/* * GStreamer * Copyright (C) 2008 Filippo Argiolas * Copyright (C) 2014 Julien Isorce * * 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. */ #ifdef HAVE_CONFIG_H #include "config.h" #endif #include "gl.h" #include "gstglshader.h" #include "gstglsl_private.h" /** * SECTION:gstglshader * @title: GstGLShader * @short_description: object representing an OpenGL shader program * @see_also: #GstGLSLStage */ #ifndef GLhandleARB #define GLhandleARB GLuint #endif #define GST_GL_SHADER_GET_PRIVATE(o) \ (G_TYPE_INSTANCE_GET_PRIVATE((o), GST_TYPE_GL_SHADER, GstGLShaderPrivate)) #define USING_OPENGL(context) (gst_gl_context_check_gl_version (context, GST_GL_API_OPENGL, 1, 0)) #define USING_OPENGL3(context) (gst_gl_context_check_gl_version (context, GST_GL_API_OPENGL3, 3, 1)) #define USING_GLES(context) (gst_gl_context_check_gl_version (context, GST_GL_API_GLES, 1, 0)) #define USING_GLES2(context) (gst_gl_context_check_gl_version (context, GST_GL_API_GLES2, 2, 0)) #define USING_GLES3(context) (gst_gl_context_check_gl_version (context, GST_GL_API_GLES2, 3, 0)) typedef struct _GstGLShaderVTable { GLuint (GSTGLAPI * CreateProgram) (void); void (GSTGLAPI * DeleteProgram) (GLuint program); void (GSTGLAPI * UseProgram) (GLuint program); void (GSTGLAPI * GetAttachedShaders) (GLuint program, GLsizei maxcount, GLsizei * count, GLuint * shaders); GLuint (GSTGLAPI * CreateShader) (GLenum shaderType); void (GSTGLAPI * DeleteShader) (GLuint shader); void (GSTGLAPI * AttachShader) (GLuint program, GLuint shader); void (GSTGLAPI * DetachShader) (GLuint program, GLuint shader); void (GSTGLAPI * GetShaderiv) (GLuint program, GLenum pname, GLint * params); void (GSTGLAPI * GetProgramiv) (GLuint program, GLenum pname, GLint * params); void (GSTGLAPI * GetShaderInfoLog) (GLuint shader, GLsizei maxLength, GLsizei * length, char *log); void (GSTGLAPI * GetProgramInfoLog) (GLuint shader, GLsizei maxLength, GLsizei * length, char *log); } GstGLShaderVTable; enum { PROP_0, PROP_LINKED, }; struct _GstGLShaderPrivate { GLhandleARB program_handle; GList *stages; gboolean linked; GHashTable *uniform_locations; GstGLSLFuncs vtable; }; GST_DEBUG_CATEGORY_STATIC (gst_gl_shader_debug); #define GST_CAT_DEFAULT gst_gl_shader_debug #define DEBUG_INIT \ GST_DEBUG_CATEGORY_INIT (gst_gl_shader_debug, "glshader", 0, "shader"); G_DEFINE_TYPE_WITH_CODE (GstGLShader, gst_gl_shader, GST_TYPE_OBJECT, DEBUG_INIT); static void _cleanup_shader (GstGLContext * context, GstGLShader * shader) { GstGLShaderPrivate *priv = shader->priv; GST_OBJECT_LOCK (shader); /* release shader objects */ gst_gl_shader_release_unlocked (shader); /* delete program */ if (priv->program_handle) { GST_TRACE ("finalizing program shader %u", priv->program_handle); priv->vtable.DeleteProgram (priv->program_handle); } GST_DEBUG ("shader deleted %u", priv->program_handle); GST_OBJECT_UNLOCK (shader); } static void gst_gl_shader_finalize (GObject * object) { GstGLShader *shader; GstGLShaderPrivate *priv; shader = GST_GL_SHADER (object); priv = shader->priv; GST_TRACE_OBJECT (shader, "finalizing shader %u", priv->program_handle); gst_gl_context_thread_add (shader->context, (GstGLContextThreadFunc) _cleanup_shader, shader); priv->program_handle = 0; g_hash_table_destroy (priv->uniform_locations); if (shader->context) { gst_object_unref (shader->context); shader->context = NULL; } G_OBJECT_CLASS (gst_gl_shader_parent_class)->finalize (object); } static void gst_gl_shader_set_property (GObject * object, guint prop_id, const GValue * value, GParamSpec * pspec) { switch (prop_id) { default: G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec); break; } } static void gst_gl_shader_get_property (GObject * object, guint prop_id, GValue * value, GParamSpec * pspec) { GstGLShader *shader = GST_GL_SHADER (object); GstGLShaderPrivate *priv = shader->priv; switch (prop_id) { case PROP_LINKED: