Constants

Details

GstGL.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.

GstGL.BUFFER_POOL_OPTION_GL_TEXTURE_TARGET_2D = 'GstBufferPoolOptionGLTextureTarget2D'

String used for GstGL.GLTextureTarget._2D as a Gst.BufferPool pool option

GstGL.BUFFER_POOL_OPTION_GL_TEXTURE_TARGET_EXTERNAL_OES = 'GstBufferPoolOptionGLTextureTargetExternalOES'

String used for GstGL.GLTextureTarget.EXTERNAL_OES as a Gst.BufferPool pool option

GstGL.BUFFER_POOL_OPTION_GL_TEXTURE_TARGET_RECTANGLE = 'GstBufferPoolOptionGLTextureTargetRectangle'

String used for GstGL.GLTextureTarget.RECTANGLE as a Gst.BufferPool pool option

GstGL.CAPS_FEATURE_MEMORY_GL_BUFFER = 'memory:GLBuffer'

Name of the caps feature indicating the use of GL buffers

GstGL.CAPS_FEATURE_MEMORY_GL_MEMORY = 'memory:GLMemory'

Name of the caps feature for indicating the use of GstGL.GLMemory

GstGL.GL_ALLOCATION_PARAMS_ALLOC_FLAG_ALLOC = 1

GL Allocation flag indicating that the implementation should allocate the necessary resources.

GstGL.GL_ALLOCATION_PARAMS_ALLOC_FLAG_BUFFER = 16

GL allocation flag indicating the allocation of a GL buffer.

GstGL.GL_ALLOCATION_PARAMS_ALLOC_FLAG_USER = 65536

Values >= than GstGL.GL_ALLOCATION_PARAMS_ALLOC_FLAG_USER can be used for user-defined purposes.

GstGL.GL_ALLOCATION_PARAMS_ALLOC_FLAG_VIDEO = 8

GL allocation flag indicating the allocation of 2D video frames

GstGL.GL_ALLOCATION_PARAMS_ALLOC_FLAG_WRAP_GPU_HANDLE = 4

GL Allocation flag for using the provided GPU handle as storage.

GstGL.GL_ALLOCATION_PARAMS_ALLOC_FLAG_WRAP_SYSMEM = 2

GL Allocation flag for using the provided system memory data as storage.

GstGL.GL_API_GLES1_NAME = 'gles1'

The name for GstGL.GLAPI.GLES1 used in various places

GstGL.GL_API_GLES2_NAME = 'gles2'

The name for GstGL.GLAPI.GLES2 used in various places

GstGL.GL_API_OPENGL3_NAME = 'opengl3'

The name for GstGL.GLAPI.OPENGL3 used in various places

GstGL.GL_API_OPENGL_NAME = 'opengl'

The name for GstGL.GLAPI.OPENGL used in various places

GstGL.GL_BASE_MEMORY_ALLOCATOR_NAME = 'GLBaseMemory'

The name of the GL buffer allocator

New in version 1.8.

GstGL.GL_BUFFER_ALLOCATOR_NAME = 'GLBuffer'

The name of the GL buffer allocator

GstGL.GL_COLOR_CONVERT_FORMATS = '{ RGBA, RGB, RGBx, BGR, BGRx, BGRA, xRGB, xBGR, ARGB, ABGR, Y444, I420, YV12, Y42B, Y41B, NV12, NV21, YUY2, UYVY, AYUV, VUYA, GRAY8, GRAY16_LE, GRAY16_BE, RGB16, BGR16, ARGB64 }'

The currently supported formats that can be converted

GstGL.GL_COLOR_CONVERT_VIDEO_CAPS = 'video/x-raw('

The currently supported Gst.Caps that can be converted

GstGL.GL_CONTEXT_TYPE_CGL = 'gst.gl.context.CGL'
GstGL.GL_CONTEXT_TYPE_EAGL = 'gst.gl.context.EAGL'
GstGL.GL_CONTEXT_TYPE_EGL = 'gst.gl.context.EGL'
GstGL.GL_CONTEXT_TYPE_GLX = 'gst.gl.context.GLX'
GstGL.GL_CONTEXT_TYPE_WGL = 'gst.gl.context.WGL'
GstGL.GL_DISPLAY_CONTEXT_TYPE = 'gst.gl.GLDisplay'

The name used in Gst.Context queries for requesting a GstGL.GLDisplay

GstGL.GL_DISPLAY_EGL_NAME = 'gst.gl.display.egl'
GstGL.GL_MEMORY_ALLOCATOR_NAME = 'GLMemory'

The name of the GL memory allocator

GstGL.GL_MEMORY_PBO_ALLOCATOR_NAME = 'GLMemoryPBO'

The name of the GL Memory PBO allocator

GstGL.GL_MEMORY_VIDEO_FORMATS_STR = '{ RGBA, BGRA, RGBx, BGRx, ARGB, ABGR, xRGB, xBGR, RGB, BGR, RGB16, BGR16, AYUV, VUYA, I420, YV12, NV12, NV21, YUY2, UYVY, Y41B, Y42B, Y444, GRAY8, GRAY16_LE, GRAY16_BE, ARGB64 }'

List of video formats that are supported by GstGL.GLMemory

GstGL.GL_RENDERBUFFER_ALLOCATOR_NAME = 'GLRenderbuffer'

The name of the GL renderbuffer allocator

GstGL.GL_TEXTURE_TARGET_2D_STR = '2D'

String used for GstGL.GLTextureTarget._2D in things like caps values

GstGL.GL_TEXTURE_TARGET_EXTERNAL_OES_STR = 'external-oes'

String used for GstGL.GLTextureTarget.EXTERNAL_OES in things like caps values

GstGL.GL_TEXTURE_TARGET_RECTANGLE_STR = 'rectangle'

String used for GstGL.GLTextureTarget.RECTANGLE in things like caps values

GstGL.MAP_GL = 131072

Flag indicating that we should map the GL object instead of to system memory.

Combining GstGL.MAP_GL with Gst.MapFlags.WRITE has the same semantics as though you are writing to OpenGL. Conversely, combining GstGL.MAP_GL with Gst.MapFlags.READ has the same semantics as though you are reading from OpenGL.