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authorJulien Isorce <julien.isorce@gmail.com>2009-03-15 14:48:19 +0100
committerMatthew Waters <ystreet00@gmail.com>2014-03-15 18:36:33 +0100
commitec0bb66fe9db10102f67b7413a56b9ffc490b912 (patch)
treeb124dd5d9a2e6dea677cee13a96649788c1b0ae6 /gst-libs/gst/gl/gstglshader.h
parent37b29ac10c8c6131bdc18593409d90b7635e58b8 (diff)
downloadgstreamer-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.h9
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);