GLShader

class GLShader : ObjectGst {}

Constructors

this
this(gstgl.glcontext.GLContext context)

Note: must be called in the GL thread

Members

Functions

attach
bool attach(gstgl.glslstage.GLSLStage stage)

Attaches stage to shader. stage must have been successfully compiled with gstgl.glslstage.GLSLStage.compile.

attachUnlocked
bool attachUnlocked(gstgl.glslstage.GLSLStage stage)

Attaches stage to shader. stage must have been successfully compiled with gstgl.glslstage.GLSLStage.compile.

bindAttributeLocation
void bindAttributeLocation(uint index, string name)

Bind attribute name to the specified location index using glBindAttributeLocation().

bindFragDataLocation
void bindFragDataLocation(uint index, string name)

Bind attribute name to the specified location index using glBindFragDataLocation().

compileAttachStage
bool compileAttachStage(gstgl.glslstage.GLSLStage stage)

Compiles stage and attaches it to shader.

detach
void detach(gstgl.glslstage.GLSLStage stage)

Detaches stage from shader. stage must have been successfully attached to shader with gstgl.glshader.GLShader.attach or gstgl.glshader.GLShader.attachUnlocked.

detachUnlocked
void detachUnlocked(gstgl.glslstage.GLSLStage stage)

Detaches stage from shader. stage must have been successfully attached to shader with gstgl.glshader.GLShader.attach or gstgl.glshader.GLShader.attachUnlocked.

getAttributeLocation
int getAttributeLocation(string name)
getProgramHandle
int getProgramHandle()
isLinked
bool isLinked()

Note: must be called in the GL thread

link
bool link()

Links the current list of #GstGLSLStage's in shader.

release
void release()

Releases the shader and stages.

releaseUnlocked
void releaseUnlocked()

Releases the shader and stages.

setUniform1f
void setUniform1f(string name, float value)

Perform glUniform1f() for name on shader

setUniform1fv
void setUniform1fv(string name, float[] value)

Perform glUniform1fv() for name on shader

setUniform1i
void setUniform1i(string name, int value)

Perform glUniform1i() for name on shader

setUniform1iv
void setUniform1iv(string name, int[] value)

Perform glUniform1iv() for name on shader

setUniform2f
void setUniform2f(string name, float v0, float v1)

Perform glUniform2f() for name on shader

setUniform2fv
void setUniform2fv(string name, float[] value)

Perform glUniform2fv() for name on shader

setUniform2i
void setUniform2i(string name, int v0, int v1)

Perform glUniform2i() for name on shader

setUniform2iv
void setUniform2iv(string name, int[] value)

Perform glUniform2iv() for name on shader

setUniform3f
void setUniform3f(string name, float v0, float v1, float v2)

Perform glUniform3f() for name on shader

setUniform3fv
void setUniform3fv(string name, float[] value)

Perform glUniform3fv() for name on shader

setUniform3i
void setUniform3i(string name, int v0, int v1, int v2)

Perform glUniform3i() for name on shader

setUniform3iv
void setUniform3iv(string name, int[] value)

Perform glUniform3iv() for name on shader

setUniform4f
void setUniform4f(string name, float v0, float v1, float v2, float v3)

Perform glUniform4f() for name on shader

setUniform4fv
void setUniform4fv(string name, float[] value)

Perform glUniform4fv() for name on shader

setUniform4i
void setUniform4i(string name, int v0, int v1, int v2, int v3)

Perform glUniform4i() for name on shader

setUniform4iv
void setUniform4iv(string name, int[] value)

Perform glUniform4iv() for name on shader

use
void use()

Mark's shader as being used for the next GL draw command.

Static functions

newDefault
gstgl.glshader.GLShader newDefault(gstgl.glcontext.GLContext context)

Note: must be called in the GL thread

stringFragmentExternalOesGetDefault
string stringFragmentExternalOesGetDefault(gstgl.glcontext.GLContext context, gstgl.types.GLSLVersion version_, gstgl.types.GLSLProfile profile)
stringFragmentGetDefault
string stringFragmentGetDefault(gstgl.glcontext.GLContext context, gstgl.types.GLSLVersion version_, gstgl.types.GLSLProfile profile)
stringGetHighestPrecision
string stringGetHighestPrecision(gstgl.glcontext.GLContext context, gstgl.types.GLSLVersion version_, gstgl.types.GLSLProfile profile)

Generates a shader string that defines the precision of float types in GLSL shaders. This is particularly needed for fragment shaders in a GLSL ES context where there is no default precision specified.

