Struct GLShader
Sourcepub struct GLShader { /* private fields */ }Expand description
§Properties
§linked
Readable
Object
§name
Readable | Writeable | Construct
§parent
The parent of the object. Please note, that when changing the ‘parent’
property, we don’t emit notify and deep-notify
signals due to locking issues. In some cases one can use
GstBin::element-added or GstBin::element-removed signals on the parent to
achieve a similar effect.
Readable | Writeable
§Implements
gst::prelude::ObjectExt, [trait@glib::ObjectExt]
GLib type: GObject with reference counted clone semantics.
Implementations§
Source§impl GLShader
 
impl GLShader
Sourcepub fn attach(&self, stage: &GLSLStage) -> Result<(), BoolError>
 
pub fn attach(&self, stage: &GLSLStage) -> Result<(), BoolError>
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
Sourcepub fn attach_unlocked(&self, stage: &GLSLStage) -> Result<(), BoolError>
 
pub fn attach_unlocked(&self, stage: &GLSLStage) -> Result<(), BoolError>
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
Sourcepub fn bind_attribute_location(&self, index: u32, name: &str)
 
pub fn bind_attribute_location(&self, index: u32, name: &str)
Sourcepub fn bind_frag_data_location(&self, index: u32, name: &str)
 
pub fn bind_frag_data_location(&self, index: u32, name: &str)
Sourcepub fn detach(&self, stage: &GLSLStage)
 
pub fn detach(&self, stage: &GLSLStage)
Detaches stage from self. stage must have been successfully attached
to self with attach() or attach_unlocked().
Note: must be called in the GL thread
§stage
a GLSLStage to attach
Sourcepub fn detach_unlocked(&self, stage: &GLSLStage)
 
pub fn detach_unlocked(&self, stage: &GLSLStage)
Detaches stage from self. stage must have been successfully attached
to self with attach() or attach_unlocked().
Note: must be called in the GL thread
§stage
a GLSLStage to attach
Sourcepub fn attribute_location(&self, name: &str) -> i32
 
pub fn attribute_location(&self, name: &str) -> i32
Sourcepub fn program_handle(&self) -> i32
 
pub fn program_handle(&self) -> i32
§Returns
the GL program handle for this shader
Sourcepub fn release_unlocked(&self)
 
pub fn release_unlocked(&self)
Releases the shader and stages.
Note: must be called in the GL thread
Sourcepub fn set_uniform_1f(&self, name: &str, value: f32)
 
pub fn set_uniform_1f(&self, name: &str, value: f32)
Sourcepub fn set_uniform_1fv(&self, name: &str, value: &[f32])
 
pub fn set_uniform_1fv(&self, name: &str, value: &[f32])
Sourcepub fn set_uniform_1i(&self, name: &str, value: i32)
 
pub fn set_uniform_1i(&self, name: &str, value: i32)
Sourcepub fn set_uniform_1iv(&self, name: &str, value: &[i32])
 
pub fn set_uniform_1iv(&self, name: &str, value: &[i32])
Sourcepub fn set_uniform_2f(&self, name: &str, v0: f32, v1: f32)
 
pub fn set_uniform_2f(&self, name: &str, v0: f32, v1: f32)
Sourcepub fn set_uniform_2fv(&self, name: &str, value: &[f32])
 
pub fn set_uniform_2fv(&self, name: &str, value: &[f32])
Sourcepub fn set_uniform_2i(&self, name: &str, v0: i32, v1: i32)
 
pub fn set_uniform_2i(&self, name: &str, v0: i32, v1: i32)
Sourcepub fn set_uniform_2iv(&self, name: &str, value: &[i32])
 
pub fn set_uniform_2iv(&self, name: &str, value: &[i32])
Sourcepub fn set_uniform_3fv(&self, name: &str, value: &[f32])
 
pub fn set_uniform_3fv(&self, name: &str, value: &[f32])
Sourcepub fn set_uniform_3iv(&self, name: &str, value: &[i32])
 
pub fn set_uniform_3iv(&self, name: &str, value: &[i32])
Sourcepub fn set_uniform_4fv(&self, name: &str, value: &[f32])
 
pub fn set_uniform_4fv(&self, name: &str, value: &[f32])
Sourcepub fn set_uniform_4iv(&self, name: &str, value: &[i32])
 
pub fn set_uniform_4iv(&self, name: &str, value: &[i32])
Sourcepub fn use_(&self)
 
pub fn use_(&self)
Mark’s self as being used for the next GL draw command.
Note: must be called in the GL thread and self must have been linked.
Sourcepub fn string_fragment_external_oes_get_default(
    context: &impl IsA<GLContext>,
    version: GLSLVersion,
    profile: GLSLProfile,
) -> GString
 
pub fn string_fragment_external_oes_get_default( context: &impl IsA<GLContext>, version: GLSLVersion, profile: GLSLProfile, ) -> GString
Sourcepub fn string_fragment_get_default(
    context: &impl IsA<GLContext>,
    version: GLSLVersion,
    profile: GLSLProfile,
) -> GString
 
