#undef GST_GL_EXT_FUNCTION
#undef GST_GL_EXT_END
+GST_EXPORT
gchar * gst_gl_api_to_string (GstGLAPI api);
+GST_EXPORT
GstGLAPI gst_gl_api_from_string (const gchar * api_s);
+GST_EXPORT
gchar * gst_gl_platform_to_string (GstGLPlatform platform);
+GST_EXPORT
GstGLPlatform gst_gl_platform_from_string (const gchar * platform_s);
G_END_DECLS
G_BEGIN_DECLS
+GST_EXPORT
GType gst_gl_base_filter_get_type(void);
#define GST_TYPE_GL_BASE_FILTER (gst_gl_base_filter_get_type())
#define GST_GL_BASE_FILTER(obj) (G_TYPE_CHECK_INSTANCE_CAST((obj),GST_TYPE_GL_BASE_FILTER,GstGLBaseFilter))
G_BEGIN_DECLS
#define GST_TYPE_GL_BASE_MEMORY_ALLOCATOR (gst_gl_base_memory_allocator_get_type())
+GST_EXPORT
GType gst_gl_base_memory_allocator_get_type(void);
#define GST_IS_GL_BASE_MEMORY_ALLOCATOR(obj) (G_TYPE_CHECK_INSTANCE_TYPE ((obj), GST_TYPE_GL_BASE_MEMORY_ALLOCATOR))
#define GST_GL_BASE_MEMORY_CAST(mem) ((GstGLBaseMemory *)mem)
+GST_EXPORT
GQuark gst_gl_base_memory_error_quark (void);
#define GST_GL_BASE_MEMORY_ERROR (gst_gl_base_memory_error_quark ())
typedef void (*GstGLAllocationParamsFreeFunc) (gpointer params);
#define GST_TYPE_GL_ALLOCATION_PARAMS (gst_gl_allocation_params_get_type())
+GST_EXPORT
GType gst_gl_allocation_params_get_type (void);
#define GST_GL_ALLOCATION_PARAMS_ALLOC_FLAG_ALLOC (1 << 0)
GDestroyNotify notify);
/* free with gst_gl_allocation_params_free */
+GST_EXPORT
GstGLAllocationParams * gst_gl_allocation_params_copy (GstGLAllocationParams * src);
+GST_EXPORT
void gst_gl_allocation_params_free (GstGLAllocationParams * params);
/* subclass usage */
+GST_EXPORT
void gst_gl_allocation_params_free_data (GstGLAllocationParams * params);
/* subclass usage */
+GST_EXPORT
void gst_gl_allocation_params_copy_data (GstGLAllocationParams * src,
GstGLAllocationParams * dest);
*/
#define GST_GL_BASE_MEMORY_ALLOCATOR_NAME "GLBaseMemory"
+GST_EXPORT
void gst_gl_base_memory_init_once (void);
+GST_EXPORT
gboolean gst_is_gl_base_memory (GstMemory * mem);
+GST_EXPORT
void gst_gl_base_memory_init (GstGLBaseMemory * mem,
GstAllocator * allocator,
GstMemory * parent,
gpointer user_data,
GDestroyNotify notify);
+GST_EXPORT
gboolean gst_gl_base_memory_alloc_data (GstGLBaseMemory * gl_mem);
+GST_EXPORT
gboolean gst_gl_base_memory_memcpy (GstGLBaseMemory * src,
GstGLBaseMemory * dest,
gssize offset,
gssize size);
+GST_EXPORT
GstGLBaseMemory * gst_gl_base_memory_alloc (GstGLBaseMemoryAllocator * allocator,
GstGLAllocationParams * params);
G_BEGIN_DECLS
#define GST_TYPE_GL_BUFFER_ALLOCATOR (gst_gl_buffer_allocator_get_type())
+GST_EXPORT
GType gst_gl_buffer_allocator_get_type(void);
#define GST_IS_GL_BUFFER_ALLOCATOR(obj) (G_TYPE_CHECK_INSTANCE_TYPE ((obj), GST_TYPE_GL_ALLOCATOR))
gpointer _padding[GST_PADDING];
};
+GST_EXPORT
GstGLBufferAllocationParams * gst_gl_buffer_allocation_params_new (GstGLContext * context,
gsize alloc_size,
GstAllocationParams * alloc_params,
*/
#define GST_GL_BUFFER_ALLOCATOR_NAME "GLBuffer"
+GST_EXPORT
void gst_gl_buffer_init_once (void);
+GST_EXPORT
gboolean gst_is_gl_buffer (GstMemory * mem);
+GST_EXPORT
GstGLBuffer * gst_gl_buffer_alloc (GstGLContext * context,
guint gl_target,
guint gl_usage,
G_BEGIN_DECLS
/* buffer pool functions */
+GST_EXPORT
GType gst_gl_buffer_pool_get_type (void);
#define GST_TYPE_GL_BUFFER_POOL (gst_gl_buffer_pool_get_type())
#define GST_IS_GL_BUFFER_POOL(obj) (G_TYPE_CHECK_INSTANCE_TYPE ((obj), GST_TYPE_GL_BUFFER_POOL))
gpointer _padding[GST_PADDING];
};
+GST_EXPORT
GstBufferPool *gst_gl_buffer_pool_new (GstGLContext * context);
+GST_EXPORT
GstGLAllocationParams * gst_buffer_pool_config_get_gl_allocation_params (GstStructure * config);
+GST_EXPORT
void gst_buffer_pool_config_set_gl_allocation_params (GstStructure * config,
GstGLAllocationParams * params);
G_BEGIN_DECLS
+GST_EXPORT
GType gst_gl_color_convert_get_type (void);
#define GST_TYPE_GL_COLOR_CONVERT (gst_gl_color_convert_get_type())
#define GST_GL_COLOR_CONVERT(obj) (G_TYPE_CHECK_INSTANCE_CAST((obj),GST_TYPE_GL_COLOR_CONVERT,GstGLColorConvert))
"framerate = " GST_VIDEO_FPS_RANGE ", " \
"texture-target = (string) { 2D, rectangle, external-oes }"
+GST_EXPORT
GstGLColorConvert * gst_gl_color_convert_new (GstGLContext * context);
+GST_EXPORT
GstCaps * gst_gl_color_convert_transform_caps (GstGLContext * convert,
