/* * GStreamer * Copyright (C) 2008 Filippo Argiolas * Copyright (C) 2014 Julien Isorce * * 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 "gl.h" #include "gstglshader.h" /* *INDENT-OFF* */ static const gchar *simple_vertex_shader_str_gles2 = "attribute vec4 a_position;\n" "attribute vec2 a_texcoord;\n" "varying vec2 v_texcoord;\n" "void main()\n" "{\n" " gl_Position = a_position;\n" " v_texcoord = a_texcoord;\n" "}\n"; static const gchar *simple_fragment_shader_str_gles2 = "#ifdef GL_ES\n" "precision mediump float;\n" "#endif\n" "varying vec2 v_texcoord;\n" "uniform sampler2D tex;\n" "void main()\n" "{\n" " gl_FragColor = texture2D(tex, v_texcoord);\n" "}"; static const gchar *simple_vertex_shader_str_gl3 = "#version 130\n" "in vec4 a_position;\n" "in vec2 a_texcoord;\n" "out vec2 v_texcoord;\n" "void main()\n" "{\n" " gl_Position = a_position;\n" " v_texcoord = a_texcoord;\n" "}\n"; static const gchar *simple_fragment_shader_str_gl3 = "#version 130\n" "in vec2 v_texcoord;\n" "out vec4 frag_color;\n" "uniform sampler2D tex;\n" "void main()\n" "{\n" " frag_color = texture(tex, v_texcoord);\n" "}\n"; /* *INDENT-ON* */ #ifndef GL_COMPILE_STATUS #define GL_COMPILE_STATUS 0x8B81 #endif #ifndef GLhandleARB #define GLhandleARB GLuint #endif #define GST_GL_SHADER_GET_PRIVATE(o) \ (G_TYPE_INSTANCE_GET_PRIVATE((o), GST_GL_TYPE_SHADER, GstGLShaderPrivate)) #define USING_OPENGL(context) (gst_gl_context_check_gl_version (context, GST_GL_API_OPENGL, 1, 0)) #define USING_OPENGL3(context) (gst_gl_context_check_gl_version (context, GST_GL_API_OPENGL3, 3, 1)) #define USING_GLES(context) (gst_gl_context_check_gl_version (context, GST_GL_API_GLES, 1, 0)) #define USING_GLES2(context) (gst_gl_context_check_gl_version (context, GST_GL_API_GLES2, 2, 0)) #define USING_GLES3(context) (gst_gl_context_check_gl_version (context, GST_GL_API_GLES2, 3, 0)) typedef struct _GstGLShaderVTable { GLuint GSTGLAPI (*CreateProgram) (void); void GSTGLAPI (*DeleteProgram) (GLuint program); void GSTGLAPI (*UseProgram) (GLuint program); void GSTGLAPI (*GetAttachedShaders) (GLuint program, GLsizei maxcount, GLsizei * count, GLuint * shaders); GLuint GSTGLAPI (*CreateShader) (GLenum shaderType); void GSTGLAPI (*DeleteShader) (GLuint shader); void GSTGLAPI (*AttachShader) (GLuint program, GLuint shader); void GSTGLAPI (*DetachShader) (GLuint program, GLuint shader); void GSTGLAPI (*GetShaderiv) (GLuint program, GLenum pname, GLint * params); void GSTGLAPI (*GetProgramiv) (GLuint program, GLenum pname, GLint * params); void GSTGLAPI (*GetShaderInfoLog) (GLuint shader, GLsizei maxLength, GLsizei * length, char *log); void GSTGLAPI (*GetProgramInfoLog) (GLuint shader, GLsizei maxLength, GLsizei * length, char *log); } GstGLShaderVTable; 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; GstGLShaderVTable vtable; }; 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, GST_TYPE_OBJECT, DEBUG_INIT); static void _cleanup_shader (GstGLContext * context, GstGLShader * shader) { GstGLShaderPrivate *priv = shader->priv; /* release shader objects */ gst_gl_shader_release (shader); /* delete program */ if (priv->program_handle) { GST_TRACE ("finalizing program shader %u", priv->program_handle); priv->vtable.DeleteProgram (priv->program_handle); /* err = glGetError (); */ /* GST_WARNING ("error: 0x%x", err); */ /* glGetObjectParameteriv(priv->program_handle, GL_OBJECT_DELETE_STATUS_, &status); */ /* GST_INFO ("program deletion status:%s", status == GL_TRUE ? "true" : "false" ); */ } GST_DEBUG ("shader deleted %u", priv->program_handle); } static void gst_gl_shader_finalize (GObject * object) { GstGLShader *shader; GstGLShaderPrivate *priv; 