mirror of
https://gitlab.freedesktop.org/gstreamer/gstreamer.git
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cc8e54541b
use GstGLAPI to determine which code paths to execute. perform some cleanups
950 lines
24 KiB
C
950 lines
24 KiB
C
/*
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* GStreamer
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* Copyright (C) 2008 Filippo Argiolas <filippo.argiolas@gmail.com>
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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 "gstglshader.h"
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#define GST_GL_SHADER_GET_PRIVATE(o) \
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(G_TYPE_INSTANCE_GET_PRIVATE((o), GST_GL_TYPE_SHADER, GstGLShaderPrivate))
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#define USING_OPENGL(display) (gst_gl_display_get_gl_api_unlocked (display) & GST_GL_API_OPENGL)
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#define USING_OPENGL3(display) (gst_gl_display_get_gl_api_unlocked (display) & GST_GL_API_OPENGL3)
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#define USING_GLES(display) (gst_gl_display_get_gl_api_unlocked (display) & GST_GL_API_GLES)
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#define USING_GLES2(display) (gst_gl_display_get_gl_api_unlocked (display) & GST_GL_API_GLES2)
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#define USING_GLES3(display) (gst_gl_display_get_gl_api_unlocked (display) & GST_GL_API_GLES3)
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enum
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{
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PROP_0,
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PROP_VERTEX_SRC,
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PROP_FRAGMENT_SRC,
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PROP_COMPILED,
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PROP_ACTIVE /* unused */
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};
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struct _GstGLShaderPrivate
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{
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gchar *vertex_src;
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gchar *fragment_src;
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GLhandleARB vertex_handle;
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GLhandleARB fragment_handle;
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GLhandleARB program_handle;
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gboolean compiled;
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gboolean active;
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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, G_TYPE_OBJECT, DEBUG_INIT);
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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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/* GLint status = GL_FALSE; */
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/* GLenum err = 0; */
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shader = GST_GL_SHADER (object);
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priv = shader->priv;
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GST_TRACE ("finalizing shader %u", priv->program_handle);
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g_free (priv->vertex_src);
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g_free (priv->fragment_src);
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/* release shader objects */
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gst_gl_shader_release (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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glDeleteObjectARB (priv->program_handle);
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/* err = glGetError (); */
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/* GST_WARNING ("error: 0x%x", err); */
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/* glGetObjectParameterivARB(priv->program_handle, GL_OBJECT_DELETE_STATUS_ARB, &status); */
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/* GST_INFO ("program deletion status:%s", status == GL_TRUE ? "true" : "false" ); */
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}
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GST_DEBUG ("shader deleted %u", priv->program_handle);
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priv->fragment_handle = 0;
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priv->vertex_handle = 0;
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priv->program_handle = 0;
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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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GstGLShader *shader = GST_GL_SHADER (object);
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switch (prop_id) {
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case PROP_VERTEX_SRC:
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gst_gl_shader_set_vertex_source (shader, g_value_get_string (value));
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break;
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case PROP_FRAGMENT_SRC:
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gst_gl_shader_set_fragment_source (shader, g_value_get_string (value));