g_value_set_boolean (value, priv->linked); break; default: G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec); break; } } static void gst_gl_shader_class_init (GstGLShaderClass * klass) { /* bind class methods .. */ GObjectClass *obj_class = G_OBJECT_CLASS (klass); g_type_class_add_private (klass, sizeof (GstGLShaderPrivate)); obj_class->finalize = gst_gl_shader_finalize; obj_class->set_property = gst_gl_shader_set_property; obj_class->get_property = gst_gl_shader_get_property; /* .. and install properties */ g_object_class_install_property (obj_class, PROP_LINKED, g_param_spec_boolean ("linked", "Linked", "Shader link status", FALSE, G_PARAM_READABLE | G_PARAM_STATIC_STRINGS)); } static void gst_gl_shader_init (GstGLShader * self) { /* initialize sources and create program object */ GstGLShaderPrivate *priv; priv = self->priv = GST_GL_SHADER_GET_PRIVATE (self); priv->linked = FALSE; priv->uniform_locations = g_hash_table_new_full (g_str_hash, g_str_equal, g_free, NULL); } static int _get_uniform_location (GstGLShader * shader, const gchar * name) { GstGLShaderPrivate *priv = shader->priv; int location; gpointer value; g_return_val_if_fail (priv->linked, 0); if (!g_hash_table_lookup_extended (priv->uniform_locations, name, NULL, &value)) { const GstGLFuncs *gl = shader->context->gl_vtable; location = gl->GetUniformLocation (priv->program_handle, name); g_hash_table_insert (priv->uniform_locations, g_strdup (name), GINT_TO_POINTER (location)); } else { location = GPOINTER_TO_INT (value); } return location; } static GstGLShader * _new_with_stages_va_list (GstGLContext * context, GError ** error, va_list varargs) { GstGLShader *shader; GstGLSLStage *stage; gboolean to_unref_and_out = FALSE; g_return_val_if_fail (GST_IS_GL_CONTEXT (context), NULL); shader = g_object_new (GST_TYPE_GL_SHADER, NULL); gst_object_ref_sink (shader); shader->context = gst_object_ref (context); while ((stage = va_arg (varargs, GstGLSLStage *))) { if (to_unref_and_out) { gst_object_unref (stage); continue; } if (!gst_glsl_stage_compile (stage, error)) { gst_object_unref (stage); to_unref_and_out = TRUE; continue; } if (!gst_gl_shader_attach (shader, stage)) { g_set_error (error, GST_GLSL_ERROR, GST_GLSL_ERROR_PROGRAM, "Failed to attach stage to program"); to_unref_and_out = TRUE; continue; } } if (to_unref_and_out) { gst_object_unref (shader); return NULL; } return shader; } /** * gst_gl_shader_new_link_with_stages: * @context: a #GstGLContext * @error: a #GError * @...: a NULL terminated list of #GstGLSLStage's * * Each stage will attempt to be compiled and attached to @shader. Then * the shader will be linked. On error, %NULL will be returned and @error will * contain the details of the error. * * Note: must be called in the GL thread * * Returns: (transfer full): a new @shader with the specified stages. * * Since: 1.8 */ GstGLShader * gst_gl_shader_new_link_with_stages (GstGLContext * context, GError ** error, ...) { GstGLShader *shader; va_list varargs; va_start (varargs, error); shader = _new_with_stages_va_list (context, error, varargs); va_end (varargs); if (!shader) return NULL; if (!gst_gl_shader_link (shader, error)) return NULL; return shader; } /** * gst_gl_shader_new_with_stages: * @context: a #GstGLContext * @error: a #GError * @...: a NULL terminated list of #GstGLSLStage's * * Each stage will attempt to be compiled and attached to @shader. On error, * %NULL will be returned and @error will contain the details of the error. * * Note: must be called in the GL thread * * Returns: (transfer full): a new @shader with the specified stages. * * Since: 1.8 */ GstGLShader * gst_gl_shader_new_with_stages (GstGLContext * context, GError ** error, ...) { GstGLShader *shader; va_list varargs; va_start (varargs, error); shader = _new_with_stages_va_list (context, error, varargs); va_end (varargs); return