gstreamer/gst-libs/gst/gl/gstglshader.h
Julien Isorce 64e5b5a203 gl: add convenient functions to setup default vertex and fragment shaders
Most of our 2D filters use the same simple vertex shader.
Also define the default fragment shader as the identity.

Avoid duplicating the same vertex and fragment shader text.
2014-04-30 15:35:49 +01:00

123 lines
6.8 KiB
C

/*
* GStreamer
* Copyright (C) 2008 Filippo Argiolas <filippo.argiolas@gmail.com>
* Copyright (C) 2014 Julien Isorce <julien.isorce@collabora.co.uk>
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Library General Public
* License as published by the Free Software Foundation; either
* version 2 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Library General Public License for more details.
*
* You should have received a copy of the GNU Library General Public
* License along with this library; if not, write to the
* Free Software Foundation, Inc., 51 Franklin St, Fifth Floor,
* Boston, MA 02110-1301, USA.
*/
#ifndef __GST_GL_SHADER_H__
#define __GST_GL_SHADER_H__
#include <gst/gl/gstgl_fwd.h>
G_BEGIN_DECLS
#define GST_GL_TYPE_SHADER (gst_gl_shader_get_type())
#define GST_GL_SHADER(o) (G_TYPE_CHECK_INSTANCE_CAST((o), GST_GL_TYPE_SHADER, GstGLShader))
#define GST_GL_SHADER_CLASS(k) (G_TYPE_CHECK_CLASS((k), GST_GL_TYPE_SHADER, GstGLShaderClass))
#define GST_GL_IS_SHADER(o) (G_TYPE_CHECK_INSTANCE_TYPE((o), GST_GL_TYPE_SHADER))
#define GST_GL_IS_SHADER_CLASS(k) (G_TYPE_CHECK_CLASS_TYPE((k), GST_GL_TYPE_SHADER))
#define GST_GL_SHADER_GET_CLASS(o) (G_TYPE_INSTANCE_GET_CLASS((o), GST_GL_TYPE_SHADER, GstGLShaderClass))
#define GST_GL_SHADER_ERROR (gst_gl_shader_error_quark ())
typedef enum {
GST_GL_SHADER_ERROR_COMPILE,
GST_GL_SHADER_ERROR_LINK,
GST_GL_SHADER_ERROR_PROGRAM
} GstGLShaderError;
typedef enum {
GST_GL_SHADER_FRAGMENT_SOURCE,
GST_GL_SHADER_VERTEX_SOURCE
} GstGLShaderSourceType;
struct _GstGLShader {
/*< private >*/
GObject parent;
GstGLContext *context;
GstGLShaderPrivate *priv;
};
struct _GstGLShaderClass {
/*< private >*/
GObjectClass parent_class;
};
/* methods */
GQuark gst_gl_shader_error_quark (void);
GType gst_gl_shader_get_type (void);
GstGLShader * gst_gl_shader_new (GstGLContext *context);
void gst_gl_shader_set_vertex_source (GstGLShader *shader, const gchar *src);
void gst_gl_shader_set_fragment_source (GstGLShader *shader, const gchar *src);
const gchar * gst_gl_shader_get_vertex_source (GstGLShader *shader);
const gchar * gst_gl_shader_get_fragment_source (GstGLShader *shader);
void gst_gl_shader_set_active (GstGLShader *shader, gboolean active);
gboolean gst_gl_shader_is_compiled (GstGLShader *shader);
gboolean gst_gl_shader_compile (GstGLShader *shader, GError **error);
gboolean gst_gl_shader_compile_and_check (GstGLShader *shader, const gchar *source, GstGLShaderSourceType type);
gboolean gst_gl_shader_compile_all_with_attribs_and_check (GstGLShader *shader, const gchar *v_src, const gchar *f_src, const gint n_attribs, const gchar *attrib_names[], GLint attrib_locs[]);
#if GST_GL_HAVE_GLES2
gboolean gst_gl_shader_compile_with_default_f_and_check (GstGLShader *shader, const gchar *v_src, const gint n_attribs, const gchar *attrib_names[], GLint attrib_locs[]);
gboolean gst_gl_shader_compile_with_default_v_and_check (GstGLShader *shader, const gchar *f_src, GLint *pos_loc, GLint *tex_loc);