GstPadDirection direction,
GstCaps * caps,
GstCaps * filter);
+GST_EXPORT
GstCaps * gst_gl_color_convert_fixate_caps (GstGLContext * convert,
GstPadDirection direction,
GstCaps * caps,
GstCaps * other);
+GST_EXPORT
gboolean gst_gl_color_convert_set_caps (GstGLColorConvert * convert,
GstCaps * in_caps,
GstCaps * out_caps);
+GST_EXPORT
gboolean gst_gl_color_convert_decide_allocation (GstGLColorConvert * convert,
GstQuery * query);
+GST_EXPORT
GstBuffer * gst_gl_color_convert_perform (GstGLColorConvert * convert, GstBuffer * inbuf);
G_END_DECLS
#define GST_IS_GL_CONTEXT(o) (G_TYPE_CHECK_INSTANCE_TYPE((o), GST_GL_TYPE_CONTEXT))
#define GST_IS_GL_CONTEXT_CLASS(k) (G_TYPE_CHECK_CLASS_TYPE((k), GST_GL_TYPE_CONTEXT))
#define GST_GL_CONTEXT_GET_CLASS(o) (G_TYPE_INSTANCE_GET_CLASS((o), GST_GL_TYPE_CONTEXT, GstGLContextClass))
+GST_EXPORT
GType gst_gl_context_get_type (void);
#define GST_GL_CONTEXT_ERROR (gst_gl_context_error_quark ())
+GST_EXPORT
GQuark gst_gl_context_error_quark (void);
/**
/* methods */
+GST_EXPORT
GstGLContext * gst_gl_context_new (GstGLDisplay *display);
+GST_EXPORT
GstGLContext * gst_gl_context_new_wrapped (GstGLDisplay *display,
guintptr handle,
GstGLPlatform context_type,
GstGLAPI available_apis);
+GST_EXPORT
gboolean gst_gl_context_activate (GstGLContext *context, gboolean activate);
+GST_EXPORT
GThread * gst_gl_context_get_thread (GstGLContext *context);
+GST_EXPORT
GstGLContext * gst_gl_context_get_current (void);
+GST_EXPORT
GstGLDisplay * gst_gl_context_get_display (GstGLContext *context);
+GST_EXPORT
gpointer gst_gl_context_get_proc_address (GstGLContext *context, const gchar *name);
+GST_EXPORT
GstGLPlatform gst_gl_context_get_gl_platform (GstGLContext *context);
+GST_EXPORT
GstGLAPI gst_gl_context_get_gl_api (GstGLContext *context);
+GST_EXPORT
guintptr gst_gl_context_get_gl_context (GstGLContext *context);
+GST_EXPORT
gboolean gst_gl_context_can_share (GstGLContext * context, GstGLContext *other_context);
+GST_EXPORT
gboolean gst_gl_context_create (GstGLContext *context, GstGLContext *other_context, GError ** error);
+GST_EXPORT
void gst_gl_context_destroy (GstGLContext *context);
+GST_EXPORT
gpointer gst_gl_context_default_get_proc_address (GstGLAPI gl_api, const gchar *name);
+GST_EXPORT
gpointer gst_gl_context_get_proc_address_with_platform (GstGLPlatform context_type, GstGLAPI gl_api, const gchar *name);
+GST_EXPORT
gboolean gst_gl_context_set_window (GstGLContext *context, GstGLWindow *window);
+GST_EXPORT
GstGLWindow * gst_gl_context_get_window (GstGLContext *context);
+GST_EXPORT
void gst_gl_context_get_gl_version (GstGLContext *context, gint *maj, gint *min);
+GST_EXPORT
gboolean gst_gl_context_check_gl_version (GstGLContext * context, GstGLAPI api, gint maj, gint min);
+GST_EXPORT
gboolean gst_gl_context_check_feature (GstGLContext *context, const gchar *feature);
+GST_EXPORT
guintptr gst_gl_context_get_current_gl_context (GstGLPlatform context_type);
+GST_EXPORT
GstGLAPI gst_gl_context_get_current_gl_api (GstGLPlatform platform, guint *major, guint *minor);
+GST_EXPORT
gboolean gst_gl_context_is_shared (GstGLContext * context);
+GST_EXPORT
void gst_gl_context_set_shared_with (GstGLContext * context, GstGLContext * share);
+GST_EXPORT
gboolean gst_gl_context_fill_info (GstGLContext * context, GError ** error);
/* FIXME: remove */
+GST_EXPORT
void gst_gl_context_thread_add (GstGLContext * context,
GstGLContextThreadFunc func, gpointer data);
G_BEGIN_DECLS
+GST_EXPORT
GType gst_gl_control_binding_proxy_get_type (void);
#define GST_TYPE_GL_CONTROL_BINDING_PROXY (gst_gl_control_binding_proxy_get_type())
GstControlBindingClass parent_class;
};
+GST_EXPORT
GstControlBinding * gst_gl_control_binding_proxy_new (GstObject * object,
const gchar * property_name,
GstObject * ref_object,
const gchar * ref_property_name);
+GST_EXPORT
void gst_gl_object_add_control_binding_proxy (GstObject * object,
GstObject * ref_object,
const gchar * prop);
gpointer _padding[GST_PADDING];
};
+GST_EXPORT
GstGLAsyncDebug * gst_gl_async_debug_new (void);
+GST_EXPORT
void gst_gl_async_debug_free (GstGLAsyncDebug * ad);
+GST_EXPORT
void gst_gl_async_debug_init (GstGLAsyncDebug * ad);
+GST_EXPORT
void gst_gl_async_debug_unset (GstGLAsyncDebug * ad);
+GST_EXPORT
void gst_gl_async_debug_freeze (GstGLAsyncDebug * ad);
