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123 lines
6.8 KiB
C
123 lines
6.8 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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#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_GL_IS_SHADER(o) (G_TYPE_CHECK_INSTANCE_TYPE((o), GST_GL_TYPE_SHADER))
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#define GST_GL_IS_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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#define GST_GL_SHADER_ERROR (gst_gl_shader_error_quark ())
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typedef enum {
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GST_GL_SHADER_ERROR_COMPILE,
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GST_GL_SHADER_ERROR_LINK,
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GST_GL_SHADER_ERROR_PROGRAM
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} GstGLShaderError;
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typedef enum {
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GST_GL_SHADER_FRAGMENT_SOURCE,
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GST_GL_SHADER_VERTEX_SOURCE
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} GstGLShaderSourceType;
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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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};
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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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/* methods */
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GQuark gst_gl_shader_error_quark (void);
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GType gst_gl_shader_get_type (void);
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GstGLShader * gst_gl_shader_new (GstGLContext *context);
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void gst_gl_shader_set_vertex_source (GstGLShader *shader, const gchar *src);
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void gst_gl_shader_set_fragment_source (GstGLShader *shader, const gchar *src);
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const gchar * gst_gl_shader_get_vertex_source (GstGLShader *shader);
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const gchar * gst_gl_shader_get_fragment_source (GstGLShader *shader);
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void gst_gl_shader_set_active (GstGLShader *shader, gboolean active);
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gboolean gst_gl_shader_is_compiled (GstGLShader *shader);
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gboolean gst_gl_shader_compile (GstGLShader *shader, GError **error);
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gboolean gst_gl_shader_compile_and_check (GstGLShader *shader, const gchar *source, GstGLShaderSourceType type);
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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[]);
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#if GST_GL_HAVE_GLES2
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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[]);
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gboolean gst_gl_shader_compile_with_default_v_and_check (GstGLShader *shader, const gchar *f_src, GLint *pos_loc, GLint *tex_loc);
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gboolean gst_gl_shader_compile_with_default_vf_and_check (GstGLShader *shader, GLint *pos_loc, GLint *tex_loc);
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#endif
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void gst_gl_shader_release (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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G_END_DECLS
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#endif /* __GST_GL_SHADER_H__ */
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