches @stage to @shader. @stage must have been successfully compiled
with gst_glsl_stage_compile().
Note: must be called in the GL thread
whether @stage could be attached to @shader
a #GstGLShader
a #GstGLSLStage to attach
Attaches @stage to @shader. @stage must have been successfully compiled
with gst_glsl_stage_compile().
Note: must be called in the GL thread
whether @stage could be attached to @shader
a #GstGLShader
a #GstGLSLStage to attach
Bind attribute @name to the specified location @index using
glBindAttributeLocation().
a #GstGLShader
attribute index to set
name of the attribute
Bind attribute @name to the specified location @index using
glBindFragDataLocation().
a #GstGLShader
attribute index to set
name of the attribute
Compiles @stage and attaches it to @shader.
Note: must be called in the GL thread
whether @stage could be compiled and attached to @shader
a #GstGLShader
a #GstGLSLStage to attach
Detaches @stage from @shader. @stage must have been successfully attached
to @shader with gst_gl_shader_attach() or gst_gl_shader_attach_unlocked().
Note: must be called in the GL thread
a #GstGLShader
a #GstGLSLStage to attach
Detaches @stage from @shader. @stage must have been successfully attached
to @shader with gst_gl_shader_attach() or gst_gl_shader_attach_unlocked().
Note: must be called in the GL thread
a #GstGLShader
a #GstGLSLStage to attach
the attribute index for @name in @shader or -1 on failure
a #GstGLShader
name of the attribute
the GL program handle for this shader
a #GstGLShader
Note: must be called in the GL thread
whether @shader has been successfully linked
a #GstGLShader
Links the current list of #GstGLSLStage's in @shader.
Note: must be called in the GL thread
whether @shader could be linked together.
a #GstGLShader
Releases the shader and stages.
Note: must be called in the GL thread
a #GstGLShader
Releases the shader and stages.
Note: must be called in the GL thread
a #GstGLShader
Perform glUniform1f() for @name on @shader
a #GstGLShader
name of the uniform
value to set
Perform glUniform1fv() for @name on @shader
a #GstGLShader
name of the uniform
number of values to set
values to set
Perform glUniform1i() for @name on @shader
a #GstGLShader
name of the uniform
value to set
Perform glUniform1iv() for @name on @shader
a #GstGLShader
name of the uniform
number of values to set
values to set
Perform glUniform2f() for @name on @shader
a #GstGLShader
name of the uniform
first value to set
second value to set
Perform glUniform2fv() for @name on @shader
a #GstGLShader
name of the uniform
number of values to set
values to set
Perform glUniform2i() for @name on @shader
a #GstGLShader
name of the uniform
first value to set
second value to set
Perform glUniform2iv() for @name on @shader
a #GstGLShader
name of the uniform
number of values to set
values to set
Perform glUniform3f() for @name on @shader
a #GstGLShader
name of the uniform
first value to set
second value to set
third value to set
Perform glUniform3fv() for @name on @shader
a #GstGLShader
name of the uniform
number of values to set
values to set
Perform glUniform3i() for @name on @shader
a #GstGLShader
name of the uniform
first value to set
second value to set
third value to set
Perform glUniform3iv() for @name on @shader
a #GstGLShader
name of the uniform
number of values to set
values to set
Perform glUniform4f() for @name on @shader
a #GstGLShader
name of the uniform
first value to set
second value to set
third value to set
fourth value to set
Perform glUniform4fv() for @name on @shader
a #GstGLShader
name of the uniform
number of values to set
values to set
Perform glUniform4i() for @name on @shader
a #GstGLShader
name of the uniform
first value to set
second value to set
third value to set
fourth value to set
Perform glUniform4iv() for @name on @shader
a #GstGLShader
name of the uniform
number of values to set
values to set
Perform glUniformMatrix2fv() for @name on @shader
a #GstGLShader
name of the uniform
number of 2x2 matrices to set
transpose the matrix
matrix to set
Perform glUniformMatrix2x3fv() for @name on @shader
a #GstGLShader
name of the uniform
number of 2x3 matrices to set
transpose the matrix
values to set
Perform glUniformMatrix2x4fv() for @name on @shader
a #GstGLShader
name of the uniform
number of 2x4 matrices to set
transpose the matrix
values to set
Perform glUniformMatrix3fv() for @name on @shader
a #GstGLShader
name of the uniform
number of 3x3 matrices to set
transpose the matrix
values to set
Perform glUniformMatrix3x2fv() for @name on @shader
a #GstGLShader
name of the uniform
number of 3x2 matrices to set
transpose the matrix
values to set
Perform glUniformMatrix3x4fv() for @name on @shader
a #GstGLShader
name of the uniform
number of 3x4 matrices to set
transpose the matrix
values to set
Perform glUniformMatrix4fv() for @name on @shader
a #GstGLShader
name of the uniform
number of 4x4 matrices to set
transpose the matrix
values to set
Perform glUniformMatrix4x2fv() for @name on @shader
a #GstGLShader
name of the uniform
number of 4x2 matrices to set
transpose the matrix
values to set
Perform glUniformMatrix4x3fv() for @name on @shader
a #GstGLShader
name of the uniform
number of 4x3 matrices to set
transpose the matrix
values to set
Mark's @shader as being used for the next GL draw command.
