Trait gstreamer_gl::prelude::GLFilterExt [−][src]
pub trait GLFilterExt: 'static { fn draw_fullscreen_quad(&self); fn filter_texture(
&self,
input: &Buffer,
output: &Buffer
) -> Result<(), BoolError>; fn render_to_target<P: FnMut(&GLFilter, &GLMemory) -> bool>(
&self,
input: &GLMemory,
output: &GLMemory,
func: P
) -> Result<(), BoolError>; fn render_to_target_with_shader(
&self,
input: &GLMemory,
output: &GLMemory,
shader: &GLShader
); }
Required methods
fn draw_fullscreen_quad(&self)
[src]
Render a fullscreen quad using the current GL state. The only GL state this modifies is the necessary vertex/index buffers and, if necessary, a Vertex Array Object for drawing a fullscreen quad. Framebuffer state, any shaders, viewport state, etc must be setup by the caller.
fn filter_texture(
&self,
input: &Buffer,
output: &Buffer
) -> Result<(), BoolError>
[src]
&self,
input: &Buffer,
output: &Buffer
) -> Result<(), BoolError>
Calls filter_texture vfunc with correctly mapped GstGLMemorys
input
an input buffer
output
an output buffer
Returns
whether the transformation succeeded
fn render_to_target<P: FnMut(&GLFilter, &GLMemory) -> bool>(
&self,
input: &GLMemory,
output: &GLMemory,
func: P
) -> Result<(), BoolError>
[src]
&self,
input: &GLMemory,
output: &GLMemory,
func: P
) -> Result<(), BoolError>
Transforms input
into output
using func
on through FBO.
input
the input texture
output
the output texture
func
the function to transform input
into output
. called with data
data
the data associated with func
Returns
the return value of func
fn render_to_target_with_shader(
&self,
input: &GLMemory,
output: &GLMemory,
shader: &GLShader
)
[src]
&self,
input: &GLMemory,
output: &GLMemory,
shader: &GLShader
)
Transforms input
into output
using shader
with a FBO.
See also: Self::render_to_target()
input
the input texture
output
the output texture
shader
the shader to use.
Implementors
impl<O: IsA<GLFilter>> GLFilterExt for O
[src]
impl<O: IsA<GLFilter>> GLFilterExt for O
[src]fn draw_fullscreen_quad(&self)
[src]
fn filter_texture(
&self,
input: &Buffer,
output: &Buffer
) -> Result<(), BoolError>
[src]
&self,
input: &Buffer,
output: &Buffer
) -> Result<(), BoolError>
fn render_to_target<P: FnMut(&GLFilter, &GLMemory) -> bool>(
&self,
input: &GLMemory,
output: &GLMemory,
func: P
) -> Result<(), BoolError>
[src]
&self,
input: &GLMemory,
output: &GLMemory,
func: P
) -> Result<(), BoolError>
fn render_to_target_with_shader(
&self,
input: &GLMemory,
output: &GLMemory,
shader: &GLShader
)
[src]
&self,
input: &GLMemory,
output: &GLMemory,
shader: &GLShader
)