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https://gitlab.freedesktop.org/gstreamer/gstreamer.git
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1334 lines
36 KiB
C
1334 lines
36 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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#ifdef HAVE_CONFIG_H
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#include "config.h"
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#endif
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#include "gl.h"
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#include "gstglshader.h"
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#include "gstglsl_private.h"
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/**
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* SECTION:gstglshader
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* @title: GstGLShader
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* @short_description: object representing an OpenGL shader program
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* @see_also: #GstGLSLStage
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*/
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#ifndef GLhandleARB
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#define GLhandleARB GLuint
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#endif
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#define USING_OPENGL(context) (gst_gl_context_check_gl_version (context, GST_GL_API_OPENGL, 1, 0))
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#define USING_OPENGL3(context) (gst_gl_context_check_gl_version (context, GST_GL_API_OPENGL3, 3, 1))
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#define USING_GLES(context) (gst_gl_context_check_gl_version (context, GST_GL_API_GLES, 1, 0))
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#define USING_GLES2(context) (gst_gl_context_check_gl_version (context, GST_GL_API_GLES2, 2, 0))
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#define USING_GLES3(context) (gst_gl_context_check_gl_version (context, GST_GL_API_GLES2, 3, 0))
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typedef struct _GstGLShaderVTable
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{
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GLuint (GSTGLAPI * CreateProgram) (void);
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void (GSTGLAPI * DeleteProgram) (GLuint program);
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void (GSTGLAPI * UseProgram) (GLuint program);
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void (GSTGLAPI * GetAttachedShaders) (GLuint program, GLsizei maxcount,
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GLsizei * count, GLuint * shaders);
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GLuint (GSTGLAPI * CreateShader) (GLenum shaderType);
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void (GSTGLAPI * DeleteShader) (GLuint shader);
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void (GSTGLAPI * AttachShader) (GLuint program, GLuint shader);
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void (GSTGLAPI * DetachShader) (GLuint program, GLuint shader);
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void (GSTGLAPI * GetShaderiv) (GLuint program, GLenum pname, GLint * params);
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void (GSTGLAPI * GetProgramiv) (GLuint program, GLenum pname, GLint * params);
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void (GSTGLAPI * GetShaderInfoLog) (GLuint shader, GLsizei maxLength,
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GLsizei * length, char *log);
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void (GSTGLAPI * GetProgramInfoLog) (GLuint shader, GLsizei maxLength,
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GLsizei * length, char *log);
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} GstGLShaderVTable;
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enum
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{
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PROP_0,
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PROP_LINKED,
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};
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struct _GstGLShaderPrivate
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{
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GLhandleARB program_handle;
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GList *stages;
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gboolean linked;
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GHashTable *uniform_locations;
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GstGLSLFuncs vtable;
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};
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GST_DEBUG_CATEGORY_STATIC (gst_gl_shader_debug);
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#define GST_CAT_DEFAULT gst_gl_shader_debug
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#define DEBUG_INIT \
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GST_DEBUG_CATEGORY_INIT (gst_gl_shader_debug, "glshader", 0, "shader");
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G_DEFINE_TYPE_WITH_CODE (GstGLShader, gst_gl_shader, GST_TYPE_OBJECT,
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G_ADD_PRIVATE (GstGLShader) DEBUG_INIT);
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static void
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_cleanup_shader (GstGLContext * context, GstGLShader * shader)
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{
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GstGLShaderPrivate *priv = shader->priv;
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GST_OBJECT_LOCK (shader);
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/* release shader objects */
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gst_gl_shader_release_unlocked (shader);
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/* delete program */
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if (priv->program_handle) {
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GST_TRACE ("finalizing program shader %u", priv->program_handle);
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priv->vtable.DeleteProgram (priv->program_handle);
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}
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GST_DEBUG ("shader deleted %u", priv->program_handle);
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GST_OBJECT_UNLOCK (shader);
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}
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static void
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gst_gl_shader_finalize (GObject * object)
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{
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GstGLShader *shader;
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GstGLShaderPrivate *priv;
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shader = GST_GL_SHADER (object);
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priv = shader->priv;
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GST_TRACE_OBJECT (shader, "finalizing shader %u", priv->program_handle);
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gst_gl_context_thread_add (shader->context,
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(GstGLContextThreadFunc) _cleanup_shader, shader);
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priv->program_handle = 0;
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g_hash_table_destroy (priv->uniform_locations);
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if (shader->context) {
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gst_object_unref (shader->context);
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shader->context = NULL;
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}
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G_OBJECT_CLASS (gst_gl_shader_parent_class)->finalize (object);
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}
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static void
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gst_gl_shader_set_property (GObject * object,
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guint prop_id, const GValue * value, GParamSpec * pspec)
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{
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switch (prop_id) {
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default:
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G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec);
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break;
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}
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}
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static void
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gst_gl_shader_get_property (GObject * object,
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guint prop_id, GValue * value, GParamSpec * pspec)
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{
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GstGLShader *shader = GST_GL_SHADER (object);
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GstGLShaderPrivate *priv = shader->priv;
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switch (prop_id) {
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case PROP_LINKED:
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g_value_set_boolean (value, priv->linked);
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break;
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default:
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G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec);
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break;
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}
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}
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static void
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gst_gl_shader_class_init (GstGLShaderClass * klass)
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{
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/* bind class methods .. */
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GObjectClass *obj_class = G_OBJECT_CLASS (klass);
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obj_class->finalize = gst_gl_shader_finalize;
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obj_class->set_property = gst_gl_shader_set_property;
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obj_class->get_property = gst_gl_shader_get_property;
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/* .. and install properties */
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g_object_class_install_property (obj_class,
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PROP_LINKED,
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g_param_spec_boolean ("linked",
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"Linked",
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"Shader link status", FALSE,
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G_PARAM_READABLE | G_PARAM_STATIC_STRINGS));
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}
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static void
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gst_gl_shader_init (GstGLShader * self)
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{
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/* initialize sources and create program object */
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GstGLShaderPrivate *priv;
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priv = self->priv = gst_gl_shader_get_instance_private (self);
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priv->linked = FALSE;
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priv->uniform_locations =
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g_hash_table_new_full (g_str_hash, g_str_equal, g_free, NULL);
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}
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static int
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_get_uniform_location (GstGLShader * shader, const gchar * name)
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{
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GstGLShaderPrivate *priv = shader->priv;
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int location;
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gpointer value;
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g_return_val_if_fail (priv->linked, 0);
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if (!g_hash_table_lookup_extended (priv->uniform_locations, name, NULL,
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&value)) {
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const GstGLFuncs *gl = shader->context->gl_vtable;
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location = gl->GetUniformLocation (priv->program_handle, name);
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g_hash_table_insert (priv->uniform_locations, g_strdup (name),
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GINT_TO_POINTER (location));
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} else {
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location = GPOINTER_TO_INT (value);
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}
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GST_TRACE_OBJECT (shader, "Retrieved uniform \'%s\' location %i", name,