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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_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_VERTEX_SRC:
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g_value_set_string (value, priv->vertex_src);
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break;
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case PROP_FRAGMENT_SRC:
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g_value_set_string (value, priv->fragment_src);
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break;
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case PROP_COMPILED:
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g_value_set_boolean (value, priv->compiled);
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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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g_type_class_add_private (klass, sizeof (GstGLShaderPrivate));
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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_VERTEX_SRC,
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g_param_spec_string ("vertex-src",
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"Vertex Source",
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"GLSL Vertex Shader source code", NULL,
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G_PARAM_READWRITE | G_PARAM_STATIC_STRINGS));
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g_object_class_install_property (obj_class,
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PROP_FRAGMENT_SRC,
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g_param_spec_string ("fragment-src",
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"Fragment Source",
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"GLSL Fragment Shader source code", NULL,
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G_PARAM_READWRITE | G_PARAM_STATIC_STRINGS));
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g_object_class_install_property (obj_class,
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PROP_ACTIVE,
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g_param_spec_string ("active",
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"Active", "Enable/Disable the shader", NULL,
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G_PARAM_READWRITE | G_PARAM_STATIC_STRINGS));
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g_object_class_install_property (obj_class,
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PROP_COMPILED,
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g_param_spec_boolean ("compiled",
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"Compiled",
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"Shader compile and link status", FALSE,
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G_PARAM_READABLE | G_PARAM_STATIC_STRINGS));
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}
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void
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gst_gl_shader_set_vertex_source (GstGLShader * shader, const gchar * src)
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{
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GstGLShaderPrivate *priv;
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g_return_if_fail (GST_GL_IS_SHADER (shader));
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g_return_if_fail (src != NULL);
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priv = shader->priv;
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if (gst_gl_shader_is_compiled (shader))
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gst_gl_shader_release (shader);
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g_free (priv->vertex_src);
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priv->vertex_src = g_strdup (src);
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}
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void
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gst_gl_shader_set_fragment_source (GstGLShader * shader, const gchar * src)
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{
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GstGLShaderPrivate *priv;
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g_return_if_fail (GST_GL_IS_SHADER (shader));
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g_return_if_fail (src != NULL);
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priv = shader->priv;
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if (gst_gl_shader_is_compiled (shader))
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gst_gl_shader_release (shader);
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g_free (priv->fragment_src);
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priv->fragment_src = g_strdup (src);
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}
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const gchar *
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gst_gl_shader_get_vertex_source (GstGLShader * shader)
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{
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g_return_val_if_fail (GST_GL_IS_SHADER (shader), NULL);
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return shader->priv->vertex_src;
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}
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const gchar *
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gst_gl_shader_get_fragment_source (GstGLShader * shader)
