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db7d436bd8
glmixer can be seen as a glfilter except it handles N requested sink pads. Each sink pad and the src pad are video/x-raw-gl. glmixer is responsible for managing different framerates from inputs. It uses OpenGL context sharing. It means that each input is in its own OpenGL context shared together and shared with the OpenGL context of the ouput gl chain. Also add a glmosaic which is an example of implementation of glmixer. For now glmosaic is a cube but it will be fixed in the next commits. For now the glmixer has some weird behaviours in some configurations but it will be improved in the next commits. The autotools builds is temporarly broken since those changes have been made on win32.
106 lines
3.7 KiB
C
106 lines
3.7 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., 59 Temple Place - Suite 330,
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* Boston, MA 02111-1307, USA.
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*/
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#ifndef __GST_GL_SHADER_H__
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#define __GST_GL_SHADER_H__
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/* OpenGL 2.0 for Embedded Systems */
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#ifdef OPENGL_ES2
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#include <GLES2/gl2.h>
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#include "gstgles2.h"
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/* OpenGL for usual systems */
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#else
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#include <GL/glew.h>
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#endif
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#include <gst/gst.h>
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G_BEGIN_DECLS
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#define GST_GL_TYPE_SHADER (gst_gl_shader_get_type())
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#define GST_GL_SHADER(o) (G_TYPE_CHECK_INSTANCE_CAST((o), GST_GL_TYPE_SHADER, GstGLShader))
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#define GST_GL_SHADER_CLASS(k) (G_TYPE_CHECK_CLASS((k), GST_GL_TYPE_SHADER, GstGLShaderClass))
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#define GST_GL_IS_SHADER(o) (G_TYPE_CHECK_INSTANCE_TYPE((o), GST_GL_TYPE_SHADER))
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#define GST_GL_IS_SHADER_CLASS(k) (G_TYPE_CHECK_CLASS_TYPE((k), GST_GL_TYPE_SHADER))
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#define GST_GL_SHADER_GET_CLASS(o) (G_TYPE_INSTANCE_GET_CLASS((o), GST_GL_TYPE_SHADER, GstGLShaderClass))
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#define GST_GL_SHADER_ERROR (gst_gl_shader_error_quark ())
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typedef enum {
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GST_GL_SHADER_ERROR_COMPILE,
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GST_GL_SHADER_ERROR_LINK,
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GST_GL_SHADER_ERROR_PROGRAM
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} GstGLShaderError;
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typedef enum {
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GST_GL_SHADER_FRAGMENT_SOURCE,
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GST_GL_SHADER_VERTEX_SOURCE
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} GstGLShaderSourceType;
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typedef struct _GstGLShader GstGLShader;
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typedef struct _GstGLShaderPrivate GstGLShaderPrivate;
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typedef struct _GstGLShaderClass GstGLShaderClass;
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struct _GstGLShader {
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/*< private >*/
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GObject parent;
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GstGLShaderPrivate *priv;
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};
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struct _GstGLShaderClass {
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/*< private >*/
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GObjectClass parent_class;
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};
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/* methods */
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GQuark gst_gl_shader_error_quark (void);
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GType gst_gl_shader_get_type (void);
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GstGLShader * gst_gl_shader_new (void);
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void gst_gl_shader_set_vertex_source (GstGLShader *shader,
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const gchar *src);
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void gst_gl_shader_set_fragment_source (GstGLShader *shader,
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const gchar *src);
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G_CONST_RETURN gchar * gst_gl_shader_get_vertex_source (GstGLShader *shader);
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G_CONST_RETURN gchar * gst_gl_shader_get_fragment_source (GstGLShader *shader);
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void gst_gl_shader_set_active (GstGLShader *shader,
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gboolean active);
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gboolean gst_gl_shader_is_compiled (GstGLShader *shader);
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gboolean gst_gl_shader_compile (GstGLShader *shader, GError **error);
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gboolean gst_gl_shader_compile_and_check (GstGLShader *shader, const gchar *source, GstGLShaderSourceType type);
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void gst_gl_shader_release (GstGLShader *shader);
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void gst_gl_shader_use (GstGLShader *shader);
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void gst_gl_shader_set_uniform_1i (GstGLShader *shader, const gchar *name, gint value);
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void gst_gl_shader_set_uniform_1f (GstGLShader *shader, const gchar *name, gfloat value);
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void gst_gl_shader_set_uniform_1fv (GstGLShader *shader, const gchar *name, guint count, gfloat * value);
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void gst_gl_shader_set_uniform_matrix_4fv (GstGLShader * shader, const gchar * name,
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GLsizei count, GLboolean transpose, const GLfloat* value);
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GLint gst_gl_shader_get_attribute_location (GstGLShader *shader, const gchar *name);
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void gst_gl_shader_bind_attribute_location (GstGLShader * shader, GLuint index, const gchar * name);
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G_END_DECLS
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#endif /* __GST_GL_SHADER_H__ */
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