gst_gl_filter_prepare_output_buffer;
g_object_class_install_property (gobject_class, PROP_EXTERNAL_OPENGL_CONTEXT,
- g_param_spec_ulong ("external_opengl_context",
+ g_param_spec_ulong ("external-opengl-context",
"External OpenGL context",
"Give an external OpenGL context with which to share textures",
- 0, G_MAXULONG, 0, G_PARAM_WRITABLE));
+ 0, G_MAXULONG, 0, G_PARAM_WRITABLE | G_PARAM_STATIC_STRINGS));
klass->set_caps = NULL;
klass->filter = NULL;
PROP_VERTEX_SRC,
g_param_spec_string ("vertex-src",
"Vertex Source",
- "GLSL Vertex Shader source code", NULL, G_PARAM_READWRITE));
+ "GLSL Vertex Shader source code", NULL,
+ G_PARAM_READWRITE | G_PARAM_STATIC_STRINGS));
g_object_class_install_property (obj_class,
PROP_FRAGMENT_SRC,
g_param_spec_string ("fragment-src",
"Fragment Source",
- "GLSL Fragment Shader source code", NULL, G_PARAM_READWRITE));
+ "GLSL Fragment Shader source code", NULL,
+ G_PARAM_READWRITE | G_PARAM_STATIC_STRINGS));
g_object_class_install_property (obj_class,
PROP_ACTIVE,
g_param_spec_string ("active",
- "Active", "Enable/Disable the shader", NULL, G_PARAM_READWRITE));
+ "Active", "Enable/Disable the shader", NULL,
+ G_PARAM_READWRITE | G_PARAM_STATIC_STRINGS));
g_object_class_install_property (obj_class,
PROP_COMPILED,
g_param_spec_boolean ("compiled",
"Compiled",
- "Shader compile and link status", FALSE, G_PARAM_READABLE));
+ "Shader compile and link status", FALSE,
+ G_PARAM_READABLE | G_PARAM_STATIC_STRINGS));
}
void
void
gst_gl_shader_set_uniform_matrix_4fv (GstGLShader * shader, const gchar * name,
- GLsizei count, GLboolean transpose, const GLfloat* value)
+ GLsizei count, GLboolean transpose, const GLfloat * value)
{
GstGLShaderPrivate *priv;
GLint location = -1;
}
void
-gst_gl_shader_bind_attribute_location (GstGLShader * shader, GLuint index, const gchar * name)
+gst_gl_shader_bind_attribute_location (GstGLShader * shader, GLuint index,
+ const gchar * name)
{
GstGLShaderPrivate *priv;