Inherited Members

From ObjectGst

checkUniqueness
bool checkUniqueness(gst.object.ObjectGst[] list, string name)

Checks to see if there is any object named name in list. This function does not do any locking of any kind. You might want to protect the provided list with the lock of the owner of the list. This function will lock each #GstObject in the list to compare the name, so be careful when passing a list with a locked object.

defaultDeepNotify
void defaultDeepNotify(gobject.object.ObjectG object, gst.object.ObjectGst orig, gobject.param_spec.ParamSpec pspec, string[] excludedProps)

A default deep_notify signal callback for an object. The user data should contain a pointer to an array of strings that should be excluded from the notify. The default handler will print the new value of the property using g_print.

replace
bool replace(gst.object.ObjectGst oldobj, gst.object.ObjectGst newobj)

Atomically modifies a pointer to point to a new object. The reference count of oldobj is decreased and the reference count of newobj is increased.

addControlBinding
bool addControlBinding(gst.control_binding.ControlBinding binding)

Attach the #GstControlBinding to the object. If there already was a #GstControlBinding for this property it will be replaced.

defaultError
void defaultError(glib.error.ErrorG error, string debug_)

A default error function that uses glib.global.printerr to display the error message and the optional debug string..

getControlBinding
gst.control_binding.ControlBinding getControlBinding(string propertyName)

Gets the corresponding #GstControlBinding for the property. This should be unreferenced again after use.

getControlRate
gst.types.ClockTime getControlRate()

Obtain the control-rate for this object. Audio processing #GstElement objects will use this rate to sub-divide their processing loop and call gst.object.ObjectGst.syncValues in between. The length of the processing segment should be up to control-rate nanoseconds.

getGValueArray
bool getGValueArray(string propertyName, gst.types.ClockTime timestamp, gst.types.ClockTime interval, gobject.value.Value[] values)

Gets a number of #GValues for the given controlled property starting at the requested time. The array values need to hold enough space for n_values of #GValue.

getName
string getName()

Returns a copy of the name of object. Caller should glib.global.gfree the return value after usage. For a nameless object, this returns null, which you can safely glib.global.gfree as well.

getParent
gst.object.ObjectGst getParent()

Returns the parent of object. This function increases the refcount of the parent object so you should gst.object.ObjectGst.unref it after usage.

getPathString
string getPathString()

Generates a string describing the path of object in the object hierarchy. Only useful (or used) for debugging.

getValue
gobject.value.Value getValue(string propertyName, gst.types.ClockTime timestamp)

Gets the value for the given controlled property at the requested time.

hasActiveControlBindings
bool hasActiveControlBindings()

Check if the object has active controlled properties.

hasAncestor
bool hasAncestor(gst.object.ObjectGst ancestor)

Check if object has an ancestor ancestor somewhere up in the hierarchy. One can e.g. check if a #GstElement is inside a #GstPipeline.

hasAsAncestor
bool hasAsAncestor(gst.object.ObjectGst ancestor)

Check if object has an ancestor ancestor somewhere up in the hierarchy. One can e.g. check if a #GstElement is inside a #GstPipeline.

hasAsParent
bool hasAsParent(gst.object.ObjectGst parent)

Check if parent is the parent of object. E.g. a #GstElement can check if it owns a given #GstPad.

removeControlBinding
bool removeControlBinding(gst.control_binding.ControlBinding binding)

Removes the corresponding #GstControlBinding. If it was the last ref of the binding, it will be disposed.

setControlBindingDisabled
void setControlBindingDisabled(string propertyName, bool disabled)

This function is used to disable the control bindings on a property for some time, i.e. gst.object.ObjectGst.syncValues will do nothing for the property.

setControlBindingsDisabled
void setControlBindingsDisabled(bool disabled)

This function is used to disable all controlled properties of the object for some time, i.e. gst.object.ObjectGst.syncValues will do nothing.

setControlRate
void setControlRate(gst.types.ClockTime controlRate)

Change the control-rate for this object. Audio processing #GstElement objects will use this rate to sub-divide their processing loop and call gst.object.ObjectGst.syncValues in between. The length of the processing segment should be up to control-rate nanoseconds.

setName
bool setName(string name)

Sets the name of object, or gives object a guaranteed unique name (if name is null). This function makes a copy of the provided name, so the caller retains ownership of the name it sent.

setParent
bool setParent(gst.object.ObjectGst parent)

Sets the parent of object to parent. The object's reference count will be incremented, and any floating reference will be removed (see gst.object.ObjectGst.refSink).

suggestNextSync
gst.types.ClockTime suggestNextSync()

Returns a suggestion for timestamps where buffers should be split to get best controller results.

syncValues
bool syncValues(gst.types.ClockTime timestamp)

Sets the properties of the object, according to the #GstControlSources that (maybe) handle them and for the given timestamp.

unparent
void unparent()

Clear the parent of object, removing the associated reference. This function decreases the refcount of object.

connectDeepNotify
ulong connectDeepNotify(string detail, T callback, Flag!"After" after)

Connect to DeepNotify signal.