+GST_EXPORT
void gst_gl_async_debug_thaw (GstGLAsyncDebug * ad);
/**
#if !defined(GST_DISABLE_GST_DEBUG)
+GST_EXPORT
void gst_gl_insert_debug_marker (GstGLContext * context,
const gchar * format, ...) G_GNUC_PRINTF (2, 3);
+GST_EXPORT
void gst_gl_async_debug_output_log_msg (GstGLAsyncDebug * ad);
+GST_EXPORT
void gst_gl_async_debug_store_log_msg (GstGLAsyncDebug * ad,
GstDebugCategory * cat,
GstDebugLevel level,
gint line,
GObject * object,
const gchar * format, ...) G_GNUC_PRINTF (8, 9);
+GST_EXPORT
void gst_gl_async_debug_store_log_msg_valist (GstGLAsyncDebug * ad,
GstDebugCategory * cat,
GstDebugLevel level,
G_BEGIN_DECLS
+GST_EXPORT
GType gst_gl_display_get_type (void);
#define GST_TYPE_GL_DISPLAY (gst_gl_display_get_type())
gpointer _padding[GST_PADDING];
};
+GST_EXPORT
GstGLDisplay *gst_gl_display_new (void);
#define gst_gl_display_lock(display) GST_OBJECT_LOCK (display)
#define gst_gl_display_unlock(display) GST_OBJECT_UNLOCK (display)
+GST_EXPORT
guintptr gst_gl_display_get_handle (GstGLDisplay * display);
+GST_EXPORT
GstGLDisplayType gst_gl_display_get_handle_type (GstGLDisplay * display);
+GST_EXPORT
void gst_gl_display_filter_gl_api (GstGLDisplay * display,
GstGLAPI gl_api);
+GST_EXPORT
GstGLAPI gst_gl_display_get_gl_api (GstGLDisplay * display);
+GST_EXPORT
GstGLAPI gst_gl_display_get_gl_api_unlocked (GstGLDisplay * display);
#define GST_GL_DISPLAY_CONTEXT_TYPE "gst.gl.GLDisplay"
+GST_EXPORT
void gst_context_set_gl_display (GstContext * context, GstGLDisplay * display);
+GST_EXPORT
gboolean gst_context_get_gl_display (GstContext * context, GstGLDisplay ** display);
+GST_EXPORT
gboolean gst_gl_display_create_context (GstGLDisplay * display,
GstGLContext * other_context, GstGLContext ** p_context, GError **error);
+GST_EXPORT
GstGLContext * gst_gl_display_get_gl_context_for_thread (GstGLDisplay * display,
GThread * thread);
+GST_EXPORT
gboolean gst_gl_display_add_context (GstGLDisplay * display,
GstGLContext * context);
const GstGLFeatureFunction *functions;
};
-gboolean
+GST_EXPORT gboolean
gst_gl_check_extension (const char *name, const gchar * ext);
G_GNUC_INTERNAL gboolean
G_BEGIN_DECLS
+GST_EXPORT
GType gst_gl_filter_get_type(void);
#define GST_TYPE_GL_FILTER (gst_gl_filter_get_type())
#define GST_GL_FILTER(obj) (G_TYPE_CHECK_INSTANCE_CAST((obj),GST_TYPE_GL_FILTER,GstGLFilter))
gpointer _padding[GST_PADDING];
};
+GST_EXPORT
gboolean gst_gl_filter_filter_texture (GstGLFilter * filter, GstBuffer * inbuf,
GstBuffer * outbuf);
+GST_EXPORT
gboolean gst_gl_filter_render_to_target (GstGLFilter *filter,
GstGLMemory * input,
GstGLMemory * output,
GstGLFilterRenderFunc func,
gpointer data);
+GST_EXPORT
void gst_gl_filter_draw_fullscreen_quad (GstGLFilter *filter);
+GST_EXPORT
void gst_gl_filter_render_to_target_with_shader (GstGLFilter * filter,
GstGLMemory * input,
GstGLMemory * output,
GST_GL_DEPTH24_STENCIL8 = 0x88F0,
} GstGLFormat;
+GST_EXPORT
guint gst_gl_format_type_n_bytes (guint format,
guint type);
+GST_EXPORT
guint gst_gl_texture_type_n_bytes (GstVideoGLTextureType tex_format);
+GST_EXPORT
guint gst_gl_format_from_gl_texture_type (GstVideoGLTextureType tex_format);
+GST_EXPORT
GstVideoGLTextureType gst_gl_texture_type_from_format (GstGLContext * context,
GstVideoFormat v_format,
guint plane);
+GST_EXPORT
guint gst_gl_sized_gl_format_from_gl_format_type (GstGLContext * context,
guint format,
guint type);
+GST_EXPORT
GstGLTextureTarget gst_gl_texture_target_from_string (const gchar * str);
+GST_EXPORT
const gchar * gst_gl_texture_target_to_string (GstGLTextureTarget target);
+GST_EXPORT
guint gst_gl_texture_target_to_gl (GstGLTextureTarget target);
+GST_EXPORT
GstGLTextureTarget gst_gl_texture_target_from_gl (guint target);
+GST_EXPORT
const gchar * gst_gl_texture_target_to_buffer_pool_option (GstGLTextureTarget target);
G_END_DECLS
G_BEGIN_DECLS
+GST_EXPORT
GType gst_gl_framebuffer_get_type (void);
#define GST_TYPE_GL_FRAMEBUFFER (gst_gl_framebuffer_get_type())
gpointer _padding[GST_PADDING];
};
+GST_EXPORT
GstGLFramebuffer * gst_gl_framebuffer_new (GstGLContext *context);
+GST_EXPORT
GstGLFramebuffer * gst_gl_framebuffer_new_with_default_depth (GstGLContext *context,
guint width,
guint height);
+GST_EXPORT
guint gst_gl_framebuffer_get_id (GstGLFramebuffer * fb);
