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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)
// from gst-gir-files (https://gitlab.freedesktop.org/gstreamer/gir-files-rs.git)
// DO NOT EDIT
use crate::{ffi, GLContext, GLSLStage};
#[cfg(feature = "v1_16")]
#[cfg_attr(docsrs, doc(cfg(feature = "v1_16")))]
use crate::{GLSLProfile, GLSLVersion};
use glib::{
prelude::*,
signal::{connect_raw, SignalHandlerId},
translate::*,
};
use std::boxed::Box as Box_;
glib::wrapper! {
///
///
/// ## Properties
///
///
/// #### `linked`
/// Readable
/// <details><summary><h4>Object</h4></summary>
///
///
/// #### `name`
/// Readable | Writeable | Construct
///
///
/// #### `parent`
/// The parent of the object. Please note, that when changing the 'parent'
/// property, we don't emit [`notify`][struct@crate::glib::Object#notify] and [`deep-notify`][struct@crate::gst::Object#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
/// </details>
///
/// # Implements
///
/// [`trait@gst::prelude::ObjectExt`], [`trait@glib::ObjectExt`]
#[doc(alias = "GstGLShader")]
pub struct GLShader(Object<ffi::GstGLShader, ffi::GstGLShaderClass>) @extends gst::Object;
match fn {
type_ => || ffi::gst_gl_shader_get_type(),
}
}
impl GLShader {
/// Note: must be called in the GL thread
/// ## `context`
/// a [`GLContext`][crate::GLContext]
///
/// # Returns
///
/// a new empty `shader`
#[doc(alias = "gst_gl_shader_new")]
pub fn new(context: &impl IsA<GLContext>) -> GLShader {
skip_assert_initialized!();
unsafe { from_glib_full(ffi::gst_gl_shader_new(context.as_ref().to_glib_none().0)) }
}
/// Note: must be called in the GL thread
/// ## `context`
/// a [`GLContext`][crate::GLContext]
///
/// # Returns
///
/// a default `shader` or [`None`] on failure
#[doc(alias = "gst_gl_shader_new_default")]
pub fn new_default(context: &impl IsA<GLContext>) -> Result<GLShader, glib::Error> {
skip_assert_initialized!();
unsafe {
let mut error = std::ptr::null_mut();
let ret = ffi::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))
}
}
}
//#[doc(alias = "gst_gl_shader_new_link_with_stages")]
//pub fn new_link_with_stages(context: &impl IsA<GLContext>, error: &mut glib::Error, : /*Unknown conversion*//*Unimplemented*/Basic: VarArgs) -> GLShader {
// unsafe { TODO: call ffi:gst_gl_shader_new_link_with_stages() }
//}
//#[doc(alias = "gst_gl_shader_new_with_stages")]
//#[doc(alias = "new_with_stages")]
//pub fn with_stages(context: &impl IsA<GLContext>, error: &mut glib::Error, : /*Unknown conversion*//*Unimplemented*/Basic: VarArgs) -> GLShader {
// unsafe { TODO: call ffi:gst_gl_shader_new_with_stages() }
//}
/// Attaches `stage` to `self`. `stage` must have been successfully compiled
/// with [`GLSLStage::compile()`][crate::GLSLStage::compile()].
///
/// Note: must be called in the GL thread
/// ## `stage`
/// a [`GLSLStage`][crate::GLSLStage] to attach
///
/// # Returns
///
/// whether `stage` could be attached to `self`
#[doc(alias = "gst_gl_shader_attach")]
pub fn attach(&self, stage: &GLSLStage) -> Result<(), glib::error::BoolError> {
unsafe {
glib::result_from_gboolean!(
ffi::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()`][crate::GLSLStage::compile()].
///
/// Note: must be called in the GL thread
/// ## `stage`
/// a [`GLSLStage`][crate::GLSLStage] to attach
///
/// # Returns
///
/// whether `stage` could be attached to `self`
#[doc(alias = "gst_gl_shader_attach_unlocked")]
pub fn attach_unlocked(&self, stage: &GLSLStage) -> Result<(), glib::error::BoolError> {
unsafe {
glib::result_from_gboolean!(
ffi::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
#[doc(alias = "gst_gl_shader_bind_attribute_location")]
pub fn bind_attribute_location(&self, index: u32, name: &str) {
unsafe {
ffi::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
#[doc(alias = "gst_gl_shader_bind_frag_data_location")]
pub fn bind_frag_data_location(&self, index: u32, name: &str) {
unsafe {
ffi::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`][crate::GLSLStage] to attach
///
/// # Returns
///
/// whether `stage` could be compiled and attached to `self`
#[doc(alias = "gst_gl_shader_compile_attach_stage")]
pub fn compile_attach_stage(&self, stage: &GLSLStage) -> Result<(), glib::Error> {
unsafe {
let mut error = std::ptr::null_mut();
let is_ok = ffi::gst_gl_shader_compile_attach_stage(
self.to_glib_none().0,
stage.to_glib_none().0,
&mut error,
);
debug_assert_eq!(is_ok == glib::ffi::GFALSE, !error.is_null());
if error.is_null() {
Ok(())
} else {
Err(from_glib_full(error))
}
}
}
/// Detaches `stage` from `self`. `stage` must have been successfully attached
/// to `self` with [`attach()`][Self::attach()] or [`attach_unlocked()`][Self::attach_unlocked()].