shader; } /** * gst_gl_shader_new: * @context: a #GstGLContext * * Note: must be called in the GL thread * * Returns: (transfer full): a new empty @shader */ GstGLShader * gst_gl_shader_new (GstGLContext * context) { return gst_gl_shader_new_with_stages (context, NULL, NULL); } /** * gst_gl_shader_new_default: * @context: a #GstGLContext * @error: a #GError that is filled on failure * * Note: must be called in the GL thread * * Returns: (transfer full): a default @shader or %NULL on failure * * Since: 1.8 */ GstGLShader * gst_gl_shader_new_default (GstGLContext * context, GError ** error) { return gst_gl_shader_new_link_with_stages (context, error, gst_glsl_stage_new_default_vertex (context), gst_glsl_stage_new_default_fragment (context), NULL); } /** * gst_gl_shader_is_linked: * @shader: a #GstGLShader * * Note: must be called in the GL thread * * Returns: whether @shader has been successfully linked * * Since: 1.8 */ gboolean gst_gl_shader_is_linked (GstGLShader * shader) { gboolean ret; g_return_val_if_fail (GST_IS_GL_SHADER (shader), FALSE); GST_OBJECT_LOCK (shader); ret = shader->priv->linked; GST_OBJECT_UNLOCK (shader); return ret; } static gboolean _ensure_program (GstGLShader * shader) { if (shader->priv->program_handle) return TRUE; shader->priv->program_handle = shader->priv->vtable.CreateProgram (); return shader->priv->program_handle != 0; } /** * gst_gl_shader_get_program_handle: * @shader: a #GstGLShader * * Returns: the GL program handle for this shader * * Since: 1.8 */ int gst_gl_shader_get_program_handle (GstGLShader * shader) { int ret; g_return_val_if_fail (GST_IS_GL_SHADER (shader), 0); GST_OBJECT_LOCK (shader); ret = (int) shader->priv->program_handle; GST_OBJECT_UNLOCK (shader); return ret; } /** * gst_gl_shader_detach_unlocked: * @shader: a #GstGLShader * @stage: a #GstGLSLStage to attach * * Detaches @stage from @shader. @stage must have been successfully attached * to @shader with gst_gl_shader_attach() or gst_gl_shader_attach_unlocked(). * * Note: must be called in the GL thread * * Since: 1.8 */ void gst_gl_shader_detach_unlocked (GstGLShader * shader, GstGLSLStage * stage) { guint stage_handle; GList *elem; g_return_if_fail (GST_IS_GL_SHADER (shader)); g_return_if_fail (GST_IS_GLSL_STAGE (stage)); if (!_gst_glsl_funcs_fill (&shader->priv->vtable, shader->context)) { GST_WARNING_OBJECT (shader, "Failed to retreive required GLSL functions"); return; } if (!shader->priv->program_handle) return; elem = g_list_find (shader->priv->stages, stage); if (!elem) { GST_FIXME_OBJECT (shader, "Could not find stage %p in shader %p", stage, shader); return; } stage_handle = gst_glsl_stage_get_handle (stage); if (!stage_handle) { GST_FIXME_OBJECT (shader, "Stage %p doesn't have a GL handle", stage); return; } 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)); GST_LOG_OBJECT (shader, "detaching shader %i from program %i", stage_handle, (int) shader->priv->program_handle); shader->priv->vtable.DetachShader (shader->priv->program_handle, stage_handle); shader->priv->stages = g_list_delete_link (shader->priv->stages, elem); gst_object_unref (stage); } /** * gst_gl_shader_detach: * @shader: a #GstGLShader * @stage: a #GstGLSLStage to attach * * Detaches @stage from @shader. @stage must have been successfully attached * to @shader with gst_gl_shader_attach() or gst_gl_shader_attach_unlocked(). * * Note: must be called in the GL thread * * Since: 1.8 */ void gst_gl_shader_detach (GstGLShader * shader, GstGLSLStage * stage) { g_return_if_fail (GST_IS_GL_SHADER (shader)); g_return_if_fail (GST_IS_GLSL_STAGE (stage)); GST_OBJECT_LOCK (shader); gst_gl_shader_detach_unlocked (shader, stage); GST_OBJECT_UNLOCK (shader); } /** * gst_gl_shader_attach_unlocked: * @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_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 retreive 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 