+GST_EXPORT
void gst_gl_framebuffer_attach (GstGLFramebuffer * fb,
guint attachment_point,
GstGLBaseMemory * mem);
+GST_EXPORT
void gst_gl_framebuffer_bind (GstGLFramebuffer * fb);
+GST_EXPORT
void gst_gl_context_clear_framebuffer (GstGLContext * context);
+GST_EXPORT
void gst_gl_framebuffer_get_effective_dimensions (GstGLFramebuffer * fb,
guint * width,
guint * height);
+GST_EXPORT
gboolean gst_gl_context_check_framebuffer_status (GstGLContext * context);
+GST_EXPORT
gboolean gst_gl_framebuffer_draw_to_texture (GstGLFramebuffer * fb,
GstGLMemory * mem,
GstGLFramebufferFunc cb,
G_BEGIN_DECLS
#define GST_TYPE_GL_MEMORY_ALLOCATOR (gst_gl_memory_allocator_get_type())
+GST_EXPORT
GType gst_gl_memory_allocator_get_type(void);
#define GST_IS_GL_MEMORY_ALLOCATOR(obj) (G_TYPE_CHECK_INSTANCE_TYPE ((obj), GST_TYPE_GL_MEMORY_ALLOCATOR))
gpointer _padding[GST_PADDING];
};
+GST_EXPORT
gboolean gst_gl_video_allocation_params_init_full (GstGLVideoAllocationParams * params,
gsize struct_size,
guint alloc_flags,
gpointer gl_handle,
gpointer user_data,
GDestroyNotify notify);
+GST_EXPORT
GstGLVideoAllocationParams * gst_gl_video_allocation_params_new (GstGLContext * context,
GstAllocationParams * alloc_params,
GstVideoInfo * v_info,
GstVideoAlignment * valign,
GstGLTextureTarget target,
GstVideoGLTextureType tex_type);
+GST_EXPORT
GstGLVideoAllocationParams * gst_gl_video_allocation_params_new_wrapped_data (GstGLContext * context,
GstAllocationParams * alloc_params,
GstVideoInfo * v_info,
gpointer user_data,
GDestroyNotify notify);
+GST_EXPORT
GstGLVideoAllocationParams * gst_gl_video_allocation_params_new_wrapped_texture (GstGLContext * context,
GstAllocationParams * alloc_params,
GstVideoInfo * v_info,
gpointer user_data,
GDestroyNotify notify);
+GST_EXPORT
GstGLVideoAllocationParams * gst_gl_video_allocation_params_new_wrapped_gl_handle (GstGLContext * context,
GstAllocationParams * alloc_params,
GstVideoInfo * v_info,
GDestroyNotify notify);
/* subclass usage */
+GST_EXPORT
void gst_gl_video_allocation_params_free_data (GstGLVideoAllocationParams * params);
/* subclass usage */
+GST_EXPORT
void gst_gl_video_allocation_params_copy_data (GstGLVideoAllocationParams * src_vid,
GstGLVideoAllocationParams * dest_vid);
*/
#define GST_GL_MEMORY_ALLOCATOR_NAME "GLMemory"
+GST_EXPORT
void gst_gl_memory_init_once (void);
+GST_EXPORT
gboolean gst_is_gl_memory (GstMemory * mem);
+GST_EXPORT
void gst_gl_memory_init (GstGLMemory * mem,
GstAllocator * allocator,
GstMemory * parent,
gpointer user_data,
GDestroyNotify notify);
+GST_EXPORT
gboolean gst_gl_memory_copy_into (GstGLMemory *gl_mem,
guint tex_id,
GstGLTextureTarget target,
GstVideoGLTextureType tex_type,
gint width,
gint height);
+GST_EXPORT
gboolean gst_gl_memory_copy_teximage (GstGLMemory * src,
guint tex_id,
GstGLTextureTarget out_target,
gint width,
gint height);
+GST_EXPORT
gboolean gst_gl_memory_read_pixels (GstGLMemory * gl_mem,
gpointer read_pointer);
+GST_EXPORT
void gst_gl_memory_texsubimage (GstGLMemory * gl_mem,
gpointer read_pointer);
/* accessors */
+GST_EXPORT
gint gst_gl_memory_get_texture_width (GstGLMemory * gl_mem);
+GST_EXPORT
gint gst_gl_memory_get_texture_height (GstGLMemory * gl_mem);
+GST_EXPORT
GstVideoGLTextureType gst_gl_memory_get_texture_type (GstGLMemory * gl_mem);
+GST_EXPORT
GstGLTextureTarget gst_gl_memory_get_texture_target (GstGLMemory * gl_mem);
+GST_EXPORT
guint gst_gl_memory_get_texture_id (GstGLMemory * gl_mem);
+GST_EXPORT
gboolean gst_gl_memory_setup_buffer (GstGLMemoryAllocator * allocator,
GstBuffer * buffer,
GstGLVideoAllocationParams * params,
gpointer *wrapped_data,
gsize n_wrapped_pointers);
+GST_EXPORT
GstGLMemoryAllocator * gst_gl_memory_allocator_get_default (GstGLContext *context);
G_END_DECLS
G_BEGIN_DECLS
#define GST_TYPE_GL_MEMORY_PBO_ALLOCATOR (gst_gl_memory_pbo_allocator_get_type())
+GST_EXPORT
GType gst_gl_memory_pbo_allocator_get_type(void);
#define GST_IS_GL_MEMORY_PBO_ALLOCATOR(obj) (G_TYPE_CHECK_INSTANCE_TYPE ((obj), GST_TYPE_GL_MEMORY_PBO_ALLOCATOR))
*/
#define GST_GL_MEMORY_PBO_ALLOCATOR_NAME "GLMemoryPBO"
+GST_EXPORT
void gst_gl_memory_pbo_init_once (void);
+GST_EXPORT
gboolean gst_is_gl_memory_pbo (GstMemory * mem);
+GST_EXPORT
void gst_gl_memory_pbo_download_transfer (GstGLMemoryPBO * gl_mem);
+GST_EXPORT