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location);
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return location;
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}
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static GstGLShader *
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_new_with_stages_va_list (GstGLContext * context, GError ** error,
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va_list varargs)
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{
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GstGLShader *shader;
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GstGLSLStage *stage;
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gboolean to_unref_and_out = FALSE;
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g_return_val_if_fail (GST_IS_GL_CONTEXT (context), NULL);
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shader = g_object_new (GST_TYPE_GL_SHADER, NULL);
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gst_object_ref_sink (shader);
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shader->context = gst_object_ref (context);
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while ((stage = va_arg (varargs, GstGLSLStage *))) {
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if (to_unref_and_out) {
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gst_object_unref (stage);
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continue;
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}
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if (!gst_glsl_stage_compile (stage, error)) {
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gst_object_unref (stage);
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to_unref_and_out = TRUE;
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continue;
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}
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if (!gst_gl_shader_attach (shader, stage)) {
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g_set_error (error, GST_GLSL_ERROR, GST_GLSL_ERROR_PROGRAM,
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"Failed to attach stage to program");
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to_unref_and_out = TRUE;
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continue;
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}
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}
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if (to_unref_and_out) {
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gst_object_unref (shader);
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return NULL;
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}
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return shader;
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}
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/**
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* gst_gl_shader_new_link_with_stages:
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* @context: a #GstGLContext
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* @error: a #GError
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* @...: a NULL terminated list of #GstGLSLStage's
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*
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* Each stage will attempt to be compiled and attached to @shader. Then
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* the shader will be linked. On error, %NULL will be returned and @error will
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* contain the details of the error.
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*
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* Note: must be called in the GL thread
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*
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* Returns: (transfer full): a new @shader with the specified stages.
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*
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* Since: 1.8
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*/
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GstGLShader *
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gst_gl_shader_new_link_with_stages (GstGLContext * context, GError ** error,
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...)
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{
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GstGLShader *shader;
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va_list varargs;
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va_start (varargs, error);
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shader = _new_with_stages_va_list (context, error, varargs);
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va_end (varargs);
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if (!shader)
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return NULL;
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if (!gst_gl_shader_link (shader, error))
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return NULL;
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return shader;
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}
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/**
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* gst_gl_shader_new_with_stages:
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* @context: a #GstGLContext
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* @error: a #GError
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* @...: a NULL terminated list of #GstGLSLStage's
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*
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* Each stage will attempt to be compiled and attached to @shader. On error,
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* %NULL will be returned and @error will contain the details of the error.
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*
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* Note: must be called in the GL thread
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*
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* Returns: (transfer full): a new @shader with the specified stages.
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*
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* Since: 1.8
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*/
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GstGLShader *
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gst_gl_shader_new_with_stages (GstGLContext * context, GError ** error, ...)
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{
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GstGLShader *shader;
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va_list varargs;
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va_start (varargs, error);
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shader = _new_with_stages_va_list (context, error, varargs);
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va_end (varargs);
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return shader;
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}
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/**
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* gst_gl_shader_new:
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* @context: a #GstGLContext
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*
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* Note: must be called in the GL thread
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*
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* Returns: (transfer full): a new empty @shader
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*/
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GstGLShader *
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gst_gl_shader_new (GstGLContext * context)
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{
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return gst_gl_shader_new_with_stages (context, NULL, NULL);
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}
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/**
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* gst_gl_shader_new_default:
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* @context: a #GstGLContext
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* @error: a #GError that is filled on failure
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*
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* Note: must be called in the GL thread
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*
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* Returns: (transfer full): a default @shader or %NULL on failure
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*
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* Since: 1.8
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*/
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GstGLShader *
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gst_gl_shader_new_default (GstGLContext * context, GError ** error)
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{
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return gst_gl_shader_new_link_with_stages (context, error,
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gst_glsl_stage_new_default_vertex (context),
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gst_glsl_stage_new_default_fragment (context), NULL);
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}
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/**
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* gst_gl_shader_is_linked:
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* @shader: a #GstGLShader
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*
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* Note: must be called in the GL thread
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*
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* Returns: whether @shader has been successfully linked
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*
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* Since: 1.8
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*/
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gboolean
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gst_gl_shader_is_linked (GstGLShader * shader)
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{
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gboolean ret;
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g_return_val_if_fail (GST_IS_GL_SHADER (shader), FALSE);
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GST_OBJECT_LOCK (shader);
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ret = shader->priv->linked;
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GST_OBJECT_UNLOCK (shader);
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return ret;
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}
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static gboolean
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_ensure_program (GstGLShader * shader)
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{
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if (shader->priv->program_handle)
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return TRUE;
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shader->priv->program_handle = shader->priv->vtable.CreateProgram ();
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return shader->priv->program_handle != 0;
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}
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/**
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* gst_gl_shader_get_program_handle:
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* @shader: a #GstGLShader
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*
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* Returns: the GL program handle for this shader
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*
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* Since: 1.8
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*/
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int
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gst_gl_shader_get_program_handle (GstGLShader * shader)
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{
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int ret;
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g_return_val_if_fail (GST_IS_GL_SHADER (shader), 0);
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GST_OBJECT_LOCK (shader);
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ret = (int) shader->priv->program_handle;
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GST_OBJECT_UNLOCK (shader);
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return ret;
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}
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/**
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* gst_gl_shader_detach_unlocked:
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* @shader: a #GstGLShader
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* @stage: a #GstGLSLStage to attach
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*
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* Detaches @stage from @shader. @stage must have been successfully attached
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* to @shader with gst_gl_shader_attach() or gst_gl_shader_attach_unlocked().
