/* * GStreamer * Copyright (C) 2008 Filippo Argiolas * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Library General Public * License as published by the Free Software Foundation; either * version 2 of the License, or (at your option) any later version. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Library General Public License for more details. * * You should have received a copy of the GNU Library General Public * License along with this library; if not, write to the * Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, * Boston, MA 02110-1301, USA. */ #ifdef HAVE_CONFIG_H #include "config.h" #endif #include "gstglshader.h" #define GST_GL_SHADER_GET_PRIVATE(o) \ (G_TYPE_INSTANCE_GET_PRIVATE((o), GST_GL_TYPE_SHADER, GstGLShaderPrivate)) #define USING_OPENGL(display) (gst_gl_display_get_gl_api_unlocked (display) & GST_GL_API_OPENGL) #define USING_OPENGL3(display) (gst_gl_display_get_gl_api_unlocked (display) & GST_GL_API_OPENGL3) #define USING_GLES(display) (gst_gl_display_get_gl_api_unlocked (display) & GST_GL_API_GLES) #define USING_GLES2(display) (gst_gl_display_get_gl_api_unlocked (display) & GST_GL_API_GLES2) #define USING_GLES3(display) (gst_gl_display_get_gl_api_unlocked (display) & GST_GL_API_GLES3) enum { PROP_0, PROP_VERTEX_SRC, PROP_FRAGMENT_SRC, PROP_COMPILED, PROP_ACTIVE /* unused */ }; struct _GstGLShaderPrivate { gchar *vertex_src; gchar *fragment_src; GLhandleARB vertex_handle; GLhandleARB fragment_handle; GLhandleARB program_handle; gboolean compiled; gboolean active; }; GST_DEBUG_CATEGORY_STATIC (gst_gl_shader_debug); #define GST_CAT_DEFAULT gst_gl_shader_debug #define DEBUG_INIT \ GST_DEBUG_CATEGORY_INIT (gst_gl_shader_debug, "glshader", 0, "shader"); G_DEFINE_TYPE_WITH_CODE (GstGLShader, gst_gl_shader, G_TYPE_OBJECT, DEBUG_INIT); static void gst_gl_shader_finalize (GObject * object) { GstGLShader *shader; GstGLShaderPrivate *priv; /* GLint status = GL_FALSE; */ /* GLenum err = 0; */ shader = GST_GL_SHADER (object); priv = shader->priv; GST_TRACE ("finalizing shader %u", priv->program_handle); g_free (priv->vertex_src); g_free (priv->fragment_src); /* release shader objects */ gst_gl_shader_release (shader); /* delete program */ if (priv->program_handle) { GST_TRACE ("finalizing program shader %u", priv->program_handle); glDeleteObjectARB (priv->program_handle); /* err = glGetError (); */ /* GST_WARNING ("error: 0x%x", err); */ /* glGetObjectParameterivARB(priv->program_handle, GL_OBJECT_DELETE_STATUS_ARB, &status); */ /* GST_INFO ("program deletion status:%s", status == GL_TRUE ? "true" : "false" ); */ } GST_DEBUG ("shader deleted %u", priv->program_handle); priv->fragment_handle = 0; priv->vertex_handle = 0; priv->program_handle = 0; G_OBJECT_CLASS (gst_gl_shader_parent_class)->finalize (object); } static void gst_gl_shader_set_property (GObject * object, guint prop_id, const GValue * value, GParamSpec * pspec) { GstGLShader *shader = GST_GL_SHADER (object); switch (prop_id) { case PROP_VERTEX_SRC: gst_gl_shader_set_vertex_source (shader, g_value_get_string (value)); break; case PROP_FRAGMENT_SRC: gst_gl_shader_set_fragment_source (shader, g_value_get_string (value)); break; default: G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec); break; } } static void gst_gl_shader_get_property (GObject * object, guint prop_id, GValue * value, GParamSpec * pspec) { GstGLShader *shader = GST_GL_SHADER (object); GstGLShaderPrivate *priv = shader->priv; switch (prop_id) { case PROP_VERTEX_SRC: g_value_set_string (value, priv->vertex_src); break; case PROP_FRAGMENT_SRC: g_value_set_string (value, priv->fragment_src); break; case PROP_COMPILED: g_value_set_boolean (value, priv->compiled); break; default: G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec); break; } } static void gst_gl_shader_class_init (GstGLShaderClass * klass) { /* bind class methods .. */ GObjectClass *obj_class = G_OBJECT_CLASS (klass); g_type_class_add_private (klass, sizeof (GstGLShaderPrivate)); obj_class->finalize = gst_gl_shader_finalize; obj_class->set_property = gst_gl_shader_set_property; obj_class->get_property = gst_gl_shader_get_property; /* .. and install properties */ g_object_class_install_property (obj_class, PROP_VERTEX_SRC, g_param_spec_string ("vertex-src", "Vertex Source", "GLSL Vertex Shader source code", NULL, G_PARAM_READWRITE | G_PARAM_STATIC_STRINGS)); g_object_class_install_property (obj_class, PROP_FRAGMENT_SRC, g_param_spec_string ("fragment-src", "Fragment Source", "GLSL Fragment Shader source code", NULL, G_PARAM_READWRITE | G_PARAM_STATIC_STRINGS)); g_object_class_install_property (obj_class, PROP_ACTIVE, g_param_spec_string ("active", "Active", "Enable/Disable the shader", NULL, G_PARAM_READWRITE | G_PARAM_STATIC_STRINGS)); g_object_class_install_property (obj_class, PROP_COMPILED, g_param_spec_boolean ("compiled", "Compiled", "Shader compile and link status", FALSE, G_PARAM_READABLE | G_PARAM_STATIC_STRINGS)); } void gst_gl_shader_set_vertex_source (GstGLShader * shader, const gchar * src) { GstGLShaderPrivate *priv; g_return_if_fail (GST_GL_IS_SHADER (shader)); g_return_if_fail (src != NULL); priv = shader->priv; if (gst_gl_shader_is_compiled (shader)) gst_gl_shader_release (shader); g_free (priv->vertex_src); priv->vertex_src = g_strdup (src); } void gst_gl_shader_set_fragment_source (GstGLShader * shader, const gchar * src) { GstGLShaderPrivate *priv; g_return_if_fail (GST_GL_IS_SHADER (shader)); g_return_if_fail (src != NULL); priv = shader->priv; if (gst_gl_shader_is_compiled (shader)) gst_gl_shader_release (shader); g_free (priv->fragment_src); priv->fragment_src = g_strdup (src); } const gchar * gst_gl_shader_get_vertex_source (GstGLShader * shader) { g_return_val_if_fail (GST_GL_IS_SHADER (shader), NULL); return shader->priv->vertex_src; } const gchar * gst_gl_shader_get_fragment_source (GstGLShader * shader) { g_return_val_if_fail (GST_GL_IS_SHADER (shader), NULL); return shader->priv->fragment_src; } static void gst_gl_shader_init (GstGLShader * self) { /* initialize sources and create program object */ GstGLShaderPrivate *priv; priv = self->priv = GST_GL_SHADER_GET_PRIVATE (self); priv->vertex_src = NULL; priv->fragment_src = NULL; priv->fragment_handle = 0; priv->vertex_handle = 0; priv->program_handle = glCreateProgramObjectARB (); g_return_if_fail (priv->program_handle); priv->compiled = FALSE; priv->active = FALSE; /* unused at the moment */ GST_TRACE ("shader initialized %u", priv->program_handle); } GstGLShader * gst_gl_shader_new (GstGLDisplay * display) { GstGLShader *shader = g_object_new (GST_GL_TYPE_SHADER, NULL); shader->display = display; return shader; } gboolean gst_gl_shader_is_compiled (GstGLShader * shader) { g_return_val_if_fail (GST_GL_IS_SHADER (shader), FALSE); return shader->priv->compiled; } gboolean gst_gl_shader_compile (GstGLShader * shader, GError ** error) { GstGLShaderPrivate *priv; gchar info_buffer[2048]; gint len = 0; GLint status = GL_FALSE; g_return_val_if_fail (GST_GL_IS_SHADER (shader), FALSE); priv = shader->priv; if (priv->compiled) return priv->compiled; g_return_val_if_fail (priv->program_handle, FALSE); if (priv->vertex_src) { /* create vertex object */ const gchar *vertex_source = priv->vertex_src; priv->vertex_handle = glCreateShaderObjectARB (GL_VERTEX_SHADER); glShaderSourceARB (priv->vertex_handle, 1, &vertex_source, NULL); /* compile */ glCompileShaderARB (priv->vertex_handle); /* check everything is ok */ glGetObjectParameterivARB (priv->vertex_handle, GL_OBJECT_COMPILE_STATUS_ARB, &status); #if HAVE_OPENGL if (USING_OPENGL (shader->display)) glGetInfoLogARB (priv->vertex_handle, sizeof (info_buffer) - 1, &len, info_buffer); #endif #if HAVE_GLES2 if (USING_GLES2 (shader->display)) glGetShaderInfoLog (priv->vertex_handle, sizeof (info_buffer) - 1, &len, info_buffer); #endif info_buffer[len] = '\0'; if (status != GL_TRUE) { g_set_error (error, GST_GL_SHADER_ERROR, GST_GL_SHADER_ERROR_COMPILE, "Vertex Shader compilation failed:\n%s", info_buffer); glDeleteObjectARB (priv->vertex_handle); priv->compiled = FALSE; return priv->compiled; } else if (len > 1) { GST_FIXME ("vertex shader info log:\n%s\n", info_buffer); } glAttachObjectARB (priv->program_handle, priv->vertex_handle); GST_LOG ("vertex shader attached %u", priv->vertex_handle); } if (priv->fragment_src) { /* create fragment object */ const gchar *fragment_source = priv->fragment_src; priv->fragment_handle = glCreateShaderObjectARB (GL_FRAGMENT_SHADER_ARB); glShaderSourceARB (priv->fragment_handle, 1, &fragment_source, NULL); /* compile */ glCompileShaderARB (priv->fragment_handle); /* check everything is ok */ glGetObjectParameterivARB (priv->fragment_handle, GL_OBJECT_COMPILE_STATUS_ARB, &status); #if HAVE_OPENGL if (USING_OPENGL (shader->display)) glGetInfoLogARB (priv->fragment_handle, sizeof (info_buffer) - 1, &len, info_buffer); #endif #if HAVE_GLES2 if (USING_GLES2 (shader->display)) glGetShaderInfoLog (priv->fragment_handle, sizeof (info_buffer) - 1, &len, info_buffer); #endif info_buffer[len] = '\0'; if (status != GL_TRUE) { g_set_error (error, GST_GL_SHADER_ERROR, GST_GL_SHADER_ERROR_COMPILE, "Fragment Shader compilation failed:\n%s", info_buffer); glDeleteObjectARB (priv->fragment_handle); priv->compiled = FALSE; return priv->compiled; } else if (len > 1) { GST_FIXME ("vertex shader info log:\n%s\n", info_buffer); } glAttachObjectARB (priv->program_handle, priv->fragment_handle); GST_LOG ("fragment shader attached %u", priv->fragment_handle); } /* if nothing failed link shaders */ glLinkProgramARB (priv->program_handle); #if HAVE_OPENGL if (USING_OPENGL (shader->display)) glGetObjectParameterivARB (priv->program_handle, GL_LINK_STATUS, &status); #endif #if HAVE_GLES2 if (USING_GLES2 (shader->display)) glGetProgramiv (priv->program_handle, GL_LINK_STATUS, &status); #endif glGetInfoLogARB (priv->program_handle, sizeof (info_buffer) - 1, &len, info_buffer); info_buffer[len] = '\0'; if (status != GL_TRUE) { g_set_error (error, GST_GL_SHADER_ERROR, GST_GL_SHADER_ERROR_LINK, "Shader Linking failed:\n%s", info_buffer); priv->compiled = FALSE; return priv->compiled; } else if (len > 1) { GST_FIXME ("shader link log:\n%s\n", info_buffer); } /* success! */ priv->compiled = TRUE; g_object_notify (G_OBJECT (shader), "compiled"); return priv->compiled; } void gst_gl_shader_release (GstGLShader * shader) { GstGLShaderPrivate *priv; /* GLint status; */ /* GLenum err = 0; */ g_return_if_fail (GST_GL_IS_SHADER (shader)); priv = shader->priv; g_return_if_fail (priv->program_handle); if (!priv->compiled) return; if (priv->vertex_handle) { /* not needed but nvidia doesn't care to respect the spec */ GST_TRACE ("finalizing vertex shader %u", priv->vertex_handle); #if HAVE_OPENGL if (USING_OPENGL (shader->display)) glDeleteObjectARB (priv->vertex_handle); #endif #if HAVE_GLES2 if (USING_GLES2 (shader->display)) glDeleteShader (priv->vertex_handle); #endif /* err = glGetError (); */ /* GST_WARNING ("error: 0x%x", err); */ /* glGetObjectParameterivARB(priv->vertex_handle, GL_OBJECT_DELETE_STATUS_ARB, &status); */ /* GST_INFO ("vertex deletion status:%s", status == GL_TRUE ? "true" : "false" ); */ } if (priv->fragment_handle) { GST_TRACE ("finalizing fragment shader %u", priv->fragment_handle); #if HAVE_OPENGL if (USING_OPENGL (shader->display)) glDeleteObjectARB (priv->fragment_handle); #endif #if HAVE_GLES2 if (USING_GLES2 (shader->display)) glDeleteShader (priv->fragment_handle); #endif /* err = glGetError (); */ /* GST_WARNING ("error: 0x%x", err); */ /* glGetObjectParameterivARB(priv->fragment_handle, GL_OBJECT_DELETE_STATUS_ARB, &status); */ /* GST_INFO ("fragment deletion status:%s", status == GL_TRUE ? "true" : "false" ); */ } if (priv->vertex_handle) glDetachObjectARB (priv->program_handle, priv->vertex_handle); if (priv->fragment_handle) glDetachObjectARB (priv->program_handle, priv->fragment_handle); priv->compiled = FALSE; g_object_notify (G_OBJECT (shader), "compiled"); } void gst_gl_shader_use (GstGLShader * shader) { GstGLShaderPrivate *priv; if (!shader) { glUseProgramObjectARB (0); return; } priv = shader->priv; g_return_if_fail (priv->program_handle); glUseProgramObjectARB (priv->program_handle); return; } gboolean gst_gl_shader_compile_and_check (GstGLShader * shader, const gchar * source, GstGLShaderSourceType type) { gboolean is_compiled = FALSE; g_object_get (G_OBJECT (shader), "compiled", &is_compiled, NULL); if (!is_compiled) { GError *error = NULL; switch (type) { case GST_GL_SHADER_FRAGMENT_SOURCE: gst_gl_shader_set_fragment_source (shader, source); break; case GST_GL_SHADER_VERTEX_SOURCE: gst_gl_shader_set_vertex_source (shader, source); break; default: g_assert_not_reached (); break; } gst_gl_shader_compile (shader, &error); if (error) { GST_WARNING ("%s", error->message); g_error_free (error); error = NULL; gst_gl_shader_use (NULL); return FALSE; } } return TRUE; } void gst_gl_shader_set_uniform_1f (GstGLShader * shader, const gchar * name, gfloat value) { GstGLShaderPrivate *priv; GLint location = -1; g_return_if_fail (shader != NULL); priv = shader->priv; g_return_if_fail (priv->program_handle != 0); location = glGetUniformLocationARB (priv->program_handle, name); glUniform1fARB (location, value); } void gst_gl_shader_set_uniform_1fv (GstGLShader * shader, const gchar * name, guint count, gfloat * value) { GstGLShaderPrivate *priv; GLint location = -1; g_return_if_fail (shader != NULL); priv = shader->priv; g_return_if_fail (priv->program_handle != 0); location = glGetUniformLocationARB (priv->program_handle, name); glUniform1fvARB (location, count, value); } void gst_gl_shader_set_uniform_1i (GstGLShader * shader, const gchar * name, gint value) { GstGLShaderPrivate *priv; GLint location = -1; g_return_if_fail (shader != NULL); priv = shader->priv; g_return_if_fail (priv->program_handle != 0); location = glGetUniformLocationARB (priv->program_handle, name); glUniform1iARB (location, value); } void gst_gl_shader_set_uniform_1iv (GstGLShader * shader, const gchar * name, guint count, gint * value) { GstGLShaderPrivate *priv; GLint location = -1; g_return_if_fail (shader != NULL); priv = shader->priv; g_return_if_fail (priv->program_handle != 0); location = glGetUniformLocationARB (priv->program_handle, name); glUniform1ivARB (location, count, value); } void gst_gl_shader_set_uniform_2f (GstGLShader * shader, const gchar * name, gfloat value0, gfloat value1) { GstGLShaderPrivate *priv; GLint location = -1; g_return_if_fail (shader != NULL); priv = shader->priv; g_return_if_fail (priv->program_handle != 0); location = glGetUniformLocationARB (priv->program_handle, name); glUniform2fARB (location, value0, value1); } void gst_gl_shader_set_uniform_2fv (GstGLShader * shader, const gchar * name, guint count, gfloat * value) { GstGLShaderPrivate *priv; GLint location = -1; g_return_if_fail (shader != NULL); priv = shader->priv; g_return_if_fail (priv->program_handle != 0); location = glGetUniformLocationARB (priv->program_handle, name); glUniform2fvARB (location, count, value); } void gst_gl_shader_set_uniform_2i (GstGLShader * shader, const gchar * name, gint v0, gint v1) { GstGLShaderPrivate *priv; GLint location = -1; g_return_if_fail (shader != NULL); priv = shader->priv; g_return_if_fail (priv->program_handle != 0); location = glGetUniformLocationARB (priv->program_handle, name); glUniform2iARB (location, v0, v1); } void gst_gl_shader_set_uniform_2iv (GstGLShader * shader, const gchar * name, guint count, gint * value) { GstGLShaderPrivate *priv; GLint location = -1; g_return_if_fail (shader != NULL); priv = shader->priv; g_return_if_fail (priv->program_handle != 0); location = glGetUniformLocationARB (priv->program_handle, name); glUniform2ivARB (location, count, value); } void gst_gl_shader_set_uniform_3f (GstGLShader * shader, const gchar * name, gfloat v0, gfloat v1, gfloat v2) { GstGLShaderPrivate *priv; GLint location = -1; g_return_if_fail (shader != NULL); priv = shader->priv; g_return_if_fail (priv->program_handle != 0); location = glGetUniformLocationARB (priv->program_handle, name); glUniform3fARB (location, v0, v1, v2); } void gst_gl_shader_set_uniform_3fv (GstGLShader * shader, const gchar * name, guint count, gfloat * value) { GstGLShaderPrivate *priv; GLint location = -1; g_return_if_fail (shader != NULL); priv = shader->priv; g_return_if_fail (priv->program_handle != 0); location = glGetUniformLocationARB (priv->program_handle, name); glUniform3fvARB (location, count, value); } void gst_gl_shader_set_uniform_3i (GstGLShader * shader, const gchar * name, gint v0, gint v1, gint v2) { GstGLShaderPrivate *priv; GLint location = -1; g_return_if_fail (shader != NULL); priv = shader->priv; g_return_if_fail (priv->program_handle != 0); location = glGetUniformLocationARB (priv->program_handle, name); glUniform3iARB (location, v0, v1, v2); } void gst_gl_shader_set_uniform_3iv (GstGLShader * shader, const gchar * name, guint count, gint * value) { GstGLShaderPrivate *priv; GLint location = -1; g_return_if_fail (shader != NULL); priv = shader->priv; g_return_if_fail (priv->program_handle != 0); location = glGetUniformLocationARB (priv->program_handle, name); glUniform3ivARB (location, count, value); } void gst_gl_shader_set_uniform_4f (GstGLShader * shader, const gchar * name, gfloat v0, gfloat v1, gfloat v2, gfloat v3) { GstGLShaderPrivate *priv; GLint location = -1; g_return_if_fail (shader != NULL); priv = shader->priv; g_return_if_fail (priv->program_handle != 0); location = glGetUniformLocationARB (priv->program_handle, name); glUniform4fARB (location, v0, v1, v2, v3); } void gst_gl_shader_set_uniform_4fv (GstGLShader * shader, const gchar * name, guint count, gfloat * value) { GstGLShaderPrivate *priv; GLint location = -1; g_return_if_fail (shader != NULL); priv = shader->priv; g_return_if_fail (priv->program_handle != 0); location = glGetUniformLocationARB (priv->program_handle, name); glUniform4fvARB (location, count, value); } void gst_gl_shader_set_uniform_4i (GstGLShader * shader, const gchar * name, gint v0, gint v1, gint v2, gint v3) { GstGLShaderPrivate *priv; GLint location = -1; g_return_if_fail (shader != NULL); priv = shader->priv; g_return_if_fail (priv->program_handle != 0); location = glGetUniformLocationARB (priv->program_handle, name); glUniform4iARB (location, v0, v1, v2, v3); } void gst_gl_shader_set_uniform_4iv (GstGLShader * shader, const gchar * name, guint count, gint * value) { GstGLShaderPrivate *priv; GLint location = -1; g_return_if_fail (shader != NULL); priv = shader->priv; g_return_if_fail (priv->program_handle != 0); location = glGetUniformLocationARB (priv->program_handle, name); glUniform4ivARB (location, count, value); } void gst_gl_shader_set_uniform_matrix_2fv (GstGLShader * shader, const gchar * name, gint count, gboolean transpose, const gfloat * value) { GstGLShaderPrivate *priv; GLint location = -1; g_return_if_fail (shader != NULL); priv = shader->priv; g_return_if_fail (priv->program_handle != 0); location = glGetUniformLocationARB (priv->program_handle, name); glUniformMatrix2fvARB (location, count, transpose, value); } void gst_gl_shader_set_uniform_matrix_3fv (GstGLShader * shader, const gchar * name, gint count, gboolean transpose, const gfloat * value) { GstGLShaderPrivate *priv; GLint location = -1; g_return_if_fail (shader != NULL); priv = shader->priv; g_return_if_fail (priv->program_handle != 0); location = glGetUniformLocationARB (priv->program_handle, name); glUniformMatrix3fvARB (location, count, transpose, value); } void gst_gl_shader_set_uniform_matrix_4fv (GstGLShader * shader, const gchar * name, gint count, gboolean transpose, const gfloat * value) { GstGLShaderPrivate *priv; GLint location = -1; g_return_if_fail (shader != NULL); priv = shader->priv; g_return_if_fail (priv->program_handle != 0); location = glGetUniformLocationARB (priv->program_handle, name); glUniformMatrix4fvARB (location, count, transpose, value); } #if HAVE_OPENGL void gst_gl_shader_set_uniform_matrix_2x3fv (GstGLShader * shader, const gchar * name, gint count, gboolean transpose, const gfloat * value) { GstGLShaderPrivate *priv; GLint location = -1; g_return_if_fail (shader != NULL); priv = shader->priv; g_return_if_fail (priv->program_handle != 0); location = glGetUniformLocationARB (priv->program_handle, name); glUniformMatrix2x3fv (location, count, transpose, value); } void gst_gl_shader_set_uniform_matrix_2x4fv (GstGLShader * shader, const gchar * name, gint count, gboolean transpose, const gfloat * value) { GstGLShaderPrivate *priv; GLint location = -1; g_return_if_fail (shader != NULL); priv = shader->priv; g_return_if_fail (priv->program_handle != 0); location = glGetUniformLocationARB (priv->program_handle, name); glUniformMatrix2x4fv (location, count, transpose, value); } void gst_gl_shader_set_uniform_matrix_3x2fv (GstGLShader * shader, const gchar * name, gint count, gboolean transpose, const gfloat * value) { GstGLShaderPrivate *priv; GLint location = -1; g_return_if_fail (shader != NULL); priv = shader->priv; g_return_if_fail (priv->program_handle != 0); location = glGetUniformLocationARB (priv->program_handle, name); glUniformMatrix3x2fv (location, count, transpose, value); } void gst_gl_shader_set_uniform_matrix_3x4fv (GstGLShader * shader, const gchar * name, gint count, gboolean transpose, const gfloat * value) { GstGLShaderPrivate *priv; GLint location = -1; g_return_if_fail (shader != NULL); priv = shader->priv; g_return_if_fail (priv->program_handle != 0); location = glGetUniformLocationARB (priv->program_handle, name); glUniformMatrix3x4fv (location, count, transpose, value); } void gst_gl_shader_set_uniform_matrix_4x2fv (GstGLShader * shader, const gchar * name, gint count, gboolean transpose, const gfloat * value) { GstGLShaderPrivate *priv; GLint location = -1; g_return_if_fail (shader != NULL); priv = shader->priv; g_return_if_fail (priv->program_handle != 0); location = glGetUniformLocationARB (priv->program_handle, name); glUniformMatrix4x2fv (location, count, transpose, value); } void gst_gl_shader_set_uniform_matrix_4x3fv (GstGLShader * shader, const gchar * name, gint count, gboolean transpose, const gfloat * value) { GstGLShaderPrivate *priv; GLint location = -1; g_return_if_fail (shader != NULL); priv = shader->priv; g_return_if_fail (priv->program_handle != 0); location = glGetUniformLocationARB (priv->program_handle, name); glUniformMatrix4x3fv (location, count, transpose, value); } #endif /* HAVE_OPENGL */ GLint gst_gl_shader_get_attribute_location (GstGLShader * shader, const gchar * name) { GstGLShaderPrivate *priv; g_return_val_if_fail (shader != NULL, 0); priv = shader->priv; g_return_val_if_fail (priv->program_handle != 0, 0); return glGetAttribLocationARB (priv->program_handle, name); } void gst_gl_shader_bind_attribute_location (GstGLShader * shader, GLuint index, const gchar * name) { GstGLShaderPrivate *priv; g_return_if_fail (shader != NULL); priv = shader->priv; g_return_if_fail (priv->program_handle != 0); glBindAttribLocationARB (priv->program_handle, index, name); } GQuark gst_gl_shader_error_quark (void) { return g_quark_from_static_string ("gst-gl-shader-error"); }