Trait gstreamer_gl::prelude::GLFilterExt
source · pub trait GLFilterExt: IsA<GLFilter> + Sealed + 'static {
// Provided methods
fn draw_fullscreen_quad(&self) { ... }
fn filter_texture(
&self,
input: &Buffer,
output: &Buffer,
) -> Result<(), BoolError> { ... }
fn render_to_target<P: FnMut(&GLFilter, &GLMemory) -> bool>(
&self,
input: &GLMemory,
output: &GLMemory,
func: P,
) -> Result<(), BoolError> { ... }
fn render_to_target_with_shader(
&self,
input: &GLMemory,
output: &GLMemory,
shader: &GLShader,
) { ... }
}
Provided Methods§
sourcefn draw_fullscreen_quad(&self)
fn draw_fullscreen_quad(&self)
Render a fullscreen quad using the current GL state. The only GL state this modifies is the necessary vertex/index buffers and, if necessary, a Vertex Array Object for drawing a fullscreen quad. Framebuffer state, any shaders, viewport state, etc must be setup by the caller.
sourcefn render_to_target<P: FnMut(&GLFilter, &GLMemory) -> bool>(
&self,
input: &GLMemory,
output: &GLMemory,
func: P,
) -> Result<(), BoolError>
fn render_to_target<P: FnMut(&GLFilter, &GLMemory) -> bool>( &self, input: &GLMemory, output: &GLMemory, func: P, ) -> Result<(), BoolError>
sourcefn render_to_target_with_shader(
&self,
input: &GLMemory,
output: &GLMemory,
shader: &GLShader,
)
fn render_to_target_with_shader( &self, input: &GLMemory, output: &GLMemory, shader: &GLShader, )
Transforms input
into output
using shader
with a FBO.
See also: render_to_target()
§input
the input texture
§output
the output texture
§shader
the shader to use.
Object Safety§
This trait is not object safe.