///
/// Note: must be called in the GL thread
/// ## `stage`
/// a [`GLSLStage`][crate::GLSLStage] to attach
#[doc(alias = "gst_gl_shader_detach")]
pub fn detach(&self, stage: &GLSLStage) {
unsafe {
ffi::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 [`attach()`][Self::attach()] or [`attach_unlocked()`][Self::attach_unlocked()].
///
/// Note: must be called in the GL thread
/// ## `stage`
/// a [`GLSLStage`][crate::GLSLStage] to attach
#[doc(alias = "gst_gl_shader_detach_unlocked")]
pub fn detach_unlocked(&self, stage: &GLSLStage) {
unsafe {
ffi::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
#[doc(alias = "gst_gl_shader_get_attribute_location")]
#[doc(alias = "get_attribute_location")]
pub fn attribute_location(&self, name: &str) -> i32 {
unsafe {
ffi::gst_gl_shader_get_attribute_location(self.to_glib_none().0, name.to_glib_none().0)
}
}
///
/// # Returns
///
/// the GL program handle for this shader
#[doc(alias = "gst_gl_shader_get_program_handle")]
#[doc(alias = "get_program_handle")]
pub fn program_handle(&self) -> i32 {
unsafe { ffi::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
#[doc(alias = "gst_gl_shader_is_linked")]
pub fn is_linked(&self) -> bool {
unsafe { from_glib(ffi::gst_gl_shader_is_linked(self.to_glib_none().0)) }
}
/// Links the current list of [`GLSLStage`][crate::GLSLStage]'s in `self`.
///
/// Note: must be called in the GL thread
///
/// # Returns
///
/// whether `self` could be linked together.
#[doc(alias = "gst_gl_shader_link")]
pub fn link(&self) -> Result<(), glib::Error> {
unsafe {
let mut error = std::ptr::null_mut();
let is_ok = ffi::gst_gl_shader_link(self.to_glib_none().0, &mut error);
debug_assert_eq!(is_ok == glib::ffi::GFALSE, !error.is_null());
if error.is_null() {
Ok(())
} else {
Err(from_glib_full(error))
}
}
}
/// Releases the shader and stages.
///
/// Note: must be called in the GL thread
#[doc(alias = "gst_gl_shader_release")]
pub fn release(&self) {
unsafe {
ffi::gst_gl_shader_release(self.to_glib_none().0);
}
}
/// Releases the shader and stages.
///
/// Note: must be called in the GL thread
#[doc(alias = "gst_gl_shader_release_unlocked")]
pub fn release_unlocked(&self) {
unsafe {
ffi::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
#[doc(alias = "gst_gl_shader_set_uniform_1f")]
pub fn set_uniform_1f(&self, name: &str, value: f32) {
unsafe {
ffi::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
/// ## `value`
/// values to set
#[doc(alias = "gst_gl_shader_set_uniform_1fv")]
pub fn set_uniform_1fv(&self, name: &str, value: &[f32]) {
let count = value.len() as _;
unsafe {
ffi::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
#[doc(alias = "gst_gl_shader_set_uniform_1i")]
pub fn set_uniform_1i(&self, name: &str, value: i32) {
unsafe {
ffi::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
/// ## `value`
/// values to set
#[doc(alias = "gst_gl_shader_set_uniform_1iv")]
pub fn set_uniform_1iv(&self, name: &str, value: &[i32]) {
let count = value.len() as _;
unsafe {
ffi::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
#[doc(alias = "gst_gl_shader_set_uniform_2f")]
pub fn set_uniform_2f(&self, name: &str, v0: f32, v1: f32) {
unsafe {
ffi::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
/// ## `value`
/// values to set
#[doc(alias = "gst_gl_shader_set_uniform_2fv")]
pub fn set_uniform_2fv(&self, name: &str, value: &[f32]) {
let count = value.len() as _;
unsafe {
ffi::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
#[doc(alias = "gst_gl_shader_set_uniform_2i")]
pub fn set_uniform_2i(&self, name: &str, v0: i32, v1: i32) {
unsafe {
ffi::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
/// ## `value`
/// values to set
#[doc(alias = "gst_gl_shader_set_uniform_2iv")]
pub fn set_uniform_2iv(&self, name: &str, value: &[i32]) {
let count = value.len() as _;
unsafe {
ffi::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
#[doc(alias = "gst_gl_shader_set_uniform_3f")]
pub fn set_uniform_3f(&self, name: &str, v0: f32, v1: f32, v2: f32) {
unsafe {
ffi::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
/// ## `value`
/// values to set
#[doc(alias = "gst_gl_shader_set_uniform_3fv")]
pub fn set_uniform_3fv(&self, name: &str, value: &[f32]) {
let count = value.len() as _;
unsafe {
ffi::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
#[doc(alias = "gst_gl_shader_set_uniform_3i")]
pub fn set_uniform_3i(&self, name: &str, v0: i32, v1: i32, v2: i32) {
unsafe {
ffi::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
/// ## `value`
/// values to set
#[doc(alias = "gst_gl_shader_set_uniform_3iv")]
pub fn set_uniform_3iv(&self, name: &str, value: &[i32]) {
let count = value.len() as _;
unsafe {
ffi::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
#[doc(alias = "gst_gl_shader_set_uniform_4f")]
pub fn set_uniform_4f(&self, name: &str, v0: f32, v1: f32, v2: f32, v3: f32) {
unsafe {
ffi::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
/// ## `value`
/// values to set
#[doc(alias = "gst_gl_shader_set_uniform_4fv")]
pub fn set_uniform_4fv(&self, name: &str, value: &[f32]) {
let count = value.len() as _;
unsafe {
ffi::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
#[doc(alias = "gst_gl_shader_set_uniform_4i")]
pub fn set_uniform_4i(&self, name: &str, v0: i32, v1: i32, v2: i32, v3: i32) {
unsafe {
ffi::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
/// ## `value`
/// values to set
#[doc(alias = "gst_gl_shader_set_uniform_4iv")]
pub fn set_uniform_4iv(&self, name: &str, value: &[i32]) {
let count = value.len() as _;
unsafe {
ffi::gst_gl_shader_set_uniform_4iv(
self.to_glib_none().0,
name.to_glib_none().0,
count,
value.to_glib_none().0,
);
}
}
/// 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.