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{
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g_return_val_if_fail (GST_GL_IS_SHADER (shader), NULL);
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return shader->priv->fragment_src;
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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_PRIVATE (self);
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priv->vertex_src = NULL;
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priv->fragment_src = NULL;
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priv->fragment_handle = 0;
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priv->vertex_handle = 0;
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priv->program_handle = glCreateProgramObjectARB ();
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g_return_if_fail (priv->program_handle);
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priv->compiled = FALSE;
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priv->active = FALSE; /* unused at the moment */
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GST_TRACE ("shader initialized %u", priv->program_handle);
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}
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GstGLShader *
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gst_gl_shader_new (GstGLDisplay * display)
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{
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GstGLShader *shader = g_object_new (GST_GL_TYPE_SHADER, NULL);
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shader->display = display;
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return shader;
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}
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gboolean
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gst_gl_shader_is_compiled (GstGLShader * shader)
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{
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g_return_val_if_fail (GST_GL_IS_SHADER (shader), FALSE);
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return shader->priv->compiled;
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}
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gboolean
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gst_gl_shader_compile (GstGLShader * shader, GError ** error)
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{
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GstGLShaderPrivate *priv;
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gchar info_buffer[2048];
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gint len = 0;
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GLint status = GL_FALSE;
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g_return_val_if_fail (GST_GL_IS_SHADER (shader), FALSE);
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priv = shader->priv;
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if (priv->compiled)
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return priv->compiled;
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g_return_val_if_fail (priv->program_handle, FALSE);
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if (priv->vertex_src) {
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/* create vertex object */
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const gchar *vertex_source = priv->vertex_src;
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priv->vertex_handle = glCreateShaderObjectARB (GL_VERTEX_SHADER);
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glShaderSourceARB (priv->vertex_handle, 1, &vertex_source, NULL);
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/* compile */
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glCompileShaderARB (priv->vertex_handle);
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/* check everything is ok */
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glGetObjectParameterivARB (priv->vertex_handle,
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GL_OBJECT_COMPILE_STATUS_ARB, &status);
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#if HAVE_OPENGL
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if (USING_OPENGL (shader->display))
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glGetInfoLogARB (priv->vertex_handle,
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sizeof (info_buffer) - 1, &len, info_buffer);
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#endif
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#if HAVE_GLES2
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if (USING_GLES2 (shader->display))
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glGetShaderInfoLog (priv->vertex_handle,
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sizeof (info_buffer) - 1, &len, info_buffer);
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#endif
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info_buffer[len] = '\0';
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if (status != GL_TRUE) {
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g_set_error (error, GST_GL_SHADER_ERROR,
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GST_GL_SHADER_ERROR_COMPILE,
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"Vertex Shader compilation failed:\n%s", info_buffer);
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glDeleteObjectARB (priv->vertex_handle);
