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author | Julien Isorce <julien.isorce@gmail.com> | 2009-03-15 14:48:19 +0100 |
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committer | Matthew Waters <ystreet00@gmail.com> | 2014-03-15 18:36:33 +0100 |
commit | ec0bb66fe9db10102f67b7413a56b9ffc490b912 (patch) | |
tree | b124dd5d9a2e6dea677cee13a96649788c1b0ae6 /gst-libs/gst/gl/gstglshader.h | |
parent | 37b29ac10c8c6131bdc18593409d90b7635e58b8 (diff) | |
download | gstreamer-plugins-bad-ec0bb66fe9db10102f67b7413a56b9ffc490b912.tar.gz |
[321/906] add OpenGL ES 2.x support.
In OpenGL 2.x for Embedded System, a lot of basic scene/draw functions
have been removed. It means that everything is made using vertex and
fragment shaders.
I have also added a gstglwindow backend for winCE that uses EGL
(Native Platform Graphics Intercace) (which is a full part of
OpenGL ES specification). It remove the use of wgl/glx functions.
Diffstat (limited to 'gst-libs/gst/gl/gstglshader.h')
-rw-r--r-- | gst-libs/gst/gl/gstglshader.h | 9 |
1 files changed, 9 insertions, 0 deletions
diff --git a/gst-libs/gst/gl/gstglshader.h b/gst-libs/gst/gl/gstglshader.h index 3506997d2..6a547cb55 100644 --- a/gst-libs/gst/gl/gstglshader.h +++ b/gst-libs/gst/gl/gstglshader.h @@ -21,7 +21,14 @@ #ifndef __GST_GL_SHADER_H__ #define __GST_GL_SHADER_H__ +/* OpenGL 2.0 for Embedded Systems */ +#ifdef OPENGL_ES2 +#include <GLES2/gl2.h> +#include "gstgles2.h" +/* OpenGL for usual systems */ +#else #include <GL/glew.h> +#endif #include <gst/gst.h> G_BEGIN_DECLS @@ -88,6 +95,8 @@ void gst_gl_shader_use (GstGLShader *shader); void gst_gl_shader_set_uniform_1i (GstGLShader *shader, const gchar *name, gint value); void gst_gl_shader_set_uniform_1f (GstGLShader *shader, const gchar *name, gfloat value); void gst_gl_shader_set_uniform_1fv (GstGLShader *shader, const gchar *name, guint count, gfloat * value); +void gst_gl_shader_set_uniform_matrix_4fv (GstGLShader * shader, const gchar * name, + GLsizei count, GLboolean transpose, const GLfloat* value); GLint gst_gl_shader_get_attribute_location (GstGLShader *shader, const gchar *name); |