#[doc(alias = "gst_gl_shader_use")]
#[doc(alias = "use")]
pub fn use_(&self) {
unsafe {
ffi::gst_gl_shader_use(self.to_glib_none().0);
}
}
/// ## `context`
/// a [`GLContext`][crate::GLContext]
/// ## `version`
/// a [`GLSLVersion`][crate::GLSLVersion]
/// ## `profile`
/// a [`GLSLProfile`][crate::GLSLProfile]
///
/// # Returns
///
/// a passthrough shader string for copying an input external-oes
/// texture to the output
#[cfg(feature = "v1_16")]
#[cfg_attr(docsrs, doc(cfg(feature = "v1_16")))]
#[doc(alias = "gst_gl_shader_string_fragment_external_oes_get_default")]
pub fn string_fragment_external_oes_get_default(
context: &impl IsA<GLContext>,
version: GLSLVersion,
profile: GLSLProfile,
) -> glib::GString {
skip_assert_initialized!();
unsafe {
from_glib_full(ffi::gst_gl_shader_string_fragment_external_oes_get_default(
context.as_ref().to_glib_none().0,
version.into_glib(),
profile.into_glib(),
))
}
}
/// ## `context`
/// a [`GLContext`][crate::GLContext]
/// ## `version`
/// a [`GLSLVersion`][crate::GLSLVersion]
/// ## `profile`
/// a [`GLSLProfile`][crate::GLSLProfile]
///
/// # Returns
///
/// a passthrough shader string for copying an input texture to
/// the output
#[cfg(feature = "v1_16")]
#[cfg_attr(docsrs, doc(cfg(feature = "v1_16")))]
#[doc(alias = "gst_gl_shader_string_fragment_get_default")]
pub fn string_fragment_get_default(
context: &impl IsA<GLContext>,
version: GLSLVersion,
profile: GLSLProfile,
) -> glib::GString {
skip_assert_initialized!();
unsafe {
from_glib_full(ffi::gst_gl_shader_string_fragment_get_default(
context.as_ref().to_glib_none().0,
version.into_glib(),
profile.into_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.
/// ## `context`
/// a [`GLContext`][crate::GLContext]
/// ## `version`
/// a [`GLSLVersion`][crate::GLSLVersion]
/// ## `profile`
/// a [`GLSLProfile`][crate::GLSLProfile]
///
/// # Returns
///
/// a shader string defining the precision of float types based on
/// `context`, `version` and `profile`
#[cfg(feature = "v1_16")]
#[cfg_attr(docsrs, doc(cfg(feature = "v1_16")))]
#[doc(alias = "gst_gl_shader_string_get_highest_precision")]
pub fn string_get_highest_precision(
context: &impl IsA<GLContext>,
version: GLSLVersion,
profile: GLSLProfile,
) -> glib::GString {
skip_assert_initialized!();
unsafe {
from_glib_none(ffi::gst_gl_shader_string_get_highest_precision(
context.as_ref().to_glib_none().0,
version.into_glib(),
profile.into_glib(),
))
}
}
#[doc(alias = "linked")]
pub fn connect_linked_notify<F: Fn(&Self) + Send + Sync + 'static>(
&self,
f: F,
) -> SignalHandlerId {
unsafe extern "C" fn notify_linked_trampoline<F: Fn(&GLShader) + Send + Sync + 'static>(
this: *mut ffi::GstGLShader,
_param_spec: glib::ffi::gpointer,
f: glib::ffi::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(std::mem::transmute::<*const (), unsafe extern "C" fn()>(
notify_linked_trampoline::<F> as *const (),
)),
Box_::into_raw(f),
)
}
}
}
unsafe impl Send for GLShader {}
unsafe impl Sync for GLShader {}