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priv->compiled = FALSE;
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return priv->compiled;
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} else if (len > 1) {
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GST_FIXME ("vertex shader info log:\n%s\n", info_buffer);
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}
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glAttachObjectARB (priv->program_handle, priv->vertex_handle);
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GST_LOG ("vertex shader attached %u", priv->vertex_handle);
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}
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if (priv->fragment_src) {
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/* create fragment object */
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const gchar *fragment_source = priv->fragment_src;
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priv->fragment_handle = glCreateShaderObjectARB (GL_FRAGMENT_SHADER_ARB);
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glShaderSourceARB (priv->fragment_handle, 1, &fragment_source, NULL);
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/* compile */
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glCompileShaderARB (priv->fragment_handle);
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/* check everything is ok */
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glGetObjectParameterivARB (priv->fragment_handle,
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GL_OBJECT_COMPILE_STATUS_ARB, &status);
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#if HAVE_OPENGL
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if (USING_OPENGL (shader->display))
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glGetInfoLogARB (priv->fragment_handle,
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sizeof (info_buffer) - 1, &len, info_buffer);
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#endif
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#if HAVE_GLES2
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if (USING_GLES2 (shader->display))
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glGetShaderInfoLog (priv->fragment_handle,
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sizeof (info_buffer) - 1, &len, info_buffer);
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#endif
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info_buffer[len] = '\0';
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if (status != GL_TRUE) {
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g_set_error (error, GST_GL_SHADER_ERROR,
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GST_GL_SHADER_ERROR_COMPILE,
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"Fragment Shader compilation failed:\n%s", info_buffer);
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glDeleteObjectARB (priv->fragment_handle);
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priv->compiled = FALSE;
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return priv->compiled;
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} else if (len > 1) {
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GST_FIXME ("vertex shader info log:\n%s\n", info_buffer);
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}
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glAttachObjectARB (priv->program_handle, priv->fragment_handle);
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GST_LOG ("fragment shader attached %u", priv->fragment_handle);
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}
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/* if nothing failed link shaders */
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glLinkProgramARB (priv->program_handle);
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#if HAVE_OPENGL
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if (USING_OPENGL (shader->display))
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glGetObjectParameterivARB (priv->program_handle, GL_LINK_STATUS, &status);
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#endif
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#if HAVE_GLES2
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if (USING_GLES2 (shader->display))
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glGetProgramiv (priv->program_handle, GL_LINK_STATUS, &status);
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#endif
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glGetInfoLogARB (priv->program_handle,
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sizeof (info_buffer) - 1, &len, info_buffer);
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info_buffer[len] = '\0';
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if (status != GL_TRUE) {
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g_set_error (error, GST_GL_SHADER_ERROR,
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GST_GL_SHADER_ERROR_LINK, "Shader Linking failed:\n%s", info_buffer);
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priv->compiled = FALSE;
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return priv->compiled;
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} else if (len > 1) {
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GST_FIXME ("shader link log:\n%s\n", info_buffer);