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*
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* Note: must be called in the GL thread
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*
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* Since: 1.8
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*/
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void
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gst_gl_shader_detach_unlocked (GstGLShader * shader, GstGLSLStage * stage)
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{
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guint stage_handle;
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GList *elem;
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g_return_if_fail (GST_IS_GL_SHADER (shader));
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g_return_if_fail (GST_IS_GLSL_STAGE (stage));
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if (!_gst_glsl_funcs_fill (&shader->priv->vtable, shader->context)) {
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GST_WARNING_OBJECT (shader, "Failed to retrieve required GLSL functions");
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return;
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}
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if (!shader->priv->program_handle)
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return;
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elem = g_list_find (shader->priv->stages, stage);
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if (!elem) {
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GST_FIXME_OBJECT (shader, "Could not find stage %p in shader %p", stage,
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shader);
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return;
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}
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stage_handle = gst_glsl_stage_get_handle (stage);
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if (!stage_handle) {
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GST_FIXME_OBJECT (shader, "Stage %p doesn't have a GL handle", stage);
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return;
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}
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if (shader->context->gl_vtable->IsProgram)
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g_assert (shader->context->gl_vtable->IsProgram (shader->
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priv->program_handle));
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if (shader->context->gl_vtable->IsShader)
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g_assert (shader->context->gl_vtable->IsShader (stage_handle));
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GST_LOG_OBJECT (shader, "detaching shader %i from program %i", stage_handle,
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(int) shader->priv->program_handle);
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shader->priv->vtable.DetachShader (shader->priv->program_handle,
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stage_handle);
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shader->priv->stages = g_list_delete_link (shader->priv->stages, elem);
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gst_object_unref (stage);
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}
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/**
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* gst_gl_shader_detach:
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* @shader: a #GstGLShader
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* @stage: a #GstGLSLStage to attach
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*
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* Detaches @stage from @shader. @stage must have been successfully attached
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* to @shader with gst_gl_shader_attach() or gst_gl_shader_attach_unlocked().
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*
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* Note: must be called in the GL thread
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*
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* Since: 1.8
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*/
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void
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gst_gl_shader_detach (GstGLShader * shader, GstGLSLStage * stage)
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{
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g_return_if_fail (GST_IS_GL_SHADER (shader));
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g_return_if_fail (GST_IS_GLSL_STAGE (stage));
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GST_OBJECT_LOCK (shader);
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gst_gl_shader_detach_unlocked (shader, stage);
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GST_OBJECT_UNLOCK (shader);
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}
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/**
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* gst_gl_shader_attach_unlocked:
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* @shader: a #GstGLShader
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* @stage: (transfer floating): a #GstGLSLStage to attach
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*
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* Attaches @stage to @shader. @stage must have been successfully compiled
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* with gst_glsl_stage_compile().
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*
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* Note: must be called in the GL thread
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*
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* Returns: whether @stage could be attached to @shader
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*
|
|
* Since: 1.8
|
|
*/
|
|
gboolean
|
|
gst_gl_shader_attach_unlocked (GstGLShader * shader, GstGLSLStage * stage)
|
|
{
|
|
guint stage_handle;
|
|
|
|
g_return_val_if_fail (GST_IS_GL_SHADER (shader), FALSE);
|
|
g_return_val_if_fail (GST_IS_GLSL_STAGE (stage), FALSE);
|
|
|
|
if (!_gst_glsl_funcs_fill (&shader->priv->vtable, shader->context)) {
|
|
GST_WARNING_OBJECT (shader, "Failed to retrieve required GLSL functions");
|
|
gst_object_ref_sink (stage);
|
|
gst_object_unref (stage);
|
|
return FALSE;
|
|
}
|
|
|
|
if (!_ensure_program (shader)) {
|
|
gst_object_ref_sink (stage);
|
|
gst_object_unref (stage);
|
|
return FALSE;
|
|
}
|
|
|
|
/* already attached? */
|
|
if (g_list_find (shader->priv->stages, stage)) {
|
|
gst_object_ref_sink (stage);
|
|
gst_object_unref (stage);
|
|
return TRUE;
|
|
}
|
|
|
|
stage_handle = gst_glsl_stage_get_handle (stage);
|
|
if (!stage_handle) {
|
|
gst_object_ref_sink (stage);
|
|
gst_object_unref (stage);
|
|
return FALSE;
|
|
}
|
|
|
|
if (shader->context->gl_vtable->IsProgram)
|
|
g_assert (shader->context->gl_vtable->IsProgram (shader->
|
|
priv->program_handle));
|
|
if (shader->context->gl_vtable->IsShader)
|
|
g_assert (shader->context->gl_vtable->IsShader (stage_handle));
|
|
|
|
shader->priv->stages =
|
|
g_list_prepend (shader->priv->stages, gst_object_ref_sink (stage));
|
|
GST_LOG_OBJECT (shader, "attaching shader %i to program %i", stage_handle,
|
|
(int) shader->priv->program_handle);
|
|
shader->priv->vtable.AttachShader (shader->priv->program_handle,
|
|
stage_handle);
|
|
|
|
return TRUE;
|
|
}
|
|
|
|
/**
|
|
* gst_gl_shader_attach:
|
|
* @shader: a #GstGLShader
|
|
* @stage: (transfer floating): a #GstGLSLStage to attach
|
|
*
|
|
* Attaches @stage to @shader. @stage must have been successfully compiled
|
|
* with gst_glsl_stage_compile().
