glshader: add glBindFragDataLocation

There are some cases where it's needed for binding in/out variables in shaders.
e.g. glsl 150 (gl 3.2) doesn't support the 'layout (location = ?)' specifiers in
the shader source so we have to bind them ourselves.
This commit is contained in:
Matthew Waters 2016-03-31 19:25:32 +11:00 committed by Tim-Philipp Müller
parent e92bbb2a83
commit ccbf43987f
3 changed files with 31 additions and 0 deletions

View file

@ -362,3 +362,13 @@ GST_GL_EXT_FUNCTION (void, UniformMatrix3x4fv,
GST_GL_EXT_FUNCTION (void, UniformMatrix4x3fv,
(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value))
GST_GL_EXT_END ()
GST_GL_EXT_BEGIN (bind_frag_data,
GST_GL_API_OPENGL | GST_GL_API_OPENGL3,
3, 0,
255, 255,
"\0",
"\0")
GST_GL_EXT_FUNCTION (void, BindFragDataLocation,
(GLuint program, GLuint index, const GLchar * name))
GST_GL_EXT_END ()

View file

@ -1306,3 +1306,23 @@ gst_gl_shader_bind_attribute_location (GstGLShader * shader, GLuint index,
gl->BindAttribLocation (priv->program_handle, index, name);
}
void
gst_gl_shader_bind_frag_data_location (GstGLShader * shader,
guint index, const gchar * name)
{
GstGLShaderPrivate *priv;
GstGLFuncs *gl;
g_return_if_fail (shader != NULL);
if (!_ensure_program (shader))
g_return_if_fail (shader->priv->program_handle);
priv = shader->priv;
gl = shader->context->gl_vtable;
g_return_if_fail (gl->BindFragDataLocation);
GST_TRACE_OBJECT (shader, "binding program %i frag data \'%s\' location %i",
(int) priv->program_handle, name, index);
gl->BindFragDataLocation (priv->program_handle, index, name);
}

View file

@ -104,6 +104,7 @@ void gst_gl_shader_set_uniform_matrix_4x3fv (GstGLShader *shader, const gchar *n
gint gst_gl_shader_get_attribute_location (GstGLShader *shader, const gchar *name);
void gst_gl_shader_bind_attribute_location (GstGLShader * shader, guint index, const gchar * name);
void gst_gl_shader_bind_frag_data_location (GstGLShader * shader, guint index, const gchar * name);
G_END_DECLS