retreive 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\n", 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); } /** * gst_gl_shader_set_uniform_1f: * @shader: a #GstGLShader * @name: name of the uniform * @value: value to set * * Perform glUniform1f() for @name on @shader */ void gst_gl_shader_set_uniform_1f (GstGLShader * shader, const gchar * name, gfloat value) { GstGLShaderPrivate *priv; GstGLFuncs *gl; GLint location = -1; g_return_if_fail (shader != NULL); priv = shader->priv; g_return_if_fail (priv->program_handle != 0); gl = shader->context->gl_vtable; location = _get_uniform_location (shader, name); gl->Uniform1f (location, 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 */ void gst_gl_shader_set_uniform_1fv (GstGLShader * shader, const gchar * name, guint count, const gfloat * value) { GstGLShaderPrivate *priv; GstGLFuncs *gl; GLint location = -1; g_return_if_fail (shader != NULL); priv = shader->priv; g_return_if_fail (priv->program_handle != 0); gl = shader->context->gl_vtable; location = _get_uniform_location (shader, name); gl->Uniform1fv (location, count, value); } /** * gst_gl_shader_set_uniform_1i: * @shader: a #GstGLShader * @name: name of the uniform * @value: value to set * * Perform glUniform1i() for @name on @shader */ void gst_gl_shader_set_uniform_1i (GstGLShader * shader, const gchar * name, gint value) { GstGLShaderPrivate *priv; GstGLFuncs *gl; GLint location = -1; g_return_if_fail (shader != NULL); priv = shader->priv; g_return_if_fail (priv->program_handle != 0); gl = shader->context->gl_vtable; location = _get_uniform_location (shader, name); gl->Uniform1i (location, 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 */ void gst_gl_shader_set_uniform_1iv (GstGLShader * shader, const gchar * name, guint count, const gint * value) { GstGLShaderPrivate *priv; GstGLFuncs *gl; GLint location = -1; g_return_if_fail (shader != NULL); priv = shader->priv; g_return_if_fail (priv->program_handle != 0); gl = shader->context->gl_vtable; location = _get_uniform_location (shader, name); gl->Uniform1iv (location, count, value); } /** * 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 */ void gst_gl_shader_set_uniform_2f (GstGLShader * shader, const gchar * name, gfloat v0, gfloat v1) { GstGLShaderPrivate *priv; GstGLFuncs *gl; GLint location = -1; g_return_if_fail (shader != NULL); priv = shader->priv; g_return_if_fail (priv->program_handle != 0); gl = shader->context->gl_vtable; location = _get_uniform_location (shader, name); gl->Uniform2f (location, 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 */ void gst_gl_shader_set_uniform_2fv (GstGLShader * shader, const gchar * name, guint count, const gfloat * value) { GstGLShaderPrivate *priv; GstGLFuncs *gl; GLint location = -1; g_return_if_fail (shader != NULL); priv = shader->priv; g_return_if_fail (priv->program_handle != 0); gl = shader->context->gl_vtable; location = _get_uniform_location (shader, name); gl->Uniform2fv (location, count, value); } /** * 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 */ void gst_gl_shader_set_uniform_2i (GstGLShader * shader, const gchar * name, gint v0, gint v1) { GstGLShaderPrivate *priv; GstGLFuncs *gl; GLint location = -1; g_return_if_fail (shader != NULL); priv = shader->priv; g_return_if_fail (priv->program_handle != 0); gl = shader->context->gl_vtable; location = _get_uniform_location (shader, name); gl->Uniform2i (location, 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 */ void gst_gl_shader_set_uniform_2iv (GstGLShader * shader, const gchar * name, guint count, const gint * value) { GstGLShaderPrivate *priv; GstGLFuncs *gl; GLint location = -1; g_return_if_fail (shader != NULL); priv = shader->priv; g_return_if_fail (priv->program_handle != 0); gl = shader->context->gl_vtable; location = _get_uniform_location (shader, name); gl->Uniform2iv (location, count, value); } /** * 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 */ void gst_gl_shader_set_uniform_3f (GstGLShader * shader, const gchar * name, gfloat v0, gfloat v1, gfloat v2) { GstGLShaderPrivate *priv; GstGLFuncs *gl; GLint location = -1; g_return_if_fail (shader != NULL); priv = shader->priv; g_return_if_fail (priv->program_handle != 0); gl = shader->context->gl_vtable; location = _get_uniform_location (shader, name); gl->Uniform3f (location, 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 */ void gst_gl_shader_set_uniform_3fv (GstGLShader * shader, const gchar * name, guint count, const gfloat * value) { GstGLShaderPrivate *priv; GstGLFuncs *gl; GLint location = -1; g_return_if_fail (shader != NULL); priv = shader->priv; g_return_if_fail (priv->program_handle != 0); gl = shader->context->gl_vtable; location = _get_uniform_location (shader, name); gl->Uniform3fv (location, count, value); } /** * 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 */ void gst_gl_shader_set_uniform_3i (GstGLShader * shader, const gchar * name, gint v0, gint v1, gint v2) { GstGLShaderPrivate *priv; GstGLFuncs *gl; GLint location = -1; g_return_if_fail (shader != NULL); priv = shader->priv; g_return_if_fail (priv->program_handle != 0); gl = shader->context->gl_vtable; location = _get_uniform_location (shader, name); gl->Uniform3i (location, 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 */ void gst_gl_shader_set_uniform_3iv (GstGLShader * shader, const gchar * name, guint count, const gint * value) { GstGLShaderPrivate *priv; GstGLFuncs *gl; GLint location = -1; g_return_if_fail (shader != NULL); priv = shader->priv; g_return_if_fail (priv->program_handle != 0); gl = shader->context->gl_vtable; location = _get_uniform_location (shader, name); gl->Uniform3iv (location, count, value); } /** * 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 */ void gst_gl_shader_set_uniform_4f (GstGLShader * shader, const gchar * name, gfloat v0, gfloat v1, gfloat v2, gfloat v3) { GstGLShaderPrivate *priv; GstGLFuncs *gl; GLint location = -1; g_return_if_fail (shader != NULL); priv = shader->priv; g_return_if_fail (priv->program_handle != 0); gl = shader->context->gl_vtable; location = _get_uniform_location (shader, name); gl->Uniform4f (location, 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 */ void gst_gl_shader_set_uniform_4fv (GstGLShader * shader, const gchar * name, guint count, const gfloat * value) { GstGLShaderPrivate *priv; GstGLFuncs *gl; GLint location = -1; g_return_if_fail (shader != NULL); priv = shader->priv; g_return_if_fail (priv->program_handle != 0); gl = shader->context->gl_vtable; location = _get_uniform_location (shader, name); gl->Uniform4fv (location, count, value); } /** * 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 */ void gst_gl_shader_set_uniform_4i (GstGLShader * shader, const gchar * name, gint v0, gint v1, gint v2, gint v3) { GstGLShaderPrivate *priv; GstGLFuncs *gl; GLint location = -1; g_return_if_fail (shader != NULL); priv = shader->priv; g_return_if_fail (priv->program_handle != 0); gl = shader->context->gl_vtable; location = _get_uniform_location (shader, name); gl->Uniform4i (location, 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 */ void gst_gl_shader_set_uniform_4iv (GstGLShader * shader, const gchar * name, guint count, const gint * value) { GstGLShaderPrivate *priv; GstGLFuncs *gl; GLint location = -1; g_return_if_fail (shader != NULL); priv = shader->priv; g_return_if_fail (priv->program_handle != 0); gl = shader->context->gl_vtable; location = _get_uniform_location (shader, name); gl->Uniform4iv (location, count, value); } /** * 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) { GstGLShaderPrivate *priv; GstGLFuncs *gl; GLint location = -1; g_return_if_fail (shader != NULL); priv = shader->priv; g_return_if_fail (priv->program_handle != 0); gl = shader->context->gl_vtable; location = _get_uniform_location (shader, name); gl->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) { GstGLShaderPrivate *priv; GstGLFuncs *gl; GLint location = -1; g_return_if_fail (shader != NULL); priv = shader->priv; g_return_if_fail (priv->program_handle != 0); gl = shader->context->gl_vtable; location = _get_uniform_location (shader, name); gl->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) { GstGLShaderPrivate *priv; GstGLFuncs *gl; GLint location = -1; g_return_if_fail (shader != NULL); priv = shader->priv; g_return_if_fail (priv->program_handle != 0); gl = shader->context->gl_vtable; location = _get_uniform_location (shader, name); gl->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) { GstGLShaderPrivate *priv; GstGLFuncs *gl; GLint location = -1; g_return_if_fail (shader != NULL); priv = shader->priv; g_return_if_fail (priv->program_handle != 0); gl = shader->context->gl_vtable; location = _get_uniform_location (shader, name); gl->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) { GstGLShaderPrivate *priv; GstGLFuncs *gl; GLint location = -1; g_return_if_fail (shader != NULL); priv = shader->priv; g_return_if_fail (priv->program_handle != 0); gl = shader->context->gl_vtable; location = _get_uniform_location (shader, name); gl->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) { GstGLShaderPrivate *priv; GstGLFuncs *gl; GLint location = -1; g_return_if_fail (shader != NULL); priv = shader->priv; g_return_if_fail (priv->program_handle != 0); gl = shader->context->gl_vtable; location = _get_uniform_location (shader, name); gl->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) { GstGLShaderPrivate *priv; GstGLFuncs *gl; GLint location = -1; g_return_if_fail (shader != NULL); priv = shader->priv; g_return_if_fail (priv->program_handle != 0); gl = shader->context->gl_vtable; location = _get_uniform_location (shader, name); gl->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) { GstGLShaderPrivate *priv; GstGLFuncs *gl; GLint location = -1; g_return_if_fail (shader != NULL); priv = shader->priv; g_return_if_fail (priv->program_handle != 0); gl = shader->context->gl_vtable; location = _get_uniform_location (shader, name); gl->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) { GstGLShaderPrivate *priv; GstGLFuncs *gl; GLint location = -1; g_return_if_fail (shader != NULL); priv = shader->priv; g_return_if_fail (priv->program_handle != 0); gl = shader->context->gl_vtable; location = _get_uniform_location (shader, name); gl->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) { GstGLShaderPrivate *priv; GstGLFuncs *gl; gint ret; g_return_val_if_fail (shader != NULL, -1); priv = shader->priv; g_return_val_if_fail (priv->program_handle != 0, -1); gl = shader->context->gl_vtable; ret = gl->GetAttribLocation (priv->program_handle, name); GST_TRACE_OBJECT (shader, "retreived program %i attribute \'%s\' location %i", (int) 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) { GstGLShaderPrivate *priv; GstGLFuncs *gl; g_return_if_fail (shader != NULL); priv = shader->priv; g_return_if_fail (priv->program_handle != 0); gl = shader->context->gl_vtable; GST_TRACE_OBJECT (shader, "binding program %i attribute \'%s\' location %i", (int) priv->program_handle, name, index); gl->BindAttribLocation (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) { GstGLShaderPrivate *priv; GstGLFuncs *gl; g_return_if_fail (shader != NULL); if (!_ensure_program (shader)) g_return_if_fail (shader->priv->program_handle); priv = shader->priv; gl = shader->context->gl_vtable; g_return_if_fail (gl->BindFragDataLocation); GST_TRACE_OBJECT (shader, "binding program %i frag data \'%s\' location %i", (int) priv->program_handle, name, index); gl->BindFragDataLocation (priv->program_handle, index, name); }