|
|
*
|
|
* Note: must be called in the GL thread
|
|
*
|
|
* Returns: whether @stage could be attached to @shader
|
|
*
|
|
* Since: 1.8
|
|
*/
|
|
gboolean
|
|
gst_gl_shader_attach (GstGLShader * shader, GstGLSLStage * stage)
|
|
{
|
|
gboolean ret;
|
|
|
|
g_return_val_if_fail (GST_IS_GL_SHADER (shader), FALSE);
|
|
g_return_val_if_fail (GST_IS_GLSL_STAGE (stage), FALSE);
|
|
|
|
GST_OBJECT_LOCK (shader);
|
|
ret = gst_gl_shader_attach_unlocked (shader, stage);
|
|
GST_OBJECT_UNLOCK (shader);
|
|
|
|
return ret;
|
|
}
|
|
|
|
/**
|
|
* gst_gl_shader_compile_attach_stage:
|
|
* @shader: a #GstGLShader
|
|
* @stage: a #GstGLSLStage to attach
|
|
* @error: a #GError
|
|
*
|
|
* Compiles @stage and attaches it to @shader.
|
|
*
|
|
* Note: must be called in the GL thread
|
|
*
|
|
* Returns: whether @stage could be compiled and attached to @shader
|
|
*
|
|
* Since: 1.8
|
|
*/
|
|
gboolean
|
|
gst_gl_shader_compile_attach_stage (GstGLShader * shader, GstGLSLStage * stage,
|
|
GError ** error)
|
|
{
|
|
g_return_val_if_fail (GST_IS_GLSL_STAGE (stage), FALSE);
|
|
|
|
if (!gst_glsl_stage_compile (stage, error)) {
|
|
return FALSE;
|
|
}
|
|
|
|
if (!gst_gl_shader_attach (shader, stage)) {
|
|
g_set_error (error, GST_GLSL_ERROR, GST_GLSL_ERROR_COMPILE,
|
|
"Failed to attach stage to shader");
|
|
return FALSE;
|
|
}
|
|
|
|
return TRUE;
|
|
}
|
|
|
|
/**
|
|
* gst_gl_shader_link:
|
|
* @shader: a #GstGLShader
|
|
* @error: a #GError
|
|
*
|
|
* Links the current list of #GstGLSLStage's in @shader.
|
|
*
|
|
* Note: must be called in the GL thread
|
|
*
|
|
* Returns: whether @shader could be linked together.
|
|
*
|
|
* Since: 1.8
|
|
*/
|
|
gboolean
|
|
gst_gl_shader_link (GstGLShader * shader, GError ** error)
|
|
{
|
|
GstGLShaderPrivate *priv;
|
|
const GstGLFuncs *gl;
|
|
gchar info_buffer[2048];
|
|
GLint status = GL_FALSE;
|
|
gint len = 0;
|
|
gboolean ret;
|
|
GList *elem;
|
|
|
|
g_return_val_if_fail (GST_IS_GL_SHADER (shader), FALSE);
|
|
|
|
GST_OBJECT_LOCK (shader);
|
|
|
|
priv = shader->priv;
|
|
gl = shader->context->gl_vtable;
|
|
|
|
if (priv->linked) {
|
|
GST_OBJECT_UNLOCK (shader);
|
|
return TRUE;
|
|
}
|
|
|
|
if (!_gst_glsl_funcs_fill (&shader->priv->vtable, shader->context)) {
|
|
g_set_error (error, GST_GLSL_ERROR, GST_GLSL_ERROR_PROGRAM,
|
|
"Failed to retrieve required GLSL functions");
|
|
GST_OBJECT_UNLOCK (shader);
|
|
return FALSE;
|
|
}
|
|
|
|
if (!_ensure_program (shader)) {
|
|
g_set_error (error, GST_GLSL_ERROR, GST_GLSL_ERROR_PROGRAM,
|
|
"Failed to create GL program object");
|
|
GST_OBJECT_UNLOCK (shader);
|
|
return FALSE;
|
|
}
|
|
|
|
GST_TRACE ("shader created %u", shader->priv->program_handle);
|
|
|
|
for (elem = shader->priv->stages; elem; elem = elem->next) {
|
|
GstGLSLStage *stage = elem->data;
|
|
|
|
if (!gst_glsl_stage_compile (stage, error)) {
|
|
GST_OBJECT_UNLOCK (shader);
|
|
return FALSE;
|
|
}
|
|
|
|
if (!gst_gl_shader_attach_unlocked (shader, stage)) {
|
|
g_set_error (error, GST_GLSL_ERROR, GST_GLSL_ERROR_COMPILE,
|
|
"Failed to attach shader %" GST_PTR_FORMAT "to program %"
|
|
GST_PTR_FORMAT, stage, shader);
|
|
GST_OBJECT_UNLOCK (shader);
|
|
return FALSE;
|
|
}
|
|
}
|
|
|
|
/* if nothing failed link shaders */
|
|
gl->LinkProgram (priv->program_handle);
|
|
status = GL_FALSE;
|
|
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_GLSL_ERROR, GST_GLSL_ERROR_LINK,
|
|
"Shader Linking failed:\n%s", info_buffer);
|
|
ret = priv->linked = FALSE;
|
|
GST_OBJECT_UNLOCK (shader);
|
|
return ret;
|
|
} else if (len > 1) {
|
|
GST_FIXME ("shader link log:\n%s", info_buffer);
|
|
}
|
|
|
|
ret = priv->linked = TRUE;
|
|
GST_OBJECT_UNLOCK (shader);
|
|
|
|
g_object_notify (G_OBJECT (shader), "linked");
|
|
|
|
return ret;
|
|
}
|
|
|
|
/**
|
|
* gst_gl_shader_release_unlocked:
|
|
* @shader: a #GstGLShader
|
|
*
|
|
* Releases the shader and stages.
|
|
*
|
|
* Note: must be called in the GL thread
|
|
*
|
|
* Since: 1.8
|
|
*/
|
|
void
|
|
gst_gl_shader_release_unlocked (GstGLShader * shader)
|
|
{
|
|
GstGLShaderPrivate *priv;
|
|
GList *elem;
|
|
|
|
g_return_if_fail (GST_IS_GL_SHADER (shader));
|
|
|
|
priv = shader->priv;
|
|
|
|
for (elem = shader->priv->stages; elem;) {
|
|
GstGLSLStage *stage = elem->data;
|
|
GList *next = elem->next;
|
|
|
|
gst_gl_shader_detach_unlocked (shader, stage);
|
|
elem = next;
|
|
}
|
|
|
|
g_list_free_full (shader->priv->stages, (GDestroyNotify) gst_object_unref);
|
|
shader->priv->stages = NULL;
|
|
|
|
priv->linked = FALSE;
|
|
g_hash_table_remove_all (priv->uniform_locations);
|
|
|
|
g_object_notify (G_OBJECT (shader), "linked");
|
|
}
|
|
|
|
/**
|
|
* gst_gl_shader_release:
|
|
* @shader: a #GstGLShader
|
|
*
|
|
* Releases the shader and stages.