pub fn string_fragment_get_default( context: &impl IsA<GLContext>, version: GLSLVersion, profile: GLSLProfile, ) -> GString
Sourcepub fn string_get_highest_precision(
    context: &impl IsA<GLContext>,
    version: GLSLVersion,
    profile: GLSLProfile,
) -> GString
 
pub fn string_get_highest_precision( context: &impl IsA<GLContext>, version: GLSLVersion, profile: GLSLProfile, ) -> GString
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.
§context
§version
§profile
§Returns
a shader string defining the precision of float types based on
context, version and profile
pub fn connect_linked_notify<F: Fn(&Self) + Send + Sync + 'static>( &self, f: F, ) -> SignalHandlerId
Trait Implementations§
Source§impl HasParamSpec for GLShader
 
impl HasParamSpec for GLShader
Source§impl Ord for GLShader
 
impl Ord for GLShader
Source§fn cmp(&self, other: &Self) -> Ordering
 
fn cmp(&self, other: &Self) -> Ordering
Comparison for two GObjects.
Compares the memory addresses of the provided objects.
1.21.0 · Source§fn max(self, other: Self) -> Selfwhere
    Self: Sized,
 
fn max(self, other: Self) -> Selfwhere
    Self: Sized,
Source§impl<OT: ObjectType> PartialEq<OT> for GLShader
 
impl<OT: ObjectType> PartialEq<OT> for GLShader
Source§impl<OT: ObjectType> PartialOrd<OT> for GLShader
 
impl<OT: ObjectType> PartialOrd<OT> for GLShader
Source§impl StaticType for GLShader
 
impl StaticType for GLShader
Source§fn static_type() -> Type
 
fn static_type() -> Type
Self.impl Eq for GLShader
impl IsA<Object> for GLShader
impl Send for GLShader
impl Sync for GLShader
Auto Trait Implementations§
impl Freeze for GLShader
impl RefUnwindSafe for GLShader
impl Unpin for GLShader
impl UnwindSafe for GLShader
Blanket Implementations§
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    T: ?Sized,
 
impl<T> BorrowMut<T> for Twhere
    T: ?Sized,
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unsafe fn steal_data<QD>(&self, key: &str) -> Option<QD>where
    QD: 'static,
key. Read moreSource§fn block_signal(&self, handler_id: &SignalHandlerId)
 
fn block_signal(&self, handler_id: &SignalHandlerId)
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fn unblock_signal(&self, handler_id: &SignalHandlerId)
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fn stop_signal_emission(&self, signal_id: SignalId, detail: Option<Quark>)
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signal_name on this object. Read moreSource§fn connect_id<F>(
    &self,
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signal_name on this object. Read moreSource§fn connect_local_id<F>(
    &self,
    signal_id: SignalId,
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    callback: F,
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    &self,
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    after: bool,
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unsafe fn connect_unsafe<F>( &self, signal_name: &str, after: bool, callback: F, ) -> SignalHandlerId
signal_name on this object. Read moreSource§unsafe fn connect_unsafe_id<F>(
    &self,
    signal_id: SignalId,
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    callback: F,
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unsafe fn connect_unsafe_id<F>( &self, signal_id: SignalId, details: Option<Quark>, after: bool, callback: F, ) -> SignalHandlerId
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    &self,
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    &self,
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    details: Option<Quark>,
    after: bool,
    closure: RustClosure,
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    R: TryFromClosureReturnValue,
 
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    R: TryFromClosureReturnValue,
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    &self,
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    &self,
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fn emit_by_name_with_details<R>(
    &self,
    signal_name: &str,
    details: Quark,
    args: &[&dyn ToValue],
) -> Rwhere
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    &self,
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    details: Quark,
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    &self,
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fn emit_with_details<R>(
    &self,
    signal_id: SignalId,
    details: Quark,
    args: &[&dyn ToValue],
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    &self,
    signal_id: SignalId,
    details: Quark,
    args: &[Value],
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Source§fn connect_notify<F>(&self, name: Option<&str>, f: F) -> SignalHandlerId
 
fn connect_notify<F>(&self, name: Option<&str>, f: F) -> SignalHandlerId
notify signal of the object. Read moreSource§fn connect_notify_local<F>(&self, name: Option<&str>, f: F) -> SignalHandlerId
 
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notify signal of the object. Read moreSource§unsafe fn connect_notify_unsafe<F>(
    &self,
    name: Option<&str>,
    f: F,
) -> SignalHandlerId
 
unsafe fn connect_notify_unsafe<F>( &self, name: Option<&str>, f: F, ) -> SignalHandlerId
notify signal of the object. Read moreSource§fn notify(&self, property_name: &str)
 
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    O: ObjectType,
 
fn bind_property<'a, 'f, 't, O>(
    &'a self,
    source_property: &'a str,
    target: &'a O,
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