[−][src]Trait gstreamer_gl::GLDisplayExt
Trait containing all GLDisplay
methods.
Implementors
Required methods
fn add_context<P: IsA<GLContext>>(&self, context: &P) -> Result<(), BoolError>
context
a GLContext
Returns
whether context
was successfully added. false
may be returned
if there already exists another context for context
's active thread.
Must be called with the object lock held.
fn create_context<P: IsA<GLContext>>(
&self,
other_context: &P
) -> Result<GLContext, Error>
&self,
other_context: &P
) -> Result<GLContext, Error>
It requires the display's object lock to be held.
other_context
other GLContext
to share resources with.
p_context
resulting GLContext
Returns
whether a new context could be created.
fn create_window(&self) -> Result<GLWindow, BoolError>
fn filter_gl_api(&self, gl_api: GLAPI)
limit the use of OpenGL to the requested gl_api
. This is intended to allow
application and elements to request a specific set of OpenGL API's based on
what they support. See GLContextExt::get_gl_api
for the retreiving the
API supported by a GLContext
.
gl_api
a GLAPI
to filter with
fn get_gl_api(&self) -> GLAPI
see GLDisplayExt::filter_gl_api
for what the returned value represents
Returns
the GLAPI
configured for self
fn get_gl_api_unlocked(&self) -> GLAPI
fn get_handle_type(&self) -> GLDisplayType
Returns
the GLDisplayType
of self
fn remove_window<P: IsA<GLWindow>>(&self, window: &P) -> Result<(), BoolError>
fn connect_create_context<F: Fn(&Self, &GLContext) -> GLContext + Send + Sync + 'static>(
&self,
f: F
) -> SignalHandlerId
&self,
f: F
) -> SignalHandlerId
Implementors
impl<O: IsA<GLDisplay>> GLDisplayExt for O
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fn add_context<P: IsA<GLContext>>(&self, context: &P) -> Result<(), BoolError>
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fn create_context<P: IsA<GLContext>>(
&self,
other_context: &P
) -> Result<GLContext, Error>
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&self,
other_context: &P
) -> Result<GLContext, Error>
fn create_window(&self) -> Result<GLWindow, BoolError>
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fn filter_gl_api(&self, gl_api: GLAPI)
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fn get_gl_api(&self) -> GLAPI
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fn get_gl_api_unlocked(&self) -> GLAPI
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fn get_handle_type(&self) -> GLDisplayType
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fn remove_window<P: IsA<GLWindow>>(&self, window: &P) -> Result<(), BoolError>
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fn connect_create_context<F: Fn(&Self, &GLContext) -> GLContext + Send + Sync + 'static>(
&self,
f: F
) -> SignalHandlerId
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&self,
f: F
) -> SignalHandlerId