|
|
*
|
|
* Note: must be called in the GL thread
|
|
*
|
|
* Since: 1.8
|
|
*/
|
|
void
|
|
gst_gl_shader_release (GstGLShader * shader)
|
|
{
|
|
g_return_if_fail (GST_IS_GL_SHADER (shader));
|
|
|
|
GST_OBJECT_LOCK (shader);
|
|
gst_gl_shader_release_unlocked (shader);
|
|
GST_OBJECT_UNLOCK (shader);
|
|
}
|
|
|
|
/**
|
|
* gst_gl_shader_use:
|
|
* @shader: a #GstGLShader
|
|
*
|
|
* Mark's @shader as being used for the next GL draw command.
|
|
*
|
|
* Note: must be called in the GL thread and @shader must have been linked.
|
|
*/
|
|
void
|
|
gst_gl_shader_use (GstGLShader * shader)
|
|
{
|
|
GstGLShaderPrivate *priv;
|
|
|
|
g_return_if_fail (GST_IS_GL_SHADER (shader));
|
|
|
|
priv = shader->priv;
|
|
|
|
g_return_if_fail (priv->program_handle);
|
|
|
|
priv->vtable.UseProgram (priv->program_handle);
|
|
|
|
return;
|
|
}
|
|
|
|
/**
|
|
* gst_gl_context_clear_shader:
|
|
* @context: a #GstGLContext
|
|
*
|
|
* Clear's the currently set shader from the GL state machine.
|
|
*
|
|
* Note: must be called in the GL thread.
|
|
*/
|
|
void
|
|
gst_gl_context_clear_shader (GstGLContext * context)
|
|
{
|
|
GstGLFuncs *gl;
|
|
|
|
g_return_if_fail (GST_IS_GL_CONTEXT (context));
|
|
|
|
gl = context->gl_vtable;
|
|
|
|
if (gl->CreateProgram)
|
|
gl->UseProgram (0);
|
|
else if (gl->CreateProgramObject)
|
|
gl->UseProgramObject (0);
|
|
}
|
|
|
|
#define set_uniform_pre_check(shader, name) \
|
|
GLint location = -1; \
|
|
g_return_if_fail (shader != NULL); \
|
|
g_return_if_fail (shader->priv->program_handle != 0); \
|
|
location = _get_uniform_location (shader, name);
|
|
|
|
#ifdef G_HAVE_ISO_VARARGS
|
|
|
|
#define set_uniform_v(gl_suffix, c_type, debug_stride, debug_str, ...) \
|
|
void \
|
|
G_PASTE(gst_gl_shader_set_uniform_,gl_suffix) (GstGLShader * shader, \
|
|
const gchar * name, guint count, const c_type * value) \
|
|
{ \
|
|
guint i; \
|
|
set_uniform_pre_check(shader, name) \
|
|
for (i = 0; i < count; i++) { \
|
|
const c_type * item = &value[i * debug_stride]; \
|
|
GST_TRACE_OBJECT (shader, "Setting uniform %s (%i) index %i to " \
|
|
debug_str, name, location, i, __VA_ARGS__); \
|
|
} \
|
|
shader->context->gl_vtable->G_PASTE(Uniform,gl_suffix) (location, count, value); \
|
|
}
|
|
|
|
#define set_uniform_func_decl(gl_suffix, ...) \
|
|
void \
|
|
G_PASTE(gst_gl_shader_set_uniform_,gl_suffix) (GstGLShader * shader, \
|
|
const gchar * name, __VA_ARGS__)
|
|
|
|
#define set_uniform_body(gl_suffix, debug_str, ...) \
|
|
{ \
|
|
set_uniform_pre_check(shader, name) \
|
|
GST_TRACE_OBJECT (shader, "Setting uniform %s (%i) = " debug_str, \
|
|
name, location, __VA_ARGS__); \
|
|
shader->context->gl_vtable->G_PASTE(Uniform,gl_suffix) (location, __VA_ARGS__); \
|
|
}
|
|
|
|
#else /* G_HAVE_ISO_VARARGS */
|
|
#if G_HAVE_GNUC_VARARGS
|
|
|
|
#define set_uniform_v(gl_suffix, c_type, debug_stride, debug_str, args...) \
|
|
void \
|
|
G_PASTE(gst_gl_shader_set_uniform_,gl_suffix) (GstGLShader * shader, \
|
|
const gchar * name, guint count, const c_type * value) \
|
|
{ \
|
|
guint i; \
|
|
set_uniform_pre_check(shader, name) \
|
|
for (i = 0; i < count; i++) { \
|
|
const c_type * item = &value[i * debug_stride]; \
|
|
GST_TRACE_OBJECT (shader, "Setting uniform %s (%i) index %i to " \
|
|
debug_str, name, location, i, ##args); \
|
|
} \
|
|
shader->context->gl_vtable->G_PASTE(Uniform,gl_suffix) (location, count, value); \
|
|
}
|
|
|
|
#define set_uniform_func_decl(gl_suffix, args...) \
|
|
void \
|
|
G_PASTE(gst_gl_shader_set_uniform_,gl_suffix) (GstGLShader * shader, \
|
|
const gchar * name, ##args)
|
|
|
|
#define set_uniform_body(gl_suffix, debug_str, args...) \
|
|
{ \
|
|
set_uniform_pre_check(shader, name) \
|
|
GST_TRACE_OBJECT (shader, "Setting uniform %s (%i) = " debug_str, \
|
|
name, location, ##args); \
|
|
shader->context->gl_vtable->G_PASTE(Uniform,gl_suffix) (location, ##args); \
|
|
}
|
|
|
|
#else
|
|
|
|
#error "No vararg support in C macros. What kind of C compiler is this?!"