Note: must be called in the GL thread and @shader must have been linked.
a #GstGLShader
Output anaglyph type to generate when downmixing to mono
#GstGLSyncMeta provides the ability to synchronize the OpenGL command stream
with the CPU or with other OpenGL contexts.
the parent #GstMeta
the #GstGLContext used to allocate the meta
a custom data pointer for the implementation
Set a sync point to possibly wait on at a later time.
a #GstGLSyncMeta
a #GstGLContext
Insert a wait into @context's command stream ensuring all previous OpenGL
commands before @sync_meta have completed.
a #GstGLSyncMeta
a #GstGLContext
Perform a wait so that the sync point has passed from the CPU's perspective
What that means, is that all GL operations changing CPU-visible data before
the sync point are now visible.
a #GstGLSyncMeta
a #GstGLContext
no texture target
2D texture target
rectangle texture target
external oes texture target
#GstGLUpload is an object that uploads data from system memory into GL textures.
A #GstGLUpload can be created with gst_gl_upload_new()
a new #GstGLUpload object
a #GstGLContext
a #GstGLUpload
the input #GstCaps
the output #GstCaps
Uploads @buffer using the transformation specified by
gst_gl_upload_set_caps() creating a new #GstBuffer in @outbuf_ptr.
whether the upload was successful
a #GstGLUpload
input #GstBuffer
resulting #GstBuffer
Adds the required allocation parameters to support uploading.
a #GstGLUpload
a #GstQuery from a decide allocation
the proposed allocation query
Initializes @upload with the information required for upload.
whether @in_caps and @out_caps could be set on @upload
a #GstGLUpload
input #GstCaps
output #GstCaps
The #GstGLUploadClass struct only contains private data
No further processing required
An unspecified error occured
The configuration is unsupported.
This element requires a reconfiguration.
the parent #GstGLAllocationParams structure
the #GstVideoInfo to allocate
the video plane index to allocate
the #GstVideoAlignment to align the system representation to (may be %NULL for the default)
the #GstGLTextureTarget to allocate
the #GstGLFormat to allocate
a new #GstGLVideoAllocationParams for allocating #GstGLMemory's
a #GstGLContext
the #GstAllocationParams for sysmem mappings of the texture
the #GstVideoInfo for the texture
the video plane of @v_info to allocate
any #GstVideoAlignment applied to symem mappings of the texture
the #GstGLTextureTarget for the created textures
the #GstGLFormat for the created textures
a new #GstGLVideoAllocationParams for wrapping @wrapped_data
a #GstGLContext
the #GstAllocationParams for @wrapped_data
the #GstVideoInfo for @wrapped_data
the video plane @wrapped_data represents
any #GstVideoAlignment applied to symem mappings of @wrapped_data
the #GstGLTextureTarget for @wrapped_data
the #GstGLFormat for @wrapped_data
the data pointer to wrap
user data to call @notify with
a #GDestroyNotify
@gl_handle is defined by the specific OpenGL handle being wrapped
For #GstGLMemory and #GstGLMemoryPBO it is an OpenGL texture id.
