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// This file was generated by gir (https://github.com/gtk-rs/gir) // from gir-files (https://github.com/gtk-rs/gir-files) // DO NOT EDIT use glib; use glib::object::IsA; use glib::object::ObjectType as ObjectType_; use glib::signal::connect_raw; use glib::signal::SignalHandlerId; use glib::translate::*; #[cfg(any(feature = "v1_16", feature = "dox"))] use glib::GString; use glib::StaticType; use glib::Value; use glib_sys; use gobject_sys; use gst; use gst_gl_sys; use std::boxed::Box as Box_; use std::mem::transmute; use std::ptr; use GLContext; #[cfg(any(feature = "v1_16", feature = "dox"))] use GLSLProfile; use GLSLStage; #[cfg(any(feature = "v1_16", feature = "dox"))] use GLSLVersion; glib_wrapper! { /// /// /// # Implements /// /// [`gst::ObjectExt`](../gst/trait.ObjectExt.html), [`glib::object::ObjectExt`](../glib/object/trait.ObjectExt.html) pub struct GLShader(Object<gst_gl_sys::GstGLShader, gst_gl_sys::GstGLShaderClass, GLShaderClass>) @extends gst::Object; match fn { get_type => || gst_gl_sys::gst_gl_shader_get_type(), } } impl GLShader { /// Note: must be called in the GL thread /// ## `context` /// a `GLContext` /// /// # Returns /// /// a new empty `shader` pub fn new<P: IsA<GLContext>>(context: &P) -> GLShader { skip_assert_initialized!(); unsafe { from_glib_full(gst_gl_sys::gst_gl_shader_new( context.as_ref().to_glib_none().0, )) } } /// Note: must be called in the GL thread /// ## `context` /// a `GLContext` /// /// # Returns /// /// a default `shader` or `None` on failure pub fn new_default<P: IsA<GLContext>>(context: &P) -> Result<GLShader, glib::Error> { skip_assert_initialized!(); unsafe { let mut error = ptr::null_mut(); let ret = gst_gl_sys::gst_gl_shader_new_default( context.as_ref().to_glib_none().0, &mut error, ); if error.is_null() { Ok(from_glib_full(ret)) } else { Err(from_glib_full(error)) } } } //pub fn new_link_with_stages<P: IsA<GLContext>>(context: &P, error: &mut glib::Error, : /*Unknown conversion*//*Unimplemented*/Fundamental: VarArgs) -> GLShader { // unsafe { TODO: call gst_gl_sys:gst_gl_shader_new_link_with_stages() } //} //pub fn new_with_stages<P: IsA<GLContext>>(context: &P, error: &mut glib::Error, : /*Unknown conversion*//*Unimplemented*/Fundamental: VarArgs) -> GLShader { // unsafe { TODO: call gst_gl_sys:gst_gl_shader_new_with_stages() } //} /// Attaches `stage` to `self`. `stage` must have been successfully compiled /// with `GLSLStage::compile`. /// /// Note: must be called in the GL thread /// ## `stage` /// a `GLSLStage` to attach /// /// # Returns /// /// whether `stage` could be attached to `self` pub fn attach(&self, stage: &GLSLStage) -> Result<(), glib::error::BoolError> { unsafe { glib_result_from_gboolean!( gst_gl_sys::gst_gl_shader_attach(self.to_glib_none().0, stage.to_glib_none().0), "Failed to attach stage to shader" ) } } /// Attaches `stage` to `self`. `stage` must have been successfully compiled /// with `GLSLStage::compile`. /// /// Note: must be called in the GL thread /// ## `stage` /// a `GLSLStage` to attach /// /// # Returns /// /// whether `stage` could be attached to `self` pub fn attach_unlocked(&self, stage: &GLSLStage) -> Result<(), glib::error::BoolError> { unsafe { glib_result_from_gboolean!( gst_gl_sys::gst_gl_shader_attach_unlocked( self.to_glib_none().0, stage.to_glib_none().0 ), "Failed to attach stage to shader" ) } } /// Bind attribute `name` to the specified location `index` using /// glBindAttributeLocation(). /// ## `index` /// attribute index to set /// ## `name` /// name of the attribute pub fn bind_attribute_location(&self, index: u32, name: &str) { unsafe { gst_gl_sys::gst_gl_shader_bind_attribute_location( self.to_glib_none().0, index, name.to_glib_none().0, ); } } /// Bind attribute `name` to the specified location `index` using /// glBindFragDataLocation(). /// ## `index` /// attribute index to set /// ## `name` /// name of the attribute pub fn bind_frag_data_location(&self, index: u32, name: &str) { unsafe { gst_gl_sys::gst_gl_shader_bind_frag_data_location( self.to_glib_none().0, index, name.to_glib_none().0, ); } } /// Compiles `stage` and attaches it to `self`. /// /// Note: must be called in the GL thread /// ## `stage` /// a `GLSLStage` to attach /// /// # Returns /// /// whether `stage` could be compiled and attached to `self` pub fn compile_attach_stage(&self, stage: &GLSLStage) -> Result<(), glib::Error> { unsafe { let mut error = ptr::null_mut(); let _ = gst_gl_sys::gst_gl_shader_compile_attach_stage( self.to_glib_none().0, stage.to_glib_none().0, &mut error, ); if error.is_null() { Ok(()) } else { Err(from_glib_full(error)) } } } /// Detaches `stage` from `self`. `stage` must have been successfully attached /// to `self` with `GLShader::attach` or `GLShader::attach_unlocked`. /// /// Note: must be called in the GL thread /// ## `stage` /// a `GLSLStage` to attach pub fn detach(&self, stage: &GLSLStage) { unsafe { gst_gl_sys::gst_gl_shader_detach(self.to_glib_none().0, stage.to_glib_none().0); } } /// Detaches `stage` from `self`. `stage` must have been successfully attached /// to `self` with `GLShader::attach` or `GLShader::attach_unlocked`. /// /// Note: must be called in the GL thread /// ## `stage` /// a `GLSLStage` to attach pub fn detach_unlocked(&self, stage: &GLSLStage) { unsafe { gst_gl_sys::gst_gl_shader_detach_unlocked( self.to_glib_none().0, stage.to_glib_none().0, ); } } /// ## `name` /// name of the attribute /// /// # Returns /// /// the attribute index for `name` in `self` or -1 on failure pub fn get_attribute_location(&self, name: &str) -> i32 { unsafe { gst_gl_sys::gst_gl_shader_get_attribute_location( self.to_glib_none().0, name.to_glib_none().0, ) } } /// /// # Returns /// /// the GL program handle for this shader pub fn get_program_handle(&self) -> i32 { unsafe { gst_gl_sys::gst_gl_shader_get_program_handle(self.to_glib_none().0) } } /// Note: must be called in the GL thread /// /// # Returns /// /// whether `self` has been successfully linked pub fn is_linked(&self) -> bool { unsafe { from_glib(gst_gl_sys::gst_gl_shader_is_linked(self.to_glib_none().0)) } } /// Links the current list of `GLSLStage`'s in `self`. /// /// Note: must be called in the GL thread /// /// # Returns /// /// whether `self` could be linked together. pub fn link(&self) -> Result<(), glib::Error> { unsafe { let mut error = ptr::null_mut(); let _ = gst_gl_sys::gst_gl_shader_link(self.to_glib_none().0, &mut error); if error.is_null() { Ok(()) } else { Err(from_glib_full(error)) } } } /// Releases the shader and stages. /// /// Note: must be called in the GL thread pub fn release(&self) { unsafe { gst_gl_sys::gst_gl_shader_release(self.to_glib_none().0); } } /// Releases the shader and stages. /// /// Note: must be called in the GL thread pub fn release_unlocked(&self) { unsafe { gst_gl_sys::gst_gl_shader_release_unlocked(self.to_glib_none().0); } } /// Perform glUniform1f() for `name` on `self` /// ## `name` /// name of the uniform /// ## `value` /// value to set pub fn set_uniform_1f(&self, name: &str, value: f32) { unsafe { gst_gl_sys::gst_gl_shader_set_uniform_1f( self.to_glib_none().0, name.to_glib_none().0, value, ); } } /// Perform glUniform1fv() for `name` on `self` /// ## `name` /// name of the uniform /// ## `count` /// number of values to set /// ## `value` /// values to set pub fn set_uniform_1fv(&self, name: &str, value: &[f32]) { let count = value.len() as u32; unsafe { gst_gl_sys::gst_gl_shader_set_uniform_1fv( self.to_glib_none().0, name.to_glib_none().0, count, value.to_glib_none().0, ); } } /// Perform glUniform1i() for `name` on `self` /// ## `name` /// name of the uniform /// ## `value` /// value to set pub fn set_uniform_1i(&self, name: &str, value: i32) { unsafe { gst_gl_sys::gst_gl_shader_set_uniform_1i( self.to_glib_none().0, name.to_glib_none().0, value, ); } } /// Perform glUniform1iv() for `name` on `self` /// ## `name` /// name of the uniform /// ## `count` /// number of values to set /// ## `value` /// values to set pub fn set_uniform_1iv(&self, name: &str, value: &[i32]) { let count = value.len() as u32; unsafe { gst_gl_sys::gst_gl_shader_set_uniform_1iv( self.to_glib_none().0, name.to_glib_none().0, count, value.to_glib_none().0, ); } } /// Perform glUniform2f() for `name` on `self` /// ## `name` /// name of the uniform /// ## `v0` /// first value to set /// ## `v1` /// second value to set pub fn set_uniform_2f(&self, name: &str, v0: f32, v1: f32) { unsafe { gst_gl_sys::gst_gl_shader_set_uniform_2f( self.to_glib_none().0, name.to_glib_none().0, v0, v1, ); } } /// Perform glUniform2fv() for `name` on `self` /// ## `name` /// name of the uniform /// ## `count` /// number of values to set /// ## `value` /// values to set pub fn set_uniform_2fv(&self, name: &str, value: &[f32]) { let count = value.len() as u32; unsafe { gst_gl_sys::gst_gl_shader_set_uniform_2fv( self.to_glib_none().0, name.to_glib_none().0, count, value.to_glib_none().0, ); } } /// Perform glUniform2i() for `name` on `self` /// ## `name` /// name of the uniform /// ## `v0` /// first value to set /// ## `v1` /// second value to set pub fn set_uniform_2i(&self, name: &str, v0: i32, v1: i32) { unsafe { gst_gl_sys::gst_gl_shader_set_uniform_2i( self.to_glib_none().0, name.to_glib_none().0, v0, v1, ); } } /// Perform glUniform2iv() for `name` on `self` /// ## `name` /// name of the uniform /// ## `count` /// number of values to set /// ## `value` /// values to set pub fn set_uniform_2iv(&self, name: &str, value: &[i32]) { let count = value.len() as u32; unsafe { gst_gl_sys::gst_gl_shader_set_uniform_2iv( self.to_glib_none().0, name.to_glib_none().0, count, value.to_glib_none().0, ); } } /// Perform glUniform3f() for `name` on `self` /// ## `name` /// name of the uniform /// ## `v0` /// first value to set /// ## `v1` /// second value to set /// ## `v2` /// third value to set pub fn set_uniform_3f(&self, name: &str, v0: f32, v1: f32, v2: f32) { unsafe { gst_gl_sys::gst_gl_shader_set_uniform_3f( self.to_glib_none().0, name.to_glib_none().0, v0, v1, v2, ); } } /// Perform glUniform3fv() for `name` on `self` /// ## `name` /// name of the uniform /// ## `count` /// number of values to set /// ## `value` /// values to set pub fn set_uniform_3fv(&self, name: &str, value: &[f32]) { let count = value.len() as u32; unsafe { gst_gl_sys::gst_gl_shader_set_uniform_3fv( self.to_glib_none().0, name.to_glib_none().0, count, value.to_glib_none().0, ); } } /// Perform glUniform3i() for `name` on `self` /// ## `name` /// name of the uniform /// ## `v0` /// first value to set /// ## `v1` /// second value to set /// ## `v2` /// third value to set pub fn set_uniform_3i(&self, name: &str, v0: i32, v1: i32, v2: i32) { unsafe { gst_gl_sys::gst_gl_shader_set_uniform_3i( self.to_glib_none().0, name.to_glib_none().0, v0, v1, v2, ); } } /// Perform glUniform3iv() for `name` on `self` /// ## `name` /// name of the uniform /// ## `count` /// number of values to set /// ## `value` /// values to set pub fn set_uniform_3iv(&self, name: &str, value: &[i32]) { let count = value.len() as u32; unsafe { gst_gl_sys::gst_gl_shader_set_uniform_3iv( self.to_glib_none().0, name.to_glib_none().0, count, value.to_glib_none().0, ); } } /// Perform glUniform4f() for `name` on `self` /// ## `name` /// name of the uniform /// ## `v0` /// first value to set /// ## `v1` /// second value to set /// ## `v2` /// third value to set /// ## `v3` /// fourth value to set pub fn set_uniform_4f(&self, name: &str, v0: f32, v1: f32, v2: f32, v3: f32) { unsafe { gst_gl_sys::gst_gl_shader_set_uniform_4f( self.to_glib_none().0, name.to_glib_none().0, v0, v1, v2, v3, ); } } /// Perform glUniform4fv() for `name` on `self` /// ## `name` /// name of the uniform /// ## `count` /// number of values to set /// ## `value` /// values to set pub fn set_uniform_4fv(&self, name: &str, value: &[f32]) { let count = value.len() as u32; unsafe { gst_gl_sys::gst_gl_shader_set_uniform_4fv( self.to_glib_none().0, name.to_glib_none().0, count, value.to_glib_none().0, ); } } /// Perform glUniform4i() for `name` on `self` /// ## `name` /// name of the uniform /// ## `v0` /// first value to set /// ## `v1` /// second value to set /// ## `v2` /// third value to set /// ## `v3` /// fourth value to set pub fn set_uniform_4i(&self, name: &str, v0: i32, v1: i32, v2: i32, v3: i32) { unsafe { gst_gl_sys::gst_gl_shader_set_uniform_4i( self.to_glib_none().0, name.to_glib_none().0, v0, v1, v2, v3, ); } } /// Perform glUniform4iv() for `name` on `self` /// ## `name` /// name of the uniform /// ## `count` /// number of values to set /// ## `value` /// values to set pub fn set_uniform_4iv(&self, name: &str, value: &[i32]) { let count = value.len() as u32; unsafe { gst_gl_sys::gst_gl_shader_set_uniform_4iv( self.to_glib_none().0, name.to_glib_none().0, count, value.to_glib_none().0, ); } } pub fn use_(&self) { unsafe { gst_gl_sys::gst_gl_shader_use(self.to_glib_none().0); } } pub fn get_property_linked(&self) -> bool { unsafe { let mut value = Value::from_type(<bool as StaticType>::static_type()); gobject_sys::g_object_get_property( self.as_ptr() as *mut gobject_sys::GObject, b"linked\0".as_ptr() as *const _, value.to_glib_none_mut().0, ); value .get() .expect("Return Value for property `linked` getter") .unwrap() } } /// /// Feature: `v1_16` /// /// ## `context` /// a `GLContext` /// ## `version` /// a `GLSLVersion` /// ## `profile` /// a `GLSLProfile` /// /// # Returns /// /// a passthrough shader string for copying an input external-oes /// texture to the output #[cfg(any(feature = "v1_16", feature = "dox"))] pub fn string_fragment_external_oes_get_default<P: IsA<GLContext>>( context: &P, version: GLSLVersion, profile: GLSLProfile, ) -> Option<GString> { skip_assert_initialized!(); unsafe { from_glib_full( gst_gl_sys::gst_gl_shader_string_fragment_external_oes_get_default( context.as_ref().to_glib_none().0, version.to_glib(), profile.to_glib(), ), ) } } /// /// Feature: `v1_16` /// /// ## `context` /// a `GLContext` /// ## `version` /// a `GLSLVersion` /// ## `profile` /// a `GLSLProfile` /// /// # Returns /// /// a passthrough shader string for copying an input texture to /// the output #[cfg(any(feature = "v1_16", feature = "dox"))] pub fn string_fragment_get_default<P: IsA<GLContext>>( context: &P, version: GLSLVersion, profile: GLSLProfile, ) -> Option<GString> { skip_assert_initialized!(); unsafe { from_glib_full(gst_gl_sys::gst_gl_shader_string_fragment_get_default( context.as_ref().to_glib_none().0, version.to_glib(), profile.to_glib(), )) } } /// Generates a shader string that defines the precision of float types in /// GLSL shaders. This is particularly needed for fragment shaders in a /// GLSL ES context where there is no default precision specified. /// /// Practically, this will return the string 'precision mediump float' /// or 'precision highp float' depending on if high precision floats are /// determined to be supported. /// /// Feature: `v1_16` /// /// ## `context` /// a `GLContext` /// ## `version` /// a `GLSLVersion` /// ## `profile` /// a `GLSLProfile` /// /// # Returns /// /// a shader string defining the precision of float types based on /// `context`, `version` and `profile` #[cfg(any(feature = "v1_16", feature = "dox"))] pub fn string_get_highest_precision<P: IsA<GLContext>>( context: &P, version: GLSLVersion, profile: GLSLProfile, ) -> Option<GString> { skip_assert_initialized!(); unsafe { from_glib_none(gst_gl_sys::gst_gl_shader_string_get_highest_precision( context.as_ref().to_glib_none().0, version.to_glib(), profile.to_glib(), )) } } pub fn connect_property_linked_notify<F: Fn(&GLShader) + Send + Sync + 'static>( &self, f: F, ) -> SignalHandlerId { unsafe extern "C" fn notify_linked_trampoline<F: Fn(&GLShader) + Send + Sync + 'static>( this: *mut gst_gl_sys::GstGLShader, _param_spec: glib_sys::gpointer, f: glib_sys::gpointer, ) { let f: &F = &*(f as *const F); f(&from_glib_borrow(this)) } unsafe { let f: Box_<F> = Box_::new(f); connect_raw( self.as_ptr() as *mut _, b"notify::linked\0".as_ptr() as *const _, Some(transmute(notify_linked_trampoline::<F> as usize)), Box_::into_raw(f), ) } } } unsafe impl Send for GLShader {} unsafe impl Sync for GLShader {}