gstreamer/gst-libs/gst/gl/gstglshader.h
Matthew Waters ccbf43987f glshader: add glBindFragDataLocation
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.
2017-12-09 19:32:18 +00:00

111 lines
6.7 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.
*/
#ifndef __GST_GL_SHADER_H__
#define __GST_GL_SHADER_H__
#include <gst/gl/gstgl_fwd.h>
G_BEGIN_DECLS
GType gst_gl_shader_get_type (void);
#define GST_GL_TYPE_SHADER (gst_gl_shader_get_type())
#define GST_GL_SHADER(o) (G_TYPE_CHECK_INSTANCE_CAST((o), GST_GL_TYPE_SHADER, GstGLShader))
#define GST_GL_SHADER_CLASS(k) (G_TYPE_CHECK_CLASS((k), GST_GL_TYPE_SHADER, GstGLShaderClass))
#define GST_IS_GL_SHADER(o) (G_TYPE_CHECK_INSTANCE_TYPE((o), GST_GL_TYPE_SHADER))
#define GST_IS_GL_SHADER_CLASS(k) (G_TYPE_CHECK_CLASS_TYPE((k), GST_GL_TYPE_SHADER))
#define GST_GL_SHADER_GET_CLASS(o) (G_TYPE_INSTANCE_GET_CLASS((o), GST_GL_TYPE_SHADER, GstGLShaderClass))
struct _GstGLShader {
/*< private >*/
GstObject parent;
GstGLContext *context;
GstGLShaderPrivate *priv;
gpointer _padding[GST_PADDING];
};
struct _GstGLShaderClass {
/*< private >*/
GstObjectClass parent_class;
};
GstGLShader * gst_gl_shader_new (GstGLContext *context);
GstGLShader * gst_gl_shader_new_with_stages (GstGLContext * context, GError ** error, ...);
GstGLShader * gst_gl_shader_new_link_with_stages (GstGLContext * context, GError ** error, ...);
GstGLShader * gst_gl_shader_new_default (GstGLContext * context, GError ** error);
gboolean gst_gl_shader_attach (GstGLShader * shader, GstGLSLStage * stage);
gboolean gst_gl_shader_attach_unlocked (GstGLShader * shader, GstGLSLStage * stage);
void gst_gl_shader_detach (GstGLShader * shader, GstGLSLStage * stage);
void gst_gl_shader_detach_unlocked (GstGLShader * shader, GstGLSLStage * stage);
gboolean gst_gl_shader_compile_attach_stage (GstGLShader * shader,
GstGLSLStage *stage,
GError ** error);
gboolean gst_gl_shader_link (GstGLShader * shader, GError ** error);
gboolean gst_gl_shader_is_linked (GstGLShader *shader);
int gst_gl_shader_get_program_handle (GstGLShader * shader);
void gst_gl_shader_release (GstGLShader *shader);
void gst_gl_shader_release_unlocked (GstGLShader * shader);
void gst_gl_shader_use (GstGLShader *shader);
void gst_gl_context_clear_shader (GstGLContext *context);
void gst_gl_shader_set_uniform_1i (GstGLShader *shader, const gchar *name, gint value);
void gst_gl_shader_set_uniform_1iv (GstGLShader *shader, const gchar *name, guint count, gint *value);
void gst_gl_shader_set_uniform_1f (GstGLShader *shader, const gchar *name, gfloat value);
void gst_gl_shader_set_uniform_1fv (GstGLShader *shader, const gchar *name, guint count, gfloat *value);
void gst_gl_shader_set_uniform_2i (GstGLShader *shader, const gchar *name, gint v0, gint v1);
void gst_gl_shader_set_uniform_2iv (GstGLShader *shader, const gchar *name, guint count, gint *value);
void gst_gl_shader_set_uniform_2f (GstGLShader *shader, const gchar *name, gfloat v0, gfloat v1);
void gst_gl_shader_set_uniform_2fv (GstGLShader *shader, const gchar *name, guint count, gfloat *value);
void gst_gl_shader_set_uniform_3i (GstGLShader *shader, const gchar *name, gint v0, gint v1, gint v2);
void gst_gl_shader_set_uniform_3iv (GstGLShader *shader, const gchar *name, guint count, gint * value);
void gst_gl_shader_set_uniform_3f (GstGLShader *shader, const gchar *name, gfloat v0, gfloat v1, gfloat v2);
void gst_gl_shader_set_uniform_3fv (GstGLShader *shader, const gchar *name, guint count, gfloat *value);
void gst_gl_shader_set_uniform_4i (GstGLShader *shader, const gchar *name, gint v0, gint v1, gint v2, gint v3);
void gst_gl_shader_set_uniform_4iv (GstGLShader *shader, const gchar *name, guint count, gint *value);
void gst_gl_shader_set_uniform_4f (GstGLShader *shader, const gchar *name, gfloat v0, gfloat v1, gfloat v2, gfloat v3);
void gst_gl_shader_set_uniform_4fv (GstGLShader *shader, const gchar *name, guint count, gfloat *value);
void gst_gl_shader_set_uniform_matrix_2fv (GstGLShader *shader, const gchar *name, gint count, gboolean transpose, const gfloat* value);
void gst_gl_shader_set_uniform_matrix_3fv (GstGLShader *shader, const gchar *name, gint count, gboolean transpose, const gfloat* value);
void gst_gl_shader_set_uniform_matrix_4fv (GstGLShader *shader, const gchar *name, gint count, gboolean transpose, const gfloat* 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);
void gst_gl_shader_set_uniform_matrix_2x4fv (GstGLShader *shader, const gchar *name, gint count, gboolean transpose, const gfloat* value);
void gst_gl_shader_set_uniform_matrix_3x2fv (GstGLShader *shader, const gchar *name, gint count, gboolean transpose, const gfloat* value);
void gst_gl_shader_set_uniform_matrix_3x4fv (GstGLShader *shader, const gchar *name, gint count, gboolean transpose, const gfloat* value);
void gst_gl_shader_set_uniform_matrix_4x2fv (GstGLShader *shader, const gchar *name, gint count, gboolean transpose, const gfloat* value);
void gst_gl_shader_set_uniform_matrix_4x3fv (GstGLShader *shader, const gchar *name, gint count, gboolean transpose, const gfloat* value);
#endif
gint gst_gl_shader_get_attribute_location (GstGLShader *shader, const gchar *name);
void gst_gl_shader_bind_attribute_location (GstGLShader * shader, guint index, const gchar * name);
void gst_gl_shader_bind_frag_data_location (GstGLShader * shader, guint index, const gchar * name);
G_END_DECLS
#endif /* __GST_GL_SHADER_H__ */