Other memory types may define it to require a different type of parameter.
a new #GstGLVideoAllocationParams for wrapping @gl_handle
a #GstGLContext
the #GstAllocationParams for @tex_id
the #GstVideoInfo for @tex_id
the video plane @tex_id represents
any #GstVideoAlignment applied to symem mappings of @tex_id
the #GstGLTextureTarget for @tex_id
the #GstGLFormat for @tex_id
the GL handle to wrap
user data to call @notify with
a #GDestroyNotify
a new #GstGLVideoAllocationParams for wrapping @tex_id
a #GstGLContext
the #GstAllocationParams for @tex_id
the #GstVideoInfo for @tex_id
the video plane @tex_id represents
any #GstVideoAlignment applied to symem mappings of @tex_id
the #GstGLTextureTarget for @tex_id
the #GstGLFormat for @tex_id
the GL texture to wrap
user data to call @notify with
a #GDestroyNotify
Copy and set any dynamically allocated resources in @dest_vid. Intended
for subclass usage only to chain up at the end of a subclass copy function.
source #GstGLVideoAllocationParams to copy from
destination #GstGLVideoAllocationParams to copy into
Unset and free any dynamically allocated resources. Intended for subclass
usage only to chain up at the end of a subclass free function.
a #GstGLVideoAllocationParams
Intended for subclass usage
initializes @params with the parameters specified
a #GstGLVideoAllocationParams to initialize
the size of the struct in @params
some allocation flags
a copy function
a free function
a #GstGLContext
the #GstAllocationParams for @wrapped_data
the #GstVideoInfo for @wrapped_data
the video plane @wrapped_data represents
any #GstVideoAlignment applied to symem mappings of @wrapped_data
the #GstGLTextureTarget
the #GstGLFormat
the optional data pointer to wrap
the optional OpenGL handle to wrap or 0
user data to call @notify with
a #GDestroyNotify
Convert stereoscopic/multiview video using fragment shaders.
a new #GstGLViewConvert
Provides an implementation of #GstBaseTransformClass::fixate_caps()
the fixated #GstCaps
a #GstGLViewConvert
a #GstPadDirection
the #GstCaps of @direction
the #GstCaps to fixate
Retrieve the processed output buffer placing the output in @outbuf_ptr.
a #GstFlowReturn
a #GstGLViewConvert
a #GstBuffer
Converts the data contained by @inbuf using the formats specified by the
#GstCaps passed to gst_gl_view_convert_set_caps()
a converted #GstBuffer or %NULL
a #GstGLViewConvert
the #GstGLMemory filled #GstBuffer to convert
Reset @viewconvert to the default state. Further operation will require
setting the caps with gst_gl_view_convert_set_caps().
a #GstGLViewConvert
Initializes @viewconvert with the information required for conversion.
a #GstGLViewConvert
input #GstCaps
output #GstCaps
Set @context on @viewconvert
a #GstGLViewConvert
the #GstGLContext to set
Submit @input to be processed by @viewconvert
a #GstFlowReturn
a #GstGLViewConvert
true if we have a discontinuity
a #GstBuffer
Provides an implementation of #GstBaseTransformClass::transform_caps()
the converted #GstCaps
a #GstGLViewConvert
a #GstPadDirection
the #GstCaps to transform
a set of filter #GstCaps
Opaque #GstGLViewConvertClass struct
GstGLWindow represents a window that elements can render into. A window can
either be a user visible window (onscreen) or hidden (offscreen).
a new #GstGLWindow using @display's connection
a #GstGLDisplay
Redraw the window contents. Implementations should invoke the draw callback.
a #GstGLWindow
the windowing system display handle for this @window
a #GstGLWindow
the window handle we are currently rendering into
a #GstGLWindow
Tell a @window that it should handle events from the window system. These
events are forwarded upstream as navigation events. In some window systems
events are not propagated in the window hierarchy if a client is listening
for them. This method allows you to disable events handling completely
from the @window.
a #GstGLWindow
a #gboolean indicating if events should be handled or not.
