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d38587c142
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.
111 lines
6.7 KiB
C
111 lines
6.7 KiB
C
/*
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* GStreamer
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* Copyright (C) 2008 Filippo Argiolas <filippo.argiolas@gmail.com>
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* Copyright (C) 2014 Julien Isorce <julien.isorce@collabora.co.uk>
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Library General Public
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* License as published by the Free Software Foundation; either
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* version 2 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Library General Public License for more details.
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*
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* You should have received a copy of the GNU Library General Public
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* License along with this library; if not, write to the
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* Free Software Foundation, Inc., 51 Franklin St, Fifth Floor,
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* Boston, MA 02110-1301, USA.
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*/
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#ifndef __GST_GL_SHADER_H__
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#define __GST_GL_SHADER_H__
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#include <gst/gl/gstgl_fwd.h>
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G_BEGIN_DECLS
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GType gst_gl_shader_get_type (void);
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#define GST_GL_TYPE_SHADER (gst_gl_shader_get_type())
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#define GST_GL_SHADER(o) (G_TYPE_CHECK_INSTANCE_CAST((o), GST_GL_TYPE_SHADER, GstGLShader))
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#define GST_GL_SHADER_CLASS(k) (G_TYPE_CHECK_CLASS((k), GST_GL_TYPE_SHADER, GstGLShaderClass))
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#define GST_IS_GL_SHADER(o) (G_TYPE_CHECK_INSTANCE_TYPE((o), GST_GL_TYPE_SHADER))
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#define GST_IS_GL_SHADER_CLASS(k) (G_TYPE_CHECK_CLASS_TYPE((k), GST_GL_TYPE_SHADER))
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#define GST_GL_SHADER_GET_CLASS(o) (G_TYPE_INSTANCE_GET_CLASS((o), GST_GL_TYPE_SHADER, GstGLShaderClass))
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struct _GstGLShader {
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/*< private >*/
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GstObject parent;
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GstGLContext *context;
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GstGLShaderPrivate *priv;
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gpointer _padding[GST_PADDING];
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};
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struct _GstGLShaderClass {
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/*< private >*/
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GstObjectClass parent_class;
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};
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GstGLShader * gst_gl_shader_new (GstGLContext *context);
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GstGLShader * gst_gl_shader_new_with_stages (GstGLContext * context, GError ** error, ...);
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GstGLShader * gst_gl_shader_new_link_with_stages (GstGLContext * context, GError ** error, ...);
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GstGLShader * gst_gl_shader_new_default (GstGLContext * context, GError ** error);
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gboolean gst_gl_shader_attach (GstGLShader * shader, GstGLSLStage * stage);
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gboolean gst_gl_shader_attach_unlocked (GstGLShader * shader, GstGLSLStage * stage);
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void gst_gl_shader_detach (GstGLShader * shader, GstGLSLStage * stage);
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void gst_gl_shader_detach_unlocked (GstGLShader * shader, GstGLSLStage * stage);
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gboolean gst_gl_shader_compile_attach_stage (GstGLShader * shader,
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GstGLSLStage *stage,
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GError ** error);
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gboolean gst_gl_shader_link (GstGLShader * shader, GError ** error);
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gboolean gst_gl_shader_is_linked (GstGLShader *shader);
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int gst_gl_shader_get_program_handle (GstGLShader * shader);
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void gst_gl_shader_release (GstGLShader *shader);
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void gst_gl_shader_release_unlocked (GstGLShader * shader);
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void gst_gl_shader_use (GstGLShader *shader);
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void gst_gl_context_clear_shader (GstGLContext *context);
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void gst_gl_shader_set_uniform_1i (GstGLShader *shader, const gchar *name, gint value);
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void gst_gl_shader_set_uniform_1iv (GstGLShader *shader, const gchar *name, guint count, gint *value);
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void gst_gl_shader_set_uniform_1f (GstGLShader *shader, const gchar *name, gfloat value);
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void gst_gl_shader_set_uniform_1fv (GstGLShader *shader, const gchar *name, guint count, gfloat *value);
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void gst_gl_shader_set_uniform_2i (GstGLShader *shader, const gchar *name, gint v0, gint v1);
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void gst_gl_shader_set_uniform_2iv (GstGLShader *shader, const gchar *name, guint count, gint *value);
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void gst_gl_shader_set_uniform_2f (GstGLShader *shader, const gchar *name, gfloat v0, gfloat v1);
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void gst_gl_shader_set_uniform_2fv (GstGLShader *shader, const gchar *name, guint count, gfloat *value);
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void gst_gl_shader_set_uniform_3i (GstGLShader *shader, const gchar *name, gint v0, gint v1, gint v2);
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void gst_gl_shader_set_uniform_3iv (GstGLShader *shader, const gchar *name, guint count, gint * value);
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void gst_gl_shader_set_uniform_3f (GstGLShader *shader, const gchar *name, gfloat v0, gfloat v1, gfloat v2);
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void gst_gl_shader_set_uniform_3fv (GstGLShader *shader, const gchar *name, guint count, gfloat *value);
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void gst_gl_shader_set_uniform_4i (GstGLShader *shader, const gchar *name, gint v0, gint v1, gint v2, gint v3);
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void gst_gl_shader_set_uniform_4iv (GstGLShader *shader, const gchar *name, guint count, gint *value);
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void gst_gl_shader_set_uniform_4f (GstGLShader *shader, const gchar *name, gfloat v0, gfloat v1, gfloat v2, gfloat v3);
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void gst_gl_shader_set_uniform_4fv (GstGLShader *shader, const gchar *name, guint count, gfloat *value);
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void gst_gl_shader_set_uniform_matrix_2fv (GstGLShader *shader, const gchar *name, gint count, gboolean transpose, const gfloat* value);
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void gst_gl_shader_set_uniform_matrix_3fv (GstGLShader *shader, const gchar *name, gint count, gboolean transpose, const gfloat* value);
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void gst_gl_shader_set_uniform_matrix_4fv (GstGLShader *shader, const gchar *name, gint count, gboolean transpose, const gfloat* value);
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#if GST_GL_HAVE_OPENGL
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void gst_gl_shader_set_uniform_matrix_2x3fv (GstGLShader *shader, const gchar *name, gint count, gboolean transpose, const gfloat* value);
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void gst_gl_shader_set_uniform_matrix_2x4fv (GstGLShader *shader, const gchar *name, gint count, gboolean transpose, const gfloat* value);
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void gst_gl_shader_set_uniform_matrix_3x2fv (GstGLShader *shader, const gchar *name, gint count, gboolean transpose, const gfloat* value);
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void gst_gl_shader_set_uniform_matrix_3x4fv (GstGLShader *shader, const gchar *name, gint count, gboolean transpose, const gfloat* value);
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void gst_gl_shader_set_uniform_matrix_4x2fv (GstGLShader *shader, const gchar *name, gint count, gboolean transpose, const gfloat* value);
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void gst_gl_shader_set_uniform_matrix_4x3fv (GstGLShader *shader, const gchar *name, gint count, gboolean transpose, const gfloat* value);
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#endif
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gint gst_gl_shader_get_attribute_location (GstGLShader *shader, const gchar *name);
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void gst_gl_shader_bind_attribute_location (GstGLShader * shader, guint index, const gchar * name);
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void gst_gl_shader_bind_frag_data_location (GstGLShader * shader, guint index, const gchar * name);
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G_END_DECLS
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#endif /* __GST_GL_SHADER_H__ */
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