|
|
|
|
#endif /* G_HAVE_GNUC_VARARGS */
|
|
#endif /* G_HAVE_ISO_VARARGS */
|
|
|
|
/* *INDENT-OFF* */
|
|
/**
|
|
* gst_gl_shader_set_uniform_1f:
|
|
* @shader: a #GstGLShader
|
|
* @name: name of the uniform
|
|
* @value: value to set
|
|
*
|
|
* Perform `glUniform1f()` for @name on @shader
|
|
*/
|
|
set_uniform_func_decl(1f, float value)
|
|
set_uniform_body(1f, "%f", value);
|
|
|
|
/**
|
|
* gst_gl_shader_set_uniform_1fv:
|
|
* @shader: a #GstGLShader
|
|
* @name: name of the uniform
|
|
* @count: number of values to set
|
|
* @value: (array length=count): values to set
|
|
*
|
|
* Perform `glUniform1fv()` for @name on @shader
|
|
*/
|
|
set_uniform_v(1fv, float, 1, "%f", item[0]);
|
|
|
|
/**
|
|
* gst_gl_shader_set_uniform_1i:
|
|
* @shader: a #GstGLShader
|
|
* @name: name of the uniform
|
|
* @value: value to set
|
|
*
|
|
* Perform `glUniform1i()` for @name on @shader
|
|
*/
|
|
set_uniform_func_decl(1i, int value)
|
|
set_uniform_body(1i, "%i", value);
|
|
|
|
/**
|
|
* gst_gl_shader_set_uniform_1iv:
|
|
* @shader: a #GstGLShader
|
|
* @name: name of the uniform
|
|
* @count: number of values to set
|
|
* @value: (array length=count): values to set
|
|
*
|
|
* Perform `glUniform1iv()` for @name on @shader
|
|
*/
|
|
set_uniform_v(1iv, int, 1, "%i", item[0]);
|
|
|
|
/**
|
|
* gst_gl_shader_set_uniform_2f:
|
|
* @shader: a #GstGLShader
|
|
* @name: name of the uniform
|
|
* @v0: first value to set
|
|
* @v1: second value to set
|
|
*
|
|
* Perform `glUniform2f()` for @name on @shader
|
|
*/
|
|
set_uniform_func_decl(2f, float v0, float v1)
|
|
set_uniform_body(2f, "%f, %f", v0, v1);
|
|
|
|
/**
|
|
* gst_gl_shader_set_uniform_2fv:
|
|
* @shader: a #GstGLShader
|
|
* @name: name of the uniform
|
|
* @count: number of values to set
|
|
* @value: (array length=count): values to set
|
|
*
|
|
* Perform `glUniform2fv()` for @name on @shader
|
|
*/
|
|
set_uniform_v(2fv, float, 2, "%f, %f", item[0], item[1]);
|
|
|
|
/**
|
|
* gst_gl_shader_set_uniform_2i:
|
|
* @shader: a #GstGLShader
|
|
* @name: name of the uniform
|
|
* @v0: first value to set
|
|
* @v1: second value to set
|
|
*
|
|
* Perform `glUniform2i()` for @name on @shader
|
|
*/
|
|
set_uniform_func_decl(2i, int v0, int v1)
|
|
set_uniform_body(2i, "%i, %i", v0, v1);
|
|
|
|
/**
|
|
* gst_gl_shader_set_uniform_2iv:
|
|
* @shader: a #GstGLShader
|
|
* @name: name of the uniform
|
|
* @count: number of values to set
|
|
* @value: (array length=count): values to set
|
|
*
|
|
* Perform `glUniform2iv()` for @name on @shader
|
|
*/
|
|
set_uniform_v(2iv, int, 2, "%i, %i", item[0], item[1]);
|
|
|
|
/**
|
|
* gst_gl_shader_set_uniform_3f:
|
|
* @shader: a #GstGLShader
|
|
* @name: name of the uniform
|
|
* @v0: first value to set
|
|
* @v1: second value to set
|
|
* @v2: third value to set
|
|
*
|
|
* Perform `glUniform3f()` for @name on @shader
|
|
*/
|
|
set_uniform_func_decl(3f, float v0, float v1, float v2)
|
|
set_uniform_body(3f, "%f, %f, %f", v0, v1, v2);
|
|
|
|
/**
|
|
* gst_gl_shader_set_uniform_3fv:
|
|
* @shader: a #GstGLShader
|
|
* @name: name of the uniform
|
|
* @count: number of values to set
|
|
* @value: (array length=count): values to set
|
|
*
|
|
* Perform `glUniform3fv()` for @name on @shader
|
|
*/
|
|
set_uniform_v(3fv, float, 3, "%f, %f, %f", item[0], item[1], item[2]);
|
|
|
|
/**
|
|
* gst_gl_shader_set_uniform_3i:
|
|
* @shader: a #GstGLShader
|
|
* @name: name of the uniform
|
|
* @v0: first value to set
|
|
* @v1: second value to set
|
|
* @v2: third value to set
|
|
*
|
|
* Perform `glUniform3i()` for @name on @shader
|
|
*/
|
|
set_uniform_func_decl(3i, int v0, int v1, int v2)
|
|
set_uniform_body(3i, "%i, %i, %i", v0, v1, v2);
|
|
|
|
/**
|
|
* gst_gl_shader_set_uniform_3iv:
|
|
* @shader: a #GstGLShader
|
|
* @name: name of the uniform
|
|
* @count: number of values to set
|
|
* @value: (array length=count): values to set
|
|
*
|
|
* Perform `glUniform3iv()` for @name on @shader
|
|
*/
|
|
set_uniform_v(3iv, int, 3, "%i, %i, %i", item[0], item[1], item[2]);
|
|
|
|
/**
|
|
* gst_gl_shader_set_uniform_4f:
|
|
* @shader: a #GstGLShader
|
|
* @name: name of the uniform
|
|
* @v0: first value to set
|
|
* @v1: second value to set
|
|
* @v2: third value to set
|
|
* @v3: fourth value to set
|
|
*
|
|
* Perform `glUniform4f()` for @name on @shader
|
|
*/
|
|
set_uniform_func_decl(4f, float v0, float v1, float v2, float v3)
|
|
set_uniform_body(4f, "%f, %f, %f, %f", v0, v1, v2, v3);
