gstreamer/gst-libs/gst/gl/gstglshader.c
Neos3452 7d83351172 glshader: prevent from getting attributes without vertex shader
It doesn't make sense to query for vertex attributes without a vertex
shader. Moreover this is causing a crash on OSX.

https://bugzilla.gnome.org/show_bug.cgi?id=746168
2017-12-09 19:31:57 +00:00

1200 lines
32 KiB
C

/*
* GStreamer
* Copyright (C) 2008 Filippo Argiolas <filippo.argiolas@gmail.com>
* Copyright (C) 2014 Julien Isorce <julien.isorce@collabora.co.uk>
*
* 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_OBJECT (shader, "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);
GST_DEBUG_OBJECT (shader, "Created new GLShader for context %" GST_PTR_FORMAT,
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);
if (0 == priv->vertex_handle)
return -1;
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");
}