Quit the runloop's execution.
a #GstGLWindow
Start the execution of the runloop.
a #GstGLWindow
Invoke @callback with data on the window thread. @callback is guarenteed to
have executed when this function returns.
a #GstGLWindow
function to invoke
data to invoke @callback with
Invoke @callback with @data on the window thread. The callback may not
have been executed when this function returns.
a #GstGLWindow
function to invoke
data to invoke @callback with
called when @data is not needed anymore
Set the preferred width and height of the window. Implementations are free
to ignore this information.
a #GstGLWindow
new preferred width
new preferred height
Tell a @window that it should render into a specific region of the window
according to the #GstVideoOverlay interface.
whether the specified region could be set
a #GstGLWindow
x position
y position
width
height
Sets the window that this @window should render into. Some implementations
require this to be called with a valid handle before drawing can commence.
a #GstGLWindow
handle to the window
Present the window to the screen.
a #GstGLWindow
Redraw the window contents. Implementations should invoke the draw callback.
a #GstGLWindow
the #GstGLContext associated with this @window
a #GstGLWindow
the windowing system display handle for this @window
a #GstGLWindow
a #GstGLWindow
resulting surface width
resulting surface height
the window handle we are currently rendering into
a #GstGLWindow
Tell a @window that it should handle events from the window system. These
events are forwarded upstream as navigation events. In some window systems
events are not propagated in the window hierarchy if a client is listening
for them. This method allows you to disable events handling completely
from the @window.
a #GstGLWindow
a #gboolean indicating if events should be handled or not.
Quit the runloop's execution.
a #GstGLWindow
Start the execution of the runloop.
a #GstGLWindow
Invoke @callback with data on the window thread. @callback is guarenteed to
have executed when this function returns.
a #GstGLWindow
function to invoke
data to invoke @callback with
Invoke @callback with @data on the window thread. The callback may not
have been executed when this function returns.
a #GstGLWindow
function to invoke
data to invoke @callback with
called when @data is not needed anymore
Sets the callback called when the window is about to close.
a #GstGLWindow
function to invoke
data to invoke @callback with
called when @data is not needed any more
Sets the draw callback called everytime gst_gl_window_draw() is called
a #GstGLWindow
function to invoke
data to invoke @callback with
called when @data is not needed any more
Set the preferred width and height of the window. Implementations are free
to ignore this information.
a #GstGLWindow
new preferred width
new preferred height
Tell a @window that it should render into a specific region of the window
according to the #GstVideoOverlay interface.
whether the specified region could be set
a #GstGLWindow
x position
y position
width
height
Sets the resize callback called everytime a resize of the window occurs.
a #GstGLWindow
function to invoke
data to invoke @callback with
called when @data is not needed any more
Sets the window that this @window should render into. Some implementations
require this to be called with a valid handle before drawing can commence.
a #GstGLWindow
handle to the window
Present the window to the screen.
a #GstGLWindow
Will be emitted when a key event is received by the GstGLwindow.
the name of the event
the id of the key pressed
Will be emitted when a mouse event is received by the GstGLwindow.
the name of the event
the id of the button
the x coordinate of the mouse event
the y coordinate of the mouse event
Parent class
the windowing system display handle for this @window
a #GstGLWindow
a #GstGLWindow
handle to the window
the window handle we are currently rendering into
a #GstGLWindow
a #GstGLWindow
a #GstGLWindow
a #GstGLWindow
a #GstGLWindow
function to invoke
data to invoke @callback with
a #GstGLWindow
function to invoke
data to invoke @callback with
called when @data is not needed anymore
a #GstGLWindow
a #gboolean indicating if events should be handled or not.
a #GstGLWindow
new preferred width
new preferred height
a #GstGLWindow
whether the specified region could be set
a #GstGLWindow
x position
y position
width
height
failed for a unspecified reason
the implementation is too old
no such resource was found
GL Allocation flag indicating that the implementation should allocate the
necessary resources.
GL allocation flag indicating the allocation of a GL buffer.
Values >= than #GST_GL_ALLOCATION_PARAMS_ALLOC_FLAG_USER can be used for
user-defined purposes.
GL allocation flag indicating the allocation of 2D video frames
GL Allocation flag for using the provided GPU handle as storage.
GL Allocation flag for using the provided system memory data as storage.