|
|
|
|
/**
|
|
* gst_gl_shader_set_uniform_4fv:
|
|
* @shader: a #GstGLShader
|
|
* @name: name of the uniform
|
|
* @count: number of values to set
|
|
* @value: (array length=count): values to set
|
|
*
|
|
* Perform `glUniform4fv()` for @name on @shader
|
|
*/
|
|
set_uniform_v(4fv, float, 4, "%f, %f, %f, %f", item[0], item[1], item[2], item[3]);
|
|
|
|
/**
|
|
* gst_gl_shader_set_uniform_4i:
|
|
* @shader: a #GstGLShader
|
|
* @name: name of the uniform
|
|
* @v0: first value to set
|
|
* @v1: second value to set
|
|
* @v2: third value to set
|
|
* @v3: fourth value to set
|
|
*
|
|
* Perform `glUniform4i()` for @name on @shader
|
|
*/
|
|
set_uniform_func_decl(4i, int v0, int v1, int v2, int v3)
|
|
set_uniform_body(4i, "%i, %i, %i, %i", v0, v1, v2, v3);
|
|
|
|
/**
|
|
* gst_gl_shader_set_uniform_4iv:
|
|
* @shader: a #GstGLShader
|
|
* @name: name of the uniform
|
|
* @count: number of values to set
|
|
* @value: (array length=count): values to set
|
|
*
|
|
* Perform `glUniform4iv()` for @name on @shader
|
|
*/
|
|
set_uniform_v(4iv, int, 4, "%i, %i, %i, %i", item[0], item[1], item[2], item[3]);
|
|
/* *INDENT-ON* */
|
|
|
|
/**
|
|
* gst_gl_shader_set_uniform_matrix_2fv:
|
|
* @shader: a #GstGLShader
|
|
* @name: name of the uniform
|
|
* @count: number of 2x2 matrices to set
|
|
* @transpose: transpose the matrix
|
|
* @value: matrix to set
|
|
*
|
|
* Perform `glUniformMatrix2fv()` for @name on @shader
|
|
*/
|
|
void
|
|
gst_gl_shader_set_uniform_matrix_2fv (GstGLShader * shader, const gchar * name,
|
|
gint count, gboolean transpose, const gfloat * value)
|
|
{
|
|
set_uniform_pre_check (shader, name);
|
|
shader->context->gl_vtable->UniformMatrix2fv (location, count, transpose,
|
|
value);
|
|
}
|
|
|
|
/**
|
|
* gst_gl_shader_set_uniform_matrix_3fv:
|
|
* @shader: a #GstGLShader
|
|
* @name: name of the uniform
|
|
* @count: number of 3x3 matrices to set
|
|
* @transpose: transpose the matrix
|
|
* @value: values to set
|
|
*
|
|
* Perform `glUniformMatrix3fv()` for @name on @shader
|
|
*/
|
|
void
|
|
gst_gl_shader_set_uniform_matrix_3fv (GstGLShader * shader, const gchar * name,
|
|
gint count, gboolean transpose, const gfloat * value)
|
|
{
|
|
set_uniform_pre_check (shader, name);
|
|
shader->context->gl_vtable->UniformMatrix3fv (location, count, transpose,
|
|
value);
|
|
}
|
|
|
|
/**
|
|
* gst_gl_shader_set_uniform_matrix_4fv:
|
|
* @shader: a #GstGLShader
|
|
* @name: name of the uniform
|
|
* @count: number of 4x4 matrices to set
|
|
* @transpose: transpose the matrix
|
|
* @value: values to set
|
|
*
|
|
* Perform `glUniformMatrix4fv()` for @name on @shader
|
|
*/
|
|
void
|
|
gst_gl_shader_set_uniform_matrix_4fv (GstGLShader * shader, const gchar * name,
|
|
gint count, gboolean transpose, const gfloat * value)
|
|
{
|
|
set_uniform_pre_check (shader, name);
|
|
shader->context->gl_vtable->UniformMatrix4fv (location, count, transpose,
|
|
value);
|
|
}
|
|
|
|
/**
|
|
* gst_gl_shader_set_uniform_matrix_2x3fv:
|
|
* @shader: a #GstGLShader
|
|
* @name: name of the uniform
|
|
* @count: number of 2x3 matrices to set
|
|
* @transpose: transpose the matrix
|
|
* @value: values to set
|
|
*
|
|
* Perform `glUniformMatrix2x3fv()` for @name on @shader
|
|
*/
|
|
void
|
|
gst_gl_shader_set_uniform_matrix_2x3fv (GstGLShader * shader,
|
|
const gchar * name, gint count, gboolean transpose, const gfloat * value)
|
|
{
|
|
set_uniform_pre_check (shader, name);
|
|
shader->context->gl_vtable->UniformMatrix2x3fv (location, count, transpose,
|
|
value);
|
|
}
|
|
|
|
/**
|
|
* gst_gl_shader_set_uniform_matrix_2x4fv:
|
|
* @shader: a #GstGLShader
|
|
* @name: name of the uniform
|
|
* @count: number of 2x4 matrices to set
|
|
* @transpose: transpose the matrix
|
|
* @value: values to set
|
|
*
|
|
* Perform `glUniformMatrix2x4fv()` for @name on @shader
|
|
*/
|
|
void
|
|
gst_gl_shader_set_uniform_matrix_2x4fv (GstGLShader * shader,
|
|
const gchar * name, gint count, gboolean transpose, const gfloat * value)
|
|
{
|
|
set_uniform_pre_check (shader, name);
|
|
shader->context->gl_vtable->UniformMatrix2x4fv (location, count, transpose,
|
|
value);
|
|
}
|
|
|
|
/**
|
|
* gst_gl_shader_set_uniform_matrix_3x2fv:
|
|
* @shader: a #GstGLShader
|
|
* @name: name of the uniform
|
|
* @count: number of 3x2 matrices to set
|
|
* @transpose: transpose the matrix
|
|
* @value: values to set
|
|
*
|
|
* Perform `glUniformMatrix3x2fv()` for @name on @shader
