Parameters
allocator | a #GstGLBaseMemoryAllocator |
params | the #GstGLAllocationParams to allocate the memory with |
D types for gstgl1 library
Copies the parameters from src into dest. The subclass must compose copy functions from the superclass.
src | the source #GstGLAllocationParams to copy from |
dest | the source #GstGLAllocationParams to copy |
Free any dynamically allocated data. The subclass must call the superclass' free.
params | a #GstGLAllocationParams |
allocator | a #GstGLBaseMemoryAllocator |
params | the #GstGLAllocationParams to allocate the memory with |
Also see [gst.memory.Memory.copy];
mem | a #GstGLBaseMemory |
offset | the offset to copy from |
size | the number of bytes to copy |
As this virtual method is called with an OpenGL context current, use this function to allocate and OpenGL resources needed for your application
mem | a #GstGLBaseMemory |
Destroy any resources allocated throughout the lifetime of mem
mem | a #GstGLBaseMemory |
Also see [gst.memory.Memory.map];
mem | a #GstGLBaseMemory |
info | a #GstMapInfo to map with |
maxsize | the size to map |
Also see [gst.memory.Memory.unmap];
mem | a #GstGLBaseMemory |
info | a #GstMapInfo to map with |
Represents a function to run in the GL thread with context and data
context | a #GstGLContext |
callback definition for operating through a #GstGLFramebuffer object
stuff | user data |
BUFFER_POOL_OPTION_GL_SYNC_META = "GstBufferPoolOptionGLSyncMeta"An option that can be activated on bufferpools to request OpenGL synchronization metadata on buffers from the pool.
BUFFER_POOL_OPTION_GL_TEXTURE_TARGET_2D = "GstBufferPoolOptionGLTextureTarget2D"String used for [gstgl.types.GLTextureTarget._2d] as a #GstBufferPool pool option
BUFFER_POOL_OPTION_GL_TEXTURE_TARGET_EXTERNAL_OES = "GstBufferPoolOptionGLTextureTargetExternalOES"String used for [gstgl.types.GLTextureTarget.ExternalOes] as a #GstBufferPool pool option
BUFFER_POOL_OPTION_GL_TEXTURE_TARGET_RECTANGLE = "GstBufferPoolOptionGLTextureTargetRectangle"String used for [gstgl.types.GLTextureTarget.Rectangle] as a #GstBufferPool pool option
CAPS_FEATURE_MEMORY_GL_BUFFER = "memory:GLBuffer"Name of the caps feature indicating the use of GL buffers
CAPS_FEATURE_MEMORY_GL_MEMORY = "memory:GLMemory"Name of the caps feature for indicating the use of #GstGLMemory
GL_ALLOCATION_PARAMS_ALLOC_FLAG_ALLOC = 1GL Allocation flag indicating that the implementation should allocate the necessary resources.
GL_ALLOCATION_PARAMS_ALLOC_FLAG_BUFFER = 16GL allocation flag indicating the allocation of a GL buffer.
GL_ALLOCATION_PARAMS_ALLOC_FLAG_USER = 65536Values >= than #GST_GL_ALLOCATION_PARAMS_ALLOC_FLAG_USER can be used for user-defined purposes.
GL_ALLOCATION_PARAMS_ALLOC_FLAG_VIDEO = 8GL allocation flag indicating the allocation of 2D video frames
GL_ALLOCATION_PARAMS_ALLOC_FLAG_WRAP_GPU_HANDLE = 4GL Allocation flag for using the provided GPU handle as storage.
GL_ALLOCATION_PARAMS_ALLOC_FLAG_WRAP_SYSMEM = 2GL Allocation flag for using the provided system memory data as storage.