void gst_gl_memory_pbo_upload_transfer (GstGLMemoryPBO * gl_mem);
+GST_EXPORT
gboolean gst_gl_memory_pbo_copy_into_texture (GstGLMemoryPBO *gl_mem,
guint tex_id,
GstGLTextureTarget target,
G_BEGIN_DECLS
+GST_EXPORT
GType gst_gl_overlay_compositor_get_type (void);
/**
gpointer _padding[GST_PADDING];
};
+GST_EXPORT
GstGLOverlayCompositor *gst_gl_overlay_compositor_new (GstGLContext * context);
+GST_EXPORT
void gst_gl_overlay_compositor_free_overlays (GstGLOverlayCompositor * compositor);
+GST_EXPORT
void gst_gl_overlay_compositor_upload_overlays (GstGLOverlayCompositor * compositor,
GstBuffer * buf);
+GST_EXPORT
void gst_gl_overlay_compositor_draw_overlays (GstGLOverlayCompositor * compositor);
+GST_EXPORT
GstCaps * gst_gl_overlay_compositor_add_caps(GstCaps * caps);
G_END_DECLS
gpointer _padding[GST_PADDING];
};
+GST_EXPORT
void gst_gl_query_init (GstGLQuery * query,
GstGLContext * context,
GstGLQueryType query_type);
+GST_EXPORT
void gst_gl_query_unset (GstGLQuery * query);
+GST_EXPORT
GstGLQuery * gst_gl_query_new (GstGLContext * context,
GstGLQueryType query_type);
+GST_EXPORT
void gst_gl_query_free (GstGLQuery * query);
+GST_EXPORT
void gst_gl_query_start (GstGLQuery * query);
+GST_EXPORT
void gst_gl_query_end (GstGLQuery * query);
+GST_EXPORT
void gst_gl_query_counter (GstGLQuery * query);
+GST_EXPORT
guint64 gst_gl_query_result (GstGLQuery * query);
#define gst_gl_query_start_log_valist(query,cat,level,object,format,varargs) \
G_BEGIN_DECLS
+GST_EXPORT
GType gst_gl_shader_get_type (void);
#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))
GstObjectClass parent_class;
};
+GST_EXPORT
GstGLShader * gst_gl_shader_new (GstGLContext *context);
+GST_EXPORT
GstGLShader * gst_gl_shader_new_with_stages (GstGLContext * context, GError ** error, ...);
+GST_EXPORT
GstGLShader * gst_gl_shader_new_link_with_stages (GstGLContext * context, GError ** error, ...);
+GST_EXPORT
GstGLShader * gst_gl_shader_new_default (GstGLContext * context, GError ** error);
+GST_EXPORT
gboolean gst_gl_shader_attach (GstGLShader * shader, GstGLSLStage * stage);
+GST_EXPORT
gboolean gst_gl_shader_attach_unlocked (GstGLShader * shader, GstGLSLStage * stage);
+GST_EXPORT
void gst_gl_shader_detach (GstGLShader * shader, GstGLSLStage * stage);
+GST_EXPORT
void gst_gl_shader_detach_unlocked (GstGLShader * shader, GstGLSLStage * stage);
+GST_EXPORT
gboolean gst_gl_shader_compile_attach_stage (GstGLShader * shader,
GstGLSLStage *stage,
GError ** error);
+GST_EXPORT
gboolean gst_gl_shader_link (GstGLShader * shader, GError ** error);
+GST_EXPORT
gboolean gst_gl_shader_is_linked (GstGLShader *shader);
+GST_EXPORT
int gst_gl_shader_get_program_handle (GstGLShader * shader);
+GST_EXPORT
void gst_gl_shader_release (GstGLShader *shader);
+GST_EXPORT
void gst_gl_shader_release_unlocked (GstGLShader * shader);
+GST_EXPORT
void gst_gl_shader_use (GstGLShader *shader);
+GST_EXPORT
void gst_gl_context_clear_shader (GstGLContext *context);
+GST_EXPORT
void gst_gl_shader_set_uniform_1i (GstGLShader *shader, const gchar *name, gint value);
+GST_EXPORT
void gst_gl_shader_set_uniform_1iv (GstGLShader *shader, const gchar *name, guint count, gint *value);
+GST_EXPORT
void gst_gl_shader_set_uniform_1f (GstGLShader *shader, const gchar *name, gfloat value);
+GST_EXPORT
void gst_gl_shader_set_uniform_1fv (GstGLShader *shader, const gchar *name, guint count, gfloat *value);
+GST_EXPORT
void gst_gl_shader_set_uniform_2i (GstGLShader *shader, const gchar *name, gint v0, gint v1);
+GST_EXPORT
void gst_gl_shader_set_uniform_2iv (GstGLShader *shader, const gchar *name, guint count, gint *value);
+GST_EXPORT
void gst_gl_shader_set_uniform_2f (GstGLShader *shader, const gchar *name, gfloat v0, gfloat v1);
+GST_EXPORT
void gst_gl_shader_set_uniform_2fv (GstGLShader *shader, const gchar *name, guint count, gfloat *value);
+GST_EXPORT
void gst_gl_shader_set_uniform_3i (GstGLShader *shader, const gchar *name, gint v0, gint v1, gint v2);
+GST_EXPORT
void gst_gl_shader_set_uniform_3iv (GstGLShader *shader, const gchar *name, guint count, gint * value);
+GST_EXPORT
void gst_gl_shader_set_uniform_3f (GstGLShader *shader, const gchar *name, gfloat v0, gfloat v1, gfloat v2);
+GST_EXPORT
void gst_gl_shader_set_uniform_3fv (GstGLShader *shader, const gchar *name, guint count, gfloat *value);
