GstGL.GLMemoryPBO¶
Fields¶
Name |
Type |
Access |
Description |
|---|---|---|---|
mem |
r |
||
pbo |
r |
Methods¶
class |
|
|
|
Details¶
- class GstGL.GLMemoryPBO¶
GstGL.GLMemoryPBOis created or wrapped throughGstGL.GLBaseMemory.alloc() withGstGL.GLVideoAllocationParams.Data is uploaded or downloaded from the GPU as is necessary.
- copy_into_texture(tex_id, target, tex_format, width, height, stride, respecify)[source]¶
- Parameters:
tex_id (
int) – the destination texture idtarget (
GstGL.GLTextureTarget) – the destinationGstGL.GLTextureTargettex_format (
GstGL.GLFormat) – the destinationGstGL.GLFormatwidth (
int) – width of tex_idheight (
int) – height of tex_idstride (
int) – stride of the backing texture datarespecify (
bool) – whether to copy the data or copy per texel
- Returns:
Whether the copy succeeded
- Return type:
Copies self into the texture specified by tex_id. The format of tex_id is specified by tex_format, width and height.
If respecify is
True, then the copy is performed in terms of the texture data. This is useful for splitting RGBA textures into RG or R textures or vice versa. The requirement for this to succeed is that the backing texture data must be the same size, i.e. say a RGBA8 texture is converted into a RG8 texture, then the RG texture must have twice as many pixels available for output as the RGBA texture.Otherwise, if respecify is
False, then the copy is performed per texel using glCopyTexImage. See the OpenGL specification for details on the mappings between texture formats.New in version 1.8.