The name for %GST_GL_API_GLES1 used in various places
The name for %GST_GL_API_GLES2 used in various places
The name for %GST_GL_API_OPENGL3 used in various places
The name for %GST_GL_API_OPENGL used in various places
The name of the GL buffer allocator
The name of the GL buffer allocator
The currently supported formats that can be converted
The currently supported #GstCaps that can be converted
The name used in #GstContext queries for requesting a #GstGLDisplay
The name of the GL memory allocator
The name of the GL Memory PBO allocator
List of video formats that are supported by #GstGLMemory
The name of the GL renderbuffer allocator
String used for %GST_GL_TEXTURE_TARGET_2D in things like caps values
String used for %GST_GL_TEXTURE_TARGET_EXTERNAL_OES in things like caps values
String used for %GST_GL_TEXTURE_TARGET_RECTANGLE in things like caps values
Flag indicating that we should map the GL object instead of to system memory.
Combining #GST_MAP_GL with #GST_MAP_WRITE has the same semantics as though
you are writing to OpenGL. Conversely, combining #GST_MAP_GL with
#GST_MAP_READ has the same semantics as though you are reading from OpenGL.
the #GstGLSyncMeta added to #GstBuffer
a #GstGLContext
a #GstBuffer
the #GstGLSyncMeta added to #GstBuffer
a #GstGLContext
a #GstBuffer
sync data to hold
the currently set #GstGLAllocationParams or %NULL
a buffer pool config
Sets @params on @config
a buffer pool config
a #GstGLAllocationParams
Whether @display was in @context
a #GstContext
resulting #GstGLDisplay
Sets @display on @context
a #GstContext
resulting #GstGLDisplay
The #GstGLAPI represented by @api_s
a space seperated string of OpenGL apis
A space seperated string of the OpenGL api's enabled in @api
a #GstGLAPI to stringify
Free with gst_gl_async_debug_free()
a new #GstGLAsyncDebug
a new #GstGLBaseMemory from @allocator with the requested @params.
a #GstGLBaseMemoryAllocator
the #GstGLAllocationParams to allocate the memory with
Initializes the GL Base Memory allocator. It is safe to call this function
multiple times. This must be called before any other GstGLBaseMemory operation.
Initializes the GL Buffer allocator. It is safe to call this function
multiple times. This must be called before any other #GstGLBuffer operation.
whether @name is in the space seperated list of @ext
the extension to search for
the list of possible extensions
Perform the steps necessary for retrieving a #GstGLDisplay and (optionally)
an application provided #GstGLContext from the surrounding elements or from
the application using the #GstContext mechanism.
If the contents of @display_ptr or @other_context_ptr are not %NULL, then no
#GstContext query is necessary for #GstGLDisplay or #GstGLContext retrieval
or is performed.
This performs #GstContext queries (if necessary) for a winsys display
connection with %GST_GL_DISPLAY_CONTEXT_TYPE, "gst.x11.display.handle", and
"GstWaylandDisplayHandleContextType" stopping after the first successful
retrieval.
This also performs a #GstContext query (if necessary) for an optional
application provided #GstGLContext using the name "gst.gl.app_context".
The returned #GstGLContext will be shared with a GStreamer created OpenGL context.
whether a #GstGLDisplay exists in @display_ptr
the #GstElement running the query
the resulting #GstGLDisplay
the resulting #GstGLContext
the #GstGLFormat necessary for holding the data in @plane of @vinfo
a #GstGLContext
a #GstVideoInfo
the plane number in @vinfo
the number of bytes the specified @format, @type combination takes
per pixel
the OpenGL format, %GL_RGBA, %GL_LUMINANCE, etc
the OpenGL type, %GL_UNSIGNED_BYTE, %GL_FLOAT, etc
Retrieve the size in bytes of a video plane of data with a certain alignment
a #GstVideoInfo
a #GstVideoAlignment or %NULL
plane number in @info to retrieve the data size of
difference between the supposed start of the plane from the @info
and where the data from the previous plane ends.
a #GstVideoInfo
a #GstVideoAlignment or %NULL
plane number in @info to retrieve the data size of
Whether the @query was successfully responded to from the passed
@display, @context, and @other_context.
a #GstElement
a #GstQuery of type %GST_QUERY_CONTEXT
a #GstGLDisplay
a #GstGLContext
application provided #GstGLContext
Helper function for implementing GstElement::set_context() in OpenGL capable
elements.