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}
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/* success! */
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priv->compiled = TRUE;
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g_object_notify (G_OBJECT (shader), "compiled");
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return priv->compiled;
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}
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void
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gst_gl_shader_release (GstGLShader * shader)
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{
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GstGLShaderPrivate *priv;
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/* GLint status; */
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/* GLenum err = 0; */
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g_return_if_fail (GST_GL_IS_SHADER (shader));
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priv = shader->priv;
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g_return_if_fail (priv->program_handle);
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if (!priv->compiled)
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return;
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if (priv->vertex_handle) { /* not needed but nvidia doesn't care to respect the spec */
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GST_TRACE ("finalizing vertex shader %u", priv->vertex_handle);
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#if HAVE_OPENGL
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if (USING_OPENGL (shader->display))
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glDeleteObjectARB (priv->vertex_handle);
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#endif
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#if HAVE_GLES2
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if (USING_GLES2 (shader->display))
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glDeleteShader (priv->vertex_handle);
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#endif
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/* err = glGetError (); */
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/* GST_WARNING ("error: 0x%x", err); */
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/* glGetObjectParameterivARB(priv->vertex_handle, GL_OBJECT_DELETE_STATUS_ARB, &status); */
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/* GST_INFO ("vertex deletion status:%s", status == GL_TRUE ? "true" : "false" ); */
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}
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if (priv->fragment_handle) {
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GST_TRACE ("finalizing fragment shader %u", priv->fragment_handle);
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#if HAVE_OPENGL
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if (USING_OPENGL (shader->display))
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glDeleteObjectARB (priv->fragment_handle);
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#endif
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#if HAVE_GLES2
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if (USING_GLES2 (shader->display))
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glDeleteShader (priv->fragment_handle);
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#endif
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/* err = glGetError (); */
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/* GST_WARNING ("error: 0x%x", err); */
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/* glGetObjectParameterivARB(priv->fragment_handle, GL_OBJECT_DELETE_STATUS_ARB, &status); */
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/* GST_INFO ("fragment deletion status:%s", status == GL_TRUE ? "true" : "false" ); */
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}
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if (priv->vertex_handle)
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glDetachObjectARB (priv->program_handle, priv->vertex_handle);
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if (priv->fragment_handle)
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glDetachObjectARB (priv->program_handle, priv->fragment_handle);
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priv->compiled = FALSE;
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g_object_notify (G_OBJECT (shader), "compiled");
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}
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void
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gst_gl_shader_use (GstGLShader * shader)
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{
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GstGLShaderPrivate *priv;
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if (!shader) {
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glUseProgramObjectARB (0);
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return;
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}
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priv = shader->priv;
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g_return_if_fail (priv->program_handle);
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glUseProgramObjectARB (priv->program_handle);
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return;