|
|
*/
|
|
void
|
|
gst_gl_shader_set_uniform_matrix_3x2fv (GstGLShader * shader,
|
|
const gchar * name, gint count, gboolean transpose, const gfloat * value)
|
|
{
|
|
set_uniform_pre_check (shader, name);
|
|
shader->context->gl_vtable->UniformMatrix3x2fv (location, count, transpose,
|
|
value);
|
|
}
|
|
|
|
/**
|
|
* gst_gl_shader_set_uniform_matrix_3x4fv:
|
|
* @shader: a #GstGLShader
|
|
* @name: name of the uniform
|
|
* @count: number of 3x4 matrices to set
|
|
* @transpose: transpose the matrix
|
|
* @value: values to set
|
|
*
|
|
* Perform `glUniformMatrix3x4fv()` for @name on @shader
|
|
*/
|
|
void
|
|
gst_gl_shader_set_uniform_matrix_3x4fv (GstGLShader * shader,
|
|
const gchar * name, gint count, gboolean transpose, const gfloat * value)
|
|
{
|
|
set_uniform_pre_check (shader, name);
|
|
shader->context->gl_vtable->UniformMatrix3x4fv (location, count, transpose,
|
|
value);
|
|
}
|
|
|
|
/**
|
|
* gst_gl_shader_set_uniform_matrix_4x2fv:
|
|
* @shader: a #GstGLShader
|
|
* @name: name of the uniform
|
|
* @count: number of 4x2 matrices to set
|
|
* @transpose: transpose the matrix
|
|
* @value: values to set
|
|
*
|
|
* Perform `glUniformMatrix4x2fv()` for @name on @shader
|
|
*/
|
|
void
|
|
gst_gl_shader_set_uniform_matrix_4x2fv (GstGLShader * shader,
|
|
const gchar * name, gint count, gboolean transpose, const gfloat * value)
|
|
{
|
|
set_uniform_pre_check (shader, name);
|
|
shader->context->gl_vtable->UniformMatrix4x2fv (location, count, transpose,
|
|
value);
|
|
}
|
|
|
|
/**
|
|
* gst_gl_shader_set_uniform_matrix_4x3fv:
|
|
* @shader: a #GstGLShader
|
|
* @name: name of the uniform
|
|
* @count: number of 4x3 matrices to set
|
|
* @transpose: transpose the matrix
|
|
* @value: values to set
|
|
*
|
|
* Perform `glUniformMatrix4x3fv()` for @name on @shader
|
|
*/
|
|
void
|
|
gst_gl_shader_set_uniform_matrix_4x3fv (GstGLShader * shader,
|
|
const gchar * name, gint count, gboolean transpose, const gfloat * value)
|
|
{
|
|
set_uniform_pre_check (shader, name);
|
|
shader->context->gl_vtable->UniformMatrix4x3fv (location, count, transpose,
|
|
value);
|
|
}
|
|
|
|
/**
|
|
* gst_gl_shader_get_attribute_location:
|
|
* @shader: a #GstGLShader
|
|
* @name: name of the attribute
|
|
*
|
|
* Returns: the attribute index for @name in @shader or -1 on failure
|
|
*/
|
|
GLint
|
|
gst_gl_shader_get_attribute_location (GstGLShader * shader, const gchar * name)
|
|
{
|
|
gint ret;
|
|
|
|
g_return_val_if_fail (shader != NULL, -1);
|
|
g_return_val_if_fail (shader->priv->program_handle != 0, -1);
|
|
|
|
ret =
|
|
shader->context->gl_vtable->GetAttribLocation (shader->priv->
|
|
program_handle, name);
|
|
|
|
GST_TRACE_OBJECT (shader, "retrieved program %i attribute \'%s\' location %i",
|
|
(int) shader->priv->program_handle, name, ret);
|
|
|
|
return ret;
|
|
}
|
|
|
|
/**
|
|
* gst_gl_shader_bind_attribute_location:
|
|
* @shader: a #GstGLShader
|
|
* @index: attribute index to set
|
|
* @name: name of the attribute
|
|
*
|
|
* Bind attribute @name to the specified location @index using
|
|
* `glBindAttributeLocation()`.
|
|
*/
|
|
void
|
|
gst_gl_shader_bind_attribute_location (GstGLShader * shader, GLuint index,
|
|
const gchar * name)
|
|
{
|
|
g_return_if_fail (shader != NULL);
|
|
g_return_if_fail (shader->priv->program_handle != 0);
|
|
|
|
GST_TRACE_OBJECT (shader, "binding program %i attribute \'%s\' location %i",
|
|
(int) shader->priv->program_handle, name, index);
|
|
|
|
shader->context->gl_vtable->BindAttribLocation (shader->priv->program_handle,
|
|
index, name);
|
|
}
|
|
|
|
/**
|
|
* gst_gl_shader_bind_frag_data_location:
|
|
* @shader: a #GstGLShader
|
|
* @index: attribute index to set
|
|
* @name: name of the attribute
|
|
*
|
|
* Bind attribute @name to the specified location @index using
|
|
* `glBindFragDataLocation()`.
|
|
*/
|
|
void
|
|
gst_gl_shader_bind_frag_data_location (GstGLShader * shader,
|
|
guint index, const gchar * name)
|
|
{
|
|
g_return_if_fail (shader != NULL);
|
|
if (!_ensure_program (shader))
|
|
g_return_if_fail (shader->priv->program_handle);
|
|
g_return_if_fail (shader->context->gl_vtable->BindFragDataLocation);
|
|
|
|
GST_TRACE_OBJECT (shader, "binding program %i frag data \'%s\' location %i",
|
|
(int) shader->priv->program_handle, name, index);
|
|
|
|
shader->context->gl_vtable->BindFragDataLocation (shader->priv->
|
|
program_handle, index, name);
|
|
}
|