+GST_EXPORT
void gst_gl_shader_set_uniform_4i (GstGLShader *shader, const gchar *name, gint v0, gint v1, gint v2, gint v3);
+GST_EXPORT
void gst_gl_shader_set_uniform_4iv (GstGLShader *shader, const gchar *name, guint count, gint *value);
+GST_EXPORT
void gst_gl_shader_set_uniform_4f (GstGLShader *shader, const gchar *name, gfloat v0, gfloat v1, gfloat v2, gfloat v3);
+GST_EXPORT
void gst_gl_shader_set_uniform_4fv (GstGLShader *shader, const gchar *name, guint count, gfloat *value);
+GST_EXPORT
void gst_gl_shader_set_uniform_matrix_2fv (GstGLShader *shader, const gchar *name, gint count, gboolean transpose, const gfloat* value);
+GST_EXPORT
void gst_gl_shader_set_uniform_matrix_3fv (GstGLShader *shader, const gchar *name, gint count, gboolean transpose, const gfloat* value);
+GST_EXPORT
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
+GST_EXPORT
void gst_gl_shader_set_uniform_matrix_2x3fv (GstGLShader *shader, const gchar *name, gint count, gboolean transpose, const gfloat* value);
+GST_EXPORT
void gst_gl_shader_set_uniform_matrix_2x4fv (GstGLShader *shader, const gchar *name, gint count, gboolean transpose, const gfloat* value);
+GST_EXPORT
void gst_gl_shader_set_uniform_matrix_3x2fv (GstGLShader *shader, const gchar *name, gint count, gboolean transpose, const gfloat* value);
+GST_EXPORT
void gst_gl_shader_set_uniform_matrix_3x4fv (GstGLShader *shader, const gchar *name, gint count, gboolean transpose, const gfloat* value);
+GST_EXPORT
void gst_gl_shader_set_uniform_matrix_4x2fv (GstGLShader *shader, const gchar *name, gint count, gboolean transpose, const gfloat* value);
+GST_EXPORT
void gst_gl_shader_set_uniform_matrix_4x3fv (GstGLShader *shader, const gchar *name, gint count, gboolean transpose, const gfloat* value);
#endif
+GST_EXPORT
gint gst_gl_shader_get_attribute_location (GstGLShader *shader, const gchar *name);
+GST_EXPORT
void gst_gl_shader_bind_attribute_location (GstGLShader * shader, guint index, const gchar * name);
+GST_EXPORT
void gst_gl_shader_bind_frag_data_location (GstGLShader * shader, guint index, const gchar * name);
G_END_DECLS
G_BEGIN_DECLS
-extern const gchar *gst_gl_shader_string_vertex_default;
-extern const gchar *gst_gl_shader_string_fragment_default;
+GST_EXPORT
+const gchar *gst_gl_shader_string_vertex_default;
+GST_EXPORT
+const gchar *gst_gl_shader_string_fragment_default;
-extern const gchar *gst_gl_shader_string_vertex_mat4_texture_transform;
-extern const gchar *gst_gl_shader_string_vertex_mat4_vertex_transform;
-extern const gchar *gst_gl_shader_string_fragment_external_oes_default;
+GST_EXPORT
+const gchar *gst_gl_shader_string_vertex_mat4_texture_transform;
+GST_EXPORT
+const gchar *gst_gl_shader_string_vertex_mat4_vertex_transform;
+GST_EXPORT
+const gchar *gst_gl_shader_string_fragment_external_oes_default;
G_END_DECLS
G_BEGIN_DECLS
+GST_EXPORT
GQuark gst_glsl_error_quark (void);
#define GST_GLSL_ERROR (gst_glsl_error_quark ())
GST_GLSL_PROFILE_ANY = -1,
} GstGLSLProfile;
+GST_EXPORT
GstGLSLVersion gst_glsl_version_from_string (const gchar * string);
+GST_EXPORT
const gchar * gst_glsl_version_to_string (GstGLSLVersion version);
+GST_EXPORT
GstGLSLProfile gst_glsl_profile_from_string (const gchar * string);
+GST_EXPORT
const gchar * gst_glsl_profile_to_string (GstGLSLProfile profile);
+GST_EXPORT
gchar * gst_glsl_version_profile_to_string (GstGLSLVersion version,
GstGLSLProfile profile);
+GST_EXPORT
gboolean gst_glsl_version_profile_from_string (const gchar * string,
GstGLSLVersion * version,
GstGLSLProfile * profile);
+GST_EXPORT
gboolean gst_glsl_string_get_version_profile (const gchar *s,
GstGLSLVersion * version,
GstGLSLProfile * profile);
+GST_EXPORT
GstGLSLVersion gst_gl_version_to_glsl_version (GstGLAPI gl_api, gint maj, gint min);
+GST_EXPORT
gboolean gst_gl_context_supports_glsl_profile_version (GstGLContext * context,
GstGLSLVersion version,
GstGLSLProfile profile);
gpointer _padding[GST_PADDING];
};
+GST_EXPORT
GType gst_glsl_stage_get_type (void);
+GST_EXPORT
GstGLSLStage * gst_glsl_stage_new (GstGLContext * context, guint type);
+GST_EXPORT
GstGLSLStage * gst_glsl_stage_new_with_string (GstGLContext * context,
guint type,
GstGLSLVersion version,
GstGLSLProfile profile,
const gchar * str);
+GST_EXPORT