gboolean gst_gl_shader_compile_with_default_vf_and_check (GstGLShader *shader, GLint *pos_loc, GLint *tex_loc);
#endif
void gst_gl_shader_release (GstGLShader *shader);
void gst_gl_shader_use (GstGLShader *shader);
void gst_gl_context_clear_shader (GstGLContext *context);
void gst_gl_shader_set_uniform_1i (GstGLShader *shader, const gchar *name, gint value);
void gst_gl_shader_set_uniform_1iv (GstGLShader *shader, const gchar *name, guint count, gint *value);
void gst_gl_shader_set_uniform_1f (GstGLShader *shader, const gchar *name, gfloat value);
void gst_gl_shader_set_uniform_1fv (GstGLShader *shader, const gchar *name, guint count, gfloat *value);
void gst_gl_shader_set_uniform_2i (GstGLShader *shader, const gchar *name, gint v0, gint v1);
void gst_gl_shader_set_uniform_2iv (GstGLShader *shader, const gchar *name, guint count, gint *value);
void gst_gl_shader_set_uniform_2f (GstGLShader *shader, const gchar *name, gfloat v0, gfloat v1);
void gst_gl_shader_set_uniform_2fv (GstGLShader *shader, const gchar *name, guint count, gfloat *value);
void gst_gl_shader_set_uniform_3i (GstGLShader *shader, const gchar *name, gint v0, gint v1, gint v2);
void gst_gl_shader_set_uniform_3iv (GstGLShader *shader, const gchar *name, guint count, gint * value);
void gst_gl_shader_set_uniform_3f (GstGLShader *shader, const gchar *name, gfloat v0, gfloat v1, gfloat v2);
void gst_gl_shader_set_uniform_3fv (GstGLShader *shader, const gchar *name, guint count, gfloat *value);
void gst_gl_shader_set_uniform_4i (GstGLShader *shader, const gchar *name, gint v0, gint v1, gint v2, gint v3);
void gst_gl_shader_set_uniform_4iv (GstGLShader *shader, const gchar *name, guint count, gint *value);
void gst_gl_shader_set_uniform_4f (GstGLShader *shader, const gchar *name, gfloat v0, gfloat v1, gfloat v2, gfloat v3);
void gst_gl_shader_set_uniform_4fv (GstGLShader *shader, const gchar *name, guint count, gfloat *value);
void gst_gl_shader_set_uniform_matrix_2fv (GstGLShader *shader, const gchar *name, gint count, gboolean transpose, const gfloat* value);
void gst_gl_shader_set_uniform_matrix_3fv (GstGLShader *shader, const gchar *name, gint count, gboolean transpose, const gfloat* value);
void gst_gl_shader_set_uniform_matrix_4fv (GstGLShader *shader, const gchar *name, gint count, gboolean transpose, const gfloat* value);
#if GST_GL_HAVE_OPENGL
void gst_gl_shader_set_uniform_matrix_2x3fv (GstGLShader *shader, const gchar *name, gint count, gboolean transpose, const gfloat* value);
void gst_gl_shader_set_uniform_matrix_2x4fv (GstGLShader *shader, const gchar *name, gint count, gboolean transpose, const gfloat* value);
void gst_gl_shader_set_uniform_matrix_3x2fv (GstGLShader *shader, const gchar *name, gint count, gboolean transpose, const gfloat* value);
void gst_gl_shader_set_uniform_matrix_3x4fv (GstGLShader *shader, const gchar *name, gint count, gboolean transpose, const gfloat* value);
void gst_gl_shader_set_uniform_matrix_4x2fv (GstGLShader *shader, const gchar *name, gint count, gboolean transpose, const gfloat* value);
void gst_gl_shader_set_uniform_matrix_4x3fv (GstGLShader *shader, const gchar *name, gint count, gboolean transpose, const gfloat* value);
#endif
gint gst_gl_shader_get_attribute_location (GstGLShader *shader, const gchar *name);
void gst_gl_shader_bind_attribute_location (GstGLShader * shader, guint index, const gchar * name);
G_END_DECLS
#endif /* __GST_GL_SHADER_H__ */