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
)