GstGLSLStage * gst_glsl_stage_new_with_strings (GstGLContext * context,
guint type,
GstGLSLVersion version,
gint n_strings,
const gchar ** str);
+GST_EXPORT
GstGLSLStage * gst_glsl_stage_new_default_fragment (GstGLContext * context);
+GST_EXPORT
GstGLSLStage * gst_glsl_stage_new_default_vertex (GstGLContext * context);
+GST_EXPORT
guint gst_glsl_stage_get_handle (GstGLSLStage * stage);
+GST_EXPORT
GstGLSLProfile gst_glsl_stage_get_profile (GstGLSLStage * stage);
+GST_EXPORT
GstGLSLVersion gst_glsl_stage_get_version (GstGLSLStage * stage);
+GST_EXPORT
guint gst_glsl_stage_get_shader_type (GstGLSLStage * stage);
+GST_EXPORT
gboolean gst_glsl_stage_set_strings (GstGLSLStage * stage,
GstGLSLVersion version,
GstGLSLProfile profile,
gint n_strings,
const gchar ** str);
+GST_EXPORT
gboolean gst_glsl_stage_compile (GstGLSLStage * stage,
GError ** error);
void (*free_gl) (GstGLSyncMeta * sync, GstGLContext * context);
};
+GST_EXPORT
GType gst_gl_sync_meta_api_get_type (void);
+GST_EXPORT
const GstMetaInfo * gst_gl_sync_meta_get_info (void);
#define gst_buffer_get_gl_sync_meta(b) ((GstGLSyncMeta*)gst_buffer_get_meta((b),GST_GL_SYNC_META_API_TYPE))
+GST_EXPORT
GstGLSyncMeta * gst_buffer_add_gl_sync_meta (GstGLContext * context, GstBuffer *buffer);
+GST_EXPORT
GstGLSyncMeta * gst_buffer_add_gl_sync_meta_full (GstGLContext * context, GstBuffer * buffer,
gpointer data);
+GST_EXPORT
void gst_gl_sync_meta_set_sync_point (GstGLSyncMeta * sync, GstGLContext * context);
+GST_EXPORT
void gst_gl_sync_meta_wait (GstGLSyncMeta * sync, GstGLContext * context);
+GST_EXPORT
void gst_gl_sync_meta_wait_cpu (GstGLSyncMeta * sync, GstGLContext * context);
G_END_DECLS
G_BEGIN_DECLS
+GST_EXPORT
GType gst_gl_upload_get_type (void);
#define GST_TYPE_GL_UPLOAD (gst_gl_upload_get_type())
#define GST_GL_UPLOAD(obj) (G_TYPE_CHECK_INSTANCE_CAST((obj),GST_TYPE_GL_UPLOAD,GstGLUpload))
gpointer _padding[GST_PADDING];
};
+GST_EXPORT
GstCaps * gst_gl_upload_get_input_template_caps (void);
+GST_EXPORT
GstGLUpload * gst_gl_upload_new (GstGLContext * context);
+GST_EXPORT
void gst_gl_upload_set_context (GstGLUpload * upload,
GstGLContext * context);
+GST_EXPORT
GstCaps * gst_gl_upload_transform_caps (GstGLUpload * upload,
GstGLContext * context,
GstPadDirection direction,
GstCaps * caps,
GstCaps * filter);
+GST_EXPORT
gboolean gst_gl_upload_set_caps (GstGLUpload * upload,
GstCaps * in_caps,
GstCaps * out_caps);
+GST_EXPORT
void gst_gl_upload_get_caps (GstGLUpload * upload,
GstCaps ** in_caps,
GstCaps ** out_caps);
+GST_EXPORT
void gst_gl_upload_propose_allocation (GstGLUpload * upload,
GstQuery * decide_query,
GstQuery * query);
+GST_EXPORT
GstGLUploadReturn gst_gl_upload_perform_with_buffer (GstGLUpload * upload,
GstBuffer * buffer,
GstBuffer ** outbuf_ptr);
G_BEGIN_DECLS
+GST_EXPORT
gboolean gst_gl_context_gen_shader (GstGLContext * context,
const gchar * shader_vertex_source,
const gchar * shader_fragment_source, GstGLShader ** shader);
+GST_EXPORT
void gst_gl_context_del_shader (GstGLContext * context, GstGLShader * shader);
+GST_EXPORT
gboolean gst_gl_ensure_element_data (gpointer element,
GstGLDisplay **display_ptr, GstGLContext ** other_context_ptr);
+GST_EXPORT
gboolean gst_gl_handle_set_context (GstElement * element, GstContext * context,
GstGLDisplay ** display, GstGLContext ** other_context);
+GST_EXPORT
gboolean gst_gl_handle_context_query (GstElement * element, GstQuery * query,
GstGLDisplay ** display, GstGLContext ** other_context);
+GST_EXPORT
gboolean gst_gl_run_query (GstElement * element,
GstQuery * query, GstPadDirection direction);
+GST_EXPORT
gsize gst_gl_get_plane_data_size (GstVideoInfo * info, GstVideoAlignment * align,
guint plane);
+GST_EXPORT
gsize gst_gl_get_plane_start (GstVideoInfo * info, GstVideoAlignment * valign,
guint plane);
+GST_EXPORT
GstCaps * gst_gl_caps_replace_all_caps_features (const GstCaps * caps,
const gchar * feature_name);
+GST_EXPORT
gboolean gst_gl_value_set_texture_target_from_mask (GValue * value,
GstGLTextureTarget target_mask);
+GST_EXPORT
gboolean gst_gl_value_set_texture_target (GValue * value, GstGLTextureTarget target);
+GST_EXPORT
GstGLTextureTarget gst_gl_value_get_texture_target_mask (const GValue * value);
+GST_EXPORT
void gst_gl_multiply_matrix4 (const gfloat * a, const gfloat * b, gfloat * result);