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}
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gboolean
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gst_gl_shader_compile_and_check (GstGLShader * shader,
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const gchar * source, GstGLShaderSourceType type)
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{
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gboolean is_compiled = FALSE;
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g_object_get (G_OBJECT (shader), "compiled", &is_compiled, NULL);
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if (!is_compiled) {
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GError *error = NULL;
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switch (type) {
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case GST_GL_SHADER_FRAGMENT_SOURCE:
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gst_gl_shader_set_fragment_source (shader, source);
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break;
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case GST_GL_SHADER_VERTEX_SOURCE:
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gst_gl_shader_set_vertex_source (shader, source);
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break;
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default:
|
|
g_assert_not_reached ();
|
|
break;
|
|
}
|
|
|
|
gst_gl_shader_compile (shader, &error);
|
|
if (error) {
|
|
GST_WARNING ("%s", error->message);
|
|
g_error_free (error);
|
|
error = NULL;
|
|
gst_gl_shader_use (NULL);
|
|
return FALSE;
|
|
}
|
|
}
|
|
return TRUE;
|
|
}
|
|
|
|
void
|
|
gst_gl_shader_set_uniform_1f (GstGLShader * shader, const gchar * name,
|
|
gfloat value)
|
|
{
|
|
GstGLShaderPrivate *priv;
|
|
GLint location = -1;
|
|
|
|
priv = shader->priv;
|
|
|
|
g_return_if_fail (priv->program_handle != 0);
|
|
|
|
location = glGetUniformLocationARB (priv->program_handle, name);
|
|
|
|
glUniform1fARB (location, value);
|
|
}
|
|
|
|
void
|
|
gst_gl_shader_set_uniform_1fv (GstGLShader * shader, const gchar * name,
|
|
guint count, gfloat * value)
|
|
{
|
|
GstGLShaderPrivate *priv;
|
|
GLint location = -1;
|
|
|
|
priv = shader->priv;
|
|
|
|
g_return_if_fail (priv->program_handle != 0);
|
|
|
|
location = glGetUniformLocationARB (priv->program_handle, name);
|
|
|
|
glUniform1fvARB (location, count, value);
|
|
}
|
|
|
|
void
|
|
gst_gl_shader_set_uniform_1i (GstGLShader * shader, const gchar * name,
|
|
gint value)
|
|
{
|
|
GstGLShaderPrivate *priv;
|
|
GLint location = -1;
|
|
|
|
priv = shader->priv;
|
|
|
|
g_return_if_fail (priv->program_handle != 0);
|
|
|
|
location = glGetUniformLocationARB (priv->program_handle, name);
|
|
|
|
glUniform1iARB (location, value);
|
|
}
|
|
|
|
void
|
|
gst_gl_shader_set_uniform_1iv (GstGLShader * shader, const gchar * name,
|
|
guint count, gint * value)
|
|
{
|
|
GstGLShaderPrivate *priv;
|
|
GLint location = -1;
|
|
|
|
priv = shader->priv;
|
|
|
|
g_return_if_fail (priv->program_handle != 0);
|
|
|
|
location = glGetUniformLocationARB (priv->program_handle, name);
|
|
|
|
glUniform1ivARB (location, count, value);
|
|
}
|
|
|
|
void
|
|
gst_gl_shader_set_uniform_2f (GstGLShader * shader, const gchar * name,
|
|
gfloat value0, gfloat value1)
|
|
{
|
|
GstGLShaderPrivate *priv;
|
|
GLint location = -1;
|
|
|
|
priv = shader->priv;
|
|
|
|
g_return_if_fail (priv->program_handle != 0);
|
|
|
|
location = glGetUniformLocationARB (priv->program_handle, name);
|
|
|
|
glUniform2fARB (location, value0, value1);
|
|
}
|
|
|
|
void
|
|
gst_gl_shader_set_uniform_2fv (GstGLShader * shader, const gchar * name,
|
|
guint count, gfloat * value)
|
|
{
|
|
GstGLShaderPrivate *priv;
|
|
GLint location = -1;
|
|
|
|
priv = shader->priv;
|
|
|
|
g_return_if_fail (priv->program_handle != 0);
|
|
|
|
location = glGetUniformLocationARB (priv->program_handle, name);
|
|
|
|
glUniform2fvARB (location, count, value);
|
|
}
|
|
|
|
void
|
|
gst_gl_shader_set_uniform_2i (GstGLShader * shader, const gchar * name,
|
|
gint v0, gint v1)
|
|
{
|
|
GstGLShaderPrivate *priv;
|
|
GLint location = -1;
|
|
|
|
priv = shader->priv;
|
|
|
|
g_return_if_fail (priv->program_handle != 0);
|
|
|
|
location = glGetUniformLocationARB (priv->program_handle, name);
|
|
|
|
glUniform2iARB (location, v0, v1);
|
|
}
|
|
|
|
void
|
|
gst_gl_shader_set_uniform_2iv (GstGLShader * shader, const gchar * name,
|
|
guint count, gint * value)
|
|
{
|
|
GstGLShaderPrivate *priv;
|
|
GLint location = -1;
|
|
|
|
priv = shader->priv;
|
|
|
|
g_return_if_fail (priv->program_handle != 0);
|
|
|
|
location = glGetUniformLocationARB (priv->program_handle, name);
|
|
|
|
glUniform2ivARB (location, count, value);
|
|
}
|
|
|
|
void
|
|
gst_gl_shader_set_uniform_3f (GstGLShader * shader, const gchar * name,
|
|
gfloat v0, gfloat v1, gfloat v2)
|
|
{
|
|
GstGLShaderPrivate *priv;
|
|
GLint location = -1;
|
|
|
|
priv = shader->priv;
|
|
|
|
g_return_if_fail (priv->program_handle != 0);
|
|
|
|
location = glGetUniformLocationARB (priv->program_handle, name);
|
|
|
|
glUniform3fARB (location, v0, v1, v2);
|
|
}
|
|
|
|
void
|
|
gst_gl_shader_set_uniform_3fv (GstGLShader * shader, const gchar * name,
|
|
guint count, gfloat * value)
|
|
{
|
|
GstGLShaderPrivate *priv;
|
|
GLint location = -1;
|
|
|
|
priv = shader->priv;
|
|
|
|
g_return_if_fail (priv->program_handle != 0);
|
|
|
|
location = glGetUniformLocationARB (priv->program_handle, name);
|
|
|
|
glUniform3fvARB (location, count, value);