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); gst_gl_context_thread_add (shader->context, (GstGLContextThreadFunc) _cleanup_shader, shader); priv->fragment_handle = 0; priv->vertex_handle = 0; priv->program_handle = 0; if (shader->context) { gst_object_unref (shader->context); shader->context = NULL; } 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; } } int gst_gl_shader_get_program_handle (GstGLShader * shader) { GstGLShaderPrivate *priv = shader->priv; return (int) priv->program_handle; } 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->compiled = FALSE; priv->active = FALSE; /* unused at the moment */ } static gboolean _fill_vtable (GstGLShader * shader, GstGLContext * context) { GstGLFuncs *gl = context->gl_vtable; GstGLShaderVTable *vtable = &shader->priv->vtable; if (gl->CreateProgram) { vtable->CreateProgram = gl->CreateProgram; vtable->DeleteProgram = gl->DeleteProgram; vtable->UseProgram = gl->UseProgram; vtable->CreateShader = gl->CreateShader; vtable->DeleteShader = gl->DeleteShader; vtable->AttachShader = gl->AttachShader; vtable->DetachShader = gl->DetachShader; vtable->GetAttachedShaders = gl->GetAttachedShaders; vtable->GetShaderInfoLog = gl->GetShaderInfoLog; vtable->GetShaderiv = gl->GetShaderiv; vtable->GetProgramInfoLog = gl->GetProgramInfoLog; vtable->GetProgramiv = gl->GetProgramiv; } else if (gl->CreateProgramObject) { vtable->CreateProgram = gl->CreateProgramObject; vtable->DeleteProgram = gl->DeleteObject; vtable->UseProgram = gl->UseProgramObject; vtable->CreateShader = gl->CreateShaderObject; vtable->DeleteShader = gl->DeleteObject; vtable->AttachShader = gl->AttachObject; vtable->DetachShader = gl->DetachObject; vtable->GetAttachedShaders = gl->GetAttachedObjects; vtable->GetShaderInfoLog = gl->GetInfoLog; vtable->GetShaderiv = gl->GetObjectParameteriv; vtable->GetProgramInfoLog = gl->GetInfoLog; vtable->GetProgramiv = gl->GetObjectParameteriv; } else { return FALSE; } return TRUE; } GstGLShader * gst_gl_shader_new (GstGLContext * context) { GstGLShader *shader; g_return_val_if_fail (GST_GL_IS_CONTEXT (context), NULL); shader = g_object_new (GST_GL_TYPE_SHADER, NULL); shader->context = gst_object_ref (context); 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; GstGLFuncs *gl; 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; gl = shader->context->gl_vtable; if (priv->compiled) return priv->compiled; if (!_fill_vtable (shader, shader->context)) return FALSE; shader->priv->program_handle = shader->priv->vtable.CreateProgram (); GST_TRACE ("shader created %u", shader->priv->program_handle); 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 = priv->vtable.CreateShader (GL_VERTEX_SHADER); gl->ShaderSource (priv->vertex_handle, 1, &vertex_source, NULL); /* compile */ gl->CompileShader (priv->vertex_handle); /* check everything is ok */ gl->GetShaderiv (priv->vertex_handle, GL_COMPILE_STATUS, &status); priv->vtable.GetShaderInfoLog (priv->vertex_handle, sizeof (info_buffer) - 1, &len, info_buffer); info_buffer[len] = '\0'; if (status != GL_TRUE) { GST_ERROR ("Vertex Shader compilation failed:\n%s", info_buffer); g_set_error (error, GST_GL_SHADER_ERROR, GST_GL_SHADER_ERROR_COMPILE, "Vertex Shader compilation failed:\n%s", info_buffer); priv->vtable.DeleteShader (priv->vertex_handle); priv->compiled = FALSE; return priv->compiled; } else if (len > 1) { GST_FIXME ("vertex shader info log:\n%s\n", info_buffer); } priv->vtable.AttachShader (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 = priv->vtable.CreateShader (GL_FRAGMENT_SHADER); gl->ShaderSource (priv->fragment_handle, 1, &fragment_source, NULL); /* compile */ gl->CompileShader (priv->fragment_handle); /* check everything is ok */ priv->vtable.GetShaderiv (priv->fragment_handle, GL_COMPILE_STATUS, &status); priv->vtable.GetShaderInfoLog (priv->fragment_handle, sizeof (info_buffer) - 1, &len, info_buffer); info_buffer[len] = '\0'; if (status != GL_TRUE) { GST_ERROR ("Fragment Shader compilation failed:\n%s", info_buffer); g_set_error (error, GST_GL_SHADER_ERROR, GST_GL_SHADER_ERROR_COMPILE, "Fragment Shader compilation failed:\n%s", info_buffer); priv->vtable.DeleteShader (priv->fragment_handle); priv->compiled = FALSE; return priv->compiled; } else if (len > 1) { GST_FIXME ("vertex shader info log:\n%s\n", info_buffer); } priv->vtable.AttachShader (priv->program_handle, priv->fragment_handle); GST_LOG ("fragment shader attached %u", priv->fragment_handle); } /* if nothing failed link shaders */ gl->LinkProgram (priv->program_handle); priv->vtable.GetProgramiv (priv->program_handle, GL_LINK_STATUS, &status); priv->vtable.GetProgramInfoLog (priv->program_handle, sizeof (info_buffer) - 1, &len, info_buffer); info_buffer[len] = '\0'; if (status != GL_TRUE) { GST_ERROR ("Shader linking failed:\n%s", info_buffer); 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; g_return_if_fail (GST_GL_IS_SHADER (shader)); priv = shader->priv; if (!priv->compiled || !priv->program_handle) 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); priv->vtable.DeleteShader (priv->vertex_handle); } if (priv->fragment_handle) { GST_TRACE ("finalizing fragment shader %u", priv->fragment_handle); priv->vtable.DeleteShader (priv->fragment_handle); } if (priv->vertex_handle) priv->vtable.DetachShader (priv->program_handle, priv->vertex_handle); if (priv->fragment_handle) priv->vtable.DetachShader (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; g_return_if_fail (GST_GL_IS_SHADER (shader)); priv = shader->priv; g_return_if_fail (priv->program_handle); priv->vtable.UseProgram (priv->program_handle); return; } void gst_gl_context_clear_shader (GstGLContext * context) { GstGLFuncs *gl; g_return_if_fail (GST_GL_IS_CONTEXT (context)); gl = context->gl_vtable; if (gl->CreateProgram) gl->UseProgram (0); else if (gl->CreateProgramObject) gl->UseProgramObject (0); } 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_gl_context_set_error (shader->context, "%s", error->message); g_error_free (error); gst_gl_context_clear_shader (shader->context); return FALSE; } } return TRUE; } gboolean gst_gl_shader_compile_all_with_attribs_and_check (GstGLShader * shader, const gchar * v_src, const gchar * f_src, const gint n_attribs, const gchar * attrib_names[], GLint attrib_locs[]) { gint i = 0; GError *error = NULL; gst_gl_shader_set_vertex_source (shader, v_src); gst_gl_shader_set_fragment_source (shader, f_src); gst_gl_shader_compile (shader, &error); if (error) { gst_gl_context_set_error (shader->context, "%s", error->message); g_error_free (error); gst_gl_context_clear_shader (shader->context); return FALSE; } for (i = 0; i < n_attribs; i++) attrib_locs[i] = gst_gl_shader_get_attribute_location (shader, attrib_names[i]); return TRUE; } gboolean gst_gl_shader_compile_with_default_f_and_check (GstGLShader * shader, const gchar * v_src, const gint n_attribs, const gchar * attrib_names[], GLint attrib_locs[]) { if (gst_gl_context_get_gl_api (shader->context) & GST_GL_API_OPENGL3) return gst_gl_shader_compile_all_with_attribs_and_check (shader, v_src, simple_fragment_shader_str_gl3, n_attribs, attrib_names, attrib_locs); else return gst_gl_shader_compile_all_with_attribs_and_check (shader, v_src, simple_fragment_shader_str_gles2, n_attribs, attrib_names, attrib_locs); } gboolean gst_gl_shader_compile_with_default_v_and_check (GstGLShader * shader, const gchar * f_src, GLint * pos_loc, GLint * tex_loc) { const gchar *attrib_names[2] = { "a_position", "a_texcoord" }; GLint attrib_locs[2] = { 0 }; gboolean ret = TRUE; if (gst_gl_context_get_gl_api (shader->context) & GST_GL_API_OPENGL3) ret = gst_gl_shader_compile_all_with_attribs_and_check (shader, simple_vertex_shader_str_gl3, f_src, 2, attrib_names, attrib_locs); else ret = gst_gl_shader_compile_all_with_attribs_and_check (shader, simple_vertex_shader_str_gles2, f_src, 2, attrib_names, attrib_locs); if (ret) { *pos_loc = attrib_locs[0]; *tex_loc = attrib_locs[1]; } return ret; } gboolean gst_gl_shader_compile_with_default_vf_and_check (GstGLShader * shader, GLint * pos_loc, GLint * tex_loc) { if (gst_gl_context_get_gl_api (shader->context) & GST_GL_API_OPENGL3) return gst_gl_shader_compile_with_default_v_and_check (shader, simple_fragment_shader_str_gl3, pos_loc, tex_loc); else return gst_gl_shader_compile_with_default_v_and_check (shader, simple_fragment_shader_str_gles2, pos_loc, tex_loc); } void gst_gl_shader_set_uniform_1f (GstGLShader * shader, const gchar * name, gfloat value) { GstGLShaderPrivate *priv; GstGLFuncs *gl; GLint location = -1; g_return_if_fail (shader != NULL); priv = shader->priv; g_return_if_fail (priv->program_handle != 0); gl = shader->context->gl_vtable; location = gl->GetUniformLocation (priv->program_handle, name); gl->Uniform1f (location, value); } void gst_gl_shader_set_uniform_1fv (GstGLShader * shader, const gchar * name, guint count, gfloat * value) { GstGLShaderPrivate *priv; GstGLFuncs *gl; GLint location = -1; g_return_if_fail (shader != NULL); priv = shader->priv; g_return_if_fail (priv->program_handle != 0); gl = shader->context->gl_vtable; location = gl->GetUniformLocation (priv->program_handle, name); gl->Uniform1fv (location, count, value); } void gst_gl_shader_set_uniform_1i (GstGLShader * shader, const gchar * name, gint value) { GstGLShaderPrivate *priv; GstGLFuncs *gl; GLint location = -1; g_return_if_fail (shader != NULL); priv = shader->priv; g_return_if_fail (priv->program_handle != 0); gl = shader->context->gl_vtable; location = gl->GetUniformLocation (priv->program_handle, name); gl->Uniform1i (location, value); } void gst_gl_shader_set_uniform_1iv (GstGLShader * shader, const gchar * name, guint count, gint * value) { GstGLShaderPrivate *priv; GstGLFuncs *gl; GLint location = -1; g_return_if_fail (shader != NULL); priv = shader->priv; g_return_if_fail (priv->program_handle != 0); gl = shader->context->gl_vtable; location = gl->GetUniformLocation (priv->program_handle, name); gl->Uniform1iv (location, count, value); } void gst_gl_shader_set_uniform_2f (GstGLShader * shader, const gchar * name, gfloat value0, gfloat value1) { GstGLShaderPrivate *priv; GstGLFuncs *gl; GLint location = -1; g_return_if_fail (shader != NULL); priv = shader->priv; g_return_if_fail (priv->program_handle != 0); gl = shader->context->gl_vtable; location = gl->GetUniformLocation (priv->program_handle, name); gl->Uniform2f (location, value0, value1); } void gst_gl_shader_set_uniform_2fv (GstGLShader * shader, const gchar * name, guint count, gfloat * value) { GstGLShaderPrivate *priv; GstGLFuncs *gl; GLint location = -1; g_return_if_fail (shader != NULL); priv = shader->priv; g_return_if_fail (priv->program_handle != 0); gl = shader->context->gl_vtable; location = gl->GetUniformLocation (priv->program_handle, name); gl->Uniform2fv (location, count, value); } void gst_gl_shader_set_uniform_2i (GstGLShader * shader, const gchar * name, gint v0, gint v1) { GstGLShaderPrivate *priv; GstGLFuncs *gl; GLint location = -1; g_return_if_fail (shader != NULL); priv = shader->priv; g_return_if_fail (priv->program_handle != 0); gl = shader->context->gl_vtable; location = gl->GetUniformLocation (priv->program_handle, name); gl->Uniform2i (location, v0, v1); } void gst_gl_shader_set_uniform_2iv (GstGLShader * shader, const gchar * name, guint count, gint * value) { GstGLShaderPrivate *priv; GstGLFuncs *gl; GLint location = -1; g_return_if_fail (shader != NULL); priv = shader->priv; g_return_if_fail (priv->program_handle != 0); gl = shader->context->gl_vtable; location = gl->GetUniformLocation (priv->program_handle, name); gl->Uniform2iv (location, count, value); } void gst_gl_shader_set_uniform_3f (GstGLShader * shader, const gchar * name, gfloat v0, gfloat v1, gfloat v2) { GstGLShaderPrivate *priv; GstGLFuncs *gl; GLint location = -1; g_return_if_fail (shader != NULL); priv = shader->priv; g_return_if_fail (priv->program_handle != 0); gl = shader->context->gl_vtable; location = gl->GetUniformLocation (priv->program_handle, name); gl->Uniform3f (location, v0, v1, v2); } void gst_gl_shader_set_uniform_3fv (GstGLShader * shader, const gchar * name, guint count, gfloat * value) { GstGLShaderPrivate *priv; GstGLFuncs *gl; GLint location = -1; g_return_if_fail (shader != NULL); priv = shader->priv; g_return_if_fail (priv->program_handle != 0); gl = shader->context->gl_vtable; location = gl->GetUniformLocation (priv->program_handle, name); gl->Uniform3fv (location, count, value); } void gst_gl_shader_set_uniform_3i (GstGLShader * shader, const gchar * name, gint v0, gint v1, gint v2) { GstGLShaderPrivate *priv; GstGLFuncs *gl; GLint location = -1; g_return_if_fail (shader != NULL); priv = shader->priv; g_return_if_fail (priv->program_handle != 0); gl = shader->context->gl_vtable; location = gl->GetUniformLocation (priv->program_handle, name); gl->Uniform3i (location, v0, v1, v2); } void gst_gl_shader_set_uniform_3iv (GstGLShader * shader, const gchar * name, guint count, gint * value) { GstGLShaderPrivate *priv; GstGLFuncs *gl; GLint location = -1; g_return_if_fail (shader != NULL); priv = shader->priv; g_return_if_fail (priv->program_handle != 0); gl = shader->context->gl_vtable; location = gl->GetUniformLocation (priv->program_handle, name); gl->Uniform3iv (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; GstGLFuncs *gl; GLint location = -1; g_return_if_fail (shader != NULL); priv = shader->priv; g_return_if_fail (priv->program_handle != 0); gl = shader->context->gl_vtable; location = gl->GetUniformLocation (priv->program_handle, name); gl->Uniform4f (location, v0, v1, v2, v3); } void gst_gl_shader_set_uniform_4fv (GstGLShader * shader, const gchar * name, guint count, gfloat * value) { GstGLShaderPrivate *priv; GstGLFuncs *gl; GLint location = -1; g_return_if_fail (shader != NULL); priv = shader->priv; g_return_if_fail (priv->program_handle != 0); gl = shader->context->gl_vtable; location = gl->GetUniformLocation (priv->program_handle, name); gl->Uniform4fv (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; GstGLFuncs *gl; GLint location = -1; g_return_if_fail (shader != NULL); priv = shader->priv; g_return_if_fail (priv->program_handle != 0); gl = shader->context->gl_vtable; location = gl->GetUniformLocation (priv->program_handle, name); gl->Uniform4i (location, v0, v1, v2, v3); } void gst_gl_shader_set_uniform_4iv (GstGLShader * shader, const gchar * name, guint count, gint * value) { GstGLShaderPrivate *priv; GstGLFuncs *gl; GLint location = -1; g_return_if_fail (shader != NULL); priv = shader->priv; g_return_if_fail (priv->program_handle != 0); gl = shader->context->gl_vtable; location = gl->GetUniformLocation (priv->program_handle, name); gl->Uniform4iv (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; GstGLFuncs *gl; GLint location = -1; g_return_if_fail (shader != NULL); priv = shader->priv; g_return_if_fail (priv->program_handle != 0); gl = shader->context->gl_vtable; location = gl->GetUniformLocation (priv->program_handle, name); gl->UniformMatrix2fv (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; GstGLFuncs *gl; GLint location = -1; g_return_if_fail (shader != NULL); priv = shader->priv; g_return_if_fail (priv->program_handle != 0); gl = shader->context->gl_vtable; location = gl->GetUniformLocation (priv->program_handle, name); gl->UniformMatrix3fv (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; GstGLFuncs *gl; GLint location = -1; g_return_if_fail (shader != NULL); priv = shader->priv; g_return_if_fail (priv->program_handle != 0); gl = shader->context->gl_vtable; location = gl->GetUniformLocation (priv->program_handle, name); gl->UniformMatrix4fv (location, count, transpose, value); } #if GST_GL_HAVE_OPENGL void gst_gl_shader_set_uniform_matrix_2x3fv (GstGLShader * shader, const gchar * name, gint count, gboolean transpose, const gfloat * value) { GstGLShaderPrivate *priv; GstGLFuncs *gl; GLint location = -1; g_return_if_fail (shader != NULL); priv = shader->priv; g_return_if_fail (priv->program_handle != 0); gl = shader->context->gl_vtable; location = gl->GetUniformLocation (priv->program_handle, name); gl->UniformMatrix2x3fv (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; GstGLFuncs *gl; GLint location = -1; g_return_if_fail (shader != NULL); priv = shader->priv; g_return_if_fail (priv->program_handle != 0); gl = shader->context->gl_vtable; location = gl->GetUniformLocation (priv->program_handle, name); gl->UniformMatrix2x4fv (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; GstGLFuncs *gl; GLint location = -1; g_return_if_fail (shader != NULL); priv = shader->priv; g_return_if_fail (priv->program_handle != 0); gl = shader->context->gl_vtable; location = gl->GetUniformLocation (priv->program_handle, name); gl->UniformMatrix3x2fv (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; GstGLFuncs *gl; GLint location = -1; g_return_if_fail (shader != NULL); priv = shader->priv; g_return_if_fail (priv->program_handle != 0); gl = shader->context->gl_vtable; location = gl->GetUniformLocation (priv->program_handle, name); gl->UniformMatrix3x4fv (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; GstGLFuncs *gl; GLint location = -1; g_return_if_fail (shader != NULL); priv = shader->priv; g_return_if_fail (priv->program_handle != 0); gl = shader->context->gl_vtable; location = gl->GetUniformLocation (priv->program_handle, name); gl->UniformMatrix4x2fv (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; GstGLFuncs *gl; GLint location = -1; g_return_if_fail (shader != NULL); priv = shader->priv; g_return_if_fail (priv->program_handle != 0); gl = shader->context->gl_vtable; location = gl->GetUniformLocation (priv->program_handle, name); gl->UniformMatrix4x3fv (location, count, transpose, value); } #endif /* GST_GL_HAVE_OPENGL */ GLint gst_gl_shader_get_attribute_location (GstGLShader * shader, const gchar * name) { GstGLShaderPrivate *priv; GstGLFuncs *gl; g_return_val_if_fail (shader != NULL, 0); priv = shader->priv; g_return_val_if_fail (priv->program_handle != 0, 0); gl = shader->context->gl_vtable; return gl->GetAttribLocation (priv->program_handle, name); } void gst_gl_shader_bind_attribute_location (GstGLShader * shader, GLuint index, const gchar * name) { GstGLShaderPrivate *priv; GstGLFuncs *gl; g_return_if_fail (shader != NULL); priv = shader->priv; g_return_if_fail (priv->program_handle != 0); gl = shader->context->gl_vtable; gl->BindAttribLocation (priv->program_handle, index, name); } GQuark gst_gl_shader_error_quark (void) { return g_quark_from_static_string ("gst-gl-shader-error"); }