Retrieve's the #GstGLDisplay or #GstGLContext in @context and places the
result in @display or @other_context respectively.
whether the @display or @other_context could be set successfully
a #GstElement
a #GstContext
location of a #GstGLDisplay
location of a #GstGLContext
Inserts a marker into a GL debug stream. Requires the 'gldebugmarker'
debug category to be at least %GST_LEVEL_FIXME.
a #GstGLContext
a printf-style format string
arguments form @format
Initializes the GL Base Texture allocator. It is safe to call this function
multiple times. This must be called before any other GstGLMemory operation.
The #GstGLPlatform represented by @platform_s
a space seperated string of OpenGL platformss
A space seperated string of the OpenGL platforms enabled in @platform
a #GstGLPlatform to stringify
Performs a GST_QUERY_CONTEXT query of type "gst.gl.local_context" on all
#GstPads in @element of @direction for the local OpenGL context used by
GStreamer elements.
whether @context_ptr contains a #GstGLContext
a #GstElement to query from
the #GstPadDirection to query
location containing the current and/or resulting
#GstGLContext
Free with gst_gl_query_free()
a new #GstGLQuery
a #GstGLContext
the #GstGLQueryType to create
Initializes the GL Base Texture allocator. It is safe to call this function
multiple times. This must be called before any other GstGLRenderbuffer operation.
the sized internal format specified by @format and @type that can
be used in @context
a #GstGLContext
an OpenGL format, %GL_RGBA, %GL_LUMINANCE, etc
an OpenGL type, %GL_UNSIGNED_BYTE, %GL_FLOAT, etc
the #GstGLTextureTarget that's equiavalant to @target or
%GST_GL_TEXTURE_TARGET_NONE
an OpenGL texture binding target
the #GstGLTextureTarget represented by @str or
%GST_GL_TEXTURE_TARGET_NONE
a string equivalant to one of the GST_GL_TEXTURE_TARGET_*_STR values
a string representing the @GstBufferPoolOption specified by @target
a #GstGLTextureTarget
the OpenGL value for binding the @target with glBindTexture() and
similar functions or 0
a #GstGLTextureTarget
the stringified version of @target or %NULL
a #GstGLTextureTarget
See gst_gl_value_set_texture_target_from_mask() for what entails a mask
the mask of #GstGLTextureTarget's in @value
an initialized #GValue of type G_TYPE_STRING
whether the @target could be set on @value
an initialized #GValue of type G_TYPE_STRING
a #GstGLTextureTarget's
A mask is a bitwise OR of (1 << target) where target is a valid
#GstGLTextureTarget
whether the @target_mask could be set on @value
an uninitialized #GValue
a bitwise mask of #GstGLTextureTarget's
The minimum supported #GstGLSLVersion available for @gl_api, @maj and @min
the #GstGLAPI
the major GL version
the minor GL version
the #GstGLSLProfile of @string or %GST_GLSL_PROFILE_NONE on error
a GLSL version string
the name for @profile or %NULL on error
a #GstGLSLProfile
Note: this function first searches the first 1 kilobytes for a #version
preprocessor directive and then executes gst_glsl_version_profile_from_string().
TRUE if a valid #version string was found, FALSE otherwise
string to search for a valid #version string
resulting #GstGLSLVersion
resulting #GstGLSLProfile
the #GstGLSLVersion of @string or %GST_GLSL_VERSION_NONE on error
a GLSL version string
Note: this function expects either a #version GLSL preprocesser directive
or a valid GLSL version and/or profile.
TRUE if a valid #version string was found, FALSE otherwise
a valid GLSL #version string
resulting #GstGLSLVersion
resulting #GstGLSLVersion
the combined GLSL #version string for @version and @profile
a #GstGLSLVersion
a #GstGLSLVersion
the name of @version or %NULL on error
a #GstGLSLVersion
whether the memory at @mem is a #GstGLBaseMemory
a #GstMemory
whether the memory at @mem is a #GstGLBuffer
a #GstMemory
whether the memory at @mem is a #GstGLMemory
a #GstMemory
whether the memory at @mem is a #GstGLMemoryPBO
a #GstMemory
whether the memory at @mem is a #GstGLRenderbuffer
a #GstMemory