|
|
}
|
|
|
|
void
|
|
gst_gl_shader_set_uniform_3i (GstGLShader * shader, const gchar * name,
|
|
gint v0, gint v1, gint v2)
|
|
{
|
|
GstGLShaderPrivate *priv;
|
|
GLint location = -1;
|
|
|
|
priv = shader->priv;
|
|
|
|
g_return_if_fail (priv->program_handle != 0);
|
|
|
|
location = glGetUniformLocationARB (priv->program_handle, name);
|
|
|
|
glUniform3iARB (location, v0, v1, v2);
|
|
}
|
|
|
|
void
|
|
gst_gl_shader_set_uniform_3iv (GstGLShader * shader, const gchar * name,
|
|
guint count, gint * value)
|
|
{
|
|
GstGLShaderPrivate *priv;
|
|
GLint location = -1;
|
|
|
|
priv = shader->priv;
|
|
|
|
g_return_if_fail (priv->program_handle != 0);
|
|
|
|
location = glGetUniformLocationARB (priv->program_handle, name);
|
|
|
|
glUniform3ivARB (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;
|
|
GLint location = -1;
|
|
|
|
priv = shader->priv;
|
|
|
|
g_return_if_fail (priv->program_handle != 0);
|
|
|
|
location = glGetUniformLocationARB (priv->program_handle, name);
|
|
|
|
glUniform4fARB (location, v0, v1, v2, v3);
|
|
}
|
|
|
|
void
|
|
gst_gl_shader_set_uniform_4fv (GstGLShader * shader, const gchar * name,
|
|
guint count, gfloat * value)
|
|
{
|
|
GstGLShaderPrivate *priv;
|
|
GLint location = -1;
|
|
|
|
priv = shader->priv;
|
|
|
|
g_return_if_fail (priv->program_handle != 0);
|
|
|
|
location = glGetUniformLocationARB (priv->program_handle, name);
|
|
|
|
glUniform4fvARB (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;
|
|
GLint location = -1;
|
|
|
|
priv = shader->priv;
|
|
|
|
g_return_if_fail (priv->program_handle != 0);
|
|
|
|
location = glGetUniformLocationARB (priv->program_handle, name);
|
|
|
|
glUniform4iARB (location, v0, v1, v2, v3);
|
|
}
|
|
|
|
void
|
|
gst_gl_shader_set_uniform_4iv (GstGLShader * shader, const gchar * name,
|
|
guint count, gint * value)
|
|
{
|
|
GstGLShaderPrivate *priv;
|
|
GLint location = -1;
|
|
|
|
priv = shader->priv;
|
|
|
|
g_return_if_fail (priv->program_handle != 0);
|
|
|
|
location = glGetUniformLocationARB (priv->program_handle, name);
|
|
|
|
glUniform4ivARB (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;
|
|
GLint location = -1;
|
|
|
|
priv = shader->priv;
|
|
|
|
g_return_if_fail (priv->program_handle != 0);
|
|
|
|
location = glGetUniformLocationARB (priv->program_handle, name);
|
|
|
|
glUniformMatrix2fvARB (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;
|
|
GLint location = -1;
|
|
|
|
priv = shader->priv;
|
|
|
|
g_return_if_fail (priv->program_handle != 0);
|
|
|
|
location = glGetUniformLocationARB (priv->program_handle, name);
|
|
|
|
glUniformMatrix3fvARB (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;
|
|
GLint location = -1;
|
|
|
|
priv = shader->priv;
|
|
|
|
g_return_if_fail (priv->program_handle != 0);
|
|
|
|
location = glGetUniformLocationARB (priv->program_handle, name);
|
|
|
|
glUniformMatrix4fvARB (location, count, transpose, value);
|
|
}
|
|
|
|
#if HAVE_OPENGL
|
|
void
|
|
gst_gl_shader_set_uniform_matrix_2x3fv (GstGLShader * shader,
|
|
const gchar * name, gint count, gboolean transpose, const gfloat * value)
|
|
{
|
|
GstGLShaderPrivate *priv;
|
|
GLint location = -1;
|
|
|
|
priv = shader->priv;
|
|
|
|
g_return_if_fail (priv->program_handle != 0);
|
|
|
|
location = glGetUniformLocationARB (priv->program_handle, name);
|
|
|
|
glUniformMatrix2x3fv (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;
|
|
GLint location = -1;
|
|
|
|
priv = shader->priv;
|
|
|
|
g_return_if_fail (priv->program_handle != 0);
|
|
|
|
location = glGetUniformLocationARB (priv->program_handle, name);
|
|
|
|
glUniformMatrix2x4fv (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;
|
|
GLint location = -1;
|
|
|
|
priv = shader->priv;
|
|
|
|
g_return_if_fail (priv->program_handle != 0);
|
|
|
|
location = glGetUniformLocationARB (priv->program_handle, name);
|
|
|
|
glUniformMatrix3x2fv (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;
|
|
GLint location = -1;
|
|
|
|
priv = shader->priv;
|
|
|
|
g_return_if_fail (priv->program_handle != 0);
|
|
|
|
location = glGetUniformLocationARB (priv->program_handle, name);
|
|
|
|
glUniformMatrix3x4fv (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;
|
|
GLint location = -1;
|
|
|
|
priv = shader->priv;
|
|
|
|
g_return_if_fail (priv->program_handle != 0);
|
|
|
|
location = glGetUniformLocationARB (priv->program_handle, name);
|
|
|
|
glUniformMatrix4x2fv (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;
|
|
GLint location = -1;
|
|
|
|
priv = shader->priv;
|
|
|
|
g_return_if_fail (priv->program_handle != 0);
|
|
|
|
location = glGetUniformLocationARB (priv->program_handle, name);
|
|
|
|
glUniformMatrix4x3fv (location, count, transpose, value);
|
|
}
|
|
#endif /* HAVE_OPENGL */
|
|
|
|
GLint
|
|
gst_gl_shader_get_attribute_location (GstGLShader * shader, const gchar * name)
|
|
{
|
|
GstGLShaderPrivate *priv;
|
|
|
|
priv = shader->priv;
|
|
|
|
g_return_val_if_fail (priv->program_handle != 0, 0);
|
|
|
|
return glGetAttribLocationARB (priv->program_handle, name);
|
|
}
|
|
|
|
void
|
|
gst_gl_shader_bind_attribute_location (GstGLShader * shader, GLuint index,
|
|
const gchar * name)
|
|
{
|
|
GstGLShaderPrivate *priv;
|
|
|
|
priv = shader->priv;
|
|
|
|
g_return_if_fail (priv->program_handle != 0);
|
|
|
|
glBindAttribLocationARB (priv->program_handle, index, name);
|
|
}
|
|
|
|
GQuark
|
|
gst_gl_shader_error_quark (void)
|
|
{
|
|
return g_quark_from_static_string ("gst-gl-shader-error");
|
|
}
|