GL_API_GLES1_NAME = "gles1"The name for [gstgl.types.GLAPI.Gles1] used in various places
GL_API_GLES2_NAME = "gles2"The name for [gstgl.types.GLAPI.Gles2] used in various places
GL_API_OPENGL3_NAME = "opengl3"The name for [gstgl.types.GLAPI.Opengl3] used in various places
GL_API_OPENGL_NAME = "opengl"The name for [gstgl.types.GLAPI.Opengl] used in various places
GL_BASE_MEMORY_ALLOCATOR_NAME = "GLBaseMemory"The name of the GL buffer allocator
GL_BUFFER_ALLOCATOR_NAME = "GLBuffer"The name of the GL buffer allocator
GL_COLOR_CONVERT_EXT_FORMATS = ", RGBA64_LE, BGR10A2_LE, RGB10A2_LE, P010_10LE, P012_LE, P016_LE, Y212_LE, Y412_LE, A444_16LE, A422_16LE, A420_16LE, A444_12LE, A422_12LE, A420_12LE, A420_10LE, A422_10LE, A444_10LE, I420_12LE, I420_10LE"GL_COLOR_CONVERT_FORMATS = "{ RGBA, RGB, RGBx, BGR, BGRx, BGRA, xRGB, xBGR, ARGB, ABGR, GBRA, GBR, RGBP, BGRP, Y444, I420, YV12, Y42B, Y41B, NV12, NV21, NV16, NV61, YUY2, UYVY, Y210, AYUV, VUYA, Y410, A444, A422, GRAY8, GRAY16_LE, GRAY16_BE, RGB16, BGR16, ARGB64, A420, AV12, NV12_16L32S, NV12_4L4, RBGA"The currently supported formats that can be converted
GL_COLOR_CONVERT_VIDEO_CAPS = "video/x-raw("The currently supported #GstCaps that can be converted
GL_CONFIG_STRUCTURE_NAME = "gst-gl-context-config"The canonical name of a #GstStructure that contains a configuration for a #GstGLContext.
GL_CONTEXT_TYPE_CGL = "gst.gl.context.CGL"GL_CONTEXT_TYPE_EAGL = "gst.gl.context.EAGL"GL_CONTEXT_TYPE_EGL = "gst.gl.context.EGL"GL_CONTEXT_TYPE_GLX = "gst.gl.context.GLX"GL_CONTEXT_TYPE_WGL = "gst.gl.context.WGL"GL_DISPLAY_CONTEXT_TYPE = "gst.gl.GLDisplay"The name used in #GstContext queries for requesting a #GstGLDisplay
GL_MEMORY_ALLOCATOR_NAME = "GLMemory"The name of the GL memory allocator
GL_MEMORY_PBO_ALLOCATOR_NAME = "GLMemoryPBO"The name of the GL Memory PBO allocator
GL_MEMORY_VIDEO_EXT_FORMATS = ", RGBA64_LE, BGR10A2_LE, RGB10A2_LE, P010_10LE, P012_LE, P016_LE, Y212_LE, Y412_LE, A444_16LE, A422_16LE, A420_16LE, A444_12LE, A422_12LE, A420_12LE, A420_10LE, A422_10LE, A444_10LE, I420_12LE, I420_10LE"GL_MEMORY_VIDEO_FORMATS_STR = "{ RGBA, BGRA, RGBx, BGRx, ARGB, ABGR, xRGB, xBGR, GBRA, GBR, RGBP, BGRP, RGB, BGR, RGB16, BGR16, AYUV, VUYA, A444, A422, Y410, I420, YV12, NV12, NV21, NV16, NV61, YUY2, UYVY, Y210, Y41B, Y42B, Y444, GRAY8, GRAY16_LE, GRAY16_BE, ARGB64, A420, AV12, NV12_16L32S, NV12_4L4, RBGA"List of video formats that are supported by #GstGLMemory
GL_RENDERBUFFER_ALLOCATOR_NAME = "GLRenderbuffer"The name of the GL renderbuffer allocator
GL_TEXTURE_TARGET_2D_STR = "2D"String used for [gstgl.types.GLTextureTarget._2d] in things like caps values
GL_TEXTURE_TARGET_EXTERNAL_OES_STR = "external-oes"String used for [gstgl.types.GLTextureTarget.ExternalOes] in things like caps values
GL_TEXTURE_TARGET_RECTANGLE_STR = "rectangle"String used for [gstgl.types.GLTextureTarget.Rectangle] in things like caps values
MAP_GL = 131072Flag indicating that we should map the GL object instead of to system memory.
Combining #GST_MAP_GL with #GST_MAP_WRITE has the same semantics as though you are writing to OpenGL. Conversely, combining #GST_MAP_GL with #GST_MAP_READ has the same semantics as though you are reading from OpenGL.