gstgl.glshader
Module for [GLShader] class
Types 3
classGLShader : gst.object.ObjectWrap
Methods
GLShaderGidBuilder builder() static nothrowGet builder for [gstgl.glshader.GLShader] Returns: New builder objectgstgl.glshader.GLShader newDefault(gstgl.glcontext.GLContext context) staticNote: must be called in the GL threadstring stringFragmentExternalOesGetDefault(gstgl.glcontext.GLContext context, gstgl.types.GLSLVersion version_, gstgl.types.GLSLProfile profile) static nothrowstring stringFragmentGetDefault(gstgl.glcontext.GLContext context, gstgl.types.GLSLVersion version_, gstgl.types.GLSLProfile profile) static nothrowstring stringGetHighestPrecision(gstgl.glcontext.GLContext context, gstgl.types.GLSLVersion version_, gstgl.types.GLSLProfile profile) static nothrowGenerates 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 speci...bool attach(gstgl.glslstage.GLSLStage stage) nothrowAttaches stage to shader. stage must have been successfully compiled with [gstgl.glslstage.GLSLStage.compile].bool attachUnlocked(gstgl.glslstage.GLSLStage stage) nothrowAttaches stage to shader. stage must have been successfully compiled with [gstgl.glslstage.GLSLStage.compile].void bindAttributeLocation(uint index, string name) nothrowBind attribute name to the specified location index using `glBindAttributeLocation()`.void bindFragDataLocation(uint index, string name) nothrowBind attribute name to the specified location index using `glBindFragDataLocation()`.bool compileAttachStage(gstgl.glslstage.GLSLStage stage)Compiles stage and attaches it to shader.void detach(gstgl.glslstage.GLSLStage stage) nothrowDetaches stage from shader. stage must have been successfully attached to shader with [gstgl.glshader.GLShader.attach] or [gstgl.glshader.GLShader.attachUnlocked].void detachUnlocked(gstgl.glslstage.GLSLStage stage) nothrowDetaches stage from shader. stage must have been successfully attached to shader with [gstgl.glshader.GLShader.attach] or [gstgl.glshader.GLShader.attachUnlocked].int getAttributeLocation(string name) nothrowint getProgramHandle() nothrowbool isLinked() nothrowNote: must be called in the GL thread Returns: whether shader has been successfully linkedbool link()Links the current list of #GstGLSLStage's in shader.void setUniform2f(string name, float v0, float v1) nothrowPerform `glUniform2f()` for name on shadervoid setUniform3f(string name, float v0, float v1, float v2) nothrowPerform `glUniform3f()` for name on shadervoid setUniform3i(string name, int v0, int v1, int v2) nothrowPerform `glUniform3i()` for name on shadervoid setUniform4f(string name, float v0, float v1, float v2, float v3) nothrowPerform `glUniform4f()` for name on shadervoid setUniform4i(string name, int v0, int v1, int v2, int v3) nothrowPerform `glUniform4i()` for name on shaderConstructors
this(gstgl.glcontext.GLContext context)Note: must be called in the GL threadFluent builder implementation template for gstgl.glshader.GLShader
Fluent builder for gstgl.glshader.GLShader