+GST_EXPORT
void gst_gl_get_affine_transformation_meta_as_ndc (GstVideoAffineTransformationMeta *
meta, gfloat * matrix);
#define GST_GL_VIEW_CONVERT_GET_CLASS(obj) (G_TYPE_INSTANCE_GET_CLASS((obj) ,GST_TYPE_GL_VIEW_CONVERT,GstGLViewConvertClass))
#define GST_TYPE_GL_STEREO_DOWNMIX_MODE_TYPE gst_gl_stereo_downmix_mode_get_type()
+GST_EXPORT
GType gst_gl_stereo_downmix_mode_get_type (void);
enum _GstGLStereoDownmix {
gpointer _padding[GST_PADDING];
};
+GST_EXPORT
GType gst_gl_view_convert_get_type (void);
+GST_EXPORT
GstGLViewConvert * gst_gl_view_convert_new (void);
+GST_EXPORT
gboolean gst_gl_view_convert_set_caps (GstGLViewConvert * viewconvert, GstCaps * in_caps, GstCaps * out_caps);
+GST_EXPORT
GstCaps * gst_gl_view_convert_transform_caps (GstGLViewConvert * viewconvert,
GstPadDirection direction, GstCaps * caps, GstCaps * filter);
+GST_EXPORT
GstCaps * gst_gl_view_convert_fixate_caps (GstGLViewConvert *viewconvert,
GstPadDirection direction, GstCaps * caps, GstCaps * othercaps);
+GST_EXPORT
GstFlowReturn gst_gl_view_convert_submit_input_buffer (GstGLViewConvert *viewconvert,
gboolean is_discont, GstBuffer * input);
+GST_EXPORT
GstFlowReturn gst_gl_view_convert_get_output (GstGLViewConvert *viewconvert,
GstBuffer ** outbuf_ptr);
+GST_EXPORT
GstBuffer * gst_gl_view_convert_perform (GstGLViewConvert * viewconvert, GstBuffer *inbuf);
+GST_EXPORT
void gst_gl_view_convert_reset (GstGLViewConvert * viewconvert);
+GST_EXPORT
void gst_gl_view_convert_set_context (GstGLViewConvert *viewconvert, GstGLContext * context);
G_END_DECLS
gpointer _reserved[GST_PADDING];
};
+GST_EXPORT
GQuark gst_gl_window_error_quark (void);
+GST_EXPORT
GType gst_gl_window_get_type (void);
+GST_EXPORT
GstGLWindow * gst_gl_window_new (GstGLDisplay *display);
/* callbacks */
+GST_EXPORT
void gst_gl_window_set_draw_callback (GstGLWindow *window,
GstGLWindowCB callback,
gpointer data,
GDestroyNotify destroy_notify);
+GST_EXPORT
void gst_gl_window_set_resize_callback (GstGLWindow *window,
GstGLWindowResizeCB callback,
gpointer data,
GDestroyNotify destroy_notify);
+GST_EXPORT
void gst_gl_window_set_close_callback (GstGLWindow *window,
GstGLWindowCB callback,
gpointer data,
GDestroyNotify destroy_notify);
+GST_EXPORT
void gst_gl_window_set_window_handle (GstGLWindow *window, guintptr handle);
+GST_EXPORT
guintptr gst_gl_window_get_window_handle (GstGLWindow *window);
/* loop/events */
+GST_EXPORT
void gst_gl_window_run (GstGLWindow *window);
+GST_EXPORT
void gst_gl_window_quit (GstGLWindow *window);
+GST_EXPORT
gboolean gst_gl_window_is_running (GstGLWindow *window);
+GST_EXPORT
void gst_gl_window_send_message (GstGLWindow *window,
GstGLWindowCB callback,
gpointer data);
+GST_EXPORT
void gst_gl_window_send_message_async (GstGLWindow *window,
GstGLWindowCB callback,
gpointer data,
GDestroyNotify destroy);
/* navigation */
+GST_EXPORT
void gst_gl_window_handle_events (GstGLWindow * window,
gboolean handle_events);
+GST_EXPORT
void gst_gl_window_send_key_event (GstGLWindow * window,
const char * event_type,
const char * key_str);
+GST_EXPORT
void gst_gl_window_send_key_event_async (GstGLWindow * window,
const char * event_type,
const char * key_str);
+GST_EXPORT
void gst_gl_window_send_mouse_event (GstGLWindow * window,
const char * event_type,
int button,
double posx,
double posy);
+GST_EXPORT
void gst_gl_window_send_mouse_event_async (GstGLWindow * window,
const char * event_type,
int button,
double posy);
/* surfaces/rendering */
+GST_EXPORT
void gst_gl_window_queue_resize (GstGLWindow *window);
+GST_EXPORT
void gst_gl_window_draw (GstGLWindow *window);
+GST_EXPORT
void gst_gl_window_show (GstGLWindow *window);
+GST_EXPORT
void gst_gl_window_set_preferred_size (GstGLWindow * window,
gint width,
gint height);
+GST_EXPORT
void gst_gl_window_get_surface_dimensions (GstGLWindow * window,
guint * width,
guint * height);
+GST_EXPORT
gboolean gst_gl_window_set_render_rectangle (GstGLWindow * window,
gint x,
gint y,
gint height);
/* subclass usage only */
+GST_EXPORT
void gst_gl_window_resize (GstGLWindow *window, guint width, guint height);
+GST_EXPORT
GstGLContext * gst_gl_window_get_context (GstGLWindow *window);
+GST_EXPORT
guintptr gst_gl_window_get_display (GstGLWindow *window);
GST_DEBUG_CATEGORY_EXTERN (gst_gl_window_debug);